quakeforge/libs/video/renderer/r_alias.c

154 lines
4.1 KiB
C
Raw Normal View History

/*
r_alias.c
Draw Alias Model
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include "QF/sys.h"
#include "r_internal.h"
float r_avertexnormals[NUMVERTEXNORMALS][3] = {
#include "anorms.h"
};
maliasskindesc_t *
R_AliasGetSkindesc (int skinnum, aliashdr_t *ahdr)
{
maliasskindesc_t *pskindesc;
maliasskingroup_t *paliasskingroup;
if ((skinnum >= ahdr->mdl.numskins) || (skinnum < 0)) {
Sys_MaskPrintf (SYS_dev, "R_AliasSetupSkin: no such skin # %d\n",
skinnum);
skinnum = 0;
}
pskindesc = ((maliasskindesc_t *)
((byte *) ahdr + ahdr->skindesc)) + skinnum;
if (pskindesc->type == ALIAS_SKIN_GROUP) {
int numskins, i;
float fullskininterval, skintargettime, skintime;
float *pskinintervals;
paliasskingroup = (maliasskingroup_t *) ((byte *) ahdr +
pskindesc->skin);
pskinintervals = (float *)
((byte *) ahdr + paliasskingroup->intervals);
numskins = paliasskingroup->numskins;
fullskininterval = pskinintervals[numskins - 1];
skintime = vr_data.realtime + currententity->animation.syncbase;
// when loading in Mod_LoadAliasSkinGroup, we guaranteed all interval
// values are positive, so we don't have to worry about division by 0
skintargettime = skintime -
((int) (skintime / fullskininterval)) * fullskininterval;
for (i = 0; i < (numskins - 1); i++) {
if (pskinintervals[i] > skintargettime)
break;
}
pskindesc = &paliasskingroup->skindescs[i];
}
return pskindesc;
}
static maliasframedesc_t *
alias_get_frame (int framenum, aliashdr_t *hdr, float *frame_interval)
{
float *intervals;
float fullinterval, time, targettime;
maliasframedesc_t *frame;
maliasgroup_t *group;
int numframes;
int i;
if ((framenum >= hdr->mdl.numframes) || (framenum < 0)) {
Sys_MaskPrintf (SYS_dev, "R_AliasSetupFrame: no such frame %d\n",
framenum);
framenum = 0;
}
frame = &hdr->frames[framenum];
if (frame->type == ALIAS_SINGLE) {
if (frame_interval) {
/*
One tenth of a second is good for most Quake animations. If
the nextthink is longer then the animation is usually meant
to pause (e.g. check out the shambler magic animation in
shambler.qc). If its shorter then things will still be
smoothed partly, and the jumps will be less noticable
because of the shorter time. So, this is probably a good
assumption.
*/
*frame_interval = 0.1;
}
return frame;
}
group = (maliasgroup_t *) ((byte *) hdr + frame->frame);
intervals = (float *) ((byte *) hdr + group->intervals);
numframes = group->numframes;
fullinterval = intervals[numframes - 1];
time = vr_data.realtime + currententity->animation.syncbase;
// when loading in Mod_LoadAliasGroup, we guaranteed all interval values
// are positive, so we don't have to worry about division by 0
targettime = time - ((int) (time / fullinterval)) * fullinterval;
for (i = 0; i < (numframes - 1); i++) {
if (intervals[i] > targettime)
break;
}
if (frame_interval) {
*frame_interval = intervals[i];
if (i)
*frame_interval -= intervals[i - 1];
}
return &group->frames[i];
}
maliasframedesc_t *
R_AliasGetFramedesc (int framenum, aliashdr_t *hdr)
{
return alias_get_frame (framenum, hdr, 0);
}
float
R_AliasGetLerpedFrames (entity_t *ent, aliashdr_t *hdr)
{
maliasframedesc_t *frame;
float interval;
frame = alias_get_frame (ent->animation.frame, hdr, &interval);
return R_EntityBlend (ent, frame->firstpose, interval);
}