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https://git.code.sf.net/p/quake/quakeforge
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fbc1bd9f6e
This is the first step towards component-based entities. There's still some transform-related stuff in the struct that needs to be moved, but it's all entirely client related (rather than renderer) and will probably go into a "client" component. Also, the current components are directly included structs rather than references as I didn't want to deal with the object management at this stage. As part of the process (because transforms use simd) this also starts the process of moving QF to using simd for vectors and matrices. There's now a mess of simd and sisd code mixed together, but it works surprisingly well together.
153 lines
4.1 KiB
C
153 lines
4.1 KiB
C
/*
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r_alias.c
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Draw Alias Model
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#include "QF/sys.h"
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#include "r_internal.h"
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float r_avertexnormals[NUMVERTEXNORMALS][3] = {
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#include "anorms.h"
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};
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maliasskindesc_t *
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R_AliasGetSkindesc (int skinnum, aliashdr_t *ahdr)
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{
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maliasskindesc_t *pskindesc;
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maliasskingroup_t *paliasskingroup;
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if ((skinnum >= ahdr->mdl.numskins) || (skinnum < 0)) {
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Sys_MaskPrintf (SYS_DEV, "R_AliasSetupSkin: no such skin # %d\n",
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skinnum);
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skinnum = 0;
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}
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pskindesc = ((maliasskindesc_t *)
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((byte *) ahdr + ahdr->skindesc)) + skinnum;
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if (pskindesc->type == ALIAS_SKIN_GROUP) {
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int numskins, i;
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float fullskininterval, skintargettime, skintime;
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float *pskinintervals;
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paliasskingroup = (maliasskingroup_t *) ((byte *) ahdr +
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pskindesc->skin);
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pskinintervals = (float *)
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((byte *) ahdr + paliasskingroup->intervals);
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numskins = paliasskingroup->numskins;
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fullskininterval = pskinintervals[numskins - 1];
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skintime = vr_data.realtime + currententity->animation.syncbase;
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// when loading in Mod_LoadAliasSkinGroup, we guaranteed all interval
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// values are positive, so we don't have to worry about division by 0
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skintargettime = skintime -
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((int) (skintime / fullskininterval)) * fullskininterval;
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for (i = 0; i < (numskins - 1); i++) {
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if (pskinintervals[i] > skintargettime)
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break;
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}
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pskindesc = &paliasskingroup->skindescs[i];
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}
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return pskindesc;
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}
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static maliasframedesc_t *
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alias_get_frame (int framenum, aliashdr_t *hdr, float *frame_interval)
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{
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float *intervals;
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float fullinterval, time, targettime;
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maliasframedesc_t *frame;
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maliasgroup_t *group;
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int numframes;
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int i;
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if ((framenum >= hdr->mdl.numframes) || (framenum < 0)) {
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Sys_MaskPrintf (SYS_DEV, "R_AliasSetupFrame: no such frame %d\n",
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framenum);
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framenum = 0;
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}
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frame = &hdr->frames[framenum];
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if (frame->type == ALIAS_SINGLE) {
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if (frame_interval) {
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/*
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One tenth of a second is good for most Quake animations. If
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the nextthink is longer then the animation is usually meant
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to pause (e.g. check out the shambler magic animation in
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shambler.qc). If its shorter then things will still be
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smoothed partly, and the jumps will be less noticable
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because of the shorter time. So, this is probably a good
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assumption.
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*/
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*frame_interval = 0.1;
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}
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return frame;
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}
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group = (maliasgroup_t *) ((byte *) hdr + frame->frame);
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intervals = (float *) ((byte *) hdr + group->intervals);
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numframes = group->numframes;
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fullinterval = intervals[numframes - 1];
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time = vr_data.realtime + currententity->animation.syncbase;
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// when loading in Mod_LoadAliasGroup, we guaranteed all interval values
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// are positive, so we don't have to worry about division by 0
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targettime = time - ((int) (time / fullinterval)) * fullinterval;
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for (i = 0; i < (numframes - 1); i++) {
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if (intervals[i] > targettime)
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break;
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}
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if (frame_interval) {
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*frame_interval = intervals[i];
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if (i)
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*frame_interval -= intervals[i - 1];
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}
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return &group->frames[i];
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}
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maliasframedesc_t *
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R_AliasGetFramedesc (int framenum, aliashdr_t *hdr)
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{
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return alias_get_frame (framenum, hdr, 0);
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}
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float
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R_AliasGetLerpedFrames (entity_t *ent, aliashdr_t *hdr)
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{
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maliasframedesc_t *frame;
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float interval;
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frame = alias_get_frame (ent->animation.frame, hdr, &interval);
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return R_EntityBlend (ent, frame->firstpose, interval);
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}
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