mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-23 04:42:32 +00:00
3c86764eb2
I meant to do this a while ago but forgot about it. Things are a bit of a mess in that the renderer knows too much about entities, but eventually the renderer will know about only things to render (meshes, particles, etc).
156 lines
4.2 KiB
C
156 lines
4.2 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 "QF/scene/entity.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 (animation_t *animation, 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 + 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 (const animation_t *animation, aliashdr_t *hdr,
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float *frame_interval)
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{
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int framenum = animation->frame;
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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 + 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 (animation_t *animation, aliashdr_t *hdr)
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{
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return alias_get_frame (animation, hdr, 0);
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}
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float
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R_AliasGetLerpedFrames (animation_t *animation, 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 (animation, hdr, &interval);
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return R_EntityBlend (animation, frame->firstpose, interval);
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}
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