jediacademy/codemp/renderer/tr_ghoul2.cpp

5510 lines
168 KiB
C++

// leave this as first line for PCH reasons...
//
//Anything above this #include will be ignored by the compiler
#include "../qcommon/exe_headers.h"
#include "../client/client.h" //FIXME!! EVIL - just include the definitions needed
#ifdef _XBOX
#include "../qcommon/miniheap.h"
#endif
#if !defined(TR_LOCAL_H)
#include "tr_local.h"
#endif
#include "matcomp.h"
#if !defined(_QCOMMON_H_)
#include "../qcommon/qcommon.h"
#endif
#if !defined(G2_H_INC)
#include "../ghoul2/G2.h"
#endif
#include "../ghoul2/G2_local.h"
#ifdef _G2_GORE
#include "../ghoul2/G2_gore.h"
#endif
#include "matcomp.h"
#ifdef VV_LIGHTING
#include "tr_lightmanager.h"
#endif
#pragma warning (disable: 4512) //default assignment operator could not be gened
#include "../qcommon/disablewarnings.h"
#define LL(x) x=LittleLong(x)
#ifdef G2_PERFORMANCE_ANALYSIS
#include "../qcommon/timing.h"
timing_c G2PerformanceTimer_RenderSurfaces;
timing_c G2PerformanceTimer_R_AddGHOULSurfaces;
timing_c G2PerformanceTimer_G2_TransformGhoulBones;
timing_c G2PerformanceTimer_G2_ProcessGeneratedSurfaceBolts;
timing_c G2PerformanceTimer_ProcessModelBoltSurfaces;
timing_c G2PerformanceTimer_G2_ConstructGhoulSkeleton;
timing_c G2PerformanceTimer_RB_SurfaceGhoul;
timing_c G2PerformanceTimer_G2_SetupModelPointers;
timing_c G2PerformanceTimer_PreciseFrame;
int G2PerformanceCounter_G2_TransformGhoulBones = 0;
int G2Time_RenderSurfaces = 0;
int G2Time_R_AddGHOULSurfaces = 0;
int G2Time_G2_TransformGhoulBones = 0;
int G2Time_G2_ProcessGeneratedSurfaceBolts = 0;
int G2Time_ProcessModelBoltSurfaces = 0;
int G2Time_G2_ConstructGhoulSkeleton = 0;
int G2Time_RB_SurfaceGhoul = 0;
int G2Time_G2_SetupModelPointers = 0;
int G2Time_PreciseFrame = 0;
void G2Time_ResetTimers(void)
{
G2Time_RenderSurfaces = 0;
G2Time_R_AddGHOULSurfaces = 0;
G2Time_G2_TransformGhoulBones = 0;
G2Time_G2_ProcessGeneratedSurfaceBolts = 0;
G2Time_ProcessModelBoltSurfaces = 0;
G2Time_G2_ConstructGhoulSkeleton = 0;
G2Time_RB_SurfaceGhoul = 0;
G2Time_G2_SetupModelPointers = 0;
G2Time_PreciseFrame = 0;
G2PerformanceCounter_G2_TransformGhoulBones = 0;
}
void G2Time_ReportTimers(void)
{
Com_Printf("\n---------------------------------\nRenderSurfaces: %i\nR_AddGhoulSurfaces: %i\nG2_TransformGhoulBones: %i\nG2_ProcessGeneratedSurfaceBolts: %i\nProcessModelBoltSurfaces: %i\nG2_ConstructGhoulSkeleton: %i\nRB_SurfaceGhoul: %i\nG2_SetupModelPointers: %i\n\nPrecise frame time: %i\nTransformGhoulBones calls: %i\n---------------------------------\n\n",
G2Time_RenderSurfaces,
G2Time_R_AddGHOULSurfaces,
G2Time_G2_TransformGhoulBones,
G2Time_G2_ProcessGeneratedSurfaceBolts,
G2Time_ProcessModelBoltSurfaces,
G2Time_G2_ConstructGhoulSkeleton,
G2Time_RB_SurfaceGhoul,
G2Time_G2_SetupModelPointers,
G2Time_PreciseFrame,
G2PerformanceCounter_G2_TransformGhoulBones
);
}
#endif
//rww - RAGDOLL_BEGIN
#ifdef __linux__
#include <math.h>
#else
#include <float.h>
#endif
//rww - RAGDOLL_END
bool HackadelicOnClient=false; // means this is a render traversal
qboolean G2_SetupModelPointers(CGhoul2Info *ghlInfo);
qboolean G2_SetupModelPointers(CGhoul2Info_v &ghoul2);
extern cvar_t *r_Ghoul2AnimSmooth;
extern cvar_t *r_Ghoul2UnSqashAfterSmooth;
static inline int G2_Find_Bone_ByNum(const model_t *mod, boneInfo_v &blist, const int boneNum)
{
int i = 0;
while (i < blist.size())
{
if (blist[i].boneNumber == boneNum)
{
return i;
}
i++;
}
return -1;
}
const static mdxaBone_t identityMatrix =
{
0.0f, -1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f
};
// I hate doing this, but this is the simplest way to get this into the routines it needs to be
mdxaBone_t worldMatrix;
mdxaBone_t worldMatrixInv;
#ifdef _G2_GORE
qhandle_t goreShader=-1;
#endif
class CConstructBoneList
{
public:
int surfaceNum;
int *boneUsedList;
surfaceInfo_v &rootSList;
model_t *currentModel;
boneInfo_v &boneList;
CConstructBoneList(
int initsurfaceNum,
int *initboneUsedList,
surfaceInfo_v &initrootSList,
model_t *initcurrentModel,
boneInfo_v &initboneList):
surfaceNum(initsurfaceNum),
boneUsedList(initboneUsedList),
rootSList(initrootSList),
currentModel(initcurrentModel),
boneList(initboneList) { }
};
class CTransformBone
{
public:
#ifdef _XBOX
float renderMatrix[16];
#endif
int touch; // for minimal recalculation
//rww - RAGDOLL_BEGIN
int touchRender;
//rww - RAGDOLL_END
mdxaBone_t boneMatrix; //final matrix
int parent; // only set once
#ifdef _XBOX
// This shouldn't be done like this. use declspec(aligned)?!
int pad[1]; // must be 16-byte aligned!
#endif
CTransformBone()
{
touch=0;
//rww - RAGDOLL_BEGIN
touchRender = 0;
//rww - RAGDOLL_END
}
};
struct SBoneCalc
{
int newFrame;
int currentFrame;
float backlerp;
float blendFrame;
int blendOldFrame;
bool blendMode;
float blendLerp;
};
class CBoneCache;
void G2_TransformBone(int index,CBoneCache &CB);
class CBoneCache
{
void SetRenderMatrix(CTransformBone *bone)
{
#ifdef _XBOX
float *src = bone->boneMatrix.matrix[0];
float *dst = bone->renderMatrix;
dst[0] = src[0];
dst[1] = src[4];
dst[2] = src[8];
dst[3] = 0;
dst[4] = src[1];
dst[5] = src[5];
dst[6] = src[9];
dst[7] = 0;
dst[8] = src[2];
dst[9] = src[6];
dst[10] = src[10];
dst[11] = 0;
dst[12] = src[3];
dst[13] = src[7];
dst[14] = src[11];
dst[15] = 1;
#endif
}
void EvalLow(int index)
{
assert(index>=0&&index<mBones.size());
if (mFinalBones[index].touch!=mCurrentTouch)
{
// need to evaluate the bone
#ifdef _XBOX
assert((mFinalBones[index].parent>=0&&mFinalBones[index].parent<mNumBones)||(index==0&&mFinalBones[index].parent==-1));
#else
assert((mFinalBones[index].parent>=0&&mFinalBones[index].parent<mFinalBones.size())||(index==0&&mFinalBones[index].parent==-1));
#endif
if (mFinalBones[index].parent>=0)
{
EvalLow(mFinalBones[index].parent); // make sure parent is evaluated
SBoneCalc &par=mBones[mFinalBones[index].parent];
mBones[index].newFrame=par.newFrame;
mBones[index].currentFrame=par.currentFrame;
mBones[index].backlerp=par.backlerp;
mBones[index].blendFrame=par.blendFrame;
mBones[index].blendOldFrame=par.blendOldFrame;
mBones[index].blendMode=par.blendMode;
mBones[index].blendLerp=par.blendLerp;
}
G2_TransformBone(index,*this);
#ifdef _XBOX
SetRenderMatrix(mFinalBones + index);
#endif
mFinalBones[index].touch=mCurrentTouch;
}
}
//rww - RAGDOLL_BEGIN
void SmoothLow(int index)
{
if (mSmoothBones[index].touch==mLastTouch)
{
int i;
float *oldM=&mSmoothBones[index].boneMatrix.matrix[0][0];
float *newM=&mFinalBones[index].boneMatrix.matrix[0][0];
#if 0 //this is just too slow. I need a better way.
static float smoothFactor;
smoothFactor = mSmoothFactor;
//Special rag smoothing -rww
if (smoothFactor < 0)
{ //I need a faster way to do this but I do not want to store more in the bonecache
static int blistIndex;
assert(mod);
assert(rootBoneList);
blistIndex = G2_Find_Bone_ByNum(mod, *rootBoneList, index);
assert(blistIndex != -1);
boneInfo_t &bone = (*rootBoneList)[blistIndex];
if (bone.flags & BONE_ANGLES_RAGDOLL)
{
if ((bone.RagFlags & (0x00008)) || //pelvis
(bone.RagFlags & (0x00004))) //model_root
{ //pelvis and root do not smooth much
smoothFactor = 0.2f;
}
else if (bone.solidCount > 4)
{ //if stuck in solid a lot then snap out quickly
smoothFactor = 0.1f;
}
else
{ //otherwise smooth a bunch
smoothFactor = 0.8f;
}
}
else
{ //not a rag bone
smoothFactor = 0.3f;
}
}
#endif
for (i=0;i<12;i++,oldM++,newM++)
{
*oldM=mSmoothFactor*(*oldM-*newM)+*newM;
}
}
else
{
memcpy(&mSmoothBones[index].boneMatrix,&mFinalBones[index].boneMatrix,sizeof(mdxaBone_t));
}
mdxaSkelOffsets_t *offsets = (mdxaSkelOffsets_t *)((byte *)header + sizeof(mdxaHeader_t));
mdxaSkel_t *skel = (mdxaSkel_t *)((byte *)header + sizeof(mdxaHeader_t) + offsets->offsets[index]);
mdxaBone_t tempMatrix;
Multiply_3x4Matrix(&tempMatrix,&mSmoothBones[index].boneMatrix, &skel->BasePoseMat);
float maxl;
maxl=VectorLength(&skel->BasePoseMat.matrix[0][0]);
VectorNormalize(&tempMatrix.matrix[0][0]);
VectorNormalize(&tempMatrix.matrix[1][0]);
VectorNormalize(&tempMatrix.matrix[2][0]);
VectorScale(&tempMatrix.matrix[0][0],maxl,&tempMatrix.matrix[0][0]);
VectorScale(&tempMatrix.matrix[1][0],maxl,&tempMatrix.matrix[1][0]);
VectorScale(&tempMatrix.matrix[2][0],maxl,&tempMatrix.matrix[2][0]);
Multiply_3x4Matrix(&mSmoothBones[index].boneMatrix,&tempMatrix,&skel->BasePoseMatInv);
#ifdef _XBOX
// Added by BTO (VV) - I hope this is right.
SetRenderMatrix(mSmoothBones + index);
#endif
mSmoothBones[index].touch=mCurrentTouch;
#ifdef _DEBUG
for ( int i = 0; i < 3; i++ )
{
for ( int j = 0; j < 4; j++ )
{
assert( !_isnan(mSmoothBones[index].boneMatrix.matrix[i][j]));
}
}
#endif// _DEBUG
}
//rww - RAGDOLL_END
public:
int frameSize;
const mdxaHeader_t *header;
const model_t *mod;
// these are split for better cpu cache behavior
vector<SBoneCalc> mBones;
#ifdef _XBOX
CTransformBone* mFinalBones;
CTransformBone* mSmoothBones;
#else
vector<CTransformBone> mFinalBones;
vector<CTransformBone> mSmoothBones; // for render smoothing
#endif
//vector<mdxaSkel_t *> mSkels;
#ifdef _XBOX
int mNumBones;
#endif
boneInfo_v *rootBoneList;
mdxaBone_t rootMatrix;
int incomingTime;
int mCurrentTouch;
//rww - RAGDOLL_BEGIN
int mCurrentTouchRender;
int mLastTouch;
int mLastLastTouch;
//rww - RAGDOLL_END
// for render smoothing
bool mSmoothingActive;
bool mUnsquash;
float mSmoothFactor;
CBoneCache(const model_t *amod,const mdxaHeader_t *aheader) :
mod(amod),
header(aheader)
{
assert(amod);
assert(aheader);
mSmoothingActive=false;
mUnsquash=false;
mSmoothFactor=0.0f;
#ifdef _XBOX
mNumBones = header->numBones;
#endif
int numBones=header->numBones;
mBones.resize(numBones);
#ifdef _XBOX
mFinalBones = (CTransformBone*)Z_Malloc(sizeof(CTransformBone) * mNumBones, TAG_GHOUL2, qtrue, 16);
mSmoothBones = (CTransformBone*)Z_Malloc(sizeof(CTransformBone) * mNumBones, TAG_GHOUL2, qtrue, 16);
#else
mFinalBones.resize(numBones);
mSmoothBones.resize(numBones);
#endif
// mSkels.resize(numBones);
//rww - removed mSkels
mdxaSkelOffsets_t *offsets;
mdxaSkel_t *skel;
offsets = (mdxaSkelOffsets_t *)((byte *)header + sizeof(mdxaHeader_t));
int i;
for (i=0;i<numBones;i++)
{
skel = (mdxaSkel_t *)((byte *)header + sizeof(mdxaHeader_t) + offsets->offsets[i]);
//mSkels[i]=skel;
//ditto
mFinalBones[i].parent=skel->parent;
}
mCurrentTouch=3;
//rww - RAGDOLL_BEGIN
mLastTouch=2;
mLastLastTouch=1;
//rww - RAGDOLL_END
}
#ifdef _XBOX
~CBoneCache ()
{
// Alignment
Z_Free(mFinalBones);
Z_Free(mSmoothBones);
}
#endif
SBoneCalc &Root()
{
assert(mBones.size());
return mBones[0];
}
const mdxaBone_t &EvalUnsmooth(int index)
{
EvalLow(index);
if (mSmoothingActive&&mSmoothBones[index].touch)
{
return mSmoothBones[index].boneMatrix;
}
return mFinalBones[index].boneMatrix;
}
const mdxaBone_t &Eval(int index)
{
/*
bool wasEval=EvalLow(index);
if (mSmoothingActive)
{
if (mSmoothBones[index].touch!=incomingTime||wasEval)
{
float dif=float(incomingTime)-float(mSmoothBones[index].touch);
if (mSmoothBones[index].touch&&dif<300.0f)
{
if (dif<16.0f) // 60 fps
{
dif=16.0f;
}
if (dif>100.0f) // 10 fps
{
dif=100.0f;
}
float f=1.0f-pow(1.0f-mSmoothFactor,16.0f/dif);
int i;
float *oldM=&mSmoothBones[index].boneMatrix.matrix[0][0];
float *newM=&mFinalBones[index].boneMatrix.matrix[0][0];
for (i=0;i<12;i++,oldM++,newM++)
{
*oldM=f*(*oldM-*newM)+*newM;
}
if (mUnsquash)
{
mdxaBone_t tempMatrix;
Multiply_3x4Matrix(&tempMatrix,&mSmoothBones[index].boneMatrix, &mSkels[index]->BasePoseMat);
float maxl;
maxl=VectorLength(&mSkels[index]->BasePoseMat.matrix[0][0]);
VectorNormalize(&tempMatrix.matrix[0][0]);
VectorNormalize(&tempMatrix.matrix[1][0]);
VectorNormalize(&tempMatrix.matrix[2][0]);
VectorScale(&tempMatrix.matrix[0][0],maxl,&tempMatrix.matrix[0][0]);
VectorScale(&tempMatrix.matrix[1][0],maxl,&tempMatrix.matrix[1][0]);
VectorScale(&tempMatrix.matrix[2][0],maxl,&tempMatrix.matrix[2][0]);
Multiply_3x4Matrix(&mSmoothBones[index].boneMatrix,&tempMatrix,&mSkels[index]->BasePoseMatInv);
}
}
else
{
memcpy(&mSmoothBones[index].boneMatrix,&mFinalBones[index].boneMatrix,sizeof(mdxaBone_t));
}
mSmoothBones[index].touch=incomingTime;
}
return mSmoothBones[index].boneMatrix;
}
return mFinalBones[index].boneMatrix;
*/
//Hey, this is what sof2 does. Let's try it out.
assert(index>=0&&index<mBones.size());
if (mFinalBones[index].touch!=mCurrentTouch)
{
EvalLow(index);
}
return mFinalBones[index].boneMatrix;
}
//rww - RAGDOLL_BEGIN
const inline mdxaBone_t &EvalRender(int index)
{
assert(index>=0&&index<mBones.size());
if (mFinalBones[index].touch!=mCurrentTouch)
{
mFinalBones[index].touchRender=mCurrentTouchRender;
EvalLow(index);
}
if (mSmoothingActive)
{
if (mSmoothBones[index].touch!=mCurrentTouch)
{
SmoothLow(index);
}
return mSmoothBones[index].boneMatrix;
}
return mFinalBones[index].boneMatrix;
}
//rww - RAGDOLL_END
//rww - RAGDOLL_BEGIN
bool WasRendered(int index)
{
assert(index>=0&&index<mBones.size());
return mFinalBones[index].touchRender==mCurrentTouchRender;
}
int GetParent(int index)
{
if (index==0)
{
return -1;
}
assert(index>=0&&index<mBones.size());
return mFinalBones[index].parent;
}
//rww - RAGDOLL_END
#ifdef _XBOX
CTransformBone *EvalFull(int index)
{
EvalRender(index);
if (mSmoothingActive)
{
return mSmoothBones + index;
}
return mFinalBones + index;
}
#endif
};
void RemoveBoneCache(CBoneCache *boneCache)
{
#ifdef _FULL_G2_LEAK_CHECKING
g_Ghoul2Allocations -= sizeof(*boneCache);
#endif
delete boneCache;
}
#ifdef _G2_LISTEN_SERVER_OPT
void CopyBoneCache(CBoneCache *to, CBoneCache *from)
{
memcpy(to, from, sizeof(CBoneCache));
}
#endif
const mdxaBone_t &EvalBoneCache(int index,CBoneCache *boneCache)
{
assert(boneCache);
return boneCache->Eval(index);
}
//rww - RAGDOLL_BEGIN
const mdxaHeader_t *G2_GetModA(CGhoul2Info &ghoul2)
{
if (!ghoul2.mBoneCache)
{
return 0;
}
CBoneCache &boneCache=*ghoul2.mBoneCache;
return boneCache.header;
}
int G2_GetBoneDependents(CGhoul2Info &ghoul2,int boneNum,int *tempDependents,int maxDep)
{
// fixme, these should be precomputed
if (!ghoul2.mBoneCache||!maxDep)
{
return 0;
}
CBoneCache &boneCache=*ghoul2.mBoneCache;
mdxaSkel_t *skel;
mdxaSkelOffsets_t *offsets;
offsets = (mdxaSkelOffsets_t *)((byte *)boneCache.header + sizeof(mdxaHeader_t));
skel = (mdxaSkel_t *)((byte *)boneCache.header + sizeof(mdxaHeader_t) + offsets->offsets[boneNum]);
int i;
int ret=0;
for (i=0;i<skel->numChildren;i++)
{
if (!maxDep)
{
return i; // number added
}
*tempDependents=skel->children[i];
assert(*tempDependents>0&&*tempDependents<boneCache.header->numBones);
maxDep--;
tempDependents++;
ret++;
}
for (i=0;i<skel->numChildren;i++)
{
int num=G2_GetBoneDependents(ghoul2,skel->children[i],tempDependents,maxDep);
tempDependents+=num;
ret+=num;
maxDep-=num;
assert(maxDep>=0);
if (!maxDep)
{
break;
}
}
return ret;
}
bool G2_WasBoneRendered(CGhoul2Info &ghoul2,int boneNum)
{
if (!ghoul2.mBoneCache)
{
return false;
}
CBoneCache &boneCache=*ghoul2.mBoneCache;
return boneCache.WasRendered(boneNum);
}
void G2_GetBoneBasepose(CGhoul2Info &ghoul2,int boneNum,mdxaBone_t *&retBasepose,mdxaBone_t *&retBaseposeInv)
{
if (!ghoul2.mBoneCache)
{
// yikes
retBasepose=const_cast<mdxaBone_t *>(&identityMatrix);
retBaseposeInv=const_cast<mdxaBone_t *>(&identityMatrix);
return;
}
assert(ghoul2.mBoneCache);
CBoneCache &boneCache=*ghoul2.mBoneCache;
assert(boneCache.mod);
assert(boneNum>=0&&boneNum<boneCache.header->numBones);
mdxaSkel_t *skel;
mdxaSkelOffsets_t *offsets;
offsets = (mdxaSkelOffsets_t *)((byte *)boneCache.header + sizeof(mdxaHeader_t));
skel = (mdxaSkel_t *)((byte *)boneCache.header + sizeof(mdxaHeader_t) + offsets->offsets[boneNum]);
retBasepose=&skel->BasePoseMat;
retBaseposeInv=&skel->BasePoseMatInv;
}
char *G2_GetBoneNameFromSkel(CGhoul2Info &ghoul2, int boneNum)
{
if (!ghoul2.mBoneCache)
{
return NULL;
}
CBoneCache &boneCache=*ghoul2.mBoneCache;
assert(boneCache.mod);
assert(boneNum>=0&&boneNum<boneCache.header->numBones);
mdxaSkel_t *skel;
mdxaSkelOffsets_t *offsets;
offsets = (mdxaSkelOffsets_t *)((byte *)boneCache.header + sizeof(mdxaHeader_t));
skel = (mdxaSkel_t *)((byte *)boneCache.header + sizeof(mdxaHeader_t) + offsets->offsets[boneNum]);
return skel->name;
}
void G2_RagGetBoneBasePoseMatrixLow(CGhoul2Info &ghoul2, int boneNum, mdxaBone_t &boneMatrix, mdxaBone_t &retMatrix, vec3_t scale)
{
assert(ghoul2.mBoneCache);
CBoneCache &boneCache=*ghoul2.mBoneCache;
assert(boneCache.mod);
assert(boneNum>=0&&boneNum<boneCache.header->numBones);
mdxaSkel_t *skel;
mdxaSkelOffsets_t *offsets;
offsets = (mdxaSkelOffsets_t *)((byte *)boneCache.header + sizeof(mdxaHeader_t));
skel = (mdxaSkel_t *)((byte *)boneCache.header + sizeof(mdxaHeader_t) + offsets->offsets[boneNum]);
Multiply_3x4Matrix(&retMatrix, &boneMatrix, &skel->BasePoseMat);
if (scale[0])
{
retMatrix.matrix[0][3] *= scale[0];
}
if (scale[1])
{
retMatrix.matrix[1][3] *= scale[1];
}
if (scale[2])
{
retMatrix.matrix[2][3] *= scale[2];
}
VectorNormalize((float*)&retMatrix.matrix[0]);
VectorNormalize((float*)&retMatrix.matrix[1]);
VectorNormalize((float*)&retMatrix.matrix[2]);
}
void G2_GetBoneMatrixLow(CGhoul2Info &ghoul2,int boneNum,const vec3_t scale,mdxaBone_t &retMatrix,mdxaBone_t *&retBasepose,mdxaBone_t *&retBaseposeInv)
{
if (!ghoul2.mBoneCache)
{
retMatrix=identityMatrix;
// yikes
retBasepose=const_cast<mdxaBone_t *>(&identityMatrix);
retBaseposeInv=const_cast<mdxaBone_t *>(&identityMatrix);
return;
}
mdxaBone_t bolt;
assert(ghoul2.mBoneCache);
CBoneCache &boneCache=*ghoul2.mBoneCache;
assert(boneCache.mod);
assert(boneNum>=0&&boneNum<boneCache.header->numBones);
mdxaSkel_t *skel;
mdxaSkelOffsets_t *offsets;
offsets = (mdxaSkelOffsets_t *)((byte *)boneCache.header + sizeof(mdxaHeader_t));
skel = (mdxaSkel_t *)((byte *)boneCache.header + sizeof(mdxaHeader_t) + offsets->offsets[boneNum]);
Multiply_3x4Matrix(&bolt, (mdxaBone_t *)&boneCache.Eval(boneNum), &skel->BasePoseMat); // DEST FIRST ARG
retBasepose=&skel->BasePoseMat;
retBaseposeInv=&skel->BasePoseMatInv;
if (scale[0])
{
bolt.matrix[0][3] *= scale[0];
}
if (scale[1])
{
bolt.matrix[1][3] *= scale[1];
}
if (scale[2])
{
bolt.matrix[2][3] *= scale[2];
}
VectorNormalize((float*)&bolt.matrix[0]);
VectorNormalize((float*)&bolt.matrix[1]);
VectorNormalize((float*)&bolt.matrix[2]);
Multiply_3x4Matrix(&retMatrix,&worldMatrix, &bolt);
#ifdef _DEBUG
for ( int i = 0; i < 3; i++ )
{
for ( int j = 0; j < 4; j++ )
{
assert( !_isnan(retMatrix.matrix[i][j]));
}
}
#endif// _DEBUG
}
int G2_GetParentBoneMatrixLow(CGhoul2Info &ghoul2,int boneNum,const vec3_t scale,mdxaBone_t &retMatrix,mdxaBone_t *&retBasepose,mdxaBone_t *&retBaseposeInv)
{
int parent=-1;
if (ghoul2.mBoneCache)
{
CBoneCache &boneCache=*ghoul2.mBoneCache;
assert(boneCache.mod);
assert(boneNum>=0&&boneNum<boneCache.header->numBones);
parent=boneCache.GetParent(boneNum);
if (parent<0||parent>=boneCache.header->numBones)
{
parent=-1;
retMatrix=identityMatrix;
// yikes
retBasepose=const_cast<mdxaBone_t *>(&identityMatrix);
retBaseposeInv=const_cast<mdxaBone_t *>(&identityMatrix);
}
else
{
G2_GetBoneMatrixLow(ghoul2,parent,scale,retMatrix,retBasepose,retBaseposeInv);
}
}
return parent;
}
//rww - RAGDOLL_END
class CRenderSurface
{
public:
int surfaceNum;
surfaceInfo_v &rootSList;
shader_t *cust_shader;
int fogNum;
qboolean personalModel;
CBoneCache *boneCache;
int renderfx;
skin_t *skin;
model_t *currentModel;
int lod;
boltInfo_v &boltList;
#ifdef _G2_GORE
shader_t *gore_shader;
CGoreSet *gore_set;
#endif
CRenderSurface(
int initsurfaceNum,
surfaceInfo_v &initrootSList,
shader_t *initcust_shader,
int initfogNum,
qboolean initpersonalModel,
CBoneCache *initboneCache,
int initrenderfx,
skin_t *initskin,
model_t *initcurrentModel,
int initlod,
#ifdef _G2_GORE
boltInfo_v &initboltList,
shader_t *initgore_shader,
CGoreSet *initgore_set):
#else
boltInfo_v &initboltList):
#endif
surfaceNum(initsurfaceNum),
rootSList(initrootSList),
cust_shader(initcust_shader),
fogNum(initfogNum),
personalModel(initpersonalModel),
boneCache(initboneCache),
renderfx(initrenderfx),
skin(initskin),
currentModel(initcurrentModel),
lod(initlod),
#ifdef _G2_GORE
boltList(initboltList),
gore_shader(initgore_shader),
gore_set(initgore_set)
#else
boltList(initboltList)
#endif
{}
};
#ifdef _G2_GORE
#define MAX_RENDER_SURFACES (2048)
static CRenderableSurface RSStorage[MAX_RENDER_SURFACES];
static unsigned int NextRS=0;
CRenderableSurface *AllocRS()
{
CRenderableSurface *ret=&RSStorage[NextRS];
ret->Init();
NextRS++;
NextRS%=MAX_RENDER_SURFACES;
return ret;
}
#endif
/*
All bones should be an identity orientation to display the mesh exactly
as it is specified.
For all other frames, the bones represent the transformation from the
orientation of the bone in the base frame to the orientation in this
frame.
*/
/*
=============
R_ACullModel
=============
*/
static int R_GCullModel( trRefEntity_t *ent ) {
// scale the radius if need be
float largestScale = ent->e.modelScale[0];
if (ent->e.modelScale[1] > largestScale)
{
largestScale = ent->e.modelScale[1];
}
if (ent->e.modelScale[2] > largestScale)
{
largestScale = ent->e.modelScale[2];
}
if (!largestScale)
{
largestScale = 1;
}
// cull bounding sphere
switch ( R_CullLocalPointAndRadius( vec3_origin, ent->e.radius * largestScale) )
{
case CULL_OUT:
tr.pc.c_sphere_cull_md3_out++;
return CULL_OUT;
case CULL_IN:
tr.pc.c_sphere_cull_md3_in++;
return CULL_IN;
case CULL_CLIP:
tr.pc.c_sphere_cull_md3_clip++;
return CULL_IN;
}
return CULL_IN;
}
/*
=================
R_AComputeFogNum
=================
*/
static int R_GComputeFogNum( trRefEntity_t *ent ) {
int i, j;
fog_t *fog;
if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) {
return 0;
}
for ( i = 1 ; i < tr.world->numfogs ; i++ ) {
fog = &tr.world->fogs[i];
for ( j = 0 ; j < 3 ; j++ ) {
if ( ent->e.origin[j] - ent->e.radius >= fog->bounds[1][j] ) {
break;
}
if ( ent->e.origin[j] + ent->e.radius <= fog->bounds[0][j] ) {
break;
}
}
if ( j == 3 ) {
return i;
}
}
return 0;
}
// work out lod for this entity.
static int G2_ComputeLOD( trRefEntity_t *ent, const model_t *currentModel, int lodBias )
{
float flod, lodscale;
float projectedRadius;
int lod;
if ( currentModel->numLods < 2 )
{ // model has only 1 LOD level, skip computations and bias
return(0);
}
if ( r_lodbias->integer > lodBias )
{
lodBias = r_lodbias->integer;
}
// scale the radius if need be
float largestScale = ent->e.modelScale[0];
if (ent->e.modelScale[1] > largestScale)
{
largestScale = ent->e.modelScale[1];
}
if (ent->e.modelScale[2] > largestScale)
{
largestScale = ent->e.modelScale[2];
}
if (!largestScale)
{
largestScale = 1;
}
if ( ( projectedRadius = ProjectRadius( 0.75*largestScale*ent->e.radius, ent->e.origin ) ) != 0 ) //we reduce the radius to make the LOD match other model types which use the actual bound box size
{
lodscale = (r_lodscale->value+r_autolodscalevalue->value);
if ( lodscale > 20 )
{
lodscale = 20;
}
else if ( lodscale < 0 )
{
lodscale = 0;
}
flod = 1.0f - projectedRadius * lodscale;
}
else
{
// object intersects near view plane, e.g. view weapon
flod = 0;
}
#ifdef DEDICATED
#define myftol(x) ((int)(x))
#endif
flod *= currentModel->numLods;
lod = myftol( flod );
if ( lod < 0 )
{
lod = 0;
}
else if ( lod >= currentModel->numLods )
{
lod = currentModel->numLods - 1;
}
lod += lodBias;
if ( lod >= currentModel->numLods )
lod = currentModel->numLods - 1;
if ( lod < 0 )
lod = 0;
return lod;
}
//======================================================================
//
// Bone Manipulation code
void G2_CreateQuaterion(mdxaBone_t *mat, vec4_t quat)
{
// this is revised for the 3x4 matrix we use in G2.
float t = 1 + mat->matrix[0][0] + mat->matrix[1][1] + mat->matrix[2][2];
float s;
//If the trace of the matrix is greater than zero, then
//perform an "instant" calculation.
//Important note wrt. rouning errors:
//Test if ( T > 0.00000001 ) to avoid large distortions!
if (t > 0.00000001)
{
s = sqrt(t) * 2;
quat[0] = ( mat->matrix[1][2] - mat->matrix[2][1] ) / s;
quat[1] = ( mat->matrix[2][0] - mat->matrix[0][2] ) / s;
quat[2] = ( mat->matrix[0][1] - mat->matrix[1][0] ) / s;
quat[3] = 0.25 * s;
}
else
{
//If the trace of the matrix is equal to zero then identify
//which major diagonal element has the greatest value.
//Depending on this, calculate the following:
if ( mat->matrix[0][0] > mat->matrix[1][1] && mat->matrix[0][0] > mat->matrix[2][2] ) { // Column 0:
s = sqrt( 1.0 + mat->matrix[0][0] - mat->matrix[1][1] - mat->matrix[2][2])* 2;
quat[0] = 0.25 * s;
quat[1] = (mat->matrix[0][1] + mat->matrix[1][0] ) / s;
quat[2] = (mat->matrix[2][0] + mat->matrix[0][2] ) / s;
quat[3] = (mat->matrix[1][2] - mat->matrix[2][1] ) / s;
} else if ( mat->matrix[1][1] > mat->matrix[2][2] ) { // Column 1:
s = sqrt( 1.0 + mat->matrix[1][1] - mat->matrix[0][0] - mat->matrix[2][2] ) * 2;
quat[0] = (mat->matrix[0][1] + mat->matrix[1][0] ) / s;
quat[1] = 0.25 * s;
quat[2] = (mat->matrix[1][2] + mat->matrix[2][1] ) / s;
quat[3] = (mat->matrix[2][0] - mat->matrix[0][2] ) / s;
} else { // Column 2:
s = sqrt( 1.0 + mat->matrix[2][2] - mat->matrix[0][0] - mat->matrix[1][1] ) * 2;
quat[0] = (mat->matrix[2][0]+ mat->matrix[0][2] ) / s;
quat[1] = (mat->matrix[1][2] + mat->matrix[2][1] ) / s;
quat[2] = 0.25 * s;
quat[3] = (mat->matrix[0][1] - mat->matrix[1][0] ) / s;
}
}
}
void G2_CreateMatrixFromQuaterion(mdxaBone_t *mat, vec4_t quat)
{
float xx = quat[0] * quat[0];
float xy = quat[0] * quat[1];
float xz = quat[0] * quat[2];
float xw = quat[0] * quat[3];
float yy = quat[1] * quat[1];
float yz = quat[1] * quat[2];
float yw = quat[1] * quat[3];
float zz = quat[2] * quat[2];
float zw = quat[2] * quat[3];
mat->matrix[0][0] = 1 - 2 * ( yy + zz );
mat->matrix[1][0] = 2 * ( xy - zw );
mat->matrix[2][0] = 2 * ( xz + yw );
mat->matrix[0][1] = 2 * ( xy + zw );
mat->matrix[1][1] = 1 - 2 * ( xx + zz );
mat->matrix[2][1] = 2 * ( yz - xw );
mat->matrix[0][2] = 2 * ( xz - yw );
mat->matrix[1][2] = 2 * ( yz + xw );
mat->matrix[2][2] = 1 - 2 * ( xx + yy );
mat->matrix[0][3] = mat->matrix[1][3] = mat->matrix[2][3] = 0;
}
// nasty little matrix multiply going on here..
void Multiply_3x4Matrix(mdxaBone_t *out, mdxaBone_t *in2, mdxaBone_t *in)
{
// first row of out
out->matrix[0][0] = (in2->matrix[0][0] * in->matrix[0][0]) + (in2->matrix[0][1] * in->matrix[1][0]) + (in2->matrix[0][2] * in->matrix[2][0]);
out->matrix[0][1] = (in2->matrix[0][0] * in->matrix[0][1]) + (in2->matrix[0][1] * in->matrix[1][1]) + (in2->matrix[0][2] * in->matrix[2][1]);
out->matrix[0][2] = (in2->matrix[0][0] * in->matrix[0][2]) + (in2->matrix[0][1] * in->matrix[1][2]) + (in2->matrix[0][2] * in->matrix[2][2]);
out->matrix[0][3] = (in2->matrix[0][0] * in->matrix[0][3]) + (in2->matrix[0][1] * in->matrix[1][3]) + (in2->matrix[0][2] * in->matrix[2][3]) + in2->matrix[0][3];
// second row of outf out
out->matrix[1][0] = (in2->matrix[1][0] * in->matrix[0][0]) + (in2->matrix[1][1] * in->matrix[1][0]) + (in2->matrix[1][2] * in->matrix[2][0]);
out->matrix[1][1] = (in2->matrix[1][0] * in->matrix[0][1]) + (in2->matrix[1][1] * in->matrix[1][1]) + (in2->matrix[1][2] * in->matrix[2][1]);
out->matrix[1][2] = (in2->matrix[1][0] * in->matrix[0][2]) + (in2->matrix[1][1] * in->matrix[1][2]) + (in2->matrix[1][2] * in->matrix[2][2]);
out->matrix[1][3] = (in2->matrix[1][0] * in->matrix[0][3]) + (in2->matrix[1][1] * in->matrix[1][3]) + (in2->matrix[1][2] * in->matrix[2][3]) + in2->matrix[1][3];
// third row of out out
out->matrix[2][0] = (in2->matrix[2][0] * in->matrix[0][0]) + (in2->matrix[2][1] * in->matrix[1][0]) + (in2->matrix[2][2] * in->matrix[2][0]);
out->matrix[2][1] = (in2->matrix[2][0] * in->matrix[0][1]) + (in2->matrix[2][1] * in->matrix[1][1]) + (in2->matrix[2][2] * in->matrix[2][1]);
out->matrix[2][2] = (in2->matrix[2][0] * in->matrix[0][2]) + (in2->matrix[2][1] * in->matrix[1][2]) + (in2->matrix[2][2] * in->matrix[2][2]);
out->matrix[2][3] = (in2->matrix[2][0] * in->matrix[0][3]) + (in2->matrix[2][1] * in->matrix[1][3]) + (in2->matrix[2][2] * in->matrix[2][3]) + in2->matrix[2][3];
}
static int G2_GetBonePoolIndex( const mdxaHeader_t *pMDXAHeader, int iFrame, int iBone)
{
const int iOffsetToIndex = (iFrame * pMDXAHeader->numBones * 3) + (iBone * 3);
mdxaIndex_t *pIndex = (mdxaIndex_t *) ((byte*) pMDXAHeader + pMDXAHeader->ofsFrames + iOffsetToIndex);
return pIndex->iIndex & 0x00FFFFFF; // this will cause problems for big-endian machines... ;-)
}
/*static inline*/ void UnCompressBone(float mat[3][4], int iBoneIndex, const mdxaHeader_t *pMDXAHeader, int iFrame)
{
mdxaCompQuatBone_t *pCompBonePool = (mdxaCompQuatBone_t *) ((byte *)pMDXAHeader + pMDXAHeader->ofsCompBonePool);
MC_UnCompressQuat(mat, pCompBonePool[ G2_GetBonePoolIndex( pMDXAHeader, iFrame, iBoneIndex ) ].Comp);
}
#define DEBUG_G2_TIMING (0)
#define DEBUG_G2_TIMING_RENDER_ONLY (1)
void G2_TimingModel(boneInfo_t &bone,int currentTime,int numFramesInFile,int &currentFrame,int &newFrame,float &lerp)
{
assert(bone.startFrame>=0);
assert(bone.startFrame<=numFramesInFile);
assert(bone.endFrame>=0);
assert(bone.endFrame<=numFramesInFile);
// yes - add in animation speed to current frame
float animSpeed = bone.animSpeed;
float time;
if (bone.pauseTime)
{
time = (bone.pauseTime - bone.startTime) / 50.0f;
}
else
{
time = (currentTime - bone.startTime) / 50.0f;
}
if (time<0.0f)
{
time=0.0f;
}
float newFrame_g = bone.startFrame + (time * animSpeed);
int animSize = bone.endFrame - bone.startFrame;
float endFrame = (float)bone.endFrame;
// we are supposed to be animating right?
if (animSize)
{
// did we run off the end?
if (((animSpeed > 0.0f) && (newFrame_g > endFrame - 1)) ||
((animSpeed < 0.0f) && (newFrame_g < endFrame+1)))
{
// yep - decide what to do
if (bone.flags & BONE_ANIM_OVERRIDE_LOOP)
{
// get our new animation frame back within the bounds of the animation set
if (animSpeed < 0.0f)
{
// we don't use this case, or so I am told
// if we do, let me know, I need to insure the mod works
// should we be creating a virtual frame?
if ((newFrame_g < endFrame+1) && (newFrame_g >= endFrame))
{
// now figure out what we are lerping between
// delta is the fraction between this frame and the next, since the new anim is always at a .0f;
lerp = float(endFrame+1)-newFrame_g;
// frames are easy to calculate
currentFrame = endFrame;
assert(currentFrame>=0&&currentFrame<numFramesInFile);
newFrame = bone.startFrame;
assert(newFrame>=0&&newFrame<numFramesInFile);
}
else
{
if (newFrame_g <= endFrame+1)
{
newFrame_g=endFrame+fmod(newFrame_g-endFrame,animSize)-animSize;
}
// now figure out what we are lerping between
// delta is the fraction between this frame and the next, since the new anim is always at a .0f;
lerp = (ceil(newFrame_g)-newFrame_g);
// frames are easy to calculate
currentFrame = ceil(newFrame_g);
assert(currentFrame>=0&&currentFrame<numFramesInFile);
// should we be creating a virtual frame?
if (currentFrame <= endFrame+1 )
{
newFrame = bone.startFrame;
assert(newFrame>=0&&newFrame<numFramesInFile);
}
else
{
newFrame = currentFrame - 1;
assert(newFrame>=0&&newFrame<numFramesInFile);
}
}
}
else
{
// should we be creating a virtual frame?
if ((newFrame_g > endFrame - 1) && (newFrame_g < endFrame))
{
// now figure out what we are lerping between
// delta is the fraction between this frame and the next, since the new anim is always at a .0f;
lerp = (newFrame_g - (int)newFrame_g);
// frames are easy to calculate
currentFrame = (int)newFrame_g;
assert(currentFrame>=0&&currentFrame<numFramesInFile);
newFrame = bone.startFrame;
assert(newFrame>=0&&newFrame<numFramesInFile);
}
else
{
if (newFrame_g >= endFrame)
{
newFrame_g=endFrame+fmod(newFrame_g-endFrame,animSize)-animSize;
}
// now figure out what we are lerping between
// delta is the fraction between this frame and the next, since the new anim is always at a .0f;
lerp = (newFrame_g - (int)newFrame_g);
// frames are easy to calculate
currentFrame = (int)newFrame_g;
assert(currentFrame>=0&&currentFrame<numFramesInFile);
// should we be creating a virtual frame?
if (newFrame_g >= endFrame - 1)
{
newFrame = bone.startFrame;
assert(newFrame>=0&&newFrame<numFramesInFile);
}
else
{
newFrame = currentFrame + 1;
assert(newFrame>=0&&newFrame<numFramesInFile);
}
}
}
// sanity check
assert ((newFrame < endFrame) && (newFrame >= bone.startFrame) || (animSize < 10));
}
else
{
if (((bone.flags & (BONE_ANIM_OVERRIDE_FREEZE)) == (BONE_ANIM_OVERRIDE_FREEZE)))
{
// if we are supposed to reset the default anim, then do so
if (animSpeed > 0.0f)
{
currentFrame = bone.endFrame - 1;
assert(currentFrame>=0&&currentFrame<numFramesInFile);
}
else
{
currentFrame = bone.endFrame+1;
assert(currentFrame>=0&&currentFrame<numFramesInFile);
}
newFrame = currentFrame;
assert(newFrame>=0&&newFrame<numFramesInFile);
lerp = 0;
}
else
{
bone.flags &= ~(BONE_ANIM_TOTAL);
}
}
}
else
{
if (animSpeed> 0.0)
{
// frames are easy to calculate
currentFrame = (int)newFrame_g;
// figure out the difference between the two frames - we have to decide what frame and what percentage of that
// frame we want to display
lerp = (newFrame_g - currentFrame);
assert(currentFrame>=0&&currentFrame<numFramesInFile);
newFrame = currentFrame + 1;
// are we now on the end frame?
assert((int)endFrame<=numFramesInFile);
if (newFrame >= (int)endFrame)
{
// we only want to lerp with the first frame of the anim if we are looping
if (bone.flags & BONE_ANIM_OVERRIDE_LOOP)
{
newFrame = bone.startFrame;
assert(newFrame>=0&&newFrame<numFramesInFile);
}
// if we intend to end this anim or freeze after this, then just keep on the last frame
else
{
newFrame = bone.endFrame-1;
assert(newFrame>=0&&newFrame<numFramesInFile);
}
}
assert(newFrame>=0&&newFrame<numFramesInFile);
}
else
{
lerp = (ceil(newFrame_g)-newFrame_g);
// frames are easy to calculate
currentFrame = ceil(newFrame_g);
if (currentFrame>bone.startFrame)
{
currentFrame=bone.startFrame;
newFrame = currentFrame;
lerp=0.0f;
}
else
{
newFrame=currentFrame-1;
// are we now on the end frame?
if (newFrame < endFrame+1)
{
// we only want to lerp with the first frame of the anim if we are looping
if (bone.flags & BONE_ANIM_OVERRIDE_LOOP)
{
newFrame = bone.startFrame;
assert(newFrame>=0&&newFrame<numFramesInFile);
}
// if we intend to end this anim or freeze after this, then just keep on the last frame
else
{
newFrame = bone.endFrame+1;
assert(newFrame>=0&&newFrame<numFramesInFile);
}
}
}
assert(currentFrame>=0&&currentFrame<numFramesInFile);
assert(newFrame>=0&&newFrame<numFramesInFile);
}
}
}
else
{
if (animSpeed<0.0)
{
currentFrame = bone.endFrame+1;
}
else
{
currentFrame = bone.endFrame-1;
}
if (currentFrame<0)
{
currentFrame=0;
}
assert(currentFrame>=0&&currentFrame<numFramesInFile);
newFrame = currentFrame;
assert(newFrame>=0&&newFrame<numFramesInFile);
lerp = 0;
}
assert(currentFrame>=0&&currentFrame<numFramesInFile);
assert(newFrame>=0&&newFrame<numFramesInFile);
assert(lerp>=0.0f&&lerp<=1.0f);
}
#ifdef _RAG_PRINT_TEST
void G2_RagPrintMatrix(mdxaBone_t *mat);
#endif
//basically construct a seperate skeleton with full hierarchy to store a matrix
//off which will give us the desired settling position given the frame in the skeleton
//that should be used -rww
int G2_Add_Bone (const model_t *mod, boneInfo_v &blist, const char *boneName);
int G2_Find_Bone(const model_t *mod, boneInfo_v &blist, const char *boneName);
void G2_RagGetAnimMatrix(CGhoul2Info &ghoul2, const int boneNum, mdxaBone_t &matrix, const int frame)
{
mdxaBone_t animMatrix;
mdxaSkel_t *skel;
mdxaSkel_t *pskel;
mdxaSkelOffsets_t *offsets;
int parent;
int bListIndex;
int parentBlistIndex;
#ifdef _RAG_PRINT_TEST
bool actuallySet = false;
#endif
assert(ghoul2.mBoneCache);
assert(ghoul2.animModel);
offsets = (mdxaSkelOffsets_t *)((byte *)ghoul2.mBoneCache->header + sizeof(mdxaHeader_t));
skel = (mdxaSkel_t *)((byte *)ghoul2.mBoneCache->header + sizeof(mdxaHeader_t) + offsets->offsets[boneNum]);
//find/add the bone in the list
if (!skel->name || !skel->name[0])
{
bListIndex = -1;
}
else
{
bListIndex = G2_Find_Bone(ghoul2.animModel, ghoul2.mBlist, skel->name);
if (bListIndex == -1)
{
#ifdef _RAG_PRINT_TEST
Com_Printf("Attempting to add %s\n", skel->name);
#endif
bListIndex = G2_Add_Bone(ghoul2.animModel, ghoul2.mBlist, skel->name);
}
}
assert(bListIndex != -1);
boneInfo_t &bone = ghoul2.mBlist[bListIndex];
if (bone.hasAnimFrameMatrix == frame)
{ //already calculated so just grab it
matrix = bone.animFrameMatrix;
return;
}
//get the base matrix for the specified frame
UnCompressBone(animMatrix.matrix, boneNum, ghoul2.mBoneCache->header, frame);
parent = skel->parent;
if (boneNum > 0 && parent > -1)
{
//recursively call to assure all parent matrices are set up
G2_RagGetAnimMatrix(ghoul2, parent, matrix, frame);
//assign the new skel ptr for our parent
pskel = (mdxaSkel_t *)((byte *)ghoul2.mBoneCache->header + sizeof(mdxaHeader_t) + offsets->offsets[parent]);
//taking bone matrix for the skeleton frame and parent's animFrameMatrix into account, determine our final animFrameMatrix
if (!pskel->name || !pskel->name[0])
{
parentBlistIndex = -1;
}
else
{
parentBlistIndex = G2_Find_Bone(ghoul2.animModel, ghoul2.mBlist, pskel->name);
if (parentBlistIndex == -1)
{
parentBlistIndex = G2_Add_Bone(ghoul2.animModel, ghoul2.mBlist, pskel->name);
}
}
assert(parentBlistIndex != -1);
boneInfo_t &pbone = ghoul2.mBlist[parentBlistIndex];
assert(pbone.hasAnimFrameMatrix == frame); //this should have been calc'd in the recursive call
Multiply_3x4Matrix(&bone.animFrameMatrix, &pbone.animFrameMatrix, &animMatrix);
#ifdef _RAG_PRINT_TEST
if (parentBlistIndex != -1 && bListIndex != -1)
{
actuallySet = true;
}
else
{
Com_Printf("BAD LIST INDEX: %s, %s [%i]\n", skel->name, pskel->name, parent);
}
#endif
}
else
{ //root
Multiply_3x4Matrix(&bone.animFrameMatrix, &ghoul2.mBoneCache->rootMatrix, &animMatrix);
#ifdef _RAG_PRINT_TEST
if (bListIndex != -1)
{
actuallySet = true;
}
else
{
Com_Printf("BAD LIST INDEX: %s\n", skel->name);
}
#endif
//bone.animFrameMatrix = ghoul2.mBoneCache->mFinalBones[boneNum].boneMatrix;
//Maybe use this for the root, so that the orientation is in sync with the current
//root matrix? However this would require constant recalculation of this base
//skeleton which I currently do not want.
}
//never need to figure it out again
bone.hasAnimFrameMatrix = frame;
#ifdef _RAG_PRINT_TEST
if (!actuallySet)
{
Com_Printf("SET FAILURE\n");
G2_RagPrintMatrix(&bone.animFrameMatrix);
}
#endif
matrix = bone.animFrameMatrix;
}
void G2_TransformBone (int child,CBoneCache &BC)
{
SBoneCalc &TB=BC.mBones[child];
static mdxaBone_t tbone[6];
// mdxaFrame_t *aFrame=0;
// mdxaFrame_t *bFrame=0;
// mdxaFrame_t *aoldFrame=0;
// mdxaFrame_t *boldFrame=0;
static mdxaSkel_t *skel;
static mdxaSkelOffsets_t *offsets;
boneInfo_v &boneList = *BC.rootBoneList;
static int j, boneListIndex;
int angleOverride = 0;
#if DEBUG_G2_TIMING
bool printTiming=false;
#endif
// should this bone be overridden by a bone in the bone list?
boneListIndex = G2_Find_Bone_In_List(boneList, child);
if (boneListIndex != -1)
{
// we found a bone in the list - we need to override something here.
// do we override the rotational angles?
if ((boneList[boneListIndex].flags) & (BONE_ANGLES_TOTAL))
{
angleOverride = (boneList[boneListIndex].flags) & (BONE_ANGLES_TOTAL);
}
// set blending stuff if we need to
if (boneList[boneListIndex].flags & BONE_ANIM_BLEND)
{
float blendTime = BC.incomingTime - boneList[boneListIndex].blendStart;
// only set up the blend anim if we actually have some blend time left on this bone anim - otherwise we might corrupt some blend higher up the hiearchy
if (blendTime>=0.0f&&blendTime < boneList[boneListIndex].blendTime)
{
TB.blendFrame = boneList[boneListIndex].blendFrame;
TB.blendOldFrame = boneList[boneListIndex].blendLerpFrame;
TB.blendLerp = (blendTime / boneList[boneListIndex].blendTime);
TB.blendMode = true;
}
else
{
TB.blendMode = false;
}
}
else if (/*r_Ghoul2NoBlend->integer||*/((boneList[boneListIndex].flags) & (BONE_ANIM_OVERRIDE_LOOP | BONE_ANIM_OVERRIDE)))
// turn off blending if we are just doing a straing animation override
{
TB.blendMode = false;
}
// should this animation be overridden by an animation in the bone list?
if ((boneList[boneListIndex].flags) & (BONE_ANIM_OVERRIDE_LOOP | BONE_ANIM_OVERRIDE))
{
G2_TimingModel(boneList[boneListIndex],BC.incomingTime,BC.header->numFrames,TB.currentFrame,TB.newFrame,TB.backlerp);
}
#if DEBUG_G2_TIMING
printTiming=true;
#endif
/*
if ((r_Ghoul2NoLerp->integer)||((boneList[boneListIndex].flags) & (BONE_ANIM_NO_LERP)))
{
TB.backlerp = 0.0f;
}
*/
//rwwFIXMEFIXME: Use?
}
// figure out where the location of the bone animation data is
assert(TB.newFrame>=0&&TB.newFrame<BC.header->numFrames);
if (!(TB.newFrame>=0&&TB.newFrame<BC.header->numFrames))
{
TB.newFrame=0;
}
// aFrame = (mdxaFrame_t *)((byte *)BC.header + BC.header->ofsFrames + TB.newFrame * BC.frameSize );
assert(TB.currentFrame>=0&&TB.currentFrame<BC.header->numFrames);
if (!(TB.currentFrame>=0&&TB.currentFrame<BC.header->numFrames))
{
TB.currentFrame=0;
}
// aoldFrame = (mdxaFrame_t *)((byte *)BC.header + BC.header->ofsFrames + TB.currentFrame * BC.frameSize );
// figure out where the location of the blended animation data is
assert(!(TB.blendFrame < 0.0 || TB.blendFrame >= (BC.header->numFrames+1)));
if (TB.blendFrame < 0.0 || TB.blendFrame >= (BC.header->numFrames+1) )
{
TB.blendFrame=0.0;
}
// bFrame = (mdxaFrame_t *)((byte *)BC.header + BC.header->ofsFrames + (int)TB.blendFrame * BC.frameSize );
assert(TB.blendOldFrame>=0&&TB.blendOldFrame<BC.header->numFrames);
if (!(TB.blendOldFrame>=0&&TB.blendOldFrame<BC.header->numFrames))
{
TB.blendOldFrame=0;
}
#if DEBUG_G2_TIMING
#if DEBUG_G2_TIMING_RENDER_ONLY
if (!HackadelicOnClient)
{
printTiming=false;
}
#endif
if (printTiming)
{
char mess[1000];
if (TB.blendMode)
{
sprintf(mess,"b %2d %5d %4d %4d %4d %4d %f %f\n",boneListIndex,BC.incomingTime,(int)TB.newFrame,(int)TB.currentFrame,(int)TB.blendFrame,(int)TB.blendOldFrame,TB.backlerp,TB.blendLerp);
}
else
{
sprintf(mess,"a %2d %5d %4d %4d %f\n",boneListIndex,BC.incomingTime,TB.newFrame,TB.currentFrame,TB.backlerp);
}
OutputDebugString(mess);
const boneInfo_t &bone=boneList[boneListIndex];
if (bone.flags&BONE_ANIM_BLEND)
{
sprintf(mess," bfb[%2d] %5d %5d (%5d-%5d) %4.2f %4x bt(%5d-%5d) %7.2f %5d\n",
boneListIndex,
BC.incomingTime,
bone.startTime,
bone.startFrame,
bone.endFrame,
bone.animSpeed,
bone.flags,
bone.blendStart,
bone.blendStart+bone.blendTime,
bone.blendFrame,
bone.blendLerpFrame
);
}
else
{
sprintf(mess," bfa[%2d] %5d %5d (%5d-%5d) %4.2f %4x\n",
boneListIndex,
BC.incomingTime,
bone.startTime,
bone.startFrame,
bone.endFrame,
bone.animSpeed,
bone.flags
);
}
// OutputDebugString(mess);
}
#endif
// boldFrame = (mdxaFrame_t *)((byte *)BC.header + BC.header->ofsFrames + TB.blendOldFrame * BC.frameSize );
// mdxaCompBone_t *compBonePointer = (mdxaCompBone_t *)((byte *)BC.header + BC.header->ofsCompBonePool);
assert(child>=0&&child<BC.header->numBones);
// assert(bFrame->boneIndexes[child]>=0);
// assert(boldFrame->boneIndexes[child]>=0);
// assert(aFrame->boneIndexes[child]>=0);
// assert(aoldFrame->boneIndexes[child]>=0);
// decide where the transformed bone is going
// are we blending with another frame of anim?
if (TB.blendMode)
{
float backlerp = TB.blendFrame - (int)TB.blendFrame;
float frontlerp = 1.0 - backlerp;
// MC_UnCompress(tbone[3].matrix,compBonePointer[bFrame->boneIndexes[child]].Comp);
// MC_UnCompress(tbone[4].matrix,compBonePointer[boldFrame->boneIndexes[child]].Comp);
UnCompressBone(tbone[3].matrix, child, BC.header, TB.blendFrame);
UnCompressBone(tbone[4].matrix, child, BC.header, TB.blendOldFrame);
for ( j = 0 ; j < 12 ; j++ )
{
((float *)&tbone[5])[j] = (backlerp * ((float *)&tbone[3])[j])
+ (frontlerp * ((float *)&tbone[4])[j]);
}
}
//
// lerp this bone - use the temp space on the ref entity to put the bone transforms into
//
if (!TB.backlerp)
{
// MC_UnCompress(tbone[2].matrix,compBonePointer[aoldFrame->boneIndexes[child]].Comp);
UnCompressBone(tbone[2].matrix, child, BC.header, TB.currentFrame);
// blend in the other frame if we need to
if (TB.blendMode)
{
float blendFrontlerp = 1.0 - TB.blendLerp;
for ( j = 0 ; j < 12 ; j++ )
{
((float *)&tbone[2])[j] = (TB.blendLerp * ((float *)&tbone[2])[j])
+ (blendFrontlerp * ((float *)&tbone[5])[j]);
}
}
if (!child)
{
// now multiply by the root matrix, so we can offset this model should we need to
Multiply_3x4Matrix(&BC.mFinalBones[child].boneMatrix, &BC.rootMatrix, &tbone[2]);
}
}
else
{
float frontlerp = 1.0 - TB.backlerp;
// MC_UnCompress(tbone[0].matrix,compBonePointer[aFrame->boneIndexes[child]].Comp);
// MC_UnCompress(tbone[1].matrix,compBonePointer[aoldFrame->boneIndexes[child]].Comp);
UnCompressBone(tbone[0].matrix, child, BC.header, TB.newFrame);
UnCompressBone(tbone[1].matrix, child, BC.header, TB.currentFrame);
for ( j = 0 ; j < 12 ; j++ )
{
((float *)&tbone[2])[j] = (TB.backlerp * ((float *)&tbone[0])[j])
+ (frontlerp * ((float *)&tbone[1])[j]);
}
// blend in the other frame if we need to
if (TB.blendMode)
{
float blendFrontlerp = 1.0 - TB.blendLerp;
for ( j = 0 ; j < 12 ; j++ )
{
((float *)&tbone[2])[j] = (TB.blendLerp * ((float *)&tbone[2])[j])
+ (blendFrontlerp * ((float *)&tbone[5])[j]);
}
}
if (!child)
{
// now multiply by the root matrix, so we can offset this model should we need to
Multiply_3x4Matrix(&BC.mFinalBones[child].boneMatrix, &BC.rootMatrix, &tbone[2]);
}
}
// figure out where the bone hirearchy info is
offsets = (mdxaSkelOffsets_t *)((byte *)BC.header + sizeof(mdxaHeader_t));
skel = (mdxaSkel_t *)((byte *)BC.header + sizeof(mdxaHeader_t) + offsets->offsets[child]);
// skel = BC.mSkels[child];
//rww - removed mSkels
int parent=BC.mFinalBones[child].parent;
assert((parent==-1&&child==0)||(parent>=0&&parent<BC.mBones.size()));
if (angleOverride & BONE_ANGLES_REPLACE)
{
bool isRag=!!(angleOverride & BONE_ANGLES_RAGDOLL);
if (!isRag)
{ //do the same for ik.. I suppose.
isRag = !!(angleOverride & BONE_ANGLES_IK);
}
mdxaBone_t &bone = BC.mFinalBones[child].boneMatrix;
boneInfo_t &boneOverride = boneList[boneListIndex];
if (isRag)
{
mdxaBone_t temp, firstPass;
// give us the matrix the animation thinks we should have, so we can get the correct X&Y coors
Multiply_3x4Matrix(&firstPass, &BC.mFinalBones[parent].boneMatrix, &tbone[2]);
// this is crazy, we are gonna drive the animation to ID while we are doing post mults to compensate.
Multiply_3x4Matrix(&temp,&firstPass, &skel->BasePoseMat);
float matrixScale = VectorLength((float*)&temp);
static mdxaBone_t toMatrix =
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f
};
toMatrix.matrix[0][0]=matrixScale;
toMatrix.matrix[1][1]=matrixScale;
toMatrix.matrix[2][2]=matrixScale;
toMatrix.matrix[0][3]=temp.matrix[0][3];
toMatrix.matrix[1][3]=temp.matrix[1][3];
toMatrix.matrix[2][3]=temp.matrix[2][3];
Multiply_3x4Matrix(&temp, &toMatrix,&skel->BasePoseMatInv); //dest first arg
float blendTime = BC.incomingTime - boneList[boneListIndex].boneBlendStart;
float blendLerp = (blendTime / boneList[boneListIndex].boneBlendTime);
if (blendLerp>0.0f)
{
// has started
if (blendLerp>1.0f)
{
// done
// Multiply_3x4Matrix(&bone, &BC.mFinalBones[parent].boneMatrix,&temp);
memcpy (&bone,&temp, sizeof(mdxaBone_t));
}
else
{
// mdxaBone_t lerp;
// now do the blend into the destination
float blendFrontlerp = 1.0 - blendLerp;
for ( j = 0 ; j < 12 ; j++ )
{
((float *)&bone)[j] = (blendLerp * ((float *)&temp)[j])
+ (blendFrontlerp * ((float *)&tbone[2])[j]);
}
// Multiply_3x4Matrix(&bone, &BC.mFinalBones[parent].boneMatrix,&lerp);
}
}
}
else
{
mdxaBone_t temp, firstPass;
// give us the matrix the animation thinks we should have, so we can get the correct X&Y coors
Multiply_3x4Matrix(&firstPass, &BC.mFinalBones[parent].boneMatrix, &tbone[2]);
// are we attempting to blend with the base animation? and still within blend time?
if (boneOverride.boneBlendTime && (((boneOverride.boneBlendTime + boneOverride.boneBlendStart) < BC.incomingTime)))
{
// ok, we are supposed to be blending. Work out lerp
float blendTime = BC.incomingTime - boneList[boneListIndex].boneBlendStart;
float blendLerp = (blendTime / boneList[boneListIndex].boneBlendTime);
if (blendLerp <= 1)
{
if (blendLerp < 0)
{
assert(0);
}
// now work out the matrix we want to get *to* - firstPass is where we are coming *from*
Multiply_3x4Matrix(&temp, &firstPass, &skel->BasePoseMat);
float matrixScale = VectorLength((float*)&temp);
mdxaBone_t newMatrixTemp;
if (HackadelicOnClient)
{
for (int i=0; i<3;i++)
{
for(int x=0;x<3; x++)
{
newMatrixTemp.matrix[i][x] = boneOverride.newMatrix.matrix[i][x]*matrixScale;
}
}
newMatrixTemp.matrix[0][3] = temp.matrix[0][3];
newMatrixTemp.matrix[1][3] = temp.matrix[1][3];
newMatrixTemp.matrix[2][3] = temp.matrix[2][3];
}
else
{
for (int i=0; i<3;i++)
{
for(int x=0;x<3; x++)
{
newMatrixTemp.matrix[i][x] = boneOverride.matrix.matrix[i][x]*matrixScale;
}
}
newMatrixTemp.matrix[0][3] = temp.matrix[0][3];
newMatrixTemp.matrix[1][3] = temp.matrix[1][3];
newMatrixTemp.matrix[2][3] = temp.matrix[2][3];
}
Multiply_3x4Matrix(&temp, &newMatrixTemp,&skel->BasePoseMatInv);
// now do the blend into the destination
float blendFrontlerp = 1.0 - blendLerp;
for ( j = 0 ; j < 12 ; j++ )
{
((float *)&bone)[j] = (blendLerp * ((float *)&temp)[j])
+ (blendFrontlerp * ((float *)&firstPass)[j]);
}
}
else
{
bone = firstPass;
}
}
// no, so just override it directly
else
{
Multiply_3x4Matrix(&temp,&firstPass, &skel->BasePoseMat);
float matrixScale = VectorLength((float*)&temp);
mdxaBone_t newMatrixTemp;
if (HackadelicOnClient)
{
for (int i=0; i<3;i++)
{
for(int x=0;x<3; x++)
{
newMatrixTemp.matrix[i][x] = boneOverride.newMatrix.matrix[i][x]*matrixScale;
}
}
newMatrixTemp.matrix[0][3] = temp.matrix[0][3];
newMatrixTemp.matrix[1][3] = temp.matrix[1][3];
newMatrixTemp.matrix[2][3] = temp.matrix[2][3];
}
else
{
for (int i=0; i<3;i++)
{
for(int x=0;x<3; x++)
{
newMatrixTemp.matrix[i][x] = boneOverride.matrix.matrix[i][x]*matrixScale;
}
}
newMatrixTemp.matrix[0][3] = temp.matrix[0][3];
newMatrixTemp.matrix[1][3] = temp.matrix[1][3];
newMatrixTemp.matrix[2][3] = temp.matrix[2][3];
}
Multiply_3x4Matrix(&bone, &newMatrixTemp,&skel->BasePoseMatInv);
}
}
}
else if (angleOverride & BONE_ANGLES_PREMULT)
{
if ((angleOverride&BONE_ANGLES_RAGDOLL) || (angleOverride&BONE_ANGLES_IK))
{
mdxaBone_t tmp;
if (!child)
{
if (HackadelicOnClient)
{
Multiply_3x4Matrix(&tmp, &BC.rootMatrix, &boneList[boneListIndex].newMatrix);
}
else
{
Multiply_3x4Matrix(&tmp, &BC.rootMatrix, &boneList[boneListIndex].matrix);
}
}
else
{
if (HackadelicOnClient)
{
Multiply_3x4Matrix(&tmp, &BC.mFinalBones[parent].boneMatrix, &boneList[boneListIndex].newMatrix);
}
else
{
Multiply_3x4Matrix(&tmp, &BC.mFinalBones[parent].boneMatrix, &boneList[boneListIndex].matrix);
}
}
Multiply_3x4Matrix(&BC.mFinalBones[child].boneMatrix,&tmp, &tbone[2]);
}
else
{
if (!child)
{
// use the in coming root matrix as our basis
if (HackadelicOnClient)
{
Multiply_3x4Matrix(&BC.mFinalBones[child].boneMatrix, &BC.rootMatrix, &boneList[boneListIndex].newMatrix);
}
else
{
Multiply_3x4Matrix(&BC.mFinalBones[child].boneMatrix, &BC.rootMatrix, &boneList[boneListIndex].matrix);
}
}
else
{
// convert from 3x4 matrix to a 4x4 matrix
if (HackadelicOnClient)
{
Multiply_3x4Matrix(&BC.mFinalBones[child].boneMatrix, &BC.mFinalBones[parent].boneMatrix, &boneList[boneListIndex].newMatrix);
}
else
{
Multiply_3x4Matrix(&BC.mFinalBones[child].boneMatrix, &BC.mFinalBones[parent].boneMatrix, &boneList[boneListIndex].matrix);
}
}
}
}
else
// now transform the matrix by it's parent, asumming we have a parent, and we aren't overriding the angles absolutely
if (child)
{
Multiply_3x4Matrix(&BC.mFinalBones[child].boneMatrix, &BC.mFinalBones[parent].boneMatrix, &tbone[2]);
}
// now multiply our resulting bone by an override matrix should we need to
if (angleOverride & BONE_ANGLES_POSTMULT)
{
mdxaBone_t tempMatrix;
memcpy (&tempMatrix,&BC.mFinalBones[child].boneMatrix, sizeof(mdxaBone_t));
if (HackadelicOnClient)
{
Multiply_3x4Matrix(&BC.mFinalBones[child].boneMatrix, &tempMatrix, &boneList[boneListIndex].newMatrix);
}
else
{
Multiply_3x4Matrix(&BC.mFinalBones[child].boneMatrix, &tempMatrix, &boneList[boneListIndex].matrix);
}
}
/*
if (r_Ghoul2UnSqash->integer)
{
mdxaBone_t tempMatrix;
Multiply_3x4Matrix(&tempMatrix,&BC.mFinalBones[child].boneMatrix, &skel->BasePoseMat);
float maxl;
maxl=VectorLength(&skel->BasePoseMat.matrix[0][0]);
VectorNormalize(&tempMatrix.matrix[0][0]);
VectorNormalize(&tempMatrix.matrix[1][0]);
VectorNormalize(&tempMatrix.matrix[2][0]);
VectorScale(&tempMatrix.matrix[0][0],maxl,&tempMatrix.matrix[0][0]);
VectorScale(&tempMatrix.matrix[1][0],maxl,&tempMatrix.matrix[1][0]);
VectorScale(&tempMatrix.matrix[2][0],maxl,&tempMatrix.matrix[2][0]);
Multiply_3x4Matrix(&BC.mFinalBones[child].boneMatrix,&tempMatrix,&skel->BasePoseMatInv);
}
*/
//rwwFIXMEFIXME: Care?
}
void G2_SetUpBolts( mdxaHeader_t *header, CGhoul2Info &ghoul2, mdxaBone_v &bonePtr, boltInfo_v &boltList)
{
mdxaSkel_t *skel;
mdxaSkelOffsets_t *offsets;
offsets = (mdxaSkelOffsets_t *)((byte *)header + sizeof(mdxaHeader_t));
for (int i=0; i<boltList.size(); i++)
{
if (boltList[i].boneNumber != -1)
{
// figure out where the bone hirearchy info is
skel = (mdxaSkel_t *)((byte *)header + sizeof(mdxaHeader_t) + offsets->offsets[boltList[i].boneNumber]);
Multiply_3x4Matrix(&boltList[i].position, &bonePtr[boltList[i].boneNumber].second, &skel->BasePoseMat);
}
}
}
//rww - RAGDOLL_BEGIN
#define GHOUL2_RAG_STARTED 0x0010
//rww - RAGDOLL_END
//rwwFIXMEFIXME: Move this into the stupid header or something.
void G2_TransformGhoulBones(boneInfo_v &rootBoneList,mdxaBone_t &rootMatrix, CGhoul2Info &ghoul2, int time,bool smooth=true)
{
#ifdef G2_PERFORMANCE_ANALYSIS
G2PerformanceTimer_G2_TransformGhoulBones.Start();
G2PerformanceCounter_G2_TransformGhoulBones++;
#endif
/*
model_t *currentModel;
model_t *animModel;
mdxaHeader_t *aHeader;
//currentModel = R_GetModelByHandle(RE_RegisterModel(ghoul2.mFileName));
currentModel = R_GetModelByHandle(ghoul2.mModel);
assert(currentModel);
assert(currentModel->mdxm);
animModel = R_GetModelByHandle(currentModel->mdxm->animIndex);
assert(animModel);
aHeader = animModel->mdxa;
assert(aHeader);
*/
model_t *currentModel = (model_t *)ghoul2.currentModel;
mdxaHeader_t *aHeader = (mdxaHeader_t *)ghoul2.aHeader;
assert(ghoul2.aHeader);
assert(ghoul2.currentModel);
assert(ghoul2.currentModel->mdxm);
if (!aHeader->numBones)
{
assert(0); // this would be strange
return;
}
if (!ghoul2.mBoneCache)
{
ghoul2.mBoneCache=new CBoneCache(currentModel,aHeader);
#ifdef _FULL_G2_LEAK_CHECKING
g_Ghoul2Allocations += sizeof(*ghoul2.mBoneCache);
#endif
}
ghoul2.mBoneCache->mod=currentModel;
ghoul2.mBoneCache->header=aHeader;
assert(ghoul2.mBoneCache->mBones.size()==aHeader->numBones);
ghoul2.mBoneCache->mSmoothingActive=false;
ghoul2.mBoneCache->mUnsquash=false;
// master smoothing control
if (HackadelicOnClient && smooth && !com_dedicated->integer)
{
ghoul2.mBoneCache->mLastTouch=ghoul2.mBoneCache->mLastLastTouch;
/*
float val=r_Ghoul2AnimSmooth->value;
if (smooth&&val>0.0f&&val<1.0f)
{
// if (HackadelicOnClient)
// {
ghoul2.mBoneCache->mLastTouch=ghoul2.mBoneCache->mLastLastTouch;
// }
ghoul2.mBoneCache->mSmoothFactor=val;
ghoul2.mBoneCache->mSmoothingActive=true;
if (r_Ghoul2UnSqashAfterSmooth->integer)
{
ghoul2.mBoneCache->mUnsquash=true;
}
}
else
{
ghoul2.mBoneCache->mSmoothFactor=1.0f;
}
*/
// master smoothing control
float val=r_Ghoul2AnimSmooth->value;
if (val>0.0f&&val<1.0f)
{
//if (ghoul2.mFlags&GHOUL2_RESERVED_FOR_RAGDOLL)
#if 1
if(ghoul2.mFlags & GHOUL2_CRAZY_SMOOTH)
{
val = 0.9f;
}
else if(ghoul2.mFlags & GHOUL2_RAG_STARTED)
{
int k;
for (k=0;k<rootBoneList.size();k++)
{
boneInfo_t &bone=rootBoneList[k];
if (bone.flags&BONE_ANGLES_RAGDOLL)
{
if (bone.firstCollisionTime &&
bone.firstCollisionTime>time-250 &&
bone.firstCollisionTime<time)
{
val=0.9f;//(val+0.8f)/2.0f;
}
else if (bone.airTime > time)
{
val = 0.2f;
}
else
{
val = 0.8f;
}
break;
}
}
}
#endif
// ghoul2.mBoneCache->mSmoothFactor=(val + 1.0f-pow(1.0f-val,50.0f/dif))/2.0f; // meaningless formula
ghoul2.mBoneCache->mSmoothFactor=val; // meaningless formula
ghoul2.mBoneCache->mSmoothingActive=true;
if (r_Ghoul2UnSqashAfterSmooth->integer)
{
ghoul2.mBoneCache->mUnsquash=true;
}
}
}
else
{
ghoul2.mBoneCache->mSmoothFactor=1.0f;
}
ghoul2.mBoneCache->mCurrentTouch++;
//rww - RAGDOLL_BEGIN
if (HackadelicOnClient)
{
ghoul2.mBoneCache->mLastLastTouch=ghoul2.mBoneCache->mCurrentTouch;
ghoul2.mBoneCache->mCurrentTouchRender=ghoul2.mBoneCache->mCurrentTouch;
}
else
{
ghoul2.mBoneCache->mCurrentTouchRender=0;
}
//rww - RAGDOLL_END
ghoul2.mBoneCache->frameSize = 0;// can be deleted in new G2 format //(int)( &((mdxaFrame_t *)0)->boneIndexes[ ghoul2.aHeader->numBones ] );
ghoul2.mBoneCache->rootBoneList=&rootBoneList;
ghoul2.mBoneCache->rootMatrix=rootMatrix;
ghoul2.mBoneCache->incomingTime=time;
SBoneCalc &TB=ghoul2.mBoneCache->Root();
TB.newFrame=0;
TB.currentFrame=0;
TB.backlerp=0.0f;
TB.blendFrame=0;
TB.blendOldFrame=0;
TB.blendMode=false;
TB.blendLerp=0;
#ifdef G2_PERFORMANCE_ANALYSIS
G2Time_G2_TransformGhoulBones += G2PerformanceTimer_G2_TransformGhoulBones.End();
#endif
}
#define MDX_TAG_ORIGIN 2
//======================================================================
//
// Surface Manipulation code
// We've come across a surface that's designated as a bolt surface, process it and put it in the appropriate bolt place
void G2_ProcessSurfaceBolt(mdxaBone_v &bonePtr, mdxmSurface_t *surface, int boltNum, boltInfo_v &boltList, surfaceInfo_t *surfInfo, model_t *mod)
{
mdxmVertex_t *v, *vert0, *vert1, *vert2;
vec3_t axes[3], sides[3];
float pTri[3][3], d;
int j, k;
// now there are two types of tag surface - model ones and procedural generated types - lets decide which one we have here.
if (surfInfo && surfInfo->offFlags == G2SURFACEFLAG_GENERATED)
{
int surfNumber = surfInfo->genPolySurfaceIndex & 0x0ffff;
int polyNumber = (surfInfo->genPolySurfaceIndex >> 16) & 0x0ffff;
// find original surface our original poly was in.
mdxmSurface_t *originalSurf = (mdxmSurface_t *)G2_FindSurface((void*)mod, surfNumber, surfInfo->genLod);
mdxmTriangle_t *originalTriangleIndexes = (mdxmTriangle_t *)((byte*)originalSurf + originalSurf->ofsTriangles);
// get the original polys indexes
int index0 = originalTriangleIndexes[polyNumber].indexes[0];
int index1 = originalTriangleIndexes[polyNumber].indexes[1];
int index2 = originalTriangleIndexes[polyNumber].indexes[2];
// decide where the original verts are
vert0 = (mdxmVertex_t *) ((byte *)originalSurf + originalSurf->ofsVerts);
vert0+= index0;
vert1 = (mdxmVertex_t *) ((byte *)originalSurf + originalSurf->ofsVerts);
vert1+= index1;
vert2 = (mdxmVertex_t *) ((byte *)originalSurf + originalSurf->ofsVerts);
vert2+= index2;
// clear out the triangle verts to be
VectorClear( pTri[0] );
VectorClear( pTri[1] );
VectorClear( pTri[2] );
// mdxmWeight_t *w;
int *piBoneRefs = (int*) ((byte*)originalSurf + originalSurf->ofsBoneReferences);
// now go and transform just the points we need from the surface that was hit originally
// w = vert0->weights;
float fTotalWeight = 0.0f;
int iNumWeights = G2_GetVertWeights( vert0 );
for ( k = 0 ; k < iNumWeights ; k++ )
{
int iBoneIndex = G2_GetVertBoneIndex( vert0, k );
float fBoneWeight = G2_GetVertBoneWeight( vert0, k, fTotalWeight, iNumWeights );
#ifdef _XBOX
vec3_t vec;
Q_CastShort2FloatScale(&vec[0], &vert0->vertCoords[0], 1.f / (float)GLM_COMP_SIZE);
Q_CastShort2FloatScale(&vec[1], &vert0->vertCoords[1], 1.f / (float)GLM_COMP_SIZE);
Q_CastShort2FloatScale(&vec[2], &vert0->vertCoords[2], 1.f / (float)GLM_COMP_SIZE);
pTri[0][0] += fBoneWeight * ( DotProduct( bonePtr[piBoneRefs[iBoneIndex]].second.matrix[0], vec ) + bonePtr[piBoneRefs[iBoneIndex]].second.matrix[0][3] );
pTri[0][1] += fBoneWeight * ( DotProduct( bonePtr[piBoneRefs[iBoneIndex]].second.matrix[1], vec ) + bonePtr[piBoneRefs[iBoneIndex]].second.matrix[1][3] );
pTri[0][2] += fBoneWeight * ( DotProduct( bonePtr[piBoneRefs[iBoneIndex]].second.matrix[2], vec ) + bonePtr[piBoneRefs[iBoneIndex]].second.matrix[2][3] );
#else
pTri[0][0] += fBoneWeight * ( DotProduct( bonePtr[piBoneRefs[iBoneIndex]].second.matrix[0], vert0->vertCoords ) + bonePtr[piBoneRefs[iBoneIndex]].second.matrix[0][3] );
pTri[0][1] += fBoneWeight * ( DotProduct( bonePtr[piBoneRefs[iBoneIndex]].second.matrix[1], vert0->vertCoords ) + bonePtr[piBoneRefs[iBoneIndex]].second.matrix[1][3] );
pTri[0][2] += fBoneWeight * ( DotProduct( bonePtr[piBoneRefs[iBoneIndex]].second.matrix[2], vert0->vertCoords ) + bonePtr[piBoneRefs[iBoneIndex]].second.matrix[2][3] );
#endif
}
// w = vert1->weights;
fTotalWeight = 0.0f;
iNumWeights = G2_GetVertWeights( vert1 );
for ( k = 0 ; k < iNumWeights ; k++ )
{
int iBoneIndex = G2_GetVertBoneIndex( vert1, k );
float fBoneWeight = G2_GetVertBoneWeight( vert1, k, fTotalWeight, iNumWeights );
#ifdef _XBOX
vec3_t vec;
Q_CastShort2FloatScale(&vec[0], &vert1->vertCoords[0], 1.f / (float)GLM_COMP_SIZE);
Q_CastShort2FloatScale(&vec[1], &vert1->vertCoords[1], 1.f / (float)GLM_COMP_SIZE);
Q_CastShort2FloatScale(&vec[2], &vert1->vertCoords[2], 1.f / (float)GLM_COMP_SIZE);
pTri[0][0] += fBoneWeight * ( DotProduct( bonePtr[piBoneRefs[iBoneIndex]].second.matrix[0], vec ) + bonePtr[piBoneRefs[iBoneIndex]].second.matrix[0][3] );
pTri[0][1] += fBoneWeight * ( DotProduct( bonePtr[piBoneRefs[iBoneIndex]].second.matrix[1], vec ) + bonePtr[piBoneRefs[iBoneIndex]].second.matrix[1][3] );
pTri[0][2] += fBoneWeight * ( DotProduct( bonePtr[piBoneRefs[iBoneIndex]].second.matrix[2], vec ) + bonePtr[piBoneRefs[iBoneIndex]].second.matrix[2][3] );
#else
pTri[1][0] += fBoneWeight * ( DotProduct( bonePtr[piBoneRefs[iBoneIndex]].second.matrix[0], vert1->vertCoords ) + bonePtr[piBoneRefs[iBoneIndex]].second.matrix[0][3] );
pTri[1][1] += fBoneWeight * ( DotProduct( bonePtr[piBoneRefs[iBoneIndex]].second.matrix[1], vert1->vertCoords ) + bonePtr[piBoneRefs[iBoneIndex]].second.matrix[1][3] );
pTri[1][2] += fBoneWeight * ( DotProduct( bonePtr[piBoneRefs[iBoneIndex]].second.matrix[2], vert1->vertCoords ) + bonePtr[piBoneRefs[iBoneIndex]].second.matrix[2][3] );
#endif
}
// w = vert2->weights;
fTotalWeight = 0.0f;
iNumWeights = G2_GetVertWeights( vert2 );
for ( k = 0 ; k < iNumWeights ; k++ )
{
int iBoneIndex = G2_GetVertBoneIndex( vert2, k );
float fBoneWeight = G2_GetVertBoneWeight( vert2, k, fTotalWeight, iNumWeights );
#ifdef _XBOX
vec3_t vec;
Q_CastShort2FloatScale(&vec[0], &vert2->vertCoords[0], 1.f / (float)GLM_COMP_SIZE);
Q_CastShort2FloatScale(&vec[1], &vert2->vertCoords[1], 1.f / (float)GLM_COMP_SIZE);
Q_CastShort2FloatScale(&vec[2], &vert2->vertCoords[2], 1.f / (float)GLM_COMP_SIZE);
pTri[0][0] += fBoneWeight * ( DotProduct( bonePtr[piBoneRefs[iBoneIndex]].second.matrix[0], vec ) + bonePtr[piBoneRefs[iBoneIndex]].second.matrix[0][3] );
pTri[0][1] += fBoneWeight * ( DotProduct( bonePtr[piBoneRefs[iBoneIndex]].second.matrix[1], vec ) + bonePtr[piBoneRefs[iBoneIndex]].second.matrix[1][3] );
pTri[0][2] += fBoneWeight * ( DotProduct( bonePtr[piBoneRefs[iBoneIndex]].second.matrix[2], vec ) + bonePtr[piBoneRefs[iBoneIndex]].second.matrix[2][3] );
#else
pTri[2][0] += fBoneWeight * ( DotProduct( bonePtr[piBoneRefs[iBoneIndex]].second.matrix[0], vert2->vertCoords ) + bonePtr[piBoneRefs[iBoneIndex]].second.matrix[0][3] );
pTri[2][1] += fBoneWeight * ( DotProduct( bonePtr[piBoneRefs[iBoneIndex]].second.matrix[1], vert2->vertCoords ) + bonePtr[piBoneRefs[iBoneIndex]].second.matrix[1][3] );
pTri[2][2] += fBoneWeight * ( DotProduct( bonePtr[piBoneRefs[iBoneIndex]].second.matrix[2], vert2->vertCoords ) + bonePtr[piBoneRefs[iBoneIndex]].second.matrix[2][3] );
#endif
}
vec3_t normal;
vec3_t up;
vec3_t right;
vec3_t vec0, vec1;
// work out baryCentricK
float baryCentricK = 1.0 - (surfInfo->genBarycentricI + surfInfo->genBarycentricJ);
// now we have the model transformed into model space, now generate an origin.
boltList[boltNum].position.matrix[0][3] = (pTri[0][0] * surfInfo->genBarycentricI) + (pTri[1][0] * surfInfo->genBarycentricJ) + (pTri[2][0] * baryCentricK);
boltList[boltNum].position.matrix[1][3] = (pTri[0][1] * surfInfo->genBarycentricI) + (pTri[1][1] * surfInfo->genBarycentricJ) + (pTri[2][1] * baryCentricK);
boltList[boltNum].position.matrix[2][3] = (pTri[0][2] * surfInfo->genBarycentricI) + (pTri[1][2] * surfInfo->genBarycentricJ) + (pTri[2][2] * baryCentricK);
// generate a normal to this new triangle
VectorSubtract(pTri[0], pTri[1], vec0);
VectorSubtract(pTri[2], pTri[1], vec1);
CrossProduct(vec0, vec1, normal);
VectorNormalize(normal);
// forward vector
boltList[boltNum].position.matrix[0][0] = normal[0];
boltList[boltNum].position.matrix[1][0] = normal[1];
boltList[boltNum].position.matrix[2][0] = normal[2];
// up will be towards point 0 of the original triangle.
// so lets work it out. Vector is hit point - point 0
up[0] = boltList[boltNum].position.matrix[0][3] - pTri[0][0];
up[1] = boltList[boltNum].position.matrix[1][3] - pTri[0][1];
up[2] = boltList[boltNum].position.matrix[2][3] - pTri[0][2];
// normalise it
VectorNormalize(up);
// that's the up vector
boltList[boltNum].position.matrix[0][1] = up[0];
boltList[boltNum].position.matrix[1][1] = up[1];
boltList[boltNum].position.matrix[2][1] = up[2];
// right is always straight
CrossProduct( normal, up, right );
// that's the up vector
boltList[boltNum].position.matrix[0][2] = right[0];
boltList[boltNum].position.matrix[1][2] = right[1];
boltList[boltNum].position.matrix[2][2] = right[2];
}
// no, we are looking at a normal model tag
else
{
int *piBoneRefs = (int*) ((byte*)surface + surface->ofsBoneReferences);
// whip through and actually transform each vertex
v = (mdxmVertex_t *) ((byte *)surface + surface->ofsVerts);
for ( j = 0; j < 3; j++ )
{
// mdxmWeight_t *w;
VectorClear( pTri[j] );
// w = v->weights;
const int iNumWeights = G2_GetVertWeights( v );
float fTotalWeight = 0.0f;
for ( k = 0 ; k < iNumWeights ; k++ )
{
int iBoneIndex = G2_GetVertBoneIndex( v, k );
float fBoneWeight = G2_GetVertBoneWeight( v, k, fTotalWeight, iNumWeights );
//bone = bonePtr + piBoneRefs[w->boneIndex];
#ifdef _XBOX
vec3_t vec;
Q_CastShort2FloatScale(&vec[0], &v->vertCoords[0], 1.f / (float)GLM_COMP_SIZE);
Q_CastShort2FloatScale(&vec[1], &v->vertCoords[1], 1.f / (float)GLM_COMP_SIZE);
Q_CastShort2FloatScale(&vec[2], &v->vertCoords[2], 1.f / (float)GLM_COMP_SIZE);
pTri[0][0] += fBoneWeight * ( DotProduct( bonePtr[piBoneRefs[iBoneIndex]].second.matrix[0], vec ) + bonePtr[piBoneRefs[iBoneIndex]].second.matrix[0][3] );
pTri[0][1] += fBoneWeight * ( DotProduct( bonePtr[piBoneRefs[iBoneIndex]].second.matrix[1], vec ) + bonePtr[piBoneRefs[iBoneIndex]].second.matrix[1][3] );
pTri[0][2] += fBoneWeight * ( DotProduct( bonePtr[piBoneRefs[iBoneIndex]].second.matrix[2], vec ) + bonePtr[piBoneRefs[iBoneIndex]].second.matrix[2][3] );
#else
pTri[j][0] += fBoneWeight * ( DotProduct( bonePtr[piBoneRefs[iBoneIndex]].second.matrix[0], v->vertCoords ) + bonePtr[piBoneRefs[iBoneIndex]].second.matrix[0][3] );
pTri[j][1] += fBoneWeight * ( DotProduct( bonePtr[piBoneRefs[iBoneIndex]].second.matrix[1], v->vertCoords ) + bonePtr[piBoneRefs[iBoneIndex]].second.matrix[1][3] );
pTri[j][2] += fBoneWeight * ( DotProduct( bonePtr[piBoneRefs[iBoneIndex]].second.matrix[2], v->vertCoords ) + bonePtr[piBoneRefs[iBoneIndex]].second.matrix[2][3] );
#endif
}
v++;// = (mdxmVertex_t *)&v->weights[/*v->numWeights*/surface->maxVertBoneWeights];
}
// clear out used arrays
memset( axes, 0, sizeof( axes ) );
memset( sides, 0, sizeof( sides ) );
// work out actual sides of the tag triangle
for ( j = 0; j < 3; j++ )
{
sides[j][0] = pTri[(j+1)%3][0] - pTri[j][0];
sides[j][1] = pTri[(j+1)%3][1] - pTri[j][1];
sides[j][2] = pTri[(j+1)%3][2] - pTri[j][2];
}
// do math trig to work out what the matrix will be from this triangle's translated position
VectorNormalize2( sides[iG2_TRISIDE_LONGEST], axes[0] );
VectorNormalize2( sides[iG2_TRISIDE_SHORTEST], axes[1] );
// project shortest side so that it is exactly 90 degrees to the longer side
d = DotProduct( axes[0], axes[1] );
VectorMA( axes[0], -d, axes[1], axes[0] );
VectorNormalize2( axes[0], axes[0] );
CrossProduct( sides[iG2_TRISIDE_LONGEST], sides[iG2_TRISIDE_SHORTEST], axes[2] );
VectorNormalize2( axes[2], axes[2] );
// set up location in world space of the origin point in out going matrix
boltList[boltNum].position.matrix[0][3] = pTri[MDX_TAG_ORIGIN][0];
boltList[boltNum].position.matrix[1][3] = pTri[MDX_TAG_ORIGIN][1];
boltList[boltNum].position.matrix[2][3] = pTri[MDX_TAG_ORIGIN][2];
// copy axis to matrix - do some magic to orient minus Y to positive X and so on so bolt on stuff is oriented correctly
boltList[boltNum].position.matrix[0][0] = axes[1][0];
boltList[boltNum].position.matrix[0][1] = axes[0][0];
boltList[boltNum].position.matrix[0][2] = -axes[2][0];
boltList[boltNum].position.matrix[1][0] = axes[1][1];
boltList[boltNum].position.matrix[1][1] = axes[0][1];
boltList[boltNum].position.matrix[1][2] = -axes[2][1];
boltList[boltNum].position.matrix[2][0] = axes[1][2];
boltList[boltNum].position.matrix[2][1] = axes[0][2];
boltList[boltNum].position.matrix[2][2] = -axes[2][2];
}
}
// now go through all the generated surfaces that aren't included in the model surface hierarchy and create the correct bolt info for them
void G2_ProcessGeneratedSurfaceBolts(CGhoul2Info &ghoul2, mdxaBone_v &bonePtr, model_t *mod_t)
{
#ifdef G2_PERFORMANCE_ANALYSIS
G2PerformanceTimer_G2_ProcessGeneratedSurfaceBolts.Start();
#endif
// look through the surfaces off the end of the pre-defined model surfaces
for (int i=0; i< ghoul2.mSlist.size(); i++)
{
// only look for bolts if we are actually a generated surface, and not just an overriden one
if (ghoul2.mSlist[i].offFlags & G2SURFACEFLAG_GENERATED)
{
// well alrighty then. Lets see if there is a bolt that is attempting to use it
int boltNum = G2_Find_Bolt_Surface_Num(ghoul2.mBltlist, i, G2SURFACEFLAG_GENERATED);
// yes - ok, processing time.
if (boltNum != -1)
{
G2_ProcessSurfaceBolt(bonePtr, NULL, boltNum, ghoul2.mBltlist, &ghoul2.mSlist[i], mod_t);
}
}
}
#ifdef G2_PERFORMANCE_ANALYSIS
G2Time_G2_ProcessGeneratedSurfaceBolts += G2PerformanceTimer_G2_ProcessGeneratedSurfaceBolts.End();
#endif
}
#ifndef DEDICATED
void RenderSurfaces(CRenderSurface &RS) //also ended up just ripping right from SP.
{
#ifdef G2_PERFORMANCE_ANALYSIS
G2PerformanceTimer_RenderSurfaces.Start();
#endif
int i;
const shader_t *shader = 0;
int offFlags = 0;
#ifdef _G2_GORE
bool drawGore = true;
#endif
assert(RS.currentModel);
assert(RS.currentModel->mdxm);
// back track and get the surfinfo struct for this surface
mdxmSurface_t *surface = (mdxmSurface_t *)G2_FindSurface(RS.currentModel, RS.surfaceNum, RS.lod);
mdxmHierarchyOffsets_t *surfIndexes = (mdxmHierarchyOffsets_t *)((byte *)RS.currentModel->mdxm + sizeof(mdxmHeader_t));
mdxmSurfHierarchy_t *surfInfo = (mdxmSurfHierarchy_t *)((byte *)surfIndexes + surfIndexes->offsets[surface->thisSurfaceIndex]);
// see if we have an override surface in the surface list
const surfaceInfo_t *surfOverride = G2_FindOverrideSurface(RS.surfaceNum, RS.rootSList);
// really, we should use the default flags for this surface unless it's been overriden
offFlags = surfInfo->flags;
// set the off flags if we have some
if (surfOverride)
{
offFlags = surfOverride->offFlags;
}
// if this surface is not off, add it to the shader render list
if (!offFlags)
{
if ( RS.cust_shader )
{
shader = RS.cust_shader;
}
else if ( RS.skin )
{
int j;
// match the surface name to something in the skin file
shader = tr.defaultShader;
for ( j = 0 ; j < RS.skin->numSurfaces ; j++ )
{
// the names have both been lowercased
if ( !strcmp( RS.skin->surfaces[j]->name, surfInfo->name ) )
{
shader = RS.skin->surfaces[j]->shader;
break;
}
}
}
else
{
shader = R_GetShaderByHandle( surfInfo->shaderIndex );
}
//rww - catch surfaces with bad shaders
//assert(shader != tr.defaultShader);
//Alright, this is starting to annoy me because of the state of the assets. Disabling for now.
// we will add shadows even if the main object isn't visible in the view
// stencil shadows can't do personal models unless I polyhedron clip
//using z-fail now so can do personal models -rww
if ( /*!RS.personalModel
&& */r_shadows->integer == 2
// && RS.fogNum == 0
&& (RS.renderfx & RF_SHADOW_PLANE )
&& !(RS.renderfx & ( RF_NOSHADOW | RF_DEPTHHACK ) )
&& shader->sort == SS_OPAQUE )
{ // set the surface info to point at the where the transformed bone list is going to be for when the surface gets rendered out
CRenderableSurface *newSurf = new CRenderableSurface;
#ifdef _XBOX //testing performance benefit vs ugliness
// On Xbox, we always use the lowest LOD
mdxmSurface_t *lowsurface = (mdxmSurface_t *)G2_FindSurface(RS.currentModel, RS.surfaceNum, RS.currentModel->numLods-1);
newSurf->surfaceData = lowsurface;
#else
if (surface->numVerts >= SHADER_MAX_VERTEXES/2)
{ //we need numVerts*2 xyz slots free in tess to do shadow, if this surf is going to exceed that then let's try the lowest lod -rww
mdxmSurface_t *lowsurface = (mdxmSurface_t *)G2_FindSurface(RS.currentModel, RS.surfaceNum, RS.currentModel->numLods-1);
newSurf->surfaceData = lowsurface;
}
else
{
newSurf->surfaceData = surface;
}
#endif
newSurf->boneCache = RS.boneCache;
R_AddDrawSurf( (surfaceType_t *)newSurf, tr.shadowShader, 0, qfalse );
}
// projection shadows work fine with personal models
if ( r_shadows->integer == 3
// && RS.fogNum == 0
&& (RS.renderfx & RF_SHADOW_PLANE )
&& shader->sort == SS_OPAQUE )
{ // set the surface info to point at the where the transformed bone list is going to be for when the surface gets rendered out
CRenderableSurface *newSurf = new CRenderableSurface;
newSurf->surfaceData = surface;
newSurf->boneCache = RS.boneCache;
R_AddDrawSurf( (surfaceType_t *)newSurf, tr.projectionShadowShader, 0, qfalse );
}
// don't add third_person objects if not viewing through a portal
if ( !RS.personalModel )
{ // set the surface info to point at the where the transformed bone list is going to be for when the surface gets rendered out
CRenderableSurface *newSurf = new CRenderableSurface;
newSurf->surfaceData = surface;
newSurf->boneCache = RS.boneCache;
R_AddDrawSurf( (surfaceType_t *)newSurf, (shader_t *)shader, RS.fogNum, qfalse );
#ifdef _G2_GORE
if (RS.gore_set && drawGore)
{
int curTime = G2API_GetTime(tr.refdef.time);
pair<multimap<int,SGoreSurface>::iterator,multimap<int,SGoreSurface>::iterator> range=
RS.gore_set->mGoreRecords.equal_range(RS.surfaceNum);
multimap<int,SGoreSurface>::iterator k,kcur;
CRenderableSurface *last=newSurf;
for (k=range.first;k!=range.second;)
{
kcur=k;
k++;
GoreTextureCoordinates *tex=FindGoreRecord((*kcur).second.mGoreTag);
if (!tex || // it is gone, lets get rid of it
(*kcur).second.mDeleteTime && curTime>=(*kcur).second.mDeleteTime) // out of time
{
if (tex)
{
(*tex).~GoreTextureCoordinates();
//I don't know what's going on here, it should call the destructor for
//this when it erases the record but sometimes it doesn't. -rww
}
RS.gore_set->mGoreRecords.erase(kcur);
}
else if (tex->tex[RS.lod])
{
CRenderableSurface *newSurf2 = AllocRS();
*newSurf2=*newSurf;
newSurf2->goreChain=0;
newSurf2->alternateTex=tex->tex[RS.lod];
newSurf2->scale=1.0f;
newSurf2->fade=1.0f;
newSurf2->impactTime=1.0f; // done with
int magicFactor42=500; // ms, impact time
if (curTime>(*kcur).second.mGoreGrowStartTime && curTime<(*kcur).second.mGoreGrowStartTime+magicFactor42)
{
newSurf2->impactTime=float(curTime-(*kcur).second.mGoreGrowStartTime)/float(magicFactor42); // linear
}
if (curTime<(*kcur).second.mGoreGrowEndTime)
{
newSurf2->scale=1.0f/((curTime-(*kcur).second.mGoreGrowStartTime)*(*kcur).second.mGoreGrowFactor + (*kcur).second.mGoreGrowOffset);
if (newSurf2->scale<1.0f)
{
newSurf2->scale=1.0f;
}
}
shader_t *gshader;
if ((*kcur).second.shader)
{
gshader=R_GetShaderByHandle((*kcur).second.shader);
}
else
{
gshader=R_GetShaderByHandle(goreShader);
}
// Set fade on surf.
//Only if we have a fade time set, and let us fade on rgb if we want -rww
if ((*kcur).second.mDeleteTime && (*kcur).second.mFadeTime)
{
if ((*kcur).second.mDeleteTime - curTime < (*kcur).second.mFadeTime)
{
newSurf2->fade=(float)((*kcur).second.mDeleteTime - curTime)/(*kcur).second.mFadeTime;
if ((*kcur).second.mFadeRGB)
{ //RGB fades are scaled from 2.0f to 3.0f (simply to differentiate)
newSurf2->fade += 2.0f;
if (newSurf2->fade < 2.01f)
{
newSurf2->fade = 2.01f;
}
}
}
}
last->goreChain=newSurf2;
last=newSurf2;
R_AddDrawSurf( (surfaceType_t *)newSurf2,gshader, RS.fogNum, qfalse );
}
}
}
#endif
}
}
// if we are turning off all descendants, then stop this recursion now
if (offFlags & G2SURFACEFLAG_NODESCENDANTS)
{
return;
}
// now recursively call for the children
for (i=0; i< surfInfo->numChildren; i++)
{
RS.surfaceNum = surfInfo->childIndexes[i];
RenderSurfaces(RS);
}
#ifdef G2_PERFORMANCE_ANALYSIS
G2Time_RenderSurfaces += G2PerformanceTimer_RenderSurfaces.End();
#endif
}
#endif //!DEDICATED
// Go through the model and deal with just the surfaces that are tagged as bolt on points - this is for the server side skeleton construction
void ProcessModelBoltSurfaces(int surfaceNum, surfaceInfo_v &rootSList,
mdxaBone_v &bonePtr, model_t *currentModel, int lod, boltInfo_v &boltList)
{
#ifdef G2_PERFORMANCE_ANALYSIS
G2PerformanceTimer_ProcessModelBoltSurfaces.Start();
#endif
int i;
int offFlags = 0;
// back track and get the surfinfo struct for this surface
mdxmSurface_t *surface = (mdxmSurface_t *)G2_FindSurface((void *)currentModel, surfaceNum, 0);
mdxmHierarchyOffsets_t *surfIndexes = (mdxmHierarchyOffsets_t *)((byte *)currentModel->mdxm + sizeof(mdxmHeader_t));
mdxmSurfHierarchy_t *surfInfo = (mdxmSurfHierarchy_t *)((byte *)surfIndexes + surfIndexes->offsets[surface->thisSurfaceIndex]);
// see if we have an override surface in the surface list
surfaceInfo_t *surfOverride = G2_FindOverrideSurface(surfaceNum, rootSList);
// really, we should use the default flags for this surface unless it's been overriden
offFlags = surfInfo->flags;
// set the off flags if we have some
if (surfOverride)
{
offFlags = surfOverride->offFlags;
}
// is this surface considered a bolt surface?
if (surfInfo->flags & G2SURFACEFLAG_ISBOLT)
{
// well alrighty then. Lets see if there is a bolt that is attempting to use it
int boltNum = G2_Find_Bolt_Surface_Num(boltList, surfaceNum, 0);
// yes - ok, processing time.
if (boltNum != -1)
{
G2_ProcessSurfaceBolt(bonePtr, surface, boltNum, boltList, surfOverride, currentModel);
}
}
// if we are turning off all descendants, then stop this recursion now
if (offFlags & G2SURFACEFLAG_NODESCENDANTS)
{
return;
}
// now recursively call for the children
for (i=0; i< surfInfo->numChildren; i++)
{
ProcessModelBoltSurfaces(surfInfo->childIndexes[i], rootSList, bonePtr, currentModel, lod, boltList);
}
#ifdef G2_PERFORMANCE_ANALYSIS
G2Time_ProcessModelBoltSurfaces += G2PerformanceTimer_ProcessModelBoltSurfaces.End();
#endif
}
// build the used bone list so when doing bone transforms we can determine if we need to do it or not
void G2_ConstructUsedBoneList(CConstructBoneList &CBL)
{
int i, j;
int offFlags = 0;
// back track and get the surfinfo struct for this surface
const mdxmSurface_t *surface = (mdxmSurface_t *)G2_FindSurface((void *)CBL.currentModel, CBL.surfaceNum, 0);
const mdxmHierarchyOffsets_t *surfIndexes = (mdxmHierarchyOffsets_t *)((byte *)CBL.currentModel->mdxm + sizeof(mdxmHeader_t));
const mdxmSurfHierarchy_t *surfInfo = (mdxmSurfHierarchy_t *)((byte *)surfIndexes + surfIndexes->offsets[surface->thisSurfaceIndex]);
const model_t *mod_a = R_GetModelByHandle(CBL.currentModel->mdxm->animIndex);
const mdxaSkelOffsets_t *offsets = (mdxaSkelOffsets_t *)((byte *)mod_a->mdxa + sizeof(mdxaHeader_t));
const mdxaSkel_t *skel, *childSkel;
// see if we have an override surface in the surface list
const surfaceInfo_t *surfOverride = G2_FindOverrideSurface(CBL.surfaceNum, CBL.rootSList);
// really, we should use the default flags for this surface unless it's been overriden
offFlags = surfInfo->flags;
// set the off flags if we have some
if (surfOverride)
{
offFlags = surfOverride->offFlags;
}
// if this surface is not off, add it to the shader render list
if (!(offFlags & G2SURFACEFLAG_OFF))
{
int *bonesReferenced = (int *)((byte*)surface + surface->ofsBoneReferences);
// now whip through the bones this surface uses
for (i=0; i<surface->numBoneReferences;i++)
{
int iBoneIndex = bonesReferenced[i];
CBL.boneUsedList[iBoneIndex] = 1;
// now go and check all the descendant bones attached to this bone and see if any have the always flag on them. If so, activate them
skel = (mdxaSkel_t *)((byte *)mod_a->mdxa + sizeof(mdxaHeader_t) + offsets->offsets[iBoneIndex]);
// for every child bone...
for (j=0; j< skel->numChildren; j++)
{
// get the skel data struct for each child bone of the referenced bone
childSkel = (mdxaSkel_t *)((byte *)mod_a->mdxa + sizeof(mdxaHeader_t) + offsets->offsets[skel->children[j]]);
// does it have the always on flag on?
if (childSkel->flags & G2BONEFLAG_ALWAYSXFORM)
{
// yes, make sure it's in the list of bones to be transformed.
CBL.boneUsedList[skel->children[j]] = 1;
}
}
// now we need to ensure that the parents of this bone are actually active...
//
int iParentBone = skel->parent;
while (iParentBone != -1)
{
if (CBL.boneUsedList[iParentBone]) // no need to go higher
break;
CBL.boneUsedList[iParentBone] = 1;
skel = (mdxaSkel_t *)((byte *)mod_a->mdxa + sizeof(mdxaHeader_t) + offsets->offsets[iParentBone]);
iParentBone = skel->parent;
}
}
}
else
// if we are turning off all descendants, then stop this recursion now
if (offFlags & G2SURFACEFLAG_NODESCENDANTS)
{
return;
}
// now recursively call for the children
for (i=0; i< surfInfo->numChildren; i++)
{
CBL.surfaceNum = surfInfo->childIndexes[i];
G2_ConstructUsedBoneList(CBL);
}
}
// sort all the ghoul models in this list so if they go in reference order. This will ensure the bolt on's are attached to the right place
// on the previous model, since it ensures the model being attached to is built and rendered first.
// NOTE!! This assumes at least one model will NOT have a parent. If it does - we are screwed
static void G2_Sort_Models(CGhoul2Info_v &ghoul2, int * const modelList, int * const modelCount)
{
int startPoint, endPoint;
int i, boltTo, j;
*modelCount = 0;
// first walk all the possible ghoul2 models, and stuff the out array with those with no parents
for (i=0; i<ghoul2.size();i++)
{
// have a ghoul model here?
if (ghoul2[i].mModelindex == -1)
{
continue;
}
if (!ghoul2[i].mValid)
{
continue;
}
// are we attached to anything?
if (ghoul2[i].mModelBoltLink == -1)
{
// no, insert us first
modelList[(*modelCount)++] = i;
}
}
startPoint = 0;
endPoint = *modelCount;
// now, using that list of parentless models, walk the descendant tree for each of them, inserting the descendents in the list
while (startPoint != endPoint)
{
for (i=0; i<ghoul2.size(); i++)
{
// have a ghoul model here?
if (ghoul2[i].mModelindex == -1)
{
continue;
}
if (!ghoul2[i].mValid)
{
continue;
}
// what does this model think it's attached to?
if (ghoul2[i].mModelBoltLink != -1)
{
boltTo = (ghoul2[i].mModelBoltLink >> MODEL_SHIFT) & MODEL_AND;
// is it any of the models we just added to the list?
for (j=startPoint; j<endPoint; j++)
{
// is this my parent model?
if (boltTo == modelList[j])
{
// yes, insert into list and exit now
modelList[(*modelCount)++] = i;
break;
}
}
}
}
// update start and end points
startPoint = endPoint;
endPoint = *modelCount;
}
}
void *G2_FindSurface_BC(const model_s *mod, int index, int lod)
{
assert(mod);
assert(mod->mdxm);
// point at first lod list
byte *current = (byte*)((int)mod->mdxm + (int)mod->mdxm->ofsLODs);
int i;
//walk the lods
assert(lod>=0&&lod<mod->mdxm->numLODs);
for (i=0; i<lod; i++)
{
mdxmLOD_t *lodData = (mdxmLOD_t *)current;
current += lodData->ofsEnd;
}
// avoid the lod pointer data structure
current += sizeof(mdxmLOD_t);
mdxmLODSurfOffset_t *indexes = (mdxmLODSurfOffset_t *)current;
// we are now looking at the offset array
assert(index>=0&&index<mod->mdxm->numSurfaces);
current += indexes->offsets[index];
return (void *)current;
}
//#define G2EVALRENDER
// We've come across a surface that's designated as a bolt surface, process it and put it in the appropriate bolt place
void G2_ProcessSurfaceBolt2(CBoneCache &boneCache, const mdxmSurface_t *surface, int boltNum, boltInfo_v &boltList, const surfaceInfo_t *surfInfo, const model_t *mod,mdxaBone_t &retMatrix)
{
mdxmVertex_t *v, *vert0, *vert1, *vert2;
vec3_t axes[3], sides[3];
float pTri[3][3], d;
int j, k;
// now there are two types of tag surface - model ones and procedural generated types - lets decide which one we have here.
if (surfInfo && surfInfo->offFlags == G2SURFACEFLAG_GENERATED)
{
int surfNumber = surfInfo->genPolySurfaceIndex & 0x0ffff;
int polyNumber = (surfInfo->genPolySurfaceIndex >> 16) & 0x0ffff;
// find original surface our original poly was in.
mdxmSurface_t *originalSurf = (mdxmSurface_t *)G2_FindSurface_BC(mod, surfNumber, surfInfo->genLod);
mdxmTriangle_t *originalTriangleIndexes = (mdxmTriangle_t *)((byte*)originalSurf + originalSurf->ofsTriangles);
// get the original polys indexes
int index0 = originalTriangleIndexes[polyNumber].indexes[0];
int index1 = originalTriangleIndexes[polyNumber].indexes[1];
int index2 = originalTriangleIndexes[polyNumber].indexes[2];
// decide where the original verts are
vert0 = (mdxmVertex_t *) ((byte *)originalSurf + originalSurf->ofsVerts);
vert0+=index0;
vert1 = (mdxmVertex_t *) ((byte *)originalSurf + originalSurf->ofsVerts);
vert1+=index1;
vert2 = (mdxmVertex_t *) ((byte *)originalSurf + originalSurf->ofsVerts);
vert2+=index2;
// clear out the triangle verts to be
VectorClear( pTri[0] );
VectorClear( pTri[1] );
VectorClear( pTri[2] );
int *piBoneReferences = (int*) ((byte*)originalSurf + originalSurf->ofsBoneReferences);
// mdxmWeight_t *w;
// now go and transform just the points we need from the surface that was hit originally
// w = vert0->weights;
float fTotalWeight = 0.0f;
int iNumWeights = G2_GetVertWeights( vert0 );
for ( k = 0 ; k < iNumWeights ; k++ )
{
int iBoneIndex = G2_GetVertBoneIndex( vert0, k );
float fBoneWeight = G2_GetVertBoneWeight( vert0, k, fTotalWeight, iNumWeights );
#ifdef G2EVALRENDER
const mdxaBone_t &bone=boneCache.EvalRender(piBoneReferences[iBoneIndex]);
#else
const mdxaBone_t &bone=boneCache.Eval(piBoneReferences[iBoneIndex]);
#endif
#ifdef _XBOX
vec3_t vec;
Q_CastShort2FloatScale(&vec[0], &vert0->vertCoords[0], 1.f / (float)GLM_COMP_SIZE);
Q_CastShort2FloatScale(&vec[1], &vert0->vertCoords[1], 1.f / (float)GLM_COMP_SIZE);
Q_CastShort2FloatScale(&vec[2], &vert0->vertCoords[2], 1.f / (float)GLM_COMP_SIZE);
pTri[0][0] += fBoneWeight * ( DotProduct( bone.matrix[0], vec ) + bone.matrix[0][3] );
pTri[0][1] += fBoneWeight * ( DotProduct( bone.matrix[1], vec ) + bone.matrix[1][3] );
pTri[0][2] += fBoneWeight * ( DotProduct( bone.matrix[2], vec ) + bone.matrix[2][3] );
#else
pTri[0][0] += fBoneWeight * ( DotProduct( bone.matrix[0], vert0->vertCoords ) + bone.matrix[0][3] );
pTri[0][1] += fBoneWeight * ( DotProduct( bone.matrix[1], vert0->vertCoords ) + bone.matrix[1][3] );
pTri[0][2] += fBoneWeight * ( DotProduct( bone.matrix[2], vert0->vertCoords ) + bone.matrix[2][3] );
#endif
}
// w = vert1->weights;
fTotalWeight = 0.0f;
iNumWeights = G2_GetVertWeights( vert1 );
for ( k = 0 ; k < iNumWeights ; k++)
{
int iBoneIndex = G2_GetVertBoneIndex( vert1, k );
float fBoneWeight = G2_GetVertBoneWeight( vert1, k, fTotalWeight, iNumWeights );
#ifdef G2EVALRENDER
const mdxaBone_t &bone=boneCache.EvalRender(piBoneReferences[iBoneIndex]);
#else
const mdxaBone_t &bone=boneCache.Eval(piBoneReferences[iBoneIndex]);
#endif
#ifdef _XBOX
vec3_t vec;
Q_CastShort2FloatScale(&vec[0], &vert1->vertCoords[0], 1.f / (float)GLM_COMP_SIZE);
Q_CastShort2FloatScale(&vec[1], &vert1->vertCoords[1], 1.f / (float)GLM_COMP_SIZE);
Q_CastShort2FloatScale(&vec[2], &vert1->vertCoords[2], 1.f / (float)GLM_COMP_SIZE);
pTri[1][0] += fBoneWeight * ( DotProduct( bone.matrix[0], vec ) + bone.matrix[0][3] );
pTri[1][1] += fBoneWeight * ( DotProduct( bone.matrix[1], vec ) + bone.matrix[1][3] );
pTri[1][2] += fBoneWeight * ( DotProduct( bone.matrix[2], vec ) + bone.matrix[2][3] );
#else
pTri[1][0] += fBoneWeight * ( DotProduct( bone.matrix[0], vert1->vertCoords ) + bone.matrix[0][3] );
pTri[1][1] += fBoneWeight * ( DotProduct( bone.matrix[1], vert1->vertCoords ) + bone.matrix[1][3] );
pTri[1][2] += fBoneWeight * ( DotProduct( bone.matrix[2], vert1->vertCoords ) + bone.matrix[2][3] );
#endif
}
// w = vert2->weights;
fTotalWeight = 0.0f;
iNumWeights = G2_GetVertWeights( vert2 );
for ( k = 0 ; k < iNumWeights ; k++)
{
int iBoneIndex = G2_GetVertBoneIndex( vert2, k );
float fBoneWeight = G2_GetVertBoneWeight( vert2, k, fTotalWeight, iNumWeights );
#ifdef G2EVALRENDER
const mdxaBone_t &bone=boneCache.EvalRender(piBoneReferences[iBoneIndex]);
#else
const mdxaBone_t &bone=boneCache.Eval(piBoneReferences[iBoneIndex]);
#endif
#ifdef _XBOX
vec3_t vec;
Q_CastShort2FloatScale(&vec[0], &vert2->vertCoords[0], 1.f / (float)GLM_COMP_SIZE);
Q_CastShort2FloatScale(&vec[1], &vert2->vertCoords[1], 1.f / (float)GLM_COMP_SIZE);
Q_CastShort2FloatScale(&vec[2], &vert2->vertCoords[2], 1.f / (float)GLM_COMP_SIZE);
pTri[2][0] += fBoneWeight * ( DotProduct( bone.matrix[0], vec ) + bone.matrix[0][3] );
pTri[2][1] += fBoneWeight * ( DotProduct( bone.matrix[1], vec ) + bone.matrix[1][3] );
pTri[2][2] += fBoneWeight * ( DotProduct( bone.matrix[2], vec ) + bone.matrix[2][3] );
#else
pTri[2][0] += fBoneWeight * ( DotProduct( bone.matrix[0], vert2->vertCoords ) + bone.matrix[0][3] );
pTri[2][1] += fBoneWeight * ( DotProduct( bone.matrix[1], vert2->vertCoords ) + bone.matrix[1][3] );
pTri[2][2] += fBoneWeight * ( DotProduct( bone.matrix[2], vert2->vertCoords ) + bone.matrix[2][3] );
#endif
}
vec3_t normal;
vec3_t up;
vec3_t right;
vec3_t vec0, vec1;
// work out baryCentricK
float baryCentricK = 1.0 - (surfInfo->genBarycentricI + surfInfo->genBarycentricJ);
// now we have the model transformed into model space, now generate an origin.
retMatrix.matrix[0][3] = (pTri[0][0] * surfInfo->genBarycentricI) + (pTri[1][0] * surfInfo->genBarycentricJ) + (pTri[2][0] * baryCentricK);
retMatrix.matrix[1][3] = (pTri[0][1] * surfInfo->genBarycentricI) + (pTri[1][1] * surfInfo->genBarycentricJ) + (pTri[2][1] * baryCentricK);
retMatrix.matrix[2][3] = (pTri[0][2] * surfInfo->genBarycentricI) + (pTri[1][2] * surfInfo->genBarycentricJ) + (pTri[2][2] * baryCentricK);
// generate a normal to this new triangle
VectorSubtract(pTri[0], pTri[1], vec0);
VectorSubtract(pTri[2], pTri[1], vec1);
CrossProduct(vec0, vec1, normal);
VectorNormalize(normal);
// forward vector
retMatrix.matrix[0][0] = normal[0];
retMatrix.matrix[1][0] = normal[1];
retMatrix.matrix[2][0] = normal[2];
// up will be towards point 0 of the original triangle.
// so lets work it out. Vector is hit point - point 0
up[0] = retMatrix.matrix[0][3] - pTri[0][0];
up[1] = retMatrix.matrix[1][3] - pTri[0][1];
up[2] = retMatrix.matrix[2][3] - pTri[0][2];
// normalise it
VectorNormalize(up);
// that's the up vector
retMatrix.matrix[0][1] = up[0];
retMatrix.matrix[1][1] = up[1];
retMatrix.matrix[2][1] = up[2];
// right is always straight
CrossProduct( normal, up, right );
// that's the up vector
retMatrix.matrix[0][2] = right[0];
retMatrix.matrix[1][2] = right[1];
retMatrix.matrix[2][2] = right[2];
}
// no, we are looking at a normal model tag
else
{
// whip through and actually transform each vertex
v = (mdxmVertex_t *) ((byte *)surface + surface->ofsVerts);
int *piBoneReferences = (int*) ((byte*)surface + surface->ofsBoneReferences);
for ( j = 0; j < 3; j++ )
{
// mdxmWeight_t *w;
VectorClear( pTri[j] );
// w = v->weights;
const int iNumWeights = G2_GetVertWeights( v );
float fTotalWeight = 0.0f;
for ( k = 0 ; k < iNumWeights ; k++)
{
int iBoneIndex = G2_GetVertBoneIndex( v, k );
float fBoneWeight = G2_GetVertBoneWeight( v, k, fTotalWeight, iNumWeights );
#ifdef G2EVALRENDER
const mdxaBone_t &bone=boneCache.EvalRender(piBoneReferences[iBoneIndex]);
#else
const mdxaBone_t &bone=boneCache.Eval(piBoneReferences[iBoneIndex]);
#endif
#ifdef _XBOX
vec3_t vec;
Q_CastShort2FloatScale(&vec[0], &v->vertCoords[0], 1.f / (float)GLM_COMP_SIZE);
Q_CastShort2FloatScale(&vec[1], &v->vertCoords[1], 1.f / (float)GLM_COMP_SIZE);
Q_CastShort2FloatScale(&vec[2], &v->vertCoords[2], 1.f / (float)GLM_COMP_SIZE);
pTri[j][0] += fBoneWeight * ( DotProduct( bone.matrix[0], vec ) + bone.matrix[0][3] );
pTri[j][1] += fBoneWeight * ( DotProduct( bone.matrix[1], vec ) + bone.matrix[1][3] );
pTri[j][2] += fBoneWeight * ( DotProduct( bone.matrix[2], vec ) + bone.matrix[2][3] );
#else
pTri[j][0] += fBoneWeight * ( DotProduct( bone.matrix[0], v->vertCoords ) + bone.matrix[0][3] );
pTri[j][1] += fBoneWeight * ( DotProduct( bone.matrix[1], v->vertCoords ) + bone.matrix[1][3] );
pTri[j][2] += fBoneWeight * ( DotProduct( bone.matrix[2], v->vertCoords ) + bone.matrix[2][3] );
#endif
}
v++;// = (mdxmVertex_t *)&v->weights[/*v->numWeights*/surface->maxVertBoneWeights];
}
// clear out used arrays
memset( axes, 0, sizeof( axes ) );
memset( sides, 0, sizeof( sides ) );
// work out actual sides of the tag triangle
for ( j = 0; j < 3; j++ )
{
sides[j][0] = pTri[(j+1)%3][0] - pTri[j][0];
sides[j][1] = pTri[(j+1)%3][1] - pTri[j][1];
sides[j][2] = pTri[(j+1)%3][2] - pTri[j][2];
}
// do math trig to work out what the matrix will be from this triangle's translated position
VectorNormalize2( sides[iG2_TRISIDE_LONGEST], axes[0] );
VectorNormalize2( sides[iG2_TRISIDE_SHORTEST], axes[1] );
// project shortest side so that it is exactly 90 degrees to the longer side
d = DotProduct( axes[0], axes[1] );
VectorMA( axes[0], -d, axes[1], axes[0] );
VectorNormalize2( axes[0], axes[0] );
CrossProduct( sides[iG2_TRISIDE_LONGEST], sides[iG2_TRISIDE_SHORTEST], axes[2] );
VectorNormalize2( axes[2], axes[2] );
// set up location in world space of the origin point in out going matrix
retMatrix.matrix[0][3] = pTri[MDX_TAG_ORIGIN][0];
retMatrix.matrix[1][3] = pTri[MDX_TAG_ORIGIN][1];
retMatrix.matrix[2][3] = pTri[MDX_TAG_ORIGIN][2];
// copy axis to matrix - do some magic to orient minus Y to positive X and so on so bolt on stuff is oriented correctly
retMatrix.matrix[0][0] = axes[1][0];
retMatrix.matrix[0][1] = axes[0][0];
retMatrix.matrix[0][2] = -axes[2][0];
retMatrix.matrix[1][0] = axes[1][1];
retMatrix.matrix[1][1] = axes[0][1];
retMatrix.matrix[1][2] = -axes[2][1];
retMatrix.matrix[2][0] = axes[1][2];
retMatrix.matrix[2][1] = axes[0][2];
retMatrix.matrix[2][2] = -axes[2][2];
}
}
void G2_GetBoltMatrixLow(CGhoul2Info &ghoul2,int boltNum,const vec3_t scale,mdxaBone_t &retMatrix)
{
if (!ghoul2.mBoneCache)
{
retMatrix=identityMatrix;
return;
}
assert(ghoul2.mBoneCache);
CBoneCache &boneCache=*ghoul2.mBoneCache;
assert(boneCache.mod);
boltInfo_v &boltList=ghoul2.mBltlist;
assert(boltNum>=0&&boltNum<boltList.size());
#if 0 //rwwFIXMEFIXME: Disable this before release!!!!!! I am just trying to find a crash bug.
if (boltNum < 0 || boltNum >= boltList.size())
{
char fName[MAX_QPATH];
char mName[MAX_QPATH];
int bLink = ghoul2.mModelBoltLink;
if (ghoul2.currentModel)
{
strcpy(mName, ghoul2.currentModel->name);
}
else
{
strcpy(mName, "NULL!");
}
if (ghoul2.mFileName && ghoul2.mFileName[0])
{
strcpy(fName, ghoul2.mFileName);
}
else
{
strcpy(fName, "None?!");
}
Com_Error(ERR_DROP, "Write down or save this error message, show it to Rich\nBad bolt index on model %s (filename %s), index %i boltlink %i\n", mName, fName, boltNum, bLink);
}
#endif
if (boltList[boltNum].boneNumber>=0)
{
mdxaSkel_t *skel;
mdxaSkelOffsets_t *offsets;
offsets = (mdxaSkelOffsets_t *)((byte *)boneCache.header + sizeof(mdxaHeader_t));
skel = (mdxaSkel_t *)((byte *)boneCache.header + sizeof(mdxaHeader_t) + offsets->offsets[boltList[boltNum].boneNumber]);
Multiply_3x4Matrix(&retMatrix, (mdxaBone_t *)&boneCache.EvalUnsmooth(boltList[boltNum].boneNumber), &skel->BasePoseMat);
}
else if (boltList[boltNum].surfaceNumber>=0)
{
const surfaceInfo_t *surfInfo=0;
{
int i;
for (i=0;i<ghoul2.mSlist.size();i++)
{
surfaceInfo_t &t=ghoul2.mSlist[i];
if (t.surface==boltList[boltNum].surfaceNumber)
{
surfInfo=&t;
}
}
}
mdxmSurface_t *surface = 0;
if (!surfInfo)
{
surface = (mdxmSurface_t *)G2_FindSurface_BC(boneCache.mod,boltList[boltNum].surfaceNumber, 0);
}
if (!surface&&surfInfo&&surfInfo->surface<10000)
{
surface = (mdxmSurface_t *)G2_FindSurface_BC(boneCache.mod,surfInfo->surface, 0);
}
G2_ProcessSurfaceBolt2(boneCache,surface,boltNum,boltList,surfInfo,(model_t *)boneCache.mod,retMatrix);
}
else
{
// we have a bolt without a bone or surface, not a huge problem but we ought to at least clear the bolt matrix
retMatrix=identityMatrix;
}
}
static void RootMatrix(CGhoul2Info_v &ghoul2,int time,const vec3_t scale,mdxaBone_t &retMatrix)
{
int i;
for (i=0; i<ghoul2.size(); i++)
{
if (ghoul2[i].mModelindex != -1 && ghoul2[i].mValid)
{
if (ghoul2[i].mFlags & GHOUL2_NEWORIGIN)
{
mdxaBone_t bolt;
mdxaBone_t tempMatrix;
G2_ConstructGhoulSkeleton(ghoul2,time,false,scale);
G2_GetBoltMatrixLow(ghoul2[i],ghoul2[i].mNewOrigin,scale,bolt);
tempMatrix.matrix[0][0]=1.0f;
tempMatrix.matrix[0][1]=0.0f;
tempMatrix.matrix[0][2]=0.0f;
tempMatrix.matrix[0][3]=-bolt.matrix[0][3];
tempMatrix.matrix[1][0]=0.0f;
tempMatrix.matrix[1][1]=1.0f;
tempMatrix.matrix[1][2]=0.0f;
tempMatrix.matrix[1][3]=-bolt.matrix[1][3];
tempMatrix.matrix[2][0]=0.0f;
tempMatrix.matrix[2][1]=0.0f;
tempMatrix.matrix[2][2]=1.0f;
tempMatrix.matrix[2][3]=-bolt.matrix[2][3];
// Inverse_Matrix(&bolt, &tempMatrix);
Multiply_3x4Matrix(&retMatrix, &tempMatrix, (mdxaBone_t*)&identityMatrix);
return;
}
}
}
retMatrix=identityMatrix;
}
extern cvar_t *r_shadowRange;
static inline bool bInShadowRange(vec3_t location)
{
const float c = DotProduct( tr.viewParms.ori.axis[0], tr.viewParms.ori.origin );
const float dist = DotProduct( tr.viewParms.ori.axis[0], location ) - c;
// return (dist < tr.distanceCull/1.5f);
return (dist < r_shadowRange->value);
}
/*
==============
R_AddGHOULSurfaces
==============
*/
void R_AddGhoulSurfaces( trRefEntity_t *ent ) {
#ifndef DEDICATED
#ifdef G2_PERFORMANCE_ANALYSIS
G2PerformanceTimer_R_AddGHOULSurfaces.Start();
#endif
shader_t *cust_shader = 0;
#ifdef _G2_GORE
shader_t *gore_shader = 0;
#endif
int fogNum = 0;
qboolean personalModel;
int cull;
int i, whichLod, j;
skin_t *skin;
int modelCount;
mdxaBone_t rootMatrix;
CGhoul2Info_v &ghoul2 = *((CGhoul2Info_v *)ent->e.ghoul2);
if ( !ghoul2.IsValid() )
{
return;
}
// if we don't want server ghoul2 models and this is one, or we just don't want ghoul2 models at all, then return
if (r_noServerGhoul2->integer)
{
return;
}
if (!G2_SetupModelPointers(ghoul2))
{
return;
}
int currentTime=G2API_GetTime(tr.refdef.time);
// cull the entire model if merged bounding box of both frames
// is outside the view frustum.
cull = R_GCullModel (ent );
if ( cull == CULL_OUT )
{
return;
}
HackadelicOnClient=true;
// are any of these models setting a new origin?
RootMatrix(ghoul2,currentTime, ent->e.modelScale,rootMatrix);
// don't add third_person objects if not in a portal
personalModel = (qboolean)((ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal);
int modelList[256];
assert(ghoul2.size()<=255);
modelList[255]=548;
// set up lighting now that we know we aren't culled
#ifdef VV_LIGHTING
if ( !personalModel ) {
VVLightMan.R_SetupEntityLighting( &tr.refdef, ent );
#else
if ( !personalModel || r_shadows->integer > 1 ) {
R_SetupEntityLighting( &tr.refdef, ent );
#endif
}
// see if we are in a fog volume
fogNum = R_GComputeFogNum( ent );
// order sort the ghoul 2 models so bolt ons get bolted to the right model
G2_Sort_Models(ghoul2, modelList, &modelCount);
assert(modelList[255]==548);
#ifdef _G2_GORE
if (goreShader == -1)
{
goreShader=RE_RegisterShader("gfx/damage/burnmark1");
}
#endif
// construct a world matrix for this entity
G2_GenerateWorldMatrix(ent->e.angles, ent->e.origin);
// walk each possible model for this entity and try rendering it out
for (j=0; j<modelCount; j++)
{
i = modelList[j];
if (ghoul2[i].mValid&&!(ghoul2[i].mFlags & GHOUL2_NOMODEL)&&!(ghoul2[i].mFlags & GHOUL2_NORENDER))
{
//
// figure out whether we should be using a custom shader for this model
//
skin = NULL;
if (ent->e.customShader)
{
cust_shader = R_GetShaderByHandle(ent->e.customShader );
}
else
{
cust_shader = NULL;
// figure out the custom skin thing
if (ghoul2[i].mCustomSkin)
{
skin = R_GetSkinByHandle(ghoul2[i].mCustomSkin );
}
else if (ent->e.customSkin)
{
skin = R_GetSkinByHandle(ent->e.customSkin );
}
else if ( ghoul2[i].mSkin > 0 && ghoul2[i].mSkin < tr.numSkins )
{
skin = R_GetSkinByHandle( ghoul2[i].mSkin );
}
}
if (j&&ghoul2[i].mModelBoltLink != -1)
{
int boltMod = (ghoul2[i].mModelBoltLink >> MODEL_SHIFT) & MODEL_AND;
int boltNum = (ghoul2[i].mModelBoltLink >> BOLT_SHIFT) & BOLT_AND;
mdxaBone_t bolt;
G2_GetBoltMatrixLow(ghoul2[boltMod],boltNum,ent->e.modelScale,bolt);
G2_TransformGhoulBones(ghoul2[i].mBlist,bolt, ghoul2[i],currentTime);
}
else
{
G2_TransformGhoulBones(ghoul2[i].mBlist, rootMatrix, ghoul2[i],currentTime);
}
whichLod = G2_ComputeLOD( ent, ghoul2[i].currentModel, ghoul2[i].mLodBias );
G2_FindOverrideSurface(-1,ghoul2[i].mSlist); //reset the quick surface override lookup;
#ifdef _G2_GORE
CGoreSet *gore=0;
if (ghoul2[i].mGoreSetTag)
{
gore=FindGoreSet(ghoul2[i].mGoreSetTag);
if (!gore) // my gore is gone, so remove it
{
ghoul2[i].mGoreSetTag=0;
}
}
CRenderSurface RS(ghoul2[i].mSurfaceRoot, ghoul2[i].mSlist, cust_shader, fogNum, personalModel, ghoul2[i].mBoneCache, ent->e.renderfx, skin, (model_t *)ghoul2[i].currentModel, whichLod, ghoul2[i].mBltlist, gore_shader, gore);
#else
CRenderSurface RS(ghoul2[i].mSurfaceRoot, ghoul2[i].mSlist, cust_shader, fogNum, personalModel, ghoul2[i].mBoneCache, ent->e.renderfx, skin, (model_t *)ghoul2[i].currentModel, whichLod, ghoul2[i].mBltlist);
#endif
if (!personalModel && (RS.renderfx & RF_SHADOW_PLANE) && !bInShadowRange(ent->e.origin))
{
RS.renderfx |= RF_NOSHADOW;
}
RenderSurfaces(RS);
}
}
HackadelicOnClient=false;
#ifdef G2_PERFORMANCE_ANALYSIS
G2Time_R_AddGHOULSurfaces += G2PerformanceTimer_R_AddGHOULSurfaces.End();
#endif
#endif //!DEDICATED
}
#ifdef _G2_LISTEN_SERVER_OPT
qboolean G2API_OverrideServerWithClientData(CGhoul2Info *serverInstance);
#endif
bool G2_NeedsRecalc(CGhoul2Info *ghlInfo,int frameNum)
{
G2_SetupModelPointers(ghlInfo);
// not sure if I still need this test, probably
if (ghlInfo->mSkelFrameNum!=frameNum||
!ghlInfo->mBoneCache||
ghlInfo->mBoneCache->mod!=ghlInfo->currentModel)
{
#ifdef _G2_LISTEN_SERVER_OPT
if (ghlInfo->entityNum != ENTITYNUM_NONE &&
G2API_OverrideServerWithClientData(ghlInfo))
{ //if we can manage this, then we don't have to reconstruct
return false;
}
#endif
ghlInfo->mSkelFrameNum=frameNum;
return true;
}
return false;
}
/*
==============
G2_ConstructGhoulSkeleton - builds a complete skeleton for all ghoul models in a CGhoul2Info_v class - using LOD 0
==============
*/
void G2_ConstructGhoulSkeleton( CGhoul2Info_v &ghoul2,const int frameNum,bool checkForNewOrigin,const vec3_t scale)
{
#ifdef G2_PERFORMANCE_ANALYSIS
G2PerformanceTimer_G2_ConstructGhoulSkeleton.Start();
#endif
int i, j;
int modelCount;
mdxaBone_t rootMatrix;
int modelList[256];
assert(ghoul2.size()<=255);
modelList[255]=548;
if (checkForNewOrigin)
{
RootMatrix(ghoul2,frameNum,scale,rootMatrix);
}
else
{
rootMatrix = identityMatrix;
}
G2_Sort_Models(ghoul2, modelList, &modelCount);
assert(modelList[255]==548);
for (j=0; j<modelCount; j++)
{
// get the sorted model to play with
i = modelList[j];
if (ghoul2[i].mValid)
{
if (j&&ghoul2[i].mModelBoltLink != -1)
{
int boltMod = (ghoul2[i].mModelBoltLink >> MODEL_SHIFT) & MODEL_AND;
int boltNum = (ghoul2[i].mModelBoltLink >> BOLT_SHIFT) & BOLT_AND;
mdxaBone_t bolt;
G2_GetBoltMatrixLow(ghoul2[boltMod],boltNum,scale,bolt);
G2_TransformGhoulBones(ghoul2[i].mBlist,bolt,ghoul2[i],frameNum,checkForNewOrigin);
}
#ifdef _G2_LISTEN_SERVER_OPT
else if (ghoul2[i].entityNum == ENTITYNUM_NONE || ghoul2[i].mSkelFrameNum != frameNum)
#else
else
#endif
{
G2_TransformGhoulBones(ghoul2[i].mBlist,rootMatrix,ghoul2[i],frameNum,checkForNewOrigin);
}
}
}
#ifdef G2_PERFORMANCE_ANALYSIS
G2Time_G2_ConstructGhoulSkeleton += G2PerformanceTimer_G2_ConstructGhoulSkeleton.End();
#endif
}
#ifndef DEDICATED
static inline float G2_GetVertBoneWeightNotSlow( const mdxmVertex_t *pVert, const int iWeightNum)
{
float fBoneWeight;
int iTemp = pVert->BoneWeightings[iWeightNum];
iTemp|= (pVert->uiNmWeightsAndBoneIndexes >> (iG2_BONEWEIGHT_TOPBITS_SHIFT+(iWeightNum*2)) ) & iG2_BONEWEIGHT_TOPBITS_AND;
fBoneWeight = fG2_BONEWEIGHT_RECIPROCAL_MULT * iTemp;
return fBoneWeight;
}
#ifdef _XBOX
static inline void VertTransform(float *out_vert, const float *mat, const float *in_vert)
{
__asm
{
push ESI
push EDI
push EAX
mov ESI, in_vert
mov EDI, out_vert
mov EAX, mat
movaps XMM4, [EAX + 0] // Load matrix columns
movaps XMM5, [EAX + 16]
movaps XMM6, [EAX + 32]
movaps XMM7, [EAX + 48]
movss XMM0, [ESI + 0] // Compute x * column 0
shufps XMM0, XMM0, 0x0
mulps XMM0, XMM4
movss XMM1, [ESI + 4] // Compute y * column 1
shufps XMM1, XMM1, 0x0
mulps XMM1, XMM5
movss XMM2, [ESI + 8] // Compute z * column 2
shufps XMM2, XMM2, 0x0
mulps XMM2, XMM6
addps XMM0, XMM1 // Add dot products
addps XMM0, XMM2
addps XMM0, XMM7 // Add translation
movaps [EDI], XMM0 // Store result
pop EAX
pop EDI
pop ESI
}
}
static inline void VertTransformSR(float *out_vert, const float *mat, const float *in_vert)
{
__asm
{
push ESI
push EDI
push EAX
mov ESI, in_vert
mov EDI, out_vert
mov EAX, mat
movaps XMM4, [EAX + 0] // Load matrix columns
movaps XMM5, [EAX + 16]
movaps XMM6, [EAX + 32]
movss XMM0, [ESI + 0] // Compute x * column 0
shufps XMM0, XMM0, 0x0
mulps XMM0, XMM4
movss XMM1, [ESI + 4] // Compute y * column 1
shufps XMM1, XMM1, 0x0
mulps XMM1, XMM5
movss XMM2, [ESI + 8] // Compute z * column 2
shufps XMM2, XMM2, 0x0
mulps XMM2, XMM6
addps XMM0, XMM1 // Add dot products
addps XMM0, XMM2
movaps [EDI], XMM0 // Store result
pop EAX
pop EDI
pop ESI
}
}
static inline void VertTransformWeighted(float *out_vert, const float *mat, const float *in_vert, const float *weight)
{
__asm
{
push ESI
push EDI
push EAX
push EDX
mov ESI, in_vert
mov EDI, out_vert
mov EAX, mat
mov EDX, weight
movaps XMM4, [EAX + 0] // Load matrix columns
movaps XMM5, [EAX + 16]
movaps XMM6, [EAX + 32]
movaps XMM7, [EAX + 48]
movss XMM0, [ESI + 0] // Compute x * column 0
shufps XMM0, XMM0, 0x0
mulps XMM0, XMM4
movss XMM1, [ESI + 4] // Compute y * column 1
shufps XMM1, XMM1, 0x0
mulps XMM1, XMM5
movss XMM2, [ESI + 8] // Compute z * column 2
shufps XMM2, XMM2, 0x0
mulps XMM2, XMM6
addps XMM0, XMM1 // Add dot products
addps XMM0, XMM2
addps XMM0, XMM7 // Add translation
movss XMM4, [EDX] // Weight the resulting vector
shufps XMM4, XMM4, 0x0
mulps XMM0, XMM4
movaps XMM5, [EDI] // Add the weighted vector to the current
addps XMM0, XMM5
movaps [EDI], XMM0 // Store result
pop EDX
pop EAX
pop EDI
pop ESI
}
}
static inline void VertTransformSRWeighted(float *out_vert, const float *mat, const float *in_vert, const float *weight)
{
__asm
{
push ESI
push EDI
push EAX
push EDX
mov ESI, in_vert
mov EDI, out_vert
mov EAX, mat
mov EDX, weight
movaps XMM4, [EAX + 0] // Load matrix columns
movaps XMM5, [EAX + 16]
movaps XMM6, [EAX + 32]
movss XMM0, [ESI + 0] // Compute x * column 0
shufps XMM0, XMM0, 0x0
mulps XMM0, XMM4
movss XMM1, [ESI + 4] // Compute y * column 1
shufps XMM1, XMM1, 0x0
mulps XMM1, XMM5
movss XMM2, [ESI + 8] // Compute z * column 2
shufps XMM2, XMM2, 0x0
mulps XMM2, XMM6
addps XMM0, XMM1 // Add dot products
addps XMM0, XMM2
movss XMM7, [EDX] // Weight the resulting vector
shufps XMM7, XMM7, 0x0
mulps XMM0, XMM7
movaps XMM4, [EDI] // Add the weighted vector to the current
addps XMM0, XMM4
movaps [EDI], XMM0 // Store result
pop EDX
pop EAX
pop EDI
pop ESI
}
}
static void TransformRenderSurface(const mdxmSurface_t *surf, CBoneCache *bones, shaderCommands_t *out)
{
const int *boneRefs = (int*) ((byte*)surf + surf->ofsBoneReferences);
int numVerts = surf->numVerts;
const mdxmVertex_t *vert = (mdxmVertex_t *) ((byte *)surf + surf->ofsVerts);
const mdxmVertexTexCoord_t *texCoord = (mdxmVertexTexCoord_t *) &vert[numVerts];
int boneIndex = -1;
const float *bone = NULL;
int baseVert = out->numVertexes;
while(numVerts--)
{
__declspec (align(16)) vec4_t vec;
__declspec (align(16)) vec4_t nrm;
#ifdef _XBOX
__declspec (align(16)) vec4_t tan;
Q_CastShort2FloatScale(&vec[0], &vert->vertCoords[0], 1.f / GLM_COMP_SIZE);
Q_CastShort2FloatScale(&vec[1], &vert->vertCoords[1], 1.f / GLM_COMP_SIZE);
Q_CastShort2FloatScale(&vec[2], &vert->vertCoords[2], 1.f / GLM_COMP_SIZE);
if(tess.shader->needsNormal || tess.dlightBits)
{
nrm[0] = (((vert->normal & 0x00FF0000) >> 16) - 128.f) / 127.0f;
nrm[1] = (((vert->normal & 0x0000FF00) >> 8) - 128.f) / 127.0f;
nrm[2] = (((vert->normal & 0x000000FF) >> 0) - 128.f) / 127.0f;
}
if(tess.shader->needsTangent || tess.dlightBits)
{
tan[0] = (((vert->tangent & 0x00FF0000) >> 16) - 128.f) / 127.0f;
tan[1] = (((vert->tangent & 0x0000FF00) >> 8) - 128.f) / 127.0f;
tan[2] = (((vert->tangent & 0x000000FF) >> 0) - 128.f) / 127.0f;
out->setTangents = true;
}
#else
VectorCopy(vert->vertCoords, vec);
VectorCopy(vert->normal, nrm);
#endif
const int numWeights = G2_GetVertWeights( vert );
if (numWeights == 1)
{
// Slightly faster single weight path
int index = G2_GetVertBoneIndex( vert, 0 );
if ( index != boneIndex )
{
CTransformBone *tbone = bones->EvalFull(boneRefs[index]);
bone = tbone->renderMatrix;
boneIndex = index;
}
VertTransform(out->xyz[baseVert], bone, vec);
#ifdef _XBOX
if(tess.shader->needsNormal || tess.dlightBits)
VertTransformSR(out->normal[baseVert], bone, nrm);
if(tess.shader->needsTangent || tess.dlightBits)
VertTransformSR(out->tangent[baseVert], bone, tan);
#else
VertTransformSR(out->normal[baseVert], bone, nrm);
#endif
}
else
{
// Multi-weight blending path
VectorClear( out->xyz[baseVert] );
// Special case for first weight, as it's the only one we use for the normals
boneIndex = G2_GetVertBoneIndex( vert, 0 );
CTransformBone *tbone = bones->EvalFull(boneRefs[boneIndex]);
bone = tbone->renderMatrix;
__declspec (align(16)) float weight = G2_GetVertBoneWeightNotSlow( vert, 0 );
VertTransformWeighted(out->xyz[baseVert], bone, vec, &weight);
#ifdef _XBOX
if(tess.shader->needsNormal || tess.dlightBits)
VertTransformSR(out->normal[baseVert], bone, nrm);
if(tess.shader->needsTangent || tess.dlightBits)
VertTransformSR(out->tangent[baseVert], bone, tan);
#else
VertTransformSR(out->normal[baseVert], bone, nrm);
#endif
for (int k = 1; k < numWeights; ++k)
{
boneIndex = G2_GetVertBoneIndex( vert, k );
tbone = bones->EvalFull(boneRefs[boneIndex]);
bone = tbone->renderMatrix;
weight = G2_GetVertBoneWeightNotSlow( vert, k );
VertTransformWeighted(out->xyz[baseVert], bone, vec, &weight);
}
}
#ifdef _XBOX
Q_CastShort2FloatScale(&out->texCoords[baseVert][0][0], &texCoord->texCoords[0], 1.f / GLM_COMP_SIZE);
Q_CastShort2FloatScale(&out->texCoords[baseVert][0][1], &texCoord->texCoords[1], 1.f / GLM_COMP_SIZE);
#else
out->texCoords[baseVert][0][0] = texCoord->texCoords[0];
out->texCoords[baseVert][0][1] = texCoord->texCoords[1];
#endif
++vert;
++texCoord;
++baseVert;
}
// VVFIXME - BTO - commented this out, as it's still being done in SurfaceGhoul now.
// Really, I ought to move the Gore surfacing in here.
// out->numVertexes += surf->numVerts;
}
static void TransformCollideSurface(const mdxmSurface_t *surf, CBoneCache *bones, vec3_t scale, float *out)
{
const int *boneRefs = (int*) ((byte*)surf + surf->ofsBoneReferences);
int numVerts = surf->numVerts;
const mdxmVertex_t *vert = (mdxmVertex_t *) ((byte *)surf + surf->ofsVerts);
const mdxmVertexTexCoord_t *texCoord = (mdxmVertexTexCoord_t *) &vert[numVerts];
int boneIndex = -1;
const float *bone = NULL;
#ifdef _XBOX
vec3_t scl;
scl[0] = scale[0] * 1.f / GLM_COMP_SIZE;
scl[1] = scale[1] * 1.f / GLM_COMP_SIZE;
scl[2] = scale[2] * 1.f / GLM_COMP_SIZE;
#endif
while(numVerts--)
{
__declspec (align(16)) vec4_t vec;
#ifdef _XBOX
Q_CastShort2FloatScale(&vec[0], &vert->vertCoords[0], scl[0]);
Q_CastShort2FloatScale(&vec[1], &vert->vertCoords[1], scl[1]);
Q_CastShort2FloatScale(&vec[2], &vert->vertCoords[2], scl[2]);
#else
VectorCopy(vert->vertCoords, vec);
#endif
const int numWeights = G2_GetVertWeights( vert );
if (numWeights == 1)
{
// Slightly faster single weight path
int index = G2_GetVertBoneIndex( vert, 0 );
if ( index != boneIndex )
{
CTransformBone *tbone = bones->EvalFull(boneRefs[index]);
bone = tbone->renderMatrix;
boneIndex = index;
}
__declspec (align(16)) vec4_t temp;
VertTransform(temp, bone, vec);
out[0] = temp[0];
out[1] = temp[1];
out[2] = temp[2];
}
else
{
// Multi-weight blending path
float totalWeight = 0.0f;
__declspec (align(16)) vec4_t temp;
temp[0] = 0;
temp[1] = 0;
temp[2] = 0;
for (int k = 0; k < numWeights; ++k)
{
boneIndex = G2_GetVertBoneIndex( vert, k );
CTransformBone *tbone = bones->EvalFull(boneRefs[boneIndex]);
bone = tbone->renderMatrix;
__declspec (align(16)) float weight =
G2_GetVertBoneWeight( vert, k, totalWeight, numWeights );
VertTransformWeighted(temp, bone, vec, &weight);
}
out[0] = temp[0];
out[1] = temp[1];
out[2] = temp[2];
}
#ifdef _XBOX
Q_CastShort2FloatScale(out + 3, &texCoord->texCoords[0], 1.f / GLM_COMP_SIZE);
Q_CastShort2FloatScale(out + 4, &texCoord->texCoords[1], 1.f / GLM_COMP_SIZE);
#else
out[3] = texCoord->texCoords[0];
out[4] = texCoord->texCoords[1];
#endif
++vert;
++texCoord;
out += 5;
}
}
void R_TransformEachSurface( const mdxmSurface_t *surface, vec3_t scale, CMiniHeap *G2VertSpace, int *TransformedVertsArray,CBoneCache *boneCache)
{
float *TransformedVerts;
// alloc some space for the transformed verts to get put in
TransformedVerts = (float *)G2VertSpace->MiniHeapAlloc(surface->numVerts * 5 * 4);
TransformedVertsArray[surface->thisSurfaceIndex] = (int)TransformedVerts;
if (!TransformedVerts)
{
assert(0);
Com_Error(ERR_DROP, "Ran out of transform space for Ghoul2 Models. Adjust MiniHeapSize in SV_SpawnServer.\n");
}
TransformCollideSurface(surface, boneCache, scale, TransformedVerts);
}
#endif
//This is a slightly mangled version of the same function from the sof2sp base.
//It provides a pretty significant performance increase over the existing one.
void RB_SurfaceGhoul( CRenderableSurface *surf )
{
#ifdef G2_PERFORMANCE_ANALYSIS
G2PerformanceTimer_RB_SurfaceGhoul.Start();
#endif
static int j, k;
static int baseIndex, baseVertex;
static int numVerts;
static mdxmVertex_t *v;
static int *triangles;
static int indexes;
static glIndex_t *tessIndexes;
static mdxmVertexTexCoord_t *pTexCoords;
static int *piBoneReferences;
#ifdef _G2_GORE
if (surf->alternateTex)
{
// a gore surface ready to go.
/*
sizeof(int)+ // num verts
sizeof(int)+ // num tris
sizeof(int)*newNumVerts+ // which verts to copy from original surface
sizeof(float)*4*newNumVerts+ // storgage for deformed verts
sizeof(float)*4*newNumVerts+ // storgage for deformed normal
sizeof(float)*2*newNumVerts+ // texture coordinates
sizeof(int)*newNumTris*3; // new indecies
*/
int *data=(int *)surf->alternateTex;
numVerts=*data++;
indexes=(*data++);
// first up, sanity check our numbers
RB_CheckOverflow(numVerts,indexes);
indexes*=3;
data+=numVerts;
baseIndex = tess.numIndexes;
baseVertex = tess.numVertexes;
memcpy(&tess.xyz[baseVertex][0],data,sizeof(float)*4*numVerts);
data+=4*numVerts;
memcpy(&tess.normal[baseVertex][0],data,sizeof(float)*4*numVerts);
data+=4*numVerts;
assert(numVerts>0);
//float *texCoords = tess.texCoords[0][baseVertex];
float *texCoords = tess.texCoords[baseVertex][0];
int hack = baseVertex;
//rww - since the array is arranged as such we cannot increment
//the relative memory position to get where we want. Maybe this
//is why sof2 has the texCoords array reversed. In any case, I
//am currently too lazy to get around it.
//Or can you += array[.][x]+2?
if (surf->scale>1.0f)
{
for ( j = 0; j < numVerts; j++)
{
texCoords[0]=((*(float *)data)-0.5f)*surf->scale+0.5f;
data++;
texCoords[1]=((*(float *)data)-0.5f)*surf->scale+0.5f;
data++;
//texCoords+=2;// Size of gore (s,t).
hack++;
texCoords = tess.texCoords[hack][0];
}
}
else
{
for (j=0;j<numVerts;j++)
{
texCoords[0]=*(float *)(data++);
texCoords[1]=*(float *)(data++);
// texCoords+=2;// Size of gore (s,t).
hack++;
texCoords = tess.texCoords[hack][0];
}
}
//now check for fade overrides -rww
if (surf->fade)
{
static int lFade;
static int j;
if (surf->fade<1.0)
{
tess.fading = true;
lFade = myftol(254.4f*surf->fade);
for (j=0;j<numVerts;j++)
{
#ifdef _XBOX
DWORD rgb = tess.svars.colors[j+baseVertex] & 0x00ffffff;
tess.svars.colors[j+baseVertex] = rgb | ((lFade & 0xff) << 24);
#else
tess.svars.colors[j+baseVertex][3] = lFade;
#endif
}
}
else if (surf->fade > 2.0f && surf->fade < 3.0f)
{ //hack to fade out on RGB if desired (don't want to add more to CRenderableSurface) -rww
tess.fading = true;
lFade = myftol(254.4f*(surf->fade-2.0f));
for (j=0;j<numVerts;j++)
{
#ifdef _XBOX
if (lFade < ((tess.svars.colors[j+baseVertex] & 0x00ff0000) >> 16))
{
DWORD a = (tess.svars.colors[j+baseVertex] & 0xff000000) >> 24;
tess.svars.colors[j+baseVertex] = D3DCOLOR_RGBA(lFade, lFade, lFade, lFade);
}
else
{
DWORD rgb = tess.svars.colors[j+baseVertex] & 0x00ffffff;
tess.svars.colors[j+baseVertex] = rgb | ((lFade & 0xff) << 24);
}
#else
if (lFade < tess.svars.colors[j+baseVertex][0])
{ //don't set it unless the fade is less than the current r value (to avoid brightening suddenly before we start fading)
tess.svars.colors[j+baseVertex][0] = tess.svars.colors[j+baseVertex][1] = tess.svars.colors[j+baseVertex][2] = lFade;
}
//Set the alpha as well I suppose, no matter what
tess.svars.colors[j+baseVertex][3] = lFade;
#endif
}
}
}
glIndex_t *indexPtr = &tess.indexes[baseIndex];
triangles = data;
for (j = indexes ; j ; j--)
{
*indexPtr++ = baseVertex + (*triangles++);
}
tess.numIndexes += indexes;
tess.numVertexes += numVerts;
return;
}
#endif
// grab the pointer to the surface info within the loaded mesh file
mdxmSurface_t *surface = surf->surfaceData;
CBoneCache *bones = surf->boneCache;
#ifndef _G2_GORE //we use this later, for gore
delete surf;
#endif
#ifdef VV_LIGHTING
// Set any dynamic lighting needed
if(backEnd.currentEntity->dlightBits)
tess.dlightBits = backEnd.currentEntity->dlightBits;
#endif
// first up, sanity check our numbers
RB_CheckOverflow( surface->numVerts, surface->numTriangles );
//
// deform the vertexes by the lerped bones
//
// first up, sanity check our numbers
baseVertex = tess.numVertexes;
triangles = (int *) ((byte *)surface + surface->ofsTriangles);
baseIndex = tess.numIndexes;
#if 0
indexes = surface->numTriangles * 3;
for (j = 0 ; j < indexes ; j++) {
tess.indexes[baseIndex + j] = baseVertex + triangles[j];
}
tess.numIndexes += indexes;
#else
indexes = surface->numTriangles; //*3; //unrolled 3 times, don't multiply
tessIndexes = &tess.indexes[baseIndex];
for (j = 0 ; j < indexes ; j++) {
*tessIndexes++ = baseVertex + *triangles++;
*tessIndexes++ = baseVertex + *triangles++;
*tessIndexes++ = baseVertex + *triangles++;
}
tess.numIndexes += indexes*3;
#endif
numVerts = surface->numVerts;
#ifdef _XBOX
TransformRenderSurface(surface, surf->boneCache, &tess);
#else
piBoneReferences = (int*) ((byte*)surface + surface->ofsBoneReferences);
baseVertex = tess.numVertexes;
v = (mdxmVertex_t *) ((byte *)surface + surface->ofsVerts);
pTexCoords = (mdxmVertexTexCoord_t *) &v[numVerts];
// if (r_ghoul2fastnormals&&r_ghoul2fastnormals->integer==0)
#if 0
if (0)
{
for ( j = 0; j < numVerts; j++, baseVertex++,v++ )
{
const int iNumWeights = G2_GetVertWeights( v );
float fTotalWeight = 0.0f;
k=0;
int iBoneIndex = G2_GetVertBoneIndex( v, k );
float fBoneWeight = G2_GetVertBoneWeight( v, k, fTotalWeight, iNumWeights );
const mdxaBone_t *bone = &bones->EvalRender(piBoneReferences[iBoneIndex]);
tess.xyz[baseVertex][0] = fBoneWeight * ( DotProduct( bone->matrix[0], v->vertCoords ) + bone->matrix[0][3] );
tess.xyz[baseVertex][1] = fBoneWeight * ( DotProduct( bone->matrix[1], v->vertCoords ) + bone->matrix[1][3] );
tess.xyz[baseVertex][2] = fBoneWeight * ( DotProduct( bone->matrix[2], v->vertCoords ) + bone->matrix[2][3] );
tess.normal[baseVertex][0] = fBoneWeight * DotProduct( bone->matrix[0], v->normal );
tess.normal[baseVertex][1] = fBoneWeight * DotProduct( bone->matrix[1], v->normal );
tess.normal[baseVertex][2] = fBoneWeight * DotProduct( bone->matrix[2], v->normal );
for ( k++ ; k < iNumWeights ; k++)
{
iBoneIndex = G2_GetVertBoneIndex( v, k );
fBoneWeight = G2_GetVertBoneWeight( v, k, fTotalWeight, iNumWeights );
bone = &bones->EvalRender(piBoneReferences[iBoneIndex]);
tess.xyz[baseVertex][0] += fBoneWeight * ( DotProduct( bone->matrix[0], v->vertCoords ) + bone->matrix[0][3] );
tess.xyz[baseVertex][1] += fBoneWeight * ( DotProduct( bone->matrix[1], v->vertCoords ) + bone->matrix[1][3] );
tess.xyz[baseVertex][2] += fBoneWeight * ( DotProduct( bone->matrix[2], v->vertCoords ) + bone->matrix[2][3] );
tess.normal[baseVertex][0] += fBoneWeight * DotProduct( bone->matrix[0], v->normal );
tess.normal[baseVertex][1] += fBoneWeight * DotProduct( bone->matrix[1], v->normal );
tess.normal[baseVertex][2] += fBoneWeight * DotProduct( bone->matrix[2], v->normal );
}
tess.texCoords[baseVertex][0][0] = pTexCoords[j].texCoords[0];
tess.texCoords[baseVertex][0][1] = pTexCoords[j].texCoords[1];
}
}
else
{
#endif
float fTotalWeight;
float fBoneWeight;
float t1;
float t2;
const mdxaBone_t *bone;
const mdxaBone_t *bone2;
for ( j = 0; j < numVerts; j++, baseVertex++,v++ )
{
bone = &bones->EvalRender(piBoneReferences[G2_GetVertBoneIndex( v, 0 )]);
int iNumWeights = G2_GetVertWeights( v );
tess.normal[baseVertex][0] = DotProduct( bone->matrix[0], v->normal );
tess.normal[baseVertex][1] = DotProduct( bone->matrix[1], v->normal );
tess.normal[baseVertex][2] = DotProduct( bone->matrix[2], v->normal );
if (iNumWeights==1)
{
tess.xyz[baseVertex][0] = ( DotProduct( bone->matrix[0], v->vertCoords ) + bone->matrix[0][3] );
tess.xyz[baseVertex][1] = ( DotProduct( bone->matrix[1], v->vertCoords ) + bone->matrix[1][3] );
tess.xyz[baseVertex][2] = ( DotProduct( bone->matrix[2], v->vertCoords ) + bone->matrix[2][3] );
}
else
{
fBoneWeight = G2_GetVertBoneWeightNotSlow( v, 0);
if (iNumWeights==2)
{
bone2 = &bones->EvalRender(piBoneReferences[G2_GetVertBoneIndex( v, 1 )]);
/*
useless transposition
tess.xyz[baseVertex][0] =
v[0]*(w*(bone->matrix[0][0]-bone2->matrix[0][0])+bone2->matrix[0][0])+
v[1]*(w*(bone->matrix[0][1]-bone2->matrix[0][1])+bone2->matrix[0][1])+
v[2]*(w*(bone->matrix[0][2]-bone2->matrix[0][2])+bone2->matrix[0][2])+
w*(bone->matrix[0][3]-bone2->matrix[0][3]) + bone2->matrix[0][3];
*/
t1 = ( DotProduct( bone->matrix[0], v->vertCoords ) + bone->matrix[0][3] );
t2 = ( DotProduct( bone2->matrix[0], v->vertCoords ) + bone2->matrix[0][3] );
tess.xyz[baseVertex][0] = fBoneWeight * (t1-t2) + t2;
t1 = ( DotProduct( bone->matrix[1], v->vertCoords ) + bone->matrix[1][3] );
t2 = ( DotProduct( bone2->matrix[1], v->vertCoords ) + bone2->matrix[1][3] );
tess.xyz[baseVertex][1] = fBoneWeight * (t1-t2) + t2;
t1 = ( DotProduct( bone->matrix[2], v->vertCoords ) + bone->matrix[2][3] );
t2 = ( DotProduct( bone2->matrix[2], v->vertCoords ) + bone2->matrix[2][3] );
tess.xyz[baseVertex][2] = fBoneWeight * (t1-t2) + t2;
}
else
{
tess.xyz[baseVertex][0] = fBoneWeight * ( DotProduct( bone->matrix[0], v->vertCoords ) + bone->matrix[0][3] );
tess.xyz[baseVertex][1] = fBoneWeight * ( DotProduct( bone->matrix[1], v->vertCoords ) + bone->matrix[1][3] );
tess.xyz[baseVertex][2] = fBoneWeight * ( DotProduct( bone->matrix[2], v->vertCoords ) + bone->matrix[2][3] );
fTotalWeight=fBoneWeight;
for (k=1; k < iNumWeights-1 ; k++)
{
bone = &bones->EvalRender(piBoneReferences[G2_GetVertBoneIndex( v, k )]);
fBoneWeight = G2_GetVertBoneWeightNotSlow( v, k);
fTotalWeight += fBoneWeight;
tess.xyz[baseVertex][0] += fBoneWeight * ( DotProduct( bone->matrix[0], v->vertCoords ) + bone->matrix[0][3] );
tess.xyz[baseVertex][1] += fBoneWeight * ( DotProduct( bone->matrix[1], v->vertCoords ) + bone->matrix[1][3] );
tess.xyz[baseVertex][2] += fBoneWeight * ( DotProduct( bone->matrix[2], v->vertCoords ) + bone->matrix[2][3] );
}
bone = &bones->EvalRender(piBoneReferences[G2_GetVertBoneIndex( v, k )]);
fBoneWeight = 1.0f-fTotalWeight;
tess.xyz[baseVertex][0] += fBoneWeight * ( DotProduct( bone->matrix[0], v->vertCoords ) + bone->matrix[0][3] );
tess.xyz[baseVertex][1] += fBoneWeight * ( DotProduct( bone->matrix[1], v->vertCoords ) + bone->matrix[1][3] );
tess.xyz[baseVertex][2] += fBoneWeight * ( DotProduct( bone->matrix[2], v->vertCoords ) + bone->matrix[2][3] );
}
}
tess.texCoords[baseVertex][0][0] = pTexCoords[j].texCoords[0];
tess.texCoords[baseVertex][0][1] = pTexCoords[j].texCoords[1];
}
#if 0
}
#endif
#endif // _XBOX
#ifdef _G2_GORE
CRenderableSurface *storeSurf = surf;
while (surf->goreChain)
{
surf=(CRenderableSurface *)surf->goreChain;
if (surf->alternateTex)
{
// get a gore surface ready to go.
/*
sizeof(int)+ // num verts
sizeof(int)+ // num tris
sizeof(int)*newNumVerts+ // which verts to copy from original surface
sizeof(float)*4*newNumVerts+ // storgage for deformed verts
sizeof(float)*4*newNumVerts+ // storgage for deformed normal
sizeof(float)*2*newNumVerts+ // texture coordinates
sizeof(int)*newNumTris*3; // new indecies
*/
int *data=(int *)surf->alternateTex;
int gnumVerts=*data++;
data++;
float *fdata=(float *)data;
fdata+=gnumVerts;
for (j=0;j<gnumVerts;j++)
{
assert(data[j]>=0&&data[j]<numVerts);
memcpy(fdata,&tess.xyz[tess.numVertexes+data[j]][0],sizeof(float)*3);
fdata+=4;
}
for (j=0;j<gnumVerts;j++)
{
assert(data[j]>=0&&data[j]<numVerts);
memcpy(fdata,&tess.normal[tess.numVertexes+data[j]][0],sizeof(float)*3);
fdata+=4;
}
}
else
{
assert(0);
}
}
// NOTE: This is required because a ghoul model might need to be rendered twice a frame (don't cringe,
// it's not THAT bad), so we only delete it when doing the glow pass. Warning though, this assumes that
// the glow is rendered _second_!!! If that changes, change this!
extern bool g_bRenderGlowingObjects;
extern bool g_bDynamicGlowSupported;
#ifdef _XBOX // GLOWXXX
delete storeSurf;
#else
if ( !tess.shader->hasGlow || g_bRenderGlowingObjects || !g_bDynamicGlowSupported || !r_DynamicGlow->integer )
{
delete storeSurf;
}
#endif
#endif
tess.numVertexes += surface->numVerts;
#ifdef G2_PERFORMANCE_ANALYSIS
G2Time_RB_SurfaceGhoul += G2PerformanceTimer_RB_SurfaceGhoul.End();
#endif
}
#endif // !DEDICATED
/*
=================
R_LoadMDXM - load a Ghoul 2 Mesh file
=================
*/
/*
Some information used in the creation of the JK2 - JKA bone remap table
These are the old bones:
Complete list of all 72 bones:
*/
int OldToNewRemapTable[72] = {
0,// Bone 0: "model_root": Parent: "" (index -1)
1,// Bone 1: "pelvis": Parent: "model_root" (index 0)
2,// Bone 2: "Motion": Parent: "pelvis" (index 1)
3,// Bone 3: "lfemurYZ": Parent: "pelvis" (index 1)
4,// Bone 4: "lfemurX": Parent: "pelvis" (index 1)
5,// Bone 5: "ltibia": Parent: "pelvis" (index 1)
6,// Bone 6: "ltalus": Parent: "pelvis" (index 1)
6,// Bone 7: "ltarsal": Parent: "pelvis" (index 1)
7,// Bone 8: "rfemurYZ": Parent: "pelvis" (index 1)
8,// Bone 9: "rfemurX": Parent: "pelvis" (index 1)
9,// Bone10: "rtibia": Parent: "pelvis" (index 1)
10,// Bone11: "rtalus": Parent: "pelvis" (index 1)
10,// Bone12: "rtarsal": Parent: "pelvis" (index 1)
11,// Bone13: "lower_lumbar": Parent: "pelvis" (index 1)
12,// Bone14: "upper_lumbar": Parent: "lower_lumbar" (index 13)
13,// Bone15: "thoracic": Parent: "upper_lumbar" (index 14)
14,// Bone16: "cervical": Parent: "thoracic" (index 15)
15,// Bone17: "cranium": Parent: "cervical" (index 16)
16,// Bone18: "ceyebrow": Parent: "face_always_" (index 71)
17,// Bone19: "jaw": Parent: "face_always_" (index 71)
18,// Bone20: "lblip2": Parent: "face_always_" (index 71)
19,// Bone21: "leye": Parent: "face_always_" (index 71)
20,// Bone22: "rblip2": Parent: "face_always_" (index 71)
21,// Bone23: "ltlip2": Parent: "face_always_" (index 71)
22,// Bone24: "rtlip2": Parent: "face_always_" (index 71)
23,// Bone25: "reye": Parent: "face_always_" (index 71)
24,// Bone26: "rclavical": Parent: "thoracic" (index 15)
25,// Bone27: "rhumerus": Parent: "thoracic" (index 15)
26,// Bone28: "rhumerusX": Parent: "thoracic" (index 15)
27,// Bone29: "rradius": Parent: "thoracic" (index 15)
28,// Bone30: "rradiusX": Parent: "thoracic" (index 15)
29,// Bone31: "rhand": Parent: "thoracic" (index 15)
29,// Bone32: "mc7": Parent: "thoracic" (index 15)
34,// Bone33: "r_d5_j1": Parent: "thoracic" (index 15)
35,// Bone34: "r_d5_j2": Parent: "thoracic" (index 15)
35,// Bone35: "r_d5_j3": Parent: "thoracic" (index 15)
30,// Bone36: "r_d1_j1": Parent: "thoracic" (index 15)
31,// Bone37: "r_d1_j2": Parent: "thoracic" (index 15)
31,// Bone38: "r_d1_j3": Parent: "thoracic" (index 15)
32,// Bone39: "r_d2_j1": Parent: "thoracic" (index 15)
33,// Bone40: "r_d2_j2": Parent: "thoracic" (index 15)
33,// Bone41: "r_d2_j3": Parent: "thoracic" (index 15)
32,// Bone42: "r_d3_j1": Parent: "thoracic" (index 15)
33,// Bone43: "r_d3_j2": Parent: "thoracic" (index 15)
33,// Bone44: "r_d3_j3": Parent: "thoracic" (index 15)
34,// Bone45: "r_d4_j1": Parent: "thoracic" (index 15)
35,// Bone46: "r_d4_j2": Parent: "thoracic" (index 15)
35,// Bone47: "r_d4_j3": Parent: "thoracic" (index 15)
36,// Bone48: "rhang_tag_bone": Parent: "thoracic" (index 15)
37,// Bone49: "lclavical": Parent: "thoracic" (index 15)
38,// Bone50: "lhumerus": Parent: "thoracic" (index 15)
39,// Bone51: "lhumerusX": Parent: "thoracic" (index 15)
40,// Bone52: "lradius": Parent: "thoracic" (index 15)
41,// Bone53: "lradiusX": Parent: "thoracic" (index 15)
42,// Bone54: "lhand": Parent: "thoracic" (index 15)
42,// Bone55: "mc5": Parent: "thoracic" (index 15)
43,// Bone56: "l_d5_j1": Parent: "thoracic" (index 15)
44,// Bone57: "l_d5_j2": Parent: "thoracic" (index 15)
44,// Bone58: "l_d5_j3": Parent: "thoracic" (index 15)
43,// Bone59: "l_d4_j1": Parent: "thoracic" (index 15)
44,// Bone60: "l_d4_j2": Parent: "thoracic" (index 15)
44,// Bone61: "l_d4_j3": Parent: "thoracic" (index 15)
45,// Bone62: "l_d3_j1": Parent: "thoracic" (index 15)
46,// Bone63: "l_d3_j2": Parent: "thoracic" (index 15)
46,// Bone64: "l_d3_j3": Parent: "thoracic" (index 15)
45,// Bone65: "l_d2_j1": Parent: "thoracic" (index 15)
46,// Bone66: "l_d2_j2": Parent: "thoracic" (index 15)
46,// Bone67: "l_d2_j3": Parent: "thoracic" (index 15)
47,// Bone68: "l_d1_j1": Parent: "thoracic" (index 15)
48,// Bone69: "l_d1_j2": Parent: "thoracic" (index 15)
48,// Bone70: "l_d1_j3": Parent: "thoracic" (index 15)
52// Bone71: "face_always_": Parent: "cranium" (index 17)
};
/*
Bone 0: "model_root":
Parent: "" (index -1)
#Kids: 1
Child 0: (index 1), name "pelvis"
Bone 1: "pelvis":
Parent: "model_root" (index 0)
#Kids: 4
Child 0: (index 2), name "Motion"
Child 1: (index 3), name "lfemurYZ"
Child 2: (index 7), name "rfemurYZ"
Child 3: (index 11), name "lower_lumbar"
Bone 2: "Motion":
Parent: "pelvis" (index 1)
#Kids: 0
Bone 3: "lfemurYZ":
Parent: "pelvis" (index 1)
#Kids: 3
Child 0: (index 4), name "lfemurX"
Child 1: (index 5), name "ltibia"
Child 2: (index 49), name "ltail"
Bone 4: "lfemurX":
Parent: "lfemurYZ" (index 3)
#Kids: 0
Bone 5: "ltibia":
Parent: "lfemurYZ" (index 3)
#Kids: 1
Child 0: (index 6), name "ltalus"
Bone 6: "ltalus":
Parent: "ltibia" (index 5)
#Kids: 0
Bone 7: "rfemurYZ":
Parent: "pelvis" (index 1)
#Kids: 3
Child 0: (index 8), name "rfemurX"
Child 1: (index 9), name "rtibia"
Child 2: (index 50), name "rtail"
Bone 8: "rfemurX":
Parent: "rfemurYZ" (index 7)
#Kids: 0
Bone 9: "rtibia":
Parent: "rfemurYZ" (index 7)
#Kids: 1
Child 0: (index 10), name "rtalus"
Bone 10: "rtalus":
Parent: "rtibia" (index 9)
#Kids: 0
Bone 11: "lower_lumbar":
Parent: "pelvis" (index 1)
#Kids: 1
Child 0: (index 12), name "upper_lumbar"
Bone 12: "upper_lumbar":
Parent: "lower_lumbar" (index 11)
#Kids: 1
Child 0: (index 13), name "thoracic"
Bone 13: "thoracic":
Parent: "upper_lumbar" (index 12)
#Kids: 5
Child 0: (index 14), name "cervical"
Child 1: (index 24), name "rclavical"
Child 2: (index 25), name "rhumerus"
Child 3: (index 37), name "lclavical"
Child 4: (index 38), name "lhumerus"
Bone 14: "cervical":
Parent: "thoracic" (index 13)
#Kids: 1
Child 0: (index 15), name "cranium"
Bone 15: "cranium":
Parent: "cervical" (index 14)
#Kids: 1
Child 0: (index 52), name "face_always_"
Bone 16: "ceyebrow":
Parent: "face_always_" (index 52)
#Kids: 0
Bone 17: "jaw":
Parent: "face_always_" (index 52)
#Kids: 0
Bone 18: "lblip2":
Parent: "face_always_" (index 52)
#Kids: 0
Bone 19: "leye":
Parent: "face_always_" (index 52)
#Kids: 0
Bone 20: "rblip2":
Parent: "face_always_" (index 52)
#Kids: 0
Bone 21: "ltlip2":
Parent: "face_always_" (index 52)
#Kids: 0
Bone 22: "rtlip2":
Parent: "face_always_" (index 52)
#Kids: 0
Bone 23: "reye":
Parent: "face_always_" (index 52)
#Kids: 0
Bone 24: "rclavical":
Parent: "thoracic" (index 13)
#Kids: 0
Bone 25: "rhumerus":
Parent: "thoracic" (index 13)
#Kids: 2
Child 0: (index 26), name "rhumerusX"
Child 1: (index 27), name "rradius"
Bone 26: "rhumerusX":
Parent: "rhumerus" (index 25)
#Kids: 0
Bone 27: "rradius":
Parent: "rhumerus" (index 25)
#Kids: 9
Child 0: (index 28), name "rradiusX"
Child 1: (index 29), name "rhand"
Child 2: (index 30), name "r_d1_j1"
Child 3: (index 31), name "r_d1_j2"
Child 4: (index 32), name "r_d2_j1"
Child 5: (index 33), name "r_d2_j2"
Child 6: (index 34), name "r_d4_j1"
Child 7: (index 35), name "r_d4_j2"
Child 8: (index 36), name "rhang_tag_bone"
Bone 28: "rradiusX":
Parent: "rradius" (index 27)
#Kids: 0
Bone 29: "rhand":
Parent: "rradius" (index 27)
#Kids: 0
Bone 30: "r_d1_j1":
Parent: "rradius" (index 27)
#Kids: 0
Bone 31: "r_d1_j2":
Parent: "rradius" (index 27)
#Kids: 0
Bone 32: "r_d2_j1":
Parent: "rradius" (index 27)
#Kids: 0
Bone 33: "r_d2_j2":
Parent: "rradius" (index 27)
#Kids: 0
Bone 34: "r_d4_j1":
Parent: "rradius" (index 27)
#Kids: 0
Bone 35: "r_d4_j2":
Parent: "rradius" (index 27)
#Kids: 0
Bone 36: "rhang_tag_bone":
Parent: "rradius" (index 27)
#Kids: 0
Bone 37: "lclavical":
Parent: "thoracic" (index 13)
#Kids: 0
Bone 38: "lhumerus":
Parent: "thoracic" (index 13)
#Kids: 2
Child 0: (index 39), name "lhumerusX"
Child 1: (index 40), name "lradius"
Bone 39: "lhumerusX":
Parent: "lhumerus" (index 38)
#Kids: 0
Bone 40: "lradius":
Parent: "lhumerus" (index 38)
#Kids: 9
Child 0: (index 41), name "lradiusX"
Child 1: (index 42), name "lhand"
Child 2: (index 43), name "l_d4_j1"
Child 3: (index 44), name "l_d4_j2"
Child 4: (index 45), name "l_d2_j1"
Child 5: (index 46), name "l_d2_j2"
Child 6: (index 47), name "l_d1_j1"
Child 7: (index 48), name "l_d1_j2"
Child 8: (index 51), name "lhang_tag_bone"
Bone 41: "lradiusX":
Parent: "lradius" (index 40)
#Kids: 0
Bone 42: "lhand":
Parent: "lradius" (index 40)
#Kids: 0
Bone 43: "l_d4_j1":
Parent: "lradius" (index 40)
#Kids: 0
Bone 44: "l_d4_j2":
Parent: "lradius" (index 40)
#Kids: 0
Bone 45: "l_d2_j1":
Parent: "lradius" (index 40)
#Kids: 0
Bone 46: "l_d2_j2":
Parent: "lradius" (index 40)
#Kids: 0
Bone 47: "l_d1_j1":
Parent: "lradius" (index 40)
#Kids: 0
Bone 48: "l_d1_j2":
Parent: "lradius" (index 40)
#Kids: 0
Bone 49: "ltail":
Parent: "lfemurYZ" (index 3)
#Kids: 0
Bone 50: "rtail":
Parent: "rfemurYZ" (index 7)
#Kids: 0
Bone 51: "lhang_tag_bone":
Parent: "lradius" (index 40)
#Kids: 0
Bone 52: "face_always_":
Parent: "cranium" (index 15)
#Kids: 8
Child 0: (index 16), name "ceyebrow"
Child 1: (index 17), name "jaw"
Child 2: (index 18), name "lblip2"
Child 3: (index 19), name "leye"
Child 4: (index 20), name "rblip2"
Child 5: (index 21), name "ltlip2"
Child 6: (index 22), name "rtlip2"
Child 7: (index 23), name "reye"
*/
qboolean R_LoadMDXM( model_t *mod, void *buffer, const char *mod_name, qboolean &bAlreadyCached ) {
int i,l, j;
mdxmHeader_t *pinmodel, *mdxm;
mdxmLOD_t *lod;
mdxmSurface_t *surf;
int version;
int size;
mdxmSurfHierarchy_t *surfInfo;
#ifndef _M_IX86
int k;
int frameSize;
mdxmTag_t *tag;
mdxmTriangle_t *tri;
mdxmVertex_t *v;
mdxmFrame_t *cframe;
int *boneRef;
#endif
pinmodel= (mdxmHeader_t *)buffer;
//
// read some fields from the binary, but only LittleLong() them when we know this wasn't an already-cached model...
//
version = (pinmodel->version);
size = (pinmodel->ofsEnd);
if (!bAlreadyCached)
{
version = LittleLong(version);
size = LittleLong(size);
}
if (version != MDXM_VERSION) {
Com_Printf (S_COLOR_YELLOW "R_LoadMDXM: %s has wrong version (%i should be %i)\n",
mod_name, version, MDXM_VERSION);
return qfalse;
}
mod->type = MOD_MDXM;
mod->dataSize += size;
qboolean bAlreadyFound = qfalse;
mdxm = mod->mdxm = (mdxmHeader_t*) //Hunk_Alloc( size );
RE_RegisterModels_Malloc(size, buffer, mod_name, &bAlreadyFound, TAG_MODEL_GLM);
assert(bAlreadyCached == bAlreadyFound);
if (!bAlreadyFound)
{
// horrible new hackery, if !bAlreadyFound then we've just done a tag-morph, so we need to set the
// bool reference passed into this function to true, to tell the caller NOT to do an FS_Freefile since
// we've hijacked that memory block...
//
// Aaaargh. Kill me now...
//
bAlreadyCached = qtrue;
assert( mdxm == buffer );
// memcpy( mdxm, buffer, size ); // and don't do this now, since it's the same thing
LL(mdxm->ident);
LL(mdxm->version);
LL(mdxm->numLODs);
LL(mdxm->ofsLODs);
LL(mdxm->numSurfaces);
LL(mdxm->ofsSurfHierarchy);
LL(mdxm->ofsEnd);
}
// first up, go load in the animation file we need that has the skeletal animation info for this model
mdxm->animIndex = RE_RegisterModel(va ("%s.gla",mdxm->animName));
if (!mdxm->animIndex)
{
Com_Printf (S_COLOR_YELLOW "R_LoadMDXM: missing animation file %s for mesh %s\n", mdxm->animName, mdxm->name);
return qfalse;
}
mod->numLods = mdxm->numLODs -1 ; //copy this up to the model for ease of use - it wil get inced after this.
if (bAlreadyFound)
{
return qtrue; // All done. Stop, go no further, do not LittleLong(), do not pass Go...
}
bool isAnOldModelFile = false;
if (mdxm->numBones == 72 && strstr(mdxm->animName,"_humanoid") )
{
isAnOldModelFile = true;
}
surfInfo = (mdxmSurfHierarchy_t *)( (byte *)mdxm + mdxm->ofsSurfHierarchy);
for ( i = 0 ; i < mdxm->numSurfaces ; i++)
{
LL(surfInfo->numChildren);
LL(surfInfo->parentIndex);
Q_strlwr(surfInfo->name); //just in case
if ( !strcmp( &surfInfo->name[strlen(surfInfo->name)-4],"_off") )
{
surfInfo->name[strlen(surfInfo->name)-4]=0; //remove "_off" from name
}
// do all the children indexs
for (j=0; j<surfInfo->numChildren; j++)
{
LL(surfInfo->childIndexes[j]);
}
#ifdef DEDICATED
surfInfo->shaderIndex = 0;
#else
shader_t *sh;
// get the shader name
sh = R_FindShader( surfInfo->shader, lightmapsNone, stylesDefault, qtrue );
// insert it in the surface list
if ( sh->defaultShader )
{
surfInfo->shaderIndex = 0;
}
else
{
surfInfo->shaderIndex = sh->index;
}
#endif
RE_RegisterModels_StoreShaderRequest(mod_name, &surfInfo->shader[0], &surfInfo->shaderIndex);
// find the next surface
surfInfo = (mdxmSurfHierarchy_t *)( (byte *)surfInfo + (int)( &((mdxmSurfHierarchy_t *)0)->childIndexes[ surfInfo->numChildren ] ));
}
// swap all the LOD's (we need to do the middle part of this even for intel, because of shader reg and err-check)
lod = (mdxmLOD_t *) ( (byte *)mdxm + mdxm->ofsLODs );
for ( l = 0 ; l < mdxm->numLODs ; l++)
{
int triCount = 0;
LL(lod->ofsEnd);
// swap all the surfaces
surf = (mdxmSurface_t *) ( (byte *)lod + sizeof (mdxmLOD_t) + (mdxm->numSurfaces * sizeof(mdxmLODSurfOffset_t)) );
for ( i = 0 ; i < mdxm->numSurfaces ; i++)
{
LL(surf->numTriangles);
LL(surf->ofsTriangles);
LL(surf->numVerts);
LL(surf->ofsVerts);
LL(surf->ofsEnd);
LL(surf->ofsHeader);
LL(surf->numBoneReferences);
LL(surf->ofsBoneReferences);
// LL(surf->maxVertBoneWeights);
triCount += surf->numTriangles;
if ( surf->numVerts > SHADER_MAX_VERTEXES ) {
Com_Error (ERR_DROP, "R_LoadMDXM: %s has more than %i verts on a surface (%i)",
mod_name, SHADER_MAX_VERTEXES, surf->numVerts );
}
if ( surf->numTriangles*3 > SHADER_MAX_INDEXES ) {
Com_Error (ERR_DROP, "R_LoadMDXM: %s has more than %i triangles on a surface (%i)",
mod_name, SHADER_MAX_INDEXES / 3, surf->numTriangles );
}
// change to surface identifier
surf->ident = SF_MDX;
// register the shaders
#ifndef _M_IX86
//
// optimisation, we don't bother doing this for standard intel case since our data's already in that format...
//
// FIXME - is this correct?
// do all the bone reference data
boneRef = (int *) ( (byte *)surf + surf->ofsBoneReferences );
for ( j = 0 ; j < surf->numBoneReferences ; j++ )
{
LL(boneRef[j]);
}
// swap all the triangles
tri = (mdxmTriangle_t *) ( (byte *)surf + surf->ofsTriangles );
for ( j = 0 ; j < surf->numTriangles ; j++, tri++ )
{
LL(tri->indexes[0]);
LL(tri->indexes[1]);
LL(tri->indexes[2]);
}
// swap all the vertexes
v = (mdxmVertex_t *) ( (byte *)surf + surf->ofsVerts );
for ( j = 0 ; j < surf->numVerts ; j++ )
{
v->normal[0] = LittleFloat( v->normal[0] );
v->normal[1] = LittleFloat( v->normal[1] );
v->normal[2] = LittleFloat( v->normal[2] );
v->texCoords[0] = LittleFloat( v->texCoords[0] );
v->texCoords[1] = LittleFloat( v->texCoords[1] );
v->numWeights = LittleLong( v->numWeights );
v->offset[0] = LittleFloat( v->offset[0] );
v->offset[1] = LittleFloat( v->offset[1] );
v->offset[2] = LittleFloat( v->offset[2] );
for ( k = 0 ; k < /*v->numWeights*/surf->maxVertBoneWeights ; k++ )
{
v->weights[k].boneIndex = LittleLong( v->weights[k].boneIndex );
v->weights[k].boneWeight = LittleFloat( v->weights[k].boneWeight );
}
v = (mdxmVertex_t *)&v->weights[/*v->numWeights*/surf->maxVertBoneWeights];
}
#endif
if (isAnOldModelFile)
{
int *boneRef = (int *) ( (byte *)surf + surf->ofsBoneReferences );
for ( j = 0 ; j < surf->numBoneReferences ; j++ )
{
assert(boneRef[j] >= 0 && boneRef[j] < 72);
if (boneRef[j] >= 0 && boneRef[j] < 72)
{
boneRef[j]=OldToNewRemapTable[boneRef[j]];
}
else
{
boneRef[j]=0;
}
}
}
// find the next surface
surf = (mdxmSurface_t *)( (byte *)surf + surf->ofsEnd );
}
// find the next LOD
lod = (mdxmLOD_t *)( (byte *)lod + lod->ofsEnd );
}
return qtrue;
}
//#define CREATE_LIMB_HIERARCHY
#ifdef CREATE_LIMB_HIERARCHY
#define NUM_ROOTPARENTS 4
#define NUM_OTHERPARENTS 12
#define NUM_BOTTOMBONES 4
#define CHILD_PADDING 4 //I don't know, I guess this can be changed.
static const char *rootParents[NUM_ROOTPARENTS] =
{
"rfemurYZ",
"rhumerus",
"lfemurYZ",
"lhumerus"
};
static const char *otherParents[NUM_OTHERPARENTS] =
{
"rhumerusX",
"rradius",
"rradiusX",
"lhumerusX",
"lradius",
"lradiusX",
"rfemurX",
"rtibia",
"rtalus",
"lfemurX",
"ltibia",
"ltalus"
};
static const char *bottomBones[NUM_BOTTOMBONES] =
{
"rtarsal",
"rhand",
"ltarsal",
"lhand"
};
qboolean BoneIsRootParent(char *name)
{
int i = 0;
while (i < NUM_ROOTPARENTS)
{
if (!Q_stricmp(name, rootParents[i]))
{
return qtrue;
}
i++;
}
return qfalse;
}
qboolean BoneIsOtherParent(char *name)
{
int i = 0;
while (i < NUM_OTHERPARENTS)
{
if (!Q_stricmp(name, otherParents[i]))
{
return qtrue;
}
i++;
}
return qfalse;
}
qboolean BoneIsBottom(char *name)
{
int i = 0;
while (i < NUM_BOTTOMBONES)
{
if (!Q_stricmp(name, bottomBones[i]))
{
return qtrue;
}
i++;
}
return qfalse;
}
void ShiftMemoryDown(mdxaSkelOffsets_t *offsets, mdxaHeader_t *mdxa, int boneIndex, byte **endMarker)
{
int i = 0;
//where the next bone starts
byte *nextBone = ((byte *)mdxa + sizeof(mdxaHeader_t) + offsets->offsets[boneIndex+1]);
int size = (*endMarker - nextBone);
memmove((nextBone+CHILD_PADDING), nextBone, size);
memset(nextBone, 0, CHILD_PADDING);
*endMarker += CHILD_PADDING;
//Move the whole thing down CHILD_PADDING amount in memory, clear the new preceding space, and increment the end pointer.
i = boneIndex+1;
//Now add CHILD_PADDING amount to every offset beginning at the offset of the bone that was moved.
while (i < mdxa->numBones)
{
offsets->offsets[i] += CHILD_PADDING;
i++;
}
mdxa->ofsFrames += CHILD_PADDING;
mdxa->ofsCompBonePool += CHILD_PADDING;
mdxa->ofsEnd += CHILD_PADDING;
//ofsSkel does not need to be updated because we are only moving memory after that point.
}
//Proper/desired hierarchy list
static const char *BoneHierarchyList[] =
{
"lfemurYZ",
"lfemurX",
"ltibia",
"ltalus",
"ltarsal",
"rfemurYZ",
"rfemurX",
"rtibia",
"rtalus",
"rtarsal",
"lhumerus",
"lhumerusX",
"lradius",
"lradiusX",
"lhand",
"rhumerus",
"rhumerusX",
"rradius",
"rradiusX",
"rhand",
0
};
//Gets the index of a child or parent. If child is passed as qfalse then parent is assumed.
int BoneParentChildIndex(mdxaHeader_t *mdxa, mdxaSkelOffsets_t *offsets, mdxaSkel_t *boneInfo, qboolean child)
{
int i = 0;
int matchindex = -1;
mdxaSkel_t *bone;
const char *match = NULL;
while (BoneHierarchyList[i])
{
if (!Q_stricmp(boneInfo->name, BoneHierarchyList[i]))
{ //we have a match, the slot above this will be our desired parent. (or below for child)
if (child)
{
match = BoneHierarchyList[i+1];
}
else
{
match = BoneHierarchyList[i-1];
}
break;
}
i++;
}
if (!match)
{ //no good
return -1;
}
i = 0;
while (i < mdxa->numBones)
{
bone = (mdxaSkel_t *)((byte *)mdxa + sizeof(mdxaHeader_t) + offsets->offsets[i]);
if (bone && !Q_stricmp(bone->name, match))
{ //this is the one
matchindex = i;
break;
}
i++;
}
return matchindex;
}
#endif //CREATE_LIMB_HIERARCHY
/*
=================
R_LoadMDXA - load a Ghoul 2 animation file
=================
*/
qboolean R_LoadMDXA( model_t *mod, void *buffer, const char *mod_name, qboolean &bAlreadyCached ) {
mdxaHeader_t *pinmodel, *mdxa;
int version;
int size;
#ifdef CREATE_LIMB_HIERARCHY
int oSize = 0;
byte *sizeMarker;
#endif
#ifndef _M_IX86
int j, k, i;
int frameSize;
mdxaFrame_t *cframe;
mdxaSkel_t *boneInfo;
#endif
pinmodel = (mdxaHeader_t *)buffer;
//
// read some fields from the binary, but only LittleLong() them when we know this wasn't an already-cached model...
//
version = (pinmodel->version);
size = (pinmodel->ofsEnd);
if (!bAlreadyCached)
{
version = LittleLong(version);
size = LittleLong(size);
}
if (version != MDXA_VERSION) {
Com_Printf (S_COLOR_YELLOW "R_LoadMDXA: %s has wrong version (%i should be %i)\n",
mod_name, version, MDXA_VERSION);
return qfalse;
}
mod->type = MOD_MDXA;
mod->dataSize += size;
qboolean bAlreadyFound = qfalse;
#ifdef CREATE_LIMB_HIERARCHY
oSize = size;
int childNumber = (NUM_ROOTPARENTS + NUM_OTHERPARENTS);
size += (childNumber*(CHILD_PADDING*8)); //Allocate us some extra space so we can shift memory down.
#endif //CREATE_LIMB_HIERARCHY
mdxa = mod->mdxa = (mdxaHeader_t*) //Hunk_Alloc( size );
RE_RegisterModels_Malloc(size,
#ifdef CREATE_LIMB_HIERARCHY
NULL, // I think this'll work, can't really test on PC
#else
buffer,
#endif
mod_name, &bAlreadyFound, TAG_MODEL_GLA);
assert(bAlreadyCached == bAlreadyFound); // I should probably eliminate 'bAlreadyFound', but wtf?
if (!bAlreadyFound)
{
#ifdef CREATE_LIMB_HIERARCHY
memcpy( mdxa, buffer, oSize );
#else
// horrible new hackery, if !bAlreadyFound then we've just done a tag-morph, so we need to set the
// bool reference passed into this function to true, to tell the caller NOT to do an FS_Freefile since
// we've hijacked that memory block...
//
// Aaaargh. Kill me now...
//
bAlreadyCached = qtrue;
assert( mdxa == buffer );
// memcpy( mdxa, buffer, size ); // and don't do this now, since it's the same thing
#endif
LL(mdxa->ident);
LL(mdxa->version);
LL(mdxa->numFrames);
LL(mdxa->numBones);
LL(mdxa->ofsFrames);
LL(mdxa->ofsEnd);
}
#ifdef CREATE_LIMB_HIERARCHY
if (!bAlreadyFound)
{
mdxaSkel_t *boneParent;
#ifdef _M_IX86
mdxaSkel_t *boneInfo;
int i, k;
#endif
sizeMarker = (byte *)mdxa + mdxa->ofsEnd;
//rww - This is probably temporary until we put actual hierarchy in for the models.
//It is necessary for the correct operation of ragdoll.
mdxaSkelOffsets_t *offsets = (mdxaSkelOffsets_t *)((byte *)mdxa + sizeof(mdxaHeader_t));
for ( i = 0 ; i < mdxa->numBones ; i++)
{
boneInfo = (mdxaSkel_t *)((byte *)mdxa + sizeof(mdxaHeader_t) + offsets->offsets[i]);
if (boneInfo)
{
char *bname = boneInfo->name;
if (BoneIsRootParent(bname))
{ //These are the main parent bones. We don't want to change their parents, but we want to give them children.
ShiftMemoryDown(offsets, mdxa, i, &sizeMarker);
boneInfo = (mdxaSkel_t *)((byte *)mdxa + sizeof(mdxaHeader_t) + offsets->offsets[i]);
int newChild = BoneParentChildIndex(mdxa, offsets, boneInfo, qtrue);
if (newChild != -1)
{
boneInfo->numChildren++;
boneInfo->children[boneInfo->numChildren-1] = newChild;
}
else
{
assert(!"Failed to find matching child for bone in hierarchy creation");
}
}
else if (BoneIsOtherParent(bname) || BoneIsBottom(bname))
{
if (!BoneIsBottom(bname))
{ //unless it's last in the chain it has the next bone as a child.
ShiftMemoryDown(offsets, mdxa, i, &sizeMarker);
boneInfo = (mdxaSkel_t *)((byte *)mdxa + sizeof(mdxaHeader_t) + offsets->offsets[i]);
int newChild = BoneParentChildIndex(mdxa, offsets, boneInfo, qtrue);
if (newChild != -1)
{
boneInfo->numChildren++;
boneInfo->children[boneInfo->numChildren-1] = newChild;
}
else
{
assert(!"Failed to find matching child for bone in hierarchy creation");
}
}
//Before we set the parent we want to remove this as a child for whoever was parenting it.
int oldParent = boneInfo->parent;
if (oldParent > -1)
{
boneParent = (mdxaSkel_t *)((byte *)mdxa + sizeof(mdxaHeader_t) + offsets->offsets[oldParent]);
}
else
{
boneParent = NULL;
}
if (boneParent)
{
k = 0;
while (k < boneParent->numChildren)
{
if (boneParent->children[k] == i)
{ //this bone is the child
k++;
while (k < boneParent->numChildren)
{
boneParent->children[k-1] = boneParent->children[k];
k++;
}
boneParent->children[k-1] = 0;
boneParent->numChildren--;
break;
}
k++;
}
}
//Now that we have cleared the original parent of ownership, mark the bone's new parent.
int newParent = BoneParentChildIndex(mdxa, offsets, boneInfo, qfalse);
if (newParent != -1)
{
boneInfo->parent = newParent;
}
else
{
assert(!"Failed to find matching parent for bone in hierarchy creation");
}
}
}
}
}
#endif //CREATE_LIMB_HIERARCHY
if ( mdxa->numFrames < 1 ) {
Com_Printf (S_COLOR_YELLOW "R_LoadMDXA: %s has no frames\n", mod_name );
return qfalse;
}
if (bAlreadyFound)
{
return qtrue; // All done, stop here, do not LittleLong() etc. Do not pass go...
}
#ifndef _M_IX86
//
// optimisation, we don't bother doing this for standard intel case since our data's already in that format...
//
// swap all the skeletal info
boneInfo = (mdxaSkel_t *)( (byte *)mdxa + mdxa->ofsSkel);
for ( i = 0 ; i < mdxa->numBones ; i++)
{
LL(boneInfo->numChildren);
LL(boneInfo->parent);
for (k=0; k<boneInfo->numChildren; k++)
{
LL(boneInfo->children[k]);
}
// get next bone
boneInfo += (int)( &((mdxaSkel_t *)0)->children[ boneInfo->numChildren ] );
}
// swap all the frames
frameSize = (int)( &((mdxaFrame_t *)0)->bones[ mdxa->numBones ] );
for ( i = 0 ; i < mdxa->numFrames ; i++)
{
cframe = (mdxaFrame_t *) ( (byte *)mdxa + mdxa->ofsFrames + i * frameSize );
cframe->radius = LittleFloat( cframe->radius );
for ( j = 0 ; j < 3 ; j++ )
{
cframe->bounds[0][j] = LittleFloat( cframe->bounds[0][j] );
cframe->bounds[1][j] = LittleFloat( cframe->bounds[1][j] );
cframe->localOrigin[j] = LittleFloat( cframe->localOrigin[j] );
}
for ( j = 0 ; j < mdxa->numBones * sizeof( mdxaBone_t ) / 2 ; j++ )
{
((short *)cframe->bones)[j] = LittleShort( ((short *)cframe->bones)[j] );
}
}
#endif
return qtrue;
}