142 lines
4 KiB
C++
142 lines
4 KiB
C++
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#include "tr_local.h"
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/*
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All bones should be an identity orientation to display the mesh exactly
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as it is specified.
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For all other frames, the bones represent the transformation from the
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orientation of the bone in the base frame to the orientation in this
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frame.
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*/
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/*
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==============
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R_AddAnimSurfaces
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==============
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*/
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void R_AddAnimSurfaces( trRefEntity_t *ent ) {
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md4Header_t *header;
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md4Surface_t *surface;
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md4LOD_t *lod;
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shader_t *shader;
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int i;
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header = tr.currentModel->md4;
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lod = (md4LOD_t *)( (byte *)header + header->ofsLODs );
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surface = (md4Surface_t *)( (byte *)lod + lod->ofsSurfaces );
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for ( i = 0 ; i < lod->numSurfaces ; i++ ) {
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shader = R_GetShaderByHandle( surface->shaderIndex );
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R_AddDrawSurf( (surfaceType_t *)surface, shader, 0 /*fogNum*/, qfalse );
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surface = (md4Surface_t *)( (byte *)surface + surface->ofsEnd );
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}
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}
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/*
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==============
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RB_SurfaceAnim
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==============
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*/
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void RB_SurfaceAnim( md4Surface_t *surface ) {
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int i, j, k;
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float frontlerp, backlerp;
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int *triangles;
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int indexes;
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int baseIndex, baseVertex;
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int numVerts;
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md4Vertex_t *v;
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md4Bone_t bones[MD4_MAX_BONES];
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md4Bone_t *bonePtr, *bone;
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md4Header_t *header;
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md4Frame_t *frame;
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md4Frame_t *oldFrame;
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int frameSize;
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if ( backEnd.currentEntity->e.oldframe == backEnd.currentEntity->e.frame ) {
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backlerp = 0;
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frontlerp = 1;
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} else {
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backlerp = backEnd.currentEntity->e.backlerp;
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frontlerp = 1.0f - backlerp;
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}
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header = (md4Header_t *)((byte *)surface + surface->ofsHeader);
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frameSize = (int)( &((md4Frame_t *)0)->bones[ header->numBones ] );
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frame = (md4Frame_t *)((byte *)header + header->ofsFrames +
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backEnd.currentEntity->e.frame * frameSize );
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oldFrame = (md4Frame_t *)((byte *)header + header->ofsFrames +
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backEnd.currentEntity->e.oldframe * frameSize );
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RB_CheckOverflow( surface->numVerts, surface->numTriangles * 3 );
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triangles = (int *) ((byte *)surface + surface->ofsTriangles);
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indexes = surface->numTriangles * 3;
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baseIndex = tess.numIndexes;
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baseVertex = tess.numVertexes;
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for (j = 0 ; j < indexes ; j++) {
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tess.indexes[baseIndex + j] = baseIndex + triangles[j];
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}
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tess.numIndexes += indexes;
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//
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// lerp all the needed bones
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//
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if ( !backlerp ) {
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// no lerping needed
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bonePtr = frame->bones;
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} else {
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bonePtr = bones;
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for ( i = 0 ; i < header->numBones*12 ; i++ ) {
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((float *)bonePtr)[i] = frontlerp * ((float *)frame->bones)[i]
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+ backlerp * ((float *)oldFrame->bones)[i];
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}
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}
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//
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// deform the vertexes by the lerped bones
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//
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numVerts = surface->numVerts;
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v = (md4Vertex_t *) ((byte *)surface + surface->ofsVerts);
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for ( j = 0; j < numVerts; j++ ) {
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vec3_t tempVert, tempNormal;
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md4Weight_t *w;
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VectorClear( tempVert );
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VectorClear( tempNormal );
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w = v->weights;
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for ( k = 0 ; k < v->numWeights ; k++, w++ ) {
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bone = bonePtr + w->boneIndex;
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tempVert[0] += w->boneWeight * ( DotProduct( bone->matrix[0], w->offset ) + bone->matrix[0][3] );
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tempVert[1] += w->boneWeight * ( DotProduct( bone->matrix[1], w->offset ) + bone->matrix[1][3] );
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tempVert[2] += w->boneWeight * ( DotProduct( bone->matrix[2], w->offset ) + bone->matrix[2][3] );
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tempNormal[0] += w->boneWeight * DotProduct( bone->matrix[0], v->normal );
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tempNormal[1] += w->boneWeight * DotProduct( bone->matrix[1], v->normal );
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tempNormal[2] += w->boneWeight * DotProduct( bone->matrix[2], v->normal );
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}
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tess.xyz[baseVertex + j][0] = tempVert[0];
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tess.xyz[baseVertex + j][1] = tempVert[1];
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tess.xyz[baseVertex + j][2] = tempVert[2];
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tess.normal[baseVertex + j][0] = tempNormal[0];
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tess.normal[baseVertex + j][1] = tempNormal[1];
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tess.normal[baseVertex + j][2] = tempNormal[2];
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tess.texCoords[baseVertex + j][0][0] = v->texCoords[0];
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tess.texCoords[baseVertex + j][0][1] = v->texCoords[1];
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v = (md4Vertex_t *)&v->weights[v->numWeights];
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}
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tess.numVertexes += surface->numVerts;
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}
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