/*
===========================================================================
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, see .
===========================================================================
*/
#include "../server/exe_headers.h"
#include "../client/client.h" //FIXME!! EVIL - just include the definitions needed
#include "../client/vmachine.h"
#if !defined(TR_LOCAL_H)
#include "tr_local.h"
#endif
#include "tr_common.h"
#include "qcommon/matcomp.h"
#if !defined(_QCOMMON_H_)
#include "../qcommon/qcommon.h"
#endif
#if !defined(G2_H_INC)
#include "../ghoul2/G2.h"
#endif
#ifdef _G2_GORE
#include "../ghoul2/ghoul2_gore.h"
#endif
#define LL(x) x=LittleLong(x)
#define LS(x) x=LittleShort(x)
#define LF(x) x=LittleFloat(x)
#ifdef G2_PERFORMANCE_ANALYSIS
#include "../qcommon/timing.h"
timing_c G2PerformanceTimer_RB_SurfaceGhoul;
int G2PerformanceCounter_G2_TransformGhoulBones = 0;
int G2Time_RB_SurfaceGhoul = 0;
void G2Time_ResetTimers(void)
{
G2Time_RB_SurfaceGhoul = 0;
G2PerformanceCounter_G2_TransformGhoulBones = 0;
}
void G2Time_ReportTimers(void)
{
Com_Printf("\n---------------------------------\nRB_SurfaceGhoul: %i\nTransformGhoulBones calls: %i\n---------------------------------\n\n",
G2Time_RB_SurfaceGhoul,
G2PerformanceCounter_G2_TransformGhoulBones
);
}
#endif
//rww - RAGDOLL_BEGIN
#include
//rww - RAGDOLL_END
extern cvar_t *r_Ghoul2UnSqash;
extern cvar_t *r_Ghoul2AnimSmooth;
extern cvar_t *r_Ghoul2NoLerp;
extern cvar_t *r_Ghoul2NoBlend;
extern cvar_t *r_Ghoul2UnSqashAfterSmooth;
bool HackadelicOnClient=false; // means this is a render traversal
// 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
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 }
}
};
class CTransformBone
{
public:
//rww - RAGDOLL_BEGIN
int touchRender;
//rww - RAGDOLL_END
mdxaBone_t boneMatrix; //final matrix
int parent; // only set once
int touch; // for minimal recalculation
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 EvalLow(int index)
{
assert(index>=0&&index=0&&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);
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];
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);
// Added by BTO (VV) - I hope this is right.
mSmoothBones[index].touch=mCurrentTouch;
#ifdef _DEBUG
for ( int i = 0; i < 3; i++ )
{
for ( int j = 0; j < 4; j++ )
{
assert( !Q_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
SBoneCalc *mBones;
CTransformBone *mFinalBones;
CTransformBone *mSmoothBones; // for render smoothing
mdxaSkel_t **mSkels;
int mNumBones;
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;
// int mWraithID; // this is just used for debug prints, can use it for any int of interest in JK2
CBoneCache(const model_t *amod,const mdxaHeader_t *aheader) :
header(aheader),
mod(amod)
{
assert(amod);
assert(aheader);
mSmoothingActive=false;
mUnsquash=false;
mSmoothFactor=0.0f;
mNumBones = header->numBones;
mBones = new SBoneCalc[mNumBones];
mFinalBones = (CTransformBone*) R_Malloc(sizeof(CTransformBone) * mNumBones, TAG_GHOUL2, qtrue);
mSmoothBones = (CTransformBone*) R_Malloc(sizeof(CTransformBone) * mNumBones, TAG_GHOUL2, qtrue);
mSkels = new mdxaSkel_t*[mNumBones];
mdxaSkelOffsets_t *offsets;
mdxaSkel_t *skel;
offsets = (mdxaSkelOffsets_t *)((byte *)header + sizeof(mdxaHeader_t));
int i;
for (i=0;ioffsets[i]);
mSkels[i]=skel;
mFinalBones[i].parent=skel->parent;
}
mCurrentTouch=3;
//rww - RAGDOLL_BEGIN
mLastTouch=2;
mLastLastTouch=1;
//rww - RAGDOLL_END
}
~CBoneCache ()
{
delete [] mBones;
// Alignment
R_Free(mFinalBones);
R_Free(mSmoothBones);
delete [] mSkels;
}
SBoneCalc &Root()
{
assert(mNumBones);
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]);
VectorNormalizeFast(&tempMatrix.matrix[0][0]);
VectorNormalizeFast(&tempMatrix.matrix[1][0]);
VectorNormalizeFast(&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;
*/
//all above is not necessary, smoothing is taken care of when we want to use smoothlow (only when evalrender)
assert(index>=0&&index=0&&index=0&&index=0&&indexBoneWeightings[iWeightNum];
iTemp|= (pVert->uiNmWeightsAndBoneIndexes >> (iG2_BONEWEIGHT_TOPBITS_SHIFT+(iWeightNum*2)) ) & iG2_BONEWEIGHT_TOPBITS_AND;
fBoneWeight = fG2_BONEWEIGHT_RECIPROCAL_MULT * iTemp;
return fBoneWeight;
}
//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;inumChildren;i++)
{
if (!maxDep)
{
return i; // number added
}
*tempDependents=skel->children[i];
assert(*tempDependents>0&&*tempDependentsnumBones);
maxDep--;
tempDependents++;
ret++;
}
for (i=0;inumChildren;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(&identityMatrix);
retBaseposeInv=const_cast(&identityMatrix);
return;
}
assert(ghoul2.mBoneCache);
CBoneCache &boneCache=*ghoul2.mBoneCache;
assert(boneCache.mod);
assert(boneNum>=0&&boneNumnumBones);
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&&boneNumnumBones);
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&&boneNumnumBones);
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(&identityMatrix);
retBaseposeInv=const_cast(&identityMatrix);
return;
}
mdxaBone_t bolt;
assert(ghoul2.mBoneCache);
CBoneCache &boneCache=*ghoul2.mBoneCache;
assert(boneCache.mod);
assert(boneNum>=0&&boneNumnumBones);
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, &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( !Q_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&&boneNumnumBones);
parent=boneCache.GetParent(boneNum);
if (parent<0||parent>=boneCache.header->numBones)
{
parent=-1;
retMatrix=identityMatrix;
// yikes
retBasepose=const_cast(&identityMatrix);
retBaseposeInv=const_cast(&identityMatrix);
}
else
{
G2_GetBoneMatrixLow(ghoul2,parent,scale,retMatrix,retBasepose,retBaseposeInv);
}
}
return parent;
}
//rww - RAGDOLL_END
void RemoveBoneCache(CBoneCache *boneCache)
{
delete boneCache;
}
const mdxaBone_t &EvalBoneCache(int index,CBoneCache *boneCache)
{
assert(boneCache);
return boneCache->Eval(index);
}
class CRenderSurface
{
public:
int surfaceNum;
surfaceInfo_v &rootSList;
const shader_t *cust_shader;
int fogNum;
qboolean personalModel;
CBoneCache *boneCache;
int renderfx;
const skin_t *skin;
const 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,
const shader_t *initcust_shader,
int initfogNum,
qboolean initpersonalModel,
CBoneCache *initboneCache,
int initrenderfx,
const skin_t *initskin,
const 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
{}
};
#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;
}
/*
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;
fog_t *fog;
if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) {
return 0;
}
if ( tr.refdef.doLAGoggles )
{
return tr.world->numfogs;
}
int partialFog = 0;
for ( i = 1 ; i < tr.world->numfogs ; i++ ) {
fog = &tr.world->fogs[i];
if ( ent->e.origin[0] - ent->e.radius >= fog->bounds[0][0]
&& ent->e.origin[0] + ent->e.radius <= fog->bounds[1][0]
&& ent->e.origin[1] - ent->e.radius >= fog->bounds[0][1]
&& ent->e.origin[1] + ent->e.radius <= fog->bounds[1][1]
&& ent->e.origin[2] - ent->e.radius >= fog->bounds[0][2]
&& ent->e.origin[2] + ent->e.radius <= fog->bounds[1][2] )
{//totally inside it
return i;
break;
}
if ( ( ent->e.origin[0] - ent->e.radius >= fog->bounds[0][0] && ent->e.origin[1] - ent->e.radius >= fog->bounds[0][1] && ent->e.origin[2] - ent->e.radius >= fog->bounds[0][2] &&
ent->e.origin[0] - ent->e.radius <= fog->bounds[1][0] && ent->e.origin[1] - ent->e.radius <= fog->bounds[1][1] && ent->e.origin[2] - ent->e.radius <= fog->bounds[1][2] ) ||
( ent->e.origin[0] + ent->e.radius >= fog->bounds[0][0] && ent->e.origin[1] + ent->e.radius >= fog->bounds[0][1] && ent->e.origin[2] + ent->e.radius >= fog->bounds[0][2] &&
ent->e.origin[0] + ent->e.radius <= fog->bounds[1][0] && ent->e.origin[1] + ent->e.radius <= fog->bounds[1][1] && ent->e.origin[2] + ent->e.radius <= fog->bounds[1][2] ) )
{//partially inside it
if ( tr.refdef.fogIndex == i || R_FogParmsMatch( tr.refdef.fogIndex, i ) )
{//take new one only if it's the same one that the viewpoint is in
return i;
break;
}
else if ( !partialFog )
{//first partialFog
partialFog = i;
}
}
}
//if nothing else, use the first partial fog you found
return partialFog;
}
// 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;
}
//**early out, it's going to be max lod
if (lodBias >= currentModel->numLods )
{
return currentModel->numLods - 1;
}
// 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;
if (lodscale > 20) lodscale = 20;
flod = 1.0f - projectedRadius * lodscale;
}
else
{
// object intersects near view plane, e.g. view weapon
flod = 0;
}
flod *= currentModel->numLods;
lod = Q_ftol( 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;
}
void Multiply_3x4Matrix(mdxaBone_t *out,const mdxaBone_t *in2,const 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)
{
assert(iFrame>=0&&iFramenumFrames);
assert(iBone>=0&&iBonenumBones);
const int iOffsetToIndex = (iFrame * pMDXAHeader->numBones * 3) + (iBone * 3);
mdxaIndex_t *pIndex = (mdxaIndex_t *)((byte*)pMDXAHeader + pMDXAHeader->ofsFrames + iOffsetToIndex);
return (pIndex->iIndex[2] << 16) + (pIndex->iIndex[1] << 8) + (pIndex->iIndex[0]);
}
/*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 ¤tFrame,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&¤tFrame=0&&newFrame=0&¤tFrame=0&&newFrame=0&&newFrame 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&¤tFrame=0&&newFrame= 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&¤tFrame= endFrame - 1)
{
newFrame = bone.startFrame;
assert(newFrame>=0&&newFrame=0&&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&¤tFrame=0&¤tFrame=0&&newFrame 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&¤tFrame= (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=0&&newFrame=0&&newFramebone.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=0&&newFrame=0&¤tFrame=0&&newFrame=0&¤tFrame=0&&newFrame=0&¤tFrame=0&&newFrame=0.0f&&lerp<=1.0f);
*/
}
//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(CGhoul2Info *ghlInfo, 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[0])
{
bListIndex = -1;
}
else
{
bListIndex = G2_Find_Bone(&ghoul2, 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[0])
{
parentBlistIndex = -1;
}
else
{
parentBlistIndex = G2_Find_Bone(&ghoul2, 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");
}
#endif
matrix = bone.animFrameMatrix;
}
// transform each individual bone's information - making sure to use any override information provided, both for angles and for animations, as
// well as multiplying each bone's matrix by it's parents matrix
void G2_TransformBone (int child,CBoneCache &BC)
{
SBoneCalc &TB=BC.mBones[child];
mdxaBone_t tbone[6];
// mdxaFrame_t *aFrame=0;
// mdxaFrame_t *bFrame=0;
// mdxaFrame_t *aoldFrame=0;
// mdxaFrame_t *boldFrame=0;
mdxaSkel_t *skel;
mdxaSkelOffsets_t *offsets;
boneInfo_v &boneList = *BC.rootBoneList;
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;
}
}
// figure out where the location of the bone animation data is
assert(TB.newFrame>=0&&TB.newFramenumFrames);
if (!(TB.newFrame>=0&&TB.newFramenumFrames))
{
TB.newFrame=0;
}
// aFrame = (mdxaFrame_t *)((byte *)BC.header + BC.header->ofsFrames + TB.newFrame * BC.frameSize );
assert(TB.currentFrame>=0&&TB.currentFramenumFrames);
if (!(TB.currentFrame>=0&&TB.currentFramenumFrames))
{
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.blendOldFramenumFrames);
if (!(TB.blendOldFrame>=0&&TB.blendOldFramenumFrames))
{
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&&childnumBones);
// 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]);
int parent=BC.mFinalBones[child].parent;
assert((parent==-1&&child==0)||(parent>=0&&parentBasePoseMat);
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);
}
}
#define GHOUL2_RAG_STARTED 0x0010
// start the recursive hirearchial bone transform and lerp process for this model
void G2_TransformGhoulBones(boneInfo_v &rootBoneList,mdxaBone_t &rootMatrix, CGhoul2Info &ghoul2, int time,bool smooth=true)
{
#ifdef G2_PERFORMANCE_ANALYSIS
G2PerformanceCounter_G2_TransformGhoulBones++;
#endif
assert(ghoul2.aHeader);
assert(ghoul2.currentModel);
assert(ghoul2.currentModel->mdxm);
if (!ghoul2.aHeader->numBones)
{
assert(0); // this would be strange
return;
}
if (!ghoul2.mBoneCache)
{
ghoul2.mBoneCache=new CBoneCache(ghoul2.currentModel,ghoul2.aHeader);
}
ghoul2.mBoneCache->mod=ghoul2.currentModel;
ghoul2.mBoneCache->header=ghoul2.aHeader;
assert((int)ghoul2.mBoneCache->mNumBones==ghoul2.aHeader->numBones);
ghoul2.mBoneCache->mSmoothingActive=false;
ghoul2.mBoneCache->mUnsquash=false;
// master smoothing control
float val=r_Ghoul2AnimSmooth->value;
if (smooth&&val>0.0f&&val<1.0f)
{
ghoul2.mBoneCache->mLastTouch=ghoul2.mBoneCache->mLastLastTouch;
if(ghoul2.mFlags & GHOUL2_RAG_STARTED)
{
for (size_t k=0;ktime-250 &&
bone.firstCollisionTime