diff options
Diffstat (limited to 'code/renderer/tr_animation.c')
-rwxr-xr-x | code/renderer/tr_animation.c | 171 |
1 files changed, 171 insertions, 0 deletions
diff --git a/code/renderer/tr_animation.c b/code/renderer/tr_animation.c new file mode 100755 index 0000000..6a6f800 --- /dev/null +++ b/code/renderer/tr_animation.c @@ -0,0 +1,171 @@ +/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code 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 Foobar; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+
+#include "tr_local.h"
+
+/*
+
+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_AddAnimSurfaces
+==============
+*/
+void R_AddAnimSurfaces( trRefEntity_t *ent ) {
+ md4Header_t *header;
+ md4Surface_t *surface;
+ md4LOD_t *lod;
+ shader_t *shader;
+ int i;
+
+ header = tr.currentModel->md4;
+ lod = (md4LOD_t *)( (byte *)header + header->ofsLODs );
+
+ surface = (md4Surface_t *)( (byte *)lod + lod->ofsSurfaces );
+ for ( i = 0 ; i < lod->numSurfaces ; i++ ) {
+ shader = R_GetShaderByHandle( surface->shaderIndex );
+ R_AddDrawSurf( (void *)surface, shader, 0 /*fogNum*/, qfalse );
+ surface = (md4Surface_t *)( (byte *)surface + surface->ofsEnd );
+ }
+}
+
+
+/*
+==============
+RB_SurfaceAnim
+==============
+*/
+void RB_SurfaceAnim( md4Surface_t *surface ) {
+ int i, j, k;
+ float frontlerp, backlerp;
+ int *triangles;
+ int indexes;
+ int baseIndex, baseVertex;
+ int numVerts;
+ md4Vertex_t *v;
+ md4Bone_t bones[MD4_MAX_BONES];
+ md4Bone_t *bonePtr, *bone;
+ md4Header_t *header;
+ md4Frame_t *frame;
+ md4Frame_t *oldFrame;
+ int frameSize;
+
+
+ if ( backEnd.currentEntity->e.oldframe == backEnd.currentEntity->e.frame ) {
+ backlerp = 0;
+ frontlerp = 1;
+ } else {
+ backlerp = backEnd.currentEntity->e.backlerp;
+ frontlerp = 1.0f - backlerp;
+ }
+ header = (md4Header_t *)((byte *)surface + surface->ofsHeader);
+
+ frameSize = (int)( &((md4Frame_t *)0)->bones[ header->numBones ] );
+
+ frame = (md4Frame_t *)((byte *)header + header->ofsFrames +
+ backEnd.currentEntity->e.frame * frameSize );
+ oldFrame = (md4Frame_t *)((byte *)header + header->ofsFrames +
+ backEnd.currentEntity->e.oldframe * frameSize );
+
+ RB_CheckOverflow( surface->numVerts, surface->numTriangles * 3 );
+
+ triangles = (int *) ((byte *)surface + surface->ofsTriangles);
+ indexes = surface->numTriangles * 3;
+ baseIndex = tess.numIndexes;
+ baseVertex = tess.numVertexes;
+ for (j = 0 ; j < indexes ; j++) {
+ tess.indexes[baseIndex + j] = baseIndex + triangles[j];
+ }
+ tess.numIndexes += indexes;
+
+ //
+ // lerp all the needed bones
+ //
+ if ( !backlerp ) {
+ // no lerping needed
+ bonePtr = frame->bones;
+ } else {
+ bonePtr = bones;
+ for ( i = 0 ; i < header->numBones*12 ; i++ ) {
+ ((float *)bonePtr)[i] = frontlerp * ((float *)frame->bones)[i]
+ + backlerp * ((float *)oldFrame->bones)[i];
+ }
+ }
+
+ //
+ // deform the vertexes by the lerped bones
+ //
+ numVerts = surface->numVerts;
+ // FIXME
+ // This makes TFC's skeletons work. Shouldn't be necessary anymore, but left
+ // in for reference.
+ //v = (md4Vertex_t *) ((byte *)surface + surface->ofsVerts + 12);
+ v = (md4Vertex_t *) ((byte *)surface + surface->ofsVerts);
+ for ( j = 0; j < numVerts; j++ ) {
+ vec3_t tempVert, tempNormal;
+ md4Weight_t *w;
+
+ VectorClear( tempVert );
+ VectorClear( tempNormal );
+ w = v->weights;
+ for ( k = 0 ; k < v->numWeights ; k++, w++ ) {
+ bone = bonePtr + w->boneIndex;
+
+ tempVert[0] += w->boneWeight * ( DotProduct( bone->matrix[0], w->offset ) + bone->matrix[0][3] );
+ tempVert[1] += w->boneWeight * ( DotProduct( bone->matrix[1], w->offset ) + bone->matrix[1][3] );
+ tempVert[2] += w->boneWeight * ( DotProduct( bone->matrix[2], w->offset ) + bone->matrix[2][3] );
+
+ tempNormal[0] += w->boneWeight * DotProduct( bone->matrix[0], v->normal );
+ tempNormal[1] += w->boneWeight * DotProduct( bone->matrix[1], v->normal );
+ tempNormal[2] += w->boneWeight * DotProduct( bone->matrix[2], v->normal );
+ }
+
+ tess.xyz[baseVertex + j][0] = tempVert[0];
+ tess.xyz[baseVertex + j][1] = tempVert[1];
+ tess.xyz[baseVertex + j][2] = tempVert[2];
+
+ tess.normal[baseVertex + j][0] = tempNormal[0];
+ tess.normal[baseVertex + j][1] = tempNormal[1];
+ tess.normal[baseVertex + j][2] = tempNormal[2];
+
+ tess.texCoords[baseVertex + j][0][0] = v->texCoords[0];
+ tess.texCoords[baseVertex + j][0][1] = v->texCoords[1];
+
+ // FIXME
+ // This makes TFC's skeletons work. Shouldn't be necessary anymore, but left
+ // in for reference.
+ //v = (md4Vertex_t *)( ( byte * )&v->weights[v->numWeights] + 12 );
+ v = (md4Vertex_t *)&v->weights[v->numWeights];
+ }
+
+ tess.numVertexes += surface->numVerts;
+}
+
+
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