ref: bea7b7bf8ccbc2bc41906517079e76fcfb31cb5a
dir: /code/renderer/tr_animation.c/
/* =========================================================================== 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; }