public: merge calc bone quaternion and position into single function
Expect that only adj and output quaternion can be NULL.
This commit is contained in:
parent
eb09af0b08
commit
39659644bf
5 changed files with 64 additions and 162 deletions
|
@ -382,8 +382,7 @@ static void Mod_StudioCalcRotations( int boneused[], int numbones, const byte *p
|
|||
for( j = numbones - 1; j >= 0; j-- )
|
||||
{
|
||||
i = boneused[j];
|
||||
R_StudioCalcBoneQuaternion( frame, s, &pbone[i], &panim[i], adj, q[i] );
|
||||
R_StudioCalcBonePosition( frame, s, &pbone[i], &panim[i], adj, pos[i] );
|
||||
R_StudioCalcBones( frame, s, &pbone[i], &panim[i], adj, pos[i], q[i] );
|
||||
}
|
||||
|
||||
if( pseqdesc->motiontype & STUDIO_X ) pos[pseqdesc->motionbone][0] = 0.0f;
|
||||
|
@ -724,7 +723,7 @@ void Mod_StudioComputeBounds( void *buffer, vec3_t mins, vec3_t maxs, qboolean i
|
|||
{
|
||||
for( k = 0; k < pseqdesc->numframes; k++ )
|
||||
{
|
||||
R_StudioCalcBonePosition( k, 0, &pbones[j], panim, NULL, pos );
|
||||
R_StudioCalcBones( k, 0, &pbones[i], panim, NULL, pos, NULL );
|
||||
Mod_StudioBoundVertex( vert_mins, vert_maxs, &bone_count, pos );
|
||||
}
|
||||
}
|
||||
|
|
|
@ -453,174 +453,83 @@ int BoxOnPlaneSide( const vec3_t emins, const vec3_t emaxs, const mplane_t *p )
|
|||
return sides;
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
StudioCalcBoneQuaternion
|
||||
|
||||
====================
|
||||
*/
|
||||
void R_StudioCalcBoneQuaternion( int frame, float s, const mstudiobone_t *pbone, const mstudioanim_t *panim, const float *adj, vec4_t q )
|
||||
void R_StudioCalcBones( int frame, float s, const mstudiobone_t *pbone, const mstudioanim_t *panim, const float *adj, vec3_t pos, vec4_t q )
|
||||
{
|
||||
vec3_t angles1;
|
||||
vec3_t angles2;
|
||||
int j, k;
|
||||
float v1[6], v2[6];
|
||||
int i, max;
|
||||
|
||||
for( j = 0; j < 3; j++ )
|
||||
max = q != NULL ? 6 : 3;
|
||||
|
||||
for( ; i < max; i++ )
|
||||
{
|
||||
if( !panim || panim->offset[j+3] == 0 )
|
||||
mstudioanimvalue_t *panimvalue = (mstudioanimvalue_t *)((byte *)panim + panim->offset[i] );
|
||||
int j = frame;
|
||||
float fadj = 0.0f;
|
||||
|
||||
if( pbone->bonecontroller[i] >= 0 && adj != NULL )
|
||||
fadj = adj[pbone->bonecontroller[i]];
|
||||
|
||||
if( panim->offset[i] == 0 )
|
||||
{
|
||||
angles2[j] = angles1[j] = pbone->value[j+3]; // default;
|
||||
v1[i] = v2[i] = pbone->value[i] + fadj;
|
||||
continue;
|
||||
}
|
||||
|
||||
if( panimvalue->num.total < panimvalue->num.valid )
|
||||
j = 0;
|
||||
|
||||
while( panimvalue->num.total <= j )
|
||||
{
|
||||
j -= panimvalue->num.total;
|
||||
panimvalue += panimvalue->num.valid + 1;
|
||||
|
||||
if( panimvalue->num.total < panimvalue->num.valid )
|
||||
j = 0;
|
||||
}
|
||||
|
||||
if( panimvalue->num.valid > j )
|
||||
{
|
||||
v1[i] = panimvalue[j + 1].value;
|
||||
|
||||
if( panimvalue->num.valid > j + 1 )
|
||||
v2[i] = panimvalue[j + 2].value;
|
||||
else if( panimvalue->num.total > j + 1 )
|
||||
v2[i] = v1[i];
|
||||
else
|
||||
v2[i] = panimvalue[panimvalue->num.valid + 2].value;
|
||||
}
|
||||
else
|
||||
{
|
||||
mstudioanimvalue_t *panimvalue = (mstudioanimvalue_t *)((byte *)panim + panim->offset[j+3]);
|
||||
v1[i] = panimvalue[panimvalue->num.valid].value;
|
||||
|
||||
k = frame;
|
||||
|
||||
// debug
|
||||
if( panimvalue->num.total < panimvalue->num.valid )
|
||||
k = 0;
|
||||
|
||||
// find span of values that includes the frame we want
|
||||
while( panimvalue->num.total <= k )
|
||||
{
|
||||
k -= panimvalue->num.total;
|
||||
panimvalue += panimvalue->num.valid + 1;
|
||||
|
||||
// debug
|
||||
if( panimvalue->num.total < panimvalue->num.valid )
|
||||
k = 0;
|
||||
}
|
||||
|
||||
// bah, missing blend!
|
||||
if( panimvalue->num.valid > k )
|
||||
{
|
||||
angles1[j] = panimvalue[k+1].value;
|
||||
|
||||
if( panimvalue->num.valid > k + 1 )
|
||||
{
|
||||
angles2[j] = panimvalue[k+2].value;
|
||||
}
|
||||
else
|
||||
{
|
||||
if( panimvalue->num.total > k + 1 )
|
||||
angles2[j] = angles1[j];
|
||||
else angles2[j] = panimvalue[panimvalue->num.valid+2].value;
|
||||
}
|
||||
}
|
||||
if( panimvalue->num.total > j + 1 )
|
||||
v2[i] = v1[i];
|
||||
else
|
||||
{
|
||||
angles1[j] = panimvalue[panimvalue->num.valid].value;
|
||||
if( panimvalue->num.total > k + 1 )
|
||||
angles2[j] = angles1[j];
|
||||
else angles2[j] = panimvalue[panimvalue->num.valid+2].value;
|
||||
}
|
||||
|
||||
angles1[j] = pbone->value[j+3] + angles1[j] * pbone->scale[j+3];
|
||||
angles2[j] = pbone->value[j+3] + angles2[j] * pbone->scale[j+3];
|
||||
v2[i] = panimvalue[panimvalue->num.valid + 2].value;
|
||||
}
|
||||
|
||||
if( pbone->bonecontroller[j+3] != -1 && adj != NULL )
|
||||
{
|
||||
angles1[j] += adj[pbone->bonecontroller[j+3]];
|
||||
angles2[j] += adj[pbone->bonecontroller[j+3]];
|
||||
}
|
||||
v1[i] = pbone->value[i] + v1[i] * pbone->scale[i] + fadj;
|
||||
v2[i] = pbone->value[i] + v2[i] * pbone->scale[i] + fadj;
|
||||
}
|
||||
|
||||
if( !VectorCompare( angles1, angles2 ))
|
||||
{
|
||||
vec4_t q1, q2;
|
||||
|
||||
AngleQuaternion( angles1, q1, true );
|
||||
AngleQuaternion( angles2, q2, true );
|
||||
QuaternionSlerp( q1, q2, s, q );
|
||||
}
|
||||
if( !VectorCompare( v1, v2 ))
|
||||
VectorLerp( v1, s, v2, pos );
|
||||
else
|
||||
VectorCopy( v1, pos );
|
||||
|
||||
if( q != NULL )
|
||||
{
|
||||
AngleQuaternion( angles1, q, true );
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
StudioCalcBonePosition
|
||||
|
||||
====================
|
||||
*/
|
||||
void R_StudioCalcBonePosition( int frame, float s, const mstudiobone_t *pbone, const mstudioanim_t *panim, const float *adj, vec3_t pos )
|
||||
{
|
||||
vec3_t origin1;
|
||||
vec3_t origin2;
|
||||
int j, k;
|
||||
|
||||
for( j = 0; j < 3; j++ )
|
||||
{
|
||||
if( !panim || panim->offset[j] == 0 )
|
||||
if( !VectorCompare( &v1[3], &v2[3] ))
|
||||
{
|
||||
origin2[j] = origin1[j] = pbone->value[j]; // default;
|
||||
vec4_t q1, q2;
|
||||
|
||||
AngleQuaternion( &v1[3], q1, true );
|
||||
AngleQuaternion( &v2[3], q2, true );
|
||||
QuaternionSlerp( q1, q2, s, q );
|
||||
}
|
||||
else
|
||||
{
|
||||
mstudioanimvalue_t *panimvalue = (mstudioanimvalue_t *)((byte *)panim + panim->offset[j]);
|
||||
|
||||
k = frame;
|
||||
|
||||
// debug
|
||||
if( panimvalue->num.total < panimvalue->num.valid )
|
||||
k = 0;
|
||||
|
||||
// find span of values that includes the frame we want
|
||||
while( panimvalue->num.total <= k )
|
||||
{
|
||||
k -= panimvalue->num.total;
|
||||
panimvalue += panimvalue->num.valid + 1;
|
||||
|
||||
// debug
|
||||
if( panimvalue->num.total < panimvalue->num.valid )
|
||||
k = 0;
|
||||
}
|
||||
|
||||
// bah, missing blend!
|
||||
if( panimvalue->num.valid > k )
|
||||
{
|
||||
origin1[j] = panimvalue[k+1].value;
|
||||
|
||||
if( panimvalue->num.valid > k + 1 )
|
||||
{
|
||||
origin2[j] = panimvalue[k+2].value;
|
||||
}
|
||||
else
|
||||
{
|
||||
if( panimvalue->num.total > k + 1 )
|
||||
origin2[j] = origin1[j];
|
||||
else origin2[j] = panimvalue[panimvalue->num.valid+2].value;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
origin1[j] = panimvalue[panimvalue->num.valid].value;
|
||||
if( panimvalue->num.total > k + 1 )
|
||||
origin2[j] = origin1[j];
|
||||
else origin2[j] = panimvalue[panimvalue->num.valid+2].value;
|
||||
}
|
||||
|
||||
origin1[j] = pbone->value[j] + origin1[j] * pbone->scale[j];
|
||||
origin2[j] = pbone->value[j] + origin2[j] * pbone->scale[j];
|
||||
AngleQuaternion( &v1[3], q, true );
|
||||
}
|
||||
|
||||
if( pbone->bonecontroller[j] != -1 && adj != NULL )
|
||||
{
|
||||
origin1[j] += adj[pbone->bonecontroller[j]];
|
||||
origin2[j] += adj[pbone->bonecontroller[j]];
|
||||
}
|
||||
}
|
||||
|
||||
if( !VectorCompare( origin1, origin2 ))
|
||||
{
|
||||
VectorLerp( origin1, s, origin2, pos );
|
||||
}
|
||||
else
|
||||
{
|
||||
VectorCopy( origin1, pos );
|
||||
}
|
||||
}
|
||||
|
|
|
@ -168,8 +168,8 @@ void VectorsAngles( const vec3_t forward, const vec3_t right, const vec3_t up, v
|
|||
void PlaneIntersect( const mplane_t *plane, const vec3_t p0, const vec3_t p1, vec3_t out );
|
||||
qboolean SphereIntersect( const vec3_t vSphereCenter, float fSphereRadiusSquared, const vec3_t vLinePt, const vec3_t vLineDir );
|
||||
void QuaternionSlerp( const vec4_t p, const vec4_t q, float t, vec4_t qt );
|
||||
void R_StudioCalcBoneQuaternion( int frame, float s, const mstudiobone_t *pbone, const mstudioanim_t *panim, const float *adj, vec4_t q );
|
||||
void R_StudioCalcBonePosition( int frame, float s, const mstudiobone_t *pbone, const mstudioanim_t *panim, const vec3_t adj, vec3_t pos );
|
||||
|
||||
void R_StudioCalcBones( int frame, float s, const mstudiobone_t *pbone, const mstudioanim_t *panim, const float *adj, vec3_t pos, vec4_t q );
|
||||
int BoxOnPlaneSide( const vec3_t emins, const vec3_t emaxs, const mplane_t *p );
|
||||
#define BOX_ON_PLANE_SIDE( emins, emaxs, p ) \
|
||||
((( p )->type < 3 ) ? \
|
||||
|
|
|
@ -816,10 +816,7 @@ static void R_StudioCalcRotations( cl_entity_t *e, float pos[][3], vec4_t *q, ms
|
|||
R_StudioCalcBoneAdj( dadt, adj, e->curstate.controller, e->latched.prevcontroller, e->mouth.mouthopen );
|
||||
|
||||
for( i = 0; i < m_pStudioHeader->numbones; i++, pbone++, panim++ )
|
||||
{
|
||||
R_StudioCalcBoneQuaternion( frame, s, pbone, panim, adj, q[i] );
|
||||
R_StudioCalcBonePosition( frame, s, pbone, panim, adj, pos[i] );
|
||||
}
|
||||
R_StudioCalcBones( frame, s, pbone, panim, adj, q[i], pos[i] );
|
||||
|
||||
if( pseqdesc->motiontype & STUDIO_X ) pos[pseqdesc->motionbone][0] = 0.0f;
|
||||
if( pseqdesc->motiontype & STUDIO_Y ) pos[pseqdesc->motionbone][1] = 0.0f;
|
||||
|
|
|
@ -835,10 +835,7 @@ static void R_StudioCalcRotations( cl_entity_t *e, float pos[][3], vec4_t *q, ms
|
|||
R_StudioCalcBoneAdj( dadt, adj, e->curstate.controller, e->latched.prevcontroller, e->mouth.mouthopen );
|
||||
|
||||
for( i = 0; i < m_pStudioHeader->numbones; i++, pbone++, panim++ )
|
||||
{
|
||||
R_StudioCalcBoneQuaternion( frame, s, pbone, panim, adj, q[i] );
|
||||
R_StudioCalcBonePosition( frame, s, pbone, panim, adj, pos[i] );
|
||||
}
|
||||
R_StudioCalcBones( frame, s, pbone, panim, adj, q[i], pos[i] );
|
||||
|
||||
if( pseqdesc->motiontype & STUDIO_X )
|
||||
pos[pseqdesc->motionbone][0] = 0.0f;
|
||||
|
|
Loading…
Add table
Reference in a new issue