+void VM_GenerateFrameGroupBlend(framegroupblend_t *framegroupblend, const prvm_edict_t *ed)
+{
+ prvm_eval_t *val;
+ // self.frame is the interpolation target (new frame)
+ // self.frame1time is the animation base time for the interpolation target
+ // self.frame2 is the interpolation start (previous frame)
+ // self.frame2time is the animation base time for the interpolation start
+ // self.lerpfrac is the interpolation strength for self.frame2
+ // self.lerpfrac3 is the interpolation strength for self.frame3
+ // self.lerpfrac4 is the interpolation strength for self.frame4
+ // pitch angle on a player model where the animator set up 5 sets of
+ // animations and the csqc simply lerps between sets)
+ if ((val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.frame))) framegroupblend[0].frame = (int) val->_float;
+ if ((val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.frame2))) framegroupblend[1].frame = (int) val->_float;
+ if ((val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.frame3))) framegroupblend[2].frame = (int) val->_float;
+ if ((val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.frame4))) framegroupblend[3].frame = (int) val->_float;
+ if ((val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.frame1time))) framegroupblend[0].start = val->_float;
+ if ((val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.frame2time))) framegroupblend[1].start = val->_float;
+ if ((val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.frame3time))) framegroupblend[2].start = val->_float;
+ if ((val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.frame4time))) framegroupblend[3].start = val->_float;
+ if ((val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.lerpfrac))) framegroupblend[1].lerp = val->_float;
+ if ((val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.lerpfrac3))) framegroupblend[2].lerp = val->_float;
+ if ((val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.lerpfrac4))) framegroupblend[3].lerp = val->_float;
+ // assume that the (missing) lerpfrac1 is whatever remains after lerpfrac2+lerpfrac3+lerpfrac4 are summed
+ framegroupblend[0].lerp = 1 - framegroupblend[1].lerp - framegroupblend[2].lerp - framegroupblend[3].lerp;
+}
+
+// LordHavoc: quite tempting to break apart this function to reuse the
+// duplicated code, but I suspect it is better for performance
+// this way
+void VM_FrameBlendFromFrameGroupBlend(frameblend_t *frameblend, const framegroupblend_t *framegroupblend, const dp_model_t *model)
+{
+ int sub2, numframes, f, i, k;
+ int isfirstframegroup = true;
+ int nolerp;
+ double sublerp, lerp, d;
+ const animscene_t *scene;
+ const framegroupblend_t *g;
+ frameblend_t *blend = frameblend;
+
+ memset(blend, 0, MAX_FRAMEBLENDS * sizeof(*blend));
+
+ if (!model || !model->surfmesh.isanimated)
+ {
+ blend[0].lerp = 1;
+ return;
+ }
+
+ nolerp = (model->type == mod_sprite) ? !r_lerpsprites.integer : !r_lerpmodels.integer;
+ numframes = model->numframes;
+ for (k = 0, g = framegroupblend;k < MAX_FRAMEGROUPBLENDS;k++, g++)
+ {
+ f = g->frame;
+ if ((unsigned int)f >= (unsigned int)numframes)
+ {
+ Con_DPrintf("VM_FrameBlendFromFrameGroupBlend: no such frame %d in model %s\n", f, model->name);
+ f = 0;
+ }
+ d = lerp = g->lerp;
+ if (lerp <= 0)
+ continue;
+ if (nolerp)
+ {
+ if (isfirstframegroup)
+ {
+ d = lerp = 1;
+ isfirstframegroup = false;
+ }
+ else
+ continue;
+ }
+ if (model->animscenes)
+ {
+ scene = model->animscenes + f;
+ f = scene->firstframe;
+ if (scene->framecount > 1)
+ {
+ // this code path is only used on .zym models and torches
+ sublerp = scene->framerate * (cl.time - g->start);
+ f = (int) floor(sublerp);
+ sublerp -= f;
+ sub2 = f + 1;
+ if (sublerp < (1.0 / 65536.0f))
+ sublerp = 0;
+ if (sublerp > (65535.0f / 65536.0f))
+ sublerp = 1;
+ if (nolerp)
+ sublerp = 0;
+ if (scene->loop)
+ {
+ f = (f % scene->framecount);
+ sub2 = (sub2 % scene->framecount);
+ }
+ f = bound(0, f, (scene->framecount - 1)) + scene->firstframe;
+ sub2 = bound(0, sub2, (scene->framecount - 1)) + scene->firstframe;
+ d = sublerp * lerp;
+ // two framelerps produced from one animation
+ if (d > 0)
+ {
+ for (i = 0;i < MAX_FRAMEBLENDS;i++)
+ {
+ if (blend[i].lerp <= 0 || blend[i].subframe == sub2)
+ {
+ blend[i].subframe = sub2;
+ blend[i].lerp += d;
+ break;
+ }
+ }
+ }
+ d = (1 - sublerp) * lerp;
+ }
+ }
+ if (d > 0)
+ {
+ for (i = 0;i < MAX_FRAMEBLENDS;i++)
+ {
+ if (blend[i].lerp <= 0 || blend[i].subframe == f)
+ {
+ blend[i].subframe = f;
+ blend[i].lerp += d;
+ break;
+ }
+ }
+ }
+ }
+}
+
+void VM_UpdateEdictSkeleton(prvm_edict_t *ed, const dp_model_t *edmodel, const frameblend_t *frameblend)
+{
+ if (ed->priv.server->skeleton.model != edmodel)
+ {
+ VM_RemoveEdictSkeleton(ed);
+ ed->priv.server->skeleton.model = edmodel;
+ }
+ if (!ed->priv.server->skeleton.relativetransforms && ed->priv.server->skeleton.model && ed->priv.server->skeleton.model->num_bones)
+ ed->priv.server->skeleton.relativetransforms = Mem_Alloc(prog->progs_mempool, ed->priv.server->skeleton.model->num_bones * sizeof(matrix4x4_t));
+ if (ed->priv.server->skeleton.relativetransforms)
+ {
+ int skeletonindex = 0;
+ skeleton_t *skeleton;
+ prvm_eval_t *val;
+ if ((val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.skeletonindex))) skeletonindex = (int)val->_float;
+ if (skeletonindex > 0 && skeletonindex < MAX_EDICTS && (skeleton = prog->skeletons[skeletonindex]) && skeleton->model->num_bones == ed->priv.server->skeleton.model->num_bones)
+ {
+ // custom skeleton controlled by the game (FTE_CSQC_SKELETONOBJECTS)
+ memcpy(ed->priv.server->skeleton.relativetransforms, skeleton->relativetransforms, ed->priv.server->skeleton.model->num_bones * sizeof(matrix4x4_t));
+ }
+ else
+ {
+ // generated skeleton from frame animation
+ int blendindex;
+ int bonenum;
+ int numbones = ed->priv.server->skeleton.model->num_bones;
+ const float *poses = ed->priv.server->skeleton.model->data_poses;
+ const float *framebones;
+ float lerp;
+ matrix4x4_t *relativetransforms = ed->priv.server->skeleton.relativetransforms;
+ matrix4x4_t matrix;
+ memset(relativetransforms, 0, numbones * sizeof(matrix4x4_t));
+ for (blendindex = 0;blendindex < MAX_FRAMEBLENDS && frameblend[blendindex].lerp > 0;blendindex++)
+ {
+ lerp = frameblend[blendindex].lerp;
+ framebones = poses + 12 * frameblend[blendindex].subframe * numbones;
+ for (bonenum = 0;bonenum < numbones;bonenum++)
+ {
+ Matrix4x4_FromArray12FloatD3D(&matrix, framebones + 12 * bonenum);
+ Matrix4x4_Accumulate(&ed->priv.server->skeleton.relativetransforms[bonenum], &matrix, lerp);
+ }
+ }
+ }
+ }
+}
+
+void VM_RemoveEdictSkeleton(prvm_edict_t *ed)
+{
+ if (ed->priv.server->skeleton.relativetransforms)
+ Mem_Free(ed->priv.server->skeleton.relativetransforms);
+ memset(&ed->priv.server->skeleton, 0, sizeof(ed->priv.server->skeleton));
+}
+
+
+
+