]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_alias.c
split Mod_GetMesh_Vertices into 3 AnimateVertices functions, chosen by
[xonotic/darkplaces.git] / model_alias.c
index 4cbc06f9c83a5827ca866dca5fdf7f236dee2383..55c62a4533c1fe1224a7f2a6fef41617a50f15f1 100644 (file)
@@ -44,356 +44,353 @@ void Mod_AliasInit (void)
                mod_md3_sin[i] = sin(i * M_PI * 2.0f / 256.0);
 }
 
-void Mod_Alias_GetMesh_Vertices(const model_t *model, const frameblend_t *frameblend, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f)
+void Mod_Skeletal_AnimateVertices(const model_t *model, const frameblend_t *frameblend, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f)
 {
 #define MAX_BONES 256
-       if (model->surfmesh.data_vertexweightindex4i)
-       {
-               // vertex weighted skeletal
-               int i, k;
-               float boneposerelative[MAX_BONES][12];
-               // interpolate matrices and concatenate them to their parents
-               for (i = 0;i < model->num_bones;i++)
+       // vertex weighted skeletal
+       int i, k;
+       float boneposerelative[MAX_BONES][12];
+       // interpolate matrices and concatenate them to their parents
+       for (i = 0;i < model->num_bones;i++)
+       {
+               int blends;
+               float *matrix, m[12], bonepose[MAX_BONES][12];
+               for (k = 0;k < 12;k++)
+                       m[k] = 0;
+               for (blends = 0;blends < 4 && frameblend[blends].lerp > 0;blends++)
                {
-                       int blends;
-                       float *matrix, m[12], bonepose[MAX_BONES][12];
+                       matrix = model->data_poses + (frameblend[blends].frame * model->num_bones + i) * 12;
+                       for (k = 0;k < 12;k++)
+                               m[k] += matrix[k] * frameblend[blends].lerp;
+               }
+               if (i == r_skeletal_debugbone.integer)
+                       m[r_skeletal_debugbonecomponent.integer % 12] += r_skeletal_debugbonevalue.value;
+               m[3] *= r_skeletal_debugtranslatex.value;
+               m[7] *= r_skeletal_debugtranslatey.value;
+               m[11] *= r_skeletal_debugtranslatez.value;
+               if (model->data_bones[i].parent >= 0)
+                       R_ConcatTransforms(bonepose[model->data_bones[i].parent], m, bonepose[i]);
+               else
                        for (k = 0;k < 12;k++)
-                               m[k] = 0;
-                       for (blends = 0;blends < 4 && frameblend[blends].lerp > 0;blends++)
+                               bonepose[i][k] = m[k];
+               // create a relative deformation matrix to describe displacement
+               // from the base mesh, which is used by the actual weighting
+               R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative[i]);
+       }
+       // blend the vertex bone weights
+       // special case for the extremely common wf[0] == 1 because it saves 3 multiplies per array when compared to the other case (w[0] is always 1 if only one bone controls this vertex, artists only use multiple bones for certain special cases)
+       // special case for the first bone because it avoids the need to memset the arrays before filling
+       {
+               const float *v = model->surfmesh.data_vertex3f;
+               const int *wi = model->surfmesh.data_vertexweightindex4i;
+               const float *wf = model->surfmesh.data_vertexweightinfluence4f;
+               memset(vertex3f, 0, sizeof(float[3]) * model->surfmesh.num_vertices);
+               for (i = 0;i < model->surfmesh.num_vertices;i++, v += 3, wi += 4, wf += 4, vertex3f += 3)
+               {
+                       if (wf[0] == 1)
                        {
-                               matrix = model->data_poses + (frameblend[blends].frame * model->num_bones + i) * 12;
-                               for (k = 0;k < 12;k++)
-                                       m[k] += matrix[k] * frameblend[blends].lerp;
+                               const float *m = boneposerelative[wi[0]];
+                               vertex3f[0] = (v[0] * m[0] + v[1] * m[1] + v[2] * m[ 2] + m[ 3]);
+                               vertex3f[1] = (v[0] * m[4] + v[1] * m[5] + v[2] * m[ 6] + m[ 7]);
+                               vertex3f[2] = (v[0] * m[8] + v[1] * m[9] + v[2] * m[10] + m[11]);
                        }
-                       if (i == r_skeletal_debugbone.integer)
-                               m[r_skeletal_debugbonecomponent.integer % 12] += r_skeletal_debugbonevalue.value;
-                       m[3] *= r_skeletal_debugtranslatex.value;
-                       m[7] *= r_skeletal_debugtranslatey.value;
-                       m[11] *= r_skeletal_debugtranslatez.value;
-                       if (model->data_bones[i].parent >= 0)
-                               R_ConcatTransforms(bonepose[model->data_bones[i].parent], m, bonepose[i]);
                        else
-                               for (k = 0;k < 12;k++)
-                                       bonepose[i][k] = m[k];
-                       // create a relative deformation matrix to describe displacement
-                       // from the base mesh, which is used by the actual weighting
-                       R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative[i]);
-               }
-               // blend the vertex bone weights
-               // special case for the extremely common wf[0] == 1 because it saves 3 multiplies per array when compared to the other case (w[0] is always 1 if only one bone controls this vertex, artists only use multiple bones for certain special cases)
-               // special case for the first bone because it avoids the need to memset the arrays before filling
-               {
-                       const float *v = model->surfmesh.data_vertex3f;
-                       const int *wi = model->surfmesh.data_vertexweightindex4i;
-                       const float *wf = model->surfmesh.data_vertexweightinfluence4f;
-                       memset(vertex3f, 0, sizeof(float[3]) * model->surfmesh.num_vertices);
-                       for (i = 0;i < model->surfmesh.num_vertices;i++, v += 3, wi += 4, wf += 4, vertex3f += 3)
                        {
-                               if (wf[0] == 1)
-                               {
-                                       const float *m = boneposerelative[wi[0]];
-                                       vertex3f[0] = (v[0] * m[0] + v[1] * m[1] + v[2] * m[ 2] + m[ 3]);
-                                       vertex3f[1] = (v[0] * m[4] + v[1] * m[5] + v[2] * m[ 6] + m[ 7]);
-                                       vertex3f[2] = (v[0] * m[8] + v[1] * m[9] + v[2] * m[10] + m[11]);
-                               }
-                               else
+                               const float *m = boneposerelative[wi[0]];
+                               float f = wf[0];
+                               vertex3f[0] = f * (v[0] * m[0] + v[1] * m[1] + v[2] * m[ 2] + m[ 3]);
+                               vertex3f[1] = f * (v[0] * m[4] + v[1] * m[5] + v[2] * m[ 6] + m[ 7]);
+                               vertex3f[2] = f * (v[0] * m[8] + v[1] * m[9] + v[2] * m[10] + m[11]);
+                               for (k = 1;k < 4 && wf[k];k++)
                                {
-                                       const float *m = boneposerelative[wi[0]];
-                                       float f = wf[0];
-                                       vertex3f[0] = f * (v[0] * m[0] + v[1] * m[1] + v[2] * m[ 2] + m[ 3]);
-                                       vertex3f[1] = f * (v[0] * m[4] + v[1] * m[5] + v[2] * m[ 6] + m[ 7]);
-                                       vertex3f[2] = f * (v[0] * m[8] + v[1] * m[9] + v[2] * m[10] + m[11]);
-                                       for (k = 1;k < 4 && wf[k];k++)
-                                       {
-                                               const float *m = boneposerelative[wi[k]];
-                                               float f = wf[k];
-                                               vertex3f[0] += f * (v[0] * m[0] + v[1] * m[1] + v[2] * m[ 2] + m[ 3]);
-                                               vertex3f[1] += f * (v[0] * m[4] + v[1] * m[5] + v[2] * m[ 6] + m[ 7]);
-                                               vertex3f[2] += f * (v[0] * m[8] + v[1] * m[9] + v[2] * m[10] + m[11]);
-                                       }
+                                       const float *m = boneposerelative[wi[k]];
+                                       float f = wf[k];
+                                       vertex3f[0] += f * (v[0] * m[0] + v[1] * m[1] + v[2] * m[ 2] + m[ 3]);
+                                       vertex3f[1] += f * (v[0] * m[4] + v[1] * m[5] + v[2] * m[ 6] + m[ 7]);
+                                       vertex3f[2] += f * (v[0] * m[8] + v[1] * m[9] + v[2] * m[10] + m[11]);
                                }
                        }
                }
-               if (normal3f)
+       }
+       if (normal3f)
+       {
+               const float *n = model->surfmesh.data_normal3f;
+               const int *wi = model->surfmesh.data_vertexweightindex4i;
+               const float *wf = model->surfmesh.data_vertexweightinfluence4f;
+               memset(normal3f, 0, sizeof(float[3]) * model->surfmesh.num_vertices);
+               for (i = 0;i < model->surfmesh.num_vertices;i++, n += 3, wi += 4, wf += 4, normal3f += 3)
                {
-                       const float *n = model->surfmesh.data_normal3f;
-                       const int *wi = model->surfmesh.data_vertexweightindex4i;
-                       const float *wf = model->surfmesh.data_vertexweightinfluence4f;
-                       memset(normal3f, 0, sizeof(float[3]) * model->surfmesh.num_vertices);
-                       for (i = 0;i < model->surfmesh.num_vertices;i++, n += 3, wi += 4, wf += 4, normal3f += 3)
+                       if (wf[0] == 1)
+                       {
+                               const float *m = boneposerelative[wi[0]];
+                               normal3f[0] = (n[0] * m[0] + n[1] * m[1] + n[2] * m[ 2]);
+                               normal3f[1] = (n[0] * m[4] + n[1] * m[5] + n[2] * m[ 6]);
+                               normal3f[2] = (n[0] * m[8] + n[1] * m[9] + n[2] * m[10]);
+                       }
+                       else
                        {
-                               if (wf[0] == 1)
+                               const float *m = boneposerelative[wi[0]];
+                               float f = wf[0];
+                               normal3f[0] = f * (n[0] * m[0] + n[1] * m[1] + n[2] * m[ 2]);
+                               normal3f[1] = f * (n[0] * m[4] + n[1] * m[5] + n[2] * m[ 6]);
+                               normal3f[2] = f * (n[0] * m[8] + n[1] * m[9] + n[2] * m[10]);
+                               for (k = 1;k < 4 && wf[k];k++)
                                {
-                                       const float *m = boneposerelative[wi[0]];
-                                       normal3f[0] = (n[0] * m[0] + n[1] * m[1] + n[2] * m[ 2]);
-                                       normal3f[1] = (n[0] * m[4] + n[1] * m[5] + n[2] * m[ 6]);
-                                       normal3f[2] = (n[0] * m[8] + n[1] * m[9] + n[2] * m[10]);
-                               }
-                               else
-                               {
-                                       const float *m = boneposerelative[wi[0]];
-                                       float f = wf[0];
-                                       normal3f[0] = f * (n[0] * m[0] + n[1] * m[1] + n[2] * m[ 2]);
-                                       normal3f[1] = f * (n[0] * m[4] + n[1] * m[5] + n[2] * m[ 6]);
-                                       normal3f[2] = f * (n[0] * m[8] + n[1] * m[9] + n[2] * m[10]);
-                                       for (k = 1;k < 4 && wf[k];k++)
-                                       {
-                                               const float *m = boneposerelative[wi[k]];
-                                               float f = wf[k];
-                                               normal3f[0] += f * (n[0] * m[0] + n[1] * m[1] + n[2] * m[ 2]);
-                                               normal3f[1] += f * (n[0] * m[4] + n[1] * m[5] + n[2] * m[ 6]);
-                                               normal3f[2] += f * (n[0] * m[8] + n[1] * m[9] + n[2] * m[10]);
-                                       }
+                                       const float *m = boneposerelative[wi[k]];
+                                       float f = wf[k];
+                                       normal3f[0] += f * (n[0] * m[0] + n[1] * m[1] + n[2] * m[ 2]);
+                                       normal3f[1] += f * (n[0] * m[4] + n[1] * m[5] + n[2] * m[ 6]);
+                                       normal3f[2] += f * (n[0] * m[8] + n[1] * m[9] + n[2] * m[10]);
                                }
                        }
                }
-               if (svector3f)
+       }
+       if (svector3f)
+       {
+               const float *sv = model->surfmesh.data_svector3f;
+               const int *wi = model->surfmesh.data_vertexweightindex4i;
+               const float *wf = model->surfmesh.data_vertexweightinfluence4f;
+               memset(svector3f, 0, sizeof(float[3]) * model->surfmesh.num_vertices);
+               for (i = 0;i < model->surfmesh.num_vertices;i++, sv += 3, wi += 4, wf += 4, svector3f += 3)
                {
-                       const float *sv = model->surfmesh.data_svector3f;
-                       const int *wi = model->surfmesh.data_vertexweightindex4i;
-                       const float *wf = model->surfmesh.data_vertexweightinfluence4f;
-                       memset(svector3f, 0, sizeof(float[3]) * model->surfmesh.num_vertices);
-                       for (i = 0;i < model->surfmesh.num_vertices;i++, sv += 3, wi += 4, wf += 4, svector3f += 3)
+                       if (wf[0] == 1)
                        {
-                               if (wf[0] == 1)
-                               {
-                                       const float *m = boneposerelative[wi[0]];
-                                       svector3f[0] = (sv[0] * m[0] + sv[1] * m[1] + sv[2] * m[ 2]);
-                                       svector3f[1] = (sv[0] * m[4] + sv[1] * m[5] + sv[2] * m[ 6]);
-                                       svector3f[2] = (sv[0] * m[8] + sv[1] * m[9] + sv[2] * m[10]);
-                               }
-                               else
+                               const float *m = boneposerelative[wi[0]];
+                               svector3f[0] = (sv[0] * m[0] + sv[1] * m[1] + sv[2] * m[ 2]);
+                               svector3f[1] = (sv[0] * m[4] + sv[1] * m[5] + sv[2] * m[ 6]);
+                               svector3f[2] = (sv[0] * m[8] + sv[1] * m[9] + sv[2] * m[10]);
+                       }
+                       else
+                       {
+                               const float *m = boneposerelative[wi[0]];
+                               float f = wf[0];
+                               svector3f[0] = f * (sv[0] * m[0] + sv[1] * m[1] + sv[2] * m[ 2]);
+                               svector3f[1] = f * (sv[0] * m[4] + sv[1] * m[5] + sv[2] * m[ 6]);
+                               svector3f[2] = f * (sv[0] * m[8] + sv[1] * m[9] + sv[2] * m[10]);
+                               for (k = 1;k < 4 && wf[k];k++)
                                {
-                                       const float *m = boneposerelative[wi[0]];
-                                       float f = wf[0];
-                                       svector3f[0] = f * (sv[0] * m[0] + sv[1] * m[1] + sv[2] * m[ 2]);
-                                       svector3f[1] = f * (sv[0] * m[4] + sv[1] * m[5] + sv[2] * m[ 6]);
-                                       svector3f[2] = f * (sv[0] * m[8] + sv[1] * m[9] + sv[2] * m[10]);
-                                       for (k = 1;k < 4 && wf[k];k++)
-                                       {
-                                               const float *m = boneposerelative[wi[k]];
-                                               float f = wf[k];
-                                               svector3f[0] += f * (sv[0] * m[0] + sv[1] * m[1] + sv[2] * m[ 2]);
-                                               svector3f[1] += f * (sv[0] * m[4] + sv[1] * m[5] + sv[2] * m[ 6]);
-                                               svector3f[2] += f * (sv[0] * m[8] + sv[1] * m[9] + sv[2] * m[10]);
-                                       }
+                                       const float *m = boneposerelative[wi[k]];
+                                       float f = wf[k];
+                                       svector3f[0] += f * (sv[0] * m[0] + sv[1] * m[1] + sv[2] * m[ 2]);
+                                       svector3f[1] += f * (sv[0] * m[4] + sv[1] * m[5] + sv[2] * m[ 6]);
+                                       svector3f[2] += f * (sv[0] * m[8] + sv[1] * m[9] + sv[2] * m[10]);
                                }
                        }
                }
-               if (tvector3f)
+       }
+       if (tvector3f)
+       {
+               const float *tv = model->surfmesh.data_tvector3f;
+               const int *wi = model->surfmesh.data_vertexweightindex4i;
+               const float *wf = model->surfmesh.data_vertexweightinfluence4f;
+               memset(tvector3f, 0, sizeof(float[3]) * model->surfmesh.num_vertices);
+               for (i = 0;i < model->surfmesh.num_vertices;i++, tv += 3, wi += 4, wf += 4, tvector3f += 3)
                {
-                       const float *tv = model->surfmesh.data_tvector3f;
-                       const int *wi = model->surfmesh.data_vertexweightindex4i;
-                       const float *wf = model->surfmesh.data_vertexweightinfluence4f;
-                       memset(tvector3f, 0, sizeof(float[3]) * model->surfmesh.num_vertices);
-                       for (i = 0;i < model->surfmesh.num_vertices;i++, tv += 3, wi += 4, wf += 4, tvector3f += 3)
+                       if (wf[0] == 1)
                        {
-                               if (wf[0] == 1)
-                               {
-                                       const float *m = boneposerelative[wi[0]];
-                                       tvector3f[0] = (tv[0] * m[0] + tv[1] * m[1] + tv[2] * m[ 2]);
-                                       tvector3f[1] = (tv[0] * m[4] + tv[1] * m[5] + tv[2] * m[ 6]);
-                                       tvector3f[2] = (tv[0] * m[8] + tv[1] * m[9] + tv[2] * m[10]);
-                               }
-                               else
+                               const float *m = boneposerelative[wi[0]];
+                               tvector3f[0] = (tv[0] * m[0] + tv[1] * m[1] + tv[2] * m[ 2]);
+                               tvector3f[1] = (tv[0] * m[4] + tv[1] * m[5] + tv[2] * m[ 6]);
+                               tvector3f[2] = (tv[0] * m[8] + tv[1] * m[9] + tv[2] * m[10]);
+                       }
+                       else
+                       {
+                               const float *m = boneposerelative[wi[0]];
+                               float f = wf[0];
+                               tvector3f[0] = f * (tv[0] * m[0] + tv[1] * m[1] + tv[2] * m[ 2]);
+                               tvector3f[1] = f * (tv[0] * m[4] + tv[1] * m[5] + tv[2] * m[ 6]);
+                               tvector3f[2] = f * (tv[0] * m[8] + tv[1] * m[9] + tv[2] * m[10]);
+                               for (k = 1;k < 4 && wf[k];k++)
                                {
-                                       const float *m = boneposerelative[wi[0]];
-                                       float f = wf[0];
-                                       tvector3f[0] = f * (tv[0] * m[0] + tv[1] * m[1] + tv[2] * m[ 2]);
-                                       tvector3f[1] = f * (tv[0] * m[4] + tv[1] * m[5] + tv[2] * m[ 6]);
-                                       tvector3f[2] = f * (tv[0] * m[8] + tv[1] * m[9] + tv[2] * m[10]);
-                                       for (k = 1;k < 4 && wf[k];k++)
-                                       {
-                                               const float *m = boneposerelative[wi[k]];
-                                               float f = wf[k];
-                                               tvector3f[0] += f * (tv[0] * m[0] + tv[1] * m[1] + tv[2] * m[ 2]);
-                                               tvector3f[1] += f * (tv[0] * m[4] + tv[1] * m[5] + tv[2] * m[ 6]);
-                                               tvector3f[2] += f * (tv[0] * m[8] + tv[1] * m[9] + tv[2] * m[10]);
-                                       }
+                                       const float *m = boneposerelative[wi[k]];
+                                       float f = wf[k];
+                                       tvector3f[0] += f * (tv[0] * m[0] + tv[1] * m[1] + tv[2] * m[ 2]);
+                                       tvector3f[1] += f * (tv[0] * m[4] + tv[1] * m[5] + tv[2] * m[ 6]);
+                                       tvector3f[2] += f * (tv[0] * m[8] + tv[1] * m[9] + tv[2] * m[10]);
                                }
                        }
                }
        }
-       else if (model->surfmesh.data_morphmd3vertex)
-       {
-               // vertex morph
-               int i, numblends, blendnum;
-               int numverts = model->surfmesh.num_vertices;
-               numblends = 0;
-               for (blendnum = 0;blendnum < 4;blendnum++)
+}
+
+void Mod_MD3_AnimateVertices(const model_t *model, const frameblend_t *frameblend, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f)
+{
+       // vertex morph
+       int i, numblends, blendnum;
+       int numverts = model->surfmesh.num_vertices;
+       numblends = 0;
+       for (blendnum = 0;blendnum < 4;blendnum++)
+       {
+               //VectorMA(translate, model->surfmesh.num_morphmdlframetranslate, frameblend[blendnum].lerp, translate);
+               if (frameblend[blendnum].lerp > 0)
+                       numblends = blendnum + 1;
+       }
+       // special case for the first blend because it avoids some adds and the need to memset the arrays first
+       for (blendnum = 0;blendnum < numblends;blendnum++)
+       {
+               const md3vertex_t *verts = model->surfmesh.data_morphmd3vertex + numverts * frameblend[blendnum].frame;
+               float scale = frameblend[blendnum].lerp * (1.0f / 64.0f);
+               if (blendnum == 0)
                {
-                       //VectorMA(translate, model->surfmesh.num_morphmdlframetranslate, frameblend[blendnum].lerp, translate);
-                       if (frameblend[blendnum].lerp > 0)
-                               numblends = blendnum + 1;
+                       for (i = 0;i < numverts;i++)
+                       {
+                               vertex3f[i * 3 + 0] = verts[i].origin[0] * scale;
+                               vertex3f[i * 3 + 1] = verts[i].origin[1] * scale;
+                               vertex3f[i * 3 + 2] = verts[i].origin[2] * scale;
+                       }
                }
-               // special case for the first blend because it avoids some adds and the need to memset the arrays first
-               for (blendnum = 0;blendnum < numblends;blendnum++)
+               else
                {
-                       const md3vertex_t *verts = model->surfmesh.data_morphmd3vertex + numverts * frameblend[blendnum].frame;
-                       float scale = frameblend[blendnum].lerp * (1.0f / 64.0f);
+                       for (i = 0;i < numverts;i++)
+                       {
+                               vertex3f[i * 3 + 0] += verts[i].origin[0] * scale;
+                               vertex3f[i * 3 + 1] += verts[i].origin[1] * scale;
+                               vertex3f[i * 3 + 2] += verts[i].origin[2] * scale;
+                       }
+               }
+               // the yaw and pitch stored in md3 models are 8bit quantized angles
+               // (0-255), and as such a lookup table is very well suited to
+               // decoding them, and since cosine is equivilant to sine with an
+               // extra 45 degree rotation, this uses one lookup table for both
+               // sine and cosine with a +64 bias to get cosine.
+               if (normal3f)
+               {
+                       float lerp = frameblend[blendnum].lerp;
                        if (blendnum == 0)
                        {
                                for (i = 0;i < numverts;i++)
                                {
-                                       vertex3f[i * 3 + 0] = verts[i].origin[0] * scale;
-                                       vertex3f[i * 3 + 1] = verts[i].origin[1] * scale;
-                                       vertex3f[i * 3 + 2] = verts[i].origin[2] * scale;
+                                       normal3f[i * 3 + 0] = mod_md3_sin[verts[i].yaw + 64] * mod_md3_sin[verts[i].pitch     ] * lerp;
+                                       normal3f[i * 3 + 1] = mod_md3_sin[verts[i].yaw     ] * mod_md3_sin[verts[i].pitch     ] * lerp;
+                                       normal3f[i * 3 + 2] =                                  mod_md3_sin[verts[i].pitch + 64] * lerp;
                                }
                        }
                        else
                        {
                                for (i = 0;i < numverts;i++)
                                {
-                                       vertex3f[i * 3 + 0] += verts[i].origin[0] * scale;
-                                       vertex3f[i * 3 + 1] += verts[i].origin[1] * scale;
-                                       vertex3f[i * 3 + 2] += verts[i].origin[2] * scale;
+                                       normal3f[i * 3 + 0] += mod_md3_sin[verts[i].yaw + 64] * mod_md3_sin[verts[i].pitch     ] * lerp;
+                                       normal3f[i * 3 + 1] += mod_md3_sin[verts[i].yaw     ] * mod_md3_sin[verts[i].pitch     ] * lerp;
+                                       normal3f[i * 3 + 2] +=                                  mod_md3_sin[verts[i].pitch + 64] * lerp;
                                }
                        }
-                       // the yaw and pitch stored in md3 models are 8bit quantized angles
-                       // (0-255), and as such a lookup table is very well suited to
-                       // decoding them, and since cosine is equivilant to sine with an
-                       // extra 45 degree rotation, this uses one lookup table for both
-                       // sine and cosine with a +64 bias to get cosine.
-                       if (normal3f)
+               }
+               if (svector3f)
+               {
+                       const texvecvertex_t *texvecvert = model->surfmesh.data_morphtexvecvertex + numverts * frameblend[blendnum].frame;
+                       float f = frameblend[blendnum].lerp * (1.0f / 127.0f);
+                       if (blendnum == 0)
                        {
-                               float lerp = frameblend[blendnum].lerp;
-                               if (blendnum == 0)
+                               for (i = 0;i < numverts;i++, texvecvert++)
                                {
-                                       for (i = 0;i < numverts;i++)
-                                       {
-                                               normal3f[i * 3 + 0] = mod_md3_sin[verts[i].yaw + 64] * mod_md3_sin[verts[i].pitch     ] * lerp;
-                                               normal3f[i * 3 + 1] = mod_md3_sin[verts[i].yaw     ] * mod_md3_sin[verts[i].pitch     ] * lerp;
-                                               normal3f[i * 3 + 2] =                                  mod_md3_sin[verts[i].pitch + 64] * lerp;
-                                       }
-                               }
-                               else
-                               {
-                                       for (i = 0;i < numverts;i++)
-                                       {
-                                               normal3f[i * 3 + 0] += mod_md3_sin[verts[i].yaw + 64] * mod_md3_sin[verts[i].pitch     ] * lerp;
-                                               normal3f[i * 3 + 1] += mod_md3_sin[verts[i].yaw     ] * mod_md3_sin[verts[i].pitch     ] * lerp;
-                                               normal3f[i * 3 + 2] +=                                  mod_md3_sin[verts[i].pitch + 64] * lerp;
-                                       }
+                                       VectorScale(texvecvert->svec, f, svector3f + i*3);
+                                       VectorScale(texvecvert->tvec, f, tvector3f + i*3);
                                }
                        }
-                       if (svector3f)
+                       else
                        {
-                               const texvecvertex_t *texvecvert = model->surfmesh.data_morphtexvecvertex + numverts * frameblend[blendnum].frame;
-                               float f = frameblend[blendnum].lerp * (1.0f / 127.0f);
-                               if (blendnum == 0)
+                               for (i = 0;i < numverts;i++, texvecvert++)
                                {
-                                       for (i = 0;i < numverts;i++, texvecvert++)
-                                       {
-                                               VectorScale(texvecvert->svec, f, svector3f + i*3);
-                                               VectorScale(texvecvert->tvec, f, tvector3f + i*3);
-                                       }
-                               }
-                               else
-                               {
-                                       for (i = 0;i < numverts;i++, texvecvert++)
-                                       {
-                                               VectorMA(svector3f + i*3, f, texvecvert->svec, svector3f + i*3);
-                                               VectorMA(tvector3f + i*3, f, texvecvert->tvec, tvector3f + i*3);
-                                       }
+                                       VectorMA(svector3f + i*3, f, texvecvert->svec, svector3f + i*3);
+                                       VectorMA(tvector3f + i*3, f, texvecvert->tvec, tvector3f + i*3);
                                }
                        }
                }
        }
-       else if (model->surfmesh.data_morphmdlvertex)
-       {
-               // vertex morph
-               int i, numblends, blendnum;
-               int numverts = model->surfmesh.num_vertices;
-               float translate[3];
-               VectorClear(translate);
-               numblends = 0;
-               // blend the frame translates to avoid redundantly doing so on each vertex
-               // (a bit of a brain twister but it works)
-               for (blendnum = 0;blendnum < 4;blendnum++)
+}
+
+void Mod_MDL_AnimateVertices(const model_t *model, const frameblend_t *frameblend, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f)
+{
+       // vertex morph
+       int i, numblends, blendnum;
+       int numverts = model->surfmesh.num_vertices;
+       float translate[3];
+       VectorClear(translate);
+       numblends = 0;
+       // blend the frame translates to avoid redundantly doing so on each vertex
+       // (a bit of a brain twister but it works)
+       for (blendnum = 0;blendnum < 4;blendnum++)
+       {
+               if (model->surfmesh.data_morphmd2framesize6f)
+                       VectorMA(translate, frameblend[blendnum].lerp, model->surfmesh.data_morphmd2framesize6f + frameblend[blendnum].frame * 6 + 3, translate);
+               else
+                       VectorMA(translate, frameblend[blendnum].lerp, model->surfmesh.num_morphmdlframetranslate, translate);
+               if (frameblend[blendnum].lerp > 0)
+                       numblends = blendnum + 1;
+       }
+       // special case for the first blend because it avoids some adds and the need to memset the arrays first
+       for (blendnum = 0;blendnum < numblends;blendnum++)
+       {
+               const trivertx_t *verts = model->surfmesh.data_morphmdlvertex + numverts * frameblend[blendnum].frame;
+               float scale[3];
+               if (model->surfmesh.data_morphmd2framesize6f)
+                       VectorScale(model->surfmesh.data_morphmd2framesize6f + frameblend[blendnum].frame * 6, frameblend[blendnum].lerp, scale);
+               else
+                       VectorScale(model->surfmesh.num_morphmdlframescale, frameblend[blendnum].lerp, scale);
+               if (blendnum == 0)
                {
-                       if (model->surfmesh.data_morphmd2framesize6f)
-                               VectorMA(translate, frameblend[blendnum].lerp, model->surfmesh.data_morphmd2framesize6f + frameblend[blendnum].frame * 6 + 3, translate);
-                       else
-                               VectorMA(translate, frameblend[blendnum].lerp, model->surfmesh.num_morphmdlframetranslate, translate);
-                       if (frameblend[blendnum].lerp > 0)
-                               numblends = blendnum + 1;
+                       for (i = 0;i < numverts;i++)
+                       {
+                               vertex3f[i * 3 + 0] = translate[0] + verts[i].v[0] * scale[0];
+                               vertex3f[i * 3 + 1] = translate[1] + verts[i].v[1] * scale[1];
+                               vertex3f[i * 3 + 2] = translate[2] + verts[i].v[2] * scale[2];
+                       }
                }
-               // special case for the first blend because it avoids some adds and the need to memset the arrays first
-               for (blendnum = 0;blendnum < numblends;blendnum++)
+               else
                {
-                       const trivertx_t *verts = model->surfmesh.data_morphmdlvertex + numverts * frameblend[blendnum].frame;
-                       float scale[3];
-                       if (model->surfmesh.data_morphmd2framesize6f)
-                               VectorScale(model->surfmesh.data_morphmd2framesize6f + frameblend[blendnum].frame * 6, frameblend[blendnum].lerp, scale);
-                       else
-                               VectorScale(model->surfmesh.num_morphmdlframescale, frameblend[blendnum].lerp, scale);
+                       for (i = 0;i < numverts;i++)
+                       {
+                               vertex3f[i * 3 + 0] += verts[i].v[0] * scale[0];
+                               vertex3f[i * 3 + 1] += verts[i].v[1] * scale[1];
+                               vertex3f[i * 3 + 2] += verts[i].v[2] * scale[2];
+                       }
+               }
+               // the vertex normals in mdl models are an index into a table of
+               // 162 unique values, this very crude quantization reduces the
+               // vertex normal to only one byte, which saves a lot of space but
+               // also makes lighting pretty coarse
+               if (normal3f)
+               {
+                       float lerp = frameblend[blendnum].lerp;
                        if (blendnum == 0)
                        {
                                for (i = 0;i < numverts;i++)
                                {
-                                       vertex3f[i * 3 + 0] = translate[0] + verts[i].v[0] * scale[0];
-                                       vertex3f[i * 3 + 1] = translate[1] + verts[i].v[1] * scale[1];
-                                       vertex3f[i * 3 + 2] = translate[2] + verts[i].v[2] * scale[2];
+                                       const float *vn = m_bytenormals[verts[i].lightnormalindex];
+                                       VectorScale(vn, lerp, normal3f + i*3);
                                }
                        }
                        else
                        {
                                for (i = 0;i < numverts;i++)
                                {
-                                       vertex3f[i * 3 + 0] += verts[i].v[0] * scale[0];
-                                       vertex3f[i * 3 + 1] += verts[i].v[1] * scale[1];
-                                       vertex3f[i * 3 + 2] += verts[i].v[2] * scale[2];
+                                       const float *vn = m_bytenormals[verts[i].lightnormalindex];
+                                       VectorMA(normal3f + i*3, lerp, vn, normal3f + i*3);
                                }
                        }
-                       // the vertex normals in mdl models are an index into a table of
-                       // 162 unique values, this very crude quantization reduces the
-                       // vertex normal to only one byte, which saves a lot of space but
-                       // also makes lighting pretty coarse
-                       if (normal3f)
+               }
+               if (svector3f)
+               {
+                       const texvecvertex_t *texvecvert = model->surfmesh.data_morphtexvecvertex + numverts * frameblend[blendnum].frame;
+                       float f = frameblend[blendnum].lerp * (1.0f / 127.0f);
+                       if (blendnum == 0)
                        {
-                               float lerp = frameblend[blendnum].lerp;
-                               if (blendnum == 0)
-                               {
-                                       for (i = 0;i < numverts;i++)
-                                       {
-                                               const float *vn = m_bytenormals[verts[i].lightnormalindex];
-                                               VectorScale(vn, lerp, normal3f + i*3);
-                                       }
-                               }
-                               else
+                               for (i = 0;i < numverts;i++, texvecvert++)
                                {
-                                       for (i = 0;i < numverts;i++)
-                                       {
-                                               const float *vn = m_bytenormals[verts[i].lightnormalindex];
-                                               VectorMA(normal3f + i*3, lerp, vn, normal3f + i*3);
-                                       }
+                                       VectorScale(texvecvert->svec, f, svector3f + i*3);
+                                       VectorScale(texvecvert->tvec, f, tvector3f + i*3);
                                }
                        }
-                       if (svector3f)
+                       else
                        {
-                               const texvecvertex_t *texvecvert = model->surfmesh.data_morphtexvecvertex + numverts * frameblend[blendnum].frame;
-                               float f = frameblend[blendnum].lerp * (1.0f / 127.0f);
-                               if (blendnum == 0)
+                               for (i = 0;i < numverts;i++, texvecvert++)
                                {
-                                       for (i = 0;i < numverts;i++, texvecvert++)
-                                       {
-                                               VectorScale(texvecvert->svec, f, svector3f + i*3);
-                                               VectorScale(texvecvert->tvec, f, tvector3f + i*3);
-                                       }
-                               }
-                               else
-                               {
-                                       for (i = 0;i < numverts;i++, texvecvert++)
-                                       {
-                                               VectorMA(svector3f + i*3, f, texvecvert->svec, svector3f + i*3);
-                                               VectorMA(tvector3f + i*3, f, texvecvert->tvec, tvector3f + i*3);
-                                       }
+                                       VectorMA(svector3f + i*3, f, texvecvert->svec, svector3f + i*3);
+                                       VectorMA(tvector3f + i*3, f, texvecvert->tvec, tvector3f + i*3);
                                }
                        }
                }
        }
-       else
-               Host_Error("model %s has no skeletal or vertex morph animation data", model->name);
 }
 
 int Mod_Alias_GetTagMatrix(const model_t *model, int poseframe, int tagindex, matrix4x4_t *outmatrix)
@@ -494,7 +491,6 @@ static void Mod_BuildBaseBonePoses(void)
 
 static void Mod_Alias_CalculateBoundingBox(void)
 {
-       int i, j;
        int vnum;
        qboolean firstvertex = true;
        float dist, yawradius, radius;
@@ -508,35 +504,32 @@ static void Mod_Alias_CalculateBoundingBox(void)
        VectorClear(loadmodel->normalmaxs);
        yawradius = 0;
        radius = 0;
-       for (i = 0;i < loadmodel->numframes;i++)
+       for (frameblend[0].frame = 0;frameblend[0].frame < loadmodel->num_poses;frameblend[0].frame++)
        {
-               for (j = 0, frameblend[0].frame = loadmodel->animscenes[i].firstframe;j < loadmodel->animscenes[i].framecount;j++, frameblend[0].frame++)
+               loadmodel->AnimateVertices(loadmodel, frameblend, vertex3f, NULL, NULL, NULL);
+               for (vnum = 0, v = vertex3f;vnum < loadmodel->surfmesh.num_vertices;vnum++, v += 3)
                {
-                       Mod_Alias_GetMesh_Vertices(loadmodel, frameblend, vertex3f, NULL, NULL, NULL);
-                       for (vnum = 0, v = vertex3f;vnum < loadmodel->surfmesh.num_vertices;vnum++, v += 3)
+                       if (firstvertex)
                        {
-                               if (firstvertex)
-                               {
-                                       firstvertex = false;
-                                       VectorCopy(v, loadmodel->normalmins);
-                                       VectorCopy(v, loadmodel->normalmaxs);
-                               }
-                               else
-                               {
-                                       if (loadmodel->normalmins[0] > v[0]) loadmodel->normalmins[0] = v[0];
-                                       if (loadmodel->normalmins[1] > v[1]) loadmodel->normalmins[1] = v[1];
-                                       if (loadmodel->normalmins[2] > v[2]) loadmodel->normalmins[2] = v[2];
-                                       if (loadmodel->normalmaxs[0] < v[0]) loadmodel->normalmaxs[0] = v[0];
-                                       if (loadmodel->normalmaxs[1] < v[1]) loadmodel->normalmaxs[1] = v[1];
-                                       if (loadmodel->normalmaxs[2] < v[2]) loadmodel->normalmaxs[2] = v[2];
-                               }
-                               dist = v[0] * v[0] + v[1] * v[1];
-                               if (yawradius < dist)
-                                       yawradius = dist;
-                               dist += v[2] * v[2];
-                               if (radius < dist)
-                                       radius = dist;
+                               firstvertex = false;
+                               VectorCopy(v, loadmodel->normalmins);
+                               VectorCopy(v, loadmodel->normalmaxs);
+                       }
+                       else
+                       {
+                               if (loadmodel->normalmins[0] > v[0]) loadmodel->normalmins[0] = v[0];
+                               if (loadmodel->normalmins[1] > v[1]) loadmodel->normalmins[1] = v[1];
+                               if (loadmodel->normalmins[2] > v[2]) loadmodel->normalmins[2] = v[2];
+                               if (loadmodel->normalmaxs[0] < v[0]) loadmodel->normalmaxs[0] = v[0];
+                               if (loadmodel->normalmaxs[1] < v[1]) loadmodel->normalmaxs[1] = v[1];
+                               if (loadmodel->normalmaxs[2] < v[2]) loadmodel->normalmaxs[2] = v[2];
                        }
+                       dist = v[0] * v[0] + v[1] * v[1];
+                       if (yawradius < dist)
+                               yawradius = dist;
+                       dist += v[2] * v[2];
+                       if (radius < dist)
+                               radius = dist;
                }
        }
        Mem_Free(vertex3f);
@@ -567,7 +560,7 @@ static void Mod_Alias_MorphMesh_CompileFrames(void)
        for (i = loadmodel->surfmesh.num_morphframes-1;i >= 0;i--)
        {
                frameblend[0].frame = i;
-               Mod_Alias_GetMesh_Vertices(loadmodel, frameblend, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_normal3f, NULL, NULL);
+               loadmodel->AnimateVertices(loadmodel, frameblend, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_normal3f, NULL, NULL);
                Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, r_smoothnormals_areaweighting.integer);
                // encode the svector and tvector in 3 byte format for permanent storage
                for (j = 0;j < loadmodel->surfmesh.num_vertices;j++)
@@ -611,7 +604,7 @@ static void Mod_MDLMD2MD3_TraceBox(model_t *model, int frame, trace_t *trace, co
                segmentmaxs[2] = max(start[2], end[2]) + 1;
                for (i = 0, surface = model->data_surfaces;i < model->num_surfaces;i++, surface++)
                {
-                       Mod_Alias_GetMesh_Vertices(model, frameblend, vertex3f, NULL, NULL, NULL);
+                       model->AnimateVertices(model, frameblend, vertex3f, NULL, NULL, NULL);
                        Collision_TraceLineTriangleMeshFloat(trace, start, end, model->surfmesh.num_triangles, model->surfmesh.data_element3i, vertex3f, SUPERCONTENTS_SOLID, 0, surface->texture, segmentmins, segmentmaxs);
                }
        }
@@ -641,7 +634,7 @@ static void Mod_MDLMD2MD3_TraceBox(model_t *model, int frame, trace_t *trace, co
                                maxvertices = (model->surfmesh.num_vertices + 255) & ~255;
                                vertex3f = (float *)Z_Malloc(maxvertices * sizeof(float[3]));
                        }
-                       Mod_Alias_GetMesh_Vertices(model, frameblend, vertex3f, NULL, NULL, NULL);
+                       model->AnimateVertices(model, frameblend, vertex3f, NULL, NULL, NULL);
                        Collision_TraceBrushTriangleMeshFloat(trace, thisbrush_start, thisbrush_end, model->surfmesh.num_triangles, model->surfmesh.data_element3i, vertex3f, SUPERCONTENTS_SOLID, 0, surface->texture, segmentmins, segmentmaxs);
                }
        }
@@ -822,6 +815,7 @@ void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend)
        loadmodel->modeldatatypestring = "MDL";
 
        loadmodel->type = mod_alias;
+       loadmodel->AnimateVertices = Mod_MDL_AnimateVertices;
        loadmodel->DrawSky = NULL;
        loadmodel->DrawAddWaterPlanes = NULL;
        loadmodel->Draw = R_Q1BSP_Draw;
@@ -916,6 +910,7 @@ void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend)
                        loadmodel->surfmesh.num_morphframes++;
                }
        }
+       loadmodel->num_poses = loadmodel->surfmesh.num_morphframes;
 
        // store texture coordinates into temporary array, they will be stored
        // after usage is determined (triangle data)
@@ -1138,6 +1133,7 @@ void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend)
        loadmodel->modeldatatypestring = "MD2";
 
        loadmodel->type = mod_alias;
+       loadmodel->AnimateVertices = Mod_MDL_AnimateVertices;
        loadmodel->DrawSky = NULL;
        loadmodel->DrawAddWaterPlanes = NULL;
        loadmodel->Draw = R_Q1BSP_Draw;
@@ -1176,6 +1172,7 @@ void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend)
        loadmodel->surfmesh.num_triangles = LittleLong(pinmodel->num_tris);
        loadmodel->numframes = LittleLong(pinmodel->num_frames);
        loadmodel->surfmesh.num_morphframes = loadmodel->numframes;
+       loadmodel->num_poses = loadmodel->surfmesh.num_morphframes;
        skinwidth = LittleLong(pinmodel->skinwidth);
        skinheight = LittleLong(pinmodel->skinheight);
        iskinwidth = 1.0f / skinwidth;
@@ -1368,6 +1365,7 @@ void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend)
        loadmodel->modeldatatypestring = "MD3";
 
        loadmodel->type = mod_alias;
+       loadmodel->AnimateVertices = Mod_MD3_AnimateVertices;
        loadmodel->DrawSky = NULL;
        loadmodel->DrawAddWaterPlanes = NULL;
        loadmodel->Draw = R_Q1BSP_Draw;
@@ -1445,6 +1443,7 @@ void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend)
        loadmodel->surfmesh.num_vertices = meshvertices;
        loadmodel->surfmesh.num_triangles = meshtriangles;
        loadmodel->surfmesh.num_morphframes = loadmodel->numframes; // TODO: remove?
+       loadmodel->num_poses = loadmodel->surfmesh.num_morphframes;
        loadmodel->surfmesh.data_element3i = (int *)data;data += meshtriangles * sizeof(int[3]);
        loadmodel->surfmesh.data_neighbor3i = (int *)data;data += meshtriangles * sizeof(int[3]);
        loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]);
@@ -1496,7 +1495,7 @@ void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend)
        Mod_Alias_CalculateBoundingBox();
        Mod_FreeSkinFiles(skinfiles);
 
-       loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 
+       loadmodel->surfmesh.isanimated = loadmodel->numframes > 1
             || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1);
 }
 
@@ -1572,6 +1571,7 @@ void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend)
                return;
        }
 
+       loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices;
        loadmodel->DrawSky = NULL;
        loadmodel->DrawAddWaterPlanes = NULL;
        loadmodel->Draw = R_Q1BSP_Draw;
@@ -1866,6 +1866,7 @@ void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend)
                return;
        }
 
+       loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices;
        loadmodel->DrawSky = NULL;
        loadmodel->DrawAddWaterPlanes = NULL;
        loadmodel->Draw = R_Q1BSP_Draw;
@@ -2136,6 +2137,7 @@ void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend)
        loadmodel->modeldatatypestring = "PSK";
 
        loadmodel->type = mod_alias;
+       loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices;
        loadmodel->DrawSky = NULL;
        loadmodel->DrawAddWaterPlanes = NULL;
        loadmodel->Draw = R_Q1BSP_Draw;