]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - prvm_cmds.c
implemented FTE_CSQC_SKELETONOBJECTS (clientside support)
[xonotic/darkplaces.git] / prvm_cmds.c
index fedb47690e578b075dabbab5127b14a847171029..23133207bfd7e5de4238497465a2fef35bdb94dc 100644 (file)
@@ -49,6 +49,189 @@ void VM_CheckEmptyString (const char *s)
                PRVM_ERROR ("%s: Bad string", PRVM_NAME);
 }
 
+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));
+}
+
+
+
+
 //============================================================================
 //BUILT-IN FUNCTIONS