X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=model_alias.c;h=e319582c5e3ee77c89d238adf2e650eeeba69810;hp=14c385bd345b5a944e5f349369c24e350dde290b;hb=f4fad9dbeda77dc25174c242f04c5abe88fafaf9;hpb=dca2be00eb17f4c160d83b754d7739fd8082b4cd diff --git a/model_alias.c b/model_alias.c index 14c385bd..e319582c 100644 --- a/model_alias.c +++ b/model_alias.c @@ -62,6 +62,104 @@ void *Mod_Skeletal_AnimateVertices_AllocBuffers(size_t nbytes) return Mod_Skeletal_AnimateVertices_bonepose; } +void Mod_Skeletal_BuildTransforms(const dp_model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT bonepose, float * RESTRICT boneposerelative) +{ + int i, blends; + float m[12]; + + if (!bonepose) + bonepose = (float * RESTRICT) Mod_Skeletal_AnimateVertices_AllocBuffers(sizeof(float[12]) * model->num_bones); + + if (skeleton && !skeleton->relativetransforms) + skeleton = NULL; + + // interpolate matrices + if (skeleton) + { + for (i = 0;i < model->num_bones;i++) + { + Matrix4x4_ToArray12FloatD3D(&skeleton->relativetransforms[i], m); + if (model->data_bones[i].parent >= 0) + R_ConcatTransforms(bonepose + model->data_bones[i].parent * 12, m, bonepose + i * 12); + else + memcpy(bonepose + i * 12, m, sizeof(m)); + + // create a relative deformation matrix to describe displacement + // from the base mesh, which is used by the actual weighting + R_ConcatTransforms(bonepose + i * 12, model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12); + } + } + else + { + for (i = 0;i < model->num_bones;i++) + { + // blend by transform each quaternion/translation into a dual-quaternion first, then blending + const short * RESTRICT firstpose7s = model->data_poses7s + 7 * (frameblend[0].subframe * model->num_bones + i); + float firstlerp = frameblend[0].lerp, + firsttx = firstpose7s[0], firstty = firstpose7s[1], firsttz = firstpose7s[2], + rx = firstpose7s[3] * firstlerp, + ry = firstpose7s[4] * firstlerp, + rz = firstpose7s[5] * firstlerp, + rw = firstpose7s[6] * firstlerp, + dx = firsttx*rw + firstty*rz - firsttz*ry, + dy = -firsttx*rz + firstty*rw + firsttz*rx, + dz = firsttx*ry - firstty*rx + firsttz*rw, + dw = -firsttx*rx - firstty*ry - firsttz*rz, + scale, sx, sy, sz, sw; + for (blends = 1;blends < MAX_FRAMEBLENDS && frameblend[blends].lerp > 0;blends++) + { + const short * RESTRICT blendpose7s = model->data_poses7s + 7 * (frameblend[blends].subframe * model->num_bones + i); + float blendlerp = frameblend[blends].lerp, + blendtx = blendpose7s[0], blendty = blendpose7s[1], blendtz = blendpose7s[2], + qx = blendpose7s[3], qy = blendpose7s[4], qz = blendpose7s[5], qw = blendpose7s[6]; + if(rx*qx + ry*qy + rz*qz + rw*qw < 0) blendlerp = -blendlerp; + qx *= blendlerp; + qy *= blendlerp; + qz *= blendlerp; + qw *= blendlerp; + rx += qx; + ry += qy; + rz += qz; + rw += qw; + dx += blendtx*qw + blendty*qz - blendtz*qy; + dy += -blendtx*qz + blendty*qw + blendtz*qx; + dz += blendtx*qy - blendty*qx + blendtz*qw; + dw += -blendtx*qx - blendty*qy - blendtz*qz; + } + // generate a matrix from the dual-quaternion, implicitly normalizing it in the process + scale = 1.0f / (rx*rx + ry*ry + rz*rz + rw*rw); + sx = rx * scale; + sy = ry * scale; + sz = rz * scale; + sw = rw * scale; + m[0] = sw*rw + sx*rx - sy*ry - sz*rz; + m[1] = 2*(sx*ry - sw*rz); + m[2] = 2*(sx*rz + sw*ry); + m[3] = model->num_posescale*(dx*sw - dy*sz + dz*sy - dw*sx); + m[4] = 2*(sx*ry + sw*rz); + m[5] = sw*rw + sy*ry - sx*rx - sz*rz; + m[6] = 2*(sy*rz - sw*rx); + m[7] = model->num_posescale*(dx*sz + dy*sw - dz*sx - dw*sy); + m[8] = 2*(sx*rz - sw*ry); + m[9] = 2*(sy*rz + sw*rx); + m[10] = sw*rw + sz*rz - sx*rx - sy*ry; + m[11] = model->num_posescale*(dy*sx + dz*sw - dx*sy - dw*sz); + 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 * 12, m, bonepose + i * 12); + else + memcpy(bonepose + i * 12, m, sizeof(m)); + // create a relative deformation matrix to describe displacement + // from the base mesh, which is used by the actual weighting + R_ConcatTransforms(bonepose + i * 12, model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12); + } + } +} + static void Mod_Skeletal_AnimateVertices(const dp_model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f) { @@ -525,26 +623,39 @@ static void Mod_BuildBaseBonePoses(void) Mem_Free(basebonepose); } -static void Mod_Alias_CalculateBoundingBox(void) +static qboolean Mod_Alias_CalculateBoundingBox(void) { int vnum; qboolean firstvertex = true; float dist, yawradius, radius; float *v; + qboolean isanimated = false; VectorClear(loadmodel->normalmins); VectorClear(loadmodel->normalmaxs); yawradius = 0; radius = 0; if (loadmodel->AnimateVertices) { - float *vertex3f; + float *vertex3f, *refvertex3f; frameblend_t frameblend[MAX_FRAMEBLENDS]; memset(frameblend, 0, sizeof(frameblend)); frameblend[0].lerp = 1; - vertex3f = (float *) Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(float[3])); + vertex3f = (float *) Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(float[3]) * 2); + refvertex3f = NULL; for (frameblend[0].subframe = 0;frameblend[0].subframe < loadmodel->num_poses;frameblend[0].subframe++) { loadmodel->AnimateVertices(loadmodel, frameblend, NULL, vertex3f, NULL, NULL, NULL); + if (!refvertex3f) + { + // make a copy of the first frame for comparing all others + refvertex3f = vertex3f + loadmodel->surfmesh.num_vertices * 3; + memcpy(refvertex3f, vertex3f, loadmodel->surfmesh.num_vertices * sizeof(float[3])); + } + else + { + if (!isanimated && memcmp(refvertex3f, vertex3f, loadmodel->surfmesh.num_vertices * sizeof(float[3]))) + isanimated = true; + } for (vnum = 0, v = vertex3f;vnum < loadmodel->surfmesh.num_vertices;vnum++, v += 3) { if (firstvertex) @@ -610,6 +721,7 @@ static void Mod_Alias_CalculateBoundingBox(void) loadmodel->rotatedmaxs[0] = loadmodel->rotatedmaxs[1] = loadmodel->rotatedmaxs[2] = radius; loadmodel->radius = radius; loadmodel->radius2 = radius * radius; + return isanimated; } static void Mod_Alias_MorphMesh_CompileFrames(void) @@ -640,33 +752,46 @@ static void Mod_Alias_MorphMesh_CompileFrames(void) } } -static void Mod_MDLMD2MD3_TraceLine(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask) +static void Mod_MDLMD2MD3_TraceLine(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask) { int i; float segmentmins[3], segmentmaxs[3]; msurface_t *surface; - float vertex3fbuf[1024*3]; + float vertex3fbuf[1024 * 3]; float *vertex3f = vertex3fbuf; + float *freevertex3f = NULL; + // for static cases we can just call CollisionBIH which is much faster + if ((frameblend == NULL || (frameblend[0].subframe == 0 && frameblend[1].lerp == 0)) && (skeleton == NULL || skeleton->relativetransforms == NULL)) + { + Mod_CollisionBIH_TraceLine(model, frameblend, skeleton, trace, start, end, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask); + return; + } memset(trace, 0, sizeof(*trace)); trace->fraction = 1; - trace->realfraction = 1; trace->hitsupercontentsmask = hitsupercontentsmask; - if (model->surfmesh.num_vertices > 1024) - vertex3f = (float *)Mem_Alloc(tempmempool, model->surfmesh.num_vertices * sizeof(float[3])); + trace->skipsupercontentsmask = skipsupercontentsmask; + trace->skipmaterialflagsmask = skipmaterialflagsmask; segmentmins[0] = min(start[0], end[0]) - 1; segmentmins[1] = min(start[1], end[1]) - 1; segmentmins[2] = min(start[2], end[2]) - 1; segmentmaxs[0] = max(start[0], end[0]) + 1; segmentmaxs[1] = max(start[1], end[1]) + 1; segmentmaxs[2] = max(start[2], end[2]) + 1; - model->AnimateVertices(model, frameblend, skeleton, vertex3f, NULL, NULL, NULL); + if (frameblend == NULL || frameblend[0].subframe != 0 || frameblend[0].lerp != 0 || skeleton != NULL) + { + if (model->surfmesh.num_vertices > 1024) + vertex3f = freevertex3f = (float *)Mem_Alloc(tempmempool, model->surfmesh.num_vertices * sizeof(float[3])); + model->AnimateVertices(model, frameblend, skeleton, vertex3f, NULL, NULL, NULL); + } + else + vertex3f = model->surfmesh.data_vertex3f; for (i = 0, surface = model->data_surfaces;i < model->num_surfaces;i++, surface++) Collision_TraceLineTriangleMeshFloat(trace, start, end, model->surfmesh.num_triangles, model->surfmesh.data_element3i, vertex3f, 0, NULL, SUPERCONTENTS_SOLID | (surface->texture->basematerialflags & MATERIALFLAGMASK_TRANSLUCENT ? 0 : SUPERCONTENTS_OPAQUE), 0, surface->texture, segmentmins, segmentmaxs); - if (vertex3f != vertex3fbuf) - Mem_Free(vertex3f); + if (freevertex3f) + Mem_Free(freevertex3f); } -static void Mod_MDLMD2MD3_TraceBox(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask) +static void Mod_MDLMD2MD3_TraceBox(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask) { int i; vec3_t shiftstart, shiftend; @@ -681,16 +806,24 @@ static void Mod_MDLMD2MD3_TraceBox(dp_model_t *model, const frameblend_t *frameb { VectorAdd(start, boxmins, shiftstart); VectorAdd(end, boxmins, shiftend); - Mod_MDLMD2MD3_TraceLine(model, frameblend, skeleton, trace, shiftstart, shiftend, hitsupercontentsmask); + Mod_MDLMD2MD3_TraceLine(model, frameblend, skeleton, trace, shiftstart, shiftend, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask); VectorSubtract(trace->endpos, boxmins, trace->endpos); return; } + // for static cases we can just call CollisionBIH which is much faster + if ((frameblend == NULL || (frameblend[0].subframe == 0 && frameblend[1].lerp == 0)) && (skeleton == NULL || skeleton->relativetransforms == NULL)) + { + Mod_CollisionBIH_TraceBox(model, frameblend, skeleton, trace, start, boxmins, boxmaxs, end, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask); + return; + } + // box trace, performed as brush trace memset(trace, 0, sizeof(*trace)); trace->fraction = 1; - trace->realfraction = 1; trace->hitsupercontentsmask = hitsupercontentsmask; + trace->skipsupercontentsmask = skipsupercontentsmask; + trace->skipmaterialflagsmask = skipmaterialflagsmask; if (model->surfmesh.num_vertices > 1024) vertex3f = (float *)Mem_Alloc(tempmempool, model->surfmesh.num_vertices * sizeof(float[3])); segmentmins[0] = min(start[0], end[0]) + boxmins[0] - 1; @@ -799,9 +932,7 @@ static void Mod_BuildAliasSkinFromSkinFrame(texture_t *texture, skinframe_t *ski memset(texture, 0, sizeof(*texture)); texture->currentframe = texture; //texture->animated = false; - texture->numskinframes = 1; - texture->skinframerate = 1; - texture->skinframes[0] = skinframe; + texture->materialshaderpass = texture->shaderpasses[0] = Mod_CreateShaderPass(skinframe); texture->currentskinframe = skinframe; //texture->backgroundnumskinframes = 0; //texture->customblendfunc[0] = 0; @@ -812,6 +943,7 @@ static void Mod_BuildAliasSkinFromSkinFrame(texture_t *texture, skinframe_t *ski //texture->textureflags = 0; texture->basematerialflags = MATERIALFLAG_WALL; + texture->basealpha = 1.0f; if (texture->currentskinframe->hasalpha) texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; texture->currentmaterialflags = texture->basematerialflags; @@ -927,6 +1059,7 @@ void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend) loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine; // FIXME add TraceBrush! loadmodel->PointSuperContents = NULL; + loadmodel->AnimateVertices = Mod_MDL_AnimateVertices; loadmodel->num_surfaces = 1; loadmodel->nummodelsurfaces = loadmodel->num_surfaces; @@ -1092,10 +1225,9 @@ void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend) loadmodel->surfmesh.data_neighbor3i = (int *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_triangles * sizeof(int[3])); } Mod_MDL_LoadFrames (startframes, numverts, vertremap); - loadmodel->AnimateVertices = Mod_MDL_AnimateVertices; // needed during loading, may be cleared by code later in this function if (loadmodel->surfmesh.data_neighbor3i) Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles); - Mod_Alias_CalculateBoundingBox(); + loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox(); Mod_Alias_MorphMesh_CompileFrames(); Mem_Free(vertst); @@ -1198,6 +1330,7 @@ void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend) loadmodel->skinscenes[loadmodel->numskins].loop = true; //increase skin counts + loadmodel->num_textures++; loadmodel->numskins++; totalskins++; @@ -1215,14 +1348,13 @@ void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend) surface->num_firstvertex = 0; surface->num_vertices = loadmodel->surfmesh.num_vertices; - loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1); if(mod_alias_force_animated.string[0]) loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0; - loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_MDL_AnimateVertices : NULL; + // Always make a BIH for the first frame, we can use it where possible. + Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih); if (!loadmodel->surfmesh.isanimated) { - Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih); loadmodel->TraceBox = Mod_CollisionBIH_TraceBox; loadmodel->TraceBrush = Mod_CollisionBIH_TraceBrush; loadmodel->TraceLine = Mod_CollisionBIH_TraceLine; @@ -1286,6 +1418,7 @@ void Mod_IDP2_Load(dp_model_t *mod, void *buffer, void *bufferend) loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox; loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine; loadmodel->PointSuperContents = NULL; + loadmodel->AnimateVertices = Mod_MDL_AnimateVertices; if (LittleLong(pinmodel->num_tris) < 1 || LittleLong(pinmodel->num_tris) > 65536) Host_Error ("%s has invalid number of triangles: %i", loadmodel->name, LittleLong(pinmodel->num_tris)); @@ -1476,15 +1609,12 @@ void Mod_IDP2_Load(dp_model_t *mod, void *buffer, void *bufferend) Mem_Free(vertremap); - loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1); - if(mod_alias_force_animated.string[0]) - loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0; - loadmodel->AnimateVertices = Mod_MDL_AnimateVertices; // needed during loading, may be cleared by code later in this function if (loadmodel->surfmesh.data_neighbor3i) Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles); - Mod_Alias_CalculateBoundingBox(); + loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox(); Mod_Alias_MorphMesh_CompileFrames(); - loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_MDL_AnimateVertices : NULL; + if(mod_alias_force_animated.string[0]) + loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0; surface = loadmodel->data_surfaces; surface->texture = loadmodel->data_textures; @@ -1493,9 +1623,10 @@ void Mod_IDP2_Load(dp_model_t *mod, void *buffer, void *bufferend) surface->num_firstvertex = 0; surface->num_vertices = loadmodel->surfmesh.num_vertices; + // Always make a BIH for the first frame, we can use it where possible. + Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih); if (!loadmodel->surfmesh.isanimated) { - Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih); loadmodel->TraceBox = Mod_CollisionBIH_TraceBox; loadmodel->TraceBrush = Mod_CollisionBIH_TraceBrush; loadmodel->TraceLine = Mod_CollisionBIH_TraceLine; @@ -1554,6 +1685,7 @@ void Mod_IDP3_Load(dp_model_t *mod, void *buffer, void *bufferend) loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox; loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine; loadmodel->PointSuperContents = NULL; + loadmodel->AnimateVertices = Mod_MD3_AnimateVertices; loadmodel->synctype = ST_RAND; // convert model flags to EF flags (MF_ROCKET becomes EF_ROCKET, etc) i = LittleLong (pinmodel->flags); @@ -1678,21 +1810,19 @@ void Mod_IDP3_Load(dp_model_t *mod, void *buffer, void *bufferend) if (loadmodel->surfmesh.data_element3s) for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++) loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i]; - loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1); - if(mod_alias_force_animated.string[0]) - loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0; - loadmodel->AnimateVertices = Mod_MD3_AnimateVertices; // needed during loading, may be cleared by code later in this function if (loadmodel->surfmesh.data_neighbor3i) Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles); Mod_Alias_MorphMesh_CompileFrames(); - Mod_Alias_CalculateBoundingBox(); + loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox(); Mod_FreeSkinFiles(skinfiles); Mod_MakeSortedSurfaces(loadmodel); - loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_MD3_AnimateVertices : NULL; + if(mod_alias_force_animated.string[0]) + loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0; + // Always make a BIH for the first frame, we can use it where possible. + Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih); if (!loadmodel->surfmesh.isanimated) { - Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih); loadmodel->TraceBox = Mod_CollisionBIH_TraceBox; loadmodel->TraceBrush = Mod_CollisionBIH_TraceBrush; loadmodel->TraceLine = Mod_CollisionBIH_TraceLine; @@ -1796,6 +1926,7 @@ void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox; loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine; loadmodel->PointSuperContents = NULL; + loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices; loadmodel->numframes = pheader->numscenes; loadmodel->num_surfaces = pheader->numshaders; @@ -1815,6 +1946,7 @@ void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) } // model bbox + // LordHavoc: actually we blow this away later with Mod_Alias_CalculateBoundingBox() modelradius = pheader->radius; for (i = 0;i < 3;i++) { @@ -1884,14 +2016,10 @@ void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) meshvertices = pheader->numverts; meshtriangles = pheader->numtris; - loadmodel->surfmesh.isanimated = loadmodel->num_bones > 1 || loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1); - if(mod_alias_force_animated.string[0]) - loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0; - loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_Skeletal_AnimateVertices : NULL; loadmodel->nummodelsurfaces = loadmodel->num_surfaces; loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins; loadmodel->num_texturesperskin = loadmodel->num_surfaces; - data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + meshvertices * sizeof(float[14]) + meshvertices * sizeof(unsigned short) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12])); + data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + meshvertices * (sizeof(float[14]) + sizeof(unsigned short) + sizeof(unsigned char[2][4])) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12])); loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t); loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int); loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t); @@ -1907,6 +2035,8 @@ void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) loadmodel->surfmesh.data_tvector3f = (float *)data;data += meshvertices * sizeof(float[3]); loadmodel->surfmesh.data_normal3f = (float *)data;data += meshvertices * sizeof(float[3]); loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]); + loadmodel->surfmesh.data_skeletalindex4ub = (unsigned char *)data;data += meshvertices * sizeof(unsigned char[4]); + loadmodel->surfmesh.data_skeletalweight4ub = (unsigned char *)data;data += meshvertices * sizeof(unsigned char[4]); loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_bones * sizeof(float[12]); loadmodel->surfmesh.num_blends = 0; loadmodel->surfmesh.blends = (unsigned short *)data;data += meshvertices * sizeof(unsigned short); @@ -1994,6 +2124,14 @@ void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) loadmodel->surfmesh.data_vertex3f[j*3+2] = relativeorigin[0] * m[8] + relativeorigin[1] * m[9] + relativeorigin[2] * m[10] + m[11]; // store the weight as the primary weight on this vertex loadmodel->surfmesh.blends[j] = boneindex; + loadmodel->surfmesh.data_skeletalindex4ub[j*4 ] = boneindex; + loadmodel->surfmesh.data_skeletalindex4ub[j*4+1] = 0; + loadmodel->surfmesh.data_skeletalindex4ub[j*4+2] = 0; + loadmodel->surfmesh.data_skeletalindex4ub[j*4+3] = 0; + loadmodel->surfmesh.data_skeletalweight4ub[j*4 ] = 255; + loadmodel->surfmesh.data_skeletalweight4ub[j*4+1] = 0; + loadmodel->surfmesh.data_skeletalweight4ub[j*4+2] = 0; + loadmodel->surfmesh.data_skeletalweight4ub[j*4+3] = 0; } Z_Free(bonepose); // normals and tangents are calculated after elements are loaded @@ -2078,10 +2216,14 @@ void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) 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 != 0); if (loadmodel->surfmesh.data_neighbor3i) Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles); + loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox(); + if(mod_alias_force_animated.string[0]) + loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0; + // Always make a BIH for the first frame, we can use it where possible. + Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih); if (!loadmodel->surfmesh.isanimated) { - Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih); loadmodel->TraceBox = Mod_CollisionBIH_TraceBox; loadmodel->TraceBrush = Mod_CollisionBIH_TraceBrush; loadmodel->TraceLine = Mod_CollisionBIH_TraceLine; @@ -2169,8 +2311,10 @@ void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox; loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine; loadmodel->PointSuperContents = NULL; + loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices; // model bbox + // LordHavoc: actually we blow this away later with Mod_Alias_CalculateBoundingBox() for (i = 0;i < 3;i++) { loadmodel->normalmins[i] = pheader->mins[i]; @@ -2207,12 +2351,8 @@ void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) loadmodel->nummodelsurfaces = loadmodel->num_surfaces = pheader->num_meshs; loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins; loadmodel->num_texturesperskin = loadmodel->num_surfaces; - loadmodel->surfmesh.isanimated = loadmodel->num_bones > 1 || loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1); - if(mod_alias_force_animated.string[0]) - loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0; - loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_Skeletal_AnimateVertices : NULL; // do most allocations as one merged chunk - data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + meshvertices * (sizeof(float[14]) + sizeof(unsigned short)) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t)); + data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + meshvertices * (sizeof(float[14]) + sizeof(unsigned short) + sizeof(unsigned char[2][4])) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t)); loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t); loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int); loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t); @@ -2228,6 +2368,8 @@ void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) loadmodel->surfmesh.data_tvector3f = (float *)data;data += meshvertices * sizeof(float[3]); loadmodel->surfmesh.data_normal3f = (float *)data;data += meshvertices * sizeof(float[3]); loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]); + loadmodel->surfmesh.data_skeletalindex4ub = (unsigned char *)data;data += meshvertices * sizeof(unsigned char[4]); + loadmodel->surfmesh.data_skeletalweight4ub = (unsigned char *)data;data += meshvertices * sizeof(unsigned char[4]); loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_bones * sizeof(float[12]); loadmodel->skinscenes = (animscene_t *)data;data += loadmodel->numskins * sizeof(animscene_t); loadmodel->data_bones = (aliasbone_t *)data;data += loadmodel->num_bones * sizeof(aliasbone_t); @@ -2424,6 +2566,14 @@ void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) data += sizeof(dpmbonevert_t); } loadmodel->surfmesh.blends[j] = Mod_Skeletal_CompressBlend(loadmodel, weightindex, weightinfluence); + loadmodel->surfmesh.data_skeletalindex4ub[j*4 ] = weightindex[0]; + loadmodel->surfmesh.data_skeletalindex4ub[j*4+1] = weightindex[1]; + loadmodel->surfmesh.data_skeletalindex4ub[j*4+2] = weightindex[2]; + loadmodel->surfmesh.data_skeletalindex4ub[j*4+3] = weightindex[3]; + loadmodel->surfmesh.data_skeletalweight4ub[j*4 ] = (unsigned char)(weightinfluence[0]*255.0f); + loadmodel->surfmesh.data_skeletalweight4ub[j*4+1] = (unsigned char)(weightinfluence[1]*255.0f); + loadmodel->surfmesh.data_skeletalweight4ub[j*4+2] = (unsigned char)(weightinfluence[2]*255.0f); + loadmodel->surfmesh.data_skeletalweight4ub[j*4+3] = (unsigned char)(weightinfluence[3]*255.0f); } // since dpm models do not have named sections, reuse their shader name as the section name @@ -2445,10 +2595,14 @@ void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) 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 != 0); if (loadmodel->surfmesh.data_neighbor3i) Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles); + loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox(); + if(mod_alias_force_animated.string[0]) + loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0; + // Always make a BIH for the first frame, we can use it where possible. + Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih); if (!loadmodel->surfmesh.isanimated) { - Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih); loadmodel->TraceBox = Mod_CollisionBIH_TraceBox; loadmodel->TraceBrush = Mod_CollisionBIH_TraceBrush; loadmodel->TraceLine = Mod_CollisionBIH_TraceLine; @@ -2511,6 +2665,7 @@ void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox; loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine; loadmodel->PointSuperContents = NULL; + loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices; loadmodel->synctype = ST_RAND; FS_StripExtension(loadmodel->name, animname, sizeof(animname)); @@ -2864,12 +3019,8 @@ void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) loadmodel->num_texturesperskin = loadmodel->num_surfaces; loadmodel->surfmesh.num_vertices = meshvertices; loadmodel->surfmesh.num_triangles = meshtriangles; - loadmodel->surfmesh.isanimated = loadmodel->num_bones > 1 || loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1); - if(mod_alias_force_animated.string[0]) - loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0; - loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_Skeletal_AnimateVertices : NULL; // do most allocations as one merged chunk - size = loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + loadmodel->surfmesh.num_triangles * sizeof(int[3]) + (r_enableshadowvolumes.integer ? loadmodel->surfmesh.num_triangles * sizeof(int[3]) : 0) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[2]) + loadmodel->surfmesh.num_vertices * sizeof(unsigned short) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t) + ((loadmodel->surfmesh.num_vertices <= 65536) ? (loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3])) : 0); + size = loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + loadmodel->surfmesh.num_triangles * sizeof(int[3]) + (r_enableshadowvolumes.integer ? loadmodel->surfmesh.num_triangles * sizeof(int[3]) : 0) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[2]) + loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]) + loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]) + loadmodel->surfmesh.num_vertices * sizeof(unsigned short) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t) + ((loadmodel->surfmesh.num_vertices <= 65536) ? (loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3])) : 0); data = (unsigned char *)Mem_Alloc(loadmodel->mempool, size); loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t); loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int); @@ -2884,6 +3035,8 @@ void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) loadmodel->surfmesh.data_tvector3f = (float *)data;data += loadmodel->surfmesh.num_vertices * sizeof(float[3]); loadmodel->surfmesh.data_normal3f = (float *)data;data += loadmodel->surfmesh.num_vertices * sizeof(float[3]); loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += loadmodel->surfmesh.num_vertices * sizeof(float[2]); + loadmodel->surfmesh.data_skeletalindex4ub = (unsigned char *)data;data += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]); + loadmodel->surfmesh.data_skeletalweight4ub = (unsigned char *)data;data += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]); loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_bones * sizeof(float[12]); loadmodel->skinscenes = (animscene_t *)data;data += loadmodel->numskins * sizeof(animscene_t); loadmodel->data_bones = (aliasbone_t *)data;data += loadmodel->num_bones * sizeof(aliasbone_t); @@ -3009,6 +3162,14 @@ void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) } } loadmodel->surfmesh.blends[index] = Mod_Skeletal_CompressBlend(loadmodel, weightindex, weightinfluence); + loadmodel->surfmesh.data_skeletalindex4ub[index*4 ] = weightindex[0]; + loadmodel->surfmesh.data_skeletalindex4ub[index*4+1] = weightindex[1]; + loadmodel->surfmesh.data_skeletalindex4ub[index*4+2] = weightindex[2]; + loadmodel->surfmesh.data_skeletalindex4ub[index*4+3] = weightindex[3]; + loadmodel->surfmesh.data_skeletalweight4ub[index*4 ] = (unsigned char)(weightinfluence[0]*255.0f); + loadmodel->surfmesh.data_skeletalweight4ub[index*4+1] = (unsigned char)(weightinfluence[1]*255.0f); + loadmodel->surfmesh.data_skeletalweight4ub[index*4+2] = (unsigned char)(weightinfluence[2]*255.0f); + loadmodel->surfmesh.data_skeletalweight4ub[index*4+3] = (unsigned char)(weightinfluence[3]*255.0f); } if (loadmodel->surfmesh.num_blends < loadmodel->surfmesh.num_vertices) loadmodel->surfmesh.data_blendweights = (blendweights_t *)Mem_Realloc(loadmodel->mempool, loadmodel->surfmesh.data_blendweights, loadmodel->surfmesh.num_blends * sizeof(blendweights_t)); @@ -3113,11 +3274,14 @@ void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) 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 != 0); if (loadmodel->surfmesh.data_neighbor3i) Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles); - Mod_Alias_CalculateBoundingBox(); + loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox(); + if(mod_alias_force_animated.string[0]) + loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0; + // Always make a BIH for the first frame, we can use it where possible. + Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih); if (!loadmodel->surfmesh.isanimated) { - Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih); loadmodel->TraceBox = Mod_CollisionBIH_TraceBox; loadmodel->TraceBrush = Mod_CollisionBIH_TraceBrush; loadmodel->TraceLine = Mod_CollisionBIH_TraceLine; @@ -3335,6 +3499,7 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox; loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine; loadmodel->PointSuperContents = NULL; + loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices; // load external .skin files if present skinfiles = Mod_LoadSkinFiles(); @@ -3347,13 +3512,12 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) loadmodel->nummodelsurfaces = loadmodel->num_surfaces = header.num_meshes; loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins; loadmodel->num_texturesperskin = loadmodel->num_surfaces; - loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices; // updated later meshvertices = header.num_vertexes; meshtriangles = header.num_triangles; // do most allocations as one merged chunk - data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + meshvertices * (sizeof(float[14]) + (vcolor4f || vcolor4ub ? sizeof(float[4]) : 0)) + (vblendindexes && vblendweights ? meshvertices * sizeof(unsigned short) : 0) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t)); + data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + meshvertices * (sizeof(float[14]) + (vcolor4f || vcolor4ub ? sizeof(float[4]) : 0)) + (vblendindexes && vblendweights ? meshvertices * (sizeof(unsigned short) + sizeof(unsigned char[2][4])) : 0) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t)); loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t); loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int); loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t); @@ -3373,6 +3537,11 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) { loadmodel->surfmesh.data_lightmapcolor4f = (float *)data;data += meshvertices * sizeof(float[4]); } + if (vblendindexes && vblendweights) + { + loadmodel->surfmesh.data_skeletalindex4ub = (unsigned char *)data;data += meshvertices * sizeof(unsigned char[4]); + loadmodel->surfmesh.data_skeletalweight4ub = (unsigned char *)data;data += meshvertices * sizeof(unsigned char[4]); + } loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_bones * sizeof(float[12]); loadmodel->skinscenes = (animscene_t *)data;data += loadmodel->numskins * sizeof(animscene_t); loadmodel->data_bones = (aliasbone_t *)data;data += loadmodel->num_bones * sizeof(aliasbone_t); @@ -3493,7 +3662,6 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) loadmodel->surfmesh.isanimated = loadmodel->num_bones > 1 || loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1); if(mod_alias_force_animated.string[0]) loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0; - loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_Skeletal_AnimateVertices : NULL; biggestorigin = 0; if (header.version == 1) @@ -3797,6 +3965,14 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) memcpy(weights.index, vblendindexes + i*4, 4); memcpy(weights.influence, vblendweights + i*4, 4); loadmodel->surfmesh.blends[i] = Mod_Skeletal_AddBlend(loadmodel, &weights); + loadmodel->surfmesh.data_skeletalindex4ub[i*4 ] = weights.index[0]; + loadmodel->surfmesh.data_skeletalindex4ub[i*4+1] = weights.index[1]; + loadmodel->surfmesh.data_skeletalindex4ub[i*4+2] = weights.index[2]; + loadmodel->surfmesh.data_skeletalindex4ub[i*4+3] = weights.index[3]; + loadmodel->surfmesh.data_skeletalweight4ub[i*4 ] = weights.influence[0]; + loadmodel->surfmesh.data_skeletalweight4ub[i*4+1] = weights.influence[1]; + loadmodel->surfmesh.data_skeletalweight4ub[i*4+2] = weights.influence[2]; + loadmodel->surfmesh.data_skeletalweight4ub[i*4+3] = weights.influence[3]; } } @@ -3869,9 +4045,10 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) if (!header.ofs_bounds) Mod_Alias_CalculateBoundingBox(); - if (!loadmodel->surfmesh.isanimated && loadmodel->surfmesh.num_triangles >= 1) + // Always make a BIH for the first frame, we can use it where possible. + Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih); + if (!loadmodel->surfmesh.isanimated) { - Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih); loadmodel->TraceBox = Mod_CollisionBIH_TraceBox; loadmodel->TraceBrush = Mod_CollisionBIH_TraceBrush; loadmodel->TraceLine = Mod_CollisionBIH_TraceLine;