Browse Source

engine: move SlerpBones, CalcBonePosition/Quaternion from engine to libpublic

pull/2/head
Alibek Omarov 2 years ago
parent
commit
f4069de7f2
  1. 3
      engine/client/ref_common.c
  2. 3
      engine/common/mod_local.h
  3. 190
      engine/common/mod_studio.c
  4. 6
      engine/ref_api.h
  5. 190
      public/xash3d_mathlib.c
  6. 5
      public/xash3d_mathlib.h
  7. 18
      ref/gl/gl_studio.c
  8. 18
      ref/soft/r_studio.c

3
engine/client/ref_common.c

@ -278,9 +278,6 @@ static ref_api_t gEngfuncs = @@ -278,9 +278,6 @@ static ref_api_t gEngfuncs =
Mod_PointInLeaf,
Mod_CreatePolygonsForHull,
R_StudioSlerpBones,
R_StudioCalcBoneQuaternion,
R_StudioCalcBonePosition,
R_StudioGetAnim,
pfnStudioEvent,

3
engine/common/mod_local.h

@ -182,9 +182,6 @@ qboolean Mod_GetStudioBounds( const char *name, vec3_t mins, vec3_t maxs ); @@ -182,9 +182,6 @@ qboolean Mod_GetStudioBounds( const char *name, vec3_t mins, vec3_t maxs );
void Mod_StudioGetAttachment( const edict_t *e, int iAttachment, float *org, float *ang );
void Mod_GetBonePosition( const edict_t *e, int iBone, float *org, float *ang );
hull_t *Mod_HullForStudio( model_t *m, float frame, int seq, vec3_t ang, vec3_t org, vec3_t size, byte *pcnt, byte *pbl, int *hitboxes, edict_t *ed );
void R_StudioSlerpBones( int numbones, vec4_t q1[], float pos1[][3], vec4_t q2[], float pos2[][3], float s );
void R_StudioCalcBoneQuaternion( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, vec4_t q );
void R_StudioCalcBonePosition( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, vec3_t adj, vec3_t pos );
void *R_StudioGetAnim( studiohdr_t *m_pStudioHeader, model_t *m_pSubModel, mstudioseqdesc_t *pseqdesc );
void Mod_StudioComputeBounds( void *buffer, vec3_t mins, vec3_t maxs, qboolean ignore_sequences );
int Mod_HitgroupForStudioHull( int index );

190
engine/common/mod_studio.c

@ -397,196 +397,6 @@ static void Mod_StudioCalcRotations( int boneused[], int numbones, const byte *p @@ -397,196 +397,6 @@ static void Mod_StudioCalcRotations( int boneused[], int numbones, const byte *p
if( pseqdesc->motiontype & STUDIO_Z ) pos[pseqdesc->motionbone][2] = 0.0f;
}
/*
====================
StudioCalcBoneQuaternion
====================
*/
void R_StudioCalcBoneQuaternion( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, vec4_t q )
{
vec3_t angles1;
vec3_t angles2;
int j, k;
for( j = 0; j < 3; j++ )
{
if( !panim || panim->offset[j+3] == 0 )
{
angles2[j] = angles1[j] = pbone->value[j+3]; // default;
}
else
{
mstudioanimvalue_t *panimvalue = (mstudioanimvalue_t *)((byte *)panim + panim->offset[j+3]);
k = frame;
// debug
if( panimvalue->num.total < panimvalue->num.valid )
k = 0;
// find span of values that includes the frame we want
while( panimvalue->num.total <= k )
{
k -= panimvalue->num.total;
panimvalue += panimvalue->num.valid + 1;
// debug
if( panimvalue->num.total < panimvalue->num.valid )
k = 0;
}
// bah, missing blend!
if( panimvalue->num.valid > k )
{
angles1[j] = panimvalue[k+1].value;
if( panimvalue->num.valid > k + 1 )
{
angles2[j] = panimvalue[k+2].value;
}
else
{
if( panimvalue->num.total > k + 1 )
angles2[j] = angles1[j];
else angles2[j] = panimvalue[panimvalue->num.valid+2].value;
}
}
else
{
angles1[j] = panimvalue[panimvalue->num.valid].value;
if( panimvalue->num.total > k + 1 )
angles2[j] = angles1[j];
else angles2[j] = panimvalue[panimvalue->num.valid+2].value;
}
angles1[j] = pbone->value[j+3] + angles1[j] * pbone->scale[j+3];
angles2[j] = pbone->value[j+3] + angles2[j] * pbone->scale[j+3];
}
if( pbone->bonecontroller[j+3] != -1 && adj != NULL )
{
angles1[j] += adj[pbone->bonecontroller[j+3]];
angles2[j] += adj[pbone->bonecontroller[j+3]];
}
}
if( !VectorCompare( angles1, angles2 ))
{
vec4_t q1, q2;
AngleQuaternion( angles1, q1, true );
AngleQuaternion( angles2, q2, true );
QuaternionSlerp( q1, q2, s, q );
}
else
{
AngleQuaternion( angles1, q, true );
}
}
/*
====================
StudioCalcBonePosition
====================
*/
void R_StudioCalcBonePosition( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, vec3_t pos )
{
vec3_t origin1;
vec3_t origin2;
int j, k;
for( j = 0; j < 3; j++ )
{
if( !panim || panim->offset[j] == 0 )
{
origin2[j] = origin1[j] = pbone->value[j]; // default;
}
else
{
mstudioanimvalue_t *panimvalue = (mstudioanimvalue_t *)((byte *)panim + panim->offset[j]);
k = frame;
// debug
if( panimvalue->num.total < panimvalue->num.valid )
k = 0;
// find span of values that includes the frame we want
while( panimvalue->num.total <= k )
{
k -= panimvalue->num.total;
panimvalue += panimvalue->num.valid + 1;
// debug
if( panimvalue->num.total < panimvalue->num.valid )
k = 0;
}
// bah, missing blend!
if( panimvalue->num.valid > k )
{
origin1[j] = panimvalue[k+1].value;
if( panimvalue->num.valid > k + 1 )
{
origin2[j] = panimvalue[k+2].value;
}
else
{
if( panimvalue->num.total > k + 1 )
origin2[j] = origin1[j];
else origin2[j] = panimvalue[panimvalue->num.valid+2].value;
}
}
else
{
origin1[j] = panimvalue[panimvalue->num.valid].value;
if( panimvalue->num.total > k + 1 )
origin2[j] = origin1[j];
else origin2[j] = panimvalue[panimvalue->num.valid+2].value;
}
origin1[j] = pbone->value[j] + origin1[j] * pbone->scale[j];
origin2[j] = pbone->value[j] + origin2[j] * pbone->scale[j];
}
if( pbone->bonecontroller[j] != -1 && adj != NULL )
{
origin1[j] += adj[pbone->bonecontroller[j]];
origin2[j] += adj[pbone->bonecontroller[j]];
}
}
if( !VectorCompare( origin1, origin2 ))
{
VectorLerp( origin1, s, origin2, pos );
}
else
{
VectorCopy( origin1, pos );
}
}
/*
====================
StudioSlerpBones
====================
*/
void R_StudioSlerpBones( int numbones, vec4_t q1[], float pos1[][3], vec4_t q2[], float pos2[][3], float s )
{
int i;
s = bound( 0.0f, s, 1.0f );
for( i = 0; i < numbones; i++ )
{
QuaternionSlerp( q1[i], q2[i], s, q1[i] );
VectorLerp( pos1[i], s, pos2[i], pos1[i] );
}
}
/*
====================

6
engine/ref_api.h

@ -32,7 +32,8 @@ GNU General Public License for more details. @@ -32,7 +32,8 @@ GNU General Public License for more details.
// RefAPI changelog:
// 1. Initial release
// 2. FS functions are removed, instead we have full fs_api_t
#define REF_API_VERSION 2
// 3. SlerpBones, CalcBonePosition/Quaternion calls were moved to libpublic/mathlib
#define REF_API_VERSION 3
#define TF_SKY (TF_SKYSIDE|TF_NOMIPMAP)
@ -312,9 +313,6 @@ typedef struct ref_api_s @@ -312,9 +313,6 @@ typedef struct ref_api_s
void (*Mod_CreatePolygonsForHull)( int hullnum );
// studio models
void (*R_StudioSlerpBones)( int numbones, vec4_t q1[], float pos1[][3], vec4_t q2[], float pos2[][3], float s );
void (*R_StudioCalcBoneQuaternion)( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, vec4_t q );
void (*R_StudioCalcBonePosition)( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, vec3_t adj, vec3_t pos );
void *(*R_StudioGetAnim)( studiohdr_t *m_pStudioHeader, model_t *m_pSubModel, mstudioseqdesc_t *pseqdesc );
void (*pfnStudioEvent)( const struct mstudioevent_s *event, const cl_entity_t *entity );

190
public/xash3d_mathlib.c

@ -872,3 +872,193 @@ int BoxOnPlaneSide( const vec3_t emins, const vec3_t emaxs, const mplane_t *p ) @@ -872,3 +872,193 @@ int BoxOnPlaneSide( const vec3_t emins, const vec3_t emaxs, const mplane_t *p )
return sides;
}
/*
====================
StudioSlerpBones
====================
*/
void R_StudioSlerpBones( int numbones, vec4_t q1[], float pos1[][3], const vec4_t q2[], const float pos2[][3], float s )
{
int i;
s = bound( 0.0f, s, 1.0f );
for( i = 0; i < numbones; i++ )
{
QuaternionSlerp( q1[i], q2[i], s, q1[i] );
VectorLerp( pos1[i], s, pos2[i], pos1[i] );
}
}
/*
====================
StudioCalcBoneQuaternion
====================
*/
void R_StudioCalcBoneQuaternion( int frame, float s, const mstudiobone_t *pbone, const mstudioanim_t *panim, const float *adj, vec4_t q )
{
vec3_t angles1;
vec3_t angles2;
int j, k;
for( j = 0; j < 3; j++ )
{
if( !panim || panim->offset[j+3] == 0 )
{
angles2[j] = angles1[j] = pbone->value[j+3]; // default;
}
else
{
mstudioanimvalue_t *panimvalue = (mstudioanimvalue_t *)((byte *)panim + panim->offset[j+3]);
k = frame;
// debug
if( panimvalue->num.total < panimvalue->num.valid )
k = 0;
// find span of values that includes the frame we want
while( panimvalue->num.total <= k )
{
k -= panimvalue->num.total;
panimvalue += panimvalue->num.valid + 1;
// debug
if( panimvalue->num.total < panimvalue->num.valid )
k = 0;
}
// bah, missing blend!
if( panimvalue->num.valid > k )
{
angles1[j] = panimvalue[k+1].value;
if( panimvalue->num.valid > k + 1 )
{
angles2[j] = panimvalue[k+2].value;
}
else
{
if( panimvalue->num.total > k + 1 )
angles2[j] = angles1[j];
else angles2[j] = panimvalue[panimvalue->num.valid+2].value;
}
}
else
{
angles1[j] = panimvalue[panimvalue->num.valid].value;
if( panimvalue->num.total > k + 1 )
angles2[j] = angles1[j];
else angles2[j] = panimvalue[panimvalue->num.valid+2].value;
}
angles1[j] = pbone->value[j+3] + angles1[j] * pbone->scale[j+3];
angles2[j] = pbone->value[j+3] + angles2[j] * pbone->scale[j+3];
}
if( pbone->bonecontroller[j+3] != -1 && adj != NULL )
{
angles1[j] += adj[pbone->bonecontroller[j+3]];
angles2[j] += adj[pbone->bonecontroller[j+3]];
}
}
if( !VectorCompare( angles1, angles2 ))
{
vec4_t q1, q2;
AngleQuaternion( angles1, q1, true );
AngleQuaternion( angles2, q2, true );
QuaternionSlerp( q1, q2, s, q );
}
else
{
AngleQuaternion( angles1, q, true );
}
}
/*
====================
StudioCalcBonePosition
====================
*/
void R_StudioCalcBonePosition( int frame, float s, const mstudiobone_t *pbone, const mstudioanim_t *panim, const float *adj, vec3_t pos )
{
vec3_t origin1;
vec3_t origin2;
int j, k;
for( j = 0; j < 3; j++ )
{
if( !panim || panim->offset[j] == 0 )
{
origin2[j] = origin1[j] = pbone->value[j]; // default;
}
else
{
mstudioanimvalue_t *panimvalue = (mstudioanimvalue_t *)((byte *)panim + panim->offset[j]);
k = frame;
// debug
if( panimvalue->num.total < panimvalue->num.valid )
k = 0;
// find span of values that includes the frame we want
while( panimvalue->num.total <= k )
{
k -= panimvalue->num.total;
panimvalue += panimvalue->num.valid + 1;
// debug
if( panimvalue->num.total < panimvalue->num.valid )
k = 0;
}
// bah, missing blend!
if( panimvalue->num.valid > k )
{
origin1[j] = panimvalue[k+1].value;
if( panimvalue->num.valid > k + 1 )
{
origin2[j] = panimvalue[k+2].value;
}
else
{
if( panimvalue->num.total > k + 1 )
origin2[j] = origin1[j];
else origin2[j] = panimvalue[panimvalue->num.valid+2].value;
}
}
else
{
origin1[j] = panimvalue[panimvalue->num.valid].value;
if( panimvalue->num.total > k + 1 )
origin2[j] = origin1[j];
else origin2[j] = panimvalue[panimvalue->num.valid+2].value;
}
origin1[j] = pbone->value[j] + origin1[j] * pbone->scale[j];
origin2[j] = pbone->value[j] + origin2[j] * pbone->scale[j];
}
if( pbone->bonecontroller[j] != -1 && adj != NULL )
{
origin1[j] += adj[pbone->bonecontroller[j]];
origin2[j] += adj[pbone->bonecontroller[j]];
}
}
if( !VectorCompare( origin1, origin2 ))
{
VectorLerp( origin1, s, origin2, pos );
}
else
{
VectorCopy( origin1, pos );
}
}

5
public/xash3d_mathlib.h

@ -23,6 +23,7 @@ GNU General Public License for more details. @@ -23,6 +23,7 @@ GNU General Public License for more details.
#include "build.h"
#include "com_model.h"
#include "studio.h"
// euler angle order
#define PITCH 0
@ -210,6 +211,10 @@ qboolean Matrix4x4_Invert_Full( matrix4x4 out, const matrix4x4 in1 ); @@ -210,6 +211,10 @@ qboolean Matrix4x4_Invert_Full( matrix4x4 out, const matrix4x4 in1 );
float V_CalcFov( float *fov_x, float width, float height );
void V_AdjustFov( float *fov_x, float *fov_y, float width, float height, qboolean lock_x );
void R_StudioSlerpBones( int numbones, vec4_t q1[], float pos1[][3], const vec4_t q2[], const float pos2[][3], float s );
void R_StudioCalcBoneQuaternion( int frame, float s, const mstudiobone_t *pbone, const mstudioanim_t *panim, const float *adj, vec4_t q );
void R_StudioCalcBonePosition( int frame, float s, const mstudiobone_t *pbone, const mstudioanim_t *panim, const vec3_t adj, vec3_t pos );
int BoxOnPlaneSide( const vec3_t emins, const vec3_t emaxs, const mplane_t *p );
#define BOX_ON_PLANE_SIDE( emins, emaxs, p ) \
((( p )->type < 3 ) ? \

18
ref/gl/gl_studio.c

@ -847,8 +847,8 @@ void R_StudioCalcRotations( cl_entity_t *e, float pos[][3], vec4_t *q, mstudiose @@ -847,8 +847,8 @@ void R_StudioCalcRotations( cl_entity_t *e, float pos[][3], vec4_t *q, mstudiose
for( i = 0; i < m_pStudioHeader->numbones; i++, pbone++, panim++ )
{
gEngfuncs.R_StudioCalcBoneQuaternion( frame, s, pbone, panim, adj, q[i] );
gEngfuncs.R_StudioCalcBonePosition( frame, s, pbone, panim, adj, pos[i] );
R_StudioCalcBoneQuaternion( frame, s, pbone, panim, adj, q[i] );
R_StudioCalcBonePosition( frame, s, pbone, panim, adj, pos[i] );
}
if( pseqdesc->motiontype & STUDIO_X ) pos[pseqdesc->motionbone][0] = 0.0f;
@ -960,7 +960,7 @@ void R_StudioSetupBones( cl_entity_t *e ) @@ -960,7 +960,7 @@ void R_StudioSetupBones( cl_entity_t *e )
dadt = R_StudioEstimateInterpolant( e );
s = (e->curstate.blending[0] * dadt + e->latched.prevblending[0] * (1.0f - dadt)) / 255.0f;
gEngfuncs.R_StudioSlerpBones( m_pStudioHeader->numbones, q, pos, q2, pos2, s );
R_StudioSlerpBones( m_pStudioHeader->numbones, q, pos, q2, pos2, s );
if( pseqdesc->numblends == 4 )
{
@ -971,10 +971,10 @@ void R_StudioSetupBones( cl_entity_t *e ) @@ -971,10 +971,10 @@ void R_StudioSetupBones( cl_entity_t *e )
R_StudioCalcRotations( e, pos4, q4, pseqdesc, panim, f );
s = (e->curstate.blending[0] * dadt + e->latched.prevblending[0] * (1.0f - dadt)) / 255.0f;
gEngfuncs.R_StudioSlerpBones( m_pStudioHeader->numbones, q3, pos3, q4, pos4, s );
R_StudioSlerpBones( m_pStudioHeader->numbones, q3, pos3, q4, pos4, s );
s = (e->curstate.blending[1] * dadt + e->latched.prevblending[1] * (1.0f - dadt)) / 255.0f;
gEngfuncs.R_StudioSlerpBones( m_pStudioHeader->numbones, q, pos, q3, pos3, s );
R_StudioSlerpBones( m_pStudioHeader->numbones, q, pos, q3, pos3, s );
}
}
@ -997,7 +997,7 @@ void R_StudioSetupBones( cl_entity_t *e ) @@ -997,7 +997,7 @@ void R_StudioSetupBones( cl_entity_t *e )
R_StudioCalcRotations( e, pos2, q2, pseqdesc, panim, e->latched.prevframe );
s = (e->latched.prevseqblending[0]) / 255.0f;
gEngfuncs.R_StudioSlerpBones( m_pStudioHeader->numbones, q1b, pos1b, q2, pos2, s );
R_StudioSlerpBones( m_pStudioHeader->numbones, q1b, pos1b, q2, pos2, s );
if( pseqdesc->numblends == 4 )
{
@ -1008,15 +1008,15 @@ void R_StudioSetupBones( cl_entity_t *e ) @@ -1008,15 +1008,15 @@ void R_StudioSetupBones( cl_entity_t *e )
R_StudioCalcRotations( e, pos4, q4, pseqdesc, panim, e->latched.prevframe );
s = (e->latched.prevseqblending[0]) / 255.0f;
gEngfuncs.R_StudioSlerpBones( m_pStudioHeader->numbones, q3, pos3, q4, pos4, s );
R_StudioSlerpBones( m_pStudioHeader->numbones, q3, pos3, q4, pos4, s );
s = (e->latched.prevseqblending[1]) / 255.0f;
gEngfuncs.R_StudioSlerpBones( m_pStudioHeader->numbones, q1b, pos1b, q3, pos3, s );
R_StudioSlerpBones( m_pStudioHeader->numbones, q1b, pos1b, q3, pos3, s );
}
}
s = 1.0f - ( g_studio.time - e->latched.sequencetime ) / 0.2f;
gEngfuncs.R_StudioSlerpBones( m_pStudioHeader->numbones, q, pos, q1b, pos1b, s );
R_StudioSlerpBones( m_pStudioHeader->numbones, q, pos, q1b, pos1b, s );
}
else
{

18
ref/soft/r_studio.c

@ -843,8 +843,8 @@ void R_StudioCalcRotations( cl_entity_t *e, float pos[][3], vec4_t *q, mstudiose @@ -843,8 +843,8 @@ void R_StudioCalcRotations( cl_entity_t *e, float pos[][3], vec4_t *q, mstudiose
for( i = 0; i < m_pStudioHeader->numbones; i++, pbone++, panim++ )
{
gEngfuncs.R_StudioCalcBoneQuaternion( frame, s, pbone, panim, adj, q[i] );
gEngfuncs.R_StudioCalcBonePosition( frame, s, pbone, panim, adj, pos[i] );
R_StudioCalcBoneQuaternion( frame, s, pbone, panim, adj, q[i] );
R_StudioCalcBonePosition( frame, s, pbone, panim, adj, pos[i] );
}
if( pseqdesc->motiontype & STUDIO_X ) pos[pseqdesc->motionbone][0] = 0.0f;
@ -956,7 +956,7 @@ void R_StudioSetupBones( cl_entity_t *e ) @@ -956,7 +956,7 @@ void R_StudioSetupBones( cl_entity_t *e )
dadt = R_StudioEstimateInterpolant( e );
s = (e->curstate.blending[0] * dadt + e->latched.prevblending[0] * (1.0f - dadt)) / 255.0f;
gEngfuncs.R_StudioSlerpBones( m_pStudioHeader->numbones, q, pos, q2, pos2, s );
R_StudioSlerpBones( m_pStudioHeader->numbones, q, pos, q2, pos2, s );
if( pseqdesc->numblends == 4 )
{
@ -967,10 +967,10 @@ void R_StudioSetupBones( cl_entity_t *e ) @@ -967,10 +967,10 @@ void R_StudioSetupBones( cl_entity_t *e )
R_StudioCalcRotations( e, pos4, q4, pseqdesc, panim, f );
s = (e->curstate.blending[0] * dadt + e->latched.prevblending[0] * (1.0f - dadt)) / 255.0f;
gEngfuncs.R_StudioSlerpBones( m_pStudioHeader->numbones, q3, pos3, q4, pos4, s );
R_StudioSlerpBones( m_pStudioHeader->numbones, q3, pos3, q4, pos4, s );
s = (e->curstate.blending[1] * dadt + e->latched.prevblending[1] * (1.0f - dadt)) / 255.0f;
gEngfuncs.R_StudioSlerpBones( m_pStudioHeader->numbones, q, pos, q3, pos3, s );
R_StudioSlerpBones( m_pStudioHeader->numbones, q, pos, q3, pos3, s );
}
}
@ -993,7 +993,7 @@ void R_StudioSetupBones( cl_entity_t *e ) @@ -993,7 +993,7 @@ void R_StudioSetupBones( cl_entity_t *e )
R_StudioCalcRotations( e, pos2, q2, pseqdesc, panim, e->latched.prevframe );
s = (e->latched.prevseqblending[0]) / 255.0f;
gEngfuncs.R_StudioSlerpBones( m_pStudioHeader->numbones, q1b, pos1b, q2, pos2, s );
R_StudioSlerpBones( m_pStudioHeader->numbones, q1b, pos1b, q2, pos2, s );
if( pseqdesc->numblends == 4 )
{
@ -1004,15 +1004,15 @@ void R_StudioSetupBones( cl_entity_t *e ) @@ -1004,15 +1004,15 @@ void R_StudioSetupBones( cl_entity_t *e )
R_StudioCalcRotations( e, pos4, q4, pseqdesc, panim, e->latched.prevframe );
s = (e->latched.prevseqblending[0]) / 255.0f;
gEngfuncs.R_StudioSlerpBones( m_pStudioHeader->numbones, q3, pos3, q4, pos4, s );
R_StudioSlerpBones( m_pStudioHeader->numbones, q3, pos3, q4, pos4, s );
s = (e->latched.prevseqblending[1]) / 255.0f;
gEngfuncs.R_StudioSlerpBones( m_pStudioHeader->numbones, q1b, pos1b, q3, pos3, s );
R_StudioSlerpBones( m_pStudioHeader->numbones, q1b, pos1b, q3, pos3, s );
}
}
s = 1.0f - ( g_studio.time - e->latched.sequencetime ) / 0.2f;
gEngfuncs.R_StudioSlerpBones( m_pStudioHeader->numbones, q, pos, q1b, pos1b, s );
R_StudioSlerpBones( m_pStudioHeader->numbones, q, pos, q1b, pos1b, s );
}
else
{

Loading…
Cancel
Save