/* Copyright (C) 2002-2003 Victor Luchits This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "ui_local.h" cgs_skeleton_t *skel_headnode; /* ================= UI_SkeletonForModel ================= */ cgs_skeleton_t *UI_SkeletonForModel( struct model_s *model ) { int i, j; cgs_skeleton_t *skel; qbyte *buffer; cgs_bone_t *bone; bonepose_t *bonePose; int numBones, numFrames; if( !model ) return NULL; numBones = trap_R_SkeletalGetNumBones( model, &numFrames ); if( !numBones || !numFrames ) return NULL; // no bones or frames for( skel = skel_headnode; skel; skel = skel->next ) { if( skel->model == model ) return skel; } // allocate one huge array to hold our data buffer = UI_Malloc( sizeof( cgs_skeleton_t ) + numBones * sizeof( cgs_bone_t ) + numFrames * (sizeof( bonepose_t * ) + numBones * sizeof( bonepose_t )) ); skel = ( cgs_skeleton_t * )buffer; buffer += sizeof( cgs_skeleton_t ); skel->bones = ( cgs_bone_t * )buffer; buffer += numBones * sizeof( cgs_bone_t ); skel->numBones = numBones; skel->bonePoses = ( bonepose_t ** )buffer; buffer += numFrames * sizeof( bonepose_t * ); skel->numFrames = numFrames; // register bones for( i = 0, bone = skel->bones; i < numBones; i++, bone++ ) bone->parent = trap_R_SkeletalGetBoneInfo( model, i, bone->name, sizeof( bone->name ), &bone->flags ); // register poses for all frames for all bones for( i = 0; i < numFrames; i++ ) { skel->bonePoses[i] = ( bonepose_t * )buffer; buffer += numBones * sizeof( bonepose_t ); for( j = 0, bonePose = skel->bonePoses[i]; j < numBones; j++, bonePose++ ) trap_R_SkeletalGetBonePose( model, j, i, bonePose ); } skel->next = skel_headnode; skel_headnode = skel; skel->model = model; return skel; } //======================================================================== // // BONEPOSES // //======================================================================== //=============== // UI_TransformBoneposes // place bones in it's final position in the skeleton //=============== void UI_TransformBoneposes( cgs_skeleton_t *skel, bonepose_t *boneposes, bonepose_t *sourceboneposes ) { int j; bonepose_t temppose; for( j = 0; j < (int)skel->numBones; j++ ) { if( skel->bones[j].parent >= 0 ) { memcpy( &temppose, &sourceboneposes[j], sizeof(bonepose_t)); Quat_ConcatTransforms ( boneposes[skel->bones[j].parent].quat, boneposes[skel->bones[j].parent].origin, temppose.quat, temppose.origin, boneposes[j].quat, boneposes[j].origin ); } else memcpy( &boneposes[j], &sourceboneposes[j], sizeof(bonepose_t)); } } //============================== // UI_RotateBonePose //============================== void UI_RotateBonePose( vec3_t angles, bonepose_t *bonepose ) { vec3_t axis_rotator[3]; quat_t quat_rotator; bonepose_t temppose; vec3_t tempangles; tempangles[0] = -angles[YAW]; tempangles[1] = -angles[PITCH]; tempangles[2] = -angles[ROLL]; AnglesToAxis ( tempangles, axis_rotator ); Matrix_Quat( axis_rotator, quat_rotator ); memcpy( &temppose, bonepose, sizeof(bonepose_t)); Quat_ConcatTransforms ( quat_rotator, vec3_origin, temppose.quat, temppose.origin, bonepose->quat, bonepose->origin ); } //============================== // UI_SkeletalPoseLerpAttachment // Get the interpolated bone from TRANSFORMED bonepose and oldbonepose //============================== qboolean UI_SkeletalPoseLerpAttachment( orientation_t *orient, cgs_skeleton_t *skel, bonepose_t *boneposes, bonepose_t *oldboneposes, float backlerp, char *bonename ) { int i; quat_t quat; cgs_bone_t *bone; bonepose_t *bonepose, *oldbonepose; float frontlerp = 1.0 - backlerp; if( !boneposes || !oldboneposes || !skel){ UI_Printf( "UI_SkeletalPoseLerpAttachment: Wrong model or boneposes %s\n", bonename ); return qfalse; } // find the appropriate attachment bone bone = skel->bones; for( i = 0; i < skel->numBones; i++, bone++ ) { if( !Q_stricmp( bone->name, bonename ) ) break; } if( i == skel->numBones ) { UI_Printf( "UI_SkeletalPoseLerpAttachment: no such bone %s\n", bonename ); return qfalse; } //get the desired bone bonepose = boneposes + i; oldbonepose = oldboneposes + i; // lerp Quat_Lerp( oldbonepose->quat, bonepose->quat, frontlerp, quat ); Quat_Conjugate( quat, quat ); //inverse the tag direction Quat_Matrix( quat, orient->axis ); orient->origin[0] = oldbonepose->origin[0] + (bonepose->origin[0] - oldbonepose->origin[0]) * frontlerp; orient->origin[1] = oldbonepose->origin[1] + (bonepose->origin[1] - oldbonepose->origin[1]) * frontlerp; orient->origin[2] = oldbonepose->origin[2] + (bonepose->origin[2] - oldbonepose->origin[2]) * frontlerp; return qtrue; } //============================== // UI_SkeletalUntransformedPoseLerpAttachment // Build both old and new frame poses to get the tag bone // slow: use UI_SkeletalPoseLerpAttachment if possible //============================== qboolean UI_SkeletalUntransformedPoseLerpAttachment( orientation_t *orient, cgs_skeleton_t *skel, bonepose_t *boneposes, bonepose_t *oldboneposes, float backlerp, char *bonename ) { int i; quat_t quat; cgs_bone_t *bone; bonepose_t *bonepose, *oldbonepose; bonepose_t *tr_boneposes, *tr_oldboneposes; quat_t oldbonequat, bonequat; float frontlerp = 1.0 - backlerp; if( !boneposes || !oldboneposes || !skel){ UI_Printf( "UI_SkeletalPoseLerpAttachment: Wrong model or boneposes %s\n", bonename ); return qfalse; } // find the appropriate attachment bone bone = skel->bones; for( i = 0; i < skel->numBones; i++, bone++ ) { if( !Q_stricmp( bone->name, bonename ) ){ break; } } if( i == skel->numBones ) { UI_Printf( "UI_SkeletalPoseLerpAttachment: no such bone %s\n", bonename ); return qfalse; } // transform frameposes //alloc new space for them: JALFIXME: Make a cache for this operation tr_boneposes = UI_Malloc ( sizeof(bonepose_t) * skel->numBones ); UI_TransformBoneposes( skel, tr_boneposes, boneposes ); tr_oldboneposes = UI_Malloc ( sizeof(bonepose_t) * skel->numBones ); UI_TransformBoneposes( skel, tr_oldboneposes, oldboneposes ); //get the desired bone bonepose = tr_boneposes + i; oldbonepose = tr_oldboneposes + i; //inverse the tag, cause bones point to it's parent, and tags are understood to point to the end of the bones chain Quat_Conjugate( oldbonepose->quat, oldbonequat ); Quat_Conjugate( bonepose->quat, bonequat ); // interpolate quaternions and origin Quat_Lerp( oldbonequat, bonequat, frontlerp, quat ); Quat_Matrix( quat, orient->axis ); orient->origin[0] = oldbonepose->origin[0] + (bonepose->origin[0] - oldbonepose->origin[0]) * frontlerp; orient->origin[1] = oldbonepose->origin[1] + (bonepose->origin[1] - oldbonepose->origin[1]) * frontlerp; orient->origin[2] = oldbonepose->origin[2] + (bonepose->origin[2] - oldbonepose->origin[2]) * frontlerp; //free UI_Free(tr_boneposes); UI_Free(tr_oldboneposes); return qtrue; } //======================================================================== // // TMP BONEPOSES // //======================================================================== #define TBC_Block_Size 1024 static int TBC_Size; bonepose_t *TBC; //Temporary Boneposes Cache static int TBC_Count; //=============== // UI_InitTemporaryBoneposesCache // allocate space for temporary boneposes //=============== void UI_InitTemporaryBoneposesCache( void ) { TBC_Size = TBC_Block_Size; TBC = UI_Malloc ( sizeof(bonepose_t) * TBC_Size ); TBC_Count = 0; } //=============== // UI_ExpandTemporaryBoneposesCache // allocate more space for temporary boneposes //=============== void UI_ExpandTemporaryBoneposesCache( void ) { bonepose_t *temp; temp = TBC; TBC = UI_Malloc ( sizeof(bonepose_t) * (TBC_Size + TBC_Block_Size) ); memcpy( TBC, temp, sizeof(bonepose_t) * TBC_Size ); TBC_Size += TBC_Block_Size; UI_Free( temp ); } //=============== // UI_ResetTemporaryBoneposesCache // These boneposes are REMOVED EACH FRAME after drawing. //=============== void UI_ResetTemporaryBoneposesCache( void ) { TBC_Count = 0; } //=============== // UI_RegisterTemporaryExternalBoneposes // These boneposes are REMOVED EACH FRAME after drawing. Register // here only in the case you create an entity which is not UI_entity. //=============== bonepose_t *UI_RegisterTemporaryExternalBoneposes( cgs_skeleton_t *skel, bonepose_t *poses ) { bonepose_t *boneposes; if( (TBC_Count + skel->numBones) > TBC_Size ) UI_ExpandTemporaryBoneposesCache(); boneposes = &TBC[TBC_Count]; TBC_Count += skel->numBones; return boneposes; } //=============== // UI_SetBoneposesForTemporaryEntity // Sets up skeleton with inline boneposes based on frame/oldframe values // These boneposes will be REMOVED EACH FRAME. Use only for temporary entities, // UI_entities have a persistant registration method available. //=============== cgs_skeleton_t *UI_SetBoneposesForTemporaryEntity( entity_t *ent ) { cgs_skeleton_t *skel; skel = UI_SkeletonForModel( ent->model ); if( skel ) { ent->boneposes = UI_RegisterTemporaryExternalBoneposes( skel, ent->boneposes ); UI_TransformBoneposes( skel, ent->boneposes, skel->bonePoses[ent->frame] ); ent->oldboneposes = UI_RegisterTemporaryExternalBoneposes( skel, ent->oldboneposes ); UI_TransformBoneposes( skel, ent->oldboneposes, skel->bonePoses[ent->oldframe] ); } return skel; }