xash3d-fwgs/engine/common/mod_studio.c

1193 lines
31 KiB
C

/*
sv_studio.c - server studio utilities
Copyright (C) 2010 Uncle Mike
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 3 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.
*/
#include "common.h"
#include "server.h"
#include "studio.h"
#include "r_studioint.h"
#include "library.h"
#include "ref_common.h"
typedef int (*STUDIOAPI)( int, sv_blending_interface_t**, server_studio_api_t*, float (*transform)[3][4], float (*bones)[MAXSTUDIOBONES][3][4] );
typedef struct mstudiocache_s
{
float frame;
int sequence;
vec3_t angles;
vec3_t origin;
vec3_t size;
byte controller[4];
byte blending[2];
model_t *model;
uint current_hull;
uint current_plane;
uint numhitboxes;
} mstudiocache_t;
#define STUDIO_CACHESIZE 16
#define STUDIO_CACHEMASK (STUDIO_CACHESIZE - 1)
// trace global variables
static sv_blending_interface_t *pBlendAPI = NULL;
static studiohdr_t *mod_studiohdr;
static matrix3x4 studio_transform;
static hull_t cache_hull[MAXSTUDIOBONES];
static hull_t studio_hull[MAXSTUDIOBONES];
static matrix3x4 studio_bones[MAXSTUDIOBONES];
static uint studio_hull_hitgroup[MAXSTUDIOBONES];
static uint cache_hull_hitgroup[MAXSTUDIOBONES];
static mstudiocache_t cache_studio[STUDIO_CACHESIZE];
static mclipnode_t studio_clipnodes[6];
static mplane_t studio_planes[768];
static mplane_t cache_planes[768];
// current cache state
static int cache_current;
static int cache_current_hull;
static int cache_current_plane;
/*
====================
Mod_InitStudioHull
====================
*/
void Mod_InitStudioHull( void )
{
int i, side;
if( studio_hull[0].planes != NULL )
return; // already initailized
for( i = 0; i < 6; i++ )
{
studio_clipnodes[i].planenum = i;
side = i & 1;
studio_clipnodes[i].children[side] = CONTENTS_EMPTY;
if( i != 5 ) studio_clipnodes[i].children[side^1] = i + 1;
else studio_clipnodes[i].children[side^1] = CONTENTS_SOLID;
}
for( i = 0; i < MAXSTUDIOBONES; i++ )
{
studio_hull[i].clipnodes = studio_clipnodes;
studio_hull[i].planes = &studio_planes[i*6];
studio_hull[i].firstclipnode = 0;
studio_hull[i].lastclipnode = 5;
}
}
/*
===============================================================================
STUDIO MODELS CACHE
===============================================================================
*/
/*
====================
ClearStudioCache
====================
*/
void Mod_ClearStudioCache( void )
{
memset( cache_studio, 0, sizeof( cache_studio ));
cache_current_hull = cache_current_plane = 0;
cache_current = 0;
}
/*
====================
AddToStudioCache
====================
*/
void Mod_AddToStudioCache( float frame, int sequence, vec3_t angles, vec3_t origin, vec3_t size, byte *pcontroller, byte *pblending, model_t *model, hull_t *hull, int numhitboxes )
{
mstudiocache_t *pCache;
if( numhitboxes + cache_current_hull >= MAXSTUDIOBONES )
Mod_ClearStudioCache();
cache_current++;
pCache = &cache_studio[cache_current & STUDIO_CACHEMASK];
pCache->frame = frame;
pCache->sequence = sequence;
VectorCopy( angles, pCache->angles );
VectorCopy( origin, pCache->origin );
VectorCopy( size, pCache->size );
memcpy( pCache->controller, pcontroller, 4 );
memcpy( pCache->blending, pblending, 2 );
pCache->model = model;
pCache->current_hull = cache_current_hull;
pCache->current_plane = cache_current_plane;
memcpy( &cache_hull[cache_current_hull], hull, numhitboxes * sizeof( hull_t ));
memcpy( &cache_planes[cache_current_plane], studio_planes, numhitboxes * sizeof( mplane_t ) * 6 );
memcpy( &cache_hull_hitgroup[cache_current_hull], studio_hull_hitgroup, numhitboxes * sizeof( uint ));
cache_current_hull += numhitboxes;
cache_current_plane += numhitboxes * 6;
pCache->numhitboxes = numhitboxes;
}
/*
====================
CheckStudioCache
====================
*/
mstudiocache_t *Mod_CheckStudioCache( model_t *model, float frame, int sequence, vec3_t angles, vec3_t origin, vec3_t size, byte *controller, byte *blending )
{
mstudiocache_t *pCached;
int i;
for( i = 0; i < STUDIO_CACHESIZE; i++ )
{
pCached = &cache_studio[(cache_current - i) & STUDIO_CACHEMASK];
if( pCached->model != model )
continue;
if( pCached->frame != frame )
continue;
if( pCached->sequence != sequence )
continue;
if( !VectorCompare( pCached->angles, angles ))
continue;
if( !VectorCompare( pCached->origin, origin ))
continue;
if( !VectorCompare( pCached->size, size ))
continue;
if( memcmp( pCached->controller, controller, 4 ) != 0 )
continue;
if( memcmp( pCached->blending, blending, 2 ) != 0 )
continue;
return pCached;
}
return NULL;
}
/*
===============================================================================
STUDIO MODELS TRACING
===============================================================================
*/
/*
====================
SetStudioHullPlane
====================
*/
void Mod_SetStudioHullPlane( int planenum, int bone, int axis, float offset, const vec3_t size )
{
mplane_t *pl = &studio_planes[planenum];
pl->type = 5;
pl->normal[0] = studio_bones[bone][0][axis];
pl->normal[1] = studio_bones[bone][1][axis];
pl->normal[2] = studio_bones[bone][2][axis];
pl->dist = (pl->normal[0] * studio_bones[bone][0][3]) + (pl->normal[1] * studio_bones[bone][1][3]) + (pl->normal[2] * studio_bones[bone][2][3]) + offset;
if( planenum & 1 ) pl->dist -= DotProductFabs( pl->normal, size );
else pl->dist += DotProductFabs( pl->normal, size );
}
/*
====================
HullForStudio
NOTE: pEdict may be NULL
====================
*/
hull_t *Mod_HullForStudio( model_t *model, float frame, int sequence, vec3_t angles, vec3_t origin, vec3_t size, byte *pcontroller, byte *pblending, int *numhitboxes, edict_t *pEdict )
{
vec3_t angles2;
mstudiocache_t *bonecache;
mstudiobbox_t *phitbox;
qboolean bSkipShield;
int i, j;
bSkipShield = false;
*numhitboxes = 0; // assume error
if( mod_studiocache->value )
{
bonecache = Mod_CheckStudioCache( model, frame, sequence, angles, origin, size, pcontroller, pblending );
if( bonecache != NULL )
{
memcpy( studio_planes, &cache_planes[bonecache->current_plane], bonecache->numhitboxes * sizeof( mplane_t ) * 6 );
memcpy( studio_hull_hitgroup, &cache_hull_hitgroup[bonecache->current_hull], bonecache->numhitboxes * sizeof( uint ));
memcpy( studio_hull, &cache_hull[bonecache->current_hull], bonecache->numhitboxes * sizeof( hull_t ));
*numhitboxes = bonecache->numhitboxes;
return studio_hull;
}
}
mod_studiohdr = Mod_StudioExtradata( model );
if( !mod_studiohdr ) return NULL; // probably not a studiomodel
VectorCopy( angles, angles2 );
if( !FBitSet( host.features, ENGINE_COMPENSATE_QUAKE_BUG ))
angles2[PITCH] = -angles2[PITCH]; // stupid quake bug
pBlendAPI->SV_StudioSetupBones( model, frame, sequence, angles2, origin, pcontroller, pblending, -1, pEdict );
phitbox = (mstudiobbox_t *)((byte *)mod_studiohdr + mod_studiohdr->hitboxindex);
if( SV_IsValidEdict( pEdict ) && pEdict->v.gamestate == 1 )
bSkipShield = 1;
for( i = j = 0; i < mod_studiohdr->numhitboxes; i++, j += 6 )
{
if( bSkipShield && i == 21 )
continue; // CS stuff
studio_hull_hitgroup[i] = phitbox[i].group;
Mod_SetStudioHullPlane( j + 0, phitbox[i].bone, 0, phitbox[i].bbmax[0], size );
Mod_SetStudioHullPlane( j + 1, phitbox[i].bone, 0, phitbox[i].bbmin[0], size );
Mod_SetStudioHullPlane( j + 2, phitbox[i].bone, 1, phitbox[i].bbmax[1], size );
Mod_SetStudioHullPlane( j + 3, phitbox[i].bone, 1, phitbox[i].bbmin[1], size );
Mod_SetStudioHullPlane( j + 4, phitbox[i].bone, 2, phitbox[i].bbmax[2], size );
Mod_SetStudioHullPlane( j + 5, phitbox[i].bone, 2, phitbox[i].bbmin[2], size );
}
// tell trace code about hitbox count
*numhitboxes = (bSkipShield) ? (mod_studiohdr->numhitboxes - 1) : (mod_studiohdr->numhitboxes);
if( mod_studiocache->value )
Mod_AddToStudioCache( frame, sequence, angles, origin, size, pcontroller, pblending, model, studio_hull, *numhitboxes );
return studio_hull;
}
/*
===============================================================================
STUDIO MODELS SETUP BONES
===============================================================================
*/
/*
====================
StudioCalcBoneAdj
====================
*/
static void Mod_StudioCalcBoneAdj( float *adj, const byte *pcontroller )
{
int i, j;
float value;
mstudiobonecontroller_t *pbonecontroller;
pbonecontroller = (mstudiobonecontroller_t *)((byte *)mod_studiohdr + mod_studiohdr->bonecontrollerindex);
for( j = 0; j < mod_studiohdr->numbonecontrollers; j++ )
{
i = pbonecontroller[j].index;
if( i == STUDIO_MOUTH )
continue; // ignore mouth
if( i >= MAXSTUDIOCONTROLLERS )
continue;
// check for 360% wrapping
if( pbonecontroller[j].type & STUDIO_RLOOP )
{
value = pcontroller[i] * (360.0f / 256.0f) + pbonecontroller[j].start;
}
else
{
value = pcontroller[i] / 255.0f;
value = bound( 0.0f, value, 1.0f );
value = (1.0f - value) * pbonecontroller[j].start + value * pbonecontroller[j].end;
}
switch( pbonecontroller[j].type & STUDIO_TYPES )
{
case STUDIO_XR:
case STUDIO_YR:
case STUDIO_ZR:
adj[j] = value * (M_PI_F / 180.0f);
break;
case STUDIO_X:
case STUDIO_Y:
case STUDIO_Z:
adj[j] = value;
break;
}
}
}
/*
====================
StudioCalcRotations
====================
*/
static void Mod_StudioCalcRotations( int boneused[], int numbones, const byte *pcontroller, float pos[][3], vec4_t *q, mstudioseqdesc_t *pseqdesc, mstudioanim_t *panim, float f )
{
int i, j, frame;
mstudiobone_t *pbone;
float adj[MAXSTUDIOCONTROLLERS];
float s;
// bah, fix this bug with changing sequences too fast
if( f > pseqdesc->numframes - 1 )
{
f = 0.0f;
}
else if( f < -0.01f )
{
// BUG ( somewhere else ) but this code should validate this data.
// This could cause a crash if the frame # is negative, so we'll go ahead
// and clamp it here
f = -0.01f;
}
frame = (int)f;
s = (f - frame);
// add in programtic controllers
pbone = (mstudiobone_t *)((byte *)mod_studiohdr + mod_studiohdr->boneindex);
Mod_StudioCalcBoneAdj( adj, pcontroller );
for( j = numbones - 1; j >= 0; j-- )
{
i = boneused[j];
R_StudioCalcBoneQuaternion( frame, s, &pbone[i], &panim[i], adj, q[i] );
R_StudioCalcBonePosition( frame, s, &pbone[i], &panim[i], adj, pos[i] );
}
if( pseqdesc->motiontype & STUDIO_X ) pos[pseqdesc->motionbone][0] = 0.0f;
if( pseqdesc->motiontype & STUDIO_Y ) pos[pseqdesc->motionbone][1] = 0.0f;
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] );
}
}
/*
====================
StudioGetAnim
====================
*/
void *R_StudioGetAnim( studiohdr_t *m_pStudioHeader, model_t *m_pSubModel, mstudioseqdesc_t *pseqdesc )
{
mstudioseqgroup_t *pseqgroup;
cache_user_t *paSequences;
fs_offset_t filesize;
byte *buf;
pseqgroup = (mstudioseqgroup_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqgroupindex) + pseqdesc->seqgroup;
if( pseqdesc->seqgroup == 0 )
return ((byte *)m_pStudioHeader + pseqdesc->animindex);
paSequences = (cache_user_t *)m_pSubModel->submodels;
if( paSequences == NULL )
{
paSequences = (cache_user_t *)Mem_Calloc( com_studiocache, MAXSTUDIOGROUPS * sizeof( cache_user_t ));
m_pSubModel->submodels = (void *)paSequences;
}
// check for already loaded
if( !Mod_CacheCheck(( cache_user_t *)&( paSequences[pseqdesc->seqgroup] )))
{
string filepath, modelname, modelpath;
COM_FileBase( m_pSubModel->name, modelname );
COM_ExtractFilePath( m_pSubModel->name, modelpath );
// NOTE: here we build real sub-animation filename because stupid user may rename model without recompile
Q_snprintf( filepath, sizeof( filepath ), "%s/%s%i%i.mdl", modelpath, modelname, pseqdesc->seqgroup / 10, pseqdesc->seqgroup % 10 );
buf = FS_LoadFile( filepath, &filesize, false );
if( !buf || !filesize ) Host_Error( "StudioGetAnim: can't load %s\n", filepath );
if( IDSEQGRPHEADER != *(uint *)buf ) Host_Error( "StudioGetAnim: %s is corrupted\n", filepath );
Con_Printf( "loading: %s\n", filepath );
paSequences[pseqdesc->seqgroup].data = Mem_Calloc( com_studiocache, filesize );
memcpy( paSequences[pseqdesc->seqgroup].data, buf, filesize );
Mem_Free( buf );
}
return ((byte *)paSequences[pseqdesc->seqgroup].data + pseqdesc->animindex);
}
/*
====================
StudioSetupBones
NOTE: pEdict is unused
====================
*/
static void SV_StudioSetupBones( model_t *pModel, float frame, int sequence, const vec3_t angles, const vec3_t origin,
const byte *pcontroller, const byte *pblending, int iBone, const edict_t *pEdict )
{
int i, j, numbones = 0;
int boneused[MAXSTUDIOBONES];
float f = 0.0;
mstudiobone_t *pbones;
mstudioseqdesc_t *pseqdesc;
mstudioanim_t *panim;
static float pos[MAXSTUDIOBONES][3];
static vec4_t q[MAXSTUDIOBONES];
matrix3x4 bonematrix;
static float pos2[MAXSTUDIOBONES][3];
static vec4_t q2[MAXSTUDIOBONES];
static float pos3[MAXSTUDIOBONES][3];
static vec4_t q3[MAXSTUDIOBONES];
static float pos4[MAXSTUDIOBONES][3];
static vec4_t q4[MAXSTUDIOBONES];
if( sequence < 0 || sequence >= mod_studiohdr->numseq )
{
// only show warn if sequence that out of range was specified intentionally
if( sequence > mod_studiohdr->numseq )
Con_Reportf( S_WARN "SV_StudioSetupBones: sequence %i/%i out of range for model %s\n", sequence, mod_studiohdr->numseq, pModel->name );
sequence = 0;
}
pseqdesc = (mstudioseqdesc_t *)((byte *)mod_studiohdr + mod_studiohdr->seqindex) + sequence;
pbones = (mstudiobone_t *)((byte *)mod_studiohdr + mod_studiohdr->boneindex);
panim = R_StudioGetAnim( mod_studiohdr, pModel, pseqdesc );
if( iBone < -1 || iBone >= mod_studiohdr->numbones )
iBone = 0;
if( iBone == -1 )
{
numbones = mod_studiohdr->numbones;
for( i = 0; i < mod_studiohdr->numbones; i++ )
boneused[(numbones - i) - 1] = i;
}
else
{
// only the parent bones
for( i = iBone; i != -1; i = pbones[i].parent )
boneused[numbones++] = i;
}
if( pseqdesc->numframes > 1 )
f = ( frame * ( pseqdesc->numframes - 1 )) / 256.0f;
Mod_StudioCalcRotations( boneused, numbones, pcontroller, pos, q, pseqdesc, panim, f );
if( pseqdesc->numblends > 1 )
{
float s;
panim += mod_studiohdr->numbones;
Mod_StudioCalcRotations( boneused, numbones, pcontroller, pos2, q2, pseqdesc, panim, f );
s = (float)pblending[0] / 255.0f;
R_StudioSlerpBones( mod_studiohdr->numbones, q, pos, q2, pos2, s );
if( pseqdesc->numblends == 4 )
{
panim += mod_studiohdr->numbones;
Mod_StudioCalcRotations( boneused, numbones, pcontroller, pos3, q3, pseqdesc, panim, f );
panim += mod_studiohdr->numbones;
Mod_StudioCalcRotations( boneused, numbones, pcontroller, pos4, q4, pseqdesc, panim, f );
s = (float)pblending[0] / 255.0f;
R_StudioSlerpBones( mod_studiohdr->numbones, q3, pos3, q4, pos4, s );
s = (float)pblending[1] / 255.0f;
R_StudioSlerpBones( mod_studiohdr->numbones, q, pos, q3, pos3, s );
}
}
Matrix3x4_CreateFromEntity( studio_transform, angles, origin, 1.0f );
for( j = numbones - 1; j >= 0; j-- )
{
i = boneused[j];
Matrix3x4_FromOriginQuat( bonematrix, q[i], pos[i] );
if( pbones[i].parent == -1 )
Matrix3x4_ConcatTransforms( studio_bones[i], studio_transform, bonematrix );
else Matrix3x4_ConcatTransforms( studio_bones[i], studio_bones[pbones[i].parent], bonematrix );
}
}
/*
====================
StudioGetAttachment
====================
*/
void Mod_StudioGetAttachment( const edict_t *e, int iAtt, float *origin, float *angles )
{
mstudioattachment_t *pAtt;
vec3_t angles2;
matrix3x4 localPose;
matrix3x4 worldPose;
model_t *mod;
mod = SV_ModelHandle( e->v.modelindex );
mod_studiohdr = (studiohdr_t *)Mod_StudioExtradata( mod );
if( !mod_studiohdr ) return;
if( mod_studiohdr->numattachments <= 0 )
{
if( origin ) VectorCopy( e->v.origin, origin );
if( FBitSet( host.features, ENGINE_COMPUTE_STUDIO_LERP ) && angles )
VectorCopy( e->v.angles, angles );
return;
}
iAtt = bound( 0, iAtt, mod_studiohdr->numattachments - 1 );
// calculate attachment origin and angles
pAtt = (mstudioattachment_t *)((byte *)mod_studiohdr + mod_studiohdr->attachmentindex) + iAtt;
VectorCopy( e->v.angles, angles2 );
if( !FBitSet( host.features, ENGINE_COMPENSATE_QUAKE_BUG ))
angles2[PITCH] = -angles2[PITCH];
pBlendAPI->SV_StudioSetupBones( mod, e->v.frame, e->v.sequence, angles2, e->v.origin, e->v.controller, e->v.blending, pAtt->bone, e );
Matrix3x4_LoadIdentity( localPose );
Matrix3x4_SetOrigin( localPose, pAtt->org[0], pAtt->org[1], pAtt->org[2] );
Matrix3x4_ConcatTransforms( worldPose, studio_bones[pAtt->bone], localPose );
if( origin != NULL ) // origin is used always
Matrix3x4_OriginFromMatrix( worldPose, origin );
if( FBitSet( host.features, ENGINE_COMPUTE_STUDIO_LERP ) && angles != NULL )
Matrix3x4_AnglesFromMatrix( worldPose, angles );
}
/*
====================
GetBonePosition
====================
*/
void Mod_GetBonePosition( const edict_t *e, int iBone, float *origin, float *angles )
{
model_t *mod;
mod = SV_ModelHandle( e->v.modelindex );
mod_studiohdr = (studiohdr_t *)Mod_StudioExtradata( mod );
if( !mod_studiohdr ) return;
pBlendAPI->SV_StudioSetupBones( mod, e->v.frame, e->v.sequence, e->v.angles, e->v.origin, e->v.controller, e->v.blending, iBone, e );
if( origin ) Matrix3x4_OriginFromMatrix( studio_bones[iBone], origin );
if( angles ) Matrix3x4_AnglesFromMatrix( studio_bones[iBone], angles );
}
/*
====================
HitgroupForStudioHull
====================
*/
int Mod_HitgroupForStudioHull( int index )
{
return studio_hull_hitgroup[index];
}
/*
====================
StudioBoundVertex
====================
*/
void Mod_StudioBoundVertex( vec3_t mins, vec3_t maxs, int *numverts, const vec3_t vertex )
{
if((*numverts) == 0 )
ClearBounds( mins, maxs );
AddPointToBounds( vertex, mins, maxs );
(*numverts)++;
}
/*
====================
StudioAccumulateBoneVerts
====================
*/
void Mod_StudioAccumulateBoneVerts( vec3_t mins, vec3_t maxs, int *numverts, vec3_t bone_mins, vec3_t bone_maxs, int *numbones )
{
vec3_t delta;
vec3_t point;
if( *numbones <= 0 )
return;
// calculate the midpoint of the second vertex,
VectorSubtract( bone_maxs, bone_mins, delta );
VectorScale( delta, 0.5f, point );
Mod_StudioBoundVertex( mins, maxs, numverts, point );
VectorClear( bone_mins );
VectorClear( bone_maxs );
*numbones = 0;
}
/*
====================
StudioComputeBounds
====================
*/
void Mod_StudioComputeBounds( void *buffer, vec3_t mins, vec3_t maxs, qboolean ignore_sequences )
{
int i, j, k, numseq;
studiohdr_t *pstudiohdr;
mstudiobodyparts_t *pbodypart;
mstudiomodel_t *m_pSubModel;
mstudioseqgroup_t *pseqgroup;
mstudioseqdesc_t *pseqdesc;
mstudiobone_t *pbones;
mstudioanim_t *panim;
vec3_t bone_mins, bone_maxs;
vec3_t vert_mins, vert_maxs;
int vert_count, bone_count;
int bodyCount = 0;
vec3_t pos, *pverts;
vert_count = bone_count = 0;
VectorClear( bone_mins );
VectorClear( bone_maxs );
VectorClear( vert_mins );
VectorClear( vert_maxs );
// Get the body part portion of the model
pstudiohdr = (studiohdr_t *)buffer;
pbodypart = (mstudiobodyparts_t *)((byte *)pstudiohdr + pstudiohdr->bodypartindex);
// each body part has nummodels variations so there are as many total variations as there
// are in a matrix of each part by each other part
for( i = 0; i < pstudiohdr->numbodyparts; i++ )
bodyCount += pbodypart[i].nummodels;
// The studio models we want are vec3_t mins, vec3_t maxsight after the bodyparts (still need to
// find a detailed breakdown of the mdl format). Move pointer there.
m_pSubModel = (mstudiomodel_t *)(&pbodypart[pstudiohdr->numbodyparts]);
for( i = 0; i < bodyCount; i++ )
{
pverts = (vec3_t *)((byte *)pstudiohdr + m_pSubModel[i].vertindex);
for( j = 0; j < m_pSubModel[i].numverts; j++ )
Mod_StudioBoundVertex( bone_mins, bone_maxs, &vert_count, pverts[j] );
}
pbones = (mstudiobone_t *)((byte *)pstudiohdr + pstudiohdr->boneindex);
numseq = (ignore_sequences) ? 1 : pstudiohdr->numseq;
for( i = 0; i < numseq; i++ )
{
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + i;
pseqgroup = (mstudioseqgroup_t *)((byte *)pstudiohdr + pstudiohdr->seqgroupindex) + pseqdesc->seqgroup;
if( pseqdesc->seqgroup == 0 )
panim = (mstudioanim_t *)((byte *)pstudiohdr + pseqdesc->animindex);
else continue;
for( j = 0; j < pstudiohdr->numbones; j++ )
{
for( k = 0; k < pseqdesc->numframes; k++ )
{
R_StudioCalcBonePosition( k, 0, &pbones[j], panim, NULL, pos );
Mod_StudioBoundVertex( vert_mins, vert_maxs, &bone_count, pos );
}
}
Mod_StudioAccumulateBoneVerts( bone_mins, bone_maxs, &vert_count, vert_mins, vert_maxs, &bone_count );
}
VectorCopy( bone_mins, mins );
VectorCopy( bone_maxs, maxs );
}
/*
====================
Mod_GetStudioBounds
====================
*/
qboolean Mod_GetStudioBounds( const char *name, vec3_t mins, vec3_t maxs )
{
int result = false;
byte *f;
if( !Q_strstr( name, "models" ) || !Q_strstr( name, ".mdl" ))
return false;
f = FS_LoadFile( name, NULL, false );
if( !f ) return false;
if( *(uint *)f == IDSTUDIOHEADER )
{
VectorClear( mins );
VectorClear( maxs );
Mod_StudioComputeBounds( f, mins, maxs, false );
result = true;
}
Mem_Free( f );
return result;
}
/*
===============
Mod_StudioTexName
extract texture filename from modelname
===============
*/
const char *Mod_StudioTexName( const char *modname )
{
static char texname[MAX_QPATH];
Q_strncpy( texname, modname, sizeof( texname ));
COM_StripExtension( texname );
Q_strncat( texname, "T.mdl", sizeof( texname ));
return texname;
}
/*
================
Mod_StudioBodyVariations
calc studio body variations
================
*/
static int Mod_StudioBodyVariations( model_t *mod )
{
studiohdr_t *pstudiohdr;
mstudiobodyparts_t *pbodypart;
int i, count = 1;
pstudiohdr = (studiohdr_t *)Mod_StudioExtradata( mod );
if( !pstudiohdr ) return 0;
pbodypart = (mstudiobodyparts_t *)((byte *)pstudiohdr + pstudiohdr->bodypartindex);
// each body part has nummodels variations so there are as many total variations as there
// are in a matrix of each part by each other part
for( i = 0; i < pstudiohdr->numbodyparts; i++ )
count = count * pbodypart[i].nummodels;
return count;
}
/*
=================
R_StudioLoadHeader
=================
*/
studiohdr_t *R_StudioLoadHeader( model_t *mod, const void *buffer )
{
byte *pin;
studiohdr_t *phdr;
int i;
if( !buffer ) return NULL;
pin = (byte *)buffer;
phdr = (studiohdr_t *)pin;
i = phdr->version;
if( i != STUDIO_VERSION )
{
Con_Printf( S_ERROR "%s has wrong version number (%i should be %i)\n", mod->name, i, STUDIO_VERSION );
return NULL;
}
return (studiohdr_t *)buffer;
}
/*
=================
Mod_LoadStudioModel
=================
*/
void Mod_LoadStudioModel( model_t *mod, const void *buffer, qboolean *loaded )
{
studiohdr_t *phdr;
if( loaded ) *loaded = false;
loadmodel->mempool = Mem_AllocPool( va( "^2%s^7", loadmodel->name ));
loadmodel->type = mod_studio;
phdr = R_StudioLoadHeader( mod, buffer );
if( !phdr ) return; // bad model
if( !Host_IsDedicated() )
{
if( phdr->numtextures == 0 )
{
studiohdr_t *thdr;
byte *in, *out;
void *buffer2 = NULL;
size_t size1, size2;
buffer2 = FS_LoadFile( Mod_StudioTexName( mod->name ), NULL, false );
thdr = R_StudioLoadHeader( mod, buffer2 );
if( !thdr )
{
Con_Printf( S_WARN "Mod_LoadStudioModel: %s missing textures file\n", mod->name );
if( buffer2 ) Mem_Free( buffer2 );
}
else
{
#if !XASH_DEDICATED
ref.dllFuncs.Mod_StudioLoadTextures( mod, thdr );
#endif
// give space for textures and skinrefs
size1 = thdr->numtextures * sizeof( mstudiotexture_t );
size2 = thdr->numskinfamilies * thdr->numskinref * sizeof( short );
mod->cache.data = Mem_Calloc( loadmodel->mempool, phdr->length + size1 + size2 );
memcpy( loadmodel->cache.data, buffer, phdr->length ); // copy main mdl buffer
phdr = (studiohdr_t *)loadmodel->cache.data; // get the new pointer on studiohdr
phdr->numskinfamilies = thdr->numskinfamilies;
phdr->numtextures = thdr->numtextures;
phdr->numskinref = thdr->numskinref;
phdr->textureindex = phdr->length;
phdr->skinindex = phdr->textureindex + size1;
in = (byte *)thdr + thdr->textureindex;
out = (byte *)phdr + phdr->textureindex;
memcpy( out, in, size1 + size2 ); // copy textures + skinrefs
phdr->length += size1 + size2;
Mem_Free( buffer2 ); // release T.mdl
}
}
else
{
// NOTE: don't modify source buffer because it's used for CRC computing
loadmodel->cache.data = Mem_Calloc( loadmodel->mempool, phdr->length );
memcpy( loadmodel->cache.data, buffer, phdr->length );
phdr = (studiohdr_t *)loadmodel->cache.data; // get the new pointer on studiohdr
#if !XASH_DEDICATED
ref.dllFuncs.Mod_StudioLoadTextures( mod, phdr );
#endif
// NOTE: we wan't keep raw textures in memory. just cutoff model pointer above texture base
loadmodel->cache.data = Mem_Realloc( loadmodel->mempool, loadmodel->cache.data, phdr->texturedataindex );
phdr = (studiohdr_t *)loadmodel->cache.data; // get the new pointer on studiohdr
phdr->length = phdr->texturedataindex; // update model size
}
}
else
{
// just copy model into memory
loadmodel->cache.data = Mem_Calloc( loadmodel->mempool, phdr->length );
memcpy( loadmodel->cache.data, buffer, phdr->length );
phdr = loadmodel->cache.data;
}
// setup bounding box
if( !VectorCompare( vec3_origin, phdr->bbmin ))
{
// clipping bounding box
VectorCopy( phdr->bbmin, loadmodel->mins );
VectorCopy( phdr->bbmax, loadmodel->maxs );
}
else if( !VectorCompare( vec3_origin, phdr->min ))
{
// movement bounding box
VectorCopy( phdr->min, loadmodel->mins );
VectorCopy( phdr->max, loadmodel->maxs );
}
else
{
// well compute bounds from vertices and round to nearest even values
Mod_StudioComputeBounds( phdr, loadmodel->mins, loadmodel->maxs, true );
RoundUpHullSize( loadmodel->mins );
RoundUpHullSize( loadmodel->maxs );
}
loadmodel->numframes = Mod_StudioBodyVariations( loadmodel );
loadmodel->radius = RadiusFromBounds( loadmodel->mins, loadmodel->maxs );
loadmodel->flags = phdr->flags; // copy header flags
if( loaded ) *loaded = true;
}
static sv_blending_interface_t gBlendAPI =
{
SV_BLENDING_INTERFACE_VERSION,
SV_StudioSetupBones,
};
static server_studio_api_t gStudioAPI =
{
Mod_Calloc,
Mod_CacheCheck,
Mod_LoadCacheFile,
Mod_StudioExtradata,
};
/*
===============
Mod_InitStudioAPI
Initialize server studio (blending interface)
===============
*/
void Mod_InitStudioAPI( void )
{
static STUDIOAPI pBlendIface;
pBlendAPI = &gBlendAPI;
pBlendIface = (STUDIOAPI)COM_GetProcAddress( svgame.hInstance, "Server_GetBlendingInterface" );
if( pBlendIface && pBlendIface( SV_BLENDING_INTERFACE_VERSION, &pBlendAPI, &gStudioAPI, &studio_transform, &studio_bones ))
{
Con_Reportf( "SV_LoadProgs: ^2initailized Server Blending interface ^7ver. %i\n", SV_BLENDING_INTERFACE_VERSION );
return;
}
// just restore pointer to builtin function
pBlendAPI = &gBlendAPI;
}
/*
===============
Mod_ResetStudioAPI
Returns to default callbacks
===============
*/
void Mod_ResetStudioAPI( void )
{
pBlendAPI = &gBlendAPI;
}