/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). Doom 3 Source Code 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. Doom 3 Source Code 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 Doom 3 Source Code. If not, see . In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ /* ============================================================================= MODEL TESTING Model viewing can begin with either "testmodel " The names must be the full pathname after the basedir, like "models/weapons/v_launch/tris.md3" or "players/male/tris.md3" Extension will default to ".ase" if not specified. Testmodel will create a fake entity 100 units in front of the current view position, directly facing the viewer. It will remain immobile, so you can move around it to view it from different angles. g_testModelRotate g_testModelAnimate g_testModelBlend ============================================================================= */ #include "../../idlib/precompiled.h" #pragma hdrstop #include "../Game_local.h" CLASS_DECLARATION( idAnimatedEntity, idTestModel ) EVENT( EV_FootstepLeft, idTestModel::Event_Footstep ) EVENT( EV_FootstepRight, idTestModel::Event_Footstep ) END_CLASS /* ================ idTestModel::idTestModel ================ */ idTestModel::idTestModel() { head = NULL; headAnimator = NULL; anim = 0; headAnim = 0; starttime = 0; animtime = 0; mode = 0; frame = 0; } /* ================ idTestModel::Save ================ */ void idTestModel::Save( idSaveGame *savefile ) { } /* ================ idTestModel::Restore ================ */ void idTestModel::Restore( idRestoreGame *savefile ) { // FIXME: one day we may actually want to save/restore test models, but for now we'll just delete them delete this; } /* ================ idTestModel::Spawn ================ */ void idTestModel::Spawn( void ) { idVec3 size; idBounds bounds; const char *headModel; jointHandle_t joint; idStr jointName; idVec3 origin, modelOffset; idMat3 axis; const idKeyValue *kv; copyJoints_t copyJoint; if ( renderEntity.hModel && renderEntity.hModel->IsDefaultModel() && !animator.ModelDef() ) { gameLocal.Warning( "Unable to create testmodel for '%s' : model defaulted", spawnArgs.GetString( "model" ) ); PostEventMS( &EV_Remove, 0 ); return; } mode = g_testModelAnimate.GetInteger(); animator.RemoveOriginOffset( g_testModelAnimate.GetInteger() == 1 ); physicsObj.SetSelf( this ); physicsObj.SetOrigin( GetPhysics()->GetOrigin() ); physicsObj.SetAxis( GetPhysics()->GetAxis() ); if ( spawnArgs.GetVector( "mins", NULL, bounds[0] ) ) { spawnArgs.GetVector( "maxs", NULL, bounds[1] ); physicsObj.SetClipBox( bounds, 1.0f ); physicsObj.SetContents( 0 ); } else if ( spawnArgs.GetVector( "size", NULL, size ) ) { bounds[ 0 ].Set( size.x * -0.5f, size.y * -0.5f, 0.0f ); bounds[ 1 ].Set( size.x * 0.5f, size.y * 0.5f, size.z ); physicsObj.SetClipBox( bounds, 1.0f ); physicsObj.SetContents( 0 ); } spawnArgs.GetVector( "offsetModel", "0 0 0", modelOffset ); // add the head model if it has one headModel = spawnArgs.GetString( "def_head", "" ); if ( headModel[ 0 ] ) { jointName = spawnArgs.GetString( "head_joint" ); joint = animator.GetJointHandle( jointName ); if ( joint == INVALID_JOINT ) { gameLocal.Warning( "Joint '%s' not found for 'head_joint'", jointName.c_str() ); } else { // copy any sounds in case we have frame commands on the head idDict args; const idKeyValue *sndKV = spawnArgs.MatchPrefix( "snd_", NULL ); while( sndKV ) { args.Set( sndKV->GetKey(), sndKV->GetValue() ); sndKV = spawnArgs.MatchPrefix( "snd_", sndKV ); } head = gameLocal.SpawnEntityType( idAnimatedEntity::Type, &args ); animator.GetJointTransform( joint, gameLocal.time, origin, axis ); origin = GetPhysics()->GetOrigin() + ( origin + modelOffset ) * GetPhysics()->GetAxis(); head.GetEntity()->SetModel( headModel ); head.GetEntity()->SetOrigin( origin ); head.GetEntity()->SetAxis( GetPhysics()->GetAxis() ); head.GetEntity()->BindToJoint( this, animator.GetJointName( joint ), true ); headAnimator = head.GetEntity()->GetAnimator(); // set up the list of joints to copy to the head for( kv = spawnArgs.MatchPrefix( "copy_joint", NULL ); kv != NULL; kv = spawnArgs.MatchPrefix( "copy_joint", kv ) ) { jointName = kv->GetKey(); if ( jointName.StripLeadingOnce( "copy_joint_world " ) ) { copyJoint.mod = JOINTMOD_WORLD_OVERRIDE; } else { jointName.StripLeadingOnce( "copy_joint " ); copyJoint.mod = JOINTMOD_LOCAL_OVERRIDE; } copyJoint.from = animator.GetJointHandle( jointName ); if ( copyJoint.from == INVALID_JOINT ) { gameLocal.Warning( "Unknown copy_joint '%s'", jointName.c_str() ); continue; } copyJoint.to = headAnimator->GetJointHandle( jointName ); if ( copyJoint.to == INVALID_JOINT ) { gameLocal.Warning( "Unknown copy_joint '%s' on head", jointName.c_str() ); continue; } copyJoints.Append( copyJoint ); } } } // start any shader effects based off of the spawn time renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time ); SetPhysics( &physicsObj ); gameLocal.Printf( "Added testmodel at origin = '%s', angles = '%s'\n", GetPhysics()->GetOrigin().ToString(), GetPhysics()->GetAxis().ToAngles().ToString() ); BecomeActive( TH_THINK ); } /* ================ idTestModel::~idTestModel ================ */ idTestModel::~idTestModel() { StopSound( SND_CHANNEL_ANY, false ); if ( renderEntity.hModel ) { gameLocal.Printf( "Removing testmodel %s\n", renderEntity.hModel->Name() ); } else { gameLocal.Printf( "Removing testmodel\n" ); } if ( gameLocal.testmodel == this ) { gameLocal.testmodel = NULL; } if ( head.GetEntity() ) { head.GetEntity()->StopSound( SND_CHANNEL_ANY, false ); head.GetEntity()->PostEventMS( &EV_Remove, 0 ); } } /* =============== idTestModel::Event_Footstep =============== */ void idTestModel::Event_Footstep( void ) { StartSound( "snd_footstep", SND_CHANNEL_BODY, 0, false, NULL ); } /* ================ idTestModel::ShouldConstructScriptObjectAtSpawn Called during idEntity::Spawn to see if it should construct the script object or not. Overridden by subclasses that need to spawn the script object themselves. ================ */ bool idTestModel::ShouldConstructScriptObjectAtSpawn( void ) const { return false; } /* ================ idTestModel::Think ================ */ void idTestModel::Think( void ) { idVec3 pos; idMat3 axis; idAngles ang; int i; if ( thinkFlags & TH_THINK ) { if ( anim && ( gameLocal.testmodel == this ) && ( mode != g_testModelAnimate.GetInteger() ) ) { StopSound( SND_CHANNEL_ANY, false ); if ( head.GetEntity() ) { head.GetEntity()->StopSound( SND_CHANNEL_ANY, false ); } switch( g_testModelAnimate.GetInteger() ) { default: case 0: // cycle anim with origin reset if ( animator.NumFrames( anim ) <= 1 ) { // single frame animations end immediately, so just cycle it since it's the same result animator.CycleAnim( ANIMCHANNEL_ALL, anim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) ); if ( headAnim ) { headAnimator->CycleAnim( ANIMCHANNEL_ALL, headAnim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) ); } } else { animator.PlayAnim( ANIMCHANNEL_ALL, anim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) ); if ( headAnim ) { headAnimator->PlayAnim( ANIMCHANNEL_ALL, headAnim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) ); if ( headAnimator->AnimLength( headAnim ) > animator.AnimLength( anim ) ) { // loop the body anim when the head anim is longer animator.CurrentAnim( ANIMCHANNEL_ALL )->SetCycleCount( -1 ); } } } animator.RemoveOriginOffset( false ); break; case 1: // cycle anim with fixed origin animator.CycleAnim( ANIMCHANNEL_ALL, anim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) ); animator.RemoveOriginOffset( true ); if ( headAnim ) { headAnimator->CycleAnim( ANIMCHANNEL_ALL, headAnim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) ); } break; case 2: // cycle anim with continuous origin animator.CycleAnim( ANIMCHANNEL_ALL, anim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) ); animator.RemoveOriginOffset( false ); if ( headAnim ) { headAnimator->CycleAnim( ANIMCHANNEL_ALL, headAnim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) ); } break; case 3: // frame by frame with continuous origin animator.SetFrame( ANIMCHANNEL_ALL, anim, frame, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) ); animator.RemoveOriginOffset( false ); if ( headAnim ) { headAnimator->SetFrame( ANIMCHANNEL_ALL, headAnim, frame, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) ); } break; case 4: // play anim once animator.PlayAnim( ANIMCHANNEL_ALL, anim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) ); animator.RemoveOriginOffset( false ); if ( headAnim ) { headAnimator->PlayAnim( ANIMCHANNEL_ALL, headAnim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) ); } break; case 5: // frame by frame with fixed origin animator.SetFrame( ANIMCHANNEL_ALL, anim, frame, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) ); animator.RemoveOriginOffset( true ); if ( headAnim ) { headAnimator->SetFrame( ANIMCHANNEL_ALL, headAnim, frame, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) ); } break; } mode = g_testModelAnimate.GetInteger(); } if ( ( mode == 0 ) && ( gameLocal.time >= starttime + animtime ) ) { starttime = gameLocal.time; StopSound( SND_CHANNEL_ANY, false ); animator.PlayAnim( ANIMCHANNEL_ALL, anim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) ); if ( headAnim ) { headAnimator->PlayAnim( ANIMCHANNEL_ALL, headAnim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) ); if ( headAnimator->AnimLength( headAnim ) > animator.AnimLength( anim ) ) { // loop the body anim when the head anim is longer animator.CurrentAnim( ANIMCHANNEL_ALL )->SetCycleCount( -1 ); } } } if ( headAnimator ) { // copy the animation from the body to the head for( i = 0; i < copyJoints.Num(); i++ ) { if ( copyJoints[ i ].mod == JOINTMOD_WORLD_OVERRIDE ) { idMat3 mat = head.GetEntity()->GetPhysics()->GetAxis().Transpose(); GetJointWorldTransform( copyJoints[ i ].from, gameLocal.time, pos, axis ); pos -= head.GetEntity()->GetPhysics()->GetOrigin(); headAnimator->SetJointPos( copyJoints[ i ].to, copyJoints[ i ].mod, pos * mat ); headAnimator->SetJointAxis( copyJoints[ i ].to, copyJoints[ i ].mod, axis * mat ); } else { animator.GetJointLocalTransform( copyJoints[ i ].from, gameLocal.time, pos, axis ); headAnimator->SetJointPos( copyJoints[ i ].to, copyJoints[ i ].mod, pos ); headAnimator->SetJointAxis( copyJoints[ i ].to, copyJoints[ i ].mod, axis ); } } } // update rotation RunPhysics(); physicsObj.GetAngles( ang ); physicsObj.SetAngularExtrapolation( extrapolation_t(EXTRAPOLATION_LINEAR|EXTRAPOLATION_NOSTOP), gameLocal.time, 0, ang, idAngles( 0, g_testModelRotate.GetFloat() * 360.0f / 60.0f, 0 ), ang_zero ); idClipModel *clip = physicsObj.GetClipModel(); if ( clip && animator.ModelDef() ) { idVec3 neworigin; idMat3 axis; jointHandle_t joint; joint = animator.GetJointHandle( "origin" ); animator.GetJointTransform( joint, gameLocal.time, neworigin, axis ); neworigin = ( ( neworigin - animator.ModelDef()->GetVisualOffset() ) * physicsObj.GetAxis() ) + GetPhysics()->GetOrigin(); clip->Link( gameLocal.clip, this, 0, neworigin, clip->GetAxis() ); } } UpdateAnimation(); Present(); if ( ( gameLocal.testmodel == this ) && g_showTestModelFrame.GetInteger() && anim ) { gameLocal.Printf( "^5 Anim: ^7%s ^5Frame: ^7%d/%d Time: %.3f\n", animator.AnimFullName( anim ), animator.CurrentAnim( ANIMCHANNEL_ALL )->GetFrameNumber( gameLocal.time ), animator.CurrentAnim( ANIMCHANNEL_ALL )->NumFrames(), MS2SEC( gameLocal.time - animator.CurrentAnim( ANIMCHANNEL_ALL )->GetStartTime() ) ); if ( headAnim ) { gameLocal.Printf( "^5 Head: ^7%s ^5Frame: ^7%d/%d Time: %.3f\n\n", headAnimator->AnimFullName( headAnim ), headAnimator->CurrentAnim( ANIMCHANNEL_ALL )->GetFrameNumber( gameLocal.time ), headAnimator->CurrentAnim( ANIMCHANNEL_ALL )->NumFrames(), MS2SEC( gameLocal.time - headAnimator->CurrentAnim( ANIMCHANNEL_ALL )->GetStartTime() ) ); } else { gameLocal.Printf( "\n\n" ); } } } /* ================ idTestModel::NextAnim ================ */ void idTestModel::NextAnim( const idCmdArgs &args ) { if ( !animator.NumAnims() ) { return; } anim++; if ( anim >= animator.NumAnims() ) { // anim 0 is no anim anim = 1; } starttime = gameLocal.time; animtime = animator.AnimLength( anim ); animname = animator.AnimFullName( anim ); headAnim = 0; if ( headAnimator ) { headAnimator->ClearAllAnims( gameLocal.time, 0 ); headAnim = headAnimator->GetAnim( animname ); if ( !headAnim ) { headAnim = headAnimator->GetAnim( "idle" ); } if ( headAnim && ( headAnimator->AnimLength( headAnim ) > animtime ) ) { animtime = headAnimator->AnimLength( headAnim ); } } gameLocal.Printf( "anim '%s', %d.%03d seconds, %d frames\n", animname.c_str(), animator.AnimLength( anim ) / 1000, animator.AnimLength( anim ) % 1000, animator.NumFrames( anim ) ); if ( headAnim ) { gameLocal.Printf( "head '%s', %d.%03d seconds, %d frames\n", headAnimator->AnimFullName( headAnim ), headAnimator->AnimLength( headAnim ) / 1000, headAnimator->AnimLength( headAnim ) % 1000, headAnimator->NumFrames( headAnim ) ); } // reset the anim mode = -1; frame = 1; } /* ================ idTestModel::PrevAnim ================ */ void idTestModel::PrevAnim( const idCmdArgs &args ) { if ( !animator.NumAnims() ) { return; } headAnim = 0; anim--; if ( anim < 0 ) { anim = animator.NumAnims() - 1; } starttime = gameLocal.time; animtime = animator.AnimLength( anim ); animname = animator.AnimFullName( anim ); headAnim = 0; if ( headAnimator ) { headAnimator->ClearAllAnims( gameLocal.time, 0 ); headAnim = headAnimator->GetAnim( animname ); if ( !headAnim ) { headAnim = headAnimator->GetAnim( "idle" ); } if ( headAnim && ( headAnimator->AnimLength( headAnim ) > animtime ) ) { animtime = headAnimator->AnimLength( headAnim ); } } gameLocal.Printf( "anim '%s', %d.%03d seconds, %d frames\n", animname.c_str(), animator.AnimLength( anim ) / 1000, animator.AnimLength( anim ) % 1000, animator.NumFrames( anim ) ); if ( headAnim ) { gameLocal.Printf( "head '%s', %d.%03d seconds, %d frames\n", headAnimator->AnimFullName( headAnim ), headAnimator->AnimLength( headAnim ) / 1000, headAnimator->AnimLength( headAnim ) % 1000, headAnimator->NumFrames( headAnim ) ); } // reset the anim mode = -1; frame = 1; } /* ================ idTestModel::NextFrame ================ */ void idTestModel::NextFrame( const idCmdArgs &args ) { if ( !anim || ( ( g_testModelAnimate.GetInteger() != 3 ) && ( g_testModelAnimate.GetInteger() != 5 ) ) ) { return; } frame++; if ( frame > animator.NumFrames( anim ) ) { frame = 1; } gameLocal.Printf( "^5 Anim: ^7%s\n^5Frame: ^7%d/%d\n\n", animator.AnimFullName( anim ), frame, animator.NumFrames( anim ) ); // reset the anim mode = -1; } /* ================ idTestModel::PrevFrame ================ */ void idTestModel::PrevFrame( const idCmdArgs &args ) { if ( !anim || ( ( g_testModelAnimate.GetInteger() != 3 ) && ( g_testModelAnimate.GetInteger() != 5 ) ) ) { return; } frame--; if ( frame < 1 ) { frame = animator.NumFrames( anim ); } gameLocal.Printf( "^5 Anim: ^7%s\n^5Frame: ^7%d/%d\n\n", animator.AnimFullName( anim ), frame, animator.NumFrames( anim ) ); // reset the anim mode = -1; } /* ================ idTestModel::TestAnim ================ */ void idTestModel::TestAnim( const idCmdArgs &args ) { idStr name; int animNum; const idAnim *newanim; if ( args.Argc() < 2 ) { gameLocal.Printf( "usage: testanim \n" ); return; } newanim = NULL; name = args.Argv( 1 ); #if 0 if ( strstr( name, ".ma" ) || strstr( name, ".mb" ) ) { const idMD5Anim *md5anims[ ANIM_MaxSyncedAnims ]; idModelExport exporter; exporter.ExportAnim( name ); name.SetFileExtension( MD5_ANIM_EXT ); md5anims[ 0 ] = animationLib.GetAnim( name ); if ( md5anims[ 0 ] ) { customAnim.SetAnim( animator.ModelDef(), name, name, 1, md5anims ); newanim = &customAnim; } } else { animNum = animator.GetAnim( name ); } #else animNum = animator.GetAnim( name ); #endif if ( !animNum ) { gameLocal.Printf( "Animation '%s' not found.\n", name.c_str() ); return; } anim = animNum; starttime = gameLocal.time; animtime = animator.AnimLength( anim ); headAnim = 0; if ( headAnimator ) { headAnimator->ClearAllAnims( gameLocal.time, 0 ); headAnim = headAnimator->GetAnim( animname ); if ( !headAnim ) { headAnim = headAnimator->GetAnim( "idle" ); if ( !headAnim ) { gameLocal.Printf( "Missing 'idle' anim for head.\n" ); } } if ( headAnim && ( headAnimator->AnimLength( headAnim ) > animtime ) ) { animtime = headAnimator->AnimLength( headAnim ); } } animname = name; gameLocal.Printf( "anim '%s', %d.%03d seconds, %d frames\n", animname.c_str(), animator.AnimLength( anim ) / 1000, animator.AnimLength( anim ) % 1000, animator.NumFrames( anim ) ); // reset the anim mode = -1; } /* ===================== idTestModel::BlendAnim ===================== */ void idTestModel::BlendAnim( const idCmdArgs &args ) { int anim1; int anim2; if ( args.Argc() < 4 ) { gameLocal.Printf( "usage: testblend \n" ); return; } anim1 = gameLocal.testmodel->animator.GetAnim( args.Argv( 1 ) ); if ( !anim1 ) { gameLocal.Printf( "Animation '%s' not found.\n", args.Argv( 1 ) ); return; } anim2 = gameLocal.testmodel->animator.GetAnim( args.Argv( 2 ) ); if ( !anim2 ) { gameLocal.Printf( "Animation '%s' not found.\n", args.Argv( 2 ) ); return; } animname = args.Argv( 2 ); animator.CycleAnim( ANIMCHANNEL_ALL, anim1, gameLocal.time, 0 ); animator.CycleAnim( ANIMCHANNEL_ALL, anim2, gameLocal.time, FRAME2MS( atoi( args.Argv( 3 ) ) ) ); anim = anim2; headAnim = 0; } /*********************************************************************** Testmodel console commands ***********************************************************************/ /* ================= idTestModel::KeepTestModel_f Makes the current test model permanent, allowing you to place multiple test models ================= */ void idTestModel::KeepTestModel_f( const idCmdArgs &args ) { if ( !gameLocal.testmodel ) { gameLocal.Printf( "No active testModel.\n" ); return; } gameLocal.Printf( "modelDef %p kept\n", gameLocal.testmodel->renderEntity.hModel ); gameLocal.testmodel = NULL; } /* ================= idTestModel::TestSkin_f Sets a skin on an existing testModel ================= */ void idTestModel::TestSkin_f( const idCmdArgs &args ) { idVec3 offset; idStr name; idPlayer * player; idDict dict; player = gameLocal.GetLocalPlayer(); if ( !player || !gameLocal.CheatsOk() ) { return; } // delete the testModel if active if ( !gameLocal.testmodel ) { common->Printf( "No active testModel\n" ); return; } if ( args.Argc() < 2 ) { common->Printf( "removing testSkin.\n" ); gameLocal.testmodel->SetSkin( NULL ); return; } name = args.Argv( 1 ); gameLocal.testmodel->SetSkin( declManager->FindSkin( name ) ); } /* ================= idTestModel::TestShaderParm_f Sets a shaderParm on an existing testModel ================= */ void idTestModel::TestShaderParm_f( const idCmdArgs &args ) { idVec3 offset; idStr name; idPlayer * player; idDict dict; player = gameLocal.GetLocalPlayer(); if ( !player || !gameLocal.CheatsOk() ) { return; } // delete the testModel if active if ( !gameLocal.testmodel ) { common->Printf( "No active testModel\n" ); return; } if ( args.Argc() != 3 ) { common->Printf( "USAGE: testShaderParm \n" ); return; } int parm = atoi( args.Argv( 1 ) ); if ( parm < 0 || parm >= MAX_ENTITY_SHADER_PARMS ) { common->Printf( "parmNum %i out of range\n", parm ); return; } float value; if ( !idStr::Icmp( args.Argv( 2 ), "time" ) ) { value = gameLocal.time * -0.001; } else { value = atof( args.Argv( 2 ) ); } gameLocal.testmodel->SetShaderParm( parm, value ); } /* ================= idTestModel::TestModel_f Creates a static modelDef in front of the current position, which can then be moved around ================= */ void idTestModel::TestModel_f( const idCmdArgs &args ) { idVec3 offset; idStr name; idPlayer * player; const idDict * entityDef; idDict dict; player = gameLocal.GetLocalPlayer(); if ( !player || !gameLocal.CheatsOk() ) { return; } // delete the testModel if active if ( gameLocal.testmodel ) { delete gameLocal.testmodel; gameLocal.testmodel = NULL; } if ( args.Argc() < 2 ) { return; } name = args.Argv( 1 ); entityDef = gameLocal.FindEntityDefDict( name, false ); if ( entityDef ) { dict = *entityDef; } else { if ( declManager->FindType( DECL_MODELDEF, name, false ) ) { dict.Set( "model", name ); } else { // allow map models with underscore prefixes to be tested during development // without appending an ase if ( name[ 0 ] != '_' ) { name.DefaultFileExtension( ".ase" ); } #ifndef _D3XP // Maya ascii format is supported natively now if ( strstr( name, ".ma" ) || strstr( name, ".mb" ) ) { idModelExport exporter; exporter.ExportModel( name ); name.SetFileExtension( MD5_MESH_EXT ); } #endif if ( !renderModelManager->CheckModel( name ) ) { gameLocal.Printf( "Can't register model\n" ); return; } dict.Set( "model", name ); } } offset = player->GetPhysics()->GetOrigin() + player->viewAngles.ToForward() * 100.0f; dict.Set( "origin", offset.ToString() ); dict.Set( "angle", va( "%f", player->viewAngles.yaw + 180.0f ) ); gameLocal.testmodel = ( idTestModel * )gameLocal.SpawnEntityType( idTestModel::Type, &dict ); gameLocal.testmodel->renderEntity.shaderParms[SHADERPARM_TIMEOFFSET] = -MS2SEC( gameLocal.time ); } /* ===================== idTestModel::ArgCompletion_TestModel ===================== */ void idTestModel::ArgCompletion_TestModel( const idCmdArgs &args, void(*callback)( const char *s ) ) { int i, num; num = declManager->GetNumDecls( DECL_ENTITYDEF ); for ( i = 0; i < num; i++ ) { callback( idStr( args.Argv( 0 ) ) + " " + declManager->DeclByIndex( DECL_ENTITYDEF, i , false )->GetName() ); } num = declManager->GetNumDecls( DECL_MODELDEF ); for ( i = 0; i < num; i++ ) { callback( idStr( args.Argv( 0 ) ) + " " + declManager->DeclByIndex( DECL_MODELDEF, i , false )->GetName() ); } cmdSystem->ArgCompletion_FolderExtension( args, callback, "models/", false, ".lwo", ".ase", ".md5mesh", ".ma", ".mb", NULL ); } /* ===================== idTestModel::TestParticleStopTime_f ===================== */ void idTestModel::TestParticleStopTime_f( const idCmdArgs &args ) { if ( !gameLocal.testmodel ) { gameLocal.Printf( "No testModel active.\n" ); return; } gameLocal.testmodel->renderEntity.shaderParms[SHADERPARM_PARTICLE_STOPTIME] = MS2SEC( gameLocal.time ); gameLocal.testmodel->UpdateVisuals(); } /* ===================== idTestModel::TestAnim_f ===================== */ void idTestModel::TestAnim_f( const idCmdArgs &args ) { if ( !gameLocal.testmodel ) { gameLocal.Printf( "No testModel active.\n" ); return; } gameLocal.testmodel->TestAnim( args ); } /* ===================== idTestModel::ArgCompletion_TestAnim ===================== */ void idTestModel::ArgCompletion_TestAnim( const idCmdArgs &args, void(*callback)( const char *s ) ) { if ( gameLocal.testmodel ) { idAnimator *animator = gameLocal.testmodel->GetAnimator(); for( int i = 0; i < animator->NumAnims(); i++ ) { callback( va( "%s %s", args.Argv( 0 ), animator->AnimFullName( i ) ) ); } } } /* ===================== idTestModel::TestBlend_f ===================== */ void idTestModel::TestBlend_f( const idCmdArgs &args ) { if ( !gameLocal.testmodel ) { gameLocal.Printf( "No testModel active.\n" ); return; } gameLocal.testmodel->BlendAnim( args ); } /* ===================== idTestModel::TestModelNextAnim_f ===================== */ void idTestModel::TestModelNextAnim_f( const idCmdArgs &args ) { if ( !gameLocal.testmodel ) { gameLocal.Printf( "No testModel active.\n" ); return; } gameLocal.testmodel->NextAnim( args ); } /* ===================== idTestModel::TestModelPrevAnim_f ===================== */ void idTestModel::TestModelPrevAnim_f( const idCmdArgs &args ) { if ( !gameLocal.testmodel ) { gameLocal.Printf( "No testModel active.\n" ); return; } gameLocal.testmodel->PrevAnim( args ); } /* ===================== idTestModel::TestModelNextFrame_f ===================== */ void idTestModel::TestModelNextFrame_f( const idCmdArgs &args ) { if ( !gameLocal.testmodel ) { gameLocal.Printf( "No testModel active.\n" ); return; } gameLocal.testmodel->NextFrame( args ); } /* ===================== idTestModel::TestModelPrevFrame_f ===================== */ void idTestModel::TestModelPrevFrame_f( const idCmdArgs &args ) { if ( !gameLocal.testmodel ) { gameLocal.Printf( "No testModel active.\n" ); return; } gameLocal.testmodel->PrevFrame( args ); }