/*
===========================================================================
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.
===========================================================================
*/
#include "sys/platform.h"
#include "framework/Session.h"
#include "renderer/tr_local.h"
#include "renderer/Model_local.h"
static const char *MD5_SnapshotName = "_MD5_Snapshot_";
/***********************************************************************
idMD5Mesh
***********************************************************************/
static int c_numVerts = 0;
static int c_numWeights = 0;
static int c_numWeightJoints = 0;
typedef struct vertexWeight_s {
int vert;
int joint;
idVec3 offset;
float jointWeight;
} vertexWeight_t;
/*
====================
idMD5Mesh::idMD5Mesh
====================
*/
idMD5Mesh::idMD5Mesh() {
scaledWeights = NULL;
weightIndex = NULL;
shader = NULL;
numTris = 0;
deformInfo = NULL;
surfaceNum = 0;
}
/*
====================
idMD5Mesh::~idMD5Mesh
====================
*/
idMD5Mesh::~idMD5Mesh() {
Mem_Free16( scaledWeights );
Mem_Free16( weightIndex );
if ( deformInfo ) {
R_FreeDeformInfo( deformInfo );
deformInfo = NULL;
}
}
/*
====================
idMD5Mesh::ParseMesh
====================
*/
void idMD5Mesh::ParseMesh( idLexer &parser, int numJoints, const idJointMat *joints ) {
idToken token;
idToken name;
int num;
int count;
int jointnum;
idStr shaderName;
int i, j;
idList tris;
idList firstWeightForVertex;
idList numWeightsForVertex;
int maxweight;
idList tempWeights;
parser.ExpectTokenString( "{" );
//
// parse name
//
if ( parser.CheckTokenString( "name" ) ) {
parser.ReadToken( &name );
}
//
// parse shader
//
parser.ExpectTokenString( "shader" );
parser.ReadToken( &token );
shaderName = token;
shader = declManager->FindMaterial( shaderName );
//
// parse texture coordinates
//
parser.ExpectTokenString( "numverts" );
count = parser.ParseInt();
if ( count < 0 ) {
parser.Error( "Invalid size: %s", token.c_str() );
}
texCoords.SetNum( count );
firstWeightForVertex.SetNum( count );
numWeightsForVertex.SetNum( count );
numWeights = 0;
maxweight = 0;
for( i = 0; i < texCoords.Num(); i++ ) {
parser.ExpectTokenString( "vert" );
parser.ParseInt();
parser.Parse1DMatrix( 2, texCoords[ i ].ToFloatPtr() );
firstWeightForVertex[ i ] = parser.ParseInt();
numWeightsForVertex[ i ] = parser.ParseInt();
if ( !numWeightsForVertex[ i ] ) {
parser.Error( "Vertex without any joint weights." );
}
numWeights += numWeightsForVertex[ i ];
if ( numWeightsForVertex[ i ] + firstWeightForVertex[ i ] > maxweight ) {
maxweight = numWeightsForVertex[ i ] + firstWeightForVertex[ i ];
}
}
//
// parse tris
//
parser.ExpectTokenString( "numtris" );
count = parser.ParseInt();
if ( count < 0 ) {
parser.Error( "Invalid size: %d", count );
}
tris.SetNum( count * 3 );
numTris = count;
for( i = 0; i < count; i++ ) {
parser.ExpectTokenString( "tri" );
parser.ParseInt();
tris[ i * 3 + 0 ] = parser.ParseInt();
tris[ i * 3 + 1 ] = parser.ParseInt();
tris[ i * 3 + 2 ] = parser.ParseInt();
}
//
// parse weights
//
parser.ExpectTokenString( "numweights" );
count = parser.ParseInt();
if ( count < 0 ) {
parser.Error( "Invalid size: %d", count );
}
if ( maxweight > count ) {
parser.Warning( "Vertices reference out of range weights in model (%d of %d weights).", maxweight, count );
}
tempWeights.SetNum( count );
for( i = 0; i < count; i++ ) {
parser.ExpectTokenString( "weight" );
parser.ParseInt();
jointnum = parser.ParseInt();
if ( ( jointnum < 0 ) || ( jointnum >= numJoints ) ) {
parser.Error( "Joint Index out of range(%d): %d", numJoints, jointnum );
}
tempWeights[ i ].joint = jointnum;
tempWeights[ i ].jointWeight = parser.ParseFloat();
parser.Parse1DMatrix( 3, tempWeights[ i ].offset.ToFloatPtr() );
}
// create pre-scaled weights and an index for the vertex/joint lookup
scaledWeights = (idVec4 *) Mem_Alloc16( numWeights * sizeof( scaledWeights[0] ) );
weightIndex = (int *) Mem_Alloc16( numWeights * 2 * sizeof( weightIndex[0] ) );
memset( weightIndex, 0, numWeights * 2 * sizeof( weightIndex[0] ) );
count = 0;
for( i = 0; i < texCoords.Num(); i++ ) {
num = firstWeightForVertex[i];
for( j = 0; j < numWeightsForVertex[i]; j++, num++, count++ ) {
scaledWeights[count].ToVec3() = tempWeights[num].offset * tempWeights[num].jointWeight;
scaledWeights[count].w = tempWeights[num].jointWeight;
weightIndex[count * 2 + 0] = tempWeights[num].joint * sizeof( idJointMat );
}
weightIndex[count * 2 - 1] = 1;
}
tempWeights.Clear();
numWeightsForVertex.Clear();
firstWeightForVertex.Clear();
parser.ExpectTokenString( "}" );
// update counters
c_numVerts += texCoords.Num();
c_numWeights += numWeights;
c_numWeightJoints++;
for ( i = 0; i < numWeights; i++ ) {
c_numWeightJoints += weightIndex[i*2+1];
}
//
// build the information that will be common to all animations of this mesh:
// silhouette edge connectivity and normal / tangent generation information
//
idDrawVert *verts = (idDrawVert *) _alloca16( texCoords.Num() * sizeof( idDrawVert ) );
for ( i = 0; i < texCoords.Num(); i++ ) {
verts[i].Clear();
verts[i].st = texCoords[i];
}
TransformVerts( verts, joints );
deformInfo = R_BuildDeformInfo( texCoords.Num(), verts, tris.Num(), tris.Ptr(), shader->UseUnsmoothedTangents() );
}
/*
====================
idMD5Mesh::TransformVerts
====================
*/
void idMD5Mesh::TransformVerts( idDrawVert *verts, const idJointMat *entJoints ) {
SIMDProcessor->TransformVerts( verts, texCoords.Num(), entJoints, scaledWeights, weightIndex, numWeights );
}
/*
====================
idMD5Mesh::TransformScaledVerts
Special transform to make the mesh seem fat or skinny. May be used for zombie deaths
====================
*/
void idMD5Mesh::TransformScaledVerts( idDrawVert *verts, const idJointMat *entJoints, float scale ) {
idVec4 *scaledWeights = (idVec4 *) _alloca16( numWeights * sizeof( scaledWeights[0] ) );
SIMDProcessor->Mul( scaledWeights[0].ToFloatPtr(), scale, scaledWeights[0].ToFloatPtr(), numWeights * 4 );
SIMDProcessor->TransformVerts( verts, texCoords.Num(), entJoints, scaledWeights, weightIndex, numWeights );
}
/*
====================
idMD5Mesh::UpdateSurface
====================
*/
void idMD5Mesh::UpdateSurface( const struct renderEntity_s *ent, const idJointMat *entJoints, modelSurface_t *surf ) {
int i, base;
srfTriangles_t *tri;
tr.pc.c_deformedSurfaces++;
tr.pc.c_deformedVerts += deformInfo->numOutputVerts;
tr.pc.c_deformedIndexes += deformInfo->numIndexes;
surf->shader = shader;
if ( surf->geometry ) {
// if the number of verts and indexes are the same we can re-use the triangle surface
// the number of indexes must be the same to assure the correct amount of memory is allocated for the facePlanes
if ( surf->geometry->numVerts == deformInfo->numOutputVerts && surf->geometry->numIndexes == deformInfo->numIndexes ) {
R_FreeStaticTriSurfVertexCaches( surf->geometry );
} else {
R_FreeStaticTriSurf( surf->geometry );
surf->geometry = R_AllocStaticTriSurf();
}
} else {
surf->geometry = R_AllocStaticTriSurf();
}
tri = surf->geometry;
// note that some of the data is references, and should not be freed
tri->deformedSurface = true;
tri->tangentsCalculated = false;
tri->facePlanesCalculated = false;
tri->numIndexes = deformInfo->numIndexes;
tri->indexes = deformInfo->indexes;
tri->silIndexes = deformInfo->silIndexes;
tri->numMirroredVerts = deformInfo->numMirroredVerts;
tri->mirroredVerts = deformInfo->mirroredVerts;
tri->numDupVerts = deformInfo->numDupVerts;
tri->dupVerts = deformInfo->dupVerts;
tri->numSilEdges = deformInfo->numSilEdges;
tri->silEdges = deformInfo->silEdges;
tri->dominantTris = deformInfo->dominantTris;
tri->numVerts = deformInfo->numOutputVerts;
if ( tri->verts == NULL ) {
R_AllocStaticTriSurfVerts( tri, tri->numVerts );
for ( i = 0; i < deformInfo->numSourceVerts; i++ ) {
tri->verts[i].Clear();
tri->verts[i].st = texCoords[i];
}
}
if ( ent->shaderParms[ SHADERPARM_MD5_SKINSCALE ] != 0.0f ) {
TransformScaledVerts( tri->verts, entJoints, ent->shaderParms[ SHADERPARM_MD5_SKINSCALE ] );
} else {
TransformVerts( tri->verts, entJoints );
}
// replicate the mirror seam vertexes
base = deformInfo->numOutputVerts - deformInfo->numMirroredVerts;
for ( i = 0; i < deformInfo->numMirroredVerts; i++ ) {
tri->verts[base + i] = tri->verts[deformInfo->mirroredVerts[i]];
}
R_BoundTriSurf( tri );
// If a surface is going to be have a lighting interaction generated, it will also have to call
// R_DeriveTangents() to get normals, tangents, and face planes. If it only
// needs shadows generated, it will only have to generate face planes. If it only
// has ambient drawing, or is culled, no additional work will be necessary
if ( !r_useDeferredTangents.GetBool() ) {
// set face planes, vertex normals, tangents
R_DeriveTangents( tri );
}
}
/*
====================
idMD5Mesh::CalcBounds
====================
*/
idBounds idMD5Mesh::CalcBounds( const idJointMat *entJoints ) {
idBounds bounds;
idDrawVert *verts = (idDrawVert *) _alloca16( texCoords.Num() * sizeof( idDrawVert ) );
TransformVerts( verts, entJoints );
SIMDProcessor->MinMax( bounds[0], bounds[1], verts, texCoords.Num() );
return bounds;
}
/*
====================
idMD5Mesh::NearestJoint
====================
*/
int idMD5Mesh::NearestJoint( int a, int b, int c ) const {
int i, bestJoint, vertNum, weightVertNum;
float bestWeight;
// duplicated vertices might not have weights
if ( a >= 0 && a < texCoords.Num() ) {
vertNum = a;
} else if ( b >= 0 && b < texCoords.Num() ) {
vertNum = b;
} else if ( c >= 0 && c < texCoords.Num() ) {
vertNum = c;
} else {
// all vertices are duplicates which shouldn't happen
return 0;
}
// find the first weight for this vertex
weightVertNum = 0;
for( i = 0; weightVertNum < vertNum; i++ ) {
weightVertNum += weightIndex[i*2+1];
}
// get the joint for the largest weight
bestWeight = scaledWeights[i].w;
bestJoint = weightIndex[i*2+0] / sizeof( idJointMat );
for( ; weightIndex[i*2+1] == 0; i++ ) {
if ( scaledWeights[i].w > bestWeight ) {
bestWeight = scaledWeights[i].w;
bestJoint = weightIndex[i*2+0] / sizeof( idJointMat );
}
}
return bestJoint;
}
/*
====================
idMD5Mesh::NumVerts
====================
*/
int idMD5Mesh::NumVerts( void ) const {
return texCoords.Num();
}
/*
====================
idMD5Mesh::NumTris
====================
*/
int idMD5Mesh::NumTris( void ) const {
return numTris;
}
/*
====================
idMD5Mesh::NumWeights
====================
*/
int idMD5Mesh::NumWeights( void ) const {
return numWeights;
}
/***********************************************************************
idRenderModelMD5
***********************************************************************/
/*
====================
idRenderModelMD5::ParseJoint
====================
*/
void idRenderModelMD5::ParseJoint( idLexer &parser, idMD5Joint *joint, idJointQuat *defaultPose ) {
idToken token;
int num;
//
// parse name
//
parser.ReadToken( &token );
joint->name = token;
//
// parse parent
//
num = parser.ParseInt();
if ( num < 0 ) {
joint->parent = NULL;
} else {
if ( num >= joints.Num() - 1 ) {
parser.Error( "Invalid parent for joint '%s'", joint->name.c_str() );
}
joint->parent = &joints[ num ];
}
//
// parse default pose
//
parser.Parse1DMatrix( 3, defaultPose->t.ToFloatPtr() );
parser.Parse1DMatrix( 3, defaultPose->q.ToFloatPtr() );
defaultPose->q.w = defaultPose->q.CalcW();
}
/*
====================
idRenderModelMD5::InitFromFile
====================
*/
void idRenderModelMD5::InitFromFile( const char *fileName ) {
name = fileName;
LoadModel();
}
/*
====================
idRenderModelMD5::LoadModel
used for initial loads, reloadModel, and reloading the data of purged models
Upon exit, the model will absolutely be valid, but possibly as a default model
====================
*/
void idRenderModelMD5::LoadModel() {
int version;
int i;
int num;
int parentNum;
idToken token;
idLexer parser( LEXFL_ALLOWPATHNAMES | LEXFL_NOSTRINGESCAPECHARS );
idJointQuat *pose;
idMD5Joint *joint;
idJointMat *poseMat3;
if ( !purged ) {
PurgeModel();
}
purged = false;
if ( !parser.LoadFile( name ) ) {
MakeDefaultModel();
return;
}
parser.ExpectTokenString( MD5_VERSION_STRING );
version = parser.ParseInt();
if ( version != MD5_VERSION ) {
parser.Error( "Invalid version %d. Should be version %d\n", version, MD5_VERSION );
}
//
// skip commandline
//
parser.ExpectTokenString( "commandline" );
parser.ReadToken( &token );
// parse num joints
parser.ExpectTokenString( "numJoints" );
num = parser.ParseInt();
joints.SetGranularity( 1 );
joints.SetNum( num );
defaultPose.SetGranularity( 1 );
defaultPose.SetNum( num );
poseMat3 = ( idJointMat * )_alloca16( num * sizeof( *poseMat3 ) );
// parse num meshes
parser.ExpectTokenString( "numMeshes" );
num = parser.ParseInt();
if ( num < 0 ) {
parser.Error( "Invalid size: %d", num );
}
meshes.SetGranularity( 1 );
meshes.SetNum( num );
//
// parse joints
//
parser.ExpectTokenString( "joints" );
parser.ExpectTokenString( "{" );
pose = defaultPose.Ptr();
joint = joints.Ptr();
for( i = 0; i < joints.Num(); i++, joint++, pose++ ) {
ParseJoint( parser, joint, pose );
poseMat3[ i ].SetRotation( pose->q.ToMat3() );
poseMat3[ i ].SetTranslation( pose->t );
if ( joint->parent ) {
parentNum = joint->parent - joints.Ptr();
pose->q = ( poseMat3[ i ].ToMat3() * poseMat3[ parentNum ].ToMat3().Transpose() ).ToQuat();
pose->t = ( poseMat3[ i ].ToVec3() - poseMat3[ parentNum ].ToVec3() ) * poseMat3[ parentNum ].ToMat3().Transpose();
}
}
parser.ExpectTokenString( "}" );
for( i = 0; i < meshes.Num(); i++ ) {
parser.ExpectTokenString( "mesh" );
meshes[ i ].ParseMesh( parser, defaultPose.Num(), poseMat3 );
}
//
// calculate the bounds of the model
//
CalculateBounds( poseMat3 );
// set the timestamp for reloadmodels
fileSystem->ReadFile( name, NULL, &timeStamp );
}
/*
==============
idRenderModelMD5::Print
==============
*/
void idRenderModelMD5::Print() const {
const idMD5Mesh *mesh;
int i;
common->Printf( "%s\n", name.c_str() );
common->Printf( "Dynamic model.\n" );
common->Printf( "Generated smooth normals.\n" );
common->Printf( " verts tris weights material\n" );
int totalVerts = 0;
int totalTris = 0;
int totalWeights = 0;
for( mesh = meshes.Ptr(), i = 0; i < meshes.Num(); i++, mesh++ ) {
totalVerts += mesh->NumVerts();
totalTris += mesh->NumTris();
totalWeights += mesh->NumWeights();
common->Printf( "%2i: %5i %5i %7i %s\n", i, mesh->NumVerts(), mesh->NumTris(), mesh->NumWeights(), mesh->shader->GetName() );
}
common->Printf( "-----\n" );
common->Printf( "%4i verts.\n", totalVerts );
common->Printf( "%4i tris.\n", totalTris );
common->Printf( "%4i weights.\n", totalWeights );
common->Printf( "%4i joints.\n", joints.Num() );
}
/*
==============
idRenderModelMD5::List
==============
*/
void idRenderModelMD5::List() const {
int i;
const idMD5Mesh *mesh;
int totalTris = 0;
int totalVerts = 0;
for( mesh = meshes.Ptr(), i = 0; i < meshes.Num(); i++, mesh++ ) {
totalTris += mesh->numTris;
totalVerts += mesh->NumVerts();
}
common->Printf( " %4ik %3i %4i %4i %s(MD5)", Memory()/1024, meshes.Num(), totalVerts, totalTris, Name() );
if ( defaulted ) {
common->Printf( " (DEFAULTED)" );
}
common->Printf( "\n" );
}
/*
====================
idRenderModelMD5::CalculateBounds
====================
*/
void idRenderModelMD5::CalculateBounds( const idJointMat *entJoints ) {
int i;
idMD5Mesh *mesh;
bounds.Clear();
for( mesh = meshes.Ptr(), i = 0; i < meshes.Num(); i++, mesh++ ) {
bounds.AddBounds( mesh->CalcBounds( entJoints ) );
}
}
/*
====================
idRenderModelMD5::Bounds
This calculates a rough bounds by using the joint radii without
transforming all the points
====================
*/
idBounds idRenderModelMD5::Bounds( const renderEntity_t *ent ) const {
#if 0
// we can't calculate a rational bounds without an entity,
// because joints could be positioned to deform it into an
// arbitrarily large shape
if ( !ent ) {
common->Error( "idRenderModelMD5::Bounds: called without entity" );
}
#endif
if ( !ent ) {
// this is the bounds for the reference pose
return bounds;
}
return ent->bounds;
}
/*
====================
idRenderModelMD5::DrawJoints
====================
*/
void idRenderModelMD5::DrawJoints( const renderEntity_t *ent, const struct viewDef_s *view ) const {
int i;
int num;
idVec3 pos;
const idJointMat *joint;
const idMD5Joint *md5Joint;
int parentNum;
num = ent->numJoints;
joint = ent->joints;
md5Joint = joints.Ptr();
for( i = 0; i < num; i++, joint++, md5Joint++ ) {
pos = ent->origin + joint->ToVec3() * ent->axis;
if ( md5Joint->parent ) {
parentNum = md5Joint->parent - joints.Ptr();
session->rw->DebugLine( colorWhite, ent->origin + ent->joints[ parentNum ].ToVec3() * ent->axis, pos );
}
session->rw->DebugLine( colorRed, pos, pos + joint->ToMat3()[ 0 ] * 2.0f * ent->axis );
session->rw->DebugLine( colorGreen, pos, pos + joint->ToMat3()[ 1 ] * 2.0f * ent->axis );
session->rw->DebugLine( colorBlue, pos, pos + joint->ToMat3()[ 2 ] * 2.0f * ent->axis );
}
idBounds bounds;
bounds.FromTransformedBounds( ent->bounds, vec3_zero, ent->axis );
session->rw->DebugBounds( colorMagenta, bounds, ent->origin );
if ( ( r_jointNameScale.GetFloat() != 0.0f ) && ( bounds.Expand( 128.0f ).ContainsPoint( view->renderView.vieworg - ent->origin ) ) ) {
idVec3 offset( 0, 0, r_jointNameOffset.GetFloat() );
float scale;
scale = r_jointNameScale.GetFloat();
joint = ent->joints;
num = ent->numJoints;
for( i = 0; i < num; i++, joint++ ) {
pos = ent->origin + joint->ToVec3() * ent->axis;
session->rw->DrawText( joints[ i ].name, pos + offset, scale, colorWhite, view->renderView.viewaxis, 1 );
}
}
}
/*
====================
idRenderModelMD5::InstantiateDynamicModel
====================
*/
idRenderModel *idRenderModelMD5::InstantiateDynamicModel( const struct renderEntity_s *ent, const struct viewDef_s *view, idRenderModel *cachedModel ) {
int i, surfaceNum;
idMD5Mesh *mesh;
idRenderModelStatic *staticModel;
if ( cachedModel && !r_useCachedDynamicModels.GetBool() ) {
delete cachedModel;
cachedModel = NULL;
}
if ( purged ) {
common->DWarning( "model %s instantiated while purged", Name() );
LoadModel();
}
if ( !ent->joints ) {
common->Printf( "idRenderModelMD5::InstantiateDynamicModel: NULL joints on renderEntity for '%s'\n", Name() );
delete cachedModel;
return NULL;
} else if ( ent->numJoints != joints.Num() ) {
common->Printf( "idRenderModelMD5::InstantiateDynamicModel: renderEntity has different number of joints than model for '%s'\n", Name() );
delete cachedModel;
return NULL;
}
tr.pc.c_generateMd5++;
if ( cachedModel ) {
assert( dynamic_cast(cachedModel) != NULL );
assert( idStr::Icmp( cachedModel->Name(), MD5_SnapshotName ) == 0 );
staticModel = static_cast(cachedModel);
} else {
staticModel = new idRenderModelStatic;
staticModel->InitEmpty( MD5_SnapshotName );
}
staticModel->bounds.Clear();
if ( r_showSkel.GetInteger() ) {
if ( ( view != NULL ) && ( !r_skipSuppress.GetBool() || !ent->suppressSurfaceInViewID || ( ent->suppressSurfaceInViewID != view->renderView.viewID ) ) ) {
// only draw the skeleton
DrawJoints( ent, view );
}
if ( r_showSkel.GetInteger() > 1 ) {
// turn off the model when showing the skeleton
staticModel->InitEmpty( MD5_SnapshotName );
return staticModel;
}
}
// create all the surfaces
for( mesh = meshes.Ptr(), i = 0; i < meshes.Num(); i++, mesh++ ) {
// avoid deforming the surface if it will be a nodraw due to a skin remapping
// FIXME: may have to still deform clipping hulls
const idMaterial *shader = mesh->shader;
shader = R_RemapShaderBySkin( shader, ent->customSkin, ent->customShader );
if ( !shader || ( !shader->IsDrawn() && !shader->SurfaceCastsShadow() ) ) {
staticModel->DeleteSurfaceWithId( i );
mesh->surfaceNum = -1;
continue;
}
modelSurface_t *surf;
if ( staticModel->FindSurfaceWithId( i, surfaceNum ) ) {
mesh->surfaceNum = surfaceNum;
surf = &staticModel->surfaces[surfaceNum];
} else {
// Remove Overlays before adding new surfaces
idRenderModelOverlay::RemoveOverlaySurfacesFromModel( staticModel );
mesh->surfaceNum = staticModel->NumSurfaces();
surf = &staticModel->surfaces.Alloc();
surf->geometry = NULL;
surf->shader = NULL;
surf->id = i;
}
mesh->UpdateSurface( ent, ent->joints, surf );
staticModel->bounds.AddPoint( surf->geometry->bounds[0] );
staticModel->bounds.AddPoint( surf->geometry->bounds[1] );
}
return staticModel;
}
/*
====================
idRenderModelMD5::IsDynamicModel
====================
*/
dynamicModel_t idRenderModelMD5::IsDynamicModel() const {
return DM_CACHED;
}
/*
====================
idRenderModelMD5::NumJoints
====================
*/
int idRenderModelMD5::NumJoints( void ) const {
return joints.Num();
}
/*
====================
idRenderModelMD5::GetJoints
====================
*/
const idMD5Joint *idRenderModelMD5::GetJoints( void ) const {
return joints.Ptr();
}
/*
====================
idRenderModelMD5::GetDefaultPose
====================
*/
const idJointQuat *idRenderModelMD5::GetDefaultPose( void ) const {
return defaultPose.Ptr();
}
/*
====================
idRenderModelMD5::GetJointHandle
====================
*/
jointHandle_t idRenderModelMD5::GetJointHandle( const char *name ) const {
const idMD5Joint *joint;
int i;
joint = joints.Ptr();
for( i = 0; i < joints.Num(); i++, joint++ ) {
if ( idStr::Icmp( joint->name.c_str(), name ) == 0 ) {
return ( jointHandle_t )i;
}
}
return INVALID_JOINT;
}
/*
=====================
idRenderModelMD5::GetJointName
=====================
*/
const char *idRenderModelMD5::GetJointName( jointHandle_t handle ) const {
if ( ( handle < 0 ) || ( handle >= joints.Num() ) ) {
return "";
}
return joints[ handle ].name;
}
/*
====================
idRenderModelMD5::NearestJoint
====================
*/
int idRenderModelMD5::NearestJoint( int surfaceNum, int a, int b, int c ) const {
int i;
const idMD5Mesh *mesh;
if ( surfaceNum > meshes.Num() ) {
common->Error( "idRenderModelMD5::NearestJoint: surfaceNum > meshes.Num()" );
}
for ( mesh = meshes.Ptr(), i = 0; i < meshes.Num(); i++, mesh++ ) {
if ( mesh->surfaceNum == surfaceNum ) {
return mesh->NearestJoint( a, b, c );
}
}
return 0;
}
/*
====================
idRenderModelMD5::TouchData
models that are already loaded at level start time
will still touch their materials to make sure they
are kept loaded
====================
*/
void idRenderModelMD5::TouchData() {
idMD5Mesh *mesh;
int i;
for( mesh = meshes.Ptr(), i = 0; i < meshes.Num(); i++, mesh++ ) {
declManager->FindMaterial( mesh->shader->GetName() );
}
}
/*
===================
idRenderModelMD5::PurgeModel
frees all the data, but leaves the class around for dangling references,
which can regenerate the data with LoadModel()
===================
*/
void idRenderModelMD5::PurgeModel() {
purged = true;
joints.Clear();
defaultPose.Clear();
meshes.Clear();
}
/*
===================
idRenderModelMD5::Memory
===================
*/
int idRenderModelMD5::Memory() const {
int total, i;
total = sizeof( *this );
total += joints.MemoryUsed() + defaultPose.MemoryUsed() + meshes.MemoryUsed();
// count up strings
for ( i = 0; i < joints.Num(); i++ ) {
total += joints[i].name.DynamicMemoryUsed();
}
// count up meshes
for ( i = 0 ; i < meshes.Num() ; i++ ) {
const idMD5Mesh *mesh = &meshes[i];
total += mesh->texCoords.MemoryUsed() + mesh->numWeights * ( sizeof( mesh->scaledWeights[0] ) + sizeof( mesh->weightIndex[0] ) * 2 );
// sum up deform info
total += sizeof( mesh->deformInfo );
total += R_DeformInfoMemoryUsed( mesh->deformInfo );
}
return total;
}