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# include "quakedef.h"
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# ifdef HALFLIFEMODELS
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# include "shader.h"
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# include "com_mesh.h"
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/*
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Half - Life Model Renderer ( Experimental ) Copyright ( C ) 2001 James ' Ender ' Brown [ ender @ quakesrc . org ] 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 . fromquake . h -
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render . c - apart from calculations ( mostly range checking or value conversion code is a mix of standard Quake 1
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meshing , and vertex deforms . The rendering loop uses standard Quake 1 drawing , after SetupBones deforms the vertex .
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Note : this code has since been greatly modified to fix skin , submodels , hitboxes , attachments , etc .
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Also , please note that it won ' t do all hl models . . . .
Nor will it work 100 %
*/
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qboolean HLMDL_Trace ( struct model_s * model , int hulloverride , const framestate_t * framestate , const vec3_t axis [ 3 ] , const vec3_t p1 , const vec3_t p2 , const vec3_t mins , const vec3_t maxs , qboolean capsule , unsigned int against , struct trace_s * trace ) ;
unsigned int HLMDL_Contents ( struct model_s * model , int hulloverride , const framestate_t * framestate , const vec3_t axis [ 3 ] , const vec3_t p , const vec3_t mins , const vec3_t maxs ) ;
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void QuaternionGLMatrix ( float x , float y , float z , float w , vec4_t * GLM )
{
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GLM [ 0 ] [ 0 ] = 1 - 2 * y * y - 2 * z * z ;
GLM [ 1 ] [ 0 ] = 2 * x * y + 2 * w * z ;
GLM [ 2 ] [ 0 ] = 2 * x * z - 2 * w * y ;
GLM [ 0 ] [ 1 ] = 2 * x * y - 2 * w * z ;
GLM [ 1 ] [ 1 ] = 1 - 2 * x * x - 2 * z * z ;
GLM [ 2 ] [ 1 ] = 2 * y * z + 2 * w * x ;
GLM [ 0 ] [ 2 ] = 2 * x * z + 2 * w * y ;
GLM [ 1 ] [ 2 ] = 2 * y * z - 2 * w * x ;
GLM [ 2 ] [ 2 ] = 1 - 2 * x * x - 2 * y * y ;
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}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
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QuaternionGLAngle - Convert a GL angle to a quaternion matrix
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= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
void QuaternionGLAngle ( const vec3_t angles , vec4_t quaternion )
{
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
float yaw = angles [ 2 ] * 0.5 ;
float pitch = angles [ 1 ] * 0.5 ;
float roll = angles [ 0 ] * 0.5 ;
float siny = sin ( yaw ) ;
float cosy = cos ( yaw ) ;
float sinp = sin ( pitch ) ;
float cosp = cos ( pitch ) ;
float sinr = sin ( roll ) ;
float cosr = cos ( roll ) ;
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
quaternion [ 0 ] = sinr * cosp * cosy - cosr * sinp * siny ;
quaternion [ 1 ] = cosr * sinp * cosy + sinr * cosp * siny ;
quaternion [ 2 ] = cosr * cosp * siny - sinr * sinp * cosy ;
quaternion [ 3 ] = cosr * cosp * cosy + sinr * sinp * siny ;
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}
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matrix3x4 transform_matrix [ MAX_BONES ] ; /* Vertex transformation matrix */
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# ifndef SERVERONLY
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void GL_Draw_HL_AliasFrame ( short * order , vec3_t * transformed , float tex_w , float tex_h ) ;
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struct hlvremaps
{
unsigned short vertidx ;
unsigned short normalidx ;
unsigned short scoord ;
unsigned short tcoord ;
} ;
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static index_t HLMDL_DeDupe ( unsigned short * order , struct hlvremaps * rem , size_t * count , size_t first , size_t max )
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{
size_t i ;
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for ( i = * count ; i - - > first ; )
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{
if ( rem [ i ] . vertidx = = order [ 0 ] & & rem [ i ] . normalidx = = order [ 1 ] & & rem [ i ] . scoord = = order [ 2 ] & & rem [ i ] . tcoord = = order [ 3 ] )
return i ;
}
i = * count ;
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if ( i < max )
{
rem [ i ] . vertidx = order [ 0 ] ;
rem [ i ] . normalidx = order [ 1 ] ;
rem [ i ] . scoord = order [ 2 ] ;
rem [ i ] . tcoord = order [ 3 ] ;
}
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* count + = 1 ;
return i ;
}
//parse the vertex info, pull out what we can
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static void HLMDL_PrepareVerticies ( model_t * mod , hlmodel_t * model )
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{
struct hlvremaps * uvert ;
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size_t uvertcount = 0 , uvertstart ;
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unsigned short count ;
int i ;
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size_t idx = 0 , m , maxidx = 65536 * 3 ;
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size_t maxverts = 65536 ;
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index_t * index ;
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mesh_t * mesh , * submesh ;
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int body ;
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uvert = malloc ( sizeof ( * uvert ) * maxverts ) ;
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index = malloc ( sizeof ( byte_vec4_t ) * maxidx ) ;
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model - > numgeomsets = model - > header - > numbodyparts ;
model - > geomset = ZG_Malloc ( & mod - > memgroup , sizeof ( * model - > geomset ) * model - > numgeomsets ) ;
for ( body = 0 ; body < model - > numgeomsets ; body + + )
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{
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hlmdl_bodypart_t * bodypart = ( hlmdl_bodypart_t * ) ( ( qbyte * ) model - > header + model - > header - > bodypartindex ) + body ;
int bodyindex ;
model - > geomset [ body ] . numalternatives = bodypart - > nummodels ;
model - > geomset [ body ] . alternatives = ZG_Malloc ( & mod - > memgroup , sizeof ( * model - > geomset [ body ] . alternatives ) * bodypart - > nummodels ) ;
for ( bodyindex = 0 ; bodyindex < bodypart - > nummodels ; bodyindex + + )
{
hlmdl_submodel_t * amodel = ( hlmdl_submodel_t * ) ( ( qbyte * ) model - > header + bodypart - > modelindex ) + bodyindex ;
struct hlalternative_s * submodel ;
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model - > geomset [ body ] . alternatives [ bodyindex ] . numsubmeshes = amodel - > nummesh ;
model - > geomset [ body ] . alternatives [ bodyindex ] . submesh = ZG_Malloc ( & mod - > memgroup , sizeof ( * model - > geomset [ body ] . alternatives [ bodyindex ] . submesh ) * amodel - > nummesh ) ;
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submodel = & model - > geomset [ body ] . alternatives [ bodyindex ] ;
for ( m = 0 ; m < amodel - > nummesh ; m + + )
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{
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hlmdl_mesh_t * inmesh = ( hlmdl_mesh_t * ) ( ( qbyte * ) model - > header + amodel - > meshindex ) + m ;
unsigned short * order = ( unsigned short * ) ( ( qbyte * ) model - > header + inmesh - > index ) ;
uvertstart = uvertcount ;
submodel - > submesh [ m ] . vbofirstvert = uvertstart ;
submodel - > submesh [ m ] . vbofirstelement = idx ;
submodel - > submesh [ m ] . numvertexes = 0 ;
submodel - > submesh [ m ] . numindexes = 0 ;
for ( ; ; )
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{
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count = * order + + ; /* get the vertex count and primitive type */
if ( ! count ) break ; /* done */
if ( count & 0x8000 )
{ //fan
int first = HLMDL_DeDupe ( order + 0 * 4 , uvert , & uvertcount , uvertstart , maxverts ) ;
int prev = HLMDL_DeDupe ( order + 1 * 4 , uvert , & uvertcount , uvertstart , maxverts ) ;
count = ( unsigned short ) - ( short ) count ;
if ( idx + ( count - 2 ) * 3 > maxidx )
break ; //would overflow. fixme: extend
for ( i = min ( 2 , count ) ; i < count ; i + + )
{
index [ idx + + ] = first ;
index [ idx + + ] = prev ;
index [ idx + + ] = prev = HLMDL_DeDupe ( order + i * 4 , uvert , & uvertcount , uvertstart , maxverts ) ;
}
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}
else
{
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int v0 = HLMDL_DeDupe ( order + 0 * 4 , uvert , & uvertcount , uvertstart , maxverts ) ;
int v1 = HLMDL_DeDupe ( order + 1 * 4 , uvert , & uvertcount , uvertstart , maxverts ) ;
//emit (count-2)*3 indicies as a strip
//012 213, etc
if ( idx + ( count - 2 ) * 3 > maxidx )
break ; //would overflow. fixme: extend
for ( i = min ( 2 , count ) ; i < count ; i + + )
{
if ( i & 1 )
{
index [ idx + + ] = v1 ;
index [ idx + + ] = v0 ;
}
else
{
index [ idx + + ] = v0 ;
index [ idx + + ] = v1 ;
}
v0 = v1 ;
index [ idx + + ] = v1 = HLMDL_DeDupe ( order + i * 4 , uvert , & uvertcount , uvertstart , maxverts ) ;
}
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}
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order + = i * 4 ;
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}
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if ( uvertcount > = maxverts )
{
//if we're overflowing our verts, rewind, as we cannot generate this mesh. we'll just end up with a 0-index mesh, with no extra verts either
uvertcount = uvertstart ;
idx = submodel - > submesh [ m ] . vbofirstelement ;
}
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submodel - > submesh [ m ] . numindexes = idx - submodel - > submesh [ m ] . vbofirstelement ;
submodel - > submesh [ m ] . numvertexes = uvertcount - uvertstart ;
}
}
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}
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mesh = & model - > mesh ;
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mesh - > indexes = ZG_Malloc ( model - > memgroup , sizeof ( * mesh - > indexes ) * idx ) ;
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memcpy ( mesh - > indexes , index , sizeof ( * index ) * idx ) ;
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mesh - > colors4b_array = ZG_Malloc ( model - > memgroup , sizeof ( * mesh - > colors4b_array ) * uvertcount ) ;
mesh - > st_array = ZG_Malloc ( model - > memgroup , sizeof ( * mesh - > st_array ) * uvertcount ) ;
mesh - > lmst_array [ 0 ] = ZG_Malloc ( model - > memgroup , sizeof ( * mesh - > lmst_array [ 0 ] ) * uvertcount ) ;
mesh - > xyz_array = ZG_Malloc ( model - > memgroup , sizeof ( * mesh - > xyz_array ) * uvertcount ) ;
mesh - > normals_array = ZG_Malloc ( model - > memgroup , sizeof ( * mesh - > normals_array ) * uvertcount ) ;
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mesh - > bonenums = ZG_Malloc ( model - > memgroup , sizeof ( * mesh - > bonenums ) * uvertcount ) ;
mesh - > boneweights = ZG_Malloc ( model - > memgroup , sizeof ( * mesh - > boneweights ) * uvertcount ) ;
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# if defined(RTLIGHTS)
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mesh - > snormals_array = ZG_Malloc ( model - > memgroup , sizeof ( * mesh - > snormals_array ) * uvertcount ) ;
mesh - > tnormals_array = ZG_Malloc ( model - > memgroup , sizeof ( * mesh - > tnormals_array ) * uvertcount ) ;
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# endif
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mesh - > numindexes = idx ;
mesh - > numvertexes = uvertcount ;
for ( body = 0 ; body < model - > numgeomsets ; body + + )
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{
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hlmdl_bodypart_t * bodypart = ( hlmdl_bodypart_t * ) ( ( qbyte * ) model - > header + model - > header - > bodypartindex ) + body ;
int bodyindex ;
for ( bodyindex = 0 ; bodyindex < bodypart - > nummodels ; bodyindex + + )
{
hlmdl_submodel_t * amodel = ( hlmdl_submodel_t * ) ( ( qbyte * ) model - > header + bodypart - > modelindex ) + bodyindex ;
vec3_t * verts = ( vec3_t * ) ( ( qbyte * ) model - > header + amodel - > vertindex ) ;
qbyte * bone = ( ( qbyte * ) model - > header + amodel - > vertinfoindex ) ;
vec3_t * norms = ( vec3_t * ) ( ( qbyte * ) model - > header + amodel - > normindex ) ;
size_t iv , ov ;
struct hlalternative_s * submodel = & model - > geomset [ body ] . alternatives [ bodyindex ] ;
for ( m = 0 ; m < amodel - > nummesh ; m + + )
{
submesh = & submodel - > submesh [ m ] ;
submesh - > indexes = mesh - > indexes + submesh - > vbofirstelement ;
submesh - > colors4b_array = mesh - > colors4b_array + submesh - > vbofirstvert ;
submesh - > st_array = mesh - > st_array + submesh - > vbofirstvert ;
submesh - > lmst_array [ 0 ] = mesh - > lmst_array [ 0 ] + submesh - > vbofirstvert ;
submesh - > xyz_array = mesh - > xyz_array + submesh - > vbofirstvert ;
submesh - > normals_array = mesh - > normals_array + submesh - > vbofirstvert ;
submesh - > bonenums = mesh - > bonenums + submesh - > vbofirstvert ;
submesh - > boneweights = mesh - > boneweights + submesh - > vbofirstvert ;
//prepare the verticies now that we have the mappings
for ( ov = 0 , iv = submesh - > vbofirstvert ; ov < submesh - > numvertexes ; ov + + , iv + + )
{
submesh - > bonenums [ ov ] [ 0 ] = submesh - > bonenums [ ov ] [ 1 ] = submesh - > bonenums [ ov ] [ 2 ] = submesh - > bonenums [ ov ] [ 3 ] = bone [ uvert [ iv ] . vertidx ] ;
Vector4Set ( submesh - > boneweights [ ov ] , 1 , 0 , 0 , 0 ) ;
Vector4Set ( submesh - > colors4b_array [ ov ] , 255 , 255 , 255 , 255 ) ; //why bytes? why not?
submesh - > lmst_array [ 0 ] [ ov ] [ 0 ] = uvert [ iv ] . scoord ;
submesh - > lmst_array [ 0 ] [ ov ] [ 1 ] = uvert [ iv ] . tcoord ;
VectorCopy ( verts [ uvert [ iv ] . vertidx ] , submesh - > xyz_array [ ov ] ) ;
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//Warning: these models use different tables for vertex and normals.
//this means they might be transformed by different bones. we ignore that and just assume that the normals will want the same bone.
VectorCopy ( norms [ uvert [ iv ] . normalidx ] , submesh - > normals_array [ ov ] ) ;
}
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# if defined(RTLIGHTS)
//treat this as the base pose, and calculate the sdir+tdir for bumpmaps.
submesh - > snormals_array = mesh - > snormals_array + submesh - > vbofirstvert ;
submesh - > tnormals_array = mesh - > tnormals_array + submesh - > vbofirstvert ;
// R_Generate_Mesh_ST_Vectors(submesh);
# endif
}
}
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}
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//scratch space...
mesh - > indexes = ZG_Malloc ( model - > memgroup , sizeof ( * mesh - > indexes ) * idx ) ;
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//don't need that mapping any more
free ( uvert ) ;
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free ( index ) ;
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}
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# endif
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/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
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Mod_LoadHLModel - read in the model ' s constituent parts
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= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
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qboolean QDECL Mod_LoadHLModel ( model_t * mod , void * buffer , size_t fsize )
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{
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# ifndef SERVERONLY
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int i , j ;
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struct hlmodelshaders_s * shaders ;
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hlmdl_tex_t * tex ;
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lmalloc_t atlas ;
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char texname [ MAX_QPATH ] ;
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# endif
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hlmodel_t * model ;
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hlmdl_header_t * header ;
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hlmdl_header_t * texheader ;
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hlmdl_bone_t * bones ;
hlmdl_bonecontroller_t * bonectls ;
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void * texmem = NULL ;
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//load the model into hunk
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model = ZG_Malloc ( & mod - > memgroup , sizeof ( hlmodel_t ) ) ;
model - > memgroup = & mod - > memgroup ;
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header = ZG_Malloc ( & mod - > memgroup , fsize ) ;
memcpy ( header , buffer , fsize ) ;
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# if defined(HLSERVER) && (defined(__powerpc__) || defined(__ppc__))
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//this is to let anyone who tries porting it know that there is a serious issue. And I'm lazy.
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# ifdef warningmsg
# pragma warningmsg("-----------------------------------------")
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# pragma warningmsg("FIXME: No byteswapping on halflife models") //hah, yeah, good luck with that, you'll need it.
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# pragma warningmsg("-----------------------------------------")
# endif
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# endif
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if ( header - > version ! = 10 )
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{
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Con_Printf ( CON_ERROR " Cannot load halflife model %s - unknown version %i \n " , mod - > name , header - > version ) ;
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return false ;
}
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if ( header - > numcontrollers > MAX_BONE_CONTROLLERS )
{
Con_Printf ( CON_ERROR " Cannot load model %s - too many controllers %i \n " , mod - > name , header - > numcontrollers ) ;
return false ;
}
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if ( header - > numbones > MAX_BONES )
{
Con_Printf ( CON_ERROR " Cannot load model %s - too many bones %i \n " , mod - > name , header - > numbones ) ;
return false ;
}
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texheader = NULL ;
if ( ! header - > numtextures )
{
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size_t fz ;
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char texmodelname [ MAX_QPATH ] ;
COM_StripExtension ( mod - > name , texmodelname , sizeof ( texmodelname ) ) ;
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Q_strncatz ( texmodelname , " t.mdl " , sizeof ( texmodelname ) ) ;
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//no textures? eesh. They must be stored externally.
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texheader = texmem = ( hlmdl_header_t * ) FS_LoadMallocFile ( texmodelname , & fz ) ;
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if ( texheader )
{
if ( texheader - > version ! = 10 )
texheader = NULL ;
}
}
if ( ! texheader )
texheader = header ;
else
header - > numtextures = texheader - > numtextures ;
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bones = ( hlmdl_bone_t * ) ( ( qbyte * ) header + header - > boneindex ) ;
bonectls = ( hlmdl_bonecontroller_t * ) ( ( qbyte * ) header + header - > controllerindex ) ;
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model - > header = header ;
model - > bones = bones ;
model - > bonectls = bonectls ;
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# ifndef SERVERONLY
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tex = ( hlmdl_tex_t * ) ( ( qbyte * ) texheader + texheader - > textures ) ;
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shaders = ZG_Malloc ( & mod - > memgroup , texheader - > numtextures * sizeof ( shader_t ) ) ;
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model - > shaders = shaders ;
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for ( i = 0 ; i < texheader - > numtextures ; i + + )
{
Q_snprintfz ( shaders [ i ] . name , sizeof ( shaders [ i ] . name ) , " %s/%s " , mod - > name , COM_SkipPath ( tex [ i ] . name ) ) ;
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/* handle the special textures - eukara */
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if ( tex [ i ] . flags )
{
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char * shader ;
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if ( tex [ i ] . flags & HLMDLFL_FULLBRIGHT )
{
if ( tex [ i ] . flags & HLMDLFL_CHROME )
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{
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shader = HLSHADER_FULLBRIGHTCHROME ;
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Q_snprintfz ( shaders [ i ] . name , sizeof ( shaders [ i ] . name ) , " common/hlmodel_fullbrightchrome " ) ;
}
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else
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{
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shader = HLSHADER_FULLBRIGHT ;
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Q_snprintfz ( shaders [ i ] . name , sizeof ( shaders [ i ] . name ) , " common/hlmodel_fullbright " ) ;
}
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}
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else if ( tex [ i ] . flags & HLMDLFL_CHROME )
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{
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shader = HLSHADER_CHROME ;
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Q_snprintfz ( shaders [ i ] . name , sizeof ( shaders [ i ] . name ) , " common/hlmodel_chrome " ) ;
}
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else
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{
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shader = " " ;
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Q_snprintfz ( shaders [ i ] . name , sizeof ( shaders [ i ] . name ) , " common/hlmodel_other " ) ;
}
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shaders [ i ] . defaultshadertext = shader ;
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}
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else
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{
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shaders [ i ] . defaultshadertext = NULL ;
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Q_snprintfz ( shaders [ i ] . name , sizeof ( shaders [ i ] . name ) , " common/hlmodel " ) ;
}
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memset ( & shaders [ i ] . defaulttex , 0 , sizeof ( shaders [ i ] . defaulttex ) ) ;
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}
//figure out the preferred atlas size. hopefully it'll fit well enough...
if ( texheader - > numtextures = = 1 )
Mod_LightmapAllocInit ( & atlas , false , tex [ 0 ] . w , tex [ 0 ] . h , 0 ) ;
else
{
int sz = 1 ;
for ( i = 0 ; i < texheader - > numtextures ; i + + )
while ( sz < tex [ i ] . w | | sz < tex [ i ] . h )
sz < < = 1 ;
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for ( ; sz < sh_config . texture2d_maxsize & & sz < = LMBLOCK_SIZE_MAX ; sz < < = 1 )
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{
unsigned short x , y ;
int atlasid ;
Mod_LightmapAllocInit ( & atlas , false , sz , sz , 0 ) ;
for ( i = 0 ; i < texheader - > numtextures ; i + + )
{
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if ( ( tex [ i ] . flags & HLMDLFL_CHROME ) | | ! Q_strncasecmp ( tex [ i ] . name , " DM_Base " , 7 ) )
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continue ;
Mod_LightmapAllocBlock ( & atlas , tex [ i ] . w , tex [ i ] . h , & x , & y , & atlasid ) ;
}
if ( i = = texheader - > numtextures & & atlas . lmnum < = 0 )
break ; //okay, just go with it.
}
Mod_LightmapAllocInit ( & atlas , false , sz , sz , 0 ) ;
}
for ( i = 0 ; i < texheader - > numtextures ; i + + )
{
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if ( ( tex [ i ] . flags & HLMDLFL_CHROME ) | | ! Q_strncasecmp ( tex [ i ] . name , " DM_Base " , 7 ) )
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{
shaders [ i ] . x =
shaders [ i ] . y = 0 ;
shaders [ i ] . w = tex [ i ] . w ;
shaders [ i ] . h = tex [ i ] . h ;
shaders [ i ] . atlasid = - 1 ;
continue ;
}
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shaders [ i ] . w = tex [ i ] . w ;
shaders [ i ] . h = tex [ i ] . h ;
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Mod_LightmapAllocBlock ( & atlas , shaders [ i ] . w , shaders [ i ] . h , & shaders [ i ] . x , & shaders [ i ] . y , & shaders [ i ] . atlasid ) ;
}
if ( atlas . allocated [ 0 ] )
atlas . lmnum + + ;
//now we know where the various textures will be, generate the atlas images.
for ( j = 0 ; j < atlas . lmnum ; j + + )
{
texid_t basetex ;
int y , x ;
unsigned int * basepix = Z_Malloc ( atlas . width * atlas . height * sizeof ( * basepix ) ) ;
for ( i = 0 ; i < texheader - > numtextures ; i + + )
{
if ( shaders [ i ] . atlasid = = j )
{
unsigned * out = basepix + atlas . width * shaders [ i ] . y + shaders [ i ] . x ;
qbyte * in = ( qbyte * ) texheader + tex [ i ] . offset ;
qbyte * pal = ( qbyte * ) texheader + tex [ i ] . w * tex [ i ] . h + tex [ i ] . offset ;
qbyte * rgb ;
for ( y = 0 ; y < tex [ i ] . h ; y + + , out + = atlas . width - shaders [ i ] . w )
for ( x = 0 ; x < tex [ i ] . w ; x + + , in + + )
{
rgb = pal + * in * 3 ;
* out + + = 0xff000000 | ( rgb [ 0 ] < < 0 ) | ( rgb [ 1 ] < < 8 ) | ( rgb [ 2 ] < < 16 ) ;
}
}
}
Q_snprintfz ( texname , sizeof ( texname ) , " %s*%i " , mod - > name , j ) ;
basetex = Image_GetTexture ( texname , " " , IF_NOALPHA | IF_NOREPLACE , basepix , NULL , atlas . width , atlas . height , PTI_RGBX8 ) ;
Z_Free ( basepix ) ;
for ( i = 0 ; i < texheader - > numtextures ; i + + )
{
if ( shaders [ i ] . atlasid = = j )
shaders [ i ] . defaulttex . base = basetex ;
}
}
//and chrome textures need to preserve their texture coords to avoid weirdness.
for ( i = 0 ; i < texheader - > numtextures ; i + + )
{
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if ( ! Q_strncasecmp ( tex [ i ] . name , " DM_Base " , 7 ) )
{
int y , x ;
unsigned int * basepix = Z_Malloc ( tex [ i ] . w * tex [ i ] . h * sizeof ( * basepix ) + tex [ i ] . w * tex [ i ] . h * 2 ) ;
unsigned int * out = basepix ;
qbyte * upper = ( qbyte * ) ( basepix + tex [ i ] . w * tex [ i ] . h ) ; //we use an L8 texture, because we can.
qbyte * lower = upper + tex [ i ] . w * tex [ i ] . h ;
qbyte * in = ( qbyte * ) texheader + tex [ i ] . offset ;
qbyte * pal = ( qbyte * ) texheader + tex [ i ] . w * tex [ i ] . h + tex [ i ] . offset ;
qbyte * rgb ;
for ( y = 0 ; y < tex [ i ] . h ; y + + )
for ( x = 0 ; x < tex [ i ] . w ; x + + , in + + )
{
if ( * in > = 256 - 96 & & * in < 256 - 64 )
{ //rows 11 and 12 are the player's upper colour (in the lower range)
* out + + = 0xff000000 ;
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* upper + + = 255 - ( 7 + ( * in - ( 256 - 96 ) ) * ( 256 / 32 ) ) ;
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* lower + + = 0 ;
}
else if ( * in > = 256 - 64 & & * in < 256 - 32 )
{ //rows 13 and 14 are the player's lower colour
* out + + = 0xff000000 ;
* upper + + = 0 ;
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* lower + + = 255 - ( 7 + ( * in - ( 256 - 64 ) ) * ( 256 / 32 ) ) ;
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}
else
{ //regular and fullbright ranges... not that there is fullbrights on hlmdl
rgb = pal + * in * 3 ;
* out + + = 0xff000000 | ( rgb [ 0 ] < < 0 ) | ( rgb [ 1 ] < < 8 ) | ( rgb [ 2 ] < < 16 ) ;
* upper + + = 0 ;
* lower + + = 0 ;
}
}
out = basepix ;
upper = ( qbyte * ) ( basepix + tex [ i ] . w * tex [ i ] . h ) ; //we use an L8 texture, because we can.
lower = upper + tex [ i ] . w * tex [ i ] . h ;
Q_snprintfz ( texname , sizeof ( texname ) , " %s*%s " , mod - > name , tex [ i ] . name ) ;
shaders [ i ] . defaulttex . base = Image_GetTexture ( texname , " " , IF_NOALPHA | IF_NOREPLACE , out , NULL , tex [ i ] . w , tex [ i ] . h , PTI_RGBX8 ) ;
Q_snprintfz ( texname , sizeof ( texname ) , " %s*%s*upper " , mod - > name , tex [ i ] . name ) ;
shaders [ i ] . defaulttex . upperoverlay = Image_GetTexture ( texname , " " , IF_NOALPHA | IF_NOREPLACE , upper , NULL , tex [ i ] . w , tex [ i ] . h , PTI_L8 ) ;
Q_snprintfz ( texname , sizeof ( texname ) , " %s*%s*lower " , mod - > name , tex [ i ] . name ) ;
shaders [ i ] . defaulttex . loweroverlay = Image_GetTexture ( texname , " " , IF_NOALPHA | IF_NOREPLACE , lower , NULL , tex [ i ] . w , tex [ i ] . h , PTI_L8 ) ;
Z_Free ( basepix ) ;
}
else if ( tex [ i ] . flags & HLMDLFL_CHROME )
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{
qbyte * in = ( qbyte * ) texheader + tex [ i ] . offset ;
qbyte * pal = ( qbyte * ) texheader + tex [ i ] . w * tex [ i ] . h + tex [ i ] . offset ;
shaders [ i ] . atlasid = j + + ;
Q_snprintfz ( texname , sizeof ( texname ) , " %s*%i " , mod - > name , shaders [ i ] . atlasid ) ;
shaders [ i ] . defaulttex . base = Image_GetTexture ( texname , " " , IF_NOALPHA | IF_NOREPLACE , in , pal , tex [ i ] . w , tex [ i ] . h , TF_8PAL24 ) ;
}
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}
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model - > numskinrefs = texheader - > skinrefs ;
model - > numskingroups = texheader - > skingroups ;
model - > skinref = ZG_Malloc ( & mod - > memgroup , model - > numskinrefs * model - > numskingroups * sizeof ( * model - > skinref ) ) ;
memcpy ( model - > skinref , ( short * ) ( ( qbyte * ) texheader + texheader - > skins ) , model - > numskinrefs * model - > numskingroups * sizeof ( * model - > skinref ) ) ;
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# endif
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if ( texmem )
Z_Free ( texmem ) ;
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mod - > funcs . NativeContents = HLMDL_Contents ;
mod - > funcs . NativeTrace = HLMDL_Trace ;
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mod - > type = mod_halflife ;
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mod - > numframes = model - > header - > numseq ;
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mod - > meshinfo = model ;
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# ifndef SERVERONLY
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model - > numgeomsets = model - > header - > numbodyparts ;
model - > geomset = ZG_Malloc ( & mod - > memgroup , sizeof ( * model - > geomset ) * model - > numgeomsets ) ;
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HLMDL_PrepareVerticies ( mod , model ) ;
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//FIXME: No VBOs used.
# endif
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return true ;
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}
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# ifdef HLSERVER
void * Mod_GetHalfLifeModelData ( model_t * mod )
{
hlmodelcache_t * mc ;
if ( ! mod | | mod - > type ! = mod_halflife )
return NULL ; //halflife models only, please
mc = Mod_Extradata ( mod ) ;
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return ( void * ) mc - > header ;
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}
# endif
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int HLMDL_FrameForName ( model_t * mod , const char * name )
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{
int i ;
hlmdl_header_t * h ;
hlmdl_sequencelist_t * seqs ;
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hlmodel_t * mc ;
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if ( ! mod | | mod - > type ! = mod_halflife )
return - 1 ; //halflife models only, please
mc = Mod_Extradata ( mod ) ;
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h = mc - > header ;
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seqs = ( hlmdl_sequencelist_t * ) ( ( char * ) h + h - > seqindex ) ;
for ( i = 0 ; i < h - > numseq ; i + + )
{
if ( ! strcmp ( seqs [ i ] . name , name ) )
return i ;
}
return - 1 ;
}
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int HLMDL_FrameForAction ( model_t * mod , int actionid )
{
int i ;
hlmdl_header_t * h ;
hlmdl_sequencelist_t * seqs ;
hlmodel_t * mc ;
int weight = 0 ;
if ( ! mod | | mod - > type ! = mod_halflife )
return - 1 ; //halflife models only, please
mc = Mod_Extradata ( mod ) ;
h = mc - > header ;
seqs = ( hlmdl_sequencelist_t * ) ( ( char * ) h + h - > seqindex ) ;
//figure out the total weight.
for ( i = 0 ; i < h - > numseq ; i + + )
if ( seqs [ i ] . action = = actionid )
weight + = seqs [ i ] . actionweight ;
//pick a random number between 0 and the total weight...
weight * = frandom ( ) ;
//now figure out which sequence that gives us.
for ( i = 0 ; i < h - > numseq ; i + + )
if ( seqs [ i ] . action = = actionid )
{
if ( weight < = seqs [ i ] . actionweight )
return i ;
weight - = seqs [ i ] . actionweight ;
}
return - 1 ; //failed...
}
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qboolean HLMDL_GetModelEvent ( model_t * model , int animation , int eventidx , float * timestamp , int * eventcode , char * * eventdata )
{
hlmodel_t * mc = Mod_Extradata ( model ) ;
hlmdl_header_t * h = mc - > header ;
hlmdl_event_t * ev ;
hlmdl_sequencelist_t * seq = animation + ( hlmdl_sequencelist_t * ) ( ( char * ) h + h - > seqindex ) ;
if ( animation < 0 | | animation > = h - > numseq | | eventidx < 0 | | eventidx > = seq - > num_events )
return false ;
ev = eventidx + ( hlmdl_event_t * ) ( ( char * ) h + seq - > ofs_events ) ;
* timestamp = ev - > pose / seq - > timing ;
* eventcode = ev - > code ;
* eventdata = ev - > data ;
return true ;
}
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int HLMDL_BoneForName ( model_t * mod , const char * name )
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{
int i ;
hlmdl_header_t * h ;
hlmdl_bone_t * bones ;
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hlmodel_t * mc ;
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if ( ! mod | | mod - > type ! = mod_halflife )
return - 1 ; //halflife models only, please
mc = Mod_Extradata ( mod ) ;
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h = mc - > header ;
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bones = ( hlmdl_bone_t * ) ( ( char * ) h + h - > boneindex ) ;
for ( i = 0 ; i < h - > numbones ; i + + )
{
if ( ! strcmp ( bones [ i ] . name , name ) )
return i + 1 ;
}
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//FIXME: hlmdl has tags as well as bones.
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return 0 ;
}
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/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
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HL_CalculateBones - calculate bone positions - quaternion + vector in one function
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= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
void HL_CalculateBones
(
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int frame ,
vec4_t adjust ,
hlmdl_bone_t * bone ,
hlmdl_anim_t * animation ,
float * organg
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)
{
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int i ;
/* For each vector */
for ( i = 0 ; i < 6 ; i + + )
{
organg [ i ] = bone - > value [ i ] ; /* Take the bone value */
if ( animation - > offset [ i ] ! = 0 )
{
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
int tempframe ;
hlmdl_animvalue_t * animvalue = ( hlmdl_animvalue_t * ) ( ( qbyte * ) animation + animation - > offset [ i ] ) ;
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
/* find values including the required frame */
tempframe = frame ;
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while ( animvalue - > num . total < = tempframe )
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{
tempframe - = animvalue - > num . total ;
animvalue + = animvalue - > num . valid + 1 ;
}
if ( tempframe > = animvalue - > num . valid )
tempframe = animvalue - > num . valid ;
else
tempframe + = 1 ;
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organg [ i ] + = animvalue [ tempframe ] . value * bone - > scale [ i ] ;
}
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if ( bone - > bonecontroller [ i ] ! = - 1 )
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{ /* Add the programmable offset. */
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organg [ i ] + = adjust [ bone - > bonecontroller [ i ] ] ;
}
}
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}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
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HL_CalcBoneAdj - Calculate the adjustment values for the programmable controllers
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= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
void HL_CalcBoneAdj ( hlmodel_t * model )
{
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
int i ;
float value ;
hlmdl_bonecontroller_t * control = ( hlmdl_bonecontroller_t * )
( ( qbyte * ) model - > header + model - > header - > controllerindex ) ;
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
for ( i = 0 ; i < model - > header - > numcontrollers ; i + + )
{
/*~~~~~~~~~~~~~~~~~~~~~*/
int j = control [ i ] . index ;
/*~~~~~~~~~~~~~~~~~~~~~*/
if ( control [ i ] . type & 0x8000 )
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{ //wraps normally
value = model - > controller [ j ] ; // + control[i].start;
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}
else
{
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// value = (model->controller[j]+1)*0.5; //shifted to give a valid range between -1 and 1, with 0 being mid-range.
// if(value < 0)
// value = 0;
// else if(value > 1.0)
// value = 1.0;
// value = (1.0 - value) * control[i].start + value * control[i].end;
value = model - > controller [ j ] ;
if ( value < control [ i ] . start )
value = control [ i ] . start ;
if ( value > control [ i ] . end )
value = control [ i ] . end ;
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}
/* Rotational controllers need their values converted */
if ( control [ i ] . type > = 0x0008 & & control [ i ] . type < = 0x0020 )
model - > adjust [ i ] = M_PI * value / 180 ;
else
model - > adjust [ i ] = value ;
}
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}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
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HL_SetupBones - determine where vertex should be using bone movements
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= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
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void QuaternionSlerp ( const vec4_t p , vec4_t q , float t , vec4_t qt ) ;
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void HL_SetupBones ( hlmodel_t * model , int seqnum , int firstbone , int lastbone , float subblendfrac1 , float subblendfrac2 , float frametime , float * matrix )
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{
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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int i , j ;
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vec3_t organg1 [ 2 ] ;
vec3_t organg2 [ 2 ] ;
vec3_t organgb [ 2 ] ;
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vec4_t quat1 , quat2 ;
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int frame1 , frame2 ;
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hlmdl_sequencelist_t * sequence = ( hlmdl_sequencelist_t * ) ( ( qbyte * ) model - > header + model - > header - > seqindex ) +
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( ( unsigned int ) seqnum > = model - > header - > numseq ? 0 : seqnum ) ;
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hlmdl_sequencedata_t * sequencedata = ( hlmdl_sequencedata_t * )
( ( qbyte * ) model - > header + model - > header - > seqgroups ) +
sequence - > seqindex ;
hlmdl_anim_t * animation ;
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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matrix + = firstbone * 12 ;
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if ( sequencedata - > name [ 32 ] )
{
size_t fz ;
if ( sequence - > seqindex > = MAX_ANIM_GROUPS )
{
Sys_Error ( " Too many animation sequence cache groups \n " ) ;
return ;
}
if ( ! model - > animcache [ sequence - > seqindex ] )
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model - > animcache [ sequence - > seqindex ] = FS_LoadMallocGroupFile ( model - > memgroup , sequencedata - > name + 32 , & fz , true ) ;
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if ( ! model - > animcache [ sequence - > seqindex ] | | model - > animcache [ sequence - > seqindex ] - > magic ! = ( ( ' I ' < < 0 ) | ( ' D ' < < 8 ) | ( ' S ' < < 16 ) | ( ' Q ' < < 24 ) ) | | model - > animcache [ sequence - > seqindex ] - > version ! = 10 )
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{
Sys_Error ( " Unable to load %s \n " , sequencedata - > name + 32 ) ;
return ;
}
animation = ( hlmdl_anim_t * ) ( ( qbyte * ) model - > animcache [ sequence - > seqindex ] + sequence - > index ) ;
}
else
animation = ( hlmdl_anim_t * ) ( ( qbyte * ) model - > header + sequencedata - > data + sequence - > index ) ;
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frametime * = sequence - > timing ;
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if ( frametime < 0 )
frametime = 0 ;
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frame1 = ( int ) frametime ;
frametime - = frame1 ;
frame2 = frame1 + 1 ;
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if ( ! sequence - > numframes )
return ;
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//halflife seems to dupe the last frame in looping animations, so don't use it.
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if ( frame1 > = sequence - > numframes )
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{
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if ( sequence - > loop )
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frame1 % = sequence - > numframes ;
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else
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frame1 = sequence - > numframes - 1 ;
}
if ( frame2 > = sequence - > numframes )
{
if ( sequence - > loop )
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frame2 % = sequence - > numframes ;
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else
frame2 = sequence - > numframes - 1 ;
}
if ( frame2 < frame1 )
{
i = frame2 ;
frame2 = frame1 ;
frame1 = i ;
frametime = 1 - frametime ;
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}
if ( lastbone > model - > header - > numbones )
lastbone = model - > header - > numbones ;
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HL_CalcBoneAdj ( model ) ; /* Deal with programmable controllers */
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/*FIXME:this is useless*/
/*
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if ( sequence - > motiontype & 0x0001 )
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positions [ sequence - > motionbone ] [ 0 ] = 0.0 ;
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if ( sequence - > motiontype & 0x0002 )
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positions [ sequence - > motionbone ] [ 1 ] = 0.0 ;
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if ( sequence - > motiontype & 0x0004 )
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positions [ sequence - > motionbone ] [ 2 ] = 0.0 ;
*/
/*
this is hellish .
a hl model blends :
4 controllers ( on a player , it seems each one of them twists a separate bone in the chest )
a mouth ( not used on players )
its a sequence ( to be smooth we need to blend between two frames in the sequence )
up to four source animations ( ironically used to pitch up / down )
alternate sequence ( walking + firing )
frame2 ( quake expectations . )
this is madness , quite frankly .
luckily . . .
controllers and mouth control the entire thing . they should be interpolated outside , and have no affect on blending here
alternate sequences replace . we can just call this function twice ( so long as bone ranges are incremental ) .
autoanimating sequence is handled inside HL_CalculateBones ( sequences are weird and it has to be handled there anyway )
this means we only have sources and alternate frames left to cope with .
FIXME : we don ' t handle frame2 .
*/
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if ( sequence - > hasblendseq > 1 )
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{
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int bf0 , bf1 ;
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unsigned int bweights ;
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struct
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{
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int frame ;
float weight ;
hlmdl_anim_t * anim ;
} blend [ 8 ] ;
//right, so, this stuff is annoying.
//we have two different blend factors.
//we have up to 9 blend weights. figure out which frames are what
switch ( sequence - > hasblendseq )
{
case 0 : //erk?
return ;
case 1 : //no blending.
bf0 = bf1 = 1 ;
break ;
default :
case 2 : //mix(0, 1, weight0)
case 3 : //mix(0, 1, 2, weight0);
case 8 : //weight0 only...
bf0 = sequence - > hasblendseq ;
bf1 = 1 ;
break ;
case 4 : //mix(mix(0, 1, weight0), mix(2, 3, weight0), weight1)
bf0 = bf1 = 2 ;
break ;
//case 6: //???
// bf[0] = 3; bf[1] = 2;
// break;
case 9 : //mix(mix(0, 1, 2, weight0), mix(2, 3, 4, weight0), mix(5, 6, 7, weight0), weight1)
bf0 = bf1 = 3 ;
break ;
}
subblendfrac1 = ( subblendfrac1 + 1 ) / 2 ;
subblendfrac2 = ( subblendfrac2 + 1 ) / 2 ;
bweights = 0 ;
if ( bf0 > 1 )
{
float frac = ( bf0 - 1 ) * bound ( 0 , subblendfrac1 , 1 ) ;
int f1 = bound ( 0 , frac , bf0 - 1 ) ;
int f2 = bound ( 0 , f1 + 1 , bf0 - 1 ) ;
frac = ( frac - f1 ) ;
frac = bound ( 0 , frac , 1 ) ;
if ( bf1 > 1 )
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{
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float frac2 = ( bf1 - 1 ) * bound ( 0 , subblendfrac2 , 1 ) ;
int a1 = bound ( 0 , frac2 , bf1 - 1 ) ;
int a2 = bound ( 0 , a1 + 1 , bf1 - 1 ) ;
frac2 = ( frac2 - a1 ) ;
frac2 = bound ( 0 , frac2 , 1 ) ;
if ( frac2 )
{
if ( frac )
{
blend [ bweights ] . frame = frame1 ;
blend [ bweights ] . anim = animation + model - > header - > numbones * ( f2 + a2 * bf0 ) ;
blend [ bweights + + ] . weight = frac * frac2 ;
}
if ( 1 - frac )
{
blend [ bweights ] . frame = frame1 ;
blend [ bweights ] . anim = animation + model - > header - > numbones * ( f1 + a2 * bf0 ) ;
blend [ bweights + + ] . weight = ( 1 - frac ) * frac2 ;
}
}
if ( 1 - frac2 )
{
if ( frac )
{
blend [ bweights ] . frame = frame1 ;
blend [ bweights ] . anim = animation + model - > header - > numbones * ( f2 + a1 * bf0 ) ;
blend [ bweights + + ] . weight = frac * ( 1 - frac2 ) ;
}
if ( 1 - frac )
{
blend [ bweights ] . frame = frame1 ;
blend [ bweights ] . anim = animation + model - > header - > numbones * ( f1 + a1 * bf0 ) ;
blend [ bweights + + ] . weight = ( 1 - frac ) * ( 1 - frac2 ) ;
}
}
}
else
{
if ( frac )
{
blend [ bweights ] . frame = frame1 ;
blend [ bweights ] . anim = animation + model - > header - > numbones * f1 ;
blend [ bweights + + ] . weight = frac ;
}
if ( 1 - frac )
{
blend [ bweights ] . frame = frame1 ;
blend [ bweights ] . anim = animation + model - > header - > numbones * f2 ;
blend [ bweights + + ] . weight = 1 - frac ;
}
}
}
else
{
blend [ bweights ] . frame = frame1 ;
blend [ bweights ] . anim = animation ;
blend [ bweights + + ] . weight = 1 ;
}
if ( frame1 ! = frame2 )
{
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//bweights can be 0-4 here..
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for ( i = 0 ; i < bweights ; i + + )
{
blend [ bweights + i ] . frame = frame2 ;
blend [ bweights + i ] . anim = blend [ i ] . anim ;
blend [ bweights + i ] . weight = blend [ i ] . weight ;
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blend [ i ] . weight * = 1 - frametime ;
blend [ bweights + i ] . weight * = frametime ;
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}
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bweights * = 2 ;
}
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for ( i = firstbone ; i < lastbone ; i + + , matrix + = 12 )
{
vec3_t t ;
float len ;
HL_CalculateBones ( blend [ 0 ] . frame , model - > adjust , model - > bones + i , blend [ 0 ] . anim + i , organgb [ 0 ] ) ;
QuaternionGLAngle ( organgb [ 1 ] , quat2 ) ;
Vector4Scale ( quat2 , blend [ 0 ] . weight , quat1 ) ;
VectorScale ( organgb [ 0 ] , blend [ 0 ] . weight , t ) ;
for ( j = 1 ; j < bweights ; j + + )
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{
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HL_CalculateBones ( blend [ j ] . frame , model - > adjust , model - > bones + i , blend [ j ] . anim + i , organgb [ 0 ] ) ;
QuaternionGLAngle ( organgb [ 1 ] , quat2 ) ;
if ( DotProduct4 ( quat2 , quat1 ) < 0 ) //negative quats are annoying
Vector4MA ( quat1 , - blend [ j ] . weight , quat2 , quat1 ) ;
else
Vector4MA ( quat1 , blend [ j ] . weight , quat2 , quat1 ) ;
VectorMA ( t , blend [ j ] . weight , organgb [ 0 ] , t ) ;
}
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//we were lame and didn't use slerp. boo hiss. now we need to normalise the things and hope we didn't hit any singularities
len = sqrt ( DotProduct4 ( quat1 , quat1 ) ) ;
if ( len & & len ! = 1 )
{
len = 1 / len ;
quat1 [ 0 ] * = len ;
quat1 [ 1 ] * = len ;
quat1 [ 2 ] * = len ;
quat1 [ 3 ] * = len ;
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}
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QuaternionGLMatrix ( quat1 [ 0 ] , quat1 [ 1 ] , quat1 [ 2 ] , quat1 [ 3 ] , ( vec4_t * ) matrix ) ;
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matrix [ 0 * 4 + 3 ] = t [ 0 ] ;
matrix [ 1 * 4 + 3 ] = t [ 1 ] ;
matrix [ 2 * 4 + 3 ] = t [ 2 ] ;
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}
}
else
{
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for ( i = firstbone ; i < lastbone ; i + + , matrix + = 12 )
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{
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HL_CalculateBones ( frame1 , model - > adjust , model - > bones + i , animation + i , organg1 [ 0 ] ) ;
QuaternionGLAngle ( organg1 [ 1 ] , quat1 ) ; /* A quaternion */
if ( frame1 ! = frame2 )
{
HL_CalculateBones ( frame2 , model - > adjust , model - > bones + i , animation + i , organg2 [ 0 ] ) ;
QuaternionGLAngle ( organg2 [ 1 ] , quat2 ) ; /* A quaternion */
//lerp the quats properly rather than poorly lerping eular angles.
QuaternionSlerp ( quat1 , quat2 , frametime , quat1 ) ;
VectorInterpolate ( organg1 [ 0 ] , frametime , organg2 [ 0 ] , organg1 [ 0 ] ) ;
}
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//figure out the relative bone matrix.
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//we probably ought to keep them as quats or something.
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QuaternionGLMatrix ( quat1 [ 0 ] , quat1 [ 1 ] , quat1 [ 2 ] , quat1 [ 3 ] , ( vec4_t * ) matrix ) ;
matrix [ 0 * 4 + 3 ] = organg1 [ 0 ] [ 0 ] ;
matrix [ 1 * 4 + 3 ] = organg1 [ 0 ] [ 1 ] ;
matrix [ 2 * 4 + 3 ] = organg1 [ 0 ] [ 2 ] ;
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}
}
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}
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int HLMDL_GetNumBones ( model_t * mod , qboolean tags )
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{
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hlmodel_t * mc ;
if ( ! mod | | mod - > type ! = mod_halflife )
return - 1 ; //halflife models only, please
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mc = Mod_Extradata ( mod ) ;
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if ( tags )
return mc - > header - > numbones + mc - > header - > num_attachments ;
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return mc - > header - > numbones ;
}
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int HLMDL_GetBoneParent ( model_t * mod , int bonenum )
{
hlmodel_t * model = Mod_Extradata ( mod ) ;
if ( bonenum > = 0 & & bonenum < model - > header - > numbones )
return model - > bones [ bonenum ] . parent ;
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bonenum - = model - > header - > numbones ;
if ( bonenum > = 0 & & bonenum < model - > header - > num_attachments )
{
hlmdl_attachment_t * attachments = bonenum + ( hlmdl_attachment_t * ) ( ( char * ) model - > header + model - > header - > ofs_attachments ) ;
return attachments - > bone ;
}
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return - 1 ;
}
const char * HLMDL_GetBoneName ( model_t * mod , int bonenum )
{
hlmodel_t * model = Mod_Extradata ( mod ) ;
if ( bonenum > = 0 & & bonenum < model - > header - > numbones )
return model - > bones [ bonenum ] . name ;
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bonenum - = model - > header - > numbones ;
if ( bonenum > = 0 & & bonenum < model - > header - > num_attachments )
{
hlmdl_attachment_t * attachments = bonenum + ( hlmdl_attachment_t * ) ( ( char * ) model - > header + model - > header - > ofs_attachments ) ;
if ( * attachments - > name )
return attachments - > name ;
return " Unnamed Attachment " ;
}
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return NULL ;
}
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int HLMDL_GetAttachment ( model_t * mod , int tagnum , float * resultmatrix )
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{
hlmodel_t * model = Mod_Extradata ( mod ) ;
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if ( tagnum > = 0 & & tagnum < model - > header - > num_attachments )
{
hlmdl_attachment_t * attachments = tagnum + ( hlmdl_attachment_t * ) ( ( char * ) model - > header + model - > header - > ofs_attachments ) ;
resultmatrix [ 3 ] = attachments - > org [ 0 ] ;
resultmatrix [ 7 ] = attachments - > org [ 1 ] ;
resultmatrix [ 11 ] = attachments - > org [ 2 ] ;
return attachments - > bone ;
}
return - 1 ;
}
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static int HLMDL_GetBoneData_Internal ( hlmodel_t * model , int firstbone , int lastbone , const framestate_t * fstate , float * result )
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{
int b , cbone , bgroup ;
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for ( b = 0 ; b < MAX_BONE_CONTROLLERS ; b + + )
model - > controller [ b ] = fstate - > bonecontrols [ b ] ;
for ( cbone = 0 , bgroup = 0 ; bgroup < FS_COUNT ; bgroup + + )
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{
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lastbone = fstate - > g [ bgroup ] . endbone ;
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if ( bgroup = = FS_COUNT - 1 )
lastbone = model - > header - > numbones ;
if ( cbone > = lastbone )
continue ;
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HL_SetupBones ( model , fstate - > g [ bgroup ] . frame [ 0 ] , cbone , lastbone , fstate - > g [ bgroup ] . subblendfrac , fstate - > g [ bgroup ] . subblend2frac , fstate - > g [ bgroup ] . frametime [ 0 ] , result ) ; /* Setup the bones */
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cbone = lastbone ;
}
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return cbone ;
}
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int HLMDL_GetBoneData ( model_t * mod , int firstbone , int lastbone , const framestate_t * fstate , float * result )
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{
return HLMDL_GetBoneData_Internal ( Mod_Extradata ( mod ) , firstbone , lastbone , fstate , result ) ;
}
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const char * HLMDL_FrameNameForNum ( model_t * mod , int surfaceidx , int seqnum )
{
hlmodel_t * model = Mod_Extradata ( mod ) ;
hlmdl_sequencelist_t * sequence = ( hlmdl_sequencelist_t * ) ( ( qbyte * ) model - > header + model - > header - > seqindex ) +
( ( unsigned int ) seqnum > = model - > header - > numseq ? 0 : seqnum ) ;
return sequence - > name ;
}
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qboolean HLMDL_FrameInfoForNum ( model_t * mod , int surfaceidx , int seqnum , char * * name , int * numframes , float * duration , qboolean * loop , int * act )
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{
hlmodel_t * model = Mod_Extradata ( mod ) ;
hlmdl_sequencelist_t * sequence = ( hlmdl_sequencelist_t * ) ( ( qbyte * ) model - > header + model - > header - > seqindex ) +
( ( unsigned int ) seqnum > = model - > header - > numseq ? 0 : seqnum ) ;
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* name = sequence - > name ;
* numframes = sequence - > numframes ;
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* duration = ( sequence - > numframes - 1 ) / sequence - > timing ;
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* loop = sequence - > loop ;
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* act = sequence - > action ;
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return true ;
}
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qboolean HLMDL_Trace ( model_t * model , int hulloverride , const framestate_t * framestate , const vec3_t axis [ 3 ] , const vec3_t p1 , const vec3_t p2 , const vec3_t mins , const vec3_t maxs , qboolean capsule , unsigned int against , struct trace_s * trace )
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{
hlmodel_t * hm = Mod_Extradata ( model ) ;
float * relbones ;
float calcrelbones [ MAX_BONES * 12 ] ;
int bonecount ;
int b , i ;
vec3_t norm , p1l , p2l ;
float inverse [ 12 ] ;
hlmdl_hitbox_t * hitbox = ( hlmdl_hitbox_t * ) ( ( char * ) hm - > header + hm - > header - > ofs_hitboxes ) ;
float dist , d1 , d2 , f , enterfrac , enterdist , exitfrac ;
qboolean startout , endout ;
int enterplane ;
memset ( trace , 0 , sizeof ( trace_t ) ) ;
trace - > fraction = trace - > truefraction = 1 ;
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if ( ! ( against & FTECONTENTS_BODY ) | | ! framestate )
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return false ;
if ( framestate - > bonestate & & framestate - > skeltype = = SKEL_ABSOLUTE )
{
relbones = framestate - > bonestate ;
bonecount = framestate - > bonecount ;
if ( axis )
{
for ( b = 0 ; b < bonecount ; b + + )
R_ConcatTransformsAxis ( axis , ( void * ) ( relbones + b * 12 ) , transform_matrix [ b ] ) ;
}
else
memcpy ( transform_matrix , relbones , bonecount * 12 * sizeof ( float ) ) ;
}
else
{
//get relative bones from th emodel.
if ( framestate - > bonestate )
{
relbones = framestate - > bonestate ;
bonecount = framestate - > bonecount ;
}
else
{
relbones = calcrelbones ;
bonecount = HLMDL_GetBoneData ( model , 0 , MAX_BONES , framestate , calcrelbones ) ;
}
//convert relative to absolutes
for ( b = 0 ; b < bonecount ; b + + )
{
/* If we have a parent, take the addition. Otherwise just copy the values */
if ( hm - > bones [ b ] . parent > = 0 )
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R_ConcatTransforms ( ( void * ) transform_matrix [ hm - > bones [ b ] . parent ] , ( void * ) ( relbones + b * 12 ) , transform_matrix [ b ] ) ;
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else if ( axis )
R_ConcatTransformsAxis ( axis , ( void * ) ( relbones + b * 12 ) , transform_matrix [ b ] ) ;
else
memcpy ( transform_matrix [ b ] , relbones + b * 12 , 12 * sizeof ( float ) ) ;
}
}
for ( b = 0 ; b < hm - > header - > num_hitboxes ; b + + , hitbox + + )
{
startout = false ;
endout = false ;
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enterplane = 0 ;
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enterfrac = - 1 ;
exitfrac = 10 ;
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enterdist = 0 ;
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//fixme: would be nice to check if there's a possible collision a bit faster, without needing to do lots of excess maths.
//transform start+end into the bbox, so everything is axial and simple.
Matrix3x4_Invert_Simple ( ( void * ) transform_matrix [ hitbox - > bone ] , inverse ) ;
Matrix3x4_RM_Transform3 ( inverse , p1 , p1l ) ;
Matrix3x4_RM_Transform3 ( inverse , p2 , p2l ) ;
//fixme: would it be faster to just generate the plane and transform that, colliding non-axially? would probably be better for sized impactors.
//clip against the 6 axial faces
for ( i = 0 ; i < 6 ; i + + )
{
if ( i < 3 )
{ //normal>0
dist = hitbox - > maxs [ i ] - mins [ i ] ;
d1 = p1l [ i ] - dist ;
d2 = p2l [ i ] - dist ;
}
else
{ //normal<0
dist = maxs [ i - 3 ] - hitbox - > mins [ i - 3 ] ;
d1 = - p1l [ i - 3 ] - dist ;
d2 = - p2l [ i - 3 ] - dist ;
}
//FIXME: if the trace has size, we should insert 6 extra planes for the shape of the impactor
//FIXME: capsules
if ( d1 > = 0 )
startout = true ;
if ( d2 > 0 )
endout = true ;
//if we're fully outside any plane, then we cannot possibly enter the brush, skip to the next one
if ( d1 > 0 & & d2 > = 0 )
goto nextbrush ;
//if we're fully inside the plane, then whatever is happening is not relevent for this plane
if ( d1 < 0 & & d2 < = 0 )
continue ;
f = d1 / ( d1 - d2 ) ;
if ( d1 > d2 )
{
//entered the brush. favour the furthest fraction to avoid extended edges (yay for convex shapes)
if ( enterfrac < f )
{
enterfrac = f ;
enterplane = i ;
enterdist = dist ;
}
}
else
{
//left the brush, favour the nearest plane (smallest frac)
if ( exitfrac > f )
{
exitfrac = f ;
}
}
}
if ( ! startout )
{
trace - > startsolid = true ;
if ( ! endout )
trace - > allsolid = true ;
trace - > contents = FTECONTENTS_BODY ;
trace - > brush_face = 0 ;
trace - > bone_id = hitbox - > bone + 1 ;
trace - > brush_id = b + 1 ;
trace - > surface_id = hitbox - > body ;
break ;
}
if ( enterfrac ! = - 1 & & enterfrac < exitfrac )
{
//impact!
if ( enterfrac < trace - > fraction )
{
trace - > fraction = trace - > truefraction = enterfrac ;
trace - > plane . dist = enterdist ;
trace - > contents = FTECONTENTS_BODY ;
trace - > brush_face = enterplane + 1 ;
trace - > bone_id = hitbox - > bone + 1 ;
trace - > brush_id = b + 1 ;
trace - > surface_id = hitbox - > body ;
}
}
nextbrush :
;
}
if ( trace - > brush_face )
{
VectorClear ( norm ) ;
if ( trace - > brush_face < 4 )
norm [ trace - > brush_face - 1 ] = 1 ;
else
norm [ trace - > brush_face - 4 ] = - 1 ;
Matrix3x4_RM_Transform3x3 ( ( void * ) transform_matrix [ trace - > bone_id - 1 ] , norm , trace - > plane . normal ) ;
}
else
VectorClear ( trace - > plane . normal ) ;
VectorInterpolate ( p1 , trace - > fraction , p2 , trace - > endpos ) ;
return trace - > truefraction ! = 1 ;
}
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unsigned int HLMDL_Contents ( model_t * model , int hulloverride , const framestate_t * framestate , const vec3_t axis [ 3 ] , const vec3_t p , const vec3_t mins , const vec3_t maxs )
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{
trace_t tr ;
HLMDL_Trace ( model , hulloverride , framestate , axis , p , p , mins , maxs , false , ~ 0 , & tr ) ;
return tr . contents ;
}
# ifndef SERVERONLY
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static void R_HL_BuildFrame ( hlmodel_t * model , int bodypart , int bodyidx , int meshidx , struct hlmodelshaders_s * texinfo , mesh_t * outmesh , float fatness )
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{
int v ;
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int w = texinfo - > defaulttex . base - > width ;
int h = texinfo - > defaulttex . base - > height ;
vec2_t texbase = { texinfo - > x / ( float ) w , texinfo - > y / ( float ) h } ;
vec2_t texscale = { 1.0 / w , 1.0 / h } ;
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mesh_t * srcmesh = & model - > geomset [ bodypart ] . alternatives [ bodyidx ] . submesh [ meshidx ] ;
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//copy out the indexes into the final mesh.
memcpy ( outmesh - > indexes + outmesh - > numindexes , srcmesh - > indexes , sizeof ( index_t ) * srcmesh - > numindexes ) ;
outmesh - > numindexes + = srcmesh - > numindexes ;
if ( outmesh = = & model - > mesh )
{ //get the backend to do the skeletal stuff (read: glsl)
for ( v = 0 ; v < srcmesh - > numvertexes ; v + + )
{ //should really come up with a better way to deal with this, like rect textures.
srcmesh - > st_array [ v ] [ 0 ] = texbase [ 0 ] + srcmesh - > lmst_array [ 0 ] [ v ] [ 0 ] * texscale [ 0 ] ;
srcmesh - > st_array [ v ] [ 1 ] = texbase [ 1 ] + srcmesh - > lmst_array [ 0 ] [ v ] [ 1 ] * texscale [ 1 ] ;
}
}
else
{ //backend can't handle it, apparently. do it in software.
int fvert = srcmesh - > vbofirstvert ;
vecV_t * nxyz = outmesh - > xyz_array + fvert ;
vec3_t * nnorm = outmesh - > normals_array + fvert ;
for ( v = 0 ; v < srcmesh - > numvertexes ; v + + )
{ //should really come up with a better way to deal with this, like rect textures.
srcmesh - > st_array [ v ] [ 0 ] = texbase [ 0 ] + srcmesh - > lmst_array [ 0 ] [ v ] [ 0 ] * texscale [ 0 ] ;
srcmesh - > st_array [ v ] [ 1 ] = texbase [ 1 ] + srcmesh - > lmst_array [ 0 ] [ v ] [ 1 ] * texscale [ 1 ] ;
//transform to nxyz (a separate buffer from the srcmesh data)
VectorTransform ( srcmesh - > xyz_array [ v ] , ( void * ) transform_matrix [ srcmesh - > bonenums [ v ] [ 0 ] ] , nxyz [ v ] ) ;
//transform to nnorm (a separate buffer from the srcmesh data)
nnorm [ v ] [ 0 ] = DotProduct ( srcmesh - > normals_array [ v ] , transform_matrix [ srcmesh - > bonenums [ v ] [ 0 ] ] [ 0 ] ) ;
nnorm [ v ] [ 1 ] = DotProduct ( srcmesh - > normals_array [ v ] , transform_matrix [ srcmesh - > bonenums [ v ] [ 0 ] ] [ 1 ] ) ;
nnorm [ v ] [ 2 ] = DotProduct ( srcmesh - > normals_array [ v ] , transform_matrix [ srcmesh - > bonenums [ v ] [ 0 ] ] [ 2 ] ) ;
//FIXME: svector, tvector!
}
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if ( fatness )
for ( v = 0 ; v < srcmesh - > numvertexes ; v + + )
VectorMA ( nxyz [ v ] , fatness , nnorm [ v ] , nxyz [ v ] ) ;
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}
}
static void R_HL_BuildMeshes ( batch_t * b )
{
entity_t * rent = b - > ent ;
hlmodel_t * model = Mod_Extradata ( rent - > model ) ;
int body , m ;
static mesh_t * mptr [ 1 ] , softbonemesh ;
skinfile_t * sk = rent - > customskin ? Mod_LookupSkin ( rent - > customskin ) : NULL ;
const unsigned int entity_body = 0 /*rent->body*/ ;
int surf ;
float * bones ;
int numbones ;
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if ( b - > shader - > prog & & ( b - > shader - > prog - > supportedpermutations & PERMUTATION_SKELETAL ) & & model - > header - > numbones < sh_config . max_gpu_bones & & ! b - > ent - > fatness )
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{ //okay, we can use gpu gones. yay.
b - > mesh = mptr ;
* b - > mesh = & model - > mesh ;
}
else
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{
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static vecV_t nxyz_buffer [ 65536 ] ;
static vec3_t nnorm_buffer [ 65536 ] ;
//no gpu bone support. :(
softbonemesh = model - > mesh ;
b - > mesh = mptr ;
* b - > mesh = & softbonemesh ;
//this stuff will get recalculated
softbonemesh . xyz_array = nxyz_buffer ;
softbonemesh . normals_array = nnorm_buffer ;
//don't get confused.
softbonemesh . bonenums = NULL ;
softbonemesh . boneweights = NULL ;
softbonemesh . bones = NULL ;
softbonemesh . numbones = 0 ;
}
( * b - > mesh ) - > numindexes = 0 ;
//FIXME: cache this!
if ( rent - > framestate . bonecount > = model - > header - > numbones )
{ //skeletal object...
int b ;
if ( rent - > framestate . skeltype = = SKEL_RELATIVE )
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{
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numbones = model - > header - > numbones ;
for ( b = 0 ; b < numbones ; b + + )
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{
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/* If we have a parent, take the addition. Otherwise just copy the values */
if ( model - > bones [ b ] . parent > = 0 )
{
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R_ConcatTransforms ( ( void * ) transform_matrix [ model - > bones [ b ] . parent ] , ( void * ) ( rent - > framestate . bonestate + b * 12 ) , transform_matrix [ b ] ) ;
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}
else
{
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memcpy ( transform_matrix [ b ] , rent - > framestate . bonestate + b * 12 , 12 * sizeof ( float ) ) ;
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}
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}
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bones = transform_matrix [ 0 ] [ 0 ] ;
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}
else
{
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bones = rent - > framestate . bonestate ;
numbones = rent - > framestate . bonecount ;
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}
}
else
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{ //lerp the bone data ourselves.
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float relatives [ 12 * MAX_BONES ] ;
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int cbone , b ;
bones = transform_matrix [ 0 ] [ 0 ] ;
numbones = model - > header - > numbones ;
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cbone = HLMDL_GetBoneData_Internal ( model , 0 , model - > header - > numbones , & rent - > framestate , relatives ) ;
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//convert relative to absolutes
for ( b = 0 ; b < cbone ; b + + )
{
/* If we have a parent, take the addition. Otherwise just copy the values */
if ( model - > bones [ b ] . parent > = 0 )
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{
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R_ConcatTransforms ( ( void * ) transform_matrix [ model - > bones [ b ] . parent ] , ( void * ) ( relatives + b * 12 ) , transform_matrix [ b ] ) ;
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}
else
{
memcpy ( transform_matrix [ b ] , relatives + b * 12 , 12 * sizeof ( float ) ) ;
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}
}
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}
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model - > mesh . bones = bones ;
model - > mesh . numbones = numbones ;
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for ( surf = 0 ; surf < b - > meshes ; surf + + )
{
body = b - > user . alias . surfrefs [ surf ] > > 8 ;
{
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
hlmdl_bodypart_t * bodypart = ( hlmdl_bodypart_t * ) ( ( qbyte * ) model - > header + model - > header - > bodypartindex ) + body ;
int bodyindex = ( ( sk & & body < MAX_GEOMSETS & & sk - > geomset [ body ] > = 1 ) ? sk - > geomset [ body ] - 1 : ( entity_body / bodypart - > base ) ) % bodypart - > nummodels ;
hlmdl_submodel_t * amodel = ( hlmdl_submodel_t * ) ( ( qbyte * ) model - > header + bodypart - > modelindex ) + bodyindex ;
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
/* Draw each mesh */
m = b - > user . alias . surfrefs [ surf ] & 0xff ;
{
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
hlmdl_mesh_t * mesh = ( hlmdl_mesh_t * ) ( ( qbyte * ) model - > header + amodel - > meshindex ) + m ;
struct hlmodelshaders_s * texinfo ;
int skinidx = mesh - > skinindex ;
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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if ( rent - > skinnum < model - > numskingroups )
skinidx + = rent - > skinnum * model - > numskinrefs ;
texinfo = & model - > shaders [ model - > skinref [ skinidx ] ] ;
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R_HL_BuildFrame ( model , body , bodyindex , m , texinfo , * b - > mesh , b - > ent - > fatness ) ;
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}
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}
}
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b - > meshes = 1 ;
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}
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qboolean R_CalcModelLighting ( entity_t * e , model_t * clmodel ) ;
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void R_HalfLife_TouchTextures ( model_t * mod )
{
hlmodel_t * model = Mod_Extradata ( mod ) ;
unsigned int t ;
for ( t = 0 ; t < model - > header - > numtextures ; t + + )
Shader_TouchTexnums ( & model - > shaders [ t ] . defaulttex ) ;
}
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void R_HalfLife_GenerateBatches ( entity_t * rent , batch_t * * batches )
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{
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hlmodel_t * model = Mod_Extradata ( rent - > model ) ;
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int body , m ;
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skinfile_t * sk = rent - > customskin ? Mod_LookupSkin ( rent - > customskin ) : NULL ;
const unsigned int entity_body = 0 /*rent->body*/ ;
batch_t * b = NULL ;
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unsigned int surfidx = 0 ;
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R_CalcModelLighting ( rent , rent - > model ) ; //make sure the ent's lighting is right.
/*if (!model->vbobuilt)
{
mesh_t * mesh = & model - > mesh ;
vbo_t * vbo = & model - > vbo ;
vbobctx_t ctx ;
model - > vbobuilt = true ;
BE_VBO_Begin ( & ctx , ( sizeof ( * mesh - > xyz_array ) +
sizeof ( * mesh - > colors4b_array ) +
sizeof ( * mesh - > st_array ) +
sizeof ( * mesh - > lmst_array [ 0 ] ) +
sizeof ( * mesh - > normals_array ) +
sizeof ( * mesh - > bonenums ) +
sizeof ( * mesh - > boneweights ) +
sizeof ( * mesh - > snormals_array ) +
sizeof ( * mesh - > tnormals_array ) ) * mesh - > numvertexes ) ;
BE_VBO_Data ( & ctx , mesh - > xyz_array , sizeof ( * mesh - > xyz_array ) * mesh - > numvertexes , & vbo - > coord ) ;
BE_VBO_Data ( & ctx , mesh - > colors4b_array , sizeof ( * mesh - > colors4b_array ) * mesh - > numvertexes , & vbo - > colours [ 0 ] ) ; vbo - > colours_bytes = true ;
BE_VBO_Data ( & ctx , mesh - > st_array , sizeof ( * mesh - > st_array ) * mesh - > numvertexes , & vbo - > texcoord ) ;
BE_VBO_Data ( & ctx , mesh - > lmst_array [ 0 ] , sizeof ( * mesh - > lmst_array [ 0 ] ) * mesh - > numvertexes , & vbo - > lmcoord [ 0 ] ) ;
BE_VBO_Data ( & ctx , mesh - > normals_array , sizeof ( * mesh - > normals_array ) * mesh - > numvertexes , & vbo - > normals ) ;
BE_VBO_Data ( & ctx , mesh - > bonenums , sizeof ( * mesh - > bonenums ) * mesh - > numvertexes , & vbo - > bonenums ) ;
BE_VBO_Data ( & ctx , mesh - > boneweights , sizeof ( * mesh - > boneweights ) * mesh - > numvertexes , & vbo - > boneweights ) ;
# if defined(RTLIGHTS)
BE_VBO_Data ( & ctx , mesh - > snormals_array , sizeof ( * mesh - > snormals_array ) * mesh - > numvertexes , & vbo - > tvector ) ;
BE_VBO_Data ( & ctx , mesh - > tnormals_array , sizeof ( * mesh - > tnormals_array ) * mesh - > numvertexes , & vbo - > svector ) ;
# endif
BE_VBO_Finish ( & ctx , mesh - > indexes , mesh - > numindexes , & vbo - > indicies , & vbo - > vbomem , & vbo - > ebomem ) ;
} */
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for ( body = 0 ; body < model - > numgeomsets ; body + + )
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{
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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hlmdl_bodypart_t * bodypart = ( hlmdl_bodypart_t * ) ( ( qbyte * ) model - > header + model - > header - > bodypartindex ) + body ;
int bodyindex = ( ( sk & & body < MAX_GEOMSETS & & sk - > geomset [ body ] > = 1 ) ? sk - > geomset [ body ] - 1 : ( entity_body / bodypart - > base ) ) % bodypart - > nummodels ;
hlmdl_submodel_t * amodel = ( hlmdl_submodel_t * ) ( ( qbyte * ) model - > header + bodypart - > modelindex ) + bodyindex ;
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
/* Draw each mesh */
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for ( m = 0 ; m < amodel - > nummesh ; m + + , surfidx + + )
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{
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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hlmdl_mesh_t * mesh = ( hlmdl_mesh_t * ) ( ( qbyte * ) model - > header + amodel - > meshindex ) + m ;
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struct hlmodelshaders_s * s ;
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int skinidx = mesh - > skinindex ;
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texnums_t * skin ;
shader_t * shader ;
int sort , j ;
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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if ( skinidx > = model - > numskinrefs )
continue ; //can happen from bad mesh/skin mixing
if ( rent - > skinnum < model - > numskingroups )
skinidx + = rent - > skinnum * model - > numskinrefs ;
s = & model - > shaders [ model - > skinref [ skinidx ] ] ;
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if ( ! s - > shader )
{
if ( s - > defaultshadertext )
s - > shader = R_RegisterShader ( s - > name , SUF_NONE , s - > defaultshadertext ) ;
else
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s - > shader = R_RegisterSkin ( rent - > model , s - > name ) ;
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// R_BuildDefaultTexnums(&s->defaulttex, s->shader, 0);
}
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skin = & s - > defaulttex ;
shader = s - > shader ;
if ( sk )
{
int i ;
for ( i = 0 ; i < sk - > nummappings ; i + + )
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{
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if ( ! strcmp ( sk - > mappings [ i ] . surface , s - > name ) )
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{
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skin = & sk - > mappings [ i ] . texnums ;
shader = sk - > mappings [ i ] . shader ;
break ;
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}
}
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}
if ( rent - > forcedshader ) {
shader = rent - > forcedshader ;
}
if ( b & & b - > skin - > base = = skin - > base & & b - > shader = = shader & & b - > meshes < countof ( b - > user . alias . surfrefs ) )
; //merging it.
else
{
b = BE_GetTempBatch ( ) ;
if ( ! b )
return ;
b - > skin = skin ;
b - > shader = shader ;
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b - > buildmeshes = R_HL_BuildMeshes ;
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b - > ent = rent ;
b - > mesh = NULL ;
b - > firstmesh = 0 ;
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b - > meshes = 0 ;
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b - > texture = NULL ;
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for ( j = 0 ; j < MAXRLIGHTMAPS ; j + + )
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{
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b - > lightmap [ j ] = - 1 ;
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b - > lmlightstyle [ j ] = INVALID_LIGHTSTYLE ;
}
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b - > flags = 0 ;
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sort = shader - > sort ;
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//fixme: we probably need to force some blend modes based on the surface flags.
if ( rent - > flags & RF_FORCECOLOURMOD )
b - > flags | = BEF_FORCECOLOURMOD ;
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if ( rent - > flags & RF_ADDITIVE )
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{
b - > flags | = BEF_FORCEADDITIVE ;
if ( sort < SHADER_SORT_ADDITIVE )
sort = SHADER_SORT_ADDITIVE ;
}
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if ( rent - > flags & RF_TRANSLUCENT )
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{
b - > flags | = BEF_FORCETRANSPARENT ;
if ( SHADER_SORT_PORTAL < sort & & sort < SHADER_SORT_BLEND )
sort = SHADER_SORT_BLEND ;
}
if ( rent - > flags & RF_NODEPTHTEST )
{
b - > flags | = BEF_FORCENODEPTH ;
if ( sort < SHADER_SORT_NEAREST )
sort = SHADER_SORT_NEAREST ;
}
if ( rent - > flags & RF_NOSHADOW )
b - > flags | = BEF_NOSHADOWS ;
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b - > vbo = NULL ; //&model->vbo;
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b - > next = batches [ sort ] ;
batches [ sort ] = b ;
}
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b - > user . alias . surfrefs [ b - > meshes + + ] = ( body < < 8 ) | ( m & 0xff ) ;
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}
}
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}
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void HLMDL_DrawHitBoxes ( entity_t * rent )
{
hlmodel_t * model = Mod_Extradata ( rent - > model ) ;
hlmdl_hitbox_t * hitbox = ( hlmdl_hitbox_t * ) ( ( char * ) model - > header + model - > header - > ofs_hitboxes ) ;
matrix3x4 entitymatrix ;
shader_t * shader = R_RegisterShader ( " hitbox_nodepth " , SUF_NONE ,
" { \n "
" polygonoffset \n "
" { \n "
" map $whiteimage \n "
" blendfunc gl_src_alpha gl_one \n "
" rgbgen vertex \n "
" alphagen vertex \n "
" nodepthtest \n "
" } \n "
" } \n " ) ;
float relbones [ MAX_BONES * 12 ] ;
int bonecount = HLMDL_GetBoneData ( rent - > model , 0 , MAX_BONES , & rent - > framestate , relbones ) ;
int b ;
2017-03-06 15:30:45 +00:00
entitymatrix [ 0 ] [ 0 ] = rent - > axis [ 0 ] [ 0 ] ;
entitymatrix [ 0 ] [ 1 ] = rent - > axis [ 1 ] [ 0 ] ;
entitymatrix [ 0 ] [ 2 ] = rent - > axis [ 2 ] [ 0 ] ;
entitymatrix [ 1 ] [ 0 ] = rent - > axis [ 0 ] [ 1 ] ;
entitymatrix [ 1 ] [ 1 ] = rent - > axis [ 1 ] [ 1 ] ;
entitymatrix [ 1 ] [ 2 ] = rent - > axis [ 2 ] [ 1 ] ;
entitymatrix [ 2 ] [ 0 ] = rent - > axis [ 0 ] [ 2 ] ;
entitymatrix [ 2 ] [ 1 ] = rent - > axis [ 1 ] [ 2 ] ;
entitymatrix [ 2 ] [ 2 ] = rent - > axis [ 2 ] [ 2 ] ;
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entitymatrix [ 0 ] [ 3 ] = rent - > origin [ 0 ] ;
entitymatrix [ 1 ] [ 3 ] = rent - > origin [ 1 ] ;
entitymatrix [ 2 ] [ 3 ] = rent - > origin [ 2 ] ;
//convert relative to absolutes
for ( b = 0 ; b < bonecount ; b + + )
{
//If we have a parent, take the addition. Otherwise just copy the values
if ( model - > bones [ b ] . parent > = 0 )
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R_ConcatTransforms ( ( void * ) transform_matrix [ model - > bones [ b ] . parent ] , ( void * ) ( relbones + b * 12 ) , transform_matrix [ b ] ) ;
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else
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R_ConcatTransforms ( ( void * ) entitymatrix , ( void * ) ( relbones + b * 12 ) , transform_matrix [ b ] ) ;
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}
for ( b = 0 ; b < model - > header - > num_hitboxes ; b + + , hitbox + + )
CLQ1_AddOrientedCube ( shader , hitbox - > mins , hitbox - > maxs , transform_matrix [ hitbox - > bone ] [ 0 ] , 1 , 1 , 1 , 0.2 ) ;
}
# endif
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# endif