2013-04-19 02:52:48 +00:00
|
|
|
// leave this as first line for PCH reasons...
|
|
|
|
//
|
|
|
|
|
|
|
|
|
|
|
|
//Anything above this #include will be ignored by the compiler
|
|
|
|
#include "../qcommon/exe_headers.h"
|
|
|
|
|
|
|
|
#if !defined(TR_LOCAL_H)
|
|
|
|
#include "../renderer/tr_local.h"
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#if !defined(G2_H_INC)
|
|
|
|
#include "G2.h"
|
|
|
|
#endif
|
|
|
|
#include "G2_local.h"
|
|
|
|
|
|
|
|
//=====================================================================================================================
|
|
|
|
// Bolt List handling routines - so entities can attach themselves to any part of the model in question
|
|
|
|
|
|
|
|
// Given a bone number, see if that bone is already in our bone list
|
|
|
|
int G2_Find_Bolt_Bone_Num(boltInfo_v &bltlist, const int boneNum)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
// look through entire list
|
|
|
|
for(i=0; i<bltlist.size(); i++)
|
|
|
|
{
|
|
|
|
// if this bone entry has no info in it, bounce over it
|
|
|
|
if (bltlist[i].boneNumber == -1)
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (bltlist[i].boneNumber == boneNum)
|
|
|
|
{
|
|
|
|
return i;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// didn't find it
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Given a bone number, see if that surface is already in our surfacelist list
|
|
|
|
int G2_Find_Bolt_Surface_Num(boltInfo_v &bltlist, const int surfaceNum, const int flags)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
// look through entire list
|
|
|
|
for(i=0; i<bltlist.size(); i++)
|
|
|
|
{
|
|
|
|
// if this bone entry has no info in it, bounce over it
|
|
|
|
if (bltlist[i].surfaceNumber == -1)
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((bltlist[i].surfaceNumber == surfaceNum) && ((bltlist[i].surfaceType & flags) == flags))
|
|
|
|
{
|
|
|
|
return i;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// didn't find it
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================================================
|
|
|
|
//// Public Bolt Routines
|
|
|
|
int G2_Add_Bolt_Surf_Num(CGhoul2Info *ghlInfo, boltInfo_v &bltlist, surfaceInfo_v &slist, const int surfNum)
|
|
|
|
{
|
|
|
|
assert(ghlInfo && ghlInfo->mValid);
|
|
|
|
boltInfo_t tempBolt;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
// first up, make sure have a surface first
|
|
|
|
if (surfNum >= slist.size())
|
|
|
|
{
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
// look through entire list - see if it's already there first
|
|
|
|
for(i=0; i<bltlist.size(); i++)
|
|
|
|
{
|
|
|
|
// already there??
|
|
|
|
if (bltlist[i].surfaceNumber == surfNum)
|
|
|
|
{
|
|
|
|
// increment the usage count
|
|
|
|
bltlist[i].boltUsed++;
|
|
|
|
return i;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// we have a surface
|
|
|
|
// look through entire list - see if it's already there first
|
|
|
|
for(i=0; i<bltlist.size(); i++)
|
|
|
|
{
|
|
|
|
// if this surface entry has info in it, bounce over it
|
|
|
|
if (bltlist[i].boneNumber == -1 && bltlist[i].surfaceNumber == -1)
|
|
|
|
{
|
|
|
|
// if we found an entry that had a -1 for the bone / surface number, then we hit a surface / bone slot that was empty
|
|
|
|
bltlist[i].surfaceNumber = surfNum;
|
|
|
|
bltlist[i].surfaceType = G2SURFACEFLAG_GENERATED;
|
|
|
|
bltlist[i].boltUsed = 1;
|
|
|
|
return i;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// ok, we didn't find an existing surface of that name, or an empty slot. Lets add an entry
|
|
|
|
tempBolt.surfaceNumber = surfNum;
|
|
|
|
tempBolt.surfaceType = G2SURFACEFLAG_GENERATED;
|
|
|
|
tempBolt.boneNumber = -1;
|
|
|
|
tempBolt.boltUsed = 1;
|
|
|
|
bltlist.push_back(tempBolt);
|
|
|
|
return bltlist.size()-1;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
int G2_Add_Bolt(CGhoul2Info *ghlInfo, boltInfo_v &bltlist, surfaceInfo_v &slist, const char *boneName)
|
|
|
|
{
|
|
|
|
assert(ghlInfo && ghlInfo->mValid);
|
|
|
|
model_t *mod_m = (model_t *)ghlInfo->currentModel;
|
|
|
|
model_t *mod_a = (model_t *)ghlInfo->animModel;
|
|
|
|
int i, x, surfNum = -1;
|
|
|
|
mdxaSkel_t *skel;
|
|
|
|
mdxaSkelOffsets_t *offsets;
|
|
|
|
mdxmHierarchyOffsets_t *surfOffsets;
|
|
|
|
boltInfo_t tempBolt;
|
|
|
|
int flags;
|
|
|
|
|
|
|
|
surfOffsets = (mdxmHierarchyOffsets_t *)((byte*)mod_m->mdxm + sizeof(mdxmHeader_t));
|
|
|
|
// first up, we'll search for that which this bolt names in all the surfaces
|
|
|
|
surfNum = G2_IsSurfaceLegal((void*)mod_m, boneName, &flags);
|
|
|
|
|
|
|
|
// did we find it as a surface?
|
|
|
|
if (surfNum != -1)
|
|
|
|
{
|
|
|
|
// look through entire list - see if it's already there first
|
|
|
|
for(i=0; i<bltlist.size(); i++)
|
|
|
|
{
|
|
|
|
// already there??
|
|
|
|
if (bltlist[i].surfaceNumber == surfNum)
|
|
|
|
{
|
|
|
|
// increment the usage count
|
|
|
|
bltlist[i].boltUsed++;
|
|
|
|
return i;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// look through entire list - see if we can re-use one
|
|
|
|
for(i=0; i<bltlist.size(); i++)
|
|
|
|
{
|
|
|
|
// if this surface entry has info in it, bounce over it
|
|
|
|
if (bltlist[i].boneNumber == -1 && bltlist[i].surfaceNumber == -1)
|
|
|
|
{
|
|
|
|
// if we found an entry that had a -1 for the bone / surface number, then we hit a surface / bone slot that was empty
|
|
|
|
bltlist[i].surfaceNumber = surfNum;
|
|
|
|
bltlist[i].boltUsed = 1;
|
|
|
|
bltlist[i].surfaceType = 0;
|
|
|
|
return i;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// ok, we didn't find an existing surface of that name, or an empty slot. Lets add an entry
|
|
|
|
tempBolt.surfaceNumber = surfNum;
|
|
|
|
tempBolt.boneNumber = -1;
|
|
|
|
tempBolt.boltUsed = 1;
|
|
|
|
tempBolt.surfaceType = 0;
|
|
|
|
bltlist.push_back(tempBolt);
|
|
|
|
return bltlist.size()-1;
|
|
|
|
}
|
|
|
|
|
|
|
|
// no, check to see if it's a bone then
|
|
|
|
|
|
|
|
offsets = (mdxaSkelOffsets_t *)((byte *)mod_a->mdxa + sizeof(mdxaHeader_t));
|
|
|
|
|
|
|
|
// walk the entire list of bones in the gla file for this model and see if any match the name of the bone we want to find
|
|
|
|
for (x=0; x< mod_a->mdxa->numBones; x++)
|
|
|
|
{
|
|
|
|
skel = (mdxaSkel_t *)((byte *)mod_a->mdxa + sizeof(mdxaHeader_t) + offsets->offsets[x]);
|
|
|
|
// if name is the same, we found it
|
2013-04-25 05:31:31 +00:00
|
|
|
if (!Q_stricmp(skel->name, boneName))
|
2013-04-19 02:52:48 +00:00
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// check to see we did actually make a match with a bone in the model
|
|
|
|
if (x == mod_a->mdxa->numBones)
|
|
|
|
{
|
|
|
|
// didn't find it? Error
|
|
|
|
//assert(0&&x == mod_a->mdxa->numBones);
|
|
|
|
#ifdef _DEBUG
|
|
|
|
// Com_Printf("WARNING: %s not found on skeleton\n", boneName);
|
|
|
|
#endif
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
// look through entire list - see if it's already there first
|
|
|
|
for(i=0; i<bltlist.size(); i++)
|
|
|
|
{
|
|
|
|
// already there??
|
|
|
|
if (bltlist[i].boneNumber == x)
|
|
|
|
{
|
|
|
|
// increment the usage count
|
|
|
|
bltlist[i].boltUsed++;
|
|
|
|
return i;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// look through entire list - see if we can re-use it
|
|
|
|
for(i=0; i<bltlist.size(); i++)
|
|
|
|
{
|
|
|
|
// if this bone entry has info in it, bounce over it
|
|
|
|
if (bltlist[i].boneNumber == -1 && bltlist[i].surfaceNumber == -1)
|
|
|
|
{
|
|
|
|
// if we found an entry that had a -1 for the bonenumber, then we hit a bone slot that was empty
|
|
|
|
bltlist[i].boneNumber = x;
|
|
|
|
bltlist[i].boltUsed = 1;
|
|
|
|
bltlist[i].surfaceType = 0;
|
|
|
|
return i;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// ok, we didn't find an existing bone of that name, or an empty slot. Lets add an entry
|
|
|
|
tempBolt.boneNumber = x;
|
|
|
|
tempBolt.surfaceNumber = -1;
|
|
|
|
tempBolt.boltUsed = 1;
|
|
|
|
tempBolt.surfaceType = 0;
|
|
|
|
bltlist.push_back(tempBolt);
|
|
|
|
return bltlist.size()-1;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
// Given a model handle, and a bone name, we want to remove this bone from the bone override list
|
|
|
|
qboolean G2_Remove_Bolt (boltInfo_v &bltlist, int index)
|
|
|
|
{
|
|
|
|
// did we find it?
|
|
|
|
if (index != -1)
|
|
|
|
{
|
|
|
|
bltlist[index].boltUsed--;
|
|
|
|
if (!bltlist[index].boltUsed)
|
|
|
|
{
|
|
|
|
// set this bone to not used
|
|
|
|
bltlist[index].boneNumber = -1;
|
|
|
|
bltlist[index].surfaceNumber = -1;
|
|
|
|
|
|
|
|
unsigned int newSize = bltlist.size();
|
|
|
|
// now look through the list from the back and see if there is a block of -1's we can resize off the end of the list
|
|
|
|
for (int i=bltlist.size()-1; i>-1; i--)
|
|
|
|
{
|
|
|
|
if ((bltlist[i].surfaceNumber == -1) && (bltlist[i].boneNumber == -1))
|
|
|
|
{
|
|
|
|
newSize = i;
|
|
|
|
}
|
|
|
|
// once we hit one that isn't a -1, we are done.
|
|
|
|
else
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// do we need to resize?
|
|
|
|
if (newSize != bltlist.size())
|
|
|
|
{
|
|
|
|
// yes, so lets do it
|
|
|
|
bltlist.resize(newSize);
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
return qtrue;
|
|
|
|
}
|
|
|
|
|
|
|
|
assert(0);
|
|
|
|
|
|
|
|
// no
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
// set the bolt list to all unused so the bone transformation routine ignores it.
|
|
|
|
void G2_Init_Bolt_List(boltInfo_v &bltlist)
|
|
|
|
{
|
|
|
|
bltlist.clear();
|
|
|
|
}
|
|
|
|
|
|
|
|
// remove any bolts that reference original surfaces, generated surfaces, or bones that aren't active anymore
|
|
|
|
void G2_RemoveRedundantBolts(boltInfo_v &bltlist, surfaceInfo_v &slist, int *activeSurfaces, int *activeBones)
|
|
|
|
{
|
|
|
|
// walk the bolt list
|
|
|
|
for (int i=0; i<bltlist.size(); i++)
|
|
|
|
{
|
|
|
|
// are we using this bolt?
|
|
|
|
if ((bltlist[i].surfaceNumber != -1) || (bltlist[i].boneNumber != -1))
|
|
|
|
{
|
|
|
|
// is this referenceing a surface?
|
|
|
|
if (bltlist[i].surfaceNumber != -1)
|
|
|
|
{
|
|
|
|
// is this bolt looking at a generated surface?
|
|
|
|
if (bltlist[i].surfaceType)
|
|
|
|
{
|
|
|
|
// yes, so look for it in the surface list
|
|
|
|
if (!G2_FindOverrideSurface(bltlist[i].surfaceNumber, slist))
|
|
|
|
{
|
|
|
|
// no - we want to remove this bolt, regardless of how many people are using it
|
|
|
|
bltlist[i].boltUsed = 1;
|
|
|
|
G2_Remove_Bolt(bltlist, i);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// no, it's an original, so look for it in the active surfaces list
|
|
|
|
{
|
|
|
|
if (!activeSurfaces[bltlist[i].surfaceNumber])
|
|
|
|
{
|
|
|
|
// no - we want to remove this bolt, regardless of how many people are using it
|
|
|
|
bltlist[i].boltUsed = 1;
|
|
|
|
G2_Remove_Bolt(bltlist, i);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// no, must be looking at a bone then
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// is that bone active then?
|
|
|
|
if (!activeBones[bltlist[i].boneNumber])
|
|
|
|
{
|
|
|
|
// no - we want to remove this bolt, regardless of how many people are using it
|
|
|
|
bltlist[i].boltUsed = 1;
|
|
|
|
G2_Remove_Bolt(bltlist, i);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|