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