mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-29 23:22:01 +00:00
5b4756f3d9
Fixed some xim issues, for proper keyboard input under x11. Cmake project can now work for cross compiling win32 targets. Some other fun-but-pointless stuff. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5344 fc73d0e0-1445-4013-8a0c-d673dee63da5
1436 lines
44 KiB
C
1436 lines
44 KiB
C
#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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+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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Half-Life Model Renderer (Experimental) Copyright (C) 2001 James 'Ender' Brown [ender@quakesrc.org] This program is
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free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied
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warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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details. You should have received a copy of the GNU General Public License along with this program; if not, write
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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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+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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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....
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Nor will it work 100%
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*/
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qboolean HLMDL_Trace (struct model_s *model, int hulloverride, framestate_t *framestate, vec3_t axis[3], vec3_t p1, vec3_t p2, vec3_t mins, vec3_t maxs, qboolean capsule, unsigned int against, struct trace_s *trace);
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unsigned int HLMDL_Contents (struct model_s *model, int hulloverride, framestate_t *framestate, vec3_t axis[3], vec3_t p, vec3_t mins, vec3_t maxs);
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void QuaternionGLMatrix(float x, float y, float z, float w, vec4_t *GLM)
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{
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GLM[0][0] = 1 - 2 * y * y - 2 * z * z;
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GLM[1][0] = 2 * x * y + 2 * w * z;
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GLM[2][0] = 2 * x * z - 2 * w * y;
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GLM[0][1] = 2 * x * y - 2 * w * z;
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GLM[1][1] = 1 - 2 * x * x - 2 * z * z;
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GLM[2][1] = 2 * y * z + 2 * w * x;
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GLM[0][2] = 2 * x * z + 2 * w * y;
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GLM[1][2] = 2 * y * z - 2 * w * x;
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GLM[2][2] = 1 - 2 * x * x - 2 * y * y;
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}
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/*
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=======================================================================================================================
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QuaternionGLAngle - Convert a GL angle to a quaternion matrix
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=======================================================================================================================
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*/
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void QuaternionGLAngle(const vec3_t angles, vec4_t quaternion)
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{
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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float yaw = angles[2] * 0.5;
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float pitch = angles[1] * 0.5;
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float roll = angles[0] * 0.5;
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float siny = sin(yaw);
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float cosy = cos(yaw);
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float sinp = sin(pitch);
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float cosp = cos(pitch);
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float sinr = sin(roll);
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float cosr = cos(roll);
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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quaternion[0] = sinr * cosp * cosy - cosr * sinp * siny;
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quaternion[1] = cosr * sinp * cosy + sinr * cosp * siny;
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quaternion[2] = cosr * cosp * siny - sinr * sinp * cosy;
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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
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{
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unsigned short vertidx;
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unsigned short normalidx;
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unsigned short scoord;
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unsigned short tcoord;
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};
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static index_t HLMDL_DeDupe(unsigned short *order, struct hlvremaps *rem, size_t *count, size_t max)
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{
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size_t i;
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for (i = *count; i-- > 0;)
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{
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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])
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return i;
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}
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i = *count;
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if (i < max)
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{
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rem[i].vertidx = order[0];
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rem[i].normalidx = order[1];
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rem[i].scoord = order[2];
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rem[i].tcoord = order[3];
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}
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*count += 1;
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return i;
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}
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//parse the vertex info, pull out what we can
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static void HLMDL_PrepareVerticies (hlmodel_t *model, hlmdl_submodel_t *amodel, struct hlalternative_s *submodel)
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{
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struct hlvremaps *uvert;
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size_t uvertcount, uvertstart;
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unsigned short count;
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int i;
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size_t idx = 0, v, m, maxidx=65536*3;
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size_t maxverts = 65536;
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mesh_t *mesh = &submodel->mesh;
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index_t *index;
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vec3_t *verts = (vec3_t *) ((qbyte *) model->header + amodel->vertindex);
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qbyte *bone = ((qbyte *) model->header + amodel->vertinfoindex);
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vec3_t *norms = (vec3_t *) ((qbyte *) model->header + amodel->normindex);
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uvertcount = 0;
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uvert = malloc(sizeof(*uvert)*maxverts);
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index = malloc(sizeof(*mesh->colors4b_array)*maxidx);
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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;
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unsigned short *order = (unsigned short *) ((qbyte *) model->header + inmesh->index);
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uvertstart = uvertcount;
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submodel->submesh[m].firstindex = mesh->numindexes;
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submodel->submesh[m].numindexes = 0;
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for(;;)
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{
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count = *order++; /* get the vertex count and primitive type */
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if(!count) break; /* done */
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if(count & 0x8000)
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{ //fan
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int first = HLMDL_DeDupe(order+0*4, uvert, &uvertcount, maxverts);
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int prev = HLMDL_DeDupe(order+1*4, uvert, &uvertcount, maxverts);
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count = (unsigned short)-(short)count;
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if (idx + (count-2)*3 > maxidx)
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break; //would overflow. fixme: extend
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for (i = min(2,count); i < count; i++)
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{
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index[idx++] = first;
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index[idx++] = prev;
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index[idx++] = prev = HLMDL_DeDupe(order+i*4, uvert, &uvertcount, maxverts);
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}
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}
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else
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{
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int v0 = HLMDL_DeDupe(order+0*4, uvert, &uvertcount, maxverts);
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int v1 = HLMDL_DeDupe(order+1*4, uvert, &uvertcount, maxverts);
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//emit (count-2)*3 indicies as a strip
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//012 213, etc
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if (idx + (count-2)*3 > maxidx)
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break; //would overflow. fixme: extend
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for (i = min(2,count); i < count; i++)
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{
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if (i & 1)
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{
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index[idx++] = v1;
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index[idx++] = v0;
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}
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else
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{
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index[idx++] = v0;
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index[idx++] = v1;
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}
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v0 = v1;
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index[idx++] = v1 = HLMDL_DeDupe(order+i*4, uvert, &uvertcount, maxverts);
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}
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}
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order += i*4;
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}
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if (uvertcount >= maxverts)
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{
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//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
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uvertcount = uvertstart;
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idx = submodel->submesh[m].firstindex;
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}
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submodel->submesh[m].numindexes = idx - submodel->submesh[m].firstindex;
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}
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mesh->numindexes = idx;
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mesh->numvertexes = uvertcount;
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mesh->indexes = ZG_Malloc(model->memgroup, sizeof(*mesh->indexes)*idx);
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memcpy(mesh->indexes, index, sizeof(*mesh->indexes)*idx);
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mesh->colors4b_array = ZG_Malloc(model->memgroup, sizeof(*mesh->colors4b_array)*uvertcount);
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mesh->st_array = ZG_Malloc(model->memgroup, sizeof(*mesh->st_array)*uvertcount);
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mesh->lmst_array[0] = ZG_Malloc(model->memgroup, sizeof(*mesh->lmst_array[0])*uvertcount);
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mesh->xyz_array = ZG_Malloc(model->memgroup, sizeof(*mesh->xyz_array)*uvertcount);
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mesh->normals_array = ZG_Malloc(model->memgroup, sizeof(*mesh->normals_array)*uvertcount);
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#if defined(RTLIGHTS)
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mesh->snormals_array = ZG_Malloc(model->memgroup, sizeof(*mesh->snormals_array)*uvertcount);
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mesh->tnormals_array = ZG_Malloc(model->memgroup, sizeof(*mesh->tnormals_array)*uvertcount);
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#endif
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mesh->bonenums = ZG_Malloc(model->memgroup, sizeof(*mesh->bonenums)*uvertcount);
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mesh->boneweights = ZG_Malloc(model->memgroup, sizeof(*mesh->boneweights)*uvertcount);
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//prepare the verticies now that we have the mappings
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for(v = 0; v < uvertcount; v++)
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{
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mesh->bonenums[v][0] = mesh->bonenums[v][1] = mesh->bonenums[v][2] = mesh->bonenums[v][3] = bone[uvert[v].vertidx];
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Vector4Set(mesh->boneweights[v], 1, 0, 0, 0);
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Vector4Set(mesh->colors4b_array[v], 255, 255, 255, 255); //why bytes? why not?
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mesh->lmst_array[0][v][0] = uvert[v].scoord;
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mesh->lmst_array[0][v][1] = uvert[v].tcoord;
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VectorCopy(verts[uvert[v].vertidx], mesh->xyz_array[v]);
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//Warning: these models use different tables for vertex and normals.
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//this means they might be transformed by different bones. we ignore that and just assume that the normals will want the same bone.
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VectorCopy(norms[uvert[v].normalidx], mesh->normals_array[v]);
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}
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//don't need that mapping any more
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free(uvert);
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free(index);
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#if defined(RTLIGHTS)
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//treat this as the base pose, and calculate the sdir+tdir for bumpmaps.
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R_Generate_Mesh_ST_Vectors(mesh);
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#endif
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}
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#endif
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/*
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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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*/
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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;
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int body;
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struct hlmodelshaders_s *shaders;
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hlmdl_tex_t *tex;
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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;
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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));
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model->memgroup = &mod->memgroup;
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header = ZG_Malloc(&mod->memgroup, fsize);
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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
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#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("-----------------------------------------")
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#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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}
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if (header->numcontrollers > MAX_BONE_CONTROLLERS)
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{
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Con_Printf(CON_ERROR "Cannot load model %s - too many controllers %i\n", mod->name, header->numcontrollers);
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return false;
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}
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if (header->numbones > MAX_BONES)
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{
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Con_Printf(CON_ERROR "Cannot load model %s - too many bones %i\n", mod->name, header->numbones);
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return false;
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}
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texheader = NULL;
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if (!header->numtextures)
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{
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size_t fz;
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char texmodelname[MAX_QPATH];
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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)
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{
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if (texheader->version != 10)
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texheader = NULL;
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}
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}
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if (!texheader)
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texheader = header;
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else
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header->numtextures = texheader->numtextures;
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bones = (hlmdl_bone_t *) ((qbyte *) header + header->boneindex);
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bonectls = (hlmdl_bonecontroller_t *) ((qbyte *) header + header->controllerindex);
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model->header = header;
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model->bones = bones;
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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++)
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{
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Q_snprintfz(shaders[i].name, sizeof(shaders[i].name), "%s/%s", mod->name, COM_SkipPath(tex[i].name));
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memset(&shaders[i].defaulttex, 0, sizeof(shaders[i].defaulttex));
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shaders[i].defaulttex.base = Image_GetTexture(shaders[i].name, "", IF_NOALPHA, (qbyte *) texheader + tex[i].offset, (qbyte *) texheader + tex[i].w * tex[i].h + tex[i].offset, tex[i].w, tex[i].h, TF_8PAL24);
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shaders[i].w = tex[i].w;
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shaders[i].h = tex[i].h;
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}
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model->numskinrefs = texheader->skinrefs;
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model->numskingroups = texheader->skingroups;
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model->skinref = ZG_Malloc(&mod->memgroup, model->numskinrefs*model->numskingroups*sizeof(*model->skinref));
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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)
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Z_Free(texmem);
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mod->funcs.NativeContents = HLMDL_Contents;
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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;
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model->geomset = ZG_Malloc(&mod->memgroup, sizeof(*model->geomset) * model->numgeomsets);
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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;
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int bodyindex;
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model->geomset[body].numalternatives = bodypart->nummodels;
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model->geomset[body].alternatives = ZG_Malloc(&mod->memgroup, sizeof(*model->geomset[body].alternatives) * bodypart->nummodels);
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for (bodyindex = 0; bodyindex < bodypart->nummodels; bodyindex++)
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{
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hlmdl_submodel_t *amodel = (hlmdl_submodel_t *) ((qbyte *) model->header + bodypart->modelindex) + bodyindex;
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model->geomset[body].alternatives[bodyindex].numsubmeshes = amodel->nummesh;
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model->geomset[body].alternatives[bodyindex].submesh = ZG_Malloc(&mod->memgroup, sizeof(*model->geomset[body].alternatives[bodyindex].submesh) * amodel->nummesh);
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HLMDL_PrepareVerticies(model, amodel, &model->geomset[body].alternatives[bodyindex]);
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}
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}
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//FIXME: No VBOs used.
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#endif
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return true;
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}
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#ifdef HLSERVER
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void *Mod_GetHalfLifeModelData(model_t *mod)
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{
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hlmodelcache_t *mc;
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if (!mod || mod->type != mod_halflife)
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return NULL; //halflife models only, please
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mc = Mod_Extradata(mod);
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return (void*)mc->header;
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}
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#endif
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int HLMDL_FrameForName(model_t *mod, const char *name)
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{
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int i;
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hlmdl_header_t *h;
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hlmdl_sequencelist_t *seqs;
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hlmodel_t *mc;
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if (!mod || mod->type != mod_halflife)
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return -1; //halflife models only, please
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mc = Mod_Extradata(mod);
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h = mc->header;
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seqs = (hlmdl_sequencelist_t*)((char*)h+h->seqindex);
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for (i = 0; i < h->numseq; i++)
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{
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if (!strcmp(seqs[i].name, name))
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return i;
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}
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return -1;
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}
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qboolean HLMDL_GetModelEvent(model_t *model, int animation, int eventidx, float *timestamp, int *eventcode, char **eventdata)
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{
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hlmodel_t *mc = Mod_Extradata(model);
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hlmdl_header_t *h = mc->header;
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hlmdl_event_t *ev;
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hlmdl_sequencelist_t *seq = animation + (hlmdl_sequencelist_t*)((char*)h+h->seqindex);
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if (animation < 0 || animation >= h->numseq || eventidx < 0 || eventidx >= seq->num_events)
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return false;
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ev = eventidx + (hlmdl_event_t*)((char*)h+seq->ofs_events);
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*timestamp = ev->pose / seq->timing;
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*eventcode = ev->code;
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*eventdata = ev->data;
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return true;
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}
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int HLMDL_BoneForName(model_t *mod, const char *name)
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{
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int i;
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hlmdl_header_t *h;
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hlmdl_bone_t *bones;
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hlmodel_t *mc;
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if (!mod || mod->type != mod_halflife)
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return -1; //halflife models only, please
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|
|
mc = Mod_Extradata(mod);
|
|
|
|
h = mc->header;
|
|
bones = (hlmdl_bone_t*)((char*)h+h->boneindex);
|
|
|
|
for (i = 0; i < h->numbones; i++)
|
|
{
|
|
if (!strcmp(bones[i].name, name))
|
|
return i+1;
|
|
}
|
|
|
|
//FIXME: hlmdl has tags as well as bones.
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
=======================================================================================================================
|
|
HL_CalculateBones - calculate bone positions - quaternion+vector in one function
|
|
=======================================================================================================================
|
|
*/
|
|
void HL_CalculateBones
|
|
(
|
|
int frame,
|
|
vec4_t adjust,
|
|
hlmdl_bone_t *bone,
|
|
hlmdl_anim_t *animation,
|
|
float *organg
|
|
)
|
|
{
|
|
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;
|
|
while(animvalue->num.total <= tempframe)
|
|
{
|
|
tempframe -= animvalue->num.total;
|
|
animvalue += animvalue->num.valid + 1;
|
|
}
|
|
if (tempframe >= animvalue->num.valid)
|
|
tempframe = animvalue->num.valid;
|
|
else
|
|
tempframe += 1;
|
|
|
|
organg[i] += animvalue[tempframe].value * bone->scale[i];
|
|
}
|
|
|
|
if(bone->bonecontroller[i] != -1)
|
|
{ /* Add the programmable offset. */
|
|
organg[i] += adjust[bone->bonecontroller[i]];
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=======================================================================================================================
|
|
HL_CalcBoneAdj - Calculate the adjustment values for the programmable controllers
|
|
=======================================================================================================================
|
|
*/
|
|
void HL_CalcBoneAdj(hlmodel_t *model)
|
|
{
|
|
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
|
|
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)
|
|
{ //wraps normally
|
|
value = model->controller[j];// + control[i].start;
|
|
}
|
|
else
|
|
{
|
|
// 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;
|
|
}
|
|
|
|
/* 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;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=======================================================================================================================
|
|
HL_SetupBones - determine where vertex should be using bone movements
|
|
=======================================================================================================================
|
|
*/
|
|
void QuaternionSlerp( const vec4_t p, vec4_t q, float t, vec4_t qt );
|
|
void HL_SetupBones(hlmodel_t *model, int seqnum, int firstbone, int lastbone, float subblendfrac1, float subblendfrac2, float frametime, float *matrix)
|
|
{
|
|
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
|
|
int i, j;
|
|
vec3_t organg1[2];
|
|
vec3_t organg2[2];
|
|
vec3_t organgb[2];
|
|
vec4_t quat1, quat2;
|
|
|
|
int frame1, frame2;
|
|
|
|
hlmdl_sequencelist_t *sequence = (hlmdl_sequencelist_t *) ((qbyte *) model->header + model->header->seqindex) +
|
|
((unsigned int)seqnum>=model->header->numseq?0:seqnum);
|
|
hlmdl_sequencedata_t *sequencedata = (hlmdl_sequencedata_t *)
|
|
((qbyte *) model->header + model->header->seqgroups) +
|
|
sequence->seqindex;
|
|
hlmdl_anim_t *animation;
|
|
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
|
|
|
|
matrix += firstbone*12;
|
|
|
|
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])
|
|
model->animcache[sequence->seqindex] = FS_LoadMallocGroupFile(model->memgroup, sequencedata->name+32, &fz);
|
|
if (!model->animcache[sequence->seqindex] || model->animcache[sequence->seqindex]->magic != (('I'<<0)|('D'<<8)|('S'<<16)|('Q'<<24)) || model->animcache[sequence->seqindex]->version != 10)
|
|
{
|
|
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);
|
|
|
|
frametime *= sequence->timing;
|
|
if (frametime < 0)
|
|
frametime = 0;
|
|
|
|
frame1 = (int)frametime;
|
|
frametime -= frame1;
|
|
frame2 = frame1+1;
|
|
|
|
if (!sequence->numframes)
|
|
return;
|
|
//halflife seems to dupe the last frame in looping animations, so don't use it.
|
|
if(frame1 >= sequence->numframes)
|
|
{
|
|
if (sequence->loop)
|
|
frame1 %= sequence->numframes-1;
|
|
else
|
|
frame1 = sequence->numframes-1;
|
|
}
|
|
if(frame2 >= sequence->numframes)
|
|
{
|
|
if (sequence->loop)
|
|
frame2 %= sequence->numframes-1;
|
|
else
|
|
frame2 = sequence->numframes-1;
|
|
}
|
|
|
|
if (frame2 < frame1)
|
|
{
|
|
i = frame2;
|
|
frame2 = frame1;
|
|
frame1 = i;
|
|
frametime = 1-frametime;
|
|
}
|
|
|
|
if (lastbone > model->header->numbones)
|
|
lastbone = model->header->numbones;
|
|
|
|
|
|
|
|
HL_CalcBoneAdj(model); /* Deal with programmable controllers */
|
|
|
|
/*FIXME:this is useless*/
|
|
/*
|
|
if(sequence->motiontype & 0x0001)
|
|
positions[sequence->motionbone][0] = 0.0;
|
|
if(sequence->motiontype & 0x0002)
|
|
positions[sequence->motionbone][1] = 0.0;
|
|
if(sequence->motiontype & 0x0004)
|
|
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.
|
|
*/
|
|
|
|
if (sequence->hasblendseq>1)
|
|
{
|
|
int bf0, bf1;
|
|
unsigned int bweights;
|
|
struct
|
|
{
|
|
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)
|
|
{
|
|
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)
|
|
{
|
|
//bweights can be 0-4 here..
|
|
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;
|
|
|
|
blend[i].weight *= 1-frametime;
|
|
blend[bweights+i].weight *= frametime;
|
|
}
|
|
bweights *= 2;
|
|
}
|
|
|
|
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++)
|
|
{
|
|
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);
|
|
}
|
|
|
|
//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;
|
|
}
|
|
|
|
QuaternionGLMatrix(quat1[0], quat1[1], quat1[2], quat1[3], (vec4_t*)matrix);
|
|
matrix[0*4+3] = t[0];
|
|
matrix[1*4+3] = t[1];
|
|
matrix[2*4+3] = t[2];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for(i = firstbone; i < lastbone; i++, matrix+=12)
|
|
{
|
|
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]);
|
|
}
|
|
|
|
//figure out the relative bone matrix.
|
|
//we probably ought to keep them as quats or something.
|
|
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];
|
|
}
|
|
}
|
|
}
|
|
|
|
int HLMDL_GetNumBones(model_t *mod, qboolean tags)
|
|
{
|
|
hlmodel_t *mc;
|
|
if (!mod || mod->type != mod_halflife)
|
|
return -1; //halflife models only, please
|
|
|
|
mc = Mod_Extradata(mod);
|
|
if (tags)
|
|
return mc->header->numbones + mc->header->num_attachments;
|
|
return mc->header->numbones;
|
|
}
|
|
|
|
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;
|
|
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;
|
|
}
|
|
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;
|
|
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";
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
int HLMDL_GetAttachment(model_t *mod, int tagnum, float *resultmatrix)
|
|
{
|
|
hlmodel_t *model = Mod_Extradata(mod);
|
|
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;
|
|
}
|
|
|
|
static int HLMDL_GetBoneData_Internal(hlmodel_t *model, int firstbone, int lastbone, framestate_t *fstate, float *result)
|
|
{
|
|
int b, cbone, bgroup;
|
|
|
|
for (b = 0; b < MAX_BONE_CONTROLLERS; b++)
|
|
model->controller[b] = fstate->bonecontrols[b];
|
|
for (cbone = 0, bgroup = 0; bgroup < FS_COUNT; bgroup++)
|
|
{
|
|
lastbone = fstate->g[bgroup].endbone;
|
|
if (bgroup == FS_COUNT-1)
|
|
lastbone = model->header->numbones;
|
|
if (cbone >= lastbone)
|
|
continue;
|
|
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 */
|
|
cbone = lastbone;
|
|
}
|
|
return cbone;
|
|
}
|
|
int HLMDL_GetBoneData(model_t *mod, int firstbone, int lastbone, framestate_t *fstate, float *result)
|
|
{
|
|
return HLMDL_GetBoneData_Internal(Mod_Extradata(mod), firstbone, lastbone, fstate, result);
|
|
}
|
|
|
|
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;
|
|
}
|
|
qboolean HLMDL_FrameInfoForNum(model_t *mod, int surfaceidx, int seqnum, char **name, int *numframes, float *duration, qboolean *loop)
|
|
{
|
|
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);
|
|
|
|
*name = sequence->name;
|
|
*numframes = sequence->numframes;
|
|
*duration = (sequence->numframes-1)/sequence->timing;
|
|
*loop = sequence->loop;
|
|
return true;
|
|
}
|
|
|
|
|
|
|
|
qboolean HLMDL_Trace (model_t *model, int hulloverride, framestate_t *framestate, vec3_t axis[3], vec3_t p1, vec3_t p2, vec3_t mins, vec3_t maxs, qboolean capsule, unsigned int against, struct trace_s *trace)
|
|
{
|
|
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;
|
|
if (!(against & FTECONTENTS_BODY))
|
|
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)
|
|
R_ConcatTransforms(transform_matrix[hm->bones[b].parent], (void*)(relbones+b*12), transform_matrix[b]);
|
|
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;
|
|
enterplane = 0;
|
|
enterfrac = -1;
|
|
exitfrac = 10;
|
|
enterdist = 0;
|
|
|
|
//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;
|
|
}
|
|
unsigned int HLMDL_Contents (model_t *model, int hulloverride, framestate_t *framestate, vec3_t axis[3], vec3_t p, vec3_t mins, vec3_t maxs)
|
|
{
|
|
trace_t tr;
|
|
HLMDL_Trace(model, hulloverride, framestate, axis, p, p, mins, maxs, false, ~0, &tr);
|
|
return tr.contents;
|
|
}
|
|
|
|
|
|
#ifndef SERVERONLY
|
|
void R_HL_BuildFrame(hlmodel_t *model, hlmdl_submodel_t *amodel, entity_t *curent, int bodypart, int bodyidx, int meshidx, float tex_s, float tex_t, mesh_t *mesh, qboolean gpubones)
|
|
{
|
|
int b;
|
|
int cbone;
|
|
// int bgroup;
|
|
// int lastbone;
|
|
int v;
|
|
|
|
*mesh = model->geomset[bodypart].alternatives[bodyidx].mesh;
|
|
|
|
//FIXME: cache this!
|
|
if (curent->framestate.bonecount >= model->header->numbones)
|
|
{
|
|
if (curent->framestate.skeltype == SKEL_RELATIVE)
|
|
{
|
|
mesh->numbones = model->header->numbones;
|
|
for (b = 0; b < mesh->numbones; b++)
|
|
{
|
|
/* If we have a parent, take the addition. Otherwise just copy the values */
|
|
if(model->bones[b].parent>=0)
|
|
{
|
|
R_ConcatTransforms(transform_matrix[model->bones[b].parent], (void*)(curent->framestate.bonestate+b*12), transform_matrix[b]);
|
|
}
|
|
else
|
|
{
|
|
memcpy(transform_matrix[b], curent->framestate.bonestate+b*12, 12 * sizeof(float));
|
|
}
|
|
}
|
|
mesh->bones = transform_matrix[0][0];
|
|
}
|
|
else
|
|
{
|
|
mesh->bones = curent->framestate.bonestate;
|
|
mesh->numbones = curent->framestate.bonecount;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
float relatives[12*MAX_BONES];
|
|
mesh->bones = transform_matrix[0][0];
|
|
mesh->numbones = model->header->numbones;
|
|
|
|
/* //FIXME: needs caching.
|
|
for (b = 0; b < MAX_BONE_CONTROLLERS; b++)
|
|
model->controller[b] = curent->framestate.bonecontrols[b];
|
|
for (cbone = 0, bgroup = 0; bgroup < FS_COUNT; bgroup++)
|
|
{
|
|
lastbone = curent->framestate.g[bgroup].endbone;
|
|
if (bgroup == FS_COUNT-1)
|
|
lastbone = model->header->numbones;
|
|
if (cbone >= lastbone)
|
|
continue;
|
|
HL_SetupBones(model, curent->framestate.g[bgroup].frame[0], cbone, lastbone, curent->framestate.g[bgroup].subblendfrac, curent->framestate.g[bgroup].frametime[0], relatives); // Setup the bones
|
|
cbone = lastbone;
|
|
}
|
|
*/
|
|
cbone = HLMDL_GetBoneData_Internal(model, 0, model->header->numbones, &curent->framestate, relatives);
|
|
|
|
//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)
|
|
{
|
|
R_ConcatTransforms(transform_matrix[model->bones[b].parent], (void*)(relatives+b*12), transform_matrix[b]);
|
|
}
|
|
else
|
|
{
|
|
memcpy(transform_matrix[b], relatives+b*12, 12 * sizeof(float));
|
|
}
|
|
}
|
|
}
|
|
|
|
mesh->indexes += model->geomset[bodypart].alternatives[bodyidx].submesh[meshidx].firstindex;
|
|
mesh->numindexes = model->geomset[bodypart].alternatives[bodyidx].submesh[meshidx].numindexes;
|
|
|
|
if (gpubones)
|
|
{ //get the backend to do the skeletal stuff (read: glsl)
|
|
for(v = 0; v < mesh->numvertexes; v++)
|
|
{ //should really come up with a better way to deal with this, like rect textures.
|
|
mesh->st_array[v][0] = mesh->lmst_array[0][v][0] * tex_s;
|
|
mesh->st_array[v][1] = mesh->lmst_array[0][v][1] * tex_t;
|
|
}
|
|
}
|
|
else
|
|
{ //backend can't handle it, apparently. do it in software.
|
|
static vecV_t nxyz[2048];
|
|
static vec3_t nnorm[2048];
|
|
for(v = 0; v < mesh->numvertexes; v++)
|
|
{ //should really come up with a better way to deal with this, like rect textures.
|
|
mesh->st_array[v][0] = mesh->lmst_array[0][v][0] * tex_s;
|
|
mesh->st_array[v][1] = mesh->lmst_array[0][v][1] * tex_t;
|
|
|
|
VectorTransform(mesh->xyz_array[v], (void *)transform_matrix[mesh->bonenums[v][0]], nxyz[v]);
|
|
|
|
nnorm[v][0] = DotProduct(mesh->normals_array[v], transform_matrix[mesh->bonenums[v][0]][0]);
|
|
nnorm[v][1] = DotProduct(mesh->normals_array[v], transform_matrix[mesh->bonenums[v][0]][1]);
|
|
nnorm[v][2] = DotProduct(mesh->normals_array[v], transform_matrix[mesh->bonenums[v][0]][2]);
|
|
|
|
//FIXME: svector, tvector!
|
|
}
|
|
mesh->xyz_array = nxyz;
|
|
mesh->normals_array = nnorm;
|
|
mesh->bonenums = NULL;
|
|
mesh->boneweights = NULL;
|
|
mesh->bones = NULL;
|
|
mesh->numbones = 0;
|
|
}
|
|
}
|
|
|
|
static void R_HalfLife_WalkMeshes(entity_t *rent, batch_t *b, batch_t **batches);
|
|
static void R_HL_BuildMesh(struct batch_s *b)
|
|
{
|
|
R_HalfLife_WalkMeshes(b->ent, b, NULL);
|
|
}
|
|
|
|
static void R_HalfLife_WalkMeshes(entity_t *rent, batch_t *b, batch_t **batches)
|
|
{
|
|
hlmodel_t *model = Mod_Extradata(rent->model);
|
|
int body, m;
|
|
int batchid = 0;
|
|
static mesh_t bmesh, *mptr = &bmesh;
|
|
skinfile_t *sk = NULL;
|
|
|
|
unsigned int entity_body = 0;
|
|
|
|
if (rent->customskin)
|
|
sk = Mod_LookupSkin(rent->customskin);
|
|
//entity_body = rent->body; //hey, if its there, lets use it.
|
|
|
|
for (body = 0; body < model->numgeomsets; body++)
|
|
{
|
|
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
|
|
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 */
|
|
for(m = 0; m < amodel->nummesh; m++)
|
|
{
|
|
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
|
|
hlmdl_mesh_t *mesh = (hlmdl_mesh_t *) ((qbyte *) model->header + amodel->meshindex) + m;
|
|
float tex_w;
|
|
float tex_h;
|
|
struct hlmodelshaders_s *s;
|
|
int skinidx = mesh->skinindex;
|
|
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
|
|
|
|
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]];
|
|
|
|
if (batches)
|
|
{
|
|
int sort, j;
|
|
|
|
b = BE_GetTempBatch();
|
|
if (!b)
|
|
return;
|
|
|
|
|
|
if (!s->shader)
|
|
{
|
|
s->shader = R_RegisterSkin(s->name, rent->model->name);
|
|
R_BuildDefaultTexnums(&s->defaulttex, s->shader, 0);
|
|
}
|
|
b->skin = NULL;
|
|
b->shader = s->shader;
|
|
if (sk)
|
|
{
|
|
int i;
|
|
for (i = 0; i < sk->nummappings; i++)
|
|
{
|
|
if (!strcmp(sk->mappings[i].surface, s->name))
|
|
{
|
|
b->skin = &sk->mappings[i].texnums;
|
|
b->shader = sk->mappings[i].shader;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( rent->forcedshader ) {
|
|
b->shader = rent->forcedshader;
|
|
}
|
|
|
|
b->buildmeshes = R_HL_BuildMesh;
|
|
b->ent = rent;
|
|
b->mesh = NULL;
|
|
b->firstmesh = 0;
|
|
b->meshes = 1;
|
|
b->texture = NULL;
|
|
for (j = 0; j < MAXRLIGHTMAPS; j++)
|
|
b->lightmap[j] = -1;
|
|
b->surf_first = batchid;
|
|
b->flags = 0;
|
|
sort = b->shader->sort;
|
|
//fixme: we probably need to force some blend modes based on the surface flags.
|
|
if (rent->flags & RF_FORCECOLOURMOD)
|
|
b->flags |= BEF_FORCECOLOURMOD;
|
|
if (rent->flags & RF_ADDITIVE)
|
|
{
|
|
b->flags |= BEF_FORCEADDITIVE;
|
|
if (sort < SHADER_SORT_ADDITIVE)
|
|
sort = SHADER_SORT_ADDITIVE;
|
|
}
|
|
if (rent->flags & RF_TRANSLUCENT)
|
|
{
|
|
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;
|
|
b->vbo = NULL;
|
|
b->next = batches[sort];
|
|
batches[sort] = b;
|
|
}
|
|
else
|
|
{
|
|
if (batchid == b->surf_first)
|
|
{
|
|
tex_w = 1.0f / s->w;
|
|
tex_h = 1.0f / s->h;
|
|
|
|
b->mesh = &mptr;
|
|
R_HL_BuildFrame(model, amodel, b->ent, body, bodyindex, m, tex_w, tex_h, b->mesh[0], b->shader->prog && (b->shader->prog->supportedpermutations & PERMUTATION_SKELETAL));
|
|
return;
|
|
}
|
|
}
|
|
|
|
batchid++;
|
|
}
|
|
}
|
|
}
|
|
|
|
qboolean R_CalcModelLighting(entity_t *e, model_t *clmodel);
|
|
|
|
void R_HalfLife_GenerateBatches(entity_t *e, batch_t **batches)
|
|
{
|
|
R_CalcModelLighting(e, e->model);
|
|
R_HalfLife_WalkMeshes(e, NULL, batches);
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|
}
|
|
|
|
void HLMDL_DrawHitBoxes(entity_t *rent)
|
|
{
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|
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;
|
|
|
|
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];
|
|
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)
|
|
R_ConcatTransforms(transform_matrix[model->bones[b].parent], (void*)(relbones+b*12), transform_matrix[b]);
|
|
else
|
|
R_ConcatTransforms(entitymatrix, (void*)(relbones+b*12), transform_matrix[b]);
|
|
}
|
|
|
|
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
|
|
|
|
#endif
|