Add entity scalefactor

This commit is contained in:
cypress 2023-12-29 17:10:29 -05:00
parent 9d29f00bc6
commit 79ce3c6bc3
8 changed files with 549 additions and 17 deletions

View file

@ -549,6 +549,11 @@ if (bits&(1<<i))
ent->rendercolor[2] = 0;
// Tomaz - QC Alpha Scale Glow End
if (bits & U_SCALE)
ent->scale = MSG_ReadByte();
else
ent->scale = ENTSCALE_DEFAULT;
if ( bits & U_NOLERP )
ent->forcelink = true;

View file

@ -157,13 +157,18 @@ qboolean R_CullBox (vec3_t mins, vec3_t maxs)
}
void R_RotateForEntity (entity_t *e)
void R_RotateForEntity (entity_t *e, unsigned char scale)
{
glTranslatef (e->origin[0], e->origin[1], e->origin[2]);
glRotatef (e->angles[1], 0, 0, 1);
glRotatef (-e->angles[0], 0, 1, 0);
glRotatef (e->angles[2], 1, 0, 0);
if (scale != ENTSCALE_DEFAULT && scale != 0) {
float scalefactor = ENTSCALE_DECODE(scale);
glScalef(scalefactor, scalefactor, scalefactor);
}
}
/*
@ -261,6 +266,8 @@ void R_DrawSpriteModel (entity_t *e)
float *up, *right;
vec3_t v_forward, v_right, v_up;
msprite_t *psprite;
float scale = ENTSCALE_DECODE(e->scale);
if (scale == 0) scale = 1.0f;
// don't even bother culling, because it's just a single
// polygon without a surface cache
@ -294,23 +301,23 @@ void R_DrawSpriteModel (entity_t *e)
glBegin (GL_QUADS);
glTexCoord2f (0, 1);
VectorMA (e->origin, frame->down, up, point);
VectorMA (point, frame->left, right, point);
VectorMA (e->origin, frame->down * scale, up, point);
VectorMA (point, frame->left * scale, right, point);
glVertex3fv (point);
glTexCoord2f (0, 0);
VectorMA (e->origin, frame->up, up, point);
VectorMA (point, frame->left, right, point);
VectorMA (e->origin, frame->up * scale, up, point);
VectorMA (point, frame->left * scale, right, point);
glVertex3fv (point);
glTexCoord2f (1, 0);
VectorMA (e->origin, frame->up, up, point);
VectorMA (point, frame->right, right, point);
VectorMA (e->origin, frame->up * scale, up, point);
VectorMA (point, frame->right * scale, right, point);
glVertex3fv (point);
glTexCoord2f (1, 1);
VectorMA (e->origin, frame->down, up, point);
VectorMA (point, frame->right, right, point);
VectorMA (e->origin, frame->down * scale, up, point);
VectorMA (point, frame->right * scale, right, point);
glVertex3fv (point);
glEnd ();
@ -697,7 +704,7 @@ void R_DrawZombieLimb (entity_t *e, int which)
}
glPushMatrix ();
R_RotateForEntity (e);
R_RotateForEntity (e, e->scale);
glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2]);
glScalef (paliashdr->scale[0], paliashdr->scale[1], paliashdr->scale[2]);
@ -814,7 +821,7 @@ void R_DrawTransparentAliasModel (entity_t *e)
lightcolor[0] = lightcolor[1] = lightcolor[2] = 256.0f;
glPushMatrix ();
R_RotateForEntity (e);
R_RotateForEntity (e, e->scale);
glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2]);
glScalef (paliashdr->scale[0], paliashdr->scale[1], paliashdr->scale[2]);
@ -851,7 +858,7 @@ void R_DrawTransparentAliasModel (entity_t *e)
if (r_shadows.value)
{
glPushMatrix ();
R_RotateForEntity (e);
R_RotateForEntity (e, e->scale);
glDisable (GL_TEXTURE_2D);
glEnable (GL_BLEND);
glColor4f (0,0,0,0.5);
@ -1005,7 +1012,7 @@ void R_DrawAliasModel (entity_t *e)
}
glPushMatrix ();
R_RotateForEntity (e);
R_RotateForEntity (e, ENTSCALE_DEFAULT);
if (!strcmp (clmodel->name, "progs/eyes.mdl") && gl_doubleeyes.value) {
glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2] - (22 + 8));
@ -1016,11 +1023,14 @@ void R_DrawAliasModel (entity_t *e)
// Special handling of view model to keep FOV from altering look. Pretty good. Not perfect but rather close.
if ((e == &cl.viewent || e == &cl.viewent2) && scr_fov_viewmodel.value) {
float scale = 1.0f / tan (DEG2RAD (scr_fov.value / 2.0f)) * scr_fov_viewmodel.value / 90.0f;
if (e->scale != ENTSCALE_DEFAULT && e->scale != 0) scale *= ENTSCALE_DECODE(e->scale);
glTranslatef (paliashdr->scale_origin[0] * scale, paliashdr->scale_origin[1], paliashdr->scale_origin[2]);
glScalef (paliashdr->scale[0] * scale, paliashdr->scale[1], paliashdr->scale[2]);
} else {
glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2]);
glScalef (paliashdr->scale[0], paliashdr->scale[1], paliashdr->scale[2]);
float scale = 1.0f;
if (e->scale != ENTSCALE_DEFAULT && e->scale != 0) scale *= ENTSCALE_DECODE(e->scale);
glTranslatef (paliashdr->scale_origin[0] * scale, paliashdr->scale_origin[1] * scale, paliashdr->scale_origin[2] * scale);
glScalef (paliashdr->scale[0] * scale, paliashdr->scale[1] * scale, paliashdr->scale[2] * scale);
}
}
@ -1095,7 +1105,7 @@ void R_DrawAliasModel (entity_t *e)
if (r_shadows.value)
{
glPushMatrix ();
R_RotateForEntity (e);
R_RotateForEntity (e, e->scale);
glDisable (GL_TEXTURE_2D);
glEnable (GL_BLEND);
glColor4f (0,0,0,0.5);

View file

@ -1212,7 +1212,7 @@ void R_DrawBrushModel (entity_t *e)
*/
e->angles[0] = -e->angles[0]; // stupid quake bug
R_RotateForEntity (e);
R_RotateForEntity (e, e->scale);
e->angles[0] = -e->angles[0]; // stupid quake bug
//

506
source/matrixlib.c Normal file
View file

@ -0,0 +1,506 @@
/*
matrixlib.c - internal matrixlib
Copyright (C) 2010 Uncle Mike
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
*/
#include "quakedef.h"
#include <math.h>
const matrix3x4 matrix3x4_identity =
{
{ 1, 0, 0, 0 }, // PITCH [forward], org[0]
{ 0, 1, 0, 0 }, // YAW [right] , org[1]
{ 0, 0, 1, 0 }, // ROLL [up] , org[2]
};
/*
========================================================================
Matrix3x4 operations
========================================================================
*/
void Matrix3x4_VectorTransform( const matrix3x4 in, const float v[3], float out[3] )
{
out[0] = v[0] * in[0][0] + v[1] * in[0][1] + v[2] * in[0][2] + in[0][3];
out[1] = v[0] * in[1][0] + v[1] * in[1][1] + v[2] * in[1][2] + in[1][3];
out[2] = v[0] * in[2][0] + v[1] * in[2][1] + v[2] * in[2][2] + in[2][3];
}
void Matrix3x4_VectorITransform( const matrix3x4 in, const float v[3], float out[3] )
{
vec3_t dir;
dir[0] = v[0] - in[0][3];
dir[1] = v[1] - in[1][3];
dir[2] = v[2] - in[2][3];
out[0] = dir[0] * in[0][0] + dir[1] * in[1][0] + dir[2] * in[2][0];
out[1] = dir[0] * in[0][1] + dir[1] * in[1][1] + dir[2] * in[2][1];
out[2] = dir[0] * in[0][2] + dir[1] * in[1][2] + dir[2] * in[2][2];
}
void Matrix3x4_VectorRotate( const matrix3x4 in, const float v[3], float out[3] )
{
out[0] = v[0] * in[0][0] + v[1] * in[0][1] + v[2] * in[0][2];
out[1] = v[0] * in[1][0] + v[1] * in[1][1] + v[2] * in[1][2];
out[2] = v[0] * in[2][0] + v[1] * in[2][1] + v[2] * in[2][2];
}
void Matrix3x4_VectorIRotate( const matrix3x4 in, const float v[3], float out[3] )
{
out[0] = v[0] * in[0][0] + v[1] * in[1][0] + v[2] * in[2][0];
out[1] = v[0] * in[0][1] + v[1] * in[1][1] + v[2] * in[2][1];
out[2] = v[0] * in[0][2] + v[1] * in[1][2] + v[2] * in[2][2];
}
void Matrix3x4_ConcatTransforms( matrix3x4 out, const matrix3x4 in1, const matrix3x4 in2 )
{
out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] + in1[0][2] * in2[2][0];
out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] + in1[0][2] * in2[2][1];
out[0][2] = in1[0][0] * in2[0][2] + in1[0][1] * in2[1][2] + in1[0][2] * in2[2][2];
out[0][3] = in1[0][0] * in2[0][3] + in1[0][1] * in2[1][3] + in1[0][2] * in2[2][3] + in1[0][3];
out[1][0] = in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0] + in1[1][2] * in2[2][0];
out[1][1] = in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1] + in1[1][2] * in2[2][1];
out[1][2] = in1[1][0] * in2[0][2] + in1[1][1] * in2[1][2] + in1[1][2] * in2[2][2];
out[1][3] = in1[1][0] * in2[0][3] + in1[1][1] * in2[1][3] + in1[1][2] * in2[2][3] + in1[1][3];
out[2][0] = in1[2][0] * in2[0][0] + in1[2][1] * in2[1][0] + in1[2][2] * in2[2][0];
out[2][1] = in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] + in1[2][2] * in2[2][1];
out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] + in1[2][2] * in2[2][2];
out[2][3] = in1[2][0] * in2[0][3] + in1[2][1] * in2[1][3] + in1[2][2] * in2[2][3] + in1[2][3];
}
void Matrix3x4_SetOrigin( matrix3x4 out, float x, float y, float z )
{
out[0][3] = x;
out[1][3] = y;
out[2][3] = z;
}
void Matrix3x4_OriginFromMatrix( const matrix3x4 in, float *out )
{
out[0] = in[0][3];
out[1] = in[1][3];
out[2] = in[2][3];
}
void Matrix3x4_FromOriginQuat( matrix3x4 out, const vec4_t quaternion, const vec3_t origin )
{
out[0][0] = 1.0f - 2.0f * quaternion[1] * quaternion[1] - 2.0f * quaternion[2] * quaternion[2];
out[1][0] = 2.0f * quaternion[0] * quaternion[1] + 2.0f * quaternion[3] * quaternion[2];
out[2][0] = 2.0f * quaternion[0] * quaternion[2] - 2.0f * quaternion[3] * quaternion[1];
out[0][1] = 2.0f * quaternion[0] * quaternion[1] - 2.0f * quaternion[3] * quaternion[2];
out[1][1] = 1.0f - 2.0f * quaternion[0] * quaternion[0] - 2.0f * quaternion[2] * quaternion[2];
out[2][1] = 2.0f * quaternion[1] * quaternion[2] + 2.0f * quaternion[3] * quaternion[0];
out[0][2] = 2.0f * quaternion[0] * quaternion[2] + 2.0f * quaternion[3] * quaternion[1];
out[1][2] = 2.0f * quaternion[1] * quaternion[2] - 2.0f * quaternion[3] * quaternion[0];
out[2][2] = 1.0f - 2.0f * quaternion[0] * quaternion[0] - 2.0f * quaternion[1] * quaternion[1];
out[0][3] = origin[0];
out[1][3] = origin[1];
out[2][3] = origin[2];
}
void Matrix3x4_CreateFromEntity( matrix3x4 out, const vec3_t angles, const vec3_t origin, float scale )
{
float angle, sr, sp, sy, cr, cp, cy;
if( angles[ROLL] )
{
angle = angles[YAW] * (M_PI*2 / 360);
sincos( angle, &sy, &cy );
angle = angles[PITCH] * (M_PI*2 / 360);
sincos( angle, &sp, &cp );
angle = angles[ROLL] * (M_PI*2 / 360);
sincos( angle, &sr, &cr );
out[0][0] = (cp*cy) * scale;
out[0][1] = (sr*sp*cy+cr*-sy) * scale;
out[0][2] = (cr*sp*cy+-sr*-sy) * scale;
out[0][3] = origin[0];
out[1][0] = (cp*sy) * scale;
out[1][1] = (sr*sp*sy+cr*cy) * scale;
out[1][2] = (cr*sp*sy+-sr*cy) * scale;
out[1][3] = origin[1];
out[2][0] = (-sp) * scale;
out[2][1] = (sr*cp) * scale;
out[2][2] = (cr*cp) * scale;
out[2][3] = origin[2];
}
else if( angles[PITCH] )
{
angle = angles[YAW] * (M_PI*2 / 360);
sincos( angle, &sy, &cy );
angle = angles[PITCH] * (M_PI*2 / 360);
sincos( angle, &sp, &cp );
out[0][0] = (cp*cy) * scale;
out[0][1] = (-sy) * scale;
out[0][2] = (sp*cy) * scale;
out[0][3] = origin[0];
out[1][0] = (cp*sy) * scale;
out[1][1] = (cy) * scale;
out[1][2] = (sp*sy) * scale;
out[1][3] = origin[1];
out[2][0] = (-sp) * scale;
out[2][1] = 0;
out[2][2] = (cp) * scale;
out[2][3] = origin[2];
}
else if( angles[YAW] )
{
angle = angles[YAW] * (M_PI*2 / 360);
sincos( angle, &sy, &cy );
out[0][0] = (cy) * scale;
out[0][1] = (-sy) * scale;
out[0][2] = 0;
out[0][3] = origin[0];
out[1][0] = (sy) * scale;
out[1][1] = (cy) * scale;
out[1][2] = 0;
out[1][3] = origin[1];
out[2][0] = 0;
out[2][1] = 0;
out[2][2] = scale;
out[2][3] = origin[2];
}
else
{
out[0][0] = scale;
out[0][1] = 0;
out[0][2] = 0;
out[0][3] = origin[0];
out[1][0] = 0;
out[1][1] = scale;
out[1][2] = 0;
out[1][3] = origin[1];
out[2][0] = 0;
out[2][1] = 0;
out[2][2] = scale;
out[2][3] = origin[2];
}
}
void Matrix3x4_TransformPositivePlane( const matrix3x4 in, const vec3_t normal, float d, vec3_t out, float *dist )
{
float scale = sqrt( in[0][0] * in[0][0] + in[0][1] * in[0][1] + in[0][2] * in[0][2] );
float iscale = 1.0f / scale;
out[0] = (normal[0] * in[0][0] + normal[1] * in[0][1] + normal[2] * in[0][2]) * iscale;
out[1] = (normal[0] * in[1][0] + normal[1] * in[1][1] + normal[2] * in[1][2]) * iscale;
out[2] = (normal[0] * in[2][0] + normal[1] * in[2][1] + normal[2] * in[2][2]) * iscale;
*dist = d * scale + ( out[0] * in[0][3] + out[1] * in[1][3] + out[2] * in[2][3] );
}
void Matrix3x4_Invert_Simple( matrix3x4 out, const matrix3x4 in1 )
{
// we only support uniform scaling, so assume the first row is enough
// (note the lack of sqrt here, because we're trying to undo the scaling,
// this means multiplying by the inverse scale twice - squaring it, which
// makes the sqrt a waste of time)
float scale = 1.0 / (in1[0][0] * in1[0][0] + in1[0][1] * in1[0][1] + in1[0][2] * in1[0][2]);
// invert the rotation by transposing and multiplying by the squared
// recipricol of the input matrix scale as described above
out[0][0] = in1[0][0] * scale;
out[0][1] = in1[1][0] * scale;
out[0][2] = in1[2][0] * scale;
out[1][0] = in1[0][1] * scale;
out[1][1] = in1[1][1] * scale;
out[1][2] = in1[2][1] * scale;
out[2][0] = in1[0][2] * scale;
out[2][1] = in1[1][2] * scale;
out[2][2] = in1[2][2] * scale;
// invert the translate
out[0][3] = -(in1[0][3] * out[0][0] + in1[1][3] * out[0][1] + in1[2][3] * out[0][2]);
out[1][3] = -(in1[0][3] * out[1][0] + in1[1][3] * out[1][1] + in1[2][3] * out[1][2]);
out[2][3] = -(in1[0][3] * out[2][0] + in1[1][3] * out[2][1] + in1[2][3] * out[2][2]);
}
const matrix4x4 matrix4x4_identity =
{
{ 1, 0, 0, 0 }, // PITCH
{ 0, 1, 0, 0 }, // YAW
{ 0, 0, 1, 0 }, // ROLL
{ 0, 0, 0, 1 }, // ORIGIN
};
/*
========================================================================
Matrix4x4 operations
========================================================================
*/
void Matrix4x4_VectorTransform( const matrix4x4 in, const float v[3], float out[3] )
{
out[0] = v[0] * in[0][0] + v[1] * in[0][1] + v[2] * in[0][2] + in[0][3];
out[1] = v[0] * in[1][0] + v[1] * in[1][1] + v[2] * in[1][2] + in[1][3];
out[2] = v[0] * in[2][0] + v[1] * in[2][1] + v[2] * in[2][2] + in[2][3];
}
void Matrix4x4_VectorITransform( const matrix4x4 in, const float v[3], float out[3] )
{
vec3_t dir;
dir[0] = v[0] - in[0][3];
dir[1] = v[1] - in[1][3];
dir[2] = v[2] - in[2][3];
out[0] = dir[0] * in[0][0] + dir[1] * in[1][0] + dir[2] * in[2][0];
out[1] = dir[0] * in[0][1] + dir[1] * in[1][1] + dir[2] * in[2][1];
out[2] = dir[0] * in[0][2] + dir[1] * in[1][2] + dir[2] * in[2][2];
}
void Matrix4x4_VectorRotate( const matrix4x4 in, const float v[3], float out[3] )
{
out[0] = v[0] * in[0][0] + v[1] * in[0][1] + v[2] * in[0][2];
out[1] = v[0] * in[1][0] + v[1] * in[1][1] + v[2] * in[1][2];
out[2] = v[0] * in[2][0] + v[1] * in[2][1] + v[2] * in[2][2];
}
void Matrix4x4_VectorIRotate( const matrix4x4 in, const float v[3], float out[3] )
{
out[0] = v[0] * in[0][0] + v[1] * in[1][0] + v[2] * in[2][0];
out[1] = v[0] * in[0][1] + v[1] * in[1][1] + v[2] * in[2][1];
out[2] = v[0] * in[0][2] + v[1] * in[1][2] + v[2] * in[2][2];
}
void Matrix4x4_ConcatTransforms( matrix4x4 out, const matrix4x4 in1, const matrix4x4 in2 )
{
out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] + in1[0][2] * in2[2][0];
out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] + in1[0][2] * in2[2][1];
out[0][2] = in1[0][0] * in2[0][2] + in1[0][1] * in2[1][2] + in1[0][2] * in2[2][2];
out[0][3] = in1[0][0] * in2[0][3] + in1[0][1] * in2[1][3] + in1[0][2] * in2[2][3] + in1[0][3];
out[1][0] = in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0] + in1[1][2] * in2[2][0];
out[1][1] = in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1] + in1[1][2] * in2[2][1];
out[1][2] = in1[1][0] * in2[0][2] + in1[1][1] * in2[1][2] + in1[1][2] * in2[2][2];
out[1][3] = in1[1][0] * in2[0][3] + in1[1][1] * in2[1][3] + in1[1][2] * in2[2][3] + in1[1][3];
out[2][0] = in1[2][0] * in2[0][0] + in1[2][1] * in2[1][0] + in1[2][2] * in2[2][0];
out[2][1] = in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] + in1[2][2] * in2[2][1];
out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] + in1[2][2] * in2[2][2];
out[2][3] = in1[2][0] * in2[0][3] + in1[2][1] * in2[1][3] + in1[2][2] * in2[2][3] + in1[2][3];
}
void Matrix4x4_SetOrigin( matrix4x4 out, float x, float y, float z )
{
out[0][3] = x;
out[1][3] = y;
out[2][3] = z;
}
void Matrix4x4_OriginFromMatrix( const matrix4x4 in, float *out )
{
out[0] = in[0][3];
out[1] = in[1][3];
out[2] = in[2][3];
}
void Matrix4x4_FromOriginQuat( matrix4x4 out, const vec4_t quaternion, const vec3_t origin )
{
out[0][0] = 1.0f - 2.0f * quaternion[1] * quaternion[1] - 2.0f * quaternion[2] * quaternion[2];
out[1][0] = 2.0f * quaternion[0] * quaternion[1] + 2.0f * quaternion[3] * quaternion[2];
out[2][0] = 2.0f * quaternion[0] * quaternion[2] - 2.0f * quaternion[3] * quaternion[1];
out[0][3] = origin[0];
out[0][1] = 2.0f * quaternion[0] * quaternion[1] - 2.0f * quaternion[3] * quaternion[2];
out[1][1] = 1.0f - 2.0f * quaternion[0] * quaternion[0] - 2.0f * quaternion[2] * quaternion[2];
out[2][1] = 2.0f * quaternion[1] * quaternion[2] + 2.0f * quaternion[3] * quaternion[0];
out[1][3] = origin[1];
out[0][2] = 2.0f * quaternion[0] * quaternion[2] + 2.0f * quaternion[3] * quaternion[1];
out[1][2] = 2.0f * quaternion[1] * quaternion[2] - 2.0f * quaternion[3] * quaternion[0];
out[2][2] = 1.0f - 2.0f * quaternion[0] * quaternion[0] - 2.0f * quaternion[1] * quaternion[1];
out[2][3] = origin[2];
out[3][0] = 0;
out[3][1] = 0;
out[3][2] = 0;
out[3][3] = 1;
}
void Matrix4x4_CreateFromEntity( matrix4x4 out, const vec3_t angles, const vec3_t origin, float scale )
{
float angle, sr, sp, sy, cr, cp, cy;
if( angles[ROLL] )
{
angle = angles[YAW] * (M_PI*2 / 360);
sincos( angle, &sy, &cy );
angle = angles[PITCH] * (M_PI*2 / 360);
sincos( angle, &sp, &cp );
angle = angles[ROLL] * (M_PI*2 / 360);
sincos( angle, &sr, &cr );
out[0][0] = (cp*cy) * scale;
out[0][1] = (sr*sp*cy+cr*-sy) * scale;
out[0][2] = (cr*sp*cy+-sr*-sy) * scale;
out[0][3] = origin[0];
out[1][0] = (cp*sy) * scale;
out[1][1] = (sr*sp*sy+cr*cy) * scale;
out[1][2] = (cr*sp*sy+-sr*cy) * scale;
out[1][3] = origin[1];
out[2][0] = (-sp) * scale;
out[2][1] = (sr*cp) * scale;
out[2][2] = (cr*cp) * scale;
out[2][3] = origin[2];
out[3][0] = 0;
out[3][1] = 0;
out[3][2] = 0;
out[3][3] = 1;
}
else if( angles[PITCH] )
{
angle = angles[YAW] * (M_PI*2 / 360);
sincos( angle, &sy, &cy );
angle = angles[PITCH] * (M_PI*2 / 360);
sincos( angle, &sp, &cp );
out[0][0] = (cp*cy) * scale;
out[0][1] = (-sy) * scale;
out[0][2] = (sp*cy) * scale;
out[0][3] = origin[0];
out[1][0] = (cp*sy) * scale;
out[1][1] = (cy) * scale;
out[1][2] = (sp*sy) * scale;
out[1][3] = origin[1];
out[2][0] = (-sp) * scale;
out[2][1] = 0;
out[2][2] = (cp) * scale;
out[2][3] = origin[2];
out[3][0] = 0;
out[3][1] = 0;
out[3][2] = 0;
out[3][3] = 1;
}
else if( angles[YAW] )
{
angle = angles[YAW] * (M_PI*2 / 360);
sincos( angle, &sy, &cy );
out[0][0] = (cy) * scale;
out[0][1] = (-sy) * scale;
out[0][2] = 0;
out[0][3] = origin[0];
out[1][0] = (sy) * scale;
out[1][1] = (cy) * scale;
out[1][2] = 0;
out[1][3] = origin[1];
out[2][0] = 0;
out[2][1] = 0;
out[2][2] = scale;
out[2][3] = origin[2];
out[3][0] = 0;
out[3][1] = 0;
out[3][2] = 0;
out[3][3] = 1;
}
else
{
out[0][0] = scale;
out[0][1] = 0;
out[0][2] = 0;
out[0][3] = origin[0];
out[1][0] = 0;
out[1][1] = scale;
out[1][2] = 0;
out[1][3] = origin[1];
out[2][0] = 0;
out[2][1] = 0;
out[2][2] = scale;
out[2][3] = origin[2];
out[3][0] = 0;
out[3][1] = 0;
out[3][2] = 0;
out[3][3] = 1;
}
}
void Matrix4x4_ConvertToEntity( const matrix4x4 in, vec3_t angles, vec3_t origin )
{
float xyDist = sqrt( in[0][0] * in[0][0] + in[1][0] * in[1][0] );
// enough here to get angles?
if( xyDist > 0.001f )
{
angles[0] = RAD2DEG( atan2( -in[2][0], xyDist ) );
angles[1] = RAD2DEG( atan2( in[1][0], in[0][0] ) );
angles[2] = RAD2DEG( atan2( in[2][1], in[2][2] ) );
}
else // forward is mostly Z, gimbal lock
{
angles[0] = RAD2DEG( atan2( -in[2][0], xyDist ) );
angles[1] = RAD2DEG( atan2( -in[0][1], in[1][1] ) );
angles[2] = 0;
}
origin[0] = in[0][3];
origin[1] = in[1][3];
origin[2] = in[2][3];
}
void Matrix4x4_TransformPositivePlane( const matrix4x4 in, const vec3_t normal, float d, vec3_t out, float *dist )
{
float scale = sqrt( in[0][0] * in[0][0] + in[0][1] * in[0][1] + in[0][2] * in[0][2] );
float iscale = 1.0f / scale;
out[0] = (normal[0] * in[0][0] + normal[1] * in[0][1] + normal[2] * in[0][2]) * iscale;
out[1] = (normal[0] * in[1][0] + normal[1] * in[1][1] + normal[2] * in[1][2]) * iscale;
out[2] = (normal[0] * in[2][0] + normal[1] * in[2][1] + normal[2] * in[2][2]) * iscale;
*dist = d * scale + ( out[0] * in[0][3] + out[1] * in[1][3] + out[2] * in[2][3] );
}
void Matrix4x4_TransformStandardPlane( const matrix4x4 in, const vec3_t normal, float d, vec3_t out, float *dist )
{
float scale = sqrt( in[0][0] * in[0][0] + in[0][1] * in[0][1] + in[0][2] * in[0][2] );
float iscale = 1.0f / scale;
out[0] = (normal[0] * in[0][0] + normal[1] * in[0][1] + normal[2] * in[0][2]) * iscale;
out[1] = (normal[0] * in[1][0] + normal[1] * in[1][1] + normal[2] * in[1][2]) * iscale;
out[2] = (normal[0] * in[2][0] + normal[1] * in[2][1] + normal[2] * in[2][2]) * iscale;
*dist = d * scale - ( out[0] * in[0][3] + out[1] * in[1][3] + out[2] * in[2][3] );
}
void Matrix4x4_Invert_Simple( matrix4x4 out, const matrix4x4 in1 )
{
// we only support uniform scaling, so assume the first row is enough
// (note the lack of sqrt here, because we're trying to undo the scaling,
// this means multiplying by the inverse scale twice - squaring it, which
// makes the sqrt a waste of time)
float scale = 1.0f / (in1[0][0] * in1[0][0] + in1[0][1] * in1[0][1] + in1[0][2] * in1[0][2]);
// invert the rotation by transposing and multiplying by the squared
// recipricol of the input matrix scale as described above
out[0][0] = in1[0][0] * scale;
out[0][1] = in1[1][0] * scale;
out[0][2] = in1[2][0] * scale;
out[1][0] = in1[0][1] * scale;
out[1][1] = in1[1][1] * scale;
out[1][2] = in1[2][1] * scale;
out[2][0] = in1[0][2] * scale;
out[2][1] = in1[1][2] * scale;
out[2][2] = in1[2][2] * scale;
// invert the translate
out[0][3] = -(in1[0][3] * out[0][0] + in1[1][3] * out[0][1] + in1[2][3] * out[0][2]);
out[1][3] = -(in1[0][3] * out[1][0] + in1[1][3] * out[1][1] + in1[2][3] * out[1][2]);
out[2][3] = -(in1[0][3] * out[2][0] + in1[1][3] * out[2][1] + in1[2][3] * out[2][2]);
// don't know if there's anything worth doing here
out[3][0] = 0;
out[3][1] = 0;
out[3][2] = 0;
out[3][3] = 1;
}

View file

@ -184,6 +184,7 @@ typedef struct
float currentmag2;
float maxspeed;
float facingenemy;
float scale;
} entvars_t;
#define PROGHEADER_CRC 5927

View file

@ -50,6 +50,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#define U_EXTEND2 (1<<21) // another byte to follow
#define U_FRAMETIME (1<<22) // another byte to follow
// Tomaz - QC Alpha Scale Glow Control End
#define U_SCALE (1<<23)
#define SU_VIEWHEIGHT (1<<0)
#define SU_IDEALPITCH (1<<1)
@ -74,6 +75,9 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#define SND_ATTENUATION (1<<1) // a byte
#define SND_LOOPING (1<<2) // a long
#define ENTSCALE_DEFAULT 16 // Equivalent to float 1.0f due to byte packing.
#define ENTSCALE_ENCODE(a) ((a) ? ((a) * ENTSCALE_DEFAULT) : ENTSCALE_DEFAULT) // Convert to byte
#define ENTSCALE_DECODE(a) ((float)(a) / ENTSCALE_DEFAULT) // Convert to float for rendering
// defaults for clientinfo messages
#define DEFAULT_VIEWHEIGHT 22

View file

@ -63,6 +63,7 @@ typedef struct entity_s
float rendercolor[3];
//Crow_bar
unsigned char scale;
struct model_s *model; // NULL = no model
struct efrag_s *efrag; // linked list of efrags
int frame;

View file

@ -514,6 +514,9 @@ void SV_WriteEntitiesToClient (edict_t *clent, sizebuf_t *msg)
if (ent->baseline.modelindex != ent->v.modelindex)
bits |= U_MODEL;
if (ent->v.scale != ENTSCALE_DEFAULT && ent->v.scale != 0)
bits |= U_SCALE;
// Tomaz - QC Alpha Scale Glow Begin
{
@ -626,6 +629,8 @@ void SV_WriteEntitiesToClient (edict_t *clent, sizebuf_t *msg)
MSG_WriteFloat(msg, rendercolor[2]);
// Tomaz - QC Alpha Scale Glow End
if (bits & U_SCALE)
MSG_WriteByte(msg, ENTSCALE_ENCODE(ent->v.scale));
}
}