When the trace collides with something on both sides of a plane, the nearer
collision is required. The code now correctly checks both sides and keeps
the nearer collision.
However, there is still a problem with moves where the box is always cut
by the plane: both sides need to be tested (done), but when the first side
checked allows longer motion than the second, but still collides, only the
first side is checked. The shorter motion is required.
I'm not sure the end point needs to be moved at all, but I'll leave it
alone for now. I have a couple of failing test cases that seem to be caused
by not handling moves where the box is always cut by the plane.
The params are eye position, flags and synctype. Provision is made for
reading them from a text block on export, but nothing is done other than
retrieving the text block.
Rather than setting allsolid when the trace fails to leave solid space,
clear it when the trace enters non-solid space. This is necessary because
the trace might visit only one node and thus the failure to leave solid
space will not be detected. This fixes the problem with hipnotic's bobbing
water.
seen_empty and seen_solid much better reflect their meanings, and also use
them correctly (eg, visiting an empty node does not clear seen_solid).
Hipnotic's bobbing water is still broken, though.
The biggest part of the speedup is reading from blender's image only once
(it seems that every read does so from GL rather than memory: ouch). Also,
cache the results for each color.
The size is actually the average area in quake units of the mesh's
triangles. Again, my results are slightly smaller (0.025).
With this, all calculable fields are set. Only eye position, flags and
synctype remain.
The calculated radius is a smidge (0.05) smaller than the original
(invisibl.mdl), but I think that's due to the difference in source data: id
used the original models, I'm using their output.
Blender must have an active shape key before shape key animation will work.
This fixes the models being locked to the first frame until a shape key is
selected via the UI.
I /did/ see the warning about vertex index 0 in the obj importer script,
but I didn't take it seriously enough. This fixes both the twisted texture
on a couple of faces, and the truly mangled tris when exporting (using
invisibl.mdl for testing).
There seems to be some problems with the UVs, only one frame is exported,
and various model params don't get set (eye position, size, bounding
radius, synctype, flags), but the size and shape look right in qf :).
Except for the normal index in the frame bounds (and potentially frame
names with junk after the terminating nul), the output is identical to the
input for:
mdl=MDL().read("invisibl.mdl")
mdl.write("test.mdl")