jedioutcast/CODE-mp/ghoul2/G2_API.cpp

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2013-04-04 14:52:42 +00:00
// leave this as first line for PCH reasons...
//
#ifndef __Q_SHARED_H
#include "../game/q_shared.h"
#endif
#if !defined(TR_LOCAL_H)
#include "../renderer/tr_local.h"
#endif
#if !defined(G2_H_INC)
#include "G2.h"
#endif
#include "G2_local.h"
extern mdxaBone_t worldMatrix;
extern mdxaBone_t worldMatrixInv;
// this is the ONLY function to read entity states directly
void G2API_CleanGhoul2Models(CGhoul2Info_v **ghoul2Ptr)
{
if (*ghoul2Ptr)
{
delete *ghoul2Ptr;
*ghoul2Ptr = NULL;
}
}
qhandle_t G2API_PrecacheGhoul2Model(const char *fileName)
{
return RE_RegisterModel((char *)fileName);
}
void CL_InitRef( void );
void R_Register( void );
// initialise all that needs to be on a new Ghoul II model
int G2API_InitGhoul2Model(CGhoul2Info_v **ghoul2Ptr, const char *fileName, int modelIndex, qhandle_t customSkin,
qhandle_t customShader, int modelFlags, int lodBias)
{
int model = -1;
CGhoul2Info newModel;
// are we actually asking for a model to be loaded.
if (!(strlen(fileName)))
{
assert(0);
return -1;
}
if (!(*ghoul2Ptr))
{
*ghoul2Ptr = new CGhoul2Info_v;
}
CGhoul2Info_v &ghoul2 = *(*ghoul2Ptr);
// find a free spot in the list
for (model=0; model< ghoul2.size(); model++)
{
if (ghoul2[model].mModelindex == -1)
{
// this is only valid and used on the game side. Client side ignores this
ghoul2[model].mModelindex = modelIndex;
// on the game side this is valid. On the client side it is valid only after it has been filled in by trap_G2_SetGhoul2ModelIndexes
ghoul2[model].mModel = RE_RegisterModel((char *)fileName);
model_t *mod_m = R_GetModelByHandle(ghoul2[model].mModel);
if (mod_m->type == MOD_BAD)
{
return -1;
}
// init what is necessary for this ghoul2 model
G2_Init_Bone_List(ghoul2[model].mBlist);
G2_Init_Bolt_List(ghoul2[model].mBltlist);
ghoul2[model].mCustomShader = customShader;
ghoul2[model].mCustomSkin = customSkin;
strcpy(ghoul2[model].mFileName, fileName);
ghoul2[model].mCreationID = modelFlags;
ghoul2[model].mLodBias = lodBias;
ghoul2[model].mAnimFrameDefault = 0;
ghoul2[model].mFlags = 0;
// we aren't attached to anyone upfront
ghoul2[model].mModelBoltLink = -1;
return model;
}
}
// if we got this far, then we didn't find a spare position, so lets insert a new one
newModel.mModelindex = modelIndex;
// on the game side this is valid. On the client side it is valid only after it has been filled in by trap_G2_SetGhoul2ModelIndexes
if (customShader <= -20)
{ //This means the server is making the function call. And the server does not like registering models.
newModel.mModel = RE_RegisterServerModel((char *)fileName);
customShader = 0;
}
else
{
newModel.mModel = RE_RegisterModel((char *)fileName);
}
model_t *mod_m = R_GetModelByHandle(newModel.mModel);
if (mod_m->type == MOD_BAD)
{
if (ghoul2.size() == 0)//very first model created
{//you can't have an empty vector, so let's not give it one
delete *ghoul2Ptr;
*ghoul2Ptr = 0;
}
return -1;
}
// init what is necessary for this ghoul2 model
G2_Init_Bone_List(newModel.mBlist);
G2_Init_Bolt_List(newModel.mBltlist);
newModel.mCustomShader = customShader;
newModel.mCustomSkin = customSkin;
strcpy(newModel.mFileName, fileName);
newModel.mCreationID = modelFlags;
newModel.mLodBias = lodBias;
newModel.mAnimFrameDefault = 0;
newModel.mFlags = 0;
// we aren't attached to anyone upfront
newModel.mModelBoltLink = -1;
// insert into list.
model = ghoul2.size();
ghoul2.push_back(newModel);
return model;
}
qboolean G2API_SetLodBias(CGhoul2Info *ghlInfo, int lodBias)
{
if (ghlInfo)
{
ghlInfo->mLodBias = lodBias;
return qtrue;
}
return qfalse;
}
qboolean G2API_SetSkin(CGhoul2Info *ghlInfo, qhandle_t customSkin)
{
if (ghlInfo)
{
ghlInfo->mCustomSkin = customSkin;
return qtrue;
}
return qfalse;
}
qboolean G2API_SetShader(CGhoul2Info *ghlInfo, qhandle_t customShader)
{
if (ghlInfo)
{
ghlInfo->mCustomShader = customShader;
return qtrue;
}
return qfalse;
}
qboolean G2API_SetSurfaceOnOff(CGhoul2Info_v &ghoul2, const char *surfaceName, const int flags)
{
CGhoul2Info *ghlInfo = NULL;
if ((int)&ghoul2 && ghoul2.size()>0)
{
ghlInfo = &ghoul2[0];
}
if (ghlInfo)
{
// ensure we flush the cache
ghlInfo->mMeshFrameNum = 0;
return G2_SetSurfaceOnOff(ghlInfo->mFileName, ghlInfo->mSlist, surfaceName, flags);
}
return qfalse;
}
int G2API_GetSurfaceOnOff(CGhoul2Info *ghlInfo, const char *surfaceName)
{
if (ghlInfo)
{
return G2_IsSurfaceOff(ghlInfo->mFileName, ghlInfo->mSlist, surfaceName);
}
return -1;
}
qboolean G2API_SetRootSurface(CGhoul2Info_v &ghoul2, const int modelIndex, const char *surfaceName)
{
return G2_SetRootSurface(ghoul2, modelIndex, surfaceName);
}
int G2API_AddSurface(CGhoul2Info *ghlInfo, int surfaceNumber, int polyNumber, float BarycentricI, float BarycentricJ, int lod )
{
if (ghlInfo)
{
// ensure we flush the cache
ghlInfo->mMeshFrameNum = 0;
return G2_AddSurface(ghlInfo, surfaceNumber, polyNumber, BarycentricI, BarycentricJ, lod);
}
return -1;
}
qboolean G2API_RemoveSurface(CGhoul2Info *ghlInfo, const int index)
{
if (ghlInfo)
{
// ensure we flush the cache
ghlInfo->mMeshFrameNum = 0;
return G2_RemoveSurface(ghlInfo->mSlist, index);
}
return qfalse;
}
int G2API_GetParentSurface(CGhoul2Info *ghlInfo, const int index)
{
if (ghlInfo)
{
return G2_GetParentSurface(ghlInfo->mFileName, index);
}
return -1;
}
int G2API_GetSurfaceRenderStatus(CGhoul2Info *ghlInfo, const char *surfaceName)
{
if (ghlInfo)
{
return G2_IsSurfaceRendered(ghlInfo->mFileName, surfaceName, ghlInfo->mSlist);
}
return -1;
}
qboolean G2API_HasGhoul2ModelOnIndex(CGhoul2Info_v **ghlRemove, const int modelIndex)
{
CGhoul2Info_v &ghlInfo = **ghlRemove;
if (!ghlInfo.size() || (ghlInfo.size() <= modelIndex) || (ghlInfo[modelIndex].mModelindex == -1))
{
return qfalse;
}
return qtrue;
}
qboolean G2API_RemoveGhoul2Model(CGhoul2Info_v **ghlRemove, const int modelIndex)
{
CGhoul2Info_v &ghlInfo = **ghlRemove;
// sanity check
if (!ghlInfo.size() || (ghlInfo.size() <= modelIndex) || (ghlInfo[modelIndex].mModelindex == -1))
{
// if we hit this assert then we are trying to delete a ghoul2 model on a ghoul2 instance that
// one way or another is already gone.
assert(0);
return qfalse;
}
if (ghlInfo.size() > modelIndex)
{
// clear out the vectors this model used.
ghlInfo[modelIndex].mBlist.clear();
ghlInfo[modelIndex].mBltlist.clear();
ghlInfo[modelIndex].mSlist.clear();
// set us to be the 'not active' state
ghlInfo[modelIndex].mModelindex = -1;
int newSize = ghlInfo.size();
// now look through the list from the back and see if there is a block of -1's we can resize off the end of the list
for (int i=ghlInfo.size()-1; i>-1; i--)
{
if (ghlInfo[i].mModelindex == -1)
{
newSize = i;
}
// once we hit one that isn't a -1, we are done.
else
{
break;
}
}
// do we need to resize?
if (newSize != ghlInfo.size())
{
// yes, so lets do it
ghlInfo.resize(newSize);
}
// if we are not using any space, just delete the ghoul2 vector entirely
if (!ghlInfo.size())
{
delete *ghlRemove;
*ghlRemove = NULL;
}
}
return qtrue;
}
qboolean G2API_SetBoneAnimIndex(CGhoul2Info *ghlInfo, const int index, const int startFrame, const int endFrame, const int flags, const float animSpeed, const int currentTime, const float setFrame, const int blendTime)
{
if (ghlInfo)
{
// ensure we flush the cache
ghlInfo->mSkelFrameNum = 0;
return G2_Set_Bone_Anim_Index(ghlInfo->mBlist, index, startFrame, endFrame, flags, animSpeed, currentTime, setFrame, blendTime);
}
return qfalse;
}
qboolean G2API_SetBoneAnim(CGhoul2Info_v &ghoul2, const int modelIndex, const char *boneName, const int startFrame, const int endFrame, const int flags, const float animSpeed, const int currentTime, const float setFrame, const int blendTime)
{
if ((int)&ghoul2 && ghoul2.size()>modelIndex)
{
CGhoul2Info *ghlInfo = &ghoul2[modelIndex];
if (ghlInfo)
{
// ensure we flush the cache
ghlInfo->mSkelFrameNum = 0;
return G2_Set_Bone_Anim(ghlInfo->mFileName, ghlInfo->mBlist, boneName, startFrame, endFrame, flags, animSpeed, currentTime, setFrame, blendTime);
}
}
return qfalse;
}
qboolean G2API_GetBoneAnim(CGhoul2Info *ghlInfo, const char *boneName, const int currentTime, float *currentFrame,
int *startFrame, int *endFrame, int *flags, float *animSpeed, int *modelList)
{
if (ghlInfo)
{
return G2_Get_Bone_Anim(ghlInfo->mFileName, ghlInfo->mBlist, boneName, currentTime, currentFrame,
startFrame, endFrame, flags, animSpeed, modelList, ghlInfo->mModelindex);
}
return qfalse;
}
qboolean G2API_GetAnimRange(CGhoul2Info *ghlInfo, const char *boneName, int *startFrame, int *endFrame)
{
if (ghlInfo)
{
return G2_Get_Bone_Anim_Range(ghlInfo->mFileName, ghlInfo->mBlist, boneName, startFrame, endFrame);
}
return qfalse;
}
qboolean G2API_PauseBoneAnim(CGhoul2Info *ghlInfo, const char *boneName, const int currentTime)
{
if (ghlInfo)
{
return G2_Pause_Bone_Anim(ghlInfo->mFileName, ghlInfo->mBlist, boneName, currentTime);
}
return qfalse;
}
qboolean G2API_IsPaused(CGhoul2Info *ghlInfo, const char *boneName)
{
if (ghlInfo)
{
return G2_IsPaused(ghlInfo->mFileName, ghlInfo->mBlist, boneName);
}
return qfalse;
}
qboolean G2API_StopBoneAnimIndex(CGhoul2Info *ghlInfo, const int index)
{
if (ghlInfo)
{
return G2_Stop_Bone_Anim_Index(ghlInfo->mBlist, index);
}
return qfalse;
}
qboolean G2API_StopBoneAnim(CGhoul2Info *ghlInfo, const char *boneName)
{
if (ghlInfo)
{
return G2_Stop_Bone_Anim(ghlInfo->mFileName, ghlInfo->mBlist, boneName);
}
return qfalse;
}
qboolean G2API_SetBoneAnglesIndex(CGhoul2Info *ghlInfo, const int index, const vec3_t angles, const int flags,
const Eorientations yaw, const Eorientations pitch, const Eorientations roll,
qhandle_t *modelList, int blendTime, int currentTime)
{
if (ghlInfo)
{
// ensure we flush the cache
ghlInfo->mSkelFrameNum = 0;
return G2_Set_Bone_Angles_Index( ghlInfo->mBlist, index, angles, flags, yaw, pitch, roll, modelList, ghlInfo->mModelindex, blendTime, currentTime);
}
return qfalse;
}
qboolean G2API_SetBoneAngles(CGhoul2Info_v &ghoul2, const int modelIndex, const char *boneName, const vec3_t angles, const int flags,
const Eorientations up, const Eorientations left, const Eorientations forward,
qhandle_t *modelList, int blendTime, int currentTime )
{
if ((int)&ghoul2 && ghoul2.size()>modelIndex)
{
CGhoul2Info *ghlInfo = &ghoul2[modelIndex];
if (ghlInfo)
{
// ensure we flush the cache
ghlInfo->mSkelFrameNum = 0;
return G2_Set_Bone_Angles(ghlInfo->mFileName, ghlInfo->mBlist, boneName, angles, flags, up, left, forward, modelList, ghlInfo->mModelindex, blendTime, currentTime);
}
}
return qfalse;
}
qboolean G2API_SetBoneAnglesMatrixIndex(CGhoul2Info *ghlInfo, const int index, const mdxaBone_t &matrix,
const int flags, qhandle_t *modelList, int blendTime, int currentTime)
{
if (ghlInfo)
{
// ensure we flush the cache
ghlInfo->mSkelFrameNum = 0;
return G2_Set_Bone_Angles_Matrix_Index(ghlInfo->mBlist, index, matrix, flags, modelList, ghlInfo->mModelindex, blendTime, currentTime);
}
return qfalse;
}
qboolean G2API_SetBoneAnglesMatrix(CGhoul2Info *ghlInfo, const char *boneName, const mdxaBone_t &matrix,
const int flags, qhandle_t *modelList, int blendTime, int currentTime)
{
if (ghlInfo)
{
// ensure we flush the cache
ghlInfo->mSkelFrameNum = 0;
return G2_Set_Bone_Angles_Matrix(ghlInfo->mFileName, ghlInfo->mBlist, boneName, matrix, flags, modelList, ghlInfo->mModelindex, blendTime, currentTime);
}
return qfalse;
}
qboolean G2API_StopBoneAnglesIndex(CGhoul2Info *ghlInfo, const int index)
{
if (ghlInfo)
{
// ensure we flush the cache
ghlInfo->mSkelFrameNum = 0;
return G2_Stop_Bone_Angles_Index(ghlInfo->mBlist, index);
}
return qfalse;
}
qboolean G2API_StopBoneAngles(CGhoul2Info *ghlInfo, const char *boneName)
{
if (ghlInfo)
{
// ensure we flush the cache
ghlInfo->mSkelFrameNum = 0;
return G2_Stop_Bone_Angles(ghlInfo->mFileName, ghlInfo->mBlist, boneName);
}
return qfalse;
}
qboolean G2API_RemoveBone(CGhoul2Info *ghlInfo, const char *boneName)
{
if (ghlInfo)
{
// ensure we flush the cache
ghlInfo->mSkelFrameNum = 0;
return G2_Remove_Bone(ghlInfo->mFileName, ghlInfo->mBlist, boneName);
}
return qfalse;
}
void G2API_AnimateG2Models(CGhoul2Info_v &ghoul2, float speedVar)
{
int model;
// Walk the list and find all models that are active
for (model=0; model< ghoul2.size(); model++)
{
if (ghoul2[model].mModel)
{
G2_Animate_Bone_List(ghoul2, speedVar, model);
}
}
}
qboolean G2API_RemoveBolt(CGhoul2Info *ghlInfo, const int index)
{
if (ghlInfo)
{
return G2_Remove_Bolt( ghlInfo->mBltlist, index);
}
return qfalse;
}
int G2API_AddBolt(CGhoul2Info_v &ghoul2, const int modelIndex, const char *boneName)
{
assert(ghoul2.size()>modelIndex);
if ((int)&ghoul2 && ghoul2.size()>modelIndex)
{
CGhoul2Info *ghlInfo = &ghoul2[modelIndex];
if (ghlInfo)
{
return G2_Add_Bolt(ghlInfo->mFileName, ghlInfo->mBltlist, ghlInfo->mSlist, boneName);
}
}
return -1;
}
int G2API_AddBoltSurfNum(CGhoul2Info *ghlInfo, const int surfIndex)
{
if (ghlInfo)
{
return G2_Add_Bolt_Surf_Num(ghlInfo->mFileName, ghlInfo->mBltlist, ghlInfo->mSlist, surfIndex);
}
return -1;
}
qboolean G2API_AttachG2Model(CGhoul2Info_v &ghoul2From, int modelFrom, CGhoul2Info_v &ghoul2To, int toBoltIndex, int toModel)
{
assert( toBoltIndex >= 0 );
if ( toBoltIndex < 0 )
{
return qfalse;
}
// make sure we have a model to attach, a model to attach to, and a bolt on that model
if (((int)&ghoul2From) &&
((int)&ghoul2To) &&
(ghoul2From.size() > modelFrom) &&
(ghoul2To.size() > toModel) &&
((ghoul2To[toModel].mBltlist[toBoltIndex].boneNumber != -1) || (ghoul2To[toModel].mBltlist[toBoltIndex].surfaceNumber != -1)))
{
// encode the bolt address into the model bolt link
toModel &= MODEL_AND;
toBoltIndex &= BOLT_AND;
ghoul2From[modelFrom].mModelBoltLink = (toModel << MODEL_SHIFT) | (toBoltIndex << BOLT_SHIFT);
return qtrue;
}
return qfalse;
}
void G2API_SetBoltInfo(CGhoul2Info_v &ghoul2, int modelIndex, int boltInfo)
{
if ((int)&ghoul2)
{
if (ghoul2.size() > modelIndex)
{
ghoul2[modelIndex].mModelBoltLink = boltInfo;
}
}
}
qboolean G2API_DetachG2Model(CGhoul2Info *ghlInfo)
{
if (ghlInfo)
{
ghlInfo->mModelBoltLink = -1;
return qtrue;
}
return qfalse;
}
qboolean G2API_AttachEnt(int *boltInfo, CGhoul2Info *ghlInfoTo, int toBoltIndex, int entNum, int toModelNum)
{
// make sure we have a model to attach, a model to attach to, and a bolt on that model
if ((ghlInfoTo) && ((ghlInfoTo->mBltlist[toBoltIndex].boneNumber != -1) || (ghlInfoTo->mBltlist[toBoltIndex].surfaceNumber != -1)))
{
// encode the bolt address into the model bolt link
toModelNum &= MODEL_AND;
toBoltIndex &= BOLT_AND;
entNum &= ENTITY_AND;
*boltInfo = (toBoltIndex << BOLT_SHIFT) | (toModelNum << MODEL_SHIFT) | (entNum << ENTITY_SHIFT);
return qtrue;
}
return qfalse;
}
void G2API_DetachEnt(int *boltInfo)
{
*boltInfo = 0;
}
qboolean gG2_GBMNoReconstruct;
qboolean G2API_GetBoltMatrix(CGhoul2Info_v &ghoul2, const int modelIndex, const int boltIndex, mdxaBone_t *matrix, const vec3_t angles, const vec3_t position, const int frameNum, qhandle_t *modelList, vec3_t scale )
{
assert(ghoul2.size() > modelIndex);
if ((int)&ghoul2 && (ghoul2.size() > modelIndex))
{
CGhoul2Info *ghlInfo = &ghoul2[modelIndex];
//assert(boltIndex < ghlInfo->mBltlist.size());
if (ghlInfo && (boltIndex < ghlInfo->mBltlist.size()) && boltIndex >= 0 )
{
// make sure we have transformed the skeleton
if (!gG2_GBMNoReconstruct)
{
G2_ConstructGhoulSkeleton(ghoul2, frameNum, modelList, true, angles, position, scale, false);
}
gG2_GBMNoReconstruct = qfalse;
mdxaBone_t scaled;
mdxaBone_t *use;
use=&ghlInfo->mBltlist[boltIndex].position;
if (scale[0]||scale[1]||scale[2])
{
scaled=*use;
use=&scaled;
// scale the bolt position by the scale factor for this model since at this point its still in model space
if (scale[0])
{
scaled.matrix[0][3] *= scale[0];
}
if (scale[1])
{
scaled.matrix[1][3] *= scale[1];
}
if (scale[2])
{
scaled.matrix[2][3] *= scale[2];
}
}
// pre generate the world matrix
G2_GenerateWorldMatrix(angles, position);
// for some reason we get the end matrix rotated by 90 degrees
mdxaBone_t rotMat, tempMatrix;
vec3_t newangles = {0,270,0};
Create_Matrix(newangles, &rotMat);
// make the model space matrix we have for this bolt into a world matrix
// Multiply_3x4Matrix(matrix, &worldMatrix,use);
Multiply_3x4Matrix(&tempMatrix, &worldMatrix,use);
vec3_t origin;
origin[0] = tempMatrix.matrix[0][3];
origin[1] = tempMatrix.matrix[1][3];
origin[2] = tempMatrix.matrix[2][3];
tempMatrix.matrix[0][3] = tempMatrix.matrix[1][3] = tempMatrix.matrix[2][3] = 0;
Multiply_3x4Matrix(matrix, &tempMatrix, &rotMat);
matrix->matrix[0][3] = origin[0];
matrix->matrix[1][3] = origin[1];
matrix->matrix[2][3] = origin[2];
return qtrue;
}
}
return qfalse;
}
void G2API_ListSurfaces(CGhoul2Info *ghlInfo)
{
if (ghlInfo)
{
G2_List_Model_Surfaces(ghlInfo->mFileName);
}
}
void G2API_ListBones(CGhoul2Info *ghlInfo, int frame)
{
if (ghlInfo)
{
G2_List_Model_Bones(ghlInfo->mFileName, frame);
}
}
// decide if we have Ghoul2 models associated with this ghoul list or not
qboolean G2API_HaveWeGhoul2Models(CGhoul2Info_v &ghoul2)
{
int i;
if ((int)&ghoul2)
{
for (i=0; i<ghoul2.size();i++)
{
if (ghoul2[i].mModelindex != -1)
{
return qtrue;
}
}
}
return qfalse;
}
// run through the Ghoul2 models and set each of the mModel values to the correct one from the cgs.gameModel offset lsit
void G2API_SetGhoul2ModelIndexes(CGhoul2Info_v &ghoul2, qhandle_t *modelList, qhandle_t *skinList)
{
return;
int i;
if ((int)&ghoul2)
{
for (i=0; i<ghoul2.size(); i++)
{
if (ghoul2[i].mModelindex != -1)
{
// broken into 3 lines for debugging, STL is a pain to view...
//
int iModelIndex = ghoul2[i].mModelindex;
qhandle_t mModel = modelList[iModelIndex];
ghoul2[i].mModel = mModel;
ghoul2[i].mSkin = skinList[ghoul2[i].mCustomSkin];
}
}
}
}
char *G2API_GetAnimFileNameIndex(qhandle_t modelIndex)
{
model_t *mod_m = R_GetModelByHandle(modelIndex);
return mod_m->mdxm->animName;
}
/************************************************************************************************
* G2API_GetAnimFileName
* obtains the name of a model's .gla (animation) file
*
* Input
* pointer to list of CGhoul2Info's, WraithID of specific model in that list
*
* Output
* true if a good filename was obtained, false otherwise
*
************************************************************************************************/
qboolean G2API_GetAnimFileName(CGhoul2Info *ghlInfo, char **filename)
{
if (ghlInfo)
{
return G2_GetAnimFileName(ghlInfo->mFileName, filename);
}
return qfalse;
}
/*
=======================
SV_QsortEntityNumbers
=======================
*/
static int QDECL QsortDistance( const void *a, const void *b ) {
const float &ea = ((CCollisionRecord*)a)->mDistance;
const float &eb = ((CCollisionRecord*)b)->mDistance;
if ( ea < eb ) {
return -1;
}
return 1;
}
void G2API_CollisionDetect(CollisionRecord_t *collRecMap, CGhoul2Info_v &ghoul2, const vec3_t angles, const vec3_t position,
int frameNumber, int entNum, vec3_t rayStart, vec3_t rayEnd, vec3_t scale, CMiniHeap *G2VertSpace, int traceFlags, int useLod)
{
if ((int)&ghoul2)
{
vec3_t transRayStart, transRayEnd;
// make sure we have transformed the whole skeletons for each model
G2_ConstructGhoulSkeleton(ghoul2, frameNumber, NULL, true, angles, position, scale, false);
// pre generate the world matrix - used to transform the incoming ray
G2_GenerateWorldMatrix(angles, position);
// now having done that, time to build the model
G2_TransformModel(ghoul2, frameNumber, scale, G2VertSpace, useLod);
// model is built. Lets check to see if any triangles are actually hit.
// first up, translate the ray to model space
TransformAndTranslatePoint(rayStart, transRayStart, &worldMatrixInv);
TransformAndTranslatePoint(rayEnd, transRayEnd, &worldMatrixInv);
// now walk each model and check the ray against each poly - sigh, this is SO expensive. I wish there was a better way to do this.
G2_TraceModels(ghoul2, transRayStart, transRayEnd, collRecMap, entNum, traceFlags, useLod);
// now sort the resulting array of collision records so they are distance ordered
qsort( collRecMap, MAX_G2_COLLISIONS,
sizeof( CCollisionRecord ), QsortDistance );
}
}
qboolean G2API_SetGhoul2ModelFlags(CGhoul2Info *ghlInfo, const int flags)
{
if (ghlInfo)
{
ghlInfo->mFlags &= GHOUL2_NEWORIGIN;
ghlInfo->mFlags |= flags;
return qtrue;
}
return qfalse;
}
int G2API_GetGhoul2ModelFlags(CGhoul2Info *ghlInfo)
{
if (ghlInfo)
{
return (ghlInfo->mFlags & ~GHOUL2_NEWORIGIN);
}
return 0;
}
// given a boltmatrix, return in vec a normalised vector for the axis requested in flags
void G2API_GiveMeVectorFromMatrix(mdxaBone_t *boltMatrix, Eorientations flags, vec3_t vec)
{
switch (flags)
{
case ORIGIN:
vec[0] = boltMatrix->matrix[0][3];
vec[1] = boltMatrix->matrix[1][3];
vec[2] = boltMatrix->matrix[2][3];
break;
case POSITIVE_Y:
vec[0] = boltMatrix->matrix[0][1];
vec[1] = boltMatrix->matrix[1][1];
vec[2] = boltMatrix->matrix[2][1];
break;
case POSITIVE_X:
vec[0] = boltMatrix->matrix[0][0];
vec[1] = boltMatrix->matrix[1][0];
vec[2] = boltMatrix->matrix[2][0];
break;
case POSITIVE_Z:
vec[0] = boltMatrix->matrix[0][2];
vec[1] = boltMatrix->matrix[1][2];
vec[2] = boltMatrix->matrix[2][2];
break;
case NEGATIVE_Y:
vec[0] = -boltMatrix->matrix[0][1];
vec[1] = -boltMatrix->matrix[1][1];
vec[2] = -boltMatrix->matrix[2][1];
break;
case NEGATIVE_X:
vec[0] = -boltMatrix->matrix[0][0];
vec[1] = -boltMatrix->matrix[1][0];
vec[2] = -boltMatrix->matrix[2][0];
break;
case NEGATIVE_Z:
vec[0] = -boltMatrix->matrix[0][2];
vec[1] = -boltMatrix->matrix[1][2];
vec[2] = -boltMatrix->matrix[2][2];
break;
}
}
// copy a model from one ghoul2 instance to another, and reset the root surface on the new model if need be
// NOTE if modelIndex = -1 then copy all the models
// returns the last model index in destination. -1 equals nothing copied.
int G2API_CopyGhoul2Instance(CGhoul2Info_v &g2From, CGhoul2Info_v &g2To, int modelIndex)
{
int returnval=-1;
int i, model;
int from = 0;
int to = g2From.size();
/*
assert(g2To);
if (!g2From)
{
assert(g2From);
return(returnval);
}
*/
// determing if we are only copying one model or not
if (modelIndex != -1)
{
from = modelIndex;
to = modelIndex + 1;
}
model = 0;
// now copy the models
for (i=from; i<to; i++)
{
// find a free spot in the list
for (; model< g2To.size(); model++)
{
if (g2To[model].mModelindex == -1)
{
// Copy model to clear position
g2To[model] = g2From[i];
break;
}
}
if (model >= g2To.size())
{ // didn't find a spare slot, so new ones to add
break;
}
}
if (i < to)
{ // add in any other ones to the end
model = g2To.size();
g2To.resize(model + to - i);
for(;i<to;i++)
{
g2To[model] = g2From[i];
model++;
}
}
return returnval;
}
void G2API_CopySpecificG2Model(CGhoul2Info_v &ghoul2From, int modelFrom, CGhoul2Info_v &ghoul2To, int modelTo)
{
qboolean forceReconstruct = qfalse;
// have we real ghoul2 models yet?
if (((int)&ghoul2From) && ((int)&ghoul2To))
{
// assume we actually have a model to copy from
if (ghoul2From.size() > modelFrom)
{
// if we don't have enough models on the to side, resize us so we do
if (ghoul2To.size() <= modelTo)
{
ghoul2To.resize(modelTo + 1);
forceReconstruct = qtrue;
}
// do the copy
ghoul2To[modelTo] = ghoul2From[modelFrom];
if (forceReconstruct)
{ //rww - we should really do this shouldn't we? If we don't mark a reconstruct after this,
//and we do a GetBoltMatrix in the same frame, it doesn't reconstruct the skeleton and returns
//a completely invalid matrix
ghoul2To[0].mSkelFrameNum = 0;
}
}
}
}
// This version will automatically copy everything about this model, and make a new one if necessary.
void G2API_DuplicateGhoul2Instance(CGhoul2Info_v &g2From, CGhoul2Info_v **g2To)
{
int ignore;
if (*g2To)
{ // This is bad. We only want to do this if there is not yet a to declared.
assert(0);
return;
}
*g2To = new CGhoul2Info_v;
CGhoul2Info_v &ghoul2 = *(*g2To);
ignore = G2API_CopyGhoul2Instance(g2From, ghoul2, -1);
return;
}
char *G2API_GetSurfaceName(CGhoul2Info *ghlInfo, int surfNumber)
{
static char noSurface[1] = "";
model_t *mod = R_GetModelByHandle(RE_RegisterModel(ghlInfo->mFileName));
mdxmSurface_t *surf = 0;
mdxmSurfHierarchy_t *surfInfo = 0;
surf = (mdxmSurface_t *)G2_FindSurface((void *)mod, surfNumber, 0);
if (surf)
{
mdxmHierarchyOffsets_t *surfIndexes = (mdxmHierarchyOffsets_t *)((byte *)mod->mdxm + sizeof(mdxmHeader_t));
surfInfo = (mdxmSurfHierarchy_t *)((byte *)surfIndexes + surfIndexes->offsets[surf->thisSurfaceIndex]);
return surfInfo->name;
}
return noSurface;
}
int G2API_GetSurfaceIndex(CGhoul2Info *ghlInfo, const char *surfaceName)
{
if (ghlInfo)
{
return G2_GetSurfaceIndex(ghlInfo->mFileName, surfaceName);
}
return -1;
}
char *G2API_GetGLAName(CGhoul2Info_v &ghoul2, int modelIndex)
{
if (((int)&ghoul2) && (ghoul2.size() > modelIndex))
{
model_t *mod = R_GetModelByHandle(RE_RegisterModel(ghoul2[modelIndex].mFileName));
return mod->mdxm->animName;
}
return NULL;
}
qboolean G2API_SetNewOrigin(CGhoul2Info_v &ghoul2, const int boltIndex)
{
CGhoul2Info *ghlInfo = NULL;
if ((int)&ghoul2 && ghoul2.size()>0)
{
ghlInfo = &ghoul2[0];
}
if (ghlInfo)
{
ghlInfo->mNewOrigin = boltIndex;
ghlInfo->mFlags |= GHOUL2_NEWORIGIN;
return qtrue;
}
return qfalse;
}
int G2API_GetBoneIndex(CGhoul2Info *ghlInfo, const char *boneName)
{
if (ghlInfo)
{
return G2_Get_Bone_Index(ghlInfo, boneName);
}
return -1;
}
qboolean G2API_SaveGhoul2Models(CGhoul2Info_v &ghoul2, char **buffer, int *size)
{
return G2_SaveGhoul2Models(ghoul2, buffer, size);
}
void G2API_LoadGhoul2Models(CGhoul2Info_v &ghoul2, char *buffer)
{
G2_LoadGhoul2Model(ghoul2, buffer);
}
void G2API_FreeSaveBuffer(char *buffer)
{
Z_Free(buffer);
}
// this is kinda sad, but I need to call the destructor in this module (exe), not the game.dll...
//
void G2API_LoadSaveCodeDestructGhoul2Info(CGhoul2Info_v &ghoul2)
{
ghoul2.~CGhoul2Info_v(); // so I can load junk over it then memset to 0 without orphaning
}
#ifdef _SOF2
void ResetGoreTag(); // put here to reduce coupling
void G2API_AddSkinGore(CGhoul2Info_v &ghoul2,SSkinGoreData &gore)
{
if (VectorLength(gore.rayDirection)<.1f)
{
assert(0); // can't add gore without a shot direction
return;
}
// make sure we have transformed the whole skeletons for each model
G2_ConstructGhoulSkeleton(ghoul2, gore.currentTime, NULL, true, gore.angles, gore.position, gore.scale, false);
// pre generate the world matrix - used to transform the incoming ray
G2_GenerateWorldMatrix(gore.angles, gore.position);
// first up, translate the ray to model space
vec3_t transRayDirection, transHitLocation;
TransformAndTranslatePoint(gore.hitLocation, transHitLocation, &worldMatrixInv);
TransformPoint(gore.rayDirection, transRayDirection, &worldMatrixInv);
int lod;
ResetGoreTag();
for (lod=0;lod<4;lod++)
{
// now having done that, time to build the model
// FIXME: where does G2VertSpaceServer come from?
// G2_TransformModel(ghoul2, gore.currentTime, gore.scale,G2VertSpaceServer, lod,true);
// now walk each model and compute new texture coordinates
G2_TraceModels(ghoul2, transHitLocation, transRayDirection, 0, gore.entNum, 0, lod);
}
}
#endif _SOF2