1093 lines
29 KiB
C++
1093 lines
29 KiB
C++
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// leave this as first line for PCH reasons...
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//
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#ifndef __Q_SHARED_H
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#include "../game/q_shared.h"
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#endif
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#if !defined(TR_LOCAL_H)
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#include "../renderer/tr_local.h"
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#endif
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#if !defined(G2_H_INC)
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#include "G2.h"
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#endif
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#include "G2_local.h"
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extern mdxaBone_t worldMatrix;
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extern mdxaBone_t worldMatrixInv;
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// this is the ONLY function to read entity states directly
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void G2API_CleanGhoul2Models(CGhoul2Info_v **ghoul2Ptr)
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{
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if (*ghoul2Ptr)
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{
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delete *ghoul2Ptr;
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*ghoul2Ptr = NULL;
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}
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}
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qhandle_t G2API_PrecacheGhoul2Model(const char *fileName)
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{
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return RE_RegisterModel((char *)fileName);
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}
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void CL_InitRef( void );
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void R_Register( void );
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// initialise all that needs to be on a new Ghoul II model
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int G2API_InitGhoul2Model(CGhoul2Info_v **ghoul2Ptr, const char *fileName, int modelIndex, qhandle_t customSkin,
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qhandle_t customShader, int modelFlags, int lodBias)
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{
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int model = -1;
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CGhoul2Info newModel;
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// are we actually asking for a model to be loaded.
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if (!(strlen(fileName)))
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{
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assert(0);
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return -1;
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}
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if (!(*ghoul2Ptr))
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{
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*ghoul2Ptr = new CGhoul2Info_v;
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}
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CGhoul2Info_v &ghoul2 = *(*ghoul2Ptr);
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// find a free spot in the list
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for (model=0; model< ghoul2.size(); model++)
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{
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if (ghoul2[model].mModelindex == -1)
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{
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// this is only valid and used on the game side. Client side ignores this
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ghoul2[model].mModelindex = modelIndex;
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// 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
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ghoul2[model].mModel = RE_RegisterModel((char *)fileName);
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model_t *mod_m = R_GetModelByHandle(ghoul2[model].mModel);
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if (mod_m->type == MOD_BAD)
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{
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return -1;
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}
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// init what is necessary for this ghoul2 model
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G2_Init_Bone_List(ghoul2[model].mBlist);
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G2_Init_Bolt_List(ghoul2[model].mBltlist);
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ghoul2[model].mCustomShader = customShader;
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ghoul2[model].mCustomSkin = customSkin;
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strcpy(ghoul2[model].mFileName, fileName);
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ghoul2[model].mCreationID = modelFlags;
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ghoul2[model].mLodBias = lodBias;
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ghoul2[model].mAnimFrameDefault = 0;
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ghoul2[model].mFlags = 0;
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// we aren't attached to anyone upfront
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ghoul2[model].mModelBoltLink = -1;
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return model;
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}
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}
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// if we got this far, then we didn't find a spare position, so lets insert a new one
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newModel.mModelindex = modelIndex;
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// 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
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if (customShader <= -20)
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{ //This means the server is making the function call. And the server does not like registering models.
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newModel.mModel = RE_RegisterServerModel((char *)fileName);
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customShader = 0;
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}
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else
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{
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newModel.mModel = RE_RegisterModel((char *)fileName);
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}
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model_t *mod_m = R_GetModelByHandle(newModel.mModel);
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if (mod_m->type == MOD_BAD)
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{
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if (ghoul2.size() == 0)//very first model created
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{//you can't have an empty vector, so let's not give it one
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delete *ghoul2Ptr;
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*ghoul2Ptr = 0;
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}
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return -1;
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}
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// init what is necessary for this ghoul2 model
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G2_Init_Bone_List(newModel.mBlist);
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G2_Init_Bolt_List(newModel.mBltlist);
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newModel.mCustomShader = customShader;
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newModel.mCustomSkin = customSkin;
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strcpy(newModel.mFileName, fileName);
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newModel.mCreationID = modelFlags;
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newModel.mLodBias = lodBias;
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newModel.mAnimFrameDefault = 0;
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newModel.mFlags = 0;
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// we aren't attached to anyone upfront
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newModel.mModelBoltLink = -1;
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// insert into list.
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model = ghoul2.size();
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ghoul2.push_back(newModel);
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return model;
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}
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qboolean G2API_SetLodBias(CGhoul2Info *ghlInfo, int lodBias)
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{
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if (ghlInfo)
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{
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ghlInfo->mLodBias = lodBias;
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return qtrue;
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}
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return qfalse;
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}
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qboolean G2API_SetSkin(CGhoul2Info *ghlInfo, qhandle_t customSkin)
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{
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if (ghlInfo)
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{
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ghlInfo->mCustomSkin = customSkin;
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return qtrue;
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}
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return qfalse;
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}
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qboolean G2API_SetShader(CGhoul2Info *ghlInfo, qhandle_t customShader)
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{
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if (ghlInfo)
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{
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ghlInfo->mCustomShader = customShader;
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return qtrue;
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}
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return qfalse;
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}
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qboolean G2API_SetSurfaceOnOff(CGhoul2Info_v &ghoul2, const char *surfaceName, const int flags)
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{
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CGhoul2Info *ghlInfo = NULL;
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if ((int)&ghoul2 && ghoul2.size()>0)
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{
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ghlInfo = &ghoul2[0];
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}
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if (ghlInfo)
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{
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// ensure we flush the cache
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ghlInfo->mMeshFrameNum = 0;
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return G2_SetSurfaceOnOff(ghlInfo->mFileName, ghlInfo->mSlist, surfaceName, flags);
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}
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return qfalse;
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}
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int G2API_GetSurfaceOnOff(CGhoul2Info *ghlInfo, const char *surfaceName)
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{
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if (ghlInfo)
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{
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return G2_IsSurfaceOff(ghlInfo->mFileName, ghlInfo->mSlist, surfaceName);
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}
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return -1;
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}
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qboolean G2API_SetRootSurface(CGhoul2Info_v &ghoul2, const int modelIndex, const char *surfaceName)
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{
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return G2_SetRootSurface(ghoul2, modelIndex, surfaceName);
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}
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int G2API_AddSurface(CGhoul2Info *ghlInfo, int surfaceNumber, int polyNumber, float BarycentricI, float BarycentricJ, int lod )
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{
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if (ghlInfo)
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{
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// ensure we flush the cache
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ghlInfo->mMeshFrameNum = 0;
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return G2_AddSurface(ghlInfo, surfaceNumber, polyNumber, BarycentricI, BarycentricJ, lod);
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}
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return -1;
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}
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qboolean G2API_RemoveSurface(CGhoul2Info *ghlInfo, const int index)
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{
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if (ghlInfo)
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{
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// ensure we flush the cache
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ghlInfo->mMeshFrameNum = 0;
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return G2_RemoveSurface(ghlInfo->mSlist, index);
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}
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return qfalse;
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}
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int G2API_GetParentSurface(CGhoul2Info *ghlInfo, const int index)
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{
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if (ghlInfo)
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{
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return G2_GetParentSurface(ghlInfo->mFileName, index);
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}
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return -1;
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}
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int G2API_GetSurfaceRenderStatus(CGhoul2Info *ghlInfo, const char *surfaceName)
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{
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if (ghlInfo)
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{
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return G2_IsSurfaceRendered(ghlInfo->mFileName, surfaceName, ghlInfo->mSlist);
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}
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return -1;
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}
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qboolean G2API_HasGhoul2ModelOnIndex(CGhoul2Info_v **ghlRemove, const int modelIndex)
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{
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CGhoul2Info_v &ghlInfo = **ghlRemove;
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if (!ghlInfo.size() || (ghlInfo.size() <= modelIndex) || (ghlInfo[modelIndex].mModelindex == -1))
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{
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return qfalse;
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}
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return qtrue;
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}
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qboolean G2API_RemoveGhoul2Model(CGhoul2Info_v **ghlRemove, const int modelIndex)
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{
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CGhoul2Info_v &ghlInfo = **ghlRemove;
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// sanity check
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if (!ghlInfo.size() || (ghlInfo.size() <= modelIndex) || (ghlInfo[modelIndex].mModelindex == -1))
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{
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// if we hit this assert then we are trying to delete a ghoul2 model on a ghoul2 instance that
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// one way or another is already gone.
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assert(0);
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return qfalse;
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}
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if (ghlInfo.size() > modelIndex)
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{
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// clear out the vectors this model used.
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ghlInfo[modelIndex].mBlist.clear();
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ghlInfo[modelIndex].mBltlist.clear();
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ghlInfo[modelIndex].mSlist.clear();
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// set us to be the 'not active' state
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ghlInfo[modelIndex].mModelindex = -1;
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int newSize = ghlInfo.size();
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// now look through the list from the back and see if there is a block of -1's we can resize off the end of the list
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for (int i=ghlInfo.size()-1; i>-1; i--)
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{
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if (ghlInfo[i].mModelindex == -1)
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{
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newSize = i;
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}
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// once we hit one that isn't a -1, we are done.
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else
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{
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break;
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}
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}
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// do we need to resize?
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if (newSize != ghlInfo.size())
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{
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// yes, so lets do it
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ghlInfo.resize(newSize);
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}
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// if we are not using any space, just delete the ghoul2 vector entirely
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if (!ghlInfo.size())
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{
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delete *ghlRemove;
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*ghlRemove = NULL;
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}
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}
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return qtrue;
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}
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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)
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{
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if (ghlInfo)
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{
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// ensure we flush the cache
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ghlInfo->mSkelFrameNum = 0;
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return G2_Set_Bone_Anim_Index(ghlInfo->mBlist, index, startFrame, endFrame, flags, animSpeed, currentTime, setFrame, blendTime);
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}
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return qfalse;
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}
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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)
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{
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if ((int)&ghoul2 && ghoul2.size()>modelIndex)
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{
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CGhoul2Info *ghlInfo = &ghoul2[modelIndex];
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if (ghlInfo)
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{
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// ensure we flush the cache
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ghlInfo->mSkelFrameNum = 0;
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return G2_Set_Bone_Anim(ghlInfo->mFileName, ghlInfo->mBlist, boneName, startFrame, endFrame, flags, animSpeed, currentTime, setFrame, blendTime);
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}
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}
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return qfalse;
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}
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qboolean G2API_GetBoneAnim(CGhoul2Info *ghlInfo, const char *boneName, const int currentTime, float *currentFrame,
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int *startFrame, int *endFrame, int *flags, float *animSpeed, int *modelList)
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{
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if (ghlInfo)
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{
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return G2_Get_Bone_Anim(ghlInfo->mFileName, ghlInfo->mBlist, boneName, currentTime, currentFrame,
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startFrame, endFrame, flags, animSpeed, modelList, ghlInfo->mModelindex);
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}
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return qfalse;
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}
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qboolean G2API_GetAnimRange(CGhoul2Info *ghlInfo, const char *boneName, int *startFrame, int *endFrame)
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{
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if (ghlInfo)
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{
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return G2_Get_Bone_Anim_Range(ghlInfo->mFileName, ghlInfo->mBlist, boneName, startFrame, endFrame);
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}
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return qfalse;
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}
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qboolean G2API_PauseBoneAnim(CGhoul2Info *ghlInfo, const char *boneName, const int currentTime)
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{
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if (ghlInfo)
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{
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return G2_Pause_Bone_Anim(ghlInfo->mFileName, ghlInfo->mBlist, boneName, currentTime);
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}
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return qfalse;
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}
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qboolean G2API_IsPaused(CGhoul2Info *ghlInfo, const char *boneName)
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{
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if (ghlInfo)
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{
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return G2_IsPaused(ghlInfo->mFileName, ghlInfo->mBlist, boneName);
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}
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return qfalse;
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}
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qboolean G2API_StopBoneAnimIndex(CGhoul2Info *ghlInfo, const int index)
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{
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if (ghlInfo)
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{
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return G2_Stop_Bone_Anim_Index(ghlInfo->mBlist, index);
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}
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return qfalse;
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}
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qboolean G2API_StopBoneAnim(CGhoul2Info *ghlInfo, const char *boneName)
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{
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if (ghlInfo)
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{
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return G2_Stop_Bone_Anim(ghlInfo->mFileName, ghlInfo->mBlist, boneName);
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}
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return qfalse;
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}
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qboolean G2API_SetBoneAnglesIndex(CGhoul2Info *ghlInfo, const int index, const vec3_t angles, const int flags,
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const Eorientations yaw, const Eorientations pitch, const Eorientations roll,
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qhandle_t *modelList, int blendTime, int currentTime)
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{
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if (ghlInfo)
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{
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// ensure we flush the cache
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ghlInfo->mSkelFrameNum = 0;
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return G2_Set_Bone_Angles_Index( ghlInfo->mBlist, index, angles, flags, yaw, pitch, roll, modelList, ghlInfo->mModelindex, blendTime, currentTime);
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}
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return qfalse;
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}
|
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qboolean G2API_SetBoneAngles(CGhoul2Info_v &ghoul2, const int modelIndex, const char *boneName, const vec3_t angles, const int flags,
|
||
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const Eorientations up, const Eorientations left, const Eorientations forward,
|
||
|
qhandle_t *modelList, int blendTime, int currentTime )
|
||
|
{
|
||
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if ((int)&ghoul2 && ghoul2.size()>modelIndex)
|
||
|
{
|
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|
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);
|
||
|
}
|
||
|
}
|
||
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return qfalse;
|
||
|
}
|
||
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|
||
|
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
|