jedioutcast/CODE-mp/ghoul2/G2_misc.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
#include "../renderer/MatComp.h"
#if !defined(G2_H_INC)
#include "G2.h"
#endif
#if !defined (MINIHEAP_H_INC)
#include "../qcommon/miniheap.h"
#endif
#include "../server/server.h"
#include "G2_local.h"
#ifdef _SOF2
#include "G2_Gore.h"
#define GORE_TAG_UPPER (256)
#define GORE_TAG_MASK (~255)
static int CurrentTag=GORE_TAG_UPPER+1;
static int CurrentTagUpper=GORE_TAG_UPPER;
static map<int,GoreTextureCoordinates> GoreRecords;
static map<pair<int,int>,int> GoreTagsTemp; // this is a surface index to gore tag map used only
// temporarily during the generation phase so we reuse gore tags per LOD
int goreModelIndex;
//TODO: This needs to be set via a scalability cvar with some reasonable minimum value if pgore is used at all
#define MAX_GORE_RECORDS (500)
int AllocGoreRecord()
{
while (GoreRecords.size()>MAX_GORE_RECORDS)
{
int tagHigh=(*GoreRecords.begin()).first&GORE_TAG_MASK;
GoreRecords.erase(GoreRecords.begin());
while (GoreRecords.size())
{
if (((*GoreRecords.begin()).first&GORE_TAG_MASK)!=tagHigh)
{
break;
}
GoreRecords.erase(GoreRecords.begin());
}
}
int ret=CurrentTag;
GoreRecords[CurrentTag]=GoreTextureCoordinates();
CurrentTag++;
return ret;
}
void ResetGoreTag()
{
GoreTagsTemp.clear();
CurrentTag=CurrentTagUpper;
CurrentTagUpper+=GORE_TAG_UPPER;
}
GoreTextureCoordinates *FindGoreRecord(int tag)
{
map<int,GoreTextureCoordinates>::iterator i=GoreRecords.find(tag);
if (i!=GoreRecords.end())
{
return &(*i).second;
}
return 0;
}
void *G2_GetGoreRecord(int tag)
{
return FindGoreRecord(tag);
}
void DeleteGoreRecord(int tag)
{
GoreRecords.erase(tag);
}
static int CurrentGoreSet=1; // this is a UUID for gore sets
static map<int,CGoreSet *> GoreSets; // map from uuid to goreset
CGoreSet *FindGoreSet(int goreSetTag)
{
map<int,CGoreSet *>::iterator f=GoreSets.find(goreSetTag);
if (f!=GoreSets.end())
{
return (*f).second;
}
return 0;
}
CGoreSet *NewGoreSet()
{
CGoreSet *ret=new CGoreSet(CurrentGoreSet++);
GoreSets[ret->mMyGoreSetTag]=ret;
return ret;
}
void DeleteGoreSet(int goreSetTag)
{
map<int,CGoreSet *>::iterator f=GoreSets.find(goreSetTag);
if (f!=GoreSets.end())
{
delete (*f).second;
GoreSets.erase(f);
}
}
CGoreSet::~CGoreSet()
{
multimap<int,SGoreSurface>::iterator i;
for (i=mGoreRecords.begin();i!=mGoreRecords.end();i++)
{
DeleteGoreRecord((*i).second.mGoreTag);
}
};
#endif // _SOF2
extern mdxaBone_t worldMatrix;
extern mdxaBone_t worldMatrixInv;
#pragma warning(disable : 4512) //assignment op could not be genereated
class CTraceSurface
{
public:
int surfaceNum;
surfaceInfo_v &rootSList;
model_t *currentModel;
int lod;
vec3_t rayStart;
vec3_t rayEnd;
CollisionRecord_t *collRecMap;
int entNum;
int modelIndex;
skin_t *skin;
shader_t *cust_shader;
int *TransformedVertsArray;
int traceFlags;
bool hitOne;
CTraceSurface(
int initsurfaceNum,
surfaceInfo_v &initrootSList,
model_t *initcurrentModel,
int initlod,
vec3_t initrayStart,
vec3_t initrayEnd,
CollisionRecord_t *initcollRecMap,
int initentNum,
int initmodelIndex,
skin_t *initskin,
shader_t *initcust_shader,
int *initTransformedVertsArray,
int inittraceFlags):
surfaceNum(initsurfaceNum),
rootSList(initrootSList),
currentModel(initcurrentModel),
lod(initlod),
collRecMap(initcollRecMap),
entNum(initentNum),
modelIndex(initmodelIndex),
skin(initskin),
cust_shader(initcust_shader),
traceFlags(inittraceFlags),
TransformedVertsArray(initTransformedVertsArray)
{
VectorCopy(initrayStart, rayStart);
VectorCopy(initrayEnd, rayEnd);
hitOne = false;
}
};
// assorted Ghoul 2 functions.
// list all surfaces associated with a model
void G2_List_Model_Surfaces(const char *fileName)
{
int i, x;
model_t *mod_m = R_GetModelByHandle(RE_RegisterModel(fileName));
mdxmSurfHierarchy_t *surf;
surf = (mdxmSurfHierarchy_t *) ( (byte *)mod_m->mdxm + mod_m->mdxm->ofsSurfHierarchy );
mdxmSurface_t *surface = (mdxmSurface_t *)((byte *)mod_m->mdxm + mod_m->mdxm->ofsLODs + sizeof(mdxmLOD_t));
for ( x = 0 ; x < mod_m->mdxm->numSurfaces ; x++)
{
Com_Printf("Surface %i Name %s\n", x, surf->name);
if (r_verbose->value)
{
Com_Printf("Num Descendants %i\n", surf->numChildren);
for (i=0; i<surf->numChildren; i++)
{
Com_Printf("Descendant %i\n", surf->childIndexes[i]);
}
}
// find the next surface
surf = (mdxmSurfHierarchy_t *)( (byte *)surf + (int)( &((mdxmSurfHierarchy_t *)0)->childIndexes[ surf->numChildren ] ));
surface =(mdxmSurface_t *)( (byte *)surface + surface->ofsEnd );
}
}
// list all bones associated with a model
void G2_List_Model_Bones(const char *fileName, int frame)
{
int x, i;
mdxaSkel_t *skel;
mdxaSkelOffsets_t *offsets;
model_t *mod_m = R_GetModelByHandle(RE_RegisterModel(fileName));
model_t *mod_a = R_GetModelByHandle(mod_m->mdxm->animIndex);
mdxaFrame_t *aframe=0;
int frameSize;
mdxaHeader_t *header = mod_a->mdxa;
// figure out where the offset list is
offsets = (mdxaSkelOffsets_t *)((byte *)header + sizeof(mdxaHeader_t));
frameSize = (int)( &((mdxaFrame_t *)0)->boneIndexes[ header->numBones ] );
aframe = (mdxaFrame_t *)((byte *)header + header->ofsFrames + (frame * frameSize));
// walk each bone and list it's name
for (x=0; x< mod_a->mdxa->numBones; x++)
{
skel = (mdxaSkel_t *)((byte *)header + sizeof(mdxaHeader_t) + offsets->offsets[x]);
Com_Printf("Bone %i Name %s\n", x, skel->name);
Com_Printf("X pos %f, Y pos %f, Z pos %f\n", skel->BasePoseMat.matrix[0][3], skel->BasePoseMat.matrix[1][3], skel->BasePoseMat.matrix[2][3]);
// if we are in verbose mode give us more details
if (r_verbose->value)
{
Com_Printf("Num Descendants %i\n", skel->numChildren);
for (i=0; i<skel->numChildren; i++)
{
Com_Printf("Num Descendants %i\n", skel->numChildren);
}
}
}
}
/************************************************************************************************
* G2_GetAnimFileName
* obtain the .gla filename for a model
*
* Input
* filename of model
*
* Output
* true if we successfully obtained a filename, false otherwise
*
************************************************************************************************/
qboolean G2_GetAnimFileName(const char *fileName, char **filename)
{
// find the model we want
model_t *mod = R_GetModelByHandle(RE_RegisterModel(fileName));
if (mod && mod->mdxm && (mod->mdxm->animName[0] != 0))
{
*filename = mod->mdxm->animName;
return qtrue;
}
return qfalse;
}
/////////////////////////////////////////////////////////////////////
//
// Code for collision detection for models gameside
//
/////////////////////////////////////////////////////////////////////
int G2_DecideTraceLod(CGhoul2Info &ghoul2, int useLod, model_t *mod)
{
int returnLod = useLod;
// if we are overriding the LOD at top level, then we can afford to only check this level of model
if (ghoul2.mLodBias > returnLod)
{
returnLod = ghoul2.mLodBias;
}
//what about r_lodBias?
// now ensure that we haven't selected a lod that doesn't exist for this model
if ( returnLod >= mod->numLods )
{
returnLod = mod->numLods - 1;
}
return returnLod;
}
void R_TransformEachSurface( mdxmSurface_t *surface, vec3_t scale, CMiniHeap *G2VertSpace, int *TransformedVertsArray, mdxaBone_v &bonePtr) {
int j, k;
int numVerts;
mdxmVertex_t *v;
float *TransformedVerts;
//
// deform the vertexes by the lerped bones
//
// alloc some space for the transformed verts to get put in
TransformedVerts = (float *)G2VertSpace->MiniHeapAlloc(surface->numVerts * 5 * 4);
TransformedVertsArray[surface->thisSurfaceIndex] = (int)TransformedVerts;
if (!TransformedVerts)
{
Com_Error(ERR_DROP, "Ran out of transform space gameside for Ghoul2 Models. Please See Jake to Make space larger\n");
}
// whip through and actually transform each vertex
int *piBoneRefs = (int*) ((byte*)surface + surface->ofsBoneReferences);
numVerts = surface->numVerts;
v = (mdxmVertex_t *) ((byte *)surface + surface->ofsVerts);
// optimisation issue
if ((scale[0] != 1.0) || (scale[1] != 1.0) || (scale[2] != 1.0))
{
for ( j = 0; j < numVerts; j++ )
{
vec3_t tempVert, tempNormal;
mdxmWeight_t *w;
VectorClear( tempVert );
VectorClear( tempNormal );
w = v->weights;
for ( k = 0 ; k < v->numWeights ; k++, w++ )
{
//bone = bonePtr + piBoneRefs[w->boneIndex];
tempVert[0] += w->boneWeight * ( DotProduct( bonePtr[piBoneRefs[w->boneIndex]].matrix[0], v->vertCoords ) + bonePtr[piBoneRefs[w->boneIndex]].matrix[0][3] );
tempVert[1] += w->boneWeight * ( DotProduct( bonePtr[piBoneRefs[w->boneIndex]].matrix[1], v->vertCoords ) + bonePtr[piBoneRefs[w->boneIndex]].matrix[1][3] );
tempVert[2] += w->boneWeight * ( DotProduct( bonePtr[piBoneRefs[w->boneIndex]].matrix[2], v->vertCoords ) + bonePtr[piBoneRefs[w->boneIndex]].matrix[2][3] );
tempNormal[0] += w->boneWeight * DotProduct( bonePtr[piBoneRefs[w->boneIndex]].matrix[0], v->normal );
tempNormal[1] += w->boneWeight * DotProduct( bonePtr[piBoneRefs[w->boneIndex]].matrix[1], v->normal );
tempNormal[2] += w->boneWeight * DotProduct( bonePtr[piBoneRefs[w->boneIndex]].matrix[2], v->normal );
}
int pos = j * 5;
// copy tranformed verts into temp space
TransformedVerts[pos++] = tempVert[0] * scale[0];
TransformedVerts[pos++] = tempVert[1] * scale[1];
TransformedVerts[pos++] = tempVert[2] * scale[2];
// we will need the S & T coors too for hitlocation and hitmaterial stuff
TransformedVerts[pos++] = v->texCoords[0];
TransformedVerts[pos] = v->texCoords[1];
v = (mdxmVertex_t *)&v->weights[/*v->numWeights*/surface->maxVertBoneWeights];
}
}
else
{
for ( j = 0; j < numVerts; j++ )
{
vec3_t tempVert, tempNormal;
mdxmWeight_t *w;
VectorClear( tempVert );
VectorClear( tempNormal );
w = v->weights;
for ( k = 0 ; k < v->numWeights ; k++, w++ )
{
//bone = bonePtr + piBoneRefs[w->boneIndex];
tempVert[0] += w->boneWeight * ( DotProduct( bonePtr[piBoneRefs[w->boneIndex]].matrix[0], v->vertCoords ) + bonePtr[piBoneRefs[w->boneIndex]].matrix[0][3] );
tempVert[1] += w->boneWeight * ( DotProduct( bonePtr[piBoneRefs[w->boneIndex]].matrix[1], v->vertCoords ) + bonePtr[piBoneRefs[w->boneIndex]].matrix[1][3] );
tempVert[2] += w->boneWeight * ( DotProduct( bonePtr[piBoneRefs[w->boneIndex]].matrix[2], v->vertCoords ) + bonePtr[piBoneRefs[w->boneIndex]].matrix[2][3] );
tempNormal[0] += w->boneWeight * DotProduct( bonePtr[piBoneRefs[w->boneIndex]].matrix[0], v->normal );
tempNormal[1] += w->boneWeight * DotProduct( bonePtr[piBoneRefs[w->boneIndex]].matrix[1], v->normal );
tempNormal[2] += w->boneWeight * DotProduct( bonePtr[piBoneRefs[w->boneIndex]].matrix[2], v->normal );
}
int pos = j * 5;
// copy tranformed verts into temp space
TransformedVerts[pos++] = tempVert[0];
TransformedVerts[pos++] = tempVert[1];
TransformedVerts[pos++] = tempVert[2];
// we will need the S & T coors too for hitlocation and hitmaterial stuff
TransformedVerts[pos++] = v->texCoords[0];
TransformedVerts[pos] = v->texCoords[1];
v = (mdxmVertex_t *)&v->weights[/*v->numWeights*/surface->maxVertBoneWeights];
}
}
}
void G2_TransformSurfaces(int surfaceNum, surfaceInfo_v &rootSList,
mdxaBone_v &bonePtr, model_t *currentModel, int lod, vec3_t scale, CMiniHeap *G2VertSpace, int *TransformedVertArray, bool secondTimeAround)
{
int i;
// back track and get the surfinfo struct for this surface
mdxmSurface_t *surface = (mdxmSurface_t *)G2_FindSurface((void *)currentModel, surfaceNum, lod);
mdxmHierarchyOffsets_t *surfIndexes = (mdxmHierarchyOffsets_t *)((byte *)currentModel->mdxm + sizeof(mdxmHeader_t));
mdxmSurfHierarchy_t *surfInfo = (mdxmSurfHierarchy_t *)((byte *)surfIndexes + surfIndexes->offsets[surface->thisSurfaceIndex]);
// see if we have an override surface in the surface list
surfaceInfo_t *surfOverride = G2_FindOverrideSurface(surfaceNum, rootSList);
// really, we should use the default flags for this surface unless it's been overriden
int offFlags = surfInfo->flags;
if (surfOverride)
{
offFlags = surfOverride->offFlags;
}
// if this surface is not off, add it to the shader render list
if (!offFlags)
{
// have we already transformed this group of ghoul2 skeletons this frame?
if (secondTimeAround && (TransformedVertArray[surface->thisSurfaceIndex]))
{
return;
}
R_TransformEachSurface(surface, scale, G2VertSpace, TransformedVertArray, bonePtr);
}
// if we are turning off all descendants, then stop this recursion now
if (offFlags & G2SURFACEFLAG_NODESCENDANTS)
{
return;
}
// now recursively call for the children
for (i=0; i< surfInfo->numChildren; i++)
{
G2_TransformSurfaces(surfInfo->childIndexes[i], rootSList, bonePtr, currentModel, lod, scale, G2VertSpace, TransformedVertArray, secondTimeAround);
}
}
// main calling point for the model transform for collision detection. At this point all of the skeleton has been transformed.
void G2_TransformModel(CGhoul2Info_v &ghoul2, const int frameNum, vec3_t scale, CMiniHeap *G2VertSpace, int useLod)
{
int i, lod;
model_t *currentModel;
model_t *animModel;
mdxaHeader_t *aHeader;
vec3_t correctScale;
bool secondTimeAround = false;
// if we have already done this once, lets go again, and only do those surfaces that might have changed
if (ghoul2[0].mMeshFrameNum == frameNum)
{
secondTimeAround = true;
}
VectorCopy(scale, correctScale);
// check for scales of 0 - that's the default I believe
if (!scale[0])
{
correctScale[0] = 1.0;
}
if (!scale[1])
{
correctScale[1] = 1.0;
}
if (!scale[2])
{
correctScale[2] = 1.0;
}
// walk each possible model for this entity and try rendering it out
for (i=0; i<ghoul2.size(); i++)
{
// don't bother with models that we don't care about.
if (ghoul2[i].mModelindex == -1)
{
continue;
}
// get the sorted model to play with
currentModel = R_GetModelByHandle(RE_RegisterModel(ghoul2[i].mFileName));
animModel = R_GetModelByHandle(currentModel->mdxm->animIndex);
aHeader = animModel->mdxa;
// stop us building this model more than once per frame
ghoul2[i].mMeshFrameNum = frameNum;
// decide the LOD
lod = G2_DecideTraceLod(ghoul2[i], useLod, currentModel);
// give us space for the transformed vertex array to be put in
ghoul2[i].mTransformedVertsArray = (int*)G2VertSpace->MiniHeapAlloc(currentModel->mdxm->numSurfaces * 4);
memset(ghoul2[i].mTransformedVertsArray, 0,(currentModel->mdxm->numSurfaces * 4));
// did we get enough space?
assert(ghoul2[i].mTransformedVertsArray);
// recursively call the model surface transform
G2_TransformSurfaces(ghoul2[i].mSurfaceRoot, ghoul2[i].mSlist, ghoul2[i].mTempBoneList, currentModel, lod, correctScale, G2VertSpace, ghoul2[i].mTransformedVertsArray, secondTimeAround);
}
}
// work out how much space a triangle takes
static float G2_AreaOfTri(const vec3_t A, const vec3_t B, const vec3_t C)
{
vec3_t cross, ab, cb;
VectorSubtract(A, B, ab);
VectorSubtract(C, B, cb);
CrossProduct(ab, cb, cross);
return VectorLength(cross);
}
// actually determine the S and T of the coordinate we hit in a given poly
static void G2_BuildHitPointST( const vec3_t A, const float SA, const float TA,
const vec3_t B, const float SB, const float TB,
const vec3_t C, const float SC, const float TC,
const vec3_t P, float *s, float *t,float &bary_i,float &bary_j)
{
float areaABC = G2_AreaOfTri(A, B, C);
float i = G2_AreaOfTri(P, B, C) / areaABC;
bary_i=i;
float j = G2_AreaOfTri(A, P, C) / areaABC;
bary_j=j;
float k = G2_AreaOfTri(A, B, P) / areaABC;
*s = SA * i + SB * j + SC * k;
*t = TA * i + TB * j + TC * k;
*s=fmod(*s, 1);
if (*s< 0)
{
*s+= 1.0;
}
*t=fmod(*t, 1);
if (*t< 0)
{
*t+= 1.0;
}
}
// routine that works out given a ray whether or not it hits a poly
static qboolean G2_SegmentTriangleTest( const vec3_t start, const vec3_t end,
const vec3_t A, const vec3_t B, const vec3_t C,
qboolean backFaces,qboolean frontFaces,vec3_t returnedPoint,vec3_t returnedNormal, float *denom)
{
static const float tiny=1E-10f;
vec3_t returnedNormalT;
vec3_t edgeAC;
VectorSubtract(C, A, edgeAC);
VectorSubtract(B, A, returnedNormalT);
CrossProduct(returnedNormalT, edgeAC, returnedNormal);
vec3_t ray;
VectorSubtract(end, start, ray);
*denom=DotProduct(ray, returnedNormal);
if (fabs(*denom)<tiny|| // triangle parallel to ray
(!backFaces && *denom>0)|| // not accepting back faces
(!frontFaces && *denom<0)) //not accepting front faces
{
return qfalse;
}
vec3_t toPlane;
VectorSubtract(A, start, toPlane);
const float t=DotProduct(toPlane, returnedNormal)/ *denom;
if (t<0.0f||t>1.0f)
{
return qfalse; // off segment
}
VectorScale(ray, t, ray);
VectorAdd(ray, start, returnedPoint);
vec3_t edgePA;
VectorSubtract(A, returnedPoint, edgePA);
vec3_t edgePB;
VectorSubtract(B, returnedPoint, edgePB);
vec3_t edgePC;
VectorSubtract(C, returnedPoint, edgePC);
vec3_t temp;
CrossProduct(edgePA, edgePB, temp);
if (DotProduct(temp, returnedNormal)<0.0f)
{
return qfalse; // off triangle
}
CrossProduct(edgePC, edgePA, temp);
if (DotProduct(temp,returnedNormal)<0.0f)
{
return qfalse; // off triangle
}
CrossProduct(edgePB, edgePC, temp);
if (DotProduct(temp, returnedNormal)<0.0f)
{
return qfalse; // off triangle
}
return qtrue;
}
#ifdef _SOF2
struct SVertexTemp
{
int flags;
int touch;
int newindex;
float tex[2];
SVertexTemp()
{
touch=0;
}
};
#define MAX_GORE_VERTS (3000)
static SVertexTemp GoreVerts[MAX_GORE_VERTS];
static int GoreIndexCopy[MAX_GORE_VERTS];
static int GoreTouch=1;
#define MAX_GORE_INDECIES (6000)
static int GoreIndecies[MAX_GORE_INDECIES];
// now we at poly level, check each model space transformed poly against the model world transfomed ray
void G2_GorePolys( const mdxmSurface_t *surface, const vec3_t rayStart, const vec3_t rayEnd,int entNum, /*WraithID wID, CSkin *skin, CShader *cust_shader,*/ mdxmSurfHierarchy_t *surfInfo,float ssize,float tsize,float theta,CGhoul2Info *ghoul2info,int surfaceIndex,int goreShader,int lod, int *TransformedVertsArray)
{
int j;
vec3_t basis1;
vec3_t basis2;
vec3_t taxis;
vec3_t saxis;
basis2[0]=0.0f;
basis2[1]=0.0f;
basis2[2]=1.0f;
CrossProduct(rayEnd,basis2,basis1);
if (DotProduct(basis1,basis1)<.1f)
{
basis2[0]=0.0f;
basis2[1]=1.0f;
basis2[2]=0.0f;
CrossProduct(rayEnd,basis2,basis1);
}
CrossProduct(rayEnd,basis1,basis2);
// Give me a shot direction not a bunch of zeros :) -Gil
assert(DotProduct(basis1,basis1)>.0001f);
assert(DotProduct(basis2,basis2)>.0001f);
VectorNormalize(basis1);
VectorNormalize(basis2);
float c=cos(theta);
float s=sin(theta);
VectorScale(basis1,.5f*c/tsize,taxis);
VectorMA(taxis,.5f*s/tsize,basis2,taxis);
VectorScale(basis1,-.5f*s/ssize,saxis);
VectorMA(saxis,.5f*c/ssize,basis2,saxis);
float *verts = (float *)TransformedVertsArray[surface->thisSurfaceIndex];
int numVerts = surface->numVerts;
int flags=15;
assert(numVerts<MAX_GORE_VERTS);
for ( j = 0; j < numVerts; j++ )
{
int pos=j*5;
vec3_t delta;
delta[0]=verts[pos+0]-rayStart[0];
delta[1]=verts[pos+1]-rayStart[1];
delta[2]=verts[pos+2]-rayStart[2];
float s=DotProduct(delta,saxis)+0.5f;
float t=DotProduct(delta,taxis)+0.5f;
int vflags=0;
if (s>0.20f)
{
vflags|=1;
}
if (s<0.80f)
{
vflags|=2;
}
if (t>0.20f)
{
vflags|=4;
}
if (t<0.80f)
{
vflags|=8;
}
vflags=(~vflags);
flags&=vflags;
GoreVerts[j].flags=vflags;
GoreVerts[j].tex[0]=s;
GoreVerts[j].tex[1]=t;
}
if (flags)
{
return; // completely off the gore splotch.
}
int numTris,newNumTris,newNumVerts;
numTris = surface->numTriangles;
mdxmTriangle_t *tris;
tris = (mdxmTriangle_t *) ((byte *)surface + surface->ofsTriangles);
verts = (float *)TransformedVertsArray[surface->thisSurfaceIndex];
newNumTris=0;
newNumVerts=0;
GoreTouch++;
for ( j = 0; j < numTris; j++ )
{
assert(tris[j].indexes[0]>=0&&tris[j].indexes[0]<numVerts);
assert(tris[j].indexes[1]>=0&&tris[j].indexes[1]<numVerts);
assert(tris[j].indexes[2]>=0&&tris[j].indexes[2]<numVerts);
flags=15&
GoreVerts[tris[j].indexes[0]].flags&
GoreVerts[tris[j].indexes[1]].flags&
GoreVerts[tris[j].indexes[2]].flags;
if (flags)
{
continue;
}
int k;
assert(newNumTris*3+3<MAX_GORE_INDECIES);
for (k=0;k<3;k++)
{
if (GoreVerts[tris[j].indexes[k]].touch==GoreTouch)
{
GoreIndecies[newNumTris*3+k]=GoreVerts[tris[j].indexes[k]].newindex;
}
else
{
GoreVerts[tris[j].indexes[k]].touch=GoreTouch;
GoreVerts[tris[j].indexes[k]].newindex=newNumVerts;
GoreIndecies[newNumTris*3+k]=newNumVerts;
GoreIndexCopy[newNumVerts]=tris[j].indexes[k];
newNumVerts++;
}
}
newNumTris++;
}
if (!newNumVerts)
{
return;
}
int newTag;
map<pair<int,int>,int>::iterator f=GoreTagsTemp.find(pair<int,int>(goreModelIndex,surfaceIndex));
if (f==GoreTagsTemp.end()) // need to generate a record
{
newTag=AllocGoreRecord();
CGoreSet *goreSet=0;
if (ghoul2info->mGoreSetTag)
{
goreSet=FindGoreSet(ghoul2info->mGoreSetTag);
}
if (!goreSet)
{
goreSet=NewGoreSet();
ghoul2info->mGoreSetTag=goreSet->mMyGoreSetTag;
}
assert(goreSet);
SGoreSurface add;
add.mGoreShaderEnum=goreShader;
add.mGoreTag=newTag;
goreSet->mGoreRecords.insert(pair<int,SGoreSurface>(surfaceIndex,add));
GoreTagsTemp[pair<int,int>(goreModelIndex,surfaceIndex)]=newTag;
}
else
{
newTag=(*f).second;
}
GoreTextureCoordinates *gore=FindGoreRecord(newTag);
if (gore)
{
assert(sizeof(float)==sizeof(int));
// data block format:
int size=
sizeof(int)+ // num verts
sizeof(int)+ // num tris
sizeof(int)*newNumVerts+ // which verts to copy from original surface
sizeof(float)*4*newNumVerts+ // storgage for deformed verts
sizeof(float)*4*newNumVerts+ // storgage for deformed normal
sizeof(float)*2*newNumVerts+ // texture coordinates
sizeof(int)*newNumTris*3; // new indecies
// FIXME: John Scott's memory system needed here!!
int *data=0;//=(int *)Z_Malloc(size, TAG_G2GORE);
gore->tex[lod]=(float *)data;
*data++=newNumVerts;
*data++=newNumTris;
memcpy(data,GoreIndexCopy,sizeof(int)*newNumVerts);
data+=newNumVerts*9; // skip verts and normals
float *fdata=(float *)data;
for (j=0;j<newNumVerts;j++)
{
*fdata++=GoreVerts[GoreIndexCopy[j]].tex[0];
*fdata++=GoreVerts[GoreIndexCopy[j]].tex[1];
}
data=(int *)fdata;
memcpy(data,GoreIndecies,sizeof(int)*newNumTris*3);
data+=newNumTris*3;
assert((data-(int *)gore->tex[lod])*sizeof(int)==size);
}
}
#endif // _SOF2
// now we're at poly level, check each model space transformed poly against the model world transfomed ray
bool G2_TracePolys( const mdxmSurface_t *surface, const vec3_t rayStart, const vec3_t rayEnd, CollisionRecord_t *collRecMap, int entNum, int modelIndex, const skin_t *skin, const shader_t *cust_shader, const mdxmSurfHierarchy_t *surfInfo, int *TransformedVertsArray, int traceFlags)
{
int j, numTris;
// whip through and actually transform each vertex
const mdxmTriangle_t *tris = (mdxmTriangle_t *) ((byte *)surface + surface->ofsTriangles);
const float *verts = (float *)TransformedVertsArray[surface->thisSurfaceIndex];
numTris = surface->numTriangles;
for ( j = 0; j < numTris; j++ )
{
float face;
vec3_t hitPoint, normal;
// determine actual coords for this triangle
const float *point1 = &verts[(tris[j].indexes[0] * 5)];
const float *point2 = &verts[(tris[j].indexes[1] * 5)];
const float *point3 = &verts[(tris[j].indexes[2] * 5)];
// did we hit it?
if (G2_SegmentTriangleTest(rayStart, rayEnd, point1, point2, point3, qtrue, qtrue, hitPoint, normal, &face))
{
// find space in the collision records for this record
for (int i=0; i<MAX_G2_COLLISIONS;i++)
{
if (collRecMap[i].mEntityNum == -1)
{
CollisionRecord_t &newCol = collRecMap[i];
float distance;
vec3_t distVect;
float x_pos = 0, y_pos = 0;
newCol.mPolyIndex = j;
newCol.mEntityNum = entNum;
newCol.mSurfaceIndex = surface->thisSurfaceIndex;
newCol.mModelIndex = modelIndex;
if (face>0)
{
newCol.mFlags = G2_FRONTFACE;
}
else
{
newCol.mFlags = G2_BACKFACE;
}
VectorSubtract(hitPoint, rayStart, distVect);
distance = VectorLength(distVect);
// put the hit point back into world space
TransformAndTranslatePoint(hitPoint, newCol.mCollisionPosition, &worldMatrix);
// transform normal (but don't translate) into world angles
TransformPoint(normal, newCol.mCollisionNormal, &worldMatrix);
VectorNormalize(newCol.mCollisionNormal);
newCol.mMaterial = newCol.mLocation = 0;
// Determine our location within the texture, and barycentric coordinates
G2_BuildHitPointST(point1, point1[3], point1[4],
point2, point2[3], point2[4],
point3, point3[3], point3[4],
hitPoint, &x_pos, &y_pos,newCol.mBarycentricI,newCol.mBarycentricJ);
const shader_t *shader = 0;
// now, we know what surface this hit belongs to, we need to go get the shader handle so we can get the correct hit location and hit material info
if ( cust_shader )
{
shader = cust_shader;
}
else if ( skin )
{
int j;
// match the surface name to something in the skin file
shader = tr.defaultShader;
for ( j = 0 ; j < skin->numSurfaces ; j++ )
{
// the names have both been lowercased
if ( !strcmp( skin->surfaces[j]->name, surfInfo->name ) )
{
shader = skin->surfaces[j]->shader;
break;
}
}
}
else
{
shader = R_GetShaderByHandle( surfInfo->shaderIndex );
}
// do we even care to decide what the hit or location area's are? If we don't have them in the shader there is little point
if ((shader->hitLocation) || (shader->hitMaterial))
{
// ok, we have a floating point position. - determine location in data we need to look at
if (shader->hitLocation)
{
newCol.mLocation = *(hitMatReg[shader->hitLocation].loc +
((int)(y_pos * hitMatReg[shader->hitLocation].height) * hitMatReg[shader->hitLocation].width) +
((int)(x_pos * hitMatReg[shader->hitLocation].width)));
Com_Printf("G2_TracePolys hit location: %d\n", newCol.mLocation);
}
if (shader->hitMaterial)
{
newCol.mMaterial = *(hitMatReg[shader->hitMaterial].loc +
((int)(y_pos * hitMatReg[shader->hitMaterial].height) * hitMatReg[shader->hitMaterial].width) +
((int)(x_pos * hitMatReg[shader->hitMaterial].width)));
}
}
// now we have constructed that new hit record, store it.
newCol.mDistance = distance;
// exit now if we should
if (traceFlags & G2_RETURNONHIT)
{
return true;
}
break;
}
}
}
}
return false;
}
// look at a surface and then do the trace on each poly
void G2_TraceSurfaces(CTraceSurface &TS)
{
int i;
// back track and get the surfinfo struct for this surface
const mdxmSurface_t *surface = (mdxmSurface_t *)G2_FindSurface((void *)TS.currentModel, TS.surfaceNum, TS.lod);
const mdxmHierarchyOffsets_t *surfIndexes = (mdxmHierarchyOffsets_t *)((byte *)TS.currentModel->mdxm + sizeof(mdxmHeader_t));
const mdxmSurfHierarchy_t *surfInfo = (mdxmSurfHierarchy_t *)((byte *)surfIndexes + surfIndexes->offsets[surface->thisSurfaceIndex]);
// see if we have an override surface in the surface list
const surfaceInfo_t *surfOverride = G2_FindOverrideSurface(TS.surfaceNum, TS.rootSList);
// don't allow recursion if we've already hit a polygon
if (TS.hitOne)
{
return;
}
// really, we should use the default flags for this surface unless it's been overriden
int offFlags = surfInfo->flags;
// set the off flags if we have some
if (surfOverride)
{
offFlags = surfOverride->offFlags;
}
// if this surface is not off, add it to the shader render list
if (!offFlags)
{
// go away and trace the polys in this surface
if (G2_TracePolys(surface, TS.rayStart, TS.rayEnd, TS.collRecMap, TS.entNum, TS.modelIndex, TS.skin, TS.cust_shader, surfInfo, TS.TransformedVertsArray, TS.traceFlags) && (TS.traceFlags & G2_RETURNONHIT))
{
// ok, we hit one, *and* we want to return instantly because the returnOnHit is set
// so indicate we've hit one, so other surfaces don't get hit and return
TS.hitOne = true;
return;
}
}
// if we are turning off all descendants, then stop this recursion now
if (offFlags & G2SURFACEFLAG_NODESCENDANTS)
{
return;
}
// now recursively call for the children
for (i=0; i< surfInfo->numChildren; i++)
{
TS.surfaceNum = surfInfo->childIndexes[i];
G2_TraceSurfaces(TS);
}
}
void G2_TraceModels(CGhoul2Info_v &ghoul2, vec3_t rayStart, vec3_t rayEnd, CollisionRecord_t *collRecMap, int entNum, int traceFlags, int useLod)
{
int i, lod;
model_t *currentModel;
model_t *animModel;
mdxaHeader_t *aHeader;
skin_t *skin;
shader_t *cust_shader;
// walk each possible model for this entity and try tracing against it
for (i=0; i<ghoul2.size(); i++)
{
// don't bother with models that we don't care about.
if (ghoul2[i].mModelindex == -1)
{
continue;
}
// do we really want to collide with this object?
if (ghoul2[i].mFlags & GHOUL2_NOCOLLIDE)
{
continue;
}
currentModel = R_GetModelByHandle(RE_RegisterModel(ghoul2[i].mFileName));
animModel = R_GetModelByHandle(currentModel->mdxm->animIndex);
aHeader = animModel->mdxa;
//
// figure out whether we should be using a custom shader for this model
//
if (ghoul2[i].mCustomShader)
{
cust_shader = R_GetShaderByHandle(ghoul2[i].mCustomShader );
}
else
{
cust_shader = NULL;
}
// figure out the custom skin thing
if ( ghoul2[i].mSkin > 0 && ghoul2[i].mSkin < tr.numSkins )
{
skin = R_GetSkinByHandle( ghoul2[i].mSkin );
}
else
{
skin = NULL;
}
lod = G2_DecideTraceLod(ghoul2[i],useLod, currentModel);
CTraceSurface TS(ghoul2[i].mSurfaceRoot, ghoul2[i].mSlist, currentModel, lod, rayStart, rayEnd, collRecMap, entNum, i, skin, cust_shader, ghoul2[i].mTransformedVertsArray, traceFlags);
// start the surface recursion loop
G2_TraceSurfaces(TS);
// if we've hit one surface on one model, don't bother doing the rest
if ((traceFlags & G2_RETURNONHIT) && TS.hitOne)
{
break;
}
}
}
void TransformPoint (vec3_t in, vec3_t out, mdxaBone_t *mat) {
for (int i=0;i<3;i++)
{
out[i]= in[0]*mat->matrix[i][0] + in[1]*mat->matrix[i][1] + in[2]*mat->matrix[i][2];
}
}
void TransformAndTranslatePoint (vec3_t in, vec3_t out, mdxaBone_t *mat) {
for (int i=0;i<3;i++)
{
out[i]= in[0]*mat->matrix[i][0] + in[1]*mat->matrix[i][1] + in[2]*mat->matrix[i][2] + mat->matrix[i][3];
}
}
// create a matrix using a set of angles
void Create_Matrix(const float *angle, mdxaBone_t *matrix)
{
vec3_t axis[3];
// convert angles to axis
AnglesToAxis( angle, axis );
matrix->matrix[0][0] = axis[0][0];
matrix->matrix[1][0] = axis[0][1];
matrix->matrix[2][0] = axis[0][2];
matrix->matrix[0][1] = axis[1][0];
matrix->matrix[1][1] = axis[1][1];
matrix->matrix[2][1] = axis[1][2];
matrix->matrix[0][2] = axis[2][0];
matrix->matrix[1][2] = axis[2][1];
matrix->matrix[2][2] = axis[2][2];
matrix->matrix[0][3] = 0;
matrix->matrix[1][3] = 0;
matrix->matrix[2][3] = 0;
}
// given a matrix, generate the inverse of that matrix
void Inverse_Matrix(mdxaBone_t *src, mdxaBone_t *dest)
{
int i, j;
for (i = 0; i < 3; i++)
{
for (j = 0; j < 3; j++)
{
dest->matrix[i][j]=src->matrix[j][i];
}
}
for (i = 0; i < 3; i++)
{
dest->matrix[i][3]=0;
for (j = 0; j < 3; j++)
{
dest->matrix[i][3]-=dest->matrix[i][j]*src->matrix[j][3];
}
}
}
// generate the world matrix for a given set of angles and origin - called from lots of places
void G2_GenerateWorldMatrix(const vec3_t angles, const vec3_t origin)
{
Create_Matrix(angles, &worldMatrix);
worldMatrix.matrix[0][3] = origin[0];
worldMatrix.matrix[1][3] = origin[1];
worldMatrix.matrix[2][3] = origin[2];
Inverse_Matrix(&worldMatrix, &worldMatrixInv);
}
// go away and determine what the pointer for a specific surface definition within the model definition is
void *G2_FindSurface(void *mod_t, int index, int lod)
{
// damn include file dependancies
model_t *mod = (model_t *)mod_t;
// point at first lod list
byte *current = (byte*)((int)mod->mdxm + (int)mod->mdxm->ofsLODs);
int i;
//walk the lods
for (i=0; i<lod; i++)
{
mdxmLOD_t *lodData = (mdxmLOD_t *)current;
current += lodData->ofsEnd;
}
// avoid the lod pointer data structure
current += sizeof(mdxmLOD_t);
mdxmLODSurfOffset_t *indexes = (mdxmLODSurfOffset_t *)current;
// we are now looking at the offset array
current += indexes->offsets[index];
return (void *)current;
}
#define SURFACE_SAVE_BLOCK_SIZE sizeof(surfaceInfo_t)
#define BOLT_SAVE_BLOCK_SIZE (sizeof(boltInfo_t) - sizeof(mdxaBone_t))
#define BONE_SAVE_BLOCK_SIZE sizeof(boneInfo_t)
qboolean G2_SaveGhoul2Models(CGhoul2Info_v &ghoul2, char **buffer, int *size)
{
// is there anything to save?
if (!ghoul2.size())
{
*buffer = (char *)Z_Malloc(4, TAG_GHOUL2, qtrue);
int *tempBuffer = (int *)*buffer;
*tempBuffer = 0;
*size = 4;
return qtrue;
}
// yeah, lets get busy
*size = 0;
// this one isn't a define since I couldn't work out how to figure it out at compile time
int ghoul2BlockSize = (int)&ghoul2[0].mTransformedVertsArray - (int)&ghoul2[0].mModelindex;
// add in count for number of ghoul2 models
*size += 4;
// start out working out the total size of the buffer we need to allocate
for (int i=0; i<ghoul2.size();i++)
{
*size += ghoul2BlockSize;
// add in count for number of surfaces
*size += 4;
*size += (ghoul2[i].mSlist.size() * SURFACE_SAVE_BLOCK_SIZE);
// add in count for number of bones
*size += 4;
*size += (ghoul2[i].mBlist.size() * BONE_SAVE_BLOCK_SIZE);
// add in count for number of bolts
*size += 4;
*size += (ghoul2[i].mBltlist.size() * BOLT_SAVE_BLOCK_SIZE);
}
// ok, we should know how much space we need now
*buffer = (char*)Z_Malloc(*size, TAG_GHOUL2, qtrue);
// now lets start putting the data we care about into the buffer
char *tempBuffer = *buffer;
// save out how many ghoul2 models we have
*(int *)tempBuffer = ghoul2.size();
tempBuffer +=4;
for (i=0; i<ghoul2.size();i++)
{
// first save out the ghoul2 details themselves
// OutputDebugString(va("G2_SaveGhoul2Models(): ghoul2[%d].mModelindex = %d\n",i,ghoul2[i].mModelindex));
memcpy(tempBuffer, &ghoul2[i].mModelindex, ghoul2BlockSize);
tempBuffer += ghoul2BlockSize;
// save out how many surfaces we have
*(int*)tempBuffer = ghoul2[i].mSlist.size();
tempBuffer +=4;
// now save the all the surface list info
for (int x=0; x<ghoul2[i].mSlist.size(); x++)
{
memcpy(tempBuffer, &ghoul2[i].mSlist[x], SURFACE_SAVE_BLOCK_SIZE);
tempBuffer += SURFACE_SAVE_BLOCK_SIZE;
}
// save out how many bones we have
*(int*)tempBuffer = ghoul2[i].mBlist.size();
tempBuffer +=4;
// now save the all the bone list info
for (x=0; x<ghoul2[i].mBlist.size(); x++)
{
memcpy(tempBuffer, &ghoul2[i].mBlist[x], BONE_SAVE_BLOCK_SIZE);
tempBuffer += BONE_SAVE_BLOCK_SIZE;
}
// save out how many bolts we have
*(int*)tempBuffer = ghoul2[i].mBltlist.size();
tempBuffer +=4;
// lastly save the all the bolt list info
for (x=0; x<ghoul2[i].mBltlist.size(); x++)
{
memcpy(tempBuffer, &ghoul2[i].mBltlist[x], BOLT_SAVE_BLOCK_SIZE);
tempBuffer += BOLT_SAVE_BLOCK_SIZE;
}
}
return qtrue;
}
// have to free space malloced in the save system here because the game DLL can't.
void G2_FreeSaveBuffer(char *buffer)
{
Z_Free(buffer);
}
int G2_FindConfigStringSpace(char *name, int start, int max)
{
char s[MAX_STRING_CHARS];
for (int i=1 ; i<max ; i++ )
{
SV_GetConfigstring( start + i, s, sizeof( s ) );
if ( !s[0] )
{
break;
}
if ( !stricmp( s, name ) )
{
return i;
}
}
SV_SetConfigstring(start + i, name);
return i;
}
void G2_LoadGhoul2Model(CGhoul2Info_v &ghoul2, char *buffer)
{
// first thing, lets see how many ghoul2 models we have, and resize our buffers accordingly
int newSize = *(int*)buffer;
ghoul2.resize(newSize);
buffer += 4;
// did we actually resize to a value?
if (!newSize)
{
// no, ok, well, done then.
return;
}
// this one isn't a define since I couldn't work out how to figure it out at compile time
int ghoul2BlockSize = (int)&ghoul2[0].mTransformedVertsArray - (int)&ghoul2[0].mModelindex;
// now we have enough instances, lets go through each one and load up the relevant details
for (int i=0; i<ghoul2.size(); i++)
{
// load the ghoul2 info from the buffer
memcpy(&ghoul2[i].mModelindex, buffer, ghoul2BlockSize);
// OutputDebugString(va("G2_LoadGhoul2Model(): ghoul2[%d].mModelindex = %d\n",i,ghoul2[i].mModelindex));
buffer +=ghoul2BlockSize;
// now we have to do some building up of stuff so we can register these new models.
ghoul2[i].mModel = RE_RegisterModel(ghoul2[i].mFileName);
// we are going to go right ahead and stuff the modelIndex in here, since we know we are only loading and saving on the server. It's a bit naught,
// but so what?:)
ghoul2[i].mModelindex = G2_FindConfigStringSpace(ghoul2[i].mFileName, CS_MODELS, MAX_MODELS);
// OutputDebugString(va("(further on): ghoul2[%d].mModelindex = %d\n",i,ghoul2[i].mModelindex));
// give us enough surfaces to load up the data
ghoul2[i].mSlist.resize(*(int*)buffer);
buffer +=4;
// now load all the surfaces
for (int x=0; x<ghoul2[i].mSlist.size(); x++)
{
memcpy(&ghoul2[i].mSlist[x], buffer, SURFACE_SAVE_BLOCK_SIZE);
buffer += SURFACE_SAVE_BLOCK_SIZE;
}
// give us enough bones to load up the data
ghoul2[i].mBlist.resize(*(int*)buffer);
buffer +=4;
// now load all the bones
for (x=0; x<ghoul2[i].mBlist.size(); x++)
{
memcpy(&ghoul2[i].mBlist[x], buffer, BONE_SAVE_BLOCK_SIZE);
buffer += BONE_SAVE_BLOCK_SIZE;
}
// give us enough bolts to load up the data
ghoul2[i].mBltlist.resize(*(int*)buffer);
buffer +=4;
// now load all the bolts
for (x=0; x<ghoul2[i].mBltlist.size(); x++)
{
memcpy(&ghoul2[i].mBltlist[x], buffer, BOLT_SAVE_BLOCK_SIZE);
buffer += BOLT_SAVE_BLOCK_SIZE;
}
}
}
void G2_LerpAngles(CGhoul2Info_v &ghoul2,CGhoul2Info_v &nextGhoul2, float interpolation)
{
// loop each model
for (int i=0; i< ghoul2.size(); i++)
{
if (ghoul2[i].mModelindex != -1)
{
// now walk the bone list
for (int x = 0; x < ghoul2[i].mBlist.size(); x++)
{
boneInfo_t &bone = ghoul2[i].mBlist[x];
// sure we have one to lerp to?
if ((nextGhoul2.size() > i) &&
(nextGhoul2[i].mModelindex != -1) &&
(nextGhoul2[i].mBlist.size() > x) &&
(nextGhoul2[i].mBlist[x].boneNumber != -1))
{
boneInfo_t &nextBone = nextGhoul2[i].mBlist[x];
// does this bone override actually have anything in it, and if it does, is it a bone angles override?
if ((bone.boneNumber != -1) && ((bone.flags) & (BONE_ANGLES_TOTAL)))
{
float *nowMatrix = (float*) &bone.matrix;
float *nextMatrix = (float*) &nextBone.matrix;
float *newMatrix = (float*) &bone.newMatrix;
// now interpolate the matrix
for (int z=0; z < 12; z++)
{
newMatrix[z] = nowMatrix[z] + interpolation * ( nextMatrix[z] - nowMatrix[z] );
}
}
}
else
{
memcpy(&ghoul2[i].mBlist[x].newMatrix, &ghoul2[i].mBlist[x].matrix, sizeof(mdxaBone_t));
}
}
}
}
}