/* ============================================================================= MODEL TESTING Model viewing can begin with either "testmodel " The names must be the full pathname after the basedir, like "models/weapons/v_launch/tris.md3" or "players/male/tris.md3" Extension will default to ".ase" if not specified. Testmodel will create a fake entity 100 units in front of the current view position, directly facing the viewer. It will remain immobile, so you can move around it to view it from different angles. g_testModelRotate g_testModelAnimate g_testModelBlend ============================================================================= */ #include "../../idlib/precompiled.h" #pragma hdrstop #include "../Game_local.h" CLASS_DECLARATION( idAnimatedEntity, idTestModel ) EVENT( EV_FootstepLeft, idTestModel::Event_Footstep ) EVENT( EV_FootstepRight, idTestModel::Event_Footstep ) END_CLASS /* ================ idTestModel::idTestModel ================ */ idTestModel::idTestModel() { head = NULL; headAnimator = NULL; anim = 0; headAnim = 0; starttime = 0; animtime = 0; mode = 0; frame = 0; } /* ================ idTestModel::Save ================ */ void idTestModel::Save( idSaveGame *savefile ) { } /* ================ idTestModel::Restore ================ */ void idTestModel::Restore( idRestoreGame *savefile ) { // FIXME: one day we may actually want to save/restore test models, but for now we'll just delete them delete this; } /* ================ idTestModel::Spawn ================ */ void idTestModel::Spawn( void ) { idVec3 size; idBounds bounds; const char *headModel; jointHandle_t joint; idStr jointName; idVec3 origin, modelOffset; idMat3 axis; const idKeyValue *kv; copyJoints_t copyJoint; // RAVEN BEGIN // ddynerman: new heads idAFAttachment *headEnt; // RAVEN END if ( renderEntity.hModel && renderEntity.hModel->IsDefaultModel() && !animator.ModelDef() ) { gameLocal.Warning( "Unable to create testmodel for '%s' : model defaulted", spawnArgs.GetString( "model" ) ); PostEventMS( &EV_Remove, 0 ); return; } mode = g_testModelAnimate.GetInteger(); animator.RemoveOriginOffset( g_testModelAnimate.GetInteger() == 1 ); physicsObj.SetSelf( this ); physicsObj.SetOrigin( GetPhysics()->GetOrigin() ); physicsObj.SetAxis( GetPhysics()->GetAxis() ); if ( spawnArgs.GetVector( "mins", NULL, bounds[0] ) ) { spawnArgs.GetVector( "maxs", NULL, bounds[1] ); physicsObj.SetClipBox( bounds, 1.0f ); physicsObj.SetContents( 0 ); } else if ( spawnArgs.GetVector( "size", NULL, size ) ) { bounds[ 0 ].Set( size.x * -0.5f, size.y * -0.5f, 0.0f ); bounds[ 1 ].Set( size.x * 0.5f, size.y * 0.5f, size.z ); physicsObj.SetClipBox( bounds, 1.0f ); physicsObj.SetContents( 0 ); } spawnArgs.GetVector( "offsetModel", "0 0 0", modelOffset ); // add the head model if it has one headModel = spawnArgs.GetString( "def_head", "" ); if ( headModel[ 0 ] ) { // RAVEN BEGIN // ddynerman: new heads jointName = spawnArgs.GetString( "joint_head" ); joint = animator.GetJointHandle( jointName ); if ( joint == INVALID_JOINT ) { gameLocal.Warning( "Joint '%s' not found for 'joint_head'", jointName.c_str() ); } else { // copy any sounds in case we have frame commands on the head idDict args; const idKeyValue *sndKV = spawnArgs.MatchPrefix( "snd_", NULL ); while( sndKV ) { args.Set( sndKV->GetKey(), sndKV->GetValue() ); sndKV = spawnArgs.MatchPrefix( "snd_", sndKV ); } args.Set( "classname", headModel ); if( !gameLocal.SpawnEntityDef( args, ( idEntity ** )&headEnt ) ) { gameLocal.Warning( "idTestModel::Spawn() - Unknown head model '%s'\n", headModel ); return; } headEnt->spawnArgs.Set( "classname", headModel ); headEnt->SetName( va( "%s_head", name.c_str() ) ); headEnt->SetBody ( this, headEnt->spawnArgs.GetString ( "model" ), joint ); headEnt->BindToJoint( this, joint, true ); headEnt->SetOrigin( vec3_origin ); headEnt->SetAxis( mat3_identity ); headEnt->InitCopyJoints ( ); head = headEnt; // RAVEN END headAnimator = head.GetEntity()->GetAnimator(); // set up the list of joints to copy to the head for( kv = spawnArgs.MatchPrefix( "copy_joint", NULL ); kv != NULL; kv = spawnArgs.MatchPrefix( "copy_joint", kv ) ) { jointName = kv->GetKey(); if ( jointName.StripLeadingOnce( "copy_joint_world " ) ) { copyJoint.mod = JOINTMOD_WORLD_OVERRIDE; } else { jointName.StripLeadingOnce( "copy_joint " ); copyJoint.mod = JOINTMOD_LOCAL_OVERRIDE; } copyJoint.from = animator.GetJointHandle( jointName ); if ( copyJoint.from == INVALID_JOINT ) { gameLocal.Warning( "Unknown copy_joint '%s'", jointName.c_str() ); continue; } copyJoint.to = headAnimator->GetJointHandle( jointName ); if ( copyJoint.to == INVALID_JOINT ) { gameLocal.Warning( "Unknown copy_joint '%s' on head", jointName.c_str() ); continue; } copyJoints.Append( copyJoint ); } } } // start any shader effects based off of the spawn time renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time ); SetPhysics( &physicsObj ); // always keep updating so we can see the skeleton for the default pose fl.forcePhysicsUpdate = true; gameLocal.Printf( "Added testmodel at origin = '%s', angles = '%s'\n", GetPhysics()->GetOrigin().ToString(), GetPhysics()->GetAxis().ToAngles().ToString() ); BecomeActive( TH_THINK ); } /* ================ idTestModel::~idTestModel ================ */ idTestModel::~idTestModel() { StopSound( SND_CHANNEL_ANY, false ); if ( renderEntity.hModel ) { gameLocal.Printf( "Removing testmodel %s\n", renderEntity.hModel->Name() ); } else { gameLocal.Printf( "Removing testmodel\n" ); } if ( gameLocal.testmodel == this ) { gameLocal.testmodel = NULL; } if ( head.GetEntity() ) { // RAVEN BEGIN // ddynerman: allow instant respawning of head head.GetEntity()->SetName( va( "%s_oldhead", head.GetEntity()->name.c_str() ) ); // RAVEN END head.GetEntity()->StopSound( SND_CHANNEL_ANY, false ); head.GetEntity()->PostEventMS( &EV_Remove, 0 ); } SetPhysics( NULL ); } /* =============== idTestModel::Event_Footstep =============== */ void idTestModel::Event_Footstep( void ) { StartSound( "snd_footstep", SND_CHANNEL_BODY, 0, false, NULL ); } /* ================ idTestModel::ShouldConstructScriptObjectAtSpawn Called during idEntity::Spawn to see if it should construct the script object or not. Overridden by subclasses that need to spawn the script object themselves. ================ */ bool idTestModel::ShouldConstructScriptObjectAtSpawn( void ) const { return false; } /* ================ idTestModel::Think ================ */ void idTestModel::Think( void ) { idVec3 pos; idMat3 axis; idAngles ang; int i; frameBlend_t frameBlend = { 0 }; if ( thinkFlags & TH_THINK ) { if ( anim && ( gameLocal.testmodel == this ) && ( mode != g_testModelAnimate.GetInteger() ) ) { StopSound( SND_CHANNEL_ANY, false ); if ( head.GetEntity() ) { head.GetEntity()->StopSound( SND_CHANNEL_ANY, false ); } switch( g_testModelAnimate.GetInteger() ) { default: case 0: // cycle anim with origin reset if ( animator.NumFrames( anim ) <= 1 ) { // single frame animations end immediately, so just cycle it since it's the same result animator.CycleAnim( ANIMCHANNEL_ALL, anim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) ); if ( headAnim ) { headAnimator->CycleAnim( ANIMCHANNEL_ALL, headAnim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) ); } } else { animator.PlayAnim( ANIMCHANNEL_ALL, anim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) ); if ( headAnim ) { headAnimator->PlayAnim( ANIMCHANNEL_ALL, headAnim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) ); if ( headAnimator->AnimLength( headAnim ) > animator.AnimLength( anim ) ) { // loop the body anim when the head anim is longer animator.CurrentAnim( ANIMCHANNEL_ALL )->SetCycleCount( -1 ); } } } animator.RemoveOriginOffset( false ); break; case 1: // cycle anim with fixed origin animator.CycleAnim( ANIMCHANNEL_ALL, anim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) ); animator.RemoveOriginOffset( true ); if ( headAnim ) { headAnimator->CycleAnim( ANIMCHANNEL_ALL, headAnim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) ); } break; case 2: // cycle anim with continuous origin animator.CycleAnim( ANIMCHANNEL_ALL, anim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) ); animator.RemoveOriginOffset( false ); if ( headAnim ) { headAnimator->CycleAnim( ANIMCHANNEL_ALL, headAnim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) ); } break; case 3: // RAVEN BEGIN // frame by frame with continuous origin frameBlend.frame1 = frame; frameBlend.frame2 = frame; frameBlend.frontlerp = 1.0f; animator.SetFrame( ANIMCHANNEL_ALL, anim, frameBlend ); animator.RemoveOriginOffset( false ); if ( headAnim ) { headAnimator->SetFrame( ANIMCHANNEL_ALL, headAnim, frameBlend ); } // RAVEN END break; case 4: // play anim once animator.PlayAnim( ANIMCHANNEL_ALL, anim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) ); animator.RemoveOriginOffset( false ); if ( headAnim ) { headAnimator->PlayAnim( ANIMCHANNEL_ALL, headAnim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) ); } break; case 5: // RAVEN BEGIN // frame by frame with fixed origin frameBlend.frame1 = frame; frameBlend.frame2 = frame; frameBlend.frontlerp = 1.0f; animator.SetFrame( ANIMCHANNEL_ALL, anim, frameBlend ); animator.RemoveOriginOffset( true ); if ( headAnim ) { headAnimator->SetFrame( ANIMCHANNEL_ALL, headAnim, frameBlend ); } // RAVEN END break; } mode = g_testModelAnimate.GetInteger(); } if ( ( mode == 0 ) && ( gameLocal.time >= starttime + animtime ) ) { starttime = gameLocal.time; StopSound( SND_CHANNEL_ANY, false ); animator.PlayAnim( ANIMCHANNEL_ALL, anim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) ); if ( headAnim ) { headAnimator->PlayAnim( ANIMCHANNEL_ALL, headAnim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) ); if ( headAnimator->AnimLength( headAnim ) > animator.AnimLength( anim ) ) { // loop the body anim when the head anim is longer animator.CurrentAnim( ANIMCHANNEL_ALL )->SetCycleCount( -1 ); } } } if ( headAnimator ) { // copy the animation from the body to the head for( i = 0; i < copyJoints.Num(); i++ ) { if ( copyJoints[ i ].mod == JOINTMOD_WORLD_OVERRIDE ) { idMat3 mat = head.GetEntity()->GetPhysics()->GetAxis().Transpose(); GetJointWorldTransform( copyJoints[ i ].from, gameLocal.time, pos, axis ); pos -= head.GetEntity()->GetPhysics()->GetOrigin(); headAnimator->SetJointPos( copyJoints[ i ].to, copyJoints[ i ].mod, pos * mat ); headAnimator->SetJointAxis( copyJoints[ i ].to, copyJoints[ i ].mod, axis * mat ); } else { animator.GetJointLocalTransform( copyJoints[ i ].from, gameLocal.time, pos, axis ); headAnimator->SetJointPos( copyJoints[ i ].to, copyJoints[ i ].mod, pos ); headAnimator->SetJointAxis( copyJoints[ i ].to, copyJoints[ i ].mod, axis ); } } } // update rotation RunPhysics(); physicsObj.GetAngles( ang ); physicsObj.SetAngularExtrapolation( extrapolation_t(EXTRAPOLATION_LINEAR|EXTRAPOLATION_NOSTOP), gameLocal.time, 0, ang, idAngles( 0, g_testModelRotate.GetFloat() * 360.0f / 60.0f, 0 ), ang_zero ); idClipModel *clip = physicsObj.GetClipModel(); if ( clip && animator.ModelDef() ) { idVec3 neworigin; idMat3 axis; jointHandle_t joint; joint = animator.GetJointHandle( "origin" ); animator.GetJointTransform( joint, gameLocal.time, neworigin, axis ); neworigin = ( ( neworigin - animator.ModelDef()->GetVisualOffset() ) * physicsObj.GetAxis() ) + GetPhysics()->GetOrigin(); // RAVEN BEGIN // ddynerman: multiple clip worlds clip->Link( this, 0, neworigin, clip->GetAxis() ); // RAVEN END } } UpdateAnimation(); Present(); if ( ( gameLocal.testmodel == this ) && g_showTestModelFrame.GetInteger() && anim ) { gameLocal.Printf( "^5 Anim: ^7%s ^5Frame: ^7%d/%d Time: %.3f\n", animator.AnimFullName( anim ), animator.CurrentAnim( ANIMCHANNEL_ALL )->GetFrameNumber( gameLocal.time ), animator.CurrentAnim( ANIMCHANNEL_ALL )->NumFrames(), MS2SEC( gameLocal.time - animator.CurrentAnim( ANIMCHANNEL_ALL )->GetStartTime() ) ); if ( headAnim ) { gameLocal.Printf( "^5 Head: ^7%s ^5Frame: ^7%d/%d Time: %.3f\n\n", headAnimator->AnimFullName( headAnim ), headAnimator->CurrentAnim( ANIMCHANNEL_ALL )->GetFrameNumber( gameLocal.time ), headAnimator->CurrentAnim( ANIMCHANNEL_ALL )->NumFrames(), MS2SEC( gameLocal.time - headAnimator->CurrentAnim( ANIMCHANNEL_ALL )->GetStartTime() ) ); } else { gameLocal.Printf( "\n\n" ); } } } /* ================ idTestModel::NextAnim ================ */ void idTestModel::NextAnim( const idCmdArgs &args ) { if ( !animator.NumAnims() ) { return; } anim++; if ( anim >= animator.NumAnims() ) { // anim 0 is no anim anim = 1; } starttime = gameLocal.time; animtime = animator.AnimLength( anim ); animname = animator.AnimFullName( anim ); headAnim = 0; if ( headAnimator ) { headAnimator->ClearAllAnims( gameLocal.time, 0 ); headAnim = headAnimator->GetAnim( animname ); if ( !headAnim ) { headAnim = headAnimator->GetAnim( "idle" ); } if ( headAnim && ( headAnimator->AnimLength( headAnim ) > animtime ) ) { animtime = headAnimator->AnimLength( headAnim ); } } gameLocal.Printf( "anim '%s', %d.%03d seconds, %d frames\n", animname.c_str(), animator.AnimLength( anim ) / 1000, animator.AnimLength( anim ) % 1000, animator.NumFrames( anim ) ); if ( headAnim ) { gameLocal.Printf( "head '%s', %d.%03d seconds, %d frames\n", headAnimator->AnimFullName( headAnim ), headAnimator->AnimLength( headAnim ) / 1000, headAnimator->AnimLength( headAnim ) % 1000, headAnimator->NumFrames( headAnim ) ); } // reset the anim mode = -1; frame = 1; } /* ================ idTestModel::PrevAnim ================ */ void idTestModel::PrevAnim( const idCmdArgs &args ) { if ( !animator.NumAnims() ) { return; } headAnim = 0; anim--; if ( anim < 0 ) { anim = animator.NumAnims() - 1; } starttime = gameLocal.time; animtime = animator.AnimLength( anim ); animname = animator.AnimFullName( anim ); headAnim = 0; if ( headAnimator ) { headAnimator->ClearAllAnims( gameLocal.time, 0 ); headAnim = headAnimator->GetAnim( animname ); if ( !headAnim ) { headAnim = headAnimator->GetAnim( "idle" ); } if ( headAnim && ( headAnimator->AnimLength( headAnim ) > animtime ) ) { animtime = headAnimator->AnimLength( headAnim ); } } gameLocal.Printf( "anim '%s', %d.%03d seconds, %d frames\n", animname.c_str(), animator.AnimLength( anim ) / 1000, animator.AnimLength( anim ) % 1000, animator.NumFrames( anim ) ); if ( headAnim ) { gameLocal.Printf( "head '%s', %d.%03d seconds, %d frames\n", headAnimator->AnimFullName( headAnim ), headAnimator->AnimLength( headAnim ) / 1000, headAnimator->AnimLength( headAnim ) % 1000, headAnimator->NumFrames( headAnim ) ); } // reset the anim mode = -1; frame = 1; } /* ================ idTestModel::NextFrame ================ */ void idTestModel::NextFrame( const idCmdArgs &args ) { if ( !anim || ( ( g_testModelAnimate.GetInteger() != 3 ) && ( g_testModelAnimate.GetInteger() != 5 ) ) ) { return; } frame++; if ( frame > animator.NumFrames( anim ) ) { frame = 1; } gameLocal.Printf( "^5 Anim: ^7%s\n^5Frame: ^7%d/%d\n\n", animator.AnimFullName( anim ), frame, animator.NumFrames( anim ) ); // reset the anim mode = -1; } /* ================ idTestModel::PrevFrame ================ */ void idTestModel::PrevFrame( const idCmdArgs &args ) { if ( !anim || ( ( g_testModelAnimate.GetInteger() != 3 ) && ( g_testModelAnimate.GetInteger() != 5 ) ) ) { return; } frame--; if ( frame < 1 ) { frame = animator.NumFrames( anim ); } gameLocal.Printf( "^5 Anim: ^7%s\n^5Frame: ^7%d/%d\n\n", animator.AnimFullName( anim ), frame, animator.NumFrames( anim ) ); // reset the anim mode = -1; } /* ================ idTestModel::TestAnim ================ */ void idTestModel::TestAnim( const idCmdArgs &args ) { idStr name; int animNum; const idAnim *newanim; if ( args.Argc() < 2 ) { gameLocal.Printf( "usage: testanim \n" ); return; } newanim = NULL; name = args.Argv( 1 ); #if 0 if ( strstr( name, ".ma" ) || strstr( name, ".mb" ) ) { const idMD5Anim *md5anims[ ANIM_MaxSyncedAnims ]; idModelExport exporter; exporter.ExportAnim( name ); name.SetFileExtension( MD5_ANIM_EXT ); md5anims[ 0 ] = animationLib.GetAnim( name ); if ( md5anims[ 0 ] ) { customAnim.SetAnim( animator.ModelDef(), name, name, 1, md5anims ); newanim = &customAnim; } } else { animNum = animator.GetAnim( name ); } #else animNum = animator.GetAnim( name ); #endif if ( !animNum ) { gameLocal.Printf( "Animation '%s' not found.\n", name.c_str() ); return; } anim = animNum; starttime = gameLocal.time; animtime = animator.AnimLength( anim ); headAnim = 0; if ( headAnimator ) { headAnimator->ClearAllAnims( gameLocal.time, 0 ); headAnim = headAnimator->GetAnim( animname ); if ( !headAnim ) { headAnim = headAnimator->GetAnim( "idle" ); if ( !headAnim ) { gameLocal.Printf( "Missing 'idle' anim for head.\n" ); } } if ( headAnim && ( headAnimator->AnimLength( headAnim ) > animtime ) ) { animtime = headAnimator->AnimLength( headAnim ); } } animname = name; gameLocal.Printf( "anim '%s', %d.%03d seconds, %d frames\n", animname.c_str(), animator.AnimLength( anim ) / 1000, animator.AnimLength( anim ) % 1000, animator.NumFrames( anim ) ); // reset the anim mode = -1; } /* ===================== idTestModel::BlendAnim ===================== */ void idTestModel::BlendAnim( const idCmdArgs &args ) { int anim1; int anim2; if ( args.Argc() < 4 ) { gameLocal.Printf( "usage: testblend \n" ); return; } anim1 = gameLocal.testmodel->animator.GetAnim( args.Argv( 1 ) ); if ( !anim1 ) { gameLocal.Printf( "Animation '%s' not found.\n", args.Argv( 1 ) ); return; } anim2 = gameLocal.testmodel->animator.GetAnim( args.Argv( 2 ) ); if ( !anim2 ) { gameLocal.Printf( "Animation '%s' not found.\n", args.Argv( 2 ) ); return; } animname = args.Argv( 2 ); animator.CycleAnim( ANIMCHANNEL_ALL, anim1, gameLocal.time, 0 ); animator.CycleAnim( ANIMCHANNEL_ALL, anim2, gameLocal.time, FRAME2MS( atoi( args.Argv( 3 ) ) ) ); anim = anim2; headAnim = 0; } /*********************************************************************** Testmodel console commands ***********************************************************************/ /* ================= idTestModel::KeepTestModel_f Makes the current test model permanent, allowing you to place multiple test models ================= */ void idTestModel::KeepTestModel_f( const idCmdArgs &args ) { if ( !gameLocal.testmodel ) { gameLocal.Printf( "No active testModel.\n" ); return; } gameLocal.Printf( "modelDef %i kept\n", gameLocal.testmodel->renderEntity.hModel ); gameLocal.testmodel = NULL; } /* ================= idTestModel::TestSkin_f Sets a skin on an existing testModel ================= */ void idTestModel::TestSkin_f( const idCmdArgs &args ) { idVec3 offset; idStr name; idPlayer * player; idDict dict; player = gameLocal.GetLocalPlayer(); if ( !player || !gameLocal.CheatsOk() ) { return; } // delete the testModel if active if ( !gameLocal.testmodel ) { gameLocal.Printf( "No active testModel\n" ); return; } if ( args.Argc() < 2 ) { gameLocal.Printf( "removing testSkin.\n" ); gameLocal.testmodel->SetSkin( NULL ); return; } name = args.Argv( 1 ); gameLocal.testmodel->SetSkin( declManager->FindSkin( name ) ); } /* ================= idTestModel::TestShaderParm_f Sets a shaderParm on an existing testModel ================= */ void idTestModel::TestShaderParm_f( const idCmdArgs &args ) { idVec3 offset; idStr name; idPlayer * player; idDict dict; player = gameLocal.GetLocalPlayer(); if ( !player || !gameLocal.CheatsOk() ) { return; } // delete the testModel if active if ( !gameLocal.testmodel ) { gameLocal.Printf( "No active testModel\n" ); return; } if ( args.Argc() != 3 ) { gameLocal.Printf( "USAGE: testShaderParm \n" ); return; } int parm = atoi( args.Argv( 1 ) ); if ( parm < 0 || parm >= MAX_ENTITY_SHADER_PARMS ) { gameLocal.Printf( "parmNum %i out of range\n", parm ); return; } float value; if ( !stricmp( args.Argv( 2 ), "time" ) ) { value = gameLocal.time * -0.001; } else { value = atof( args.Argv( 2 ) ); } gameLocal.testmodel->SetShaderParm( parm, value ); } /* ================= idTestModel::TestModel_f Creates a static modelDef in front of the current position, which can then be moved around ================= */ void idTestModel::TestModel_f( const idCmdArgs &args ) { idVec3 offset; idStr name; idPlayer * player; const idDict * entityDef; idDict dict; player = gameLocal.GetLocalPlayer(); if ( !player || !gameLocal.CheatsOk() ) { return; } // delete the testModel if active if ( gameLocal.testmodel ) { delete gameLocal.testmodel; gameLocal.testmodel = NULL; } if ( args.Argc() < 2 ) { return; } name = args.Argv( 1 ); entityDef = gameLocal.FindEntityDefDict( name, false ); if ( entityDef ) { dict = *entityDef; } else { if ( declManager->FindType( DECL_MODELDEF, name, false ) ) { dict.Set( "model", name ); } else { // allow map models with underscore prefixes to be tested during development // without appending an ase if ( name[ 0 ] != '_' ) { name.DefaultFileExtension( ".ase" ); } if ( strstr( name, ".ma" ) || strstr( name, ".mb" ) ) { idModelExport exporter; exporter.ExportModel( name ); name.SetFileExtension( MD5_MESH_EXT ); } if ( !renderModelManager->CheckModel( name ) ) { gameLocal.Printf( "Can't register model\n" ); return; } dict.Set( "model", name ); } } offset = player->GetPhysics()->GetOrigin() + player->viewAngles.ToForward() * 100.0f; dict.Set( "origin", offset.ToString() ); dict.Set( "angle", va( "%f", player->viewAngles.yaw + 180.0f ) ); // RAVEN BEGIN // jnewquist: Use accessor for static class type gameLocal.testmodel = ( idTestModel * )gameLocal.SpawnEntityType( idTestModel::GetClassType(), &dict ); // RAVEN END gameLocal.testmodel->renderEntity.shaderParms[SHADERPARM_TIMEOFFSET] = -MS2SEC( gameLocal.time ); } /* ===================== idTestModel::ArgCompletion_TestModel ===================== */ void idTestModel::ArgCompletion_TestModel( const idCmdArgs &args, void(*callback)( const char *s ) ) { int i, num; num = declManager->GetNumDecls( DECL_ENTITYDEF ); for ( i = 0; i < num; i++ ) { callback( idStr( args.Argv( 0 ) ) + " " + declManager->DeclByIndex( DECL_ENTITYDEF, i , false )->GetName() ); } num = declManager->GetNumDecls( DECL_MODELDEF ); for ( i = 0; i < num; i++ ) { callback( idStr( args.Argv( 0 ) ) + " " + declManager->DeclByIndex( DECL_MODELDEF, i , false )->GetName() ); } cmdSystem->ArgCompletion_FolderExtension( args, callback, "models/", false, ".lwo", ".ase", ".md5mesh", ".ma", ".mb", NULL ); } /* ===================== idTestModel::TestParticleStopTime_f ===================== */ void idTestModel::TestParticleStopTime_f( const idCmdArgs &args ) { if ( !gameLocal.testmodel ) { gameLocal.Printf( "No testModel active.\n" ); return; } gameLocal.testmodel->renderEntity.shaderParms[SHADERPARM_PARTICLE_STOPTIME] = MS2SEC( gameLocal.time ); gameLocal.testmodel->UpdateVisuals(); } /* ===================== idTestModel::TestAnim_f ===================== */ void idTestModel::TestAnim_f( const idCmdArgs &args ) { if ( !gameLocal.testmodel ) { gameLocal.Printf( "No testModel active.\n" ); return; } gameLocal.testmodel->TestAnim( args ); } /* ===================== idTestModel::ArgCompletion_TestAnim ===================== */ void idTestModel::ArgCompletion_TestAnim( const idCmdArgs &args, void(*callback)( const char *s ) ) { if ( gameLocal.testmodel ) { idAnimator *animator = gameLocal.testmodel->GetAnimator(); for( int i = 0; i < animator->NumAnims(); i++ ) { callback( va( "%s %s", args.Argv( 0 ), animator->AnimFullName( i ) ) ); } } } /* ===================== idTestModel::TestBlend_f ===================== */ void idTestModel::TestBlend_f( const idCmdArgs &args ) { if ( !gameLocal.testmodel ) { gameLocal.Printf( "No testModel active.\n" ); return; } gameLocal.testmodel->BlendAnim( args ); } /* ===================== idTestModel::TestModelNextAnim_f ===================== */ void idTestModel::TestModelNextAnim_f( const idCmdArgs &args ) { if ( !gameLocal.testmodel ) { gameLocal.Printf( "No testModel active.\n" ); return; } gameLocal.testmodel->NextAnim( args ); } /* ===================== idTestModel::TestModelPrevAnim_f ===================== */ void idTestModel::TestModelPrevAnim_f( const idCmdArgs &args ) { if ( !gameLocal.testmodel ) { gameLocal.Printf( "No testModel active.\n" ); return; } gameLocal.testmodel->PrevAnim( args ); } /* ===================== idTestModel::TestModelNextFrame_f ===================== */ void idTestModel::TestModelNextFrame_f( const idCmdArgs &args ) { if ( !gameLocal.testmodel ) { gameLocal.Printf( "No testModel active.\n" ); return; } gameLocal.testmodel->NextFrame( args ); } /* ===================== idTestModel::TestModelPrevFrame_f ===================== */ void idTestModel::TestModelPrevFrame_f( const idCmdArgs &args ) { if ( !gameLocal.testmodel ) { gameLocal.Printf( "No testModel active.\n" ); return; } gameLocal.testmodel->PrevFrame( args ); }