mirror of
https://git.do.srb2.org/KartKrew/Kart-Public.git
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564 lines
20 KiB
C
564 lines
20 KiB
C
/*
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From the 'Wizard2' engine by Spaddlewit Inc. ( http://www.spaddlewit.com )
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An experimental work-in-progress.
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Donated to Sonic Team Junior and adapted to work with
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Sonic Robo Blast 2. The license of this code matches whatever
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the licensing is for Sonic Robo Blast 2.
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*/
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include "../doomdef.h"
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#include "hw_md2load.h"
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#include "hw_model.h"
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#include "../z_zone.h"
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#define NUMVERTEXNORMALS 162
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// Quake 2 normals are indexed. Use avertexnormals[normalindex][x/y/z] and
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// you'll have your normals.
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float avertexnormals[NUMVERTEXNORMALS][3] = {
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{-0.525731f, 0.000000f, 0.850651f},
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{-0.442863f, 0.238856f, 0.864188f},
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{-0.295242f, 0.000000f, 0.955423f},
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{-0.309017f, 0.500000f, 0.809017f},
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{-0.162460f, 0.262866f, 0.951056f},
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{0.000000f, 0.000000f, 1.000000f},
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{0.000000f, 0.850651f, 0.525731f},
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{-0.147621f, 0.716567f, 0.681718f},
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{0.147621f, 0.716567f, 0.681718f},
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{0.000000f, 0.525731f, 0.850651f},
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{0.309017f, 0.500000f, 0.809017f},
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{0.525731f, 0.000000f, 0.850651f},
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{0.295242f, 0.000000f, 0.955423f},
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{0.442863f, 0.238856f, 0.864188f},
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{0.162460f, 0.262866f, 0.951056f},
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{-0.681718f, 0.147621f, 0.716567f},
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{-0.809017f, 0.309017f, 0.500000f},
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{-0.587785f, 0.425325f, 0.688191f},
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{-0.850651f, 0.525731f, 0.000000f},
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{-0.864188f, 0.442863f, 0.238856f},
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{-0.716567f, 0.681718f, 0.147621f},
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{-0.688191f, 0.587785f, 0.425325f},
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{-0.500000f, 0.809017f, 0.309017f},
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{-0.238856f, 0.864188f, 0.442863f},
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{-0.425325f, 0.688191f, 0.587785f},
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{-0.716567f, 0.681718f, -0.147621f},
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{-0.500000f, 0.809017f, -0.309017f},
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{-0.525731f, 0.850651f, 0.000000f},
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{0.000000f, 0.850651f, -0.525731f},
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{-0.238856f, 0.864188f, -0.442863f},
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{0.000000f, 0.955423f, -0.295242f},
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{-0.262866f, 0.951056f, -0.162460f},
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{0.000000f, 1.000000f, 0.000000f},
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{0.000000f, 0.955423f, 0.295242f},
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{-0.262866f, 0.951056f, 0.162460f},
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{0.238856f, 0.864188f, 0.442863f},
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{0.262866f, 0.951056f, 0.162460f},
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{0.500000f, 0.809017f, 0.309017f},
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{0.238856f, 0.864188f, -0.442863f},
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{0.262866f, 0.951056f, -0.162460f},
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{0.500000f, 0.809017f, -0.309017f},
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{0.850651f, 0.525731f, 0.000000f},
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{0.716567f, 0.681718f, 0.147621f},
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{0.716567f, 0.681718f, -0.147621f},
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{0.525731f, 0.850651f, 0.000000f},
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{0.425325f, 0.688191f, 0.587785f},
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{0.864188f, 0.442863f, 0.238856f},
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{0.688191f, 0.587785f, 0.425325f},
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{0.809017f, 0.309017f, 0.500000f},
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{0.681718f, 0.147621f, 0.716567f},
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{0.587785f, 0.425325f, 0.688191f},
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{0.955423f, 0.295242f, 0.000000f},
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{1.000000f, 0.000000f, 0.000000f},
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{0.951056f, 0.162460f, 0.262866f},
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{0.850651f, -0.525731f, 0.000000f},
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{0.955423f, -0.295242f, 0.000000f},
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{0.864188f, -0.442863f, 0.238856f},
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{0.951056f, -0.162460f, 0.262866f},
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{0.809017f, -0.309017f, 0.500000f},
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{0.681718f, -0.147621f, 0.716567f},
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{0.850651f, 0.000000f, 0.525731f},
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{0.864188f, 0.442863f, -0.238856f},
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{0.809017f, 0.309017f, -0.500000f},
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{0.951056f, 0.162460f, -0.262866f},
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{0.525731f, 0.000000f, -0.850651f},
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{0.681718f, 0.147621f, -0.716567f},
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{0.681718f, -0.147621f, -0.716567f},
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{0.850651f, 0.000000f, -0.525731f},
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{0.809017f, -0.309017f, -0.500000f},
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{0.864188f, -0.442863f, -0.238856f},
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{0.951056f, -0.162460f, -0.262866f},
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{0.147621f, 0.716567f, -0.681718f},
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{0.309017f, 0.500000f, -0.809017f},
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{0.425325f, 0.688191f, -0.587785f},
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{0.442863f, 0.238856f, -0.864188f},
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{0.587785f, 0.425325f, -0.688191f},
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{0.688191f, 0.587785f, -0.425325f},
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{-0.147621f, 0.716567f, -0.681718f},
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{-0.309017f, 0.500000f, -0.809017f},
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{0.000000f, 0.525731f, -0.850651f},
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{-0.525731f, 0.000000f, -0.850651f},
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{-0.442863f, 0.238856f, -0.864188f},
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{-0.295242f, 0.000000f, -0.955423f},
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{-0.162460f, 0.262866f, -0.951056f},
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{0.000000f, 0.000000f, -1.000000f},
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{0.295242f, 0.000000f, -0.955423f},
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{0.162460f, 0.262866f, -0.951056f},
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{-0.442863f, -0.238856f, -0.864188f},
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{-0.309017f, -0.500000f, -0.809017f},
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{-0.162460f, -0.262866f, -0.951056f},
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{0.000000f, -0.850651f, -0.525731f},
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{-0.147621f, -0.716567f, -0.681718f},
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{0.147621f, -0.716567f, -0.681718f},
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{0.000000f, -0.525731f, -0.850651f},
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{0.309017f, -0.500000f, -0.809017f},
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{0.442863f, -0.238856f, -0.864188f},
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{0.162460f, -0.262866f, -0.951056f},
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{0.238856f, -0.864188f, -0.442863f},
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{0.500000f, -0.809017f, -0.309017f},
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{0.425325f, -0.688191f, -0.587785f},
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{0.716567f, -0.681718f, -0.147621f},
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{0.688191f, -0.587785f, -0.425325f},
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{0.587785f, -0.425325f, -0.688191f},
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{0.000000f, -0.955423f, -0.295242f},
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{0.000000f, -1.000000f, 0.000000f},
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{0.262866f, -0.951056f, -0.162460f},
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{0.000000f, -0.850651f, 0.525731f},
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{0.000000f, -0.955423f, 0.295242f},
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{0.238856f, -0.864188f, 0.442863f},
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{0.262866f, -0.951056f, 0.162460f},
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{0.500000f, -0.809017f, 0.309017f},
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{0.716567f, -0.681718f, 0.147621f},
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{0.525731f, -0.850651f, 0.000000f},
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{-0.238856f, -0.864188f, -0.442863f},
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{-0.500000f, -0.809017f, -0.309017f},
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{-0.262866f, -0.951056f, -0.162460f},
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{-0.850651f, -0.525731f, 0.000000f},
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{-0.716567f, -0.681718f, -0.147621f},
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{-0.716567f, -0.681718f, 0.147621f},
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{-0.525731f, -0.850651f, 0.000000f},
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{-0.500000f, -0.809017f, 0.309017f},
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{-0.238856f, -0.864188f, 0.442863f},
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{-0.262866f, -0.951056f, 0.162460f},
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{-0.864188f, -0.442863f, 0.238856f},
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{-0.809017f, -0.309017f, 0.500000f},
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{-0.688191f, -0.587785f, 0.425325f},
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{-0.681718f, -0.147621f, 0.716567f},
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{-0.442863f, -0.238856f, 0.864188f},
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{-0.587785f, -0.425325f, 0.688191f},
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{-0.309017f, -0.500000f, 0.809017f},
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{-0.147621f, -0.716567f, 0.681718f},
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{-0.425325f, -0.688191f, 0.587785f},
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{-0.162460f, -0.262866f, 0.951056f},
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{0.442863f, -0.238856f, 0.864188f},
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{0.162460f, -0.262866f, 0.951056f},
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{0.309017f, -0.500000f, 0.809017f},
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{0.147621f, -0.716567f, 0.681718f},
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{0.000000f, -0.525731f, 0.850651f},
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{0.425325f, -0.688191f, 0.587785f},
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{0.587785f, -0.425325f, 0.688191f},
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{0.688191f, -0.587785f, 0.425325f},
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{-0.955423f, 0.295242f, 0.000000f},
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{-0.951056f, 0.162460f, 0.262866f},
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{-1.000000f, 0.000000f, 0.000000f},
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{-0.850651f, 0.000000f, 0.525731f},
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{-0.955423f, -0.295242f, 0.000000f},
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{-0.951056f, -0.162460f, 0.262866f},
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{-0.864188f, 0.442863f, -0.238856f},
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{-0.951056f, 0.162460f, -0.262866f},
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{-0.809017f, 0.309017f, -0.500000f},
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{-0.864188f, -0.442863f, -0.238856f},
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{-0.951056f, -0.162460f, -0.262866f},
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{-0.809017f, -0.309017f, -0.500000f},
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{-0.681718f, 0.147621f, -0.716567f},
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{-0.681718f, -0.147621f, -0.716567f},
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{-0.850651f, 0.000000f, -0.525731f},
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{-0.688191f, 0.587785f, -0.425325f},
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{-0.587785f, 0.425325f, -0.688191f},
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{-0.425325f, 0.688191f, -0.587785f},
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{-0.425325f, -0.688191f, -0.587785f},
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{-0.587785f, -0.425325f, -0.688191f},
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{-0.688191f, -0.587785f, -0.425325f},
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};
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typedef struct
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{
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int ident; // A "magic number" that's used to identify the .md2 file
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int version; // The version of the file, always 8
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int skinwidth; // Width of the skin(s) in pixels
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int skinheight; // Height of the skin(s) in pixels
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int framesize; // Size of each frame in bytes
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int numSkins; // Number of skins with the model
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int numXYZ; // Number of vertices in each frame
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int numST; // Number of texture coordinates in each frame.
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int numTris; // Number of triangles in each frame
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int numGLcmds; // Number of dwords (4 bytes) in the gl command list.
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int numFrames; // Number of frames
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int offsetSkins; // Offset, in bytes from the start of the file, to the list of skin names.
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int offsetST; // Offset, in bytes from the start of the file, to the list of texture coordinates
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int offsetTris; // Offset, in bytes from the start of the file, to the list of triangles
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int offsetFrames; // Offset, in bytes from the start of the file, to the list of frames
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int offsetGLcmds; // Offset, in bytes from the start of the file, to the list of gl commands
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int offsetEnd; // Offset, in bytes from the start of the file, to the end of the file (filesize)
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} md2header_t;
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typedef struct
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{
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unsigned short meshIndex[3]; // indices into the array of vertices in each frames
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unsigned short stIndex[3]; // indices into the array of texture coordinates
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} md2triangle_t;
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typedef struct
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{
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short s;
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short t;
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} md2texcoord_t;
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typedef struct
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{
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unsigned char v[3]; // Scaled vertices. You'll need to multiply them with scale[x] to make them normal.
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unsigned char lightNormalIndex; // Index to the array of normals
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} md2vertex_t;
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typedef struct
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{
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float scale[3]; // Used by the v member in the md2framePoint structure
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float translate[3]; // Used by the v member in the md2framePoint structure
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char name[16]; // Name of the frame
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} md2frame_t;
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// Load the model
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model_t *MD2_LoadModel(const char *fileName, int ztag, boolean useFloat)
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{
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FILE *f;
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model_t *retModel = NULL;
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md2header_t *header;
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size_t fileLen;
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int i, j;
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size_t namelen;
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char *texturefilename;
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const char *texPos;
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char *buffer;
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const float WUNITS = 1.0f;
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float dataScale = WUNITS;
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md2triangle_t *tris;
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md2texcoord_t *texcoords;
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md2frame_t *frames;
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int t;
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// MD2 currently does not work with tinyframes, so force useFloat = true
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//
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// <SSNTails>
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// the UV coordinates in MD2 are not compatible with glDrawElements like MD3 is. So they need to be loaded as full float.
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//
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// MD2 is intended to be draw in triangle strips and fans
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// not very compatible with a modern GL implementation, either
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// so the idea would be to full float expand it, and put it in a vertex buffer object
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// I'm sure there's a way to convert the UVs to 'tinyframes', but maybe that's a job for someone else.
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// You'd have to decompress the model, then recompress, reindexing the triangles and weeding out duplicate coordinates
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// I already have the decompression work done
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useFloat = true;
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f = fopen(fileName, "rb");
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if (!f)
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return NULL;
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retModel = (model_t*)Z_Calloc(sizeof(model_t), ztag, 0);
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//size_t fileLen;
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//int i, j;
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//size_t namelen;
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//char *texturefilename;
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texPos = strchr(fileName, '/');
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if (texPos)
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{
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texPos++;
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namelen = strlen(texPos) + 1;
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texturefilename = (char*)Z_Malloc(namelen, PU_CACHE, 0);
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strcpy(texturefilename, texPos);
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}
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else
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{
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namelen = strlen(fileName) + 1;
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texturefilename = (char*)Z_Malloc(namelen, PU_CACHE, 0);
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strcpy(texturefilename, fileName);
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}
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texturefilename[namelen - 2] = 'z';
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texturefilename[namelen - 3] = 'u';
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texturefilename[namelen - 4] = 'b';
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// find length of file
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fseek(f, 0, SEEK_END);
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fileLen = ftell(f);
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fseek(f, 0, SEEK_SET);
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// read in file
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buffer = malloc(fileLen);
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if (fread(buffer, fileLen, 1, f)) { } // squash ignored fread error
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fclose(f);
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// get pointer to file header
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header = (md2header_t*)buffer;
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retModel->numMeshes = 1; // MD2 only has one mesh
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retModel->meshes = (mesh_t*)Z_Calloc(sizeof(mesh_t) * retModel->numMeshes, ztag, 0);
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retModel->meshes[0].numFrames = header->numFrames;
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// const float WUNITS = 1.0f;
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// float dataScale = WUNITS;
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// Tris and ST are simple structures that can be straight-copied
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tris = (md2triangle_t*)&buffer[header->offsetTris];
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texcoords = (md2texcoord_t*)&buffer[header->offsetST];
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frames = (md2frame_t*)&buffer[header->offsetFrames];
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// Read in textures
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retModel->numMaterials = header->numSkins;
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if (retModel->numMaterials <= 0) // Always at least one skin, duh
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retModel->numMaterials = 1;
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retModel->materials = (material_t*)Z_Calloc(sizeof(material_t)*retModel->numMaterials, ztag, 0);
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// int t;
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for (t = 0; t < retModel->numMaterials; t++)
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{
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retModel->materials[t].ambient[0] = 0.8f;
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retModel->materials[t].ambient[1] = 0.8f;
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retModel->materials[t].ambient[2] = 0.8f;
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retModel->materials[t].ambient[3] = 1.0f;
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retModel->materials[t].diffuse[0] = 0.8f;
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retModel->materials[t].diffuse[1] = 0.8f;
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retModel->materials[t].diffuse[2] = 0.8f;
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retModel->materials[t].diffuse[3] = 1.0f;
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retModel->materials[t].emissive[0] = 0.0f;
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retModel->materials[t].emissive[1] = 0.0f;
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retModel->materials[t].emissive[2] = 0.0f;
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retModel->materials[t].emissive[3] = 1.0f;
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retModel->materials[t].specular[0] = 0.0f;
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retModel->materials[t].specular[1] = 0.0f;
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retModel->materials[t].specular[2] = 0.0f;
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retModel->materials[t].specular[3] = 1.0f;
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retModel->materials[t].shininess = 0.0f;
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retModel->materials[t].spheremap = false;
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/* retModel->materials[t].texture = Texture::ReadTexture((char*)texturefilename, ZT_TEXTURE);
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if (!systemSucks)
|
|
{
|
|
// Check for a normal map...??
|
|
char openfilename[1024];
|
|
char normalMapName[1024];
|
|
strcpy(normalMapName, texturefilename);
|
|
size_t len = strlen(normalMapName);
|
|
char *ptr = &normalMapName[len];
|
|
ptr--; // z
|
|
ptr--; // u
|
|
ptr--; // b
|
|
ptr--; // .
|
|
*ptr++ = '_';
|
|
*ptr++ = 'n';
|
|
*ptr++ = '.';
|
|
*ptr++ = 'b';
|
|
*ptr++ = 'u';
|
|
*ptr++ = 'z';
|
|
*ptr++ = '\0';
|
|
|
|
sprintf(openfilename, "%s/%s", "textures", normalMapName);
|
|
// Convert backslashes to forward slashes
|
|
for (int k = 0; k < 1024; k++)
|
|
{
|
|
if (openfilename[k] == '\0')
|
|
break;
|
|
|
|
if (openfilename[k] == '\\')
|
|
openfilename[k] = '/';
|
|
}
|
|
|
|
Resource::resource_t *res = Resource::Open(openfilename);
|
|
if (res)
|
|
{
|
|
Resource::Close(res);
|
|
retModel->materials[t].lightmap = Texture::ReadTexture(normalMapName, ZT_TEXTURE);
|
|
}
|
|
}*/
|
|
}
|
|
|
|
retModel->meshes[0].numTriangles = header->numTris;
|
|
|
|
if (!useFloat) // Decompress to MD3 'tinyframe' space
|
|
{
|
|
char *ptr;
|
|
|
|
md2triangle_t *trisPtr;
|
|
unsigned short *indexptr;
|
|
float *uvptr;
|
|
|
|
dataScale = 0.015624f; // 1 / 64.0f
|
|
retModel->meshes[0].tinyframes = (tinyframe_t*)Z_Calloc(sizeof(tinyframe_t)*header->numFrames, ztag, 0);
|
|
retModel->meshes[0].numVertices = header->numXYZ;
|
|
retModel->meshes[0].uvs = (float*)Z_Malloc(sizeof(float) * 2 * retModel->meshes[0].numVertices, ztag, 0);
|
|
|
|
ptr = (char*)frames;
|
|
for (i = 0; i < header->numFrames; i++, ptr += header->framesize)
|
|
{
|
|
short *vertptr;
|
|
char *normptr;
|
|
// char *tanptr;
|
|
|
|
md2vertex_t *vertex;
|
|
|
|
md2frame_t *framePtr = (md2frame_t*)ptr;
|
|
retModel->meshes[0].tinyframes[i].vertices = (short*)Z_Malloc(sizeof(short) * 3 * header->numXYZ, ztag, 0);
|
|
retModel->meshes[0].tinyframes[i].normals = (char*)Z_Malloc(sizeof(char) * 3 * header->numXYZ, ztag, 0);
|
|
|
|
// if (retModel->materials[0].lightmap)
|
|
// retModel->meshes[0].tinyframes[i].tangents = (char*)malloc(sizeof(char));//(char*)Z_Malloc(sizeof(char)*3*header->numVerts, ztag);
|
|
retModel->meshes[0].indices = (unsigned short*)Z_Malloc(sizeof(unsigned short) * 3 * header->numTris, ztag, 0);
|
|
|
|
vertptr = retModel->meshes[0].tinyframes[i].vertices;
|
|
normptr = retModel->meshes[0].tinyframes[i].normals;
|
|
|
|
// tanptr = retModel->meshes[0].tinyframes[i].tangents;
|
|
retModel->meshes[0].tinyframes[i].material = &retModel->materials[0];
|
|
|
|
framePtr++; // Advance to vertex list
|
|
vertex = (md2vertex_t*)framePtr;
|
|
framePtr--;
|
|
for (j = 0; j < header->numXYZ; j++, vertex++)
|
|
{
|
|
*vertptr = (short)(((vertex->v[0] * framePtr->scale[0]) + framePtr->translate[0]) / dataScale);
|
|
vertptr++;
|
|
*vertptr = (short)(((vertex->v[2] * framePtr->scale[2]) + framePtr->translate[2]) / dataScale);
|
|
vertptr++;
|
|
*vertptr = -1.0f * (short)(((vertex->v[1] * framePtr->scale[1]) + framePtr->translate[1]) / dataScale);
|
|
vertptr++;
|
|
|
|
// Normal
|
|
*normptr++ = (char)(avertexnormals[vertex->lightNormalIndex][0] * 127);
|
|
*normptr++ = (char)(avertexnormals[vertex->lightNormalIndex][2] * 127);
|
|
*normptr++ = (char)(avertexnormals[vertex->lightNormalIndex][1] * 127);
|
|
}
|
|
}
|
|
|
|
// This doesn't need to be done every frame!
|
|
trisPtr = tris;
|
|
indexptr = retModel->meshes[0].indices;
|
|
uvptr = (float*)retModel->meshes[0].uvs;
|
|
for (j = 0; j < header->numTris; j++, trisPtr++)
|
|
{
|
|
*indexptr = trisPtr->meshIndex[0];
|
|
indexptr++;
|
|
*indexptr = trisPtr->meshIndex[1];
|
|
indexptr++;
|
|
*indexptr = trisPtr->meshIndex[2];
|
|
indexptr++;
|
|
|
|
uvptr[trisPtr->meshIndex[0] * 2] = texcoords[trisPtr->stIndex[0]].s / (float)header->skinwidth;
|
|
uvptr[trisPtr->meshIndex[0] * 2 + 1] = (texcoords[trisPtr->stIndex[0]].t / (float)header->skinheight);
|
|
uvptr[trisPtr->meshIndex[1] * 2] = texcoords[trisPtr->stIndex[1]].s / (float)header->skinwidth;
|
|
uvptr[trisPtr->meshIndex[1] * 2 + 1] = (texcoords[trisPtr->stIndex[1]].t / (float)header->skinheight);
|
|
uvptr[trisPtr->meshIndex[2] * 2] = texcoords[trisPtr->stIndex[2]].s / (float)header->skinwidth;
|
|
uvptr[trisPtr->meshIndex[2] * 2 + 1] = (texcoords[trisPtr->stIndex[2]].t / (float)header->skinheight);
|
|
}
|
|
}
|
|
else // Full float loading method
|
|
{
|
|
md2triangle_t *trisPtr;
|
|
float *uvptr;
|
|
|
|
char *ptr;
|
|
|
|
retModel->meshes[0].numVertices = header->numTris * 3;
|
|
retModel->meshes[0].frames = (mdlframe_t*)Z_Calloc(sizeof(mdlframe_t)*header->numFrames, ztag, 0);
|
|
retModel->meshes[0].uvs = (float*)Z_Malloc(sizeof(float) * 2 * retModel->meshes[0].numVertices, ztag, 0);
|
|
|
|
trisPtr = tris;
|
|
uvptr = retModel->meshes[0].uvs;
|
|
for (i = 0; i < retModel->meshes[0].numTriangles; i++, trisPtr++)
|
|
{
|
|
*uvptr++ = texcoords[trisPtr->stIndex[0]].s / (float)header->skinwidth;
|
|
*uvptr++ = (texcoords[trisPtr->stIndex[0]].t / (float)header->skinheight);
|
|
*uvptr++ = texcoords[trisPtr->stIndex[1]].s / (float)header->skinwidth;
|
|
*uvptr++ = (texcoords[trisPtr->stIndex[1]].t / (float)header->skinheight);
|
|
*uvptr++ = texcoords[trisPtr->stIndex[2]].s / (float)header->skinwidth;
|
|
*uvptr++ = (texcoords[trisPtr->stIndex[2]].t / (float)header->skinheight);
|
|
}
|
|
|
|
ptr = (char*)frames;
|
|
for (i = 0; i < header->numFrames; i++, ptr += header->framesize)
|
|
{
|
|
float *vertptr, *normptr;
|
|
|
|
md2vertex_t *vertex;
|
|
|
|
md2frame_t *framePtr = (md2frame_t*)ptr;
|
|
retModel->meshes[0].frames[i].normals = (float*)Z_Malloc(sizeof(float) * 3 * header->numTris * 3, ztag, 0);
|
|
retModel->meshes[0].frames[i].vertices = (float*)Z_Malloc(sizeof(float) * 3 * header->numTris * 3, ztag, 0);
|
|
// if (retModel->materials[0].lightmap)
|
|
// retModel->meshes[0].frames[i].tangents = (float*)malloc(sizeof(float));//(float*)Z_Malloc(sizeof(float)*3*header->numTris*3, ztag);
|
|
//float *vertptr, *normptr;
|
|
normptr = (float*)retModel->meshes[0].frames[i].normals;
|
|
vertptr = (float*)retModel->meshes[0].frames[i].vertices;
|
|
trisPtr = tris;
|
|
|
|
retModel->meshes[0].frames[i].material = &retModel->materials[0];
|
|
|
|
framePtr++; // Advance to vertex list
|
|
vertex = (md2vertex_t*)framePtr;
|
|
framePtr--;
|
|
for (j = 0; j < header->numTris; j++, trisPtr++)
|
|
{
|
|
*vertptr = ((vertex[trisPtr->meshIndex[0]].v[0] * framePtr->scale[0]) + framePtr->translate[0]) * WUNITS;
|
|
vertptr++;
|
|
*vertptr = ((vertex[trisPtr->meshIndex[0]].v[2] * framePtr->scale[2]) + framePtr->translate[2]) * WUNITS;
|
|
vertptr++;
|
|
*vertptr = -1.0f * ((vertex[trisPtr->meshIndex[0]].v[1] * framePtr->scale[1]) + framePtr->translate[1]) * WUNITS;
|
|
vertptr++;
|
|
|
|
*vertptr = ((vertex[trisPtr->meshIndex[1]].v[0] * framePtr->scale[0]) + framePtr->translate[0]) * WUNITS;
|
|
vertptr++;
|
|
*vertptr = ((vertex[trisPtr->meshIndex[1]].v[2] * framePtr->scale[2]) + framePtr->translate[2]) * WUNITS;
|
|
vertptr++;
|
|
*vertptr = -1.0f * ((vertex[trisPtr->meshIndex[1]].v[1] * framePtr->scale[1]) + framePtr->translate[1]) * WUNITS;
|
|
vertptr++;
|
|
|
|
*vertptr = ((vertex[trisPtr->meshIndex[2]].v[0] * framePtr->scale[0]) + framePtr->translate[0]) * WUNITS;
|
|
vertptr++;
|
|
*vertptr = ((vertex[trisPtr->meshIndex[2]].v[2] * framePtr->scale[2]) + framePtr->translate[2]) * WUNITS;
|
|
vertptr++;
|
|
*vertptr = -1.0f * ((vertex[trisPtr->meshIndex[2]].v[1] * framePtr->scale[1]) + framePtr->translate[1]) * WUNITS;
|
|
vertptr++;
|
|
|
|
*normptr++ = avertexnormals[vertex[trisPtr->meshIndex[0]].lightNormalIndex][0];
|
|
*normptr++ = avertexnormals[vertex[trisPtr->meshIndex[0]].lightNormalIndex][2];
|
|
*normptr++ = avertexnormals[vertex[trisPtr->meshIndex[0]].lightNormalIndex][1];
|
|
|
|
*normptr++ = avertexnormals[vertex[trisPtr->meshIndex[1]].lightNormalIndex][0];
|
|
*normptr++ = avertexnormals[vertex[trisPtr->meshIndex[1]].lightNormalIndex][2];
|
|
*normptr++ = avertexnormals[vertex[trisPtr->meshIndex[1]].lightNormalIndex][1];
|
|
|
|
*normptr++ = avertexnormals[vertex[trisPtr->meshIndex[2]].lightNormalIndex][0];
|
|
*normptr++ = avertexnormals[vertex[trisPtr->meshIndex[2]].lightNormalIndex][2];
|
|
*normptr++ = avertexnormals[vertex[trisPtr->meshIndex[2]].lightNormalIndex][1];
|
|
}
|
|
}
|
|
}
|
|
|
|
free(buffer);
|
|
return retModel;
|
|
}
|