mirror of
https://github.com/DrBeef/JKXR.git
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4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
811 lines
24 KiB
C++
811 lines
24 KiB
C++
/*
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===========================================================================
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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#pragma once
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#if !defined(GHOUL2_SHARED_H_INC)
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#define GHOUL2_SHARED_H_INC
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#include <vector>
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#include <map>
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#define G2T_SV_TIME (0)
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#define G2T_CG_TIME (1)
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#define NUM_G2T_TIME (2)
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void G2API_SetTime(int currentTime,int clock);
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int G2API_GetTime(int argTime); // this may or may not return arg depending on ghoul2_time cvar
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//===================================================================
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//
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// G H O U L I I D E F I N E S
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//
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// we save the whole surfaceInfo_t struct
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struct surfaceInfo_t
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{
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int offFlags; // what the flags are for this model
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int surface; // index into array held inside the model definition of pointers to the actual surface data loaded in - used by both client and game
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float genBarycentricJ; // point 0 barycentric coors
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float genBarycentricI; // point 1 barycentric coors - point 2 is 1 - point0 - point1
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int genPolySurfaceIndex; // used to point back to the original surface and poly if this is a generated surface
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int genLod; // used to determine original lod of original surface and poly hit location
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surfaceInfo_t():
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offFlags(0),
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surface(0),
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genBarycentricJ(0),
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genBarycentricI(0),
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genPolySurfaceIndex(0),
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genLod(0)
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{}
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void sg_export(
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ojk::SavedGameHelper& saved_game) const
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{
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saved_game.write<int32_t>(offFlags);
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saved_game.write<int32_t>(surface);
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saved_game.write<float>(genBarycentricJ);
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saved_game.write<float>(genBarycentricI);
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saved_game.write<int32_t>(genPolySurfaceIndex);
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saved_game.write<int32_t>(genLod);
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}
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void sg_import(
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ojk::SavedGameHelper& saved_game)
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{
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saved_game.read<int32_t>(offFlags);
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saved_game.read<int32_t>(surface);
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saved_game.read<float>(genBarycentricJ);
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saved_game.read<float>(genBarycentricI);
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saved_game.read<int32_t>(genPolySurfaceIndex);
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saved_game.read<int32_t>(genLod);
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}
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};
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#define BONE_ANGLES_PREMULT 0x0001
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#define BONE_ANGLES_POSTMULT 0x0002
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#define BONE_ANGLES_REPLACE 0x0004
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//rww - RAGDOLL_BEGIN
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#define BONE_ANGLES_RAGDOLL 0x2000 // the rag flags give more details
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#define BONE_ANGLES_IK 0x4000 // the rag flags give more details
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//rww - RAGDOLL_END
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#define BONE_ANGLES_TOTAL ( BONE_ANGLES_PREMULT | BONE_ANGLES_POSTMULT | BONE_ANGLES_REPLACE )
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#define BONE_ANIM_OVERRIDE 0x0008
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#define BONE_ANIM_OVERRIDE_LOOP 0x0010 // Causes Last Frame To Lerp to First Frame And Start Over
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#define BONE_ANIM_OVERRIDE_FREEZE (0x0040 + BONE_ANIM_OVERRIDE) // Causes Last Frame To Freeze And Not Loop To Beginning
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#define BONE_ANIM_BLEND 0x0080 // Blends to and from previously played frame on same bone for given time
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#define BONE_ANIM_NO_LERP 0x1000
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#define BONE_ANIM_TOTAL (BONE_ANIM_NO_LERP| BONE_ANIM_OVERRIDE | BONE_ANIM_OVERRIDE_LOOP | BONE_ANIM_OVERRIDE_FREEZE | BONE_ANIM_BLEND )
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#define BONE_INDEX_INVALID -1
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/*#define MDXABONEDEF // used in the mdxformat.h file to stop redefinitions of the bone struct.
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typedef struct {
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float matrix[3][4];
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} mdxaBone_t;
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*/
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#include "../rd-common/mdx_format.h"
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// we save the whole structure here.
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struct boneInfo_t
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{
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int boneNumber; // what bone are we overriding?
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mdxaBone_t matrix; // details of bone angle overrides - some are pre-done on the server, some in ghoul2
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int flags; // flags for override
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int startFrame; // start frame for animation
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int endFrame; // end frame for animation NOTE anim actually ends on endFrame+1
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int startTime; // time we started this animation
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int pauseTime; // time we paused this animation - 0 if not paused
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float animSpeed; // speed at which this anim runs. 1.0f means full speed of animation incoming - ie if anim is 20hrtz, we run at 20hrts. If 5hrts, we run at 5 hrts
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float blendFrame; // frame PLUS LERP value to blend from
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int blendLerpFrame; // frame to lerp the blend frame with.
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int blendTime; // Duration time for blending - used to calc amount each frame of new anim is blended with last frame of the last anim
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int blendStart; // Time when blending starts - not necessarily the same as startTime since we might start half way through an anim
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int boneBlendTime; // time for duration of bone angle blend with normal animation
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int boneBlendStart; // time bone angle blend with normal animation began
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mdxaBone_t newMatrix; // This is the lerped matrix that Ghoul2 uses on the client side - does not go across the network
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//rww - RAGDOLL_BEGIN
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int lastTimeUpdated; // if non-zero this is all intialized
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int lastContents;
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vec3_t lastPosition;
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vec3_t velocityEffector;
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vec3_t lastAngles;
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vec3_t minAngles;
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vec3_t maxAngles;
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vec3_t currentAngles;
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vec3_t anglesOffset;
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vec3_t positionOffset;
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float radius;
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float weight; // current radius cubed
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int ragIndex;
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vec3_t velocityRoot; // I am really tired of recomiling the whole game to add a param here
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int ragStartTime;
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int firstTime;
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int firstCollisionTime;
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int restTime;
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int RagFlags;
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int DependentRagIndexMask;
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mdxaBone_t originalTrueBoneMatrix;
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mdxaBone_t parentTrueBoneMatrix; // figure I will need this sooner or later
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mdxaBone_t parentOriginalTrueBoneMatrix; // figure I will need this sooner or later
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vec3_t originalOrigin;
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vec3_t originalAngles;
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vec3_t lastShotDir;
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mdxaBone_t *basepose;
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mdxaBone_t *baseposeInv;
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mdxaBone_t *baseposeParent;
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mdxaBone_t *baseposeInvParent;
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int parentRawBoneIndex;
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mdxaBone_t ragOverrideMatrix; // figure I will need this sooner or later
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mdxaBone_t extraMatrix; // figure I will need this sooner or later
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vec3_t extraVec1; // I am really tired of recomiling the whole game to add a param here
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float extraFloat1;
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int extraInt1;
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vec3_t ikPosition;
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float ikSpeed;
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//new ragdoll stuff -rww
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vec3_t epVelocity; //velocity factor, can be set, and is also maintained by physics based on gravity, mass, etc.
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float epGravFactor; //gravity factor maintained by bone physics
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int solidCount; //incremented every time we try to move and are in solid - if we get out of solid, it is reset to 0
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bool physicsSettled; //true when the bone is on ground and finished bouncing, etc. but may still be pushed into solid by other bones
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bool snapped; //the bone is broken out of standard constraints
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int parentBoneIndex;
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float offsetRotation;
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//user api overrides
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float overGradSpeed;
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vec3_t overGoalSpot;
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bool hasOverGoal;
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mdxaBone_t animFrameMatrix; //matrix for the bone in the desired settling pose -rww
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int hasAnimFrameMatrix;
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int airTime; //base is in air, be more quick and sensitive about collisions
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//rww - RAGDOLL_END
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boneInfo_t():
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boneNumber(-1),
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flags(0),
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startFrame(0),
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endFrame(0),
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startTime(0),
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pauseTime(0),
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animSpeed(0),
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blendFrame(0),
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blendLerpFrame(0),
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blendTime(0),
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blendStart(0),
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boneBlendTime(0),
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boneBlendStart(0)
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{
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matrix.matrix[0][0] = matrix.matrix[0][1] = matrix.matrix[0][2] = matrix.matrix[0][3] =
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matrix.matrix[1][0] = matrix.matrix[1][1] = matrix.matrix[1][2] = matrix.matrix[1][3] =
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matrix.matrix[2][0] = matrix.matrix[2][1] = matrix.matrix[2][2] = matrix.matrix[2][3] = 0.0f;
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}
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void sg_export(
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ojk::SavedGameHelper& saved_game) const
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{
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saved_game.write<int32_t>(boneNumber);
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saved_game.write<>(matrix);
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saved_game.write<int32_t>(flags);
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saved_game.write<int32_t>(startFrame);
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saved_game.write<int32_t>(endFrame);
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saved_game.write<int32_t>(startTime);
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saved_game.write<int32_t>(pauseTime);
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saved_game.write<float>(animSpeed);
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saved_game.write<float>(blendFrame);
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saved_game.write<int32_t>(blendLerpFrame);
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saved_game.write<int32_t>(blendTime);
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saved_game.write<int32_t>(blendStart);
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saved_game.write<int32_t>(boneBlendTime);
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saved_game.write<int32_t>(boneBlendStart);
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saved_game.write(newMatrix);
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#ifndef JK2_MODE
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saved_game.write<int32_t>(lastTimeUpdated);
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saved_game.write<int32_t>(lastContents);
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saved_game.write<float>(lastPosition);
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saved_game.write<float>(velocityEffector);
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saved_game.write<float>(lastAngles);
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saved_game.write<float>(minAngles);
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saved_game.write<float>(maxAngles);
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saved_game.write<float>(currentAngles);
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saved_game.write<float>(anglesOffset);
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saved_game.write<float>(positionOffset);
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saved_game.write<float>(radius);
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saved_game.write<float>(weight);
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saved_game.write<int32_t>(ragIndex);
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saved_game.write<float>(velocityRoot);
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saved_game.write<int32_t>(ragStartTime);
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saved_game.write<int32_t>(firstTime);
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saved_game.write<int32_t>(firstCollisionTime);
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saved_game.write<int32_t>(restTime);
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saved_game.write<int32_t>(RagFlags);
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saved_game.write<int32_t>(DependentRagIndexMask);
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saved_game.write<>(originalTrueBoneMatrix);
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saved_game.write<>(parentTrueBoneMatrix);
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saved_game.write<>(parentOriginalTrueBoneMatrix);
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saved_game.write<float>(originalOrigin);
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saved_game.write<float>(originalAngles);
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saved_game.write<float>(lastShotDir);
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saved_game.write<int32_t>(basepose);
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saved_game.write<int32_t>(baseposeInv);
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saved_game.write<int32_t>(baseposeParent);
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saved_game.write<int32_t>(baseposeInvParent);
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saved_game.write<int32_t>(parentRawBoneIndex);
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saved_game.write<>(ragOverrideMatrix);
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saved_game.write<>(extraMatrix);
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saved_game.write<float>(extraVec1);
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saved_game.write<float>(extraFloat1);
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saved_game.write<int32_t>(extraInt1);
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saved_game.write<float>(ikPosition);
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saved_game.write<float>(ikSpeed);
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saved_game.write<float>(epVelocity);
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saved_game.write<float>(epGravFactor);
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saved_game.write<int32_t>(solidCount);
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saved_game.write<int8_t>(physicsSettled);
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saved_game.write<int8_t>(snapped);
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saved_game.skip(2);
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saved_game.write<int32_t>(parentBoneIndex);
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saved_game.write<float>(offsetRotation);
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saved_game.write<float>(overGradSpeed);
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saved_game.write<float>(overGoalSpot);
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saved_game.write<int8_t>(hasOverGoal);
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saved_game.skip(3);
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saved_game.write<>(animFrameMatrix);
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saved_game.write<int32_t>(hasAnimFrameMatrix);
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saved_game.write<int32_t>(airTime);
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#endif // !JK2_MODE
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}
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void sg_import(
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ojk::SavedGameHelper& saved_game)
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{
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saved_game.read<int32_t>(boneNumber);
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saved_game.read<>(matrix);
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saved_game.read<int32_t>(flags);
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saved_game.read<int32_t>(startFrame);
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saved_game.read<int32_t>(endFrame);
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saved_game.read<int32_t>(startTime);
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saved_game.read<int32_t>(pauseTime);
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saved_game.read<float>(animSpeed);
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saved_game.read<float>(blendFrame);
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saved_game.read<int32_t>(blendLerpFrame);
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saved_game.read<int32_t>(blendTime);
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saved_game.read<int32_t>(blendStart);
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saved_game.read<int32_t>(boneBlendTime);
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saved_game.read<int32_t>(boneBlendStart);
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saved_game.read(newMatrix);
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#ifndef JK2_MODE
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saved_game.read<int32_t>(lastTimeUpdated);
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saved_game.read<int32_t>(lastContents);
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saved_game.read<float>(lastPosition);
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saved_game.read<float>(velocityEffector);
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saved_game.read<float>(lastAngles);
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saved_game.read<float>(minAngles);
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saved_game.read<float>(maxAngles);
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saved_game.read<float>(currentAngles);
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saved_game.read<float>(anglesOffset);
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saved_game.read<float>(positionOffset);
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saved_game.read<float>(radius);
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saved_game.read<float>(weight);
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saved_game.read<int32_t>(ragIndex);
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saved_game.read<float>(velocityRoot);
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saved_game.read<int32_t>(ragStartTime);
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saved_game.read<int32_t>(firstTime);
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saved_game.read<int32_t>(firstCollisionTime);
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saved_game.read<int32_t>(restTime);
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saved_game.read<int32_t>(RagFlags);
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saved_game.read<int32_t>(DependentRagIndexMask);
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saved_game.read<>(originalTrueBoneMatrix);
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saved_game.read<>(parentTrueBoneMatrix);
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saved_game.read<>(parentOriginalTrueBoneMatrix);
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saved_game.read<float>(originalOrigin);
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saved_game.read<float>(originalAngles);
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saved_game.read<float>(lastShotDir);
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saved_game.read<int32_t>(basepose);
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saved_game.read<int32_t>(baseposeInv);
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saved_game.read<int32_t>(baseposeParent);
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saved_game.read<int32_t>(baseposeInvParent);
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saved_game.read<int32_t>(parentRawBoneIndex);
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saved_game.read<>(ragOverrideMatrix);
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saved_game.read<>(extraMatrix);
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saved_game.read<float>(extraVec1);
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saved_game.read<float>(extraFloat1);
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saved_game.read<int32_t>(extraInt1);
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saved_game.read<float>(ikPosition);
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saved_game.read<float>(ikSpeed);
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saved_game.read<float>(epVelocity);
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saved_game.read<float>(epGravFactor);
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saved_game.read<int32_t>(solidCount);
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saved_game.read<int8_t>(physicsSettled);
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saved_game.read<int8_t>(snapped);
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saved_game.skip(2);
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saved_game.read<int32_t>(parentBoneIndex);
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saved_game.read<float>(offsetRotation);
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saved_game.read<float>(overGradSpeed);
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saved_game.read<float>(overGoalSpot);
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saved_game.read<int8_t>(hasOverGoal);
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saved_game.skip(3);
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saved_game.read<>(animFrameMatrix);
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saved_game.read<int32_t>(hasAnimFrameMatrix);
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saved_game.read<int32_t>(airTime);
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#endif // JK2_MODE
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}
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};
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//we save from top to boltUsed here. Don't bother saving the position, it gets rebuilt every frame anyway
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struct boltInfo_t{
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int boneNumber; // bone number bolt attaches to
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int surfaceNumber; // surface number bolt attaches to
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int surfaceType; // if we attach to a surface, this tells us if it is an original surface or a generated one - doesn't go across the network
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int boltUsed; // nor does this
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boltInfo_t():
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boneNumber(-1),
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surfaceNumber(-1),
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surfaceType(0),
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boltUsed(0)
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{}
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void sg_export(
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ojk::SavedGameHelper& saved_game) const
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{
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saved_game.write<int32_t>(boneNumber);
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saved_game.write<int32_t>(surfaceNumber);
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saved_game.write<int32_t>(surfaceType);
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saved_game.write<int32_t>(boltUsed);
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}
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void sg_import(
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ojk::SavedGameHelper& saved_game)
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{
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saved_game.read<int32_t>(boneNumber);
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saved_game.read<int32_t>(surfaceNumber);
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saved_game.read<int32_t>(surfaceType);
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saved_game.read<int32_t>(boltUsed);
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}
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};
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#define MAX_GHOUL_COUNT_BITS 8 // bits required to send across the MAX_G2_MODELS inside of the networking - this is the only restriction on ghoul models possible per entity
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typedef std::vector <surfaceInfo_t> surfaceInfo_v;
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typedef std::vector <boneInfo_t> boneInfo_v;
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typedef std::vector <boltInfo_t> boltInfo_v;
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typedef std::vector <mdxaBone_t> mdxaBone_v;
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// defines for stuff to go into the mflags
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#define GHOUL2_NOCOLLIDE 0x001
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#define GHOUL2_NORENDER 0x002
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#define GHOUL2_NOMODEL 0x004
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#define GHOUL2_NEWORIGIN 0x008
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// NOTE order in here matters. We save out from mModelindex to mFlags, but not the STL vectors that are at the top or the bottom.
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class CBoneCache;
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struct model_s;
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//struct mdxaHeader_t;
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|
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#ifdef VV_GHOUL_HACKS
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class CRenderableSurface
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{
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public:
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int ident; // ident of this surface - required so the materials renderer knows what sort of surface this refers to
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CBoneCache *boneCache; // pointer to transformed bone list for this surf
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mdxmSurface_t *surfaceData; // pointer to surface data loaded into file - only used by client renderer DO NOT USE IN GAME SIDE - if there is a vid restart this will be out of wack on the game
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CRenderableSurface():
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ident(8), //SF_MDX
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boneCache(0),
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surfaceData(0)
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{}
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|
CRenderableSurface(const CRenderableSurface& rs):
|
|
ident(rs.ident),
|
|
boneCache(rs.boneCache),
|
|
surfaceData(rs.surfaceData)
|
|
{}
|
|
};
|
|
#endif
|
|
|
|
class CGhoul2Info
|
|
{
|
|
public:
|
|
surfaceInfo_v mSlist;
|
|
boltInfo_v mBltlist;
|
|
boneInfo_v mBlist;
|
|
// save from here (do not put any ptrs etc within this save block unless you adds special handlers to G2_SaveGhoul2Models / G2_LoadGhoul2Models!!!!!!!!!!!!
|
|
#define BSAVE_START_FIELD mModelindex // this is the start point for loadsave, keep it up to date it you change anything
|
|
int mModelindex;
|
|
int animModelIndexOffset;
|
|
qhandle_t mCustomShader;
|
|
qhandle_t mCustomSkin;
|
|
int mModelBoltLink;
|
|
int mSurfaceRoot;
|
|
int mLodBias;
|
|
int mNewOrigin; // this contains the bolt index of the new origin for this model
|
|
|
|
#ifdef _G2_GORE
|
|
int mGoreSetTag;
|
|
#endif
|
|
|
|
qhandle_t mModel; // this and the next entries do NOT go across the network. They are for gameside access ONLY
|
|
char mFileName[MAX_QPATH];
|
|
int mAnimFrameDefault;
|
|
int mSkelFrameNum;
|
|
int mMeshFrameNum;
|
|
int mFlags; // used for determining whether to do full collision detection against this object
|
|
// to here
|
|
#define BSAVE_END_FIELD mTransformedVertsArray // this is the end point for loadsave, keep it up to date it you change anything
|
|
intptr_t *mTransformedVertsArray; // used to create an array of pointers to transformed verts per surface for collision detection
|
|
CBoneCache *mBoneCache;
|
|
int mSkin;
|
|
|
|
// these occasionally are not valid (like after a vid_restart)
|
|
// call the questionably efficient G2_SetupModelPointers(this) to insure validity
|
|
bool mValid; // all the below are proper and valid
|
|
const model_s *currentModel;
|
|
int currentModelSize;
|
|
const model_s *animModel;
|
|
int currentAnimModelSize;
|
|
const mdxaHeader_t *aHeader;
|
|
|
|
CGhoul2Info():
|
|
mModelindex(-1),
|
|
animModelIndexOffset(0),
|
|
mCustomShader(0),
|
|
mCustomSkin(0),
|
|
mModelBoltLink(0),
|
|
mSurfaceRoot(0),
|
|
mLodBias(0),
|
|
mNewOrigin(-1),
|
|
#ifdef _G2_GORE
|
|
mGoreSetTag(0),
|
|
#endif
|
|
mModel(0),
|
|
mAnimFrameDefault(0),
|
|
mSkelFrameNum(-1),
|
|
mMeshFrameNum(-1),
|
|
mFlags(0),
|
|
mTransformedVertsArray(0),
|
|
mBoneCache(0),
|
|
mSkin(0),
|
|
mValid(false),
|
|
currentModel(0),
|
|
currentModelSize(0),
|
|
animModel(0),
|
|
currentAnimModelSize(0),
|
|
aHeader(0)
|
|
{
|
|
mFileName[0] = 0;
|
|
}
|
|
|
|
|
|
void sg_export(
|
|
ojk::SavedGameHelper& saved_game) const
|
|
{
|
|
saved_game.write<int32_t>(mModelindex);
|
|
|
|
#ifndef JK2_MODE
|
|
saved_game.write<int32_t>(animModelIndexOffset);
|
|
#endif // !JK2_MODE
|
|
|
|
saved_game.write<int32_t>(mCustomShader);
|
|
saved_game.write<int32_t>(mCustomSkin);
|
|
saved_game.write<int32_t>(mModelBoltLink);
|
|
saved_game.write<int32_t>(mSurfaceRoot);
|
|
saved_game.write<int32_t>(mLodBias);
|
|
saved_game.write<int32_t>(mNewOrigin);
|
|
|
|
#ifdef _G2_GORE
|
|
saved_game.write<int32_t>(mGoreSetTag);
|
|
#endif // _G2_GORE
|
|
|
|
saved_game.write<int32_t>(mModel);
|
|
saved_game.write<int8_t>(mFileName);
|
|
saved_game.write<int32_t>(mAnimFrameDefault);
|
|
saved_game.write<int32_t>(mSkelFrameNum);
|
|
saved_game.write<int32_t>(mMeshFrameNum);
|
|
saved_game.write<int32_t>(mFlags);
|
|
}
|
|
|
|
void sg_import(
|
|
ojk::SavedGameHelper& saved_game)
|
|
{
|
|
saved_game.read<int32_t>(mModelindex);
|
|
|
|
#ifndef JK2_MODE
|
|
saved_game.read<int32_t>(animModelIndexOffset);
|
|
#endif // !JK2_MODE
|
|
|
|
saved_game.read<int32_t>(mCustomShader);
|
|
saved_game.read<int32_t>(mCustomSkin);
|
|
saved_game.read<int32_t>(mModelBoltLink);
|
|
saved_game.read<int32_t>(mSurfaceRoot);
|
|
saved_game.read<int32_t>(mLodBias);
|
|
saved_game.read<int32_t>(mNewOrigin);
|
|
|
|
#ifdef _G2_GORE
|
|
saved_game.read<int32_t>(mGoreSetTag);
|
|
#endif // _G2_GORE
|
|
|
|
saved_game.read<int32_t>(mModel);
|
|
saved_game.read<int8_t>(mFileName);
|
|
saved_game.read<int32_t>(mAnimFrameDefault);
|
|
saved_game.read<int32_t>(mSkelFrameNum);
|
|
saved_game.read<int32_t>(mMeshFrameNum);
|
|
saved_game.read<int32_t>(mFlags);
|
|
}
|
|
};
|
|
|
|
class CGhoul2Info_v;
|
|
|
|
class IGhoul2InfoArray
|
|
{
|
|
public:
|
|
virtual int New()=0;
|
|
virtual void Delete(int handle)=0;
|
|
virtual bool IsValid(int handle) const=0;
|
|
virtual std::vector<CGhoul2Info> &Get(int handle)=0;
|
|
virtual const std::vector<CGhoul2Info> &Get(int handle) const=0;
|
|
};
|
|
|
|
#ifdef RENDERER
|
|
IGhoul2InfoArray &TheGhoul2InfoArray();
|
|
#elif _JK2EXE
|
|
IGhoul2InfoArray &_TheGhoul2InfoArray();
|
|
#else
|
|
IGhoul2InfoArray &TheGameGhoul2InfoArray();
|
|
#endif
|
|
|
|
class CGhoul2Info_v
|
|
{
|
|
int mItem;
|
|
|
|
IGhoul2InfoArray &InfoArray() const
|
|
{
|
|
#ifdef RENDERER
|
|
return TheGhoul2InfoArray();
|
|
#elif _JK2EXE
|
|
return _TheGhoul2InfoArray();
|
|
#else
|
|
return TheGameGhoul2InfoArray();
|
|
#endif
|
|
}
|
|
|
|
void Alloc()
|
|
{
|
|
assert(!mItem); //already alloced
|
|
mItem=InfoArray().New();
|
|
assert(!Array().size());
|
|
}
|
|
void Free()
|
|
{
|
|
if (mItem)
|
|
{
|
|
assert(InfoArray().IsValid(mItem));
|
|
InfoArray().Delete(mItem);
|
|
mItem=0;
|
|
}
|
|
}
|
|
std::vector<CGhoul2Info> &Array()
|
|
{
|
|
assert(InfoArray().IsValid(mItem));
|
|
return InfoArray().Get(mItem);
|
|
}
|
|
const std::vector<CGhoul2Info> &Array() const
|
|
{
|
|
assert(InfoArray().IsValid(mItem));
|
|
return InfoArray().Get(mItem);
|
|
}
|
|
public:
|
|
CGhoul2Info_v()
|
|
{
|
|
mItem=0;
|
|
}
|
|
~CGhoul2Info_v()
|
|
{
|
|
Free(); //this had better be taken care of via the clean ghoul2 models call
|
|
}
|
|
void operator=(const CGhoul2Info_v &other)
|
|
{
|
|
mItem=other.mItem;
|
|
}
|
|
void DeepCopy(const CGhoul2Info_v &other)
|
|
{
|
|
Free();
|
|
if (other.mItem)
|
|
{
|
|
Alloc();
|
|
Array()=other.Array();
|
|
int i;
|
|
for (i=0;i<size();i++)
|
|
{
|
|
Array()[i].mBoneCache=0;
|
|
Array()[i].mTransformedVertsArray=0;
|
|
Array()[i].mSkelFrameNum=0;
|
|
Array()[i].mMeshFrameNum=0;
|
|
}
|
|
}
|
|
}
|
|
CGhoul2Info &operator[](int idx)
|
|
{
|
|
assert(mItem);
|
|
assert(idx>=0&&idx<size());
|
|
return Array()[idx];
|
|
}
|
|
const CGhoul2Info &operator[](int idx) const
|
|
{
|
|
assert(mItem);
|
|
assert(idx>=0&&idx<size());
|
|
return Array()[idx];
|
|
}
|
|
void resize(int num)
|
|
{
|
|
assert(num>=0);
|
|
if (num)
|
|
{
|
|
if (!mItem)
|
|
{
|
|
Alloc();
|
|
}
|
|
}
|
|
if (mItem||num)
|
|
{
|
|
Array().resize(num);
|
|
}
|
|
}
|
|
void clear()
|
|
{
|
|
Free();
|
|
}
|
|
void push_back(const CGhoul2Info &model)
|
|
{
|
|
if (!mItem)
|
|
{
|
|
Alloc();
|
|
}
|
|
Array().push_back(model);
|
|
}
|
|
int size() const
|
|
{
|
|
if (!IsValid())
|
|
{
|
|
return 0;
|
|
}
|
|
return static_cast<int>(Array().size());
|
|
}
|
|
bool IsValid() const
|
|
{
|
|
return InfoArray().IsValid(mItem);
|
|
}
|
|
void kill()
|
|
{
|
|
// this scary method zeros the infovector handle without actually freeing it
|
|
// it is used for some places where a copy is made, but we don't want to go through the trouble
|
|
// of making a deep copy
|
|
mItem=0;
|
|
}
|
|
|
|
|
|
void sg_export(
|
|
ojk::SavedGameHelper& saved_game) const
|
|
{
|
|
saved_game.write<int32_t>(mItem);
|
|
}
|
|
|
|
void sg_import(
|
|
ojk::SavedGameHelper& saved_game)
|
|
{
|
|
saved_game.read<int32_t>(mItem);
|
|
}
|
|
};
|
|
|
|
|
|
|
|
// collision detection stuff
|
|
#define G2_FRONTFACE 1
|
|
#define G2_BACKFACE 0
|
|
|
|
class CCollisionRecord
|
|
{
|
|
public:
|
|
float mDistance;
|
|
int mEntityNum;
|
|
int mModelIndex;
|
|
int mPolyIndex;
|
|
int mSurfaceIndex;
|
|
vec3_t mCollisionPosition;
|
|
vec3_t mCollisionNormal;
|
|
int mFlags;
|
|
int mMaterial;
|
|
int mLocation;
|
|
float mBarycentricI; // two barycentic coodinates for the hit point
|
|
float mBarycentricJ; // K = 1-I-J
|
|
|
|
CCollisionRecord():
|
|
mDistance(100000),
|
|
mEntityNum(-1)
|
|
{}
|
|
|
|
|
|
void sg_export(
|
|
ojk::SavedGameHelper& saved_game) const
|
|
{
|
|
saved_game.write<float>(mDistance);
|
|
saved_game.write<int32_t>(mEntityNum);
|
|
saved_game.write<int32_t>(mModelIndex);
|
|
saved_game.write<int32_t>(mPolyIndex);
|
|
saved_game.write<int32_t>(mSurfaceIndex);
|
|
saved_game.write<float>(mCollisionPosition);
|
|
saved_game.write<float>(mCollisionNormal);
|
|
saved_game.write<int32_t>(mFlags);
|
|
saved_game.write<int32_t>(mMaterial);
|
|
saved_game.write<int32_t>(mLocation);
|
|
saved_game.write<float>(mBarycentricI);
|
|
saved_game.write<float>(mBarycentricJ);
|
|
}
|
|
|
|
void sg_import(
|
|
ojk::SavedGameHelper& saved_game)
|
|
{
|
|
saved_game.read<float>(mDistance);
|
|
saved_game.read<int32_t>(mEntityNum);
|
|
saved_game.read<int32_t>(mModelIndex);
|
|
saved_game.read<int32_t>(mPolyIndex);
|
|
saved_game.read<int32_t>(mSurfaceIndex);
|
|
saved_game.read<float>(mCollisionPosition);
|
|
saved_game.read<float>(mCollisionNormal);
|
|
saved_game.read<int32_t>(mFlags);
|
|
saved_game.read<int32_t>(mMaterial);
|
|
saved_game.read<int32_t>(mLocation);
|
|
saved_game.read<float>(mBarycentricI);
|
|
saved_game.read<float>(mBarycentricJ);
|
|
}
|
|
};
|
|
|
|
// calling defines for the trace function
|
|
enum EG2_Collision
|
|
{
|
|
G2_NOCOLLIDE,
|
|
G2_COLLIDE,
|
|
G2_RETURNONHIT
|
|
};
|
|
|
|
|
|
|
|
//====================================================================
|
|
|
|
#endif // GHOUL2_SHARED_H_INC
|