mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-27 14:32:09 +00:00
4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
265 lines
7.3 KiB
C++
265 lines
7.3 KiB
C++
/*
|
|
===========================================================================
|
|
Copyright (C) 2000 - 2013, Raven Software, Inc.
|
|
Copyright (C) 2001 - 2013, Activision, Inc.
|
|
Copyright (C) 2013 - 2015, OpenJK contributors
|
|
|
|
This file is part of the OpenJK source code.
|
|
|
|
OpenJK is free software; you can redistribute it and/or modify it
|
|
under the terms of the GNU General Public License version 2 as
|
|
published by the Free Software Foundation.
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with this program; if not, see <http://www.gnu.org/licenses/>.
|
|
===========================================================================
|
|
*/
|
|
|
|
#include "../server/exe_headers.h"
|
|
|
|
#ifndef __Q_SHARED_H
|
|
#include "../qcommon/q_shared.h"
|
|
#endif
|
|
|
|
#if !defined(TR_LOCAL_H)
|
|
#include "tr_local.h"
|
|
#endif
|
|
|
|
#if !defined(G2_H_INC)
|
|
#include "../ghoul2/G2.h"
|
|
#endif
|
|
|
|
#define G2_MODEL_OK(g) ((g)&&(g)->mValid&&(g)->aHeader&&(g)->currentModel&&(g)->animModel)
|
|
|
|
//=====================================================================================================================
|
|
// Bolt List handling routines - so entities can attach themselves to any part of the model in question
|
|
|
|
// Given a bone number, see if that bone is already in our bone list
|
|
int G2_Find_Bolt_Bone_Num(boltInfo_v &bltlist, const int boneNum)
|
|
{
|
|
// look through entire list
|
|
for(size_t i=0; i<bltlist.size(); i++)
|
|
{
|
|
if (bltlist[i].boneNumber == boneNum)
|
|
{
|
|
return i;
|
|
}
|
|
}
|
|
|
|
// didn't find it
|
|
return -1;
|
|
}
|
|
|
|
// Given a bone number, see if that surface is already in our surfacelist list
|
|
int G2_Find_Bolt_Surface_Num(boltInfo_v &bltlist, const int surfaceNum, const int flags)
|
|
{
|
|
// look through entire list
|
|
for(size_t i=0; i<bltlist.size(); i++)
|
|
{
|
|
if ((bltlist[i].surfaceNumber == surfaceNum) && ((bltlist[i].surfaceType & flags) == flags))
|
|
{
|
|
return i;
|
|
}
|
|
}
|
|
|
|
// didn't find it
|
|
return -1;
|
|
}
|
|
|
|
//=========================================================================================
|
|
//// Public Bolt Routines
|
|
int G2_Add_Bolt_Surf_Num(CGhoul2Info *ghlInfo, boltInfo_v &bltlist, surfaceInfo_v &slist, const int surfNum)
|
|
{
|
|
assert(ghlInfo&&ghlInfo->mValid);
|
|
boltInfo_t tempBolt;
|
|
|
|
assert(surfNum>=0&&surfNum<(int)slist.size());
|
|
// ensure surface num is valid
|
|
if (surfNum >= (int)slist.size())
|
|
{
|
|
return -1;
|
|
}
|
|
|
|
// look through entire list - see if it's already there first
|
|
for(size_t i=0; i<bltlist.size(); i++)
|
|
{
|
|
// already there??
|
|
if (bltlist[i].surfaceNumber == surfNum)
|
|
{
|
|
// increment the usage count
|
|
bltlist[i].boltUsed++;
|
|
return i;
|
|
}
|
|
}
|
|
|
|
// we have a surface
|
|
// look through entire list - see if it's already there first
|
|
for(size_t i=0; i<bltlist.size(); i++)
|
|
{
|
|
// if this surface entry has info in it, bounce over it
|
|
if (bltlist[i].boneNumber == -1 && bltlist[i].surfaceNumber == -1)
|
|
{
|
|
// if we found an entry that had a -1 for the bone / surface number, then we hit a surface / bone slot that was empty
|
|
bltlist[i].surfaceNumber = surfNum;
|
|
bltlist[i].surfaceType = G2SURFACEFLAG_GENERATED;
|
|
bltlist[i].boltUsed = 1;
|
|
return i;
|
|
}
|
|
}
|
|
|
|
// ok, we didn't find an existing surface of that name, or an empty slot. Lets add an entry
|
|
tempBolt.surfaceNumber = surfNum;
|
|
tempBolt.surfaceType = G2SURFACEFLAG_GENERATED;
|
|
tempBolt.boneNumber = -1;
|
|
tempBolt.boltUsed = 1;
|
|
bltlist.push_back(tempBolt);
|
|
return bltlist.size()-1;
|
|
|
|
}
|
|
|
|
void G2_Bolt_Not_Found(const char *boneName,const char *modName);
|
|
int G2_Add_Bolt(CGhoul2Info *ghlInfo, boltInfo_v &bltlist, surfaceInfo_v &slist, const char *boneName)
|
|
{
|
|
assert(ghlInfo&&ghlInfo->mValid);
|
|
int surfNum = -1;
|
|
mdxaSkel_t *skel;
|
|
mdxaSkelOffsets_t *offsets;
|
|
boltInfo_t tempBolt;
|
|
uint32_t flags;
|
|
|
|
assert(G2_MODEL_OK(ghlInfo));
|
|
|
|
// first up, we'll search for that which this bolt names in all the surfaces
|
|
surfNum = G2_IsSurfaceLegal(ghlInfo->currentModel, boneName, &flags);
|
|
|
|
// did we find it as a surface?
|
|
if (surfNum != -1)
|
|
{
|
|
// look through entire list - see if it's already there first
|
|
for(size_t i=0; i<bltlist.size(); i++)
|
|
{
|
|
// already there??
|
|
if (bltlist[i].surfaceNumber == surfNum)
|
|
{
|
|
// increment the usage count
|
|
bltlist[i].boltUsed++;
|
|
return i;
|
|
}
|
|
}
|
|
|
|
// look through entire list - see if we can re-use one
|
|
for(size_t i=0; i<bltlist.size(); i++)
|
|
{
|
|
// if this surface entry has info in it, bounce over it
|
|
if (bltlist[i].boneNumber == -1 && bltlist[i].surfaceNumber == -1)
|
|
{
|
|
// if we found an entry that had a -1 for the bone / surface number, then we hit a surface / bone slot that was empty
|
|
bltlist[i].surfaceNumber = surfNum;
|
|
bltlist[i].boltUsed = 1;
|
|
bltlist[i].surfaceType = 0;
|
|
return i;
|
|
}
|
|
}
|
|
|
|
// ok, we didn't find an existing surface of that name, or an empty slot. Lets add an entry
|
|
tempBolt.surfaceNumber = surfNum;
|
|
tempBolt.boneNumber = -1;
|
|
tempBolt.boltUsed = 1;
|
|
tempBolt.surfaceType = 0;
|
|
bltlist.push_back(tempBolt);
|
|
return bltlist.size()-1;
|
|
}
|
|
|
|
// no, check to see if it's a bone then
|
|
|
|
offsets = (mdxaSkelOffsets_t *)((byte *)ghlInfo->aHeader + sizeof(mdxaHeader_t));
|
|
|
|
int x;
|
|
// walk the entire list of bones in the gla file for this model and see if any match the name of the bone we want to find
|
|
for (x=0; x< ghlInfo->aHeader->numBones; x++)
|
|
{
|
|
skel = (mdxaSkel_t *)((byte *)ghlInfo->aHeader + sizeof(mdxaHeader_t) + offsets->offsets[x]);
|
|
// if name is the same, we found it
|
|
if (!Q_stricmp(skel->name, boneName))
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
// check to see we did actually make a match with a bone in the model
|
|
if (x == ghlInfo->aHeader->numBones)
|
|
{
|
|
// didn't find it? Error
|
|
//assert(0&&x == mod_a->mdxa->numBones);
|
|
#if _DEBUG
|
|
G2_Bolt_Not_Found(boneName,ghlInfo->mFileName);
|
|
#endif
|
|
return -1;
|
|
}
|
|
|
|
// look through entire list - see if it's already there first
|
|
for(size_t i=0; i<bltlist.size(); i++)
|
|
{
|
|
// already there??
|
|
if (bltlist[i].boneNumber == x)
|
|
{
|
|
// increment the usage count
|
|
bltlist[i].boltUsed++;
|
|
return i;
|
|
}
|
|
}
|
|
|
|
// look through entire list - see if we can re-use it
|
|
for(size_t i=0; i<bltlist.size(); i++)
|
|
{
|
|
// if this bone entry has info in it, bounce over it
|
|
if (bltlist[i].boneNumber == -1 && bltlist[i].surfaceNumber == -1)
|
|
{
|
|
// if we found an entry that had a -1 for the bonenumber, then we hit a bone slot that was empty
|
|
bltlist[i].boneNumber = x;
|
|
bltlist[i].boltUsed = 1;
|
|
bltlist[i].surfaceType = 0;
|
|
return i;
|
|
}
|
|
}
|
|
|
|
// ok, we didn't find an existing bone of that name, or an empty slot. Lets add an entry
|
|
tempBolt.boneNumber = x;
|
|
tempBolt.surfaceNumber = -1;
|
|
tempBolt.boltUsed = 1;
|
|
tempBolt.surfaceType = 0;
|
|
bltlist.push_back(tempBolt);
|
|
return bltlist.size()-1;
|
|
|
|
}
|
|
|
|
// Given a model handle, and a bone name, we want to remove this bone from the bone override list
|
|
qboolean G2_Remove_Bolt (boltInfo_v &bltlist, int index)
|
|
{
|
|
assert(index>=0&&index<(int)bltlist.size());
|
|
// did we find it?
|
|
if (index != -1)
|
|
{
|
|
bltlist[index].boltUsed--;
|
|
if (!bltlist[index].boltUsed)
|
|
{
|
|
// set this bone to not used
|
|
bltlist[index].boneNumber = -1;
|
|
bltlist[index].surfaceNumber = -1;
|
|
}
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
// set the bolt list to all unused so the bone transformation routine ignores it.
|
|
void G2_Init_Bolt_List(boltInfo_v &bltlist)
|
|
{
|
|
bltlist.clear();
|
|
}
|
|
|