1374 lines
No EOL
34 KiB
C
1374 lines
No EOL
34 KiB
C
/*
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Copyright (C) 2002-2003 Charles Hollemeersch
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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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.
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See the 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, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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PENTA:
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Quake 3 bsp loading code...
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Similar to md3 loading we convert the model at load time to a hybrid quake1/quake3 format...
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*/
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#include "quakedef.h"
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model_t *loadmodel;
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byte *mod_base;
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qboolean is_q3map;
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int *meshVerts;
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int ExtraPlanes;
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marea_t map_areas[MAX_MAP_AREAS];
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/*
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=================
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ModQ3_LoadTextures
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Touches all the shader, this will make sure all textures are effectively loaded.
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=================
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*/
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void ModQ3_LoadTextures (lump_t *l)
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{
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int i, j, pixels, num, max, altmax;
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dq3texture_t *in;
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mapshader_t *tx;
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if (!l->filelen)
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{
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loadmodel->mapshaders = NULL;
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return;
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}
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if (l->filelen % sizeof(dq3texture_t))
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Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name);
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loadmodel->nummapshaders = l->filelen/sizeof(dq3texture_t);
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loadmodel->mapshaders = Hunk_AllocName (loadmodel->nummapshaders * sizeof(mapshader_t) , loadname);
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in = (dq3texture_t *)(mod_base + l->fileofs);
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for (i=0 ; i<loadmodel->nummapshaders ; i++, in++)
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{
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tx = &loadmodel->mapshaders[i];
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tx->shader = GL_ShaderForName(in->name);
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tx->texturechain = NULL;
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tx->numindecies = 0;
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tx->shader->flags |= LittleLong(in->flags);
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tx->shader->contents |= LittleLong(in->contents);
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}
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}
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/*
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=================
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ModQ3_LoadLighting
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No changes with quake1
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=================
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*/
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void ModQ3_LoadLighting (lump_t *l)
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{
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if (!l->filelen)
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{
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loadmodel->lightdata = NULL;
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loadmodel->numlightmaps = 0;
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return;
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}
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if (l->filelen % sizeof(dq3lightmap_t))
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Sys_Error ("MOD_LoadLighting: funny lump size in %s",loadmodel->name);
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loadmodel->lightdata = Hunk_AllocName ( l->filelen, loadname);
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memcpy (loadmodel->lightdata, mod_base + l->fileofs, l->filelen);
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loadmodel->numlightmaps = l->filelen/sizeof(dq3lightmap_t);
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}
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/*
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=================
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ModQ3_LoadVisibility
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No changes with quake1
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=================
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*/
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void ModQ3_LoadVisibility (lump_t *l)
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{
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int *in;
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int numvecs;
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int veclen;
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if (l->filelen < 2*sizeof(int))
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{
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loadmodel->visdata = NULL;
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return;
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}
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in = (int *)(mod_base + l->fileofs);
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numvecs = (*in);
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in++;
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veclen = (*in);
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in++;
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loadmodel->visdata = Hunk_AllocName ( numvecs*veclen, loadname);
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memcpy (loadmodel->visdata, in, numvecs*veclen);
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loadmodel->numclusters = numvecs;
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loadmodel->clusterlen = veclen;
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}
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/*
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=================
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ModQ3_LoadEntities
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No changes with quake1
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=================
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*/
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void ModQ3_LoadEntities (lump_t *l)
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{
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if (!l->filelen)
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{
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loadmodel->entities = NULL;
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return;
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}
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loadmodel->entities = Hunk_AllocName ( l->filelen, loadname);
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memcpy (loadmodel->entities, mod_base + l->fileofs, l->filelen);
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}
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/*
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=================
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ModQ3_LoadVertexes
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Put the vertexes in the global vertex table.
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=================
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*/
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void ModQ3_LoadVertexes (lump_t *l)
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{
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dq3vertex_t *in;
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mvertex_t *out;
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int i, count;
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vec3_t pos;
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float tex[2], lightmap[2];
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byte color[4];
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in = (void *)(mod_base + l->fileofs);
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if (l->filelen % sizeof(*in))
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Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name);
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count = l->filelen / sizeof(*in);
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/*
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Not needed all vertices are fetched from global vertex table
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out = Hunk_AllocName ( count*sizeof(*out), loadname);
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loadmodel->vertexes = out;
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loadmodel->numvertexes = count;
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*/
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for ( i=0 ; i<count ; i++, in++, out++)
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{
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pos[0] = LittleFloat (in->point[0]);
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pos[1] = LittleFloat (in->point[1]);
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pos[2] = LittleFloat (in->point[2]);
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tex[0] = LittleFloat (in->texCoord[0]);
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tex[1] = LittleFloat (in->texCoord[1]);
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lightmap[0] = LittleFloat (in->lightCoord[0]);
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lightmap[1] = LittleFloat (in->lightCoord[1]);
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color[0] = in->color[0];
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color[1] = in->color[1];
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color[2] = in->color[2];
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color[3] = in->color[3];
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R_AllocateVertexInTemp(pos, tex, lightmap, color);
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}
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}
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/*
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=================
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ModQ3_LoadSubmodels
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Not in current q3 bsp's
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=================
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*/
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void ModQ3_LoadSubmodels (lump_t *l)
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{
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dq3model_t *in;
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dmodel_t *out;
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int i, j, count;
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in = (void *)(mod_base + l->fileofs);
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if (l->filelen % sizeof(*in))
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Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name);
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count = l->filelen / sizeof(*in);
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out = Hunk_AllocName ( count*sizeof(*out), loadname);
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loadmodel->submodels = out;
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loadmodel->numsubmodels = count;
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for ( i=0 ; i<count ; i++, in++, out++)
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{
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for (j=0 ; j<3 ; j++)
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{ // spread the mins / maxs by a pixel
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out->mins[j] = LittleFloat (in->mins[j]) - 1;
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out->maxs[j] = LittleFloat (in->maxs[j]) + 1;
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out->origin[j] = 0.0;
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}
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for (j=0 ; j<MAX_MAP_HULLS ; j++)
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out->headnode[j] = -1;
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out->visleafs = 0;
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out->firstface = LittleLong (in->firstface);
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out->numfaces = LittleLong (in->numfaces);
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out->firstbrush = LittleLong(in->firstbrush);
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out->numbrushes = LittleLong(in->numbrushes);
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}
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}
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qboolean vertexEqual(mmvertex_t *v1, mmvertex_t *v2) {
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vec3_t r;
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//VectorSubtract(v1->position,v2->position,r);
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//return (DotProduct(r,r) < 0.01);
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return (v1->position[0] == v2->position[0]) &&
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(v1->position[1] == v2->position[1]) &&
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(v1->position[2] == v2->position[2]);
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}
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int numnaughty;
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int numnormal;
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int noneighbour;
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/**
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* Find a polygon who shares and edge with the given edge.
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* Note: Q3 maps seem to share edges between 3 poly's sometimes, we use the same
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* solution as with meshes and let noone have the edge.
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*/
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void findNeighbourForEdge(glpoly_t *poly, int neighindex) {
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int i,j, eindex2, eindex;
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glpoly_t *p, *found = NULL;
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int foundj;
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qboolean dup = false;
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if (poly->numverts == 0) return;
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eindex = poly->neighbours[neighindex].p1;
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eindex2 = poly->neighbours[neighindex].p2;
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if (poly->neighbours[eindex].n != NULL) return;
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for (i=0; i<loadmodel->numsurfaces; i++) {
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p = loadmodel->surfaces[i].polys;
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if(!p) continue; //surface is a curve or a md3
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//check if it has a shared vertex
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for (j=0; j<p->numneighbours; j++) {
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int np1, np2;
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np1 = p->neighbours[j].p1;
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np2 = p->neighbours[j].p2;
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if ((vertexEqual(&tempVertices[np1],&tempVertices[eindex])
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&& vertexEqual(&tempVertices[np2],&tempVertices[eindex2])
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)
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||
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(vertexEqual(&tempVertices[np2],&tempVertices[eindex])
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&& vertexEqual(&tempVertices[np1],&tempVertices[eindex2])))
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{
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if (poly == p) {
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if (j != neighindex) {
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Con_Printf("Panic! polygons has self matching edges\n");
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}
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continue;
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}
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/*
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if (p->neighbours[j]) {
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int k;
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//p already has a neighbour!
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//a 3 edger this is, kill it
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//take it away from it's old mate
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found = p->neighbours[j];
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if( p->neighbours[j] != &threeEdge) {
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for (k=0; k<found->numverts; k++) {
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if (found->neighbours[k] == p) {
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found->neighbours[k] = &threeEdge;
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break;
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}
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}
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}
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//take it away from p
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p->neighbours[j] = &threeEdge;
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//take it away from the new mate
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poly->neighbours[eindex] = &threeEdge;
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}
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poly->neighbours[eindex] = p;
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p->neighbours[j] = poly;
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return;
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*/
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//no edge for this model found yet?
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if (found == NULL) {
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found = p;
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foundj = j;
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}
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//the three edges story
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else
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dup = true;
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break;
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}
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}
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if (dup) break;
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}
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//normal edge, setup neighbour pointers
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if (!dup) {
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numnormal++;
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if (found) {
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found->neighbours[foundj].n = poly;
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} else {
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noneighbour++;
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}
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poly->neighbours[neighindex].n = found;
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} else {
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//naughty egde let no-one have the neighbour
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poly->neighbours[neighindex].n = NULL;
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numnaughty++;
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}
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}
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void findNeighbours(glpoly_t *poly) {
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int j;
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if (poly->numverts == 0) return;
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for (j=0; j<poly->numneighbours; j++) {
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findNeighbourForEdge(poly,j);
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}
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}
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/**
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* Q3map sometimes adds a center vertex when the polygon can't be
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* drawn as a tristrip (see SurfaceAsTriFan in surface.c of the q3 map source)
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* we detect this (since we always draw as a fan) and fix it...
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*//*
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void checkHasCenterSplit(glpoly_t *poly) {
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int i, firstindex;
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mmvertex_t newfirst;
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if (poly->numverts < 5) return;
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//if the first vertex of every triangle is the same => we have a fan
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firstindex = poly->indecies[0];
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for (i=3; i<poly->numindecies; i+=3) {
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if (poly->indecies[i] != firstindex)
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//no fan, do nothing
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return;
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}
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poly->numverts--;
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//a fan q3map added a center vertex then, and it's the last one
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//move it to the first and move the rest
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// newfirst = tempVertices[poly->firstvertex+poly->numverts-1];
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// for (i=poly->numverts-2; i>=0; i--) {
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// tempVertices[poly->firstvertex+i+1] = tempVertices[poly->firstvertex+i];
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// }
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// tempVertices[poly->firstvertex] = newfirst;
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}*/
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float absf(float f) {
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if (f < 0)
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return -f;
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else
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return f;
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}
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/*
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=================
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ModQ3_LoadMeshVerts
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These are intexes for the surfaces, we don't actually load them since they are copied to
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the glpolygon_t structure when we load the faces...
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=================
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*/
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void ModQ3_LoadMeshVerts (lump_t *l)
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{
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meshVerts = (int *)(mod_base + l->fileofs);
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if (l->filelen % sizeof(*meshVerts))
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Sys_Error ("MOD_LoadMeshVerts: funny lump size in %s",loadmodel->name);
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}
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int FindPlane(vec3_t normal, vec3_t vertex) {
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int i;
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float dist = DotProduct(vertex,normal);
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for (i=0; i<loadmodel->numplanes; i++) {
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//float d = DotProduct(normal,loadmodel->planes[i].normal);
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vec3_t diff;
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VectorSubtract(normal,loadmodel->planes[i].normal,diff);
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if ((Length(diff) < 0.001) &&
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(absf(dist - loadmodel->planes[i].dist) < 0.001))
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{
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return i;
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}
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}
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if (ExtraPlanes <= 0) {
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Con_Printf("*** No planes left, ask your dealer for more planes ***\n");
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return 0;
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}
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ExtraPlanes--;
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//Con_Printf("Plane added: %f %f %f %f\n",normal[0],normal[1],normal[2],dist);
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VectorCopy(normal,loadmodel->planes[loadmodel->numplanes].normal);
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loadmodel->planes[loadmodel->numplanes].dist = dist;
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i = loadmodel->numplanes;
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loadmodel->numplanes++;
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return i;
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}
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void TangentForPoly(int *index, mmvertex_t *vertices,vec3_t Tangent, vec3_t Binormal) {
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//see:
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//http://members.rogers.com/deseric/tangentspace.htm
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vec3_t stvecs [3];
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float *v0, *v1, *v2;
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float *st0, *st1, *st2;
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vec3_t vec1, vec2;
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vec3_t planes[3];
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int i;
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v0 = &vertices[index[0]].position[0];
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v1 = &vertices[index[1]].position[0];
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v2 = &vertices[index[2]].position[0];
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st0 = &vertices[index[0]].texture[0];
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st1 = &vertices[index[1]].texture[0];
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st2 = &vertices[index[2]].texture[0];
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for (i=0; i<3; i++) {
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vec1[0] = v1[i]-v0[i];
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vec1[1] = st1[0]-st0[0];
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vec1[2] = st1[1]-st0[1];
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vec2[0] = v2[i]-v0[i];
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vec2[1] = st2[0]-st0[0];
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vec2[2] = st2[1]-st0[1];
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VectorNormalize(vec1);
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VectorNormalize(vec2);
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CrossProduct(vec1,vec2,planes[i]);
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}
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//Tangent = (-planes[B][x]/plane[A][x], -planes[B][y]/planes[A][y], - planes[B][z]/planes[A][z] )
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//Binormal = (-planes[C][x]/planes[A][x], -planes[C][y]/planes[A][y], -planes[C][z]/planes[A][z] )
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Tangent[0] = -planes[0][1]/planes[0][0];
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Tangent[1] = -planes[1][1]/planes[1][0];
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Tangent[2] = -planes[2][1]/planes[2][0];
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Binormal[0] = -planes[0][2]/planes[0][0];
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Binormal[1] = -planes[1][2]/planes[1][0];
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Binormal[2] = -planes[2][2]/planes[2][0];
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VectorNormalize(Tangent); //is this needed?
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VectorNormalize(Binormal);
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}
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void NormalForPoly(int *index, mmvertex_t *vertices,vec3_t Normal) {
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float *v0, *v1, *v2;
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vec3_t vec1, vec2;
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v0 = &vertices[index[0]].position[0];
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v1 = &vertices[index[1]].position[0];
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v2 = &vertices[index[2]].position[0];
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VectorSubtract(v0, v1, vec1);
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VectorSubtract(v2, v1, vec2);
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CrossProduct(vec1, vec2, Normal);
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VectorNormalize(Normal);
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}
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void setupNeighbours(glpoly_t *poly) {
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int i,j,k,m,p1,p2,p3,p4;
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int found;
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poly->numneighbours = 0;
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//for every triangle in the surface
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for (i=0; i<poly->numindecies; i+=3) {
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//for every edge of this triangle
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for (j=0; j<3; j++) {
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p1 = poly->indecies[i+j];
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p2 = poly->indecies[i+(j+1)%3];
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found = 0;
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//see if there is an triangle that has an edge matching this edge
|
|
for (k=0; k<poly->numindecies; k+=3) {
|
|
if (k==i) continue;
|
|
for (m=0; m<3; m++) {
|
|
p3 = poly->indecies[k+m];
|
|
p4 = poly->indecies[k+(m+1)%3];
|
|
if(((p1 == p3) && (p2 == p4)) || ((p1 == p4) && (p2 == p3))) {
|
|
//found one!
|
|
found = 1;
|
|
//Con_Printf("Found internal edge\n");
|
|
break;
|
|
}
|
|
}
|
|
if (found) break;
|
|
}
|
|
if (!found) {
|
|
//create a new neighbour structure
|
|
if (poly->numneighbours >= poly->numverts) {
|
|
Con_Printf("Bizar incident: Not enough neighbours\n");
|
|
return;
|
|
}
|
|
poly->neighbours[poly->numneighbours].p1 = p1;
|
|
poly->neighbours[poly->numneighbours].p2 = p2;
|
|
poly->neighbours[poly->numneighbours].n = NULL;
|
|
poly->numneighbours++;
|
|
}
|
|
}
|
|
}
|
|
//Con_Printf("Numneighbours: %i, NumVerts: %i | ",poly->numneighbours,poly->numverts);
|
|
}
|
|
|
|
/*
|
|
=================
|
|
ModQ3_LoadFaces
|
|
|
|
We load the faces and for every face we also fill in the mtexinfo field, thus
|
|
this also does some stuff that was done in LoadTexInfo...
|
|
We also already generate the glpolys for the surfaces...
|
|
=================
|
|
*/
|
|
void ModQ3_LoadFaces (lump_t *l)
|
|
{
|
|
dq3face_t *in;
|
|
msurface_t *out;
|
|
int i, count, surfnum;
|
|
int planenum, side;
|
|
glpoly_t *poly;
|
|
vec3_t cross;
|
|
|
|
in = (void *)(mod_base + l->fileofs);
|
|
if (l->filelen % sizeof(*in))
|
|
Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name);
|
|
count = l->filelen / sizeof(*in);
|
|
out = Hunk_AllocName ( count*sizeof(*out), loadname);
|
|
|
|
loadmodel->surfaces = out;
|
|
loadmodel->numsurfaces = count;
|
|
|
|
for ( surfnum=0 ; surfnum<count ; surfnum++, in++, out++)
|
|
{
|
|
out->firstedge = -1;
|
|
out->numedges = 0;
|
|
out->flags = 0;
|
|
|
|
planenum = FindPlane(in->normal,tempVertices[in->firstvertex].position); //ENDIAN bug!! flip in->normal
|
|
out->plane = loadmodel->planes + planenum;
|
|
|
|
// lighting info
|
|
out->samples = NULL;
|
|
out->lightmaptexturenum = LittleLong(in->lightofs);
|
|
|
|
out->shader = &loadmodel->mapshaders[LittleLong(in->texinfo)];
|
|
out->flags = out->shader->shader->flags;
|
|
out->visframe = -1;
|
|
|
|
// normal surface
|
|
if (in->type == 1) {
|
|
//fill in the glpoly
|
|
poly = Hunk_Alloc (sizeof(glpoly_t)+(LittleLong(in->nummeshvertices)-1)*sizeof(int));
|
|
poly->numverts = LittleLong(in->numvertices);
|
|
poly->numindecies = LittleLong(in->nummeshvertices);
|
|
poly->firstvertex = LittleLong(in->firstvertex);
|
|
poly->neighbours = (mneighbour_t *)Hunk_Alloc (poly->numverts*sizeof(mneighbour_t));
|
|
poly->next = NULL;
|
|
poly->flags = out->flags;
|
|
|
|
//fill in the index lists
|
|
for (i=0; i<LittleLong(in->nummeshvertices); i++) {
|
|
poly->indecies[i] = poly->firstvertex+LittleLong(meshVerts[i+LittleLong(in->firstmeshvertex)]);
|
|
}
|
|
|
|
out->polys = poly;
|
|
setupNeighbours(out->polys);
|
|
out->numedges = poly->numverts;
|
|
// a bezier
|
|
} else if (in->type == 2) {
|
|
if (loadmodel->nummeshes < MAX_MAP_MESHES) {
|
|
MESH_CreateCurve(in,&loadmodel->meshes[loadmodel->nummeshes],out->shader);
|
|
//HACK HACK: So when we try all surfaces in the leafs we know the number of the curve
|
|
//we added here...
|
|
out->visframe = loadmodel->nummeshes;
|
|
loadmodel->nummeshes++;
|
|
} else Con_Printf("Warning: MAX_MAP_MESHES exceeded");
|
|
in->numvertices = 0;
|
|
in->nummeshvertices = 0;
|
|
out->polys = NULL;
|
|
//a md3
|
|
} if (in->type == 3) {
|
|
if (loadmodel->nummeshes < MAX_MAP_MESHES) {
|
|
MESH_CreateInlineModel(in,&loadmodel->meshes[loadmodel->nummeshes],&meshVerts[LittleLong(in->firstmeshvertex)],out->shader);
|
|
//HACK HACK: So when we try all surfaces in the leafs we know the number of the curve
|
|
//we added here...
|
|
out->visframe = loadmodel->nummeshes;
|
|
loadmodel->nummeshes++;
|
|
} else Con_Printf("Warning: MAX_MAP_MESHES exceeded");
|
|
in->numvertices = 0;
|
|
in->nummeshvertices = 0;
|
|
out->polys = NULL;
|
|
} else if (in->type != 1) {
|
|
in->numvertices = 0;
|
|
in->nummeshvertices = 0;
|
|
out->polys = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
ModQ3_SetupFaces
|
|
|
|
Does some post load face setup, this is calculating tangent space and doing neighbour finding
|
|
as they require everything to be loaded.
|
|
=================
|
|
*/
|
|
void ModQ3_SetupFaces (void)
|
|
{
|
|
int surfnum;
|
|
msurface_t *s;
|
|
glpoly_t *poly;
|
|
FILE *f;
|
|
char cache[MAX_QPATH], fullpath[MAX_OSPATH];
|
|
int mod = loadmodel->numsurfaces / 10;
|
|
int progress = 0;
|
|
numnaughty = 0;
|
|
numnormal = 0;
|
|
noneighbour = 0;
|
|
for (surfnum=0; surfnum<loadmodel->numsurfaces; surfnum++)
|
|
{
|
|
if ((surfnum % mod) == 0) {
|
|
if (progress < 11)
|
|
progress++;
|
|
Con_Printf(" %i%%\n",(progress-1)*10);
|
|
}
|
|
|
|
s = &loadmodel->surfaces[surfnum];
|
|
poly = s->polys;
|
|
|
|
if (!poly)
|
|
continue;
|
|
|
|
//checkHasCenterSplit(poly);
|
|
|
|
//fill in the glpoly
|
|
TangentForPoly(poly->indecies,&tempVertices[0],s->tangent,s->binormal);
|
|
//Scale up the tangent space a bit while this is a bit hacky it makes the bump look
|
|
//much better, "more deep".
|
|
VectorScale(s->tangent,r_tangentscale.value,s->tangent);
|
|
VectorScale(s->binormal,r_tangentscale.value,s->binormal);
|
|
findNeighbours(poly);
|
|
|
|
}
|
|
Con_Printf(" Checked %i edges\n",numnormal);
|
|
Con_Printf(" %i single edges\n",noneighbour);
|
|
Con_Printf(" Ignored %i manyfold edges\n",numnaughty);
|
|
/*
|
|
// look for a cached version of the neighbour pointers
|
|
sprintf(cache,"cache/%s.con",loadname);
|
|
COM_FOpenFile (cache, &f);
|
|
if (f)
|
|
{
|
|
uLong adler, original_adler;
|
|
|
|
fread(&original_adler,4,1,f);
|
|
adler = adler32(0L, Z_NULL, 0);
|
|
adler = adler32(adler, loadmodel->vertices, (loadmodel->numvertexes*sizeof(mmvertex_t)));
|
|
if (adler != original_adler) error();
|
|
|
|
Con_Printf("Loading edges...\n");
|
|
for (surfnum=0; surfnum<loadmodel->numsurfaces; surfnum++)
|
|
{
|
|
int i;
|
|
s = &loadmodel->surfaces[surfnum];
|
|
poly = s->polys;
|
|
|
|
if (poly->numverts == 0)
|
|
continue;
|
|
|
|
for (i=0; i<poly->numverts; i++) {
|
|
int neigh;
|
|
fread(&neigh,4,1,f);
|
|
if (neigh == -1)
|
|
poly->neighbours[i] = NULL;
|
|
else
|
|
poly->neighbours[i] = (loadmodel->surfaces+neigh)->polys;
|
|
}
|
|
}
|
|
fclose (f);
|
|
// none calculate and save it
|
|
} else {
|
|
|
|
Con_Printf("Calculating edges...\n");
|
|
for (surfnum=0; surfnum<loadmodel->numsurfaces; surfnum++)
|
|
{
|
|
s = &loadmodel->surfaces[surfnum];
|
|
poly = s->polys;
|
|
|
|
if (poly->numverts == 0)
|
|
continue;
|
|
|
|
findNeighbours(poly);
|
|
}
|
|
|
|
// save out the cached version
|
|
Con_Printf("Saving edges...\n");
|
|
sprintf (fullpath, "%s/%s", com_gamedir, cache);
|
|
f = fopen (fullpath, "wb");
|
|
if (f)
|
|
{
|
|
for (surfnum=0; surfnum<loadmodel->numsurfaces; surfnum++)
|
|
{
|
|
int i;
|
|
s = &loadmodel->surfaces[surfnum];
|
|
poly = s->polys;
|
|
|
|
if (poly->numverts == 0)
|
|
continue;
|
|
|
|
for (i=0; i<poly->numverts; i++) {
|
|
int index;
|
|
if (poly->neighbours[i] == NULL) {
|
|
index = -1;
|
|
fwrite (&index, 4, 1, f);
|
|
} else {
|
|
int k;
|
|
for (k=0; k<loadmodel->numsurfaces; k++)
|
|
{
|
|
if (loadmodel->surfaces[k].polys == poly)
|
|
break;
|
|
}
|
|
index = k;
|
|
fwrite (&index, 4, 1, f);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
fclose (f);
|
|
}
|
|
*/
|
|
|
|
}
|
|
|
|
/*
|
|
=================
|
|
ModQ3_SetParent
|
|
=================
|
|
*/
|
|
void ModQ3_SetParent (mnode_t *node, mnode_t *parent)
|
|
{
|
|
node->parent = parent;
|
|
if (node->contents & CONTENTS_LEAF)
|
|
return;
|
|
ModQ3_SetParent (node->children[0], node);
|
|
ModQ3_SetParent (node->children[1], node);
|
|
}
|
|
|
|
/*
|
|
=================
|
|
ModQ3_LoadNodes
|
|
|
|
Small changes...
|
|
=================
|
|
*/
|
|
void ModQ3_LoadNodes (lump_t *l)
|
|
{
|
|
int i, j, count, p;
|
|
dq3node_t *in;
|
|
mnode_t *out;
|
|
|
|
in = (void *)(mod_base + l->fileofs);
|
|
if (l->filelen % sizeof(*in))
|
|
Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name);
|
|
count = (l->filelen / sizeof(*in)) + 1;
|
|
out = Hunk_AllocName ( (count+6)*sizeof(*out), loadname); //add the const to allocate space for the bounding box
|
|
loadmodel->nodes = out;
|
|
loadmodel->numnodes = count;
|
|
|
|
for ( i=0 ; i<count ; i++, in++, out++)
|
|
{
|
|
for (j=0 ; j<3 ; j++)
|
|
{
|
|
out->minmaxs[j] = LittleLong (in->mins[j]);
|
|
out->minmaxs[3+j] = LittleLong (in->maxs[j]);
|
|
}
|
|
|
|
p = LittleLong(in->planenum);
|
|
out->plane = loadmodel->planes + p;
|
|
|
|
//where did this go?
|
|
out->firstsurface = -1;
|
|
out->numsurfaces = 0;
|
|
out->contents = 0;
|
|
|
|
for (j=0 ; j<2 ; j++)
|
|
{
|
|
p = LittleLong (in->children[j]);
|
|
if (p >= 0) {
|
|
out->children[j] = loadmodel->nodes + p;
|
|
out->ichildren[j] = p;
|
|
} else {
|
|
out->children[j] = (mnode_t *)(loadmodel->leafs + (-1 - p));
|
|
out->ichildren[j] = p;
|
|
}
|
|
}
|
|
out->parent = NULL;
|
|
}
|
|
|
|
ModQ3_SetParent (loadmodel->nodes, NULL); // sets nodes and leafs
|
|
}
|
|
|
|
/*
|
|
=================
|
|
ModQ3_LoadLeafs
|
|
|
|
needs the surface lump as second item...
|
|
needs the leafsurface lump as the third item
|
|
=================
|
|
*/
|
|
void ModQ3_LoadLeafs (lump_t *l, lump_t *sl, lump_t *ss)
|
|
{
|
|
dq3leaf_t *in;
|
|
mleaf_t *out;
|
|
int i, j, count, p;
|
|
dq3face_t * faces;
|
|
int *leaffaces;
|
|
int newnumsurf;
|
|
msurface_t *surf;
|
|
|
|
in = (void *)(mod_base + l->fileofs);
|
|
if (l->filelen % sizeof(*in))
|
|
Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name);
|
|
count = l->filelen / sizeof(*in);
|
|
out = Hunk_AllocName (count*sizeof(*out), loadname);
|
|
faces = (void *)(mod_base + sl->fileofs);
|
|
leaffaces = (void *)(mod_base + ss->fileofs);
|
|
//Leaf 0 is a "solid" dummy leaf
|
|
/*
|
|
out->nummarksurfaces = 0;
|
|
for (j=0 ; j<4 ; j++)
|
|
out->ambient_sound_level[j] = 0;
|
|
out->compressed_vis = 0;
|
|
out->contents = -2;
|
|
out->efrags = NULL;
|
|
out->key = 0;
|
|
out->parent = NULL;
|
|
out->visframe = 0;
|
|
out++;*/
|
|
|
|
loadmodel->leafs = out;
|
|
loadmodel->numleafs = count;
|
|
|
|
for ( i=0 ; i<count ; i++, in++, out++)
|
|
{
|
|
for (j=0 ; j<3 ; j++)
|
|
{
|
|
out->minmaxs[j] = LittleLong (in->mins[j]);
|
|
out->minmaxs[3+j] = LittleLong (in->maxs[j]);
|
|
}
|
|
|
|
//if (i == 0)
|
|
// out->contents = -2;
|
|
//else
|
|
out->contents = CONTENTS_LEAF; //not determined per leaf anymore, use leaf brushes instead...
|
|
|
|
out->firstmarksurface = loadmodel->marksurfaces +
|
|
LittleLong(in->firstmarksurface);
|
|
out->nummarksurfaces = LittleLong(in->nummarksurfaces);
|
|
|
|
out->firstbrush = LittleLong(in->firstmarkbrush);
|
|
out->numbrushes = LittleLong(in->nummakbrushes);
|
|
out->area = LittleLong(in->areaportal) + 1;
|
|
|
|
if ( out->area >= loadmodel->numareas ) {
|
|
loadmodel->numareas = out->area + 1;
|
|
}
|
|
|
|
out->cluster = LittleLong(in->cluster);
|
|
|
|
//Create the leafmeshes by going over all surfaces in this leaf
|
|
//and move the meshes to a separate list
|
|
out->firstmesh = loadmodel->numleafmeshes;
|
|
out->nummeshes = 0;
|
|
newnumsurf = 0;
|
|
for (j = 0; j<out->nummarksurfaces; j++) {
|
|
surf = loadmodel->marksurfaces[LittleLong(in->firstmarksurface)+j];
|
|
if (surf->polys) {
|
|
loadmodel->marksurfaces[LittleLong(in->firstmarksurface)+newnumsurf] = surf;
|
|
newnumsurf++;
|
|
} else if (surf->visframe > -1) {
|
|
if (loadmodel->numleafmeshes < MAX_MAP_LEAFMESHES) {
|
|
loadmodel->leafmeshes[loadmodel->numleafmeshes] = surf->visframe;
|
|
loadmodel->numleafmeshes++;
|
|
out->nummeshes++;
|
|
//Con_Printf("Curve in leaf %i\n",surf->patchOrder[0]);
|
|
} else Con_Printf("Warning: MAX_MAP_LEAFMESHES exceeded");
|
|
}
|
|
}
|
|
out->nummarksurfaces = newnumsurf;
|
|
|
|
p = LittleLong(in->cluster);
|
|
if (p == -1)
|
|
out->compressed_vis = NULL;
|
|
else
|
|
out->compressed_vis = loadmodel->visdata;
|
|
out->efrags = NULL;
|
|
|
|
//No more abient q1 sounds in q3 maps...
|
|
for (j=0 ; j<4 ; j++)
|
|
out->ambient_sound_level[j] = 0;
|
|
|
|
//Index of this leaf... Spectacular huh?
|
|
out->index = i+1;
|
|
out->parent = NULL;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
ModQ3_MakeHull0
|
|
|
|
Duplicate the drawing hull structure as a clipping hull
|
|
=================
|
|
*/
|
|
void ModQ3_MakeHull0(void)
|
|
{
|
|
mnode_t *in, *child;
|
|
dclipnode_t *out;
|
|
int i, j, count;
|
|
hull_t *hull;
|
|
|
|
hull = &loadmodel->hulls[0];
|
|
|
|
in = loadmodel->nodes;
|
|
count = loadmodel->numnodes;
|
|
out = Hunk_AllocName ( count*sizeof(*out), loadname);
|
|
|
|
hull->clipnodes = out;
|
|
hull->firstclipnode = 0;
|
|
hull->lastclipnode = count-1;
|
|
hull->planes = loadmodel->planes;
|
|
|
|
for (i=0 ; i<count ; i++, out++, in++)
|
|
{
|
|
out->planenum = in->plane - loadmodel->planes;
|
|
for (j=0 ; j<2 ; j++)
|
|
{
|
|
child = in->children[j];
|
|
if (child->contents & CONTENTS_LEAF)
|
|
out->children[j] = child->contents;
|
|
else
|
|
out->children[j] = child - loadmodel->nodes;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
ModQ3_MakeHull0
|
|
|
|
Deplicate the fine hull as coarse hulls for quake3 maps
|
|
=================
|
|
*/
|
|
void ModQ3_DuplicateHulls(void)
|
|
{
|
|
hull_t *hull;
|
|
|
|
hull = &loadmodel->hulls[1];
|
|
hull->clipnodes = loadmodel->hulls[0].clipnodes;
|
|
hull->firstclipnode = loadmodel->hulls[0].firstclipnode;
|
|
hull->lastclipnode = loadmodel->hulls[0].lastclipnode;
|
|
hull->planes = loadmodel->planes;
|
|
/* hull->clip_mins[0] = -16;
|
|
hull->clip_mins[1] = -16;
|
|
hull->clip_mins[2] = -24;
|
|
hull->clip_maxs[0] = 16;
|
|
hull->clip_maxs[1] = 16;
|
|
hull->clip_maxs[2] = 32;*/
|
|
|
|
hull = &loadmodel->hulls[2];
|
|
hull->clipnodes = loadmodel->hulls[0].clipnodes;
|
|
hull->firstclipnode = loadmodel->hulls[0].firstclipnode;
|
|
hull->lastclipnode = loadmodel->hulls[0].lastclipnode;
|
|
hull->planes = loadmodel->planes;
|
|
/* hull->clip_mins[0] = -32;
|
|
hull->clip_mins[1] = -32;
|
|
hull->clip_mins[2] = -24;
|
|
hull->clip_maxs[0] = 32;
|
|
hull->clip_maxs[1] = 32;
|
|
hull->clip_maxs[2] = 64; */
|
|
}
|
|
/*
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=================
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ModQ3_LoadMarksurfaces
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=================
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*/
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void ModQ3_LoadMarksurfaces (lump_t *l)
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{
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int i, j, count;
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long *in;
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msurface_t **out;
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in = (void *)(mod_base + l->fileofs);
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if (l->filelen % sizeof(*in))
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Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name);
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count = l->filelen / sizeof(*in);
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out = Hunk_AllocName ( count*sizeof(*out), loadname);
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loadmodel->marksurfaces = out;
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loadmodel->nummarksurfaces = count;
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for ( i=0 ; i<count ; i++)
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{
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j = LittleLong(in[i]);
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if (j >= loadmodel->numsurfaces)
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Sys_Error ("ModQ3_ParseMarksurfaces: bad surface number");
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out[i] = loadmodel->surfaces + j;
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}
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}
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//Extra planes since some polys don't seem to have a plane stored in the planes list for them
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//darn q3 map
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#define EXTRA_PLANES 240
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int calcPlaneType(vec3_t normal) {
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vec_t ax, ay, az;
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if (normal[0] >= 1.0f)
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return PLANE_X;
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if (normal[1] >= 1.0f)
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return PLANE_Y;
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if (normal[2] >= 1.0f)
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return PLANE_Z;
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ax = fabs(normal[0]);
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ay = fabs(normal[1]);
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az = fabs(normal[2]);
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if (ax >= ay && ax >= az)
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return PLANE_ANYX;
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if (ay >= ax && ay >= az)
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return PLANE_ANYY;
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return PLANE_ANYZ;
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}
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/*
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=================
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ModQ3_LoadPlanes
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=================
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*/
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void ModQ3_LoadPlanes (lump_t *l)
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{
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int i, j;
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mplane_t *out;
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dq3plane_t *in;
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int count;
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int bits;
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in = (void *)(mod_base + l->fileofs);
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if (l->filelen % sizeof(*in))
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Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name);
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count = l->filelen / sizeof(*in);
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out = Hunk_AllocName ( (count+12+EXTRA_PLANES)*2*sizeof(*out), loadname); //add the const to allocate space for the bounding box
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ExtraPlanes = EXTRA_PLANES;
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loadmodel->planes = out;
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loadmodel->numplanes = count;
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for ( i=0 ; i<count ; i++, in++, out++)
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{
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bits = 0;
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for (j=0 ; j<3 ; j++)
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{
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out->normal[j] = LittleFloat (in->normal[j]);
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if (out->normal[j] < 0)
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bits |= 1<<j;
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}
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out->dist = LittleFloat (in->dist);
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out->type = calcPlaneType(out->normal);
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out->signbits = bits;
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}
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}
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/*
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=================
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ModQ3_LoadBrushSides
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For collision detection
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=================
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*/
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void ModQ3_LoadBrushSides (lump_t *l)
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{
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dq3brushside_t *in;
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mbrushside_t *out;
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int count, i;
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in = (void *)(mod_base + l->fileofs);
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if (l->filelen % sizeof(*in))
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Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name);
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count = l->filelen / sizeof(*in);
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out = Hunk_AllocName ( (count+6)*sizeof(*out), loadname); //add the const to allocate space for the bounding box
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loadmodel->brushsides = out;
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loadmodel->numbrushsides = count;
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for ( i=0 ; i<count ; i++, in++, out++)
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{
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out->plane = loadmodel->planes + LittleLong(in->plane);
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out->shader = &loadmodel->mapshaders[LittleLong(in->texture)];
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}
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}
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/*
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=================
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ModQ3_LoadBrushes
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For collision detection
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=================
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*/
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void ModQ3_LoadBrushes (lump_t *l, lump_t *texturelump)
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{
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dq3brush_t *in;
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dq3texture_t *textures;
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mbrush_t *out;
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int count, i;
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in = (void *)(mod_base + l->fileofs);
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if (l->filelen % sizeof(*in))
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Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name);
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count = l->filelen / sizeof(*in);
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out = Hunk_AllocName ( (count+1)*sizeof(*out), loadname); //add the const to allocate space for the bounding box
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textures = (void *)(mod_base + texturelump->fileofs);
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loadmodel->brushes = out;
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loadmodel->numbrushes = count;
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for ( i=0 ; i<count ; i++, in++, out++)
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{
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out->firstbrushside = LittleLong(in->firstbrushside);
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out->numsides = LittleLong(in->numbrushsides);
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out->checkcount = 0;
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out->contents = textures[LittleLong(in->texture)].contents;
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//out->contents = //0; //ContentsForTexture(loadmodel->textures+in->texture);
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}
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}
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/*
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=================
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ModQ3_LoadLeafBrushes
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For collision detection
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=================
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*/
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void ModQ3_LoadLeafBrushes (lump_t *l)
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{
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int *in;
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int *out;
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int count, i;
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in = (void *)(mod_base + l->fileofs);
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if (l->filelen % sizeof(*in))
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Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name);
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count = l->filelen / sizeof(*in);
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out = Hunk_AllocName ( (count+1)*sizeof(*out), loadname); //add the const to allocate space for the bounding box
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loadmodel->leafbrushes = out;
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loadmodel->numleafbrushes = count;
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for ( i=0 ; i<count ; i++, in++, out++)
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{
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*out = LittleLong(*in);
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}
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}
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void ModQ3_AllocLeafCurves (void)
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{
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loadmodel->numleafmeshes = 0;
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loadmodel->leafmeshes = Hunk_Alloc(MAX_MAP_LEAFMESHES*sizeof(int));
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}
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void ModQ3_AllocCurves (void)
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{
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loadmodel->nummeshes = 0;
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loadmodel->meshes = Hunk_Alloc(MAX_MAP_MESHES*sizeof(mesh_t));
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}
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void ModQ3_InitAreas(void) {
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loadmodel->numareas = 1;
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loadmodel->areas = &map_areas[0];
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memset(map_areas,0,sizeof(map_areas));
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}
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void ModQ3_LoadBrushModel (model_t *mod, void *buffer)
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{
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int i, j;
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dq3header_t *header;
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dmodel_t *bm;
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model_t *submodel;
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char name[5];
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loadmodel = mod;
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loadmodel->type = mod_brush;
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header = (dq3header_t *)buffer;
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i = LittleLong (header->version);
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if (i != Q3_BSPVERSION)
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Sys_Error ("ModQ3_LoadBrushModel: %s has wrong version number (%i should be %i)", mod->name, i, BSPVERSION);
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// swap all the lumps
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mod_base = (byte *)header;
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for (i=0 ; i<sizeof(dheader_t)/4 ; i++)
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((int *)header)[i] = LittleLong ( ((int *)header)[i]);
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// load into heap
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ModQ3_AllocLeafCurves ();
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ModQ3_AllocCurves ();
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ModQ3_InitAreas ();
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Con_Printf("Loading vertices...\n");
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ModQ3_LoadVertexes (&header->lumps[Q3_LUMP_VERTEXES]);
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Con_Printf("Loading textures...\n");
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ModQ3_LoadTextures (&header->lumps[Q3_LUMP_TEXTURES]);
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Con_Printf("Loading lighting...\n");
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ModQ3_LoadLighting (&header->lumps[Q3_LUMP_LIGHTING]);
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Con_Printf("Loading planes...\n");
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ModQ3_LoadPlanes (&header->lumps[Q3_LUMP_PLANES]);
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Con_Printf("Loading MeshVerts...\n");
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ModQ3_LoadMeshVerts (&header->lumps[Q3_LUMP_MESHVERTEXES]);
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Con_Printf("Loading faces...\n");
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ModQ3_LoadFaces (&header->lumps[Q3_LUMP_FACES]);
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Con_Printf("Loading surface lists...\n");
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ModQ3_LoadMarksurfaces (&header->lumps[Q3_LUMP_MARKSURFACES]);
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Con_Printf("Loading visibility...\n");
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ModQ3_LoadVisibility (&header->lumps[Q3_LUMP_VISIBILITY]);
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Con_Printf("Loading leafs...\n");
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ModQ3_LoadLeafs (&header->lumps[Q3_LUMP_LEAFS],&header->lumps[Q3_LUMP_FACES],&header->lumps[Q3_LUMP_MARKSURFACES]);
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Con_Printf("Loading nodes...\n");
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ModQ3_LoadNodes (&header->lumps[Q3_LUMP_NODES]);
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Con_Printf("Loading entities...\n");
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ModQ3_LoadEntities (&header->lumps[Q3_LUMP_ENTITIES]);
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Con_Printf("Loading submodels...\n");
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ModQ3_LoadSubmodels (&header->lumps[Q3_LUMP_MODELS]);
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Con_Printf("Loading brushsides...\n");
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ModQ3_LoadBrushSides (&header->lumps[Q3_LUMP_BRUSHSIDES]);
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Con_Printf("Loading brushes...\n");
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ModQ3_LoadBrushes (&header->lumps[Q3_LUMP_BRUSHES], &header->lumps[Q3_LUMP_TEXTURES]);
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Con_Printf("Loading leafbrushes...\n");
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ModQ3_LoadLeafBrushes (&header->lumps[Q3_LUMP_LEAFBRUSHES]);
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ModQ3_MakeHull0 ();
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ModQ3_DuplicateHulls();
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Con_Printf("Configuring faces...\n");
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ModQ3_SetupFaces ();
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mod->numframes = 2; // regular and alternate animation
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for (i=1 ; i<mod->numsubmodels ; i++)
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{
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//get a model
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sprintf (name, "*%i", i);
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submodel = Mod_FindName (name);
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//copy all stuff to the new model
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*submodel = *mod;
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strcpy (submodel->name, name);
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//copy submodel specific data to the new model
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bm = &mod->submodels[i];
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submodel->firstmodelsurface = bm->firstface;
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submodel->nummodelsurfaces = bm->numfaces;
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submodel->firstmodelbrush = bm->firstbrush;
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submodel->nummodelbrushes = bm->numbrushes;
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VectorCopy (bm->maxs, submodel->maxs);
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VectorCopy (bm->mins, submodel->mins);
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submodel->radius = RadiusFromBounds (submodel->mins, submodel->maxs);
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submodel->numleafs = bm->visleafs;
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submodel->hulls[0].firstclipnode = 0;//bm->headnode[0];
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for (j=1 ; j<MAX_MAP_HULLS ; j++)
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{
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submodel->hulls[j].firstclipnode = 0;//bm->headnode[j];
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submodel->hulls[j].lastclipnode = 0;//mod->numclipnodes-1;
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}
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}
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//
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// set up the submodels (FIXME: this is confusing)
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//
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/*
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for (i=0 ; i<mod->numsubmodels ; i++)
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{
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bm = &mod->submodels[i];
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mod->hulls[0].firstclipnode = 0;//bm->headnode[0];
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for (j=1 ; j<MAX_MAP_HULLS ; j++)
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{
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mod->hulls[j].firstclipnode = 0;//bm->headnode[j];
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mod->hulls[j].lastclipnode = 0;//mod->numclipnodes-1;
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}
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mod->firstmodelsurface = bm->firstface;
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mod->nummodelsurfaces = bm->numfaces;
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VectorCopy (bm->maxs, mod->maxs);
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VectorCopy (bm->mins, mod->mins);
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mod->radius = RadiusFromBounds (mod->mins, mod->maxs);
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mod->numleafs = bm->visleafs;
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if (i < mod->numsubmodels-1)
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{ // duplicate the basic information
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char name[10];
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sprintf (name, "*%i", i+1);
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loadmodel = Mod_FindName (name);
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*loadmodel = *mod;
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strcpy (loadmodel->name, name);
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mod = loadmodel;
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}
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}
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*/
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// Sys_Error("Finished loading q3 bsp\n");
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} |