mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-11-10 14:41:54 +00:00
728 lines
19 KiB
C
728 lines
19 KiB
C
/* -------------------------------------------------------------------------------
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Copyright (C) 1999-2007 id Software, Inc. and contributors.
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For a list of contributors, see the accompanying CONTRIBUTORS file.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant 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 GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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----------------------------------------------------------------------------------
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This code has been altered significantly from its original form, to support
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several games based on the Quake III Arena engine, in the form of "Q3Map2."
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------------------------------------------------------------------------------- */
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/* marker */
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#define MODEL_C
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/* dependencies */
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#include "q3map2.h"
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/*
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PicoPrintFunc()
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callback for picomodel.lib
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*/
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void PicoPrintFunc( int level, const char *str ){
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if ( str == NULL ) {
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return;
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}
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switch ( level )
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{
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case PICO_NORMAL:
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Sys_Printf( "%s\n", str );
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break;
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case PICO_VERBOSE:
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Sys_FPrintf( SYS_VRB, "%s\n", str );
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break;
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case PICO_WARNING:
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Sys_Printf( "WARNING: %s\n", str );
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break;
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case PICO_ERROR:
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Sys_Printf( "ERROR: %s\n", str );
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break;
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case PICO_FATAL:
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Error( "ERROR: %s\n", str );
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break;
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}
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}
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/*
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PicoLoadFileFunc()
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callback for picomodel.lib
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*/
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void PicoLoadFileFunc( char *name, byte **buffer, int *bufSize ){
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*bufSize = vfsLoadFile( (const char*) name, (void**) buffer, 0 );
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}
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/*
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FindModel() - ydnar
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finds an existing picoModel and returns a pointer to the picoModel_t struct or NULL if not found
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*/
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picoModel_t *FindModel( char *name, int frame ){
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int i;
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/* init */
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if ( numPicoModels <= 0 ) {
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memset( picoModels, 0, sizeof( picoModels ) );
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}
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/* dummy check */
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if ( name == NULL || name[ 0 ] == '\0' ) {
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return NULL;
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}
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/* search list */
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for ( i = 0; i < MAX_MODELS; i++ )
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{
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if ( picoModels[ i ] != NULL &&
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!strcmp( PicoGetModelName( picoModels[ i ] ), name ) &&
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PicoGetModelFrameNum( picoModels[ i ] ) == frame ) {
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return picoModels[ i ];
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}
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}
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/* no matching picoModel found */
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return NULL;
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}
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/*
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LoadModel() - ydnar
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loads a picoModel and returns a pointer to the picoModel_t struct or NULL if not found
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*/
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picoModel_t *LoadModel( char *name, int frame ){
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int i;
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picoModel_t *model, **pm;
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/* init */
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if ( numPicoModels <= 0 ) {
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memset( picoModels, 0, sizeof( picoModels ) );
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}
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/* dummy check */
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if ( name == NULL || name[ 0 ] == '\0' ) {
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return NULL;
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}
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/* try to find existing picoModel */
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model = FindModel( name, frame );
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if ( model != NULL ) {
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return model;
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}
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/* none found, so find first non-null picoModel */
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pm = NULL;
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for ( i = 0; i < MAX_MODELS; i++ )
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{
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if ( picoModels[ i ] == NULL ) {
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pm = &picoModels[ i ];
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break;
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}
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}
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/* too many picoModels? */
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if ( pm == NULL ) {
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Error( "MAX_MODELS (%d) exceeded, there are too many model files referenced by the map.", MAX_MODELS );
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}
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/* attempt to parse model */
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*pm = PicoLoadModel( (char*) name, frame );
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/* if loading failed, make a bogus model to silence the rest of the warnings */
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if ( *pm == NULL ) {
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/* allocate a new model */
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*pm = PicoNewModel();
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if ( *pm == NULL ) {
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return NULL;
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}
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/* set data */
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PicoSetModelName( *pm, name );
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PicoSetModelFrameNum( *pm, frame );
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}
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/* debug code */
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#if 0
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{
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int numSurfaces, numVertexes;
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picoSurface_t *ps;
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Sys_Printf( "Model %s\n", name );
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numSurfaces = PicoGetModelNumSurfaces( *pm );
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for ( i = 0; i < numSurfaces; i++ )
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{
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ps = PicoGetModelSurface( *pm, i );
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numVertexes = PicoGetSurfaceNumVertexes( ps );
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Sys_Printf( "Surface %d has %d vertexes\n", i, numVertexes );
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}
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}
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#endif
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/* set count */
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if ( *pm != NULL ) {
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numPicoModels++;
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}
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/* return the picoModel */
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return *pm;
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}
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/*
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InsertModel() - ydnar
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adds a picomodel into the bsp
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*/
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void InsertModel( char *name, int frame, m4x4_t transform, remap_t *remap, shaderInfo_t *celShader, int eNum, int castShadows, int recvShadows, int spawnFlags, float lightmapScale ){
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int i, j, k, s, numSurfaces;
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m4x4_t identity, nTransform;
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picoModel_t *model;
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picoShader_t *shader;
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picoSurface_t *surface;
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shaderInfo_t *si;
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mapDrawSurface_t *ds;
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bspDrawVert_t *dv;
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char *picoShaderName;
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char shaderName[ MAX_QPATH ];
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picoVec_t *xyz, *normal, *st;
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byte *color;
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picoIndex_t *indexes;
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remap_t *rm, *glob;
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/* get model */
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model = LoadModel( name, frame );
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if ( model == NULL ) {
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return;
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}
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/* handle null matrix */
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if ( transform == NULL ) {
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m4x4_identity( identity );
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transform = identity;
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}
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/* hack: Stable-1_2 and trunk have differing row/column major matrix order
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this transpose is necessary with Stable-1_2
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uncomment the following line with old m4x4_t (non 1.3/spog_branch) code */
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//% m4x4_transpose( transform );
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/* create transform matrix for normals */
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memcpy( nTransform, transform, sizeof( m4x4_t ) );
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if ( m4x4_invert( nTransform ) ) {
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Sys_FPrintf( SYS_VRB, "WARNING: Can't invert model transform matrix, using transpose instead\n" );
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}
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m4x4_transpose( nTransform );
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/* fix bogus lightmap scale */
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if ( lightmapScale <= 0.0f ) {
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lightmapScale = 1.0f;
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}
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/* each surface on the model will become a new map drawsurface */
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numSurfaces = PicoGetModelNumSurfaces( model );
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//% Sys_FPrintf( SYS_VRB, "Model %s has %d surfaces\n", name, numSurfaces );
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for ( s = 0; s < numSurfaces; s++ )
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{
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/* get surface */
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surface = PicoGetModelSurface( model, s );
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if ( surface == NULL ) {
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continue;
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}
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/* only handle triangle surfaces initially (fixme: support patches) */
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if ( PicoGetSurfaceType( surface ) != PICO_TRIANGLES ) {
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continue;
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}
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/* fix the surface's normals */
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PicoFixSurfaceNormals( surface );
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/* allocate a surface (ydnar: gs mods) */
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ds = AllocDrawSurface( SURFACE_TRIANGLES );
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ds->entityNum = eNum;
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ds->castShadows = castShadows;
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ds->recvShadows = recvShadows;
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/* get shader name */
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shader = PicoGetSurfaceShader( surface );
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if ( shader == NULL ) {
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picoShaderName = "";
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}
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else{
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picoShaderName = PicoGetShaderName( shader );
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}
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/* handle shader remapping */
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glob = NULL;
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for ( rm = remap; rm != NULL; rm = rm->next )
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{
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if ( rm->from[ 0 ] == '*' && rm->from[ 1 ] == '\0' ) {
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glob = rm;
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}
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else if ( !Q_stricmp( picoShaderName, rm->from ) ) {
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Sys_FPrintf( SYS_VRB, "Remapping %s to %s\n", picoShaderName, rm->to );
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picoShaderName = rm->to;
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glob = NULL;
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break;
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}
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}
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if ( glob != NULL ) {
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Sys_FPrintf( SYS_VRB, "Globbing %s to %s\n", picoShaderName, glob->to );
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picoShaderName = glob->to;
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}
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/* shader renaming for sof2 */
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if ( renameModelShaders ) {
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strcpy( shaderName, picoShaderName );
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StripExtension( shaderName );
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if ( spawnFlags & 1 ) {
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strcat( shaderName, "_RMG_BSP" );
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}
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else{
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strcat( shaderName, "_BSP" );
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}
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si = ShaderInfoForShader( shaderName );
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}
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else{
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si = ShaderInfoForShader( picoShaderName );
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}
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/* set shader */
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ds->shaderInfo = si;
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/* set lightmap scale */
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ds->lightmapScale = lightmapScale;
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/* force to meta? */
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if ( ( si != NULL && si->forceMeta ) || ( spawnFlags & 4 ) ) { /* 3rd bit */
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ds->type = SURFACE_FORCED_META;
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}
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/* set particulars */
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ds->numVerts = PicoGetSurfaceNumVertexes( surface );
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ds->verts = safe_malloc( ds->numVerts * sizeof( ds->verts[ 0 ] ) );
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memset( ds->verts, 0, ds->numVerts * sizeof( ds->verts[ 0 ] ) );
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ds->numIndexes = PicoGetSurfaceNumIndexes( surface );
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ds->indexes = safe_malloc( ds->numIndexes * sizeof( ds->indexes[ 0 ] ) );
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memset( ds->indexes, 0, ds->numIndexes * sizeof( ds->indexes[ 0 ] ) );
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/* copy vertexes */
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for ( i = 0; i < ds->numVerts; i++ )
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{
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/* get vertex */
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dv = &ds->verts[ i ];
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/* xyz and normal */
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xyz = PicoGetSurfaceXYZ( surface, i );
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VectorCopy( xyz, dv->xyz );
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m4x4_transform_point( transform, dv->xyz );
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normal = PicoGetSurfaceNormal( surface, i );
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VectorCopy( normal, dv->normal );
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m4x4_transform_normal( nTransform, dv->normal );
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VectorNormalize( dv->normal, dv->normal );
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/* ydnar: tek-fu celshading support for flat shaded shit */
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if ( flat ) {
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dv->st[ 0 ] = si->stFlat[ 0 ];
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dv->st[ 1 ] = si->stFlat[ 1 ];
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}
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/* ydnar: gs mods: added support for explicit shader texcoord generation */
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else if ( si->tcGen ) {
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/* project the texture */
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dv->st[ 0 ] = DotProduct( si->vecs[ 0 ], dv->xyz );
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dv->st[ 1 ] = DotProduct( si->vecs[ 1 ], dv->xyz );
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}
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/* normal texture coordinates */
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else
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{
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st = PicoGetSurfaceST( surface, 0, i );
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dv->st[ 0 ] = st[ 0 ];
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dv->st[ 1 ] = st[ 1 ];
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}
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/* set lightmap/color bits */
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color = PicoGetSurfaceColor( surface, 0, i );
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for ( j = 0; j < MAX_LIGHTMAPS; j++ )
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{
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dv->lightmap[ j ][ 0 ] = 0.0f;
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dv->lightmap[ j ][ 1 ] = 0.0f;
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dv->color[ j ][ 0 ] = color[ 0 ];
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dv->color[ j ][ 1 ] = color[ 1 ];
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dv->color[ j ][ 2 ] = color[ 2 ];
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dv->color[ j ][ 3 ] = color[ 3 ];
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}
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}
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/* copy indexes */
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indexes = PicoGetSurfaceIndexes( surface, 0 );
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for ( i = 0; i < ds->numIndexes; i++ )
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ds->indexes[ i ] = indexes[ i ];
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/* set cel shader */
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ds->celShader = celShader;
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/* ydnar: giant hack land: generate clipping brushes for model triangles */
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if ( si->clipModel || ( spawnFlags & 2 ) ) { /* 2nd bit */
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vec3_t points[ 3 ], backs[ 3 ];
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vec4_t plane, reverse, pa, pb, pc;
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vec3_t nadir;
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/* temp hack */
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if ( !si->clipModel &&
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( ( si->compileFlags & C_TRANSLUCENT ) || !( si->compileFlags & C_SOLID ) ) ) {
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continue;
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}
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/* overflow check */
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if ( ( nummapplanes + 64 ) >= ( MAX_MAP_PLANES >> 1 ) ) {
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continue;
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}
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/* walk triangle list */
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for ( i = 0; i < ds->numIndexes; i += 3 )
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{
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/* overflow hack */
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if ( ( nummapplanes + 64 ) >= ( MAX_MAP_PLANES >> 1 ) ) {
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Sys_Printf( "WARNING: MAX_MAP_PLANES (%d) hit generating clip brushes for model %s.\n",
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MAX_MAP_PLANES, name );
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break;
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}
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/* make points and back points */
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for ( j = 0; j < 3; j++ )
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{
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/* get vertex */
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dv = &ds->verts[ ds->indexes[ i + j ] ];
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/* copy xyz */
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VectorCopy( dv->xyz, points[ j ] );
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#if !Q3MAP2_EXPERIMENTAL_MODEL_CLIPPING_FIX
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// The code below is totally unneeded regardless of Q3MAP2_EXPERIMENTAL_MODEL_CLIPPING_FIX.
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// backs is reinitialized further below. However, the extra code does not hurt anything.
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VectorCopy( dv->xyz, backs[ j ] );
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/* find nearest axial to normal and push back points opposite */
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/* note: this doesn't work as well as simply using the plane of the triangle, below */
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for ( k = 0; k < 3; k++ )
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{
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if ( fabs( dv->normal[ k ] ) > fabs( dv->normal[ ( k + 1 ) % 3 ] ) &&
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fabs( dv->normal[ k ] ) > fabs( dv->normal[ ( k + 2 ) % 3 ] ) ) {
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backs[ j ][ k ] += dv->normal[ k ] < 0.0f ? 64.0f : -64.0f;
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break;
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}
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}
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#endif
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}
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/* make plane for triangle */
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if ( PlaneFromPoints( plane, points[ 0 ], points[ 1 ], points[ 2 ] ) ) {
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/* regenerate back points */
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for ( j = 0; j < 3; j++ )
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{
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/* get vertex */
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dv = &ds->verts[ ds->indexes[ i + j ] ];
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/* copy xyz */
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VectorCopy( dv->xyz, backs[ j ] );
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/* find nearest axial to plane normal and push back points opposite */
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for ( k = 0; k < 3; k++ )
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{
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#if Q3MAP2_EXPERIMENTAL_MODEL_CLIPPING_FIX
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if ( fabs( plane[ k ] ) >= fabs( plane[ ( k + 1 ) % 3 ] ) &&
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fabs( plane[ k ] ) >= fabs( plane[ ( k + 2 ) % 3 ] ) )
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#else
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// This code is broken for 45 degree angles where there
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// is no clear winner.
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if ( fabs( plane[ k ] ) > fabs( plane[ ( k + 1 ) % 3 ] ) &&
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fabs( plane[ k ] ) > fabs( plane[ ( k + 2 ) % 3 ] ) )
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#endif
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{
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backs[ j ][ k ] += plane[ k ] < 0.0f ? 64.0f : -64.0f;
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break;
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}
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}
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}
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/* make back plane */
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VectorScale( plane, -1.0f, reverse );
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reverse[ 3 ] = -( plane[ 3 ] - 1 );
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/* make back pyramid point */
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VectorCopy( points[ 0 ], nadir );
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VectorAdd( nadir, points[ 1 ], nadir );
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VectorAdd( nadir, points[ 2 ], nadir );
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VectorScale( nadir, 0.3333333333333f, nadir );
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VectorMA( nadir, -2.0f, plane, nadir );
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/* make 3 more planes */
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//% if( PlaneFromPoints( pa, points[ 2 ], points[ 1 ], nadir ) &&
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//% PlaneFromPoints( pb, points[ 1 ], points[ 0 ], nadir ) &&
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//% PlaneFromPoints( pc, points[ 0 ], points[ 2 ], nadir ) )
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if ( PlaneFromPoints( pa, points[ 2 ], points[ 1 ], backs[ 1 ] ) &&
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PlaneFromPoints( pb, points[ 1 ], points[ 0 ], backs[ 0 ] ) &&
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PlaneFromPoints( pc, points[ 0 ], points[ 2 ], backs[ 2 ] ) ) {
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/* build a brush */
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buildBrush = AllocBrush( 48 );
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buildBrush->entityNum = mapEntityNum;
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buildBrush->original = buildBrush;
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buildBrush->contentShader = si;
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buildBrush->compileFlags = si->compileFlags;
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buildBrush->contentFlags = si->contentFlags;
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buildBrush->detail = qtrue;
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/* set up brush sides */
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buildBrush->numsides = 5;
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for ( j = 0; j < buildBrush->numsides; j++ )
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buildBrush->sides[ j ].shaderInfo = si;
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buildBrush->sides[ 0 ].planenum = FindFloatPlane( plane, plane[ 3 ], 3, points );
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buildBrush->sides[ 1 ].planenum = FindFloatPlane( pa, pa[ 3 ], 1, &points[ 2 ] );
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buildBrush->sides[ 2 ].planenum = FindFloatPlane( pb, pb[ 3 ], 1, &points[ 1 ] );
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buildBrush->sides[ 3 ].planenum = FindFloatPlane( pc, pc[ 3 ], 1, &points[ 0 ] );
|
|
buildBrush->sides[ 4 ].planenum = FindFloatPlane( reverse, reverse[ 3 ], 3, points );
|
|
|
|
/* add to entity */
|
|
if ( CreateBrushWindings( buildBrush ) ) {
|
|
AddBrushBevels();
|
|
//% EmitBrushes( buildBrush, NULL, NULL );
|
|
buildBrush->next = entities[ mapEntityNum ].brushes;
|
|
entities[ mapEntityNum ].brushes = buildBrush;
|
|
entities[ mapEntityNum ].numBrushes++;
|
|
}
|
|
else{
|
|
free( buildBrush );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
AddTriangleModels()
|
|
adds misc_model surfaces to the bsp
|
|
*/
|
|
|
|
void AddTriangleModels( entity_t *e ){
|
|
int num, frame, castShadows, recvShadows, spawnFlags;
|
|
entity_t *e2;
|
|
const char *targetName;
|
|
const char *target, *model, *value;
|
|
char shader[ MAX_QPATH ];
|
|
shaderInfo_t *celShader;
|
|
float temp, baseLightmapScale, lightmapScale;
|
|
vec3_t origin, scale, angles;
|
|
m4x4_t transform;
|
|
epair_t *ep;
|
|
remap_t *remap, *remap2;
|
|
char *split;
|
|
|
|
|
|
/* note it */
|
|
Sys_FPrintf( SYS_VRB, "--- AddTriangleModels ---\n" );
|
|
|
|
/* get current brush entity targetname */
|
|
if ( e == entities ) {
|
|
targetName = "";
|
|
}
|
|
else
|
|
{
|
|
targetName = ValueForKey( e, "targetname" );
|
|
|
|
/* misc_model entities target non-worldspawn brush model entities */
|
|
if ( targetName[ 0 ] == '\0' ) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
/* get lightmap scale */
|
|
baseLightmapScale = FloatForKey( e, "_lightmapscale" );
|
|
if ( baseLightmapScale <= 0.0f ) {
|
|
baseLightmapScale = 0.0f;
|
|
}
|
|
|
|
/* walk the entity list */
|
|
for ( num = 1; num < numEntities; num++ )
|
|
{
|
|
/* get e2 */
|
|
e2 = &entities[ num ];
|
|
|
|
/* convert misc_models into raw geometry */
|
|
if ( Q_stricmp( "misc_model", ValueForKey( e2, "classname" ) ) ) {
|
|
continue;
|
|
}
|
|
|
|
/* ydnar: added support for md3 models on non-worldspawn models */
|
|
target = ValueForKey( e2, "target" );
|
|
if ( strcmp( target, targetName ) ) {
|
|
continue;
|
|
}
|
|
|
|
/* get model name */
|
|
model = ValueForKey( e2, "model" );
|
|
if ( model[ 0 ] == '\0' ) {
|
|
Sys_Printf( "WARNING: misc_model at %i %i %i without a model key\n",
|
|
(int) origin[ 0 ], (int) origin[ 1 ], (int) origin[ 2 ] );
|
|
continue;
|
|
}
|
|
|
|
/* get model frame */
|
|
frame = IntForKey( e2, "_frame" );
|
|
|
|
/* worldspawn (and func_groups) default to cast/recv shadows in worldspawn group */
|
|
if ( e == entities ) {
|
|
castShadows = WORLDSPAWN_CAST_SHADOWS;
|
|
recvShadows = WORLDSPAWN_RECV_SHADOWS;
|
|
}
|
|
|
|
/* other entities don't cast any shadows, but recv worldspawn shadows */
|
|
else
|
|
{
|
|
castShadows = ENTITY_CAST_SHADOWS;
|
|
recvShadows = ENTITY_RECV_SHADOWS;
|
|
}
|
|
|
|
/* get explicit shadow flags */
|
|
GetEntityShadowFlags( e2, e, &castShadows, &recvShadows );
|
|
|
|
/* get spawnflags */
|
|
spawnFlags = IntForKey( e2, "spawnflags" );
|
|
|
|
/* get origin */
|
|
GetVectorForKey( e2, "origin", origin );
|
|
VectorSubtract( origin, e->origin, origin ); /* offset by parent */
|
|
|
|
/* get scale */
|
|
scale[ 0 ] = scale[ 1 ] = scale[ 2 ] = 1.0f;
|
|
temp = FloatForKey( e2, "modelscale" );
|
|
if ( temp != 0.0f ) {
|
|
scale[ 0 ] = scale[ 1 ] = scale[ 2 ] = temp;
|
|
}
|
|
value = ValueForKey( e2, "modelscale_vec" );
|
|
if ( value[ 0 ] != '\0' ) {
|
|
sscanf( value, "%f %f %f", &scale[ 0 ], &scale[ 1 ], &scale[ 2 ] );
|
|
}
|
|
|
|
/* get "angle" (yaw) or "angles" (pitch yaw roll) */
|
|
angles[ 0 ] = angles[ 1 ] = angles[ 2 ] = 0.0f;
|
|
angles[ 2 ] = FloatForKey( e2, "angle" );
|
|
value = ValueForKey( e2, "angles" );
|
|
if ( value[ 0 ] != '\0' ) {
|
|
sscanf( value, "%f %f %f", &angles[ 1 ], &angles[ 2 ], &angles[ 0 ] );
|
|
}
|
|
|
|
/* set transform matrix (thanks spog) */
|
|
m4x4_identity( transform );
|
|
m4x4_pivoted_transform_by_vec3( transform, origin, angles, eXYZ, scale, vec3_origin );
|
|
|
|
/* get shader remappings */
|
|
remap = NULL;
|
|
for ( ep = e2->epairs; ep != NULL; ep = ep->next )
|
|
{
|
|
/* look for keys prefixed with "_remap" */
|
|
if ( ep->key != NULL && ep->value != NULL &&
|
|
ep->key[ 0 ] != '\0' && ep->value[ 0 ] != '\0' &&
|
|
!Q_strncasecmp( ep->key, "_remap", 6 ) ) {
|
|
/* create new remapping */
|
|
remap2 = remap;
|
|
remap = safe_malloc( sizeof( *remap ) );
|
|
remap->next = remap2;
|
|
strcpy( remap->from, ep->value );
|
|
|
|
/* split the string */
|
|
split = strchr( remap->from, ';' );
|
|
if ( split == NULL ) {
|
|
Sys_Printf( "WARNING: Shader _remap key found in misc_model without a ; character\n" );
|
|
free( remap );
|
|
remap = remap2;
|
|
continue;
|
|
}
|
|
|
|
/* store the split */
|
|
*split = '\0';
|
|
strcpy( remap->to, ( split + 1 ) );
|
|
|
|
/* note it */
|
|
//% Sys_FPrintf( SYS_VRB, "Remapping %s to %s\n", remap->from, remap->to );
|
|
}
|
|
}
|
|
|
|
/* ydnar: cel shader support */
|
|
value = ValueForKey( e2, "_celshader" );
|
|
if ( value[ 0 ] == '\0' ) {
|
|
value = ValueForKey( &entities[ 0 ], "_celshader" );
|
|
}
|
|
if ( value[ 0 ] != '\0' ) {
|
|
sprintf( shader, "textures/%s", value );
|
|
celShader = ShaderInfoForShader( shader );
|
|
}
|
|
else{
|
|
celShader = NULL;
|
|
}
|
|
|
|
/* get lightmap scale */
|
|
lightmapScale = FloatForKey( e2, "_lightmapscale" );
|
|
if ( lightmapScale <= 0.0f ) {
|
|
lightmapScale = baseLightmapScale;
|
|
}
|
|
|
|
/* insert the model */
|
|
InsertModel( (char*) model, frame, transform, remap, celShader, mapEntityNum, castShadows, recvShadows, spawnFlags, lightmapScale );
|
|
|
|
/* free shader remappings */
|
|
while ( remap != NULL )
|
|
{
|
|
remap2 = remap->next;
|
|
free( remap );
|
|
remap = remap2;
|
|
}
|
|
}
|
|
}
|