Commit graph

23 commits

Author SHA1 Message Date
Christoph Oelckers
4032576519 - blocked off direct access to TAngle’s internal storage. 2022-08-26 18:09:29 +02:00
Christoph Oelckers
5cee2b5803 - fixed: The compile context for constant evaluation did not initialize its Version member. 2022-08-03 08:44:38 +02:00
Shiny Metagross
83077b6f95 Update models.cpp
- Removed a useless bool
- Fixed an issue with model containers having less models than their smf total models amount using the smaller amount
2022-07-27 07:38:50 +02:00
nashmuhandes
351a4c9a5a Added PitchFromMomentum, UseActorPitch and UseActorRoll to VOXELDEF. Behaves exactly like their 3D model counterparts. Hardware renderer only. 2022-07-25 08:06:44 +02:00
Christoph Oelckers
9875850c19 - got rid of the state variables in the model class entirely.
This is *not* the right way to reduce function parameter count. The data in question is far easier evaluated at the calling site and passed as a parameter.
2022-07-23 10:35:01 +02:00
Christoph Oelckers
76c8214d67 - fixed destructive logic and memory allocation issues in RenderFrameModels.
This completely avoids modification of the model data, instead using local variables.
2022-07-23 10:10:15 +02:00
Shiny Metagross
9ab6557822 A_ChangeModel now has generatorIndex
- To really take advantage of this function, I thought it would be useful to be able to add additional models if the user wants to. Let's say you got a player model at index 0. Your gun model has the same frames, but you don't want to duplicate the modeldef data. With generator index, you don't need to duplicate the data, just tell generator index to clone frame data from index 0.
- Implemented a little something to check if a negative skin or model index were passed, and prevent modders from pulling that off.
2022-07-22 17:11:59 +02:00
Shiny Metagross
69ee1eb0a2 Surfaceskin modification
- Made it so when rendering a model, it clones an smf to use so that data isn't overwritten
- Reimplemented the skin index property. This changes the behavior of this index if CMDL_USESURFACESKIN is activated
2022-07-22 17:11:59 +02:00
Shiny Metagross
ec3d81a34f More fixes
- Let's fill the holes of serialized data so it can properly be removed instead of leaving undefined behavior behind.
- Added CMDL_HIDEMODEL flag. This makes a model index invisible.
2022-07-22 17:11:59 +02:00
Shiny Metagross
83a23c6525 Other updates
- Moved modelDef to modelData
- Replaced TArray.Deletes with TArray.Pop
- Made a few other optimizations in other places in the action function
2022-07-22 17:11:59 +02:00
Shiny Metagross
e827e9b086 TArrays to TObjPtr
- Made the 2 TArrays into a class called DActorModelData.
- Removed the skinindex and now just uses one index
- Replaced a bunch of nullptr for modelDef checking with NAME_None
- Added some garbage cleanup to A_ChangeModel itself, as well as removing memory of modelData that is no longer needed
- Attempted serialize code, putting up for review
2022-07-22 17:11:59 +02:00
Shiny Metagross
c304a8f974 Changed static arrays to TArrays
- Made the models and skins arrays TArrays
- The issue I described with models not always reverting to default properly was caused by the fact I was unintentionally overwriting smf data. Now intermediate TArrays store the data before the loop instead of overwriting anything
2022-07-22 17:11:59 +02:00
Shiny Metagross
5abadd3aab A_ChangeModeldef
-Added A_ChangeModelDef
A_ChangeModel(modeldef, modelpath, model, modelindex, skinpath, skin, skinid, flags)

This can change the modeldef, model and skins of an actor.

Currently, modelindex and skinindex accept indices from 0-15.

An actor MUST have a modeldef in order to use this function, either defined from modeldef, or given one through the modeldef parameter. You can pass "" to use the same modeldef. Likewise, passing "" for model or skin will just revert to the default model.

Available flags:
CMDL_WEAPONTOPLAYER - If used on a weapon, this instead change's the model on the player instead.

One issue I am aware of right now is that clearing a model by "" sort of works but is buggy. For now you can just manually set the model back using the names explicitly. However, I am stumped and I think getting more eyes on it would help.
2022-07-22 17:11:59 +02:00
nashmuhandes
1785788bdc - Added 'ScaleWeaponFOV' flag to MODELDEF. Affects weapon models only; will scale the model along with the user's FOV to reduce distortion.
- Additionally, a 'cl_scaleweaponfov' CVar has been added to allow users to further fine-tune the weapon model scale with higher FOVs
2022-03-08 07:43:39 +01:00
nashmuhandes
1c3e0f1a75 Added 'NoPerPixelLighting' flag to models to force it to not use per-pixel lighting. Main use case is for voxels that have been converted to models. 2021-10-22 07:57:11 +02:00
Marisa Kirisame
13bdd324e1 hud models: add nullptr check for psprites without caller. 2021-08-15 08:47:04 +02:00
Marisa Kirisame
1d96b68e1a Fixed IsHUDModelForPlayerAvailable limitation. 2021-08-11 20:09:25 +02:00
Marisa Kirisame
888eab3063 HUD model tweaks:
- Look up HUD models by referencing the psprite's caller, rather than player's ReadyWeapon.
- Allow Strife hands psprite to be a model.
2021-08-11 20:09:25 +02:00
alexey.lysiuk
e0f07d7088 - fixed initialization of model frames
Replaced loop arrays initialization and obvious comments with something more readable, I hope

https://forum.zdoom.org/viewtopic.php?t=72523
2021-06-10 11:54:26 +03:00
Chernoskill
bb18bbaff4
Update models.cpp 2021-03-06 11:28:13 +01:00
Chernoskill
fa2058004b The two TArrays of type FTextureID skinIDs and surfaceskinIDs no longer have any null elements. These elements will have a textureid (FTextureID.texnum) of 0.
Re-worded error messages which were unprecise or unfitting before (model index below 0 was not acknowledged at all, or grouped together with a "too many models" message).

modelIDs are given a default value of -1.

Important: A MODELDEF's FrameIndex lines can no longer refer to model indices that are beyond the number of models of that MODELDEF entry. There is in fact a check to avoid going beyond the number of an actor's models which would abort program operation at startup, but it never caught any such occurances.

surfaceSkinIDs was two-dimensional and is now a one-dimensional TArray as well, elements are accessed via [Row + Column * NumRows], in this case surfaceIndex + modelIndex * MD3_MAX_SURFACES]
Used TArray.Alloc to make TArrays have the correct size depending on the number of models.

Also removed MAX_MODELS_PER_FRAME.
Edited skinSurfaceIDs access for one-dimensional TArray

Added MD3_MODELS_MIN
To ensure compatibility with mods, all model-related TArrays (four in total) have a minimum size of 4, defined by MD3_MODELS_MIN.
2021-02-26 22:22:33 +01:00
Nash Muhandes
7bea14e6b2
- Add A_OverlayTranslation to set PSprite translations (#1202)
- Added PSPF_PLAYERTRANSLATED support to the software renderer
2020-10-11 17:14:06 -04:00
Christoph Oelckers
3ee1aa76c3 - moved model code to 'common'. 2020-04-27 20:50:46 +02:00
Renamed from src/r_data/models/models.cpp (Browse further)