gzdoom/src/r_data/models.cpp

866 lines
27 KiB
C++

//
//---------------------------------------------------------------------------
//
// Copyright(C) 2005-2016 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
/*
** gl_models.cpp
**
** General model handling code
**
**/
#include "filesystem.h"
#include "cmdlib.h"
#include "sc_man.h"
#include "m_crc32.h"
#include "c_console.h"
#include "g_game.h"
#include "doomstat.h"
#include "g_level.h"
#include "r_state.h"
#include "d_player.h"
#include "g_levellocals.h"
#include "r_utility.h"
#include "models.h"
#include "model_kvx.h"
#include "i_time.h"
#include "texturemanager.h"
#include "modelrenderer.h"
#ifdef _MSC_VER
#pragma warning(disable:4244) // warning C4244: conversion from 'double' to 'float', possible loss of data
#endif
CVAR(Bool, gl_interpolate_model_frames, true, CVAR_ARCHIVE)
EXTERN_CVAR (Bool, r_drawvoxels)
extern TDeletingArray<FVoxel *> Voxels;
extern TDeletingArray<FVoxelDef *> VoxelDefs;
void RenderFrameModels(FModelRenderer* renderer, FLevelLocals* Level, const FSpriteModelFrame *smf, const FState* curState, const int curTics, const PClass* ti, int translation, AActor* actor);
void RenderModel(FModelRenderer *renderer, float x, float y, float z, FSpriteModelFrame *smf, AActor *actor, double ticFrac)
{
// Setup transformation.
int translation = 0;
if (!(smf->flags & MDL_IGNORETRANSLATION))
translation = actor->Translation;
// y scale for a sprite means height, i.e. z in the world!
float scaleFactorX = actor->Scale.X * smf->xscale;
float scaleFactorY = actor->Scale.X * smf->yscale;
float scaleFactorZ = actor->Scale.Y * smf->zscale;
float pitch = 0;
float roll = 0;
double rotateOffset = 0;
DRotator angles;
if (actor->renderflags & RF_INTERPOLATEANGLES) // [Nash] use interpolated angles
angles = actor->InterpolatedAngles(ticFrac);
else
angles = actor->Angles;
float angle = angles.Yaw.Degrees();
// [BB] Workaround for the missing pitch information.
if ((smf->flags & MDL_PITCHFROMMOMENTUM))
{
const double x = actor->Vel.X;
const double y = actor->Vel.Y;
const double z = actor->Vel.Z;
if (actor->Vel.LengthSquared() > EQUAL_EPSILON)
{
// [BB] Calculate the pitch using spherical coordinates.
if (z || x || y) pitch = float(atan(z / sqrt(x*x + y*y)) / M_PI * 180);
// Correcting pitch if model is moving backwards
if (fabs(x) > EQUAL_EPSILON || fabs(y) > EQUAL_EPSILON)
{
if ((x * cos(angle * M_PI / 180) + y * sin(angle * M_PI / 180)) / sqrt(x * x + y * y) < 0) pitch *= -1;
}
else pitch = fabs(pitch);
}
}
if (smf->flags & MDL_ROTATING)
{
if (smf->rotationSpeed > 0.0000000001 || smf->rotationSpeed < -0.0000000001)
{
double turns = (I_GetTime() + I_GetTimeFrac()) / (200.0 / smf->rotationSpeed);
turns -= floor(turns);
rotateOffset = turns * 360.0;
}
else
{
rotateOffset = 0.0;
}
}
// Added MDL_USEACTORPITCH and MDL_USEACTORROLL flags processing.
// If both flags MDL_USEACTORPITCH and MDL_PITCHFROMMOMENTUM are set, the pitch sums up the actor pitch and the velocity vector pitch.
if (smf->flags & MDL_USEACTORPITCH)
{
double d = angles.Pitch.Degrees();
if (smf->flags & MDL_BADROTATION) pitch += d;
else pitch -= d;
}
if (smf->flags & MDL_USEACTORROLL) roll += angles.Roll.Degrees();
VSMatrix objectToWorldMatrix;
objectToWorldMatrix.loadIdentity();
// Model space => World space
objectToWorldMatrix.translate(x, z, y);
// [Nash] take SpriteRotation into account
angle += actor->SpriteRotation.Degrees();
// Applying model transformations:
// 1) Applying actor angle, pitch and roll to the model
if (smf->flags & MDL_USEROTATIONCENTER)
{
objectToWorldMatrix.translate(smf->rotationCenterX, smf->rotationCenterZ, smf->rotationCenterY);
}
objectToWorldMatrix.rotate(-angle, 0, 1, 0);
objectToWorldMatrix.rotate(pitch, 0, 0, 1);
objectToWorldMatrix.rotate(-roll, 1, 0, 0);
if (smf->flags & MDL_USEROTATIONCENTER)
{
objectToWorldMatrix.translate(-smf->rotationCenterX, -smf->rotationCenterZ, -smf->rotationCenterY);
}
// 2) Applying Doomsday like rotation of the weapon pickup models
// The rotation angle is based on the elapsed time.
if (smf->flags & MDL_ROTATING)
{
objectToWorldMatrix.translate(smf->rotationCenterX, smf->rotationCenterY, smf->rotationCenterZ);
objectToWorldMatrix.rotate(rotateOffset, smf->xrotate, smf->yrotate, smf->zrotate);
objectToWorldMatrix.translate(-smf->rotationCenterX, -smf->rotationCenterY, -smf->rotationCenterZ);
}
// 3) Scaling model.
objectToWorldMatrix.scale(scaleFactorX, scaleFactorZ, scaleFactorY);
// 4) Aplying model offsets (model offsets do not depend on model scalings).
objectToWorldMatrix.translate(smf->xoffset / smf->xscale, smf->zoffset / smf->zscale, smf->yoffset / smf->yscale);
// 5) Applying model rotations.
objectToWorldMatrix.rotate(-smf->angleoffset, 0, 1, 0);
objectToWorldMatrix.rotate(smf->pitchoffset, 0, 0, 1);
objectToWorldMatrix.rotate(-smf->rolloffset, 1, 0, 0);
// consider the pixel stretching. For non-voxels this must be factored out here
float stretch = (smf->modelIDs[0] != -1 ? Models[smf->modelIDs[0]]->getAspectFactor(actor->Level->info->pixelstretch) : 1.f) / actor->Level->info->pixelstretch;
objectToWorldMatrix.scale(1, stretch, 1);
float orientation = scaleFactorX * scaleFactorY * scaleFactorZ;
renderer->BeginDrawModel(actor->RenderStyle, smf, objectToWorldMatrix, orientation < 0);
RenderFrameModels(renderer, actor->Level, smf, actor->state, actor->tics, actor->modelData != nullptr ? actor->modelData->modelDef != NAME_None ? PClass::FindActor(actor->modelData->modelDef) : actor->GetClass() : actor->GetClass(), translation, actor);
renderer->EndDrawModel(actor->RenderStyle, smf);
}
void RenderHUDModel(FModelRenderer *renderer, DPSprite *psp, float ofsX, float ofsY)
{
AActor * playermo = players[consoleplayer].camera;
FSpriteModelFrame *smf = psp->Caller != nullptr ? FindModelFrame(psp->Caller->modelData != nullptr ? psp->Caller->modelData->modelDef != NAME_None ? PClass::FindActor(psp->Caller->modelData->modelDef) : psp->Caller->GetClass() : psp->Caller->GetClass(), psp->GetSprite(), psp->GetFrame(), false) : nullptr;
// [BB] No model found for this sprite, so we can't render anything.
if (smf == nullptr)
return;
// The model position and orientation has to be drawn independently from the position of the player,
// but we need to position it correctly in the world for light to work properly.
VSMatrix objectToWorldMatrix = renderer->GetViewToWorldMatrix();
// [Nash] Optional scale weapon FOV
float fovscale = 1.0f;
if (smf->flags & MDL_SCALEWEAPONFOV)
{
fovscale = tan(players[consoleplayer].DesiredFOV * (0.5f * M_PI / 180.f));
fovscale = 1.f + (fovscale - 1.f) * cl_scaleweaponfov;
}
// Scaling model (y scale for a sprite means height, i.e. z in the world!).
objectToWorldMatrix.scale(smf->xscale, smf->zscale, smf->yscale / fovscale);
// Aplying model offsets (model offsets do not depend on model scalings).
objectToWorldMatrix.translate(smf->xoffset / smf->xscale, smf->zoffset / smf->zscale, smf->yoffset / smf->yscale);
// [BB] Weapon bob, very similar to the normal Doom weapon bob.
objectToWorldMatrix.rotate(ofsX / 4, 0, 1, 0);
objectToWorldMatrix.rotate((ofsY - WEAPONTOP) / -4., 1, 0, 0);
// [BB] For some reason the jDoom models need to be rotated.
objectToWorldMatrix.rotate(90.f, 0, 1, 0);
// Applying angleoffset, pitchoffset, rolloffset.
objectToWorldMatrix.rotate(-smf->angleoffset, 0, 1, 0);
objectToWorldMatrix.rotate(smf->pitchoffset, 0, 0, 1);
objectToWorldMatrix.rotate(-smf->rolloffset, 1, 0, 0);
float orientation = smf->xscale * smf->yscale * smf->zscale;
renderer->BeginDrawHUDModel(playermo->RenderStyle, objectToWorldMatrix, orientation < 0);
uint32_t trans = psp->GetTranslation() != 0 ? psp->GetTranslation() : 0;
if ((psp->Flags & PSPF_PLAYERTRANSLATED)) trans = psp->Owner->mo->Translation;
RenderFrameModels(renderer, playermo->Level, smf, psp->GetState(), psp->GetTics(), psp->Caller->modelData != nullptr ? psp->Caller->modelData->modelDef != NAME_None ? PClass::FindActor(psp->Caller->modelData->modelDef) : psp->Caller->GetClass() : psp->Caller->GetClass(), trans, psp->Caller);
renderer->EndDrawHUDModel(playermo->RenderStyle);
}
void RenderFrameModels(FModelRenderer *renderer, FLevelLocals *Level, const FSpriteModelFrame *smf, const FState *curState, const int curTics, const PClass *ti, int translation, AActor* actor)
{
// [BB] Frame interpolation: Find the FSpriteModelFrame smfNext which follows after smf in the animation
// and the scalar value inter ( element of [0,1) ), both necessary to determine the interpolated frame.
FSpriteModelFrame * smfNext = nullptr;
double inter = 0.;
if (gl_interpolate_model_frames && !(smf->flags & MDL_NOINTERPOLATION))
{
FState *nextState = curState->GetNextState();
if (curState != nextState && nextState)
{
// [BB] To interpolate at more than 35 fps we take tic fractions into account.
float ticFraction = 0.;
// [BB] In case the tic counter is frozen we have to leave ticFraction at zero.
if (ConsoleState == c_up && menuactive != MENU_On && !Level->isFrozen())
{
ticFraction = I_GetTimeFrac();
}
inter = static_cast<double>(curState->Tics - curTics + ticFraction) / static_cast<double>(curState->Tics);
// [BB] For some actors (e.g. ZPoisonShroom) spr->actor->tics can be bigger than curState->Tics.
// In this case inter is negative and we need to set it to zero.
if (curState->Tics < curTics)
inter = 0.;
else
{
// [BB] Workaround for actors that use the same frame twice in a row.
// Most of the standard Doom monsters do this in their see state.
if ((smf->flags & MDL_INTERPOLATEDOUBLEDFRAMES))
{
const FState *prevState = curState - 1;
if ((curState->sprite == prevState->sprite) && (curState->Frame == prevState->Frame))
{
inter /= 2.;
inter += 0.5;
}
if (nextState && ((curState->sprite == nextState->sprite) && (curState->Frame == nextState->Frame)))
{
inter /= 2.;
nextState = nextState->GetNextState();
}
}
if (nextState && inter != 0.0)
smfNext = FindModelFrame(ti, nextState->sprite, nextState->Frame, false);
}
}
}
int modelsamount = smf->modelsAmount;
//[SM] - if we added any models for the frame to also render, then we also need to update modelsAmount for this smf
if (actor->modelData != nullptr)
{
if (actor->modelData->modelIDs.Size() > (unsigned)modelsamount)
modelsamount = actor->modelData->modelIDs.Size();
}
TArray<FTextureID> surfaceskinids;
for (int i = 0; i < modelsamount; i++)
{
int modelid = -1;
int modelframe = -1;
int modelframenext = -1;
FTextureID skinid; skinid.SetInvalid();
surfaceskinids.Clear();
if (actor->modelData != nullptr)
{
if (i < (int)actor->modelData->modelIDs.Size())
modelid = actor->modelData->modelIDs[i];
if (i < (int)actor->modelData->modelFrameGenerators.Size())
{
//[SM] - We will use this little snippet to allow a modder to specify a model index to clone. It's also pointless to clone something that clones something else in this case. And causes me headaches.
if (actor->modelData->modelFrameGenerators[i] >= 0 && smf->modelframes.Size() < (unsigned)i && smf->modelframes[i] != -1)
{
modelframe = smf->modelframes[actor->modelData->modelFrameGenerators[i]];
if (smfNext) modelframenext = smfNext->modelframes[actor->modelData->modelFrameGenerators[i]];
}
}
if (i < (int)actor->modelData->skinIDs.Size())
{
if (actor->modelData->skinIDs[i].isValid())
skinid = actor->modelData->skinIDs[i];
}
for (int surface = i * MD3_MAX_SURFACES; surface < (i + 1) * MD3_MAX_SURFACES; surface++)
{
if (surface < (int)actor->modelData->surfaceSkinIDs.Size())
{
if (actor->modelData->surfaceSkinIDs[surface].isValid())
{
// only make a copy of the surfaceskinIDs array if really needed
if (surfaceskinids.Size() == 0) surfaceskinids = smf->surfaceskinIDs;
surfaceskinids[surface] = actor->modelData->surfaceSkinIDs[surface];
}
}
}
}
if (i < smf->modelsAmount)
{
if (modelid == -1) modelid = smf->modelIDs[i];
if (modelframe == -1) modelframe = smf->modelframes[i];
if (modelframenext == -1 && smfNext) modelframenext = smfNext->modelframes[i];
if (!skinid.isValid()) skinid = smf->skinIDs[i];
}
if (modelid >= 0)
{
FModel * mdl = Models[modelid];
auto tex = skinid.isValid() ? TexMan.GetGameTexture(skinid, true) : nullptr;
mdl->BuildVertexBuffer(renderer);
auto& ssids = surfaceskinids.Size() > 0 ? surfaceskinids : smf->surfaceskinIDs;
auto ssidp = (unsigned)(i * MD3_MAX_SURFACES) < ssids.Size() ? &ssids[i * MD3_MAX_SURFACES] : nullptr;
if (smfNext && modelframe != modelframenext)
mdl->RenderFrame(renderer, tex, modelframe, modelframenext, inter, translation, ssidp);
else
mdl->RenderFrame(renderer, tex, modelframe, modelframe, 0.f, translation, ssidp);
}
}
}
static TArray<int> SpriteModelHash;
//TArray<FStateModelFrame> StateModelFrames;
//===========================================================================
//
// InitModels
//
//===========================================================================
static void ParseModelDefLump(int Lump);
void InitModels()
{
Models.DeleteAndClear();
SpriteModelFrames.Clear();
SpriteModelHash.Clear();
// First, create models for each voxel
for (unsigned i = 0; i < Voxels.Size(); i++)
{
FVoxelModel *md = new FVoxelModel(Voxels[i], false);
Voxels[i]->VoxelIndex = Models.Push(md);
}
// now create GL model frames for the voxeldefs
for (unsigned i = 0; i < VoxelDefs.Size(); i++)
{
FVoxelModel *md = (FVoxelModel*)Models[VoxelDefs[i]->Voxel->VoxelIndex];
FSpriteModelFrame smf;
memset(&smf, 0, sizeof(smf));
smf.isVoxel = true;
smf.modelsAmount = 1;
smf.modelframes.Alloc(1);
smf.modelframes[0] = -1;
smf.modelIDs.Alloc(1);
smf.modelIDs[0] = VoxelDefs[i]->Voxel->VoxelIndex;
smf.skinIDs.Alloc(1);
smf.skinIDs[0] = md->GetPaletteTexture();
smf.xscale = smf.yscale = smf.zscale = VoxelDefs[i]->Scale;
smf.angleoffset = VoxelDefs[i]->AngleOffset.Degrees();
if (VoxelDefs[i]->PitchFromMomentum) smf.flags |= MDL_PITCHFROMMOMENTUM;
if (VoxelDefs[i]->UseActorPitch) smf.flags |= MDL_USEACTORPITCH;
if (VoxelDefs[i]->UseActorRoll) smf.flags |= MDL_USEACTORROLL;
if (VoxelDefs[i]->PlacedSpin != 0)
{
smf.yrotate = 1.f;
smf.rotationSpeed = VoxelDefs[i]->PlacedSpin / 55.55f;
smf.flags |= MDL_ROTATING;
}
VoxelDefs[i]->VoxeldefIndex = SpriteModelFrames.Push(smf);
if (VoxelDefs[i]->PlacedSpin != VoxelDefs[i]->DroppedSpin)
{
if (VoxelDefs[i]->DroppedSpin != 0)
{
smf.yrotate = 1.f;
smf.rotationSpeed = VoxelDefs[i]->DroppedSpin / 55.55f;
smf.flags |= MDL_ROTATING;
}
else
{
smf.yrotate = 0;
smf.rotationSpeed = 0;
smf.flags &= ~MDL_ROTATING;
}
SpriteModelFrames.Push(smf);
}
}
int Lump;
int lastLump = 0;
while ((Lump = fileSystem.FindLump("MODELDEF", &lastLump)) != -1)
{
ParseModelDefLump(Lump);
}
// create a hash table for quick access
SpriteModelHash.Resize(SpriteModelFrames.Size ());
memset(SpriteModelHash.Data(), 0xff, SpriteModelFrames.Size () * sizeof(int));
for (unsigned int i = 0; i < SpriteModelFrames.Size (); i++)
{
int j = ModelFrameHash(&SpriteModelFrames[i]) % SpriteModelFrames.Size ();
SpriteModelFrames[i].hashnext = SpriteModelHash[j];
SpriteModelHash[j]=i;
}
}
static void ParseModelDefLump(int Lump)
{
FScanner sc(Lump);
while (sc.GetString())
{
if (sc.Compare("model"))
{
int index, surface;
FString path = "";
sc.MustGetString();
FSpriteModelFrame smf;
memset(&smf, 0, sizeof(smf));
smf.xscale=smf.yscale=smf.zscale=1.f;
auto type = PClass::FindClass(sc.String);
if (!type || type->Defaults == nullptr)
{
sc.ScriptError("MODELDEF: Unknown actor type '%s'\n", sc.String);
}
smf.type = type;
FScanner::SavedPos scPos = sc.SavePos();
sc.MustGetStringName("{");
while (!sc.CheckString("}"))
{
sc.MustGetString();
if (sc.Compare("model"))
{
sc.MustGetNumber();
index = sc.Number;
if (index < 0)
{
sc.ScriptError("Model index must be 0 or greater in %s", type->TypeName.GetChars());
}
smf.modelsAmount = index + 1;
}
}
//Make sure modelsAmount is at least equal to MIN_MODELS(4) to ensure compatibility with old mods
if (smf.modelsAmount < MIN_MODELS)
{
smf.modelsAmount = MIN_MODELS;
}
const auto initArray = [](auto& array, const unsigned count, const auto value)
{
array.Alloc(count);
std::fill(array.begin(), array.end(), value);
};
initArray(smf.modelIDs, smf.modelsAmount, -1);
initArray(smf.skinIDs, smf.modelsAmount, FNullTextureID());
initArray(smf.surfaceskinIDs, smf.modelsAmount * MD3_MAX_SURFACES, FNullTextureID());
initArray(smf.modelframes, smf.modelsAmount, 0);
sc.RestorePos(scPos);
sc.MustGetStringName("{");
while (!sc.CheckString("}"))
{
sc.MustGetString();
if (sc.Compare("path"))
{
sc.MustGetString();
FixPathSeperator(sc.String);
path = sc.String;
if (path[(int)path.Len()-1]!='/') path+='/';
}
else if (sc.Compare("model"))
{
sc.MustGetNumber();
index = sc.Number;
if (index < 0)
{
sc.ScriptError("Model index must be 0 or greater in %s", type->TypeName.GetChars());
}
else if (index >= smf.modelsAmount)
{
sc.ScriptError("Too many models in %s", type->TypeName.GetChars());
}
sc.MustGetString();
FixPathSeperator(sc.String);
smf.modelIDs[index] = FindModel(path.GetChars(), sc.String);
if (smf.modelIDs[index] == -1)
{
Printf("%s: model not found in %s\n", sc.String, path.GetChars());
}
}
else if (sc.Compare("scale"))
{
sc.MustGetFloat();
smf.xscale = sc.Float;
sc.MustGetFloat();
smf.yscale = sc.Float;
sc.MustGetFloat();
smf.zscale = sc.Float;
}
// [BB] Added zoffset reading.
// Now it must be considered deprecated.
else if (sc.Compare("zoffset"))
{
sc.MustGetFloat();
smf.zoffset=sc.Float;
}
// Offset reading.
else if (sc.Compare("offset"))
{
sc.MustGetFloat();
smf.xoffset = sc.Float;
sc.MustGetFloat();
smf.yoffset = sc.Float;
sc.MustGetFloat();
smf.zoffset = sc.Float;
}
// angleoffset, pitchoffset and rolloffset reading.
else if (sc.Compare("angleoffset"))
{
sc.MustGetFloat();
smf.angleoffset = sc.Float;
}
else if (sc.Compare("pitchoffset"))
{
sc.MustGetFloat();
smf.pitchoffset = sc.Float;
}
else if (sc.Compare("rolloffset"))
{
sc.MustGetFloat();
smf.rolloffset = sc.Float;
}
// [BB] Added model flags reading.
else if (sc.Compare("ignoretranslation"))
{
smf.flags |= MDL_IGNORETRANSLATION;
}
else if (sc.Compare("pitchfrommomentum"))
{
smf.flags |= MDL_PITCHFROMMOMENTUM;
}
else if (sc.Compare("inheritactorpitch"))
{
smf.flags |= MDL_USEACTORPITCH | MDL_BADROTATION;
}
else if (sc.Compare("inheritactorroll"))
{
smf.flags |= MDL_USEACTORROLL;
}
else if (sc.Compare("useactorpitch"))
{
smf.flags |= MDL_USEACTORPITCH;
}
else if (sc.Compare("useactorroll"))
{
smf.flags |= MDL_USEACTORROLL;
}
else if (sc.Compare("noperpixellighting"))
{
smf.flags |= MDL_NOPERPIXELLIGHTING;
}
else if (sc.Compare("scaleweaponfov"))
{
smf.flags |= MDL_SCALEWEAPONFOV;
}
else if (sc.Compare("rotating"))
{
smf.flags |= MDL_ROTATING;
smf.xrotate = 0.;
smf.yrotate = 1.;
smf.zrotate = 0.;
smf.rotationCenterX = 0.;
smf.rotationCenterY = 0.;
smf.rotationCenterZ = 0.;
smf.rotationSpeed = 1.;
}
else if (sc.Compare("rotation-speed"))
{
sc.MustGetFloat();
smf.rotationSpeed = sc.Float;
}
else if (sc.Compare("rotation-vector"))
{
sc.MustGetFloat();
smf.xrotate = sc.Float;
sc.MustGetFloat();
smf.yrotate = sc.Float;
sc.MustGetFloat();
smf.zrotate = sc.Float;
}
else if (sc.Compare("rotation-center"))
{
sc.MustGetFloat();
smf.rotationCenterX = sc.Float;
sc.MustGetFloat();
smf.rotationCenterY = sc.Float;
sc.MustGetFloat();
smf.rotationCenterZ = sc.Float;
}
else if (sc.Compare("interpolatedoubledframes"))
{
smf.flags |= MDL_INTERPOLATEDOUBLEDFRAMES;
}
else if (sc.Compare("nointerpolation"))
{
smf.flags |= MDL_NOINTERPOLATION;
}
else if (sc.Compare("skin"))
{
sc.MustGetNumber();
index=sc.Number;
if (index<0 || index>= smf.modelsAmount)
{
sc.ScriptError("Too many models in %s", type->TypeName.GetChars());
}
sc.MustGetString();
FixPathSeperator(sc.String);
if (sc.Compare(""))
{
smf.skinIDs[index]=FNullTextureID();
}
else
{
smf.skinIDs[index] = LoadSkin(path.GetChars(), sc.String);
if (!smf.skinIDs[index].isValid())
{
Printf("Skin '%s' not found in '%s'\n",
sc.String, type->TypeName.GetChars());
}
}
}
else if (sc.Compare("surfaceskin"))
{
sc.MustGetNumber();
index = sc.Number;
sc.MustGetNumber();
surface = sc.Number;
if (index<0 || index >= smf.modelsAmount)
{
sc.ScriptError("Too many models in %s", type->TypeName.GetChars());
}
if (surface<0 || surface >= MD3_MAX_SURFACES)
{
sc.ScriptError("Invalid MD3 Surface %d in %s", MD3_MAX_SURFACES, type->TypeName.GetChars());
}
sc.MustGetString();
FixPathSeperator(sc.String);
int ssIndex = surface + index * MD3_MAX_SURFACES;
if (sc.Compare(""))
{
smf.surfaceskinIDs[ssIndex] = FNullTextureID();
}
else
{
smf.surfaceskinIDs[ssIndex] = LoadSkin(path.GetChars(), sc.String);
if (!smf.surfaceskinIDs[ssIndex].isValid())
{
Printf("Surface Skin '%s' not found in '%s'\n",
sc.String, type->TypeName.GetChars());
}
}
}
else if (sc.Compare("frameindex") || sc.Compare("frame"))
{
bool isframe=!!sc.Compare("frame");
sc.MustGetString();
smf.sprite = -1;
for (int i = 0; i < (int)sprites.Size (); ++i)
{
if (strnicmp (sprites[i].name, sc.String, 4) == 0)
{
if (sprites[i].numframes==0)
{
//sc.ScriptError("Sprite %s has no frames", sc.String);
}
smf.sprite = i;
break;
}
}
if (smf.sprite==-1)
{
sc.ScriptError("Unknown sprite %s in model definition for %s", sc.String, type->TypeName.GetChars());
}
sc.MustGetString();
FString framechars = sc.String;
sc.MustGetNumber();
index=sc.Number;
if (index<0 || index>= smf.modelsAmount)
{
sc.ScriptError("Too many models in %s", type->TypeName.GetChars());
}
if (isframe)
{
sc.MustGetString();
if (smf.modelIDs[index] != -1)
{
FModel *model = Models[smf.modelIDs[index]];
smf.modelframes[index] = model->FindFrame(sc.String);
if (smf.modelframes[index]==-1) sc.ScriptError("Unknown frame '%s' in %s", sc.String, type->TypeName.GetChars());
}
else smf.modelframes[index] = -1;
}
else
{
sc.MustGetNumber();
smf.modelframes[index] = sc.Number;
}
for(int i=0; framechars[i]>0; i++)
{
char map[29]={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
int c = toupper(framechars[i])-'A';
if (c<0 || c>=29)
{
sc.ScriptError("Invalid frame character %c found", c+'A');
}
if (map[c]) continue;
smf.frame=c;
SpriteModelFrames.Push(smf);
GetDefaultByType(type)->hasmodel = true;
map[c]=1;
}
}
else if (sc.Compare("dontcullbackfaces"))
{
smf.flags |= MDL_DONTCULLBACKFACES;
}
else if (sc.Compare("userotationcenter"))
{
smf.flags |= MDL_USEROTATIONCENTER;
smf.rotationCenterX = 0.;
smf.rotationCenterY = 0.;
smf.rotationCenterZ = 0.;
}
else
{
sc.ScriptMessage("Unrecognized string \"%s\"", sc.String);
}
}
}
else if (sc.Compare("#include"))
{
sc.MustGetString();
// This is not using sc.Open because it can print a more useful error message when done here
int includelump = fileSystem.CheckNumForFullName(sc.String, true);
if (includelump == -1)
{
if (strcmp(sc.String, "sentinel.modl") != 0) // Gene Tech mod has a broken #include statement
sc.ScriptError("Lump '%s' not found", sc.String);
}
else
{
ParseModelDefLump(includelump);
}
}
}
}
//===========================================================================
//
// FindModelFrame
//
//===========================================================================
FSpriteModelFrame * FindModelFrame(const PClass * ti, int sprite, int frame, bool dropped)
{
if (GetDefaultByType(ti)->hasmodel)
{
FSpriteModelFrame smf;
memset(&smf, 0, sizeof(smf));
smf.type=ti;
smf.sprite=sprite;
smf.frame=frame;
int hash = SpriteModelHash[ModelFrameHash(&smf) % SpriteModelFrames.Size()];
while (hash>=0)
{
FSpriteModelFrame * smff = &SpriteModelFrames[hash];
if (smff->type==ti && smff->sprite==sprite && smff->frame==frame) return smff;
hash=smff->hashnext;
}
}
// Check for voxel replacements
if (r_drawvoxels)
{
spritedef_t *sprdef = &sprites[sprite];
if (frame < sprdef->numframes)
{
spriteframe_t *sprframe = &SpriteFrames[sprdef->spriteframes + frame];
if (sprframe->Voxel != nullptr)
{
int index = sprframe->Voxel->VoxeldefIndex;
if (dropped && sprframe->Voxel->DroppedSpin !=sprframe->Voxel->PlacedSpin) index++;
return &SpriteModelFrames[index];
}
}
}
return nullptr;
}
//===========================================================================
//
// IsHUDModelForPlayerAvailable
//
//===========================================================================
bool IsHUDModelForPlayerAvailable (player_t * player)
{
if (player == nullptr || player->psprites == nullptr)
return false;
// [MK] check that at least one psprite uses models
for (DPSprite *psp = player->psprites; psp != nullptr && psp->GetID() < PSP_TARGETCENTER; psp = psp->GetNext())
{
FSpriteModelFrame *smf = psp->Caller != nullptr ? FindModelFrame(psp->Caller->GetClass(), psp->GetSprite(), psp->GetFrame(), false) : nullptr;
if ( smf != nullptr ) return true;
}
return false;
}