raze/source/core/models/modeldata.cpp

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#include "basics.h"
#include "model.h"
#include "modeldata.h"
#include "texturemanager.h"
#include "hw_voxels.h"
#include "gamefuncs.h"
#include "tiletexture.h"
#include "buildtiles.h"
#include "build.h"
int ModelManager::LoadModel(const char* fn)
{
unsigned modelid = FindModel(nullptr, fn, true);
if (modelid == ~0u)
return -1;
// Note that the descriptor table may contain the same model multiple times!
int mdid = modelDescs.Reserve(1);
modelDescs.Last() = {};
modelDescs.Last().modelID = modelid;
return mdid;
}
int ModelManager::SetMisc(int modelid, float scale, int shadeoff, float zadd, float yoffset, int flags)
{
if ((unsigned)modelid >= modelDescs.Size()) return -1;
auto md = &modelDescs[modelid];
md->bscale = scale;
md->shadeoff = shadeoff;
md->zadd = zadd;
md->yoffset = yoffset;
md->flags = flags;
return 0;
}
int ModelManager::DefineFrame(int modelid, const char* framename, int tilenum, int skinnum, float smoothduration, int pal)
{
if ((unsigned)modelid >= modelDescs.Size()) return -1;
if ((uint32_t)tilenum >= MAXTILES) return -2;
if (!framename) return -3;
ModelTileFrame mframe;
auto mdesc = &modelDescs[modelid];
auto model = Models[mdesc->modelID];
auto frm = model->FindFrame(framename, true);
if (frm == FErr_NotFound) return -3;
if (frm == FErr_Voxel) skinnum = 0;
if (frm < 0) frm = 0;
mframe.modelid = modelid;
mframe.framenum = frm;
mframe.skinnum = skinnum;
mframe.smoothduration = smoothduration;
auto key = FrameMapKey(tileGetTextureID(tilenum), pal);
frameMap.Insert(key, mframe);
return key;
}
int ModelManager::DefineAnimation(int modelid, const char* framestart, const char* frameend, int fpssc, int flags)
{
if ((unsigned)modelid >= modelDescs.Size()) return -1;
if (!framestart) return -2;
if (!frameend) return -3;
auto mdesc = &modelDescs[modelid];
auto model = Models[mdesc->modelID];
auto frm = model->FindFrame(framestart, true);
if (frm == FErr_NotFound) return -2;
if (frm < 0) frm = 0;
auto frme = model->FindFrame(frameend, true);
if (frme == FErr_NotFound) return -3;
if (frme < 0) frme = 0;
ModelAnimation anm;
anm.startframe = frm;
anm.endframe = frme;
anm.fpssc = fpssc;
anm.flags = flags;
mdesc->anims.Push(anm);
return 0;
}
int ModelManager::DefineSkin(int modelid, const char* skinfn, int palnum, int skinnum, int surfnum, float param, float specpower, float specfactor, int flags)
{
if ((unsigned)modelid >= modelDescs.Size()) return -1;
if (!skinfn) return -2;
if ((unsigned)palnum >= (unsigned)MAXPALOOKUPS) return -3;
auto mdesc = &modelDescs[modelid];
auto model = Models[mdesc->modelID];
if (model->FindFrame("", true) == FErr_Voxel)
return 0;
if (!model->hasSurfaces) surfnum = 0;
ModelSkinDef* skdef = nullptr;
for (auto& sk : mdesc->skins)
{
if (sk.palette == (uint8_t)palnum && skinnum == sk.skinnum && surfnum == sk.surfnum)
{
skdef = &sk;
break;
}
}
if (skdef == nullptr)
{
mdesc->skins.Reserve(1);
skdef = &mdesc->skins.Last();
}
skdef->palette = (uint8_t)palnum;
skdef->flags = (uint8_t)flags;
skdef->skinnum = skinnum;
skdef->surfnum = surfnum;
skdef->param = param;
skdef->specpower = specpower;
skdef->specfactor = specfactor;
skdef->texture = TexMan.CheckForTexture(skinfn, ETextureType::Any, FTextureManager::TEXMAN_ForceLookup | FTextureManager::TEXMAN_TryAny);
if (!skdef->texture.isValid()) return -2;
return 0;
}
int ModelManager::DefineHud(int modelid, int tilex, FVector3 add, int angadd, int flags, int fov)
{
if ((unsigned)modelid >= modelDescs.Size()) return -1;
if ((unsigned)tilex >= (unsigned)MAXTILES) return -1;
auto mdesc = &modelDescs[modelid];
auto model = Models[mdesc->modelID];
// not implemented yet
return 0;
}
int ModelManager::UndefineTile(int tile)
{
if ((unsigned)tile >= (unsigned)MAXTILES) return -1;
// delete all entries from the map that reference this tile
for (int i = 0; i < MAXPALOOKUPS; i++)
{
frameMap.Remove(FrameMapKey(tileGetTextureID(tile), i));
}
return 0;
}
int ModelManager::UndefineModel(int modelid)
{
if ((unsigned)modelid >= modelDescs.Size()) return -1;
auto mdesc = &modelDescs[modelid];
mdesc->deleted = true;
mdesc->anims.Reset();
mdesc->skins.Reset();
if (modelid == (int)modelDescs.Size() - 1)
modelDescs.Pop();
return 0;
}
#if 0 // kept as reminders for later. We still need the prioritization code in mdloadskin, the rest needs to be redone
FGameTexture* mdloadskin(idmodel_t* m, int32_t number, int32_t pal, int32_t surf, bool* exact)
{
int32_t i;
mdskinmap_t* sk, * skzero = NULL;
if (m->mdnum == 2)
surf = 0;
if ((unsigned)pal >= (unsigned)MAXPALOOKUPS)
return 0;
i = -1;
for (sk = m->skinmap; sk; sk = sk->next)
{
if (sk->palette == pal && sk->skinnum == number && sk->surfnum == surf)
{
if (exact) *exact = true;
//Printf("Using exact match skin (pal=%d,skinnum=%d,surfnum=%d) %s\n",pal,number,surf,skinfile);
return TexMan.GetGameTexture(sk->texture);
}
//If no match, give highest priority to number, then pal.. (Parkar's request, 02/27/2005)
else if ((sk->palette == 0) && (sk->skinnum == number) && (sk->surfnum == surf) && (i < 5)) { i = 5; skzero = sk; }
else if ((sk->palette == pal) && (sk->skinnum == 0) && (sk->surfnum == surf) && (i < 4)) { i = 4; skzero = sk; }
else if ((sk->palette == 0) && (sk->skinnum == 0) && (sk->surfnum == surf) && (i < 3)) { i = 3; skzero = sk; }
else if ((sk->palette == 0) && (sk->skinnum == number) && (i < 2)) { i = 2; skzero = sk; }
else if ((sk->palette == pal) && (sk->skinnum == 0) && (i < 1)) { i = 1; skzero = sk; }
else if ((sk->palette == 0) && (sk->skinnum == 0) && (i < 0)) { i = 0; skzero = sk; }
}
// Special palettes do not get replacements
if (pal >= (MAXPALOOKUPS - RESERVEDPALS))
return 0;
if (skzero)
{
//Printf("Using def skin 0,0 as fallback, pal=%d\n", pal);
if (exact) *exact = false;
return TexMan.GetGameTexture(skzero->texture);
}
else
return nullptr;
}
void updateModelInterpolation()
{
// this never worked - only left as a reference to sprext stuff.
omdtims = mdtims;
mdtims = I_msTime();
TSpriteIterator<DCoreActor> it;
while (auto actor = it.Next())
{
if ((mdpause && actor->sprext.mdanimtims) || (actor->sprext.renderflags & SPREXT_NOMDANIM))
actor->sprext.mdanimtims += mdtims - omdtims;
}
}
#endif