diff options
Diffstat (limited to 'q3map/misc_model.c')
-rwxr-xr-x | q3map/misc_model.c | 902 |
1 files changed, 451 insertions, 451 deletions
diff --git a/q3map/misc_model.c b/q3map/misc_model.c index c83e7e7..cd003d6 100755 --- a/q3map/misc_model.c +++ b/q3map/misc_model.c @@ -19,454 +19,454 @@ along with Foobar; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ -
-#include "qbsp.h"
-#include "aselib.h"
-#ifdef _WIN32
-#ifdef _TTIMOBUILD
-#include "pakstuff.h"
-#else
-#include "../libs/pakstuff.h"
-#endif
-#endif
-
-
-typedef struct {
- char modelName[1024];
- md3Header_t *header;
-} loadedModel_t;
-
-int c_triangleModels;
-int c_triangleSurfaces;
-int c_triangleVertexes;
-int c_triangleIndexes;
-
-
-#define MAX_LOADED_MODELS 1024
-loadedModel_t loadedModels[MAX_LOADED_MODELS];
-int numLoadedModels;
-
-/*
-=================
-R_LoadMD3
-=================
-*/
-#define LL(x) x=LittleLong(x)
-md3Header_t *R_LoadMD3( const char *mod_name ) {
- int i, j;
- md3Header_t *md3;
- md3Frame_t *frame;
- md3Surface_t *surf;
- md3Triangle_t *tri;
- md3St_t *st;
- md3XyzNormal_t *xyz;
- int version;
- char filename[1024];
- int len;
-
- sprintf( filename, "%s%s", gamedir, mod_name );
- len = TryLoadFile( filename, (void **)&md3 );
-#ifdef _WIN32
- if ( len <= 0 ) {
- len = PakLoadAnyFile(filename, (void **)&md3);
- }
-#endif
- if ( len <= 0 ) {
- return NULL;
- }
-
- version = LittleLong (md3->version);
- if (version != MD3_VERSION) {
- _printf( "R_LoadMD3: %s has wrong version (%i should be %i)\n",
- mod_name, version, MD3_VERSION);
- return NULL;
- }
-
- LL(md3->ident);
- LL(md3->version);
- LL(md3->numFrames);
- LL(md3->numTags);
- LL(md3->numSurfaces);
- LL(md3->numSkins);
- LL(md3->ofsFrames);
- LL(md3->ofsTags);
- LL(md3->ofsSurfaces);
- LL(md3->ofsEnd);
-
- if ( md3->numFrames < 1 ) {
- _printf( "R_LoadMD3: %s has no frames\n", mod_name );
- return NULL;
- }
-
- // we don't need to swap tags in the renderer, they aren't used
-
- // swap all the frames
- frame = (md3Frame_t *) ( (byte *)md3 + md3->ofsFrames );
- for ( i = 0 ; i < md3->numFrames ; i++, frame++) {
- frame->radius = LittleFloat( frame->radius );
- for ( j = 0 ; j < 3 ; j++ ) {
- frame->bounds[0][j] = LittleFloat( frame->bounds[0][j] );
- frame->bounds[1][j] = LittleFloat( frame->bounds[1][j] );
- frame->localOrigin[j] = LittleFloat( frame->localOrigin[j] );
- }
- }
-
- // swap all the surfaces
- surf = (md3Surface_t *) ( (byte *)md3 + md3->ofsSurfaces );
- for ( i = 0 ; i < md3->numSurfaces ; i++) {
-
- LL(surf->ident);
- LL(surf->flags);
- LL(surf->numFrames);
- LL(surf->numShaders);
- LL(surf->numTriangles);
- LL(surf->ofsTriangles);
- LL(surf->numVerts);
- LL(surf->ofsShaders);
- LL(surf->ofsSt);
- LL(surf->ofsXyzNormals);
- LL(surf->ofsEnd);
-
- if ( surf->numVerts > SHADER_MAX_VERTEXES ) {
- Error ("R_LoadMD3: %s has more than %i verts on a surface (%i)",
- mod_name, SHADER_MAX_VERTEXES, surf->numVerts );
- }
- if ( surf->numTriangles*3 > SHADER_MAX_INDEXES ) {
- Error ("R_LoadMD3: %s has more than %i triangles on a surface (%i)",
- mod_name, SHADER_MAX_INDEXES / 3, surf->numTriangles );
- }
-
- // swap all the triangles
- tri = (md3Triangle_t *) ( (byte *)surf + surf->ofsTriangles );
- for ( j = 0 ; j < surf->numTriangles ; j++, tri++ ) {
- LL(tri->indexes[0]);
- LL(tri->indexes[1]);
- LL(tri->indexes[2]);
- }
-
- // swap all the ST
- st = (md3St_t *) ( (byte *)surf + surf->ofsSt );
- for ( j = 0 ; j < surf->numVerts ; j++, st++ ) {
- st->st[0] = LittleFloat( st->st[0] );
- st->st[1] = LittleFloat( st->st[1] );
- }
-
- // swap all the XyzNormals
- xyz = (md3XyzNormal_t *) ( (byte *)surf + surf->ofsXyzNormals );
- for ( j = 0 ; j < surf->numVerts * surf->numFrames ; j++, xyz++ )
- {
- xyz->xyz[0] = LittleShort( xyz->xyz[0] );
- xyz->xyz[1] = LittleShort( xyz->xyz[1] );
- xyz->xyz[2] = LittleShort( xyz->xyz[2] );
-
- xyz->normal = LittleShort( xyz->normal );
- }
-
-
- // find the next surface
- surf = (md3Surface_t *)( (byte *)surf + surf->ofsEnd );
- }
-
- return md3;
-}
-
-
-/*
-================
-LoadModel
-================
-*/
-md3Header_t *LoadModel( const char *modelName ) {
- int i;
- loadedModel_t *lm;
-
- // see if we already have it loaded
- for ( i = 0, lm = loadedModels ; i < numLoadedModels ; i++, lm++ ) {
- if ( !strcmp( modelName, lm->modelName ) ) {
- return lm->header;
- }
- }
-
- // load it
- if ( numLoadedModels == MAX_LOADED_MODELS ) {
- Error( "MAX_LOADED_MODELS" );
- }
- numLoadedModels++;
-
- strcpy( lm->modelName, modelName );
-
- lm->header = R_LoadMD3( modelName );
-
- return lm->header;
-}
-
-/*
-============
-InsertMD3Model
-
-Convert a model entity to raw geometry surfaces and insert it in the tree
-============
-*/
-void InsertMD3Model( const char *modelName, vec3_t origin, float angle, tree_t *tree ) {
- int i, j;
- md3Header_t *md3;
- md3Surface_t *surf;
- md3Shader_t *shader;
- md3Triangle_t *tri;
- md3St_t *st;
- md3XyzNormal_t *xyz;
- drawVert_t *outv;
- float lat, lng;
- float angleCos, angleSin;
- mapDrawSurface_t *out;
- vec3_t temp;
-
- angle = angle / 180 * Q_PI;
- angleCos = cos( angle );
- angleSin = sin( angle );
-
- // load the model
- md3 = LoadModel( modelName );
- if ( !md3 ) {
- return;
- }
-
- // each md3 surface will become a new bsp surface
-
- c_triangleModels++;
- c_triangleSurfaces += md3->numSurfaces;
-
- // expand, translate, and rotate the vertexes
- // swap all the surfaces
- surf = (md3Surface_t *) ( (byte *)md3 + md3->ofsSurfaces );
- for ( i = 0 ; i < md3->numSurfaces ; i++) {
- // allocate a surface
- out = AllocDrawSurf();
- out->miscModel = qtrue;
-
- shader = (md3Shader_t *) ( (byte *)surf + surf->ofsShaders );
-
- out->shaderInfo = ShaderInfoForShader( shader->name );
-
- out->numVerts = surf->numVerts;
- out->verts = malloc( out->numVerts * sizeof( out->verts[0] ) );
-
- out->numIndexes = surf->numTriangles * 3;
- out->indexes = malloc( out->numIndexes * sizeof( out->indexes[0] ) );
-
- out->lightmapNum = -1;
- out->fogNum = -1;
-
- // emit the indexes
- c_triangleIndexes += surf->numTriangles * 3;
- tri = (md3Triangle_t *) ( (byte *)surf + surf->ofsTriangles );
- for ( j = 0 ; j < surf->numTriangles ; j++, tri++ ) {
- out->indexes[j*3+0] = tri->indexes[0];
- out->indexes[j*3+1] = tri->indexes[1];
- out->indexes[j*3+2] = tri->indexes[2];
- }
-
- // emit the vertexes
- st = (md3St_t *) ( (byte *)surf + surf->ofsSt );
- xyz = (md3XyzNormal_t *) ( (byte *)surf + surf->ofsXyzNormals );
-
- c_triangleVertexes += surf->numVerts;
- for ( j = 0 ; j < surf->numVerts ; j++, st++, xyz++ ) {
- outv = &out->verts[ j ];
-
- outv->st[0] = st->st[0];
- outv->st[1] = st->st[1];
-
- outv->lightmap[0] = 0;
- outv->lightmap[1] = 0;
-
- // the colors will be set by the lighting pass
- outv->color[0] = 255;
- outv->color[1] = 255;
- outv->color[2] = 255;
- outv->color[3] = 255;
-
- outv->xyz[0] = origin[0] + MD3_XYZ_SCALE * ( xyz->xyz[0] * angleCos - xyz->xyz[1] * angleSin );
- outv->xyz[1] = origin[1] + MD3_XYZ_SCALE * ( xyz->xyz[0] * angleSin + xyz->xyz[1] * angleCos );
- outv->xyz[2] = origin[2] + MD3_XYZ_SCALE * ( xyz->xyz[2] );
-
- // decode the lat/lng normal to a 3 float normal
- lat = ( xyz->normal >> 8 ) & 0xff;
- lng = ( xyz->normal & 0xff );
- lat *= Q_PI/128;
- lng *= Q_PI/128;
-
- temp[0] = cos(lat) * sin(lng);
- temp[1] = sin(lat) * sin(lng);
- temp[2] = cos(lng);
-
- // rotate the normal
- outv->normal[0] = temp[0] * angleCos - temp[1] * angleSin;
- outv->normal[1] = temp[0] * angleSin + temp[1] * angleCos;
- outv->normal[2] = temp[2];
- }
-
- // find the next surface
- surf = (md3Surface_t *)( (byte *)surf + surf->ofsEnd );
- }
-
-}
-
-//==============================================================================
-
-
-/*
-============
-InsertASEModel
-
-Convert a model entity to raw geometry surfaces and insert it in the tree
-============
-*/
-void InsertASEModel( const char *modelName, vec3_t origin, float angle, tree_t *tree ) {
- int i, j;
- drawVert_t *outv;
- float angleCos, angleSin;
- mapDrawSurface_t *out;
- int numSurfaces;
- const char *name;
- polyset_t *pset;
- int numFrames;
- char filename[1024];
-
- sprintf( filename, "%s%s", gamedir, modelName );
-
- angle = angle / 180 * Q_PI;
- angleCos = cos( angle );
- angleSin = sin( angle );
-
- // load the model
- ASE_Load( filename, qfalse, qfalse );
-
- // each ase surface will become a new bsp surface
- numSurfaces = ASE_GetNumSurfaces();
-
- c_triangleModels++;
- c_triangleSurfaces += numSurfaces;
-
- // expand, translate, and rotate the vertexes
- // swap all the surfaces
- for ( i = 0 ; i < numSurfaces ; i++) {
- name = ASE_GetSurfaceName( i );
-
- pset = ASE_GetSurfaceAnimation( i, &numFrames, -1, -1, -1 );
- if ( !name || !pset ) {
- continue;
- }
-
- // allocate a surface
- out = AllocDrawSurf();
- out->miscModel = qtrue;
-
- out->shaderInfo = ShaderInfoForShader( pset->materialname );
-
- out->numVerts = 3 * pset->numtriangles;
- out->verts = malloc( out->numVerts * sizeof( out->verts[0] ) );
-
- out->numIndexes = 3 * pset->numtriangles;
- out->indexes = malloc( out->numIndexes * sizeof( out->indexes[0] ) );
-
- out->lightmapNum = -1;
- out->fogNum = -1;
-
- // emit the indexes
- c_triangleIndexes += out->numIndexes;
- for ( j = 0 ; j < out->numIndexes ; j++ ) {
- out->indexes[j] = j;
- }
-
- // emit the vertexes
- c_triangleVertexes += out->numVerts;
- for ( j = 0 ; j < out->numVerts ; j++ ) {
- int index;
- triangle_t *tri;
-
- index = j % 3;
- tri = &pset->triangles[ j / 3 ];
-
- outv = &out->verts[ j ];
-
- outv->st[0] = tri->texcoords[index][0];
- outv->st[1] = tri->texcoords[index][1];
-
- outv->lightmap[0] = 0;
- outv->lightmap[1] = 0;
-
- // the colors will be set by the lighting pass
- outv->color[0] = 255;
- outv->color[1] = 255;
- outv->color[2] = 255;
- outv->color[3] = 255;
-
- outv->xyz[0] = origin[0] + tri->verts[index][0];
- outv->xyz[1] = origin[1] + tri->verts[index][1];
- outv->xyz[2] = origin[2] + tri->verts[index][2];
-
- // rotate the normal
- outv->normal[0] = tri->normals[index][0];
- outv->normal[1] = tri->normals[index][1];
- outv->normal[2] = tri->normals[index][2];
- }
- }
-
-}
-
-
-//==============================================================================
-
-
-
-/*
-=====================
-AddTriangleModels
-=====================
-*/
-void AddTriangleModels( tree_t *tree ) {
- int entity_num;
- entity_t *entity;
-
- qprintf("----- AddTriangleModels -----\n");
-
- for ( entity_num=1 ; entity_num< num_entities ; entity_num++ ) {
- entity = &entities[entity_num];
-
- // convert misc_models into raw geometry
- if ( !Q_stricmp( "misc_model", ValueForKey( entity, "classname" ) ) ) {
- const char *model;
- vec3_t origin;
- float angle;
-
- // get the angle for rotation FIXME: support full matrix positioning
- angle = FloatForKey( entity, "angle" );
-
- GetVectorForKey( entity, "origin", origin );
-
- model = ValueForKey( entity, "model" );
- if ( !model[0] ) {
- _printf("WARNING: misc_model at %i %i %i without a model key\n", (int)origin[0],
- (int)origin[1], (int)origin[2] );
- continue;
- }
- if ( strstr( model, ".md3" ) || strstr( model, ".MD3" ) ) {
- InsertMD3Model( model, origin, angle, tree );
- continue;
- }
- if ( strstr( model, ".ase" ) || strstr( model, ".ASE" ) ) {
- InsertASEModel( model, origin, angle, tree );
- continue;
- }
- _printf( "Unknown misc_model type: %s\n", model );
- continue;
- }
- }
-
- qprintf( "%5i triangle models\n", c_triangleModels );
- qprintf( "%5i triangle surfaces\n", c_triangleSurfaces );
- qprintf( "%5i triangle vertexes\n", c_triangleVertexes );
- qprintf( "%5i triangle indexes\n", c_triangleIndexes );
-}
-
+ +#include "qbsp.h" +#include "aselib.h" +#ifdef _WIN32 +#ifdef _TTIMOBUILD +#include "pakstuff.h" +#else +#include "../libs/pakstuff.h" +#endif +#endif + + +typedef struct { + char modelName[1024]; + md3Header_t *header; +} loadedModel_t; + +int c_triangleModels; +int c_triangleSurfaces; +int c_triangleVertexes; +int c_triangleIndexes; + + +#define MAX_LOADED_MODELS 1024 +loadedModel_t loadedModels[MAX_LOADED_MODELS]; +int numLoadedModels; + +/* +================= +R_LoadMD3 +================= +*/ +#define LL(x) x=LittleLong(x) +md3Header_t *R_LoadMD3( const char *mod_name ) { + int i, j; + md3Header_t *md3; + md3Frame_t *frame; + md3Surface_t *surf; + md3Triangle_t *tri; + md3St_t *st; + md3XyzNormal_t *xyz; + int version; + char filename[1024]; + int len; + + sprintf( filename, "%s%s", gamedir, mod_name ); + len = TryLoadFile( filename, (void **)&md3 ); +#ifdef _WIN32 + if ( len <= 0 ) { + len = PakLoadAnyFile(filename, (void **)&md3); + } +#endif + if ( len <= 0 ) { + return NULL; + } + + version = LittleLong (md3->version); + if (version != MD3_VERSION) { + _printf( "R_LoadMD3: %s has wrong version (%i should be %i)\n", + mod_name, version, MD3_VERSION); + return NULL; + } + + LL(md3->ident); + LL(md3->version); + LL(md3->numFrames); + LL(md3->numTags); + LL(md3->numSurfaces); + LL(md3->numSkins); + LL(md3->ofsFrames); + LL(md3->ofsTags); + LL(md3->ofsSurfaces); + LL(md3->ofsEnd); + + if ( md3->numFrames < 1 ) { + _printf( "R_LoadMD3: %s has no frames\n", mod_name ); + return NULL; + } + + // we don't need to swap tags in the renderer, they aren't used + + // swap all the frames + frame = (md3Frame_t *) ( (byte *)md3 + md3->ofsFrames ); + for ( i = 0 ; i < md3->numFrames ; i++, frame++) { + frame->radius = LittleFloat( frame->radius ); + for ( j = 0 ; j < 3 ; j++ ) { + frame->bounds[0][j] = LittleFloat( frame->bounds[0][j] ); + frame->bounds[1][j] = LittleFloat( frame->bounds[1][j] ); + frame->localOrigin[j] = LittleFloat( frame->localOrigin[j] ); + } + } + + // swap all the surfaces + surf = (md3Surface_t *) ( (byte *)md3 + md3->ofsSurfaces ); + for ( i = 0 ; i < md3->numSurfaces ; i++) { + + LL(surf->ident); + LL(surf->flags); + LL(surf->numFrames); + LL(surf->numShaders); + LL(surf->numTriangles); + LL(surf->ofsTriangles); + LL(surf->numVerts); + LL(surf->ofsShaders); + LL(surf->ofsSt); + LL(surf->ofsXyzNormals); + LL(surf->ofsEnd); + + if ( surf->numVerts > SHADER_MAX_VERTEXES ) { + Error ("R_LoadMD3: %s has more than %i verts on a surface (%i)", + mod_name, SHADER_MAX_VERTEXES, surf->numVerts ); + } + if ( surf->numTriangles*3 > SHADER_MAX_INDEXES ) { + Error ("R_LoadMD3: %s has more than %i triangles on a surface (%i)", + mod_name, SHADER_MAX_INDEXES / 3, surf->numTriangles ); + } + + // swap all the triangles + tri = (md3Triangle_t *) ( (byte *)surf + surf->ofsTriangles ); + for ( j = 0 ; j < surf->numTriangles ; j++, tri++ ) { + LL(tri->indexes[0]); + LL(tri->indexes[1]); + LL(tri->indexes[2]); + } + + // swap all the ST + st = (md3St_t *) ( (byte *)surf + surf->ofsSt ); + for ( j = 0 ; j < surf->numVerts ; j++, st++ ) { + st->st[0] = LittleFloat( st->st[0] ); + st->st[1] = LittleFloat( st->st[1] ); + } + + // swap all the XyzNormals + xyz = (md3XyzNormal_t *) ( (byte *)surf + surf->ofsXyzNormals ); + for ( j = 0 ; j < surf->numVerts * surf->numFrames ; j++, xyz++ ) + { + xyz->xyz[0] = LittleShort( xyz->xyz[0] ); + xyz->xyz[1] = LittleShort( xyz->xyz[1] ); + xyz->xyz[2] = LittleShort( xyz->xyz[2] ); + + xyz->normal = LittleShort( xyz->normal ); + } + + + // find the next surface + surf = (md3Surface_t *)( (byte *)surf + surf->ofsEnd ); + } + + return md3; +} + + +/* +================ +LoadModel +================ +*/ +md3Header_t *LoadModel( const char *modelName ) { + int i; + loadedModel_t *lm; + + // see if we already have it loaded + for ( i = 0, lm = loadedModels ; i < numLoadedModels ; i++, lm++ ) { + if ( !strcmp( modelName, lm->modelName ) ) { + return lm->header; + } + } + + // load it + if ( numLoadedModels == MAX_LOADED_MODELS ) { + Error( "MAX_LOADED_MODELS" ); + } + numLoadedModels++; + + strcpy( lm->modelName, modelName ); + + lm->header = R_LoadMD3( modelName ); + + return lm->header; +} + +/* +============ +InsertMD3Model + +Convert a model entity to raw geometry surfaces and insert it in the tree +============ +*/ +void InsertMD3Model( const char *modelName, vec3_t origin, float angle, tree_t *tree ) { + int i, j; + md3Header_t *md3; + md3Surface_t *surf; + md3Shader_t *shader; + md3Triangle_t *tri; + md3St_t *st; + md3XyzNormal_t *xyz; + drawVert_t *outv; + float lat, lng; + float angleCos, angleSin; + mapDrawSurface_t *out; + vec3_t temp; + + angle = angle / 180 * Q_PI; + angleCos = cos( angle ); + angleSin = sin( angle ); + + // load the model + md3 = LoadModel( modelName ); + if ( !md3 ) { + return; + } + + // each md3 surface will become a new bsp surface + + c_triangleModels++; + c_triangleSurfaces += md3->numSurfaces; + + // expand, translate, and rotate the vertexes + // swap all the surfaces + surf = (md3Surface_t *) ( (byte *)md3 + md3->ofsSurfaces ); + for ( i = 0 ; i < md3->numSurfaces ; i++) { + // allocate a surface + out = AllocDrawSurf(); + out->miscModel = qtrue; + + shader = (md3Shader_t *) ( (byte *)surf + surf->ofsShaders ); + + out->shaderInfo = ShaderInfoForShader( shader->name ); + + out->numVerts = surf->numVerts; + out->verts = malloc( out->numVerts * sizeof( out->verts[0] ) ); + + out->numIndexes = surf->numTriangles * 3; + out->indexes = malloc( out->numIndexes * sizeof( out->indexes[0] ) ); + + out->lightmapNum = -1; + out->fogNum = -1; + + // emit the indexes + c_triangleIndexes += surf->numTriangles * 3; + tri = (md3Triangle_t *) ( (byte *)surf + surf->ofsTriangles ); + for ( j = 0 ; j < surf->numTriangles ; j++, tri++ ) { + out->indexes[j*3+0] = tri->indexes[0]; + out->indexes[j*3+1] = tri->indexes[1]; + out->indexes[j*3+2] = tri->indexes[2]; + } + + // emit the vertexes + st = (md3St_t *) ( (byte *)surf + surf->ofsSt ); + xyz = (md3XyzNormal_t *) ( (byte *)surf + surf->ofsXyzNormals ); + + c_triangleVertexes += surf->numVerts; + for ( j = 0 ; j < surf->numVerts ; j++, st++, xyz++ ) { + outv = &out->verts[ j ]; + + outv->st[0] = st->st[0]; + outv->st[1] = st->st[1]; + + outv->lightmap[0] = 0; + outv->lightmap[1] = 0; + + // the colors will be set by the lighting pass + outv->color[0] = 255; + outv->color[1] = 255; + outv->color[2] = 255; + outv->color[3] = 255; + + outv->xyz[0] = origin[0] + MD3_XYZ_SCALE * ( xyz->xyz[0] * angleCos - xyz->xyz[1] * angleSin ); + outv->xyz[1] = origin[1] + MD3_XYZ_SCALE * ( xyz->xyz[0] * angleSin + xyz->xyz[1] * angleCos ); + outv->xyz[2] = origin[2] + MD3_XYZ_SCALE * ( xyz->xyz[2] ); + + // decode the lat/lng normal to a 3 float normal + lat = ( xyz->normal >> 8 ) & 0xff; + lng = ( xyz->normal & 0xff ); + lat *= Q_PI/128; + lng *= Q_PI/128; + + temp[0] = cos(lat) * sin(lng); + temp[1] = sin(lat) * sin(lng); + temp[2] = cos(lng); + + // rotate the normal + outv->normal[0] = temp[0] * angleCos - temp[1] * angleSin; + outv->normal[1] = temp[0] * angleSin + temp[1] * angleCos; + outv->normal[2] = temp[2]; + } + + // find the next surface + surf = (md3Surface_t *)( (byte *)surf + surf->ofsEnd ); + } + +} + +//============================================================================== + + +/* +============ +InsertASEModel + +Convert a model entity to raw geometry surfaces and insert it in the tree +============ +*/ +void InsertASEModel( const char *modelName, vec3_t origin, float angle, tree_t *tree ) { + int i, j; + drawVert_t *outv; + float angleCos, angleSin; + mapDrawSurface_t *out; + int numSurfaces; + const char *name; + polyset_t *pset; + int numFrames; + char filename[1024]; + + sprintf( filename, "%s%s", gamedir, modelName ); + + angle = angle / 180 * Q_PI; + angleCos = cos( angle ); + angleSin = sin( angle ); + + // load the model + ASE_Load( filename, qfalse, qfalse ); + + // each ase surface will become a new bsp surface + numSurfaces = ASE_GetNumSurfaces(); + + c_triangleModels++; + c_triangleSurfaces += numSurfaces; + + // expand, translate, and rotate the vertexes + // swap all the surfaces + for ( i = 0 ; i < numSurfaces ; i++) { + name = ASE_GetSurfaceName( i ); + + pset = ASE_GetSurfaceAnimation( i, &numFrames, -1, -1, -1 ); + if ( !name || !pset ) { + continue; + } + + // allocate a surface + out = AllocDrawSurf(); + out->miscModel = qtrue; + + out->shaderInfo = ShaderInfoForShader( pset->materialname ); + + out->numVerts = 3 * pset->numtriangles; + out->verts = malloc( out->numVerts * sizeof( out->verts[0] ) ); + + out->numIndexes = 3 * pset->numtriangles; + out->indexes = malloc( out->numIndexes * sizeof( out->indexes[0] ) ); + + out->lightmapNum = -1; + out->fogNum = -1; + + // emit the indexes + c_triangleIndexes += out->numIndexes; + for ( j = 0 ; j < out->numIndexes ; j++ ) { + out->indexes[j] = j; + } + + // emit the vertexes + c_triangleVertexes += out->numVerts; + for ( j = 0 ; j < out->numVerts ; j++ ) { + int index; + triangle_t *tri; + + index = j % 3; + tri = &pset->triangles[ j / 3 ]; + + outv = &out->verts[ j ]; + + outv->st[0] = tri->texcoords[index][0]; + outv->st[1] = tri->texcoords[index][1]; + + outv->lightmap[0] = 0; + outv->lightmap[1] = 0; + + // the colors will be set by the lighting pass + outv->color[0] = 255; + outv->color[1] = 255; + outv->color[2] = 255; + outv->color[3] = 255; + + outv->xyz[0] = origin[0] + tri->verts[index][0]; + outv->xyz[1] = origin[1] + tri->verts[index][1]; + outv->xyz[2] = origin[2] + tri->verts[index][2]; + + // rotate the normal + outv->normal[0] = tri->normals[index][0]; + outv->normal[1] = tri->normals[index][1]; + outv->normal[2] = tri->normals[index][2]; + } + } + +} + + +//============================================================================== + + + +/* +===================== +AddTriangleModels +===================== +*/ +void AddTriangleModels( tree_t *tree ) { + int entity_num; + entity_t *entity; + + qprintf("----- AddTriangleModels -----\n"); + + for ( entity_num=1 ; entity_num< num_entities ; entity_num++ ) { + entity = &entities[entity_num]; + + // convert misc_models into raw geometry + if ( !Q_stricmp( "misc_model", ValueForKey( entity, "classname" ) ) ) { + const char *model; + vec3_t origin; + float angle; + + // get the angle for rotation FIXME: support full matrix positioning + angle = FloatForKey( entity, "angle" ); + + GetVectorForKey( entity, "origin", origin ); + + model = ValueForKey( entity, "model" ); + if ( !model[0] ) { + _printf("WARNING: misc_model at %i %i %i without a model key\n", (int)origin[0], + (int)origin[1], (int)origin[2] ); + continue; + } + if ( strstr( model, ".md3" ) || strstr( model, ".MD3" ) ) { + InsertMD3Model( model, origin, angle, tree ); + continue; + } + if ( strstr( model, ".ase" ) || strstr( model, ".ASE" ) ) { + InsertASEModel( model, origin, angle, tree ); + continue; + } + _printf( "Unknown misc_model type: %s\n", model ); + continue; + } + } + + qprintf( "%5i triangle models\n", c_triangleModels ); + qprintf( "%5i triangle surfaces\n", c_triangleSurfaces ); + qprintf( "%5i triangle vertexes\n", c_triangleVertexes ); + qprintf( "%5i triangle indexes\n", c_triangleIndexes ); +} + |