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-rwxr-xr-xq3map/misc_model.c472
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diff --git a/q3map/misc_model.c b/q3map/misc_model.c
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+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code 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 General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+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 );
+}
+