#include "image.h"
#include "r_shadow.h"
+cvar_t r_skeletal_debugbone = {0, "r_skeletal_debugbone", "-1"};
+cvar_t r_skeletal_debugbonecomponent = {0, "r_skeletal_debugbonecomponent", "3"};
+cvar_t r_skeletal_debugbonevalue = {0, "r_skeletal_debugbonevalue", "100"};
+cvar_t r_skeletal_debugtranslatex = {0, "r_skeletal_debugtranslatex", "1"};
+cvar_t r_skeletal_debugtranslatey = {0, "r_skeletal_debugtranslatey", "1"};
+cvar_t r_skeletal_debugtranslatez = {0, "r_skeletal_debugtranslatez", "1"};
+
void Mod_AliasInit (void)
{
+ Cvar_RegisterVariable(&r_skeletal_debugbone);
+ Cvar_RegisterVariable(&r_skeletal_debugbonecomponent);
+ Cvar_RegisterVariable(&r_skeletal_debugbonevalue);
+ Cvar_RegisterVariable(&r_skeletal_debugtranslatex);
+ Cvar_RegisterVariable(&r_skeletal_debugtranslatey);
+ Cvar_RegisterVariable(&r_skeletal_debugtranslatez);
}
void Mod_Alias_GetMesh_Vertex3f(const model_t *model, const frameblend_t *frameblend, const surfmesh_t *mesh, float *out3f)
for (k = 0;k < 12;k++)
m[k] += matrix[k] * frameblend[blends].lerp;
}
+ if (i == r_skeletal_debugbone.integer)
+ m[r_skeletal_debugbonecomponent.integer % 12] += r_skeletal_debugbonevalue.value;
+ m[3] *= r_skeletal_debugtranslatex.value;
+ m[7] *= r_skeletal_debugtranslatey.value;
+ m[11] *= r_skeletal_debugtranslatez.value;
if (model->data_bones[i].parent >= 0)
R_ConcatTransforms(bonepose[model->data_bones[i].parent], m, bonepose[i]);
else
float lerp1, lerp2, lerp3, lerp4;
const float *vertsbase, *verts1, *verts2, *verts3, *verts4;
// vertex morph
+ if (!mesh->data_morphvertex3f)
+ Host_Error("model %s has no skeletal or vertex morph animation data\n", model->name);
vertsbase = mesh->data_morphvertex3f;
vertcount = mesh->num_vertices;
verts1 = vertsbase + frameblend[0].frame * vertcount * 3;
mesh->data_tvector3f = mesh->data_vertex3f + mesh->num_vertices * 6;
mesh->data_normal3f = mesh->data_vertex3f + mesh->num_vertices * 9;
Mod_Alias_GetMesh_Vertex3f(loadmodel, frameblend, mesh, mesh->data_vertex3f);
- Mod_BuildTextureVectorsAndNormals(0, mesh->num_vertices, mesh->num_triangles, mesh->data_vertex3f, mesh->data_texcoordtexture2f, mesh->data_element3i, mesh->data_svector3f, mesh->data_tvector3f, mesh->data_normal3f);
+ Mod_BuildTextureVectorsAndNormals(0, mesh->num_vertices, mesh->num_triangles, mesh->data_vertex3f, mesh->data_texcoordtexture2f, mesh->data_element3i, mesh->data_svector3f, mesh->data_tvector3f, mesh->data_normal3f, true);
}
static void Mod_MDLMD2MD3_TraceBox(model_t *model, int frame, trace_t *trace, const vec3_t boxstartmins, const vec3_t boxstartmaxs, const vec3_t boxendmins, const vec3_t boxendmaxs, int hitsupercontentsmask)
{
- int i, framenum, linetrace;
- float *vertex3f;
+ int i, linetrace;
float segmentmins[3], segmentmaxs[3];
+ frameblend_t frameblend[4];
msurface_t *surface;
surfmesh_t *mesh;
colbrushf_t *thisbrush_start = NULL, *thisbrush_end = NULL;
thisbrush_start = Collision_BrushForBox(&startmatrix, boxstartmins, boxstartmaxs);
thisbrush_end = Collision_BrushForBox(&endmatrix, boxendmins, boxendmaxs);
}
+ memset(frameblend, 0, sizeof(frameblend));
+ frameblend[0].frame = frame;
+ frameblend[0].lerp = 1;
for (i = 0, surface = model->data_surfaces;i < model->num_surfaces;i++, surface++)
{
mesh = surface->groupmesh;
- framenum = frame;
- if (framenum < 0 || framenum > mesh->num_morphframes)
- framenum = 0;
- if (mesh->data_morphvertex3f)
- vertex3f = mesh->data_morphvertex3f + framenum * mesh->num_vertices * 3;
- else
- {
- vertex3f = varray_vertex3f;
- continue; // FIXME!!! this needs to handle skeletal!
- }
+ Mod_Alias_GetMesh_Vertex3f(model, frameblend, mesh, varray_vertex3f);
if (linetrace)
- Collision_TraceLineTriangleMeshFloat(trace, boxstartmins, boxendmins, mesh->num_triangles, mesh->data_element3i, vertex3f, SUPERCONTENTS_SOLID, segmentmins, segmentmaxs);
+ Collision_TraceLineTriangleMeshFloat(trace, boxstartmins, boxendmins, mesh->num_triangles, mesh->data_element3i, varray_vertex3f, SUPERCONTENTS_SOLID, segmentmins, segmentmaxs);
else
- Collision_TraceBrushTriangleMeshFloat(trace, thisbrush_start, thisbrush_end, mesh->num_triangles, mesh->data_element3i, vertex3f, SUPERCONTENTS_SOLID, segmentmins, segmentmaxs);
+ Collision_TraceBrushTriangleMeshFloat(trace, thisbrush_start, thisbrush_end, mesh->num_triangles, mesh->data_element3i, varray_vertex3f, SUPERCONTENTS_SOLID, segmentmins, segmentmaxs);
}
}
skinframe_t tempskinframe;
if (skinfile)
{
- for (i = 0;skinfile;skinfile = skinfile->next, i++, skin++)
+ // the skin += loadmodel->num_surfaces part of this is because data_textures on alias models is arranged as [numskins][numsurfaces]
+ for (i = 0;skinfile;skinfile = skinfile->next, i++, skin += loadmodel->num_surfaces)
{
memset(skin, 0, sizeof(*skin));
for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = skinfileitem->next)
if (!strcmp(skinfileitem->name, meshname) && strcmp(skinfileitem->replacement, "common/nodraw") && strcmp(skinfileitem->replacement, "textures/common/nodraw"))
{
memset(&tempskinframe, 0, sizeof(tempskinframe));
- if (Mod_LoadSkinFrame(&tempskinframe, skinfileitem->replacement, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_CLAMP | TEXF_PRECACHE | TEXF_PICMIP, true, false, true))
+ if (Mod_LoadSkinFrame(&tempskinframe, skinfileitem->replacement, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true, true))
Mod_BuildAliasSkinFromSkinFrame(skin, &tempskinframe);
else
{
if (cls.state != ca_dedicated)
Con_Printf("mesh \"%s\": failed to load skin #%i \"%s\", falling back to mesh's internal shader name \"%s\"\n", meshname, i, skinfileitem->replacement, shadername);
- if (Mod_LoadSkinFrame(&tempskinframe, shadername, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_CLAMP | TEXF_PRECACHE | TEXF_PICMIP, true, false, true))
+ if (Mod_LoadSkinFrame(&tempskinframe, shadername, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true, true))
Mod_BuildAliasSkinFromSkinFrame(skin, &tempskinframe);
else
{
else
{
memset(&tempskinframe, 0, sizeof(tempskinframe));
- if (Mod_LoadSkinFrame(&tempskinframe, shadername, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_CLAMP | TEXF_PRECACHE | TEXF_PICMIP, true, false, true))
+ if (Mod_LoadSkinFrame(&tempskinframe, shadername, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true, true))
Mod_BuildAliasSkinFromSkinFrame(skin, &tempskinframe);
else
{
if (cls.state != ca_dedicated)
- Con_Printf("failed to load mesh \"%s\" shader \"%s\"\n", meshname, shadername);
+ Con_Printf("Can't find texture \"%s\" for mesh \"%s\", using grey checkerboard\n", shadername, meshname);
Mod_BuildAliasSkinFromSkinFrame(skin, NULL);
}
}
#define BOUNDI(VALUE,MIN,MAX) if (VALUE < MIN || VALUE >= MAX) Host_Error("model %s has an invalid ##VALUE (%d exceeds %d - %d)\n", loadmodel->name, VALUE, MIN, MAX);
#define BOUNDF(VALUE,MIN,MAX) if (VALUE < MIN || VALUE >= MAX) Host_Error("model %s has an invalid ##VALUE (%f exceeds %f - %f)\n", loadmodel->name, VALUE, MIN, MAX);
-extern void R_Q1BSP_Draw(entity_render_t *ent);
-extern void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs);
-extern void R_Q1BSP_DrawLight(entity_render_t *ent, float *lightcolor, int numsurfaces, const int *surfacelist);
-void Mod_IDP0_Load(model_t *mod, void *buffer)
+void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend)
{
int i, j, version, totalskins, skinwidth, skinheight, groupframes, groupskins, numverts;
float scales, scalet, scale[3], translate[3], interval;
loadmodel->type = mod_alias;
loadmodel->DrawSky = NULL;
loadmodel->Draw = R_Q1BSP_Draw;
+ loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
loadmodel->DrawLight = R_Q1BSP_DrawLight;
loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
// load the skins
skinfiles = Mod_LoadSkinFiles();
- totalskins = loadmodel->numskins;
loadmodel->skinscenes = Mem_Alloc(loadmodel->mempool, loadmodel->numskins * sizeof(animscene_t));
loadmodel->num_textures = loadmodel->num_surfaces;
- loadmodel->data_textures = Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t));
+ loadmodel->data_textures = Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * totalskins * sizeof(texture_t));
if (skinfiles)
{
Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures, skinfiles, "default", "");
sprintf (name, "%s_%i_%i", loadmodel->name, i, j);
else
sprintf (name, "%s_%i", loadmodel->name, i);
- if (!Mod_LoadSkinFrame(&tempskinframe, name, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_CLAMP | TEXF_ALPHA | TEXF_PICMIP, true, false, true))
- Mod_LoadSkinFrame_Internal(&tempskinframe, name, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_CLAMP | TEXF_ALPHA | TEXF_PICMIP, true, false, r_fullbrights.integer, (qbyte *)datapointer, skinwidth, skinheight);
+ if (!Mod_LoadSkinFrame(&tempskinframe, name, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP, true, true))
+ Mod_LoadSkinFrame_Internal(&tempskinframe, name, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP, true, r_fullbrights.integer, (qbyte *)datapointer, skinwidth, skinheight);
Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + totalskins * loadmodel->num_surfaces, &tempskinframe);
datapointer += skinwidth * skinheight;
totalskins++;
}
// check for skins that don't exist in the model, but do exist as external images
// (this was added because yummyluv kept pestering me about support for it)
- while (Mod_LoadSkinFrame(&tempskinframe, va("%s_%i", loadmodel->name, loadmodel->numskins), (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_CLAMP | TEXF_ALPHA | TEXF_PICMIP, true, false, true))
+ while (Mod_LoadSkinFrame(&tempskinframe, va("%s_%i", loadmodel->name, loadmodel->numskins), (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP, true, true))
{
// expand the arrays to make room
tempskinscenes = loadmodel->skinscenes;
}
}
-void Mod_IDP2_Load(model_t *mod, void *buffer)
+void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend)
{
int i, j, k, hashindex, num, numxyz, numst, xyz, st, skinwidth, skinheight, *vertremap, version, end, numverts;
float *stverts, s, t, scale[3], translate[3];
loadmodel->type = mod_alias;
loadmodel->DrawSky = NULL;
loadmodel->Draw = R_Q1BSP_Draw;
+ loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
loadmodel->DrawLight = R_Q1BSP_DrawLight;
loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
loadmodel->data_textures = Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t));
for (i = 0;i < loadmodel->numskins;i++, inskin += MD2_SKINNAME)
{
- if (Mod_LoadSkinFrame(&tempskinframe, inskin, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_CLAMP | TEXF_PRECACHE | TEXF_PICMIP, true, false, true))
+ if (Mod_LoadSkinFrame(&tempskinframe, inskin, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true, true))
Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + i * loadmodel->num_surfaces, &tempskinframe);
else
{
surface->num_vertices = surface->groupmesh->num_vertices;
}
-void Mod_IDP3_Load(model_t *mod, void *buffer)
+void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend)
{
int i, j, k, version;
qbyte *data;
loadmodel->type = mod_alias;
loadmodel->DrawSky = NULL;
loadmodel->Draw = R_Q1BSP_Draw;
+ loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
loadmodel->DrawLight = R_Q1BSP_DrawLight;
loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
Mod_FreeSkinFiles(skinfiles);
}
-void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer)
+void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend)
{
zymtype1header_t *pinmodel, *pheader;
qbyte *pbase;
loadmodel->type = mod_alias;
loadmodel->DrawSky = NULL;
loadmodel->Draw = R_Q1BSP_Draw;
+ loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
loadmodel->DrawLight = R_Q1BSP_DrawLight;
- //loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox; // FIXME: implement collisions
+ loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
loadmodel->flags = 0; // there are no flags on zym models
loadmodel->synctype = ST_RAND;
|| (unsigned int)outelements[1] >= (unsigned int)pheader->numverts
|| (unsigned int)outelements[2] >= (unsigned int)pheader->numverts)
Host_Error("%s corrupt renderlist (out of bounds index)\n", loadmodel->name);
+ if (vertbonecounts[outelements[0]] == 0 || vertbonecounts[outelements[1]] == 0 || vertbonecounts[outelements[2]] == 0)
+ Host_Error("%s corrupt renderlist (references vertex with no bone weights\n", loadmodel->name);
renderlist += 3;
outelements += 3;
}
mesh->num_vertices = Mod_BuildVertexRemapTableFromElements(mesh->num_triangles * 3, mesh->data_element3i, pheader->numverts, remapvertices);
for (j = 0;j < mesh->num_triangles * 3;j++)
mesh->data_element3i[j] = remapvertices[mesh->data_element3i[j]];
- Mod_BuildTriangleNeighbors(mesh->data_neighbor3i, mesh->data_element3i, mesh->num_triangles);
mesh->data_texcoordtexture2f = Mem_Alloc(loadmodel->mempool, mesh->num_vertices * sizeof(float[2]));
for (j = 0;j < pheader->numverts;j++)
{
}
}
mesh->num_vertexboneweights = 0;
- for (j = 0;j < mesh->num_vertices;j++)
+ for (j = 0;j < pheader->numverts;j++)
if (remapvertices[j] >= 0)
mesh->num_vertexboneweights += vertbonecounts[remapvertices[j]];
mesh->data_vertexboneweights = Mem_Alloc(loadmodel->mempool, mesh->num_vertexboneweights * sizeof(surfmeshvertexboneweight_t));
mesh->num_vertexboneweights = 0;
// note this vertexboneweight ordering requires that the remapvertices array is sequential numbers (separated by -1 values for omitted vertices)
l = 0;
- for (j = 0;j < mesh->num_vertices;j++)
+ for (j = 0;j < pheader->numverts;j++)
{
if (remapvertices[j] < 0)
{
l++;
}
}
-
- Mod_ValidateElements(mesh->data_element3i, mesh->num_triangles, mesh->num_vertices, __FILE__, __LINE__);
- Mod_BuildTriangleNeighbors(mesh->data_neighbor3i, mesh->data_element3i, mesh->num_triangles);
- Mod_Alias_Mesh_CompileFrameZero(mesh);
-
+ shadername = (char *) (pheader->lump_shaders.start + pbase) + i * 32;
// since zym models do not have named sections, reuse their shader
// name as the section name
- shadername = (char *) (pheader->lump_shaders.start + pbase) + i * 32;
if (shadername[0])
Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + i, skinfiles, shadername, shadername);
else
for (j = 0;j < loadmodel->numskins;j++)
Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + i + j * loadmodel->num_surfaces, NULL);
+ Mod_ValidateElements(mesh->data_element3i, mesh->num_triangles, mesh->num_vertices, __FILE__, __LINE__);
+ Mod_BuildTriangleNeighbors(mesh->data_neighbor3i, mesh->data_element3i, mesh->num_triangles);
+ Mod_Alias_Mesh_CompileFrameZero(mesh);
+
surface = loadmodel->data_surfaces + i;
surface->groupmesh = mesh;
surface->texture = loadmodel->data_textures + i;
Mem_Free(outtexcoord2f);
}
+void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend)
+{
+ dpmheader_t *pheader;
+ dpmframe_t *frame;
+ dpmbone_t *bone;
+ dpmmesh_t *dpmmesh;
+ qbyte *pbase;
+ int i, j, k;
+ skinfile_t *skinfiles;
+ qbyte *data;
+
+ pheader = (void *)buffer;
+ pbase = buffer;
+ if (memcmp(pheader->id, "DARKPLACESMODEL\0", 16))
+ Host_Error ("Mod_DARKPLACESMODEL_Load: %s is not a darkplaces model\n");
+ if (BigLong(pheader->type) != 2)
+ Host_Error ("Mod_DARKPLACESMODEL_Load: only type 2 (hierarchical skeletal pose) models are currently supported (name = %s)\n", loadmodel->name);
+
+ loadmodel->type = mod_alias;
+ loadmodel->DrawSky = NULL;
+ loadmodel->Draw = R_Q1BSP_Draw;
+ loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
+ loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
+ loadmodel->DrawLight = R_Q1BSP_DrawLight;
+ loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
+ loadmodel->flags = 0; // there are no flags on zym models
+ loadmodel->synctype = ST_RAND;
+
+ // byteswap header
+ pheader->type = BigLong(pheader->type);
+ pheader->filesize = BigLong(pheader->filesize);
+ pheader->mins[0] = BigFloat(pheader->mins[0]);
+ pheader->mins[1] = BigFloat(pheader->mins[1]);
+ pheader->mins[2] = BigFloat(pheader->mins[2]);
+ pheader->maxs[0] = BigFloat(pheader->maxs[0]);
+ pheader->maxs[1] = BigFloat(pheader->maxs[1]);
+ pheader->maxs[2] = BigFloat(pheader->maxs[2]);
+ pheader->yawradius = BigFloat(pheader->yawradius);
+ pheader->allradius = BigFloat(pheader->allradius);
+ pheader->num_bones = BigLong(pheader->num_bones);
+ pheader->num_meshs = BigLong(pheader->num_meshs);
+ pheader->num_frames = BigLong(pheader->num_frames);
+ pheader->ofs_bones = BigLong(pheader->ofs_bones);
+ pheader->ofs_meshs = BigLong(pheader->ofs_meshs);
+ pheader->ofs_frames = BigLong(pheader->ofs_frames);
+
+ // model bbox
+ for (i = 0;i < 3;i++)
+ {
+ loadmodel->normalmins[i] = pheader->mins[i];
+ loadmodel->normalmaxs[i] = pheader->maxs[i];
+ loadmodel->yawmins[i] = i != 2 ? -pheader->yawradius : pheader->mins[i];
+ loadmodel->yawmaxs[i] = i != 2 ? pheader->yawradius : pheader->maxs[i];
+ loadmodel->rotatedmins[i] = -pheader->allradius;
+ loadmodel->rotatedmaxs[i] = pheader->allradius;
+ }
+ loadmodel->radius = pheader->allradius;
+ loadmodel->radius2 = pheader->allradius * pheader->allradius;
+
+ // load external .skin files if present
+ skinfiles = Mod_LoadSkinFiles();
+ if (loadmodel->numskins < 1)
+ loadmodel->numskins = 1;
+
+ loadmodel->numframes = pheader->num_frames;
+ loadmodel->num_bones = pheader->num_bones;
+ loadmodel->num_poses = loadmodel->num_bones * loadmodel->numframes;
+ loadmodel->num_textures = loadmodel->nummeshes = loadmodel->nummodelsurfaces = loadmodel->num_surfaces = pheader->num_meshs;
+
+ // do most allocations as one merged chunk
+ data = Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->nummeshes * sizeof(surfmesh_t *) + loadmodel->nummeshes * sizeof(surfmesh_t) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->num_poses * sizeof(float[12]) + loadmodel->numframes * sizeof(animscene_t));
+ loadmodel->data_surfaces = (void *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
+ loadmodel->surfacelist = (void *)data;data += loadmodel->num_surfaces * sizeof(int);
+ loadmodel->meshlist = (void *)data;data += loadmodel->num_surfaces * sizeof(surfmesh_t *);
+ loadmodel->data_textures = (void *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t);
+ loadmodel->skinscenes = (void *)data;data += loadmodel->numskins * sizeof(animscene_t);
+ loadmodel->data_bones = (void *)data;data += loadmodel->num_bones * sizeof(aliasbone_t);
+ loadmodel->data_poses = (void *)data;data += loadmodel->num_poses * sizeof(float[12]);
+ loadmodel->animscenes = (void *)data;data += loadmodel->numframes * sizeof(animscene_t);
+ for (i = 0;i < loadmodel->numskins;i++)
+ {
+ loadmodel->skinscenes[i].firstframe = i;
+ loadmodel->skinscenes[i].framecount = 1;
+ loadmodel->skinscenes[i].loop = true;
+ loadmodel->skinscenes[i].framerate = 10;
+ }
+ for (i = 0;i < loadmodel->num_surfaces;i++)
+ {
+ loadmodel->surfacelist[i] = i;
+ loadmodel->meshlist[i] = (void *)data;data += sizeof(surfmesh_t);
+ }
+
+ // load the bone info
+ bone = (void *) (pbase + pheader->ofs_bones);
+ for (i = 0;i < loadmodel->num_bones;i++)
+ {
+ memcpy(loadmodel->data_bones[i].name, bone[i].name, sizeof(bone[i].name));
+ loadmodel->data_bones[i].flags = BigLong(bone[i].flags);
+ loadmodel->data_bones[i].parent = BigLong(bone[i].parent);
+ if (loadmodel->data_bones[i].parent >= i)
+ Host_Error("%s bone[%i].parent >= %i\n", loadmodel->name, i, i);
+ }
+
+ // load the frames
+ frame = (void *) (pbase + pheader->ofs_frames);
+ for (i = 0;i < loadmodel->numframes;i++)
+ {
+ const float *poses;
+ memcpy(loadmodel->animscenes[i].name, frame->name, sizeof(frame->name));
+ loadmodel->animscenes[i].firstframe = i;
+ loadmodel->animscenes[i].framecount = 1;
+ loadmodel->animscenes[i].loop = true;
+ loadmodel->animscenes[i].framerate = 10;
+ // load the bone poses for this frame
+ poses = (void *) (pbase + BigLong(frame->ofs_bonepositions));
+ for (j = 0;j < loadmodel->num_bones*12;j++)
+ loadmodel->data_poses[i * loadmodel->num_bones*12 + j] = BigFloat(poses[j]);
+ // stuff not processed here: mins, maxs, yawradius, allradius
+ frame++;
+ }
+
+ // load the meshes now
+ dpmmesh = (void *) (pbase + pheader->ofs_meshs);
+ for (i = 0;i < loadmodel->num_surfaces;i++)
+ {
+ const int *inelements;
+ int *outelements;
+ const float *intexcoord;
+ surfmesh_t *mesh;
+ msurface_t *surface;
+
+ mesh = loadmodel->meshlist[i];
+ mesh->num_triangles = BigLong(dpmmesh->num_tris);
+ mesh->num_vertices = BigLong(dpmmesh->num_verts);
+
+ // to find out how many weights exist we two a two-stage load...
+ mesh->num_vertexboneweights = 0;
+ data = (void *) (pbase + BigLong(dpmmesh->ofs_verts));
+ for (j = 0;j < mesh->num_vertices;j++)
+ {
+ int numweights = BigLong(((dpmvertex_t *)data)->numbones);
+ mesh->num_vertexboneweights += numweights;
+ data += sizeof(dpmvertex_t);
+ data += numweights * sizeof(dpmbonevert_t);
+ }
+
+ // allocate things now that we know how many
+ mesh->data_vertexboneweights = Mem_Alloc(loadmodel->mempool, mesh->num_vertexboneweights * sizeof(surfmeshvertexboneweight_t));
+ mesh->data_element3i = Mem_Alloc(loadmodel->mempool, mesh->num_triangles * sizeof(int[3]));
+ mesh->data_neighbor3i = Mem_Alloc(loadmodel->mempool, mesh->num_triangles * sizeof(int[3]));
+ mesh->data_texcoordtexture2f = Mem_Alloc(loadmodel->mempool, mesh->num_vertices * sizeof(float[2]));
+
+ inelements = (void *) (pbase + BigLong(dpmmesh->ofs_indices));
+ outelements = mesh->data_element3i;
+ for (j = 0;j < mesh->num_triangles;j++)
+ {
+ // swap element order to flip triangles, because Quake uses clockwise (rare) and dpm uses counterclockwise (standard)
+ outelements[0] = BigLong(inelements[2]);
+ outelements[1] = BigLong(inelements[1]);
+ outelements[2] = BigLong(inelements[0]);
+ inelements += 3;
+ outelements += 3;
+ }
+
+ intexcoord = (void *) (pbase + BigLong(dpmmesh->ofs_texcoords));
+ for (j = 0;j < mesh->num_vertices*2;j++)
+ mesh->data_texcoordtexture2f[j] = BigFloat(intexcoord[j]);
+
+ // now load them for real
+ mesh->num_vertexboneweights = 0;
+ data = (void *) (pbase + BigLong(dpmmesh->ofs_verts));
+ for (j = 0;j < mesh->num_vertices;j++)
+ {
+ int numweights = BigLong(((dpmvertex_t *)data)->numbones);
+ data += sizeof(dpmvertex_t);
+ for (k = 0;k < numweights;k++)
+ {
+ const dpmbonevert_t *vert = (void *) data;
+ // stuff not processed here: normal
+ mesh->data_vertexboneweights[mesh->num_vertexboneweights].vertexindex = j;
+ mesh->data_vertexboneweights[mesh->num_vertexboneweights].boneindex = BigLong(vert->bonenum);
+ mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin[0] = BigFloat(vert->origin[0]);
+ mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin[1] = BigFloat(vert->origin[1]);
+ mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin[2] = BigFloat(vert->origin[2]);
+ mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin[3] = BigFloat(vert->influence);
+ mesh->num_vertexboneweights++;
+ data += sizeof(dpmbonevert_t);
+ }
+ }
+
+ // since dpm models do not have named sections, reuse their shader name as the section name
+ if (dpmmesh->shadername[0])
+ Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + i, skinfiles, dpmmesh->shadername, dpmmesh->shadername);
+ else
+ for (j = 0;j < loadmodel->numskins;j++)
+ Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + i + j * loadmodel->num_surfaces, NULL);
+
+ Mod_ValidateElements(mesh->data_element3i, mesh->num_triangles, mesh->num_vertices, __FILE__, __LINE__);
+ Mod_BuildTriangleNeighbors(mesh->data_neighbor3i, mesh->data_element3i, mesh->num_triangles);
+ Mod_Alias_Mesh_CompileFrameZero(mesh);
+
+ surface = loadmodel->data_surfaces + i;
+ surface->groupmesh = mesh;
+ surface->texture = loadmodel->data_textures + i;
+ surface->num_firsttriangle = 0;
+ surface->num_triangles = mesh->num_triangles;
+ surface->num_firstvertex = 0;
+ surface->num_vertices = mesh->num_vertices;
+
+ dpmmesh++;
+ }
+}
+
+static void Mod_PSKMODEL_AnimKeyToMatrix(float *origin, float *quat, matrix4x4_t *m)
+{
+ float x = quat[0], y = quat[1], z = quat[2], w = quat[3];
+ m->m[0][0]=1-2*(y*y+z*z);m->m[0][1]= 2*(x*y-z*w);m->m[0][2]= 2*(x*z+y*w);m->m[0][3]=origin[0];
+ m->m[1][0]= 2*(x*y+z*w);m->m[1][1]=1-2*(x*x+z*z);m->m[1][2]= 2*(y*z-x*w);m->m[1][3]=origin[1];
+ m->m[2][0]= 2*(x*z-y*w);m->m[2][1]= 2*(y*z+x*w);m->m[2][2]=1-2*(x*x+y*y);m->m[2][3]=origin[2];
+ m->m[3][0]= 0 ;m->m[3][1]= 0 ;m->m[3][2]= 0 ;m->m[3][3]=1;
+}
+
+// no idea why PSK/PSA files contain weird quaternions but they do...
+#define PSKQUATNEGATIONS
+void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend)
+{
+ int i, j, index, version, recordsize, numrecords;
+ int numpnts, numvtxw, numfaces, nummatts, numbones, numrawweights, numanimbones, numanims, numanimkeys;
+ pskpnts_t *pnts;
+ pskvtxw_t *vtxw;
+ pskface_t *faces;
+ pskmatt_t *matts;
+ pskboneinfo_t *bones;
+ pskrawweights_t *rawweights;
+ pskboneinfo_t *animbones;
+ pskaniminfo_t *anims;
+ pskanimkeys_t *animkeys;
+ void *animfilebuffer, *animbuffer, *animbufferend;
+ pskchunk_t *pchunk;
+ surfmesh_t *mesh;
+ skinfile_t *skinfiles;
+ char animname[MAX_QPATH];
+
+ pchunk = (void *)buffer;
+ if (strcmp(pchunk->id, "ACTRHEAD"))
+ Host_Error ("Mod_PSKMODEL_Load: %s is not a ActorX model\n");
+
+ loadmodel->type = mod_alias;
+ loadmodel->DrawSky = NULL;
+ loadmodel->Draw = R_Q1BSP_Draw;
+ loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
+ loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
+ loadmodel->DrawLight = R_Q1BSP_DrawLight;
+ loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
+ loadmodel->flags = 0; // there are no flags on zym models
+ loadmodel->synctype = ST_RAND;
+
+ // load external .skin files if present
+ skinfiles = Mod_LoadSkinFiles();
+ if (loadmodel->numskins < 1)
+ loadmodel->numskins = 1;
+ loadmodel->skinscenes = Mem_Alloc(loadmodel->mempool, loadmodel->numskins * sizeof(animscene_t));
+ for (i = 0;i < loadmodel->numskins;i++)
+ {
+ loadmodel->skinscenes[i].firstframe = i;
+ loadmodel->skinscenes[i].framecount = 1;
+ loadmodel->skinscenes[i].loop = true;
+ loadmodel->skinscenes[i].framerate = 10;
+ }
+
+ FS_StripExtension(loadmodel->name, animname, sizeof(animname));
+ strlcat(animname, ".psa", sizeof(animname));
+ animbuffer = animfilebuffer = FS_LoadFile(animname, loadmodel->mempool, false);
+ animbufferend = (void *)((unsigned char*)animbuffer + fs_filesize);
+ if (animbuffer == NULL)
+ Host_Error("%s: can't find .psa file (%s)\n", loadmodel->name, animname);
+
+ numpnts = 0;
+ pnts = NULL;
+ numvtxw = 0;
+ vtxw = NULL;
+ numfaces = 0;
+ faces = NULL;
+ nummatts = 0;
+ matts = NULL;
+ numbones = 0;
+ bones = NULL;
+ numrawweights = 0;
+ rawweights = NULL;
+ numanims = 0;
+ anims = NULL;
+ numanimkeys = 0;
+ animkeys = NULL;
+
+ while (buffer < bufferend)
+ {
+ pchunk = buffer;
+ buffer = (void *)((unsigned char *)buffer + sizeof(pskchunk_t));
+ version = LittleLong(pchunk->version);
+ recordsize = LittleLong(pchunk->recordsize);
+ numrecords = LittleLong(pchunk->numrecords);
+ if (developer.integer)
+ Con_Printf("%s: %s %x: %i * %i = %i\n", loadmodel->name, pchunk->id, version, recordsize, numrecords, recordsize * numrecords);
+ if (version != 0x1e83b9 && version != 0x1e9179 && version != 0x2e)
+ Con_Printf ("%s: chunk %s has unknown version %x (0x1e83b9, 0x1e9179 and 0x2e are currently supported), trying to load anyway!\n", loadmodel->name, pchunk->id, version);
+ if (!strcmp(pchunk->id, "ACTRHEAD"))
+ {
+ // nothing to do
+ }
+ else if (!strcmp(pchunk->id, "PNTS0000"))
+ {
+ pskpnts_t *p;
+ if (recordsize != sizeof(*p))
+ Host_Error("%s: %s has unsupported recordsize\n", loadmodel->name, pchunk->id);
+ // byteswap in place and keep the pointer
+ numpnts = numrecords;
+ pnts = buffer;
+ for (index = 0, p = buffer;index < numrecords;index++, p++)
+ {
+ p->origin[0] = LittleFloat(p->origin[0]);
+ p->origin[1] = LittleFloat(p->origin[1]);
+ p->origin[2] = LittleFloat(p->origin[2]);
+ }
+ buffer = p;
+ }
+ else if (!strcmp(pchunk->id, "VTXW0000"))
+ {
+ pskvtxw_t *p;
+ if (recordsize != sizeof(*p))
+ Host_Error("%s: %s has unsupported recordsize\n", loadmodel->name, pchunk->id);
+ // byteswap in place and keep the pointer
+ numvtxw = numrecords;
+ vtxw = buffer;
+ for (index = 0, p = buffer;index < numrecords;index++, p++)
+ {
+ p->pntsindex = LittleShort(p->pntsindex);
+ p->texcoord[0] = LittleFloat(p->texcoord[0]);
+ p->texcoord[1] = LittleFloat(p->texcoord[1]);
+ if (p->pntsindex >= numpnts)
+ {
+ Con_Printf("%s: vtxw->pntsindex %i >= numpnts %i\n", loadmodel->name, p->pntsindex, numpnts);
+ p->pntsindex = 0;
+ }
+ }
+ buffer = p;
+ }
+ else if (!strcmp(pchunk->id, "FACE0000"))
+ {
+ pskface_t *p;
+ if (recordsize != sizeof(*p))
+ Host_Error("%s: %s has unsupported recordsize\n", loadmodel->name, pchunk->id);
+ // byteswap in place and keep the pointer
+ numfaces = numrecords;
+ faces = buffer;
+ for (index = 0, p = buffer;index < numrecords;index++, p++)
+ {
+ p->vtxwindex[0] = LittleShort(p->vtxwindex[0]);
+ p->vtxwindex[1] = LittleShort(p->vtxwindex[1]);
+ p->vtxwindex[2] = LittleShort(p->vtxwindex[2]);
+ p->group = LittleLong(p->group);
+ if (p->vtxwindex[0] >= numvtxw)
+ {
+ Con_Printf("%s: face->vtxwindex[0] %i >= numvtxw %i\n", loadmodel->name, p->vtxwindex[0], numvtxw);
+ p->vtxwindex[0] = 0;
+ }
+ if (p->vtxwindex[1] >= numvtxw)
+ {
+ Con_Printf("%s: face->vtxwindex[1] %i >= numvtxw %i\n", loadmodel->name, p->vtxwindex[1], numvtxw);
+ p->vtxwindex[1] = 0;
+ }
+ if (p->vtxwindex[2] >= numvtxw)
+ {
+ Con_Printf("%s: face->vtxwindex[2] %i >= numvtxw %i\n", loadmodel->name, p->vtxwindex[2], numvtxw);
+ p->vtxwindex[2] = 0;
+ }
+ }
+ buffer = p;
+ }
+ else if (!strcmp(pchunk->id, "MATT0000"))
+ {
+ pskmatt_t *p;
+ if (recordsize != sizeof(*p))
+ Host_Error("%s: %s has unsupported recordsize\n", loadmodel->name, pchunk->id);
+ // byteswap in place and keep the pointer
+ nummatts = numrecords;
+ matts = buffer;
+ for (index = 0, p = buffer;index < numrecords;index++, p++)
+ {
+ }
+ buffer = p;
+ }
+ else if (!strcmp(pchunk->id, "REFSKELT"))
+ {
+ pskboneinfo_t *p;
+ if (recordsize != sizeof(*p))
+ Host_Error("%s: %s has unsupported recordsize\n", loadmodel->name, pchunk->id);
+ // byteswap in place and keep the pointer
+ numbones = numrecords;
+ bones = buffer;
+ for (index = 0, p = buffer;index < numrecords;index++, p++)
+ {
+ p->numchildren = LittleLong(p->numchildren);
+ p->parent = LittleLong(p->parent);
+ p->basepose.quat[0] = LittleFloat(p->basepose.quat[0]);
+ p->basepose.quat[1] = LittleFloat(p->basepose.quat[1]);
+ p->basepose.quat[2] = LittleFloat(p->basepose.quat[2]);
+ p->basepose.quat[3] = LittleFloat(p->basepose.quat[3]);
+ p->basepose.origin[0] = LittleFloat(p->basepose.origin[0]);
+ p->basepose.origin[1] = LittleFloat(p->basepose.origin[1]);
+ p->basepose.origin[2] = LittleFloat(p->basepose.origin[2]);
+ p->basepose.unknown = LittleFloat(p->basepose.unknown);
+ p->basepose.size[0] = LittleFloat(p->basepose.size[0]);
+ p->basepose.size[1] = LittleFloat(p->basepose.size[1]);
+ p->basepose.size[2] = LittleFloat(p->basepose.size[2]);
+#ifdef PSKQUATNEGATIONS
+ if (index)
+ {
+ p->basepose.quat[0] *= -1;
+ p->basepose.quat[1] *= -1;
+ p->basepose.quat[2] *= -1;
+ }
+ else
+ {
+ p->basepose.quat[0] *= 1;
+ p->basepose.quat[1] *= -1;
+ p->basepose.quat[2] *= 1;
+ }
+#endif
+ if (p->parent < 0 || p->parent >= numbones)
+ {
+ Con_Printf("%s: bone->parent %i >= numbones %i\n", loadmodel->name, p->parent, numbones);
+ p->parent = 0;
+ }
+ }
+ buffer = p;
+ }
+ else if (!strcmp(pchunk->id, "RAWWEIGHTS"))
+ {
+ pskrawweights_t *p;
+ if (recordsize != sizeof(*p))
+ Host_Error("%s: %s has unsupported recordsize\n", loadmodel->name, pchunk->id);
+ // byteswap in place and keep the pointer
+ numrawweights = numrecords;
+ rawweights = buffer;
+ for (index = 0, p = buffer;index < numrecords;index++, p++)
+ {
+ p->weight = LittleFloat(p->weight);
+ p->pntsindex = LittleLong(p->pntsindex);
+ p->boneindex = LittleLong(p->boneindex);
+ if (p->pntsindex < 0 || p->pntsindex >= numpnts)
+ {
+ Con_Printf("%s: weight->pntsindex %i >= numpnts %i\n", loadmodel->name, p->pntsindex, numpnts);
+ p->pntsindex = 0;
+ }
+ if (p->boneindex < 0 || p->boneindex >= numbones)
+ {
+ Con_Printf("%s: weight->boneindex %i >= numbones %i\n", loadmodel->name, p->boneindex, numbones);
+ p->boneindex = 0;
+ }
+ }
+ buffer = p;
+ }
+ }
+
+ while (animbuffer < animbufferend)
+ {
+ pchunk = animbuffer;
+ animbuffer = (void *)((unsigned char *)animbuffer + sizeof(pskchunk_t));
+ version = LittleLong(pchunk->version);
+ recordsize = LittleLong(pchunk->recordsize);
+ numrecords = LittleLong(pchunk->numrecords);
+ if (developer.integer)
+ Con_Printf("%s: %s %x: %i * %i = %i\n", animname, pchunk->id, version, recordsize, numrecords, recordsize * numrecords);
+ if (version != 0x1e83b9 && version != 0x1e9179 && version != 0x2e)
+ Con_Printf ("%s: chunk %s has unknown version %x (0x1e83b9, 0x1e9179 and 0x2e are currently supported), trying to load anyway!\n", animname, pchunk->id, version);
+ if (!strcmp(pchunk->id, "ANIMHEAD"))
+ {
+ // nothing to do
+ }
+ else if (!strcmp(pchunk->id, "BONENAMES"))
+ {
+ pskboneinfo_t *p;
+ if (recordsize != sizeof(*p))
+ Host_Error("%s: %s has unsupported recordsize\n", animname, pchunk->id);
+ // byteswap in place and keep the pointer
+ numanimbones = numrecords;
+ animbones = animbuffer;
+ // NOTE: supposedly psa does not need to match the psk model, the
+ // bones missing from the psa would simply use their base
+ // positions from the psk, but this is hard for me to implement
+ // and people can easily make animations that match.
+ if (numanimbones != numbones)
+ Host_Error("%s: this loader only supports animations with the same bones as the mesh\n");
+ for (index = 0, p = animbuffer;index < numrecords;index++, p++)
+ {
+ p->numchildren = LittleLong(p->numchildren);
+ p->parent = LittleLong(p->parent);
+ p->basepose.quat[0] = LittleFloat(p->basepose.quat[0]);
+ p->basepose.quat[1] = LittleFloat(p->basepose.quat[1]);
+ p->basepose.quat[2] = LittleFloat(p->basepose.quat[2]);
+ p->basepose.quat[3] = LittleFloat(p->basepose.quat[3]);
+ p->basepose.origin[0] = LittleFloat(p->basepose.origin[0]);
+ p->basepose.origin[1] = LittleFloat(p->basepose.origin[1]);
+ p->basepose.origin[2] = LittleFloat(p->basepose.origin[2]);
+ p->basepose.unknown = LittleFloat(p->basepose.unknown);
+ p->basepose.size[0] = LittleFloat(p->basepose.size[0]);
+ p->basepose.size[1] = LittleFloat(p->basepose.size[1]);
+ p->basepose.size[2] = LittleFloat(p->basepose.size[2]);
+#ifdef PSKQUATNEGATIONS
+ if (index)
+ {
+ p->basepose.quat[0] *= -1;
+ p->basepose.quat[1] *= -1;
+ p->basepose.quat[2] *= -1;
+ }
+ else
+ {
+ p->basepose.quat[0] *= 1;
+ p->basepose.quat[1] *= -1;
+ p->basepose.quat[2] *= 1;
+ }
+#endif
+ if (p->parent < 0 || p->parent >= numanimbones)
+ {
+ Con_Printf("%s: bone->parent %i >= numanimbones %i\n", animname, p->parent, numanimbones);
+ p->parent = 0;
+ }
+ // check that bones are the same as in the base
+ if (strcmp(p->name, bones[index].name) || p->parent != bones[index].parent)
+ Host_Error("%s: this loader only supports animations with the same bones as the mesh\n", animname);
+ }
+ animbuffer = p;
+ }
+ else if (!strcmp(pchunk->id, "ANIMINFO"))
+ {
+ pskaniminfo_t *p;
+ if (recordsize != sizeof(*p))
+ Host_Error("%s: %s has unsupported recordsize\n", animname, pchunk->id);
+ // byteswap in place and keep the pointer
+ numanims = numrecords;
+ anims = animbuffer;
+ for (index = 0, p = animbuffer;index < numrecords;index++, p++)
+ {
+ p->numbones = LittleLong(p->numbones);
+ p->playtime = LittleFloat(p->playtime);
+ p->fps = LittleFloat(p->fps);
+ p->firstframe = LittleLong(p->firstframe);
+ p->numframes = LittleLong(p->numframes);
+ if (p->numbones != numbones)
+ {
+ Con_Printf("%s: animinfo->numbones != numbones, trying to load anyway!\n", animname);
+ }
+ }
+ animbuffer = p;
+ }
+ else if (!strcmp(pchunk->id, "ANIMKEYS"))
+ {
+ pskanimkeys_t *p;
+ if (recordsize != sizeof(*p))
+ Host_Error("%s: %s has unsupported recordsize\n", animname, pchunk->id);
+ numanimkeys = numrecords;
+ animkeys = animbuffer;
+ for (index = 0, p = animbuffer;index < numrecords;index++, p++)
+ {
+ p->origin[0] = LittleFloat(p->origin[0]);
+ p->origin[1] = LittleFloat(p->origin[1]);
+ p->origin[2] = LittleFloat(p->origin[2]);
+ p->quat[0] = LittleFloat(p->quat[0]);
+ p->quat[1] = LittleFloat(p->quat[1]);
+ p->quat[2] = LittleFloat(p->quat[2]);
+ p->quat[3] = LittleFloat(p->quat[3]);
+ p->frametime = LittleFloat(p->frametime);
+#ifdef PSKQUATNEGATIONS
+ if (index % numbones)
+ {
+ p->quat[0] *= -1;
+ p->quat[1] *= -1;
+ p->quat[2] *= -1;
+ }
+ else
+ {
+ p->quat[0] *= 1;
+ p->quat[1] *= -1;
+ p->quat[2] *= 1;
+ }
+#endif
+ }
+ animbuffer = p;
+ // TODO: allocate bonepose stuff
+ }
+ else
+ Con_Printf("%s: unknown chunk ID \"%s\"\n", animname, pchunk->id);
+ }
+
+ if (!numpnts || !pnts || !numvtxw || !vtxw || !numfaces || !faces || !nummatts || !matts || !numbones || !bones || !numrawweights || !rawweights || !numanims || !anims || !numanimkeys || !animkeys)
+ Host_Error("%s: missing required chunks\n", loadmodel->name);
+
+ // FIXME: model bbox
+ // model bbox
+ for (i = 0;i < 3;i++)
+ {
+ loadmodel->normalmins[i] = -128;
+ loadmodel->normalmaxs[i] = 128;
+ loadmodel->yawmins[i] = -128;
+ loadmodel->yawmaxs[i] = 128;
+ loadmodel->rotatedmins[i] = -128;
+ loadmodel->rotatedmaxs[i] = 128;
+ }
+ loadmodel->radius = 128;
+ loadmodel->radius2 = loadmodel->radius * loadmodel->radius;
+
+ loadmodel->numframes = 0;
+ for (index = 0;index < numanims;index++)
+ loadmodel->numframes += anims[index].numframes;
+
+ loadmodel->num_bones = numbones;
+ loadmodel->num_poses = loadmodel->num_bones * loadmodel->numframes;
+ loadmodel->num_textures = loadmodel->nummeshes = loadmodel->nummodelsurfaces = loadmodel->num_surfaces = nummatts;
+
+ if (numanimkeys != loadmodel->num_bones * loadmodel->numframes)
+ Host_Error("%s: %s has incorrect number of animation keys\n", animname, pchunk->id);
+
+ loadmodel->data_poses = Mem_Alloc(loadmodel->mempool, loadmodel->num_poses * sizeof(float[12]));
+ loadmodel->animscenes = Mem_Alloc(loadmodel->mempool, loadmodel->numframes * sizeof(animscene_t));
+ loadmodel->data_textures = Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t));
+ loadmodel->data_surfaces = Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t));
+ loadmodel->surfacelist = Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(int));
+ loadmodel->data_bones = Mem_Alloc(loadmodel->mempool, loadmodel->num_bones * sizeof(aliasbone_t));
+
+ loadmodel->meshlist = Mem_Alloc(loadmodel->mempool, sizeof(surfmesh_t *));
+ mesh = loadmodel->meshlist[0] = Mem_Alloc(loadmodel->mempool, sizeof(surfmesh_t));
+ mesh->num_vertices = numvtxw;
+ mesh->num_triangles = numfaces;
+ mesh->data_element3i = Mem_Alloc(loadmodel->mempool, mesh->num_triangles * sizeof(int[3]));
+ mesh->data_neighbor3i = Mem_Alloc(loadmodel->mempool, mesh->num_triangles * sizeof(int[3]));
+ mesh->data_texcoordtexture2f = Mem_Alloc(loadmodel->mempool, mesh->num_vertices * sizeof(float[2]));
+
+ // create surfaces
+ for (index = 0, i = 0;index < nummatts;index++)
+ {
+ // since psk models do not have named sections, reuse their shader name as the section name
+ if (matts[index].name[0])
+ Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + index, skinfiles, matts[index].name, matts[index].name);
+ else
+ for (j = 0;j < loadmodel->numskins;j++)
+ Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + index + j * loadmodel->num_surfaces, NULL);
+ loadmodel->surfacelist[index] = index;
+ loadmodel->data_surfaces[index].groupmesh = loadmodel->meshlist[0];
+ loadmodel->data_surfaces[index].texture = loadmodel->data_textures + index;
+ loadmodel->data_surfaces[index].num_firstvertex = 0;
+ loadmodel->data_surfaces[index].num_vertices = loadmodel->meshlist[0]->num_vertices;
+ }
+
+ // copy over the texcoords
+ for (index = 0;index < numvtxw;index++)
+ {
+ mesh->data_texcoordtexture2f[index*2+0] = vtxw[index].texcoord[0];
+ mesh->data_texcoordtexture2f[index*2+1] = vtxw[index].texcoord[1];
+ }
+
+ // loading the faces is complicated because we need to sort them into surfaces by mattindex
+ for (index = 0;index < numfaces;index++)
+ loadmodel->data_surfaces[faces[index].mattindex].num_triangles++;
+ for (index = 0, i = 0;index < nummatts;index++)
+ {
+ loadmodel->data_surfaces[index].num_firsttriangle = i;
+ i += loadmodel->data_surfaces[index].num_triangles;
+ loadmodel->data_surfaces[index].num_triangles = 0;
+ }
+ for (index = 0;index < numfaces;index++)
+ {
+ i = (loadmodel->data_surfaces[faces[index].mattindex].num_firsttriangle + loadmodel->data_surfaces[faces[index].mattindex].num_triangles++)*3;
+ mesh->data_element3i[i+0] = faces[index].vtxwindex[0];
+ mesh->data_element3i[i+1] = faces[index].vtxwindex[1];
+ mesh->data_element3i[i+2] = faces[index].vtxwindex[2];
+ }
+
+ // copy over the bones
+ for (index = 0;index < numbones;index++)
+ {
+ strlcpy(loadmodel->data_bones[index].name, bones[index].name, sizeof(loadmodel->data_bones[index].name));
+ loadmodel->data_bones[index].parent = (index || bones[index].parent > 0) ? bones[index].parent : -1;
+ if (loadmodel->data_bones[index].parent >= index)
+ Host_Error("%s bone[%i].parent >= %i\n", loadmodel->name, index, index);
+ }
+
+ // build bone-relative vertex weights from the psk point weights
+ mesh->num_vertexboneweights = 0;
+ for (index = 0;index < numvtxw;index++)
+ for (j = 0;j < numrawweights;j++)
+ if (rawweights[j].pntsindex == vtxw[index].pntsindex)
+ mesh->num_vertexboneweights++;
+ mesh->data_vertexboneweights = Mem_Alloc(loadmodel->mempool, mesh->num_vertexboneweights * sizeof(surfmeshvertexboneweight_t));
+ mesh->num_vertexboneweights = 0;
+ for (index = 0;index < numvtxw;index++)
+ {
+ for (j = 0;j < numrawweights;j++)
+ {
+ if (rawweights[j].pntsindex == vtxw[index].pntsindex)
+ {
+ matrix4x4_t matrix, inversematrix;
+ mesh->data_vertexboneweights[mesh->num_vertexboneweights].vertexindex = index;
+ mesh->data_vertexboneweights[mesh->num_vertexboneweights].boneindex = rawweights[j].boneindex;
+ mesh->data_vertexboneweights[mesh->num_vertexboneweights].weight = rawweights[j].weight;
+ Matrix4x4_CreateIdentity(&matrix);
+ for (i = rawweights[j].boneindex;i >= 0;i = loadmodel->data_bones[i].parent)
+ {
+ matrix4x4_t childmatrix, tempmatrix;
+ Mod_PSKMODEL_AnimKeyToMatrix(bones[i].basepose.origin, bones[i].basepose.quat, &tempmatrix);
+ childmatrix = matrix;
+ Matrix4x4_Concat(&matrix, &tempmatrix, &childmatrix);
+ }
+ Matrix4x4_Invert_Simple(&inversematrix, &matrix);
+ Matrix4x4_Transform(&inversematrix, pnts[rawweights[j].pntsindex].origin, mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin);
+ VectorScale(mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin, mesh->data_vertexboneweights[mesh->num_vertexboneweights].weight, mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin);
+ mesh->num_vertexboneweights++;
+ }
+ }
+ }
+
+ // set up the animscenes based on the anims
+ for (index = 0, i = 0;index < numanims;index++)
+ {
+ for (j = 0;j < anims[index].numframes;j++, i++)
+ {
+ dpsnprintf(loadmodel->animscenes[i].name, sizeof(loadmodel->animscenes[i].name), "%s_%d", anims[index].name, j);
+ loadmodel->animscenes[i].firstframe = i;
+ loadmodel->animscenes[i].framecount = 1;
+ loadmodel->animscenes[i].loop = true;
+ loadmodel->animscenes[i].framerate = 10;
+ }
+ }
+
+ // load the poses from the animkeys
+ for (index = 0;index < numanimkeys;index++)
+ {
+ matrix4x4_t matrix;
+ Mod_PSKMODEL_AnimKeyToMatrix(animkeys[index].origin, animkeys[index].quat, &matrix);
+ loadmodel->data_poses[index*12+0] = matrix.m[0][0];
+ loadmodel->data_poses[index*12+1] = matrix.m[0][1];
+ loadmodel->data_poses[index*12+2] = matrix.m[0][2];
+ loadmodel->data_poses[index*12+3] = matrix.m[0][3];
+ loadmodel->data_poses[index*12+4] = matrix.m[1][0];
+ loadmodel->data_poses[index*12+5] = matrix.m[1][1];
+ loadmodel->data_poses[index*12+6] = matrix.m[1][2];
+ loadmodel->data_poses[index*12+7] = matrix.m[1][3];
+ loadmodel->data_poses[index*12+8] = matrix.m[2][0];
+ loadmodel->data_poses[index*12+9] = matrix.m[2][1];
+ loadmodel->data_poses[index*12+10] = matrix.m[2][2];
+ loadmodel->data_poses[index*12+11] = matrix.m[2][3];
+ }
+
+ // compile extra data we want
+ Mod_ValidateElements(mesh->data_element3i, mesh->num_triangles, mesh->num_vertices, __FILE__, __LINE__);
+ Mod_BuildTriangleNeighbors(mesh->data_neighbor3i, mesh->data_element3i, mesh->num_triangles);
+ Mod_Alias_Mesh_CompileFrameZero(mesh);
+
+ Mem_Free(animfilebuffer);
+}
+