vec3_t yawmins, yawmaxs;
// bounding box if pitch or roll are used
vec3_t rotatedmins, rotatedmaxs;
- // usable at any angles
-// float modelradius;
+ // sphere radius, usable at any angles
+ float radius;
+ // squared sphere radius for easier comparisons
+ float radius2;
// brush model specific
int firstmodelsurface, nummodelsurfaces;
- // LordHavoc: sorted surface pointer array, sorted by shader type and then by texture
- msurface_t **modelsortedsurfaces; // [nummodelsurfaces]
-
- // used for surfaces without a valid texture
- texture_t notexture;
// lightmap format, set to r_lightmaprgba when model is loaded
int lightmaprgba;
int numsurfaces;
msurface_t *surfaces;
+ int *surfacevisframes;
+ int *surfacepvsframes;
+ msurface_t *surfacepvsnext;
int numsurfedges;
int *surfedges;
dclipnode_t *clipnodes;
int nummarksurfaces;
- msurface_t **marksurfaces;
+ int *marksurfaces;
hull_t hulls[MAX_MAP_HULLS];
int numtextures;
- texture_t **textures;
+ texture_t *textures;
- byte *visdata;
- byte *lightdata;
+ qbyte *visdata;
+ qbyte *lightdata;
char *entities;
int numportals;
int numportalpoints;
mvertex_t *portalpoints;
+ int numlights;
+ mlight_t *lights;
+
// skin animation info
animscene_t *skinscenes; // [numskins]
// skin frame info
float *mdlmd2data_texcoords;
md2frame_t *mdlmd2data_frames;
trivertx_t *mdlmd2data_pose;
+ int *mdlmd2data_triangleneighbors;
// for Zymotic models
void *zymdata_header;
int sprnum_type;
mspriteframe_t *sprdata_frames;
- // adds a box (or individual polygons) to the clipping engine,
- // which will mark the entity visible if seen
- void(*SERAddEntity)(void);
// draw the model
- void(*Draw)(void);
+ void(*Draw)(struct entity_render_s *ent);
// draw the model's sky polygons (only used by brush models)
- void(*DrawSky)(void);
- // draw the model's shadows
- void(*DrawShadow)(void);
+ void(*DrawSky)(struct entity_render_s *ent);
+ // draw a fake shadow for the model
+ void(*DrawFakeShadow)(struct entity_render_s *ent);
// memory pool for allocations
mempool_t *mempool;
//============================================================================
+// this can be used for anything without a valid texture
+extern rtexture_t *r_notexture;
+// every texture must be in a pool...
+extern rtexturepool_t *r_notexturepool;
+
// model loading
extern model_t *loadmodel;
-extern byte *mod_base;
+extern qbyte *mod_base;
// sky/water subdivision
-extern cvar_t gl_subdivide_size;
+//extern cvar_t gl_subdivide_size;
// texture fullbrights
extern cvar_t r_fullbrights;
void Mod_Init (void);
void Mod_CheckLoaded (model_t *mod);
void Mod_ClearAll (void);
-model_t *Mod_ForName (char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
-void Mod_TouchModel (char *name);
+model_t *Mod_FindName (const char *name);
+model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
+void Mod_TouchModel (const char *name);
void Mod_UnloadModel (model_t *mod);
-mleaf_t *Mod_PointInLeaf (float *p, model_t *model);
-byte *Mod_LeafPVS (mleaf_t *leaf, model_t *model);
-
void Mod_ClearUsed(void);
void Mod_PurgeUnused(void);
+void Mod_LoadModels(void);
extern model_t *loadmodel;
extern char loadname[32]; // for hunk tags
-//extern model_t *Mod_LoadModel (model_t *mod, qboolean crash);
-
-//extern float RadiusFromBounds (vec3_t mins, vec3_t maxs);
-extern model_t *Mod_FindName (char *name);
+int Mod_FindTriangleWithEdge(int *elements, int numtriangles, int start, int end);
+void Mod_BuildTriangleNeighbors(int *neighbors, int *elements, int numtriangles);
#endif // __MODEL__
+