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1 /*\r
2 Copyright (C) 1999-2007 id Software, Inc. and contributors.\r
3 For a list of contributors, see the accompanying CONTRIBUTORS file.\r
4 \r
5 This file is part of GtkRadiant.\r
6 \r
7 GtkRadiant is free software; you can redistribute it and/or modify\r
8 it under the terms of the GNU General Public License as published by\r
9 the Free Software Foundation; either version 2 of the License, or\r
10 (at your option) any later version.\r
11 \r
12 GtkRadiant is distributed in the hope that it will be useful,\r
13 but WITHOUT ANY WARRANTY; without even the implied warranty of\r
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the\r
15 GNU General Public License for more details.\r
16 \r
17 You should have received a copy of the GNU General Public License\r
18 along with GtkRadiant; if not, write to the Free Software\r
19 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA\r
20 \r
21 ----------------------------------------------------------------------------------\r
22 \r
23 This code has been altered significantly from its original form, to support\r
24 several games based on the Quake III Arena engine, in the form of "Q3Map2."\r
25 \r
26 ------------------------------------------------------------------------------- */\r
27 \r
28 \r
29 \r
30 /* marker */\r
31 #define MODEL_C\r
32 \r
33 \r
34 \r
35 /* dependencies */\r
36 #include "q3map2.h"\r
37 \r
38 \r
39 \r
40 /* \r
41 PicoPrintFunc()\r
42 callback for picomodel.lib\r
43 */\r
44 \r
45 void PicoPrintFunc( int level, const char *str )\r
46 {\r
47         if( str == NULL )\r
48                 return;\r
49         switch( level )\r
50         {\r
51                 case PICO_NORMAL:\r
52                         Sys_Printf( "%s\n", str );\r
53                         break;\r
54                 \r
55                 case PICO_VERBOSE:\r
56                         Sys_FPrintf( SYS_VRB, "%s\n", str );\r
57                         break;\r
58                 \r
59                 case PICO_WARNING:\r
60                         Sys_Printf( "WARNING: %s\n", str );\r
61                         break;\r
62                 \r
63                 case PICO_ERROR:\r
64                         Sys_Printf( "ERROR: %s\n", str );\r
65                         break;\r
66                 \r
67                 case PICO_FATAL:\r
68                         Error( "ERROR: %s\n", str );\r
69                         break;\r
70         }\r
71 }\r
72 \r
73 \r
74 \r
75 /* \r
76 PicoLoadFileFunc()\r
77 callback for picomodel.lib\r
78 */\r
79 \r
80 void PicoLoadFileFunc( char *name, byte **buffer, int *bufSize )\r
81 {\r
82         *bufSize = vfsLoadFile( (const char*) name, (void**) buffer, 0 );\r
83 }\r
84 \r
85 \r
86 \r
87 /*\r
88 FindModel() - ydnar\r
89 finds an existing picoModel and returns a pointer to the picoModel_t struct or NULL if not found\r
90 */\r
91 \r
92 picoModel_t *FindModel( char *name, int frame )\r
93 {\r
94         int                     i;\r
95         \r
96         \r
97         /* init */\r
98         if( numPicoModels <= 0 )\r
99                 memset( picoModels, 0, sizeof( picoModels ) );\r
100         \r
101         /* dummy check */\r
102         if( name == NULL || name[ 0 ] == '\0' )\r
103                 return NULL;\r
104         \r
105         /* search list */\r
106         for( i = 0; i < MAX_MODELS; i++ )\r
107         {\r
108                 if( picoModels[ i ] != NULL &&\r
109                         !strcmp( PicoGetModelName( picoModels[ i ] ), name ) &&\r
110                         PicoGetModelFrameNum( picoModels[ i ] ) == frame )\r
111                         return picoModels[ i ];\r
112         }\r
113         \r
114         /* no matching picoModel found */\r
115         return NULL;\r
116 }\r
117 \r
118 \r
119 \r
120 /*\r
121 LoadModel() - ydnar\r
122 loads a picoModel and returns a pointer to the picoModel_t struct or NULL if not found\r
123 */\r
124 \r
125 picoModel_t *LoadModel( char *name, int frame )\r
126 {\r
127         int                             i;\r
128         picoModel_t             *model, **pm;\r
129         \r
130         \r
131         /* init */\r
132         if( numPicoModels <= 0 )\r
133                 memset( picoModels, 0, sizeof( picoModels ) );\r
134         \r
135         /* dummy check */\r
136         if( name == NULL || name[ 0 ] == '\0' )\r
137                 return NULL;\r
138         \r
139         /* try to find existing picoModel */\r
140         model = FindModel( name, frame );\r
141         if( model != NULL )\r
142                 return model;\r
143         \r
144         /* none found, so find first non-null picoModel */\r
145         pm = NULL;\r
146         for( i = 0; i < MAX_MODELS; i++ )\r
147         {\r
148                 if( picoModels[ i ] == NULL )\r
149                 {\r
150                         pm = &picoModels[ i ];\r
151                         break;\r
152                 }\r
153         }\r
154         \r
155         /* too many picoModels? */\r
156         if( pm == NULL )\r
157                 Error( "MAX_MODELS (%d) exceeded, there are too many model files referenced by the map.", MAX_MODELS );\r
158         \r
159         /* attempt to parse model */\r
160         *pm = PicoLoadModel( (char*) name, frame );\r
161         \r
162         /* if loading failed, make a bogus model to silence the rest of the warnings */\r
163         if( *pm == NULL )\r
164         {\r
165                 /* allocate a new model */\r
166                 *pm = PicoNewModel();\r
167                 if( *pm == NULL )\r
168                         return NULL;\r
169                 \r
170                 /* set data */\r
171                 PicoSetModelName( *pm, name );\r
172                 PicoSetModelFrameNum( *pm, frame );\r
173         }\r
174         \r
175         /* debug code */\r
176         #if 0\r
177         {\r
178                 int                             numSurfaces, numVertexes;\r
179                 picoSurface_t   *ps;\r
180                 \r
181                 \r
182                 Sys_Printf( "Model %s\n", name );\r
183                 numSurfaces = PicoGetModelNumSurfaces( *pm );\r
184                 for( i = 0; i < numSurfaces; i++ )\r
185                 {\r
186                         ps = PicoGetModelSurface( *pm, i );\r
187                         numVertexes = PicoGetSurfaceNumVertexes( ps );\r
188                         Sys_Printf( "Surface %d has %d vertexes\n", i, numVertexes );\r
189                 }\r
190         }\r
191         #endif\r
192         \r
193         /* set count */\r
194         if( *pm != NULL )\r
195                 numPicoModels++;\r
196         \r
197         /* return the picoModel */\r
198         return *pm;\r
199 }\r
200 \r
201 \r
202 \r
203 /*\r
204 InsertModel() - ydnar\r
205 adds a picomodel into the bsp\r
206 */\r
207 \r
208 void InsertModel( char *name, int frame, m4x4_t transform, remap_t *remap, shaderInfo_t *celShader, int eNum, int castShadows, int recvShadows, int spawnFlags, float lightmapScale )\r
209 {\r
210         int                                     i, j, k, s, numSurfaces;\r
211         m4x4_t                          identity, nTransform;\r
212         picoModel_t                     *model;\r
213         picoShader_t            *shader;\r
214         picoSurface_t           *surface;\r
215         shaderInfo_t            *si;\r
216         mapDrawSurface_t        *ds;\r
217         bspDrawVert_t           *dv;\r
218         char                            *picoShaderName;\r
219         char                            shaderName[ MAX_QPATH ];\r
220         picoVec_t                       *xyz, *normal, *st;\r
221         byte                            *color;\r
222         picoIndex_t                     *indexes;\r
223         remap_t                         *rm, *glob;\r
224         \r
225         \r
226         /* get model */\r
227         model = LoadModel( name, frame );\r
228         if( model == NULL )\r
229                 return;\r
230         \r
231         /* handle null matrix */\r
232         if( transform == NULL )\r
233         {\r
234                 m4x4_identity( identity );\r
235                 transform = identity;\r
236         }\r
237         \r
238         /* hack: Stable-1_2 and trunk have differing row/column major matrix order\r
239            this transpose is necessary with Stable-1_2\r
240            uncomment the following line with old m4x4_t (non 1.3/spog_branch) code */\r
241         //%     m4x4_transpose( transform );\r
242         \r
243         /* create transform matrix for normals */\r
244         memcpy( nTransform, transform, sizeof( m4x4_t ) );\r
245         if( m4x4_invert( nTransform ) )\r
246                 Sys_FPrintf( SYS_VRB, "WARNING: Can't invert model transform matrix, using transpose instead\n" );\r
247         m4x4_transpose( nTransform );\r
248         \r
249         /* fix bogus lightmap scale */\r
250         if( lightmapScale <= 0.0f )\r
251                 lightmapScale = 1.0f;\r
252         \r
253         /* each surface on the model will become a new map drawsurface */\r
254         numSurfaces = PicoGetModelNumSurfaces( model );\r
255         //%     Sys_FPrintf( SYS_VRB, "Model %s has %d surfaces\n", name, numSurfaces );\r
256         for( s = 0; s < numSurfaces; s++ )\r
257         {\r
258                 /* get surface */\r
259                 surface = PicoGetModelSurface( model, s );\r
260                 if( surface == NULL )\r
261                         continue;\r
262                 \r
263                 /* only handle triangle surfaces initially (fixme: support patches) */\r
264                 if( PicoGetSurfaceType( surface ) != PICO_TRIANGLES )\r
265                         continue;\r
266                 \r
267                 /* fix the surface's normals */\r
268                 PicoFixSurfaceNormals( surface );\r
269                 \r
270                 /* allocate a surface (ydnar: gs mods) */\r
271                 ds = AllocDrawSurface( SURFACE_TRIANGLES );\r
272                 ds->entityNum = eNum;\r
273                 ds->castShadows = castShadows;\r
274                 ds->recvShadows = recvShadows;\r
275                 \r
276                 /* get shader name */\r
277         shader = PicoGetSurfaceShader( surface );\r
278                 if( shader == NULL )\r
279                         picoShaderName = "";\r
280                 else\r
281                         picoShaderName = PicoGetShaderName( shader );\r
282                 \r
283                 /* handle shader remapping */\r
284                 glob = NULL;\r
285                 for( rm = remap; rm != NULL; rm = rm->next )\r
286                 {\r
287                         if( rm->from[ 0 ] == '*' && rm->from[ 1 ] == '\0' )\r
288                                 glob = rm;\r
289                         else if( !Q_stricmp( picoShaderName, rm->from ) )\r
290                         {\r
291                                 Sys_FPrintf( SYS_VRB, "Remapping %s to %s\n", picoShaderName, rm->to );\r
292                                 picoShaderName = rm->to;\r
293                                 glob = NULL;\r
294                                 break;\r
295                         }\r
296                 }\r
297                 \r
298                 if( glob != NULL )\r
299                 {\r
300                         Sys_FPrintf( SYS_VRB, "Globbing %s to %s\n", picoShaderName, glob->to );\r
301                         picoShaderName = glob->to;\r
302                 }\r
303                 \r
304                 /* shader renaming for sof2 */\r
305                 if( renameModelShaders )\r
306                 {\r
307                         strcpy( shaderName, picoShaderName );\r
308                         StripExtension( shaderName );\r
309                         if( spawnFlags & 1 )\r
310                                 strcat( shaderName, "_RMG_BSP" );\r
311                         else\r
312                                 strcat( shaderName, "_BSP" );\r
313                         si = ShaderInfoForShader( shaderName );\r
314                 }\r
315                 else\r
316                         si = ShaderInfoForShader( picoShaderName );\r
317                 \r
318                 /* set shader */\r
319                 ds->shaderInfo = si;\r
320                 \r
321                 /* set lightmap scale */\r
322                 ds->lightmapScale = lightmapScale;\r
323                 \r
324                 /* force to meta? */\r
325                 if( si != NULL && si->forceMeta )\r
326                         ds->type = SURFACE_FORCED_META;\r
327                 \r
328                 /* set particulars */\r
329                 ds->numVerts = PicoGetSurfaceNumVertexes( surface );\r
330                 ds->verts = safe_malloc( ds->numVerts * sizeof( ds->verts[ 0 ] ) );\r
331                 memset( ds->verts, 0, ds->numVerts * sizeof( ds->verts[ 0 ] ) );\r
332                 \r
333                 ds->numIndexes = PicoGetSurfaceNumIndexes( surface );\r
334                 ds->indexes = safe_malloc( ds->numIndexes * sizeof( ds->indexes[ 0 ] ) );\r
335                 memset( ds->indexes, 0, ds->numIndexes * sizeof( ds->indexes[ 0 ] ) );\r
336                 \r
337                 /* copy vertexes */\r
338                 for( i = 0; i < ds->numVerts; i++ )\r
339                 {\r
340                         /* get vertex */\r
341                         dv = &ds->verts[ i ];\r
342                         \r
343                         /* xyz and normal */\r
344                         xyz = PicoGetSurfaceXYZ( surface, i );\r
345                         VectorCopy( xyz, dv->xyz );\r
346                         m4x4_transform_point( transform, dv->xyz );\r
347                         \r
348                         normal = PicoGetSurfaceNormal( surface, i );\r
349                         VectorCopy( normal, dv->normal );\r
350                         m4x4_transform_normal( nTransform, dv->normal );\r
351                         VectorNormalize( dv->normal, dv->normal );\r
352 \r
353                         /* ydnar: tek-fu celshading support for flat shaded shit */\r
354                         if( flat )\r
355                         {\r
356                                 dv->st[ 0 ] = si->stFlat[ 0 ];\r
357                                 dv->st[ 1 ] = si->stFlat[ 1 ];\r
358                         }\r
359                         \r
360                         /* ydnar: gs mods: added support for explicit shader texcoord generation */\r
361                         else if( si->tcGen )\r
362                         {\r
363                                 /* project the texture */\r
364                                 dv->st[ 0 ] = DotProduct( si->vecs[ 0 ], dv->xyz );\r
365                                 dv->st[ 1 ] = DotProduct( si->vecs[ 1 ], dv->xyz );\r
366                         }\r
367                         \r
368                         /* normal texture coordinates */\r
369                         {\r
370                                 st = PicoGetSurfaceST( surface, 0, i );\r
371                                 dv->st[ 0 ] = st[ 0 ];\r
372                                 dv->st[ 1 ] = st[ 1 ];\r
373                         }\r
374                         \r
375                         /* set lightmap/color bits */\r
376                         color = PicoGetSurfaceColor( surface, 0, i );\r
377                         for( j = 0; j < MAX_LIGHTMAPS; j++ )\r
378                         {\r
379                                 dv->lightmap[ j ][ 0 ] = 0.0f;\r
380                                 dv->lightmap[ j ][ 1 ] = 0.0f;\r
381                                 dv->color[ j ][ 0 ] = color[ 0 ];\r
382                                 dv->color[ j ][ 1 ] = color[ 1 ];\r
383                                 dv->color[ j ][ 2 ] = color[ 2 ];\r
384                                 dv->color[ j ][ 3 ] = color[ 3 ];\r
385                         }\r
386                 }\r
387                 \r
388                 /* copy indexes */\r
389                 indexes = PicoGetSurfaceIndexes( surface, 0 );\r
390                 for( i = 0; i < ds->numIndexes; i++ )\r
391                         ds->indexes[ i ] = indexes[ i ];\r
392                 \r
393                 /* set cel shader */\r
394                 ds->celShader = celShader;\r
395                 \r
396                 /* finish surface */\r
397                 FinishSurface( ds );\r
398                 \r
399                 /* ydnar: giant hack land: generate clipping brushes for model triangles */\r
400                 if( si->clipModel || (spawnFlags & 2) ) /* 2nd bit */\r
401                 {\r
402                         vec3_t          points[ 3 ], backs[ 3 ];\r
403                         vec4_t          plane, reverse, pa, pb, pc;\r
404                         vec3_t          nadir;\r
405                         \r
406                         \r
407                         /* temp hack */\r
408                         if( (si->compileFlags & C_TRANSLUCENT) || !(si->compileFlags & C_SOLID) )\r
409                                 continue;\r
410                         \r
411                         /* overflow check */\r
412                         if( (nummapplanes + 64) >= (MAX_MAP_PLANES >> 1) )\r
413                                 continue;\r
414                         \r
415                         /* walk triangle list */\r
416                         for( i = 0; i < ds->numIndexes; i += 3 )\r
417                         {\r
418                                 /* overflow hack */\r
419                                 if( (nummapplanes + 64) >= (MAX_MAP_PLANES >> 1) )\r
420                                 {\r
421                                         Sys_Printf( "WARNING: MAX_MAP_PLANES (%d) hit generating clip brushes for model %s.\n",\r
422                                                 MAX_MAP_PLANES, name );\r
423                                         break;\r
424                                 }\r
425                                 \r
426                                 /* make points and back points */\r
427                                 for( j = 0; j < 3; j++ )\r
428                                 {\r
429                                         /* get vertex */\r
430                                         dv = &ds->verts[ ds->indexes[ i + j ] ];\r
431                                         \r
432                                         /* copy xyz */\r
433                                         VectorCopy( dv->xyz, points[ j ] );\r
434                                         VectorCopy( dv->xyz, backs[ j ] );\r
435                                         \r
436                                         /* find nearest axial to normal and push back points opposite */\r
437                                         /* note: this doesn't work as well as simply using the plane of the triangle, below */\r
438                                         for( k = 0; k < 3; k++ )\r
439                                         {\r
440                                                 if( fabs( dv->normal[ k ] ) > fabs( dv->normal[ (k + 1) % 3 ] ) &&\r
441                                                         fabs( dv->normal[ k ] ) > fabs( dv->normal[ (k + 2) % 3 ] ) )\r
442                                                 {\r
443                                                         backs[ j ][ k ] += dv->normal[ k ] < 0.0f ? 64.0f : -64.0f;\r
444                                                         break;\r
445                                                 }\r
446                                         }\r
447                                 }\r
448                                 \r
449                                 /* make plane for triangle */\r
450                                 if( PlaneFromPoints( plane, points[ 0 ], points[ 1 ], points[ 2 ] ) )\r
451                                 {\r
452                                         /* regenerate back points */\r
453                                         for( j = 0; j < 3; j++ )\r
454                                         {\r
455                                                 /* get vertex */\r
456                                                 dv = &ds->verts[ ds->indexes[ i + j ] ];\r
457                                                 \r
458                                                 /* copy xyz */\r
459                                                 VectorCopy( dv->xyz, backs[ j ] );\r
460                                                 \r
461                                                 /* find nearest axial to plane normal and push back points opposite */\r
462                                                 for( k = 0; k < 3; k++ )\r
463                                                 {\r
464                                                         if( fabs( plane[ k ] ) > fabs( plane[ (k + 1) % 3 ] ) &&\r
465                                                                 fabs( plane[ k ] ) > fabs( plane[ (k + 2) % 3 ] ) )\r
466                                                         {\r
467                                                                 backs[ j ][ k ] += plane[ k ] < 0.0f ? 64.0f : -64.0f;\r
468                                                                 break;\r
469                                                         }\r
470                                                 }\r
471                                         }\r
472                                         \r
473                                         /* make back plane */\r
474                                         VectorScale( plane, -1.0f, reverse );\r
475                                         reverse[ 3 ] = -(plane[ 3 ] - 1);\r
476                                         \r
477                                         /* make back pyramid point */\r
478                                         VectorCopy( points[ 0 ], nadir );\r
479                                         VectorAdd( nadir, points[ 1 ], nadir );\r
480                                         VectorAdd( nadir, points[ 2 ], nadir );\r
481                                         VectorScale( nadir, 0.3333333333333f, nadir );\r
482                                         VectorMA( nadir, -2.0f, plane, nadir );\r
483                                         \r
484                                         /* make 3 more planes */\r
485                                         //%     if( PlaneFromPoints( pa, points[ 2 ], points[ 1 ], nadir ) &&\r
486                                         //%             PlaneFromPoints( pb, points[ 1 ], points[ 0 ], nadir ) &&\r
487                                         //%             PlaneFromPoints( pc, points[ 0 ], points[ 2 ], nadir ) )\r
488                                         if( PlaneFromPoints( pa, points[ 2 ], points[ 1 ], backs[ 1 ] ) &&\r
489                                                 PlaneFromPoints( pb, points[ 1 ], points[ 0 ], backs[ 0 ] ) &&\r
490                                                 PlaneFromPoints( pc, points[ 0 ], points[ 2 ], backs[ 2 ] ) )\r
491                                         {\r
492                                                 /* build a brush */\r
493                                                 buildBrush = AllocBrush( 48 );\r
494                                                 \r
495                                                 buildBrush->entityNum = mapEntityNum;\r
496                                                 buildBrush->original = buildBrush;\r
497                                                 buildBrush->contentShader = si;\r
498                                                 buildBrush->compileFlags = si->compileFlags;\r
499                                                 buildBrush->contentFlags = si->contentFlags;\r
500                                                 buildBrush->detail = qtrue;\r
501                                                 \r
502                                                 /* set up brush sides */\r
503                                                 buildBrush->numsides = 5;\r
504                                                 for( j = 0; j < buildBrush->numsides; j++ )\r
505                                                         buildBrush->sides[ j ].shaderInfo = si;\r
506                                                 buildBrush->sides[ 0 ].planenum = FindFloatPlane( plane, plane[ 3 ], 3, points );\r
507                                                 buildBrush->sides[ 1 ].planenum = FindFloatPlane( pa, pa[ 3 ], 1, &points[ 2 ] );\r
508                                                 buildBrush->sides[ 2 ].planenum = FindFloatPlane( pb, pb[ 3 ], 1, &points[ 1 ] );\r
509                                                 buildBrush->sides[ 3 ].planenum = FindFloatPlane( pc, pc[ 3 ], 1, &points[ 0 ] );\r
510                                                 buildBrush->sides[ 4 ].planenum = FindFloatPlane( reverse, reverse[ 3 ], 3, points );\r
511                                                 \r
512                                                 /* add to entity */\r
513                                                 if( CreateBrushWindings( buildBrush ) )\r
514                                                 {\r
515                                                         AddBrushBevels();\r
516                                                         //%     EmitBrushes( buildBrush, NULL, NULL );\r
517                                                         buildBrush->next = entities[ mapEntityNum ].brushes;\r
518                                                         entities[ mapEntityNum ].brushes = buildBrush;\r
519                                                         entities[ mapEntityNum ].numBrushes++;\r
520                                                 }\r
521                                                 else\r
522                                                         free( buildBrush );\r
523                                         }\r
524                                 }\r
525                         }\r
526                 }\r
527         }\r
528 }\r
529 \r
530 \r
531 \r
532 /*\r
533 AddTriangleModels()\r
534 adds misc_model surfaces to the bsp\r
535 */\r
536 \r
537 void AddTriangleModels( entity_t *e )\r
538 {\r
539         int                             num, frame, castShadows, recvShadows, spawnFlags;\r
540         entity_t                *e2;\r
541         const char              *targetName;\r
542         const char              *target, *model, *value;\r
543         char                    shader[ MAX_QPATH ];\r
544         shaderInfo_t    *celShader;\r
545         float                   temp, baseLightmapScale, lightmapScale;\r
546         vec3_t                  origin, scale, angles;\r
547         m4x4_t                  transform;\r
548         epair_t                 *ep;\r
549         remap_t                 *remap, *remap2;\r
550         char                    *split;\r
551         \r
552         \r
553         /* note it */\r
554         Sys_FPrintf( SYS_VRB, "--- AddTriangleModels ---\n" );\r
555         \r
556         /* get current brush entity targetname */\r
557         if( e == entities )\r
558                 targetName = "";\r
559         else\r
560         {\r
561                 targetName = ValueForKey( e, "targetname" );\r
562         \r
563                 /* misc_model entities target non-worldspawn brush model entities */\r
564                 if( targetName[ 0 ] == '\0' )\r
565                         return;\r
566         }\r
567         \r
568         /* get lightmap scale */\r
569         baseLightmapScale = FloatForKey( e, "_lightmapscale" );\r
570         if( baseLightmapScale <= 0.0f )\r
571                 baseLightmapScale = 0.0f;\r
572         \r
573         /* walk the entity list */\r
574         for( num = 1; num < numEntities; num++ )\r
575         {\r
576                 /* get e2 */\r
577                 e2 = &entities[ num ];\r
578                 \r
579                 /* convert misc_models into raw geometry */\r
580                 if( Q_stricmp( "misc_model", ValueForKey( e2, "classname" ) ) )\r
581                         continue;\r
582 \r
583                 /* ydnar: added support for md3 models on non-worldspawn models */\r
584                 target = ValueForKey( e2, "target" );\r
585                 if( strcmp( target, targetName ) )\r
586                         continue;\r
587                 \r
588                 /* get model name */\r
589                 model = ValueForKey( e2, "model" );\r
590                 if( model[ 0 ] == '\0' )\r
591                 {\r
592                         Sys_Printf( "WARNING: misc_model at %i %i %i without a model key\n",\r
593                                 (int) origin[ 0 ], (int) origin[ 1 ], (int) origin[ 2 ] );\r
594                         continue;\r
595                 }\r
596                 \r
597                 /* get model frame */\r
598                 frame = IntForKey( e2, "_frame" );\r
599                 \r
600                 /* worldspawn (and func_groups) default to cast/recv shadows in worldspawn group */\r
601                 if( e == entities )\r
602                 {\r
603                         castShadows = WORLDSPAWN_CAST_SHADOWS;\r
604                         recvShadows = WORLDSPAWN_RECV_SHADOWS;\r
605                 }\r
606                 \r
607                 /* other entities don't cast any shadows, but recv worldspawn shadows */\r
608                 else\r
609                 {\r
610                         castShadows = ENTITY_CAST_SHADOWS;\r
611                         recvShadows = ENTITY_RECV_SHADOWS;\r
612                 }\r
613                 \r
614                 /* get explicit shadow flags */\r
615                 GetEntityShadowFlags( e2, e, &castShadows, &recvShadows );\r
616                 \r
617                 /* get spawnflags */\r
618                 spawnFlags = IntForKey( e2, "spawnflags" );\r
619                 \r
620                 /* get origin */\r
621                 GetVectorForKey( e2, "origin", origin );\r
622                 VectorSubtract( origin, e->origin, origin );    /* offset by parent */\r
623                 \r
624                 /* get scale */\r
625                 scale[ 0 ] = scale[ 1 ] = scale[ 2 ] = 1.0f;\r
626                 temp = FloatForKey( e2, "modelscale" );\r
627                 if( temp != 0.0f )\r
628                         scale[ 0 ] = scale[ 1 ] = scale[ 2 ] = temp;\r
629                 value = ValueForKey( e2, "modelscale_vec" );\r
630                 if( value[ 0 ] != '\0' )\r
631                         sscanf( value, "%f %f %f", &scale[ 0 ], &scale[ 1 ], &scale[ 2 ] );\r
632                 \r
633                 /* get "angle" (yaw) or "angles" (pitch yaw roll) */\r
634                 angles[ 0 ] = angles[ 1 ] = angles[ 2 ] = 0.0f;\r
635                 angles[ 2 ] = FloatForKey( e2, "angle" );\r
636                 value = ValueForKey( e2, "angles" );\r
637                 if( value[ 0 ] != '\0' )\r
638                         sscanf( value, "%f %f %f", &angles[ 1 ], &angles[ 2 ], &angles[ 0 ] );\r
639                 \r
640                 /* set transform matrix (thanks spog) */\r
641                 m4x4_identity( transform );\r
642                 m4x4_pivoted_transform_by_vec3( transform, origin, angles, eXYZ, scale, vec3_origin );\r
643                 \r
644                 /* get shader remappings */\r
645                 remap = NULL;\r
646                 for( ep = e2->epairs; ep != NULL; ep = ep->next )\r
647                 {\r
648                         /* look for keys prefixed with "_remap" */\r
649                         if( ep->key != NULL && ep->value != NULL &&\r
650                                 ep->key[ 0 ] != '\0' && ep->value[ 0 ] != '\0' &&\r
651                                 !Q_strncasecmp( ep->key, "_remap", 6 ) )\r
652                         {\r
653                                 /* create new remapping */\r
654                                 remap2 = remap;\r
655                                 remap = safe_malloc( sizeof( *remap ) );\r
656                                 remap->next = remap2;\r
657                                 strcpy( remap->from, ep->value );\r
658                                 \r
659                                 /* split the string */\r
660                                 split = strchr( remap->from, ';' );\r
661                                 if( split == NULL )\r
662                                 {\r
663                                         Sys_Printf( "WARNING: Shader _remap key found in misc_model without a ; character\n" );\r
664                                         free( remap );\r
665                                         remap = remap2;\r
666                                         continue;\r
667                                 }\r
668                                 \r
669                                 /* store the split */\r
670                                 *split = '\0';\r
671                                 strcpy( remap->to, (split + 1) );\r
672                                 \r
673                                 /* note it */\r
674                                 //%     Sys_FPrintf( SYS_VRB, "Remapping %s to %s\n", remap->from, remap->to );\r
675                         }\r
676                 }\r
677                 \r
678                 /* ydnar: cel shader support */\r
679                 value = ValueForKey( e2, "_celshader" );\r
680                 if( value[ 0 ] == '\0' )\r
681                         value = ValueForKey( &entities[ 0 ], "_celshader" );\r
682                 if( value[ 0 ] != '\0' )\r
683                 {\r
684                         sprintf( shader, "textures/%s", value );\r
685                         celShader = ShaderInfoForShader( shader );\r
686                 }\r
687                 else\r
688                         celShader = NULL;\r
689                 \r
690                 /* get lightmap scale */\r
691                 lightmapScale = FloatForKey( e2, "_lightmapscale" );\r
692                 if( lightmapScale <= 0.0f )\r
693                         lightmapScale = baseLightmapScale;\r
694                 \r
695                 /* insert the model */\r
696                 InsertModel( (char*) model, frame, transform, remap, celShader, mapEntityNum, castShadows, recvShadows, spawnFlags, lightmapScale );\r
697                 \r
698                 /* free shader remappings */\r
699                 while( remap != NULL )\r
700                 {\r
701                         remap2 = remap->next;\r
702                         free( remap );\r
703                         remap = remap2;\r
704                 }\r
705         }\r
706 }\r