/* -------------------------------------------------------------------------------
-Copyright (C) 1999-2007 id Software, Inc. and contributors.
-For a list of contributors, see the accompanying CONTRIBUTORS file.
+ Copyright (C) 1999-2007 id Software, Inc. and contributors.
+ For a list of contributors, see the accompanying CONTRIBUTORS file.
-This file is part of GtkRadiant.
+ This file is part of GtkRadiant.
-GtkRadiant 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.
+ GtkRadiant 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.
-GtkRadiant 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.
+ GtkRadiant 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 GtkRadiant; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+ You should have received a copy of the GNU General Public License
+ along with GtkRadiant; if not, write to the Free Software
+ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-----------------------------------------------------------------------------------
+ ----------------------------------------------------------------------------------
-This code has been altered significantly from its original form, to support
-several games based on the Quake III Arena engine, in the form of "Q3Map2."
+ This code has been altered significantly from its original form, to support
+ several games based on the Quake III Arena engine, in the form of "Q3Map2."
-------------------------------------------------------------------------------- */
+ ------------------------------------------------------------------------------- */
-/*
-PicoPrintFunc()
-callback for picomodel.lib
-*/
+/*
+ PicoPrintFunc()
+ callback for picomodel.lib
+ */
-void PicoPrintFunc( int level, const char *str )
-{
- if( str == NULL )
+void PicoPrintFunc( int level, const char *str ){
+ if ( str == NULL ) {
return;
- switch( level )
+ }
+ switch ( level )
{
- case PICO_NORMAL:
- Sys_Printf( "%s\n", str );
- break;
-
- case PICO_VERBOSE:
- Sys_FPrintf( SYS_VRB, "%s\n", str );
- break;
-
- case PICO_WARNING:
- Sys_Printf( "WARNING: %s\n", str );
- break;
-
- case PICO_ERROR:
- Sys_Printf( "ERROR: %s\n", str );
- break;
-
- case PICO_FATAL:
- Error( "ERROR: %s\n", str );
- break;
+ case PICO_NORMAL:
+ Sys_Printf( "%s\n", str );
+ break;
+
+ case PICO_VERBOSE:
+ Sys_FPrintf( SYS_VRB, "%s\n", str );
+ break;
+
+ case PICO_WARNING:
+ Sys_Printf( "WARNING: %s\n", str );
+ break;
+
+ case PICO_ERROR:
+ Sys_Printf( "ERROR: %s\n", str );
+ break;
+
+ case PICO_FATAL:
+ Error( "ERROR: %s\n", str );
+ break;
}
}
-/*
-PicoLoadFileFunc()
-callback for picomodel.lib
-*/
+/*
+ PicoLoadFileFunc()
+ callback for picomodel.lib
+ */
-void PicoLoadFileFunc( char *name, byte **buffer, int *bufSize )
-{
+void PicoLoadFileFunc( char *name, byte **buffer, int *bufSize ){
*bufSize = vfsLoadFile( (const char*) name, (void**) buffer, 0 );
}
/*
-FindModel() - ydnar
-finds an existing picoModel and returns a pointer to the picoModel_t struct or NULL if not found
-*/
-
-picoModel_t *FindModel( char *name, int frame )
-{
- int i;
-
-
+ FindModel() - ydnar
+ finds an existing picoModel and returns a pointer to the picoModel_t struct or NULL if not found
+ */
+
+picoModel_t *FindModel( char *name, int frame ){
+ int i;
+
+
/* init */
- if( numPicoModels <= 0 )
+ if ( numPicoModels <= 0 ) {
memset( picoModels, 0, sizeof( picoModels ) );
-
+ }
+
/* dummy check */
- if( name == NULL || name[ 0 ] == '\0' )
+ if ( name == NULL || name[ 0 ] == '\0' ) {
return NULL;
-
+ }
+
/* search list */
- for( i = 0; i < MAX_MODELS; i++ )
+ for ( i = 0; i < MAX_MODELS; i++ )
{
- if( picoModels[ i ] != NULL &&
- !strcmp( PicoGetModelName( picoModels[ i ] ), name ) &&
- PicoGetModelFrameNum( picoModels[ i ] ) == frame )
+ if ( picoModels[ i ] != NULL &&
+ !strcmp( PicoGetModelName( picoModels[ i ] ), name ) &&
+ PicoGetModelFrameNum( picoModels[ i ] ) == frame ) {
return picoModels[ i ];
+ }
}
-
+
/* no matching picoModel found */
return NULL;
}
/*
-LoadModel() - ydnar
-loads a picoModel and returns a pointer to the picoModel_t struct or NULL if not found
-*/
-
-picoModel_t *LoadModel( char *name, int frame )
-{
- int i;
- picoModel_t *model, **pm;
-
-
+ LoadModel() - ydnar
+ loads a picoModel and returns a pointer to the picoModel_t struct or NULL if not found
+ */
+
+picoModel_t *LoadModel( char *name, int frame ){
+ int i;
+ picoModel_t *model, **pm;
+
+
/* init */
- if( numPicoModels <= 0 )
+ if ( numPicoModels <= 0 ) {
memset( picoModels, 0, sizeof( picoModels ) );
-
+ }
+
/* dummy check */
- if( name == NULL || name[ 0 ] == '\0' )
+ if ( name == NULL || name[ 0 ] == '\0' ) {
return NULL;
-
+ }
+
/* try to find existing picoModel */
model = FindModel( name, frame );
- if( model != NULL )
+ if ( model != NULL ) {
return model;
-
+ }
+
/* none found, so find first non-null picoModel */
pm = NULL;
- for( i = 0; i < MAX_MODELS; i++ )
+ for ( i = 0; i < MAX_MODELS; i++ )
{
- if( picoModels[ i ] == NULL )
- {
+ if ( picoModels[ i ] == NULL ) {
pm = &picoModels[ i ];
break;
}
}
-
+
/* too many picoModels? */
- if( pm == NULL )
+ if ( pm == NULL ) {
Error( "MAX_MODELS (%d) exceeded, there are too many model files referenced by the map.", MAX_MODELS );
-
+ }
+
/* attempt to parse model */
*pm = PicoLoadModel( (char*) name, frame );
-
+
/* if loading failed, make a bogus model to silence the rest of the warnings */
- if( *pm == NULL )
- {
+ if ( *pm == NULL ) {
/* allocate a new model */
*pm = PicoNewModel();
- if( *pm == NULL )
+ if ( *pm == NULL ) {
return NULL;
-
+ }
+
/* set data */
PicoSetModelName( *pm, name );
PicoSetModelFrameNum( *pm, frame );
}
-
+
/* debug code */
#if 0
{
- int numSurfaces, numVertexes;
- picoSurface_t *ps;
-
-
+ int numSurfaces, numVertexes;
+ picoSurface_t *ps;
+
+
Sys_Printf( "Model %s\n", name );
numSurfaces = PicoGetModelNumSurfaces( *pm );
- for( i = 0; i < numSurfaces; i++ )
+ for ( i = 0; i < numSurfaces; i++ )
{
ps = PicoGetModelSurface( *pm, i );
numVertexes = PicoGetSurfaceNumVertexes( ps );
}
}
#endif
-
+
/* set count */
- if( *pm != NULL )
+ if ( *pm != NULL ) {
numPicoModels++;
-
+ }
+
/* return the picoModel */
return *pm;
}
/*
-InsertModel() - ydnar
-adds a picomodel into the bsp
-*/
-
-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 )
-{
- int i, j, k, s, numSurfaces;
- m4x4_t identity, nTransform;
- picoModel_t *model;
- picoShader_t *shader;
- picoSurface_t *surface;
- shaderInfo_t *si;
- mapDrawSurface_t *ds;
- bspDrawVert_t *dv;
- char *picoShaderName;
- char shaderName[ MAX_QPATH ];
- picoVec_t *xyz, *normal, *st;
- byte *color;
- picoIndex_t *indexes;
- remap_t *rm, *glob;
-
-
+ InsertModel() - ydnar
+ adds a picomodel into the bsp
+ */
+
+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 ){
+ int i, j, k, s, numSurfaces;
+ m4x4_t identity, nTransform;
+ picoModel_t *model;
+ picoShader_t *shader;
+ picoSurface_t *surface;
+ shaderInfo_t *si;
+ mapDrawSurface_t *ds;
+ bspDrawVert_t *dv;
+ char *picoShaderName;
+ char shaderName[ MAX_QPATH ];
+ picoVec_t *xyz, *normal, *st;
+ byte *color;
+ picoIndex_t *indexes;
+ remap_t *rm, *glob;
+
+
/* get model */
model = LoadModel( name, frame );
- if( model == NULL )
+ if ( model == NULL ) {
return;
-
+ }
+
/* handle null matrix */
- if( transform == NULL )
- {
+ if ( transform == NULL ) {
m4x4_identity( identity );
transform = identity;
}
-
+
/* hack: Stable-1_2 and trunk have differing row/column major matrix order
this transpose is necessary with Stable-1_2
uncomment the following line with old m4x4_t (non 1.3/spog_branch) code */
//% m4x4_transpose( transform );
-
+
/* create transform matrix for normals */
memcpy( nTransform, transform, sizeof( m4x4_t ) );
- if( m4x4_invert( nTransform ) )
+ if ( m4x4_invert( nTransform ) ) {
Sys_FPrintf( SYS_VRB, "WARNING: Can't invert model transform matrix, using transpose instead\n" );
+ }
m4x4_transpose( nTransform );
-
+
/* fix bogus lightmap scale */
- if( lightmapScale <= 0.0f )
+ if ( lightmapScale <= 0.0f ) {
lightmapScale = 1.0f;
-
+ }
+
/* each surface on the model will become a new map drawsurface */
numSurfaces = PicoGetModelNumSurfaces( model );
//% Sys_FPrintf( SYS_VRB, "Model %s has %d surfaces\n", name, numSurfaces );
- for( s = 0; s < numSurfaces; s++ )
+ for ( s = 0; s < numSurfaces; s++ )
{
/* get surface */
surface = PicoGetModelSurface( model, s );
- if( surface == NULL )
+ if ( surface == NULL ) {
continue;
-
+ }
+
/* only handle triangle surfaces initially (fixme: support patches) */
- if( PicoGetSurfaceType( surface ) != PICO_TRIANGLES )
+ if ( PicoGetSurfaceType( surface ) != PICO_TRIANGLES ) {
continue;
-
+ }
+
/* fix the surface's normals */
PicoFixSurfaceNormals( surface );
-
+
/* allocate a surface (ydnar: gs mods) */
ds = AllocDrawSurface( SURFACE_TRIANGLES );
ds->entityNum = eNum;
ds->castShadows = castShadows;
ds->recvShadows = recvShadows;
-
+
/* get shader name */
- shader = PicoGetSurfaceShader( surface );
- if( shader == NULL )
+ shader = PicoGetSurfaceShader( surface );
+ if ( shader == NULL ) {
picoShaderName = "";
- else
+ }
+ else{
picoShaderName = PicoGetShaderName( shader );
-
+ }
+
/* handle shader remapping */
glob = NULL;
- for( rm = remap; rm != NULL; rm = rm->next )
+ for ( rm = remap; rm != NULL; rm = rm->next )
{
- if( rm->from[ 0 ] == '*' && rm->from[ 1 ] == '\0' )
+ if ( rm->from[ 0 ] == '*' && rm->from[ 1 ] == '\0' ) {
glob = rm;
- else if( !Q_stricmp( picoShaderName, rm->from ) )
- {
+ }
+ else if ( !Q_stricmp( picoShaderName, rm->from ) ) {
Sys_FPrintf( SYS_VRB, "Remapping %s to %s\n", picoShaderName, rm->to );
picoShaderName = rm->to;
glob = NULL;
break;
}
}
-
- if( glob != NULL )
- {
+
+ if ( glob != NULL ) {
Sys_FPrintf( SYS_VRB, "Globbing %s to %s\n", picoShaderName, glob->to );
picoShaderName = glob->to;
}
-
+
/* shader renaming for sof2 */
- if( renameModelShaders )
- {
+ if ( renameModelShaders ) {
strcpy( shaderName, picoShaderName );
StripExtension( shaderName );
- if( spawnFlags & 1 )
+ if ( spawnFlags & 1 ) {
strcat( shaderName, "_RMG_BSP" );
- else
+ }
+ else{
strcat( shaderName, "_BSP" );
+ }
si = ShaderInfoForShader( shaderName );
}
- else
+ else{
si = ShaderInfoForShader( picoShaderName );
-
+ }
+
/* set shader */
ds->shaderInfo = si;
-
+
/* set lightmap scale */
ds->lightmapScale = lightmapScale;
-
+
/* force to meta? */
- if( (si != NULL && si->forceMeta) || (spawnFlags & 4) ) /* 3rd bit */
+ if ( ( si != NULL && si->forceMeta ) || ( spawnFlags & 4 ) ) { /* 3rd bit */
ds->type = SURFACE_FORCED_META;
-
+ }
+
/* set particulars */
ds->numVerts = PicoGetSurfaceNumVertexes( surface );
ds->verts = safe_malloc( ds->numVerts * sizeof( ds->verts[ 0 ] ) );
memset( ds->verts, 0, ds->numVerts * sizeof( ds->verts[ 0 ] ) );
-
+
ds->numIndexes = PicoGetSurfaceNumIndexes( surface );
ds->indexes = safe_malloc( ds->numIndexes * sizeof( ds->indexes[ 0 ] ) );
memset( ds->indexes, 0, ds->numIndexes * sizeof( ds->indexes[ 0 ] ) );
-
+
/* copy vertexes */
- for( i = 0; i < ds->numVerts; i++ )
+ for ( i = 0; i < ds->numVerts; i++ )
{
/* get vertex */
dv = &ds->verts[ i ];
-
+
/* xyz and normal */
xyz = PicoGetSurfaceXYZ( surface, i );
VectorCopy( xyz, dv->xyz );
m4x4_transform_point( transform, dv->xyz );
-
+
normal = PicoGetSurfaceNormal( surface, i );
VectorCopy( normal, dv->normal );
m4x4_transform_normal( nTransform, dv->normal );
VectorNormalize( dv->normal, dv->normal );
/* ydnar: tek-fu celshading support for flat shaded shit */
- if( flat )
- {
+ if ( flat ) {
dv->st[ 0 ] = si->stFlat[ 0 ];
dv->st[ 1 ] = si->stFlat[ 1 ];
}
-
+
/* ydnar: gs mods: added support for explicit shader texcoord generation */
- else if( si->tcGen )
- {
+ else if ( si->tcGen ) {
/* project the texture */
dv->st[ 0 ] = DotProduct( si->vecs[ 0 ], dv->xyz );
dv->st[ 1 ] = DotProduct( si->vecs[ 1 ], dv->xyz );
}
-
+
/* normal texture coordinates */
else
{
dv->st[ 0 ] = st[ 0 ];
dv->st[ 1 ] = st[ 1 ];
}
-
+
/* set lightmap/color bits */
color = PicoGetSurfaceColor( surface, 0, i );
- for( j = 0; j < MAX_LIGHTMAPS; j++ )
+ for ( j = 0; j < MAX_LIGHTMAPS; j++ )
{
dv->lightmap[ j ][ 0 ] = 0.0f;
dv->lightmap[ j ][ 1 ] = 0.0f;
dv->color[ j ][ 3 ] = color[ 3 ];
}
}
-
+
/* copy indexes */
indexes = PicoGetSurfaceIndexes( surface, 0 );
- for( i = 0; i < ds->numIndexes; i++ )
+ for ( i = 0; i < ds->numIndexes; i++ )
ds->indexes[ i ] = indexes[ i ];
-
+
/* set cel shader */
ds->celShader = celShader;
-
+
/* ydnar: giant hack land: generate clipping brushes for model triangles */
- if( si->clipModel || (spawnFlags & 2) ) /* 2nd bit */
- {
- vec3_t points[ 3 ], backs[ 3 ];
- vec4_t plane, reverse, pa, pb, pc;
- vec3_t nadir;
-
-
+ if ( si->clipModel || ( spawnFlags & 2 ) ) { /* 2nd bit */
+ vec3_t points[ 3 ], backs[ 3 ];
+ vec4_t plane, reverse, pa, pb, pc;
+ vec3_t nadir;
+
+
/* temp hack */
- if( !si->clipModel &&
- ((si->compileFlags & C_TRANSLUCENT) || !(si->compileFlags & C_SOLID)) )
+ if ( !si->clipModel &&
+ ( ( si->compileFlags & C_TRANSLUCENT ) || !( si->compileFlags & C_SOLID ) ) ) {
continue;
-
+ }
+
/* overflow check */
- if( (nummapplanes + 64) >= (MAX_MAP_PLANES >> 1) )
+ if ( ( nummapplanes + 64 ) >= ( MAX_MAP_PLANES >> 1 ) ) {
continue;
-
+ }
+
/* walk triangle list */
- for( i = 0; i < ds->numIndexes; i += 3 )
+ for ( i = 0; i < ds->numIndexes; i += 3 )
{
/* overflow hack */
- if( (nummapplanes + 64) >= (MAX_MAP_PLANES >> 1) )
- {
+ if ( ( nummapplanes + 64 ) >= ( MAX_MAP_PLANES >> 1 ) ) {
Sys_Printf( "WARNING: MAX_MAP_PLANES (%d) hit generating clip brushes for model %s.\n",
- MAX_MAP_PLANES, name );
+ MAX_MAP_PLANES, name );
break;
}
-
+
/* make points and back points */
- for( j = 0; j < 3; j++ )
+ for ( j = 0; j < 3; j++ )
{
/* get vertex */
dv = &ds->verts[ ds->indexes[ i + j ] ];
-
+
/* copy xyz */
VectorCopy( dv->xyz, points[ j ] );
+#if !Q3MAP2_EXPERIMENTAL_MODEL_CLIPPING_FIX
+ // The code below is totally unneeded regardless of Q3MAP2_EXPERIMENTAL_MODEL_CLIPPING_FIX.
+ // backs is reinitialized further below. However, the extra code does not hurt anything.
VectorCopy( dv->xyz, backs[ j ] );
-
+
/* find nearest axial to normal and push back points opposite */
/* note: this doesn't work as well as simply using the plane of the triangle, below */
- for( k = 0; k < 3; k++ )
+ for ( k = 0; k < 3; k++ )
{
- if( fabs( dv->normal[ k ] ) > fabs( dv->normal[ (k + 1) % 3 ] ) &&
- fabs( dv->normal[ k ] ) > fabs( dv->normal[ (k + 2) % 3 ] ) )
- {
+ if ( fabs( dv->normal[ k ] ) > fabs( dv->normal[ ( k + 1 ) % 3 ] ) &&
+ fabs( dv->normal[ k ] ) > fabs( dv->normal[ ( k + 2 ) % 3 ] ) ) {
backs[ j ][ k ] += dv->normal[ k ] < 0.0f ? 64.0f : -64.0f;
break;
}
}
+#endif
}
-
+
/* make plane for triangle */
- if( PlaneFromPoints( plane, points[ 0 ], points[ 1 ], points[ 2 ] ) )
- {
+ if ( PlaneFromPoints( plane, points[ 0 ], points[ 1 ], points[ 2 ] ) ) {
/* regenerate back points */
- for( j = 0; j < 3; j++ )
+ for ( j = 0; j < 3; j++ )
{
/* get vertex */
dv = &ds->verts[ ds->indexes[ i + j ] ];
-
+
/* copy xyz */
VectorCopy( dv->xyz, backs[ j ] );
-
+
/* find nearest axial to plane normal and push back points opposite */
- for( k = 0; k < 3; k++ )
+ for ( k = 0; k < 3; k++ )
{
- if( fabs( plane[ k ] ) > fabs( plane[ (k + 1) % 3 ] ) &&
- fabs( plane[ k ] ) > fabs( plane[ (k + 2) % 3 ] ) )
+#if Q3MAP2_EXPERIMENTAL_MODEL_CLIPPING_FIX
+ if ( fabs( plane[ k ] ) >= fabs( plane[ ( k + 1 ) % 3 ] ) &&
+ fabs( plane[ k ] ) >= fabs( plane[ ( k + 2 ) % 3 ] ) )
+#else
+ // This code is broken for 45 degree angles where there
+ // is no clear winner.
+ if ( fabs( plane[ k ] ) > fabs( plane[ ( k + 1 ) % 3 ] ) &&
+ fabs( plane[ k ] ) > fabs( plane[ ( k + 2 ) % 3 ] ) )
+#endif
{
backs[ j ][ k ] += plane[ k ] < 0.0f ? 64.0f : -64.0f;
break;
}
}
}
-
+
/* make back plane */
VectorScale( plane, -1.0f, reverse );
- reverse[ 3 ] = -(plane[ 3 ] - 1);
-
+ reverse[ 3 ] = -( plane[ 3 ] - 1 );
+
/* make back pyramid point */
VectorCopy( points[ 0 ], nadir );
VectorAdd( nadir, points[ 1 ], nadir );
VectorAdd( nadir, points[ 2 ], nadir );
VectorScale( nadir, 0.3333333333333f, nadir );
VectorMA( nadir, -2.0f, plane, nadir );
-
+
/* make 3 more planes */
//% if( PlaneFromPoints( pa, points[ 2 ], points[ 1 ], nadir ) &&
//% PlaneFromPoints( pb, points[ 1 ], points[ 0 ], nadir ) &&
//% PlaneFromPoints( pc, points[ 0 ], points[ 2 ], nadir ) )
- if( PlaneFromPoints( pa, points[ 2 ], points[ 1 ], backs[ 1 ] ) &&
- PlaneFromPoints( pb, points[ 1 ], points[ 0 ], backs[ 0 ] ) &&
- PlaneFromPoints( pc, points[ 0 ], points[ 2 ], backs[ 2 ] ) )
- {
+ if ( PlaneFromPoints( pa, points[ 2 ], points[ 1 ], backs[ 1 ] ) &&
+ PlaneFromPoints( pb, points[ 1 ], points[ 0 ], backs[ 0 ] ) &&
+ PlaneFromPoints( pc, points[ 0 ], points[ 2 ], backs[ 2 ] ) ) {
/* build a brush */
buildBrush = AllocBrush( 48 );
-
+
buildBrush->entityNum = mapEntityNum;
buildBrush->original = buildBrush;
buildBrush->contentShader = si;
buildBrush->compileFlags = si->compileFlags;
buildBrush->contentFlags = si->contentFlags;
buildBrush->detail = qtrue;
-
+
/* set up brush sides */
buildBrush->numsides = 5;
- for( j = 0; j < buildBrush->numsides; j++ )
+ for ( j = 0; j < buildBrush->numsides; j++ )
buildBrush->sides[ j ].shaderInfo = si;
buildBrush->sides[ 0 ].planenum = FindFloatPlane( plane, plane[ 3 ], 3, points );
buildBrush->sides[ 1 ].planenum = FindFloatPlane( pa, pa[ 3 ], 1, &points[ 2 ] );
buildBrush->sides[ 2 ].planenum = FindFloatPlane( pb, pb[ 3 ], 1, &points[ 1 ] );
buildBrush->sides[ 3 ].planenum = FindFloatPlane( pc, pc[ 3 ], 1, &points[ 0 ] );
buildBrush->sides[ 4 ].planenum = FindFloatPlane( reverse, reverse[ 3 ], 3, points );
-
+
/* add to entity */
- if( CreateBrushWindings( buildBrush ) )
- {
+ if ( CreateBrushWindings( buildBrush ) ) {
AddBrushBevels();
//% EmitBrushes( buildBrush, NULL, NULL );
buildBrush->next = entities[ mapEntityNum ].brushes;
entities[ mapEntityNum ].brushes = buildBrush;
entities[ mapEntityNum ].numBrushes++;
}
- else
+ else{
free( buildBrush );
+ }
}
}
}
/*
-AddTriangleModels()
-adds misc_model surfaces to the bsp
-*/
-
-void AddTriangleModels( entity_t *e )
-{
- int num, frame, castShadows, recvShadows, spawnFlags;
- entity_t *e2;
- const char *targetName;
- const char *target, *model, *value;
- char shader[ MAX_QPATH ];
- shaderInfo_t *celShader;
- float temp, baseLightmapScale, lightmapScale;
- vec3_t origin, scale, angles;
- m4x4_t transform;
- epair_t *ep;
- remap_t *remap, *remap2;
- char *split;
-
-
+ AddTriangleModels()
+ adds misc_model surfaces to the bsp
+ */
+
+void AddTriangleModels( entity_t *e ){
+ int num, frame, castShadows, recvShadows, spawnFlags;
+ entity_t *e2;
+ const char *targetName;
+ const char *target, *model, *value;
+ char shader[ MAX_QPATH ];
+ shaderInfo_t *celShader;
+ float temp, baseLightmapScale, lightmapScale;
+ vec3_t origin, scale, angles;
+ m4x4_t transform;
+ epair_t *ep;
+ remap_t *remap, *remap2;
+ char *split;
+
+
/* note it */
Sys_FPrintf( SYS_VRB, "--- AddTriangleModels ---\n" );
-
+
/* get current brush entity targetname */
- if( e == entities )
+ if ( e == entities ) {
targetName = "";
+ }
else
{
targetName = ValueForKey( e, "targetname" );
-
+
/* misc_model entities target non-worldspawn brush model entities */
- if( targetName[ 0 ] == '\0' )
+ if ( targetName[ 0 ] == '\0' ) {
return;
+ }
}
-
+
/* get lightmap scale */
baseLightmapScale = FloatForKey( e, "_lightmapscale" );
- if( baseLightmapScale <= 0.0f )
+ if ( baseLightmapScale <= 0.0f ) {
baseLightmapScale = 0.0f;
-
+ }
+
/* walk the entity list */
- for( num = 1; num < numEntities; num++ )
+ for ( num = 1; num < numEntities; num++ )
{
/* get e2 */
e2 = &entities[ num ];
-
+
/* convert misc_models into raw geometry */
- if( Q_stricmp( "misc_model", ValueForKey( e2, "classname" ) ) )
+ if ( Q_stricmp( "misc_model", ValueForKey( e2, "classname" ) ) ) {
continue;
+ }
/* ydnar: added support for md3 models on non-worldspawn models */
target = ValueForKey( e2, "target" );
- if( strcmp( target, targetName ) )
+ if ( strcmp( target, targetName ) ) {
continue;
-
+ }
+
/* get model name */
model = ValueForKey( e2, "model" );
- if( model[ 0 ] == '\0' )
- {
+ if ( model[ 0 ] == '\0' ) {
Sys_Printf( "WARNING: misc_model at %i %i %i without a model key\n",
- (int) origin[ 0 ], (int) origin[ 1 ], (int) origin[ 2 ] );
+ (int) origin[ 0 ], (int) origin[ 1 ], (int) origin[ 2 ] );
continue;
}
-
+
/* get model frame */
frame = IntForKey( e2, "_frame" );
-
+
/* worldspawn (and func_groups) default to cast/recv shadows in worldspawn group */
- if( e == entities )
- {
+ if ( e == entities ) {
castShadows = WORLDSPAWN_CAST_SHADOWS;
recvShadows = WORLDSPAWN_RECV_SHADOWS;
}
-
+
/* other entities don't cast any shadows, but recv worldspawn shadows */
else
{
castShadows = ENTITY_CAST_SHADOWS;
recvShadows = ENTITY_RECV_SHADOWS;
}
-
+
/* get explicit shadow flags */
GetEntityShadowFlags( e2, e, &castShadows, &recvShadows );
-
+
/* get spawnflags */
spawnFlags = IntForKey( e2, "spawnflags" );
-
+
/* get origin */
GetVectorForKey( e2, "origin", origin );
- VectorSubtract( origin, e->origin, origin ); /* offset by parent */
-
+ VectorSubtract( origin, e->origin, origin ); /* offset by parent */
+
/* get scale */
scale[ 0 ] = scale[ 1 ] = scale[ 2 ] = 1.0f;
temp = FloatForKey( e2, "modelscale" );
- if( temp != 0.0f )
+ if ( temp != 0.0f ) {
scale[ 0 ] = scale[ 1 ] = scale[ 2 ] = temp;
+ }
value = ValueForKey( e2, "modelscale_vec" );
- if( value[ 0 ] != '\0' )
+ if ( value[ 0 ] != '\0' ) {
sscanf( value, "%f %f %f", &scale[ 0 ], &scale[ 1 ], &scale[ 2 ] );
-
+ }
+
/* get "angle" (yaw) or "angles" (pitch yaw roll) */
angles[ 0 ] = angles[ 1 ] = angles[ 2 ] = 0.0f;
angles[ 2 ] = FloatForKey( e2, "angle" );
value = ValueForKey( e2, "angles" );
- if( value[ 0 ] != '\0' )
+ if ( value[ 0 ] != '\0' ) {
sscanf( value, "%f %f %f", &angles[ 1 ], &angles[ 2 ], &angles[ 0 ] );
-
+ }
+
/* set transform matrix (thanks spog) */
m4x4_identity( transform );
m4x4_pivoted_transform_by_vec3( transform, origin, angles, eXYZ, scale, vec3_origin );
-
+
/* get shader remappings */
remap = NULL;
- for( ep = e2->epairs; ep != NULL; ep = ep->next )
+ for ( ep = e2->epairs; ep != NULL; ep = ep->next )
{
/* look for keys prefixed with "_remap" */
- if( ep->key != NULL && ep->value != NULL &&
- ep->key[ 0 ] != '\0' && ep->value[ 0 ] != '\0' &&
- !Q_strncasecmp( ep->key, "_remap", 6 ) )
- {
+ if ( ep->key != NULL && ep->value != NULL &&
+ ep->key[ 0 ] != '\0' && ep->value[ 0 ] != '\0' &&
+ !Q_strncasecmp( ep->key, "_remap", 6 ) ) {
/* create new remapping */
remap2 = remap;
remap = safe_malloc( sizeof( *remap ) );
remap->next = remap2;
strcpy( remap->from, ep->value );
-
+
/* split the string */
split = strchr( remap->from, ';' );
- if( split == NULL )
- {
+ if ( split == NULL ) {
Sys_Printf( "WARNING: Shader _remap key found in misc_model without a ; character\n" );
free( remap );
remap = remap2;
continue;
}
-
+
/* store the split */
*split = '\0';
- strcpy( remap->to, (split + 1) );
-
+ strcpy( remap->to, ( split + 1 ) );
+
/* note it */
//% Sys_FPrintf( SYS_VRB, "Remapping %s to %s\n", remap->from, remap->to );
}
}
-
+
/* ydnar: cel shader support */
value = ValueForKey( e2, "_celshader" );
- if( value[ 0 ] == '\0' )
+ if ( value[ 0 ] == '\0' ) {
value = ValueForKey( &entities[ 0 ], "_celshader" );
- if( value[ 0 ] != '\0' )
- {
+ }
+ if ( value[ 0 ] != '\0' ) {
sprintf( shader, "textures/%s", value );
celShader = ShaderInfoForShader( shader );
}
- else
+ else{
celShader = NULL;
-
+ }
+
/* get lightmap scale */
lightmapScale = FloatForKey( e2, "_lightmapscale" );
- if( lightmapScale <= 0.0f )
+ if ( lightmapScale <= 0.0f ) {
lightmapScale = baseLightmapScale;
-
+ }
+
/* insert the model */
InsertModel( (char*) model, frame, transform, remap, celShader, mapEntityNum, castShadows, recvShadows, spawnFlags, lightmapScale );
-
+
/* free shader remappings */
- while( remap != NULL )
+ while ( remap != NULL )
{
remap2 = remap->next;
free( remap );