/* Copyright (C) 1996-1997 Id Software, Inc. This program 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. This program 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 this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "quakedef.h" #include "image.h" #include "r_shadow.h" cvar_t r_skeletal_debugbone = {0, "r_skeletal_debugbone", "-1", "development cvar for testing skeletal model code"}; cvar_t r_skeletal_debugbonecomponent = {0, "r_skeletal_debugbonecomponent", "3", "development cvar for testing skeletal model code"}; cvar_t r_skeletal_debugbonevalue = {0, "r_skeletal_debugbonevalue", "100", "development cvar for testing skeletal model code"}; cvar_t r_skeletal_debugtranslatex = {0, "r_skeletal_debugtranslatex", "1", "development cvar for testing skeletal model code"}; cvar_t r_skeletal_debugtranslatey = {0, "r_skeletal_debugtranslatey", "1", "development cvar for testing skeletal model code"}; cvar_t r_skeletal_debugtranslatez = {0, "r_skeletal_debugtranslatez", "1", "development cvar for testing skeletal model code"}; float mod_md3_sin[320]; void Mod_AliasInit (void) { int i; 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); for (i = 0;i < 320;i++) mod_md3_sin[i] = sin(i * M_PI * 2.0f / 256.0); } void Mod_Alias_GetMesh_Vertices(const model_t *model, const frameblend_t *frameblend, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f) { #define MAX_BONES 256 if (model->surfmesh.data_vertexweightindex4i) { // vertex weighted skeletal int i, k; float boneposerelative[MAX_BONES][12]; // interpolate matrices and concatenate them to their parents for (i = 0;i < model->num_bones;i++) { int blends; float *matrix, m[12], bonepose[MAX_BONES][12]; for (k = 0;k < 12;k++) m[k] = 0; for (blends = 0;blends < 4 && frameblend[blends].lerp > 0;blends++) { matrix = model->data_poses + (frameblend[blends].frame * model->num_bones + i) * 12; 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 for (k = 0;k < 12;k++) bonepose[i][k] = m[k]; // create a relative deformation matrix to describe displacement // from the base mesh, which is used by the actual weighting R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative[i]); } // blend the vertex bone weights // special case for the extremely common wf[0] == 1 because it saves 3 multiplies per array when compared to the other case (w[0] is always 1 if only one bone controls this vertex, artists only use multiple bones for certain special cases) // special case for the first bone because it avoids the need to memset the arrays before filling { const float *v = model->surfmesh.data_vertex3f; const int *wi = model->surfmesh.data_vertexweightindex4i; const float *wf = model->surfmesh.data_vertexweightinfluence4f; for (i = 0;i < model->surfmesh.num_vertices;i++, v += 3, wi += 4, wf += 4, vertex3f += 3) { if (wf[0] == 1) { const float *m = boneposerelative[wi[0]]; vertex3f[0] = (v[0] * m[0] + v[1] * m[1] + v[2] * m[ 2] + m[ 3]); vertex3f[1] = (v[0] * m[4] + v[1] * m[5] + v[2] * m[ 6] + m[ 7]); vertex3f[2] = (v[0] * m[8] + v[1] * m[9] + v[2] * m[10] + m[11]); } else { const float *m = boneposerelative[wi[0]]; float f = wf[0]; vertex3f[0] = f * (v[0] * m[0] + v[1] * m[1] + v[2] * m[ 2] + m[ 3]); vertex3f[1] = f * (v[0] * m[4] + v[1] * m[5] + v[2] * m[ 6] + m[ 7]); vertex3f[2] = f * (v[0] * m[8] + v[1] * m[9] + v[2] * m[10] + m[11]); for (k = 1;k < 4 && wf[k];k++) { const float *m = boneposerelative[wi[k]]; float f = wf[k]; vertex3f[0] += f * (v[0] * m[0] + v[1] * m[1] + v[2] * m[ 2] + m[ 3]); vertex3f[1] += f * (v[0] * m[4] + v[1] * m[5] + v[2] * m[ 6] + m[ 7]); vertex3f[2] += f * (v[0] * m[8] + v[1] * m[9] + v[2] * m[10] + m[11]); } } } } if (normal3f) { const float *n = model->surfmesh.data_normal3f; const int *wi = model->surfmesh.data_vertexweightindex4i; const float *wf = model->surfmesh.data_vertexweightinfluence4f; for (i = 0;i < model->surfmesh.num_vertices;i++, n += 3, wi += 4, wf += 4, normal3f += 3) { if (wf[0] == 1) { const float *m = boneposerelative[wi[0]]; normal3f[0] = (n[0] * m[0] + n[1] * m[1] + n[2] * m[ 2]); normal3f[1] = (n[0] * m[4] + n[1] * m[5] + n[2] * m[ 6]); normal3f[2] = (n[0] * m[8] + n[1] * m[9] + n[2] * m[10]); } else { const float *m = boneposerelative[wi[0]]; float f = wf[0]; normal3f[0] = f * (n[0] * m[0] + n[1] * m[1] + n[2] * m[ 2]); normal3f[1] = f * (n[0] * m[4] + n[1] * m[5] + n[2] * m[ 6]); normal3f[2] = f * (n[0] * m[8] + n[1] * m[9] + n[2] * m[10]); for (k = 1;k < 4 && wf[k];k++) { const float *m = boneposerelative[wi[k]]; float f = wf[k]; normal3f[0] += f * (n[0] * m[0] + n[1] * m[1] + n[2] * m[ 2]); normal3f[1] += f * (n[0] * m[4] + n[1] * m[5] + n[2] * m[ 6]); normal3f[2] += f * (n[0] * m[8] + n[1] * m[9] + n[2] * m[10]); } } } } if (svector3f) { const float *sv = model->surfmesh.data_svector3f; const int *wi = model->surfmesh.data_vertexweightindex4i; const float *wf = model->surfmesh.data_vertexweightinfluence4f; for (i = 0;i < model->surfmesh.num_vertices;i++, sv += 3, wi += 4, wf += 4, svector3f += 3) { if (wf[0] == 1) { const float *m = boneposerelative[wi[0]]; svector3f[0] = (sv[0] * m[0] + sv[1] * m[1] + sv[2] * m[ 2]); svector3f[1] = (sv[0] * m[4] + sv[1] * m[5] + sv[2] * m[ 6]); svector3f[2] = (sv[0] * m[8] + sv[1] * m[9] + sv[2] * m[10]); } else { const float *m = boneposerelative[wi[0]]; float f = wf[0]; svector3f[0] = f * (sv[0] * m[0] + sv[1] * m[1] + sv[2] * m[ 2]); svector3f[1] = f * (sv[0] * m[4] + sv[1] * m[5] + sv[2] * m[ 6]); svector3f[2] = f * (sv[0] * m[8] + sv[1] * m[9] + sv[2] * m[10]); for (k = 1;k < 4 && wf[k];k++) { const float *m = boneposerelative[wi[k]]; float f = wf[k]; svector3f[0] += f * (sv[0] * m[0] + sv[1] * m[1] + sv[2] * m[ 2]); svector3f[1] += f * (sv[0] * m[4] + sv[1] * m[5] + sv[2] * m[ 6]); svector3f[2] += f * (sv[0] * m[8] + sv[1] * m[9] + sv[2] * m[10]); } } } } if (tvector3f) { const float *tv = model->surfmesh.data_tvector3f; const int *wi = model->surfmesh.data_vertexweightindex4i; const float *wf = model->surfmesh.data_vertexweightinfluence4f; for (i = 0;i < model->surfmesh.num_vertices;i++, tv += 3, wi += 4, wf += 4, tvector3f += 3) { if (wf[0] == 1) { const float *m = boneposerelative[wi[0]]; tvector3f[0] = (tv[0] * m[0] + tv[1] * m[1] + tv[2] * m[ 2]); tvector3f[1] = (tv[0] * m[4] + tv[1] * m[5] + tv[2] * m[ 6]); tvector3f[2] = (tv[0] * m[8] + tv[1] * m[9] + tv[2] * m[10]); } else { const float *m = boneposerelative[wi[0]]; float f = wf[0]; tvector3f[0] = f * (tv[0] * m[0] + tv[1] * m[1] + tv[2] * m[ 2]); tvector3f[1] = f * (tv[0] * m[4] + tv[1] * m[5] + tv[2] * m[ 6]); tvector3f[2] = f * (tv[0] * m[8] + tv[1] * m[9] + tv[2] * m[10]); for (k = 1;k < 4 && wf[k];k++) { const float *m = boneposerelative[wi[k]]; float f = wf[k]; tvector3f[0] += f * (tv[0] * m[0] + tv[1] * m[1] + tv[2] * m[ 2]); tvector3f[1] += f * (tv[0] * m[4] + tv[1] * m[5] + tv[2] * m[ 6]); tvector3f[2] += f * (tv[0] * m[8] + tv[1] * m[9] + tv[2] * m[10]); } } } } } else if (model->surfmesh.data_morphmd3vertex) { // vertex morph int i, numblends, blendnum; int numverts = model->surfmesh.num_vertices; numblends = 0; for (blendnum = 0;blendnum < 4;blendnum++) { //VectorMA(translate, model->surfmesh.num_morphmdlframetranslate, frameblend[blendnum].lerp, translate); if (frameblend[blendnum].lerp > 0) numblends = blendnum + 1; } // special case for the first blend because it avoids some adds and the need to memset the arrays first for (blendnum = 0;blendnum < numblends;blendnum++) { const md3vertex_t *verts = model->surfmesh.data_morphmd3vertex + numverts * frameblend[blendnum].frame; float scale = frameblend[blendnum].lerp * (1.0f / 64.0f); if (blendnum == 0) { for (i = 0;i < numverts;i++) { vertex3f[i * 3 + 0] = verts[i].origin[0] * scale; vertex3f[i * 3 + 1] = verts[i].origin[1] * scale; vertex3f[i * 3 + 2] = verts[i].origin[2] * scale; } } else { for (i = 0;i < numverts;i++) { vertex3f[i * 3 + 0] += verts[i].origin[0] * scale; vertex3f[i * 3 + 1] += verts[i].origin[1] * scale; vertex3f[i * 3 + 2] += verts[i].origin[2] * scale; } } // the yaw and pitch stored in md3 models are 8bit quantized angles // (0-255), and as such a lookup table is very well suited to // decoding them, and since cosine is equivilant to sine with an // extra 45 degree rotation, this uses one lookup table for both // sine and cosine with a +64 bias to get cosine. if (normal3f) { float lerp = frameblend[blendnum].lerp; if (blendnum == 0) { for (i = 0;i < numverts;i++) { normal3f[i * 3 + 0] = mod_md3_sin[verts[i].yaw + 64] * mod_md3_sin[verts[i].pitch ] * lerp; normal3f[i * 3 + 1] = mod_md3_sin[verts[i].yaw ] * mod_md3_sin[verts[i].pitch ] * lerp; normal3f[i * 3 + 2] = mod_md3_sin[verts[i].pitch + 64] * lerp; } } else { for (i = 0;i < numverts;i++) { normal3f[i * 3 + 0] += mod_md3_sin[verts[i].yaw + 64] * mod_md3_sin[verts[i].pitch ] * lerp; normal3f[i * 3 + 1] += mod_md3_sin[verts[i].yaw ] * mod_md3_sin[verts[i].pitch ] * lerp; normal3f[i * 3 + 2] += mod_md3_sin[verts[i].pitch + 64] * lerp; } } } } // md3 model vertices do not include tangents, so we have to generate them (extremely slow) if (normal3f) if (svector3f) Mod_BuildTextureVectorsFromNormals(0, model->surfmesh.num_vertices, model->surfmesh.num_triangles, vertex3f, model->surfmesh.data_texcoordtexture2f, normal3f, model->surfmesh.data_element3i, svector3f, tvector3f, r_smoothnormals_areaweighting.integer); } else if (model->surfmesh.data_morphmdlvertex) { // vertex morph int i, numblends, blendnum; int numverts = model->surfmesh.num_vertices; float translate[3]; VectorClear(translate); numblends = 0; // blend the frame translates to avoid redundantly doing so on each vertex // (a bit of a brain twister but it works) for (blendnum = 0;blendnum < 4;blendnum++) { if (model->surfmesh.data_morphmd2framesize6f) VectorMA(translate, frameblend[blendnum].lerp, model->surfmesh.data_morphmd2framesize6f + frameblend[blendnum].frame * 6 + 3, translate); else VectorMA(translate, frameblend[blendnum].lerp, model->surfmesh.num_morphmdlframetranslate, translate); if (frameblend[blendnum].lerp > 0) numblends = blendnum + 1; } // special case for the first blend because it avoids some adds and the need to memset the arrays first for (blendnum = 0;blendnum < numblends;blendnum++) { const trivertx_t *verts = model->surfmesh.data_morphmdlvertex + numverts * frameblend[blendnum].frame; float scale[3]; if (model->surfmesh.data_morphmd2framesize6f) VectorScale(model->surfmesh.data_morphmd2framesize6f + frameblend[blendnum].frame * 6, frameblend[blendnum].lerp, scale); else VectorScale(model->surfmesh.num_morphmdlframescale, frameblend[blendnum].lerp, scale); if (blendnum == 0) { for (i = 0;i < numverts;i++) { vertex3f[i * 3 + 0] = translate[0] + verts[i].v[0] * scale[0]; vertex3f[i * 3 + 1] = translate[1] + verts[i].v[1] * scale[1]; vertex3f[i * 3 + 2] = translate[2] + verts[i].v[2] * scale[2]; } } else { for (i = 0;i < numverts;i++) { vertex3f[i * 3 + 0] += verts[i].v[0] * scale[0]; vertex3f[i * 3 + 1] += verts[i].v[1] * scale[1]; vertex3f[i * 3 + 2] += verts[i].v[2] * scale[2]; } } // the vertex normals in mdl models are an index into a table of // 162 unique values, this very crude quantization reduces the // vertex normal to only one byte, which saves a lot of space but // also makes lighting pretty coarse if (normal3f) { float lerp = frameblend[blendnum].lerp; if (blendnum == 0) { for (i = 0;i < numverts;i++) { const float *vn = m_bytenormals[verts[i].lightnormalindex]; VectorScale(vn, lerp, normal3f + i*3); } } else { for (i = 0;i < numverts;i++) { const float *vn = m_bytenormals[verts[i].lightnormalindex]; VectorMA(normal3f + i*3, lerp, vn, normal3f + i*3); } } } } if (normal3f) if (svector3f) Mod_BuildTextureVectorsFromNormals(0, model->surfmesh.num_vertices, model->surfmesh.num_triangles, vertex3f, model->surfmesh.data_texcoordtexture2f, normal3f, model->surfmesh.data_element3i, svector3f, tvector3f, r_smoothnormals_areaweighting.integer); } else Host_Error("model %s has no skeletal or vertex morph animation data", model->name); } int Mod_Alias_GetTagMatrix(const model_t *model, int poseframe, int tagindex, matrix4x4_t *outmatrix) { const float *boneframe; float tempbonematrix[12], bonematrix[12]; *outmatrix = identitymatrix; if (model->num_bones) { if (tagindex < 0 || tagindex >= model->num_bones) return 4; if (poseframe >= model->num_poses) return 6; boneframe = model->data_poses + poseframe * model->num_bones * 12; memcpy(bonematrix, boneframe + tagindex * 12, sizeof(float[12])); while (model->data_bones[tagindex].parent >= 0) { memcpy(tempbonematrix, bonematrix, sizeof(float[12])); R_ConcatTransforms(boneframe + model->data_bones[tagindex].parent * 12, tempbonematrix, bonematrix); tagindex = model->data_bones[tagindex].parent; } Matrix4x4_FromArray12FloatD3D(outmatrix, bonematrix); } else if (model->num_tags) { if (tagindex < 0 || tagindex >= model->num_tags) return 4; if (poseframe >= model->num_tagframes) return 6; Matrix4x4_FromArray12FloatGL(outmatrix, model->data_tags[poseframe * model->num_tags + tagindex].matrixgl); } return 0; } int Mod_Alias_GetTagIndexForName(const model_t *model, unsigned int skin, const char *tagname) { int i; if (model->data_overridetagnamesforskin && skin < (unsigned int)model->numskins && model->data_overridetagnamesforskin[(unsigned int)skin].num_overridetagnames) for (i = 0;i < model->data_overridetagnamesforskin[skin].num_overridetagnames;i++) if (!strcasecmp(tagname, model->data_overridetagnamesforskin[skin].data_overridetagnames[i].name)) return i + 1; if (model->num_bones) for (i = 0;i < model->num_bones;i++) if (!strcasecmp(tagname, model->data_bones[i].name)) return i + 1; if (model->num_tags) for (i = 0;i < model->num_tags;i++) if (!strcasecmp(tagname, model->data_tags[i].name)) return i + 1; return 0; } static void Mod_BuildBaseBonePoses(void) { int i, k; double scale; float *in12f = loadmodel->data_poses; float *out12f = loadmodel->data_basebonepose; float *outinv12f = loadmodel->data_baseboneposeinverse; for (i = 0;i < loadmodel->num_bones;i++, in12f += 12, out12f += 12, outinv12f += 12) { if (loadmodel->data_bones[i].parent >= 0) R_ConcatTransforms(loadmodel->data_basebonepose + 12 * loadmodel->data_bones[i].parent, in12f, out12f); else for (k = 0;k < 12;k++) out12f[k] = in12f[k]; // invert The Matrix // we only support uniform scaling, so assume the first row is enough // (note the lack of sqrt here, because we're trying to undo the scaling, // this means multiplying by the inverse scale twice - squaring it, which // makes the sqrt a waste of time) scale = 1.0 / (out12f[ 0] * out12f[ 0] + out12f[ 1] * out12f[ 1] + out12f[ 2] * out12f[ 2]); // invert the rotation by transposing and multiplying by the squared // recipricol of the input matrix scale as described above outinv12f[ 0] = (float)(out12f[ 0] * scale); outinv12f[ 1] = (float)(out12f[ 4] * scale); outinv12f[ 2] = (float)(out12f[ 8] * scale); outinv12f[ 4] = (float)(out12f[ 1] * scale); outinv12f[ 5] = (float)(out12f[ 5] * scale); outinv12f[ 6] = (float)(out12f[ 9] * scale); outinv12f[ 8] = (float)(out12f[ 2] * scale); outinv12f[ 9] = (float)(out12f[ 6] * scale); outinv12f[10] = (float)(out12f[10] * scale); // invert the translate outinv12f[ 3] = -(out12f[ 3] * outinv12f[ 0] + out12f[ 7] * outinv12f[ 1] + out12f[11] * outinv12f[ 2]); outinv12f[ 7] = -(out12f[ 3] * outinv12f[ 4] + out12f[ 7] * outinv12f[ 5] + out12f[11] * outinv12f[ 6]); outinv12f[11] = -(out12f[ 3] * outinv12f[ 8] + out12f[ 7] * outinv12f[ 9] + out12f[11] * outinv12f[10]); } } static void Mod_Alias_CalculateBoundingBox(void) { int i, j; int vnum; qboolean firstvertex = true; float dist, yawradius, radius; float *v; float *vertex3f; frameblend_t frameblend[4]; memset(frameblend, 0, sizeof(frameblend)); frameblend[0].lerp = 1; vertex3f = Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(float[3])); VectorClear(loadmodel->normalmins); VectorClear(loadmodel->normalmaxs); yawradius = 0; radius = 0; for (i = 0;i < loadmodel->numframes;i++) { for (j = 0, frameblend[0].frame = loadmodel->animscenes[i].firstframe;j < loadmodel->animscenes[i].framecount;j++, frameblend[0].frame++) { Mod_Alias_GetMesh_Vertices(loadmodel, frameblend, vertex3f, NULL, NULL, NULL); for (vnum = 0, v = vertex3f;vnum < loadmodel->surfmesh.num_vertices;vnum++, v += 3) { if (firstvertex) { firstvertex = false; VectorCopy(v, loadmodel->normalmins); VectorCopy(v, loadmodel->normalmaxs); } else { if (loadmodel->normalmins[0] > v[0]) loadmodel->normalmins[0] = v[0]; if (loadmodel->normalmins[1] > v[1]) loadmodel->normalmins[1] = v[1]; if (loadmodel->normalmins[2] > v[2]) loadmodel->normalmins[2] = v[2]; if (loadmodel->normalmaxs[0] < v[0]) loadmodel->normalmaxs[0] = v[0]; if (loadmodel->normalmaxs[1] < v[1]) loadmodel->normalmaxs[1] = v[1]; if (loadmodel->normalmaxs[2] < v[2]) loadmodel->normalmaxs[2] = v[2]; } dist = v[0] * v[0] + v[1] * v[1]; if (yawradius < dist) yawradius = dist; dist += v[2] * v[2]; if (radius < dist) radius = dist; } } } Mem_Free(vertex3f); radius = sqrt(radius); yawradius = sqrt(yawradius); loadmodel->yawmins[0] = loadmodel->yawmins[1] = -yawradius; loadmodel->yawmaxs[0] = loadmodel->yawmaxs[1] = yawradius; loadmodel->yawmins[2] = loadmodel->normalmins[2]; loadmodel->yawmaxs[2] = loadmodel->normalmaxs[2]; loadmodel->rotatedmins[0] = loadmodel->rotatedmins[1] = loadmodel->rotatedmins[2] = -radius; loadmodel->rotatedmaxs[0] = loadmodel->rotatedmaxs[1] = loadmodel->rotatedmaxs[2] = radius; loadmodel->radius = radius; loadmodel->radius2 = radius * radius; } static void Mod_Alias_Mesh_CompileFrameZero(void) { frameblend_t frameblend[4] = {{0, 1}, {0, 0}, {0, 0}, {0, 0}}; loadmodel->surfmesh.data_vertex3f = (float *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(float[3][4])); loadmodel->surfmesh.data_svector3f = loadmodel->surfmesh.data_vertex3f + loadmodel->surfmesh.num_vertices * 3; loadmodel->surfmesh.data_tvector3f = loadmodel->surfmesh.data_vertex3f + loadmodel->surfmesh.num_vertices * 6; loadmodel->surfmesh.data_normal3f = loadmodel->surfmesh.data_vertex3f + loadmodel->surfmesh.num_vertices * 9; Mod_Alias_GetMesh_Vertices(loadmodel, frameblend, loadmodel->surfmesh.data_vertex3f, NULL, NULL, NULL); Mod_BuildNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_normal3f, true); Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, true); } static void Mod_MDLMD2MD3_TraceBox(model_t *model, int frame, trace_t *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask) { int i; float segmentmins[3], segmentmaxs[3]; frameblend_t frameblend[4]; msurface_t *surface; static int maxvertices = 0; static float *vertex3f = NULL; memset(trace, 0, sizeof(*trace)); trace->fraction = 1; trace->realfraction = 1; trace->hitsupercontentsmask = hitsupercontentsmask; memset(frameblend, 0, sizeof(frameblend)); frameblend[0].frame = frame; frameblend[0].lerp = 1; if (maxvertices < model->surfmesh.num_vertices) { if (vertex3f) Z_Free(vertex3f); maxvertices = (model->surfmesh.num_vertices + 255) & ~255; vertex3f = (float *)Z_Malloc(maxvertices * sizeof(float[3])); } if (VectorLength2(boxmins) + VectorLength2(boxmaxs) == 0) { // line trace segmentmins[0] = min(start[0], end[0]) - 1; segmentmins[1] = min(start[1], end[1]) - 1; segmentmins[2] = min(start[2], end[2]) - 1; segmentmaxs[0] = max(start[0], end[0]) + 1; segmentmaxs[1] = max(start[1], end[1]) + 1; segmentmaxs[2] = max(start[2], end[2]) + 1; for (i = 0, surface = model->data_surfaces;i < model->num_surfaces;i++, surface++) { Mod_Alias_GetMesh_Vertices(model, frameblend, vertex3f, NULL, NULL, NULL); Collision_TraceLineTriangleMeshFloat(trace, start, end, model->surfmesh.num_triangles, model->surfmesh.data_element3i, vertex3f, SUPERCONTENTS_SOLID, 0, surface->texture, segmentmins, segmentmaxs); } } else { // box trace, performed as brush trace colbrushf_t *thisbrush_start, *thisbrush_end; vec3_t boxstartmins, boxstartmaxs, boxendmins, boxendmaxs; segmentmins[0] = min(start[0], end[0]) + boxmins[0] - 1; segmentmins[1] = min(start[1], end[1]) + boxmins[1] - 1; segmentmins[2] = min(start[2], end[2]) + boxmins[2] - 1; segmentmaxs[0] = max(start[0], end[0]) + boxmaxs[0] + 1; segmentmaxs[1] = max(start[1], end[1]) + boxmaxs[1] + 1; segmentmaxs[2] = max(start[2], end[2]) + boxmaxs[2] + 1; VectorAdd(start, boxmins, boxstartmins); VectorAdd(start, boxmaxs, boxstartmaxs); VectorAdd(end, boxmins, boxendmins); VectorAdd(end, boxmaxs, boxendmaxs); thisbrush_start = Collision_BrushForBox(&identitymatrix, boxstartmins, boxstartmaxs, 0, 0, NULL); thisbrush_end = Collision_BrushForBox(&identitymatrix, boxendmins, boxendmaxs, 0, 0, NULL); for (i = 0, surface = model->data_surfaces;i < model->num_surfaces;i++, surface++) { if (maxvertices < model->surfmesh.num_vertices) { if (vertex3f) Z_Free(vertex3f); maxvertices = (model->surfmesh.num_vertices + 255) & ~255; vertex3f = (float *)Z_Malloc(maxvertices * sizeof(float[3])); } Mod_Alias_GetMesh_Vertices(model, frameblend, vertex3f, NULL, NULL, NULL); Collision_TraceBrushTriangleMeshFloat(trace, thisbrush_start, thisbrush_end, model->surfmesh.num_triangles, model->surfmesh.data_element3i, vertex3f, SUPERCONTENTS_SOLID, 0, surface->texture, segmentmins, segmentmaxs); } } } static void Mod_ConvertAliasVerts (int inverts, trivertx_t *v, trivertx_t *out, int *vertremap) { int i, j; for (i = 0;i < inverts;i++) { if (vertremap[i] < 0 && vertremap[i+inverts] < 0) // only used vertices need apply... continue; j = vertremap[i]; // not onseam if (j >= 0) out[j] = v[i]; j = vertremap[i+inverts]; // onseam if (j >= 0) out[j] = v[i]; } } static void Mod_MDL_LoadFrames (unsigned char* datapointer, int inverts, int *vertremap) { int i, f, pose, groupframes; float interval; daliasframetype_t *pframetype; daliasframe_t *pinframe; daliasgroup_t *group; daliasinterval_t *intervals; animscene_t *scene; pose = 0; scene = loadmodel->animscenes; for (f = 0;f < loadmodel->numframes;f++) { pframetype = (daliasframetype_t *)datapointer; datapointer += sizeof(daliasframetype_t); if (LittleLong (pframetype->type) == ALIAS_SINGLE) { // a single frame is still treated as a group interval = 0.1f; groupframes = 1; } else { // read group header group = (daliasgroup_t *)datapointer; datapointer += sizeof(daliasgroup_t); groupframes = LittleLong (group->numframes); // intervals (time per frame) intervals = (daliasinterval_t *)datapointer; datapointer += sizeof(daliasinterval_t) * groupframes; interval = LittleFloat (intervals->interval); // FIXME: support variable framerate groups if (interval < 0.01f) { Con_Printf("%s has an invalid interval %f, changing to 0.1\n", loadmodel->name, interval); interval = 0.1f; } } // get scene name from first frame pinframe = (daliasframe_t *)datapointer; strlcpy(scene->name, pinframe->name, sizeof(scene->name)); scene->firstframe = pose; scene->framecount = groupframes; scene->framerate = 1.0f / interval; scene->loop = true; scene++; // read frames for (i = 0;i < groupframes;i++) { pinframe = (daliasframe_t *)datapointer; datapointer += sizeof(daliasframe_t); Mod_ConvertAliasVerts(inverts, (trivertx_t *)datapointer, loadmodel->surfmesh.data_morphmdlvertex + pose * loadmodel->surfmesh.num_vertices, vertremap); datapointer += sizeof(trivertx_t) * inverts; pose++; } } } static void Mod_BuildAliasSkinFromSkinFrame(texture_t *texture, skinframe_t *skinframe) { texture->currentframe = texture; texture->numskinframes = 1; texture->skinframerate = 1; texture->currentskinframe = texture->skinframes + 0; if (skinframe) texture->skinframes[0] = *skinframe; else { // hack memset(texture->skinframes, 0, sizeof(texture->skinframes)); texture->skinframes[0].base = r_texture_notexture; } texture->basematerialflags = MATERIALFLAG_WALL; if (texture->currentskinframe->fog) texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW; texture->currentmaterialflags = texture->basematerialflags; } static void Mod_BuildAliasSkinsFromSkinFiles(texture_t *skin, skinfile_t *skinfile, char *meshname, char *shadername) { int i; skinfileitem_t *skinfileitem; skinframe_t tempskinframe; if (skinfile) { // 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) { // leave the skin unitialized (nodraw) if the replacement is "common/nodraw" or "textures/common/nodraw" 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_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_PRECACHE | TEXF_PICMIP, true, true)) Mod_BuildAliasSkinFromSkinFrame(skin, &tempskinframe); else { if (cls.state != ca_dedicated) Con_Printf("failed to load skin \"%s\"\n", shadername); Mod_BuildAliasSkinFromSkinFrame(skin, NULL); } } } } } } else { memset(&tempskinframe, 0, sizeof(tempskinframe)); 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("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)", 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)", loadmodel->name, VALUE, MIN, MAX); void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend) { int i, j, version, totalskins, skinwidth, skinheight, groupframes, groupskins, numverts; float scales, scalet, interval; msurface_t *surface; unsigned char *data; mdl_t *pinmodel; stvert_t *pinstverts; dtriangle_t *pintriangles; daliasskintype_t *pinskintype; daliasskingroup_t *pinskingroup; daliasskininterval_t *pinskinintervals; daliasframetype_t *pinframetype; daliasgroup_t *pinframegroup; unsigned char *datapointer, *startframes, *startskins; char name[MAX_QPATH]; skinframe_t tempskinframe; animscene_t *tempskinscenes; texture_t *tempaliasskins; float *vertst; int *vertonseam, *vertremap; skinfile_t *skinfiles; datapointer = (unsigned char *)buffer; pinmodel = (mdl_t *)datapointer; datapointer += sizeof(mdl_t); version = LittleLong (pinmodel->version); if (version != ALIAS_VERSION) Host_Error ("%s has wrong version number (%i should be %i)", loadmodel->name, version, ALIAS_VERSION); 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->num_surfaces = 1; loadmodel->nummodelsurfaces = loadmodel->num_surfaces; data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int)); loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t); loadmodel->surfacelist = (int *)data;data += loadmodel->num_surfaces * sizeof(int); loadmodel->surfacelist[0] = 0; loadmodel->numskins = LittleLong(pinmodel->numskins); BOUNDI(loadmodel->numskins,0,65536); skinwidth = LittleLong (pinmodel->skinwidth); BOUNDI(skinwidth,0,65536); skinheight = LittleLong (pinmodel->skinheight); BOUNDI(skinheight,0,65536); numverts = LittleLong(pinmodel->numverts); BOUNDI(numverts,0,65536); loadmodel->surfmesh.num_triangles = LittleLong(pinmodel->numtris); BOUNDI(loadmodel->surfmesh.num_triangles,0,65536); loadmodel->numframes = LittleLong(pinmodel->numframes); BOUNDI(loadmodel->numframes,0,65536); loadmodel->synctype = (synctype_t)LittleLong (pinmodel->synctype); BOUNDI(loadmodel->synctype,0,2); loadmodel->flags = LittleLong (pinmodel->flags); for (i = 0;i < 3;i++) { loadmodel->surfmesh.num_morphmdlframescale[i] = LittleFloat (pinmodel->scale[i]); loadmodel->surfmesh.num_morphmdlframetranslate[i] = LittleFloat (pinmodel->scale_origin[i]); } startskins = datapointer; totalskins = 0; for (i = 0;i < loadmodel->numskins;i++) { pinskintype = (daliasskintype_t *)datapointer; datapointer += sizeof(daliasskintype_t); if (LittleLong(pinskintype->type) == ALIAS_SKIN_SINGLE) groupskins = 1; else { pinskingroup = (daliasskingroup_t *)datapointer; datapointer += sizeof(daliasskingroup_t); groupskins = LittleLong(pinskingroup->numskins); datapointer += sizeof(daliasskininterval_t) * groupskins; } for (j = 0;j < groupskins;j++) { datapointer += skinwidth * skinheight; totalskins++; } } pinstverts = (stvert_t *)datapointer; datapointer += sizeof(stvert_t) * numverts; pintriangles = (dtriangle_t *)datapointer; datapointer += sizeof(dtriangle_t) * loadmodel->surfmesh.num_triangles; startframes = datapointer; loadmodel->surfmesh.num_morphframes = 0; for (i = 0;i < loadmodel->numframes;i++) { pinframetype = (daliasframetype_t *)datapointer; datapointer += sizeof(daliasframetype_t); if (LittleLong (pinframetype->type) == ALIAS_SINGLE) groupframes = 1; else { pinframegroup = (daliasgroup_t *)datapointer; datapointer += sizeof(daliasgroup_t); groupframes = LittleLong(pinframegroup->numframes); datapointer += sizeof(daliasinterval_t) * groupframes; } for (j = 0;j < groupframes;j++) { datapointer += sizeof(daliasframe_t); datapointer += sizeof(trivertx_t) * numverts; loadmodel->surfmesh.num_morphframes++; } } // store texture coordinates into temporary array, they will be stored // after usage is determined (triangle data) vertst = (float *)Mem_Alloc(tempmempool, numverts * 2 * sizeof(float[2])); vertremap = (int *)Mem_Alloc(tempmempool, numverts * 3 * sizeof(int)); vertonseam = vertremap + numverts * 2; scales = 1.0 / skinwidth; scalet = 1.0 / skinheight; for (i = 0;i < numverts;i++) { vertonseam[i] = LittleLong(pinstverts[i].onseam); vertst[i*2+0] = (LittleLong(pinstverts[i].s) + 0.5) * scales; vertst[i*2+1] = (LittleLong(pinstverts[i].t) + 0.5) * scalet; vertst[(i+numverts)*2+0] = vertst[i*2+0] + 0.5; vertst[(i+numverts)*2+1] = vertst[i*2+1]; } // load triangle data loadmodel->surfmesh.data_element3i = (int *)Mem_Alloc(loadmodel->mempool, sizeof(int[3]) * loadmodel->surfmesh.num_triangles); // read the triangle elements for (i = 0;i < loadmodel->surfmesh.num_triangles;i++) for (j = 0;j < 3;j++) loadmodel->surfmesh.data_element3i[i*3+j] = LittleLong(pintriangles[i].vertindex[j]); // validate (note numverts is used because this is the original data) Mod_ValidateElements(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles, 0, numverts, __FILE__, __LINE__); // now butcher the elements according to vertonseam and tri->facesfront // and then compact the vertex set to remove duplicates for (i = 0;i < loadmodel->surfmesh.num_triangles;i++) if (!LittleLong(pintriangles[i].facesfront)) // backface for (j = 0;j < 3;j++) if (vertonseam[loadmodel->surfmesh.data_element3i[i*3+j]]) loadmodel->surfmesh.data_element3i[i*3+j] += numverts; // count the usage // (this uses vertremap to count usage to save some memory) for (i = 0;i < numverts*2;i++) vertremap[i] = 0; for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++) vertremap[loadmodel->surfmesh.data_element3i[i]]++; // build remapping table and compact array loadmodel->surfmesh.num_vertices = 0; for (i = 0;i < numverts*2;i++) { if (vertremap[i]) { vertremap[i] = loadmodel->surfmesh.num_vertices; vertst[loadmodel->surfmesh.num_vertices*2+0] = vertst[i*2+0]; vertst[loadmodel->surfmesh.num_vertices*2+1] = vertst[i*2+1]; loadmodel->surfmesh.num_vertices++; } else vertremap[i] = -1; // not used at all } // remap the elements to the new vertex set for (i = 0;i < loadmodel->surfmesh.num_triangles * 3;i++) loadmodel->surfmesh.data_element3i[i] = vertremap[loadmodel->surfmesh.data_element3i[i]]; // store the texture coordinates loadmodel->surfmesh.data_texcoordtexture2f = (float *)Mem_Alloc(loadmodel->mempool, sizeof(float[2]) * loadmodel->surfmesh.num_vertices); for (i = 0;i < loadmodel->surfmesh.num_vertices;i++) { loadmodel->surfmesh.data_texcoordtexture2f[i*2+0] = vertst[i*2+0]; loadmodel->surfmesh.data_texcoordtexture2f[i*2+1] = vertst[i*2+1]; } // load the frames loadmodel->animscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, sizeof(animscene_t) * loadmodel->numframes); loadmodel->surfmesh.data_morphmdlvertex = (trivertx_t *)Mem_Alloc(loadmodel->mempool, sizeof(trivertx_t) * loadmodel->surfmesh.num_morphframes * loadmodel->surfmesh.num_vertices); loadmodel->surfmesh.data_neighbor3i = (int *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_triangles * sizeof(int[3])); Mod_MDL_LoadFrames (startframes, numverts, vertremap); Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles); Mod_Alias_CalculateBoundingBox(); Mod_Alias_Mesh_CompileFrameZero(); Mem_Free(vertst); Mem_Free(vertremap); // load the skins skinfiles = Mod_LoadSkinFiles(); loadmodel->skinscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, loadmodel->numskins * sizeof(animscene_t)); loadmodel->num_textures = loadmodel->num_surfaces; loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * totalskins * sizeof(texture_t)); if (skinfiles) { Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures, skinfiles, "default", ""); Mod_FreeSkinFiles(skinfiles); 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; } } else { totalskins = 0; datapointer = startskins; for (i = 0;i < loadmodel->numskins;i++) { pinskintype = (daliasskintype_t *)datapointer; datapointer += sizeof(daliasskintype_t); if (pinskintype->type == ALIAS_SKIN_SINGLE) { groupskins = 1; interval = 0.1f; } else { pinskingroup = (daliasskingroup_t *)datapointer; datapointer += sizeof(daliasskingroup_t); groupskins = LittleLong (pinskingroup->numskins); pinskinintervals = (daliasskininterval_t *)datapointer; datapointer += sizeof(daliasskininterval_t) * groupskins; interval = LittleFloat(pinskinintervals[0].interval); if (interval < 0.01f) { Con_Printf("%s has an invalid interval %f, changing to 0.1\n", loadmodel->name, interval); interval = 0.1f; } } sprintf(loadmodel->skinscenes[i].name, "skin %i", i); loadmodel->skinscenes[i].firstframe = totalskins; loadmodel->skinscenes[i].framecount = groupskins; loadmodel->skinscenes[i].framerate = 1.0f / interval; loadmodel->skinscenes[i].loop = true; for (j = 0;j < groupskins;j++) { if (groupskins > 1) 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_ALPHA | TEXF_PICMIP, true, true)) Mod_LoadSkinFrame_Internal(&tempskinframe, name, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP, true, r_fullbrights.integer, (unsigned char *)datapointer, skinwidth, skinheight, 8, NULL, NULL); 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_ALPHA | TEXF_PICMIP, true, true)) { // expand the arrays to make room tempskinscenes = loadmodel->skinscenes; loadmodel->skinscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, (loadmodel->numskins + 1) * sizeof(animscene_t)); memcpy(loadmodel->skinscenes, tempskinscenes, loadmodel->numskins * sizeof(animscene_t)); Mem_Free(tempskinscenes); tempaliasskins = loadmodel->data_textures; loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * (totalskins + 1) * sizeof(texture_t)); memcpy(loadmodel->data_textures, tempaliasskins, loadmodel->num_surfaces * totalskins * sizeof(texture_t)); Mem_Free(tempaliasskins); // store the info about the new skin Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + totalskins * loadmodel->num_surfaces, &tempskinframe); strlcpy(loadmodel->skinscenes[loadmodel->numskins].name, name, sizeof(loadmodel->skinscenes[loadmodel->numskins].name)); loadmodel->skinscenes[loadmodel->numskins].firstframe = totalskins; loadmodel->skinscenes[loadmodel->numskins].framecount = 1; loadmodel->skinscenes[loadmodel->numskins].framerate = 10.0f; loadmodel->skinscenes[loadmodel->numskins].loop = true; //increase skin counts loadmodel->numskins++; totalskins++; } } surface = loadmodel->data_surfaces; surface->texture = loadmodel->data_textures; surface->num_firsttriangle = 0; surface->num_triangles = loadmodel->surfmesh.num_triangles; surface->num_firstvertex = 0; surface->num_vertices = loadmodel->surfmesh.num_vertices; loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1; } void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend) { int i, j, hashindex, numxyz, numst, xyz, st, skinwidth, skinheight, *vertremap, version, end; float iskinwidth, iskinheight; unsigned char *data; msurface_t *surface; md2_t *pinmodel; unsigned char *base, *datapointer; md2frame_t *pinframe; char *inskin; md2triangle_t *intri; unsigned short *inst; struct md2verthash_s { struct md2verthash_s *next; unsigned short xyz; unsigned short st; } *hash, **md2verthash, *md2verthashdata; skinframe_t tempskinframe; skinfile_t *skinfiles; pinmodel = (md2_t *)buffer; base = (unsigned char *)buffer; version = LittleLong (pinmodel->version); if (version != MD2ALIAS_VERSION) Host_Error ("%s has wrong version number (%i should be %i)", loadmodel->name, version, MD2ALIAS_VERSION); 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; if (LittleLong(pinmodel->num_tris) < 1 || LittleLong(pinmodel->num_tris) > 65536) Host_Error ("%s has invalid number of triangles: %i", loadmodel->name, LittleLong(pinmodel->num_tris)); if (LittleLong(pinmodel->num_xyz) < 1 || LittleLong(pinmodel->num_xyz) > 65536) Host_Error ("%s has invalid number of vertices: %i", loadmodel->name, LittleLong(pinmodel->num_xyz)); if (LittleLong(pinmodel->num_frames) < 1 || LittleLong(pinmodel->num_frames) > 65536) Host_Error ("%s has invalid number of frames: %i", loadmodel->name, LittleLong(pinmodel->num_frames)); if (LittleLong(pinmodel->num_skins) < 0 || LittleLong(pinmodel->num_skins) > 256) Host_Error ("%s has invalid number of skins: %i", loadmodel->name, LittleLong(pinmodel->num_skins)); end = LittleLong(pinmodel->ofs_end); if (LittleLong(pinmodel->num_skins) >= 1 && (LittleLong(pinmodel->ofs_skins) <= 0 || LittleLong(pinmodel->ofs_skins) >= end)) Host_Error ("%s is not a valid model", loadmodel->name); if (LittleLong(pinmodel->ofs_st) <= 0 || LittleLong(pinmodel->ofs_st) >= end) Host_Error ("%s is not a valid model", loadmodel->name); if (LittleLong(pinmodel->ofs_tris) <= 0 || LittleLong(pinmodel->ofs_tris) >= end) Host_Error ("%s is not a valid model", loadmodel->name); if (LittleLong(pinmodel->ofs_frames) <= 0 || LittleLong(pinmodel->ofs_frames) >= end) Host_Error ("%s is not a valid model", loadmodel->name); if (LittleLong(pinmodel->ofs_glcmds) <= 0 || LittleLong(pinmodel->ofs_glcmds) >= end) Host_Error ("%s is not a valid model", loadmodel->name); loadmodel->numskins = LittleLong(pinmodel->num_skins); numxyz = LittleLong(pinmodel->num_xyz); numst = LittleLong(pinmodel->num_st); loadmodel->surfmesh.num_triangles = LittleLong(pinmodel->num_tris); loadmodel->numframes = LittleLong(pinmodel->num_frames); loadmodel->surfmesh.num_morphframes = loadmodel->numframes; skinwidth = LittleLong(pinmodel->skinwidth); skinheight = LittleLong(pinmodel->skinheight); iskinwidth = 1.0f / skinwidth; iskinheight = 1.0f / skinheight; loadmodel->num_surfaces = 1; loadmodel->nummodelsurfaces = loadmodel->num_surfaces; data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->numframes * sizeof(animscene_t) + loadmodel->numframes * sizeof(float[6]) + loadmodel->surfmesh.num_triangles * sizeof(int[3]) + loadmodel->surfmesh.num_triangles * sizeof(int[3])); loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t); loadmodel->surfacelist = (int *)data;data += loadmodel->num_surfaces * sizeof(int); loadmodel->surfacelist[0] = 0; loadmodel->animscenes = (animscene_t *)data;data += loadmodel->numframes * sizeof(animscene_t); loadmodel->surfmesh.data_morphmd2framesize6f = (float *)data;data += loadmodel->numframes * sizeof(float[6]); loadmodel->surfmesh.data_element3i = (int *)data;data += loadmodel->surfmesh.num_triangles * sizeof(int[3]); loadmodel->surfmesh.data_neighbor3i = (int *)data;data += loadmodel->surfmesh.num_triangles * sizeof(int[3]); loadmodel->flags = 0; // there are no MD2 flags loadmodel->synctype = ST_RAND; // load the skins inskin = (char *)(base + LittleLong(pinmodel->ofs_skins)); skinfiles = Mod_LoadSkinFiles(); if (skinfiles) { loadmodel->num_textures = loadmodel->num_surfaces; loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t)); Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures, skinfiles, "default", ""); Mod_FreeSkinFiles(skinfiles); } else if (loadmodel->numskins) { // skins found (most likely not a player model) loadmodel->num_textures = loadmodel->num_surfaces; loadmodel->data_textures = (texture_t *)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_PRECACHE | TEXF_PICMIP, true, true)) Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + i * loadmodel->num_surfaces, &tempskinframe); else { Con_Printf("%s is missing skin \"%s\"\n", loadmodel->name, inskin); Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + i * loadmodel->num_surfaces, NULL); } } } else { // no skins (most likely a player model) loadmodel->numskins = 1; loadmodel->num_textures = loadmodel->num_surfaces; loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t)); Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures, NULL); } loadmodel->skinscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, sizeof(animscene_t) * loadmodel->numskins); 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; } // load the triangles and stvert data inst = (unsigned short *)(base + LittleLong(pinmodel->ofs_st)); intri = (md2triangle_t *)(base + LittleLong(pinmodel->ofs_tris)); md2verthash = (struct md2verthash_s **)Mem_Alloc(tempmempool, 65536 * sizeof(hash)); md2verthashdata = (struct md2verthash_s *)Mem_Alloc(tempmempool, loadmodel->surfmesh.num_triangles * 3 * sizeof(*hash)); // swap the triangle list loadmodel->surfmesh.num_vertices = 0; for (i = 0;i < loadmodel->surfmesh.num_triangles;i++) { for (j = 0;j < 3;j++) { xyz = (unsigned short) LittleShort (intri[i].index_xyz[j]); st = (unsigned short) LittleShort (intri[i].index_st[j]); if (xyz >= numxyz) { Con_Printf("%s has an invalid xyz index (%i) on triangle %i, resetting to 0\n", loadmodel->name, xyz, i); xyz = 0; } if (st >= numst) { Con_Printf("%s has an invalid st index (%i) on triangle %i, resetting to 0\n", loadmodel->name, st, i); st = 0; } hashindex = (xyz * 256 + st) & 65535; for (hash = md2verthash[hashindex];hash;hash = hash->next) if (hash->xyz == xyz && hash->st == st) break; if (hash == NULL) { hash = md2verthashdata + loadmodel->surfmesh.num_vertices++; hash->xyz = xyz; hash->st = st; hash->next = md2verthash[hashindex]; md2verthash[hashindex] = hash; } loadmodel->surfmesh.data_element3i[i*3+j] = (hash - md2verthashdata); } } vertremap = (int *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(int)); data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(float[2]) + loadmodel->surfmesh.num_vertices * loadmodel->surfmesh.num_morphframes * sizeof(trivertx_t)); loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += loadmodel->surfmesh.num_vertices * sizeof(float[2]); loadmodel->surfmesh.data_morphmdlvertex = (trivertx_t *)data;data += loadmodel->surfmesh.num_vertices * loadmodel->surfmesh.num_morphframes * sizeof(trivertx_t); for (i = 0;i < loadmodel->surfmesh.num_vertices;i++) { int sts, stt; hash = md2verthashdata + i; vertremap[i] = hash->xyz; sts = LittleShort(inst[hash->st*2+0]); stt = LittleShort(inst[hash->st*2+1]); if (sts < 0 || sts >= skinwidth || stt < 0 || stt >= skinheight) { Con_Printf("%s has an invalid skin coordinate (%i %i) on vert %i, changing to 0 0\n", loadmodel->name, sts, stt, i); sts = 0; stt = 0; } loadmodel->surfmesh.data_texcoordtexture2f[i*2+0] = sts * iskinwidth; loadmodel->surfmesh.data_texcoordtexture2f[i*2+1] = stt * iskinheight; } Mem_Free(md2verthash); Mem_Free(md2verthashdata); // load the frames datapointer = (base + LittleLong(pinmodel->ofs_frames)); for (i = 0;i < loadmodel->surfmesh.num_morphframes;i++) { int k; trivertx_t *v; trivertx_t *out; pinframe = (md2frame_t *)datapointer; datapointer += sizeof(md2frame_t); // store the frame scale/translate into the appropriate array for (j = 0;j < 3;j++) { loadmodel->surfmesh.data_morphmd2framesize6f[i*6+j] = LittleFloat(pinframe->scale[j]); loadmodel->surfmesh.data_morphmd2framesize6f[i*6+3+j] = LittleFloat(pinframe->translate[j]); } // convert the vertices v = (trivertx_t *)datapointer; out = loadmodel->surfmesh.data_morphmdlvertex + i * loadmodel->surfmesh.num_vertices; for (k = 0;k < loadmodel->surfmesh.num_vertices;k++) out[k] = v[vertremap[k]]; datapointer += numxyz * sizeof(trivertx_t); strlcpy(loadmodel->animscenes[i].name, pinframe->name, sizeof(loadmodel->animscenes[i].name)); loadmodel->animscenes[i].firstframe = i; loadmodel->animscenes[i].framecount = 1; loadmodel->animscenes[i].framerate = 10; loadmodel->animscenes[i].loop = true; } Mem_Free(vertremap); Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles); Mod_Alias_CalculateBoundingBox(); Mod_Alias_Mesh_CompileFrameZero(); surface = loadmodel->data_surfaces; surface->texture = loadmodel->data_textures; surface->num_firsttriangle = 0; surface->num_triangles = loadmodel->surfmesh.num_triangles; surface->num_firstvertex = 0; surface->num_vertices = loadmodel->surfmesh.num_vertices; loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1; } void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend) { int i, j, k, version, meshvertices, meshtriangles; unsigned char *data; msurface_t *surface; md3modelheader_t *pinmodel; md3frameinfo_t *pinframe; md3mesh_t *pinmesh; md3tag_t *pintag; skinfile_t *skinfiles; pinmodel = (md3modelheader_t *)buffer; if (memcmp(pinmodel->identifier, "IDP3", 4)) Host_Error ("%s is not a MD3 (IDP3) file", loadmodel->name); version = LittleLong (pinmodel->version); if (version != MD3VERSION) Host_Error ("%s has wrong version number (%i should be %i)", loadmodel->name, version, MD3VERSION); skinfiles = Mod_LoadSkinFiles(); if (loadmodel->numskins < 1) loadmodel->numskins = 1; 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 = LittleLong(pinmodel->flags); loadmodel->synctype = ST_RAND; // set up some global info about the model loadmodel->numframes = LittleLong(pinmodel->num_frames); loadmodel->num_surfaces = LittleLong(pinmodel->num_meshes); // make skinscenes for the skins (no groups) loadmodel->skinscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, sizeof(animscene_t) * loadmodel->numskins); 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; } // load frameinfo loadmodel->animscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, loadmodel->numframes * sizeof(animscene_t)); for (i = 0, pinframe = (md3frameinfo_t *)((unsigned char *)pinmodel + LittleLong(pinmodel->lump_frameinfo));i < loadmodel->numframes;i++, pinframe++) { strlcpy(loadmodel->animscenes[i].name, pinframe->name, sizeof(loadmodel->animscenes[i].name)); loadmodel->animscenes[i].firstframe = i; loadmodel->animscenes[i].framecount = 1; loadmodel->animscenes[i].framerate = 10; loadmodel->animscenes[i].loop = true; } // load tags loadmodel->num_tagframes = loadmodel->numframes; loadmodel->num_tags = LittleLong(pinmodel->num_tags); loadmodel->data_tags = (aliastag_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_tagframes * loadmodel->num_tags * sizeof(aliastag_t)); for (i = 0, pintag = (md3tag_t *)((unsigned char *)pinmodel + LittleLong(pinmodel->lump_tags));i < loadmodel->num_tagframes * loadmodel->num_tags;i++, pintag++) { strlcpy(loadmodel->data_tags[i].name, pintag->name, sizeof(loadmodel->data_tags[i].name)); for (j = 0;j < 9;j++) loadmodel->data_tags[i].matrixgl[j] = LittleFloat(pintag->rotationmatrix[j]); for (j = 0;j < 3;j++) loadmodel->data_tags[i].matrixgl[9+j] = LittleFloat(pintag->origin[j]); //Con_Printf("model \"%s\" frame #%i tag #%i \"%s\"\n", loadmodel->name, i / loadmodel->num_tags, i % loadmodel->num_tags, loadmodel->data_tags[i].name); } // load meshes meshvertices = 0; meshtriangles = 0; for (i = 0, pinmesh = (md3mesh_t *)((unsigned char *)pinmodel + LittleLong(pinmodel->lump_meshes));i < loadmodel->num_surfaces;i++, pinmesh = (md3mesh_t *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_end))) { if (memcmp(pinmesh->identifier, "IDP3", 4)) Host_Error("Mod_IDP3_Load: invalid mesh identifier (not IDP3)"); if (LittleLong(pinmesh->num_frames) != loadmodel->numframes) Host_Error("Mod_IDP3_Load: mesh numframes differs from header"); meshvertices += LittleLong(pinmesh->num_vertices); meshtriangles += LittleLong(pinmesh->num_triangles); } loadmodel->nummodelsurfaces = loadmodel->num_surfaces; loadmodel->num_textures = loadmodel->num_surfaces; data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + meshtriangles * sizeof(int[3]) + meshvertices * sizeof(float[2]) + meshvertices * loadmodel->numframes * sizeof(md3vertex_t)); loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t); loadmodel->surfacelist = (int *)data;data += loadmodel->num_surfaces * sizeof(int); loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t); loadmodel->surfmesh.num_vertices = meshvertices; loadmodel->surfmesh.num_triangles = meshtriangles; loadmodel->surfmesh.num_morphframes = loadmodel->numframes; // TODO: remove? loadmodel->surfmesh.data_element3i = (int *)data;data += meshtriangles * sizeof(int[3]); loadmodel->surfmesh.data_neighbor3i = (int *)data;data += meshtriangles * sizeof(int[3]); loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]); loadmodel->surfmesh.data_morphmd3vertex = (md3vertex_t *)data;data += meshvertices * loadmodel->numframes * sizeof(md3vertex_t); meshvertices = 0; meshtriangles = 0; for (i = 0, pinmesh = (md3mesh_t *)((unsigned char *)pinmodel + LittleLong(pinmodel->lump_meshes));i < loadmodel->num_surfaces;i++, pinmesh = (md3mesh_t *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_end))) { if (memcmp(pinmesh->identifier, "IDP3", 4)) Host_Error("Mod_IDP3_Load: invalid mesh identifier (not IDP3)"); loadmodel->surfacelist[i] = i; surface = loadmodel->data_surfaces + i; surface->texture = loadmodel->data_textures + i; surface->num_firsttriangle = meshtriangles; surface->num_triangles = LittleLong(pinmesh->num_triangles); surface->num_firstvertex = meshvertices; surface->num_vertices = LittleLong(pinmesh->num_vertices); meshvertices += surface->num_vertices; meshtriangles += surface->num_triangles; for (j = 0;j < surface->num_triangles * 3;j++) loadmodel->surfmesh.data_element3i[j + surface->num_firsttriangle * 3] = surface->num_firstvertex + LittleLong(((int *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_elements)))[j]); for (j = 0;j < surface->num_vertices;j++) { loadmodel->surfmesh.data_texcoordtexture2f[(j + surface->num_firstvertex) * 2 + 0] = LittleFloat(((float *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_texcoords)))[j * 2 + 0]); loadmodel->surfmesh.data_texcoordtexture2f[(j + surface->num_firstvertex) * 2 + 1] = LittleFloat(((float *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_texcoords)))[j * 2 + 1]); } for (j = 0;j < loadmodel->numframes;j++) { const md3vertex_t *in = (md3vertex_t *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_framevertices)) + j * surface->num_vertices; md3vertex_t *out = loadmodel->surfmesh.data_morphmd3vertex + surface->num_firstvertex + j * loadmodel->surfmesh.num_vertices; for (k = 0;k < surface->num_vertices;k++, in++, out++) { out->origin[0] = LittleShort(in->origin[0]); out->origin[1] = LittleShort(in->origin[1]); out->origin[2] = LittleShort(in->origin[2]); out->pitch = in->pitch; out->yaw = in->yaw; } } if (LittleLong(pinmesh->num_shaders) >= 1) Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + i, skinfiles, pinmesh->name, ((md3shader_t *)((unsigned char *) pinmesh + LittleLong(pinmesh->lump_shaders)))->name); else for (j = 0;j < loadmodel->numskins;j++) Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + i + j * loadmodel->num_surfaces, NULL); Mod_ValidateElements(loadmodel->surfmesh.data_element3i + surface->num_firsttriangle * 3, surface->num_triangles, surface->num_firstvertex, surface->num_vertices, __FILE__, __LINE__); } Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles); Mod_Alias_Mesh_CompileFrameZero(); Mod_Alias_CalculateBoundingBox(); Mod_FreeSkinFiles(skinfiles); loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1; } void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend) { zymtype1header_t *pinmodel, *pheader; unsigned char *pbase; int i, j, k, numposes, meshvertices, meshtriangles, *bonecount, *vertbonecounts, count, *renderlist, *renderlistend, *outelements; float modelradius, corner[2], *poses, *intexcoord2f, *outtexcoord2f, *bonepose; zymvertex_t *verts, *vertdata; zymscene_t *scene; zymbone_t *bone; char *shadername; skinfile_t *skinfiles; unsigned char *data; msurface_t *surface; pinmodel = (zymtype1header_t *)buffer; pbase = (unsigned char *)buffer; if (memcmp(pinmodel->id, "ZYMOTICMODEL", 12)) Host_Error ("Mod_ZYMOTICMODEL_Load: %s is not a zymotic model", loadmodel->name); if (BigLong(pinmodel->type) != 1) Host_Error ("Mod_ZYMOTICMODEL_Load: only type 1 (skeletal pose) models are currently supported (name = %s)", loadmodel->name); loadmodel->type = mod_alias; loadmodel->flags = 0; // there are no flags on zym models loadmodel->synctype = ST_RAND; // byteswap header pheader = pinmodel; pheader->type = BigLong(pinmodel->type); pheader->filesize = BigLong(pinmodel->filesize); pheader->mins[0] = BigFloat(pinmodel->mins[0]); pheader->mins[1] = BigFloat(pinmodel->mins[1]); pheader->mins[2] = BigFloat(pinmodel->mins[2]); pheader->maxs[0] = BigFloat(pinmodel->maxs[0]); pheader->maxs[1] = BigFloat(pinmodel->maxs[1]); pheader->maxs[2] = BigFloat(pinmodel->maxs[2]); pheader->radius = BigFloat(pinmodel->radius); pheader->numverts = BigLong(pinmodel->numverts); pheader->numtris = BigLong(pinmodel->numtris); pheader->numshaders = BigLong(pinmodel->numshaders); pheader->numbones = BigLong(pinmodel->numbones); pheader->numscenes = BigLong(pinmodel->numscenes); pheader->lump_scenes.start = BigLong(pinmodel->lump_scenes.start); pheader->lump_scenes.length = BigLong(pinmodel->lump_scenes.length); pheader->lump_poses.start = BigLong(pinmodel->lump_poses.start); pheader->lump_poses.length = BigLong(pinmodel->lump_poses.length); pheader->lump_bones.start = BigLong(pinmodel->lump_bones.start); pheader->lump_bones.length = BigLong(pinmodel->lump_bones.length); pheader->lump_vertbonecounts.start = BigLong(pinmodel->lump_vertbonecounts.start); pheader->lump_vertbonecounts.length = BigLong(pinmodel->lump_vertbonecounts.length); pheader->lump_verts.start = BigLong(pinmodel->lump_verts.start); pheader->lump_verts.length = BigLong(pinmodel->lump_verts.length); pheader->lump_texcoords.start = BigLong(pinmodel->lump_texcoords.start); pheader->lump_texcoords.length = BigLong(pinmodel->lump_texcoords.length); pheader->lump_render.start = BigLong(pinmodel->lump_render.start); pheader->lump_render.length = BigLong(pinmodel->lump_render.length); pheader->lump_shaders.start = BigLong(pinmodel->lump_shaders.start); pheader->lump_shaders.length = BigLong(pinmodel->lump_shaders.length); pheader->lump_trizone.start = BigLong(pinmodel->lump_trizone.start); pheader->lump_trizone.length = BigLong(pinmodel->lump_trizone.length); if (pheader->numtris < 1 || pheader->numverts < 3 || pheader->numshaders < 1) { Con_Printf("%s has no geometry\n", loadmodel->name); return; } if (pheader->numscenes < 1 || pheader->lump_poses.length < (int)sizeof(float[3][4])) { Con_Printf("%s has no animations\n", loadmodel->name); return; } 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->numframes = pheader->numscenes; loadmodel->num_surfaces = pheader->numshaders; skinfiles = Mod_LoadSkinFiles(); if (loadmodel->numskins < 1) loadmodel->numskins = 1; // make skinscenes for the skins (no groups) loadmodel->skinscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, sizeof(animscene_t) * loadmodel->numskins); 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; } // model bbox modelradius = pheader->radius; for (i = 0;i < 3;i++) { loadmodel->normalmins[i] = pheader->mins[i]; loadmodel->normalmaxs[i] = pheader->maxs[i]; loadmodel->rotatedmins[i] = -modelradius; loadmodel->rotatedmaxs[i] = modelradius; } corner[0] = max(fabs(loadmodel->normalmins[0]), fabs(loadmodel->normalmaxs[0])); corner[1] = max(fabs(loadmodel->normalmins[1]), fabs(loadmodel->normalmaxs[1])); loadmodel->yawmaxs[0] = loadmodel->yawmaxs[1] = sqrt(corner[0]*corner[0]+corner[1]*corner[1]); if (loadmodel->yawmaxs[0] > modelradius) loadmodel->yawmaxs[0] = loadmodel->yawmaxs[1] = modelradius; loadmodel->yawmins[0] = loadmodel->yawmins[1] = -loadmodel->yawmaxs[0]; loadmodel->yawmins[2] = loadmodel->normalmins[2]; loadmodel->yawmaxs[2] = loadmodel->normalmaxs[2]; loadmodel->radius = modelradius; loadmodel->radius2 = modelradius * modelradius; // go through the lumps, swapping things //zymlump_t lump_scenes; // zymscene_t scene[numscenes]; // name and other information for each scene (see zymscene struct) loadmodel->animscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, sizeof(animscene_t) * loadmodel->numframes); scene = (zymscene_t *) (pheader->lump_scenes.start + pbase); numposes = pheader->lump_poses.length / pheader->numbones / sizeof(float[3][4]); for (i = 0;i < pheader->numscenes;i++) { memcpy(loadmodel->animscenes[i].name, scene->name, 32); loadmodel->animscenes[i].firstframe = BigLong(scene->start); loadmodel->animscenes[i].framecount = BigLong(scene->length); loadmodel->animscenes[i].framerate = BigFloat(scene->framerate); loadmodel->animscenes[i].loop = (BigLong(scene->flags) & ZYMSCENEFLAG_NOLOOP) == 0; if ((unsigned int) loadmodel->animscenes[i].firstframe >= (unsigned int) numposes) Host_Error("%s scene->firstframe (%i) >= numposes (%i)", loadmodel->name, loadmodel->animscenes[i].firstframe, numposes); if ((unsigned int) loadmodel->animscenes[i].firstframe + (unsigned int) loadmodel->animscenes[i].framecount > (unsigned int) numposes) Host_Error("%s scene->firstframe (%i) + framecount (%i) >= numposes (%i)", loadmodel->name, loadmodel->animscenes[i].firstframe, loadmodel->animscenes[i].framecount, numposes); if (loadmodel->animscenes[i].framerate < 0) Host_Error("%s scene->framerate (%f) < 0", loadmodel->name, loadmodel->animscenes[i].framerate); scene++; } //zymlump_t lump_bones; // zymbone_t bone[numbones]; loadmodel->num_bones = pheader->numbones; loadmodel->data_bones = (aliasbone_t *)Mem_Alloc(loadmodel->mempool, pheader->numbones * sizeof(aliasbone_t)); bone = (zymbone_t *) (pheader->lump_bones.start + pbase); for (i = 0;i < pheader->numbones;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", loadmodel->name, i, i); } //zymlump_t lump_vertbonecounts; // int vertbonecounts[numvertices]; // how many bones influence each vertex (separate mainly to make this compress better) vertbonecounts = (int *)Mem_Alloc(loadmodel->mempool, pheader->numverts * sizeof(int)); bonecount = (int *) (pheader->lump_vertbonecounts.start + pbase); for (i = 0;i < pheader->numverts;i++) { vertbonecounts[i] = BigLong(bonecount[i]); if (vertbonecounts[i] != 1) Host_Error("%s bonecount[%i] != 1 (vertex weight support is impossible in this format)", loadmodel->name, i); } loadmodel->num_poses = pheader->lump_poses.length / sizeof(float[3][4]); meshvertices = pheader->numverts; meshtriangles = pheader->numtris; loadmodel->nummodelsurfaces = loadmodel->num_surfaces; loadmodel->num_textures = loadmodel->num_surfaces; data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + meshtriangles * sizeof(int[3]) + meshvertices * sizeof(float[14]) + meshvertices * sizeof(int[4]) + meshvertices * sizeof(float[4]) + loadmodel->num_poses * sizeof(float[36])); loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t); loadmodel->surfacelist = (int *)data;data += loadmodel->num_surfaces * sizeof(int); loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t); loadmodel->surfmesh.num_vertices = meshvertices; loadmodel->surfmesh.num_triangles = meshtriangles; loadmodel->surfmesh.data_element3i = (int *)data;data += meshtriangles * sizeof(int[3]); loadmodel->surfmesh.data_neighbor3i = (int *)data;data += meshtriangles * sizeof(int[3]); loadmodel->surfmesh.data_vertex3f = (float *)data;data += meshvertices * sizeof(float[3]); loadmodel->surfmesh.data_svector3f = (float *)data;data += meshvertices * sizeof(float[3]); loadmodel->surfmesh.data_tvector3f = (float *)data;data += meshvertices * sizeof(float[3]); loadmodel->surfmesh.data_normal3f = (float *)data;data += meshvertices * sizeof(float[3]); loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]); loadmodel->surfmesh.data_vertexweightindex4i = (int *)data;data += meshvertices * sizeof(int[4]); loadmodel->surfmesh.data_vertexweightinfluence4f = (float *)data;data += meshvertices * sizeof(float[4]); loadmodel->data_poses = (float *)data;data += loadmodel->num_poses * sizeof(float[12]); loadmodel->data_basebonepose = (float *)data;data += loadmodel->num_poses * sizeof(float[12]); loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_poses * sizeof(float[12]); //zymlump_t lump_poses; // float pose[numposes][numbones][3][4]; // animation data poses = (float *) (pheader->lump_poses.start + pbase); for (i = 0;i < pheader->lump_poses.length / 4;i++) loadmodel->data_poses[i] = BigFloat(poses[i]); //zymlump_t lump_verts; // zymvertex_t vert[numvertices]; // see vertex struct verts = (zymvertex_t *)Mem_Alloc(loadmodel->mempool, pheader->lump_verts.length); vertdata = (zymvertex_t *) (pheader->lump_verts.start + pbase); // reconstruct frame 0 matrices to allow reconstruction of the base mesh // (converting from weight-blending skeletal animation to // deformation-based skeletal animation) bonepose = (float *)Z_Malloc(loadmodel->num_bones * sizeof(float[12])); for (i = 0;i < loadmodel->num_bones;i++) { const float *m = loadmodel->data_poses + i * 12; if (loadmodel->data_bones[i].parent >= 0) R_ConcatTransforms(bonepose + 12 * loadmodel->data_bones[i].parent, m, bonepose + 12 * i); else for (k = 0;k < 12;k++) bonepose[12*i+k] = m[k]; } for (j = 0;j < pheader->numverts;j++) { // this format really should have had a per vertexweight weight value... // but since it does not, the weighting is completely ignored and // only one weight is allowed per vertex int boneindex = BigLong(vertdata[j].bonenum); const float *m = bonepose + 12 * boneindex; float relativeorigin[3]; relativeorigin[0] = BigFloat(vertdata[j].origin[0]); relativeorigin[1] = BigFloat(vertdata[j].origin[1]); relativeorigin[2] = BigFloat(vertdata[j].origin[2]); // transform the vertex bone weight into the base mesh loadmodel->surfmesh.data_vertex3f[j*3+0] = relativeorigin[0] * m[0] + relativeorigin[1] * m[1] + relativeorigin[2] * m[ 2] + m[ 3]; loadmodel->surfmesh.data_vertex3f[j*3+1] = relativeorigin[0] * m[4] + relativeorigin[1] * m[5] + relativeorigin[2] * m[ 6] + m[ 7]; loadmodel->surfmesh.data_vertex3f[j*3+2] = relativeorigin[0] * m[8] + relativeorigin[1] * m[9] + relativeorigin[2] * m[10] + m[11]; // store the weight as the primary weight on this vertex loadmodel->surfmesh.data_vertexweightindex4i[j*4+0] = boneindex; loadmodel->surfmesh.data_vertexweightinfluence4f[j*4+0] = 1; } Z_Free(bonepose); // normals and tangents are calculated after elements are loaded //zymlump_t lump_texcoords; // float texcoords[numvertices][2]; outtexcoord2f = loadmodel->surfmesh.data_texcoordtexture2f; intexcoord2f = (float *) (pheader->lump_texcoords.start + pbase); for (i = 0;i < pheader->numverts;i++) { outtexcoord2f[i*2+0] = BigFloat(intexcoord2f[i*2+0]); // flip T coordinate for OpenGL outtexcoord2f[i*2+1] = 1 - BigFloat(intexcoord2f[i*2+1]); } //zymlump_t lump_trizone; // byte trizone[numtris]; // see trizone explanation //loadmodel->alias.zymdata_trizone = Mem_Alloc(loadmodel->mempool, pheader->numtris); //memcpy(loadmodel->alias.zymdata_trizone, (void *) (pheader->lump_trizone.start + pbase), pheader->numtris); //zymlump_t lump_shaders; // char shadername[numshaders][32]; // shaders used on this model //zymlump_t lump_render; // int renderlist[rendersize]; // sorted by shader with run lengths (int count), shaders are sequentially used, each run can be used with glDrawElements (each triangle is 3 int indices) // byteswap, validate, and swap winding order of tris count = pheader->numshaders * sizeof(int) + pheader->numtris * sizeof(int[3]); if (pheader->lump_render.length != count) Host_Error("%s renderlist is wrong size (%i bytes, should be %i bytes)", loadmodel->name, pheader->lump_render.length, count); renderlist = (int *) (pheader->lump_render.start + pbase); renderlistend = (int *) ((unsigned char *) renderlist + pheader->lump_render.length); meshtriangles = 0; for (i = 0;i < loadmodel->num_surfaces;i++) { int firstvertex, lastvertex; if (renderlist >= renderlistend) Host_Error("%s corrupt renderlist (wrong size)", loadmodel->name); count = BigLong(*renderlist);renderlist++; if (renderlist + count * 3 > renderlistend || (i == pheader->numshaders - 1 && renderlist + count * 3 != renderlistend)) Host_Error("%s corrupt renderlist (wrong size)", loadmodel->name); loadmodel->surfacelist[i] = i; surface = loadmodel->data_surfaces + i; surface->texture = loadmodel->data_textures + i; surface->num_firsttriangle = meshtriangles; surface->num_triangles = count; meshtriangles += surface->num_triangles; // load the elements outelements = loadmodel->surfmesh.data_element3i + surface->num_firsttriangle * 3; for (j = 0;j < surface->num_triangles;j++, renderlist += 3) { outelements[j*3+2] = BigLong(renderlist[0]); outelements[j*3+1] = BigLong(renderlist[1]); outelements[j*3+0] = BigLong(renderlist[2]); } // validate the elements and find the used vertex range firstvertex = meshvertices; lastvertex = 0; for (j = 0;j < surface->num_triangles * 3;j++) { if ((unsigned int)outelements[j] >= (unsigned int)meshvertices) Host_Error("%s corrupt renderlist (out of bounds index)", loadmodel->name); firstvertex = min(firstvertex, outelements[j]); lastvertex = max(lastvertex, outelements[j]); } surface->num_firstvertex = firstvertex; surface->num_vertices = lastvertex + 1 - firstvertex; // 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_FreeSkinFiles(skinfiles); Mem_Free(vertbonecounts); Mem_Free(verts); // compute all the mesh information that was not loaded from the file Mod_ValidateElements(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles, 0, loadmodel->surfmesh.num_vertices, __FILE__, __LINE__); Mod_BuildBaseBonePoses(); Mod_BuildNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_normal3f, true); Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, true); Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles); loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1; } void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend) { dpmheader_t *pheader; dpmframe_t *frame; dpmbone_t *bone; dpmmesh_t *dpmmesh; unsigned char *pbase; int i, j, k, meshvertices, meshtriangles; skinfile_t *skinfiles; unsigned char *data; float *bonepose; pheader = (dpmheader_t *)buffer; pbase = (unsigned char *)buffer; if (memcmp(pheader->id, "DARKPLACESMODEL\0", 16)) Host_Error ("Mod_DARKPLACESMODEL_Load: %s is not a darkplaces model", loadmodel->name); if (BigLong(pheader->type) != 2) Host_Error ("Mod_DARKPLACESMODEL_Load: only type 2 (hierarchical skeletal pose) models are currently supported (name = %s)", loadmodel->name); loadmodel->type = mod_alias; 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); if (pheader->num_bones < 1 || pheader->num_meshs < 1) { Con_Printf("%s has no geometry\n", loadmodel->name); return; } if (pheader->num_frames < 1) { Con_Printf("%s has no frames\n", loadmodel->name); return; } 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; // 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; meshvertices = 0; meshtriangles = 0; // gather combined statistics from the meshes dpmmesh = (dpmmesh_t *) (pbase + pheader->ofs_meshs); for (i = 0;i < (int)pheader->num_meshs;i++) { int numverts = BigLong(dpmmesh->num_verts); meshvertices += numverts;; meshtriangles += BigLong(dpmmesh->num_tris); dpmmesh++; } loadmodel->numframes = pheader->num_frames; loadmodel->num_bones = pheader->num_bones; loadmodel->num_poses = loadmodel->num_bones * loadmodel->numframes; loadmodel->num_textures = loadmodel->nummodelsurfaces = loadmodel->num_surfaces = pheader->num_meshs; // do most allocations as one merged chunk data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + meshtriangles * sizeof(int[3]) + meshvertices * (sizeof(float[14]) + sizeof(int[4]) + sizeof(float[4])) + loadmodel->num_poses * sizeof(float[36]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t)); loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t); loadmodel->surfacelist = (int *)data;data += loadmodel->num_surfaces * sizeof(int); loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t); loadmodel->surfmesh.num_vertices = meshvertices; loadmodel->surfmesh.num_triangles = meshtriangles; loadmodel->surfmesh.data_element3i = (int *)data;data += meshtriangles * sizeof(int[3]); loadmodel->surfmesh.data_neighbor3i = (int *)data;data += meshtriangles * sizeof(int[3]); loadmodel->surfmesh.data_vertex3f = (float *)data;data += meshvertices * sizeof(float[3]); loadmodel->surfmesh.data_svector3f = (float *)data;data += meshvertices * sizeof(float[3]); loadmodel->surfmesh.data_tvector3f = (float *)data;data += meshvertices * sizeof(float[3]); loadmodel->surfmesh.data_normal3f = (float *)data;data += meshvertices * sizeof(float[3]); loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]); loadmodel->surfmesh.data_vertexweightindex4i = (int *)data;data += meshvertices * sizeof(int[4]); loadmodel->surfmesh.data_vertexweightinfluence4f = (float *)data;data += meshvertices * sizeof(float[4]); loadmodel->data_poses = (float *)data;data += loadmodel->num_poses * sizeof(float[12]); loadmodel->data_basebonepose = (float *)data;data += loadmodel->num_poses * sizeof(float[12]); loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_poses * sizeof(float[12]); loadmodel->skinscenes = (animscene_t *)data;data += loadmodel->numskins * sizeof(animscene_t); loadmodel->data_bones = (aliasbone_t *)data;data += loadmodel->num_bones * sizeof(aliasbone_t); loadmodel->animscenes = (animscene_t *)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; } // load the bone info bone = (dpmbone_t *) (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", loadmodel->name, i, i); } // load the frames frame = (dpmframe_t *) (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 = (float *) (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 = (dpmmesh_t *) (pbase + pheader->ofs_meshs); meshvertices = 0; meshtriangles = 0; // reconstruct frame 0 matrices to allow reconstruction of the base mesh // (converting from weight-blending skeletal animation to // deformation-based skeletal animation) bonepose = (float *)Z_Malloc(loadmodel->num_bones * sizeof(float[12])); for (i = 0;i < loadmodel->num_bones;i++) { const float *m = loadmodel->data_poses + i * 12; if (loadmodel->data_bones[i].parent >= 0) R_ConcatTransforms(bonepose + 12 * loadmodel->data_bones[i].parent, m, bonepose + 12 * i); else for (k = 0;k < 12;k++) bonepose[12*i+k] = m[k]; } for (i = 0;i < loadmodel->num_surfaces;i++, dpmmesh++) { const int *inelements; int *outelements; const float *intexcoord; msurface_t *surface; loadmodel->surfacelist[i] = i; surface = loadmodel->data_surfaces + i; surface->texture = loadmodel->data_textures + i; surface->num_firsttriangle = meshtriangles; surface->num_triangles = BigLong(dpmmesh->num_tris); surface->num_firstvertex = meshvertices; surface->num_vertices = BigLong(dpmmesh->num_verts); meshvertices += surface->num_vertices; meshtriangles += surface->num_triangles; inelements = (int *) (pbase + BigLong(dpmmesh->ofs_indices)); outelements = loadmodel->surfmesh.data_element3i + surface->num_firsttriangle * 3; for (j = 0;j < surface->num_triangles;j++) { // swap element order to flip triangles, because Quake uses clockwise (rare) and dpm uses counterclockwise (standard) outelements[0] = surface->num_firstvertex + BigLong(inelements[2]); outelements[1] = surface->num_firstvertex + BigLong(inelements[1]); outelements[2] = surface->num_firstvertex + BigLong(inelements[0]); inelements += 3; outelements += 3; } intexcoord = (float *) (pbase + BigLong(dpmmesh->ofs_texcoords)); for (j = 0;j < surface->num_vertices*2;j++) loadmodel->surfmesh.data_texcoordtexture2f[j + surface->num_firstvertex * 2] = BigFloat(intexcoord[j]); data = (unsigned char *) (pbase + BigLong(dpmmesh->ofs_verts)); for (j = surface->num_firstvertex;j < surface->num_firstvertex + surface->num_vertices;j++) { float sum; int l; int numweights = BigLong(((dpmvertex_t *)data)->numbones); data += sizeof(dpmvertex_t); for (k = 0;k < numweights;k++) { const dpmbonevert_t *vert = (dpmbonevert_t *) data; int boneindex = BigLong(vert->bonenum); const float *m = bonepose + 12 * boneindex; float influence = BigFloat(vert->influence); float relativeorigin[3], relativenormal[3]; relativeorigin[0] = BigFloat(vert->origin[0]); relativeorigin[1] = BigFloat(vert->origin[1]); relativeorigin[2] = BigFloat(vert->origin[2]); relativenormal[0] = BigFloat(vert->normal[0]); relativenormal[1] = BigFloat(vert->normal[1]); relativenormal[2] = BigFloat(vert->normal[2]); // blend the vertex bone weights into the base mesh loadmodel->surfmesh.data_vertex3f[j*3+0] += relativeorigin[0] * m[0] + relativeorigin[1] * m[1] + relativeorigin[2] * m[ 2] + influence * m[ 3]; loadmodel->surfmesh.data_vertex3f[j*3+1] += relativeorigin[0] * m[4] + relativeorigin[1] * m[5] + relativeorigin[2] * m[ 6] + influence * m[ 7]; loadmodel->surfmesh.data_vertex3f[j*3+2] += relativeorigin[0] * m[8] + relativeorigin[1] * m[9] + relativeorigin[2] * m[10] + influence * m[11]; loadmodel->surfmesh.data_normal3f[j*3+0] += relativenormal[0] * m[0] + relativenormal[1] * m[1] + relativenormal[2] * m[ 2]; loadmodel->surfmesh.data_normal3f[j*3+1] += relativenormal[0] * m[4] + relativenormal[1] * m[5] + relativenormal[2] * m[ 6]; loadmodel->surfmesh.data_normal3f[j*3+2] += relativenormal[0] * m[8] + relativenormal[1] * m[9] + relativenormal[2] * m[10]; if (!k) { // store the first (and often only) weight loadmodel->surfmesh.data_vertexweightinfluence4f[j*4+0] = influence; loadmodel->surfmesh.data_vertexweightindex4i[j*4+0] = boneindex; } else { // sort the new weight into this vertex's weight table // (which only accepts up to 4 bones per vertex) for (l = 0;l < 4;l++) { if (loadmodel->surfmesh.data_vertexweightinfluence4f[j*4+l] < influence) { // move weaker influence weights out of the way first int l2; for (l2 = 3;l2 > l;l2--) { loadmodel->surfmesh.data_vertexweightinfluence4f[j*4+l2] = loadmodel->surfmesh.data_vertexweightinfluence4f[j*4+l2-1]; loadmodel->surfmesh.data_vertexweightindex4i[j*4+l2] = loadmodel->surfmesh.data_vertexweightindex4i[j*4+l2-1]; } // store the new weight loadmodel->surfmesh.data_vertexweightinfluence4f[j*4+l] = influence; loadmodel->surfmesh.data_vertexweightindex4i[j*4+l] = boneindex; break; } } } data += sizeof(dpmbonevert_t); } sum = 0; for (l = 0;l < 4;l++) sum += loadmodel->surfmesh.data_vertexweightinfluence4f[j*4+l]; if (sum && fabs(sum - 1) > (1.0f / 256.0f)) { float f = 1.0f / sum; for (l = 0;l < 4;l++) loadmodel->surfmesh.data_vertexweightinfluence4f[j*4+l] *= f; } } // 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(loadmodel->surfmesh.data_element3i + surface->num_firsttriangle * 3, surface->num_triangles, surface->num_firstvertex, surface->num_vertices, __FILE__, __LINE__); } Z_Free(bonepose); Mod_FreeSkinFiles(skinfiles); // compute all the mesh information that was not loaded from the file Mod_BuildBaseBonePoses(); Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, true); Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles); loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 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, meshvertices, meshtriangles; int numpnts, numvtxw, numfaces, nummatts, numbones, numrawweights, numanimbones, numanims, numanimkeys; fs_offset_t filesize; 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; unsigned char *data; pskchunk_t *pchunk; skinfile_t *skinfiles; char animname[MAX_QPATH]; pchunk = (pskchunk_t *)buffer; if (strcmp(pchunk->id, "ACTRHEAD")) Host_Error ("Mod_PSKMODEL_Load: %s is not an Unreal Engine ActorX (.psk + .psa) model", 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; FS_StripExtension(loadmodel->name, animname, sizeof(animname)); strlcat(animname, ".psa", sizeof(animname)); animbuffer = animfilebuffer = FS_LoadFile(animname, loadmodel->mempool, false, &filesize); animbufferend = (void *)((unsigned char*)animbuffer + (int)filesize); if (animbuffer == NULL) Host_Error("%s: can't find .psa file (%s)", 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 = (pskchunk_t *)buffer; buffer = (void *)((unsigned char *)buffer + sizeof(pskchunk_t)); version = LittleLong(pchunk->version); recordsize = LittleLong(pchunk->recordsize); numrecords = LittleLong(pchunk->numrecords); if (developer.integer >= 100) 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 && version != 0x12f2bc && version != 0x12f2f0) Con_Printf ("%s: chunk %s has unknown version %x (0x1e83b9, 0x1e9179, 0x2e, 0x12f2bc, 0x12f2f0 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", loadmodel->name, pchunk->id); // byteswap in place and keep the pointer numpnts = numrecords; pnts = (pskpnts_t *)buffer; for (index = 0, p = (pskpnts_t *)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", loadmodel->name, pchunk->id); // byteswap in place and keep the pointer numvtxw = numrecords; vtxw = (pskvtxw_t *)buffer; for (index = 0, p = (pskvtxw_t *)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", loadmodel->name, pchunk->id); // byteswap in place and keep the pointer numfaces = numrecords; faces = (pskface_t *)buffer; for (index = 0, p = (pskface_t *)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", loadmodel->name, pchunk->id); // byteswap in place and keep the pointer nummatts = numrecords; matts = (pskmatt_t *)buffer; for (index = 0, p = (pskmatt_t *)buffer;index < numrecords;index++, p++) { // nothing to do } buffer = p; } else if (!strcmp(pchunk->id, "REFSKELT")) { pskboneinfo_t *p; if (recordsize != sizeof(*p)) Host_Error("%s: %s has unsupported recordsize", loadmodel->name, pchunk->id); // byteswap in place and keep the pointer numbones = numrecords; bones = (pskboneinfo_t *)buffer; for (index = 0, p = (pskboneinfo_t *)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", loadmodel->name, pchunk->id); // byteswap in place and keep the pointer numrawweights = numrecords; rawweights = (pskrawweights_t *)buffer; for (index = 0, p = (pskrawweights_t *)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 = (pskchunk_t *)animbuffer; animbuffer = (void *)((unsigned char *)animbuffer + sizeof(pskchunk_t)); version = LittleLong(pchunk->version); recordsize = LittleLong(pchunk->recordsize); numrecords = LittleLong(pchunk->numrecords); if (developer.integer >= 100) Con_Printf("%s: %s %x: %i * %i = %i\n", animname, pchunk->id, version, recordsize, numrecords, recordsize * numrecords); if (version != 0x1e83b9 && version != 0x1e9179 && version != 0x2e && version != 0x12f2bc && version != 0x12f2f0) Con_Printf ("%s: chunk %s has unknown version %x (0x1e83b9, 0x1e9179, 0x2e, 0x12f2bc, 0x12f2f0 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", animname, pchunk->id); // byteswap in place and keep the pointer numanimbones = numrecords; animbones = (pskboneinfo_t *)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", loadmodel->name); for (index = 0, p = (pskboneinfo_t *)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", animname); } animbuffer = p; } else if (!strcmp(pchunk->id, "ANIMINFO")) { pskaniminfo_t *p; if (recordsize != sizeof(*p)) Host_Error("%s: %s has unsupported recordsize", animname, pchunk->id); // byteswap in place and keep the pointer numanims = numrecords; anims = (pskaniminfo_t *)animbuffer; for (index = 0, p = (pskaniminfo_t *)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", animname, pchunk->id); numanimkeys = numrecords; animkeys = (pskanimkeys_t *)animbuffer; for (index = 0, p = (pskanimkeys_t *)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", loadmodel->name); loadmodel->numframes = 0; for (index = 0;index < numanims;index++) loadmodel->numframes += anims[index].numframes; if (numanimkeys != numbones * loadmodel->numframes) Host_Error("%s: %s has incorrect number of animation keys", animname, pchunk->id); meshvertices = numvtxw; meshtriangles = numfaces; // load external .skin files if present skinfiles = Mod_LoadSkinFiles(); if (loadmodel->numskins < 1) loadmodel->numskins = 1; loadmodel->num_bones = numbones; loadmodel->num_poses = loadmodel->num_bones * loadmodel->numframes; loadmodel->num_textures = loadmodel->nummodelsurfaces = loadmodel->num_surfaces = nummatts; // do most allocations as one merged chunk data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + meshtriangles * sizeof(int[3]) + meshvertices * (sizeof(float[14]) + sizeof(int[4]) + sizeof(float[4])) + loadmodel->num_poses * sizeof(float[36]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t)); loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t); loadmodel->surfacelist = (int *)data;data += loadmodel->num_surfaces * sizeof(int); loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t); loadmodel->surfmesh.num_vertices = meshvertices; loadmodel->surfmesh.num_triangles = meshtriangles; loadmodel->surfmesh.data_element3i = (int *)data;data += meshtriangles * sizeof(int[3]); loadmodel->surfmesh.data_neighbor3i = (int *)data;data += meshtriangles * sizeof(int[3]); loadmodel->surfmesh.data_vertex3f = (float *)data;data += meshvertices * sizeof(float[3]); loadmodel->surfmesh.data_svector3f = (float *)data;data += meshvertices * sizeof(float[3]); loadmodel->surfmesh.data_tvector3f = (float *)data;data += meshvertices * sizeof(float[3]); loadmodel->surfmesh.data_normal3f = (float *)data;data += meshvertices * sizeof(float[3]); loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]); loadmodel->surfmesh.data_vertexweightindex4i = (int *)data;data += meshvertices * sizeof(int[4]); loadmodel->surfmesh.data_vertexweightinfluence4f = (float *)data;data += meshvertices * sizeof(float[4]); loadmodel->data_poses = (float *)data;data += loadmodel->num_poses * sizeof(float[12]); loadmodel->data_basebonepose = (float *)data;data += loadmodel->num_poses * sizeof(float[12]); loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_poses * sizeof(float[12]); loadmodel->skinscenes = (animscene_t *)data;data += loadmodel->numskins * sizeof(animscene_t); loadmodel->data_bones = (aliasbone_t *)data;data += loadmodel->num_bones * sizeof(aliasbone_t); loadmodel->animscenes = (animscene_t *)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; } // 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].texture = loadmodel->data_textures + index; loadmodel->data_surfaces[index].num_firstvertex = 0; loadmodel->data_surfaces[index].num_vertices = loadmodel->surfmesh.num_vertices; } // copy over the vertex locations and texcoords for (index = 0;index < numvtxw;index++) { loadmodel->surfmesh.data_vertex3f[index*3+0] = pnts[vtxw[index].pntsindex].origin[0]; loadmodel->surfmesh.data_vertex3f[index*3+1] = pnts[vtxw[index].pntsindex].origin[1]; loadmodel->surfmesh.data_vertex3f[index*3+2] = pnts[vtxw[index].pntsindex].origin[2]; loadmodel->surfmesh.data_texcoordtexture2f[index*2+0] = vtxw[index].texcoord[0]; loadmodel->surfmesh.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; loadmodel->surfmesh.data_element3i[i+0] = faces[index].vtxwindex[0]; loadmodel->surfmesh.data_element3i[i+1] = faces[index].vtxwindex[1]; loadmodel->surfmesh.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", loadmodel->name, index, index); } // sort the psk point weights into the vertex weight tables // (which only accept up to 4 bones per vertex) for (index = 0;index < numvtxw;index++) { int l; float sum; for (j = 0;j < numrawweights;j++) { if (rawweights[j].pntsindex == vtxw[index].pntsindex) { int boneindex = rawweights[j].boneindex; float influence = rawweights[j].weight; for (l = 0;l < 4;l++) { if (loadmodel->surfmesh.data_vertexweightinfluence4f[index*4+l] < influence) { // move lower influence weights out of the way first int l2; for (l2 = 3;l2 > l;l2--) { loadmodel->surfmesh.data_vertexweightinfluence4f[index*4+l2] = loadmodel->surfmesh.data_vertexweightinfluence4f[index*4+l2-1]; loadmodel->surfmesh.data_vertexweightindex4i[index*4+l2] = loadmodel->surfmesh.data_vertexweightindex4i[index*4+l2-1]; } // store the new weight loadmodel->surfmesh.data_vertexweightinfluence4f[index*4+l] = influence; loadmodel->surfmesh.data_vertexweightindex4i[index*4+l] = boneindex; break; } } } } sum = 0; for (l = 0;l < 4;l++) sum += loadmodel->surfmesh.data_vertexweightinfluence4f[index*4+l]; if (sum && fabs(sum - 1) > (1.0f / 256.0f)) { float f = 1.0f / sum; for (l = 0;l < 4;l++) loadmodel->surfmesh.data_vertexweightinfluence4f[index*4+l] *= f; } } // 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++) { pskanimkeys_t *k = animkeys + index; matrix4x4_t matrix; Matrix4x4_FromOriginQuat(&matrix, k->origin[0], k->origin[1], k->origin[2], k->quat[0], k->quat[1], k->quat[2], k->quat[3]); Matrix4x4_ToArray12FloatD3D(&matrix, loadmodel->data_poses + index*12); } Mod_FreeSkinFiles(skinfiles); Mem_Free(animfilebuffer); // compute all the mesh information that was not loaded from the file // TODO: honor smoothing groups somehow? Mod_ValidateElements(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles, 0, loadmodel->surfmesh.num_vertices, __FILE__, __LINE__); Mod_BuildBaseBonePoses(); Mod_BuildNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_normal3f, true); Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, true); Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles); Mod_Alias_CalculateBoundingBox(); loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1; }