-#include <assert.h>\r
-#include "q3data.h"\r
-\r
-//=================================================================\r
-\r
-static void OrderSurfaces( void );\r
-static void LoadBase( const char *filename );\r
-static int LoadModelFile( const char *filename, polyset_t **ppsets, int *pnumpolysets );\r
-\r
-#define MAX_SURFACE_TRIS (SHADER_MAX_INDEXES / 3)\r
-#define MAX_SURFACE_VERTS SHADER_MAX_VERTEXES\r
-\r
-#define MD3_TYPE_UNKNOWN 0\r
-#define MD3_TYPE_BASE3DS 1\r
-#define MD3_TYPE_SPRITE 2\r
-#define MD3_TYPE_ASE 3\r
-\r
-#define MAX_ANIM_FRAMES 512\r
-#define MAX_ANIM_SURFACES 32\r
-\r
-typedef struct\r
-{\r
- polyset_t *frames;\r
- int numFrames;\r
-} SurfaceAnimation_t;\r
-\r
-typedef struct\r
-{\r
- polyset_t *surfaces[MAX_ANIM_SURFACES];\r
- int numSurfaces;\r
-} ObjectAnimationFrame_t;\r
-\r
-typedef struct {\r
- vec3_t xyz;\r
- vec3_t normal;\r
- vec3_t color;\r
- float st[2];\r
- int index;\r
-} baseVertex_t;\r
- \r
-typedef struct {\r
- baseVertex_t v[3];\r
-} baseTriangle_t;\r
-\r
-//================================================================\r
-\r
-typedef struct\r
-{\r
- md3Surface_t header;\r
- md3Shader_t shaders[MD3_MAX_SHADERS];\r
- // all verts (xyz_normal)\r
- float *verts[MD3_MAX_FRAMES];\r
-\r
- baseTriangle_t baseTriangles[MD3_MAX_TRIANGLES];\r
-\r
- // the triangles will be sorted so that they form long generalized tristrips\r
- int orderedTriangles[MD3_MAX_TRIANGLES][3];\r
- int lodTriangles[MD3_MAX_TRIANGLES][3];\r
- baseVertex_t baseVertexes[MD3_MAX_VERTS];\r
-\r
-} md3SurfaceData_t;\r
-\r
-typedef struct\r
-{\r
- int skinwidth, skinheight;\r
- \r
- md3SurfaceData_t surfData[MD3_MAX_SURFACES];\r
-\r
- md3Tag_t tags[MD3_MAX_FRAMES][MD3_MAX_TAGS];\r
- md3Frame_t frames[MD3_MAX_FRAMES];\r
-\r
- md3Header_t model;\r
- float scale_up; // set by $scale\r
- vec3_t adjust; // set by $origin\r
- vec3_t aseAdjust;\r
- int fixedwidth, fixedheight; // set by $skinsize\r
-\r
- int maxSurfaceTris;\r
-\r
- int lowerSkipFrameStart, lowerSkipFrameEnd;\r
- int maxUpperFrames;\r
- int maxHeadFrames;\r
- int currentLod;\r
- float lodBias;\r
-\r
- int type; // MD3_TYPE_BASE, MD3_TYPE_OLDBASE, MD3_TYPE_ASE, or MD3_TYPE_SPRITE\r
-\r
-} q3data;\r
-\r
-q3data g_data;\r
-\r
-// the command list holds counts, the count * 3 xyz, st, normal indexes\r
-// that are valid for every frame\r
-char g_cddir[1024];\r
-char g_modelname[1024];\r
-\r
-//==============================================================\r
-\r
-/*\r
-===============\r
-ClearModel\r
-===============\r
-*/\r
-void ClearModel (void)\r
-{\r
- int i;\r
-\r
- g_data.type = MD3_TYPE_UNKNOWN;\r
-\r
- for ( i = 0; i < MD3_MAX_SURFACES; i++ )\r
- {\r
- memset( &g_data.surfData[i].header, 0, sizeof( g_data.surfData[i].header ) );\r
- memset( &g_data.surfData[i].shaders, 0, sizeof( g_data.surfData[i].shaders ) );\r
- memset( &g_data.surfData[i].verts, 0, sizeof( g_data.surfData[i].verts ) );\r
- }\r
-\r
- memset( g_data.tags, 0, sizeof( g_data.tags ) );\r
-\r
- for ( i = 0; i < g_data.model.numSurfaces; i++ )\r
- {\r
- int j;\r
-\r
- for ( j = 0; j < g_data.surfData[i].header.numShaders; j++ )\r
- {\r
- memset( &g_data.surfData[i].shaders[j], 0, sizeof( g_data.surfData[i].shaders[j] ) );\r
- }\r
- }\r
- memset (&g_data.model, 0, sizeof(g_data.model));\r
- memset (g_cddir, 0, sizeof(g_cddir));\r
-\r
- g_modelname[0] = 0;\r
- g_data.scale_up = 1.0; \r
- memset( &g_data.model, 0, sizeof( g_data.model ) );\r
- VectorCopy (vec3_origin, g_data.adjust);\r
- g_data.fixedwidth = g_data.fixedheight = 0;\r
- g_skipmodel = qfalse;\r
-}\r
-\r
-/*\r
-** void WriteModelSurface( FILE *modelouthandle, md3SurfaceData_t *pSurfData )\r
-**\r
-** This routine assumes that the file position has been adjusted\r
-** properly prior to entry to point at the beginning of the surface.\r
-**\r
-** Since surface header information is completely relative, we can't\r
-** just randomly seek to an arbitrary surface location right now. Is\r
-** this something we should add?\r
-*/\r
-void WriteModelSurface( FILE *modelouthandle, md3SurfaceData_t *pSurfData )\r
-{\r
- md3Surface_t *pSurf = &pSurfData->header;\r
- md3Shader_t *pShader = pSurfData->shaders;\r
- baseVertex_t *pBaseVertex = pSurfData->baseVertexes;\r
- float **verts = pSurfData->verts;\r
-\r
- short xyznormals[MD3_MAX_VERTS][4];\r
-\r
- float base_st[MD3_MAX_VERTS][2];\r
- md3Surface_t surftemp;\r
-\r
- int f, i, j, k;\r
-\r
- if ( strstr( pSurf->name, "tag_" ) == pSurf->name )\r
- return;\r
-\r
- //\r
- // write out the header\r
- //\r
- surftemp = *pSurf;\r
- surftemp.ident = LittleLong( MD3_IDENT );\r
- surftemp.flags = LittleLong( pSurf->flags );\r
- surftemp.numFrames = LittleLong( pSurf->numFrames );\r
- surftemp.numShaders = LittleLong( pSurf->numShaders );\r
-\r
- surftemp.ofsShaders = LittleLong( pSurf->ofsShaders );\r
-\r
- surftemp.ofsTriangles = LittleLong( pSurf->ofsTriangles );\r
- surftemp.numTriangles = LittleLong( pSurf->numTriangles );\r
-\r
- surftemp.ofsSt = LittleLong( pSurf->ofsSt );\r
- surftemp.ofsXyzNormals = LittleLong( pSurf->ofsXyzNormals );\r
- surftemp.ofsEnd = LittleLong( pSurf->ofsEnd );\r
-\r
- SafeWrite( modelouthandle, &surftemp, sizeof( surftemp ) );\r
-\r
- if ( g_verbose )\r
- {\r
- printf( "surface '%s'\n", pSurf->name );\r
- printf( "...num shaders: %d\n", pSurf->numShaders );\r
- }\r
-\r
- //\r
- // write out shaders\r
- //\r
- for ( i = 0; i < pSurf->numShaders; i++ )\r
- {\r
- md3Shader_t shadertemp;\r
-\r
- if ( g_verbose )\r
- printf( "......'%s'\n", pShader[i].name );\r
-\r
- shadertemp = pShader[i];\r
- shadertemp.shaderIndex = LittleLong( shadertemp.shaderIndex );\r
- SafeWrite( modelouthandle, &shadertemp, sizeof( shadertemp ) );\r
- }\r
-\r
- //\r
- // write out the triangles\r
- //\r
- for ( i = 0 ; i < pSurf->numTriangles ; i++ ) \r
- {\r
- for (j = 0 ; j < 3 ; j++) \r
- {\r
- int ivalue = LittleLong( pSurfData->orderedTriangles[i][j] );\r
- pSurfData->orderedTriangles[i][j] = ivalue;\r
- }\r
- }\r
-\r
- SafeWrite( modelouthandle, pSurfData->orderedTriangles, pSurf->numTriangles * sizeof( g_data.surfData[0].orderedTriangles[0] ) );\r
-\r
- if ( g_verbose )\r
- {\r
- printf( "\n...num verts: %d\n", pSurf->numVerts );\r
- printf( "...TEX COORDINATES\n" );\r
- }\r
-\r
- //\r
- // write out the texture coordinates\r
- //\r
- for ( i = 0; i < pSurf->numVerts ; i++) {\r
- base_st[i][0] = LittleFloat( pBaseVertex[i].st[0] );\r
- base_st[i][1] = LittleFloat( pBaseVertex[i].st[1] );\r
- if ( g_verbose )\r
- printf( "......%d: %f,%f\n", i, base_st[i][0], base_st[i][1] );\r
- }\r
- SafeWrite( modelouthandle, base_st, pSurf->numVerts * sizeof(base_st[0]));\r
-\r
- //\r
- // write the xyz_normal\r
- //\r
- if ( g_verbose )\r
- printf( "...XYZNORMALS\n" );\r
- for ( f = 0; f < g_data.model.numFrames; f++ )\r
- {\r
- for (j=0 ; j< pSurf->numVerts; j++) \r
- {\r
- short value;\r
-\r
- for (k=0 ; k < 3 ; k++) \r
- {\r
- value = ( short ) ( verts[f][j*6+k] / MD3_XYZ_SCALE );\r
- xyznormals[j][k] = LittleShort( value );\r
- }\r
- NormalToLatLong( &verts[f][j*6+3], (byte *)&xyznormals[j][3] );\r
- }\r
- SafeWrite( modelouthandle, xyznormals, pSurf->numVerts * sizeof( short ) * 4 );\r
- }\r
-}\r
-\r
-/*\r
-** void WriteModelFile( FILE *modelouthandle )\r
-**\r
-** CHUNK SIZE\r
-** header sizeof( md3Header_t )\r
-** frames sizeof( md3Frame_t ) * numFrames\r
-** tags sizeof( md3Tag_t ) * numFrames * numTags\r
-** surfaces surfaceSum\r
-*/\r
-void WriteModelFile( FILE *modelouthandle )\r
-{\r
- int f;\r
- int i, j;\r
- md3Header_t modeltemp;\r
- long surfaceSum = 0;\r
- int numRealSurfaces = 0;\r
- int numFrames = g_data.model.numFrames;\r
-\r
- // compute offsets for all surfaces, sum their total size\r
- for ( i = 0; i < g_data.model.numSurfaces; i++ )\r
- {\r
- if ( strstr( g_data.surfData[i].header.name, "tag_" ) != g_data.surfData[i].header.name )\r
- {\r
- md3Surface_t *psurf = &g_data.surfData[i].header;\r
-\r
- if ( psurf->numTriangles == 0 || psurf->numVerts == 0 )\r
- continue;\r
-\r
- //\r
- // the triangle and vertex split threshold is controlled by a parameter\r
- // to $base, a la $base blah.3ds 1900, where "1900" determines the number\r
- // of triangles to split on\r
- //\r
- else if ( psurf->numVerts > MAX_SURFACE_VERTS )\r
- {\r
- Error( "too many vertices\n" );\r
- }\r
-\r
- psurf->numFrames = numFrames;\r
-\r
- psurf->ofsShaders = sizeof( md3Surface_t );\r
-\r
- if ( psurf->numTriangles > MAX_SURFACE_TRIS ) \r
- {\r
- Error( "too many faces\n" );\r
- }\r
-\r
- psurf->ofsTriangles = psurf->ofsShaders + psurf->numShaders * sizeof( md3Shader_t );\r
-\r
- psurf->ofsSt = psurf->ofsTriangles + psurf->numTriangles * sizeof( md3Triangle_t );\r
- psurf->ofsXyzNormals = psurf->ofsSt + psurf->numVerts * sizeof( md3St_t );\r
- psurf->ofsEnd = psurf->ofsXyzNormals + psurf->numFrames * psurf->numVerts * ( sizeof( short ) * 4 );\r
-\r
- surfaceSum += psurf->ofsEnd;\r
-\r
- numRealSurfaces++;\r
- }\r
- }\r
-\r
- g_data.model.ident = MD3_IDENT;\r
- g_data.model.version = MD3_VERSION;\r
-\r
- g_data.model.ofsFrames = sizeof(md3Header_t);\r
- g_data.model.ofsTags = g_data.model.ofsFrames + numFrames*sizeof(md3Frame_t);\r
- g_data.model.ofsSurfaces = g_data.model.ofsTags + numFrames*g_data.model.numTags*sizeof(md3Tag_t);\r
- g_data.model.ofsEnd = g_data.model.ofsSurfaces + surfaceSum;\r
-\r
- //\r
- // write out the model header\r
- //\r
- modeltemp = g_data.model;\r
- modeltemp.ident = LittleLong( modeltemp.ident );\r
- modeltemp.version = LittleLong( modeltemp.version );\r
- modeltemp.numFrames = LittleLong( modeltemp.numFrames );\r
- modeltemp.numTags = LittleLong( modeltemp.numTags );\r
- modeltemp.numSurfaces = LittleLong( numRealSurfaces );\r
- modeltemp.ofsFrames = LittleLong( modeltemp.ofsFrames );\r
- modeltemp.ofsTags = LittleLong( modeltemp.ofsTags );\r
- modeltemp.ofsSurfaces = LittleLong( modeltemp.ofsSurfaces );\r
- modeltemp.ofsEnd = LittleLong( modeltemp.ofsEnd );\r
-\r
- SafeWrite (modelouthandle, &modeltemp, sizeof(modeltemp));\r
-\r
- //\r
- // write out the frames\r
- //\r
- for (i=0 ; i < numFrames ; i++) \r
- {\r
- vec3_t tmpVec;\r
- float maxRadius = 0;\r
-\r
- //\r
- // compute localOrigin and radius\r
- //\r
- g_data.frames[i].localOrigin[0] =\r
- g_data.frames[i].localOrigin[1] =\r
- g_data.frames[i].localOrigin[2] = 0;\r
-\r
- for ( j = 0; j < 8; j++ )\r
- {\r
- tmpVec[0] = g_data.frames[i].bounds[(j&1)!=0][0];\r
- tmpVec[1] = g_data.frames[i].bounds[(j&2)!=0][1];\r
- tmpVec[2] = g_data.frames[i].bounds[(j&4)!=0][2];\r
-\r
- if ( VectorLength( tmpVec ) > maxRadius )\r
- maxRadius = VectorLength( tmpVec );\r
- }\r
-\r
- g_data.frames[i].radius = LittleFloat( maxRadius );\r
-\r
- // swap\r
- for (j=0 ; j<3 ; j++) {\r
- g_data.frames[i].bounds[0][j] = LittleFloat( g_data.frames[i].bounds[0][j] );\r
- g_data.frames[i].bounds[1][j] = LittleFloat( g_data.frames[i].bounds[1][j] );\r
- g_data.frames[i].localOrigin[j] = LittleFloat( g_data.frames[i].localOrigin[j] );\r
- }\r
- }\r
- fseek (modelouthandle, g_data.model.ofsFrames, SEEK_SET);\r
- SafeWrite( modelouthandle, g_data.frames, numFrames * sizeof(g_data.frames[0]) );\r
-\r
- //\r
- // write out the tags\r
- //\r
- fseek( modelouthandle, g_data.model.ofsTags, SEEK_SET );\r
- for (f=0 ; f<g_data.model.numFrames; f++) \r
- {\r
- int t;\r
-\r
- for ( t = 0; t < g_data.model.numTags; t++ )\r
- {\r
- g_data.tags[f][t].origin[0] = LittleFloat(g_data.tags[f][t].origin[0]);\r
- g_data.tags[f][t].origin[1] = LittleFloat(g_data.tags[f][t].origin[1]);\r
- g_data.tags[f][t].origin[2] = LittleFloat(g_data.tags[f][t].origin[2]);\r
-\r
- for (j=0 ; j<3 ; j++) \r
- {\r
- g_data.tags[f][t].axis[0][j] = LittleFloat(g_data.tags[f][t].axis[0][j]);\r
- g_data.tags[f][t].axis[1][j] = LittleFloat(g_data.tags[f][t].axis[1][j]);\r
- g_data.tags[f][t].axis[2][j] = LittleFloat(g_data.tags[f][t].axis[2][j]);\r
- }\r
- }\r
- SafeWrite( modelouthandle, g_data.tags[f], g_data.model.numTags * sizeof(md3Tag_t) );\r
- }\r
-\r
- //\r
- // write out the surfaces\r
- //\r
- fseek( modelouthandle, g_data.model.ofsSurfaces, SEEK_SET );\r
- for ( i = 0; i < g_data.model.numSurfaces; i++ )\r
- {\r
- WriteModelSurface( modelouthandle, &g_data.surfData[i] );\r
- }\r
-}\r
-\r
-\r
-/*\r
-===============\r
-FinishModel\r
-===============\r
-*/\r
-void FinishModel ( int type )\r
-{\r
- FILE *modelouthandle;\r
- FILE *defaultSkinHandle;\r
- char name[1024];\r
- int i;\r
-\r
- if (!g_data.model.numFrames)\r
- return;\r
-\r
- //\r
- // build generalized triangle strips\r
- //\r
- OrderSurfaces();\r
-\r
- if ( type == TYPE_PLAYER )\r
- {\r
- sprintf( name, "%s%s", writedir, g_modelname );\r
- *strrchr( name, '.' ) = 0;\r
- strcat( name, "_default.skin" );\r
-\r
- defaultSkinHandle = fopen( name, "wt" );\r
- for ( i = 0; i < g_data.model.numSurfaces; i++ )\r
- {\r
- fprintf( defaultSkinHandle, "%s,%s\n", g_data.surfData[i].header.name, g_data.surfData[i].shaders[0].name );\r
- }\r
- fclose( defaultSkinHandle );\r
- }\r
-\r
- sprintf (name, "%s%s", writedir, g_modelname);\r
-\r
- //\r
- // copy the model and its shaders to release directory tree \r
- // if doing a release build\r
- //\r
- if ( g_release ) {\r
- int i, j;\r
- md3SurfaceData_t *pSurf;\r
-\r
- ReleaseFile( g_modelname );\r
-\r
- for ( i = 0; i < g_data.model.numSurfaces; i++ ) {\r
- pSurf = &g_data.surfData[i];\r
- for ( j = 0; j < g_data.model.numSkins; j++ ) {\r
- ReleaseShader( pSurf->shaders[j].name );\r
- }\r
- } \r
- return;\r
- }\r
- \r
- //\r
- // write the model output file\r
- //\r
- printf ("saving to %s\n", name);\r
- CreatePath (name);\r
- modelouthandle = SafeOpenWrite (name);\r
-\r
- WriteModelFile (modelouthandle);\r
- \r
- printf ("%4d surfaces\n", g_data.model.numSurfaces);\r
- printf ("%4d frames\n", g_data.model.numFrames);\r
- printf ("%4d tags\n", g_data.model.numTags);\r
- printf ("file size: %d\n", (int)ftell (modelouthandle) );\r
- printf ("---------------------\n");\r
- \r
- fclose (modelouthandle);\r
-}\r
-\r
-/*\r
-** OrderSurfaces\r
-**\r
-** Reorders triangles in all the surfaces.\r
-*/\r
-static void OrderSurfaces( void )\r
-{\r
- int s;\r
- extern qboolean g_stripify;\r
-\r
- // go through each surface and find best strip/fans possible\r
- for ( s = 0; s < g_data.model.numSurfaces; s++ )\r
- {\r
- int mesh[MD3_MAX_TRIANGLES][3];\r
- int i;\r
-\r
- printf( "stripifying surface %d/%d with %d tris\n", s, g_data.model.numSurfaces, g_data.surfData[s].header.numTriangles );\r
-\r
- for ( i = 0; i < g_data.surfData[s].header.numTriangles; i++ )\r
- {\r
- mesh[i][0] = g_data.surfData[s].lodTriangles[i][0];\r
- mesh[i][1] = g_data.surfData[s].lodTriangles[i][1];\r
- mesh[i][2] = g_data.surfData[s].lodTriangles[i][2];\r
- }\r
-\r
- if ( g_stripify )\r
- {\r
- OrderMesh( mesh, // input\r
- g_data.surfData[s].orderedTriangles, // output\r
- g_data.surfData[s].header.numTriangles );\r
- }\r
- else\r
- {\r
- memcpy( g_data.surfData[s].orderedTriangles, mesh, sizeof( int ) * 3 * g_data.surfData[s].header.numTriangles );\r
- }\r
- }\r
-}\r
-\r
-\r
-/*\r
-===============================================================\r
-\r
-BASE FRAME SETUP\r
-\r
-===============================================================\r
-*/\r
-/*\r
-============\r
-CopyTrianglesToBaseTriangles\r
-\r
-============\r
-*/\r
-static void CopyTrianglesToBaseTriangles(triangle_t *ptri, int numtri, baseTriangle_t *bTri )\r
-{\r
- int i;\r
-// int width, height, iwidth, iheight, swidth;\r
-// float s_scale, t_scale;\r
-// float scale;\r
-// vec3_t mins, maxs;\r
- float *pbasevert;\r
-\r
-/*\r
- //\r
- // find bounds of all the verts on the base frame\r
- //\r
- ClearBounds (mins, maxs);\r
- \r
- for (i=0 ; i<numtri ; i++)\r
- for (j=0 ; j<3 ; j++)\r
- AddPointToBounds (ptri[i].verts[j], mins, maxs);\r
- \r
- for (i=0 ; i<3 ; i++)\r
- {\r
- mins[i] = floor(mins[i]);\r
- maxs[i] = ceil(maxs[i]);\r
- }\r
- \r
- width = maxs[0] - mins[0];\r
- height = maxs[2] - mins[2];\r
-\r
- if (!g_data.fixedwidth)\r
- { // old style\r
- scale = 8;\r
- if (width*scale >= 150)\r
- scale = 150.0 / width; \r
- if (height*scale >= 190)\r
- scale = 190.0 / height;\r
-\r
- s_scale = t_scale = scale;\r
-\r
- iwidth = ceil(width*s_scale);\r
- iheight = ceil(height*t_scale);\r
-\r
- iwidth += 4;\r
- iheight += 4;\r
- }\r
- else\r
- { // new style\r
- iwidth = g_data.fixedwidth / 2;\r
- iheight = g_data.fixedheight;\r
-\r
- s_scale = (float)(iwidth-4) / width;\r
- t_scale = (float)(iheight-4) / height;\r
- }\r
-\r
- // make the width a multiple of 4; some hardware requires this, and it ensures\r
- // dword alignment for each scan\r
- swidth = iwidth*2;\r
- g_data.skinwidth = (swidth + 3) & ~3;\r
- g_data.skinheight = iheight;\r
-*/\r
-\r
- for (i=0; i<numtri ; i++, ptri++, bTri++)\r
- {\r
- int j;\r
-\r
- for (j=0 ; j<3 ; j++) \r
- {\r
- pbasevert = ptri->verts[j];\r
-\r
- VectorCopy( ptri->verts[j], bTri->v[j].xyz);\r
- VectorCopy( ptri->normals[j], bTri->v[j].normal );\r
-\r
- bTri->v[j].st[0] = ptri->texcoords[j][0];\r
- bTri->v[j].st[1] = ptri->texcoords[j][1];\r
- }\r
- }\r
-}\r
-\r
-static void BuildBaseFrame( const char *filename, ObjectAnimationFrame_t *pOAF )\r
-{\r
- baseTriangle_t *bTri;\r
- baseVertex_t *bVert;\r
- int i, j;\r
-\r
- // calculate the base triangles\r
- for ( i = 0; i < g_data.model.numSurfaces; i++ )\r
- {\r
- CopyTrianglesToBaseTriangles( pOAF->surfaces[i]->triangles, \r
- pOAF->surfaces[i]->numtriangles,\r
- g_data.surfData[i].baseTriangles );\r
-\r
- strcpy( g_data.surfData[i].header.name, pOAF->surfaces[i]->name );\r
-\r
- g_data.surfData[i].header.numTriangles = pOAF->surfaces[i]->numtriangles;\r
- g_data.surfData[i].header.numVerts = 0;\r
-\r
-/*\r
- if ( strstr( filename, gamedir + 1 ) )\r
- {\r
- strcpy( shaderName, strstr( filename, gamedir + 1 ) + strlen( gamedir ) - 1 );\r
- }\r
- else\r
- {\r
- strcpy( shaderName, filename );\r
- }\r
-\r
- if ( strrchr( shaderName, '/' ) )\r
- *( strrchr( shaderName, '/' ) + 1 ) = 0;\r
-\r
-\r
- strcpy( shaderName, pOAF->surfaces[i]->materialname );\r
-*/\r
- strcpy( g_data.surfData[i].shaders[g_data.surfData[i].header.numShaders].name, pOAF->surfaces[i]->materialname );\r
-\r
- g_data.surfData[i].header.numShaders++;\r
- }\r
-\r
- //\r
- // compute unique vertices for each polyset\r
- //\r
- for ( i = 0; i < g_data.model.numSurfaces; i++ )\r
- {\r
- int t;\r
-\r
- for ( t = 0; t < pOAF->surfaces[i]->numtriangles; t++ )\r
- {\r
- bTri = &g_data.surfData[i].baseTriangles[t];\r
-\r
- for (j=0 ; j<3 ; j++)\r
- {\r
- int k;\r
-\r
- bVert = &bTri->v[j];\r
-\r
- // get the xyz index\r
- for ( k = 0; k < g_data.surfData[i].header.numVerts; k++ )\r
- {\r
- if ( ( g_data.surfData[i].baseVertexes[k].st[0] == bVert->st[0] ) &&\r
- ( g_data.surfData[i].baseVertexes[k].st[1] == bVert->st[1] ) &&\r
- ( VectorCompare (bVert->xyz, g_data.surfData[i].baseVertexes[k].xyz) ) &&\r
- ( VectorCompare (bVert->normal, g_data.surfData[i].baseVertexes[k].normal) ) )\r
- {\r
- break; // this vertex is already in the base vertex list\r
- }\r
- }\r
-\r
- if (k == g_data.surfData[i].header.numVerts) { // new index\r
- g_data.surfData[i].baseVertexes[g_data.surfData[i].header.numVerts] = *bVert;\r
- g_data.surfData[i].header.numVerts++;\r
- }\r
-\r
- bVert->index = k;\r
-\r
- g_data.surfData[i].lodTriangles[t][j] = k;\r
- }\r
- }\r
- }\r
-\r
- //\r
- // find tags\r
- //\r
- for ( i = 0; i < g_data.model.numSurfaces; i++ )\r
- {\r
- if ( strstr( pOAF->surfaces[i]->name, "tag_" ) == pOAF->surfaces[i]->name )\r
- {\r
- if ( pOAF->surfaces[i]->numtriangles != 1 )\r
- {\r
- Error( "tag polysets must consist of only one triangle" );\r
- }\r
- if ( strstr( filename, "_flash.md3" ) && !strcmp( pOAF->surfaces[i]->name, "tag_parent" ) )\r
- continue;\r
- printf( "found tag '%s'\n", pOAF->surfaces[i]->name );\r
- g_data.model.numTags++;\r
- }\r
- }\r
-\r
-}\r
-\r
-static int LoadModelFile( const char *filename, polyset_t **psets, int *numpolysets )\r
-{\r
- int time1;\r
- char file1[1024];\r
- const char *frameFile;\r
-\r
- printf ("---------------------\n");\r
- if ( filename[1] != ':' )\r
- {\r
- frameFile = filename;\r
- sprintf( file1, "%s/%s", g_cddir, frameFile );\r
- }\r
- else\r
- {\r
- strcpy( file1, filename );\r
- }\r
-\r
- time1 = FileTime (file1);\r
- if (time1 == -1)\r
- Error ("%s doesn't exist", file1);\r
-\r
- //\r
- // load the base triangles\r
- //\r
- *psets = Polyset_LoadSets( file1, numpolysets, g_data.maxSurfaceTris );\r
-\r
- //\r
- // snap polysets\r
- //\r
- Polyset_SnapSets( *psets, *numpolysets );\r
-\r
- if ( strstr( file1, ".3ds" ) || strstr( file1, ".3DS" ) )\r
- return MD3_TYPE_BASE3DS;\r
-\r
- Error( "Unknown model file type" );\r
-\r
- return MD3_TYPE_UNKNOWN;\r
-}\r
-\r
-/*\r
-=================\r
-Cmd_Base\r
-=================\r
-*/\r
-void Cmd_Base( void )\r
-{\r
- char filename[1024];\r
-\r
- GetToken( qfalse );\r
- sprintf( filename, "%s/%s", g_cddir, token );\r
- LoadBase( filename );\r
-}\r
-\r
-static void LoadBase( const char *filename )\r
-{\r
- int numpolysets;\r
- polyset_t *psets;\r
- int i;\r
- ObjectAnimationFrame_t oaf;\r
-\r
- // determine polyset splitting threshold\r
- if ( TokenAvailable() )\r
- {\r
- GetToken( qfalse );\r
- g_data.maxSurfaceTris = atoi( token );\r
- }\r
- else\r
- {\r
- g_data.maxSurfaceTris = MAX_SURFACE_TRIS - 1;\r
- }\r
-\r
- g_data.type = LoadModelFile( filename, &psets, &numpolysets );\r
-\r
- Polyset_ComputeNormals( psets, numpolysets );\r
-\r
- g_data.model.numSurfaces = numpolysets;\r
-\r
- memset( &oaf, 0, sizeof( oaf ) );\r
-\r
- for ( i = 0; i < numpolysets; i++ )\r
- {\r
- oaf.surfaces[i] = &psets[i];\r
- oaf.numSurfaces = numpolysets;\r
- }\r
-\r
- BuildBaseFrame( filename, &oaf );\r
-\r
- free( psets[0].triangles );\r
- free( psets );\r
-}\r
-\r
-/*\r
-=================\r
-Cmd_SpriteBase\r
-\r
-$spritebase xorg yorg width height\r
-\r
-Generate a single square for the model\r
-=================\r
-*/\r
-void Cmd_SpriteBase (void)\r
-{\r
- float xl, yl, width, height;\r
-\r
- g_data.type = MD3_TYPE_SPRITE;\r
-\r
- GetToken (qfalse);\r
- xl = atof(token);\r
- GetToken (qfalse);\r
- yl = atof(token);\r
- GetToken (qfalse);\r
- width = atof(token);\r
- GetToken (qfalse);\r
- height = atof(token);\r
-\r
-// if (g_skipmodel || g_release || g_archive)\r
-// return;\r
-\r
- printf ("---------------------\n");\r
-\r
- g_data.surfData[0].verts[0] = ( float * ) calloc( 1, sizeof( float ) * 6 * 4 );\r
-\r
- g_data.surfData[0].header.numVerts = 4;\r
-\r
- g_data.surfData[0].verts[0][0+0] = 0;\r
- g_data.surfData[0].verts[0][0+1] = -xl;\r
- g_data.surfData[0].verts[0][0+2] = yl + height;\r
-\r
- g_data.surfData[0].verts[0][0+3] = -1;\r
- g_data.surfData[0].verts[0][0+4] = 0;\r
- g_data.surfData[0].verts[0][0+5] = 0;\r
- g_data.surfData[0].baseVertexes[0].st[0] = 0;\r
- g_data.surfData[0].baseVertexes[0].st[1] = 0;\r
-\r
-\r
- g_data.surfData[0].verts[0][6+0] = 0;\r
- g_data.surfData[0].verts[0][6+1] = -xl - width;\r
- g_data.surfData[0].verts[0][6+2] = yl + height;\r
- \r
- g_data.surfData[0].verts[0][6+3] = -1;\r
- g_data.surfData[0].verts[0][6+4] = 0;\r
- g_data.surfData[0].verts[0][6+5] = 0;\r
- g_data.surfData[0].baseVertexes[1].st[0] = 1;\r
- g_data.surfData[0].baseVertexes[1].st[1] = 0;\r
-\r
-\r
- g_data.surfData[0].verts[0][12+0] = 0;\r
- g_data.surfData[0].verts[0][12+1] = -xl - width;\r
- g_data.surfData[0].verts[0][12+2] = yl;\r
-\r
- g_data.surfData[0].verts[0][12+3] = -1;\r
- g_data.surfData[0].verts[0][12+4] = 0;\r
- g_data.surfData[0].verts[0][12+5] = 0;\r
- g_data.surfData[0].baseVertexes[2].st[0] = 1;\r
- g_data.surfData[0].baseVertexes[2].st[1] = 1;\r
-\r
-\r
- g_data.surfData[0].verts[0][18+0] = 0;\r
- g_data.surfData[0].verts[0][18+1] = -xl;\r
- g_data.surfData[0].verts[0][18+2] = yl;\r
-\r
- g_data.surfData[0].verts[0][18+3] = -1;\r
- g_data.surfData[0].verts[0][18+4] = 0;\r
- g_data.surfData[0].verts[0][18+5] = 0;\r
- g_data.surfData[0].baseVertexes[3].st[0] = 0;\r
- g_data.surfData[0].baseVertexes[3].st[1] = 1;\r
-\r
- g_data.surfData[0].lodTriangles[0][0] = 0;\r
- g_data.surfData[0].lodTriangles[0][1] = 1;\r
- g_data.surfData[0].lodTriangles[0][2] = 2;\r
-\r
- g_data.surfData[0].lodTriangles[1][0] = 2;\r
- g_data.surfData[0].lodTriangles[1][1] = 3;\r
- g_data.surfData[0].lodTriangles[1][2] = 0;\r
-\r
- g_data.model.numSurfaces = 1;\r
-\r
- g_data.surfData[0].header.numTriangles = 2;\r
- g_data.surfData[0].header.numVerts = 4;\r
-\r
- g_data.model.numFrames = 1;\r
-}\r
-\r
-/*\r
-===========================================================================\r
-\r
- FRAME GRABBING\r
-\r
-===========================================================================\r
-*/\r
-\r
-/*\r
-===============\r
-GrabFrame\r
-===============\r
-*/\r
-void GrabFrame (const char *frame)\r
-{\r
- int i, j, k;\r
- char file1[1024];\r
- md3Frame_t *fr;\r
- md3Tag_t tagParent;\r
- float *frameXyz;\r
- float *frameNormals;\r
- const char *framefile;\r
- polyset_t *psets;\r
- qboolean parentTagExists = qfalse;\r
- int numpolysets;\r
- int numtags = 0;\r
- int tagcount;\r
-\r
- // the frame 'run1' will be looked for as either\r
- // run.1 or run1.tri, so the new alias sequence save\r
- // feature an be used\r
- if ( frame[1] != ':' )\r
- {\r
-// framefile = FindFrameFile (frame);\r
- framefile = frame;\r
- sprintf (file1, "%s/%s",g_cddir, framefile);\r
- }\r
- else\r
- {\r
- strcpy( file1, frame );\r
- }\r
- printf ("grabbing %s\n", file1);\r
-\r
- if (g_data.model.numFrames >= MD3_MAX_FRAMES)\r
- Error ("model.numFrames >= MD3_MAX_FRAMES");\r
- fr = &g_data.frames[g_data.model.numFrames];\r
-\r
- strcpy (fr->name, frame);\r
-\r
- psets = Polyset_LoadSets( file1, &numpolysets, g_data.maxSurfaceTris );\r
-\r
- //\r
- // snap polysets\r
- //\r
- Polyset_SnapSets( psets, numpolysets );\r
-\r
- //\r
- // compute vertex normals\r
- //\r
- Polyset_ComputeNormals( psets, numpolysets );\r
-\r
- //\r
- // flip everything to compensate for the alias coordinate system\r
- // and perform global scale and adjust\r
- //\r
- for ( i = 0; i < g_data.model.numSurfaces; i++ )\r
- {\r
- triangle_t *ptri = psets[i].triangles;\r
- int t;\r
-\r
- for ( t = 0; t < psets[i].numtriangles; t++ )\r
- {\r
-\r
- for ( j = 0; j < 3; j++ )\r
- {\r
-\r
- // scale and adjust\r
- for ( k = 0 ; k < 3 ; k++ ) {\r
- ptri[t].verts[j][k] = ptri[t].verts[j][k] * g_data.scale_up +\r
- g_data.adjust[k];\r
-\r
- if ( ptri[t].verts[j][k] > 1023 ||\r
- ptri[t].verts[j][k] < -1023 )\r
- {\r
- Error( "Model extents too large" );\r
- }\r
- }\r
- }\r
- }\r
- }\r
-\r
- //\r
- // find and count tags, locate parent tag\r
- //\r
- for ( i = 0; i < numpolysets; i++ )\r
- {\r
- if ( strstr( psets[i].name, "tag_" ) == psets[i].name )\r
- {\r
- if ( strstr( psets[i].name, "tag_parent" ) == psets[i].name )\r
- {\r
- if ( strstr( psets[i].name, "tag_parent" ) )\r
- {\r
- float tri[3][3];\r
-\r
- if ( parentTagExists )\r
- Error( "Multiple parent tags not allowed" );\r
-\r
- memcpy( tri[0], psets[i].triangles[0].verts[0], sizeof( float ) * 3 );\r
- memcpy( tri[1], psets[i].triangles[0].verts[1], sizeof( float ) * 3 );\r
- memcpy( tri[2], psets[i].triangles[0].verts[2], sizeof( float ) * 3 );\r
-\r
- MD3_ComputeTagFromTri( &tagParent, tri );\r
- strcpy( tagParent.name, psets[i].name );\r
- g_data.tags[g_data.model.numFrames][numtags] = tagParent;\r
- parentTagExists = qtrue;\r
-\r
- }\r
- }\r
- numtags++;\r
- }\r
-\r
- if ( strcmp( psets[i].name, g_data.surfData[i].header.name ) )\r
- {\r
- Error( "Mismatched surfaces from base('%s') to frame('%s') in model '%s'\n", g_data.surfData[i].header.name, psets[i].name, g_modelname );\r
- }\r
- }\r
-\r
- if ( numtags != g_data.model.numTags )\r
- {\r
- Error( "mismatched number of tags in frame(%d) vs. base(%d)", numtags, g_data.model.numTags );\r
- }\r
-\r
- if ( numpolysets != g_data.model.numSurfaces )\r
- {\r
- Error( "mismatched number of surfaces in frame(%d) vs. base(%d)", numpolysets-numtags, g_data.model.numSurfaces );\r
- }\r
- \r
- //\r
- // prepare to accumulate bounds and normals\r
- //\r
- ClearBounds( fr->bounds[0], fr->bounds[1] );\r
-\r
- //\r
- // store the frame's vertices in the same order as the base. This assumes the\r
- // triangles and vertices in this frame are in exactly the same order as in the\r
- // base\r
- //\r
- for ( i = 0, tagcount = 0; i < numpolysets; i++ )\r
- {\r
- int t;\r
- triangle_t *pTris = psets[i].triangles;\r
-\r
- strcpy( g_data.surfData[i].header.name, psets[i].name );\r
-\r
- //\r
- // parent tag adjust\r
- //\r
- if ( parentTagExists ) {\r
- for ( t = 0; t < psets[i].numtriangles; t++ )\r
- {\r
- for ( j = 0; j < 3 ; j++ )\r
- {\r
- vec3_t tmp;\r
- \r
- VectorSubtract( pTris[t].verts[j], tagParent.origin, tmp );\r
-\r
- pTris[t].verts[j][0] = DotProduct( tmp, tagParent.axis[0] );\r
- pTris[t].verts[j][1] = DotProduct( tmp, tagParent.axis[1] );\r
- pTris[t].verts[j][2] = DotProduct( tmp, tagParent.axis[2] );\r
-\r
- VectorCopy( pTris[t].normals[j], tmp );\r
- pTris[t].normals[j][0] = DotProduct( tmp, tagParent.axis[0] );\r
- pTris[t].normals[j][1] = DotProduct( tmp, tagParent.axis[1] );\r
- pTris[t].normals[j][2] = DotProduct( tmp, tagParent.axis[2] );\r
- }\r
- }\r
- }\r
-\r
- //\r
- // compute tag data\r
- //\r
- if ( strstr( psets[i].name, "tag_" ) == psets[i].name )\r
- {\r
- md3Tag_t *pTag = &g_data.tags[g_data.model.numFrames][tagcount];\r
- float tri[3][3];\r
-\r
- strcpy( pTag->name, psets[i].name );\r
-\r
- memcpy( tri[0], pTris[0].verts[0], sizeof( float ) * 3 );\r
- memcpy( tri[1], pTris[0].verts[1], sizeof( float ) * 3 );\r
- memcpy( tri[2], pTris[0].verts[2], sizeof( float ) * 3 );\r
-\r
- MD3_ComputeTagFromTri( pTag, tri );\r
- tagcount++;\r
- }\r
- else\r
- {\r
- if ( g_data.surfData[i].verts[g_data.model.numFrames] )\r
- free( g_data.surfData[i].verts[g_data.model.numFrames] );\r
- frameXyz = g_data.surfData[i].verts[g_data.model.numFrames] = calloc( 1, sizeof( float ) * 6 * g_data.surfData[i].header.numVerts );\r
- frameNormals = frameXyz + 3;\r
-\r
- for ( t = 0; t < psets[i].numtriangles; t++ )\r
- {\r
- for ( j = 0; j < 3 ; j++ )\r
- {\r
- int index;\r
-\r
- index = g_data.surfData[i].baseTriangles[t].v[j].index;\r
- frameXyz[index*6+0] = pTris[t].verts[j][0];\r
- frameXyz[index*6+1] = pTris[t].verts[j][1];\r
- frameXyz[index*6+2] = pTris[t].verts[j][2];\r
- frameNormals[index*6+0] = pTris[t].normals[j][0];\r
- frameNormals[index*6+1] = pTris[t].normals[j][1];\r
- frameNormals[index*6+2] = pTris[t].normals[j][2];\r
- AddPointToBounds (&frameXyz[index*6], fr->bounds[0], fr->bounds[1] );\r
- }\r
- }\r
- }\r
- }\r
-\r
- g_data.model.numFrames++;\r
-\r
- // only free the first triangle array, all of the psets in this array share the\r
- // same triangle pool!!!\r
-// free( psets[0].triangles );\r
-// free( psets );\r
-}\r
-\r
-//===========================================================================\r
-\r
-\r
-\r
-/*\r
-===============\r
-Cmd_Frame \r
-===============\r
-*/\r
-void Cmd_Frame (void)\r
-{\r
- while (TokenAvailable())\r
- {\r
- GetToken (qfalse);\r
- if (g_skipmodel)\r
- continue;\r
- if (g_release || g_archive)\r
- {\r
- g_data.model.numFrames = 1; // don't skip the writeout\r
- continue;\r
- }\r
-\r
- GrabFrame( token );\r
- }\r
-}\r
-\r
-\r
-/*\r
-===============\r
-Cmd_Skin\r
-\r
-===============\r
-*/\r
-void SkinFrom3DS( const char *filename )\r
-{\r
- polyset_t *psets;\r
- char name[1024];\r
- int numPolysets;\r
- int i;\r
-\r
- _3DS_LoadPolysets( filename, &psets, &numPolysets, g_verbose );\r
-\r
- for ( i = 0; i < numPolysets; i++ )\r
- {\r
-/*\r
- if ( strstr( filename, gamedir + 1 ) )\r
- {\r
- strcpy( name, strstr( filename, gamedir + 1 ) + strlen( gamedir ) - 1 );\r
- }\r
- else\r
- {\r
- strcpy( name, filename );\r
- }\r
-\r
- if ( strrchr( name, '/' ) )\r
- *( strrchr( name, '/' ) + 1 ) = 0;\r
-*/\r
- strcpy( name, psets[i].materialname );\r
- strcpy( g_data.surfData[i].shaders[g_data.surfData[i].header.numShaders].name, name );\r
-\r
- g_data.surfData[i].header.numShaders++;\r
- }\r
-\r
- free( psets[0].triangles );\r
- free( psets );\r
-}\r
-\r
-void Cmd_Skin (void)\r
-{\r
- char skinfile[1024];\r
-\r
- if ( g_data.type == MD3_TYPE_BASE3DS )\r
- {\r
- GetToken( qfalse );\r
-\r
- sprintf( skinfile, "%s/%s", g_cddir, token );\r
-\r
- if ( strstr( token, ".3ds" ) || strstr( token, ".3DS" ) )\r
- {\r
- SkinFrom3DS( skinfile );\r
- }\r
- else\r
- {\r
- Error( "Unknown file format for $skin '%s'\n", skinfile );\r
- }\r
- }\r
- else\r
- {\r
- Error( "invalid model type while processing $skin" );\r
- }\r
-\r
- g_data.model.numSkins++;\r
-}\r
-\r
-/*\r
-=================\r
-Cmd_SpriteShader\r
-=================\r
-\r
-This routine is also called for $oldskin\r
-\r
-*/\r
-void Cmd_SpriteShader()\r
-{\r
- GetToken( qfalse );\r
- strcpy( g_data.surfData[0].shaders[g_data.surfData[0].header.numShaders].name, token );\r
- g_data.surfData[0].header.numShaders++;\r
- g_data.model.numSkins++;\r
-}\r
-\r
-/*\r
-=================\r
-Cmd_Origin\r
-=================\r
-*/\r
-void Cmd_Origin (void)\r
-{\r
- // rotate points into frame of reference so model points down the\r
- // positive x axis\r
- // FIXME: use alias native coordinate system\r
- GetToken (qfalse);\r
- g_data.adjust[1] = -atof (token);\r
-\r
- GetToken (qfalse);\r
- g_data.adjust[0] = atof (token);\r
-\r
- GetToken (qfalse);\r
- g_data.adjust[2] = -atof (token);\r
-}\r
-\r
-\r
-/*\r
-=================\r
-Cmd_ScaleUp\r
-=================\r
-*/\r
-void Cmd_ScaleUp (void)\r
-{\r
- GetToken (qfalse);\r
- g_data.scale_up = atof (token);\r
- if (g_skipmodel || g_release || g_archive)\r
- return;\r
-\r
- printf ("Scale up: %f\n", g_data.scale_up);\r
-}\r
-\r
-\r
-/*\r
-=================\r
-Cmd_Skinsize\r
-\r
-Set a skin size other than the default\r
-QUAKE3: not needed\r
-=================\r
-*/\r
-void Cmd_Skinsize (void)\r
-{\r
- GetToken (qfalse);\r
- g_data.fixedwidth = atoi(token);\r
- GetToken (qfalse);\r
- g_data.fixedheight = atoi(token);\r
-}\r
-\r
-/*\r
-=================\r
-Cmd_Modelname\r
-\r
-Begin creating a model of the given name\r
-=================\r
-*/\r
-void Cmd_Modelname (void)\r
-{\r
- FinishModel ( TYPE_UNKNOWN );\r
- ClearModel ();\r
-\r
- GetToken (qfalse);\r
- strcpy (g_modelname, token);\r
- StripExtension (g_modelname);\r
- strcat (g_modelname, ".md3");\r
- strcpy (g_data.model.name, g_modelname);\r
-}\r
-\r
-/*\r
-===============\r
-fCmd_Cd\r
-===============\r
-*/\r
-void Cmd_Cd (void)\r
-{\r
- if ( g_cddir[0]) {\r
- Error ("$cd command without a $modelname");\r
- }\r
-\r
- GetToken (qfalse);\r
-\r
- sprintf ( g_cddir, "%s%s", gamedir, token);\r
-\r
- // if -only was specified and this cd doesn't match,\r
- // skip the model (you only need to match leading chars,\r
- // so you could regrab all monsters with -only models/monsters)\r
- if (!g_only[0])\r
- return;\r
- if (strncmp(token, g_only, strlen(g_only)))\r
- {\r
- g_skipmodel = qtrue;\r
- printf ("skipping %s\n", token);\r
- }\r
-}\r
-\r
-void Convert3DStoMD3( const char *file )\r
-{\r
- LoadBase( file );\r
- GrabFrame( file );\r
- SkinFrom3DS( file );\r
-\r
- strcpy( g_data.model.name, g_modelname );\r
-\r
- FinishModel( TYPE_UNKNOWN );\r
- ClearModel();\r
-}\r
-\r
-/*\r
-** Cmd_3DSConvert\r
-*/\r
-void Cmd_3DSConvert()\r
-{\r
- char file[1024];\r
-\r
- FinishModel( TYPE_UNKNOWN );\r
- ClearModel();\r
-\r
- GetToken( qfalse );\r
-\r
- sprintf( file, "%s%s", gamedir, token );\r
- strcpy( g_modelname, token );\r
- if ( strrchr( g_modelname, '.' ) )\r
- *strrchr( g_modelname, '.' ) = 0;\r
- strcat( g_modelname, ".md3" );\r
-\r
- if ( FileTime( file ) == -1 )\r
- Error( "%s doesn't exist", file );\r
-\r
- if ( TokenAvailable() )\r
- {\r
- GetToken( qfalse );\r
- g_data.scale_up = atof( token );\r
- }\r
-\r
- Convert3DStoMD3( file );\r
-}\r
-\r
-static void ConvertASE( const char *filename, int type, qboolean grabAnims );\r
-\r
-/*\r
-** Cmd_ASEConvert\r
-*/\r
-void Cmd_ASEConvert( qboolean grabAnims )\r
-{\r
- char filename[1024];\r
- int type = TYPE_ITEM;\r
-\r
- FinishModel( TYPE_UNKNOWN );\r
- ClearModel();\r
-\r
- GetToken( qfalse );\r
- sprintf( filename, "%s%s", gamedir, token );\r
-\r
- strcpy (g_modelname, token);\r
- StripExtension (g_modelname);\r
- strcat (g_modelname, ".md3");\r
- strcpy (g_data.model.name, g_modelname);\r
-\r
- if ( !strstr( filename, ".ase" ) && !strstr( filename, ".ASE" ) )\r
- strcat( filename, ".ASE" );\r
-\r
- g_data.maxSurfaceTris = MAX_SURFACE_TRIS - 1;\r
-\r
- while ( TokenAvailable() )\r
- {\r
- GetToken( qfalse );\r
- if ( !strcmp( token, "-origin" ) )\r
- {\r
- if ( !TokenAvailable() )\r
- Error( "missing parameter for -origin" );\r
- GetToken( qfalse );\r
- g_data.aseAdjust[1] = -atof( token );\r
-\r
- if ( !TokenAvailable() )\r
- Error( "missing parameter for -origin" );\r
- GetToken( qfalse );\r
- g_data.aseAdjust[0] = atof (token);\r
-\r
- if ( !TokenAvailable() )\r
- Error( "missing parameter for -origin" );\r
- GetToken( qfalse );\r
- g_data.aseAdjust[2] = -atof (token);\r
- }\r
- else if ( !strcmp( token, "-lod" ) )\r
- {\r
- if ( !TokenAvailable() )\r
- Error( "No parameter for -lod" );\r
- GetToken( qfalse );\r
- g_data.currentLod = atoi( token );\r
- if ( g_data.currentLod > MD3_MAX_LODS - 1 )\r
- {\r
- Error( "-lod parameter too large! (%d)\n", g_data.currentLod );\r
- }\r
-\r
- if ( !TokenAvailable() )\r
- Error( "No second parameter for -lod" );\r
- GetToken( qfalse );\r
- g_data.lodBias = atof( token );\r
- }\r
- else if ( !strcmp( token, "-maxtris" ) )\r
- {\r
- if ( !TokenAvailable() )\r
- Error( "No parameter for -maxtris" );\r
- GetToken( qfalse );\r
- g_data.maxSurfaceTris = atoi( token );\r
- }\r
- else if ( !strcmp( token, "-playerparms" ) )\r
- {\r
- if ( !TokenAvailable() )\r
- Error( "missing skip start parameter for -playerparms" );\r
- GetToken( qfalse );\r
- g_data.lowerSkipFrameStart = atoi( token );\r
-\r
-#if 0\r
- if ( !TokenAvailable() )\r
- Error( "missing skip end parameter for -playerparms" );\r
- GetToken( qfalse );\r
- g_data.lowerSkipFrameEnd = atoi( token );\r
-#endif\r
-\r
- if ( !TokenAvailable() )\r
- Error( "missing upper parameter for -playerparms" );\r
- GetToken( qfalse );\r
- g_data.maxUpperFrames = atoi( token );\r
-\r
- g_data.lowerSkipFrameEnd = g_data.maxUpperFrames - 1;\r
-\r
-#if 0\r
- if ( !TokenAvailable() )\r
- Error( "missing head parameter for -playerparms" );\r
- GetToken( qfalse );\r
- g_data.maxHeadFrames = atoi( token );\r
-#endif\r
- g_data.maxHeadFrames = 1;\r
-\r
- if ( type != TYPE_ITEM )\r
- Error( "invalid argument" );\r
-\r
- type = TYPE_PLAYER;\r
- }\r
- else if ( !strcmp( token, "-weapon" ) )\r
- {\r
- if ( type != TYPE_ITEM )\r
- Error( "invalid argument" );\r
-\r
- type = TYPE_WEAPON;\r
- }\r
- }\r
-\r
- g_data.type = MD3_TYPE_ASE;\r
-\r
- if ( type == TYPE_WEAPON && grabAnims )\r
- {\r
- Error( "can't grab anims with weapon models" );\r
- }\r
- if ( type == TYPE_PLAYER && !grabAnims )\r
- {\r
- Error( "player models must be converted with $aseanimconvert" );\r
- }\r
-\r
- if ( type == TYPE_WEAPON )\r
- {\r
- ConvertASE( filename, type, qfalse );\r
- ConvertASE( filename, TYPE_HAND, qtrue );\r
- }\r
- else\r
- {\r
- ConvertASE( filename, type, grabAnims );\r
- }\r
-}\r
-\r
-static int GetSurfaceAnimations( SurfaceAnimation_t sanims[MAX_ANIM_SURFACES], \r
- const char *part,\r
- int skipFrameStart,\r
- int skipFrameEnd,\r
- int maxFrames )\r
-\r
-{\r
- int numSurfaces;\r
- int numValidSurfaces;\r
- int i;\r
- int numFrames = -1;\r
-\r
- if ( ( numSurfaces = ASE_GetNumSurfaces() ) > MAX_ANIM_SURFACES )\r
- {\r
- Error( "Too many surfaces in ASE" );\r
- }\r
-\r
- for ( numValidSurfaces = 0, i = 0; i < numSurfaces; i++ )\r
- {\r
- polyset_t *splitSets;\r
- int numNewFrames;\r
- const char *surfaceName = ASE_GetSurfaceName( i );\r
-\r
- if ( !surfaceName )\r
- {\r
- continue;\r
-// Error( "Missing animation frames in model" );\r
- }\r
-\r
- if ( strstr( surfaceName, "tag_" ) || \r
- !strcmp( part, "any" ) || \r
- ( strstr( surfaceName, part ) == surfaceName ) )\r
- {\r
-\r
- // skip this if it's an inappropriate tag\r
- if ( strcmp( part, "any" ) )\r
- {\r
- // ignore non-"tag_head" tags if this is the head\r
- if ( !strcmp( part, "h_" ) && strstr( surfaceName, "tag_" ) && strcmp( surfaceName, "tag_head" ) )\r
- continue;\r
- // ignore "tag_head" if this is the legs\r
- if ( !strcmp( part, "l_" ) && !strcmp( surfaceName, "tag_head" ) )\r
- continue;\r
- // ignore "tag_weapon" if this is the legs\r
- if ( !strcmp( part, "l_" ) && !strcmp( surfaceName, "tag_weapon" ) )\r
- continue;\r
- }\r
-\r
- if ( ( sanims[numValidSurfaces].frames = ASE_GetSurfaceAnimation( i, &sanims[numValidSurfaces].numFrames, skipFrameStart, skipFrameEnd, maxFrames ) ) != 0 )\r
- {\r
- splitSets = Polyset_SplitSets( sanims[numValidSurfaces].frames, sanims[numValidSurfaces].numFrames, &numNewFrames, g_data.maxSurfaceTris );\r
- \r
- if ( numFrames == -1 )\r
- numFrames = sanims[numValidSurfaces].numFrames;\r
- else if ( numFrames != sanims[numValidSurfaces].numFrames )\r
- Error( "Different number of animation frames on surfaces" );\r
- \r
- if ( sanims[numValidSurfaces].frames != splitSets )\r
- {\r
- int j;\r
-\r
- // free old data if we split the surfaces\r
- for ( j = 0; j < sanims[numValidSurfaces].numFrames; j++ )\r
- {\r
- free( sanims[numValidSurfaces].frames[j].triangles );\r
- free( sanims[numValidSurfaces].frames );\r
- }\r
- \r
- sanims[numValidSurfaces].frames = splitSets;\r
- sanims[numValidSurfaces].numFrames = numNewFrames;\r
- }\r
- Polyset_SnapSets( sanims[numValidSurfaces].frames, sanims[numValidSurfaces].numFrames );\r
- Polyset_ComputeNormals( sanims[numValidSurfaces].frames, sanims[numValidSurfaces].numFrames );\r
-\r
- numValidSurfaces++;\r
- }\r
- }\r
- }\r
-\r
- return numValidSurfaces;\r
-}\r
-\r
-static int SurfaceOrderToFrameOrder( SurfaceAnimation_t sanims[], ObjectAnimationFrame_t oanims[], int numSurfaces )\r
-{\r
- int i, s;\r
- int numFrames = -1;\r
-\r
- /*\r
- ** we have the data here arranged in surface order, now we need to convert it to \r
- ** frame order\r
- */\r
- for ( i = 0, s = 0; i < numSurfaces; i++ )\r
- {\r
- int j;\r
- \r
- if ( sanims[i].frames )\r
- {\r
- if ( numFrames == -1 )\r
- numFrames = sanims[i].numFrames;\r
- else if ( numFrames != sanims[i].numFrames )\r
- Error( "numFrames != sanims[i].numFrames (%d != %d)\n", numFrames, sanims[i].numFrames );\r
-\r
- for ( j = 0; j < sanims[i].numFrames; j++ )\r
- {\r
- oanims[j].surfaces[s] = &sanims[i].frames[j];\r
- oanims[j].numSurfaces = numSurfaces;\r
- }\r
- s++;\r
- }\r
- }\r
-\r
- return numFrames;\r
-}\r
-\r
-static void WriteMD3( const char *_filename, ObjectAnimationFrame_t oanims[], int numFrames )\r
-{\r
- char filename[1024];\r
-\r
- strcpy( filename, _filename );\r
- if ( strchr( filename, '.' ) )\r
- *strchr( filename, '.' ) = 0;\r
- strcat( filename, ".md3" );\r
-}\r
-\r
-static void BuildAnimationFromOAFs( const char *filename, ObjectAnimationFrame_t oanims[], int numFrames, int type )\r
-{\r
- int f, i, j, tagcount;\r
- float *frameXyz;\r
- float *frameNormals;\r
-\r
- g_data.model.numSurfaces = oanims[0].numSurfaces;\r
- g_data.model.numFrames = numFrames;\r
- if ( g_data.model.numFrames < 0)\r
- Error ("model.numFrames < 0");\r
- if ( g_data.model.numFrames >= MD3_MAX_FRAMES)\r
- Error ("model.numFrames >= MD3_MAX_FRAMES");\r
-\r
- // build base frame\r
- BuildBaseFrame( filename, &oanims[0] );\r
- \r
- // build animation frames\r
- for ( f = 0; f < numFrames; f++ )\r
- {\r
- ObjectAnimationFrame_t *pOAF = &oanims[f];\r
- qboolean parentTagExists = qfalse;\r
- md3Tag_t tagParent;\r
- int numtags = 0;\r
- md3Frame_t *fr;\r
- \r
- fr = &g_data.frames[f];\r
- \r
- strcpy( fr->name, "(from ASE)" );\r
- \r
- // scale and adjust frame\r
- for ( i = 0; i < pOAF->numSurfaces; i++ )\r
- {\r
- triangle_t *pTris = pOAF->surfaces[i]->triangles;\r
- int t;\r
- \r
- for ( t = 0; t < pOAF->surfaces[i]->numtriangles; t++ )\r
- {\r
- for ( j = 0; j < 3; j++ )\r
- {\r
- int k;\r
- \r
- // scale and adjust\r
- for ( k = 0 ; k < 3 ; k++ ) {\r
- pTris[t].verts[j][k] = pTris[t].verts[j][k] * g_data.scale_up +\r
- g_data.aseAdjust[k];\r
- \r
- if ( pTris[t].verts[j][k] > 1023 ||\r
- pTris[t].verts[j][k] < -1023 )\r
- {\r
- Error( "Model extents too large" );\r
- }\r
- }\r
- }\r
- }\r
- }\r
- \r
- //\r
- // find and count tags, locate parent tag\r
- //\r
- for ( i = 0; i < pOAF->numSurfaces; i++ )\r
- {\r
- if ( strstr( pOAF->surfaces[i]->name, "tag_" ) == pOAF->surfaces[i]->name )\r
- {\r
- // ignore parent tags when grabbing a weapon model and this is the flash portion\r
- if ( !strcmp( pOAF->surfaces[i]->name, "tag_parent" ) && strstr( filename, "_flash.md3" ) )\r
- {\r
- continue;\r
- }\r
- else if ( !strstr( filename, "_hand.md3" ) && (\r
- ( !strcmp( pOAF->surfaces[i]->name, "tag_parent" ) && !strstr( filename, "_flash.md3" ) ) ||\r
- ( !strcmp( pOAF->surfaces[i]->name, "tag_torso" ) && ( strstr( filename, "upper_" ) || strstr( filename, "upper.md3" ) ) ) ||\r
- ( !strcmp( pOAF->surfaces[i]->name, "tag_head" ) && ( strstr( filename, "head.md3" ) || strstr( filename, "head_" ) ) ) ||\r
- ( !strcmp( pOAF->surfaces[i]->name, "tag_flash" ) && strstr( filename, "_flash.md3" ) )|| \r
- ( !strcmp( pOAF->surfaces[i]->name, "tag_weapon" ) && type == TYPE_WEAPON ) ) )\r
- {\r
- float tri[3][3];\r
- \r
- if ( parentTagExists )\r
- Error( "Multiple parent tags not allowed" );\r
- \r
- memcpy( tri[0], pOAF->surfaces[i]->triangles[0].verts[0], sizeof( float ) * 3 );\r
- memcpy( tri[1], pOAF->surfaces[i]->triangles[0].verts[1], sizeof( float ) * 3 );\r
- memcpy( tri[2], pOAF->surfaces[i]->triangles[0].verts[2], sizeof( float ) * 3 );\r
- \r
- MD3_ComputeTagFromTri( &tagParent, tri );\r
- strcpy( tagParent.name, "tag_parent" );\r
- g_data.tags[f][numtags] = tagParent;\r
- parentTagExists = qtrue;\r
- }\r
- else\r
- {\r
- float tri[3][3];\r
- \r
- memcpy( tri[0], pOAF->surfaces[i]->triangles[0].verts[0], sizeof( float ) * 3 );\r
- memcpy( tri[1], pOAF->surfaces[i]->triangles[0].verts[1], sizeof( float ) * 3 );\r
- memcpy( tri[2], pOAF->surfaces[i]->triangles[0].verts[2], sizeof( float ) * 3 );\r
- \r
- MD3_ComputeTagFromTri( &g_data.tags[f][numtags], tri );\r
- strcpy( g_data.tags[f][numtags].name, pOAF->surfaces[i]->name );\r
- if ( strstr( g_data.tags[f][numtags].name, "tag_flash" ) )\r
- * ( strstr( g_data.tags[f][numtags].name, "tag_flash" ) + strlen( "tag_flash" ) ) = 0;\r
- }\r
-\r
- numtags++;\r
- }\r
- \r
- if ( strcmp( pOAF->surfaces[i]->name, g_data.surfData[i].header.name ) )\r
- {\r
- Error( "Mismatched surfaces from base('%s') to frame('%s') in model '%s'\n", g_data.surfData[i].header.name, pOAF->surfaces[i]->name, filename );\r
- }\r
- }\r
- \r
- if ( numtags != g_data.model.numTags )\r
- {\r
- Error( "mismatched number of tags in frame(%d) vs. base(%d)", numtags, g_data.model.numTags );\r
- }\r
- \r
- //\r
- // prepare to accumulate bounds and normals\r
- //\r
- ClearBounds( fr->bounds[0], fr->bounds[1] );\r
- \r
- //\r
- // store the frame's vertices in the same order as the base. This assumes the\r
- // triangles and vertices in this frame are in exactly the same order as in the\r
- // base\r
- //\r
- for ( i = 0, tagcount = 0; i < pOAF->numSurfaces; i++ )\r
- {\r
- int t;\r
- triangle_t *pTris = pOAF->surfaces[i]->triangles;\r
- \r
- //\r
- // parent tag adjust\r
- //\r
- if ( parentTagExists ) \r
- {\r
- for ( t = 0; t < pOAF->surfaces[i]->numtriangles; t++ )\r
- {\r
- for ( j = 0; j < 3 ; j++ )\r
- {\r
- vec3_t tmp;\r
- \r
- VectorSubtract( pTris[t].verts[j], tagParent.origin, tmp );\r
- \r
- pTris[t].verts[j][0] = DotProduct( tmp, tagParent.axis[0] );\r
- pTris[t].verts[j][1] = DotProduct( tmp, tagParent.axis[1] );\r
- pTris[t].verts[j][2] = DotProduct( tmp, tagParent.axis[2] );\r
- \r
- VectorCopy( pTris[t].normals[j], tmp );\r
- pTris[t].normals[j][0] = DotProduct( tmp, tagParent.axis[0] );\r
- pTris[t].normals[j][1] = DotProduct( tmp, tagParent.axis[1] );\r
- pTris[t].normals[j][2] = DotProduct( tmp, tagParent.axis[2] );\r
- }\r
- }\r
- }\r
- \r
- //\r
- // compute tag data\r
- //\r
- if ( strstr( pOAF->surfaces[i]->name, "tag_" ) == pOAF->surfaces[i]->name )\r
- {\r
- md3Tag_t *pTag = &g_data.tags[f][tagcount];\r
- float tri[3][3];\r
- \r
- strcpy( pTag->name, pOAF->surfaces[i]->name );\r
- \r
- memcpy( tri[0], pTris[0].verts[0], sizeof( float ) * 3 );\r
- memcpy( tri[1], pTris[0].verts[1], sizeof( float ) * 3 );\r
- memcpy( tri[2], pTris[0].verts[2], sizeof( float ) * 3 );\r
- \r
- MD3_ComputeTagFromTri( pTag, tri );\r
- tagcount++;\r
- }\r
- else\r
- {\r
- if ( g_data.surfData[i].verts[f] )\r
- free( g_data.surfData[i].verts[f] );\r
- frameXyz = g_data.surfData[i].verts[f] = calloc( 1, sizeof( float ) * 6 * g_data.surfData[i].header.numVerts );\r
- frameNormals = frameXyz + 3;\r
- \r
- for ( t = 0; t < pOAF->surfaces[i]->numtriangles; t++ )\r
- {\r
- for ( j = 0; j < 3 ; j++ )\r
- {\r
- int index;\r
- \r
- index = g_data.surfData[i].baseTriangles[t].v[j].index;\r
- frameXyz[index*6+0] = pTris[t].verts[j][0];\r
- frameXyz[index*6+1] = pTris[t].verts[j][1];\r
- frameXyz[index*6+2] = pTris[t].verts[j][2];\r
- frameNormals[index*6+0] = pTris[t].normals[j][0];\r
- frameNormals[index*6+1] = pTris[t].normals[j][1];\r
- frameNormals[index*6+2] = pTris[t].normals[j][2];\r
- AddPointToBounds (&frameXyz[index*6], fr->bounds[0], fr->bounds[1] );\r
- }\r
- }\r
- }\r
- }\r
- }\r
-\r
- if ( strstr( filename, gamedir + 1 ) )\r
- {\r
- strcpy( g_modelname, strstr( filename, gamedir + 1 ) + strlen( gamedir ) - 1 );\r
- }\r
- else\r
- {\r
- strcpy( g_modelname, filename );\r
- }\r
-\r
- FinishModel( type );\r
- ClearModel();\r
-}\r
-\r
-static void ConvertASE( const char *filename, int type, qboolean grabAnims )\r
-{\r
- int i, j;\r
- int numSurfaces;\r
- int numFrames = -1;\r
- SurfaceAnimation_t surfaceAnimations[MAX_ANIM_SURFACES];\r
- ObjectAnimationFrame_t objectAnimationFrames[MAX_ANIM_FRAMES];\r
- char outfilename[1024];\r
-\r
- /*\r
- ** load ASE into memory\r
- */\r
- ASE_Load( filename, g_verbose, grabAnims );\r
-\r
- /*\r
- ** process parts\r
- */\r
- if ( type == TYPE_ITEM )\r
- {\r
- numSurfaces = GetSurfaceAnimations( surfaceAnimations, "any", -1, -1, -1 );\r
-\r
- if ( numSurfaces <= 0 )\r
- Error( "numSurfaces <= 0" );\r
-\r
- numFrames = SurfaceOrderToFrameOrder( surfaceAnimations, objectAnimationFrames, numSurfaces );\r
-\r
- if ( numFrames <= 0 )\r
- Error( "numFrames <= 0" );\r
-\r
- strcpy( outfilename, filename );\r
- if ( strrchr( outfilename, '.' ) )\r
- *( strrchr( outfilename, '.' ) + 1 ) = 0;\r
- strcat( outfilename, "md3" );\r
- BuildAnimationFromOAFs( outfilename, objectAnimationFrames, numFrames, type );\r
-\r
- // free memory\r
- for ( i = 0; i < numSurfaces; i++ )\r
- {\r
- if ( surfaceAnimations[i].frames )\r
- {\r
- for ( j = 0; j < surfaceAnimations[i].numFrames; j++ )\r
- {\r
- free( surfaceAnimations[i].frames[j].triangles );\r
- }\r
- free( surfaceAnimations[i].frames );\r
- surfaceAnimations[i].frames = 0;\r
- }\r
- }\r
- }\r
- else if ( type == TYPE_PLAYER )\r
- {\r
- qboolean tagTorso = qfalse;\r
- qboolean tagHead = qfalse;\r
- qboolean tagWeapon = qfalse;\r
-\r
- //\r
- // verify that all necessary tags exist\r
- //\r
- numSurfaces = ASE_GetNumSurfaces();\r
- for ( i = 0; i < numSurfaces; i++ )\r
- {\r
- if ( !strcmp( ASE_GetSurfaceName( i ), "tag_head" ) )\r
- {\r
- tagHead = qtrue;\r
- }\r
- if ( !strcmp( ASE_GetSurfaceName( i ), "tag_torso" ) )\r
- {\r
- tagTorso = qtrue;\r
- }\r
- if ( !strcmp( ASE_GetSurfaceName( i ), "tag_weapon" ) )\r
- {\r
- tagWeapon = qtrue;\r
- }\r
- }\r
-\r
- if ( !tagWeapon )\r
- {\r
- Error( "Missing tag_weapon!" );\r
- }\r
- if ( !tagTorso )\r
- {\r
- Error( "Missing tag_torso!" );\r
- }\r
- if ( !tagWeapon )\r
- {\r
- Error( "Missing tag_weapon!" );\r
- }\r
-\r
- // get all upper body surfaces\r
- numSurfaces = GetSurfaceAnimations( surfaceAnimations, "u_", -1, -1, g_data.maxUpperFrames );\r
- numFrames = SurfaceOrderToFrameOrder( surfaceAnimations, objectAnimationFrames, numSurfaces );\r
- strcpy( outfilename, filename );\r
- if ( strrchr( outfilename, '/' ) )\r
- *( strrchr( outfilename, '/' ) + 1 ) = 0;\r
-\r
- if ( g_data.currentLod == 0 )\r
- {\r
- strcat( outfilename, "upper.md3" );\r
- }\r
- else\r
- {\r
- char temp[128];\r
-\r
- sprintf( temp, "upper_%d.md3", g_data.currentLod );\r
- strcat( outfilename, temp );\r
- }\r
- \r
- BuildAnimationFromOAFs( outfilename, objectAnimationFrames, numFrames, type );\r
-\r
- // free memory\r
- for ( i = 0; i < numSurfaces; i++ )\r
- {\r
- if ( surfaceAnimations[i].frames )\r
- {\r
- for ( j = 0; j < surfaceAnimations[i].numFrames; j++ )\r
- {\r
- free( surfaceAnimations[i].frames[j].triangles );\r
- }\r
- free( surfaceAnimations[i].frames );\r
- surfaceAnimations[i].frames = 0;\r
- }\r
- }\r
-\r
- // get lower body surfaces\r
- numSurfaces = GetSurfaceAnimations( surfaceAnimations, "l_", g_data.lowerSkipFrameStart, g_data.lowerSkipFrameEnd, -1 );\r
- numFrames = SurfaceOrderToFrameOrder( surfaceAnimations, objectAnimationFrames, numSurfaces );\r
- strcpy( outfilename, filename );\r
- if ( strrchr( outfilename, '/' ) )\r
- *( strrchr( outfilename, '/' ) + 1 ) = 0;\r
-\r
- if ( g_data.currentLod == 0 )\r
- {\r
- strcat( outfilename, "lower.md3" );\r
- }\r
- else\r
- {\r
- char temp[128];\r
-\r
- sprintf( temp, "lower_%d.md3", g_data.currentLod );\r
- strcat( outfilename, temp );\r
- }\r
- BuildAnimationFromOAFs( outfilename, objectAnimationFrames, numFrames, type );\r
-\r
- // free memory\r
- for ( i = 0; i < numSurfaces; i++ )\r
- {\r
- if ( surfaceAnimations[i].frames )\r
- {\r
- for ( j = 0; j < surfaceAnimations[i].numFrames; j++ )\r
- {\r
- free( surfaceAnimations[i].frames[j].triangles );\r
- }\r
- free( surfaceAnimations[i].frames );\r
- surfaceAnimations[i].frames = 0;\r
- }\r
- }\r
-\r
- // get head surfaces\r
- numSurfaces = GetSurfaceAnimations( surfaceAnimations, "h_", -1, -1, g_data.maxHeadFrames );\r
- numFrames = SurfaceOrderToFrameOrder( surfaceAnimations, objectAnimationFrames, numSurfaces );\r
- strcpy( outfilename, filename );\r
- if ( strrchr( outfilename, '/' ) )\r
- *( strrchr( outfilename, '/' ) + 1 ) = 0;\r
-\r
- if ( g_data.currentLod == 0 )\r
- {\r
- strcat( outfilename, "head.md3" );\r
- }\r
- else\r
- {\r
- char temp[128];\r
-\r
- sprintf( temp, "head_%d.md3", g_data.currentLod );\r
- strcat( outfilename, temp );\r
- }\r
- BuildAnimationFromOAFs( outfilename, objectAnimationFrames, numFrames, type );\r
-\r
- // free memory\r
- for ( i = 0; i < numSurfaces; i++ )\r
- {\r
- if ( surfaceAnimations[i].frames )\r
- {\r
- for ( j = 0; j < surfaceAnimations[i].numFrames; j++ )\r
- {\r
- free( surfaceAnimations[i].frames[j].triangles );\r
- }\r
- free( surfaceAnimations[i].frames );\r
- surfaceAnimations[i].frames = 0;\r
- }\r
- }\r
- }\r
- else if ( type == TYPE_WEAPON )\r
- {\r
- // get the weapon surfaces\r
- numSurfaces = GetSurfaceAnimations( surfaceAnimations, "w_", -1, -1, -1 );\r
- numFrames = SurfaceOrderToFrameOrder( surfaceAnimations, objectAnimationFrames, numSurfaces );\r
-\r
- strcpy( outfilename, filename );\r
- if ( strrchr( outfilename, '.' ) )\r
- *( strrchr( outfilename, '.' ) + 1 ) = 0;\r
- strcat( outfilename, "md3" );\r
- BuildAnimationFromOAFs( outfilename, objectAnimationFrames, numFrames, type );\r
-\r
- // free memory\r
- for ( i = 0; i < numSurfaces; i++ )\r
- {\r
- if ( surfaceAnimations[i].frames )\r
- {\r
- for ( j = 0; j < surfaceAnimations[i].numFrames; j++ )\r
- {\r
- free( surfaceAnimations[i].frames[j].triangles );\r
- }\r
- free( surfaceAnimations[i].frames );\r
- surfaceAnimations[i].frames = 0;\r
- }\r
- }\r
-\r
- // get the flash surfaces\r
- numSurfaces = GetSurfaceAnimations( surfaceAnimations, "f_", -1, -1, -1 );\r
- numFrames = SurfaceOrderToFrameOrder( surfaceAnimations, objectAnimationFrames, numSurfaces );\r
-\r
- strcpy( outfilename, filename );\r
- if ( strrchr( outfilename, '.' ) )\r
- *strrchr( outfilename, '.' ) = 0;\r
- strcat( outfilename, "_flash.md3" );\r
- BuildAnimationFromOAFs( outfilename, objectAnimationFrames, numFrames, TYPE_ITEM );\r
-\r
- // free memory\r
- for ( i = 0; i < numSurfaces; i++ )\r
- {\r
- if ( surfaceAnimations[i].frames )\r
- {\r
- for ( j = 0; j < surfaceAnimations[i].numFrames; j++ )\r
- {\r
- free( surfaceAnimations[i].frames[j].triangles );\r
- }\r
- free( surfaceAnimations[i].frames );\r
- surfaceAnimations[i].frames = 0;\r
- }\r
- }\r
- }\r
- else if ( type == TYPE_HAND )\r
- {\r
- // get the hand tags\r
- numSurfaces = GetSurfaceAnimations( surfaceAnimations, "tag_", -1, -1, -1 );\r
- numFrames = SurfaceOrderToFrameOrder( surfaceAnimations, objectAnimationFrames, numSurfaces );\r
-\r
- strcpy( outfilename, filename );\r
- if ( strrchr( outfilename, '.' ) )\r
- *strrchr( outfilename, '.' ) = 0;\r
- strcat( outfilename, "_hand.md3" );\r
- BuildAnimationFromOAFs( outfilename, objectAnimationFrames, numFrames, TYPE_HAND );\r
-\r
- // free memory\r
- for ( i = 0; i < numSurfaces; i++ )\r
- {\r
- if ( surfaceAnimations[i].frames )\r
- {\r
- for ( j = 0; j < surfaceAnimations[i].numFrames; j++ )\r
- {\r
- free( surfaceAnimations[i].frames[j].triangles );\r
- }\r
- free( surfaceAnimations[i].frames );\r
- surfaceAnimations[i].frames = 0;\r
- }\r
- }\r
- }\r
- else\r
- {\r
- Error( "Unknown type passed to ConvertASE()" );\r
- }\r
-\r
- g_data.currentLod = 0;\r
- g_data.lodBias = 0;\r
- g_data.maxHeadFrames = 0;\r
- g_data.maxUpperFrames = 0;\r
- g_data.lowerSkipFrameStart = 0;\r
- g_data.lowerSkipFrameEnd = 0;\r
- VectorCopy( vec3_origin, g_data.aseAdjust );\r
-\r
- // unload ASE from memory\r
- ASE_Free();\r
-}\r
+#include <assert.h>
+#include "q3data.h"
+
+//=================================================================
+
+static void OrderSurfaces( void );
+static void LoadBase( const char *filename );
+static int LoadModelFile( const char *filename, polyset_t **ppsets, int *pnumpolysets );
+
+#define MAX_SURFACE_TRIS (SHADER_MAX_INDEXES / 3)
+#define MAX_SURFACE_VERTS SHADER_MAX_VERTEXES
+
+#define MD3_TYPE_UNKNOWN 0
+#define MD3_TYPE_BASE3DS 1
+#define MD3_TYPE_SPRITE 2
+#define MD3_TYPE_ASE 3
+
+#define MAX_ANIM_FRAMES 512
+#define MAX_ANIM_SURFACES 32
+
+typedef struct
+{
+ polyset_t *frames;
+ int numFrames;
+} SurfaceAnimation_t;
+
+typedef struct
+{
+ polyset_t *surfaces[MAX_ANIM_SURFACES];
+ int numSurfaces;
+} ObjectAnimationFrame_t;
+
+typedef struct {
+ vec3_t xyz;
+ vec3_t normal;
+ vec3_t color;
+ float st[2];
+ int index;
+} baseVertex_t;
+
+typedef struct {
+ baseVertex_t v[3];
+} baseTriangle_t;
+
+//================================================================
+
+typedef struct
+{
+ md3Surface_t header;
+ md3Shader_t shaders[MD3_MAX_SHADERS];
+ // all verts (xyz_normal)
+ float *verts[MD3_MAX_FRAMES];
+
+ baseTriangle_t baseTriangles[MD3_MAX_TRIANGLES];
+
+ // the triangles will be sorted so that they form long generalized tristrips
+ int orderedTriangles[MD3_MAX_TRIANGLES][3];
+ int lodTriangles[MD3_MAX_TRIANGLES][3];
+ baseVertex_t baseVertexes[MD3_MAX_VERTS];
+
+} md3SurfaceData_t;
+
+typedef struct
+{
+ int skinwidth, skinheight;
+
+ md3SurfaceData_t surfData[MD3_MAX_SURFACES];
+
+ md3Tag_t tags[MD3_MAX_FRAMES][MD3_MAX_TAGS];
+ md3Frame_t frames[MD3_MAX_FRAMES];
+
+ md3Header_t model;
+ float scale_up; // set by $scale
+ vec3_t adjust; // set by $origin
+ vec3_t aseAdjust;
+ int fixedwidth, fixedheight; // set by $skinsize
+
+ int maxSurfaceTris;
+
+ int lowerSkipFrameStart, lowerSkipFrameEnd;
+ int maxUpperFrames;
+ int maxHeadFrames;
+ int currentLod;
+ float lodBias;
+
+ int type; // MD3_TYPE_BASE, MD3_TYPE_OLDBASE, MD3_TYPE_ASE, or MD3_TYPE_SPRITE
+
+} q3data;
+
+q3data g_data;
+
+// the command list holds counts, the count * 3 xyz, st, normal indexes
+// that are valid for every frame
+char g_cddir[1024];
+char g_modelname[1024];
+
+//==============================================================
+
+/*
+===============
+ClearModel
+===============
+*/
+void ClearModel (void)
+{
+ int i;
+
+ g_data.type = MD3_TYPE_UNKNOWN;
+
+ for ( i = 0; i < MD3_MAX_SURFACES; i++ )
+ {
+ memset( &g_data.surfData[i].header, 0, sizeof( g_data.surfData[i].header ) );
+ memset( &g_data.surfData[i].shaders, 0, sizeof( g_data.surfData[i].shaders ) );
+ memset( &g_data.surfData[i].verts, 0, sizeof( g_data.surfData[i].verts ) );
+ }
+
+ memset( g_data.tags, 0, sizeof( g_data.tags ) );
+
+ for ( i = 0; i < g_data.model.numSurfaces; i++ )
+ {
+ int j;
+
+ for ( j = 0; j < g_data.surfData[i].header.numShaders; j++ )
+ {
+ memset( &g_data.surfData[i].shaders[j], 0, sizeof( g_data.surfData[i].shaders[j] ) );
+ }
+ }
+ memset (&g_data.model, 0, sizeof(g_data.model));
+ memset (g_cddir, 0, sizeof(g_cddir));
+
+ g_modelname[0] = 0;
+ g_data.scale_up = 1.0;
+ memset( &g_data.model, 0, sizeof( g_data.model ) );
+ VectorCopy (vec3_origin, g_data.adjust);
+ g_data.fixedwidth = g_data.fixedheight = 0;
+ g_skipmodel = qfalse;
+}
+
+/*
+** void WriteModelSurface( FILE *modelouthandle, md3SurfaceData_t *pSurfData )
+**
+** This routine assumes that the file position has been adjusted
+** properly prior to entry to point at the beginning of the surface.
+**
+** Since surface header information is completely relative, we can't
+** just randomly seek to an arbitrary surface location right now. Is
+** this something we should add?
+*/
+void WriteModelSurface( FILE *modelouthandle, md3SurfaceData_t *pSurfData )
+{
+ md3Surface_t *pSurf = &pSurfData->header;
+ md3Shader_t *pShader = pSurfData->shaders;
+ baseVertex_t *pBaseVertex = pSurfData->baseVertexes;
+ float **verts = pSurfData->verts;
+
+ short xyznormals[MD3_MAX_VERTS][4];
+
+ float base_st[MD3_MAX_VERTS][2];
+ md3Surface_t surftemp;
+
+ int f, i, j, k;
+
+ if ( strstr( pSurf->name, "tag_" ) == pSurf->name )
+ return;
+
+ //
+ // write out the header
+ //
+ surftemp = *pSurf;
+ surftemp.ident = LittleLong( MD3_IDENT );
+ surftemp.flags = LittleLong( pSurf->flags );
+ surftemp.numFrames = LittleLong( pSurf->numFrames );
+ surftemp.numShaders = LittleLong( pSurf->numShaders );
+
+ surftemp.ofsShaders = LittleLong( pSurf->ofsShaders );
+
+ surftemp.ofsTriangles = LittleLong( pSurf->ofsTriangles );
+ surftemp.numTriangles = LittleLong( pSurf->numTriangles );
+
+ surftemp.ofsSt = LittleLong( pSurf->ofsSt );
+ surftemp.ofsXyzNormals = LittleLong( pSurf->ofsXyzNormals );
+ surftemp.ofsEnd = LittleLong( pSurf->ofsEnd );
+
+ SafeWrite( modelouthandle, &surftemp, sizeof( surftemp ) );
+
+ if ( g_verbose )
+ {
+ printf( "surface '%s'\n", pSurf->name );
+ printf( "...num shaders: %d\n", pSurf->numShaders );
+ }
+
+ //
+ // write out shaders
+ //
+ for ( i = 0; i < pSurf->numShaders; i++ )
+ {
+ md3Shader_t shadertemp;
+
+ if ( g_verbose )
+ printf( "......'%s'\n", pShader[i].name );
+
+ shadertemp = pShader[i];
+ shadertemp.shaderIndex = LittleLong( shadertemp.shaderIndex );
+ SafeWrite( modelouthandle, &shadertemp, sizeof( shadertemp ) );
+ }
+
+ //
+ // write out the triangles
+ //
+ for ( i = 0 ; i < pSurf->numTriangles ; i++ )
+ {
+ for (j = 0 ; j < 3 ; j++)
+ {
+ int ivalue = LittleLong( pSurfData->orderedTriangles[i][j] );
+ pSurfData->orderedTriangles[i][j] = ivalue;
+ }
+ }
+
+ SafeWrite( modelouthandle, pSurfData->orderedTriangles, pSurf->numTriangles * sizeof( g_data.surfData[0].orderedTriangles[0] ) );
+
+ if ( g_verbose )
+ {
+ printf( "\n...num verts: %d\n", pSurf->numVerts );
+ printf( "...TEX COORDINATES\n" );
+ }
+
+ //
+ // write out the texture coordinates
+ //
+ for ( i = 0; i < pSurf->numVerts ; i++) {
+ base_st[i][0] = LittleFloat( pBaseVertex[i].st[0] );
+ base_st[i][1] = LittleFloat( pBaseVertex[i].st[1] );
+ if ( g_verbose )
+ printf( "......%d: %f,%f\n", i, base_st[i][0], base_st[i][1] );
+ }
+ SafeWrite( modelouthandle, base_st, pSurf->numVerts * sizeof(base_st[0]));
+
+ //
+ // write the xyz_normal
+ //
+ if ( g_verbose )
+ printf( "...XYZNORMALS\n" );
+ for ( f = 0; f < g_data.model.numFrames; f++ )
+ {
+ for (j=0 ; j< pSurf->numVerts; j++)
+ {
+ short value;
+
+ for (k=0 ; k < 3 ; k++)
+ {
+ value = ( short ) ( verts[f][j*6+k] / MD3_XYZ_SCALE );
+ xyznormals[j][k] = LittleShort( value );
+ }
+ NormalToLatLong( &verts[f][j*6+3], (byte *)&xyznormals[j][3] );
+ }
+ SafeWrite( modelouthandle, xyznormals, pSurf->numVerts * sizeof( short ) * 4 );
+ }
+}
+
+/*
+** void WriteModelFile( FILE *modelouthandle )
+**
+** CHUNK SIZE
+** header sizeof( md3Header_t )
+** frames sizeof( md3Frame_t ) * numFrames
+** tags sizeof( md3Tag_t ) * numFrames * numTags
+** surfaces surfaceSum
+*/
+void WriteModelFile( FILE *modelouthandle )
+{
+ int f;
+ int i, j;
+ md3Header_t modeltemp;
+ long surfaceSum = 0;
+ int numRealSurfaces = 0;
+ int numFrames = g_data.model.numFrames;
+
+ // compute offsets for all surfaces, sum their total size
+ for ( i = 0; i < g_data.model.numSurfaces; i++ )
+ {
+ if ( strstr( g_data.surfData[i].header.name, "tag_" ) != g_data.surfData[i].header.name )
+ {
+ md3Surface_t *psurf = &g_data.surfData[i].header;
+
+ if ( psurf->numTriangles == 0 || psurf->numVerts == 0 )
+ continue;
+
+ //
+ // the triangle and vertex split threshold is controlled by a parameter
+ // to $base, a la $base blah.3ds 1900, where "1900" determines the number
+ // of triangles to split on
+ //
+ else if ( psurf->numVerts > MAX_SURFACE_VERTS )
+ {
+ Error( "too many vertices\n" );
+ }
+
+ psurf->numFrames = numFrames;
+
+ psurf->ofsShaders = sizeof( md3Surface_t );
+
+ if ( psurf->numTriangles > MAX_SURFACE_TRIS )
+ {
+ Error( "too many faces\n" );
+ }
+
+ psurf->ofsTriangles = psurf->ofsShaders + psurf->numShaders * sizeof( md3Shader_t );
+
+ psurf->ofsSt = psurf->ofsTriangles + psurf->numTriangles * sizeof( md3Triangle_t );
+ psurf->ofsXyzNormals = psurf->ofsSt + psurf->numVerts * sizeof( md3St_t );
+ psurf->ofsEnd = psurf->ofsXyzNormals + psurf->numFrames * psurf->numVerts * ( sizeof( short ) * 4 );
+
+ surfaceSum += psurf->ofsEnd;
+
+ numRealSurfaces++;
+ }
+ }
+
+ g_data.model.ident = MD3_IDENT;
+ g_data.model.version = MD3_VERSION;
+
+ g_data.model.ofsFrames = sizeof(md3Header_t);
+ g_data.model.ofsTags = g_data.model.ofsFrames + numFrames*sizeof(md3Frame_t);
+ g_data.model.ofsSurfaces = g_data.model.ofsTags + numFrames*g_data.model.numTags*sizeof(md3Tag_t);
+ g_data.model.ofsEnd = g_data.model.ofsSurfaces + surfaceSum;
+
+ //
+ // write out the model header
+ //
+ modeltemp = g_data.model;
+ modeltemp.ident = LittleLong( modeltemp.ident );
+ modeltemp.version = LittleLong( modeltemp.version );
+ modeltemp.numFrames = LittleLong( modeltemp.numFrames );
+ modeltemp.numTags = LittleLong( modeltemp.numTags );
+ modeltemp.numSurfaces = LittleLong( numRealSurfaces );
+ modeltemp.ofsFrames = LittleLong( modeltemp.ofsFrames );
+ modeltemp.ofsTags = LittleLong( modeltemp.ofsTags );
+ modeltemp.ofsSurfaces = LittleLong( modeltemp.ofsSurfaces );
+ modeltemp.ofsEnd = LittleLong( modeltemp.ofsEnd );
+
+ SafeWrite (modelouthandle, &modeltemp, sizeof(modeltemp));
+
+ //
+ // write out the frames
+ //
+ for (i=0 ; i < numFrames ; i++)
+ {
+ vec3_t tmpVec;
+ float maxRadius = 0;
+
+ //
+ // compute localOrigin and radius
+ //
+ g_data.frames[i].localOrigin[0] =
+ g_data.frames[i].localOrigin[1] =
+ g_data.frames[i].localOrigin[2] = 0;
+
+ for ( j = 0; j < 8; j++ )
+ {
+ tmpVec[0] = g_data.frames[i].bounds[(j&1)!=0][0];
+ tmpVec[1] = g_data.frames[i].bounds[(j&2)!=0][1];
+ tmpVec[2] = g_data.frames[i].bounds[(j&4)!=0][2];
+
+ if ( VectorLength( tmpVec ) > maxRadius )
+ maxRadius = VectorLength( tmpVec );
+ }
+
+ g_data.frames[i].radius = LittleFloat( maxRadius );
+
+ // swap
+ for (j=0 ; j<3 ; j++) {
+ g_data.frames[i].bounds[0][j] = LittleFloat( g_data.frames[i].bounds[0][j] );
+ g_data.frames[i].bounds[1][j] = LittleFloat( g_data.frames[i].bounds[1][j] );
+ g_data.frames[i].localOrigin[j] = LittleFloat( g_data.frames[i].localOrigin[j] );
+ }
+ }
+ fseek (modelouthandle, g_data.model.ofsFrames, SEEK_SET);
+ SafeWrite( modelouthandle, g_data.frames, numFrames * sizeof(g_data.frames[0]) );
+
+ //
+ // write out the tags
+ //
+ fseek( modelouthandle, g_data.model.ofsTags, SEEK_SET );
+ for (f=0 ; f<g_data.model.numFrames; f++)
+ {
+ int t;
+
+ for ( t = 0; t < g_data.model.numTags; t++ )
+ {
+ g_data.tags[f][t].origin[0] = LittleFloat(g_data.tags[f][t].origin[0]);
+ g_data.tags[f][t].origin[1] = LittleFloat(g_data.tags[f][t].origin[1]);
+ g_data.tags[f][t].origin[2] = LittleFloat(g_data.tags[f][t].origin[2]);
+
+ for (j=0 ; j<3 ; j++)
+ {
+ g_data.tags[f][t].axis[0][j] = LittleFloat(g_data.tags[f][t].axis[0][j]);
+ g_data.tags[f][t].axis[1][j] = LittleFloat(g_data.tags[f][t].axis[1][j]);
+ g_data.tags[f][t].axis[2][j] = LittleFloat(g_data.tags[f][t].axis[2][j]);
+ }
+ }
+ SafeWrite( modelouthandle, g_data.tags[f], g_data.model.numTags * sizeof(md3Tag_t) );
+ }
+
+ //
+ // write out the surfaces
+ //
+ fseek( modelouthandle, g_data.model.ofsSurfaces, SEEK_SET );
+ for ( i = 0; i < g_data.model.numSurfaces; i++ )
+ {
+ WriteModelSurface( modelouthandle, &g_data.surfData[i] );
+ }
+}
+
+
+/*
+===============
+FinishModel
+===============
+*/
+void FinishModel ( int type )
+{
+ FILE *modelouthandle;
+ FILE *defaultSkinHandle;
+ char name[1024];
+ int i;
+
+ if (!g_data.model.numFrames)
+ return;
+
+ //
+ // build generalized triangle strips
+ //
+ OrderSurfaces();
+
+ if ( type == TYPE_PLAYER )
+ {
+ sprintf( name, "%s%s", writedir, g_modelname );
+ *strrchr( name, '.' ) = 0;
+ strcat( name, "_default.skin" );
+
+ defaultSkinHandle = fopen( name, "wt" );
+ for ( i = 0; i < g_data.model.numSurfaces; i++ )
+ {
+ fprintf( defaultSkinHandle, "%s,%s\n", g_data.surfData[i].header.name, g_data.surfData[i].shaders[0].name );
+ }
+ fclose( defaultSkinHandle );
+ }
+
+ sprintf (name, "%s%s", writedir, g_modelname);
+
+ //
+ // copy the model and its shaders to release directory tree
+ // if doing a release build
+ //
+ if ( g_release ) {
+ int i, j;
+ md3SurfaceData_t *pSurf;
+
+ ReleaseFile( g_modelname );
+
+ for ( i = 0; i < g_data.model.numSurfaces; i++ ) {
+ pSurf = &g_data.surfData[i];
+ for ( j = 0; j < g_data.model.numSkins; j++ ) {
+ ReleaseShader( pSurf->shaders[j].name );
+ }
+ }
+ return;
+ }
+
+ //
+ // write the model output file
+ //
+ printf ("saving to %s\n", name);
+ CreatePath (name);
+ modelouthandle = SafeOpenWrite (name);
+
+ WriteModelFile (modelouthandle);
+
+ printf ("%4d surfaces\n", g_data.model.numSurfaces);
+ printf ("%4d frames\n", g_data.model.numFrames);
+ printf ("%4d tags\n", g_data.model.numTags);
+ printf ("file size: %d\n", (int)ftell (modelouthandle) );
+ printf ("---------------------\n");
+
+ fclose (modelouthandle);
+}
+
+/*
+** OrderSurfaces
+**
+** Reorders triangles in all the surfaces.
+*/
+static void OrderSurfaces( void )
+{
+ int s;
+ extern qboolean g_stripify;
+
+ // go through each surface and find best strip/fans possible
+ for ( s = 0; s < g_data.model.numSurfaces; s++ )
+ {
+ int mesh[MD3_MAX_TRIANGLES][3];
+ int i;
+
+ printf( "stripifying surface %d/%d with %d tris\n", s, g_data.model.numSurfaces, g_data.surfData[s].header.numTriangles );
+
+ for ( i = 0; i < g_data.surfData[s].header.numTriangles; i++ )
+ {
+ mesh[i][0] = g_data.surfData[s].lodTriangles[i][0];
+ mesh[i][1] = g_data.surfData[s].lodTriangles[i][1];
+ mesh[i][2] = g_data.surfData[s].lodTriangles[i][2];
+ }
+
+ if ( g_stripify )
+ {
+ OrderMesh( mesh, // input
+ g_data.surfData[s].orderedTriangles, // output
+ g_data.surfData[s].header.numTriangles );
+ }
+ else
+ {
+ memcpy( g_data.surfData[s].orderedTriangles, mesh, sizeof( int ) * 3 * g_data.surfData[s].header.numTriangles );
+ }
+ }
+}
+
+
+/*
+===============================================================
+
+BASE FRAME SETUP
+
+===============================================================
+*/
+/*
+============
+CopyTrianglesToBaseTriangles
+
+============
+*/
+static void CopyTrianglesToBaseTriangles(triangle_t *ptri, int numtri, baseTriangle_t *bTri )
+{
+ int i;
+// int width, height, iwidth, iheight, swidth;
+// float s_scale, t_scale;
+// float scale;
+// vec3_t mins, maxs;
+ float *pbasevert;
+
+/*
+ //
+ // find bounds of all the verts on the base frame
+ //
+ ClearBounds (mins, maxs);
+
+ for (i=0 ; i<numtri ; i++)
+ for (j=0 ; j<3 ; j++)
+ AddPointToBounds (ptri[i].verts[j], mins, maxs);
+
+ for (i=0 ; i<3 ; i++)
+ {
+ mins[i] = floor(mins[i]);
+ maxs[i] = ceil(maxs[i]);
+ }
+
+ width = maxs[0] - mins[0];
+ height = maxs[2] - mins[2];
+
+ if (!g_data.fixedwidth)
+ { // old style
+ scale = 8;
+ if (width*scale >= 150)
+ scale = 150.0 / width;
+ if (height*scale >= 190)
+ scale = 190.0 / height;
+
+ s_scale = t_scale = scale;
+
+ iwidth = ceil(width*s_scale);
+ iheight = ceil(height*t_scale);
+
+ iwidth += 4;
+ iheight += 4;
+ }
+ else
+ { // new style
+ iwidth = g_data.fixedwidth / 2;
+ iheight = g_data.fixedheight;
+
+ s_scale = (float)(iwidth-4) / width;
+ t_scale = (float)(iheight-4) / height;
+ }
+
+ // make the width a multiple of 4; some hardware requires this, and it ensures
+ // dword alignment for each scan
+ swidth = iwidth*2;
+ g_data.skinwidth = (swidth + 3) & ~3;
+ g_data.skinheight = iheight;
+*/
+
+ for (i=0; i<numtri ; i++, ptri++, bTri++)
+ {
+ int j;
+
+ for (j=0 ; j<3 ; j++)
+ {
+ pbasevert = ptri->verts[j];
+
+ VectorCopy( ptri->verts[j], bTri->v[j].xyz);
+ VectorCopy( ptri->normals[j], bTri->v[j].normal );
+
+ bTri->v[j].st[0] = ptri->texcoords[j][0];
+ bTri->v[j].st[1] = ptri->texcoords[j][1];
+ }
+ }
+}
+
+static void BuildBaseFrame( const char *filename, ObjectAnimationFrame_t *pOAF )
+{
+ baseTriangle_t *bTri;
+ baseVertex_t *bVert;
+ int i, j;
+
+ // calculate the base triangles
+ for ( i = 0; i < g_data.model.numSurfaces; i++ )
+ {
+ CopyTrianglesToBaseTriangles( pOAF->surfaces[i]->triangles,
+ pOAF->surfaces[i]->numtriangles,
+ g_data.surfData[i].baseTriangles );
+
+ strcpy( g_data.surfData[i].header.name, pOAF->surfaces[i]->name );
+
+ g_data.surfData[i].header.numTriangles = pOAF->surfaces[i]->numtriangles;
+ g_data.surfData[i].header.numVerts = 0;
+
+/*
+ if ( strstr( filename, gamedir + 1 ) )
+ {
+ strcpy( shaderName, strstr( filename, gamedir + 1 ) + strlen( gamedir ) - 1 );
+ }
+ else
+ {
+ strcpy( shaderName, filename );
+ }
+
+ if ( strrchr( shaderName, '/' ) )
+ *( strrchr( shaderName, '/' ) + 1 ) = 0;
+
+
+ strcpy( shaderName, pOAF->surfaces[i]->materialname );
+*/
+ strcpy( g_data.surfData[i].shaders[g_data.surfData[i].header.numShaders].name, pOAF->surfaces[i]->materialname );
+
+ g_data.surfData[i].header.numShaders++;
+ }
+
+ //
+ // compute unique vertices for each polyset
+ //
+ for ( i = 0; i < g_data.model.numSurfaces; i++ )
+ {
+ int t;
+
+ for ( t = 0; t < pOAF->surfaces[i]->numtriangles; t++ )
+ {
+ bTri = &g_data.surfData[i].baseTriangles[t];
+
+ for (j=0 ; j<3 ; j++)
+ {
+ int k;
+
+ bVert = &bTri->v[j];
+
+ // get the xyz index
+ for ( k = 0; k < g_data.surfData[i].header.numVerts; k++ )
+ {
+ if ( ( g_data.surfData[i].baseVertexes[k].st[0] == bVert->st[0] ) &&
+ ( g_data.surfData[i].baseVertexes[k].st[1] == bVert->st[1] ) &&
+ ( VectorCompare (bVert->xyz, g_data.surfData[i].baseVertexes[k].xyz) ) &&
+ ( VectorCompare (bVert->normal, g_data.surfData[i].baseVertexes[k].normal) ) )
+ {
+ break; // this vertex is already in the base vertex list
+ }
+ }
+
+ if (k == g_data.surfData[i].header.numVerts) { // new index
+ g_data.surfData[i].baseVertexes[g_data.surfData[i].header.numVerts] = *bVert;
+ g_data.surfData[i].header.numVerts++;
+ }
+
+ bVert->index = k;
+
+ g_data.surfData[i].lodTriangles[t][j] = k;
+ }
+ }
+ }
+
+ //
+ // find tags
+ //
+ for ( i = 0; i < g_data.model.numSurfaces; i++ )
+ {
+ if ( strstr( pOAF->surfaces[i]->name, "tag_" ) == pOAF->surfaces[i]->name )
+ {
+ if ( pOAF->surfaces[i]->numtriangles != 1 )
+ {
+ Error( "tag polysets must consist of only one triangle" );
+ }
+ if ( strstr( filename, "_flash.md3" ) && !strcmp( pOAF->surfaces[i]->name, "tag_parent" ) )
+ continue;
+ printf( "found tag '%s'\n", pOAF->surfaces[i]->name );
+ g_data.model.numTags++;
+ }
+ }
+
+}
+
+static int LoadModelFile( const char *filename, polyset_t **psets, int *numpolysets )
+{
+ int time1;
+ char file1[1024];
+ const char *frameFile;
+
+ printf ("---------------------\n");
+ if ( filename[1] != ':' )
+ {
+ frameFile = filename;
+ sprintf( file1, "%s/%s", g_cddir, frameFile );
+ }
+ else
+ {
+ strcpy( file1, filename );
+ }
+
+ time1 = FileTime (file1);
+ if (time1 == -1)
+ Error ("%s doesn't exist", file1);
+
+ //
+ // load the base triangles
+ //
+ *psets = Polyset_LoadSets( file1, numpolysets, g_data.maxSurfaceTris );
+
+ //
+ // snap polysets
+ //
+ Polyset_SnapSets( *psets, *numpolysets );
+
+ if ( strstr( file1, ".3ds" ) || strstr( file1, ".3DS" ) )
+ return MD3_TYPE_BASE3DS;
+
+ Error( "Unknown model file type" );
+
+ return MD3_TYPE_UNKNOWN;
+}
+
+/*
+=================
+Cmd_Base
+=================
+*/
+void Cmd_Base( void )
+{
+ char filename[1024];
+
+ GetToken( qfalse );
+ sprintf( filename, "%s/%s", g_cddir, token );
+ LoadBase( filename );
+}
+
+static void LoadBase( const char *filename )
+{
+ int numpolysets;
+ polyset_t *psets;
+ int i;
+ ObjectAnimationFrame_t oaf;
+
+ // determine polyset splitting threshold
+ if ( TokenAvailable() )
+ {
+ GetToken( qfalse );
+ g_data.maxSurfaceTris = atoi( token );
+ }
+ else
+ {
+ g_data.maxSurfaceTris = MAX_SURFACE_TRIS - 1;
+ }
+
+ g_data.type = LoadModelFile( filename, &psets, &numpolysets );
+
+ Polyset_ComputeNormals( psets, numpolysets );
+
+ g_data.model.numSurfaces = numpolysets;
+
+ memset( &oaf, 0, sizeof( oaf ) );
+
+ for ( i = 0; i < numpolysets; i++ )
+ {
+ oaf.surfaces[i] = &psets[i];
+ oaf.numSurfaces = numpolysets;
+ }
+
+ BuildBaseFrame( filename, &oaf );
+
+ free( psets[0].triangles );
+ free( psets );
+}
+
+/*
+=================
+Cmd_SpriteBase
+
+$spritebase xorg yorg width height
+
+Generate a single square for the model
+=================
+*/
+void Cmd_SpriteBase (void)
+{
+ float xl, yl, width, height;
+
+ g_data.type = MD3_TYPE_SPRITE;
+
+ GetToken (qfalse);
+ xl = atof(token);
+ GetToken (qfalse);
+ yl = atof(token);
+ GetToken (qfalse);
+ width = atof(token);
+ GetToken (qfalse);
+ height = atof(token);
+
+// if (g_skipmodel || g_release || g_archive)
+// return;
+
+ printf ("---------------------\n");
+
+ g_data.surfData[0].verts[0] = ( float * ) calloc( 1, sizeof( float ) * 6 * 4 );
+
+ g_data.surfData[0].header.numVerts = 4;
+
+ g_data.surfData[0].verts[0][0+0] = 0;
+ g_data.surfData[0].verts[0][0+1] = -xl;
+ g_data.surfData[0].verts[0][0+2] = yl + height;
+
+ g_data.surfData[0].verts[0][0+3] = -1;
+ g_data.surfData[0].verts[0][0+4] = 0;
+ g_data.surfData[0].verts[0][0+5] = 0;
+ g_data.surfData[0].baseVertexes[0].st[0] = 0;
+ g_data.surfData[0].baseVertexes[0].st[1] = 0;
+
+
+ g_data.surfData[0].verts[0][6+0] = 0;
+ g_data.surfData[0].verts[0][6+1] = -xl - width;
+ g_data.surfData[0].verts[0][6+2] = yl + height;
+
+ g_data.surfData[0].verts[0][6+3] = -1;
+ g_data.surfData[0].verts[0][6+4] = 0;
+ g_data.surfData[0].verts[0][6+5] = 0;
+ g_data.surfData[0].baseVertexes[1].st[0] = 1;
+ g_data.surfData[0].baseVertexes[1].st[1] = 0;
+
+
+ g_data.surfData[0].verts[0][12+0] = 0;
+ g_data.surfData[0].verts[0][12+1] = -xl - width;
+ g_data.surfData[0].verts[0][12+2] = yl;
+
+ g_data.surfData[0].verts[0][12+3] = -1;
+ g_data.surfData[0].verts[0][12+4] = 0;
+ g_data.surfData[0].verts[0][12+5] = 0;
+ g_data.surfData[0].baseVertexes[2].st[0] = 1;
+ g_data.surfData[0].baseVertexes[2].st[1] = 1;
+
+
+ g_data.surfData[0].verts[0][18+0] = 0;
+ g_data.surfData[0].verts[0][18+1] = -xl;
+ g_data.surfData[0].verts[0][18+2] = yl;
+
+ g_data.surfData[0].verts[0][18+3] = -1;
+ g_data.surfData[0].verts[0][18+4] = 0;
+ g_data.surfData[0].verts[0][18+5] = 0;
+ g_data.surfData[0].baseVertexes[3].st[0] = 0;
+ g_data.surfData[0].baseVertexes[3].st[1] = 1;
+
+ g_data.surfData[0].lodTriangles[0][0] = 0;
+ g_data.surfData[0].lodTriangles[0][1] = 1;
+ g_data.surfData[0].lodTriangles[0][2] = 2;
+
+ g_data.surfData[0].lodTriangles[1][0] = 2;
+ g_data.surfData[0].lodTriangles[1][1] = 3;
+ g_data.surfData[0].lodTriangles[1][2] = 0;
+
+ g_data.model.numSurfaces = 1;
+
+ g_data.surfData[0].header.numTriangles = 2;
+ g_data.surfData[0].header.numVerts = 4;
+
+ g_data.model.numFrames = 1;
+}
+
+/*
+===========================================================================
+
+ FRAME GRABBING
+
+===========================================================================
+*/
+
+/*
+===============
+GrabFrame
+===============
+*/
+void GrabFrame (const char *frame)
+{
+ int i, j, k;
+ char file1[1024];
+ md3Frame_t *fr;
+ md3Tag_t tagParent;
+ float *frameXyz;
+ float *frameNormals;
+ const char *framefile;
+ polyset_t *psets;
+ qboolean parentTagExists = qfalse;
+ int numpolysets;
+ int numtags = 0;
+ int tagcount;
+
+ // the frame 'run1' will be looked for as either
+ // run.1 or run1.tri, so the new alias sequence save
+ // feature an be used
+ if ( frame[1] != ':' )
+ {
+// framefile = FindFrameFile (frame);
+ framefile = frame;
+ sprintf (file1, "%s/%s",g_cddir, framefile);
+ }
+ else
+ {
+ strcpy( file1, frame );
+ }
+ printf ("grabbing %s\n", file1);
+
+ if (g_data.model.numFrames >= MD3_MAX_FRAMES)
+ Error ("model.numFrames >= MD3_MAX_FRAMES");
+ fr = &g_data.frames[g_data.model.numFrames];
+
+ strcpy (fr->name, frame);
+
+ psets = Polyset_LoadSets( file1, &numpolysets, g_data.maxSurfaceTris );
+
+ //
+ // snap polysets
+ //
+ Polyset_SnapSets( psets, numpolysets );
+
+ //
+ // compute vertex normals
+ //
+ Polyset_ComputeNormals( psets, numpolysets );
+
+ //
+ // flip everything to compensate for the alias coordinate system
+ // and perform global scale and adjust
+ //
+ for ( i = 0; i < g_data.model.numSurfaces; i++ )
+ {
+ triangle_t *ptri = psets[i].triangles;
+ int t;
+
+ for ( t = 0; t < psets[i].numtriangles; t++ )
+ {
+
+ for ( j = 0; j < 3; j++ )
+ {
+
+ // scale and adjust
+ for ( k = 0 ; k < 3 ; k++ ) {
+ ptri[t].verts[j][k] = ptri[t].verts[j][k] * g_data.scale_up +
+ g_data.adjust[k];
+
+ if ( ptri[t].verts[j][k] > 1023 ||
+ ptri[t].verts[j][k] < -1023 )
+ {
+ Error( "Model extents too large" );
+ }
+ }
+ }
+ }
+ }
+
+ //
+ // find and count tags, locate parent tag
+ //
+ for ( i = 0; i < numpolysets; i++ )
+ {
+ if ( strstr( psets[i].name, "tag_" ) == psets[i].name )
+ {
+ if ( strstr( psets[i].name, "tag_parent" ) == psets[i].name )
+ {
+ if ( strstr( psets[i].name, "tag_parent" ) )
+ {
+ float tri[3][3];
+
+ if ( parentTagExists )
+ Error( "Multiple parent tags not allowed" );
+
+ memcpy( tri[0], psets[i].triangles[0].verts[0], sizeof( float ) * 3 );
+ memcpy( tri[1], psets[i].triangles[0].verts[1], sizeof( float ) * 3 );
+ memcpy( tri[2], psets[i].triangles[0].verts[2], sizeof( float ) * 3 );
+
+ MD3_ComputeTagFromTri( &tagParent, tri );
+ strcpy( tagParent.name, psets[i].name );
+ g_data.tags[g_data.model.numFrames][numtags] = tagParent;
+ parentTagExists = qtrue;
+
+ }
+ }
+ numtags++;
+ }
+
+ if ( strcmp( psets[i].name, g_data.surfData[i].header.name ) )
+ {
+ Error( "Mismatched surfaces from base('%s') to frame('%s') in model '%s'\n", g_data.surfData[i].header.name, psets[i].name, g_modelname );
+ }
+ }
+
+ if ( numtags != g_data.model.numTags )
+ {
+ Error( "mismatched number of tags in frame(%d) vs. base(%d)", numtags, g_data.model.numTags );
+ }
+
+ if ( numpolysets != g_data.model.numSurfaces )
+ {
+ Error( "mismatched number of surfaces in frame(%d) vs. base(%d)", numpolysets-numtags, g_data.model.numSurfaces );
+ }
+
+ //
+ // prepare to accumulate bounds and normals
+ //
+ ClearBounds( fr->bounds[0], fr->bounds[1] );
+
+ //
+ // store the frame's vertices in the same order as the base. This assumes the
+ // triangles and vertices in this frame are in exactly the same order as in the
+ // base
+ //
+ for ( i = 0, tagcount = 0; i < numpolysets; i++ )
+ {
+ int t;
+ triangle_t *pTris = psets[i].triangles;
+
+ strcpy( g_data.surfData[i].header.name, psets[i].name );
+
+ //
+ // parent tag adjust
+ //
+ if ( parentTagExists ) {
+ for ( t = 0; t < psets[i].numtriangles; t++ )
+ {
+ for ( j = 0; j < 3 ; j++ )
+ {
+ vec3_t tmp;
+
+ VectorSubtract( pTris[t].verts[j], tagParent.origin, tmp );
+
+ pTris[t].verts[j][0] = DotProduct( tmp, tagParent.axis[0] );
+ pTris[t].verts[j][1] = DotProduct( tmp, tagParent.axis[1] );
+ pTris[t].verts[j][2] = DotProduct( tmp, tagParent.axis[2] );
+
+ VectorCopy( pTris[t].normals[j], tmp );
+ pTris[t].normals[j][0] = DotProduct( tmp, tagParent.axis[0] );
+ pTris[t].normals[j][1] = DotProduct( tmp, tagParent.axis[1] );
+ pTris[t].normals[j][2] = DotProduct( tmp, tagParent.axis[2] );
+ }
+ }
+ }
+
+ //
+ // compute tag data
+ //
+ if ( strstr( psets[i].name, "tag_" ) == psets[i].name )
+ {
+ md3Tag_t *pTag = &g_data.tags[g_data.model.numFrames][tagcount];
+ float tri[3][3];
+
+ strcpy( pTag->name, psets[i].name );
+
+ memcpy( tri[0], pTris[0].verts[0], sizeof( float ) * 3 );
+ memcpy( tri[1], pTris[0].verts[1], sizeof( float ) * 3 );
+ memcpy( tri[2], pTris[0].verts[2], sizeof( float ) * 3 );
+
+ MD3_ComputeTagFromTri( pTag, tri );
+ tagcount++;
+ }
+ else
+ {
+ if ( g_data.surfData[i].verts[g_data.model.numFrames] )
+ free( g_data.surfData[i].verts[g_data.model.numFrames] );
+ frameXyz = g_data.surfData[i].verts[g_data.model.numFrames] = calloc( 1, sizeof( float ) * 6 * g_data.surfData[i].header.numVerts );
+ frameNormals = frameXyz + 3;
+
+ for ( t = 0; t < psets[i].numtriangles; t++ )
+ {
+ for ( j = 0; j < 3 ; j++ )
+ {
+ int index;
+
+ index = g_data.surfData[i].baseTriangles[t].v[j].index;
+ frameXyz[index*6+0] = pTris[t].verts[j][0];
+ frameXyz[index*6+1] = pTris[t].verts[j][1];
+ frameXyz[index*6+2] = pTris[t].verts[j][2];
+ frameNormals[index*6+0] = pTris[t].normals[j][0];
+ frameNormals[index*6+1] = pTris[t].normals[j][1];
+ frameNormals[index*6+2] = pTris[t].normals[j][2];
+ AddPointToBounds (&frameXyz[index*6], fr->bounds[0], fr->bounds[1] );
+ }
+ }
+ }
+ }
+
+ g_data.model.numFrames++;
+
+ // only free the first triangle array, all of the psets in this array share the
+ // same triangle pool!!!
+// free( psets[0].triangles );
+// free( psets );
+}
+
+//===========================================================================
+
+
+
+/*
+===============
+Cmd_Frame
+===============
+*/
+void Cmd_Frame (void)
+{
+ while (TokenAvailable())
+ {
+ GetToken (qfalse);
+ if (g_skipmodel)
+ continue;
+ if (g_release || g_archive)
+ {
+ g_data.model.numFrames = 1; // don't skip the writeout
+ continue;
+ }
+
+ GrabFrame( token );
+ }
+}
+
+
+/*
+===============
+Cmd_Skin
+
+===============
+*/
+void SkinFrom3DS( const char *filename )
+{
+ polyset_t *psets;
+ char name[1024];
+ int numPolysets;
+ int i;
+
+ _3DS_LoadPolysets( filename, &psets, &numPolysets, g_verbose );
+
+ for ( i = 0; i < numPolysets; i++ )
+ {
+/*
+ if ( strstr( filename, gamedir + 1 ) )
+ {
+ strcpy( name, strstr( filename, gamedir + 1 ) + strlen( gamedir ) - 1 );
+ }
+ else
+ {
+ strcpy( name, filename );
+ }
+
+ if ( strrchr( name, '/' ) )
+ *( strrchr( name, '/' ) + 1 ) = 0;
+*/
+ strcpy( name, psets[i].materialname );
+ strcpy( g_data.surfData[i].shaders[g_data.surfData[i].header.numShaders].name, name );
+
+ g_data.surfData[i].header.numShaders++;
+ }
+
+ free( psets[0].triangles );
+ free( psets );
+}
+
+void Cmd_Skin (void)
+{
+ char skinfile[1024];
+
+ if ( g_data.type == MD3_TYPE_BASE3DS )
+ {
+ GetToken( qfalse );
+
+ sprintf( skinfile, "%s/%s", g_cddir, token );
+
+ if ( strstr( token, ".3ds" ) || strstr( token, ".3DS" ) )
+ {
+ SkinFrom3DS( skinfile );
+ }
+ else
+ {
+ Error( "Unknown file format for $skin '%s'\n", skinfile );
+ }
+ }
+ else
+ {
+ Error( "invalid model type while processing $skin" );
+ }
+
+ g_data.model.numSkins++;
+}
+
+/*
+=================
+Cmd_SpriteShader
+=================
+
+This routine is also called for $oldskin
+
+*/
+void Cmd_SpriteShader()
+{
+ GetToken( qfalse );
+ strcpy( g_data.surfData[0].shaders[g_data.surfData[0].header.numShaders].name, token );
+ g_data.surfData[0].header.numShaders++;
+ g_data.model.numSkins++;
+}
+
+/*
+=================
+Cmd_Origin
+=================
+*/
+void Cmd_Origin (void)
+{
+ // rotate points into frame of reference so model points down the
+ // positive x axis
+ // FIXME: use alias native coordinate system
+ GetToken (qfalse);
+ g_data.adjust[1] = -atof (token);
+
+ GetToken (qfalse);
+ g_data.adjust[0] = atof (token);
+
+ GetToken (qfalse);
+ g_data.adjust[2] = -atof (token);
+}
+
+
+/*
+=================
+Cmd_ScaleUp
+=================
+*/
+void Cmd_ScaleUp (void)
+{
+ GetToken (qfalse);
+ g_data.scale_up = atof (token);
+ if (g_skipmodel || g_release || g_archive)
+ return;
+
+ printf ("Scale up: %f\n", g_data.scale_up);
+}
+
+
+/*
+=================
+Cmd_Skinsize
+
+Set a skin size other than the default
+QUAKE3: not needed
+=================
+*/
+void Cmd_Skinsize (void)
+{
+ GetToken (qfalse);
+ g_data.fixedwidth = atoi(token);
+ GetToken (qfalse);
+ g_data.fixedheight = atoi(token);
+}
+
+/*
+=================
+Cmd_Modelname
+
+Begin creating a model of the given name
+=================
+*/
+void Cmd_Modelname (void)
+{
+ FinishModel ( TYPE_UNKNOWN );
+ ClearModel ();
+
+ GetToken (qfalse);
+ strcpy (g_modelname, token);
+ StripExtension (g_modelname);
+ strcat (g_modelname, ".md3");
+ strcpy (g_data.model.name, g_modelname);
+}
+
+/*
+===============
+fCmd_Cd
+===============
+*/
+void Cmd_Cd (void)
+{
+ if ( g_cddir[0]) {
+ Error ("$cd command without a $modelname");
+ }
+
+ GetToken (qfalse);
+
+ sprintf ( g_cddir, "%s%s", gamedir, token);
+
+ // if -only was specified and this cd doesn't match,
+ // skip the model (you only need to match leading chars,
+ // so you could regrab all monsters with -only models/monsters)
+ if (!g_only[0])
+ return;
+ if (strncmp(token, g_only, strlen(g_only)))
+ {
+ g_skipmodel = qtrue;
+ printf ("skipping %s\n", token);
+ }
+}
+
+void Convert3DStoMD3( const char *file )
+{
+ LoadBase( file );
+ GrabFrame( file );
+ SkinFrom3DS( file );
+
+ strcpy( g_data.model.name, g_modelname );
+
+ FinishModel( TYPE_UNKNOWN );
+ ClearModel();
+}
+
+/*
+** Cmd_3DSConvert
+*/
+void Cmd_3DSConvert()
+{
+ char file[1024];
+
+ FinishModel( TYPE_UNKNOWN );
+ ClearModel();
+
+ GetToken( qfalse );
+
+ sprintf( file, "%s%s", gamedir, token );
+ strcpy( g_modelname, token );
+ if ( strrchr( g_modelname, '.' ) )
+ *strrchr( g_modelname, '.' ) = 0;
+ strcat( g_modelname, ".md3" );
+
+ if ( FileTime( file ) == -1 )
+ Error( "%s doesn't exist", file );
+
+ if ( TokenAvailable() )
+ {
+ GetToken( qfalse );
+ g_data.scale_up = atof( token );
+ }
+
+ Convert3DStoMD3( file );
+}
+
+static void ConvertASE( const char *filename, int type, qboolean grabAnims );
+
+/*
+** Cmd_ASEConvert
+*/
+void Cmd_ASEConvert( qboolean grabAnims )
+{
+ char filename[1024];
+ int type = TYPE_ITEM;
+
+ FinishModel( TYPE_UNKNOWN );
+ ClearModel();
+
+ GetToken( qfalse );
+ sprintf( filename, "%s%s", gamedir, token );
+
+ strcpy (g_modelname, token);
+ StripExtension (g_modelname);
+ strcat (g_modelname, ".md3");
+ strcpy (g_data.model.name, g_modelname);
+
+ if ( !strstr( filename, ".ase" ) && !strstr( filename, ".ASE" ) )
+ strcat( filename, ".ASE" );
+
+ g_data.maxSurfaceTris = MAX_SURFACE_TRIS - 1;
+
+ while ( TokenAvailable() )
+ {
+ GetToken( qfalse );
+ if ( !strcmp( token, "-origin" ) )
+ {
+ if ( !TokenAvailable() )
+ Error( "missing parameter for -origin" );
+ GetToken( qfalse );
+ g_data.aseAdjust[1] = -atof( token );
+
+ if ( !TokenAvailable() )
+ Error( "missing parameter for -origin" );
+ GetToken( qfalse );
+ g_data.aseAdjust[0] = atof (token);
+
+ if ( !TokenAvailable() )
+ Error( "missing parameter for -origin" );
+ GetToken( qfalse );
+ g_data.aseAdjust[2] = -atof (token);
+ }
+ else if ( !strcmp( token, "-lod" ) )
+ {
+ if ( !TokenAvailable() )
+ Error( "No parameter for -lod" );
+ GetToken( qfalse );
+ g_data.currentLod = atoi( token );
+ if ( g_data.currentLod > MD3_MAX_LODS - 1 )
+ {
+ Error( "-lod parameter too large! (%d)\n", g_data.currentLod );
+ }
+
+ if ( !TokenAvailable() )
+ Error( "No second parameter for -lod" );
+ GetToken( qfalse );
+ g_data.lodBias = atof( token );
+ }
+ else if ( !strcmp( token, "-maxtris" ) )
+ {
+ if ( !TokenAvailable() )
+ Error( "No parameter for -maxtris" );
+ GetToken( qfalse );
+ g_data.maxSurfaceTris = atoi( token );
+ }
+ else if ( !strcmp( token, "-playerparms" ) )
+ {
+ if ( !TokenAvailable() )
+ Error( "missing skip start parameter for -playerparms" );
+ GetToken( qfalse );
+ g_data.lowerSkipFrameStart = atoi( token );
+
+#if 0
+ if ( !TokenAvailable() )
+ Error( "missing skip end parameter for -playerparms" );
+ GetToken( qfalse );
+ g_data.lowerSkipFrameEnd = atoi( token );
+#endif
+
+ if ( !TokenAvailable() )
+ Error( "missing upper parameter for -playerparms" );
+ GetToken( qfalse );
+ g_data.maxUpperFrames = atoi( token );
+
+ g_data.lowerSkipFrameEnd = g_data.maxUpperFrames - 1;
+
+#if 0
+ if ( !TokenAvailable() )
+ Error( "missing head parameter for -playerparms" );
+ GetToken( qfalse );
+ g_data.maxHeadFrames = atoi( token );
+#endif
+ g_data.maxHeadFrames = 1;
+
+ if ( type != TYPE_ITEM )
+ Error( "invalid argument" );
+
+ type = TYPE_PLAYER;
+ }
+ else if ( !strcmp( token, "-weapon" ) )
+ {
+ if ( type != TYPE_ITEM )
+ Error( "invalid argument" );
+
+ type = TYPE_WEAPON;
+ }
+ }
+
+ g_data.type = MD3_TYPE_ASE;
+
+ if ( type == TYPE_WEAPON && grabAnims )
+ {
+ Error( "can't grab anims with weapon models" );
+ }
+ if ( type == TYPE_PLAYER && !grabAnims )
+ {
+ Error( "player models must be converted with $aseanimconvert" );
+ }
+
+ if ( type == TYPE_WEAPON )
+ {
+ ConvertASE( filename, type, qfalse );
+ ConvertASE( filename, TYPE_HAND, qtrue );
+ }
+ else
+ {
+ ConvertASE( filename, type, grabAnims );
+ }
+}
+
+static int GetSurfaceAnimations( SurfaceAnimation_t sanims[MAX_ANIM_SURFACES],
+ const char *part,
+ int skipFrameStart,
+ int skipFrameEnd,
+ int maxFrames )
+
+{
+ int numSurfaces;
+ int numValidSurfaces;
+ int i;
+ int numFrames = -1;
+
+ if ( ( numSurfaces = ASE_GetNumSurfaces() ) > MAX_ANIM_SURFACES )
+ {
+ Error( "Too many surfaces in ASE" );
+ }
+
+ for ( numValidSurfaces = 0, i = 0; i < numSurfaces; i++ )
+ {
+ polyset_t *splitSets;
+ int numNewFrames;
+ const char *surfaceName = ASE_GetSurfaceName( i );
+
+ if ( !surfaceName )
+ {
+ continue;
+// Error( "Missing animation frames in model" );
+ }
+
+ if ( strstr( surfaceName, "tag_" ) ||
+ !strcmp( part, "any" ) ||
+ ( strstr( surfaceName, part ) == surfaceName ) )
+ {
+
+ // skip this if it's an inappropriate tag
+ if ( strcmp( part, "any" ) )
+ {
+ // ignore non-"tag_head" tags if this is the head
+ if ( !strcmp( part, "h_" ) && strstr( surfaceName, "tag_" ) && strcmp( surfaceName, "tag_head" ) )
+ continue;
+ // ignore "tag_head" if this is the legs
+ if ( !strcmp( part, "l_" ) && !strcmp( surfaceName, "tag_head" ) )
+ continue;
+ // ignore "tag_weapon" if this is the legs
+ if ( !strcmp( part, "l_" ) && !strcmp( surfaceName, "tag_weapon" ) )
+ continue;
+ }
+
+ if ( ( sanims[numValidSurfaces].frames = ASE_GetSurfaceAnimation( i, &sanims[numValidSurfaces].numFrames, skipFrameStart, skipFrameEnd, maxFrames ) ) != 0 )
+ {
+ splitSets = Polyset_SplitSets( sanims[numValidSurfaces].frames, sanims[numValidSurfaces].numFrames, &numNewFrames, g_data.maxSurfaceTris );
+
+ if ( numFrames == -1 )
+ numFrames = sanims[numValidSurfaces].numFrames;
+ else if ( numFrames != sanims[numValidSurfaces].numFrames )
+ Error( "Different number of animation frames on surfaces" );
+
+ if ( sanims[numValidSurfaces].frames != splitSets )
+ {
+ int j;
+
+ // free old data if we split the surfaces
+ for ( j = 0; j < sanims[numValidSurfaces].numFrames; j++ )
+ {
+ free( sanims[numValidSurfaces].frames[j].triangles );
+ free( sanims[numValidSurfaces].frames );
+ }
+
+ sanims[numValidSurfaces].frames = splitSets;
+ sanims[numValidSurfaces].numFrames = numNewFrames;
+ }
+ Polyset_SnapSets( sanims[numValidSurfaces].frames, sanims[numValidSurfaces].numFrames );
+ Polyset_ComputeNormals( sanims[numValidSurfaces].frames, sanims[numValidSurfaces].numFrames );
+
+ numValidSurfaces++;
+ }
+ }
+ }
+
+ return numValidSurfaces;
+}
+
+static int SurfaceOrderToFrameOrder( SurfaceAnimation_t sanims[], ObjectAnimationFrame_t oanims[], int numSurfaces )
+{
+ int i, s;
+ int numFrames = -1;
+
+ /*
+ ** we have the data here arranged in surface order, now we need to convert it to
+ ** frame order
+ */
+ for ( i = 0, s = 0; i < numSurfaces; i++ )
+ {
+ int j;
+
+ if ( sanims[i].frames )
+ {
+ if ( numFrames == -1 )
+ numFrames = sanims[i].numFrames;
+ else if ( numFrames != sanims[i].numFrames )
+ Error( "numFrames != sanims[i].numFrames (%d != %d)\n", numFrames, sanims[i].numFrames );
+
+ for ( j = 0; j < sanims[i].numFrames; j++ )
+ {
+ oanims[j].surfaces[s] = &sanims[i].frames[j];
+ oanims[j].numSurfaces = numSurfaces;
+ }
+ s++;
+ }
+ }
+
+ return numFrames;
+}
+
+static void WriteMD3( const char *_filename, ObjectAnimationFrame_t oanims[], int numFrames )
+{
+ char filename[1024];
+
+ strcpy( filename, _filename );
+ if ( strchr( filename, '.' ) )
+ *strchr( filename, '.' ) = 0;
+ strcat( filename, ".md3" );
+}
+
+static void BuildAnimationFromOAFs( const char *filename, ObjectAnimationFrame_t oanims[], int numFrames, int type )
+{
+ int f, i, j, tagcount;
+ float *frameXyz;
+ float *frameNormals;
+
+ g_data.model.numSurfaces = oanims[0].numSurfaces;
+ g_data.model.numFrames = numFrames;
+ if ( g_data.model.numFrames < 0)
+ Error ("model.numFrames < 0");
+ if ( g_data.model.numFrames >= MD3_MAX_FRAMES)
+ Error ("model.numFrames >= MD3_MAX_FRAMES");
+
+ // build base frame
+ BuildBaseFrame( filename, &oanims[0] );
+
+ // build animation frames
+ for ( f = 0; f < numFrames; f++ )
+ {
+ ObjectAnimationFrame_t *pOAF = &oanims[f];
+ qboolean parentTagExists = qfalse;
+ md3Tag_t tagParent;
+ int numtags = 0;
+ md3Frame_t *fr;
+
+ fr = &g_data.frames[f];
+
+ strcpy( fr->name, "(from ASE)" );
+
+ // scale and adjust frame
+ for ( i = 0; i < pOAF->numSurfaces; i++ )
+ {
+ triangle_t *pTris = pOAF->surfaces[i]->triangles;
+ int t;
+
+ for ( t = 0; t < pOAF->surfaces[i]->numtriangles; t++ )
+ {
+ for ( j = 0; j < 3; j++ )
+ {
+ int k;
+
+ // scale and adjust
+ for ( k = 0 ; k < 3 ; k++ ) {
+ pTris[t].verts[j][k] = pTris[t].verts[j][k] * g_data.scale_up +
+ g_data.aseAdjust[k];
+
+ if ( pTris[t].verts[j][k] > 1023 ||
+ pTris[t].verts[j][k] < -1023 )
+ {
+ Error( "Model extents too large" );
+ }
+ }
+ }
+ }
+ }
+
+ //
+ // find and count tags, locate parent tag
+ //
+ for ( i = 0; i < pOAF->numSurfaces; i++ )
+ {
+ if ( strstr( pOAF->surfaces[i]->name, "tag_" ) == pOAF->surfaces[i]->name )
+ {
+ // ignore parent tags when grabbing a weapon model and this is the flash portion
+ if ( !strcmp( pOAF->surfaces[i]->name, "tag_parent" ) && strstr( filename, "_flash.md3" ) )
+ {
+ continue;
+ }
+ else if ( !strstr( filename, "_hand.md3" ) && (
+ ( !strcmp( pOAF->surfaces[i]->name, "tag_parent" ) && !strstr( filename, "_flash.md3" ) ) ||
+ ( !strcmp( pOAF->surfaces[i]->name, "tag_torso" ) && ( strstr( filename, "upper_" ) || strstr( filename, "upper.md3" ) ) ) ||
+ ( !strcmp( pOAF->surfaces[i]->name, "tag_head" ) && ( strstr( filename, "head.md3" ) || strstr( filename, "head_" ) ) ) ||
+ ( !strcmp( pOAF->surfaces[i]->name, "tag_flash" ) && strstr( filename, "_flash.md3" ) )||
+ ( !strcmp( pOAF->surfaces[i]->name, "tag_weapon" ) && type == TYPE_WEAPON ) ) )
+ {
+ float tri[3][3];
+
+ if ( parentTagExists )
+ Error( "Multiple parent tags not allowed" );
+
+ memcpy( tri[0], pOAF->surfaces[i]->triangles[0].verts[0], sizeof( float ) * 3 );
+ memcpy( tri[1], pOAF->surfaces[i]->triangles[0].verts[1], sizeof( float ) * 3 );
+ memcpy( tri[2], pOAF->surfaces[i]->triangles[0].verts[2], sizeof( float ) * 3 );
+
+ MD3_ComputeTagFromTri( &tagParent, tri );
+ strcpy( tagParent.name, "tag_parent" );
+ g_data.tags[f][numtags] = tagParent;
+ parentTagExists = qtrue;
+ }
+ else
+ {
+ float tri[3][3];
+
+ memcpy( tri[0], pOAF->surfaces[i]->triangles[0].verts[0], sizeof( float ) * 3 );
+ memcpy( tri[1], pOAF->surfaces[i]->triangles[0].verts[1], sizeof( float ) * 3 );
+ memcpy( tri[2], pOAF->surfaces[i]->triangles[0].verts[2], sizeof( float ) * 3 );
+
+ MD3_ComputeTagFromTri( &g_data.tags[f][numtags], tri );
+ strcpy( g_data.tags[f][numtags].name, pOAF->surfaces[i]->name );
+ if ( strstr( g_data.tags[f][numtags].name, "tag_flash" ) )
+ * ( strstr( g_data.tags[f][numtags].name, "tag_flash" ) + strlen( "tag_flash" ) ) = 0;
+ }
+
+ numtags++;
+ }
+
+ if ( strcmp( pOAF->surfaces[i]->name, g_data.surfData[i].header.name ) )
+ {
+ Error( "Mismatched surfaces from base('%s') to frame('%s') in model '%s'\n", g_data.surfData[i].header.name, pOAF->surfaces[i]->name, filename );
+ }
+ }
+
+ if ( numtags != g_data.model.numTags )
+ {
+ Error( "mismatched number of tags in frame(%d) vs. base(%d)", numtags, g_data.model.numTags );
+ }
+
+ //
+ // prepare to accumulate bounds and normals
+ //
+ ClearBounds( fr->bounds[0], fr->bounds[1] );
+
+ //
+ // store the frame's vertices in the same order as the base. This assumes the
+ // triangles and vertices in this frame are in exactly the same order as in the
+ // base
+ //
+ for ( i = 0, tagcount = 0; i < pOAF->numSurfaces; i++ )
+ {
+ int t;
+ triangle_t *pTris = pOAF->surfaces[i]->triangles;
+
+ //
+ // parent tag adjust
+ //
+ if ( parentTagExists )
+ {
+ for ( t = 0; t < pOAF->surfaces[i]->numtriangles; t++ )
+ {
+ for ( j = 0; j < 3 ; j++ )
+ {
+ vec3_t tmp;
+
+ VectorSubtract( pTris[t].verts[j], tagParent.origin, tmp );
+
+ pTris[t].verts[j][0] = DotProduct( tmp, tagParent.axis[0] );
+ pTris[t].verts[j][1] = DotProduct( tmp, tagParent.axis[1] );
+ pTris[t].verts[j][2] = DotProduct( tmp, tagParent.axis[2] );
+
+ VectorCopy( pTris[t].normals[j], tmp );
+ pTris[t].normals[j][0] = DotProduct( tmp, tagParent.axis[0] );
+ pTris[t].normals[j][1] = DotProduct( tmp, tagParent.axis[1] );
+ pTris[t].normals[j][2] = DotProduct( tmp, tagParent.axis[2] );
+ }
+ }
+ }
+
+ //
+ // compute tag data
+ //
+ if ( strstr( pOAF->surfaces[i]->name, "tag_" ) == pOAF->surfaces[i]->name )
+ {
+ md3Tag_t *pTag = &g_data.tags[f][tagcount];
+ float tri[3][3];
+
+ strcpy( pTag->name, pOAF->surfaces[i]->name );
+
+ memcpy( tri[0], pTris[0].verts[0], sizeof( float ) * 3 );
+ memcpy( tri[1], pTris[0].verts[1], sizeof( float ) * 3 );
+ memcpy( tri[2], pTris[0].verts[2], sizeof( float ) * 3 );
+
+ MD3_ComputeTagFromTri( pTag, tri );
+ tagcount++;
+ }
+ else
+ {
+ if ( g_data.surfData[i].verts[f] )
+ free( g_data.surfData[i].verts[f] );
+ frameXyz = g_data.surfData[i].verts[f] = calloc( 1, sizeof( float ) * 6 * g_data.surfData[i].header.numVerts );
+ frameNormals = frameXyz + 3;
+
+ for ( t = 0; t < pOAF->surfaces[i]->numtriangles; t++ )
+ {
+ for ( j = 0; j < 3 ; j++ )
+ {
+ int index;
+
+ index = g_data.surfData[i].baseTriangles[t].v[j].index;
+ frameXyz[index*6+0] = pTris[t].verts[j][0];
+ frameXyz[index*6+1] = pTris[t].verts[j][1];
+ frameXyz[index*6+2] = pTris[t].verts[j][2];
+ frameNormals[index*6+0] = pTris[t].normals[j][0];
+ frameNormals[index*6+1] = pTris[t].normals[j][1];
+ frameNormals[index*6+2] = pTris[t].normals[j][2];
+ AddPointToBounds (&frameXyz[index*6], fr->bounds[0], fr->bounds[1] );
+ }
+ }
+ }
+ }
+ }
+
+ if ( strstr( filename, gamedir + 1 ) )
+ {
+ strcpy( g_modelname, strstr( filename, gamedir + 1 ) + strlen( gamedir ) - 1 );
+ }
+ else
+ {
+ strcpy( g_modelname, filename );
+ }
+
+ FinishModel( type );
+ ClearModel();
+}
+
+static void ConvertASE( const char *filename, int type, qboolean grabAnims )
+{
+ int i, j;
+ int numSurfaces;
+ int numFrames = -1;
+ SurfaceAnimation_t surfaceAnimations[MAX_ANIM_SURFACES];
+ ObjectAnimationFrame_t objectAnimationFrames[MAX_ANIM_FRAMES];
+ char outfilename[1024];
+
+ /*
+ ** load ASE into memory
+ */
+ ASE_Load( filename, g_verbose, grabAnims );
+
+ /*
+ ** process parts
+ */
+ if ( type == TYPE_ITEM )
+ {
+ numSurfaces = GetSurfaceAnimations( surfaceAnimations, "any", -1, -1, -1 );
+
+ if ( numSurfaces <= 0 )
+ Error( "numSurfaces <= 0" );
+
+ numFrames = SurfaceOrderToFrameOrder( surfaceAnimations, objectAnimationFrames, numSurfaces );
+
+ if ( numFrames <= 0 )
+ Error( "numFrames <= 0" );
+
+ strcpy( outfilename, filename );
+ if ( strrchr( outfilename, '.' ) )
+ *( strrchr( outfilename, '.' ) + 1 ) = 0;
+ strcat( outfilename, "md3" );
+ BuildAnimationFromOAFs( outfilename, objectAnimationFrames, numFrames, type );
+
+ // free memory
+ for ( i = 0; i < numSurfaces; i++ )
+ {
+ if ( surfaceAnimations[i].frames )
+ {
+ for ( j = 0; j < surfaceAnimations[i].numFrames; j++ )
+ {
+ free( surfaceAnimations[i].frames[j].triangles );
+ }
+ free( surfaceAnimations[i].frames );
+ surfaceAnimations[i].frames = 0;
+ }
+ }
+ }
+ else if ( type == TYPE_PLAYER )
+ {
+ qboolean tagTorso = qfalse;
+ qboolean tagHead = qfalse;
+ qboolean tagWeapon = qfalse;
+
+ //
+ // verify that all necessary tags exist
+ //
+ numSurfaces = ASE_GetNumSurfaces();
+ for ( i = 0; i < numSurfaces; i++ )
+ {
+ if ( !strcmp( ASE_GetSurfaceName( i ), "tag_head" ) )
+ {
+ tagHead = qtrue;
+ }
+ if ( !strcmp( ASE_GetSurfaceName( i ), "tag_torso" ) )
+ {
+ tagTorso = qtrue;
+ }
+ if ( !strcmp( ASE_GetSurfaceName( i ), "tag_weapon" ) )
+ {
+ tagWeapon = qtrue;
+ }
+ }
+
+ if ( !tagWeapon )
+ {
+ Error( "Missing tag_weapon!" );
+ }
+ if ( !tagTorso )
+ {
+ Error( "Missing tag_torso!" );
+ }
+ if ( !tagWeapon )
+ {
+ Error( "Missing tag_weapon!" );
+ }
+
+ // get all upper body surfaces
+ numSurfaces = GetSurfaceAnimations( surfaceAnimations, "u_", -1, -1, g_data.maxUpperFrames );
+ numFrames = SurfaceOrderToFrameOrder( surfaceAnimations, objectAnimationFrames, numSurfaces );
+ strcpy( outfilename, filename );
+ if ( strrchr( outfilename, '/' ) )
+ *( strrchr( outfilename, '/' ) + 1 ) = 0;
+
+ if ( g_data.currentLod == 0 )
+ {
+ strcat( outfilename, "upper.md3" );
+ }
+ else
+ {
+ char temp[128];
+
+ sprintf( temp, "upper_%d.md3", g_data.currentLod );
+ strcat( outfilename, temp );
+ }
+
+ BuildAnimationFromOAFs( outfilename, objectAnimationFrames, numFrames, type );
+
+ // free memory
+ for ( i = 0; i < numSurfaces; i++ )
+ {
+ if ( surfaceAnimations[i].frames )
+ {
+ for ( j = 0; j < surfaceAnimations[i].numFrames; j++ )
+ {
+ free( surfaceAnimations[i].frames[j].triangles );
+ }
+ free( surfaceAnimations[i].frames );
+ surfaceAnimations[i].frames = 0;
+ }
+ }
+
+ // get lower body surfaces
+ numSurfaces = GetSurfaceAnimations( surfaceAnimations, "l_", g_data.lowerSkipFrameStart, g_data.lowerSkipFrameEnd, -1 );
+ numFrames = SurfaceOrderToFrameOrder( surfaceAnimations, objectAnimationFrames, numSurfaces );
+ strcpy( outfilename, filename );
+ if ( strrchr( outfilename, '/' ) )
+ *( strrchr( outfilename, '/' ) + 1 ) = 0;
+
+ if ( g_data.currentLod == 0 )
+ {
+ strcat( outfilename, "lower.md3" );
+ }
+ else
+ {
+ char temp[128];
+
+ sprintf( temp, "lower_%d.md3", g_data.currentLod );
+ strcat( outfilename, temp );
+ }
+ BuildAnimationFromOAFs( outfilename, objectAnimationFrames, numFrames, type );
+
+ // free memory
+ for ( i = 0; i < numSurfaces; i++ )
+ {
+ if ( surfaceAnimations[i].frames )
+ {
+ for ( j = 0; j < surfaceAnimations[i].numFrames; j++ )
+ {
+ free( surfaceAnimations[i].frames[j].triangles );
+ }
+ free( surfaceAnimations[i].frames );
+ surfaceAnimations[i].frames = 0;
+ }
+ }
+
+ // get head surfaces
+ numSurfaces = GetSurfaceAnimations( surfaceAnimations, "h_", -1, -1, g_data.maxHeadFrames );
+ numFrames = SurfaceOrderToFrameOrder( surfaceAnimations, objectAnimationFrames, numSurfaces );
+ strcpy( outfilename, filename );
+ if ( strrchr( outfilename, '/' ) )
+ *( strrchr( outfilename, '/' ) + 1 ) = 0;
+
+ if ( g_data.currentLod == 0 )
+ {
+ strcat( outfilename, "head.md3" );
+ }
+ else
+ {
+ char temp[128];
+
+ sprintf( temp, "head_%d.md3", g_data.currentLod );
+ strcat( outfilename, temp );
+ }
+ BuildAnimationFromOAFs( outfilename, objectAnimationFrames, numFrames, type );
+
+ // free memory
+ for ( i = 0; i < numSurfaces; i++ )
+ {
+ if ( surfaceAnimations[i].frames )
+ {
+ for ( j = 0; j < surfaceAnimations[i].numFrames; j++ )
+ {
+ free( surfaceAnimations[i].frames[j].triangles );
+ }
+ free( surfaceAnimations[i].frames );
+ surfaceAnimations[i].frames = 0;
+ }
+ }
+ }
+ else if ( type == TYPE_WEAPON )
+ {
+ // get the weapon surfaces
+ numSurfaces = GetSurfaceAnimations( surfaceAnimations, "w_", -1, -1, -1 );
+ numFrames = SurfaceOrderToFrameOrder( surfaceAnimations, objectAnimationFrames, numSurfaces );
+
+ strcpy( outfilename, filename );
+ if ( strrchr( outfilename, '.' ) )
+ *( strrchr( outfilename, '.' ) + 1 ) = 0;
+ strcat( outfilename, "md3" );
+ BuildAnimationFromOAFs( outfilename, objectAnimationFrames, numFrames, type );
+
+ // free memory
+ for ( i = 0; i < numSurfaces; i++ )
+ {
+ if ( surfaceAnimations[i].frames )
+ {
+ for ( j = 0; j < surfaceAnimations[i].numFrames; j++ )
+ {
+ free( surfaceAnimations[i].frames[j].triangles );
+ }
+ free( surfaceAnimations[i].frames );
+ surfaceAnimations[i].frames = 0;
+ }
+ }
+
+ // get the flash surfaces
+ numSurfaces = GetSurfaceAnimations( surfaceAnimations, "f_", -1, -1, -1 );
+ numFrames = SurfaceOrderToFrameOrder( surfaceAnimations, objectAnimationFrames, numSurfaces );
+
+ strcpy( outfilename, filename );
+ if ( strrchr( outfilename, '.' ) )
+ *strrchr( outfilename, '.' ) = 0;
+ strcat( outfilename, "_flash.md3" );
+ BuildAnimationFromOAFs( outfilename, objectAnimationFrames, numFrames, TYPE_ITEM );
+
+ // free memory
+ for ( i = 0; i < numSurfaces; i++ )
+ {
+ if ( surfaceAnimations[i].frames )
+ {
+ for ( j = 0; j < surfaceAnimations[i].numFrames; j++ )
+ {
+ free( surfaceAnimations[i].frames[j].triangles );
+ }
+ free( surfaceAnimations[i].frames );
+ surfaceAnimations[i].frames = 0;
+ }
+ }
+ }
+ else if ( type == TYPE_HAND )
+ {
+ // get the hand tags
+ numSurfaces = GetSurfaceAnimations( surfaceAnimations, "tag_", -1, -1, -1 );
+ numFrames = SurfaceOrderToFrameOrder( surfaceAnimations, objectAnimationFrames, numSurfaces );
+
+ strcpy( outfilename, filename );
+ if ( strrchr( outfilename, '.' ) )
+ *strrchr( outfilename, '.' ) = 0;
+ strcat( outfilename, "_hand.md3" );
+ BuildAnimationFromOAFs( outfilename, objectAnimationFrames, numFrames, TYPE_HAND );
+
+ // free memory
+ for ( i = 0; i < numSurfaces; i++ )
+ {
+ if ( surfaceAnimations[i].frames )
+ {
+ for ( j = 0; j < surfaceAnimations[i].numFrames; j++ )
+ {
+ free( surfaceAnimations[i].frames[j].triangles );
+ }
+ free( surfaceAnimations[i].frames );
+ surfaceAnimations[i].frames = 0;
+ }
+ }
+ }
+ else
+ {
+ Error( "Unknown type passed to ConvertASE()" );
+ }
+
+ g_data.currentLod = 0;
+ g_data.lodBias = 0;
+ g_data.maxHeadFrames = 0;
+ g_data.maxUpperFrames = 0;
+ g_data.lowerSkipFrameStart = 0;
+ g_data.lowerSkipFrameEnd = 0;
+ VectorCopy( vec3_origin, g_data.aseAdjust );
+
+ // unload ASE from memory
+ ASE_Free();
+}