Mem_Free(basebonepose);
}
-static void Mod_Alias_CalculateBoundingBox(void)
+static qboolean Mod_Alias_CalculateBoundingBox(void)
{
int vnum;
qboolean firstvertex = true;
float dist, yawradius, radius;
float *v;
+ qboolean isanimated = false;
VectorClear(loadmodel->normalmins);
VectorClear(loadmodel->normalmaxs);
yawradius = 0;
radius = 0;
if (loadmodel->AnimateVertices)
{
- float *vertex3f;
+ float *vertex3f, *refvertex3f;
frameblend_t frameblend[MAX_FRAMEBLENDS];
memset(frameblend, 0, sizeof(frameblend));
frameblend[0].lerp = 1;
- vertex3f = (float *) Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(float[3]));
+ vertex3f = (float *) Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(float[3]) * 2);
+ refvertex3f = NULL;
for (frameblend[0].subframe = 0;frameblend[0].subframe < loadmodel->num_poses;frameblend[0].subframe++)
{
loadmodel->AnimateVertices(loadmodel, frameblend, NULL, vertex3f, NULL, NULL, NULL);
+ if (!refvertex3f)
+ {
+ // make a copy of the first frame for comparing all others
+ refvertex3f = vertex3f + loadmodel->surfmesh.num_vertices * 3;
+ memcpy(refvertex3f, vertex3f, loadmodel->surfmesh.num_vertices * sizeof(float[3]));
+ }
+ else
+ {
+ if (!isanimated && memcmp(refvertex3f, vertex3f, loadmodel->surfmesh.num_vertices * sizeof(float[3])))
+ isanimated = true;
+ }
for (vnum = 0, v = vertex3f;vnum < loadmodel->surfmesh.num_vertices;vnum++, v += 3)
{
if (firstvertex)
loadmodel->rotatedmaxs[0] = loadmodel->rotatedmaxs[1] = loadmodel->rotatedmaxs[2] = radius;
loadmodel->radius = radius;
loadmodel->radius2 = radius * radius;
+ return isanimated;
}
static void Mod_Alias_MorphMesh_CompileFrames(void)
loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
// FIXME add TraceBrush!
loadmodel->PointSuperContents = NULL;
+ loadmodel->AnimateVertices = Mod_MDL_AnimateVertices;
loadmodel->num_surfaces = 1;
loadmodel->nummodelsurfaces = loadmodel->num_surfaces;
loadmodel->surfmesh.data_neighbor3i = (int *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_triangles * sizeof(int[3]));
}
Mod_MDL_LoadFrames (startframes, numverts, vertremap);
- loadmodel->AnimateVertices = Mod_MDL_AnimateVertices; // needed during loading, may be cleared by code later in this function
if (loadmodel->surfmesh.data_neighbor3i)
Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
- Mod_Alias_CalculateBoundingBox();
+ loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox();
Mod_Alias_MorphMesh_CompileFrames();
Mem_Free(vertst);
surface->num_firstvertex = 0;
surface->num_vertices = loadmodel->surfmesh.num_vertices;
- loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1);
if(mod_alias_force_animated.string[0])
loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0;
- loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_MDL_AnimateVertices : NULL;
if (!loadmodel->surfmesh.isanimated)
{
loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
loadmodel->PointSuperContents = NULL;
+ loadmodel->AnimateVertices = Mod_MDL_AnimateVertices;
if (LittleLong(pinmodel->num_tris) < 1 || LittleLong(pinmodel->num_tris) > 65536)
Host_Error ("%s has invalid number of triangles: %i", loadmodel->name, LittleLong(pinmodel->num_tris));
Mem_Free(vertremap);
- loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1);
- if(mod_alias_force_animated.string[0])
- loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0;
- loadmodel->AnimateVertices = Mod_MDL_AnimateVertices; // needed during loading, may be cleared by code later in this function
if (loadmodel->surfmesh.data_neighbor3i)
Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
- Mod_Alias_CalculateBoundingBox();
+ loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox();
Mod_Alias_MorphMesh_CompileFrames();
- loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_MDL_AnimateVertices : NULL;
+ if(mod_alias_force_animated.string[0])
+ loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0;
surface = loadmodel->data_surfaces;
surface->texture = loadmodel->data_textures;
loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
loadmodel->PointSuperContents = NULL;
+ loadmodel->AnimateVertices = Mod_MD3_AnimateVertices;
loadmodel->synctype = ST_RAND;
// convert model flags to EF flags (MF_ROCKET becomes EF_ROCKET, etc)
i = LittleLong (pinmodel->flags);
if (loadmodel->surfmesh.data_element3s)
for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
- loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1);
- if(mod_alias_force_animated.string[0])
- loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0;
- loadmodel->AnimateVertices = Mod_MD3_AnimateVertices; // needed during loading, may be cleared by code later in this function
if (loadmodel->surfmesh.data_neighbor3i)
Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
Mod_Alias_MorphMesh_CompileFrames();
- Mod_Alias_CalculateBoundingBox();
+ loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox();
Mod_FreeSkinFiles(skinfiles);
Mod_MakeSortedSurfaces(loadmodel);
- loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_MD3_AnimateVertices : NULL;
+ if(mod_alias_force_animated.string[0])
+ loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0;
if (!loadmodel->surfmesh.isanimated)
{
loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
loadmodel->PointSuperContents = NULL;
+ loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices;
loadmodel->numframes = pheader->numscenes;
loadmodel->num_surfaces = pheader->numshaders;
}
// model bbox
+ // LordHavoc: actually we blow this away later with Mod_Alias_CalculateBoundingBox()
modelradius = pheader->radius;
for (i = 0;i < 3;i++)
{
meshvertices = pheader->numverts;
meshtriangles = pheader->numtris;
- loadmodel->surfmesh.isanimated = loadmodel->num_bones > 1 || loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1);
- if(mod_alias_force_animated.string[0])
- loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0;
- loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_Skeletal_AnimateVertices : NULL;
loadmodel->nummodelsurfaces = loadmodel->num_surfaces;
loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
loadmodel->num_texturesperskin = loadmodel->num_surfaces;
Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, r_smoothnormals_areaweighting.integer != 0);
if (loadmodel->surfmesh.data_neighbor3i)
Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
+ loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox();
+ if(mod_alias_force_animated.string[0])
+ loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0;
if (!loadmodel->surfmesh.isanimated)
{
loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
loadmodel->PointSuperContents = NULL;
+ loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices;
// model bbox
+ // LordHavoc: actually we blow this away later with Mod_Alias_CalculateBoundingBox()
for (i = 0;i < 3;i++)
{
loadmodel->normalmins[i] = pheader->mins[i];
loadmodel->nummodelsurfaces = loadmodel->num_surfaces = pheader->num_meshs;
loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
loadmodel->num_texturesperskin = loadmodel->num_surfaces;
- loadmodel->surfmesh.isanimated = loadmodel->num_bones > 1 || loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1);
- if(mod_alias_force_animated.string[0])
- loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0;
- loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_Skeletal_AnimateVertices : NULL;
// do most allocations as one merged chunk
data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + meshvertices * (sizeof(float[14]) + sizeof(unsigned short) + sizeof(unsigned char[2][4])) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t));
loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, r_smoothnormals_areaweighting.integer != 0);
if (loadmodel->surfmesh.data_neighbor3i)
Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
+ loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox();
+ if(mod_alias_force_animated.string[0])
+ loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0;
if (!loadmodel->surfmesh.isanimated)
{
loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
loadmodel->PointSuperContents = NULL;
+ loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices;
loadmodel->synctype = ST_RAND;
FS_StripExtension(loadmodel->name, animname, sizeof(animname));
loadmodel->num_texturesperskin = loadmodel->num_surfaces;
loadmodel->surfmesh.num_vertices = meshvertices;
loadmodel->surfmesh.num_triangles = meshtriangles;
- loadmodel->surfmesh.isanimated = loadmodel->num_bones > 1 || loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1);
- if(mod_alias_force_animated.string[0])
- loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0;
- loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_Skeletal_AnimateVertices : NULL;
// do most allocations as one merged chunk
size = loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + loadmodel->surfmesh.num_triangles * sizeof(int[3]) + (r_enableshadowvolumes.integer ? loadmodel->surfmesh.num_triangles * sizeof(int[3]) : 0) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[2]) + loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]) + loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]) + loadmodel->surfmesh.num_vertices * sizeof(unsigned short) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t) + ((loadmodel->surfmesh.num_vertices <= 65536) ? (loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3])) : 0);
data = (unsigned char *)Mem_Alloc(loadmodel->mempool, size);
Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, r_smoothnormals_areaweighting.integer != 0);
if (loadmodel->surfmesh.data_neighbor3i)
Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
- Mod_Alias_CalculateBoundingBox();
+ loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox();
+ if(mod_alias_force_animated.string[0])
+ loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0;
if (!loadmodel->surfmesh.isanimated)
{
loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
loadmodel->PointSuperContents = NULL;
+ loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices;
// load external .skin files if present
skinfiles = Mod_LoadSkinFiles();
loadmodel->nummodelsurfaces = loadmodel->num_surfaces = header.num_meshes;
loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
loadmodel->num_texturesperskin = loadmodel->num_surfaces;
- loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices; // updated later
meshvertices = header.num_vertexes;
meshtriangles = header.num_triangles;
loadmodel->surfmesh.isanimated = loadmodel->num_bones > 1 || loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1);
if(mod_alias_force_animated.string[0])
loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0;
- loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_Skeletal_AnimateVertices : NULL;
biggestorigin = 0;
if (header.version == 1)