q3mbrush_t *out;
int i, j, k, m, n, c, count, numpoints, numplanes;
winding_t *w;
+ mplane_t plane;
colpointf_t pointsbuf[256*3];
colplanef_t planesbuf[256], colplanef;
numplanes = 0;
for (j = 0;j < out->numbrushsides;j++)
{
+ // for some reason the planes are all flipped compared to what I
+ // would expect, so this has to negate them...
+
// create a huge polygon for the plane
- w = BaseWindingForPlane(out->firstbrushside[j].plane);
+ VectorNegate(out->firstbrushside[j].plane->normal, plane.normal);
+ plane.dist = -out->firstbrushside[j].plane->dist;
+ w = BaseWindingForPlane(&plane);
// clip it by all other planes
for (k = 0;k < out->numbrushsides && w;k++)
+ {
if (k != j)
- w = ClipWinding(w, out->firstbrushside[k].plane, true);
+ {
+ VectorNegate(out->firstbrushside[k].plane->normal, plane.normal);
+ plane.dist = -out->firstbrushside[k].plane->dist;
+ w = ClipWinding(w, &plane, true);
+ }
+ }
// if nothing is left, skip it
// FIXME: should keep count of how many were skipped and report
// it, just for sake of statistics
for (k = 0;k < w->numpoints;k++)
{
for (m = 0;m < numpoints;m++)
- if (VectorDistance2(w->points[k * 3], pointsbuf[m * 3].v) < DIST_EPSILON)
+ if (VectorDistance2(w->points[k], pointsbuf[m].v) < DIST_EPSILON)
break;
if (m == numpoints)
{
goto failedtomakecolbrush;
}
// add the new one
- VectorCopy(w->points[k * 3], pointsbuf[numpoints * 3].v);
+ VectorCopy(w->points[k], pointsbuf[numpoints].v);
numpoints++;
}
}
if (numplanes && numpoints)
{
out->colbrushf = Collision_AllocBrushFloat(loadmodel->mempool, numpoints, numplanes);
- memcpy(out->colbrushf->points, pointsbuf, numpoints * sizeof(float[3]));
- memcpy(out->colbrushf->planes, planesbuf, numplanes * sizeof(mplane_t));
+ memcpy(out->colbrushf->points, pointsbuf, numpoints * sizeof(colpointf_t));
+ memcpy(out->colbrushf->planes, planesbuf, numplanes * sizeof(colplanef_t));
}
// return from errors to here
failedtomakecolbrush:;
Host_Error("Mod_Q3BSP_LoadVertices: funny lump size in %s",loadmodel->name);
loadmodel->brushq3.num_vertices = count = l->filelen / sizeof(*in);
loadmodel->brushq3.data_vertex3f = Mem_Alloc(loadmodel->mempool, count * sizeof(float[3]));
- loadmodel->brushq3.data_texturetexcoord2f = Mem_Alloc(loadmodel->mempool, count * sizeof(float[2]));
- loadmodel->brushq3.data_lightmaptexcoord2f = Mem_Alloc(loadmodel->mempool, count * sizeof(float[2]));
+ loadmodel->brushq3.data_texcoordtexture2f = Mem_Alloc(loadmodel->mempool, count * sizeof(float[2]));
+ loadmodel->brushq3.data_texcoordlightmap2f = Mem_Alloc(loadmodel->mempool, count * sizeof(float[2]));
loadmodel->brushq3.data_svector3f = Mem_Alloc(loadmodel->mempool, count * sizeof(float[3]));
loadmodel->brushq3.data_tvector3f = Mem_Alloc(loadmodel->mempool, count * sizeof(float[3]));
loadmodel->brushq3.data_normal3f = Mem_Alloc(loadmodel->mempool, count * sizeof(float[3]));
loadmodel->brushq3.data_vertex3f[i * 3 + 0] = LittleFloat(in->origin3f[0]);
loadmodel->brushq3.data_vertex3f[i * 3 + 1] = LittleFloat(in->origin3f[1]);
loadmodel->brushq3.data_vertex3f[i * 3 + 2] = LittleFloat(in->origin3f[2]);
- loadmodel->brushq3.data_texturetexcoord2f[i * 2 + 0] = LittleFloat(in->texcoord2f[0]);
- loadmodel->brushq3.data_texturetexcoord2f[i * 2 + 1] = LittleFloat(in->texcoord2f[1]);
- loadmodel->brushq3.data_lightmaptexcoord2f[i * 2 + 0] = LittleFloat(in->lightmap2f[0]);
- loadmodel->brushq3.data_lightmaptexcoord2f[i * 2 + 1] = LittleFloat(in->lightmap2f[1]);
+ loadmodel->brushq3.data_texcoordtexture2f[i * 2 + 0] = LittleFloat(in->texcoord2f[0]);
+ loadmodel->brushq3.data_texcoordtexture2f[i * 2 + 1] = LittleFloat(in->texcoord2f[1]);
+ loadmodel->brushq3.data_texcoordlightmap2f[i * 2 + 0] = LittleFloat(in->lightmap2f[0]);
+ loadmodel->brushq3.data_texcoordlightmap2f[i * 2 + 1] = LittleFloat(in->lightmap2f[1]);
// svector/tvector are calculated later in face loading
loadmodel->brushq3.data_svector3f[i * 3 + 0] = 0;
loadmodel->brushq3.data_svector3f[i * 3 + 1] = 0;
case Q3FACETYPE_POLYGON:
case Q3FACETYPE_MESH:
out->data_vertex3f = loadmodel->brushq3.data_vertex3f + out->firstvertex * 3;
- out->data_texturetexcoord2f = loadmodel->brushq3.data_texturetexcoord2f + out->firstvertex * 2;
- out->data_lightmaptexcoord2f = loadmodel->brushq3.data_lightmaptexcoord2f + out->firstvertex * 2;
+ out->data_texcoordtexture2f = loadmodel->brushq3.data_texcoordtexture2f + out->firstvertex * 2;
+ out->data_texcoordlightmap2f = loadmodel->brushq3.data_texcoordlightmap2f + out->firstvertex * 2;
out->data_svector3f = loadmodel->brushq3.data_svector3f + out->firstvertex * 3;
out->data_tvector3f = loadmodel->brushq3.data_tvector3f + out->firstvertex * 3;
out->data_normal3f = loadmodel->brushq3.data_normal3f + out->firstvertex * 3;
q3mleaf_t *leaf;
leaf = (q3mleaf_t *)node;
for (i = 0;i < leaf->numleafbrushes;i++)
- Collision_TraceBrushBrushFloat(trace, thisbrush_start, thisbrush_end, leaf->firstleafbrush[i]->colbrushf, leaf->firstleafbrush[i]->colbrushf);
+ if (leaf->firstleafbrush[i]->colbrushf)
+ Collision_TraceBrushBrushFloat(trace, thisbrush_start, thisbrush_end, leaf->firstleafbrush[i]->colbrushf, leaf->firstleafbrush[i]->colbrushf);
}
}
Mod_Q3BSP_TraceBrush_RecursiveBSPNode(trace, model->brushq3.data_nodes, thisbrush_start, thisbrush_end);
else
for (i = 0;i < model->brushq3.num_brushes;i++)
- Collision_TraceBrushBrushFloat(trace, thisbrush_start, thisbrush_end, model->brushq3.data_brushes[i].colbrushf, model->brushq3.data_brushes[i].colbrushf);
+ if (model->brushq3.data_brushes[i].colbrushf)
+ Collision_TraceBrushBrushFloat(trace, thisbrush_start, thisbrush_end, model->brushq3.data_brushes[i].colbrushf, model->brushq3.data_brushes[i].colbrushf);
}
int i;
q3dheader_t *header;
- mod->type = mod_brushq2;
+ mod->type = mod_brushq3;
header = (q3dheader_t *)buffer;
Mod_Q3BSP_LoadNodes(&header->lumps[Q3LUMP_NODES]);
Mod_Q3BSP_LoadLightGrid(&header->lumps[Q3LUMP_LIGHTGRID]);
Mod_Q3BSP_LoadPVS(&header->lumps[Q3LUMP_PVS]);
+ loadmodel->brush.numsubmodels = loadmodel->brushq3.num_models;
+
+ for (i = 0;i < loadmodel->brushq3.num_models;i++)
+ {
+ if (i == 0)
+ mod = loadmodel;
+ else
+ {
+ char name[10];
+ // LordHavoc: only register submodels if it is the world
+ // (prevents bsp models from replacing world submodels)
+ if (!loadmodel->isworldmodel)
+ continue;
+ // duplicate the basic information
+ sprintf(name, "*%i", i);
+ mod = Mod_FindName(name);
+ *mod = *loadmodel;
+ strcpy(mod->name, name);
+ // textures and memory belong to the main model
+ mod->texturepool = NULL;
+ mod->mempool = NULL;
+ }
+ mod->brushq3.data_thismodel = loadmodel->brushq3.data_models + i;
+ }
}
void Mod_IBSP_Load(model_t *mod, void *buffer)