}
texvecvertex_t;
+typedef struct blendweights_s
+{
+ unsigned char index[4];
+ unsigned char influence[4];
+}
+blendweights_t;
+
// used for mesh lists in q1bsp/q3bsp map models
// (the surfaces reference portions of these meshes)
typedef struct surfmesh_s
float num_morphmdlframescale[3];
float num_morphmdlframetranslate[3];
// skeletal blending, these are NULL if model is morph or static
- int *data_vertexweightindex4i;
- float *data_vertexweightinfluence4f;
+ struct blendweights_s *data_blendweights;
+ int num_blends;
+ unsigned short *blends;
// set if there is some kind of animation on this model
qboolean isanimated;
}
// fog volume info in q3bsp
struct q3deffect_s *effect; // q3bsp
// mesh information for collisions (only used by q3bsp curves)
- int *data_collisionelement3i; // q3bsp
- float *data_collisionvertex3f; // q3bsp
- float *data_collisionbbox6f; // collision optimization - contains combined bboxes of every data_collisionstride triangles
- float *data_bbox6f; // collision optimization - contains combined bboxes of every data_collisionstride triangles
+ int num_firstcollisiontriangle;
+ int *deprecatedq3data_collisionelement3i; // q3bsp
+ float *deprecatedq3data_collisionvertex3f; // q3bsp
+ float *deprecatedq3data_collisionbbox6f; // collision optimization - contains combined bboxes of every data_collisionstride triangles
+ float *deprecatedq3data_bbox6f; // collision optimization - contains combined bboxes of every data_collisionstride triangles
// surfaces own ranges of vertices and triangles in the model->surfmesh
int num_triangles; // number of triangles
// mesh information for collisions (only used by q3bsp curves)
int num_collisiontriangles; // q3bsp
int num_collisionvertices; // q3bsp
- int num_collisionbboxstride;
- int num_bboxstride;
+ int deprecatedq3num_collisionbboxstride;
+ int deprecatedq3num_bboxstride;
// FIXME: collisionmarkframe should be kept in a separate array
- int collisionmarkframe; // q3bsp // don't collide twice in one trace
+ int deprecatedq3collisionmarkframe; // q3bsp // don't collide twice in one trace
}
msurface_t;
#include "matrixlib.h"
+#include "bih.h"
#include "model_brush.h"
#include "model_sprite.h"
//pvschain = model->brush.data_pvsclusters + mycluster * model->brush.num_pvsclusterbytes;
//if (pvschain[thatcluster >> 3] & (1 << (thatcluster & 7)))
+ // collision geometry for q3 curves
+ int num_collisionvertices;
+ int num_collisiontriangles;
+ float *data_collisionvertex3f;
+ int *data_collisionelement3i;
+
// a mesh containing all shadow casting geometry for the whole model (including submodels), portions of this are referenced by each surface's num_firstshadowmeshtriangle
shadowmesh_t *shadowmesh;
// range of collision brush numbers in this (sub)model
int firstmodelbrush;
int nummodelbrushes;
+ // BIH (Bounding Interval Hierarchy) for this (sub)model
+ bih_t collision_bih;
// for md3 models
int num_tags;
int num_tagframes;
int num_textures;
int num_texturesperskin;
texture_t *data_textures;
+ qboolean wantnormals;
+ qboolean wanttangents;
// surfaces of this model
int num_surfaces;
msurface_t *data_surfaces;
// data type of model
const char *modeldatatypestring;
// generates vertex data for a given frameblend
- void(*AnimateVertices)(const struct model_s *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f);
+ void(*AnimateVertices)(const struct model_s * RESTRICT model, const struct frameblend_s * RESTRICT frameblend, const struct skeleton_s *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f);
// draw the model's sky polygons (only used by brush models)
void(*DrawSky)(struct entity_render_s *ent);
// draw refraction/reflection textures for the model's water polygons (only used by brush models)
void R_Q1BSP_DrawShadowVolume(struct entity_render_s *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs);
void R_Q1BSP_DrawLight(struct entity_render_s *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs);
+// Collision optimization using Bounding Interval Hierarchy
+void Mod_CollisionBIH_TracePoint(dp_model_t *model, const struct frameblend_s *frameblend, const skeleton_t *skeleton, struct trace_s *trace, const vec3_t start, int hitsupercontentsmask);
+void Mod_CollisionBIH_TraceLine(dp_model_t *model, const struct frameblend_s *frameblend, const skeleton_t *skeleton, struct trace_s *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask);
+void Mod_CollisionBIH_TraceBox(dp_model_t *model, const struct frameblend_s *frameblend, const skeleton_t *skeleton, struct trace_s *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask);
+void Mod_CollisionBIH_TracePoint_Mesh(dp_model_t *model, const struct frameblend_s *frameblend, const skeleton_t *skeleton, struct trace_s *trace, const vec3_t start, int hitsupercontentsmask);
+int Mod_CollisionBIH_PointSuperContents_Mesh(struct model_s *model, int frame, const vec3_t point);
+void Mod_MakeCollisionBIH(dp_model_t *model, qboolean userendersurfaces);
+
// alias models
struct frameblend_s;
struct skeleton_s;
int Mod_Alias_GetTagIndexForName(const dp_model_t *model, unsigned int skin, const char *tagname);
int Mod_Alias_GetExtendedTagInfoForIndex(const dp_model_t *model, unsigned int skin, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, int tagindex, int *parentindex, const char **tagname, matrix4x4_t *tag_localmatrix);
+void Mod_Skeletal_FreeBuffers(void);
+
// sprite models
void Mod_SpriteInit(void);