/* -------------------------------------------------------------------------------
-Copyright (C) 1999-2007 id Software, Inc. and contributors.
-For a list of contributors, see the accompanying CONTRIBUTORS file.
+ Copyright (C) 1999-2007 id Software, Inc. and contributors.
+ For a list of contributors, see the accompanying CONTRIBUTORS file.
-This file is part of GtkRadiant.
+ This file is part of GtkRadiant.
-GtkRadiant is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
-(at your option) any later version.
+ GtkRadiant is free software; you can redistribute it and/or modify
+ it under the terms of the GNU General Public License as published by
+ the Free Software Foundation; either version 2 of the License, or
+ (at your option) any later version.
-GtkRadiant is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
+ GtkRadiant is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ GNU General Public License for more details.
-You should have received a copy of the GNU General Public License
-along with GtkRadiant; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+ You should have received a copy of the GNU General Public License
+ along with GtkRadiant; if not, write to the Free Software
+ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-----------------------------------------------------------------------------------
+ ----------------------------------------------------------------------------------
-This code has been altered significantly from its original form, to support
-several games based on the Quake III Arena engine, in the form of "Q3Map2."
+ This code has been altered significantly from its original form, to support
+ several games based on the Quake III Arena engine, in the form of "Q3Map2."
-------------------------------------------------------------------------------- */
+ ------------------------------------------------------------------------------- */
-/*
-PicoPrintFunc()
-callback for picomodel.lib
-*/
+/*
+ PicoPrintFunc()
+ callback for picomodel.lib
+ */
-void PicoPrintFunc( int level, const char *str )
-{
- if( str == NULL )
+void PicoPrintFunc( int level, const char *str ){
+ if ( str == NULL ) {
return;
- switch( level )
+ }
+ switch ( level )
{
- case PICO_NORMAL:
- Sys_Printf( "%s\n", str );
- break;
-
- case PICO_VERBOSE:
- Sys_FPrintf( SYS_VRB, "%s\n", str );
- break;
-
- case PICO_WARNING:
- Sys_Printf( "WARNING: %s\n", str );
- break;
-
- case PICO_ERROR:
- Sys_Printf( "ERROR: %s\n", str );
- break;
-
- case PICO_FATAL:
- Error( "ERROR: %s\n", str );
- break;
+ case PICO_NORMAL:
+ Sys_Printf( "%s\n", str );
+ break;
+
+ case PICO_VERBOSE:
+ Sys_FPrintf( SYS_VRB, "%s\n", str );
+ break;
+
+ case PICO_WARNING:
+ Sys_FPrintf( SYS_WRN, "WARNING: %s\n", str );
+ break;
+
+ case PICO_ERROR:
+ Sys_FPrintf( SYS_ERR, "ERROR: %s\n", str );
+ break;
+
+ case PICO_FATAL:
+ Error( "ERROR: %s\n", str );
+ break;
}
}
-/*
-PicoLoadFileFunc()
-callback for picomodel.lib
-*/
+/*
+ PicoLoadFileFunc()
+ callback for picomodel.lib
+ */
-void PicoLoadFileFunc( char *name, byte **buffer, int *bufSize )
-{
- *bufSize = vfsLoadFile( (const char*) name, (void**) buffer, 0 );
+void PicoLoadFileFunc( const char *name, byte **buffer, int *bufSize ){
+ *bufSize = vfsLoadFile( name, (void**) buffer, 0 );
}
/*
-FindModel() - ydnar
-finds an existing picoModel and returns a pointer to the picoModel_t struct or NULL if not found
-*/
-
-picoModel_t *FindModel( char *name, int frame )
-{
- int i;
-
-
+ FindModel() - ydnar
+ finds an existing picoModel and returns a pointer to the picoModel_t struct or NULL if not found
+ */
+
+picoModel_t *FindModel( const char *name, int frame ){
+ int i;
+
+
/* init */
- if( numPicoModels <= 0 )
+ if ( numPicoModels <= 0 ) {
memset( picoModels, 0, sizeof( picoModels ) );
-
+ }
+
/* dummy check */
- if( name == NULL || name[ 0 ] == '\0' )
+ if ( name == NULL || name[ 0 ] == '\0' ) {
return NULL;
-
+ }
+
/* search list */
- for( i = 0; i < MAX_MODELS; i++ )
+ for ( i = 0; i < MAX_MODELS; i++ )
{
- if( picoModels[ i ] != NULL &&
- !strcmp( PicoGetModelName( picoModels[ i ] ), name ) &&
- PicoGetModelFrameNum( picoModels[ i ] ) == frame )
+ if ( picoModels[ i ] != NULL &&
+ !strcmp( PicoGetModelName( picoModels[ i ] ), name ) &&
+ PicoGetModelFrameNum( picoModels[ i ] ) == frame ) {
return picoModels[ i ];
+ }
}
-
+
/* no matching picoModel found */
return NULL;
}
/*
-LoadModel() - ydnar
-loads a picoModel and returns a pointer to the picoModel_t struct or NULL if not found
-*/
-
-picoModel_t *LoadModel( char *name, int frame )
-{
- int i;
- picoModel_t *model, **pm;
-
-
+ LoadModel() - ydnar
+ loads a picoModel and returns a pointer to the picoModel_t struct or NULL if not found
+ */
+
+picoModel_t *LoadModel( const char *name, int frame ){
+ int i;
+ picoModel_t *model, **pm;
+
+
/* init */
- if( numPicoModels <= 0 )
+ if ( numPicoModels <= 0 ) {
memset( picoModels, 0, sizeof( picoModels ) );
-
+ }
+
/* dummy check */
- if( name == NULL || name[ 0 ] == '\0' )
+ if ( name == NULL || name[ 0 ] == '\0' ) {
return NULL;
-
+ }
+
/* try to find existing picoModel */
model = FindModel( name, frame );
- if( model != NULL )
+ if ( model != NULL ) {
return model;
-
+ }
+
/* none found, so find first non-null picoModel */
pm = NULL;
- for( i = 0; i < MAX_MODELS; i++ )
+ for ( i = 0; i < MAX_MODELS; i++ )
{
- if( picoModels[ i ] == NULL )
- {
+ if ( picoModels[ i ] == NULL ) {
pm = &picoModels[ i ];
break;
}
}
-
+
/* too many picoModels? */
- if( pm == NULL )
+ if ( pm == NULL ) {
Error( "MAX_MODELS (%d) exceeded, there are too many model files referenced by the map.", MAX_MODELS );
-
+ }
+
/* attempt to parse model */
- *pm = PicoLoadModel( (char*) name, frame );
-
+ *pm = PicoLoadModel( name, frame );
+
/* if loading failed, make a bogus model to silence the rest of the warnings */
- if( *pm == NULL )
- {
+ if ( *pm == NULL ) {
/* allocate a new model */
*pm = PicoNewModel();
- if( *pm == NULL )
+ if ( *pm == NULL ) {
return NULL;
-
+ }
+
/* set data */
PicoSetModelName( *pm, name );
PicoSetModelFrameNum( *pm, frame );
}
-
+
/* debug code */
#if 0
{
- int numSurfaces, numVertexes;
- picoSurface_t *ps;
-
-
+ int numSurfaces, numVertexes;
+ picoSurface_t *ps;
+
+
Sys_Printf( "Model %s\n", name );
numSurfaces = PicoGetModelNumSurfaces( *pm );
- for( i = 0; i < numSurfaces; i++ )
+ for ( i = 0; i < numSurfaces; i++ )
{
ps = PicoGetModelSurface( *pm, i );
numVertexes = PicoGetSurfaceNumVertexes( ps );
}
}
#endif
-
+
/* set count */
- if( *pm != NULL )
+ if ( *pm != NULL ) {
numPicoModels++;
-
+ }
+
/* return the picoModel */
return *pm;
}
/*
-InsertModel() - ydnar
-adds a picomodel into the bsp
-*/
-
-void InsertModel( char *name, int frame, m4x4_t transform, remap_t *remap, shaderInfo_t *celShader, int eNum, int castShadows, int recvShadows, int spawnFlags, float lightmapScale, int lightmapSampleSize, float shadeAngle )
-{
- int i, j, k, s, numSurfaces;
- m4x4_t identity, nTransform;
- picoModel_t *model;
- picoShader_t *shader;
- picoSurface_t *surface;
- shaderInfo_t *si;
- mapDrawSurface_t *ds;
- bspDrawVert_t *dv;
- char *picoShaderName;
- char shaderName[ MAX_QPATH ];
- picoVec_t *xyz, *normal, *st;
- byte *color;
- picoIndex_t *indexes;
- remap_t *rm, *glob;
- double normalEpsilon_save;
- double distanceEpsilon_save;
-
-
+ InsertModel() - ydnar
+ adds a picomodel into the bsp
+ */
+
+void InsertModel( const char *name, int skin, int frame, m4x4_t transform, remap_t *remap, shaderInfo_t *celShader, int eNum, int castShadows, int recvShadows, int spawnFlags, float lightmapScale, int lightmapSampleSize, float shadeAngle, float clipDepth ){
+ int i, j, s, k, numSurfaces;
+ m4x4_t identity, nTransform;
+ picoModel_t *model;
+ picoShader_t *shader;
+ picoSurface_t *surface;
+ shaderInfo_t *si;
+ mapDrawSurface_t *ds;
+ bspDrawVert_t *dv;
+ char *picoShaderName;
+ char shaderName[ MAX_QPATH ];
+ picoVec_t *xyz, *normal, *st;
+ byte *color;
+ picoIndex_t *indexes;
+ remap_t *rm, *glob;
+ skinfile_t *sf, *sf2;
+ char skinfilename[ MAX_QPATH ];
+ char *skinfilecontent;
+ int skinfilesize;
+ char *skinfileptr, *skinfilenextptr;
+ int ok=0, notok=0, spf = ( spawnFlags & 8088 );
+ float limDepth=0;
+
+
+ if ( clipDepth < 0 ){
+ limDepth = -clipDepth;
+ clipDepth = 2.0;
+ }
+
+
/* get model */
model = LoadModel( name, frame );
- if( model == NULL )
+ if ( model == NULL ) {
return;
-
+ }
+
+ /* load skin file */
+ snprintf( skinfilename, sizeof( skinfilename ), "%s_%d.skin", name, skin );
+ skinfilename[sizeof( skinfilename ) - 1] = 0;
+ skinfilesize = vfsLoadFile( skinfilename, (void**) &skinfilecontent, 0 );
+ if ( skinfilesize < 0 && skin != 0 ) {
+ /* fallback to skin 0 if invalid */
+ snprintf( skinfilename, sizeof( skinfilename ), "%s_0.skin", name );
+ skinfilename[sizeof( skinfilename ) - 1] = 0;
+ skinfilesize = vfsLoadFile( skinfilename, (void**) &skinfilecontent, 0 );
+ if ( skinfilesize >= 0 ) {
+ Sys_Printf( "Skin %d of %s does not exist, using 0 instead\n", skin, name );
+ }
+ }
+ sf = NULL;
+ if ( skinfilesize >= 0 ) {
+ Sys_Printf( "Using skin %d of %s\n", skin, name );
+ int pos;
+ for ( skinfileptr = skinfilecontent; *skinfileptr; skinfileptr = skinfilenextptr )
+ {
+ // for fscanf
+ char format[64];
+
+ skinfilenextptr = strchr( skinfileptr, '\r' );
+ if ( skinfilenextptr ) {
+ *skinfilenextptr++ = 0;
+ }
+ else
+ {
+ skinfilenextptr = strchr( skinfileptr, '\n' );
+ if ( skinfilenextptr ) {
+ *skinfilenextptr++ = 0;
+ }
+ else{
+ skinfilenextptr = skinfileptr + strlen( skinfileptr );
+ }
+ }
+
+ /* create new item */
+ sf2 = sf;
+ sf = safe_malloc( sizeof( *sf ) );
+ sf->next = sf2;
+
+ sprintf( format, "replace %%%ds %%%ds", (int)sizeof( sf->name ) - 1, (int)sizeof( sf->to ) - 1 );
+ if ( sscanf( skinfileptr, format, sf->name, sf->to ) == 2 ) {
+ continue;
+ }
+ sprintf( format, " %%%d[^, ] ,%%%ds", (int)sizeof( sf->name ) - 1, (int)sizeof( sf->to ) - 1 );
+ if ( ( pos = sscanf( skinfileptr, format, sf->name, sf->to ) ) == 2 ) {
+ continue;
+ }
+
+ /* invalid input line -> discard sf struct */
+ Sys_Printf( "Discarding skin directive in %s: %s\n", skinfilename, skinfileptr );
+ free( sf );
+ sf = sf2;
+ }
+ free( skinfilecontent );
+ }
+
/* handle null matrix */
- if( transform == NULL )
- {
+ if ( transform == NULL ) {
m4x4_identity( identity );
transform = identity;
}
-
+
/* hack: Stable-1_2 and trunk have differing row/column major matrix order
this transpose is necessary with Stable-1_2
uncomment the following line with old m4x4_t (non 1.3/spog_branch) code */
//% m4x4_transpose( transform );
-
+
/* create transform matrix for normals */
memcpy( nTransform, transform, sizeof( m4x4_t ) );
- if( m4x4_invert( nTransform ) )
+ if ( m4x4_invert( nTransform ) ) {
Sys_FPrintf( SYS_VRB, "WARNING: Can't invert model transform matrix, using transpose instead\n" );
+ }
m4x4_transpose( nTransform );
-
+
/* fix bogus lightmap scale */
- if( lightmapScale <= 0.0f )
+ if ( lightmapScale <= 0.0f ) {
lightmapScale = 1.0f;
+ }
/* fix bogus shade angle */
- if( shadeAngle <= 0.0f )
+ if ( shadeAngle <= 0.0f ) {
shadeAngle = 0.0f;
-
+ }
+
/* each surface on the model will become a new map drawsurface */
numSurfaces = PicoGetModelNumSurfaces( model );
//% Sys_FPrintf( SYS_VRB, "Model %s has %d surfaces\n", name, numSurfaces );
- for( s = 0; s < numSurfaces; s++ )
+ for ( s = 0; s < numSurfaces; s++ )
{
/* get surface */
surface = PicoGetModelSurface( model, s );
- if( surface == NULL )
+ if ( surface == NULL ) {
continue;
-
+ }
+
/* only handle triangle surfaces initially (fixme: support patches) */
- if( PicoGetSurfaceType( surface ) != PICO_TRIANGLES )
+ if ( PicoGetSurfaceType( surface ) != PICO_TRIANGLES ) {
continue;
-
- /* allocate a surface (ydnar: gs mods) */
- ds = AllocDrawSurface( SURFACE_TRIANGLES );
- ds->entityNum = eNum;
- ds->castShadows = castShadows;
- ds->recvShadows = recvShadows;
-
+ }
+
/* get shader name */
- shader = PicoGetSurfaceShader( surface );
- if( shader == NULL )
+ shader = PicoGetSurfaceShader( surface );
+ if ( shader == NULL ) {
picoShaderName = "";
- else
+ }
+ else{
picoShaderName = PicoGetShaderName( shader );
-
+ }
+
+ /* handle .skin file */
+ if ( sf ) {
+ picoShaderName = NULL;
+ for ( sf2 = sf; sf2 != NULL; sf2 = sf2->next )
+ {
+ if ( !Q_stricmp( surface->name, sf2->name ) ) {
+ Sys_FPrintf( SYS_VRB, "Skin file: mapping %s to %s\n", surface->name, sf2->to );
+ picoShaderName = sf2->to;
+ break;
+ }
+ }
+ if ( !picoShaderName ) {
+ Sys_FPrintf( SYS_VRB, "Skin file: not mapping %s\n", surface->name );
+ continue;
+ }
+ }
+
/* handle shader remapping */
glob = NULL;
- for( rm = remap; rm != NULL; rm = rm->next )
+ for ( rm = remap; rm != NULL; rm = rm->next )
{
- if( rm->from[ 0 ] == '*' && rm->from[ 1 ] == '\0' )
+ if ( rm->from[ 0 ] == '*' && rm->from[ 1 ] == '\0' ) {
glob = rm;
- else if( !Q_stricmp( picoShaderName, rm->from ) )
- {
+ }
+ else if ( !Q_stricmp( picoShaderName, rm->from ) ) {
Sys_FPrintf( SYS_VRB, "Remapping %s to %s\n", picoShaderName, rm->to );
picoShaderName = rm->to;
glob = NULL;
break;
}
}
-
- if( glob != NULL )
- {
+
+ if ( glob != NULL ) {
Sys_FPrintf( SYS_VRB, "Globbing %s to %s\n", picoShaderName, glob->to );
picoShaderName = glob->to;
}
-
+
/* shader renaming for sof2 */
- if( renameModelShaders )
- {
+ if ( renameModelShaders ) {
strcpy( shaderName, picoShaderName );
StripExtension( shaderName );
- if( spawnFlags & 1 )
+ if ( spawnFlags & 1 ) {
strcat( shaderName, "_RMG_BSP" );
- else
+ }
+ else{
strcat( shaderName, "_BSP" );
+ }
si = ShaderInfoForShader( shaderName );
}
- else
+ else{
si = ShaderInfoForShader( picoShaderName );
-
+ }
+
+ /* allocate a surface (ydnar: gs mods) */
+ ds = AllocDrawSurface( SURFACE_TRIANGLES );
+ ds->entityNum = eNum;
+ ds->castShadows = castShadows;
+ ds->recvShadows = recvShadows;
+
/* set shader */
ds->shaderInfo = si;
/* force to meta? */
- if( (si != NULL && si->forceMeta) || (spawnFlags & 4) ) /* 3rd bit */
+ if ( ( si != NULL && si->forceMeta ) || ( spawnFlags & 4 ) ) { /* 3rd bit */
ds->type = SURFACE_FORCED_META;
+ }
/* fix the surface's normals (jal: conditioned by shader info) */
- if( !(spawnFlags & 64) && ( shadeAngle == 0.0f || ds->type != SURFACE_FORCED_META ) )
+ if ( !( spawnFlags & 64 ) && ( shadeAngle == 0.0f || ds->type != SURFACE_FORCED_META ) ) {
PicoFixSurfaceNormals( surface );
+ }
/* set sample size */
- if( lightmapSampleSize > 0.0f )
+ if ( lightmapSampleSize > 0.0f ) {
ds->sampleSize = lightmapSampleSize;
-
+ }
+
/* set lightmap scale */
- if( lightmapScale > 0.0f )
+ if ( lightmapScale > 0.0f ) {
ds->lightmapScale = lightmapScale;
+ }
/* set shading angle */
- if( shadeAngle > 0.0f )
+ if ( shadeAngle > 0.0f ) {
ds->shadeAngleDegrees = shadeAngle;
-
+ }
+
/* set particulars */
ds->numVerts = PicoGetSurfaceNumVertexes( surface );
- ds->verts = safe_malloc( ds->numVerts * sizeof( ds->verts[ 0 ] ) );
- memset( ds->verts, 0, ds->numVerts * sizeof( ds->verts[ 0 ] ) );
-
+ ds->verts = safe_malloc0( ds->numVerts * sizeof( ds->verts[ 0 ] ) );
+
ds->numIndexes = PicoGetSurfaceNumIndexes( surface );
- ds->indexes = safe_malloc( ds->numIndexes * sizeof( ds->indexes[ 0 ] ) );
- memset( ds->indexes, 0, ds->numIndexes * sizeof( ds->indexes[ 0 ] ) );
-
+ ds->indexes = safe_malloc0( ds->numIndexes * sizeof( ds->indexes[ 0 ] ) );
+
/* copy vertexes */
- for( i = 0; i < ds->numVerts; i++ )
+ for ( i = 0; i < ds->numVerts; i++ )
{
/* get vertex */
dv = &ds->verts[ i ];
-
+
/* xyz and normal */
xyz = PicoGetSurfaceXYZ( surface, i );
VectorCopy( xyz, dv->xyz );
m4x4_transform_point( transform, dv->xyz );
-
+
normal = PicoGetSurfaceNormal( surface, i );
VectorCopy( normal, dv->normal );
m4x4_transform_normal( nTransform, dv->normal );
VectorNormalize( dv->normal, dv->normal );
/* ydnar: tek-fu celshading support for flat shaded shit */
- if( flat )
- {
+ if ( flat ) {
dv->st[ 0 ] = si->stFlat[ 0 ];
dv->st[ 1 ] = si->stFlat[ 1 ];
}
-
+
/* ydnar: gs mods: added support for explicit shader texcoord generation */
- else if( si->tcGen )
- {
+ else if ( si->tcGen ) {
/* project the texture */
dv->st[ 0 ] = DotProduct( si->vecs[ 0 ], dv->xyz );
dv->st[ 1 ] = DotProduct( si->vecs[ 1 ], dv->xyz );
}
-
+
/* normal texture coordinates */
else
{
dv->st[ 0 ] = st[ 0 ];
dv->st[ 1 ] = st[ 1 ];
}
-
+
/* set lightmap/color bits */
color = PicoGetSurfaceColor( surface, 0, i );
- for( j = 0; j < MAX_LIGHTMAPS; j++ )
+ for ( j = 0; j < MAX_LIGHTMAPS; j++ )
{
dv->lightmap[ j ][ 0 ] = 0.0f;
dv->lightmap[ j ][ 1 ] = 0.0f;
- if(spawnFlags & 32) // spawnflag 32: model color -> alpha hack
- {
+ if ( spawnFlags & 32 ) { // spawnflag 32: model color -> alpha hack
dv->color[ j ][ 0 ] = 255.0f;
dv->color[ j ][ 1 ] = 255.0f;
dv->color[ j ][ 2 ] = 255.0f;
- dv->color[ j ][ 3 ] = color[ 0 ] * 0.3f + color[ 1 ] * 0.59f + color[ 2 ] * 0.11f;
+ dv->color[ j ][ 3 ] = RGBTOGRAY( color );
}
else
{
}
}
}
-
+
/* copy indexes */
indexes = PicoGetSurfaceIndexes( surface, 0 );
- for( i = 0; i < ds->numIndexes; i++ )
+ for ( i = 0; i < ds->numIndexes; i++ )
ds->indexes[ i ] = indexes[ i ];
-
+
/* set cel shader */
ds->celShader = celShader;
-
+
/* ydnar: giant hack land: generate clipping brushes for model triangles */
- if( si->clipModel || (spawnFlags & 2) ) /* 2nd bit */
- {
- vec3_t points[ 4 ], backs[ 3 ];
- vec4_t plane, reverse, pa, pb, pc;
-
-
+ if ( ( si->clipModel && !( spf ) ) || //default CLIPMODEL
+ ( ( spawnFlags & 8090 ) == 2 ) || //default CLIPMODEL
+ ( spf == 8 ) || //EXTRUDE_FACE_NORMALS
+ ( spf == 16 ) || //EXTRUDE_TERRAIN
+ ( spf == 128 ) || //EXTRUDE_VERTEX_NORMALS
+ ( spf == 256 ) || //PYRAMIDAL_CLIP
+ ( spf == 512 ) || //EXTRUDE_DOWNWARDS
+ ( spf == 1024 ) || //EXTRUDE_UPWARDS
+ ( spf == 4096 ) || //default CLIPMODEL + AXIAL_BACKPLANE
+ ( spf == 264 ) || //EXTRUDE_FACE_NORMALS+PYRAMIDAL_CLIP (extrude 45)
+ ( spf == 2064 ) || //EXTRUDE_TERRAIN+MAX_EXTRUDE
+ ( spf == 4112 ) || //EXTRUDE_TERRAIN+AXIAL_BACKPLANE
+ ( spf == 384 ) || //EXTRUDE_VERTEX_NORMALS + PYRAMIDAL_CLIP - vertex normals + don't check for sides, sticking outwards
+ ( spf == 4352 ) || //PYRAMIDAL_CLIP+AXIAL_BACKPLANE
+ ( spf == 1536 ) || //EXTRUDE_DOWNWARDS+EXTRUDE_UPWARDS
+ ( spf == 2560 ) || //EXTRUDE_DOWNWARDS+MAX_EXTRUDE
+ ( spf == 4608 ) || //EXTRUDE_DOWNWARDS+AXIAL_BACKPLANE
+ ( spf == 3584 ) || //EXTRUDE_DOWNWARDS+EXTRUDE_UPWARDS+MAX_EXTRUDE
+ ( spf == 5632 ) || //EXTRUDE_DOWNWARDS+EXTRUDE_UPWARDS+AXIAL_BACKPLANE
+ ( spf == 3072 ) || //EXTRUDE_UPWARDS+MAX_EXTRUDE
+ ( spf == 5120 ) ){ //EXTRUDE_UPWARDS+AXIAL_BACKPLANE
+ vec3_t points[ 4 ], backs[ 3 ], cnt, bestNormal, nrm, Vnorm[3], Enorm[3];
+ vec4_t plane, reverse, p[3];
+ double normalEpsilon_save;
+ qboolean snpd;
+ vec3_t min = { 999999, 999999, 999999 }, max = { -999999, -999999, -999999 };
+ vec3_t avgDirection = { 0, 0, 0 };
+ int axis;
+ #define nonax_clip_dbg 0
+
/* temp hack */
- if( !si->clipModel && !(si->compileFlags & C_SOLID) )\r
+ if ( !si->clipModel && !( si->compileFlags & C_SOLID ) ) {
continue;
-
+ }
+
+ //wont snap these in normal way, or will explode
+ normalEpsilon_save = normalEpsilon;
+ //normalEpsilon = 0.000001;
+
+
+ //MAX_EXTRUDE or EXTRUDE_TERRAIN
+ if ( ( spawnFlags & 2048 ) || ( spawnFlags & 16 ) ){
+
+ for ( i = 0; i < ds->numIndexes; i += 3 )
+ {
+ for ( j = 0; j < 3; j++ )
+ {
+ dv = &ds->verts[ ds->indexes[ i + j ] ];
+ VectorCopy( dv->xyz, points[ j ] );
+ }
+ if ( PlaneFromPoints( plane, points[ 0 ], points[ 1 ], points[ 2 ] ) ){
+ if ( spawnFlags & 16 ) VectorAdd( avgDirection, plane, avgDirection ); //calculate average mesh facing direction
+
+ //get min/max
+ for ( k = 2; k > -1; k-- ){
+ if ( plane[k] > 0 ){
+ for ( j = 0; j < 3; j++ ){ if ( points[j][k] < min[k] ) min[k] = points[j][k]; }
+ }
+ else if ( plane[k] < 0 ){
+ for ( j = 0; j < 3; j++ ){ if ( points[j][k] > max[k] ) max[k] = points[j][k]; }
+ }
+ //if EXTRUDE_DOWNWARDS or EXTRUDE_UPWARDS
+ if ( ( spawnFlags & 512 ) || ( spawnFlags & 1024 ) ){
+ break;
+ }
+ }
+ }
+ }
+ //unify avg direction
+ if ( spawnFlags & 16 ){
+ for ( j = 0; j < 3; j++ ){
+ if ( fabs(avgDirection[j]) > fabs(avgDirection[(j+1)%3]) ){
+ avgDirection[(j+1)%3] = 0.0;
+ axis = j;
+ }
+ else {
+ avgDirection[j] = 0.0;
+ }
+ }
+ if ( VectorNormalize( avgDirection, avgDirection ) == 0 ){
+ axis = 2;
+ VectorSet( avgDirection, 0, 0, 1 );
+ }
+ }
+ }
+
/* walk triangle list */
- for( i = 0; i < ds->numIndexes; i += 3 )
+ for ( i = 0; i < ds->numIndexes; i += 3 )
{
/* overflow hack */
- AUTOEXPAND_BY_REALLOC(mapplanes, (nummapplanes+64) << 1, allocatedmapplanes, 1024);
-
- /* make points and back points */
- for( j = 0; j < 3; j++ )
+ AUTOEXPAND_BY_REALLOC( mapplanes, ( nummapplanes + 64 ) << 1, allocatedmapplanes, 1024 );
+
+ /* make points */
+ for ( j = 0; j < 3; j++ )
{
/* get vertex */
dv = &ds->verts[ ds->indexes[ i + j ] ];
-
+
/* copy xyz */
VectorCopy( dv->xyz, points[ j ] );
- VectorCopy( dv->xyz, backs[ j ] );
-
- /* find nearest axial to normal and push back points opposite */
- /* note: this doesn't work as well as simply using the plane of the triangle, below */
- for( k = 0; k < 3; k++ )
+ }
+
+ /* make plane for triangle */
+ if ( PlaneFromPoints( plane, points[ 0 ], points[ 1 ], points[ 2 ] ) ) {
+
+ /* build a brush */
+ buildBrush = AllocBrush( 48 );
+ buildBrush->entityNum = mapEntityNum;
+ buildBrush->original = buildBrush;
+ buildBrush->contentShader = si;
+ buildBrush->compileFlags = si->compileFlags;
+ buildBrush->contentFlags = si->contentFlags;
+ buildBrush->detail = qtrue;
+
+ //snap points before using them for further calculations
+ //precision suffers a lot, when two of normal values are under .00025 (often no collision, knocking up effect in ioq3)
+ //also broken drawsurfs in case of normal brushes
+ snpd = qfalse;
+ for ( j=0; j<3; j++ )
{
- if( fabs( dv->normal[ k ] ) >= fabs( dv->normal[ (k + 1) % 3 ] ) &&
- fabs( dv->normal[ k ] ) >= fabs( dv->normal[ (k + 2) % 3 ] ) )
- {
- backs[ j ][ k ] += dv->normal[ k ] < 0.0f ? 64.0f : -64.0f;
+ if ( fabs(plane[j]) < 0.00025 && fabs(plane[(j+1)%3]) < 0.00025 && ( plane[j] != 0.0 || plane[(j+1)%3] != 0.0 ) ){
+ VectorAdd( points[ 0 ], points[ 1 ], cnt );
+ VectorAdd( cnt, points[ 2 ], cnt );
+ VectorScale( cnt, 0.3333333333333f, cnt );
+ points[0][(j+2)%3]=points[1][(j+2)%3]=points[2][(j+2)%3]=cnt[(j+2)%3];
+ snpd = qtrue;
break;
}
}
- }
- VectorCopy( points[0], points[3] ); // for cyclic usage
-
- /* make plane for triangle */
- // div0: add some extra spawnflags:
- // 0: snap normals to axial planes for extrusion
- // 8: extrude with the original normals
- // 16: extrude only with up/down normals (ideal for terrain)
- // 24: extrude by distance zero (may need engine changes)
- if( PlaneFromPoints( plane, points[ 0 ], points[ 1 ], points[ 2 ] ) )
- {
- vec3_t bestNormal;
- float backPlaneDistance = 2;
+ //snap pairs of points to prevent bad side planes
+ for ( j=0; j<3; j++ )
+ {
+ VectorSubtract( points[j], points[(j+1)%3], nrm );
+ VectorNormalize( nrm, nrm );
+ for ( k=0; k<3; k++ )
+ {
+ if ( nrm[k] != 0.0 && fabs(nrm[k]) < 0.00025 ){
+ //Sys_Printf( "b4(%6.6f %6.6f %6.6f)(%6.6f %6.6f %6.6f)\n", points[j][0], points[j][1], points[j][2], points[(j+1)%3][0], points[(j+1)%3][1], points[(j+1)%3][2] );
+ points[j][k]=points[(j+1)%3][k] = ( points[j][k] + points[(j+1)%3][k] ) / 2.0;
+ //Sys_Printf( "sn(%6.6f %6.6f %6.6f)(%6.6f %6.6f %6.6f)\n", points[j][0], points[j][1], points[j][2], points[(j+1)%3][0], points[(j+1)%3][1], points[(j+1)%3][2] );
+ snpd = qtrue;
+ }
+ }
+ }
+
+ if ( snpd ) {
+ PlaneFromPoints( plane, points[ 0 ], points[ 1 ], points[ 2 ] );
+ snpd = qfalse;
+ }
+
+ //vector-is-close-to-be-on-axis check again, happens after previous code sometimes
+ for ( j=0; j<3; j++ )
+ {
+ if ( fabs(plane[j]) < 0.00025 && fabs(plane[(j+1)%3]) < 0.00025 && ( plane[j] != 0.0 || plane[(j+1)%3] != 0.0 ) ){
+ VectorAdd( points[ 0 ], points[ 1 ], cnt );
+ VectorAdd( cnt, points[ 2 ], cnt );
+ VectorScale( cnt, 0.3333333333333f, cnt );
+ points[0][(j+2)%3]=points[1][(j+2)%3]=points[2][(j+2)%3]=cnt[(j+2)%3];
+ PlaneFromPoints( plane, points[ 0 ], points[ 1 ], points[ 2 ] );
+ break;
+ }
+ }
- if(spawnFlags & 8) // use a DOWN normal
+ //snap single snappable normal components
+ for ( j=0; j<3; j++ )
{
- if(spawnFlags & 16)
+ if ( plane[j] != 0.0 && fabs(plane[j]) < 0.00005 ){
+ plane[j]=0.0;
+ snpd = qtrue;
+ }
+ }
+
+ //adjust plane dist
+ if ( snpd ) {
+ VectorAdd( points[ 0 ], points[ 1 ], cnt );
+ VectorAdd( cnt, points[ 2 ], cnt );
+ VectorScale( cnt, 0.3333333333333f, cnt );
+ VectorNormalize( plane, plane );
+ plane[3] = DotProduct( plane, cnt );
+
+ //project points to resulting plane to keep intersections precision
+ for ( j=0; j<3; j++ )
{
- // 24: normal as is, and zero width (broken)
- VectorCopy(plane, bestNormal);
+ //Sys_Printf( "b4 %i (%6.7f %6.7f %6.7f)\n", j, points[j][0], points[j][1], points[j][2] );
+ VectorMA( points[j], plane[3] - DotProduct( plane, points[j]), plane, points[j] );
+ //Sys_Printf( "sn %i (%6.7f %6.7f %6.7f)\n", j, points[j][0], points[j][1], points[j][2] );
}
- else
+ //Sys_Printf( "sn pln (%6.7f %6.7f %6.7f %6.7f)\n", plane[0], plane[1], plane[2], plane[3] );
+ //PlaneFromPoints( plane, points[ 0 ], points[ 1 ], points[ 2 ] );
+ //Sys_Printf( "pts pln (%6.7f %6.7f %6.7f %6.7f)\n", plane[0], plane[1], plane[2], plane[3] );
+ }
+
+
+ if ( spf == 4352 ){ //PYRAMIDAL_CLIP+AXIAL_BACKPLANE
+
+ for ( j=0; j<3; j++ )
+ {
+ if ( fabs(plane[j]) < 0.05 && fabs(plane[(j+1)%3]) < 0.05 ){ //no way, close to lay on two axises
+ goto default_CLIPMODEL;
+ }
+ }
+
+ // best axial normal
+ VectorCopy( plane, bestNormal );
+ for ( j = 0; j < 3; j++ ){
+ if ( fabs(bestNormal[j]) > fabs(bestNormal[(j+1)%3]) ){
+ bestNormal[(j+1)%3] = 0.0;
+ axis = j;
+ }
+ else {
+ bestNormal[j] = 0.0;
+ }
+ }
+ VectorNormalize( bestNormal, bestNormal );
+
+
+ float bestdist, currdist, bestangle, currangle, mindist = 999999;
+
+ for ( j = 0; j < 3; j++ ){//planes
+ bestdist = 999999;
+ bestangle = 1;
+ for ( k = 0; k < 3; k++ ){//axises
+ VectorSubtract( points[ (j+1)%3 ], points[ j ], nrm );
+ if ( k == axis ){
+ CrossProduct( bestNormal, nrm, reverse );
+ }
+ else{
+ VectorClear( Vnorm[0] );
+ if ( (k+1)%3 == axis ){
+ if ( nrm[ (k+2)%3 ] == 0 ) continue;
+ Vnorm[0][ (k+2)%3 ] = nrm[ (k+2)%3 ];
+ }
+ else{
+ if ( nrm[ (k+1)%3 ] == 0 ) continue;
+ Vnorm[0][ (k+1)%3 ] = nrm[ (k+1)%3 ];
+ }
+ CrossProduct( bestNormal, Vnorm[0], Enorm[0] );
+ CrossProduct( Enorm[0], nrm, reverse );
+ }
+ VectorNormalize( reverse, reverse );
+ reverse[3] = DotProduct( points[ j ], reverse );
+ //check facing, thickness
+ currdist = reverse[3] - DotProduct( reverse, points[ (j+2)%3 ] );
+ currangle = DotProduct( reverse, plane );
+ if ( ( ( currdist > 0.1 ) && ( currdist < bestdist ) && ( currangle < 0 ) ) ||
+ ( ( currangle >= 0 ) && ( currangle <= bestangle ) ) ){
+ bestangle = currangle;
+ if ( currangle < 0 ) bestdist = currdist;
+ VectorCopy( reverse, p[j] );
+ p[j][3] = reverse[3];
+ }
+ }
+ //if ( bestdist == 999999 && bestangle == 1 ) Sys_Printf("default_CLIPMODEL\n");
+ if ( bestdist == 999999 && bestangle == 1 ) goto default_CLIPMODEL;
+ if ( bestdist < mindist ) mindist = bestdist;
+ }
+ if ( (limDepth != 0.0) && (mindist > limDepth) ) goto default_CLIPMODEL;
+
+
+#if nonax_clip_dbg
+ for ( j = 0; j < 3; j++ )
{
- // 8: normal as is
- VectorCopy(plane, bestNormal);
+ for ( k = 0; k < 3; k++ )
+ {
+ if ( fabs(p[j][k]) < 0.00025 && p[j][k] != 0.0 ){
+ Sys_Printf( "nonax nrm %6.17f %6.17f %6.17f\n", p[j][0], p[j][1], p[j][2] );
+ }
+ }
+ }
+#endif
+ /* set up brush sides */
+ buildBrush->numsides = 4;
+ buildBrush->sides[ 0 ].shaderInfo = si;
+ for ( j = 1; j < buildBrush->numsides; j++ ) {
+ if ( debugClip ) {
+ buildBrush->sides[ 0 ].shaderInfo = ShaderInfoForShader( "debugclip2" );
+ buildBrush->sides[ j ].shaderInfo = ShaderInfoForShader( "debugclip" );
+ }
+ else {
+ buildBrush->sides[ j ].shaderInfo = NULL; // don't emit these faces as draw surfaces, should make smaller BSPs; hope this works
+ }
}
+ VectorCopy( points[0], points[3] ); // for cyclic usage
+
+ buildBrush->sides[ 0 ].planenum = FindFloatPlane( plane, plane[ 3 ], 3, points );
+ buildBrush->sides[ 1 ].planenum = FindFloatPlane( p[0], p[0][ 3 ], 2, &points[ 0 ] ); // p[0] contains points[0] and points[1]
+ buildBrush->sides[ 2 ].planenum = FindFloatPlane( p[1], p[1][ 3 ], 2, &points[ 1 ] ); // p[1] contains points[1] and points[2]
+ buildBrush->sides[ 3 ].planenum = FindFloatPlane( p[2], p[2][ 3 ], 2, &points[ 2 ] ); // p[2] contains points[2] and points[0] (copied to points[3]
}
- else
- {
- if(spawnFlags & 16)
+
+
+ else if ( ( spf == 16 ) || //EXTRUDE_TERRAIN
+ ( spf == 512 ) || //EXTRUDE_DOWNWARDS
+ ( spf == 1024 ) || //EXTRUDE_UPWARDS
+ ( spf == 4096 ) || //default CLIPMODEL + AXIAL_BACKPLANE
+ ( spf == 2064 ) || //EXTRUDE_TERRAIN+MAX_EXTRUDE
+ ( spf == 4112 ) || //EXTRUDE_TERRAIN+AXIAL_BACKPLANE
+ ( spf == 1536 ) || //EXTRUDE_DOWNWARDS+EXTRUDE_UPWARDS
+ ( spf == 2560 ) || //EXTRUDE_DOWNWARDS+MAX_EXTRUDE
+ ( spf == 4608 ) || //EXTRUDE_DOWNWARDS+AXIAL_BACKPLANE
+ ( spf == 3584 ) || //EXTRUDE_DOWNWARDS+EXTRUDE_UPWARDS+MAX_EXTRUDE
+ ( spf == 5632 ) || //EXTRUDE_DOWNWARDS+EXTRUDE_UPWARDS+AXIAL_BACKPLANE
+ ( spf == 3072 ) || //EXTRUDE_UPWARDS+MAX_EXTRUDE
+ ( spf == 5120 ) ){ //EXTRUDE_UPWARDS+AXIAL_BACKPLANE
+
+ if ( spawnFlags & 16 ){ //autodirection
+ VectorCopy( avgDirection, bestNormal );
+ }
+ else{
+ axis = 2;
+ if ( ( spawnFlags & 1536 ) == 1536 ){ //up+down
+ VectorSet( bestNormal, 0, 0, ( plane[2] >= 0 ? 1 : -1 ) );
+ }
+ else if ( spawnFlags & 512 ){ //down
+ VectorSet( bestNormal, 0, 0, 1 );
+
+ }
+ else if ( spawnFlags & 1024 ){ //up
+ VectorSet( bestNormal, 0, 0, -1 );
+ }
+ else{ // best axial normal
+ VectorCopy( plane, bestNormal );
+ for ( j = 0; j < 3; j++ ){
+ if ( fabs(bestNormal[j]) > fabs(bestNormal[(j+1)%3]) ){
+ bestNormal[(j+1)%3] = 0.0;
+ axis = j;
+ }
+ else {
+ bestNormal[j] = 0.0;
+ }
+ }
+ VectorNormalize( bestNormal, bestNormal );
+ }
+ }
+
+ if ( DotProduct( plane, bestNormal ) < 0.05 ){
+ goto default_CLIPMODEL;
+ }
+
+
+ /* make side planes */
+ for ( j = 0; j < 3; j++ )
{
- // 16: UP/DOWN normal
- VectorSet(bestNormal, 0, 0, (plane[2] >= 0 ? 1 : -1));
+ VectorSubtract( points[(j+1)%3], points[ j ], nrm );
+ CrossProduct( bestNormal, nrm, p[ j ] );
+ VectorNormalize( p[ j ], p[ j ] );
+ p[j][3] = DotProduct( points[j], p[j] );
}
- else
+
+ /* make back plane */
+ if ( spawnFlags & 2048 ){ //max extrude
+ VectorScale( bestNormal, -1.0f, reverse );
+ if ( bestNormal[axis] > 0 ){
+ reverse[3] = -min[axis] + clipDepth;
+ }
+ else{
+ reverse[3] = max[axis] + clipDepth;
+ }
+ }
+ else if ( spawnFlags & 4096 ){ //axial backplane
+ VectorScale( bestNormal, -1.0f, reverse );
+ reverse[3] = points[0][axis];
+ if ( bestNormal[axis] > 0 ){
+ for ( j = 1; j < 3; j++ ){
+ if ( points[j][axis] < reverse[3] ){
+ reverse[3] = points[j][axis];
+ }
+ }
+ reverse[3] = -reverse[3] + clipDepth;
+ }
+ else{
+ for ( j = 1; j < 3; j++ ){
+ if ( points[j][axis] > reverse[3] ){
+ reverse[3] = points[j][axis];
+ }
+ }
+ reverse[3] += clipDepth;
+ }
+ if (limDepth != 0.0){
+ VectorCopy( points[0], cnt );
+ if ( bestNormal[axis] > 0 ){
+ for ( j = 1; j < 3; j++ ){
+ if ( points[j][axis] > cnt[axis] ){
+ VectorCopy( points[j], cnt );
+ }
+ }
+ }
+ else {
+ for ( j = 1; j < 3; j++ ){
+ if ( points[j][axis] < cnt[axis] ){
+ VectorCopy( points[j], cnt );
+ }
+ }
+ }
+ VectorMA( cnt, reverse[3] - DotProduct( reverse, cnt ), reverse, cnt );
+ if ( ( plane[3] - DotProduct( plane, cnt ) ) > limDepth ){
+ VectorScale( plane, -1.0f, reverse );
+ reverse[ 3 ] = -plane[ 3 ];
+ reverse[3] += clipDepth;
+ }
+ }
+ }
+ else{ //normal backplane
+ VectorScale( plane, -1.0f, reverse );
+ reverse[ 3 ] = -plane[ 3 ];
+ reverse[3] += clipDepth;
+ }
+#if nonax_clip_dbg
+ for ( j = 0; j < 3; j++ )
{
- // 0: axial normal
- if(fabs(plane[0]) > fabs(plane[1])) // x>y
- if(fabs(plane[1]) > fabs(plane[2])) // x>y, y>z
- VectorSet(bestNormal, (plane[0] >= 0 ? 1 : -1), 0, 0);
- else // x>y, z>=y
- if(fabs(plane[0]) > fabs(plane[2])) // x>z, z>=y
- VectorSet(bestNormal, (plane[0] >= 0 ? 1 : -1), 0, 0);
- else // z>=x, x>y
- VectorSet(bestNormal, 0, 0, (plane[2] >= 0 ? 1 : -1));
- else // y>=x
- if(fabs(plane[1]) > fabs(plane[2])) // y>z, y>=x
- VectorSet(bestNormal, 0, (plane[1] >= 0 ? 1 : -1), 0);
- else // z>=y, y>=x
- VectorSet(bestNormal, 0, 0, (plane[2] >= 0 ? 1 : -1));
+ for ( k = 0; k < 3; k++ )
+ {
+ if ( fabs(p[j][k]) < 0.00025 && p[j][k] != 0.0 ){
+ Sys_Printf( "nonax nrm %6.17f %6.17f %6.17f\n", p[j][0], p[j][1], p[j][2] );
+ }
+ }
}
+#endif
+ /* set up brush sides */
+ buildBrush->numsides = 5;
+ buildBrush->sides[ 0 ].shaderInfo = si;
+ for ( j = 1; j < buildBrush->numsides; j++ ) {
+ if ( debugClip ) {
+ buildBrush->sides[ 0 ].shaderInfo = ShaderInfoForShader( "debugclip2" );
+ buildBrush->sides[ j ].shaderInfo = ShaderInfoForShader( "debugclip" );
+ }
+ else {
+ buildBrush->sides[ j ].shaderInfo = NULL; // don't emit these faces as draw surfaces, should make smaller BSPs; hope this works
+ }
+ }
+ VectorCopy( points[0], points[3] ); // for cyclic usage
+
+ buildBrush->sides[ 0 ].planenum = FindFloatPlane( plane, plane[ 3 ], 3, points );
+ buildBrush->sides[ 1 ].planenum = FindFloatPlane( p[0], p[0][ 3 ], 2, &points[ 0 ] ); // p[0] contains points[0] and points[1]
+ buildBrush->sides[ 2 ].planenum = FindFloatPlane( p[1], p[1][ 3 ], 2, &points[ 1 ] ); // p[1] contains points[1] and points[2]
+ buildBrush->sides[ 3 ].planenum = FindFloatPlane( p[2], p[2][ 3 ], 2, &points[ 2 ] ); // p[2] contains points[2] and points[0] (copied to points[3]
+ buildBrush->sides[ 4 ].planenum = FindFloatPlane( reverse, reverse[ 3 ], 0, NULL );
}
- /* build a brush */
- buildBrush = AllocBrush( 48 );
- buildBrush->entityNum = mapEntityNum;
- buildBrush->original = buildBrush;
- buildBrush->contentShader = si;
- buildBrush->compileFlags = si->compileFlags;
- buildBrush->contentFlags = si->contentFlags;
- normalEpsilon_save = normalEpsilon;
- distanceEpsilon_save = distanceEpsilon;
- if(si->compileFlags & C_STRUCTURAL) // allow forced structural brushes here
- {
- buildBrush->detail = qfalse;
- // only allow EXACT matches when snapping for these (this is mostly for caulk brushes inside a model)
- if(normalEpsilon > 0)
- normalEpsilon = 0;
- if(distanceEpsilon > 0)
- distanceEpsilon = 0;
+ else if ( spf == 264 ){ //EXTRUDE_FACE_NORMALS+PYRAMIDAL_CLIP (extrude 45)
+
+ //45 degrees normals for side planes
+ for ( j = 0; j < 3; j++ )
+ {
+ VectorSubtract( points[(j+1)%3], points[ j ], nrm );
+ CrossProduct( plane, nrm, Enorm[ j ] );
+ VectorNormalize( Enorm[ j ], Enorm[ j ] );
+ VectorAdd( plane, Enorm[ j ], Enorm[ j ] );
+ VectorNormalize( Enorm[ j ], Enorm[ j ] );
+ /* make side planes */
+ CrossProduct( Enorm[ j ], nrm, p[ j ] );
+ VectorNormalize( p[ j ], p[ j ] );
+ p[j][3] = DotProduct( points[j], p[j] );
+ //snap nearly axial side planes
+ snpd = qfalse;
+ for ( k = 0; k < 3; k++ )
+ {
+ if ( fabs(p[j][k]) < 0.00025 && p[j][k] != 0.0 ){
+ p[j][k] = 0.0;
+ snpd = qtrue;
+ }
+ }
+ if ( snpd ){
+ VectorNormalize( p[j], p[j] );
+ VectorAdd( points[j], points[(j+1)%3], cnt );
+ VectorScale( cnt, 0.5f, cnt );
+ p[j][3] = DotProduct( cnt, p[j] );
+ }
+ }
+
+ /* make back plane */
+ VectorScale( plane, -1.0f, reverse );
+ reverse[ 3 ] = -plane[ 3 ];
+ reverse[3] += clipDepth;
+
+ /* set up brush sides */
+ buildBrush->numsides = 5;
+ buildBrush->sides[ 0 ].shaderInfo = si;
+ for ( j = 1; j < buildBrush->numsides; j++ ) {
+ if ( debugClip ) {
+ buildBrush->sides[ 0 ].shaderInfo = ShaderInfoForShader( "debugclip2" );
+ buildBrush->sides[ j ].shaderInfo = ShaderInfoForShader( "debugclip" );
+ }
+ else {
+ buildBrush->sides[ j ].shaderInfo = NULL; // don't emit these faces as draw surfaces, should make smaller BSPs; hope this works
+ }
+ }
+ VectorCopy( points[0], points[3] ); // for cyclic usage
+
+ buildBrush->sides[ 0 ].planenum = FindFloatPlane( plane, plane[ 3 ], 3, points );
+ buildBrush->sides[ 1 ].planenum = FindFloatPlane( p[0], p[0][ 3 ], 2, &points[ 0 ] ); // p[0] contains points[0] and points[1]
+ buildBrush->sides[ 2 ].planenum = FindFloatPlane( p[1], p[1][ 3 ], 2, &points[ 1 ] ); // p[1] contains points[1] and points[2]
+ buildBrush->sides[ 3 ].planenum = FindFloatPlane( p[2], p[2][ 3 ], 2, &points[ 2 ] ); // p[2] contains points[2] and points[0] (copied to points[3]
+ buildBrush->sides[ 4 ].planenum = FindFloatPlane( reverse, reverse[ 3 ], 0, NULL );
}
- else
- buildBrush->detail = qtrue;
- /* regenerate back points */
- for( j = 0; j < 3; j++ )
- {
- /* get vertex */
- dv = &ds->verts[ ds->indexes[ i + j ] ];
- // shift by some units
- VectorMA(dv->xyz, -64.0f, bestNormal, backs[j]); // 64 prevents roundoff errors a bit
+ else if ( ( spf == 128 ) || //EXTRUDE_VERTEX_NORMALS
+ ( spf == 384 ) ){ //EXTRUDE_VERTEX_NORMALS + PYRAMIDAL_CLIP - vertex normals + don't check for sides, sticking outwards
+ /* get vertex normals */
+ for ( j = 0; j < 3; j++ )
+ {
+ /* get vertex */
+ dv = &ds->verts[ ds->indexes[ i + j ] ];
+ /* copy normal */
+ VectorCopy( dv->normal, Vnorm[ j ] );
+ }
+
+ //avg normals for side planes
+ for ( j = 0; j < 3; j++ )
+ {
+ VectorAdd( Vnorm[ j ], Vnorm[ (j+1)%3 ], Enorm[ j ] );
+ VectorNormalize( Enorm[ j ], Enorm[ j ] );
+ //check fuer bad ones
+ VectorSubtract( points[(j+1)%3], points[ j ], cnt );
+ CrossProduct( plane, cnt, nrm );
+ VectorNormalize( nrm, nrm );
+ //check for negative or outside direction
+ if ( DotProduct( Enorm[ j ], plane ) > 0.1 ){
+ if ( ( DotProduct( Enorm[ j ], nrm ) > -0.2 ) || ( spawnFlags & 256 ) ){
+ //ok++;
+ continue;
+ }
+ }
+ //notok++;
+ //Sys_Printf( "faulty Enormal %i/%i\n", notok, ok );
+ //use 45 normal
+ VectorAdd( plane, nrm, Enorm[ j ] );
+ VectorNormalize( Enorm[ j ], Enorm[ j ] );
+ }
+
+ /* make side planes */
+ for ( j = 0; j < 3; j++ )
+ {
+ VectorSubtract( points[(j+1)%3], points[ j ], nrm );
+ CrossProduct( Enorm[ j ], nrm, p[ j ] );
+ VectorNormalize( p[ j ], p[ j ] );
+ p[j][3] = DotProduct( points[j], p[j] );
+ //snap nearly axial side planes
+ snpd = qfalse;
+ for ( k = 0; k < 3; k++ )
+ {
+ if ( fabs(p[j][k]) < 0.00025 && p[j][k] != 0.0 ){
+ //Sys_Printf( "init plane %6.8f %6.8f %6.8f %6.8f\n", p[j][0], p[j][1], p[j][2], p[j][3]);
+ p[j][k] = 0.0;
+ snpd = qtrue;
+ }
+ }
+ if ( snpd ){
+ VectorNormalize( p[j], p[j] );
+ //Sys_Printf( "nrm plane %6.8f %6.8f %6.8f %6.8f\n", p[j][0], p[j][1], p[j][2], p[j][3]);
+ VectorAdd( points[j], points[(j+1)%3], cnt );
+ VectorScale( cnt, 0.5f, cnt );
+ p[j][3] = DotProduct( cnt, p[j] );
+ //Sys_Printf( "dst plane %6.8f %6.8f %6.8f %6.8f\n", p[j][0], p[j][1], p[j][2], p[j][3]);
+ }
+ }
+
+ /* make back plane */
+ VectorScale( plane, -1.0f, reverse );
+ reverse[ 3 ] = -plane[ 3 ];
+ reverse[3] += clipDepth;
+
+ /* set up brush sides */
+ buildBrush->numsides = 5;
+ buildBrush->sides[ 0 ].shaderInfo = si;
+ for ( j = 1; j < buildBrush->numsides; j++ ) {
+ if ( debugClip ) {
+ buildBrush->sides[ 0 ].shaderInfo = ShaderInfoForShader( "debugclip2" );
+ buildBrush->sides[ j ].shaderInfo = ShaderInfoForShader( "debugclip" );
+ }
+ else {
+ buildBrush->sides[ j ].shaderInfo = NULL; // don't emit these faces as draw surfaces, should make smaller BSPs; hope this works
+ }
+ }
+ VectorCopy( points[0], points[3] ); // for cyclic usage
+
+ buildBrush->sides[ 0 ].planenum = FindFloatPlane( plane, plane[ 3 ], 3, points );
+ buildBrush->sides[ 1 ].planenum = FindFloatPlane( p[0], p[0][ 3 ], 2, &points[ 0 ] ); // p[0] contains points[0] and points[1]
+ buildBrush->sides[ 2 ].planenum = FindFloatPlane( p[1], p[1][ 3 ], 2, &points[ 1 ] ); // p[1] contains points[1] and points[2]
+ buildBrush->sides[ 3 ].planenum = FindFloatPlane( p[2], p[2][ 3 ], 2, &points[ 2 ] ); // p[2] contains points[2] and points[0] (copied to points[3]
+ buildBrush->sides[ 4 ].planenum = FindFloatPlane( reverse, reverse[ 3 ], 0, NULL );
}
- /* make back plane */
- VectorScale( plane, -1.0f, reverse );
- reverse[ 3 ] = -plane[ 3 ];
- if((spawnFlags & 24) != 24)
- reverse[3] += DotProduct(bestNormal, plane) * backPlaneDistance;
- // that's at least sqrt(1/3) backPlaneDistance, unless in DOWN mode; in DOWN mode, we are screwed anyway if we encounter a plane that's perpendicular to the xy plane)
- if( PlaneFromPoints( pa, points[ 2 ], points[ 1 ], backs[ 1 ] ) &&
- PlaneFromPoints( pb, points[ 1 ], points[ 0 ], backs[ 0 ] ) &&
- PlaneFromPoints( pc, points[ 0 ], points[ 2 ], backs[ 2 ] ) )
- {
+ else if ( spf == 8 ){ //EXTRUDE_FACE_NORMALS
+
+ /* make side planes */
+ for ( j = 0; j < 3; j++ )
+ {
+ VectorSubtract( points[(j+1)%3], points[ j ], nrm );
+ CrossProduct( plane, nrm, p[ j ] );
+ VectorNormalize( p[ j ], p[ j ] );
+ p[j][3] = DotProduct( points[j], p[j] );
+ //snap nearly axial side planes
+ snpd = qfalse;
+ for ( k = 0; k < 3; k++ )
+ {
+ if ( fabs(p[j][k]) < 0.00025 && p[j][k] != 0.0 ){
+ //Sys_Printf( "init plane %6.8f %6.8f %6.8f %6.8f\n", p[j][0], p[j][1], p[j][2], p[j][3]);
+ p[j][k] = 0.0;
+ snpd = qtrue;
+ }
+ }
+ if ( snpd ){
+ VectorNormalize( p[j], p[j] );
+ //Sys_Printf( "nrm plane %6.8f %6.8f %6.8f %6.8f\n", p[j][0], p[j][1], p[j][2], p[j][3]);
+ VectorAdd( points[j], points[(j+1)%3], cnt );
+ VectorScale( cnt, 0.5f, cnt );
+ p[j][3] = DotProduct( cnt, p[j] );
+ //Sys_Printf( "dst plane %6.8f %6.8f %6.8f %6.8f\n", p[j][0], p[j][1], p[j][2], p[j][3]);
+ }
+ }
+
+ /* make back plane */
+ VectorScale( plane, -1.0f, reverse );
+ reverse[ 3 ] = -plane[ 3 ];
+ reverse[3] += clipDepth;
+#if nonax_clip_dbg
+ for ( j = 0; j < 3; j++ )
+ {
+ for ( k = 0; k < 3; k++ )
+ {
+ if ( fabs(p[j][k]) < 0.00005 && p[j][k] != 0.0 ){
+ Sys_Printf( "nonax nrm %6.17f %6.17f %6.17f\n", p[j][0], p[j][1], p[j][2] );
+ Sys_Printf( "frm src nrm %6.17f %6.17f %6.17f\n", plane[0], plane[1], plane[2]);
+ }
+ }
+ }
+#endif
/* set up brush sides */
buildBrush->numsides = 5;
buildBrush->sides[ 0 ].shaderInfo = si;
- for( j = 1; j < buildBrush->numsides; j++ )
- buildBrush->sides[ j ].shaderInfo = NULL; // don't emit these faces as draw surfaces, should make smaller BSPs; hope this works
+ for ( j = 1; j < buildBrush->numsides; j++ ) {
+ if ( debugClip ) {
+ buildBrush->sides[ 0 ].shaderInfo = ShaderInfoForShader( "debugclip2" );
+ buildBrush->sides[ j ].shaderInfo = ShaderInfoForShader( "debugclip" );
+ }
+ else {
+ buildBrush->sides[ j ].shaderInfo = NULL; // don't emit these faces as draw surfaces, should make smaller BSPs; hope this works
+ }
+ }
+ VectorCopy( points[0], points[3] ); // for cyclic usage
buildBrush->sides[ 0 ].planenum = FindFloatPlane( plane, plane[ 3 ], 3, points );
- buildBrush->sides[ 1 ].planenum = FindFloatPlane( pa, pa[ 3 ], 2, &points[ 1 ] ); // pa contains points[1] and points[2]
- buildBrush->sides[ 2 ].planenum = FindFloatPlane( pb, pb[ 3 ], 2, &points[ 0 ] ); // pb contains points[0] and points[1]
- buildBrush->sides[ 3 ].planenum = FindFloatPlane( pc, pc[ 3 ], 2, &points[ 2 ] ); // pc contains points[2] and points[0] (copied to points[3]
- buildBrush->sides[ 4 ].planenum = FindFloatPlane( reverse, reverse[ 3 ], 3, backs );
+ buildBrush->sides[ 1 ].planenum = FindFloatPlane( p[0], p[0][ 3 ], 2, &points[ 0 ] ); // p[0] contains points[0] and points[1]
+ buildBrush->sides[ 2 ].planenum = FindFloatPlane( p[1], p[1][ 3 ], 2, &points[ 1 ] ); // p[1] contains points[1] and points[2]
+ buildBrush->sides[ 3 ].planenum = FindFloatPlane( p[2], p[2][ 3 ], 2, &points[ 2 ] ); // p[2] contains points[2] and points[0] (copied to points[3]
+ buildBrush->sides[ 4 ].planenum = FindFloatPlane( reverse, reverse[ 3 ], 0, NULL );
}
- else
- {
- free(buildBrush);
- continue;
+
+
+ else if ( spf == 256 ){ //PYRAMIDAL_CLIP
+
+ /* calculate center */
+ VectorAdd( points[ 0 ], points[ 1 ], cnt );
+ VectorAdd( cnt, points[ 2 ], cnt );
+ VectorScale( cnt, 0.3333333333333f, cnt );
+
+ /* make back pyramid point */
+ VectorMA( cnt, -clipDepth, plane, cnt );
+
+ /* make 3 more planes */
+ if( PlaneFromPoints( p[0], points[ 2 ], points[ 1 ], cnt ) &&
+ PlaneFromPoints( p[1], points[ 1 ], points[ 0 ], cnt ) &&
+ PlaneFromPoints( p[2], points[ 0 ], points[ 2 ], cnt ) ) {
+
+ //check for dangerous planes
+ while( (( p[0][0] != 0.0 || p[0][1] != 0.0 ) && fabs(p[0][0]) < 0.00025 && fabs(p[0][1]) < 0.00025) ||
+ (( p[0][0] != 0.0 || p[0][2] != 0.0 ) && fabs(p[0][0]) < 0.00025 && fabs(p[0][2]) < 0.00025) ||
+ (( p[0][2] != 0.0 || p[0][1] != 0.0 ) && fabs(p[0][2]) < 0.00025 && fabs(p[0][1]) < 0.00025) ||
+ (( p[1][0] != 0.0 || p[1][1] != 0.0 ) && fabs(p[1][0]) < 0.00025 && fabs(p[1][1]) < 0.00025) ||
+ (( p[1][0] != 0.0 || p[1][2] != 0.0 ) && fabs(p[1][0]) < 0.00025 && fabs(p[1][2]) < 0.00025) ||
+ (( p[1][2] != 0.0 || p[1][1] != 0.0 ) && fabs(p[1][2]) < 0.00025 && fabs(p[1][1]) < 0.00025) ||
+ (( p[2][0] != 0.0 || p[2][1] != 0.0 ) && fabs(p[2][0]) < 0.00025 && fabs(p[2][1]) < 0.00025) ||
+ (( p[2][0] != 0.0 || p[2][2] != 0.0 ) && fabs(p[2][0]) < 0.00025 && fabs(p[2][2]) < 0.00025) ||
+ (( p[2][2] != 0.0 || p[2][1] != 0.0 ) && fabs(p[2][2]) < 0.00025 && fabs(p[2][1]) < 0.00025) ) {
+ VectorMA( cnt, -0.1f, plane, cnt );
+ // Sys_Printf( "shifting pyramid point\n" );
+ PlaneFromPoints( p[0], points[ 2 ], points[ 1 ], cnt );
+ PlaneFromPoints( p[1], points[ 1 ], points[ 0 ], cnt );
+ PlaneFromPoints( p[2], points[ 0 ], points[ 2 ], cnt );
+ }
+#if nonax_clip_dbg
+ for ( j = 0; j < 3; j++ )
+ {
+ for ( k = 0; k < 3; k++ )
+ {
+ if ( fabs(p[j][k]) < 0.00005 && p[j][k] != 0.0 ){
+ Sys_Printf( "nonax nrm %6.17f %6.17f %6.17f\n (%6.8f %6.8f %6.8f)\n (%6.8f %6.8f %6.8f)\n (%6.8f %6.8f %6.8f)\n", p[j][0], p[j][1], p[j][2], points[j][0], points[j][1], points[j][2], points[(j+1)%3][0], points[(j+1)%3][1], points[(j+1)%3][2], cnt[0], cnt[1], cnt[2] );
+ }
+ }
+ }
+#endif
+ /* set up brush sides */
+ buildBrush->numsides = 4;
+ buildBrush->sides[ 0 ].shaderInfo = si;
+ for ( j = 1; j < buildBrush->numsides; j++ ) {
+ if ( debugClip ) {
+ buildBrush->sides[ 0 ].shaderInfo = ShaderInfoForShader( "debugclip2" );
+ buildBrush->sides[ j ].shaderInfo = ShaderInfoForShader( "debugclip" );
+ }
+ else {
+ buildBrush->sides[ j ].shaderInfo = NULL; // don't emit these faces as draw surfaces, should make smaller BSPs; hope this works
+ }
+ }
+ VectorCopy( points[0], points[3] ); // for cyclic usage
+
+ buildBrush->sides[ 0 ].planenum = FindFloatPlane( plane, plane[ 3 ], 3, points );
+ buildBrush->sides[ 1 ].planenum = FindFloatPlane( p[0], p[0][ 3 ], 2, &points[ 1 ] ); // p[0] contains points[1] and points[2]
+ buildBrush->sides[ 2 ].planenum = FindFloatPlane( p[1], p[1][ 3 ], 2, &points[ 0 ] ); // p[1] contains points[0] and points[1]
+ buildBrush->sides[ 3 ].planenum = FindFloatPlane( p[2], p[2][ 3 ], 2, &points[ 2 ] ); // p[2] contains points[2] and points[0] (copied to points[3]
+ }
+ else
+ {
+ Sys_Printf( "WARNING: triangle (%6.0f %6.0f %6.0f) (%6.0f %6.0f %6.0f) (%6.0f %6.0f %6.0f) of %s was not autoclipped\n", points[0][0], points[0][1], points[0][2], points[1][0], points[1][1], points[1][2], points[2][0], points[2][1], points[2][2], name );
+ free( buildBrush );
+ continue;
+ }
+ }
+
+
+ else if ( ( si->clipModel && !( spf ) ) || ( ( spawnFlags & 8090 ) == 2 ) ){ //default CLIPMODEL
+
+ default_CLIPMODEL:
+ // axial normal
+ VectorCopy( plane, bestNormal );
+ for ( j = 0; j < 3; j++ ){
+ if ( fabs(bestNormal[j]) > fabs(bestNormal[(j+1)%3]) ){
+ bestNormal[(j+1)%3] = 0.0;
+ }
+ else {
+ bestNormal[j] = 0.0;
+ }
+ }
+ VectorNormalize( bestNormal, bestNormal );
+
+ /* make side planes */
+ for ( j = 0; j < 3; j++ )
+ {
+ VectorSubtract( points[(j+1)%3], points[ j ], nrm );
+ CrossProduct( bestNormal, nrm, p[ j ] );
+ VectorNormalize( p[ j ], p[ j ] );
+ p[j][3] = DotProduct( points[j], p[j] );
+ }
+
+ /* make back plane */
+ VectorScale( plane, -1.0f, reverse );
+ reverse[ 3 ] = -plane[ 3 ];
+ reverse[3] += DotProduct( bestNormal, plane ) * clipDepth;
+#if nonax_clip_dbg
+ for ( j = 0; j < 3; j++ )
+ {
+ for ( k = 0; k < 3; k++ )
+ {
+ if ( fabs(p[j][k]) < 0.00025 && p[j][k] != 0.0 ){
+ Sys_Printf( "nonax nrm %6.17f %6.17f %6.17f\n", p[j][0], p[j][1], p[j][2] );
+ }
+ }
+ }
+#endif
+ /* set up brush sides */
+ buildBrush->numsides = 5;
+ buildBrush->sides[ 0 ].shaderInfo = si;
+ for ( j = 1; j < buildBrush->numsides; j++ ) {
+ if ( debugClip ) {
+ buildBrush->sides[ 0 ].shaderInfo = ShaderInfoForShader( "debugclip2" );
+ buildBrush->sides[ j ].shaderInfo = ShaderInfoForShader( "debugclip" );
+ }
+ else {
+ buildBrush->sides[ j ].shaderInfo = NULL; // don't emit these faces as draw surfaces, should make smaller BSPs; hope this works
+ }
+ }
+ VectorCopy( points[0], points[3] ); // for cyclic usage
+
+ buildBrush->sides[ 0 ].planenum = FindFloatPlane( plane, plane[ 3 ], 3, points );
+ buildBrush->sides[ 1 ].planenum = FindFloatPlane( p[0], p[0][ 3 ], 2, &points[ 0 ] ); // p[0] contains points[0] and points[1]
+ buildBrush->sides[ 2 ].planenum = FindFloatPlane( p[1], p[1][ 3 ], 2, &points[ 1 ] ); // p[1] contains points[1] and points[2]
+ buildBrush->sides[ 3 ].planenum = FindFloatPlane( p[2], p[2][ 3 ], 2, &points[ 2 ] ); // p[2] contains points[2] and points[0] (copied to points[3]
+ buildBrush->sides[ 4 ].planenum = FindFloatPlane( reverse, reverse[ 3 ], 0, NULL );
}
- normalEpsilon = normalEpsilon_save;
- distanceEpsilon = distanceEpsilon_save;
/* add to entity */
- if( CreateBrushWindings( buildBrush ) )
- {
+ if ( CreateBrushWindings( buildBrush ) ) {
AddBrushBevels();
//% EmitBrushes( buildBrush, NULL, NULL );
buildBrush->next = entities[ mapEntityNum ].brushes;
entities[ mapEntityNum ].brushes = buildBrush;
entities[ mapEntityNum ].numBrushes++;
}
- else
+ else{
+ Sys_Printf( "WARNING: triangle (%6.0f %6.0f %6.0f) (%6.0f %6.0f %6.0f) (%6.0f %6.0f %6.0f) of %s was not autoclipped\n", points[0][0], points[0][1], points[0][2], points[1][0], points[1][1], points[1][2], points[2][0], points[2][1], points[2][2], name );
free( buildBrush );
+ }
}
}
+ normalEpsilon = normalEpsilon_save;
+ }
+ else if ( spawnFlags & 8090 ){
+ Sys_Printf( "WARNING: nonexistent clipping mode selected\n" );
}
}
}
/*
-AddTriangleModels()
-adds misc_model surfaces to the bsp
-*/
-
-void AddTriangleModels( entity_t *e )
-{
- int num, frame, castShadows, recvShadows, spawnFlags;
- entity_t *e2;
- const char *targetName;
- const char *target, *model, *value;
- char shader[ MAX_QPATH ];
- shaderInfo_t *celShader;
- float temp, baseLightmapScale, lightmapScale;
- float shadeAngle;
- int lightmapSampleSize;
- vec3_t origin, scale, angles;
- m4x4_t transform;
- epair_t *ep;
- remap_t *remap, *remap2;
- char *split;
-
-
+ AddTriangleModels()
+ adds misc_model surfaces to the bsp
+ */
+
+void AddTriangleModels( entity_t *e ){
+ int num, frame, skin, castShadows, recvShadows, spawnFlags;
+ entity_t *e2;
+ const char *targetName;
+ const char *target, *model, *value;
+ char shader[ MAX_QPATH ];
+ shaderInfo_t *celShader;
+ float temp, baseLightmapScale, lightmapScale, clipDepth;
+ float shadeAngle;
+ int lightmapSampleSize;
+ vec3_t origin, scale, angles;
+ m4x4_t transform;
+ epair_t *ep;
+ remap_t *remap, *remap2;
+ char *split;
+
+
/* note it */
Sys_FPrintf( SYS_VRB, "--- AddTriangleModels ---\n" );
-
+
+
/* get current brush entity targetname */
- if( e == entities )
+ if ( e == entities ) {
targetName = "";
+ }
else
{
targetName = ValueForKey( e, "targetname" );
-
+
/* misc_model entities target non-worldspawn brush model entities */
- if( targetName[ 0 ] == '\0' )
+ if ( targetName[ 0 ] == '\0' ) {
return;
+ }
}
-
+
/* get lightmap scale */
/* vortex: added _ls key (short name of lightmapscale) */
baseLightmapScale = 0.0f;
- if( strcmp( "", ValueForKey( e, "lightmapscale" ) ) ||
- strcmp( "", ValueForKey( e, "_lightmapscale" ) ) ||
- strcmp( "", ValueForKey( e, "_ls" ) ) )
- {
+ if ( strcmp( "", ValueForKey( e, "lightmapscale" ) ) ||
+ strcmp( "", ValueForKey( e, "_lightmapscale" ) ) ||
+ strcmp( "", ValueForKey( e, "_ls" ) ) ) {
baseLightmapScale = FloatForKey( e, "lightmapscale" );
- if( baseLightmapScale <= 0.0f )
+ if ( baseLightmapScale <= 0.0f ) {
baseLightmapScale = FloatForKey( e, "_lightmapscale" );
- if( baseLightmapScale <= 0.0f )
+ }
+ if ( baseLightmapScale <= 0.0f ) {
baseLightmapScale = FloatForKey( e, "_ls" );
- if( baseLightmapScale < 0.0f )
+ }
+ if ( baseLightmapScale < 0.0f ) {
baseLightmapScale = 0.0f;
- if( baseLightmapScale > 0.0f )
+ }
+ if ( baseLightmapScale > 0.0f ) {
Sys_Printf( "World Entity has lightmap scale of %.4f\n", baseLightmapScale );
+ }
}
-
-
+
/* walk the entity list */
- for( num = 1; num < numEntities; num++ )
+ for ( num = 1; num < numEntities; num++ )
{
/* get e2 */
e2 = &entities[ num ];
-
+
/* convert misc_models into raw geometry */
- if( Q_stricmp( "misc_model", ValueForKey( e2, "classname" ) ) )
+ if ( Q_stricmp( "misc_model", ValueForKey( e2, "classname" ) ) ) {
continue;
+ }
/* ydnar: added support for md3 models on non-worldspawn models */
target = ValueForKey( e2, "target" );
- if( strcmp( target, targetName ) )
+ if ( strcmp( target, targetName ) ) {
continue;
-
+ }
+
/* get model name */
model = ValueForKey( e2, "model" );
- if( model[ 0 ] == '\0' )
- {
- Sys_Printf( "WARNING: misc_model at %i %i %i without a model key\n",
- (int) origin[ 0 ], (int) origin[ 1 ], (int) origin[ 2 ] );
+ if ( model[ 0 ] == '\0' ) {
+ Sys_FPrintf( SYS_WRN, "WARNING: misc_model at %i %i %i without a model key\n",
+ (int) origin[ 0 ], (int) origin[ 1 ], (int) origin[ 2 ] );
continue;
}
-
+
/* get model frame */
- frame = IntForKey( e2, "_frame" );
-
+ frame = 0;
+ if ( strcmp( "", ValueForKey( e2, "_frame" ) ) ) {
+ frame = IntForKey( e2, "_frame" );
+ }
+ else if ( strcmp( "", ValueForKey( e2, "frame" ) ) ) {
+ frame = IntForKey( e2, "frame" );
+ }
+
/* worldspawn (and func_groups) default to cast/recv shadows in worldspawn group */
- if( e == entities )
- {
+ if ( e == entities ) {
castShadows = WORLDSPAWN_CAST_SHADOWS;
recvShadows = WORLDSPAWN_RECV_SHADOWS;
}
-
+
/* other entities don't cast any shadows, but recv worldspawn shadows */
else
{
castShadows = ENTITY_CAST_SHADOWS;
recvShadows = ENTITY_RECV_SHADOWS;
}
-
+
/* get explicit shadow flags */
GetEntityShadowFlags( e2, e, &castShadows, &recvShadows );
-
+
/* get spawnflags */
spawnFlags = IntForKey( e2, "spawnflags" );
-
+
/* get origin */
GetVectorForKey( e2, "origin", origin );
- VectorSubtract( origin, e->origin, origin ); /* offset by parent */
-
+ VectorSubtract( origin, e->origin, origin ); /* offset by parent */
+
/* get scale */
scale[ 0 ] = scale[ 1 ] = scale[ 2 ] = 1.0f;
temp = FloatForKey( e2, "modelscale" );
- if( temp != 0.0f )
+ if ( temp != 0.0f ) {
scale[ 0 ] = scale[ 1 ] = scale[ 2 ] = temp;
+ }
value = ValueForKey( e2, "modelscale_vec" );
- if( value[ 0 ] != '\0' )
+ if ( value[ 0 ] != '\0' ) {
sscanf( value, "%f %f %f", &scale[ 0 ], &scale[ 1 ], &scale[ 2 ] );
-
+ }
+
/* get "angle" (yaw) or "angles" (pitch yaw roll) */
angles[ 0 ] = angles[ 1 ] = angles[ 2 ] = 0.0f;
angles[ 2 ] = FloatForKey( e2, "angle" );
value = ValueForKey( e2, "angles" );
- if( value[ 0 ] != '\0' )
+ if ( value[ 0 ] != '\0' ) {
sscanf( value, "%f %f %f", &angles[ 1 ], &angles[ 2 ], &angles[ 0 ] );
-
+ }
+
/* set transform matrix (thanks spog) */
m4x4_identity( transform );
m4x4_pivoted_transform_by_vec3( transform, origin, angles, eXYZ, scale, vec3_origin );
-
+
/* get shader remappings */
remap = NULL;
- for( ep = e2->epairs; ep != NULL; ep = ep->next )
+ for ( ep = e2->epairs; ep != NULL; ep = ep->next )
{
/* look for keys prefixed with "_remap" */
- if( ep->key != NULL && ep->value != NULL &&
- ep->key[ 0 ] != '\0' && ep->value[ 0 ] != '\0' &&
- !Q_strncasecmp( ep->key, "_remap", 6 ) )
- {
+ if ( ep->key != NULL && ep->value != NULL &&
+ ep->key[ 0 ] != '\0' && ep->value[ 0 ] != '\0' &&
+ !Q_strncasecmp( ep->key, "_remap", 6 ) ) {
/* create new remapping */
remap2 = remap;
remap = safe_malloc( sizeof( *remap ) );
remap->next = remap2;
strcpy( remap->from, ep->value );
-
+
/* split the string */
split = strchr( remap->from, ';' );
- if( split == NULL )
- {
- Sys_Printf( "WARNING: Shader _remap key found in misc_model without a ; character\n" );
+ if ( split == NULL ) {
+ Sys_FPrintf( SYS_WRN, "WARNING: Shader _remap key found in misc_model without a ; character\n" );
free( remap );
remap = remap2;
continue;
}
-
+
/* store the split */
*split = '\0';
- strcpy( remap->to, (split + 1) );
-
+ strcpy( remap->to, ( split + 1 ) );
+
/* note it */
//% Sys_FPrintf( SYS_VRB, "Remapping %s to %s\n", remap->from, remap->to );
}
}
-
+
/* ydnar: cel shader support */
value = ValueForKey( e2, "_celshader" );
- if( value[ 0 ] == '\0' )
+ if ( value[ 0 ] == '\0' ) {
value = ValueForKey( &entities[ 0 ], "_celshader" );
- if( value[ 0 ] != '\0' )
- {
+ }
+ if ( value[ 0 ] != '\0' ) {
sprintf( shader, "textures/%s", value );
celShader = ShaderInfoForShader( shader );
}
- else
- celShader = *globalCelShader ? ShaderInfoForShader(globalCelShader) : NULL;
+ else{
+ celShader = *globalCelShader ? ShaderInfoForShader( globalCelShader ) : NULL;
+ }
/* jal : entity based _samplesize */
lightmapSampleSize = 0;
- if ( strcmp( "", ValueForKey( e2, "_lightmapsamplesize" ) ) )
+ if ( strcmp( "", ValueForKey( e2, "_lightmapsamplesize" ) ) ) {
lightmapSampleSize = IntForKey( e2, "_lightmapsamplesize" );
- else if ( strcmp( "", ValueForKey( e2, "_samplesize" ) ) )
+ }
+ else if ( strcmp( "", ValueForKey( e2, "_samplesize" ) ) ) {
lightmapSampleSize = IntForKey( e2, "_samplesize" );
+ }
+ else if ( strcmp( "", ValueForKey( e2, "_ss" ) ) ) {
+ lightmapSampleSize = IntForKey( e2, "_ss" );
+ }
- if( lightmapSampleSize < 0 )
+ if ( lightmapSampleSize < 0 ) {
lightmapSampleSize = 0;
+ }
- if( lightmapSampleSize > 0.0f )
+ if ( lightmapSampleSize > 0.0f ) {
Sys_Printf( "misc_model has lightmap sample size of %.d\n", lightmapSampleSize );
+ }
/* get lightmap scale */
/* vortex: added _ls key (short name of lightmapscale) */
lightmapScale = 0.0f;
- if( strcmp( "", ValueForKey( e2, "lightmapscale" ) ) ||
- strcmp( "", ValueForKey( e2, "_lightmapscale" ) ) ||
- strcmp( "", ValueForKey( e2, "_ls" ) ) )
- {
+ if ( strcmp( "", ValueForKey( e2, "lightmapscale" ) ) ||
+ strcmp( "", ValueForKey( e2, "_lightmapscale" ) ) ||
+ strcmp( "", ValueForKey( e2, "_ls" ) ) ) {
lightmapScale = FloatForKey( e2, "lightmapscale" );
- if( lightmapScale <= 0.0f )
+ if ( lightmapScale <= 0.0f ) {
lightmapScale = FloatForKey( e2, "_lightmapscale" );
- if( lightmapScale <= 0.0f )
+ }
+ if ( lightmapScale <= 0.0f ) {
lightmapScale = FloatForKey( e2, "_ls" );
- if( lightmapScale < 0.0f )
+ }
+ if ( lightmapScale < 0.0f ) {
lightmapScale = 0.0f;
- if( lightmapScale > 0.0f )
+ }
+ if ( lightmapScale > 0.0f ) {
Sys_Printf( "misc_model has lightmap scale of %.4f\n", lightmapScale );
+ }
}
/* jal : entity based _shadeangle */
shadeAngle = 0.0f;
- if ( strcmp( "", ValueForKey( e2, "_shadeangle" ) ) )
+ if ( strcmp( "", ValueForKey( e2, "_shadeangle" ) ) ) {
shadeAngle = FloatForKey( e2, "_shadeangle" );
+ }
/* vortex' aliases */
- else if ( strcmp( "", ValueForKey( mapEnt, "_smoothnormals" ) ) )
- shadeAngle = FloatForKey( mapEnt, "_smoothnormals" );
- else if ( strcmp( "", ValueForKey( mapEnt, "_sn" ) ) )
- shadeAngle = FloatForKey( mapEnt, "_sn" );
- else if ( strcmp( "", ValueForKey( mapEnt, "_smooth" ) ) )
- shadeAngle = FloatForKey( mapEnt, "_smooth" );
-
- if( shadeAngle < 0.0f )
+ else if ( strcmp( "", ValueForKey( e2, "_smoothnormals" ) ) ) {
+ shadeAngle = FloatForKey( e2, "_smoothnormals" );
+ }
+ else if ( strcmp( "", ValueForKey( e2, "_sn" ) ) ) {
+ shadeAngle = FloatForKey( e2, "_sn" );
+ }
+ else if ( strcmp( "", ValueForKey( e2, "_sa" ) ) ) {
+ shadeAngle = FloatForKey( e2, "_sa" );
+ }
+ else if ( strcmp( "", ValueForKey( e2, "_smooth" ) ) ) {
+ shadeAngle = FloatForKey( e2, "_smooth" );
+ }
+
+ if ( shadeAngle < 0.0f ) {
shadeAngle = 0.0f;
+ }
- if( shadeAngle > 0.0f )
+ if ( shadeAngle > 0.0f ) {
Sys_Printf( "misc_model has shading angle of %.4f\n", shadeAngle );
-
+ }
+
+ skin = 0;
+ if ( strcmp( "", ValueForKey( e2, "_skin" ) ) ) {
+ skin = IntForKey( e2, "_skin" );
+ }
+ else if ( strcmp( "", ValueForKey( e2, "skin" ) ) ) {
+ skin = IntForKey( e2, "skin" );
+ }
+
+ clipDepth = clipDepthGlobal;
+ if ( strcmp( "", ValueForKey( e2, "_clipdepth" ) ) ) {
+ clipDepth = FloatForKey( e2, "_clipdepth" );
+ Sys_Printf( "misc_model has autoclip depth of %.3f\n", clipDepth );
+ }
+
+
/* insert the model */
- InsertModel( (char*) model, frame, transform, remap, celShader, mapEntityNum, castShadows, recvShadows, spawnFlags, lightmapScale, lightmapSampleSize, shadeAngle );
-
+ InsertModel( model, skin, frame, transform, remap, celShader, mapEntityNum, castShadows, recvShadows, spawnFlags, lightmapScale, lightmapSampleSize, shadeAngle, clipDepth );
+
/* free shader remappings */
- while( remap != NULL )
+ while ( remap != NULL )
{
remap2 = remap->next;
free( remap );
remap = remap2;
}
}
+
}