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netradiant-custom/tools/quake3/q3map2/model.cpp
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/* -------------------------------------------------------------------------------
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.
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.
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."
------------------------------------------------------------------------------- */
/* dependencies */
#include "q3map2.h"
#include "model.h"
#include "assimp/Importer.hpp"
#include "assimp/importerdesc.h"
#include "assimp/Logger.hpp"
#include "assimp/DefaultLogger.hpp"
#include "assimp/IOSystem.hpp"
#include "assimp/MemoryIOWrapper.h"
#include "assimp/postprocess.h"
#include "assimp/scene.h"
#include "assimp/mesh.h"
#include <map>
class AssLogger : public Assimp::Logger
{
public:
void OnDebug( const char* message ) override {
#ifdef _DEBUG
Sys_Printf( "%s\n", message );
#endif
}
void OnVerboseDebug( const char *message ) override {
#ifdef _DEBUG
Sys_FPrintf( SYS_VRB, "%s\n", message );
#endif
}
void OnInfo( const char* message ) override {
#ifdef _DEBUG
Sys_Printf( "%s\n", message );
#endif
}
void OnWarn( const char* message ) override {
Sys_Warning( "%s\n", message );
}
void OnError( const char* message ) override {
Sys_FPrintf( SYS_WRN, "ERROR: %s\n", message ); /* let it be a warning, since radiant stops monitoring on error message flag */
}
bool attachStream( Assimp::LogStream *pStream, unsigned int severity ) override {
return false;
}
bool detachStream( Assimp::LogStream *pStream, unsigned int severity ) override {
return false;
}
};
class AssIOSystem : public Assimp::IOSystem
{
public:
// -------------------------------------------------------------------
/** @brief Tests for the existence of a file at the given path.
*
* @param pFile Path to the file
* @return true if there is a file with this path, else false.
*/
bool Exists( const char* pFile ) const override {
return vfsGetFileCount( pFile ) != 0;
}
// -------------------------------------------------------------------
/** @brief Returns the system specific directory separator
* @return System specific directory separator
*/
char getOsSeparator() const override {
return '/';
}
// -------------------------------------------------------------------
/** @brief Open a new file with a given path.
*
* When the access to the file is finished, call Close() to release
* all associated resources (or the virtual dtor of the IOStream).
*
* @param pFile Path to the file
* @param pMode Desired file I/O mode. Required are: "wb", "w", "wt",
* "rb", "r", "rt".
*
* @return New IOStream interface allowing the lib to access
* the underlying file.
* @note When implementing this class to provide custom IO handling,
* you probably have to supply an own implementation of IOStream as well.
*/
Assimp::IOStream* Open( const char* pFile, const char* pMode = "rb" ) override {
if ( MemBuffer boo = vfsLoadFile( pFile ) ) {
return new Assimp::MemoryIOStream( boo.release(), boo.size(), true );
}
return nullptr;
}
// -------------------------------------------------------------------
/** @brief Closes the given file and releases all resources
* associated with it.
* @param pFile The file instance previously created by Open().
*/
void Close( Assimp::IOStream* pFile ) override {
delete pFile;
}
// -------------------------------------------------------------------
/** @brief CReates an new directory at the given path.
* @param path [in] The path to create.
* @return True, when a directory was created. False if the directory
* cannot be created.
*/
bool CreateDirectory( const std::string &path ) override {
Error( "AssIOSystem::CreateDirectory" );
return false;
}
// -------------------------------------------------------------------
/** @brief Will change the current directory to the given path.
* @param path [in] The path to change to.
* @return True, when the directory has changed successfully.
*/
bool ChangeDirectory( const std::string &path ) override {
Error( "AssIOSystem::ChangeDirectory" );
return false;
}
bool DeleteFile( const std::string &file ) override {
Error( "AssIOSystem::DeleteFile" );
return false;
}
private:
};
static Assimp::Importer *s_assImporter = nullptr;
void assimp_init(){
s_assImporter = new Assimp::Importer();
s_assImporter->SetPropertyBool( AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION, true );
s_assImporter->SetPropertyInteger( AI_CONFIG_PP_SBP_REMOVE, aiPrimitiveType_POINT | aiPrimitiveType_LINE );
s_assImporter->SetPropertyString( AI_CONFIG_IMPORT_MDL_COLORMAP, "gfx/palette.lmp" ); // Q1 palette, default is fine too
s_assImporter->SetPropertyBool( AI_CONFIG_IMPORT_MD3_LOAD_SHADERS, false );
s_assImporter->SetPropertyString( AI_CONFIG_IMPORT_MD3_SHADER_SRC, "scripts/" );
s_assImporter->SetPropertyBool( AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART, false );
s_assImporter->SetPropertyInteger( AI_CONFIG_PP_RVC_FLAGS, aiComponent_TANGENTS_AND_BITANGENTS ); // varying tangents prevent aiProcess_JoinIdenticalVertices
Assimp::DefaultLogger::set( new AssLogger );
s_assImporter->SetIOHandler( new AssIOSystem );
}
struct ModelNameFrame
{
CopiedString m_name;
int m_frame;
bool operator<( const ModelNameFrame& other ) const {
const int cmp = string_compare_nocase( m_name.c_str(), other.m_name.c_str() );
return cmp != 0? cmp < 0 : m_frame < other.m_frame;
}
};
struct AssModel
{
struct AssModelMesh final : public AssMeshWalker
{
const aiMesh *m_mesh;
CopiedString m_shader;
AssModelMesh( const aiScene *scene, const aiMesh *mesh, const char *rootPath ) : m_mesh( mesh ){
aiMaterial *material = scene->mMaterials[mesh->mMaterialIndex];
aiString matname = material->GetName();
#ifdef _DEBUG
Sys_Printf( "matname: %s\n", matname.C_Str() );
#endif
if( aiString texname;
aiReturn_SUCCESS == material->Get( AI_MATKEY_TEXTURE_DIFFUSE( 0 ), texname )
&& texname.length != 0
&& !string_equal_prefix_nocase( matname.C_Str(), "textures/" ) /* matname looks intentionally named as ingame shader */
&& !string_equal_prefix_nocase( matname.C_Str(), "textures\\" )
&& !string_equal_prefix_nocase( matname.C_Str(), "models/" )
&& !string_equal_prefix_nocase( matname.C_Str(), "models\\" ) ){
#ifdef _DEBUG
Sys_Printf( "texname: %s\n", texname.C_Str() );
#endif
m_shader = StringStream<64>( PathCleaned( PathExtensionless( texname.C_Str() ) ) );
}
else{
m_shader = StringStream<64>( PathCleaned( PathExtensionless( matname.C_Str() ) ) );
}
const CopiedString oldShader( m_shader );
if( strchr( m_shader.c_str(), '/' ) == nullptr ){ /* texture is likely in the folder, where model is */
m_shader = StringStream<64>( rootPath, m_shader );
}
else{
const char *name = m_shader.c_str();
if( name[0] == '/' || ( name[0] != '\0' && name[1] == ':' ) || strstr( name, ".." ) ){ /* absolute path or with .. */
const char* p;
if( ( p = string_in_string_nocase( name, "/models/" ) )
|| ( p = string_in_string_nocase( name, "/textures/" ) ) ){
m_shader = p + 1;
}
else{
m_shader = StringStream<64>( rootPath, path_get_filename_start( name ) );
}
}
}
if( oldShader != m_shader )
Sys_FPrintf( SYS_VRB, "substituting: %s -> %s\n", oldShader.c_str(), m_shader.c_str() );
}
void forEachFace( std::function<void( const Vector3 ( &xyz )[3], const Vector2 ( &st )[3])> visitor ) const override {
for ( const aiFace& face : Span( m_mesh->mFaces, m_mesh->mNumFaces ) ){
// if( face.mNumIndices == 3 )
Vector3 xyz[3];
Vector2 st[3];
for( size_t n = 0; n < 3; ++n ){
const auto i = face.mIndices[n];
xyz[n] = { m_mesh->mVertices[i].x, m_mesh->mVertices[i].y, m_mesh->mVertices[i].z };
if( m_mesh->HasTextureCoords( 0 ) )
st[n] = { m_mesh->mTextureCoords[0][i].x, m_mesh->mTextureCoords[0][i].y };
else
st[n] = { 0, 0 };
}
visitor( xyz, st );
}
}
const char *getShaderName() const override {
return m_shader.c_str();
}
};
aiScene *m_scene;
std::vector<AssModelMesh> m_meshes;
AssModel( aiScene *scene, const char *modelname ) : m_scene( scene ){
m_meshes.reserve( scene->mNumMeshes );
const auto rootPath = StringStream<64>( PathCleaned( PathFilenameless( modelname ) ) );
const auto traverse = [&]( const auto& self, const aiNode* node ) -> void {
for( size_t n = 0; n < node->mNumMeshes; ++n ){
const aiMesh *mesh = scene->mMeshes[node->mMeshes[n]];
if( mesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE ){
m_meshes.emplace_back( scene, mesh, rootPath );
}
}
// traverse all children
for ( size_t n = 0; n < node->mNumChildren; ++n ){
self( self, node->mChildren[n] );
}
};
traverse( traverse, scene->mRootNode );
}
};
static std::map<ModelNameFrame, AssModel> s_assModels;
/*
LoadModel() - ydnar
loads a picoModel and returns a pointer to the picoModel_t struct or NULL if not found
*/
static AssModel *LoadModel( const char *name, int frame ){
/* dummy check */
if ( strEmptyOrNull( name ) ) {
return nullptr;
}
/* try to find existing picoModel */
auto it = s_assModels.find( ModelNameFrame{ name, frame } );
if( it != s_assModels.end() ){
return &it->second;
}
unsigned flags = //aiProcessPreset_TargetRealtime_Fast
// | aiProcess_FixInfacingNormals
aiProcess_GenNormals
| aiProcess_JoinIdenticalVertices
| aiProcess_Triangulate
| aiProcess_GenUVCoords
| aiProcess_SortByPType
| aiProcess_FindDegenerates
| aiProcess_FindInvalidData
| aiProcess_ValidateDataStructure
| aiProcess_FlipUVs
| aiProcess_FlipWindingOrder
| aiProcess_PreTransformVertices
| aiProcess_RemoveComponent
| aiProcess_SplitLargeMeshes;
// rotate the whole scene 90 degrees around the x axis to convert assimp's Y = UP to Quakes's Z = UP
s_assImporter->SetPropertyMatrix( AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION, aiMatrix4x4( 1, 0, 0, 0,
0, 0, -1, 0,
0, 1, 0, 0,
0, 0, 0, 1 ) ); // aiMatrix4x4::RotationX( c_half_pi )
s_assImporter->SetPropertyInteger( AI_CONFIG_PP_SLM_VERTEX_LIMIT, maxSurfaceVerts ); // TODO this optimal and with respect to lightmapped/not
s_assImporter->SetPropertyInteger( AI_CONFIG_IMPORT_GLOBAL_KEYFRAME, frame );
const aiScene *scene = s_assImporter->ReadFile( name, flags );
if( scene != nullptr ){
if( scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE )
Sys_Warning( "AI_SCENE_FLAGS_INCOMPLETE\n" );
return &s_assModels.emplace( ModelNameFrame{ name, frame }, AssModel( s_assImporter->GetOrphanedScene(), name ) ).first->second;
}
else{
return nullptr; // TODO /* if loading failed, make a bogus model to silence the rest of the warnings */
}
}
std::vector<const AssMeshWalker*> LoadModelWalker( const char *name, int frame ){
AssModel *model = LoadModel( name, frame );
std::vector<const AssMeshWalker*> vector;
if( model != nullptr )
for( const auto& val : model->m_meshes )
vector.push_back( &val );
return vector;
}
enum EModelFlags{
eRMG_BSP = 1 << 0,
eClipModel = 1 << 1,
eForceMeta = 1 << 2,
eExtrudeFaceNormals = 1 << 3,
eExtrudeTerrain = 1 << 4,
eColorToAlpha = 1 << 5,
eNoSmooth = 1 << 6,
eExtrudeVertexNormals = 1 << 7,
ePyramidalClip = 1 << 8,
eExtrudeDownwards = 1 << 9,
eExtrudeUpwards = 1 << 10,
eMaxExtrude = 1 << 11,
eAxialBackplane = 1 << 12,
eClipFlags = eClipModel | eExtrudeFaceNormals | eExtrudeTerrain | eExtrudeVertexNormals | ePyramidalClip | eExtrudeDownwards | eExtrudeUpwards | eMaxExtrude | eAxialBackplane,
};
template<class T>
size_t normal_make_axial( BasicVector3<T>& normal ){
const size_t i = vector3_max_abs_component_index( normal );
normal = normal[i] >= 0? g_vector3_axes[i] : -g_vector3_axes[i];
return i;
}
struct ClipSides
{
Plane3f fplane; // front plane
winding_accu_t fw; // front winding
Plane3f bplane{ 0, 0, 0, 0 }; // back plane, present if != 0
winding_accu_t bw; // back winding
std::vector<Plane3> splanes; // side planes, using fw[i], fw[i + 1] points, size = fw.size
shaderInfo_t &si;
entity_t& entity;
const double clipDepth;
ClipSides( shaderInfo_t& si, entity_t& entity, float clipDepth ) : si( si ), entity( entity ), clipDepth( clipDepth ){
}
/* construct front and allocate sides, requires fw */
bool construct(){
/* prepare a brush */
buildBrush.sides.reserve( MAX_BUILD_SIDES );
buildBrush.entityNum = entity.mapEntityNum;
buildBrush.contentShader = &si;
buildBrush.compileFlags = si.compileFlags;
buildBrush.contentFlags = si.contentFlags;
buildBrush.detail = true;
// choose decent triangle to create plane
using Witer = decltype( fw )::const_iterator;
Witer a = fw.cbegin(), b = a + 1, c = b + 1;
const auto perimeter = []( Witer a, Witer b, Witer c ){
return vector3_length_squared( *b - *a ) +
vector3_length_squared( *a - *c ) +
vector3_length_squared( *c - *b );
};
while( c + 1 != fw.cend() && perimeter( a, b, c + 1 ) > perimeter( a, b, c ) )
++c;
while( b + 1 != c && perimeter( a, b + 1, c ) > perimeter( a, b, c ) )
++b;
if( !PlaneFromPoints( fplane, *a, *b, *c ) )
return false;
// 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
// ? worth to snap nearly axial edges (or on nearly axial plane) beforehand or SnapPlaneImproved is nuff good for sides
// latter seems good nuff, no noticeable difference
if( SnapPlaneImproved( fplane, Span( std::as_const( fw ) ) ) ){
for( DoubleVector3& v : fw ){
v = plane3_project_point( fplane, v );
}
}
splanes.resize( fw.size() );
/* sanity check */
if ( triangle_min_angle_squared_sin( *a, *b, *c ) < 1e-8 ) // degenerate triangle
return false;
return true;
}
void add_back_plane( const Vector3& bestNormal ){
bplane = plane3_flipped( fplane );
bplane.dist() += vector3_dot( bestNormal, fplane.normal() ) * clipDepth;
bw = fw;
for( DoubleVector3& v : bw )
v -= bestNormal * clipDepth;
}
bool create_brush() const {
const bool doBack = bplane.normal() != g_vector3_identity;
/* set up brush sides */
buildBrush.sides.clear(); // clear, so resize() will value-initialize elements
buildBrush.sides.resize( splanes.size() + 1 + doBack );
if( debugClip ){
buildBrush.sides[0].shaderInfo = &ShaderInfoForShader( "debugclip2" );
for ( size_t i = 1; i < buildBrush.sides.size(); ++i )
buildBrush.sides[i].shaderInfo = &ShaderInfoForShader( "debugclip" );
}
else{
buildBrush.sides[0].shaderInfo = &si;
buildBrush.sides[0].surfaceFlags = si.surfaceFlags;
for ( size_t i = 1; i < buildBrush.sides.size(); ++i )
buildBrush.sides[i].shaderInfo = nullptr; // don't emit these faces as draw surfaces, should make smaller BSPs; hope this works
}
buildBrush.sides[0].planenum = FindFloatPlane( fplane, fw );
// buildBrush.sides[0].plane = Plane3( fplane );
for( size_t i = 0; i < splanes.size(); ++i ){
buildBrush.sides[i + 1].planenum = FindFloatPlane( Plane3f( splanes[i] ), std::array{ fw[i], winding_next_point( fw, i ) } );
// buildBrush.sides[i + 1].plane = splanes[i]; // this only improves debug windings quality, but it's better to respect actual bsp planes
}
if( doBack ){
buildBrush.sides.back().planenum = FindFloatPlane( bplane, bw );
// buildBrush.sides.back().plane = Plane3( bplane );
}
/* add to entity */
if ( CreateBrushWindings( buildBrush ) ) {
AddBrushBevels();
brush_t& newBrush = entity.brushes.emplace_front( buildBrush );
newBrush.original = &newBrush;
return true;
}
return false;
}
};
static void clipModel_default( ClipSides& cs ){
// axial normal
DoubleVector3 bestNormal = cs.fplane.normal();
normal_make_axial( bestNormal );
/* make side planes */
for ( size_t i = 0; i < cs.fw.size(); ++i )
{
cs.splanes[i].normal() = VectorNormalized( vector3_cross( bestNormal, winding_next_point( cs.fw, i ) - cs.fw[i] ) );
cs.splanes[i].dist() = vector3_dot( cs.fw[i], cs.splanes[i].normal() );
}
/* make back plane */
cs.add_back_plane( bestNormal );
}
static void clipModel_pyramidal( ClipSides& cs ){
/* calculate center */
DoubleVector3 cnt = WindingCentroid( cs.fw );
/* make back pyramid point */
cnt -= cs.fplane.normal() * cs.clipDepth;
/* make side planes */
for ( size_t i = 0; i < cs.fw.size(); ++i )
{
PlaneFromPoints( cs.splanes[i], winding_next_point( cs.fw, i ), cs.fw[i], cnt );
#if 0 // no definite profit
const auto susNormal = []( float a, float b ){ return ( a != 0 || b != 0 ) && std::fabs( a ) < .00025f && std::fabs( b ) < .00025f; };
if( susNormal( cs.splanes[i].a, cs.splanes[i].b )
|| susNormal( cs.splanes[i].a, cs.splanes[i].c )
|| susNormal( cs.splanes[i].b, cs.splanes[i].c ) ){
cnt -= cs.fplane.normal() * .125; // shift, if produces sus sides, since extreme angle with front
i = -1; // restart loop
}
#endif
}
}
static void clipModel_faceNormals( ClipSides& cs ){
/* make side planes */
for ( size_t i = 0; i < cs.fw.size(); ++i )
{
cs.splanes[i].normal() = VectorNormalized( vector3_cross( DoubleVector3( cs.fplane.normal() ), winding_next_point( cs.fw, i ) - cs.fw[i] ) );
cs.splanes[i].dist() = vector3_dot( cs.fw[i], cs.splanes[i].normal() );
}
/* make back plane */
cs.add_back_plane( cs.fplane.normal() );
}
static void clipModel_vertexNormals( ClipSides& cs, const std::array<Vector3, 3>& Vnorm, bool noOutwardsCheck ){
std::array<Vector3, 3> Enorm;
//avg normals for side planes
for ( int i = 0; i < 3; ++i )
{
Enorm[i] = VectorNormalized( Vnorm[i] + Vnorm[( i + 1 ) % 3] );
//check fuer bad ones
const Vector3 nrm = VectorNormalized( vector3_cross( cs.fplane.normal(), cs.fw[( i + 1 ) % 3] - cs.fw[i] ) );
//check for negative or outside direction
if ( vector3_dot( Enorm[i], cs.fplane.normal() ) > 0.1 ){
if ( ( vector3_dot( Enorm[i], nrm ) > -0.2 ) || noOutwardsCheck ){
//ok++;
continue;
}
}
//notok++;
//Sys_Printf( "faulty Enormal %i/%i\n", notok, ok );
//use 45 normal
Enorm[i] = VectorNormalized( cs.fplane.normal() + nrm );
}
/* make side planes */
for ( int i = 0; i < 3; ++i )
{
cs.splanes[i].normal() = VectorNormalized( vector3_cross( DoubleVector3( Enorm[i] ), cs.fw[( i + 1 ) % 3] - cs.fw[i] ) );
cs.splanes[i].dist() = vector3_dot( cs.fw[i], cs.splanes[i].normal() );
}
/* make back plane */
cs.add_back_plane( cs.fplane.normal() );
}
static void clipModel_45( ClipSides& cs ){
/* 45 degrees normals for side planes */
for ( size_t i = 0; i < cs.fw.size(); ++i )
{
const DoubleVector3 enrm = VectorNormalized( vector3_cross( DoubleVector3( cs.fplane.normal() ), winding_next_point( cs.fw, i ) - cs.fw[i] ) );
/* make side planes */
cs.splanes[i].normal() = VectorNormalized( enrm - cs.fplane.normal() );
cs.splanes[i].dist() = vector3_dot( cs.fw[i], cs.splanes[i].normal() );
}
/* make back plane */
cs.add_back_plane( cs.fplane.normal() );
}
static void clipModel_terrain( ClipSides& cs, const int spf, size_t axis, const Vector3& avgDirection, const MinMax& minmax, const float limDepth ){
Vector3 bestNormal;
if ( spf & eExtrudeTerrain ){ //autodirection
bestNormal = avgDirection;
}
else{
axis = 2;
if ( ( spf & eExtrudeDownwards ) && ( spf & eExtrudeUpwards ) ){
bestNormal = cs.fplane.normal().z() >= 0? g_vector3_axis_z : -g_vector3_axis_z;
}
else if ( spf & eExtrudeDownwards ){
bestNormal = g_vector3_axis_z;
}
else if ( spf & eExtrudeUpwards ){
bestNormal = -g_vector3_axis_z;
}
else{ // best axial normal
bestNormal = cs.fplane.normal();
axis = normal_make_axial( bestNormal );
}
}
if ( vector3_dot( cs.fplane.normal(), bestNormal ) < 0.05 ){
return clipModel_default( cs );
}
/* make side planes */
for ( size_t i = 0; i < cs.fw.size(); ++i )
{
cs.splanes[i].normal() = VectorNormalized( vector3_cross( DoubleVector3( bestNormal ), winding_next_point( cs.fw, i ) - cs.fw[i] ) );
cs.splanes[i].dist() = vector3_dot( cs.fw[i], cs.splanes[i].normal() );
}
/* make back plane */
if ( spf & eMaxExtrude ){ //max extrude
cs.bplane.normal() = -bestNormal;
if ( bestNormal[axis] > 0 )
cs.bplane.dist() = -minmax.mins[axis] + cs.clipDepth;
else
cs.bplane.dist() = minmax.maxs[axis] + cs.clipDepth;
}
else if ( spf & eAxialBackplane ){ //axial backplane
cs.bplane.normal() = -bestNormal;
cs.bplane.dist() = cs.fw[0][axis];
if ( bestNormal[axis] > 0 ){
for ( size_t i = 1; i < cs.fw.size(); ++i ){
value_minimize( cs.bplane.dist(), float( cs.fw[i][axis] ) );
}
cs.bplane.dist() = -cs.bplane.dist() + cs.clipDepth;
}
else{
for ( size_t i = 1; i < cs.fw.size(); ++i ){
value_maximize( cs.bplane.dist(), float( cs.fw[i][axis] ) );
}
cs.bplane.dist() += cs.clipDepth;
}
if ( limDepth != 0 ){
Vector3 cnt = cs.fw[0];
if ( bestNormal[axis] > 0 ){
for ( size_t i = 1; i < cs.fw.size(); ++i )
if ( cs.fw[i][axis] > cnt[axis] )
cnt = cs.fw[i];
}
else {
for ( size_t i = 1; i < cs.fw.size(); ++i )
if ( cs.fw[i][axis] < cnt[axis] )
cnt = cs.fw[i];
}
cnt = plane3_project_point( cs.bplane, cnt );
if ( -plane3_distance_to_point( cs.fplane, cnt ) > limDepth ){ //normal backplane
cs.add_back_plane( bestNormal );
}
}
}
else{ //normal backplane
cs.add_back_plane( bestNormal );
}
}
static void clipModel_axialPyramid( ClipSides& cs, const float limDepth ){
for ( int i = 0; i < 3; ++i )
if ( std::fabs( cs.fplane.normal()[i] ) < 0.05f && std::fabs( cs.fplane.normal()[( i + 1 ) % 3] ) < 0.05f ) //no way, close to lay on two axes
return clipModel_default( cs );
// best axial normal
DoubleVector3 bestNormal = cs.fplane.normal();
const size_t axis = normal_make_axial( bestNormal );
float mindist = 999999;
for ( size_t i = 0; i < cs.fw.size(); ++i ) // planes
{
float bestdist = 999999, bestangle = 1;
const DoubleVector3 edge = VectorNormalized( winding_next_point( cs.fw, i ) - cs.fw[i] );
for ( size_t ax : { 0, 1, 2 } ) // try axes
{
Plane3 pln;
if ( ax == axis ){
pln.normal() = VectorNormalized( vector3_cross( bestNormal, edge ) );
}
else{
DoubleVector3 nrm( 0 );
if ( std::fabs( edge[ax] ) < .00025 )
continue;
nrm[ax] = edge[ax];
nrm = vector3_cross( bestNormal, nrm );
pln.normal() = VectorNormalized( vector3_cross( nrm, edge ) );
}
pln.dist() = vector3_dot( cs.fw[i], pln.normal() );
/* check facing, thickness */
// for winding > triangle this point is acceptable for plane choice, but is not very correct for limDepth (best is to actually intersect side planes)
const float currdist = -plane3_distance_to_point( pln, cs.fw[( i + 2 ) % cs.fw.size()] );
const float currangle = vector3_dot( pln.normal(), cs.fplane.normal() );
if ( ( ( currdist > 0.1 ) && ( currdist < bestdist ) && ( currangle < 0 ) ) ||
( ( currangle >= 0 ) && ( currangle <= bestangle ) ) ){
bestangle = currangle;
if ( currangle < 0 )
bestdist = currdist;
cs.splanes[i] = Plane3( pln );
}
}
if ( bestdist == 999999 && bestangle == 1 ){
// Sys_Printf( "default_CLIPMODEL\n" );
return clipModel_default( cs );
}
value_minimize( mindist, bestdist );
}
if ( ( limDepth != 0 ) && ( mindist > limDepth ) )
return clipModel_default( cs );
}
struct ClipTriangle
{
Plane3 plane;
std::array<DoubleVector3, 3> points;
mapDrawSurface_t *ds;
bool operator<( const ClipTriangle& other ) const {
return plane.dist() > other.plane.dist(); // decreasing order (to iterate from the end)
}
};
struct ClipTriangles
{
// separate by surfaceFlags, contentFlags, compileFlags, sort by triangle plane distance
std::map<std::tuple<int, int, int>, std::vector<ClipTriangle>> triangleSets;
std::vector<mapDrawSurface_t*> modelSurfs;
};
inline bool clipflags_doClip( const shaderInfo_t& si, const int spawnFlags ){
const int spf = ( spawnFlags & ( eClipFlags & ~eClipModel ) ); // w/e eClipModel flag, if others are set
const bool fineFlags =
( si.clipModel && spf == 0 ) // default CLIPMODEL
|| ( spawnFlags & eClipFlags ) == eClipModel // default CLIPMODEL
|| spf == eExtrudeFaceNormals
|| spf == eExtrudeTerrain
|| spf == eExtrudeVertexNormals
|| spf == ePyramidalClip
|| spf == eExtrudeDownwards
|| spf == eExtrudeUpwards
|| spf == eAxialBackplane // default sides + axial backplane
|| spf == ( eExtrudeFaceNormals | ePyramidalClip ) // extrude 45
|| spf == ( eExtrudeTerrain | eMaxExtrude )
|| spf == ( eExtrudeTerrain | eAxialBackplane )
|| spf == ( eExtrudeVertexNormals | ePyramidalClip ) // vertex normals + don't check for sides, sticking outwards
|| spf == ( ePyramidalClip | eAxialBackplane ) // pyramid with 3 of 4 sides axial (->small bsp)
|| spf == ( eExtrudeDownwards | eExtrudeUpwards )
|| spf == ( eExtrudeDownwards | eMaxExtrude )
|| spf == ( eExtrudeDownwards | eAxialBackplane )
|| spf == ( eExtrudeDownwards | eExtrudeUpwards | eMaxExtrude )
|| spf == ( eExtrudeDownwards | eExtrudeUpwards | eAxialBackplane )
|| spf == ( eExtrudeUpwards | eMaxExtrude )
|| spf == ( eExtrudeUpwards | eAxialBackplane );
if( ( spawnFlags & eClipFlags ) && !fineFlags )
Sys_Warning( "nonexistent clipping mode selected\n" );
return ( ( si.compileFlags & C_SOLID ) || si.clipModel ) /* skip nonsolid */ && fineFlags;
}
/* ydnar: giant hack land: generate clipping brushes for model triangles */
static void ClipModel( const int spawnFlags, float clipDepth, ClipTriangles& clipTriangles, const char *modelName, entity_t& entity ){
const int spf = ( spawnFlags & ( eClipFlags & ~eClipModel ) ); // w/e eClipModel flag, if others are set
float limDepth = 0;
if ( clipDepth < 0 ){
limDepth = -clipDepth;
clipDepth = 2.f;
}
// mergable triangles support
if( ( /* si.clipModel && */ spf == 0 ) // default CLIPMODEL
|| ( spawnFlags & eClipFlags ) == eClipModel //default CLIPMODEL
|| spf == eExtrudeFaceNormals
|| spf == ePyramidalClip
|| spf == ( eExtrudeFaceNormals | ePyramidalClip ) // extrude 45
|| spf == ( ePyramidalClip | eAxialBackplane )
){
//? consider MAX_BUILD_SIDES MAX_POINTS_ON_WINDING
//? try to merge windings too
for( auto& [ _, triSet ] : clipTriangles.triangleSets )
{
std::sort( triSet.begin(), triSet.end() );
while( !triSet.empty() )
{
ClipTriangle tri1st = triSet.back();
triSet.pop_back();
ClipSides cs( *tri1st.ds->shaderInfo, entity, clipDepth );
winding_accu_t& w = cs.fw;
w.assign( tri1st.points.cbegin(), tri1st.points.cend() );
// try to merge some triangles
for( auto tri = triSet.crbegin(); tri != triSet.crend(); ++tri ){
// sorted by distance; break on distance range overflow
if( tri->plane.dist() > tri1st.plane.dist() + 1 ) // big epsilon, points still can be there
break;
// points off plane
// const double epsilon = distanceEpsilon * 2;
const double epsilon = ON_EPSILON / 2;
if( std::fabs( plane3_distance_to_point( tri1st.plane, tri->points[0] ) ) > epsilon
|| std::fabs( plane3_distance_to_point( tri1st.plane, tri->points[1] ) ) > epsilon
|| std::fabs( plane3_distance_to_point( tri1st.plane, tri->points[2] ) ) > epsilon )
continue;
// rough normal check; only catches inverted planes with dist 0?
if( !vector3_equal_epsilon( tri1st.plane.normal(), tri->plane.normal(), .1 ) )
continue;
// find matching points
for( auto prev = w.end() - 1, next = w.begin(); next != w.end(); prev = next++ )
{
for( auto pre = tri->points.cend() - 1, nex = tri->points.cbegin(); nex != tri->points.cend(); pre = nex++ )
{
if( VectorCompare( *prev, *nex ) && VectorCompare( *next, *pre ) ){ // source points are typically perfectly equal hence small epsilon
// if( vector3_equal_epsilon( *prev, *nex, ON_EPSILON ) && vector3_equal_epsilon( *next, *pre, ON_EPSILON ) ){
auto newPoint = ( nex + 1 != tri->points.cend() )? nex + 1 : tri->points.cbegin();
auto nnext = winding_next( w, next );
auto pprev = winding_prev( w, prev );
// check if new point preserves convexity
Plane3 pplane( VectorNormalized( vector3_cross( tri1st.plane.normal(), *newPoint - *pprev ) ), 0 );
pplane.dist() = vector3_dot( pplane.normal(), *pprev );
Plane3 nplane( VectorNormalized( vector3_cross( tri1st.plane.normal(), *nnext - *newPoint ) ), 0 );
nplane.dist() = vector3_dot( nplane.normal(), *nnext );
double pd = plane3_distance_to_point( pplane, *prev );
double nd = plane3_distance_to_point( nplane, *next );
// insert
if( pd > -ON_EPSILON && nd > -ON_EPSILON ){
auto inserted = w.insert( next, *newPoint );
triSet.erase( ( ++tri ).base() );
// inserted, restart the search
tri = triSet.crbegin() - 1;
// remove possible colinear points
auto inext = winding_next( w, inserted );
auto iprev = winding_prev( w, inserted );
// remove higher iterator 1st to keep lower one valid
if( iprev > inext ){
std::swap( iprev, inext );
std::swap( pd, nd );
}
if( std::fabs( nd ) < ON_EPSILON )
w.erase( inext );
if( std::fabs( pd ) < ON_EPSILON && w.size() > 3 )
w.erase( iprev );
}
goto doNextTriangle;
}
}
}
doNextTriangle: continue;
}
//% CheckWinding( CopyWindingAccuToRegular( cs.fw ) );
/* make plane for triangle */
if ( cs.construct() ) {
if ( ( /* si.clipModel && */ spf == 0 ) || ( spawnFlags & eClipFlags ) == eClipModel ){ // default CLIPMODEL
clipModel_default( cs );
}
else if ( spf == eExtrudeFaceNormals ){
clipModel_faceNormals( cs );
}
else if ( spf == ePyramidalClip ){
clipModel_pyramidal( cs );
}
else if ( spf == ( eExtrudeFaceNormals | ePyramidalClip ) ){ // extrude 45
clipModel_45( cs );
}
else if ( spf == ( ePyramidalClip | eAxialBackplane ) ){ // pyramid with 3 of 4 sides axial (->small bsp)
clipModel_axialPyramid( cs, limDepth );
}
if ( cs.create_brush() ) {
continue; // success
}
}
Sys_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",
cs.fw[0][0], cs.fw[0][1], cs.fw[0][2],
cs.fw[1][0], cs.fw[1][1], cs.fw[1][2],
cs.fw[2][0], cs.fw[2][1], cs.fw[2][2], modelName );
}
}
}
else{ // no mergable triangles support
for( mapDrawSurface_t *ds : clipTriangles.modelSurfs )
{
MinMax minmax;
Vector3 avgDirection( 0 );
size_t axis;
//wont snap these in normal way, or will explode
// const double normalEpsilon_save = normalEpsilon;
//normalEpsilon = 0.000001;
if ( ( spf & eMaxExtrude ) || ( spf & eExtrudeTerrain ) ){
for ( auto idx = ds->indexes.cbegin(); idx != ds->indexes.cend(); idx += 3 ){
const Vector3 points[3]{ ds->verts[*( idx + 0 )].xyz,
ds->verts[*( idx + 1 )].xyz,
ds->verts[*( idx + 2 )].xyz };
if ( Plane3f plane; PlaneFromPoints( plane, points ) ){
if ( spf & eExtrudeTerrain )
avgDirection += plane.normal(); // calculate average mesh facing direction
for ( const auto& p : points ) // get min/max
minmax.extend( p );
}
}
//unify avg direction
if ( spf & eExtrudeTerrain ){
if ( avgDirection == g_vector3_identity )
avgDirection = g_vector3_axis_z;
axis = normal_make_axial( avgDirection );
}
}
/* walk triangle list */
for ( auto idx = ds->indexes.cbegin(); idx != ds->indexes.cend(); idx += 3 )
{
ClipSides cs( *ds->shaderInfo, entity, clipDepth );
/* make points */
cs.fw.assign( { ds->verts[*( idx + 0 )].xyz,
ds->verts[*( idx + 1 )].xyz,
ds->verts[*( idx + 2 )].xyz } );
/* make plane for triangle */
if ( cs.construct() ) {
if ( spf == eExtrudeTerrain
|| spf == eExtrudeDownwards
|| spf == eExtrudeUpwards
|| spf == eAxialBackplane
|| spf == ( eExtrudeTerrain | eMaxExtrude )
|| spf == ( eExtrudeTerrain | eAxialBackplane )
|| spf == ( eExtrudeDownwards | eExtrudeUpwards )
|| spf == ( eExtrudeDownwards | eMaxExtrude )
|| spf == ( eExtrudeDownwards | eAxialBackplane )
|| spf == ( eExtrudeDownwards | eExtrudeUpwards | eMaxExtrude )
|| spf == ( eExtrudeDownwards | eExtrudeUpwards | eAxialBackplane )
|| spf == ( eExtrudeUpwards | eMaxExtrude )
|| spf == ( eExtrudeUpwards | eAxialBackplane ) ){
clipModel_terrain( cs, spf, axis, avgDirection, minmax, limDepth );
}
else if ( spf == eExtrudeVertexNormals
|| spf == ( eExtrudeVertexNormals | ePyramidalClip ) ){ // vertex normals + don't check for sides, sticking outwards
clipModel_vertexNormals( cs, { ds->verts[*( idx + 0 )].normal,
ds->verts[*( idx + 1 )].normal,
ds->verts[*( idx + 2 )].normal }, spf & ePyramidalClip );
}
if ( cs.create_brush() ) {
continue; // success
}
}
Sys_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",
cs.fw[0][0], cs.fw[0][1], cs.fw[0][2],
cs.fw[1][0], cs.fw[1][1], cs.fw[1][2],
cs.fw[2][0], cs.fw[2][1], cs.fw[2][2], modelName );
}
// normalEpsilon = normalEpsilon_save;
}
}
}
/*
InsertModel() - ydnar
adds a picomodel into the bsp
*/
void InsertModel( const char *name, const char *skin, int frame, const Matrix4& transform, const std::list<remap_t> *remaps,
entity_t& entity, int spawnFlags, float clipDepth, const EntityCompileParams& params ){
const Matrix4 nTransform( matrix4_for_normal_transform( transform ) );
const bool transform_lefthanded = MATRIX4_LEFTHANDED == matrix4_handedness( transform );
AssModel *model;
const char *picoShaderName;
/* get model */
model = LoadModel( name, frame );
if ( model == nullptr ) {
return;
}
/* load skin file */
std::list<remap_t> skins;
if( !strEmptyOrNull( skin ) ){
const bool isnumber = std::all_of( skin, skin + strlen( skin ), ::isdigit );
StringOutputStream skinfilename( 99 );
if( isnumber )
skinfilename( name, '_', skin, ".skin" ); // DarkPlaces naming: models/relics/relic.md3_14.skin for models/relics/relic.md3
else
skinfilename( PathExtensionless( name ), '_', skin, ".skin" ); // Q3 naming: models/players/sarge/head_roderic.skin for models/players/sarge/head.md3
if ( MemBuffer skinfile = vfsLoadFile( skinfilename ) ) {
Sys_Printf( "Using skin %s of %s\n", skin, name );
for ( char *skinfilenextptr, *skinfileptr = skinfile.data(); !strEmpty( skinfileptr ); skinfileptr = skinfilenextptr )
{
// for sscanf
char format[64];
skinfilenextptr = strchr( skinfileptr, '\r' );
if ( skinfilenextptr != nullptr ) {
strClear( skinfilenextptr++ );
if( *skinfilenextptr == '\n' ) // handle \r\n
++skinfilenextptr;
}
else
{
skinfilenextptr = strchr( skinfileptr, '\n' );
if ( skinfilenextptr != nullptr ) {
strClear( skinfilenextptr++ );
}
else{
skinfilenextptr = skinfileptr + strlen( skinfileptr );
}
}
/* create new item */
remap_t skin;
sprintf( format, "replace %%%ds %%%ds", (int)sizeof( skin.from ) - 1, (int)sizeof( skin.to ) - 1 );
if ( sscanf( skinfileptr, format, skin.from, skin.to ) == 2 ) {
skins.push_back( skin );
continue;
}
sprintf( format, " %%%d[^, ] ,%%%ds", (int)sizeof( skin.from ) - 1, (int)sizeof( skin.to ) - 1 );
if ( sscanf( skinfileptr, format, skin.from, skin.to ) == 2 ) {
skins.push_back( skin );
continue;
}
/* invalid input line -> discard skin struct */
Sys_Printf( "Discarding skin directive in %s: %s\n", skinfilename.c_str(), skinfileptr );
}
}
}
ClipTriangles clipTriangles;
/* each surface on the model will become a new map drawsurface */
//% Sys_FPrintf( SYS_VRB, "Model %s has %d surfaces\n", name, numSurfaces );
for ( const auto& surface : model->m_meshes )
{
const aiMesh *mesh = surface.m_mesh;
/* only handle triangle surfaces initially (fixme: support patches) */
/* get shader name */
picoShaderName = surface.m_shader.c_str();
/* handle .skin file */
if ( !skins.empty() ) {
picoShaderName = nullptr;
for( const auto& skin : skins )
{
if ( striEqual( surface.m_shader.c_str(), skin.from ) ) {
Sys_FPrintf( SYS_VRB, "Skin file: mapping %s to %s\n", surface.m_shader.c_str(), skin.to );
picoShaderName = skin.to;
break;
}
}
if ( picoShaderName == nullptr ) {
Sys_FPrintf( SYS_VRB, "Skin file: not mapping %s\n", surface.m_shader.c_str() );
continue;
}
}
/* handle shader remapping */
if( remaps != nullptr ){
const char* to = nullptr;
size_t fromlen = 0;
for( const auto& rm : *remaps )
{
if ( strEqual( rm.from, "*" ) && fromlen == 0 ) { // only globbing, if no respective match
to = rm.to;
}
else if( striEqualSuffix( picoShaderName, rm.from ) && strlen( rm.from ) > fromlen ){ // longer match has priority
to = rm.to;
fromlen = strlen( rm.from );
}
}
if( to != nullptr ){
Sys_FPrintf( SYS_VRB, ( fromlen == 0? "Globbing '%s' to '%s'\n" : "Remapping '%s' to '%s'\n" ), picoShaderName, to );
picoShaderName = to;
}
}
/* shader renaming for sof2 */
shaderInfo_t& si = renameModelShaders
? ShaderInfoForShader( String64( PathExtensionless( picoShaderName ), ( spawnFlags & eRMG_BSP )? "_RMG_BSP" : "_BSP" ) )
: ShaderInfoForShader( picoShaderName );
/* allocate a surface (ydnar: gs mods) */
mapDrawSurface_t& ds = AllocDrawSurface( ESurfaceType::Triangles );
ds.entityNum = entity.mapEntityNum;
ds.castShadows = params.castShadows;
ds.recvShadows = params.recvShadows;
ds.celShader = params.celShader;
ds.ambientColor = params.ambientColor;
/* set shader */
ds.shaderInfo = &si;
/* force to meta? */
if ( si.forceMeta || ( spawnFlags & eForceMeta ) ) { /* 3rd bit */
ds.type = ESurfaceType::ForcedMeta;
}
/* fix the surface's normals (jal: conditioned by shader info) */
if ( !( spawnFlags & eNoSmooth ) && ( params.shadeAngle == 0 || ds.type != ESurfaceType::ForcedMeta ) ) {
// PicoFixSurfaceNormals( surface );
}
/* set sample size */
if ( params.lightmapSampleSize > 0 ) {
ds.sampleSize = params.lightmapSampleSize;
}
/* set lightmap scale */
if ( params.lightmapScale > 0 ) {
ds.lightmapScale = params.lightmapScale;
}
/* set shading angle */
if ( params.shadeAngle > 0 ) {
ds.shadeAngleDegrees = params.shadeAngle;
}
/* set particulars */
ds.verts.resize( mesh->mNumVertices, c_bspDrawVert_t0 );
ds.indexes.resize( mesh->mNumFaces * 3 );
// Sys_Printf( "verts %zu idx %zu\n", ds.verts.size(), ds.indexes.size() );
/* copy vertexes */
for ( size_t i = 0; i < ds.verts.size(); ++i )
{
/* get vertex */
bspDrawVert_t& dv = ds.verts[ i ];
/* xyz and normal */
dv.xyz = { mesh->mVertices[i].x, mesh->mVertices[i].y, mesh->mVertices[i].z };
matrix4_transform_point( transform, dv.xyz );
if( mesh->HasNormals() ){
dv.normal = { mesh->mNormals[i].x, mesh->mNormals[i].y, mesh->mNormals[i].z };
matrix4_transform_direction( nTransform, dv.normal );
VectorNormalize( dv.normal );
}
/* ydnar: tek-fu celshading support for flat shaded shit */
if ( flat ) {
dv.st = si.stFlat;
}
/* ydnar: gs mods: added support for explicit shader texcoord generation */
else if ( si.tcGen ) {
/* project the texture */
dv.st[ 0 ] = vector3_dot( si.vecs[ 0 ], dv.xyz );
dv.st[ 1 ] = vector3_dot( si.vecs[ 1 ], dv.xyz );
}
/* normal texture coordinates */
else
{
if( mesh->HasTextureCoords( 0 ) )
dv.st = { mesh->mTextureCoords[0][i].x, mesh->mTextureCoords[0][i].y };
}
/* set lightmap/color bits */
{
const aiColor4D color = mesh->HasVertexColors( 0 )? mesh->mColors[0][i] : aiColor4D( 1 );
if ( spawnFlags & eColorToAlpha ) { // spawnflag 32: model color -> alpha hack
dv.color[ 0 ] = { 255, 255, 255, color_to_byte( RGBTOGRAY( color ) * 255 ) };
}
else
{
dv.color[ 0 ] = { color_to_byte( color[0] * 255 ),
color_to_byte( color[1] * 255 ),
color_to_byte( color[2] * 255 ),
color_to_byte( color[3] * 255 ) };
}
dv.color[ 1 ] = dv.color[ 2 ] = dv.color[ 3 ] = dv.color[ 0 ];
}
}
/* copy indexes */
for ( size_t idCopied = 0; const aiFace& face : Span( mesh->mFaces, mesh->mNumFaces ) ){
// if( face.mNumIndices == 3 )
for ( size_t i = 0; i < 3; ++i ){
ds.indexes[idCopied++] = face.mIndices[i];
}
if( transform_lefthanded ){
std::swap( ds.indexes[idCopied - 1], ds.indexes[idCopied - 2] );
}
}
if( clipflags_doClip( si, spawnFlags) ){
clipTriangles.modelSurfs.push_back( &ds );
const auto key = std::tuple{ ds.shaderInfo->surfaceFlags,
ds.shaderInfo->contentFlags,
ds.shaderInfo->compileFlags };
auto& triangles = clipTriangles.triangleSets[ key ];
for ( const aiFace& face : Span( mesh->mFaces, mesh->mNumFaces ) )
{
std::array<DoubleVector3, 3> points;
for( size_t i = 0; i < 3; ++i ){
auto& v = mesh->mVertices[face.mIndices[i]];
points[i] = matrix4_transformed_point( transform, DoubleVector3( v.x, v.y, v.z ) );
}
if( transform_lefthanded ){
std::swap( points[1], points[2] );
}
if ( Plane3 plane; PlaneFromPoints( plane, points.data() ) ){
triangles.emplace_back( ClipTriangle{ .plane = plane, .points = points, .ds = &ds } );
}
}
}
}
ClipModel( spawnFlags, clipDepth, clipTriangles, name, entity );
}
Matrix4 ModelGetTransform( const entity_t& e, const Vector3& parent_origin /* = g_vector3_identity */ ){
/* get origin */
const Vector3 origin = e.vectorForKey( "origin" ) - parent_origin; /* offset by parent, it will be added ingame */
/* get scale */
Vector3 scale( 1 );
if( !e.read_keyvalue( scale, "modelscale_vec" ) )
if( e.read_keyvalue( scale[0], "modelscale" ) )
scale[1] = scale[2] = scale[0];
/* get "angle" (yaw) or "angles" (pitch yaw roll), store as (roll pitch yaw) */
Vector3 angles( 0 );
if ( e.read_keyvalue( angles, "angles" ) || e.read_keyvalue( angles.y(), "angle" ) )
angles = angles_pyr2rpy( angles );
/* set transform matrix (thanks spog) */
Matrix4 transform( g_matrix4_identity );
matrix4_transform_by_euler_xyz_degrees( transform, origin, angles, scale );
return transform;
}
/*
AddTriangleModels()
adds misc_model surfaces to the bsp
*/
void AddTriangleModels( entity_t& eparent ){
/* note it */
Sys_FPrintf( SYS_VRB, "--- AddTriangleModels ---\n" );
/* get current brush entity targetname */
const char *targetName;
if ( &eparent == &entities[0] ) {
targetName = "";
}
else{ /* misc_model entities target non-worldspawn brush model entities */
if ( !eparent.read_keyvalue( targetName, "_targetname", "targetname" ) ) {
return;
}
}
/* walk the entity list */
for ( std::size_t i = 1; i < entities.size(); ++i )
{
/* get entity */
const entity_t& e = entities[ i ];
/* convert misc_models into raw geometry */
if ( !e.classname_is( "misc_model" ) ) {
continue;
}
/* ydnar: added support for md3 models on non-worldspawn models */
if ( const char *target = ""; e.read_keyvalue( target, "_target", "target" ), !strEqual( target, targetName ) ) {
continue;
}
/* get model name */
const char *model;
if ( !e.read_keyvalue( model, "model" ) ) {
Sys_Warning( "entity#%d misc_model without a model key\n", e.mapEntityNum );
continue;
}
/* get model frame */
const int frame = e.intForKey( "_frame", "frame" );
/* get spawnflags */
const int spawnFlags = e.intForKey( "spawnflags" );
/* get shader remappings */
std::list<remap_t> remaps;
for ( const auto& ep : e.epairs )
{
/* look for keys prefixed with "_remap" */
if ( striEqualPrefix( ep.key.c_str(), "_remap" ) ) {
/* create new remapping */
remap_t remap;
strcpy( remap.from, ep.value.c_str() );
/* split the string */
char *split = strchr( remap.from, ';' );
if ( split == nullptr ) {
Sys_Warning( "Shader _remap key found in misc_model without a ; character: '%s'\n", remap.from );
continue;
}
else if( split == remap.from ){
Sys_Warning( "_remap FROM is empty in '%s'\n", remap.from );
continue;
}
else if( strEmpty( split + 1 ) ){
Sys_Warning( "_remap TO is empty in '%s'\n", remap.from );
continue;
}
else if( strlen( split + 1 ) >= sizeof( remap.to ) ){
Sys_Warning( "_remap TO is too long in '%s'\n", remap.from );
continue;
}
/* store the split */
strClear( split );
strcpy( remap.to, ( split + 1 ) );
remaps.push_back( remap );
/* note it */
//% Sys_FPrintf( SYS_VRB, "Remapping %s to %s\n", remap->from, remap->to );
}
}
const char *skin = nullptr;
e.read_keyvalue( skin, "_skin", "skin" );
float clipDepth = clipDepthGlobal;
if ( e.read_keyvalue( clipDepth, "_clipdepth" ) )
Sys_Printf( "misc_model %s has autoclip depth of %.3f\n", model, clipDepth );
const EntityCompileParams params = ParseEntityCompileParams( e, &eparent, &eparent == &entities[ 0 ] );
/* insert the model */
InsertModel( model, skin, frame, ModelGetTransform( e, eparent.origin ), &remaps, eparent, spawnFlags, clipDepth, params );
}
}