]> icculus.org git repositories - divverent/darkplaces.git/blob - model_shared.c
renamed PROTOCOL_VERSION stuff to PROTOCOL_QUAKE, PROTOCOL_DARKPLACES1, and so on
[divverent/darkplaces.git] / model_shared.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // models.c -- model loading and caching
21
22 // models are the only shared resource between a client and server running
23 // on the same machine.
24
25 #include "quakedef.h"
26 #include "image.h"
27 #include "r_shadow.h"
28
29 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0"};
30
31 model_t *loadmodel;
32
33 // LordHavoc: increased from 512 to 2048
34 #define MAX_MOD_KNOWN   2048
35 static model_t mod_known[MAX_MOD_KNOWN];
36
37 rtexturepool_t *mod_shared_texturepool;
38 rtexture_t *r_notexture;
39 rtexture_t *mod_shared_detailtextures[NUM_DETAILTEXTURES];
40
41 void Mod_BuildDetailTextures (void)
42 {
43         int i, x, y, light;
44         float vc[3], vx[3], vy[3], vn[3], lightdir[3];
45 #define DETAILRESOLUTION 256
46         qbyte data[DETAILRESOLUTION][DETAILRESOLUTION][4], noise[DETAILRESOLUTION][DETAILRESOLUTION];
47         lightdir[0] = 0.5;
48         lightdir[1] = 1;
49         lightdir[2] = -0.25;
50         VectorNormalize(lightdir);
51         for (i = 0;i < NUM_DETAILTEXTURES;i++)
52         {
53                 fractalnoise(&noise[0][0], DETAILRESOLUTION, DETAILRESOLUTION >> 4);
54                 for (y = 0;y < DETAILRESOLUTION;y++)
55                 {
56                         for (x = 0;x < DETAILRESOLUTION;x++)
57                         {
58                                 vc[0] = x;
59                                 vc[1] = y;
60                                 vc[2] = noise[y][x] * (1.0f / 32.0f);
61                                 vx[0] = x + 1;
62                                 vx[1] = y;
63                                 vx[2] = noise[y][(x + 1) % DETAILRESOLUTION] * (1.0f / 32.0f);
64                                 vy[0] = x;
65                                 vy[1] = y + 1;
66                                 vy[2] = noise[(y + 1) % DETAILRESOLUTION][x] * (1.0f / 32.0f);
67                                 VectorSubtract(vx, vc, vx);
68                                 VectorSubtract(vy, vc, vy);
69                                 CrossProduct(vx, vy, vn);
70                                 VectorNormalize(vn);
71                                 light = 128 - DotProduct(vn, lightdir) * 128;
72                                 light = bound(0, light, 255);
73                                 data[y][x][0] = data[y][x][1] = data[y][x][2] = light;
74                                 data[y][x][3] = 255;
75                         }
76                 }
77                 mod_shared_detailtextures[i] = R_LoadTexture2D(mod_shared_texturepool, va("detailtexture%i", i), DETAILRESOLUTION, DETAILRESOLUTION, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_PRECACHE, NULL);
78         }
79 }
80
81 texture_t r_surf_notexture;
82
83 void Mod_SetupNoTexture(void)
84 {
85         int x, y;
86         qbyte pix[16][16][4];
87
88         // this makes a light grey/dark grey checkerboard texture
89         for (y = 0;y < 16;y++)
90         {
91                 for (x = 0;x < 16;x++)
92                 {
93                         if ((y < 8) ^ (x < 8))
94                         {
95                                 pix[y][x][0] = 128;
96                                 pix[y][x][1] = 128;
97                                 pix[y][x][2] = 128;
98                                 pix[y][x][3] = 255;
99                         }
100                         else
101                         {
102                                 pix[y][x][0] = 64;
103                                 pix[y][x][1] = 64;
104                                 pix[y][x][2] = 64;
105                                 pix[y][x][3] = 255;
106                         }
107                 }
108         }
109
110         r_notexture = R_LoadTexture2D(mod_shared_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
111 }
112
113 static void mod_start(void)
114 {
115         int i;
116         for (i = 0;i < MAX_MOD_KNOWN;i++)
117                 if (mod_known[i].name[0])
118                         Mod_UnloadModel(&mod_known[i]);
119         Mod_LoadModels();
120
121         mod_shared_texturepool = R_AllocTexturePool();
122         Mod_SetupNoTexture();
123         Mod_BuildDetailTextures();
124 }
125
126 static void mod_shutdown(void)
127 {
128         int i;
129         for (i = 0;i < MAX_MOD_KNOWN;i++)
130                 if (mod_known[i].name[0])
131                         Mod_UnloadModel(&mod_known[i]);
132
133         R_FreeTexturePool(&mod_shared_texturepool);
134 }
135
136 static void mod_newmap(void)
137 {
138 }
139
140 /*
141 ===============
142 Mod_Init
143 ===============
144 */
145 static void Mod_Print (void);
146 static void Mod_Precache (void);
147 void Mod_Init (void)
148 {
149         Mod_BrushInit();
150         Mod_AliasInit();
151         Mod_SpriteInit();
152
153         Cvar_RegisterVariable(&r_mipskins);
154         Cmd_AddCommand ("modellist", Mod_Print);
155         Cmd_AddCommand ("modelprecache", Mod_Precache);
156 }
157
158 void Mod_RenderInit(void)
159 {
160         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
161 }
162
163 void Mod_FreeModel (model_t *mod)
164 {
165         R_FreeTexturePool(&mod->texturepool);
166         Mem_FreePool(&mod->mempool);
167
168         // clear the struct to make it available
169         memset(mod, 0, sizeof(model_t));
170 }
171
172 void Mod_UnloadModel (model_t *mod)
173 {
174         char name[MAX_QPATH];
175         qboolean isworldmodel;
176         strcpy(name, mod->name);
177         isworldmodel = mod->isworldmodel;
178         Mod_FreeModel(mod);
179         strcpy(mod->name, name);
180         mod->isworldmodel = isworldmodel;
181         mod->needload = true;
182 }
183
184 /*
185 ==================
186 Mod_LoadModel
187
188 Loads a model
189 ==================
190 */
191 static model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
192 {
193         int num;
194         unsigned int crc;
195         void *buf;
196
197         mod->used = true;
198
199         if (mod->name[0] == '*') // submodel
200                 return mod;
201
202         crc = 0;
203         buf = NULL;
204         if (!mod->needload)
205         {
206                 if (checkdisk)
207                 {
208                         buf = FS_LoadFile (mod->name, false);
209                         if (!buf)
210                         {
211                                 if (crash)
212                                         Host_Error ("Mod_LoadModel: %s not found", mod->name); // LordHavoc: Sys_Error was *ANNOYING*
213                                 return NULL;
214                         }
215
216                         crc = CRC_Block(buf, fs_filesize);
217                 }
218                 else
219                         crc = mod->crc;
220
221                 if (mod->crc == crc && mod->isworldmodel == isworldmodel)
222                 {
223                         if (buf)
224                                 Mem_Free(buf);
225                         return mod; // already loaded
226                 }
227         }
228
229         Con_DPrintf("loading model %s\n", mod->name);
230
231         if (!buf)
232         {
233                 buf = FS_LoadFile (mod->name, false);
234                 if (!buf)
235                 {
236                         if (crash)
237                                 Host_Error ("Mod_LoadModel: %s not found", mod->name);
238                         return NULL;
239                 }
240                 crc = CRC_Block(buf, fs_filesize);
241         }
242
243         // allocate a new model
244         loadmodel = mod;
245
246         // LordHavoc: unload the existing model in this slot (if there is one)
247         Mod_UnloadModel(mod);
248         mod->isworldmodel = isworldmodel;
249         mod->used = true;
250         mod->crc = crc;
251         // errors can prevent the corresponding mod->needload = false;
252         mod->needload = true;
253
254         // all models use memory, so allocate a memory pool
255         mod->mempool = Mem_AllocPool(mod->name);
256         // all models load textures, so allocate a texture pool
257         if (cls.state != ca_dedicated)
258                 mod->texturepool = R_AllocTexturePool();
259
260         // call the apropriate loader
261         num = LittleLong(*((int *)buf));
262              if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf);
263         else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf);
264         else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf);
265         else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf);
266         else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf);
267         else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf);
268         else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf);
269         else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf);
270         else Host_Error("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
271
272         Mem_Free(buf);
273
274         // no errors occurred
275         mod->needload = false;
276         return mod;
277 }
278
279 void Mod_CheckLoaded(model_t *mod)
280 {
281         if (mod)
282         {
283                 if (mod->needload)
284                         Mod_LoadModel(mod, true, true, mod->isworldmodel);
285                 else
286                 {
287                         if (mod->type == mod_invalid)
288                                 Host_Error("Mod_CheckLoaded: invalid model\n");
289                         mod->used = true;
290                         return;
291                 }
292         }
293 }
294
295 /*
296 ===================
297 Mod_ClearAll
298 ===================
299 */
300 void Mod_ClearAll(void)
301 {
302 }
303
304 void Mod_ClearUsed(void)
305 {
306         int i;
307         model_t *mod;
308
309         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
310                 if (mod->name[0])
311                         mod->used = false;
312 }
313
314 void Mod_PurgeUnused(void)
315 {
316         int i;
317         model_t *mod;
318
319         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
320                 if (mod->name[0])
321                         if (!mod->used)
322                                 Mod_FreeModel(mod);
323 }
324
325 void Mod_LoadModels(void)
326 {
327         int i;
328         model_t *mod;
329
330         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
331                 if (mod->name[0])
332                         if (mod->used)
333                                 Mod_CheckLoaded(mod);
334 }
335
336 /*
337 ==================
338 Mod_FindName
339
340 ==================
341 */
342 model_t *Mod_FindName(const char *name)
343 {
344         int i;
345         model_t *mod, *freemod;
346
347         if (!name[0])
348                 Host_Error ("Mod_ForName: NULL name");
349
350 // search the currently loaded models
351         freemod = NULL;
352         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
353         {
354                 if (mod->name[0])
355                 {
356                         if (!strcmp (mod->name, name))
357                         {
358                                 mod->used = true;
359                                 return mod;
360                         }
361                 }
362                 else if (freemod == NULL)
363                         freemod = mod;
364         }
365
366         if (freemod)
367         {
368                 mod = freemod;
369                 strcpy (mod->name, name);
370                 mod->needload = true;
371                 mod->used = true;
372                 return mod;
373         }
374
375         Host_Error ("Mod_FindName: ran out of models\n");
376         return NULL;
377 }
378
379 /*
380 ==================
381 Mod_TouchModel
382
383 ==================
384 */
385 void Mod_TouchModel(const char *name)
386 {
387         model_t *mod;
388
389         mod = Mod_FindName(name);
390         mod->used = true;
391 }
392
393 /*
394 ==================
395 Mod_ForName
396
397 Loads in a model for the given name
398 ==================
399 */
400 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
401 {
402         return Mod_LoadModel(Mod_FindName(name), crash, checkdisk, isworldmodel);
403 }
404
405 qbyte *mod_base;
406
407
408 //=============================================================================
409
410 /*
411 ================
412 Mod_Print
413 ================
414 */
415 static void Mod_Print(void)
416 {
417         int             i;
418         model_t *mod;
419
420         Con_Printf ("Loaded models:\n");
421         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
422                 if (mod->name[0])
423                         Con_Printf ("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
424 }
425
426 /*
427 ================
428 Mod_Precache
429 ================
430 */
431 static void Mod_Precache(void)
432 {
433         if (Cmd_Argc() == 2)
434                 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
435         else
436                 Con_Printf("usage: modelprecache <filename>\n");
437 }
438
439 int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
440 {
441         int i, match, count;
442         count = 0;
443         match = -1;
444         for (i = 0;i < numtriangles;i++, elements += 3)
445         {
446                      if ((elements[0] == start && elements[1] == end)
447                       || (elements[1] == start && elements[2] == end)
448                       || (elements[2] == start && elements[0] == end))
449                 {
450                         if (i != ignore)
451                                 match = i;
452                         count++;
453                 }
454                 else if ((elements[1] == start && elements[0] == end)
455                       || (elements[2] == start && elements[1] == end)
456                       || (elements[0] == start && elements[2] == end))
457                         count++;
458         }
459         // detect edges shared by three triangles and make them seams
460         if (count > 2)
461                 match = -1;
462         return match;
463 }
464
465 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
466 {
467         int i, *n;
468         const int *e;
469         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
470         {
471                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
472                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
473                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
474         }
475 }
476
477 void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline)
478 {
479         int i;
480         for (i = 0;i < numtriangles * 3;i++)
481                 if ((unsigned int)elements[i] >= (unsigned int)numverts)
482                         Con_Printf("Mod_ValidateElements: out of bounds element detected at %s:%d\n", filename, fileline);
483 }
484
485 void Mod_BuildBumpVectors(const float *v0, const float *v1, const float *v2, const float *tc0, const float *tc1, const float *tc2, float *svector3f, float *tvector3f, float *normal3f)
486 {
487         float f;
488         normal3f[0] = (v1[1] - v0[1]) * (v2[2] - v0[2]) - (v1[2] - v0[2]) * (v2[1] - v0[1]);
489         normal3f[1] = (v1[2] - v0[2]) * (v2[0] - v0[0]) - (v1[0] - v0[0]) * (v2[2] - v0[2]);
490         normal3f[2] = (v1[0] - v0[0]) * (v2[1] - v0[1]) - (v1[1] - v0[1]) * (v2[0] - v0[0]);
491         VectorNormalize(normal3f);
492         tvector3f[0] = ((tc1[0] - tc0[0]) * (v2[0] - v0[0]) - (tc2[0] - tc0[0]) * (v1[0] - v0[0]));
493         tvector3f[1] = ((tc1[0] - tc0[0]) * (v2[1] - v0[1]) - (tc2[0] - tc0[0]) * (v1[1] - v0[1]));
494         tvector3f[2] = ((tc1[0] - tc0[0]) * (v2[2] - v0[2]) - (tc2[0] - tc0[0]) * (v1[2] - v0[2]));
495         f = -DotProduct(tvector3f, normal3f);
496         VectorMA(tvector3f, f, normal3f, tvector3f);
497         VectorNormalize(tvector3f);
498         CrossProduct(normal3f, tvector3f, svector3f);
499 }
500
501 // warning: this is an expensive function!
502 void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f)
503 {
504         int i, tnum;
505         float sdir[3], tdir[3], normal[3], *v;
506         const int *e;
507         // clear the vectors
508         if (svector3f)
509                 memset(svector3f, 0, numverts * sizeof(float[3]));
510         if (tvector3f)
511                 memset(tvector3f, 0, numverts * sizeof(float[3]));
512         if (normal3f)
513                 memset(normal3f, 0, numverts * sizeof(float[3]));
514         // process each vertex of each triangle and accumulate the results
515         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
516         {
517                 Mod_BuildBumpVectors(vertex3f + e[0] * 3, vertex3f + e[1] * 3, vertex3f + e[2] * 3, texcoord2f + e[0] * 2, texcoord2f + e[1] * 2, texcoord2f + e[2] * 2, sdir, tdir, normal);
518                 if (svector3f)
519                 {
520                         for (i = 0;i < 3;i++)
521                         {
522                                 svector3f[e[i]*3  ] += sdir[0];
523                                 svector3f[e[i]*3+1] += sdir[1];
524                                 svector3f[e[i]*3+2] += sdir[2];
525                         }
526                 }
527                 if (tvector3f)
528                 {
529                         for (i = 0;i < 3;i++)
530                         {
531                                 tvector3f[e[i]*3  ] += tdir[0];
532                                 tvector3f[e[i]*3+1] += tdir[1];
533                                 tvector3f[e[i]*3+2] += tdir[2];
534                         }
535                 }
536                 if (normal3f)
537                 {
538                         for (i = 0;i < 3;i++)
539                         {
540                                 normal3f[e[i]*3  ] += normal[0];
541                                 normal3f[e[i]*3+1] += normal[1];
542                                 normal3f[e[i]*3+2] += normal[2];
543                         }
544                 }
545         }
546         // now we could divide the vectors by the number of averaged values on
547         // each vertex...  but instead normalize them
548         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
549         if (svector3f)
550                 for (i = 0, v = svector3f;i < numverts;i++, v += 3)
551                         VectorNormalize(v);
552         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
553         if (tvector3f)
554                 for (i = 0, v = tvector3f;i < numverts;i++, v += 3)
555                         VectorNormalize(v);
556         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
557         if (normal3f)
558                 for (i = 0, v = normal3f;i < numverts;i++, v += 3)
559                         VectorNormalize(v);
560 }
561
562 shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts)
563 {
564         shadowmesh_t *mesh;
565         mesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + maxverts * sizeof(float[3]) + maxverts * sizeof(int[3]) + maxverts * sizeof(int[3]) + SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t));
566         mesh->maxverts = maxverts;
567         mesh->maxtriangles = maxverts;
568         mesh->numverts = 0;
569         mesh->numtriangles = 0;
570         mesh->vertex3f = (float *)(mesh + 1);
571         mesh->element3i = (int *)(mesh->vertex3f + mesh->maxverts * 3);
572         mesh->neighbor3i = (int *)(mesh->element3i + mesh->maxtriangles * 3);
573         mesh->vertexhashtable = (shadowmeshvertexhash_t **)(mesh->neighbor3i + mesh->maxtriangles * 3);
574         mesh->vertexhashentries = (shadowmeshvertexhash_t *)(mesh->vertexhashtable + SHADOWMESHVERTEXHASH);
575         return mesh;
576 }
577
578 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh)
579 {
580         shadowmesh_t *newmesh;
581         newmesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + oldmesh->numverts * sizeof(float[3]) + oldmesh->numtriangles * sizeof(int[3]) + oldmesh->numtriangles * sizeof(int[3]));
582         newmesh->maxverts = newmesh->numverts = oldmesh->numverts;
583         newmesh->maxtriangles = newmesh->numtriangles = oldmesh->numtriangles;
584         newmesh->vertex3f = (float *)(newmesh + 1);
585         newmesh->element3i = (int *)(newmesh->vertex3f + newmesh->maxverts * 3);
586         newmesh->neighbor3i = (int *)(newmesh->element3i + newmesh->maxtriangles * 3);
587         memcpy(newmesh->vertex3f, oldmesh->vertex3f, newmesh->numverts * sizeof(float[3]));
588         memcpy(newmesh->element3i, oldmesh->element3i, newmesh->numtriangles * sizeof(int[3]));
589         memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, newmesh->numtriangles * sizeof(int[3]));
590         return newmesh;
591 }
592
593 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *v)
594 {
595         int hashindex;
596         float *m;
597         shadowmeshvertexhash_t *hash;
598         // this uses prime numbers intentionally
599         hashindex = (int) (v[0] * 3 + v[1] * 5 + v[2] * 7) % SHADOWMESHVERTEXHASH;
600         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
601         {
602                 m = mesh->vertex3f + (hash - mesh->vertexhashentries) * 3;
603                 if (m[0] == v[0] && m[1] == v[1] &&  m[2] == v[2])
604                         return hash - mesh->vertexhashentries;
605         }
606         hash = mesh->vertexhashentries + mesh->numverts;
607         hash->next = mesh->vertexhashtable[hashindex];
608         mesh->vertexhashtable[hashindex] = hash;
609         m = mesh->vertex3f + (hash - mesh->vertexhashentries) * 3;
610         VectorCopy(v, m);
611         mesh->numverts++;
612         return mesh->numverts - 1;
613 }
614
615 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, float *vert0, float *vert1, float *vert2)
616 {
617         while (mesh->numverts + 3 > mesh->maxverts || mesh->numtriangles + 1 > mesh->maxtriangles)
618         {
619                 if (mesh->next == NULL)
620                         mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxtriangles, 1));
621                 mesh = mesh->next;
622         }
623         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vert0);
624         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vert1);
625         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vert2);
626         mesh->numtriangles++;
627 }
628
629 void Mod_ShadowMesh_AddPolygon(mempool_t *mempool, shadowmesh_t *mesh, int numverts, float *verts)
630 {
631         int i;
632         float *v;
633         for (i = 0, v = verts + 3;i < numverts - 2;i++, v += 3)
634                 Mod_ShadowMesh_AddTriangle(mempool, mesh, verts, v, v + 3);
635         /*
636         int i, i1, i2, i3;
637         float *v;
638         while (mesh->numverts + numverts > mesh->maxverts || mesh->numtriangles + (numverts - 2) > mesh->maxtriangles)
639         {
640                 if (mesh->next == NULL)
641                         mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxtriangles, numverts));
642                 mesh = mesh->next;
643         }
644         i1 = Mod_ShadowMesh_AddVertex(mesh, verts);
645         i2 = 0;
646         i3 = Mod_ShadowMesh_AddVertex(mesh, verts + 3);
647         for (i = 0, v = verts + 6;i < numverts - 2;i++, v += 3)
648         {
649                 i2 = i3;
650                 i3 = Mod_ShadowMesh_AddVertex(mesh, v);
651                 mesh->elements[mesh->numtriangles * 3 + 0] = i1;
652                 mesh->elements[mesh->numtriangles * 3 + 1] = i2;
653                 mesh->elements[mesh->numtriangles * 3 + 2] = i3;
654                 mesh->numtriangles++;
655         }
656         */
657 }
658
659 void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, float *verts, int numtris, int *elements)
660 {
661         int i;
662         for (i = 0;i < numtris;i++, elements += 3)
663                 Mod_ShadowMesh_AddTriangle(mempool, mesh, verts + elements[0] * 3, verts + elements[1] * 3, verts + elements[2] * 3);
664 }
665
666 shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int initialnumtriangles)
667 {
668         return Mod_ShadowMesh_Alloc(mempool, initialnumtriangles);
669 }
670
671 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh)
672 {
673 #if 1
674         //int i;
675         shadowmesh_t *mesh, *newmesh, *nextmesh;
676         // reallocate meshs to conserve space
677         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
678         {
679                 nextmesh = mesh->next;
680                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
681                 {
682                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh);
683                         newmesh->next = firstmesh;
684                         firstmesh = newmesh;
685                         //Con_Printf("mesh\n");
686                         //for (i = 0;i < newmesh->numtriangles;i++)
687                         //      Con_Printf("tri %d %d %d\n", newmesh->elements[i * 3 + 0], newmesh->elements[i * 3 + 1], newmesh->elements[i * 3 + 2]);
688                         Mod_ValidateElements(newmesh->element3i, newmesh->numtriangles, newmesh->numverts, __FILE__, __LINE__);
689                         Mod_BuildTriangleNeighbors(newmesh->neighbor3i, newmesh->element3i, newmesh->numtriangles);
690                 }
691                 Mem_Free(mesh);
692         }
693 #else
694         shadowmesh_t *mesh;
695         for (mesh = firstmesh;mesh;mesh = mesh->next)
696         {
697                 Mod_ValidateElements(mesh->elements, mesh->numtriangles, mesh->numverts, __FILE__, __LINE__);
698                 Mod_BuildTriangleNeighbors(mesh->neighbors, mesh->elements, mesh->numtriangles);
699         }
700 #endif
701         return firstmesh;
702 }
703
704 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
705 {
706         int i;
707         shadowmesh_t *mesh;
708         vec3_t nmins, nmaxs, ncenter, temp;
709         float nradius2, dist2, *v;
710         // calculate bbox
711         for (mesh = firstmesh;mesh;mesh = mesh->next)
712         {
713                 if (mesh == firstmesh)
714                 {
715                         VectorCopy(mesh->vertex3f, nmins);
716                         VectorCopy(mesh->vertex3f, nmaxs);
717                 }
718                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
719                 {
720                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
721                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
722                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
723                 }
724         }
725         // calculate center and radius
726         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
727         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
728         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
729         nradius2 = 0;
730         for (mesh = firstmesh;mesh;mesh = mesh->next)
731         {
732                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
733                 {
734                         VectorSubtract(v, ncenter, temp);
735                         dist2 = DotProduct(temp, temp);
736                         if (nradius2 < dist2)
737                                 nradius2 = dist2;
738                 }
739         }
740         // return data
741         if (mins)
742                 VectorCopy(nmins, mins);
743         if (maxs)
744                 VectorCopy(nmaxs, maxs);
745         if (center)
746                 VectorCopy(ncenter, center);
747         if (radius)
748                 *radius = sqrt(nradius2);
749 }
750
751 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
752 {
753         shadowmesh_t *nextmesh;
754         for (;mesh;mesh = nextmesh)
755         {
756                 nextmesh = mesh->next;
757                 Mem_Free(mesh);
758         }
759 }
760
761 static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
762 {
763         int i;
764         for (i = 0;i < width*height;i++)
765                 if (((qbyte *)&palette[in[i]])[3] > 0)
766                         return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
767         return NULL;
768 }
769
770 static int detailtexturecycle = 0;
771 int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture)
772 {
773         imageskin_t s;
774         memset(skinframe, 0, sizeof(*skinframe));
775         if (!image_loadskin(&s, basename))
776                 return false;
777         if (usedetailtexture)
778                 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
779         skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
780         if (s.nmappixels != NULL)
781                 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
782         if (s.glosspixels != NULL)
783                 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
784         if (s.glowpixels != NULL && loadglowtexture)
785                 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
786         if (s.maskpixels != NULL)
787                 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
788         if (loadpantsandshirt)
789         {
790                 if (s.pantspixels != NULL)
791                         skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
792                 if (s.shirtpixels != NULL)
793                         skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
794         }
795         image_freeskin(&s);
796         return true;
797 }
798
799 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height)
800 {
801         qbyte *temp1, *temp2;
802         memset(skinframe, 0, sizeof(*skinframe));
803         if (!skindata)
804                 return false;
805         if (usedetailtexture)
806                 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
807         if (r_shadow_bumpscale_basetexture.value > 0)
808         {
809                 temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8);
810                 temp2 = temp1 + width * height * 4;
811                 Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights);
812                 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
813                 skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags, NULL);
814                 Mem_Free(temp1);
815         }
816         if (loadglowtexture)
817         {
818                 skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
819                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_nofullbrights, textureflags); // all but fullbrights
820                 if (loadpantsandshirt)
821                 {
822                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
823                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
824                         if (skinframe->pants || skinframe->shirt)
825                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormapnofullbrights, textureflags); // no special colors
826                 }
827         }
828         else
829         {
830                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all
831                 if (loadpantsandshirt)
832                 {
833                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
834                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
835                         if (skinframe->pants || skinframe->shirt)
836                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormap, textureflags); // no pants or shirt
837                 }
838         }
839         return true;
840 }
841
842 void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
843 {
844         float v[3], tc[3];
845         v[0] = ix;
846         v[1] = iy;
847         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
848                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
849         else
850                 v[2] = 0;
851         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
852         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
853         texcoord2f[0] = tc[0];
854         texcoord2f[1] = tc[1];
855 }
856
857 void Mod_GetTerrainVertexFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
858 {
859         float vup[3], vdown[3], vleft[3], vright[3];
860         float tcup[3], tcdown[3], tcleft[3], tcright[3];
861         float sv[3], tv[3], nl[3];
862         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
863         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
864         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
865         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
866         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
867         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
868         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
869         VectorAdd(svector3f, sv, svector3f);
870         VectorAdd(tvector3f, tv, tvector3f);
871         VectorAdd(normal3f, nl, normal3f);
872         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
873         VectorAdd(svector3f, sv, svector3f);
874         VectorAdd(tvector3f, tv, tvector3f);
875         VectorAdd(normal3f, nl, normal3f);
876         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
877         VectorAdd(svector3f, sv, svector3f);
878         VectorAdd(tvector3f, tv, tvector3f);
879         VectorAdd(normal3f, nl, normal3f);
880 }
881
882 void Mod_ConstructTerrainPatchFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int x1, int y1, int width, int height, int *element3i, int *neighbor3i, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
883 {
884         int x, y, ix, iy, *e;
885         e = element3i;
886         for (y = 0;y < height;y++)
887         {
888                 for (x = 0;x < width;x++)
889                 {
890                         e[0] = (y + 1) * (width + 1) + (x + 0);
891                         e[1] = (y + 0) * (width + 1) + (x + 0);
892                         e[2] = (y + 1) * (width + 1) + (x + 1);
893                         e[3] = (y + 0) * (width + 1) + (x + 0);
894                         e[4] = (y + 0) * (width + 1) + (x + 1);
895                         e[5] = (y + 1) * (width + 1) + (x + 1);
896                         e += 6;
897                 }
898         }
899         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
900         for (y = 0, iy = y1;y < height + 1;y++, iy++)
901                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
902                         Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
903 }
904
905 skinfile_t *Mod_LoadSkinFiles(void)
906 {
907         int i, words, numtags, line, tagsetsused = false, wordsoverflow;
908         char *text;
909         const char *data;
910         skinfile_t *skinfile, *first = NULL;
911         skinfileitem_t *skinfileitem;
912         char word[10][MAX_QPATH];
913         overridetagnameset_t tagsets[MAX_SKINS];
914         overridetagname_t tags[256];
915
916 /*
917 sample file:
918 U_bodyBox,models/players/Legoman/BikerA2.tga
919 U_RArm,models/players/Legoman/BikerA1.tga
920 U_LArm,models/players/Legoman/BikerA1.tga
921 U_armor,common/nodraw
922 U_sword,common/nodraw
923 U_shield,common/nodraw
924 U_homb,common/nodraw
925 U_backpack,common/nodraw
926 U_colcha,common/nodraw
927 tag_head,
928 tag_weapon,
929 tag_torso,
930 */
931         memset(tagsets, 0, sizeof(tagsets));
932         memset(word, 0, sizeof(word));
933         for (i = 0;i < MAX_SKINS && (data = text = FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), true));i++)
934         {
935                 numtags = 0;
936                 skinfile = Mem_Alloc(tempmempool, sizeof(skinfile_t));
937                 skinfile->next = first;
938                 first = skinfile;
939                 for(line = 0;;line++)
940                 {
941                         // parse line
942                         if (!COM_ParseToken(&data, true))
943                                 break;
944                         if (!strcmp(com_token, "\n"))
945                                 continue;
946                         words = 0;
947                         wordsoverflow = false;
948                         do
949                         {
950                                 if (words < 10)
951                                         strncpy(word[words++], com_token, MAX_QPATH - 1);
952                                 else
953                                         wordsoverflow = true;
954                         }
955                         while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
956                         if (wordsoverflow)
957                         {
958                                 Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: line with too many statements, skipping\n", loadmodel->name, i, line);
959                                 continue;
960                         }
961                         // words is always >= 1
962                         if (!strcmp(word[0], "replace"))
963                         {
964                                 if (words == 3)
965                                 {
966                                         Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
967                                         skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
968                                         skinfileitem->next = skinfile->items;
969                                         skinfile->items = skinfileitem;
970                                         strncpy(skinfileitem->name, word[1], sizeof(skinfileitem->name) - 1);
971                                         strncpy(skinfileitem->replacement, word[2], sizeof(skinfileitem->replacement) - 1);
972                                 }
973                                 else
974                                         Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: wrong number of parameters to command \"%s\", see documentation in DP_GFX_SKINFILES extension in dpextensions.qc\n", loadmodel->name, i, line, word[0]);
975                         }
976                         else if (words == 2 && !strcmp(word[1], ","))
977                         {
978                                 // tag name, like "tag_weapon,"
979                                 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
980                                 memset(tags + numtags, 0, sizeof(tags[numtags]));
981                                 strncpy(tags[numtags].name, word[0], sizeof(tags[numtags].name) - 1);
982                                 numtags++;
983                         }
984                         else if (words == 3 && !strcmp(word[1], ","))
985                         {
986                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
987                                 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
988                                 skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
989                                 skinfileitem->next = skinfile->items;
990                                 skinfile->items = skinfileitem;
991                                 strncpy(skinfileitem->name, word[0], sizeof(skinfileitem->name) - 1);
992                                 strncpy(skinfileitem->replacement, word[2], sizeof(skinfileitem->replacement) - 1);
993                         }
994                         else
995                                 Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: does not look like tag or mesh specification, or replace command, see documentation in DP_GFX_SKINFILES extension in dpextensions.qc\n", loadmodel->name, i, line);
996                 }
997                 Mem_Free(text);
998
999                 if (numtags)
1000                 {
1001                         overridetagnameset_t *t;
1002                         t = tagsets + i;
1003                         t->num_overridetagnames = numtags;
1004                         t->data_overridetagnames = Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1005                         memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1006                         tagsetsused = true;
1007                 }
1008         }
1009         if (tagsetsused)
1010         {
1011                 loadmodel->data_overridetagnamesforskin = Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1012                 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1013         }
1014         if (i)
1015                 loadmodel->numskins = i;
1016         return first;
1017 }
1018
1019 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1020 {
1021         skinfile_t *next;
1022         skinfileitem_t *skinfileitem, *nextitem;
1023         for (;skinfile;skinfile = next)
1024         {
1025                 next = skinfile->next;
1026                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1027                 {
1028                         nextitem = skinfileitem->next;
1029                         Mem_Free(skinfileitem);
1030                 }
1031                 Mem_Free(skinfile);
1032         }
1033 }
1034
1035 int Mod_CountSkinFiles(skinfile_t *skinfile)
1036 {
1037         int i;
1038         for (i = 0;skinfile;skinfile = skinfile->next, i++);
1039         return i;
1040 }
1041
1042 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1043 {
1044         int i, outtriangles;
1045         float d, edgedir[3], temp[3];
1046         // a degenerate triangle is one with no width (thickness, surface area)
1047         // these are characterized by having all 3 points colinear (along a line)
1048         // or having two points identical
1049         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1050         {
1051                 // calculate first edge
1052                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1053                 if (VectorLength2(edgedir) < 0.0001f)
1054                         continue; // degenerate first edge (no length)
1055                 VectorNormalize(edgedir);
1056                 // check if third point is on the edge (colinear)
1057                 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1058                 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1059                 if (VectorLength2(temp) < 0.0001f)
1060                         continue; // third point colinear with first edge
1061                 // valid triangle (no colinear points, no duplicate points)
1062                 VectorCopy(inelement3i, outelement3i);
1063                 outelement3i += 3;
1064                 outtriangles++;
1065         }
1066         return outtriangles;
1067 }
1068