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fix q3map2 -scale command line parsing
[divverent/netradiant.git] / tools / quake3 / q3map2 / model.c
1 /* -------------------------------------------------------------------------------
2
3 Copyright (C) 1999-2007 id Software, Inc. and contributors.
4 For a list of contributors, see the accompanying CONTRIBUTORS file.
5
6 This file is part of GtkRadiant.
7
8 GtkRadiant is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version.
12
13 GtkRadiant is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 GNU General Public License for more details.
17
18 You should have received a copy of the GNU General Public License
19 along with GtkRadiant; if not, write to the Free Software
20 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
21
22 ----------------------------------------------------------------------------------
23
24 This code has been altered significantly from its original form, to support
25 several games based on the Quake III Arena engine, in the form of "Q3Map2."
26
27 ------------------------------------------------------------------------------- */
28
29
30
31 /* marker */
32 #define MODEL_C
33
34
35
36 /* dependencies */
37 #include "q3map2.h"
38
39
40
41 /* 
42 PicoPrintFunc()
43 callback for picomodel.lib
44 */
45
46 void PicoPrintFunc( int level, const char *str )
47 {
48         if( str == NULL )
49                 return;
50         switch( level )
51         {
52                 case PICO_NORMAL:
53                         Sys_Printf( "%s\n", str );
54                         break;
55                 
56                 case PICO_VERBOSE:
57                         Sys_FPrintf( SYS_VRB, "%s\n", str );
58                         break;
59                 
60                 case PICO_WARNING:
61                         Sys_Printf( "WARNING: %s\n", str );
62                         break;
63                 
64                 case PICO_ERROR:
65                         Sys_Printf( "ERROR: %s\n", str );
66                         break;
67                 
68                 case PICO_FATAL:
69                         Error( "ERROR: %s\n", str );
70                         break;
71         }
72 }
73
74
75
76 /* 
77 PicoLoadFileFunc()
78 callback for picomodel.lib
79 */
80
81 void PicoLoadFileFunc( char *name, byte **buffer, int *bufSize )
82 {
83         *bufSize = vfsLoadFile( (const char*) name, (void**) buffer, 0 );
84 }
85
86
87
88 /*
89 FindModel() - ydnar
90 finds an existing picoModel and returns a pointer to the picoModel_t struct or NULL if not found
91 */
92
93 picoModel_t *FindModel( char *name, int frame )
94 {
95         int                     i;
96         
97         
98         /* init */
99         if( numPicoModels <= 0 )
100                 memset( picoModels, 0, sizeof( picoModels ) );
101         
102         /* dummy check */
103         if( name == NULL || name[ 0 ] == '\0' )
104                 return NULL;
105         
106         /* search list */
107         for( i = 0; i < MAX_MODELS; i++ )
108         {
109                 if( picoModels[ i ] != NULL &&
110                         !strcmp( PicoGetModelName( picoModels[ i ] ), name ) &&
111                         PicoGetModelFrameNum( picoModels[ i ] ) == frame )
112                         return picoModels[ i ];
113         }
114         
115         /* no matching picoModel found */
116         return NULL;
117 }
118
119
120
121 /*
122 LoadModel() - ydnar
123 loads a picoModel and returns a pointer to the picoModel_t struct or NULL if not found
124 */
125
126 picoModel_t *LoadModel( char *name, int frame )
127 {
128         int                             i;
129         picoModel_t             *model, **pm;
130         
131         
132         /* init */
133         if( numPicoModels <= 0 )
134                 memset( picoModels, 0, sizeof( picoModels ) );
135         
136         /* dummy check */
137         if( name == NULL || name[ 0 ] == '\0' )
138                 return NULL;
139         
140         /* try to find existing picoModel */
141         model = FindModel( name, frame );
142         if( model != NULL )
143                 return model;
144         
145         /* none found, so find first non-null picoModel */
146         pm = NULL;
147         for( i = 0; i < MAX_MODELS; i++ )
148         {
149                 if( picoModels[ i ] == NULL )
150                 {
151                         pm = &picoModels[ i ];
152                         break;
153                 }
154         }
155         
156         /* too many picoModels? */
157         if( pm == NULL )
158                 Error( "MAX_MODELS (%d) exceeded, there are too many model files referenced by the map.", MAX_MODELS );
159         
160         /* attempt to parse model */
161         *pm = PicoLoadModel( (char*) name, frame );
162         
163         /* if loading failed, make a bogus model to silence the rest of the warnings */
164         if( *pm == NULL )
165         {
166                 /* allocate a new model */
167                 *pm = PicoNewModel();
168                 if( *pm == NULL )
169                         return NULL;
170                 
171                 /* set data */
172                 PicoSetModelName( *pm, name );
173                 PicoSetModelFrameNum( *pm, frame );
174         }
175         
176         /* debug code */
177         #if 0
178         {
179                 int                             numSurfaces, numVertexes;
180                 picoSurface_t   *ps;
181                 
182                 
183                 Sys_Printf( "Model %s\n", name );
184                 numSurfaces = PicoGetModelNumSurfaces( *pm );
185                 for( i = 0; i < numSurfaces; i++ )
186                 {
187                         ps = PicoGetModelSurface( *pm, i );
188                         numVertexes = PicoGetSurfaceNumVertexes( ps );
189                         Sys_Printf( "Surface %d has %d vertexes\n", i, numVertexes );
190                 }
191         }
192         #endif
193         
194         /* set count */
195         if( *pm != NULL )
196                 numPicoModels++;
197         
198         /* return the picoModel */
199         return *pm;
200 }
201
202
203
204 /*
205 InsertModel() - ydnar
206 adds a picomodel into the bsp
207 */
208
209 void InsertModel( char *name, int frame, m4x4_t transform, remap_t *remap, shaderInfo_t *celShader, int eNum, int castShadows, int recvShadows, int spawnFlags, float lightmapScale )
210 {
211         int                                     i, j, k, s, numSurfaces;
212         m4x4_t                          identity, nTransform;
213         picoModel_t                     *model;
214         picoShader_t            *shader;
215         picoSurface_t           *surface;
216         shaderInfo_t            *si;
217         mapDrawSurface_t        *ds;
218         bspDrawVert_t           *dv;
219         char                            *picoShaderName;
220         char                            shaderName[ MAX_QPATH ];
221         picoVec_t                       *xyz, *normal, *st;
222         byte                            *color;
223         picoIndex_t                     *indexes;
224         remap_t                         *rm, *glob;
225         double                          normalEpsilon_save;
226         double                          distanceEpsilon_save;
227         
228         
229         /* get model */
230         model = LoadModel( name, frame );
231         if( model == NULL )
232                 return;
233         
234         /* handle null matrix */
235         if( transform == NULL )
236         {
237                 m4x4_identity( identity );
238                 transform = identity;
239         }
240         
241         /* hack: Stable-1_2 and trunk have differing row/column major matrix order
242            this transpose is necessary with Stable-1_2
243            uncomment the following line with old m4x4_t (non 1.3/spog_branch) code */
244         //%     m4x4_transpose( transform );
245         
246         /* create transform matrix for normals */
247         memcpy( nTransform, transform, sizeof( m4x4_t ) );
248         if( m4x4_invert( nTransform ) )
249                 Sys_FPrintf( SYS_VRB, "WARNING: Can't invert model transform matrix, using transpose instead\n" );
250         m4x4_transpose( nTransform );
251         
252         /* fix bogus lightmap scale */
253         if( lightmapScale <= 0.0f )
254                 lightmapScale = 1.0f;
255         
256         /* each surface on the model will become a new map drawsurface */
257         numSurfaces = PicoGetModelNumSurfaces( model );
258         //%     Sys_FPrintf( SYS_VRB, "Model %s has %d surfaces\n", name, numSurfaces );
259         for( s = 0; s < numSurfaces; s++ )
260         {
261                 /* get surface */
262                 surface = PicoGetModelSurface( model, s );
263                 if( surface == NULL )
264                         continue;
265                 
266                 /* only handle triangle surfaces initially (fixme: support patches) */
267                 if( PicoGetSurfaceType( surface ) != PICO_TRIANGLES )
268                         continue;
269                 
270                 /* fix the surface's normals */
271                 PicoFixSurfaceNormals( surface );
272                 
273                 /* allocate a surface (ydnar: gs mods) */
274                 ds = AllocDrawSurface( SURFACE_TRIANGLES );
275                 ds->entityNum = eNum;
276                 ds->castShadows = castShadows;
277                 ds->recvShadows = recvShadows;
278                 
279                 /* get shader name */
280         shader = PicoGetSurfaceShader( surface );
281                 if( shader == NULL )
282                         picoShaderName = "";
283                 else
284                         picoShaderName = PicoGetShaderName( shader );
285                 
286                 /* handle shader remapping */
287                 glob = NULL;
288                 for( rm = remap; rm != NULL; rm = rm->next )
289                 {
290                         if( rm->from[ 0 ] == '*' && rm->from[ 1 ] == '\0' )
291                                 glob = rm;
292                         else if( !Q_stricmp( picoShaderName, rm->from ) )
293                         {
294                                 Sys_FPrintf( SYS_VRB, "Remapping %s to %s\n", picoShaderName, rm->to );
295                                 picoShaderName = rm->to;
296                                 glob = NULL;
297                                 break;
298                         }
299                 }
300                 
301                 if( glob != NULL )
302                 {
303                         Sys_FPrintf( SYS_VRB, "Globbing %s to %s\n", picoShaderName, glob->to );
304                         picoShaderName = glob->to;
305                 }
306                 
307                 /* shader renaming for sof2 */
308                 if( renameModelShaders )
309                 {
310                         strcpy( shaderName, picoShaderName );
311                         StripExtension( shaderName );
312                         if( spawnFlags & 1 )
313                                 strcat( shaderName, "_RMG_BSP" );
314                         else
315                                 strcat( shaderName, "_BSP" );
316                         si = ShaderInfoForShader( shaderName );
317                 }
318                 else
319                         si = ShaderInfoForShader( picoShaderName );
320                 
321                 /* set shader */
322                 ds->shaderInfo = si;
323                 
324                 /* set lightmap scale */
325                 ds->lightmapScale = lightmapScale;
326                 
327                 /* force to meta? */
328                 if( (si != NULL && si->forceMeta) || (spawnFlags & 4) ) /* 3rd bit */
329                         ds->type = SURFACE_FORCED_META;
330                 
331                 /* set particulars */
332                 ds->numVerts = PicoGetSurfaceNumVertexes( surface );
333                 ds->verts = safe_malloc( ds->numVerts * sizeof( ds->verts[ 0 ] ) );
334                 memset( ds->verts, 0, ds->numVerts * sizeof( ds->verts[ 0 ] ) );
335                 
336                 ds->numIndexes = PicoGetSurfaceNumIndexes( surface );
337                 ds->indexes = safe_malloc( ds->numIndexes * sizeof( ds->indexes[ 0 ] ) );
338                 memset( ds->indexes, 0, ds->numIndexes * sizeof( ds->indexes[ 0 ] ) );
339                 
340                 /* copy vertexes */
341                 for( i = 0; i < ds->numVerts; i++ )
342                 {
343                         /* get vertex */
344                         dv = &ds->verts[ i ];
345                         
346                         /* xyz and normal */
347                         xyz = PicoGetSurfaceXYZ( surface, i );
348                         VectorCopy( xyz, dv->xyz );
349                         m4x4_transform_point( transform, dv->xyz );
350                         
351                         normal = PicoGetSurfaceNormal( surface, i );
352                         VectorCopy( normal, dv->normal );
353                         m4x4_transform_normal( nTransform, dv->normal );
354                         VectorNormalize( dv->normal, dv->normal );
355
356                         /* ydnar: tek-fu celshading support for flat shaded shit */
357                         if( flat )
358                         {
359                                 dv->st[ 0 ] = si->stFlat[ 0 ];
360                                 dv->st[ 1 ] = si->stFlat[ 1 ];
361                         }
362                         
363                         /* ydnar: gs mods: added support for explicit shader texcoord generation */
364                         else if( si->tcGen )
365                         {
366                                 /* project the texture */
367                                 dv->st[ 0 ] = DotProduct( si->vecs[ 0 ], dv->xyz );
368                                 dv->st[ 1 ] = DotProduct( si->vecs[ 1 ], dv->xyz );
369                         }
370                         
371                         /* normal texture coordinates */
372                         else
373                         {
374                                 st = PicoGetSurfaceST( surface, 0, i );
375                                 dv->st[ 0 ] = st[ 0 ];
376                                 dv->st[ 1 ] = st[ 1 ];
377                         }
378                         
379                         /* set lightmap/color bits */
380                         color = PicoGetSurfaceColor( surface, 0, i );
381                         for( j = 0; j < MAX_LIGHTMAPS; j++ )
382                         {
383                                 dv->lightmap[ j ][ 0 ] = 0.0f;
384                                 dv->lightmap[ j ][ 1 ] = 0.0f;
385                                 dv->color[ j ][ 0 ] = color[ 0 ];
386                                 dv->color[ j ][ 1 ] = color[ 1 ];
387                                 dv->color[ j ][ 2 ] = color[ 2 ];
388                                 dv->color[ j ][ 3 ] = color[ 3 ];
389                         }
390                 }
391                 
392                 /* copy indexes */
393                 indexes = PicoGetSurfaceIndexes( surface, 0 );
394                 for( i = 0; i < ds->numIndexes; i++ )
395                         ds->indexes[ i ] = indexes[ i ];
396                 
397                 /* set cel shader */
398                 ds->celShader = celShader;
399                 
400                 /* ydnar: giant hack land: generate clipping brushes for model triangles */
401                 if( si->clipModel || (spawnFlags & 2) ) /* 2nd bit */
402                 {
403                         vec3_t          points[ 4 ], backs[ 3 ];
404                         vec4_t          plane, reverse, pa, pb, pc;
405                         
406                         
407                         /* temp hack */
408                         if( !si->clipModel &&
409                                 ((si->compileFlags & C_TRANSLUCENT) || !(si->compileFlags & C_SOLID)) )
410                                 continue;
411                         
412                         /* walk triangle list */
413                         for( i = 0; i < ds->numIndexes; i += 3 )
414                         {
415                                 /* overflow hack */
416                                 AUTOEXPAND_BY_REALLOC(mapplanes, (nummapplanes+64) << 1, allocatedmapplanes, 1024);
417                                 
418                                 /* make points and back points */
419                                 for( j = 0; j < 3; j++ )
420                                 {
421                                         /* get vertex */
422                                         dv = &ds->verts[ ds->indexes[ i + j ] ];
423                                         
424                                         /* copy xyz */
425                                         VectorCopy( dv->xyz, points[ j ] );
426                                         VectorCopy( dv->xyz, backs[ j ] );
427                                         
428                                         /* find nearest axial to normal and push back points opposite */
429                                         /* note: this doesn't work as well as simply using the plane of the triangle, below */
430                                         for( k = 0; k < 3; k++ )
431                                         {
432                                                 if( fabs( dv->normal[ k ] ) >= fabs( dv->normal[ (k + 1) % 3 ] ) &&
433                                                         fabs( dv->normal[ k ] ) >= fabs( dv->normal[ (k + 2) % 3 ] ) )
434                                                 {
435                                                         backs[ j ][ k ] += dv->normal[ k ] < 0.0f ? 64.0f : -64.0f;
436                                                         break;
437                                                 }
438                                         }
439                                 }
440
441                                 VectorCopy( points[0], points[3] ); // for cyclic usage
442                                 
443                                 /* make plane for triangle */
444                                 // div0: add some extra spawnflags:
445                                 //   0: snap normals to axial planes for extrusion
446                                 //   8: extrude with the original normals
447                                 //  16: extrude only with up/down normals (ideal for terrain)
448                                 //  24: extrude by distance zero (may need engine changes)
449                                 if( PlaneFromPoints( plane, points[ 0 ], points[ 1 ], points[ 2 ] ) )
450                                 {
451                                         vec3_t bestNormal;
452                                         float backPlaneDistance = 2;
453
454                                         if(spawnFlags & 8) // use a DOWN normal
455                                         {
456                                                 if(spawnFlags & 16)
457                                                 {
458                                                         // 24: normal as is, and zero width (broken)
459                                                         VectorCopy(plane, bestNormal);
460                                                 }
461                                                 else
462                                                 {
463                                                         // 8: normal as is
464                                                         VectorCopy(plane, bestNormal);
465                                                 }
466                                         }
467                                         else
468                                         {
469                                                 if(spawnFlags & 16)
470                                                 {
471                                                         // 16: UP/DOWN normal
472                                                         VectorSet(bestNormal, 0, 0, (plane[2] >= 0 ? 1 : -1));
473                                                 }
474                                                 else
475                                                 {
476                                                         // 0: axial normal
477                                                         if(fabs(plane[0]) > fabs(plane[1])) // x>y
478                                                                 if(fabs(plane[1]) > fabs(plane[2])) // x>y, y>z
479                                                                         VectorSet(bestNormal, (plane[0] >= 0 ? 1 : -1), 0, 0);
480                                                                 else // x>y, z>=y
481                                                                         if(fabs(plane[0]) > fabs(plane[2])) // x>z, z>=y
482                                                                                 VectorSet(bestNormal, (plane[0] >= 0 ? 1 : -1), 0, 0);
483                                                                         else // z>=x, x>y
484                                                                                 VectorSet(bestNormal, 0, 0, (plane[2] >= 0 ? 1 : -1));
485                                                         else // y>=x
486                                                                 if(fabs(plane[1]) > fabs(plane[2])) // y>z, y>=x
487                                                                         VectorSet(bestNormal, 0, (plane[1] >= 0 ? 1 : -1), 0);
488                                                                 else // z>=y, y>=x
489                                                                         VectorSet(bestNormal, 0, 0, (plane[2] >= 0 ? 1 : -1));
490                                                 }
491                                         }
492
493                                         /* build a brush */
494                                         buildBrush = AllocBrush( 48 );
495                                         buildBrush->entityNum = mapEntityNum;
496                                         buildBrush->original = buildBrush;
497                                         buildBrush->contentShader = si;
498                                         buildBrush->compileFlags = si->compileFlags;
499                                         buildBrush->contentFlags = si->contentFlags;
500                                         normalEpsilon_save = normalEpsilon;
501                                         distanceEpsilon_save = distanceEpsilon;
502                                         if(si->compileFlags & C_STRUCTURAL) // allow forced structural brushes here
503                                         {
504                                                 buildBrush->detail = qfalse;
505
506                                                 // only allow EXACT matches when snapping for these (this is mostly for caulk brushes inside a model)
507                                                 if(normalEpsilon > 0)
508                                                         normalEpsilon = 0;
509                                                 if(distanceEpsilon > 0)
510                                                         distanceEpsilon = 0;
511                                         }
512                                         else
513                                                 buildBrush->detail = qtrue;
514
515                                         /* regenerate back points */
516                                         for( j = 0; j < 3; j++ )
517                                         {
518                                                 /* get vertex */
519                                                 dv = &ds->verts[ ds->indexes[ i + j ] ];
520
521                                                 // shift by some units
522                                                 VectorMA(dv->xyz, -64.0f, bestNormal, backs[j]); // 64 prevents roundoff errors a bit
523                                         }
524
525                                         /* make back plane */
526                                         VectorScale( plane, -1.0f, reverse );
527                                         reverse[ 3 ] = -plane[ 3 ];
528                                         if((spawnFlags & 24) != 24)
529                                                 reverse[3] += DotProduct(bestNormal, plane) * backPlaneDistance;
530                                         // that's at least sqrt(1/3) backPlaneDistance, unless in DOWN mode; in DOWN mode, we are screwed anyway if we encounter a plane that's perpendicular to the xy plane)
531
532                                         if( PlaneFromPoints( pa, points[ 2 ], points[ 1 ], backs[ 1 ] ) &&
533                                                         PlaneFromPoints( pb, points[ 1 ], points[ 0 ], backs[ 0 ] ) &&
534                                                         PlaneFromPoints( pc, points[ 0 ], points[ 2 ], backs[ 2 ] ) )
535                                         {
536                                                 /* set up brush sides */
537                                                 buildBrush->numsides = 5;
538                                                 buildBrush->sides[ 0 ].shaderInfo = si;
539                                                 for( j = 1; j < buildBrush->numsides; j++ )
540                                                         buildBrush->sides[ j ].shaderInfo = NULL; // don't emit these faces as draw surfaces, should make smaller BSPs; hope this works
541
542                                                 buildBrush->sides[ 0 ].planenum = FindFloatPlane( plane, plane[ 3 ], 3, points );
543                                                 buildBrush->sides[ 1 ].planenum = FindFloatPlane( pa, pa[ 3 ], 2, &points[ 1 ] ); // pa contains points[1] and points[2]
544                                                 buildBrush->sides[ 2 ].planenum = FindFloatPlane( pb, pb[ 3 ], 2, &points[ 0 ] ); // pb contains points[0] and points[1]
545                                                 buildBrush->sides[ 3 ].planenum = FindFloatPlane( pc, pc[ 3 ], 2, &points[ 2 ] ); // pc contains points[2] and points[0] (copied to points[3]
546                                                 buildBrush->sides[ 4 ].planenum = FindFloatPlane( reverse, reverse[ 3 ], 3, backs );
547                                         }
548                                         else
549                                         {
550                                                 free(buildBrush);
551                                                 continue;
552                                         }
553
554                                         normalEpsilon = normalEpsilon_save;
555                                         distanceEpsilon = distanceEpsilon_save;
556
557                                         /* add to entity */
558                                         if( CreateBrushWindings( buildBrush ) )
559                                         {
560                                                 AddBrushBevels();
561                                                 //%     EmitBrushes( buildBrush, NULL, NULL );
562                                                 buildBrush->next = entities[ mapEntityNum ].brushes;
563                                                 entities[ mapEntityNum ].brushes = buildBrush;
564                                                 entities[ mapEntityNum ].numBrushes++;
565                                         }
566                                         else
567                                                 free( buildBrush );
568                                 }
569                         }
570                 }
571         }
572 }
573
574
575
576 /*
577 AddTriangleModels()
578 adds misc_model surfaces to the bsp
579 */
580
581 void AddTriangleModels( entity_t *e )
582 {
583         int                             num, frame, castShadows, recvShadows, spawnFlags;
584         entity_t                *e2;
585         const char              *targetName;
586         const char              *target, *model, *value;
587         char                    shader[ MAX_QPATH ];
588         shaderInfo_t    *celShader;
589         float                   temp, baseLightmapScale, lightmapScale;
590         vec3_t                  origin, scale, angles;
591         m4x4_t                  transform;
592         epair_t                 *ep;
593         remap_t                 *remap, *remap2;
594         char                    *split;
595         
596         
597         /* note it */
598         Sys_FPrintf( SYS_VRB, "--- AddTriangleModels ---\n" );
599         
600         /* get current brush entity targetname */
601         if( e == entities )
602                 targetName = "";
603         else
604         {
605                 targetName = ValueForKey( e, "targetname" );
606         
607                 /* misc_model entities target non-worldspawn brush model entities */
608                 if( targetName[ 0 ] == '\0' )
609                         return;
610         }
611         
612         /* get lightmap scale */
613         baseLightmapScale = FloatForKey( e, "_lightmapscale" );
614         if( baseLightmapScale <= 0.0f )
615                 baseLightmapScale = 0.0f;
616         
617         /* walk the entity list */
618         for( num = 1; num < numEntities; num++ )
619         {
620                 /* get e2 */
621                 e2 = &entities[ num ];
622                 
623                 /* convert misc_models into raw geometry */
624                 if( Q_stricmp( "misc_model", ValueForKey( e2, "classname" ) ) )
625                         continue;
626
627                 /* ydnar: added support for md3 models on non-worldspawn models */
628                 target = ValueForKey( e2, "target" );
629                 if( strcmp( target, targetName ) )
630                         continue;
631                 
632                 /* get model name */
633                 model = ValueForKey( e2, "model" );
634                 if( model[ 0 ] == '\0' )
635                 {
636                         Sys_Printf( "WARNING: misc_model at %i %i %i without a model key\n",
637                                 (int) origin[ 0 ], (int) origin[ 1 ], (int) origin[ 2 ] );
638                         continue;
639                 }
640                 
641                 /* get model frame */
642                 frame = IntForKey( e2, "_frame" );
643                 
644                 /* worldspawn (and func_groups) default to cast/recv shadows in worldspawn group */
645                 if( e == entities )
646                 {
647                         castShadows = WORLDSPAWN_CAST_SHADOWS;
648                         recvShadows = WORLDSPAWN_RECV_SHADOWS;
649                 }
650                 
651                 /* other entities don't cast any shadows, but recv worldspawn shadows */
652                 else
653                 {
654                         castShadows = ENTITY_CAST_SHADOWS;
655                         recvShadows = ENTITY_RECV_SHADOWS;
656                 }
657                 
658                 /* get explicit shadow flags */
659                 GetEntityShadowFlags( e2, e, &castShadows, &recvShadows );
660                 
661                 /* get spawnflags */
662                 spawnFlags = IntForKey( e2, "spawnflags" );
663                 
664                 /* get origin */
665                 GetVectorForKey( e2, "origin", origin );
666                 VectorSubtract( origin, e->origin, origin );    /* offset by parent */
667                 
668                 /* get scale */
669                 scale[ 0 ] = scale[ 1 ] = scale[ 2 ] = 1.0f;
670                 temp = FloatForKey( e2, "modelscale" );
671                 if( temp != 0.0f )
672                         scale[ 0 ] = scale[ 1 ] = scale[ 2 ] = temp;
673                 value = ValueForKey( e2, "modelscale_vec" );
674                 if( value[ 0 ] != '\0' )
675                         sscanf( value, "%f %f %f", &scale[ 0 ], &scale[ 1 ], &scale[ 2 ] );
676                 
677                 /* get "angle" (yaw) or "angles" (pitch yaw roll) */
678                 angles[ 0 ] = angles[ 1 ] = angles[ 2 ] = 0.0f;
679                 angles[ 2 ] = FloatForKey( e2, "angle" );
680                 value = ValueForKey( e2, "angles" );
681                 if( value[ 0 ] != '\0' )
682                         sscanf( value, "%f %f %f", &angles[ 1 ], &angles[ 2 ], &angles[ 0 ] );
683                 
684                 /* set transform matrix (thanks spog) */
685                 m4x4_identity( transform );
686                 m4x4_pivoted_transform_by_vec3( transform, origin, angles, eXYZ, scale, vec3_origin );
687                 
688                 /* get shader remappings */
689                 remap = NULL;
690                 for( ep = e2->epairs; ep != NULL; ep = ep->next )
691                 {
692                         /* look for keys prefixed with "_remap" */
693                         if( ep->key != NULL && ep->value != NULL &&
694                                 ep->key[ 0 ] != '\0' && ep->value[ 0 ] != '\0' &&
695                                 !Q_strncasecmp( ep->key, "_remap", 6 ) )
696                         {
697                                 /* create new remapping */
698                                 remap2 = remap;
699                                 remap = safe_malloc( sizeof( *remap ) );
700                                 remap->next = remap2;
701                                 strcpy( remap->from, ep->value );
702                                 
703                                 /* split the string */
704                                 split = strchr( remap->from, ';' );
705                                 if( split == NULL )
706                                 {
707                                         Sys_Printf( "WARNING: Shader _remap key found in misc_model without a ; character\n" );
708                                         free( remap );
709                                         remap = remap2;
710                                         continue;
711                                 }
712                                 
713                                 /* store the split */
714                                 *split = '\0';
715                                 strcpy( remap->to, (split + 1) );
716                                 
717                                 /* note it */
718                                 //%     Sys_FPrintf( SYS_VRB, "Remapping %s to %s\n", remap->from, remap->to );
719                         }
720                 }
721                 
722                 /* ydnar: cel shader support */
723                 value = ValueForKey( e2, "_celshader" );
724                 if( value[ 0 ] == '\0' )
725                         value = ValueForKey( &entities[ 0 ], "_celshader" );
726                 if( value[ 0 ] != '\0' )
727                 {
728                         sprintf( shader, "textures/%s", value );
729                         celShader = ShaderInfoForShader( shader );
730                 }
731                 else
732                         celShader = *globalCelShader ? ShaderInfoForShader(globalCelShader) : NULL;
733                 
734                 /* get lightmap scale */
735                 lightmapScale = FloatForKey( e2, "_lightmapscale" );
736                 if( lightmapScale <= 0.0f )
737                         lightmapScale = baseLightmapScale;
738                 
739                 /* insert the model */
740                 InsertModel( (char*) model, frame, transform, remap, celShader, mapEntityNum, castShadows, recvShadows, spawnFlags, lightmapScale );
741                 
742                 /* free shader remappings */
743                 while( remap != NULL )
744                 {
745                         remap2 = remap->next;
746                         free( remap );
747                         remap = remap2;
748                 }
749         }
750 }