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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 ); /* why did vortex comment this out? FIXME */
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                                 if(spawnFlags & 32) // spawnflag 32: model color -> alpha hack
386                                 {
387                                         dv->color[ j ][ 0 ] = 255.0f;
388                                         dv->color[ j ][ 1 ] = 255.0f;
389                                         dv->color[ j ][ 2 ] = 255.0f;
390                                         dv->color[ j ][ 3 ] = color[ 0 ] * 0.3f + color[ 1 ] * 0.59f + color[ 2 ] * 0.11f;
391                                 }
392                                 else
393                                 {
394                                         dv->color[ j ][ 0 ] = color[ 0 ];
395                                         dv->color[ j ][ 1 ] = color[ 1 ];
396                                         dv->color[ j ][ 2 ] = color[ 2 ];
397                                         dv->color[ j ][ 3 ] = color[ 3 ];
398                                 }
399                         }
400                 }
401                 
402                 /* copy indexes */
403                 indexes = PicoGetSurfaceIndexes( surface, 0 );
404                 for( i = 0; i < ds->numIndexes; i++ )
405                         ds->indexes[ i ] = indexes[ i ];
406                 
407                 /* set cel shader */
408                 ds->celShader = celShader;
409                 
410                 /* ydnar: giant hack land: generate clipping brushes for model triangles */
411                 if( si->clipModel || (spawnFlags & 2) ) /* 2nd bit */
412                 {
413                         vec3_t          points[ 4 ], backs[ 3 ];
414                         vec4_t          plane, reverse, pa, pb, pc;
415                         
416                         
417                         /* temp hack */
418                         if( !si->clipModel &&
419                                 ((si->compileFlags & C_TRANSLUCENT) || !(si->compileFlags & C_SOLID)) )
420                                 continue;
421                         
422                         /* walk triangle list */
423                         for( i = 0; i < ds->numIndexes; i += 3 )
424                         {
425                                 /* overflow hack */
426                                 AUTOEXPAND_BY_REALLOC(mapplanes, (nummapplanes+64) << 1, allocatedmapplanes, 1024);
427                                 
428                                 /* make points and back points */
429                                 for( j = 0; j < 3; j++ )
430                                 {
431                                         /* get vertex */
432                                         dv = &ds->verts[ ds->indexes[ i + j ] ];
433                                         
434                                         /* copy xyz */
435                                         VectorCopy( dv->xyz, points[ j ] );
436                                         VectorCopy( dv->xyz, backs[ j ] );
437                                         
438                                         /* find nearest axial to normal and push back points opposite */
439                                         /* note: this doesn't work as well as simply using the plane of the triangle, below */
440                                         for( k = 0; k < 3; k++ )
441                                         {
442                                                 if( fabs( dv->normal[ k ] ) >= fabs( dv->normal[ (k + 1) % 3 ] ) &&
443                                                         fabs( dv->normal[ k ] ) >= fabs( dv->normal[ (k + 2) % 3 ] ) )
444                                                 {
445                                                         backs[ j ][ k ] += dv->normal[ k ] < 0.0f ? 64.0f : -64.0f;
446                                                         break;
447                                                 }
448                                         }
449                                 }
450
451                                 VectorCopy( points[0], points[3] ); // for cyclic usage
452                                 
453                                 /* make plane for triangle */
454                                 // div0: add some extra spawnflags:
455                                 //   0: snap normals to axial planes for extrusion
456                                 //   8: extrude with the original normals
457                                 //  16: extrude only with up/down normals (ideal for terrain)
458                                 //  24: extrude by distance zero (may need engine changes)
459                                 if( PlaneFromPoints( plane, points[ 0 ], points[ 1 ], points[ 2 ] ) )
460                                 {
461                                         vec3_t bestNormal;
462                                         float backPlaneDistance = 2;
463
464                                         if(spawnFlags & 8) // use a DOWN normal
465                                         {
466                                                 if(spawnFlags & 16)
467                                                 {
468                                                         // 24: normal as is, and zero width (broken)
469                                                         VectorCopy(plane, bestNormal);
470                                                 }
471                                                 else
472                                                 {
473                                                         // 8: normal as is
474                                                         VectorCopy(plane, bestNormal);
475                                                 }
476                                         }
477                                         else
478                                         {
479                                                 if(spawnFlags & 16)
480                                                 {
481                                                         // 16: UP/DOWN normal
482                                                         VectorSet(bestNormal, 0, 0, (plane[2] >= 0 ? 1 : -1));
483                                                 }
484                                                 else
485                                                 {
486                                                         // 0: axial normal
487                                                         if(fabs(plane[0]) > fabs(plane[1])) // x>y
488                                                                 if(fabs(plane[1]) > fabs(plane[2])) // x>y, y>z
489                                                                         VectorSet(bestNormal, (plane[0] >= 0 ? 1 : -1), 0, 0);
490                                                                 else // x>y, z>=y
491                                                                         if(fabs(plane[0]) > fabs(plane[2])) // x>z, z>=y
492                                                                                 VectorSet(bestNormal, (plane[0] >= 0 ? 1 : -1), 0, 0);
493                                                                         else // z>=x, x>y
494                                                                                 VectorSet(bestNormal, 0, 0, (plane[2] >= 0 ? 1 : -1));
495                                                         else // y>=x
496                                                                 if(fabs(plane[1]) > fabs(plane[2])) // y>z, y>=x
497                                                                         VectorSet(bestNormal, 0, (plane[1] >= 0 ? 1 : -1), 0);
498                                                                 else // z>=y, y>=x
499                                                                         VectorSet(bestNormal, 0, 0, (plane[2] >= 0 ? 1 : -1));
500                                                 }
501                                         }
502
503                                         /* build a brush */
504                                         buildBrush = AllocBrush( 48 );
505                                         buildBrush->entityNum = mapEntityNum;
506                                         buildBrush->original = buildBrush;
507                                         buildBrush->contentShader = si;
508                                         buildBrush->compileFlags = si->compileFlags;
509                                         buildBrush->contentFlags = si->contentFlags;
510                                         normalEpsilon_save = normalEpsilon;
511                                         distanceEpsilon_save = distanceEpsilon;
512                                         if(si->compileFlags & C_STRUCTURAL) // allow forced structural brushes here
513                                         {
514                                                 buildBrush->detail = qfalse;
515
516                                                 // only allow EXACT matches when snapping for these (this is mostly for caulk brushes inside a model)
517                                                 if(normalEpsilon > 0)
518                                                         normalEpsilon = 0;
519                                                 if(distanceEpsilon > 0)
520                                                         distanceEpsilon = 0;
521                                         }
522                                         else
523                                                 buildBrush->detail = qtrue;
524
525                                         /* regenerate back points */
526                                         for( j = 0; j < 3; j++ )
527                                         {
528                                                 /* get vertex */
529                                                 dv = &ds->verts[ ds->indexes[ i + j ] ];
530
531                                                 // shift by some units
532                                                 VectorMA(dv->xyz, -64.0f, bestNormal, backs[j]); // 64 prevents roundoff errors a bit
533                                         }
534
535                                         /* make back plane */
536                                         VectorScale( plane, -1.0f, reverse );
537                                         reverse[ 3 ] = -plane[ 3 ];
538                                         if((spawnFlags & 24) != 24)
539                                                 reverse[3] += DotProduct(bestNormal, plane) * backPlaneDistance;
540                                         // 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)
541
542                                         if( PlaneFromPoints( pa, points[ 2 ], points[ 1 ], backs[ 1 ] ) &&
543                                                         PlaneFromPoints( pb, points[ 1 ], points[ 0 ], backs[ 0 ] ) &&
544                                                         PlaneFromPoints( pc, points[ 0 ], points[ 2 ], backs[ 2 ] ) )
545                                         {
546                                                 /* set up brush sides */
547                                                 buildBrush->numsides = 5;
548                                                 buildBrush->sides[ 0 ].shaderInfo = si;
549                                                 for( j = 1; j < buildBrush->numsides; j++ )
550                                                         buildBrush->sides[ j ].shaderInfo = NULL; // don't emit these faces as draw surfaces, should make smaller BSPs; hope this works
551
552                                                 buildBrush->sides[ 0 ].planenum = FindFloatPlane( plane, plane[ 3 ], 3, points );
553                                                 buildBrush->sides[ 1 ].planenum = FindFloatPlane( pa, pa[ 3 ], 2, &points[ 1 ] ); // pa contains points[1] and points[2]
554                                                 buildBrush->sides[ 2 ].planenum = FindFloatPlane( pb, pb[ 3 ], 2, &points[ 0 ] ); // pb contains points[0] and points[1]
555                                                 buildBrush->sides[ 3 ].planenum = FindFloatPlane( pc, pc[ 3 ], 2, &points[ 2 ] ); // pc contains points[2] and points[0] (copied to points[3]
556                                                 buildBrush->sides[ 4 ].planenum = FindFloatPlane( reverse, reverse[ 3 ], 3, backs );
557                                         }
558                                         else
559                                         {
560                                                 free(buildBrush);
561                                                 continue;
562                                         }
563
564                                         normalEpsilon = normalEpsilon_save;
565                                         distanceEpsilon = distanceEpsilon_save;
566
567                                         /* add to entity */
568                                         if( CreateBrushWindings( buildBrush ) )
569                                         {
570                                                 AddBrushBevels();
571                                                 //%     EmitBrushes( buildBrush, NULL, NULL );
572                                                 buildBrush->next = entities[ mapEntityNum ].brushes;
573                                                 entities[ mapEntityNum ].brushes = buildBrush;
574                                                 entities[ mapEntityNum ].numBrushes++;
575                                         }
576                                         else
577                                                 free( buildBrush );
578                                 }
579                         }
580                 }
581         }
582 }
583
584
585
586 /*
587 AddTriangleModels()
588 adds misc_model surfaces to the bsp
589 */
590
591 void AddTriangleModels( entity_t *e )
592 {
593         int                             num, frame, castShadows, recvShadows, spawnFlags;
594         entity_t                *e2;
595         const char              *targetName;
596         const char              *target, *model, *value;
597         char                    shader[ MAX_QPATH ];
598         shaderInfo_t    *celShader;
599         float                   temp, baseLightmapScale, lightmapScale;
600         vec3_t                  origin, scale, angles;
601         m4x4_t                  transform;
602         epair_t                 *ep;
603         remap_t                 *remap, *remap2;
604         char                    *split;
605         
606         
607         /* note it */
608         Sys_FPrintf( SYS_VRB, "--- AddTriangleModels ---\n" );
609         
610         /* get current brush entity targetname */
611         if( e == entities )
612                 targetName = "";
613         else
614         {
615                 targetName = ValueForKey( e, "targetname" );
616         
617                 /* misc_model entities target non-worldspawn brush model entities */
618                 if( targetName[ 0 ] == '\0' )
619                         return;
620         }
621         
622         /* get lightmap scale */
623         /* vortex: added _ls key (short name of lightmapscale) */
624         baseLightmapScale = FloatForKey( e, "_lightmapscale" );
625         if( baseLightmapScale <= 0.0f )
626                 baseLightmapScale = FloatForKey( e, "_ls" );
627         if( baseLightmapScale <= 0.0f )
628                 baseLightmapScale = 0.0f;
629         
630         /* walk the entity list */
631         for( num = 1; num < numEntities; num++ )
632         {
633                 /* get e2 */
634                 e2 = &entities[ num ];
635                 
636                 /* convert misc_models into raw geometry */
637                 if( Q_stricmp( "misc_model", ValueForKey( e2, "classname" ) ) )
638                         continue;
639
640                 /* ydnar: added support for md3 models on non-worldspawn models */
641                 target = ValueForKey( e2, "target" );
642                 if( strcmp( target, targetName ) )
643                         continue;
644                 
645                 /* get model name */
646                 model = ValueForKey( e2, "model" );
647                 if( model[ 0 ] == '\0' )
648                 {
649                         Sys_Printf( "WARNING: misc_model at %i %i %i without a model key\n",
650                                 (int) origin[ 0 ], (int) origin[ 1 ], (int) origin[ 2 ] );
651                         continue;
652                 }
653                 
654                 /* get model frame */
655                 frame = IntForKey( e2, "_frame" );
656                 
657                 /* worldspawn (and func_groups) default to cast/recv shadows in worldspawn group */
658                 if( e == entities )
659                 {
660                         castShadows = WORLDSPAWN_CAST_SHADOWS;
661                         recvShadows = WORLDSPAWN_RECV_SHADOWS;
662                 }
663                 
664                 /* other entities don't cast any shadows, but recv worldspawn shadows */
665                 else
666                 {
667                         castShadows = ENTITY_CAST_SHADOWS;
668                         recvShadows = ENTITY_RECV_SHADOWS;
669                 }
670                 
671                 /* get explicit shadow flags */
672                 GetEntityShadowFlags( e2, e, &castShadows, &recvShadows );
673                 
674                 /* get spawnflags */
675                 spawnFlags = IntForKey( e2, "spawnflags" );
676                 
677                 /* get origin */
678                 GetVectorForKey( e2, "origin", origin );
679                 VectorSubtract( origin, e->origin, origin );    /* offset by parent */
680                 
681                 /* get scale */
682                 scale[ 0 ] = scale[ 1 ] = scale[ 2 ] = 1.0f;
683                 temp = FloatForKey( e2, "modelscale" );
684                 if( temp != 0.0f )
685                         scale[ 0 ] = scale[ 1 ] = scale[ 2 ] = temp;
686                 value = ValueForKey( e2, "modelscale_vec" );
687                 if( value[ 0 ] != '\0' )
688                         sscanf( value, "%f %f %f", &scale[ 0 ], &scale[ 1 ], &scale[ 2 ] );
689                 
690                 /* get "angle" (yaw) or "angles" (pitch yaw roll) */
691                 angles[ 0 ] = angles[ 1 ] = angles[ 2 ] = 0.0f;
692                 angles[ 2 ] = FloatForKey( e2, "angle" );
693                 value = ValueForKey( e2, "angles" );
694                 if( value[ 0 ] != '\0' )
695                         sscanf( value, "%f %f %f", &angles[ 1 ], &angles[ 2 ], &angles[ 0 ] );
696                 
697                 /* set transform matrix (thanks spog) */
698                 m4x4_identity( transform );
699                 m4x4_pivoted_transform_by_vec3( transform, origin, angles, eXYZ, scale, vec3_origin );
700                 
701                 /* get shader remappings */
702                 remap = NULL;
703                 for( ep = e2->epairs; ep != NULL; ep = ep->next )
704                 {
705                         /* look for keys prefixed with "_remap" */
706                         if( ep->key != NULL && ep->value != NULL &&
707                                 ep->key[ 0 ] != '\0' && ep->value[ 0 ] != '\0' &&
708                                 !Q_strncasecmp( ep->key, "_remap", 6 ) )
709                         {
710                                 /* create new remapping */
711                                 remap2 = remap;
712                                 remap = safe_malloc( sizeof( *remap ) );
713                                 remap->next = remap2;
714                                 strcpy( remap->from, ep->value );
715                                 
716                                 /* split the string */
717                                 split = strchr( remap->from, ';' );
718                                 if( split == NULL )
719                                 {
720                                         Sys_Printf( "WARNING: Shader _remap key found in misc_model without a ; character\n" );
721                                         free( remap );
722                                         remap = remap2;
723                                         continue;
724                                 }
725                                 
726                                 /* store the split */
727                                 *split = '\0';
728                                 strcpy( remap->to, (split + 1) );
729                                 
730                                 /* note it */
731                                 //%     Sys_FPrintf( SYS_VRB, "Remapping %s to %s\n", remap->from, remap->to );
732                         }
733                 }
734                 
735                 /* ydnar: cel shader support */
736                 value = ValueForKey( e2, "_celshader" );
737                 if( value[ 0 ] == '\0' )
738                         value = ValueForKey( &entities[ 0 ], "_celshader" );
739                 if( value[ 0 ] != '\0' )
740                 {
741                         sprintf( shader, "textures/%s", value );
742                         celShader = ShaderInfoForShader( shader );
743                 }
744                 else
745                         celShader = *globalCelShader ? ShaderInfoForShader(globalCelShader) : NULL;
746                 
747                 /* get lightmap scale */
748                 /* vortex: added _ls key (short name of lightmapscale) */
749                 lightmapScale = FloatForKey( e2, "_lightmapscale" );
750                 if( lightmapScale <= 0.0f )
751                         lightmapScale = FloatForKey( e2, "_ls" );
752                 if( lightmapScale <= 0.0f )
753                         lightmapScale = baseLightmapScale;
754                 
755                 /* insert the model */
756                 InsertModel( (char*) model, frame, transform, remap, celShader, mapEntityNum, castShadows, recvShadows, spawnFlags, lightmapScale );
757                 
758                 /* free shader remappings */
759                 while( remap != NULL )
760                 {
761                         remap2 = remap->next;
762                         free( remap );
763                         remap = remap2;
764                 }
765         }
766 }