2 Copyright (C) 1996-1997 Id Software, Inc.
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.
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.
13 See the GNU General Public License for more details.
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.
20 // models.c -- model loading and caching
22 // models are the only shared resource between a client and server running
23 // on the same machine.
29 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0"};
34 #define MAX_MOD_KNOWN (MAX_MODELS + 256)
35 static model_t mod_known[MAX_MOD_KNOWN];
37 static void mod_start(void)
40 for (i = 0;i < MAX_MOD_KNOWN;i++)
41 if (mod_known[i].name[0])
42 Mod_UnloadModel(&mod_known[i]);
46 static void mod_shutdown(void)
49 for (i = 0;i < MAX_MOD_KNOWN;i++)
50 if (mod_known[i].name[0])
51 Mod_UnloadModel(&mod_known[i]);
54 static void mod_newmap(void)
57 int i, surfacenum, ssize, tsize;
59 if (!cl_stainmaps_clearonload.integer)
62 for (i = 0;i < MAX_MOD_KNOWN;i++)
64 if (mod_known[i].name[0])
66 for (surfacenum = 0, surface = mod_known[i].data_surfaces;surfacenum < mod_known[i].num_surfaces;surfacenum++, surface++)
68 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
70 ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
71 tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
72 memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
73 surface->cached_dlight = true;
85 static void Mod_Print(void);
86 static void Mod_Precache (void);
93 Cvar_RegisterVariable(&r_mipskins);
94 Cmd_AddCommand ("modellist", Mod_Print);
95 Cmd_AddCommand ("modelprecache", Mod_Precache);
98 void Mod_RenderInit(void)
100 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
103 void Mod_FreeModel (model_t *mod)
105 R_FreeTexturePool(&mod->texturepool);
106 Mem_FreePool(&mod->mempool);
108 // clear the struct to make it available
109 memset(mod, 0, sizeof(model_t));
112 void Mod_UnloadModel (model_t *mod)
114 char name[MAX_QPATH];
115 qboolean isworldmodel;
117 strcpy(name, mod->name);
118 isworldmodel = mod->isworldmodel;
121 strcpy(mod->name, name);
122 mod->isworldmodel = isworldmodel;
134 model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
142 if (mod->name[0] == '*') // submodel
147 if (mod->isworldmodel != isworldmodel)
149 if (!mod->loaded || checkdisk)
151 if (checkdisk && mod->loaded)
152 Con_DPrintf("checking model %s\n", mod->name);
153 buf = FS_LoadFile (mod->name, tempmempool, false);
156 crc = CRC_Block(buf, fs_filesize);
162 return mod; // already loaded
164 Con_DPrintf("loading model %s\n", mod->name);
165 // LordHavoc: unload the existing model in this slot (if there is one)
166 Mod_UnloadModel(mod);
169 mod->isworldmodel = isworldmodel;
172 // errors can prevent the corresponding mod->loaded = true;
175 // default model radius and bounding box (mainly for missing models)
177 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
178 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
179 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
180 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
181 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
182 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
184 // all models use memory, so allocate a memory pool
185 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
186 // all models load textures, so allocate a texture pool
187 if (cls.state != ca_dedicated)
188 mod->texturepool = R_AllocTexturePool();
192 num = LittleLong(*((int *)buf));
193 // call the apropriate loader
195 if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf);
196 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf);
197 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf);
198 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf);
199 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf);
200 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf);
201 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf);
202 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf);
203 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf);
204 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
209 // LordHavoc: Sys_Error was *ANNOYING*
210 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
213 // no errors occurred
223 void Mod_ClearAll(void)
227 void Mod_ClearUsed(void)
232 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
237 void Mod_PurgeUnused(void)
242 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
248 // only used during loading!
249 void Mod_RemoveStaleWorldModels(model_t *skip)
252 for (i = 0;i < MAX_MOD_KNOWN;i++)
253 if (mod_known[i].isworldmodel && skip != &mod_known[i])
254 Mod_UnloadModel(mod_known + i);
257 void Mod_LoadModels(void)
262 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
265 Mod_CheckLoaded(mod);
274 model_t *Mod_FindName(const char *name)
277 model_t *mod, *freemod;
280 Host_Error ("Mod_ForName: NULL name");
282 // search the currently loaded models
284 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
288 if (!strcmp (mod->name, name))
294 else if (freemod == NULL)
301 strcpy (mod->name, name);
307 Host_Error ("Mod_FindName: ran out of models\n");
315 Loads in a model for the given name
318 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
320 return Mod_LoadModel(Mod_FindName(name), crash, checkdisk, isworldmodel);
326 //=============================================================================
333 static void Mod_Print(void)
338 Con_Print("Loaded models:\n");
339 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
341 Con_Printf("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
349 static void Mod_Precache(void)
352 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
354 Con_Print("usage: modelprecache <filename>\n");
357 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
361 used = Mem_Alloc(tempmempool, numvertices);
362 memset(used, 0, numvertices);
363 for (i = 0;i < numelements;i++)
364 used[elements[i]] = 1;
365 for (i = 0, count = 0;i < numvertices;i++)
366 remapvertices[i] = used[i] ? count++ : -1;
372 // fast way, using an edge hash
373 #define TRIANGLEEDGEHASH 8192
374 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
376 int i, j, p, e1, e2, *n, hashindex, count, match;
378 typedef struct edgehashentry_s
380 struct edgehashentry_s *next;
385 edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
386 memset(edgehash, 0, sizeof(edgehash));
387 edgehashentries = edgehashentriesbuffer;
388 // if there are too many triangles for the stack array, allocate larger buffer
389 if (numtriangles > TRIANGLEEDGEHASH)
390 edgehashentries = Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
391 // find neighboring triangles
392 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
394 for (j = 0, p = 2;j < 3;p = j, j++)
398 // this hash index works for both forward and backward edges
399 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
400 hash = edgehashentries + i * 3 + j;
401 hash->next = edgehash[hashindex];
402 edgehash[hashindex] = hash;
404 hash->element[0] = e1;
405 hash->element[1] = e2;
408 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
410 for (j = 0, p = 2;j < 3;p = j, j++)
414 // this hash index works for both forward and backward edges
415 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
418 for (hash = edgehash[hashindex];hash;hash = hash->next)
420 if (hash->element[0] == e2 && hash->element[1] == e1)
422 if (hash->triangle != i)
423 match = hash->triangle;
426 else if ((hash->element[0] == e1 && hash->element[1] == e2))
429 // detect edges shared by three triangles and make them seams
435 // free the allocated buffer
436 if (edgehashentries != edgehashentriesbuffer)
437 Mem_Free(edgehashentries);
440 // very slow but simple way
441 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
446 for (i = 0;i < numtriangles;i++, elements += 3)
448 if ((elements[0] == start && elements[1] == end)
449 || (elements[1] == start && elements[2] == end)
450 || (elements[2] == start && elements[0] == end))
456 else if ((elements[1] == start && elements[0] == end)
457 || (elements[2] == start && elements[1] == end)
458 || (elements[0] == start && elements[2] == end))
461 // detect edges shared by three triangles and make them seams
467 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
471 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
473 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
474 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
475 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
480 void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline)
483 for (i = 0;i < numtriangles * 3;i++)
484 if ((unsigned int)elements[i] >= (unsigned int)numverts)
485 Con_Printf("Mod_ValidateElements: out of bounds element detected at %s:%d\n", filename, fileline);
488 // warning: this is an expensive function!
489 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
496 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
497 // process each vertex of each triangle and accumulate the results
498 // use area-averaging, to make triangles with a big area have a bigger
499 // weighting on the vertex normal than triangles with a small area
500 // to do so, just add the 'normals' together (the bigger the area
501 // the greater the length of the normal is
503 for (i = 0; i < numtriangles; i++, element += 3)
506 vertex3f + element[0] * 3,
507 vertex3f + element[1] * 3,
508 vertex3f + element[2] * 3,
513 VectorNormalize(areaNormal);
515 for (j = 0;j < 3;j++)
517 vectorNormal = normal3f + element[j] * 3;
518 vectorNormal[0] += areaNormal[0];
519 vectorNormal[1] += areaNormal[1];
520 vectorNormal[2] += areaNormal[2];
523 // and just normalize the accumulated vertex normal in the end
524 vectorNormal = normal3f + 3 * firstvertex;
525 for (i = 0; i < numvertices; i++, vectorNormal += 3)
526 VectorNormalize(vectorNormal);
529 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)
531 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
532 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
533 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
535 // 6 multiply, 9 subtract
536 VectorSubtract(v1, v0, v10);
537 VectorSubtract(v2, v0, v20);
538 normal3f[0] = v10[1] * v20[2] - v10[2] * v20[1];
539 normal3f[1] = v10[2] * v20[0] - v10[0] * v20[2];
540 normal3f[2] = v10[0] * v20[1] - v10[1] * v20[0];
541 // 12 multiply, 10 subtract
542 tc10[1] = tc1[1] - tc0[1];
543 tc20[1] = tc2[1] - tc0[1];
544 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
545 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
546 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
547 tc10[0] = tc1[0] - tc0[0];
548 tc20[0] = tc2[0] - tc0[0];
549 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
550 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
551 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
552 // 12 multiply, 4 add, 6 subtract
553 f = DotProduct(svector3f, normal3f);
554 svector3f[0] -= f * normal3f[0];
555 svector3f[1] -= f * normal3f[1];
556 svector3f[2] -= f * normal3f[2];
557 f = DotProduct(tvector3f, normal3f);
558 tvector3f[0] -= f * normal3f[0];
559 tvector3f[1] -= f * normal3f[1];
560 tvector3f[2] -= f * normal3f[2];
561 // if texture is mapped the wrong way (counterclockwise), the tangents
562 // have to be flipped, this is detected by calculating a normal from the
563 // two tangents, and seeing if it is opposite the surface normal
564 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
565 CrossProduct(tvector3f, svector3f, tangentcross);
566 if (DotProduct(tangentcross, normal3f) < 0)
568 VectorNegate(svector3f, svector3f);
569 VectorNegate(tvector3f, tvector3f);
573 // warning: this is a very expensive function!
574 void Mod_BuildTextureVectorsAndNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f, qboolean areaweighting)
577 float sdir[3], tdir[3], normal[3], *v;
581 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
583 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
585 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
586 // process each vertex of each triangle and accumulate the results
587 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
589 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);
592 VectorNormalize(sdir);
593 VectorNormalize(tdir);
594 VectorNormalize(normal);
597 for (i = 0;i < 3;i++)
598 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
600 for (i = 0;i < 3;i++)
601 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
603 for (i = 0;i < 3;i++)
604 VectorAdd(normal3f + e[i]*3, normal, normal3f + e[i]*3);
606 // now we could divide the vectors by the number of averaged values on
607 // each vertex... but instead normalize them
608 // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
610 for (i = 0, v = svector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
612 // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
614 for (i = 0, v = tvector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
616 // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
618 for (i = 0, v = normal3f + 3 * firstvertex;i < numvertices;i++, v += 3)
622 surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean detailtexcoords, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
626 mesh = Mem_Alloc(mempool, sizeof(surfmesh_t) + numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (detailtexcoords ? 2 : 0) + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + 3 + (neighbors ? 3 : 0)) * sizeof(int));
627 mesh->num_vertices = numvertices;
628 mesh->num_triangles = numtriangles;
629 data = (qbyte *)(mesh + 1);
630 if (mesh->num_vertices)
632 mesh->data_vertex3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
633 mesh->data_svector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
634 mesh->data_tvector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
635 mesh->data_normal3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
636 mesh->data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
637 mesh->data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
639 mesh->data_texcoorddetail2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
641 mesh->data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * mesh->num_vertices;
643 mesh->data_lightmapoffsets = (int *)data, data += sizeof(int) * mesh->num_vertices;
645 if (mesh->num_triangles)
647 mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
648 mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
650 mesh->data_neighbor3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
655 shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable)
657 shadowmesh_t *newmesh;
660 size = sizeof(shadowmesh_t);
661 size += maxverts * sizeof(float[3]);
663 size += maxverts * sizeof(float[11]);
664 size += maxtriangles * sizeof(int[3]);
666 size += maxtriangles * sizeof(int[3]);
668 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
669 data = Mem_Alloc(mempool, size);
670 newmesh = (void *)data;data += sizeof(*newmesh);
671 newmesh->map_diffuse = map_diffuse;
672 newmesh->map_specular = map_specular;
673 newmesh->map_normal = map_normal;
674 newmesh->maxverts = maxverts;
675 newmesh->maxtriangles = maxtriangles;
676 newmesh->numverts = 0;
677 newmesh->numtriangles = 0;
679 newmesh->vertex3f = (void *)data;data += maxverts * sizeof(float[3]);
682 newmesh->svector3f = (void *)data;data += maxverts * sizeof(float[3]);
683 newmesh->tvector3f = (void *)data;data += maxverts * sizeof(float[3]);
684 newmesh->normal3f = (void *)data;data += maxverts * sizeof(float[3]);
685 newmesh->texcoord2f = (void *)data;data += maxverts * sizeof(float[2]);
687 newmesh->element3i = (void *)data;data += maxtriangles * sizeof(int[3]);
690 newmesh->neighbor3i = (void *)data;data += maxtriangles * sizeof(int[3]);
694 newmesh->vertexhashtable = (void *)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
695 newmesh->vertexhashentries = (void *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
700 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
702 shadowmesh_t *newmesh;
703 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
704 newmesh->numverts = oldmesh->numverts;
705 newmesh->numtriangles = oldmesh->numtriangles;
707 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
708 if (newmesh->svector3f && oldmesh->svector3f)
710 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
711 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
712 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
713 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
715 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
716 if (newmesh->neighbor3i && oldmesh->neighbor3i)
717 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
721 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
724 shadowmeshvertexhash_t *hash;
725 // this uses prime numbers intentionally
726 hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
727 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
729 vnum = (hash - mesh->vertexhashentries);
730 if ((mesh->vertex3f == NULL || (mesh->vertex3f[vnum * 3 + 0] == vertex14f[0] && mesh->vertex3f[vnum * 3 + 1] == vertex14f[1] && mesh->vertex3f[vnum * 3 + 2] == vertex14f[2]))
731 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
732 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
733 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
734 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
735 return hash - mesh->vertexhashentries;
737 vnum = mesh->numverts++;
738 hash = mesh->vertexhashentries + vnum;
739 hash->next = mesh->vertexhashtable[hashindex];
740 mesh->vertexhashtable[hashindex] = hash;
741 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
742 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
743 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
744 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
745 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
749 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
751 if (mesh->numtriangles == 0)
753 // set the properties on this empty mesh to be more favorable...
754 // (note: this case only occurs for the first triangle added to a new mesh chain)
755 mesh->map_diffuse = map_diffuse;
756 mesh->map_specular = map_specular;
757 mesh->map_normal = map_normal;
759 while (mesh->map_diffuse != map_diffuse || mesh->map_specular != map_specular || mesh->map_normal != map_normal || mesh->numverts + 3 > mesh->maxverts || mesh->numtriangles + 1 > mesh->maxtriangles)
761 if (mesh->next == NULL)
762 mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxverts, 300), max(mesh->maxtriangles, 100), map_diffuse, map_specular, map_normal, mesh->svector3f != NULL, mesh->neighbor3i != NULL, true);
765 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
766 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
767 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
768 mesh->numtriangles++;
771 void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, int numtris, const int *element3i)
774 float vbuf[3*14], *v;
775 memset(vbuf, 0, sizeof(vbuf));
776 for (i = 0;i < numtris;i++)
778 for (j = 0, v = vbuf;j < 3;j++, v += 14)
783 v[0] = vertex3f[e * 3 + 0];
784 v[1] = vertex3f[e * 3 + 1];
785 v[2] = vertex3f[e * 3 + 2];
789 v[3] = svector3f[e * 3 + 0];
790 v[4] = svector3f[e * 3 + 1];
791 v[5] = svector3f[e * 3 + 2];
795 v[6] = tvector3f[e * 3 + 0];
796 v[7] = tvector3f[e * 3 + 1];
797 v[8] = tvector3f[e * 3 + 2];
801 v[9] = normal3f[e * 3 + 0];
802 v[10] = normal3f[e * 3 + 1];
803 v[11] = normal3f[e * 3 + 2];
807 v[12] = texcoord2f[e * 2 + 0];
808 v[13] = texcoord2f[e * 2 + 1];
811 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
815 shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable)
817 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
820 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors)
822 shadowmesh_t *mesh, *newmesh, *nextmesh;
823 // reallocate meshs to conserve space
824 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
826 nextmesh = mesh->next;
827 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
829 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
830 newmesh->next = firstmesh;
838 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
842 vec3_t nmins, nmaxs, ncenter, temp;
843 float nradius2, dist2, *v;
845 for (mesh = firstmesh;mesh;mesh = mesh->next)
847 if (mesh == firstmesh)
849 VectorCopy(mesh->vertex3f, nmins);
850 VectorCopy(mesh->vertex3f, nmaxs);
852 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
854 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
855 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
856 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
859 // calculate center and radius
860 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
861 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
862 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
864 for (mesh = firstmesh;mesh;mesh = mesh->next)
866 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
868 VectorSubtract(v, ncenter, temp);
869 dist2 = DotProduct(temp, temp);
870 if (nradius2 < dist2)
876 VectorCopy(nmins, mins);
878 VectorCopy(nmaxs, maxs);
880 VectorCopy(ncenter, center);
882 *radius = sqrt(nradius2);
885 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
887 shadowmesh_t *nextmesh;
888 for (;mesh;mesh = nextmesh)
890 nextmesh = mesh->next;
895 static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
898 for (i = 0;i < width*height;i++)
899 if (((qbyte *)&palette[in[i]])[3] > 0)
900 return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
904 static int detailtexturecycle = 0;
905 int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture)
908 memset(skinframe, 0, sizeof(*skinframe));
909 if (!image_loadskin(&s, basename))
911 if (usedetailtexture)
912 skinframe->detail = r_texture_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
913 skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
914 if (s.nmappixels != NULL)
915 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
916 if (s.glosspixels != NULL)
917 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
918 if (s.glowpixels != NULL && loadglowtexture)
919 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
920 if (s.maskpixels != NULL)
921 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
922 if (loadpantsandshirt)
924 if (s.pantspixels != NULL)
925 skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
926 if (s.shirtpixels != NULL)
927 skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
933 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height)
935 qbyte *temp1, *temp2;
936 memset(skinframe, 0, sizeof(*skinframe));
939 if (usedetailtexture)
940 skinframe->detail = r_texture_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
941 if (r_shadow_bumpscale_basetexture.value > 0)
943 temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8);
944 temp2 = temp1 + width * height * 4;
945 Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights);
946 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
947 skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags, NULL);
952 skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
953 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_nofullbrights, textureflags); // all but fullbrights
954 if (loadpantsandshirt)
956 skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
957 skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
958 if (skinframe->pants || skinframe->shirt)
959 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormapnofullbrights, textureflags); // no special colors
964 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all
965 if (loadpantsandshirt)
967 skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
968 skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
969 if (skinframe->pants || skinframe->shirt)
970 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormap, textureflags); // no pants or shirt
976 void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
981 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
982 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
985 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
986 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
987 texcoord2f[0] = tc[0];
988 texcoord2f[1] = tc[1];
991 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)
993 float vup[3], vdown[3], vleft[3], vright[3];
994 float tcup[3], tcdown[3], tcleft[3], tcright[3];
995 float sv[3], tv[3], nl[3];
996 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
997 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
998 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
999 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1000 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1001 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1002 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1003 VectorAdd(svector3f, sv, svector3f);
1004 VectorAdd(tvector3f, tv, tvector3f);
1005 VectorAdd(normal3f, nl, normal3f);
1006 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1007 VectorAdd(svector3f, sv, svector3f);
1008 VectorAdd(tvector3f, tv, tvector3f);
1009 VectorAdd(normal3f, nl, normal3f);
1010 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1011 VectorAdd(svector3f, sv, svector3f);
1012 VectorAdd(tvector3f, tv, tvector3f);
1013 VectorAdd(normal3f, nl, normal3f);
1016 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)
1018 int x, y, ix, iy, *e;
1020 for (y = 0;y < height;y++)
1022 for (x = 0;x < width;x++)
1024 e[0] = (y + 1) * (width + 1) + (x + 0);
1025 e[1] = (y + 0) * (width + 1) + (x + 0);
1026 e[2] = (y + 1) * (width + 1) + (x + 1);
1027 e[3] = (y + 0) * (width + 1) + (x + 0);
1028 e[4] = (y + 0) * (width + 1) + (x + 1);
1029 e[5] = (y + 1) * (width + 1) + (x + 1);
1033 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1034 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1035 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1036 Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1039 skinfile_t *Mod_LoadSkinFiles(void)
1041 int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1044 skinfile_t *skinfile = NULL, *first = NULL;
1045 skinfileitem_t *skinfileitem;
1046 char word[10][MAX_QPATH];
1047 overridetagnameset_t tagsets[MAX_SKINS];
1048 overridetagname_t tags[256];
1052 U_bodyBox,models/players/Legoman/BikerA2.tga
1053 U_RArm,models/players/Legoman/BikerA1.tga
1054 U_LArm,models/players/Legoman/BikerA1.tga
1055 U_armor,common/nodraw
1056 U_sword,common/nodraw
1057 U_shield,common/nodraw
1058 U_homb,common/nodraw
1059 U_backpack,common/nodraw
1060 U_colcha,common/nodraw
1065 memset(tagsets, 0, sizeof(tagsets));
1066 memset(word, 0, sizeof(word));
1067 for (i = 0;i < MAX_SKINS && (data = text = FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true));i++)
1071 // If it's the first file we parse
1072 if (skinfile == NULL)
1074 skinfile = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1079 skinfile->next = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1080 skinfile = skinfile->next;
1082 skinfile->next = NULL;
1084 for(line = 0;;line++)
1087 if (!COM_ParseToken(&data, true))
1089 if (!strcmp(com_token, "\n"))
1092 wordsoverflow = false;
1096 strlcpy(word[words++], com_token, sizeof (word[0]));
1098 wordsoverflow = true;
1100 while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
1103 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);
1106 // words is always >= 1
1107 if (!strcmp(word[0], "replace"))
1111 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1112 skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1113 skinfileitem->next = skinfile->items;
1114 skinfile->items = skinfileitem;
1115 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1116 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1119 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]);
1121 else if (words == 2 && !strcmp(word[1], ","))
1123 // tag name, like "tag_weapon,"
1124 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1125 memset(tags + numtags, 0, sizeof(tags[numtags]));
1126 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1129 else if (words == 3 && !strcmp(word[1], ","))
1131 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1132 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1133 skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1134 skinfileitem->next = skinfile->items;
1135 skinfile->items = skinfileitem;
1136 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1137 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1140 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);
1146 overridetagnameset_t *t;
1148 t->num_overridetagnames = numtags;
1149 t->data_overridetagnames = Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1150 memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1156 loadmodel->data_overridetagnamesforskin = Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1157 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1160 loadmodel->numskins = i;
1164 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1167 skinfileitem_t *skinfileitem, *nextitem;
1168 for (;skinfile;skinfile = next)
1170 next = skinfile->next;
1171 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1173 nextitem = skinfileitem->next;
1174 Mem_Free(skinfileitem);
1180 int Mod_CountSkinFiles(skinfile_t *skinfile)
1183 for (i = 0;skinfile;skinfile = skinfile->next, i++);
1187 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
1190 double isnap = 1.0 / snap;
1191 for (i = 0;i < numvertices*numcomponents;i++)
1192 vertices[i] = floor(vertices[i]*isnap)*snap;
1195 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1197 int i, outtriangles;
1198 float d, edgedir[3], temp[3];
1199 // a degenerate triangle is one with no width (thickness, surface area)
1200 // these are characterized by having all 3 points colinear (along a line)
1201 // or having two points identical
1202 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1204 // calculate first edge
1205 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1206 if (VectorLength2(edgedir) < 0.0001f)
1207 continue; // degenerate first edge (no length)
1208 VectorNormalize(edgedir);
1209 // check if third point is on the edge (colinear)
1210 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1211 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1212 if (VectorLength2(temp) < 0.0001f)
1213 continue; // third point colinear with first edge
1214 // valid triangle (no colinear points, no duplicate points)
1215 VectorCopy(inelement3i, outelement3i);
1219 return outtriangles;