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 char *bufend = buf + fs_filesize;
193 num = LittleLong(*((int *)buf));
194 // call the apropriate loader
196 if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
197 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
198 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
199 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
200 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
201 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
202 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
203 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
204 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
205 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
206 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
211 // LordHavoc: Sys_Error was *ANNOYING*
212 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
215 // no errors occurred
225 void Mod_ClearAll(void)
229 void Mod_ClearUsed(void)
234 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
239 void Mod_PurgeUnused(void)
244 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
250 // only used during loading!
251 void Mod_RemoveStaleWorldModels(model_t *skip)
254 for (i = 0;i < MAX_MOD_KNOWN;i++)
255 if (mod_known[i].isworldmodel && skip != &mod_known[i])
256 Mod_UnloadModel(mod_known + i);
259 void Mod_LoadModels(void)
264 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
267 Mod_CheckLoaded(mod);
276 model_t *Mod_FindName(const char *name)
279 model_t *mod, *freemod;
282 Host_Error ("Mod_ForName: NULL name");
284 // search the currently loaded models
286 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
290 if (!strcmp (mod->name, name))
296 else if (freemod == NULL)
303 strcpy (mod->name, name);
309 Host_Error ("Mod_FindName: ran out of models\n");
317 Loads in a model for the given name
320 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
322 return Mod_LoadModel(Mod_FindName(name), crash, checkdisk, isworldmodel);
328 //=============================================================================
335 static void Mod_Print(void)
340 Con_Print("Loaded models:\n");
341 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
343 Con_Printf("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
351 static void Mod_Precache(void)
354 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
356 Con_Print("usage: modelprecache <filename>\n");
359 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
363 used = Mem_Alloc(tempmempool, numvertices);
364 memset(used, 0, numvertices);
365 for (i = 0;i < numelements;i++)
366 used[elements[i]] = 1;
367 for (i = 0, count = 0;i < numvertices;i++)
368 remapvertices[i] = used[i] ? count++ : -1;
374 // fast way, using an edge hash
375 #define TRIANGLEEDGEHASH 8192
376 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
378 int i, j, p, e1, e2, *n, hashindex, count, match;
380 typedef struct edgehashentry_s
382 struct edgehashentry_s *next;
387 edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
388 memset(edgehash, 0, sizeof(edgehash));
389 edgehashentries = edgehashentriesbuffer;
390 // if there are too many triangles for the stack array, allocate larger buffer
391 if (numtriangles > TRIANGLEEDGEHASH)
392 edgehashentries = Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
393 // find neighboring triangles
394 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
396 for (j = 0, p = 2;j < 3;p = j, j++)
400 // this hash index works for both forward and backward edges
401 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
402 hash = edgehashentries + i * 3 + j;
403 hash->next = edgehash[hashindex];
404 edgehash[hashindex] = hash;
406 hash->element[0] = e1;
407 hash->element[1] = e2;
410 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
412 for (j = 0, p = 2;j < 3;p = j, j++)
416 // this hash index works for both forward and backward edges
417 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
420 for (hash = edgehash[hashindex];hash;hash = hash->next)
422 if (hash->element[0] == e2 && hash->element[1] == e1)
424 if (hash->triangle != i)
425 match = hash->triangle;
428 else if ((hash->element[0] == e1 && hash->element[1] == e2))
431 // detect edges shared by three triangles and make them seams
437 // free the allocated buffer
438 if (edgehashentries != edgehashentriesbuffer)
439 Mem_Free(edgehashentries);
442 // very slow but simple way
443 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
448 for (i = 0;i < numtriangles;i++, elements += 3)
450 if ((elements[0] == start && elements[1] == end)
451 || (elements[1] == start && elements[2] == end)
452 || (elements[2] == start && elements[0] == end))
458 else if ((elements[1] == start && elements[0] == end)
459 || (elements[2] == start && elements[1] == end)
460 || (elements[0] == start && elements[2] == end))
463 // detect edges shared by three triangles and make them seams
469 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
473 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
475 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
476 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
477 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
482 void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline)
485 for (i = 0;i < numtriangles * 3;i++)
486 if ((unsigned int)elements[i] >= (unsigned int)numverts)
487 Con_Printf("Mod_ValidateElements: out of bounds element detected at %s:%d\n", filename, fileline);
490 // warning: this is an expensive function!
491 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
498 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
499 // process each vertex of each triangle and accumulate the results
500 // use area-averaging, to make triangles with a big area have a bigger
501 // weighting on the vertex normal than triangles with a small area
502 // to do so, just add the 'normals' together (the bigger the area
503 // the greater the length of the normal is
505 for (i = 0; i < numtriangles; i++, element += 3)
508 vertex3f + element[0] * 3,
509 vertex3f + element[1] * 3,
510 vertex3f + element[2] * 3,
515 VectorNormalize(areaNormal);
517 for (j = 0;j < 3;j++)
519 vectorNormal = normal3f + element[j] * 3;
520 vectorNormal[0] += areaNormal[0];
521 vectorNormal[1] += areaNormal[1];
522 vectorNormal[2] += areaNormal[2];
525 // and just normalize the accumulated vertex normal in the end
526 vectorNormal = normal3f + 3 * firstvertex;
527 for (i = 0; i < numvertices; i++, vectorNormal += 3)
528 VectorNormalize(vectorNormal);
531 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)
533 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
534 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
535 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
537 // 6 multiply, 9 subtract
538 VectorSubtract(v1, v0, v10);
539 VectorSubtract(v2, v0, v20);
540 normal3f[0] = v10[1] * v20[2] - v10[2] * v20[1];
541 normal3f[1] = v10[2] * v20[0] - v10[0] * v20[2];
542 normal3f[2] = v10[0] * v20[1] - v10[1] * v20[0];
543 // 12 multiply, 10 subtract
544 tc10[1] = tc1[1] - tc0[1];
545 tc20[1] = tc2[1] - tc0[1];
546 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
547 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
548 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
549 tc10[0] = tc1[0] - tc0[0];
550 tc20[0] = tc2[0] - tc0[0];
551 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
552 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
553 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
554 // 12 multiply, 4 add, 6 subtract
555 f = DotProduct(svector3f, normal3f);
556 svector3f[0] -= f * normal3f[0];
557 svector3f[1] -= f * normal3f[1];
558 svector3f[2] -= f * normal3f[2];
559 f = DotProduct(tvector3f, normal3f);
560 tvector3f[0] -= f * normal3f[0];
561 tvector3f[1] -= f * normal3f[1];
562 tvector3f[2] -= f * normal3f[2];
563 // if texture is mapped the wrong way (counterclockwise), the tangents
564 // have to be flipped, this is detected by calculating a normal from the
565 // two tangents, and seeing if it is opposite the surface normal
566 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
567 CrossProduct(tvector3f, svector3f, tangentcross);
568 if (DotProduct(tangentcross, normal3f) < 0)
570 VectorNegate(svector3f, svector3f);
571 VectorNegate(tvector3f, tvector3f);
575 // warning: this is a very expensive function!
576 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)
579 float sdir[3], tdir[3], normal[3], *v;
583 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
585 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
587 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
588 // process each vertex of each triangle and accumulate the results
589 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
591 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);
594 VectorNormalize(sdir);
595 VectorNormalize(tdir);
596 VectorNormalize(normal);
599 for (i = 0;i < 3;i++)
600 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
602 for (i = 0;i < 3;i++)
603 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
605 for (i = 0;i < 3;i++)
606 VectorAdd(normal3f + e[i]*3, normal, normal3f + e[i]*3);
608 // now we could divide the vectors by the number of averaged values on
609 // each vertex... but instead normalize them
610 // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
612 for (i = 0, v = svector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
614 // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
616 for (i = 0, v = tvector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
618 // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
620 for (i = 0, v = normal3f + 3 * firstvertex;i < numvertices;i++, v += 3)
624 surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean detailtexcoords, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
628 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));
629 mesh->num_vertices = numvertices;
630 mesh->num_triangles = numtriangles;
631 data = (qbyte *)(mesh + 1);
632 if (mesh->num_vertices)
634 mesh->data_vertex3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
635 mesh->data_svector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
636 mesh->data_tvector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
637 mesh->data_normal3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
638 mesh->data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
639 mesh->data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
641 mesh->data_texcoorddetail2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
643 mesh->data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * mesh->num_vertices;
645 mesh->data_lightmapoffsets = (int *)data, data += sizeof(int) * mesh->num_vertices;
647 if (mesh->num_triangles)
649 mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
650 mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
652 mesh->data_neighbor3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
657 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)
659 shadowmesh_t *newmesh;
662 size = sizeof(shadowmesh_t);
663 size += maxverts * sizeof(float[3]);
665 size += maxverts * sizeof(float[11]);
666 size += maxtriangles * sizeof(int[3]);
668 size += maxtriangles * sizeof(int[3]);
670 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
671 data = Mem_Alloc(mempool, size);
672 newmesh = (void *)data;data += sizeof(*newmesh);
673 newmesh->map_diffuse = map_diffuse;
674 newmesh->map_specular = map_specular;
675 newmesh->map_normal = map_normal;
676 newmesh->maxverts = maxverts;
677 newmesh->maxtriangles = maxtriangles;
678 newmesh->numverts = 0;
679 newmesh->numtriangles = 0;
681 newmesh->vertex3f = (void *)data;data += maxverts * sizeof(float[3]);
684 newmesh->svector3f = (void *)data;data += maxverts * sizeof(float[3]);
685 newmesh->tvector3f = (void *)data;data += maxverts * sizeof(float[3]);
686 newmesh->normal3f = (void *)data;data += maxverts * sizeof(float[3]);
687 newmesh->texcoord2f = (void *)data;data += maxverts * sizeof(float[2]);
689 newmesh->element3i = (void *)data;data += maxtriangles * sizeof(int[3]);
692 newmesh->neighbor3i = (void *)data;data += maxtriangles * sizeof(int[3]);
696 newmesh->vertexhashtable = (void *)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
697 newmesh->vertexhashentries = (void *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
702 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
704 shadowmesh_t *newmesh;
705 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
706 newmesh->numverts = oldmesh->numverts;
707 newmesh->numtriangles = oldmesh->numtriangles;
709 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
710 if (newmesh->svector3f && oldmesh->svector3f)
712 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
713 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
714 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
715 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
717 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
718 if (newmesh->neighbor3i && oldmesh->neighbor3i)
719 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
723 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
726 shadowmeshvertexhash_t *hash;
727 // this uses prime numbers intentionally
728 hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
729 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
731 vnum = (hash - mesh->vertexhashentries);
732 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]))
733 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
734 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
735 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
736 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
737 return hash - mesh->vertexhashentries;
739 vnum = mesh->numverts++;
740 hash = mesh->vertexhashentries + vnum;
741 hash->next = mesh->vertexhashtable[hashindex];
742 mesh->vertexhashtable[hashindex] = hash;
743 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
744 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
745 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
746 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
747 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
751 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
753 if (mesh->numtriangles == 0)
755 // set the properties on this empty mesh to be more favorable...
756 // (note: this case only occurs for the first triangle added to a new mesh chain)
757 mesh->map_diffuse = map_diffuse;
758 mesh->map_specular = map_specular;
759 mesh->map_normal = map_normal;
761 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)
763 if (mesh->next == NULL)
764 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);
767 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
768 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
769 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
770 mesh->numtriangles++;
773 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)
776 float vbuf[3*14], *v;
777 memset(vbuf, 0, sizeof(vbuf));
778 for (i = 0;i < numtris;i++)
780 for (j = 0, v = vbuf;j < 3;j++, v += 14)
785 v[0] = vertex3f[e * 3 + 0];
786 v[1] = vertex3f[e * 3 + 1];
787 v[2] = vertex3f[e * 3 + 2];
791 v[3] = svector3f[e * 3 + 0];
792 v[4] = svector3f[e * 3 + 1];
793 v[5] = svector3f[e * 3 + 2];
797 v[6] = tvector3f[e * 3 + 0];
798 v[7] = tvector3f[e * 3 + 1];
799 v[8] = tvector3f[e * 3 + 2];
803 v[9] = normal3f[e * 3 + 0];
804 v[10] = normal3f[e * 3 + 1];
805 v[11] = normal3f[e * 3 + 2];
809 v[12] = texcoord2f[e * 2 + 0];
810 v[13] = texcoord2f[e * 2 + 1];
813 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
817 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)
819 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
822 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors)
824 shadowmesh_t *mesh, *newmesh, *nextmesh;
825 // reallocate meshs to conserve space
826 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
828 nextmesh = mesh->next;
829 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
831 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
832 newmesh->next = firstmesh;
840 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
844 vec3_t nmins, nmaxs, ncenter, temp;
845 float nradius2, dist2, *v;
847 for (mesh = firstmesh;mesh;mesh = mesh->next)
849 if (mesh == firstmesh)
851 VectorCopy(mesh->vertex3f, nmins);
852 VectorCopy(mesh->vertex3f, nmaxs);
854 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
856 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
857 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
858 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
861 // calculate center and radius
862 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
863 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
864 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
866 for (mesh = firstmesh;mesh;mesh = mesh->next)
868 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
870 VectorSubtract(v, ncenter, temp);
871 dist2 = DotProduct(temp, temp);
872 if (nradius2 < dist2)
878 VectorCopy(nmins, mins);
880 VectorCopy(nmaxs, maxs);
882 VectorCopy(ncenter, center);
884 *radius = sqrt(nradius2);
887 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
889 shadowmesh_t *nextmesh;
890 for (;mesh;mesh = nextmesh)
892 nextmesh = mesh->next;
897 static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
900 for (i = 0;i < width*height;i++)
901 if (((qbyte *)&palette[in[i]])[3] > 0)
902 return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
906 static int detailtexturecycle = 0;
907 int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture)
910 memset(skinframe, 0, sizeof(*skinframe));
911 if (!image_loadskin(&s, basename))
913 if (usedetailtexture)
914 skinframe->detail = r_texture_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
915 skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
916 if (s.nmappixels != NULL)
917 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
918 if (s.glosspixels != NULL)
919 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
920 if (s.glowpixels != NULL && loadglowtexture)
921 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
922 if (s.maskpixels != NULL)
923 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
924 if (loadpantsandshirt)
926 if (s.pantspixels != NULL)
927 skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
928 if (s.shirtpixels != NULL)
929 skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
935 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height)
937 qbyte *temp1, *temp2;
938 memset(skinframe, 0, sizeof(*skinframe));
941 if (usedetailtexture)
942 skinframe->detail = r_texture_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
943 if (r_shadow_bumpscale_basetexture.value > 0)
945 temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8);
946 temp2 = temp1 + width * height * 4;
947 Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights);
948 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
949 skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags, NULL);
954 skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
955 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_nofullbrights, textureflags); // all but fullbrights
956 if (loadpantsandshirt)
958 skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
959 skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
960 if (skinframe->pants || skinframe->shirt)
961 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormapnofullbrights, textureflags); // no special colors
966 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all
967 if (loadpantsandshirt)
969 skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
970 skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
971 if (skinframe->pants || skinframe->shirt)
972 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormap, textureflags); // no pants or shirt
978 void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
983 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
984 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
987 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
988 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
989 texcoord2f[0] = tc[0];
990 texcoord2f[1] = tc[1];
993 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)
995 float vup[3], vdown[3], vleft[3], vright[3];
996 float tcup[3], tcdown[3], tcleft[3], tcright[3];
997 float sv[3], tv[3], nl[3];
998 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
999 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1000 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1001 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1002 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1003 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1004 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1005 VectorAdd(svector3f, sv, svector3f);
1006 VectorAdd(tvector3f, tv, tvector3f);
1007 VectorAdd(normal3f, nl, normal3f);
1008 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1009 VectorAdd(svector3f, sv, svector3f);
1010 VectorAdd(tvector3f, tv, tvector3f);
1011 VectorAdd(normal3f, nl, normal3f);
1012 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1013 VectorAdd(svector3f, sv, svector3f);
1014 VectorAdd(tvector3f, tv, tvector3f);
1015 VectorAdd(normal3f, nl, normal3f);
1018 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)
1020 int x, y, ix, iy, *e;
1022 for (y = 0;y < height;y++)
1024 for (x = 0;x < width;x++)
1026 e[0] = (y + 1) * (width + 1) + (x + 0);
1027 e[1] = (y + 0) * (width + 1) + (x + 0);
1028 e[2] = (y + 1) * (width + 1) + (x + 1);
1029 e[3] = (y + 0) * (width + 1) + (x + 0);
1030 e[4] = (y + 0) * (width + 1) + (x + 1);
1031 e[5] = (y + 1) * (width + 1) + (x + 1);
1035 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1036 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1037 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1038 Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1041 skinfile_t *Mod_LoadSkinFiles(void)
1043 int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1046 skinfile_t *skinfile = NULL, *first = NULL;
1047 skinfileitem_t *skinfileitem;
1048 char word[10][MAX_QPATH];
1049 overridetagnameset_t tagsets[MAX_SKINS];
1050 overridetagname_t tags[256];
1054 U_bodyBox,models/players/Legoman/BikerA2.tga
1055 U_RArm,models/players/Legoman/BikerA1.tga
1056 U_LArm,models/players/Legoman/BikerA1.tga
1057 U_armor,common/nodraw
1058 U_sword,common/nodraw
1059 U_shield,common/nodraw
1060 U_homb,common/nodraw
1061 U_backpack,common/nodraw
1062 U_colcha,common/nodraw
1067 memset(tagsets, 0, sizeof(tagsets));
1068 memset(word, 0, sizeof(word));
1069 for (i = 0;i < MAX_SKINS && (data = text = FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true));i++)
1073 // If it's the first file we parse
1074 if (skinfile == NULL)
1076 skinfile = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1081 skinfile->next = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1082 skinfile = skinfile->next;
1084 skinfile->next = NULL;
1086 for(line = 0;;line++)
1089 if (!COM_ParseToken(&data, true))
1091 if (!strcmp(com_token, "\n"))
1094 wordsoverflow = false;
1098 strlcpy(word[words++], com_token, sizeof (word[0]));
1100 wordsoverflow = true;
1102 while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
1105 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);
1108 // words is always >= 1
1109 if (!strcmp(word[0], "replace"))
1113 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1114 skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1115 skinfileitem->next = skinfile->items;
1116 skinfile->items = skinfileitem;
1117 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1118 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1121 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]);
1123 else if (words == 2 && !strcmp(word[1], ","))
1125 // tag name, like "tag_weapon,"
1126 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1127 memset(tags + numtags, 0, sizeof(tags[numtags]));
1128 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1131 else if (words == 3 && !strcmp(word[1], ","))
1133 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1134 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1135 skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1136 skinfileitem->next = skinfile->items;
1137 skinfile->items = skinfileitem;
1138 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1139 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1142 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);
1148 overridetagnameset_t *t;
1150 t->num_overridetagnames = numtags;
1151 t->data_overridetagnames = Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1152 memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1158 loadmodel->data_overridetagnamesforskin = Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1159 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1162 loadmodel->numskins = i;
1166 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1169 skinfileitem_t *skinfileitem, *nextitem;
1170 for (;skinfile;skinfile = next)
1172 next = skinfile->next;
1173 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1175 nextitem = skinfileitem->next;
1176 Mem_Free(skinfileitem);
1182 int Mod_CountSkinFiles(skinfile_t *skinfile)
1185 for (i = 0;skinfile;skinfile = skinfile->next, i++);
1189 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
1192 double isnap = 1.0 / snap;
1193 for (i = 0;i < numvertices*numcomponents;i++)
1194 vertices[i] = floor(vertices[i]*isnap)*snap;
1197 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1199 int i, outtriangles;
1200 float d, edgedir[3], temp[3];
1201 // a degenerate triangle is one with no width (thickness, surface area)
1202 // these are characterized by having all 3 points colinear (along a line)
1203 // or having two points identical
1204 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1206 // calculate first edge
1207 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1208 if (VectorLength2(edgedir) < 0.0001f)
1209 continue; // degenerate first edge (no length)
1210 VectorNormalize(edgedir);
1211 // check if third point is on the edge (colinear)
1212 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1213 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1214 if (VectorLength2(temp) < 0.0001f)
1215 continue; // third point colinear with first edge
1216 // valid triangle (no colinear points, no duplicate points)
1217 VectorCopy(inelement3i, outelement3i);
1221 return outtriangles;