Initial commit.

This commit is contained in:
Jim Gray
2013-04-04 14:32:05 -07:00
parent ba5c81da32
commit d71d53e8ec
2180 changed files with 1393544 additions and 1 deletions

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codemp/ghoul2/g2.h Normal file
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#if defined (_MSC_VER) && (_MSC_VER >= 1020)
#pragma once
#endif
#if !defined(G2_H_INC)
#define G2_H_INC
#define BONE_ANGLES_PREMULT 0x0001
#define BONE_ANGLES_POSTMULT 0x0002
#define BONE_ANGLES_REPLACE 0x0004
//rww - RAGDOLL_BEGIN
#define BONE_ANGLES_RAGDOLL 0x2000 // the rag flags give more details
//rww - RAGDOLL_END
#define BONE_ANGLES_IK 0x4000 // the rag flags give more details
#define BONE_ANGLES_TOTAL ( BONE_ANGLES_PREMULT | BONE_ANGLES_POSTMULT | BONE_ANGLES_REPLACE )
#define BONE_ANIM_OVERRIDE 0x0008
#define BONE_ANIM_OVERRIDE_LOOP 0x0010
#define BONE_ANIM_OVERRIDE_FREEZE ( 0x0040 + BONE_ANIM_OVERRIDE )
#define BONE_ANIM_BLEND 0x0080
#define BONE_ANIM_TOTAL ( BONE_ANIM_OVERRIDE | BONE_ANIM_OVERRIDE_LOOP | BONE_ANIM_OVERRIDE_FREEZE | BONE_ANIM_BLEND)
// defines to setup the
#define ENTITY_WIDTH 12
#define MODEL_WIDTH 10
#define BOLT_WIDTH 10
#define MODEL_AND ((1<<MODEL_WIDTH)-1)
#define BOLT_AND ((1<<BOLT_WIDTH)-1)
#define ENTITY_AND ((1<<ENTITY_WIDTH)-1)
#define BOLT_SHIFT 0
#define MODEL_SHIFT (BOLT_SHIFT + BOLT_WIDTH)
#define ENTITY_SHIFT (MODEL_SHIFT + MODEL_WIDTH)
#endif // G2_H_INC

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codemp/ghoul2/g2_api.cpp Normal file

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codemp/ghoul2/g2_bolts.cpp Normal file
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// leave this as first line for PCH reasons...
//
//Anything above this #include will be ignored by the compiler
#include "../qcommon/exe_headers.h"
#if !defined(TR_LOCAL_H)
#include "../renderer/tr_local.h"
#endif
#if !defined(G2_H_INC)
#include "G2.h"
#endif
#include "G2_local.h"
//=====================================================================================================================
// Bolt List handling routines - so entities can attach themselves to any part of the model in question
// Given a bone number, see if that bone is already in our bone list
int G2_Find_Bolt_Bone_Num(boltInfo_v &bltlist, const int boneNum)
{
int i;
// look through entire list
for(i=0; i<bltlist.size(); i++)
{
// if this bone entry has no info in it, bounce over it
if (bltlist[i].boneNumber == -1)
{
continue;
}
if (bltlist[i].boneNumber == boneNum)
{
return i;
}
}
// didn't find it
return -1;
}
// Given a bone number, see if that surface is already in our surfacelist list
int G2_Find_Bolt_Surface_Num(boltInfo_v &bltlist, const int surfaceNum, const int flags)
{
int i;
// look through entire list
for(i=0; i<bltlist.size(); i++)
{
// if this bone entry has no info in it, bounce over it
if (bltlist[i].surfaceNumber == -1)
{
continue;
}
if ((bltlist[i].surfaceNumber == surfaceNum) && ((bltlist[i].surfaceType & flags) == flags))
{
return i;
}
}
// didn't find it
return -1;
}
//=========================================================================================
//// Public Bolt Routines
int G2_Add_Bolt_Surf_Num(CGhoul2Info *ghlInfo, boltInfo_v &bltlist, surfaceInfo_v &slist, const int surfNum)
{
assert(ghlInfo && ghlInfo->mValid);
boltInfo_t tempBolt;
int i;
// first up, make sure have a surface first
if (surfNum >= slist.size())
{
return -1;
}
// look through entire list - see if it's already there first
for(i=0; i<bltlist.size(); i++)
{
// already there??
if (bltlist[i].surfaceNumber == surfNum)
{
// increment the usage count
bltlist[i].boltUsed++;
return i;
}
}
// we have a surface
// look through entire list - see if it's already there first
for(i=0; i<bltlist.size(); i++)
{
// if this surface entry has info in it, bounce over it
if (bltlist[i].boneNumber == -1 && bltlist[i].surfaceNumber == -1)
{
// if we found an entry that had a -1 for the bone / surface number, then we hit a surface / bone slot that was empty
bltlist[i].surfaceNumber = surfNum;
bltlist[i].surfaceType = G2SURFACEFLAG_GENERATED;
bltlist[i].boltUsed = 1;
return i;
}
}
// ok, we didn't find an existing surface of that name, or an empty slot. Lets add an entry
tempBolt.surfaceNumber = surfNum;
tempBolt.surfaceType = G2SURFACEFLAG_GENERATED;
tempBolt.boneNumber = -1;
tempBolt.boltUsed = 1;
bltlist.push_back(tempBolt);
return bltlist.size()-1;
}
int G2_Add_Bolt(CGhoul2Info *ghlInfo, boltInfo_v &bltlist, surfaceInfo_v &slist, const char *boneName)
{
assert(ghlInfo && ghlInfo->mValid);
model_t *mod_m = (model_t *)ghlInfo->currentModel;
model_t *mod_a = (model_t *)ghlInfo->animModel;
int i, x, surfNum = -1;
mdxaSkel_t *skel;
mdxaSkelOffsets_t *offsets;
mdxmHierarchyOffsets_t *surfOffsets;
boltInfo_t tempBolt;
int flags;
surfOffsets = (mdxmHierarchyOffsets_t *)((byte*)mod_m->mdxm + sizeof(mdxmHeader_t));
// first up, we'll search for that which this bolt names in all the surfaces
surfNum = G2_IsSurfaceLegal((void*)mod_m, boneName, &flags);
// did we find it as a surface?
if (surfNum != -1)
{
// look through entire list - see if it's already there first
for(i=0; i<bltlist.size(); i++)
{
// already there??
if (bltlist[i].surfaceNumber == surfNum)
{
// increment the usage count
bltlist[i].boltUsed++;
return i;
}
}
// look through entire list - see if we can re-use one
for(i=0; i<bltlist.size(); i++)
{
// if this surface entry has info in it, bounce over it
if (bltlist[i].boneNumber == -1 && bltlist[i].surfaceNumber == -1)
{
// if we found an entry that had a -1 for the bone / surface number, then we hit a surface / bone slot that was empty
bltlist[i].surfaceNumber = surfNum;
bltlist[i].boltUsed = 1;
bltlist[i].surfaceType = 0;
return i;
}
}
// ok, we didn't find an existing surface of that name, or an empty slot. Lets add an entry
tempBolt.surfaceNumber = surfNum;
tempBolt.boneNumber = -1;
tempBolt.boltUsed = 1;
tempBolt.surfaceType = 0;
bltlist.push_back(tempBolt);
return bltlist.size()-1;
}
// no, check to see if it's a bone then
offsets = (mdxaSkelOffsets_t *)((byte *)mod_a->mdxa + sizeof(mdxaHeader_t));
// walk the entire list of bones in the gla file for this model and see if any match the name of the bone we want to find
for (x=0; x< mod_a->mdxa->numBones; x++)
{
skel = (mdxaSkel_t *)((byte *)mod_a->mdxa + sizeof(mdxaHeader_t) + offsets->offsets[x]);
// if name is the same, we found it
if (!stricmp(skel->name, boneName))
{
break;
}
}
// check to see we did actually make a match with a bone in the model
if (x == mod_a->mdxa->numBones)
{
// didn't find it? Error
//assert(0&&x == mod_a->mdxa->numBones);
#ifdef _DEBUG
// Com_Printf("WARNING: %s not found on skeleton\n", boneName);
#endif
return -1;
}
// look through entire list - see if it's already there first
for(i=0; i<bltlist.size(); i++)
{
// already there??
if (bltlist[i].boneNumber == x)
{
// increment the usage count
bltlist[i].boltUsed++;
return i;
}
}
// look through entire list - see if we can re-use it
for(i=0; i<bltlist.size(); i++)
{
// if this bone entry has info in it, bounce over it
if (bltlist[i].boneNumber == -1 && bltlist[i].surfaceNumber == -1)
{
// if we found an entry that had a -1 for the bonenumber, then we hit a bone slot that was empty
bltlist[i].boneNumber = x;
bltlist[i].boltUsed = 1;
bltlist[i].surfaceType = 0;
return i;
}
}
// ok, we didn't find an existing bone of that name, or an empty slot. Lets add an entry
tempBolt.boneNumber = x;
tempBolt.surfaceNumber = -1;
tempBolt.boltUsed = 1;
tempBolt.surfaceType = 0;
bltlist.push_back(tempBolt);
return bltlist.size()-1;
}
// Given a model handle, and a bone name, we want to remove this bone from the bone override list
qboolean G2_Remove_Bolt (boltInfo_v &bltlist, int index)
{
// did we find it?
if (index != -1)
{
bltlist[index].boltUsed--;
if (!bltlist[index].boltUsed)
{
// set this bone to not used
bltlist[index].boneNumber = -1;
bltlist[index].surfaceNumber = -1;
unsigned int newSize = bltlist.size();
// now look through the list from the back and see if there is a block of -1's we can resize off the end of the list
for (int i=bltlist.size()-1; i>-1; i--)
{
if ((bltlist[i].surfaceNumber == -1) && (bltlist[i].boneNumber == -1))
{
newSize = i;
}
// once we hit one that isn't a -1, we are done.
else
{
break;
}
}
// do we need to resize?
if (newSize != bltlist.size())
{
// yes, so lets do it
bltlist.resize(newSize);
}
}
return qtrue;
}
assert(0);
// no
return qfalse;
}
// set the bolt list to all unused so the bone transformation routine ignores it.
void G2_Init_Bolt_List(boltInfo_v &bltlist)
{
bltlist.clear();
}
// remove any bolts that reference original surfaces, generated surfaces, or bones that aren't active anymore
void G2_RemoveRedundantBolts(boltInfo_v &bltlist, surfaceInfo_v &slist, int *activeSurfaces, int *activeBones)
{
// walk the bolt list
for (int i=0; i<bltlist.size(); i++)
{
// are we using this bolt?
if ((bltlist[i].surfaceNumber != -1) || (bltlist[i].boneNumber != -1))
{
// is this referenceing a surface?
if (bltlist[i].surfaceNumber != -1)
{
// is this bolt looking at a generated surface?
if (bltlist[i].surfaceType)
{
// yes, so look for it in the surface list
if (!G2_FindOverrideSurface(bltlist[i].surfaceNumber, slist))
{
// no - we want to remove this bolt, regardless of how many people are using it
bltlist[i].boltUsed = 1;
G2_Remove_Bolt(bltlist, i);
}
}
// no, it's an original, so look for it in the active surfaces list
{
if (!activeSurfaces[bltlist[i].surfaceNumber])
{
// no - we want to remove this bolt, regardless of how many people are using it
bltlist[i].boltUsed = 1;
G2_Remove_Bolt(bltlist, i);
}
}
}
// no, must be looking at a bone then
else
{
// is that bone active then?
if (!activeBones[bltlist[i].boneNumber])
{
// no - we want to remove this bolt, regardless of how many people are using it
bltlist[i].boltUsed = 1;
G2_Remove_Bolt(bltlist, i);
}
}
}
}
}

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codemp/ghoul2/g2_bones.cpp Normal file

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#if defined (_MSC_VER) && (_MSC_VER >= 1020)
#pragma once
#endif
#if !defined(G2_GORE_H_INC)
#define G2_GORE_H_INC
#ifdef _G2_GORE
#define MAX_LODS (8)
struct GoreTextureCoordinates
{
float *tex[MAX_LODS];
GoreTextureCoordinates()
{
int i;
for (i=0;i<MAX_LODS;i++)
{
tex[i]=0;
}
}
~GoreTextureCoordinates()
{
int i;
for (i=0;i<MAX_LODS;i++)
{
if ( tex[i] )
{
#ifdef _DEBUG
extern int g_goreTexAllocs;
g_goreTexAllocs--;
#endif
Z_Free(tex[i]);
tex[i] = 0;
}
}
}
};
int AllocGoreRecord();
GoreTextureCoordinates *FindGoreRecord(int tag);
void DeleteGoreRecord(int tag);
struct SGoreSurface
{
int shader;
int mGoreTag;
int mDeleteTime;
int mFadeTime;
bool mFadeRGB;
int mGoreGrowStartTime;
int mGoreGrowEndTime; // set this to -1 to disable growing
//curscale = (curtime-mGoreGrowStartTime)*mGoreGrowFactor + mGoreGrowOffset;
float mGoreGrowFactor;
float mGoreGrowOffset;
};
class CGoreSet
{
public:
int mMyGoreSetTag;
unsigned char mRefCount;
multimap<int,SGoreSurface> mGoreRecords; // a map from surface index
CGoreSet(int tag) : mMyGoreSetTag(tag), mRefCount(0) {}
~CGoreSet();
};
CGoreSet *FindGoreSet(int goreSetTag);
CGoreSet *NewGoreSet();
void DeleteGoreSet(int goreSetTag);
#endif // _G2_GORE
//rww - RAGDOLL_BEGIN
/// ragdoll stuff
#pragma warning(disable: 4512)
struct SRagDollEffectorCollision
{
vec3_t effectorPosition;
const trace_t &tr;
bool useTracePlane;
SRagDollEffectorCollision(const vec3_t effectorPos,const trace_t &t) :
tr(t),
useTracePlane(false)
{
VectorCopy(effectorPos,effectorPosition);
}
};
class CRagDollUpdateParams
{
public:
vec3_t angles;
vec3_t position;
vec3_t scale;
vec3_t velocity;
//CServerEntity *me;
int me; //index!
int settleFrame;
//at some point I'll want to make VM callbacks in here. For now I am just doing nothing.
virtual void EffectorCollision(const SRagDollEffectorCollision &data)
{
// assert(0); // you probably meant to override this
}
virtual void RagDollBegin()
{
// assert(0); // you probably meant to override this
}
virtual void RagDollSettled()
{
// assert(0); // you probably meant to override this
}
virtual void Collision()
{
// assert(0); // you probably meant to override this
// we had a collision, uhh I guess call SetRagDoll RP_DEATH_COLLISION
}
#ifdef _DEBUG
virtual void DebugLine(const vec3_t p1,const vec3_t p2,bool bbox) {assert(0);}
#endif
};
class CRagDollParams
{
public:
enum ERagPhase
{
RP_START_DEATH_ANIM,
RP_END_DEATH_ANIM,
RP_DEATH_COLLISION,
RP_CORPSE_SHOT,
RP_GET_PELVIS_OFFSET, // this actually does nothing but set the pelvisAnglesOffset, and pelvisPositionOffset
RP_SET_PELVIS_OFFSET, // this actually does nothing but set the pelvisAnglesOffset, and pelvisPositionOffset
RP_DISABLE_EFFECTORS // this removes effectors given by the effectorsToTurnOff member
};
vec3_t angles;
vec3_t position;
vec3_t scale;
vec3_t pelvisAnglesOffset; // always set on return, an argument for RP_SET_PELVIS_OFFSET
vec3_t pelvisPositionOffset; // always set on return, an argument for RP_SET_PELVIS_OFFSET
float fImpactStrength; //should be applicable when RagPhase is RP_DEATH_COLLISION
float fShotStrength; //should be applicable for setting velocity of corpse on shot (probably only on RP_CORPSE_SHOT)
//CServerEntity *me;
int me;
//rww - we have convenient animation/frame access in the game, so just send this info over from there.
int startFrame;
int endFrame;
int collisionType; // 1 = from a fall, 0 from effectors, this will be going away soon, hence no enum
qboolean CallRagDollBegin; // a return value, means that we are now begininng ragdoll and the NPC stuff needs to happen
ERagPhase RagPhase;
// effector control, used for RP_DISABLE_EFFECTORS call
enum ERagEffector
{
RE_MODEL_ROOT= 0x00000001, //"model_root"
RE_PELVIS= 0x00000002, //"pelvis"
RE_LOWER_LUMBAR= 0x00000004, //"lower_lumbar"
RE_UPPER_LUMBAR= 0x00000008, //"upper_lumbar"
RE_THORACIC= 0x00000010, //"thoracic"
RE_CRANIUM= 0x00000020, //"cranium"
RE_RHUMEROUS= 0x00000040, //"rhumerus"
RE_LHUMEROUS= 0x00000080, //"lhumerus"
RE_RRADIUS= 0x00000100, //"rradius"
RE_LRADIUS= 0x00000200, //"lradius"
RE_RFEMURYZ= 0x00000400, //"rfemurYZ"
RE_LFEMURYZ= 0x00000800, //"lfemurYZ"
RE_RTIBIA= 0x00001000, //"rtibia"
RE_LTIBIA= 0x00002000, //"ltibia"
RE_RHAND= 0x00004000, //"rhand"
RE_LHAND= 0x00008000, //"lhand"
RE_RTARSAL= 0x00010000, //"rtarsal"
RE_LTARSAL= 0x00020000, //"ltarsal"
RE_RTALUS= 0x00040000, //"rtalus"
RE_LTALUS= 0x00080000, //"ltalus"
RE_RRADIUSX= 0x00100000, //"rradiusX"
RE_LRADIUSX= 0x00200000, //"lradiusX"
RE_RFEMURX= 0x00400000, //"rfemurX"
RE_LFEMURX= 0x00800000, //"lfemurX"
RE_CEYEBROW= 0x01000000 //"ceyebrow"
};
ERagEffector effectorsToTurnOff; // set this to an | of the above flags for a RP_DISABLE_EFFECTORS
};
#endif //G2_GORE_H_INC
//rww - RAGDOLL_END

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// defines to setup the
#include "ghoul2_shared.h"
//rww - RAGDOLL_BEGIN
class CRagDollUpdateParams;
//rww - RAGDOLL_END
class CMiniHeap;
#define GHOUL2_CRAZY_SMOOTH 0x2000 //hack for smoothing during ugly situations. forgive me.
// internal surface calls G2_surfaces.cpp
qboolean G2_SetSurfaceOnOff (CGhoul2Info *ghlInfo, surfaceInfo_v &slist, const char *surfaceName, const int offFlags);
int G2_IsSurfaceOff (CGhoul2Info *ghlInfo, surfaceInfo_v &slist, const char *surfaceName);
qboolean G2_SetRootSurface( CGhoul2Info_v &ghoul2, const int modelIndex, const char *surfaceName);
int G2_AddSurface(CGhoul2Info *ghoul2, int surfaceNumber, int polyNumber, float BarycentricI, float BarycentricJ, int lod );
qboolean G2_RemoveSurface(surfaceInfo_v &slist, const int index);
surfaceInfo_t *G2_FindOverrideSurface(int surfaceNum, surfaceInfo_v &surfaceList);
int G2_IsSurfaceLegal(void *mod, const char *surfaceName, int *flags);
int G2_GetParentSurface(CGhoul2Info *ghlInfo, const int index);
int G2_GetSurfaceIndex(CGhoul2Info *ghlInfo, const char *surfaceName);
int G2_IsSurfaceRendered(CGhoul2Info *ghlInfo, const char *surfaceName, surfaceInfo_v &slist);
// internal bone calls - G2_Bones.cpp
qboolean G2_Set_Bone_Angles(CGhoul2Info *ghlInfo, boneInfo_v &blist, const char *boneName, const float *angles, const int flags,
const Eorientations up, const Eorientations left, const Eorientations forward, qhandle_t *modelList,
const int modelIndex, const int blendTime, const int currentTime);
qboolean G2_Remove_Bone (CGhoul2Info *ghlInfo, boneInfo_v &blist, const char *boneName);
qboolean G2_Set_Bone_Anim(CGhoul2Info *ghlInfo, boneInfo_v &blist, const char *boneName, const int startFrame,
const int endFrame, const int flags, const float animSpeed, const int currentTime, const float setFrame, const int blendTime);
qboolean G2_Get_Bone_Anim(CGhoul2Info *ghlInfo, boneInfo_v &blist, const char *boneName, const int currentTime,
float *currentFrame, int *startFrame, int *endFrame, int *flags, float *retAnimSpeed, qhandle_t *modelList, int modelIndex);
qboolean G2_Get_Bone_Anim_Range(CGhoul2Info *ghlInfo, boneInfo_v &blist, const char *boneName, int *startFrame, int *endFrame);
qboolean G2_Pause_Bone_Anim(CGhoul2Info *ghlInfo, boneInfo_v &blist, const char *boneName, const int currentTime );
qboolean G2_IsPaused(const char *fileName, boneInfo_v &blist, const char *boneName);
qboolean G2_Stop_Bone_Anim(const char *fileName, boneInfo_v &blist, const char *boneName);
qboolean G2_Stop_Bone_Angles(const char *fileName, boneInfo_v &blist, const char *boneName);
//rww - RAGDOLL_BEGIN
void G2_Animate_Bone_List(CGhoul2Info_v &ghoul2, const int currentTime, const int index,CRagDollUpdateParams *params);
//rww - RAGDOLL_END
void G2_Init_Bone_List(boneInfo_v &blist);
int G2_Find_Bone_In_List(boneInfo_v &blist, const int boneNum);
void G2_RemoveRedundantBoneOverrides(boneInfo_v &blist, int *activeBones);
qboolean G2_Set_Bone_Angles_Matrix(const char *fileName, boneInfo_v &blist, const char *boneName, const mdxaBone_t &matrix,
const int flags, qhandle_t *modelList, const int modelIndex, const int blendTime, const int currentTime);
int G2_Get_Bone_Index(CGhoul2Info *ghoul2, const char *boneName);
qboolean G2_Set_Bone_Angles_Index(boneInfo_v &blist, const int index,
const float *angles, const int flags, const Eorientations yaw,
const Eorientations pitch, const Eorientations roll, qhandle_t *modelList,
const int modelIndex, const int blendTime, const int currentTime);
qboolean G2_Set_Bone_Angles_Matrix_Index(boneInfo_v &blist, const int index,
const mdxaBone_t &matrix, const int flags, qhandle_t *modelList,
const int modelIndex, const int blendTime, const int currentTime);
qboolean G2_Stop_Bone_Anim_Index(boneInfo_v &blist, const int index);
qboolean G2_Stop_Bone_Angles_Index(boneInfo_v &blist, const int index);
qboolean G2_Set_Bone_Anim_Index(boneInfo_v &blist, const int index, const int startFrame,
const int endFrame, const int flags, const float animSpeed, const int currentTime, const float setFrame, const int blendTime, const int numFrames);
qboolean G2_Get_Bone_Anim_Index( boneInfo_v &blist, const int index, const int currentTime,
float *currentFrame, int *startFrame, int *endFrame, int *flags, float *retAnimSpeed, qhandle_t *modelList, int modelIndex);
// misc functions G2_misc.cpp
void G2_List_Model_Surfaces(const char *fileName);
void G2_List_Model_Bones(const char *fileName, int frame);
qboolean G2_GetAnimFileName(const char *fileName, char **filename);
#ifdef _G2_GORE
void G2_TraceModels(CGhoul2Info_v &ghoul2, vec3_t rayStart, vec3_t rayEnd, CollisionRecord_t *collRecMap, int entNum, int traceFlags, int useLod, float fRadius, float ssize,float tsize,float theta,int shader, SSkinGoreData *gore);
#else
void G2_TraceModels(CGhoul2Info_v &ghoul2, vec3_t rayStart, vec3_t rayEnd, CollisionRecord_t *collRecMap, int entNum, int traceFlags, int useLod, float fRadius);
#endif
void TransformAndTranslatePoint (const vec3_t in, vec3_t out, mdxaBone_t *mat);
#ifdef _G2_GORE
void G2_TransformModel(CGhoul2Info_v &ghoul2, const int frameNum, vec3_t scale, CMiniHeap *G2VertSpace, int useLod, bool ApplyGore);
#else
void G2_TransformModel(CGhoul2Info_v &ghoul2, const int frameNum, vec3_t scale, CMiniHeap *G2VertSpace, int useLod);
#endif
void G2_GenerateWorldMatrix(const vec3_t angles, const vec3_t origin);
void TransformPoint (const vec3_t in, vec3_t out, mdxaBone_t *mat);
void Inverse_Matrix(mdxaBone_t *src, mdxaBone_t *dest);
void *G2_FindSurface(void *mod, int index, int lod);
qboolean G2_SaveGhoul2Models(CGhoul2Info_v &ghoul2, char **buffer, int *size);
void G2_LoadGhoul2Model(CGhoul2Info_v &ghoul2, char *buffer);
// internal bolt calls. G2_bolts.cpp
int G2_Add_Bolt(CGhoul2Info *ghlInfo, boltInfo_v &bltlist, surfaceInfo_v &slist, const char *boneName);
qboolean G2_Remove_Bolt (boltInfo_v &bltlist, int index);
void G2_Init_Bolt_List(boltInfo_v &bltlist);
int G2_Find_Bolt_Bone_Num(boltInfo_v &bltlist, const int boneNum);
int G2_Find_Bolt_Surface_Num(boltInfo_v &bltlist, const int surfaceNum, const int flags);
int G2_Add_Bolt_Surf_Num(CGhoul2Info *ghlInfo, boltInfo_v &bltlist, surfaceInfo_v &slist, const int surfNum);
void G2_RemoveRedundantBolts(boltInfo_v &bltlist, surfaceInfo_v &slist, int *activeSurfaces, int *activeBones);
// API calls - G2_API.cpp
void G2API_GetModelName(CGhoul2Info_v &ghoul2, const int modelIndex,
const char **modelName);
void G2API_SetTime(int currentTime, int clock);
int G2API_GetTime(int argTime);
qhandle_t G2API_PrecacheGhoul2Model(const char *fileName);
int G2API_InitGhoul2Model(CGhoul2Info_v **ghoul2Ptr, const char *fileName, int modelIndex, qhandle_t customSkin = NULL,
qhandle_t customShader = NULL, int modelFlags = 0, int lodBias = 0);
qboolean G2API_SetLodBias(CGhoul2Info *ghlInfo, int lodBias);
qboolean G2API_SetSkin(CGhoul2Info *ghlInfo, qhandle_t customSkin, qhandle_t renderSkin);
qboolean G2API_SetShader(CGhoul2Info *ghlInfo, qhandle_t customShader);
qboolean G2API_HasGhoul2ModelOnIndex(CGhoul2Info_v **ghlRemove, const int modelIndex);
qboolean G2API_RemoveGhoul2Model(CGhoul2Info_v **ghlRemove, const int modelIndex);
qboolean G2API_RemoveGhoul2Models(CGhoul2Info_v **ghlRemove);
qboolean G2API_SetSurfaceOnOff(CGhoul2Info_v &ghoul2, const char *surfaceName, const int flags);
int G2API_GetSurfaceOnOff(CGhoul2Info *ghlInfo, const char *surfaceName);
qboolean G2API_SetRootSurface(CGhoul2Info_v &ghoul2, const int modelIndex, const char *surfaceName);
qboolean G2API_RemoveSurface(CGhoul2Info *ghlInfo, const int index);
int G2API_AddSurface(CGhoul2Info *ghlInfo, int surfaceNumber, int polyNumber, float BarycentricI, float BarycentricJ, int lod );
qboolean G2API_SetBoneAnim(CGhoul2Info_v &ghoul2, const int modelIndex, const char *boneName, const int startFrame, const int endFrame,
const int flags, const float animSpeed, const int currentTime, const float setFrame = -1, const int blendTime = -1);
qboolean G2API_GetBoneAnim(CGhoul2Info *ghlInfo, const char *boneName, const int currentTime, float *currentFrame,
int *startFrame, int *endFrame, int *flags, float *animSpeed, qhandle_t *modelList);
qboolean G2API_GetAnimRange(CGhoul2Info *ghlInfo, const char *boneName, int *startFrame, int *endFrame);
qboolean G2API_PauseBoneAnim(CGhoul2Info *ghlInfo, const char *boneName, const int currentTime);
qboolean G2API_IsPaused(CGhoul2Info *ghlInfo, const char *boneName);
qboolean G2API_StopBoneAnim(CGhoul2Info *ghlInfo, const char *boneName);
qboolean G2API_SetBoneAngles(CGhoul2Info_v &ghoul2, const int modelIndex, const char *boneName, const vec3_t angles, const int flags,
const Eorientations up, const Eorientations left, const Eorientations forward,
qhandle_t *modelList, int blendTime, int currentTime );
qboolean G2API_StopBoneAngles(CGhoul2Info *ghlInfo, const char *boneName);
qboolean G2API_RemoveBone(CGhoul2Info *ghlInfo, const char *boneName);
void G2API_AnimateG2Models(CGhoul2Info_v &ghoul2, float speedVar);
qboolean G2API_RemoveBolt(CGhoul2Info *ghlInfo, const int index);
int G2API_AddBolt(CGhoul2Info_v &ghoul2, const int modelIndex, const char *boneName);
int G2API_AddBoltSurfNum(CGhoul2Info *ghlInfo, const int surfIndex);
void G2API_SetBoltInfo(CGhoul2Info_v &ghoul2, int modelIndex, int boltInfo);
qboolean G2API_AttachG2Model(CGhoul2Info_v &ghoul2From, int modelFrom, CGhoul2Info_v &ghoul2To, int toBoltIndex, int toModel);
qboolean G2API_DetachG2Model(CGhoul2Info *ghlInfo);
qboolean G2API_AttachEnt(int *boltInfo, CGhoul2Info *ghlInfoTo, int toBoltIndex, int entNum, int toModelNum);
void G2API_DetachEnt(int *boltInfo);
qboolean G2API_GetBoltMatrix(CGhoul2Info_v &ghoul2, const int modelIndex, const int boltIndex, mdxaBone_t *matrix,
const vec3_t angles, const vec3_t position, const int frameNum, qhandle_t *modelList, vec3_t scale);
void G2API_ListSurfaces(CGhoul2Info *ghlInfo);
void G2API_ListBones(CGhoul2Info *ghlInfo, int frame);
qboolean G2API_HaveWeGhoul2Models(CGhoul2Info_v &ghoul2);
void G2API_SetGhoul2ModelIndexes(CGhoul2Info_v &ghoul2, qhandle_t *modelList, qhandle_t *skinList);
qboolean G2API_SetGhoul2ModelFlags(CGhoul2Info *ghlInfo, const int flags);
int G2API_GetGhoul2ModelFlags(CGhoul2Info *ghlInfo);
qboolean G2API_GetAnimFileName(CGhoul2Info *ghlInfo, char **filename);
void G2API_CollisionDetect(CollisionRecord_t *collRecMap, CGhoul2Info_v &ghoul2, const vec3_t angles, const vec3_t position,
int frameNumber, int entNum, vec3_t rayStart, vec3_t rayEnd, vec3_t scale, CMiniHeap *G2VertSpace, int traceFlags, int useLod, float fRadius);
void G2API_GiveMeVectorFromMatrix(mdxaBone_t *boltMatrix, Eorientations flags, vec3_t vec);
int G2API_CopyGhoul2Instance(CGhoul2Info_v &g2From, CGhoul2Info_v &g2To, int modelIndex);
void G2API_CleanGhoul2Models(CGhoul2Info_v **ghoul2Ptr);
int G2API_GetParentSurface(CGhoul2Info *ghlInfo, const int index);
int G2API_GetSurfaceIndex(CGhoul2Info *ghlInfo, const char *surfaceName);
char *G2API_GetSurfaceName(CGhoul2Info *ghlInfo, int surfNumber);
char *G2API_GetGLAName(CGhoul2Info_v &ghoul2, int modelIndex);
char *G2API_GetGLMName(void *pGhoul2, int modelIndex);
qboolean G2API_SetBoneAnglesMatrix(CGhoul2Info *ghlInfo, const char *boneName, const mdxaBone_t &matrix, const int flags,
qhandle_t *modelList, int blendTime = 0, int currentTime = 0);
qboolean G2API_SetNewOrigin(CGhoul2Info_v &ghoul2, const int boltIndex);
int G2API_GetBoneIndex(CGhoul2Info *ghlInfo, const char *boneName);
qboolean G2API_StopBoneAnglesIndex(CGhoul2Info *ghlInfo, const int index);
qboolean G2API_StopBoneAnimIndex(CGhoul2Info *ghlInfo, const int index);
qboolean G2API_SetBoneAnglesIndex(CGhoul2Info *ghlInfo, const int index, const vec3_t angles, const int flags,
const int yaw, const int pitch, const int roll,
qhandle_t *modelList, int blendTime, int currentTime);
qboolean G2API_SetBoneAnglesMatrixIndex(CGhoul2Info *ghlInfo, const int index, const mdxaBone_t &matrix,
const int flags, qhandle_t *modelList, int blendTime, int currentTime);
qboolean G2API_DoesBoneExist(CGhoul2Info *ghlInfo, const char *boneName);
qboolean G2API_SetBoneAnimIndex(CGhoul2Info *ghlInfo, const int index, const int startFrame, const int endFrame, const int flags, const float animSpeed, const int currentTime, const float setFrame, const int blendTime);
qboolean G2API_SaveGhoul2Models(CGhoul2Info_v &ghoul2, char **buffer, int *size);
void G2API_LoadGhoul2Models(CGhoul2Info_v &ghoul2, char *buffer);
void G2API_LoadSaveCodeDestructGhoul2Info(CGhoul2Info_v &ghoul2);
void G2API_FreeSaveBuffer(char *buffer);
char *G2API_GetAnimFileNameIndex(qhandle_t modelIndex);
int G2API_GetSurfaceRenderStatus(CGhoul2Info *ghlInfo, const char *surfaceName);
void G2API_CopySpecificG2Model(CGhoul2Info_v &ghoul2From, int modelFrom, CGhoul2Info_v &ghoul2To, int modelTo);
void G2API_DuplicateGhoul2Instance(CGhoul2Info_v &g2From, CGhoul2Info_v **g2To);
void G2API_SetBoltInfo(CGhoul2Info_v &ghoul2, int modelIndex, int boltInfo);
class CRagDollUpdateParams;
class CRagDollParams;
void G2API_AbsurdSmoothing(CGhoul2Info_v &ghoul2, qboolean status);
void G2API_SetRagDoll(CGhoul2Info_v &ghoul2,CRagDollParams *parms);
void G2API_ResetRagDoll(CGhoul2Info_v &ghoul2);
void G2API_AnimateG2Models(CGhoul2Info_v &ghoul2, int AcurrentTime,CRagDollUpdateParams *params);
qboolean G2API_RagPCJConstraint(CGhoul2Info_v &ghoul2, const char *boneName, vec3_t min, vec3_t max);
qboolean G2API_RagPCJGradientSpeed(CGhoul2Info_v &ghoul2, const char *boneName, const float speed);
qboolean G2API_RagEffectorGoal(CGhoul2Info_v &ghoul2, const char *boneName, vec3_t pos);
qboolean G2API_GetRagBonePos(CGhoul2Info_v &ghoul2, const char *boneName, vec3_t pos, vec3_t entAngles, vec3_t entPos, vec3_t entScale);
qboolean G2API_RagEffectorKick(CGhoul2Info_v &ghoul2, const char *boneName, vec3_t velocity);
qboolean G2API_RagForceSolve(CGhoul2Info_v &ghoul2, qboolean force);
qboolean G2API_SetBoneIKState(CGhoul2Info_v &ghoul2, int time, const char *boneName, int ikState, sharedSetBoneIKStateParams_t *params);
qboolean G2API_IKMove(CGhoul2Info_v &ghoul2, int time, sharedIKMoveParams_t *params);
void G2API_AttachInstanceToEntNum(CGhoul2Info_v &ghoul2, int entityNum, qboolean server);
void G2API_ClearAttachedInstance(int entityNum);
void G2API_CleanEntAttachments(void);
qboolean G2API_OverrideServerWithClientData(CGhoul2Info *serverInstance);
extern qboolean gG2_GBMNoReconstruct;
extern qboolean gG2_GBMUseSPMethod;
// From tr_ghoul2.cpp
void G2_ConstructGhoulSkeleton( CGhoul2Info_v &ghoul2,const int frameNum,bool checkForNewOrigin,const vec3_t scale);
qboolean G2API_SkinlessModel(CGhoul2Info *g2);
#ifdef _G2_GORE
int G2API_GetNumGoreMarks(CGhoul2Info *g2);
void G2API_AddSkinGore(CGhoul2Info_v &ghoul2,SSkinGoreData &gore);
void G2API_ClearSkinGore ( CGhoul2Info_v &ghoul2 );
#endif // _SOF2
int G2API_Ghoul2Size ( CGhoul2Info_v &ghoul2 );

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// leave this as first line for PCH reasons...
//
//Anything above this #include will be ignored by the compiler
#include "../qcommon/exe_headers.h"
#if !defined(TR_LOCAL_H)
#include "../renderer/tr_local.h"
#endif
#if !defined(G2_H_INC)
#include "G2.h"
#endif
#include "G2_local.h"
#pragma warning(disable : 4512) //assignment op could not be genereated
class CConstructBoneList
{
public:
int surfaceNum;
int *boneUsedList;
surfaceInfo_v &rootSList;
model_t *currentModel;
boneInfo_v &boneList;
CConstructBoneList(
int initsurfaceNum,
int *initboneUsedList,
surfaceInfo_v &initrootSList,
model_t *initcurrentModel,
boneInfo_v &initboneList):
surfaceNum(initsurfaceNum),
boneUsedList(initboneUsedList),
rootSList(initrootSList),
currentModel(initcurrentModel),
boneList(initboneList) { }
};
extern void G2_ConstructUsedBoneList(CConstructBoneList &CBL);
//=====================================================================================================================
// Surface List handling routines - so entities can determine what surfaces attached to a model are operational or not.
// find a particular surface in the surface override list
surfaceInfo_t *G2_FindOverrideSurface(int surfaceNum, surfaceInfo_v &surfaceList)
{
int i;
// look through entire list
for(i=0; i<surfaceList.size(); i++)
{
if (surfaceList[i].surface == surfaceNum)
{
return &surfaceList[i];
}
}
// didn't find it.
return NULL;
}
// given a surface name, lets see if it's legal in the model
int G2_IsSurfaceLegal(void *mod, const char *surfaceName, int *flags)
{
// damn include file dependancies
mdxmSurfHierarchy_t *surf;
model_t *mod_m = (model_t *)mod;
surf = (mdxmSurfHierarchy_t *) ( (byte *)mod_m->mdxm + mod_m->mdxm->ofsSurfHierarchy );
for ( int i = 0 ; i < mod_m->mdxm->numSurfaces ; i++)
{
if (!stricmp(surfaceName, surf->name))
{
*flags = surf->flags;
return i;
}
// find the next surface
surf = (mdxmSurfHierarchy_t *)( (byte *)surf + (int)( &((mdxmSurfHierarchy_t *)0)->childIndexes[ surf->numChildren ] ));
}
return -1;
}
/************************************************************************************************
* G2_FindSurface
* find a surface in a ghoul2 surface override list based on it's name
*
* Input
* filename of model, surface list of model instance, name of surface, int to be filled in
* with the index of this surface (defaults to NULL)
*
* Output
* pointer to surface if successful, false otherwise
*
************************************************************************************************/
mdxmSurface_t *G2_FindSurface(CGhoul2Info *ghlInfo, surfaceInfo_v &slist, const char *surfaceName,
int *surfIndex/*NULL*/)
{
int i = 0;
// find the model we want
model_t *mod = (model_t *)ghlInfo->currentModel;
mdxmHierarchyOffsets_t *surfIndexes = (mdxmHierarchyOffsets_t *)((byte *)mod->mdxm + sizeof(mdxmHeader_t));
mdxmSurfHierarchy_t *surfInfo;
// did we find a ghoul 2 model or not?
if (!mod->mdxm)
{
assert(0);
if (surfIndex)
{
*surfIndex = -1;
}
return 0;
}
// first find if we already have this surface in the list
for (i = slist.size() - 1; i >= 0; i--)
{
if ((slist[i].surface != 10000) && (slist[i].surface != -1))
{
mdxmSurface_t *surf = (mdxmSurface_t *)G2_FindSurface((void *)mod, slist[i].surface, 0);
// back track and get the surfinfo struct for this surface
surfInfo = (mdxmSurfHierarchy_t *)((byte *)surfIndexes + surfIndexes->offsets[surf->thisSurfaceIndex]);
// are these the droids we're looking for?
if (!stricmp (surfInfo->name, surfaceName))
{
// yup
if (surfIndex)
{
*surfIndex = i;
}
return surf;
}
}
}
// didn't find it
if (surfIndex)
{
*surfIndex = -1;
}
return 0;
}
// set a named surface offFlags - if it doesn't find a surface with this name in the list then it will add one.
qboolean G2_SetSurfaceOnOff (CGhoul2Info *ghlInfo, surfaceInfo_v &slist, const char *surfaceName, const int offFlags)
{
int surfIndex = -1;
surfaceInfo_t temp_slist_entry;
mdxmSurface_t *surf;
// find the model we want
model_t *mod = (model_t *)ghlInfo->currentModel;
// did we find a ghoul 2 model or not?
if (!mod->mdxm)
{
assert(0);
return qfalse;
}
// first find if we already have this surface in the list
surf = G2_FindSurface(ghlInfo, slist, surfaceName, &surfIndex);
if (surf)
{
// set descendants value
// slist[surfIndex].offFlags = offFlags;
// seems to me that we shouldn't overwrite the other flags.
// the only bit we really care about in the incoming flags is the off bit
slist[surfIndex].offFlags &= ~(G2SURFACEFLAG_OFF | G2SURFACEFLAG_NODESCENDANTS);
slist[surfIndex].offFlags |= offFlags & (G2SURFACEFLAG_OFF | G2SURFACEFLAG_NODESCENDANTS);
return qtrue;
}
else
{
// ok, not in the list already - in that case, lets verify this surface exists in the model mesh
int flags;
int surfaceNum = G2_IsSurfaceLegal((void*)mod, surfaceName, &flags);
if (surfaceNum != -1)
{
int newflags = flags;
// the only bit we really care about in the incoming flags is the off bit
newflags &= ~(G2SURFACEFLAG_OFF | G2SURFACEFLAG_NODESCENDANTS);
newflags |= offFlags & (G2SURFACEFLAG_OFF | G2SURFACEFLAG_NODESCENDANTS);
if (newflags != flags)
{ // insert here then because it changed, no need to add an override otherwise
temp_slist_entry.offFlags = newflags;
temp_slist_entry.surface = surfaceNum;
slist.push_back(temp_slist_entry);
}
return qtrue;
}
}
return qfalse;
}
void G2_SetSurfaceOnOffFromSkin (CGhoul2Info *ghlInfo, qhandle_t renderSkin)
{
int j;
const skin_t *skin = R_GetSkinByHandle( renderSkin );
ghlInfo->mSlist.clear(); //remove any overrides we had before.
ghlInfo->mMeshFrameNum = 0;
for ( j = 0 ; j < skin->numSurfaces ; j++ )
{
// the names have both been lowercased
if ( !strcmp( skin->surfaces[j]->shader->name , "*off") )
{
G2_SetSurfaceOnOff(ghlInfo, ghlInfo->mSlist, skin->surfaces[j]->name, G2SURFACEFLAG_OFF);
}
else
{
int flags;
int surfaceNum = G2_IsSurfaceLegal((void *)ghlInfo->currentModel, skin->surfaces[j]->name, &flags);
if ( (surfaceNum != -1) && (!(flags&G2SURFACEFLAG_OFF)) ) //only turn on if it's not an "_off" surface
{
G2_SetSurfaceOnOff(ghlInfo, ghlInfo->mSlist, skin->surfaces[j]->name, 0);
}
}
}
}
// return a named surfaces off flags - should tell you if this surface is on or off.
int G2_IsSurfaceOff (CGhoul2Info *ghlInfo, surfaceInfo_v &slist, const char *surfaceName)
{
model_t *mod = (model_t *)ghlInfo->currentModel;
int surfIndex = -1;
mdxmSurface_t *surf = 0;
// did we find a ghoul 2 model or not?
if (!mod->mdxm)
{
return 0;
}
// first find if we already have this surface in the list
surf = G2_FindSurface(ghlInfo, slist, surfaceName, &surfIndex);
if (surf)
{
// set descendants value
return slist[surfIndex].offFlags;
}
// ok, we didn't find it in the surface list. Lets look at the original surface then.
mdxmSurfHierarchy_t *surface = (mdxmSurfHierarchy_t *) ( (byte *)mod->mdxm + mod->mdxm->ofsSurfHierarchy );
for ( int i = 0 ; i < mod->mdxm->numSurfaces ; i++)
{
if (!stricmp(surfaceName, surface->name))
{
return surface->flags;
}
// find the next surface
surface = (mdxmSurfHierarchy_t *)( (byte *)surface + (int)( &((mdxmSurfHierarchy_t *)0)->childIndexes[ surface->numChildren ] ));
}
assert(0);
return 0;
}
void G2_FindRecursiveSurface(model_t *currentModel, int surfaceNum, surfaceInfo_v &rootList, int *activeSurfaces)
{
int i;
mdxmSurface_t *surface = (mdxmSurface_t *)G2_FindSurface((void *)currentModel, surfaceNum, 0);
mdxmHierarchyOffsets_t *surfIndexes = (mdxmHierarchyOffsets_t *)((byte *)currentModel->mdxm + sizeof(mdxmHeader_t));
mdxmSurfHierarchy_t *surfInfo = (mdxmSurfHierarchy_t *)((byte *)surfIndexes + surfIndexes->offsets[surface->thisSurfaceIndex]);
// see if we have an override surface in the surface list
surfaceInfo_t *surfOverride = G2_FindOverrideSurface(surfaceNum, rootList);
// really, we should use the default flags for this surface unless it's been overriden
int offFlags = surfInfo->flags;
// set the off flags if we have some
if (surfOverride)
{
offFlags = surfOverride->offFlags;
}
// if this surface is not off, indicate as such in the active surface list
if (!(offFlags & G2SURFACEFLAG_OFF))
{
activeSurfaces[surfaceNum] = 1;
}
else
// if we are turning off all descendants, then stop this recursion now
if (offFlags & G2SURFACEFLAG_NODESCENDANTS)
{
return;
}
// now recursively call for the children
for (i=0; i< surfInfo->numChildren; i++)
{
surfaceNum = surfInfo->childIndexes[i];
G2_FindRecursiveSurface(currentModel, surfaceNum, rootList, activeSurfaces);
}
}
void G2_RemoveRedundantGeneratedSurfaces(surfaceInfo_v &slist, int *activeSurfaces)
{
int i;
// walk the surface list, removing surface overrides or generated surfaces that are pointing at surfaces that aren't active anymore
for (i=0; i<slist.size(); i++)
{
if (slist[i].surface != -1)
{
// is this a generated surface?
if (slist[i].offFlags & G2SURFACEFLAG_GENERATED)
{
// if it's not in the list, remove it
if (!activeSurfaces[slist[i].genPolySurfaceIndex & 0xffff])
{
G2_RemoveSurface(slist, i);
}
}
// no, so it does point back at a legal surface
else
{
// if it's not in the list, remove it
if (!activeSurfaces[slist[i].surface])
{
G2_RemoveSurface(slist, i);
}
}
}
}
}
qboolean G2_SetRootSurface(CGhoul2Info_v &ghoul2, const int modelIndex, const char *surfaceName)
{
int surf;
int flags;
int *activeSurfaces, *activeBones;
assert(ghoul2[modelIndex].currentModel && ghoul2[modelIndex].animModel);
model_t *mod_m = (model_t *)ghoul2[modelIndex].currentModel;
model_t *mod_a = (model_t *)ghoul2[modelIndex].animModel;
// did we find a ghoul 2 model or not?
if (!mod_m->mdxm)
{
return qfalse;
}
// first find if we already have this surface in the list
surf = G2_IsSurfaceLegal(mod_m, surfaceName, &flags);
if (surf != -1)
{
// first see if this ghoul2 model already has this as a root surface
if (ghoul2[modelIndex].mSurfaceRoot == surf)
{
return qtrue;
}
// set the root surface
ghoul2[modelIndex].mSurfaceRoot = surf;
// ok, now the tricky bits.
// firstly, generate a list of active / on surfaces below the root point
// gimme some space to put this list into
activeSurfaces = (int *)Z_Malloc(mod_m->mdxm->numSurfaces * 4, TAG_GHOUL2, qtrue);
memset(activeSurfaces, 0, (mod_m->mdxm->numSurfaces * 4));
activeBones = (int *)Z_Malloc(mod_a->mdxa->numBones * 4, TAG_GHOUL2, qtrue);
memset(activeBones, 0, (mod_a->mdxa->numBones * 4));
G2_FindRecursiveSurface(mod_m, surf, ghoul2[modelIndex].mSlist, activeSurfaces);
// now generate the used bone list
CConstructBoneList CBL(ghoul2[modelIndex].mSurfaceRoot,
activeBones,
ghoul2[modelIndex].mSlist,
mod_m,
ghoul2[modelIndex].mBlist);
G2_ConstructUsedBoneList(CBL);
// now remove all procedural or override surfaces that refer to surfaces that arent on this list
G2_RemoveRedundantGeneratedSurfaces(ghoul2[modelIndex].mSlist, activeSurfaces);
// now remove all bones that are pointing at bones that aren't active
G2_RemoveRedundantBoneOverrides(ghoul2[modelIndex].mBlist, activeBones);
// then remove all bolts that point at surfaces or bones that *arent* active.
G2_RemoveRedundantBolts(ghoul2[modelIndex].mBltlist, ghoul2[modelIndex].mSlist, activeSurfaces, activeBones);
// then remove all models on this ghoul2 instance that use those bolts that are being removed.
for (int i=0; i<ghoul2.size(); i++)
{
// are we even bolted to anything?
if (ghoul2[i].mModelBoltLink != -1)
{
int boltMod = (ghoul2[i].mModelBoltLink >> MODEL_SHIFT) & MODEL_AND;
int boltNum = (ghoul2[i].mModelBoltLink >> BOLT_SHIFT) & BOLT_AND;
// if either the bolt list is too small, or the bolt we are pointing at references nothing, remove this model
if ((ghoul2[boltMod].mBltlist.size() <= boltNum) ||
((ghoul2[boltMod].mBltlist[boltNum].boneNumber == -1) &&
(ghoul2[boltMod].mBltlist[boltNum].surfaceNumber == -1)))
{
CGhoul2Info_v *g2i = &ghoul2;
G2API_RemoveGhoul2Model((CGhoul2Info_v **)&g2i, i);
}
}
}
//No support for this, for now.
// remember to free what we used
Z_Free(activeSurfaces);
Z_Free(activeBones);
return (qtrue);
}
/*
//g2r if (entstate->ghoul2)
{
CGhoul2Info_v &ghoul2 = *((CGhoul2Info_v *)entstate->ghoul2);
model_t *mod_m = R_GetModelByHandle(RE_RegisterModel(ghoul2[modelIndex].mFileName));
model_t *mod_a = R_GetModelByHandle(mod_m->mdxm->animIndex);
int surf;
int flags;
int *activeSurfaces, *activeBones;
// did we find a ghoul 2 model or not?
if (!mod_m->mdxm)
{
return qfalse;
}
// first find if we already have this surface in the list
surf = G2_IsSurfaceLegal(mod_m, surfaceName, &flags);
if (surf != -1)
{
// first see if this ghoul2 model already has this as a root surface
if (ghoul2[modelIndex].mSurfaceRoot == surf)
{
return qtrue;
}
// set the root surface
ghoul2[modelIndex].mSurfaceRoot = surf;
// ok, now the tricky bits.
// firstly, generate a list of active / on surfaces below the root point
// gimme some space to put this list into
activeSurfaces = (int *)Z_Malloc(mod_m->mdxm->numSurfaces * 4, TAG_GHOUL2, qtrue);
memset(activeSurfaces, 0, (mod_m->mdxm->numSurfaces * 4));
activeBones = (int *)Z_Malloc(mod_a->mdxa->numBones * 4, TAG_GHOUL2, qtrue);
memset(activeBones, 0, (mod_a->mdxa->numBones * 4));
G2_FindRecursiveSurface(mod_m, surf, ghoul2[modelIndex].mSlist, activeSurfaces);
// now generate the used bone list
CConstructBoneList CBL(ghoul2[modelIndex].mSurfaceRoot,
activeBones,
ghoul2[modelIndex].mSlist,
mod_m,
ghoul2[modelIndex].mBlist);
G2_ConstructUsedBoneList(CBL);
// now remove all procedural or override surfaces that refer to surfaces that arent on this list
G2_RemoveRedundantGeneratedSurfaces(ghoul2[modelIndex].mSlist, activeSurfaces);
// now remove all bones that are pointing at bones that aren't active
G2_RemoveRedundantBoneOverrides(ghoul2[modelIndex].mBlist, activeBones);
// then remove all bolts that point at surfaces or bones that *arent* active.
G2_RemoveRedundantBolts(ghoul2[modelIndex].mBltlist, ghoul2[modelIndex].mSlist, activeSurfaces, activeBones);
// then remove all models on this ghoul2 instance that use those bolts that are being removed.
for (int i=0; i<ghoul2.size(); i++)
{
// are we even bolted to anything?
if (ghoul2[i].mModelBoltLink != -1)
{
int boltMod = (ghoul2[i].mModelBoltLink >> MODEL_SHIFT) & MODEL_AND;
int boltNum = (ghoul2[i].mModelBoltLink >> BOLT_SHIFT) & BOLT_AND;
// if either the bolt list is too small, or the bolt we are pointing at references nothing, remove this model
if ((ghoul2[boltMod].mBltlist.size() <= boltNum) ||
((ghoul2[boltMod].mBltlist[boltNum].boneNumber == -1) &&
(ghoul2[boltMod].mBltlist[boltNum].surfaceNumber == -1)))
{
G2API_RemoveGhoul2Model(entstate, i);
}
}
}
// remember to free what we used
Z_Free(activeSurfaces);
Z_Free(activeBones);
return (qtrue);
}
}
assert(0);*/
return qfalse;
}
extern int G2_DecideTraceLod(CGhoul2Info &ghoul2, int useLod);
int G2_AddSurface(CGhoul2Info *ghoul2, int surfaceNumber, int polyNumber, float BarycentricI, float BarycentricJ, int lod )
{
surfaceInfo_t temp_slist_entry;
// decide if LOD is legal
lod = G2_DecideTraceLod(*(CGhoul2Info *)(ghoul2), lod);
// first up, see if we have a free one already set up - look only from the end of the constant surfaces onwards
for (int i=0; i<ghoul2->mSlist.size(); i++)
{
// is the surface count -1? That would indicate it's free
if (ghoul2->mSlist[i].surface == -1)
{
ghoul2->mSlist[i].offFlags = G2SURFACEFLAG_GENERATED;
ghoul2->mSlist[i].surface = 10000; // no model will ever have 10000 surfaces
ghoul2->mSlist[i].genBarycentricI = BarycentricI;
ghoul2->mSlist[i].genBarycentricJ = BarycentricJ;
ghoul2->mSlist[i].genPolySurfaceIndex = ((polyNumber & 0xffff) << 16) | (surfaceNumber & 0xffff);
ghoul2->mSlist[i].genLod = lod;
return i;
}
}
// ok, didn't find one. Better create one
temp_slist_entry.offFlags = G2SURFACEFLAG_GENERATED;
temp_slist_entry.surface = 10000;
temp_slist_entry.genBarycentricI = BarycentricI;
temp_slist_entry.genBarycentricJ = BarycentricJ;
temp_slist_entry.genPolySurfaceIndex = ((polyNumber & 0xffff) << 16) | (surfaceNumber & 0xffff);
temp_slist_entry.genLod = lod;
ghoul2->mSlist.push_back(temp_slist_entry);
return (ghoul2->mSlist.size() -1 );
}
qboolean G2_RemoveSurface(surfaceInfo_v &slist, const int index)
{
// did we find it?
if (index != -1)
{
// set us to be the 'not active' state
slist[index].surface = -1;
unsigned int newSize = slist.size();
// now look through the list from the back and see if there is a block of -1's we can resize off the end of the list
for (int i=slist.size()-1; i>-1; i--)
{
if (slist[i].surface == -1)
{
newSize = i;
}
// once we hit one that isn't a -1, we are done.
else
{
break;
}
}
// do we need to resize?
if (newSize != slist.size())
{
// yes, so lets do it
slist.resize(newSize);
}
return qtrue;
}
assert(0);
// no
return qfalse;
}
int G2_GetParentSurface(CGhoul2Info *ghlInfo, const int index)
{
model_t *mod = (model_t *)ghlInfo->currentModel;
mdxmSurface_t *surf = 0;
mdxmHierarchyOffsets_t *surfIndexes = (mdxmHierarchyOffsets_t *)((byte *)mod->mdxm + sizeof(mdxmHeader_t));
mdxmSurfHierarchy_t *surfInfo = 0;
// walk each surface and see if this index is listed in it's children
surf = (mdxmSurface_t *)G2_FindSurface((void *)mod, index, 0);
surfInfo = (mdxmSurfHierarchy_t *)((byte *)surfIndexes + surfIndexes->offsets[surf->thisSurfaceIndex]);
return surfInfo->parentIndex;
}
int G2_GetSurfaceIndex(CGhoul2Info *ghlInfo, const char *surfaceName)
{
model_t *mod = (model_t *)ghlInfo->currentModel;
int flags;
return G2_IsSurfaceLegal(mod, surfaceName, &flags);
}
int G2_IsSurfaceRendered(CGhoul2Info *ghlInfo, const char *surfaceName, surfaceInfo_v &slist)
{
int flags = 0;//, surfFlags = 0;
int surfIndex = 0;
assert(ghlInfo->currentModel);
assert(ghlInfo->currentModel->mdxm);
if (!ghlInfo->currentModel->mdxm)
{
return -1;
}
// now travel up the skeleton to see if any of it's ancestors have a 'no descendants' turned on
// find the original surface in the surface list
int surfNum = G2_IsSurfaceLegal((model_t *)ghlInfo->currentModel, surfaceName, &flags);
if ( surfNum != -1 )
{//must be legal
const mdxmHierarchyOffsets_t *surfIndexes = (mdxmHierarchyOffsets_t *)((byte *)ghlInfo->currentModel->mdxm + sizeof(mdxmHeader_t));
const mdxmSurfHierarchy_t *surfInfo = (mdxmSurfHierarchy_t *)((byte *)surfIndexes + surfIndexes->offsets[surfNum]);
surfNum = surfInfo->parentIndex;
// walk the surface hierarchy up until we hit the root
while (surfNum != -1)
{
const mdxmSurface_t *parentSurf;
int parentFlags;
const mdxmSurfHierarchy_t *parentSurfInfo;
parentSurfInfo = (mdxmSurfHierarchy_t *)((byte *)surfIndexes + surfIndexes->offsets[surfNum]);
// find the original surface in the surface list
//G2 was bug, above comment was accurate, but we don't want the original flags, we want the parent flags
G2_IsSurfaceLegal((model_t *)ghlInfo->currentModel, parentSurfInfo->name, &parentFlags);
// now see if we already have overriden this surface in the slist
parentSurf = G2_FindSurface(ghlInfo, slist, parentSurfInfo->name, &surfIndex);
if (parentSurf)
{
// set descendants value
parentFlags = slist[surfIndex].offFlags;
}
// now we have the parent flags, lets see if any have the 'no descendants' flag set
if (parentFlags & G2SURFACEFLAG_NODESCENDANTS)
{
flags |= G2SURFACEFLAG_OFF;
break;
}
// set up scan of next parent
surfNum = parentSurfInfo->parentIndex;
}
}
else
{
return -1;
}
if ( flags == 0 )
{//it's not being overridden by a parent
// now see if we already have overriden this surface in the slist
const mdxmSurface_t *surf = G2_FindSurface(ghlInfo, slist, surfaceName, &surfIndex);
if (surf)
{
// set descendants value
flags = slist[surfIndex].offFlags;
}
// ok, at this point in flags we have what this surface is set to, and the index of the surface itself
}
return flags;
}

View File

@@ -0,0 +1,472 @@
#if defined (_MSC_VER) && (_MSC_VER >= 1020)
#pragma once
#endif
#if !defined(GHOUL2_SHARED_H_INC)
#define GHOUL2_SHARED_H_INC
/*
Ghoul2 Insert Start
*/
#pragma warning (push, 3) //go back down to 3 for the stl include
#include <vector>
#include <map>
#pragma warning (pop)
using namespace std;
/*
Ghoul2 Insert End
*/
#define MDXABONEDEF
#include "../renderer/mdx_format.h"
struct model_s;
//rww - RAGDOLL_BEGIN
#define G2T_SV_TIME (0)
#define G2T_CG_TIME (1)
#define NUM_G2T_TIME (2)
void G2API_SetTime(int currentTime,int clock);
int G2API_GetTime(int argTime); // this may or may not return arg depending on ghoul2_time cvar
//rww - RAGDOLL_END
//===================================================================
//
// G H O U L I I D E F I N E S
//
// we save the whole surfaceInfo_t struct
struct surfaceInfo_t
{
int offFlags; // what the flags are for this model
int surface; // index into array held inside the model definition of pointers to the actual surface data loaded in - used by both client and game
float genBarycentricJ; // point 0 barycentric coors
float genBarycentricI; // point 1 barycentric coors - point 2 is 1 - point0 - point1
int genPolySurfaceIndex; // used to point back to the original surface and poly if this is a generated surface
int genLod; // used to determine original lod of original surface and poly hit location
surfaceInfo_t():
offFlags(0),
surface(0),
genBarycentricJ(0),
genBarycentricI(0),
genPolySurfaceIndex(0),
genLod(0)
{}
};
#define MDXABONEDEF // used in the mdxformat.h file to stop redefinitions of the bone struct.
// we save the whole structure here.
struct boneInfo_t
{
int boneNumber; // what bone are we overriding?
mdxaBone_t matrix; // details of bone angle overrides - some are pre-done on the server, some in ghoul2
int flags; // flags for override
int startFrame; // start frame for animation
int endFrame; // end frame for animation NOTE anim actually ends on endFrame+1
int startTime; // time we started this animation
int pauseTime; // time we paused this animation - 0 if not paused
float animSpeed; // speed at which this anim runs. 1.0f means full speed of animation incoming - ie if anim is 20hrtz, we run at 20hrts. If 5hrts, we run at 5 hrts
float blendFrame; // frame PLUS LERP value to blend from
int blendLerpFrame; // frame to lerp the blend frame with.
int blendTime; // Duration time for blending - used to calc amount each frame of new anim is blended with last frame of the last anim
int blendStart; // Time when blending starts - not necessarily the same as startTime since we might start half way through an anim
int boneBlendTime; // time for duration of bone angle blend with normal animation
int boneBlendStart; // time bone angle blend with normal animation began
int lastTime; // this does not go across the network
mdxaBone_t newMatrix; // This is the lerped matrix that Ghoul2 uses on the client side - does not go across the network
//rww - RAGDOLL_BEGIN
int lastTimeUpdated; // if non-zero this is all intialized
int lastContents;
vec3_t lastPosition;
vec3_t velocityEffector;
vec3_t lastAngles;
vec3_t minAngles;
vec3_t maxAngles;
vec3_t currentAngles;
vec3_t anglesOffset;
vec3_t positionOffset;
float radius;
float weight; // current radius cubed
int ragIndex;
vec3_t velocityRoot; // I am really tired of recomiling the whole game to add a param here
int ragStartTime;
int firstTime;
int firstCollisionTime;
int restTime;
int RagFlags;
int DependentRagIndexMask;
mdxaBone_t originalTrueBoneMatrix;
mdxaBone_t parentTrueBoneMatrix; // figure I will need this sooner or later
mdxaBone_t parentOriginalTrueBoneMatrix; // figure I will need this sooner or later
vec3_t originalOrigin;
vec3_t originalAngles;
vec3_t lastShotDir;
mdxaBone_t *basepose;
mdxaBone_t *baseposeInv;
mdxaBone_t *baseposeParent;
mdxaBone_t *baseposeInvParent;
int parentRawBoneIndex;
mdxaBone_t ragOverrideMatrix; // figure I will need this sooner or later
mdxaBone_t extraMatrix; // figure I will need this sooner or later
vec3_t extraVec1; // I am really tired of recomiling the whole game to add a param here
float extraFloat1;
int extraInt1;
vec3_t ikPosition;
float ikSpeed;
vec3_t epVelocity; //velocity factor, can be set, and is also maintained by physics based on gravity, mass, etc.
float epGravFactor; //gravity factor maintained by bone physics
int solidCount; //incremented every time we try to move and are in solid - if we get out of solid, it is reset to 0
bool physicsSettled; //true when the bone is on ground and finished bouncing, etc. but may still be pushed into solid by other bones
bool snapped; //the bone is broken out of standard constraints
int parentBoneIndex;
float offsetRotation;
//user api overrides
float overGradSpeed;
vec3_t overGoalSpot;
bool hasOverGoal;
mdxaBone_t animFrameMatrix; //matrix for the bone in the desired settling pose -rww
int hasAnimFrameMatrix;
int airTime; //base is in air, be more quick and sensitive about collisions
//rww - RAGDOLL_END
boneInfo_t():
boneNumber(-1),
flags(0),
startFrame(0),
endFrame(0),
startTime(0),
pauseTime(0),
animSpeed(0),
blendFrame(0),
blendLerpFrame(0),
blendTime(0),
blendStart(0),
boneBlendTime(0),
boneBlendStart(0),
lastTime(0),
RagFlags(0)
{
matrix.matrix[0][0] = matrix.matrix[0][1] = matrix.matrix[0][2] = matrix.matrix[0][3] =
matrix.matrix[1][0] = matrix.matrix[1][1] = matrix.matrix[1][2] = matrix.matrix[1][3] =
matrix.matrix[2][0] = matrix.matrix[2][1] = matrix.matrix[2][2] = matrix.matrix[2][3] = 0.0f;
}
};
//we save from top to boltUsed here. Don't bother saving the position, it gets rebuilt every frame anyway
struct boltInfo_t{
int boneNumber; // bone number bolt attaches to
int surfaceNumber; // surface number bolt attaches to
int surfaceType; // if we attach to a surface, this tells us if it is an original surface or a generated one - doesn't go across the network
int boltUsed; // nor does this
mdxaBone_t position; // this does not go across the network
boltInfo_t():
boneNumber(-1),
surfaceNumber(-1),
surfaceType(0),
boltUsed(0)
{}
};
#ifdef _SOF2
typedef enum
{
PGORE_NONE,
PGORE_ARMOR,
PGORE_BULLETSMALL,
PGORE_BULLETMED,
PGORE_BULLETBIG,
PGORE_HEGRENADE,
PGORE_COUNT
} goreEnum_t;
struct goreEnumShader_t
{
goreEnum_t shaderEnum;
char shaderName[MAX_QPATH];
};
struct SSkinGoreData
{
vec3_t angles;
vec3_t position;
int currentTime;
int entNum;
vec3_t rayDirection; // in world space
vec3_t hitLocation; // in world space
vec3_t scale;
float SSize; // size of splotch in the S texture direction in world units
float TSize; // size of splotch in the T texture direction in world units
float theta; // angle to rotate the splotch
// qhandle_t shader; // handle to shader for gore, this better be rendered after the shader of the underlying surface
// this shader should also have "clamp" mode, not tiled.
goreEnum_t shaderEnum; // enum that'll get switched over to the shader's actual handle
};
#endif // _SOF2
#define MAX_GHOUL_COUNT_BITS 8 // bits required to send across the MAX_G2_MODELS inside of the networking - this is the only restriction on ghoul models possible per entity
typedef vector <surfaceInfo_t> surfaceInfo_v;
typedef vector <boneInfo_t> boneInfo_v;
typedef vector <boltInfo_t> boltInfo_v;
typedef vector <pair<int,mdxaBone_t> > mdxaBone_v;
// defines for stuff to go into the mflags
#define GHOUL2_NOCOLLIDE 0x001
#define GHOUL2_NORENDER 0x002
#define GHOUL2_NOMODEL 0x004
#define GHOUL2_NEWORIGIN 0x008
class CBoneCache;
// NOTE order in here matters. We save out from mModelindex to mFlags, but not the STL vectors that are at the top or the bottom.
class CGhoul2Info
{
public:
surfaceInfo_v mSlist;
boltInfo_v mBltlist;
boneInfo_v mBlist;
// save from here
int mModelindex;
qhandle_t mCustomShader;
qhandle_t mCustomSkin;
int mModelBoltLink;
int mSurfaceRoot;
int mLodBias;
int mNewOrigin; // this contains the bolt index of the new origin for this model
#ifdef _G2_GORE
int mGoreSetTag;
#endif
qhandle_t mModel; // this and the next entries do NOT go across the network. They are for gameside access ONLY
char mFileName[MAX_QPATH];
int mAnimFrameDefault;
int mSkelFrameNum;
int mMeshFrameNum;
int mFlags; // used for determining whether to do full collision detection against this object
// to here
int *mTransformedVertsArray; // used to create an array of pointers to transformed verts per surface for collision detection
CBoneCache *mBoneCache;
int mSkin;
// these occasionally are not valid (like after a vid_restart)
// call the questionably efficient G2_SetupModelPointers(this) to insure validity
bool mValid; // all the below are proper and valid
const model_s *currentModel;
int currentModelSize;
const model_s *animModel;
int currentAnimModelSize;
const mdxaHeader_t *aHeader;
#ifdef _G2_LISTEN_SERVER_OPT
int entityNum;
#endif
CGhoul2Info():
mModelindex(-1),
mCustomShader(0),
mCustomSkin(0),
mModelBoltLink(0),
mModel(0),
mSurfaceRoot(0),
mAnimFrameDefault(0),
mSkelFrameNum(-1),
mMeshFrameNum(-1),
mFlags(0),
mTransformedVertsArray(0),
mLodBias(0),
mSkin(0),
mNewOrigin(-1),
#ifdef _G2_GORE
mGoreSetTag(0),
#endif
mBoneCache(0),
currentModel(0),
currentModelSize(0),
animModel(0),
currentAnimModelSize(0),
aHeader(0),
#ifdef _G2_LISTEN_SERVER_OPT
entityNum(ENTITYNUM_NONE),
#endif
mValid(false)
{
mFileName[0] = 0;
}
};
class CGhoul2Info_v;
class IGhoul2InfoArray
{
public:
virtual int New()=0;
virtual void Delete(int handle)=0;
virtual bool IsValid(int handle) const=0;
virtual vector<CGhoul2Info> &Get(int handle)=0;
virtual const vector<CGhoul2Info> &Get(int handle) const=0;
};
IGhoul2InfoArray &TheGhoul2InfoArray();
class CGhoul2Info_v
{
IGhoul2InfoArray &InfoArray() const
{
return TheGhoul2InfoArray();
}
void Alloc()
{
assert(!mItem); //already alloced
mItem=InfoArray().New();
assert(!Array().size());
}
void Free()
{
if (mItem)
{
assert(InfoArray().IsValid(mItem));
InfoArray().Delete(mItem);
mItem=0;
}
}
vector<CGhoul2Info> &Array()
{
assert(InfoArray().IsValid(mItem));
return InfoArray().Get(mItem);
}
const vector<CGhoul2Info> &Array() const
{
assert(InfoArray().IsValid(mItem));
return InfoArray().Get(mItem);
}
public:
int mItem; //dont' be bad and muck with this
CGhoul2Info_v()
{
mItem=0;
}
CGhoul2Info_v(const int item)
{ //be VERY carefull with what you pass in here
mItem=item;
}
~CGhoul2Info_v()
{
Free(); //this had better be taken care of via the clean ghoul2 models call
}
void operator=(const CGhoul2Info_v &other)
{
mItem=other.mItem;
}
void operator=(const int otherItem) //assigning one from the VM side item number
{
mItem=otherItem;
}
void DeepCopy(const CGhoul2Info_v &other)
{
Free();
if (other.mItem)
{
Alloc();
Array()=other.Array();
int i;
for (i=0;i<size();i++)
{
Array()[i].mBoneCache=0;
Array()[i].mTransformedVertsArray=0;
Array()[i].mSkelFrameNum=0;
Array()[i].mMeshFrameNum=0;
}
}
}
CGhoul2Info &operator[](int idx)
{
assert(mItem);
assert(idx>=0&&idx<size());
return Array()[idx];
}
const CGhoul2Info &operator[](int idx) const
{
assert(mItem);
assert(idx>=0&&idx<size());
return Array()[idx];
}
void resize(int num)
{
assert(num>=0);
if (num)
{
if (!mItem)
{
Alloc();
}
}
if (mItem||num)
{
Array().resize(num);
}
}
void clear()
{
Free();
}
void push_back(const CGhoul2Info &model)
{
if (!mItem)
{
Alloc();
}
Array().push_back(model);
}
int size() const
{
if (!IsValid())
{
return 0;
}
return Array().size();
}
bool IsValid() const
{
return InfoArray().IsValid(mItem);
}
void kill()
{
// this scary method zeros the infovector handle without actually freeing it
// it is used for some places where a copy is made, but we don't want to go through the trouble
// of making a deep copy
mItem=0;
}
};
// collision detection stuff
#define G2_FRONTFACE 1
#define G2_BACKFACE 0
// calling defines for the trace function
enum EG2_Collision
{
G2_NOCOLLIDE,
G2_COLLIDE,
G2_RETURNONHIT
};
//====================================================================
#endif // GHOUL2_SHARED_H_INC