X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGraphic%2FModels.cpp;h=cd1bea9c81963b3991e738b862746397517ba7ab;hb=refs%2Fheads%2Fimprovements;hp=ef2b7bba114b29d27065cf105b0e72955a5e64c6;hpb=190f9f06c28bf4b7aff2ad0b61e5648ea2b10cc6;p=lugaru.git diff --git a/Source/Graphic/Models.cpp b/Source/Graphic/Models.cpp index ef2b7bb..cd1bea9 100644 --- a/Source/Graphic/Models.cpp +++ b/Source/Graphic/Models.cpp @@ -1,6 +1,6 @@ /* Copyright (C) 2003, 2010 - Wolfire Games -Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file) +Copyright (C) 2010-2017 - Lugaru contributors (see AUTHORS file) This file is part of Lugaru. @@ -30,9 +30,8 @@ extern float fadestart; extern float texdetail; extern bool decalstoggle; -int Model::LineCheck(XYZ *p1, XYZ *p2, XYZ *p, XYZ *move, float *rotate) +int Model::LineCheck(XYZ* p1, XYZ* p2, XYZ* p, XYZ* move, float* rotate) { - static int j; static float distance; static float olddistance; static int intersecting; @@ -41,16 +40,19 @@ int Model::LineCheck(XYZ *p1, XYZ *p2, XYZ *p, XYZ *move, float *rotate) *p1 = *p1 - *move; *p2 = *p2 - *move; - if (*rotate) + if (*rotate) { *p1 = DoRotation(*p1, 0, -*rotate, 0); - if (*rotate) + } + if (*rotate) { *p2 = DoRotation(*p2, 0, -*rotate, 0); - if (!sphere_line_intersection(p1, p2, &boundingspherecenter, &boundingsphereradius)) + } + if (!sphere_line_intersection(p1, p2, &boundingspherecenter, &boundingsphereradius)) { return -1; + } firstintersecting = -1; - for (j = 0; j < TriangleNum; j++) { - intersecting = LineFacetd(p1, p2, &vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[1]], &vertex[Triangles[j].vertex[2]], &facenormals[j], &point); + for (unsigned int j = 0; j < Triangles.size(); j++) { + intersecting = LineFacetd(p1, p2, &vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[1]], &vertex[Triangles[j].vertex[2]], &Triangles[j].facenormal, &point); distance = (point.x - p1->x) * (point.x - p1->x) + (point.y - p1->y) * (point.y - p1->y) + (point.z - p1->z) * (point.z - p1->z); if ((distance < olddistance || firstintersecting == -1) && intersecting) { olddistance = distance; @@ -59,15 +61,15 @@ int Model::LineCheck(XYZ *p1, XYZ *p2, XYZ *p, XYZ *move, float *rotate) } } - if (*rotate) + if (*rotate) { *p = DoRotation(*p, 0, *rotate, 0); + } *p = *p + *move; return firstintersecting; } -int Model::LineCheckPossible(XYZ *p1, XYZ *p2, XYZ *p, XYZ *move, float *rotate) +int Model::LineCheckPossible(XYZ* p1, XYZ* p2, XYZ* p, XYZ* move, float* rotate) { - static int j; static float distance; static float olddistance; static int intersecting; @@ -76,36 +78,38 @@ int Model::LineCheckPossible(XYZ *p1, XYZ *p2, XYZ *p, XYZ *move, float *rotate) *p1 = *p1 - *move; *p2 = *p2 - *move; - if (!sphere_line_intersection(p1, p2, &boundingspherecenter, &boundingsphereradius)) + if (!sphere_line_intersection(p1, p2, &boundingspherecenter, &boundingsphereradius)) { return -1; + } firstintersecting = -1; - if (*rotate) + if (*rotate) { *p1 = DoRotation(*p1, 0, -*rotate, 0); - if (*rotate) + } + if (*rotate) { *p2 = DoRotation(*p2, 0, -*rotate, 0); + } - if (numpossible > 0 && numpossible < TriangleNum) - for (j = 0; j < numpossible; j++) { - if (possible[j] >= 0 && possible[j] < TriangleNum) { - intersecting = LineFacetd(p1, p2, &vertex[Triangles[possible[j]].vertex[0]], &vertex[Triangles[possible[j]].vertex[1]], &vertex[Triangles[possible[j]].vertex[2]], &facenormals[possible[j]], &point); - distance = (point.x - p1->x) * (point.x - p1->x) + (point.y - p1->y) * (point.y - p1->y) + (point.z - p1->z) * (point.z - p1->z); - if ((distance < olddistance || firstintersecting == -1) && intersecting) { - olddistance = distance; - firstintersecting = possible[j]; - *p = point; - } + for (unsigned int j = 0; j < possible.size(); j++) { + if (possible[j] < Triangles.size()) { + intersecting = LineFacetd(p1, p2, &vertex[Triangles[possible[j]].vertex[0]], &vertex[Triangles[possible[j]].vertex[1]], &vertex[Triangles[possible[j]].vertex[2]], &Triangles[possible[j]].facenormal, &point); + distance = (point.x - p1->x) * (point.x - p1->x) + (point.y - p1->y) * (point.y - p1->y) + (point.z - p1->z) * (point.z - p1->z); + if ((distance < olddistance || firstintersecting == -1) && intersecting) { + olddistance = distance; + firstintersecting = possible[j]; + *p = point; } } + } - if (*rotate) + if (*rotate) { *p = DoRotation(*p, 0, *rotate, 0); + } *p = *p + *move; return firstintersecting; } -int Model::LineCheckSlidePossible(XYZ *p1, XYZ *p2, XYZ *move, float *rotate) +int Model::LineCheckSlidePossible(XYZ* p1, XYZ* p2, XYZ* move, float* rotate) { - static int j; static float distance; static float olddistance; static int intersecting; @@ -114,40 +118,43 @@ int Model::LineCheckSlidePossible(XYZ *p1, XYZ *p2, XYZ *move, float *rotate) *p1 = *p1 - *move; *p2 = *p2 - *move; - if (!sphere_line_intersection(p1, p2, &boundingspherecenter, &boundingsphereradius)) + if (!sphere_line_intersection(p1, p2, &boundingspherecenter, &boundingsphereradius)) { return -1; + } firstintersecting = -1; - if (*rotate) + if (*rotate) { *p1 = DoRotation(*p1, 0, -*rotate, 0); - if (*rotate) + } + if (*rotate) { *p2 = DoRotation(*p2, 0, -*rotate, 0); + } - if (numpossible) - for (j = 0; j < numpossible; j++) { - if (possible[j] >= 0 && possible[j] < TriangleNum) { - intersecting = LineFacetd(p1, p2, &vertex[Triangles[possible[j]].vertex[0]], &vertex[Triangles[possible[j]].vertex[1]], &vertex[Triangles[possible[j]].vertex[2]], &facenormals[possible[j]], &point); - distance = (point.x - p1->x) * (point.x - p1->x) + (point.y - p1->y) * (point.y - p1->y) + (point.z - p1->z) * (point.z - p1->z); - if ((distance < olddistance || firstintersecting == -1) && intersecting) { - olddistance = distance; - firstintersecting = possible[j]; - } + for (unsigned int j = 0; j < possible.size(); j++) { + if (possible[j] < Triangles.size()) { + intersecting = LineFacetd(p1, p2, &vertex[Triangles[possible[j]].vertex[0]], &vertex[Triangles[possible[j]].vertex[1]], &vertex[Triangles[possible[j]].vertex[2]], &Triangles[possible[j]].facenormal, &point); + distance = (point.x - p1->x) * (point.x - p1->x) + (point.y - p1->y) * (point.y - p1->y) + (point.z - p1->z) * (point.z - p1->z); + if ((distance < olddistance || firstintersecting == -1) && intersecting) { + olddistance = distance; + firstintersecting = possible[j]; } } + } if (firstintersecting > 0) { - distance = abs((facenormals[firstintersecting].x * p2->x) + (facenormals[firstintersecting].y * p2->y) + (facenormals[firstintersecting].z * p2->z) - ((facenormals[firstintersecting].x * vertex[Triangles[firstintersecting].vertex[0]].x) + (facenormals[firstintersecting].y * vertex[Triangles[firstintersecting].vertex[0]].y) + (facenormals[firstintersecting].z * vertex[Triangles[firstintersecting].vertex[0]].z))); - *p2 -= facenormals[firstintersecting] * distance; + distance = abs((Triangles[firstintersecting].facenormal.x * p2->x) + (Triangles[firstintersecting].facenormal.y * p2->y) + (Triangles[firstintersecting].facenormal.z * p2->z) - ((Triangles[firstintersecting].facenormal.x * vertex[Triangles[firstintersecting].vertex[0]].x) + (Triangles[firstintersecting].facenormal.y * vertex[Triangles[firstintersecting].vertex[0]].y) + (Triangles[firstintersecting].facenormal.z * vertex[Triangles[firstintersecting].vertex[0]].z))); + *p2 -= Triangles[firstintersecting].facenormal * distance; } - if (*rotate) + if (*rotate) { *p2 = DoRotation(*p2, 0, *rotate, 0); + } *p2 = *p2 + *move; return firstintersecting; } -int Model::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate) +int Model::SphereCheck(XYZ* p1, float radius, XYZ* p, XYZ* move, float* rotate) { - static int i, j; + static int i; static float distance; static float olddistance; static int intersecting; @@ -159,27 +166,33 @@ int Model::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate) oldp1 = *p1; *p1 = *p1 - *move; - if (*rotate) + if (*rotate) { *p1 = DoRotation(*p1, 0, -*rotate, 0); - if (distsq(p1, &boundingspherecenter) > radius * radius + boundingsphereradius * boundingsphereradius) + } + if (distsq(p1, &boundingspherecenter) > radius * radius + boundingsphereradius * boundingsphereradius) { return -1; + } for (i = 0; i < 4; i++) { - for (j = 0; j < TriangleNum; j++) { + for (unsigned int j = 0; j < Triangles.size(); j++) { intersecting = 0; - distance = abs((facenormals[j].x * p1->x) + (facenormals[j].y * p1->y) + (facenormals[j].z * p1->z) - ((facenormals[j].x * vertex[Triangles[j].vertex[0]].x) + (facenormals[j].y * vertex[Triangles[j].vertex[0]].y) + (facenormals[j].z * vertex[Triangles[j].vertex[0]].z))); + distance = abs((Triangles[j].facenormal.x * p1->x) + (Triangles[j].facenormal.y * p1->y) + (Triangles[j].facenormal.z * p1->z) - ((Triangles[j].facenormal.x * vertex[Triangles[j].vertex[0]].x) + (Triangles[j].facenormal.y * vertex[Triangles[j].vertex[0]].y) + (Triangles[j].facenormal.z * vertex[Triangles[j].vertex[0]].z))); if (distance < radius) { - point = *p1 - facenormals[j] * distance; - if (PointInTriangle( &point, facenormals[j], &vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[1]], &vertex[Triangles[j].vertex[2]])) + point = *p1 - Triangles[j].facenormal * distance; + if (PointInTriangle(&point, Triangles[j].facenormal, &vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[1]], &vertex[Triangles[j].vertex[2]])) { intersecting = 1; - if (!intersecting) + } + if (!intersecting) { intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[1]], p1, &radius); - if (!intersecting) + } + if (!intersecting) { intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[1]], &vertex[Triangles[j].vertex[2]], p1, &radius); - if (!intersecting) + } + if (!intersecting) { intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[2]], p1, &radius); + } if (intersecting) { - *p1 += facenormals[j] * (distance - radius); + *p1 += Triangles[j].facenormal * (distance - radius); } } if ((distance < olddistance || firstintersecting == -1) && intersecting) { @@ -189,18 +202,19 @@ int Model::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate) } } } - if (*rotate) + if (*rotate) { *p = DoRotation(*p, 0, *rotate, 0); + } *p = *p + *move; - if (*rotate) + if (*rotate) { *p1 = DoRotation(*p1, 0, *rotate, 0); + } *p1 += *move; return firstintersecting; } -int Model::SphereCheckPossible(XYZ *p1, float radius, XYZ *move, float *rotate) +int Model::SphereCheckPossible(XYZ* p1, float radius, XYZ* move, float* rotate) { - static int j; static float distance; static float olddistance; static int intersecting; @@ -213,31 +227,35 @@ int Model::SphereCheckPossible(XYZ *p1, float radius, XYZ *move, float *rotate) oldp1 = *p1; *p1 = *p1 - *move; - numpossible = 0; + possible.clear(); - if (*rotate) + if (*rotate) { *p1 = DoRotation(*p1, 0, -*rotate, 0); + } if (distsq(p1, &boundingspherecenter) > radius * radius + boundingsphereradius * boundingsphereradius) { *p1 = oldp1; return -1; } - for (j = 0; j < TriangleNum; j++) { + for (unsigned int j = 0; j < Triangles.size(); j++) { intersecting = 0; - distance = abs((facenormals[j].x * p1->x) + (facenormals[j].y * p1->y) + (facenormals[j].z * p1->z) - ((facenormals[j].x * vertex[Triangles[j].vertex[0]].x) + (facenormals[j].y * vertex[Triangles[j].vertex[0]].y) + (facenormals[j].z * vertex[Triangles[j].vertex[0]].z))); + distance = abs((Triangles[j].facenormal.x * p1->x) + (Triangles[j].facenormal.y * p1->y) + (Triangles[j].facenormal.z * p1->z) - ((Triangles[j].facenormal.x * vertex[Triangles[j].vertex[0]].x) + (Triangles[j].facenormal.y * vertex[Triangles[j].vertex[0]].y) + (Triangles[j].facenormal.z * vertex[Triangles[j].vertex[0]].z))); if (distance < radius) { - point = *p1 - facenormals[j] * distance; - if (PointInTriangle( &point, facenormals[j], &vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[1]], &vertex[Triangles[j].vertex[2]])) + point = *p1 - Triangles[j].facenormal * distance; + if (PointInTriangle(&point, Triangles[j].facenormal, &vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[1]], &vertex[Triangles[j].vertex[2]])) { intersecting = 1; - if (!intersecting) + } + if (!intersecting) { intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[1]], p1, &radius); - if (!intersecting) + } + if (!intersecting) { intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[1]], &vertex[Triangles[j].vertex[2]], p1, &radius); - if (!intersecting) + } + if (!intersecting) { intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[2]], p1, &radius); + } if (intersecting) { - possible[numpossible] = j; - numpossible++; + possible.push_back(j); } } if ((distance < olddistance || firstintersecting == -1) && intersecting) { @@ -245,146 +263,148 @@ int Model::SphereCheckPossible(XYZ *p1, float radius, XYZ *move, float *rotate) firstintersecting = j; } } - if (*rotate) + if (*rotate) { *p1 = DoRotation(*p1, 0, *rotate, 0); + } *p1 += *move; + return firstintersecting; } - void Model::UpdateVertexArray() { - if (type != normaltype && type != decalstype) + if (type != normaltype && type != decalstype) { return; - static int i; - static int j; - if (!flat) - for (i = 0; i < TriangleNum; i++) { - j = i * 24; + } + + if (flat) { + for (unsigned int i = 0; i < Triangles.size(); i++) { + unsigned int j = i * 24; vArray[j + 0] = Triangles[i].gx[0]; vArray[j + 1] = Triangles[i].gy[0]; - vArray[j + 2] = normals[Triangles[i].vertex[0]].x; - vArray[j + 3] = normals[Triangles[i].vertex[0]].y; - vArray[j + 4] = normals[Triangles[i].vertex[0]].z; + vArray[j + 2] = Triangles[i].facenormal.x * -1; + vArray[j + 3] = Triangles[i].facenormal.y * -1; + vArray[j + 4] = Triangles[i].facenormal.z * -1; vArray[j + 5] = vertex[Triangles[i].vertex[0]].x; vArray[j + 6] = vertex[Triangles[i].vertex[0]].y; vArray[j + 7] = vertex[Triangles[i].vertex[0]].z; vArray[j + 8] = Triangles[i].gx[1]; vArray[j + 9] = Triangles[i].gy[1]; - vArray[j + 10] = normals[Triangles[i].vertex[1]].x; - vArray[j + 11] = normals[Triangles[i].vertex[1]].y; - vArray[j + 12] = normals[Triangles[i].vertex[1]].z; + vArray[j + 10] = Triangles[i].facenormal.x * -1; + vArray[j + 11] = Triangles[i].facenormal.y * -1; + vArray[j + 12] = Triangles[i].facenormal.z * -1; vArray[j + 13] = vertex[Triangles[i].vertex[1]].x; vArray[j + 14] = vertex[Triangles[i].vertex[1]].y; vArray[j + 15] = vertex[Triangles[i].vertex[1]].z; vArray[j + 16] = Triangles[i].gx[2]; vArray[j + 17] = Triangles[i].gy[2]; - vArray[j + 18] = normals[Triangles[i].vertex[2]].x; - vArray[j + 19] = normals[Triangles[i].vertex[2]].y; - vArray[j + 20] = normals[Triangles[i].vertex[2]].z; + vArray[j + 18] = Triangles[i].facenormal.x * -1; + vArray[j + 19] = Triangles[i].facenormal.y * -1; + vArray[j + 20] = Triangles[i].facenormal.z * -1; vArray[j + 21] = vertex[Triangles[i].vertex[2]].x; vArray[j + 22] = vertex[Triangles[i].vertex[2]].y; vArray[j + 23] = vertex[Triangles[i].vertex[2]].z; } - if (flat) - for (i = 0; i < TriangleNum; i++) { - j = i * 24; + } else { + for (unsigned int i = 0; i < Triangles.size(); i++) { + unsigned int j = i * 24; vArray[j + 0] = Triangles[i].gx[0]; vArray[j + 1] = Triangles[i].gy[0]; - vArray[j + 2] = facenormals[i].x * -1; - vArray[j + 3] = facenormals[i].y * -1; - vArray[j + 4] = facenormals[i].z * -1; + vArray[j + 2] = normals[Triangles[i].vertex[0]].x; + vArray[j + 3] = normals[Triangles[i].vertex[0]].y; + vArray[j + 4] = normals[Triangles[i].vertex[0]].z; vArray[j + 5] = vertex[Triangles[i].vertex[0]].x; vArray[j + 6] = vertex[Triangles[i].vertex[0]].y; vArray[j + 7] = vertex[Triangles[i].vertex[0]].z; vArray[j + 8] = Triangles[i].gx[1]; vArray[j + 9] = Triangles[i].gy[1]; - vArray[j + 10] = facenormals[i].x * -1; - vArray[j + 11] = facenormals[i].y * -1; - vArray[j + 12] = facenormals[i].z * -1; + vArray[j + 10] = normals[Triangles[i].vertex[1]].x; + vArray[j + 11] = normals[Triangles[i].vertex[1]].y; + vArray[j + 12] = normals[Triangles[i].vertex[1]].z; vArray[j + 13] = vertex[Triangles[i].vertex[1]].x; vArray[j + 14] = vertex[Triangles[i].vertex[1]].y; vArray[j + 15] = vertex[Triangles[i].vertex[1]].z; vArray[j + 16] = Triangles[i].gx[2]; vArray[j + 17] = Triangles[i].gy[2]; - vArray[j + 18] = facenormals[i].x * -1; - vArray[j + 19] = facenormals[i].y * -1; - vArray[j + 20] = facenormals[i].z * -1; + vArray[j + 18] = normals[Triangles[i].vertex[2]].x; + vArray[j + 19] = normals[Triangles[i].vertex[2]].y; + vArray[j + 20] = normals[Triangles[i].vertex[2]].z; vArray[j + 21] = vertex[Triangles[i].vertex[2]].x; vArray[j + 22] = vertex[Triangles[i].vertex[2]].y; vArray[j + 23] = vertex[Triangles[i].vertex[2]].z; - } + } } void Model::UpdateVertexArrayNoTex() { - if (type != normaltype && type != decalstype) + if (type != normaltype && type != decalstype) { return; - static int i; - static int j; - if (!flat) - for (i = 0; i < TriangleNum; i++) { - j = i * 24; - vArray[j + 2] = normals[Triangles[i].vertex[0]].x; - vArray[j + 3] = normals[Triangles[i].vertex[0]].y; - vArray[j + 4] = normals[Triangles[i].vertex[0]].z; + } + + if (flat) { + for (unsigned int i = 0; i < Triangles.size(); i++) { + unsigned int j = i * 24; + vArray[j + 2] = Triangles[i].facenormal.x * -1; + vArray[j + 3] = Triangles[i].facenormal.y * -1; + vArray[j + 4] = Triangles[i].facenormal.z * -1; vArray[j + 5] = vertex[Triangles[i].vertex[0]].x; vArray[j + 6] = vertex[Triangles[i].vertex[0]].y; vArray[j + 7] = vertex[Triangles[i].vertex[0]].z; - vArray[j + 10] = normals[Triangles[i].vertex[1]].x; - vArray[j + 11] = normals[Triangles[i].vertex[1]].y; - vArray[j + 12] = normals[Triangles[i].vertex[1]].z; + vArray[j + 10] = Triangles[i].facenormal.x * -1; + vArray[j + 11] = Triangles[i].facenormal.y * -1; + vArray[j + 12] = Triangles[i].facenormal.z * -1; vArray[j + 13] = vertex[Triangles[i].vertex[1]].x; vArray[j + 14] = vertex[Triangles[i].vertex[1]].y; vArray[j + 15] = vertex[Triangles[i].vertex[1]].z; - vArray[j + 18] = normals[Triangles[i].vertex[2]].x; - vArray[j + 19] = normals[Triangles[i].vertex[2]].y; - vArray[j + 20] = normals[Triangles[i].vertex[2]].z; + vArray[j + 18] = Triangles[i].facenormal.x * -1; + vArray[j + 19] = Triangles[i].facenormal.y * -1; + vArray[j + 20] = Triangles[i].facenormal.z * -1; vArray[j + 21] = vertex[Triangles[i].vertex[2]].x; vArray[j + 22] = vertex[Triangles[i].vertex[2]].y; vArray[j + 23] = vertex[Triangles[i].vertex[2]].z; } - if (flat) - for (i = 0; i < TriangleNum; i++) { - j = i * 24; - vArray[j + 2] = facenormals[i].x * -1; - vArray[j + 3] = facenormals[i].y * -1; - vArray[j + 4] = facenormals[i].z * -1; + } else { + for (unsigned int i = 0; i < Triangles.size(); i++) { + unsigned int j = i * 24; + vArray[j + 2] = normals[Triangles[i].vertex[0]].x; + vArray[j + 3] = normals[Triangles[i].vertex[0]].y; + vArray[j + 4] = normals[Triangles[i].vertex[0]].z; vArray[j + 5] = vertex[Triangles[i].vertex[0]].x; vArray[j + 6] = vertex[Triangles[i].vertex[0]].y; vArray[j + 7] = vertex[Triangles[i].vertex[0]].z; - vArray[j + 10] = facenormals[i].x * -1; - vArray[j + 11] = facenormals[i].y * -1; - vArray[j + 12] = facenormals[i].z * -1; + vArray[j + 10] = normals[Triangles[i].vertex[1]].x; + vArray[j + 11] = normals[Triangles[i].vertex[1]].y; + vArray[j + 12] = normals[Triangles[i].vertex[1]].z; vArray[j + 13] = vertex[Triangles[i].vertex[1]].x; vArray[j + 14] = vertex[Triangles[i].vertex[1]].y; vArray[j + 15] = vertex[Triangles[i].vertex[1]].z; - vArray[j + 18] = facenormals[i].x * -1; - vArray[j + 19] = facenormals[i].y * -1; - vArray[j + 20] = facenormals[i].z * -1; + vArray[j + 18] = normals[Triangles[i].vertex[2]].x; + vArray[j + 19] = normals[Triangles[i].vertex[2]].y; + vArray[j + 20] = normals[Triangles[i].vertex[2]].z; vArray[j + 21] = vertex[Triangles[i].vertex[2]].x; vArray[j + 22] = vertex[Triangles[i].vertex[2]].y; vArray[j + 23] = vertex[Triangles[i].vertex[2]].z; } + } } void Model::UpdateVertexArrayNoTexNoNorm() { - if (type != normaltype && type != decalstype) + if (type != normaltype && type != decalstype) { return; - static int i; - static int j; - for (i = 0; i < TriangleNum; i++) { - j = i * 24; + } + + for (unsigned int i = 0; i < Triangles.size(); i++) { + unsigned int j = i * 24; vArray[j + 5] = vertex[Triangles[i].vertex[0]].x; vArray[j + 6] = vertex[Triangles[i].vertex[0]].y; vArray[j + 7] = vertex[Triangles[i].vertex[0]].z; @@ -401,40 +421,40 @@ void Model::UpdateVertexArrayNoTexNoNorm() bool Model::loadnotex(const std::string& filename) { - FILE *tfile; + FILE* tfile; long i; + short triangleNum; type = notextype; color = 0; - tfile = Folders::openMandatoryFile( Folders::getResourcePath(filename), "rb" ); + tfile = Folders::openMandatoryFile(Folders::getResourcePath(filename), "rb"); // read model settings fseek(tfile, 0, SEEK_SET); - funpackf(tfile, "Bs Bs", &vertexNum, &TriangleNum); + funpackf(tfile, "Bs Bs", &vertexNum, &triangleNum); // read the model data deallocate(); - numpossible = 0; + possible.clear(); owner = (int*)malloc(sizeof(int) * vertexNum); - possible = (int*)malloc(sizeof(int) * TriangleNum); vertex = (XYZ*)malloc(sizeof(XYZ) * vertexNum); - Triangles = (TexturedTriangle*)malloc(sizeof(TexturedTriangle) * TriangleNum); - vArray = (GLfloat*)malloc(sizeof(GLfloat) * TriangleNum * 24); + Triangles.resize(triangleNum); + vArray = (GLfloat*)malloc(sizeof(GLfloat) * triangleNum * 24); for (i = 0; i < vertexNum; i++) { funpackf(tfile, "Bf Bf Bf", &vertex[i].x, &vertex[i].y, &vertex[i].z); } - for (i = 0; i < TriangleNum; i++) { - short vertex[ 6]; - funpackf(tfile, "Bs Bs Bs Bs Bs Bs", &vertex[ 0], &vertex[ 1], &vertex[ 2], &vertex[ 3], &vertex[ 4], &vertex[ 5]); - Triangles[i].vertex[ 0] = vertex[ 0]; - Triangles[i].vertex[ 1] = vertex[ 2]; - Triangles[i].vertex[ 2] = vertex[ 4]; + for (i = 0; i < triangleNum; i++) { + short vertex[6]; + funpackf(tfile, "Bs Bs Bs Bs Bs Bs", &vertex[0], &vertex[1], &vertex[2], &vertex[3], &vertex[4], &vertex[5]); + Triangles[i].vertex[0] = vertex[0]; + Triangles[i].vertex[1] = vertex[2]; + Triangles[i].vertex[2] = vertex[4]; funpackf(tfile, "Bf Bf Bf", &Triangles[i].gx[0], &Triangles[i].gx[1], &Triangles[i].gx[2]); funpackf(tfile, "Bf Bf Bf", &Triangles[i].gy[0], &Triangles[i].gy[1], &Triangles[i].gy[2]); } @@ -447,10 +467,9 @@ bool Model::loadnotex(const std::string& filename) owner[i] = -1; } - static int j; boundingsphereradius = 0; for (i = 0; i < vertexNum; i++) { - for (j = 0; j < vertexNum; j++) { + for (int j = 0; j < vertexNum; j++) { if (j != i && distsq(&vertex[j], &vertex[i]) / 2 > boundingsphereradius) { boundingsphereradius = distsq(&vertex[j], &vertex[i]) / 2; boundingspherecenter = (vertex[i] + vertex[j]) / 2; @@ -462,11 +481,11 @@ bool Model::loadnotex(const std::string& filename) return true; } - bool Model::load(const std::string& filename) { - FILE *tfile; + FILE* tfile; long i; + short triangleNum; LOGFUNC; @@ -477,36 +496,34 @@ bool Model::load(const std::string& filename) type = normaltype; color = 0; - tfile = Folders::openMandatoryFile( Folders::getResourcePath(filename), "rb" ); + tfile = Folders::openMandatoryFile(Folders::getResourcePath(filename), "rb"); // read model settings fseek(tfile, 0, SEEK_SET); - funpackf(tfile, "Bs Bs", &vertexNum, &TriangleNum); + funpackf(tfile, "Bs Bs", &vertexNum, &triangleNum); // read the model data deallocate(); - numpossible = 0; + possible.clear(); owner = (int*)malloc(sizeof(int) * vertexNum); - possible = (int*)malloc(sizeof(int) * TriangleNum); vertex = (XYZ*)malloc(sizeof(XYZ) * vertexNum); normals = (XYZ*)malloc(sizeof(XYZ) * vertexNum); - facenormals = (XYZ*)malloc(sizeof(XYZ) * TriangleNum); - Triangles = (TexturedTriangle*)malloc(sizeof(TexturedTriangle) * TriangleNum); - vArray = (GLfloat*)malloc(sizeof(GLfloat) * TriangleNum * 24); + Triangles.resize(triangleNum); + vArray = (GLfloat*)malloc(sizeof(GLfloat) * triangleNum * 24); for (i = 0; i < vertexNum; i++) { funpackf(tfile, "Bf Bf Bf", &vertex[i].x, &vertex[i].y, &vertex[i].z); } - for (i = 0; i < TriangleNum; i++) { - short vertex[ 6]; - funpackf(tfile, "Bs Bs Bs Bs Bs Bs", &vertex[ 0], &vertex[ 1], &vertex[ 2], &vertex[ 3], &vertex[ 4], &vertex[ 5]); - Triangles[i].vertex[ 0] = vertex[ 0]; - Triangles[i].vertex[ 1] = vertex[ 2]; - Triangles[i].vertex[ 2] = vertex[ 4]; + for (i = 0; i < triangleNum; i++) { + short vertex[6]; + funpackf(tfile, "Bs Bs Bs Bs Bs Bs", &vertex[0], &vertex[1], &vertex[2], &vertex[3], &vertex[4], &vertex[5]); + Triangles[i].vertex[0] = vertex[0]; + Triangles[i].vertex[1] = vertex[2]; + Triangles[i].vertex[2] = vertex[4]; funpackf(tfile, "Bf Bf Bf", &Triangles[i].gx[0], &Triangles[i].gx[1], &Triangles[i].gx[2]); funpackf(tfile, "Bf Bf Bf", &Triangles[i].gy[0], &Triangles[i].gy[1], &Triangles[i].gy[2]); } @@ -538,54 +555,50 @@ bool Model::load(const std::string& filename) bool Model::loaddecal(const std::string& filename) { - FILE *tfile; + FILE* tfile; long i, j; + short triangleNum; LOGFUNC; LOG(std::string("Loading decal...") + Folders::getResourcePath(filename)); type = decalstype; - decals.clear(); color = 0; - tfile = Folders::openMandatoryFile( Folders::getResourcePath(filename), "rb" ); + tfile = Folders::openMandatoryFile(Folders::getResourcePath(filename), "rb"); // read model settings fseek(tfile, 0, SEEK_SET); - funpackf(tfile, "Bs Bs", &vertexNum, &TriangleNum); + funpackf(tfile, "Bs Bs", &vertexNum, &triangleNum); // read the model data deallocate(); - numpossible = 0; + possible.clear(); owner = (int*)malloc(sizeof(int) * vertexNum); - possible = (int*)malloc(sizeof(int) * TriangleNum); vertex = (XYZ*)malloc(sizeof(XYZ) * vertexNum); normals = (XYZ*)malloc(sizeof(XYZ) * vertexNum); - facenormals = (XYZ*)malloc(sizeof(XYZ) * TriangleNum); - Triangles = (TexturedTriangle*)malloc(sizeof(TexturedTriangle) * TriangleNum); - vArray = (GLfloat*)malloc(sizeof(GLfloat) * TriangleNum * 24); - + Triangles.resize(triangleNum); + vArray = (GLfloat*)malloc(sizeof(GLfloat) * triangleNum * 24); for (i = 0; i < vertexNum; i++) { funpackf(tfile, "Bf Bf Bf", &vertex[i].x, &vertex[i].y, &vertex[i].z); } - for (i = 0; i < TriangleNum; i++) { - short vertex[ 6]; - funpackf(tfile, "Bs Bs Bs Bs Bs Bs", &vertex[ 0], &vertex[ 1], &vertex[ 2], &vertex[ 3], &vertex[ 4], &vertex[ 5]); - Triangles[i].vertex[ 0] = vertex[ 0]; - Triangles[i].vertex[ 1] = vertex[ 2]; - Triangles[i].vertex[ 2] = vertex[ 4]; + for (i = 0; i < triangleNum; i++) { + short vertex[6]; + funpackf(tfile, "Bs Bs Bs Bs Bs Bs", &vertex[0], &vertex[1], &vertex[2], &vertex[3], &vertex[4], &vertex[5]); + Triangles[i].vertex[0] = vertex[0]; + Triangles[i].vertex[1] = vertex[2]; + Triangles[i].vertex[2] = vertex[4]; funpackf(tfile, "Bf Bf Bf", &Triangles[i].gx[0], &Triangles[i].gx[1], &Triangles[i].gx[2]); funpackf(tfile, "Bf Bf Bf", &Triangles[i].gy[0], &Triangles[i].gy[1], &Triangles[i].gy[2]); } - modelTexture.xsz = 0; fclose(tfile); @@ -612,8 +625,9 @@ bool Model::loaddecal(const std::string& filename) bool Model::loadraw(const std::string& filename) { - FILE *tfile; + FILE* tfile; long i; + short triangleNum; LOGFUNC; @@ -622,40 +636,37 @@ bool Model::loadraw(const std::string& filename) type = rawtype; color = 0; - tfile = Folders::openMandatoryFile( Folders::getResourcePath(filename), "rb" ); + tfile = Folders::openMandatoryFile(Folders::getResourcePath(filename), "rb"); // read model settings fseek(tfile, 0, SEEK_SET); - funpackf(tfile, "Bs Bs", &vertexNum, &TriangleNum); + funpackf(tfile, "Bs Bs", &vertexNum, &triangleNum); // read the model data deallocate(); - numpossible = 0; + possible.clear(); owner = (int*)malloc(sizeof(int) * vertexNum); - possible = (int*)malloc(sizeof(int) * TriangleNum); vertex = (XYZ*)malloc(sizeof(XYZ) * vertexNum); - Triangles = (TexturedTriangle*)malloc(sizeof(TexturedTriangle) * TriangleNum); - vArray = (GLfloat*)malloc(sizeof(GLfloat) * TriangleNum * 24); - + Triangles.resize(triangleNum); + vArray = (GLfloat*)malloc(sizeof(GLfloat) * triangleNum * 24); for (i = 0; i < vertexNum; i++) { funpackf(tfile, "Bf Bf Bf", &vertex[i].x, &vertex[i].y, &vertex[i].z); } - for (i = 0; i < TriangleNum; i++) { - short vertex[ 6]; - funpackf(tfile, "Bs Bs Bs Bs Bs Bs", &vertex[ 0], &vertex[ 1], &vertex[ 2], &vertex[ 3], &vertex[ 4], &vertex[ 5]); - Triangles[i].vertex[ 0] = vertex[ 0]; - Triangles[i].vertex[ 1] = vertex[ 2]; - Triangles[i].vertex[ 2] = vertex[ 4]; + for (i = 0; i < triangleNum; i++) { + short vertex[6]; + funpackf(tfile, "Bs Bs Bs Bs Bs Bs", &vertex[0], &vertex[1], &vertex[2], &vertex[3], &vertex[4], &vertex[5]); + Triangles[i].vertex[0] = vertex[0]; + Triangles[i].vertex[1] = vertex[2]; + Triangles[i].vertex[2] = vertex[4]; funpackf(tfile, "Bf Bf Bf", &Triangles[i].gx[0], &Triangles[i].gx[1], &Triangles[i].gx[2]); funpackf(tfile, "Bf Bf Bf", &Triangles[i].gy[0], &Triangles[i].gy[1], &Triangles[i].gy[2]); } - fclose(tfile); for (i = 0; i < vertexNum; i++) { @@ -665,11 +676,9 @@ bool Model::loadraw(const std::string& filename) return true; } - void Model::UniformTexCoords() { - static int i; - for (i = 0; i < TriangleNum; i++) { + for (unsigned int i = 0; i < Triangles.size(); i++) { Triangles[i].gy[0] = vertex[Triangles[i].vertex[0]].y; Triangles[i].gy[1] = vertex[Triangles[i].vertex[1]].y; Triangles[i].gy[2] = vertex[Triangles[i].vertex[2]].y; @@ -680,11 +689,9 @@ void Model::UniformTexCoords() UpdateVertexArray(); } - void Model::FlipTexCoords() { - static int i; - for (i = 0; i < TriangleNum; i++) { + for (unsigned int i = 0; i < Triangles.size(); i++) { Triangles[i].gy[0] = -Triangles[i].gy[0]; Triangles[i].gy[1] = -Triangles[i].gy[1]; Triangles[i].gy[2] = -Triangles[i].gy[2]; @@ -694,8 +701,7 @@ void Model::FlipTexCoords() void Model::ScaleTexCoords(float howmuch) { - static int i; - for (i = 0; i < TriangleNum; i++) { + for (unsigned int i = 0; i < Triangles.size(); i++) { Triangles[i].gx[0] *= howmuch; Triangles[i].gx[1] *= howmuch; Triangles[i].gx[2] *= howmuch; @@ -732,18 +738,19 @@ void Model::Scale(float xscale, float yscale, float zscale) void Model::ScaleNormals(float xscale, float yscale, float zscale) { - if (type != normaltype && type != decalstype) + if (type != normaltype && type != decalstype) { return; - static int i; - for (i = 0; i < vertexNum; i++) { + } + + for (int i = 0; i < vertexNum; i++) { normals[i].x *= xscale; normals[i].y *= yscale; normals[i].z *= zscale; } - for (i = 0; i < TriangleNum; i++) { - facenormals[i].x *= xscale; - facenormals[i].y *= yscale; - facenormals[i].z *= zscale; + for (unsigned int i = 0; i < Triangles.size(); i++) { + Triangles[i].facenormal.x *= xscale; + Triangles[i].facenormal.y *= yscale; + Triangles[i].facenormal.z *= zscale; } UpdateVertexArray(); } @@ -792,38 +799,39 @@ void Model::Rotate(float xang, float yang, float zang) boundingsphereradius = fast_sqrt(boundingsphereradius); } - void Model::CalculateNormals(bool facenormalise) { Game::LoadingScreen(); - static int i; - if (type != normaltype && type != decalstype) + + if (type != normaltype && type != decalstype) { return; + } - for (i = 0; i < vertexNum; i++) { + for (int i = 0; i < vertexNum; i++) { normals[i].x = 0; normals[i].y = 0; normals[i].z = 0; } - for (i = 0; i < TriangleNum; i++) { - CrossProduct(vertex[Triangles[i].vertex[1]] - vertex[Triangles[i].vertex[0]], vertex[Triangles[i].vertex[2]] - vertex[Triangles[i].vertex[0]], &facenormals[i]); + for (unsigned int i = 0; i < Triangles.size(); i++) { + CrossProduct(vertex[Triangles[i].vertex[1]] - vertex[Triangles[i].vertex[0]], vertex[Triangles[i].vertex[2]] - vertex[Triangles[i].vertex[0]], &Triangles[i].facenormal); - normals[Triangles[i].vertex[0]].x += facenormals[i].x; - normals[Triangles[i].vertex[0]].y += facenormals[i].y; - normals[Triangles[i].vertex[0]].z += facenormals[i].z; + normals[Triangles[i].vertex[0]].x += Triangles[i].facenormal.x; + normals[Triangles[i].vertex[0]].y += Triangles[i].facenormal.y; + normals[Triangles[i].vertex[0]].z += Triangles[i].facenormal.z; - normals[Triangles[i].vertex[1]].x += facenormals[i].x; - normals[Triangles[i].vertex[1]].y += facenormals[i].y; - normals[Triangles[i].vertex[1]].z += facenormals[i].z; + normals[Triangles[i].vertex[1]].x += Triangles[i].facenormal.x; + normals[Triangles[i].vertex[1]].y += Triangles[i].facenormal.y; + normals[Triangles[i].vertex[1]].z += Triangles[i].facenormal.z; - normals[Triangles[i].vertex[2]].x += facenormals[i].x; - normals[Triangles[i].vertex[2]].y += facenormals[i].y; - normals[Triangles[i].vertex[2]].z += facenormals[i].z; - if (facenormalise) - Normalise(&facenormals[i]); + normals[Triangles[i].vertex[2]].x += Triangles[i].facenormal.x; + normals[Triangles[i].vertex[2]].y += Triangles[i].facenormal.y; + normals[Triangles[i].vertex[2]].z += Triangles[i].facenormal.z; + if (facenormalise) { + Normalise(&Triangles[i].facenormal); + } } - for (i = 0; i < vertexNum; i++) { + for (int i = 0; i < vertexNum; i++) { Normalise(&normals[i]); normals[i] *= -1; } @@ -834,32 +842,35 @@ void Model::drawimmediate() { textureptr.bind(); glBegin(GL_TRIANGLES); - for (int i = 0; i < TriangleNum; i++) { + for (unsigned int i = 0; i < Triangles.size(); i++) { glTexCoord2f(Triangles[i].gx[0], Triangles[i].gy[0]); - if (color) + if (color) { glColor3f(normals[Triangles[i].vertex[0]].x, normals[Triangles[i].vertex[0]].y, normals[Triangles[i].vertex[0]].z); - if (!color && !flat) + } else if (flat) { + glNormal3f(Triangles[i].facenormal.x, Triangles[i].facenormal.y, Triangles[i].facenormal.y); + } else { glNormal3f(normals[Triangles[i].vertex[0]].x, normals[Triangles[i].vertex[0]].y, normals[Triangles[i].vertex[0]].z); - if (!color && flat) - glNormal3f(facenormals[i].x, facenormals[i].y, facenormals[i].y); + } glVertex3f(vertex[Triangles[i].vertex[0]].x, vertex[Triangles[i].vertex[0]].y, vertex[Triangles[i].vertex[0]].z); glTexCoord2f(Triangles[i].gx[1], Triangles[i].gy[1]); - if (color) + if (color) { glColor3f(normals[Triangles[i].vertex[1]].x, normals[Triangles[i].vertex[1]].y, normals[Triangles[i].vertex[1]].z); - if (!color && !flat) + } else if (flat) { + glNormal3f(Triangles[i].facenormal.x, Triangles[i].facenormal.y, Triangles[i].facenormal.y); + } else { glNormal3f(normals[Triangles[i].vertex[1]].x, normals[Triangles[i].vertex[1]].y, normals[Triangles[i].vertex[1]].z); - if (!color && flat) - glNormal3f(facenormals[i].x, facenormals[i].y, facenormals[i].y); + } glVertex3f(vertex[Triangles[i].vertex[1]].x, vertex[Triangles[i].vertex[1]].y, vertex[Triangles[i].vertex[1]].z); glTexCoord2f(Triangles[i].gx[2], Triangles[i].gy[2]); - if (color) + if (color) { glColor3f(normals[Triangles[i].vertex[2]].x, normals[Triangles[i].vertex[2]].y, normals[Triangles[i].vertex[2]].z); - if (!color && !flat) + } else if (flat) { + glNormal3f(Triangles[i].facenormal.x, Triangles[i].facenormal.y, Triangles[i].facenormal.y); + } else { glNormal3f(normals[Triangles[i].vertex[2]].x, normals[Triangles[i].vertex[2]].y, normals[Triangles[i].vertex[2]].z); - if (!color && flat) - glNormal3f(facenormals[i].x, facenormals[i].y, facenormals[i].y); + } glVertex3f(vertex[Triangles[i].vertex[2]].x, vertex[Triangles[i].vertex[2]].y, vertex[Triangles[i].vertex[2]].z); } glEnd(); @@ -867,50 +878,28 @@ void Model::drawimmediate() void Model::draw() { - if (type != normaltype && type != decalstype) + if (type != normaltype && type != decalstype) { return; + } glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); - if (!color) - glInterleavedArrays( GL_T2F_N3F_V3F, 8 * sizeof(GLfloat), &vArray[0]); - if (color) - glInterleavedArrays( GL_T2F_C3F_V3F, 8 * sizeof(GLfloat), &vArray[0]); + if (color) { + glInterleavedArrays(GL_T2F_C3F_V3F, 8 * sizeof(GLfloat), &vArray[0]); + } else { + glInterleavedArrays(GL_T2F_N3F_V3F, 8 * sizeof(GLfloat), &vArray[0]); + } textureptr.bind(); - glDrawArrays(GL_TRIANGLES, 0, TriangleNum * 3); + glDrawArrays(GL_TRIANGLES, 0, Triangles.size() * 3); - if (!color) - glDisableClientState(GL_NORMAL_ARRAY); - if (color) + if (color) { glDisableClientState(GL_COLOR_ARRAY); - glDisableClientState(GL_VERTEX_ARRAY); - glDisableClientState(GL_TEXTURE_COORD_ARRAY); -} - -//TODO: phase out in favor of Texture -void Model::drawdifftex(GLuint texture) -{ - glEnableClientState(GL_NORMAL_ARRAY); - glEnableClientState(GL_VERTEX_ARRAY); - glEnableClientState(GL_TEXTURE_COORD_ARRAY); - if (!color) - glInterleavedArrays( GL_T2F_N3F_V3F, 8 * sizeof(GLfloat), &vArray[0]); - if (color) - glInterleavedArrays( GL_T2F_C3F_V3F, 8 * sizeof(GLfloat), &vArray[0]); - - glBindTexture(GL_TEXTURE_2D, (unsigned long)texture); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); - - glDrawArrays(GL_TRIANGLES, 0, TriangleNum * 3); - - if (!color) + } else { glDisableClientState(GL_NORMAL_ARRAY); - if (color) - glDisableClientState(GL_COLOR_ARRAY); + } glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } @@ -920,21 +909,23 @@ void Model::drawdifftex(Texture texture) glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); - if (!color) - glInterleavedArrays( GL_T2F_N3F_V3F, 8 * sizeof(GLfloat), &vArray[0]); - if (color) - glInterleavedArrays( GL_T2F_C3F_V3F, 8 * sizeof(GLfloat), &vArray[0]); + if (color) { + glInterleavedArrays(GL_T2F_C3F_V3F, 8 * sizeof(GLfloat), &vArray[0]); + } else { + glInterleavedArrays(GL_T2F_N3F_V3F, 8 * sizeof(GLfloat), &vArray[0]); + } texture.bind(); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); - glDrawArrays(GL_TRIANGLES, 0, TriangleNum * 3); + glDrawArrays(GL_TRIANGLES, 0, Triangles.size() * 3); - if (!color) - glDisableClientState(GL_NORMAL_ARRAY); - if (color) + if (color) { glDisableClientState(GL_COLOR_ARRAY); + } else { + glDisableClientState(GL_NORMAL_ARRAY); + } glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } @@ -942,22 +933,22 @@ void Model::drawdifftex(Texture texture) void Model::drawdecals(Texture shadowtexture, Texture bloodtexture, Texture bloodtexture2, Texture breaktexture) { if (decalstoggle) { - if (type != decalstype) + if (type != decalstype) { return; - static int lasttype; - static bool blend; + } - blend = 1; + bool blend = true; + int lasttype = -1; - lasttype = -1; glEnable(GL_BLEND); glDisable(GL_LIGHTING); glDisable(GL_CULL_FACE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDepthMask(0); for (unsigned int i = 0; i < decals.size(); i++) { - if (decals[i].type == blooddecalfast && decals[i].alivetime < 2) + if (decals[i].type == blooddecalfast && decals[i].alivetime < 2) { decals[i].alivetime = 2; + } if (decals[i].type != lasttype) { if (decals[i].type == shadowdecal) { @@ -998,15 +989,18 @@ void Model::drawdecals(Texture shadowtexture, Texture bloodtexture, Texture bloo } if (decals[i].type == breakdecal) { glColor4f(1, 1, 1, decals[i].opacity); - if (decals[i].alivetime > 58) + if (decals[i].alivetime > 58) { glColor4f(1, 1, 1, decals[i].opacity * (60 - decals[i].alivetime) / 2); + } } if ((decals[i].type == blooddecal || decals[i].type == blooddecalfast || decals[i].type == blooddecalslow)) { glColor4f(1, 1, 1, decals[i].opacity); - if (decals[i].alivetime < 4) - glColor4f(1, 1, 1, decals[i].opacity*decals[i].alivetime*.25); - if (decals[i].alivetime > 58) + if (decals[i].alivetime < 4) { + glColor4f(1, 1, 1, decals[i].opacity * decals[i].alivetime * .25); + } + if (decals[i].alivetime > 58) { glColor4f(1, 1, 1, decals[i].opacity * (60 - decals[i].alivetime) / 2); + } } lasttype = decals[i].type; glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); @@ -1024,14 +1018,18 @@ void Model::drawdecals(Texture shadowtexture, Texture bloodtexture, Texture bloo } for (int i = decals.size() - 1; i >= 0; i--) { decals[i].alivetime += multiplier; - if (decals[i].type == blooddecalslow) + if (decals[i].type == blooddecalslow) { decals[i].alivetime -= multiplier * 2 / 3; - if (decals[i].type == blooddecalfast) + } + if (decals[i].type == blooddecalfast) { decals[i].alivetime += multiplier * 4; - if (decals[i].type == shadowdecal) + } + if (decals[i].type == shadowdecal) { DeleteDecal(i); - if ((decals[i].type == blooddecal || decals[i].type == blooddecalfast || decals[i].type == blooddecalslow) && decals[i].alivetime >= 60) + } + if ((decals[i].type == blooddecal || decals[i].type == blooddecalfast || decals[i].type == blooddecalslow) && decals[i].alivetime >= 60) { DeleteDecal(i); + } } glAlphaFunc(GL_GREATER, 0.0001); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); @@ -1041,33 +1039,35 @@ void Model::drawdecals(Texture shadowtexture, Texture bloodtexture, Texture bloo void Model::DeleteDecal(int which) { if (decalstoggle) { - if (type != decalstype) + if (type != decalstype) { return; + } decals.erase(decals.begin() + which); } } -void Model::MakeDecal(decal_type atype, XYZ *where, float *size, float *opacity, float *rotation) +void Model::MakeDecal(decal_type atype, XYZ* where, float* size, float* opacity, float* rotation) { if (decalstoggle) { - if (type != decalstype) + if (type != decalstype) { return; + } static XYZ rot; static float distance; - if (*opacity > 0) - if (distsq(where, &boundingspherecenter) < (boundingsphereradius + *size) * (boundingsphereradius + *size)) - for (int i = 0; i < TriangleNum; i++) { - if (facenormals[i].y < -.1 && (vertex[Triangles[i].vertex[0]].y < where->y || vertex[Triangles[i].vertex[1]].y < where->y || vertex[Triangles[i].vertex[2]].y < where->y)) { - distance = abs(((facenormals[i].x * where->x) + (facenormals[i].y * where->y) + (facenormals[i].z * where->z) - ((facenormals[i].x * vertex[Triangles[i].vertex[0]].x) + (facenormals[i].y * vertex[Triangles[i].vertex[0]].y) + (facenormals[i].z * vertex[Triangles[i].vertex[0]].z))) / facenormals[i].y); + if (*opacity > 0) { + if (distsq(where, &boundingspherecenter) < (boundingsphereradius + *size) * (boundingsphereradius + *size)) { + for (unsigned int i = 0; i < Triangles.size(); i++) { + if (Triangles[i].facenormal.y < -.1 && (vertex[Triangles[i].vertex[0]].y < where->y || vertex[Triangles[i].vertex[1]].y < where->y || vertex[Triangles[i].vertex[2]].y < where->y)) { + distance = abs(((Triangles[i].facenormal.x * where->x) + (Triangles[i].facenormal.y * where->y) + (Triangles[i].facenormal.z * where->z) - ((Triangles[i].facenormal.x * vertex[Triangles[i].vertex[0]].x) + (Triangles[i].facenormal.y * vertex[Triangles[i].vertex[0]].y) + (Triangles[i].facenormal.z * vertex[Triangles[i].vertex[0]].z))) / Triangles[i].facenormal.y); - if (*opacity - distance / 10 > 0) { + if ((*opacity - distance / 10) > 0) { Decal decal(*where, atype, *opacity - distance / 10, *rotation, *size, *this, i, 0); - if (!(decal.texcoords[0][0] < 0 && decal.texcoords[1][0] < 0 && decal.texcoords[2][0] < 0)) - if (!(decal.texcoords[0][1] < 0 && decal.texcoords[1][1] < 0 && decal.texcoords[2][1] < 0)) - if (!(decal.texcoords[0][0] > 1 && decal.texcoords[1][0] > 1 && decal.texcoords[2][0] > 1)) + if (!(decal.texcoords[0][0] < 0 && decal.texcoords[1][0] < 0 && decal.texcoords[2][0] < 0)) { + if (!(decal.texcoords[0][1] < 0 && decal.texcoords[1][1] < 0 && decal.texcoords[2][1] < 0)) { + if (!(decal.texcoords[0][0] > 1 && decal.texcoords[1][0] > 1 && decal.texcoords[2][0] > 1)) { if (!(decal.texcoords[0][1] > 1 && decal.texcoords[1][1] > 1 && decal.texcoords[2][1] > 1)) { if (decal.rotation) { for (int j = 0; j < 3; j++) { @@ -1083,32 +1083,38 @@ void Model::MakeDecal(decal_type atype, XYZ *where, float *size, float *opacity, decals.push_back(decal); } } + } + } + } } } } + } + } } } void Model::MakeDecal(decal_type atype, XYZ where, float size, float opacity, float rotation) { if (decalstoggle) { - if (type != decalstype) + if (type != decalstype) { return; + } static XYZ rot; static float distance; - if (opacity > 0) - if (distsq(&where, &boundingspherecenter) < (boundingsphereradius + size) * (boundingsphereradius + size)) - for (int i = 0; i < TriangleNum; i++) { - distance = abs(((facenormals[i].x * where.x) + (facenormals[i].y * where.y) + (facenormals[i].z * where.z) - ((facenormals[i].x * vertex[Triangles[i].vertex[0]].x) + (facenormals[i].y * vertex[Triangles[i].vertex[0]].y) + (facenormals[i].z * vertex[Triangles[i].vertex[0]].z)))); - if (distance < .02 && abs(facenormals[i].y) > abs(facenormals[i].x) && abs(facenormals[i].y) > abs(facenormals[i].z)) { - if (opacity - distance / 10 > 0) { + if (opacity > 0) { + if (distsq(&where, &boundingspherecenter) < (boundingsphereradius + size) * (boundingsphereradius + size)) { + for (unsigned int i = 0; i < Triangles.size(); i++) { + distance = abs(((Triangles[i].facenormal.x * where.x) + (Triangles[i].facenormal.y * where.y) + (Triangles[i].facenormal.z * where.z) - ((Triangles[i].facenormal.x * vertex[Triangles[i].vertex[0]].x) + (Triangles[i].facenormal.y * vertex[Triangles[i].vertex[0]].y) + (Triangles[i].facenormal.z * vertex[Triangles[i].vertex[0]].z)))); + if (distance < .02 && abs(Triangles[i].facenormal.y) > abs(Triangles[i].facenormal.x) && abs(Triangles[i].facenormal.y) > abs(Triangles[i].facenormal.z)) { + if ((opacity - distance / 10) > 0) { Decal decal(where, atype, opacity - distance / 10, rotation, size, *this, i, 0); - if (!(decal.texcoords[0][0] < 0 && decal.texcoords[1][0] < 0 && decal.texcoords[2][0] < 0)) - if (!(decal.texcoords[0][1] < 0 && decal.texcoords[1][1] < 0 && decal.texcoords[2][1] < 0)) - if (!(decal.texcoords[0][0] > 1 && decal.texcoords[1][0] > 1 && decal.texcoords[2][0] > 1)) + if (!(decal.texcoords[0][0] < 0 && decal.texcoords[1][0] < 0 && decal.texcoords[2][0] < 0)) { + if (!(decal.texcoords[0][1] < 0 && decal.texcoords[1][1] < 0 && decal.texcoords[2][1] < 0)) { + if (!(decal.texcoords[0][0] > 1 && decal.texcoords[1][0] > 1 && decal.texcoords[2][0] > 1)) { if (!(decal.texcoords[0][1] > 1 && decal.texcoords[1][1] > 1 && decal.texcoords[2][1] > 1)) { if (decal.rotation) { for (int j = 0; j < 3; j++) { @@ -1124,14 +1130,17 @@ void Model::MakeDecal(decal_type atype, XYZ where, float size, float opacity, fl decals.push_back(decal); } } + } + } + } } - } else if (distance < .02 && abs(facenormals[i].x) > abs(facenormals[i].y) && abs(facenormals[i].x) > abs(facenormals[i].z)) { - if (opacity - distance / 10 > 0) { + } else if (distance < .02 && abs(Triangles[i].facenormal.x) > abs(Triangles[i].facenormal.y) && abs(Triangles[i].facenormal.x) > abs(Triangles[i].facenormal.z)) { + if ((opacity - distance / 10) > 0) { Decal decal(where, atype, opacity - distance / 10, rotation, size, *this, i, 1); - if (!(decal.texcoords[0][0] < 0 && decal.texcoords[1][0] < 0 && decal.texcoords[2][0] < 0)) - if (!(decal.texcoords[0][1] < 0 && decal.texcoords[1][1] < 0 && decal.texcoords[2][1] < 0)) - if (!(decal.texcoords[0][0] > 1 && decal.texcoords[1][0] > 1 && decal.texcoords[2][0] > 1)) + if (!(decal.texcoords[0][0] < 0 && decal.texcoords[1][0] < 0 && decal.texcoords[2][0] < 0)) { + if (!(decal.texcoords[0][1] < 0 && decal.texcoords[1][1] < 0 && decal.texcoords[2][1] < 0)) { + if (!(decal.texcoords[0][0] > 1 && decal.texcoords[1][0] > 1 && decal.texcoords[2][0] > 1)) { if (!(decal.texcoords[0][1] > 1 && decal.texcoords[1][1] > 1 && decal.texcoords[2][1] > 1)) { if (decal.rotation) { for (int j = 0; j < 3; j++) { @@ -1147,14 +1156,17 @@ void Model::MakeDecal(decal_type atype, XYZ where, float size, float opacity, fl decals.push_back(decal); } } + } + } + } } - } else if (distance < .02 && abs(facenormals[i].z) > abs(facenormals[i].y) && abs(facenormals[i].z) > abs(facenormals[i].x)) { - if (opacity - distance / 10 > 0) { + } else if (distance < .02 && abs(Triangles[i].facenormal.z) > abs(Triangles[i].facenormal.y) && abs(Triangles[i].facenormal.z) > abs(Triangles[i].facenormal.x)) { + if ((opacity - distance / 10) > 0) { Decal decal(where, atype, opacity - distance / 10, rotation, size, *this, i, 2); - if (!(decal.texcoords[0][0] < 0 && decal.texcoords[1][0] < 0 && decal.texcoords[2][0] < 0)) - if (!(decal.texcoords[0][1] < 0 && decal.texcoords[1][1] < 0 && decal.texcoords[2][1] < 0)) - if (!(decal.texcoords[0][0] > 1 && decal.texcoords[1][0] > 1 && decal.texcoords[2][0] > 1)) + if (!(decal.texcoords[0][0] < 0 && decal.texcoords[1][0] < 0 && decal.texcoords[2][0] < 0)) { + if (!(decal.texcoords[0][1] < 0 && decal.texcoords[1][1] < 0 && decal.texcoords[2][1] < 0)) { + if (!(decal.texcoords[0][0] > 1 && decal.texcoords[1][0] > 1 && decal.texcoords[2][0] > 1)) { if (!(decal.texcoords[0][1] > 1 && decal.texcoords[1][1] > 1 && decal.texcoords[2][1] > 1)) { if (decal.rotation) { for (int j = 0; j < 3; j++) { @@ -1170,12 +1182,22 @@ void Model::MakeDecal(decal_type atype, XYZ where, float size, float opacity, fl decals.push_back(decal); } } + } + } + } } } } + } + } } } +const XYZ& Model::getTriangleVertex(unsigned triangleId, unsigned vertexId) const +{ + return vertex[Triangles[triangleId].vertex[vertexId]]; +} + void Model::deleteDeadDecals() { for (int i = decals.size() - 1; i >= 0; i--) { @@ -1192,55 +1214,40 @@ Model::~Model() void Model::deallocate() { - if (owner) + if (owner) { free(owner); + } owner = 0; - if (possible) - free(possible); - possible = 0; - - if (vertex) + if (vertex) { free(vertex); + } vertex = 0; - if (normals) + if (normals) { free(normals); + } normals = 0; - if (facenormals) - free(facenormals); - facenormals = 0; - - if (Triangles) - free(Triangles); - Triangles = 0; - - if (vArray) + if (vArray) { free(vArray); + } vArray = 0; + + decals.clear(); } Model::Model() - : vertexNum(0), TriangleNum(0), - hastexture(0), - type(0), oldtype(0), - possible(0), - owner(0), - vertex(0), - normals(0), - facenormals(0), - Triangles(0), - vArray(0) + : vertexNum(0) + , type(nothing) + , owner(0) + , vertex(0) + , normals(0) + , vArray(0) + , color(0) + , boundingspherecenter() + , boundingsphereradius(0) + , flat(false) { memset(&modelTexture, 0, sizeof(modelTexture)); - numpossible = 0; - color = 0; - - boundingspherecenter = 0; - boundingsphereradius = 0; - - flat = 0; - - type = nothing; }