From 33270590a498f404a091ddf032850de2e7e3d037 Mon Sep 17 00:00:00 2001 From: =?utf8?q?C=C3=B4me=20Chilliet?= Date: Fri, 23 Dec 2016 02:46:01 +0100 Subject: [PATCH] Using a vector for Model triangles, moved facenormal inside triangles --- Source/Animation/Skeleton.cpp | 2 +- Source/GameTick.cpp | 20 +-- Source/Graphic/Models.cpp | 307 ++++++++++++++++------------------ Source/Graphic/Models.hpp | 25 +-- Source/Objects/Object.cpp | 2 +- Source/Objects/Person.cpp | 42 ++--- Source/Objects/Weapons.cpp | 10 +- 7 files changed, 186 insertions(+), 222 deletions(-) diff --git a/Source/Animation/Skeleton.cpp b/Source/Animation/Skeleton.cpp index 8e5cb0c..1c88255 100644 --- a/Source/Animation/Skeleton.cpp +++ b/Source/Animation/Skeleton.cpp @@ -348,7 +348,7 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) } } - terrainnormal = DoRotation(Object::objects[k]->model.facenormals[whichhit], 0, Object::objects[k]->yaw, 0) * -1; + terrainnormal = DoRotation(Object::objects[k]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0) * -1; if (terrainnormal.y > .8) freefall = 0; bounceness = terrainnormal * findLength(&joints[i].velocity) * (abs(normaldotproduct(joints[i].velocity, terrainnormal))); diff --git a/Source/GameTick.cpp b/Source/GameTick.cpp index 25a6fb0..1f971e7 100644 --- a/Source/GameTick.cpp +++ b/Source/GameTick.cpp @@ -1775,13 +1775,13 @@ void doAerialAcrobatics() lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5; XYZ tempcoords1 = lowpoint; whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw); - if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) { + if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) { Person::players[k]->setTargetAnimation(walljumpleftanim); emit_sound_at(movewhooshsound, Person::players[k]->coords); if (k == 0) pause_sound(whooshsound); - lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0); + lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0); Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; if (lowpointtarget.z < 0) Person::players[k]->yaw = 180 - Person::players[k]->yaw; @@ -1793,13 +1793,13 @@ void doAerialAcrobatics() lowpoint = tempcoords1; lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5; whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw); - if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) { + if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) { Person::players[k]->setTargetAnimation(walljumprightanim); emit_sound_at(movewhooshsound, Person::players[k]->coords); if (k == 0) pause_sound(whooshsound); - lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0); + lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0); Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; if (lowpointtarget.z < 0) Person::players[k]->yaw = 180 - Person::players[k]->yaw; @@ -1811,13 +1811,13 @@ void doAerialAcrobatics() lowpoint = tempcoords1; lowpointtarget = lowpoint + Person::players[k]->facing * 2; whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw); - if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) { + if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) { Person::players[k]->setTargetAnimation(walljumpbackanim); emit_sound_at(movewhooshsound, Person::players[k]->coords); if (k == 0) pause_sound(whooshsound); - lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0); + lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0); Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; if (lowpointtarget.z < 0) Person::players[k]->yaw = 180 - Person::players[k]->yaw; @@ -1829,13 +1829,13 @@ void doAerialAcrobatics() lowpoint = tempcoords1; lowpointtarget = lowpoint - Person::players[k]->facing * 2; whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw); - if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) { + if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) { Person::players[k]->setTargetAnimation(walljumpfrontanim); emit_sound_at(movewhooshsound, Person::players[k]->coords); if (k == 0) pause_sound(whooshsound); - lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0); + lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0); Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; if (lowpointtarget.z < 0) Person::players[k]->yaw = 180 - Person::players[k]->yaw; @@ -1978,7 +1978,7 @@ void doAerialAcrobatics() lowpoint.y += (float)j / 13; lowpointtarget = lowpoint + facing * 1.3; flatfacing = Person::players[k]->coords; - Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[k]->yaw, 0) * .01; + Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0) * .01; Person::players[k]->coords.y = lowpointtarget.y - .07; Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale; @@ -1989,7 +1989,7 @@ void doAerialAcrobatics() } emit_sound_at(jumpsound, Person::players[k]->coords, 128.); - lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0); + lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0); Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI; if (lowpointtarget.z < 0) Person::players[k]->yaw = 180 - Person::players[k]->yaw; diff --git a/Source/Graphic/Models.cpp b/Source/Graphic/Models.cpp index ef2b7bb..9cb8867 100644 --- a/Source/Graphic/Models.cpp +++ b/Source/Graphic/Models.cpp @@ -32,7 +32,6 @@ extern bool decalstoggle; 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; @@ -49,8 +48,8 @@ int Model::LineCheck(XYZ *p1, XYZ *p2, XYZ *p, XYZ *move, float *rotate) 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; @@ -67,7 +66,6 @@ int Model::LineCheck(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; @@ -84,10 +82,10 @@ int Model::LineCheckPossible(XYZ *p1, XYZ *p2, XYZ *p, XYZ *move, float *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); + if (numpossible > 0 && numpossible < int(Triangles.size())) { + for (unsigned int j = 0; int(j) < numpossible; j++) { + if ((possible[j] >= 0) && possible[j] < int(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; @@ -96,6 +94,7 @@ int Model::LineCheckPossible(XYZ *p1, XYZ *p2, XYZ *p, XYZ *move, float *rotate) } } } + } if (*rotate) *p = DoRotation(*p, 0, *rotate, 0); @@ -124,8 +123,8 @@ int Model::LineCheckSlidePossible(XYZ *p1, XYZ *p2, XYZ *move, float *rotate) 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); + if (possible[j] >= 0 && possible[j] < int(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; @@ -135,8 +134,8 @@ int Model::LineCheckSlidePossible(XYZ *p1, XYZ *p2, XYZ *move, float *rotate) } 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) @@ -147,7 +146,7 @@ int Model::LineCheckSlidePossible(XYZ *p1, XYZ *p2, 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; @@ -165,12 +164,12 @@ int Model::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate) 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) intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[1]], p1, &radius); @@ -179,7 +178,7 @@ int Model::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate) 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) { @@ -200,7 +199,6 @@ int Model::SphereCheck(XYZ *p1, float radius, XYZ *p, 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; @@ -222,12 +220,12 @@ int Model::SphereCheckPossible(XYZ *p1, float radius, XYZ *move, float *rotate) 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) intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[1]], p1, &radius); @@ -256,135 +254,133 @@ void Model::UpdateVertexArray() { 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) 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) 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; @@ -403,6 +399,7 @@ bool Model::loadnotex(const std::string& filename) { FILE *tfile; long i; + int TriangleNum; type = notextype; color = 0; @@ -422,7 +419,7 @@ bool Model::loadnotex(const std::string& filename) owner = (int*)malloc(sizeof(int) * vertexNum); possible = (int*)malloc(sizeof(int) * TriangleNum); vertex = (XYZ*)malloc(sizeof(XYZ) * vertexNum); - Triangles = (TexturedTriangle*)malloc(sizeof(TexturedTriangle) * TriangleNum); + Triangles.resize(TriangleNum); vArray = (GLfloat*)malloc(sizeof(GLfloat) * TriangleNum * 24); for (i = 0; i < vertexNum; i++) { @@ -430,11 +427,11 @@ bool Model::loadnotex(const std::string& filename) } 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]; + 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 +444,9 @@ 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; @@ -467,6 +463,7 @@ bool Model::load(const std::string& filename) { FILE *tfile; long i; + int TriangleNum; LOGFUNC; @@ -493,8 +490,7 @@ bool Model::load(const std::string& filename) 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); + Triangles.resize(TriangleNum); vArray = (GLfloat*)malloc(sizeof(GLfloat) * TriangleNum * 24); for (i = 0; i < vertexNum; i++) { @@ -502,11 +498,11 @@ bool Model::load(const std::string& filename) } 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]; + 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]); } @@ -540,6 +536,7 @@ bool Model::loaddecal(const std::string& filename) { FILE *tfile; long i, j; + int TriangleNum; LOGFUNC; @@ -566,21 +563,19 @@ bool Model::loaddecal(const std::string& filename) 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); + 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]; + 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]); } @@ -614,6 +609,7 @@ bool Model::loadraw(const std::string& filename) { FILE *tfile; long i; + int TriangleNum; LOGFUNC; @@ -637,7 +633,7 @@ bool Model::loadraw(const std::string& filename) owner = (int*)malloc(sizeof(int) * vertexNum); possible = (int*)malloc(sizeof(int) * TriangleNum); vertex = (XYZ*)malloc(sizeof(XYZ) * vertexNum); - Triangles = (TexturedTriangle*)malloc(sizeof(TexturedTriangle) * TriangleNum); + Triangles.resize(TriangleNum); vArray = (GLfloat*)malloc(sizeof(GLfloat) * TriangleNum * 24); @@ -646,11 +642,11 @@ bool Model::loadraw(const std::string& filename) } 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]; + 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]); } @@ -668,8 +664,7 @@ bool Model::loadraw(const std::string& filename) 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; @@ -683,8 +678,7 @@ void Model::UniformTexCoords() 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 +688,7 @@ 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; @@ -734,16 +727,16 @@ void Model::ScaleNormals(float xscale, float yscale, float zscale) { 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(); } @@ -796,34 +789,34 @@ void Model::Rotate(float xang, float yang, float zang) void Model::CalculateNormals(bool facenormalise) { Game::LoadingScreen(); - static int i; + 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; + 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(&facenormals[i]); + Normalise(&Triangles[i].facenormal); } - for (i = 0; i < vertexNum; i++) { + for (int i = 0; i < vertexNum; i++) { Normalise(&normals[i]); normals[i] *= -1; } @@ -834,14 +827,14 @@ 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) glColor3f(normals[Triangles[i].vertex[0]].x, normals[Triangles[i].vertex[0]].y, normals[Triangles[i].vertex[0]].z); if (!color && !flat) 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); + glNormal3f(Triangles[i].facenormal.x, Triangles[i].facenormal.y, Triangles[i].facenormal.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]); @@ -850,7 +843,7 @@ void Model::drawimmediate() if (!color && !flat) 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); + glNormal3f(Triangles[i].facenormal.x, Triangles[i].facenormal.y, Triangles[i].facenormal.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]); @@ -859,7 +852,7 @@ void Model::drawimmediate() if (!color && !flat) 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); + glNormal3f(Triangles[i].facenormal.x, Triangles[i].facenormal.y, Triangles[i].facenormal.y); glVertex3f(vertex[Triangles[i].vertex[2]].x, vertex[Triangles[i].vertex[2]].y, vertex[Triangles[i].vertex[2]].z); } glEnd(); @@ -880,7 +873,7 @@ void Model::draw() glInterleavedArrays( GL_T2F_C3F_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); @@ -905,7 +898,7 @@ void Model::drawdifftex(GLuint 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); + glDrawArrays(GL_TRIANGLES, 0, Triangles.size() * 3); if (!color) glDisableClientState(GL_NORMAL_ARRAY); @@ -929,7 +922,7 @@ void Model::drawdifftex(Texture 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); + glDrawArrays(GL_TRIANGLES, 0, Triangles.size() * 3); if (!color) glDisableClientState(GL_NORMAL_ARRAY); @@ -1058,9 +1051,9 @@ void Model::MakeDecal(decal_type atype, XYZ *where, float *size, float *opacity, 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); + 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) { Decal decal(*where, atype, *opacity - distance / 10, *rotation, *size, *this, i, 0); @@ -1100,9 +1093,9 @@ void Model::MakeDecal(decal_type atype, XYZ where, float size, float opacity, fl 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)) { + 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); @@ -1125,7 +1118,7 @@ void Model::MakeDecal(decal_type atype, XYZ where, float size, float opacity, fl } } } - } else if (distance < .02 && abs(facenormals[i].x) > abs(facenormals[i].y) && abs(facenormals[i].x) > abs(facenormals[i].z)) { + } 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); @@ -1148,7 +1141,7 @@ void Model::MakeDecal(decal_type atype, XYZ where, float size, float opacity, fl } } } - } else if (distance < .02 && abs(facenormals[i].z) > abs(facenormals[i].y) && abs(facenormals[i].z) > abs(facenormals[i].x)) { + } 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); @@ -1208,29 +1201,19 @@ void Model::deallocate() free(normals); normals = 0; - if (facenormals) - free(facenormals); - facenormals = 0; - - if (Triangles) - free(Triangles); - Triangles = 0; - if (vArray) free(vArray); vArray = 0; } Model::Model() - : vertexNum(0), TriangleNum(0), + : vertexNum(0), hastexture(0), type(0), oldtype(0), possible(0), owner(0), vertex(0), normals(0), - facenormals(0), - Triangles(0), vArray(0) { memset(&modelTexture, 0, sizeof(modelTexture)); diff --git a/Source/Graphic/Models.hpp b/Source/Graphic/Models.hpp index 5d5e5ec..e642f17 100644 --- a/Source/Graphic/Models.hpp +++ b/Source/Graphic/Models.hpp @@ -49,6 +49,7 @@ class TexturedTriangle public: short vertex[3]; float gx[3], gy[3]; + XYZ facenormal; }; #define max_model_decals 300 @@ -62,7 +63,7 @@ public: class Model { public: - short vertexNum, TriangleNum; + short vertexNum; bool hastexture; int type, oldtype; @@ -71,16 +72,13 @@ public: int* owner; XYZ* vertex; XYZ* normals; - XYZ* facenormals; - TexturedTriangle* Triangles; + std::vector Triangles; GLfloat* vArray; /*int possible[max_model_vertex]; int owner[max_textured_triangle]; XYZ vertex[max_model_vertex]; XYZ normals[max_model_vertex]; - XYZ facenormals[max_textured_triangle]; - TexturedTriangle Triangles[max_textured_triangle]; GLfloat vArray[max_textured_triangle*24];*/ Texture textureptr; @@ -91,25 +89,8 @@ public: XYZ boundingspherecenter; float boundingsphereradius; - //~ float*** decaltexcoords; - //~ XYZ** decalvertex; - //~ int* decaltype; - //~ float* decalopacity; - //~ float* decalrotation; - //~ float* decalalivetime; - //~ XYZ* decalposition; std::vector decals; - /*float decaltexcoords[max_model_decals][3][2]; - XYZ decalvertex[max_model_decals][3]; - int decaltype[max_model_decals]; - float decalopacity[max_model_decals]; - float decalrotation[max_model_decals]; - float decalalivetime[max_model_decals]; - XYZ decalposition[max_model_decals];*/ - - int numdecals; - bool flat; void DeleteDecal(int which); diff --git a/Source/Objects/Object.cpp b/Source/Objects/Object.cpp index 06665de..aff63df 100644 --- a/Source/Objects/Object.cpp +++ b/Source/Objects/Object.cpp @@ -222,7 +222,7 @@ void Object::doShadows(XYZ lightloc) if (shadowed > 0) { col = model.normals[j] - DoRotation(lightloc * shadowed, 0, -yaw, 0); Normalise(&col); - for (int k = 0; k < model.TriangleNum; k++) { + for (int k = 0; k < model.Triangles.size(); k++) { if (model.Triangles[k].vertex[0] == j) { int l = k * 24; model.vArray[l + 2] = col.x; diff --git a/Source/Objects/Person.cpp b/Source/Objects/Person.cpp index 5dadc8c..7ecd5f5 100644 --- a/Source/Objects/Person.cpp +++ b/Source/Objects/Person.cpp @@ -6361,7 +6361,7 @@ int Person::DrawSkeleton() glBegin(GL_LINES); if (playerdetail) - for (i = 0; i < skeleton.drawmodel.TriangleNum; i++) { + for (i = 0; i < skeleton.drawmodel.Triangles.size(); i++) { XYZ &v0 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[0]]; XYZ &v1 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[1]]; XYZ &v2 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[2]]; @@ -6740,13 +6740,13 @@ int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate, if (*rotate) *p1 = DoRotation(*p1, 0, -*rotate, 0); for (i = 0; i < 4; i++) { - for (j = 0; j < model->TriangleNum; j++) { - if (model->facenormals[j].y <= slopethreshold) { + for (j = 0; j < model->Triangles.size(); j++) { + if (model->Triangles[j].facenormal.y <= slopethreshold) { intersecting = 0; - distance = abs((model->facenormals[j].x * p1->x) + (model->facenormals[j].y * p1->y) + (model->facenormals[j].z * p1->z) - ((model->facenormals[j].x * model->vertex[model->Triangles[j].vertex[0]].x) + (model->facenormals[j].y * model->vertex[model->Triangles[j].vertex[0]].y) + (model->facenormals[j].z * model->vertex[model->Triangles[j].vertex[0]].z))); + distance = abs((model->Triangles[j].facenormal.x * p1->x) + (model->Triangles[j].facenormal.y * p1->y) + (model->Triangles[j].facenormal.z * p1->z) - ((model->Triangles[j].facenormal.x * model->vertex[model->Triangles[j].vertex[0]].x) + (model->Triangles[j].facenormal.y * model->vertex[model->Triangles[j].vertex[0]].y) + (model->Triangles[j].facenormal.z * model->vertex[model->Triangles[j].vertex[0]].z))); if (distance < radius) { - point = *p1 - model->facenormals[j] * distance; - if (PointInTriangle( &point, model->facenormals[j], &model->vertex[model->Triangles[j].vertex[0]], &model->vertex[model->Triangles[j].vertex[1]], &model->vertex[model->Triangles[j].vertex[2]])) + point = *p1 - model->Triangles[j].facenormal * distance; + if (PointInTriangle( &point, model->Triangles[j].facenormal, &model->vertex[model->Triangles[j].vertex[0]], &model->vertex[model->Triangles[j].vertex[1]], &model->vertex[model->Triangles[j].vertex[2]])) intersecting = 1; if (!intersecting) intersecting = sphere_line_intersection(&model->vertex[model->Triangles[j].vertex[0]], @@ -6761,11 +6761,11 @@ int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate, &model->vertex[model->Triangles[j].vertex[2]], p1, &radius); end = *p1 - point; - if (dotproduct(&model->facenormals[j], &end) > 0 && intersecting) { + if (dotproduct(&model->Triangles[j].facenormal, &end) > 0 && intersecting) { start = *p1; end = *p1; end.y -= radius; - if (LineFacetd(&start, &end, &model->vertex[model->Triangles[j].vertex[0]], &model->vertex[model->Triangles[j].vertex[1]], &model->vertex[model->Triangles[j].vertex[2]], &model->facenormals[j], &point)) { + if (LineFacetd(&start, &end, &model->vertex[model->Triangles[j].vertex[0]], &model->vertex[model->Triangles[j].vertex[1]], &model->vertex[model->Triangles[j].vertex[2]], &model->Triangles[j].facenormal, &point)) { p1->y = point.y + radius; if ((animTarget == jumpdownanim || isFlip())) { if (isFlip() && (frameTarget < 5 || targetFrame().label == 7 || targetFrame().label == 4)) @@ -6805,23 +6805,23 @@ int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate, } } } - for (j = 0; j < model->TriangleNum; j++) { - if (model->facenormals[j].y > slopethreshold) { + for (j = 0; j < model->Triangles.size(); j++) { + if (model->Triangles[j].facenormal.y > slopethreshold) { intersecting = 0; start = *p1; start.y -= radius / 4; XYZ &v0 = model->vertex[model->Triangles[j].vertex[0]]; XYZ &v1 = model->vertex[model->Triangles[j].vertex[1]]; XYZ &v2 = model->vertex[model->Triangles[j].vertex[2]]; - distance = abs((model->facenormals[j].x * start.x) - + (model->facenormals[j].y * start.y) - + (model->facenormals[j].z * start.z) - - ((model->facenormals[j].x * v0.x) - + (model->facenormals[j].y * v0.y) - + (model->facenormals[j].z * v0.z))); + distance = abs((model->Triangles[j].facenormal.x * start.x) + + (model->Triangles[j].facenormal.y * start.y) + + (model->Triangles[j].facenormal.z * start.z) + - ((model->Triangles[j].facenormal.x * v0.x) + + (model->Triangles[j].facenormal.y * v0.y) + + (model->Triangles[j].facenormal.z * v0.z))); if (distance < radius * .5) { - point = start - model->facenormals[j] * distance; - if (PointInTriangle( &point, model->facenormals[j], &v0, &v1, &v2)) + point = start - model->Triangles[j].facenormal * distance; + if (PointInTriangle( &point, model->Triangles[j].facenormal, &v0, &v1, &v2)) intersecting = 1; if (!intersecting) intersecting = sphere_line_intersection(v0.x, v0.y, v0.z, v1.x, v1.y, v1.z, p1->x, p1->y, p1->z, radius / 2); @@ -6830,14 +6830,14 @@ int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate, if (!intersecting) intersecting = sphere_line_intersection(v0.x, v0.y, v0.z, v2.x, v2.y, v2.z, p1->x, p1->y, p1->z, radius / 2); end = *p1 - point; - if (dotproduct(&model->facenormals[j], &end) > 0 && intersecting) { + if (dotproduct(&model->Triangles[j].facenormal, &end) > 0 && intersecting) { if ((animTarget == jumpdownanim || animTarget == jumpupanim || isFlip())) { start = velocity; - velocity -= DoRotation(model->facenormals[j], 0, *rotate, 0) * findLength(&velocity) * abs(normaldotproduct(velocity, DoRotation(model->facenormals[j], 0, *rotate, 0))); //(distance-radius*.5)/multiplier; + velocity -= DoRotation(model->Triangles[j].facenormal, 0, *rotate, 0) * findLength(&velocity) * abs(normaldotproduct(velocity, DoRotation(model->Triangles[j].facenormal, 0, *rotate, 0))); //(distance-radius*.5)/multiplier; if (findLengthfast(&start) < findLengthfast(&velocity)) velocity = start; } - *p1 += model->facenormals[j] * (distance - radius * .5); + *p1 += model->Triangles[j].facenormal * (distance - radius * .5); } } if ((distance < olddistance || firstintersecting == -1) && intersecting) { diff --git a/Source/Objects/Weapons.cpp b/Source/Objects/Weapons.cpp index 38ee55b..5ef40e6 100644 --- a/Source/Objects/Weapons.cpp +++ b/Source/Objects/Weapons.cpp @@ -166,7 +166,7 @@ void Weapon::DoStuff(int i) if (whichhit != -1) { if (Object::objects[k]->type == treetrunktype) { Object::objects[k]->model.MakeDecal(breakdecal, DoRotation(colpoint - Object::objects[k]->position, 0, -Object::objects[k]->yaw, 0), .1, 1, Random() % 360); - normalrot = DoRotation(Object::objects[k]->model.facenormals[whichhit], 0, Object::objects[k]->yaw, 0); + normalrot = DoRotation(Object::objects[k]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0); velocity = 0; if (type == knife) position = colpoint - normalrot * .1; @@ -451,7 +451,7 @@ void Weapon::DoStuff(int i) if (whichhit != -1) { hitsomething = 1; position = colpoint; - terrainnormal = DoRotation(Object::objects[k]->model.facenormals[whichhit], 0, Object::objects[k]->yaw, 0) * -1; + terrainnormal = DoRotation(Object::objects[k]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0) * -1; ReflectVector(&velocity, &terrainnormal); position += terrainnormal * .002; @@ -481,7 +481,7 @@ void Weapon::DoStuff(int i) if (whichhit != -1) { hitsomething = 1; tippoint = colpoint; - terrainnormal = DoRotation(Object::objects[k]->model.facenormals[whichhit], 0, Object::objects[k]->yaw, 0) * -1; + terrainnormal = DoRotation(Object::objects[k]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0) * -1; ReflectVector(&tipvelocity, &terrainnormal); tippoint += terrainnormal * .002; @@ -518,7 +518,7 @@ void Weapon::DoStuff(int i) if (whichhit != -1) { hitsomething = 1; mid = colpoint; - terrainnormal = DoRotation(Object::objects[k]->model.facenormals[whichhit], 0, Object::objects[k]->yaw, 0) * -1; + terrainnormal = DoRotation(Object::objects[k]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0) * -1; ReflectVector(&velocity, &terrainnormal); bounceness = terrainnormal * findLength(&velocity) * (abs(normaldotproduct(velocity, terrainnormal))); @@ -553,7 +553,7 @@ void Weapon::DoStuff(int i) if (whichhit != -1) { hitsomething = 1; mid = colpoint; - terrainnormal = DoRotation(Object::objects[k]->model.facenormals[whichhit], 0, Object::objects[k]->yaw, 0) * -1; + terrainnormal = DoRotation(Object::objects[k]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0) * -1; ReflectVector(&tipvelocity, &terrainnormal); bounceness = terrainnormal * findLength(&tipvelocity) * (abs(normaldotproduct(tipvelocity, terrainnormal))); -- 2.39.5