2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
5 This file is part of Lugaru.
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
23 #include "Utils/Folders.h"
25 extern float multiplier;
26 extern float viewdistance;
28 extern float fadestart;
29 extern float texdetail;
32 extern bool visibleloading;
34 int Model::LineCheck(XYZ *p1, XYZ *p2, XYZ *p, XYZ *move, float *rotate)
37 static float distance;
38 static float olddistance;
39 static int intersecting;
40 static int firstintersecting;
46 *p1 = DoRotation(*p1, 0, -*rotate, 0);
48 *p2 = DoRotation(*p2, 0, -*rotate, 0);
49 if (!sphere_line_intersection(p1, p2, &boundingspherecenter, &boundingsphereradius))
51 firstintersecting = -1;
53 for (j = 0; j < TriangleNum; j++) {
54 intersecting = LineFacetd(p1, p2, &vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[1]], &vertex[Triangles[j].vertex[2]], &facenormals[j], &point);
55 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);
56 if ((distance < olddistance || firstintersecting == -1) && intersecting) {
57 olddistance = distance;
58 firstintersecting = j;
64 *p = DoRotation(*p, 0, *rotate, 0);
66 return firstintersecting;
69 int Model::LineCheckPossible(XYZ *p1, XYZ *p2, XYZ *p, XYZ *move, float *rotate)
72 static float distance;
73 static float olddistance;
74 static int intersecting;
75 static int firstintersecting;
80 if (!sphere_line_intersection(p1, p2, &boundingspherecenter, &boundingsphereradius))
82 firstintersecting = -1;
84 *p1 = DoRotation(*p1, 0, -*rotate, 0);
86 *p2 = DoRotation(*p2, 0, -*rotate, 0);
88 if (numpossible > 0 && numpossible < TriangleNum)
89 for (j = 0; j < numpossible; j++) {
90 if (possible[j] >= 0 && possible[j] < TriangleNum) {
91 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);
92 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);
93 if ((distance < olddistance || firstintersecting == -1) && intersecting) {
94 olddistance = distance;
95 firstintersecting = possible[j];
102 *p = DoRotation(*p, 0, *rotate, 0);
104 return firstintersecting;
107 int Model::LineCheckSlidePossible(XYZ *p1, XYZ *p2, XYZ *p, XYZ *move, float *rotate)
110 static float distance;
111 static float olddistance;
112 static int intersecting;
113 static int firstintersecting;
118 if (!sphere_line_intersection(p1, p2, &boundingspherecenter, &boundingsphereradius))
120 firstintersecting = -1;
122 *p1 = DoRotation(*p1, 0, -*rotate, 0);
124 *p2 = DoRotation(*p2, 0, -*rotate, 0);
127 for (j = 0; j < numpossible; j++) {
128 if (possible[j] >= 0 && possible[j] < TriangleNum) {
129 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);
130 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);
131 if ((distance < olddistance || firstintersecting == -1) && intersecting) {
132 olddistance = distance;
133 firstintersecting = possible[j];
138 if (firstintersecting > 0) {
139 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)));
140 *p2 -= facenormals[firstintersecting] * distance;
144 *p2 = DoRotation(*p2, 0, *rotate, 0);
146 return firstintersecting;
149 int Model::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate)
152 static float distance;
153 static float olddistance;
154 static int intersecting;
155 static int firstintersecting;
159 firstintersecting = -1;
164 *p1 = DoRotation(*p1, 0, -*rotate, 0);
165 if (distsq(p1, &boundingspherecenter) > radius * radius + boundingsphereradius * boundingsphereradius)
168 for (i = 0; i < 4; i++) {
169 for (j = 0; j < TriangleNum; j++) {
171 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)));
172 if (distance < radius) {
173 point = *p1 - facenormals[j] * distance;
174 if (PointInTriangle( &point, facenormals[j], &vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[1]], &vertex[Triangles[j].vertex[2]]))
177 intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[1]], p1, &radius);
179 intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[1]], &vertex[Triangles[j].vertex[2]], p1, &radius);
181 intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[2]], p1, &radius);
183 *p1 += facenormals[j] * (distance - radius);
186 if ((distance < olddistance || firstintersecting == -1) && intersecting) {
187 olddistance = distance;
188 firstintersecting = j;
194 *p = DoRotation(*p, 0, *rotate, 0);
197 *p1 = DoRotation(*p1, 0, *rotate, 0);
199 return firstintersecting;
202 int Model::SphereCheckPossible(XYZ *p1, float radius, XYZ *move, float *rotate)
205 static float distance;
206 static float olddistance;
207 static int intersecting;
208 static int firstintersecting;
212 firstintersecting = -1;
220 *p1 = DoRotation(*p1, 0, -*rotate, 0);
221 if (distsq(p1, &boundingspherecenter) > radius * radius + boundingsphereradius * boundingsphereradius) {
226 for (j = 0; j < TriangleNum; j++) {
228 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)));
229 if (distance < radius) {
230 point = *p1 - facenormals[j] * distance;
231 if (PointInTriangle( &point, facenormals[j], &vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[1]], &vertex[Triangles[j].vertex[2]]))
234 intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[1]], p1, &radius);
236 intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[1]], &vertex[Triangles[j].vertex[2]], p1, &radius);
238 intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[2]], p1, &radius);
240 possible[numpossible] = j;
244 if ((distance < olddistance || firstintersecting == -1) && intersecting) {
245 olddistance = distance;
246 firstintersecting = j;
250 *p1 = DoRotation(*p1, 0, *rotate, 0);
252 return firstintersecting;
256 void Model::UpdateVertexArray()
258 if (type != normaltype && type != decalstype)
263 for (i = 0; i < TriangleNum; i++) {
265 vArray[j + 0] = Triangles[i].gx[0];
266 vArray[j + 1] = Triangles[i].gy[0];
267 vArray[j + 2] = normals[Triangles[i].vertex[0]].x;
268 vArray[j + 3] = normals[Triangles[i].vertex[0]].y;
269 vArray[j + 4] = normals[Triangles[i].vertex[0]].z;
270 vArray[j + 5] = vertex[Triangles[i].vertex[0]].x;
271 vArray[j + 6] = vertex[Triangles[i].vertex[0]].y;
272 vArray[j + 7] = vertex[Triangles[i].vertex[0]].z;
274 vArray[j + 8] = Triangles[i].gx[1];
275 vArray[j + 9] = Triangles[i].gy[1];
276 vArray[j + 10] = normals[Triangles[i].vertex[1]].x;
277 vArray[j + 11] = normals[Triangles[i].vertex[1]].y;
278 vArray[j + 12] = normals[Triangles[i].vertex[1]].z;
279 vArray[j + 13] = vertex[Triangles[i].vertex[1]].x;
280 vArray[j + 14] = vertex[Triangles[i].vertex[1]].y;
281 vArray[j + 15] = vertex[Triangles[i].vertex[1]].z;
283 vArray[j + 16] = Triangles[i].gx[2];
284 vArray[j + 17] = Triangles[i].gy[2];
285 vArray[j + 18] = normals[Triangles[i].vertex[2]].x;
286 vArray[j + 19] = normals[Triangles[i].vertex[2]].y;
287 vArray[j + 20] = normals[Triangles[i].vertex[2]].z;
288 vArray[j + 21] = vertex[Triangles[i].vertex[2]].x;
289 vArray[j + 22] = vertex[Triangles[i].vertex[2]].y;
290 vArray[j + 23] = vertex[Triangles[i].vertex[2]].z;
293 for (i = 0; i < TriangleNum; i++) {
295 vArray[j + 0] = Triangles[i].gx[0];
296 vArray[j + 1] = Triangles[i].gy[0];
297 vArray[j + 2] = facenormals[i].x * -1;
298 vArray[j + 3] = facenormals[i].y * -1;
299 vArray[j + 4] = facenormals[i].z * -1;
300 vArray[j + 5] = vertex[Triangles[i].vertex[0]].x;
301 vArray[j + 6] = vertex[Triangles[i].vertex[0]].y;
302 vArray[j + 7] = vertex[Triangles[i].vertex[0]].z;
304 vArray[j + 8] = Triangles[i].gx[1];
305 vArray[j + 9] = Triangles[i].gy[1];
306 vArray[j + 10] = facenormals[i].x * -1;
307 vArray[j + 11] = facenormals[i].y * -1;
308 vArray[j + 12] = facenormals[i].z * -1;
309 vArray[j + 13] = vertex[Triangles[i].vertex[1]].x;
310 vArray[j + 14] = vertex[Triangles[i].vertex[1]].y;
311 vArray[j + 15] = vertex[Triangles[i].vertex[1]].z;
313 vArray[j + 16] = Triangles[i].gx[2];
314 vArray[j + 17] = Triangles[i].gy[2];
315 vArray[j + 18] = facenormals[i].x * -1;
316 vArray[j + 19] = facenormals[i].y * -1;
317 vArray[j + 20] = facenormals[i].z * -1;
318 vArray[j + 21] = vertex[Triangles[i].vertex[2]].x;
319 vArray[j + 22] = vertex[Triangles[i].vertex[2]].y;
320 vArray[j + 23] = vertex[Triangles[i].vertex[2]].z;
325 void Model::UpdateVertexArrayNoTex()
327 if (type != normaltype && type != decalstype)
332 for (i = 0; i < TriangleNum; i++) {
334 vArray[j + 2] = normals[Triangles[i].vertex[0]].x;
335 vArray[j + 3] = normals[Triangles[i].vertex[0]].y;
336 vArray[j + 4] = normals[Triangles[i].vertex[0]].z;
337 vArray[j + 5] = vertex[Triangles[i].vertex[0]].x;
338 vArray[j + 6] = vertex[Triangles[i].vertex[0]].y;
339 vArray[j + 7] = vertex[Triangles[i].vertex[0]].z;
341 vArray[j + 10] = normals[Triangles[i].vertex[1]].x;
342 vArray[j + 11] = normals[Triangles[i].vertex[1]].y;
343 vArray[j + 12] = normals[Triangles[i].vertex[1]].z;
344 vArray[j + 13] = vertex[Triangles[i].vertex[1]].x;
345 vArray[j + 14] = vertex[Triangles[i].vertex[1]].y;
346 vArray[j + 15] = vertex[Triangles[i].vertex[1]].z;
348 vArray[j + 18] = normals[Triangles[i].vertex[2]].x;
349 vArray[j + 19] = normals[Triangles[i].vertex[2]].y;
350 vArray[j + 20] = normals[Triangles[i].vertex[2]].z;
351 vArray[j + 21] = vertex[Triangles[i].vertex[2]].x;
352 vArray[j + 22] = vertex[Triangles[i].vertex[2]].y;
353 vArray[j + 23] = vertex[Triangles[i].vertex[2]].z;
356 for (i = 0; i < TriangleNum; i++) {
358 vArray[j + 2] = facenormals[i].x * -1;
359 vArray[j + 3] = facenormals[i].y * -1;
360 vArray[j + 4] = facenormals[i].z * -1;
361 vArray[j + 5] = vertex[Triangles[i].vertex[0]].x;
362 vArray[j + 6] = vertex[Triangles[i].vertex[0]].y;
363 vArray[j + 7] = vertex[Triangles[i].vertex[0]].z;
365 vArray[j + 10] = facenormals[i].x * -1;
366 vArray[j + 11] = facenormals[i].y * -1;
367 vArray[j + 12] = facenormals[i].z * -1;
368 vArray[j + 13] = vertex[Triangles[i].vertex[1]].x;
369 vArray[j + 14] = vertex[Triangles[i].vertex[1]].y;
370 vArray[j + 15] = vertex[Triangles[i].vertex[1]].z;
372 vArray[j + 18] = facenormals[i].x * -1;
373 vArray[j + 19] = facenormals[i].y * -1;
374 vArray[j + 20] = facenormals[i].z * -1;
375 vArray[j + 21] = vertex[Triangles[i].vertex[2]].x;
376 vArray[j + 22] = vertex[Triangles[i].vertex[2]].y;
377 vArray[j + 23] = vertex[Triangles[i].vertex[2]].z;
381 void Model::UpdateVertexArrayNoTexNoNorm()
383 if (type != normaltype && type != decalstype)
387 for (i = 0; i < TriangleNum; i++) {
389 vArray[j + 5] = vertex[Triangles[i].vertex[0]].x;
390 vArray[j + 6] = vertex[Triangles[i].vertex[0]].y;
391 vArray[j + 7] = vertex[Triangles[i].vertex[0]].z;
393 vArray[j + 13] = vertex[Triangles[i].vertex[1]].x;
394 vArray[j + 14] = vertex[Triangles[i].vertex[1]].y;
395 vArray[j + 15] = vertex[Triangles[i].vertex[1]].z;
397 vArray[j + 21] = vertex[Triangles[i].vertex[2]].x;
398 vArray[j + 22] = vertex[Triangles[i].vertex[2]].y;
399 vArray[j + 23] = vertex[Triangles[i].vertex[2]].z;
403 bool Model::loadnotex(const char *filename )
411 tfile = fopen( Folders::getResourcePath(filename).c_str(), "rb" );
412 // read model settings
414 fseek(tfile, 0, SEEK_SET);
415 funpackf(tfile, "Bs Bs", &vertexNum, &TriangleNum);
417 // read the model data
422 owner = (int*)malloc(sizeof(int) * vertexNum);
423 possible = (int*)malloc(sizeof(int) * TriangleNum);
424 vertex = (XYZ*)malloc(sizeof(XYZ) * vertexNum);
425 Triangles = (TexturedTriangle*)malloc(sizeof(TexturedTriangle) * TriangleNum);
426 vArray = (GLfloat*)malloc(sizeof(GLfloat) * TriangleNum * 24);
428 for (i = 0; i < vertexNum; i++) {
429 funpackf(tfile, "Bf Bf Bf", &vertex[i].x, &vertex[i].y, &vertex[i].z);
432 for (i = 0; i < TriangleNum; i++) {
434 funpackf(tfile, "Bs Bs Bs Bs Bs Bs", &vertex[ 0], &vertex[ 1], &vertex[ 2], &vertex[ 3], &vertex[ 4], &vertex[ 5]);
435 Triangles[i].vertex[ 0] = vertex[ 0];
436 Triangles[i].vertex[ 1] = vertex[ 2];
437 Triangles[i].vertex[ 2] = vertex[ 4];
438 funpackf(tfile, "Bf Bf Bf", &Triangles[i].gx[0], &Triangles[i].gx[1], &Triangles[i].gx[2]);
439 funpackf(tfile, "Bf Bf Bf", &Triangles[i].gy[0], &Triangles[i].gy[1], &Triangles[i].gy[2]);
446 for (i = 0; i < vertexNum; i++) {
451 boundingsphereradius = 0;
452 for (i = 0; i < vertexNum; i++) {
453 for (j = 0; j < vertexNum; j++) {
454 if (j != i && distsq(&vertex[j], &vertex[i]) / 2 > boundingsphereradius) {
455 boundingsphereradius = distsq(&vertex[j], &vertex[i]) / 2;
456 boundingspherecenter = (vertex[i] + vertex[j]) / 2;
460 boundingsphereradius = fast_sqrt(boundingsphereradius);
466 bool Model::load(const char *filename, bool texture )
473 LOG(std::string("Loading model...") + filename);
476 Game::LoadingScreen();
481 tfile = fopen( Folders::getResourcePath(filename).c_str(), "rb" );
482 // read model settings
485 fseek(tfile, 0, SEEK_SET);
486 funpackf(tfile, "Bs Bs", &vertexNum, &TriangleNum);
488 // read the model data
493 owner = (int*)malloc(sizeof(int) * vertexNum);
494 possible = (int*)malloc(sizeof(int) * TriangleNum);
495 vertex = (XYZ*)malloc(sizeof(XYZ) * vertexNum);
496 normals = (XYZ*)malloc(sizeof(XYZ) * vertexNum);
497 facenormals = (XYZ*)malloc(sizeof(XYZ) * TriangleNum);
498 Triangles = (TexturedTriangle*)malloc(sizeof(TexturedTriangle) * TriangleNum);
499 vArray = (GLfloat*)malloc(sizeof(GLfloat) * TriangleNum * 24);
501 for (i = 0; i < vertexNum; i++) {
502 funpackf(tfile, "Bf Bf Bf", &vertex[i].x, &vertex[i].y, &vertex[i].z);
505 for (i = 0; i < TriangleNum; i++) {
507 funpackf(tfile, "Bs Bs Bs Bs Bs Bs", &vertex[ 0], &vertex[ 1], &vertex[ 2], &vertex[ 3], &vertex[ 4], &vertex[ 5]);
508 Triangles[i].vertex[ 0] = vertex[ 0];
509 Triangles[i].vertex[ 1] = vertex[ 2];
510 Triangles[i].vertex[ 2] = vertex[ 4];
511 funpackf(tfile, "Bf Bf Bf", &Triangles[i].gx[0], &Triangles[i].gx[1], &Triangles[i].gx[2]);
512 funpackf(tfile, "Bf Bf Bf", &Triangles[i].gy[0], &Triangles[i].gy[1], &Triangles[i].gy[2]);
515 modelTexture.xsz = 0;
521 for (i = 0; i < vertexNum; i++) {
526 boundingsphereradius = 0;
527 for (i = 0; i < vertexNum; i++) {
528 for (j = 0; j < vertexNum; j++) {
529 if (j != i && distsq(&vertex[j], &vertex[i]) / 2 > boundingsphereradius) {
530 boundingsphereradius = distsq(&vertex[j], &vertex[i]) / 2;
531 boundingspherecenter = (vertex[i] + vertex[j]) / 2;
535 boundingsphereradius = fast_sqrt(boundingsphereradius);
540 bool Model::loaddecal(const char *filename, bool texture )
547 LOG(std::string("Loading decal...") + Folders::getResourcePath(filename));
553 tfile = fopen( Folders::getResourcePath(filename).c_str(), "rb" );
554 // read model settings
557 fseek(tfile, 0, SEEK_SET);
558 funpackf(tfile, "Bs Bs", &vertexNum, &TriangleNum);
560 // read the model data
566 owner = (int*)malloc(sizeof(int) * vertexNum);
567 possible = (int*)malloc(sizeof(int) * TriangleNum);
568 vertex = (XYZ*)malloc(sizeof(XYZ) * vertexNum);
569 normals = (XYZ*)malloc(sizeof(XYZ) * vertexNum);
570 facenormals = (XYZ*)malloc(sizeof(XYZ) * TriangleNum);
571 Triangles = (TexturedTriangle*)malloc(sizeof(TexturedTriangle) * TriangleNum);
572 vArray = (GLfloat*)malloc(sizeof(GLfloat) * TriangleNum * 24);
575 for (i = 0; i < vertexNum; i++) {
576 funpackf(tfile, "Bf Bf Bf", &vertex[i].x, &vertex[i].y, &vertex[i].z);
579 for (i = 0; i < TriangleNum; i++) {
581 funpackf(tfile, "Bs Bs Bs Bs Bs Bs", &vertex[ 0], &vertex[ 1], &vertex[ 2], &vertex[ 3], &vertex[ 4], &vertex[ 5]);
582 Triangles[i].vertex[ 0] = vertex[ 0];
583 Triangles[i].vertex[ 1] = vertex[ 2];
584 Triangles[i].vertex[ 2] = vertex[ 4];
585 funpackf(tfile, "Bf Bf Bf", &Triangles[i].gx[0], &Triangles[i].gx[1], &Triangles[i].gx[2]);
586 funpackf(tfile, "Bf Bf Bf", &Triangles[i].gy[0], &Triangles[i].gy[1], &Triangles[i].gy[2]);
590 modelTexture.xsz = 0;
596 for (i = 0; i < vertexNum; i++) {
600 boundingsphereradius = 0;
601 for (i = 0; i < vertexNum; i++) {
602 for (j = 0; j < vertexNum; j++) {
603 if (j != i && distsq(&vertex[j], &vertex[i]) / 2 > boundingsphereradius) {
604 boundingsphereradius = distsq(&vertex[j], &vertex[i]) / 2;
605 boundingspherecenter = (vertex[i] + vertex[j]) / 2;
609 boundingsphereradius = fast_sqrt(boundingsphereradius);
612 if (!decaltexcoords) {
613 decaltexcoords = (float***)malloc(sizeof(float**)*max_model_decals);
614 for (i = 0; i < max_model_decals; i++) {
615 decaltexcoords[i] = (float**)malloc(sizeof(float*) * 3);
616 for (j = 0; j < 3; j++) {
617 decaltexcoords[i][j] = (float*)malloc(sizeof(float) * 2);
620 decalvertex = (XYZ**)malloc(sizeof(XYZ*)*max_model_decals);
621 for (i = 0; i < max_model_decals; i++) {
622 decalvertex[i] = (XYZ*)malloc(sizeof(XYZ) * 3);
625 decaltype = (int*)malloc(sizeof(int) * max_model_decals);
626 decalopacity = (float*)malloc(sizeof(float) * max_model_decals);
627 decalrotation = (float*)malloc(sizeof(float) * max_model_decals);
628 decalalivetime = (float*)malloc(sizeof(float) * max_model_decals);
629 decalposition = (XYZ*)malloc(sizeof(XYZ) * max_model_decals);
635 bool Model::loadraw(char *filename )
642 LOG(std::string("Loading raw...") + filename);
647 tfile = fopen( Folders::getResourcePath(filename).c_str(), "rb" );
648 // read model settings
651 fseek(tfile, 0, SEEK_SET);
652 funpackf(tfile, "Bs Bs", &vertexNum, &TriangleNum);
654 // read the model data
659 owner = (int*)malloc(sizeof(int) * vertexNum);
660 possible = (int*)malloc(sizeof(int) * TriangleNum);
661 vertex = (XYZ*)malloc(sizeof(XYZ) * vertexNum);
662 Triangles = (TexturedTriangle*)malloc(sizeof(TexturedTriangle) * TriangleNum);
663 vArray = (GLfloat*)malloc(sizeof(GLfloat) * TriangleNum * 24);
666 for (i = 0; i < vertexNum; i++) {
667 funpackf(tfile, "Bf Bf Bf", &vertex[i].x, &vertex[i].y, &vertex[i].z);
670 for (i = 0; i < TriangleNum; i++) {
672 funpackf(tfile, "Bs Bs Bs Bs Bs Bs", &vertex[ 0], &vertex[ 1], &vertex[ 2], &vertex[ 3], &vertex[ 4], &vertex[ 5]);
673 Triangles[i].vertex[ 0] = vertex[ 0];
674 Triangles[i].vertex[ 1] = vertex[ 2];
675 Triangles[i].vertex[ 2] = vertex[ 4];
676 funpackf(tfile, "Bf Bf Bf", &Triangles[i].gx[0], &Triangles[i].gx[1], &Triangles[i].gx[2]);
677 funpackf(tfile, "Bf Bf Bf", &Triangles[i].gy[0], &Triangles[i].gy[1], &Triangles[i].gy[2]);
683 for (i = 0; i < vertexNum; i++) {
691 void Model::UniformTexCoords()
694 for (i = 0; i < TriangleNum; i++) {
695 Triangles[i].gy[0] = vertex[Triangles[i].vertex[0]].y;
696 Triangles[i].gy[1] = vertex[Triangles[i].vertex[1]].y;
697 Triangles[i].gy[2] = vertex[Triangles[i].vertex[2]].y;
698 Triangles[i].gx[0] = vertex[Triangles[i].vertex[0]].x;
699 Triangles[i].gx[1] = vertex[Triangles[i].vertex[1]].x;
700 Triangles[i].gx[2] = vertex[Triangles[i].vertex[2]].x;
706 void Model::FlipTexCoords()
709 for (i = 0; i < TriangleNum; i++) {
710 Triangles[i].gy[0] = -Triangles[i].gy[0];
711 Triangles[i].gy[1] = -Triangles[i].gy[1];
712 Triangles[i].gy[2] = -Triangles[i].gy[2];
717 void Model::ScaleTexCoords(float howmuch)
720 for (i = 0; i < TriangleNum; i++) {
721 Triangles[i].gx[0] *= howmuch;
722 Triangles[i].gx[1] *= howmuch;
723 Triangles[i].gx[2] *= howmuch;
724 Triangles[i].gy[0] *= howmuch;
725 Triangles[i].gy[1] *= howmuch;
726 Triangles[i].gy[2] *= howmuch;
731 void Model::Scale(float xscale, float yscale, float zscale)
734 for (i = 0; i < vertexNum; i++) {
735 vertex[i].x *= xscale;
736 vertex[i].y *= yscale;
737 vertex[i].z *= zscale;
743 boundingsphereradius = 0;
744 for (i = 0; i < vertexNum; i++) {
745 for (j = 0; j < vertexNum; j++) {
746 if (j != i && distsq(&vertex[j], &vertex[i]) / 2 > boundingsphereradius) {
747 boundingsphereradius = distsq(&vertex[j], &vertex[i]) / 2;
748 boundingspherecenter = (vertex[i] + vertex[j]) / 2;
752 boundingsphereradius = fast_sqrt(boundingsphereradius);
755 void Model::ScaleNormals(float xscale, float yscale, float zscale)
757 if (type != normaltype && type != decalstype)
760 for (i = 0; i < vertexNum; i++) {
761 normals[i].x *= xscale;
762 normals[i].y *= yscale;
763 normals[i].z *= zscale;
765 for (i = 0; i < TriangleNum; i++) {
766 facenormals[i].x *= xscale;
767 facenormals[i].y *= yscale;
768 facenormals[i].z *= zscale;
773 void Model::Translate(float xtrans, float ytrans, float ztrans)
776 for (i = 0; i < vertexNum; i++) {
777 vertex[i].x += xtrans;
778 vertex[i].y += ytrans;
779 vertex[i].z += ztrans;
784 boundingsphereradius = 0;
785 for (i = 0; i < vertexNum; i++) {
786 for (j = 0; j < vertexNum; j++) {
787 if (j != i && distsq(&vertex[j], &vertex[i]) / 2 > boundingsphereradius) {
788 boundingsphereradius = distsq(&vertex[j], &vertex[i]) / 2;
789 boundingspherecenter = (vertex[i] + vertex[j]) / 2;
793 boundingsphereradius = fast_sqrt(boundingsphereradius);
796 void Model::Rotate(float xang, float yang, float zang)
799 for (i = 0; i < vertexNum; i++) {
800 vertex[i] = DoRotation(vertex[i], xang, yang, zang);
805 boundingsphereradius = 0;
806 for (i = 0; i < vertexNum; i++) {
807 for (j = 0; j < vertexNum; j++) {
808 if (j != i && distsq(&vertex[j], &vertex[i]) / 2 > boundingsphereradius) {
809 boundingsphereradius = distsq(&vertex[j], &vertex[i]) / 2;
810 boundingspherecenter = (vertex[i] + vertex[j]) / 2;
814 boundingsphereradius = fast_sqrt(boundingsphereradius);
818 void Model::CalculateNormals(bool facenormalise)
821 Game::LoadingScreen();
823 if (type != normaltype && type != decalstype)
826 for (i = 0; i < vertexNum; i++) {
832 for (i = 0; i < TriangleNum; i++) {
833 CrossProduct(vertex[Triangles[i].vertex[1]] - vertex[Triangles[i].vertex[0]], vertex[Triangles[i].vertex[2]] - vertex[Triangles[i].vertex[0]], &facenormals[i]);
835 normals[Triangles[i].vertex[0]].x += facenormals[i].x;
836 normals[Triangles[i].vertex[0]].y += facenormals[i].y;
837 normals[Triangles[i].vertex[0]].z += facenormals[i].z;
839 normals[Triangles[i].vertex[1]].x += facenormals[i].x;
840 normals[Triangles[i].vertex[1]].y += facenormals[i].y;
841 normals[Triangles[i].vertex[1]].z += facenormals[i].z;
843 normals[Triangles[i].vertex[2]].x += facenormals[i].x;
844 normals[Triangles[i].vertex[2]].y += facenormals[i].y;
845 normals[Triangles[i].vertex[2]].z += facenormals[i].z;
847 Normalise(&facenormals[i]);
849 for (i = 0; i < vertexNum; i++) {
850 Normalise(&normals[i]);
853 UpdateVertexArrayNoTex();
856 void Model::drawimmediate()
859 glBegin(GL_TRIANGLES);
860 for (int i = 0; i < TriangleNum; i++) {
861 glTexCoord2f(Triangles[i].gx[0], Triangles[i].gy[0]);
863 glColor3f(normals[Triangles[i].vertex[0]].x, normals[Triangles[i].vertex[0]].y, normals[Triangles[i].vertex[0]].z);
865 glNormal3f(normals[Triangles[i].vertex[0]].x, normals[Triangles[i].vertex[0]].y, normals[Triangles[i].vertex[0]].z);
867 glNormal3f(facenormals[i].x, facenormals[i].y, facenormals[i].y);
868 glVertex3f(vertex[Triangles[i].vertex[0]].x, vertex[Triangles[i].vertex[0]].y, vertex[Triangles[i].vertex[0]].z);
870 glTexCoord2f(Triangles[i].gx[1], Triangles[i].gy[1]);
872 glColor3f(normals[Triangles[i].vertex[1]].x, normals[Triangles[i].vertex[1]].y, normals[Triangles[i].vertex[1]].z);
874 glNormal3f(normals[Triangles[i].vertex[1]].x, normals[Triangles[i].vertex[1]].y, normals[Triangles[i].vertex[1]].z);
876 glNormal3f(facenormals[i].x, facenormals[i].y, facenormals[i].y);
877 glVertex3f(vertex[Triangles[i].vertex[1]].x, vertex[Triangles[i].vertex[1]].y, vertex[Triangles[i].vertex[1]].z);
879 glTexCoord2f(Triangles[i].gx[2], Triangles[i].gy[2]);
881 glColor3f(normals[Triangles[i].vertex[2]].x, normals[Triangles[i].vertex[2]].y, normals[Triangles[i].vertex[2]].z);
883 glNormal3f(normals[Triangles[i].vertex[2]].x, normals[Triangles[i].vertex[2]].y, normals[Triangles[i].vertex[2]].z);
885 glNormal3f(facenormals[i].x, facenormals[i].y, facenormals[i].y);
886 glVertex3f(vertex[Triangles[i].vertex[2]].x, vertex[Triangles[i].vertex[2]].y, vertex[Triangles[i].vertex[2]].z);
893 if (type != normaltype && type != decalstype)
896 glEnableClientState(GL_NORMAL_ARRAY);
897 glEnableClientState(GL_VERTEX_ARRAY);
898 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
901 glInterleavedArrays( GL_T2F_N3F_V3F, 8 * sizeof(GLfloat), &vArray[0]);
903 glInterleavedArrays( GL_T2F_C3F_V3F, 8 * sizeof(GLfloat), &vArray[0]);
906 glDrawArrays(GL_TRIANGLES, 0, TriangleNum * 3);
909 glDisableClientState(GL_NORMAL_ARRAY);
911 glDisableClientState(GL_COLOR_ARRAY);
912 glDisableClientState(GL_VERTEX_ARRAY);
913 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
916 //TODO: phase out in favor of Texture
917 void Model::drawdifftex(GLuint texture)
919 glEnableClientState(GL_NORMAL_ARRAY);
920 glEnableClientState(GL_VERTEX_ARRAY);
921 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
923 glInterleavedArrays( GL_T2F_N3F_V3F, 8 * sizeof(GLfloat), &vArray[0]);
925 glInterleavedArrays( GL_T2F_C3F_V3F, 8 * sizeof(GLfloat), &vArray[0]);
927 glBindTexture(GL_TEXTURE_2D, (unsigned long)texture);
928 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
929 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
933 glLockArraysEXT( 0, TriangleNum * 3);
935 glDrawArrays(GL_TRIANGLES, 0, TriangleNum * 3);
942 glDisableClientState(GL_NORMAL_ARRAY);
944 glDisableClientState(GL_COLOR_ARRAY);
945 glDisableClientState(GL_VERTEX_ARRAY);
946 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
949 void Model::drawdifftex(Texture texture)
951 glEnableClientState(GL_NORMAL_ARRAY);
952 glEnableClientState(GL_VERTEX_ARRAY);
953 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
955 glInterleavedArrays( GL_T2F_N3F_V3F, 8 * sizeof(GLfloat), &vArray[0]);
957 glInterleavedArrays( GL_T2F_C3F_V3F, 8 * sizeof(GLfloat), &vArray[0]);
960 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
961 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
965 glLockArraysEXT( 0, TriangleNum * 3);
967 glDrawArrays(GL_TRIANGLES, 0, TriangleNum * 3);
974 glDisableClientState(GL_NORMAL_ARRAY);
976 glDisableClientState(GL_COLOR_ARRAY);
977 glDisableClientState(GL_VERTEX_ARRAY);
978 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
981 void Model::drawdecals(Texture shadowtexture, Texture bloodtexture, Texture bloodtexture2, Texture breaktexture)
984 if (type != decalstype)
994 glDisable(GL_LIGHTING);
995 glDisable(GL_CULL_FACE);
996 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
998 if (numdecals > max_model_decals)
999 numdecals = max_model_decals;
1000 for (i = 0; i < numdecals; i++) {
1001 if (decaltype[i] == blooddecalfast && decalalivetime[i] < 2)
1002 decalalivetime[i] = 2;
1004 if (decaltype[i] == shadowdecal && decaltype[i] != lasttype) {
1005 shadowtexture.bind();
1008 glAlphaFunc(GL_GREATER, 0.0001);
1009 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1012 if (decaltype[i] == breakdecal && decaltype[i] != lasttype) {
1013 breaktexture.bind();
1016 glAlphaFunc(GL_GREATER, 0.0001);
1017 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1020 if ((decaltype[i] == blooddecal || decaltype[i] == blooddecalslow) && decaltype[i] != lasttype) {
1021 bloodtexture.bind();
1024 glAlphaFunc(GL_GREATER, 0.15);
1025 glBlendFunc(GL_ONE, GL_ZERO);
1028 if ((decaltype[i] == blooddecalfast) && decaltype[i] != lasttype) {
1029 bloodtexture2.bind();
1032 glAlphaFunc(GL_GREATER, 0.15);
1033 glBlendFunc(GL_ONE, GL_ZERO);
1036 if (decaltype[i] == shadowdecal) {
1037 glColor4f(1, 1, 1, decalopacity[i]);
1039 if (decaltype[i] == breakdecal) {
1040 glColor4f(1, 1, 1, decalopacity[i]);
1041 if (decalalivetime[i] > 58)
1042 glColor4f(1, 1, 1, decalopacity[i] * (60 - decalalivetime[i]) / 2);
1044 if ((decaltype[i] == blooddecal || decaltype[i] == blooddecalfast || decaltype[i] == blooddecalslow)) {
1045 glColor4f(1, 1, 1, decalopacity[i]);
1046 if (decalalivetime[i] < 4)
1047 glColor4f(1, 1, 1, decalopacity[i]*decalalivetime[i]*.25);
1048 if (decalalivetime[i] > 58)
1049 glColor4f(1, 1, 1, decalopacity[i] * (60 - decalalivetime[i]) / 2);
1051 lasttype = decaltype[i];
1052 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
1053 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
1055 glMatrixMode(GL_MODELVIEW);
1057 glBegin(GL_TRIANGLES);
1058 for (int j = 0; j < 3; j++) {
1059 glTexCoord2f(decaltexcoords[i][j][0], decaltexcoords[i][j][1]);
1060 glVertex3f(decalvertex[i][j].x, decalvertex[i][j].y, decalvertex[i][j].z);
1065 for (i = numdecals - 1; i >= 0; i--) {
1066 decalalivetime[i] += multiplier;
1067 if (decaltype[i] == blooddecalslow)
1068 decalalivetime[i] -= multiplier * 2 / 3;
1069 if (decaltype[i] == blooddecalfast)
1070 decalalivetime[i] += multiplier * 4;
1071 if (decaltype[i] == shadowdecal)
1073 if ((decaltype[i] == blooddecal || decaltype[i] == blooddecalfast || decaltype[i] == blooddecalslow) && decalalivetime[i] >= 60)
1076 glAlphaFunc(GL_GREATER, 0.0001);
1077 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1081 void Model::DeleteDecal(int which)
1084 if (type != decalstype)
1086 decaltype[which] = decaltype[numdecals - 1];
1087 decalposition[which] = decalposition[numdecals - 1];
1088 for (int i = 0; i < 3; i++) {
1089 decalvertex[which][i] = decalvertex[numdecals - 1][i];
1090 decaltexcoords[which][i][0] = decaltexcoords[numdecals - 1][i][0];
1091 decaltexcoords[which][i][1] = decaltexcoords[numdecals - 1][i][1];
1093 decalrotation[which] = decalrotation[numdecals - 1];
1094 decalalivetime[which] = decalalivetime[numdecals - 1];
1095 decalopacity[which] = decalopacity[numdecals - 1];
1100 void Model::MakeDecal(int atype, XYZ *where, float *size, float *opacity, float *rotation)
1103 if (type != decalstype)
1106 static float placex, placez;
1108 static float distance;
1112 if (distsq(where, &boundingspherecenter) < (boundingsphereradius + *size) * (boundingsphereradius + *size))
1113 for (i = 0; i < TriangleNum; i++) {
1114 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)) {
1115 decalposition[numdecals] = *where;
1116 decaltype[numdecals] = atype;
1117 decalrotation[numdecals] = *rotation;
1118 decalalivetime[numdecals] = 0;
1119 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);
1120 decalopacity[numdecals] = *opacity - distance / 10;
1122 if (decalopacity[numdecals > 0]) {
1123 placex = vertex[Triangles[i].vertex[0]].x;
1124 placez = vertex[Triangles[i].vertex[0]].z;
1126 decaltexcoords[numdecals][0][0] = (placex - where->x) / (*size) / 2 + .5;
1127 decaltexcoords[numdecals][0][1] = (placez - where->z) / (*size) / 2 + .5;
1129 decalvertex[numdecals][0].x = placex;
1130 decalvertex[numdecals][0].z = placez;
1131 decalvertex[numdecals][0].y = vertex[Triangles[i].vertex[0]].y;
1134 placex = vertex[Triangles[i].vertex[1]].x;
1135 placez = vertex[Triangles[i].vertex[1]].z;
1137 decaltexcoords[numdecals][1][0] = (placex - where->x) / (*size) / 2 + .5;
1138 decaltexcoords[numdecals][1][1] = (placez - where->z) / (*size) / 2 + .5;
1140 decalvertex[numdecals][1].x = placex;
1141 decalvertex[numdecals][1].z = placez;
1142 decalvertex[numdecals][1].y = vertex[Triangles[i].vertex[1]].y;
1145 placex = vertex[Triangles[i].vertex[2]].x;
1146 placez = vertex[Triangles[i].vertex[2]].z;
1148 decaltexcoords[numdecals][2][0] = (placex - where->x) / (*size) / 2 + .5;
1149 decaltexcoords[numdecals][2][1] = (placez - where->z) / (*size) / 2 + .5;
1151 decalvertex[numdecals][2].x = placex;
1152 decalvertex[numdecals][2].z = placez;
1153 decalvertex[numdecals][2].y = vertex[Triangles[i].vertex[2]].y;
1155 if (!(decaltexcoords[numdecals][0][0] < 0 && decaltexcoords[numdecals][1][0] < 0 && decaltexcoords[numdecals][2][0] < 0))
1156 if (!(decaltexcoords[numdecals][0][1] < 0 && decaltexcoords[numdecals][1][1] < 0 && decaltexcoords[numdecals][2][1] < 0))
1157 if (!(decaltexcoords[numdecals][0][0] > 1 && decaltexcoords[numdecals][1][0] > 1 && decaltexcoords[numdecals][2][0] > 1))
1158 if (!(decaltexcoords[numdecals][0][1] > 1 && decaltexcoords[numdecals][1][1] > 1 && decaltexcoords[numdecals][2][1] > 1)) {
1159 if (decalrotation[numdecals]) {
1160 for (j = 0; j < 3; j++) {
1162 rot.x = decaltexcoords[numdecals][j][0] - .5;
1163 rot.z = decaltexcoords[numdecals][j][1] - .5;
1164 rot = DoRotation(rot, 0, -decalrotation[numdecals], 0);
1165 decaltexcoords[numdecals][j][0] = rot.x + .5;
1166 decaltexcoords[numdecals][j][1] = rot.z + .5;
1169 if (numdecals < max_model_decals - 1)
1178 void Model::MakeDecal(int atype, XYZ where, float size, float opacity, float rotation)
1181 if (type != decalstype)
1184 static float placex, placez;
1186 static float distance;
1190 if (distsq(&where, &boundingspherecenter) < (boundingsphereradius + size) * (boundingsphereradius + size))
1191 for (i = 0; i < TriangleNum; i++) {
1192 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))));
1193 if (distance < .02 && abs(facenormals[i].y) > abs(facenormals[i].x) && abs(facenormals[i].y) > abs(facenormals[i].z)) {
1194 decalposition[numdecals] = where;
1195 decaltype[numdecals] = atype;
1196 decalrotation[numdecals] = rotation;
1197 decalalivetime[numdecals] = 0;
1198 decalopacity[numdecals] = opacity - distance / 10;
1200 if (decalopacity[numdecals > 0]) {
1201 placex = vertex[Triangles[i].vertex[0]].x;
1202 placez = vertex[Triangles[i].vertex[0]].z;
1204 decaltexcoords[numdecals][0][0] = (placex - where.x) / (size) / 2 + .5;
1205 decaltexcoords[numdecals][0][1] = (placez - where.z) / (size) / 2 + .5;
1207 decalvertex[numdecals][0].x = placex;
1208 decalvertex[numdecals][0].z = placez;
1209 decalvertex[numdecals][0].y = vertex[Triangles[i].vertex[0]].y;
1212 placex = vertex[Triangles[i].vertex[1]].x;
1213 placez = vertex[Triangles[i].vertex[1]].z;
1215 decaltexcoords[numdecals][1][0] = (placex - where.x) / (size) / 2 + .5;
1216 decaltexcoords[numdecals][1][1] = (placez - where.z) / (size) / 2 + .5;
1218 decalvertex[numdecals][1].x = placex;
1219 decalvertex[numdecals][1].z = placez;
1220 decalvertex[numdecals][1].y = vertex[Triangles[i].vertex[1]].y;
1223 placex = vertex[Triangles[i].vertex[2]].x;
1224 placez = vertex[Triangles[i].vertex[2]].z;
1226 decaltexcoords[numdecals][2][0] = (placex - where.x) / (size) / 2 + .5;
1227 decaltexcoords[numdecals][2][1] = (placez - where.z) / (size) / 2 + .5;
1229 decalvertex[numdecals][2].x = placex;
1230 decalvertex[numdecals][2].z = placez;
1231 decalvertex[numdecals][2].y = vertex[Triangles[i].vertex[2]].y;
1233 if (!(decaltexcoords[numdecals][0][0] < 0 && decaltexcoords[numdecals][1][0] < 0 && decaltexcoords[numdecals][2][0] < 0))
1234 if (!(decaltexcoords[numdecals][0][1] < 0 && decaltexcoords[numdecals][1][1] < 0 && decaltexcoords[numdecals][2][1] < 0))
1235 if (!(decaltexcoords[numdecals][0][0] > 1 && decaltexcoords[numdecals][1][0] > 1 && decaltexcoords[numdecals][2][0] > 1))
1236 if (!(decaltexcoords[numdecals][0][1] > 1 && decaltexcoords[numdecals][1][1] > 1 && decaltexcoords[numdecals][2][1] > 1)) {
1237 if (decalrotation[numdecals]) {
1238 for (j = 0; j < 3; j++) {
1240 rot.x = decaltexcoords[numdecals][j][0] - .5;
1241 rot.z = decaltexcoords[numdecals][j][1] - .5;
1242 rot = DoRotation(rot, 0, -decalrotation[numdecals], 0);
1243 decaltexcoords[numdecals][j][0] = rot.x + .5;
1244 decaltexcoords[numdecals][j][1] = rot.z + .5;
1247 if (numdecals < max_model_decals - 1)
1251 } else if (distance < .02 && abs(facenormals[i].x) > abs(facenormals[i].y) && abs(facenormals[i].x) > abs(facenormals[i].z)) {
1252 decalposition[numdecals] = where;
1253 decaltype[numdecals] = atype;
1254 decalrotation[numdecals] = rotation;
1255 decalalivetime[numdecals] = 0;
1256 decalopacity[numdecals] = opacity - distance / 10;
1258 if (decalopacity[numdecals > 0]) {
1259 placex = vertex[Triangles[i].vertex[0]].y;
1260 placez = vertex[Triangles[i].vertex[0]].z;
1262 decaltexcoords[numdecals][0][0] = (placex - where.y) / (size) / 2 + .5;
1263 decaltexcoords[numdecals][0][1] = (placez - where.z) / (size) / 2 + .5;
1265 decalvertex[numdecals][0].x = vertex[Triangles[i].vertex[0]].x;
1266 decalvertex[numdecals][0].z = placez;
1267 decalvertex[numdecals][0].y = placex;
1270 placex = vertex[Triangles[i].vertex[1]].y;
1271 placez = vertex[Triangles[i].vertex[1]].z;
1273 decaltexcoords[numdecals][1][0] = (placex - where.y) / (size) / 2 + .5;
1274 decaltexcoords[numdecals][1][1] = (placez - where.z) / (size) / 2 + .5;
1276 decalvertex[numdecals][1].x = vertex[Triangles[i].vertex[1]].x;
1277 decalvertex[numdecals][1].z = placez;
1278 decalvertex[numdecals][1].y = placex;
1281 placex = vertex[Triangles[i].vertex[2]].y;
1282 placez = vertex[Triangles[i].vertex[2]].z;
1284 decaltexcoords[numdecals][2][0] = (placex - where.y) / (size) / 2 + .5;
1285 decaltexcoords[numdecals][2][1] = (placez - where.z) / (size) / 2 + .5;
1287 decalvertex[numdecals][2].x = vertex[Triangles[i].vertex[2]].x;
1288 decalvertex[numdecals][2].z = placez;
1289 decalvertex[numdecals][2].y = placex;
1291 if (!(decaltexcoords[numdecals][0][0] < 0 && decaltexcoords[numdecals][1][0] < 0 && decaltexcoords[numdecals][2][0] < 0))
1292 if (!(decaltexcoords[numdecals][0][1] < 0 && decaltexcoords[numdecals][1][1] < 0 && decaltexcoords[numdecals][2][1] < 0))
1293 if (!(decaltexcoords[numdecals][0][0] > 1 && decaltexcoords[numdecals][1][0] > 1 && decaltexcoords[numdecals][2][0] > 1))
1294 if (!(decaltexcoords[numdecals][0][1] > 1 && decaltexcoords[numdecals][1][1] > 1 && decaltexcoords[numdecals][2][1] > 1)) {
1295 if (decalrotation[numdecals]) {
1296 for (j = 0; j < 3; j++) {
1298 rot.x = decaltexcoords[numdecals][j][0] - .5;
1299 rot.z = decaltexcoords[numdecals][j][1] - .5;
1300 rot = DoRotation(rot, 0, -decalrotation[numdecals], 0);
1301 decaltexcoords[numdecals][j][0] = rot.x + .5;
1302 decaltexcoords[numdecals][j][1] = rot.z + .5;
1305 if (numdecals < max_model_decals - 1)
1309 } else if (distance < .02 && abs(facenormals[i].z) > abs(facenormals[i].y) && abs(facenormals[i].z) > abs(facenormals[i].x)) {
1310 decalposition[numdecals] = where;
1311 decaltype[numdecals] = atype;
1312 decalrotation[numdecals] = rotation;
1313 decalalivetime[numdecals] = 0;
1314 decalopacity[numdecals] = opacity - distance / 10;
1316 if (decalopacity[numdecals > 0]) {
1317 placex = vertex[Triangles[i].vertex[0]].x;
1318 placez = vertex[Triangles[i].vertex[0]].y;
1320 decaltexcoords[numdecals][0][0] = (placex - where.x) / (size) / 2 + .5;
1321 decaltexcoords[numdecals][0][1] = (placez - where.y) / (size) / 2 + .5;
1323 decalvertex[numdecals][0].x = placex;
1324 decalvertex[numdecals][0].z = vertex[Triangles[i].vertex[0]].z;
1325 decalvertex[numdecals][0].y = placez;
1328 placex = vertex[Triangles[i].vertex[1]].x;
1329 placez = vertex[Triangles[i].vertex[1]].y;
1331 decaltexcoords[numdecals][1][0] = (placex - where.x) / (size) / 2 + .5;
1332 decaltexcoords[numdecals][1][1] = (placez - where.y) / (size) / 2 + .5;
1334 decalvertex[numdecals][1].x = placex;
1335 decalvertex[numdecals][1].z = vertex[Triangles[i].vertex[1]].z;
1336 decalvertex[numdecals][1].y = placez;
1339 placex = vertex[Triangles[i].vertex[2]].x;
1340 placez = vertex[Triangles[i].vertex[2]].y;
1342 decaltexcoords[numdecals][2][0] = (placex - where.x) / (size) / 2 + .5;
1343 decaltexcoords[numdecals][2][1] = (placez - where.y) / (size) / 2 + .5;
1345 decalvertex[numdecals][2].x = placex;
1346 decalvertex[numdecals][2].z = vertex[Triangles[i].vertex[2]].z;
1347 decalvertex[numdecals][2].y = placez;
1349 if (!(decaltexcoords[numdecals][0][0] < 0 && decaltexcoords[numdecals][1][0] < 0 && decaltexcoords[numdecals][2][0] < 0))
1350 if (!(decaltexcoords[numdecals][0][1] < 0 && decaltexcoords[numdecals][1][1] < 0 && decaltexcoords[numdecals][2][1] < 0))
1351 if (!(decaltexcoords[numdecals][0][0] > 1 && decaltexcoords[numdecals][1][0] > 1 && decaltexcoords[numdecals][2][0] > 1))
1352 if (!(decaltexcoords[numdecals][0][1] > 1 && decaltexcoords[numdecals][1][1] > 1 && decaltexcoords[numdecals][2][1] > 1)) {
1353 if (decalrotation[numdecals]) {
1354 for (j = 0; j < 3; j++) {
1356 rot.x = decaltexcoords[numdecals][j][0] - .5;
1357 rot.z = decaltexcoords[numdecals][j][1] - .5;
1358 rot = DoRotation(rot, 0, -decalrotation[numdecals], 0);
1359 decaltexcoords[numdecals][j][0] = rot.x + .5;
1360 decaltexcoords[numdecals][j][1] = rot.z + .5;
1363 if (numdecals < max_model_decals - 1)
1375 textureptr.destroy();
1378 void Model::deallocate()
1412 if (decaltexcoords) {
1413 for (i = 0; i < max_model_decals; i++) {
1414 for (j = 0; j < 3; j++) {
1415 free(decaltexcoords[i][j]);
1417 free(decaltexcoords[i]);
1419 free(decaltexcoords);
1425 for (i = 0; i < max_model_decals; i++) {
1426 free(decalvertex[i]);
1439 free(decalrotation);
1442 free(decalalivetime);
1445 free(decalposition);
1452 vertexNum = 0, TriangleNum = 0;
1455 type = 0, oldtype = 0;
1465 memset(&modelTexture, 0, sizeof(modelTexture));
1469 boundingspherecenter = 0;
1470 boundingsphereradius = 0;