2 Copyright (C) 2003, 2010 - Wolfire Games
4 This file is part of Lugaru.
6 Lugaru is free software; you can redistribute it and/or modify
7 it under the terms of the GNU General Public License as published by
8 the Free Software Foundation; either version 2 of the License, or
9 (at your option) any later version.
11 Lugaru is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 GNU General Public License for more details.
16 You should have received a copy of the GNU General Public License
17 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
23 extern float multiplier;
24 extern float viewdistance;
26 extern float fadestart;
27 extern float texdetail;
30 extern bool visibleloading;
32 int Model::LineCheck(XYZ *p1, XYZ *p2, XYZ *p, XYZ *move, float *rotate)
35 static float distance;
36 static float olddistance;
37 static int intersecting;
38 static int firstintersecting;
44 *p1 = DoRotation(*p1, 0, -*rotate, 0);
46 *p2 = DoRotation(*p2, 0, -*rotate, 0);
47 if (!sphere_line_intersection(p1, p2, &boundingspherecenter, &boundingsphereradius))
49 firstintersecting = -1;
51 for (j = 0; j < TriangleNum; j++) {
52 intersecting = LineFacetd(p1, p2, &vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[1]], &vertex[Triangles[j].vertex[2]], &facenormals[j], &point);
53 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);
54 if ((distance < olddistance || firstintersecting == -1) && intersecting) {
55 olddistance = distance;
56 firstintersecting = j;
62 *p = DoRotation(*p, 0, *rotate, 0);
64 return firstintersecting;
67 int Model::LineCheckPossible(XYZ *p1, XYZ *p2, XYZ *p, XYZ *move, float *rotate)
70 static float distance;
71 static float olddistance;
72 static int intersecting;
73 static int firstintersecting;
78 if (!sphere_line_intersection(p1, p2, &boundingspherecenter, &boundingsphereradius))
80 firstintersecting = -1;
82 *p1 = DoRotation(*p1, 0, -*rotate, 0);
84 *p2 = DoRotation(*p2, 0, -*rotate, 0);
86 if (numpossible > 0 && numpossible < TriangleNum)
87 for (j = 0; j < numpossible; j++) {
88 if (possible[j] >= 0 && possible[j] < TriangleNum) {
89 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);
90 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);
91 if ((distance < olddistance || firstintersecting == -1) && intersecting) {
92 olddistance = distance;
93 firstintersecting = possible[j];
100 *p = DoRotation(*p, 0, *rotate, 0);
102 return firstintersecting;
105 int Model::LineCheckSlidePossible(XYZ *p1, XYZ *p2, XYZ *p, XYZ *move, float *rotate)
108 static float distance;
109 static float olddistance;
110 static int intersecting;
111 static int firstintersecting;
116 if (!sphere_line_intersection(p1, p2, &boundingspherecenter, &boundingsphereradius))
118 firstintersecting = -1;
120 *p1 = DoRotation(*p1, 0, -*rotate, 0);
122 *p2 = DoRotation(*p2, 0, -*rotate, 0);
125 for (j = 0; j < numpossible; j++) {
126 if (possible[j] >= 0 && possible[j] < TriangleNum) {
127 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);
128 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);
129 if ((distance < olddistance || firstintersecting == -1) && intersecting) {
130 olddistance = distance;
131 firstintersecting = possible[j];
136 if (firstintersecting > 0) {
137 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)));
138 *p2 -= facenormals[firstintersecting] * distance;
142 *p2 = DoRotation(*p2, 0, *rotate, 0);
144 return firstintersecting;
147 int Model::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate)
150 static float distance;
151 static float olddistance;
152 static int intersecting;
153 static int firstintersecting;
156 static XYZ start, end;
158 firstintersecting = -1;
163 *p1 = DoRotation(*p1, 0, -*rotate, 0);
164 if (distsq(p1, &boundingspherecenter) > radius * radius + boundingsphereradius * boundingsphereradius)
167 for (i = 0; i < 4; i++) {
168 for (j = 0; j < TriangleNum; j++) {
170 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)));
171 if (distance < radius) {
172 point = *p1 - facenormals[j] * distance;
173 if (PointInTriangle( &point, facenormals[j], &vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[1]], &vertex[Triangles[j].vertex[2]]))
176 intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[1]], p1, &radius);
178 intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[1]], &vertex[Triangles[j].vertex[2]], p1, &radius);
180 intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[2]], p1, &radius);
182 *p1 += facenormals[j] * (distance - radius);
185 if ((distance < olddistance || firstintersecting == -1) && intersecting) {
186 olddistance = distance;
187 firstintersecting = j;
193 *p = DoRotation(*p, 0, *rotate, 0);
196 *p1 = DoRotation(*p1, 0, *rotate, 0);
198 return firstintersecting;
201 int Model::SphereCheckPossible(XYZ *p1, float radius, XYZ *move, float *rotate)
204 static float distance;
205 static float olddistance;
206 static int intersecting;
207 static int firstintersecting;
210 static XYZ start, end;
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 )
408 //~ int oldvertexNum, oldTriangleNum;
409 //~ oldvertexNum = vertexNum;
410 //~ oldTriangleNum = TriangleNum;
415 tfile = fopen( ConvertFileName(filename), "rb" );
416 // read model settings
418 fseek(tfile, 0, SEEK_SET);
419 funpackf(tfile, "Bs Bs", &vertexNum, &TriangleNum);
421 // read the model data
426 owner = (int*)malloc(sizeof(int) * vertexNum);
427 possible = (int*)malloc(sizeof(int) * TriangleNum);
428 vertex = (XYZ*)malloc(sizeof(XYZ) * vertexNum);
429 Triangles = (TexturedTriangle*)malloc(sizeof(TexturedTriangle) * TriangleNum);
430 vArray = (GLfloat*)malloc(sizeof(GLfloat) * TriangleNum * 24);
432 for (i = 0; i < vertexNum; i++) {
433 funpackf(tfile, "Bf Bf Bf", &vertex[i].x, &vertex[i].y, &vertex[i].z);
436 for (i = 0; i < TriangleNum; i++) {
437 //funpackf(tfile, "Bi Bi Bi", &Triangles[i].vertex[0], &Triangles[i].vertex[1], &Triangles[i].vertex[2]);
439 funpackf(tfile, "Bs Bs Bs Bs Bs Bs", &vertex[ 0], &vertex[ 1], &vertex[ 2], &vertex[ 3], &vertex[ 4], &vertex[ 5]);
440 Triangles[i].vertex[ 0] = vertex[ 0];
441 Triangles[i].vertex[ 1] = vertex[ 2];
442 Triangles[i].vertex[ 2] = vertex[ 4];
443 funpackf(tfile, "Bf Bf Bf", &Triangles[i].gx[0], &Triangles[i].gx[1], &Triangles[i].gx[2]);
444 funpackf(tfile, "Bf Bf Bf", &Triangles[i].gy[0], &Triangles[i].gy[1], &Triangles[i].gy[2]);
451 for (i = 0; i < vertexNum; i++) {
456 boundingsphereradius = 0;
457 for (i = 0; i < vertexNum; i++) {
458 for (j = 0; j < vertexNum; j++) {
459 if (j != i && distsq(&vertex[j], &vertex[i]) / 2 > boundingsphereradius) {
460 boundingsphereradius = distsq(&vertex[j], &vertex[i]) / 2;
461 boundingspherecenter = (vertex[i] + vertex[j]) / 2;
465 boundingsphereradius = fast_sqrt(boundingsphereradius);
471 bool Model::load(const char *filename, bool texture )
478 LOG(std::string("Loading model...") + filename);
481 Game::LoadingScreen();
483 //~ int oldvertexNum, oldTriangleNum;
484 //~ oldvertexNum = vertexNum;
485 //~ oldTriangleNum = TriangleNum;
490 tfile = fopen( ConvertFileName(filename), "rb" );
491 // read model settings
494 fseek(tfile, 0, SEEK_SET);
495 funpackf(tfile, "Bs Bs", &vertexNum, &TriangleNum);
497 // read the model data
502 owner = (int*)malloc(sizeof(int) * vertexNum);
503 possible = (int*)malloc(sizeof(int) * TriangleNum);
504 vertex = (XYZ*)malloc(sizeof(XYZ) * vertexNum);
505 normals = (XYZ*)malloc(sizeof(XYZ) * vertexNum);
506 facenormals = (XYZ*)malloc(sizeof(XYZ) * TriangleNum);
507 Triangles = (TexturedTriangle*)malloc(sizeof(TexturedTriangle) * TriangleNum);
508 vArray = (GLfloat*)malloc(sizeof(GLfloat) * TriangleNum * 24);
510 for (i = 0; i < vertexNum; i++) {
511 funpackf(tfile, "Bf Bf Bf", &vertex[i].x, &vertex[i].y, &vertex[i].z);
514 for (i = 0; i < TriangleNum; i++) {
515 //funpackf(tfile, "Bi Bi Bi", &Triangles[i].vertex[0], &Triangles[i].vertex[1], &Triangles[i].vertex[2]);
517 funpackf(tfile, "Bs Bs Bs Bs Bs Bs", &vertex[ 0], &vertex[ 1], &vertex[ 2], &vertex[ 3], &vertex[ 4], &vertex[ 5]);
518 Triangles[i].vertex[ 0] = vertex[ 0];
519 Triangles[i].vertex[ 1] = vertex[ 2];
520 Triangles[i].vertex[ 2] = vertex[ 4];
521 funpackf(tfile, "Bf Bf Bf", &Triangles[i].gx[0], &Triangles[i].gx[1], &Triangles[i].gx[2]);
522 funpackf(tfile, "Bf Bf Bf", &Triangles[i].gy[0], &Triangles[i].gy[1], &Triangles[i].gy[2]);
525 modelTexture.xsz = 0;
531 for (i = 0; i < vertexNum; i++) {
536 boundingsphereradius = 0;
537 for (i = 0; i < vertexNum; i++) {
538 for (j = 0; j < vertexNum; j++) {
539 if (j != i && distsq(&vertex[j], &vertex[i]) / 2 > boundingsphereradius) {
540 boundingsphereradius = distsq(&vertex[j], &vertex[i]) / 2;
541 boundingspherecenter = (vertex[i] + vertex[j]) / 2;
545 boundingsphereradius = fast_sqrt(boundingsphereradius);
550 bool Model::loaddecal(const char *filename, bool texture )
557 // Changing the filename so that its more os specific
558 char * FixedFN = ConvertFileName(filename);
560 LOG(std::string("Loading decal...") + FixedFN);
566 tfile = fopen( FixedFN, "rb" );
567 // read model settings
570 fseek(tfile, 0, SEEK_SET);
571 funpackf(tfile, "Bs Bs", &vertexNum, &TriangleNum);
573 // read the model data
579 owner = (int*)malloc(sizeof(int) * vertexNum);
580 possible = (int*)malloc(sizeof(int) * TriangleNum);
581 vertex = (XYZ*)malloc(sizeof(XYZ) * vertexNum);
582 normals = (XYZ*)malloc(sizeof(XYZ) * vertexNum);
583 facenormals = (XYZ*)malloc(sizeof(XYZ) * TriangleNum);
584 Triangles = (TexturedTriangle*)malloc(sizeof(TexturedTriangle) * TriangleNum);
585 vArray = (GLfloat*)malloc(sizeof(GLfloat) * TriangleNum * 24);
588 for (i = 0; i < vertexNum; i++) {
589 funpackf(tfile, "Bf Bf Bf", &vertex[i].x, &vertex[i].y, &vertex[i].z);
592 for (i = 0; i < TriangleNum; i++) {
593 //funpackf(tfile, "Bi Bi Bi", &Triangles[i].vertex[0], &Triangles[i].vertex[1], &Triangles[i].vertex[2]);
595 funpackf(tfile, "Bs Bs Bs Bs Bs Bs", &vertex[ 0], &vertex[ 1], &vertex[ 2], &vertex[ 3], &vertex[ 4], &vertex[ 5]);
596 Triangles[i].vertex[ 0] = vertex[ 0];
597 Triangles[i].vertex[ 1] = vertex[ 2];
598 Triangles[i].vertex[ 2] = vertex[ 4];
599 funpackf(tfile, "Bf Bf Bf", &Triangles[i].gx[0], &Triangles[i].gx[1], &Triangles[i].gx[2]);
600 funpackf(tfile, "Bf Bf Bf", &Triangles[i].gy[0], &Triangles[i].gy[1], &Triangles[i].gy[2]);
604 modelTexture.xsz = 0;
610 for (i = 0; i < vertexNum; i++) {
614 boundingsphereradius = 0;
615 for (i = 0; i < vertexNum; i++) {
616 for (j = 0; j < vertexNum; j++) {
617 if (j != i && distsq(&vertex[j], &vertex[i]) / 2 > boundingsphereradius) {
618 boundingsphereradius = distsq(&vertex[j], &vertex[i]) / 2;
619 boundingspherecenter = (vertex[i] + vertex[j]) / 2;
623 boundingsphereradius = fast_sqrt(boundingsphereradius);
626 if (!decaltexcoords) {
627 decaltexcoords = (float***)malloc(sizeof(float**)*max_model_decals);
628 for (i = 0; i < max_model_decals; i++) {
629 decaltexcoords[i] = (float**)malloc(sizeof(float*) * 3);
630 for (j = 0; j < 3; j++) {
631 decaltexcoords[i][j] = (float*)malloc(sizeof(float) * 2);
634 decalvertex = (XYZ**)malloc(sizeof(XYZ*)*max_model_decals);
635 for (i = 0; i < max_model_decals; i++) {
636 decalvertex[i] = (XYZ*)malloc(sizeof(XYZ) * 3);
639 decaltype = (int*)malloc(sizeof(int) * max_model_decals);
640 decalopacity = (float*)malloc(sizeof(float) * max_model_decals);
641 decalrotation = (float*)malloc(sizeof(float) * max_model_decals);
642 decalalivetime = (float*)malloc(sizeof(float) * max_model_decals);
643 decalposition = (XYZ*)malloc(sizeof(XYZ) * max_model_decals);
649 bool Model::loadraw(char *filename )
656 LOG(std::string("Loading raw...") + filename);
658 //~ int oldvertexNum, oldTriangleNum;
659 //~ oldvertexNum = vertexNum;
660 //~ oldTriangleNum = TriangleNum;
665 tfile = fopen( ConvertFileName(filename), "rb" );
666 // read model settings
669 fseek(tfile, 0, SEEK_SET);
670 funpackf(tfile, "Bs Bs", &vertexNum, &TriangleNum);
672 // read the model data
677 owner = (int*)malloc(sizeof(int) * vertexNum);
678 possible = (int*)malloc(sizeof(int) * TriangleNum);
679 vertex = (XYZ*)malloc(sizeof(XYZ) * vertexNum);
680 Triangles = (TexturedTriangle*)malloc(sizeof(TexturedTriangle) * TriangleNum);
681 vArray = (GLfloat*)malloc(sizeof(GLfloat) * TriangleNum * 24);
684 for (i = 0; i < vertexNum; i++) {
685 funpackf(tfile, "Bf Bf Bf", &vertex[i].x, &vertex[i].y, &vertex[i].z);
688 for (i = 0; i < TriangleNum; i++) {
689 //funpackf(tfile, "Bi Bi Bi", &Triangles[i].vertex[0], &Triangles[i].vertex[1], &Triangles[i].vertex[2]);
691 funpackf(tfile, "Bs Bs Bs Bs Bs Bs", &vertex[ 0], &vertex[ 1], &vertex[ 2], &vertex[ 3], &vertex[ 4], &vertex[ 5]);
692 Triangles[i].vertex[ 0] = vertex[ 0];
693 Triangles[i].vertex[ 1] = vertex[ 2];
694 Triangles[i].vertex[ 2] = vertex[ 4];
695 funpackf(tfile, "Bf Bf Bf", &Triangles[i].gx[0], &Triangles[i].gx[1], &Triangles[i].gx[2]);
696 funpackf(tfile, "Bf Bf Bf", &Triangles[i].gy[0], &Triangles[i].gy[1], &Triangles[i].gy[2]);
702 for (i = 0; i < vertexNum; i++) {
710 void Model::UniformTexCoords()
713 for (i = 0; i < TriangleNum; i++) {
714 Triangles[i].gy[0] = vertex[Triangles[i].vertex[0]].y;
715 Triangles[i].gy[1] = vertex[Triangles[i].vertex[1]].y;
716 Triangles[i].gy[2] = vertex[Triangles[i].vertex[2]].y;
717 Triangles[i].gx[0] = vertex[Triangles[i].vertex[0]].x;
718 Triangles[i].gx[1] = vertex[Triangles[i].vertex[1]].x;
719 Triangles[i].gx[2] = vertex[Triangles[i].vertex[2]].x;
725 void Model::FlipTexCoords()
728 for (i = 0; i < TriangleNum; i++) {
729 Triangles[i].gy[0] = -Triangles[i].gy[0];
730 Triangles[i].gy[1] = -Triangles[i].gy[1];
731 Triangles[i].gy[2] = -Triangles[i].gy[2];
736 void Model::ScaleTexCoords(float howmuch)
739 for (i = 0; i < TriangleNum; i++) {
740 Triangles[i].gx[0] *= howmuch;
741 Triangles[i].gx[1] *= howmuch;
742 Triangles[i].gx[2] *= howmuch;
743 Triangles[i].gy[0] *= howmuch;
744 Triangles[i].gy[1] *= howmuch;
745 Triangles[i].gy[2] *= howmuch;
750 void Model::Scale(float xscale, float yscale, float zscale)
753 for (i = 0; i < vertexNum; i++) {
754 vertex[i].x *= xscale;
755 vertex[i].y *= yscale;
756 vertex[i].z *= zscale;
762 boundingsphereradius = 0;
763 for (i = 0; i < vertexNum; i++) {
764 for (j = 0; j < vertexNum; j++) {
765 if (j != i && distsq(&vertex[j], &vertex[i]) / 2 > boundingsphereradius) {
766 boundingsphereradius = distsq(&vertex[j], &vertex[i]) / 2;
767 boundingspherecenter = (vertex[i] + vertex[j]) / 2;
771 boundingsphereradius = fast_sqrt(boundingsphereradius);
774 void Model::ScaleNormals(float xscale, float yscale, float zscale)
776 if (type != normaltype && type != decalstype)
779 for (i = 0; i < vertexNum; i++) {
780 normals[i].x *= xscale;
781 normals[i].y *= yscale;
782 normals[i].z *= zscale;
784 for (i = 0; i < TriangleNum; i++) {
785 facenormals[i].x *= xscale;
786 facenormals[i].y *= yscale;
787 facenormals[i].z *= zscale;
792 void Model::Translate(float xtrans, float ytrans, float ztrans)
795 for (i = 0; i < vertexNum; i++) {
796 vertex[i].x += xtrans;
797 vertex[i].y += ytrans;
798 vertex[i].z += ztrans;
803 boundingsphereradius = 0;
804 for (i = 0; i < vertexNum; i++) {
805 for (j = 0; j < vertexNum; j++) {
806 if (j != i && distsq(&vertex[j], &vertex[i]) / 2 > boundingsphereradius) {
807 boundingsphereradius = distsq(&vertex[j], &vertex[i]) / 2;
808 boundingspherecenter = (vertex[i] + vertex[j]) / 2;
812 boundingsphereradius = fast_sqrt(boundingsphereradius);
815 void Model::Rotate(float xang, float yang, float zang)
818 for (i = 0; i < vertexNum; i++) {
819 vertex[i] = DoRotation(vertex[i], xang, yang, zang);
824 boundingsphereradius = 0;
825 for (i = 0; i < vertexNum; i++) {
826 for (j = 0; j < vertexNum; j++) {
827 if (j != i && distsq(&vertex[j], &vertex[i]) / 2 > boundingsphereradius) {
828 boundingsphereradius = distsq(&vertex[j], &vertex[i]) / 2;
829 boundingspherecenter = (vertex[i] + vertex[j]) / 2;
833 boundingsphereradius = fast_sqrt(boundingsphereradius);
837 void Model::CalculateNormals(bool facenormalise)
840 Game::LoadingScreen();
842 if (type != normaltype && type != decalstype)
845 for (i = 0; i < vertexNum; i++) {
851 for (i = 0; i < TriangleNum; i++) {
852 CrossProduct(vertex[Triangles[i].vertex[1]] - vertex[Triangles[i].vertex[0]], vertex[Triangles[i].vertex[2]] - vertex[Triangles[i].vertex[0]], &facenormals[i]);
854 normals[Triangles[i].vertex[0]].x += facenormals[i].x;
855 normals[Triangles[i].vertex[0]].y += facenormals[i].y;
856 normals[Triangles[i].vertex[0]].z += facenormals[i].z;
858 normals[Triangles[i].vertex[1]].x += facenormals[i].x;
859 normals[Triangles[i].vertex[1]].y += facenormals[i].y;
860 normals[Triangles[i].vertex[1]].z += facenormals[i].z;
862 normals[Triangles[i].vertex[2]].x += facenormals[i].x;
863 normals[Triangles[i].vertex[2]].y += facenormals[i].y;
864 normals[Triangles[i].vertex[2]].z += facenormals[i].z;
866 Normalise(&facenormals[i]);
868 for (i = 0; i < vertexNum; i++) {
869 Normalise(&normals[i]);
872 UpdateVertexArrayNoTex();
875 void Model::drawimmediate()
878 glBegin(GL_TRIANGLES);
879 for (int i = 0; i < TriangleNum; i++) {
880 glTexCoord2f(Triangles[i].gx[0], Triangles[i].gy[0]);
882 glColor3f(normals[Triangles[i].vertex[0]].x, normals[Triangles[i].vertex[0]].y, normals[Triangles[i].vertex[0]].z);
884 glNormal3f(normals[Triangles[i].vertex[0]].x, normals[Triangles[i].vertex[0]].y, normals[Triangles[i].vertex[0]].z);
886 glNormal3f(facenormals[i].x, facenormals[i].y, facenormals[i].y);
887 glVertex3f(vertex[Triangles[i].vertex[0]].x, vertex[Triangles[i].vertex[0]].y, vertex[Triangles[i].vertex[0]].z);
889 glTexCoord2f(Triangles[i].gx[1], Triangles[i].gy[1]);
891 glColor3f(normals[Triangles[i].vertex[1]].x, normals[Triangles[i].vertex[1]].y, normals[Triangles[i].vertex[1]].z);
893 glNormal3f(normals[Triangles[i].vertex[1]].x, normals[Triangles[i].vertex[1]].y, normals[Triangles[i].vertex[1]].z);
895 glNormal3f(facenormals[i].x, facenormals[i].y, facenormals[i].y);
896 glVertex3f(vertex[Triangles[i].vertex[1]].x, vertex[Triangles[i].vertex[1]].y, vertex[Triangles[i].vertex[1]].z);
898 glTexCoord2f(Triangles[i].gx[2], Triangles[i].gy[2]);
900 glColor3f(normals[Triangles[i].vertex[2]].x, normals[Triangles[i].vertex[2]].y, normals[Triangles[i].vertex[2]].z);
902 glNormal3f(normals[Triangles[i].vertex[2]].x, normals[Triangles[i].vertex[2]].y, normals[Triangles[i].vertex[2]].z);
904 glNormal3f(facenormals[i].x, facenormals[i].y, facenormals[i].y);
905 glVertex3f(vertex[Triangles[i].vertex[2]].x, vertex[Triangles[i].vertex[2]].y, vertex[Triangles[i].vertex[2]].z);
912 if (type != normaltype && type != decalstype)
915 glEnableClientState(GL_NORMAL_ARRAY);
916 glEnableClientState(GL_VERTEX_ARRAY);
917 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
920 glInterleavedArrays( GL_T2F_N3F_V3F, 8 * sizeof(GLfloat), &vArray[0]);
922 glInterleavedArrays( GL_T2F_C3F_V3F, 8 * sizeof(GLfloat), &vArray[0]);
925 glDrawArrays(GL_TRIANGLES, 0, TriangleNum * 3);
928 glDisableClientState(GL_NORMAL_ARRAY);
930 glDisableClientState(GL_COLOR_ARRAY);
931 glDisableClientState(GL_VERTEX_ARRAY);
932 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
935 //TODO: phase out in favor of Texture
936 void Model::drawdifftex(GLuint texture)
938 glEnableClientState(GL_NORMAL_ARRAY);
939 glEnableClientState(GL_VERTEX_ARRAY);
940 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
942 glInterleavedArrays( GL_T2F_N3F_V3F, 8 * sizeof(GLfloat), &vArray[0]);
944 glInterleavedArrays( GL_T2F_C3F_V3F, 8 * sizeof(GLfloat), &vArray[0]);
946 glBindTexture(GL_TEXTURE_2D, (unsigned long)texture);
947 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
948 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
952 glLockArraysEXT( 0, TriangleNum * 3);
954 glDrawArrays(GL_TRIANGLES, 0, TriangleNum * 3);
961 glDisableClientState(GL_NORMAL_ARRAY);
963 glDisableClientState(GL_COLOR_ARRAY);
964 glDisableClientState(GL_VERTEX_ARRAY);
965 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
968 void Model::drawdifftex(Texture texture)
970 glEnableClientState(GL_NORMAL_ARRAY);
971 glEnableClientState(GL_VERTEX_ARRAY);
972 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
974 glInterleavedArrays( GL_T2F_N3F_V3F, 8 * sizeof(GLfloat), &vArray[0]);
976 glInterleavedArrays( GL_T2F_C3F_V3F, 8 * sizeof(GLfloat), &vArray[0]);
979 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
980 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
984 glLockArraysEXT( 0, TriangleNum * 3);
986 glDrawArrays(GL_TRIANGLES, 0, TriangleNum * 3);
993 glDisableClientState(GL_NORMAL_ARRAY);
995 glDisableClientState(GL_COLOR_ARRAY);
996 glDisableClientState(GL_VERTEX_ARRAY);
997 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
1000 void Model::drawdecals(Texture shadowtexture, Texture bloodtexture, Texture bloodtexture2, Texture breaktexture)
1003 if (type != decalstype)
1006 static int lasttype;
1013 glDisable(GL_LIGHTING);
1014 glDisable(GL_CULL_FACE);
1015 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1017 if (numdecals > max_model_decals)
1018 numdecals = max_model_decals;
1019 for (i = 0; i < numdecals; i++) {
1020 if (decaltype[i] == blooddecalfast && decalalivetime[i] < 2)
1021 decalalivetime[i] = 2;
1023 if (decaltype[i] == shadowdecal && decaltype[i] != lasttype) {
1024 shadowtexture.bind();
1027 glAlphaFunc(GL_GREATER, 0.0001);
1028 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1031 if (decaltype[i] == breakdecal && decaltype[i] != lasttype) {
1032 breaktexture.bind();
1035 glAlphaFunc(GL_GREATER, 0.0001);
1036 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1039 if ((decaltype[i] == blooddecal || decaltype[i] == blooddecalslow) && decaltype[i] != lasttype) {
1040 bloodtexture.bind();
1043 glAlphaFunc(GL_GREATER, 0.15);
1044 glBlendFunc(GL_ONE, GL_ZERO);
1047 if ((decaltype[i] == blooddecalfast) && decaltype[i] != lasttype) {
1048 bloodtexture2.bind();
1051 glAlphaFunc(GL_GREATER, 0.15);
1052 glBlendFunc(GL_ONE, GL_ZERO);
1055 if (decaltype[i] == shadowdecal) {
1056 glColor4f(1, 1, 1, decalopacity[i]);
1058 if (decaltype[i] == breakdecal) {
1059 glColor4f(1, 1, 1, decalopacity[i]);
1060 if (decalalivetime[i] > 58)
1061 glColor4f(1, 1, 1, decalopacity[i] * (60 - decalalivetime[i]) / 2);
1063 if ((decaltype[i] == blooddecal || decaltype[i] == blooddecalfast || decaltype[i] == blooddecalslow)) {
1064 glColor4f(1, 1, 1, decalopacity[i]);
1065 if (decalalivetime[i] < 4)
1066 glColor4f(1, 1, 1, decalopacity[i]*decalalivetime[i]*.25);
1067 if (decalalivetime[i] > 58)
1068 glColor4f(1, 1, 1, decalopacity[i] * (60 - decalalivetime[i]) / 2);
1070 lasttype = decaltype[i];
1071 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
1072 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
1074 glMatrixMode(GL_MODELVIEW);
1076 glBegin(GL_TRIANGLES);
1077 for (int j = 0; j < 3; j++) {
1078 glTexCoord2f(decaltexcoords[i][j][0], decaltexcoords[i][j][1]);
1079 glVertex3f(decalvertex[i][j].x, decalvertex[i][j].y, decalvertex[i][j].z);
1084 for (i = numdecals - 1; i >= 0; i--) {
1085 decalalivetime[i] += multiplier;
1086 if (decaltype[i] == blooddecalslow)
1087 decalalivetime[i] -= multiplier * 2 / 3;
1088 if (decaltype[i] == blooddecalfast)
1089 decalalivetime[i] += multiplier * 4;
1090 if (decaltype[i] == shadowdecal)
1092 if ((decaltype[i] == blooddecal || decaltype[i] == blooddecalfast || decaltype[i] == blooddecalslow) && decalalivetime[i] >= 60)
1095 glAlphaFunc(GL_GREATER, 0.0001);
1096 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1100 void Model::DeleteDecal(int which)
1103 if (type != decalstype)
1105 decaltype[which] = decaltype[numdecals - 1];
1106 decalposition[which] = decalposition[numdecals - 1];
1107 for (int i = 0; i < 3; i++) {
1108 decalvertex[which][i] = decalvertex[numdecals - 1][i];
1109 decaltexcoords[which][i][0] = decaltexcoords[numdecals - 1][i][0];
1110 decaltexcoords[which][i][1] = decaltexcoords[numdecals - 1][i][1];
1112 decalrotation[which] = decalrotation[numdecals - 1];
1113 decalalivetime[which] = decalalivetime[numdecals - 1];
1114 decalopacity[which] = decalopacity[numdecals - 1];
1119 void Model::MakeDecal(int atype, XYZ *where, float *size, float *opacity, float *rotation)
1122 if (type != decalstype)
1125 static float placex, placez;
1127 static float distance;
1131 if (distsq(where, &boundingspherecenter) < (boundingsphereradius + *size) * (boundingsphereradius + *size))
1132 for (i = 0; i < TriangleNum; i++) {
1133 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)) {
1134 decalposition[numdecals] = *where;
1135 decaltype[numdecals] = atype;
1136 decalrotation[numdecals] = *rotation;
1137 decalalivetime[numdecals] = 0;
1138 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);
1139 decalopacity[numdecals] = *opacity - distance / 10;
1141 if (decalopacity[numdecals > 0]) {
1142 placex = vertex[Triangles[i].vertex[0]].x;
1143 placez = vertex[Triangles[i].vertex[0]].z;
1145 decaltexcoords[numdecals][0][0] = (placex - where->x) / (*size) / 2 + .5;
1146 decaltexcoords[numdecals][0][1] = (placez - where->z) / (*size) / 2 + .5;
1148 decalvertex[numdecals][0].x = placex;
1149 decalvertex[numdecals][0].z = placez;
1150 decalvertex[numdecals][0].y = vertex[Triangles[i].vertex[0]].y;
1153 placex = vertex[Triangles[i].vertex[1]].x;
1154 placez = vertex[Triangles[i].vertex[1]].z;
1156 decaltexcoords[numdecals][1][0] = (placex - where->x) / (*size) / 2 + .5;
1157 decaltexcoords[numdecals][1][1] = (placez - where->z) / (*size) / 2 + .5;
1159 decalvertex[numdecals][1].x = placex;
1160 decalvertex[numdecals][1].z = placez;
1161 decalvertex[numdecals][1].y = vertex[Triangles[i].vertex[1]].y;
1164 placex = vertex[Triangles[i].vertex[2]].x;
1165 placez = vertex[Triangles[i].vertex[2]].z;
1167 decaltexcoords[numdecals][2][0] = (placex - where->x) / (*size) / 2 + .5;
1168 decaltexcoords[numdecals][2][1] = (placez - where->z) / (*size) / 2 + .5;
1170 decalvertex[numdecals][2].x = placex;
1171 decalvertex[numdecals][2].z = placez;
1172 decalvertex[numdecals][2].y = vertex[Triangles[i].vertex[2]].y;
1174 if (!(decaltexcoords[numdecals][0][0] < 0 && decaltexcoords[numdecals][1][0] < 0 && decaltexcoords[numdecals][2][0] < 0))
1175 if (!(decaltexcoords[numdecals][0][1] < 0 && decaltexcoords[numdecals][1][1] < 0 && decaltexcoords[numdecals][2][1] < 0))
1176 if (!(decaltexcoords[numdecals][0][0] > 1 && decaltexcoords[numdecals][1][0] > 1 && decaltexcoords[numdecals][2][0] > 1))
1177 if (!(decaltexcoords[numdecals][0][1] > 1 && decaltexcoords[numdecals][1][1] > 1 && decaltexcoords[numdecals][2][1] > 1)) {
1178 if (decalrotation[numdecals]) {
1179 for (j = 0; j < 3; j++) {
1181 rot.x = decaltexcoords[numdecals][j][0] - .5;
1182 rot.z = decaltexcoords[numdecals][j][1] - .5;
1183 rot = DoRotation(rot, 0, -decalrotation[numdecals], 0);
1184 decaltexcoords[numdecals][j][0] = rot.x + .5;
1185 decaltexcoords[numdecals][j][1] = rot.z + .5;
1188 if (numdecals < max_model_decals - 1)
1197 void Model::MakeDecal(int atype, XYZ where, float size, float opacity, float rotation)
1200 if (type != decalstype)
1203 static float placex, placez;
1205 static float distance;
1209 if (distsq(&where, &boundingspherecenter) < (boundingsphereradius + size) * (boundingsphereradius + size))
1210 for (i = 0; i < TriangleNum; i++) {
1211 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))));
1212 if (distance < .02 && abs(facenormals[i].y) > abs(facenormals[i].x) && abs(facenormals[i].y) > abs(facenormals[i].z)) {
1213 decalposition[numdecals] = where;
1214 decaltype[numdecals] = atype;
1215 decalrotation[numdecals] = rotation;
1216 decalalivetime[numdecals] = 0;
1217 decalopacity[numdecals] = opacity - distance / 10;
1219 if (decalopacity[numdecals > 0]) {
1220 placex = vertex[Triangles[i].vertex[0]].x;
1221 placez = vertex[Triangles[i].vertex[0]].z;
1223 decaltexcoords[numdecals][0][0] = (placex - where.x) / (size) / 2 + .5;
1224 decaltexcoords[numdecals][0][1] = (placez - where.z) / (size) / 2 + .5;
1226 decalvertex[numdecals][0].x = placex;
1227 decalvertex[numdecals][0].z = placez;
1228 decalvertex[numdecals][0].y = vertex[Triangles[i].vertex[0]].y;
1231 placex = vertex[Triangles[i].vertex[1]].x;
1232 placez = vertex[Triangles[i].vertex[1]].z;
1234 decaltexcoords[numdecals][1][0] = (placex - where.x) / (size) / 2 + .5;
1235 decaltexcoords[numdecals][1][1] = (placez - where.z) / (size) / 2 + .5;
1237 decalvertex[numdecals][1].x = placex;
1238 decalvertex[numdecals][1].z = placez;
1239 decalvertex[numdecals][1].y = vertex[Triangles[i].vertex[1]].y;
1242 placex = vertex[Triangles[i].vertex[2]].x;
1243 placez = vertex[Triangles[i].vertex[2]].z;
1245 decaltexcoords[numdecals][2][0] = (placex - where.x) / (size) / 2 + .5;
1246 decaltexcoords[numdecals][2][1] = (placez - where.z) / (size) / 2 + .5;
1248 decalvertex[numdecals][2].x = placex;
1249 decalvertex[numdecals][2].z = placez;
1250 decalvertex[numdecals][2].y = vertex[Triangles[i].vertex[2]].y;
1252 if (!(decaltexcoords[numdecals][0][0] < 0 && decaltexcoords[numdecals][1][0] < 0 && decaltexcoords[numdecals][2][0] < 0))
1253 if (!(decaltexcoords[numdecals][0][1] < 0 && decaltexcoords[numdecals][1][1] < 0 && decaltexcoords[numdecals][2][1] < 0))
1254 if (!(decaltexcoords[numdecals][0][0] > 1 && decaltexcoords[numdecals][1][0] > 1 && decaltexcoords[numdecals][2][0] > 1))
1255 if (!(decaltexcoords[numdecals][0][1] > 1 && decaltexcoords[numdecals][1][1] > 1 && decaltexcoords[numdecals][2][1] > 1)) {
1256 if (decalrotation[numdecals]) {
1257 for (j = 0; j < 3; j++) {
1259 rot.x = decaltexcoords[numdecals][j][0] - .5;
1260 rot.z = decaltexcoords[numdecals][j][1] - .5;
1261 rot = DoRotation(rot, 0, -decalrotation[numdecals], 0);
1262 decaltexcoords[numdecals][j][0] = rot.x + .5;
1263 decaltexcoords[numdecals][j][1] = rot.z + .5;
1266 if (numdecals < max_model_decals - 1)
1270 } else if (distance < .02 && abs(facenormals[i].x) > abs(facenormals[i].y) && abs(facenormals[i].x) > abs(facenormals[i].z)) {
1271 decalposition[numdecals] = where;
1272 decaltype[numdecals] = atype;
1273 decalrotation[numdecals] = rotation;
1274 decalalivetime[numdecals] = 0;
1275 decalopacity[numdecals] = opacity - distance / 10;
1277 if (decalopacity[numdecals > 0]) {
1278 placex = vertex[Triangles[i].vertex[0]].y;
1279 placez = vertex[Triangles[i].vertex[0]].z;
1281 decaltexcoords[numdecals][0][0] = (placex - where.y) / (size) / 2 + .5;
1282 decaltexcoords[numdecals][0][1] = (placez - where.z) / (size) / 2 + .5;
1284 decalvertex[numdecals][0].x = vertex[Triangles[i].vertex[0]].x;
1285 decalvertex[numdecals][0].z = placez;
1286 decalvertex[numdecals][0].y = placex;
1289 placex = vertex[Triangles[i].vertex[1]].y;
1290 placez = vertex[Triangles[i].vertex[1]].z;
1292 decaltexcoords[numdecals][1][0] = (placex - where.y) / (size) / 2 + .5;
1293 decaltexcoords[numdecals][1][1] = (placez - where.z) / (size) / 2 + .5;
1295 decalvertex[numdecals][1].x = vertex[Triangles[i].vertex[1]].x;
1296 decalvertex[numdecals][1].z = placez;
1297 decalvertex[numdecals][1].y = placex;
1300 placex = vertex[Triangles[i].vertex[2]].y;
1301 placez = vertex[Triangles[i].vertex[2]].z;
1303 decaltexcoords[numdecals][2][0] = (placex - where.y) / (size) / 2 + .5;
1304 decaltexcoords[numdecals][2][1] = (placez - where.z) / (size) / 2 + .5;
1306 decalvertex[numdecals][2].x = vertex[Triangles[i].vertex[2]].x;
1307 decalvertex[numdecals][2].z = placez;
1308 decalvertex[numdecals][2].y = placex;
1310 if (!(decaltexcoords[numdecals][0][0] < 0 && decaltexcoords[numdecals][1][0] < 0 && decaltexcoords[numdecals][2][0] < 0))
1311 if (!(decaltexcoords[numdecals][0][1] < 0 && decaltexcoords[numdecals][1][1] < 0 && decaltexcoords[numdecals][2][1] < 0))
1312 if (!(decaltexcoords[numdecals][0][0] > 1 && decaltexcoords[numdecals][1][0] > 1 && decaltexcoords[numdecals][2][0] > 1))
1313 if (!(decaltexcoords[numdecals][0][1] > 1 && decaltexcoords[numdecals][1][1] > 1 && decaltexcoords[numdecals][2][1] > 1)) {
1314 if (decalrotation[numdecals]) {
1315 for (j = 0; j < 3; j++) {
1317 rot.x = decaltexcoords[numdecals][j][0] - .5;
1318 rot.z = decaltexcoords[numdecals][j][1] - .5;
1319 rot = DoRotation(rot, 0, -decalrotation[numdecals], 0);
1320 decaltexcoords[numdecals][j][0] = rot.x + .5;
1321 decaltexcoords[numdecals][j][1] = rot.z + .5;
1324 if (numdecals < max_model_decals - 1)
1328 } else if (distance < .02 && abs(facenormals[i].z) > abs(facenormals[i].y) && abs(facenormals[i].z) > abs(facenormals[i].x)) {
1329 decalposition[numdecals] = where;
1330 decaltype[numdecals] = atype;
1331 decalrotation[numdecals] = rotation;
1332 decalalivetime[numdecals] = 0;
1333 decalopacity[numdecals] = opacity - distance / 10;
1335 if (decalopacity[numdecals > 0]) {
1336 placex = vertex[Triangles[i].vertex[0]].x;
1337 placez = vertex[Triangles[i].vertex[0]].y;
1339 decaltexcoords[numdecals][0][0] = (placex - where.x) / (size) / 2 + .5;
1340 decaltexcoords[numdecals][0][1] = (placez - where.y) / (size) / 2 + .5;
1342 decalvertex[numdecals][0].x = placex;
1343 decalvertex[numdecals][0].z = vertex[Triangles[i].vertex[0]].z;
1344 decalvertex[numdecals][0].y = placez;
1347 placex = vertex[Triangles[i].vertex[1]].x;
1348 placez = vertex[Triangles[i].vertex[1]].y;
1350 decaltexcoords[numdecals][1][0] = (placex - where.x) / (size) / 2 + .5;
1351 decaltexcoords[numdecals][1][1] = (placez - where.y) / (size) / 2 + .5;
1353 decalvertex[numdecals][1].x = placex;
1354 decalvertex[numdecals][1].z = vertex[Triangles[i].vertex[1]].z;
1355 decalvertex[numdecals][1].y = placez;
1358 placex = vertex[Triangles[i].vertex[2]].x;
1359 placez = vertex[Triangles[i].vertex[2]].y;
1361 decaltexcoords[numdecals][2][0] = (placex - where.x) / (size) / 2 + .5;
1362 decaltexcoords[numdecals][2][1] = (placez - where.y) / (size) / 2 + .5;
1364 decalvertex[numdecals][2].x = placex;
1365 decalvertex[numdecals][2].z = vertex[Triangles[i].vertex[2]].z;
1366 decalvertex[numdecals][2].y = placez;
1368 if (!(decaltexcoords[numdecals][0][0] < 0 && decaltexcoords[numdecals][1][0] < 0 && decaltexcoords[numdecals][2][0] < 0))
1369 if (!(decaltexcoords[numdecals][0][1] < 0 && decaltexcoords[numdecals][1][1] < 0 && decaltexcoords[numdecals][2][1] < 0))
1370 if (!(decaltexcoords[numdecals][0][0] > 1 && decaltexcoords[numdecals][1][0] > 1 && decaltexcoords[numdecals][2][0] > 1))
1371 if (!(decaltexcoords[numdecals][0][1] > 1 && decaltexcoords[numdecals][1][1] > 1 && decaltexcoords[numdecals][2][1] > 1)) {
1372 if (decalrotation[numdecals]) {
1373 for (j = 0; j < 3; j++) {
1375 rot.x = decaltexcoords[numdecals][j][0] - .5;
1376 rot.z = decaltexcoords[numdecals][j][1] - .5;
1377 rot = DoRotation(rot, 0, -decalrotation[numdecals], 0);
1378 decaltexcoords[numdecals][j][0] = rot.x + .5;
1379 decaltexcoords[numdecals][j][1] = rot.z + .5;
1382 if (numdecals < max_model_decals - 1)
1394 textureptr.destroy();
1397 void Model::deallocate()
1431 if (decaltexcoords) {
1432 for (i = 0; i < max_model_decals; i++) {
1433 for (j = 0; j < 3; j++) {
1434 free(decaltexcoords[i][j]);
1436 free(decaltexcoords[i]);
1438 free(decaltexcoords);
1444 for (i = 0; i < max_model_decals; i++) {
1445 free(decalvertex[i]);
1458 free(decalrotation);
1461 free(decalalivetime);
1464 free(decalposition);
1471 vertexNum = 0, TriangleNum = 0;
1474 type = 0, oldtype = 0;
1484 memset(&modelTexture, 0, sizeof(modelTexture));
1488 boundingspherecenter = 0;
1489 boundingsphereradius = 0;