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anon c2279b596d .
2023-08-01 19:50:29 +02:00

1254 lines
47 KiB
C++

/*
Copyright (C) 2003, 2010 - Wolfire Games
Copyright (C) 2010-2017 - Lugaru contributors (see AUTHORS file)
This file is part of Lugaru.
Lugaru is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
Lugaru is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Graphic/Models.hpp"
#include "Game.hpp"
#include "Utils/Folders.hpp"
extern float multiplier;
extern float viewdistance;
extern XYZ viewer;
extern float fadestart;
extern float texdetail;
extern bool decalstoggle;
int Model::LineCheck(XYZ* p1, XYZ* p2, XYZ* p, XYZ* move, float* rotate)
{
static float distance;
static float olddistance;
static int intersecting;
static int firstintersecting;
static XYZ point;
*p1 = *p1 - *move;
*p2 = *p2 - *move;
if (*rotate) {
*p1 = DoRotation(*p1, 0, -*rotate, 0);
}
if (*rotate) {
*p2 = DoRotation(*p2, 0, -*rotate, 0);
}
if (!sphere_line_intersection(p1, p2, &boundingspherecenter, &boundingsphereradius)) {
return -1;
}
firstintersecting = -1;
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;
firstintersecting = j;
*p = point;
}
}
if (*rotate) {
*p = DoRotation(*p, 0, *rotate, 0);
}
*p = *p + *move;
return firstintersecting;
}
int Model::LineCheckPossible(XYZ* p1, XYZ* p2, XYZ* p, XYZ* move, float* rotate)
{
static float distance;
static float olddistance;
static int intersecting;
static int firstintersecting;
static XYZ point;
*p1 = *p1 - *move;
*p2 = *p2 - *move;
if (!sphere_line_intersection(p1, p2, &boundingspherecenter, &boundingsphereradius)) {
return -1;
}
firstintersecting = -1;
if (*rotate) {
*p1 = DoRotation(*p1, 0, -*rotate, 0);
}
if (*rotate) {
*p2 = DoRotation(*p2, 0, -*rotate, 0);
}
for (unsigned int j = 0; j < possible.size(); j++) {
if (possible[j] < Triangles.size()) {
intersecting = LineFacetd(p1, p2, &vertex[Triangles[possible[j]].vertex[0]], &vertex[Triangles[possible[j]].vertex[1]], &vertex[Triangles[possible[j]].vertex[2]], &Triangles[possible[j]].facenormal, &point);
distance = (point.x - p1->x) * (point.x - p1->x) + (point.y - p1->y) * (point.y - p1->y) + (point.z - p1->z) * (point.z - p1->z);
if ((distance < olddistance || firstintersecting == -1) && intersecting) {
olddistance = distance;
firstintersecting = possible[j];
*p = point;
}
}
}
if (*rotate) {
*p = DoRotation(*p, 0, *rotate, 0);
}
*p = *p + *move;
return firstintersecting;
}
int Model::LineCheckSlidePossible(XYZ* p1, XYZ* p2, XYZ* move, float* rotate)
{
static float distance;
static float olddistance;
static int intersecting;
static int firstintersecting;
static XYZ point;
*p1 = *p1 - *move;
*p2 = *p2 - *move;
if (!sphere_line_intersection(p1, p2, &boundingspherecenter, &boundingsphereradius)) {
return -1;
}
firstintersecting = -1;
if (*rotate) {
*p1 = DoRotation(*p1, 0, -*rotate, 0);
}
if (*rotate) {
*p2 = DoRotation(*p2, 0, -*rotate, 0);
}
for (unsigned int j = 0; j < possible.size(); j++) {
if (possible[j] < Triangles.size()) {
intersecting = LineFacetd(p1, p2, &vertex[Triangles[possible[j]].vertex[0]], &vertex[Triangles[possible[j]].vertex[1]], &vertex[Triangles[possible[j]].vertex[2]], &Triangles[possible[j]].facenormal, &point);
distance = (point.x - p1->x) * (point.x - p1->x) + (point.y - p1->y) * (point.y - p1->y) + (point.z - p1->z) * (point.z - p1->z);
if ((distance < olddistance || firstintersecting == -1) && intersecting) {
olddistance = distance;
firstintersecting = possible[j];
}
}
}
if (firstintersecting > 0) {
distance = abs((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) {
*p2 = DoRotation(*p2, 0, *rotate, 0);
}
*p2 = *p2 + *move;
return firstintersecting;
}
int Model::SphereCheck(XYZ* p1, float radius, XYZ* p, XYZ* move, float* rotate)
{
static int i;
static float distance;
static float olddistance;
static int intersecting;
static int firstintersecting;
static XYZ point;
static XYZ oldp1;
firstintersecting = -1;
oldp1 = *p1;
*p1 = *p1 - *move;
if (*rotate) {
*p1 = DoRotation(*p1, 0, -*rotate, 0);
}
if (distsq(p1, &boundingspherecenter) > radius * radius + boundingsphereradius * boundingsphereradius) {
return -1;
}
for (i = 0; i < 4; i++) {
for (unsigned int j = 0; j < Triangles.size(); j++) {
intersecting = 0;
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 - 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);
}
if (!intersecting) {
intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[1]], &vertex[Triangles[j].vertex[2]], p1, &radius);
}
if (!intersecting) {
intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[2]], p1, &radius);
}
if (intersecting) {
*p1 += Triangles[j].facenormal * (distance - radius);
}
}
if ((distance < olddistance || firstintersecting == -1) && intersecting) {
olddistance = distance;
firstintersecting = j;
*p = point;
}
}
}
if (*rotate) {
*p = DoRotation(*p, 0, *rotate, 0);
}
*p = *p + *move;
if (*rotate) {
*p1 = DoRotation(*p1, 0, *rotate, 0);
}
*p1 += *move;
return firstintersecting;
}
int Model::SphereCheckPossible(XYZ* p1, float radius, XYZ* move, float* rotate)
{
static float distance;
static float olddistance;
static int intersecting;
static int firstintersecting;
static XYZ point;
static XYZ oldp1;
firstintersecting = -1;
oldp1 = *p1;
*p1 = *p1 - *move;
possible.clear();
if (*rotate) {
*p1 = DoRotation(*p1, 0, -*rotate, 0);
}
if (distsq(p1, &boundingspherecenter) > radius * radius + boundingsphereradius * boundingsphereradius) {
*p1 = oldp1;
return -1;
}
for (unsigned int j = 0; j < Triangles.size(); j++) {
intersecting = 0;
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 - 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);
}
if (!intersecting) {
intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[1]], &vertex[Triangles[j].vertex[2]], p1, &radius);
}
if (!intersecting) {
intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[2]], p1, &radius);
}
if (intersecting) {
possible.push_back(j);
}
}
if ((distance < olddistance || firstintersecting == -1) && intersecting) {
olddistance = distance;
firstintersecting = j;
}
}
if (*rotate) {
*p1 = DoRotation(*p1, 0, *rotate, 0);
}
*p1 += *move;
return firstintersecting;
}
void Model::UpdateVertexArray()
{
if (type != normaltype && type != decalstype) {
return;
}
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] = 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] = 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] = 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;
}
} 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] = 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] = 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] = 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;
}
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] = 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] = 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;
}
} 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] = 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] = 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;
}
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;
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 + 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;
}
}
bool Model::loadnotex(const std::string& filename)
{
FILE* tfile;
long i;
short triangleNum;
type = notextype;
color = 0;
tfile = Folders::openMandatoryFile(Folders::getResourcePath(filename), "rb");
// read model settings
fseek(tfile, 0, SEEK_SET);
funpackf(tfile, "Bs Bs", &vertexNum, &triangleNum);
// read the model data
deallocate();
possible.clear();
owner = (int*)malloc(sizeof(int) * vertexNum);
vertex = (XYZ*)malloc(sizeof(XYZ) * vertexNum);
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];
funpackf(tfile, "Bf Bf Bf", &Triangles[i].gx[0], &Triangles[i].gx[1], &Triangles[i].gx[2]);
funpackf(tfile, "Bf Bf Bf", &Triangles[i].gy[0], &Triangles[i].gy[1], &Triangles[i].gy[2]);
}
fclose(tfile);
UpdateVertexArray();
for (i = 0; i < vertexNum; i++) {
owner[i] = -1;
}
boundingsphereradius = 0;
for (i = 0; i < vertexNum; i++) {
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;
}
}
}
boundingsphereradius = fast_sqrt(boundingsphereradius);
return true;
}
bool Model::load(const std::string& filename)
{
FILE* tfile;
long i;
short triangleNum;
LOGFUNC;
LOG(std::string("Loading model...") + filename);
Game::LoadingScreen();
type = normaltype;
color = 0;
tfile = Folders::openMandatoryFile(Folders::getResourcePath(filename), "rb");
// read model settings
fseek(tfile, 0, SEEK_SET);
funpackf(tfile, "Bs Bs", &vertexNum, &triangleNum);
// read the model data
deallocate();
possible.clear();
owner = (int*)malloc(sizeof(int) * vertexNum);
vertex = (XYZ*)malloc(sizeof(XYZ) * vertexNum);
normals = (XYZ*)malloc(sizeof(XYZ) * vertexNum);
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];
funpackf(tfile, "Bf Bf Bf", &Triangles[i].gx[0], &Triangles[i].gx[1], &Triangles[i].gx[2]);
funpackf(tfile, "Bf Bf Bf", &Triangles[i].gy[0], &Triangles[i].gy[1], &Triangles[i].gy[2]);
}
modelTexture.xsz = 0;
fclose(tfile);
UpdateVertexArray();
for (i = 0; i < vertexNum; i++) {
owner[i] = -1;
}
static int j;
boundingsphereradius = 0;
for (i = 0; i < vertexNum; i++) {
for (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;
}
}
}
boundingsphereradius = fast_sqrt(boundingsphereradius);
return true;
}
bool Model::loaddecal(const std::string& filename)
{
FILE* tfile;
long i, j;
short triangleNum;
LOGFUNC;
LOG(std::string("Loading decal...") + Folders::getResourcePath(filename));
type = decalstype;
color = 0;
tfile = Folders::openMandatoryFile(Folders::getResourcePath(filename), "rb");
// read model settings
fseek(tfile, 0, SEEK_SET);
funpackf(tfile, "Bs Bs", &vertexNum, &triangleNum);
// read the model data
deallocate();
possible.clear();
owner = (int*)malloc(sizeof(int) * vertexNum);
vertex = (XYZ*)malloc(sizeof(XYZ) * vertexNum);
normals = (XYZ*)malloc(sizeof(XYZ) * vertexNum);
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];
funpackf(tfile, "Bf Bf Bf", &Triangles[i].gx[0], &Triangles[i].gx[1], &Triangles[i].gx[2]);
funpackf(tfile, "Bf Bf Bf", &Triangles[i].gy[0], &Triangles[i].gy[1], &Triangles[i].gy[2]);
}
modelTexture.xsz = 0;
fclose(tfile);
UpdateVertexArray();
for (i = 0; i < vertexNum; i++) {
owner[i] = -1;
}
boundingsphereradius = 0;
for (i = 0; i < vertexNum; i++) {
for (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;
}
}
}
boundingsphereradius = fast_sqrt(boundingsphereradius);
return true;
}
bool Model::loadraw(const std::string& filename)
{
FILE* tfile;
long i;
short triangleNum;
LOGFUNC;
LOG(std::string("Loading raw...") + filename);
type = rawtype;
color = 0;
tfile = Folders::openMandatoryFile(Folders::getResourcePath(filename), "rb");
// read model settings
fseek(tfile, 0, SEEK_SET);
funpackf(tfile, "Bs Bs", &vertexNum, &triangleNum);
// read the model data
deallocate();
possible.clear();
owner = (int*)malloc(sizeof(int) * vertexNum);
vertex = (XYZ*)malloc(sizeof(XYZ) * vertexNum);
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];
funpackf(tfile, "Bf Bf Bf", &Triangles[i].gx[0], &Triangles[i].gx[1], &Triangles[i].gx[2]);
funpackf(tfile, "Bf Bf Bf", &Triangles[i].gy[0], &Triangles[i].gy[1], &Triangles[i].gy[2]);
}
fclose(tfile);
for (i = 0; i < vertexNum; i++) {
owner[i] = -1;
}
return true;
}
void Model::UniformTexCoords()
{
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;
Triangles[i].gx[0] = vertex[Triangles[i].vertex[0]].x;
Triangles[i].gx[1] = vertex[Triangles[i].vertex[1]].x;
Triangles[i].gx[2] = vertex[Triangles[i].vertex[2]].x;
}
UpdateVertexArray();
}
void Model::FlipTexCoords()
{
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];
}
UpdateVertexArray();
}
void Model::ScaleTexCoords(float howmuch)
{
for (unsigned int i = 0; i < Triangles.size(); i++) {
Triangles[i].gx[0] *= howmuch;
Triangles[i].gx[1] *= howmuch;
Triangles[i].gx[2] *= howmuch;
Triangles[i].gy[0] *= howmuch;
Triangles[i].gy[1] *= howmuch;
Triangles[i].gy[2] *= howmuch;
}
UpdateVertexArray();
}
void Model::Scale(float xscale, float yscale, float zscale)
{
static int i;
for (i = 0; i < vertexNum; i++) {
vertex[i].x *= xscale;
vertex[i].y *= yscale;
vertex[i].z *= zscale;
}
UpdateVertexArray();
static int j;
boundingsphereradius = 0;
for (i = 0; i < vertexNum; i++) {
for (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;
}
}
}
boundingsphereradius = fast_sqrt(boundingsphereradius);
}
void Model::ScaleNormals(float xscale, float yscale, float zscale)
{
if (type != normaltype && type != decalstype) {
return;
}
for (int i = 0; i < vertexNum; i++) {
normals[i].x *= xscale;
normals[i].y *= yscale;
normals[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();
}
void Model::Translate(float xtrans, float ytrans, float ztrans)
{
static int i;
for (i = 0; i < vertexNum; i++) {
vertex[i].x += xtrans;
vertex[i].y += ytrans;
vertex[i].z += ztrans;
}
UpdateVertexArray();
static int j;
boundingsphereradius = 0;
for (i = 0; i < vertexNum; i++) {
for (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;
}
}
}
boundingsphereradius = fast_sqrt(boundingsphereradius);
}
void Model::Rotate(float xang, float yang, float zang)
{
static int i;
for (i = 0; i < vertexNum; i++) {
vertex[i] = DoRotation(vertex[i], xang, yang, zang);
}
UpdateVertexArray();
static int j;
boundingsphereradius = 0;
for (i = 0; i < vertexNum; i++) {
for (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;
}
}
}
boundingsphereradius = fast_sqrt(boundingsphereradius);
}
void Model::CalculateNormals(bool facenormalise)
{
Game::LoadingScreen();
if (type != normaltype && type != decalstype) {
return;
}
for (int i = 0; i < vertexNum; i++) {
normals[i].x = 0;
normals[i].y = 0;
normals[i].z = 0;
}
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 += 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 += 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 += Triangles[i].facenormal.x;
normals[Triangles[i].vertex[2]].y += Triangles[i].facenormal.y;
normals[Triangles[i].vertex[2]].z += Triangles[i].facenormal.z;
if (facenormalise) {
Normalise(&Triangles[i].facenormal);
}
}
for (int i = 0; i < vertexNum; i++) {
Normalise(&normals[i]);
normals[i] *= -1;
}
UpdateVertexArrayNoTex();
}
void Model::drawimmediate()
{
textureptr.bind();
glBegin(GL_TRIANGLES);
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);
} else if (flat) {
glNormal3f(Triangles[i].facenormal.x, Triangles[i].facenormal.y, Triangles[i].facenormal.y);
} else {
glNormal3f(normals[Triangles[i].vertex[0]].x, normals[Triangles[i].vertex[0]].y, normals[Triangles[i].vertex[0]].z);
}
glVertex3f(vertex[Triangles[i].vertex[0]].x, vertex[Triangles[i].vertex[0]].y, vertex[Triangles[i].vertex[0]].z);
glTexCoord2f(Triangles[i].gx[1], Triangles[i].gy[1]);
if (color) {
glColor3f(normals[Triangles[i].vertex[1]].x, normals[Triangles[i].vertex[1]].y, normals[Triangles[i].vertex[1]].z);
} else if (flat) {
glNormal3f(Triangles[i].facenormal.x, Triangles[i].facenormal.y, Triangles[i].facenormal.y);
} else {
glNormal3f(normals[Triangles[i].vertex[1]].x, normals[Triangles[i].vertex[1]].y, normals[Triangles[i].vertex[1]].z);
}
glVertex3f(vertex[Triangles[i].vertex[1]].x, vertex[Triangles[i].vertex[1]].y, vertex[Triangles[i].vertex[1]].z);
glTexCoord2f(Triangles[i].gx[2], Triangles[i].gy[2]);
if (color) {
glColor3f(normals[Triangles[i].vertex[2]].x, normals[Triangles[i].vertex[2]].y, normals[Triangles[i].vertex[2]].z);
} else if (flat) {
glNormal3f(Triangles[i].facenormal.x, Triangles[i].facenormal.y, Triangles[i].facenormal.y);
} else {
glNormal3f(normals[Triangles[i].vertex[2]].x, normals[Triangles[i].vertex[2]].y, normals[Triangles[i].vertex[2]].z);
}
glVertex3f(vertex[Triangles[i].vertex[2]].x, vertex[Triangles[i].vertex[2]].y, vertex[Triangles[i].vertex[2]].z);
}
glEnd();
}
void Model::draw()
{
if (type != normaltype && type != decalstype) {
return;
}
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
if (color) {
glInterleavedArrays(GL_T2F_C3F_V3F, 8 * sizeof(GLfloat), &vArray[0]);
} else {
glInterleavedArrays(GL_T2F_N3F_V3F, 8 * sizeof(GLfloat), &vArray[0]);
}
textureptr.bind();
glDrawArrays(GL_TRIANGLES, 0, Triangles.size() * 3);
if (color) {
glDisableClientState(GL_COLOR_ARRAY);
} else {
glDisableClientState(GL_NORMAL_ARRAY);
}
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
void Model::drawdifftex(Texture texture)
{
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
if (color) {
glInterleavedArrays(GL_T2F_C3F_V3F, 8 * sizeof(GLfloat), &vArray[0]);
} else {
glInterleavedArrays(GL_T2F_N3F_V3F, 8 * sizeof(GLfloat), &vArray[0]);
}
texture.bind();
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glDrawArrays(GL_TRIANGLES, 0, Triangles.size() * 3);
if (color) {
glDisableClientState(GL_COLOR_ARRAY);
} else {
glDisableClientState(GL_NORMAL_ARRAY);
}
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
void Model::drawdecals(Texture shadowtexture, Texture bloodtexture, Texture bloodtexture2, Texture breaktexture)
{
if (decalstoggle) {
if (type != decalstype) {
return;
}
bool blend = true;
int lasttype = -1;
glEnable(GL_BLEND);
glDisable(GL_LIGHTING);
glDisable(GL_CULL_FACE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(0);
for (unsigned int i = 0; i < decals.size(); i++) {
if (decals[i].type == blooddecalfast && decals[i].alivetime < 2) {
decals[i].alivetime = 2;
}
if (decals[i].type != lasttype) {
if (decals[i].type == shadowdecal) {
shadowtexture.bind();
if (!blend) {
blend = 1;
glAlphaFunc(GL_GREATER, 0.0001);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
}
if (decals[i].type == breakdecal) {
breaktexture.bind();
if (!blend) {
blend = 1;
glAlphaFunc(GL_GREATER, 0.0001);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
}
if (decals[i].type == blooddecal || decals[i].type == blooddecalslow) {
bloodtexture.bind();
if (blend) {
blend = 0;
glAlphaFunc(GL_GREATER, 0.15);
glBlendFunc(GL_ONE, GL_ZERO);
}
}
if (decals[i].type == blooddecalfast) {
bloodtexture2.bind();
if (blend) {
blend = 0;
glAlphaFunc(GL_GREATER, 0.15);
glBlendFunc(GL_ONE, GL_ZERO);
}
}
}
if (decals[i].type == shadowdecal) {
glColor4f(1, 1, 1, decals[i].opacity);
}
if (decals[i].type == breakdecal) {
glColor4f(1, 1, 1, decals[i].opacity);
if (decals[i].alivetime > 58) {
glColor4f(1, 1, 1, decals[i].opacity * (60 - decals[i].alivetime) / 2);
}
}
if ((decals[i].type == blooddecal || decals[i].type == blooddecalfast || decals[i].type == blooddecalslow)) {
glColor4f(1, 1, 1, decals[i].opacity);
if (decals[i].alivetime < 4) {
glColor4f(1, 1, 1, decals[i].opacity * decals[i].alivetime * .25);
}
if (decals[i].alivetime > 58) {
glColor4f(1, 1, 1, decals[i].opacity * (60 - decals[i].alivetime) / 2);
}
}
lasttype = decals[i].type;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glBegin(GL_TRIANGLES);
for (int j = 0; j < 3; j++) {
glTexCoord2f(decals[i].texcoords[j][0], decals[i].texcoords[j][1]);
glVertex3f(decals[i].vertex[j].x, decals[i].vertex[j].y, decals[i].vertex[j].z);
}
glEnd();
glPopMatrix();
}
for (int i = decals.size() - 1; i >= 0; i--) {
decals[i].alivetime += multiplier;
if (decals[i].type == blooddecalslow) {
decals[i].alivetime -= multiplier * 2 / 3;
}
if (decals[i].type == blooddecalfast) {
decals[i].alivetime += multiplier * 4;
}
if (decals[i].type == shadowdecal) {
DeleteDecal(i);
}
if ((decals[i].type == blooddecal || decals[i].type == blooddecalfast || decals[i].type == blooddecalslow) && decals[i].alivetime >= 60) {
DeleteDecal(i);
}
}
glAlphaFunc(GL_GREATER, 0.0001);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
}
void Model::DeleteDecal(int which)
{
if (decalstoggle) {
if (type != decalstype) {
return;
}
decals.erase(decals.begin() + which);
}
}
void Model::MakeDecal(decal_type atype, XYZ* where, float* size, float* opacity, float* rotation)
{
if (decalstoggle) {
if (type != decalstype) {
return;
}
static XYZ rot;
static float distance;
if (*opacity > 0) {
if (distsq(where, &boundingspherecenter) < (boundingsphereradius + *size) * (boundingsphereradius + *size)) {
for (unsigned int i = 0; i < Triangles.size(); i++) {
if (Triangles[i].facenormal.y < -.1 && (vertex[Triangles[i].vertex[0]].y < where->y || vertex[Triangles[i].vertex[1]].y < where->y || vertex[Triangles[i].vertex[2]].y < where->y)) {
distance = abs(((Triangles[i].facenormal.x * where->x) + (Triangles[i].facenormal.y * where->y) + (Triangles[i].facenormal.z * where->z) - ((Triangles[i].facenormal.x * vertex[Triangles[i].vertex[0]].x) + (Triangles[i].facenormal.y * vertex[Triangles[i].vertex[0]].y) + (Triangles[i].facenormal.z * vertex[Triangles[i].vertex[0]].z))) / Triangles[i].facenormal.y);
if ((*opacity - distance / 10) > 0) {
Decal decal(*where, atype, *opacity - distance / 10, *rotation, *size, *this, i, 0);
if (!(decal.texcoords[0][0] < 0 && decal.texcoords[1][0] < 0 && decal.texcoords[2][0] < 0)) {
if (!(decal.texcoords[0][1] < 0 && decal.texcoords[1][1] < 0 && decal.texcoords[2][1] < 0)) {
if (!(decal.texcoords[0][0] > 1 && decal.texcoords[1][0] > 1 && decal.texcoords[2][0] > 1)) {
if (!(decal.texcoords[0][1] > 1 && decal.texcoords[1][1] > 1 && decal.texcoords[2][1] > 1)) {
if (decal.rotation) {
for (int j = 0; j < 3; j++) {
rot.y = 0;
rot.x = decal.texcoords[j][0] - .5;
rot.z = decal.texcoords[j][1] - .5;
rot = DoRotation(rot, 0, -decal.rotation, 0);
decal.texcoords[j][0] = rot.x + .5;
decal.texcoords[j][1] = rot.z + .5;
}
}
if (decals.size() < max_model_decals - 1) {
decals.push_back(decal);
}
}
}
}
}
}
}
}
}
}
}
}
void Model::MakeDecal(decal_type atype, XYZ where, float size, float opacity, float rotation)
{
if (decalstoggle) {
if (type != decalstype) {
return;
}
static XYZ rot;
static float distance;
if (opacity > 0) {
if (distsq(&where, &boundingspherecenter) < (boundingsphereradius + size) * (boundingsphereradius + size)) {
for (unsigned int i = 0; i < Triangles.size(); i++) {
distance = abs(((Triangles[i].facenormal.x * where.x) + (Triangles[i].facenormal.y * where.y) + (Triangles[i].facenormal.z * where.z) - ((Triangles[i].facenormal.x * vertex[Triangles[i].vertex[0]].x) + (Triangles[i].facenormal.y * vertex[Triangles[i].vertex[0]].y) + (Triangles[i].facenormal.z * vertex[Triangles[i].vertex[0]].z))));
if (distance < .02 && abs(Triangles[i].facenormal.y) > abs(Triangles[i].facenormal.x) && abs(Triangles[i].facenormal.y) > abs(Triangles[i].facenormal.z)) {
if ((opacity - distance / 10) > 0) {
Decal decal(where, atype, opacity - distance / 10, rotation, size, *this, i, 0);
if (!(decal.texcoords[0][0] < 0 && decal.texcoords[1][0] < 0 && decal.texcoords[2][0] < 0)) {
if (!(decal.texcoords[0][1] < 0 && decal.texcoords[1][1] < 0 && decal.texcoords[2][1] < 0)) {
if (!(decal.texcoords[0][0] > 1 && decal.texcoords[1][0] > 1 && decal.texcoords[2][0] > 1)) {
if (!(decal.texcoords[0][1] > 1 && decal.texcoords[1][1] > 1 && decal.texcoords[2][1] > 1)) {
if (decal.rotation) {
for (int j = 0; j < 3; j++) {
rot.y = 0;
rot.x = decal.texcoords[j][0] - .5;
rot.z = decal.texcoords[j][1] - .5;
rot = DoRotation(rot, 0, -decal.rotation, 0);
decal.texcoords[j][0] = rot.x + .5;
decal.texcoords[j][1] = rot.z + .5;
}
}
if (decals.size() < max_model_decals - 1) {
decals.push_back(decal);
}
}
}
}
}
}
} else if (distance < .02 && abs(Triangles[i].facenormal.x) > abs(Triangles[i].facenormal.y) && abs(Triangles[i].facenormal.x) > abs(Triangles[i].facenormal.z)) {
if ((opacity - distance / 10) > 0) {
Decal decal(where, atype, opacity - distance / 10, rotation, size, *this, i, 1);
if (!(decal.texcoords[0][0] < 0 && decal.texcoords[1][0] < 0 && decal.texcoords[2][0] < 0)) {
if (!(decal.texcoords[0][1] < 0 && decal.texcoords[1][1] < 0 && decal.texcoords[2][1] < 0)) {
if (!(decal.texcoords[0][0] > 1 && decal.texcoords[1][0] > 1 && decal.texcoords[2][0] > 1)) {
if (!(decal.texcoords[0][1] > 1 && decal.texcoords[1][1] > 1 && decal.texcoords[2][1] > 1)) {
if (decal.rotation) {
for (int j = 0; j < 3; j++) {
rot.y = 0;
rot.x = decal.texcoords[j][0] - .5;
rot.z = decal.texcoords[j][1] - .5;
rot = DoRotation(rot, 0, -decal.rotation, 0);
decal.texcoords[j][0] = rot.x + .5;
decal.texcoords[j][1] = rot.z + .5;
}
}
if (decals.size() < max_model_decals - 1) {
decals.push_back(decal);
}
}
}
}
}
}
} else if (distance < .02 && abs(Triangles[i].facenormal.z) > abs(Triangles[i].facenormal.y) && abs(Triangles[i].facenormal.z) > abs(Triangles[i].facenormal.x)) {
if ((opacity - distance / 10) > 0) {
Decal decal(where, atype, opacity - distance / 10, rotation, size, *this, i, 2);
if (!(decal.texcoords[0][0] < 0 && decal.texcoords[1][0] < 0 && decal.texcoords[2][0] < 0)) {
if (!(decal.texcoords[0][1] < 0 && decal.texcoords[1][1] < 0 && decal.texcoords[2][1] < 0)) {
if (!(decal.texcoords[0][0] > 1 && decal.texcoords[1][0] > 1 && decal.texcoords[2][0] > 1)) {
if (!(decal.texcoords[0][1] > 1 && decal.texcoords[1][1] > 1 && decal.texcoords[2][1] > 1)) {
if (decal.rotation) {
for (int j = 0; j < 3; j++) {
rot.y = 0;
rot.x = decal.texcoords[j][0] - .5;
rot.z = decal.texcoords[j][1] - .5;
rot = DoRotation(rot, 0, -decal.rotation, 0);
decal.texcoords[j][0] = rot.x + .5;
decal.texcoords[j][1] = rot.z + .5;
}
}
if (decals.size() < max_model_decals - 1) {
decals.push_back(decal);
}
}
}
}
}
}
}
}
}
}
}
}
const XYZ& Model::getTriangleVertex(unsigned triangleId, unsigned vertexId) const
{
return vertex[Triangles[triangleId].vertex[vertexId]];
}
void Model::deleteDeadDecals()
{
for (int i = decals.size() - 1; i >= 0; i--) {
if ((decals[i].type == blooddecal || decals[i].type == blooddecalslow) && decals[i].alivetime < 2) {
DeleteDecal(i);
}
}
}
Model::~Model()
{
deallocate();
}
void Model::deallocate()
{
if (owner) {
free(owner);
}
owner = 0;
if (vertex) {
free(vertex);
}
vertex = 0;
if (normals) {
free(normals);
}
normals = 0;
if (vArray) {
free(vArray);
}
vArray = 0;
decals.clear();
}
Model::Model()
: vertexNum(0)
, type(nothing)
, owner(0)
, vertex(0)
, normals(0)
, vArray(0)
, color(0)
, boundingspherecenter()
, boundingsphereradius(0)
, flat(false)
{
memset(&modelTexture, 0, sizeof(modelTexture));
}