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enum { MDL_MD5, MDL_IQM, NUMMODELTYPES };
struct model {
char *name;
float spinyaw, spinpitch, offsetyaw, offsetpitch;
bool collide, ellipsecollide, alphadepth, depthoffset;
float scale;
vec translate;
vec bbcenter, bbradius, bbextend, collidecenter, collideradius;
float rejectradius, eyeheight, collidexyradius, collideheight;
int batch;
model(const char *name) : name(name ? newstring(name) : NULL), spinyaw(0), spinpitch(0), offsetyaw(0), offsetpitch(0), collide(true), ellipsecollide(false),
alphadepth(true), depthoffset(false), scale(1.0f), translate(0, 0, 0), bbcenter(0, 0, 0), bbradius(-1, -1, -1), bbextend(0, 0, 0),
collidecenter(0, 0, 0), collideradius(-1, -1, -1), rejectradius(-1), eyeheight(0.9f), collidexyradius(0), collideheight(0), batch(-1) {}
virtual ~model() { DELETEA(name); }
virtual void calcbb(vec ¢er, vec &radius) = 0;
virtual void render(int anim, int basetime, int basetime2, const vec &o, float yaw, float pitch, dynent *d, modelattach *a = NULL, const vec &color = vec(0, 0, 0), const vec &dir = vec(0, 0, 0), float transparent = 1) = 0;
virtual bool load() = 0;
virtual int type() const = 0;
virtual bool skeletal() const { return false; }
virtual void setshader(Shader *) {}
virtual void setspec(float) {}
virtual void setambient(float) {}
virtual void setalphatest(float) {}
virtual void setalphablend(bool) {}
virtual void setfullbright(float) {}
virtual void setcullface(bool) {}
virtual void preloadshaders() {}
virtual void preloadmeshes() {}
virtual void cleanup() {}
virtual void startrender() {}
virtual void endrender() {}
void boundbox(vec ¢er, vec &radius) {
if(bbradius.x < 0) {
calcbb(bbcenter, bbradius);
bbradius.add(bbextend);
}
center = bbcenter;
radius = bbradius;
}
float collisionbox(vec ¢er, vec &radius) {
if(collideradius.x < 0) {
boundbox(collidecenter, collideradius);
if(collidexyradius) {
collidecenter.x = collidecenter.y = 0;
collideradius.x = collideradius.y = collidexyradius;
}
if(collideheight) {
collidecenter.z = collideradius.z = collideheight/2;
}
rejectradius = vec(collidecenter).abs().add(collideradius).magnitude();
}
center = collidecenter;
radius = collideradius;
return rejectradius;
}
float boundsphere(vec ¢er) {
vec radius;
boundbox(center, radius);
return radius.magnitude();
}
float above() {
vec center, radius;
boundbox(center, radius);
return center.z+radius.z;
}
};
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