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394 lines
8.0 KiB
394 lines
8.0 KiB
![]()
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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//
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// studiomdl.c: generates a studio .mdl file from a .qc script
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// sources/<scriptname>.mdl.
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//
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#pragma warning( disable : 4244 )
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#pragma warning( disable : 4237 )
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#pragma warning( disable : 4305 )
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#include <stdio.h>
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#include <stdlib.h>
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#include <sys/stat.h>
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#include <math.h>
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#include "cmdlib.h"
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#include "scriplib.h"
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#include "mathlib/mathlib.h"
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#include "studio.h"
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#include "studiomdl.h"
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// The current version of the SMD file being parsed
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// Yes, I know this file is called 'v1support' and there's never actually
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// been a v > 1 but now there is
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// (actually, there was a while when we were using developing progressive mesh
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// stuff in the middle of HL2 development, but most all that code has long since
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// been deleted)
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int g_smdVersion = 1;
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int lookup_index( s_source_t *psource, int material, Vector& vertex, Vector& normal, Vector2D texcoord, int iCount, int bones[], float weights[] )
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{
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int i, j;
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for (i = 0; i < numvlist; i++)
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{
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if (v_listdata[i].m == material
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&& DotProduct( g_normal[i], normal ) > normal_blend
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&& VectorCompare( g_vertex[i], vertex )
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&& g_texcoord[i][0] == texcoord[0]
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&& g_texcoord[i][1] == texcoord[1])
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{
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if (g_bone[i].numbones == iCount)
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{
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for (j = 0; j < iCount; j++)
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{
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if (g_bone[i].bone[j] != bones[j] || g_bone[i].weight[j] != weights[j])
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break;
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}
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if (j == iCount)
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{
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v_listdata[i].lastref = numvlist;
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return i;
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}
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}
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}
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}
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if (i >= MAXSTUDIOVERTS) {
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MdlError( "too many indices in source: \"%s\"\n", psource->filename);
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}
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VectorCopy( vertex, g_vertex[i] );
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VectorCopy( normal, g_normal[i] );
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Vector2Copy( texcoord, g_texcoord[i] );
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g_bone[i].numbones = iCount;
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for ( j = 0; j < iCount; j++)
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{
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g_bone[i].bone[j] = bones[j];
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g_bone[i].weight[j] = weights[j];
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}
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v_listdata[i].v = i;
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v_listdata[i].m = material;
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v_listdata[i].n = i;
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v_listdata[i].t = i;
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v_listdata[i].firstref = numvlist;
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v_listdata[i].lastref = numvlist;
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numvlist = i + 1;
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return i;
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}
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void ParseFaceData( s_source_t *psource, int material, s_face_t *pFace )
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{
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int index[3] = {};
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int i, j;
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Vector p;
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Vector normal;
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Vector2D t;
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int iCount, bones[MAXSTUDIOSRCBONES];
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float weights[MAXSTUDIOSRCBONES];
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int bone;
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for (j = 0; j < 3; j++)
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{
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memset( g_szLine, 0, sizeof( g_szLine ) );
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if (!GetLineInput())
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{
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MdlError("%s: error on g_szLine %d: %s", g_szFilename, g_iLinecount, g_szLine );
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}
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iCount = 0;
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i = sscanf( g_szLine, "%d %f %f %f %f %f %f %f %f %d %d %f %d %f %d %f %d %f",
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&bone,
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&p[0], &p[1], &p[2],
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&normal[0], &normal[1], &normal[2],
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&t[0], &t[1],
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&iCount,
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&bones[0], &weights[0], &bones[1], &weights[1], &bones[2], &weights[2], &bones[3], &weights[3] );
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if (i < 9)
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continue;
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if (bone < 0 || bone >= psource->numbones)
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{
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MdlError("bogus bone index\n%d %s :\n%s", g_iLinecount, g_szFilename, g_szLine );
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}
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//Scale face pos
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scale_vertex( p );
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// continue parsing more bones.
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// FIXME: don't we have a built in parser that'll do this?
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if (iCount > 4)
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{
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int k;
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int ctr = 0;
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char *token;
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for (k = 0; k < 18; k++)
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{
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while (g_szLine[ctr] == ' ')
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{
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ctr++;
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}
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token = strtok( &g_szLine[ctr], " " );
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ctr += strlen( token ) + 1;
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}
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for (k = 4; k < iCount && k < MAXSTUDIOSRCBONES; k++)
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{
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while (g_szLine[ctr] == ' ')
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{
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ctr++;
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}
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token = strtok( &g_szLine[ctr], " " );
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ctr += strlen( token ) + 1;
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bones[k] = atoi(token);
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token = strtok( &g_szLine[ctr], " " );
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ctr += strlen( token ) + 1;
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weights[k] = atof(token);
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}
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// printf("%d ", iCount );
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//printf("\n");
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//exit(1);
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}
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// adjust_vertex( p );
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// scale_vertex( p );
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// move vertex position to object space.
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// VectorSubtract( p, psource->bonefixup[bone].worldorg, tmp );
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// VectorTransform(tmp, psource->bonefixup[bone].im, p );
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// move normal to object space.
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// VectorCopy( normal, tmp );
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// VectorTransform(tmp, psource->bonefixup[bone].im, normal );
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// VectorNormalize( normal );
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// invert v
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t[1] = 1.0 - t[1];
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if (i == 9 || iCount == 0)
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{
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iCount = 1;
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bones[0] = bone;
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weights[0] = 1.0;
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}
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else
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{
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iCount = SortAndBalanceBones( iCount, MAXSTUDIOBONEWEIGHTS, bones, weights );
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}
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index[j] = lookup_index( psource, material, p, normal, t, iCount, bones, weights );
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}
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// pFace->material = material; // BUG
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pFace->a = index[0];
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pFace->b = index[2];
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pFace->c = index[1];
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Assert( ((pFace->a & 0xF0000000) == 0) && ((pFace->b & 0xF0000000) == 0) &&
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((pFace->c & 0xF0000000) == 0) );
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}
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void Grab_Triangles( s_source_t *psource )
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{
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int i;
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Vector vmin, vmax;
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vmin[0] = vmin[1] = vmin[2] = 99999;
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vmax[0] = vmax[1] = vmax[2] = -99999;
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g_numfaces = 0;
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numvlist = 0;
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//
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// load the base triangles
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//
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int texture;
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int material;
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char texturename[MAX_PATH];
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while (1)
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{
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if (!GetLineInput())
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break;
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// check for end
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if (IsEnd( g_szLine ))
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break;
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// Look for extra junk that we may want to avoid...
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int nLineLength = strlen( g_szLine );
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if (nLineLength >= sizeof( texturename ))
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{
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MdlWarning("Unexpected data at line %d, (need a texture name) ignoring...\n", g_iLinecount );
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continue;
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}
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// strip off trailing smag
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V_strcpy_safe( texturename, g_szLine );
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for (i = strlen( texturename ) - 1; i >= 0 && ! V_isgraph( texturename[i] ); i--)
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{
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}
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texturename[i + 1] = '\0';
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// funky texture overrides
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for (i = 0; i < numrep; i++)
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{
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if (sourcetexture[i][0] == '\0')
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{
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V_strcpy_safe( texturename, defaulttexture[i] );
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break;
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}
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if (stricmp( texturename, sourcetexture[i]) == 0)
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{
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V_strcpy_safe( texturename, defaulttexture[i] );
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break;
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}
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}
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if (texturename[0] == '\0')
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{
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// weird source problem, skip them
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GetLineInput();
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GetLineInput();
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GetLineInput();
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continue;
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}
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if (stricmp( texturename, "null.bmp") == 0 || stricmp( texturename, "null.tga") == 0 || stricmp( texturename, "debug/debugempty" ) == 0)
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{
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// skip all faces with the null texture on them.
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GetLineInput();
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GetLineInput();
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GetLineInput();
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continue;
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}
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texture = LookupTexture( texturename, ( g_smdVersion > 1 ) );
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psource->texmap[texture] = texture; // hack, make it 1:1
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material = UseTextureAsMaterial( texture );
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s_face_t f;
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ParseFaceData( psource, material, &f );
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// remove degenerate triangles
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if (f.a == f.b || f.b == f.c || f.a == f.c)
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{
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// printf("Degenerate triangle %d %d %d\n", f.a, f.b, f.c );
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continue;
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}
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g_src_uface[g_numfaces] = f;
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g_face[g_numfaces].material = material;
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g_numfaces++;
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}
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BuildIndividualMeshes( psource );
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}
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int Load_SMD ( s_source_t *psource )
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{
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char cmd[1024];
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int option;
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// Reset smdVersion
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g_smdVersion = 1;
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if (!OpenGlobalFile( psource->filename ))
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return 0;
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if( !g_quiet )
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{
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printf ("SMD MODEL %s\n", psource->filename);
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}
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g_iLinecount = 0;
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while (GetLineInput())
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{
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int numRead = sscanf( g_szLine, "%s %d", cmd, &option );
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// Blank line
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if ((numRead == EOF) || (numRead == 0))
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continue;
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if (stricmp( cmd, "version" ) == 0)
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{
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if (option < 1 || option > 2)
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{
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MdlError("bad version\n");
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}
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g_smdVersion = option;
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}
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else if (stricmp( cmd, "nodes" ) == 0)
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{
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psource->numbones = Grab_Nodes( psource->localBone );
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}
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else if (stricmp( cmd, "skeleton" ) == 0)
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{
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Grab_Animation( psource, "BindPose" );
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}
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else if (stricmp( cmd, "triangles" ) == 0)
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{
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Grab_Triangles( psource );
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}
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else if (stricmp( cmd, "vertexanimation" ) == 0)
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{
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Grab_Vertexanimation( psource, "BindPose" );
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}
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else if ((strncmp( cmd, "//", 2 ) == 0) || (strncmp( cmd, ";", 1 ) == 0) || (strncmp( cmd, "#", 1 ) == 0))
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{
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ProcessSourceComment( psource, cmd );
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continue;
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}
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else
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{
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MdlWarning("unknown studio command \"%s\"\n", cmd );
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}
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}
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fclose( g_fpInput );
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return 1;
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}
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