/** * @brief Loads in a model for the given name * @param[in] filename Filename relative to base dir and with extension (models/model.md2) * @param[inout] mod Structure to initialize * @return True if the loading was succeed. True or false structure mod was edited. */ static bool R_LoadModel (model_t *mod, const char *filename) { byte *buf; int modfilelen; char animname[MAX_QPATH]; if (filename[0] == '\0') Com_Error(ERR_FATAL, "R_ModForName: NULL name"); /* load the file */ modfilelen = FS_LoadFile(filename, &buf); if (!buf) return false; OBJZERO(*mod); Q_strncpyz(mod->name, filename, sizeof(mod->name)); /* call the appropriate loader */ switch (LittleLong(*(unsigned *) buf)) { case IDALIASHEADER: /* MD2 header */ R_ModLoadAliasMD2Model(mod, buf, modfilelen, true); break; case DPMHEADER: R_ModLoadAliasDPMModel(mod, buf, modfilelen); break; case IDMD3HEADER: /* MD3 header */ R_ModLoadAliasMD3Model(mod, buf, modfilelen); break; case IDBSPHEADER: Com_Error(ERR_FATAL, "R_ModForName: don't load BSPs with this function"); break; default: { const char* ext = Com_GetExtension(filename); if (ext != NULL && !Q_strcasecmp(ext, "obj")) R_LoadObjModel(mod, buf, modfilelen); else Com_Error(ERR_FATAL, "R_ModForName: unknown fileid for %s", mod->name); } } /* load the animations */ Com_StripExtension(mod->name, animname, sizeof(animname)); Com_DefaultExtension(animname, sizeof(animname), ".anm"); /* try to load the animation file */ if (FS_CheckFile("%s", animname) != -1) { R_ModLoadAnims(&mod->alias, animname); } FS_FreeFile(buf); return true; }
TEST_F(RendererTest, LoadAllAnimationFiles) { const char* pattern = "models/**.anm"; const char* filename; mAliasModel_t mod; OBJZERO(mod); /* set a very high value to work around the error check in the loading function */ mod.num_frames = 100000; while ((filename = FS_NextFileFromFileList(pattern)) != nullptr) { vid_modelPool = Mem_CreatePool("Vid Model Pool"); Com_Printf("load anim file: %s\n", filename); R_ModLoadAnims(&mod, filename); Mem_DeletePool(vid_modelPool); } FS_NextFileFromFileList(nullptr); }
TEST_F(RendererTest, CharacterAnimationFiles) { const char* pattern = "models/**.anm"; const char* filename; mAliasModel_t mod; const char* bloodspider[] = { "death1", "death2", "death3", "dead1", "dead2", "dead3", "stand0", "stand1", "stand2", "stand3", "walk0", "walk1", "walk2", "walk3", "cstand0", "cstand1", "cstand2", "cstand3", "cwalk0", "cwalk1", "cwalk2", "cwalk3", "stand_menu", "panic0", nullptr }; const char* hovernet[] = { "death1", "dead1", "death2","dead2", "death3", "dead3", "stand0", "walk0", "cstand0", "cwalk0", "stand1", "walk1", "cstand1", "cwalk1", "stand2", "walk2", "cstand2", "cwalk2", "stand3", "walk3", "cstand3", "cwalk3", "move_rifle", "shoot_rifle", "cmove_rifle", "cshoot_rifle", "stand_menu", "panic0", nullptr }; const char* soldiers[] = { "death1", "death2", "death3", "dead1", "dead2", "dead3", "stand0", "stand1", "stand2", "stand3", "walk0", "walk1", "walk2", "walk3", "cstand0", "cstand1", "cstand2", "cstand3", "cwalk0", "cwalk1", "cwalk2", "cwalk3", "stand_menu", "panic0", "move_rifle", "shoot_rifle", "cmove_rifle", "cshoot_rifle", "move_biggun", "shoot_biggun", "cmove_biggun", "cshoot_biggun", "move_melee", "shoot_melee", "cmove_melee", "cshoot_melee", "stand_still", "move_pistol", "shoot_pistol", "cmove_pistol", "cshoot_pistol", "move_pistol_d", "shoot_pistol_d", "cmove_pistol_d", "cshoot_pistol_d", "move_grenade", "shoot_grenade", "cmove_grenade", "cshoot_grenade", "move_item", "shoot_item", "cmove_item", "cshoot_item", "move_rpg", "shoot_rpg", "cmove_rpg", "cshoot_rpg", nullptr }; const char* civilians[] = { "death1", "dead1", "death2", "dead2", "death3", "dead3", "stand0", "walk0", "panic0", "stand1", "stand2", "stand_menu", "stand_still", nullptr }; FS_BuildFileList(pattern); vid_modelPool = Mem_CreatePool("Vid Model Pool"); while ((filename = FS_NextFileFromFileList(pattern)) != nullptr) { const char** animList; if (Q_strstart(filename, "models/soldiers/")) animList = soldiers; else if (Q_strstart(filename, "models/civilians/")) animList = civilians; else if (Q_strstart(filename, "models/aliens/bloodspider")) animList = bloodspider; else if (Q_strstart(filename, "models/aliens/hovernet")) animList = hovernet; else if (Q_strstart(filename, "models/aliens/")) animList = soldiers; else animList = nullptr; /** @todo remove this hack - but ugvs are just not ready yet */ if (Q_strstart(filename, "models/soldiers/ugv_")) continue; /** @todo remove this hack - alientank is just not ready yet */ if (Q_strstart(filename, "models/aliens/alientank/")) continue; if (animList != nullptr) { OBJZERO(mod); /* set a very high value to work around the error check in the loading function */ mod.num_frames = 100000; Com_Printf("load character anim file: %s\n", filename); R_ModLoadAnims(&mod, filename); while (*animList != nullptr) { int i; for (i = 0; i < mod.num_anims; i++) { const mAliasAnim_t* a = &mod.animdata[i]; if (Q_streq(a->name, *animList)) break; } ASSERT_FALSE(i == mod.num_anims) << "anm file " << filename << " does not contain the needed animation definition " << *animList; animList++; } } } Mem_DeletePool(vid_modelPool); FS_NextFileFromFileList(nullptr); }