2011-03-17 01:47:30 -04:00
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#include "global.h"
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#include "RageModelGeometry.h"
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#include "RageUtil.h"
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#include "RageFile.h"
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#include "RageMath.h"
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#include "RageDisplay.h"
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#define MS_MAX_NAME 32
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RageModelGeometry::RageModelGeometry ()
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{
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m_iRefCount = 1;
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m_pCompiledGeometry = DISPLAY->CreateCompiledGeometry();
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}
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RageModelGeometry::~RageModelGeometry ()
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{
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DISPLAY->DeleteCompiledGeometry( m_pCompiledGeometry );
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}
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void RageModelGeometry::OptimizeBones()
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{
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for (unsigned i = 0; i < m_Meshes.size(); i++)
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{
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msMesh& mesh = m_Meshes[i];
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if( mesh.Vertices.empty() )
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continue; // nothing to optimize
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// check to see if all vertices have the same bone index
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bool bAllVertsUseSameBone = true;
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char iBoneIndex = mesh.Vertices[0].bone;
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for (unsigned j = 1; j < mesh.Vertices.size(); j++)
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{
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if( mesh.Vertices[j].bone != iBoneIndex )
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{
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bAllVertsUseSameBone = false;
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break;
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}
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}
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if( bAllVertsUseSameBone )
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{
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mesh.m_iBoneIndex = iBoneIndex;
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// clear all vertex/bone associations;
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for (unsigned j = 0; j < mesh.Vertices.size(); j++)
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{
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mesh.Vertices[j].bone = -1;
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}
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}
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}
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}
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void RageModelGeometry::MergeMeshes( int iFromIndex, int iToIndex )
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{
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msMesh& meshFrom = m_Meshes[ iFromIndex ];
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msMesh& meshTo = m_Meshes[ iToIndex ];
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int iShiftTriangleVertexIndicesBy = meshTo.Vertices.size();
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int iStartShiftingAtTriangleIndex = meshTo.Triangles.size();
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meshTo.Vertices.insert( meshTo.Vertices.end(), meshFrom.Vertices.begin(), meshFrom.Vertices.end() );
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meshTo.Triangles.insert( meshTo.Triangles.end(), meshFrom.Triangles.begin(), meshFrom.Triangles.end() );
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for( unsigned i=iStartShiftingAtTriangleIndex; i<meshTo.Triangles.size(); i++ )
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{
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for( int j=0; j<3; j++ )
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{
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uint16_t &iIndex = meshTo.Triangles[i].nVertexIndices[j];
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iIndex = uint16_t(iIndex + iShiftTriangleVertexIndicesBy);
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}
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}
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}
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bool RageModelGeometry::HasAnyPerVertexBones() const
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{
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for( unsigned i = 0; i < m_Meshes.size(); ++i )
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{
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const msMesh& mesh = m_Meshes[i];
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for( unsigned j = 0; j < mesh.Vertices.size(); ++j )
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if( mesh.Vertices[j].bone != -1 )
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return true;
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}
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return false;
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}
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#define THROW RageException::Throw( "Parse error in \"%s\" at line %d: \"%s\".", sPath.c_str(), iLineNum, sLine.c_str() )
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void RageModelGeometry::LoadMilkshapeAscii( const RString& _sPath, bool bNeedsNormals )
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{
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RString sPath = _sPath;
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FixSlashesInPlace(sPath);
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const RString sDir = Dirname( sPath );
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RageFile f;
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if( !f.Open( sPath ) )
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RageException::Throw( "RageModelGeometry::LoadMilkshapeAscii Could not open \"%s\": %s", sPath.c_str(), f.GetError().c_str() );
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RString sLine;
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int iLineNum = 0;
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char szName[MS_MAX_NAME];
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int nFlags, nIndex;
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RageVec3ClearBounds( m_vMins, m_vMaxs );
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while( f.GetLine( sLine ) > 0 )
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{
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iLineNum++;
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if( !strncmp(sLine, "//", 2) )
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continue;
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int nFrame;
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if( sscanf(sLine, "Frames: %d", &nFrame) == 1 )
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{
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// ignore
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// m_pRageModelGeometry->nTotalFrames = nFrame;
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}
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if( sscanf(sLine, "Frame: %d", &nFrame) == 1 )
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{
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// ignore
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// m_pRageModelGeometry->nFrame = nFrame;
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}
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int nNumMeshes = 0;
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if( sscanf(sLine, "Meshes: %d", &nNumMeshes) == 1 )
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{
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ASSERT( m_Meshes.empty() );
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m_Meshes.resize( nNumMeshes );
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for( int i = 0; i < nNumMeshes; i++ )
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{
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msMesh &mesh = m_Meshes[i];
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vector<RageModelVertex> &Vertices = mesh.Vertices;
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vector<msTriangle> &Triangles = mesh.Triangles;
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if( f.GetLine( sLine ) <= 0 )
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THROW;
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// mesh: name, flags, material index
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if( sscanf (sLine, "\"%31[^\"]\" %d %d",szName, &nFlags, &nIndex) != 3 )
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THROW;
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mesh.sName = szName;
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// mesh.nFlags = nFlags;
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mesh.nMaterialIndex = (uint8_t) nIndex;
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mesh.m_iBoneIndex = -1;
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//
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// vertices
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//
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if( f.GetLine( sLine ) <= 0 )
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THROW;
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int nNumVertices = 0;
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if( sscanf (sLine, "%d", &nNumVertices) != 1 )
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THROW;
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Vertices.resize( nNumVertices );
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for( int j = 0; j < nNumVertices; j++ )
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{
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RageModelVertex &v = Vertices[j];
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if( f.GetLine( sLine ) <= 0 )
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THROW;
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if( sscanf(sLine, "%d %f %f %f %f %f %d",
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&nFlags,
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&v.p[0], &v.p[1], &v.p[2],
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&v.t[0], &v.t[1],
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&nIndex
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) != 7 )
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{
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THROW;
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}
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// vertex.nFlags = nFlags;
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if( nFlags & 1 )
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v.TextureMatrixScale.x = 0;
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if( nFlags & 2 )
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v.TextureMatrixScale.y = 0;
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if( nFlags & 4 )
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{
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v.t[0] = v.p[0] / v.t[0];
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v.t[1] = v.p[1] / v.t[1];
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}
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v.bone = (uint8_t) nIndex;
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RageVec3AddToBounds( v.p, m_vMins, m_vMaxs );
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}
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//
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// normals
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//
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if( f.GetLine( sLine ) <= 0 )
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THROW;
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int nNumNormals = 0;
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if( sscanf(sLine, "%d", &nNumNormals) != 1 )
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THROW;
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vector<RageVector3> Normals;
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Normals.resize( nNumNormals );
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for( int j = 0; j < nNumNormals; j++ )
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{
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if( f.GetLine( sLine ) <= 0 )
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THROW;
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RageVector3 Normal;
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if( sscanf(sLine, "%f %f %f", &Normal[0], &Normal[1], &Normal[2]) != 3 )
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THROW;
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RageVec3Normalize( (RageVector3*)&Normal, (RageVector3*)&Normal );
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Normals[j] = Normal;
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}
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//
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// triangles
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//
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if( f.GetLine( sLine ) <= 0 )
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THROW;
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int nNumTriangles = 0;
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if( sscanf (sLine, "%d", &nNumTriangles) != 1 )
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THROW;
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Triangles.resize( nNumTriangles );
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for( int j = 0; j < nNumTriangles; j++ )
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{
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if( f.GetLine( sLine ) <= 0 )
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THROW;
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uint16_t nIndices[3];
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uint16_t nNormalIndices[3];
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if( sscanf (sLine, "%d %hd %hd %hd %hd %hd %hd %d",
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&nFlags,
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&nIndices[0], &nIndices[1], &nIndices[2],
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&nNormalIndices[0], &nNormalIndices[1], &nNormalIndices[2],
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&nIndex
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) != 8 )
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{
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THROW;
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}
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// deflate the normals into vertices
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for( int k=0; k<3; k++ )
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{
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ASSERT_M( nIndices[k] < Vertices.size(), ssprintf("mesh \"%s\" tri #%i accesses vertex %i, but we only have %i",
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szName, j, nIndices[k], int(Vertices.size())) );
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ASSERT_M( nNormalIndices[k] < Normals.size(), ssprintf("mesh \"%s\" tri #%i accesses normal %i, but we only have %i",
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szName, j, nNormalIndices[k], int(Normals.size())) );
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RageModelVertex& vertex = Vertices[ nIndices[k] ];
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RageVector3& normal = Normals[ nNormalIndices[k] ];
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vertex.n = normal;
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//mesh.Vertices[nIndices[k]].n = Normals[ nNormalIndices[k] ];
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}
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msTriangle& Triangle = Triangles[j];
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// Triangle.nFlags = nFlags;
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memcpy( &Triangle.nVertexIndices, nIndices, sizeof(Triangle.nVertexIndices) );
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// Triangle.nSmoothingGroup = nIndex;
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}
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}
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}
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}
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OptimizeBones();
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if( DISPLAY->SupportsPerVertexMatrixScale() )
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{
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if( m_Meshes.size() == 2 && m_Meshes[0].sName == m_Meshes[1].sName )
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{
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MergeMeshes( 1, 0 );
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}
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}
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// send the finalized vertices to the graphics card
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m_pCompiledGeometry->Set( m_Meshes, bNeedsNormals );
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}
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/*
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* Copyright (c) 2001-2002 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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