working on Mesh support

- loads only Milkshape ASCII
- doesn't yet load textures or render with materials
This commit is contained in:
Chris Danford
2003-04-25 21:05:40 +00:00
parent ecebd53c34
commit b72804294a
14 changed files with 1868 additions and 21 deletions
+338
View File
@@ -0,0 +1,338 @@
// MilkShape 3D ASCII
Frames: 30
Frame: 1
Meshes: 1
"Cylinder01" 0 -1
91
0 4.500000 -33.250000 0.000000 0.000000 1.000000 6
0 4.500000 -23.666668 0.000000 0.000000 0.833333 5
0 3.897114 -23.666668 2.250000 0.083333 0.833333 5
0 3.897114 -33.250000 2.250000 0.083333 1.000000 6
0 4.500000 -14.083334 0.000000 0.000000 0.666667 4
0 3.897114 -14.083334 2.250000 0.083333 0.666667 4
0 4.500000 -4.500000 0.000000 0.000000 0.500000 3
0 3.897114 -4.500000 2.250000 0.083333 0.500000 3
0 4.500000 5.083332 0.000000 0.000000 0.333333 2
0 3.897114 5.083332 2.250000 0.083333 0.333333 2
0 4.500000 14.666668 0.000000 0.000000 0.166667 1
0 3.897114 14.666668 2.250000 0.083333 0.166667 1
0 4.500000 24.250000 0.000000 0.000000 0.000000 0
0 3.897114 24.250000 2.250000 0.083333 0.000000 0
0 2.250000 -33.250000 3.897114 0.166667 1.000000 6
0 2.250000 -23.666668 3.897114 0.166667 0.833333 5
0 2.250000 -14.083334 3.897114 0.166667 0.666667 4
0 2.250000 -4.500000 3.897114 0.166667 0.500000 3
0 2.250000 5.083332 3.897114 0.166667 0.333333 2
0 2.250000 14.666668 3.897114 0.166667 0.166667 1
0 2.250000 24.250000 3.897114 0.166667 0.000000 0
0 0.000000 -23.666668 4.500000 0.250000 0.833333 5
0 0.000000 -33.250000 4.500000 0.250000 1.000000 6
0 0.000000 -14.083334 4.500000 0.250000 0.666667 4
0 0.000000 -4.500000 4.500000 0.250000 0.500000 3
0 0.000000 5.083332 4.500000 0.250000 0.333333 2
0 0.000000 14.666668 4.500000 0.250000 0.166667 1
0 0.000000 24.250000 4.500000 0.250000 0.000000 0
0 -2.250000 -33.250000 3.897114 0.333333 1.000000 6
0 -2.250000 -23.666668 3.897114 0.333333 0.833333 5
0 -2.250000 -14.083334 3.897114 0.333333 0.666667 4
0 -2.250000 -4.500000 3.897114 0.333333 0.500000 3
0 -2.250000 5.083332 3.897114 0.333333 0.333333 2
0 -2.250000 14.666668 3.897114 0.333333 0.166667 1
0 -2.250000 24.250000 3.897114 0.333333 0.000000 0
0 -3.897114 -23.666668 2.250000 0.416667 0.833333 5
0 -3.897114 -33.250000 2.250000 0.416667 1.000000 6
0 -3.897114 -14.083334 2.250000 0.416667 0.666667 4
0 -3.897114 -4.500000 2.250000 0.416667 0.500000 3
0 -3.897114 5.083332 2.250000 0.416667 0.333333 2
0 -3.897114 14.666668 2.250000 0.416667 0.166667 1
0 -3.897114 24.250000 2.250000 0.416667 0.000000 0
0 -4.500000 -33.250000 0.000000 0.500000 1.000000 6
0 -4.500000 -23.666668 0.000000 0.500000 0.833333 5
0 -4.500000 -14.083334 0.000000 0.500000 0.666667 4
0 -4.500000 -4.500000 0.000000 0.500000 0.500000 3
0 -4.500000 5.083332 0.000000 0.500000 0.333333 2
0 -4.500000 14.666668 0.000000 0.500000 0.166667 1
0 -4.500000 24.250000 0.000000 0.500000 0.000000 0
0 -3.897114 -23.666668 -2.250000 0.583333 0.833333 5
0 -3.897114 -33.250000 -2.250000 0.583333 1.000000 6
0 -3.897114 -14.083334 -2.250000 0.583333 0.666667 4
0 -3.897114 -4.500000 -2.250000 0.583333 0.500000 3
0 -3.897114 5.083332 -2.250000 0.583333 0.333333 2
0 -3.897114 14.666668 -2.250000 0.583333 0.166667 1
0 -3.897114 24.250000 -2.250000 0.583333 0.000000 0
0 -2.250000 -33.250000 -3.897114 0.666667 1.000000 6
0 -2.250000 -23.666668 -3.897114 0.666667 0.833333 5
0 -2.250000 -14.083334 -3.897114 0.666667 0.666667 4
0 -2.250000 -4.500000 -3.897114 0.666667 0.500000 3
0 -2.250000 5.083332 -3.897114 0.666667 0.333333 2
0 -2.250000 14.666668 -3.897114 0.666667 0.166667 1
0 -2.250000 24.250000 -3.897114 0.666667 0.000000 0
0 -0.000000 -23.666668 -4.500000 0.750000 0.833333 5
0 -0.000000 -33.250000 -4.500000 0.750000 1.000000 6
0 -0.000000 -14.083334 -4.500000 0.750000 0.666667 4
0 -0.000000 -4.500000 -4.500000 0.750000 0.500000 3
0 -0.000000 5.083332 -4.500000 0.750000 0.333333 2
0 -0.000000 14.666668 -4.500000 0.750000 0.166667 1
0 -0.000000 24.250000 -4.500000 0.750000 0.000000 0
0 2.250000 -33.250000 -3.897114 0.833333 1.000000 6
0 2.250000 -23.666668 -3.897114 0.833333 0.833333 5
0 2.250000 -14.083334 -3.897114 0.833333 0.666667 4
0 2.250000 -4.500000 -3.897114 0.833333 0.500000 3
0 2.250000 5.083332 -3.897114 0.833333 0.333333 2
0 2.250000 14.666668 -3.897114 0.833333 0.166667 1
0 2.250000 24.250000 -3.897114 0.833333 0.000000 0
0 3.897114 -23.666668 -2.250000 0.916667 0.833333 5
0 3.897114 -33.250000 -2.250000 0.916667 1.000000 6
0 3.897114 -14.083334 -2.250000 0.916667 0.666667 4
0 3.897114 -4.500000 -2.250000 0.916667 0.500000 3
0 3.897114 5.083332 -2.250000 0.916667 0.333333 2
0 3.897114 14.666668 -2.250000 0.916667 0.166667 1
0 3.897114 24.250000 -2.250000 0.916667 0.000000 0
0 4.500000 -33.250000 0.000000 1.000000 1.000000 6
0 4.500000 -23.666668 0.000000 1.000000 0.833333 5
0 4.500000 -14.083334 0.000000 1.000000 0.666667 4
0 4.500000 -4.500000 0.000000 1.000000 0.500000 3
0 4.500000 5.083332 0.000000 1.000000 0.333333 2
0 4.500000 14.666668 0.000000 1.000000 0.166667 1
0 4.500000 24.250000 0.000000 1.000000 0.000000 0
12
1.000000 0.000000 0.000000
0.866025 0.000000 0.500000
0.500000 0.000000 0.866025
0.000000 0.000000 1.000000
-0.500000 0.000000 0.866025
-0.866025 0.000000 0.500000
-1.000000 0.000000 0.000000
-0.866025 0.000000 -0.500000
-0.500000 0.000000 -0.866025
0.000000 0.000000 -1.000000
0.500000 0.000000 -0.866025
0.866025 0.000000 -0.500000
144
0 0 1 2 0 0 1 1
0 0 2 3 0 1 1 1
0 1 4 2 0 0 1 1
0 4 5 2 0 1 1 1
0 4 6 7 0 0 1 1
0 4 7 5 0 1 1 1
0 6 8 7 0 0 1 1
0 8 9 7 0 1 1 1
0 8 10 11 0 0 1 1
0 8 11 9 0 1 1 1
0 10 12 11 0 0 1 1
0 12 13 11 0 1 1 1
0 3 2 14 1 1 2 1
0 2 15 14 1 2 2 1
0 2 5 16 1 1 2 1
0 2 16 15 1 2 2 1
0 5 7 16 1 1 2 1
0 7 17 16 1 2 2 1
0 7 9 18 1 1 2 1
0 7 18 17 1 2 2 1
0 9 11 18 1 1 2 1
0 11 19 18 1 2 2 1
0 11 13 20 1 1 2 1
0 11 20 19 1 2 2 1
0 14 15 21 2 2 3 1
0 14 21 22 2 3 3 1
0 15 16 21 2 2 3 1
0 16 23 21 2 3 3 1
0 16 17 24 2 2 3 1
0 16 24 23 2 3 3 1
0 17 18 24 2 2 3 1
0 18 25 24 2 3 3 1
0 18 19 26 2 2 3 1
0 18 26 25 2 3 3 1
0 19 20 26 2 2 3 1
0 20 27 26 2 3 3 1
0 22 21 28 3 3 4 1
0 21 29 28 3 4 4 1
0 21 23 30 3 3 4 1
0 21 30 29 3 4 4 1
0 23 24 30 3 3 4 1
0 24 31 30 3 4 4 1
0 24 25 32 3 3 4 1
0 24 32 31 3 4 4 1
0 25 26 32 3 3 4 1
0 26 33 32 3 4 4 1
0 26 27 34 3 3 4 1
0 26 34 33 3 4 4 1
0 28 29 35 4 4 5 1
0 28 35 36 4 5 5 1
0 29 30 35 4 4 5 1
0 30 37 35 4 5 5 1
0 30 31 38 4 4 5 1
0 30 38 37 4 5 5 1
0 31 32 38 4 4 5 1
0 32 39 38 4 5 5 1
0 32 33 40 4 4 5 1
0 32 40 39 4 5 5 1
0 33 34 40 4 4 5 1
0 34 41 40 4 5 5 1
0 36 35 42 5 5 6 1
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0 38 46 45 5 6 6 1
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0 40 41 48 5 5 6 1
0 40 48 47 5 6 6 1
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0 44 45 52 6 6 7 1
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0 47 48 54 6 6 7 1
0 48 55 54 6 7 7 1
0 50 49 56 7 7 8 1
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0 54 61 60 7 8 8 1
0 54 55 62 7 7 8 1
0 54 62 61 7 8 8 1
0 56 57 63 8 8 9 1
0 56 63 64 8 9 9 1
0 57 58 63 8 8 9 1
0 58 65 63 8 9 9 1
0 58 59 66 8 8 9 1
0 58 66 65 8 9 9 1
0 59 60 66 8 8 9 1
0 60 67 66 8 9 9 1
0 60 61 68 8 8 9 1
0 60 68 67 8 9 9 1
0 61 62 68 8 8 9 1
0 62 69 68 8 9 9 1
0 64 63 70 9 9 10 1
0 63 71 70 9 10 10 1
0 63 65 72 9 9 10 1
0 63 72 71 9 10 10 1
0 65 66 72 9 9 10 1
0 66 73 72 9 10 10 1
0 66 67 74 9 9 10 1
0 66 74 73 9 10 10 1
0 67 68 74 9 9 10 1
0 68 75 74 9 10 10 1
0 68 69 76 9 9 10 1
0 68 76 75 9 10 10 1
0 70 71 77 10 10 11 1
0 70 77 78 10 11 11 1
0 71 72 77 10 10 11 1
0 72 79 77 10 11 11 1
0 72 73 80 10 10 11 1
0 72 80 79 10 11 11 1
0 73 74 80 10 10 11 1
0 74 81 80 10 11 11 1
0 74 75 82 10 10 11 1
0 74 82 81 10 11 11 1
0 75 76 82 10 10 11 1
0 76 83 82 10 11 11 1
0 78 77 84 11 11 0 1
0 77 85 84 11 0 0 1
0 77 79 86 11 11 0 1
0 77 86 85 11 0 0 1
0 79 80 86 11 11 0 1
0 80 87 86 11 0 0 1
0 80 81 88 11 11 0 1
0 80 88 87 11 0 0 1
0 81 82 88 11 11 0 1
0 82 89 88 11 0 0 1
0 82 83 90 11 11 0 1
0 82 90 89 11 0 0 1
Materials: 0
Bones: 7
"joint1"
""
0 0.000000 24.250000 0.000000 1.545162 1.570796 0.000000
3
1.000000 0.000000 0.000000 0.000000
15.000000 0.000000 0.000000 0.000000
30.000000 0.000000 0.000000 0.000000
3
1.000000 0.000000 0.000000 0.000000
15.000000 0.000000 0.000000 0.000000
30.000000 0.000000 0.000000 0.000000
"joint2"
"joint1"
0 0.000000 0.000000 9.753204 0.106538 0.000000 0.000000
3
1.000000 0.000000 -0.000000 -0.000000
15.000000 0.000000 0.000000 -0.000000
30.000000 0.000000 0.000000 -0.000000
3
1.000000 0.000000 0.000000 0.000000
15.000000 -0.401426 0.000000 0.000000
30.000000 0.000000 0.000000 0.000000
"joint3"
"joint2"
0 0.000000 0.000000 9.280355 0.134906 -0.000000 3.141593
3
1.000000 -0.000000 -0.000000 0.000000
15.000000 -0.000000 -0.000000 0.000000
30.000000 -0.000000 -0.000000 0.000000
3
1.000000 0.000000 0.000000 0.000000
15.000000 0.366519 0.000000 -0.000000
30.000000 0.000000 0.000000 0.000000
"joint4"
"joint3"
0 0.000000 0.000000 9.263503 -0.054002 0.000000 0.000000
3
1.000000 0.000000 -0.000000 0.000000
15.000000 0.000000 -0.000000 0.000000
30.000000 0.000000 -0.000000 0.000000
3
1.000000 0.000000 0.000000 0.000000
15.000000 0.523599 0.000000 0.000000
30.000000 0.000000 0.000000 0.000000
"joint5"
"joint4"
0 0.000000 0.000000 10.000000 0.000000 0.000000 0.000000
3
1.000000 0.000000 0.000000 0.000000
15.000000 0.000000 0.000000 0.000000
30.000000 0.000000 0.000000 0.000000
3
1.000000 0.000000 0.000000 0.000000
15.000000 0.401426 0.000000 0.000000
30.000000 0.000000 0.000000 0.000000
"joint6"
"joint5"
0 0.000000 0.000000 10.000000 0.026310 0.000259 0.000000
3
1.000000 0.000000 -0.000000 -0.000000
15.000000 0.000000 0.000000 -0.000000
30.000000 0.000000 0.000000 -0.000000
3
1.000000 0.000000 0.000000 0.000000
15.000000 0.383972 -0.000016 0.000097
30.000000 0.000000 0.000000 0.000000
"joint7"
"joint6"
5 0.000000 0.000000 9.503289 0.000000 0.000000 0.000000
3
1.000000 0.000000 0.000000 0.000000
15.000000 0.000000 0.000000 0.000000
30.000000 0.000000 0.000000 0.000000
3
1.000000 0.000000 0.000000 0.000000
15.000000 0.174533 0.000000 0.000000
30.000000 0.000000 0.000000 0.000000
-6
View File
@@ -13,12 +13,6 @@
#include "GameConstantsAndTypes.h"
#include "GameState.h"
const CString BG_ANIMS_DIR = "BGAnimations/";
const CString VISUALIZATIONS_DIR = "Visualizations/";
const CString RANDOMMOVIES_DIR = "RandomMovies/";
const CString DEFAULT_RANKING_NAME = "STEP";
const CString GROUP_ALL_MUSIC = "";
CString CategoryToString( RadarCategory cat )
{
+6 -5
View File
@@ -168,7 +168,7 @@ enum RankingCategory
NUM_RANKING_CATEGORIES
};
extern const CString DEFAULT_RANKING_NAME;
#define DEFAULT_RANKING_NAME CString("STEP")
RankingCategory AverageMeterToRankingCategory( float fAverageMeter );
@@ -179,7 +179,7 @@ const int MAX_RANKING_NAME_LENGTH = 4;
//
// Group stuff
//
extern const CString GROUP_ALL_MUSIC;
#define GROUP_ALL_MUSIC CString("")
//
@@ -221,9 +221,10 @@ enum BattleResult
extern const CString BG_ANIMS_DIR;
extern const CString VISUALIZATIONS_DIR;
extern const CString RANDOMMOVIES_DIR;
#define BG_ANIMS_DIR CString("BGAnimations/")
#define VISUALIZATIONS_DIR CString("Visualizations/")
#define RANDOMMOVIES_DIR CString("RandomMovies/")
+165
View File
@@ -0,0 +1,165 @@
#ifndef Milkshape_H
#define Milkshape_H
/*
-----------------------------------------------------------------------------
Class: Milkshape
Desc: Types defined in msLib.h. C arrays converted to use std::vector
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
/**********************************************************************
*
* Constants
*
**********************************************************************/
#define MS_MAX_NAME 32
#define MS_MAX_PATH 256
/**********************************************************************
*
* Types
*
**********************************************************************/
#ifndef byte
typedef unsigned char byte;
#endif /* byte */
#ifndef word
typedef unsigned short word;
#endif /* word */
typedef struct msVec2 {
float v[2];
operator float* () { return v; };
operator const float* () const { return v; };
} msVec2;
typedef struct msVec3 {
float v[3];
operator float* () { return v; };
operator const float* () const { return v; };
} msVec3;
typedef struct msVec4 {
float v[4];
operator float* () { return v; };
operator const float* () const { return v; };
} msVec4;
/* msFlag */
typedef enum {
eSelected = 1, eSelected2 = 2, eHidden = 4, eDirty = 8, eAveraged = 16, eUnused = 32
} msFlag;
/* msVertex */
typedef struct msVertex
{
byte nFlags;
msVec3 Vertex;
msVec2 uv;
char nBoneIndex;
} msVertex;
/* msTriangle */
typedef struct
{
word nFlags;
word nVertexIndices[3];
word nNormalIndices[3];
msVec3 Normal;
byte nSmoothingGroup;
} msTriangle;
/* msMesh */
typedef struct msMesh
{
byte nFlags;
char szName[MS_MAX_NAME];
char nMaterialIndex;
vector<msVertex> Vertices;
vector<msVec3> Normals;
vector<msTriangle> Triangles;
} msMesh;
/* msMaterial */
typedef struct msMaterial
{
int nFlags;
char szName[MS_MAX_NAME];
msVec4 Ambient;
msVec4 Diffuse;
msVec4 Specular;
msVec4 Emissive;
float fShininess;
float fTransparency;
char szDiffuseTexture[MS_MAX_PATH];
char szAlphaTexture[MS_MAX_PATH];
int nName;
} msMaterial;
/* msPositionKey */
typedef struct msPositionKey
{
float fTime;
msVec3 Position;
} msPositionKey;
/* msRotationKey */
typedef struct msRotationKey
{
float fTime;
msVec3 Rotation;
} msRotationKey;
/* msBone */
typedef struct msBone
{
int nFlags;
char szName[MS_MAX_NAME];
char szParentName[MS_MAX_NAME];
msVec3 Position;
msVec3 Rotation;
vector<msPositionKey> PositionKeys;
int nNumRotationKeys;
int nNumAllocedRotationKeys;
vector<msRotationKey> RotationKeys;
} msBone;
/* msModel */
typedef struct msModel
{
vector<msMesh> Meshes;
vector<msMaterial> Materials;
vector<msBone> Bones;
int FindBoneByName( const char* szName )
{
for( unsigned i=0; i<Bones.size(); i++ )
if( strcmp(Bones[i].szName, szName)==0 )
return i;
return -1;
}
int nFrame;
int nTotalFrames;
msVec3 Position;
msVec3 Rotation;
} msModel;
#endif
+752
View File
@@ -0,0 +1,752 @@
#include "global.h"
/*
-----------------------------------------------------------------------------
Class: Milkshape
Desc: Types defined in msLib.h.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "Model.h"
#include "Milkshape.h"
#include "mathlib.h"
#include "RageDisplay.h"
Model::Model ()
{
m_pModel = NULL;
m_pBones = NULL;
}
Model::~Model ()
{
Clear ();
}
void Model::Clear ()
{
if (m_pBones)
{
delete m_pBones;
m_pBones = 0;
}
if (m_pModel)
{
// msModel_Destroy (m_pModel); // not necessary since conversion to std::vector
delete m_pModel;
m_pModel = 0;
}
}
bool Model::Load (const char *szFilename)
{
FILE *file = fopen (szFilename, "rt");
if (!file)
return false;
Clear ();
m_pModel = new msModel;
memset (m_pModel, 0, sizeof (msModel));
bool bError = false;
char szLine[256];
char szName[MS_MAX_NAME];
int nFlags, nIndex, i, j;
ClearBounds (m_vMins, m_vMaxs);
while (fgets (szLine, 256, file) != NULL && !bError)
{
if (!strncmp (szLine, "//", 2))
continue;
int nFrame;
if (sscanf (szLine, "Frames: %d", &nFrame) == 1)
{
m_pModel->nTotalFrames = nFrame;
}
if (sscanf (szLine, "Frame: %d", &nFrame) == 1)
{
m_pModel->nFrame = nFrame;
}
int nNumMeshes = 0;
if (sscanf (szLine, "Meshes: %d", &nNumMeshes) == 1)
{
for (i = 0; i < nNumMeshes && !bError; i++)
{
m_pModel->Meshes.resize( m_pModel->Meshes.size()+1 );
msMesh& mesh = m_pModel->Meshes.back();
if (!fgets (szLine, 256, file))
{
bError = true;
break;
}
// mesh: name, flags, material index
if (sscanf (szLine, "\"%[^\"]\" %d %d",szName, &nFlags, &nIndex) != 3)
{
bError = true;
break;
}
strcpy( mesh.szName, szName );
mesh.nFlags = nFlags;
mesh.nMaterialIndex = nIndex;
//
// vertices
//
if (!fgets (szLine, 256, file))
{
bError = true;
break;
}
int nNumVertices = 0;
if (sscanf (szLine, "%d", &nNumVertices) != 1)
{
bError = true;
break;
}
for (j = 0; j < nNumVertices; j++)
{
if (!fgets (szLine, 256, file))
{
bError = true;
break;
}
msVec3 Vertex;
msVec2 uv;
if (sscanf (szLine, "%d %f %f %f %f %f %d",
&nFlags,
&Vertex[0], &Vertex[1], &Vertex[2],
&uv[0], &uv[1],
&nIndex
) != 7)
{
bError = true;
break;
}
mesh.Vertices.resize( mesh.Vertices.size()+1 );
msVertex& vertex = mesh.Vertices.back();
vertex.nFlags = nFlags;
memcpy( vertex.Vertex, Vertex, sizeof(vertex.Vertex) );
memcpy( vertex.uv, uv, sizeof(vertex.uv) );
vertex.nBoneIndex = nIndex;
AddPointToBounds (Vertex, m_vMins, m_vMaxs);
}
//
// normals
//
if (!fgets (szLine, 256, file))
{
bError = true;
break;
}
int nNumNormals = 0;
if (sscanf (szLine, "%d", &nNumNormals) != 1)
{
bError = true;
break;
}
for (j = 0; j < nNumNormals; j++)
{
if (!fgets (szLine, 256, file))
{
bError = true;
break;
}
msVec3 Normal;
if (sscanf (szLine, "%f %f %f", &Normal[0], &Normal[1], &Normal[2]) != 3)
{
bError = true;
break;
}
VectorNormalize (Normal);
mesh.Normals.push_back( Normal );
}
//
// triangles
//
if (!fgets (szLine, 256, file))
{
bError = true;
break;
}
int nNumTriangles = 0;
if (sscanf (szLine, "%d", &nNumTriangles) != 1)
{
bError = true;
break;
}
for (j = 0; j < nNumTriangles; j++)
{
if (!fgets (szLine, 256, file))
{
bError = true;
break;
}
word nIndices[3];
word nNormalIndices[3];
if (sscanf (szLine, "%d %d %d %d %d %d %d %d",
&nFlags,
&nIndices[0], &nIndices[1], &nIndices[2],
&nNormalIndices[0], &nNormalIndices[1], &nNormalIndices[2],
&nIndex
) != 8)
{
bError = true;
break;
}
mesh.Triangles.resize( mesh.Triangles.size()+1 );
msTriangle& Triangle = mesh.Triangles.back();
Triangle.nFlags = nFlags;
memcpy( &Triangle.nVertexIndices, nIndices, sizeof(Triangle.nVertexIndices) );
memcpy( &Triangle.nNormalIndices, nNormalIndices, sizeof(Triangle.nNormalIndices) );
Triangle.nSmoothingGroup = nIndex;
//
// calculate triangle normals
//
vec3_t v1, v2;
msVertex *pVertices[3];
pVertices[0] = &mesh.Vertices[ nIndices[0] ];
pVertices[1] = &mesh.Vertices[ nIndices[1] ];
pVertices[2] = &mesh.Vertices[ nIndices[2] ];
VectorSubtract (pVertices[0]->Vertex, pVertices[1]->Vertex, v1);
VectorSubtract (pVertices[2]->Vertex, pVertices[1]->Vertex, v2);
CrossProduct (v1, v2, Triangle.Normal);
VectorNormalize (Triangle.Normal);
VectorScale (Triangle.Normal, -1, Triangle.Normal);
}
}
}
//
// materials
//
int nNumMaterials = 0;
if (sscanf (szLine, "Materials: %d", &nNumMaterials) == 1)
{
int i;
char szName[MS_MAX_NAME];
for (i = 0; i < nNumMaterials && !bError; i++)
{
m_pModel->Materials.resize( m_pModel->Materials.size() );
msMaterial& Material = m_pModel->Materials.back();
// name
if (!fgets (szLine, 256, file))
{
bError = true;
break;
}
if (sscanf (szLine, "\"%[^\"]\"", szName) != 1)
{
bError = true;
break;
}
strcpy( Material.szName, szName );
// ambient
if (!fgets (szLine, 256, file))
{
bError = true;
break;
}
msVec4 Ambient;
if (sscanf (szLine, "%f %f %f %f", &Ambient.v[0], &Ambient.v[1], &Ambient.v[2], &Ambient.v[3]) != 4)
{
bError = true;
break;
}
memcpy( &Material.Ambient, &Ambient, sizeof(Material.Ambient) );
// diffuse
if (!fgets (szLine, 256, file))
{
bError = true;
break;
}
msVec4 Diffuse;
if (sscanf (szLine, "%f %f %f %f", &Diffuse.v[0], &Diffuse.v[1], &Diffuse.v[2], &Diffuse.v[3]) != 4)
{
bError = true;
break;
}
memcpy( &Material.Diffuse, &Diffuse, sizeof(Material.Diffuse) );
// specular
if (!fgets (szLine, 256, file))
{
bError = true;
break;
}
msVec4 Specular;
if (sscanf (szLine, "%f %f %f %f", &Specular.v[0], &Specular.v[1], &Specular.v[2], &Specular.v[3]) != 4)
{
bError = true;
break;
}
memcpy( &Material.Specular, &Specular, sizeof(Material.Specular) );
// emissive
if (!fgets (szLine, 256, file))
{
bError = true;
break;
}
msVec4 Emissive;
if (sscanf (szLine, "%f %f %f %f", &Emissive.v[0], &Emissive.v[1], &Emissive.v[2], &Emissive.v[3]) != 4)
{
bError = true;
break;
}
memcpy( &Material.Emissive, &Emissive, sizeof(Material.Emissive) );
// shininess
if (!fgets (szLine, 256, file))
{
bError = true;
break;
}
float fShininess;
if (sscanf (szLine, "%f", &fShininess) != 1)
{
bError = true;
break;
}
Material.fShininess = fShininess;
// transparency
if (!fgets (szLine, 256, file))
{
bError = true;
break;
}
float fTransparency;
if (sscanf (szLine, "%f", &fTransparency) != 1)
{
bError = true;
break;
}
Material.fTransparency = 1.0f;
// diffuse texture
if (!fgets (szLine, 256, file))
{
bError = true;
break;
}
if (sscanf (szLine, "\"%[^\"]\"", szName) != 1)
{
bError = true;
break;
}
strcpy( Material.szDiffuseTexture, szName );
// alpha texture
if (!fgets (szLine, 256, file))
{
bError = true;
break;
}
strcpy (szName, "");
sscanf (szLine, "\"%[^\"]\"", szName);
strcpy( Material.szAlphaTexture, szName );
}
}
//
// bones
//
int nNumBones = 0;
if (sscanf (szLine, "Bones: %d", &nNumBones) == 1)
{
int i;
char szName[MS_MAX_NAME];
for (i = 0; i < nNumBones && !bError; i++)
{
m_pModel->Bones.resize( m_pModel->Bones.size()+1 );
msBone& Bone = m_pModel->Bones.back();
// name
if (!fgets (szLine, 256, file))
{
bError = true;
break;
}
if (sscanf (szLine, "\"%[^\"]\"", szName) != 1)
{
bError = true;
break;
}
strcpy( Bone.szName, szName );
// alpha texture
if (!fgets (szLine, 256, file))
{
bError = true;
break;
}
strcpy (szName, "");
sscanf (szLine, "\"%[^\"]\"", szName);
strcpy( Bone.szParentName, szName );
// flags, position, rotation
msVec3 Position, Rotation;
if (!fgets (szLine, 256, file))
{
bError = true;
break;
}
if (sscanf (szLine, "%d %f %f %f %f %f %f",
&nFlags,
&Position.v[0], &Position.v[1], &Position.v[2],
&Rotation.v[0], &Rotation.v[1], &Rotation.v[2]) != 7)
{
bError = true;
break;
}
Bone.nFlags = nFlags;
memcpy( &Bone.Position, &Position, sizeof(Bone.Position) );
memcpy( &Bone.Rotation, &Rotation, sizeof(Bone.Rotation) );
float fTime;
// position key count
if (!fgets (szLine, 256, file))
{
bError = true;
break;
}
int nNumPositionKeys = 0;
if (sscanf (szLine, "%d", &nNumPositionKeys) != 1)
{
bError = true;
break;
}
for (j = 0; j < nNumPositionKeys; j++)
{
if (!fgets (szLine, 256, file))
{
bError = true;
break;
}
if (sscanf (szLine, "%f %f %f %f", &fTime, &Position[0], &Position[1], &Position[2]) != 4)
{
bError = true;
break;
}
msPositionKey key = { fTime, { Position[0], Position[1], Position[2] } };
Bone.PositionKeys.push_back( key );
}
// rotation key count
if (!fgets (szLine, 256, file))
{
bError = true;
break;
}
int nNumRotationKeys = 0;
if (sscanf (szLine, "%d", &nNumRotationKeys) != 1)
{
bError = true;
break;
}
for (j = 0; j < nNumRotationKeys; j++)
{
if (!fgets (szLine, 256, file))
{
bError = true;
break;
}
if (sscanf (szLine, "%f %f %f %f", &fTime, &Rotation[0], &Rotation[1], &Rotation[2]) != 4)
{
bError = true;
break;
}
msRotationKey key = { fTime, { Rotation[0], Rotation[1], Rotation[2] } };
Bone.RotationKeys.push_back( key );
}
}
}
}
fclose (file);
SetupBones ();
return true;
}
void Model::DrawPrimitives()
{
if (!m_pModel)
return;
DISPLAY->SetTexture( NULL );
DISPLAY->SetBlendModeNormal();
for (int i = 0; i < (int)m_pModel->Meshes.size(); i++)
{
msMesh *pMesh = &m_pModel->Meshes[i];
for (int j = 0; j < (int)pMesh->Triangles.size(); j++)
{
RageVertex verts[3];
msTriangle *pTriangle = &pMesh->Triangles[j];
word nIndices[3], nNormalIndices[3];
memcpy( nIndices, pTriangle->nVertexIndices, sizeof(nIndices) );
memcpy( nNormalIndices, pTriangle->nNormalIndices, sizeof(nNormalIndices) );
for (int k = 0; k < 3; k++)
{
msVertex *pVertex = &pMesh->Vertices[ nIndices[k] ];
RageVertex& v = verts[k];
v.c = RageColor(1,1,1,1);
if (pVertex->nBoneIndex == -1)
{
v.p.x = pVertex->Vertex[0];
v.p.y = pVertex->Vertex[1];
v.p.z = pVertex->Vertex[2];
}
else
{
msVec3 Vertex;
VectorRotate (pVertex->Vertex, m_pBones[pVertex->nBoneIndex].mFinal, Vertex);
Vertex[0] += m_pBones[pVertex->nBoneIndex].mFinal[0][3];
Vertex[1] += m_pBones[pVertex->nBoneIndex].mFinal[1][3];
Vertex[2] += m_pBones[pVertex->nBoneIndex].mFinal[2][3];
v.p.x = Vertex[0];
v.p.y = Vertex[1];
v.p.z = Vertex[2];
}
}
DISPLAY->DrawTriangles( verts, 3 );
}
}
}
float
Model::CalcDistance () const
{
float dx = m_vMaxs[0] - m_vMins[0];
float dy = m_vMaxs[1] - m_vMins[1];
float dz = m_vMaxs[2] - m_vMins[2];
float d = dx;
if (dy > d)
d = dy;
if (dz > d)
d = dz;
return d;
}
void
Model::SetupBones ()
{
int nBoneCount = (int)m_pModel->Bones.size();
if (!m_pBones)
{
m_pBones = new myBone_t[nBoneCount];
}
int i, j;
for (i = 0; i < nBoneCount; i++)
{
msBone *pBone = &m_pModel->Bones[i];
msVec3 vRot;
vRot[0] = pBone->Rotation[0] * 180 / (float) Q_PI;
vRot[1] = pBone->Rotation[1] * 180 / (float) Q_PI;
vRot[2] = pBone->Rotation[2] * 180 / (float) Q_PI;
AngleMatrix (vRot, m_pBones[i].mRelative);
m_pBones[i].mRelative[0][3] = pBone->Position[0];
m_pBones[i].mRelative[1][3] = pBone->Position[1];
m_pBones[i].mRelative[2][3] = pBone->Position[2];
int nParentBone = m_pModel->FindBoneByName( pBone->szParentName );
if (nParentBone != -1)
{
R_ConcatTransforms (m_pBones[nParentBone].mAbsolute, m_pBones[i].mRelative, m_pBones[i].mAbsolute);
memcpy (m_pBones[i].mFinal, m_pBones[i].mAbsolute, sizeof (matrix_t));
}
else
{
memcpy (m_pBones[i].mAbsolute, m_pBones[i].mRelative, sizeof (matrix_t));
memcpy (m_pBones[i].mFinal, m_pBones[i].mRelative, sizeof (matrix_t));
}
}
for (i = 0; i < m_pModel->Meshes.size(); i++)
{
msMesh *pMesh = &m_pModel->Meshes[i];
for (j = 0; j < (int)pMesh->Vertices.size(); j++)
{
msVertex *pVertex = &pMesh->Vertices[j];
if (pVertex->nBoneIndex != -1)
{
pVertex->Vertex[0] -= m_pBones[pVertex->nBoneIndex].mAbsolute[0][3];
pVertex->Vertex[1] -= m_pBones[pVertex->nBoneIndex].mAbsolute[1][3];
pVertex->Vertex[2] -= m_pBones[pVertex->nBoneIndex].mAbsolute[2][3];
msVec3 vTmp;
VectorIRotate (pVertex->Vertex, m_pBones[pVertex->nBoneIndex].mAbsolute, vTmp);
VectorCopy (vTmp, pVertex->Vertex);
}
}
}
m_fCurrFrame = (float) m_pModel->nFrame;
}
void
Model::AdvanceFrame (float dt)
{
if (!m_pModel)
return;
m_fCurrFrame += dt;
if (m_fCurrFrame > (float) m_pModel->nTotalFrames)
m_fCurrFrame = 0.0f;
int nBoneCount = (int)m_pModel->Bones.size();
int i, j;
for (i = 0; i < nBoneCount; i++)
{
msBone *pBone = &m_pModel->Bones[i];
int nPositionKeyCount = pBone->PositionKeys.size();
int nRotationKeyCount = pBone->RotationKeys.size();
if (nPositionKeyCount == 0 && nRotationKeyCount == 0)
{
memcpy (m_pBones[i].mFinal, m_pBones[i].mAbsolute, sizeof (matrix_t));
}
else
{
msVec3 vPos;
msVec4 vRot;
//
// search for the adjaced position keys
//
msPositionKey *pLastPositionKey = 0, *pThisPositionKey = 0;
for (j = 0; j < nPositionKeyCount; j++)
{
msPositionKey *pPositionKey = &pBone->PositionKeys[j];
if (pPositionKey->fTime >= m_fCurrFrame)
{
pThisPositionKey = pPositionKey;
break;
}
pLastPositionKey = pPositionKey;
}
if (pLastPositionKey != 0 && pThisPositionKey != 0)
{
float d = pThisPositionKey->fTime - pLastPositionKey->fTime;
float s = (m_fCurrFrame - pLastPositionKey->fTime) / d;
vPos[0] = pLastPositionKey->Position[0] + (pThisPositionKey->Position[0] - pLastPositionKey->Position[0]) * s;
vPos[1] = pLastPositionKey->Position[1] + (pThisPositionKey->Position[1] - pLastPositionKey->Position[1]) * s;
vPos[2] = pLastPositionKey->Position[2] + (pThisPositionKey->Position[2] - pLastPositionKey->Position[2]) * s;
}
else if (pLastPositionKey == 0)
{
VectorCopy (pThisPositionKey->Position, vPos);
}
else if (pThisPositionKey == 0)
{
VectorCopy (pLastPositionKey->Position, vPos);
}
//
// search for the adjaced rotation keys
//
matrix_t m;
msRotationKey *pLastRotationKey = 0, *pThisRotationKey = 0;
for (j = 0; j < nRotationKeyCount; j++)
{
msRotationKey *pRotationKey = &pBone->RotationKeys[j];
if (pRotationKey->fTime >= m_fCurrFrame)
{
pThisRotationKey = pRotationKey;
break;
}
pLastRotationKey = pRotationKey;
}
if (pLastRotationKey != 0 && pThisRotationKey != 0)
{
float d = pThisRotationKey->fTime - pLastRotationKey->fTime;
float s = (m_fCurrFrame - pLastRotationKey->fTime) / d;
#if 1
msVec4 q1, q2, q;
AngleQuaternion (pLastRotationKey->Rotation, q1);
AngleQuaternion (pThisRotationKey->Rotation, q2);
QuaternionSlerp (q1, q2, s, q);
QuaternionMatrix (q, m);
#else
vRot[0] = pLastRotationKey->Rotation[0] + (pThisRotationKey->Rotation[0] - pLastRotationKey->Rotation[0]) * s;
vRot[1] = pLastRotationKey->Rotation[1] + (pThisRotationKey->Rotation[1] - pLastRotationKey->Rotation[1]) * s;
vRot[2] = pLastRotationKey->Rotation[2] + (pThisRotationKey->Rotation[2] - pLastRotationKey->Rotation[2]) * s;
vRot[0] *= 180 / (float) Q_PI;
vRot[1] *= 180 / (float) Q_PI;
vRot[2] *= 180 / (float) Q_PI;
AngleMatrix (vRot, m);
#endif
}
else if (pLastRotationKey == 0)
{
vRot[0] = pThisRotationKey->Rotation[0] * 180 / (float) Q_PI;
vRot[1] = pThisRotationKey->Rotation[1] * 180 / (float) Q_PI;
vRot[2] = pThisRotationKey->Rotation[2] * 180 / (float) Q_PI;
AngleMatrix (vRot, m);
}
else if (pThisRotationKey == 0)
{
vRot[0] = pLastRotationKey->Rotation[0] * 180 / (float) Q_PI;
vRot[1] = pLastRotationKey->Rotation[1] * 180 / (float) Q_PI;
vRot[2] = pLastRotationKey->Rotation[2] * 180 / (float) Q_PI;
AngleMatrix (vRot, m);
}
m[0][3] = vPos[0];
m[1][3] = vPos[1];
m[2][3] = vPos[2];
R_ConcatTransforms (m_pBones[i].mRelative, m, m_pBones[i].mRelativeFinal);
int nParentBone = m_pModel->FindBoneByName( pBone->szParentName );
if (nParentBone == -1)
{
memcpy (m_pBones[i].mFinal, m_pBones[i].mRelativeFinal, sizeof (matrix_t));
}
else
{
R_ConcatTransforms (m_pBones[nParentBone].mFinal, m_pBones[i].mRelativeFinal, m_pBones[i].mFinal);
}
}
}
}
void Model::Update( float fDelta )
{
AdvanceFrame( fDelta );
}
+55
View File
@@ -0,0 +1,55 @@
#ifndef Model_H
#define Model_H
/*
-----------------------------------------------------------------------------
Class: Model
Desc: A 3D model.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "Actor.h"
#include "RageTypes.h"
struct msModel;
typedef float matrix_t[3][4];
typedef struct
{
matrix_t mRelative;
matrix_t mAbsolute;
matrix_t mRelativeFinal;
matrix_t mFinal;
} myBone_t;
class Model : public Actor
{
public:
Model ();
virtual ~Model ();
public:
void Clear ();
bool Load(const char *szFilename);
virtual void Update( float fDelta );
virtual void DrawPrimitives();
float CalcDistance () const;
void SetupBones ();
void AdvanceFrame (float dt);
private:
msModel *m_pModel;
RageVector3 m_vMins, m_vMaxs;
myBone_t *m_pBones;
float m_fCurrFrame;
};
#endif
+9
View File
@@ -7,6 +7,7 @@
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
Glenn Maynard
-----------------------------------------------------------------------------
*/
@@ -469,6 +470,14 @@ void RageDisplay::DrawStrip( const RageVertex v[], int iNumVerts )
g_iVertsRenderedSinceLastCheck += iNumVerts;
}
void RageDisplay::DrawTriangles( const RageVertex v[], int iNumVerts )
{
ASSERT( iNumVerts >= 3 );
glInterleavedArrays( RageVertexFormat, sizeof(RageVertex), v );
glDrawArrays( GL_TRIANGLES, 0, iNumVerts );
g_iVertsRenderedSinceLastCheck += iNumVerts;
}
/* Draw a line as a quad. GL_LINES with antialiasing off can draw line
* ends at odd angles--they're forced to axis-alignment regardless of the
* angle of the line. */
+1
View File
@@ -72,6 +72,7 @@ public:
void DrawQuads( const RageVertex v[], int iNumVerts );
void DrawFan( const RageVertex v[], int iNumVerts );
void DrawStrip( const RageVertex v[], int iNumVerts );
void DrawTriangles( const RageVertex v[], int iNumVerts );
void DrawLoop( const RageVertex v[], int iNumVerts, float LineWidth );
void DrawLoop_LinesAndPoints( const RageVertex v[], int iNumVerts, float LineWidth );
void DrawLoop_Polys( const RageVertex v[], int iNumVerts, float LineWidth );
+4 -3
View File
@@ -30,9 +30,10 @@ ScreenSandbox::ScreenSandbox() : Screen("ScreenSandbox")
// m_sprite.SetXY( CENTER_X, CENTER_Y );
// this->AddChild( &m_sprite );
obj.SetXY(CENTER_X, CENTER_Y);
// obj.SetZoom(50);
this->AddChild(&obj);
m_model.SetXY(CENTER_X, CENTER_Y);
m_model.SetZoom(10);
m_model.Load( "bend.txt" );
this->AddChild(&m_model);
this->AddChild( &m_In );
+2 -2
View File
@@ -12,7 +12,7 @@
*/
#include "Screen.h"
#include "Sample3dObject.h"
#include "Model.h"
#include "Quad.h"
#include "Transition.h"
@@ -28,7 +28,7 @@ public:
void MenuRight( PlayerNumber pn );
void Update(float f);
Sample3dObject obj;
Model m_model;
Quad m_quad;
Transition m_In;
Transition m_Out;
+25 -5
View File
@@ -1,5 +1,5 @@
# Microsoft Developer Studio Project File - Name="StepMania" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# Microsoft Developer Studio Generated Build File, Format Version 60000
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Application" 0x0101
@@ -57,10 +57,10 @@ LINK32=link.exe
# SUBTRACT LINK32 /verbose /pdb:none
# Begin Special Build Tool
IntDir=.\../Release6
TargetDir=\temp\stepmania
TargetDir=\stepmania\stepmania
TargetName=StepMania
SOURCE="$(InputPath)"
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
# End Special Build Tool
@@ -92,10 +92,10 @@ LINK32=link.exe
# SUBTRACT LINK32 /verbose /profile /pdb:none /incremental:no /nodefaultlib
# Begin Special Build Tool
IntDir=.\../Debug6
TargetDir=\temp\stepmania
TargetDir=\stepmania\stepmania
TargetName=StepMania-debug
SOURCE="$(InputPath)"
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
# End Special Build Tool
@@ -1000,6 +1000,26 @@ SOURCE=.\BitmapText.h
# End Source File
# Begin Source File
SOURCE=.\mathlib.c
# End Source File
# Begin Source File
SOURCE=.\mathlib.h
# End Source File
# Begin Source File
SOURCE=.\Milkshape.h
# End Source File
# Begin Source File
SOURCE=.\Model.cpp
# End Source File
# Begin Source File
SOURCE=.\Model.h
# End Source File
# Begin Source File
SOURCE=.\Quad.h
# End Source File
# Begin Source File
+15
View File
@@ -1596,6 +1596,15 @@ cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
<File
RelativePath=".\BitmapText.h">
</File>
<File
RelativePath="Milkshape.h">
</File>
<File
RelativePath="Model.cpp">
</File>
<File
RelativePath="Model.h">
</File>
<File
RelativePath="Quad.h">
</File>
@@ -1605,6 +1614,12 @@ cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
<File
RelativePath=".\Sprite.h">
</File>
<File
RelativePath="mathlib.c">
</File>
<File
RelativePath="mathlib.h">
</File>
</Filter>
<Filter
Name="Global Singletons"
+404
View File
@@ -0,0 +1,404 @@
/***
*
* Copyright (c) 1998, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
****/
// mathlib.c -- math primitives
#pragma warning( disable : 4244 )
#pragma warning( disable : 4237 )
#pragma warning( disable : 4305 )
/* #include "cmdlib.h" */
#ifndef true
#define true 1
#endif /* true */
#ifndef false
#define false 0
#endif /* false */
#include "mathlib.h"
//vec3_t vec3_origin = {0,0,0};
double VectorLength(vec3_t v)
{
int i;
double length;
length = 0;
for (i=0 ; i< 3 ; i++)
length += v[i]*v[i];
length = sqrt (length); // FIXME
return length;
}
int VectorCompare (vec3_t v1, vec3_t v2)
{
int i;
for (i=0 ; i<3 ; i++)
{
if (fabs(v1[i]-v2[i]) > EQUAL_EPSILON)
return false;
}
return true;
}
vec_t Q_rint (vec_t in)
{
return floor (in + 0.5);
}
void VectorMA (vec3_t va, double scale, vec3_t vb, vec3_t vc)
{
vc[0] = va[0] + scale*vb[0];
vc[1] = va[1] + scale*vb[1];
vc[2] = va[2] + scale*vb[2];
}
void CrossProduct (vec3_t v1, vec3_t v2, vec3_t cross)
{
cross[0] = v1[1]*v2[2] - v1[2]*v2[1];
cross[1] = v1[2]*v2[0] - v1[0]*v2[2];
cross[2] = v1[0]*v2[1] - v1[1]*v2[0];
}
vec_t _DotProduct (vec3_t v1, vec3_t v2)
{
return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2];
}
void _VectorSubtract (vec3_t va, vec3_t vb, vec3_t out)
{
out[0] = va[0]-vb[0];
out[1] = va[1]-vb[1];
out[2] = va[2]-vb[2];
}
void _VectorAdd (vec3_t va, vec3_t vb, vec3_t out)
{
out[0] = va[0]+vb[0];
out[1] = va[1]+vb[1];
out[2] = va[2]+vb[2];
}
void _VectorCopy (vec3_t in, vec3_t out)
{
out[0] = in[0];
out[1] = in[1];
out[2] = in[2];
}
void _VectorScale (vec3_t v, vec_t scale, vec3_t out)
{
out[0] = v[0] * scale;
out[1] = v[1] * scale;
out[2] = v[2] * scale;
}
vec_t VectorNormalize (vec3_t v)
{
int i;
double length;
if ( fabs(v[1] - 0.000215956) < 0.0001)
i=1;
length = 0;
for (i=0 ; i< 3 ; i++)
length += v[i]*v[i];
length = sqrt (length);
if (length == 0)
return 0;
for (i=0 ; i< 3 ; i++)
v[i] /= length;
return length;
}
void VectorInverse (vec3_t v)
{
v[0] = -v[0];
v[1] = -v[1];
v[2] = -v[2];
}
void ClearBounds (vec3_t mins, vec3_t maxs)
{
mins[0] = mins[1] = mins[2] = 99999;
maxs[0] = maxs[1] = maxs[2] = -99999;
}
void AddPointToBounds (vec3_t v, vec3_t mins, vec3_t maxs)
{
int i;
vec_t val;
for (i=0 ; i<3 ; i++)
{
val = v[i];
if (val < mins[i])
mins[i] = val;
if (val > maxs[i])
maxs[i] = val;
}
}
void AngleMatrix (const vec3_t angles, float (*matrix)[4] )
{
float angle;
float sr, sp, sy, cr, cp, cy;
angle = angles[2] * (Q_PI*2 / 360);
sy = sin(angle);
cy = cos(angle);
angle = angles[1] * (Q_PI*2 / 360);
sp = sin(angle);
cp = cos(angle);
angle = angles[0] * (Q_PI*2 / 360);
sr = sin(angle);
cr = cos(angle);
// matrix = (Z * Y) * X
matrix[0][0] = cp*cy;
matrix[1][0] = cp*sy;
matrix[2][0] = -sp;
matrix[0][1] = sr*sp*cy+cr*-sy;
matrix[1][1] = sr*sp*sy+cr*cy;
matrix[2][1] = sr*cp;
matrix[0][2] = (cr*sp*cy+-sr*-sy);
matrix[1][2] = (cr*sp*sy+-sr*cy);
matrix[2][2] = cr*cp;
matrix[0][3] = 0.0;
matrix[1][3] = 0.0;
matrix[2][3] = 0.0;
}
void AngleIMatrix (const vec3_t angles, float matrix[3][4] )
{
float angle;
float sr, sp, sy, cr, cp, cy;
angle = angles[2] * (Q_PI*2 / 360);
sy = sin(angle);
cy = cos(angle);
angle = angles[1] * (Q_PI*2 / 360);
sp = sin(angle);
cp = cos(angle);
angle = angles[0] * (Q_PI*2 / 360);
sr = sin(angle);
cr = cos(angle);
// matrix = (Z * Y) * X
matrix[0][0] = cp*cy;
matrix[0][1] = cp*sy;
matrix[0][2] = -sp;
matrix[1][0] = sr*sp*cy+cr*-sy;
matrix[1][1] = sr*sp*sy+cr*cy;
matrix[1][2] = sr*cp;
matrix[2][0] = (cr*sp*cy+-sr*-sy);
matrix[2][1] = (cr*sp*sy+-sr*cy);
matrix[2][2] = cr*cp;
matrix[0][3] = 0.0;
matrix[1][3] = 0.0;
matrix[2][3] = 0.0;
}
void R_ConcatTransforms (const float in1[3][4], const float in2[3][4], float out[3][4])
{
out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] +
in1[0][2] * in2[2][0];
out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] +
in1[0][2] * in2[2][1];
out[0][2] = in1[0][0] * in2[0][2] + in1[0][1] * in2[1][2] +
in1[0][2] * in2[2][2];
out[0][3] = in1[0][0] * in2[0][3] + in1[0][1] * in2[1][3] +
in1[0][2] * in2[2][3] + in1[0][3];
out[1][0] = in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0] +
in1[1][2] * in2[2][0];
out[1][1] = in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1] +
in1[1][2] * in2[2][1];
out[1][2] = in1[1][0] * in2[0][2] + in1[1][1] * in2[1][2] +
in1[1][2] * in2[2][2];
out[1][3] = in1[1][0] * in2[0][3] + in1[1][1] * in2[1][3] +
in1[1][2] * in2[2][3] + in1[1][3];
out[2][0] = in1[2][0] * in2[0][0] + in1[2][1] * in2[1][0] +
in1[2][2] * in2[2][0];
out[2][1] = in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] +
in1[2][2] * in2[2][1];
out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] +
in1[2][2] * in2[2][2];
out[2][3] = in1[2][0] * in2[0][3] + in1[2][1] * in2[1][3] +
in1[2][2] * in2[2][3] + in1[2][3];
}
void VectorRotate (const vec3_t in1, const float in2[3][4], vec3_t out)
{
out[0] = DotProduct(in1, in2[0]);
out[1] = DotProduct(in1, in2[1]);
out[2] = DotProduct(in1, in2[2]);
}
// rotate by the inverse of the matrix
void VectorIRotate (const vec3_t in1, const float in2[3][4], vec3_t out)
{
out[0] = in1[0]*in2[0][0] + in1[1]*in2[1][0] + in1[2]*in2[2][0];
out[1] = in1[0]*in2[0][1] + in1[1]*in2[1][1] + in1[2]*in2[2][1];
out[2] = in1[0]*in2[0][2] + in1[1]*in2[1][2] + in1[2]*in2[2][2];
}
void VectorTransform (const vec3_t in1, const float in2[3][4], vec3_t out)
{
out[0] = DotProduct(in1, in2[0]) + in2[0][3];
out[1] = DotProduct(in1, in2[1]) + in2[1][3];
out[2] = DotProduct(in1, in2[2]) + in2[2][3];
}
void AngleQuaternion( const vec3_t angles, vec4_t quaternion )
{
float angle;
float sr, sp, sy, cr, cp, cy;
// FIXME: rescale the inputs to 1/2 angle
angle = angles[2] * 0.5;
sy = sin(angle);
cy = cos(angle);
angle = angles[1] * 0.5;
sp = sin(angle);
cp = cos(angle);
angle = angles[0] * 0.5;
sr = sin(angle);
cr = cos(angle);
quaternion[0] = sr*cp*cy-cr*sp*sy; // X
quaternion[1] = cr*sp*cy+sr*cp*sy; // Y
quaternion[2] = cr*cp*sy-sr*sp*cy; // Z
quaternion[3] = cr*cp*cy+sr*sp*sy; // W
}
void QuaternionMatrix( const vec4_t quaternion, float (*matrix)[4] )
{
matrix[0][0] = 1.0 - 2.0 * quaternion[1] * quaternion[1] - 2.0 * quaternion[2] * quaternion[2];
matrix[1][0] = 2.0 * quaternion[0] * quaternion[1] + 2.0 * quaternion[3] * quaternion[2];
matrix[2][0] = 2.0 * quaternion[0] * quaternion[2] - 2.0 * quaternion[3] * quaternion[1];
matrix[0][1] = 2.0 * quaternion[0] * quaternion[1] - 2.0 * quaternion[3] * quaternion[2];
matrix[1][1] = 1.0 - 2.0 * quaternion[0] * quaternion[0] - 2.0 * quaternion[2] * quaternion[2];
matrix[2][1] = 2.0 * quaternion[1] * quaternion[2] + 2.0 * quaternion[3] * quaternion[0];
matrix[0][2] = 2.0 * quaternion[0] * quaternion[2] + 2.0 * quaternion[3] * quaternion[1];
matrix[1][2] = 2.0 * quaternion[1] * quaternion[2] - 2.0 * quaternion[3] * quaternion[0];
matrix[2][2] = 1.0 - 2.0 * quaternion[0] * quaternion[0] - 2.0 * quaternion[1] * quaternion[1];
}
void QuaternionSlerp( const vec4_t p, vec4_t q, float t, vec4_t qt )
{
int i;
float omega, cosom, sinom, sclp, sclq;
// decide if one of the quaternions is backwards
float a = 0;
float b = 0;
for (i = 0; i < 4; i++) {
a += (p[i]-q[i])*(p[i]-q[i]);
b += (p[i]+q[i])*(p[i]+q[i]);
}
if (a > b) {
for (i = 0; i < 4; i++) {
q[i] = -q[i];
}
}
cosom = p[0]*q[0] + p[1]*q[1] + p[2]*q[2] + p[3]*q[3];
if ((1.0 + cosom) > 0.00000001) {
if ((1.0 - cosom) > 0.00000001) {
omega = acos( cosom );
sinom = sin( omega );
sclp = sin( (1.0 - t)*omega) / sinom;
sclq = sin( t*omega ) / sinom;
}
else {
sclp = 1.0 - t;
sclq = t;
}
for (i = 0; i < 4; i++) {
qt[i] = sclp * p[i] + sclq * q[i];
}
}
else {
qt[0] = -p[1];
qt[1] = p[0];
qt[2] = -p[3];
qt[3] = p[2];
sclp = sin( (1.0 - t) * 0.5 * Q_PI);
sclq = sin( t * 0.5 * Q_PI);
for (i = 0; i < 3; i++) {
qt[i] = sclp * p[i] + sclq * qt[i];
}
}
}
void VecToAngles( const vec3_t value1, vec3_t angles )
{
float forward;
float yaw, pitch;
if ( value1[1] == 0 && value1[0] == 0 ) {
yaw = 0;
if ( value1[2] > 0 ) {
pitch = 90;
}
else {
pitch = 270;
}
}
else {
if ( value1[0] ) {
yaw = ( atan2 ( value1[1], value1[0] ) * 180 / Q_PI );
}
else if ( value1[1] > 0 ) {
yaw = 90;
}
else {
yaw = 270;
}
if ( yaw < 0 ) {
yaw += 360;
}
forward = sqrt ( value1[0]*value1[0] + value1[1]*value1[1] );
pitch = ( atan2(value1[2], forward) * 180 / Q_PI );
if ( pitch < 0 ) {
pitch += 360;
}
}
angles[0] = -pitch;
angles[1] = yaw;
angles[2] = 0;
}
float AngleNormalize360 ( float angle )
{
return (360.0 / 65536) * ((int)(angle * (65536 / 360.0)) & 65535);
}
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/***
*
* Copyright (c) 1998, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
****/
#ifndef __MATHLIB__
#define __MATHLIB__
// mathlib.h
#include <math.h>
#ifdef __cplusplus
extern "C" {
#endif
#ifdef DOUBLEVEC_T
typedef double vec_t;
#else
typedef float vec_t;
#endif
typedef vec_t vec3_t[3]; // x,y,z
typedef vec_t vec4_t[4]; // x,y,z,w
#define SIDE_FRONT 0
#define SIDE_ON 2
#define SIDE_BACK 1
#define SIDE_CROSS -2
#define Q_PI 3.14159265358979323846
//extern vec3_t vec3_origin;
// Use this definition globally
#define ON_EPSILON 0.01
#define EQUAL_EPSILON 0.001
int VectorCompare (vec3_t v1, vec3_t v2);
#define DotProduct(x,y) ((x)[0]*(y)[0]+(x)[1]*(y)[1]+(x)[2]*(y)[2])
#define VectorFill(a,b) { (a)[0]=(b); (a)[1]=(b); (a)[2]=(b);}
#define VectorAvg(a) ( ( (a)[0] + (a)[1] + (a)[2] ) / 3 )
#define VectorSubtract(a,b,c) {(c)[0]=(a)[0]-(b)[0];(c)[1]=(a)[1]-(b)[1];(c)[2]=(a)[2]-(b)[2];}
#define VectorAdd(a,b,c) {(c)[0]=(a)[0]+(b)[0];(c)[1]=(a)[1]+(b)[1];(c)[2]=(a)[2]+(b)[2];}
#define VectorCopy(a,b) {(b)[0]=(a)[0];(b)[1]=(a)[1];(b)[2]=(a)[2];}
#define VectorScale(a,b,c) {(c)[0]=(b)*(a)[0];(c)[1]=(b)*(a)[1];(c)[2]=(b)*(a)[2];}
vec_t Q_rint (vec_t in);
vec_t _DotProduct (vec3_t v1, vec3_t v2);
void _VectorSubtract (vec3_t va, vec3_t vb, vec3_t out);
void _VectorAdd (vec3_t va, vec3_t vb, vec3_t out);
void _VectorCopy (vec3_t in, vec3_t out);
void _VectorScale (vec3_t v, vec_t scale, vec3_t out);
double VectorLength(vec3_t v);
void VectorMA (vec3_t va, double scale, vec3_t vb, vec3_t vc);
void CrossProduct (vec3_t v1, vec3_t v2, vec3_t cross);
vec_t VectorNormalize (vec3_t v);
void VectorInverse (vec3_t v);
void ClearBounds (vec3_t mins, vec3_t maxs);
void AddPointToBounds (vec3_t v, vec3_t mins, vec3_t maxs);
void AngleMatrix (const vec3_t angles, float matrix[3][4] );
void AngleIMatrix (const vec3_t angles, float matrix[3][4] );
void R_ConcatTransforms (const float in1[3][4], const float in2[3][4], float out[3][4]);
void VectorIRotate (const vec3_t in1, const float in2[3][4], vec3_t out);
void VectorRotate (const vec3_t in1, const float in2[3][4], vec3_t out);
void VectorTransform (const vec3_t in1, const float in2[3][4], vec3_t out);
void AngleQuaternion( const vec3_t angles, vec4_t quaternion );
void QuaternionMatrix( const vec4_t quaternion, float (*matrix)[4] );
void QuaternionSlerp( const vec4_t p, vec4_t q, float t, vec4_t qt );
void VecToAngles( const vec3_t value1, vec3_t angles );
float AngleNormalize360 ( float angle );
#ifdef __cplusplus
}
#endif
#endif