cleanup Model, remove MathUtil files, fix col major/row major errors

This commit is contained in:
Chris Danford
2003-12-24 12:30:41 +00:00
parent 6833773781
commit e3cc4e3ff5
13 changed files with 202 additions and 379 deletions
+74 -83
View File
@@ -11,7 +11,6 @@
*/
#include "Model.h"
#include "ModelTypes.h"
#include "mathlib.h"
#include "RageMath.h"
#include "RageDisplay.h"
#include "RageUtil.h"
@@ -139,8 +138,8 @@ bool Model::LoadMilkshapeAscii( CString sPath )
break;
}
msVec3 Vertex;
msVec2 uv;
RageVector3 Vertex;
RageVector2 uv;
if (sscanf (szLine, "%d %f %f %f %f %f %d",
&nFlags,
&Vertex[0], &Vertex[1], &Vertex[2],
@@ -178,7 +177,7 @@ bool Model::LoadMilkshapeAscii( CString sPath )
break;
}
vector<msVec3> Normals;
vector<RageVector3> Normals;
Normals.resize( nNumNormals );
for (j = 0; j < nNumNormals; j++)
{
@@ -188,14 +187,14 @@ bool Model::LoadMilkshapeAscii( CString sPath )
break;
}
msVec3 Normal;
RageVector3 Normal;
if (sscanf (szLine, "%f %f %f", &Normal[0], &Normal[1], &Normal[2]) != 3)
{
bError = true;
break;
}
VectorNormalize (Normal);
RageVec3Normalize( (RageVector3*)&Normal, (RageVector3*)&Normal );
Normals[j] = Normal;
}
@@ -245,7 +244,7 @@ bool Model::LoadMilkshapeAscii( CString sPath )
{
msVertex& Vertex = mesh.Vertices[ nIndices[k] ];
msVec3& Normal = Normals[ nNormalIndices[k] ];
RageVector3& Normal = Normals[ nNormalIndices[k] ];
Vertex.Normal = Normal;
}
@@ -291,8 +290,8 @@ bool Model::LoadMilkshapeAscii( CString sPath )
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)
RageVector4 Ambient;
if (sscanf (szLine, "%f %f %f %f", &Ambient[0], &Ambient[1], &Ambient[2], &Ambient[3]) != 4)
{
bError = true;
break;
@@ -305,8 +304,8 @@ bool Model::LoadMilkshapeAscii( CString sPath )
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)
RageVector4 Diffuse;
if (sscanf (szLine, "%f %f %f %f", &Diffuse[0], &Diffuse[1], &Diffuse[2], &Diffuse[3]) != 4)
{
bError = true;
break;
@@ -319,8 +318,8 @@ bool Model::LoadMilkshapeAscii( CString sPath )
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)
RageVector4 Specular;
if (sscanf (szLine, "%f %f %f %f", &Specular[0], &Specular[1], &Specular[2], &Specular[3]) != 4)
{
bError = true;
break;
@@ -333,8 +332,8 @@ bool Model::LoadMilkshapeAscii( CString sPath )
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)
RageVector4 Emissive;
if (sscanf (szLine, "%f %f %f %f", &Emissive[0], &Emissive[1], &Emissive[2], &Emissive[3]) != 4)
{
bError = true;
break;
@@ -480,7 +479,7 @@ bool Model::LoadMilkshapeAsciiBones( CString sAniName, CString sPath )
strcpy( Bone.szParentName, szName );
// flags, position, rotation
msVec3 Position, Rotation;
RageVector3 Position, Rotation;
if( f.GetLine( szLine ) <= 0 )
{
bError = true;
@@ -488,8 +487,8 @@ bool Model::LoadMilkshapeAsciiBones( CString sAniName, CString sPath )
}
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)
&Position[0], &Position[1], &Position[2],
&Rotation[0], &Rotation[1], &Rotation[2]) != 7)
{
bError = true;
break;
@@ -528,7 +527,9 @@ bool Model::LoadMilkshapeAsciiBones( CString sAniName, CString sPath )
break;
}
msPositionKey key = { fTime, { Position[0], Position[1], Position[2] } };
msPositionKey key;
key.fTime = fTime;
key.Position = RageVector3( Position[0], Position[1], Position[2] );
Bone.PositionKeys[j] = key;
}
@@ -560,7 +561,9 @@ bool Model::LoadMilkshapeAsciiBones( CString sAniName, CString sPath )
break;
}
msRotationKey key = { fTime, { Rotation[0], Rotation[1], Rotation[2] } };
msRotationKey key;
key.fTime = fTime;
key.Rotation = RageVector3( Rotation[0], Rotation[1], Rotation[2] );
Bone.RotationKeys[j] = key;
}
}
@@ -655,12 +658,9 @@ void Model::DrawPrimitives()
{
int bone = originalVert.nBoneIndex;
VectorRotate (originalVert.Normal, m_pBones[bone].mFinal, tempVert.n);
RageVec3TransformNormal( &tempVert.n, &originalVert.Normal, &m_pBones[bone].mFinal );
VectorRotate (originalVert.Vertex, m_pBones[bone].mFinal, tempVert.p);
tempVert.p[0] += m_pBones[bone].mFinal[0][3];
tempVert.p[1] += m_pBones[bone].mFinal[1][3];
tempVert.p[2] += m_pBones[bone].mFinal[2][3];
RageVec3TransformCoord( &tempVert.p, &originalVert.Vertex, &m_pBones[bone].mFinal );
}
}
@@ -709,25 +709,28 @@ void Model::PlayAnimation( CString sAniName, float fPlayRate )
for (i = 0; i < nBoneCount; i++)
{
msBone *pBone = &m_pCurAnimation->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];
RageVector3 vRot;
vRot[0] = pBone->Rotation[0] * 180 / (float) PI;
vRot[1] = pBone->Rotation[1] * 180 / (float) PI;
vRot[2] = pBone->Rotation[2] * 180 / (float) PI;
RageMatrixAngles( &m_pBones[i].mRelative, vRot );
m_pBones[i].mRelative.m[3][0] = pBone->Position[0];
m_pBones[i].mRelative.m[3][1] = pBone->Position[1];
m_pBones[i].mRelative.m[3][2] = pBone->Position[2];
int nParentBone = m_pCurAnimation->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));
RageMatrixMultiply( &m_pBones[i].mAbsolute, &m_pBones[nParentBone].mAbsolute, &m_pBones[i].mRelative );
m_pBones[i].mFinal = m_pBones[i].mAbsolute;
}
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));
m_pBones[i].mAbsolute = m_pBones[i].mRelative;
m_pBones[i].mFinal = m_pBones[i].mRelative;
}
}
@@ -739,33 +742,21 @@ void Model::PlayAnimation( CString sAniName, float fPlayRate )
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);
pVertex->Vertex[0] -= m_pBones[pVertex->nBoneIndex].mAbsolute.m[3][0];
pVertex->Vertex[1] -= m_pBones[pVertex->nBoneIndex].mAbsolute.m[3][1];
pVertex->Vertex[2] -= m_pBones[pVertex->nBoneIndex].mAbsolute.m[3][2];
RageVector3 vTmp;
RageMatrix inverse;
RageMatrixTranspose( &inverse, &m_pBones[pVertex->nBoneIndex].mAbsolute ); // transpose = inverse for rotation matrices
RageVec3TransformNormal( &vTmp, &pVertex->Vertex, &inverse );
pVertex->Vertex = vTmp;
}
}
}
}
void MakeMatrix( matrix_t out, const RageMatrix &in )
{
out[0][0] = in.m[0][0];
out[1][0] = in.m[1][0];
out[2][0] = in.m[2][0];
out[3][0] = in.m[3][0];
out[0][1] = in.m[0][1];
out[1][1] = in.m[1][1];
out[2][1] = in.m[2][1];
out[3][1] = in.m[3][1];
out[0][2] = in.m[0][2];
out[1][2] = in.m[1][2];
out[2][2] = in.m[2][2];
out[3][2] = in.m[3][2];
}
float Model::GetCurFrame() { return m_fCurrFrame; };
void Model::SetFrame( float fNewFrame )
@@ -802,12 +793,12 @@ Model::AdvanceFrame (float dt)
int nRotationKeyCount = pBone->RotationKeys.size();
if (nPositionKeyCount == 0 && nRotationKeyCount == 0)
{
memcpy (m_pBones[i].mFinal, m_pBones[i].mAbsolute, sizeof (matrix_t));
m_pBones[i].mFinal = m_pBones[i].mAbsolute;
}
else
{
msVec3 vPos;
msVec4 vRot;
RageVector3 vPos;
RageVector3 vRot;
//
// search for the adjacent position keys
//
@@ -832,17 +823,17 @@ Model::AdvanceFrame (float dt)
}
else if (pLastPositionKey == 0)
{
VectorCopy (pThisPositionKey->Position, vPos);
vPos = pThisPositionKey->Position;
}
else if (pThisPositionKey == 0)
{
VectorCopy (pLastPositionKey->Position, vPos);
vPos = pLastPositionKey->Position;
}
//
// search for the adjacent rotation keys
//
matrix_t m;
memset( m, 0, sizeof(m) );
RageMatrix m;
RageMatrixIdentity( &m );
msRotationKey *pLastRotationKey = 0, *pThisRotationKey = 0;
for (j = 0; j < nRotationKeyCount; j++)
{
@@ -863,36 +854,36 @@ Model::AdvanceFrame (float dt)
RageQuatFromHPR( &q2, RageVector3(pThisRotationKey->Rotation) * (180 / PI) );
RageQuatSlerp( &q, q1, q2, s );
RageMatrix mm;
RageMatrixFromQuat( &mm, q );
MakeMatrix( m, mm );
RageMatrixFromQuat( &m, q );
}
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);
vRot[0] = pThisRotationKey->Rotation[0] * 180 / (float) PI;
vRot[1] = pThisRotationKey->Rotation[1] * 180 / (float) PI;
vRot[2] = pThisRotationKey->Rotation[2] * 180 / (float) PI;
RageMatrixAngles( &m, vRot );
}
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);
vRot[0] = pLastRotationKey->Rotation[0] * 180 / (float) PI;
vRot[1] = pLastRotationKey->Rotation[1] * 180 / (float) PI;
vRot[2] = pLastRotationKey->Rotation[2] * 180 / (float) PI;
RageMatrixAngles( &m, vRot );
}
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);
m.m[3][0] = vPos[0];
m.m[3][1] = vPos[1];
m.m[3][2] = vPos[2];
RageMatrixMultiply( &m_pBones[i].mRelativeFinal, &m_pBones[i].mRelative, &m );
int nParentBone = m_pCurAnimation->FindBoneByName( pBone->szParentName );
if (nParentBone == -1)
{
memcpy (m_pBones[i].mFinal, m_pBones[i].mRelativeFinal, sizeof (matrix_t));
m_pBones[i].mFinal = m_pBones[i].mRelativeFinal;
}
else
{
R_ConcatTransforms (m_pBones[nParentBone].mFinal, m_pBones[i].mRelativeFinal, m_pBones[i].mFinal);
RageMatrixMultiply( &m_pBones[i].mFinal, &m_pBones[nParentBone].mFinal, &m_pBones[i].mRelativeFinal );
}
}
}