Files
itgmania212121/stepmania/src/RageModelGeometry.cpp
T
Andrew Arsenault b3f472ae8c Ym2413a: Here are two files of a new feature I've wrote.
It's called Character Scaling and has been in DDR since the 1st mix.
What it does is read the dancing character's "character.ini" file and uses
attributes stored there to adjust height, width and depth of the 3D object
and animation bones thus adjusting the size of the character on screen.
2004-10-16 10:29:56 +00:00

299 lines
8.1 KiB
C++

#include "global.h"
#include "RageModelGeometry.h"
#include "RageUtil.h"
#include "RageFile.h"
#include "RageMath.h"
#include "RageDisplay.h"
#include "IniFile.h" // Added by Ym2413a, needed for code changes.
RageModelGeometry::RageModelGeometry ()
{
m_iRefCount = 1;
m_pCompiledGeometry = DISPLAY->CreateCompiledGeometry();
}
RageModelGeometry::~RageModelGeometry ()
{
DISPLAY->DeleteCompiledGeometry( m_pCompiledGeometry );
}
void RageModelGeometry::OptimizeBones()
{
for (unsigned i = 0; i < m_Meshes.size(); i++)
{
msMesh& mesh = m_Meshes[i];
// check to see if all vertices have the same bone index
bool bAllVertsUseSameBone = true;
char nBoneIndex;
if( !mesh.Vertices.empty() )
nBoneIndex = mesh.Vertices[0].bone;
else
nBoneIndex = (char)-1;
if( nBoneIndex != -1 )
{
for (unsigned j = 1; j < mesh.Vertices.size(); j++)
{
if( mesh.Vertices[j].bone != nBoneIndex )
{
bAllVertsUseSameBone = false;
break;
}
}
}
if( bAllVertsUseSameBone )
{
mesh.nBoneIndex = nBoneIndex;
// clear all vertex/bone associations;
for (unsigned j = 0; j < mesh.Vertices.size(); j++)
{
mesh.Vertices[j].bone = -1;
}
}
}
}
bool RageModelGeometry::HasAnyPerVertexBones() const
{
for( unsigned i = 0; i < m_Meshes.size(); ++i )
{
const msMesh& mesh = m_Meshes[i];
for( unsigned j = 0; j < mesh.Vertices.size(); ++j )
if( mesh.Vertices[j].bone != -1 )
return true;
}
return false;
}
#define THROW RageException::Throw( "Parse error in \"%s\" at line %d: '%s'", sPath.c_str(), iLineNum, sLine.c_str() );
void RageModelGeometry::LoadMilkshapeAscii( CString sPath )
{
FixSlashesInPlace(sPath);
const CString sDir = Dirname( sPath );
RageFile f;
if( !f.Open( sPath ) )
RageException::Throw( "RageModelGeometry::LoadMilkshapeAscii Could not open \"%s\": %s", sPath.c_str(), f.GetError().c_str() );
CString sLine;
int iLineNum = 0;
char szName[MS_MAX_NAME];
int nFlags, nIndex, i, j;
RageVec3ClearBounds( m_vMins, m_vMaxs );
//Ym2413a Added: Start
//Vector scaling loader.
float fXScale; fXScale = 1;
float fYScale; fYScale = 1;
float fZScale; fZScale = 1;
IniFile ini;
if( ini.ReadFile( sDir+"character.ini" ) )
{
if ( !ini.GetValue( "Attributes", "ScaleX", fXScale ) ) {
fXScale = 1; }
if ( !ini.GetValue( "Attributes", "ScaleY", fYScale ) ) {
fYScale = 1; }
if ( !ini.GetValue( "Attributes", "ScaleZ", fZScale ) ) {
fZScale = 1; }
}
//Ym2413a Added: End
while( f.GetLine( sLine ) > 0 )
{
iLineNum++;
if (!strncmp (sLine, "//", 2))
continue;
int nFrame;
if (sscanf (sLine, "Frames: %d", &nFrame) == 1)
{
// ignore
// m_pRageModelGeometry->nTotalFrames = nFrame;
}
if (sscanf (sLine, "Frame: %d", &nFrame) == 1)
{
// ignore
// m_pRageModelGeometry->nFrame = nFrame;
}
int nNumMeshes = 0;
if (sscanf (sLine, "Meshes: %d", &nNumMeshes) == 1)
{
ASSERT( m_Meshes.empty() );
m_Meshes.resize( nNumMeshes );
for (i = 0; i < nNumMeshes; i++)
{
msMesh &mesh = m_Meshes[i];
vector<RageModelVertex> &Vertices = mesh.Vertices;
vector<msTriangle> &Triangles = mesh.Triangles;
if( f.GetLine( sLine ) <= 0 )
THROW
// mesh: name, flags, material index
if (sscanf (sLine, "\"%[^\"]\" %d %d",szName, &nFlags, &nIndex) != 3)
THROW
strcpy( mesh.szName, szName );
// mesh.nFlags = nFlags;
mesh.nMaterialIndex = (uint8_t) nIndex;
mesh.nBoneIndex = -1;
//
// vertices
//
if( f.GetLine( sLine ) <= 0 )
THROW
int nNumVertices = 0;
if (sscanf (sLine, "%d", &nNumVertices) != 1)
THROW
Vertices.resize( nNumVertices );
for (j = 0; j < nNumVertices; j++)
{
RageModelVertex &v = Vertices[j];
if( f.GetLine( sLine ) <= 0 )
THROW
if (sscanf (sLine, "%d %f %f %f %f %f %d",
&nFlags,
&v.p[0], &v.p[1], &v.p[2],
&v.t[0], &v.t[1],
&nIndex
) != 7)
{
THROW
}
//Ym2413a Added: Start
//Perform rescaling of model vectors.
v.p[0] = v.p[0]*fXScale;
v.p[1] = v.p[1]*fYScale;
v.p[2] = v.p[2]*fZScale;
//Ym2413a Added: End
// vertex.nFlags = nFlags;
v.bone = (uint8_t) nIndex;
RageVec3AddToBounds( v.p, m_vMins, m_vMaxs );
}
//
// normals
//
if( f.GetLine( sLine ) <= 0 )
THROW
int nNumNormals = 0;
if (sscanf (sLine, "%d", &nNumNormals) != 1)
THROW
vector<RageVector3> Normals;
Normals.resize( nNumNormals );
for (j = 0; j < nNumNormals; j++)
{
if( f.GetLine( sLine ) <= 0 )
THROW
RageVector3 Normal;
if (sscanf (sLine, "%f %f %f", &Normal[0], &Normal[1], &Normal[2]) != 3)
THROW
RageVec3Normalize( (RageVector3*)&Normal, (RageVector3*)&Normal );
Normals[j] = Normal;
}
//
// triangles
//
if( f.GetLine( sLine ) <= 0 )
THROW
int nNumTriangles = 0;
if (sscanf (sLine, "%d", &nNumTriangles) != 1)
THROW
Triangles.resize( nNumTriangles );
for (j = 0; j < nNumTriangles; j++)
{
if( f.GetLine( sLine ) <= 0 )
THROW
uint16_t nIndices[3];
uint16_t nNormalIndices[3];
if (sscanf (sLine, "%d %hd %hd %hd %hd %hd %hd %d",
&nFlags,
&nIndices[0], &nIndices[1], &nIndices[2],
&nNormalIndices[0], &nNormalIndices[1], &nNormalIndices[2],
&nIndex
) != 8)
{
THROW
}
// deflate the normals into vertices
for( int k=0; k<3; k++ )
{
RageModelVertex& vertex = Vertices[ nIndices[k] ];
RageVector3& normal = Normals[ nNormalIndices[k] ];
vertex.n = normal;
//mesh.Vertices[nIndices[k]].n = Normals[ nNormalIndices[k] ];
}
msTriangle& Triangle = Triangles[j];
// Triangle.nFlags = nFlags;
memcpy( &Triangle.nVertexIndices, nIndices, sizeof(Triangle.nVertexIndices) );
// Triangle.nSmoothingGroup = nIndex;
}
}
}
}
OptimizeBones();
// send the finalized vertices to the graphics card
m_pCompiledGeometry->Set( m_Meshes );
f.Close();
}
/*
* Copyright (c) 2001-2002 Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/