237 lines
6.0 KiB
C++
237 lines
6.0 KiB
C++
#include "global.h"
|
|
/*
|
|
-----------------------------------------------------------------------------
|
|
Class: RageModelGeometry
|
|
|
|
Desc: Types defined in msLib.h.
|
|
|
|
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
|
|
Chris Danford
|
|
-----------------------------------------------------------------------------
|
|
*/
|
|
#include "RageModelGeometry.h"
|
|
#include "RageUtil.h"
|
|
#include "RageFile.h"
|
|
#include "RageMath.h"
|
|
|
|
|
|
RageModelGeometry::RageModelGeometry ()
|
|
{
|
|
m_iRefCount = 1;
|
|
}
|
|
|
|
RageModelGeometry::~RageModelGeometry ()
|
|
{
|
|
}
|
|
|
|
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 = !mesh.Vertices.empty() ? mesh.Vertices[0].boneIndex : (char) -1;
|
|
if( nBoneIndex != -1 )
|
|
{
|
|
for (unsigned j = 1; j < mesh.Vertices.size(); j++)
|
|
{
|
|
RageModelVertex& vertex = mesh.Vertices[j];
|
|
if( vertex.boneIndex != nBoneIndex )
|
|
{
|
|
bAllVertsUseSameBone = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if( bAllVertsUseSameBone )
|
|
{
|
|
mesh.nBoneIndex = nBoneIndex;
|
|
|
|
// clear all vertex/bone associations;
|
|
for (unsigned j = 0; j < mesh.Vertices.size(); j++)
|
|
{
|
|
RageModelVertex& vertex = mesh.Vertices[j];
|
|
vertex.boneIndex = -1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#define THROW RageException::Throw( "Parse at line %d: '%s'", 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 );
|
|
|
|
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)
|
|
{
|
|
m_Meshes.resize( nNumMeshes );
|
|
|
|
for (i = 0; i < nNumMeshes; i++)
|
|
{
|
|
msMesh& mesh = m_Meshes[i];
|
|
|
|
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 = (byte)nIndex;
|
|
|
|
mesh.nBoneIndex = -1;
|
|
|
|
//
|
|
// vertices
|
|
//
|
|
if( f.GetLine( sLine ) <= 0 )
|
|
THROW
|
|
|
|
int nNumVertices = 0;
|
|
if (sscanf (sLine, "%d", &nNumVertices) != 1)
|
|
THROW
|
|
|
|
mesh.Vertices.resize( nNumVertices );
|
|
|
|
for (j = 0; j < nNumVertices; j++)
|
|
{
|
|
if( f.GetLine( sLine ) <= 0 )
|
|
THROW
|
|
|
|
RageVector3 Vertex;
|
|
RageVector2 uv;
|
|
if (sscanf (sLine, "%d %f %f %f %f %f %d",
|
|
&nFlags,
|
|
&Vertex[0], &Vertex[1], &Vertex[2],
|
|
&uv[0], &uv[1],
|
|
&nIndex
|
|
) != 7)
|
|
{
|
|
THROW
|
|
}
|
|
|
|
RageModelVertex& vertex = mesh.Vertices[j];
|
|
// vertex.nFlags = nFlags;
|
|
memcpy( vertex.p, Vertex, sizeof(vertex.p) );
|
|
memcpy( vertex.t, uv, sizeof(vertex.t) );
|
|
vertex.boneIndex = (byte)nIndex;
|
|
RageVec3AddToBounds( RageVector3(Vertex), 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
|
|
|
|
mesh.Triangles.resize( nNumTriangles );
|
|
|
|
for (j = 0; j < nNumTriangles; j++)
|
|
{
|
|
if( f.GetLine( sLine ) <= 0 )
|
|
THROW
|
|
|
|
word nIndices[3];
|
|
word 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 = mesh.Vertices[ nIndices[k] ];
|
|
RageVector3& normal = Normals[ nNormalIndices[k] ];
|
|
vertex.n = normal;
|
|
}
|
|
|
|
msTriangle& Triangle = mesh.Triangles[j];
|
|
// Triangle.nFlags = nFlags;
|
|
memcpy( &Triangle.nVertexIndices, nIndices, sizeof(Triangle.nVertexIndices) );
|
|
// Triangle.nSmoothingGroup = nIndex;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
OptimizeBones();
|
|
|
|
f.Close();
|
|
}
|
|
|