Files
itgmania212121/src/RageModelGeometry.cpp
T
2011-03-17 01:47:30 -04:00

312 lines
8.0 KiB
C++

#include "global.h"
#include "RageModelGeometry.h"
#include "RageUtil.h"
#include "RageFile.h"
#include "RageMath.h"
#include "RageDisplay.h"
#define MS_MAX_NAME 32
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];
if( mesh.Vertices.empty() )
continue; // nothing to optimize
// check to see if all vertices have the same bone index
bool bAllVertsUseSameBone = true;
char iBoneIndex = mesh.Vertices[0].bone;
for (unsigned j = 1; j < mesh.Vertices.size(); j++)
{
if( mesh.Vertices[j].bone != iBoneIndex )
{
bAllVertsUseSameBone = false;
break;
}
}
if( bAllVertsUseSameBone )
{
mesh.m_iBoneIndex = iBoneIndex;
// clear all vertex/bone associations;
for (unsigned j = 0; j < mesh.Vertices.size(); j++)
{
mesh.Vertices[j].bone = -1;
}
}
}
}
void RageModelGeometry::MergeMeshes( int iFromIndex, int iToIndex )
{
msMesh& meshFrom = m_Meshes[ iFromIndex ];
msMesh& meshTo = m_Meshes[ iToIndex ];
int iShiftTriangleVertexIndicesBy = meshTo.Vertices.size();
int iStartShiftingAtTriangleIndex = meshTo.Triangles.size();
meshTo.Vertices.insert( meshTo.Vertices.end(), meshFrom.Vertices.begin(), meshFrom.Vertices.end() );
meshTo.Triangles.insert( meshTo.Triangles.end(), meshFrom.Triangles.begin(), meshFrom.Triangles.end() );
for( unsigned i=iStartShiftingAtTriangleIndex; i<meshTo.Triangles.size(); i++ )
{
for( int j=0; j<3; j++ )
{
uint16_t &iIndex = meshTo.Triangles[i].nVertexIndices[j];
iIndex = uint16_t(iIndex + iShiftTriangleVertexIndicesBy);
}
}
}
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( const RString& _sPath, bool bNeedsNormals )
{
RString sPath = _sPath;
FixSlashesInPlace(sPath);
const RString 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() );
RString sLine;
int iLineNum = 0;
char szName[MS_MAX_NAME];
int nFlags, nIndex;
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 )
{
ASSERT( m_Meshes.empty() );
m_Meshes.resize( nNumMeshes );
for( int 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, "\"%31[^\"]\" %d %d",szName, &nFlags, &nIndex) != 3 )
THROW;
mesh.sName = szName;
// mesh.nFlags = nFlags;
mesh.nMaterialIndex = (uint8_t) nIndex;
mesh.m_iBoneIndex = -1;
//
// vertices
//
if( f.GetLine( sLine ) <= 0 )
THROW;
int nNumVertices = 0;
if( sscanf (sLine, "%d", &nNumVertices) != 1 )
THROW;
Vertices.resize( nNumVertices );
for( int 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;
}
// vertex.nFlags = nFlags;
if( nFlags & 1 )
v.TextureMatrixScale.x = 0;
if( nFlags & 2 )
v.TextureMatrixScale.y = 0;
if( nFlags & 4 )
{
v.t[0] = v.p[0] / v.t[0];
v.t[1] = v.p[1] / v.t[1];
}
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( int 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( int 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++ )
{
ASSERT_M( nIndices[k] < Vertices.size(), ssprintf("mesh \"%s\" tri #%i accesses vertex %i, but we only have %i",
szName, j, nIndices[k], int(Vertices.size())) );
ASSERT_M( nNormalIndices[k] < Normals.size(), ssprintf("mesh \"%s\" tri #%i accesses normal %i, but we only have %i",
szName, j, nNormalIndices[k], int(Normals.size())) );
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();
if( DISPLAY->SupportsPerVertexMatrixScale() )
{
if( m_Meshes.size() == 2 && m_Meshes[0].sName == m_Meshes[1].sName )
{
MergeMeshes( 1, 0 );
}
}
// send the finalized vertices to the graphics card
m_pCompiledGeometry->Set( m_Meshes, bNeedsNormals );
}
/*
* 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.
*/