606 lines
16 KiB
C++
606 lines
16 KiB
C++
// Copyright (C) 2002-2007 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#include "IrrCompileConfig.h"
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#ifdef _IRR_COMPILE_WITH_MS3D_LOADER_
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#include "IReadFile.h"
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#include "os.h"
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#include "CMS3DMeshFileLoader.h"
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#include "CSkinnedMesh.h"
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namespace irr
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{
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namespace scene
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{
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// byte-align structures
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#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
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# pragma pack( push, packing )
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# pragma pack( 1 )
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# define PACK_STRUCT
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#elif defined( __GNUC__ )
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# define PACK_STRUCT __attribute__((packed))
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#else
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# error compiler not supported
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#endif
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// File header
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struct MS3DHeader
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{
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c8 ID[10];
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s32 Version;
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} PACK_STRUCT;
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// Vertex information
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struct MS3DVertex
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{
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u8 Flags;
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f32 Vertex[3];
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s8 BoneID;
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u8 RefCount;
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} PACK_STRUCT;
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// Triangle information
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struct MS3DTriangle
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{
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u16 Flags;
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u16 VertexIndices[3];
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f32 VertexNormals[3][3];
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f32 S[3], T[3];
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u8 SmoothingGroup;
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u8 GroupIndex;
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} PACK_STRUCT;
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// Material information
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struct MS3DMaterial
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{
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s8 Name[32];
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f32 Ambient[4];
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f32 Diffuse[4];
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f32 Specular[4];
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f32 Emissive[4];
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f32 Shininess; // 0.0f - 128.0f
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f32 Transparency; // 0.0f - 1.0f
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u8 Mode; // 0, 1, 2 is unused now
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s8 Texture[128];
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s8 Alphamap[128];
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} PACK_STRUCT;
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// Joint information
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struct MS3DJoint
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{
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u8 Flags;
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s8 Name[32];
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s8 ParentName[32];
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f32 Rotation[3];
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f32 Translation[3];
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u16 NumRotationKeyframes;
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u16 NumTranslationKeyframes;
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} PACK_STRUCT;
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// Keyframe data
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struct MS3DKeyframe
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{
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f32 Time;
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f32 Parameter[3];
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} PACK_STRUCT;
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// Default alignment
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#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
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# pragma pack( pop, packing )
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#endif
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#undef PACK_STRUCT
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//! Constructor
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CMS3DMeshFileLoader::CMS3DMeshFileLoader(video::IVideoDriver *driver)
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: Driver(driver), AnimatedMesh(0)
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{
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}
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//! returns true if the file maybe is able to be loaded by this class
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//! based on the file extension (e.g. ".bsp")
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bool CMS3DMeshFileLoader::isALoadableFileExtension(const c8* filename) const
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{
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return strstr(filename, ".ms3d")!=0;
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}
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//! creates/loads an animated mesh from the file.
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//! \return Pointer to the created mesh. Returns 0 if loading failed.
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//! If you no longer need the mesh, you should call IAnimatedMesh::drop().
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//! See IReferenceCounted::drop() for more information.
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IAnimatedMesh* CMS3DMeshFileLoader::createMesh(io::IReadFile* file)
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{
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if (!file)
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return 0;
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AnimatedMesh = new CSkinnedMesh();
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if ( load(file) )
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{
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AnimatedMesh->finalize();
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}
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else
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{
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AnimatedMesh->drop();
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AnimatedMesh = 0;
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}
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return AnimatedMesh;
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}
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//! loads an md2 file
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bool CMS3DMeshFileLoader::load(io::IReadFile* file)
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{
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if (!file)
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return false;
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// find file size
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const long fileSize = file->getSize();
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// read whole file
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u8* buffer = new u8[fileSize];
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s32 read = file->read(buffer, fileSize);
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if (read != fileSize)
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{
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delete [] buffer;
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os::Printer::log("Could not read full file. Loading failed", file->getFileName(), ELL_ERROR);
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return false;
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}
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// read header
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const u8 *pPtr = (u8*)((void*)buffer);
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MS3DHeader *pHeader = (MS3DHeader*)pPtr;
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pPtr += sizeof(MS3DHeader);
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if ( strncmp( pHeader->ID, "MS3D000000", 10 ) != 0 )
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{
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delete [] buffer;
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os::Printer::log("Not a valid Milkshape3D Model File. Loading failed", file->getFileName(), ELL_ERROR);
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return false;
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}
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#ifdef __BIG_ENDIAN__
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pHeader->Version = os::Byteswap::byteswap(pHeader->Version);
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#endif
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if ( pHeader->Version < 3 || pHeader->Version > 4 )
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{
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delete [] buffer;
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os::Printer::log("Only Milkshape3D version 1.3 and 1.4 is supported. Loading failed", file->getFileName(), ELL_ERROR);
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return false;
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}
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// get pointers to data
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// vertices
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u16 numVertices = *(u16*)pPtr;
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#ifdef __BIG_ENDIAN__
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numVertices = os::Byteswap::byteswap(numVertices);
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#endif
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pPtr += sizeof(u16);
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MS3DVertex *vertices = (MS3DVertex*)pPtr;
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pPtr += sizeof(MS3DVertex) * numVertices;
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#ifdef __BIG_ENDIAN__
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for (u16 tmp=0; tmp<numVertices; ++tmp)
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for (u16 j=0; j<3; ++j)
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vertices[tmp].Vertex[j] = os::Byteswap::byteswap(vertices[tmp].Vertex[j]);
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#endif
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// triangles
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u16 numTriangles = *(u16*)pPtr;
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#ifdef __BIG_ENDIAN__
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numTriangles = os::Byteswap::byteswap(numTriangles);
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#endif
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pPtr += sizeof(u16);
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MS3DTriangle *triangles = (MS3DTriangle*)pPtr;
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pPtr += sizeof(MS3DTriangle) * numTriangles;
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#ifdef __BIG_ENDIAN__
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for (u16 tmp=0; tmp<numTriangles; ++tmp)
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{
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triangles[tmp].Flags = os::Byteswap::byteswap(triangles[tmp].Flags);
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for (u16 j=0; j<3; ++j)
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{
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triangles[tmp].VertexIndices[j] = os::Byteswap::byteswap(triangles[tmp].VertexIndices[j]);
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for (u16 k=0; k<3; ++k)
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triangles[tmp].VertexNormals[j][k] = os::Byteswap::byteswap(triangles[tmp].VertexNormals[j][k]);
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triangles[tmp].S[j] = os::Byteswap::byteswap(triangles[tmp].S[j]);
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triangles[tmp].T[j] = os::Byteswap::byteswap(triangles[tmp].T[j]);
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}
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}
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#endif
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// groups
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u16 numGroups = *(u16*)pPtr;
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#ifdef __BIG_ENDIAN__
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numGroups = os::Byteswap::byteswap(numGroups);
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#endif
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pPtr += sizeof(u16);
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//skip groups
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u32 i;
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for (i=0; i<numGroups; ++i)
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{
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Groups.push_back(SGroup());
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SGroup& grp = Groups.getLast();
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// The byte flag is before the name, so add 1
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grp.Name = ((const c8*) pPtr) + 1;
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pPtr += 33; // name and 1 byte flags
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u16 triangleCount = *(u16*)pPtr;
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#ifdef __BIG_ENDIAN__
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triangleCount = os::Byteswap::byteswap(triangleCount);
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#endif
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pPtr += sizeof(u16);
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//pPtr += sizeof(u16) * triangleCount; // triangle indices
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for (u16 j=0; j<triangleCount; ++j)
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{
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#ifdef __BIG_ENDIAN__
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grp.VertexIds.push_back(os::Byteswap::byteswap(*(u16*)pPtr));
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#else
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grp.VertexIds.push_back(*(u16*)pPtr);
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#endif
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pPtr += sizeof (u16);
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}
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grp.MaterialIdx = *(u8*)pPtr;
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if (grp.MaterialIdx == 255)
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grp.MaterialIdx = 0;
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pPtr += sizeof(c8); // material index
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}
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// skip materials
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u16 numMaterials = *(u16*)pPtr;
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#ifdef __BIG_ENDIAN__
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numMaterials = os::Byteswap::byteswap(numMaterials);
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#endif
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pPtr += sizeof(u16);
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// MS3DMaterial *materials = (MS3DMaterial*)pPtr;
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// pPtr += sizeof(MS3DMaterial) * numMaterials;
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if(numMaterials <= 0)
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{
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// if there are no materials, add at least one buffer
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AnimatedMesh->createBuffer();
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}
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for (i=0; i<numMaterials; ++i)
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{
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MS3DMaterial *material = (MS3DMaterial*)pPtr;
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#ifdef __BIG_ENDIAN__
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for (u16 j=0; j<4; ++j)
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material->Ambient[j] = os::Byteswap::byteswap(material->Ambient[j]);
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for (u16 j=0; j<4; ++j)
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material->Diffuse[j] = os::Byteswap::byteswap(material->Diffuse[j]);
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for (u16 j=0; j<4; ++j)
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material->Specular[j] = os::Byteswap::byteswap(material->Specular[j]);
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for (u16 j=0; j<4; ++j)
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material->Emissive[j] = os::Byteswap::byteswap(material->Emissive[j]);
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material->Shininess = os::Byteswap::byteswap(material->Shininess);
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material->Transparency = os::Byteswap::byteswap(material->Transparency);
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#endif
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pPtr += sizeof(MS3DMaterial);
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scene::SSkinMeshBuffer *tmpBuffer = AnimatedMesh->createBuffer();
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tmpBuffer->Material.MaterialType = video::EMT_SOLID;
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tmpBuffer->Material.AmbientColor = video::SColorf(material->Ambient[0], material->Ambient[1], material->Ambient[2], material->Ambient[3]).toSColor ();
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tmpBuffer->Material.DiffuseColor = video::SColorf(material->Diffuse[0], material->Diffuse[1], material->Diffuse[2], material->Diffuse[3]).toSColor ();
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tmpBuffer->Material.EmissiveColor = video::SColorf(material->Emissive[0], material->Emissive[1], material->Emissive[2], material->Emissive[3]).toSColor ();
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tmpBuffer->Material.SpecularColor = video::SColorf(material->Specular[0], material->Specular[1], material->Specular[2], material->Specular[3]).toSColor ();
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tmpBuffer->Material.Shininess = material->Shininess;
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core::stringc TexturePath=(const c8*)material->Texture;
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TexturePath.trim();
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if (TexturePath!="")
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{
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TexturePath=stripPathFromString(file->getFileName(),true) + stripPathFromString(TexturePath,false);
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tmpBuffer->Material.setTexture(0, Driver->getTexture(TexturePath.c_str()) );
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}
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core::stringc AlphamapPath=(const c8*)material->Alphamap;
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AlphamapPath.trim();
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if (AlphamapPath!="")
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{
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AlphamapPath=stripPathFromString(file->getFileName(),true) + stripPathFromString(AlphamapPath,false);
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tmpBuffer->Material.setTexture(2, Driver->getTexture(AlphamapPath.c_str()) );
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}
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}
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// animation time
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f32 framesPerSecond = *(f32*)pPtr;
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#ifdef __BIG_ENDIAN__
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framesPerSecond = os::Byteswap::byteswap(framesPerSecond);
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#endif
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pPtr += sizeof(f32) * 2; // fps and current time
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if (framesPerSecond==0)
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framesPerSecond=1;
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s32 frameCount = *(s32*)pPtr;
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#ifdef __BIG_ENDIAN__
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frameCount = os::Byteswap::byteswap(frameCount);
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#endif
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pPtr += sizeof(s32);
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u16 jointCount = *(u16*)pPtr;
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#ifdef __BIG_ENDIAN__
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jointCount = os::Byteswap::byteswap(jointCount);
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#endif
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pPtr += sizeof(u16);
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core::array<core::stringc> ParentNames;
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// load joints
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for (i=0; i<jointCount; ++i)
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{
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u32 j;
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MS3DJoint *pJoint = (MS3DJoint*)pPtr;
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#ifdef __BIG_ENDIAN__
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for (j=0; j<3; ++j)
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pJoint->Rotation[j] = os::Byteswap::byteswap(pJoint->Rotation[j]);
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for (j=0; j<3; ++j)
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pJoint->Translation[j] = os::Byteswap::byteswap(pJoint->Translation[j]);
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pJoint->NumRotationKeyframes= os::Byteswap::byteswap(pJoint->NumRotationKeyframes);
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pJoint->NumTranslationKeyframes = os::Byteswap::byteswap(pJoint->NumTranslationKeyframes);
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#endif
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pPtr += sizeof(MS3DJoint);
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ISkinnedMesh::SJoint *jnt = AnimatedMesh->createJoint();
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/*
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jnt.Name = pJoint->Name;
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jnt.Index = i;
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jnt.Rotation.X = pJoint->Rotation[0];
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jnt.Rotation.Y = pJoint->Rotation[1];
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jnt.Rotation.Z = pJoint->Rotation[2];
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jnt.Translation.X = pJoint->Translation[0];
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jnt.Translation.Y = pJoint->Translation[1];
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jnt.Translation.Z = pJoint->Translation[2];
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jnt.ParentName = pJoint->ParentName;
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jnt.Parent = -1;
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*/
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jnt->Name = pJoint->Name;
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jnt->LocalMatrix.makeIdentity();
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jnt->LocalMatrix.setRotationRadians(
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core::vector3df(pJoint->Rotation[0], pJoint->Rotation[1], pJoint->Rotation[2]) );
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jnt->LocalMatrix.setTranslation(
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core::vector3df(pJoint->Translation[0], pJoint->Translation[1], pJoint->Translation[2]) );
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ParentNames.push_back( (c8*)pJoint->ParentName );
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/*if (pJoint->NumRotationKeyframes ||
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pJoint->NumTranslationKeyframes)
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HasAnimation = true;*/
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// get rotation keyframes
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for (j=0; j < pJoint->NumRotationKeyframes; ++j)
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{
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MS3DKeyframe* kf = (MS3DKeyframe*)pPtr;
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#ifdef __BIG_ENDIAN__
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kf->Time = os::Byteswap::byteswap(kf->Time);
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for (u32 l=0; l<3; ++l)
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kf->Parameter[l] = os::Byteswap::byteswap(kf->Parameter[l]);
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#endif
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pPtr += sizeof(MS3DKeyframe);
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ISkinnedMesh::SRotationKey *k=AnimatedMesh->createRotationKey(jnt);
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k->frame = kf->Time * framesPerSecond;
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core::matrix4 tmpMatrix;
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tmpMatrix.setRotationRadians(
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core::vector3df(kf->Parameter[0], kf->Parameter[1], kf->Parameter[2]) );
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tmpMatrix=jnt->LocalMatrix*tmpMatrix;
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k->rotation = core::quaternion(tmpMatrix);
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//fix
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//k->rotation = core::vector3df
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// (kf->Parameter[0],//+pJoint->Rotation[0]*core::RADTODEG,
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// kf->Parameter[1],//+pJoint->Rotation[1]*core::RADTODEG,
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// kf->Parameter[2]);//+pJoint->Rotation[2]*core::RADTODEG);
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}
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// get translation keyframes
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for (j=0; j<pJoint->NumTranslationKeyframes; ++j)
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{
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MS3DKeyframe* kf = (MS3DKeyframe*)pPtr;
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#ifdef __BIG_ENDIAN__
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kf->Time = os::Byteswap::byteswap(kf->Time);
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for (u32 l=0; l<3; ++l)
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kf->Parameter[l] = os::Byteswap::byteswap(kf->Parameter[l]);
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#endif
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pPtr += sizeof(MS3DKeyframe);
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ISkinnedMesh::SPositionKey *k=AnimatedMesh->createPositionKey(jnt);
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k->frame = kf->Time * framesPerSecond;
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k->position = core::vector3df
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(kf->Parameter[0]+pJoint->Translation[0],
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kf->Parameter[1]+pJoint->Translation[1],
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kf->Parameter[2]+pJoint->Translation[2]);
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}
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}
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//find parent of every joint
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for (u32 jointnum=0; jointnum<AnimatedMesh->getAllJoints().size(); ++jointnum)
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{
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for (u32 j2=0; j2<AnimatedMesh->getAllJoints().size(); ++j2)
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{
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if (jointnum != j2 && ParentNames[jointnum] == AnimatedMesh->getAllJoints()[j2]->Name )
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{
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AnimatedMesh->getAllJoints()[j2]->Children.push_back(AnimatedMesh->getAllJoints()[jointnum]);
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break;
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}
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}
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}
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/*if (Joints[jointnum].Parent == -1)
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os::Printer::log("Found joint in model without parent.", ELL_WARNING);*/
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// create vertices and indices, attach them to the joints.
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video::S3DVertex v;
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core::array<video::S3DVertex> *Vertices;
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core::array<u16> Indices;
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for (i=0; i<numTriangles; ++i)
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{
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u32 tmp = Groups[triangles[i].GroupIndex].MaterialIdx;
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Vertices = &AnimatedMesh->getMeshBuffers()[tmp]->Vertices_Standard;
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for (u16 j = 0; j<3; ++j)
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{
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v.TCoords.X = triangles[i].S[j];
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v.TCoords.Y = triangles[i].T[j];
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v.Normal.X = triangles[i].VertexNormals[j][0];
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v.Normal.Y = triangles[i].VertexNormals[j][1];
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v.Normal.Z = triangles[i].VertexNormals[j][2];
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if(triangles[i].GroupIndex < Groups.size() && Groups[triangles[i].GroupIndex].MaterialIdx < AnimatedMesh->getMeshBuffers().size())
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v.Color = AnimatedMesh->getMeshBuffers()[Groups[triangles[i].GroupIndex].MaterialIdx]->Material.DiffuseColor;
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else
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v.Color.set(255,255,255,255);
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v.Pos.X = vertices[triangles[i].VertexIndices[j]].Vertex[0];
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v.Pos.Y = vertices[triangles[i].VertexIndices[j]].Vertex[1];
|
|
v.Pos.Z = vertices[triangles[i].VertexIndices[j]].Vertex[2];
|
|
|
|
// check if we already have this vertex in our vertex array
|
|
s32 index = -1;
|
|
for (u32 iV = 0; iV < Vertices->size(); ++iV)
|
|
{
|
|
if (v == (*Vertices)[iV])
|
|
{
|
|
index = (s32)iV;
|
|
break;
|
|
}
|
|
}
|
|
if (index == -1)
|
|
{
|
|
s32 boneid = vertices[triangles[i].VertexIndices[j]].BoneID;
|
|
if (boneid>=0 && boneid<(s32)AnimatedMesh->getAllJoints().size())
|
|
{
|
|
ISkinnedMesh::SWeight *w=AnimatedMesh->createWeight(AnimatedMesh->getAllJoints()[boneid]);
|
|
w->buffer_id = Groups[triangles[i].GroupIndex].MaterialIdx;
|
|
w->strength = 1.0f;
|
|
w->vertex_id = Vertices->size();
|
|
//Joints[boneid]->VertexIds.push_back(Vertices.size());
|
|
|
|
|
|
}
|
|
|
|
Vertices->push_back(v);
|
|
index = Vertices->size() - 1;
|
|
}
|
|
Indices.push_back(index);
|
|
}
|
|
}
|
|
|
|
//create groups
|
|
s32 iIndex = -1;
|
|
for (i=0; i<Groups.size(); ++i)
|
|
{
|
|
SGroup& grp = Groups[i];
|
|
|
|
if (grp.MaterialIdx >= AnimatedMesh->getMeshBuffers().size())
|
|
grp.MaterialIdx = 0;
|
|
|
|
core::array<u16>& indices = AnimatedMesh->getMeshBuffers()[grp.MaterialIdx]->Indices;
|
|
|
|
for (u32 k=0; k < grp.VertexIds.size(); ++k)
|
|
for (u32 l=0; l<3; ++l)
|
|
indices.push_back(Indices[++iIndex]);
|
|
}
|
|
|
|
// calculate bounding box
|
|
/*
|
|
// inverse translate and rotate all vertices for making animation easier
|
|
if (HasAnimation)
|
|
for (i=0; i<Joints.size(); ++i)
|
|
{
|
|
for (u32 j=0; j<Joints[i].VertexIds.size(); ++j)
|
|
{
|
|
Joints[i].AbsoluteTransformation.inverseTranslateVect(
|
|
Vertices[Joints[i].VertexIds[j]].Pos);
|
|
|
|
Joints[i].AbsoluteTransformation.inverseRotateVect(
|
|
Vertices[Joints[i].VertexIds[j]].Pos);
|
|
|
|
Joints[i].AbsoluteTransformation.inverseRotateVect(
|
|
Vertices[Joints[i].VertexIds[j]].Normal);
|
|
}
|
|
}
|
|
|
|
AnimatedVertices = Vertices;
|
|
*/
|
|
|
|
delete [] buffer;
|
|
// clear arrays
|
|
Groups.clear();
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
core::stringc CMS3DMeshFileLoader::stripPathFromString(core::stringc string, bool returnPath)
|
|
{
|
|
s32 slashIndex=string.findLast('/'); // forward slash
|
|
s32 backSlash=string.findLast('\\'); // back slash
|
|
|
|
if (backSlash>slashIndex) slashIndex=backSlash;
|
|
|
|
if (slashIndex==-1)//no slashes found
|
|
if (returnPath)
|
|
return core::stringc(); //no path to return
|
|
else
|
|
return string;
|
|
|
|
if (returnPath)
|
|
return string.subString(0, slashIndex + 1);
|
|
else
|
|
return string.subString(slashIndex+1, string.size() - (slashIndex+1));
|
|
}
|
|
|
|
|
|
} // end namespace scene
|
|
} // end namespace irr
|
|
|
|
#endif
|