453 lines
12 KiB
C++
453 lines
12 KiB
C++
// Copyright (C) 2002-2009 Nikolaus Gebhardt / Fabio Concas / Thomas Alten
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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_MD3_LOADER_
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#include "CAnimatedMeshMD3.h"
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#include "os.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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#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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//! General properties of a single animation frame.
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struct SMD3Frame
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{
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f32 mins[3]; // bounding box per frame
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f32 maxs[3];
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f32 position[3]; // position of bounding box
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f32 radius; // radius of bounding sphere
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c8 creator[16]; // name of frame
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};
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//! An attachment point for another MD3 model.
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struct SMD3Tag
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{
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c8 Name[64]; //name of 'tag' as it's usually called in the md3 files try to see it as a sub-mesh/seperate mesh-part.
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f32 position[3]; //relative position of tag
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f32 rotationMatrix[9]; //3x3 rotation direction of tag
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};
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//!Shader
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struct SMD3Shader
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{
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c8 name[64]; // name of shader
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s32 shaderIndex;
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};
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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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CAnimatedMeshMD3::CAnimatedMeshMD3()
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:Mesh(0), IPolShift(0), LoopMode(0), Scaling(1.f)
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{
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#ifdef _DEBUG
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setDebugName("CAnimatedMeshMD3");
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#endif
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Mesh = new SMD3Mesh();
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setInterpolationShift ( 0, 0 );
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}
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//! Destructor
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CAnimatedMeshMD3::~CAnimatedMeshMD3()
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{
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if (Mesh)
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Mesh->drop();
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}
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//! Returns the amount of frames in milliseconds. If the amount is 1, it is a static (=non animated) mesh.
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u32 CAnimatedMeshMD3::getFrameCount() const
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{
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return Mesh->MD3Header.numFrames << IPolShift;
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}
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//! Rendering Hint
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void CAnimatedMeshMD3::setInterpolationShift ( u32 shift, u32 loopMode )
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{
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IPolShift = shift;
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LoopMode = loopMode;
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}
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//! set the hardware mapping hint, for driver
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void CAnimatedMeshMD3::setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint,
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E_BUFFER_TYPE buffer)
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{
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MeshIPol.setHardwareMappingHint(newMappingHint, buffer);
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}
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//! flags the meshbuffer as changed, reloads hardware buffers
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void CAnimatedMeshMD3::setDirty(E_BUFFER_TYPE buffer)
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{
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MeshIPol.setDirty(buffer);
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}
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//! Returns the animated tag list based on a detail level. 0 is the lowest, 255 the highest detail.
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SMD3QuaternionTagList *CAnimatedMeshMD3::getTagList(s32 frame, s32 detailLevel, s32 startFrameLoop, s32 endFrameLoop)
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{
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if ( 0 == Mesh )
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return 0;
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getMesh ( frame, detailLevel, startFrameLoop, endFrameLoop );
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return &TagListIPol;
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}
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//! Returns the animated mesh based on a detail level. 0 is the lowest, 255 the highest detail.
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IMesh* CAnimatedMeshMD3::getMesh(s32 frame, s32 detailLevel, s32 startFrameLoop, s32 endFrameLoop)
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{
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if ( 0 == Mesh )
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return 0;
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u32 i;
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//! check if we have the mesh in our private cache
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SCacheInfo candidate ( frame, startFrameLoop, endFrameLoop );
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if ( candidate == Current )
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return &MeshIPol;
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startFrameLoop = core::s32_max ( 0, startFrameLoop >> IPolShift );
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endFrameLoop = core::if_c_a_else_b ( endFrameLoop < 0, Mesh->MD3Header.numFrames - 1, endFrameLoop >> IPolShift );
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const u32 mask = 1 << IPolShift;
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s32 frameA;
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s32 frameB;
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f32 iPol;
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if ( LoopMode )
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{
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// correct frame to "pixel center"
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frame -= mask >> 1;
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// interpolation
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iPol = f32(frame & ( mask - 1 )) * core::reciprocal ( f32(mask) );
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// wrap anim
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frame >>= IPolShift;
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frameA = core::if_c_a_else_b ( frame < startFrameLoop, endFrameLoop, frame );
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frameB = core::if_c_a_else_b ( frameA + 1 > endFrameLoop, startFrameLoop, frameA + 1 );
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}
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else
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{
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// correct frame to "pixel center"
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frame -= mask >> 1;
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iPol = f32(frame & ( mask - 1 )) * core::reciprocal ( f32(mask) );
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// clamp anim
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frame >>= IPolShift;
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frameA = core::s32_clamp ( frame, startFrameLoop, endFrameLoop );
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frameB = core::s32_min ( frameA + 1, endFrameLoop );
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}
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// build current vertex
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for ( i = 0; i!= Mesh->Buffer.size (); ++i )
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{
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buildVertexArray(frameA, frameB, iPol,
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Mesh->Buffer[i],
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(SMeshBufferLightMap*) MeshIPol.getMeshBuffer(i)
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);
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}
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MeshIPol.recalculateBoundingBox ();
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// build current tags
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buildTagArray ( frameA, frameB, iPol );
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Current = candidate;
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return &MeshIPol;
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}
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//! create a Irrlicht MeshBuffer for a MD3 MeshBuffer
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IMeshBuffer * CAnimatedMeshMD3::createMeshBuffer(const SMD3MeshBuffer* source,
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io::IFileSystem* fs, video::IVideoDriver * driver)
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{
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SMeshBufferLightMap * dest = new SMeshBufferLightMap();
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dest->Vertices.set_used( source->MeshHeader.numVertices );
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dest->Indices.set_used( source->Indices.size () );
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u32 i;
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// fill in static face info
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for ( i = 0; i < source->Indices.size(); i += 3 )
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{
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dest->Indices[i + 0 ] = (u16) source->Indices[i + 0];
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dest->Indices[i + 1 ] = (u16) source->Indices[i + 1];
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dest->Indices[i + 2 ] = (u16) source->Indices[i + 2];
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}
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// fill in static vertex info
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for ( i = 0; i!= (u32)source->MeshHeader.numVertices; ++i )
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{
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video::S3DVertex2TCoords &v = dest->Vertices[i];
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v.Color = 0xFFFFFFFF;
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v.TCoords.X = source->Tex[i].u;
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v.TCoords.Y = source->Tex[i].v;
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v.TCoords2.X = 0.f;
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v.TCoords2.Y = 0.f;
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}
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// load static texture
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u32 pos = 0;
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quake3::tTexArray textureArray;
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quake3::getTextures( textureArray, source->Shader, pos, fs, driver );
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dest->Material.MaterialType = video::EMT_SOLID;
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dest->Material.setTexture ( 0, textureArray[0] );
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dest->Material.Lighting = false;
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return dest;
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}
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//! build final mesh's vertices from frames frameA and frameB with linear interpolation.
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void CAnimatedMeshMD3::buildVertexArray ( u32 frameA, u32 frameB, f32 interpolate,
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const SMD3MeshBuffer * source,
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SMeshBufferLightMap * dest
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)
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{
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const u32 frameOffsetA = frameA * source->MeshHeader.numVertices;
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const u32 frameOffsetB = frameB * source->MeshHeader.numVertices;
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const f32 scale = ( 1.f/ 64.f );
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for (s32 i = 0; i != source->MeshHeader.numVertices; ++i)
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{
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video::S3DVertex2TCoords &v = dest->Vertices [ i ];
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const SMD3Vertex &vA = source->Vertices [ frameOffsetA + i ];
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const SMD3Vertex &vB = source->Vertices [ frameOffsetB + i ];
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// position
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v.Pos.X = scale * ( vA.position[0] + interpolate * ( vB.position[0] - vA.position[0] ) );
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v.Pos.Y = scale * ( vA.position[2] + interpolate * ( vB.position[2] - vA.position[2] ) );
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v.Pos.Z = scale * ( vA.position[1] + interpolate * ( vB.position[1] - vA.position[1] ) );
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// normal
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const core::vector3df nA( quake3::getMD3Normal ( vA.normal[0], vA.normal[1] ));
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const core::vector3df nB( quake3::getMD3Normal ( vB.normal[0], vB.normal[1] ));
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v.Normal.X = nA.X + interpolate * ( nB.X - nA.X );
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v.Normal.Y = nA.Z + interpolate * ( nB.Z - nA.Z );
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v.Normal.Z = nA.Y + interpolate * ( nB.Y - nA.Y );
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}
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dest->recalculateBoundingBox ();
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}
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//! build final mesh's tag from frames frameA and frameB with linear interpolation.
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void CAnimatedMeshMD3::buildTagArray ( u32 frameA, u32 frameB, f32 interpolate )
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{
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const u32 frameOffsetA = frameA * Mesh->MD3Header.numTags;
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const u32 frameOffsetB = frameB * Mesh->MD3Header.numTags;
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for ( s32 i = 0; i != Mesh->MD3Header.numTags; ++i )
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{
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SMD3QuaternionTag &d = TagListIPol [ i ];
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const SMD3QuaternionTag &qA = Mesh->TagList[ frameOffsetA + i];
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const SMD3QuaternionTag &qB = Mesh->TagList[ frameOffsetB + i];
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// rotation
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d.rotation.slerp( qA.rotation, qB.rotation, interpolate );
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// position
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d.position.X = qA.position.X + interpolate * ( qB.position.X - qA.position.X );
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d.position.Y = qA.position.Y + interpolate * ( qB.position.Y - qA.position.Y );
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d.position.Z = qA.position.Z + interpolate * ( qB.position.Z - qA.position.Z );
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}
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}
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/*!
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loads a model
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*/
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bool CAnimatedMeshMD3::loadModelFile( u32 modelIndex, io::IReadFile* file,
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io::IFileSystem* fs, video::IVideoDriver * driver)
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{
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if (!file)
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return false;
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//! Check MD3Header
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{
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file->read( &Mesh->MD3Header, sizeof(SMD3Header) );
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if ( strncmp("IDP3", Mesh->MD3Header.headerID, 4) )
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{
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os::Printer::log("MD3 Loader: invalid header");
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return false;
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}
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}
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//! store model name
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Mesh->Name = file->getFileName();
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u32 i;
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//! Frame Data ( ignore )
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#if 0
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SMD3Frame frameImport;
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file->seek ( Mesh->MD3Header.frameStart );
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for (i = 0; i != Mesh->MD3Header.numFrames; ++i )
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{
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file->read(&frameImport, sizeof(frameImport) );
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}
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#endif
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//! Tag Data
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const u32 totalTags = Mesh->MD3Header.numTags * Mesh->MD3Header.numFrames;
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SMD3Tag import;
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file->seek( Mesh->MD3Header.tagStart );
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Mesh->TagList.set_used ( totalTags );
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for (i = 0; i != totalTags; ++i )
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{
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file->read(&import, sizeof(import) );
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SMD3QuaternionTag &exp = Mesh->TagList[i];
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//! tag name
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exp.Name = import.Name;
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//! position
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exp.position.X = import.position[0];
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exp.position.Y = import.position[2];
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exp.position.Z = import.position[1];
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//! construct quaternion from a RH 3x3 Matrix
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exp.rotation.set (import.rotationMatrix[7],
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0.f,
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-import.rotationMatrix[6],
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1 + import.rotationMatrix[8]);
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exp.rotation.normalize ();
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}
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//! Meshes
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u32 offset = Mesh->MD3Header.tagEnd;
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for (i = 0; i != (u32)Mesh->MD3Header.numMeshes; ++i )
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{
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//! construct a new mesh buffer
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SMD3MeshBuffer * buf = new SMD3MeshBuffer ();
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// !read mesh header info
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SMD3MeshHeader &meshHeader = buf->MeshHeader;
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//! read mesh info
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file->seek( offset );
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file->read( &meshHeader, sizeof(SMD3MeshHeader) );
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//! prepare memory
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buf->Vertices.set_used ( meshHeader.numVertices * Mesh->MD3Header.numFrames );
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buf->Indices.set_used ( meshHeader.numTriangles * 3 );
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buf->Tex.set_used ( meshHeader.numVertices );
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//! read skins (shaders). should be 1 per meshbuffer
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SMD3Shader skin;
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file->seek( offset + buf->MeshHeader.offset_shaders );
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for ( s32 g = 0; g != buf->MeshHeader.numShader; ++g )
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{
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file->read( &skin, sizeof(skin) );
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core::stringc name;
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cutFilenameExtension ( name, skin.name );
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name.replace ( '\\', '/' );
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buf->Shader = name;
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}
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//! read texture coordinates
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file->seek( offset + buf->MeshHeader.offset_st);
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file->read( buf->Tex.pointer(), buf->MeshHeader.numVertices * sizeof(SMD3TexCoord) );
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//! read vertices
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file->seek(offset + meshHeader.vertexStart);
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file->read( buf->Vertices.pointer(), Mesh->MD3Header.numFrames * meshHeader.numVertices * sizeof(SMD3Vertex) );
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//! read indices
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file->seek( offset + meshHeader.offset_triangles );
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file->read( buf->Indices.pointer(), meshHeader.numTriangles * sizeof(SMD3Face) );
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//! store meshBuffer
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Mesh->Buffer.push_back ( buf );
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offset += meshHeader.offset_end;
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}
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// Init Mesh Interpolation
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for ( i = 0; i != Mesh->Buffer.size (); ++i )
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{
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IMeshBuffer * buffer = createMeshBuffer ( Mesh->Buffer[i], fs, driver );
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MeshIPol.addMeshBuffer ( buffer );
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buffer->drop ();
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}
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MeshIPol.recalculateBoundingBox ();
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// Init Tag Interpolation
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for (i = 0; i != (u32)Mesh->MD3Header.numTags; ++i )
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{
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TagListIPol.push_back ( Mesh->TagList[i] );
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}
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return true;
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}
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SMD3Mesh * CAnimatedMeshMD3::getOriginalMesh ()
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{
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return Mesh;
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}
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//! Returns an axis aligned bounding box
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const core::aabbox3d<f32>& CAnimatedMeshMD3::getBoundingBox() const
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{
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return MeshIPol.BoundingBox;
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}
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//! Returns the type of the animated mesh.
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E_ANIMATED_MESH_TYPE CAnimatedMeshMD3::getMeshType() const
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{
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return EAMT_MD3;
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}
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} // end namespace scene
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} // end namespace irr
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#endif // _IRR_COMPILE_WITH_MD3_LOADER_
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