Fixed static MD2 mesh loader (Close #4)
Former-commit-id: a894211c7222f64b47efc3d31cb90fc86f944683
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@ -12,6 +12,7 @@
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#include <Nazara/Utility/BufferMapper.hpp>
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#include <Nazara/Utility/KeyframeMesh.hpp>
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#include <Nazara/Utility/Mesh.hpp>
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#include <Nazara/Utility/StaticMesh.hpp>
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#include <Nazara/Utility/Loaders/MD2/Constants.hpp>
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#include <cstddef>
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#include <cstring>
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@ -105,31 +106,6 @@ namespace
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/// Chargement des submesh
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// Actuellement le loader ne charge qu'un submesh
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std::unique_ptr<NzIndexBuffer> indexBuffer(new NzIndexBuffer(header.num_tris * 3, false, parameters.storage, nzBufferUsage_Static));
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std::unique_ptr<NzVertexBuffer> vertexBuffer(new NzVertexBuffer(NzMesh::GetDeclaration(), header.num_vertices, parameters.storage, nzBufferUsage_Dynamic));
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std::unique_ptr<NzKeyframeMesh> subMesh(new NzKeyframeMesh(mesh));
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if (!subMesh->Create(vertexBuffer.get(), header.num_frames))
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{
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NazaraError("Failed to create SubMesh");
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return false;
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}
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vertexBuffer->SetPersistent(false);
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vertexBuffer.release();
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/// Coordonnées de texture
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std::vector<md2_texCoord> texCoords(header.num_st);
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// Lecture des coordonnées de texture
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stream.SetCursorPos(header.offset_st);
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stream.Read(&texCoords[0], header.num_st*sizeof(md2_texCoord));
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#ifdef NAZARA_BIG_ENDIAN
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for (unsigned int i = 0; i < header.num_st; ++i)
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{
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NzByteSwap(&texCoords[i].u, sizeof(nzInt16));
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NzByteSwap(&texCoords[i].v, sizeof(nzInt16));
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}
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#endif
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/// Lecture des triangles
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std::vector<md2_triangle> triangles(header.num_tris);
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@ -140,8 +116,6 @@ namespace
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NzBufferMapper<NzIndexBuffer> indexMapper(indexBuffer.get(), nzBufferAccess_DiscardAndWrite);
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nzUInt16* index = reinterpret_cast<nzUInt16*>(indexMapper.GetPointer());
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const unsigned int indexFix[3] = {0, 2, 1}; // Pour respécifier les indices dans le bon ordre
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for (unsigned int i = 0; i < header.num_tris; ++i)
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{
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#ifdef NAZARA_BIG_ENDIAN
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@ -155,32 +129,112 @@ namespace
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NzByteSwap(&triangles[i].texCoords[2], sizeof(nzUInt16));
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#endif
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for (unsigned int j = 0; j < 3; ++j)
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{
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const unsigned int fixedIndex = indexFix[j];
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index[fixedIndex] = triangles[i].vertices[j];
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const md2_texCoord& texC = texCoords[triangles[i].texCoords[fixedIndex]];
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subMesh->SetTexCoords(triangles[i].vertices[fixedIndex], NzVector2f(static_cast<float>(texC.u) / header.skinwidth, 1.f - static_cast<float>(texC.v)/header.skinheight));
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}
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index += 3;
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// On respécifie le triangle dans le bon ordre
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*index++ = triangles[i].vertices[0];
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*index++ = triangles[i].vertices[2];
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*index++ = triangles[i].vertices[1];
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}
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indexMapper.Unmap();
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subMesh->SetIndexBuffer(indexBuffer.release());
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/// Chargement des frames
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stream.SetCursorPos(header.offset_frames);
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/// Lecture des coordonnées de texture
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std::vector<md2_texCoord> texCoords(header.num_st);
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stream.SetCursorPos(header.offset_st);
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stream.Read(&texCoords[0], header.num_st*sizeof(md2_texCoord));
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#ifdef NAZARA_BIG_ENDIAN
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for (unsigned int i = 0; i < header.num_st; ++i)
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{
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NzByteSwap(&texCoords[i].u, sizeof(nzInt16));
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NzByteSwap(&texCoords[i].v, sizeof(nzInt16));
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}
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#endif
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const unsigned int indexFix[3] = {0, 2, 1}; // Pour respécifier les indices dans le bon ordre
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// Pour que le modèle soit correctement aligné, on génère un quaternion que nous appliquerons à chacune des vertices
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NzQuaternionf rotationQuat = NzEulerAnglesf(-90.f, 90.f, 0.f);
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std::unique_ptr<md2_vertex[]> vertices(new md2_vertex[header.num_vertices]);
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for (unsigned int f = 0; f < header.num_frames; ++f)
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if (parameters.animated)
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{
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NzVector3f scale, translate;
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std::unique_ptr<NzVertexBuffer> vertexBuffer(new NzVertexBuffer(NzMesh::GetDeclaration(), header.num_vertices, parameters.storage, nzBufferUsage_Dynamic));
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std::unique_ptr<NzKeyframeMesh> subMesh(new NzKeyframeMesh(mesh));
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if (!subMesh->Create(vertexBuffer.get(), header.num_frames))
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{
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NazaraError("Failed to create SubMesh");
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return false;
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}
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subMesh->SetIndexBuffer(indexBuffer.release());
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vertexBuffer->SetPersistent(false);
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vertexBuffer.release();
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/// Chargement des frames
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stream.SetCursorPos(header.offset_frames);
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std::unique_ptr<md2_vertex[]> vertices(new md2_vertex[header.num_vertices]);
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for (unsigned int f = 0; f < header.num_frames; ++f)
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{
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NzVector3f scale, translate;
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stream.Read(scale, sizeof(NzVector3f));
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stream.Read(translate, sizeof(NzVector3f));
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stream.Read(nullptr, 16*sizeof(char)); // On avance en ignorant le nom de la frame (Géré par l'animation)
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stream.Read(vertices.get(), header.num_vertices*sizeof(md2_vertex));
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#ifdef NAZARA_BIG_ENDIAN
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NzByteSwap(&scale.x, sizeof(float));
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NzByteSwap(&scale.y, sizeof(float));
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NzByteSwap(&scale.z, sizeof(float));
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NzByteSwap(&translate.x, sizeof(float));
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NzByteSwap(&translate.y, sizeof(float));
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NzByteSwap(&translate.z, sizeof(float));
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#endif
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for (unsigned int v = 0; v < header.num_vertices; ++v)
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{
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const md2_vertex& vert = vertices[v];
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NzVector3f position = rotationQuat * NzVector3f(vert.x * scale.x + translate.x, vert.y * scale.y + translate.y, vert.z * scale.z + translate.z);
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subMesh->SetNormal(f, v, rotationQuat * md2Normals[vert.n]);
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subMesh->SetPosition(f, v, position);
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}
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}
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/// Chargement des coordonnées de texture
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for (unsigned int i = 0; i < header.num_tris; ++i)
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{
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for (unsigned int j = 0; j < 3; ++j)
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{
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const unsigned int fixedIndex = indexFix[j];
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const md2_texCoord& texC = texCoords[triangles[i].texCoords[fixedIndex]];
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subMesh->SetTexCoords(triangles[i].vertices[fixedIndex], NzVector2f(static_cast<float>(texC.u) / header.skinwidth, 1.f - static_cast<float>(texC.v)/header.skinheight));
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}
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}
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subMesh->SetMaterialIndex(0);
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mesh->AddSubMesh(subMesh.release());
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}
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else
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{
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std::unique_ptr<NzVertexBuffer> vertexBuffer(new NzVertexBuffer(NzMesh::GetDeclaration(), header.num_vertices, parameters.storage, nzBufferUsage_Static));
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std::unique_ptr<NzStaticMesh> subMesh(new NzStaticMesh(mesh));
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if (!subMesh->Create(vertexBuffer.get()))
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{
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NazaraError("Failed to create SubMesh");
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return false;
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}
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subMesh->SetIndexBuffer(indexBuffer.release());
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/// Chargement des vertices
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stream.SetCursorPos(header.offset_frames);
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std::unique_ptr<md2_vertex[]> vertices(new md2_vertex[header.num_vertices]);
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NzVector3f scale, translate;
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stream.Read(scale, sizeof(NzVector3f));
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stream.Read(translate, sizeof(NzVector3f));
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stream.Read(nullptr, 16*sizeof(char)); // On avance en ignorant le nom de la frame (Géré par l'animation)
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@ -196,18 +250,39 @@ namespace
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NzByteSwap(&translate.z, sizeof(float));
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#endif
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NzBufferMapper<NzVertexBuffer> vertexMapper(vertexBuffer.get(), nzBufferAccess_DiscardAndWrite);
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NzMeshVertex* vertex = reinterpret_cast<NzMeshVertex*>(vertexMapper.GetPointer());
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/// Chargement des coordonnées de texture
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for (unsigned int i = 0; i < header.num_tris; ++i)
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{
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for (unsigned int j = 0; j < 3; ++j)
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{
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const unsigned int fixedIndex = indexFix[j];
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const md2_texCoord& texC = texCoords[triangles[i].texCoords[fixedIndex]];
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vertex[triangles[i].vertices[fixedIndex]].uv.Set(static_cast<float>(texC.u) / header.skinwidth, 1.f - static_cast<float>(texC.v)/header.skinheight);
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}
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}
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for (unsigned int v = 0; v < header.num_vertices; ++v)
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{
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const md2_vertex& vert = vertices[v];
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NzVector3f position = rotationQuat * NzVector3f(vert.x * scale.x + translate.x, vert.y * scale.y + translate.y, vert.z * scale.z + translate.z);
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subMesh->SetNormal(f, v, md2Normals[vert.n]);
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subMesh->SetPosition(f, v, position);
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}
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}
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vertex->normal = rotationQuat * md2Normals[vert.n];
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vertex->position = position;
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subMesh->SetMaterialIndex(0);
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mesh->AddSubMesh(subMesh.release());
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vertex++;
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}
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vertexMapper.Unmap();
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vertexBuffer->SetPersistent(false);
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vertexBuffer.release();
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subMesh->SetMaterialIndex(0);
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mesh->AddSubMesh(subMesh.release());
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}
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return true;
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}
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