Big skeletal animation update
Added MeshInfos demo Added MD5Mesh/MD5Anim loader support Added Node class Fixed ResourceParams not being exported Added support for skeletal animation (Animation/Mesh/Joint/SkeletalMesh/Skeleton) Meshes are now only stored with VertexStruct_XYZ_Normal_UV_Tangent type Moved Sequence declaration to Sequence.hpp -Animation: Renamed Create to Create[Keyframe|Skeletal] -AxisAlignedBox: Added Contains method Added GetCorner method Added GetCube method Added Transform method -Cube/Rect: Added GetPosition method Added GetSize method (Almost) Fixed ExtendTo method Fixed GetCenter method -File: Added GetDirectory static function Added GetPath method Renamed GetDirectoryPath method to GetDirectory -Math module: Fixed constructor/methods taking a non-const array GetNormal/Normalize methods now takes an optionnal integer pointer (returning length) Made all classes default constructor trivial Inverse, MakeIdentity, MakeZero, Normalize, Set methods now returns reference to object -Matrix4: Modified methods to avoid copies Removed COW (Too much overhead) Removed Concatenate[Affine] static function -Mesh: Renamed Create to Create[Keyframe|Skeletal|Static] Renamed Skin to Material -MeshParams: No longer takes declaration argument Renamed loadAnimations to animated Storage default to BufferStorage_Hardware if supported and BufferStorage_Software otherwise -OpenGL: Added glGetBooleanv function Added glIsEnabled function -Quaternion: Added ComputeW method Added Conjugate method -Renderer: Added IsEnabled static function Fixed GetLineWidth function not being static Removed SetVertexDeclaration -RenderWindow: Made CopyTo[Image|Texture] method constant -Resource Fixed RemoveResourceListener crash -ResourceLoader: Loaders are now used in a LIFO context -Stream: Renamed GetLine method to ReadLine -String: Fixed Simplified -Utility module Added configuration define for strict resource parsing -VertexBuffer Now takes a VertexDeclaration pointer -VertexDeclaration No longer throw an error when getting a non-existing element Former-commit-id: f7358c1231d6af48b799d2f24f077a001e16785b
This commit is contained in:
@@ -7,7 +7,6 @@
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#include <Nazara/Prerequesites.hpp>
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#include <Nazara/Math/Vector3.hpp>
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#include <vector>
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struct md2_header
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{
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@@ -51,14 +50,6 @@ struct md2_triangle
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nzUInt16 texCoords[3];
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};
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struct md2_frame
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{
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NzVector3f scale;
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NzVector3f translate;
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char name[16];
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std::vector<md2_vertex> vertices;
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};
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extern const nzUInt32 md2Ident;
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extern const NzVector3f md2Normals[162];
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@@ -7,16 +7,18 @@
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#include <Nazara/Core/Error.hpp>
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#include <Nazara/Core/InputStream.hpp>
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#include <Nazara/Math/Basic.hpp>
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#include <Nazara/Math/Quaternion.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/Loaders/MD2/Constants.hpp>
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#include <Nazara/Utility/Loaders/MD2/Mesh.hpp>
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#include <cstddef>
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#include <cstring>
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#include <memory>
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#include <Nazara/Utility/Debug.hpp>
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namespace
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{
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bool NzLoader_MD2_Check(NzInputStream& stream, const NzMeshParams& parameters)
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bool Check(NzInputStream& stream, const NzMeshParams& parameters)
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{
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NazaraUnused(parameters);
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@@ -24,7 +26,7 @@ namespace
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if (stream.Read(&magic[0], 2*sizeof(nzUInt32)) != 2*sizeof(nzUInt32))
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return false;
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#if defined(NAZARA_BIG_ENDIAN)
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#ifdef NAZARA_BIG_ENDIAN
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NzByteSwap(&magic[0], sizeof(nzUInt32));
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NzByteSwap(&magic[1], sizeof(nzUInt32));
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#endif
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@@ -32,7 +34,7 @@ namespace
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return magic[0] == md2Ident && magic[1] == 8;
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}
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bool NzLoader_MD2_Load(NzMesh* mesh, NzInputStream& stream, const NzMeshParams& parameters)
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bool Load(NzMesh* mesh, NzInputStream& stream, const NzMeshParams& parameters)
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{
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md2_header header;
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if (stream.Read(&header, sizeof(md2_header)) != sizeof(md2_header))
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@@ -41,7 +43,7 @@ namespace
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return false;
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}
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#if defined(NAZARA_BIG_ENDIAN)
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#ifdef NAZARA_BIG_ENDIAN
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NzByteSwap(&header.skinwidth, sizeof(nzUInt32));
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NzByteSwap(&header.skinheight, sizeof(nzUInt32));
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NzByteSwap(&header.framesize, sizeof(nzUInt32));
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@@ -67,16 +69,16 @@ namespace
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/// Création du mesh
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// Animé ou statique, c'est la question
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bool animated;
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unsigned int startFrame = NzClamp(parameters.animation.startFrame, 0U, static_cast<unsigned int>(header.num_frames-1));
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unsigned int endFrame = NzClamp(parameters.animation.endFrame, 0U, static_cast<unsigned int>(header.num_frames-1));
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if (parameters.loadAnimations && startFrame != endFrame)
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animated = true;
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bool animated = (parameters.animated && startFrame != endFrame);
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if (animated)
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mesh->CreateKeyframe();
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else
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animated = false;
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mesh->CreateStatic();
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if (!mesh->Create((animated) ? nzAnimationType_Keyframe : nzAnimationType_Static)) // Ne devrait jamais échouer
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if (!mesh->IsValid()) // Ne devrait jamais échouer
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{
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NazaraInternalError("Failed to create mesh");
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return false;
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@@ -87,11 +89,12 @@ namespace
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{
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stream.SetCursorPos(header.offset_skins);
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{
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NzString baseDir = stream.GetDirectory();
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char skin[68];
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for (unsigned int i = 0; i < header.num_skins; ++i)
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{
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stream.Read(skin, 68*sizeof(char));
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mesh->AddSkin(skin);
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mesh->AddMaterial(baseDir + skin);
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}
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}
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}
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@@ -100,16 +103,13 @@ namespace
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if (animated)
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{
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NzAnimation* animation = new NzAnimation;
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if (animation->Create(nzAnimationType_Keyframe, endFrame-startFrame+1))
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if (animation->CreateKeyframe(endFrame-startFrame+1))
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{
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// Décodage des séquences
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NzString frameName;
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///TODO: Optimiser le calcul
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char last[16];
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NzSequence sequence;
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sequence.framePerSecond = 10; // Par défaut pour les animations MD2
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char name[16], last[16];
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stream.SetCursorPos(header.offset_frames + startFrame*header.framesize + offsetof(md2_frame, name));
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stream.SetCursorPos(header.offset_frames + startFrame*header.framesize + 2*sizeof(NzVector3f));
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stream.Read(last, 16*sizeof(char));
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int pos = std::strlen(last)-1;
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@@ -122,10 +122,16 @@ namespace
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}
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last[pos+1] = '\0';
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unsigned int numFrames = 0;
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NzSequence sequence;
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sequence.firstFrame = startFrame;
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sequence.frameCount = 0;
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sequence.frameRate = 10; // Par défaut pour les animations MD2
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sequence.name = last;
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char name[16];
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for (unsigned int i = startFrame; i <= endFrame; ++i)
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{
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stream.SetCursorPos(header.offset_frames + i*header.framesize + offsetof(md2_frame, name));
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stream.SetCursorPos(header.offset_frames + i*header.framesize + 2*sizeof(NzVector3f));
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stream.Read(name, 16*sizeof(char));
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pos = std::strlen(name)-1;
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@@ -140,24 +146,20 @@ namespace
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if (std::strcmp(name, last) != 0) // Si les deux frames n'ont pas le même nom
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{
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// Alors on enregistre la séquence
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sequence.firstFrame = i-numFrames;
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sequence.lastFrame = i-1;
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sequence.name = last;
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animation->AddSequence(sequence);
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std::strcpy(last, name);
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numFrames = 0;
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// Alors on enregistre la séquence actuelle
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animation->AddSequence(sequence);
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// Et on initialise la séquence suivante
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sequence.firstFrame = i;
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sequence.frameCount = 0;
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sequence.name = last;
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}
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numFrames++;
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sequence.frameCount++;
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}
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// On ajoute la dernière frame (Qui n'a pas été traitée par la boucle)
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sequence.firstFrame = endFrame-numFrames;
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sequence.lastFrame = endFrame;
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sequence.name = last;
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animation->AddSequence(sequence);
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mesh->SetAnimation(animation);
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@@ -169,15 +171,118 @@ namespace
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/// Chargement des submesh
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// Actuellement le loader ne charge qu'un submesh
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// TODO: Utiliser les commandes OpenGL pour accélérer le rendu
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NzMD2Mesh* subMesh = new NzMD2Mesh(mesh);
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if (!subMesh->Create(header, stream, parameters))
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// TODO: Utiliser les commandes OpenGL pour créer des indices et accélérer le rendu
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unsigned int frameCount = endFrame - startFrame + 1;
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unsigned int vertexCount = header.num_tris * 3;
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std::unique_ptr<NzVertexBuffer> vertexBuffer(new NzVertexBuffer(NzMesh::GetDeclaration(), vertexCount, 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(), frameCount))
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{
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NazaraError("Failed to create MD2 mesh");
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NazaraError("Failed to create SubMesh");
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return false;
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}
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mesh->AddSubMesh(subMesh);
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vertexBuffer->SetPersistent(false);
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vertexBuffer.release();
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/// Lecture des triangles
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std::vector<md2_triangle> triangles(header.num_tris);
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stream.SetCursorPos(header.offset_tris);
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stream.Read(&triangles[0], header.num_tris*sizeof(md2_triangle));
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#ifdef NAZARA_BIG_ENDIAN
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for (unsigned int i = 0; i < header.num_tris; ++i)
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{
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NzByteSwap(&triangles[i].vertices[0], sizeof(nzUInt16));
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NzByteSwap(&triangles[i].texCoords[0], sizeof(nzUInt16));
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NzByteSwap(&triangles[i].vertices[1], sizeof(nzUInt16));
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NzByteSwap(&triangles[i].texCoords[1], sizeof(nzUInt16));
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NzByteSwap(&triangles[i].vertices[2], sizeof(nzUInt16));
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NzByteSwap(&triangles[i].texCoords[2], sizeof(nzUInt16));
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}
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#endif
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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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// 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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/// Chargement des frames
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stream.SetCursorPos(header.offset_frames + header.framesize*startFrame);
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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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md2_vertex* vertices = new md2_vertex[header.num_vertices];
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for (unsigned int f = 0; f < frameCount; ++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));
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stream.Read(vertices, 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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NzAxisAlignedBox aabb;
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for (unsigned int t = 0; t < header.num_tris; ++t)
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{
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for (unsigned int v = 0; v < 3; ++v)
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{
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const md2_vertex& vert = vertices[triangles[t].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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// On fait en sorte d'étendre l'AABB pour qu'il contienne ce sommet
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aabb.ExtendTo(position);
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// Et on finit par copier les éléments dans le buffer
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NzMeshVertex vertex;
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vertex.normal = md2Normals[vert.n];
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vertex.position = position;
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// On ne définit les coordonnées de texture que pour la première frame
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bool firstFrame = (f == 0);
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if (firstFrame)
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{
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const md2_texCoord& texC = texCoords[triangles[t].texCoords[v]];
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vertex.uv.Set(texC.u / static_cast<float>(header.skinwidth), 1.f - texC.v / static_cast<float>(header.skinheight));
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}
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subMesh->SetVertex(vertex, f, vertexCount - (t*3 + v) - 1, firstFrame);
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}
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}
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subMesh->SetAABB(f, aabb);
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}
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delete[] vertices;
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subMesh->Unlock();
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subMesh->SetMaterialIndex(0);
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mesh->AddSubMesh(subMesh.release());
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return true;
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}
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@@ -185,14 +290,10 @@ namespace
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void NzLoaders_MD2_Register()
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{
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NzMD2Mesh::Initialize();
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NzMeshLoader::RegisterLoader("md2", NzLoader_MD2_Check, NzLoader_MD2_Load);
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NzMeshLoader::RegisterLoader("md2", Check, Load);
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}
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void NzLoaders_MD2_Unregister()
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{
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NzMeshLoader::UnregisterLoader("md2", NzLoader_MD2_Check, NzLoader_MD2_Load);
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NzMD2Mesh::Uninitialize();
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NzMeshLoader::UnregisterLoader("md2", Check, Load);
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}
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@@ -1,292 +0,0 @@
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// Copyright (C) 2012 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Utility module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Utility/Loaders/MD2/Mesh.hpp>
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#include <Nazara/Core/InputStream.hpp>
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#include <Nazara/Math/Matrix4.hpp>
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#include <Nazara/Utility/IndexBuffer.hpp>
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#include <Nazara/Utility/Mesh.hpp>
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#include <Nazara/Utility/VertexBuffer.hpp>
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#include <Nazara/Utility/Debug.hpp>
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NzMD2Mesh::NzMD2Mesh(const NzMesh* parent) :
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NzKeyframeMesh(parent),
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m_frames(nullptr),
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m_indexBuffer(nullptr),
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m_vertexBuffer(nullptr)
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{
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}
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NzMD2Mesh::~NzMD2Mesh()
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{
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Destroy();
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}
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bool NzMD2Mesh::Create(const md2_header& header, NzInputStream& stream, const NzMeshParams& parameters)
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{
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Destroy();
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unsigned int startFrame = NzClamp(parameters.animation.startFrame, 0U, static_cast<unsigned int>(header.num_frames-1));
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unsigned int endFrame = NzClamp(parameters.animation.endFrame, 0U, static_cast<unsigned int>(header.num_frames-1));
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m_frameCount = endFrame - startFrame + 1;
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m_vertexCount = header.num_tris * 3;
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/// Chargement des vertices
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std::vector<md2_texCoord> texCoords(header.num_st);
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std::vector<md2_triangle> triangles(header.num_tris);
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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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#if defined(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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stream.SetCursorPos(header.offset_tris);
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stream.Read(&triangles[0], header.num_tris*sizeof(md2_triangle));
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#if defined(NAZARA_BIG_ENDIAN)
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for (unsigned int i = 0; i < header.num_tris; ++i)
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{
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NzByteSwap(&triangles[i].vertices[0], sizeof(nzUInt16));
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NzByteSwap(&texCoords[i].texCoords[0], sizeof(nzUInt16));
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NzByteSwap(&triangles[i].vertices[1], sizeof(nzUInt16));
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NzByteSwap(&texCoords[i].texCoords[1], sizeof(nzUInt16));
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NzByteSwap(&triangles[i].vertices[2], sizeof(nzUInt16));
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NzByteSwap(&texCoords[i].texCoords[2], sizeof(nzUInt16));
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}
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#endif
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stream.SetCursorPos(header.offset_frames + header.framesize*startFrame);
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md2_frame frame;
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frame.vertices.resize(header.num_vertices);
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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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//NzMatrix4f rotationMatrix = NzMatrix4f::Rotate(NzEulerAnglesf(-90.f, -90.f, 0.f));
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unsigned int stride = s_declaration.GetStride(nzElementStream_VertexData);
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m_frames = new Frame[m_frameCount];
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for (unsigned int i = 0; i < m_frameCount; ++i)
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{
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stream.Read(&frame.scale, sizeof(NzVector3f));
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stream.Read(&frame.translate, sizeof(NzVector3f));
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stream.Read(&frame.name, 16*sizeof(char));
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stream.Read(&frame.vertices[0], header.num_vertices*sizeof(md2_vertex));
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#if defined(NAZARA_BIG_ENDIAN)
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NzByteSwap(&frame.scale.x, sizeof(float));
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NzByteSwap(&frame.scale.y, sizeof(float));
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NzByteSwap(&frame.scale.z, sizeof(float));
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NzByteSwap(&frame.translate.x, sizeof(float));
|
||||
NzByteSwap(&frame.translate.y, sizeof(float));
|
||||
NzByteSwap(&frame.translate.z, sizeof(float));
|
||||
#endif
|
||||
|
||||
m_frames[i].normal = new nzUInt8[m_vertexCount]; // Nous stockons l'indice MD2 de la normale plutôt que la normale (gain d'espace)
|
||||
m_frames[i].vertices = new NzVector3f[m_vertexCount];
|
||||
|
||||
NzVector3f max, min;
|
||||
for (unsigned int t = 0; t < header.num_tris; ++t)
|
||||
{
|
||||
for (unsigned int v = 0; v < 3; ++v)
|
||||
{
|
||||
const md2_vertex& vert = frame.vertices[triangles[t].vertices[v]];
|
||||
|
||||
NzVector3f vertex = rotationQuat * NzVector3f(vert.x * frame.scale.x + frame.translate.x, vert.y * frame.scale.y + frame.translate.y, vert.z * frame.scale.z + frame.translate.z);
|
||||
|
||||
// On fait en sorte d'avoir deux vertices de délimitation, définissant un rectangle dans l'espace
|
||||
max.Maximize(vertex);
|
||||
min.Minimize(vertex);
|
||||
|
||||
// Le MD2 ne définit pas ses vertices dans le bon ordre, il nous faut donc les ajouter dans l'ordre inverse
|
||||
unsigned int index = m_vertexCount - (t*3 + v) - 1;
|
||||
m_frames[i].normal[index] = vert.n;
|
||||
m_frames[i].vertices[index] = vertex;
|
||||
}
|
||||
}
|
||||
|
||||
m_frames[i].aabb.SetExtends(min, max);
|
||||
}
|
||||
|
||||
m_indexBuffer = nullptr; // Pas d'indexbuffer pour l'instant
|
||||
m_vertexBuffer = new NzVertexBuffer(m_vertexCount, (3+3+2)*sizeof(float), parameters.storage, nzBufferUsage_Dynamic);
|
||||
|
||||
nzUInt8* ptr = reinterpret_cast<nzUInt8*>(m_vertexBuffer->Map(nzBufferAccess_WriteOnly));
|
||||
if (!ptr)
|
||||
{
|
||||
NazaraError("Failed to map vertex buffer");
|
||||
Destroy();
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// On avance jusqu'aux dernières coordonnées de texture et on les définit dans l'ordre inverse
|
||||
ptr += s_declaration.GetElement(nzElementStream_VertexData, nzElementUsage_TexCoord)->offset + stride * (m_vertexCount-1);
|
||||
for (unsigned int t = 0; t < header.num_tris; ++t)
|
||||
{
|
||||
for (unsigned int v = 0; v < 3; ++v)
|
||||
{
|
||||
const md2_texCoord& texC = texCoords[triangles[t].texCoords[v]];
|
||||
|
||||
NzVector2f* coords = reinterpret_cast<NzVector2f*>(ptr);
|
||||
coords->x = texC.u / static_cast<float>(header.skinwidth);
|
||||
coords->y = 1.f - texC.v / static_cast<float>(header.skinheight);
|
||||
|
||||
ptr -= stride;
|
||||
}
|
||||
}
|
||||
|
||||
if (!m_vertexBuffer->Unmap())
|
||||
{
|
||||
NazaraError("Failed to unmap buffer");
|
||||
Destroy();
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
m_vertexBuffer->AddResourceReference();
|
||||
m_vertexBuffer->SetPersistent(false);
|
||||
|
||||
AnimateImpl(0, 0, 0.f);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void NzMD2Mesh::Destroy()
|
||||
{
|
||||
if (m_frames)
|
||||
{
|
||||
for (unsigned int i = 0; i < m_frameCount; ++i)
|
||||
{
|
||||
delete[] m_frames[i].normal;
|
||||
delete[] m_frames[i].vertices;
|
||||
}
|
||||
|
||||
delete[] m_frames;
|
||||
m_frames = nullptr;
|
||||
}
|
||||
|
||||
if (m_indexBuffer)
|
||||
{
|
||||
m_indexBuffer->RemoveResourceReference();
|
||||
m_indexBuffer = nullptr;
|
||||
}
|
||||
|
||||
if (m_vertexBuffer)
|
||||
{
|
||||
m_vertexBuffer->RemoveResourceReference();
|
||||
m_vertexBuffer = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
const NzAxisAlignedBox& NzMD2Mesh::GetAABB() const
|
||||
{
|
||||
return m_aabb;
|
||||
}
|
||||
|
||||
nzAnimationType NzMD2Mesh::GetAnimationType() const
|
||||
{
|
||||
if (m_frameCount > 1)
|
||||
return nzAnimationType_Keyframe;
|
||||
else
|
||||
return nzAnimationType_Static;
|
||||
}
|
||||
|
||||
unsigned int NzMD2Mesh::GetFrameCount() const
|
||||
{
|
||||
return m_frameCount;
|
||||
}
|
||||
|
||||
const NzIndexBuffer* NzMD2Mesh::GetIndexBuffer() const
|
||||
{
|
||||
return nullptr;
|
||||
//return m_indexBuffer;
|
||||
}
|
||||
|
||||
nzPrimitiveType NzMD2Mesh::GetPrimitiveType() const
|
||||
{
|
||||
return nzPrimitiveType_TriangleList;
|
||||
}
|
||||
|
||||
const NzVertexBuffer* NzMD2Mesh::GetVertexBuffer() const
|
||||
{
|
||||
return m_vertexBuffer;
|
||||
}
|
||||
|
||||
const NzVertexDeclaration* NzMD2Mesh::GetVertexDeclaration() const
|
||||
{
|
||||
return &s_declaration;
|
||||
}
|
||||
|
||||
void NzMD2Mesh::Initialize()
|
||||
{
|
||||
NzVertexElement elements[3];
|
||||
elements[0].offset = 0;
|
||||
elements[0].type = nzElementType_Float3;
|
||||
elements[0].usage = nzElementUsage_Position;
|
||||
|
||||
elements[1].offset = 3*sizeof(float);
|
||||
elements[1].type = nzElementType_Float3;
|
||||
elements[1].usage = nzElementUsage_Normal;
|
||||
|
||||
elements[2].offset = 3*sizeof(float) + 3*sizeof(float);
|
||||
elements[2].type = nzElementType_Float2;
|
||||
elements[2].usage = nzElementUsage_TexCoord;
|
||||
|
||||
s_declaration.Create(elements, 3);
|
||||
}
|
||||
|
||||
void NzMD2Mesh::Uninitialize()
|
||||
{
|
||||
s_declaration.Destroy();
|
||||
}
|
||||
|
||||
void NzMD2Mesh::AnimateImpl(unsigned int frameA, unsigned int frameB, float interpolation)
|
||||
{
|
||||
nzUInt8* ptr = reinterpret_cast<nzUInt8*>(m_vertexBuffer->Map(nzBufferAccess_WriteOnly));
|
||||
if (!ptr)
|
||||
{
|
||||
NazaraError("Failed to map vertex buffer");
|
||||
return;
|
||||
}
|
||||
|
||||
unsigned int stride = s_declaration.GetStride(nzElementStream_VertexData);
|
||||
unsigned int positionOffset = s_declaration.GetElement(nzElementStream_VertexData, nzElementUsage_Position)->offset;
|
||||
unsigned int normalOffset = s_declaration.GetElement(nzElementStream_VertexData, nzElementUsage_Normal)->offset;
|
||||
|
||||
Frame* fA = &m_frames[frameA];
|
||||
Frame* fB = &m_frames[frameB];
|
||||
for (unsigned int i = 0; i < m_vertexCount; ++i)
|
||||
{
|
||||
NzVector3f* position = reinterpret_cast<NzVector3f*>(ptr + positionOffset);
|
||||
NzVector3f* normal = reinterpret_cast<NzVector3f*>(ptr + normalOffset);
|
||||
|
||||
*position = fA->vertices[i] + interpolation * (fB->vertices[i] - fA->vertices[i]);
|
||||
*normal = md2Normals[fA->normal[i]] + interpolation * (md2Normals[fB->normal[i]] - md2Normals[fA->normal[i]]);
|
||||
|
||||
ptr += stride;
|
||||
}
|
||||
|
||||
if (!m_vertexBuffer->Unmap())
|
||||
NazaraWarning("Failed to unmap vertex buffer, expect mesh corruption");
|
||||
|
||||
// Interpolation de l'AABB
|
||||
NzVector3f max1 = fA->aabb.GetMaximum();
|
||||
NzVector3f min1 = fA->aabb.GetMinimum();
|
||||
m_aabb.SetExtends(min1 + interpolation * (fB->aabb.GetMinimum() - min1), max1 + interpolation * (fB->aabb.GetMaximum() - max1));
|
||||
}
|
||||
|
||||
NzVertexDeclaration NzMD2Mesh::s_declaration;
|
||||
@@ -1,65 +0,0 @@
|
||||
// Copyright (C) 2012 Jérôme Leclercq
|
||||
// This file is part of the "Nazara Engine - Utility module"
|
||||
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||
|
||||
#pragma once
|
||||
|
||||
#ifndef NAZARA_LOADERS_MD2_MESH_HPP
|
||||
#define NAZARA_LOADERS_MD2_MESH_HPP
|
||||
|
||||
#include <Nazara/Prerequesites.hpp>
|
||||
#include <Nazara/Math/Vector3.hpp>
|
||||
#include <Nazara/Utility/KeyframeMesh.hpp>
|
||||
#include <Nazara/Utility/VertexDeclaration.hpp>
|
||||
#include <Nazara/Utility/Loaders/MD2/Constants.hpp>
|
||||
|
||||
class NzIndexBuffer;
|
||||
class NzInputStream;
|
||||
class NzVertexBuffer;
|
||||
struct NzMeshParams;
|
||||
|
||||
class NAZARA_API NzMD2Mesh : public NzKeyframeMesh
|
||||
{
|
||||
public:
|
||||
NzMD2Mesh(const NzMesh* parent);
|
||||
~NzMD2Mesh();
|
||||
|
||||
bool Create(const md2_header& header, NzInputStream& stream, const NzMeshParams& parameters);
|
||||
void Destroy();
|
||||
|
||||
const NzAxisAlignedBox& GetAABB() const;
|
||||
nzAnimationType GetAnimationType() const;
|
||||
unsigned int GetFrameCount() const;
|
||||
const NzIndexBuffer* GetIndexBuffer() const;
|
||||
nzPrimitiveType GetPrimitiveType() const;
|
||||
const NzVertexBuffer* GetVertexBuffer() const;
|
||||
const NzVertexDeclaration* GetVertexDeclaration() const;
|
||||
|
||||
bool IsAnimated() const;
|
||||
|
||||
static void Initialize();
|
||||
static void Uninitialize();
|
||||
|
||||
private:
|
||||
void AnimateImpl(unsigned int frameA, unsigned int frameB, float interpolation);
|
||||
|
||||
struct Frame
|
||||
{
|
||||
NzAxisAlignedBox aabb;
|
||||
nzUInt8* normal;
|
||||
NzVector3f* tangents;
|
||||
NzVector3f* vertices;
|
||||
char name[16];
|
||||
};
|
||||
|
||||
NzAxisAlignedBox m_aabb;
|
||||
Frame* m_frames;
|
||||
NzIndexBuffer* m_indexBuffer;
|
||||
NzVertexBuffer* m_vertexBuffer;
|
||||
unsigned int m_frameCount;
|
||||
unsigned int m_vertexCount;
|
||||
|
||||
static NzVertexDeclaration s_declaration;
|
||||
};
|
||||
|
||||
#endif // NAZARA_LOADERS_MD2_MESH_HPP
|
||||
Reference in New Issue
Block a user