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:
@@ -7,16 +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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