Removed Keyframe animation type

Former-commit-id: 807c81e9b738dbb443c3101026f7b5bdff32a931
This commit is contained in:
Lynix
2013-03-05 10:54:58 +01:00
parent a97da928a2
commit e26728c424
10 changed files with 68 additions and 1033 deletions

View File

@@ -8,9 +8,7 @@
#include <Nazara/Core/InputStream.hpp>
#include <Nazara/Math/Basic.hpp>
#include <Nazara/Math/Quaternion.hpp>
#include <Nazara/Utility/Animation.hpp>
#include <Nazara/Utility/BufferMapper.hpp>
#include <Nazara/Utility/KeyframeMesh.hpp>
#include <Nazara/Utility/Mesh.hpp>
#include <Nazara/Utility/StaticMesh.hpp>
#include <Nazara/Utility/Loaders/MD2/Constants.hpp>
@@ -22,7 +20,7 @@
namespace
{
/// Loader de mesh
bool CheckMesh(NzInputStream& stream, const NzMeshParams& parameters)
bool Check(NzInputStream& stream, const NzMeshParams& parameters)
{
NazaraUnused(parameters);
@@ -38,7 +36,7 @@ namespace
return magic[0] == md2Ident && magic[1] == 8;
}
bool LoadMesh(NzMesh* mesh, NzInputStream& stream, const NzMeshParams& parameters)
bool Load(NzMesh* mesh, NzInputStream& stream, const NzMeshParams& parameters)
{
md2_header header;
if (stream.Read(&header, sizeof(md2_header)) != sizeof(md2_header))
@@ -72,20 +70,13 @@ namespace
}
/// Création du mesh
// Animé ou statique, c'est la question
if (parameters.animated)
mesh->CreateKeyframe();
else
mesh->CreateStatic();
if (!mesh->IsValid()) // Ne devrait jamais échouer
// Le moteur ne supporte plus les animations image-clé, nous ne pouvons charger qu'en statique
if (!mesh->CreateStatic()) // Ne devrait jamais échouer
{
NazaraInternalError("Failed to create mesh");
return false;
}
mesh->SetAnimation(stream.GetPath()); // Même fichier
/// Chargement des skins
if (header.num_skins > 0)
{
@@ -152,257 +143,77 @@ namespace
const unsigned int indexFix[3] = {0, 2, 1}; // Pour respécifier les indices dans le bon ordre
std::unique_ptr<NzVertexBuffer> vertexBuffer(new NzVertexBuffer(NzMesh::GetDeclaration(), header.num_vertices, parameters.storage, nzBufferUsage_Static));
std::unique_ptr<NzStaticMesh> subMesh(new NzStaticMesh(mesh));
if (!subMesh->Create(vertexBuffer.get()))
{
NazaraError("Failed to create SubMesh");
return false;
}
subMesh->SetIndexBuffer(indexBuffer.get());
indexBuffer->SetPersistent(false);
indexBuffer.release();
/// Chargement des vertices
stream.SetCursorPos(header.offset_frames);
std::unique_ptr<md2_vertex[]> vertices(new md2_vertex[header.num_vertices]);
NzVector3f scale, translate;
stream.Read(scale, sizeof(NzVector3f));
stream.Read(translate, sizeof(NzVector3f));
stream.Read(nullptr, 16*sizeof(char)); // On avance en ignorant le nom de la frame (Géré par l'animation)
stream.Read(vertices.get(), header.num_vertices*sizeof(md2_vertex));
#ifdef NAZARA_BIG_ENDIAN
NzByteSwap(&scale.x, sizeof(float));
NzByteSwap(&scale.y, sizeof(float));
NzByteSwap(&scale.z, sizeof(float));
NzByteSwap(&translate.x, sizeof(float));
NzByteSwap(&translate.y, sizeof(float));
NzByteSwap(&translate.z, sizeof(float));
#endif
NzBufferMapper<NzVertexBuffer> vertexMapper(vertexBuffer.get(), nzBufferAccess_DiscardAndWrite);
NzMeshVertex* vertex = reinterpret_cast<NzMeshVertex*>(vertexMapper.GetPointer());
/// Chargement des coordonnées de texture
for (unsigned int i = 0; i < header.num_tris; ++i)
{
for (unsigned int j = 0; j < 3; ++j)
{
const unsigned int fixedIndex = indexFix[j];
const md2_texCoord& texC = texCoords[triangles[i].texCoords[fixedIndex]];
vertex[triangles[i].vertices[fixedIndex]].uv.Set(static_cast<float>(texC.u) / header.skinwidth, 1.f - static_cast<float>(texC.v)/header.skinheight);
}
}
/// Chargement des positions
// Pour que le modèle soit correctement aligné, on génère un quaternion que nous appliquerons à chacune des vertices
NzQuaternionf rotationQuat = NzEulerAnglesf(-90.f, 90.f, 0.f);
if (parameters.animated)
for (unsigned int v = 0; v < header.num_vertices; ++v)
{
std::unique_ptr<NzVertexBuffer> vertexBuffer(new NzVertexBuffer(NzMesh::GetDeclaration(), header.num_vertices, parameters.storage, nzBufferUsage_Dynamic));
std::unique_ptr<NzKeyframeMesh> subMesh(new NzKeyframeMesh(mesh));
if (!subMesh->Create(vertexBuffer.get(), header.num_frames))
{
NazaraError("Failed to create SubMesh");
return false;
}
const md2_vertex& vert = vertices[v];
NzVector3f position = rotationQuat * NzVector3f(vert.x*scale.x + translate.x, vert.y*scale.y + translate.y, vert.z*scale.z + translate.z);
subMesh->SetIndexBuffer(indexBuffer.get());
vertex->position = position;
vertex->normal = rotationQuat * md2Normals[vert.n];
indexBuffer->SetPersistent(false);
indexBuffer.release();
vertexBuffer->SetPersistent(false);
vertexBuffer.release();
/// Chargement des frames
stream.SetCursorPos(header.offset_frames);
std::unique_ptr<md2_vertex[]> vertices(new md2_vertex[header.num_vertices]);
for (unsigned int f = 0; f < header.num_frames; ++f)
{
NzVector3f scale, translate;
stream.Read(scale, sizeof(NzVector3f));
stream.Read(translate, sizeof(NzVector3f));
stream.Read(nullptr, 16*sizeof(char)); // On avance en ignorant le nom de la frame (Géré par l'animation)
stream.Read(vertices.get(), header.num_vertices*sizeof(md2_vertex));
#ifdef NAZARA_BIG_ENDIAN
NzByteSwap(&scale.x, sizeof(float));
NzByteSwap(&scale.y, sizeof(float));
NzByteSwap(&scale.z, sizeof(float));
NzByteSwap(&translate.x, sizeof(float));
NzByteSwap(&translate.y, sizeof(float));
NzByteSwap(&translate.z, sizeof(float));
#endif
for (unsigned int v = 0; v < header.num_vertices; ++v)
{
const md2_vertex& vert = vertices[v];
NzVector3f position = rotationQuat * NzVector3f(vert.x * scale.x + translate.x, vert.y * scale.y + translate.y, vert.z * scale.z + translate.z);
subMesh->SetNormal(f, v, rotationQuat * md2Normals[vert.n]);
subMesh->SetPosition(f, v, position);
}
}
/// Chargement des coordonnées de texture
for (unsigned int i = 0; i < header.num_tris; ++i)
{
for (unsigned int j = 0; j < 3; ++j)
{
const unsigned int fixedIndex = indexFix[j];
const md2_texCoord& texC = texCoords[triangles[i].texCoords[fixedIndex]];
subMesh->SetTexCoords(triangles[i].vertices[fixedIndex], NzVector2f(static_cast<float>(texC.u) / header.skinwidth, 1.f - static_cast<float>(texC.v)/header.skinheight));
}
}
subMesh->SetMaterialIndex(0);
mesh->AddSubMesh(subMesh.release());
}
else
{
std::unique_ptr<NzVertexBuffer> vertexBuffer(new NzVertexBuffer(NzMesh::GetDeclaration(), header.num_vertices, parameters.storage, nzBufferUsage_Static));
std::unique_ptr<NzStaticMesh> subMesh(new NzStaticMesh(mesh));
if (!subMesh->Create(vertexBuffer.get()))
{
NazaraError("Failed to create SubMesh");
return false;
}
subMesh->SetIndexBuffer(indexBuffer.get());
indexBuffer->SetPersistent(false);
indexBuffer.release();
/// Chargement des vertices
stream.SetCursorPos(header.offset_frames);
std::unique_ptr<md2_vertex[]> vertices(new md2_vertex[header.num_vertices]);
NzVector3f scale, translate;
stream.Read(scale, sizeof(NzVector3f));
stream.Read(translate, sizeof(NzVector3f));
stream.Read(nullptr, 16*sizeof(char)); // On avance en ignorant le nom de la frame (Géré par l'animation)
stream.Read(vertices.get(), header.num_vertices*sizeof(md2_vertex));
#ifdef NAZARA_BIG_ENDIAN
NzByteSwap(&scale.x, sizeof(float));
NzByteSwap(&scale.y, sizeof(float));
NzByteSwap(&scale.z, sizeof(float));
NzByteSwap(&translate.x, sizeof(float));
NzByteSwap(&translate.y, sizeof(float));
NzByteSwap(&translate.z, sizeof(float));
#endif
NzBufferMapper<NzVertexBuffer> vertexMapper(vertexBuffer.get(), nzBufferAccess_DiscardAndWrite);
NzMeshVertex* vertex = reinterpret_cast<NzMeshVertex*>(vertexMapper.GetPointer());
/// Chargement des coordonnées de texture
for (unsigned int i = 0; i < header.num_tris; ++i)
{
for (unsigned int j = 0; j < 3; ++j)
{
const unsigned int fixedIndex = indexFix[j];
const md2_texCoord& texC = texCoords[triangles[i].texCoords[fixedIndex]];
vertex[triangles[i].vertices[fixedIndex]].uv.Set(static_cast<float>(texC.u) / header.skinwidth, 1.f - static_cast<float>(texC.v)/header.skinheight);
}
}
/// Chargement des positions
for (unsigned int v = 0; v < header.num_vertices; ++v)
{
const md2_vertex& vert = vertices[v];
NzVector3f position = rotationQuat * NzVector3f(vert.x*scale.x + translate.x, vert.y*scale.y + translate.y, vert.z*scale.z + translate.z);
vertex->position = position;
vertex->normal = rotationQuat * md2Normals[vert.n];
vertex++;
}
vertexMapper.Unmap();
vertexBuffer->SetPersistent(false);
vertexBuffer.release();
subMesh->SetMaterialIndex(0);
mesh->AddSubMesh(subMesh.release());
mesh->GenerateTangents();
vertex++;
}
return true;
}
vertexMapper.Unmap();
/// Loader d'animations
bool CheckAnim(NzInputStream& stream, const NzAnimationParams& parameters)
{
NazaraUnused(parameters);
vertexBuffer->SetPersistent(false);
vertexBuffer.release();
nzUInt32 magic[2];
if (stream.Read(&magic[0], 2*sizeof(nzUInt32)) != 2*sizeof(nzUInt32))
return false;
subMesh->SetMaterialIndex(0);
mesh->AddSubMesh(subMesh.release());
#ifdef NAZARA_BIG_ENDIAN
NzByteSwap(&magic[0], sizeof(nzUInt32));
NzByteSwap(&magic[1], sizeof(nzUInt32));
#endif
return magic[0] == md2Ident && magic[1] == 8;
}
bool LoadAnim(NzAnimation* animation, NzInputStream& stream, const NzAnimationParams& parameters)
{
md2_header header;
if (stream.Read(&header, sizeof(md2_header)) != sizeof(md2_header))
{
NazaraError("Failed to read header");
return false;
}
#ifdef NAZARA_BIG_ENDIAN
NzByteSwap(&header.framesize, sizeof(nzUInt32));
NzByteSwap(&header.num_frames, sizeof(nzUInt32));
NzByteSwap(&header.offset_frames, sizeof(nzUInt32));
NzByteSwap(&header.offset_end, sizeof(nzUInt32));
#endif
if (stream.GetSize() < header.offset_end)
{
NazaraError("Incomplete MD2 file");
return false;
}
unsigned int startFrame = std::min(parameters.startFrame, static_cast<unsigned int>(header.num_frames-1));
unsigned int endFrame = std::min(parameters.endFrame, static_cast<unsigned int>(header.num_frames-1));
unsigned int frameCount = endFrame - startFrame + 1;
if (!animation->CreateKeyframe(frameCount))
{
NazaraInternalError("Failed to create animaton");
return false;
}
// Le MD2 requiert une interpolation de la dernière à la première frame (en cas de loop)
animation->EnableLoopPointInterpolation(true);
// Décodage des séquences
///TODO: Optimiser le calcul
char last[16];
stream.SetCursorPos(header.offset_frames + startFrame*header.framesize + 2*sizeof(NzVector3f));
stream.Read(last, 16*sizeof(char));
int pos = std::strlen(last)-1;
for (unsigned int j = 0; j < 2; ++j)
{
if (!std::isdigit(last[pos]))
break;
pos--;
}
last[pos+1] = '\0';
NzSequence sequence;
sequence.firstFrame = startFrame;
sequence.frameCount = 0;
sequence.frameRate = 10; // Par défaut pour les animations MD2
sequence.name = last;
char name[16];
for (unsigned int i = startFrame; i <= endFrame; ++i)
{
stream.SetCursorPos(header.offset_frames + i*header.framesize + 2*sizeof(NzVector3f));
stream.Read(name, 16*sizeof(char));
pos = std::strlen(name)-1;
for (unsigned int j = 0; j < 2; ++j)
{
if (!std::isdigit(name[pos]))
break;
pos--;
}
name[pos+1] = '\0';
if (std::strcmp(name, last) != 0) // Si les deux frames n'ont pas le même nom
{
std::strcpy(last, name);
// Alors on enregistre la séquence actuelle
animation->AddSequence(sequence);
// Et on initialise la séquence suivante
sequence.firstFrame = i;
sequence.frameCount = 0;
sequence.name = last;
}
sequence.frameCount++;
}
// On ajoute la dernière frame (Qui n'a pas été traitée par la boucle)
animation->AddSequence(sequence);
mesh->GenerateTangents();
return true;
}
@@ -410,12 +221,10 @@ namespace
void NzLoaders_MD2_Register()
{
NzAnimationLoader::RegisterLoader("md2", CheckAnim, LoadAnim);
NzMeshLoader::RegisterLoader("md2", CheckMesh, LoadMesh);
NzMeshLoader::RegisterLoader("md2", Check, Load);
}
void NzLoaders_MD2_Unregister()
{
NzAnimationLoader::UnregisterLoader("md2", CheckAnim, LoadAnim);
NzMeshLoader::UnregisterLoader("md2", CheckMesh, LoadMesh);
NzMeshLoader::UnregisterLoader("md2", Check, Load);
}