Removed Keyframe animation type
Former-commit-id: 807c81e9b738dbb443c3101026f7b5bdff32a931
This commit is contained in:
@@ -8,9 +8,7 @@
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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/Animation.hpp>
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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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@@ -22,7 +20,7 @@
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namespace
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{
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/// Loader de mesh
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bool CheckMesh(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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@@ -38,7 +36,7 @@ namespace
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return magic[0] == md2Ident && magic[1] == 8;
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}
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bool LoadMesh(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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@@ -72,20 +70,13 @@ namespace
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}
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/// Création du mesh
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// Animé ou statique, c'est la question
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if (parameters.animated)
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mesh->CreateKeyframe();
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else
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mesh->CreateStatic();
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if (!mesh->IsValid()) // Ne devrait jamais échouer
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// Le moteur ne supporte plus les animations image-clé, nous ne pouvons charger qu'en statique
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if (!mesh->CreateStatic()) // 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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}
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mesh->SetAnimation(stream.GetPath()); // Même fichier
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/// Chargement des skins
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if (header.num_skins > 0)
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{
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@@ -152,257 +143,77 @@ namespace
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const unsigned int indexFix[3] = {0, 2, 1}; // Pour respécifier les indices dans le bon ordre
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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.get());
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indexBuffer->SetPersistent(false);
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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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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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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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/// Chargement des positions
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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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if (parameters.animated)
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for (unsigned int v = 0; v < header.num_vertices; ++v)
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{
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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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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->SetIndexBuffer(indexBuffer.get());
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vertex->position = position;
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vertex->normal = rotationQuat * md2Normals[vert.n];
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indexBuffer->SetPersistent(false);
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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.get());
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indexBuffer->SetPersistent(false);
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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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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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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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/// Chargement des positions
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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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vertex->position = position;
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vertex->normal = rotationQuat * md2Normals[vert.n];
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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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mesh->GenerateTangents();
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vertex++;
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}
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return true;
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}
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vertexMapper.Unmap();
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/// Loader d'animations
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bool CheckAnim(NzInputStream& stream, const NzAnimationParams& parameters)
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{
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NazaraUnused(parameters);
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vertexBuffer->SetPersistent(false);
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vertexBuffer.release();
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nzUInt32 magic[2];
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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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subMesh->SetMaterialIndex(0);
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mesh->AddSubMesh(subMesh.release());
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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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return magic[0] == md2Ident && magic[1] == 8;
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}
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bool LoadAnim(NzAnimation* animation, NzInputStream& stream, const NzAnimationParams& 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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{
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NazaraError("Failed to read header");
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return false;
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}
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#ifdef NAZARA_BIG_ENDIAN
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NzByteSwap(&header.framesize, sizeof(nzUInt32));
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NzByteSwap(&header.num_frames, sizeof(nzUInt32));
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NzByteSwap(&header.offset_frames, sizeof(nzUInt32));
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NzByteSwap(&header.offset_end, sizeof(nzUInt32));
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#endif
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if (stream.GetSize() < header.offset_end)
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{
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NazaraError("Incomplete MD2 file");
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return false;
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}
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unsigned int startFrame = std::min(parameters.startFrame, static_cast<unsigned int>(header.num_frames-1));
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unsigned int endFrame = std::min(parameters.endFrame, static_cast<unsigned int>(header.num_frames-1));
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unsigned int frameCount = endFrame - startFrame + 1;
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if (!animation->CreateKeyframe(frameCount))
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{
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NazaraInternalError("Failed to create animaton");
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return false;
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}
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// Le MD2 requiert une interpolation de la dernière à la première frame (en cas de loop)
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animation->EnableLoopPointInterpolation(true);
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// Décodage des séquences
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///TODO: Optimiser le calcul
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char last[16];
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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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for (unsigned int j = 0; j < 2; ++j)
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{
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if (!std::isdigit(last[pos]))
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break;
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pos--;
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}
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last[pos+1] = '\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 + 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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for (unsigned int j = 0; j < 2; ++j)
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{
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if (!std::isdigit(name[pos]))
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break;
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pos--;
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}
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name[pos+1] = '\0';
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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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std::strcpy(last, name);
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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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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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animation->AddSequence(sequence);
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mesh->GenerateTangents();
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return true;
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}
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@@ -410,12 +221,10 @@ namespace
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void NzLoaders_MD2_Register()
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{
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NzAnimationLoader::RegisterLoader("md2", CheckAnim, LoadAnim);
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NzMeshLoader::RegisterLoader("md2", CheckMesh, LoadMesh);
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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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NzAnimationLoader::UnregisterLoader("md2", CheckAnim, LoadAnim);
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NzMeshLoader::UnregisterLoader("md2", CheckMesh, LoadMesh);
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NzMeshLoader::UnregisterLoader("md2", Check, Load);
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}
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