293 lines
8.7 KiB
C++
293 lines
8.7 KiB
C++
// 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));
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NzByteSwap(&frame.translate.y, sizeof(float));
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NzByteSwap(&frame.translate.z, sizeof(float));
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#endif
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m_frames[i].normal = new nzUInt8[m_vertexCount]; // Nous stockons l'indice MD2 de la normale plutôt que la normale (gain d'espace)
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m_frames[i].vertices = new NzVector3f[m_vertexCount];
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NzVector3f max, min;
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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 = frame.vertices[triangles[t].vertices[v]];
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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);
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// On fait en sorte d'avoir deux vertices de délimitation, définissant un rectangle dans l'espace
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max.Maximize(vertex);
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min.Minimize(vertex);
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// Le MD2 ne définit pas ses vertices dans le bon ordre, il nous faut donc les ajouter dans l'ordre inverse
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unsigned int index = m_vertexCount - (t*3 + v) - 1;
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m_frames[i].normal[index] = vert.n;
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m_frames[i].vertices[index] = vertex;
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}
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}
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m_frames[i].aabb.SetExtends(min, max);
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}
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m_indexBuffer = nullptr; // Pas d'indexbuffer pour l'instant
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m_vertexBuffer = new NzVertexBuffer(m_vertexCount, (3+3+2)*sizeof(float), parameters.storage, nzBufferUsage_Dynamic);
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nzUInt8* ptr = reinterpret_cast<nzUInt8*>(m_vertexBuffer->Map(nzBufferAccess_WriteOnly));
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if (!ptr)
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{
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NazaraError("Failed to map vertex buffer");
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Destroy();
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return false;
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}
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// On avance jusqu'aux dernières coordonnées de texture et on les définit dans l'ordre inverse
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ptr += s_declaration.GetElement(nzElementStream_VertexData, nzElementUsage_TexCoord)->offset + stride * (m_vertexCount-1);
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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_texCoord& texC = texCoords[triangles[t].texCoords[v]];
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NzVector2f* coords = reinterpret_cast<NzVector2f*>(ptr);
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coords->x = texC.u / static_cast<float>(header.skinwidth);
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coords->y = 1.f - texC.v / static_cast<float>(header.skinheight);
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ptr -= stride;
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}
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}
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if (!m_vertexBuffer->Unmap())
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{
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NazaraError("Failed to unmap buffer");
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Destroy();
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return false;
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}
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m_vertexBuffer->AddResourceReference();
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m_vertexBuffer->SetPersistent(false);
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AnimateImpl(0, 0, 0.f);
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return true;
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}
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void NzMD2Mesh::Destroy()
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{
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if (m_frames)
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{
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for (unsigned int i = 0; i < m_frameCount; ++i)
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{
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delete[] m_frames[i].normal;
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delete[] m_frames[i].vertices;
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}
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delete[] m_frames;
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m_frames = nullptr;
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}
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if (m_indexBuffer)
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{
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m_indexBuffer->RemoveResourceReference();
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m_indexBuffer = nullptr;
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}
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if (m_vertexBuffer)
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{
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m_vertexBuffer->RemoveResourceReference();
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m_vertexBuffer = nullptr;
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}
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}
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const NzAxisAlignedBox& NzMD2Mesh::GetAABB() const
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{
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return m_aabb;
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}
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nzAnimationType NzMD2Mesh::GetAnimationType() const
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{
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if (m_frameCount > 1)
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return nzAnimationType_Keyframe;
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else
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return nzAnimationType_Static;
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}
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unsigned int NzMD2Mesh::GetFrameCount() const
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{
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return m_frameCount;
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}
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const NzIndexBuffer* NzMD2Mesh::GetIndexBuffer() const
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{
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return nullptr;
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//return m_indexBuffer;
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}
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nzPrimitiveType NzMD2Mesh::GetPrimitiveType() const
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{
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return nzPrimitiveType_TriangleList;
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}
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const NzVertexBuffer* NzMD2Mesh::GetVertexBuffer() const
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{
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return m_vertexBuffer;
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}
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const NzVertexDeclaration* NzMD2Mesh::GetVertexDeclaration() const
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{
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return &s_declaration;
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}
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void NzMD2Mesh::Initialize()
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{
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NzVertexElement elements[3];
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elements[0].offset = 0;
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elements[0].type = nzElementType_Float3;
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elements[0].usage = nzElementUsage_Position;
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elements[1].offset = 3*sizeof(float);
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elements[1].type = nzElementType_Float3;
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elements[1].usage = nzElementUsage_Normal;
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elements[2].offset = 3*sizeof(float) + 3*sizeof(float);
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elements[2].type = nzElementType_Float2;
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elements[2].usage = nzElementUsage_TexCoord;
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s_declaration.Create(elements, 3);
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}
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void NzMD2Mesh::Uninitialize()
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{
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s_declaration.Destroy();
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}
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void NzMD2Mesh::AnimateImpl(unsigned int frameA, unsigned int frameB, float interpolation)
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{
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nzUInt8* ptr = reinterpret_cast<nzUInt8*>(m_vertexBuffer->Map(nzBufferAccess_WriteOnly));
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if (!ptr)
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{
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NazaraError("Failed to map vertex buffer");
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return;
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}
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unsigned int stride = s_declaration.GetStride(nzElementStream_VertexData);
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unsigned int positionOffset = s_declaration.GetElement(nzElementStream_VertexData, nzElementUsage_Position)->offset;
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unsigned int normalOffset = s_declaration.GetElement(nzElementStream_VertexData, nzElementUsage_Normal)->offset;
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Frame* fA = &m_frames[frameA];
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Frame* fB = &m_frames[frameB];
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for (unsigned int i = 0; i < m_vertexCount; ++i)
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{
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NzVector3f* position = reinterpret_cast<NzVector3f*>(ptr + positionOffset);
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NzVector3f* normal = reinterpret_cast<NzVector3f*>(ptr + normalOffset);
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*position = fA->vertices[i] + interpolation * (fB->vertices[i] - fA->vertices[i]);
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*normal = md2Normals[fA->normal[i]] + interpolation * (md2Normals[fB->normal[i]] - md2Normals[fA->normal[i]]);
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ptr += stride;
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}
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if (!m_vertexBuffer->Unmap())
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NazaraWarning("Failed to unmap vertex buffer, expect mesh corruption");
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// Interpolation de l'AABB
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NzVector3f max1 = fA->aabb.GetMaximum();
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NzVector3f min1 = fA->aabb.GetMinimum();
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m_aabb.SetExtends(min1 + interpolation * (fB->aabb.GetMinimum() - min1), max1 + interpolation * (fB->aabb.GetMaximum() - max1));
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}
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NzVertexDeclaration NzMD2Mesh::s_declaration;
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