1353 lines
46 KiB
C++
1353 lines
46 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#include "graphics/b3d_mesh_loader.hpp"
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#include "graphics/central_settings.hpp"
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#include "graphics/stk_tex_manager.hpp"
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#include "graphics/material_manager.hpp"
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#include "graphics/sp/sp_animation.hpp"
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#include "graphics/sp/sp_mesh.hpp"
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#include "graphics/sp/sp_mesh_buffer.hpp"
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#include "utils/mini_glm.hpp"
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#include <IVideoDriver.h>
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#include <IFileSystem.h>
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#include "../../lib/irrlicht/source/Irrlicht/os.h"
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#include <algorithm>
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int B3DMeshLoader::m_straight_frame = 0;
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#undef _B3D_READER_DEBUG
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//! Constructor
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B3DMeshLoader::B3DMeshLoader(scene::ISceneManager* smgr)
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: SceneManager(smgr), AnimatedMesh(0), B3DFile(0), NormalsInFile(false),
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HasVertexColors(false), ShowWarning(true)
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{
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#ifdef _DEBUG
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setDebugName("B3DMeshLoader");
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#endif
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}
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//! returns true if the file maybe is able to be loaded by this class
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//! based on the file extension (e.g. ".bsp")
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bool B3DMeshLoader::isALoadableFileExtension(const io::path& filename) const
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{
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return core::hasFileExtension ( filename, "b3d" );
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}
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//! creates/loads an animated mesh from the file.
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//! \return Pointer to the created mesh. Returns 0 if loading failed.
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//! If you no longer need the mesh, you should call IAnimatedMesh::drop().
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//! See IReferenceCounted::drop() for more information.
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scene::IAnimatedMesh* B3DMeshLoader::createMesh(io::IReadFile* f)
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{
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if (!f)
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return 0;
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m_texture_string.clear();
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B3DFile = f;
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AnimatedMesh = new scene::CSkinnedMesh();
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ShowWarning = true; // If true a warning is issued if too many textures are used
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VerticesStart=0;
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if ( load() )
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{
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AnimatedMesh->finalize();
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}
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else
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{
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AnimatedMesh->drop();
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AnimatedMesh = 0;
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}
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#ifndef SERVER_ONLY
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if (CVS->isGLSL())
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{
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SP::SPMesh* spm = toSPM(static_cast<scene::CSkinnedMesh*>
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(AnimatedMesh->getMesh(m_straight_frame)));
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m_texture_string.clear();
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return spm;
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}
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#endif
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return AnimatedMesh;
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}
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SP::SPMesh* B3DMeshLoader::toSPM(scene::CSkinnedMesh* mesh)
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{
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SP::SPMesh* spm = new SP::SPMesh();
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core::array<SSkinMeshBuffer*>& all_buf = mesh->getMeshBuffers();
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WeightInfluence wi;
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for (unsigned b = 0; b < all_buf.size(); b++)
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{
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wi.push_back(core::array<core::array<JointInfluence> > ());
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for (unsigned i = 0; i < all_buf[b]->getVertexCount(); i++)
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wi[b].push_back(core::array<JointInfluence>());
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}
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const bool skinned_mesh = !mesh->RootJoints.empty() &&
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mesh->getFrameCount() > 0;
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if (skinned_mesh)
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{
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unsigned idx = 0;
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for (unsigned i = 0; i < mesh->RootJoints.size(); i++)
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computeWeightInfluence(mesh->RootJoints[i], idx, wi);
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spm->m_total_joints = idx;
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spm->m_joint_using = idx;
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spm->m_bind_frame = m_straight_frame;
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spm->m_all_armatures.resize(1);
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const unsigned frame_count = mesh->getFrameCount();
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spm->m_frame_count = frame_count;
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spm->m_all_armatures[0].m_joint_used = idx;
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spm->m_all_armatures[0].m_joint_names.resize(idx);
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spm->m_all_armatures[0].m_joint_matrices.resize(idx);
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spm->m_all_armatures[0].m_interpolated_matrices.resize(idx);
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spm->m_all_armatures[0].m_world_matrices.resize(idx);
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spm->m_all_armatures[0].m_parent_infos.resize(idx, -1);
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spm->m_all_armatures[0].m_frame_pose_matrices.resize(frame_count);
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for (auto& p : spm->m_all_armatures[0].m_frame_pose_matrices)
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{
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p.second.resize(idx);
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}
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}
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for (unsigned b = 0; b < all_buf.size(); b++)
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{
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if (!all_buf[b])
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{
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continue;
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}
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SP::SPMeshBuffer* spmb = new SP::SPMeshBuffer();
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const unsigned total = wi[b].size();
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assert(all_buf[b]->getVertexCount() == total);
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for (unsigned i = 0; i < total; i++)
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{
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video::S3DVertexSkinnedMesh vertex;
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vertex.m_position = all_buf[b]->getVertex(i)->Pos;
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vertex.m_normal =
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MiniGLM::compressVector3(all_buf[b]->getVertex(i)->Normal);
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vertex.m_color = all_buf[b]->getVertex(i)->Color;
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vertex.m_all_uvs[0] =
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MiniGLM::toFloat16(all_buf[b]->getVertex(i)->TCoords.X);
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vertex.m_all_uvs[1] =
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MiniGLM::toFloat16(all_buf[b]->getVertex(i)->TCoords.Y);
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if (all_buf[b]->getVertexType() == video::EVT_2TCOORDS)
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{
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vertex.m_all_uvs[2] = MiniGLM::toFloat16
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(all_buf[b]->Vertices_2TCoords[i].TCoords2.X);
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vertex.m_all_uvs[3] = MiniGLM::toFloat16
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(all_buf[b]->Vertices_2TCoords[i].TCoords2.Y);
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}
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// Please use spm for correct tangent export
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vertex.m_tangent = MiniGLM::quickTangent(vertex.m_normal);
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if (!skinned_mesh)
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{
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spmb->addSPMVertex(vertex);
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continue;
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}
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core::array<JointInfluence> this_influence;
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core::array<JointInfluence> reported_weight = wi[b][i];
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reported_weight.sort(sortJointInfluenceFunc);
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for (unsigned j = 0; j < 4; j++)
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{
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JointInfluence influence;
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influence.joint_idx = -32768;
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influence.weight = j == 0 ? 1.0f : 0.0f;
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this_influence.push_back(influence);
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}
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float total_weight = 0.0f;
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const unsigned max_weight =
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reported_weight.size() > 4 ? 4 : reported_weight.size();
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for (unsigned j = 0; j < max_weight; j++)
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{
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total_weight += reported_weight[j].weight;
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this_influence[j].joint_idx = reported_weight[j].joint_idx;
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this_influence[j].weight = reported_weight[j].weight;
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}
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if (total_weight != 0.0f)
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{
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for (unsigned j = 0; j < max_weight; j++)
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{
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this_influence[j].weight =
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this_influence[j].weight / total_weight;
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}
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}
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for (int j = 0; j < 4; j++)
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{
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vertex.m_joint_idx[j] = (short)this_influence[j].joint_idx;
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vertex.m_weight[j] = MiniGLM::toFloat16(this_influence[j].weight);
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}
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spmb->addSPMVertex(vertex);
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}
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std::vector<uint16_t> indices;
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std::copy(all_buf[b]->Indices.pointer(),
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all_buf[b]->Indices.pointer() + all_buf[b]->Indices.size(),
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std::back_inserter(indices));
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spmb->setIndices(indices);
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std::string tex_name_1, tex_name_2;
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if (m_texture_string.find(all_buf[b]) != m_texture_string.end())
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{
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tex_name_1 = m_texture_string.at(all_buf[b]).first;
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tex_name_2 = m_texture_string.at(all_buf[b]).second;
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}
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spmb->setSTKMaterial(material_manager->getMaterialSPM
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(tex_name_1, tex_name_2));
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spm->addSPMeshBuffer(spmb);
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}
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// Sort with same material
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std::sort(spm->m_buffer.begin(), spm->m_buffer.end(),
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[](const SP::SPMeshBuffer* a, const SP::SPMeshBuffer* b)->bool
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{
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return a->getSTKMaterial() < b->getSTKMaterial();
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});
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auto itr = spm->m_buffer.begin();
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while (itr != spm->m_buffer.end())
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{
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auto itr_next = itr + 1;
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if (itr_next != spm->m_buffer.end() &&
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(*itr)->getSTKMaterial() == (*itr_next)->getSTKMaterial())
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{
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if ((*itr)->combineMeshBuffer(*itr_next,
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false/*different_material*/))
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{
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(*itr)->recalculateBoundingBox();
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delete *itr_next;
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spm->m_buffer.erase(itr_next);
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continue;
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}
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}
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itr++;
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}
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if (skinned_mesh)
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{
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for (unsigned i = 0; i < mesh->getFrameCount(); i++)
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{
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mesh->animateMesh(float(i), 1.0f);
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mesh->buildAllGlobalAnimatedMatrices();
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unsigned idx = 0;
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for (unsigned j = 0; j < mesh->RootJoints.size(); j++)
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{
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addSPAnimation(spm, mesh->RootJoints[j], idx, i);
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}
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}
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}
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spm->finalize();
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mesh->drop();
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return spm;
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}
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void B3DMeshLoader::addSPAnimation(SP::SPMesh* spm,
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scene::CSkinnedMesh::SJoint* joint,
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unsigned& index, unsigned frame)
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{
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if (!joint->Weights.empty())
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{
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if (spm->m_all_armatures[0].m_joint_names[index].empty())
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{
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spm->m_all_armatures[0].m_joint_names[index] = joint->Name.c_str();
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}
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auto& r = spm->m_all_armatures[0].m_frame_pose_matrices[frame];
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r.first = frame;
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core::vector3df position = core::vector3df
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(joint->GlobalAnimatedMatrix[12],
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joint->GlobalAnimatedMatrix[13],
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joint->GlobalAnimatedMatrix[14]);
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core::quaternion rotation(0.0f, 0.0f, 0.0f, 1.0f);
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core::vector3df scale = joint->GlobalAnimatedMatrix.getScale();
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if (scale.X != 0.0f && scale.Y != 0.0f && scale.Z != 0.0f)
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{
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core::matrix4 local_mat = joint->GlobalAnimatedMatrix;
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local_mat[0] = local_mat[0] / scale.X / local_mat[15];
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local_mat[1] = local_mat[1] / scale.X / local_mat[15];
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local_mat[2] = local_mat[2] / scale.X / local_mat[15];
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local_mat[4] = local_mat[4] / scale.Y / local_mat[15];
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local_mat[5] = local_mat[5] / scale.Y / local_mat[15];
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local_mat[6] = local_mat[6] / scale.Y / local_mat[15];
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local_mat[8] = local_mat[8] / scale.Z / local_mat[15];
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local_mat[9] = local_mat[9] / scale.Z / local_mat[15];
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local_mat[10] = local_mat[10] / scale.Z / local_mat[15];
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rotation = MiniGLM::getQuaternion(local_mat);
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}
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r.second[index] = { { position }, { rotation }, { scale } };
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index++;
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}
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for (unsigned i = 0; i < joint->Children.size(); i++)
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addSPAnimation(spm, joint->Children[i], index, frame);
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}
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void B3DMeshLoader::computeWeightInfluence(scene::CSkinnedMesh::SJoint *joint,
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unsigned& index,
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WeightInfluence& wi)
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{
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if (!joint->Weights.empty())
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{
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for (u32 i = 0; i < joint->Weights.size(); i++)
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{
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scene::CSkinnedMesh::SWeight& weight = joint->Weights[i];
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JointInfluence tmp;
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tmp.joint_idx = (int)index;
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tmp.weight = weight.strength;
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wi[weight.buffer_id][weight.vertex_id].push_back(tmp);
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}
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index++;
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}
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for (u32 j = 0; j < joint->Children.size(); j++)
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computeWeightInfluence(joint->Children[j], index, wi);
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}
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bool B3DMeshLoader::load()
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{
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B3dStack.clear();
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NormalsInFile=false;
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HasVertexColors=false;
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//------ Get header ------
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SB3dChunkHeader header;
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B3DFile->read(&header, sizeof(header));
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#ifdef __BIG_ENDIAN__
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header.size = os::Byteswap::byteswap(header.size);
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#endif
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if ( strncmp( header.name, "BB3D", 4 ) != 0 )
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{
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os::Printer::log("File is not a b3d file. Loading failed (No header found)", B3DFile->getFileName(), ELL_ERROR);
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return false;
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}
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// Add main chunk...
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B3dStack.push_back(SB3dChunk(header, B3DFile->getPos()-8));
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// Get file version, but ignore it, as it's not important with b3d files...
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s32 fileVersion;
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B3DFile->read(&fileVersion, sizeof(fileVersion));
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#ifdef __BIG_ENDIAN__
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fileVersion = os::Byteswap::byteswap(fileVersion);
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#endif
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//------ Read main chunk ------
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while ( (B3dStack.getLast().startposition + B3dStack.getLast().length) > B3DFile->getPos() )
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{
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B3DFile->read(&header, sizeof(header));
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#ifdef __BIG_ENDIAN__
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header.size = os::Byteswap::byteswap(header.size);
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#endif
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B3dStack.push_back(SB3dChunk(header, B3DFile->getPos()-8));
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if ( strncmp( B3dStack.getLast().name, "TEXS", 4 ) == 0 )
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{
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if (!readChunkTEXS())
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return false;
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}
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else if ( strncmp( B3dStack.getLast().name, "BRUS", 4 ) == 0 )
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{
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if (!readChunkBRUS())
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return false;
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}
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else if ( strncmp( B3dStack.getLast().name, "NODE", 4 ) == 0 )
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{
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if (!readChunkNODE((scene::CSkinnedMesh::SJoint*)0) )
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return false;
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}
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else
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{
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os::Printer::log("Unknown chunk found in mesh base - skipping");
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B3DFile->seek(B3dStack.getLast().startposition + B3dStack.getLast().length);
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B3dStack.erase(B3dStack.size()-1);
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}
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}
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B3dStack.clear();
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BaseVertices.clear();
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AnimatedVertices_VertexID.clear();
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AnimatedVertices_BufferID.clear();
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Materials.clear();
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Textures.clear();
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return true;
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}
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bool B3DMeshLoader::readChunkNODE(scene::CSkinnedMesh::SJoint *inJoint)
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{
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scene::CSkinnedMesh::SJoint *joint = AnimatedMesh->addJoint(inJoint);
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readString(joint->Name);
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#ifdef _B3D_READER_DEBUG
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core::stringc logStr;
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for ( u32 i=1; i < B3dStack.size(); ++i )
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logStr += "-";
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logStr += "read ChunkNODE";
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os::Printer::log(logStr.c_str(), joint->Name.c_str());
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#endif
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f32 position[3], scale[3], rotation[4];
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readFloats(position, 3);
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readFloats(scale, 3);
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readFloats(rotation, 4);
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joint->Animatedposition = core::vector3df(position[0],position[1],position[2]) ;
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joint->Animatedscale = core::vector3df(scale[0],scale[1],scale[2]);
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joint->Animatedrotation = core::quaternion(rotation[1], rotation[2], rotation[3], rotation[0]);
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//Build LocalMatrix:
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core::matrix4 positionMatrix;
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positionMatrix.setTranslation( joint->Animatedposition );
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core::matrix4 scaleMatrix;
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scaleMatrix.setScale( joint->Animatedscale );
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core::matrix4 rotationMatrix;
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joint->Animatedrotation.getMatrix_transposed(rotationMatrix);
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joint->LocalMatrix = positionMatrix * rotationMatrix * scaleMatrix;
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if (inJoint)
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joint->GlobalMatrix = inJoint->GlobalMatrix * joint->LocalMatrix;
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else
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joint->GlobalMatrix = joint->LocalMatrix;
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while(B3dStack.getLast().startposition + B3dStack.getLast().length > B3DFile->getPos()) // this chunk repeats
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{
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SB3dChunkHeader header;
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B3DFile->read(&header, sizeof(header));
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#ifdef __BIG_ENDIAN__
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header.size = os::Byteswap::byteswap(header.size);
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#endif
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B3dStack.push_back(SB3dChunk(header, B3DFile->getPos()-8));
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if ( strncmp( B3dStack.getLast().name, "NODE", 4 ) == 0 )
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{
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if (!readChunkNODE(joint))
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return false;
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}
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else if ( strncmp( B3dStack.getLast().name, "MESH", 4 ) == 0 )
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{
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VerticesStart=BaseVertices.size();
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if (!readChunkMESH(joint))
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return false;
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}
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else if ( strncmp( B3dStack.getLast().name, "BONE", 4 ) == 0 )
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{
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if (!readChunkBONE(joint))
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return false;
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}
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else if ( strncmp( B3dStack.getLast().name, "KEYS", 4 ) == 0 )
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{
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if(!readChunkKEYS(joint))
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return false;
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}
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else if ( strncmp( B3dStack.getLast().name, "ANIM", 4 ) == 0 )
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{
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if (!readChunkANIM())
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return false;
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}
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else
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{
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os::Printer::log("Unknown chunk found in node chunk - skipping");
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B3DFile->seek(B3dStack.getLast().startposition + B3dStack.getLast().length);
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B3dStack.erase(B3dStack.size()-1);
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}
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}
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B3dStack.erase(B3dStack.size()-1);
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return true;
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}
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|
|
bool B3DMeshLoader::readChunkMESH(scene::CSkinnedMesh::SJoint *inJoint)
|
|
{
|
|
#ifdef _B3D_READER_DEBUG
|
|
core::stringc logStr;
|
|
for ( u32 i=1; i < B3dStack.size(); ++i )
|
|
logStr += "-";
|
|
logStr += "read ChunkMESH";
|
|
os::Printer::log(logStr.c_str());
|
|
#endif
|
|
|
|
s32 brushID;
|
|
B3DFile->read(&brushID, sizeof(brushID));
|
|
#ifdef __BIG_ENDIAN__
|
|
brushID = os::Byteswap::byteswap(brushID);
|
|
#endif
|
|
|
|
NormalsInFile=false;
|
|
HasVertexColors=false;
|
|
|
|
while((B3dStack.getLast().startposition + B3dStack.getLast().length) > B3DFile->getPos()) //this chunk repeats
|
|
{
|
|
SB3dChunkHeader header;
|
|
B3DFile->read(&header, sizeof(header));
|
|
#ifdef __BIG_ENDIAN__
|
|
header.size = os::Byteswap::byteswap(header.size);
|
|
#endif
|
|
|
|
B3dStack.push_back(SB3dChunk(header, B3DFile->getPos()-8));
|
|
|
|
if ( strncmp( B3dStack.getLast().name, "VRTS", 4 ) == 0 )
|
|
{
|
|
if (!readChunkVRTS(inJoint))
|
|
return false;
|
|
}
|
|
else if ( strncmp( B3dStack.getLast().name, "TRIS", 4 ) == 0 )
|
|
{
|
|
scene::SSkinMeshBuffer *meshBuffer = AnimatedMesh->addMeshBuffer();
|
|
|
|
if (brushID!=-1)
|
|
{
|
|
loadTextures(Materials[brushID], meshBuffer);
|
|
meshBuffer->Material=Materials[brushID].Material;
|
|
}
|
|
|
|
if(readChunkTRIS(meshBuffer,AnimatedMesh->getMeshBuffers().size()-1, VerticesStart)==false)
|
|
return false;
|
|
|
|
if (!NormalsInFile)
|
|
{
|
|
s32 i;
|
|
|
|
for ( i=0; i<(s32)meshBuffer->Indices.size(); i+=3)
|
|
{
|
|
core::plane3df p(meshBuffer->getVertex(meshBuffer->Indices[i+0])->Pos,
|
|
meshBuffer->getVertex(meshBuffer->Indices[i+1])->Pos,
|
|
meshBuffer->getVertex(meshBuffer->Indices[i+2])->Pos);
|
|
|
|
meshBuffer->getVertex(meshBuffer->Indices[i+0])->Normal += p.Normal;
|
|
meshBuffer->getVertex(meshBuffer->Indices[i+1])->Normal += p.Normal;
|
|
meshBuffer->getVertex(meshBuffer->Indices[i+2])->Normal += p.Normal;
|
|
}
|
|
|
|
for ( i = 0; i<(s32)meshBuffer->getVertexCount(); ++i )
|
|
{
|
|
meshBuffer->getVertex(i)->Normal.normalize();
|
|
BaseVertices[VerticesStart+i].Normal=meshBuffer->getVertex(i)->Normal;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
os::Printer::log("Unknown chunk found in mesh - skipping");
|
|
B3DFile->seek(B3dStack.getLast().startposition + B3dStack.getLast().length);
|
|
B3dStack.erase(B3dStack.size()-1);
|
|
}
|
|
}
|
|
|
|
B3dStack.erase(B3dStack.size()-1);
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
/*
|
|
VRTS:
|
|
int flags ;1=normal values present, 2=rgba values present
|
|
int tex_coord_sets ;texture coords per vertex (eg: 1 for simple U/V) max=8
|
|
but we only support 3
|
|
int tex_coord_set_size ;components per set (eg: 2 for simple U/V) max=4
|
|
{
|
|
float x,y,z ;always present
|
|
float nx,ny,nz ;vertex normal: present if (flags&1)
|
|
float red,green,blue,alpha ;vertex color: present if (flags&2)
|
|
float tex_coords[tex_coord_sets][tex_coord_set_size] ;tex coords
|
|
}
|
|
*/
|
|
bool B3DMeshLoader::readChunkVRTS(scene::CSkinnedMesh::SJoint *inJoint)
|
|
{
|
|
#ifdef _B3D_READER_DEBUG
|
|
core::stringc logStr;
|
|
for ( u32 i=1; i < B3dStack.size(); ++i )
|
|
logStr += "-";
|
|
logStr += "ChunkVRTS";
|
|
os::Printer::log(logStr.c_str());
|
|
#endif
|
|
|
|
const s32 max_tex_coords = 3;
|
|
s32 flags, tex_coord_sets, tex_coord_set_size;
|
|
|
|
B3DFile->read(&flags, sizeof(flags));
|
|
B3DFile->read(&tex_coord_sets, sizeof(tex_coord_sets));
|
|
B3DFile->read(&tex_coord_set_size, sizeof(tex_coord_set_size));
|
|
#ifdef __BIG_ENDIAN__
|
|
flags = os::Byteswap::byteswap(flags);
|
|
tex_coord_sets = os::Byteswap::byteswap(tex_coord_sets);
|
|
tex_coord_set_size = os::Byteswap::byteswap(tex_coord_set_size);
|
|
#endif
|
|
|
|
if (tex_coord_sets >= max_tex_coords || tex_coord_set_size >= 4) // Something is wrong
|
|
{
|
|
os::Printer::log("tex_coord_sets or tex_coord_set_size too big", B3DFile->getFileName(), ELL_ERROR);
|
|
return false;
|
|
}
|
|
|
|
//------ Allocate Memory, for speed -----------//
|
|
|
|
s32 numberOfReads = 3;
|
|
|
|
if (flags & 1)
|
|
{
|
|
NormalsInFile = true;
|
|
numberOfReads += 3;
|
|
}
|
|
if (flags & 2)
|
|
{
|
|
numberOfReads += 4;
|
|
HasVertexColors=true;
|
|
}
|
|
|
|
numberOfReads += tex_coord_sets*tex_coord_set_size;
|
|
|
|
const s32 memoryNeeded = (B3dStack.getLast().length / sizeof(f32)) / numberOfReads;
|
|
|
|
BaseVertices.reallocate(memoryNeeded + BaseVertices.size() + 1);
|
|
AnimatedVertices_VertexID.reallocate(memoryNeeded + AnimatedVertices_VertexID.size() + 1);
|
|
|
|
//--------------------------------------------//
|
|
|
|
while( (B3dStack.getLast().startposition + B3dStack.getLast().length) > B3DFile->getPos()) // this chunk repeats
|
|
{
|
|
f32 position[3];
|
|
f32 normal[3]={0.f, 0.f, 0.f};
|
|
f32 color[4]={1.0f, 1.0f, 1.0f, 1.0f};
|
|
f32 tex_coords[max_tex_coords][4];
|
|
|
|
readFloats(position, 3);
|
|
|
|
if (flags & 1)
|
|
readFloats(normal, 3);
|
|
if (flags & 2)
|
|
readFloats(color, 4);
|
|
|
|
for (s32 i=0; i<tex_coord_sets; ++i)
|
|
readFloats(tex_coords[i], tex_coord_set_size);
|
|
|
|
f32 tu=0.0f, tv=0.0f;
|
|
if (tex_coord_sets >= 1 && tex_coord_set_size >= 2)
|
|
{
|
|
tu=tex_coords[0][0];
|
|
tv=tex_coords[0][1];
|
|
}
|
|
|
|
f32 tu2=0.0f, tv2=0.0f;
|
|
if (tex_coord_sets>1 && tex_coord_set_size>1)
|
|
{
|
|
tu2=tex_coords[1][0];
|
|
tv2=tex_coords[1][1];
|
|
}
|
|
|
|
// Create Vertex...
|
|
video::S3DVertex2TCoords Vertex(position[0], position[1], position[2],
|
|
normal[0], normal[1], normal[2],
|
|
video::SColorf(color[0], color[1], color[2], color[3]).toSColor(),
|
|
tu, tv, tu2, tv2);
|
|
|
|
// Transform the Vertex position by nested node...
|
|
inJoint->GlobalMatrix.transformVect(Vertex.Pos);
|
|
inJoint->GlobalMatrix.rotateVect(Vertex.Normal);
|
|
|
|
//Add it...
|
|
BaseVertices.push_back(Vertex);
|
|
|
|
AnimatedVertices_VertexID.push_back(-1);
|
|
AnimatedVertices_BufferID.push_back(-1);
|
|
}
|
|
|
|
B3dStack.erase(B3dStack.size()-1);
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
bool B3DMeshLoader::readChunkTRIS(scene::SSkinMeshBuffer *meshBuffer, u32 meshBufferID, s32 vertices_Start)
|
|
{
|
|
#ifdef _B3D_READER_DEBUG
|
|
core::stringc logStr;
|
|
for ( u32 i=1; i < B3dStack.size(); ++i )
|
|
logStr += "-";
|
|
logStr += "ChunkTRIS";
|
|
os::Printer::log(logStr.c_str());
|
|
#endif
|
|
|
|
bool showVertexWarning=false;
|
|
|
|
s32 triangle_brush_id; // Note: Irrlicht can't have different brushes for each triangle (using a workaround)
|
|
B3DFile->read(&triangle_brush_id, sizeof(triangle_brush_id));
|
|
#ifdef __BIG_ENDIAN__
|
|
triangle_brush_id = os::Byteswap::byteswap(triangle_brush_id);
|
|
#endif
|
|
|
|
SB3dMaterial *B3dMaterial;
|
|
|
|
if (triangle_brush_id != -1)
|
|
{
|
|
loadTextures(Materials[triangle_brush_id], meshBuffer);
|
|
B3dMaterial = &Materials[triangle_brush_id];
|
|
meshBuffer->Material = B3dMaterial->Material;
|
|
}
|
|
else
|
|
B3dMaterial = 0;
|
|
|
|
const s32 memoryNeeded = B3dStack.getLast().length / sizeof(s32);
|
|
meshBuffer->Indices.reallocate(memoryNeeded + meshBuffer->Indices.size() + 1);
|
|
|
|
while((B3dStack.getLast().startposition + B3dStack.getLast().length) > B3DFile->getPos()) // this chunk repeats
|
|
{
|
|
s32 vertex_id[3];
|
|
|
|
B3DFile->read(vertex_id, 3*sizeof(s32));
|
|
#ifdef __BIG_ENDIAN__
|
|
vertex_id[0] = os::Byteswap::byteswap(vertex_id[0]);
|
|
vertex_id[1] = os::Byteswap::byteswap(vertex_id[1]);
|
|
vertex_id[2] = os::Byteswap::byteswap(vertex_id[2]);
|
|
#endif
|
|
|
|
//Make Ids global:
|
|
vertex_id[0] += vertices_Start;
|
|
vertex_id[1] += vertices_Start;
|
|
vertex_id[2] += vertices_Start;
|
|
|
|
for(s32 i=0; i<3; ++i)
|
|
{
|
|
if ((u32)vertex_id[i] >= AnimatedVertices_VertexID.size())
|
|
{
|
|
os::Printer::log("Illegal vertex index found", B3DFile->getFileName(), ELL_ERROR);
|
|
return false;
|
|
}
|
|
|
|
if (AnimatedVertices_VertexID[ vertex_id[i] ] != -1)
|
|
{
|
|
if ( AnimatedVertices_BufferID[ vertex_id[i] ] != (s32)meshBufferID ) //If this vertex is linked in a different meshbuffer
|
|
{
|
|
AnimatedVertices_VertexID[ vertex_id[i] ] = -1;
|
|
AnimatedVertices_BufferID[ vertex_id[i] ] = -1;
|
|
showVertexWarning=true;
|
|
}
|
|
}
|
|
if (AnimatedVertices_VertexID[ vertex_id[i] ] == -1) //If this vertex is not in the meshbuffer
|
|
{
|
|
//Check for lightmapping:
|
|
if (BaseVertices[ vertex_id[i] ].TCoords2 != core::vector2df(0.f,0.f))
|
|
meshBuffer->convertTo2TCoords(); //Will only affect the meshbuffer the first time this is called
|
|
|
|
//Add the vertex to the meshbuffer:
|
|
if (meshBuffer->VertexType == video::EVT_STANDARD)
|
|
meshBuffer->Vertices_Standard.push_back( BaseVertices[ vertex_id[i] ] );
|
|
else
|
|
meshBuffer->Vertices_2TCoords.push_back(BaseVertices[ vertex_id[i] ] );
|
|
|
|
//create vertex id to meshbuffer index link:
|
|
AnimatedVertices_VertexID[ vertex_id[i] ] = meshBuffer->getVertexCount()-1;
|
|
AnimatedVertices_BufferID[ vertex_id[i] ] = meshBufferID;
|
|
|
|
if (B3dMaterial)
|
|
{
|
|
// Apply Material/Color/etc...
|
|
video::S3DVertex *Vertex=meshBuffer->getVertex(meshBuffer->getVertexCount()-1);
|
|
|
|
if (!HasVertexColors)
|
|
Vertex->Color=B3dMaterial->Material.DiffuseColor;
|
|
else if (Vertex->Color.getAlpha() == 255)
|
|
Vertex->Color.setAlpha( (s32)(B3dMaterial->alpha * 255.0f) );
|
|
|
|
// Use texture's scale
|
|
if (B3dMaterial->Textures[0])
|
|
{
|
|
Vertex->TCoords.X *= B3dMaterial->Textures[0]->Xscale;
|
|
Vertex->TCoords.Y *= B3dMaterial->Textures[0]->Yscale;
|
|
}
|
|
/*
|
|
if (B3dMaterial->Textures[1])
|
|
{
|
|
Vertex->TCoords2.X *=B3dMaterial->Textures[1]->Xscale;
|
|
Vertex->TCoords2.Y *=B3dMaterial->Textures[1]->Yscale;
|
|
}
|
|
*/
|
|
}
|
|
}
|
|
}
|
|
|
|
meshBuffer->Indices.push_back( AnimatedVertices_VertexID[ vertex_id[0] ] );
|
|
meshBuffer->Indices.push_back( AnimatedVertices_VertexID[ vertex_id[1] ] );
|
|
meshBuffer->Indices.push_back( AnimatedVertices_VertexID[ vertex_id[2] ] );
|
|
}
|
|
|
|
B3dStack.erase(B3dStack.size()-1);
|
|
|
|
if (showVertexWarning)
|
|
os::Printer::log("B3dMeshLoader: Warning, different meshbuffers linking to the same vertex, this will cause problems with animated meshes");
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
bool B3DMeshLoader::readChunkBONE(scene::CSkinnedMesh::SJoint *inJoint)
|
|
{
|
|
#ifdef _B3D_READER_DEBUG
|
|
core::stringc logStr;
|
|
for ( u32 i=1; i < B3dStack.size(); ++i )
|
|
logStr += "-";
|
|
logStr += "read ChunkBONE";
|
|
os::Printer::log(logStr.c_str());
|
|
#endif
|
|
|
|
if (B3dStack.getLast().length > 8)
|
|
{
|
|
while((B3dStack.getLast().startposition + B3dStack.getLast().length) > B3DFile->getPos()) // this chunk repeats
|
|
{
|
|
u32 globalVertexID;
|
|
f32 strength;
|
|
B3DFile->read(&globalVertexID, sizeof(globalVertexID));
|
|
B3DFile->read(&strength, sizeof(strength));
|
|
#ifdef __BIG_ENDIAN__
|
|
globalVertexID = os::Byteswap::byteswap(globalVertexID);
|
|
strength = os::Byteswap::byteswap(strength);
|
|
#endif
|
|
globalVertexID += VerticesStart;
|
|
|
|
if (AnimatedVertices_VertexID[globalVertexID]==-1)
|
|
{
|
|
os::Printer::log("B3dMeshLoader: Weight has bad vertex id (no link to meshbuffer index found)");
|
|
}
|
|
else if (strength >0)
|
|
{
|
|
scene::CSkinnedMesh::SWeight *weight=AnimatedMesh->addWeight(inJoint);
|
|
weight->strength=strength;
|
|
//Find the meshbuffer and Vertex index from the Global Vertex ID:
|
|
weight->vertex_id = AnimatedVertices_VertexID[globalVertexID];
|
|
weight->buffer_id = AnimatedVertices_BufferID[globalVertexID];
|
|
}
|
|
}
|
|
}
|
|
|
|
B3dStack.erase(B3dStack.size()-1);
|
|
return true;
|
|
}
|
|
|
|
|
|
bool B3DMeshLoader::readChunkKEYS(scene::CSkinnedMesh::SJoint *inJoint)
|
|
{
|
|
#ifdef _B3D_READER_DEBUG
|
|
// Only print first, that's just too much output otherwise
|
|
if ( !inJoint || (inJoint->PositionKeys.empty() && inJoint->ScaleKeys.empty() && inJoint->RotationKeys.empty()) )
|
|
{
|
|
core::stringc logStr;
|
|
for ( u32 i=1; i < B3dStack.size(); ++i )
|
|
logStr += "-";
|
|
logStr += "read ChunkKEYS";
|
|
os::Printer::log(logStr.c_str());
|
|
}
|
|
#endif
|
|
|
|
s32 flags;
|
|
B3DFile->read(&flags, sizeof(flags));
|
|
#ifdef __BIG_ENDIAN__
|
|
flags = os::Byteswap::byteswap(flags);
|
|
#endif
|
|
|
|
scene::CSkinnedMesh::SPositionKey *oldPosKey=0;
|
|
core::vector3df oldPos[2];
|
|
scene::CSkinnedMesh::SScaleKey *oldScaleKey=0;
|
|
core::vector3df oldScale[2];
|
|
scene::CSkinnedMesh::SRotationKey *oldRotKey=0;
|
|
core::quaternion oldRot[2];
|
|
bool isFirst[3]={true,true,true};
|
|
while((B3dStack.getLast().startposition + B3dStack.getLast().length) > B3DFile->getPos()) //this chunk repeats
|
|
{
|
|
s32 frame;
|
|
|
|
B3DFile->read(&frame, sizeof(frame));
|
|
#ifdef __BIG_ENDIAN__
|
|
frame = os::Byteswap::byteswap(frame);
|
|
#endif
|
|
|
|
// Add key frames, frames in Irrlicht are zero-based
|
|
f32 data[4];
|
|
if (flags & 1)
|
|
{
|
|
readFloats(data, 3);
|
|
if ((oldPosKey!=0) && (oldPos[0]==oldPos[1]))
|
|
{
|
|
const core::vector3df pos(data[0], data[1], data[2]);
|
|
if (oldPos[1]==pos)
|
|
oldPosKey->frame = (f32)frame-1;
|
|
else
|
|
{
|
|
oldPos[0]=oldPos[1];
|
|
oldPosKey=AnimatedMesh->addPositionKey(inJoint);
|
|
oldPosKey->frame = (f32)frame-1;
|
|
oldPos[1].set(oldPosKey->position.set(pos));
|
|
}
|
|
}
|
|
else if (oldPosKey==0 && isFirst[0])
|
|
{
|
|
oldPosKey=AnimatedMesh->addPositionKey(inJoint);
|
|
oldPosKey->frame = (f32)frame-1;
|
|
oldPos[0].set(oldPosKey->position.set(data[0], data[1], data[2]));
|
|
oldPosKey=0;
|
|
isFirst[0]=false;
|
|
}
|
|
else
|
|
{
|
|
if (oldPosKey!=0)
|
|
oldPos[0]=oldPos[1];
|
|
oldPosKey=AnimatedMesh->addPositionKey(inJoint);
|
|
oldPosKey->frame = (f32)frame-1;
|
|
oldPos[1].set(oldPosKey->position.set(data[0], data[1], data[2]));
|
|
}
|
|
}
|
|
if (flags & 2)
|
|
{
|
|
readFloats(data, 3);
|
|
if ((oldScaleKey!=0) && (oldScale[0]==oldScale[1]))
|
|
{
|
|
const core::vector3df scale(data[0], data[1], data[2]);
|
|
if (oldScale[1]==scale)
|
|
oldScaleKey->frame = (f32)frame-1;
|
|
else
|
|
{
|
|
oldScale[0]=oldScale[1];
|
|
oldScaleKey=AnimatedMesh->addScaleKey(inJoint);
|
|
oldScaleKey->frame = (f32)frame-1;
|
|
oldScale[1].set(oldScaleKey->scale.set(scale));
|
|
}
|
|
}
|
|
else if (oldScaleKey==0 && isFirst[1])
|
|
{
|
|
oldScaleKey=AnimatedMesh->addScaleKey(inJoint);
|
|
oldScaleKey->frame = (f32)frame-1;
|
|
oldScale[0].set(oldScaleKey->scale.set(data[0], data[1], data[2]));
|
|
oldScaleKey=0;
|
|
isFirst[1]=false;
|
|
}
|
|
else
|
|
{
|
|
if (oldScaleKey!=0)
|
|
oldScale[0]=oldScale[1];
|
|
oldScaleKey=AnimatedMesh->addScaleKey(inJoint);
|
|
oldScaleKey->frame = (f32)frame-1;
|
|
oldScale[1].set(oldScaleKey->scale.set(data[0], data[1], data[2]));
|
|
}
|
|
}
|
|
if (flags & 4)
|
|
{
|
|
readFloats(data, 4);
|
|
if ((oldRotKey!=0) && (oldRot[0]==oldRot[1]))
|
|
{
|
|
// meant to be in this order since b3d stores W first
|
|
const core::quaternion rot(data[1], data[2], data[3], data[0]);
|
|
if (oldRot[1]==rot)
|
|
oldRotKey->frame = (f32)frame-1;
|
|
else
|
|
{
|
|
oldRot[0]=oldRot[1];
|
|
oldRotKey=AnimatedMesh->addRotationKey(inJoint);
|
|
oldRotKey->frame = (f32)frame-1;
|
|
oldRot[1].set(oldRotKey->rotation.set(data[1], data[2], data[3], data[0]));
|
|
}
|
|
}
|
|
else if (oldRotKey==0 && isFirst[2])
|
|
{
|
|
oldRotKey=AnimatedMesh->addRotationKey(inJoint);
|
|
oldRotKey->frame = (f32)frame-1;
|
|
// meant to be in this order since b3d stores W first
|
|
oldRot[0].set(oldRotKey->rotation.set(data[1], data[2], data[3], data[0]));
|
|
oldRotKey=0;
|
|
isFirst[2]=false;
|
|
}
|
|
else
|
|
{
|
|
if (oldRotKey!=0)
|
|
oldRot[0]=oldRot[1];
|
|
oldRotKey=AnimatedMesh->addRotationKey(inJoint);
|
|
oldRotKey->frame = (f32)frame-1;
|
|
// meant to be in this order since b3d stores W first
|
|
oldRot[1].set(oldRotKey->rotation.set(data[1], data[2], data[3], data[0]));
|
|
}
|
|
}
|
|
}
|
|
|
|
B3dStack.erase(B3dStack.size()-1);
|
|
return true;
|
|
}
|
|
|
|
|
|
bool B3DMeshLoader::readChunkANIM()
|
|
{
|
|
#ifdef _B3D_READER_DEBUG
|
|
core::stringc logStr;
|
|
for ( u32 i=1; i < B3dStack.size(); ++i )
|
|
logStr += "-";
|
|
logStr += "read ChunkANIM";
|
|
os::Printer::log(logStr.c_str());
|
|
#endif
|
|
|
|
s32 animFlags; //not stored\used
|
|
s32 animFrames;//not stored\used
|
|
f32 animFPS; //not stored\used
|
|
|
|
B3DFile->read(&animFlags, sizeof(s32));
|
|
B3DFile->read(&animFrames, sizeof(s32));
|
|
readFloats(&animFPS, 1);
|
|
if (animFPS>0.f)
|
|
AnimatedMesh->setAnimationSpeed(animFPS);
|
|
os::Printer::log("FPS", io::path((double)animFPS), ELL_DEBUG);
|
|
|
|
#ifdef __BIG_ENDIAN__
|
|
animFlags = os::Byteswap::byteswap(animFlags);
|
|
animFrames = os::Byteswap::byteswap(animFrames);
|
|
#endif
|
|
|
|
B3dStack.erase(B3dStack.size()-1);
|
|
return true;
|
|
}
|
|
|
|
|
|
bool B3DMeshLoader::readChunkTEXS()
|
|
{
|
|
#ifdef _B3D_READER_DEBUG
|
|
core::stringc logStr;
|
|
for ( u32 i=1; i < B3dStack.size(); ++i )
|
|
logStr += "-";
|
|
logStr += "read ChunkTEXS";
|
|
os::Printer::log(logStr.c_str());
|
|
#endif
|
|
|
|
while((B3dStack.getLast().startposition + B3dStack.getLast().length) > B3DFile->getPos()) //this chunk repeats
|
|
{
|
|
Textures.push_back(SB3dTexture());
|
|
SB3dTexture& B3dTexture = Textures.getLast();
|
|
|
|
readString(B3dTexture.TextureName);
|
|
B3dTexture.TextureName.replace('\\','/');
|
|
#ifdef _B3D_READER_DEBUG
|
|
os::Printer::log("read Texture", B3dTexture.TextureName.c_str());
|
|
#endif
|
|
|
|
B3DFile->read(&B3dTexture.Flags, sizeof(s32));
|
|
B3DFile->read(&B3dTexture.Blend, sizeof(s32));
|
|
#ifdef __BIG_ENDIAN__
|
|
B3dTexture.Flags = os::Byteswap::byteswap(B3dTexture.Flags);
|
|
B3dTexture.Blend = os::Byteswap::byteswap(B3dTexture.Blend);
|
|
#endif
|
|
#ifdef _B3D_READER_DEBUG
|
|
os::Printer::log("Flags", core::stringc(B3dTexture.Flags).c_str());
|
|
os::Printer::log("Blend", core::stringc(B3dTexture.Blend).c_str());
|
|
#endif
|
|
readFloats(&B3dTexture.Xpos, 1);
|
|
readFloats(&B3dTexture.Ypos, 1);
|
|
readFloats(&B3dTexture.Xscale, 1);
|
|
readFloats(&B3dTexture.Yscale, 1);
|
|
readFloats(&B3dTexture.Angle, 1);
|
|
}
|
|
|
|
B3dStack.erase(B3dStack.size()-1);
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
bool B3DMeshLoader::readChunkBRUS()
|
|
{
|
|
#ifdef _B3D_READER_DEBUG
|
|
core::stringc logStr;
|
|
for ( u32 i=1; i < B3dStack.size(); ++i )
|
|
logStr += "-";
|
|
logStr += "read ChunkBRUS";
|
|
os::Printer::log(logStr.c_str());
|
|
#endif
|
|
|
|
u32 n_texs;
|
|
B3DFile->read(&n_texs, sizeof(u32));
|
|
#ifdef __BIG_ENDIAN__
|
|
n_texs = os::Byteswap::byteswap(n_texs);
|
|
#endif
|
|
|
|
// number of texture ids read for Irrlicht
|
|
const u32 num_textures = core::min_(n_texs, video::MATERIAL_MAX_TEXTURES);
|
|
// number of bytes to skip (for ignored texture ids)
|
|
const u32 n_texs_offset = (num_textures<n_texs)?(n_texs-num_textures):0;
|
|
|
|
while((B3dStack.getLast().startposition + B3dStack.getLast().length) > B3DFile->getPos()) //this chunk repeats
|
|
{
|
|
// This is what blitz basic calls a brush, like a Irrlicht Material
|
|
|
|
core::stringc name;
|
|
readString(name);
|
|
#ifdef _B3D_READER_DEBUG
|
|
os::Printer::log("read Material", name);
|
|
#endif
|
|
Materials.push_back(SB3dMaterial());
|
|
SB3dMaterial& B3dMaterial=Materials.getLast();
|
|
|
|
readFloats(&B3dMaterial.red, 1);
|
|
readFloats(&B3dMaterial.green, 1);
|
|
readFloats(&B3dMaterial.blue, 1);
|
|
readFloats(&B3dMaterial.alpha, 1);
|
|
readFloats(&B3dMaterial.shininess, 1);
|
|
|
|
B3DFile->read(&B3dMaterial.blend, sizeof(B3dMaterial.blend));
|
|
B3DFile->read(&B3dMaterial.fx, sizeof(B3dMaterial.fx));
|
|
#ifdef __BIG_ENDIAN__
|
|
B3dMaterial.blend = os::Byteswap::byteswap(B3dMaterial.blend);
|
|
B3dMaterial.fx = os::Byteswap::byteswap(B3dMaterial.fx);
|
|
#endif
|
|
#ifdef _B3D_READER_DEBUG
|
|
os::Printer::log("Blend", core::stringc(B3dMaterial.blend).c_str());
|
|
os::Printer::log("FX", core::stringc(B3dMaterial.fx).c_str());
|
|
#endif
|
|
|
|
u32 i;
|
|
for (i=0; i<num_textures; ++i)
|
|
{
|
|
s32 texture_id=-1;
|
|
B3DFile->read(&texture_id, sizeof(s32));
|
|
#ifdef __BIG_ENDIAN__
|
|
texture_id = os::Byteswap::byteswap(texture_id);
|
|
#endif
|
|
//--- Get pointers to the texture, based on the IDs ---
|
|
if ((u32)texture_id < Textures.size())
|
|
{
|
|
B3dMaterial.Textures[i]=&Textures[texture_id];
|
|
#ifdef _B3D_READER_DEBUG
|
|
os::Printer::log("Layer", core::stringc(i).c_str());
|
|
os::Printer::log("using texture", Textures[texture_id].TextureName.c_str());
|
|
#endif
|
|
}
|
|
else
|
|
B3dMaterial.Textures[i]=0;
|
|
}
|
|
// skip other texture ids
|
|
for (i=0; i<n_texs_offset; ++i)
|
|
{
|
|
s32 texture_id=-1;
|
|
B3DFile->read(&texture_id, sizeof(s32));
|
|
#ifdef __BIG_ENDIAN__
|
|
texture_id = os::Byteswap::byteswap(texture_id);
|
|
#endif
|
|
if (ShowWarning && (texture_id != -1) && (n_texs>video::MATERIAL_MAX_TEXTURES))
|
|
{
|
|
os::Printer::log("Too many textures used in one material", B3DFile->getFileName(), ELL_WARNING);
|
|
ShowWarning = false;
|
|
}
|
|
}
|
|
|
|
//Fixes problems when the lightmap is on the first texture:
|
|
if (B3dMaterial.Textures[0] != 0)
|
|
{
|
|
if (B3dMaterial.Textures[0]->Flags & 65536) // 65536 = secondary UV
|
|
{
|
|
SB3dTexture *TmpTexture;
|
|
TmpTexture = B3dMaterial.Textures[1];
|
|
B3dMaterial.Textures[1] = B3dMaterial.Textures[0];
|
|
B3dMaterial.Textures[0] = TmpTexture;
|
|
}
|
|
}
|
|
|
|
//If a preceeding texture slot is empty move the others down:
|
|
for (i=num_textures; i>0; --i)
|
|
{
|
|
for (u32 j=i-1; j<num_textures-1; ++j)
|
|
{
|
|
if (B3dMaterial.Textures[j+1] != 0 && B3dMaterial.Textures[j] == 0)
|
|
{
|
|
B3dMaterial.Textures[j] = B3dMaterial.Textures[j+1];
|
|
B3dMaterial.Textures[j+1] = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
//------ Convert blitz flags/blend to irrlicht -------
|
|
|
|
//Two textures:
|
|
if (B3dMaterial.Textures[1])
|
|
{
|
|
if (B3dMaterial.alpha==1.f)
|
|
{
|
|
if (B3dMaterial.Textures[1]->Blend == 5) //(Multiply 2)
|
|
B3dMaterial.Material.MaterialType = video::EMT_LIGHTMAP_M2;
|
|
else
|
|
B3dMaterial.Material.MaterialType = video::EMT_LIGHTMAP;
|
|
B3dMaterial.Material.Lighting = false;
|
|
}
|
|
else
|
|
{
|
|
B3dMaterial.Material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
|
|
B3dMaterial.Material.ZWriteEnable = false;
|
|
}
|
|
}
|
|
else if (B3dMaterial.Textures[0]) //One texture:
|
|
{
|
|
// Flags & 0x1 is usual SOLID, 0x8 is mipmap (handled before)
|
|
if (B3dMaterial.Textures[0]->Flags & 0x2) //(Alpha mapped)
|
|
{
|
|
B3dMaterial.Material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
|
|
B3dMaterial.Material.ZWriteEnable = false;
|
|
}
|
|
else if (B3dMaterial.Textures[0]->Flags & 0x4) //(Masked)
|
|
B3dMaterial.Material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; // TODO: create color key texture
|
|
else if (B3dMaterial.Textures[0]->Flags & 0x40)
|
|
B3dMaterial.Material.MaterialType = video::EMT_SPHERE_MAP;
|
|
else if (B3dMaterial.Textures[0]->Flags & 0x80)
|
|
B3dMaterial.Material.MaterialType = video::EMT_SPHERE_MAP; // TODO: Should be cube map
|
|
else if (B3dMaterial.alpha == 1.f)
|
|
B3dMaterial.Material.MaterialType = video::EMT_SOLID;
|
|
else
|
|
{
|
|
B3dMaterial.Material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
|
|
B3dMaterial.Material.ZWriteEnable = false;
|
|
}
|
|
}
|
|
else //No texture:
|
|
{
|
|
if (B3dMaterial.alpha == 1.f)
|
|
B3dMaterial.Material.MaterialType = video::EMT_SOLID;
|
|
else
|
|
{
|
|
B3dMaterial.Material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
|
|
B3dMaterial.Material.ZWriteEnable = false;
|
|
}
|
|
}
|
|
|
|
B3dMaterial.Material.DiffuseColor = video::SColorf(B3dMaterial.red, B3dMaterial.green, B3dMaterial.blue, B3dMaterial.alpha).toSColor();
|
|
B3dMaterial.Material.ColorMaterial=video::ECM_NONE;
|
|
|
|
//------ Material fx ------
|
|
|
|
if (B3dMaterial.fx & 1) //full-bright
|
|
{
|
|
B3dMaterial.Material.AmbientColor = video::SColor(255, 255, 255, 255);
|
|
B3dMaterial.Material.Lighting = false;
|
|
}
|
|
else
|
|
B3dMaterial.Material.AmbientColor = B3dMaterial.Material.DiffuseColor;
|
|
|
|
if (B3dMaterial.fx & 2) //use vertex colors instead of brush color
|
|
B3dMaterial.Material.ColorMaterial=video::ECM_DIFFUSE_AND_AMBIENT;
|
|
|
|
if (B3dMaterial.fx & 4) //flatshaded
|
|
B3dMaterial.Material.GouraudShading = false;
|
|
|
|
if (B3dMaterial.fx & 16) //disable backface culling
|
|
B3dMaterial.Material.BackfaceCulling = false;
|
|
|
|
if (B3dMaterial.fx & 32) //force vertex alpha-blending
|
|
{
|
|
B3dMaterial.Material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
|
|
B3dMaterial.Material.ZWriteEnable = false;
|
|
}
|
|
|
|
B3dMaterial.Material.Shininess = B3dMaterial.shininess;
|
|
}
|
|
|
|
B3dStack.erase(B3dStack.size()-1);
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
void B3DMeshLoader::loadTextures(SB3dMaterial& material, scene::IMeshBuffer* mb)
|
|
{
|
|
const bool previous32BitTextureFlag = SceneManager->getVideoDriver()->getTextureCreationFlag(video::ETCF_ALWAYS_32_BIT);
|
|
SceneManager->getVideoDriver()->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true);
|
|
|
|
// read texture from disk
|
|
// note that mipmaps might be disabled by Flags & 0x8
|
|
const bool doMipMaps = SceneManager->getVideoDriver()->getTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS);
|
|
|
|
for (u32 i=0; i<video::MATERIAL_MAX_TEXTURES; ++i)
|
|
{
|
|
SB3dTexture* B3dTexture = material.Textures[i];
|
|
if (B3dTexture && B3dTexture->TextureName.size() && !material.Material.getTexture(i))
|
|
{
|
|
if (!SceneManager->getParameters()->getAttributeAsBool(scene::B3D_LOADER_IGNORE_MIPMAP_FLAG))
|
|
SceneManager->getVideoDriver()->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, (B3dTexture->Flags & 0x8) ? true:false);
|
|
io::IFileSystem* fs = SceneManager->getFileSystem();
|
|
io::path texnameWithUserPath( SceneManager->getParameters()->getAttributeAsString(scene::B3D_TEXTURE_PATH) );
|
|
if ( texnameWithUserPath.size() )
|
|
{
|
|
texnameWithUserPath += '/';
|
|
texnameWithUserPath += B3dTexture->TextureName;
|
|
}
|
|
core::stringc full_path;
|
|
if (fs->existFile(texnameWithUserPath))
|
|
full_path = texnameWithUserPath;
|
|
else if (fs->existFile(fs->getFileDir(B3DFile->getFileName()) +"/"+ fs->getFileBasename(B3dTexture->TextureName)))
|
|
full_path = fs->getFileDir(B3DFile->getFileName()) +"/"+ fs->getFileBasename(B3dTexture->TextureName);
|
|
else
|
|
full_path = fs->getFileBasename(B3dTexture->TextureName);
|
|
|
|
#ifndef SERVER_ONLY
|
|
if (CVS->isGLSL())
|
|
{
|
|
auto& ret = m_texture_string[mb];
|
|
if (i == 0)
|
|
{
|
|
ret.first = full_path.c_str();
|
|
}
|
|
else
|
|
{
|
|
ret.second = full_path.c_str();
|
|
}
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
TexConfig mtc(i <= 1 ? true : false/*srgb*/, false/*premul_alpha*/,
|
|
true/*mesh_tex*/, true/*set_material*/);
|
|
video::ITexture* tex = STKTexManager::getInstance()->getTexture
|
|
(full_path.c_str(), &mtc);
|
|
material.Material.setTexture(i, tex);
|
|
}
|
|
if (material.Textures[i]->Flags & 0x10) // Clamp U
|
|
material.Material.TextureLayer[i].TextureWrapU=video::ETC_CLAMP;
|
|
if (material.Textures[i]->Flags & 0x20) // Clamp V
|
|
material.Material.TextureLayer[i].TextureWrapV=video::ETC_CLAMP;
|
|
}
|
|
}
|
|
|
|
SceneManager->getVideoDriver()->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, doMipMaps);
|
|
SceneManager->getVideoDriver()->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, previous32BitTextureFlag);
|
|
}
|
|
|
|
|
|
void B3DMeshLoader::readString(core::stringc& newstring)
|
|
{
|
|
newstring="";
|
|
while (B3DFile->getPos() <= B3DFile->getSize())
|
|
{
|
|
c8 character;
|
|
B3DFile->read(&character, sizeof(character));
|
|
if (character==0)
|
|
return;
|
|
newstring.append(character);
|
|
}
|
|
}
|
|
|
|
|
|
void B3DMeshLoader::readFloats(f32* vec, u32 count)
|
|
{
|
|
B3DFile->read(vec, count*sizeof(f32));
|
|
#ifdef __BIG_ENDIAN__
|
|
for (u32 n=0; n<count; ++n)
|
|
vec[n] = os::Byteswap::byteswap(vec[n]);
|
|
#endif
|
|
}
|