311 lines
10 KiB
C++
311 lines
10 KiB
C++
/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* Defines a raw 3d model.
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*/
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#include "precompiled.h"
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#include "ModelDef.h"
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#include "graphics/SkeletonAnimDef.h"
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#include "ps/FileIo.h"
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#include "maths/Vector4D.h"
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CVector3D CModelDef::SkinPoint(const SModelVertex& vtx,
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const CMatrix3D newPoseMatrices[],
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const CMatrix3D inverseBindMatrices[])
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{
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CVector3D result (0, 0, 0);
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for (int i = 0; i < SVertexBlend::SIZE && vtx.m_Blend.m_Bone[i] != 0xff; ++i)
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{
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CVector3D bindSpace = inverseBindMatrices[vtx.m_Blend.m_Bone[i]].Transform(vtx.m_Coords);
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CVector3D worldSpace = newPoseMatrices[vtx.m_Blend.m_Bone[i]].Transform(bindSpace);
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result += worldSpace * vtx.m_Blend.m_Weight[i];
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}
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return result;
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}
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CVector3D CModelDef::SkinNormal(const SModelVertex& vtx,
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const CMatrix3D newPoseMatrices[],
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const CMatrix3D inverseBindMatrices[])
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{
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// To be correct, the normal vectors apparently need to be multiplied by the
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// inverse of the transpose. Unfortunately inverses are slow.
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// If a matrix is orthogonal, M * M^T = I and so the inverse of the transpose
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// is the original matrix. But that's not entirely relevant here, because
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// the bone matrices include translation components and so they're not
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// orthogonal.
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// But that's okay because we have
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// M = T * R
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// and want to find
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// n' = (M^T^-1) * n
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// = (T * R)^T^-1 * n
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// = (R^T * T^T)^-1 * n
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// = (T^T^-1 * R^T^-1) * n
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// R is indeed orthogonal so R^T^-1 = R. T isn't orthogonal at all.
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// But n is only a 3-vector, and from the forms of T and R (which have
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// lots of zeroes) I can convince myself that replacing T with T^T^-1 has no
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// effect on anything but the fourth component of M^T^-1 - and the fourth
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// component is discarded since it has no effect on n', and so we can happily
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// use n' = M*n.
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//
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// (This isn't very good as a proof, but it's better than assuming M is
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// orthogonal when it's clearly not.)
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CVector3D result (0, 0, 0);
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for (int i = 0; i < SVertexBlend::SIZE && vtx.m_Blend.m_Bone[i] != 0xff; ++i)
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{
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CVector3D bindSpace = inverseBindMatrices[vtx.m_Blend.m_Bone[i]].Rotate(vtx.m_Norm);
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CVector3D worldSpace = newPoseMatrices[vtx.m_Blend.m_Bone[i]].Rotate(bindSpace);
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result += worldSpace * vtx.m_Blend.m_Weight[i];
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}
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// If there was more than one influence, the result is probably not going
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// to be of unit length (since it's a weighted sum of several independent
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// unit vectors), so we need to normalise it.
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// (It's fairly common to only have one influence, so it seems sensible to
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// optimise that case a bit.)
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if (vtx.m_Blend.m_Bone[1] != 0xff) // if more than one influence
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result.Normalize();
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return result;
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}
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void CModelDef::SkinPointsAndNormals(
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size_t numVertices,
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const VertexArrayIterator<CVector3D>& Position,
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const VertexArrayIterator<CVector3D>& Normal,
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const SModelVertex* vertices,
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const CMatrix3D newPoseMatrices[],
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const CMatrix3D inverseBindMatrices[])
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{
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for (size_t j = 0; j < numVertices; ++j)
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{
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const SModelVertex vtx = vertices[j];
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CVector3D pos(0, 0, 0);
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CVector3D normal(0, 0, 0);
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for (int i = 0; i < SVertexBlend::SIZE && vtx.m_Blend.m_Bone[i] != 0xff; ++i)
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{
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CVector3D posBindSpace = inverseBindMatrices[vtx.m_Blend.m_Bone[i]].Transform(vtx.m_Coords);
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CVector3D normBindSpace = inverseBindMatrices[vtx.m_Blend.m_Bone[i]].Rotate(vtx.m_Norm);
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CVector3D posWorldSpace = newPoseMatrices[vtx.m_Blend.m_Bone[i]].Transform(posBindSpace);
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CVector3D normWorldSpace = newPoseMatrices[vtx.m_Blend.m_Bone[i]].Rotate(normBindSpace);
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pos += posWorldSpace * vtx.m_Blend.m_Weight[i];
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normal += normWorldSpace * vtx.m_Blend.m_Weight[i];
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}
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// If there was more than one influence, the result is probably not going
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// to be of unit length (since it's a weighted sum of several independent
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// unit vectors), so we need to normalise it.
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// (It's fairly common to only have one influence, so it seems sensible to
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// optimise that case a bit.)
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if (vtx.m_Blend.m_Bone[1] != 0xff) // if more than one influence
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normal.Normalize();
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Position[j] = pos;
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Normal[j] = normal;
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}
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}
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// CModelDef Constructor
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CModelDef::CModelDef()
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: m_NumVertices(0), m_pVertices(0), m_NumFaces(0), m_pFaces(0), m_NumBones(0), m_Bones(0),
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m_Name(L"[not loaded]")
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{
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}
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// CModelDef Destructor
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CModelDef::~CModelDef()
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{
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for(RenderDataMap::iterator it = m_RenderData.begin(); it != m_RenderData.end(); ++it)
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delete it->second;
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delete[] m_pVertices;
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delete[] m_pFaces;
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delete[] m_Bones;
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}
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// FindPropPoint: find and return pointer to prop point matching given name;
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// return null if no match (case insensitive search)
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const SPropPoint* CModelDef::FindPropPoint(const char* name) const
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{
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for (size_t i = 0; i < m_PropPoints.size(); ++i)
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if (m_PropPoints[i].m_Name == name)
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return &m_PropPoints[i];
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return 0;
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}
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// Load: read and return a new CModelDef initialised with data from given file
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CModelDef* CModelDef::Load(const VfsPath& filename, const VfsPath& name)
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{
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CFileUnpacker unpacker;
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// read everything in from file
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unpacker.Read(filename,"PSMD");
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// check version
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if (unpacker.GetVersion()<FILE_READ_VERSION) {
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throw PSERROR_File_InvalidVersion();
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}
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std::auto_ptr<CModelDef> mdef (new CModelDef());
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mdef->m_Name = name;
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// now unpack everything
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mdef->m_NumVertices = unpacker.UnpackSize();
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mdef->m_pVertices=new SModelVertex[mdef->m_NumVertices];
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unpacker.UnpackRaw(mdef->m_pVertices,sizeof(SModelVertex)*mdef->m_NumVertices);
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mdef->m_NumFaces = unpacker.UnpackSize();
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mdef->m_pFaces=new SModelFace[mdef->m_NumFaces];
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unpacker.UnpackRaw(mdef->m_pFaces,sizeof(SModelFace)*mdef->m_NumFaces);
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mdef->m_NumBones = unpacker.UnpackSize();
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if (mdef->m_NumBones)
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{
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mdef->m_Bones=new CBoneState[mdef->m_NumBones];
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unpacker.UnpackRaw(mdef->m_Bones,mdef->m_NumBones*sizeof(CBoneState));
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}
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if (unpacker.GetVersion() >= 2)
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{
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// versions >=2 also have prop point data
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size_t numPropPoints = unpacker.UnpackSize();
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mdef->m_PropPoints.resize(numPropPoints);
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if (numPropPoints)
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{
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for (size_t i = 0; i < numPropPoints; i++)
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{
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unpacker.UnpackString(mdef->m_PropPoints[i].m_Name);
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unpacker.UnpackRaw(&mdef->m_PropPoints[i].m_Position.X, sizeof(mdef->m_PropPoints[i].m_Position));
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unpacker.UnpackRaw(&mdef->m_PropPoints[i].m_Rotation.m_V.X, sizeof(mdef->m_PropPoints[i].m_Rotation));
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unpacker.UnpackRaw(&mdef->m_PropPoints[i].m_BoneIndex, sizeof(mdef->m_PropPoints[i].m_BoneIndex));
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// build prop point transform
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mdef->m_PropPoints[i].m_Transform.SetIdentity();
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mdef->m_PropPoints[i].m_Transform.Rotate(mdef->m_PropPoints[i].m_Rotation);
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mdef->m_PropPoints[i].m_Transform.Translate(mdef->m_PropPoints[i].m_Position);
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}
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}
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}
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if (unpacker.GetVersion() <= 2)
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{
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// Versions <=2 don't include the default 'root' prop point, so add it here
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SPropPoint prop;
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prop.m_Name = "root";
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prop.m_Transform.SetIdentity();
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prop.m_BoneIndex = 0xFF;
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mdef->m_PropPoints.push_back(prop);
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}
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if (unpacker.GetVersion() <= 2)
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{
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// Versions <=2 store the vertexes relative to the bind pose. That
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// isn't useful when you want to do correct skinning, so later versions
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// store them in world space. So, fix the old models by skinning each
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// vertex:
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if (mdef->m_NumBones) // only do skinned models
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{
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CMatrix3D identity;
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identity.SetIdentity();
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std::vector<CMatrix3D> identityBones (mdef->m_NumBones, identity);
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std::vector<CMatrix3D> bindPose (mdef->m_NumBones);
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for (size_t i = 0; i < mdef->m_NumBones; ++i)
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{
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bindPose[i].SetIdentity();
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bindPose[i].Rotate(mdef->m_Bones[i].m_Rotation);
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bindPose[i].Translate(mdef->m_Bones[i].m_Translation);
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}
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for (size_t i = 0; i < mdef->m_NumVertices; ++i)
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{
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mdef->m_pVertices[i].m_Coords = SkinPoint(mdef->m_pVertices[i], &bindPose[0], &identityBones[0]);
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mdef->m_pVertices[i].m_Norm = SkinNormal(mdef->m_pVertices[i], &bindPose[0], &identityBones[0]);
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}
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}
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}
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return mdef.release();
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}
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// Save: write the given CModelDef to the given file
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void CModelDef::Save(const VfsPath& filename, const CModelDef* mdef)
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{
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CFilePacker packer(FILE_VERSION, "PSMD");
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// pack everything up
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const size_t numVertices = mdef->GetNumVertices();
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packer.PackSize(numVertices);
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packer.PackRaw(mdef->GetVertices(), sizeof(SModelVertex) * numVertices);
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const size_t numFaces = mdef->GetNumFaces();
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packer.PackSize(numFaces);
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packer.PackRaw(mdef->GetFaces(), sizeof(SModelFace) * numFaces);
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const size_t numBones = mdef->m_NumBones;
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packer.PackSize(numBones);
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if (numBones)
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packer.PackRaw(mdef->m_Bones, sizeof(CBoneState) * numBones);
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const size_t numPropPoints = mdef->m_PropPoints.size();
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packer.PackSize(numPropPoints);
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for (size_t i = 0; i < numPropPoints; i++)
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{
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packer.PackString(mdef->m_PropPoints[i].m_Name);
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packer.PackRaw(&mdef->m_PropPoints[i].m_Position.X, sizeof(mdef->m_PropPoints[i].m_Position));
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packer.PackRaw(&mdef->m_PropPoints[i].m_Rotation.m_V.X, sizeof(mdef->m_PropPoints[i].m_Rotation));
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packer.PackRaw(&mdef->m_PropPoints[i].m_BoneIndex, sizeof(mdef->m_PropPoints[i].m_BoneIndex));
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}
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// flush everything out to file
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packer.Write(filename);
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}
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// SetRenderData: Set the render data object for the given key,
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void CModelDef::SetRenderData(const void* key, CModelDefRPrivate* data)
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{
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delete m_RenderData[key];
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m_RenderData[key] = data;
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}
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// GetRenderData: Get the render data object for the given key,
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// or 0 if no such object exists.
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// Reference count of the render data object is automatically increased.
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CModelDefRPrivate* CModelDef::GetRenderData(const void* key) const
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{
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RenderDataMap::const_iterator it = m_RenderData.find(key);
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if (it != m_RenderData.end())
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return it->second;
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return 0;
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}
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