/* Copyright (C) 2009 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ /* * Defines a raw 3d model. */ #include "precompiled.h" #include "ModelDef.h" #include "graphics/SkeletonAnimDef.h" #include "ps/FileIo.h" #include "maths/Vector4D.h" CVector3D CModelDef::SkinPoint(const SModelVertex& vtx, const CMatrix3D newPoseMatrices[], const CMatrix3D inverseBindMatrices[]) { CVector3D result (0, 0, 0); for (int i = 0; i < SVertexBlend::SIZE && vtx.m_Blend.m_Bone[i] != 0xff; ++i) { CVector3D bindSpace = inverseBindMatrices[vtx.m_Blend.m_Bone[i]].Transform(vtx.m_Coords); CVector3D worldSpace = newPoseMatrices[vtx.m_Blend.m_Bone[i]].Transform(bindSpace); result += worldSpace * vtx.m_Blend.m_Weight[i]; } return result; } CVector3D CModelDef::SkinNormal(const SModelVertex& vtx, const CMatrix3D newPoseMatrices[], const CMatrix3D inverseBindMatrices[]) { // To be correct, the normal vectors apparently need to be multiplied by the // inverse of the transpose. Unfortunately inverses are slow. // If a matrix is orthogonal, M * M^T = I and so the inverse of the transpose // is the original matrix. But that's not entirely relevant here, because // the bone matrices include translation components and so they're not // orthogonal. // But that's okay because we have // M = T * R // and want to find // n' = (M^T^-1) * n // = (T * R)^T^-1 * n // = (R^T * T^T)^-1 * n // = (T^T^-1 * R^T^-1) * n // R is indeed orthogonal so R^T^-1 = R. T isn't orthogonal at all. // But n is only a 3-vector, and from the forms of T and R (which have // lots of zeroes) I can convince myself that replacing T with T^T^-1 has no // effect on anything but the fourth component of M^T^-1 - and the fourth // component is discarded since it has no effect on n', and so we can happily // use n' = M*n. // // (This isn't very good as a proof, but it's better than assuming M is // orthogonal when it's clearly not.) CVector3D result (0, 0, 0); for (int i = 0; i < SVertexBlend::SIZE && vtx.m_Blend.m_Bone[i] != 0xff; ++i) { CVector3D bindSpace = inverseBindMatrices[vtx.m_Blend.m_Bone[i]].Rotate(vtx.m_Norm); CVector3D worldSpace = newPoseMatrices[vtx.m_Blend.m_Bone[i]].Rotate(bindSpace); result += worldSpace * vtx.m_Blend.m_Weight[i]; } // If there was more than one influence, the result is probably not going // to be of unit length (since it's a weighted sum of several independent // unit vectors), so we need to normalise it. // (It's fairly common to only have one influence, so it seems sensible to // optimise that case a bit.) if (vtx.m_Blend.m_Bone[1] != 0xff) // if more than one influence result.Normalize(); return result; } // CModelDef Constructor CModelDef::CModelDef() : m_NumVertices(0), m_pVertices(0), m_NumFaces(0), m_pFaces(0), m_NumBones(0), m_Bones(0), m_NumPropPoints(0), m_PropPoints(0), m_Name(L"[not loaded]") { } // CModelDef Destructor CModelDef::~CModelDef() { for(RenderDataMap::iterator it = m_RenderData.begin(); it != m_RenderData.end(); ++it) delete it->second; delete[] m_pVertices; delete[] m_pFaces; delete[] m_Bones; delete[] m_PropPoints; } // FindPropPoint: find and return pointer to prop point matching given name; // return null if no match (case insensitive search) SPropPoint* CModelDef::FindPropPoint(const char* name) const { for (size_t i = 0; i < m_NumPropPoints; ++i) if (m_PropPoints[i].m_Name == name) return &m_PropPoints[i]; return 0; } // Load: read and return a new CModelDef initialised with data from given file CModelDef* CModelDef::Load(const VfsPath& filename, const VfsPath& name) { CFileUnpacker unpacker; // read everything in from file unpacker.Read(filename,"PSMD"); // check version if (unpacker.GetVersion() mdef (new CModelDef()); mdef->m_Name = name; // now unpack everything mdef->m_NumVertices = unpacker.UnpackSize(); mdef->m_pVertices=new SModelVertex[mdef->m_NumVertices]; unpacker.UnpackRaw(mdef->m_pVertices,sizeof(SModelVertex)*mdef->m_NumVertices); mdef->m_NumFaces = unpacker.UnpackSize(); mdef->m_pFaces=new SModelFace[mdef->m_NumFaces]; unpacker.UnpackRaw(mdef->m_pFaces,sizeof(SModelFace)*mdef->m_NumFaces); mdef->m_NumBones = unpacker.UnpackSize(); if (mdef->m_NumBones) { mdef->m_Bones=new CBoneState[mdef->m_NumBones]; unpacker.UnpackRaw(mdef->m_Bones,mdef->m_NumBones*sizeof(CBoneState)); } if (unpacker.GetVersion() >= 2) { // versions >=2 also have prop point data mdef->m_NumPropPoints = unpacker.UnpackSize(); if (mdef->m_NumPropPoints) { mdef->m_PropPoints=new SPropPoint[mdef->m_NumPropPoints]; for (size_t i=0;im_NumPropPoints;i++) { unpacker.UnpackString(mdef->m_PropPoints[i].m_Name); unpacker.UnpackRaw(&mdef->m_PropPoints[i].m_Position.X,sizeof(mdef->m_PropPoints[i].m_Position)); unpacker.UnpackRaw(&mdef->m_PropPoints[i].m_Rotation.m_V.X,sizeof(mdef->m_PropPoints[i].m_Rotation)); unpacker.UnpackRaw(&mdef->m_PropPoints[i].m_BoneIndex,sizeof(mdef->m_PropPoints[i].m_BoneIndex)); // build prop point transform mdef->m_PropPoints[i].m_Transform.SetIdentity(); mdef->m_PropPoints[i].m_Transform.Rotate(mdef->m_PropPoints[i].m_Rotation); mdef->m_PropPoints[i].m_Transform.Translate(mdef->m_PropPoints[i].m_Position); } } } if (unpacker.GetVersion() <= 2) { // Versions <=2 store the vertexes relative to the bind pose. That // isn't useful when you want to do correct skinning, so later versions // store them in world space. So, fix the old models by skinning each // vertex: if (mdef->m_NumBones) // only do skinned models { CMatrix3D identity; identity.SetIdentity(); std::vector identityBones (mdef->m_NumBones, identity); std::vector bindPose (mdef->m_NumBones); for (size_t i = 0; i < mdef->m_NumBones; ++i) { bindPose[i].SetIdentity(); bindPose[i].Rotate(mdef->m_Bones[i].m_Rotation); bindPose[i].Translate(mdef->m_Bones[i].m_Translation); } for (size_t i = 0; i < mdef->m_NumVertices; ++i) { mdef->m_pVertices[i].m_Coords = SkinPoint(mdef->m_pVertices[i], &bindPose[0], &identityBones[0]); mdef->m_pVertices[i].m_Norm = SkinNormal(mdef->m_pVertices[i], &bindPose[0], &identityBones[0]); } } } return mdef.release(); } // Save: write the given CModelDef to the given file void CModelDef::Save(const VfsPath& filename,const CModelDef* mdef) { CFilePacker packer(FILE_VERSION, "PSMD"); // pack everything up const size_t numVertices = mdef->GetNumVertices(); packer.PackSize(numVertices); packer.PackRaw(mdef->GetVertices(),sizeof(SModelVertex)*numVertices); const size_t numFaces = mdef->GetNumFaces(); packer.PackSize(numFaces); packer.PackRaw(mdef->GetFaces(),sizeof(SModelFace)*numFaces); const size_t numBones = mdef->m_NumBones; packer.PackSize(numBones); if (numBones) packer.PackRaw(mdef->m_Bones,sizeof(CBoneState)*numBones); const size_t numPropPoints = mdef->m_NumPropPoints; packer.PackSize(numPropPoints); for (size_t i=0;im_NumPropPoints;i++) { packer.PackString(mdef->m_PropPoints[i].m_Name); packer.PackRaw(&mdef->m_PropPoints[i].m_Position.X,sizeof(mdef->m_PropPoints[i].m_Position)); packer.PackRaw(&mdef->m_PropPoints[i].m_Rotation.m_V.X,sizeof(mdef->m_PropPoints[i].m_Rotation)); packer.PackRaw(&mdef->m_PropPoints[i].m_BoneIndex,sizeof(mdef->m_PropPoints[i].m_BoneIndex)); } // flush everything out to file packer.Write(filename); } // SetRenderData: Set the render data object for the given key, void CModelDef::SetRenderData(const void* key, CModelDefRPrivate* data) { delete m_RenderData[key]; m_RenderData[key] = data; } // GetRenderData: Get the render data object for the given key, // or 0 if no such object exists. // Reference count of the render data object is automatically increased. CModelDefRPrivate* CModelDef::GetRenderData(const void* key) const { RenderDataMap::const_iterator it = m_RenderData.find(key); if (it != m_RenderData.end()) return it->second; return 0; }