forked from 0ad/0ad
474 lines
16 KiB
C++
474 lines
16 KiB
C++
/* Copyright (C) 2012 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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#if ARCH_X86_X64
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# include <xmmintrin.h>
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#endif
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CVector3D CModelDef::SkinPoint(const SModelVertex& vtx,
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const CMatrix3D newPoseMatrices[])
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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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result += newPoseMatrices[vtx.m_Blend.m_Bone[i]].Transform(vtx.m_Coords) * 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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{
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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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result += newPoseMatrices[vtx.m_Blend.m_Bone[i]].Rotate(vtx.m_Norm) * 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 size_t* blendIndices,
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const CMatrix3D newPoseMatrices[])
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{
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// To avoid some performance overhead, get the raw vertex array pointers
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char* PositionData = Position.GetData();
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size_t PositionStride = Position.GetStride();
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char* NormalData = Normal.GetData();
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size_t NormalStride = Normal.GetStride();
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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 = newPoseMatrices[blendIndices[j]].Transform(vtx.m_Coords);
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CVector3D norm = newPoseMatrices[blendIndices[j]].Rotate(vtx.m_Norm);
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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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norm.Normalize();
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memcpy(PositionData + PositionStride*j, &pos.X, 3*sizeof(float));
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memcpy(NormalData + NormalStride*j, &norm.X, 3*sizeof(float));
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}
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}
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#if ARCH_X86_X64
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void CModelDef::SkinPointsAndNormals_SSE(
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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 size_t* blendIndices,
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const CMatrix3D newPoseMatrices[])
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{
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// To avoid some performance overhead, get the raw vertex array pointers
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char* PositionData = Position.GetData();
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size_t PositionStride = Position.GetStride();
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char* NormalData = Normal.GetData();
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size_t NormalStride = Normal.GetStride();
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// Must be aligned correctly for SSE
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ASSERT((intptr_t)newPoseMatrices % 16 == 0);
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ASSERT((intptr_t)PositionData % 16 == 0);
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ASSERT((intptr_t)PositionStride % 16 == 0);
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ASSERT((intptr_t)NormalData % 16 == 0);
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ASSERT((intptr_t)NormalStride % 16 == 0);
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__m128 col0, col1, col2, col3, vec0, vec1, vec2;
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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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const CMatrix3D& mtx = newPoseMatrices[blendIndices[j]];
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// Loads matrix to xmm registers.
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col0 = _mm_load_ps(mtx._data);
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col1 = _mm_load_ps(mtx._data + 4);
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col2 = _mm_load_ps(mtx._data + 8);
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col3 = _mm_load_ps(mtx._data + 12);
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// Loads and computes vertex coordinates.
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vec0 = _mm_load1_ps(&vtx.m_Coords.X); // v0 = [x, x, x, x]
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vec0 = _mm_mul_ps(col0, vec0); // v0 = [_11*x, _21*x, _31*x, _41*x]
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vec1 = _mm_load1_ps(&vtx.m_Coords.Y); // v1 = [y, y, y, y]
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vec1 = _mm_mul_ps(col1, vec1); // v1 = [_12*y, _22*y, _32*y, _42*y]
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vec0 = _mm_add_ps(vec0, vec1); // v0 = [_11*x + _12*y, ...]
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vec1 = _mm_load1_ps(&vtx.m_Coords.Z); // v1 = [z, z, z, z]
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vec1 = _mm_mul_ps(col2, vec1); // v1 = [_13*z, _23*z, _33*z, _43*z]
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vec1 = _mm_add_ps(vec1, col3); // v1 = [_13*z + _14, ...]
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vec0 = _mm_add_ps(vec0, vec1); // v0 = [_11*x + _12*y + _13*z + _14, ...]
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_mm_store_ps((float*)(PositionData + PositionStride*j), vec0);
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// Loads and computes normal vectors.
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vec0 = _mm_load1_ps(&vtx.m_Norm.X); // v0 = [x, x, x, x]
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vec0 = _mm_mul_ps(col0, vec0); // v0 = [_11*x, _21*x, _31*x, _41*x]
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vec1 = _mm_load1_ps(&vtx.m_Norm.Y); // v1 = [y, y, y, y]
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vec1 = _mm_mul_ps(col1, vec1); // v1 = [_12*y, _22*y, _32*y, _42*y]
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vec0 = _mm_add_ps(vec0, vec1); // v0 = [_11*x + _12*y, ...]
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vec1 = _mm_load1_ps(&vtx.m_Norm.Z); // v1 = [z, z, z, z]
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vec1 = _mm_mul_ps(col2, vec1); // v1 = [_13*z, _23*z, _33*z, _43*z]
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vec0 = _mm_add_ps(vec0, vec1); // v0 = [_11*x + _12*y + _13*z, ...]
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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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{
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// Normalization.
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// vec1 = [x*x, y*y, z*z, ?*?]
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vec1 = _mm_mul_ps(vec0, vec0);
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// vec2 = [y*y, z*z, x*x, ?*?]
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vec2 = _mm_shuffle_ps(vec1, vec1, _MM_SHUFFLE(3, 0, 2, 1));
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vec1 = _mm_add_ps(vec1, vec2);
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// vec2 = [z*z, x*x, y*y, ?*?]
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vec2 = _mm_shuffle_ps(vec2, vec2, _MM_SHUFFLE(3, 0, 2, 1));
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vec1 = _mm_add_ps(vec1, vec2);
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// rsqrt(a) = 1 / sqrt(a)
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vec1 = _mm_rsqrt_ps(vec1);
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vec0 = _mm_mul_ps(vec0, vec1);
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}
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_mm_store_ps((float*)(NormalData + NormalStride*j), vec0);
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}
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}
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#endif
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void CModelDef::BlendBoneMatrices(
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CMatrix3D boneMatrices[])
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{
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for (size_t i = 0; i < m_NumBlends; ++i)
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{
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const SVertexBlend& blend = m_pBlends[i];
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CMatrix3D& boneMatrix = boneMatrices[m_NumBones + 1 + i];
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// Note: there is a special case of joint influence, in which the vertex
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// is influenced by the bind-shape matrix instead of a particular bone,
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// which we indicate by setting the bone ID to the total number of bones.
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// It should be blended with the world space transform and we have already
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// set up this matrix in boneMatrices.
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// (see http://trac.wildfiregames.com/ticket/1012)
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boneMatrix.Blend(boneMatrices[blend.m_Bone[0]], blend.m_Weight[0]);
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for (size_t j = 1; j < SVertexBlend::SIZE && blend.m_Bone[j] != 0xFF; ++j)
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boneMatrix.AddBlend(boneMatrices[blend.m_Bone[j]], blend.m_Weight[j]);
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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_NumUVsPerVertex(0), m_pVertices(0), m_NumFaces(0), m_pFaces(0),
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m_NumBones(0), m_Bones(0), m_InverseBindBoneMatrices(NULL),
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m_NumBlends(0), m_pBlends(0), m_pBlendIndices(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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delete[] m_InverseBindBoneMatrices;
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delete[] m_pBlends;
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delete[] m_pBlendIndices;
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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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// versions prior to 4 only support 1 UV set, 4 and later store it here
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if (unpacker.GetVersion() <= 3)
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{
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mdef->m_NumUVsPerVertex = 1;
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}
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else
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{
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mdef->m_NumUVsPerVertex = unpacker.UnpackSize();
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}
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mdef->m_pVertices=new SModelVertex[mdef->m_NumVertices];
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for (size_t i = 0; i < mdef->m_NumVertices; ++i)
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{
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unpacker.UnpackRaw(&mdef->m_pVertices[i].m_Coords, 12);
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unpacker.UnpackRaw(&mdef->m_pVertices[i].m_Norm, 12);
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for (size_t s = 0; s < mdef->m_NumUVsPerVertex; ++s)
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{
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float uv[2];
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unpacker.UnpackRaw(&uv[0], 8);
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mdef->m_pVertices[i].m_UVs.push_back(uv[0]);
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mdef->m_pVertices[i].m_UVs.push_back(uv[1]);
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}
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unpacker.UnpackRaw(&mdef->m_pVertices[i].m_Blend, sizeof(SVertexBlend));
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}
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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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mdef->m_pBlendIndices = new size_t[mdef->m_NumVertices];
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std::vector<SVertexBlend> blends;
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for (size_t i = 0; i < mdef->m_NumVertices; i++)
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{
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const SVertexBlend &blend = mdef->m_pVertices[i].m_Blend;
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if (blend.m_Bone[1] == 0xFF)
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{
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mdef->m_pBlendIndices[i] = blend.m_Bone[0];
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}
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else
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{
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// If there's already a vertex using the same blend as this, then
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// reuse its entry from blends; otherwise add the new one to blends
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size_t j;
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for (j = 0; j < blends.size(); j++)
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{
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if (blend == blends[j]) break;
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}
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if (j >= blends.size())
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blends.push_back(blend);
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// This index is offset by one to allow the special case of a
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// weighted influence relative to the bind-shape rather than
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// a particular bone. See comment in BlendBoneMatrices.
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mdef->m_pBlendIndices[i] = mdef->m_NumBones + 1 + j;
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}
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}
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mdef->m_NumBlends = blends.size();
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mdef->m_pBlends = new SVertexBlend[mdef->m_NumBlends];
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std::copy(blends.begin(), blends.end(), mdef->m_pBlends);
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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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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]);
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mdef->m_pVertices[i].m_Norm = SkinNormal(mdef->m_pVertices[i], &bindPose[0]);
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}
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}
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}
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// Compute the inverse bind-pose matrices, needed by the skinning code
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mdef->m_InverseBindBoneMatrices = new CMatrix3D[mdef->m_NumBones];
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CBoneState* defpose = mdef->GetBones();
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for (size_t i = 0; i < mdef->m_NumBones; ++i)
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{
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mdef->m_InverseBindBoneMatrices[i].SetIdentity();
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mdef->m_InverseBindBoneMatrices[i].Translate(-defpose[i].m_Translation);
|
|
mdef->m_InverseBindBoneMatrices[i].Rotate(defpose[i].m_Rotation.GetInverse());
|
|
}
|
|
|
|
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_PropPoints.size();
|
|
packer.PackSize(numPropPoints);
|
|
for (size_t i = 0; i < 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;
|
|
}
|