found fopen() bug, implemented workaroung
This commit is contained in:
@@ -83,8 +83,7 @@ public:
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MD2Loader();
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~MD2Loader();
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/** Returns frames count */
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u32 load(MeshFrame *o_result, char *t_subpath, char *t_nameWithoutExtension, float t_scale, u8 t_invertT);
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MeshFrame *load(u32 &o_framesCount, char *t_subpath, char *t_nameWithoutExtension, float t_scale, u8 t_invertT);
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private:
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};
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@@ -18,6 +18,8 @@ typedef struct
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{
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u32 startFrame;
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u32 endFrame;
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u32 stayFrame;
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u8 isStayFrameSet;
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float speed;
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float interpolation;
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u32 animType;
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@@ -26,41 +26,17 @@ class Mesh
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{
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public:
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Vector3 position, rotation;
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u8 shouldBeLighted, shouldBeBackfaceCulled, shouldBeFrustumCulled;
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float scale;
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color_t color;
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Mesh();
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~Mesh();
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void loadObj(char *t_subfolder, char *t_objFile, Vector3 &t_initPos, float t_scale, u16 t_framesCount, u8 t_invertT);
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// void setObj(Vector3 &t_initPos); // TODO
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void loadDff(char *t_subfolder, char *t_dffFile, Vector3 &t_initPos, float t_scale, u8 t_invertT);
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// void setDff(Vector3 &t_initPos, DffModel *t_dffModel);
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void loadMD2(char *t_subfolder, char *t_md2File, Vector3 &t_initPos, float t_scale, u8 t_invertT);
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void getMinMax(Vector3 *t_min, Vector3 *t_max);
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void playAnimation(u32 t_startFrame, u32 t_endFrame);
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u32 getVertexCount();
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void setAnimSpeed(float t_value);
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u8 isInFrustum(Plane *t_frustumPlanes);
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Vector3 position, rotation;
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float scale;
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u8 shouldBeLighted, shouldBeBackfaceCulled, shouldBeFrustumCulled;
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color_t color;
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u8 isMd2Loaded, isObjLoaded, isSpecInitialized;
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clutbuffer_t clut;
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lod_t lod;
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u32 id;
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MeshTexture *textures;
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// NOWE TODO
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u16 framesCount;
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MeshFrame *frames;
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AnimState animState;
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void animate();
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u32 getDrawData(u32 t_materialIndex, VECTOR *o_vertices, VECTOR *o_normals, VECTOR *o_coordinates, Vector3 &t_cameraPos);
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u32 getFacesCount();
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u8 isMemoryAllocated;
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// ----
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// Getters
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// ----
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/** Array of materials. Size of getMaterialsCount() */
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MeshMaterial *getMaterials() const { return frames[0].getMaterials(); };
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@@ -76,15 +52,116 @@ public:
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*/
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MeshMaterial *getMaterialById(const u32 &t_id) const { return frames[0].getMaterialById(t_id); }
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/** Returns bounding box vertex at given index with added mesh position.
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* @param o_result Result
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* @param offset 0-7. Because, bounding box have 8 corners
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*/
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void getCurrentBoundingBoxVertex(Vector3 &o_result, const u32 &t_index);
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// ----
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// Setters
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// ----
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// ----
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// Other
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// ----
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/**
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* Load mesh data from .obj files. Animation not supported.
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* Be aware that texture names will be grabbed from material name.
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* So no .mtl file is needed. Please check if material names in .obj file
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* are equal to texture file names.
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* @param t_subfolder Relative path. Example "meshes/blocks"
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* @param t_objFile File name without extension. Example "sand"
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* @param t_scale Scale. For 1:1, type 1.0F
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* @param t_framesCount Amount of frames.
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* Example: 2.
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* Searched files: sand_000001.obj, sand_000002.obj
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* @param t_invertT Sometimes textures are in UV format, in this case, invertT should be set to true.
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* Converts Y coordinate texture from Y to 1.0F - Y
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*/
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void loadObj(char *t_subfolder, char *t_objFile, const float &t_scale, const u32 &t_framesCount, const u8 &t_invertT);
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/**
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* Load mesh data from .obj file. Animation supported.
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* Be aware that texture names will be grabbed from material name.
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* So no .mtl file is needed. Please check if material names in .obj file
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* are equal to texture file names.
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* @param t_subfolder Relative path. Example "meshes/blocks"
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* @param t_objFile File name without extension. Example "sand"
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* @param t_scale Scale. For 1:1, type 1.0F
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* @param t_invertT Sometimes textures are in UV format, in this case, invertT should be set to true.
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* Converts Y coordinate texture from Y to 1.0F - Y
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*/
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void loadObj(char *t_subfolder, char *t_objFile, const float &t_scale, const u8 &t_invertT);
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/**
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* Load mesh data from RenderWare .dff file. Animation not supported
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* @param t_subfolder Relative path. Example "meshes/blocks"
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* @param t_objFile File name without extension. Example "sand"
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* @param t_scale Scale. For 1:1, type 1.0F
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* @param t_invertT Sometimes textures are in UV format, in this case, invertT should be set to true.
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* Converts Y coordinate texture from Y to 1.0F - Y
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*/
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void loadDff(char *t_subfolder, char *t_dffFile, const float &t_scale, const u8 &t_invertT);
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/**
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* Load mesh data from Quake II .md2 file. Animation supported.
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* @param t_subfolder Relative path. Example "meshes/blocks"
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* @param t_objFile File name without extension. Example "sand"
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* @param t_scale Scale. For 1:1, type 1.0F
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* @param t_invertT Sometimes textures are in UV format, in this case, invertT should be set to true.
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* Converts Y coordinate texture from Y to 1.0F - Y
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*/
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void loadMD2(char *t_subfolder, char *t_md2File, const float &t_scale, const u8 &t_invertT);
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/** Copy by reference mesh data from other mesh */
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void loadFrom(const Mesh &t_mesh);
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/** Check if are there any frames */
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u8 isDataLoaded() const { return framesCount > 0; };
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/** Loop in one frame */
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void playAnimation(const u32 &t_frame) { playAnimation(t_frame, t_frame); }
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/** Play animation in loop from startFrame to endFrame */
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void playAnimation(const u32 &t_startFrame, const u32 &t_endFrame);
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/** Play animation from startFrame to endFrame and after loop in stayFrame */
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void playAnimation(const u32 &t_startFrame, const u32 &t_endFrame, const u32 &t_stayFrame);
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/**
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* Check if this class loaded mesh data first.
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* Meshes which use loadFrom() method have false there.
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*/
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const u8 &isMother() const { return _isMother; };
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// TODO
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// void getMinMax(Vector3 *t_min, Vector3 *t_max);
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u32 getVertexCount();
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void setAnimSpeed(float t_value);
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u8 isInFrustum(Plane *t_frustumPlanes);
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clutbuffer_t clut;
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lod_t lod;
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u32 id;
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// NOWE TODO
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u32 framesCount;
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MeshFrame *frames;
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AnimState animState;
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void animate();
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u32 getDrawData(u32 t_materialIndex, VECTOR *o_vertices, VECTOR *o_normals, VECTOR *o_coordinates, Vector3 &t_cameraPos);
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u32 getFacesCount();
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u8 isMemoryAllocated;
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private:
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u8 _isMother;
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Vector3 calc3Vectors[3];
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void setupLodAndClut();
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void setDefaultWrapSettings(texwrap_t &t_wrapSettings);
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u32 verticesCount;
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Vector3 *vertices;
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void setVerticesReference(u32 t_verticesCount, Vector3 *t_verticesRef);
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void setDefaultColor();
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void getFarthestVertex(Vector3 *o_result, int t_offset);
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};
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#endif
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@@ -54,11 +54,11 @@ void DffLoader::load(MeshFrame *o_result, char *t_filename, float t_scale, u8 t_
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PRINT_LOG("Dff file loaded!");
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}
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void DffLoader::convert(MeshFrame *frames, RwClump &t_clump, u8 t_invertT)
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void DffLoader::convert(MeshFrame *o_result, RwClump &t_clump, u8 t_invertT)
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{
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#define GEOMETRY t_clump.geometryList.geometries[0]
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MeshFrame *frame = &frames[0];
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MeshFrame *frame = &o_result[0];
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u32 vertNormalStCount = GEOMETRY.data.dataHeader.vertexCount;
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frame->allocateVertices(vertNormalStCount);
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frame->allocateNormals(vertNormalStCount); // can be optimized
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@@ -103,6 +103,8 @@ void DffLoader::convert(MeshFrame *frames, RwClump &t_clump, u8 t_invertT)
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frame->getMaterial(i).setSTFace(j, CURR_SPLIT.vertexInformation[j].vertex1);
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}
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}
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frame->calculateBoundingBox();
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}
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void DffLoader::serialize(RwClump &t_clump, u8 *t_data, float t_scale)
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@@ -16,7 +16,6 @@
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#include "../include/models/math/vector3.hpp"
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#include "../include/models/math/point.hpp"
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#include <string.h>
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#include <iosfwd>
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// ----
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// Constructors/Destructors
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@@ -30,25 +29,33 @@ MD2Loader::~MD2Loader() {}
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// Methods
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// ----
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/** Load, parse .obj file and load data into given MeshSpec */
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u32 MD2Loader::load(MeshFrame *o_result, char *t_subpath, char *t_nameWithoutExtension, float t_scale, u8 t_invertT)
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int MEM_fread(char *buf, size_t size, size_t n, const FILE *f)
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{
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memcpy(buf, f, size * n);
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f += size * n;
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return n;
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}
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/**
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* Sandro: Possible PS2SDK bug here?
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* When I wanted to fopen() -> fread() -> allocate frames memory (vertices etc) -> fclose() = I had in about 10x errors in console
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* When I did fopen() -> fread() -> fclose() -> allocate frames memory = I had no errors 🤨
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* It looks like memory allocation during fopen()-fread()-fclose() is broken.
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*/
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MeshFrame *MD2Loader::load(u32 &o_framesCount, char *t_subpath, char *t_nameWithoutExtension, float t_scale, u8 t_invertT)
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{
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PRINT_LOG("Loading new MD2 file");
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char *part1 = String::createConcatenated(t_subpath, t_nameWithoutExtension);
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char *finalPath = String::createConcatenated(part1, ".md2"); // "folder/object.md2"
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delete[] part1;
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PRINT_LOG("Loading new MD2 file");
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md2_t header; // md2 header
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char *buffer; // buffer storing frame data
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md2_t header;
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FILE *file = fopen(finalPath, "rb");
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if (file == NULL)
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{
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PRINT_ERR("Failed to load .md2 file!");
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return 0;
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return NULL;
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}
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fread((char *)&header, sizeof(md2_t), 1, file);
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@@ -56,7 +63,7 @@ u32 MD2Loader::load(MeshFrame *o_result, char *t_subpath, char *t_nameWithoutExt
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if ((header.ident != MD2_IDENT) && (header.version != MD2_VERSION))
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{
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PRINT_ERR("This MD2 file was not in correct format!");
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return 0;
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return NULL;
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}
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u32 framesCount = header.num_frames;
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@@ -64,87 +71,82 @@ u32 MD2Loader::load(MeshFrame *o_result, char *t_subpath, char *t_nameWithoutExt
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u32 stsCount = header.num_st;
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u32 trianglesCount = header.num_tris;
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// o_result = new MeshFrame[framesCount];
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buffer = new char[framesCount * header.framesize];
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char framesBuffer[framesCount * header.framesize];
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fseek(file, header.ofs_frames, SEEK_SET);
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fread((char *)buffer, framesCount * header.framesize, 1, file);
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fread(&framesBuffer, framesCount * header.framesize, 1, file);
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frame_t *frame; // temporary vars
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char stsBuffer[stsCount * sizeof(texCoord_t)];
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fseek(file, header.ofs_st, SEEK_SET);
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fread(&stsBuffer, stsCount * sizeof(texCoord_t), 1, file);
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char trianglesBuffer[trianglesCount * sizeof(triangle_t)];
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fseek(file, header.ofs_tris, SEEK_SET);
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fread(&trianglesBuffer, trianglesCount * sizeof(triangle_t), 1, file);
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fclose(file);
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MeshFrame *resultFrames = new MeshFrame[26];
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frame_t *frame;
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Vector3 tempVec = Vector3();
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for (u32 j = 0; j < framesCount; j++)
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{
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o_result[j].allocateVertices(vertexCount);
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o_result[j].allocateNormals(vertexCount); // can be optimized
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o_result[j].allocateSTs(stsCount);
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o_result[j].allocateMaterials(1);
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printf("Materials count:%d\n", o_result[j].getMaterialsCount());
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o_result[j].getMaterial(0).allocateFaces(trianglesCount * 3);
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o_result[j].getMaterial(0).setName(t_nameWithoutExtension);
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frame = (frame_t *)&buffer[header.framesize * j];
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resultFrames[j].allocateVertices(vertexCount);
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resultFrames[j].allocateNormals(vertexCount); // can be optimized
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resultFrames[j].allocateSTs(stsCount);
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resultFrames[j].allocateMaterials(1);
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resultFrames[j].getMaterial(0).allocateFaces(trianglesCount * 3);
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resultFrames[j].getMaterial(0).setName(t_nameWithoutExtension);
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frame = (frame_t *)&framesBuffer[header.framesize * j];
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for (u32 i = 0; i < vertexCount; i++)
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{
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tempVec.set(
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((frame->verts[i].v[0] * frame->scale[0]) + frame->translate[0]) * t_scale,
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((frame->verts[i].v[1] * frame->scale[1]) + frame->translate[1]) * t_scale,
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((frame->verts[i].v[2] * frame->scale[2]) + frame->translate[2]) * t_scale);
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o_result[j].setVertex(i, tempVec);
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resultFrames[j].setVertex(i, tempVec);
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tempVec.set(
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ANORMS[frame->verts[i].lightnormalindex][0],
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ANORMS[frame->verts[i].lightnormalindex][1],
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ANORMS[frame->verts[i].lightnormalindex][2]);
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o_result[j].setNormal(i, tempVec);
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resultFrames[j].setNormal(i, tempVec);
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}
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}
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delete[] buffer;
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buffer = new char[stsCount * sizeof(texCoord_t)];
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fseek(file, header.ofs_st, SEEK_SET);
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fread((char *)buffer, stsCount * sizeof(texCoord_t), 1, file);
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Point tempPoint = Point();
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texCoord_t *texCoord;
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for (u32 i = 0; i < stsCount; i++)
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{
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texCoord = (texCoord_t *)&buffer[sizeof(texCoord_t) * i];
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texCoord = (texCoord_t *)&stsBuffer[sizeof(texCoord_t) * i];
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tempPoint.set(
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(float)texCoord->s / header.skinwidth,
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(float)texCoord->t / header.skinheight);
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if (t_invertT)
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tempPoint.y = 1.0F - tempPoint.y;
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for (u32 j = 0; j < framesCount; j++)
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o_result[j].setST(i, tempPoint);
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resultFrames[j].setST(i, tempPoint);
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}
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delete[] buffer;
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buffer = new char[trianglesCount * sizeof(triangle_t)];
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fseek(file, header.ofs_tris, SEEK_SET);
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fread((char *)buffer, trianglesCount * sizeof(triangle_t), 1, file);
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triangle_t *triangle; // temporary var
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// vertex array initialization
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triangle_t *triangle;
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for (u32 i = 0; i < trianglesCount; i++)
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{
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triangle = (triangle_t *)&buffer[sizeof(triangle_t) * i];
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triangle = (triangle_t *)&trianglesBuffer[sizeof(triangle_t) * i];
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for (u8 j = 0; j < 3; j++)
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{
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for (u32 x = 0; x < framesCount; x++)
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{
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o_result[x].getMaterial(0).setVertexFace((i * 3) + j, triangle->index_xyz[j]);
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o_result[x].getMaterial(0).setSTFace((i * 3) + j, triangle->index_st[j]);
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o_result[x].getMaterial(0).setNormalFace((i * 3) + j, triangle->index_xyz[j]);
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resultFrames[x].getMaterial(0).setVertexFace((i * 3) + j, triangle->index_xyz[j]);
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resultFrames[x].getMaterial(0).setSTFace((i * 3) + j, triangle->index_st[j]);
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resultFrames[x].getMaterial(0).setNormalFace((i * 3) + j, triangle->index_xyz[j]);
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}
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}
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}
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delete[] buffer;
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fclose(file);
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PRINT_LOG("MD2 file loaded!");
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delete[] finalPath;
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return framesCount;
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o_framesCount = framesCount;
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for (u32 i = 0; i < framesCount; i++)
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resultFrames[i].calculateBoundingBox();
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return resultFrames;
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}
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+160
-147
@@ -27,9 +27,6 @@ Mesh::Mesh()
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shouldBeFrustumCulled = true;
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shouldBeBackfaceCulled = false;
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shouldBeLighted = false;
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isMd2Loaded = false;
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isObjLoaded = false;
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isSpecInitialized = false;
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id = rand() % 1000000;
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scale = 1.0F;
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framesCount = 0;
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@@ -38,20 +35,128 @@ Mesh::Mesh()
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animState.interpolation = 0.0F;
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animState.animType = 0;
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animState.currentFrame = 0;
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animState.stayFrame = 0;
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animState.isStayFrameSet = false;
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animState.nextFrame = 0;
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animState.speed = 0.1F;
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// filename = String::createWithoutExtension(t_objFile);
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_isMother = false;
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setDefaultColor();
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}
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Mesh::~Mesh()
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{
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// TODO
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if (_isMother)
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delete[] frames;
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}
|
||||
|
||||
// ----
|
||||
// Methods
|
||||
// ----
|
||||
|
||||
void Mesh::loadObj(char *t_subfolder, char *t_objFile, const float &t_scale, const u8 &t_invertT)
|
||||
{
|
||||
ObjLoader loader = ObjLoader();
|
||||
framesCount = 1;
|
||||
frames = new MeshFrame[framesCount];
|
||||
char *part1 = String::createConcatenated(t_subfolder, t_objFile); // "folder/object"
|
||||
char *finalPath = String::createConcatenated(part1, ".obj"); // "folder/object.obj"
|
||||
loader.load(&frames[0], finalPath, t_scale, t_invertT);
|
||||
delete[] part1;
|
||||
delete[] finalPath;
|
||||
_isMother = true;
|
||||
}
|
||||
|
||||
void Mesh::loadObj(char *t_subfolder, char *t_objFile, const float &t_scale, const u32 &t_framesCount, const u8 &t_invertT)
|
||||
{
|
||||
if (t_framesCount == 0)
|
||||
PRINT_ERR("Frames count cannot be 0!");
|
||||
else if (t_framesCount == 1)
|
||||
loadObj(t_subfolder, t_objFile, t_scale, t_invertT);
|
||||
else
|
||||
{
|
||||
ObjLoader loader = ObjLoader();
|
||||
framesCount = t_framesCount;
|
||||
frames = new MeshFrame[framesCount];
|
||||
char *part1 = String::createConcatenated(t_subfolder, t_objFile); // "folder/object"
|
||||
char *part2 = String::createConcatenated(part1, "_"); // "folder/object_"
|
||||
for (u32 i = 0; i < framesCount; i++)
|
||||
{
|
||||
char *part3 = String::createU32ToString(i + 1); // 0 -> "1"
|
||||
char *part4 = String::createWithLeadingZeros(part3); // "000001"
|
||||
char *part5 = String::createConcatenated(part2, part4); // "folder/object_000001"
|
||||
char *finalPath = String::createConcatenated(part5, ".obj"); // "folder/object_000001.obj"
|
||||
loader.load(&frames[i], finalPath, t_scale, t_invertT);
|
||||
delete[] part3;
|
||||
delete[] part4;
|
||||
delete[] part5;
|
||||
delete[] finalPath;
|
||||
}
|
||||
delete[] part2;
|
||||
delete[] part1;
|
||||
_isMother = true;
|
||||
}
|
||||
}
|
||||
|
||||
void Mesh::loadDff(char *t_subfolder, char *t_dffFile, const float &t_scale, const u8 &t_invertT)
|
||||
{
|
||||
DffLoader loader = DffLoader();
|
||||
char *part1 = String::createConcatenated(t_subfolder, t_dffFile);
|
||||
char *dffPath = String::createConcatenated(part1, ".dff");
|
||||
framesCount = 1;
|
||||
frames = new MeshFrame[1];
|
||||
loader.load(frames, dffPath, t_scale, t_invertT);
|
||||
delete[] part1;
|
||||
delete[] dffPath;
|
||||
_isMother = true;
|
||||
}
|
||||
|
||||
void Mesh::loadMD2(char *t_subfolder, char *t_md2File, const float &t_scale, const u8 &t_invertT)
|
||||
{
|
||||
MD2Loader loader = MD2Loader();
|
||||
frames = loader.load(framesCount, t_subfolder, t_md2File, t_scale, t_invertT);
|
||||
_isMother = true;
|
||||
}
|
||||
|
||||
void Mesh::loadFrom(const Mesh &t_mesh)
|
||||
{
|
||||
frames = t_mesh.frames;
|
||||
framesCount = t_mesh.framesCount;
|
||||
}
|
||||
|
||||
void Mesh::playAnimation(const u32 &t_startFrame, const u32 &t_endFrame)
|
||||
{
|
||||
if (framesCount > 1)
|
||||
{
|
||||
if (t_endFrame >= framesCount)
|
||||
PRINT_ERR("End frame value is too high. Valid range: (0, getFramesCount()-1)");
|
||||
animState.startFrame = t_startFrame;
|
||||
animState.endFrame = t_endFrame;
|
||||
animState.nextFrame = t_startFrame;
|
||||
}
|
||||
else if (framesCount == 0)
|
||||
PRINT_ERR("Cant play animation, because no mesh data was loaded!");
|
||||
else if (framesCount == 1)
|
||||
PRINT_ERR("Cant play animation, because this mesh have only one frame.");
|
||||
}
|
||||
|
||||
void Mesh::playAnimation(const u32 &t_startFrame, const u32 &t_endFrame, const u32 &t_stayFrame)
|
||||
{
|
||||
if (framesCount > 1)
|
||||
{
|
||||
if (t_endFrame >= framesCount)
|
||||
PRINT_ERR("End frame value is too high. Valid range: (0, getFramesCount()-1)");
|
||||
animState.startFrame = t_startFrame;
|
||||
animState.endFrame = t_endFrame;
|
||||
animState.isStayFrameSet = true;
|
||||
animState.stayFrame = t_stayFrame;
|
||||
animState.nextFrame = t_startFrame;
|
||||
}
|
||||
else if (framesCount == 0)
|
||||
PRINT_ERR("Cant play animation, because no mesh data was loaded!");
|
||||
else if (framesCount == 1)
|
||||
PRINT_ERR("Cant play animation, because this mesh have only one frame.");
|
||||
}
|
||||
|
||||
u32 Mesh::getFacesCount()
|
||||
{
|
||||
u32 result = 0; // TODO
|
||||
@@ -68,25 +173,32 @@ void Mesh::animate()
|
||||
animState.interpolation = 0.0F;
|
||||
animState.currentFrame = animState.nextFrame;
|
||||
if (++animState.nextFrame > animState.endFrame)
|
||||
animState.nextFrame = animState.startFrame;
|
||||
{
|
||||
if (animState.isStayFrameSet)
|
||||
{
|
||||
animState.isStayFrameSet = false;
|
||||
animState.nextFrame = animState.stayFrame;
|
||||
animState.startFrame = animState.stayFrame;
|
||||
animState.endFrame = animState.stayFrame;
|
||||
}
|
||||
else
|
||||
animState.nextFrame = animState.startFrame;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
u32 Mesh::getDrawData(u32 t_materialIndex, VECTOR *o_vertices, VECTOR *o_normals, VECTOR *o_coordinates, Vector3 &t_cameraPos)
|
||||
{
|
||||
if (!frames)
|
||||
PRINT_ERR("Can't draw, because no mesh data was loaded!");
|
||||
#define CURR_FRAME frames[animState.currentFrame]
|
||||
#define NEXT_FRAME frames[animState.nextFrame]
|
||||
#define MATERIAL CURR_FRAME.getMaterial(t_materialIndex)
|
||||
#define CURR_VERT CURR_FRAME.getVertex(MATERIAL.getVertexFace(matI + vertI))
|
||||
#define NEXT_VERT NEXT_FRAME.getVertex(MATERIAL.getVertexFace(matI + vertI))
|
||||
u32 addedFaces = 0;
|
||||
|
||||
for (u32 matI = 0; matI < MATERIAL.getFacesCount(); matI += 3)
|
||||
{
|
||||
for (u32 vertI = 0; vertI < 3; vertI++)
|
||||
if (animState.startFrame != animState.endFrame)
|
||||
if (animState.currentFrame != animState.nextFrame)
|
||||
calc3Vectors[vertI].setByLerp(CURR_VERT, NEXT_VERT, animState.interpolation, scale);
|
||||
|
||||
if (!shouldBeBackfaceCulled ||
|
||||
@@ -95,7 +207,7 @@ u32 Mesh::getDrawData(u32 t_materialIndex, VECTOR *o_vertices, VECTOR *o_normals
|
||||
for (u32 vertI = 0; vertI < 3; vertI++)
|
||||
{
|
||||
|
||||
if (animState.startFrame == animState.endFrame)
|
||||
if (animState.currentFrame == animState.nextFrame)
|
||||
{
|
||||
o_vertices[addedFaces][0] = CURR_FRAME.getVertex(MATERIAL.getVertexFace(matI + vertI)).x;
|
||||
o_vertices[addedFaces][1] = CURR_FRAME.getVertex(MATERIAL.getVertexFace(matI + vertI)).y;
|
||||
@@ -123,68 +235,11 @@ u32 Mesh::getDrawData(u32 t_materialIndex, VECTOR *o_vertices, VECTOR *o_normals
|
||||
return addedFaces;
|
||||
}
|
||||
|
||||
void Mesh::loadDff(char *t_subfolder, char *t_dffFile, Vector3 &t_initPos, float t_scale, u8 t_invertT)
|
||||
{
|
||||
DffLoader loader = DffLoader();
|
||||
char *dffPath = String::createConcatenated(t_subfolder, t_dffFile);
|
||||
framesCount = 1;
|
||||
frames = new MeshFrame[1];
|
||||
loader.load(frames, dffPath, t_scale, t_invertT);
|
||||
delete[] dffPath;
|
||||
position = t_initPos;
|
||||
setVerticesReference(getFacesCount(), frames[0].getVertices());
|
||||
setDefaultColor();
|
||||
isObjLoaded = true;
|
||||
}
|
||||
|
||||
void Mesh::loadObj(char *t_subfolder, char *t_objFile, Vector3 &t_initPos, float t_scale, u16 t_framesCount, u8 t_invertT)
|
||||
{
|
||||
ObjLoader loader = ObjLoader();
|
||||
framesCount = t_framesCount;
|
||||
frames = new MeshFrame[framesCount];
|
||||
char *part1 = String::createConcatenated(t_subfolder, t_objFile); // "folder/object"
|
||||
if (framesCount == 1)
|
||||
{
|
||||
char *finalPath = String::createConcatenated(part1, ".obj"); // "folder/object.obj"
|
||||
loader.load(&frames[0], finalPath, t_scale, t_invertT);
|
||||
delete[] finalPath;
|
||||
}
|
||||
else
|
||||
{
|
||||
char *part2 = String::createConcatenated(part1, "_"); // "folder/object_"
|
||||
for (u16 i = 0; i < framesCount; i++)
|
||||
{
|
||||
char *part3 = String::createU32ToString(i + 1); // 0 -> "1"
|
||||
char *part4 = String::createWithLeadingZeros(part3); // "000001"
|
||||
char *part5 = String::createConcatenated(part2, part4); // "folder/object_000001"
|
||||
char *finalPath = String::createConcatenated(part5, ".obj"); // "folder/object_000001.obj"
|
||||
loader.load(&frames[i], finalPath, t_scale, t_invertT);
|
||||
delete[] part3;
|
||||
delete[] part4;
|
||||
delete[] part5;
|
||||
delete[] finalPath;
|
||||
}
|
||||
delete[] part2;
|
||||
}
|
||||
delete[] part1;
|
||||
|
||||
position = t_initPos;
|
||||
setVerticesReference(getFacesCount(), frames[0].getVertices());
|
||||
setDefaultColor();
|
||||
isObjLoaded = true;
|
||||
}
|
||||
|
||||
void Mesh::setAnimSpeed(float t_value)
|
||||
{
|
||||
animState.speed = t_value;
|
||||
}
|
||||
|
||||
void Mesh::setVerticesReference(u32 t_verticesCount, Vector3 *t_verticesRef)
|
||||
{
|
||||
verticesCount = t_verticesCount;
|
||||
vertices = t_verticesRef;
|
||||
}
|
||||
|
||||
u32 Mesh::getVertexCount()
|
||||
{
|
||||
if (framesCount > 0)
|
||||
@@ -196,30 +251,6 @@ u32 Mesh::getVertexCount()
|
||||
}
|
||||
}
|
||||
|
||||
void Mesh::setDefaultWrapSettings(texwrap_t &t_wrapSettings)
|
||||
{
|
||||
// t_wrapSettings.horizontal = WRAP_REPEAT;
|
||||
// t_wrapSettings.vertical = WRAP_REPEAT;
|
||||
// t_wrapSettings.maxu = 0;
|
||||
// t_wrapSettings.maxv = 0;
|
||||
// t_wrapSettings.minu = 0;
|
||||
// t_wrapSettings.minv = 0;
|
||||
}
|
||||
|
||||
/** Set object position and specification
|
||||
* @param t_md2File without extension
|
||||
*/
|
||||
void Mesh::loadMD2(char *t_subfolder, char *t_md2File, Vector3 &t_initPos, float t_scale, u8 t_invertT)
|
||||
{
|
||||
MD2Loader loader = MD2Loader();
|
||||
frames = new MeshFrame[26];
|
||||
framesCount = loader.load(frames, t_subfolder, t_md2File, t_scale, t_invertT);
|
||||
position = t_initPos;
|
||||
setVerticesReference(getFacesCount(), frames[0].getVertices());
|
||||
setDefaultColor();
|
||||
isObjLoaded = true;
|
||||
}
|
||||
|
||||
/** Set's default object color + no transparency */
|
||||
void Mesh::setDefaultColor()
|
||||
{
|
||||
@@ -231,61 +262,43 @@ void Mesh::setDefaultColor()
|
||||
}
|
||||
|
||||
/** Calculates minimum and maximum X, Y, Z of this 3D objects vertices + current position */
|
||||
void Mesh::getMinMax(Vector3 *t_min, Vector3 *t_max)
|
||||
// void Mesh::getMinMax(Vector3 *t_min, Vector3 *t_max)
|
||||
// {
|
||||
// Vector3 calc = Vector3();
|
||||
// u8 isInitialized = 0;
|
||||
// for (u32 i = 0; i < 8; i++)
|
||||
// {
|
||||
// getFarthestVertex(&calc, i);
|
||||
// if (isInitialized == 0)
|
||||
// {
|
||||
// isInitialized = 1;
|
||||
// t_min->set(calc);
|
||||
// t_max->set(calc);
|
||||
// }
|
||||
|
||||
// if (t_min->x > calc.x)
|
||||
// t_min->x = calc.x;
|
||||
// if (calc.x > t_max->x)
|
||||
// t_max->x = calc.x;
|
||||
|
||||
// if (t_min->y > calc.y)
|
||||
// t_min->y = calc.y;
|
||||
// if (calc.y > t_max->y)
|
||||
// t_max->y = calc.y;
|
||||
|
||||
// if (t_min->z > calc.z)
|
||||
// t_min->z = calc.z;
|
||||
// if (calc.z > t_max->z)
|
||||
// t_max->z = calc.z;
|
||||
// }
|
||||
// }
|
||||
|
||||
void Mesh::getCurrentBoundingBoxVertex(Vector3 &o_result, const u32 &t_index)
|
||||
{
|
||||
Vector3 calc = Vector3();
|
||||
u8 isInitialized = 0;
|
||||
for (u32 i = 0; i < 8; i++)
|
||||
{
|
||||
getFarthestVertex(&calc, i);
|
||||
if (isInitialized == 0)
|
||||
{
|
||||
isInitialized = 1;
|
||||
t_min->set(calc);
|
||||
t_max->set(calc);
|
||||
}
|
||||
|
||||
if (t_min->x > calc.x)
|
||||
t_min->x = calc.x;
|
||||
if (calc.x > t_max->x)
|
||||
t_max->x = calc.x;
|
||||
|
||||
if (t_min->y > calc.y)
|
||||
t_min->y = calc.y;
|
||||
if (calc.y > t_max->y)
|
||||
t_max->y = calc.y;
|
||||
|
||||
if (t_min->z > calc.z)
|
||||
t_min->z = calc.z;
|
||||
if (calc.z > t_max->z)
|
||||
t_max->z = calc.z;
|
||||
}
|
||||
}
|
||||
|
||||
void Mesh::playAnimation(u32 t_startFrame, u32 t_endFrame)
|
||||
{
|
||||
if (framesCount > 1)
|
||||
{
|
||||
if (t_endFrame >= framesCount)
|
||||
PRINT_ERR("End frame value is too high. Valid range: (0, getFramesCount()-1)");
|
||||
animState.startFrame = t_startFrame;
|
||||
animState.endFrame = t_endFrame;
|
||||
}
|
||||
else if (framesCount == 0)
|
||||
PRINT_ERR("Cant play animation, because no mesh data was loaded!");
|
||||
else if (framesCount == 1)
|
||||
PRINT_ERR("Cant play animation, because this mesh have only one frame.");
|
||||
}
|
||||
|
||||
/** Returns next farthest vertex of 3D object
|
||||
* @param offset Max 8 (because, box have 8 corners)
|
||||
*/
|
||||
void Mesh::getFarthestVertex(Vector3 *o_result, int t_offset)
|
||||
{
|
||||
// TODO current frame
|
||||
o_result->x = frames[animState.currentFrame].getBoundingBox(t_offset).x + position.x;
|
||||
o_result->y = frames[animState.currentFrame].getBoundingBox(t_offset).y + position.y;
|
||||
o_result->z = frames[animState.currentFrame].getBoundingBox(t_offset).z + position.z;
|
||||
o_result.set(
|
||||
frames[animState.currentFrame].getBoundingBox(t_index).x + position.x,
|
||||
frames[animState.currentFrame].getBoundingBox(t_index).y + position.y,
|
||||
frames[animState.currentFrame].getBoundingBox(t_index).z + position.z);
|
||||
}
|
||||
|
||||
/** Sets texture level of details settings and CLUT settings */
|
||||
@@ -322,7 +335,7 @@ u8 Mesh::isInFrustum(Plane *t_frustumPlanes)
|
||||
// both inside and out of the frustum
|
||||
for (int y = 0; y < 8 && (boxIn == 0 || boxOut == 0); y++)
|
||||
{
|
||||
getFarthestVertex(&boxCalcTemp, y);
|
||||
getCurrentBoundingBoxVertex(boxCalcTemp, y);
|
||||
if (t_frustumPlanes[i].distanceTo(boxCalcTemp) < 0)
|
||||
boxOut++;
|
||||
else
|
||||
|
||||
@@ -95,7 +95,7 @@ void MeshFrame::calculateBoundingBox()
|
||||
{
|
||||
if (!_areVerticesAllocated)
|
||||
{
|
||||
PRINT_ERR("Can't calculate bounding box, because vertices was not allocated!");
|
||||
PRINT_ERR("Can't calculate bounding box, because vertices were not allocated!");
|
||||
return;
|
||||
}
|
||||
float lowX, lowY, lowZ, hiX, hiY, hiZ;
|
||||
|
||||
@@ -206,27 +206,20 @@ void Renderer::draw(Mesh *t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount)
|
||||
{
|
||||
beginFrameIfNeeded();
|
||||
// TODO VU1 send single list here
|
||||
if (!t_mesh->isObjLoaded && !t_mesh->isMd2Loaded)
|
||||
return;
|
||||
if (!t_mesh->isDataLoaded())
|
||||
PRINT_ERR("Can't draw, because no mesh data was loaded!");
|
||||
|
||||
u32 vertCount = t_mesh->getVertexCount();
|
||||
VECTOR *vertices = new VECTOR[vertCount];
|
||||
VECTOR *normals = new VECTOR[vertCount];
|
||||
VECTOR *coordinates = new VECTOR[vertCount];
|
||||
if (t_mesh->isObjLoaded)
|
||||
|
||||
if (t_mesh->animState.currentFrame != t_mesh->animState.nextFrame)
|
||||
t_mesh->animate();
|
||||
for (u32 i = 0; i < t_mesh->getMaterialsCount(); i++)
|
||||
{
|
||||
if (t_mesh->animState.startFrame != t_mesh->animState.endFrame)
|
||||
t_mesh->animate();
|
||||
for (u32 i = 0; i < t_mesh->getMaterialsCount(); i++)
|
||||
{
|
||||
changeTexture(t_mesh, t_mesh->getMaterial(i).getId());
|
||||
vertCount = t_mesh->getDrawData(i, vertices, normals, coordinates, *renderData.cameraPosition);
|
||||
vifSender->drawMesh(&renderData, perspective, vertCount, vertices, normals, coordinates, t_mesh, t_bulbs, t_bulbsCount, &textureBuffer);
|
||||
}
|
||||
}
|
||||
else if (t_mesh->isMd2Loaded)
|
||||
{
|
||||
changeTexture(t_mesh, 0);
|
||||
vertCount = t_mesh->getDrawData(0, vertices, normals, coordinates, *renderData.cameraPosition);
|
||||
changeTexture(t_mesh, t_mesh->getMaterial(i).getId());
|
||||
vertCount = t_mesh->getDrawData(i, vertices, normals, coordinates, *renderData.cameraPosition);
|
||||
vifSender->drawMesh(&renderData, perspective, vertCount, vertices, normals, coordinates, t_mesh, t_bulbs, t_bulbsCount, &textureBuffer);
|
||||
}
|
||||
delete[] vertices;
|
||||
|
||||
Reference in New Issue
Block a user