removed md2_model
This commit is contained in:
@@ -11,7 +11,7 @@
|
||||
#ifndef _TYRA_MD2_LOADER_
|
||||
#define _TYRA_MD2_LOADER_
|
||||
|
||||
#include "../models/md2_model.hpp"
|
||||
#include "../models/mesh_frame.hpp"
|
||||
#include <stdio.h>
|
||||
|
||||
// magic number "IDP2" or 844121161
|
||||
@@ -83,7 +83,8 @@ public:
|
||||
MD2Loader();
|
||||
~MD2Loader();
|
||||
|
||||
void load(MD2Model *o_result, char *t_fileName, float t_scale);
|
||||
/** Returns frames count */
|
||||
u32 load(MeshFrame *o_result, char *t_subpath, char *t_nameWithoutExtension, float t_scale, u8 t_invertT);
|
||||
|
||||
private:
|
||||
};
|
||||
|
||||
@@ -22,6 +22,10 @@ public:
|
||||
ObjLoader();
|
||||
~ObjLoader();
|
||||
|
||||
/** Parse .obj file, allocate output data and store it. Multitexture support
|
||||
* Notice: At this moment textures names are MATERIAL names from .obj file!
|
||||
* Notice 2: Faces MUST be triangulated (check out blender export settings).
|
||||
*/
|
||||
void load(MeshFrame *o_result, char *t_fileName, float t_scale, u8 t_invertT);
|
||||
|
||||
private:
|
||||
|
||||
@@ -1,48 +0,0 @@
|
||||
/*
|
||||
# ______ ____ ___
|
||||
# | \/ ____| |___|
|
||||
# | | | \ | |
|
||||
#-----------------------------------------------------------------------
|
||||
# Copyright 2020, tyra - https://github.com/h4570/tyra
|
||||
# Licenced under Apache License 2.0
|
||||
# Sandro Sobczyński <sandro.sobczynski@gmail.com>
|
||||
*/
|
||||
|
||||
#ifndef _TYRA_MD2_MODEL_
|
||||
#define _TYRA_MD2_MODEL_
|
||||
|
||||
#include <tamtypes.h>
|
||||
#include <math3d.h>
|
||||
#include "math/vector3.hpp"
|
||||
#include "math/point.hpp"
|
||||
#include "./anim_state.hpp"
|
||||
|
||||
typedef struct
|
||||
{
|
||||
u16 verticeIndexes[3];
|
||||
u16 coordIndexes[3];
|
||||
} MD2Triangle;
|
||||
|
||||
/** Class which have common types for all 3D objects */
|
||||
class MD2Model
|
||||
{
|
||||
|
||||
public:
|
||||
u32 verticesPerFrameCount, framesCount, coordinatesCount, trianglesCount;
|
||||
Vector3 *vertices __attribute__((aligned(16)));
|
||||
Point *coordinates;
|
||||
u32 *normalIndexes;
|
||||
MD2Triangle *triangles;
|
||||
AnimState animState;
|
||||
/** File name without extension */
|
||||
char *filename;
|
||||
MD2Model(char *t_md2File);
|
||||
~MD2Model();
|
||||
u32 getCurrentFrameData(VECTOR *o_vertices, VECTOR *o_normals, VECTOR *o_coordinates, Vector3 &t_cameraPos, float t_scale, u8 t_shouldBeBackfaceCulled);
|
||||
void allocateMemory();
|
||||
|
||||
private:
|
||||
Vector3 calc3Vectors[3];
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -8,18 +8,18 @@
|
||||
# Sandro Sobczyński <sandro.sobczynski@gmail.com>
|
||||
*/
|
||||
|
||||
#ifndef _TYRA_OBJECT3D_
|
||||
#define _TYRA_OBJECT3D_
|
||||
#ifndef _TYRA_MESH_
|
||||
#define _TYRA_MESH_
|
||||
|
||||
#include "math/vector3.hpp"
|
||||
#include "math/plane.hpp"
|
||||
#include "md2_model.hpp"
|
||||
#include "./mesh_texture.hpp"
|
||||
#include "./mesh_frame.hpp"
|
||||
#include <tamtypes.h>
|
||||
#include <draw_types.h>
|
||||
#include <draw_buffers.h>
|
||||
#include <draw_sampling.h>
|
||||
#include "./anim_state.hpp"
|
||||
|
||||
/** Class which have common types for all 3D objects */
|
||||
class Mesh
|
||||
@@ -29,7 +29,6 @@ public:
|
||||
Vector3 position, rotation;
|
||||
u8 shouldBeLighted, shouldBeBackfaceCulled, shouldBeFrustumCulled;
|
||||
|
||||
MD2Model *md2;
|
||||
float scale;
|
||||
color_t color;
|
||||
|
||||
@@ -38,14 +37,13 @@ public:
|
||||
|
||||
void loadObj(char *t_subfolder, char *t_objFile, Vector3 &t_initPos, float t_scale, u16 t_framesCount, u8 t_invertT);
|
||||
// void setObj(Vector3 &t_initPos); // TODO
|
||||
void loadDff(char *t_subfolder, char *t_dffFile, Vector3 &t_initPos, float t_scale);
|
||||
void loadDff(char *t_subfolder, char *t_dffFile, Vector3 &t_initPos, float t_scale, u8 t_invertT);
|
||||
// void setDff(Vector3 &t_initPos, DffModel *t_dffModel);
|
||||
void loadMD2(char *t_subfolder, char *t_md2File, Vector3 &t_initPos, float t_scale);
|
||||
void loadMD2(char *t_subfolder, char *t_md2File, Vector3 &t_initPos, float t_scale, u8 t_invertT);
|
||||
void getMinMax(Vector3 *t_min, Vector3 *t_max);
|
||||
void playAnimation(u32 t_startFrame, u32 t_endFrame);
|
||||
u32 getVertexCount();
|
||||
void setAnimSpeed(float t_value);
|
||||
u32 getDrawData(u32 splitIndex, VECTOR *t_vertices, VECTOR *t_normals, VECTOR *t_coordinates, Vector3 &t_cameraPos);
|
||||
u8 isInFrustum(Plane *t_frustumPlanes);
|
||||
|
||||
u8 isMd2Loaded, isObjLoaded, isSpecInitialized;
|
||||
@@ -60,7 +58,7 @@ public:
|
||||
MeshFrame *frames;
|
||||
AnimState animState;
|
||||
void animate();
|
||||
u32 getDrawData(u32 t_materialIndex, VECTOR *o_vertices, VECTOR *o_normals, VECTOR *o_coordinates, Vector3 &t_cameraPos, float t_scale, u8 t_shouldBeBackfaceCulled);
|
||||
u32 getDrawData(u32 t_materialIndex, VECTOR *o_vertices, VECTOR *o_normals, VECTOR *o_coordinates, Vector3 &t_cameraPos);
|
||||
u32 getFacesCount();
|
||||
u8 isMemoryAllocated;
|
||||
|
||||
@@ -84,9 +82,7 @@ private:
|
||||
void setDefaultWrapSettings(texwrap_t &t_wrapSettings);
|
||||
u32 verticesCount;
|
||||
Vector3 *vertices;
|
||||
void loadTextures(char *t_subfolder, char *t_extension);
|
||||
void setVerticesReference(u32 t_verticesCount, Vector3 *t_verticesRef);
|
||||
void createSpecIfNotCreated();
|
||||
void setDefaultColor();
|
||||
void getFarthestVertex(Vector3 *o_result, int t_offset);
|
||||
};
|
||||
|
||||
@@ -15,7 +15,22 @@
|
||||
#include <math3d.h>
|
||||
#include <stdio.h>
|
||||
|
||||
class Debug
|
||||
{
|
||||
public:
|
||||
static void errTrap(char *t_text, char *t_file)
|
||||
{
|
||||
printf("\n");
|
||||
printf("====================================\n");
|
||||
printf("| ERROR: %s\n", t_text);
|
||||
printf("| File : %s\n", t_file);
|
||||
printf("====================================\n\n");
|
||||
for (;;)
|
||||
;
|
||||
}
|
||||
};
|
||||
|
||||
#define PRINT_LOG(TEXT) printf("LOG: " TEXT " (" __FILE__ ")\n")
|
||||
#define PRINT_ERR(TEXT) printf("\n====================================\n| ERROR: " TEXT "\n| File : " __FILE__ "\n====================================\n\n")
|
||||
#define PRINT_ERR(TEXT) Debug::errTrap(TEXT, __FILE__)
|
||||
|
||||
#endif
|
||||
|
||||
@@ -61,8 +61,8 @@ void DffLoader::convert(MeshFrame *frames, RwClump &t_clump, u8 t_invertT)
|
||||
MeshFrame *frame = &frames[0];
|
||||
u32 vertNormalStCount = GEOMETRY.data.dataHeader.vertexCount;
|
||||
frame->allocateVertices(vertNormalStCount);
|
||||
frame->allocateNormals(vertNormalStCount);
|
||||
frame->allocateSTs(vertNormalStCount);
|
||||
frame->allocateNormals(vertNormalStCount); // can be optimized
|
||||
frame->allocateSTs(vertNormalStCount); // can be optimized
|
||||
|
||||
Vector3 tempVec = Vector3();
|
||||
Point tempPoint = Point();
|
||||
|
||||
@@ -10,7 +10,9 @@
|
||||
|
||||
#include "../include/loaders/md2_loader.hpp"
|
||||
|
||||
#include "../include/utils/string.hpp"
|
||||
#include "../include/utils/debug.hpp"
|
||||
#include "../include/loaders/anorms.hpp"
|
||||
#include "../include/models/math/vector3.hpp"
|
||||
#include "../include/models/math/point.hpp"
|
||||
#include <string.h>
|
||||
@@ -29,100 +31,120 @@ MD2Loader::~MD2Loader() {}
|
||||
// ----
|
||||
|
||||
/** Load, parse .obj file and load data into given MeshSpec */
|
||||
void MD2Loader::load(MD2Model *o_result, char *t_filename, float t_scale)
|
||||
u32 MD2Loader::load(MeshFrame *o_result, char *t_subpath, char *t_nameWithoutExtension, float t_scale, u8 t_invertT)
|
||||
{
|
||||
PRINT_LOG("Loading new MD2 file");
|
||||
char *part1 = String::createConcatenated(t_subpath, t_nameWithoutExtension);
|
||||
char *finalPath = String::createConcatenated(part1, ".md2"); // "folder/object.md2"
|
||||
delete[] part1;
|
||||
|
||||
PRINT_LOG("Loading new MD2 file");
|
||||
md2_t header; // md2 header
|
||||
|
||||
char *buffer; // buffer storing frame data
|
||||
|
||||
FILE *file = fopen(t_filename, "rb");
|
||||
FILE *file = fopen(finalPath, "rb");
|
||||
|
||||
if (file == NULL)
|
||||
{
|
||||
PRINT_ERR("Failed to load .md2 file!");
|
||||
return 0;
|
||||
}
|
||||
|
||||
fread((char *)&header, sizeof(md2_t), 1, file);
|
||||
|
||||
if ((header.ident != MD2_IDENT) && (header.version != MD2_VERSION))
|
||||
{
|
||||
PRINT_ERR("This MD2 file was not in correct format!");
|
||||
return 0;
|
||||
}
|
||||
|
||||
o_result->framesCount = header.num_frames;
|
||||
o_result->verticesPerFrameCount = header.num_xyz;
|
||||
o_result->coordinatesCount = header.num_st;
|
||||
o_result->trianglesCount = header.num_tris;
|
||||
u32 framesCount = header.num_frames;
|
||||
u32 vertexCount = header.num_xyz;
|
||||
u32 stsCount = header.num_st;
|
||||
u32 trianglesCount = header.num_tris;
|
||||
|
||||
printf("MD2 - Frames: %d\n", header.num_frames);
|
||||
printf("MD2 - Vert: %d\n", header.num_xyz);
|
||||
printf("MD2 - Tris: %d\n", header.num_tris);
|
||||
printf("MD2 - STs: %d\n", header.num_st);
|
||||
printf("MD2 - Skin W:%d H: %d\n", header.skinwidth, header.skinheight);
|
||||
// o_result = new MeshFrame[framesCount];
|
||||
|
||||
o_result->allocateMemory();
|
||||
|
||||
buffer = new char[o_result->framesCount * header.framesize];
|
||||
buffer = new char[framesCount * header.framesize];
|
||||
fseek(file, header.ofs_frames, SEEK_SET);
|
||||
fread((char *)buffer, o_result->framesCount * header.framesize, 1, file);
|
||||
fread((char *)buffer, framesCount * header.framesize, 1, file);
|
||||
|
||||
frame_t *frame; // temporary vars
|
||||
Vector3 *ptrVerts;
|
||||
u32 *ptrNormals;
|
||||
// vertex array initialization
|
||||
for (u32 j = 0; j < o_result->framesCount; j++)
|
||||
Vector3 tempVec = Vector3();
|
||||
|
||||
for (u32 j = 0; j < framesCount; j++)
|
||||
{
|
||||
o_result[j].allocateVertices(vertexCount);
|
||||
o_result[j].allocateNormals(vertexCount); // can be optimized
|
||||
o_result[j].allocateSTs(stsCount);
|
||||
o_result[j].allocateMaterials(1);
|
||||
printf("Materials count:%d\n", o_result[j].getMaterialsCount());
|
||||
o_result[j].getMaterial(0).allocateFaces(trianglesCount * 3);
|
||||
o_result[j].getMaterial(0).setName(t_nameWithoutExtension);
|
||||
|
||||
frame = (frame_t *)&buffer[header.framesize * j];
|
||||
ptrVerts = &o_result->vertices[o_result->verticesPerFrameCount * j];
|
||||
ptrNormals = &o_result->normalIndexes[o_result->verticesPerFrameCount * j];
|
||||
|
||||
for (u32 i = 0; i < o_result->verticesPerFrameCount; i++)
|
||||
for (u32 i = 0; i < vertexCount; i++)
|
||||
{
|
||||
ptrVerts[i].x = ((frame->verts[i].v[0] * frame->scale[0]) + frame->translate[0]) * t_scale;
|
||||
ptrVerts[i].y = ((frame->verts[i].v[1] * frame->scale[1]) + frame->translate[1]) * t_scale;
|
||||
ptrVerts[i].z = ((frame->verts[i].v[2] * frame->scale[2]) + frame->translate[2]) * t_scale;
|
||||
tempVec.set(
|
||||
((frame->verts[i].v[0] * frame->scale[0]) + frame->translate[0]) * t_scale,
|
||||
((frame->verts[i].v[1] * frame->scale[1]) + frame->translate[1]) * t_scale,
|
||||
((frame->verts[i].v[2] * frame->scale[2]) + frame->translate[2]) * t_scale);
|
||||
o_result[j].setVertex(i, tempVec);
|
||||
|
||||
ptrNormals[i] = frame->verts[i].lightnormalindex;
|
||||
tempVec.set(
|
||||
ANORMS[frame->verts[i].lightnormalindex][0],
|
||||
ANORMS[frame->verts[i].lightnormalindex][1],
|
||||
ANORMS[frame->verts[i].lightnormalindex][2]);
|
||||
o_result[j].setNormal(i, tempVec);
|
||||
}
|
||||
if (j == o_result->framesCount - 1)
|
||||
printf("Last frame, last vert: X:%f Y:%f Z:%f\n",
|
||||
ptrVerts[o_result->verticesPerFrameCount - 1].x,
|
||||
ptrVerts[o_result->verticesPerFrameCount - 1].y,
|
||||
ptrVerts[o_result->verticesPerFrameCount - 1].z);
|
||||
}
|
||||
delete[] buffer;
|
||||
|
||||
buffer = new char[o_result->coordinatesCount * sizeof(texCoord_t)];
|
||||
buffer = new char[stsCount * sizeof(texCoord_t)];
|
||||
fseek(file, header.ofs_st, SEEK_SET);
|
||||
fread((char *)buffer, o_result->coordinatesCount * sizeof(texCoord_t), 1, file);
|
||||
fread((char *)buffer, stsCount * sizeof(texCoord_t), 1, file);
|
||||
|
||||
Point tempPoint = Point();
|
||||
texCoord_t *texCoord;
|
||||
for (u32 i = 0; i < o_result->coordinatesCount; i++)
|
||||
for (u32 i = 0; i < stsCount; i++)
|
||||
{
|
||||
texCoord = (texCoord_t *)&buffer[sizeof(texCoord_t) * i];
|
||||
o_result->coordinates[i].x = (float)texCoord->s / header.skinwidth;
|
||||
o_result->coordinates[i].y = (float)texCoord->t / header.skinheight;
|
||||
tempPoint.set(
|
||||
(float)texCoord->s / header.skinwidth,
|
||||
(float)texCoord->t / header.skinheight);
|
||||
if (t_invertT)
|
||||
tempPoint.y = 1.0F - tempPoint.y;
|
||||
for (u32 j = 0; j < framesCount; j++)
|
||||
o_result[j].setST(i, tempPoint);
|
||||
}
|
||||
delete[] buffer;
|
||||
|
||||
printf("Last tex coord(%d): S:%f T:%f\n",
|
||||
o_result->coordinatesCount,
|
||||
o_result->coordinates[o_result->coordinatesCount - 1].x,
|
||||
o_result->coordinates[o_result->coordinatesCount - 1].y);
|
||||
|
||||
buffer = new char[o_result->trianglesCount * sizeof(triangle_t)];
|
||||
buffer = new char[trianglesCount * sizeof(triangle_t)];
|
||||
fseek(file, header.ofs_tris, SEEK_SET);
|
||||
fread((char *)buffer, o_result->trianglesCount * sizeof(triangle_t), 1, file);
|
||||
fread((char *)buffer, trianglesCount * sizeof(triangle_t), 1, file);
|
||||
|
||||
triangle_t *triangle; // temporary var
|
||||
// vertex array initialization
|
||||
for (u32 i = 0; i < o_result->trianglesCount; i++)
|
||||
for (u32 i = 0; i < trianglesCount; i++)
|
||||
{
|
||||
triangle = (triangle_t *)&buffer[sizeof(triangle_t) * i];
|
||||
for (u8 j = 0; j < 3; j++)
|
||||
{
|
||||
o_result->triangles[i].verticeIndexes[j] = triangle->index_xyz[j];
|
||||
o_result->triangles[i].coordIndexes[j] = triangle->index_st[j];
|
||||
for (u32 x = 0; x < framesCount; x++)
|
||||
{
|
||||
o_result[x].getMaterial(0).setVertexFace((i * 3) + j, triangle->index_xyz[j]);
|
||||
o_result[x].getMaterial(0).setSTFace((i * 3) + j, triangle->index_st[j]);
|
||||
o_result[x].getMaterial(0).setNormalFace((i * 3) + j, triangle->index_xyz[j]);
|
||||
}
|
||||
}
|
||||
}
|
||||
delete[] buffer;
|
||||
|
||||
fclose(file);
|
||||
PRINT_LOG("MD2 file loaded!");
|
||||
|
||||
delete[] finalPath;
|
||||
return framesCount;
|
||||
}
|
||||
|
||||
@@ -26,10 +26,6 @@ ObjLoader::~ObjLoader() {}
|
||||
// Methods
|
||||
// ----
|
||||
|
||||
/** Parse .obj file, allocate output data and store it. Multitexture support
|
||||
* Notice: At this moment textures names are MATERIAL names from .obj file!
|
||||
* Notice 2: Faces MUST be triangulated (check out blender export settings).
|
||||
*/
|
||||
void ObjLoader::load(MeshFrame *o_result, char *t_filename, float t_scale, u8 t_invertT)
|
||||
{
|
||||
FILE *file = fopen(t_filename, "rb");
|
||||
|
||||
@@ -1,124 +0,0 @@
|
||||
/*
|
||||
# ______ ____ ___
|
||||
# | \/ ____| |___|
|
||||
# | | | \ | |
|
||||
#-----------------------------------------------------------------------
|
||||
# Copyright 2020, tyra - https://github.com/h4570/tyra
|
||||
# Licenced under Apache License 2.0
|
||||
# Sandro Sobczyński <sandro.sobczynski@gmail.com>
|
||||
*/
|
||||
|
||||
#include "../include/models/md2_model.hpp"
|
||||
|
||||
#include "../include/utils/anorms.hpp"
|
||||
#include "../include/utils/string.hpp"
|
||||
#include "../include/utils/debug.hpp"
|
||||
|
||||
// ----
|
||||
// Constructors/Destructors
|
||||
// ----
|
||||
|
||||
MD2Model::MD2Model(char *t_md2File)
|
||||
{
|
||||
filename = String::createWithoutExtension(t_md2File);
|
||||
|
||||
verticesPerFrameCount = 0;
|
||||
coordinatesCount = 0;
|
||||
trianglesCount = 0;
|
||||
framesCount = 0;
|
||||
|
||||
animState.startFrame = 0;
|
||||
animState.endFrame = 0;
|
||||
animState.interpolation = 0.0F;
|
||||
animState.animType = 0;
|
||||
animState.currentFrame = 0;
|
||||
animState.nextFrame = 0;
|
||||
animState.speed = 0.1F;
|
||||
|
||||
vertices = 0;
|
||||
coordinates = 0;
|
||||
normalIndexes = 0;
|
||||
triangles = 0;
|
||||
}
|
||||
|
||||
MD2Model::~MD2Model()
|
||||
{
|
||||
delete[] vertices;
|
||||
delete[] normalIndexes;
|
||||
delete[] coordinates;
|
||||
delete[] triangles;
|
||||
}
|
||||
|
||||
// ----
|
||||
// Methods
|
||||
// ----
|
||||
|
||||
u32 MD2Model::getCurrentFrameData(VECTOR *o_vertices, VECTOR *o_normals, VECTOR *o_coordinates, Vector3 &t_cameraPos, float t_scale, u8 t_shouldBeBackfaceCulled)
|
||||
{
|
||||
u32 i = 0;
|
||||
animState.interpolation += animState.speed;
|
||||
if (animState.interpolation >= 1.0F)
|
||||
{
|
||||
animState.interpolation = 0.0F;
|
||||
animState.currentFrame = animState.nextFrame;
|
||||
if (++animState.nextFrame > animState.endFrame)
|
||||
animState.nextFrame = animState.startFrame;
|
||||
}
|
||||
for (u32 iTri = 0; iTri < trianglesCount; iTri++)
|
||||
{
|
||||
for (u32 iVert = 0; iVert < 3; iVert++)
|
||||
{
|
||||
const u32 CURR_VERTICE =
|
||||
triangles[iTri].verticeIndexes[iVert] +
|
||||
(verticesPerFrameCount * animState.currentFrame);
|
||||
|
||||
if (animState.startFrame == animState.endFrame)
|
||||
{
|
||||
calc3Vectors[iVert].x = vertices[CURR_VERTICE].x * t_scale;
|
||||
calc3Vectors[iVert].y = vertices[CURR_VERTICE].y * t_scale;
|
||||
calc3Vectors[iVert].z = vertices[CURR_VERTICE].z * t_scale;
|
||||
}
|
||||
else
|
||||
{
|
||||
const u32 NEXT_VERTICE =
|
||||
triangles[iTri].verticeIndexes[iVert] +
|
||||
(verticesPerFrameCount * animState.nextFrame);
|
||||
calc3Vectors[iVert].setByLerp(vertices[CURR_VERTICE], vertices[NEXT_VERTICE], animState.interpolation, t_scale);
|
||||
}
|
||||
}
|
||||
if (!t_shouldBeBackfaceCulled || Vector3::shouldBeBackfaceCulled(&t_cameraPos, &calc3Vectors[2], &calc3Vectors[1], &calc3Vectors[0]) == 0)
|
||||
for (u32 iVert = 0; iVert < 3; iVert++)
|
||||
{
|
||||
const u32 CURR_VERTICE =
|
||||
triangles[iTri].verticeIndexes[iVert] +
|
||||
(verticesPerFrameCount * animState.currentFrame);
|
||||
|
||||
const u32 CURR_COORD = triangles[iTri].coordIndexes[iVert];
|
||||
|
||||
o_vertices[i][0] = calc3Vectors[iVert].x;
|
||||
o_vertices[i][1] = calc3Vectors[iVert].y;
|
||||
o_vertices[i][2] = calc3Vectors[iVert].z;
|
||||
o_vertices[i][3] = 1.0F;
|
||||
|
||||
o_normals[i][0] = ANORMS[normalIndexes[CURR_VERTICE]][0];
|
||||
o_normals[i][1] = ANORMS[normalIndexes[CURR_VERTICE]][1];
|
||||
o_normals[i][2] = ANORMS[normalIndexes[CURR_VERTICE]][2];
|
||||
o_normals[i][3] = 1.0F;
|
||||
|
||||
o_coordinates[i][0] = coordinates[CURR_COORD].x;
|
||||
o_coordinates[i][1] = 1.0F - coordinates[CURR_COORD].y;
|
||||
o_coordinates[i][2] = 1.0F;
|
||||
o_coordinates[i][3] = 1.0F;
|
||||
i++;
|
||||
}
|
||||
}
|
||||
return i;
|
||||
}
|
||||
|
||||
void MD2Model::allocateMemory()
|
||||
{
|
||||
vertices = new Vector3[verticesPerFrameCount * framesCount];
|
||||
normalIndexes = new u32[verticesPerFrameCount * framesCount];
|
||||
coordinates = new Point[coordinatesCount];
|
||||
triangles = new MD2Triangle[trianglesCount];
|
||||
}
|
||||
+26
-96
@@ -9,7 +9,6 @@
|
||||
*/
|
||||
|
||||
#include "../include/models/mesh.hpp"
|
||||
|
||||
#include "../include/loaders/obj_loader.hpp"
|
||||
#include "../include/loaders/md2_loader.hpp"
|
||||
#include "../include/loaders/dff_loader.hpp"
|
||||
@@ -33,6 +32,7 @@ Mesh::Mesh()
|
||||
isSpecInitialized = false;
|
||||
id = rand() % 1000000;
|
||||
scale = 1.0F;
|
||||
framesCount = 0;
|
||||
animState.startFrame = 0;
|
||||
animState.endFrame = 0;
|
||||
animState.interpolation = 0.0F;
|
||||
@@ -46,8 +46,6 @@ Mesh::Mesh()
|
||||
Mesh::~Mesh()
|
||||
{
|
||||
// TODO
|
||||
if (isMd2Loaded)
|
||||
delete md2;
|
||||
}
|
||||
|
||||
// ----
|
||||
@@ -74,8 +72,10 @@ void Mesh::animate()
|
||||
}
|
||||
}
|
||||
|
||||
u32 Mesh::getDrawData(u32 t_materialIndex, VECTOR *o_vertices, VECTOR *o_normals, VECTOR *o_coordinates, Vector3 &t_cameraPos, float t_scale, u8 t_shouldBeBackfaceCulled)
|
||||
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)
|
||||
@@ -87,9 +87,9 @@ u32 Mesh::getDrawData(u32 t_materialIndex, VECTOR *o_vertices, VECTOR *o_normals
|
||||
{
|
||||
for (u32 vertI = 0; vertI < 3; vertI++)
|
||||
if (animState.startFrame != animState.endFrame)
|
||||
calc3Vectors[vertI].setByLerp(CURR_VERT, NEXT_VERT, animState.interpolation, t_scale);
|
||||
calc3Vectors[vertI].setByLerp(CURR_VERT, NEXT_VERT, animState.interpolation, scale);
|
||||
|
||||
if (!t_shouldBeBackfaceCulled ||
|
||||
if (!shouldBeBackfaceCulled ||
|
||||
Vector3::shouldBeBackfaceCulled(&t_cameraPos, &calc3Vectors[2], &calc3Vectors[1], &calc3Vectors[0]))
|
||||
|
||||
for (u32 vertI = 0; vertI < 3; vertI++)
|
||||
@@ -123,43 +123,22 @@ 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)
|
||||
void Mesh::loadDff(char *t_subfolder, char *t_dffFile, Vector3 &t_initPos, float t_scale, u8 t_invertT)
|
||||
{
|
||||
createSpecIfNotCreated();
|
||||
DffLoader loader = DffLoader();
|
||||
char *dffPath = String::createConcatenated(t_subfolder, t_dffFile);
|
||||
framesCount = 1;
|
||||
frames = new MeshFrame[1];
|
||||
loader.load(frames, dffPath, t_scale, true);
|
||||
loader.load(frames, dffPath, t_scale, t_invertT);
|
||||
delete[] dffPath;
|
||||
position = t_initPos;
|
||||
setVerticesReference(getFacesCount(), frames[0].getVertices());
|
||||
setDefaultColor();
|
||||
isObjLoaded = true;
|
||||
// position = t_initPos;
|
||||
// setVerticesReference(
|
||||
// dff->clump.geometryList.geometries[0].data.dataHeader.vertexCount,
|
||||
// dff->clump.geometryList.geometries[0].data.vertexInformation);
|
||||
// setDefaultColor();
|
||||
// isDffLoaded = true;
|
||||
// loadTextures(t_subfolder, ".bmp");
|
||||
}
|
||||
|
||||
// void Mesh::setDff(Vector3 &t_initPos, DffModel *t_dffModel)
|
||||
// {
|
||||
// position = t_initPos;
|
||||
// isSpecInitialized = 1;
|
||||
// dff = t_dffModel;
|
||||
// setVerticesReference(
|
||||
// dff->clump.geometryList.geometries[0].data.dataHeader.vertexCount,
|
||||
// dff->clump.geometryList.geometries[0].data.vertexInformation);
|
||||
// setDefaultColor();
|
||||
// isDffLoaded = true;
|
||||
// }
|
||||
|
||||
void Mesh::loadObj(char *t_subfolder, char *t_objFile, Vector3 &t_initPos, float t_scale, u16 t_framesCount, u8 t_invertT)
|
||||
{
|
||||
createSpecIfNotCreated();
|
||||
ObjLoader loader = ObjLoader();
|
||||
framesCount = t_framesCount;
|
||||
frames = new MeshFrame[framesCount];
|
||||
@@ -195,26 +174,9 @@ void Mesh::loadObj(char *t_subfolder, char *t_objFile, Vector3 &t_initPos, float
|
||||
isObjLoaded = true;
|
||||
}
|
||||
|
||||
// void Mesh::setObj(Vector3 &t_initPos, ObjModel *t_objModel)
|
||||
// {
|
||||
// position = t_initPos;
|
||||
// isSpecInitialized = true;
|
||||
// obj = t_objModel;
|
||||
// setVerticesReference(getFacesCount(), frames[0].getVertices());
|
||||
// setDefaultColor();
|
||||
// isObjLoaded = true;
|
||||
// }
|
||||
|
||||
void Mesh::createSpecIfNotCreated()
|
||||
{
|
||||
}
|
||||
|
||||
void Mesh::setAnimSpeed(float t_value)
|
||||
{
|
||||
if (isMd2Loaded == 1)
|
||||
md2->animState.speed = t_value;
|
||||
else
|
||||
PRINT_ERR("Animation speed set is not possible, because no md2 3D model was loaded!");
|
||||
animState.speed = t_value;
|
||||
}
|
||||
|
||||
void Mesh::setVerticesReference(u32 t_verticesCount, Vector3 *t_verticesRef)
|
||||
@@ -225,13 +187,11 @@ void Mesh::setVerticesReference(u32 t_verticesCount, Vector3 *t_verticesRef)
|
||||
|
||||
u32 Mesh::getVertexCount()
|
||||
{
|
||||
if (isMd2Loaded)
|
||||
return md2->trianglesCount * 3;
|
||||
else if (isObjLoaded)
|
||||
if (framesCount > 0)
|
||||
return getFacesCount();
|
||||
else
|
||||
{
|
||||
PRINT_ERR("Can't get vertex count, because no 3D model was loaded!");
|
||||
PRINT_ERR("Can't get vertex count, because mesh data was loaded!");
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
@@ -246,47 +206,18 @@ void Mesh::setDefaultWrapSettings(texwrap_t &t_wrapSettings)
|
||||
// t_wrapSettings.minv = 0;
|
||||
}
|
||||
|
||||
void Mesh::loadTextures(char *t_subfolder, char *t_extension)
|
||||
/** 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)
|
||||
{
|
||||
BmpLoader bmpLoader = BmpLoader();
|
||||
if (isObjLoaded)
|
||||
{
|
||||
}
|
||||
else if (isMd2Loaded)
|
||||
{
|
||||
textures = new MeshTexture[1];
|
||||
bmpLoader.load(textures[0], t_subfolder, md2->filename, t_extension);
|
||||
// setDefaultWrapSettings(spec->textures[0].wrapSettings);
|
||||
}
|
||||
else
|
||||
PRINT_ERR("Can't load textures, because no 3D model was loaded!");
|
||||
}
|
||||
|
||||
// TODO refactor
|
||||
u32 Mesh::getDrawData(u32 splitIndex, VECTOR *t_vertices, VECTOR *t_normals, VECTOR *t_coordinates, Vector3 &t_cameraPos)
|
||||
{
|
||||
if (isMd2Loaded)
|
||||
return md2->getCurrentFrameData(t_vertices, t_normals, t_coordinates, t_cameraPos, scale, shouldBeBackfaceCulled);
|
||||
else if (isObjLoaded)
|
||||
return getDrawData(splitIndex, t_vertices, t_normals, t_coordinates, t_cameraPos, scale, shouldBeBackfaceCulled);
|
||||
PRINT_ERR("Can't get draw data, because no 3D model was loaded!");
|
||||
return 0;
|
||||
}
|
||||
|
||||
/** Set object position and specification */
|
||||
void Mesh::loadMD2(char *t_subfolder, char *t_md2File, Vector3 &t_initPos, float t_scale)
|
||||
{
|
||||
createSpecIfNotCreated();
|
||||
md2 = new MD2Model(t_md2File);
|
||||
MD2Loader loader = MD2Loader();
|
||||
frames = new MeshFrame[26];
|
||||
framesCount = loader.load(frames, t_subfolder, t_md2File, t_scale, t_invertT);
|
||||
position = t_initPos;
|
||||
char *md2Path = String::createConcatenated(t_subfolder, t_md2File);
|
||||
loader.load(md2, md2Path, t_scale);
|
||||
delete[] md2Path;
|
||||
setVerticesReference(md2->verticesPerFrameCount * md2->framesCount, md2->vertices);
|
||||
setVerticesReference(getFacesCount(), frames[0].getVertices());
|
||||
setDefaultColor();
|
||||
isMd2Loaded = true;
|
||||
loadTextures(t_subfolder, ".bmp");
|
||||
isObjLoaded = true;
|
||||
}
|
||||
|
||||
/** Set's default object color + no transparency */
|
||||
@@ -333,18 +264,17 @@ void Mesh::getMinMax(Vector3 *t_min, Vector3 *t_max)
|
||||
|
||||
void Mesh::playAnimation(u32 t_startFrame, u32 t_endFrame)
|
||||
{
|
||||
if (isMd2Loaded == 1)
|
||||
{
|
||||
md2->animState.startFrame = t_startFrame;
|
||||
md2->animState.endFrame = t_endFrame;
|
||||
}
|
||||
else if (isObjLoaded == 1)
|
||||
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
|
||||
PRINT_ERR("Animation is only supported in MD2/OBJ format!");
|
||||
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
|
||||
|
||||
@@ -201,8 +201,6 @@ void Renderer::draw(Mesh **t_meshes, u16 t_amount, LightBulb *t_bulbs, u16 t_bul
|
||||
draw(t_meshes[i], t_bulbs, t_bulbsCount);
|
||||
}
|
||||
|
||||
u8 once = true;
|
||||
|
||||
/** PATH1 Single + lighting */
|
||||
void Renderer::draw(Mesh *t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount)
|
||||
{
|
||||
@@ -221,12 +219,9 @@ void Renderer::draw(Mesh *t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount)
|
||||
for (u32 i = 0; i < t_mesh->getMaterialsCount(); i++)
|
||||
{
|
||||
changeTexture(t_mesh, t_mesh->getMaterial(i).getId());
|
||||
if (once)
|
||||
printf("Changing material to:%d\n", 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);
|
||||
}
|
||||
once = false;
|
||||
}
|
||||
else if (t_mesh->isMd2Loaded)
|
||||
{
|
||||
|
||||
@@ -5,7 +5,6 @@ EE_OBJS = \
|
||||
../../engine/models/math/plane.o \
|
||||
../../engine/models/math/point.o \
|
||||
../../engine/models/math/vector3.o \
|
||||
../../engine/models/md2_model.o \
|
||||
../../engine/models/mesh_frame.o \
|
||||
../../engine/models/mesh_material.o \
|
||||
../../engine/models/mesh.o \
|
||||
@@ -51,7 +50,7 @@ all: $(EE_BIN)
|
||||
$(EE_DVP) $< -o $@
|
||||
|
||||
clean:
|
||||
rm -f $(EE_BIN) $(EE_OBJS)
|
||||
rm -f $(EE_OBJS)
|
||||
|
||||
include $(PS2SDK)/samples/Makefile.pref
|
||||
include $(PS2SDK)/samples/Makefile.eeglobal
|
||||
|
||||
+28
-18
@@ -79,14 +79,23 @@ void Ari::onInit()
|
||||
texRepo = engine.renderer->getTextureRepository();
|
||||
// engine.audio.play();
|
||||
|
||||
Vector3 islandPos = Vector3(0.0F, 10.0F, 0.0F);
|
||||
island = new Mesh();
|
||||
island->rotation.x = -1.6F;
|
||||
island->loadDff("sunnyisl/", "sunnyisl.dff", islandPos, 0.1F);
|
||||
texRepo->addByMesh("sunnyisl/", *island);
|
||||
island->shouldBeFrustumCulled = false;
|
||||
// Vector3 islandPos = Vector3(0.0F, 10.0F, 0.0F);
|
||||
// island = new Mesh();
|
||||
// island->rotation.x = -1.6F;
|
||||
// island->loadDff("sunnyisl/", "sunnyisl.dff", islandPos, 0.1F);
|
||||
// texRepo->addByMesh("sunnyisl/", *island);
|
||||
// island->shouldBeFrustumCulled = false;
|
||||
// island->shouldBeBackfaceCulled = true;
|
||||
|
||||
test = new Mesh();
|
||||
Vector3 initPos = Vector3(0.00F, 00.00F, 0.00F);
|
||||
test->loadMD2("warrior/", "warrior", initPos, 0.2F, true);
|
||||
texRepo->addByMesh("warrior/", *test);
|
||||
test->rotation.x = -1.6F;
|
||||
test->playAnimation(0, 25);
|
||||
// test->shouldBeBackfaceCulled = false;
|
||||
// test->shouldBeFrustumCulled = false;
|
||||
|
||||
// islandAddons = new Mesh();
|
||||
// islandAddons->rotation.x = -1.6F;
|
||||
// islandAddons->loadDff("sunnyisl/", "sunnyisl3.dff", islandPos, 0.1F);
|
||||
@@ -104,18 +113,19 @@ void Ari::onInit()
|
||||
// test->playAnimation(0, 0);
|
||||
// test->shouldBeBackfaceCulled = true;
|
||||
|
||||
// TODO 1 - Merge dff/md2
|
||||
// TODO 2 - Refactor
|
||||
// TODO 3 - Destructor
|
||||
// TODO 4 - Mesh copy();
|
||||
// TODO 1 - Merge md2
|
||||
// TODO 2 - Refactor mesh, loaders
|
||||
// TODO 3 - const & in parameters
|
||||
// TODO 4 - Destructor
|
||||
// TODO 5 - Mesh copy();
|
||||
|
||||
// test->shouldBeFrustumCulled = true;
|
||||
|
||||
skybox = new Mesh();
|
||||
Vector3 skyboxPos = Vector3(0.0F, 10.0F, 0.0F);
|
||||
skybox->loadObj("skybox/", "skybox", skyboxPos, 80.0F, 1, false);
|
||||
skybox->shouldBeFrustumCulled = true;
|
||||
texRepo->addByMesh("skybox/", *skybox);
|
||||
// skybox = new Mesh();
|
||||
// Vector3 skyboxPos = Vector3(0.0F, 10.0F, 0.0F);
|
||||
// skybox->loadObj("skybox/", "skybox", skyboxPos, 80.0F, 1, false);
|
||||
// skybox->shouldBeFrustumCulled = true;
|
||||
// texRepo->addByMesh("skybox/", *skybox);
|
||||
|
||||
// waterFloors = new Mesh *[WATER_TILES_COUNT];
|
||||
// spirals = new Point[WATER_TILES_COUNT];
|
||||
@@ -153,9 +163,9 @@ void Ari::onUpdate()
|
||||
if (engine.pad.isCrossClicked)
|
||||
printf("FPS:%f\n", engine.fps);
|
||||
camera->update(engine.pad, player->mesh);
|
||||
// engine.renderer->draw(test);
|
||||
engine.renderer->draw(skybox);
|
||||
engine.renderer->draw(island);
|
||||
engine.renderer->draw(test);
|
||||
// engine.renderer->draw(skybox);
|
||||
// engine.renderer->draw(island);
|
||||
// engine.renderer->draw(islandAddons);
|
||||
// // engine.renderer->draw(&player->mesh);
|
||||
// for (u8 i = 0; i < WATER_TILES_COUNT; i++)
|
||||
|
||||
Reference in New Issue
Block a user