/* # ______ ____ ___ # | \/ ____| |___| # | | | \ | | #----------------------------------------------------------------------- # Copyright 2020, tyra - https://github.com/h4570/tyra # Licenced under Apache License 2.0 # Sandro Sobczyński */ #include "../include/models/mesh.hpp" #include "../include/loaders/obj_loader.hpp" #include "../include/loaders/md2_loader.hpp" #include "../include/loaders/dff_loader.hpp" #include "../include/loaders/bmp_loader.hpp" #include "../include/utils/debug.hpp" #include "../include/utils/string.hpp" // ---- // Constructors/Destructors // ---- Mesh::Mesh() { shouldBeFrustumCulled = true; shouldBeBackfaceCulled = false; shouldBeLighted = false; isMd2Loaded = false; isObjLoaded = false; isDffLoaded = false; isSpecInitialized = false; scale = 1.0F; } Mesh::~Mesh() { if (isMd2Loaded) delete md2; if (isObjLoaded) delete obj; if (isDffLoaded) delete dff; } // ---- // Methods // ---- void Mesh::loadDff(char *t_subfolder, char *t_dffFile, Vector3 &t_initPos, float t_scale) { createSpecIfNotCreated(); DffLoader loader = DffLoader(); dff = new DffModel(); char *dffPath = String::createConcatenated(t_subfolder, t_dffFile); loader.load(dff->clump, dffPath, t_scale); delete[] dffPath; 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"); spec->allocateTextureBuffer(spec->textures[0].width, spec->textures[0].height); // wtf? } void Mesh::setDff(Vector3 &t_initPos, DffModel *t_dffModel, MeshSpec *t_spec) { position = t_initPos; spec = t_spec; 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) { createSpecIfNotCreated(); ObjLoader loader = ObjLoader(); obj = new ObjModel(t_objFile); char *objPath = String::createConcatenated(t_subfolder, t_objFile); loader.load(obj, objPath, t_scale); delete[] objPath; position = t_initPos; setVerticesReference(obj->facesCount, obj->vertices); setDefaultColor(); isObjLoaded = true; loadTextures(t_subfolder, ".bmp"); spec->allocateTextureBuffer(spec->textures[0].width, spec->textures[0].height); // wtf? } void Mesh::setObj(Vector3 &t_initPos, ObjModel *t_objModel, MeshSpec *t_spec) { position = t_initPos; spec = t_spec; isSpecInitialized = true; obj = t_objModel; setVerticesReference(obj->facesCount, obj->vertices); setDefaultColor(); isObjLoaded = true; } void Mesh::createSpecIfNotCreated() { if (!isSpecInitialized) { isSpecInitialized = true; spec = new MeshSpec(); } } 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!"); } void Mesh::setVerticesReference(u32 t_verticesCount, Vector3 *t_verticesRef) { verticesCount = t_verticesCount; vertices = t_verticesRef; computeBoundingBox(); } u32 Mesh::getVertexCount() { if (isMd2Loaded) return md2->trianglesCount * 3; else if (isObjLoaded) return obj->facesCount; else if (isDffLoaded) return dff->clump.geometryList.geometries[0].data.dataHeader.triangleCount * 3; else { PRINT_ERR("Can't get vertex count, because no 3D model was loaded!"); return 0; } } 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; } void Mesh::loadTextures(char *t_subfolder, char *t_extension) { BmpLoader bmpLoader = BmpLoader(); if (isMd2Loaded || isObjLoaded) { spec->textures = new Texture[1]; if (isMd2Loaded) bmpLoader.load(spec->textures[0], t_subfolder, md2->filename, t_extension); if (isObjLoaded) bmpLoader.load(spec->textures[0], t_subfolder, obj->filename, t_extension); setDefaultWrapSettings(spec->textures[0].wrapSettings); } else if (isDffLoaded) { spec->textures = new Texture[dff->clump.geometryList.geometries[0].materialList.data.materialCount]; for (u8 i = 0; i < dff->clump.geometryList.geometries[0].materialList.data.materialCount; i++) for (u8 j = 0; j < dff->clump.geometryList.geometries[0].materialList.materials[i].data.textureCount; j++) { bmpLoader.load(spec->textures[i], t_subfolder, dff->clump.geometryList.geometries[0].materialList.materials[i].textures[j].textureName.text, t_extension); setDefaultWrapSettings(spec->textures[i].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, VECTOR *t_colors, Vector3 &t_cameraPos) { if (isMd2Loaded) return md2->getCurrentFrameData(t_vertices, t_normals, t_coordinates, t_colors, t_cameraPos, scale, shouldBeBackfaceCulled); else if (isObjLoaded) return obj->getDrawData(t_vertices, t_normals, t_coordinates, t_colors, t_cameraPos, scale, shouldBeBackfaceCulled); else if (isDffLoaded) return dff->getDrawData(splitIndex, t_vertices, t_normals, t_coordinates, t_colors, 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(); 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); setDefaultColor(); isMd2Loaded = true; loadTextures(t_subfolder, ".bmp"); spec->allocateTextureBuffer(spec->textures[0].width, spec->textures[0].height); // wtf? } /** Set's default object color + no transparency */ void Mesh::setDefaultColor() { color.r = 0x80; color.g = 0x80; color.b = 0x80; color.a = 0x80; color.q = 1.0F; } /** Calculates minimum and maximum X, Y, Z of this 3D objects vertices + current position */ 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::playAnimation(u32 t_startFrame, u32 t_endFrame) { if (isMd2Loaded == 1) { md2->animState.startFrame = t_startFrame; md2->animState.endFrame = t_endFrame; } else PRINT_ERR("Animation is only supported in MD2 format!"); } /** 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) { o_result->x = boxVertices[t_offset].x + position.x; o_result->y = boxVertices[t_offset].y + position.y; o_result->z = boxVertices[t_offset].z + position.z; } /** Check if box is visible in view frustum */ u8 Mesh::isInFrustum(Plane *t_frustumPlanes) { Vector3 boxCalcTemp; int boxResult = 1, boxIn = 0, boxOut = 0; for (int i = 0; i < 6; i++) { boxOut = 0; boxIn = 0; // for each corner of the box do ... // get out of the cycle as soon as a box as corners // both inside and out of the frustum for (int y = 0; y < 8 && (boxIn == 0 || boxOut == 0); y++) { getFarthestVertex(&boxCalcTemp, y); if (t_frustumPlanes[i].distanceTo(boxCalcTemp) < 0) boxOut++; else boxIn++; } //if all corners are out if (boxIn == 0) return 0; else if (boxOut) boxResult = 1; } return boxResult; } /** Compute 8 farthest corners for intersection check */ void Mesh::computeBoundingBox() { float lowX, lowY, lowZ, hiX, hiY, hiZ; lowX = hiX = vertices[0].x; lowY = hiY = vertices[0].y; lowZ = hiZ = vertices[0].z; for (u32 i = 0; i < verticesCount; i++) { if (lowX > vertices[i].x) lowX = vertices[i].x; if (hiX < vertices[i].x) hiX = vertices[i].x; if (lowY > vertices[i].y) lowY = vertices[i].y; if (hiY < vertices[i].y) hiY = vertices[i].y; if (lowZ > vertices[i].z) lowZ = vertices[i].z; if (hiZ < vertices[i].z) hiZ = vertices[i].z; } boxVertices[0].set(lowX, lowY, lowZ); boxVertices[1].set(lowX, lowY, hiZ); boxVertices[2].set(lowX, hiY, lowZ); boxVertices[3].set(lowX, hiY, hiZ); boxVertices[4].set(hiX, lowY, lowZ); boxVertices[5].set(hiX, lowY, hiZ); boxVertices[6].set(hiX, hiY, lowZ); boxVertices[7].set(hiX, hiY, hiZ); }