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https://github.com/minetest/irrlicht.git
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36fc0bc8d2
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6475 dfc29bdd-3216-0410-991c-e03cc46cb475
1680 lines
45 KiB
C++
1680 lines
45 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt / Fabio Concas / Thomas Alten
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#include "IrrCompileConfig.h"
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#ifdef _IRR_COMPILE_WITH_HALFLIFE_LOADER_
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#include "CAnimatedMeshHalfLife.h"
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#include "os.h"
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#include "CColorConverter.h"
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#include "CImage.h"
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#include "coreutil.h"
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#include "SMeshBuffer.h"
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#include "IVideoDriver.h"
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#include "IFileSystem.h"
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namespace irr
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{
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namespace scene
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{
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using namespace video;
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void AngleQuaternion(const core::vector3df& angles, vec4_hl quaternion)
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{
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// FIXME: rescale the inputs to 1/2 angle
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double angle = angles.Z * 0.5;
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const double sy = sin(angle);
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const double cy = cos(angle);
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angle = angles.Y * 0.5;
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const double sp = sin(angle);
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const double cp = cos(angle);
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angle = angles.X * 0.5;
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const double sr = sin(angle);
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const double cr = cos(angle);
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quaternion[0] = (irr::f32)(sr*cp*cy-cr*sp*sy); // X
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quaternion[1] = (irr::f32)(cr*sp*cy+sr*cp*sy); // Y
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quaternion[2] = (irr::f32)(cr*cp*sy-sr*sp*cy); // Z
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quaternion[3] = (irr::f32)(cr*cp*cy+sr*sp*sy); // W
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}
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void QuaternionMatrix( const vec4_hl quaternion, f32 (*matrix)[4] )
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{
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matrix[0][0] = 1.f - 2.f * quaternion[1] * quaternion[1] - 2.f * quaternion[2] * quaternion[2];
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matrix[1][0] = 2.f * quaternion[0] * quaternion[1] + 2.f * quaternion[3] * quaternion[2];
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matrix[2][0] = 2.f * quaternion[0] * quaternion[2] - 2.f * quaternion[3] * quaternion[1];
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matrix[0][1] = 2.f * quaternion[0] * quaternion[1] - 2.f * quaternion[3] * quaternion[2];
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matrix[1][1] = 1.f - 2.f * quaternion[0] * quaternion[0] - 2.f * quaternion[2] * quaternion[2];
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matrix[2][1] = 2.f * quaternion[1] * quaternion[2] + 2.f * quaternion[3] * quaternion[0];
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matrix[0][2] = 2.f * quaternion[0] * quaternion[2] + 2.f * quaternion[3] * quaternion[1];
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matrix[1][2] = 2.f * quaternion[1] * quaternion[2] - 2.f * quaternion[3] * quaternion[0];
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matrix[2][2] = 1.f - 2.f * quaternion[0] * quaternion[0] - 2.f * quaternion[1] * quaternion[1];
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}
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void QuaternionSlerp( const vec4_hl p, vec4_hl q, f32 t, vec4_hl qt )
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{
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// decide if one of the quaternions is backwards
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f32 a = 0;
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f32 b = 0;
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for (s32 i = 0; i < 4; i++) {
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a += (p[i]-q[i])*(p[i]-q[i]);
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b += (p[i]+q[i])*(p[i]+q[i]);
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}
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if (a > b) {
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for (s32 i = 0; i < 4; i++) {
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q[i] = -q[i];
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}
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}
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double sclp, sclq;
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const double cosom = p[0]*q[0] + p[1]*q[1] + p[2]*q[2] + p[3]*q[3];
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if ((1.f + cosom) > 0.00000001) {
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if ((1.f - cosom) > 0.00000001) {
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const double omega = acos( cosom );
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const double sinom = sin( omega );
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sclp = sin( (1.f - t)*omega) / sinom;
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sclq = sin( t*omega ) / sinom;
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}
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else {
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sclp = 1.f - t;
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sclq = t;
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}
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for (s32 i = 0; i < 4; i++) {
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qt[i] = f32(sclp * p[i] + sclq * q[i]);
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}
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}
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else {
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qt[0] = -p[1];
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qt[1] = p[0];
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qt[2] = -p[3];
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qt[3] = p[2];
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sclp = sin( (1.f - t) * 0.5f * core::PI);
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sclq = sin( t * 0.5f * core::PI);
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for (s32 i = 0; i < 3; i++) {
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qt[i] = f32(sclp * p[i] + sclq * qt[i]);
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}
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}
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}
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void R_ConcatTransforms (const f32 in1[3][4], const f32 in2[3][4], f32 out[3][4])
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{
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out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] + in1[0][2] * in2[2][0];
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out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] + in1[0][2] * in2[2][1];
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out[0][2] = in1[0][0] * in2[0][2] + in1[0][1] * in2[1][2] + in1[0][2] * in2[2][2];
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out[0][3] = in1[0][0] * in2[0][3] + in1[0][1] * in2[1][3] + in1[0][2] * in2[2][3] + in1[0][3];
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out[1][0] = in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0] + in1[1][2] * in2[2][0];
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out[1][1] = in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1] + in1[1][2] * in2[2][1];
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out[1][2] = in1[1][0] * in2[0][2] + in1[1][1] * in2[1][2] + in1[1][2] * in2[2][2];
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out[1][3] = in1[1][0] * in2[0][3] + in1[1][1] * in2[1][3] + in1[1][2] * in2[2][3] + in1[1][3];
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out[2][0] = in1[2][0] * in2[0][0] + in1[2][1] * in2[1][0] + in1[2][2] * in2[2][0];
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out[2][1] = in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] + in1[2][2] * in2[2][1];
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out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] + in1[2][2] * in2[2][2];
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out[2][3] = in1[2][0] * in2[0][3] + in1[2][1] * in2[1][3] + in1[2][2] * in2[2][3] + in1[2][3];
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}
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#define DotProduct(x,y) ((x)[0]*(y)[0]+(x)[1]*(y)[1]+(x)[2]*(y)[2])
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inline void VectorTransform(const vec3_hl in1, const f32 in2[3][4], core::vector3df& out)
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{
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out.X = DotProduct(in1, in2[0]) + in2[0][3];
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out.Z = DotProduct(in1, in2[1]) + in2[1][3];
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out.Y = DotProduct(in1, in2[2]) + in2[2][3];
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}
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static f32 BoneTransform[MAXSTUDIOBONES][3][4]; // bone transformation matrix
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void getBoneVector ( core::vector3df &out, u32 index )
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{
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out.X = BoneTransform[index][0][3];
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out.Z = BoneTransform[index][1][3];
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out.Y = BoneTransform[index][2][3];
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}
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void getBoneBox ( core::aabbox3df &box, u32 index, f32 size = 0.5f )
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{
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box.MinEdge.X = BoneTransform[index][0][3] - size;
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box.MinEdge.Z = BoneTransform[index][1][3] - size;
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box.MinEdge.Y = BoneTransform[index][2][3] - size;
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size *= 2.f;
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box.MaxEdge.X = box.MinEdge.X + size;
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box.MaxEdge.Y = box.MinEdge.Y + size;
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box.MaxEdge.Z = box.MinEdge.Z + size;
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}
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void getTransformedBoneVector ( core::vector3df &out, u32 index, const vec3_hl in)
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{
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out.X = DotProduct(in, BoneTransform[index][0]) + BoneTransform[index][0][3];
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out.Z = DotProduct(in, BoneTransform[index][1]) + BoneTransform[index][1][3];
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out.Y = DotProduct(in, BoneTransform[index][2]) + BoneTransform[index][2][3];
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}
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//! Constructor
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CHalflifeMDLMeshFileLoader::CHalflifeMDLMeshFileLoader(
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scene::ISceneManager* smgr) : SceneManager(smgr)
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{
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#ifdef _DEBUG
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setDebugName("CHalflifeMDLMeshFileLoader");
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#endif
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}
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//! returns true if the file maybe is able to be loaded by this class
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//! based on the file extension (e.g. ".bsp")
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bool CHalflifeMDLMeshFileLoader::isALoadableFileExtension(const io::path& filename) const
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{
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return core::hasFileExtension(filename, "mdl");
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}
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//! creates/loads an animated mesh from the file.
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//! \return Pointer to the created mesh. Returns 0 if loading failed.
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//! If you no longer need the mesh, you should call IAnimatedMesh::drop().
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//! See IReferenceCounted::drop() for more information.
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IAnimatedMesh* CHalflifeMDLMeshFileLoader::createMesh(io::IReadFile* file)
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{
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CAnimatedMeshHalfLife* msh = new CAnimatedMeshHalfLife();
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if (msh)
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{
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if (msh->loadModelFile(file, SceneManager))
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return msh;
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msh->drop();
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}
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return 0;
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}
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//! Constructor
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CAnimatedMeshHalfLife::CAnimatedMeshHalfLife()
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: FrameCount(0), MeshIPol(0), SceneManager(0), Header(0), TextureHeader(0),
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OwnTexModel(false), SequenceIndex(0), CurrentFrame(0), FramesPerSecond(25.f),
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SkinGroupSelection(0)
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#ifdef HL_TEXTURE_ATLAS
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// , TextureMaster(0)
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#endif
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{
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#ifdef _DEBUG
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setDebugName("CAnimatedMeshHalfLife");
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#endif
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initData();
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}
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/*!
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loads a complete model
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*/
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bool CAnimatedMeshHalfLife::loadModelFile(io::IReadFile* file,
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ISceneManager* smgr)
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{
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if (!file)
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return false;
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SceneManager = smgr;
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if ( loadModel(file, file->getFileName()) )
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{
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if ( postLoadModel ( file->getFileName() ) )
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{
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initModel ();
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//dumpModelInfo ( 1 );
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return true;
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}
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}
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return false;
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}
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//! Destructor
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CAnimatedMeshHalfLife::~CAnimatedMeshHalfLife()
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{
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delete [] (u8*) Header;
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if (OwnTexModel)
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delete [] (u8*) TextureHeader;
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for (u32 i = 0; i < 32; ++i)
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delete [] (u8*) AnimationHeader[i];
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if (MeshIPol)
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MeshIPol->drop();
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}
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//! Returns the amount of frames in milliseconds. If the amount is 1, it is a static (=non animated) mesh.
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u32 CAnimatedMeshHalfLife::getFrameCount() const
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{
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return FrameCount;
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}
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//! set the hardware mapping hint, for driver
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void CAnimatedMeshHalfLife::setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint,E_BUFFER_TYPE buffer)
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{
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}
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//! flags the meshbuffer as changed, reloads hardware buffers
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void CAnimatedMeshHalfLife::setDirty(E_BUFFER_TYPE buffer)
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{
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}
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static core::vector3df TransformedVerts[MAXSTUDIOVERTS]; // transformed vertices
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//static core::vector3df TransformedNormals[MAXSTUDIOVERTS]; // light surface normals
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/*!
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*/
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void CAnimatedMeshHalfLife::initModel()
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{
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// init Sequences to Animation
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KeyFrameInterpolation ipol;
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ipol.Name.reserve ( 64 );
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AnimList.clear();
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FrameCount = 0;
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const SHalflifeSequence *seq = (SHalflifeSequence*) ((u8*) Header + Header->seqindex);
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for (u32 i = 0; i < Header->numseq; i++)
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{
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ipol.Name = seq[i].label;
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ipol.StartFrame = FrameCount;
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ipol.Frames = core::max_ ( 1, seq[i].numframes - 1 );
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ipol.EndFrame = ipol.StartFrame + ipol.Frames - 1;
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ipol.FramesPerSecond = seq[i].fps;
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ipol.AnimationType = seq[i].flags & STUDIO_LOOPING ? EAMT_LOOPING : EAMT_WAYPOINT;
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AnimList.push_back ( ipol );
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FrameCount += ipol.Frames;
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}
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// initBoneControllers
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/*
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SHalflifeBoneController *bonecontroller = (SHalflifeBoneController *)((u8*) Header + Header->bonecontrollerindex);
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for ( i = 0; i < Header->numbonecontrollers; i++)
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{
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printf ( "BoneController%d index:%d%s range:%f - %f\n",
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i,
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bonecontroller[i].index, bonecontroller[i].index == MOUTH_CONTROLLER ? " (Mouth)": "",
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bonecontroller[i].start,bonecontroller[i].end
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);
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}
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// initSkins
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for (i = 0; i < TextureHeader->numskinfamilies; i++)
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{
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printf ( "Skin%d\n", i + 1);
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}
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*/
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// initBodyparts
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u32 meshBuffer = 0;
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BodyList.clear();
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const SHalflifeBody *body = (const SHalflifeBody *) ((u8*) Header + Header->bodypartindex);
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for (u32 i=0; i < Header->numbodyparts; ++i)
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{
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BodyPart part;
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part.name = body[i].name;
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part.defaultModel = core::max_ ( 0, (s32) body[i].base - 1 );
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const SHalflifeModel * model = (SHalflifeModel *)((u8*) Header + body[i].modelindex);
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for ( u32 g = 0; g < body[i].nummodels; ++g)
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{
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SubModel sub;
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sub.name = model[g].name;
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sub.startBuffer = meshBuffer;
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sub.endBuffer = sub.startBuffer + model[g].nummesh;
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sub.state = g == part.defaultModel;
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part.model.push_back ( sub );
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meshBuffer += model[g].nummesh;
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}
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BodyList.push_back ( part );
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}
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SequenceIndex = 0;
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CurrentFrame = 0.f;
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SetController(0, 0.f);
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SetController(1, 0.f);
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SetController(2, 0.f);
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SetController(3, 0.f);
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SetController(MOUTH_CONTROLLER, 0.f);
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SetSkin (0);
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// init Meshbuffers
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const SHalflifeTexture *tex = (SHalflifeTexture *) ((u8*) TextureHeader + TextureHeader->textureindex);
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const u16 *skinref = (u16 *)((u8*)TextureHeader + TextureHeader->skinindex);
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if ((SkinGroupSelection != 0) && (SkinGroupSelection < TextureHeader->numskinfamilies))
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skinref += (SkinGroupSelection * TextureHeader->numskinref);
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core::vector2df tex_scale;
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core::vector2di tex_trans ( 0, 0 );
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#ifdef HL_TEXTURE_ATLAS
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TextureAtlas.getScale(tex_scale);
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#endif
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for (u32 bodypart=0 ; bodypart < Header->numbodyparts ; ++bodypart)
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{
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body = (const SHalflifeBody *)((u8*) Header + Header->bodypartindex) + bodypart;
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for (u32 modelnr = 0; modelnr < body->nummodels; ++modelnr)
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{
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const SHalflifeModel *model = (SHalflifeModel *)((u8*) Header + body->modelindex) + modelnr;
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#if 0
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const vec3_hl *studioverts = (vec3_hl *)((u8*)Header + model->vertindex);
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const vec3_hl *studionorms = (vec3_hl *)((u8*)Header + model->normindex);
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#endif
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for (u32 i = 0; i < model->nummesh; ++i)
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{
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const SHalflifeMesh *mesh = (SHalflifeMesh *)((u8*)Header + model->meshindex) + i;
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const SHalflifeTexture *currentex = &tex[skinref[mesh->skinref]];
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#ifdef HL_TEXTURE_ATLAS
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TextureAtlas.getTranslation ( currentex->name, tex_trans );
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#else
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tex_scale.X = 1.f/(f32)currentex->width;
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tex_scale.Y = 1.f/(f32)currentex->height;
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#endif
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SMeshBuffer * buffer = new SMeshBuffer();
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// count index vertex size indexcount = mesh->numtris * 3
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u32 indexCount = 0;
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u32 vertexCount = 0;
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const s16 *tricmd = (s16*)((u8*)Header + mesh->triindex);
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s32 c;
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while ( (c = *(tricmd++)) )
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{
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if (c < 0)
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c = -c;
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indexCount += ( c - 2 ) * 3;
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vertexCount += c;
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tricmd += ( 4 * c );
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}
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// indices
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buffer->Indices.set_used ( indexCount );
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buffer->Vertices.set_used ( vertexCount );
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// fill in static indices and vertex
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u16 *index = buffer->Indices.pointer();
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video::S3DVertex * v = buffer->Vertices.pointer();
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// blow up gl_triangle_fan/gl_triangle_strip to indexed triangle list
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E_PRIMITIVE_TYPE type;
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vertexCount = 0;
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indexCount = 0;
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tricmd = (s16*)((u8*)Header + mesh->triindex);
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while ( (c = *(tricmd++)) )
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{
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if (c < 0)
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{
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// triangle fan
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c = -c;
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type = EPT_TRIANGLE_FAN;
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}
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else
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{
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type = EPT_TRIANGLE_STRIP;
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}
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for ( s32 g = 0; g < c; ++g, v += 1, tricmd += 4 )
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{
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// fill vertex
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#if 0
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const f32 *av = studioverts[tricmd[0]];
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v->Pos.X = av[0];
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v->Pos.Z = av[1];
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v->Pos.Y = av[2];
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|
|
av = studionorms[tricmd[1]];
|
|
v->Normal.X = av[0];
|
|
v->Normal.Z = av[1];
|
|
v->Normal.Y = av[2];
|
|
|
|
#endif
|
|
v->Normal.X = 0.f;
|
|
v->Normal.Z = 0.f;
|
|
v->Normal.Y = 1.f;
|
|
|
|
v->TCoords.X = (tex_trans.X + tricmd[2])*tex_scale.X;
|
|
v->TCoords.Y = (tex_trans.Y + tricmd[3])*tex_scale.Y;
|
|
|
|
v->Color.color = 0xFFFFFFFF;
|
|
|
|
// fill index
|
|
if ( g < c - 2 )
|
|
{
|
|
if ( type == EPT_TRIANGLE_FAN )
|
|
{
|
|
index[indexCount+0] = vertexCount;
|
|
index[indexCount+1] = vertexCount+g+1;
|
|
index[indexCount+2] = vertexCount+g+2;
|
|
}
|
|
else
|
|
{
|
|
if ( g & 1 )
|
|
{
|
|
index[indexCount+0] = vertexCount+g+1;
|
|
index[indexCount+1] = vertexCount+g+0;
|
|
index[indexCount+2] = vertexCount+g+2;
|
|
}
|
|
else
|
|
{
|
|
index[indexCount+0] = vertexCount+g+0;
|
|
index[indexCount+1] = vertexCount+g+1;
|
|
index[indexCount+2] = vertexCount+g+2;
|
|
}
|
|
}
|
|
|
|
indexCount += 3;
|
|
}
|
|
}
|
|
|
|
vertexCount += c;
|
|
}
|
|
|
|
// material
|
|
video::SMaterial &m = buffer->getMaterial();
|
|
|
|
m.MaterialType = video::EMT_SOLID;
|
|
m.BackfaceCulling = true;
|
|
|
|
if ( currentex->flags & STUDIO_NF_CHROME )
|
|
{
|
|
// don't know what to do with chrome here
|
|
}
|
|
|
|
#ifdef HL_TEXTURE_ATLAS
|
|
io::path store = TextureBaseName + "atlas";
|
|
#else
|
|
io::path fname;
|
|
io::path ext;
|
|
core::splitFilename ( currentex->name, 0, &fname, &ext );
|
|
io::path store = TextureBaseName + fname;
|
|
#endif
|
|
m.TextureLayer[0].Texture = SceneManager->getVideoDriver()->getTexture ( store );
|
|
m.Lighting = false;
|
|
|
|
MeshIPol->addMeshBuffer(buffer);
|
|
buffer->recalculateBoundingBox();
|
|
buffer->drop();
|
|
} // mesh
|
|
MeshIPol->recalculateBoundingBox();
|
|
} // model
|
|
} // body part
|
|
}
|
|
|
|
|
|
/*!
|
|
*/
|
|
void CAnimatedMeshHalfLife::buildVertices()
|
|
{
|
|
/*
|
|
const u16 *skinref = (u16 *)((u8*)TextureHeader + TextureHeader->skinindex);
|
|
if (SkinGroupSelection != 0 && SkinGroupSelection < TextureHeader->numskinfamilies)
|
|
skinref += (SkinGroupSelection * TextureHeader->numskinref);
|
|
*/
|
|
u32 meshBufferNr = 0;
|
|
for ( u32 bodypart = 0 ; bodypart < Header->numbodyparts; ++bodypart)
|
|
{
|
|
const SHalflifeBody *body = (SHalflifeBody *)((u8*) Header + Header->bodypartindex) + bodypart;
|
|
|
|
for ( u32 modelnr = 0; modelnr < body->nummodels; ++modelnr )
|
|
{
|
|
const SHalflifeModel *model = (SHalflifeModel *)((u8*) Header + body->modelindex) + modelnr;
|
|
|
|
const u8 *vertbone = ((u8*)Header + model->vertinfoindex);
|
|
|
|
const vec3_hl *studioverts = (vec3_hl *)((u8*)Header + model->vertindex);
|
|
|
|
for (u32 i = 0; i < model->numverts; i++)
|
|
{
|
|
VectorTransform ( studioverts[i], BoneTransform[vertbone[i]], TransformedVerts[i] );
|
|
}
|
|
/*
|
|
const u8 *normbone = ((u8*)Header + model->norminfoindex);
|
|
const vec3_hl *studionorms = (vec3_hl *)((u8*)Header + model->normindex);
|
|
for ( i = 0; i < model->numnorms; i++)
|
|
{
|
|
VectorTransform ( studionorms[i], BoneTransform[normbone[i]], TransformedNormals[i] );
|
|
}
|
|
*/
|
|
for (u32 i = 0; i < model->nummesh; i++)
|
|
{
|
|
const SHalflifeMesh *mesh = (SHalflifeMesh *)((u8*)Header + model->meshindex) + i;
|
|
|
|
IMeshBuffer * buffer = MeshIPol->getMeshBuffer ( meshBufferNr++ );
|
|
video::S3DVertex* v = (video::S3DVertex* ) buffer->getVertices();
|
|
|
|
const s16 *tricmd = (s16*)((u8*)Header + mesh->triindex);
|
|
s32 c = 0;
|
|
while ( (c = *(tricmd++)) )
|
|
{
|
|
if (c < 0)
|
|
c = -c;
|
|
|
|
for (s32 g = 0; g < c; ++g, v += 1, tricmd += 4 )
|
|
{
|
|
// fill vertex
|
|
const core::vector3df& av = TransformedVerts[tricmd[0]];
|
|
v->Pos = av;
|
|
/*
|
|
const core::vector3df& an = TransformedNormals[tricmd[1]];
|
|
v->Normal = an;
|
|
//v->Normal.normalize();
|
|
*/
|
|
}
|
|
} // tricmd
|
|
} // nummesh
|
|
} // model
|
|
} // bodypart
|
|
}
|
|
|
|
|
|
/*!
|
|
render Bones
|
|
*/
|
|
void CAnimatedMeshHalfLife::renderModel(u32 param, IVideoDriver * driver, const core::matrix4 &absoluteTransformation)
|
|
{
|
|
const SHalflifeBone *bone = (SHalflifeBone *) ((u8 *) Header + Header->boneindex);
|
|
|
|
const video::SColor blue(0xFF000080);
|
|
const video::SColor red(0xFF800000);
|
|
const video::SColor yellow(0xFF808000);
|
|
const video::SColor cyan(0xFF008080);
|
|
|
|
core::aabbox3df box;
|
|
|
|
for (u32 i = 0; i < Header->numbones; i++)
|
|
{
|
|
if (bone[i].parent >= 0)
|
|
{
|
|
getBoneVector ( box.MinEdge, bone[i].parent );
|
|
getBoneVector ( box.MaxEdge, i );
|
|
driver->draw3DLine ( box.MinEdge, box.MaxEdge, blue );
|
|
|
|
// draw parent bone node
|
|
if (bone[bone[i].parent].parent >=0 )
|
|
{
|
|
getBoneBox ( box, bone[i].parent );
|
|
driver->draw3DBox ( box, blue );
|
|
}
|
|
getBoneBox ( box, i );
|
|
driver->draw3DBox ( box, blue );
|
|
}
|
|
else
|
|
{
|
|
// draw parent bone node
|
|
getBoneBox ( box, i, 1.f );
|
|
driver->draw3DBox ( box , red );
|
|
}
|
|
}
|
|
|
|
// attachments
|
|
const SHalflifeAttachment *attach = (SHalflifeAttachment *) ((u8*) Header + Header->attachmentindex);
|
|
core::vector3df v[8];
|
|
for (u32 i = 0; i < Header->numattachments; i++)
|
|
{
|
|
getTransformedBoneVector ( v[0],attach[i].bone,attach[i].org );
|
|
getTransformedBoneVector ( v[1],attach[i].bone,attach[i].vectors[0] );
|
|
getTransformedBoneVector ( v[2],attach[i].bone,attach[i].vectors[1] );
|
|
getTransformedBoneVector ( v[3],attach[i].bone,attach[i].vectors[2] );
|
|
driver->draw3DLine ( v[0], v[1], cyan );
|
|
driver->draw3DLine ( v[0], v[2], cyan );
|
|
driver->draw3DLine ( v[0], v[3], cyan );
|
|
}
|
|
|
|
// hit boxes
|
|
SHalflifeBBox *hitbox = (SHalflifeBBox *) ((u8*) Header + Header->hitboxindex);
|
|
vec3_hl v2[8];
|
|
for (u32 i = 0; i < Header->numhitboxes; i++)
|
|
{
|
|
f32 *bbmin = hitbox[i].bbmin;
|
|
f32 *bbmax = hitbox[i].bbmax;
|
|
|
|
v2[0][0] = bbmin[0];
|
|
v2[0][1] = bbmax[1];
|
|
v2[0][2] = bbmin[2];
|
|
|
|
v2[1][0] = bbmin[0];
|
|
v2[1][1] = bbmin[1];
|
|
v2[1][2] = bbmin[2];
|
|
|
|
v2[2][0] = bbmax[0];
|
|
v2[2][1] = bbmax[1];
|
|
v2[2][2] = bbmin[2];
|
|
|
|
v2[3][0] = bbmax[0];
|
|
v2[3][1] = bbmin[1];
|
|
v2[3][2] = bbmin[2];
|
|
|
|
v2[4][0] = bbmax[0];
|
|
v2[4][1] = bbmax[1];
|
|
v2[4][2] = bbmax[2];
|
|
|
|
v2[5][0] = bbmax[0];
|
|
v2[5][1] = bbmin[1];
|
|
v2[5][2] = bbmax[2];
|
|
|
|
v2[6][0] = bbmin[0];
|
|
v2[6][1] = bbmax[1];
|
|
v2[6][2] = bbmax[2];
|
|
|
|
v2[7][0] = bbmin[0];
|
|
v2[7][1] = bbmin[1];
|
|
v2[7][2] = bbmax[2];
|
|
|
|
for ( u32 g = 0; g < 8; ++g )
|
|
getTransformedBoneVector ( v[g],hitbox[i].bone,v2[g] );
|
|
|
|
driver->draw3DLine(v[0], v[1], yellow);
|
|
driver->draw3DLine(v[1], v[3], yellow);
|
|
driver->draw3DLine(v[3], v[2], yellow);
|
|
driver->draw3DLine(v[2], v[0], yellow);
|
|
|
|
driver->draw3DLine(v[4], v[5], yellow);
|
|
driver->draw3DLine(v[5], v[7], yellow);
|
|
driver->draw3DLine(v[7], v[6], yellow);
|
|
driver->draw3DLine(v[6], v[4], yellow);
|
|
|
|
driver->draw3DLine(v[0], v[6], yellow);
|
|
driver->draw3DLine(v[1], v[7], yellow);
|
|
driver->draw3DLine(v[3], v[5], yellow);
|
|
driver->draw3DLine(v[2], v[4], yellow);
|
|
}
|
|
}
|
|
|
|
|
|
//! Returns the animated mesh based on a detail level. 0 is the lowest, 255 the highest detail.
|
|
IMesh* CAnimatedMeshHalfLife::getMesh(s32 frameInt, s32 detailLevel, s32 startFrameLoop, s32 endFrameLoop)
|
|
{
|
|
const f32 frame = frameInt + (detailLevel * 0.001f);
|
|
const u32 frameA = core::floor32 ( frame );
|
|
// f32 blend = core::fract ( frame );
|
|
|
|
SHalflifeSequence *seq = (SHalflifeSequence*) ((u8*) Header + Header->seqindex);
|
|
|
|
// find SequenceIndex from summed list
|
|
u32 frameCount = 0;
|
|
for (u32 i = 0; i < Header->numseq; ++i)
|
|
{
|
|
const u32 val = core::max_ ( 1, seq[i].numframes - 1 );
|
|
if ( frameCount + val > frameA )
|
|
{
|
|
SequenceIndex = i;
|
|
CurrentFrame = frame - frameCount;
|
|
break;
|
|
}
|
|
frameCount += val;
|
|
}
|
|
|
|
seq += SequenceIndex;
|
|
|
|
//SetBodyPart ( 1, 1 );
|
|
setUpBones ();
|
|
buildVertices();
|
|
|
|
MeshIPol->BoundingBox.MinEdge.X = seq->bbmin[0];
|
|
MeshIPol->BoundingBox.MinEdge.Z = seq->bbmin[1];
|
|
MeshIPol->BoundingBox.MinEdge.Y = seq->bbmin[2];
|
|
|
|
MeshIPol->BoundingBox.MaxEdge.X = seq->bbmax[0];
|
|
MeshIPol->BoundingBox.MaxEdge.Z = seq->bbmax[1];
|
|
MeshIPol->BoundingBox.MaxEdge.Y = seq->bbmax[2];
|
|
|
|
return MeshIPol;
|
|
}
|
|
|
|
|
|
/*!
|
|
*/
|
|
void CAnimatedMeshHalfLife::initData ()
|
|
{
|
|
Header = 0;
|
|
TextureHeader = 0;
|
|
OwnTexModel = false;
|
|
|
|
for (u32 i = 0; i < 32; ++i )
|
|
AnimationHeader[i] = 0;
|
|
|
|
SequenceIndex = 0;
|
|
CurrentFrame = 0.f;
|
|
|
|
for (u32 i = 0; i < 5; ++i )
|
|
BoneController[i] = 0;
|
|
|
|
for (u32 i = 0; i < 2; ++i )
|
|
Blending[i] = 0;
|
|
|
|
SkinGroupSelection = 0;
|
|
|
|
AnimList.clear();
|
|
FrameCount = 0;
|
|
|
|
if (!MeshIPol)
|
|
MeshIPol = new SMesh();
|
|
MeshIPol->clear();
|
|
|
|
#ifdef HL_TEXTURE_ATLAS
|
|
TextureAtlas.release();
|
|
#endif
|
|
}
|
|
|
|
|
|
/*!
|
|
*/
|
|
void STextureAtlas::release()
|
|
{
|
|
for (u32 i = 0; i < atlas.size(); i++)
|
|
{
|
|
if ( atlas[i].image )
|
|
{
|
|
atlas[i].image->drop();
|
|
atlas[i].image = 0;
|
|
}
|
|
}
|
|
Master = 0;
|
|
}
|
|
|
|
|
|
/*!
|
|
*/
|
|
void STextureAtlas::addSource ( const c8 * name, video::IImage * image )
|
|
{
|
|
TextureAtlasEntry entry;
|
|
entry.name = name;
|
|
entry.image = image;
|
|
entry.width = image->getDimension().Width;
|
|
entry.height = image->getDimension().Height;
|
|
entry.pos.X = 0;
|
|
entry.pos.Y = 0;
|
|
atlas.push_back ( entry );
|
|
}
|
|
|
|
|
|
/*!
|
|
*/
|
|
void STextureAtlas::getScale(core::vector2df& scale)
|
|
{
|
|
for (s32 i = static_cast<s32>(atlas.size()) - 1; i >= 0; --i)
|
|
{
|
|
if ( atlas[i].name == "_merged_" )
|
|
{
|
|
scale.X = 1.f / atlas[i].width;
|
|
scale.Y = 1.f / atlas[i].height;
|
|
return;
|
|
}
|
|
}
|
|
scale.X = 1.f;
|
|
scale.Y = 1.f;
|
|
}
|
|
|
|
|
|
/*!
|
|
*/
|
|
void STextureAtlas::getTranslation(const c8* name, core::vector2di& pos)
|
|
{
|
|
for ( u32 i = 0; i < atlas.size(); ++i)
|
|
{
|
|
if ( atlas[i].name == name )
|
|
{
|
|
pos = atlas[i].pos;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*!
|
|
*/
|
|
void STextureAtlas::create(u32 border, E_TEXTURE_CLAMP texmode)
|
|
{
|
|
u32 w = 0;
|
|
u32 w2;
|
|
u32 h2;
|
|
u32 h;
|
|
u32 wsum;
|
|
u32 hsum = 0;
|
|
ECOLOR_FORMAT format = ECF_R8G8B8;
|
|
|
|
const s32 frame = core::s32_max ( 0, (border - 1 ) / 2 );
|
|
|
|
// sort for biggest coming first
|
|
atlas.sort();
|
|
|
|
// split size
|
|
wsum = frame;
|
|
for (u32 i = 0; i < atlas.size(); i++)
|
|
{
|
|
// make space
|
|
w2 = atlas[i].width + border;
|
|
|
|
// align
|
|
w2 = (w2 + 1) & ~1;
|
|
wsum += w2;
|
|
}
|
|
u32 splitsize = 256;
|
|
if ( wsum > 512 )
|
|
splitsize = 512;
|
|
|
|
wsum = frame;
|
|
hsum = frame;
|
|
w = frame;
|
|
h = 0;
|
|
for (u32 i = 0; i < atlas.size(); i++)
|
|
{
|
|
if ( atlas[i].image->getColorFormat() == ECF_A8R8G8B8 )
|
|
{
|
|
format = ECF_A8R8G8B8;
|
|
}
|
|
|
|
// make space
|
|
w2 = atlas[i].width + border;
|
|
h2 = atlas[i].height + border;
|
|
|
|
// align
|
|
w2 = (w2 + 1) & ~1;
|
|
h2 = (h2 + 1) & ~1;
|
|
|
|
h = core::s32_max ( h, h2 );
|
|
|
|
if ( w + w2 >= splitsize )
|
|
{
|
|
hsum += h;
|
|
wsum = core::s32_max ( wsum, w );
|
|
h = h2;
|
|
w = frame;
|
|
}
|
|
|
|
atlas[i].pos.X = w;
|
|
atlas[i].pos.Y = hsum;
|
|
|
|
w += w2;
|
|
|
|
}
|
|
hsum += h;
|
|
wsum = core::s32_max ( wsum, w );
|
|
|
|
// build image
|
|
const core::dimension2d<u32> dim = core::dimension2d<u32>( wsum, hsum ).getOptimalSize();
|
|
IImage* master = new CImage(format, dim);
|
|
master->fill(0);
|
|
|
|
video::SColor col[2];
|
|
|
|
static const u8 wrap[][4] =
|
|
{
|
|
{1, 0}, // ETC_REPEAT
|
|
{0, 1}, // ETC_CLAMP
|
|
{0, 1}, // ETC_CLAMP_TO_EDGE
|
|
{0, 1} // ETC_MIRROR
|
|
};
|
|
|
|
for (u32 i = 0; i < atlas.size(); i++)
|
|
{
|
|
atlas[i].image->copyTo ( master, atlas[i].pos );
|
|
|
|
// clamp/wrap ( copy edges, filtering needs it )
|
|
|
|
for (s32 b = 0; b < frame; ++b )
|
|
{
|
|
for (s32 a = 0 - b; a <= (s32) atlas[i].width + b; ++a )
|
|
{
|
|
col[0] = atlas[i].image->getPixel ( core::s32_clamp ( a, 0, atlas[i].width - 1 ), 0 );
|
|
col[1] = atlas[i].image->getPixel ( core::s32_clamp ( a, 0, atlas[i].width - 1 ), atlas[i].height - 1 );
|
|
|
|
master->setPixel ( atlas[i].pos.X + a, atlas[i].pos.Y + ( b + 1 ) * -1, col[wrap[texmode][0]] );
|
|
master->setPixel ( atlas[i].pos.X + a, atlas[i].pos.Y + atlas[i].height - 1 + ( b + 1 ) * 1, col[wrap[texmode][1]] );
|
|
}
|
|
|
|
for (s32 a = -1 - b; a <= (s32) atlas[i].height + b; ++a )
|
|
{
|
|
col[0] = atlas[i].image->getPixel ( 0, core::s32_clamp ( a, 0, atlas[i].height - 1 ) );
|
|
col[1] = atlas[i].image->getPixel ( atlas[i].width - 1, core::s32_clamp ( a, 0, atlas[i].height - 1 ) );
|
|
|
|
master->setPixel ( atlas[i].pos.X + ( b + 1 ) * -1, atlas[i].pos.Y + a, col[wrap[texmode][0]] );
|
|
master->setPixel ( atlas[i].pos.X + atlas[i].width + b, atlas[i].pos.Y + a, col[wrap[texmode][1]] );
|
|
}
|
|
}
|
|
}
|
|
|
|
addSource ( "_merged_", master );
|
|
Master = master;
|
|
}
|
|
|
|
|
|
/*!
|
|
*/
|
|
SHalflifeHeader* CAnimatedMeshHalfLife::loadModel(io::IReadFile* file, const io::path& filename)
|
|
{
|
|
bool closefile = false;
|
|
|
|
// if secondary files are needed, open here and mark for closing
|
|
if ( 0 == file )
|
|
{
|
|
file = SceneManager->getFileSystem()->createAndOpenFile(filename);
|
|
closefile = true;
|
|
}
|
|
|
|
if ( 0 == file )
|
|
return 0;
|
|
|
|
// read into memory
|
|
u8* pin = new u8[file->getSize()];
|
|
file->read(pin, file->getSize());
|
|
|
|
SHalflifeHeader* header = (SHalflifeHeader*) pin;
|
|
|
|
const bool idst = (0 == strncmp(header->id, "IDST", 4));
|
|
const bool idsq = (0 == strncmp(header->id, "IDSQ", 4));
|
|
|
|
if ( (!idst && !idsq) || (idsq && !Header) )
|
|
{
|
|
os::Printer::log("MDL Halflife Loader: Wrong file header", file->getFileName(), ELL_WARNING);
|
|
if ( closefile )
|
|
{
|
|
file->drop();
|
|
file = 0;
|
|
}
|
|
delete [] pin;
|
|
return 0;
|
|
}
|
|
|
|
// don't know the real header.. idsg might be different
|
|
if (header->textureindex && idst )
|
|
{
|
|
io::path path;
|
|
io::path fname;
|
|
io::path ext;
|
|
|
|
core::splitFilename(file->getFileName(), &path, &fname, &ext);
|
|
TextureBaseName = path + fname + "_";
|
|
|
|
const SHalflifeTexture *tex = (SHalflifeTexture *)(pin + header->textureindex);
|
|
u32 *palette = new u32[256];
|
|
for (u32 i = 0; i < header->numtextures; ++i)
|
|
{
|
|
const u8 *src = pin + tex[i].index;
|
|
|
|
// convert rgb to argb palette
|
|
{
|
|
const u8 *pal = src + tex[i].width * tex[i].height;
|
|
for( u32 g=0; g<256; ++g )
|
|
{
|
|
palette[g] = 0xFF000000 | pal[0] << 16 | pal[1] << 8 | pal[2];
|
|
pal += 3;
|
|
}
|
|
}
|
|
|
|
IImage* image = SceneManager->getVideoDriver()->createImage(ECF_R8G8B8, core::dimension2d<u32>(tex[i].width, tex[i].height));
|
|
|
|
CColorConverter::convert8BitTo24Bit(src, (u8*)image->getData(), tex[i].width, tex[i].height, (u8*) palette, 0, false);
|
|
|
|
#ifdef HL_TEXTURE_ATLAS
|
|
TextureAtlas.addSource ( tex[i].name, image );
|
|
#else
|
|
core::splitFilename ( tex[i].name, 0, &fname, &ext );
|
|
SceneManager->getVideoDriver()->addTexture ( TextureBaseName + fname, image );
|
|
image->drop();
|
|
#endif
|
|
}
|
|
delete [] palette;
|
|
|
|
#ifdef HL_TEXTURE_ATLAS
|
|
TextureAtlas.create ( 2 * 2 + 1, ETC_CLAMP );
|
|
SceneManager->getVideoDriver()->addTexture ( TextureBaseName + "atlas", TextureAtlas.Master );
|
|
TextureAtlas.release();
|
|
#endif
|
|
}
|
|
|
|
if (!Header)
|
|
Header = header;
|
|
|
|
if ( closefile )
|
|
{
|
|
file->drop();
|
|
file = 0;
|
|
}
|
|
|
|
return header;
|
|
}
|
|
|
|
|
|
/*!
|
|
*/
|
|
f32 CAnimatedMeshHalfLife::SetController( s32 controllerIndex, f32 value )
|
|
{
|
|
if (!Header)
|
|
return 0.f;
|
|
|
|
SHalflifeBoneController *bonecontroller = (SHalflifeBoneController *)((u8*) Header + Header->bonecontrollerindex);
|
|
|
|
// find first controller that matches the index
|
|
u32 i;
|
|
for (i = 0; i < Header->numbonecontrollers; i++, bonecontroller++)
|
|
{
|
|
if (bonecontroller->index == controllerIndex)
|
|
break;
|
|
}
|
|
if (i >= Header->numbonecontrollers)
|
|
return value;
|
|
|
|
// wrap 0..360 if it's a rotational controller
|
|
if (bonecontroller->type & (STUDIO_XR | STUDIO_YR | STUDIO_ZR))
|
|
{
|
|
// ugly hack, invert value if end < start
|
|
if (bonecontroller->end < bonecontroller->start)
|
|
value = -value;
|
|
|
|
// does the controller not wrap?
|
|
if (bonecontroller->start + 359.f >= bonecontroller->end)
|
|
{
|
|
if (value > ((bonecontroller->start + bonecontroller->end) / 2.f) + 180.f)
|
|
value = value - 360.f;
|
|
if (value < ((bonecontroller->start + bonecontroller->end) / 2.f) - 180.f)
|
|
value = value + 360.f;
|
|
}
|
|
else
|
|
{
|
|
if (value > 360.f)
|
|
value = value - (s32)(value / 360.f) * 360.f;
|
|
else if (value < 0.f)
|
|
value = value + (s32)((value / -360.f) + 1) * 360.f;
|
|
}
|
|
}
|
|
|
|
const s32 range = controllerIndex == MOUTH_CONTROLLER ? 64 : 255;
|
|
|
|
s32 setting = (s32) ( (f32) range * (value - bonecontroller->start) / (bonecontroller->end - bonecontroller->start));
|
|
|
|
if (setting < 0) setting = 0;
|
|
if (setting > range) setting = range;
|
|
|
|
BoneController[controllerIndex] = setting;
|
|
|
|
return setting * (1.f / (f32) range ) * (bonecontroller->end - bonecontroller->start) + bonecontroller->start;
|
|
}
|
|
|
|
|
|
/*!
|
|
*/
|
|
u32 CAnimatedMeshHalfLife::SetSkin( u32 value )
|
|
{
|
|
if (value < Header->numskinfamilies)
|
|
SkinGroupSelection = value;
|
|
|
|
return SkinGroupSelection;
|
|
}
|
|
|
|
|
|
/*!
|
|
*/
|
|
bool CAnimatedMeshHalfLife::postLoadModel( const io::path &filename )
|
|
{
|
|
io::path path;
|
|
io::path texname;
|
|
io::path submodel;
|
|
|
|
core::splitFilename ( filename ,&path, &texname, 0 );
|
|
|
|
// preload textures
|
|
// if no textures are stored in main file, use texfile
|
|
if (Header->numtextures == 0)
|
|
{
|
|
submodel = path + texname + "T.mdl";
|
|
TextureHeader = loadModel(0, submodel);
|
|
if (!TextureHeader)
|
|
return false;
|
|
OwnTexModel = true;
|
|
}
|
|
else
|
|
{
|
|
TextureHeader = Header;
|
|
OwnTexModel = false;
|
|
}
|
|
|
|
// preload animations
|
|
if (Header->numseqgroups > 1)
|
|
{
|
|
c8 seq[8];
|
|
for (u32 i = 1; i < Header->numseqgroups; i++)
|
|
{
|
|
snprintf_irr( seq, 8, "%02u.mdl", i );
|
|
submodel = path + texname + seq;
|
|
|
|
AnimationHeader[i] = loadModel(0, submodel);
|
|
if (!AnimationHeader[i])
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
/*!
|
|
*/
|
|
void CAnimatedMeshHalfLife::dumpModelInfo(u32 level) const
|
|
{
|
|
const u8 *phdr = (const u8*) Header;
|
|
const SHalflifeHeader * hdr = Header;
|
|
|
|
if (level == 0)
|
|
{
|
|
printf (
|
|
"Bones: %u\n"
|
|
"Bone Controllers: %u\n"
|
|
"Hit Boxes: %u\n"
|
|
"Sequences: %u\n"
|
|
"Sequence Groups: %u\n",
|
|
hdr->numbones,
|
|
hdr->numbonecontrollers,
|
|
hdr->numhitboxes,
|
|
hdr->numseq,
|
|
hdr->numseqgroups
|
|
);
|
|
printf (
|
|
"Textures: %u\n"
|
|
"Skin Families: %u\n"
|
|
"Bodyparts: %u\n"
|
|
"Attachments: %u\n"
|
|
"Transitions: %d\n",
|
|
hdr->numtextures,
|
|
hdr->numskinfamilies,
|
|
hdr->numbodyparts,
|
|
hdr->numattachments,
|
|
hdr->numtransitions);
|
|
return;
|
|
}
|
|
|
|
printf("id: %c%c%c%c\n", phdr[0], phdr[1], phdr[2], phdr[3]);
|
|
printf("version: %d\n", hdr->version);
|
|
printf("name: \"%s\"\n", hdr->name);
|
|
printf("length: %d\n\n", hdr->length);
|
|
|
|
printf("eyeposition: %f %f %f\n", hdr->eyeposition[0], hdr->eyeposition[1], hdr->eyeposition[2]);
|
|
printf("min: %f %f %f\n", hdr->min[0], hdr->min[1], hdr->min[2]);
|
|
printf("max: %f %f %f\n", hdr->max[0], hdr->max[1], hdr->max[2]);
|
|
printf("bbmin: %f %f %f\n", hdr->bbmin[0], hdr->bbmin[1], hdr->bbmin[2]);
|
|
printf("bbmax: %f %f %f\n", hdr->bbmax[0], hdr->bbmax[1], hdr->bbmax[2]);
|
|
|
|
printf("flags: %d\n\n", hdr->flags);
|
|
|
|
printf("numbones: %u\n", hdr->numbones);
|
|
for (u32 i = 0; i < hdr->numbones; i++)
|
|
{
|
|
const SHalflifeBone *bone = (const SHalflifeBone *) (phdr + hdr->boneindex);
|
|
printf("bone %u.name: \"%s\"\n", i + 1, bone[i].name);
|
|
printf("bone %u.parent: %d\n", i + 1, bone[i].parent);
|
|
printf("bone %u.flags: %d\n", i + 1, bone[i].flags);
|
|
printf("bone %u.bonecontroller: %d %d %d %d %d %d\n", i + 1, bone[i].bonecontroller[0], bone[i].bonecontroller[1], bone[i].bonecontroller[2], bone[i].bonecontroller[3], bone[i].bonecontroller[4], bone[i].bonecontroller[5]);
|
|
printf("bone %u.value: %f %f %f %f %f %f\n", i + 1, bone[i].value[0], bone[i].value[1], bone[i].value[2], bone[i].value[3], bone[i].value[4], bone[i].value[5]);
|
|
printf("bone %u.scale: %f %f %f %f %f %f\n", i + 1, bone[i].scale[0], bone[i].scale[1], bone[i].scale[2], bone[i].scale[3], bone[i].scale[4], bone[i].scale[5]);
|
|
}
|
|
|
|
printf("\nnumbonecontrollers: %u\n", hdr->numbonecontrollers);
|
|
const SHalflifeBoneController *bonecontrollers = (const SHalflifeBoneController *) (phdr + hdr->bonecontrollerindex);
|
|
for (u32 i = 0; i < hdr->numbonecontrollers; i++)
|
|
{
|
|
printf("bonecontroller %u.bone: %d\n", i + 1, bonecontrollers[i].bone);
|
|
printf("bonecontroller %u.type: %d\n", i + 1, bonecontrollers[i].type);
|
|
printf("bonecontroller %u.start: %f\n", i + 1, bonecontrollers[i].start);
|
|
printf("bonecontroller %u.end: %f\n", i + 1, bonecontrollers[i].end);
|
|
printf("bonecontroller %u.rest: %d\n", i + 1, bonecontrollers[i].rest);
|
|
printf("bonecontroller %u.index: %d\n", i + 1, bonecontrollers[i].index);
|
|
}
|
|
|
|
printf("\nnumhitboxes: %u\n", hdr->numhitboxes);
|
|
const SHalflifeBBox *box = (const SHalflifeBBox *) (phdr + hdr->hitboxindex);
|
|
for (u32 i = 0; i < hdr->numhitboxes; i++)
|
|
{
|
|
printf("hitbox %u.bone: %d\n", i + 1, box[i].bone);
|
|
printf("hitbox %u.group: %d\n", i + 1, box[i].group);
|
|
printf("hitbox %u.bbmin: %f %f %f\n", i + 1, box[i].bbmin[0], box[i].bbmin[1], box[i].bbmin[2]);
|
|
printf("hitbox %u.bbmax: %f %f %f\n", i + 1, box[i].bbmax[0], box[i].bbmax[1], box[i].bbmax[2]);
|
|
}
|
|
|
|
printf("\nnumseq: %u\n", hdr->numseq);
|
|
const SHalflifeSequence *seq = (const SHalflifeSequence *) (phdr + hdr->seqindex);
|
|
for (u32 i = 0; i < hdr->numseq; i++)
|
|
{
|
|
printf("seqdesc %u.label: \"%s\"\n", i + 1, seq[i].label);
|
|
printf("seqdesc %u.fps: %f\n", i + 1, seq[i].fps);
|
|
printf("seqdesc %u.flags: %d\n", i + 1, seq[i].flags);
|
|
printf("<...>\n");
|
|
}
|
|
|
|
printf("\nnumseqgroups: %u\n", hdr->numseqgroups);
|
|
for (u32 i = 0; i < hdr->numseqgroups; i++)
|
|
{
|
|
const SHalflifeSequenceGroup *group = (const SHalflifeSequenceGroup *) (phdr + hdr->seqgroupindex);
|
|
printf("\nseqgroup %u.label: \"%s\"\n", i + 1, group[i].label);
|
|
printf("\nseqgroup %u.namel: \"%s\"\n", i + 1, group[i].name);
|
|
printf("\nseqgroup %u.data: %d\n", i + 1, group[i].data);
|
|
}
|
|
|
|
printf("\nnumskinref: %u\n", hdr->numskinref);
|
|
printf("numskinfamilies: %u\n", hdr->numskinfamilies);
|
|
|
|
printf("\nnumbodyparts: %u\n", hdr->numbodyparts);
|
|
const SHalflifeBody *pbodyparts = (const SHalflifeBody*) ((const u8*) hdr + hdr->bodypartindex);
|
|
for (u32 i = 0; i < hdr->numbodyparts; i++)
|
|
{
|
|
printf("bodypart %u.name: \"%s\"\n", i + 1, pbodyparts[i].name);
|
|
printf("bodypart %u.nummodels: %u\n", i + 1, pbodyparts[i].nummodels);
|
|
printf("bodypart %u.base: %u\n", i + 1, pbodyparts[i].base);
|
|
printf("bodypart %u.modelindex: %u\n", i + 1, pbodyparts[i].modelindex);
|
|
}
|
|
|
|
printf("\nnumattachments: %u\n", hdr->numattachments);
|
|
for (u32 i = 0; i < hdr->numattachments; i++)
|
|
{
|
|
const SHalflifeAttachment *attach = (const SHalflifeAttachment *) ((const u8*) hdr + hdr->attachmentindex);
|
|
printf("attachment %u.name: \"%s\"\n", i + 1, attach[i].name);
|
|
}
|
|
|
|
hdr = TextureHeader;
|
|
printf("\nnumtextures: %u\n", hdr->numtextures);
|
|
printf("textureindex: %u\n", hdr->textureindex);
|
|
printf("texturedataindex: %u\n", hdr->texturedataindex);
|
|
const SHalflifeTexture *ptextures = (const SHalflifeTexture *) ((const u8*) hdr + hdr->textureindex);
|
|
for (u32 i = 0; i < hdr->numtextures; i++)
|
|
{
|
|
printf("texture %u.name: \"%s\"\n", i + 1, ptextures[i].name);
|
|
printf("texture %u.flags: %d\n", i + 1, ptextures[i].flags);
|
|
printf("texture %u.width: %d\n", i + 1, ptextures[i].width);
|
|
printf("texture %u.height: %d\n", i + 1, ptextures[i].height);
|
|
printf("texture %u.index: %d\n", i + 1, ptextures[i].index);
|
|
}
|
|
}
|
|
|
|
|
|
/*!
|
|
*/
|
|
void CAnimatedMeshHalfLife::ExtractBbox(s32 sequence, core::aabbox3df &box) const
|
|
{
|
|
const SHalflifeSequence *seq = (const SHalflifeSequence *)((const u8*)Header + Header->seqindex) + sequence;
|
|
|
|
box.MinEdge.X = seq[0].bbmin[0];
|
|
box.MinEdge.Y = seq[0].bbmin[1];
|
|
box.MinEdge.Z = seq[0].bbmin[2];
|
|
|
|
box.MaxEdge.X = seq[0].bbmax[0];
|
|
box.MaxEdge.Y = seq[0].bbmax[1];
|
|
box.MaxEdge.Z = seq[0].bbmax[2];
|
|
}
|
|
|
|
|
|
/*!
|
|
*/
|
|
void CAnimatedMeshHalfLife::calcBoneAdj()
|
|
{
|
|
const SHalflifeBoneController *bonecontroller =
|
|
(const SHalflifeBoneController *)((const u8*) Header + Header->bonecontrollerindex);
|
|
|
|
for (u32 j = 0; j < Header->numbonecontrollers; j++)
|
|
{
|
|
const s32 i = bonecontroller[j].index;
|
|
// check for 360% wrapping
|
|
f32 value;
|
|
if (bonecontroller[j].type & STUDIO_RLOOP)
|
|
{
|
|
value = BoneController[i] * (360.f/256.f) + bonecontroller[j].start;
|
|
}
|
|
else
|
|
{
|
|
const f32 range = i <= 3 ? 255.f : 64.f;
|
|
value = core::clamp(BoneController[i] / range,0.f,1.f);
|
|
value = (1.f - value) * bonecontroller[j].start + value * bonecontroller[j].end;
|
|
}
|
|
|
|
switch(bonecontroller[j].type & STUDIO_TYPES)
|
|
{
|
|
case STUDIO_XR:
|
|
case STUDIO_YR:
|
|
case STUDIO_ZR:
|
|
BoneAdj[j] = value * core::DEGTORAD;
|
|
break;
|
|
case STUDIO_X:
|
|
case STUDIO_Y:
|
|
case STUDIO_Z:
|
|
BoneAdj[j] = value;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*!
|
|
*/
|
|
void CAnimatedMeshHalfLife::calcBoneQuaternion(const s32 frame, const SHalflifeBone * const bone,
|
|
SHalflifeAnimOffset *anim, const u32 j, f32& angle1, f32& angle2) const
|
|
{
|
|
// three vector components
|
|
if (anim->offset[j+3] == 0)
|
|
{
|
|
angle2 = angle1 = bone->value[j+3]; // default
|
|
}
|
|
else
|
|
{
|
|
SHalflifeAnimationFrame *animvalue = (SHalflifeAnimationFrame *)((u8*)anim + anim->offset[j+3]);
|
|
s32 k = frame;
|
|
while (animvalue->num.total <= k)
|
|
{
|
|
k -= animvalue->num.total;
|
|
animvalue += animvalue->num.valid + 1;
|
|
}
|
|
// Bah, missing blend!
|
|
if (animvalue->num.valid > k)
|
|
{
|
|
angle1 = animvalue[k+1].value;
|
|
|
|
if (animvalue->num.valid > k + 1)
|
|
{
|
|
angle2 = animvalue[k+2].value;
|
|
}
|
|
else
|
|
{
|
|
if (animvalue->num.total > k + 1)
|
|
angle2 = angle1;
|
|
else
|
|
angle2 = animvalue[animvalue->num.valid+2].value;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
angle1 = animvalue[animvalue->num.valid].value;
|
|
if (animvalue->num.total > k + 1)
|
|
{
|
|
angle2 = angle1;
|
|
}
|
|
else
|
|
{
|
|
angle2 = animvalue[animvalue->num.valid + 2].value;
|
|
}
|
|
}
|
|
angle1 = bone->value[j+3] + angle1 * bone->scale[j+3];
|
|
angle2 = bone->value[j+3] + angle2 * bone->scale[j+3];
|
|
}
|
|
|
|
if (bone->bonecontroller[j+3] != -1)
|
|
{
|
|
angle1 += BoneAdj[bone->bonecontroller[j+3]];
|
|
angle2 += BoneAdj[bone->bonecontroller[j+3]];
|
|
}
|
|
}
|
|
|
|
|
|
/*!
|
|
*/
|
|
void CAnimatedMeshHalfLife::calcBonePosition(const s32 frame, f32 s,
|
|
const SHalflifeBone * const bone, SHalflifeAnimOffset *anim, f32 *pos) const
|
|
{
|
|
for (s32 j = 0; j < 3; ++j)
|
|
{
|
|
pos[j] = bone->value[j]; // default;
|
|
if (anim->offset[j] != 0)
|
|
{
|
|
SHalflifeAnimationFrame *animvalue = (SHalflifeAnimationFrame *)((u8*)anim + anim->offset[j]);
|
|
|
|
s32 k = frame;
|
|
// find span of values that includes the frame we want
|
|
while (animvalue->num.total <= k)
|
|
{
|
|
k -= animvalue->num.total;
|
|
animvalue += animvalue->num.valid + 1;
|
|
}
|
|
// if we're inside the span
|
|
if (animvalue->num.valid > k)
|
|
{
|
|
// and there's more data in the span
|
|
if (animvalue->num.valid > k + 1)
|
|
{
|
|
pos[j] += (animvalue[k+1].value * (1.f - s) + s * animvalue[k+2].value) * bone->scale[j];
|
|
}
|
|
else
|
|
{
|
|
pos[j] += animvalue[k+1].value * bone->scale[j];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// are we at the end of the repeating values section and there's another section with data?
|
|
if (animvalue->num.total <= k + 1)
|
|
{
|
|
pos[j] += (animvalue[animvalue->num.valid].value * (1.f - s) + s * animvalue[animvalue->num.valid + 2].value) * bone->scale[j];
|
|
}
|
|
else
|
|
{
|
|
pos[j] += animvalue[animvalue->num.valid].value * bone->scale[j];
|
|
}
|
|
}
|
|
}
|
|
if (bone->bonecontroller[j] != -1)
|
|
{
|
|
pos[j] += BoneAdj[bone->bonecontroller[j]];
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*!
|
|
*/
|
|
void CAnimatedMeshHalfLife::calcRotations(vec3_hl *pos, vec4_hl *q,
|
|
SHalflifeSequence *seq, SHalflifeAnimOffset *anim, f32 f)
|
|
{
|
|
const s32 frame = (s32)f;
|
|
const f32 s = (f - frame);
|
|
|
|
// add in programatic controllers
|
|
calcBoneAdj();
|
|
|
|
SHalflifeBone *bone = (SHalflifeBone *)((u8 *)Header + Header->boneindex);
|
|
for ( u32 i = 0; i < Header->numbones; i++, bone++, anim++)
|
|
{
|
|
core::vector3df angle1, angle2;
|
|
calcBoneQuaternion(frame, bone, anim, 0, angle1.X, angle2.X);
|
|
calcBoneQuaternion(frame, bone, anim, 1, angle1.Y, angle2.Y);
|
|
calcBoneQuaternion(frame, bone, anim, 2, angle1.Z, angle2.Z);
|
|
|
|
if (!angle1.equals(angle2))
|
|
{
|
|
vec4_hl q1, q2;
|
|
AngleQuaternion( angle1, q1 );
|
|
AngleQuaternion( angle2, q2 );
|
|
QuaternionSlerp( q1, q2, s, q[i] );
|
|
}
|
|
else
|
|
{
|
|
AngleQuaternion( angle1, q[i] );
|
|
}
|
|
|
|
calcBonePosition(frame, s, bone, anim, pos[i]);
|
|
}
|
|
|
|
if (seq->motiontype & STUDIO_X)
|
|
pos[seq->motionbone][0] = 0.f;
|
|
if (seq->motiontype & STUDIO_Y)
|
|
pos[seq->motionbone][1] = 0.f;
|
|
if (seq->motiontype & STUDIO_Z)
|
|
pos[seq->motionbone][2] = 0.f;
|
|
}
|
|
|
|
|
|
/*!
|
|
*/
|
|
SHalflifeAnimOffset * CAnimatedMeshHalfLife::getAnim( SHalflifeSequence *seq )
|
|
{
|
|
SHalflifeSequenceGroup *seqgroup = (SHalflifeSequenceGroup *)((u8*)Header + Header->seqgroupindex) + seq->seqgroup;
|
|
|
|
if (seq->seqgroup == 0)
|
|
{
|
|
return (SHalflifeAnimOffset *)((u8*)Header + seqgroup->data + seq->animindex);
|
|
}
|
|
|
|
return (SHalflifeAnimOffset *)((u8*)AnimationHeader[seq->seqgroup] + seq->animindex);
|
|
}
|
|
|
|
|
|
/*!
|
|
*/
|
|
void CAnimatedMeshHalfLife::slerpBones(vec4_hl q1[], vec3_hl pos1[], vec4_hl q2[], vec3_hl pos2[], f32 s)
|
|
{
|
|
if (s < 0)
|
|
s = 0;
|
|
else if (s > 1.f)
|
|
s = 1.f;
|
|
|
|
f32 s1 = 1.f - s;
|
|
|
|
for ( u32 i = 0; i < Header->numbones; i++)
|
|
{
|
|
vec4_hl q3;
|
|
QuaternionSlerp( q1[i], q2[i], s, q3 );
|
|
q1[i][0] = q3[0];
|
|
q1[i][1] = q3[1];
|
|
q1[i][2] = q3[2];
|
|
q1[i][3] = q3[3];
|
|
pos1[i][0] = pos1[i][0] * s1 + pos2[i][0] * s;
|
|
pos1[i][1] = pos1[i][1] * s1 + pos2[i][1] * s;
|
|
pos1[i][2] = pos1[i][2] * s1 + pos2[i][2] * s;
|
|
}
|
|
}
|
|
|
|
|
|
/*!
|
|
*/
|
|
void CAnimatedMeshHalfLife::setUpBones()
|
|
{
|
|
static vec3_hl pos[MAXSTUDIOBONES];
|
|
f32 bonematrix[3][4];
|
|
static vec4_hl q[MAXSTUDIOBONES];
|
|
|
|
static vec3_hl pos2[MAXSTUDIOBONES];
|
|
static vec4_hl q2[MAXSTUDIOBONES];
|
|
static vec3_hl pos3[MAXSTUDIOBONES];
|
|
static vec4_hl q3[MAXSTUDIOBONES];
|
|
static vec3_hl pos4[MAXSTUDIOBONES];
|
|
static vec4_hl q4[MAXSTUDIOBONES];
|
|
|
|
if (SequenceIndex >= Header->numseq)
|
|
SequenceIndex = 0;
|
|
|
|
SHalflifeSequence *seq = (SHalflifeSequence *)((u8*) Header + Header->seqindex) + SequenceIndex;
|
|
|
|
SHalflifeAnimOffset *anim = getAnim(seq);
|
|
calcRotations(pos, q, seq, anim, CurrentFrame);
|
|
|
|
if (seq->numblends > 1)
|
|
{
|
|
anim += Header->numbones;
|
|
calcRotations( pos2, q2, seq, anim, CurrentFrame );
|
|
f32 s = Blending[0] / 255.f;
|
|
|
|
slerpBones( q, pos, q2, pos2, s );
|
|
|
|
if (seq->numblends == 4)
|
|
{
|
|
anim += Header->numbones;
|
|
calcRotations( pos3, q3, seq, anim, CurrentFrame );
|
|
|
|
anim += Header->numbones;
|
|
calcRotations( pos4, q4, seq, anim, CurrentFrame );
|
|
|
|
s = Blending[0] / 255.f;
|
|
slerpBones( q3, pos3, q4, pos4, s );
|
|
|
|
s = Blending[1] / 255.f;
|
|
slerpBones( q, pos, q3, pos3, s );
|
|
}
|
|
}
|
|
|
|
const SHalflifeBone *bone = (SHalflifeBone *)((u8*) Header + Header->boneindex);
|
|
|
|
for (u32 i = 0; i < Header->numbones; i++)
|
|
{
|
|
QuaternionMatrix( q[i], bonematrix );
|
|
|
|
bonematrix[0][3] = pos[i][0];
|
|
bonematrix[1][3] = pos[i][1];
|
|
bonematrix[2][3] = pos[i][2];
|
|
|
|
if (bone[i].parent == -1) {
|
|
memcpy(BoneTransform[i], bonematrix, sizeof(f32) * 12);
|
|
}
|
|
else {
|
|
R_ConcatTransforms (BoneTransform[bone[i].parent], bonematrix, BoneTransform[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//! Returns an axis aligned bounding box
|
|
const core::aabbox3d<f32>& CAnimatedMeshHalfLife::getBoundingBox() const
|
|
{
|
|
return MeshIPol->BoundingBox;
|
|
}
|
|
|
|
|
|
//! Returns the type of the animated mesh.
|
|
E_ANIMATED_MESH_TYPE CAnimatedMeshHalfLife::getMeshType() const
|
|
{
|
|
return EAMT_MDL_HALFLIFE;
|
|
}
|
|
|
|
|
|
//! returns amount of mesh buffers.
|
|
u32 CAnimatedMeshHalfLife::getMeshBufferCount() const
|
|
{
|
|
return MeshIPol->getMeshBufferCount();
|
|
}
|
|
|
|
|
|
//! returns pointer to a mesh buffer
|
|
IMeshBuffer* CAnimatedMeshHalfLife::getMeshBuffer(u32 nr) const
|
|
{
|
|
return MeshIPol->getMeshBuffer(nr);
|
|
}
|
|
|
|
|
|
//! Returns pointer to a mesh buffer which fits a material
|
|
/** \param material: material to search for
|
|
\return Returns the pointer to the mesh buffer or
|
|
NULL if there is no such mesh buffer. */
|
|
IMeshBuffer* CAnimatedMeshHalfLife::getMeshBuffer(const video::SMaterial &material) const
|
|
{
|
|
return MeshIPol->getMeshBuffer(material);
|
|
}
|
|
|
|
|
|
void CAnimatedMeshHalfLife::setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue)
|
|
{
|
|
MeshIPol->setMaterialFlag ( flag, newvalue );
|
|
}
|
|
|
|
|
|
//! set user axis aligned bounding box
|
|
void CAnimatedMeshHalfLife::setBoundingBox(const core::aabbox3df& box)
|
|
{
|
|
MeshIPol->setBoundingBox(box);
|
|
}
|
|
|
|
|
|
} // end namespace scene
|
|
} // end namespace irr
|
|
|
|
#endif // _IRR_COMPILE_WITH_MD3_LOADER_
|
|
|