592 lines
18 KiB
C++
592 lines
18 KiB
C++
// meshmanager.cpp
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//
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// Copyright (C) 2001-2010, Celestia Development Team
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// Original version by Chris Laurel <claurel@gmail.com>
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 2
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// of the License, or (at your option) any later version.
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// Experimental particle system support
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#define PARTICLE_SYSTEM 0
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#if PARTICLE_SYSTEM
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#include "particlesystem.h"
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#include "particlesystemfile.h"
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#endif
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#include "parser.h"
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#include "spheremesh.h"
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#include "texmanager.h"
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#include "meshmanager.h"
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#include "modelgeometry.h"
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#include <cel3ds/3dsread.h>
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#include <celmodel/modelfile.h>
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#include <celmath/mathlib.h>
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#include <celmath/perlin.h>
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#include <celutil/debug.h>
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#include <celutil/filetype.h>
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#include <celutil/util.h>
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#include <iostream>
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#include <fstream>
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#include <cassert>
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#include <utility>
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#include <fmt/printf.h>
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#include <memory>
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using namespace cmod;
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using namespace Eigen;
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using namespace std;
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static Model* LoadCelestiaMesh(const string& filename);
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static Model* Convert3DSModel(const M3DScene& scene, const string& texPath);
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static GeometryManager* geometryManager = nullptr;
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static const char UniqueSuffixChar = '!';
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class CelestiaTextureLoader : public cmod::TextureLoader
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{
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public:
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CelestiaTextureLoader(std::string texturePath) :
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m_texturePath(std::move(texturePath))
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{
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}
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~CelestiaTextureLoader() = default;
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Material::TextureResource* loadTexture(const std::string& name)
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{
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ResourceHandle tex = GetTextureManager()->getHandle(TextureInfo(name, m_texturePath, TextureInfo::WrapTexture));
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return new CelestiaTextureResource(tex);
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}
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private:
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std::string m_texturePath;
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};
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GeometryManager* GetGeometryManager()
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{
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if (geometryManager == nullptr)
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geometryManager = new GeometryManager("models");
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return geometryManager;
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}
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string GeometryInfo::resolve(const string& baseDir)
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{
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// Ensure that models with different centers get resolved to different objects by
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// adding a 'uniquifying' suffix to the filename that encodes the center value.
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// This suffix is stripped before the file is actually loaded.
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string uniquifyingSuffix;
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uniquifyingSuffix = fmt::sprintf("%c%f,%f,%f,%f,%d", UniqueSuffixChar, center.x(), center.y(), center.z(), scale, (int) isNormalized);
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if (!path.empty())
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{
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string filename = path + "/models/" + source;
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ifstream in(filename);
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if (in.good())
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{
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resolvedToPath = true;
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return filename + uniquifyingSuffix;
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}
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}
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return baseDir + "/" + source + uniquifyingSuffix;
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}
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Geometry* GeometryInfo::load(const string& resolvedFilename)
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{
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// Strip off the uniquifying suffix
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string::size_type uniquifyingSuffixStart = resolvedFilename.rfind(UniqueSuffixChar);
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string filename(resolvedFilename, 0, uniquifyingSuffixStart);
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fmt::fprintf(clog, _("Loading model: %s\n"), filename);
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Model* model = nullptr;
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ContentType fileType = DetermineFileType(filename);
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if (fileType == Content_3DStudio)
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{
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M3DScene* scene = Read3DSFile(filename);
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if (scene != nullptr)
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{
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if (resolvedToPath)
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model = Convert3DSModel(*scene, path);
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else
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model = Convert3DSModel(*scene, "");
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if (isNormalized)
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model->normalize(center);
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else
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model->transform(center, scale);
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delete scene;
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}
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}
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else if (fileType == Content_CelestiaModel)
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{
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ifstream in(filename, ios::binary);
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if (in.good())
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{
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CelestiaTextureLoader textureLoader(path);
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model = LoadModel(in, &textureLoader);
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if (model != nullptr)
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{
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if (isNormalized)
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model->normalize(center);
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else
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model->transform(center, scale);
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}
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}
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}
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else if (fileType == Content_CelestiaMesh)
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{
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model = LoadCelestiaMesh(filename);
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if (model != nullptr)
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{
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if (isNormalized)
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model->normalize(center);
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else
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model->transform(center, scale);
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}
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}
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#if PARTICLE_SYSTEM
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else if (fileType == Content_CelestiaParticleSystem)
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{
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ifstream in(filename);
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if (in.good())
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{
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return LoadParticleSystem(in, path);
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}
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}
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#endif
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// Condition the model for optimal rendering
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if (model != nullptr)
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{
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// Many models tend to have a lot of duplicate materials; eliminate
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// them, since unnecessarily setting material parameters can adversely
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// impact rendering performance. Ideally uniquification of materials
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// would be performed just once when the model was created, but
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// that's not the case.
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uint32_t originalMaterialCount = model->getMaterialCount();
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model->uniquifyMaterials();
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// Sort the submeshes roughly by opacity. This will eliminate a
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// good number of the errors caused when translucent triangles are
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// rendered before geometry that they cover.
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model->sortMeshes(Model::OpacityComparator());
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model->determineOpacity();
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// Display some statics for the model
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fmt::fprintf(clog,
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_(" Model statistics: %u vertices, %u primitives, %u materials (%u unique)\n"),
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model->getVertexCount(),
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model->getPrimitiveCount(),
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originalMaterialCount,
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model->getMaterialCount());
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return new ModelGeometry(unique_ptr<cmod::Model>(model));
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}
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else
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{
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fmt::fprintf(clog, _("Error loading model '%s'\n"), filename);
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return nullptr;
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}
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}
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struct NoiseMeshParameters
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{
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Vector3f size;
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Vector3f offset;
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float featureHeight;
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float octaves;
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float slices;
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float rings;
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};
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static float NoiseDisplacementFunc(float u, float v, void* info)
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{
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float theta = u * (float) PI * 2;
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float phi = (v - 0.5f) * (float) PI;
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float x = (float) (cos(phi) * cos(theta));
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float y = (float) sin(phi);
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float z = (float) (cos(phi) * sin(theta));
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// assert(info != nullptr);
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auto* params = (NoiseMeshParameters*) info;
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Vector3f p = Vector3f(x, y, z) + params->offset;
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return fractalsum(p, params->octaves) * params->featureHeight;
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}
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// TODO: The Celestia mesh format is deprecated
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Model* LoadCelestiaMesh(const string& filename)
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{
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ifstream meshFile(filename, ios::in);
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if (!meshFile.good())
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{
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DPRINTF(0, "Error opening mesh file: %s\n", filename.c_str());
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return nullptr;
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}
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Tokenizer tokenizer(&meshFile);
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Parser parser(&tokenizer);
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if (tokenizer.nextToken() != Tokenizer::TokenName)
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{
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DPRINTF(0, "Mesh file %s is invalid.\n", filename.c_str());
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return nullptr;
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}
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if (tokenizer.getStringValue() != "SphereDisplacementMesh")
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{
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DPRINTF(0, "%s: Unrecognized mesh type %s.\n",
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filename.c_str(),
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tokenizer.getStringValue().c_str());
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return nullptr;
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}
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Value* meshDefValue = parser.readValue();
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if (meshDefValue == nullptr)
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{
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DPRINTF(0, "%s: Bad mesh file.\n", filename.c_str());
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return nullptr;
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}
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if (meshDefValue->getType() != Value::HashType)
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{
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DPRINTF(0, "%s: Bad mesh file.\n", filename.c_str());
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delete meshDefValue;
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return nullptr;
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}
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Hash* meshDef = meshDefValue->getHash();
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NoiseMeshParameters params{};
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params.size = Vector3f::Ones();
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params.offset = Vector3f::Constant(10.0f);
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params.featureHeight = 0.0f;
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params.octaves = 1;
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params.slices = 20;
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params.rings = 20;
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meshDef->getVector("Size", params.size);
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meshDef->getVector("NoiseOffset", params.offset);
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meshDef->getNumber("FeatureHeight", params.featureHeight);
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meshDef->getNumber("Octaves", params.octaves);
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meshDef->getNumber("Slices", params.slices);
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meshDef->getNumber("Rings", params.rings);
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delete meshDefValue;
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Model* model = new Model();
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SphereMesh* sphereMesh = new SphereMesh(params.size,
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(int) params.rings, (int) params.slices,
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NoiseDisplacementFunc,
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(void*) ¶ms);
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Mesh* mesh = sphereMesh->convertToMesh();
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model->addMesh(mesh);
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delete sphereMesh;
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return model;
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}
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static Mesh*
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ConvertTriangleMesh(M3DTriangleMesh& mesh,
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const M3DScene& scene)
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{
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int nFaces = mesh.getFaceCount();
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int nVertices = mesh.getVertexCount();
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int nTexCoords = mesh.getTexCoordCount();
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// Texture coordinates are optional. Check for tex coord count >= nVertices because some
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// convertors generate extra texture coordinates.
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bool hasTextureCoords = nTexCoords >= nVertices;
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// Create the attribute set. Always include positions and normals, texture coords
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// are optional.
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Mesh::VertexAttribute attributes[8];
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uint32_t nAttributes = 0;
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uint32_t offset = 0;
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// Position attribute are required
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attributes[nAttributes] = Mesh::VertexAttribute(Mesh::Position, Mesh::Float3, 0);
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nAttributes++;
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offset += 12;
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// Normals are always generated
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attributes[nAttributes] = Mesh::VertexAttribute(Mesh::Normal, Mesh::Float3, offset);
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nAttributes++;
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offset += 12;
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if (hasTextureCoords)
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{
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attributes[nAttributes] = Mesh::VertexAttribute(Mesh::Texture0, Mesh::Float2, offset);
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nAttributes++;
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offset += 8;
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}
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uint32_t vertexSize = offset;
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// bool smooth = (mesh.getSmoothingGroupCount() == nFaces);
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Vector3f* faceNormals = new Vector3f[nFaces];
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Vector3f* vertexNormals = new Vector3f[nFaces * 3];
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auto* faceCounts = new int[nVertices];
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auto** vertexFaces = new int*[nVertices];
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for (int i = 0; i < nVertices; i++)
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{
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faceCounts[i] = 0;
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vertexFaces[i] = nullptr;
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}
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// generate face normals
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for (int i = 0; i < nFaces; i++)
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{
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uint16_t v0, v1, v2;
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mesh.getFace(i, v0, v1, v2);
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faceCounts[v0]++;
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faceCounts[v1]++;
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faceCounts[v2]++;
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Vector3f p0 = mesh.getVertex(v0);
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Vector3f p1 = mesh.getVertex(v1);
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Vector3f p2 = mesh.getVertex(v2);
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faceNormals[i] = (p1 - p0).cross(p2 - p1).normalized();
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}
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#if 0
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if (!smooth)
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{
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for (int i = 0; i < nFaces; i++)
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{
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vertexNormals[i * 3] = faceNormals[i];
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vertexNormals[i * 3 + 1] = faceNormals[i];
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vertexNormals[i * 3 + 2] = faceNormals[i];
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}
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}
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else
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#endif
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{
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// allocate space for vertex face indices
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for (int i = 0; i < nVertices; i++)
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{
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vertexFaces[i] = new int[faceCounts[i] + 1];
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vertexFaces[i][0] = faceCounts[i];
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}
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for (int i = 0; i < nFaces; i++)
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{
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uint16_t v0, v1, v2;
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mesh.getFace(i, v0, v1, v2);
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vertexFaces[v0][faceCounts[v0]--] = i;
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vertexFaces[v1][faceCounts[v1]--] = i;
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vertexFaces[v2][faceCounts[v2]--] = i;
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}
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// average face normals to compute the vertex normals
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for (int i = 0; i < nFaces; i++)
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{
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uint16_t v0, v1, v2;
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mesh.getFace(i, v0, v1, v2);
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// uint32_t smoothingGroups = mesh.getSmoothingGroups(i);
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Vector3f v = Vector3f::Zero();
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for (int j = 1; j <= vertexFaces[v0][0]; j++)
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{
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int k = vertexFaces[v0][j];
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// if (k == i || (smoothingGroups & mesh.getSmoothingGroups(k)) != 0)
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if (faceNormals[i].dot(faceNormals[k]) > 0.5f)
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v += faceNormals[k];
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}
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vertexNormals[i * 3] = v.normalized();
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v = Vector3f::Zero();
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for (int j = 1; j <= vertexFaces[v1][0]; j++)
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{
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int k = vertexFaces[v1][j];
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// if (k == i || (smoothingGroups & mesh.getSmoothingGroups(k)) != 0)
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if (faceNormals[i].dot(faceNormals[k]) > 0.5f)
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v += faceNormals[k];
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}
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vertexNormals[i * 3 + 1] = v.normalized();
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v = Vector3f::Zero();
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for (int j = 1; j <= vertexFaces[v2][0]; j++)
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{
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int k = vertexFaces[v2][j];
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// if (k == i || (smoothingGroups & mesh.getSmoothingGroups(k)) != 0)
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if (faceNormals[i].dot(faceNormals[k]) > 0.5f)
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v += faceNormals[k];
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}
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vertexNormals[i * 3 + 2] = v.normalized();
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}
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}
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// Create the vertex data
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unsigned int floatsPerVertex = vertexSize / sizeof(float);
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auto* vertexData = new float[nFaces * 3 * floatsPerVertex];
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for (int i = 0; i < nFaces; i++)
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{
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uint16_t triVert[3];
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mesh.getFace(i, triVert[0], triVert[1], triVert[2]);
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for (unsigned int j = 0; j < 3; j++)
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{
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Vector3f position = mesh.getVertex(triVert[j]);
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Vector3f normal = vertexNormals[i * 3 + j];
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int dataOffset = (i * 3 + j) * floatsPerVertex;
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vertexData[dataOffset + 0] = position.x();
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vertexData[dataOffset + 1] = position.y();
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vertexData[dataOffset + 2] = position.z();
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vertexData[dataOffset + 3] = normal.x();
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vertexData[dataOffset + 4] = normal.y();
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vertexData[dataOffset + 5] = normal.z();
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if (hasTextureCoords)
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{
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Vector2f texCoord = mesh.getTexCoord(triVert[j]);
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vertexData[dataOffset + 6] = texCoord.x();
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vertexData[dataOffset + 7] = texCoord.y();
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}
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}
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}
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// Create the mesh
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Mesh* newMesh = new Mesh();
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newMesh->setVertexDescription(Mesh::VertexDescription(vertexSize, nAttributes, attributes));
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newMesh->setVertices(nFaces * 3, vertexData);
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for (uint32_t i = 0; i < mesh.getMeshMaterialGroupCount(); ++i)
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{
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M3DMeshMaterialGroup* matGroup = mesh.getMeshMaterialGroup(i);
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// Vertex lists are not indexed, so the conversion to an indexed format is
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// trivial (although much space is wasted storing unnecessary indices.)
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uint32_t nMatGroupFaces = matGroup->faces.size();
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auto indices = new uint32_t[nMatGroupFaces * 3];
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for (uint32_t j = 0; j < nMatGroupFaces; ++j)
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{
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uint16_t faceIndex = matGroup->faces[j];
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indices[j * 3 + 0] = faceIndex * 3 + 0;
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indices[j * 3 + 1] = faceIndex * 3 + 1;
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indices[j * 3 + 2] = faceIndex * 3 + 2;
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}
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// Lookup the material index
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uint32_t materialIndex = 0;
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for (uint32_t j = 0; j < scene.getMaterialCount(); ++j)
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{
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if (matGroup->materialName == scene.getMaterial(j)->getName())
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{
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materialIndex = j;
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break;
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}
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}
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newMesh->addGroup(Mesh::TriList, materialIndex, nMatGroupFaces * 3, indices);
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}
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// clean up
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delete[] faceNormals;
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delete[] vertexNormals;
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delete[] faceCounts;
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for (int i = 0; i < nVertices; i++)
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{
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delete[] vertexFaces[i];
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}
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delete[] vertexFaces;
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return newMesh;
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}
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#if 0
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static Material::Color
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toMaterialColor(Color c)
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{
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return {c.red(), c.green(), c.blue()};
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}
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#endif
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static Model*
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Convert3DSModel(const M3DScene& scene, const string& texPath)
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{
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Model* model = new Model();
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// Convert the materials
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for (uint32_t i = 0; i < scene.getMaterialCount(); i++)
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{
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M3DMaterial* material = scene.getMaterial(i);
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Material* newMaterial = new Material();
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M3DColor diffuse = material->getDiffuseColor();
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newMaterial->diffuse = Material::Color(diffuse.red, diffuse.green, diffuse.blue);
|
|
newMaterial->opacity = material->getOpacity();
|
|
|
|
M3DColor specular = material->getSpecularColor();
|
|
newMaterial->specular = Material::Color(specular.red, specular.green, specular.blue);
|
|
|
|
float shininess = material->getShininess();
|
|
|
|
// Map the 3DS file's shininess from percentage (0-100) to
|
|
// range that OpenGL uses for the specular exponent. The
|
|
// current equation is just a guess at the mapping that
|
|
// 3DS actually uses.
|
|
newMaterial->specularPower = (float) pow(2.0, 1.0 + 0.1 * shininess);
|
|
if (newMaterial->specularPower > 128.0f)
|
|
newMaterial->specularPower = 128.0f;
|
|
|
|
if (!material->getTextureMap().empty())
|
|
{
|
|
ResourceHandle tex = GetTextureManager()->getHandle(TextureInfo(material->getTextureMap(), texPath, TextureInfo::WrapTexture));
|
|
newMaterial->maps[Material::DiffuseMap] = new CelestiaTextureResource(tex);
|
|
}
|
|
|
|
model->addMaterial(newMaterial);
|
|
}
|
|
|
|
// Convert all models in the scene. Some confusing terminology: a 3ds 'scene' is the same
|
|
// as a Celestia model, and a 3ds 'model' is the same as a Celestia mesh.
|
|
for (uint32_t i = 0; i < scene.getModelCount(); i++)
|
|
{
|
|
M3DModel* model3ds = scene.getModel(i);
|
|
if (model3ds)
|
|
{
|
|
for (unsigned int j = 0; j < model3ds->getTriMeshCount(); j++)
|
|
{
|
|
M3DTriangleMesh* mesh = model3ds->getTriMesh(j);
|
|
if (mesh)
|
|
{
|
|
Mesh* newMesh = ConvertTriangleMesh(*mesh, scene);
|
|
model->addMesh(newMesh);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return model;
|
|
}
|