582 lines
18 KiB
C++
582 lines
18 KiB
C++
// meshmanager.cpp
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//
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// Copyright (C) 2001-2006 Chris Laurel <claurel@shatters.net>
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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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#include <iostream>
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#include <fstream>
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#include <cassert>
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#include <libintl.h>
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#include "celestia.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 <celmath/mathlib.h>
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#include <celmath/perlin.h>
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#include <cel3ds/3dsread.h>
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#include "modelfile.h"
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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 "vertexlist.h"
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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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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 = NULL;
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static const char UniqueSuffixChar = '!';
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GeometryManager* GetGeometryManager()
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{
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if (geometryManager == NULL)
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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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char uniquifyingSuffix[128];
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sprintf(uniquifyingSuffix, "%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.c_str());
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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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clog << _("Loading model: ") << filename << '\n';
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Model* model = NULL;
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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 != NULL)
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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.c_str(), ios::binary);
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if (in.good())
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{
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model = LoadModel(in, path);
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if (model != NULL)
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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 != NULL)
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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.c_str());
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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 != NULL)
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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 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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clog << _(" Model statistics: ")
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<< model->getVertexCount() << _(" vertices, ")
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<< model->getPrimitiveCount() << _(" primitives, ")
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<< originalMaterialCount << _(" materials ")
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<< "(" << model->getMaterialCount() << _(" unique)\n");
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}
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else
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{
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cerr << _("Error loading model '") << filename << "'\n";
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}
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return model;
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}
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struct NoiseMeshParameters
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{
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Vec3f size;
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Vec3f 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 != NULL);
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NoiseMeshParameters* params = (NoiseMeshParameters*) info;
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return fractalsum(Point3f(x, y, z) + params->offset,
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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.c_str(), 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 NULL;
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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 NULL;
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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 NULL;
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}
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Value* meshDefValue = parser.readValue();
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if (meshDefValue == NULL)
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{
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DPRINTF(0, "%s: Bad mesh file.\n", filename.c_str());
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return NULL;
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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 NULL;
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}
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Hash* meshDef = meshDefValue->getHash();
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NoiseMeshParameters params;
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params.size = Vec3f(1, 1, 1);
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params.offset = Vec3f(10, 10, 10);
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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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if (sphereMesh != NULL)
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{
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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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}
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return model;
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}
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static VertexList* ConvertToVertexList(M3DTriangleMesh& mesh,
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const M3DScene& scene,
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const string& texturePath)
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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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bool smooth = (mesh.getSmoothingGroupCount() == nFaces);
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int i;
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uint32 parts = VertexList::VertexNormal;
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if (nTexCoords >= nVertices)
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parts |= VertexList::TexCoord0;
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VertexList* vl = new VertexList(parts);
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Vec3f* faceNormals = new Vec3f[nFaces];
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Vec3f* vertexNormals = new Vec3f[nFaces * 3];
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int* faceCounts = new int[nVertices];
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int** vertexFaces = new int*[nVertices];
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for (i = 0; i < nVertices; i++)
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{
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faceCounts[i] = 0;
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vertexFaces[i] = NULL;
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}
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// generate face normals
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for (i = 0; i < nFaces; i++)
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{
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uint16 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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Point3f p0 = mesh.getVertex(v0);
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Point3f p1 = mesh.getVertex(v1);
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Point3f p2 = mesh.getVertex(v2);
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faceNormals[i] = cross(p1 - p0, p2 - p1);
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faceNormals[i].normalize();
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}
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if (!smooth && 0)
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{
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for (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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{
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// allocate space for vertex face indices
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for (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 (i = 0; i < nFaces; i++)
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{
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uint16 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 (i = 0; i < nFaces; i++)
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{
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uint16 v0, v1, v2;
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mesh.getFace(i, v0, v1, v2);
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// uint32 smoothingGroups = mesh.getSmoothingGroups(i);
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int j;
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Vec3f v = Vec3f(0, 0, 0);
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for (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] * faceNormals[k] > 0.5f)
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v += faceNormals[k];
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}
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v.normalize();
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vertexNormals[i * 3] = v;
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v = Vec3f(0, 0, 0);
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for (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] * faceNormals[k] > 0.5f)
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v += faceNormals[k];
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}
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v.normalize();
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vertexNormals[i * 3 + 1] = v;
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v = Vec3f(0, 0, 0);
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for (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] * faceNormals[k] > 0.5f)
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v += faceNormals[k];
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}
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v.normalize();
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vertexNormals[i * 3 + 2] = v;
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}
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}
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// build the triangle list
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for (i = 0; i < nFaces; i++)
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{
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uint16 triVert[3];
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mesh.getFace(i, triVert[0], triVert[1], triVert[2]);
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for (int j = 0; j < 3; j++)
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{
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VertexList::Vertex v;
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v.point = mesh.getVertex(triVert[j]);
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v.normal = vertexNormals[i * 3 + j];
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if ((parts & VertexList::TexCoord0) != 0)
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v.texCoords[0] = mesh.getTexCoord(triVert[j]);
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vl->addVertex(v);
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}
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}
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// Set the material properties
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{
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string materialName = mesh.getMaterialName();
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if (materialName.length() > 0)
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{
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int nMaterials = scene.getMaterialCount();
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for (i = 0; i < nMaterials; i++)
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{
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M3DMaterial* material = scene.getMaterial(i);
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if (materialName == material->getName())
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{
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M3DColor diffuse = material->getDiffuseColor();
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vl->setDiffuseColor(Color(diffuse.red, diffuse.green, diffuse.blue, material->getOpacity()));
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M3DColor specular = material->getSpecularColor();
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vl->setSpecularColor(Color(specular.red, specular.green, specular.blue));
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float shininess = material->getShininess();
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// Map the 3DS file's shininess from percentage (0-100) to
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// range that OpenGL uses for the specular exponent. The
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// current equation is just a guess at the mapping that
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// 3DS actually uses.
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shininess = (float) pow(2.0, 1.0 + 0.1 * shininess);
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//shininess = 2.0f + shininess;
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//clog << materialName << ": shininess=" << shininess << ", color=" << specular.red << "," << specular.green << "," << specular.blue << '\n';
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if (shininess > 128.0f)
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shininess = 128.0f;
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vl->setShininess(shininess);
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if (material->getTextureMap() != "")
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{
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ResourceHandle tex = GetTextureManager()->getHandle(TextureInfo(material->getTextureMap(), texturePath, TextureInfo::WrapTexture));
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vl->setTexture(tex);
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}
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break;
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}
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}
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}
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}
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// clean up
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if (faceNormals != NULL)
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delete[] faceNormals;
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if (vertexNormals != NULL)
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delete[] vertexNormals;
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if (faceCounts != NULL)
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delete[] faceCounts;
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if (vertexFaces != NULL)
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{
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for (i = 0; i < nVertices; i++)
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{
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if (vertexFaces[i] != NULL)
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delete[] vertexFaces[i];
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}
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delete[] vertexFaces;
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}
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return vl;
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}
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static Mesh*
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ConvertVertexListToMesh(VertexList* vlist,
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const string& /*texPath*/, //TODO: remove parameter??
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uint32 material)
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{
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Mesh::VertexAttribute attributes[8];
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uint32 nAttributes = 0;
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uint32 offset = 0;
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uint32 parts = vlist->getVertexParts();
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// Position attribute is always present in a vertex list
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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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if ((parts & VertexList::VertexNormal) != 0)
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{
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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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}
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if ((parts & VertexList::VertexColor0) != 0)
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{
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attributes[nAttributes] = Mesh::VertexAttribute(Mesh::Color0, Mesh::UByte4, offset);
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nAttributes++;
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offset += 4;
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}
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if ((parts & VertexList::TexCoord0) != 0)
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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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if ((parts & VertexList::TexCoord1) != 0)
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{
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attributes[nAttributes] = Mesh::VertexAttribute(Mesh::Texture1, Mesh::Float2, offset);
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nAttributes++;
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offset += 8;
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}
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uint32 nVertices = vlist->getVertexCount();
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Mesh* mesh = new Mesh();
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mesh->setVertexDescription(Mesh::VertexDescription(offset, nAttributes, attributes));
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mesh->setVertices(nVertices, vlist->getVertexData());
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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* indices = new uint32[nVertices];
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for (uint32 i = 0; i < nVertices; i++)
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indices[i] = i;
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mesh->addGroup(Mesh::TriList, material, nVertices, indices);
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return mesh;
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}
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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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uint32 materialIndex = 0;
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for (unsigned int i = 0; i < scene.getModelCount(); i++)
|
|
{
|
|
M3DModel* model3ds = scene.getModel(i);
|
|
if (model3ds != NULL)
|
|
{
|
|
for (unsigned int j = 0; j < model3ds->getTriMeshCount(); j++)
|
|
{
|
|
M3DTriangleMesh* mesh = model3ds->getTriMesh(j);
|
|
if (mesh != NULL)
|
|
{
|
|
// The vertex list is just an intermediate stage in conversion
|
|
// to a Celestia model structure. Eventually, we should handle
|
|
// the conversion in a single step.
|
|
VertexList* vlist = ConvertToVertexList(*mesh, scene, texPath);
|
|
Mesh* mesh = ConvertVertexListToMesh(vlist, texPath, materialIndex);
|
|
|
|
// Convert the vertex list material
|
|
Mesh::Material* material = new Mesh::Material();
|
|
material->diffuse = vlist->getDiffuseColor();
|
|
material->specular = vlist->getSpecularColor();
|
|
material->specularPower = vlist->getShininess();
|
|
material->opacity = vlist->getDiffuseColor().alpha();
|
|
material->maps[Mesh::DiffuseMap] = vlist->getTexture();
|
|
model->addMaterial(material);
|
|
materialIndex++;
|
|
|
|
model->addMesh(mesh);
|
|
|
|
delete vlist;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return model;
|
|
#if 0
|
|
// Sort the vertex lists to make sure that the transparent ones are
|
|
// rendered after the opaque ones and material state changes are minimized.
|
|
sort(vertexLists.begin(), vertexLists.end(), compareVertexLists);
|
|
#endif
|
|
}
|