Beispiel #1
0
void FunctionSimple::SetMaxZ(float f)
{
  // Offset is avg of min and max.
  m_offsetZ = (f + GetMinZ()) / 2.0f;
  // Multiplier is max - offset, or offset - min
  m_multiplierZ = fabs(f - m_offsetZ);
}
void CUmbralActor::RebuildActorRenderables()
{
	uint32 modelFolder = m_baseModelId % 10000;
	uint32 modelClass = m_baseModelId / 10000;
	const char* charaFolder = "";
	const char* charaPrefix = "";
	switch(modelClass)
	{
	case 1:
		charaFolder = "mon";
		charaPrefix = "m";
		break;
	case 2:
		charaFolder = "bgobj";
		charaPrefix = "b";
		break;
	case 4:
		charaFolder = "wep";
		charaPrefix = "w";
		break;
	default:
		assert(0);
		break;
	}

	uint32 subModelId = m_topModelId >> 10;
	uint32 variation = m_topModelId & 0x3FF;

	auto gamePath = CFileManager::GetGamePath();
	auto modelPath = string_format("%s/client/chara/%s/%s%0.3d/equ/e%0.3d/top_mdl/0001",
		gamePath.string().c_str(), charaFolder, charaPrefix, modelFolder, subModelId);

	Framework::CStdStream inputStream(modelPath.c_str(), "rb");

	auto modelResource = CSectionLoader::ReadSection(ResourceNodePtr(), inputStream);

	auto modelChunk = modelResource->SelectNode<CModelChunk>();
	assert(modelChunk);
	if(!modelChunk) return;

	auto boundingBox = modelChunk->SelectNode<CCompChunk>();

	CVector3 boxMin(boundingBox->GetMinX(), boundingBox->GetMinY(), boundingBox->GetMinZ());
	CVector3 boxMax(boundingBox->GetMaxX(), boundingBox->GetMaxY(), boundingBox->GetMaxZ());

	CVector3 modelSize = (boxMax - boxMin) / 2;
	CVector3 modelPos = (boxMax + boxMin) / 2;

	auto model = std::make_shared<CUmbralModel>(modelChunk);
	model->SetPosition(modelPos);
	model->SetScale(modelSize);
	AppendChild(model);

	auto modelBoundingSphere = model->GetBoundingSphere();
	modelBoundingSphere.radius *= std::max(std::max(modelSize.x, modelSize.y), modelSize.z);
	modelBoundingSphere.position += modelPos;
	m_boundingSphere = modelBoundingSphere;

	uint32 textureId = 0;
	if(modelClass == 4)
	{
		uint32 varWepId = 1000000000 + (modelFolder * 1000000) + (subModelId * 1000) + variation;
		auto var = CWeaponVars::GetInstance().GetVarForId(varWepId);
		textureId = var.textureId;

		for(const auto& meshNode : model->GetChildren())
		{
			if(auto mesh = std::dynamic_pointer_cast<CUmbralMesh>(meshNode))
			{
				auto meshName = mesh->GetName();
				int materialId = 0;
				if(meshName.find("_a") != std::string::npos)
				{
					materialId = 0;
				}
				if(meshName.find("_b") != std::string::npos)
				{
					materialId = 1;
				}
				if(meshName.find("_c") != std::string::npos)
				{
					materialId = 2;
				}
				if(meshName.find("_d") != std::string::npos)
				{
					assert(0);
				}
				const auto& varWepMaterial = var.materials[materialId];
				auto material = mesh->GetMaterial();
				ReplaceMaterialParam(material, "ps_diffuseColor", varWepMaterial.diffuseColor);
				ReplaceMaterialParam(material, "ps_multiDiffuseColor", varWepMaterial.multiDiffuseColor);
				ReplaceMaterialParam(material, "ps_specularColor", varWepMaterial.specularColor);
				ReplaceMaterialParam(material, "ps_multiSpecularColor", varWepMaterial.multiSpecularColor);
				ReplaceMaterialParam(material, "ps_reflectivity", varWepMaterial.specularColor);
				ReplaceMaterialParam(material, "ps_multiReflectivity", varWepMaterial.multiSpecularColor);
				ReplaceMaterialParam(material, "ps_shininess", varWepMaterial.shininess);
				ReplaceMaterialParam(material, "ps_multiShininess", varWepMaterial.multiShininess);
				mesh->SetActivePolyGroups(var.polyGroupState);
			}
		}
	}

	{
		auto texturePath = string_format("%s/client/chara/%s/%s%0.3d/equ/e%0.3d/top_tex2/%0.4d",
			gamePath.string().c_str(), charaFolder, charaPrefix, modelFolder, subModelId, textureId);

		Framework::CStdStream inputStream(texturePath.c_str(), "rb");
		auto textureResource = CSectionLoader::ReadSection(ResourceNodePtr(), inputStream);
		model->SetLocalTexture(textureResource);
	}

	m_renderableDirty = false;
}