void EERIE_Object_Precompute_Fast_Access(EERIE_3DOBJ * eerie) { if(!eerie) return; // GetActionPointIdx(eerie, "v_right"); // GetActionPointIdx(eerie, "u_right"); // GetActionPointIdx(eerie, "carry_attach"); // EERIE_OBJECT_GetGroup(eerie, "jaw"); // EERIE_OBJECT_GetGroup(eerie, "mouth all"); eerie->fastaccess.view_attach = GetActionPointIdx(eerie, "view_attach"); eerie->fastaccess.primary_attach = GetActionPointIdx(eerie, "primary_attach"); eerie->fastaccess.left_attach = GetActionPointIdx(eerie, "left_attach"); eerie->fastaccess.weapon_attach = GetActionPointIdx(eerie, "weapon_attach"); eerie->fastaccess.secondary_attach = GetActionPointIdx(eerie, "secondary_attach"); eerie->fastaccess.fire = GetActionPointIdx(eerie, "fire"); eerie->fastaccess.head_group = EERIE_OBJECT_GetGroup(eerie, "head"); if(eerie->fastaccess.head_group == -1) eerie->fastaccess.head_group_origin = -1; else { long lHeadOrigin = eerie->grouplist[eerie->fastaccess.head_group].origin; eerie->fastaccess.head_group_origin = checked_range_cast<short>(lHeadOrigin); } eerie->fastaccess.sel_head = EERIE_OBJECT_GetSelection(eerie, "head"); eerie->fastaccess.sel_chest = EERIE_OBJECT_GetSelection(eerie, "chest"); eerie->fastaccess.sel_leggings = EERIE_OBJECT_GetSelection(eerie, "leggings"); }
void EERIE_Object_Precompute_Fast_Access(EERIE_3DOBJ * eerie) { if(!eerie) return; // GetActionPointIdx(eerie, "v_right"); // GetActionPointIdx(eerie, "u_right"); // GetActionPointIdx(eerie, "carry_attach"); // EERIE_OBJECT_GetGroup(eerie, "jaw"); // EERIE_OBJECT_GetGroup(eerie, "mouth all"); eerie->fastaccess.view_attach = GetActionPointIdx(eerie, "view_attach"); eerie->fastaccess.primary_attach = GetActionPointIdx(eerie, "primary_attach"); eerie->fastaccess.left_attach = GetActionPointIdx(eerie, "left_attach"); eerie->fastaccess.weapon_attach = GetActionPointIdx(eerie, "weapon_attach"); eerie->fastaccess.secondary_attach = GetActionPointIdx(eerie, "secondary_attach"); eerie->fastaccess.fire = GetActionPointIdx(eerie, "fire"); eerie->fastaccess.head_group = EERIE_OBJECT_GetGroup(eerie, "head"); if(eerie->fastaccess.head_group != ObjVertGroup()) { ObjVertHandle lHeadOrigin = ObjVertHandle(eerie->grouplist[eerie->fastaccess.head_group.handleData()].origin); eerie->fastaccess.head_group_origin = lHeadOrigin; } eerie->fastaccess.sel_head = EERIE_OBJECT_GetSelection(eerie, "head"); eerie->fastaccess.sel_chest = EERIE_OBJECT_GetSelection(eerie, "chest"); eerie->fastaccess.sel_leggings = EERIE_OBJECT_GetSelection(eerie, "leggings"); }
// Converts a Theo Object to an EERIE object static EERIE_3DOBJ * TheoToEerie(const char * adr, long size, const res::path & texpath, const res::path & fic) { LogWarning << "TheoToEerie " << fic; if(!adr) return NULL; res::path txpath = texpath.empty() ? "graph/obj3d/textures" : texpath; if(size < 10) { return NULL; } size_t pos = 0; const THEO_HEADER * pth = reinterpret_cast<const THEO_HEADER *>(adr + pos); pos += sizeof(THEO_HEADER); if(pth->version < 3003 || pth->version > 3011) { LogError << "TheoToEerie: invalid version in " << fic << ": found " << pth->version << " expected 3004 to 3011"; return NULL; } EERIE_3DOBJ * eerie = new EERIE_3DOBJ; eerie->clear(); eerie->file = fic; if(pth->type_write == 0) { // read the texture LogError << "WARNING object " << fic << " SAVE MAP IN OBJECT = INVALID... Using Dummy Textures..."; eerie->texturecontainer.resize(pth->nb_maps); for(long i = 0; i < pth->nb_maps; i++) { pos += sizeof(THEO_TEXTURE); eerie->texturecontainer[i] = GetAnyTexture(); } } else { if((pth->type_write & SAVE_MAP_BMP) || (pth->type_write & SAVE_MAP_TGA)) { eerie->texturecontainer.resize(pth->nb_maps); for(long i = 0; i < pth->nb_maps; i++) { res::path name; if(pth->version >= 3008) { const THEO_SAVE_MAPS_IN_3019 * tsmi3019 = reinterpret_cast<const THEO_SAVE_MAPS_IN_3019 *>(adr + pos); pos += sizeof(THEO_SAVE_MAPS_IN_3019); name = res::path::load(util::loadString(tsmi3019->texture_name)).remove_ext(); } else { const THEO_SAVE_MAPS_IN * tsmi = reinterpret_cast<const THEO_SAVE_MAPS_IN *>(adr + pos); pos += sizeof(THEO_SAVE_MAPS_IN); name = res::path::load(util::loadString(tsmi->texture_name)).remove_ext(); } if(!name.empty()) { eerie->texturecontainer[i] = TextureContainer::Load(txpath / name, TextureContainer::Level); } } } } pos = pth->object_seek; loadObjectData(eerie, adr, &pos, pth->version); eerie->angle = Anglef::ZERO; eerie->pos = Vec3f_ZERO; // NORMALS CALCULATIONS //Compute Faces Areas for(size_t i = 0; i < eerie->facelist.size(); i++) { const Vec3f & p0 = eerie->vertexlist[eerie->facelist[i].vid[0]].v; const Vec3f & p1 = eerie->vertexlist[eerie->facelist[i].vid[1]].v; const Vec3f & p2 = eerie->vertexlist[eerie->facelist[i].vid[2]].v; eerie->facelist[i].temp = glm::distance((p0 + p1) * .5f, p2) * glm::distance(p0, p1) * .5f; } for(size_t i = 0; i < eerie->facelist.size(); i++) { CalcObjFaceNormal( &eerie->vertexlist[eerie->facelist[i].vid[0]].v, &eerie->vertexlist[eerie->facelist[i].vid[1]].v, &eerie->vertexlist[eerie->facelist[i].vid[2]].v, &eerie->facelist[i] ); float area = eerie->facelist[i].temp; for(long j = 0; j < 3; j++) { float mod = area * area; Vec3f nrml = eerie->facelist[i].norm * mod; float count = mod; for(size_t i2 = 0; i2 < eerie->facelist.size(); i2++) { if(i != i2) { float area2 = eerie->facelist[i].temp; for(long j2 = 0; j2 < 3; j2++) { if(closerThan(eerie->vertexlist[eerie->facelist[i2].vid[j2]].v, eerie->vertexlist[eerie->facelist[i].vid[j]].v, .1f)) { mod = (area2 * area2); nrml += eerie->facelist[i2].norm * mod; count += mod; } } } } count = 1.f / count; eerie->vertexlist[eerie->facelist[i].vid[j]].vert.p = nrml * count; } } for(size_t i = 0; i < eerie->facelist.size(); i++) { for(long j = 0; j < 3; j++) { eerie->vertexlist[eerie->facelist[i].vid[j]].norm = eerie->vertexlist[eerie->facelist[i].vid[j]].vert.p; } } // Apply Normals Spherical correction for NPC head long neck_orgn = GetGroupOriginByName(eerie, "neck"); long head_idx = EERIE_OBJECT_GetGroup(eerie, "head"); if(head_idx >= 0 && neck_orgn >= 0) { VertexGroup & headGroup = eerie->grouplist[head_idx]; Vec3f center = Vec3f_ZERO; Vec3f origin = eerie->vertexlist[neck_orgn].v; float count = (float)headGroup.indexes.size(); if(count > 0.f) { for(size_t idx = 0 ; idx < headGroup.indexes.size(); idx++) { center += eerie->vertexlist[ headGroup.indexes[idx] ].v; } center = (center * (1.f / count) + origin + origin) * (1.0f / 3); float max_threshold = glm::distance(origin, center); for(size_t i = 0; i < headGroup.indexes.size(); i++) { EERIE_VERTEX * ev = &eerie->vertexlist[headGroup.indexes[i]]; float d = glm::distance(ev->v, origin); float factor = 1.f; if(d < max_threshold) { factor = d / max_threshold; } float ifactor = 1.f - factor; Vec3f fakenorm; fakenorm = ev->v - center; fakenorm = glm::normalize(fakenorm); ev->norm = ev->norm * ifactor + fakenorm * factor; ev->norm = glm::normalize(ev->norm); } } } // NORMALS CALCULATIONS END //*********************************************************** eerie->m_skeleton = NULL; EERIE_CreateCedricData(eerie); return eerie; }