Пример #1
0
static void parseKeyFramer(MeshModel* root)
{
	_log("KeyFramer");
	enterChunk();
	std::string    file_3ds;
	unsigned short rev, curr_time = 0;
	while (int id = nextChunk()) {
		switch (id) {
		case 0xb009: //CURR_TIME
			in.sgetn((char*)&curr_time, 2);
			_log("CURR_TIME: " + itoa(curr_time));
			break;
		case 0xb00a: //KFHDR
			in.sgetn((char*)&rev, 2);
			file_3ds = parseString();
			in.sgetn((char*)&anim_len, 2);
			_log("KFHDR: revision=" + itoa(rev) + " 3dsfile=" + file_3ds + " anim_len=" + itoa(anim_len));
			break;
		case 0xb002: //object keyframer data...
			parseMeshInfo(root, curr_time);
			break;
		}
	}

	if (!collapse) {
		root->setAnimator(new Animator(root, anim_len));
	}

	leaveChunk();
}
Пример #2
0
static MeshModel* parseFile()
{
	unsigned short id;
	int            len;
	in.sgetn((char*)&id, 2);
	in.sgetn((char*)&len, 4);
	if (id != CHUNK_MAIN)
		return 0;
	chunk_end = (int)in.pubseekoff(0, std::ios_base::cur) + len - 6;

	enterChunk();
	MeshModel* root = new MeshModel();
	while (int id = nextChunk()) {
		switch (id) {
		case CHUNK_SCENE:
			parseScene(root);
			break;
		case CHUNK_KEYFRAMER:
			parseKeyFramer(root);
			break;
		}
	}
	leaveChunk();
	return root;
}
Пример #3
0
static void parseFaceList()
{
	unsigned short cnt;
	in.sgetn((char*)&cnt, 2);
	_log("FaceList cnt=" + itoa(cnt));
	while (cnt--) {
		unsigned short v[4];
		in.sgetn((char*)v, 8);
		Face3DS face;
		face.verts[0] = v[0];
		face.verts[1] = v[1];
		face.verts[2] = v[2];
		if (flip_tris)
			std::swap(face.verts[1], face.verts[2]);
		faces.push_back(face);
	}
	enterChunk();
	while (int id = nextChunk()) {
		switch (id) {
		case CHUNK_FACEMAT:
			parseFaceMat();
			break;
		}
	}
	leaveChunk();
}
Пример #4
0
static int nextChunk()
{
	in.pubseekoff(chunk_end, std::ios_base::beg);
	if (chunk_end == parent_end.back())
		return 0;
	unsigned short id;
	int            len;
	in.sgetn((char*)&id, 2);
	in.sgetn((char*)&len, 4);
	chunk_end = (int)in.pubseekoff(0, std::ios_base::cur) + len - 6;
	return id;
}
Пример #5
0
static void parseFaceMat()
{
	std::string name = parseString();
	_log("FaceMat: " + name);
	Brush          mat = materials_map[name];
	unsigned short cnt;
	in.sgetn((char*)&cnt, 2);
	while (cnt--) {
		unsigned short face;
		in.sgetn((char*)&face, 2);
		faces[face].brush = mat;
	}
}
Пример #6
0
static void parseVertList()
{
	unsigned short cnt;
	in.sgetn((char*)&cnt, 2);
	_log("VertList cnt=" + itoa(cnt));
	while (cnt--) {
		Surface::Vertex v;
		in.sgetn((char*)&v.coords, 12);
		if (conv)
			v.coords = conv_tform * v.coords;
		MeshLoader::addVertex(v);
	}
}
Пример #7
0
static void parseMapList()
{
	_log("MapList");
	unsigned short cnt;
	in.sgetn((char*)&cnt, 2);
	for (int k = 0; k < cnt; ++k) {
		float uv[2];
		in.sgetn((char*)uv, 8);
		Surface::Vertex& v = MeshLoader::refVertex(k);
		v.tex_coords[0][0] = v.tex_coords[1][0] = uv[0];
		v.tex_coords[0][1] = v.tex_coords[1][1] = 1 - uv[1];
		//		v->tex_coords[0]=v->tex_coords[1]=Vector( uv[0],1-uv[1],1 );
	}
}
Пример #8
0
static Vector parseColor()
{
	Vector        v;
	unsigned char rgb[3];
	enterChunk();
	while (int id = nextChunk()) {
		switch (id) {
		case CHUNK_RGBF:
			in.sgetn((char*)&v, 12);
			break;
		case CHUNK_RGBB:
			in.sgetn((char*)rgb, 3);
			v = Vector(rgb[0] / 255.0f, rgb[1] / 255.0f, rgb[2] / 255.0f);
		}
	}
	leaveChunk();
	return v;
}
Пример #9
0
static void parseMeshInfo(MeshModel* root, float curr_time)
{
	_log("OBJECT_NODE_TAG");
	enterChunk();
	std::string    name, inst;
	Vector         pivot;
	Animation      anim;
	unsigned short id = 65535, parent = 65535, flags1, flags2;
	Box            box = Box(Vector(), Vector());
	Vector         box_centre;
	while (int chunk_id = nextChunk()) {
		switch (chunk_id) {
		case 0xb030: //NODE_ID
			in.sgetn((char*)&id, 2);
			_log("NODE_ID: " + itoa(id));
			break;
		case 0xb010: //NODE_HDR
			name = parseString();
			in.sgetn((char*)&flags1, 2);
			in.sgetn((char*)&flags2, 2);
			in.sgetn((char*)&parent, 2);
			_log("NODE_HDR: name=" + name + " parent=" + itoa(parent));
			break;
		case 0xb011: //INSTANCE NAME
			inst = parseString();
			_log("INSTANCE_NAME: " + inst);
			break;
		case 0xb013: //PIVOT
			in.sgetn((char*)&pivot, 12);
			if (conv)
				pivot = conv_tform * pivot;
			_log("PIVOT: " + ftoa(pivot.x) + "," + ftoa(pivot.y) + "," + ftoa(pivot.z));
			break;
		case 0xb014: //BOUNDBOX
			in.sgetn((char*)&(box.a), 12);
			in.sgetn((char*)&(box.b), 12);
			box_centre = box.centre();
			if (conv)
				box_centre = conv_tform * box_centre;
			_log("BOUNDBOX: min=" + ftoa(box.a.x) + "," + ftoa(box.a.y) + "," + ftoa(box.a.z) + " max=" + ftoa(box.b.x)
				 + "," + ftoa(box.b.y) + "," + ftoa(box.b.z));
			break;
		case 0xb020: //POS_TRACK_TAG
		case 0xb021: //ROT_TRACK_TAG
		case 0xb022: //SCALE_TRACK_TAG
			if (!collapse)
				parseAnimKeys(&anim, chunk_id);
			break;
		}
	}
	leaveChunk();

	MeshModel* p = root;
	if (parent != 65535) {
		std::map<int, MeshModel*>::const_iterator it = id_map.find(parent);
		if (it == id_map.end())
			return;
		p = it->second;
	}
	MeshModel* mesh = 0;
	if (name == "$$$DUMMY") {
		mesh = new MeshModel();
		mesh->SetName(inst);
		mesh->SetParent(p);
	} else {
		std::map<std::string, MeshModel*>::const_iterator it = name_map.find(name);
		if (it == name_map.end())
			return;
		mesh = it->second;
		name_map.erase(name);
		if (pivot != Vector()) {
			mesh->transform(-pivot);
		}
		Transform t = mesh->GetWorldTransform();
		mesh->SetParent(p);
		mesh->SetWorldTransform(t);
	}

	mesh->setAnimation(anim);

	if (id != 65535)
		id_map[id] = mesh;
}
Пример #10
0
static void parseAnimKeys(Animation* anim, int type)
{
	int   cnt = 0;
	short t_flags;
	in.sgetn((char*)&t_flags, 2);
	in.pubseekoff(8, std::ios_base::cur);
	in.sgetn((char*)&cnt, 2);
	in.pubseekoff(2, std::ios_base::cur);
	_log("ANIM_TRACK: frames=" + itoa(cnt));
	Vector pos, axis, scale;
	float  angle;
	Quat   quat;
	for (int k = 0; k < cnt; ++k) {
		int   time;
		short flags;
		in.sgetn((char*)&time, 4);
		in.sgetn((char*)&flags, 2);
		float tens = 0, cont = 0, bias = 0, ease_to = 0, ease_from = 0;
		if (flags & 1)
			in.sgetn((char*)&tens, 4);
		if (flags & 2)
			in.sgetn((char*)&cont, 4);
		if (flags & 4)
			in.sgetn((char*)&bias, 4);
		if (flags & 8)
			in.sgetn((char*)&ease_to, 4);
		if (flags & 16)
			in.sgetn((char*)&ease_from, 4);
		switch (type) {
		case 0xb020: //POS_TRACK_TAG
			in.sgetn((char*)&pos, 12);
			if (conv)
				pos = conv_tform * pos;
			//			_log( "POS_KEY: time="+itoa(time)+" pos="+ftoa( pos.x )+","+ftoa( pos.y )+","+ftoa( pos.z ) );
			if (time <= anim_len)
				anim->setPositionKey(time, pos);
			break;
		case 0xb021: //ROT_TRACK_TAG
			in.sgetn((char*)&angle, 4);
			in.sgetn((char*)&axis, 12);
			//			_log( "ROT_KEY: time="+itoa(time)+" angle="+ftoa(angle)+" axis="+ftoa(axis.x)+","+ftoa(axis.y)+","+ftoa(axis.z) );
			if (axis.length() > FLT_EPSILON) {
				if (flip_tris)
					angle = -angle;
				if (conv)
					axis = conv_tform.m * axis;
				quat = Quat(cosf(angle / 2), axis.normalized() * sinf(angle / 2)) * quat;
				quat.normalize();
			}
			if (time <= anim_len)
				anim->setRotationKey(time, quat);
			break;
		case 0xb022: //SCL_TRACK_TAG
			in.sgetn((char*)&scale, 12);
			if (conv)
				scale = conv_tform.m * scale;
			//			scale.x=fabs(scale.x);scale.y=fabs(scale.y);scale.z=fabs(scale.z);
			_log("SCL_KEY: time=" + itoa(time) + " scale=" + ftoa(scale.x) + "," + ftoa(scale.y) + "," + ftoa(scale.z));
			if (time <= anim_len)
				anim->setScaleKey(time, scale);
			break;
		}
	}
}
Пример #11
0
static void parseTriMesh(MeshModel* mesh)
{
	_log("TriMesh");
	enterChunk();
	Transform tform;

	faces.clear();

	MeshLoader::beginMesh();

	while (int id = nextChunk()) {
		switch (id) {
		case CHUNK_VERTLIST:
			if (!animonly)
				parseVertList();
			break;
		case CHUNK_MAPLIST:
			if (!animonly)
				parseMapList();
			break;
		case CHUNK_FACELIST:
			if (!animonly)
				parseFaceList();
			break;
		case CHUNK_TRMATRIX:
			in.sgetn((char*)&tform, 48);
			if (conv)
				tform = conv_tform * tform * -conv_tform;
			break;
		}
	}
	leaveChunk();

	//should really do something here...
	//	bool neg_x=tform.m.j.cross(tform.m.k).dot(tform.m.i)<0;

	int k;

	mesh->SetWorldTransform(tform);

	if (animonly) {
		MeshLoader::endMesh(0);
		return;
	}

	Transform inv_tform = -tform;
	for (k = 0; k < MeshLoader::numVertices(); ++k) {
		Surface::Vertex& v = MeshLoader::refVertex(k);
		v.coords           = inv_tform * v.coords;
	}

	for (k = 0; k < faces.size(); ++k) {
		const Face3DS& f = faces[k];
		MeshLoader::addTriangle(f.verts, f.brush);
	}

	MeshLoader::endMesh(mesh);
	mesh->updateNormals();

	faces.clear();
}