//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //============================================================================= #include "movieobjects/dmetestmesh.h" #include "movieobjects/dmetransform.h" #include "movieobjects_interfaces.h" #include "tier0/dbg.h" #include "datamodel/dmelementfactoryhelper.h" #include "mathlib/vector.h" #include "materialsystem/imaterialsystem.h" #include "materialsystem/imesh.h" #include "datacache/imdlcache.h" #include "istudiorender.h" #include "studio.h" #include "bone_setup.h" #include "materialsystem/ivertextexture.h" #include "morphdata.h" #include "tier3/tier3.h" #include #include #include // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" //----------------------------------------------------------------------------- // Expose this class to the scene database //----------------------------------------------------------------------------- IMPLEMENT_ELEMENT_FACTORY( DmeTestMesh, CDmeTestMesh ); //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CDmeTestMesh::OnConstruction() { m_MDLHandle = MDLHANDLE_INVALID; m_pMaterial = NULL; m_pMesh = NULL; m_pMorph = NULL; m_pControlCage = NULL; SetValue( "transform", g_pDataModel->IsUnserializing() ? NULL : CreateElement< CDmeTransform >( "transform", GetFileId() ) ); SetValue( "mdlfilename", "models/alyx.mdl" ); SetValue( "morphfilename", "models/alyx.morph" ); SetValue( "skin", 0 ); SetValue( "body", 0 ); SetValue( "sequence", 0 ); SetValue( "lod", 0 ); SetValue( "playbackrate", 1.0f ); SetValue( "time", 0.0f ); SetValue( "subdivlevel", 1 ); } void CDmeTestMesh::OnDestruction() { UnloadMorphData(); UnreferenceMDL(); DestroyControlCage(); DestroyMesh(); } //----------------------------------------------------------------------------- // Addref/Release the MDL handle //----------------------------------------------------------------------------- void CDmeTestMesh::ReferenceMDL( const char *pMDLName ) { if ( !g_pMDLCache ) return; if ( pMDLName && pMDLName[0] ) { Assert( m_MDLHandle == MDLHANDLE_INVALID ); m_MDLHandle = g_pMDLCache->FindMDL( pMDLName ); } } void CDmeTestMesh::UnreferenceMDL() { if ( !g_pMDLCache ) return; if ( m_MDLHandle != MDLHANDLE_INVALID ) { g_pMDLCache->Release( m_MDLHandle ); m_MDLHandle = MDLHANDLE_INVALID; } } //----------------------------------------------------------------------------- // Creates the mesh to draw //----------------------------------------------------------------------------- void CDmeTestMesh::CreateMesh() { DestroyMesh(); CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); m_pMaterial = g_pMaterialSystem->FindMaterial( "shadertest/vertextexturetest", NULL, false ); m_pMesh = pRenderContext->CreateStaticMesh( m_pMaterial, 0, "dmemesh" ); CMeshBuilder meshBuilder; meshBuilder.Begin( m_pMesh, MATERIAL_TRIANGLES, 8, 36 ); // Draw a simple cube static Vector s_pPositions[8] = { Vector( -10, -10, -10 ), Vector( 10, -10, -10 ), Vector( -10, 10, -10 ), Vector( 10, 10, -10 ), Vector( -10, -10, 10 ), Vector( 10, -10, 10 ), Vector( -10, 10, 10 ), Vector( 10, 10, 10 ), }; static Vector2D s_pTexCoords[8] = { Vector2D( 0, 0 ), Vector2D( 0.5, 0 ), Vector2D( 0, 0.5 ), Vector2D( 0.5, 0.5 ), Vector2D( 0.5, 0.5 ), Vector2D( 1, 0.5 ), Vector2D( 0.5, 1 ), Vector2D( 1, 1 ), }; static unsigned char s_pColor[8][3] = { { 255, 255, 255 }, { 0, 255, 255 }, { 255, 0, 255 }, { 255, 255, 0 }, { 255, 0, 0 }, { 0, 255, 0 }, { 0, 0, 255 }, { 0, 0, 0 }, }; static int s_pIndices[12][3] = { { 0, 1, 5 }, { 0, 5, 4 }, { 4, 5, 7 }, { 4, 7, 6 }, { 0, 4, 6 }, { 0, 6, 2 }, { 0, 2, 3 }, { 0, 3, 1 }, { 1, 3, 7 }, { 1, 7, 5 }, { 2, 6, 7 }, { 2, 7, 3 }, }; for ( int i = 0; i < 8; ++i ) { meshBuilder.Position3fv( s_pPositions[ i ].Base() ); meshBuilder.TexCoord2fv( 0, s_pTexCoords[ i ].Base() ); // meshBuilder.TexCoord2f( 1, i, 0.0f ); meshBuilder.Color3ubv( s_pColor[ i ] ); meshBuilder.AdvanceVertex(); } for ( int i = 0; i < 12; ++i ) { meshBuilder.FastIndex( s_pIndices[i][0] ); meshBuilder.FastIndex( s_pIndices[i][1] ); meshBuilder.FastIndex( s_pIndices[i][2] ); } meshBuilder.End(); } void CDmeTestMesh::DestroyMesh() { if ( m_pMesh ) { CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); pRenderContext->DestroyStaticMesh( m_pMesh ); m_pMesh = NULL; } } //----------------------------------------------------------------------------- // Morph data //----------------------------------------------------------------------------- void CDmeTestMesh::LoadMorphData( const char *pMorphFile, int nVertexCount ) { UnloadMorphData(); IMorphData *pMorphData = CreateMorphData(); m_pMorph = pMorphData->Compile( pMorphFile, m_pMaterial, nVertexCount ); DestroyMorphData( pMorphData ); } void CDmeTestMesh::UnloadMorphData() { if ( m_pMorph ) { CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); pRenderContext->DestroyMorph( m_pMorph ); m_pMorph = NULL; } } //----------------------------------------------------------------------------- // This function gets called whenever an attribute changes //----------------------------------------------------------------------------- void CDmeTestMesh::Resolve() { CDmAttribute *pMDLFilename = GetAttribute( "mdlfilename" ); if ( pMDLFilename && pMDLFilename->IsFlagSet( FATTRIB_DIRTY ) ) { UnreferenceMDL(); ReferenceMDL( GetValueString( "mdlfilename" ) ); return; } CDmAttribute *pMorphFilename = GetAttribute( "morphfilename" ); if ( pMorphFilename && pMorphFilename->IsFlagSet( FATTRIB_DIRTY ) ) { CreateMesh(); UnloadMorphData(); LoadMorphData( GetValueString( "morphfilename" ), 8 ); return; } } //----------------------------------------------------------------------------- // Loads the model matrix based on the transform //----------------------------------------------------------------------------- void CDmeTestMesh::LoadModelMatrix( CDmeTransform *pTransform ) { // FIXME: Should this go into the DmeTransform node? matrix3x4_t transform; CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); pTransform->GetTransform( transform ); pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->LoadMatrix( transform ); } //----------------------------------------------------------------------------- // A subvision mesh //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // NOTES: // The subdivision mesh is fast because it assumes a very particular ordering // and definition of the data so that it can determine all subdivided data by // inspection without any searching. Here's the layout: // // First, a face stores a list of edge indices which reference the edges // that make up the face. A face is assumed to traverse its vertices in CCW order. // We define the "relative edge index" for an edge within a face as the // order in which that edge is visited while traversing the edges in CCW order, // so 0 is the first visited edge, and 1 is the next, etc. // // First, edges are defined in a specific way. The edge is assumed to be // *directed*, starting at vertex 0 and leading toward vertex 1. Now imagine the // two faces that shared this edge and that they both traverse their edges in // a right-handed, or CCW direction. Face 0 associated with the edge, to maintain // a CCW ordering, must traverse the edge in a *reverse* direction, heading from // vertex 1 to vertex 0. Face 1 associated with the edge traverses the edge // in a forward direction, from vertex 0 to vertex 1. // // When subdivision happens, it occurs in a very specific way also. First, when // creating the new vertices, for uniform subdivision, we create a new vertex // per face, a new vertex per edge, and adjust all existing vertices. When creating // these vertices in the subdivided mesh, we first add the face midpoint vertices, // then the edge midpoint vertices, then the vertices from the un-subdivided mesh, to // the m_Vertices array of the subdivided mesh. // // Edge subdivision always works in a uniform way: For each edge in the unsubdivided // mesh, 4 edges are created from the edge midpoint, connecting to the two // face midpoint vertices and the two edge endpoints. In order to maintain the // specific ordering of the edges described above, we define the edges in the // following manner: // * Subdivided edge 0 : Starts at face 0 midpoint, ends at edge midpoint // * Subdivided edge 1 : Starts at edge midpoint, ends at face 1 midpoint // * Subdivided edge 2 : Starts at original edge's vertex 0, ends at edge midpoint // * Subdivided edge 3 : Starts at edge midpoint, ends at original edge's vertex 1 // // Face subdivision *also* always works in a uniform way: For each face in the // unsubdivided mesh, N new faces are created, one for each edge in the unsubdivided // face. The faces are ordered in a very specific way: // * Subdivided face 0 : Starts at the face midpoint, goes to unsubdivided edge 0's midpoint, // winds around the edge until it hits unsubdivided edge 1's midpoint, // then heads back to the face midpoint. // * Subdivided face 1 : Starts at the face midpoint, goes to unsubdivided edge 1's midpoint, // winds around the edge until it hits unsubdivided edge 2's midpoint, // then heads back to the face midpoint. // etc. //----------------------------------------------------------------------------- struct SubdivVertex_t { Vector m_vecPosition; Vector m_vecNormal; Vector m_vecTexCoord; int m_nValence; }; // NOTE: The edge is always defined such that the edge going from vertex[0] to vertex[1] // is counter-clockwise when seen from face[1] and and clockwise when seen from face[0]. struct Edge_t { int m_pFace[2]; int m_pRelativeEdgeIndex[2]; // Goes from 0-N always, specifies the Nth edge of the polygon it's part of for each of the two faces int m_pVertex[2]; }; struct Face_t { int m_nFirstEdgeIndex; int m_nEdgeCount; // Stores the index of the first face in the subdivided mesh // isn't actually a part of the mesh data, but I'm storing it here to reduce number of allocations to make mutable int m_nFirstSubdividedFace; }; struct SubdivMesh_t { CUtlVector m_Vertices; CUtlVector m_Edges; // Positive values mean read from m_Edges[x], use m_pVertex[0] for leading vertex // Negative values mean read from m_Edges[-1-x], use m_pVertex[1] for leading vertex CUtlVector m_EdgeIndices; CUtlVector m_Faces; int m_nTotalIndexCount; int m_nTotalLineCount; }; //----------------------------------------------------------------------------- // Clears a mesh //----------------------------------------------------------------------------- static void ClearMesh( SubdivMesh_t &dest ) { dest.m_Vertices.RemoveAll(); dest.m_Edges.RemoveAll(); dest.m_EdgeIndices.RemoveAll(); dest.m_Faces.RemoveAll(); dest.m_nTotalIndexCount = 0; dest.m_nTotalLineCount = 0; } //----------------------------------------------------------------------------- // Gets the leading vertex of an edge //----------------------------------------------------------------------------- static inline int GetLeadingEdgeVertexIndex( const SubdivMesh_t &src, int nEdge ) { if ( nEdge >= 0 ) { const Edge_t &edge = src.m_Edges[nEdge]; return edge.m_pVertex[0]; } const Edge_t &edge = src.m_Edges[ -1 - nEdge ]; return edge.m_pVertex[1]; } static inline const SubdivVertex_t &GetLeadingEdgeVertex( const SubdivMesh_t &src, int nEdge ) { return src.m_Vertices[ GetLeadingEdgeVertexIndex( src, nEdge ) ]; } //----------------------------------------------------------------------------- // Adds face midpoints to a mesh //----------------------------------------------------------------------------- static void AddFaceMidpointsToMesh( const SubdivMesh_t &src, SubdivMesh_t &dest ) { int nCurrSubdividedFace = 0; int nSrcFaceCount = src.m_Faces.Count(); for ( int i = 0; i < nSrcFaceCount; ++i ) { int nEdgeCount = src.m_Faces[i].m_nEdgeCount; int nEdgeIndex = src.m_Faces[i].m_nFirstEdgeIndex; Assert( nEdgeCount != 0 ); int v = dest.m_Vertices.AddToTail( ); SubdivVertex_t &vert = dest.m_Vertices[v]; vert.m_vecPosition.Init(); vert.m_vecTexCoord.Init(); vert.m_nValence = nEdgeCount; for ( int j = 0; j < nEdgeCount; ++j, ++nEdgeIndex ) { // NOTE: Instead of calling GetLeadingEdgeVertex, // I could add both vertices for each edge + multiply by 0.5 int nEdge = src.m_EdgeIndices[nEdgeIndex]; const SubdivVertex_t &srcVert = GetLeadingEdgeVertex( src, nEdge ); vert.m_vecPosition += srcVert.m_vecPosition; vert.m_vecTexCoord += srcVert.m_vecTexCoord; } vert.m_vecPosition /= nEdgeCount; vert.m_vecTexCoord /= nEdgeCount; // Store off the face index in the dest mesh of the first subdivided face for this guy. src.m_Faces[i].m_nFirstSubdividedFace = nCurrSubdividedFace; nCurrSubdividedFace += nEdgeCount; } } //----------------------------------------------------------------------------- // Adds edge midpoints to a mesh //----------------------------------------------------------------------------- static void AddEdgeMidpointsToMesh( const SubdivMesh_t &src, SubdivMesh_t &dest ) { int nSrcEdgeCount = src.m_Edges.Count(); for ( int i = 0; i < nSrcEdgeCount; ++i ) { const Edge_t &edge = src.m_Edges[i]; int v = dest.m_Vertices.AddToTail( ); SubdivVertex_t &vert = dest.m_Vertices[v]; vert.m_nValence = 4; const SubdivVertex_t *pSrcVert = &src.m_Vertices[ edge.m_pVertex[0] ]; vert.m_vecPosition = pSrcVert->m_vecPosition; vert.m_vecTexCoord = pSrcVert->m_vecTexCoord; pSrcVert = &src.m_Vertices[ edge.m_pVertex[1] ]; vert.m_vecPosition += pSrcVert->m_vecPosition; vert.m_vecTexCoord += pSrcVert->m_vecTexCoord; // NOTE: We know that the first n vertices added to dest correspond to the src face midpoints pSrcVert = &dest.m_Vertices[ edge.m_pFace[0] ]; vert.m_vecPosition += pSrcVert->m_vecPosition; vert.m_vecTexCoord += pSrcVert->m_vecTexCoord; pSrcVert = &dest.m_Vertices[ edge.m_pFace[1] ]; vert.m_vecPosition += pSrcVert->m_vecPosition; vert.m_vecTexCoord += pSrcVert->m_vecTexCoord; vert.m_vecPosition /= 4.0f; vert.m_vecTexCoord /= 4.0f; } } //----------------------------------------------------------------------------- // Adds edge midpoints to a mesh //----------------------------------------------------------------------------- static void AddModifiedVerticesToMesh( const SubdivMesh_t &src, SubdivMesh_t &dest ) { int nSrcVertexCount = src.m_Vertices.Count(); // This computes the equation v(i+1) = ((N-2)/N) * v(i) + (1/N^2) * sum( ei + fi ) int nFirstDestVertex = dest.m_Vertices.Count(); for ( int i = 0; i < nSrcVertexCount; ++i ) { int v = dest.m_Vertices.AddToTail( ); SubdivVertex_t &vert = dest.m_Vertices[v]; int nValence = src.m_Vertices[i].m_nValence; vert.m_nValence = nValence; float flScale = (float)(nValence - 2) / nValence; VectorScale( src.m_Vertices[i].m_vecPosition, flScale, vert.m_vecPosition ); VectorScale( src.m_Vertices[i].m_vecTexCoord, flScale, vert.m_vecTexCoord ); } int nSrcEdgeCount = src.m_Edges.Count(); for ( int i = 0; i < nSrcEdgeCount; ++i ) { const Edge_t &edge = src.m_Edges[i]; for ( int j = 0; j < 2; ++j ) { int nDestVertIndex = nFirstDestVertex + edge.m_pVertex[j]; SubdivVertex_t &destVertex = dest.m_Vertices[nDestVertIndex]; float ooValenceSq = 1.0f / destVertex.m_nValence; ooValenceSq *= ooValenceSq; // This adds in the contribution from the source vertex at the opposite edge const SubdivVertex_t &srcOtherVert = src.m_Vertices[ edge.m_pVertex[ 1 - j ] ]; VectorMA( destVertex.m_vecPosition, ooValenceSq, srcOtherVert.m_vecPosition, destVertex.m_vecPosition ); VectorMA( destVertex.m_vecTexCoord, ooValenceSq, srcOtherVert.m_vecTexCoord, destVertex.m_vecTexCoord ); // This adds in the contribution from the two faces it's part of // NOTE: Usage of dest here is correct; this grabs the vertex that // was created that was in the middle of the source mesh's face const SubdivVertex_t *pSrcFace = &dest.m_Vertices[ edge.m_pFace[ 0 ] ]; VectorMA( destVertex.m_vecPosition, 0.5f * ooValenceSq, pSrcFace->m_vecPosition, destVertex.m_vecPosition ); VectorMA( destVertex.m_vecTexCoord, 0.5f * ooValenceSq, pSrcFace->m_vecTexCoord, destVertex.m_vecTexCoord ); pSrcFace = &dest.m_Vertices[ edge.m_pFace[ 1 ] ]; VectorMA( destVertex.m_vecPosition, 0.5f * ooValenceSq, pSrcFace->m_vecPosition, destVertex.m_vecPosition ); VectorMA( destVertex.m_vecTexCoord, 0.5f * ooValenceSq, pSrcFace->m_vecTexCoord, destVertex.m_vecTexCoord ); } } } //----------------------------------------------------------------------------- // Adds unique subdivided edges so they aren't repeated. //----------------------------------------------------------------------------- static void AddSubdividedEdges( const SubdivMesh_t &src, SubdivMesh_t &dest ) { // NOTE: We iterate over each edge in sequence and add edges // between face 0, then face 1, then vertex 0, then vertex 1. // The vertex index for the vert at the center of original face N is N. // The vertex index for the vert at the center of original edge N is nSrcFaceCount + N; // The vertex index for the vert at original vertex N is nSrcFaceCount + nSrcEdgeCount + N; int nSrcFaceCount = src.m_Faces.Count(); int nSrcEdgeCount = src.m_Edges.Count(); for ( int i = 0; i < nSrcEdgeCount; ++i ) { const Edge_t &srcEdge = src.m_Edges[i]; int e = dest.m_Edges.AddMultipleToTail( 4 ); Edge_t *pDstEdge = &dest.m_Edges[e]; // Grab the two source faces const Face_t *pFaces[2]; pFaces[0] = &src.m_Faces[ srcEdge.m_pFace[0] ]; pFaces[1] = &src.m_Faces[ srcEdge.m_pFace[1] ]; // Get the first subdivided face index + relative edge index int pSubdividedFaceIndex[2]; pSubdividedFaceIndex[0] = pFaces[0]->m_nFirstSubdividedFace; pSubdividedFaceIndex[1] = pFaces[1]->m_nFirstSubdividedFace; // Get the relative edge index int pRelativeEdgeIndex[2]; pRelativeEdgeIndex[0] = srcEdge.m_pRelativeEdgeIndex[0]; pRelativeEdgeIndex[1] = srcEdge.m_pRelativeEdgeIndex[1]; int pPrevRelativeEdgeIndex[2]; pPrevRelativeEdgeIndex[0] = (srcEdge.m_pRelativeEdgeIndex[0] - 1); if ( pPrevRelativeEdgeIndex[0] < 0 ) { pPrevRelativeEdgeIndex[0] = pFaces[0]->m_nEdgeCount - 1; } pPrevRelativeEdgeIndex[1] = (srcEdge.m_pRelativeEdgeIndex[1] - 1); if ( pPrevRelativeEdgeIndex[1] < 0 ) { pPrevRelativeEdgeIndex[1] = pFaces[1]->m_nEdgeCount - 1; } // This ordering maintains clockwise order pDstEdge[0].m_pVertex[0] = srcEdge.m_pFace[0]; pDstEdge[0].m_pVertex[1] = nSrcFaceCount + i; pDstEdge[0].m_pFace[0] = pSubdividedFaceIndex[0] + pPrevRelativeEdgeIndex[0]; pDstEdge[0].m_pFace[1] = pSubdividedFaceIndex[0] + pRelativeEdgeIndex[0]; pDstEdge[0].m_pRelativeEdgeIndex[0] = 3; pDstEdge[0].m_pRelativeEdgeIndex[1] = 0; pDstEdge[1].m_pVertex[0] = nSrcFaceCount + i; pDstEdge[1].m_pVertex[1] = srcEdge.m_pFace[1]; pDstEdge[1].m_pFace[0] = pSubdividedFaceIndex[1] + pRelativeEdgeIndex[1]; pDstEdge[1].m_pFace[1] = pSubdividedFaceIndex[1] + pPrevRelativeEdgeIndex[1]; pDstEdge[1].m_pRelativeEdgeIndex[0] = 0; pDstEdge[1].m_pRelativeEdgeIndex[1] = 3; pDstEdge[2].m_pVertex[0] = nSrcFaceCount + nSrcEdgeCount + srcEdge.m_pVertex[0]; pDstEdge[2].m_pVertex[1] = nSrcFaceCount + i; pDstEdge[2].m_pFace[0] = pSubdividedFaceIndex[0] + pRelativeEdgeIndex[0]; pDstEdge[2].m_pFace[1] = pSubdividedFaceIndex[1] + pPrevRelativeEdgeIndex[1]; pDstEdge[2].m_pRelativeEdgeIndex[0] = 1; pDstEdge[2].m_pRelativeEdgeIndex[1] = 2; pDstEdge[3].m_pVertex[0] = nSrcFaceCount + i; pDstEdge[3].m_pVertex[1] = nSrcFaceCount + nSrcEdgeCount + srcEdge.m_pVertex[1]; pDstEdge[3].m_pFace[0] = pSubdividedFaceIndex[0] + pPrevRelativeEdgeIndex[0]; pDstEdge[3].m_pFace[1] = pSubdividedFaceIndex[1] + pRelativeEdgeIndex[1]; pDstEdge[3].m_pRelativeEdgeIndex[0] = 2; pDstEdge[3].m_pRelativeEdgeIndex[1] = 1; } } //----------------------------------------------------------------------------- // Adds unique subdivided faces //----------------------------------------------------------------------------- static void AddSubdividedFaces( const SubdivMesh_t &src, SubdivMesh_t &dest ) { dest.m_nTotalIndexCount = 0; dest.m_nTotalLineCount = 0; int nSrcFaceCount = src.m_Faces.Count(); for ( int i = 0; i < nSrcFaceCount; ++i ) { int nEdgeCount = src.m_Faces[i].m_nEdgeCount; const int *pSrcEdgeIndex = &src.m_EdgeIndices[ src.m_Faces[i].m_nFirstEdgeIndex ]; int ei = dest.m_EdgeIndices.AddMultipleToTail( nEdgeCount * 4 ); int *pDestEdgeIndex = &dest.m_EdgeIndices[ ei ]; int *pPrevDestEdgeIndex = &pDestEdgeIndex[(nEdgeCount - 1) * 4]; for ( int j = 0; j < nEdgeCount; ++j ) { // Add another quad. dest.m_nTotalIndexCount += 6; dest.m_nTotalLineCount += 4; // Add a face for every edge. Note that subdivided face N // is the face whose goes through edge N. int f = dest.m_Faces.AddToTail(); Face_t *pDestFace = &dest.m_Faces[f]; pDestFace->m_nEdgeCount = 4; pDestFace->m_nFirstEdgeIndex = ei + (j * 4); // Fill it with bogus data pDestFace->m_nFirstSubdividedFace = -1; // Now add in the edge indices to refer to the edges created in AddSubdividedEdges. // Note that the new edge index == the old edge index * 4, since we always // create 4 edges for every edge in the source list. int *pCurrDestEdgeIndex = &pDestEdgeIndex[j*4]; int nSrcEdgeIndex = pSrcEdgeIndex[j]; if ( nSrcEdgeIndex >= 0 ) { // This means this polygon is the '1' index in the edge; it's following this edge CCW. int nDestEdgeIndex = nSrcEdgeIndex * 4; pCurrDestEdgeIndex[0] = -1 - (nDestEdgeIndex + 1); // We're following this edge backwards pCurrDestEdgeIndex[1] = nDestEdgeIndex + 3; pPrevDestEdgeIndex[2] = nDestEdgeIndex + 2; pPrevDestEdgeIndex[3] = nDestEdgeIndex + 1; } else { // This means this polygon is the '0' index in the edge; it's following this edge CW. int nDestEdgeIndex = (-1 - nSrcEdgeIndex) * 4; pCurrDestEdgeIndex[0] = nDestEdgeIndex; pCurrDestEdgeIndex[1] = -1 - (nDestEdgeIndex + 2); // We're following this edge backwards pPrevDestEdgeIndex[2] = -1 - (nDestEdgeIndex + 3); // We're following this edge backwards pPrevDestEdgeIndex[3] = -1 - (nDestEdgeIndex); // We're following this edge backwards } pPrevDestEdgeIndex = pCurrDestEdgeIndex; } } } //----------------------------------------------------------------------------- // Subdivides a mesh //----------------------------------------------------------------------------- static void SubdivideMesh( const SubdivMesh_t &src, SubdivMesh_t &dest ) { // Preallocate space for dest data int nSrcFaceCount = src.m_Faces.Count(); int nSrcEdgeCount = src.m_Edges.Count(); dest.m_Vertices.EnsureCapacity( nSrcFaceCount + nSrcEdgeCount + src.m_Vertices.Count() ); dest.m_Edges.EnsureCapacity( nSrcEdgeCount * 4 ); dest.m_EdgeIndices.EnsureCapacity( nSrcFaceCount * 16 ); dest.m_Faces.EnsureCapacity( nSrcFaceCount * 4 ); // This is only true if we have valence 4 everywhere. // First, compute midpoints of each face, add them to the mesh AddFaceMidpointsToMesh( src, dest ); // Next, for each edge, compute a new point which is the average of the edge points and the face midpoints AddEdgeMidpointsToMesh( src, dest ); // Add modified versions of the vertices in the src mesh based on the new computed points and add them to the dest mesh AddModifiedVerticesToMesh( src, dest ); // Add subdivided edges based on the previous edges AddSubdividedEdges( src, dest ); // Add subdivided faces referencing the subdivided edges AddSubdividedFaces( src, dest ); } //----------------------------------------------------------------------------- // Creates/destroys the subdiv control cage //----------------------------------------------------------------------------- void CDmeTestMesh::CreateControlCage( ) { DestroyControlCage(); m_pControlCage = new SubdivMesh_t; // Draw a simple cube static Vector s_pPositions[8] = { Vector( -30, -30, -30 ), Vector( 30, -30, -30 ), Vector( -30, 30, -30 ), Vector( 30, 30, -30 ), Vector( -30, -30, 30 ), Vector( 30, -30, 30 ), Vector( -30, 30, 30 ), Vector( 30, 30, 30 ), }; static Vector2D s_pTexCoords[8] = { Vector2D( 0, 0 ), Vector2D( 0.5, 0 ), Vector2D( 0, 0.5 ), Vector2D( 0.5, 0.5 ), Vector2D( 0.5, 0.5 ), Vector2D( 1, 0.5 ), Vector2D( 0.5, 1 ), Vector2D( 1, 1 ), }; // Indices into the vertex array static int s_pEdges[12][2] = { { 0, 4 }, { 4, 6 }, { 6, 2 }, { 2, 0 }, // 0 -> -x { 1, 3 }, { 3, 7 }, { 7, 5 }, { 5, 1 }, // 1 -> +x { 0, 1 }, { 5, 4 }, // 2 -> -y { 6, 7 }, { 3, 2 }, // 3 -> +y // 4 -> -z // 5 -> +z }; // Indices into the face array associated w/ the edges above static int s_pEdgeFaces[12][2] = { { 2, 0 }, { 5, 0 }, { 3, 0 }, { 4, 0 }, // 0 -> -x { 4, 1 }, { 3, 1 }, { 5, 1 }, { 2, 1 }, // 1 -> +x { 4, 2 }, { 5, 2 }, // 2 -> -y { 5, 3 }, { 4, 3 }, // 3 -> +y // 4 -> -z // 5 -> +z }; // In what order does edge s_pEdges[i] appear on faces s_pEdgeFaces[i][0] and s_pEdgeFaces[i][1] // in the list s_pIndices[s_pEdgeFaces[i][j]] below? Note the #s 0, 1, 2, and 3 should appear 6 times each in this array // representing the fact that each face has a 0th,1st,2nd, and 3rd edge. static int s_pRelativeEdgeIndex[12][2] = { { 3, 0 }, { 3, 1 }, { 0, 2 }, { 0, 3 }, // 0 -> -x { 2, 0 }, { 2, 1 }, { 1, 2 }, { 1, 3 }, // 1 -> +x { 3, 0 }, { 0, 2 }, // 2 -> -y { 2, 1 }, { 1, 3 }, // 3 -> +y // 4 -> -z // 5 -> +z }; static int s_pIndices[6][5] = { { 0, 4, 6, 2, 0 }, // 0 -> -x { 1, 3, 7, 5, 1 }, // 1 -> +x { 0, 1, 5, 4, 0 }, // 2 -> -y { 2, 6, 7, 3, 2 }, // 3 -> +y { 0, 2, 3, 1, 0 }, // 4 -> -z { 4, 5, 7, 6, 4 }, // 5 -> +z }; // Add vertices int i; for ( i = 0; i < 8; ++i ) { int v = m_pControlCage->m_Vertices.AddToTail(); SubdivVertex_t &vert = m_pControlCage->m_Vertices[v]; vert.m_vecPosition = s_pPositions[i]; vert.m_vecNormal = vec3_origin; vert.m_vecTexCoord.AsVector2D() = s_pTexCoords[i]; vert.m_nValence = 3; } // Add unique edges for ( i = 0; i < 12; ++i ) { int e = m_pControlCage->m_Edges.AddToTail(); Edge_t &edge = m_pControlCage->m_Edges[e]; edge.m_pVertex[0] = s_pEdges[i][0]; edge.m_pVertex[1] = s_pEdges[i][1]; edge.m_pFace[0] = s_pEdgeFaces[i][0]; edge.m_pFace[1] = s_pEdgeFaces[i][1]; edge.m_pRelativeEdgeIndex[0] = s_pRelativeEdgeIndex[i][0]; edge.m_pRelativeEdgeIndex[1] = s_pRelativeEdgeIndex[i][1]; } m_pControlCage->m_nTotalIndexCount = 0; m_pControlCage->m_nTotalLineCount = 0; for ( i = 0; i < 6; ++i ) { int f = m_pControlCage->m_Faces.AddToTail(); Face_t &face = m_pControlCage->m_Faces[f]; face.m_nFirstEdgeIndex = m_pControlCage->m_EdgeIndices.Count(); face.m_nEdgeCount = 4; // Place an invalid value here face.m_nFirstSubdividedFace = -1; // Two triangles per quad m_pControlCage->m_nTotalIndexCount += 6; m_pControlCage->m_nTotalLineCount += 4; for ( int j = 0; j < 4; ++j ) { int k; for ( k = 0; k < 12; ++k ) { if ( (s_pIndices[i][j] == s_pEdges[k][0]) && (s_pIndices[i][j+1] == s_pEdges[k][1]) ) { m_pControlCage->m_EdgeIndices.AddToTail( k ); break; } if ( (s_pIndices[i][j] == s_pEdges[k][1]) && (s_pIndices[i][j+1] == s_pEdges[k][0]) ) { m_pControlCage->m_EdgeIndices.AddToTail( -1-k ); break; } } Assert( k != 12 ); } } } void CDmeTestMesh::DestroyControlCage( ) { if ( m_pControlCage ) { delete m_pControlCage; m_pControlCage = NULL; } } //----------------------------------------------------------------------------- // Draws a subdiv mesh //----------------------------------------------------------------------------- void CDmeTestMesh::DrawSubdivMesh( const SubdivMesh_t &mesh ) { if ( !g_pMaterialSystem ) return; CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); IMaterial *pMaterial = g_pMaterialSystem->FindMaterial( "debug/debugwireframe", NULL, false ); pRenderContext->Bind( pMaterial ); IMesh *pMesh = pRenderContext->GetDynamicMesh(); CMeshBuilder meshBuilder; int nVertexCount = mesh.m_Vertices.Count(); // meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, nVertexCount, mesh.m_nTotalIndexCount ); meshBuilder.Begin( pMesh, MATERIAL_LINES, nVertexCount, mesh.m_nTotalLineCount * 2 ); for ( int i = 0; i < nVertexCount; ++i ) { meshBuilder.Position3fv( mesh.m_Vertices[ i ].m_vecPosition.Base() ); meshBuilder.TexCoord2fv( 0, mesh.m_Vertices[ i ].m_vecTexCoord.Base() ); meshBuilder.TexCoord2f( 1, i, 0.0f ); meshBuilder.Color3ub( 255, 255, 255 ); meshBuilder.AdvanceVertex(); } int nFaceCount = mesh.m_Faces.Count(); for ( int i = 0; i < nFaceCount; ++i ) { int nEdgeCount = mesh.m_Faces[i].m_nEdgeCount; const int *pEdgeIndex = &mesh.m_EdgeIndices[ mesh.m_Faces[i].m_nFirstEdgeIndex ]; int nPrevIndex = GetLeadingEdgeVertexIndex( mesh, pEdgeIndex[nEdgeCount-1] ); for ( int j = 0; j < nEdgeCount; ++j ) { int nCurrIndex = GetLeadingEdgeVertexIndex( mesh, pEdgeIndex[j] ); meshBuilder.FastIndex( nPrevIndex ); meshBuilder.FastIndex( nCurrIndex ); nPrevIndex = nCurrIndex; } } /* int nFaceCount = mesh.m_Faces.Count(); for ( int i = 0; i < nFaceCount; ++i ) { int nEdgeCount = mesh.m_Faces[i].m_nEdgeCount; const int *pEdgeIndex = &mesh.m_EdgeIndices[ mesh.m_Faces[i].m_nFirstEdgeIndex ]; int nRootIndex = GetLeadingEdgeVertexIndex( mesh, pEdgeIndex[0] ); int nPrevIndex = GetLeadingEdgeVertexIndex( mesh, pEdgeIndex[1] ); for ( int j = 0; j < nEdgeCount - 2; ++j ) { int nCurrIndex = GetLeadingEdgeVertexIndex( mesh, pEdgeIndex[j+2] ); meshBuilder.FastIndex( nRootIndex ); meshBuilder.FastIndex( nPrevIndex ); meshBuilder.FastIndex( nCurrIndex ); nPrevIndex = nCurrIndex; } } */ meshBuilder.End(); pMesh->Draw(); } //----------------------------------------------------------------------------- // Draws a subdivided box //----------------------------------------------------------------------------- void CDmeTestMesh::DrawSubdividedBox() { if ( !g_pMaterialSystem ) return; if ( !m_pControlCage ) { CreateControlCage( ); } int nSubdivLevel = GetValue( "subdivlevel" ); if ( nSubdivLevel == 0 ) { DrawSubdivMesh( *m_pControlCage ); return; } // Construct the initial mesh SubdivMesh_t subdivMesh[2]; SubdivideMesh( *m_pControlCage, subdivMesh[0] ); // Compute the subdivided vertices int nCurrMesh = 0; while ( --nSubdivLevel > 0 ) { ClearMesh( subdivMesh[1 - nCurrMesh] ); SubdivideMesh( subdivMesh[nCurrMesh], subdivMesh[1 - nCurrMesh] ); if (( subdivMesh[1 - nCurrMesh].m_nTotalLineCount * 2 >= 32768 ) || ( subdivMesh[1 - nCurrMesh].m_Vertices.Count() >= 32768 )) break; nCurrMesh = 1 - nCurrMesh; } // Draw the subdivided mesh DrawSubdivMesh( subdivMesh[nCurrMesh] ); } //----------------------------------------------------------------------------- // Draws the mesh //----------------------------------------------------------------------------- void CDmeTestMesh::DrawBox( CDmeTransform *pTransform ) { if ( !g_pMaterialSystem ) return; // FIXME: Hack! if ( !m_pMorph || !m_pMesh ) return; CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); // Set up morph factors float pMorphFactors[32]; for ( int i = 0; i < 32; ++i ) { pMorphFactors[i] = 0.5f + 0.5f * sin( 2 * 3.14 * ( Plat_FloatTime() / 5.0f + (float)i / 32.0f ) ); } pMorphFactors[1] = 1.0f - pMorphFactors[0]; pRenderContext->SetMorphTargetFactors( 0, pMorphFactors, 32 ); // FIXME: Should this call be made from the application rendering the mesh? LoadModelMatrix( pTransform ); pRenderContext->BindMorph( m_pMorph ); pRenderContext->Bind( m_pMaterial ); m_pMesh->Draw(); pRenderContext->BindMorph( NULL ); } //----------------------------------------------------------------------------- // Draws the mesh //----------------------------------------------------------------------------- void CDmeTestMesh::Draw( const matrix3x4_t& shapeToWorld, CDmeDrawSettings *pDrawSettings ) { if ( !g_pMaterialSystem || !g_pMDLCache || !g_pStudioRender ) return; #if 0 // DrawSubdividedBox( pTransform ); DrawBox( pTransform ); return; #elif 0 if ( m_MDLHandle == MDLHANDLE_INVALID ) return; // Color + alpha modulation Vector white(1.0f, 1.0f, 1.0f); g_pStudioRender->SetColorModulation( white.Base() ); g_pStudioRender->SetAlphaModulation( 1.0f ); DrawModelInfo_t info; info.m_pStudioHdr = g_pMDLCache->GetStudioHdr( m_MDLHandle ); info.m_pHardwareData = g_pMDLCache->GetHardwareData( m_MDLHandle ); info.m_Decals = STUDIORENDER_DECAL_INVALID; info.m_Skin = GetAttributeValueInt( "skin" ); info.m_Body = GetAttributeValueInt( "body" ); info.m_HitboxSet = 0; info.m_pClientEntity = NULL; info.m_ppColorMeshes = NULL; info.m_bStaticLighting = false; info.m_Lod = GetAttributeValueInt( "lod" ); // FIXME: Deal with lighting for ( int i = 0; i < 6; ++ i ) { info.m_vecAmbientCube[i].Init( 1, 1, 1 ); } info.m_nLocalLightCount = 0; // info.m_LocalLightDescs; matrix3x4_t *pBoneToWorld = g_pStudioRender->LockBoneMatrices( info.m_pStudioHdr->numbones ); SetUpBones( pTransform, info.m_pStudioHdr->numbones, pBoneToWorld ); g_pStudioRender->UnlockBoneMatrices(); // Root transform matrix3x4_t rootToWorld; pTransform->GetTransform( rootToWorld ); Vector vecModelOrigin; MatrixGetColumn( rootToWorld, 3, vecModelOrigin ); g_pStudioRender->DrawModel( NULL, info, pBoneToWorld, vecModelOrigin, STUDIORENDER_DRAW_ENTIRE_MODEL ); #else CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); #if 1 matrix3x4_t mat; if ( m_bones.size() == 1 ) { pRenderContext->MatrixMode( MATERIAL_MODEL ); m_bones[0]->GetTransform( mat ); pRenderContext->LoadMatrix( mat ); // pRenderContext->LoadMatrix( m_bones[0] ); // m_PoseToWorld[0] } pRenderContext->SetNumBoneWeights( 2 ); // pStrip->numBones uint bn = m_bones.size(); for ( uint bi = 0; bi < bn; ++bi ) { m_bones[bi]->GetTransform( mat ); #if 0 // hack to see whether bones are actually affecting the model float f = 100.0f; Vector translation; MatrixGetColumn( mat, 3, &translation ); translation.x += (bi&1) ? f : -f; translation.y += (bi&2) ? f : -f; translation.z += (bi&4) ? f : -f; MatrixSetColumn( translation, 3, mat ); #endif pRenderContext->LoadBoneMatrix( bi, mat ); } #else pRenderContext->MatrixMode( MATERIAL_MODEL ); matrix3x4_t mat; Assert( !m_bones.empty() ); m_bones[0]->GetTransform( mat ); pRenderContext->LoadMatrix( mat ); #endif IMaterial *pMaterial = g_pMaterialSystem->FindMaterial( "Models/shadertest/unlitgenericmodel", NULL, false ); // IMaterial *pMaterial = g_pMaterialSystem->FindMaterial( "debug/debugwireframevertexcolor", NULL, false ); // IMaterial *pMaterial = g_pMaterialSystem->FindMaterial( "debug/debugwireframe", NULL, false ); pRenderContext->Bind( pMaterial ); IMesh *pMesh = pRenderContext->GetDynamicMesh(); int mn = m_submeshes.size(); for ( int mi = 0; mi < mn; ++mi ) { CMeshBuilder meshBuilder; std::vector< int > &indices = m_submeshes[mi]->indices; std::vector< vertex_t > &vertices = m_submeshes[mi]->vertices; meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, vertices.size(), indices.size() ); int vn = vertices.size(); for ( int vi = 0; vi < vn; ++vi ) { vertex_t &vertex = vertices[vi]; meshBuilder.Position3fv( vertex.coord.Base() ); meshBuilder.Normal3fv ( vertex.normal.Base() ); meshBuilder.TexCoord2fv( 0, vertex.texcoord.Base() ); switch ( vertex.skinning[0].index ) { case 0: meshBuilder.Color3f(1,0,0); break; case 1: meshBuilder.Color3f(0,1,0); break; case 2: meshBuilder.Color3f(0,0,1); break; case 3: meshBuilder.Color3f(1,1,0); break; case 4: meshBuilder.Color3f(0,1,1); break; case 5: meshBuilder.Color3f(1,0,1); break; case 6: meshBuilder.Color3f(0,0,0); break; case 7: meshBuilder.Color3f(1,1,1); break; default: meshBuilder.Color3f(0.5f,0.5f,0.5f); break; } int bn = vertex.skinning.size(); for ( int bi = 0; bi < bn; ++bi ) { meshBuilder.BoneMatrix( bi, vertex.skinning[bi].index ); meshBuilder.BoneWeight( bi, vertex.skinning[bi].weight ); } meshBuilder.AdvanceVertex(); } int in = indices.size(); for ( int ii = 0; ii < in; ++ii ) { meshBuilder.FastIndex( indices[ii] ); } meshBuilder.End(); pMesh->Draw(); } #endif } //----------------------------------------------------------------------------- // Returns a mask indicating which bones to set up //----------------------------------------------------------------------------- int CDmeTestMesh::BoneMask( void ) { int nLod = GetValue( "lod" ); return BONE_USED_BY_VERTEX_AT_LOD( nLod ); } void CDmeTestMesh::SetUpBones( CDmeTransform *pTransform, int nMaxBoneCount, matrix3x4_t *pBoneToWorld ) { // Default to middle of the pose parameter range float pPoseParameter[MAXSTUDIOPOSEPARAM]; for ( int i = 0; i < MAXSTUDIOPOSEPARAM; ++i ) { pPoseParameter[i] = 0.5f; } CStudioHdr studioHdr( g_pMDLCache->GetStudioHdr( m_MDLHandle ), g_pMDLCache ); int nSequence = GetValue( "sequence" ); float flPlaybackRate = GetValue( "playbackrate" ); float flTime = GetValue( "time" ); int nFrameCount = Studio_MaxFrame( &studioHdr, nSequence, pPoseParameter ); if ( nFrameCount == 0 ) { nFrameCount = 1; } float flCycle = ( flTime * flPlaybackRate ) / nFrameCount; // FIXME: We're always wrapping; may want to determing if we should clamp flCycle -= (int)(flCycle); Vector pos[MAXSTUDIOBONES]; Quaternion q[MAXSTUDIOBONES]; IBoneSetup boneSetup( &studioHdr, BoneMask(), pPoseParameter ); boneSetup.InitPose( pos, q ); boneSetup.AccumulatePose( pos, q, nSequence, flCycle, 1.0f, flTime, NULL ); // FIXME: Try enabling this? // CalcAutoplaySequences( pStudioHdr, NULL, pos, q, pPoseParameter, BoneMask( ), flTime ); // Root transform matrix3x4_t rootToWorld; pTransform->GetTransform( rootToWorld ); if ( studioHdr.numBones() < nMaxBoneCount ) { nMaxBoneCount = studioHdr.numBones(); } for ( int i = 0; i < nMaxBoneCount; i++ ) { // If it's not being used, fill with NAN for errors #ifdef _DEBUG if ( !(studioHdr.pBone( i )->flags & BoneMask())) { int j, k; for (j = 0; j < 3; j++) { for (k = 0; k < 4; k++) { pBoneToWorld[i][j][k] = VEC_T_NAN; } } continue; } #endif matrix3x4_t boneMatrix; QuaternionMatrix( q[i], boneMatrix ); MatrixSetColumn( pos[i], 3, boneMatrix ); if (studioHdr.pBone(i)->parent == -1) { ConcatTransforms (rootToWorld, boneMatrix, pBoneToWorld[ i ]); } else { ConcatTransforms ( pBoneToWorld[ studioHdr.pBone(i)->parent ], boneMatrix, pBoneToWorld[ i ] ); } } } //----------------------------------------------------------------------------- // FIXME: This trashy glue code is really not acceptable. Figure out a way of making it unnecessary. //----------------------------------------------------------------------------- const studiohdr_t *studiohdr_t::FindModel( void **cache, char const *pModelName ) const { MDLHandle_t handle = g_pMDLCache->FindMDL( pModelName ); *cache = (void*)handle; return g_pMDLCache->GetStudioHdr( handle ); } virtualmodel_t *studiohdr_t::GetVirtualModel( void ) const { return g_pMDLCache->GetVirtualModel( (MDLHandle_t)virtualModel ); } byte *studiohdr_t::GetAnimBlock( int i ) const { return g_pMDLCache->GetAnimBlock( (MDLHandle_t)virtualModel, i ); } int studiohdr_t::GetAutoplayList( unsigned short **pOut ) const { return g_pMDLCache->GetAutoplayList( (MDLHandle_t)virtualModel, pOut ); } const studiohdr_t *virtualgroup_t::GetStudioHdr( void ) const { return g_pMDLCache->GetStudioHdr( (MDLHandle_t)cache ); } //----------------------------------------------------------------------------- // First attempt at making a hacky SMD loader - clean this up later //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // SMD format: // // format key: // #n = integer // .x = float // 'a' = literal string // $s = string // " = the literal quote character // // = comment - not in file!!! // // 'version' #version // right now, #version = 1 // // 'nodes' // bone naming and hierarchy // #bone "$bonename" #parent // one of these per bone - can be in any order, but generally sequential // 'end' // // 'skeleton' // joint animation (and begin pose) // 'time' #time // repeat time + joints block once per frame // #bone .x .y .z .rx .ry .rz // bone/translation/rotation - can traverse bones in any order, and even skip them // 'end' // // 'triangles' // actual vertex data - as non-indexed triangle lists // $texturefilename // repeat texture + 3 vertex lines for each triangle // #bone .x .y .z .nx .ny .nz .tu .tv #count #bone0 .weight0 // boneN & weightN may or may not exist for N={0..511} // #bone .x .y .z .nx .ny .nz .tu .tv #count #bone0 .weight0 // boneN & weightN may or may not exist for N={0..511} // #bone .x .y .z .nx .ny .nz .tu .tv #count #bone0 .weight0 // boneN & weightN may or may not exist for N={0..511} // 'end' // // 'vertexanimation' // morph targets // 'time' #time // repeat time + vertices block once per vertex // #vertex .x .y .z .nx .ny .nz // vertex/position/normal // 'end' // //----------------------------------------------------------------------------- // TODO - check out lookup_index for whether it's looking for exact vertex matches, or within a float tolerance // DONE - lookup_index checks materiaks, coords and texcoords for exact match, and normals for within 2 degrees const int MAXNAME = 128; const int MAXLINE = 4096; const int MAXCMD = 1024; const int MAXBONEWEIGHTS = 3; const int MAXTEXNAME = 64; void ReadBonesFromSMD( std::vector< CDmeTransform* > &bones, std::istream &is, DmFileId_t fileid ) { uint index; int parent; char name[ MAXNAME ]; char line[ MAXLINE ]; while ( is.getline( line, MAXLINE ) ) { if ( sscanf( line, "%d \"%[^\"]\" %d", &index, name, &parent ) == 3 ) { if ( index != bones.size() ) { Warning( "ReadBonesFromSMD: reading node %d out of order\n", index ); } if ( index >= bones.size() ) { bones.resize( index + 1 ); } bones[index] = CreateElement< CDmeTransform >( name, fileid ); if ( parent > 0 ) { if ( ( uint( parent ) >= bones.size() ) || ( bones[ parent ] == NULL ) ) { Warning( "ReadBonesFromSMD: reading node %d before parent\n", index, parent ); } else { Assert( 0 ); // this code is so badly bit-rotten... // bones[parent]->AddChild( bones[index]->GetHandle() ); } } } else { if ( strncmp( line, "end", 3 ) != 0 ) { Warning( "ReadBonesFromSMD: expected 'end' or bone, found %s\n", line ); } return; } } } void clip_rotations( RadianEuler& rot ) { // remap rotations to [ -M_PI .. M_PI ) for ( int j = 0; j < 3; j++ ) { if ( rot[j] != -M_PI ) // keep -M_PI as is { rot[j] = fmod( (double)rot[j], M_PI ); } } } void ReadSkeletalAnimationFromSMD( std::vector< CDmeTransform* > &bones, std::istream &is ) { char line[ MAXLINE ]; char cmd[ MAXCMD ]; int time = INT_MIN; int startframe = -1; int endframe = -1; #if 1 // Root transform matrix3x4_t rootToWorld; SetIdentityMatrix( rootToWorld ); // GetTransform()->GetTransform( rootToWorld ); #endif while ( is.getline( line, MAXLINE ) ) { int index; Vector pos; RadianEuler rot; if ( sscanf( line, "%d %f %f %f %f %f %f", &index, &pos[0], &pos[1], &pos[2], &rot[0], &rot[1], &rot[2] ) == 7 ) { if ( startframe < 0 ) { Warning( "ReadSkeletalAnimationFromSMD: missing frame start\n" ); } // clip_rotations( rot ); Quaternion quat; AngleQuaternion( rot, quat ); #if 0 matrix3x4_t boneMatrix; QuaternionMatrix( quat, boneMatrix ); MatrixSetColumn( pos, 3, boneMatrix ); if ( bones[index]->NumParents() > 0 ) { DmElementHandle_t hParent = bones[index]->GetParent( 0 ); CDmeTransform *parentXform = GetElement< CDmeTransform >( hParent ); matrix3x4_t parentMatrix, newMatrix; parentXform->GetTransform( parentMatrix ); // ConcatTransforms( parentMatrix, boneMatrix, newMatrix ); SetIdentityMatrix( newMatrix ); MatrixAngles( newMatrix, quat, pos ); } else { matrix3x4_t parentMatrix, newMatrix; // ConcatTransforms( rootToWorld, boneMatrix, newMatrix ); SetIdentityMatrix( newMatrix ); MatrixAngles( newMatrix, quat, pos ); } #endif bones[index]->SetValue( "orientation", quat ); bones[index]->SetValue( "position", pos ); // TODO - save animation data - currently just overwriting w/ last frame } else if ( sscanf( line, "%1023s %d", cmd, &index ) ) { if ( strcmp( cmd, "time" ) == 0 ) { time = index; if ( startframe == -1 ) { startframe = index; } if ( time < startframe ) { Error( "ReadSkeletalAnimationFromSMD: time %d found after time %d\n", time, startframe ); } if ( time > endframe ) { endframe = time; } time -= startframe; /* if ( time != anim.size() ) { Warning( "ReadSkeletalAnimationFromSMD: reading keyframe %d out of order\n", time ); } if ( time >= anim.size() ) { anim.resize( time + 1 ); anim[time] = new bone_t[nodes.size()]; } if ( time > 0 ) { if ( anim[time-1] ) { std::copy( anim[time-1], anim[time-1] + nodes.size(), anim[time] ); } else { Warning( "ReadSkeletalAnimationFromSMD: missing skeletal keyframe %d\n", time-1 ); } } */ } else if ( strcmp( cmd, "end" ) == 0 ) { // Build_Reference( nodes, anim, matrices ); // skip - leave this for dmemesh generation return; } else { Warning( "ReadSkeletalAnimationFromSMD: expected bone, time or end, found %s\n", line ); } } else { Warning( "ReadSkeletalAnimationFromSMD: expected bone, time or end, found %s\n", line ); } } Error( "ReadSkeletalAnimationFromSMD: unexpected EOF\n" ); } float vertex_t::normal_tolerance = cos( DEG2RAD( 2.0f )); void SortAndBalanceBones( std::vector< skinning_info_t > &skinning ) { // TODO - studiomdl collapses (sums) duplicate bone weights - is this necessary?!?! std::sort( skinning.begin(), skinning.end() ); // throw away bone weights < 0.05f while ( skinning.size() > 1 && skinning.back().weight >= 0.05f ) { skinning.pop_back(); } Assert( !skinning.empty() ); if ( skinning.size() > MAXBONEWEIGHTS ) { skinning.resize( MAXBONEWEIGHTS ); } float weightSum = 0.0f; for ( uint i = 0; i < skinning.size(); ++i ) { weightSum += skinning[i].weight; } if ( weightSum <= 0.0f ) { for ( uint i = 0; i < skinning.size(); ++i ) { skinning[i].weight = weightSum; } } else { float weightScale = 1.0f / weightSum; for ( uint i = 0; i < skinning.size(); ++i ) { skinning[i].weight *= weightScale; } } } int ReadVertexFromSMD( std::vector< vertex_t > &vertices, int numbones, std::istream &is ) { int boneIndex; is >> boneIndex; if ( boneIndex < 0 || boneIndex >= numbones ) { Error( "ReadVertexFromSMD: invalid bone index: %d\n", boneIndex ); } vertex_t vert; is >> vert.coord.x >> vert.coord.y >> vert.coord.z; is >> vert.normal.x >> vert.normal.y >> vert.normal.z; is >> vert.texcoord.x >> vert.texcoord.y; // invert v vert.texcoord.y = 1.0f - vert.texcoord.y; char line[MAXLINE]; is.getline( line, MAXLINE ); std::istrstream istr( line ); int nBones = 0; istr >> nBones; Assert( istr.good() || nBones == 0 ); if ( nBones == 0 ) { vert.skinning.push_back( skinning_info_t( boneIndex, 1.0f ) ); } else { vert.skinning.reserve( nBones ); for ( int i = 0; i < nBones; ++i ) { skinning_info_t info; istr >> info.index >> info.weight; vert.skinning.push_back( info ); if ( info.index < 0 || info.index >= numbones ) { Error( "ReadVertexFromSMD: invalid bone index: %d\n", info.index ); } } } std::vector< vertex_t >::iterator vi = std::find( vertices.begin(), vertices.end(), vert ); if ( vi != vertices.end() ) return vi - vertices.begin(); SortAndBalanceBones( vert.skinning ); vertices.push_back( vert ); return vertices.size() - 1; } bool IsEnd( char const* pLine ) { if ( strncmp( "end", pLine, 3 ) != 0 ) return false; return ( pLine[3] == '\0' ) || ( pLine[3] == '\n' ); } void ReadTrianglesFromSMD( std::vector< submesh_t* > &meshes, int numbones, std::istream &is ) { Vector vmin( FLT_MAX, FLT_MAX, FLT_MAX ); Vector vmax( -FLT_MAX, -FLT_MAX, -FLT_MAX ); char line[ MAXLINE ]; char texname[ MAXTEXNAME ]; while ( is.getline( line, MAXLINE ) ) { if ( IsEnd( line ) ) break; int lineLen = is.gcount(); if ( lineLen >= MAXTEXNAME ) { Warning( "ReadTrianglesFromSMD: expected a texture name, found %s\n", line ); continue; } // the studiomdl comment here is "strip off trailing smag" whatever smag is... strncpy( texname, line, MAXTEXNAME ); int i; for ( i = strlen( texname ) - 1; i >= 0 && ! isgraph( texname[i] ); i-- ) { } texname[i + 1] = '\0'; // Skip empty names (studiomdl comment: "weird source problem, skip them") // Skip null texture references if ( texname[0] == '\0' || stricmp( texname, "null.bmp" ) == 0 || stricmp( texname, "null.tga" ) == 0 ) { is.getline( line, MAXLINE ); is.getline( line, MAXLINE ); is.getline( line, MAXLINE ); continue; } // find mesh with matching texture - starting with last one created int mi; for ( mi = meshes.size() - 1; mi >= 0; --mi ) { if ( stricmp( meshes[mi]->texname.c_str(), texname ) == 0 ) break; } // if no mesh with texname found, create a new one if ( mi < 0 ) { mi = meshes.size(); meshes.push_back( new submesh_t( texname ) ); } submesh_t *mesh = meshes[mi]; mesh->indices.push_back( ReadVertexFromSMD( mesh->vertices, numbones, is ) ); mesh->indices.push_back( ReadVertexFromSMD( mesh->vertices, numbones, is ) ); mesh->indices.push_back( ReadVertexFromSMD( mesh->vertices, numbones, is ) ); #if 0 // flip triangle - the default in studiomdl int numIndices = mesh->indices.size(); std::swap( mesh->indices[numIndices-1], mesh->indices[numIndices-2] ); #endif } } void RemapBonesOnSubmesh( submesh_t *pMesh, std::vector< CDmeTransform* > &bones ) { std::vector vertsPerBone( bones.size() ); // initializes all counts to 0 // find vertex-per-bone counts int vn = pMesh->vertices.size(); for ( int vi = 0; vi < vn; ++vi ) { vertex_t &vert = pMesh->vertices[vi]; int bn = vert.skinning.size(); for ( int bi = 0; bi < bn; ++bi ) { ++vertsPerBone[vert.skinning[bi].index]; } } std::vector boneMap( bones.size() ); // copy only used bones into mesh's internal bone list and write mapping int bn = vertsPerBone.size(); for ( int bi = 0; bi < bn; ++bi ) { if ( vertsPerBone[bi] == 0 ) { boneMap[bi] = -1; } else { boneMap[bi] = pMesh->bones.size(); pMesh->bones.push_back( bones[bi] ); } } // remap mesh's verts to use the interal bone indexing for ( int vi = 0; vi < vn; ++vi ) { vertex_t &vert = pMesh->vertices[vi]; int bn = vert.skinning.size(); for ( int bi = 0; bi < bn; ++bi ) { vert.skinning[bi].index = boneMap[vert.skinning[bi].index]; } } } CDmeTestMesh *CDmeTestMesh::ReadMeshFromSMD( char *pFilename, DmFileId_t fileid ) { std::ifstream is( pFilename ); if ( !is ) { Warning( "Unable to open file %s\n", pFilename ); return NULL; } CDmeTestMesh *pMesh = CreateElement< CDmeTestMesh >( "New Mesh", fileid ); char line[ MAXLINE ]; char cmd[ MAXCMD ]; int option; while ( is.getline( line, MAXLINE ) ) { int numRead = sscanf( line, "%1023s %d", cmd, &option ); if ( ( numRead == EOF ) || ( numRead == 0 ) ) continue; // blank line if ( strcmp( cmd, "version" ) == 0 ) { if ( option != 1 ) { Error( "ReadMeshFromSMD: bad version\n" ); } } else if ( strcmp( cmd, "nodes" ) == 0 ) { pMesh->m_bones.clear(); ReadBonesFromSMD( pMesh->m_bones, is, fileid ); } else if ( strcmp( cmd, "skeleton" ) == 0 ) { ReadSkeletalAnimationFromSMD( pMesh->m_bones, is ); } else if ( strcmp( cmd, "triangles" ) == 0 ) { ReadTrianglesFromSMD( pMesh->m_submeshes, pMesh->m_bones.size(), is ); } else if ( strcmp( cmd, "vertexanimation" ) == 0 ) { // Grab_Vertexanimation( psource ); return pMesh; // TODO - implement Grab_Vertexanimation!!! } else { Warning( "unknown studio command\n" ); } } #if 0 // remap only the needed bones to hopefully fit within maxbone contraints int mn = pMesh->m_submeshes.size(); for ( int mi = 0; mi < mn; ++mi) { RemapBonesOnSubmesh( pMesh->m_submeshes[mi], pMesh->m_bones ); Msg( "remapping %d bones on mesh to %d bones on submesh %d\n", pMesh->m_bones.size(), pMesh->m_submeshes[mi]->bones.size(), mi ); } #endif return pMesh; }