mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-29 13:25:52 +01:00
355 lines
14 KiB
C++
355 lines
14 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#include "stdh.h"
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#include <Engine/Models/ModelObject.h>
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#include <Engine/Models/ModelData.h>
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#include <Engine/Models/RenderModel.h>
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#include <Engine/Models/Model_internal.h>
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#include <Engine/Models/Normals.h>
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#include <Engine/Base/Lists.inl>
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#include <Engine/Base/ListIterator.inl>
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#include <Engine/Templates/StaticStackArray.cpp>
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#include <Engine/Templates/Stock_CModelData.h>
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extern FLOAT mdl_fLODMul;
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extern FLOAT mdl_fLODAdd;
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extern const FLOAT *pfSinTable;
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extern const FLOAT *pfCosTable;
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static BOOL _b16Bit;
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static FLOAT _fRatio;
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static FLOAT3D _vStretch;
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static FLOAT3D _vOffset;
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static struct ModelFrameVertex8 *_pFrame8_0; // ptr to last frame
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static struct ModelFrameVertex16 *_pFrame16_0;
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static struct ModelFrameVertex8 *_pFrame8_1; // ptr to next frame
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static struct ModelFrameVertex16 *_pFrame16_1;
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void UnpackVertex( const INDEX iVertex, FLOAT3D &vVertex)
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{
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if( _b16Bit ) {
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// get 16 bit packed vertices
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const SWPOINT3D &vsw0 = _pFrame16_0[iVertex].mfv_SWPoint;
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const SWPOINT3D &vsw1 = _pFrame16_1[iVertex].mfv_SWPoint;
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// convert them to float and lerp between them
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vVertex(1) = (Lerp( (FLOAT)vsw0(1), (FLOAT)vsw1(1), _fRatio) -_vOffset(1)) * _vStretch(1);
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vVertex(2) = (Lerp( (FLOAT)vsw0(2), (FLOAT)vsw1(2), _fRatio) -_vOffset(2)) * _vStretch(2);
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vVertex(3) = (Lerp( (FLOAT)vsw0(3), (FLOAT)vsw1(3), _fRatio) -_vOffset(3)) * _vStretch(3);
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} else {
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// get 8 bit packed vertices
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const SBPOINT3D &vsb0 = _pFrame8_0[iVertex].mfv_SBPoint;
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const SBPOINT3D &vsb1 = _pFrame8_1[iVertex].mfv_SBPoint;
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// convert them to float and lerp between them
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vVertex(1) = (Lerp( (FLOAT)vsb0(1), (FLOAT)vsb1(1), _fRatio) -_vOffset(1)) * _vStretch(1);
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vVertex(2) = (Lerp( (FLOAT)vsb0(2), (FLOAT)vsb1(2), _fRatio) -_vOffset(2)) * _vStretch(2);
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vVertex(3) = (Lerp( (FLOAT)vsb0(3), (FLOAT)vsb1(3), _fRatio) -_vOffset(3)) * _vStretch(3);
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}
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}
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void CModelObject::GetModelVertices( CStaticStackArray<FLOAT3D> &avVertices, FLOATmatrix3D &mRotation,
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FLOAT3D &vPosition, FLOAT fNormalOffset, FLOAT fMipFactor)
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{
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FLOAT3D f3dVertex;
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INDEX iFrame0, iFrame1;
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FLOAT fLerpRatio;
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CModelData *pmd = GetData();
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struct ModelFrameVertex16 *pFrame16_0, *pFrame16_1;
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struct ModelFrameVertex8 *pFrame8_0, *pFrame8_1;
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// get lerp information
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GetFrame( iFrame0, iFrame1, fLerpRatio);
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// set pFrame to point to last and next frames' vertices
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if( pmd->md_Flags & MF_COMPRESSED_16BIT)
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{
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pFrame16_0 = &pmd->md_FrameVertices16[ iFrame0 * pmd->md_VerticesCt];
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pFrame16_1 = &pmd->md_FrameVertices16[ iFrame1 * pmd->md_VerticesCt];
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} else {
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pFrame8_0 = &pmd->md_FrameVertices8[ iFrame0 * pmd->md_VerticesCt];
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pFrame8_1 = &pmd->md_FrameVertices8[ iFrame1 * pmd->md_VerticesCt];
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}
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// Apply stretch factors
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FLOAT3D &vDataStretch = pmd->md_Stretch;
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FLOAT3D &vObjectStretch = mo_Stretch;
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FLOAT3D vStretch, vOffset;
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vStretch(1) = vDataStretch(1)*vObjectStretch(1);
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vStretch(2) = vDataStretch(2)*vObjectStretch(2);
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vStretch(3) = vDataStretch(3)*vObjectStretch(3);
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_vStretch = vStretch;
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_vOffset = vOffset = pmd->md_vCompressedCenter;
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// check if object is inverted (in mirror)
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BOOL bXInverted = vStretch(1)<0;
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BOOL bYInverted = vStretch(2)<0;
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BOOL bZInverted = vStretch(3)<0;
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BOOL bInverted = bXInverted!=bYInverted!=bZInverted;
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// if dynamic stretch factor should be applied
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if( mo_Stretch != FLOAT3D( 1.0f, 1.0f, 1.0f)) {
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fMipFactor -= Log2(Max(mo_Stretch(1),Max(mo_Stretch(2),mo_Stretch(3))));
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}
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// adjust mip factor by custom settings
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fMipFactor = fMipFactor*mdl_fLODMul+mdl_fLODAdd;
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// get current mip model using mip factor
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INDEX iMipLevel = GetMipModel( fMipFactor);
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// get current vertices mask
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ULONG ulVtxMask = (1L) << iMipLevel;
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struct ModelMipInfo *pmmiMip = &pmd->md_MipInfos[iMipLevel];
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// allocate space for vertices
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FLOAT3D *pvFirstVtx = avVertices.Push( pmmiMip->mmpi_ctMipVx);
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// Transform a vertex in model with lerping
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if( pmd->md_Flags & MF_COMPRESSED_16BIT) {
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// for each vertex in mip
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for( INDEX iMipVx=0; iMipVx<pmmiMip->mmpi_ctMipVx; iMipVx++) {
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// get destination for unpacking
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INDEX iMdlVx = pmmiMip->mmpi_auwMipToMdl[iMipVx];
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ModelFrameVertex16 &mfv0 = pFrame16_0[iMdlVx];
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ModelFrameVertex16 &mfv1 = pFrame16_1[iMdlVx];
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FLOAT3D &v = *pvFirstVtx;
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v(1) = (Lerp((FLOAT)mfv0.mfv_SWPoint(1), (FLOAT)mfv1.mfv_SWPoint(1), fLerpRatio)-vOffset(1))*vStretch(1);
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v(2) = (Lerp((FLOAT)mfv0.mfv_SWPoint(2), (FLOAT)mfv1.mfv_SWPoint(2), fLerpRatio)-vOffset(2))*vStretch(2);
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v(3) = (Lerp((FLOAT)mfv0.mfv_SWPoint(3), (FLOAT)mfv1.mfv_SWPoint(3), fLerpRatio)-vOffset(3))*vStretch(3);
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FLOAT fSinH = pfSinTable[mfv0.mfv_ubNormH];
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FLOAT fCosH = pfCosTable[mfv0.mfv_ubNormH];
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FLOAT fSinP = pfSinTable[mfv0.mfv_ubNormP];
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FLOAT fCosP = pfCosTable[mfv0.mfv_ubNormP];
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FLOAT fX0 = -fSinH*fCosP;
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FLOAT fY0 = +fSinP;
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FLOAT fZ0 = -fCosH*fCosP;
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fSinH = pfSinTable[mfv1.mfv_ubNormH];
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fCosH = pfCosTable[mfv1.mfv_ubNormH];
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fSinP = pfSinTable[mfv1.mfv_ubNormP];
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fCosP = pfCosTable[mfv1.mfv_ubNormP];
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FLOAT fX1 = -fSinH*fCosP;
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FLOAT fY1 = +fSinP;
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FLOAT fZ1 = -fCosH*fCosP;
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FLOAT3D vNor;
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vNor(1) = Lerp(fX0, fX1, fLerpRatio);
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vNor(2) = Lerp(fY0, fY1, fLerpRatio);
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vNor(3) = Lerp(fZ0, fZ1, fLerpRatio);
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v=(v+vNor*fNormalOffset)*mRotation+vPosition;
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pvFirstVtx++;
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}
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} else {
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// for each vertex in mip
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for( INDEX iMipVx=0; iMipVx<pmmiMip->mmpi_ctMipVx; iMipVx++) {
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// get destination for unpacking
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INDEX iMdlVx = pmmiMip->mmpi_auwMipToMdl[iMipVx];
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// get 16 bit packed vertices
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ModelFrameVertex8 &mfv0 = pFrame8_0[iMdlVx];
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ModelFrameVertex8 &mfv1 = pFrame8_1[iMdlVx];
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FLOAT3D &v = *pvFirstVtx;
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// convert them to float and lerp between them
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v(1) = (Lerp((FLOAT)mfv0.mfv_SBPoint(1), (FLOAT)mfv1.mfv_SBPoint(1), fLerpRatio)-vOffset(1))*vStretch(1);
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v(2) = (Lerp((FLOAT)mfv0.mfv_SBPoint(2), (FLOAT)mfv1.mfv_SBPoint(2), fLerpRatio)-vOffset(2))*vStretch(2);
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v(3) = (Lerp((FLOAT)mfv0.mfv_SBPoint(3), (FLOAT)mfv1.mfv_SBPoint(3), fLerpRatio)-vOffset(3))*vStretch(3);
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FLOAT3D vNor;
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const FLOAT3D &vNormal0 = avGouraudNormals[mfv0.mfv_NormIndex];
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const FLOAT3D &vNormal1 = avGouraudNormals[mfv1.mfv_NormIndex];
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vNor(1) = Lerp((FLOAT)vNormal0(1), (FLOAT)vNormal1(1), fLerpRatio);
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vNor(2) = Lerp((FLOAT)vNormal0(2), (FLOAT)vNormal1(2), fLerpRatio);
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vNor(3) = Lerp((FLOAT)vNormal0(3), (FLOAT)vNormal1(3), fLerpRatio);
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v=(v+vNor*fNormalOffset)*mRotation+vPosition;
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pvFirstVtx++;
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}
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}
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// for each attachment on this model object
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FOREACHINLIST( CAttachmentModelObject, amo_lnInMain, mo_lhAttachments, itamo) {
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CAttachmentModelObject *pamo = itamo;
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CModelData *pmd=pamo->amo_moModelObject.GetData();
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ASSERT(pmd!=NULL);
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if(pmd==NULL || pmd->md_Flags&(MF_FACE_FORWARD|MF_HALF_FACE_FORWARD)) continue;
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FLOATmatrix3D mNew = mRotation;
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FLOAT3D vNew = vPosition;
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// get new rotation and position matrices
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GetAttachmentMatrices(pamo, mNew, vNew);
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// recursion will concate attached model's vertices in absolute space to array
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pamo->amo_moModelObject.GetModelVertices(avVertices, mNew, vNew, fNormalOffset, fMipFactor);
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}
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}
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void CModelObject::GetAttachmentMatrices( CAttachmentModelObject *pamo, FLOATmatrix3D &mRotation, FLOAT3D &vPosition)
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{
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// get the position
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CModelData *pmdMain = (CModelData *)GetData();
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pmdMain ->md_aampAttachedPosition.Lock();
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const CAttachedModelPosition & = pmdMain->md_aampAttachedPosition[pamo->amo_iAttachedPosition];
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pmdMain ->md_aampAttachedPosition.Unlock();
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FLOAT3D &vDataStretch = pmdMain->md_Stretch;
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FLOAT3D &vObjectStretch = mo_Stretch;
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_vStretch(1) = vDataStretch(1)*vObjectStretch(1);
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_vStretch(2) = vDataStretch(2)*vObjectStretch(2);
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_vStretch(3) = vDataStretch(3)*vObjectStretch(3);
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_vOffset = pmdMain->md_vCompressedCenter;
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INDEX iFrame0, iFrame1;
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GetFrame( iFrame0, iFrame1, _fRatio);
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const INDEX ctVertices = pmdMain->md_VerticesCt;
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if( pmdMain->md_Flags & MF_COMPRESSED_16BIT) {
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_b16Bit = TRUE;
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// set pFrame to point to last and next frames' vertices
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_pFrame16_0 = &pmdMain->md_FrameVertices16[iFrame0 *ctVertices];
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_pFrame16_1 = &pmdMain->md_FrameVertices16[iFrame1 *ctVertices];
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} else {
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_b16Bit = FALSE;
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// set pFrame to point to last and next frames' vertices
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_pFrame8_0 = &pmdMain->md_FrameVertices8[iFrame0 *ctVertices];
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_pFrame8_1 = &pmdMain->md_FrameVertices8[iFrame1 *ctVertices];
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}
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// unpack the reference vertices
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FLOAT3D vCenter, vFront, vUp;
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const INDEX iCenter = amp.amp_iCenterVertex;
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const INDEX iFront = amp.amp_iFrontVertex;
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const INDEX iUp = amp.amp_iUpVertex;
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::UnpackVertex( iCenter, vCenter);
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::UnpackVertex( iFront, vFront);
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::UnpackVertex( iUp, vUp);
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// create front and up direction vectors
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FLOAT3D vY = vUp - vCenter;
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FLOAT3D vZ = vCenter - vFront;
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// project center and directions from object to absolute space
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const FLOATmatrix3D &mO2A = mRotation;
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const FLOAT3D &vO2A = vPosition;
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vCenter = vCenter*mO2A +vO2A;
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vY = vY *mO2A;
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vZ = vZ *mO2A;
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// make a rotation matrix from the direction vectors
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FLOAT3D vX = vY*vZ;
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vY = vZ*vX;
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vX.Normalize();
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vY.Normalize();
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vZ.Normalize();
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FLOATmatrix3D mOrientation;
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mOrientation(1,1) = vX(1); mOrientation(1,2) = vY(1); mOrientation(1,3) = vZ(1);
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mOrientation(2,1) = vX(2); mOrientation(2,2) = vY(2); mOrientation(2,3) = vZ(2);
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mOrientation(3,1) = vX(3); mOrientation(3,2) = vY(3); mOrientation(3,3) = vZ(3);
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// adjust for relative placement of the attachment
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FLOAT3D vOffset;
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FLOATmatrix3D mRelative;
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MakeRotationMatrixFast( mRelative, pamo->amo_plRelative.pl_OrientationAngle);
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vOffset(1) = pamo->amo_plRelative.pl_PositionVector(1) * mo_Stretch(1);
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vOffset(2) = pamo->amo_plRelative.pl_PositionVector(2) * mo_Stretch(2);
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vOffset(3) = pamo->amo_plRelative.pl_PositionVector(3) * mo_Stretch(3);
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const FLOAT3D vO = vCenter + vOffset * mOrientation;
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mRotation = mOrientation*mRelative;
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vPosition = vO;
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}
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void CModelObject::GetAttachmentTransformations( INDEX iAttachment, FLOATmatrix3D &mRotation, FLOAT3D &vPosition, BOOL bDummyAttachment)
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{
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// get the position
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CModelData *pmdMain = (CModelData *)GetData();
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pmdMain ->md_aampAttachedPosition.Lock();
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const CAttachedModelPosition & = pmdMain->md_aampAttachedPosition[iAttachment];
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pmdMain ->md_aampAttachedPosition.Unlock();
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// Apply stretch factors
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FLOAT3D &vDataStretch = pmdMain->md_Stretch;
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FLOAT3D &vObjectStretch = mo_Stretch;
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FLOAT3D vStretch, vOffset;
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vStretch(1) = vDataStretch(1)*vObjectStretch(1);
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vStretch(2) = vDataStretch(2)*vObjectStretch(2);
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vStretch(3) = vDataStretch(3)*vObjectStretch(3);
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_vStretch = vStretch;
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_vOffset = vOffset = pmdMain->md_vCompressedCenter;
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INDEX iFrame0, iFrame1;
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GetFrame( iFrame0, iFrame1, _fRatio);
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const INDEX ctVertices = pmdMain->md_VerticesCt;
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if( pmdMain->md_Flags & MF_COMPRESSED_16BIT) {
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_b16Bit = TRUE;
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// set pFrame to point to last and next frames' vertices
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_pFrame16_0 = &pmdMain->md_FrameVertices16[iFrame0 *ctVertices];
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_pFrame16_1 = &pmdMain->md_FrameVertices16[iFrame1 *ctVertices];
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} else {
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_b16Bit = FALSE;
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// set pFrame to point to last and next frames' vertices
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_pFrame8_0 = &pmdMain->md_FrameVertices8[iFrame0 *ctVertices];
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_pFrame8_1 = &pmdMain->md_FrameVertices8[iFrame1 *ctVertices];
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}
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// unpack the reference vertices
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FLOAT3D vCenter, vFront, vUp;
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const INDEX iCenter = amp.amp_iCenterVertex;
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const INDEX iFront = amp.amp_iFrontVertex;
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const INDEX iUp = amp.amp_iUpVertex;
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::UnpackVertex( iCenter, vCenter);
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::UnpackVertex( iFront, vFront);
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::UnpackVertex( iUp, vUp);
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// create front and up direction vectors
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FLOAT3D vY = vUp - vCenter;
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FLOAT3D vZ = vCenter - vFront;
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// project center and directions from object to absolute space
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const FLOATmatrix3D &mO2A = mRotation;
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const FLOAT3D &vO2A = vPosition;
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vCenter = vCenter*mO2A +vO2A;
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vY = vY *mO2A;
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vZ = vZ *mO2A;
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// make a rotation matrix from the direction vectors
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FLOAT3D vX = vY*vZ;
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vY = vZ*vX;
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vX.Normalize();
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vY.Normalize();
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vZ.Normalize();
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FLOATmatrix3D mOrientation;
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mOrientation(1,1) = vX(1); mOrientation(1,2) = vY(1); mOrientation(1,3) = vZ(1);
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mOrientation(2,1) = vX(2); mOrientation(2,2) = vY(2); mOrientation(2,3) = vZ(2);
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mOrientation(3,1) = vX(3); mOrientation(3,2) = vY(3); mOrientation(3,3) = vZ(3);
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// adjust for relative placement of the attachment
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if (!bDummyAttachment) {
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CAttachmentModelObject *amo = GetAttachmentModel(iAttachment);
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ASSERT(amo!=NULL);
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FLOATmatrix3D mRelative;
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MakeRotationMatrixFast( mRelative, amo->amo_plRelative.pl_OrientationAngle);
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vOffset(1) = amo->amo_plRelative.pl_PositionVector(1) * mo_Stretch(1);
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vOffset(2) = amo->amo_plRelative.pl_PositionVector(2) * mo_Stretch(2);
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vOffset(3) = amo->amo_plRelative.pl_PositionVector(3) * mo_Stretch(3);
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const FLOAT3D vO = vCenter + vOffset * mOrientation;
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mRotation = mOrientation*mRelative;
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vPosition = vO;
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}
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else
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{
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mRotation = mOrientation;
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vPosition = vCenter;
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}
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}
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