mirror of
https://github.com/simtactics/mysimulation.git
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95 lines
No EOL
4.4 KiB
C++
95 lines
No EOL
4.4 KiB
C++
/*
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libvitaboy - Open source OpenGL TSO character animation library
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mesh.cpp - Copyright (c) 2012 Niotso Project <http://niotso.org/>
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Author(s): Fatbag <X-Fi6@phppoll.org>
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Permission to use, copy, modify, and/or distribute this software for any
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purpose with or without fee is hereby granted, provided that the above
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copyright notice and this permission notice appear in all copies.
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THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
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ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
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OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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#include "libvitaboy.hpp"
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void ReadMesh(Mesh_t& Mesh){
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printf("\n========== Mesh ==========\n");
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Mesh.Version = VBFile.readint32();
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printf("Version: %u\n", Mesh.Version);
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Mesh.BoneCount = VBFile.readint32();
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printf("BoneCount: %u\n", Mesh.BoneCount);
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Mesh.BoneNames = (char**) malloc(Mesh.BoneCount * sizeof(char*));
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for(unsigned i=0; i<Mesh.BoneCount; i++){
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Mesh.BoneNames[i] = VBFile.readstring();
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printf("| Bone %u: %s\n", i+1, Mesh.BoneNames[i]);
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}
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Mesh.FaceCount = VBFile.readint32();
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printf("FaceCount: %u\n", Mesh.FaceCount);
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Mesh.FaceData = (Face_t*) malloc(Mesh.FaceCount * sizeof(Face_t));
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for(unsigned i=0; i<Mesh.FaceCount; i++){
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Mesh.FaceData[i].VertexA = VBFile.readint32();
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Mesh.FaceData[i].VertexB = VBFile.readint32();
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Mesh.FaceData[i].VertexC = VBFile.readint32();
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}
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Mesh.BindingCount = VBFile.readint32();
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Mesh.BoneBindings = (BoneBinding_t*) malloc(Mesh.BindingCount * sizeof(BoneBinding_t));
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printf("BindingCount: %u\n", Mesh.BindingCount);
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for(unsigned i=0; i<Mesh.BindingCount; i++){
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Mesh.BoneBindings[i].BoneIndex = VBFile.readint32();
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Mesh.BoneBindings[i].FirstRealVertex = VBFile.readint32();
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Mesh.BoneBindings[i].RealVertexCount = VBFile.readint32();
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Mesh.BoneBindings[i].FirstBlendVertex = VBFile.readint32();
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Mesh.BoneBindings[i].BlendVertexCount = VBFile.readint32();
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}
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Mesh.RealVertexCount = VBFile.readint32();
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printf("RealVertexCount: %u\n", Mesh.RealVertexCount);
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TextureVertex_t * TextureVertexData = (TextureVertex_t*) malloc(Mesh.RealVertexCount * sizeof(TextureVertex_t));
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for(unsigned i=0; i<Mesh.RealVertexCount; i++){
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TextureVertexData[i].u = VBFile.readfloat();
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TextureVertexData[i].v = -VBFile.readfloat();
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}
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Mesh.BlendVertexCount = VBFile.readint32();
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printf("BlendVertexCount: %u\n", Mesh.BlendVertexCount);
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BlendData_t * BlendData = (BlendData_t*) malloc(Mesh.BlendVertexCount * sizeof(BlendData_t));
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for(unsigned i=0; i<Mesh.BlendVertexCount; i++){
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BlendData[i].Weight = (float)VBFile.readint32()/0x8000;
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BlendData[i].OtherVertex = VBFile.readint32();
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}
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Mesh.TotalVertexCount = VBFile.readint32();
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printf("TotalVertexCount: %u\n", Mesh.TotalVertexCount);
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Mesh.VertexData = (Vertex_t*) malloc(Mesh.TotalVertexCount * sizeof(Vertex_t));
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Mesh.TransformedVertexData = (Vertex_t*) malloc(Mesh.TotalVertexCount * sizeof(Vertex_t));
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for(unsigned i=0; i<Mesh.TotalVertexCount; i++){
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Mesh.VertexData[i].Coord.x = -VBFile.readfloat();
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Mesh.VertexData[i].Coord.y = VBFile.readfloat();
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Mesh.VertexData[i].Coord.z = VBFile.readfloat();
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Mesh.TransformedVertexData[i].NormalCoord.x = -VBFile.readfloat();
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Mesh.TransformedVertexData[i].NormalCoord.y = VBFile.readfloat();
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Mesh.TransformedVertexData[i].NormalCoord.z = VBFile.readfloat();
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if(i<Mesh.RealVertexCount){
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//Fixed vertex
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Mesh.TransformedVertexData[i].TextureCoord.u = TextureVertexData[i].u;
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Mesh.TransformedVertexData[i].TextureCoord.v = TextureVertexData[i].v;
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}else{
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//Blended vertex
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Mesh.TransformedVertexData[i].BlendData.Weight = BlendData[i-Mesh.RealVertexCount].Weight;
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Mesh.TransformedVertexData[i].BlendData.OtherVertex = BlendData[i-Mesh.RealVertexCount].OtherVertex;
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}
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}
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free(TextureVertexData);
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free(BlendData);
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} |