niotso/Libraries/libvitaboy/mesh.cpp

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#include "libvitaboy.hpp"
void ReadMesh(Mesh_t& Mesh){
printf("\n========== Mesh ==========\n");
Mesh.Version = VBFile.readint32();
printf("Version: %u\n", Mesh.Version);
Mesh.BoneCount = VBFile.readint32();
printf("BoneCount: %u\n", Mesh.BoneCount);
Mesh.BoneNames = (char**) malloc(Mesh.BoneCount * sizeof(char*));
for(unsigned i=0; i<Mesh.BoneCount; i++){
Mesh.BoneNames[i] = VBFile.readstring();
printf("| Bone %u: %s\n", i+1, Mesh.BoneNames[i]);
}
Mesh.FaceCount = VBFile.readint32();
printf("FaceCount: %u\n", Mesh.FaceCount);
Mesh.FaceData = (Face_t*) malloc(Mesh.FaceCount * sizeof(Face_t));
for(unsigned i=0; i<Mesh.FaceCount; i++){
Mesh.FaceData[i].VertexA = VBFile.readint32();
Mesh.FaceData[i].VertexB = VBFile.readint32();
Mesh.FaceData[i].VertexC = VBFile.readint32();
}
Mesh.BindingCount = VBFile.readint32();
Mesh.BoneBindings = (BoneBinding_t*) malloc(Mesh.BindingCount * sizeof(BoneBinding_t));
printf("BindingCount: %u\n", Mesh.BindingCount);
for(unsigned i=0; i<Mesh.BindingCount; i++){
Mesh.BoneBindings[i].BoneIndex = VBFile.readint32();
Mesh.BoneBindings[i].FirstFixedVertex = VBFile.readint32();
Mesh.BoneBindings[i].FixedVertexCount = VBFile.readint32();
Mesh.BoneBindings[i].FirstBlendedVertex = VBFile.readint32();
Mesh.BoneBindings[i].BlendedVertexCount = VBFile.readint32();
}
Mesh.FixedVertexCount = VBFile.readint32();
printf("FixedVertexCount: %u\n", Mesh.FixedVertexCount);
Mesh.TextureVertexData = (TextureVertex_t*) malloc(Mesh.FixedVertexCount * sizeof(TextureVertex_t));
for(unsigned i=0; i<Mesh.FixedVertexCount; i++){
Mesh.TextureVertexData[i].u = VBFile.readfloat();
Mesh.TextureVertexData[i].v = VBFile.readfloat();
}
Mesh.BlendedVertexCount = VBFile.readint32();
printf("BlendedVertexCount: %u\n", Mesh.BlendedVertexCount);
Mesh.BlendData = (BlendData_t*) malloc(Mesh.BlendedVertexCount * sizeof(BlendData_t));
for(unsigned i=0; i<Mesh.BlendedVertexCount; i++){
Mesh.BlendData[i].Weight = (float)VBFile.readint32()/0x8000;
Mesh.BlendData[i].OtherVertex = VBFile.readint32();
}
Mesh.TotalVertexCount = VBFile.readint32();
printf("TotalVertexCount: %u\n", Mesh.TotalVertexCount);
Mesh.VertexData = (Vertex_t*) malloc(Mesh.TotalVertexCount * sizeof(Vertex_t));
Mesh.VertexNorms = (Vertex_t*) malloc(Mesh.TotalVertexCount * sizeof(Vertex_t));
Mesh.TransformedVertexData = (Vertex_t*) malloc(Mesh.TotalVertexCount * sizeof(Vertex_t));
Mesh.TransformedVertexNorms = (Vertex_t*) malloc(Mesh.TotalVertexCount * sizeof(Vertex_t));
Mesh.TransformedTextureData = (TextureVertex_t*) malloc(Mesh.TotalVertexCount * sizeof(Vertex_t));
for(unsigned i=0; i<Mesh.TotalVertexCount; i++){
Mesh.VertexData[i].x = VBFile.readfloat();
Mesh.VertexData[i].y = VBFile.readfloat();
Mesh.VertexData[i].z = VBFile.readfloat();
Mesh.VertexNorms[i].x = VBFile.readfloat();
Mesh.VertexNorms[i].y = VBFile.readfloat();
Mesh.VertexNorms[i].z = VBFile.readfloat();
if(i<Mesh.FixedVertexCount){
//Fixed vertex
Mesh.TransformedTextureData[i].u = Mesh.TextureVertexData[i].u;
Mesh.TransformedTextureData[i].v = Mesh.TextureVertexData[i].v;
}else{
//Blended vertex; inherit
TextureVertex_t& Parent = Mesh.TextureVertexData[Mesh.BlendData[i-Mesh.FixedVertexCount].OtherVertex];
Mesh.TransformedTextureData[i].u = Parent.u;
Mesh.TransformedTextureData[i].v = Parent.v;
}
}
}