SBSPSS/Utils/Libs/GinLib/gintex.cpp

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2000-12-02 19:55:49 +01:00
#include <algorithm>
#include <gfname.hpp>
#include "gintex.h"
#include "Maths.h"
using namespace std;
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
// Unconditional string compare
// REturns 1 on equal
int IsStrSame(char *Str0,char *Str1,int Len)
{
if (Len==-1)
{
Len=strlen(Str0);
if (strlen(Str1)!=Len) return(0);
}
for (int Loop=0;Loop<Len;Loop++)
{
char C0=Str0[Loop];
char C1=Str1[Loop];
if (C0>='a' && C0<='z') C0+='A'-'a';
if (C1>='a' && C1<='z') C1+='A'-'a';
if (C0!=C1) return(0);
}
return(1);
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
int CMat4::GetTexId(int v)
{
int NumOfTextures;
NumOfTextures=Mats.size();
if (v>=NumOfTextures)
{
GObject::Error(ERR_WARNING,"erroneous material id of %d\n",v);
v = 0;
}
if (v>=NumOfTextures)
GObject::Error(ERR_FATAL,"material asked for when none exists",v);
return Mats[v].TexId;
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
void CMat4::Load(Gifstream & In)
{
int m = In.Get32();
int o = In.Get32();
Mats.resize(m);
for (int i=0; i<m; i++)
{
for (int j=0; j<8; j++)
In.Get32();
int tf = (int)In.Get32();
int temp2 = In.Get32();
if (temp2&1 == 0)
{
tf = -1;
}
Mats[i].TexId = tf;
Mats[i].Flags = temp2;
}
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
void CMesh::Load(Gifstream & In)
{
Obj = In.Get32();
int NbMesh = In.Get32();
Chunk.resize(NbMesh);
for (int i=0; i<NbMesh; i++)
{
Chunk[i].MatId = s16(In.Get16());
Chunk[i].NumFace = s16(In.Get16());
Chunk[i].MeshNum = In.Get32();
Chunk[i].Attrib = In.Get32();
Chunk[i].Normals = In.Get32();
Chunk[i].Vcol = In.Get32();
Chunk[i].Tex = In.Get32();
}
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
void CMod4::Load(Gifstream & In)
{
Mod4Chunk ThisChunk;
In.read((char*)&ThisChunk.nCurObj , sizeof(long));
In.read(ThisChunk.Name, 32);
In.read((char*)&ThisChunk.Radius, sizeof(float));
In.read((char*)&ThisChunk.CentreX, sizeof(float));
In.read((char*)&ThisChunk.CentreY, sizeof(float));
In.read((char*)&ThisChunk.CentreZ, sizeof(float));
In.read((char*)&ThisChunk.ApX, sizeof(float));
In.read((char*)&ThisChunk.ApY, sizeof(float));
In.read((char*)&ThisChunk.ApZ, sizeof(float));
Chunk.push_back(ThisChunk);
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
void CTexName::Load(Gifstream & In)
{
int NumOfNames;
NumOfNames=In.Get32();
for (int f=0;f<NumOfNames;f++)
{
vector<char> Str;
bool Done;
Str.reserve(200);
Done=false;
In.Align(4);
while (!Done)
{
char c;
c=In.get();
if (!c)
Done=true;
Str.push_back(c);
}
Names.push_back(&Str[0]);
}
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
void CGinTree::Load(Gifstream & In)
{
LoadTree(In,-1);
}
/*****************************************************************************/
void CGinTree::LoadTree(Gifstream & In,int Parent)
{
CNode ThisNode;
In.Align(4);
In.read(ThisNode.Name, 32);
In.read((char*)&ThisNode.XPos, 4);
In.read((char*)&ThisNode.YPos, 4);
In.read((char*)&ThisNode.ZPos, 4);
In.read((char*)&ThisNode.XAng, 4);
In.read((char*)&ThisNode.YAng, 4);
In.read((char*)&ThisNode.ZAng, 4);
In.read((char*)&ThisNode.WAng, 4);
In.read((char*)&ThisNode.Xapk, 4);
In.read((char*)&ThisNode.Yapk, 4);
In.read((char*)&ThisNode.Zapk, 4);
In.read((char*)&ThisNode.Xapu, 4);
In.read((char*)&ThisNode.Yapu, 4);
In.read((char*)&ThisNode.Zapu, 4);
In.read((char*)&ThisNode.Wapu, 4);
int ChildCount= In.Get32();
SceneTree[0].AddChild( SceneTree,ThisNode,Parent);
int Idx=ThisNode.Idx;
for (int Loop=0;Loop<ChildCount;Loop++) LoadTree(In,Idx);
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
void CSkinTree::Load(Gifstream & In)
{
In.Get32(); // Skip Obj number
LoadTree(In,-1);
}
/*****************************************************************************/
void CSkinTree::LoadTree(Gifstream & In,int Parent)
{
CNode ThisNode;
int WeightCount;
In.Align(4);
In.read(ThisNode.Name, 32);
WeightCount=In.Get32();
if (WeightCount)
{
ThisNode.Weights.resize(WeightCount);
for (int Weight=0;Weight<WeightCount;Weight++)
{
ThisNode.Weights[Weight].VertNo=In.Get32();
In.read((char*)&ThisNode.Weights[Weight].Weight, 4);
In.read((char*)&ThisNode.Weights[Weight].X, 4);
In.read((char*)&ThisNode.Weights[Weight].Y, 4);
In.read((char*)&ThisNode.Weights[Weight].Z, 4);
}
}
int ChildCount= In.Get32();
SkinTree[0].AddChild( SkinTree,ThisNode,Parent);
int Idx=ThisNode.Idx;
for (int Loop=0;Loop<ChildCount;Loop++) LoadTree(In,Idx);
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
const int CHANNEL_TYPE_TREE = 7; // NODE ANIMATION
void CAnimTree::Load(Gifstream & In)
{
int AnimType=In.Get32();
if (AnimType!=CHANNEL_TYPE_TREE) return;
int FrameCount = In.Get32();
LoadTree(In,-1,FrameCount);
}
/*****************************************************************************/
void CAnimTree::LoadTree(Gifstream & In,int Parent,int FrameCount)
{
CNode ThisNode;
In.Align(4);
ThisNode.Anim.resize(FrameCount);
for (int Frame=0;Frame<FrameCount;Frame++)
{
In.read((char*)&ThisNode.Anim[Frame].XPos, 4);
In.read((char*)&ThisNode.Anim[Frame].YPos, 4);
In.read((char*)&ThisNode.Anim[Frame].ZPos, 4);
In.read((char*)&ThisNode.Anim[Frame].XAng, 4);
In.read((char*)&ThisNode.Anim[Frame].YAng, 4);
In.read((char*)&ThisNode.Anim[Frame].ZAng, 4);
In.read((char*)&ThisNode.Anim[Frame].WAng, 4);
In.read((char*)&ThisNode.Anim[Frame].kX, 4);
In.read((char*)&ThisNode.Anim[Frame].kY, 4);
In.read((char*)&ThisNode.Anim[Frame].kZ, 4);
In.read((char*)&ThisNode.Anim[Frame].uX, 4);
In.read((char*)&ThisNode.Anim[Frame].uY, 4);
In.read((char*)&ThisNode.Anim[Frame].uZ, 4);
In.read((char*)&ThisNode.Anim[Frame].uW, 4);
}
int ChildCount= In.Get32();
AnimTree[0].AddChild( AnimTree,ThisNode,Parent);
int Idx=ThisNode.Idx;
for (int Loop=0;Loop<ChildCount;Loop++) LoadTree(In,Idx,FrameCount);
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
void CKeyAnimTree::Load(Gifstream & In)
{
int AnimType=In.Get32();
if (AnimType!=CHANNEL_TYPE_TREE) return;
AnimType=In.Get32(); // Skip Node type thingy
LoadTree(In,-1);
}
/*****************************************************************************/
void CKeyAnimTree::LoadTree(Gifstream & In,int Parent)
{
CNode ThisNode;
int KeyCount;
In.Align(4);
KeyCount=In.Get32();
ThisNode.KeyAnim.resize(KeyCount);
for (int Frame=0;Frame<KeyCount;Frame++)
{
ThisNode.KeyAnim[Frame].Frame=In.Get32();
In.read((char*)&ThisNode.KeyAnim[Frame].XPos, 4);
In.read((char*)&ThisNode.KeyAnim[Frame].YPos, 4);
In.read((char*)&ThisNode.KeyAnim[Frame].ZPos, 4);
In.read((char*)&ThisNode.KeyAnim[Frame].XAng, 4);
In.read((char*)&ThisNode.KeyAnim[Frame].YAng, 4);
In.read((char*)&ThisNode.KeyAnim[Frame].ZAng, 4);
In.read((char*)&ThisNode.KeyAnim[Frame].WAng, 4);
In.read((char*)&ThisNode.KeyAnim[Frame].kX, 4);
In.read((char*)&ThisNode.KeyAnim[Frame].kY, 4);
In.read((char*)&ThisNode.KeyAnim[Frame].kZ, 4);
In.read((char*)&ThisNode.KeyAnim[Frame].uX, 4);
In.read((char*)&ThisNode.KeyAnim[Frame].uY, 4);
In.read((char*)&ThisNode.KeyAnim[Frame].uZ, 4);
In.read((char*)&ThisNode.KeyAnim[Frame].uW, 4);
}
int ChildCount= In.Get32();
AnimTree[0].AddChild( AnimTree,ThisNode,Parent);
int Idx=ThisNode.Idx;
for (int Loop=0;Loop<ChildCount;Loop++) LoadTree(In,Idx);
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
bool CScene::SetPruneNodes(int Idx)
{
CNode &ThisNode=GetNode(Idx);
bool NoPrune=false;
int ChildCount=ThisNode.GetChildCount();
for (int Loop=0;Loop<ChildCount;Loop++) NoPrune|= SetPruneNodes(ThisNode.ChildList[Loop]);
int HasData=ThisNode.Weights.size() | ThisNode.Pts.size();
if (!NoPrune && !HasData)
{
ThisNode.Active=false;
return(false);
}
else
{
return(true);
}
}
/*****************************************************************************/
void CScene::BuildPruneTree(int Idx, int ParentIdx)
{
CNode &ThisNode=GetNode(Idx);
if (!ThisNode.Active) return;
ThisNode.AddPruneChild(SceneTree,PruneTree,ParentIdx);
int ChildCount=ThisNode.GetChildCount();
for (int Loop=0;Loop<ChildCount;Loop++) BuildPruneTree(ThisNode.ChildList[Loop],ThisNode.Idx);
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
int IsAnimDiff(sGinAnim const &Frm0,sGinAnim const &Frm1)
{
if (Frm0.XPos!=Frm1.XPos) return(1);
if (Frm0.YPos!=Frm1.YPos) return(1);
if (Frm0.ZPos!=Frm1.ZPos) return(1);
if (Frm0.XAng!=Frm1.XAng) return(1);
if (Frm0.YAng!=Frm1.YAng) return(1);
if (Frm0.ZAng!=Frm1.ZAng) return(1);
if (Frm0.WAng!=Frm1.WAng) return(1);
return(0);
}
/*****************************************************************************/
void LoadAndShrinkAnim(CNode const &KeyNode,CNode const &AnimNode,CNode &OutNode)
{
// Calc Extents from Key Frames
int Key,Frame;
int StartKey=0,EndKey=KeyNode.KeyAnim.size();
if (!EndKey) // No keys, create 1 and return
{
sGinAnim ForceKey;
ForceKey.Frame=0;
ForceKey.XPos=OutNode.XPos; ForceKey.YPos=OutNode.YPos; ForceKey.ZPos=OutNode.ZPos;
ForceKey.XAng=OutNode.XAng; ForceKey.YAng=OutNode.YAng; ForceKey.ZAng=OutNode.ZAng; ForceKey.WAng=OutNode.WAng;
OutNode.KeyAnim.push_back(ForceKey);
OutNode.ShrunkKeyAnim.push_back(ForceKey);
EndKey=0;
OutNode.StartFrame= 0;
OutNode.EndFrame= 0;
}
else
{
EndKey--;
while ((!IsAnimDiff(KeyNode.KeyAnim[StartKey], KeyNode.KeyAnim[StartKey+1])) && StartKey!=EndKey) StartKey++;
while ((!IsAnimDiff(KeyNode.KeyAnim[EndKey ], KeyNode.KeyAnim[EndKey-1])) && StartKey!=EndKey) EndKey--;
OutNode.StartFrame= KeyNode.KeyAnim[StartKey].Frame;
OutNode.EndFrame= KeyNode.KeyAnim[EndKey].Frame;
EndKey++;
}
OutNode.EndFrame++;
// Transfer Key Frames
int KeyAnimSize=KeyNode.KeyAnim.size();
for (Key=0;Key<KeyAnimSize;Key++) OutNode.KeyAnim.push_back(KeyNode.KeyAnim[Key]); // Transfer All key frames
for (Key=StartKey; Key<EndKey; Key++) OutNode.ShrunkKeyAnim.push_back(KeyNode.KeyAnim[Key]); // Transfer Shrunk key frames
// Transfer Normal frames
int AnimSize=AnimNode.Anim.size();
if (AnimSize)
{
for (Frame=0;Frame<AnimSize;Frame++) OutNode.Anim.push_back(AnimNode.Anim[Frame]); // Transfer All Normal Anim
for (Frame=OutNode.StartFrame; Frame<OutNode.EndFrame; Frame++) OutNode.ShrunkAnim.push_back(AnimNode.Anim[Frame]); // Transfer Shrunk Normal Anim
}
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
void Gin4File::Load(char const * Name)
{
MyFile.Load(Name);
MyFile.FindChunks("VERS",VersionChunk);
MyFile.FindChunks("TEX4",TexNamesChunk);
MyFile.FindChunks("MAT4",MatChunk);
MyFile.FindChunks("MOD4",Mod4Chunk);
MyFile.FindChunks("MESH",MshChunk);
MyFile.FindChunks("PTS4",PointsChunk);
MyFile.FindChunks("POLY",TrisChunk);
MyFile.FindChunks("VCOL",VColTrisChunk);
MyFile.FindChunks("MAP4",UVtrisChunk);
MyFile.FindChunks("TREE",SceneTreeChunk);
MyFile.FindChunks("ANIM",AnimTreeChunk);
MyFile.FindChunks("KEY4",KeyAnimTreeChunk);
MyFile.FindChunks("BONE",SkinTreeChunk);
MyFile.FindChunks("PROP",UserPropChunk);
MyFile.FindChunks("CAM4",CameraChunk);
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
void CScene::Load(const char *Name)
{
Gin4File GinFile;
FileName=Name;
MTH_Init();
GinFile.Load(Name);
std::vector<GinChunk const *> &VersionChunk=GinFile.GetVersionChunk();
std::vector<GinChunk const *> &TexNamesChunk=GinFile.GetTexNamesChunk();
std::vector<GinChunk const *> &MatChunk=GinFile.GetMatChunk();
std::vector<GinChunk const *> &MshChunk=GinFile.GetMshChunk();
std::vector<GinChunk const *> &PointsChunk=GinFile.GetPointsChunk();
std::vector<GinChunk const *> &TrisChunk=GinFile.GetTrisChunk();
std::vector<GinChunk const *> &VColTrisChunk=GinFile.GetVColTrisChunk();
std::vector<GinChunk const *> &UVtrisChunk=GinFile.GetUVtrisChunk();
std::vector<GinChunk const *> &SceneTreeChunk=GinFile.GetSceneTreeChunk();
std::vector<GinChunk const *> &AnimTreeChunk=GinFile.GetAnimTreeChunk();
std::vector<GinChunk const *> &KeyAnimTreeChunk=GinFile.GetKeyAnimTreeChunk();
std::vector<GinChunk const *> &SkinTreeChunk=GinFile.GetSkinTreeChunk();
std::vector<GinChunk const *> &UserPropChunk=GinFile.GetUserPropChunk();
std::vector<GinChunk const *> &CameraChunk=GinFile.GetCameraChunk();
int Node,NodeCount;
// Build Scene Tree
CGinTree *GT = (CGinTree*)SceneTreeChunk[0];
std::vector<CNode> const &GinTree=GT->GetTree();
NodeCount=GinTree.size();
for (Node=0;Node<NodeCount;Node++)
{
CNode ThisNode=GinTree[Node];
SceneTree[0].AddChild(SceneTree,ThisNode,ThisNode.ParentIdx);
}
// Build Node Mtx's
for (Node=0;Node<NodeCount;Node++)
{
CNode *ThisNode=&SceneTree[Node];
int ParentIdx=ThisNode->ParentIdx;
ThisNode->Mtx=Identity;
// Build Node Mtx's
if (ParentIdx!=-1)
{
// LocalMtx
TMATRIX ThisMtx,ParentMtx;
CNode *ParentNode=&SceneTree[ParentIdx];
ParentMtx=ParentNode->Mtx;
TQUAT ThisQ(ThisNode->XAng,ThisNode->YAng,ThisNode->ZAng,ThisNode->WAng);
ThisQ.QuatToMat(&ThisMtx);
ThisMtx.SetPosition(ThisNode->XPos,ThisNode->YPos,ThisNode->ZPos);
ThisNode->Mtx=ParentMtx*ThisMtx;
// WorldMtx
ThisNode->WorldMtx=GetWorldMatrix(SceneTree,ParentIdx);
}
}
/*
for (Node=0;Node<NodeCount;Node++)
{
CNode GinNode=GinTree[Node];
SceneTree[0].AddChild(SceneTree,GinNode,GinNode.ParentIdx);
// Build Node Mtx's
CNode ThisNode=SceneTree[Node];
SceneTree[Node].Mtx=Identity;
if (GinNode.ParentIdx!=-1)
{
TMATRIX ThisMtx,ParentMtx;
CNode *ParentNode=&SceneTree[ThisNode.ParentIdx];
ParentMtx=ParentNode->Mtx;
TQUAT ThisQ(ThisNode.XAng,ThisNode.YAng,ThisNode.ZAng,ThisNode.WAng);
ThisQ.QuatToMat(&ThisMtx);
ThisMtx.t[0]=ThisNode.XPos; ThisMtx.t[1]=ThisNode.YPos; ThisMtx.t[2]=ThisNode.ZPos;
SceneTree[Node].Mtx=ParentMtx*ThisMtx;
}
}
*/
//-----------------------------------------------------------------------------
// Load Materials
int MatN = MatChunk.size();
if (MatN)
{
CMat4 * Materials = (CMat4*)MatChunk[0];
AllMaterials = Materials->GetMaterials();
if (TexNamesChunk.size())
{
CTexName * T=(CTexName *)(TexNamesChunk[0]);
vector<GString> const & Strs=T->GetTexNames();
TextureList = Strs;
int NumOfMeshes=MshChunk.size();
for (int j=0; j<NumOfMeshes; j++)
{
CMesh *M = (CMesh*)MshChunk[j];
vector<MeshChunk> const & Mat4Id = M->GetChunk();
for (int i=0; i<Mat4Id.size(); i++)
{
if (Mat4Id[i].MatId>=0)
{
int tid = Materials->GetTexId(Mat4Id[i].MatId);
if (tid >= Strs.size() || tid < 0)
{
GObject::Error(ERR_WARNING,"Texture index odd (aksed for %d, max is %d) adjusting to 0\n",tid,Strs.size());
tid=0;
}
// else
{
GString const & TexFile=Strs[tid];
/* Only add texture to list if it hasn't been on it before */
if (find(AllTexNames.begin(),AllTexNames.end(),TexFile) == AllTexNames.end()) AllTexNames.push_back(TexFile);
}
}
}
}
}
}
else
{
GObject::Error(ERR_WARNING,"No Materials\n");
}
//-----------------------------------------------------------------------------
// Load Models and Meshes
for (int m=0; m<MshChunk.size(); m++)
{
CMesh *M = (CMesh*)MshChunk[m];
int CurMod = M->getObj();
CNode *ThisNode=GetNodePtr(GinFile.GetModelName(CurMod));
if (loadPoints( CurMod, PointsChunk,ThisNode) != -1)
{
vector<MeshChunk> const &MeshChunks = M->GetChunk();
for (int mn=0; mn<MeshChunks.size(); mn++)
{
if (loadTris( CurMod, MeshChunks[mn].MeshNum, TrisChunk,ThisNode)!=-1)
{
int MatIdx = addMaterialIdx(MeshChunks[mn].MatId);
for (int i=0; i<MeshChunks[mn].NumFace; i++) ThisNode->TriMaterial.push_back(MatIdx);
loadVCol( CurMod, MeshChunks[mn].MeshNum, VColTrisChunk,ThisNode);
loadUV( CurMod, MeshChunks[mn].MeshNum, UVtrisChunk,ThisNode);
int Size=ThisNode->Tris.size();
ThisNode->UVTris.resize(Size);
ThisNode->VColTris.resize(Size);
ThisNode->TriMaterial.resize(Size);
}
}
}
}
//-----------------------------------------------------------------------------
// Load Anims
// Sort KeyFrame Anims
CKeyAnimTree *KATC= (CKeyAnimTree*)KeyAnimTreeChunk[0];
CAnimTree *NATC = (CAnimTree*)AnimTreeChunk[0];
std::vector<CNode>const &KeyAnimTree=KATC->GetTree();
std::vector<CNode>const &AnimTree=NATC->GetTree();
NodeCount=KeyAnimTree.size();
for (Node=0;Node<NodeCount;Node++)
{
LoadAndShrinkAnim(KeyAnimTree[Node],AnimTree[Node],SceneTree[Node]);
}
//-----------------------------------------------------------------------------
// Load Camera(s)
int CamCount=CameraChunk.size();
if (CamCount)
{
for (int Cam=0;Cam<CamCount;Cam++)
{
CCamera *CamC= (CCamera *)CameraChunk[Cam];
Camera.push_back(CamC->GetCam());
}
}
//-----------------------------------------------------------------------------
// Load Skin Weight
if (SkinTreeChunk.size())
{
CSkinTree *ST = (CSkinTree*)SkinTreeChunk[0];
std::vector<CNode> const &SkinTree=ST->GetTree();
NodeCount=SkinTree.size();
for (Node=0;Node<NodeCount;Node++)
{
int WeightCount=SkinTree[Node].Weights.size();
if (WeightCount)
{
SceneTree[Node].Weights.resize(WeightCount);
for (int Weight=0;Weight<WeightCount;Weight++) SceneTree[Node].Weights[Weight]=SkinTree[Node].Weights[Weight];
}
}
}
//-----------------------------------------------------------------------------
// Load User Props - Loaded as Ini File
int PropCount=UserPropChunk.size();
for (int Loop=0;Loop<PropCount;Loop++)
{
CUserProp *UP=(CUserProp*)UserPropChunk[Loop];
if (UP)
{
CNode *ThisNode=GetNodePtr(UP->GetModNum()+1); // Skip SceneRoot);
if (ThisNode)
{
std::vector<char> const & Prop=UP->GetUserProp();
int Size=Prop.size()-1;
if (Size>0)
{
// ThisNode->UserProp.resize(Size);
// for (int c=0;c<Size;c++) ThisNode->UserProp[c]=Prop[c];
char *PropPtr=(char*)&Prop[0];
ThisNode->UserProp.Import(PropPtr);
}
}
}
}
//-----------------------------------------------------------------------------
// Build Pruned Tree
ResetPruneTree();
SetPruneNodes(0);
BuildPruneTree(0,-1);
//-----------------------------------------------------------------------------
// Print Trees
// PrintSceneTree();
// PrintPruneTree();
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
void CScene::PrintTreeNode(int Idx,const int Tree)
{
/*
CNode &Node=SceneTree[Idx];
int NodeIdx,NodeParentIdx;
std::vector<int> ChildList;
if (Tree==0)
{
ChildList=Node.ChildList;
NodeIdx=Node.Idx;
NodeParentIdx=Node.ParentIdx;
}
else
{
ChildList=Node.PruneChildList;
NodeIdx=Node.PruneIdx;
NodeParentIdx=Node.PruneParentIdx;
}
int ChildCount=ChildList.size();
for (int Sp=0;Sp<PrintTreeSpace;Sp++) printf("| ");
printf("(P=%i I=%i C=%i) %s - T=%i, V=%i A=%i\n",NodeParentIdx,NodeIdx,ChildCount,Node.Name,Node.Tris.size(),Node.Pts.size(),Node.Anim.size());
PrintTreeSpace++;
for (int Child=0;Child<ChildCount;Child++) PrintTreeNode(ChildList[Child],Tree);
PrintTreeSpace--;
*/
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
int CScene::loadPoints( int CurMod, vector<GinChunk const *> &Points ,CNode *ThisNode)
{
for (int f=0; f<Points.size(); f++)
{
CPts4 * T;
T=(CPts4 *)(Points[f]);
if (T->GetModNum() == CurMod)
{
std::vector<TVECTOR> const & ThesePts=T->GetPts();
int Size= ThesePts.size();
ThisNode->Pts.resize(Size);
ThisNode->RelPts.resize(Size);
TMATRIX IMtx=ThisNode->Mtx;
IMtx.inverse(ThisNode->Mtx);
for (int g=0;g<Size;g++)
{
/*Abs Pnt*/ ThisNode->Pts[g] = ThesePts[g];
/*Rel Pnt*/
//TVECTOR InVtx(ThesePts[g].x,ThesePts[g].y,ThesePts[g].z);
TVECTOR InVtx=ThesePts[g];//(ThesePts[g].x,ThesePts[g].y,ThesePts[g].z);
TVECTOR OutVtx=IMtx*InVtx;
// ThisNode->RelPts[g].x = OutVtx.GetX();
// ThisNode->RelPts[g].y = OutVtx.GetY();
// ThisNode->RelPts[g].z = OutVtx.GetZ();
ThisNode->RelPts[g]=OutVtx;
}
return (Size);
}
}
return -1;
}
/*****************************************************************************/
int CScene::loadTris( int CurMod, int CurMesh, vector<GinChunk const *> &Tris,CNode *ThisNode)
{
for (int i=0; i<Tris.size(); i++)
{
CPoly * T;
T=(CPoly *)(Tris[i]);
if (T->GetModNum() == CurMod && T->GetMeshNum() == CurMesh)
{
std::vector<sGinTri> const & TheseTris=T->GetTris();
int Size = TheseTris.size();
ThisNode->TriBase=ThisNode->Tris.size();
for (int j=0; j<Size; j++) ThisNode->Tris.push_back(TheseTris[j]);
return (Size);
}
}
return -1;
}
/*****************************************************************************/
int CScene::loadUV( int CurMod, int CurMesh, vector<GinChunk const *> &UVTris,CNode *ThisNode)
{
for (int i=0; i<UVTris.size(); i++)
{
CUVtri *T;
T = (CUVtri*)UVTris[i];
if (T->GetModNum() == CurMod && T->GetMeshNum() == CurMesh)
{
std::vector<sUVTri> const & TheseTris=T->GetUVTris();
int Size = TheseTris.size();
for (int j=0; j<Size; j++) ThisNode->UVTris.push_back(TheseTris[j]);
return (Size);
}
}
return -1;
}
/*****************************************************************************/
int CScene::loadVCol( int CurMod, int CurMesh, vector<GinChunk const *> &VColTris,CNode *ThisNode)
{
for (int i=0; i<VColTris.size(); i++)
{
CVcol *T;
T = (CVcol*)VColTris[i];
if (T->GetModNum() == CurMod && T->GetMeshNum() == CurMesh)
{
std::vector<sVColTri> const & TheseTris=T->GetVcolTris();
int Size = TheseTris.size();
for (int j=0; j<Size; j++) ThisNode->VColTris.push_back(TheseTris[j]);
return (Size);
}
}
return -1;
}
/*****************************************************************************/
int CScene::addMaterialIdx( int idx )
{
int c = UsedMaterials.size();
for (int i=0; i<c; i++)
{
if (UsedMaterials[i] == idx) return i;
}
UsedMaterials.push_back(idx);
return c;
}
/*****************************************************************************/
static GString GetNameAndExtOnly(char const * Name)
{
GString Rep(Name);
Rep.Filter("/",'\\');
GFName FName(Rep);
Rep=FName.File();
Rep+=".";
Rep+=FName.Ext();
Rep.Lower();
return(Rep);
}
/*****************************************************************************/
void CScene::GetNonSharedTextures(vector<GString> const & SharedTextures,vector<GString> & Dest)
{
for (int f=0;f<AllTexNames.size();f++)
{
bool Found;
Found=false;
GString NameOnly(GetNameAndExtOnly(AllTexNames[f]));
for (int t=0;t<SharedTextures.size() && !Found;t++)
{
GString TexNameOnly(GetNameAndExtOnly(SharedTextures[t]));
Found=TexNameOnly==NameOnly;
}
if (!Found)
{
GFName TexName(AllTexNames[f]);
GFName GinName(FileName);
GinName.File(TexName.File());
GinName.Ext(TexName.Ext());
GString FinalName(GinName.FullName());
FinalName.Lower();
Dest.push_back(FinalName);
}
}
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
TMATRIX GetWorldMatrix(std::vector<CNode> const &Tree,int Idx)
{
CNode ThisNode=Tree[Idx];
int ParentIdx=ThisNode.ParentIdx;
TMATRIX ParentMtx=Identity;
if (ParentIdx!=-1) ParentMtx=GetWorldMatrix(Tree,ParentIdx);
TMATRIX ThisMtx=Identity;
TMATRIX PosMtx=Identity;
TMATRIX RotMtx=Identity;
TMATRIX StrMtx=Identity;
TMATRIX SclMtx=Identity;
TMATRIX IStrMtx=Identity;
// Pos
PosMtx=Identity;
PosMtx.SetPosition(ThisNode.XPos,ThisNode.YPos,ThisNode.ZPos);
// Rot
TQUAT RotQ(ThisNode.XAng,ThisNode.YAng,ThisNode.ZAng,ThisNode.WAng);
RotQ.QuatToMat(&RotMtx);
// Stretch
TQUAT StrQ(ThisNode.Xapu,ThisNode.Yapu,ThisNode.Zapu,ThisNode.Wapu);
StrQ.QuatToMat(&StrMtx);
IStrMtx=StrMtx.inverse();
// Scale
SclMtx=Identity;
SclMtx.ApplyScaleXYZ(ThisNode.Xapk,ThisNode.Yapk,ThisNode.Zapk);
ThisMtx= PosMtx*RotMtx*StrMtx*SclMtx*IStrMtx;
return(ParentMtx*ThisMtx);
}
//----------------------------------------------------------------------------
TVECTOR GetWorldPos(std::vector<CNode> const &Tree,int Idx)
{
CNode ThisNode=Tree[Idx];
TVECTOR ThisPos(ThisNode.XPos,ThisNode.YPos,ThisNode.ZPos);
TMATRIX WorldMtx=GetWorldMatrix(Tree,ThisNode.ParentIdx);
// if (WorldMtx!=ThisNode.WorldMtx) printf("!!!");
return(WorldMtx*ThisPos);
}
//----------------------------------------------------------------------------
TVECTOR GetWorldPos(TMATRIX &WorldMtx,TVECTOR &ThisPos)
{
return(WorldMtx*ThisPos);
}
TVECTOR CNode::GetWorldPos(TVECTOR &Pos)
{
return(::GetWorldPos(WorldMtx,Pos));
}
TQUAT CNode::GetWorldAng(TQUAT &Q)
{
return(TQUAT(0,0,0,0));
}