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mesh.c
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#include "stdafx.h"
void obj_readMesh(const char* filename, Mesh3D* mesh)
{
unsigned long file_size;
unsigned char* buff;
int offset = 0, s;
printf("[INFO]: loading mesh\n");
buff = load_file(filename, &file_size);
assert(buff != NULL);
// header
s = sizeof(mesh->header);
IO_memcpy(&mesh->header, buff, s);
offset += s;
// vertices
s = sizeof(Vertex) * mesh->header.numVerts;
mesh->vertices = malloc3(s);
IO_memcpy(mesh->vertices, buff + offset, s);
offset += s;
s = sizeof(unsigned int) * mesh->header.numIndices;
mesh->indices = malloc3(s);
IO_memcpy(mesh->indices, buff + offset, s);
offset += s;
s = sizeof(Subset) * mesh->header.numSubsets;
mesh->subsets = malloc3(s);
IO_memcpy(mesh->subsets, buff + offset, s);
printf("[INFO]: Done reading mesh\n");
free3(buff);
}
void print_mesh3d(Mesh3D* mesh)
{
printf("*** Obj Mesh ***\n*** Header ***\n");
printf("%d %d %d\n",
mesh->header.numVerts,
mesh->header.numIndices,
mesh->header.numSubsets);
printf("*** Vertices ***\n");
for (int i = 0; i < mesh->header.numVerts; i++) {
printf("%hd %hd %hd (%hd %hd %hd) [%d %d]\n",
mesh->vertices[i].position.vx,
mesh->vertices[i].position.vy,
mesh->vertices[i].position.vz,
// normals
mesh->vertices[i].normal.vx,
mesh->vertices[i].normal.vy,
mesh->vertices[i].normal.vz,
// uvs
mesh->vertices[i].uv.vx,
mesh->vertices[i].uv.vy);
}
printf("*** Triangles ***\n");
for (int i = 0; i < mesh->header.numIndices; i += 3) {
printf("%d %d %d\n",
mesh->indices[i],
mesh->indices[i + 1],
mesh->indices[i + 2]);
}
printf("*** Subsets ***\n");
for (int i = 0; i < mesh->header.numSubsets; i++) {
printf("%d %d %s\n",
mesh->subsets[i].start,
mesh->subsets[i].count,
mesh->subsets[i].name);
}
}
// ****************
// MD5
// ****************
void md5_readModel(const char* filename, MD5Model* model)
{
unsigned long file_size;
unsigned char* buff;
int offset = 0, s;
printf("[INFO]: loading md5 model\n");
buff = load_file(filename, &file_size);
assert(buff != NULL);
// header
s = sizeof(model->header);
IO_memcpy(&model->header, buff, s);
offset += s;
// joints
s = sizeof(MD5Joint) * model->header.numJoints;
model->joints = malloc3(s);
IO_memcpy(model->joints, buff + offset, s);
offset += s;
// meshes
model->meshes = malloc3(sizeof(MD5Mesh) * model->header.numMeshes);
for (int i = 0; i < model->header.numMeshes; i++) {
MD5Mesh* mesh = &model->meshes[i];
s = sizeof(mesh->header);
IO_memcpy(&mesh->header, buff + offset, s);
offset += s;
// Verts
s = sizeof(MD5Vertex) * mesh->header.numVerts;
mesh->vertices = malloc3(s);
IO_memcpy(mesh->vertices, buff + offset, s);
offset += s;
// Tris
s = sizeof(int) * mesh->header.numTris * 3;
mesh->indices = malloc3(s);
IO_memcpy(mesh->indices, buff + offset, s);
offset += s;
// Weights
s = sizeof(MD5Weight) * mesh->header.numWeights;
mesh->weights = malloc3(s);
IO_memcpy(mesh->weights, buff + offset, s);
offset += s;
// Texture name
s = sizeof(STRING20);
IO_memcpy(&mesh->name, buff + offset, s);
offset += s;
}
printf("[INFO]: Done reading md5 model\n");
free3(buff);
}
void md5_readAnim(const char* filename, MD5Anim* anim)
{
unsigned long file_size;
unsigned char* buff;
int offset = 0, s;
printf("[INFO]: loading md5 animation\n");
buff = load_file(filename, &file_size);
assert(buff != NULL);
// header
s = sizeof(anim->header);
IO_memcpy(&anim->header, buff, s);
offset += s;
// joints
anim->frameJoints = malloc3(sizeof(MD5Joint*) * anim->header.numFrames);
for (int i = 0; i < anim->header.numFrames; i++) {
s = sizeof(MD5Joint) * anim->header.numJoints;
anim->frameJoints[i] = malloc3(s);
IO_memcpy(anim->frameJoints[i], buff + offset, s);
offset += s;
}
printf("[INFO]: Done reading md5 animation\n");
free3(buff);
}
void md5_updateVertices(const MD5Mesh* mesh, const MD5Joint* joints,
Vertex** vertices, const int offset)
{
for (int k = 0; k < mesh->header.numVerts; k++) {
MD5Vertex* v = &mesh->vertices[k];
vec3 finalPos = { 0, 0, 0 };
for (int i = 0; i < v->countWeight; i++) {
MD5Weight* w = &mesh->weights[v->startWeight + i];
const MD5Joint* joint = &joints[w->jointIndex];
vec3 wv;
quat_rotate_point(joint->orient, w->pos, wv);
finalPos[X] += FixedMulFixed((joint->pos[X] + wv[X]), w->bias);
finalPos[Y] += FixedMulFixed((joint->pos[Y] + wv[Y]), w->bias);
finalPos[Z] += FixedMulFixed((joint->pos[Z] + wv[Z]), w->bias);
}
// .obj mesh are scaled by 128 int(blender_export_coord * 128)
// so scale md5 meshes by same amount
(*vertices)[k + offset].position.vx = finalPos[X] >> 5;
(*vertices)[k + offset].position.vy = -finalPos[Z] >> 5;
(*vertices)[k + offset].position.vz = finalPos[Y] >> 5;
(*vertices)[k + offset].position.pad = 0;
// TODO: compute normal
setVector(&(*vertices)[k + offset].normal, 0, 0, 0);
(*vertices)[k + offset].uv.vx = v->st[X];
(*vertices)[k + offset].uv.vy = v->st[Y];
}
}
void md5_initMesh(const MD5Model* model, Mesh3D* mesh)
{
int numVerts = 0;
int numTris = 0;
int start = 0;
mesh->header.numSubsets = model->header.numMeshes;
mesh->subsets = malloc3(sizeof(Subset) * mesh->header.numSubsets);
for (int i = 0; i < model->header.numMeshes; i++) {
numVerts += model->meshes[i].header.numVerts;
numTris += model->meshes[i].header.numTris;
mesh->subsets[i].start = start;
mesh->subsets[i].count = model->meshes[i].header.numTris * 3;
IO_memcpy(mesh->subsets[i].name,
model->meshes[i].name,
sizeof(STRING20));
mesh->subsets[i].texture = NULL;
// TODO: assert start & count % 3 == 0
start += model->meshes[i].header.numTris * 3;
}
mesh->header.numVerts = numVerts;
// TODO: assert % 3 == 0
mesh->header.numIndices = numTris * 3;
mesh->vertices = malloc3(sizeof(Vertex) * numVerts);
mesh->indices = malloc3(sizeof(unsigned int) * numTris * 3);
}
void md5_updateMesh(const MD5Model* model, const MD5Joint* joints, Mesh3D* mesh)
{
int vertOffset = 0;
int triOffset = 0;
for (int i = 0; i < model->header.numMeshes; i++) {
md5_updateVertices(&model->meshes[i],
joints,
&mesh->vertices,
vertOffset);
for (int t = 0; t < model->meshes[i].header.numTris * 3; t++) {
mesh->indices[triOffset + t] =
model->meshes[i].indices[t] + vertOffset;
}
vertOffset += model->meshes[i].header.numVerts;
triOffset += model->meshes[i].header.numTris * 3;
}
}
void print_md5model(const MD5Model* model)
{
printf("*** MD5Model ***\n*** Header ***\n");
printf("%d, %d\n", model->header.numJoints, model->header.numMeshes);
printf("*** Joints ***\n");
for (int i = 0; i < model->header.numJoints; i++) {
MD5Joint* j = &model->joints[i];
printf("parent: %d (%d %d %d) (%d %d %d %d)\n",
j->parent,
j->pos[X],
j->pos[Y],
j->pos[Z],
j->orient[X],
j->orient[Y],
j->orient[Z],
j->orient[W]);
}
printf("*** Meshes ***\n");
for (int i = 0; i < model->header.numMeshes; i++) {
MD5Mesh* mesh = &model->meshes[i];
printf("\t*** Header ***\n\t[%d] %d %d %d\n",
i,
mesh->header.numVerts,
mesh->header.numTris,
mesh->header.numWeights);
printf("\t*** Vertices ***\n");
for (int v = 0; v < mesh->header.numVerts; v++) {
printf("\t(%d %d) [%d %d]\n",
mesh->vertices[v].st[X],
mesh->vertices[v].st[Y],
mesh->vertices[v].startWeight,
mesh->vertices[v].countWeight);
}
printf("\t*** Triangles ***\n");
for (int t = 0; t < mesh->header.numTris * 3; t += 3) {
printf("\t%d %d %d\n",
mesh->indices[t],
mesh->indices[t + 1],
mesh->indices[t + 2]);
}
printf("\t*** Weights ***\n");
for (int w = 0; w < mesh->header.numWeights; w++) {
printf("\t%d %d (%d %d %d)\n",
mesh->weights[w].jointIndex,
mesh->weights[w].bias,
mesh->weights[w].pos[X],
mesh->weights[w].pos[Y],
mesh->weights[w].pos[Z]);
}
printf("\t*** Texture ***\n\t%s\n", mesh->name);
}
}
void print_md5anim(const MD5Anim* anim)
{
printf("*** MD5Anim ***\n*** Header ***\n");
printf("%d %d %d\n",
anim->header.numFrames,
anim->header.numJoints,
anim->header.frameRate);
printf("*** Joints ***\n");
for (int i = 0; i < anim->header.numFrames; i++) {
printf("*** FrameJoint %d ***\n", i);
for (int k = 0; k < anim->header.numJoints; k++) {
MD5Joint* j = &anim->frameJoints[i][k];
printf("parent: %d (%d %d %d) (%d %d %d %d)\n",
j->parent,
j->pos[X],
j->pos[Y],
j->pos[Z],
j->orient[X],
j->orient[Y],
j->orient[Z],
j->orient[W]);
}
}
}
void model_initStaticModel(Model3D* model, Mesh3D* mesh)
{
model->animated = false;
model->mesh = mesh;
}
// void model_initAnimatedModel(Model3D* model)
void model_initAnimatedModel(Model3D* model, MD5Model* md5_model,
MD5Anim* md5_anim)
{
model->animated = true;
model->mesh = malloc3(sizeof(Mesh3D));
model->md5_model = md5_model;
/* model->md5_anims = malloc3(sizeof(MD5Anim) * 1); */
model->md5_anim = md5_anim;
md5_initMesh(model->md5_model, model->mesh);
// TODO: here replace by initial anmation.
md5_updateMesh(model->md5_model,
model->md5_anim->frameJoints[0],
model->mesh);
}
void model_updateAnim(Model3D* model, int frame_counter)
{
int duration = 60 / model->md5_anim->header.frameRate;
if (frame_counter % duration == 0) {
model->anim_info.curr_frame++;
if (model->anim_info.curr_frame > model->md5_anim->header.numFrames - 1)
model->anim_info.curr_frame = 0;
md5_updateMesh(
model->md5_model,
model->md5_anim->frameJoints[model->anim_info.curr_frame],
model->mesh);
}
}
void model_setScale(Model3D* model, int scale)
{
setVector(&model->scale, scale, scale, scale);
}
void model_setRotation(Model3D* model, int x, int y, int z)
{
setVector(&model->rotate, x, y, z);
}
void model_setTranslation(Model3D* model, int x, int y, int z)
{
setVector(&model->translate, x, y, z);
}
void model_mat(const Model3D* model, MATRIX* mat)
{
RotMatrix_gte(&model->rotate, mat);
TransMatrix(mat, &model->translate);
ScaleMatrix(mat, &model->scale);
}