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https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-03-14 22:50:45 +00:00
[!] Corrected Spot light transforms
[+] Added support for GLTF cameras. useable with idCameraView and idAnimatedCamera
This commit is contained in:
parent
3d366ba386
commit
389798ee4b
3 changed files with 243 additions and 82 deletions
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@ -3,6 +3,7 @@
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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Copyright (C) 2022 Harrie van Ginneken
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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@ -30,7 +31,10 @@ If you have questions concerning this license or the applicable additional terms
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#pragma hdrstop
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#include "Game_local.h"
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#include "gltfParser.h"
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static const idMat4 blenderToDoomTransform( idAngles( 0.0f, 0.0f, 90 ).ToMat3(), vec3_origin );
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/*
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===============================================================================
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@ -363,6 +367,10 @@ void idCameraAnim::LoadAnim()
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int i;
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idStr filename;
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const char* key;
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idStr gltfFileName;
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int animID = -1;
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idStr animName;
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bool isGLTF = false;
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key = spawnArgs.GetString( "anim" );
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if( !key )
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@ -373,86 +381,102 @@ void idCameraAnim::LoadAnim()
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filename = spawnArgs.GetString( va( "anim %s", key ) );
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if( !filename.Length() )
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{
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// RB: TrenchBroom interop use anim.<name> instead so we can build this up using the FGD files
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filename = spawnArgs.GetString( va( "anim.%s", key ) );
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if( !filename.Length() )
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gltfFileName = key;
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gltfManager::ExtractIdentifier( gltfFileName, animID, animName );
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if( animName.Length() )
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{
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gameLocal.Error( "Missing 'anim.%s' key on '%s'", key, name.c_str() );
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isGLTF = true;
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}
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// RB end
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}
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filename.SetFileExtension( MD5_CAMERA_EXT );
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if( !parser.LoadFile( filename ) )
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{
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gameLocal.Error( "Unable to load '%s' on '%s'", filename.c_str(), name.c_str() );
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}
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cameraCuts.Clear();
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cameraCuts.SetGranularity( 1 );
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camera.Clear();
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camera.SetGranularity( 1 );
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parser.ExpectTokenString( MD5_VERSION_STRING );
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version = parser.ParseInt();
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if( version != MD5_VERSION )
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{
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parser.Error( "Invalid version %d. Should be version %d\n", version, MD5_VERSION );
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}
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// skip the commandline
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parser.ExpectTokenString( "commandline" );
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parser.ReadToken( &token );
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// parse num frames
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parser.ExpectTokenString( "numFrames" );
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numFrames = parser.ParseInt();
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if( numFrames <= 0 )
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{
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parser.Error( "Invalid number of frames: %d", numFrames );
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}
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// parse framerate
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parser.ExpectTokenString( "frameRate" );
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frameRate = parser.ParseInt();
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if( frameRate <= 0 )
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{
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parser.Error( "Invalid framerate: %d", frameRate );
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}
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// parse num cuts
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parser.ExpectTokenString( "numCuts" );
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numCuts = parser.ParseInt();
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if( ( numCuts < 0 ) || ( numCuts > numFrames ) )
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{
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parser.Error( "Invalid number of camera cuts: %d", numCuts );
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}
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// parse the camera cuts
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parser.ExpectTokenString( "cuts" );
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parser.ExpectTokenString( "{" );
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cameraCuts.SetNum( numCuts );
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for( i = 0; i < numCuts; i++ )
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{
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cameraCuts[ i ] = parser.ParseInt();
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if( ( cameraCuts[ i ] < 1 ) || ( cameraCuts[ i ] >= numFrames ) )
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else
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{
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parser.Error( "Invalid camera cut" );
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// RB: TrenchBroom interop use anim.<name> instead so we can build this up using the FGD files
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filename = spawnArgs.GetString( va( "anim.%s", key ) );
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if( !filename.Length() )
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{
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gameLocal.Error( "Missing 'anim.%s' key on '%s'", key, name.c_str() );
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}
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// RB end
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}
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}
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parser.ExpectTokenString( "}" );
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// parse the camera frames
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parser.ExpectTokenString( "camera" );
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parser.ExpectTokenString( "{" );
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camera.SetNum( numFrames );
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for( i = 0; i < numFrames; i++ )
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if( isGLTF )
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{
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parser.Parse1DMatrix( 3, camera[ i ].t.ToFloatPtr() );
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parser.Parse1DMatrix( 3, camera[ i ].q.ToFloatPtr() );
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camera[ i ].fov = parser.ParseFloat();
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gltfLoadAnim( gltfFileName, animName );
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}
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else
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{
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filename.SetFileExtension( MD5_CAMERA_EXT );
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if( !parser.LoadFile( filename ) )
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{
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gameLocal.Error( "Unable to load '%s' on '%s'", filename.c_str(), name.c_str() );
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}
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cameraCuts.Clear();
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cameraCuts.SetGranularity( 1 );
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camera.Clear();
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camera.SetGranularity( 1 );
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parser.ExpectTokenString( MD5_VERSION_STRING );
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version = parser.ParseInt();
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if( version != MD5_VERSION )
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{
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parser.Error( "Invalid version %d. Should be version %d\n", version, MD5_VERSION );
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}
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// skip the commandline
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parser.ExpectTokenString( "commandline" );
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parser.ReadToken( &token );
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// parse num frames
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parser.ExpectTokenString( "numFrames" );
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numFrames = parser.ParseInt();
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if( numFrames <= 0 )
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{
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parser.Error( "Invalid number of frames: %d", numFrames );
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}
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// parse framerate
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parser.ExpectTokenString( "frameRate" );
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frameRate = parser.ParseInt();
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if( frameRate <= 0 )
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{
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parser.Error( "Invalid framerate: %d", frameRate );
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}
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// parse num cuts
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parser.ExpectTokenString( "numCuts" );
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numCuts = parser.ParseInt();
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if( ( numCuts < 0 ) || ( numCuts > numFrames ) )
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{
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parser.Error( "Invalid number of camera cuts: %d", numCuts );
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}
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// parse the camera cuts
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parser.ExpectTokenString( "cuts" );
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parser.ExpectTokenString( "{" );
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cameraCuts.SetNum( numCuts );
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for( i = 0; i < numCuts; i++ )
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{
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cameraCuts[i] = parser.ParseInt();
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if( ( cameraCuts[i] < 1 ) || ( cameraCuts[i] >= numFrames ) )
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{
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parser.Error( "Invalid camera cut" );
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}
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}
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parser.ExpectTokenString( "}" );
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// parse the camera frames
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parser.ExpectTokenString( "camera" );
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parser.ExpectTokenString( "{" );
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camera.SetNum( numFrames );
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for( i = 0; i < numFrames; i++ )
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{
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parser.Parse1DMatrix( 3, camera[i].t.ToFloatPtr() );
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parser.Parse1DMatrix( 3, camera[i].q.ToFloatPtr() );
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camera[i].fov = parser.ParseFloat();
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}
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parser.ExpectTokenString( "}" );
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}
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parser.ExpectTokenString( "}" );
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}
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/*
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@ -692,6 +716,123 @@ void idCameraAnim::Event_Activate( idEntity* _activator )
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}
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}
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void idCameraAnim::gltfLoadAnim( idStr gltfFileName, idStr animName )
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{
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//we dont wat to load the gltb all the time. write custom binary format !
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GLTF_Parser gltf;
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if( gltf.Load( gltfFileName ) )
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{
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ID_TIME_T timeStamp = fileSystem->GetTimestamp( gltfFileName );
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gltfData* data = gltf.currentAsset;
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auto& accessors = data->AccessorList();
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auto& nodes = data->NodeList();
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gltfNode* cameraNode = data->GetNode( name );
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assert( cameraNode );
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gltfAnimation* anim = data->GetAnimation( animName, data->GetNodeIndex( cameraNode ) );
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assert( anim );
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cameraCuts.Clear();
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cameraCuts.SetGranularity( 1 );
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camera.Clear();
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camera.SetGranularity( 1 );
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frameRate = 24;
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for( auto channel : anim->channels )
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{
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auto* sampler = anim->samplers[channel->sampler];
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auto* input = accessors[sampler->input];
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auto* output = accessors[sampler->output];
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auto* target = nodes[channel->target.node];
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idList<float>& timeStamps = data->GetAccessorView( input );
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int frames = timeStamps.Num();
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if( !camera.Num() )
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{
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cameraFrame_t t;
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t.fov = 90;
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t.q = mat3_identity.ToCQuat();
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t.t = vec3_origin;
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for( int i = 0; i < frames; i++ )
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{
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camera.Alloc() = t;
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}
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}
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//This has to be replaced for correct interpolation between frames
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for( int i = 0; i < frames; i++ )
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{
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cameraFrame_t& cameraFrame = camera[i];
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cameraFrame.fov = 90.0f;
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switch( channel->target.TRS )
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{
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default:
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break;
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case gltfAnimation_Channel_Target::none:
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break;
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case gltfAnimation_Channel_Target::rotation:
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{
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idList<idQuat*>& values = data->GetAccessorView<idQuat>( output );
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if( values.Num() > i )
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{
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idQuat q = ( *values[i] );
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q = idAngles( 90.0f, 0.0, -90.0f ).ToQuat()
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* q.Inverse()
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* blenderToDoomTransform.ToMat3().ToQuat();
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cameraFrame.q = q.ToCQuat();
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//This has to be replaced with correct interpolation between frames.
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if( ( ( i + 1 ) == frames ) && ( frames < camera.Num() ) )
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{
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while( i++ < camera.Num() - 1 )
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{
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camera[i].q = cameraFrame.q;
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}
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}
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}
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}
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break;
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case gltfAnimation_Channel_Target::translation:
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{
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idList<idVec3*>& values = data->GetAccessorView<idVec3>( output );
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if( values.Num() > i )
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{
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idVec3 val = *values[i];
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cameraFrame.t = blenderToDoomTransform * val;
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//This has to be replaced with correct interpolation between frames.
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if( ( ( i + 1 ) == frames ) && ( frames < camera.Num() ) )
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{
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while( i++ < camera.Num() - 1 )
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{
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camera[i].t = cameraFrame.t;
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}
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}
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}
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}
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break;
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case gltfAnimation_Channel_Target::scale:
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idList<idVec3*>& values = data->GetAccessorView<idVec3>( output );
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if( values.Num() > i )
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{
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gameLocal.Printf( "^5Frame: ^7%i ignored scale on /%s \n\n\n", i, anim->name.c_str() );
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}
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break;
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}
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}
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}
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}
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else
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{
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gameLocal.Error( "Missing 'anim' key on '%s'", name.c_str() );
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}
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}
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/*
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===============
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idCameraAnim::Event_Start
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@ -131,6 +131,8 @@ private:
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void Event_Stop();
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void Event_SetCallback();
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void Event_Activate( idEntity* activator );
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void gltfLoadAnim( idStr gltfFileName, idStr animName );
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};
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#endif /* !__GAME_CAMERA_H__ */
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@ -459,11 +459,11 @@ void ResolveLight( gltfData* data, idMapEntity* newEntity, gltfNode* node )
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{
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idMat4 entityToWorldTransform = mat4_identity;
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gltfData::ResolveNodeMatrix( node, &entityToWorldTransform );
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idMat4 worldToEntityTransform = entityToWorldTransform.Inverse();
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float fov = tan( light->spot.outerConeAngle ) / 2 ;
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idMat3 axis = idAngles( 0.0f, 90.0f, 90.0f ).ToMat3() * entityToWorldTransform.ToMat3();
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idQuat q = (entityToWorldTransform).ToMat3().ToQuat();
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q = idAngles( 90.0f, 0.0, -90.0f ).ToQuat() * q * idAngles( 180.0f, 180.0f, -90.0f ).ToQuat();
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idMat3 axis = q.ToMat3();
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newEntity->epairs.SetVector( "light_target", axis[0] );
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newEntity->epairs.SetVector( "light_right", axis[1] * -fov );
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newEntity->epairs.SetVector( "light_up", axis[2] * fov );
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newPairs.SetDefaults( &newEntity->epairs );
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newEntity->epairs = newPairs;
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idMat4 entityTransform = mat4_identity;
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// gather entity transform and bring it into id Tech 4 space
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gltfData::ResolveNodeMatrix( node );
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gltfData::ResolveNodeMatrix( node, &entityTransform );
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// set entity transform in a way the game and physics code understand it
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idVec3 origin = blenderToDoomTransform * node->translation;
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ResolveLight( data, newEntity, node );
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}
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// TODO set rotation key to store rotation and scaling
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//if (idStr::Icmp(classname, "info_player_start") == 0)
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// if( !node->matrix.IsIdentity() )
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//{
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// newEntity->epairs.SetMatrix("rotation", axis );
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//}
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if( node->camera >= 0 && !newEntity->epairs.FindKey( "rotation" ) )
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{
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idQuat q = entityTransform.ToMat3().ToQuat();
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q = idAngles( 90.0f, 0.0, -90.0f ).ToQuat() * q * blenderToDoomTransform.ToMat3().ToQuat();
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newEntity->epairs.SetMatrix( "rotation", q.ToMat3() );
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}
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else if( idStr::Icmp( classname, "info_player_start" ) == 0 && !newEntity->epairs.FindKey( "rotation" ) )
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{
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idQuat q = entityTransform.ToMat3().ToQuat();
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q = idAngles( -90.0f, 0.0, -90.0f ).ToQuat() * q * blenderToDoomTransform.ToMat3().ToQuat();
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newEntity->epairs.SetMatrix( "rotation", q.ToMat3() );
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}
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else if( node->extras.strPairs.GetBool( "useNodeOrientation", false ) )
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{
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//Nodes that are an instance of an collection containing a mesh that is not inline, ea; a gltfModel; static _or_ dynamic,
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//which has its transformations applied on vertex level so we do not apply it here.
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origin = blenderToDoomTransform * ( node->translation * ( entityTransform * node->matrix.Inverse() ) );
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newEntity->epairs.SetVector( "origin", origin );
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idQuat q = ( entityTransform * node->matrix.Inverse() ).ToMat3().ToQuat();
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q = blenderToDoomTransform.Inverse().ToMat3().ToQuat() * q * blenderToDoomTransform.ToMat3().ToQuat();
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newEntity->epairs.SetMatrix( "rotation", q.ToMat3() );
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}
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#if 0
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for( int i = 0; i < newEntity->epairs.GetNumKeyVals(); i++ )
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