mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-03-15 23:21:35 +00:00
1524 lines
35 KiB
C++
1524 lines
35 KiB
C++
/*
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===========================================================================
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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 Stephen Pridham
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Copyright (C) 2022 Robert Beckebans
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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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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "precompiled.h"
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#pragma hdrstop
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#include "Model_gltf.h"
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#include "Model_local.h"
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#include "RenderCommon.h" // just for R_FreeWorldInteractions and R_CreateWorldInteractions
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#include <sys/DeviceManager.h>
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extern DeviceManager* deviceManager;
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extern idCVar r_uploadBufferSizeMB;
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idCVar binaryLoadRenderModels( "binaryLoadRenderModels", "1", 0, "enable binary load/write of render models" );
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idCVar preload_MapModels( "preload_MapModels", "1", CVAR_SYSTEM | CVAR_BOOL, "preload models during begin or end levelload" );
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// RB begin
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idCVar postLoadExportModels( "postLoadExportModels", "0", CVAR_BOOL | CVAR_RENDERER, "export models after loading to OBJ model format" );
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// RB end
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class idRenderModelManagerLocal : public idRenderModelManager
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{
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public:
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idRenderModelManagerLocal();
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virtual ~idRenderModelManagerLocal() {}
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virtual void Init();
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virtual void Shutdown();
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virtual idRenderModel* AllocModel();
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virtual void FreeModel( idRenderModel* model );
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virtual idRenderModel* FindModel( const char* modelName, const idImportOptions* options = NULL );
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virtual idRenderModel* CheckModel( const char* modelName );
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virtual idRenderModel* DefaultModel();
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virtual void AddModel( idRenderModel* model );
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virtual void RemoveModel( idRenderModel* model );
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virtual void ReloadModels( bool forceAll = false );
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virtual void CreateMeshBuffers( nvrhi::ICommandList* commandList );
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virtual void FreeModelVertexCaches();
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virtual void WritePrecacheCommands( idFile* file );
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virtual void BeginLevelLoad();
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virtual void EndLevelLoad();
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virtual void Preload( const idPreloadManifest& manifest );
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virtual void PrintMemInfo( MemInfo_t* mi );
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private:
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idList<idRenderModel*, TAG_MODEL> models;
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idHashIndex hash;
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idRenderModel* defaultModel;
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idRenderModel* beamModel;
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idRenderModel* spriteModel;
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bool insideLevelLoad; // don't actually load now
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nvrhi::CommandListHandle commandList;
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idRenderModel* GetModel( const char* modelName, bool createIfNotFound, const idImportOptions* options );
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static void PrintModel_f( const idCmdArgs& args );
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static void ListModels_f( const idCmdArgs& args );
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static void ReloadModels_f( const idCmdArgs& args );
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static void TouchModel_f( const idCmdArgs& args );
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};
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idRenderModelManagerLocal localModelManager;
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idRenderModelManager* renderModelManager = &localModelManager;
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/*
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==============
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idRenderModelManagerLocal::idRenderModelManagerLocal
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==============
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*/
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idRenderModelManagerLocal::idRenderModelManagerLocal()
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{
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defaultModel = NULL;
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beamModel = NULL;
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spriteModel = NULL;
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insideLevelLoad = false;
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}
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/*
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==============
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idRenderModelManagerLocal::PrintModel_f
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==============
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*/
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void idRenderModelManagerLocal::PrintModel_f( const idCmdArgs& args )
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{
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idRenderModel* model;
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if( args.Argc() != 2 )
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{
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common->Printf( "usage: printModel <modelName>\n" );
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return;
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}
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model = renderModelManager->CheckModel( args.Argv( 1 ) );
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if( !model )
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{
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common->Printf( "model \"%s\" not found\n", args.Argv( 1 ) );
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return;
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}
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model->Print();
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}
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/*
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==============
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idRenderModelManagerLocal::ListModels_f
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==============
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*/
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void idRenderModelManagerLocal::ListModels_f( const idCmdArgs& args )
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{
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int totalMem = 0;
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int inUse = 0;
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common->Printf( " mem srf verts tris\n" );
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common->Printf( " --- --- ----- ----\n" );
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for( int i = 0; i < localModelManager.models.Num(); i++ )
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{
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idRenderModel* model = localModelManager.models[i];
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if( !model->IsLoaded() )
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{
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continue;
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}
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model->List();
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totalMem += model->Memory();
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inUse++;
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}
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common->Printf( " --- --- ----- ----\n" );
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common->Printf( " mem srf verts tris\n" );
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common->Printf( "%i loaded models\n", inUse );
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common->Printf( "total memory: %4.1fM\n", ( float )totalMem / ( 1024 * 1024 ) );
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}
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/*
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==============
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idRenderModelManagerLocal::ReloadModels_f
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==============
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*/
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void idRenderModelManagerLocal::ReloadModels_f( const idCmdArgs& args )
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{
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if( idStr::Icmp( args.Argv( 1 ), "all" ) == 0 )
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{
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localModelManager.ReloadModels( true );
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}
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else
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{
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localModelManager.ReloadModels( false );
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}
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}
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/*
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==============
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idRenderModelManagerLocal::TouchModel_f
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Precache a specific model
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==============
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*/
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void idRenderModelManagerLocal::TouchModel_f( const idCmdArgs& args )
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{
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const char* model = args.Argv( 1 );
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if( !model[0] )
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{
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common->Printf( "usage: touchModel <modelName>\n" );
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return;
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}
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common->Printf( "touchModel %s\n", model );
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const bool captureToImage = false;
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common->UpdateScreen( captureToImage );
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idRenderModel* m = renderModelManager->CheckModel( model );
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if( !m )
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{
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common->Printf( "...not found\n" );
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}
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}
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/*
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=================
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idRenderModelManagerLocal::WritePrecacheCommands
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=================
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*/
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void idRenderModelManagerLocal::WritePrecacheCommands( idFile* f )
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{
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for( int i = 0; i < models.Num(); i++ )
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{
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idRenderModel* model = models[i];
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if( !model )
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{
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continue;
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}
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if( !model->IsReloadable() )
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{
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continue;
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}
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char str[1024];
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sprintf( str, "touchModel %s\n", model->Name() );
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common->Printf( "%s", str );
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f->Printf( "%s", str );
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}
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}
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/*
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=================
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idRenderModelManagerLocal::Init
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=================
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*/
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void idRenderModelManagerLocal::Init()
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{
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if( !commandList )
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{
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nvrhi::CommandListParameters params = {};
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if( deviceManager->GetGraphicsAPI() == nvrhi::GraphicsAPI::VULKAN )
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{
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// SRS - set upload buffer size to avoid Vulkan staging buffer fragmentation
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size_t maxBufferSize = ( size_t )( r_uploadBufferSizeMB.GetInteger() * 1024 * 1024 );
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params.setUploadChunkSize( maxBufferSize );
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}
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commandList = deviceManager->GetDevice()->createCommandList( params );
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}
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cmdSystem->AddCommand( "listModels", ListModels_f, CMD_FL_RENDERER, "lists all models" );
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cmdSystem->AddCommand( "printModel", PrintModel_f, CMD_FL_RENDERER, "prints model info", idCmdSystem::ArgCompletion_ModelName );
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cmdSystem->AddCommand( "reloadModels", ReloadModels_f, CMD_FL_RENDERER | CMD_FL_CHEAT, "reloads models" );
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cmdSystem->AddCommand( "touchModel", TouchModel_f, CMD_FL_RENDERER, "touches a model", idCmdSystem::ArgCompletion_ModelName );
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insideLevelLoad = false;
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// create a default model
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idRenderModelStatic* model = new( TAG_MODEL ) idRenderModelStatic;
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model->InitEmpty( "_DEFAULT" );
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model->MakeDefaultModel();
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model->SetLevelLoadReferenced( true );
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defaultModel = model;
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AddModel( model );
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// create the beam model
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idRenderModelStatic* beam = new( TAG_MODEL ) idRenderModelBeam;
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beam->InitEmpty( "_BEAM" );
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beam->SetLevelLoadReferenced( true );
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beamModel = beam;
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AddModel( beam );
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idRenderModelStatic* sprite = new( TAG_MODEL ) idRenderModelSprite;
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sprite->InitEmpty( "_SPRITE" );
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sprite->SetLevelLoadReferenced( true );
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spriteModel = sprite;
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AddModel( sprite );
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}
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/*
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=================
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idRenderModelManagerLocal::Shutdown
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=================
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*/
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void idRenderModelManagerLocal::Shutdown()
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{
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models.DeleteContents( true );
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hash.Free();
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commandList.Reset();
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}
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/*
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=================
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idRenderModelManagerLocal::GetModel
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=================
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*/
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idRenderModel* idRenderModelManagerLocal::GetModel( const char* _modelName, bool createIfNotFound, const idImportOptions* options )
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{
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if( !_modelName || !_modelName[0] )
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{
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return NULL;
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}
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idStrStatic< MAX_OSPATH > canonical = _modelName;
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canonical.ToLower();
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idStrStatic< MAX_OSPATH > extension;
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canonical.ExtractFileExtension( extension );
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bool isGLTF = false;
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// HvG: GLTF 2 support
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if( ( extension.Icmp( GLTF_GLB_EXT ) == 0 ) || ( extension.Icmp( GLTF_EXT ) == 0 ) )
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{
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isGLTF = true;
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}
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// see if it is already present
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int key = hash.GenerateKey( canonical, false );
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for( int i = hash.First( key ); i != -1; i = hash.Next( i ) )
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{
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idRenderModel* model = models[i];
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if( canonical.Icmp( model->Name() ) == 0 )
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{
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if( !model->IsLoaded() )
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{
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// reload it if it was purged
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idStr generatedFileName = "generated/rendermodels/";
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generatedFileName.AppendPath( canonical );
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generatedFileName.SetFileExtension( va( "b%s", extension.c_str() ) );
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// Get the timestamp on the original file, if it's newer than what is stored in binary model, regenerate it
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ID_TIME_T sourceTimeStamp;
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if( isGLTF )
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{
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idStr gltfFileName = idStr( canonical );
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int gltfMeshId = -1;
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idStr gltfMeshName;
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gltfManager::ExtractIdentifier( gltfFileName, gltfMeshId, gltfMeshName );
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sourceTimeStamp = fileSystem->GetTimestamp( gltfFileName );
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}
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else
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{
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sourceTimeStamp = fileSystem->GetTimestamp( canonical );
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}
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if( model->SupportsBinaryModel() && binaryLoadRenderModels.GetBool() )
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{
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idFileLocal file( fileSystem->OpenFileReadMemory( generatedFileName ) );
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model->PurgeModel();
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if( !model->LoadBinaryModel( file, sourceTimeStamp ) )
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{
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if( isGLTF )
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{
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model->InitFromFile( canonical, options );
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}
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else
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{
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model->LoadModel();
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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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model->LoadModel();
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}
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}
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else if( insideLevelLoad && !model->IsLevelLoadReferenced() )
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{
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// we are reusing a model already in memory, but
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// touch all the materials to make sure they stay
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// in memory as well
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model->TouchData();
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}
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model->SetLevelLoadReferenced( true );
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return model;
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}
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}
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// see if we can load it
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// determine which subclass of idRenderModel to initialize
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idRenderModel* model = NULL;
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// HvG: GLTF 2 support
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if( isGLTF )
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{
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model = new( TAG_MODEL ) idRenderModelGLTF;
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isGLTF = true;
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}
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// RB: Collada DAE and Wavefront OBJ
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else if( ( extension.Icmp( "dae" ) == 0 ) || ( extension.Icmp( "obj" ) == 0 )
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|| ( extension.Icmp( "ase" ) == 0 ) || ( extension.Icmp( "lwo" ) == 0 )
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|| ( extension.Icmp( "flt" ) == 0 ) || ( extension.Icmp( "ma" ) == 0 ) )
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{
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model = new( TAG_MODEL ) idRenderModelStatic;
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}
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else if( extension.Icmp( MD5_MESH_EXT ) == 0 )
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{
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model = new( TAG_MODEL ) idRenderModelMD5;
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}
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else if( extension.Icmp( "md3" ) == 0 )
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{
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model = new( TAG_MODEL ) idRenderModelMD3;
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}
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else if( extension.Icmp( "prt" ) == 0 )
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{
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model = new( TAG_MODEL ) idRenderModelPrt;
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}
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else if( extension.Icmp( "liquid" ) == 0 )
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{
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model = new( TAG_MODEL ) idRenderModelLiquid;
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}
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idStrStatic< MAX_OSPATH > generatedFileName;
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if( model != NULL )
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{
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generatedFileName = "generated/rendermodels/";
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generatedFileName.AppendPath( canonical );
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generatedFileName.SetFileExtension( va( "b%s", extension.c_str() ) );
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// Get the timestamp on the original file, if it's newer than what is stored in binary model, regenerate it
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ID_TIME_T sourceTimeStamp;
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if( isGLTF )
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{
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idStr gltfFileName = idStr( canonical );
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int gltfMeshId = -1;
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idStr gltfMeshName;
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gltfManager::ExtractIdentifier( gltfFileName, gltfMeshId, gltfMeshName );
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sourceTimeStamp = fileSystem->GetTimestamp( gltfFileName );
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}
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else
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{
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sourceTimeStamp = fileSystem->GetTimestamp( canonical );
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}
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idFileLocal file( fileSystem->OpenFileReadMemory( generatedFileName ) );
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if( !model->SupportsBinaryModel() || !binaryLoadRenderModels.GetBool() )
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{
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model->InitFromFile( canonical, options );
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}
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else
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{
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if( !model->LoadBinaryModel( file, sourceTimeStamp ) )
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{
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model->InitFromFile( canonical, options );
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// RB: default models shouldn't be cached as binary models
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if( !model->IsDefaultModel() )
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{
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idFileLocal outputFile( fileSystem->OpenFileWrite( generatedFileName, "fs_basepath" ) );
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idLib::Printf( "Writing %s\n", generatedFileName.c_str() );
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model->WriteBinaryModel( outputFile, &sourceTimeStamp );
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}
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// RB end
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} /* else {
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idLib::Printf( "loaded binary model %s from file %s\n", model->Name(), generatedFileName.c_str() );
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} */
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}
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}
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// Not one of the known formats
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if( model == NULL )
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{
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if( extension.Length() )
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{
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common->Warning( "unknown model type '%s'", canonical.c_str() );
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}
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if( !createIfNotFound )
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{
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return NULL;
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}
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idRenderModelStatic* smodel = new( TAG_MODEL ) idRenderModelStatic;
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smodel->InitEmpty( canonical );
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smodel->MakeDefaultModel();
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model = smodel;
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}
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if( cvarSystem->GetCVarBool( "fs_buildresources" ) )
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{
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fileSystem->AddModelPreload( canonical );
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}
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model->SetLevelLoadReferenced( true );
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if( !createIfNotFound && model->IsDefaultModel() )
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{
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delete model;
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model = NULL;
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return NULL;
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}
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if( cvarSystem->GetCVarBool( "fs_buildgame" ) )
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{
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fileSystem->AddModelPreload( model->Name() );
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}
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// RB begin
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if( postLoadExportModels.GetBool() && ( model != defaultModel && model != beamModel && model != spriteModel ) )
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{
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idStrStatic< MAX_OSPATH > exportedFileName;
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exportedFileName = "exported/rendermodels/";
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if( com_editors & EDITOR_EXPORTDEFS )
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{
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exportedFileName = "_tb/";
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}
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exportedFileName.AppendPath( canonical );
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exportedFileName.SetFileExtension( ".obj" );
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ID_TIME_T sourceTimeStamp = fileSystem->GetTimestamp( canonical );
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ID_TIME_T timeStamp = fileSystem->GetTimestamp( exportedFileName );
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// TODO only update if generated has changed
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//if( timeStamp == FILE_NOT_FOUND_TIMESTAMP )
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{
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idFileLocal objFile( fileSystem->OpenFileWrite( exportedFileName, "fs_basepath" ) );
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idLib::Printf( "Writing %s\n", exportedFileName.c_str() );
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exportedFileName.SetFileExtension( ".mtl" );
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idFileLocal mtlFile( fileSystem->OpenFileWrite( exportedFileName, "fs_basepath" ) );
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model->ExportOBJ( objFile, mtlFile );
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}
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}
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// RB end
|
|
|
|
AddModel( model );
|
|
|
|
return model;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idRenderModelManagerLocal::AllocModel
|
|
=================
|
|
*/
|
|
idRenderModel* idRenderModelManagerLocal::AllocModel()
|
|
{
|
|
return new( TAG_MODEL ) idRenderModelStatic();
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idRenderModelManagerLocal::FreeModel
|
|
=================
|
|
*/
|
|
void idRenderModelManagerLocal::FreeModel( idRenderModel* model )
|
|
{
|
|
if( !model )
|
|
{
|
|
return;
|
|
}
|
|
if( !dynamic_cast<idRenderModelStatic*>( model ) )
|
|
{
|
|
common->Error( "idRenderModelManager::FreeModel: model '%s' is not a static model", model->Name() );
|
|
return;
|
|
}
|
|
if( model == defaultModel )
|
|
{
|
|
common->Error( "idRenderModelManager::FreeModel: can't free the default model" );
|
|
return;
|
|
}
|
|
if( model == beamModel )
|
|
{
|
|
common->Error( "idRenderModelManager::FreeModel: can't free the beam model" );
|
|
return;
|
|
}
|
|
if( model == spriteModel )
|
|
{
|
|
common->Error( "idRenderModelManager::FreeModel: can't free the sprite model" );
|
|
return;
|
|
}
|
|
|
|
R_CheckForEntityDefsUsingModel( model );
|
|
|
|
delete model;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idRenderModelManagerLocal::FindModel
|
|
=================
|
|
*/
|
|
idRenderModel* idRenderModelManagerLocal::FindModel( const char* modelName, const idImportOptions* options )
|
|
{
|
|
return GetModel( modelName, true, options );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idRenderModelManagerLocal::CheckModel
|
|
=================
|
|
*/
|
|
idRenderModel* idRenderModelManagerLocal::CheckModel( const char* modelName )
|
|
{
|
|
return GetModel( modelName, false, nullptr );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idRenderModelManagerLocal::DefaultModel
|
|
=================
|
|
*/
|
|
idRenderModel* idRenderModelManagerLocal::DefaultModel()
|
|
{
|
|
return defaultModel;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idRenderModelManagerLocal::AddModel
|
|
=================
|
|
*/
|
|
void idRenderModelManagerLocal::AddModel( idRenderModel* model )
|
|
{
|
|
hash.Add( hash.GenerateKey( model->Name(), false ), models.Append( model ) );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idRenderModelManagerLocal::RemoveModel
|
|
=================
|
|
*/
|
|
void idRenderModelManagerLocal::RemoveModel( idRenderModel* model )
|
|
{
|
|
int index = models.FindIndex( model );
|
|
if( index != -1 )
|
|
{
|
|
hash.RemoveIndex( hash.GenerateKey( model->Name(), false ), index );
|
|
models.RemoveIndex( index );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idRenderModelManagerLocal::ReloadModels
|
|
=================
|
|
*/
|
|
void idRenderModelManagerLocal::ReloadModels( bool forceAll )
|
|
{
|
|
if( forceAll )
|
|
{
|
|
common->Printf( "Reloading all model files...\n" );
|
|
}
|
|
else
|
|
{
|
|
common->Printf( "Checking for changed model files...\n" );
|
|
}
|
|
|
|
R_FreeDerivedData();
|
|
|
|
// skip the default model at index 0
|
|
for( int i = 1; i < models.Num(); i++ )
|
|
{
|
|
idRenderModel* model = models[i];
|
|
|
|
// we may want to allow world model reloading in the future, but we don't now
|
|
if( !model->IsReloadable() )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
bool isGLTF = false;
|
|
idStr filename = model->Name();
|
|
idStr extension;
|
|
idStr assetName = filename;
|
|
assetName.ExtractFileExtension( extension );
|
|
isGLTF = extension.Icmp( "glb" ) == 0 || extension.Icmp( "gltf" ) == 0;
|
|
if( !forceAll )
|
|
{
|
|
// check timestamp
|
|
ID_TIME_T current;
|
|
|
|
if( isGLTF )
|
|
{
|
|
idStr meshName;
|
|
int meshID = -1;
|
|
gltfManager::ExtractIdentifier( filename, meshID, meshName );
|
|
}
|
|
|
|
fileSystem->ReadFile( filename, NULL, ¤t );
|
|
if( current <= model->Timestamp() )
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
common->DPrintf( "^1Reloading %s.\n", model->Name() );
|
|
|
|
if( isGLTF )
|
|
{
|
|
// RB: we don't have the options here so make sure this only applies to static models
|
|
model->InitFromFile( model->Name(), NULL );
|
|
}
|
|
else
|
|
{
|
|
model->LoadModel();
|
|
}
|
|
|
|
}
|
|
|
|
// we must force the world to regenerate, because models may
|
|
// have changed size, making their references invalid
|
|
R_ReCreateWorldReferences();
|
|
}
|
|
|
|
void idRenderModelManagerLocal::CreateMeshBuffers( nvrhi::ICommandList* commandList )
|
|
{
|
|
for( int i = 0; i < models.Num(); i++ )
|
|
{
|
|
idRenderModel* model = models[i];
|
|
|
|
// Upload vertices and indices and shadow vertices into the vertex cache.
|
|
assert( false && "Stephen should implement me!" );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idRenderModelManagerLocal::FreeModelVertexCaches
|
|
=================
|
|
*/
|
|
void idRenderModelManagerLocal::FreeModelVertexCaches()
|
|
{
|
|
for( int i = 0; i < models.Num(); i++ )
|
|
{
|
|
idRenderModel* model = models[i];
|
|
model->FreeVertexCache();
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idRenderModelManagerLocal::BeginLevelLoad
|
|
=================
|
|
*/
|
|
void idRenderModelManagerLocal::BeginLevelLoad()
|
|
{
|
|
insideLevelLoad = true;
|
|
|
|
for( int i = 0; i < models.Num(); i++ )
|
|
{
|
|
idRenderModel* model = models[i];
|
|
|
|
// always reload all models
|
|
if( model->IsReloadable() )
|
|
{
|
|
R_CheckForEntityDefsUsingModel( model );
|
|
model->PurgeModel();
|
|
}
|
|
|
|
model->SetLevelLoadReferenced( false );
|
|
}
|
|
|
|
vertexCache.FreeStaticData();
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idRenderModelManagerLocal::Preload
|
|
=================
|
|
*/
|
|
void idRenderModelManagerLocal::Preload( const idPreloadManifest& manifest )
|
|
{
|
|
if( preload_MapModels.GetBool() )
|
|
{
|
|
// preload this levels images
|
|
int start = Sys_Milliseconds();
|
|
int numLoaded = 0;
|
|
idList< preloadSort_t > preloadSort;
|
|
preloadSort.Resize( manifest.NumResources() );
|
|
for( int i = 0; i < manifest.NumResources(); i++ )
|
|
{
|
|
const preloadEntry_s& p = manifest.GetPreloadByIndex( i );
|
|
idResourceCacheEntry rc;
|
|
idStrStatic< MAX_OSPATH > filename;
|
|
if( p.resType == PRELOAD_MODEL )
|
|
{
|
|
filename = "generated/rendermodels/";
|
|
filename += p.resourceName;
|
|
idStrStatic< 16 > ext;
|
|
filename.ExtractFileExtension( ext );
|
|
filename.SetFileExtension( va( "b%s", ext.c_str() ) );
|
|
}
|
|
if( p.resType == PRELOAD_PARTICLE )
|
|
{
|
|
filename = "generated/particles/";
|
|
filename += p.resourceName;
|
|
filename += ".bprt";
|
|
}
|
|
if( !filename.IsEmpty() )
|
|
{
|
|
if( fileSystem->GetResourceCacheEntry( filename, rc ) )
|
|
{
|
|
preloadSort_t ps = {};
|
|
ps.idx = i;
|
|
ps.ofs = rc.offset;
|
|
preloadSort.Append( ps );
|
|
}
|
|
}
|
|
}
|
|
|
|
preloadSort.SortWithTemplate( idSort_Preload() );
|
|
|
|
for( int i = 0; i < preloadSort.Num(); i++ )
|
|
{
|
|
const preloadSort_t& ps = preloadSort[ i ];
|
|
const preloadEntry_s& p = manifest.GetPreloadByIndex( ps.idx );
|
|
if( p.resType == PRELOAD_MODEL )
|
|
{
|
|
idRenderModel* model = FindModel( p.resourceName );
|
|
if( model != NULL )
|
|
{
|
|
model->SetLevelLoadReferenced( true );
|
|
}
|
|
}
|
|
else if( p.resType == PRELOAD_PARTICLE )
|
|
{
|
|
declManager->FindType( DECL_PARTICLE, p.resourceName );
|
|
}
|
|
numLoaded++;
|
|
}
|
|
|
|
int end = Sys_Milliseconds();
|
|
common->Printf( "%05d models preloaded ( or were already loaded ) in %5.1f seconds\n", numLoaded, ( end - start ) * 0.001 );
|
|
common->Printf( "----------------------------------------\n" );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idRenderModelManagerLocal::EndLevelLoad
|
|
=================
|
|
*/
|
|
void idRenderModelManagerLocal::EndLevelLoad()
|
|
{
|
|
common->Printf( "----- idRenderModelManagerLocal::EndLevelLoad -----\n" );
|
|
|
|
int start = Sys_Milliseconds();
|
|
|
|
insideLevelLoad = false;
|
|
int purgeCount = 0;
|
|
int keepCount = 0;
|
|
int loadCount = 0;
|
|
|
|
// purge any models not touched
|
|
for( int i = 0; i < models.Num(); i++ )
|
|
{
|
|
idRenderModel* model = models[i];
|
|
|
|
if( !model->IsLevelLoadReferenced() && model->IsLoaded() && model->IsReloadable() )
|
|
{
|
|
// common->Printf( "purging %s\n", model->Name() );
|
|
|
|
purgeCount++;
|
|
|
|
R_CheckForEntityDefsUsingModel( model );
|
|
|
|
model->PurgeModel();
|
|
|
|
}
|
|
else
|
|
{
|
|
|
|
// common->Printf( "keeping %s\n", model->Name() );
|
|
|
|
keepCount++;
|
|
}
|
|
|
|
common->UpdateLevelLoadPacifier();
|
|
}
|
|
|
|
// load any new ones
|
|
for( int i = 0; i < models.Num(); i++ )
|
|
{
|
|
common->UpdateLevelLoadPacifier();
|
|
|
|
|
|
idRenderModel* model = models[i];
|
|
|
|
if( model->IsLevelLoadReferenced() && !model->IsLoaded() && model->IsReloadable() )
|
|
{
|
|
loadCount++;
|
|
model->LoadModel();
|
|
}
|
|
}
|
|
|
|
commandList->open();
|
|
|
|
for( int i = 0; i < models.Num(); i++ )
|
|
{
|
|
idRenderModel* model = models[i];
|
|
model->CreateBuffers( commandList );
|
|
}
|
|
|
|
// create static vertex/index buffers for all models
|
|
for( int i = 0; i < models.Num(); i++ )
|
|
{
|
|
idRenderModel* model = models[i];
|
|
if( model->IsLoaded() )
|
|
{
|
|
for( int j = 0; j < model->NumSurfaces(); j++ )
|
|
{
|
|
R_CreateStaticBuffersForTri( *( model->Surface( j )->geometry ), commandList );
|
|
}
|
|
}
|
|
}
|
|
|
|
commandList->close();
|
|
deviceManager->GetDevice()->executeCommandList( commandList );
|
|
|
|
// _D3XP added this
|
|
int end = Sys_Milliseconds();
|
|
common->Printf( "%5i models purged from previous level, ", purgeCount );
|
|
common->Printf( "%5i models kept.\n", keepCount );
|
|
if( loadCount )
|
|
{
|
|
common->Printf( "%5i new models loaded in %5.1f seconds\n", loadCount, ( end - start ) * 0.001 );
|
|
}
|
|
common->Printf( "---------------------------------------------------\n" );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idRenderModelManagerLocal::PrintMemInfo
|
|
=================
|
|
*/
|
|
void idRenderModelManagerLocal::PrintMemInfo( MemInfo_t* mi )
|
|
{
|
|
int i, j, totalMem = 0;
|
|
int* sortIndex;
|
|
idFile* f;
|
|
|
|
f = fileSystem->OpenFileWrite( mi->filebase + "_models.txt" );
|
|
if( !f )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// sort first
|
|
sortIndex = new( TAG_MODEL ) int[ localModelManager.models.Num()];
|
|
|
|
for( i = 0; i < localModelManager.models.Num(); i++ )
|
|
{
|
|
sortIndex[i] = i;
|
|
}
|
|
|
|
for( i = 0; i < localModelManager.models.Num() - 1; i++ )
|
|
{
|
|
for( j = i + 1; j < localModelManager.models.Num(); j++ )
|
|
{
|
|
if( localModelManager.models[sortIndex[i]]->Memory() < localModelManager.models[sortIndex[j]]->Memory() )
|
|
{
|
|
int temp = sortIndex[i];
|
|
sortIndex[i] = sortIndex[j];
|
|
sortIndex[j] = temp;
|
|
}
|
|
}
|
|
}
|
|
|
|
// print next
|
|
for( int i = 0; i < localModelManager.models.Num(); i++ )
|
|
{
|
|
idRenderModel* model = localModelManager.models[sortIndex[i]];
|
|
int mem;
|
|
|
|
if( !model->IsLoaded() )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
mem = model->Memory();
|
|
totalMem += mem;
|
|
f->Printf( "%s %s\n", idStr::FormatNumber( mem ).c_str(), model->Name() );
|
|
}
|
|
|
|
delete [] sortIndex;
|
|
mi->modelAssetsTotal = totalMem;
|
|
|
|
f->Printf( "\nTotal model bytes allocated: %s\n", idStr::FormatNumber( totalMem ).c_str() );
|
|
fileSystem->CloseFile( f );
|
|
}
|
|
|
|
|
|
|
|
// RB: added Maya exporter options
|
|
/*
|
|
==============================================================================================
|
|
|
|
idTokenizer
|
|
|
|
==============================================================================================
|
|
*/
|
|
|
|
/*
|
|
=================
|
|
MayaError
|
|
=================
|
|
*/
|
|
void MayaError( const char* fmt, ... )
|
|
{
|
|
va_list argptr;
|
|
char text[ 8192 ];
|
|
|
|
va_start( argptr, fmt );
|
|
idStr::vsnPrintf( text, sizeof( text ), fmt, argptr );
|
|
va_end( argptr );
|
|
|
|
throw idException( text );
|
|
}
|
|
|
|
|
|
class idTokenizer
|
|
{
|
|
private:
|
|
int currentToken;
|
|
idStrList tokens;
|
|
|
|
public:
|
|
idTokenizer()
|
|
{
|
|
Clear();
|
|
};
|
|
void Clear()
|
|
{
|
|
currentToken = 0;
|
|
tokens.Clear();
|
|
};
|
|
|
|
int SetTokens( const char* buffer );
|
|
const char* NextToken( const char* errorstring = NULL );
|
|
|
|
bool TokenAvailable()
|
|
{
|
|
return currentToken < tokens.Num();
|
|
};
|
|
int Num()
|
|
{
|
|
return tokens.Num();
|
|
};
|
|
void UnGetToken()
|
|
{
|
|
if( currentToken > 0 )
|
|
{
|
|
currentToken--;
|
|
}
|
|
};
|
|
const char* GetToken( int index )
|
|
{
|
|
if( ( index >= 0 ) && ( index < tokens.Num() ) )
|
|
{
|
|
return tokens[ index ];
|
|
}
|
|
else
|
|
{
|
|
return NULL;
|
|
}
|
|
};
|
|
const char* CurrentToken()
|
|
{
|
|
return GetToken( currentToken );
|
|
};
|
|
};
|
|
|
|
/*
|
|
====================
|
|
idTokenizer::SetTokens
|
|
====================
|
|
*/
|
|
int idTokenizer::SetTokens( const char* buffer )
|
|
{
|
|
const char* cmd;
|
|
|
|
Clear();
|
|
|
|
// tokenize commandline
|
|
cmd = buffer;
|
|
while( *cmd )
|
|
{
|
|
// skip whitespace
|
|
while( *cmd && isspace( *cmd ) )
|
|
{
|
|
cmd++;
|
|
}
|
|
|
|
if( !*cmd )
|
|
{
|
|
break;
|
|
}
|
|
|
|
idStr& current = tokens.Alloc();
|
|
while( *cmd && !isspace( *cmd ) )
|
|
{
|
|
current += *cmd;
|
|
cmd++;
|
|
}
|
|
}
|
|
|
|
return tokens.Num();
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idTokenizer::NextToken
|
|
====================
|
|
*/
|
|
const char* idTokenizer::NextToken( const char* errorstring )
|
|
{
|
|
if( currentToken < tokens.Num() )
|
|
{
|
|
return tokens[ currentToken++ ];
|
|
}
|
|
|
|
if( errorstring )
|
|
{
|
|
MayaError( "Error: %s", errorstring );
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
==============================================================================================
|
|
|
|
idImportOptions
|
|
|
|
==============================================================================================
|
|
*/
|
|
|
|
#define DEFAULT_ANIM_EPSILON 0.125f
|
|
#define DEFAULT_QUAT_EPSILON ( 1.0f / 8192.0f )
|
|
|
|
void idImportOptions::Init( const char* commandline, const char* ospath )
|
|
{
|
|
idStr token;
|
|
idNamePair joints;
|
|
int i;
|
|
idAnimGroup* group;
|
|
idStr sourceDir;
|
|
idStr destDir;
|
|
|
|
//Reset( commandline );
|
|
scale = 1.0f;
|
|
//type = WRITE_MESH;
|
|
startframe = -1;
|
|
endframe = -1;
|
|
ignoreMeshes = false;
|
|
clearOrigin = false;
|
|
clearOriginAxis = false;
|
|
addOrigin = false;
|
|
transferRootMotion = "";
|
|
framerate = 24;
|
|
align = "";
|
|
rotate = 0.0f;
|
|
commandLine = commandline;
|
|
prefix = "";
|
|
jointThreshold = 0.05f;
|
|
ignoreScale = false;
|
|
xyzPrecision = DEFAULT_ANIM_EPSILON;
|
|
quatPrecision = DEFAULT_QUAT_EPSILON;
|
|
cycleStart = -1;
|
|
reOrient = ang_zero;
|
|
armature = "";
|
|
noMikktspace = false;
|
|
|
|
src.Clear();
|
|
dest.Clear();
|
|
|
|
idTokenizer tokens;
|
|
tokens.SetTokens( commandline );
|
|
|
|
keepjoints.Clear();
|
|
renamejoints.Clear();
|
|
remapjoints.Clear();
|
|
exportgroups.Clear();
|
|
skipmeshes.Clear();
|
|
keepmeshes.Clear();
|
|
groups.Clear();
|
|
|
|
/*
|
|
token = tokens.NextToken( "Missing export command" );
|
|
if( token == "mesh" )
|
|
{
|
|
type = WRITE_MESH;
|
|
}
|
|
else if( token == "anim" )
|
|
{
|
|
type = WRITE_ANIM;
|
|
}
|
|
else if( token == "camera" )
|
|
{
|
|
type = WRITE_CAMERA;
|
|
}
|
|
else
|
|
{
|
|
MayaError( "Unknown export command '%s'", token.c_str() );
|
|
}
|
|
*/
|
|
|
|
//src = tokens.NextToken( "Missing source filename" );
|
|
//dest = src;
|
|
|
|
for( token = tokens.NextToken(); token != ""; token = tokens.NextToken() )
|
|
{
|
|
if( token == "-" )
|
|
{
|
|
token = tokens.NextToken( "Missing import parameter" );
|
|
|
|
if( token == "force" )
|
|
{
|
|
// skip
|
|
}
|
|
else if( token == "game" )
|
|
{
|
|
// parse game name
|
|
game = tokens.NextToken( "Expecting game name after -game" );
|
|
|
|
}
|
|
else if( token == "rename" )
|
|
{
|
|
// parse joint to rename
|
|
joints.from = tokens.NextToken( "Missing joint name for -rename. Usage: -rename [joint name] [new name]" );
|
|
joints.to = tokens.NextToken( "Missing new name for -rename. Usage: -rename [joint name] [new name]" );
|
|
renamejoints.Append( joints );
|
|
|
|
}
|
|
else if( token == "prefix" )
|
|
{
|
|
prefix = tokens.NextToken( "Missing name for -prefix. Usage: -prefix [joint prefix]" );
|
|
|
|
}
|
|
else if( token == "parent" )
|
|
{
|
|
// parse joint to reparent
|
|
joints.from = tokens.NextToken( "Missing joint name for -parent. Usage: -parent [joint name] [new parent]" );
|
|
joints.to = tokens.NextToken( "Missing new parent for -parent. Usage: -parent [joint name] [new parent]" );
|
|
remapjoints.Append( joints );
|
|
|
|
}
|
|
else if( !token.Icmp( "sourcedir" ) )
|
|
{
|
|
// parse source directory
|
|
sourceDir = tokens.NextToken( "Missing filename for -sourcedir. Usage: -sourcedir [directory]" );
|
|
|
|
}
|
|
else if( !token.Icmp( "destdir" ) )
|
|
{
|
|
// parse destination directory
|
|
destDir = tokens.NextToken( "Missing filename for -destdir. Usage: -destdir [directory]" );
|
|
|
|
}
|
|
else if( token == "dest" )
|
|
{
|
|
// parse destination filename
|
|
dest = tokens.NextToken( "Missing filename for -dest. Usage: -dest [filename]" );
|
|
|
|
}
|
|
else if( token == "range" )
|
|
{
|
|
// parse frame range to export
|
|
token = tokens.NextToken( "Missing start frame for -range. Usage: -range [start frame] [end frame]" );
|
|
startframe = atoi( token );
|
|
token = tokens.NextToken( "Missing end frame for -range. Usage: -range [start frame] [end frame]" );
|
|
endframe = atoi( token );
|
|
|
|
if( startframe > endframe )
|
|
{
|
|
MayaError( "Start frame is greater than end frame." );
|
|
}
|
|
|
|
}
|
|
else if( !token.Icmp( "cycleStart" ) )
|
|
{
|
|
// parse start frame of cycle
|
|
token = tokens.NextToken( "Missing cycle start frame for -cycleStart. Usage: -cycleStart [first frame of cycle]" );
|
|
cycleStart = atoi( token );
|
|
|
|
}
|
|
else if( token == "scale" )
|
|
{
|
|
// parse scale
|
|
token = tokens.NextToken( "Missing scale amount for -scale. Usage: -scale [scale amount]" );
|
|
scale = atof( token );
|
|
|
|
}
|
|
else if( token == "align" )
|
|
{
|
|
// parse align joint
|
|
align = tokens.NextToken( "Missing joint name for -align. Usage: -align [joint name]" );
|
|
|
|
}
|
|
else if( token == "rotate" )
|
|
{
|
|
// parse angle rotation
|
|
token = tokens.NextToken( "Missing value for -rotate. Usage: -rotate [yaw]" );
|
|
rotate = atof( token );
|
|
|
|
}
|
|
else if( token == "nomesh" )
|
|
{
|
|
ignoreMeshes = true;
|
|
|
|
}
|
|
else if( token == "nomikktspace" )
|
|
{
|
|
noMikktspace = true;
|
|
|
|
}
|
|
else if( token == "clearorigin" )
|
|
{
|
|
clearOrigin = true;
|
|
clearOriginAxis = true;
|
|
|
|
}
|
|
else if( token == "clearoriginaxis" )
|
|
{
|
|
clearOriginAxis = true;
|
|
|
|
}
|
|
else if( token == "addorigin" )
|
|
{
|
|
addOrigin = true;
|
|
}
|
|
else if( token == "transfermotion" )
|
|
{
|
|
token = tokens.NextToken( "Missing value for -transfermotion. Usage: -transfermotion [bonename]" );
|
|
transferRootMotion = token;
|
|
}
|
|
else if( token == "ignorescale" )
|
|
{
|
|
ignoreScale = true;
|
|
|
|
}
|
|
else if( token == "xyzprecision" )
|
|
{
|
|
// parse quaternion precision
|
|
token = tokens.NextToken( "Missing value for -xyzprecision. Usage: -xyzprecision [precision]" );
|
|
xyzPrecision = atof( token );
|
|
if( xyzPrecision < 0.0f )
|
|
{
|
|
MayaError( "Invalid value for -xyzprecision. Must be >= 0" );
|
|
}
|
|
|
|
}
|
|
else if( token == "quatprecision" )
|
|
{
|
|
// parse quaternion precision
|
|
token = tokens.NextToken( "Missing value for -quatprecision. Usage: -quatprecision [precision]" );
|
|
quatPrecision = atof( token );
|
|
if( quatPrecision < 0.0f )
|
|
{
|
|
MayaError( "Invalid value for -quatprecision. Must be >= 0" );
|
|
}
|
|
|
|
}
|
|
else if( token == "jointthreshold" )
|
|
{
|
|
// parse joint threshold
|
|
token = tokens.NextToken( "Missing weight for -jointthreshold. Usage: -jointthreshold [minimum joint weight]" );
|
|
jointThreshold = atof( token );
|
|
|
|
}
|
|
else if( token == "skipmesh" )
|
|
{
|
|
token = tokens.NextToken( "Missing name for -skipmesh. Usage: -skipmesh [name of mesh to skip]" );
|
|
skipmeshes.AddUnique( token );
|
|
|
|
}
|
|
else if( token == "keepmesh" )
|
|
{
|
|
token = tokens.NextToken( "Missing name for -keepmesh. Usage: -keepmesh [name of mesh to keep]" );
|
|
keepmeshes.AddUnique( token );
|
|
|
|
}
|
|
else if( token == "jointgroup" )
|
|
{
|
|
token = tokens.NextToken( "Missing name for -jointgroup. Usage: -jointgroup [group name] [joint1] [joint2]...[joint n]" );
|
|
group = groups.Ptr();
|
|
for( i = 0; i < groups.Num(); i++, group++ )
|
|
{
|
|
if( group->name == token )
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
if( i >= groups.Num() )
|
|
{
|
|
// create a new group
|
|
group = &groups.Alloc();
|
|
group->name = token;
|
|
}
|
|
|
|
while( tokens.TokenAvailable() )
|
|
{
|
|
token = tokens.NextToken();
|
|
if( token[ 0 ] == '-' )
|
|
{
|
|
tokens.UnGetToken();
|
|
break;
|
|
}
|
|
|
|
group->joints.AddUnique( token );
|
|
}
|
|
}
|
|
else if( token == "group" )
|
|
{
|
|
// add the list of groups to export (these don't affect the hierarchy)
|
|
while( tokens.TokenAvailable() )
|
|
{
|
|
token = tokens.NextToken();
|
|
if( token[ 0 ] == '-' )
|
|
{
|
|
tokens.UnGetToken();
|
|
break;
|
|
}
|
|
|
|
group = groups.Ptr();
|
|
for( i = 0; i < groups.Num(); i++, group++ )
|
|
{
|
|
if( group->name == token )
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
if( i >= groups.Num() )
|
|
{
|
|
MayaError( "Unknown group '%s'", token.c_str() );
|
|
}
|
|
|
|
exportgroups.AddUnique( group );
|
|
}
|
|
}
|
|
else if( token == "keep" )
|
|
{
|
|
// add joints that are kept whether they're used by a mesh or not
|
|
while( tokens.TokenAvailable() )
|
|
{
|
|
token = tokens.NextToken();
|
|
if( token[ 0 ] == '-' )
|
|
{
|
|
tokens.UnGetToken();
|
|
break;
|
|
}
|
|
keepjoints.AddUnique( token );
|
|
}
|
|
}
|
|
else if( token == "reorient" )
|
|
{
|
|
while( tokens.TokenAvailable() )
|
|
{
|
|
idAngles angle;
|
|
float x = atof( tokens.NextToken() );
|
|
float y = atof( tokens.NextToken() );
|
|
float z = atof( tokens.NextToken() );
|
|
reOrient = idAngles( x, y, z );
|
|
token = tokens.NextToken();
|
|
if( token[0] == '-' )
|
|
{
|
|
tokens.UnGetToken();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else if( token == "armature" )
|
|
{
|
|
armature = tokens.NextToken( "Missing skin name for -armature. Usage: -armature [gltfSkin name]" );
|
|
}
|
|
else
|
|
{
|
|
MayaError( "Unknown option '%s'", token.c_str() );
|
|
}
|
|
}
|
|
}
|
|
|
|
token = src;
|
|
src = ospath;
|
|
src.BackSlashesToSlashes();
|
|
src.AppendPath( sourceDir );
|
|
src.AppendPath( token );
|
|
|
|
token = dest;
|
|
dest = ospath;
|
|
dest.BackSlashesToSlashes();
|
|
dest.AppendPath( destDir );
|
|
dest.AppendPath( token );
|
|
|
|
// Maya only accepts unix style path separators
|
|
src.BackSlashesToSlashes();
|
|
dest.BackSlashesToSlashes();
|
|
|
|
if( skipmeshes.Num() && keepmeshes.Num() )
|
|
{
|
|
MayaError( "Can't use -keepmesh and -skipmesh together." );
|
|
}
|
|
}
|
|
|
|
// RB end
|