doom3-bfg/neo/renderer/Model_ma.cpp
2012-11-26 12:58:24 -06:00

1100 lines
28 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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.
===========================================================================
*/
#pragma hdrstop
#include "../idlib/precompiled.h"
#include "Model_ma.h"
/*
======================================================================
Parses Maya ASCII files.
======================================================================
*/
#define MA_VERBOSE( x ) { if ( maGlobal.verbose ) { common->Printf x ; } }
// working variables used during parsing
typedef struct {
bool verbose;
maModel_t *model;
maObject_t *currentObject;
} ma_t;
static ma_t maGlobal;
void MA_ParseNodeHeader(idParser& parser, maNodeHeader_t* header) {
memset(header, 0, sizeof(maNodeHeader_t));
idToken token;
while(parser.ReadToken(&token)) {
if(!token.Icmp("-")) {
parser.ReadToken(&token);
if (!token.Icmp("n")) {
parser.ReadToken(&token);
strcpy(header->name, token.c_str());
} else if (!token.Icmp("p")) {
parser.ReadToken(&token);
strcpy(header->parent, token.c_str());
}
} else if (!token.Icmp(";")) {
break;
}
}
}
bool MA_ParseHeaderIndex(maAttribHeader_t* header, int& minIndex, int& maxIndex, const char* headerType, const char* skipString) {
idParser miniParse;
idToken token;
miniParse.LoadMemory(header->name, strlen(header->name), headerType);
if(skipString) {
miniParse.SkipUntilString(skipString);
}
if(!miniParse.SkipUntilString("[")) {
//This was just a header
return false;
}
minIndex = miniParse.ParseInt();
miniParse.ReadToken(&token);
if(!token.Icmp("]")) {
maxIndex = minIndex;
} else {
maxIndex = miniParse.ParseInt();
}
return true;
}
bool MA_ParseAttribHeader(idParser &parser, maAttribHeader_t* header) {
idToken token;
memset(header, 0, sizeof(maAttribHeader_t));
parser.ReadToken(&token);
if(!token.Icmp("-")) {
parser.ReadToken(&token);
if (!token.Icmp("s")) {
header->size = parser.ParseInt();
parser.ReadToken(&token);
}
}
strcpy(header->name, token.c_str());
return true;
}
bool MA_ReadVec3(idParser& parser, idVec3& vec) {
idToken token;
if(!parser.SkipUntilString("double3")) {
throw idException( va("Maya Loader '%s': Invalid Vec3", parser.GetFileName()) );
}
//We need to flip y and z because of the maya coordinate system
vec.x = parser.ParseFloat();
vec.z = parser.ParseFloat();
vec.y = parser.ParseFloat();
return true;
}
bool IsNodeComplete(idToken& token) {
if(!token.Icmp("createNode") || !token.Icmp("connectAttr") || !token.Icmp("select")) {
return true;
}
return false;
}
bool MA_ParseTransform(idParser& parser) {
maNodeHeader_t header;
maTransform_t* transform;
memset(&header, 0, sizeof(header));
//Allocate room for the transform
transform = (maTransform_t *)Mem_Alloc( sizeof( maTransform_t ), TAG_MODEL );
memset(transform, 0, sizeof(maTransform_t));
transform->scale.x = transform->scale.y = transform->scale.z = 1;
//Get the header info from the transform
MA_ParseNodeHeader(parser, &header);
//Read the transform attributes
idToken token;
while(parser.ReadToken(&token)) {
if(IsNodeComplete(token)) {
parser.UnreadToken(&token);
break;
}
if(!token.Icmp("setAttr")) {
parser.ReadToken(&token);
if(!token.Icmp(".t")) {
if(!MA_ReadVec3(parser, transform->translate)) {
return false;
}
transform->translate.y *= -1;
} else if (!token.Icmp(".r")) {
if(!MA_ReadVec3(parser, transform->rotate)) {
return false;
}
} else if (!token.Icmp(".s")) {
if(!MA_ReadVec3(parser, transform->scale)) {
return false;
}
} else {
parser.SkipRestOfLine();
}
}
}
if(header.parent[0] != 0) {
//Find the parent
maTransform_t** parent;
maGlobal.model->transforms.Get(header.parent, &parent);
if(parent) {
transform->parent = *parent;
}
}
//Add this transform to the list
maGlobal.model->transforms.Set(header.name, transform);
return true;
}
bool MA_ParseVertex(idParser& parser, maAttribHeader_t* header) {
maMesh_t* pMesh = &maGlobal.currentObject->mesh;
idToken token;
//Allocate enough space for all the verts if this is the first attribute for verticies
if(!pMesh->vertexes) {
pMesh->numVertexes = header->size;
pMesh->vertexes = (idVec3 *)Mem_Alloc( sizeof( idVec3 ) * pMesh->numVertexes, TAG_MODEL );
}
//Get the start and end index for this attribute
int minIndex, maxIndex;
if(!MA_ParseHeaderIndex(header, minIndex, maxIndex, "VertexHeader", NULL)) {
//This was just a header
return true;
}
//Read each vert
for(int i = minIndex; i <= maxIndex; i++) {
pMesh->vertexes[i].x = parser.ParseFloat();
pMesh->vertexes[i].z = parser.ParseFloat();
pMesh->vertexes[i].y = -parser.ParseFloat();
}
return true;
}
bool MA_ParseVertexTransforms(idParser& parser, maAttribHeader_t* header) {
maMesh_t* pMesh = &maGlobal.currentObject->mesh;
idToken token;
//Allocate enough space for all the verts if this is the first attribute for verticies
if(!pMesh->vertTransforms) {
if(header->size == 0) {
header->size = 1;
}
pMesh->numVertTransforms = header->size;
pMesh->vertTransforms = (idVec4 *)Mem_Alloc( sizeof( idVec4 ) * pMesh->numVertTransforms, TAG_MODEL );
pMesh->nextVertTransformIndex = 0;
}
//Get the start and end index for this attribute
int minIndex, maxIndex;
if(!MA_ParseHeaderIndex(header, minIndex, maxIndex, "VertexTransformHeader", NULL)) {
//This was just a header
return true;
}
parser.ReadToken(&token);
if(!token.Icmp("-")) {
idToken tk2;
parser.ReadToken(&tk2);
if(!tk2.Icmp("type")) {
parser.SkipUntilString("float3");
} else {
parser.UnreadToken(&tk2);
parser.UnreadToken(&token);
}
} else {
parser.UnreadToken(&token);
}
//Read each vert
for(int i = minIndex; i <= maxIndex; i++) {
pMesh->vertTransforms[pMesh->nextVertTransformIndex].x = parser.ParseFloat();
pMesh->vertTransforms[pMesh->nextVertTransformIndex].z = parser.ParseFloat();
pMesh->vertTransforms[pMesh->nextVertTransformIndex].y = -parser.ParseFloat();
//w hold the vert index
pMesh->vertTransforms[pMesh->nextVertTransformIndex].w = i;
pMesh->nextVertTransformIndex++;
}
return true;
}
bool MA_ParseEdge(idParser& parser, maAttribHeader_t* header) {
maMesh_t* pMesh = &maGlobal.currentObject->mesh;
idToken token;
//Allocate enough space for all the verts if this is the first attribute for verticies
if(!pMesh->edges) {
pMesh->numEdges = header->size;
pMesh->edges = (idVec3 *)Mem_Alloc( sizeof( idVec3 ) * pMesh->numEdges, TAG_MODEL );
}
//Get the start and end index for this attribute
int minIndex, maxIndex;
if(!MA_ParseHeaderIndex(header, minIndex, maxIndex, "EdgeHeader", NULL)) {
//This was just a header
return true;
}
//Read each vert
for(int i = minIndex; i <= maxIndex; i++) {
pMesh->edges[i].x = parser.ParseFloat();
pMesh->edges[i].y = parser.ParseFloat();
pMesh->edges[i].z = parser.ParseFloat();
}
return true;
}
bool MA_ParseNormal(idParser& parser, maAttribHeader_t* header) {
maMesh_t* pMesh = &maGlobal.currentObject->mesh;
idToken token;
//Allocate enough space for all the verts if this is the first attribute for verticies
if(!pMesh->normals) {
pMesh->numNormals = header->size;
pMesh->normals = (idVec3 *)Mem_Alloc( sizeof( idVec3 ) * pMesh->numNormals, TAG_MODEL );
}
//Get the start and end index for this attribute
int minIndex, maxIndex;
if(!MA_ParseHeaderIndex(header, minIndex, maxIndex, "NormalHeader", NULL)) {
//This was just a header
return true;
}
parser.ReadToken(&token);
if(!token.Icmp("-")) {
idToken tk2;
parser.ReadToken(&tk2);
if(!tk2.Icmp("type")) {
parser.SkipUntilString("float3");
} else {
parser.UnreadToken(&tk2);
parser.UnreadToken(&token);
}
} else {
parser.UnreadToken(&token);
}
//Read each vert
for(int i = minIndex; i <= maxIndex; i++) {
pMesh->normals[i].x = parser.ParseFloat();
//Adjust the normals for the change in coordinate systems
pMesh->normals[i].z = parser.ParseFloat();
pMesh->normals[i].y = -parser.ParseFloat();
pMesh->normals[i].Normalize();
}
pMesh->normalsParsed = true;
pMesh->nextNormal = 0;
return true;
}
bool MA_ParseFace(idParser& parser, maAttribHeader_t* header) {
maMesh_t* pMesh = &maGlobal.currentObject->mesh;
idToken token;
//Allocate enough space for all the verts if this is the first attribute for verticies
if(!pMesh->faces) {
pMesh->numFaces = header->size;
pMesh->faces = (maFace_t *)Mem_Alloc( sizeof( maFace_t ) * pMesh->numFaces, TAG_MODEL );
}
//Get the start and end index for this attribute
int minIndex, maxIndex;
if(!MA_ParseHeaderIndex(header, minIndex, maxIndex, "FaceHeader", NULL)) {
//This was just a header
return true;
}
//Read the face data
int currentFace = minIndex-1;
while(parser.ReadToken(&token)) {
if(IsNodeComplete(token)) {
parser.UnreadToken(&token);
break;
}
if(!token.Icmp("f")) {
int count = parser.ParseInt();
if(count != 3) {
throw idException(va("Maya Loader '%s': Face is not a triangle.", parser.GetFileName()));
}
//Increment the face number because a new face always starts with an "f" token
currentFace++;
//We cannot reorder edges until later because the normal processing
//assumes the edges are in the original order
pMesh->faces[currentFace].edge[0] = parser.ParseInt();
pMesh->faces[currentFace].edge[1] = parser.ParseInt();
pMesh->faces[currentFace].edge[2] = parser.ParseInt();
//Some more init stuff
pMesh->faces[currentFace].vertexColors[0] = pMesh->faces[currentFace].vertexColors[1] = pMesh->faces[currentFace].vertexColors[2] = -1;
} else if(!token.Icmp("mu")) {
int uvstIndex = parser.ParseInt(); uvstIndex;
int count = parser.ParseInt();
if(count != 3) {
throw idException(va("Maya Loader '%s': Invalid texture coordinates.", parser.GetFileName()));
}
pMesh->faces[currentFace].tVertexNum[0] = parser.ParseInt();
pMesh->faces[currentFace].tVertexNum[1] = parser.ParseInt();
pMesh->faces[currentFace].tVertexNum[2] = parser.ParseInt();
} else if(!token.Icmp("mf")) {
int count = parser.ParseInt();
if(count != 3) {
throw idException(va("Maya Loader '%s': Invalid texture coordinates.", parser.GetFileName()));
}
pMesh->faces[currentFace].tVertexNum[0] = parser.ParseInt();
pMesh->faces[currentFace].tVertexNum[1] = parser.ParseInt();
pMesh->faces[currentFace].tVertexNum[2] = parser.ParseInt();
} else if(!token.Icmp("fc")) {
int count = parser.ParseInt();
if(count != 3) {
throw idException(va("Maya Loader '%s': Invalid vertex color.", parser.GetFileName()));
}
pMesh->faces[currentFace].vertexColors[0] = parser.ParseInt();
pMesh->faces[currentFace].vertexColors[1] = parser.ParseInt();
pMesh->faces[currentFace].vertexColors[2] = parser.ParseInt();
}
}
return true;
}
bool MA_ParseColor(idParser& parser, maAttribHeader_t* header) {
maMesh_t* pMesh = &maGlobal.currentObject->mesh;
idToken token;
//Allocate enough space for all the verts if this is the first attribute for verticies
if(!pMesh->colors) {
pMesh->numColors = header->size;
pMesh->colors = (byte *)Mem_Alloc( sizeof( byte ) * pMesh->numColors * 4, TAG_MODEL );
}
//Get the start and end index for this attribute
int minIndex, maxIndex;
if(!MA_ParseHeaderIndex(header, minIndex, maxIndex, "ColorHeader", NULL)) {
//This was just a header
return true;
}
//Read each vert
for(int i = minIndex; i <= maxIndex; i++) {
pMesh->colors[i*4] = parser.ParseFloat() * 255;
pMesh->colors[i*4+1] = parser.ParseFloat() * 255;
pMesh->colors[i*4+2] = parser.ParseFloat() * 255;
pMesh->colors[i*4+3] = parser.ParseFloat() * 255;
}
return true;
}
bool MA_ParseTVert(idParser& parser, maAttribHeader_t* header) {
maMesh_t* pMesh = &maGlobal.currentObject->mesh;
idToken token;
//This is not the texture coordinates. It is just the name so ignore it
if(strstr(header->name, "uvsn")) {
return true;
}
//Allocate enough space for all the data
if(!pMesh->tvertexes) {
pMesh->numTVertexes = header->size;
pMesh->tvertexes = (idVec2 *)Mem_Alloc( sizeof( idVec2 ) * pMesh->numTVertexes, TAG_MODEL );
}
//Get the start and end index for this attribute
int minIndex, maxIndex;
if(!MA_ParseHeaderIndex(header, minIndex, maxIndex, "TextureCoordHeader", "uvsp")) {
//This was just a header
return true;
}
parser.ReadToken(&token);
if(!token.Icmp("-")) {
idToken tk2;
parser.ReadToken(&tk2);
if(!tk2.Icmp("type")) {
parser.SkipUntilString("float2");
} else {
parser.UnreadToken(&tk2);
parser.UnreadToken(&token);
}
} else {
parser.UnreadToken(&token);
}
//Read each tvert
for(int i = minIndex; i <= maxIndex; i++) {
pMesh->tvertexes[i].x = parser.ParseFloat();
pMesh->tvertexes[i].y = 1.0f - parser.ParseFloat();
}
return true;
}
/*
* Quick check to see if the vert participates in a shared normal
*/
bool MA_QuickIsVertShared(int faceIndex, int vertIndex) {
maMesh_t* pMesh = &maGlobal.currentObject->mesh;
int vertNum = pMesh->faces[faceIndex].vertexNum[vertIndex];
for( int i = 0; i < 3; i++) {
int edge = pMesh->faces[faceIndex].edge[i];
if(edge < 0) {
edge = idMath::Fabs(edge)-1;
}
if(pMesh->edges[edge].z == 1 && (pMesh->edges[edge].x == vertNum || pMesh->edges[edge].y == vertNum)) {
return true;
}
}
return false;
}
void MA_GetSharedFace(int faceIndex, int vertIndex, int& sharedFace, int& sharedVert) {
maMesh_t* pMesh = &maGlobal.currentObject->mesh;
int vertNum = pMesh->faces[faceIndex].vertexNum[vertIndex];
sharedFace = -1;
sharedVert = -1;
//Find a shared edge on this face that contains the specified vert
for(int edgeIndex = 0; edgeIndex < 3; edgeIndex++) {
int edge = pMesh->faces[faceIndex].edge[edgeIndex];
if(edge < 0) {
edge = idMath::Fabs(edge)-1;
}
if(pMesh->edges[edge].z == 1 && (pMesh->edges[edge].x == vertNum || pMesh->edges[edge].y == vertNum)) {
for(int i = 0; i < faceIndex; i++) {
for(int j = 0; j < 3; j++) {
if(pMesh->faces[i].vertexNum[j] == vertNum) {
sharedFace = i;
sharedVert = j;
break;
}
}
}
}
if(sharedFace != -1)
break;
}
}
void MA_ParseMesh(idParser& parser) {
maObject_t *object;
object = (maObject_t *)Mem_Alloc( sizeof( maObject_t ), TAG_MODEL );
memset( object, 0, sizeof( maObject_t ) );
maGlobal.model->objects.Append( object );
maGlobal.currentObject = object;
object->materialRef = -1;
//Get the header info from the mesh
maNodeHeader_t header;
MA_ParseNodeHeader(parser, &header);
//Find my parent
if(header.parent[0] != 0) {
//Find the parent
maTransform_t** parent;
maGlobal.model->transforms.Get(header.parent, &parent);
if(parent) {
maGlobal.currentObject->mesh.transform = *parent;
}
}
strcpy(object->name, header.name);
//Read the transform attributes
idToken token;
while(parser.ReadToken(&token)) {
if(IsNodeComplete(token)) {
parser.UnreadToken(&token);
break;
}
if(!token.Icmp("setAttr")) {
maAttribHeader_t header;
MA_ParseAttribHeader(parser, &header);
if(strstr(header.name, ".vt")) {
MA_ParseVertex(parser, &header);
} else if (strstr(header.name, ".ed")) {
MA_ParseEdge(parser, &header);
} else if (strstr(header.name, ".pt")) {
MA_ParseVertexTransforms(parser, &header);
} else if (strstr(header.name, ".n")) {
MA_ParseNormal(parser, &header);
} else if (strstr(header.name, ".fc")) {
MA_ParseFace(parser, &header);
} else if (strstr(header.name, ".clr")) {
MA_ParseColor(parser, &header);
} else if (strstr(header.name, ".uvst")) {
MA_ParseTVert(parser, &header);
} else {
parser.SkipRestOfLine();
}
}
}
maMesh_t* pMesh = &maGlobal.currentObject->mesh;
//Get the verts from the edge
for(int i = 0; i < pMesh->numFaces; i++) {
for(int j = 0; j < 3; j++) {
int edge = pMesh->faces[i].edge[j];
if(edge < 0) {
edge = idMath::Fabs(edge)-1;
pMesh->faces[i].vertexNum[j] = pMesh->edges[edge].y;
} else {
pMesh->faces[i].vertexNum[j] = pMesh->edges[edge].x;
}
}
}
//Get the normals
if(pMesh->normalsParsed) {
for(int i = 0; i < pMesh->numFaces; i++) {
for(int j = 0; j < 3; j++) {
//Is this vertex shared
int sharedFace = -1;
int sharedVert = -1;
if(MA_QuickIsVertShared(i, j)) {
MA_GetSharedFace(i, j, sharedFace, sharedVert);
}
if(sharedFace != -1) {
//Get the normal from the share
pMesh->faces[i].vertexNormals[j] = pMesh->faces[sharedFace].vertexNormals[sharedVert];
} else {
//The vertex is not shared so get the next normal
if(pMesh->nextNormal >= pMesh->numNormals) {
//We are using more normals than exist
throw idException(va("Maya Loader '%s': Invalid Normals Index.", parser.GetFileName()));
}
pMesh->faces[i].vertexNormals[j] = pMesh->normals[pMesh->nextNormal];
pMesh->nextNormal++;
}
}
}
}
//Now that the normals are good...lets reorder the verts to make the tris face the right way
for(int i = 0; i < pMesh->numFaces; i++) {
int tmp = pMesh->faces[i].vertexNum[1];
pMesh->faces[i].vertexNum[1] = pMesh->faces[i].vertexNum[2];
pMesh->faces[i].vertexNum[2] = tmp;
idVec3 tmpVec = pMesh->faces[i].vertexNormals[1];
pMesh->faces[i].vertexNormals[1] = pMesh->faces[i].vertexNormals[2];
pMesh->faces[i].vertexNormals[2] = tmpVec;
tmp = pMesh->faces[i].tVertexNum[1];
pMesh->faces[i].tVertexNum[1] = pMesh->faces[i].tVertexNum[2];
pMesh->faces[i].tVertexNum[2] = tmp;
tmp = pMesh->faces[i].vertexColors[1];
pMesh->faces[i].vertexColors[1] = pMesh->faces[i].vertexColors[2];
pMesh->faces[i].vertexColors[2] = tmp;
}
//Now apply the pt transformations
for(int i = 0; i < pMesh->numVertTransforms; i++) {
pMesh->vertexes[(int)pMesh->vertTransforms[i].w] += pMesh->vertTransforms[i].ToVec3();
}
MA_VERBOSE((va("MESH %s - parent %s\n", header.name, header.parent)));
MA_VERBOSE((va("\tverts:%d\n",maGlobal.currentObject->mesh.numVertexes)));
MA_VERBOSE((va("\tfaces:%d\n",maGlobal.currentObject->mesh.numFaces)));
}
void MA_ParseFileNode(idParser& parser) {
//Get the header info from the node
maNodeHeader_t header;
MA_ParseNodeHeader(parser, &header);
//Read the transform attributes
idToken token;
while(parser.ReadToken(&token)) {
if(IsNodeComplete(token)) {
parser.UnreadToken(&token);
break;
}
if(!token.Icmp("setAttr")) {
maAttribHeader_t attribHeader;
MA_ParseAttribHeader(parser, &attribHeader);
if(strstr(attribHeader.name, ".ftn")) {
parser.SkipUntilString("string");
parser.ReadToken(&token);
if(!token.Icmp("(")) {
parser.ReadToken(&token);
}
maFileNode_t* fileNode;
fileNode = (maFileNode_t*)Mem_Alloc( sizeof( maFileNode_t ), TAG_MODEL );
strcpy(fileNode->name, header.name);
strcpy(fileNode->path, token.c_str());
maGlobal.model->fileNodes.Set(fileNode->name, fileNode);
} else {
parser.SkipRestOfLine();
}
}
}
}
void MA_ParseMaterialNode(idParser& parser) {
//Get the header info from the node
maNodeHeader_t header;
MA_ParseNodeHeader(parser, &header);
maMaterialNode_t* matNode;
matNode = (maMaterialNode_t*)Mem_Alloc( sizeof( maMaterialNode_t ), TAG_MODEL );
memset(matNode, 0, sizeof(maMaterialNode_t));
strcpy(matNode->name, header.name);
maGlobal.model->materialNodes.Set(matNode->name, matNode);
}
void MA_ParseCreateNode(idParser& parser) {
idToken token;
parser.ReadToken(&token);
if(!token.Icmp("transform")) {
MA_ParseTransform(parser);
} else if(!token.Icmp("mesh")) {
MA_ParseMesh(parser);
} else if(!token.Icmp("file")) {
MA_ParseFileNode(parser);
} else if(!token.Icmp("shadingEngine") || !token.Icmp("lambert") || !token.Icmp("phong") || !token.Icmp("blinn") ) {
MA_ParseMaterialNode(parser);
}
}
int MA_AddMaterial(const char* materialName) {
maMaterialNode_t** destNode;
maGlobal.model->materialNodes.Get(materialName, &destNode);
if(destNode) {
maMaterialNode_t* matNode = *destNode;
//Iterate down the tree until we get a file
while(matNode && !matNode->file) {
matNode = matNode->child;
}
if(matNode && matNode->file) {
//Got the file
maMaterial_t *material;
material = (maMaterial_t *)Mem_Alloc( sizeof( maMaterial_t ), TAG_MODEL );
memset( material, 0, sizeof( maMaterial_t ) );
//Remove the OS stuff
idStr qPath;
qPath = fileSystem->OSPathToRelativePath( matNode->file->path );
strcpy(material->name, qPath.c_str());
maGlobal.model->materials.Append( material );
return maGlobal.model->materials.Num()-1;
}
}
return -1;
}
bool MA_ParseConnectAttr(idParser& parser) {
idStr temp;
idStr srcName;
idStr srcType;
idStr destName;
idStr destType;
idToken token;
parser.ReadToken(&token);
temp = token;
int dot = temp.Find(".");
if(dot == -1) {
throw idException(va("Maya Loader '%s': Invalid Connect Attribute.", parser.GetFileName()));
}
srcName = temp.Left(dot);
srcType = temp.Right(temp.Length()-dot-1);
parser.ReadToken(&token);
temp = token;
dot = temp.Find(".");
if(dot == -1) {
throw idException(va("Maya Loader '%s': Invalid Connect Attribute.", parser.GetFileName()));
}
destName = temp.Left(dot);
destType = temp.Right(temp.Length()-dot-1);
if(srcType.Find("oc") != -1) {
//Is this attribute a material node attribute
maMaterialNode_t** matNode;
maGlobal.model->materialNodes.Get(srcName, &matNode);
if(matNode) {
maMaterialNode_t** destNode;
maGlobal.model->materialNodes.Get(destName, &destNode);
if(destNode) {
(*destNode)->child = *matNode;
}
}
//Is this attribute a file node
maFileNode_t** fileNode;
maGlobal.model->fileNodes.Get(srcName, &fileNode);
if(fileNode) {
maMaterialNode_t** destNode;
maGlobal.model->materialNodes.Get(destName, &destNode);
if(destNode) {
(*destNode)->file = *fileNode;
}
}
}
if(srcType.Find("iog") != -1) {
//Is this an attribute for one of our meshes
for(int i = 0; i < maGlobal.model->objects.Num(); i++) {
if(!strcmp(maGlobal.model->objects[i]->name, srcName)) {
//maGlobal.model->objects[i]->materialRef = MA_AddMaterial(destName);
strcpy(maGlobal.model->objects[i]->materialName, destName);
break;
}
}
}
return true;
}
void MA_BuildScale(idMat4& mat, float x, float y, float z) {
mat.Identity();
mat[0][0] = x;
mat[1][1] = y;
mat[2][2] = z;
}
void MA_BuildAxisRotation(idMat4& mat, float ang, int axis) {
float sinAng = idMath::Sin(ang);
float cosAng = idMath::Cos(ang);
mat.Identity();
switch(axis) {
case 0: //x
mat[1][1] = cosAng;
mat[1][2] = sinAng;
mat[2][1] = -sinAng;
mat[2][2] = cosAng;
break;
case 1: //y
mat[0][0] = cosAng;
mat[0][2] = -sinAng;
mat[2][0] = sinAng;
mat[2][2] = cosAng;
break;
case 2://z
mat[0][0] = cosAng;
mat[0][1] = sinAng;
mat[1][0] = -sinAng;
mat[1][1] = cosAng;
break;
}
}
void MA_ApplyTransformation(maModel_t *model) {
for(int i = 0; i < model->objects.Num(); i++) {
maMesh_t* mesh = &model->objects[i]->mesh;
maTransform_t* transform = mesh->transform;
while(transform) {
idMat4 rotx, roty, rotz;
idMat4 scale;
rotx.Identity();
roty.Identity();
rotz.Identity();
if(fabs(transform->rotate.x) > 0.0f) {
MA_BuildAxisRotation(rotx, DEG2RAD(-transform->rotate.x), 0);
}
if(fabs(transform->rotate.y) > 0.0f) {
MA_BuildAxisRotation(roty, DEG2RAD(transform->rotate.y), 1);
}
if(fabs(transform->rotate.z) > 0.0f) {
MA_BuildAxisRotation(rotz, DEG2RAD(-transform->rotate.z), 2);
}
MA_BuildScale(scale, transform->scale.x, transform->scale.y, transform->scale.z);
//Apply the transformation to each vert
for(int j = 0; j < mesh->numVertexes; j++) {
mesh->vertexes[j] = scale * mesh->vertexes[j];
mesh->vertexes[j] = rotx * mesh->vertexes[j];
mesh->vertexes[j] = rotz * mesh->vertexes[j];
mesh->vertexes[j] = roty * mesh->vertexes[j];
mesh->vertexes[j] = mesh->vertexes[j] + transform->translate;
}
transform = transform->parent;
}
}
}
/*
=================
MA_Parse
=================
*/
maModel_t *MA_Parse( const char *buffer, const char* filename, bool verbose ) {
memset( &maGlobal, 0, sizeof( maGlobal ) );
maGlobal.verbose = verbose;
maGlobal.currentObject = NULL;
// NOTE: using new operator because aseModel_t contains idList class objects
maGlobal.model = new (TAG_MODEL) maModel_t;
maGlobal.model->objects.Resize( 32, 32 );
maGlobal.model->materials.Resize( 32, 32 );
idParser parser;
parser.SetFlags(LEXFL_NOSTRINGCONCAT);
parser.LoadMemory(buffer, strlen(buffer), filename);
idToken token;
while(parser.ReadToken(&token)) {
if(!token.Icmp("createNode")) {
MA_ParseCreateNode(parser);
} else if(!token.Icmp("connectAttr")) {
MA_ParseConnectAttr(parser);
}
}
//Resolve The Materials
for(int i = 0; i < maGlobal.model->objects.Num(); i++) {
maGlobal.model->objects[i]->materialRef = MA_AddMaterial(maGlobal.model->objects[i]->materialName);
}
//Apply Transformation
MA_ApplyTransformation(maGlobal.model);
return maGlobal.model;
}
/*
=================
MA_Load
=================
*/
maModel_t *MA_Load( const char *fileName ) {
char *buf;
ID_TIME_T timeStamp;
maModel_t *ma;
fileSystem->ReadFile( fileName, (void **)&buf, &timeStamp );
if ( !buf ) {
return NULL;
}
try {
ma = MA_Parse( buf, fileName, false );
ma->timeStamp = timeStamp;
} catch( idException &e ) {
common->Warning("%s", e.GetError());
if(maGlobal.model) {
MA_Free(maGlobal.model);
}
ma = NULL;
}
fileSystem->FreeFile( buf );
return ma;
}
/*
=================
MA_Free
=================
*/
void MA_Free( maModel_t *ma ) {
int i;
maObject_t *obj;
maMesh_t *mesh;
maMaterial_t *material;
if ( !ma ) {
return;
}
for ( i = 0; i < ma->objects.Num(); i++ ) {
obj = ma->objects[i];
// free the base nesh
mesh = &obj->mesh;
if ( mesh->vertexes ) {
Mem_Free( mesh->vertexes );
}
if ( mesh->vertTransforms ) {
Mem_Free( mesh->vertTransforms );
}
if ( mesh->normals ) {
Mem_Free( mesh->normals );
}
if ( mesh->tvertexes ) {
Mem_Free( mesh->tvertexes );
}
if ( mesh->edges ) {
Mem_Free( mesh->edges );
}
if ( mesh->colors ) {
Mem_Free( mesh->colors );
}
if ( mesh->faces ) {
Mem_Free( mesh->faces );
}
Mem_Free( obj );
}
ma->objects.Clear();
for ( i = 0; i < ma->materials.Num(); i++ ) {
material = ma->materials[i];
Mem_Free( material );
}
ma->materials.Clear();
maTransform_t** trans;
for ( i = 0; i < ma->transforms.Num(); i++ ) {
trans = ma->transforms.GetIndex(i);
Mem_Free( *trans );
}
ma->transforms.Clear();
maFileNode_t** fileNode;
for ( i = 0; i < ma->fileNodes.Num(); i++ ) {
fileNode = ma->fileNodes.GetIndex(i);
Mem_Free( *fileNode );
}
ma->fileNodes.Clear();
maMaterialNode_t** matNode;
for ( i = 0; i < ma->materialNodes.Num(); i++ ) {
matNode = ma->materialNodes.GetIndex(i);
Mem_Free( *matNode );
}
ma->materialNodes.Clear();
delete ma;
}