mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-04-25 02:52:12 +00:00
652 lines
No EOL
18 KiB
C++
652 lines
No EOL
18 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 2022 Harrie van Ginneken
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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"
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idCVar gltf_ForceBspMeshTexture( "gltf_ForceBspMeshTexture", "0", CVAR_SYSTEM | CVAR_BOOL, "all world geometry has the same forced texture" );
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idCVar gltf_ModelSceneName( "gltf_ModelSceneName", "models", CVAR_SYSTEM , "Scene to use when loading specific models" );
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bool idRenderModelStatic::ConvertGltfMeshToModelsurfaces( const gltfMesh* mesh )
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{
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return false;
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}
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MapPolygonMesh* MapPolygonMesh::ConvertFromMeshGltf( const gltfMesh_Primitive* prim, gltfData* _data , idMat4 trans )
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{
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MapPolygonMesh* mesh = new MapPolygonMesh();
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gltfAccessor* accessor = _data->AccessorList()[prim->indices];
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gltfBufferView* bv = _data->BufferViewList()[accessor->bufferView];
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gltfData* data = bv->parent;
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// files import as y-up. Use this transform to change the model to z-up.
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idMat3 rotation = idAngles( 0.0f, 0.0f, 90.0f ).ToMat3( );
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idMat4 axisTransform( rotation, vec3_origin );
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gltfMaterial* mat = NULL;
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if( prim->material != -1 )
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{
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mat = _data->MaterialList()[prim->material];
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}
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gltfBuffer* buff = data->BufferList()[bv->buffer];
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uint idxDataSize = sizeof( uint ) * accessor->count;
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uint* indices = ( uint* ) Mem_ClearedAlloc( idxDataSize , TAG_IDLIB_GLTF );
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idFile_Memory idxBin = idFile_Memory( "gltfChunkIndices",
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( const char* )( ( data->GetData( bv->buffer ) + bv->byteOffset + accessor->byteOffset ) ), bv->byteLength );
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for( int i = 0; i < accessor->count; i++ )
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{
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idxBin.Read( ( void* )( &indices[i] ), accessor->typeSize );
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if( bv->byteStride )
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{
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idxBin.Seek( bv->byteStride - accessor->typeSize, FS_SEEK_CUR );
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}
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}
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for( int i = 0; i < accessor->count; i += 3 )
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{
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MapPolygon& polygon = mesh->polygons.Alloc();
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if( mat != NULL && !gltf_ForceBspMeshTexture.GetBool() )
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{
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polygon.SetMaterial( mat->name );
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}
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else
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{
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polygon.SetMaterial( "textures/base_wall/snpanel2rust" );
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}
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polygon.AddIndex( indices[i + 2] );
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polygon.AddIndex( indices[i + 1] );
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polygon.AddIndex( indices[i + 0] );
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}
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Mem_Free( indices );
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bool sizeSet = false;
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for( auto& attrib : prim->attributes )
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{
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gltfAccessor* attrAcc = data->AccessorList()[attrib->accessorIndex];
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gltfBufferView* attrBv = data->BufferViewList()[attrAcc->bufferView];
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gltfData* attrData = attrBv->parent;
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gltfBuffer* attrbuff = attrData->BufferList()[attrBv->buffer];
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idFile_Memory bin = idFile_Memory( "gltfChunkVertices",
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( const char* )( ( attrData->GetData( attrBv->buffer ) + attrBv->byteOffset + attrAcc->byteOffset ) ), attrBv->byteLength );
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if( !sizeSet )
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{
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mesh->verts.AssureSize( attrAcc->count );
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sizeSet = true;
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}
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switch( attrib->type )
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{
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case gltfMesh_Primitive_Attribute::Type::Position:
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{
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for( int i = 0; i < attrAcc->count; i++ )
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{
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idVec3 pos;
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bin.Read( ( void* )( &pos.x ), attrAcc->typeSize );
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bin.Read( ( void* )( &pos.y ), attrAcc->typeSize );
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bin.Read( ( void* )( &pos.z ), attrAcc->typeSize );
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pos *= trans * axisTransform;
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mesh->verts[i].xyz.x = pos.x;
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mesh->verts[i].xyz.y = pos.y;
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mesh->verts[i].xyz.z = pos.z;
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if( attrBv->byteStride )
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{
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bin.Seek( attrBv->byteStride - ( 3 * attrAcc->typeSize ), FS_SEEK_CUR );
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}
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idRandom rnd( i );
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int r = rnd.RandomInt( 255 ), g = rnd.RandomInt( 255 ), b = rnd.RandomInt( 255 );
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//vtxData[i].abgr = 0xff000000 + ( b << 16 ) + ( g << 8 ) + r;
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}
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break;
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}
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case gltfMesh_Primitive_Attribute::Type::Normal:
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{
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idVec3 vec;
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for( int i = 0; i < attrAcc->count; i++ )
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{
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idVec3 vec;
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bin.Read( ( void* )( &vec.x ), attrAcc->typeSize );
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bin.Read( ( void* )( &vec.y ), attrAcc->typeSize );
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bin.Read( ( void* )( &vec.z ), attrAcc->typeSize );
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if( attrBv->byteStride )
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{
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bin.Seek( attrBv->byteStride - ( attrib->elementSize * attrAcc->typeSize ), FS_SEEK_CUR );
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}
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idVec3 normal;
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normal.x = vec.x;
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normal.y = vec.y;
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normal.z = vec.z;
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normal *= axisTransform;
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mesh->verts[i].SetNormal( normal );
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}
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break;
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}
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case gltfMesh_Primitive_Attribute::Type::TexCoord0:
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{
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idVec2 vec;
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for( int i = 0; i < attrAcc->count; i++ )
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{
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bin.Read( ( void* )( &vec.x ), attrAcc->typeSize );
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bin.Read( ( void* )( &vec.y ), attrAcc->typeSize );
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if( attrBv->byteStride )
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{
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bin.Seek( attrBv->byteStride - ( attrib->elementSize * attrAcc->typeSize ), FS_SEEK_CUR );
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}
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//vec.y = 1.0f - vec.y;
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mesh->verts[i].SetTexCoord( vec );
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}
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break;
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}
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case gltfMesh_Primitive_Attribute::Type::Tangent:
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{
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idVec4 vec;
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for( int i = 0; i < attrAcc->count; i++ )
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{
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bin.Read( ( void* )( &vec.x ), attrAcc->typeSize );
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bin.Read( ( void* )( &vec.y ), attrAcc->typeSize );
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bin.Read( ( void* )( &vec.z ), attrAcc->typeSize );
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bin.Read( ( void* )( &vec.w ), attrAcc->typeSize );
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if( attrBv->byteStride )
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{
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bin.Seek( attrBv->byteStride - ( attrib->elementSize * attrAcc->typeSize ), FS_SEEK_CUR );
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}
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idVec3 tangent;
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tangent.x = vec.x;
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tangent.y = vec.y;
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tangent.z = vec.z;
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tangent *= axisTransform;
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mesh->verts[i].SetTangent( tangent );
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mesh->verts[i].SetBiTangentSign( vec.w );
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}
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break;
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}
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//case gltfMesh_Primitive_Attribute::Type::Weight:
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//{
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// for ( int i = 0; i < attrAcc->count; i++ ) {
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// bin.Read( ( void * ) ( &vtxData[i].weight.x ), attrAcc->typeSize );
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// bin.Read( ( void * ) ( &vtxData[i].weight.y ), attrAcc->typeSize );
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// bin.Read( ( void * ) ( &vtxData[i].weight.z ), attrAcc->typeSize );
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// bin.Read( ( void * ) ( &vtxData[i].weight.w ), attrAcc->typeSize );
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// if ( attrBv->byteStride )
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// bin.Seek( attrBv->byteStride - ( attrib->elementSize * attrAcc->typeSize ), FS_SEEK_CUR );
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// }
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// break;
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//}
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//case gltfMesh_Primitive_Attribute::Type::Indices:
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//{
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// for ( int i = 0; i < attrAcc->count; i++ ) {
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// bin.Read( ( void * ) ( &vtxData[i].boneIndex.x ), attrAcc->typeSize );
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// bin.Read( ( void * ) ( &vtxData[i].boneIndex.y ), attrAcc->typeSize );
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// bin.Read( ( void * ) ( &vtxData[i].boneIndex.z ), attrAcc->typeSize );
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// bin.Read( ( void * ) ( &vtxData[i].boneIndex.w ), attrAcc->typeSize );
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// if ( attrBv->byteStride )
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// bin.Seek( attrBv->byteStride - ( attrib->elementSize * attrAcc->typeSize ), FS_SEEK_CUR );
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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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mesh->SetContents();
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return mesh;
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}
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void ProcessSceneNode( idMapEntity* newEntity, gltfNode* node, idMat4& trans, gltfData* data , bool staticMesh = false )
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{
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auto& nodeList = data->NodeList();
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gltfData::ResolveNodeMatrix( node );
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idMat4 curTrans = trans * node->matrix;
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idDict newPairs = node->extras.strPairs;
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newPairs.SetDefaults( &newEntity->epairs );
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newEntity->epairs = newPairs;
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const char* classname = newEntity->epairs.GetString( "classname" );
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const char* model = newEntity->epairs.GetString( "model" );
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bool isFuncStaticMesh = staticMesh || ( idStr::Icmp( classname, "func_static" ) == 0 ) && ( idStr::Icmp( model, node->name ) == 0 );
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for( auto& child : node->children )
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{
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ProcessSceneNode( newEntity, nodeList[child], curTrans, data, isFuncStaticMesh );
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}
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if( isFuncStaticMesh && node->mesh != -1 )
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{
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for( auto prim : data->MeshList()[node->mesh]->primitives )
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{
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newEntity->AddPrimitive( MapPolygonMesh::ConvertFromMeshGltf( prim, data , curTrans ) );
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}
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}
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if( node->name.Length() )
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{
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newEntity->epairs.Set( "name", node->name );
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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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{
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const idKeyValue* kv = newEntity->epairs.GetKeyVal( i );
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idLib::Printf( "entity[ %s ] key = '%s' value = '%s'\n", node->name.c_str(), kv->GetKey().c_str(), kv->GetValue().c_str() );
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}
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#endif
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idVec3 origin;
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origin.x = node->translation.x;
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origin.y = node->translation.y;
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origin.z = node->translation.z;
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// files import as y-up. Use this transform to change the model to z-up.
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idMat3 rotation = idAngles( 0.0f, 0.0f, 90.0f ).ToMat3( );
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idMat4 axisTransform( rotation, vec3_origin );
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origin *= axisTransform;
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newEntity->epairs.Set( "origin", origin.ToString() );
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newEntity->epairs.Set( "rotation", node->rotation.ToMat3().Transpose().ToString() );
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}
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void Map_AddMeshes( idMapEntity* _Entity, gltfNode* _Node, idMat4& _Trans, gltfData* _Data )
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{
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gltfData::ResolveNodeMatrix( _Node );
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idMat4 curTrans = _Trans * _Node->matrix;
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if( _Node->mesh != -1 )
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{
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for( auto prim : _Data->MeshList( )[_Node->mesh]->primitives )
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{
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_Entity->AddPrimitive( MapPolygonMesh::ConvertFromMeshGltf( prim, _Data, curTrans ) );
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}
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}
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for( auto& child : _Node->children )
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{
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Map_AddMeshes( _Entity, _Data->NodeList( )[child], curTrans, _Data );
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}
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};
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int idMapEntity::GetEntities( gltfData* data, EntityListRef entities, int sceneID )
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{
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idMapEntity* worldspawn = new( TAG_IDLIB_GLTF ) idMapEntity();
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entities.Append( worldspawn );
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bool wpSet = false;
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int entityCount = 0;
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for( auto& nodeID : data->SceneList()[sceneID]->nodes )
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{
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auto* node = data->NodeList()[nodeID];
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const char* classname = node->extras.strPairs.GetString( "classname" );
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bool isWorldSpawn = idStr::Icmp( classname, "worldspawn" ) == 0;
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if( isWorldSpawn )
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{
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assert( !wpSet );
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worldspawn->epairs.Copy( node->extras.strPairs );
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wpSet = true;
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}
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else
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{
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// account all meshes starting with "worldspawn." or "BSP" in the name
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if( idStr::Icmpn( node->name, "BSP", 3 ) == 0 || idStr::Icmpn( node->name, "worldspawn.", 11 ) == 0 )
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{
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Map_AddMeshes( worldspawn, node, mat4_identity, data );
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}
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else
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{
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idMapEntity* newEntity = new( TAG_IDLIB_GLTF ) idMapEntity();
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entities.Append( newEntity );
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ProcessSceneNode( newEntity, node, mat4_identity, data );
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entityCount++;
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}
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}
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}
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return entityCount;
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}
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// not dots allowed in [%s]!
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// [filename].[%i|%s].[gltf/glb]
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bool gltfManager::ExtractMeshIdentifier( idStr& filename, int& meshId, idStr& meshName )
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{
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idStr extension;
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idStr meshStr;
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filename.ExtractFileExtension( extension );
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idStr file = filename;
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file = file.StripFileExtension();
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file.ExtractFileExtension( meshStr );
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if( !extension.Length() )
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{
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idLib::Warning( "no gltf mesh identifier" );
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return false;
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}
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if( meshStr.Length() )
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{
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filename = file.Left( file.Length() - meshStr.Length() - 1 ) + "." + extension;
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idParser parser( LEXFL_ALLOWPATHNAMES | LEXFL_NOSTRINGESCAPECHARS );
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parser.LoadMemory( meshStr.c_str(), meshStr.Size(), "model:GltfmeshID" );
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idToken token;
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if( parser.ExpectAnyToken( &token ) )
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{
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if( ( token.type == TT_NUMBER ) && ( token.subtype & TT_INTEGER ) )
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{
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meshId = token.GetIntValue();
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}
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else if( token.type == TT_NAME )
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{
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meshName = token;
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}
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else
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{
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parser.Warning( "malformed gltf mesh identifier" );
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return false;
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}
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return true;
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}
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else
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{
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parser.Warning( "malformed gltf mesh identifier" );
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}
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}
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return false;
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}
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void idRenderModelGLTF::ProcessNode( gltfNode* modelNode, idMat4 trans, gltfData* data )
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{
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auto& meshList = data->MeshList();
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auto& nodeList = data->NodeList();
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gltfData::ResolveNodeMatrix( modelNode );
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idMat4 curTrans = trans * modelNode->matrix;
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gltfMesh* targetMesh = meshList[modelNode->mesh];
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for( auto prim : targetMesh->primitives )
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{
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auto* newMesh = MapPolygonMesh::ConvertFromMeshGltf( prim, data, curTrans );
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modelSurface_t surf;
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gltfMaterial* mat = NULL;
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if( prim->material != -1 )
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{
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mat = data->MaterialList()[prim->material];
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}
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if( mat != NULL && !gltf_ForceBspMeshTexture.GetBool() )
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{
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surf.shader = declManager->FindMaterial( mat->name );
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}
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else
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{
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surf.shader = declManager->FindMaterial( "textures/base_wall/snpanel2rust" );
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}
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surf.id = this->NumSurfaces();
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srfTriangles_t* tri = R_AllocStaticTriSurf();
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tri->numIndexes = newMesh->GetNumPolygons() * 3;
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tri->numVerts = newMesh->GetNumVertices();
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R_AllocStaticTriSurfIndexes( tri, tri->numIndexes );
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R_AllocStaticTriSurfVerts( tri, tri->numVerts );
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int indx = 0;
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for( int i = 0; i < newMesh->GetNumPolygons(); i++ )
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{
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auto& face = newMesh->GetFace( i );
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auto& faceIdxs = face.GetIndexes();
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tri->indexes[indx] = faceIdxs[0];
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tri->indexes[indx + 1] = faceIdxs[1];
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tri->indexes[indx + 2] = faceIdxs[2];
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indx += 3;
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}
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for( int i = 0; i < tri->numVerts; ++i )
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{
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tri->verts[i] = newMesh->GetDrawVerts()[i];
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tri->bounds.AddPoint( tri->verts[i].xyz );
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}
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bounds.AddBounds( tri->bounds );
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surf.geometry = tri;
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AddSurface( surf );
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}
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for( auto& child : modelNode->children )
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{
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ProcessNode( nodeList[child], curTrans, data );
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}
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}
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//constructs a renderModel from a gltfScene node found in the "models" scene of the given gltfFile.
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// override with gltf_ModelSceneName
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// warning : nodeName cannot have dots!
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//[fileName].[nodeName/nodeId].[gltf/glb]
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//If no nodeName/nodeId is given, all primitives active in default scene will be added as surfaces.
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void idRenderModelGLTF::InitFromFile( const char* fileName )
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{
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int meshID = -1;
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idStr meshName;
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idStr gltfFileName = idStr( fileName );
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gltfManager::ExtractMeshIdentifier( gltfFileName, meshID, meshName );
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if( gltfParser->currentFile.Length() )
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{
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if( gltfParser->currentAsset && gltfParser->currentFile != gltfFileName )
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{
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common->FatalError( "multiple GLTF file loading not supported" );
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}
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}
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else
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{
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gltfParser->Load( gltfFileName );
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}
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timeStamp = fileSystem->GetTimestamp( gltfFileName );
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gltfData* data = gltfParser->currentAsset;
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bounds.Clear();
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int sceneId = data->DefaultScene();
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assert( sceneId >= 0 );
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if( !meshName[0] )
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{
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auto& nodeList = data->NodeList();
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for( auto& nodeID : data->SceneList()[sceneId]->nodes )
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{
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gltfNode* modelNode = nodeList[nodeID];
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assert( modelNode );
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ProcessNode( modelNode, mat4_identity, data );
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}
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}
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else
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{
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gltfNode* modelNode = data->GetNode( gltf_ModelSceneName.GetString(), meshName );
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if( modelNode )
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{
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ProcessNode( modelNode, mat4_identity, data );
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}
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}
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if( surfaces.Num( ) <= 0 )
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{
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common->Warning( "Couldn't load model: '%s'", name.c_str( ) );
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MakeDefaultModel( );
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return;
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}
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// it is now available for use
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purged = false;
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//skin
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//gltfNode * modelNode = data->GetNode(data->SceneList()[data->GetSceneId("models")],targetMesh);
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//__debugbreak();
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}
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bool idRenderModelGLTF::LoadBinaryModel( idFile* file, const ID_TIME_T sourceTimeStamp )
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|
{
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common->Warning( "The method or operation is not implemented." );
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return false;
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}
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|
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void idRenderModelGLTF::WriteBinaryModel( idFile* file, ID_TIME_T* _timeStamp /*= NULL */ ) const
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|
{
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common->Warning( "idRenderModelGLTF::WriteBinaryModel is not implemented." );
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}
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|
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void idRenderModelGLTF::PurgeModel()
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|
{
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|
common->Warning( "idRenderModelGLTF::PurgeModel is not implemented." );
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}
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|
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void idRenderModelGLTF::LoadModel()
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|
{
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common->Warning( "The method or operation is not implemented." );
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}
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|
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void idRenderModelGLTF::TouchData()
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|
{
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|
common->Warning( "The method or operation is not implemented." );
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|
}
|
|
|
|
/*
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|
void idRenderModelGLTF::CreateBuffers()
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|
{
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|
common->Warning( "The method or operation is not implemented." );
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|
}
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|
*/
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|
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void idRenderModelGLTF::Print() const
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|
{
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|
common->Warning( "The method or operation is not implemented." );
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|
}
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|
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|
void idRenderModelGLTF::List() const
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|
{
|
|
common->Warning( "The method or operation is not implemented." );
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|
}
|
|
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|
int idRenderModelGLTF::Memory() const
|
|
{
|
|
common->Warning( "The method or operation is not implemented." );
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|
return -1;
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|
}
|
|
|
|
dynamicModel_t idRenderModelGLTF::IsDynamicModel() const
|
|
{
|
|
return DM_STATIC;
|
|
}
|
|
|
|
idRenderModel* idRenderModelGLTF::InstantiateDynamicModel( const struct renderEntity_s* ent, const viewDef_t* view, idRenderModel* cachedModel )
|
|
{
|
|
common->Warning( "The method or operation is not implemented." );
|
|
return nullptr;
|
|
}
|
|
|
|
int idRenderModelGLTF::NumJoints() const
|
|
{
|
|
common->Warning( "The method or operation is not implemented." );
|
|
return 0;
|
|
}
|
|
|
|
const idMD5Joint* idRenderModelGLTF::GetJoints() const
|
|
{
|
|
common->Warning( "The method or operation is not implemented." );
|
|
return nullptr;
|
|
}
|
|
|
|
jointHandle_t idRenderModelGLTF::GetJointHandle( const char* name ) const
|
|
{
|
|
common->Warning( "The method or operation is not implemented." );
|
|
return jointHandle_t();
|
|
}
|
|
|
|
const char* idRenderModelGLTF::GetJointName( jointHandle_t handle ) const
|
|
{
|
|
common->Warning( "The method or operation is not implemented." );
|
|
return "";
|
|
}
|
|
|
|
const idJointQuat* idRenderModelGLTF::GetDefaultPose() const
|
|
{
|
|
common->Warning( "The method or operation is not implemented." );
|
|
return nullptr;
|
|
}
|
|
|
|
int idRenderModelGLTF::NearestJoint( int surfaceNum, int a, int b, int c ) const
|
|
{
|
|
common->Warning( "The method or operation is not implemented." );
|
|
return -1;
|
|
}
|
|
|
|
idBounds idRenderModelGLTF::Bounds( const struct renderEntity_s* ent ) const
|
|
{
|
|
return bounds;
|
|
} |