UltimateZoneBuilder/Source/Core/GZBuilder/Models/IQMModelLoader.cs

1017 lines
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C#
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2023-06-29 18:37:47 +00:00
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.GZBuilder.Data;
using CodeImp.DoomBuilder.Rendering;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
namespace CodeImp.DoomBuilder.GZBuilder.Models
{
internal class IQMModelLoader : ModelLoader
{
public static ModelLoadResult Load(ref BoundingBoxSizes bbs, Dictionary<int, string> skins, Stream s, int frame)
{
try
{
var reader = new IQMFileReader(s);
if (!reader.ReadBytes(16).SequenceEqual(Encoding.ASCII.GetBytes("INTERQUAKEMODEL\0")))
throw new Exception("Not an IQM file!");
uint version = reader.ReadUInt32();
if (version != 2)
throw new Exception("Unsupported IQM version");
uint filesize = reader.ReadUInt32();
uint flags = reader.ReadUInt32();
uint num_text = reader.ReadUInt32();
uint ofs_text = reader.ReadUInt32();
uint num_meshes = reader.ReadUInt32();
uint ofs_meshes = reader.ReadUInt32();
uint num_vertexarrays = reader.ReadUInt32();
uint num_vertices = reader.ReadUInt32();
uint ofs_vertexarrays = reader.ReadUInt32();
uint num_triangles = reader.ReadUInt32();
uint ofs_triangles = reader.ReadUInt32();
uint ofs_adjacency = reader.ReadUInt32();
uint num_joints = reader.ReadUInt32();
uint ofs_joints = reader.ReadUInt32();
uint num_poses = reader.ReadUInt32();
uint ofs_poses = reader.ReadUInt32();
uint num_anims = reader.ReadUInt32();
uint ofs_anims = reader.ReadUInt32();
uint num_frames = reader.ReadUInt32();
uint num_framechannels = reader.ReadUInt32();
uint ofs_frames = reader.ReadUInt32();
uint ofs_bounds = reader.ReadUInt32();
uint num_comment = reader.ReadUInt32();
uint ofs_comment = reader.ReadUInt32();
uint num_extensions = reader.ReadUInt32();
uint ofs_extensions = reader.ReadUInt32();
if (num_text == 0)
throw new Exception("IQM model needs material names");
reader.SeekTo(ofs_text);
var text = reader.ReadBytes((int)num_text);
text[text.Length - 1] = 0;
var Meshes = new List<IQMMesh>();
var Indexes = new int[3 * num_triangles];
var Adjacency = new int[3 * num_triangles];
var Joints = new List<IQMJoint>();
var Poses = new List<IQMPose>();
var Anims = new List<IQMAnim>();
var Bounds = new List<IQMBounds>();
var VertexArrays = new List<IQMVertexArray>();
var baseframe = new List<IQMMatrix>();
var inversebaseframe = new List<IQMMatrix>();
var TRSData = new List<TRS>();
reader.SeekTo(ofs_meshes);
for (int i = 0; i < num_meshes; i++)
{
var mesh = new IQMMesh();
mesh.Name = reader.ReadName(text);
mesh.Material = reader.ReadName(text);
mesh.FirstVertex = reader.ReadUInt32();
mesh.NumVertices = reader.ReadUInt32();
mesh.FirstTriangle = reader.ReadUInt32();
mesh.NumTriangles = reader.ReadUInt32();
Meshes.Add(mesh);
}
reader.SeekTo(ofs_triangles);
for (int i = 0; i < num_triangles * 3; i++)
{
Indexes[i] = reader.ReadInt32();
}
reader.SeekTo(ofs_adjacency);
for (int i = 0; i < num_triangles * 3; i++)
{
Adjacency[i] = reader.ReadInt32();
}
reader.SeekTo(ofs_joints);
for (int i = 0; i < num_joints; i++)
{
var joint = new IQMJoint();
joint.Name = reader.ReadName(text);
joint.Parent = reader.ReadInt32();
joint.Translate.X = reader.ReadSingle();
joint.Translate.Y = reader.ReadSingle();
joint.Translate.Z = reader.ReadSingle();
joint.Quaternion.X = reader.ReadSingle();
joint.Quaternion.Y = reader.ReadSingle();
joint.Quaternion.Z = reader.ReadSingle();
joint.Quaternion.W = reader.ReadSingle();
joint.Quaternion.Normalize();
joint.Scale.X = reader.ReadSingle();
joint.Scale.Y = reader.ReadSingle();
joint.Scale.Z = reader.ReadSingle();
Joints.Add(joint);
}
reader.SeekTo(ofs_poses);
for (int j = 0; j < num_poses; j++)
{
var pose = new IQMPose();
pose.Parent = reader.ReadInt32();
pose.ChannelMask = reader.ReadUInt32();
for (int i = 0; i < 10; i++) pose.ChannelOffset[i] = reader.ReadSingle();
for (int i = 0; i < 10; i++) pose.ChannelScale[i] = reader.ReadSingle();
Poses.Add(pose);
}
reader.SeekTo(ofs_anims);
for (int i = 0; i < num_anims; i++)
{
var anim = new IQMAnim();
anim.Name = reader.ReadName(text);
anim.FirstFrame = reader.ReadUInt32();
anim.NumFrames = reader.ReadUInt32();
anim.Framerate = reader.ReadSingle();
anim.Loop = (reader.ReadUInt32() & 1) == 1;
Anims.Add(anim);
}
for (uint i = 0; i < num_joints; i++)
{
var bf = new IQMMatrix();
var ibf = new IQMMatrix();
IQMJoint j = Joints[(int)i];
var m = new IQMMatrix();
m.LoadIdentity();
m.Translate(j.Translate.X, j.Translate.Y, j.Translate.Z);
m.MultQuaternion(j.Quaternion);
m.Scale(j.Scale.X, j.Scale.Y, j.Scale.Z);
var invm = new IQMMatrix();
invm = m.InverseMatrix();
if (j.Parent >= 0)
{
bf.LoadMatrix(baseframe[j.Parent]);
bf.MultMatrix(m);
ibf = invm;
ibf.MultMatrix(inversebaseframe[j.Parent]);
}
else
{
bf = m;
ibf = invm;
}
baseframe.Add(bf);
inversebaseframe.Add(ibf);
}
if (num_frames != 0)
{
reader.SeekTo(ofs_frames);
for (uint i = 0; i < num_frames; i++)
{
for (uint j = 0; j < num_poses; j++)
{
IQMPose p = Poses[(int)j];
var translate = new Vector3f();
translate.X = p.ChannelOffset[0]; if ((p.ChannelMask & 0x01) != 0) translate.X += reader.ReadUInt16() * p.ChannelScale[0];
translate.Y = p.ChannelOffset[1]; if ((p.ChannelMask & 0x02) != 0) translate.Y += reader.ReadUInt16() * p.ChannelScale[1];
translate.Z = p.ChannelOffset[2]; if ((p.ChannelMask & 0x04) != 0) translate.Z += reader.ReadUInt16() * p.ChannelScale[2];
var quaternion = new Vector4f();
quaternion.X = p.ChannelOffset[3]; if ((p.ChannelMask & 0x08) != 0) quaternion.X += reader.ReadUInt16() * p.ChannelScale[3];
quaternion.Y = p.ChannelOffset[4]; if ((p.ChannelMask & 0x10) != 0) quaternion.Y += reader.ReadUInt16() * p.ChannelScale[4];
quaternion.Z = p.ChannelOffset[5]; if ((p.ChannelMask & 0x20) != 0) quaternion.Z += reader.ReadUInt16() * p.ChannelScale[5];
quaternion.W = p.ChannelOffset[6]; if ((p.ChannelMask & 0x40) != 0) quaternion.W += reader.ReadUInt16() * p.ChannelScale[6];
quaternion.Normalize();
var scale = new Vector3f();
scale.X = p.ChannelOffset[7]; if ((p.ChannelMask & 0x80) != 0) scale.X += reader.ReadUInt16() * p.ChannelScale[7];
scale.Y = p.ChannelOffset[8]; if ((p.ChannelMask & 0x100) != 0) scale.Y += reader.ReadUInt16() * p.ChannelScale[8];
scale.Z = p.ChannelOffset[9]; if ((p.ChannelMask & 0x200) != 0) scale.Z += reader.ReadUInt16() * p.ChannelScale[9];
var trs = new TRS();
trs.translation = translate;
trs.rotation = quaternion;
trs.scaling = scale;
TRSData.Add(trs);
}
}
}
else
{
num_frames = 1;
for (uint j = 0; j < num_joints; j++)
{
var translate = new Vector3f();
translate.X = Joints[(int)j].Translate.X;
translate.Y = Joints[(int)j].Translate.Y;
translate.Z = Joints[(int)j].Translate.Z;
var quaternion = new Vector4f();
quaternion.X = Joints[(int)j].Quaternion.X;
quaternion.Y = Joints[(int)j].Quaternion.Y;
quaternion.Z = Joints[(int)j].Quaternion.Z;
quaternion.W = Joints[(int)j].Quaternion.W;
quaternion.Normalize();
var scale = new Vector3f();
scale.X = Joints[(int)j].Scale.X;
scale.Y = Joints[(int)j].Scale.Y;
scale.Z = Joints[(int)j].Scale.Z;
var trs = new TRS();
trs.translation = translate;
trs.rotation = quaternion;
trs.scaling = scale;
TRSData.Add(trs);
}
}
reader.SeekTo(ofs_bounds);
for (int i = 0; i < num_frames; i++)
{
var bound = new IQMBounds();
bound.BBMins[0] = reader.ReadSingle();
bound.BBMins[1] = reader.ReadSingle();
bound.BBMins[2] = reader.ReadSingle();
bound.BBMaxs[0] = reader.ReadSingle();
bound.BBMaxs[1] = reader.ReadSingle();
bound.BBMaxs[2] = reader.ReadSingle();
bound.XYRadius = reader.ReadSingle();
bound.Radius = reader.ReadSingle();
Bounds.Add(bound);
}
reader.SeekTo(ofs_vertexarrays);
for (int i = 0; i < num_vertexarrays; i++)
{
var vertexArray = new IQMVertexArray();
vertexArray.Type = (IQMVertexArrayType)reader.ReadUInt32();
vertexArray.Flags = reader.ReadUInt32();
vertexArray.Format = (IQMVertexArrayFormat)reader.ReadUInt32();
vertexArray.Size = reader.ReadUInt32();
vertexArray.Offset = reader.ReadUInt32();
VertexArrays.Add(vertexArray);
}
var verts = new IQMVertex[num_vertices];
foreach (IQMVertexArray vertexArray in VertexArrays)
{
reader.SeekTo(vertexArray.Offset);
if (vertexArray.Type == IQMVertexArrayType.IQM_POSITION)
{
LoadPosition(reader, vertexArray, verts);
}
else if (vertexArray.Type == IQMVertexArrayType.IQM_TEXCOORD)
{
LoadTexcoord(reader, vertexArray, verts);
}
else if (vertexArray.Type == IQMVertexArrayType.IQM_NORMAL)
{
LoadNormal(reader, vertexArray, verts);
}
else if (vertexArray.Type == IQMVertexArrayType.IQM_BLENDINDEXES)
{
LoadBlendIndexes(reader, vertexArray, verts);
}
else if (vertexArray.Type == IQMVertexArrayType.IQM_BLENDWEIGHTS)
{
LoadBlendWeights(reader, vertexArray, verts);
}
}
// Convert vertices to a single frame by applying the bones:
if (frame >= num_frames)
frame = 0;
List<IQMMatrix> bones = CalculateBones(frame, frame, 0.0f, Joints, baseframe, inversebaseframe, TRSData);
List<IQMMatrix> normalbones = ToNormalMatrixBones(bones);
float angleOfsetCos = (float)Math.Cos(-Angle2D.PIHALF);
float angleOfsetSin = (float)Math.Sin(-Angle2D.PIHALF);
var worldverts = new WorldVertex[num_vertices];
for (int i = 0; i < (int)num_vertices; i++)
{
IQMVertex v = verts[i];
if (v.boneweightX != 0 || v.boneweightY != 0 || v.boneweightZ != 0 || v.boneweightW != 0)
{
float totalWeight = v.boneweightX + v.boneweightY + v.boneweightZ + v.boneweightW;
var boneWeight = new Vector4f(v.boneweightX / totalWeight, v.boneweightY / totalWeight, v.boneweightZ / totalWeight, v.boneweightW / totalWeight);
var pos = new Vector3f(0.0f, 0.0f, 0.0f);
var normal = new Vector3f(0.0f, 0.0f, 0.0f);
if (v.boneweightX != 0)
{
pos += bones[v.boneindexX].MultVector(v.pos) * boneWeight.X;
normal += normalbones[v.boneindexX].MultVector(v.normal) * boneWeight.X;
}
if (v.boneweightY != 0)
{
pos += bones[v.boneindexY].MultVector(v.pos) * boneWeight.Y;
normal += normalbones[v.boneindexY].MultVector(v.normal) * boneWeight.Y;
}
if (v.boneweightZ != 0)
{
pos += bones[v.boneindexZ].MultVector(v.pos) * boneWeight.Z;
normal += normalbones[v.boneindexZ].MultVector(v.normal) * boneWeight.Z;
}
if (v.boneweightW != 0)
{
pos += bones[v.boneindexW].MultVector(v.pos) * boneWeight.W;
normal += normalbones[v.boneindexW].MultVector(v.normal) * boneWeight.W;
}
v.pos = pos;
v.normal = normal;
}
// Fix rotation angle
float rx = angleOfsetCos * v.pos.X - angleOfsetSin * v.pos.Y;
float ry = angleOfsetSin * v.pos.X + angleOfsetCos * v.pos.Y;
worldverts[i].x = rx;
worldverts[i].y = ry;
worldverts[i].z = v.pos.Z;
worldverts[i].nx = v.normal.X;
worldverts[i].ny = v.normal.Y;
worldverts[i].nz = v.normal.Z;
worldverts[i].u = v.u;
worldverts[i].v = v.v;
worldverts[i].c = -1;
}
// Create the mesh:
ModelLoadResult result = new ModelLoadResult();
foreach (IQMMesh mesh in Meshes)
{
// UDB doesn't support sharing vertices between skins.
var skinverts = new WorldVertex[mesh.NumVertices];
var skinindexes = new int[mesh.NumTriangles * 3];
uint firstVertex = mesh.FirstVertex;
uint firstIndex = mesh.FirstTriangle * 3;
for (uint i = 0; i < mesh.NumVertices; i++)
{
skinverts[i] = worldverts[mesh.FirstVertex + i];
}
for (uint i = 0; i < mesh.NumTriangles * 3; i++)
{
skinindexes[i] = Indexes[firstIndex + i] - (int)firstVertex;
}
result.Meshes.Add(new Mesh(General.Map.Graphics, skinverts, skinindexes));
result.Skins.Add(mesh.Material);
}
return result;
}
catch (Exception e)
{
ModelLoadResult result = new ModelLoadResult();
result.Errors = e.Message;
return result;
}
}
static void LoadPosition(IQMFileReader reader, IQMVertexArray vertexArray, IQMVertex[] verts)
{
if (vertexArray.Format == IQMVertexArrayFormat.IQM_FLOAT && vertexArray.Size == 3)
{
for (int i = 0; i < verts.Length; i++)
{
verts[i].pos.X = reader.ReadSingle();
verts[i].pos.Y = reader.ReadSingle();
verts[i].pos.Z = reader.ReadSingle();
}
}
else
{
throw new Exception("Unsupported IQM_POSITION vertex format");
}
}
static void LoadTexcoord(IQMFileReader reader, IQMVertexArray vertexArray, IQMVertex[] verts)
{
if (vertexArray.Format == IQMVertexArrayFormat.IQM_FLOAT && vertexArray.Size == 2)
{
for (int i = 0; i < verts.Length; i++)
{
verts[i].u = reader.ReadSingle();
verts[i].v = reader.ReadSingle();
}
}
else
{
throw new Exception("Unsupported IQM_TEXCOORD vertex format");
}
}
static void LoadNormal(IQMFileReader reader, IQMVertexArray vertexArray, IQMVertex[] verts)
{
if (vertexArray.Format == IQMVertexArrayFormat.IQM_FLOAT && vertexArray.Size == 3)
{
for (int i = 0; i < verts.Length; i++)
{
verts[i].normal.X = reader.ReadSingle();
verts[i].normal.Y = reader.ReadSingle();
verts[i].normal.Z = reader.ReadSingle();
}
}
else
{
throw new Exception("Unsupported IQM_NORMAL vertex format");
}
}
static void LoadBlendIndexes(IQMFileReader reader, IQMVertexArray vertexArray, IQMVertex[] verts)
{
if (vertexArray.Format == IQMVertexArrayFormat.IQM_UBYTE && vertexArray.Size == 4)
{
for (int i = 0; i < verts.Length; i++)
{
verts[i].boneindexX = reader.ReadByte();
verts[i].boneindexY = reader.ReadByte();
verts[i].boneindexZ = reader.ReadByte();
verts[i].boneindexW = reader.ReadByte();
}
}
else if (vertexArray.Format == IQMVertexArrayFormat.IQM_INT && vertexArray.Size == 4)
{
for (int i = 0; i < verts.Length; i++)
{
verts[i].boneindexX = (byte)reader.ReadInt32();
verts[i].boneindexY = (byte)reader.ReadInt32();
verts[i].boneindexZ = (byte)reader.ReadInt32();
verts[i].boneindexW = (byte)reader.ReadInt32();
}
}
else
{
throw new Exception("Unsupported IQM_BLENDINDEXES vertex format");
}
}
static void LoadBlendWeights(IQMFileReader reader, IQMVertexArray vertexArray, IQMVertex[] verts)
{
if (vertexArray.Format == IQMVertexArrayFormat.IQM_UBYTE && vertexArray.Size == 4)
{
for (int i = 0; i < verts.Length; i++)
{
verts[i].boneweightX = reader.ReadByte();
verts[i].boneweightY = reader.ReadByte();
verts[i].boneweightZ = reader.ReadByte();
verts[i].boneweightW = reader.ReadByte();
}
}
else if (vertexArray.Format == IQMVertexArrayFormat.IQM_FLOAT && vertexArray.Size == 4)
{
for (int i = 0; i < verts.Length; i++)
{
verts[i].boneweightX = (byte)Clamp(reader.ReadSingle() * 255.0f, 0.0f, 255.0f);
verts[i].boneweightY = (byte)Clamp(reader.ReadSingle() * 255.0f, 0.0f, 255.0f);
verts[i].boneweightZ = (byte)Clamp(reader.ReadSingle() * 255.0f, 0.0f, 255.0f);
verts[i].boneweightW = (byte)Clamp(reader.ReadSingle() * 255.0f, 0.0f, 255.0f);
}
}
else
{
throw new Exception("Unsupported IQM_BLENDWEIGHTS vertex format");
}
}
static List<IQMMatrix> ToNormalMatrixBones(List<IQMMatrix> bones)
{
var normalbones = new List<IQMMatrix>();
foreach (IQMMatrix m in bones)
{
IQMMatrix nm = new IQMMatrix();
nm.LoadMatrix(m);
for (int i = 0; i < 4; i++)
{
nm.Matrix[i + 3 * 4] = 0;
nm.Matrix[i * 4 + 3] = 0;
}
normalbones.Add(nm);
}
return normalbones;
}
static List<IQMMatrix> CalculateBones(int frame1, int frame2, float t, List<IQMJoint> Joints, List<IQMMatrix> baseframe, List<IQMMatrix> inversebaseframe, List<TRS> animationFrames)
{
var bones = new List<IQMMatrix>();
if (Joints.Count != 0)
{
int numbones = Joints.Count;
frame1 = Clamp(frame1, 0, (animationFrames.Count - 1) / numbones);
frame2 = Clamp(frame2, 0, (animationFrames.Count - 1) / numbones);
int offset1 = frame1 * numbones;
int offset2 = frame2 * numbones;
float invt = 1.0f - t;
for (int i = 0; i < numbones; i++)
{
TRS from = animationFrames[offset1 + i];
TRS to = animationFrames[offset2 + i];
var bone = new TRS();
bone.translation = from.translation * invt + to.translation * t;
bone.rotation = from.rotation * invt;
if (Vector4f.Dot(bone.rotation, to.rotation * t) < 0)
{
bone.rotation.X *= -1;
bone.rotation.Y *= -1;
bone.rotation.Z *= -1;
bone.rotation.W *= -1;
}
bone.rotation += to.rotation * t;
bone.rotation.Normalize();
bone.scaling = from.scaling * invt + to.scaling * t;
var m = new IQMMatrix();
m.LoadIdentity();
m.Translate(bone.translation.X, bone.translation.Y, bone.translation.Z);
m.MultQuaternion(bone.rotation);
m.Scale(bone.scaling.X, bone.scaling.Y, bone.scaling.Z);
if (Joints[i].Parent >= 0)
{
var result = new IQMMatrix();
result.LoadMatrix(bones[Joints[i].Parent]);
result.MultMatrix(baseframe[Joints[i].Parent]);
result.MultMatrix(m);
result.MultMatrix(inversebaseframe[i]);
bones.Add(result);
}
else
{
var result = new IQMMatrix();
result.LoadMatrix(m);
result.MultMatrix(inversebaseframe[i]);
bones.Add(result);
}
}
}
return bones;
}
static float Clamp(float v, float minval, float maxval)
{
return Math.Max(Math.Min(v, maxval), minval);
}
static int Clamp(int v, int minval, int maxval)
{
return Math.Max(Math.Min(v, maxval), minval);
}
}
class IQMMatrix
{
public float[] Matrix = new float[16];
public void LoadIdentity()
{
// fill matrix with 0s
for (int i = 0; i < 16; ++i)
Matrix[i] = 0.0f;
// fill diagonal with 1s
for (int i = 0; i < 4; ++i)
Matrix[i + i * 4] = 1.0f;
}
public void LoadMatrix(IQMMatrix m)
{
for (int i = 0; i < 16; i++)
Matrix[i] = m.Matrix[i];
}
public void Translate(float x, float y, float z)
{
Matrix[12] = Matrix[0] * x + Matrix[4] * y + Matrix[8] * z + Matrix[12];
Matrix[13] = Matrix[1] * x + Matrix[5] * y + Matrix[9] * z + Matrix[13];
Matrix[14] = Matrix[2] * x + Matrix[6] * y + Matrix[10] * z + Matrix[14];
}
public void Scale(float x, float y, float z)
{
Matrix[0] *= x; Matrix[1] *= x; Matrix[2] *= x; Matrix[3] *= x;
Matrix[4] *= y; Matrix[5] *= y; Matrix[6] *= y; Matrix[7] *= y;
Matrix[8] *= z; Matrix[9] *= z; Matrix[10] *= z; Matrix[11] *= z;
}
public void MultMatrix(IQMMatrix m)
{
MultMatrix(m.Matrix);
}
void MultMatrix(float[] aMatrix)
{
var res = new float[16];
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
res[j * 4 + i] = 0.0f;
for (int k = 0; k < 4; ++k)
{
res[j * 4 + i] += Matrix[k * 4 + i] * aMatrix[j * 4 + k];
}
}
}
Matrix = res;
}
public void MultQuaternion(Vector4f q)
{
var m = new float[16];
m[0 * 4 + 0] = 1.0f - 2.0f * q.Y * q.Y - 2.0f * q.Z * q.Z;
m[1 * 4 + 0] = 2.0f * q.X * q.Y - 2.0f * q.W * q.Z;
m[2 * 4 + 0] = 2.0f * q.X * q.Z + 2.0f * q.W * q.Y;
m[0 * 4 + 1] = 2.0f * q.X * q.Y + 2.0f * q.W * q.Z;
m[1 * 4 + 1] = 1.0f - 2.0f * q.X * q.X - 2.0f * q.Z * q.Z;
m[2 * 4 + 1] = 2.0f * q.Y * q.Z - 2.0f * q.W * q.X;
m[0 * 4 + 2] = 2.0f * q.X * q.Z - 2.0f * q.W * q.Y;
m[1 * 4 + 2] = 2.0f * q.Y * q.Z + 2.0f * q.W * q.X;
m[2 * 4 + 2] = 1.0f - 2.0f * q.X * q.X - 2.0f * q.Y * q.Y;
m[3 * 4 + 3] = 1.0f;
MultMatrix(m);
}
public Vector3f MultVector(Vector3f v)
{
var result = MultVector(new Vector4f(v, 1.0f));
return new Vector3f(result.X, result.Y, result.Z);
}
public Vector4f MultVector(Vector4f v)
{
var result = new Vector4f();
result.X = Matrix[0 * 4 + 0] * v.X + Matrix[1 * 4 + 0] * v.Y + Matrix[2 * 4 + 0] * v.Z + Matrix[3 * 4 + 0] * v.W;
result.Y = Matrix[0 * 4 + 1] * v.X + Matrix[1 * 4 + 1] * v.Y + Matrix[2 * 4 + 1] * v.Z + Matrix[3 * 4 + 1] * v.W;
result.Z = Matrix[0 * 4 + 2] * v.X + Matrix[1 * 4 + 2] * v.Y + Matrix[2 * 4 + 2] * v.Z + Matrix[3 * 4 + 2] * v.W;
result.W = Matrix[0 * 4 + 3] * v.X + Matrix[1 * 4 + 3] * v.Y + Matrix[2 * 4 + 3] * v.Z + Matrix[3 * 4 + 3] * v.W;
return result;
}
public IQMMatrix InverseMatrix()
{
var result = new IQMMatrix();
// Calculate mat4 determinant
float det = mat4Determinant(Matrix);
// Inverse unknown when determinant is close to zero
if (Math.Abs(det) < 1e-15)
{
for (int i = 0; i < 16; i++)
result.Matrix[i] = 0.0f;
}
else
{
mat4Adjoint(Matrix, result.Matrix);
float invDet = 1.0f / det;
for (int i = 0; i < 16; i++)
{
result.Matrix[i] = result.Matrix[i] * invDet;
}
}
return result;
}
static float mat3Determinant(float[] mMat3x3)
{
return mMat3x3[0] * (mMat3x3[4] * mMat3x3[8] - mMat3x3[5] * mMat3x3[7]) +
mMat3x3[1] * (mMat3x3[5] * mMat3x3[6] - mMat3x3[8] * mMat3x3[3]) +
mMat3x3[2] * (mMat3x3[3] * mMat3x3[7] - mMat3x3[4] * mMat3x3[6]);
}
static float mat4Determinant(float[] matrix)
{
var mMat3x3_a = new float[]
{
matrix[1 * 4 + 1], matrix[2 * 4 + 1], matrix[3 * 4 + 1],
matrix[1 * 4 + 2], matrix[2 * 4 + 2], matrix[3 * 4 + 2],
matrix[1 * 4 + 3], matrix[2 * 4 + 3], matrix[3 * 4 + 3]
};
var mMat3x3_b = new float[]
{
matrix[1 * 4 + 0], matrix[2 * 4 + 0], matrix[3 * 4 + 0],
matrix[1 * 4 + 2], matrix[2 * 4 + 2], matrix[3 * 4 + 2],
matrix[1 * 4 + 3], matrix[2 * 4 + 3], matrix[3 * 4 + 3]
};
var mMat3x3_c = new float[]
{
matrix[1 * 4 + 0], matrix[2 * 4 + 0], matrix[3 * 4 + 0],
matrix[1 * 4 + 1], matrix[2 * 4 + 1], matrix[3 * 4 + 1],
matrix[1 * 4 + 3], matrix[2 * 4 + 3], matrix[3 * 4 + 3]
};
var mMat3x3_d = new float[]
{
matrix[1 * 4 + 0], matrix[2 * 4 + 0], matrix[3 * 4 + 0],
matrix[1 * 4 + 1], matrix[2 * 4 + 1], matrix[3 * 4 + 1],
matrix[1 * 4 + 2], matrix[2 * 4 + 2], matrix[3 * 4 + 2]
};
float a, b, c, d;
float value;
a = mat3Determinant(mMat3x3_a);
b = mat3Determinant(mMat3x3_b);
c = mat3Determinant(mMat3x3_c);
d = mat3Determinant(mMat3x3_d);
value = matrix[0 * 4 + 0] * a;
value -= matrix[0 * 4 + 1] * b;
value += matrix[0 * 4 + 2] * c;
value -= matrix[0 * 4 + 3] * d;
return value;
}
static void mat4Adjoint(float[] matrix, float[] result)
{
var mMat3x3_a = new float[]
{
matrix[1 * 4 + 1], matrix[2 * 4 + 1], matrix[3 * 4 + 1],
matrix[1 * 4 + 2], matrix[2 * 4 + 2], matrix[3 * 4 + 2],
matrix[1 * 4 + 3], matrix[2 * 4 + 3], matrix[3 * 4 + 3]
};
var mMat3x3_b = new float[]
{
matrix[1 * 4 + 0], matrix[2 * 4 + 0], matrix[3 * 4 + 0],
matrix[1 * 4 + 2], matrix[2 * 4 + 2], matrix[3 * 4 + 2],
matrix[1 * 4 + 3], matrix[2 * 4 + 3], matrix[3 * 4 + 3]
};
var mMat3x3_c = new float[]
{
matrix[1 * 4 + 0], matrix[2 * 4 + 0], matrix[3 * 4 + 0],
matrix[1 * 4 + 1], matrix[2 * 4 + 1], matrix[3 * 4 + 1],
matrix[1 * 4 + 3], matrix[2 * 4 + 3], matrix[3 * 4 + 3]
};
var mMat3x3_d = new float[]
{
matrix[1 * 4 + 0], matrix[2 * 4 + 0], matrix[3 * 4 + 0],
matrix[1 * 4 + 1], matrix[2 * 4 + 1], matrix[3 * 4 + 1],
matrix[1 * 4 + 2], matrix[2 * 4 + 2], matrix[3 * 4 + 2]
};
var mMat3x3_e = new float[]
{
matrix[0 * 4 + 1], matrix[2 * 4 + 1], matrix[3 * 4 + 1],
matrix[0 * 4 + 2], matrix[2 * 4 + 2], matrix[3 * 4 + 2],
matrix[0 * 4 + 3], matrix[2 * 4 + 3], matrix[3 * 4 + 3]
};
var mMat3x3_f = new float[]
{
matrix[0 * 4 + 0], matrix[2 * 4 + 0], matrix[3 * 4 + 0],
matrix[0 * 4 + 2], matrix[2 * 4 + 2], matrix[3 * 4 + 2],
matrix[0 * 4 + 3], matrix[2 * 4 + 3], matrix[3 * 4 + 3]
};
var mMat3x3_g = new float[]
{
matrix[0 * 4 + 0], matrix[2 * 4 + 0], matrix[3 * 4 + 0],
matrix[0 * 4 + 1], matrix[2 * 4 + 1], matrix[3 * 4 + 1],
matrix[0 * 4 + 3], matrix[2 * 4 + 3], matrix[3 * 4 + 3]
};
var mMat3x3_h = new float[]
{
matrix[0 * 4 + 0], matrix[2 * 4 + 0], matrix[3 * 4 + 0],
matrix[0 * 4 + 1], matrix[2 * 4 + 1], matrix[3 * 4 + 1],
matrix[0 * 4 + 2], matrix[2 * 4 + 2], matrix[3 * 4 + 2]
};
var mMat3x3_i = new float[]
{
matrix[0 * 4 + 1], matrix[1 * 4 + 1], matrix[3 * 4 + 1],
matrix[0 * 4 + 2], matrix[1 * 4 + 2], matrix[3 * 4 + 2],
matrix[0 * 4 + 3], matrix[1 * 4 + 3], matrix[3 * 4 + 3]
};
var mMat3x3_j = new float[]
{
matrix[0 * 4 + 0], matrix[1 * 4 + 0], matrix[3 * 4 + 0],
matrix[0 * 4 + 2], matrix[1 * 4 + 2], matrix[3 * 4 + 2],
matrix[0 * 4 + 3], matrix[1 * 4 + 3], matrix[3 * 4 + 3]
};
var mMat3x3_k = new float[]
{
matrix[0 * 4 + 0], matrix[1 * 4 + 0], matrix[3 * 4 + 0],
matrix[0 * 4 + 1], matrix[1 * 4 + 1], matrix[3 * 4 + 1],
matrix[0 * 4 + 3], matrix[1 * 4 + 3], matrix[3 * 4 + 3]
};
var mMat3x3_l = new float[]
{
matrix[0 * 4 + 0], matrix[1 * 4 + 0], matrix[3 * 4 + 0],
matrix[0 * 4 + 1], matrix[1 * 4 + 1], matrix[3 * 4 + 1],
matrix[0 * 4 + 2], matrix[1 * 4 + 2], matrix[3 * 4 + 2]
};
var mMat3x3_m = new float[]
{
matrix[0 * 4 + 1], matrix[1 * 4 + 1], matrix[2 * 4 + 1],
matrix[0 * 4 + 2], matrix[1 * 4 + 2], matrix[2 * 4 + 2],
matrix[0 * 4 + 3], matrix[1 * 4 + 3], matrix[2 * 4 + 3]
};
var mMat3x3_n = new float[]
{
matrix[0 * 4 + 0], matrix[1 * 4 + 0], matrix[2 * 4 + 0],
matrix[0 * 4 + 2], matrix[1 * 4 + 2], matrix[2 * 4 + 2],
matrix[0 * 4 + 3], matrix[1 * 4 + 3], matrix[2 * 4 + 3]
};
var mMat3x3_o = new float[]
{
matrix[0 * 4 + 0], matrix[1 * 4 + 0], matrix[2 * 4 + 0],
matrix[0 * 4 + 1], matrix[1 * 4 + 1], matrix[2 * 4 + 1],
matrix[0 * 4 + 3], matrix[1 * 4 + 3], matrix[2 * 4 + 3]
};
var mMat3x3_p = new float[]
{
matrix[0 * 4 + 0], matrix[1 * 4 + 0], matrix[2 * 4 + 0],
matrix[0 * 4 + 1], matrix[1 * 4 + 1], matrix[2 * 4 + 1],
matrix[0 * 4 + 2], matrix[1 * 4 + 2], matrix[2 * 4 + 2]
};
result[0 * 4 + 0] = mat3Determinant(mMat3x3_a);
result[1 * 4 + 0] = -mat3Determinant(mMat3x3_b);
result[2 * 4 + 0] = mat3Determinant(mMat3x3_c);
result[3 * 4 + 0] = -mat3Determinant(mMat3x3_d);
result[0 * 4 + 1] = -mat3Determinant(mMat3x3_e);
result[1 * 4 + 1] = mat3Determinant(mMat3x3_f);
result[2 * 4 + 1] = -mat3Determinant(mMat3x3_g);
result[3 * 4 + 1] = mat3Determinant(mMat3x3_h);
result[0 * 4 + 2] = mat3Determinant(mMat3x3_i);
result[1 * 4 + 2] = -mat3Determinant(mMat3x3_j);
result[2 * 4 + 2] = mat3Determinant(mMat3x3_k);
result[3 * 4 + 2] = -mat3Determinant(mMat3x3_l);
result[0 * 4 + 3] = -mat3Determinant(mMat3x3_m);
result[1 * 4 + 3] = mat3Determinant(mMat3x3_n);
result[2 * 4 + 3] = -mat3Determinant(mMat3x3_o);
result[3 * 4 + 3] = mat3Determinant(mMat3x3_p);
}
}
class TRS
{
public Vector3f translation = new Vector3f(0, 0, 0);
public Vector4f rotation = new Vector4f(0, 0, 0, 1);
public Vector3f scaling = new Vector3f(0, 0, 0);
}
struct IQMVertex
{
public Vector3f pos, normal;
public float u, v;
public byte boneindexX, boneindexY, boneindexZ, boneindexW;
public byte boneweightX, boneweightY, boneweightZ, boneweightW;
}
class IQMMesh
{
public string Name;
public string Material;
public uint FirstVertex;
public uint NumVertices;
public uint FirstTriangle;
public uint NumTriangles;
};
enum IQMVertexArrayType
{
IQM_POSITION = 0, // float, 3
IQM_TEXCOORD = 1, // float, 2
IQM_NORMAL = 2, // float, 3
IQM_TANGENT = 3, // float, 4
IQM_BLENDINDEXES = 4, // ubyte, 4
IQM_BLENDWEIGHTS = 5, // ubyte, 4
IQM_COLOR = 6, // ubyte, 4
IQM_CUSTOM = 0x10
};
enum IQMVertexArrayFormat
{
IQM_BYTE = 0,
IQM_UBYTE = 1,
IQM_SHORT = 2,
IQM_USHORT = 3,
IQM_INT = 4,
IQM_UINT = 5,
IQM_HALF = 6,
IQM_FLOAT = 7,
IQM_DOUBLE = 8,
};
class IQMVertexArray
{
public IQMVertexArrayType Type;
public uint Flags;
public IQMVertexArrayFormat Format;
public uint Size;
public uint Offset;
};
class IQMJoint
{
public string Name;
public int Parent; // parent < 0 means this is a root bone
public Vector3f Translate;
public Vector4f Quaternion;
public Vector3f Scale;
};
class IQMPose
{
public int Parent; // parent < 0 means this is a root bone
public uint ChannelMask; // mask of which 10 channels are present for this joint pose
public float[] ChannelOffset = new float[10];
public float[] ChannelScale = new float[10];
// channels 0..2 are translation <Tx, Ty, Tz> and channels 3..6 are quaternion rotation <Qx, Qy, Qz, Qw>
// rotation is in relative/parent local space
// channels 7..9 are scale <Sx, Sy, Sz>
// output = (input*scale)*rotation + translation
};
class IQMAnim
{
public string Name;
public uint FirstFrame;
public uint NumFrames;
public float Framerate;
public bool Loop;
};
class IQMBounds
{
public float[] BBMins = new float[3];
public float[] BBMaxs = new float[3];
public float XYRadius;
public float Radius;
};
class IQMFileReader : BinaryReader
{
public IQMFileReader(Stream s) : base(s)
{
}
public string ReadName(byte[] textBuffer)
{
uint nameOffset = ReadUInt32();
if (nameOffset >= textBuffer.Length)
throw new Exception("Name offset out of bounds");
for (uint i = nameOffset; i < (uint)textBuffer.Length; i++)
{
if (textBuffer[i] == 0)
{
return Encoding.ASCII.GetString(textBuffer, (int)nameOffset, (int)(i - nameOffset));
}
}
throw new Exception("Name not null terminated");
}
public void SeekTo(uint newPos)
{
BaseStream.Seek(newPos, SeekOrigin.Begin);
}
}
}