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https://github.com/ZDoom/Raze.git
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235 lines
5.6 KiB
C++
235 lines
5.6 KiB
C++
#pragma once
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#include <stdint.h>
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#include "model.h"
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#include "vectors.h"
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#include "matrix.h"
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#include "common/rendering/i_modelvertexbuffer.h"
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#include "m_swap.h"
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#include "name.h"
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class DBoneComponents;
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struct IQMMesh
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{
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FString Name;
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FString Material;
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uint32_t FirstVertex;
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uint32_t NumVertices;
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uint32_t FirstTriangle;
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uint32_t NumTriangles;
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FTextureID Skin;
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};
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enum IQMVertexArrayType
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{
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IQM_POSITION = 0, // float, 3
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IQM_TEXCOORD = 1, // float, 2
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IQM_NORMAL = 2, // float, 3
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IQM_TANGENT = 3, // float, 4
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IQM_BLENDINDEXES = 4, // ubyte, 4
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IQM_BLENDWEIGHTS = 5, // ubyte, 4
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IQM_COLOR = 6, // ubyte, 4
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IQM_CUSTOM = 0x10
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};
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enum IQMVertexArrayFormat
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{
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IQM_BYTE = 0,
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IQM_UBYTE = 1,
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IQM_SHORT = 2,
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IQM_USHORT = 3,
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IQM_INT = 4,
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IQM_UINT = 5,
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IQM_HALF = 6,
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IQM_FLOAT = 7,
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IQM_DOUBLE = 8,
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};
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struct IQMVertexArray
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{
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IQMVertexArrayType Type;
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uint32_t Flags;
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IQMVertexArrayFormat Format;
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uint32_t Size;
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uint32_t Offset;
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};
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struct IQMTriangle
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{
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uint32_t Vertex[3];
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};
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struct IQMAdjacency
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{
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uint32_t Triangle[3];
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};
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struct IQMJoint
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{
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FString Name;
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int32_t Parent; // parent < 0 means this is a root bone
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FVector3 Translate;
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FVector4 Quaternion;
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FVector3 Scale;
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};
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struct IQMPose
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{
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int32_t Parent; // parent < 0 means this is a root bone
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uint32_t ChannelMask; // mask of which 10 channels are present for this joint pose
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float ChannelOffset[10];
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float ChannelScale[10];
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// channels 0..2 are translation <Tx, Ty, Tz> and channels 3..6 are quaternion rotation <Qx, Qy, Qz, Qw>
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// rotation is in relative/parent local space
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// channels 7..9 are scale <Sx, Sy, Sz>
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// output = (input*scale)*rotation + translation
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};
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struct IQMAnim
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{
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FString Name;
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uint32_t FirstFrame;
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uint32_t NumFrames;
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float Framerate;
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bool Loop;
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};
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struct IQMBounds
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{
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float BBMins[3];
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float BBMaxs[3];
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float XYRadius;
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float Radius;
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};
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class IQMFileReader;
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class IQMModel : public FModel
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{
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public:
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IQMModel();
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~IQMModel();
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bool Load(const char* fn, int lumpnum, const char* buffer, int length) override;
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int FindFrame(const char* name, bool nodefault) override;
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int FindFirstFrame(FName name) override;
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int FindLastFrame(FName name) override;
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double FindFramerate(FName name) override;
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void RenderFrame(FModelRenderer* renderer, FGameTexture* skin, int frame, int frame2, double inter, FTranslationID translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition) override;
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void BuildVertexBuffer(FModelRenderer* renderer) override;
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void AddSkins(uint8_t* hitlist, const FTextureID* surfaceskinids) override;
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const TArray<TRS>* AttachAnimationData() override;
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ModelAnimFrame PrecalculateFrame(const ModelAnimFrame &from, const ModelAnimFrameInterp &to, float inter, const TArray<TRS>* animationData, DBoneComponents* bones, int index) override;
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const TArray<VSMatrix> CalculateBones(const ModelAnimFrame &from, const ModelAnimFrameInterp &to, float inter, const TArray<TRS>* animationData, DBoneComponents* bones, int index) override;
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ModelAnimFramePrecalculatedIQM CalculateFrameIQM(int frame1, int frame2, float inter, int frame1_prev, float inter1_prev, int frame2_prev, float inter2_prev, const ModelAnimFramePrecalculatedIQM* precalculated, const TArray<TRS>* animationData, DBoneComponents* bones, int index);
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const TArray<VSMatrix> CalculateBonesIQM(int frame1, int frame2, float inter, int frame1_prev, float inter1_prev, int frame2_prev, float inter2_prev, const ModelAnimFramePrecalculatedIQM* precalculated, const TArray<TRS>* animationData, DBoneComponents* bones, int index);
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private:
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void LoadGeometry();
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void UnloadGeometry();
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void LoadPosition(IQMFileReader& reader, const IQMVertexArray& vertexArray);
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void LoadTexcoord(IQMFileReader& reader, const IQMVertexArray& vertexArray);
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void LoadNormal(IQMFileReader& reader, const IQMVertexArray& vertexArray);
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void LoadBlendIndexes(IQMFileReader& reader, const IQMVertexArray& vertexArray);
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void LoadBlendWeights(IQMFileReader& reader, const IQMVertexArray& vertexArray);
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int mLumpNum = -1;
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TMap<FName, int> NamedAnimations;
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TArray<IQMMesh> Meshes;
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TArray<IQMTriangle> Triangles;
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TArray<IQMAdjacency> Adjacency;
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TArray<IQMJoint> Joints;
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TArray<IQMPose> Poses;
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TArray<IQMAnim> Anims;
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TArray<IQMBounds> Bounds;
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TArray<IQMVertexArray> VertexArrays;
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uint32_t NumVertices = 0;
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TArray<FModelVertex> Vertices;
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TArray<VSMatrix> baseframe;
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TArray<VSMatrix> inversebaseframe;
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TArray<TRS> TRSData;
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};
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struct IQMReadErrorException { };
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class IQMFileReader
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{
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public:
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IQMFileReader(const void* buffer, int length) : buffer((const char*)buffer), length(length) { }
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uint8_t ReadUByte()
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{
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uint8_t value;
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Read(&value, sizeof(uint8_t));
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return value;
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}
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int32_t ReadInt32()
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{
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int32_t value;
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Read(&value, sizeof(int32_t));
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value = LittleLong(value);
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return value;
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}
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int16_t ReadInt16()
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{
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int16_t value;
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Read(&value, sizeof(int16_t));
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value = LittleShort(value);
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return value;
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}
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uint32_t ReadUInt32()
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{
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return ReadInt32();
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}
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uint16_t ReadUInt16()
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{
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return ReadInt16();
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}
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float ReadFloat()
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{
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float value;
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Read(&value, sizeof(float));
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return value;
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}
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FString ReadName(const TArray<char>& textBuffer)
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{
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uint32_t nameOffset = ReadUInt32();
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if (nameOffset >= textBuffer.Size())
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throw IQMReadErrorException();
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return textBuffer.Data() + nameOffset;
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}
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void Read(void* data, int size)
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{
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if (pos + size > length || size < 0 || size > 0x0fffffff)
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throw IQMReadErrorException();
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memcpy(data, buffer + pos, size);
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pos += size;
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}
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void SeekTo(int newPos)
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{
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if (newPos < 0 || newPos > length)
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throw IQMReadErrorException();
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pos = newPos;
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}
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private:
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const char* buffer = nullptr;
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int length = 0;
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int pos = 0;
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};
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