mirror of
https://github.com/ncblakely/GiantsTools
synced 2024-11-22 06:05:38 +01:00
126 lines
3.2 KiB
C++
126 lines
3.2 KiB
C++
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#include "Gb2Importer.h"
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#include "StdUtil.h"
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void Gb2Importer::ImportFile(const MCHAR* name, ImpInterface* ii, Interface* i, BOOL suppressPrompts)
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{
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ReadGb2File(name);
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BuildMeshes(ii);
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ii->RedrawViews();
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}
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void Gb2Importer::ReadGb2File(const MCHAR* Name)
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{
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FILE* file = nullptr;
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try
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{
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errno_t err = _tfopen_s(&file, Name, (_T("rb")));
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if (err != 0)
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{
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throw std::exception("Could not open input file.");
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}
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// Read object into memory
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m_gb2Data.Read(file);
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fclose(file);
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}
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catch (const std::exception& e)
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{
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if (file)
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fclose(file);
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throw e;
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}
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}
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void Gb2Importer::BuildMeshes(ImpInterface* ii)
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{
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for (auto& obj : this->m_gb2Data.objdata)
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{
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assert(obj.ntris > 0);
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assert(obj.nverts > 0);
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Mesh mesh;
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mesh.setNumVerts(obj.nverts);
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mesh.setNumTVerts(obj.nverts);
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mesh.setNumVertCol(obj.nverts);
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mesh.setNumFaces(obj.ntris);
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mesh.setNumTVFaces(obj.ntris);
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mesh.setNumVCFaces(obj.ntris);
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for (int i = 0; i < obj.nverts; i++)
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{
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Point3 point(obj.verts[i].x, obj.verts[i].y, obj.verts[i].z);
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mesh.setVert(i, point);
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const UV& uv = obj.vertuv.at(i);
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mesh.setTVert(i, UVVert(uv.u, uv.v, 0.0f));
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}
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int faceIndex = 0;
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for (int i = 0; i < obj.tris.size(); i += 3)
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{
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int v0 = obj.tris.at(i);
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int v1 = obj.tris.at(i + 1);
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int v2 = obj.tris.at(i + 2);
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// Create faces
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Face& face = mesh.faces[faceIndex];
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face.setVerts(v0, v1, v2);
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face.setEdgeVisFlags(EDGE_VIS, EDGE_VIS, EDGE_VIS);
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// Set per-vertex coloring (appears to be unused by game)
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TVFace& vcFace = mesh.vcFace[faceIndex];
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vcFace.setTVerts(v0, v1, v2);
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// Set textured (UV) vertices
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TVFace& tvFace = mesh.tvFace[faceIndex];
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tvFace.setTVerts(v0, v1, v2);
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faceIndex++;
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}
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mesh.buildNormals();
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mesh.buildBoundingBox();
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mesh.InvalidateEdgeList();
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TriObject* tri = CreateNewTriObject();
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tri->mesh = mesh;
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Matrix3 tm;
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tm.IdentityMatrix();
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ImpNode* Node = ii->CreateNode();
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if (!Node)
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{
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throw std::exception("Could not create Node");
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}
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Mtl* material = BuildMaterial(obj);
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Node->Reference(tri);
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Node->SetTransform(0, tm);
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ii->AddNodeToScene(Node);
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INode* iNode = Node->GetINode();
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iNode->SetMtl(material);
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Node->SetName(util::to_wstring(obj.name).c_str());
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}
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}
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Mtl* Gb2Importer::BuildMaterial(SingleObjectData& obj)
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{
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auto bitmapTex = NewDefaultBitmapTex();
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bitmapTex->SetName(util::to_wstring(obj.texname).c_str());
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bitmapTex->SetMapName(util::to_wstring(obj.texname).c_str());
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StdMat2* stdMat = NewDefaultStdMat();
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stdMat->EnableMap(ID_DI, true);
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if (bitmapTex)
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{
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stdMat->SetSubTexmap(ID_DI, bitmapTex);
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}
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stdMat->SetName(util::to_wstring(obj.texname).c_str());
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return stdMat;
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}
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