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GiantsTools/Plugins/imp_gbs/Gb2Importer.cpp
2022-09-16 17:57:19 -07:00

126 lines
3.2 KiB
C++

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