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Model.cpp from Scorched 3D at Krugle


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////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2004
//
//    This file is part of Scorched3D.
//
//    Scorched3D is free software; you can redistribute it and/or modify
//    it under the terms of the GNU General Public License as published by
//    the Free Software Foundation; either version 2 of the License, or
//    (at your option) any later version.
//
//    Scorched3D is distributed in the hope that it will be useful,
//    but WITHOUT ANY WARRANTY; without even the implied warranty of
//    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//    GNU General Public License for more details.
//
//    You should have received a copy of the GNU General Public License
//    along with Scorched3D; if not, write to the Free Software
//    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
////////////////////////////////////////////////////////////////////////////////

#include <3dsparse/Model.h>
#include <3dsparse/ModelMaths.h>
#include <common/Defines.h>

Model::Model() : startFrame_(0), totalFrames_(0)
{
}

Model::~Model()
{
	while (!meshes_.empty())
	{
		Mesh *mesh = meshes_.back();
		meshes_.pop_back();
		delete mesh;
	}
	while (!bones_.empty())
	{
		Bone *bone = bones_.back();
		bones_.pop_back();
		delete bone;
	}
	while (!baseBoneTypes_.empty())
	{
		BoneType *boneType = baseBoneTypes_.back();
		baseBoneTypes_.pop_back();
		delete boneType;
	}
}

void Model::centre()
{
	max_ = meshes_.front()->getMax();
	min_ = meshes_.front()->getMin();
	DIALOG_ASSERT(!meshes_.empty());

	std::vector<Mesh *>::iterator itor;
	for (itor = meshes_.begin();
		itor != meshes_.end();
		itor++)
	{
		max_[0] = MAX(max_[0], (*itor)->getMax()[0]);
		max_[1] = MAX(max_[1], (*itor)->getMax()[1]);
		max_[2] = MAX(max_[2], (*itor)->getMax()[2]);

		min_[0] = MIN(min_[0], (*itor)->getMin()[0]);
		min_[1] = MIN(min_[1], (*itor)->getMin()[1]);
		min_[2] = MIN(min_[2], (*itor)->getMin()[2]);
	}

	Vector centre = (max_ + min_) / -2.0f;
	for (itor = meshes_.begin();
		itor != meshes_.end();
		itor++)
	{
		(*itor)->move(centre);
	}
	min_ += centre;
	max_ += centre;
}

int Model::getNumberTriangles()
{
	int tris = 0;
	std::vector<Mesh *>::iterator itor;
	for (itor = meshes_.begin();
		itor != meshes_.end();
		itor++)
	{
		Mesh *mesh = *itor;
		tris += (int) mesh->getFaces().size();
	}
	return tris;
}

void Model::setup()
{
	centre();
	setupBones();
	setupColor();
}

void Model::setupColor()
{
	Vector lightpos(-0.3f, -0.2f, 1.0f);
	lightpos.StoreNormalize();

	std::vector<Mesh *>::iterator itor;
	for (itor = meshes_.begin();
		itor != meshes_.end();
		itor++)
	{
		Mesh *mesh = (*itor);
	
		std::vector<Face *>::iterator itor;
		for (itor = mesh->getFaces().begin();
			itor != mesh->getFaces().end();
			itor++)
		{
			Face *face = *itor;
			for (int i=0; i<3; i++)
			{
				Vertex *vertex = mesh->getVertex(face->v[i]);
				Vector &normal = face->normal[i];

				const float ambientLight = 0.2f;
				const float diffuseLight = 0.8f;
				float diffuseLightMult = 
					(((lightpos.dotP(normal.Normalize())) / 2.0f) + 0.5f);
				float intense = diffuseLightMult * diffuseLight + ambientLight;
				if (intense > 1.0f) intense = 1.0f; 
				vertex->lightintense[0] = intense;
				vertex->lightintense[1] = intense;
				vertex->lightintense[2] = intense;
			}
		}
	}
}

void Model::setupBones()
{
	for (unsigned int b=0; b<bones_.size(); b++)
	{
		baseBoneTypes_.push_back(new BoneType());
	}

	for (unsigned int b=0; b<bones_.size(); b++)
	{
		Bone *bone = bones_[b];
		BoneType *type = baseBoneTypes_[b];

		// Find the parent bone
		for (unsigned int p=0; p<bones_.size(); p++)
		{
			Bone *parent = bones_[p];
			if (0 == strcmp(bone->getParentName(), parent->getName()))
			{
				type->parent_ = p;
				break;
			}
		}

		// Set rotation and position
		Vector rot;
		rot[0] = bone->getRotation()[0] * 180.0f / PI;
		rot[1] = bone->getRotation()[1] * 180.0f / PI;
		rot[2] = bone->getRotation()[2] * 180.0f / PI;

		ModelMaths::angleMatrix(rot, type->relative_);
		type->relative_[0][3] = bone->getPosition()[0];
		type->relative_[1][3] = bone->getPosition()[1];
		type->relative_[2][3] = bone->getPosition()[2];

		// Setup child relations
		if (type->parent_ != -1)
		{
			BoneType *parent = baseBoneTypes_[type->parent_];

			ModelMaths::concatTransforms(parent->absolute_, type->relative_, type->absolute_);
			memcpy(type->final_, type->absolute_, sizeof(BoneMatrixType));
		}
		else // No parent
		{
			memcpy(type->absolute_, type->relative_, sizeof(BoneMatrixType));
			memcpy(type->final_, type->relative_, sizeof(BoneMatrixType));
		}
	}

	// Move vertexes to align with the bones
	for (unsigned int i=0; i<meshes_.size(); i++)
	{
		Mesh *mesh = meshes_[i];
		for (unsigned int j=0; j<mesh->getVertexes().size(); j++)
		{
			Vertex *vertex = mesh->getVertex(j);
			if (vertex->boneIndex != -1)
			{
				BoneType *type = baseBoneTypes_[vertex->boneIndex];
				mesh->getReferencesBones() = true;

				// Note: Translation of MS to S3D coords

				// Translation
				vertex->position[0] -= type->absolute_[0][3];
				vertex->position[1] -= type->absolute_[2][3];
				vertex->position[2] -= type->absolute_[1][3];

				// Rotation
				Vector tmpPos;
				tmpPos[0] = vertex->position[0];
				tmpPos[1] = vertex->position[2];
				tmpPos[2] = vertex->position[1];

				Vector tmp;
				ModelMaths::vectorIRotate(tmpPos, type->absolute_, tmp);
				vertex->position[0] = tmp[0];
				vertex->position[1] = tmp[2];
				vertex->position[2] = tmp[1];
			}
		}
	}
}




See more files for this project here

Scorched 3D

Scorched3D is a 3D remake of the popular 2D artillery game Scorched Earth.\r\nScorched3D can be played against the computer, other players and remotely across the internet or LAN.

Project homepage: http://sourceforge.net/projects/scorched3d
Programming language(s): C,C++,XML
License: gpl2

  ASEModelFactory.cpp
  ASEModelFactory.h
  Bone.cpp
  Bone.h
  Face.cpp
  Face.h
  MSModelFactory.cpp
  MSModelFactory.h
  Mesh.cpp
  Mesh.h
  MeshLOD.cpp
  MeshLOD.h
  MeshLODTri.cpp
  MeshLODTri.h
  MeshLODVector.cpp
  MeshLODVector.h
  Model.cpp
  Model.h
  ModelDefn.cpp
  ModelDefn.h
  ModelMaths.cpp
  ModelMaths.h
  ModelStore.cpp
  ModelStore.h
  TreeModelFactory.cpp
  TreeModelFactory.h
  Vertex.cpp
  Vertex.h
  aseFile.lex.cpp
  aseFile.tab.cpp
  aseFile.tab.cpp.h