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https://github.com/aimrebirth/tools.git
synced 2026-04-14 17:33:25 +00:00
Improve model loading.
This commit is contained in:
parent
943f38dc96
commit
f81baa57e4
4 changed files with 90 additions and 75 deletions
1
.gitignore
vendored
1
.gitignore
vendored
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@ -2,6 +2,7 @@ win*
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build
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bin
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.cppan
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doc
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*.dll
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*.lnk
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@ -346,9 +346,9 @@ bool CreateScene(const model &model, const std::string &name, FbxManager* pSdkMa
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float f;
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auto uc = modf(fabs(v.texture_coordinates.u), &f);
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auto vc = modf(fabs(v.texture_coordinates.v), &f);
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d_uv->GetDirectArray().Add(FbxVector2(uc, 1 - vc));
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a_uv->GetDirectArray().Add(FbxVector2(uc, 1 - vc));
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s_uv->GetDirectArray().Add(FbxVector2(uc, 1 - vc));
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d_uv->GetDirectArray().Add(FbxVector2(uc, vc));
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a_uv->GetDirectArray().Add(FbxVector2(uc, vc));
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s_uv->GetDirectArray().Add(FbxVector2(uc, vc));
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}
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// faces
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@ -117,21 +117,20 @@ int get_x_coordinate_id()
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}
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}
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template <typename T>
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void aim_vector3<T>::load(const buffer &b)
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static void load_translated(aim_vector3<float> &v, const buffer &b)
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{
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/*
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Our coord system:
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^ z
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---> y
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/
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v x
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^ z
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---> y
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/
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v x
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AIM Coordinates:
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1st number: +Y (left) (or -Y (right)?)
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2nd number: +X (front) - 100% sure
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1st number: +Y (left) (or -Y (right)?) (-Y?)
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2nd number: +X (front) - 100% sure (-X?)
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3rd number: +Z (up) - 100% sure
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This is Z UP, LH axis system.
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@ -143,15 +142,15 @@ void aim_vector3<T>::load(const buffer &b)
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{
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case AxisSystem::MayaYUpZFrontRH:
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// Y UP, Z FRONT (RH)
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READ(b, base::x);
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READ(b, base::z);
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READ(b, base::y);
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READ(b, v.x);
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READ(b, v.z);
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READ(b, v.y);
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break;
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case AxisSystem::AIM:
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// Z UP, X FRONT (LH)
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READ(b, base::y);
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READ(b, base::x);
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READ(b, base::z);
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READ(b, v.y);
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READ(b, v.x);
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READ(b, v.z);
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break;
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default:
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throw SW_RUNTIME_ERROR("Unknown Axis System");
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@ -165,9 +164,12 @@ void aim_vector3<T>::load(const buffer &b)
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void aim_vector4::load(const buffer &b, uint32_t flags)
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{
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base::load(b);
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if (flags & F_USE_W_COORDINATE)
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READ(b, w);
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load_translated(*this, b);
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if (flags & F_WIND_TRANSFORM)
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{
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float f;
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READ(b, f);
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}
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}
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std::string aim_vector4::print() const
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@ -177,54 +179,55 @@ std::string aim_vector4::print() const
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return s;
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}
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void vertex_normal::load(const buffer &b)
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{
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load_translated(*this, b);
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}
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void uv::load(const buffer &b)
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{
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READ(b, u);
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READ(b, v);
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v = 1 - v;
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}
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void vertex::load(const buffer &b, uint32_t flags)
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{
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coordinates.load(b, flags);
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normal.load(b);
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//READ(b, normal);
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READ(b, texture_coordinates);
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texture_coordinates.load(b);
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}
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std::string vertex::printVertex(bool rotate_x_90) const
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void face::load(const buffer &b)
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{
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// rotate by 90 grad over Ox axis
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/*#define M_PI_2 1.57079632679489661923
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Eigen::Vector3f x;
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x << -coordinates.x, coordinates.y, -coordinates.z;
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READ(b, x);
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READ(b, y);
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READ(b, z);
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}
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Eigen::AngleAxis<float> rx(M_PI_2, Eigen::Vector3f(1, 0, 0));
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auto x2 = rx * x;*/
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static String print_float(double v)
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{
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char buf[20];
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snprintf(buf, sizeof(buf), "%.10f", v);
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return buf;
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};
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std::string vertex::printVertex() const
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{
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std::string s;
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if (rotate_x_90)
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{
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// that rotation is really equivalent to exchanging y and z and z sign
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s = "v " +
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std::to_string(-coordinates.x * scale_mult()) + " " +
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std::to_string(coordinates.z * scale_mult()) + " " +
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std::to_string(coordinates.y * scale_mult()) + " " +
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std::to_string(coordinates.w)
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;
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}
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else
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{
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s = "v " +
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std::to_string(-coordinates.x * scale_mult()) + " " +
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std::to_string(coordinates.y * scale_mult()) + " " +
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std::to_string(-coordinates.z * scale_mult()) + " " +
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std::to_string(coordinates.w)
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;
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}
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s = "v " +
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print_float(coordinates.x * scale_mult())
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+ " " + print_float(coordinates.y * scale_mult())
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+ " " + print_float(coordinates.z * scale_mult())
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//+ " " + print_float(coordinates.w)
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;
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return s;
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}
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std::string vertex::printNormal(bool rotate_x_90) const
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std::string vertex::printNormal() const
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{
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std::string s;
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if (rotate_x_90)
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s = "vn " + std::to_string(-normal.x) + " " + std::to_string(-normal.z) + " " + std::to_string(normal.y);
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else
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s = "vn " + std::to_string(-normal.x) + " " + std::to_string(normal.y) + " " + std::to_string(-normal.z);
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s = "vn " + print_float(normal.x) + " " + print_float(normal.y) + " " + print_float(normal.z);
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return s;
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}
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@ -234,7 +237,7 @@ std::string vertex::printTex() const
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float i;
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auto u = modf(fabs(texture_coordinates.u), &i);
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auto v = modf(fabs(texture_coordinates.v), &i);
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s = "vt " + std::to_string(u) + " " + std::to_string(1 - v);
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s = "vt " + print_float(u) + " " + print_float(v);
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return s;
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}
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@ -258,7 +261,7 @@ void damage_model::load(const buffer &b)
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for (auto &v : vertices)
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v.load(b, flags);
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for (auto &t : faces)
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READ(b, t);
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t.load(b);
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}
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std::string mat_color::print() const
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@ -350,7 +353,7 @@ std::string block::printMtl() const
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return s;
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}
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std::string block::printObj(int group_offset, bool rotate_x_90) const
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std::string block::printObj(int group_offset) const
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{
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std::string s;
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s += "usemtl " + h.name + "\n";
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@ -359,16 +362,20 @@ std::string block::printObj(int group_offset, bool rotate_x_90) const
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s += "s 1\n"; // still unk how to use
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s += "\n";
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s += "# " + std::to_string(vertices.size()) + " vertices\n";
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for (auto &v : vertices)
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s += v.printVertex(rotate_x_90) + "\n";
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s += v.printVertex() + "\n";
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s += "\n";
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s += "# " + std::to_string(vertices.size()) + " vertex normals\n";
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for (auto &v : vertices)
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s += v.printNormal(rotate_x_90) + "\n";
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s += v.printNormal() + "\n";
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s += "\n";
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s += "# " + std::to_string(vertices.size()) + " texture coords\n";
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for (auto &v : vertices)
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s += v.printTex() + "\n";
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s += "\n";
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s += "# " + std::to_string(vertices.size()) + " faces\n";
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for (auto &t : faces)
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{
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auto x = std::to_string(t.x + 1 + group_offset);
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@ -502,7 +509,7 @@ void block::loadPayload(const buffer &data)
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READ(data, rot);
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READ(data, flags);
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uint32_t n_vertex;
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uint32_t n_faces; // ??? edges? polygons?
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uint32_t n_faces; // ??? edges? polygons? triangles?
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READ(data, n_vertex);
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vertices.resize(n_vertex);
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READ(data, n_faces);
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@ -523,7 +530,7 @@ void block::loadPayload(const buffer &data)
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{
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n_faces *= 6; // 7
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auto faces2 = faces;
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decltype(faces) faces2;
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faces2.resize(n_faces / 3);
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for (auto &t : faces2)
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READ(data, t);
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@ -532,7 +539,7 @@ void block::loadPayload(const buffer &data)
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// maybe two winds anims?
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// small wind and big wind?
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if (triangles_mult_7 && !unk11 &&
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((flags & F_USE_W_COORDINATE) || flags == 0x112)
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((flags & F_WIND_TRANSFORM) || flags == 0x112)
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)
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{
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read_more_faces();
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@ -553,7 +560,7 @@ void block::loadPayload(const buffer &data)
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else
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{
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// unknown end of block
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auto triangles2 = faces;
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decltype(faces) triangles2;
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auto d = data.end() - data.index();
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triangles2.resize(d / sizeof(face));
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for (auto &t : triangles2)
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@ -655,7 +662,7 @@ void model::print(const std::string &fn) const
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o << "\n";
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};
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auto print_obj = [&](const auto &n, bool rotate_x_90 = false)
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auto print_obj = [&](const auto &n)
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{
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std::ofstream o(n);
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title(o);
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@ -667,7 +674,7 @@ void model::print(const std::string &fn) const
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if (!b.canPrint())
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continue;
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o << b.printObj(n_vert, rotate_x_90) << "\n";
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o << b.printObj(n_vert) << "\n";
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n_vert += b.vertices.size();
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}
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};
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@ -678,8 +685,7 @@ void model::print(const std::string &fn) const
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for (auto &b : blocks)
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m << b.printMtl() << "\n";
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print_obj(fn + "_fbx.obj");
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print_obj(fn + "_ue4.obj", true);
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print_obj(fn + ".obj");
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}
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void model::save(yaml &root) const
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@ -33,7 +33,7 @@ class buffer;
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enum
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{
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F_USE_W_COORDINATE = 0x4, // F_USE_QUANTERNION/F_QUANTERNION?
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F_WIND_TRANSFORM = 0x4,
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};
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enum class AdditionalParameter : uint32_t
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@ -83,8 +83,6 @@ template <typename T>
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struct aim_vector3 : vector3<T>
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{
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using base = vector3<T>;
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void load(const buffer &b);
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};
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struct aim_vector4 : aim_vector3<float>
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@ -97,26 +95,36 @@ struct aim_vector4 : aim_vector3<float>
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void load(const buffer &b, uint32_t flags = 0);
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};
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struct vertex_normal : aim_vector3<float>
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{
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void load(const buffer &b);
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};
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struct uv
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{
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float u;
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float v;
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void load(const buffer &b);
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};
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struct vertex
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{
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aim_vector4 coordinates;
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aim_vector3<float> normal;
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vertex_normal normal;
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uv texture_coordinates;
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void load(const buffer &b, uint32_t flags);
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std::string printVertex(bool rotate_x_90 = false) const;
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std::string printNormal(bool rotate_x_90 = false) const;
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std::string printVertex() const;
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std::string printNormal() const;
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std::string printTex() const;
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};
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using face = aim_vector3<uint16_t>;
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struct face : aim_vector3<uint16_t>
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{
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void load(const buffer &b);
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};
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struct animation
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{
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@ -279,7 +287,7 @@ struct block
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void loadPayload(const buffer &b);
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std::string printMtl() const;
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std::string printObj(int group_offset, bool rotate_x_90 = false) const;
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std::string printObj(int group_offset) const;
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block_info save(yaml &root) const;
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bool canPrint() const;
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