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nuclear@54
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1 /*
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2 goat3d - 3D scene, character, and animation file format library.
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3 Copyright (C) 2013-2014 John Tsiombikas <nuclear@member.fsf.org>
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4
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5 This program is free software: you can redistribute it and/or modify
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6 it under the terms of the GNU Lesser General Public License as published by
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7 the Free Software Foundation, either version 3 of the License, or
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8 (at your option) any later version.
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9
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10 This program is distributed in the hope that it will be useful,
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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13 GNU Lesser General Public License for more details.
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14
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15 You should have received a copy of the GNU Lesser General Public License
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16 along with this program. If not, see <http://www.gnu.org/licenses/>.
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17 */
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nuclear@19
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18 #include "goat3d_impl.h"
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19 #include "mesh.h"
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20 #include "openctm.h"
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21 #include "log.h"
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22
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23 using namespace g3dimpl;
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24
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25 Int4::Int4()
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26 {
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27 x = y = z = w = 0;
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28 }
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29
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30 Int4::Int4(int x, int y, int z, int w)
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31 {
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32 this->x = x;
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33 this->y = y;
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34 this->z = z;
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35 this->w = w;
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36 }
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37
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38 Mesh::Mesh()
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39 {
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40 material = 0;
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41 }
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42
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43 bool Mesh::load(const char *fname)
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44 {
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45 CTMcontext ctm = ctmNewContext(CTM_IMPORT);
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46
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47 ctmLoad(ctm, fname);
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48 if(ctmGetError(ctm) != CTM_NONE) {
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49 logmsg(LOG_ERROR, "failed to load ctm mesh: %s\n", fname);
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50 ctmFreeContext(ctm);
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51 return false;
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52 }
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53
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54 int vnum = ctmGetInteger(ctm, CTM_VERTEX_COUNT);
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55 int fnum = ctmGetInteger(ctm, CTM_TRIANGLE_COUNT);
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56
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57 const CTMfloat *vertices = ctmGetFloatArray(ctm, CTM_VERTICES);
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58 if(!vertices) {
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59 logmsg(LOG_ERROR, "failed to load ctm mesh: %s: no vertices found!\n", fname);
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60 ctmFreeContext(ctm);
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61 return false;
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62 }
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63
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64 const CTMuint *indices = ctmGetIntegerArray(ctm, CTM_INDICES);
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65 if(!indices) {
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66 logmsg(LOG_ERROR, "failed to load ctm mesh: %s: no faces found!\n", fname);
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67 ctmFreeContext(ctm);
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68 return false;
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69 }
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70
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71 const CTMfloat *normals = ctmGetFloatArray(ctm, CTM_NORMALS);
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72 const CTMfloat *texcoords = ctmGetFloatArray(ctm, CTM_UV_MAP_1);
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73
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74 CTMenum tangent_id = ctmGetNamedAttribMap(ctm, "tangent");
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75 const CTMfloat *tangents = tangent_id ? ctmGetFloatArray(ctm, tangent_id) : 0;
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76
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77 CTMenum skinweight_id = ctmGetNamedAttribMap(ctm, "skin_weight");
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78 const CTMfloat *skinweights = skinweight_id ? ctmGetFloatArray(ctm, skinweight_id) : 0;
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79
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80 CTMenum skinmat_id = ctmGetNamedAttribMap(ctm, "skin_matrix");
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81 const CTMuint *skinmats = skinmat_id ? ctmGetIntegerArray(ctm, skinmat_id) : 0;
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82
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83 CTMenum color_id = ctmGetNamedAttribMap(ctm, "color");
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84 const CTMfloat *colors = color_id ? ctmGetFloatArray(ctm, color_id) : 0;
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85
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86 // now put everything we found into our vectors
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87 this->vertices = VECDATA(Vector3, vertices, vnum);
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88
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89 if(texcoords) {
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90 this->texcoords = VECDATA(Vector2, texcoords, vnum);
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91 }
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92 if(normals) {
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93 this->normals = VECDATA(Vector3, normals, vnum);
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94 }
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95 if(skinweights) {
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96 this->skin_weights = VECDATA(Vector4, skinweights, vnum);
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97 }
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98 if(colors) {
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99 this->colors = VECDATA(Vector4, colors, vnum);
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100 }
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101
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102 // the rest need converting
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103 if(tangents) {
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104 this->tangents.clear();
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105 this->tangents.resize(vnum);
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106
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107 for(int i=0; i<vnum; i++) {
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108 for(int j=0; j<3; j++) {
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109 this->tangents[i][j] = tangents[j];
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110 }
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111 tangents += 4;
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112 }
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113 }
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114 if(skinmats) {
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115 this->skin_matrices.clear();
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116 this->skin_matrices.resize(vnum);
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117
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118 for(int i=0; i<vnum; i++) {
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119 this->skin_matrices[i].x = skinmats[0];
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120 this->skin_matrices[i].y = skinmats[1];
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121 this->skin_matrices[i].z = skinmats[2];
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122 this->skin_matrices[i].w = skinmats[3];
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123 }
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124 }
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125
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126 // grab the face data
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127 this->faces.clear();
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128 this->faces.resize(fnum);
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129
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130 for(int i=0; i<fnum; i++) {
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131 for(int j=0; j<3; j++) {
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132 this->faces[i].v[j] = indices[j];
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133 }
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134 indices += 3;
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135 }
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136
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137
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138 ctmFreeContext(ctm);
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139 return true;
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140 }
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141
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142 bool Mesh::save(const char *fname) const
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143 {
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144 int vnum = (int)vertices.size();
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145 int fnum = (int)faces.size();
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146
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147 if(!vnum || !fnum) {
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148 return false;
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149 }
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150
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151 CTMcontext ctm = ctmNewContext(CTM_EXPORT);
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152
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153 // vertices, normals, and face-vertex indices
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154 ctmDefineMesh(ctm, &vertices[0].x, vnum, (CTMuint*)faces[0].v, fnum,
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155 normals.empty() ? 0 : &normals[0].x);
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156
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157 // texture coordinates
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158 if(!texcoords.empty()) {
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159 ctmAddUVMap(ctm, &texcoords[0].x, "texcoord", 0);
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160 }
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161
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162 // vertex colors
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163 if(!colors.empty()) {
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164 ctmAddAttribMap(ctm, &colors[0].x, "color");
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165 }
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166
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167 // skin weights
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168 if(!skin_weights.empty()) {
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169 ctmAddAttribMap(ctm, &skin_weights[0].x, "skin_weight");
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170 }
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171
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172 // if either of the non-float4 attributes are present we need to make a tmp array
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173 CTMfloat *attr_array = 0;
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174 if(!tangents.empty() || !skin_matrices.empty()) {
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175 attr_array = new CTMfloat[vnum * 4 * sizeof *attr_array];
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176 }
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177
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178 // tangents
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179 if(!tangents.empty()) {
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180 CTMfloat *ptr = attr_array;
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181
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182 for(int i=0; i<vnum; i++) {
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183 *ptr++ = tangents[i].x;
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184 *ptr++ = tangents[i].y;
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185 *ptr++ = tangents[i].z;
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186 *ptr++ = 1.0;
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187 }
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188 ctmAddAttribMap(ctm, attr_array, "tangent");
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189 }
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190
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191 // skin matrix indices (4 per vertex)
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192 if(!skin_matrices.empty()) {
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193 CTMfloat *ptr = attr_array;
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194
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195 for(int i=0; i<vnum; i++) {
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196 *ptr++ = (float)skin_matrices[i].x;
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197 *ptr++ = (float)skin_matrices[i].y;
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198 *ptr++ = (float)skin_matrices[i].z;
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199 *ptr++ = (float)skin_matrices[i].w;
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200 }
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201 ctmAddAttribMap(ctm, attr_array, "skin_matrix");
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202 }
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203
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204 delete [] attr_array;
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205
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206 /* TODO find a way to specify the nodes participating in the skinning of this mesh
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207 * probably in the comment field?
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208 */
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209
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210 logmsg(LOG_INFO, "saving CTM mesh file: %s\n", fname);
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211 ctmSave(ctm, fname);
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212
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213 ctmFreeContext(ctm);
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214 return true;
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215 }
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216
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217 void Mesh::set_material(Material *mat)
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218 {
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219 material = mat;
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220 }
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221
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222 Material *Mesh::get_material()
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223 {
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224 return material;
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225 }
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226
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227 const Material *Mesh::get_material() const
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228 {
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229 return material;
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230 }
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231
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232 AABox Mesh::get_bounds(const Matrix4x4 &xform) const
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233 {
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234 AABox bbox;
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235
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236 for(size_t i=0; i<vertices.size(); i++) {
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237 Vector3 v = vertices[i].transformed(xform);
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238
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239 for(int j=0; j<3; j++) {
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240 if(v[j] < bbox.bmin[j]) {
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241 bbox.bmin[j] = v[j];
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242 }
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243 if(v[j] > bbox.bmax[j]) {
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244 bbox.bmax[j] = v[j];
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245 }
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246 }
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247 }
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248 return bbox;
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249 }
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