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1 #include "scene.h"
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2 #include "opengl.h"
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3 #include "goat3d.h"
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4
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5 using namespace goatgfx;
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6
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7 static Mesh *load_mesh(goat3d_mesh *gmesh);
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8
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9 Scene::~Scene()
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10 {
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11 destroy();
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12 }
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13
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14 void Scene::destroy()
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15 {
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16 for(size_t i=0; i<objects.size(); i++) {
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17 delete objects[i];
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18 }
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19 objects.clear();
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20
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21 for(size_t i=0; i<meshes.size(); i++) {
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22 delete meshes[i];
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23 }
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24 meshes.clear();
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25
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26 for(size_t i=0; i<curves.size(); i++) {
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27 delete curves[i];
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28 }
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29 curves.clear();
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30 }
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31
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32 bool Scene::load(const char *fname)
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33 {
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34 goat3d *goat = goat3d_create();
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35 if(!goat) {
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36 return false;
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37 }
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38 if(goat3d_load(goat, fname) == -1) {
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39 goat3d_free(goat);
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40 return false;
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41 }
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42
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43 // load all the meshes
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44 int num_meshes = goat3d_get_mesh_count(goat);
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45 for(int i=0; i<num_meshes; i++) {
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46 goat3d_mesh *gmesh = goat3d_get_mesh(goat, i);
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47 Mesh *mesh = load_mesh(gmesh);
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48 if(mesh) {
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49 meshes.push_back(mesh);
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50 }
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51 }
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52
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53 // load all the nodes recursively
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54 int num_nodes = goat3d_get_node_count(goat);
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55 for(int i=0; i<num_nodes; i++) {
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56 goat3d_node *gnode = goat3d_get_node(goat, i);
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57 }
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58
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59 goat3d_free(goat);
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60 return true;
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61 }
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62
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63 bool Scene::save(const char *fname) const
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64 {
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65 return false; // TODO
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66 }
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67
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68 void Scene::draw(long msec) const
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69 {
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70 for(size_t i=0; i<objects.size(); i++) {
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71 objects[i]->draw(msec);
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72 }
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73
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74 // if there are no objects in the scene, just draw the meshes instead
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75 if(objects.empty()) {
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76 for(size_t i=0; i<meshes.size(); i++) {
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77 meshes[i]->draw();
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78 }
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79 }
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80 }
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81
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82 static Mesh *load_mesh(goat3d_mesh *gmesh)
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83 {
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84 int nverts = goat3d_get_mesh_attrib_count(gmesh, GOAT3D_MESH_ATTR_VERTEX);
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85 float *data = (float*)goat3d_get_mesh_attribs(gmesh, GOAT3D_MESH_ATTR_VERTEX);
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86
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87 if(!nverts || !data) {
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88 return 0;
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89 }
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90 int nfaces = goat3d_get_mesh_face_count(gmesh);
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91
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92 Mesh *mesh = new Mesh;
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93 const char *name = goat3d_get_mesh_name(gmesh);
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94 if(name) {
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95 mesh->set_name(name);
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96 }
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97
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98 mesh->set_attrib_data(MESH_ATTR_VERTEX, 3, nverts, data);
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99
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100 if((data = (float*)goat3d_get_mesh_attribs(gmesh, GOAT3D_MESH_ATTR_NORMAL))) {
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101 mesh->set_attrib_data(MESH_ATTR_NORMAL, 3, nverts, data);
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102 }
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103 if((data = (float*)goat3d_get_mesh_attribs(gmesh, GOAT3D_MESH_ATTR_TANGENT))) {
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104 mesh->set_attrib_data(MESH_ATTR_TANGENT, 3, nverts, data);
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105 }
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106 if((data = (float*)goat3d_get_mesh_attribs(gmesh, GOAT3D_MESH_ATTR_TEXCOORD))) {
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107 mesh->set_attrib_data(MESH_ATTR_TEXCOORD, 2, nverts, data);
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108 }
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109 if((data = (float*)goat3d_get_mesh_attribs(gmesh, GOAT3D_MESH_ATTR_COLOR))) {
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110 mesh->set_attrib_data(MESH_ATTR_COLOR, 4, nverts, data);
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111 }
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112 if((data = (float*)goat3d_get_mesh_attribs(gmesh, GOAT3D_MESH_ATTR_SKIN_WEIGHT))) {
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113 mesh->set_attrib_data(MESH_ATTR_BONEWEIGHTS, 4, nverts, data);
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114 }
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115 int *idata = (int*)goat3d_get_mesh_attribs(gmesh, GOAT3D_MESH_ATTR_SKIN_MATRIX);
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116 if(idata) {
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117 for(int i=0; i<nverts; i++) {
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118 mesh->set_attrib(MESH_ATTR_BONEIDX, i, Vector4(idata[0], idata[1], idata[2], idata[3]));
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119 idata += 4;
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120 }
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121 }
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122
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123 if(nfaces && (idata = goat3d_get_mesh_faces(gmesh))) {
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124 mesh->set_index_data(nfaces * 3, (unsigned int*)idata);
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125 }
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126 return mesh;
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127 }
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