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UnMesh1.cpp
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UnMesh1.cpp
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#include "Core.h"
#include "UnrealClasses.h"
#include "UnMesh2.h"
#include "UnMaterial2.h"
#if UNREAL1
/*-----------------------------------------------------------------------------
ULodMesh class
-----------------------------------------------------------------------------*/
#if DEUS_EX
struct FMeshVertDeus
{
union
{
struct
{
int X:16; int Y:16; int Z:16; int Pad:16;
};
struct
{
uint32 D1; uint32 D2;
};
};
inline operator FMeshVert() const
{
FMeshVert r;
r.X = X;
r.Y = Y;
r.Z = Z;
return r;
}
friend FArchive& operator<<(FArchive &Ar, FMeshVertDeus &V)
{
// return Ar << V.X << V.Y << V.Z << V.Pad;
return Ar << V.D1 << V.D2;
}
};
SIMPLE_TYPE(FMeshVertDeus, unsigned)
#endif // DEUS_EX
// UE1 FMeshWedge
struct FMeshWedge1
{
uint16 iVertex;
FMeshUV1 TexUV;
operator FMeshWedge() const
{
FMeshWedge r;
r.iVertex = iVertex;
r.TexUV = TexUV;
return r;
}
friend FArchive& operator<<(FArchive &Ar, FMeshWedge1 &T)
{
Ar << T.iVertex << T.TexUV;
return Ar;
}
};
RAW_TYPE(FMeshWedge1)
// Says which triangles a particular mesh vertex is associated with.
// Precomputed so that mesh triangles can be shaded with Gouraud-style
// shared, interpolated normal shading.
// Used for UE1 UMesh only
struct FMeshVertConnect
{
int NumVertTriangles;
int TriangleListOffset;
friend FArchive& operator<<(FArchive &Ar, FMeshVertConnect &C)
{
return Ar << C.NumVertTriangles << C.TriangleListOffset;
}
};
SIMPLE_TYPE(FMeshVertConnect, int)
void ULodMesh::SerializeLodMesh1(FArchive &Ar, TArray<FMeshAnimSeq> &AnimSeqs, TArray<FBox> &BoundingBoxes,
TArray<FSphere> &BoundingSpheres, int &FrameCount)
{
guard(SerializeLodMesh1);
// UE1: different layout
// UMesh fields
TLazyArray<FMeshTri> tmpTris;
TLazyArray<FMeshVertConnect> tmpConnects;
TLazyArray<int> tmpVertLinks;
float tmpTextureLOD_65; // version 65
TArray<float> tmpTextureLOD; // version 66+
unsigned tmpAndFlags, tmpOrFlags;
int tmpCurPoly, tmpCurVertex;
// ULodMesh fields
TArray<uint16> tmpCollapsePointThus;
TArray<FMeshWedge1> tmpWedges;
TArray<FMeshFace> tmpSpecialFaces;
int tmpModelVerts, tmpSpecialVerts;
TArray<uint16> tmpRemapAnimVerts;
int tmpOldFrameVerts;
const char *realClassName = GetRealClassName();
// here: realClassName may be "LodMesh" or "Mesh"
// UPrimitive
UPrimitive::Serialize(Ar);
// UMesh
#if DEUS_EX
// DeusEx have larger FMeshVert structure, and there is no way to detect this game by package ...
// But file uses TLazyArray<FMeshVert>, which have ability to detect item size - here we will
// analyze it
bool isDeusEx = false;
TLazyArray<FMeshVertDeus> deusVerts;
if (Ar.ArVer > 61) // part of TLazyArray serializer code
{
int pos = Ar.Tell(); // remember position
int skipPos, numVerts;
Ar << skipPos << AR_INDEX(numVerts); // read parameters
// appNotify("***> size=%g numVerts=%d", (float)(skipPos - Ar.ArPos) / numVerts, numVerts);
if (skipPos - Ar.Tell() == numVerts * sizeof(FMeshVertDeus))
isDeusEx = true;
Ar.Seek(pos); // and restore position for serialization as TLazyArray
}
if (isDeusEx)
{
Ar << deusVerts;
}
else
#endif // DEUS_EX
{
TLazyArray<FMeshVert> tmpVerts;
Ar << tmpVerts; // regular Unreal1 model
CopyArray(Verts, tmpVerts); // TLazyArray -> TArray
}
Ar << tmpTris << AnimSeqs << tmpConnects;
Ar << BoundingBox << BoundingSphere; // serialize UPrimitive fields again
Ar << tmpVertLinks << Textures << BoundingBoxes << BoundingSpheres << VertexCount << FrameCount;
Ar << tmpAndFlags << tmpOrFlags << MeshScale << MeshOrigin << RotOrigin;
Ar << tmpCurPoly << tmpCurVertex;
#if DEUS_EX
if (isDeusEx)
{
// rescale mesh and copy verts
int i;
// detect mesh extents
int maxCoord = 0;
for (i = 0; i < deusVerts.Num(); i++)
{
const FMeshVertDeus& V = deusVerts[i];
int c;
#define STEP(x) \
c = abs(V.x); \
if (c > maxCoord) maxCoord = c;
STEP(X); STEP(Y); STEP(Z);
#undef STEP
}
if (maxCoord > 511)
{
float scale = 511.0f / maxCoord;
appPrintf("Scaling DeusEx VertMech by factor %g\n", scale);
MeshScale.Scale(1 / scale);
MeshOrigin.Scale(scale);
BoundingBox.Min.Scale(scale);
BoundingBox.Max.Scale(scale);
BoundingSphere.R *= scale;
for (i = 0; i < deusVerts.Num(); i++)
{
FMeshVertDeus& V = deusVerts[i];
V.X = appRound(V.X * scale);
V.Y = appRound(V.Y * scale);
V.Z = appRound(V.Z * scale);
}
}
CopyArray(Verts, deusVerts);
}
#endif // DEUS_EX
if (Ar.ArVer == 65)
Ar << tmpTextureLOD_65;
else if (Ar.ArVer >= 66)
Ar << tmpTextureLOD;
if (strcmp(realClassName, "Mesh") != 0)
{
guard(ULodMesh1::Serialize);
// ULodMesh
Ar << tmpCollapsePointThus << FaceLevel << Faces << CollapseWedgeThus << tmpWedges;
Ar << Materials << tmpSpecialFaces << tmpModelVerts << tmpSpecialVerts;
Ar << MeshScaleMax << LODHysteresis << LODStrength << LODMinVerts << LODMorph << LODZDisplace;
Ar << tmpRemapAnimVerts << tmpOldFrameVerts;
// convert data
CopyArray(Wedges, tmpWedges); // FMeshWedge1 -> FMeshWedge
for (int i = 0; i < Wedges.Num(); i++) // remap wedges (skip SpecialVerts)
Wedges[i].iVertex += tmpSpecialVerts;
appPrintf("spec faces: %d verts: %d\n", tmpSpecialFaces.Num(), tmpSpecialVerts);
// remap animation vertices, if needed
if (tmpRemapAnimVerts.Num())
{
guard(RemapVerts);
TArray<FMeshVert> NewVerts;
NewVerts.AddZeroed(FrameCount * VertexCount);
for (int j = 0; j < FrameCount; j++)
{
int base = VertexCount * j;
int oldBase = tmpOldFrameVerts * j;
for (int k = 0; k < VertexCount; k++)
NewVerts[base + k] = Verts[oldBase + tmpRemapAnimVerts[k]];
}
CopyArray(Verts, NewVerts);
unguard;
}
unguard;
}
else
{
int i, j;
// we have loaded UMesh, should upgrade it to ULodMesh
// create materials
Materials.Empty(Textures.Num());
for (i = 0; i < Textures.Num(); i++)
{
FMeshMaterial *M = new(Materials) FMeshMaterial;
M->PolyFlags = 0; // should take from triangles - will be OR of all tris.PolyFlags
M->TextureIndex = i;
}
// generate faces and wedges; have similar code in Rune's USkelModel::Serialize()
int TrisCount = tmpTris.Num();
Faces.Empty(TrisCount);
Wedges.Empty(TrisCount * 3);
for (i = 0; i < TrisCount; i++)
{
const FMeshTri &SrcTri = tmpTris[i];
FMeshFace *F = new(Faces) FMeshFace;
F->MaterialIndex = SrcTri.TextureIndex;
Materials[SrcTri.TextureIndex].PolyFlags |= SrcTri.PolyFlags;
for (j = 0; j < 3; j++)
{
F->iWedge[j] = Wedges.Num();
FMeshWedge *W = new(Wedges) FMeshWedge;
W->iVertex = SrcTri.iVertex[j];
W->TexUV = SrcTri.Tex[j];
}
}
}
unguard;
}
/*-----------------------------------------------------------------------------
UVertMesh class
-----------------------------------------------------------------------------*/
void UVertMesh::SerializeVertMesh1(FArchive &Ar)
{
guard(SerializeVertMesh1);
SerializeLodMesh1(Ar, AnimSeqs, BoundingBoxes, BoundingSpheres, FrameCount);
VertexCount = Super::VertexCount;
BuildNormals();
unguard;
}
/*-----------------------------------------------------------------------------
USkeletalMesh class
-----------------------------------------------------------------------------*/
void UMeshAnimation::Upgrade()
{
guard(UMeshAnimation.Upgrade);
for (int i = 0; i < Moves.Num(); i++)
{
MotionChunk &M = Moves[i];
for (int j = 0; j < M.AnimTracks.Num(); j++)
{
AnalogTrack &A = M.AnimTracks[j];
int k;
// fix time tracks
A.KeyTime.Empty();
// mirror position and orientation
for (k = 0; k < A.KeyPos.Num(); k++)
A.KeyPos[k].X *= -1;
for (k = 0; k < A.KeyQuat.Num(); k++)
{
FQuat &Q = A.KeyQuat[k];
Q.X *= -1;
Q.W *= -1;
}
}
}
unguard;
}
/*-----------------------------------------------------------------------------
USkeletalMesh class
-----------------------------------------------------------------------------*/
struct VBoneInfluence1 // Weight and vertex number
{
uint16 PointIndex;
uint16 BoneWeight; // 0..63363 == 0..1
friend FArchive& operator<<(FArchive &Ar, VBoneInfluence1 &V)
{
return Ar << V.PointIndex << V.BoneWeight;
}
};
SIMPLE_TYPE(VBoneInfluence1, uint16)
struct VBoneInfIndex
{
uint16 WeightIndex;
uint16 Number;
uint16 DetailA;
uint16 DetailB;
friend FArchive& operator<<(FArchive &Ar, VBoneInfIndex &V)
{
return Ar << V.WeightIndex << V.Number << V.DetailA << V.DetailB;
}
};
SIMPLE_TYPE(VBoneInfIndex, uint16)
void USkeletalMesh::SerializeSkelMesh1(FArchive &Ar)
{
guard(SerializeSkelMesh1);
TArray<FMeshAnimSeq> tmpAnimSeqs;
TArray<FBox> tmpBoundingBoxes;
TArray<FSphere> tmpBoundingSpheres;
int tmpFrameCount;
TArray<FMeshWedge> tmpWedges;
TArray<FVector> tmpPoints;
TArray<VBoneInfIndex> tmpBoneWeightIdx;
TArray<VBoneInfluence1> tmpBoneWeights;
int tmpWeaponBoneIndex;
FCoords tmpWeaponAdjust;
// serialize data
SerializeLodMesh1(Ar, tmpAnimSeqs, tmpBoundingBoxes, tmpBoundingSpheres, tmpFrameCount);
Ar << tmpWedges << tmpPoints << RefSkeleton << tmpBoneWeightIdx << tmpBoneWeights;
Ar << Points2; // LocalPoints
Ar << SkeletalDepth << Animation << tmpWeaponBoneIndex << tmpWeaponAdjust;
// convert data
CopyArray(Wedges, tmpWedges); // TLazyArray -> TArray
CopyArray(Points, tmpPoints); // ...
CopyArray(Wedges, Super::Wedges);
UpgradeFaces();
RotOrigin.Yaw = -RotOrigin.Yaw;
// convert VBoneInfluence and VWeightIndex to FVertInfluence
// count total influences
guard(Influences);
int numInfluences = tmpBoneWeights.Num();
VertInfluences.Empty(numInfluences);
VertInfluences.AddZeroed(numInfluences);
int vIndex = 0;
assert(tmpBoneWeightIdx.Num() == RefSkeleton.Num());
for (int bone = 0; bone < tmpBoneWeightIdx.Num(); bone++) // loop by bones
{
const VBoneInfIndex &BI = tmpBoneWeightIdx[bone];
if (!BI.Number) continue; // no influences for this bone
for (int j = 0; j < BI.Number; j++) // loop by vertices
{
const VBoneInfluence1 &V = tmpBoneWeights[j + BI.WeightIndex];
FVertInfluence &I = VertInfluences[vIndex++];
I.Weight = V.BoneWeight / 65535.0f;
I.BoneIndex = bone;
I.PointIndex = V.PointIndex;
}
}
unguard;
// mirror model: points, faces and skeleton
int i;
for (i = 0; i < Points.Num(); i++)
Points[i].X *= -1;
for (i = 0; i < Triangles.Num(); i++)
Exchange(Triangles[i].WedgeIndex[0], Triangles[i].WedgeIndex[1]);
for (i = 0; i < RefSkeleton.Num(); i++)
{
FMeshBone &S = RefSkeleton[i];
S.BonePos.Position.X *= -1;
S.BonePos.Orientation.X *= -1;
S.BonePos.Orientation.W *= -1;
}
ConvertMesh();
unguard;
}
#endif // UNREAL1