implemented SM to MESH file conversion
added extra console messages to indicate what is being done
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5b7f26aeaa
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05470a99b5
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@ -41,6 +41,8 @@ int main(int argc, char **argv)
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if (extension == ".obj")
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{
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printf("Using OBJ converter.\n");
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Obj *obj = new Obj();
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if (!obj->Load(file, "./"))
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{
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@ -55,6 +57,8 @@ int main(int argc, char **argv)
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}
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else if (extension == ".md2")
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{
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printf("Using MD2 converter.\n");
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Md2 *md2 = new Md2();
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if (!md2->Load(file))
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{
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@ -69,8 +73,10 @@ int main(int argc, char **argv)
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}
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else if (extension == ".sm")
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{
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printf("Using SM converer.\n");
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StaticModel *sm = new StaticModel();
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if (!sm->Load(file, "./"))
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if (!sm->Load(file))
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{
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printf("Error loading SM file.\n\n");
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return 1;
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@ -87,6 +93,8 @@ int main(int argc, char **argv)
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return 1;
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}
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printf("Finished converting to %s\n", meshFile.c_str());
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return 0;
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}
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@ -28,7 +28,7 @@ void StaticModel::Release()
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delete[] m_normals;
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}
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bool StaticModel::Load(const std::string &file, const std::string &texturePath)
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bool StaticModel::Load(const std::string &file)
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{
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FILE *fp;
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unsigned short numMaterials;
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@ -97,7 +97,7 @@ bool StaticModel::Load(const std::string &file, const std::string &texturePath)
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if (c)
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texture += c;
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} while (c != '\0');
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m_materials[i].material->SetTexture(texturePath + texture);
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m_materials[i].material->SetTexture(texture);
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}
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// Read in triangle definitions (all are indexes into raw data following)
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@ -217,6 +217,103 @@ bool StaticModel::ConvertToMesh(const std::string &file)
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unsigned char version = 1;
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fwrite(&version, 1, 1, fp);
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// vertices chunk
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fputs("VTX", fp);
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long numVertices = m_numVertices;
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long sizeofVertices = (sizeof(float) * 3) * numVertices + sizeof(long);
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fwrite(&sizeofVertices, sizeof(long), 1, fp);
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fwrite(&numVertices, sizeof(long), 1, fp);
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for (long i = 0; i < numVertices; ++i)
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{
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const Vector3 *vector = &m_vertices[i];
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fwrite(&vector->x, sizeof(float), 1, fp);
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fwrite(&vector->y, sizeof(float), 1, fp);
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fwrite(&vector->z, sizeof(float), 1, fp);
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}
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// normals chunk
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fputs("NRL", fp);
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long numNormals = m_numNormals;
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long sizeofNormals = (sizeof(float) * 3) * numNormals + sizeof(long);
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fwrite(&sizeofNormals, sizeof(long), 1, fp);
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fwrite(&numNormals, sizeof(long), 1, fp);
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for (long i = 0; i < numNormals; ++i)
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{
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const Vector3 *normal = &m_normals[i];
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fwrite(&normal->x, sizeof(float), 1, fp);
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fwrite(&normal->y, sizeof(float), 1, fp);
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fwrite(&normal->z, sizeof(float), 1, fp);
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}
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// texture coordinates chunk
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fputs("TXT", fp);
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long numTexCoords = m_numTexCoords;
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long sizeofTexCoords = (sizeof(float) * 2) * numTexCoords + sizeof(long);
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fwrite(&sizeofTexCoords, sizeof(long), 1, fp);
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fwrite(&numTexCoords, sizeof(long), 1, fp);
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for (long i = 0; i < numTexCoords; ++i)
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{
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const Vector2 *texCoord = &m_texCoords[i];
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fwrite(&texCoord->x, sizeof(float), 1, fp);
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fwrite(&texCoord->y, sizeof(float), 1, fp);
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}
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// materials chunk
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fputs("MTL", fp);
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long numMaterials = m_numMaterials;
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// figure out the size of all the material texture filename strings
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long sizeofNames = 0;
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for (int i = 0; i < numMaterials; ++i)
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sizeofNames += m_materials[i].material->GetTexture().length() + 1;
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long sizeofMaterials = numMaterials + sizeof(long);
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fwrite(&sizeofMaterials, sizeof(long), 1, fp);
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fwrite(&numMaterials, sizeof(long), 1, fp);
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for (long i = 0; i < numMaterials; ++i)
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{
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const SmMaterial *material = &m_materials[i];
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fputs(material->material->GetTexture().c_str(), fp);
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fwrite("\0", 1, 1, fp);
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}
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// triangles chunk
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fputs("TRI", fp);
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long numPolys = m_numPolygons;
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long sizeofPolys = ((sizeof(long) * 3) * 3 + sizeof(long)) * numPolys + sizeof(long);
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fwrite(&sizeofPolys, sizeof(long), 1, fp);
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fwrite(&numPolys, sizeof(long), 1, fp);
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for (long i = 0; i < numPolys; ++i)
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{
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const SmPolygon *triangle = &m_polygons[i];
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long data;
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data = triangle->vertices[0];
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fwrite(&data, sizeof(long), 1, fp);
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data = triangle->vertices[1];
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fwrite(&data, sizeof(long), 1, fp);
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data = triangle->vertices[2];
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fwrite(&data, sizeof(long), 1, fp);
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data = triangle->normals[0];
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fwrite(&data, sizeof(long), 1, fp);
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data = triangle->normals[1];
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fwrite(&data, sizeof(long), 1, fp);
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data = triangle->normals[2];
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fwrite(&data, sizeof(long), 1, fp);
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data = triangle->texcoords[0];
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fwrite(&data, sizeof(long), 1, fp);
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data = triangle->texcoords[1];
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fwrite(&data, sizeof(long), 1, fp);
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data = triangle->texcoords[2];
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fwrite(&data, sizeof(long), 1, fp);
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data = triangle->material;
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fwrite(&data, sizeof(long), 1, fp);
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}
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fclose(fp);
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return true;
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}
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@ -44,7 +44,7 @@ public:
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virtual ~StaticModel() { Release(); }
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void Release();
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bool Load(const std::string &file, const std::string &texturePath);
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bool Load(const std::string &file);
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bool ConvertToMesh(const std::string &file);
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SmMaterial* GetMaterial(unsigned short index) { return &m_materials[index]; }
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