osgDB/FileUtils.cpp: Needed this extra code to allow a true case-insensitive search. This is because the HL2 map and model files are often sloppy with case. For example, the file might look for materials/models/alyx/alyx_sheet.vtf, but the file is actually in materials/Models/Alyx/alyx_sheet.vtf. In case-insensitive mode, the new code recursively disassembles the path and checks each path element without regard to case. In case-sensitive mode, the code behaves exactly as it used to. The new code is also mostly skipped on Windows because of the case-insensitive file system. Previously, I did all of this with custom search code in the .bsp plugin, but this allows the user to tailor the search using OSGFILEPATH. There are some instructions in the plugins' README files about this. osgPlugins/mdl: This is a new plug-in for Half-Life 2 models (as opposed to maps). This allows you to load Source models individually, as well as allowing the .bsp plugin to load models (props) that are embedded into maps. Mdl files can contain simple object (crates, barrels, bottles), as well as fully articulated characters with skeletal animations. Currently, it can load the simple objects. It can also load the characters, but it can't load the skeletons or animations. osgPlugins/bsp: This contains all of the changes needed to load props along with the basic map geometry. There are also several bugs fixed. osgPlugins/vtf: This is the loader for Valve's texture format. Previously, we had agreed to put this in with the bsp plugin, but I didn't think of the .mdl plugin at that time. It's conceivable that a user might want to load models individually (not as part of a map), so the vtf reader does have to be separate. I also fixed a rather significant bug. I tested all of this code on RHEL 5.2 (32-bit), and Fedora 9 (64-bit). I'll be testing on Windows soon. I also attached a simple .mdl file, along with it's associated files and textures. Just extract the tarball into it's own directory, set your OSGFILEPATH to point at that directory, and load the model like this: osgviewer models/props_junk/gascan001a.mdl"
77 lines
1.3 KiB
C++
77 lines
1.3 KiB
C++
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#ifndef __MODEL_H_
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#define __MODEL_H_
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#include <vector>
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#include "Mesh.h"
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namespace mdl
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{
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struct MDLModelVertexData
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{
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// No useful values are stored in the file for this structure, but we
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// need the size to be right so we can properly read subsequent models
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// from the file
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int vertex_data_ptr;
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int tangent_data_ptr;
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};
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struct MDLModel
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{
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char model_name[64];
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int model_type;
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float bounding_radius;
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int num_meshes;
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int mesh_offset;
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int num_vertices;
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int vertex_index;
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int tangents_index;
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int num_attachments;
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int attachment_offset;
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int num_eyeballs;
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int eyeball_offset;
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MDLModelVertexData vertex_data;
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int unused_array[8];
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};
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class Model
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{
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protected:
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typedef std::vector<Mesh *> MeshList;
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MDLModel * my_model;
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MeshList model_meshes;
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public:
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Model(MDLModel * myModel);
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virtual ~Model();
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MDLModel * getModel();
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int getVertexBase();
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void addMesh(Mesh * newMesh);
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int getNumMeshes();
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Mesh * getMesh(int meshIndex);
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};
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}
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#endif
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