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 __MESH_H_
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#define __MESH_H_
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#include <osg/Vec3f>
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#include <osg/StateSet>
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#include "MDLLimits.h"
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namespace mdl
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{
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struct MDLMeshVertexData
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{
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// Used by the Source engine for cache purposes. This value is allocated
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// in the file, but no meaningful data is stored there
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int model_vertex_data_ptr;
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// Indicates the number of vertices used by each LOD of this mesh
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int num_lod_vertices[MAX_LODS];
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};
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struct MDLMesh
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{
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int material_index;
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int model_index;
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int num_vertices;
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int vertex_offset;
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int num_flexes;
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int flex_offset;
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int material_type;
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int material_param;
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int mesh_id;
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osg::Vec3f mesh_center;
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MDLMeshVertexData vertex_data;
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int unused_array[8];
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};
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class Mesh
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{
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protected:
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MDLMesh * my_mesh;
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osg::ref_ptr<osg::StateSet> state_set;
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public:
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Mesh(MDLMesh * myMesh);
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virtual ~Mesh();
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void setStateSet(osg::StateSet * stateSet);
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osg::StateSet * getStateSet();
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MDLMesh * getMesh();
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int getNumLODVertices(int lodNum);
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};
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}
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#endif
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