email comments from Andew Sampson, "I've contacted Terrex, and obtained the 2.2 version of their trpage library. The library included a fork of OSG 0.9.8's txp plugin, modified to load 2.1+ txp DBs. I've done the work of incorporating the changes made to OSG's txp plugin since 0.9.8 into Terrex's fork. The forked version is now up-to-date with the changes made to OSG 0.9.9 and 1.0. Terrex made a lot of changes (especially differences in whitespace), so the diff between the forked version and OSG 1.0's txp plugin is yucky. I did my best, but keep in mind that this is the result of a 4-way merge (kinda... terrex-0.9.8, stock-0.9.8, stock-0.9.9, stock-1.0). I really want to see this forked version merged back into the main OSG branch. The new features offered by this version of the plugin (2.1+ support, variable LOD support, bug fixes) are worth the trouble." -- Don Tidrow then took this code and added his work. -- Robert Osfield then fixed all the warnings that abound in the trpage code base.
840 lines
19 KiB
C++
840 lines
19 KiB
C++
/* ************************
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Copyright Terrain Experts Inc.
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Terrain Experts Inc (TERREX) reserves all rights to this source code
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unless otherwise specified in writing by the President of TERREX.
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This copyright may be updated in the future, in which case that version
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supercedes this one.
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-------------------
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Terrex Experts Inc.
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4400 East Broadway #314
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Tucson, AZ 85711
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info@terrex.com
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Tel: (520) 323-7990
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************************
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*/
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/* trpage_geom.cpp
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Methods for the trpgGeometry class.
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This includes read and write methods.
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You should only need to change something in here if you want to modify
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what trpgGeometry contains.
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*/
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include <trpage_geom.h>
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#include <trpage_read.h>
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#if defined(_WIN32)
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#define ALIGNMENT_WORKAROUND false
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#else
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#define ALIGNMENT_WORKAROUND true
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#endif
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// Constructor
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trpgGeometry::trpgGeometry()
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{
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primType = Polygons;
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normBind = Overall;
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numPrim = 0;
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}
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trpgGeometry::~trpgGeometry()
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{
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}
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// Reset function
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void trpgGeometry::Reset()
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{
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primType = Polygons;
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numPrim = 0;
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primLength.resize(0);
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materials.resize(0);
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vertDataFloat.resize(0);
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vertDataDouble.resize(0);
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normBind = Overall;
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normDataFloat.resize(0);
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normDataDouble.resize(0);
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colors.resize(0);
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texData.resize(0);
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edgeFlags.resize(0);
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}
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// Set functions
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void trpgGeometry::SetPrimType(PrimType type)
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{
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primType = type;
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}
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void trpgGeometry::SetPrimLengths(int num,const int *len)
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{
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if (num < 0)
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return;
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numPrim = num;
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for (int i=0;i<num;i++)
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primLength.push_back(len[i]);
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}
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void trpgGeometry::AddPrimLength(int len)
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{
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if (len < 0)
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return;
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numPrim++;
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primLength.push_back(len);
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}
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void trpgGeometry::AddPrim()
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{
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numPrim++;
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}
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void trpgGeometry::SetNumPrims(int num)
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{
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numPrim = num;
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}
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void trpgGeometry::SetNumMaterial(int no)
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{
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if (no < 0)
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return;
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materials.resize(no,-1);
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}
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void trpgGeometry::SetMaterial(int which,int mat,bool isLocal)
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{
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if (which < 0 || which >= (int)materials.size())
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return;
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materials[which] = (isLocal ? -(mat+1) : mat);
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}
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void trpgGeometry::SetMaterials(int32 num,const int32 *mat)
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{
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materials.resize(num);
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for (int i=0;i<num;i++)
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materials[i] = mat[i];
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}
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int trpgGeometry::AddMaterial(int mat)
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{
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materials.push_back(mat);
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return materials.size()-1;
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}
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// Geometry/color/normal/etc... set functions
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void trpgGeometry::SetVertices(int num,const float32 *data)
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{
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if (num < 0)
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return;
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vertDataFloat.resize(0);
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vertDataDouble.resize(0);
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for (int i=0;i<3*num;i++)
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vertDataFloat.push_back(data[i]);
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}
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void trpgGeometry::SetVertices(int num,const float64 *data)
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{
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if (num < 0)
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return;
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vertDataFloat.resize(0);
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vertDataDouble.resize(0);
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for (int i=0;i<3*num;i++)
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vertDataDouble.push_back(data[i]);
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}
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void trpgGeometry::AddVertex(DataType type,trpg3dPoint &pt)
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{
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if (type == FloatData) {
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vertDataFloat.push_back(static_cast<float>(pt.x));
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vertDataFloat.push_back(static_cast<float>(pt.y));
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vertDataFloat.push_back(static_cast<float>(pt.z));
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} else {
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vertDataDouble.push_back(pt.x);
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vertDataDouble.push_back(pt.y);
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vertDataDouble.push_back(pt.z);
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}
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}
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void trpgGeometry::SetNormals(int num,BindType bind,const float32 *data)
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{
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if (num < 0)
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return;
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normBind = bind;
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normDataFloat.resize(0);
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normDataDouble.resize(0);
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for (int i=0;i<3*num;i++)
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normDataFloat.push_back(data[i]);
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}
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void trpgGeometry::SetNormals(int num,BindType bind,const float64 *data)
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{
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if (num <0)
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return;
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normBind = bind;
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normDataFloat.resize(0);
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normDataDouble.resize(0);
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for (int i=0;i<3*num;i++)
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normDataDouble.push_back(data[i]);
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}
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void trpgGeometry::AddNormal(DataType type,trpg3dPoint &pt)
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{
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if (type == FloatData) {
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normDataFloat.push_back(static_cast<float>(pt.x));
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normDataFloat.push_back(static_cast<float>(pt.y));
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normDataFloat.push_back(static_cast<float>(pt.z));
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} else {
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normDataDouble.push_back(pt.x);
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normDataDouble.push_back(pt.y);
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normDataDouble.push_back(pt.z);
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}
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}
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// Constructor
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trpgColorInfo::trpgColorInfo()
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{
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}
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trpgColorInfo::~trpgColorInfo()
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{
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}
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void trpgColorInfo::Reset()
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{
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bind = 0;
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type = 0;
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data.resize(0);
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}
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void trpgGeometry::SetColors(int num,ColorType type,BindType bind,const trpgColor *data)
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{
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trpgColorInfo ci;
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if (num < 0)
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return;
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// Set up color list
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ci.type = type;
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ci.bind = bind;
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for (int i=0;i<num;i++)
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ci.data.push_back(data[i]);
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colors.push_back(ci);
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}
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// Constructor
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trpgTexData::trpgTexData()
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{
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}
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trpgTexData::~trpgTexData()
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{
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}
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void trpgTexData::set(int num,int in_bind,const float32 *data)
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{
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bind = in_bind;
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floatData.resize(0);
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doubleData.resize(0);
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for (int i=0;i<2*num;i++)
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floatData.push_back(data[i]);
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}
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void trpgTexData::set(int num,int in_bind,const float64 *data)
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{
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bind = in_bind;
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floatData.resize(0);
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doubleData.resize(0);
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for (int i=0;i<2*num;i++)
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doubleData.push_back(data[i]);
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}
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void trpgTexData::Reset()
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{
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bind = 0;
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floatData.resize(0);
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doubleData.resize(0);
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}
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void trpgGeometry::SetTexCoords(int num,BindType bind,const float32 *data)
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{
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if (num < 0)
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return;
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trpgTexData td;
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td.set(num,bind,data);
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texData.push_back(td);
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}
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void trpgGeometry::SetTexCoords(int num,BindType bind,const float64 *data)
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{
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if (num < 0)
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return;
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trpgTexData td;
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td.set(num,bind,data);
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texData.push_back(td);
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}
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void trpgGeometry::AddTexCoord(DataType type,trpg2dPoint &pt, int n)
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{
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if ((n<0) || (n >= (int)texData.size()))
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return;
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trpgTexData *td = &texData[n];
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if (type == FloatData) {
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td->floatData.push_back(static_cast<float>(pt.x));
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td->floatData.push_back(static_cast<float>(pt.y));
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} else {
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td->doubleData.push_back(pt.x);
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td->doubleData.push_back(pt.y);
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}
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}
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void trpgGeometry::AddTexCoord(DataType type,std::vector<trpg2dPoint> &pts)
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{
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if (texData.size() != pts.size())
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return;
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for (unsigned int loop = 0; loop < pts.size(); loop++ ) {
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trpgTexData *td = &texData[loop];
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if (type == FloatData) {
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td->floatData.push_back(static_cast<float>(pts[loop].x));
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td->floatData.push_back(static_cast<float>(pts[loop].y));
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} else {
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td->doubleData.push_back(pts[loop].x);
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td->doubleData.push_back(pts[loop].y);
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}
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}
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}
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void trpgGeometry::AddTexCoords(BindType bind)
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{
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trpgTexData td;
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td.bind = bind;
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texData.push_back(td);
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}
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void trpgGeometry::SetEdgeFlags(int num,const char *flags)
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{
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if (num < 0)
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return;
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edgeFlags.resize(0);
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for (int i=0;i<num;i++)
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edgeFlags.push_back(flags[i]);
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}
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// Get methods
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bool trpgGeometry::GetPrimType(PrimType &t) const
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{
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if (!isValid()) return false;
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t = (PrimType)primType;
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return true;
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}
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bool trpgGeometry::GetNumPrims(int &n) const
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{
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if (!isValid()) return false;
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n = numPrim;
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return true;
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}
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bool trpgGeometry::GetPrimLengths(int *ret) const
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{
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if (!isValid()) return false;
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for (int i=0;i<numPrim;i++)
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ret[i] = primLength[i];
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return true;
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}
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bool trpgGeometry::GetNumMaterial(int &n) const
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{
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if (!isValid()) return false;
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n = materials.size();
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return true;
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}
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bool trpgGeometry::GetMaterial(int id,int32 &m,bool &isLocal) const
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{
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isLocal = false;
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if (!isValid() || id < 0 || id >= (int)materials.size()) return false;
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m = materials[id];
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if (m < 0) {
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m = -m - 1;
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isLocal = true;
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}
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return true;
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}
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bool trpgGeometry::GetNumVertex(int &v) const
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{
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if (!isValid()) return false;
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int nvf = vertDataFloat.size();
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int nvd = vertDataDouble.size();
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v = MAX(nvf,nvd);
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v = v / 3;
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return true;
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}
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bool trpgGeometry::GetVertices(float32 *v) const
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{
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unsigned int i;
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if (!isValid()) return false;
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if (vertDataFloat.size() != 0)
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for (i=0;i<vertDataFloat.size();i++)
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v[i] = vertDataFloat[i];
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else
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for (i=0;i<vertDataDouble.size();i++)
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v[i] = static_cast<float32>(vertDataDouble[i]);
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return true;
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}
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bool trpgGeometry::GetVertices(float64 *v) const
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{
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unsigned int i;
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if (!isValid()) return false;
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if (vertDataFloat.size() != 0)
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for (i=0;i<vertDataFloat.size();i++)
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v[i] = vertDataFloat[i];
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else
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for (i=0;i<vertDataDouble.size();i++)
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v[i] = vertDataDouble[i];
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return true;
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}
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bool trpgGeometry::GetVertex(int n,trpg3dPoint &pt) const
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{
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int id = 3*n;
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int idMax = 3*n+2;
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if (id < 0 || (idMax >= (int)vertDataFloat.size() && idMax >= (int)vertDataDouble.size()))
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return false;
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if (vertDataFloat.size() > vertDataDouble.size()) {
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pt.x = vertDataFloat[id];
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pt.y = vertDataFloat[id+1];
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pt.z = vertDataFloat[id+2];
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} else {
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pt.x = vertDataDouble[id];
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pt.y = vertDataDouble[id+1];
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pt.z = vertDataDouble[id+2];
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}
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return true;
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}
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bool trpgGeometry::GetNumNormal(int32 &n) const
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{
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if (!isValid()) return false;
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if (normDataFloat.size() != 0)
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n = normDataFloat.size();
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if (normDataDouble.size() != 0)
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n = normDataDouble.size();
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n = n / 3;
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return true;
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}
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bool trpgGeometry::GetNormals(float32 *v) const
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{
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unsigned int i;
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if (!isValid()) return false;
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if (normDataFloat.size() != 0)
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for (i=0;i<normDataFloat.size();i++)
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v[i] = normDataFloat[i];
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else
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for (i=0;i<normDataDouble.size();i++)
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v[i] = static_cast<float32>(normDataDouble[i]);
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return true;
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}
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bool trpgGeometry::GetNormals(float64 *v) const
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{
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unsigned int i;
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if (!isValid()) return false;
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if (normDataFloat.size() != 0)
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for (i=0;i<normDataFloat.size();i++)
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v[i] = normDataFloat[i];
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else
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for (i=0;i<normDataDouble.size();i++)
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v[i] = normDataDouble[i];
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return true;
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}
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bool trpgGeometry::GetNumColorSets(int &n) const
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{
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if (!isValid()) return false;
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n = colors.size();
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return true;
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}
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bool trpgGeometry::GetColorSet(int id,trpgColorInfo *ci) const
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{
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if (!isValid() || id < 0 || id >= (int)colors.size()) return false;
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*ci = colors[id];
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return true;
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}
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bool trpgGeometry::GetNumTexCoordSets(int &n) const
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{
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if (!isValid()) return false;
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n = texData.size();
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return true;
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}
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bool trpgGeometry::GetTexCoordSet(int id,trpgTexData *tx) const
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{
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if (!isValid() || id < 0 || id >= (int)texData.size()) return false;
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*tx = texData[id];
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return true;
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}
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const trpgTexData *trpgGeometry::GetTexCoordSet(int id) const
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{
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if (!isValid() || id < 0 || id >= (int)texData.size()) return 0;
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return &(texData[id]);
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}
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bool trpgGeometry::GetNumEdgeFlag(int &n) const
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{
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if (!isValid()) return false;
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n = edgeFlags.size();
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return true;
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}
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bool trpgGeometry::GetEdgeFlags(char *e) const
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{
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if (!isValid()) return false;
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for (unsigned int i=0;i<edgeFlags.size();i++)
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e[i] = edgeFlags[i];
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return true;
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}
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|
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// Validity check
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// Note: maybe I should do this sometime
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bool trpgGeometry::isValid() const
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{
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return true;
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}
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|
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// Write geometry fields.
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// Order doesn't matter very much for this
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bool trpgGeometry::Write(trpgWriteBuffer &buf)
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{
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unsigned int i,j;
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if (!isValid())
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return false;
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buf.Begin(TRPG_GEOMETRY);
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/* Primitive info
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Primitive Type
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Number of primitives
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Primitive array lengths
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*/
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buf.Begin(TRPG_GEOM_PRIM);
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buf.Add(primType);
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buf.Add(numPrim);
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if (primLength.size() != 0) {
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buf.Add((uint8)1);
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for (i=0;i<(unsigned int)numPrim;i++)
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buf.Add(primLength[i]);
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} else
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buf.Add((uint8)0);
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buf.End();
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/* Material info
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Num materials
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Material indicies
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*/
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if (materials.size() > 0) {
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buf.Begin(TRPG_GEOM_MATERIAL);
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buf.Add((int32)materials.size());
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for (i=0;i<materials.size();i++)
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buf.Add(materials[i]);
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buf.End();
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}
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/* Vertices
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Float and Double should never both be here
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Num vertex
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Vertex data
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*/
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if (vertDataFloat.size() > 0) {
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buf.Begin(TRPG_GEOM_VERT32);
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int32 num = vertDataFloat.size()/3;
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buf.Add(num);
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for (i=0;i<(unsigned int)3*num;i++)
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buf.Add(vertDataFloat[i]);
|
|
buf.End();
|
|
}
|
|
if (vertDataDouble.size() > 0) {
|
|
buf.Begin(TRPG_GEOM_VERT64);
|
|
int32 num = vertDataDouble.size()/3;
|
|
buf.Add(num);
|
|
for (i=0;i<(unsigned int)3*num;i++)
|
|
buf.Add(vertDataDouble[i]);
|
|
buf.End();
|
|
}
|
|
|
|
/* Normals
|
|
Normal binding
|
|
Num normals
|
|
Normal data
|
|
*/
|
|
if (normDataFloat.size() > 0) {
|
|
buf.Begin(TRPG_GEOM_NORM32);
|
|
buf.Add((int32)normBind);
|
|
int32 num = normDataFloat.size()/3;
|
|
buf.Add(num);
|
|
for (i=0;i<(unsigned int)3*num;i++)
|
|
buf.Add(normDataFloat[i]);
|
|
buf.End();
|
|
}
|
|
if (normDataDouble.size() > 0) {
|
|
buf.Begin(TRPG_GEOM_NORM64);
|
|
buf.Add((int32)normBind);
|
|
int32 num = normDataDouble.size()/3;
|
|
buf.Add(num);
|
|
for (i=0;i<(unsigned int)3*num;i++)
|
|
buf.Add(normDataDouble[i]);
|
|
buf.End();
|
|
}
|
|
|
|
/* Colors
|
|
Color binding
|
|
Num colors
|
|
Colors
|
|
*/
|
|
if (colors.size() > 0) {
|
|
for (i=0;i<colors.size();i++) {
|
|
trpgColorInfo &ci = colors[i];
|
|
if (ci.data.size()) {
|
|
buf.Begin(TRPG_GEOM_COLOR);
|
|
buf.Add((int32)ci.type);
|
|
buf.Add((int32)ci.bind);
|
|
buf.Add((int32)ci.data.size());
|
|
for (j=0;j<ci.data.size();j++)
|
|
buf.Add(ci.data[j]);
|
|
buf.End();
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Texture coordinates
|
|
Binding
|
|
Num coords
|
|
Texture coords
|
|
*/
|
|
for (i=0;i<texData.size();i++) {
|
|
trpgTexData &td = texData[i];
|
|
if (td.floatData.size()) {
|
|
buf.Begin(TRPG_GEOM_TEX32);
|
|
buf.Add((int32)td.bind);
|
|
int32 num = td.floatData.size()/2;
|
|
buf.Add(num);
|
|
for (j=0;j<(unsigned int)num*2;j++)
|
|
buf.Add(td.floatData[j]);
|
|
buf.End();
|
|
}
|
|
if (td.doubleData.size()) {
|
|
buf.Begin(TRPG_GEOM_TEX64);
|
|
buf.Add((int32)td.bind);
|
|
int32 num = td.doubleData.size()/2;
|
|
buf.Add(num);
|
|
for (j=0;j<(unsigned int)num*2;j++)
|
|
buf.Add(td.doubleData[j]);
|
|
buf.End();
|
|
|
|
float u;
|
|
for (j=0;j<(unsigned int)num*2;j++)
|
|
u = (float)td.doubleData[j];
|
|
}
|
|
}
|
|
|
|
// Edge flags (for triangle strips, etc..)
|
|
if (edgeFlags.size() > 0) {
|
|
buf.Begin(TRPG_GEOM_EFLAG);
|
|
buf.Add((int32)edgeFlags.size());
|
|
for (i=0;i<edgeFlags.size();i++)
|
|
buf.Add(edgeFlags[i]);
|
|
buf.End();
|
|
}
|
|
|
|
buf.End();
|
|
|
|
return true;
|
|
}
|
|
|
|
// Geometry class is made up of individual tokens.
|
|
class geomCB : public trpgr_Callback {
|
|
public:
|
|
void *Parse(trpgToken,trpgReadBuffer &buf);
|
|
trpgGeometry *geom;
|
|
};
|
|
|
|
void *geomCB::Parse(trpgToken tok,trpgReadBuffer &buf)
|
|
{
|
|
int32 *iData;
|
|
int32 num,primType,bind,type;
|
|
float32 *fData;
|
|
float64 *dData;
|
|
trpgColor *cData;
|
|
char *charData;
|
|
uint8 hasPrimLen;
|
|
|
|
try {
|
|
switch (tok) {
|
|
case TRPG_GEOM_PRIM:
|
|
buf.Get(primType);
|
|
geom->SetPrimType((trpgGeometry::PrimType)primType);
|
|
buf.Get(num);
|
|
if (num < 0) throw 1;
|
|
geom->SetNumPrims(num);
|
|
buf.Get(hasPrimLen);
|
|
if (hasPrimLen) {
|
|
buf.GetArray(num,&iData);
|
|
if (ALIGNMENT_WORKAROUND)
|
|
{
|
|
int32 *aligned;
|
|
aligned = (int32 *)calloc (num, sizeof(int32));
|
|
memcpy (aligned, iData, num * sizeof(int32));
|
|
geom->SetPrimLengths(num, aligned);
|
|
free (aligned);
|
|
}
|
|
else
|
|
geom->SetPrimLengths(num,iData);
|
|
}
|
|
break;
|
|
case TRPG_GEOM_MATERIAL:
|
|
buf.Get(num);
|
|
if (num < 0) throw 1;
|
|
buf.GetArray(num,&iData);
|
|
if (ALIGNMENT_WORKAROUND)
|
|
{
|
|
int32 *aligned;
|
|
aligned = (int32 *)calloc (num, sizeof(int32));
|
|
memcpy (aligned, iData, num * sizeof(int32));
|
|
geom->SetMaterials(num,aligned);
|
|
free (aligned);
|
|
}
|
|
else
|
|
geom->SetMaterials(num,iData);
|
|
break;
|
|
case TRPG_GEOM_VERT32:
|
|
buf.Get(num);
|
|
if (num < 0) throw 1;
|
|
buf.GetArray(3*num,&fData);
|
|
if (ALIGNMENT_WORKAROUND)
|
|
{
|
|
float32 *aligned;
|
|
aligned = (float32 *)calloc (3*num, sizeof(float32));
|
|
memcpy (aligned, fData, 3*num * sizeof(float32));
|
|
geom->SetVertices(num,aligned);
|
|
free (aligned);
|
|
}
|
|
else
|
|
geom->SetVertices(num,fData);
|
|
break;
|
|
case TRPG_GEOM_VERT64:
|
|
buf.Get(num);
|
|
if (num < 0) throw 1;
|
|
buf.GetArray(3*num,&dData);
|
|
if (ALIGNMENT_WORKAROUND)
|
|
{
|
|
float64 *aligned;
|
|
aligned = (float64 *)calloc (3*num, sizeof(float64));
|
|
memcpy (aligned, dData, 3*num * sizeof(float64));
|
|
geom->SetVertices(num,aligned);
|
|
free (aligned);
|
|
}
|
|
else
|
|
geom->SetVertices(num,dData);
|
|
break;
|
|
case TRPG_GEOM_NORM32:
|
|
buf.Get(bind);
|
|
buf.Get(num);
|
|
if (num < 0) throw 1;
|
|
buf.GetArray(3*num,&fData);
|
|
if (ALIGNMENT_WORKAROUND)
|
|
{
|
|
float32 *aligned;
|
|
aligned = (float32 *)calloc (3*num, sizeof(float32));
|
|
memcpy (aligned, fData, 3*num * sizeof(float32));
|
|
geom->SetNormals(num,(trpgGeometry::BindType)bind,aligned);
|
|
free (aligned);
|
|
}
|
|
else
|
|
geom->SetNormals(num,(trpgGeometry::BindType)bind,fData);
|
|
break;
|
|
case TRPG_GEOM_NORM64:
|
|
buf.Get(bind);
|
|
buf.Get(num);
|
|
if (num < 0) throw 1;
|
|
buf.GetArray(3*num,&dData);
|
|
if (ALIGNMENT_WORKAROUND)
|
|
{
|
|
float64 *aligned;
|
|
aligned = (float64 *)calloc (3*num, sizeof(float64));
|
|
memcpy (aligned, dData, 3*num * sizeof(float64));
|
|
geom->SetNormals(num,(trpgGeometry::BindType)bind,aligned);
|
|
free (aligned);
|
|
}
|
|
else
|
|
geom->SetNormals(num,(trpgGeometry::BindType)bind,dData);
|
|
break;
|
|
case TRPG_GEOM_COLOR:
|
|
buf.Get(num);
|
|
if (num < 0) throw 1;
|
|
buf.Get(type);
|
|
buf.Get(bind);
|
|
buf.GetArray(num,&cData);
|
|
if (ALIGNMENT_WORKAROUND)
|
|
{
|
|
trpgColor *aligned;
|
|
aligned = (trpgColor *)calloc (num, sizeof(trpgColor));
|
|
memcpy (aligned, cData, num * sizeof(trpgColor));
|
|
geom->SetColors(num,(trpgGeometry::ColorType)type,(trpgGeometry::BindType)bind,aligned);
|
|
free (aligned);
|
|
}
|
|
else
|
|
geom->SetColors(num,(trpgGeometry::ColorType)type,(trpgGeometry::BindType)bind,cData);
|
|
break;
|
|
case TRPG_GEOM_TEX32:
|
|
buf.Get(bind);
|
|
buf.Get(num);
|
|
if (num < 0) throw 1;
|
|
buf.GetArray(2*num,&fData);
|
|
if (ALIGNMENT_WORKAROUND)
|
|
{
|
|
float32 *aligned;
|
|
aligned = (float32 *)calloc (2*num, sizeof(float32));
|
|
memcpy (aligned, fData, 2*num * sizeof(float32));
|
|
geom->SetTexCoords(num,(trpgGeometry::BindType)bind,aligned);
|
|
free (aligned);
|
|
}
|
|
else
|
|
geom->SetTexCoords(num,(trpgGeometry::BindType)bind,fData);
|
|
break;
|
|
case TRPG_GEOM_TEX64:
|
|
buf.Get(bind);
|
|
buf.Get(num);
|
|
if (num < 0) throw 1;
|
|
buf.GetArray(2*num,&dData);
|
|
if (ALIGNMENT_WORKAROUND)
|
|
{
|
|
float64 *aligned;
|
|
aligned = (float64 *)calloc (2*num, sizeof(float64));
|
|
memcpy (aligned, dData, 2*num * sizeof(float64));
|
|
geom->SetTexCoords(num,(trpgGeometry::BindType)bind,aligned);
|
|
free (aligned);
|
|
}
|
|
else
|
|
geom->SetTexCoords(num,(trpgGeometry::BindType)bind,dData);
|
|
break;
|
|
case TRPG_GEOM_EFLAG:
|
|
buf.Get(num);
|
|
if (num < 0) throw 1;
|
|
buf.GetArray(num,&charData);
|
|
geom->SetEdgeFlags(num,charData);
|
|
break;
|
|
default:
|
|
// Skip
|
|
break;
|
|
}
|
|
}
|
|
catch (...) {
|
|
return NULL;
|
|
}
|
|
|
|
return geom;
|
|
}
|
|
|
|
// Read Geometry
|
|
bool trpgGeometry::Read(trpgReadBuffer &buf)
|
|
{
|
|
trpgr_Parser parse;
|
|
geomCB gcb;
|
|
|
|
gcb.geom = this;
|
|
parse.AddCallback(TRPG_GEOM_PRIM,&gcb,false);
|
|
parse.AddCallback(TRPG_GEOM_MATERIAL,&gcb,false);
|
|
parse.AddCallback(TRPG_GEOM_VERT32,&gcb,false);
|
|
parse.AddCallback(TRPG_GEOM_VERT64,&gcb,false);
|
|
parse.AddCallback(TRPG_GEOM_NORM32,&gcb,false);
|
|
parse.AddCallback(TRPG_GEOM_NORM64,&gcb,false);
|
|
parse.AddCallback(TRPG_GEOM_COLOR,&gcb,false);
|
|
parse.AddCallback(TRPG_GEOM_TEX32,&gcb,false);
|
|
parse.AddCallback(TRPG_GEOM_TEX64,&gcb,false);
|
|
parse.AddCallback(TRPG_GEOM_EFLAG,&gcb,false);
|
|
parse.Parse(buf);
|
|
|
|
return isValid();
|
|
}
|