format "_" in names,

format code a bit
This commit is contained in:
Pawel Kolodziejski 2004-12-09 23:55:43 +00:00
parent 06935dace4
commit 39a4b54d30
50 changed files with 1817 additions and 1862 deletions

424
model.cpp
View file

@ -37,91 +37,91 @@ Model::Model(const char *filename, const char *data, int len, const CMap &cmap)
}
void Model::loadBinary(const char *data, const CMap &cmap) {
numMaterials_ = READ_LE_UINT32(data + 4);
_numMaterials = READ_LE_UINT32(data + 4);
data += 8;
materials_ = new ResPtr<Material>[numMaterials_];
for (int i = 0; i < numMaterials_; i++) {
materials_[i] = ResourceLoader::instance()->loadMaterial(data, cmap);
_materials = new ResPtr<Material>[_numMaterials];
for (int i = 0; i < _numMaterials; i++) {
_materials[i] = ResourceLoader::instance()->loadMaterial(data, cmap);
data += 32;
}
data += 32; // skip name
numGeosets_ = READ_LE_UINT32(data + 4);
_numGeosets = READ_LE_UINT32(data + 4);
data += 8;
geosets_ = new Geoset[numGeosets_];
for (int i = 0; i < numGeosets_; i++)
geosets_[i].loadBinary(data, materials_);
numHierNodes_ = READ_LE_UINT32(data + 4);
_geosets = new Geoset[_numGeosets];
for (int i = 0; i < _numGeosets; i++)
_geosets[i].loadBinary(data, _materials);
_numHierNodes = READ_LE_UINT32(data + 4);
data += 8;
rootHierNode_ = new HierNode[numHierNodes_];
for (int i = 0; i < numHierNodes_; i++)
rootHierNode_[i].loadBinary(data, rootHierNode_, geosets_[0]);
radius_ = get_float(data);
insertOffset_ = get_vector3d(data + 40);
_rootHierNode = new HierNode[_numHierNodes];
for (int i = 0; i < _numHierNodes; i++)
_rootHierNode[i].loadBinary(data, _rootHierNode, _geosets[0]);
_radius = get_float(data);
_insertOffset = get_vector3d(data + 40);
}
Model::~Model() {
delete[] materials_;
delete[] geosets_;
delete[] rootHierNode_;
delete[] _materials;
delete[] _geosets;
delete[] _rootHierNode;
}
void Model::Geoset::loadBinary(const char *&data, ResPtr<Material> *materials) {
numMeshes_ = READ_LE_UINT32(data);
_numMeshes = READ_LE_UINT32(data);
data += 4;
meshes_ = new Mesh[numMeshes_];
for (int i = 0; i < numMeshes_; i++)
meshes_[i].loadBinary(data, materials);
_meshes = new Mesh[_numMeshes];
for (int i = 0; i < _numMeshes; i++)
_meshes[i].loadBinary(data, materials);
}
Model::Geoset::~Geoset() {
delete[] meshes_;
delete[] _meshes;
}
void Model::Mesh::loadBinary(const char *&data, ResPtr<Material> *materials) {
memcpy(name_, data, 32);
geometryMode_ = READ_LE_UINT32(data + 36);
lightingMode_ = READ_LE_UINT32(data + 40);
textureMode_ = READ_LE_UINT32(data + 44);
numVertices_ = READ_LE_UINT32(data + 48);
numTextureVerts_ = READ_LE_UINT32(data + 52);
numFaces_ = READ_LE_UINT32(data + 56);
vertices_ = new float[3 * numVertices_];
verticesI_ = new float[numVertices_];
vertNormals_ = new float[3 * numVertices_];
textureVerts_ = new float[2 * numTextureVerts_];
memcpy(_name, data, 32);
_geometryMode = READ_LE_UINT32(data + 36);
_lightingMode = READ_LE_UINT32(data + 40);
_textureMode = READ_LE_UINT32(data + 44);
_numVertices = READ_LE_UINT32(data + 48);
_numTextureVerts = READ_LE_UINT32(data + 52);
_numFaces = READ_LE_UINT32(data + 56);
_vertices = new float[3 * _numVertices];
_verticesI = new float[_numVertices];
_vertNormals = new float[3 * _numVertices];
_textureVerts = new float[2 * _numTextureVerts];
data += 60;
for (int i = 0; i < 3 * numVertices_; i++) {
vertices_[i] = get_float(data);
for (int i = 0; i < 3 * _numVertices; i++) {
_vertices[i] = get_float(data);
data += 4;
}
for (int i = 0; i < 2 * numTextureVerts_; i++) {
textureVerts_[i] = get_float(data);
for (int i = 0; i < 2 * _numTextureVerts; i++) {
_textureVerts[i] = get_float(data);
data += 4;
}
for (int i = 0; i < numVertices_; i++) {
verticesI_[i] = get_float(data);
for (int i = 0; i < _numVertices; i++) {
_verticesI[i] = get_float(data);
data += 4;
}
data += numVertices_ * 4;
faces_ = new Face[numFaces_];
for (int i = 0; i < numFaces_; i++)
faces_[i].loadBinary(data, materials);
vertNormals_ = new float[3 * numVertices_];
for (int i = 0; i < 3 * numVertices_; i++) {
vertNormals_[i] = get_float(data);
data += _numVertices * 4;
_faces = new Face[_numFaces];
for (int i = 0; i < _numFaces; i++)
_faces[i].loadBinary(data, materials);
_vertNormals = new float[3 * _numVertices];
for (int i = 0; i < 3 * _numVertices; i++) {
_vertNormals[i] = get_float(data);
data += 4;
}
shadow_ = READ_LE_UINT32(data);
radius_ = get_float(data + 8);
_shadow = READ_LE_UINT32(data);
_radius = get_float(data + 8);
data += 36;
}
Model::Mesh::~Mesh() {
delete[] vertices_;
delete[] verticesI_;
delete[] vertNormals_;
delete[] textureVerts_;
delete[] faces_;
delete[] _vertices;
delete[] _verticesI;
delete[] _vertNormals;
delete[] _textureVerts;
delete[] _faces;
}
void Model::Mesh::update() {
@ -129,108 +129,108 @@ void Model::Mesh::update() {
}
void Model::Face::loadBinary(const char *&data, ResPtr<Material> *materials) {
type_ = READ_LE_UINT32(data + 4);
geo_ = READ_LE_UINT32(data + 8);
light_ = READ_LE_UINT32(data + 12);
tex_ = READ_LE_UINT32(data + 16);
numVertices_ = READ_LE_UINT32(data + 20);
_type = READ_LE_UINT32(data + 4);
_geo = READ_LE_UINT32(data + 8);
_light = READ_LE_UINT32(data + 12);
_tex = READ_LE_UINT32(data + 16);
_numVertices = READ_LE_UINT32(data + 20);
int texPtr = READ_LE_UINT32(data + 28);
int materialPtr = READ_LE_UINT32(data + 32);
extraLight_ = get_float(data + 48);
normal_ = get_vector3d(data + 64);
_extraLight = get_float(data + 48);
_normal = get_vector3d(data + 64);
data += 76;
vertices_ = new int[numVertices_];
for (int i = 0; i < numVertices_; i++) {
vertices_[i] = READ_LE_UINT32(data);
_vertices = new int[_numVertices];
for (int i = 0; i < _numVertices; i++) {
_vertices[i] = READ_LE_UINT32(data);
data += 4;
}
if (texPtr == 0)
texVertices_ = NULL;
if (texPtr == NULL)
_texVertices = NULL;
else {
texVertices_ = new int[numVertices_];
for (int i = 0; i < numVertices_; i++) {
texVertices_[i] = READ_LE_UINT32(data);
_texVertices = new int[_numVertices];
for (int i = 0; i < _numVertices; i++) {
_texVertices[i] = READ_LE_UINT32(data);
data += 4;
}
}
if (materialPtr == 0)
material_ = 0;
_material = 0;
else {
material_ = materials[READ_LE_UINT32(data)];
_material = materials[READ_LE_UINT32(data)];
data += 4;
}
}
Model::Face::~Face() {
delete[] vertices_;
delete[] texVertices_;
delete[] _vertices;
delete[] _texVertices;
}
void Model::HierNode::loadBinary(const char *&data, Model::HierNode *hierNodes, const Geoset &g) {
memcpy(name_, data, 64);
flags_ = READ_LE_UINT32(data + 64);
type_ = READ_LE_UINT32(data + 72);
memcpy(_name, data, 64);
_flags = READ_LE_UINT32(data + 64);
_type = READ_LE_UINT32(data + 72);
int meshNum = READ_LE_UINT32(data + 76);
if (meshNum < 0)
mesh_ = NULL;
_mesh = NULL;
else
mesh_ = g.meshes_ + meshNum;
depth_ = READ_LE_UINT32(data + 80);
_mesh = g._meshes + meshNum;
_depth = READ_LE_UINT32(data + 80);
int parentPtr = READ_LE_UINT32(data + 84);
numChildren_ = READ_LE_UINT32(data + 88);
_numChildren = READ_LE_UINT32(data + 88);
int childPtr = READ_LE_UINT32(data + 92);
int siblingPtr = READ_LE_UINT32(data + 96);
pivot_ = get_vector3d(data + 100);
pos_ = get_vector3d(data + 112);
pitch_ = get_float(data + 124);
yaw_ = get_float(data + 128);
roll_ = get_float(data + 132);
animPos_ = pos_;
animPitch_ = pitch_;
animYaw_ = yaw_;
animRoll_ = roll_;
priority_ = -1;
totalWeight_ = 1;
_pivot = get_vector3d(data + 100);
_pos = get_vector3d(data + 112);
_pitch = get_float(data + 124);
_yaw = get_float(data + 128);
_roll = get_float(data + 132);
_animPos = _pos;
_animPitch = _pitch;
_animYaw = _yaw;
_animRoll = _roll;
_priority = -1;
_totalWeight = 1;
data += 184;
if (parentPtr != 0) {
parent_ = hierNodes + READ_LE_UINT32(data);
_parent = hierNodes + READ_LE_UINT32(data);
data += 4;
} else
parent_ = NULL;
_parent = NULL;
if (childPtr != 0) {
child_ = hierNodes + READ_LE_UINT32(data);
_child = hierNodes + READ_LE_UINT32(data);
data += 4;
} else
child_ = NULL;
_child = NULL;
if (siblingPtr != 0) {
sibling_ = hierNodes + READ_LE_UINT32(data);
_sibling = hierNodes + READ_LE_UINT32(data);
data += 4;
} else
sibling_ = NULL;
_sibling = NULL;
meshVisible_ = true;
hierVisible_ = true;
totalWeight_ = 1;
_meshVisible = true;
_hierVisible = true;
_totalWeight = 1;
}
void Model::draw() const {
rootHierNode_->draw();
_rootHierNode->draw();
}
Model::HierNode *Model::copyHierarchy() {
HierNode *result = new HierNode[numHierNodes_];
std::memcpy(result, rootHierNode_, numHierNodes_ * sizeof(HierNode));
HierNode *result = new HierNode[_numHierNodes];
std::memcpy(result, _rootHierNode, _numHierNodes * sizeof(HierNode));
// Now adjust pointers
for (int i = 0; i < numHierNodes_; i++) {
if (result[i].parent_ != NULL)
result[i].parent_ = result + (rootHierNode_[i].parent_ - rootHierNode_);
if (result[i].child_ != NULL)
result[i].child_ = result + (rootHierNode_[i].child_ - rootHierNode_);
if (result[i].sibling_ != NULL)
result[i].sibling_ = result + (rootHierNode_[i].sibling_ - rootHierNode_);
for (int i = 0; i < _numHierNodes; i++) {
if (result[i]._parent != NULL)
result[i]._parent = result + (_rootHierNode[i]._parent - _rootHierNode);
if (result[i]._child != NULL)
result[i]._child = result + (_rootHierNode[i]._child - _rootHierNode);
if (result[i]._sibling != NULL)
result[i]._sibling = result + (_rootHierNode[i]._sibling - _rootHierNode);
}
return result;
}
@ -239,70 +239,68 @@ void Model::loadText(TextSplitter &ts, const CMap &cmap) {
ts.expectString("section: header");
int major, minor;
ts.scanString("3do %d.%d", 2, &major, &minor);
ts.expectString("section: modelresource");
ts.scanString("materials %d", 1, &numMaterials_);
materials_ = new ResPtr<Material>[numMaterials_];
for (int i = 0; i < numMaterials_; i++) {
ts.scanString("materials %d", 1, &_numMaterials);
_materials = new ResPtr<Material>[_numMaterials];
for (int i = 0; i < _numMaterials; i++) {
int num;
char name[32];
ts.scanString("%d: %32s", 2, &num, name);
materials_[num] = ResourceLoader::instance()->loadMaterial(name, cmap);
_materials[num] = ResourceLoader::instance()->loadMaterial(name, cmap);
}
ts.expectString("section: geometrydef");
ts.scanString("radius %f", 1, &radius_);
ts.scanString("insert offset %f %f %f", 3,
&insertOffset_.x(), &insertOffset_.y(), &insertOffset_.z());
ts.scanString("geosets %d", 1, &numGeosets_);
geosets_ = new Geoset[numGeosets_];
for (int i = 0; i < numGeosets_; i++) {
ts.scanString("radius %f", 1, &_radius);
ts.scanString("insert offset %f %f %f", 3, &_insertOffset.x(), &_insertOffset.y(), &_insertOffset.z());
ts.scanString("geosets %d", 1, &_numGeosets);
_geosets = new Geoset[_numGeosets];
for (int i = 0; i < _numGeosets; i++) {
int num;
ts.scanString("geoset %d", 1, &num);
geosets_[num].loadText(ts, materials_);
_geosets[num].loadText(ts, _materials);
}
ts.expectString("section: hierarchydef");
ts.scanString("hierarchy nodes %d", 1, &numHierNodes_);
rootHierNode_ = new HierNode[numHierNodes_];
for (int i = 0; i < numHierNodes_; i++) {
ts.scanString("hierarchy nodes %d", 1, &_numHierNodes);
_rootHierNode = new HierNode[_numHierNodes];
for (int i = 0; i < _numHierNodes; i++) {
int num, flags, type, mesh, parent, child, sibling, numChildren;
float x, y, z, pitch, yaw, roll, pivotx, pivoty, pivotz;
char name[64];
ts.scanString(" %d: %i %i %d %d %d %d %d %f %f %f %f %f %f %f %f %f %64s",
18, &num, &flags, &type, &mesh, &parent, &child, &sibling,
&numChildren, &x, &y, &z, &pitch, &yaw, &roll,
&pivotx, &pivoty, &pivotz, name);
rootHierNode_[num].flags_ = flags;
rootHierNode_[num].type_ = type;
&numChildren, &x, &y, &z, &pitch, &yaw, &roll, &pivotx, &pivoty, &pivotz, name);
_rootHierNode[num]._flags = flags;
_rootHierNode[num]._type = type;
if (mesh < 0)
rootHierNode_[num].mesh_ = NULL;
_rootHierNode[num]._mesh = NULL;
else
rootHierNode_[num].mesh_ = geosets_[0].meshes_ + mesh;
_rootHierNode[num]._mesh = _geosets[0]._meshes + mesh;
if (parent >= 0) {
rootHierNode_[num].parent_ = rootHierNode_ + parent;
rootHierNode_[num].depth_ = rootHierNode_[parent].depth_ + 1;
_rootHierNode[num]._parent = _rootHierNode + parent;
_rootHierNode[num]._depth = _rootHierNode[parent]._depth + 1;
} else {
rootHierNode_[num].parent_ = NULL;
rootHierNode_[num].depth_ = 0;
_rootHierNode[num]._parent = NULL;
_rootHierNode[num]._depth = 0;
}
if (child >= 0)
rootHierNode_[num].child_ = rootHierNode_ + child;
_rootHierNode[num]._child = _rootHierNode + child;
else
rootHierNode_[num].child_ = NULL;
_rootHierNode[num]._child = NULL;
if (sibling >= 0)
rootHierNode_[num].sibling_ = rootHierNode_ + sibling;
_rootHierNode[num]._sibling = _rootHierNode + sibling;
else
rootHierNode_[num].sibling_ = NULL;
rootHierNode_[num].numChildren_ = numChildren;
rootHierNode_[num].pos_ = Vector3d(x, y, z);
rootHierNode_[num].pitch_ = pitch;
rootHierNode_[num].yaw_ = yaw;
rootHierNode_[num].roll_ = roll;
rootHierNode_[num].pivot_ = Vector3d(pivotx, pivoty, pivotz);
rootHierNode_[num].meshVisible_ = true;
rootHierNode_[num].hierVisible_ = true;
rootHierNode_[num].totalWeight_ = 1;
_rootHierNode[num]._sibling = NULL;
_rootHierNode[num]._numChildren = numChildren;
_rootHierNode[num]._pos = Vector3d(x, y, z);
_rootHierNode[num]._pitch = pitch;
_rootHierNode[num]._yaw = yaw;
_rootHierNode[num]._roll = roll;
_rootHierNode[num]._pivot = Vector3d(pivotx, pivoty, pivotz);
_rootHierNode[num]._meshVisible = true;
_rootHierNode[num]._hierVisible = true;
_rootHierNode[num]._totalWeight = 1;
}
if (!ts.eof())
@ -310,90 +308,94 @@ void Model::loadText(TextSplitter &ts, const CMap &cmap) {
}
void Model::Geoset::loadText(TextSplitter &ts, ResPtr<Material> *materials) {
ts.scanString("meshes %d", 1, &numMeshes_);
meshes_ = new Mesh[numMeshes_];
for (int i = 0; i < numMeshes_; i++) {
ts.scanString("meshes %d", 1, &_numMeshes);
_meshes = new Mesh[_numMeshes];
for (int i = 0; i < _numMeshes; i++) {
int num;
ts.scanString("mesh %d", 1, &num);
meshes_[num].loadText(ts, materials);
_meshes[num].loadText(ts, materials);
}
}
void Model::Mesh::loadText(TextSplitter &ts, ResPtr<Material> *materials) {
ts.scanString("name %32s", 1, name_);
ts.scanString("radius %f", 1, &radius_);
ts.scanString("name %32s", 1, _name);
ts.scanString("radius %f", 1, &_radius);
// In data001/rope_scale.3do, the shadow line is missing
if (std::sscanf(ts.currentLine(), "shadow %d", &shadow_) < 1) {
shadow_ = 0;
if (std::sscanf(ts.currentLine(), "shadow %d", &_shadow) < 1) {
_shadow = 0;
warning("Missing shadow directive in model\n");
} else
ts.nextLine();
ts.scanString("geometrymode %d", 1, &geometryMode_);
ts.scanString("lightingmode %d", 1, &lightingMode_);
ts.scanString("texturemode %d", 1, &textureMode_);
ts.scanString("vertices %d", 1, &numVertices_);
vertices_ = new float[3 * numVertices_];
verticesI_ = new float[numVertices_];
vertNormals_ = new float[3 * numVertices_];
ts.scanString("geometrymode %d", 1, &_geometryMode);
ts.scanString("lightingmode %d", 1, &_lightingMode);
ts.scanString("texturemode %d", 1, &_textureMode);
ts.scanString("vertices %d", 1, &_numVertices);
_vertices = new float[3 * _numVertices];
_verticesI = new float[_numVertices];
_vertNormals = new float[3 * _numVertices];
for (int i = 0; i < numVertices_; i++) {
for (int i = 0; i < _numVertices; i++) {
int num;
float x, y, z, ival;
ts.scanString(" %d: %f %f %f %f", 5, &num, &x, &y, &z, &ival);
vertices_[3 * num] = x;
vertices_[3 * num + 1] = y;
vertices_[3 * num + 2] = z;
verticesI_[num] = ival;
_vertices[3 * num] = x;
_vertices[3 * num + 1] = y;
_vertices[3 * num + 2] = z;
_verticesI[num] = ival;
}
ts.scanString("texture vertices %d", 1, &numTextureVerts_);
textureVerts_ = new float[2 * numTextureVerts_];
ts.scanString("texture vertices %d", 1, &_numTextureVerts);
_textureVerts = new float[2 * _numTextureVerts];
for (int i = 0; i < numTextureVerts_; i++) {
for (int i = 0; i < _numTextureVerts; i++) {
int num;
float x, y;
ts.scanString(" %d: %f %f", 3, &num, &x, &y);
textureVerts_[2 * num] = x;
textureVerts_[2 * num + 1] = y;
_textureVerts[2 * num] = x;
_textureVerts[2 * num + 1] = y;
}
ts.expectString("vertex normals");
for (int i = 0; i < numVertices_; i++) {
for (int i = 0; i < _numVertices; i++) {
int num;
float x, y, z;
ts.scanString(" %d: %f %f %f", 4, &num, &x, &y, &z);
vertNormals_[3 * num] = x;
vertNormals_[3 * num + 1] = y;
vertNormals_[3 * num + 2] = z;
_vertNormals[3 * num] = x;
_vertNormals[3 * num + 1] = y;
_vertNormals[3 * num + 2] = z;
}
ts.scanString("faces %d", 1, &numFaces_);
faces_ = new Face[numFaces_];
for (int i = 0; i < numFaces_; i++) {
ts.scanString("faces %d", 1, &_numFaces);
_faces = new Face[_numFaces];
for (int i = 0; i < _numFaces; i++) {
int num, material, type, geo, light, tex, verts;
float extralight;
int readlen;
if (ts.eof())
error("Expected face data, got EOF\n");
if (std::sscanf(ts.currentLine(), " %d: %d %i %d %d %d %f %d%n",
&num, &material, &type, &geo, &light, &tex, &extralight,
&verts, &readlen) < 8)
error("Expected face data, got `%s'\n", ts.currentLine());
faces_[num].material_ = materials[material];
faces_[num].type_ = type;
faces_[num].geo_ = geo;
faces_[num].light_ = light;
faces_[num].tex_ = tex;
faces_[num].extraLight_ = extralight;
faces_[num].numVertices_ = verts;
faces_[num].vertices_ = new int[verts];
faces_[num].texVertices_ = new int[verts];
&num, &material, &type, &geo, &light, &tex, &extralight, &verts, &readlen) < 8)
error("Expected face data, got `%s'\n", ts.currentLine());
_faces[num]._material = materials[material];
_faces[num]._type = type;
_faces[num]._geo = geo;
_faces[num]._light = light;
_faces[num]._tex = tex;
_faces[num]._extraLight = extralight;
_faces[num]._numVertices = verts;
_faces[num]._vertices = new int[verts];
_faces[num]._texVertices = new int[verts];
for (int j = 0; j < verts; j++) {
int readlen2;
if (std::sscanf(ts.currentLine() + readlen, " %d, %d%n",
faces_[num].vertices_ + j, faces_[num].texVertices_ + j, &readlen2) < 2)
error("Could not read vertex indices in line `%s'\n",
_faces[num]._vertices + j, _faces[num]._texVertices + j, &readlen2) < 2)
error("Could not read vertex indices in line `%s'\n",
ts.currentLine());
readlen += readlen2;
}
@ -401,11 +403,11 @@ void Model::Mesh::loadText(TextSplitter &ts, ResPtr<Material> *materials) {
}
ts.expectString("face normals");
for (int i = 0; i < numFaces_; i++) {
for (int i = 0; i < _numFaces; i++) {
int num;
float x, y, z;
ts.scanString(" %d: %f %f %f", 4, &num, &x, &y, &z);
faces_[num].normal_ = Vector3d(x, y, z);
_faces[num]._normal = Vector3d(x, y, z);
}
}
@ -414,48 +416,48 @@ void Model::HierNode::draw() const {
}
void Model::HierNode::addChild(HierNode *child) {
HierNode **childPos = &child_;
HierNode **childPos = &_child;
while (*childPos != NULL)
childPos = &(*childPos)->sibling_;
childPos = &(*childPos)->_sibling;
*childPos = child;
child->parent_ = this;
child->_parent = this;
}
void Model::HierNode::removeChild(HierNode *child) {
HierNode **childPos = &child_;
HierNode **childPos = &_child;
while (*childPos != NULL && *childPos != child)
childPos = &(*childPos)->sibling_;
childPos = &(*childPos)->_sibling;
if (*childPos != NULL) {
*childPos = child->sibling_;
child->parent_ = NULL;
*childPos = child->_sibling;
child->_parent = NULL;
}
}
void Model::HierNode::setMatrix(Matrix4 matrix) {
matrix_ = matrix;
_matrix = matrix;
}
void Model::HierNode::update() {
localMatrix_.pos_.set(animPos_.x() / totalWeight_, animPos_.y() / totalWeight_, animPos_.z() / totalWeight_);
localMatrix_.rot_.buildFromPitchYawRoll(animPitch_ / totalWeight_, animYaw_ / totalWeight_, animRoll_ / totalWeight_);
_localMatrix._pos.set(_animPos.x() / _totalWeight, _animPos.y() / _totalWeight, _animPos.z() / _totalWeight);
_localMatrix._rot.buildFromPitchYawRoll(_animPitch / _totalWeight, _animYaw / _totalWeight, _animRoll / _totalWeight);
matrix_ *= localMatrix_;
_matrix *= _localMatrix;
pivotMatrix = matrix_;
_pivotMatrix = _matrix;
pivotMatrix.translate( pivot_.x(), pivot_.y(), pivot_.z() );
_pivotMatrix.translate(_pivot.x(), _pivot.y(), _pivot.z() );
g_driver->updateHierachyNode(this);
}
void Model::Mesh::draw() const {
for (int i = 0; i < numFaces_; i++)
faces_[i].draw(vertices_, vertNormals_, textureVerts_);
for (int i = 0; i < _numFaces; i++)
_faces[i].draw(_vertices, _vertNormals, _textureVerts);
g_driver->drawModel(this);
}
void Model::Face::draw(float *vertices, float *vertNormals, float *textureVerts) const {
material_->select();
_material->select();
g_driver->drawModelFace(this, vertices, vertNormals, textureVerts);
}