openrw/rwlib/source/data/Clump.cpp

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#include "data/Clump.hpp"
#include <algorithm>
#include <limits>
#include <memory>
#include <queue>
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#include <glm/gtc/matrix_transform.hpp>
Geometry::Geometry() : flags(0) {
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}
Geometry::~Geometry() {
rwlib: free Geometry OpenGL buffers Should fix this memory leak: ==31441== 576 bytes in 4 blocks are possibly lost in loss record 2,109 of 2,723 ==31441== at 0x4C30A1E: calloc (vg_replace_malloc.c:711) ==31441== by 0x14F98CEF: ??? (in /usr/lib64/dri/i965_dri.so) ==31441== by 0x14FD8303: ??? (in /usr/lib64/dri/i965_dri.so) ==31441== by 0x14FD8B6F: ??? (in /usr/lib64/dri/i965_dri.so) ==31441== by 0x14BF0C40: ??? (in /usr/lib64/dri/i965_dri.so) ==31441== by 0x14BF0E27: ??? (in /usr/lib64/dri/i965_dri.so) ==31441== by 0x910D28: LoaderDFF::readGeometry(RWBStream const&) (LoaderDFF.cpp:253) ==31441== by 0x9104E2: LoaderDFF::readGeometryList(RWBStream const&) (LoaderDFF.cpp:129) ==31441== by 0x911CED: LoaderDFF::loadFromMemory(std::shared_ptr<FileContentsInfo>) (LoaderDFF.cpp:474) ==31441== by 0x7BE007: GameData::loadModel(unsigned short) (GameData.cpp:474) ==31441== by 0x7E0DD2: GameWorld::createInstance(unsigned short, glm::tvec3<float, (glm::precision)0> const&, glm::tquat<float, (glm::precision)0> const&) (GameWorld.cpp:144) ==31441== by 0x86E0BE: opcode_029b(ScriptArguments const&, int, glm::tvec3<float, (glm::precision)0>, ScriptObjectType<InstanceObject>&) (GTA3ModuleImpl.inl:7234) ==31441== ==31441== 696 bytes in 3 blocks are possibly lost in loss record 2,197 of 2,723 ==31441== at 0x4C30A1E: calloc (vg_replace_malloc.c:711) ==31441== by 0x14FD8298: ??? (in /usr/lib64/dri/i965_dri.so) ==31441== by 0x14BEEF21: ??? (in /usr/lib64/dri/i965_dri.so) ==31441== by 0x14BEF057: ??? (in /usr/lib64/dri/i965_dri.so) ==31441== by 0x910CA6: LoaderDFF::readGeometry(RWBStream const&) (LoaderDFF.cpp:248) ==31441== by 0x9104E2: LoaderDFF::readGeometryList(RWBStream const&) (LoaderDFF.cpp:129) ==31441== by 0x911CED: LoaderDFF::loadFromMemory(std::shared_ptr<FileContentsInfo>) (LoaderDFF.cpp:474) ==31441== by 0x7BD346: GameData::loadClump(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) (GameData.cpp:394) ==31441== by 0x75914F: RWGame::RWGame(Logger&, int, char**) (RWGame.cpp:54) ==31441== by 0x749175: main (main.cpp:13)
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glDeleteBuffers(1, &EBO);
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}
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ModelFrame::ModelFrame(unsigned int index, glm::mat3 dR, glm::vec3 dT)
: index(index)
, defaultRotation(dR)
, defaultTranslation(dT)
, parent_(nullptr) {
reset();
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}
void ModelFrame::reset() {
matrix = glm::translate(glm::mat4(1.0f), defaultTranslation) *
glm::mat4(defaultRotation);
updateHierarchyTransform();
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}
void ModelFrame::updateHierarchyTransform() {
// Update our own transformation
if (parent_) {
worldtransform_ = parent_->getWorldTransform() * matrix;
} else {
worldtransform_ = matrix;
}
for (const auto& child : children_) {
child->updateHierarchyTransform();
}
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}
void ModelFrame::addChild(ModelFramePtr child) {
// Make sure the child is an orphan
if (child->getParent()) {
auto& other_children = child->getParent()->children_;
other_children.erase(
std::remove(other_children.begin(), other_children.end(), child),
other_children.end());
}
child->parent_ = this;
children_.push_back(child);
child->updateHierarchyTransform();
}
ModelFrame* ModelFrame::findDescendant(const std::string& name) const {
for (const auto& frame : children_) {
if (frame->getName() == name) {
return frame.get();
}
auto result = frame->findDescendant(name);
if (result) {
return result;
}
}
return nullptr;
}
ModelFramePtr ModelFrame::cloneHierarchy() const {
auto self = std::make_shared<ModelFrame>(getIndex(), getDefaultRotation(),
getDefaultTranslation());
self->setName(getName());
for (const auto& child : getChildren()) {
auto childclone = child->cloneHierarchy();
self->addChild(childclone);
}
return self;
}
AtomicPtr Atomic::clone() const {
auto newatomic = std::make_shared<Atomic>();
newatomic->setGeometry(getGeometry());
newatomic->setFrame(getFrame());
newatomic->setFlags(getFlags());
return newatomic;
}
ModelFrame* Clump::findFrame(const std::string& name) const {
if (rootframe_->getName() == name) {
return rootframe_.get();
}
return rootframe_->findDescendant(name);
}
Clump::~Clump() {
}
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void Clump::recalculateMetrics() {
boundingRadius = std::numeric_limits<float>::min();
for (const auto& atomic : atomics_) {
const auto& geometry = atomic->getGeometry();
if (!geometry) {
continue;
}
const auto& bounds = geometry->geometryBounds;
boundingRadius = std::max(boundingRadius,
glm::length(bounds.center) + bounds.radius);
}
}
Clump* Clump::clone() const {
// Clone frame hierarchy
auto newroot = rootframe_->cloneHierarchy();
auto clump = new Clump;
clump->setFrame(newroot);
// This isn't the most optimal implementation, but this code is likely
// to be replaced soon.
auto find_new_frame = [&](const ModelFramePtr& old) -> ModelFramePtr {
std::queue<ModelFramePtr> open;
open.push(newroot);
while (!open.empty()) {
auto frame = open.front();
open.pop();
if (frame->getIndex() == old->getIndex()) {
return frame;
}
for (const auto& child : frame->getChildren()) {
open.push(child);
}
}
return nullptr;
};
// Generate new atomics
for (const auto& atomic : getAtomics()) {
auto newatomic = atomic->clone();
// Replace the original frame with the cloned frame
if (atomic->getFrame()) {
newatomic->setFrame(find_new_frame(atomic->getFrame()));
}
clump->addAtomic(newatomic);
}
return clump;
}