thug/Code/Sk/Objects/cutscenedetails.cpp

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2016-02-13 21:39:12 +00:00
//****************************************************************************
//* MODULE: Gfx
//* FILENAME: cutscenedetails.cpp
//* OWNER: Gary Jesdanun
//* CREATION DATE: 01/13/2003
//****************************************************************************
/*****************************************************************************
** Includes **
*****************************************************************************/
#include <sk/objects/cutscenedetails.h>
#include <core/math.h>
#include <gel/assman/assman.h>
#include <gel/assman/assettypes.h>
#include <gel/assman/skeletonasset.h>
#include <gel/assman/skinasset.h>
#include <gfx/bonedanim.h>
#include <gfx/camera.h>
#include <gel/music/music.h>
#include <gel/scripting/checksum.h>
#include <gel/scripting/file.h>
#include <gel/scripting/script.h>
#include <gel/scripting/struct.h>
#include <gel/scripting/symboltable.h>
#include <gel/object/compositeobject.h>
#include <gfx/skeleton.h>
#include <gel/components/modelcomponent.h>
#include <gel/components/skeletoncomponent.h>
#include <sys/file/AsyncFilesys.h>
#include <sys/file/FileLibrary.h>
#include <sk/modules/skate/skate.h>
#include <sk/objects/movingobject.h>
#include <gel/objman.h>
#include <gel/object/compositeobjectmanager.h>
#include <gel/components/animationcomponent.h>
#include <gfx/nx.h>
#include <gfx/nxmodel.h>
#include <gfx/debuggfx.h>
#include <gfx/facetexture.h>
#include <gfx/nxanimcache.h>
#include <gfx/nxquickanim.h>
#include <gfx/nxlightman.h>
#include <gfx/nxlight.h>
#include <sk/objects/skaterprofile.h>
#include <gfx/modelappearance.h>
#include <sys/mem/memman.h>
#include <sys/timer.h>
#include <sys/config/config.h>
#include <sk/modules/FrontEnd/FrontEnd.h>
#include <gel/scripting/script.h>
#include <gel/scripting/symboltable.h>
#include <gel/scripting/vecpair.h>
/*****************************************************************************
** Externals **
*****************************************************************************/
/*****************************************************************************
** Defines **
*****************************************************************************/
// make sure the texture dictionary offsets don't
// clash with skater's texture dictionaries
// in case we're using actual skater assets
// (such as the board)
const int vCUTSCENE_TEXDICT_RANGE = 200;
// flags that are set during cifconv
#define vCUTSCENEOBJECTFLAGS_ISSKATER (1<<31)
#define vCUTSCENEOBJECTFLAGS_ISHEAD (1<<30)
#ifdef __PLAT_NGC__
extern bool g_in_cutscene;
#endif // __PLAT_NGC__
/*****************************************************************************
** DBG Defines **
*****************************************************************************/
namespace Obj
{
/*
char testWeightIndices[] = {
30, -1, -1, // vertex 0
30, -1, -1, // vertex 1
30, -1, -1, // vertex 2
30, -1, -1, // vertex 3
30, -1, -1, // vertex 4
30, -1, -1, // vertex 5
30, -1, -1, // vertex 6
30, -1, -1, // vertex 7
30, -1, -1, // vertex 8
30, 32, -1, // vertex 9
30, 32, -1, // vertex 10
30, 32, -1, // vertex 11
30, 32, -1, // vertex 12
30, 32, -1, // vertex 13
30, 32, -1, // vertex 14
30, 32, -1, // vertex 15
30, 32, -1, // vertex 16
30, 32, -1, // vertex 17
30, 32, -1, // vertex 18
30, 32, -1, // vertex 19
30, 32, -1, // vertex 20
30, 32, -1, // vertex 21
30, -1, -1, // vertex 22
30, -1, -1, // vertex 23
30, -1, -1, // vertex 24
30, -1, -1, // vertex 25
30, -1, -1, // vertex 26
30, -1, -1, // vertex 27
30, 31, -1, // vertex 28
30, -1, -1, // vertex 29
30, 32, -1, // vertex 30
30, -1, -1, // vertex 31
30, 32, -1, // vertex 32
30, -1, -1, // vertex 33
30, 32, -1, // vertex 34
30, 32, -1, // vertex 35
30, 32, -1, // vertex 36
30, 32, -1, // vertex 37
30, 32, -1, // vertex 38
30, 32, -1, // vertex 39
30, 32, -1, // vertex 40
30, 32, -1, // vertex 41
30, 32, -1, // vertex 42
30, -1, -1, // vertex 43
30, -1, -1, // vertex 44
30, -1, -1, // vertex 45
30, -1, -1, // vertex 46
30, -1, -1, // vertex 47
30, -1, -1, // vertex 48
30, -1, -1, // vertex 49
30, -1, -1, // vertex 50
30, 32, -1, // vertex 51
30, 32, -1, // vertex 52
30, 32, -1, // vertex 53
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30, 32, -1, // vertex 55
30, 32, -1, // vertex 56
30, 32, -1, // vertex 57
30, 32, -1, // vertex 58
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30, 32, -1, // vertex 60
30, 32, -1, // vertex 61
30, 32, -1, // vertex 62
30, 32, -1, // vertex 63
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30, 32, -1, // vertex 72
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30, 32, -1, // vertex 76
30, -1, -1, // vertex 77
30, -1, -1, // vertex 78
30, -1, -1, // vertex 79
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30, -1, -1, // vertex 81
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30, 31, -1, // vertex 95
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30, 29, -1, // vertex 100
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30, -1, -1, // vertex 1194
30, -1, -1, // vertex 1195
30, -1, -1, // vertex 1196
30, -1, -1, // vertex 1197
30, 31, -1, // vertex 1198
30, 31, -1, // vertex 1199
30, 31, -1, // vertex 1200
30, 31, -1, // vertex 1201
30, 31, -1, // vertex 1202
30, 31, -1, // vertex 1203
30, 31, -1, // vertex 1204
30, 33, 31, // vertex 1205
30, 31, -1, // vertex 1206
30, 33, 31, // vertex 1207
30, 31, -1, // vertex 1208
30, 33, 31, // vertex 1209
30, 33, 31, // vertex 1210
30, 33, -1, // vertex 1211
30, 33, -1, // vertex 1212
30, 33, 31, // vertex 1213
30, 33, -1, // vertex 1214
30, 33, 31, // vertex 1215
30, 33, -1, // vertex 1216
30, 33, 31, // vertex 1217
33, 30, -1, // vertex 1218
30, 31, -1, // vertex 1219
30, 31, -1, // vertex 1220
30, 31, -1, // vertex 1221
30, 31, -1, // vertex 1222
30, 31, -1, // vertex 1223
30, -1, -1, // vertex 1224
30, 31, -1, // vertex 1225
30, 31, -1, // vertex 1226
30, 31, -1, // vertex 1227
30, 31, -1, // vertex 1228
30, 31, -1, // vertex 1229
30, 31, -1, // vertex 1230
30, 31, -1, // vertex 1231
30, 31, -1, // vertex 1232
30, 31, -1, // vertex 1233
30, 31, -1, // vertex 1234
30, 31, -1, // vertex 1235
30, 31, -1, // vertex 1236
30, 31, -1, // vertex 1237
30, 31, -1, // vertex 1238
30, 31, -1, // vertex 1239
30, 31, -1, // vertex 1240
30, 31, -1, // vertex 1241
30, 31, -1, // vertex 1242
30, 31, -1, // vertex 1243
30, 31, -1, // vertex 1244
30, 31, -1, // vertex 1245
30, -1, -1, // vertex 1246
30, 31, -1, // vertex 1247
30, 31, -1, // vertex 1248
30, 31, -1, // vertex 1249
30, 31, -1, // vertex 1250
30, 31, -1, // vertex 1251
30, 31, -1, // vertex 1252
30, 31, -1, // vertex 1253
30, 31, -1, // vertex 1254
30, 31, -1, // vertex 1255
30, 31, -1, // vertex 1256
30, 31, -1, // vertex 1257
30, 31, -1, // vertex 1258
30, 33, 31, // vertex 1259
30, 31, -1, // vertex 1260
30, 31, -1, // vertex 1261
30, 31, -1, // vertex 1262
30, 31, -1, // vertex 1263
30, 31, -1, // vertex 1264
30, 31, -1, // vertex 1265
30, 31, -1, // vertex 1266
30, 31, -1, // vertex 1267
30, 31, -1, // vertex 1268
30, -1, -1, // vertex 1269
30, -1, -1, // vertex 1270
30, 31, -1, // vertex 1271
30, 31, -1, // vertex 1272
30, 31, -1, // vertex 1273
30, 31, -1, // vertex 1274
30, 31, -1, // vertex 1275
33, 30, -1, // vertex 1276
30, 31, -1, // vertex 1277
30, 33, -1, // vertex 1278
30, 33, 31, // vertex 1279
30, 31, -1, // vertex 1280
30, 31, -1, // vertex 1281
30, 31, -1, // vertex 1282
30, 31, -1, // vertex 1283
30, 31, -1, // vertex 1284
30, 31, -1, // vertex 1285
30, 31, -1, // vertex 1286
30, 31, -1, // vertex 1287
30, 31, -1, // vertex 1288
30, 31, -1, // vertex 1289
30, 31, -1, // vertex 1290
30, 31, -1, // vertex 1291
30, 31, -1, // vertex 1292
30, 31, -1, // vertex 1293
30, 31, -1, // vertex 1294
30, 31, -1, // vertex 1295
30, 31, -1, // vertex 1296
30, 31, -1, // vertex 1297
30, 31, -1, // vertex 1298
30, 31, -1, // vertex 1299
30, 31, -1, // vertex 1300
30, 31, -1, // vertex 1301
30, 31, -1, // vertex 1302
30, 31, -1, // vertex 1303
30, 31, -1, // vertex 1304
30, 31, -1, // vertex 1305
30, 31, -1, // vertex 1306
30, 31, -1, // vertex 1307
30, 31, -1, // vertex 1308
30, 31, -1, // vertex 1309
30, 31, -1, // vertex 1310
30, 31, -1, // vertex 1311
30, 31, -1, // vertex 1312
30, -1, -1, // vertex 1313
30, 31, -1, // vertex 1314
30, 31, -1, // vertex 1315
30, 31, -1, // vertex 1316
30, 31, -1, // vertex 1317
30, 31, -1, // vertex 1318
30, 31, -1, // vertex 1319
30, 31, -1, // vertex 1320
30, 31, -1, // vertex 1321
30, -1, -1, // vertex 1322
30, 31, -1, // vertex 1323
30, 31, -1, // vertex 1324
30, 31, -1, // vertex 1325
30, 32, -1, // vertex 1326
30, 32, -1, // vertex 1327
30, 32, -1, // vertex 1328
30, 32, -1, // vertex 1329
30, 32, -1, // vertex 1330
30, 32, -1, // vertex 1331
30, 32, -1, // vertex 1332
30, 32, -1, // vertex 1333
30, 32, -1, // vertex 1334
30, 32, -1, // vertex 1335
30, 32, -1, // vertex 1336
30, 32, -1, // vertex 1337
30, 32, -1, // vertex 1338
30, 32, -1, // vertex 1339
30, 32, -1, // vertex 1340
30, 32, -1, // vertex 1341
30, 32, -1, // vertex 1342
30, 32, -1, // vertex 1343
30, 32, -1, // vertex 1344
30, 32, -1, // vertex 1345
30, 32, -1, // vertex 1346
30, 32, -1, // vertex 1347
30, 32, -1, // vertex 1348
30, 32, -1, // vertex 1349
30, 32, -1, // vertex 1350
30, 32, -1, // vertex 1351
30, 32, -1, // vertex 1352
30, 32, -1, // vertex 1353
30, 32, -1, // vertex 1354
30, 32, -1, // vertex 1355
30, 32, -1, // vertex 1356
30, 32, -1, // vertex 1357
30, 32, -1, // vertex 1358
30, 32, -1, // vertex 1359
30, 32, -1, // vertex 1360
30, 32, -1, // vertex 1361
30, 32, -1, // vertex 1362
30, 32, -1, // vertex 1363
30, 32, -1, // vertex 1364
30, 32, -1, // vertex 1365
30, 32, -1, // vertex 1366
30, 32, -1, // vertex 1367
30, 32, -1, // vertex 1368
30, 32, -1, // vertex 1369
30, 32, -1, // vertex 1370
30, 32, -1, // vertex 1371
30, 32, -1, // vertex 1372
30, 32, -1, // vertex 1373
30, 32, -1, // vertex 1374
30, 32, -1, // vertex 1375
30, 32, -1, // vertex 1376
30, 32, -1, // vertex 1377
30, 32, -1, // vertex 1378
30, 32, -1, // vertex 1379
30, 32, -1, // vertex 1380
30, 32, -1, // vertex 1381
30, 32, -1, // vertex 1382
30, 32, -1, // vertex 1383
30, 32, -1, // vertex 1384
30, 32, -1, // vertex 1385
30, 32, -1, // vertex 1386
30, 32, -1, // vertex 1387
30, 32, -1, // vertex 1388
30, 32, -1, // vertex 1389
30, 32, -1, // vertex 1390
30, 32, -1, // vertex 1391
30, 32, -1, // vertex 1392
30, 32, -1, // vertex 1393
30, 32, -1, // vertex 1394
30, 32, -1, // vertex 1395
30, 32, -1, // vertex 1396
30, 32, -1, // vertex 1397
30, 32, -1, // vertex 1398
30, 32, -1, // vertex 1399
30, 32, -1, // vertex 1400
30, 32, -1, // vertex 1401
30, 32, -1, // vertex 1402
30, 32, -1, // vertex 1403
};
float testWeights[] = {
1.000000f, 0.000000f, 0.000000f, // vertex 0
1.000000f, 0.000000f, 0.000000f, // vertex 1
1.000000f, 0.000000f, 0.000000f, // vertex 2
1.000000f, 0.000000f, 0.000000f, // vertex 3
1.000000f, 0.000000f, 0.000000f, // vertex 4
1.000000f, 0.000000f, 0.000000f, // vertex 5
1.000000f, 0.000000f, 0.000000f, // vertex 6
1.000000f, 0.000000f, 0.000000f, // vertex 7
1.000000f, 0.000000f, 0.000000f, // vertex 8
0.500000f, 0.500000f, 0.000000f, // vertex 9
0.500000f, 0.500000f, 0.000000f, // vertex 10
0.500000f, 0.500000f, 0.000000f, // vertex 11
0.500000f, 0.500000f, 0.000000f, // vertex 12
0.500000f, 0.500000f, 0.000000f, // vertex 13
0.500000f, 0.500000f, 0.000000f, // vertex 14
0.555556f, 0.444444f, 0.000000f, // vertex 15
0.555556f, 0.444444f, 0.000000f, // vertex 16
0.833333f, 0.166667f, 0.000000f, // vertex 17
0.666667f, 0.333333f, 0.000000f, // vertex 18
0.833333f, 0.166667f, 0.000000f, // vertex 19
0.833333f, 0.166667f, 0.000000f, // vertex 20
0.833333f, 0.166667f, 0.000000f, // vertex 21
1.000000f, 0.000000f, 0.000000f, // vertex 22
1.000000f, 0.000000f, 0.000000f, // vertex 23
1.000000f, 0.000000f, 0.000000f, // vertex 24
1.000000f, 0.000000f, 0.000000f, // vertex 25
1.000000f, 0.000000f, 0.000000f, // vertex 26
1.000000f, 0.000000f, 0.000000f, // vertex 27
0.926651f, 0.073349f, 0.000000f, // vertex 28
1.000000f, 0.000000f, 0.000000f, // vertex 29
0.833333f, 0.166667f, 0.000000f, // vertex 30
1.000000f, 0.000000f, 0.000000f, // vertex 31
0.833333f, 0.166667f, 0.000000f, // vertex 32
1.000000f, 0.000000f, 0.000000f, // vertex 33
0.666667f, 0.333333f, 0.000000f, // vertex 34
0.833333f, 0.166667f, 0.000000f, // vertex 35
0.666667f, 0.333333f, 0.000000f, // vertex 36
0.555556f, 0.444444f, 0.000000f, // vertex 37
0.500000f, 0.500000f, 0.000000f, // vertex 38
0.555556f, 0.444444f, 0.000000f, // vertex 39
0.500000f, 0.500000f, 0.000000f, // vertex 40
0.555556f, 0.444444f, 0.000000f, // vertex 41
0.500000f, 0.500000f, 0.000000f, // vertex 42
1.000000f, 0.000000f, 0.000000f, // vertex 43
1.000000f, 0.000000f, 0.000000f, // vertex 44
1.000000f, 0.000000f, 0.000000f, // vertex 45
1.000000f, 0.000000f, 0.000000f, // vertex 46
1.000000f, 0.000000f, 0.000000f, // vertex 47
1.000000f, 0.000000f, 0.000000f, // vertex 48
1.000000f, 0.000000f, 0.000000f, // vertex 49
1.000000f, 0.000000f, 0.000000f, // vertex 50
0.833333f, 0.166667f, 0.000000f, // vertex 51
0.833333f, 0.166667f, 0.000000f, // vertex 52
0.833333f, 0.166667f, 0.000000f, // vertex 53
0.666667f, 0.333333f, 0.000000f, // vertex 54
0.833333f, 0.166667f, 0.000000f, // vertex 55
0.555556f, 0.444444f, 0.000000f, // vertex 56
0.555556f, 0.444444f, 0.000000f, // vertex 57
0.500000f, 0.500000f, 0.000000f, // vertex 58
0.500000f, 0.500000f, 0.000000f, // vertex 59
0.500000f, 0.500000f, 0.000000f, // vertex 60
0.500000f, 0.500000f, 0.000000f, // vertex 61
0.500000f, 0.500000f, 0.000000f, // vertex 62
0.500000f, 0.500000f, 0.000000f, // vertex 63
0.500000f, 0.500000f, 0.000000f, // vertex 64
0.555556f, 0.444444f, 0.000000f, // vertex 65
0.500000f, 0.500000f, 0.000000f, // vertex 66
0.555556f, 0.444444f, 0.000000f, // vertex 67
0.500000f, 0.500000f, 0.000000f, // vertex 68
0.555556f, 0.444444f, 0.000000f, // vertex 69
0.666667f, 0.333333f, 0.000000f, // vertex 70
0.833333f, 0.166667f, 0.000000f, // vertex 71
0.666667f, 0.333333f, 0.000000f, // vertex 72
1.000000f, 0.000000f, 0.000000f, // vertex 73
0.833333f, 0.166667f, 0.000000f, // vertex 74
1.000000f, 0.000000f, 0.000000f, // vertex 75
0.833333f, 0.166667f, 0.000000f, // vertex 76
1.000000f, 0.000000f, 0.000000f, // vertex 77
1.000000f, 0.000000f, 0.000000f, // vertex 78
1.000000f, 0.000000f, 0.000000f, // vertex 79
1.000000f, 0.000000f, 0.000000f, // vertex 80
1.000000f, 0.000000f, 0.000000f, // vertex 81
1.000000f, 0.000000f, 0.000000f, // vertex 82
1.000000f, 0.000000f, 0.000000f, // vertex 83
1.000000f, 0.000000f, 0.000000f, // vertex 84
1.000000f, 0.000000f, 0.000000f, // vertex 85
1.000000f, 0.000000f, 0.000000f, // vertex 86
1.000000f, 0.000000f, 0.000000f, // vertex 87
1.000000f, 0.000000f, 0.000000f, // vertex 88
1.000000f, 0.000000f, 0.000000f, // vertex 89
1.000000f, 0.000000f, 0.000000f, // vertex 90
1.000000f, 0.000000f, 0.000000f, // vertex 91
1.000000f, 0.000000f, 0.000000f, // vertex 92
1.000000f, 0.000000f, 0.000000f, // vertex 93
1.000000f, 0.000000f, 0.000000f, // vertex 94
0.926651f, 0.073349f, 0.000000f, // vertex 95
0.926651f, 0.073349f, 0.000000f, // vertex 96
1.000000f, 0.000000f, 0.000000f, // vertex 97
1.000000f, 0.000000f, 0.000000f, // vertex 98
1.000000f, 0.000000f, 0.000000f, // vertex 99
0.500000f, 0.500000f, 0.000000f, // vertex 100
0.500000f, 0.500000f, 0.000000f, // vertex 101
1.000000f, 0.000000f, 0.000000f, // vertex 102
1.000000f, 0.000000f, 0.000000f, // vertex 103
0.926651f, 0.073349f, 0.000000f, // vertex 104
1.000000f, 0.000000f, 0.000000f, // vertex 105
1.000000f, 0.000000f, 0.000000f, // vertex 106
1.000000f, 0.000000f, 0.000000f, // vertex 107
1.000000f, 0.000000f, 0.000000f, // vertex 108
1.000000f, 0.000000f, 0.000000f, // vertex 109
1.000000f, 0.000000f, 0.000000f, // vertex 110
1.000000f, 0.000000f, 0.000000f, // vertex 111
1.000000f, 0.000000f, 0.000000f, // vertex 112
1.000000f, 0.000000f, 0.000000f, // vertex 113
1.000000f, 0.000000f, 0.000000f, // vertex 114
0.500000f, 0.500000f, 0.000000f, // vertex 115
1.000000f, 0.000000f, 0.000000f, // vertex 116
0.500000f, 0.500000f, 0.000000f, // vertex 117
0.500000f, 0.500000f, 0.000000f, // vertex 118
0.666667f, 0.333333f, 0.000000f, // vertex 119
0.666667f, 0.333333f, 0.000000f, // vertex 120
0.800000f, 0.200000f, 0.000000f, // vertex 121
0.800000f, 0.200000f, 0.000000f, // vertex 122
0.500000f, 0.500000f, 0.000000f, // vertex 123
0.500000f, 0.500000f, 0.000000f, // vertex 124
0.500000f, 0.500000f, 0.000000f, // vertex 125
0.500000f, 0.500000f, 0.000000f, // vertex 126
0.500000f, 0.500000f, 0.000000f, // vertex 127
0.500000f, 0.500000f, 0.000000f, // vertex 128
0.500000f, 0.500000f, 0.000000f, // vertex 129
0.500000f, 0.500000f, 0.000000f, // vertex 130
0.500000f, 0.500000f, 0.000000f, // vertex 131
0.500000f, 0.500000f, 0.000000f, // vertex 132
0.500000f, 0.500000f, 0.000000f, // vertex 133
0.500000f, 0.500000f, 0.000000f, // vertex 134
0.800000f, 0.200000f, 0.000000f, // vertex 135
0.500000f, 0.500000f, 0.000000f, // vertex 136
0.500000f, 0.500000f, 0.000000f, // vertex 137
0.500000f, 0.500000f, 0.000000f, // vertex 138
0.500000f, 0.500000f, 0.000000f, // vertex 139
0.500000f, 0.500000f, 0.000000f, // vertex 140
0.666667f, 0.333333f, 0.000000f, // vertex 141
0.500000f, 0.500000f, 0.000000f, // vertex 142
0.666667f, 0.333333f, 0.000000f, // vertex 143
0.500000f, 0.500000f, 0.000000f, // vertex 144
0.833333f, 0.166667f, 0.000000f, // vertex 145
0.833333f, 0.166667f, 0.000000f, // vertex 146
1.000000f, 0.000000f, 0.000000f, // vertex 147
1.000000f, 0.000000f, 0.000000f, // vertex 148
1.000000f, 0.000000f, 0.000000f, // vertex 149
1.000000f, 0.000000f, 0.000000f, // vertex 150
1.000000f, 0.000000f, 0.000000f, // vertex 151
1.000000f, 0.000000f, 0.000000f, // vertex 152
1.000000f, 0.000000f, 0.000000f, // vertex 153
0.833333f, 0.166667f, 0.000000f, // vertex 154
1.000000f, 0.000000f, 0.000000f, // vertex 155
0.800000f, 0.200000f, 0.000000f, // vertex 156
0.666667f, 0.333333f, 0.000000f, // vertex 157
0.666667f, 0.333333f, 0.000000f, // vertex 158
0.555556f, 0.444444f, 0.000000f, // vertex 159
0.555556f, 0.444444f, 0.000000f, // vertex 160
0.500000f, 0.500000f, 0.000000f, // vertex 161
0.555556f, 0.444444f, 0.000000f, // vertex 162
0.500000f, 0.500000f, 0.000000f, // vertex 163
0.555556f, 0.444444f, 0.000000f, // vertex 164
0.500000f, 0.500000f, 0.000000f, // vertex 165
0.500000f, 0.500000f, 0.000000f, // vertex 166
0.555556f, 0.444444f, 0.000000f, // vertex 167
0.500000f, 0.500000f, 0.000000f, // vertex 168
0.555556f, 0.444444f, 0.000000f, // vertex 169
0.500000f, 0.500000f, 0.000000f, // vertex 170
0.555556f, 0.444444f, 0.000000f, // vertex 171
0.555556f, 0.444444f, 0.000000f, // vertex 172
0.666667f, 0.333333f, 0.000000f, // vertex 173
0.666667f, 0.333333f, 0.000000f, // vertex 174
0.800000f, 0.200000f, 0.000000f, // vertex 175
1.000000f, 0.000000f, 0.000000f, // vertex 176
0.833333f, 0.166667f, 0.000000f, // vertex 177
1.000000f, 0.000000f, 0.000000f, // vertex 178
1.000000f, 0.000000f, 0.000000f, // vertex 179
1.000000f, 0.000000f, 0.000000f, // vertex 180
1.000000f, 0.000000f, 0.000000f, // vertex 181
1.000000f, 0.000000f, 0.000000f, // vertex 182
1.000000f, 0.000000f, 0.000000f, // vertex 183
1.000000f, 0.000000f, 0.000000f, // vertex 184
0.833333f, 0.166667f, 0.000000f, // vertex 185
0.833333f, 0.166667f, 0.000000f, // vertex 186
0.500000f, 0.500000f, 0.000000f, // vertex 187
0.666667f, 0.333333f, 0.000000f, // vertex 188
0.500000f, 0.500000f, 0.000000f, // vertex 189
0.666667f, 0.333333f, 0.000000f, // vertex 190
0.500000f, 0.500000f, 0.000000f, // vertex 191
0.500000f, 0.500000f, 0.000000f, // vertex 192
0.500000f, 0.500000f, 0.000000f, // vertex 193
0.500000f, 0.500000f, 0.000000f, // vertex 194
0.500000f, 0.500000f, 0.000000f, // vertex 195
0.800000f, 0.200000f, 0.000000f, // vertex 196
0.500000f, 0.500000f, 0.000000f, // vertex 197
0.655738f, 0.344262f, 0.000000f, // vertex 198
0.833333f, 0.166667f, 0.000000f, // vertex 199
0.819001f, 0.180999f, 0.000000f, // vertex 200
0.833333f, 0.166667f, 0.000000f, // vertex 201
0.819001f, 0.180999f, 0.000000f, // vertex 202
0.819001f, 0.180999f, 0.000000f, // vertex 203
0.819001f, 0.180999f, 0.000000f, // vertex 204
0.655738f, 0.344262f, 0.000000f, // vertex 205
0.819001f, 0.180999f, 0.000000f, // vertex 206
0.819001f, 0.180999f, 0.000000f, // vertex 207
0.819001f, 0.180999f, 0.000000f, // vertex 208
0.819001f, 0.180999f, 0.000000f, // vertex 209
0.819001f, 0.180999f, 0.000000f, // vertex 210
0.655738f, 0.344262f, 0.000000f, // vertex 211
0.512195f, 0.487805f, 0.000000f, // vertex 212
0.512195f, 0.487805f, 0.000000f, // vertex 213
0.512195f, 0.487805f, 0.000000f, // vertex 214
0.512195f, 0.487805f, 0.000000f, // vertex 215
0.500000f, 0.500000f, 0.000000f, // vertex 216
0.655738f, 0.344262f, 0.000000f, // vertex 217
0.500000f, 0.500000f, 0.000000f, // vertex 218
0.500000f, 0.500000f, 0.000000f, // vertex 219
0.500000f, 0.500000f, 0.000000f, // vertex 220
0.500000f, 0.500000f, 0.000000f, // vertex 221
0.500000f, 0.500000f, 0.000000f, // vertex 222
1.000000f, 0.000000f, 0.000000f, // vertex 223
0.500000f, 0.500000f, 0.000000f, // vertex 224
1.000000f, 0.000000f, 0.000000f, // vertex 225
0.500000f, 0.500000f, 0.000000f, // vertex 226
0.500000f, 0.500000f, 0.000000f, // vertex 227
1.000000f, 0.000000f, 0.000000f, // vertex 228
1.000000f, 0.000000f, 0.000000f, // vertex 229
1.000000f, 0.000000f, 0.000000f, // vertex 230
0.833941f, 0.166059f, 0.000000f, // vertex 231
1.000000f, 0.000000f, 0.000000f, // vertex 232
1.000000f, 0.000000f, 0.000000f, // vertex 233
1.000000f, 0.000000f, 0.000000f, // vertex 234
1.000000f, 0.000000f, 0.000000f, // vertex 235
1.000000f, 0.000000f, 0.000000f, // vertex 236
1.000000f, 0.000000f, 0.000000f, // vertex 237
1.000000f, 0.000000f, 0.000000f, // vertex 238
0.952381f, 0.047619f, 0.000000f, // vertex 239
0.909091f, 0.090909f, 0.000000f, // vertex 240
1.000000f, 0.000000f, 0.000000f, // vertex 241
1.000000f, 0.000000f, 0.000000f, // vertex 242
1.000000f, 0.000000f, 0.000000f, // vertex 243
1.000000f, 0.000000f, 0.000000f, // vertex 244
1.000000f, 0.000000f, 0.000000f, // vertex 245
1.000000f, 0.000000f, 0.000000f, // vertex 246
1.000000f, 0.000000f, 0.000000f, // vertex 247
1.000000f, 0.000000f, 0.000000f, // vertex 248
1.000000f, 0.000000f, 0.000000f, // vertex 249
1.000000f, 0.000000f, 0.000000f, // vertex 250
1.000000f, 0.000000f, 0.000000f, // vertex 251
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1.000000f, 0.000000f, 0.000000f, // vertex 636
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1.000000f, 0.000000f, 0.000000f, // vertex 639
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1.000000f, 0.000000f, 0.000000f, // vertex 643
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0.555556f, 0.444444f, 0.000000f, // vertex 650
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0.500000f, 0.500000f, 0.000000f, // vertex 653
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0.666667f, 0.333333f, 0.000000f, // vertex 655
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0.500000f, 0.500000f, 0.000000f, // vertex 662
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0.500000f, 0.500000f, 0.000000f, // vertex 665
0.500000f, 0.500000f, 0.000000f, // vertex 666
0.500000f, 0.500000f, 0.000000f, // vertex 667
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0.500000f, 0.500000f, 0.000000f, // vertex 670
0.500000f, 0.500000f, 0.000000f, // vertex 671
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0.500000f, 0.500000f, 0.000000f, // vertex 673
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0.500000f, 0.500000f, 0.000000f, // vertex 675
0.714286f, 0.285714f, 0.000000f, // vertex 676
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0.500000f, 0.500000f, 0.000000f, // vertex 678
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0.500000f, 0.500000f, 0.000000f, // vertex 680
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1.000000f, 0.000000f, 0.000000f, // vertex 683
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0.833333f, 0.166667f, 0.000000f, // vertex 689
1.000000f, 0.000000f, 0.000000f, // vertex 690
0.833333f, 0.166667f, 0.000000f, // vertex 691
1.000000f, 0.000000f, 0.000000f, // vertex 692
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1.000000f, 0.000000f, 0.000000f, // vertex 694
0.500000f, 0.500000f, 0.000000f, // vertex 695
0.714286f, 0.285714f, 0.000000f, // vertex 696
0.833333f, 0.166667f, 0.000000f, // vertex 697
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1.000000f, 0.000000f, 0.000000f, // vertex 699
1.000000f, 0.000000f, 0.000000f, // vertex 700
0.555556f, 0.444444f, 0.000000f, // vertex 701
0.833333f, 0.166667f, 0.000000f, // vertex 702
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0.833333f, 0.166667f, 0.000000f, // vertex 705
0.555556f, 0.444444f, 0.000000f, // vertex 706
0.500000f, 0.500000f, 0.000000f, // vertex 707
0.666667f, 0.333333f, 0.000000f, // vertex 708
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0.833333f, 0.166667f, 0.000000f, // vertex 710
0.833333f, 0.166667f, 0.000000f, // vertex 711
1.000000f, 0.000000f, 0.000000f, // vertex 712
1.000000f, 0.000000f, 0.000000f, // vertex 713
1.000000f, 0.000000f, 0.000000f, // vertex 714
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0.833333f, 0.166667f, 0.000000f, // vertex 716
0.900901f, 0.099099f, 0.000000f, // vertex 717
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0.833333f, 0.166667f, 0.000000f, // vertex 719
0.500000f, 0.500000f, 0.000000f, // vertex 720
0.833333f, 0.166667f, 0.000000f, // vertex 721
0.500000f, 0.500000f, 0.000000f, // vertex 722
0.769231f, 0.230769f, 0.000000f, // vertex 723
0.500000f, 0.500000f, 0.000000f, // vertex 724
0.833333f, 0.166667f, 0.000000f, // vertex 725
0.833333f, 0.166667f, 0.000000f, // vertex 726
0.833333f, 0.166667f, 0.000000f, // vertex 727
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0.833333f, 0.166667f, 0.000000f, // vertex 730
0.833333f, 0.166667f, 0.000000f, // vertex 731
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0.769231f, 0.230769f, 0.000000f, // vertex 735
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0.833333f, 0.166667f, 0.000000f, // vertex 737
0.500000f, 0.500000f, 0.000000f, // vertex 738
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0.500000f, 0.500000f, 0.000000f, // vertex 740
0.500000f, 0.500000f, 0.000000f, // vertex 741
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0.833333f, 0.166667f, 0.000000f, // vertex 743
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0.833333f, 0.166667f, 0.000000f, // vertex 745
0.833333f, 0.166667f, 0.000000f, // vertex 746
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1.000000f, 0.000000f, 0.000000f, // vertex 750
1.000000f, 0.000000f, 0.000000f, // vertex 751
0.909091f, 0.090909f, 0.000000f, // vertex 752
1.000000f, 0.000000f, 0.000000f, // vertex 753
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0.666667f, 0.333333f, 0.000000f, // vertex 758
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0.833333f, 0.166667f, 0.000000f, // vertex 761
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1.000000f, 0.000000f, 0.000000f, // vertex 763
1.000000f, 0.000000f, 0.000000f, // vertex 764
0.909091f, 0.090909f, 0.000000f, // vertex 765
1.000000f, 0.000000f, 0.000000f, // vertex 766
1.000000f, 0.000000f, 0.000000f, // vertex 767
1.000000f, 0.000000f, 0.000000f, // vertex 768
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0.500000f, 0.500000f, 0.000000f, // vertex 770
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0.833333f, 0.166667f, 0.000000f, // vertex 773
0.714286f, 0.285714f, 0.000000f, // vertex 774
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0.772187f, 0.154437f, 0.073375f, // vertex 777
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0.772187f, 0.154437f, 0.073375f, // vertex 779
0.819001f, 0.180999f, 0.000000f, // vertex 780
0.772187f, 0.154437f, 0.073375f, // vertex 781
0.772187f, 0.154437f, 0.073375f, // vertex 782
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0.772187f, 0.154437f, 0.073375f, // vertex 785
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0.772187f, 0.154437f, 0.073375f, // vertex 787
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0.772187f, 0.154437f, 0.073375f, // vertex 789
0.500000f, 0.500000f, 0.000000f, // vertex 790
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0.833333f, 0.166667f, 0.000000f, // vertex 793
0.909091f, 0.090909f, 0.000000f, // vertex 794
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1.000000f, 0.000000f, 0.000000f, // vertex 796
0.500000f, 0.500000f, 0.000000f, // vertex 797
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0.500000f, 0.500000f, 0.000000f, // vertex 800
0.500000f, 0.500000f, 0.000000f, // vertex 801
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0.500000f, 0.500000f, 0.000000f, // vertex 803
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0.500000f, 0.500000f, 0.000000f, // vertex 807
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0.500000f, 0.500000f, 0.000000f, // vertex 809
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0.714286f, 0.285714f, 0.000000f, // vertex 811
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0.500000f, 0.500000f, 0.000000f, // vertex 813
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0.500000f, 0.500000f, 0.000000f, // vertex 816
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1.000000f, 0.000000f, 0.000000f, // vertex 818
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0.500000f, 0.500000f, 0.000000f, // vertex 820
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0.500000f, 0.500000f, 0.000000f, // vertex 822
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0.500000f, 0.500000f, 0.000000f, // vertex 828
0.500000f, 0.500000f, 0.000000f, // vertex 829
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0.772187f, 0.154437f, 0.073375f, // vertex 831
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0.819001f, 0.180999f, 0.000000f, // vertex 833
0.655738f, 0.344262f, 0.000000f, // vertex 834
0.900901f, 0.099099f, 0.000000f, // vertex 835
0.714286f, 0.285714f, 0.000000f, // vertex 836
0.833333f, 0.166667f, 0.000000f, // vertex 837
0.500000f, 0.500000f, 0.000000f, // vertex 838
0.833333f, 0.166667f, 0.000000f, // vertex 839
0.500000f, 0.500000f, 0.000000f, // vertex 840
1.000000f, 0.000000f, 0.000000f, // vertex 841
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0.909091f, 0.090909f, 0.000000f, // vertex 843
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0.500000f, 0.500000f, 0.000000f, // vertex 848
0.819001f, 0.180999f, 0.000000f, // vertex 849
0.800000f, 0.200000f, 0.000000f, // vertex 850
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0.500000f, 0.500000f, 0.000000f, // vertex 852
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0.500000f, 0.500000f, 0.000000f, // vertex 854
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0.500000f, 0.500000f, 0.000000f, // vertex 857
0.500000f, 0.500000f, 0.000000f, // vertex 858
0.500000f, 0.500000f, 0.000000f, // vertex 859
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0.500000f, 0.500000f, 0.000000f, // vertex 861
0.500000f, 0.500000f, 0.000000f, // vertex 862
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0.500000f, 0.500000f, 0.000000f, // vertex 865
0.500000f, 0.500000f, 0.000000f, // vertex 866
0.500000f, 0.500000f, 0.000000f, // vertex 867
0.500000f, 0.500000f, 0.000000f, // vertex 868
0.500000f, 0.500000f, 0.000000f, // vertex 869
0.500000f, 0.500000f, 0.000000f, // vertex 870
0.500000f, 0.500000f, 0.000000f, // vertex 871
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0.500000f, 0.500000f, 0.000000f, // vertex 873
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0.500000f, 0.500000f, 0.000000f, // vertex 875
0.500000f, 0.500000f, 0.000000f, // vertex 876
0.500000f, 0.500000f, 0.000000f, // vertex 877
0.500000f, 0.500000f, 0.000000f, // vertex 878
0.500000f, 0.500000f, 0.000000f, // vertex 879
0.500000f, 0.500000f, 0.000000f, // vertex 880
0.500000f, 0.500000f, 0.000000f, // vertex 881
0.500000f, 0.500000f, 0.000000f, // vertex 882
0.714286f, 0.285714f, 0.000000f, // vertex 883
0.500000f, 0.500000f, 0.000000f, // vertex 884
1.000000f, 0.000000f, 0.000000f, // vertex 885
0.909091f, 0.090909f, 0.000000f, // vertex 886
0.833333f, 0.166667f, 0.000000f, // vertex 887
0.833333f, 0.166667f, 0.000000f, // vertex 888
0.500000f, 0.500000f, 0.000000f, // vertex 889
0.500000f, 0.500000f, 0.000000f, // vertex 890
0.500000f, 0.500000f, 0.000000f, // vertex 891
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0.500000f, 0.500000f, 0.000000f, // vertex 893
1.000000f, 0.000000f, 0.000000f, // vertex 894
0.833333f, 0.166667f, 0.000000f, // vertex 895
0.909091f, 0.090909f, 0.000000f, // vertex 896
0.833333f, 0.166667f, 0.000000f, // vertex 897
0.666667f, 0.333333f, 0.000000f, // vertex 898
0.800000f, 0.200000f, 0.000000f, // vertex 899
0.666667f, 0.333333f, 0.000000f, // vertex 900
0.714286f, 0.285714f, 0.000000f, // vertex 901
0.666667f, 0.333333f, 0.000000f, // vertex 902
0.714286f, 0.285714f, 0.000000f, // vertex 903
0.666667f, 0.333333f, 0.000000f, // vertex 904
0.714286f, 0.285714f, 0.000000f, // vertex 905
0.714286f, 0.285714f, 0.000000f, // vertex 906
0.666667f, 0.333333f, 0.000000f, // vertex 907
0.555556f, 0.444444f, 0.000000f, // vertex 908
0.666667f, 0.333333f, 0.000000f, // vertex 909
0.555556f, 0.444444f, 0.000000f, // vertex 910
0.666667f, 0.333333f, 0.000000f, // vertex 911
0.555556f, 0.444444f, 0.000000f, // vertex 912
0.666667f, 0.333333f, 0.000000f, // vertex 913
0.666667f, 0.333333f, 0.000000f, // vertex 914
0.714286f, 0.285714f, 0.000000f, // vertex 915
0.714286f, 0.285714f, 0.000000f, // vertex 916
0.800000f, 0.200000f, 0.000000f, // vertex 917
0.714286f, 0.285714f, 0.000000f, // vertex 918
0.666667f, 0.333333f, 0.000000f, // vertex 919
0.666667f, 0.333333f, 0.000000f, // vertex 920
0.555556f, 0.444444f, 0.000000f, // vertex 921
0.555556f, 0.444444f, 0.000000f, // vertex 922
0.800000f, 0.200000f, 0.000000f, // vertex 923
0.666667f, 0.333333f, 0.000000f, // vertex 924
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0.555556f, 0.444444f, 0.000000f, // vertex 926
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0.500000f, 0.500000f, 0.000000f, // vertex 928
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0.500000f, 0.500000f, 0.000000f, // vertex 930
0.500000f, 0.500000f, 0.000000f, // vertex 931
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0.500000f, 0.500000f, 0.000000f, // vertex 937
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0.500000f, 0.500000f, 0.000000f, // vertex 939
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0.500000f, 0.500000f, 0.000000f, // vertex 941
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0.500000f, 0.500000f, 0.000000f, // vertex 944
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0.500000f, 0.500000f, 0.000000f, // vertex 950
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0.500000f, 0.500000f, 0.000000f, // vertex 953
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0.500000f, 0.500000f, 0.000000f, // vertex 955
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0.500000f, 0.500000f, 0.000000f, // vertex 958
0.500000f, 0.500000f, 0.000000f, // vertex 959
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0.500000f, 0.500000f, 0.000000f, // vertex 961
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0.500000f, 0.500000f, 0.000000f, // vertex 965
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0.500000f, 0.500000f, 0.000000f, // vertex 967
0.500000f, 0.500000f, 0.000000f, // vertex 968
0.500000f, 0.500000f, 0.000000f, // vertex 969
0.500000f, 0.500000f, 0.000000f, // vertex 970
0.500000f, 0.500000f, 0.000000f, // vertex 971
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0.500000f, 0.500000f, 0.000000f, // vertex 973
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1.000000f, 0.000000f, 0.000000f, // vertex 976
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1.000000f, 0.000000f, 0.000000f, // vertex 978
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1.000000f, 0.000000f, 0.000000f, // vertex 981
1.000000f, 0.000000f, 0.000000f, // vertex 982
1.000000f, 0.000000f, 0.000000f, // vertex 983
1.000000f, 0.000000f, 0.000000f, // vertex 984
1.000000f, 0.000000f, 0.000000f, // vertex 985
1.000000f, 0.000000f, 0.000000f, // vertex 986
1.000000f, 0.000000f, 0.000000f, // vertex 987
1.000000f, 0.000000f, 0.000000f, // vertex 988
1.000000f, 0.000000f, 0.000000f, // vertex 989
1.000000f, 0.000000f, 0.000000f, // vertex 990
1.000000f, 0.000000f, 0.000000f, // vertex 991
1.000000f, 0.000000f, 0.000000f, // vertex 992
1.000000f, 0.000000f, 0.000000f, // vertex 993
1.000000f, 0.000000f, 0.000000f, // vertex 994
1.000000f, 0.000000f, 0.000000f, // vertex 995
1.000000f, 0.000000f, 0.000000f, // vertex 996
1.000000f, 0.000000f, 0.000000f, // vertex 997
1.000000f, 0.000000f, 0.000000f, // vertex 998
1.000000f, 0.000000f, 0.000000f, // vertex 999
1.000000f, 0.000000f, 0.000000f, // vertex 1000
1.000000f, 0.000000f, 0.000000f, // vertex 1001
1.000000f, 0.000000f, 0.000000f, // vertex 1002
1.000000f, 0.000000f, 0.000000f, // vertex 1003
1.000000f, 0.000000f, 0.000000f, // vertex 1004
1.000000f, 0.000000f, 0.000000f, // vertex 1005
1.000000f, 0.000000f, 0.000000f, // vertex 1006
1.000000f, 0.000000f, 0.000000f, // vertex 1007
1.000000f, 0.000000f, 0.000000f, // vertex 1008
1.000000f, 0.000000f, 0.000000f, // vertex 1009
1.000000f, 0.000000f, 0.000000f, // vertex 1010
1.000000f, 0.000000f, 0.000000f, // vertex 1011
1.000000f, 0.000000f, 0.000000f, // vertex 1012
1.000000f, 0.000000f, 0.000000f, // vertex 1013
1.000000f, 0.000000f, 0.000000f, // vertex 1014
1.000000f, 0.000000f, 0.000000f, // vertex 1015
1.000000f, 0.000000f, 0.000000f, // vertex 1016
1.000000f, 0.000000f, 0.000000f, // vertex 1017
1.000000f, 0.000000f, 0.000000f, // vertex 1018
1.000000f, 0.000000f, 0.000000f, // vertex 1019
1.000000f, 0.000000f, 0.000000f, // vertex 1020
1.000000f, 0.000000f, 0.000000f, // vertex 1021
1.000000f, 0.000000f, 0.000000f, // vertex 1022
1.000000f, 0.000000f, 0.000000f, // vertex 1023
1.000000f, 0.000000f, 0.000000f, // vertex 1024
1.000000f, 0.000000f, 0.000000f, // vertex 1025
1.000000f, 0.000000f, 0.000000f, // vertex 1026
1.000000f, 0.000000f, 0.000000f, // vertex 1027
1.000000f, 0.000000f, 0.000000f, // vertex 1028
1.000000f, 0.000000f, 0.000000f, // vertex 1029
1.000000f, 0.000000f, 0.000000f, // vertex 1030
1.000000f, 0.000000f, 0.000000f, // vertex 1031
1.000000f, 0.000000f, 0.000000f, // vertex 1032
1.000000f, 0.000000f, 0.000000f, // vertex 1033
1.000000f, 0.000000f, 0.000000f, // vertex 1034
1.000000f, 0.000000f, 0.000000f, // vertex 1035
1.000000f, 0.000000f, 0.000000f, // vertex 1036
1.000000f, 0.000000f, 0.000000f, // vertex 1037
1.000000f, 0.000000f, 0.000000f, // vertex 1038
1.000000f, 0.000000f, 0.000000f, // vertex 1039
1.000000f, 0.000000f, 0.000000f, // vertex 1040
1.000000f, 0.000000f, 0.000000f, // vertex 1041
1.000000f, 0.000000f, 0.000000f, // vertex 1042
1.000000f, 0.000000f, 0.000000f, // vertex 1043
1.000000f, 0.000000f, 0.000000f, // vertex 1044
1.000000f, 0.000000f, 0.000000f, // vertex 1045
1.000000f, 0.000000f, 0.000000f, // vertex 1046
1.000000f, 0.000000f, 0.000000f, // vertex 1047
1.000000f, 0.000000f, 0.000000f, // vertex 1048
1.000000f, 0.000000f, 0.000000f, // vertex 1049
1.000000f, 0.000000f, 0.000000f, // vertex 1050
1.000000f, 0.000000f, 0.000000f, // vertex 1051
1.000000f, 0.000000f, 0.000000f, // vertex 1052
1.000000f, 0.000000f, 0.000000f, // vertex 1053
1.000000f, 0.000000f, 0.000000f, // vertex 1054
1.000000f, 0.000000f, 0.000000f, // vertex 1055
1.000000f, 0.000000f, 0.000000f, // vertex 1056
1.000000f, 0.000000f, 0.000000f, // vertex 1057
1.000000f, 0.000000f, 0.000000f, // vertex 1058
1.000000f, 0.000000f, 0.000000f, // vertex 1059
1.000000f, 0.000000f, 0.000000f, // vertex 1060
1.000000f, 0.000000f, 0.000000f, // vertex 1061
1.000000f, 0.000000f, 0.000000f, // vertex 1062
1.000000f, 0.000000f, 0.000000f, // vertex 1063
1.000000f, 0.000000f, 0.000000f, // vertex 1064
1.000000f, 0.000000f, 0.000000f, // vertex 1065
1.000000f, 0.000000f, 0.000000f, // vertex 1066
1.000000f, 0.000000f, 0.000000f, // vertex 1067
1.000000f, 0.000000f, 0.000000f, // vertex 1068
1.000000f, 0.000000f, 0.000000f, // vertex 1069
1.000000f, 0.000000f, 0.000000f, // vertex 1070
1.000000f, 0.000000f, 0.000000f, // vertex 1071
1.000000f, 0.000000f, 0.000000f, // vertex 1072
1.000000f, 0.000000f, 0.000000f, // vertex 1073
1.000000f, 0.000000f, 0.000000f, // vertex 1074
1.000000f, 0.000000f, 0.000000f, // vertex 1075
1.000000f, 0.000000f, 0.000000f, // vertex 1076
1.000000f, 0.000000f, 0.000000f, // vertex 1077
1.000000f, 0.000000f, 0.000000f, // vertex 1078
1.000000f, 0.000000f, 0.000000f, // vertex 1079
1.000000f, 0.000000f, 0.000000f, // vertex 1080
1.000000f, 0.000000f, 0.000000f, // vertex 1081
1.000000f, 0.000000f, 0.000000f, // vertex 1082
1.000000f, 0.000000f, 0.000000f, // vertex 1083
1.000000f, 0.000000f, 0.000000f, // vertex 1084
1.000000f, 0.000000f, 0.000000f, // vertex 1085
1.000000f, 0.000000f, 0.000000f, // vertex 1086
1.000000f, 0.000000f, 0.000000f, // vertex 1087
1.000000f, 0.000000f, 0.000000f, // vertex 1088
1.000000f, 0.000000f, 0.000000f, // vertex 1089
1.000000f, 0.000000f, 0.000000f, // vertex 1090
1.000000f, 0.000000f, 0.000000f, // vertex 1091
1.000000f, 0.000000f, 0.000000f, // vertex 1092
1.000000f, 0.000000f, 0.000000f, // vertex 1093
1.000000f, 0.000000f, 0.000000f, // vertex 1094
1.000000f, 0.000000f, 0.000000f, // vertex 1095
1.000000f, 0.000000f, 0.000000f, // vertex 1096
1.000000f, 0.000000f, 0.000000f, // vertex 1097
1.000000f, 0.000000f, 0.000000f, // vertex 1098
1.000000f, 0.000000f, 0.000000f, // vertex 1099
1.000000f, 0.000000f, 0.000000f, // vertex 1100
1.000000f, 0.000000f, 0.000000f, // vertex 1101
1.000000f, 0.000000f, 0.000000f, // vertex 1102
1.000000f, 0.000000f, 0.000000f, // vertex 1103
1.000000f, 0.000000f, 0.000000f, // vertex 1104
1.000000f, 0.000000f, 0.000000f, // vertex 1105
1.000000f, 0.000000f, 0.000000f, // vertex 1106
1.000000f, 0.000000f, 0.000000f, // vertex 1107
1.000000f, 0.000000f, 0.000000f, // vertex 1108
1.000000f, 0.000000f, 0.000000f, // vertex 1109
1.000000f, 0.000000f, 0.000000f, // vertex 1110
1.000000f, 0.000000f, 0.000000f, // vertex 1111
1.000000f, 0.000000f, 0.000000f, // vertex 1112
1.000000f, 0.000000f, 0.000000f, // vertex 1113
1.000000f, 0.000000f, 0.000000f, // vertex 1114
1.000000f, 0.000000f, 0.000000f, // vertex 1115
1.000000f, 0.000000f, 0.000000f, // vertex 1116
1.000000f, 0.000000f, 0.000000f, // vertex 1117
1.000000f, 0.000000f, 0.000000f, // vertex 1118
1.000000f, 0.000000f, 0.000000f, // vertex 1119
1.000000f, 0.000000f, 0.000000f, // vertex 1120
1.000000f, 0.000000f, 0.000000f, // vertex 1121
1.000000f, 0.000000f, 0.000000f, // vertex 1122
1.000000f, 0.000000f, 0.000000f, // vertex 1123
1.000000f, 0.000000f, 0.000000f, // vertex 1124
1.000000f, 0.000000f, 0.000000f, // vertex 1125
1.000000f, 0.000000f, 0.000000f, // vertex 1126
1.000000f, 0.000000f, 0.000000f, // vertex 1127
1.000000f, 0.000000f, 0.000000f, // vertex 1128
1.000000f, 0.000000f, 0.000000f, // vertex 1129
1.000000f, 0.000000f, 0.000000f, // vertex 1130
1.000000f, 0.000000f, 0.000000f, // vertex 1131
1.000000f, 0.000000f, 0.000000f, // vertex 1132
1.000000f, 0.000000f, 0.000000f, // vertex 1133
1.000000f, 0.000000f, 0.000000f, // vertex 1134
1.000000f, 0.000000f, 0.000000f, // vertex 1135
1.000000f, 0.000000f, 0.000000f, // vertex 1136
1.000000f, 0.000000f, 0.000000f, // vertex 1137
1.000000f, 0.000000f, 0.000000f, // vertex 1138
1.000000f, 0.000000f, 0.000000f, // vertex 1139
1.000000f, 0.000000f, 0.000000f, // vertex 1140
1.000000f, 0.000000f, 0.000000f, // vertex 1141
1.000000f, 0.000000f, 0.000000f, // vertex 1142
1.000000f, 0.000000f, 0.000000f, // vertex 1143
1.000000f, 0.000000f, 0.000000f, // vertex 1144
1.000000f, 0.000000f, 0.000000f, // vertex 1145
1.000000f, 0.000000f, 0.000000f, // vertex 1146
1.000000f, 0.000000f, 0.000000f, // vertex 1147
1.000000f, 0.000000f, 0.000000f, // vertex 1148
1.000000f, 0.000000f, 0.000000f, // vertex 1149
1.000000f, 0.000000f, 0.000000f, // vertex 1150
1.000000f, 0.000000f, 0.000000f, // vertex 1151
1.000000f, 0.000000f, 0.000000f, // vertex 1152
1.000000f, 0.000000f, 0.000000f, // vertex 1153
1.000000f, 0.000000f, 0.000000f, // vertex 1154
1.000000f, 0.000000f, 0.000000f, // vertex 1155
1.000000f, 0.000000f, 0.000000f, // vertex 1156
1.000000f, 0.000000f, 0.000000f, // vertex 1157
1.000000f, 0.000000f, 0.000000f, // vertex 1158
1.000000f, 0.000000f, 0.000000f, // vertex 1159
1.000000f, 0.000000f, 0.000000f, // vertex 1160
1.000000f, 0.000000f, 0.000000f, // vertex 1161
1.000000f, 0.000000f, 0.000000f, // vertex 1162
1.000000f, 0.000000f, 0.000000f, // vertex 1163
1.000000f, 0.000000f, 0.000000f, // vertex 1164
1.000000f, 0.000000f, 0.000000f, // vertex 1165
1.000000f, 0.000000f, 0.000000f, // vertex 1166
1.000000f, 0.000000f, 0.000000f, // vertex 1167
1.000000f, 0.000000f, 0.000000f, // vertex 1168
1.000000f, 0.000000f, 0.000000f, // vertex 1169
1.000000f, 0.000000f, 0.000000f, // vertex 1170
1.000000f, 0.000000f, 0.000000f, // vertex 1171
1.000000f, 0.000000f, 0.000000f, // vertex 1172
1.000000f, 0.000000f, 0.000000f, // vertex 1173
1.000000f, 0.000000f, 0.000000f, // vertex 1174
1.000000f, 0.000000f, 0.000000f, // vertex 1175
1.000000f, 0.000000f, 0.000000f, // vertex 1176
1.000000f, 0.000000f, 0.000000f, // vertex 1177
1.000000f, 0.000000f, 0.000000f, // vertex 1178
1.000000f, 0.000000f, 0.000000f, // vertex 1179
0.909091f, 0.090909f, 0.000000f, // vertex 1180
1.000000f, 0.000000f, 0.000000f, // vertex 1181
1.000000f, 0.000000f, 0.000000f, // vertex 1182
0.833333f, 0.166667f, 0.000000f, // vertex 1183
0.833333f, 0.166667f, 0.000000f, // vertex 1184
0.666667f, 0.333333f, 0.000000f, // vertex 1185
0.666667f, 0.333333f, 0.000000f, // vertex 1186
0.666667f, 0.333333f, 0.000000f, // vertex 1187
0.666667f, 0.333333f, 0.000000f, // vertex 1188
0.833333f, 0.166667f, 0.000000f, // vertex 1189
0.833333f, 0.166667f, 0.000000f, // vertex 1190
1.000000f, 0.000000f, 0.000000f, // vertex 1191
1.000000f, 0.000000f, 0.000000f, // vertex 1192
0.909091f, 0.090909f, 0.000000f, // vertex 1193
1.000000f, 0.000000f, 0.000000f, // vertex 1194
1.000000f, 0.000000f, 0.000000f, // vertex 1195
1.000000f, 0.000000f, 0.000000f, // vertex 1196
1.000000f, 0.000000f, 0.000000f, // vertex 1197
0.500000f, 0.500000f, 0.000000f, // vertex 1198
0.833333f, 0.166667f, 0.000000f, // vertex 1199
0.500000f, 0.500000f, 0.000000f, // vertex 1200
0.833333f, 0.166667f, 0.000000f, // vertex 1201
0.714286f, 0.285714f, 0.000000f, // vertex 1202
0.900901f, 0.099099f, 0.000000f, // vertex 1203
0.655738f, 0.344262f, 0.000000f, // vertex 1204
0.772187f, 0.154437f, 0.073375f, // vertex 1205
0.819001f, 0.180999f, 0.000000f, // vertex 1206
0.772187f, 0.154437f, 0.073375f, // vertex 1207
0.819001f, 0.180999f, 0.000000f, // vertex 1208
0.772187f, 0.154437f, 0.073375f, // vertex 1209
0.772187f, 0.154437f, 0.073375f, // vertex 1210
0.800000f, 0.200000f, 0.000000f, // vertex 1211
0.800000f, 0.200000f, 0.000000f, // vertex 1212
0.772187f, 0.154437f, 0.073375f, // vertex 1213
0.800000f, 0.200000f, 0.000000f, // vertex 1214
0.772187f, 0.154437f, 0.073375f, // vertex 1215
0.800000f, 0.200000f, 0.000000f, // vertex 1216
0.772187f, 0.154437f, 0.073375f, // vertex 1217
0.500000f, 0.500000f, 0.000000f, // vertex 1218
0.900901f, 0.099099f, 0.000000f, // vertex 1219
0.952381f, 0.047619f, 0.000000f, // vertex 1220
0.833333f, 0.166667f, 0.000000f, // vertex 1221
0.909091f, 0.090909f, 0.000000f, // vertex 1222
0.909091f, 0.090909f, 0.000000f, // vertex 1223
1.000000f, 0.000000f, 0.000000f, // vertex 1224
0.500000f, 0.500000f, 0.000000f, // vertex 1225
0.500000f, 0.500000f, 0.000000f, // vertex 1226
0.500000f, 0.500000f, 0.000000f, // vertex 1227
0.500000f, 0.500000f, 0.000000f, // vertex 1228
0.500000f, 0.500000f, 0.000000f, // vertex 1229
0.500000f, 0.500000f, 0.000000f, // vertex 1230
0.500000f, 0.500000f, 0.000000f, // vertex 1231
0.500000f, 0.500000f, 0.000000f, // vertex 1232
0.500000f, 0.500000f, 0.000000f, // vertex 1233
0.500000f, 0.500000f, 0.000000f, // vertex 1234
0.500000f, 0.500000f, 0.000000f, // vertex 1235
0.500000f, 0.500000f, 0.000000f, // vertex 1236
0.500000f, 0.500000f, 0.000000f, // vertex 1237
0.655738f, 0.344262f, 0.000000f, // vertex 1238
0.714286f, 0.285714f, 0.000000f, // vertex 1239
0.500000f, 0.500000f, 0.000000f, // vertex 1240
0.500000f, 0.500000f, 0.000000f, // vertex 1241
0.500000f, 0.500000f, 0.000000f, // vertex 1242
0.500000f, 0.500000f, 0.000000f, // vertex 1243
0.500000f, 0.500000f, 0.000000f, // vertex 1244
0.500000f, 0.500000f, 0.000000f, // vertex 1245
1.000000f, 0.000000f, 0.000000f, // vertex 1246
0.500000f, 0.500000f, 0.000000f, // vertex 1247
0.500000f, 0.500000f, 0.000000f, // vertex 1248
0.500000f, 0.500000f, 0.000000f, // vertex 1249
0.500000f, 0.500000f, 0.000000f, // vertex 1250
0.500000f, 0.500000f, 0.000000f, // vertex 1251
0.500000f, 0.500000f, 0.000000f, // vertex 1252
0.500000f, 0.500000f, 0.000000f, // vertex 1253
0.500000f, 0.500000f, 0.000000f, // vertex 1254
0.500000f, 0.500000f, 0.000000f, // vertex 1255
0.500000f, 0.500000f, 0.000000f, // vertex 1256
0.500000f, 0.500000f, 0.000000f, // vertex 1257
0.819001f, 0.180999f, 0.000000f, // vertex 1258
0.772187f, 0.154437f, 0.073375f, // vertex 1259
0.819001f, 0.180999f, 0.000000f, // vertex 1260
0.819001f, 0.180999f, 0.000000f, // vertex 1261
0.655738f, 0.344262f, 0.000000f, // vertex 1262
0.900901f, 0.099099f, 0.000000f, // vertex 1263
0.714286f, 0.285714f, 0.000000f, // vertex 1264
0.833333f, 0.166667f, 0.000000f, // vertex 1265
0.500000f, 0.500000f, 0.000000f, // vertex 1266
0.833333f, 0.166667f, 0.000000f, // vertex 1267
0.500000f, 0.500000f, 0.000000f, // vertex 1268
1.000000f, 0.000000f, 0.000000f, // vertex 1269
1.000000f, 0.000000f, 0.000000f, // vertex 1270
0.909091f, 0.090909f, 0.000000f, // vertex 1271
0.909091f, 0.090909f, 0.000000f, // vertex 1272
0.833333f, 0.166667f, 0.000000f, // vertex 1273
0.952381f, 0.047619f, 0.000000f, // vertex 1274
0.900901f, 0.099099f, 0.000000f, // vertex 1275
0.500000f, 0.500000f, 0.000000f, // vertex 1276
0.819001f, 0.180999f, 0.000000f, // vertex 1277
0.800000f, 0.200000f, 0.000000f, // vertex 1278
0.772187f, 0.154437f, 0.073375f, // vertex 1279
0.500000f, 0.500000f, 0.000000f, // vertex 1280
0.655738f, 0.344262f, 0.000000f, // vertex 1281
0.500000f, 0.500000f, 0.000000f, // vertex 1282
0.714286f, 0.285714f, 0.000000f, // vertex 1283
0.500000f, 0.500000f, 0.000000f, // vertex 1284
0.500000f, 0.500000f, 0.000000f, // vertex 1285
0.500000f, 0.500000f, 0.000000f, // vertex 1286
0.500000f, 0.500000f, 0.000000f, // vertex 1287
0.500000f, 0.500000f, 0.000000f, // vertex 1288
0.500000f, 0.500000f, 0.000000f, // vertex 1289
0.500000f, 0.500000f, 0.000000f, // vertex 1290
0.500000f, 0.500000f, 0.000000f, // vertex 1291
0.500000f, 0.500000f, 0.000000f, // vertex 1292
0.500000f, 0.500000f, 0.000000f, // vertex 1293
0.500000f, 0.500000f, 0.000000f, // vertex 1294
0.500000f, 0.500000f, 0.000000f, // vertex 1295
0.500000f, 0.500000f, 0.000000f, // vertex 1296
0.500000f, 0.500000f, 0.000000f, // vertex 1297
0.500000f, 0.500000f, 0.000000f, // vertex 1298
0.500000f, 0.500000f, 0.000000f, // vertex 1299
0.500000f, 0.500000f, 0.000000f, // vertex 1300
0.500000f, 0.500000f, 0.000000f, // vertex 1301
0.500000f, 0.500000f, 0.000000f, // vertex 1302
0.500000f, 0.500000f, 0.000000f, // vertex 1303
0.500000f, 0.500000f, 0.000000f, // vertex 1304
0.500000f, 0.500000f, 0.000000f, // vertex 1305
0.500000f, 0.500000f, 0.000000f, // vertex 1306
0.500000f, 0.500000f, 0.000000f, // vertex 1307
0.500000f, 0.500000f, 0.000000f, // vertex 1308
0.500000f, 0.500000f, 0.000000f, // vertex 1309
0.500000f, 0.500000f, 0.000000f, // vertex 1310
0.714286f, 0.285714f, 0.000000f, // vertex 1311
0.500000f, 0.500000f, 0.000000f, // vertex 1312
1.000000f, 0.000000f, 0.000000f, // vertex 1313
0.909091f, 0.090909f, 0.000000f, // vertex 1314
0.833333f, 0.166667f, 0.000000f, // vertex 1315
0.833333f, 0.166667f, 0.000000f, // vertex 1316
0.500000f, 0.500000f, 0.000000f, // vertex 1317
0.500000f, 0.500000f, 0.000000f, // vertex 1318
0.500000f, 0.500000f, 0.000000f, // vertex 1319
0.500000f, 0.500000f, 0.000000f, // vertex 1320
0.500000f, 0.500000f, 0.000000f, // vertex 1321
1.000000f, 0.000000f, 0.000000f, // vertex 1322
0.833333f, 0.166667f, 0.000000f, // vertex 1323
0.909091f, 0.090909f, 0.000000f, // vertex 1324
0.833333f, 0.166667f, 0.000000f, // vertex 1325
0.666667f, 0.333333f, 0.000000f, // vertex 1326
0.800000f, 0.200000f, 0.000000f, // vertex 1327
0.666667f, 0.333333f, 0.000000f, // vertex 1328
0.714286f, 0.285714f, 0.000000f, // vertex 1329
0.666667f, 0.333333f, 0.000000f, // vertex 1330
0.714286f, 0.285714f, 0.000000f, // vertex 1331
0.666667f, 0.333333f, 0.000000f, // vertex 1332
0.714286f, 0.285714f, 0.000000f, // vertex 1333
0.714286f, 0.285714f, 0.000000f, // vertex 1334
0.666667f, 0.333333f, 0.000000f, // vertex 1335
0.555556f, 0.444444f, 0.000000f, // vertex 1336
0.666667f, 0.333333f, 0.000000f, // vertex 1337
0.555556f, 0.444444f, 0.000000f, // vertex 1338
0.666667f, 0.333333f, 0.000000f, // vertex 1339
0.555556f, 0.444444f, 0.000000f, // vertex 1340
0.666667f, 0.333333f, 0.000000f, // vertex 1341
0.666667f, 0.333333f, 0.000000f, // vertex 1342
0.714286f, 0.285714f, 0.000000f, // vertex 1343
0.714286f, 0.285714f, 0.000000f, // vertex 1344
0.800000f, 0.200000f, 0.000000f, // vertex 1345
0.714286f, 0.285714f, 0.000000f, // vertex 1346
0.666667f, 0.333333f, 0.000000f, // vertex 1347
0.666667f, 0.333333f, 0.000000f, // vertex 1348
0.555556f, 0.444444f, 0.000000f, // vertex 1349
0.555556f, 0.444444f, 0.000000f, // vertex 1350
0.800000f, 0.200000f, 0.000000f, // vertex 1351
0.666667f, 0.333333f, 0.000000f, // vertex 1352
0.666667f, 0.333333f, 0.000000f, // vertex 1353
0.555556f, 0.444444f, 0.000000f, // vertex 1354
0.555556f, 0.444444f, 0.000000f, // vertex 1355
0.500000f, 0.500000f, 0.000000f, // vertex 1356
0.500000f, 0.500000f, 0.000000f, // vertex 1357
0.500000f, 0.500000f, 0.000000f, // vertex 1358
0.500000f, 0.500000f, 0.000000f, // vertex 1359
0.500000f, 0.500000f, 0.000000f, // vertex 1360
0.500000f, 0.500000f, 0.000000f, // vertex 1361
0.500000f, 0.500000f, 0.000000f, // vertex 1362
0.500000f, 0.500000f, 0.000000f, // vertex 1363
0.500000f, 0.500000f, 0.000000f, // vertex 1364
0.500000f, 0.500000f, 0.000000f, // vertex 1365
0.500000f, 0.500000f, 0.000000f, // vertex 1366
0.500000f, 0.500000f, 0.000000f, // vertex 1367
0.500000f, 0.500000f, 0.000000f, // vertex 1368
0.500000f, 0.500000f, 0.000000f, // vertex 1369
0.500000f, 0.500000f, 0.000000f, // vertex 1370
0.500000f, 0.500000f, 0.000000f, // vertex 1371
0.500000f, 0.500000f, 0.000000f, // vertex 1372
0.500000f, 0.500000f, 0.000000f, // vertex 1373
0.500000f, 0.500000f, 0.000000f, // vertex 1374
0.500000f, 0.500000f, 0.000000f, // vertex 1375
0.500000f, 0.500000f, 0.000000f, // vertex 1376
0.500000f, 0.500000f, 0.000000f, // vertex 1377
0.500000f, 0.500000f, 0.000000f, // vertex 1378
0.500000f, 0.500000f, 0.000000f, // vertex 1379
0.500000f, 0.500000f, 0.000000f, // vertex 1380
0.500000f, 0.500000f, 0.000000f, // vertex 1381
0.500000f, 0.500000f, 0.000000f, // vertex 1382
0.500000f, 0.500000f, 0.000000f, // vertex 1383
0.500000f, 0.500000f, 0.000000f, // vertex 1384
0.500000f, 0.500000f, 0.000000f, // vertex 1385
0.500000f, 0.500000f, 0.000000f, // vertex 1386
0.500000f, 0.500000f, 0.000000f, // vertex 1387
0.500000f, 0.500000f, 0.000000f, // vertex 1388
0.500000f, 0.500000f, 0.000000f, // vertex 1389
0.500000f, 0.500000f, 0.000000f, // vertex 1390
0.500000f, 0.500000f, 0.000000f, // vertex 1391
0.500000f, 0.500000f, 0.000000f, // vertex 1392
0.500000f, 0.500000f, 0.000000f, // vertex 1393
0.500000f, 0.500000f, 0.000000f, // vertex 1394
0.500000f, 0.500000f, 0.000000f, // vertex 1395
0.500000f, 0.500000f, 0.000000f, // vertex 1396
0.500000f, 0.500000f, 0.000000f, // vertex 1397
0.500000f, 0.500000f, 0.000000f, // vertex 1398
0.500000f, 0.500000f, 0.000000f, // vertex 1399
0.500000f, 0.500000f, 0.000000f, // vertex 1400
0.500000f, 0.500000f, 0.000000f, // vertex 1401
0.500000f, 0.500000f, 0.000000f, // vertex 1402
0.500000f, 0.500000f, 0.000000f, // vertex 1403
};
*/
Mth::Vector testBonePositions[] = {
Mth::Vector( 0.000000f, 0.000000f, 0.000000f, 1.000000f ),
Mth::Vector( 0.003876f, 3.697956f, 1.117333f, 1.000000f ),
Mth::Vector( 0.003872f, 4.297436f, 2.893996f, 1.000000f ),
Mth::Vector( 0.003868f, 9.568745f, 1.807596f, 1.000000f ),
Mth::Vector( 0.003863f, 7.351619f, 5.444900f, 1.000000f ),
};
Mth::Vector testBoneScales[] = {
Mth::Vector( 1.000000f, 1.000000f, 1.000000f, 1.000000f ),
Mth::Vector( 1.000000f, 1.000000f, 1.000000f, 1.000000f ),
Mth::Vector( 1.000000f, 1.000000f, 1.000000f, 1.000000f ),
Mth::Vector( 1.000000f, 1.000000f, 1.000000f, 1.000000f ),
Mth::Vector( 1.000000f, 1.000000f, 1.000000f, 1.000000f ),
};
/******************************************************************/
/* */
/* */
/******************************************************************/
CCutsceneData::CCutsceneData()
{
mp_fileLibrary = NULL;
mp_cameraQuickAnim = NULL;
mp_objectQuickAnim = NULL;
m_numObjects = 0;
m_numAssets = 0;
m_audioStarted = false;
m_currentTime = 0.0f;
m_original_params_set = false;
Pcm::StopMusic();
}
/******************************************************************/
/* */
/* */
/******************************************************************/
CCutsceneData::~CCutsceneData()
{
if ( mp_fileLibrary )
{
delete mp_fileLibrary;
mp_fileLibrary = NULL;
}
if ( mp_cameraQuickAnim )
{
delete mp_cameraQuickAnim;
mp_cameraQuickAnim = NULL;
}
if ( mp_objectQuickAnim )
{
delete mp_objectQuickAnim;
mp_objectQuickAnim = NULL;
}
for ( int i = 0; i < m_numBonedAnims; i++ )
{
SCutsceneAnimInfo* pAnimInfo = &m_bonedAnims[i];
Dbg_MsgAssert( pAnimInfo->mp_bonedQuickAnim, ( "No quick anim to delete" ) );
delete pAnimInfo->mp_bonedQuickAnim;
pAnimInfo->mp_bonedQuickAnim = NULL;
}
for ( int i = 0; i < m_numObjects; i++ )
{
// Don't want to mark 'em as dead, because the assets
// contained in these dummy objects will be obliterated
// very soon... we don't want any dummy objects hanging
// around without valid assets...
// mp_object[i]->MarkAsDead();
SCutsceneObjectInfo* pObjectInfo = &m_objects[i];
Dbg_MsgAssert( pObjectInfo->mp_object, ( "No object to delete" ) );
Obj::CModelComponent* pModelComponent = GetModelComponentFromObject( pObjectInfo->mp_object );
Dbg_Assert( pModelComponent );
if ( pObjectInfo->m_doPlayerSubstitution )
{
Dbg_Assert( pModelComponent->HasRefObject() );
// put back the skater's model component,
// if we changed the bounding sphere...
uint32 refObjectName = pModelComponent->GetRefObjectName();
Obj::CCompositeObject* pRefObject = (Obj::CCompositeObject*)Obj::ResolveToObject( refObjectName );
Dbg_Assert( pRefObject );
Obj::CModelComponent* pRefModelComponent = GetModelComponentFromObject( pRefObject );
Dbg_Assert( pRefModelComponent );
Nx::CModel* pRefModel = pRefModelComponent->GetModel();
pRefModel->SetBoundingSphere( m_original_player_bounding_sphere );
pRefModel->Hide( m_original_hidden );
pRefModel->EnableScaling( m_original_scale_enabled );
// send the object back to where it came from...
// (we had to change it for the duration of the cutscene
// in case the object was affected by a FakeLight)
pRefObject->SetPos( m_original_pos );
}
delete pObjectInfo->mp_object;
pObjectInfo->mp_object = NULL;
}
for ( int i = 0; i < m_numAssets; i++ )
{
// remove them from the assman
// (do i need to make sure the objects are completely dead first?)
Ass::CAssMan* pAssMan = Ass::CAssMan::Instance();
Ass::CAsset* pAsset = pAssMan->GetAssetNode( m_assetName[i], true );
pAssMan->UnloadAsset( pAsset );
m_assetName[i] = NULL;
// TODO: Need to handle anims slightly
// if we use references... fortunately,
// we're not using references right now
}
// stop the stream (may not need this, unless we abort)
Pcm::StopMusic();
Script::RunScript( CRCD(0x7216d8da,"CutsceneKillObjects") );
Script::UnloadQB( CRCD(0xa1408e6e,"cutscenefrommemory.qb") );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
bool CCutsceneData::OverridesCamera()
{
return LoadFinished() && m_audioStarted;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
Mth::Vector get_scale( Script::CStruct* pAppearance, uint32 bone_group_name )
{
Script::CStruct* pVirtualDescStruct = NULL;
if ( pAppearance->GetStructure( bone_group_name, &pVirtualDescStruct, Script::NO_ASSERT ) )
{
int use_default_scale = 1;
pVirtualDescStruct->GetInteger( CRCD(0x5a96985d,"use_default_scale"), &use_default_scale, Script::NO_ASSERT );
if ( !use_default_scale )
{
int x, y, z;
pVirtualDescStruct->GetInteger( CRCD(0x7323e97c,"x"), &x, Script::ASSERT );
pVirtualDescStruct->GetInteger( CRCD(0x0424d9ea,"y"), &y, Script::ASSERT );
pVirtualDescStruct->GetInteger( CRCD(0x9d2d8850,"z"), &z, Script::ASSERT );
return Mth::Vector( ((float)x)/100.0f, ((float)y)/100.0f, ((float)z)/100.0f, 1.0f );
}
else
{
// use_default_scale parameter
return Mth::Vector( 1.0f, 1.0f, 1.0f, 1.0f );
}
}
else
{
// part not found
return Mth::Vector( 1.0f, 1.0f, 1.0f, 1.0f );
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CCutsceneData::load_models()
{
Dbg_MsgAssert( mp_fileLibrary, ( "No file library?!?" ) );
int numFiles = mp_fileLibrary->GetNumFiles();
for ( int i = 0; i < numFiles; i++ )
{
const File::SFileInfo* pFileInfo = mp_fileLibrary->GetFileInfo( i );
#ifdef __PLAT_NGC__
uint32* pData = NULL;
switch ( pFileInfo->fileExtensionChecksum )
{
case 0x5ac14717: // CIF
case 0x1512808d: // TEX
case 0xffc529f4: // CAS
case 0x2cd4107d: // WGT
break;
default:
pData = mp_fileLibrary->GetFileData( i );
break;
}
#else
uint32* pData = mp_fileLibrary->GetFileData( i );
#endif // __PLAT_NGC__
// read each file one by one, and do something different based on the file type
switch ( pFileInfo->fileExtensionChecksum )
{
case 0xeab51346: // SKA
add_boned_anim( pFileInfo->fileNameChecksum, pData, pFileInfo->fileSize );
mp_fileLibrary->ClearFile( pFileInfo->fileNameChecksum, pFileInfo->fileExtensionChecksum );
break;
case 0x2e4bf21b: // OBA
{
Dbg_MsgAssert( !mp_objectQuickAnim, ( "Cutscene file should have exactly 1 object anim\n" ) );
add_anim( CRCD(0x3b423a24,"cutscene_oba"), pData, pFileInfo->fileSize );
mp_objectQuickAnim = new Nx::CQuickAnim;
mp_objectQuickAnim->SetAnimAssetName( CRCD(0x3b423a24,"cutscene_oba") );
mp_objectQuickAnim->ResetCustomKeys();
// m_objectAnimController.PlaySequence( 0, 0.0f, mp_objectAnimData->GetDuration(), Gfx::LOOPING_HOLD, 0.0f, 1.0f );
mp_fileLibrary->ClearFile( pFileInfo->fileNameChecksum, pFileInfo->fileExtensionChecksum );
}
break;
case 0x05ca1497: // CAM
{
// this presumes that there's only one cutscene_cam asset at a time,
// which may not be true if we're queueing up multiple cutscenes
// in this case, we'd need to run an init function before each
// cutscene is played, not in the cutscene's InitFromStructure,
// which gets called at the time the cutscene gets added to the list...
add_anim( CRCD(0x10c3dca8,"cutscene_cam"), pData, pFileInfo->fileSize );
Dbg_MsgAssert( !mp_cameraQuickAnim, ( "Cutscene file should have exactly 1 Camera\n" ) );
mp_cameraQuickAnim = new Nx::CQuickAnim;
mp_cameraQuickAnim->SetAnimAssetName( CRCD(0x10c3dca8,"cutscene_cam") );
mp_cameraQuickAnim->ResetCustomKeys();
// m_cameraController.PlaySequence( 0, 0.0f, mp_cameraData->GetDuration(), Gfx::LOOPING_HOLD, 0.0f, 1.0f );
mp_fileLibrary->ClearFile( pFileInfo->fileNameChecksum, pFileInfo->fileExtensionChecksum );
}
break;
case 0x2bbea5c3: // QB
{
Script::LoadQBFromMemory( "cutscenefrommemory.qb", (uint8*)pData, Script::ASSERT_IF_DUPLICATE_SYMBOLS );
mp_fileLibrary->ClearFile( pFileInfo->fileNameChecksum, pFileInfo->fileExtensionChecksum );
}
break;
case 0xe7308c1f: // GEOM
case 0xfd8697e1: // SKIN
case 0x0524fd4e: // MDL
{
char model_asset_filename[512];
sprintf( model_asset_filename, "%08x", pFileInfo->fileNameChecksum + pFileInfo->fileExtensionChecksum );
uint32 model_asset_name = pFileInfo->fileNameChecksum + CRCD(0xfd8697e1,"SKIN");// pFileInfo->fileExtensionChecksum;
// Dbg_Message( "Adding model asset %08x", model_asset_name );
Ass::SCutsceneModelDataInfo theInfo;
theInfo.modelChecksum = model_asset_name;
theInfo.pModelData = pData;
theInfo.modelDataSize = pFileInfo->fileSize;
theInfo.pTextureData = mp_fileLibrary->GetFileData( pFileInfo->fileNameChecksum, CRCD(0x1512808d,"TEX"), true );
const File::SFileInfo* pTextureFileInfo;
pTextureFileInfo = mp_fileLibrary->GetFileInfo( pFileInfo->fileNameChecksum, CRCD(0x1512808d,"TEX"), true );
Dbg_Assert( pTextureFileInfo );
theInfo.textureDataSize = pTextureFileInfo->fileSize;
// CAS data isn't always required; only for certain SKIN files
theInfo.pCASData = (uint8*)mp_fileLibrary->GetFileData( pFileInfo->fileNameChecksum, CRCD(0xffc529f4,"CAS"), false );;
theInfo.isSkin = pFileInfo->fileExtensionChecksum == CRCD(0xfd8697e1,"SKIN");
theInfo.texDictChecksum = pTextureFileInfo->fileNameChecksum + pTextureFileInfo->fileExtensionChecksum;
// TODO: Should be true if this is the skater model...
theInfo.doShadowVolume = false;
// GJ: make sure the texture dictionary offset doesn't clash with skaters
// there must be a cleaner way to do this... there must!
if ( pFileInfo->fileExtensionChecksum == CRCD(0xe7308c1f,"GEOM") )
{
// geoms shouldn't specify tex dict offset, because
// non-zero tex dict offsets will try to load themselves
// up as a MDL, rather than as a GEOM
theInfo.texDictOffset = 0;
}
else
{
theInfo.texDictOffset = vCUTSCENE_TEXDICT_RANGE + i;
}
// set up some default parameters
bool permanent = false;
int group = 0;
// these file types get added to the asset manager
// (if they don't already exist)... remember to remove
// them when the cutscene is done!
Ass::CAssMan* pAssMan = Ass::CAssMan::Instance();
// by default, load the asset... the cutscene heads
// go through an additional piece of code to figure out
// whether they will actually be needed during the cutscene
bool should_load_asset = true;
// used for cutscene head scaling
uint8* pWeightMapData = (uint8*)mp_fileLibrary->GetFileData( pFileInfo->fileNameChecksum, CRCD(0x2cd4107d,"WGT"), false );
if ( pWeightMapData )
{
Nx::SMeshScalingParameters theParams;
#ifdef __NOPT_ASSERT__
if ( Script::GetInteger( CRCD(0xf28e1301,"CutsceneScaleTest"), Script::NO_ASSERT ) )
{
Script::CVector* pVec = NULL;
pVec = Script::GetVector( CRCD(0x513a55f6,"CutsceneScaleTestNeck") );
testBoneScales[0] = Mth::Vector( pVec->mX, pVec->mY, pVec->mZ, 1.0f );
pVec = Script::GetVector( CRCD(0xd6d87539,"CutsceneScaleTestHead") );
testBoneScales[1] = Mth::Vector( pVec->mX, pVec->mY, pVec->mZ, 1.0f );
pVec = Script::GetVector( CRCD(0x9dea75ff,"CutsceneScaleTestJaw") );
testBoneScales[2] = Mth::Vector( pVec->mX, pVec->mY, pVec->mZ, 1.0f );
pVec = Script::GetVector( CRCD(0x0767f02b,"CutsceneScaleTestHat") );
testBoneScales[3] = Mth::Vector( pVec->mX, pVec->mY, pVec->mZ, 1.0f );
pVec = Script::GetVector( CRCD(0xba314cf8,"CutsceneScaleTestBrow") );
testBoneScales[4] = Mth::Vector( pVec->mX, pVec->mY, pVec->mZ, 1.0f );
}
else
#endif
{
// get it from the profile
Obj::CSkaterProfile* pSkaterProfile = Mdl::Skate::Instance()->GetProfile( 0 );
Gfx::CModelAppearance* pCASModelAppearance = pSkaterProfile->GetAppearance();
Script::CStruct* pCASModelStruct = pCASModelAppearance->GetStructure();
testBoneScales[0] = get_scale( pCASModelStruct, CRCD(0xa28fab7f,"head_bone_group") );
testBoneScales[1] = get_scale( pCASModelStruct, CRCD(0xa28fab7f,"head_bone_group") );
testBoneScales[2] = get_scale( pCASModelStruct, CRCD(0x0442d3c1,"jaw_bone_group") );
testBoneScales[3] = get_scale( pCASModelStruct, CRCD(0xb90f08d0,"headtop_bone_group") );
testBoneScales[4] = get_scale( pCASModelStruct, CRCD(0x1dbcfae8,"nose_bone_group") );
}
// skip past version number
pWeightMapData += sizeof(int);
int numVerts = *(int*)pWeightMapData;
pWeightMapData += sizeof(int);
theParams.pWeights = (float*)pWeightMapData;
theParams.pWeightIndices = (char*)(pWeightMapData + (numVerts * 3 * sizeof(float)));
//theParams.pWeights = &testWeights[0];
//theParams.pWeightIndices = &testWeightIndices[0];
theParams.pBonePositions = &testBonePositions[0];
theParams.pBoneScales = &testBoneScales[0];
// it's a cutscene head, so only load the model if it's the head that
// we're going to need in the cutscene... the 4 cutscene heads are always
// ordered male/nonfacemapped, male/facemapped, female/nonfacemapped,
// female/facemapped, so we should be able to figure out which head
// is which depending on what other files exist...
int is_male_head = ( mp_fileLibrary->GetFileInfo( pFileInfo->fileNameChecksum + 2, CRCD(0xfd8697e1,"SKIN"), false ) != NULL );
int is_facemapped_head;
if ( is_male_head )
{
is_facemapped_head = ( mp_fileLibrary->GetFileInfo( pFileInfo->fileNameChecksum - 1, CRCD(0xfd8697e1,"SKIN"), false ) != NULL );
}
else
{
is_facemapped_head = ( mp_fileLibrary->GetFileInfo( pFileInfo->fileNameChecksum + 1, CRCD(0xfd8697e1,"SKIN"), false ) == NULL );
}
int is_male_skater;
int is_facemapped_skater;
Obj::CSkaterProfile* pSkaterProfile = Mdl::Skate::Instance()->GetProfile( 0 );
Gfx::CModelAppearance* pCASModelAppearance = pSkaterProfile->GetAppearance();
Gfx::CFaceTexture* pCASFaceTexture = pCASModelAppearance->GetFaceTexture();
is_facemapped_skater = ( pCASFaceTexture && pCASFaceTexture->IsValid() );
Script::CStruct* pInfo = pSkaterProfile->GetInfo();
pInfo->GetInteger( CRCD(0x3f813177,"is_male"), &is_male_skater, Script::ASSERT );
// only load the correct head from the 4 cutscene heads
should_load_asset = ( ( is_facemapped_head == is_facemapped_skater ) && ( is_male_head == is_male_skater) );
if ( should_load_asset )
{
// only want to set the parameters if we're sure we're going to be loading the asset...
Nx::CEngine::sSetMeshScalingParameters( &theParams );
}
}
if ( should_load_asset )
{
pAssMan->LoadAssetFromStream( model_asset_name,
Ass::ASSET_SKIN,
(uint32*)&theInfo,
sizeof(Ass::SCutsceneModelDataInfo),
permanent,
group);
// keep track of which assets are loaded,
// so that we know to remove it in the destructor...
Dbg_MsgAssert( m_numAssets < vMAX_CUTSCENE_ASSETS, ( "Too many assets (increase vMAX_CUTSCENE_ASSETS > %d)", vMAX_CUTSCENE_ASSETS ) );
m_assetName[m_numAssets] = model_asset_name;
m_numAssets++;
}
mp_fileLibrary->ClearFile( pFileInfo->fileNameChecksum, pFileInfo->fileExtensionChecksum );
mp_fileLibrary->ClearFile( pFileInfo->fileNameChecksum, CRCD(0x1512808d,"TEX") );
mp_fileLibrary->ClearFile( pFileInfo->fileNameChecksum, CRCD(0xffc529f4,"CAS") );
mp_fileLibrary->ClearFile( pFileInfo->fileNameChecksum, CRCD(0x2cd4107d,"WGT") );
}
break;
/*
case 0xedd8d75f: // SKE
{
char skeleton_asset_filename[512];
sprintf( skeleton_asset_filename, "%08x", pFileInfo->fileNameChecksum + pFileInfo->fileExtensionChecksum );
uint32 skeleton_asset_name = pFileInfo->fileNameChecksum + pFileInfo->fileExtensionChecksum;
Dbg_Message( "Adding asset %08x", skeleton_asset_name );
// set up some default parameters
bool permanent = false;
int group = 0;
// these file types get added to the asset manager
// (if they don't already exist)... remember to remove
// them when the cutscene is done!
Ass::CAssMan* pAssMan = Ass::CAssMan::Instance();
pAssMan->LoadAssetFromStream( skeleton_asset_name,
Ass::ASSET_SKELETON,
(uint32*)pData,
pFileInfo->fileSize,
permanent,
group);
// keep track of which assets are loaded,
// so that we know to remove it in the destructor...
Dbg_MsgAssert( m_numAssets < vMAX_CUTSCENE_ASSETS, ( "Too many assets (increase vMAX_CUTSCENE_ASSETS > %d)", vMAX_CUTSCENE_ASSETS ) );
m_assetName[m_numAssets] = skeleton_asset_name;
m_numAssets++;
}
break;
*/
case 0x5ac14717: // CIF
// do nothing; cif packet is handled during a separate step
break;
case 0x1512808d: // TEX
// do nothing; loading of texture dictionaries is handled
// automatically by the loading of models/skins
break;
case 0xffc529f4: // CAS
// do nothing; loading of CAS flags are handled
// automatically by the loading of models/skins
break;
case 0x2cd4107d: // WGT
// do nothing; loading of mesh scaling weight maps are handled
// automatically by the loading of models/skins
break;
default:
// file type ignored on this pass
break;
}
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CCutsceneData::init_objects()
{
// now create the objects once the assets have been loaded
uint32* pCIFData = mp_fileLibrary->GetFileData( 0, CRCD(0x5ac14717,"CIF"), true );
Dbg_Assert( pCIFData );
create_objects( pCIFData );
mp_fileLibrary->ClearFile( 0, CRCD(0x5ac14717,"CIF") );
#ifdef __NOPT_ASSERT__
/*
can't do this test any more, because we're clearing out unused data
// check for valid skeleton, should be moved to the exporter
for ( int i = 0; i < m_numObjects; i++ )
{
SCutsceneObjectInfo* pObjectInfo = &m_objects[i];
if ( pObjectInfo->m_doPlayerSubstitution )
{
// no checks
}
else if ( pObjectInfo->m_skeletonName == 0 )
{
// if the object has no skeleton, make sure that this is an MDL, and not a SKIN
if ( mp_fileLibrary->GetFileData( pObjectInfo->m_objectName, Crc::GenerateCRCFromString("SKIN"), false ) )
{
Dbg_MsgAssert( 0, ( "No skeleton specified for object %08x, even though it was listed as a SKIN file", pObjectInfo->m_objectName ) );
}
}
else
{
if ( !mp_fileLibrary->GetFileData( pObjectInfo->m_objectName, Crc::GenerateCRCFromString("SKIN"), false ) )
{
Dbg_MsgAssert( 0, ( "Skeleton specified for object %08x, even though it was not listed as a SKIN file", pObjectInfo->m_objectName ) );
}
}
}
*/
#endif
}
/******************************************************************/
/* */
/* */
/******************************************************************/
bool CCutsceneData::PostLoad( bool assertOnFail )
{
Dbg_MsgAssert( mp_fileLibrary, ( "No file library?!?" ) );
Mem::Manager::sHandle().PushContext( Mem::Manager::sHandle().CutsceneBottomUpHeap() );
load_models();
init_objects();
Mem::Manager::sHandle().PopContext();
delete mp_fileLibrary;
mp_fileLibrary = NULL;
//-------------------------------------------------------------
// There's a blue glitch that appears for a few frames while
// the cutscene manager waits for the stream to be preloaded.
// The following loop will ensure that the stream is ready
// to go before the video starts...
#ifndef __PLAT_NGC__
while ( !m_audioStarted )
{
Pcm::Update();
if ( Pcm::PreLoadMusicStreamDone() )
{
// TODO: Fill in with appropriate music volume parameter?
Pcm::StartPreLoadedMusicStream();
m_audioStarted = true;
break;
}
Tmr::VSync();
}
#endif // __PLAT_NGC__
//-------------------------------------------------------------
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CCutsceneData::add_anim( uint32 animAssetName, uint32* pData, int fileSize )
{
// set up some default parameters
bool permanent = false;
int group = 0;
uint32 anim_asset_name = animAssetName;
// these file types get added to the asset manager
// (if they don't already exist)... remember to remove
// them when the cutscene is done!
Ass::CAssMan* pAssMan = Ass::CAssMan::Instance();
pAssMan->LoadAssetFromStream( anim_asset_name,
Ass::ASSET_ANIM,
pData,
fileSize,
permanent,
group);
// keep track of which assets are loaded,
// so that we know to remove it in the destructor...
Dbg_MsgAssert( m_numAssets < vMAX_CUTSCENE_ASSETS, ( "Too many assets (increase vMAX_CUTSCENE_ASSETS > %d)", vMAX_CUTSCENE_ASSETS ) );
m_assetName[m_numAssets] = anim_asset_name;
m_numAssets++;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CCutsceneData::add_boned_anim( uint32 animName, uint32* pData, int fileSize )
{
Dbg_MsgAssert( m_numBonedAnims < vMAX_CUTSCENE_ANIMS, ( "Too many anims in cutscene (increase vMAX_CUTSCENE_ANIMS > %d).", vMAX_CUTSCENE_ANIMS ) );
SCutsceneAnimInfo* pAnimInfo = &m_bonedAnims[m_numBonedAnims];
Dbg_MsgAssert( !get_anim_info( animName ), ( "Anim already exists %s", Script::FindChecksumName(animName) ) );
add_anim( animName, pData, fileSize );
#ifdef __PLAT_NGC__
int size = sizeof( Nx::CQuickAnim );
int mem_available;
bool need_to_pop = false;
if ( g_in_cutscene )
{
Mem::Manager::sHandle().PushContext( Mem::Manager::sHandle().FrontEndHeap() );
mem_available = Mem::Manager::sHandle().Available();
if ( size < ( mem_available - ( 40 * 1024 ) ) )
{
need_to_pop = true;
}
else
{
Mem::Manager::sHandle().PopContext();
Mem::Manager::sHandle().PushContext( Mem::Manager::sHandle().ThemeHeap() );
mem_available = Mem::Manager::sHandle().Available();
if ( size < ( mem_available - ( 5 * 1024 ) ) )
{
need_to_pop = true;
}
else
{
Mem::Manager::sHandle().PopContext();
Mem::Manager::sHandle().PushContext( Mem::Manager::sHandle().ScriptHeap() );
mem_available = Mem::Manager::sHandle().Available();
if ( size < ( mem_available - ( 40 * 1024 ) ) )
{
need_to_pop = true;
}
else
{
Mem::Manager::sHandle().PopContext();
}
}
}
}
#endif // __PLAT_NGC__
Nx::CQuickAnim* pBonedQuickAnim = new Nx::CQuickAnim;
#ifdef __PLAT_NGC__
if ( need_to_pop )
{
Mem::Manager::sHandle().PopContext();
}
#endif // __PLAT_NGC__
pBonedQuickAnim->SetAnimAssetName( animName );
pAnimInfo->mp_bonedQuickAnim = pBonedQuickAnim;
pAnimInfo->m_animName = animName;
// Dbg_Message( "Boned anim 0x%08x has %d bones", animName, pBonedQuickAnim->GetNumBones() );
m_numBonedAnims++;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
SCutsceneObjectInfo* CCutsceneData::get_object_info( uint32 objectName )
{
for ( int i = 0; i < m_numObjects; i++ )
{
if ( m_objects[i].m_objectName == objectName )
{
return &m_objects[i];
}
}
return NULL;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
SCutsceneAnimInfo* CCutsceneData::get_anim_info( uint32 animName )
{
for ( int i = 0; i < m_numBonedAnims; i++ )
{
if ( m_bonedAnims[i].m_animName == animName )
{
return &m_bonedAnims[i];
}
}
return NULL;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
Obj::CCompositeObject* create_cutscene_dummy_object( Script::CStruct* pNodeData )
{
Mdl::Skate* skate_mod = Mdl::Skate::Instance();
CGeneralManager* p_obj_man = skate_mod->GetObjectManager();
Obj::CCompositeObject* pDummyObject = new CCompositeObject;
pDummyObject->SetType( SKATE_TYPE_COMPOSITE );
p_obj_man->RegisterObject(*pDummyObject);
Script::RunScript( CRCD(0x1f29c5a5,"cutsceneobj_add_components"), pNodeData, pDummyObject );
pDummyObject->Finalize();
pDummyObject->m_pos = Mth::Vector( 0.0f, 0.0f, 0.0f, 1.0f );
return pDummyObject;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void apply_cas_scaling( Obj::CCompositeObject* pObject, Gfx::CSkeleton* pSourceSkeleton )
{
Obj::CSkeletonComponent* pSkeletonComponent = GetSkeletonComponentFromObject( pObject );
if ( pSkeletonComponent )
{
Obj::CModelComponent* pModelComponent = GetModelComponentFromObject( pObject );
if ( pModelComponent->HasRefObject() )
{
Gfx::CSkeleton* pSkeleton = pSkeletonComponent->GetSkeleton();
Dbg_Assert( pSkeleton );
pSkeleton->CopyBoneScale( pSourceSkeleton );
}
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
bool CCutsceneData::create_objects( uint32* pData )
{
// skip the version number
pData++;
// get the number of objects
int numObjects = *pData;
pData++;
Dbg_Message("Found %d objects in the CIF file", numObjects);
for ( int i = 0; i < numObjects; i++ )
{
// Dbg_Message( "Adding cutscene object #%d:", i );
// remember the objectName
uint32 objectName = *pData;
// Dbg_Message( "objectName = %08x", *pData );
pData++;
// get the model name
uint32 modelName = *pData;
uint32 modelAssetName;
// Dbg_Message( "modelName = %08x", *pData );
modelAssetName = *pData + Script::GenerateCRC("SKIN");
// Dbg_Message( "munged modelAssetName = %08x", modelAssetName );
pData++;
// get the skeleton name
uint32 skeletonName;
skeletonName = *pData;
pData++;
// get the anim name (the associated SKA file
// which should be found somewhere in this CUT file)
uint32 animName;
animName = *pData;
pData++;
// get any extra flags
uint32 flags;
flags = *pData;
pData++;
Script::CStruct* pNodeData = new Script::CStruct;
// This substitutes the given model with the current player model
// TODO: Eventually phase out the name "skater"
bool do_player_substitution = ( modelName == CRCD(0x5b8ab877,"skater") || modelName == CRCD(0x67e6859a,"player") );
if ( do_player_substitution )
{
uint32 refObjectName = 0;
pNodeData->AddChecksum( CRCD(0x153a84de,"refObjectName"), refObjectName );
}
else
{
// if it's not a skater model, then check for correct skeleton/anims
if ( !mp_fileLibrary->FileExists( modelName, CRCD(0xfd8697e1,"SKIN") ) )
{
// Dbg_MsgAssert( skeletonName == 0, ( "Non-skinned model %08x has skeleton name", objectName ) );
skeletonName = 0;
// Dbg_MsgAssert( animName == 0, ( "Non-skinned model %08x has anim name", objectName ) );
animName = 0;
}
else
{
Dbg_MsgAssert( skeletonName != 0, ( "Skinned model %08x has no skeleton name", objectName ) );
Dbg_MsgAssert( animName != 0, ( "Skinned model %08x has no anim name", objectName ) );
}
// if it's the skater's head model and the player has a face texture,
// then we need to swap in the eyeball-less head model...
bool is_head_model = flags & vCUTSCENEOBJECTFLAGS_ISHEAD;
bool is_skater_model = flags & vCUTSCENEOBJECTFLAGS_ISSKATER;
if ( is_head_model && is_skater_model )
{
Obj::CSkaterProfile* pSkaterProfile = Mdl::Skate::Instance()->GetProfile( 0 );
Gfx::CModelAppearance* pCASModelAppearance = pSkaterProfile->GetAppearance();
Gfx::CFaceTexture* pCASFaceTexture = pCASModelAppearance->GetFaceTexture();
if ( pCASFaceTexture && pCASFaceTexture->IsValid() )
{
Dbg_MsgAssert( mp_fileLibrary->FileExists( modelName + 1, CRCD(0xfd8697e1,"SKIN") ), ( "Couldn't find eyeball-less head model" ) );
// eyeball-less head model checksum = regular head model checksum + 1
modelAssetName += 1;
}
// Load up the correct head, based on the skater's sex
Script::CStruct* pInfo = pSkaterProfile->GetInfo();
int is_male = 0;
pInfo->GetInteger( CRCD(0x3f813177,"is_male"), &is_male, Script::ASSERT );
if ( !is_male )
{
// female eyeball = male eyeball + 2
// female eyeball-less = male eyeball-less + 2
modelAssetName += 2;
}
// this will allow changing facial hair color (needed only for males)
pNodeData->AddInteger( CRCD(0x92b43e79,"multicolor"), is_male );
}
pNodeData->AddChecksum( CRCD(0x86bd5b8f,"assetName"), modelAssetName );
}
// if you've got the special-case skull head,
// then we don't want to subsitute the hi-res skeleton
{
bool is_head_model = flags & vCUTSCENEOBJECTFLAGS_ISHEAD;
bool is_skater_model = flags & vCUTSCENEOBJECTFLAGS_ISSKATER;
if ( is_head_model && is_skater_model )
{
Obj::CSkaterProfile* pSkaterProfile = Mdl::Skate::Instance()->GetProfile( 0 );
Gfx::CModelAppearance* pCASModelAppearance = pSkaterProfile->GetAppearance();
Script::CStruct* pHeadStruct = NULL;
pHeadStruct = pCASModelAppearance->GetActualDescStructure( CRCD(0x650fab6d,"skater_m_head") );
if ( !pHeadStruct )
{
pHeadStruct = pCASModelAppearance->GetActualDescStructure( CRCD(0x0fc85bae,"skater_f_head") );
}
if ( pHeadStruct && pHeadStruct->ContainsFlag( CRCD(0xc4c5b2cc,"NoCutsceneHead") ) )
{
Script::RunScript( CRCD(0xf37d9f53,"UnhideLoResHeads") );
delete pNodeData;
continue;
}
// another special case for the paper bag...
Script::CStruct* pHatStruct = NULL;
pHatStruct = pCASModelAppearance->GetActualDescStructure( CRCD(0x6df453b6,"hat") );
if ( pHatStruct && pHatStruct->ContainsFlag( CRCD(0xc4c5b2cc,"NoCutsceneHead") ) )
{
Script::RunScript( CRCD(0xf37d9f53,"UnhideLoResHeads") );
delete pNodeData;
continue;
}
#if 0
Script::RunScript( CRCD(0xf37d9f53,"UnhideLoResHeads") );
delete pNodeData;
continue;
#endif
}
}
// Dbg_Message( "skeletonName = %08x", skeletonName );
// Dbg_Message( "animName = %08x", animName );
// TODO: if the skeleton asset were included
// in the CUT file, then we wouldn't need the
// artists to fill in this field manually:
if ( skeletonName )
{
pNodeData->AddChecksum( CRCD(0x09794932,"skeletonName"), skeletonName );
// this disables the "bone skip list" optimization,
// which would otherwise make the cutscene object's
// hands disappear
pNodeData->AddInteger( CRCD(0xd3982061,"max_bone_skip_lod"), 0 );
}
// shouldn't have an animation component, because
// we want the cutscene details to fill up the skeleton
// with the appropriate data (we don't want the
// animation component's update() function to get
// called once per frame and wipe out the cutscene
// details' changes
//pNodeData->AddChecksum( CRCD(0x6c2bfb7f,"animName"), anim_name );
SCutsceneObjectInfo* pObjectInfo = &m_objects[m_numObjects];
Dbg_MsgAssert( m_numObjects < vMAX_CUTSCENE_OBJECTS, ( "Too many objects in cutscene (increase vMAX_CUTSCENE_OBJECTS > %d).", vMAX_CUTSCENE_OBJECTS ) );
pObjectInfo->mp_object = create_cutscene_dummy_object( pNodeData );
// this prevents the skateboard from clipping out
// when it gets far enough away from the skater
// (like in the NJ pool cutscene)
Obj::CModelComponent* pModelComponent = GetModelComponentFromObject( pObjectInfo->mp_object );
if ( pModelComponent )
{
Nx::CModel* pModel = pModelComponent->GetModel();
Dbg_Assert( pModel );
pModel->SetBoundingSphere( Mth::Vector(0.0f,0.0f,0.0f,50000.0f) );
// printf( "pModel has %d bones, transforms = %p\n", pModel->GetNumBones(), pModel->GetBoneTransforms() );
if ( pModelComponent->HasRefObject() )
{
uint32 refObjectName = pModelComponent->GetRefObjectName();
Obj::CCompositeObject* pRefObject = (Obj::CCompositeObject*)Obj::ResolveToObject( refObjectName );
Dbg_Assert( pRefObject );
Obj::CModelComponent* pRefModelComponent = GetModelComponentFromObject( pRefObject );
Dbg_Assert( pRefModelComponent );
Nx::CModel* pRefModel = pRefModelComponent->GetModel();
// "m_original_params_set" ensures that we don't try
// to write the same data out multiple times if there
// are multiple create-a-skaters (which happens in the
// final.cut cutscene)
if ( !m_original_params_set )
{
m_original_player_bounding_sphere = pRefModel->GetBoundingSphere();
m_original_hidden = pRefModel->IsHidden();
m_original_scale_enabled = pRefModel->IsScalingEnabled();
m_original_pos = pRefObject->GetPos();
m_original_params_set = true;
}
pRefModel->SetBoundingSphere( Mth::Vector(0.0f,0.0f,0.0f,50000.0f) );
pRefModel->Hide( false );
pRefModel->EnableScaling( false );
pRefModelComponent->UpdateBrightness();
}
// don't run the normal update() function,
// or else it will screw up the double-buffer
pModelComponent->Suspend(true);
}
pObjectInfo->m_objectName = objectName;
// set the id, so that we can run scripts on it
Dbg_MsgAssert( !Obj::ResolveToObject(objectName), ( "Object with name %s already exists", Script::FindChecksumName(objectName) ) );
pObjectInfo->mp_object->SetID( objectName );
// for debugging...
pObjectInfo->m_skeletonName = skeletonName;
pObjectInfo->m_doPlayerSubstitution = do_player_substitution;
pObjectInfo->m_flags = flags;
pObjectInfo->mp_animInfo = NULL;
pObjectInfo->mp_parentObject = NULL;
pObjectInfo->m_obaIndex = -1;
// the animation doesn't necessarily exist for all the objects
if ( animName )
{
// enforce that the anim with that name exists,
pObjectInfo->mp_animInfo = get_anim_info( animName );
Dbg_MsgAssert( pObjectInfo->mp_animInfo, ( "Couldn't find SKA with id 0x%08x in LIB file", animName ) );
}
// Dbg_Message( "---------------" );
m_numObjects++;
// done with temp struct
delete pNodeData;
}
// apply cas scaling to the appropriate parts
for ( int i = 0; i < m_numObjects; i++ )
{
SCutsceneObjectInfo* pObjectInfo = &m_objects[i];
if ( pObjectInfo->m_doPlayerSubstitution )
{
Obj::CModelComponent* pModelComponent = GetModelComponentFromObject(pObjectInfo->mp_object);
Dbg_Assert( pModelComponent );
uint32 refObjectName = pModelComponent->GetRefObjectName();
Obj::CCompositeObject* pRefObject = (Obj::CCompositeObject*)Obj::ResolveToObject( refObjectName );
Dbg_Assert( pRefObject );
// body
Obj::CSkeletonComponent* pRefSkeletonComponent = GetSkeletonComponentFromObject(pRefObject);
Dbg_Assert( pRefSkeletonComponent );
apply_cas_scaling( pObjectInfo->mp_object, pRefSkeletonComponent->GetSkeleton() );
}
SCutsceneObjectInfo* pParentObjectInfo = get_object_info( pObjectInfo->m_objectName - 1 );
if ( pParentObjectInfo && pParentObjectInfo->m_doPlayerSubstitution )
{
Obj::CModelComponent* pModelComponent = GetModelComponentFromObject(pParentObjectInfo->mp_object);
Dbg_Assert( pModelComponent );
uint32 refObjectName = pModelComponent->GetRefObjectName();
Obj::CCompositeObject* pRefObject = (Obj::CCompositeObject*)Obj::ResolveToObject( refObjectName );
Dbg_Assert( pRefObject );
// head
Obj::CSkeletonComponent* pRefSkeletonComponent = GetSkeletonComponentFromObject(pRefObject);
Dbg_Assert( pRefSkeletonComponent );
apply_cas_scaling( pObjectInfo->mp_object, pRefSkeletonComponent->GetSkeleton() );
}
}
// do basic poly removal on all objects
// w/ some extra poly removal on the player's head
for ( int i = 0; i < m_numObjects; i++ )
{
SCutsceneObjectInfo* pObjectInfo = &m_objects[i];
Obj::CModelComponent* pModelComponent = GetModelComponentFromObject(pObjectInfo->mp_object);
if ( pModelComponent )
{
Nx::CModel* pModel = pModelComponent->GetModel();
uint32 polyRemovalMask = pModel->GetPolyRemovalMask();
SCutsceneObjectInfo* pParentObjectInfo = get_object_info( pObjectInfo->m_objectName - 1 );
if ( pParentObjectInfo && pParentObjectInfo->m_doPlayerSubstitution )
{
// treat the player's head as a special case
// because we need to grab the poly removal
// mask from the player's body
Obj::CModelComponent* pModelComponent = GetModelComponentFromObject(pParentObjectInfo->mp_object);
Dbg_Assert( pModelComponent );
uint32 refObjectName = pModelComponent->GetRefObjectName();
Obj::CCompositeObject* pRefObject = (Obj::CCompositeObject*)Obj::ResolveToObject( refObjectName );
Dbg_Assert( pRefObject );
Obj::CModelComponent* pRefModelComponent = GetModelComponentFromObject(pRefObject);
Dbg_Assert( pRefModelComponent );
Nx::CModel* pRefModel = pRefModelComponent->GetModel();
Dbg_Assert( pRefModel );
// head
polyRemovalMask |= pRefModel->GetPolyRemovalMask();
}
pModel->HidePolys( polyRemovalMask );
}
}
// relink parents if necessary
for ( int i = 0; i < m_numObjects; i++ )
{
SCutsceneObjectInfo* pObjectInfo = &m_objects[i];
// checks for parents, if any... based on naming convention
SCutsceneObjectInfo* pParentObjectInfo = get_object_info( pObjectInfo->m_objectName - 1 );
if ( pParentObjectInfo )
{
pObjectInfo->mp_parentObject = pParentObjectInfo->mp_object;
if ( pParentObjectInfo->m_doPlayerSubstitution )
{
// it's the hires create-a-skater head,
// so need to do some extra texture replacement on it
Obj::CModelComponent* pCASModelComponent = GetModelComponentFromObject(pObjectInfo->mp_object);
Dbg_Assert( pCASModelComponent );
Obj::CSkaterProfile* pSkaterProfile = Mdl::Skate::Instance()->GetProfile( 0 );
Gfx::CModelAppearance* pCASModelAppearance = pSkaterProfile->GetAppearance();
pCASModelComponent->InitModelFromProfile(pCASModelAppearance,false,0,CRCD(0x8fb01036,"replace_cutscene_skater_from_appearance"));
// apply color from the skater appearance
// (we can't do this in replace_cutscene_skater_from_appearance
// because it might have an object color to set, which you can
// only do if you have the correct geom name)
Script::CStruct* pHeadStruct = NULL;
pCASModelAppearance->PrintContents();
pHeadStruct = pCASModelAppearance->GetVirtualDescStructure( CRCD(0x650fab6d,"skater_m_head") );
if ( !pHeadStruct )
{
pHeadStruct = pCASModelAppearance->GetVirtualDescStructure( CRCD(0x0fc85bae,"skater_f_head") );
}
if ( pHeadStruct )
{
Nx::CModel* pCASModel = pCASModelComponent->GetModel();
Dbg_Assert( pCASModel );
int use_default_hsv = 1;
pHeadStruct->GetInteger( CRCD(0x97dbdde6,"use_default_hsv"), &use_default_hsv );
if ( !use_default_hsv )
{
int h, s, v;
if ( pHeadStruct->GetInteger( CRCD(0x6e94f918,"h"), &h, false )
&& pHeadStruct->GetInteger( CRCD(0xe4f130f4,"s"), &s, false )
&& pHeadStruct->GetInteger( CRCD(0x949bc47b,"v"), &v, false ) )
{
Script::CStruct* pTempStruct = new Script::CStruct;
pTempStruct->AddChecksum( CRCD(0xb6f08f39,"part"), 0 );
pTempStruct->AddChecksum( CRCD(0x83418a6a,"material"), CRCD(0xaa2206ef,"cashead_head") );
pTempStruct->AddInteger( CRCD(0x318f2bdb,"pass"), 0 );
pCASModel->SetColor( pTempStruct, (float)h, (float)s / 100.0f, (float)v / 100.0f );
delete pTempStruct;
}
}
}
}
}
Dbg_Assert( mp_objectQuickAnim );
for ( int j = 0; j < mp_objectQuickAnim->GetNumBones(); j++ )
{
uint32 obaObjectName = mp_objectQuickAnim->GetBoneName(j);
if ( pObjectInfo->m_objectName == obaObjectName )
{
pObjectInfo->m_obaIndex = j;
break;
}
}
}
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
char* get_cut_name( const char* p_fileName )
{
static char cutsceneName[256];
for ( int i = strlen(p_fileName); i >= 0; i-- )
{
if ( p_fileName[i] == '\\' || p_fileName[i] == '/' )
{
strcpy( cutsceneName, &p_fileName[i+1] );
break;
}
}
// strip off extension, if one exists
char* pExt = strstr( cutsceneName, "." );
if ( pExt )
{
*pExt = NULL;
}
return cutsceneName;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
bool CCutsceneData::Load( const char* p_fileName, bool assertOnFail, bool async_load )
{
// now that the async code is working,
// there's no reason to load it synchronously
async_load = true;
// GJ: Disabled async load to remove
// the glitch when starting cutscenes
async_load = false;
// ... but turn off async for platforms that
// don't support it anyway
if ( !File::CAsyncFileLoader::sAsyncSupported() )
{
async_load = false;
}
// based on the name of the CUT file,
// we can build the name of the stream associated with it
char* pCutsceneName = get_cut_name( p_fileName );
//-------------------------------------------------------------
// Load up the correct stream, based on the skater's sex
Obj::CSkaterProfile* pSkaterProfile = Mdl::Skate::Instance()->GetProfile( 0 );
Script::CStruct* pInfo = pSkaterProfile->GetInfo();
int is_male = 0;
pInfo->GetInteger( CRCD(0x3f813177,"is_male"), &is_male, Script::ASSERT );
char streamName[256];
if ( is_male )
{
sprintf( streamName, "%s_Male", pCutsceneName );
}
else
{
sprintf( streamName, "%s_Female", pCutsceneName );
}
uint32 streamNameChecksum;
streamNameChecksum = Crc::GenerateCRCFromString(streamName);
#ifndef __PLAT_NGC__
if ( !Pcm::PreLoadMusicStream( streamNameChecksum ) )
{
Dbg_Message( "Couldn't start stream... stream %s not found?", streamName );
m_audioStarted = true;
}
#endif // __PLAT_NGC__
//-------------------------------------------------------------
//-------------------------------------------------------------
// Create a cutscene heap here... it will only be used for the
// cutscene, and will prevent fragmentation on the bottom up heap
// by things that might get allocated during the cutscene,
// such as proxim nodes.
Mem::Manager::sHandle().PushContext( Mem::Manager::sHandle().TopDownHeap() );
// reserve about 100K for any allocations that need to go on the
// bottom up heap (such as proxim nodes). Also need to reserve
// some room on the topdown heap for texture dictionary loading
// on the PS2
int mem_available = Mem::Manager::sHandle().Available();
# if defined( __PLAT_NGC__ )
#ifdef DVDETH
mem_available -= 6 * 1024 * 1024;
#else
#ifdef __NOPT_ASSERT__
mem_available = 3 * 1024 * 1024;
#else
# define toupper(c) ( ( (c) >= 'a' ) && ( (c) <= 'z' ) ) ? (c) += ( 'A' - 'a' ) : (c)
char name[64];
char * ps = (char *)p_fileName;
char * pd = name;
while ( *ps != '\0' )
{
*pd = toupper( *ps );
ps++;
pd++;
}
if ( strstr( name, "FL_03" ) )
{
mem_available -= 200 * 1024;
OSReport( "******* Reducing by 200k\n" );
}
else
{
if ( strstr( name, "NY_01V" ) )
{
mem_available -= 100 * 1024;
OSReport( "******* Reducing by 80k\n" );
}
else
{
if ( strstr( name, "NY_02" ) )
{
mem_available -= 80 * 1024;
OSReport( "******* Reducing by 80k\n" );
}
else
{
mem_available -= 120 * 1024;
OSReport( "******* Reducing by 120k\n" );
}
}
}
#endif // __NOPT_ASSERT__
#endif // DVDETH
# elif defined( __PLAT_XBOX__ )
// Reserve more for Xbox since audio streams will be allocated from bottom up heap.
mem_available -= 512 * 1024;
# else
mem_available -= 200 * 1024;
# endif // __PLAT_NGC__
#ifdef __PLAT_NGC__
if ( mem_available < ( 150 * 1024 ) )
{
// If heap is too small, allocate a 200k heap from the theme region.
Mem::Manager::sHandle().PopContext();
Mem::Manager::sHandle().PushContext( Mem::Manager::sHandle().ThemeHeap() );
mem_available = 150 * 1024;
}
#endif
Mem::Manager::sHandle().InitCutsceneHeap( mem_available );
Mem::Manager::sHandle().PopContext();
//-------------------------------------------------------------
# if defined( __PLAT_NGC__ )
g_in_cutscene = true;
# endif // __PLAT_NGC__
Mem::Manager::sHandle().PushContext(Mem::Manager::sHandle().CutsceneBottomUpHeap());
Dbg_MsgAssert( !mp_fileLibrary, ( "File library already exists" ) );
mp_fileLibrary = new File::CFileLibrary;
Dbg_MsgAssert( mp_fileLibrary, ( "Couldn't create file library %s", p_fileName ) );
Mem::Manager::sHandle().PopContext();
Mem::Manager::sHandle().PushContext(Mem::Manager::sHandle().CutsceneTopDownHeap());
bool success = mp_fileLibrary->Load( p_fileName, assertOnFail, async_load );
if ( !success )
{
Dbg_MsgAssert( 0, ( "Couldn't load file library %s", p_fileName ) );
}
Mem::Manager::sHandle().PopContext();
if ( !async_load )
{
PostLoad( assertOnFail );
m_dataLoaded = true;
}
#ifdef __PLAT_NGC__
if ( !Pcm::PreLoadMusicStream( streamNameChecksum ) )
{
Dbg_Message( "Couldn't start stream... stream %s not found?", streamName );
m_audioStarted = true;
}
while ( !m_audioStarted )
{
Pcm::Update();
if ( Pcm::PreLoadMusicStreamDone() )
{
// TODO: Fill in with appropriate music volume parameter?
Pcm::StartPreLoadedMusicStream();
m_audioStarted = true;
break;
}
Tmr::VSync();
}
#endif // __PLAT_NGC__
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
bool CCutsceneData::LoadFinished()
{
if ( m_dataLoaded )
{
// already finished before this...
return true;
}
// check to see whether the file has finished loading
if ( !mp_fileLibrary->LoadFinished() )
{
Dbg_Message( "Waiting for async load to finish..." );
return false;
}
else
{
PostLoad( true );
m_dataLoaded = true;
return true;
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CCutsceneData::update_video_playback( Gfx::Camera* pCamera, Script::CStruct* pStruct )
{
if ( !m_videoStarted )
{
// need to pass in the fadeintime
// Script::SpawnScript( CRCD(0x55665639,"FadeInCutscene"), pStruct );
m_videoStarted = true;
Script::RunScript( CRCD(0xe794a164,"CutsceneStartVideo") );
// initialize the camera (don't really need to do this,
// since the camera animation will override it)
Dbg_Assert( pCamera );
// Mth::Vector& camPos = pCamera->GetPos();
// Mth::Matrix& camMatrix = pCamera->GetMatrix();
// camPos = Mth::Vector(0.0f,0.0f,0.0f,1.0f);
// camMatrix.Ident();
// reset the camera to some default FOV,
// or else it will use the last FOV used
float fov_in_degrees = Script::GetFloat( CRCD(0x99529205, "camera_fov") );
pCamera->SetHFOV(fov_in_degrees);
m_oldTime = 0.0f;
m_initialVBlanks = Tmr::GetVblanks();
}
// update universal cutscene time
// (shouldn't use the animcontroller's update function
// because it caps the frame length... although
// there's no real reason that it needs to...
// maybe we can have the animcontroller use the
// uncapped version as well... it's only capped
// for things like the physics so that objects
// don't travel too far in a single frame...)
m_oldTime = m_currentTime;
#if 0
// here's some debug code for debugging cutscene glitches...
// this will loop through 1 second's worth of cutscene data
// at half speed. it was handy for tracking down
// SK5:TT10351 - "pop" in camera animation when going to
// a moving camera cut
static float cutscene_test_time_offset = 0.0f;
cutscene_test_time_offset += ( 1/120.0f );
if (cutscene_test_time_offset >= 1.0f )
{
cutscene_test_time_offset -= 1.0f;
}
m_currentTime = Script::GetFloat( "cutscene_test_time" ) + cutscene_test_time_offset;//(float)( Tmr::GetVblanks() - m_initialVBlanks ) / Config::FPS();
#else
m_currentTime = (float)( Tmr::GetVblanks() - m_initialVBlanks ) / Config::FPS();
#endif
// if the CUT file is really small, then chances are
// the Makes will still be set from choosing the
// item on the menu... so, the following makes
// sure that you don't try to skip it before the
// cutscene has played for at least 1 frame...
if ( m_videoStarted && ( m_currentTime != 0.0f ) )
{
Mdl::FrontEnd* pFront = Mdl::FrontEnd::Instance();
for ( int i = 0; i < SIO::vMAX_DEVICES; i++ )
{
Inp::Handler< Mdl::FrontEnd >* pHandler = pFront->GetInputHandler( i );
if ( pHandler->m_Device->IsPluggedIn() && pHandler->m_Device->HasValidControlData() && pHandler->m_Input->m_Makes & Inp::Data::mD_X )
{
// GJ FIX FOR TT12703: "If the player disconnects the
// controller during any cut scene in the game, the player
// can reconnect the controller into any of the other 3
// controller ports and bypass the cut scene by pressing
// the A button. Since story mode is a one player game, the
// player should not be able to use multiple ports at the
// same time."
if ( i == Mdl::Skate::Instance()->m_device_server_map[0] )
{
// skip to the end of the movie...
m_currentTime = mp_cameraQuickAnim->GetDuration();
m_videoAborted = true;
}
else
{
Dbg_Message( "Can only abort cutscenes from first controller" );
}
}
}
}
update_camera( pCamera );
// boned anims should come before moving objects,
// because some moving objects depend on the
// current position of the neck bone
update_boned_anims();
update_moving_objects();
update_extra_cutscene_objects();
/*
// display moving objects here
// (need to do it after the object anims AND
// the skeletal anims have been updated for
// this frame)
for ( int i = 0; i < m_numObjects; i++ )
{
if ( m_objects[i].mp_animInfo )
{
Obj::CCompositeObject* pCompositeObject = m_objects[i].mp_object;
Dbg_Assert( pCompositeObject );
Obj::CSkeletonComponent* pSkeletonComponent = GetSkeletonComponentFromObject( pCompositeObject );
if ( pSkeletonComponent )
{
Gfx::CSkeleton* pSkeleton = pSkeletonComponent->GetSkeleton();
Dbg_Assert( pSkeleton );
// if we're going to grab the display matrix, need to grab it
// *after* the object anims have been updated
Mth::Matrix theMat = pCompositeObject->GetDisplayMatrix();
theMat[Mth::POS] = pCompositeObject->GetPos();
pSkeleton->Display( &theMat, 1.0f, 0.0f, 0.0f );
}
}
}
*/
if ( Script::GetInteger( CRCD(0x5ecc0073,"debug_cutscenes") ) )
{
// pass the pertinent info to the panel:
Script::CStruct* pTempStruct = new Script::CStruct;
// char line1[128];
// sprintf( line1, "camera = %f", m_cameraController.GetCurrentAnimTime() );
// pTempStruct->AddString( "line1", (const char*)&line1 );
char line1[128];
sprintf( line1, "time = %f", m_currentTime );
pTempStruct->AddString( "line1", (const char*)&line1 );
Script::RunScript( CRCD(0xd9157174,"draw_cutscene_panel"), pTempStruct );
delete pTempStruct;
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CCutsceneData::update_extra_cutscene_objects()
{
// GJ: the cutscene manager updates the camera position after
// the object manager updates the extra peds in the scene,
// meaning that the extra peds will still be using the
// previous frame's camera position to calculate whether it
// should be visible. effectively, this causes a 1-frame glitch
// whenever there's a new camera cut and a ped appears for the
// first time on-screen. to patch this, i will loop through
// the list of all the extra peds for the cutscene and re-apply
// their model positions.
Script::CArray* pArray = Script::GetArray( CRCD(0x67f08671,"CutsceneObjectNames"), Script::NO_ASSERT );
if ( pArray )
{
for ( uint32 i = 0; i < pArray->GetSize(); i++ )
{
uint32 objectName = pArray->GetChecksum( i );
Obj::CCompositeObject* pObject = (Obj::CCompositeObject*)Obj::ResolveToObject( objectName );
if ( pObject )
{
Obj::CModelComponent* pModelComponent = GetModelComponentFromObject( pObject );
if ( pModelComponent && pModelComponent->GetModel() )
{
pModelComponent->GetModel()->SetActive( true );
pModelComponent->Update();
}
}
}
}
/*
// repeat for the skater
Obj::CCompositeObject* pObject = (Obj::CCompositeObject*)Obj::ResolveToObject( 0 );
if ( pObject )
{
Obj::CModelComponent* pModelComponent = GetModelComponentFromObject( pObject );
if ( pModelComponent && pModelComponent->GetModel() )
{
pModelComponent->GetModel()->SetActive( true );
// pModelComponent->Update();
}
}
*/
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CCutsceneData::Update( Gfx::Camera* pCamera, Script::CStruct* pStruct )
{
if ( !m_audioStarted )
{
// TODO: Maybe have some timeout, so that if it
// can't find the stream, it won't wait forever...
if ( Pcm::PreLoadMusicStreamDone() )
{
// TODO: Fill in with appropriate music volume parameter
Pcm::StartPreLoadedMusicStream();
m_audioStarted = true;
// GJ: This seemed to cause sync problems
// when the CUT file is really small (quick
// to load), and the streams aren't ready
// to go yet... need to look into it more
// now that the music stream has started,
// we should start updating the video
// on this frame
update_video_playback( pCamera, pStruct );
}
else
{
Dbg_Message( "Waiting for streams to preload to finish..." );
}
}
else
{
update_video_playback( pCamera, pStruct );
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
bool CCutsceneData::IsAnimComplete()
{
// we don't call the Update() function any more
// (because Update() uses the capped frame rate)
//return m_cameraController.IsAnimComplete();
return m_currentTime >= mp_cameraQuickAnim->GetDuration();
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CCutsceneData::update_camera( Gfx::Camera* pCamera )
{
Dbg_Assert( pCamera );
// Not sure if this is still needed for the Doppler effect code
// Maybe we can add the functionality automatically to the Gfx::Camera?
pCamera->StoreOldPos();
Mth::Vector& camPos = pCamera->GetPos();
Mth::Matrix& camMatrix = pCamera->GetMatrix();
Mth::Quat theQuat;
Mth::Vector theTrans;
get_current_frame( &theQuat, &theTrans );
// update the camera position
camPos = theTrans;
// update the camera orientation
Mth::Vector nullTrans;
nullTrans.Set(0.0f,0.0f,0.0f,1.0f); // Mick: added separate initialization
Mth::QuatVecToMatrix( &theQuat, &nullTrans, &camMatrix );
if ( !m_videoAborted )
{
// any allocations during the cutscene should go on the
// cutscene heap (such as pedestrians). at the end
// of the cutscene, we require that the cutscene heap
// is empty before it is deleted...
Mem::Manager::sHandle().PushContext(Mem::Manager::sHandle().CutsceneBottomUpHeap());
// process any new keys since last frame...
// do this AFTER the camera is updated for
// the frame, because a custom key might
// override the normal value (this is a fix
// for the double-cut problem, which
// tries to interpolate between the end
// of one camera and the beginning of the
// next... what we really want is to
// keep on the end of the previous camera)
mp_cameraQuickAnim->ProcessCustomKeys( m_oldTime, m_currentTime, pCamera );
Mem::Manager::sHandle().PopContext();
}
// printf( "Done for frame\n" );
// camPos.PrintContents();
// camMatrix.PrintContents();
}
// TODO: Check for overflow of temp arrays
static Mth::Quat s_temp_quats[96];
static Mth::Vector s_temp_vectors[96];
/******************************************************************/
/* */
/* */
/******************************************************************/
void CCutsceneData::update_boned_anims()
{
for ( int i = 0; i < m_numObjects; i++ )
{
if ( m_objects[i].mp_animInfo )
{
Obj::CCompositeObject* pCompositeObject = m_objects[i].mp_object;
Dbg_Assert( pCompositeObject );
Obj::CSkeletonComponent* pSkeletonComponent = GetSkeletonComponentFromObject( pCompositeObject );
if ( pSkeletonComponent )
{
Gfx::CSkeleton* pSkeleton = pSkeletonComponent->GetSkeleton();
Dbg_Assert( pSkeleton );
Nx::CQuickAnim* pBonedQuickAnim = m_objects[i].mp_animInfo->mp_bonedQuickAnim;
// turn off the bone skipping, because we're
// not going through the normal animation code
pSkeleton->SetBoneSkipDistance( 0.0f );
pBonedQuickAnim->GetInterpolatedFrames( &s_temp_quats[0], &s_temp_vectors[0], pSkeleton->GetBoneSkipList(), pSkeleton->GetBoneSkipIndex(), m_currentTime );
if ( m_objects[i].m_doPlayerSubstitution && pSkeleton->GetNumBones() == 55 )
{
int bone_index = pSkeleton->GetBoneIndexById( CRCD(0x7268c230,"bone_jaw") );
// GJ: the hi-res jaw bone and the low-res jaw bone aren't in the
// exact same position, which is required for the skinning to
// work properly (otherwise, it would create a gap between the
// head and body models.) ideally on the next project, we will
// change the exporter so that it puts the correct low-res jaw
// position into the body's SKA, and the correct hi-res jaw into
// the head's SKA. For now, since we only have access to the
// correct hi-res jaw bone position, we need to explicitly
// offset the position of the low-res jaw bone here. the offset
// was derived by subtracting the low-res jaw bone bone-space
// translation (-0.000004, -1.776663, 0.599479) from the hi-res
// jaw's bone-space translation (0, -1.57249, 0.08276)
s_temp_vectors[bone_index] += Mth::Vector(0.000000f, -1.776663f-(-1.57249f), 0.599479f-0.08276f, 1.000000f);
// s_temp_vectors[bone_index] = Mth::Vector(0.000000f, -2.531250f, 1.406250f, 1.000000f);
}
pSkeleton->Update( &s_temp_quats[0], &s_temp_vectors[0] );
}
}
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void update_model_component( Obj::CCompositeObject* pCompositeObject )
{
CModelComponent* pModelComponent = GetModelComponentFromObject( pCompositeObject );
if ( pModelComponent )
{
// if it's hidden, there's no reason to update it...
// (as a side benefit, this also allows us to have multiple
// objects referencing the same skater, such as in final.cut...
// otherwise, each object would try to update the same model's
// position, and only the last object processed would actually
// look correct)
Nx::CModel* pModel = pModelComponent->GetModel();
Dbg_Assert( pModel );
if ( pModel->IsHidden() )
{
return;
}
if ( pModelComponent->HasRefObject() )
{
uint32 refObjectName = pModelComponent->GetRefObjectName();
Obj::CCompositeObject* pRefObject = (Obj::CCompositeObject*)Obj::ResolveToObject( refObjectName );
Dbg_Assert( pRefObject );
Obj::CModelComponent* pRefModelComponent = GetModelComponentFromObject( pRefObject );
Dbg_Assert( pRefModelComponent );
Nx::CModel* pRefModel = pRefModelComponent->GetModel();
// turn off skater brightness, so that it matches the other objects...
pRefModelComponent->GetModel()->GetModelLights()->SetBrightness( 0.0f );
// update brightness in case there's any time of day changes
pRefModelComponent->UpdateBrightness();
bool should_animate = true;
Obj::CSkeletonComponent* pSkeletonComponent = GetSkeletonComponentFromObject( pCompositeObject );
Dbg_Assert( pSkeletonComponent );
Mth::Matrix theMatrix = pCompositeObject->GetDisplayMatrix();
theMatrix[Mth::POS] = pCompositeObject->GetPos();
pRefModel->Render( &theMatrix, !should_animate, pSkeletonComponent->GetSkeleton() );
pRefModel->SetBoneMatrixData( pSkeletonComponent->GetSkeleton() );
// TODO: Should do some check that the object's skeleton matches up with the ref object's models.
// Need to update the fake skater's position with the
// real skater's position, or else the FakeLights will
// be set incorrectly (FakeLights works by taking the
// closest light to the m_pos that is pointed to by the
// model lights)
pRefObject->SetPos( pCompositeObject->GetPos() );
}
else
{
// update brightness in case there's any time of day changes
pModelComponent->UpdateBrightness();
// remember:
// if there's no model specified, then it will draw
// a red box. the compositeobject's update() loop
// will draw a red box with identity parameters, and then
// this will draw a second one. so don't freak out
// when you see more boxes than you are expecting
pModelComponent->Update();
// GJ: If you call the Update() function explicitly,
// the model's double-buffer will be messed up...
// in this case, however, we have suspended the model
// component upon creation, so it doesn't get wonky
}
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CCutsceneData::update_moving_objects()
{
if ( !mp_objectQuickAnim )
{
// No OBA data found in CUT file
return;
}
mp_objectQuickAnim->GetInterpolatedHiResFrames( &s_temp_quats[0], &s_temp_vectors[0], m_currentTime );
// update all the OBA bones that don't have an object associated with it
for ( int i = 0; i < mp_objectQuickAnim->GetNumBones(); i++ )
{
uint32 boneName = mp_objectQuickAnim->GetBoneName(i);
bool objectExists = false;
for ( int j = m_numObjects - 1; j >= 0; j-- )
{
SCutsceneObjectInfo* pInfo = &m_objects[j];
if ( pInfo->m_objectName == boneName )
{
objectExists = true;
}
}
if ( !objectExists )
{
Obj::CCompositeObject* pCompositeObject = (Obj::CCompositeObject*)Obj::ResolveToObject( boneName );
if ( pCompositeObject )
{
// update the object's orientation
Mth::Matrix theMatrix;
Mth::Vector nullTrans;
nullTrans.Set(0.0f,0.0f,0.0f,1.0f); // Mick: added separate initialization
Mth::QuatVecToMatrix( &s_temp_quats[i], &nullTrans, &theMatrix );
//theMatrix.Ident();
pCompositeObject->SetMatrix( theMatrix );
pCompositeObject->SetDisplayMatrix( theMatrix );
// update the object's position
pCompositeObject->m_pos = s_temp_vectors[i];
}
}
}
// need to go backwards because the head is dependent
// on the body's matrices being set up correctly
// for that frame...
for ( int i = m_numObjects - 1; i >= 0; i-- )
{
SCutsceneObjectInfo* pInfo = &m_objects[i];
Obj::CCompositeObject* pCompositeObject = pInfo->mp_object;
if ( pInfo->mp_parentObject )
{
// we handle the hi-res heads specially... if we
// were to use the OBA data, the hi-res head wouldn't
// match up exactly with the body, possibly due to
// accumulated round-off error as we move down the
// parent-child hierarchy
Obj::CCompositeObject* pParentObject = pInfo->mp_parentObject;
Dbg_Assert( pParentObject );
// if it's a neck bone, then use the previous item to link it
Obj::CSkeletonComponent* pSkeletonComponent = GetSkeletonComponentFromObject( pParentObject );
Dbg_Assert( pSkeletonComponent );
Gfx::CSkeleton* pSkeleton = pSkeletonComponent->GetSkeleton();
Dbg_Assert( pSkeleton );
Mth::Vector neckPos;
bool success = pSkeleton->GetBonePosition( CRCD(0x5a0e0860,"bone_neck"), &neckPos );
if ( !success )
{
Dbg_MsgAssert( 0, ( "Couldn't find the neck bone" ) );
}
pCompositeObject->m_pos = pParentObject->m_pos + ( neckPos * pParentObject->GetDisplayMatrix() );
pCompositeObject->m_pos[W] = 1.0f;
Mth::Matrix bone_matrix;
success = pSkeleton->GetBoneMatrix( CRCD(0x5a0e0860,"bone_neck"), &bone_matrix );
if ( !success )
{
Dbg_MsgAssert( 0, ( "Couldn't find the neck bone" ) );
}
// build the object's matrix
Mth::Matrix object_matrix = pParentObject->GetDisplayMatrix();
object_matrix[W] = pParentObject->GetPos();
object_matrix[X][W] = 0.0f;
object_matrix[Y][W] = 0.0f;
object_matrix[Z][W] = 0.0f;
// rotate by 90: doesn't seem to be needed
// any more, perhaps due to an exporter bug
// being fixed
//Mth::Vector temp;
//temp = bone_matrix[Y];
//bone_matrix[Y] = bone_matrix[Z];
//bone_matrix[Z] = -temp;
// map the bone to world space
bone_matrix *= object_matrix;
bone_matrix[W] = Mth::Vector(0.0f,0.0f,0.0f,1.0f);
pCompositeObject->SetMatrix( bone_matrix );
pCompositeObject->SetDisplayMatrix( bone_matrix );
// need to update the component manually,
// because it is probably out of range for
// the suspension logic
update_model_component( pCompositeObject );
}
else if ( pInfo->m_obaIndex != -1 )
{
// if the object is directly referenced in the OBA file,
// then use the position and rotation specified in the OBA.
// update the object's orientation
Mth::Matrix theMatrix;
Mth::Vector nullTrans;
nullTrans.Set(0.0f,0.0f,0.0f,1.0f); // Mick: added separate initialization
Mth::QuatVecToMatrix( &s_temp_quats[pInfo->m_obaIndex], &nullTrans, &theMatrix );
// GJ: this used to be a kludge to fix objects
// being rotated incorrectly by 90 degrees. it
// was probably due to an exporter bug, which
// seems to have been fixed. in any case,
// it doesn't make sense why we would need
// to rotate it in code, so i will comment
// this out permanently and we can fix the
// bug in the exporter if it ever arises again.
if ( pInfo->m_skeletonName == 0 )
{
// but we still need to do it for MDL files
// because it doesn't have SKA data that
// automatically rotates it
// theMatrix.RotateXLocal( Mth::DegToRad(90.0f) );
}
//theMatrix.Ident();
pCompositeObject->SetMatrix( theMatrix );
pCompositeObject->SetDisplayMatrix( theMatrix );
// update the object's position
pCompositeObject->m_pos = s_temp_vectors[pInfo->m_obaIndex];
// Dbg_Message( "Object %d: ", i );
// pCompositeObject->m_pos.PrintContents();
// pCompositeObject->GetDisplayMatrix().PrintContents();
// need to update the component manually,
// because it is probably out of range for
// the suspension logic
update_model_component( pCompositeObject );
}
// if ( pCompositeObject->GetID() == Script::GenerateCRC( "Skin_CAS2" ) )
// {
// printf( "Setting %s at time %d"\n, Script::FindChecksumName(pCompositeObject->GetID()), (int)(m_currentTime/60.0f+0.5f) );
// pCompositeObject->GetPos().PrintContents();
// }
#if 0
// print out world-space position of board for adam:
{
Obj::CSkeletonComponent* pSkeletonComponent = GetSkeletonComponentFromObject( pCompositeObject );
if ( pSkeletonComponent )
{
Gfx::CSkeleton* pSkeleton = pSkeletonComponent->GetSkeleton();
Mth::Vector theVec;
if ( pSkeleton->GetBonePosition( Script::GenerateCRC("bone_board_root"), &theVec ) )
{
printf( "Position of %s at time %f:\n\t", Script::FindChecksumName(pCompositeObject->GetID()), m_currentTime );
pCompositeObject->GetPos().PrintContents();
printf( "Position of %s's board at time %f:\n\t", Script::FindChecksumName(pCompositeObject->GetID()), m_currentTime );
theVec = pCompositeObject->GetPos() + ( theVec * pCompositeObject->GetDisplayMatrix() );
theVec.PrintContents();
printf( "--------------------------------\n" );
}
}
}
#endif
if ( Script::GetInteger( CRCD(0x5ecc0073,"debug_cutscenes"), Script::NO_ASSERT ) )
{
// set up bounding box
SBBox theBox;
theBox.m_max.Set(1.0f, 10.0f, 1.0f);
theBox.m_min.Set(-1.0f, -1.0f, -1.0f);
// For now, draw a bounding box
Gfx::AddDebugBox( pCompositeObject->GetDisplayMatrix(), pCompositeObject->GetPos(), &theBox, NULL, 1, NULL );
}
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CCutsceneData::get_current_frame(Mth::Quat* pQuat, Mth::Vector* pTrans)
{
Dbg_Assert( pQuat );
Dbg_Assert( pTrans );
// with cutscenes, i don't actually want to get
// the interpolated frames, i actually want the closest frame
// this is for camera positions that are held on a certain
// frame for a period of time, and then jumps somewhere else
// in this case we would want either the old pose or the new pose,
// not something in the middle
// this means we will not want compression on it
// grab the frame from the animation controller
Dbg_MsgAssert( mp_cameraQuickAnim, ( "Camera data has not been initialized for this cutscene" ) );
Dbg_Assert( mp_cameraQuickAnim->GetNumBones() == 1 );
mp_cameraQuickAnim->GetInterpolatedHiResFrames( pQuat, pTrans, m_currentTime );
}
/*****************************************************************************
** Private Data **
*****************************************************************************/
/*****************************************************************************
** Public Data **
*****************************************************************************/
/*****************************************************************************
** Private Prototypes **
*****************************************************************************/
/*****************************************************************************
** Private Functions **
*****************************************************************************/
/*****************************************************************************
** Public Functions **
*****************************************************************************/
/******************************************************************/
/* */
/* */
/******************************************************************/
CCutsceneDetails::CCutsceneDetails()
{
mp_cutsceneAsset = NULL;
m_cutsceneAssetName = 0;
mp_cutsceneStruct = new Script::CStruct;
m_numHiddenObjects = 0;
mp_hiddenObjects = NULL;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
CCutsceneDetails::~CCutsceneDetails()
{
if ( mp_cutsceneStruct )
{
delete mp_cutsceneStruct;
}
if ( mp_cutsceneAsset )
{
Ass::CAssMan* pAssMan = Ass::CAssMan::Instance();
Ass::CAsset* pAsset = pAssMan->GetAssetNode( m_cutsceneAssetName, true );
pAssMan->UnloadAsset( pAsset );
mp_cutsceneAsset = NULL;
}
if ( mp_hiddenObjects )
{
delete[] mp_hiddenObjects;
mp_hiddenObjects = NULL;
}
// restore the dynamic light modulation factor
Nx::CLightManager::sSetAmbientLightModulationFactor( m_oldAmbientLightModulationFactor );
Nx::CLightManager::sSetDiffuseLightModulationFactor( 0, m_oldDiffuseLightModulationFactor[0] );
Nx::CLightManager::sSetDiffuseLightModulationFactor( 1, m_oldDiffuseLightModulationFactor[1] );
// don't need to refresh the skater, because
// it will be applied on the next frame anyway
}
/******************************************************************/
/* */
/* */
/******************************************************************/
bool CCutsceneDetails::InitFromStructure( Script::CStruct* pParams )
{
bool success = false;
/// need to create a temp copy of the params... this is because
// the PreCutscene script destroys the screen element that launched
// the cutscene, meaning that afterwards the data inside pParams
// will become corrupt...
Script::CStruct* pTempParams = new Script::CStruct;
pTempParams->AppendStructure( pParams );
this->SetParams( pTempParams );
// TODO: Handle async loads of cutscene
bool async = false;
// bool dont_assert = false;
// TODO: Need to account for the possibility that the same
// cutscene will be loaded twice
// TODO: Push the correct heap
// turn off the modulation for the duration of the cutscene
m_oldAmbientLightModulationFactor = Nx::CLightManager::sGetAmbientLightModulationFactor();
m_oldDiffuseLightModulationFactor[0] = Nx::CLightManager::sGetDiffuseLightModulationFactor(0);
m_oldDiffuseLightModulationFactor[1] = Nx::CLightManager::sGetDiffuseLightModulationFactor(1);
Nx::CLightManager::sSetAmbientLightModulationFactor( 0.0f );
Nx::CLightManager::sSetDiffuseLightModulationFactor( 0, 0.0f );
Nx::CLightManager::sSetDiffuseLightModulationFactor( 1, 0.0f );
// force the fake lights to allocate its memory now
// (otherwise, the next call to RenderWorld() would
// alloc it which would end up fragmenting memory)
Nx::CLightManager::sUpdateVCLights();
// also need to turn it off on the skater to refresh it
// (but that will be done if there's a ref model)
const char* pCutsceneFileName;
pTempParams->GetText( CRCD(0xa1dc81f9,"name"), &pCutsceneFileName, Script::ASSERT );
Ass::CAssMan* pAssMan = Ass::CAssMan::Instance();
if ( pAssMan->GetAsset( pCutsceneFileName, false ) )
{
Dbg_Message( "Cutscene %s is already playing!", pCutsceneFileName );
goto init_failed;
}
else
{
char* pCutName = get_cut_name( pCutsceneFileName );
char structName[256];
strcpy( structName, pCutName );
strcat( structName, "_params" );
Script::CStruct* pCutParams = Script::GetStructure(structName, Script::NO_ASSERT);
if ( pCutParams )
{
mp_cutsceneStruct->AppendStructure( pCutParams );
}
// first look at "dont_unload_anims" flag in cutscene struct
int should_unload_anims = !mp_cutsceneStruct->ContainsFlag( CRCD(0xbafa9f1c,"dont_unload_anims") );
int should_reload_anims = !mp_cutsceneStruct->ContainsFlag( CRCD(0xbafa9f1c,"dont_unload_anims") );
if ( pParams->ContainsFlag( CRCD(0x7ddde00e,"from_cutscene_menu") ) )
{
// if we're coming from the cutscene menu, we never want to unload anims
should_unload_anims = true;
should_reload_anims = true;
}
mp_cutsceneStruct->AddInteger( CRCD(0xcdf2b13e,"unload_anims"), should_unload_anims );
mp_cutsceneStruct->AddInteger( CRCD(0x9a4bdff5,"reload_anims"), should_reload_anims );
// by default, unload the goals
mp_cutsceneStruct->AddInteger( CRCD(0xed064302,"unload_goals"), 1 );
mp_cutsceneStruct->AddInteger( CRCD(0xbabf2dc9,"reload_goals"), 1 );
// "unload_anims" and "reload_anims" can be overridden from playcutscene line
mp_cutsceneStruct->AppendStructure( pTempParams );
// hide all moving objects here...
// (do it before normal hide/unhide scripts happen)
hide_moving_objects();
Script::RunScript( CRCD(0xe1ce826a,"PreCutscene"), mp_cutsceneStruct );
// run the script after the cutscene, so
// that we can unpause the objects and such...
char startScriptName[256];
strcpy( startScriptName, pCutName );
strcat( startScriptName, "_begin" );
char endScriptName[256];
strcpy( endScriptName, pCutName );
strcat( endScriptName, "_end" );
m_startScriptName = Crc::GenerateCRCFromString( startScriptName );
m_endScriptName = Crc::GenerateCRCFromString( endScriptName );
// GJ: "use_pip" flag would be handy here!
mp_cutsceneAsset = (CCutsceneData*)pAssMan->LoadAsset( pCutsceneFileName, async, false, false, 0 );
// couldn't get cutscene
Dbg_MsgAssert( mp_cutsceneAsset, ( "Couldn't create cutscene data %s", pCutsceneFileName ) );
m_cutsceneAssetName = Script::GenerateCRC( pCutsceneFileName );
}
success = true;
init_failed:
delete pTempParams;
return success;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CCutsceneDetails::Cleanup()
{
#ifdef __PLAT_NGC__
g_in_cutscene = false;
#endif // __PLAT_NGC__
// kill the cutscene panel, if it exists
Script::RunScript( CRCD(0xe7bc7efd,"kill_cutscene_panel") );
// need to delete the cutscene asset,
// so that there will be enough room for all
// the anims reloaded in "PostCutscene"
if ( mp_cutsceneAsset )
{
Ass::CAssMan* pAssMan = Ass::CAssMan::Instance();
Ass::CAsset* pAsset = pAssMan->GetAssetNode( m_cutsceneAssetName, true );
pAssMan->UnloadAsset( pAsset );
mp_cutsceneAsset = NULL;
}
if ( m_endScriptName )
{
Script::RunScript( m_endScriptName );
}
// kill special effects, in case the artist forgot to do it
// in the individual cutscene end scripts... (need to do this
// before the cutscene heap is destroyed)
Script::RunScript( CRCD(0xf49a8c9c,"kill_cutscene_camera_hud") );
// Clear any currently running FakeLights commands, in case the player
// aborted while they were still taking effect during the cutscene
// (in which case the fake lights would have gone on the cutscene heap)
Nx::CLightManager::sClearCurrentFakeLightsCommand();
// destroy the cutscene heap (at this point, any allocations made during
// the cutscene should have been freed up)
Mem::Manager::sHandle().DeleteCutsceneHeap();
Script::RunScript( CRCD(0xbca1791c,"PostCutscene"), mp_cutsceneStruct );
// unhide moving objects, based on whether they were hidden...
unhide_moving_objects();
CMovieDetails::Cleanup();
Script::RunScript( CRCD(0x15674315,"restore_skater_camera") );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CCutsceneDetails::Update()
{
if ( !mp_cutsceneAsset )
{
Dbg_Message( "No cutscene asset!" );
return;
}
if ( mp_cutsceneAsset->LoadFinished() )
{
if ( !m_startScriptAlreadyRun && m_startScriptName )
{
Script::RunScript( m_startScriptName );
m_startScriptAlreadyRun = true;
}
mp_cutsceneAsset->Update( mp_camera, mp_cutsceneStruct );
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
bool CCutsceneDetails::HasMovieStarted()
{
if ( !mp_cutsceneAsset )
{
Dbg_MsgAssert( 0, ( "No cutscene asset!" ) );
return false;
}
return mp_cutsceneAsset->HasMovieStarted();
}
/******************************************************************/
/* */
/* */
/******************************************************************/
bool CCutsceneDetails::ResetCustomKeys()
{
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
bool CCutsceneDetails::IsComplete()
{
if ( m_aborted )
{
return true;
}
if ( m_holdOnLastFrame )
{
return false;
}
if ( mp_cutsceneAsset )
{
return mp_cutsceneAsset->LoadFinished() && mp_cutsceneAsset->IsAnimComplete();
}
return false;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
bool CCutsceneDetails::IsHeld()
{
return false;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
bool CCutsceneDetails::OverridesCamera()
{
if ( mp_cutsceneAsset )
{
return mp_cutsceneAsset->OverridesCamera();
}
return false;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CCutsceneDetails::hide_moving_objects()
{
// hides the goal peds
Script::RunScript( CRCD(0x722d9ca7,"cutscene_hide_objects") );
// first count the number of objects, so we can allocate the proper number of hide flags
int numObjects = 0;
Obj::CBaseComponent *p_component = Obj::CCompositeObjectManager::Instance()->GetFirstComponentByType( CRCD(0x286a8d26,"model") );
while( p_component )
{
Obj::CModelComponent* pModelComponent = ((Obj::CModelComponent*)p_component);
Nx::CModel* pModel = pModelComponent->GetModel();
if ( p_component->GetObject()->GetID() == 0 )
{
// skip the skater...
}
else if ( !pModel->IsHidden() )
{
numObjects++;
}
p_component = p_component->GetNextSameType();
}
Dbg_MsgAssert( mp_hiddenObjects == NULL, ( "hidden objects array already exists?" ) );
if ( !numObjects)
return;
mp_hiddenObjects = new uint32[numObjects];
m_numHiddenObjects = 0;
// now actually go through and hide them
p_component = Obj::CCompositeObjectManager::Instance()->GetFirstComponentByType( CRCD(0x286a8d26,"model") );
while( p_component )
{
Obj::CModelComponent* pModelComponent = ((Obj::CModelComponent*)p_component);
Nx::CModel* pModel = pModelComponent->GetModel();
if ( p_component->GetObject()->GetID() == 0 )
{
// skip the skater...
}
else if ( !pModel->IsHidden() )
{
// if this fires off, that would be really weird because we just counted the exact
// number we need a few moments ago...
Dbg_MsgAssert( m_numHiddenObjects < numObjects, ( "Too many objects in scene to hide?" ) );
// printf( "Found model to hide (%s)\n", Script::FindChecksumName(p_component->GetObject()->GetID()) );
mp_hiddenObjects[m_numHiddenObjects] = p_component->GetObject()->GetID();
pModel->Hide( true );
m_numHiddenObjects++;
}
p_component = p_component->GetNextSameType();
}
printf( "Hid %d objects\n", m_numHiddenObjects );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CCutsceneDetails::unhide_moving_objects()
{
if ( mp_hiddenObjects )
{
for ( int i = 0; i < m_numHiddenObjects; i++ )
{
Obj::CCompositeObject* pObject = (Obj::CCompositeObject*)Obj::ResolveToObject( mp_hiddenObjects[i] );
if ( pObject )
{
Obj::CModelComponent* pModelComponent = GetModelComponentFromObject( pObject );
Nx::CModel* pModel = pModelComponent->GetModel();
pModel->Hide( false );
}
else
{
// it's possible that they won't exist anymore
// because of the call to uninitialize all goals...
//Dbg_MsgAssert( pObject, ( "Couldn't find object %s to unhide?", Script::FindChecksumName(mp_hiddenObjects[i]) ) );
}
}
delete[] mp_hiddenObjects;
mp_hiddenObjects = NULL;
}
m_numHiddenObjects = 0;
// unhides the goal peds
Script::RunScript( CRCD(0x94d0d528,"cutscene_unhide_objects") );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
} // namespace Obj