game-model.cpp
1.87 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
/*
* Copyright (c) 2020 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
#include "game-model.h"
#include "game-utils.h"
using namespace GameUtils;
namespace
{
// 'MODV' tag stored in the big-endian (network) order
const uint32_t MODV_TAG(0x4D4F4456);
} // namespace
GameModel::GameModel(const char* filename)
: mUniqueId(false),
mIsReady(false)
{
ByteArray bytes;
if(!LoadFile(filename, bytes))
{
return;
}
mHeader = *(reinterpret_cast<ModelHeader*>(bytes.data()));
// expect big-endian
if(MODV_TAG != mHeader.tag)
{
// jump to little-endian variant
mHeader = *(reinterpret_cast<ModelHeader*>(bytes.data() + bytes.size() / 2));
}
mVertexBuffer = Dali::VertexBuffer::New(Dali::Property::Map().Add("aPosition", Dali::Property::VECTOR3).Add("aNormal", Dali::Property::VECTOR3).Add("aTexCoord", Dali::Property::VECTOR2));
mVertexBuffer.SetData(bytes.data() + mHeader.dataBeginOffset, mHeader.vertexBufferSize / mHeader.vertexStride);
mGeometry = Dali::Geometry::New();
mGeometry.AddVertexBuffer(mVertexBuffer);
mGeometry.SetType(Dali::Geometry::TRIANGLES);
mUniqueId = HashString(filename);
mIsReady = true;
}
GameModel::~GameModel()
{
}
Dali::Geometry& GameModel::GetGeometry()
{
return mGeometry;
}
bool GameModel::IsReady()
{
return mIsReady;
}
uint32_t GameModel::GetUniqueId()
{
return mUniqueId;
}