@c -*-texinfo-*-
@node MeshObject SprCal3D, MeshObject Emit, MeshObject Spr3D, MeshObject
@subsection SpriteCal3D Mesh Object
@cindex MeshObject
@cindex 3D Sprite
@cindex Cal3D
@cindex @code{iMeshObject}
@cindex @code{iMeshObjectFactory}
@cindex @code{iMeshObjectType}

@file{sprcal3d} is a 3D mesh plugin which can perform skeletal animation using
the Cal3D library.

@noindent
@uref{http://cal3d.sourceforge.net/}

@subsubheading Making the Model

This is an example of how to load and view a Cal3d file with the
@file{viewmesh} program.

We are going to load the @file{cally} model. The data files of this model are
part of the standard Cal3d @sc{svn} repository, and can be found within the
Cal3D project at @file{cal3d/data/cally}. For this example, you should copy the
files from this directory to @file{CS/cally}.

Now, make a new file called @file{test.cal3d} in the @file{CS} directory with
the following contents:

@example
<!-- The meshfact name is the CS name used to create
     instances of this object. -->
<meshfact name="test">

<!-- The plugin line specifies the plugin to use to parse
     the succeeding 'params' tag. -->
<plugin>crystalspace.mesh.loader.factory.sprite.cal3d</plugin>

<params>
  <options rotate_x_axis="yes" flip_textures="no" />

  <!-- Path specifies the OS-dependent directory path to
       where all the other files are located. (optional) -->
  <path dir="cally/" />

  <!-- The cally model is much too large. -->
  <scale value="0.01" />

  <!-- Specify cal3d skeleton file used by model. -->
  <skeleton file="cally.csf" />

  <!-- Animations specify the filename to load, and the
       CS-accessible name of this animation.  The type attribute
       is used to distinguish various types of animations.
       Recognized types are "idle", "travel", "cycle",
       "style_cycle", and "action". base_vel specifies the
       speed of translation which should be used when the
       animation is playing alone.  min_vel and max_vel are
       used by the blender to achieve a specified desired
       velocity.  min_random and max_random are interval to be
       used in idle override actions, in seconds.  idle_pct is a
       number between 0 and 100, which is the % probability
       of that action being the override action. -->
  <animation
    file="cally_idle.caf"
    name="stand"
    type="idle"
    base_vel="0"
    min_vel="0"
    max_vel="0"
    min_random="10"
    max_random="30" />
  <animation
    file="cally_walk.caf"
    name="walk"
    type="travel"
    base_vel="2"
    min_vel="0"
    max_vel="3" />
  <animation
    file="cally_strut.caf"
    name="strut"
    type="travel"
    base_vel="2"
    min_vel="0"
    max_vel="3" />
  <animation
    file="cally_jog.caf"
    name="run"
    type="travel"
    base_vel="5"
    min_vel="2"
    max_vel="5" />
  <animation
    file="cally_wave.caf"
    name="greet"
    type="action"
    idle_pct="33" />
  <animation
    file="cally_tornado_kick.caf"
    name="hurt"
    type="action"
    idle_pct="33" />
  <animation
    file="cally_shoot_arrow.caf"
    name="shoot"
    type="action"
    idle_pct="34" />

  <!-- Materials are VFS filenames because they are CS
       materials and not cal3d materials. (optional) We
       can not use the real .xrf files because CS can't load
       that format.  -->
  <material file="/lib/std/green.gif" name="green" />

  <!-- Meshes specify each attachable part of the model.
       The name is the CS-accessible name which will be used
       to select/deselect it for the model.  The material
       specified is the default CS material used by this
       mesh.  -->
  <mesh file="cally_calf_left.cmf"
        name="cally_calf_left"
        material="green" />
  <mesh file="cally_calf_right.cmf"
        name="cally_calf_right"
        material="green" />
  <mesh file="cally_chest.cmf"
        name="cally_chest"
        material="green" />
  <mesh file="cally_foot_left.cmf"
        name="cally_foot_left"
        material="green" />
  <mesh file="cally_foot_right.cmf"
        name="cally_foot_right"
        material="green" />
  <mesh file="cally_hand_left.cmf"
        name="cally_hand_left"
        material="green" />
  <mesh file="cally_hand_right.cmf"
        name="cally_hand_right"
        material="green" />
  <mesh file="cally_head.cmf"
        name="cally_head"
        material="green" />
  <mesh file="cally_lowerarm_left.cmf"
        name="cally_lowerarm_left"
        material="green" />
  <mesh file="cally_lowerarm_right.cmf"
        name="cally_lowerarm_right"
        material="green" />
  <mesh file="cally_neck.cmf"
        name="cally_neck"
        material="green" />
  <mesh file="cally_pelvis.cmf"
        name="cally_pelvis"
        material="green" />
  <mesh file="cally_ponytail.cmf"
        name="cally_ponytail"
        material="green" />
  <mesh file="cally_thigh_left.cmf"
        name="cally_thigh_left"
        material="green" />
  <mesh file="cally_thigh_right.cmf"
        name="cally_thigh_right"
        material="green" />
  <mesh file="cally_upperarm_left.cmf"
        name="cally_upperarm_left"
        material="green" />
  <mesh file="cally_upperarm_right.cmf"
        name="cally_upperarm_right"
        material="green" />

  <!-- The following rotates the model and all animations around
       the Y axis by 180 degrees.  Any axis and angle may be
       specified, and translation may also be specified. -->
  <hardtransform
    rot_axis_x="0"
    rot_axis_y="1"
    rot_axis_z="0"
    rot_angle="180" />
</params>
</meshfact>
@end example

Next, run @file{viewmesh} from the @file{CS} directory.
Click ``Load'', select the @file{/this} directory, and
select @file{test.cal3d}.  Alternately, to load @file{test.cal3d} from
the command line when you launch @samp{viewmesh}:

@example
./viewmesh /this/test.cal3d
@end example

@noindent
You should be able to see the @file{cally} model, completely green.

@subsubheading Creating Your Own Cal3D Mesh

Although explaining how to create your own Cal3D meshes is beyond the
scope of this document, there are several web sites and tutorials which
describe how to do so. These include:

@table @uref
@item http://cal3d.sourceforge.net/modeling/tutorial.html
Describes how to create Cal3D meshes in 3D Studio @sc{max}.

@item http://www.cs.indiana.edu/~joellis/
Describes how to create maps and Cal3D meshes in Blender.
@end table

@strong{Note}: The Crystal Space Cal3D plugin requires a skeleton system to
function properly even if the mesh is not going to be animated.  If your mesh
does not require animation, you still @emph{must} place at least one bone in
the mesh, bind it to a part of the mesh (e.g., the body of a space ship), name
it correctly (see @uref{http://www.cs.indiana.edu/~joellis/} for more
information), and export the skeleton along with the mesh. If you fail to
create at least one bone, the @samp{sprcal3d} plugin either will fail to load
the model or will otherwise misbehave.

@subsubheading Common @file{viewmesh} Errors

A good way to test your Cal3d mesh is by loading it into @file{viewmesh}.
Since most diagnostic output is directed to the console, it is important
to run @file{viewmesh} from the command line.  See above for how to
do so, and substitute your @file{.cal3d} file for @file{test.cal3d}.

Here are several errors which may occur when testing your mesh:

@itemize @bullet
@item
If @file{viewmesh} crashes or aborts with a message about missing skeleton
immediately after loading your @file{.cal3d} file, make sure that you have
included the @code{<skeleton>} tag in your @file{.cal3d} file.

@item
If @file{viewmesh} pops up an error dialogue with a message such as:

@example
crystalspace.mesh.sprite.cal3d: Cal3d: Invalid file format...
@end example

@noindent
and outputs to the console:

@example
Error ID: crystalspace.spritecal3dfactoryloader.parse.badfile
Description: Could not load cal3d skeleton file <test.csf>.
[node: meshfact(name=test),params,skeleton]
crystalspace.mesh.sprite.cal3d: Cal3d: Invalid file format...
@end example

You likely forgot to put a bone in your mesh before exporting it.
Open your 3D editor, add a bone somewhere in the mesh, bind it to the mesh,
name it correctly (see @uref{http://www.cs.indiana.edu/~joellis/}), then 
re-export your mesh and try again.

@item
If @file{viewmesh} pops up the error message:

@example
crystalspace.mesh.sprite.cal3d: Cal3d: No error found in...
@end example

@noindent
and outputs to the console:

@example
Error ID: crystalspace.spritecal3dfactoryloader.parse.badfile
Description: Could not load cal3d skeleton file <test.csf>.
[node: meshfact(name=test),params,skeleton]
@end example

This probably means that you entered the skeleton file name incorrectly in your
@code{<skeleton>} tag.  Check the value of @code{<name>} in your
@code{<skeleton>} tag and try again.

@item
If @file{viewmesh} does nothing when you try to load your @file{.cal3d} file,
but outputs the following message to the console:

@example
Error ID: crystalspace.maploader.parse.plugin
Description: Document system error for file 'test.cal3d':
  Error reading Element value.
@end example

@noindent
You probably forgot to close one of your tags properly (e.g., a missing
``>'' at the end of a tag).  Check your @file{.cal3d} file, and try again.
@end itemize

@subsubheading Displaying the Model

We now show you how to edit the @file{simple1} tutorial
(@pxref{Tutorial Simple}) in order to load the Cal3d model programmatically.

Add the following to @file{simple1.cpp}
just after the call to @code{CreateRoom()} in @code{Simple::Application()}:

@example
csRef<iVFS> VFS(csQueryRegistry<iVFS> (object_reg));
VFS->ChDir("/this/");
csRef<iMeshFactoryWrapper> imeshfact(
  loader->LoadMeshObjectFactory("/this/test.cal3d"));
if (imeshfact == 0)
@{
  csReport(object_reg, CS_REPORTER_SEVERITY_ERROR,
      "crystalspace.application.simple1",
      "Error loading mesh object factory!");
  return false;
@}
csRef<iMeshWrapper> sprite = engine->CreateMeshWrapper(
    imeshfact, "Hulk", room, csVector3(0, 4, 0));
@end example

Now, build @file{simple1}, and run it from the @file{CS} directory.
You should be looking right at the model.

@subsubheading Controlling the Model

We can now display the model but we can not set animations, etc.
To resolve this, insert the following code into @file{simple1.cpp} immediately
after the code which you inserted to display the model:

@example
// Make it do something.
csRef<iSpriteCal3DFactoryState> factstate(
  scfQueryInterface<iSpriteCal3DFactoryState> (
  	imeshfact->GetMeshObjectFactory());
csRef<iSpriteCal3DState> cal3dstate(scfQueryInterface<iSpriteCal3DState> (
  sprite->GetMeshObject()));
cal3dstate->SetAnimCycle("walk", 1.0f);
@end example

Now, build @file{simple1} and run it from the @file{CS} directory.
You should now see the @file{cally} model ``walking''.

Note: See @file{CS/include/imesh/spritecal3d.h} for more information about the
@sc{scf} interfaces @samp{iSpriteCal3DState} and
@samp{iSpriteCal3DFactoryState}. Alternately, consult the Crystal Space
@sc{api} documentation.

@subsubheading Morph Animations

You can add morph target meshes to each mesh.  Remember that morph target
meshes need to have the same number of vertices and they need to be in the same
order.  (Do not use the progressive mesh export option!).

@example
<mesh file="@dots{}" name="@dots{}" material="@dots{}">
  <morphtarget file="@dots{}" name="@dots{}"/>
  <morphtarget @dots{}/>
  @dots{}
</mesh>
@end example

Each of the morph target meshes need to be assigned to a
@samp{morphanimnation}.  Do not add a @samp{morphtargetmesh} to more than one
@samp{morphanimation}, since the library is not designed for this, and it would
cause problems.

@example
<morphanimation name="@dots{}">
  <morphtarget mesh="meshname" morph="morphname"/>
  <morphtarget @dots{}/>
  @dots{}
</morphanimation>
@end example

You can test a morph animation if you load the Cal3D file in the
@file{viewmesh} example program.

Furthermore, you can use morph animations programmatically as follows:

@noindent
In this example, @samp{cal3dfactorystate} is the Cal3D factory state object of
type @samp{iSpriteCal3DFactoryState}.  Using the state object, find the
@samp{morphanimationid} with the given name.

@example
int morphanimationid =
  cal3dfactorystate->FindMorphAnimationName(morphanimationname);
@end example

@noindent
In this example, @samp{cal3dstate} is the Cal3D state object of type
@samp{iSpriteCal3DState}.  We instruct it to fully blend (1.0f) the morph
animation, over a period of (10.0f) ten seconds.

@example
cal3dstate->BlendMorphTarget(morphanimationid, 1.0f, 10.0f);
@end example

@noindent
This example completely clears a morph animation, over a period of ten seconds
(10.0f).

@example
cal3dstate->ClearMorphTarget(morphanimationid, 10.0f);
@end example

@subsubheading Sockets

Sockets enable you to @dfn{attach} any mesh object to a triangle.  The attached
mesh object then follows the triangle.  Adding a socket to a Cal3D file
(following the mesh tags) can be done as shown here.  @samp{i}, @samp{j}, and
@samp{k} should be numbers.  They are all indices.  The loading order of meshes
is maintained, so you can deduce which mesh you are using.

@example
<socket name="@dots{}" mesh="i" submesh="j" tri="k"/>
@end example

You can test a socket if you load the Cal3D file in the @file{viewmesh} example
program.

Furthermore, you can use sockets in code as follows:

@noindent
In this example, @samp{cal3dstate} is the Cal3D state object of type
@samp{iSpriteCal3DState}. Here we find a socket with a given name.

@example
iSpriteCal3DSocket* socket = cal3dstate->FindSocket(name);
@end example

For this example, @samp{sprite} is the @samp{iMeshWrapper} of the Cal3D sprite,
and @samp{meshwrap} is the @samp{iMeshWrapper} of the mesh object you want to
add.  This adds the @samp{meshwrap} as a hierarchical child of @samp{sprite}.

@example
sprite->GetChildren()->Add(meshwrap);
@end example

Here is how you would set a socket's mesh wrapper.

@example
socket->SetMeshWrapper(meshwrap);
@end example
