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source: orxonox.OLD/branches/blink/src/lib/graphics/importer/md2/md2Model.cc @ 10768

Last change on this file since 10768 was 10114, checked in by patrick, 18 years ago

merged network back to trunk

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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Patrick Boenzli
13*/
14
15#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER
16
17#include "md2Model.h"
18#include "material.h"
19
20#include "debug.h"
21#include "resource_md2.h"
22
23
24ObjectListDefinition(MD2Model);
25
26//! the model anorms
27sVec3D MD2Model::anorms[NUM_VERTEX_NORMALS] = {
28#include "anorms.h"
29    };
30
31//! anormal dots, no idea of how this shall work, but it does
32float MD2Model::anormsDots[SHADEDOT_QUANT][256] = {
33#include "anormtab.h"
34    };
35
36
37//! the angle under which the model is viewd, used internaly
38float md2Angle = 0.0f;
39
40
41//! list of all different animations a std md2model supports
42sAnim MD2Model::animationList[22] =
43  {
44    // begin, end, fps, interruptable
45    {   0,  39,  9, 1 },   //!< STAND
46    {  40,  45, 10, 1 },   //!< RUN
47    {  46,  53, 10, 0 },   //!< ATTACK
48    {  54,  57,  7, 1 },   //!< PAIN_A
49    {  58,  61,  7, 1 },   //!< PAIN_B
50    {  62,  65,  7, 1 },   //!< PAIN_C
51    {  66,  71,  7, 0 },   //!< JUMP
52    {  72,  83,  7, 1 },   //!< FLIP
53    {  84,  94,  7, 1 },   //!< SALUTE
54    {  95, 111, 10, 1 },   //!< FALLBACK
55    { 112, 122,  7, 1 },   //!< WAVE
56    { 123, 134,  6, 1 },   //!< POINTT
57    { 135, 153, 10, 1 },   //!< CROUCH_STAND
58    { 154, 159,  7, 1 },   //!< CROUCH_WALK
59    { 160, 168, 10, 1 },   //!< CROUCH_ATTACK
60    { 196, 172,  7, 1 },   //!< CROUCH_PAIN
61    { 173, 177,  5, 0 },   //!< CROUCH_DEATH
62    { 178, 183,  10, 0 },   //!< DEATH_FALLBACK
63    { 184, 189,  10, 0 },   //!< DEATH_FALLFORWARD
64    { 190, 197,  10, 0 },   //!< DEATH_FALLBACKSLOW
65    { 198, 198,  5, 1 },   //!< BOOM
66    {  199, 204, 10, 1 },  //!< WALK (only for spectial models)
67  };
68
69
70
71/********************************************************************************
72 *   MD2Model                                                                   *
73 ********************************************************************************/
74
75MD2Model::MD2Model()
76  : data(new MD2Data())
77{
78  this->init();
79}
80
81#include "resource_md2.h"
82/**
83  \brief simple constructor initializing all variables
84*/
85MD2Model::MD2Model(const std::string& modelFileName, const std::string& skinFileName, float scale)
86    : data(new MD2Data())
87{
88  this->init();
89  this->scaleFactor = scale;
90
91  this->data = ResourceMD2(modelFileName, skinFileName, scale).data;
92  rebuildInfo();
93
94  this->debug();
95}
96
97MD2Model::MD2Model(const MD2Model& model)
98  : data(model.data)
99{
100  this->init();
101
102  this->scaleFactor = model.scaleFactor;
103
104  this->rebuildInfo();
105}
106
107MD2Model& MD2Model::operator=(const MD2Model& md2model)
108{
109  this->init();
110  this->scaleFactor = md2model.scaleFactor;
111  this->data = md2model.data;
112  this->rebuildInfo();
113  return *this;
114}
115
116void MD2Model::rebuildInfo()
117{
118  //write the modelinfo information
119  this->pModelInfo.numVertices = this->data->numVertices;
120  this->pModelInfo.numTriangles = this->data->numTriangles;
121  this->pModelInfo.numNormals = 0;
122  this->pModelInfo.numTexCoor = this->data->numTexCoor;
123  this->pModelInfo.pVertices = (float*)this->data->pVertices;
124  this->pModelInfo.pNormals = NULL;
125  this->pModelInfo.pTexCoor = (float*)this->data->pTexCoor;
126
127
128  // triangle conversion
129  if (this->pModelInfo.pTriangles != NULL)
130    delete[] this->pModelInfo.pTriangles;
131  this->pModelInfo.pTriangles = new sTriangleExt[this->data->numTriangles];
132  for( int i = 0; i < this->data->numTriangles; i++)
133  {
134    this->pModelInfo.pTriangles[i].indexToVertices[0] = this->data->pTriangles[i].indexToVertices[0];
135    this->pModelInfo.pTriangles[i].indexToVertices[1] = this->data->pTriangles[i].indexToVertices[1];
136    this->pModelInfo.pTriangles[i].indexToVertices[2] = this->data->pTriangles[i].indexToVertices[2];
137
138    this->pModelInfo.pTriangles[i].indexToTexCoor[0] = this->data->pTriangles[i].indexToTexCoor[0];
139    this->pModelInfo.pTriangles[i].indexToTexCoor[1] = this->data->pTriangles[i].indexToTexCoor[1];
140    this->pModelInfo.pTriangles[i].indexToTexCoor[2] = this->data->pTriangles[i].indexToTexCoor[2];
141  }
142}
143
144bool MD2Model::load(const std::string& modelFileName, const std::string& skinFileName, float scale)
145{
146  this->data = MD2Data::Pointer(new MD2Data(modelFileName, skinFileName, scale));
147  this->rebuildInfo();
148
149  // init the animation - do not remove
150  this->tick( 0.01);
151
152  return true;
153}
154
155
156/**
157  \brief simple destructor, dereferencing all variables
158
159  this is where the ressource manager is cleaning the stuff
160*/
161MD2Model::~MD2Model()
162{
163  this->pModelInfo.pVertices = NULL;
164  this->pModelInfo.pNormals = NULL;
165  this->pModelInfo.pTexCoor = NULL;
166  this->pModelInfo.pTriangles = NULL;
167}
168
169
170void MD2Model::init()
171{
172  this->registerObject(this, MD2Model::_objectList);
173  /* this creates the data container via ressource manager */
174  if( unlikely(this->data.isNull()))
175    PRINTF(0)("The model was not found, MD2Model Loader finished abnormaly. Update the data-repos\n");
176
177  this->scaleFactor = 1.0f;
178  this->animationSpeed = 1.0f;
179
180  shadeDots = MD2Model::anormsDots[0];
181  /* set the animation stat mannualy */
182  this->animationState.type = STAND;
183  this->animationState.numPlays = 1;
184  this->setAnimation(STAND);
185}
186
187/**
188 *  initializes an array of vert with the current frame scaled vertices
189 * @param this->verticesList: the list of vertices to interpolate between
190
191   we won't use the pVertices array directly, since its much easier and we need
192   saving of data anyway
193*/
194void MD2Model::interpolate(/*sVec3D* this->verticesList*/)
195{
196  sVec3D* currVec;
197  sVec3D* nextVec;
198
199  currVec = &this->data->pVertices[this->data->numVertices * this->animationState.currentFrame];
200  nextVec = &this->data->pVertices[this->data->numVertices * this->animationState.nextFrame];
201
202  for( int i = 0; i < this->data->numVertices; ++i)
203  {
204    this->verticesList[i][0] = currVec[i][0] + this->animationState.interpolationState * (nextVec[i][0] - currVec[i][0]);
205    this->verticesList[i][1] = currVec[i][1] + this->animationState.interpolationState * (nextVec[i][1] - currVec[i][1]);
206    this->verticesList[i][2] = currVec[i][2] + this->animationState.interpolationState * (nextVec[i][2] - currVec[i][2]);
207  }
208}
209
210
211/**
212 * sets the animation type
213 * @param firstFrame: index of the first frame
214 * @param lastFrame: index of the last frame
215 * @param fps: frames per second
216 * @param bStoppable: is 1 if so, 0 else
217 */
218void MD2Model::setAnimation(int firstFrame, int lastFrame, int fps, int bStoppable, int animPlayback)
219{
220  this->animationState.startFrame = firstFrame;
221  this->animationState.endFrame = lastFrame;
222  this->animationState.nextFrame = firstFrame + 1;
223  this->animationState.fps = fps;
224  this->animationState.type = 0;
225  this->animationState.numPlays = 0;
226  this->animationState.animPlaybackMode = animPlayback;
227
228  this->animationState.interpolationState = 0.0f;
229  this->animationState.localTime = 0.0f;
230  this->animationState.lastTime = 0.0f;
231  this->animationState.currentFrame = firstFrame;
232}
233
234/**
235  \brief sets the animation type
236* @param type: animation type
237
238  the animation types can be looked up in the animationType table
239*/
240void MD2Model::setAnimation(int type, int animPlayback)
241{
242  if( (type < 0) || (type > MAX_ANIMATIONS) )
243    type = STAND;
244
245  if( MD2Model::animationList[this->animationState.type].bStoppable == 0)
246  {
247    if( this->animationState.numPlays == 0 )
248      return;
249  }
250
251  this->animationState.startFrame = animationList[type].firstFrame;
252  this->animationState.endFrame = animationList[type].lastFrame;
253  this->animationState.nextFrame = animationList[type].firstFrame + 1;
254  this->animationState.fps = animationList[type].fps;
255  this->animationState.type = type;
256  this->animationState.numPlays = 0;
257  this->animationState.animPlaybackMode = animPlayback;
258
259  this->animationState.interpolationState = 0.0f;
260  this->animationState.localTime = 0.0f;
261  this->animationState.lastTime = 0.0f;
262  this->animationState.currentFrame = animationList[type].firstFrame;
263}
264
265
266/**
267  \brief sets the time in seconds passed since the last tick
268* @param time: in sec
269*/
270void MD2Model::tick(float time)
271{
272  this->animate(time * this->animationSpeed);
273  this->processLighting();
274  this->interpolate(/*this->verticesList*/);
275}
276
277
278/**
279 * @brief draws the model: interface for all other classes out in the world
280 */
281void MD2Model::draw() const
282{
283  glPushMatrix();
284  this->renderFrame();
285  // renderFrameTriangles();
286  glPopMatrix();
287}
288
289
290/**
291  \brief this is an internal function to render this special frame selected by animate()
292*/
293void MD2Model::renderFrame() const
294{
295  int* pCommands = this->data->pGLCommands;
296
297  /* some face culling stuff */
298  glPushAttrib(GL_POLYGON_BIT);
299  glFrontFace(GL_CW);
300  glEnable(GL_CULL_FACE);
301  glCullFace(GL_BACK);
302
303  this->data->material.select();
304
305  /* draw the triangles */
306  while( int i = *(pCommands++)) /* strange looking while loop for maximum performance */
307  {
308    if( i < 0)
309    {
310      glBegin(GL_TRIANGLE_FAN);
311      i = -i;
312    }
313    else
314    {
315      glBegin(GL_TRIANGLE_STRIP);
316    }
317
318    for(; i > 0; i--, pCommands += 3) /* down counting for loop, next 3 gl commands */
319    {
320      glTexCoord2f( ((float *)pCommands)[0], ((float *)pCommands)[1] );
321      glNormal3fv(anorms[this->data->pLightNormals[pCommands[2]]]);
322      glVertex3fv(this->verticesList[pCommands[2]]);
323//       printf("vertex: %f, %f, %f\n", this->verticesList[pCommands[2]][0], this->verticesList[pCommands[2]][1], this->verticesList[pCommands[2]][2]);
324    }
325    glEnd();
326
327  }
328  glDisable(GL_CULL_FACE);
329  glPopAttrib();
330}
331
332
333void MD2Model::renderFrameTriangles() const
334{
335  //static sVec3D this->verticesList[MD2_MAX_VERTICES]; /* performance: created only once in a lifetime */
336  //  int* pCommands = this->data->pGLCommands;
337  /* some face culling stuff */
338  //   glPushAttrib(GL_POLYGON_BIT);
339  //   glFrontFace(GL_CW);
340  //   glEnable(GL_CULL_FACE);
341  //   glCullFace(GL_BACK);
342  //
343  //   this->processLighting();
344  //   this->interpolate(/*this->verticesList*/);
345  this->data->material.select();
346
347  /* draw the triangles */
348  glBegin(GL_TRIANGLES);
349
350  for( int i = 0, k = 0; i < this->data->numTriangles; ++i, k += 3)
351  {
352    float* v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[0]];
353
354    printf("triangle: %i\n", i);
355    printf("     v0: (%f, %f, %f)\n", v[0], v[1], v[2]);
356    v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[1]];
357    printf("     v1: (%f, %f, %f)\n", v[0], v[1], v[2]);
358    v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[2]];
359    printf("     v2: (%f, %f, %f)\n", v[0], v[1], v[2]);
360
361
362    glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);
363    glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[0]]);
364
365    glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);
366    glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[1]]);
367
368    glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);
369    glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[2]]);
370  }
371
372  glEnd();
373}
374
375
376/**
377  \brief animates the current model
378
379  depending on the time passed (tick function), the player will select another model
380*/
381void MD2Model::animate(float time)
382{
383  this->animationState.localTime += time;
384
385  if( this->animationState.localTime - this->animationState.lastTime > (1.0f / this->animationState.fps))
386  {
387    this->animationState.currentFrame = this->animationState.nextFrame;
388    this->animationState.nextFrame++;
389
390    if( this->animationState.nextFrame > this->animationState.endFrame )
391    {
392      if( this->animationState.animPlaybackMode == MD2_ANIM_LOOP)
393      {
394        this->animationState.nextFrame = this->animationState.startFrame;
395        this->animationState.numPlays++;
396      }
397      else
398      {
399        this->animationState.nextFrame = this->animationState.endFrame;
400      }
401    }
402    this->animationState.lastTime = this->animationState.localTime;
403  }
404
405  //     if( this->animationState.currentFrame > (this->data->numFrames - 1) )
406  //       this->animationState.currentFrame = 0;
407
408  //     if( (this->animationState.nextFrame > (this->data->numFrames - 1)) && this->animationState.animPlaybackMode == MD2_ANIM_LOOP)
409  //     this->animationState.nextFrame = 0;
410
411  this->animationState.interpolationState = this->animationState.fps *
412      (this->animationState.localTime - this->animationState.lastTime);
413}
414
415
416/**
417  \brief this is how id is precessing their lightning
418
419  the details of how the whole lighting process is beeing handled - i have no idea... :)
420*/
421void MD2Model::processLighting()
422{
423  shadeDots = anormsDots[((int)(md2Angle*(SHADEDOT_QUANT / 360.0)))&(SHADEDOT_QUANT - 1)];
424}
425
426
427/**
428  \brief prints out debug informations
429*/
430void MD2Model::debug()
431{
432  PRINT(0)("\n==========================| MD2Model::debug() |===\n");
433  PRINT(0)("=  Model FileName:\t%s\n", this->data->fileName.c_str());
434  PRINT(0)("=  Skin FileName:\t%s\n", this->data->skinFileName.c_str());
435  PRINT(0)("=  Size in Memory:\t%i Bytes\n", this->data->header->frameSize * this->data->header->numFrames + 64); // 64bytes is the header size
436  PRINT(0)("=  Number of Vertices:\t%i\n", this->data->header->numVertices);
437  PRINT(0)("=  Number of Frames: \t%i\n", this->data->header->numFrames);
438  PRINT(0)("=  Height, Width:\t%i, %i\n", this->data->header->skinHeight, this->data->header->skinWidth);
439  PRINT(0)("=  DATA:\n");
440  PRINT(0)("=  Number of references to data: %i\n", this->data.count());
441  PRINT(0)("===================================================\n\n");
442}
443
444
445/********************************************************************************
446 *   MD2Data                                                                    *
447 ********************************************************************************/
448
449MD2Data::MD2Data()
450{
451  this->init();
452}
453
454/**
455  \brief simple constructor
456*/
457MD2Data::MD2Data(const std::string& modelFileName, const std::string& skinFileName, float scale)
458{
459  this->init();
460  this->scaleFactor = scale * .1;
461
462  this->loadModel(modelFileName);
463  this->loadSkin(skinFileName);
464
465  PRINTF(0)("model %s, skin %s\n", modelFileName.c_str(), skinFileName.c_str());
466}
467
468void MD2Data::init()
469{
470  this->scaleFactor = 1.0;
471  this->pVertices = NULL;
472  this->pGLCommands = NULL;
473  this->pLightNormals = NULL;
474  this->pTexCoor = NULL;
475  this->header = NULL;
476
477  this->numFrames = 0;
478  this->numVertices = 0;
479  this->numGLCommands = 0;
480  this->numTexCoor = 0;
481}
482
483/**
484  \brief simple destructor
485
486  this will clean out all the necessary data for a specific md2model
487*/
488MD2Data::~MD2Data()
489{
490  delete this->header;
491
492  delete [] this->pVertices;
493  delete [] this->pGLCommands;
494  delete [] this->pLightNormals;
495  delete [] this->pTexCoor;
496}
497
498
499
500/**
501  \brief this will load the whole model data (vertices, opengl command list, ...)
502* @param fileName: the name of the model file
503  \return true if success
504*/
505bool MD2Data::loadModel(const std::string& fileName)
506{
507  FILE *pFile;                            //file stream
508  char* buffer;                           //buffer for frame data
509  sFrame* frame;                          //temp frame
510  sVec3D *pVertex;
511  int* pNormals;
512
513  //! @todo this chek should include deleting a loaded model (eventually)
514  if (fileName.empty())
515    return false;
516
517  pFile = fopen(fileName.c_str(), "rb");
518  if( unlikely(!pFile))
519  {
520    PRINTF(1)("Couldn't open the MD2 File for loading. Exiting.\n");
521    return false;
522  }
523  this->header = new MD2Header;
524  fread(this->header, 1, sizeof(MD2Header), pFile);
525  /* check for the header version: make sure its a md2 file :) */
526  if( unlikely(this->header->version != MD2_VERSION) && unlikely(this->header->ident != MD2_IDENT))
527  {
528    PRINTF(1)("Couldn't load file %s: invalid file format: stop loading\n", fileName.c_str());
529    return false;
530  }
531
532  this->fileName =fileName;
533  /* got the data: map it to locals */
534  this->numFrames = this->header->numFrames;
535  this->numVertices = this->header->numVertices;
536  this->numTriangles = this->header->numTriangles;
537  this->numGLCommands = this->header->numGlCommands;
538  this->numTexCoor = this->header->numTexCoords;
539  /* allocate memory for the data storage */
540  this->pVertices = new sVec3D[this->numVertices * this->numFrames];
541  this->pGLCommands = new int[this->numGLCommands];
542  this->pLightNormals = new int[this->numVertices * this->numFrames];
543  this->pTriangles = new sTriangle[this->numTriangles];
544  this->pTexCoor = new sTexCoor[this->numTexCoor];
545  buffer = new char[this->numFrames * this->header->frameSize];
546
547
548  /* read frame data from the file to a temp buffer */
549  fseek(pFile, this->header->offsetFrames, SEEK_SET);
550  fread(buffer, this->header->frameSize, this->numFrames, pFile);
551  /* read opengl commands */
552  fseek(pFile, this->header->offsetGlCommands, SEEK_SET);
553  fread(this->pGLCommands, sizeof(int), this->numGLCommands, pFile);
554  /* triangle list */
555  fseek(pFile, this->header->offsetTriangles, SEEK_SET);
556  fread(this->pTriangles, sizeof(sTriangle), this->numTriangles, pFile);
557  /*  read in texture coordinates */
558  fseek(pFile, this->header->offsetTexCoords, SEEK_SET);
559  fread(this->pTexCoor, sizeof(sTexCoor), this->numTexCoor, pFile);
560
561
562  for(int i = 0; i < this->numFrames; ++i)
563  {
564    frame = (sFrame*)(buffer + this->header->frameSize * i);
565    pVertex = this->pVertices + this->numVertices  * i;
566    pNormals = this->pLightNormals + this->numVertices * i;
567
568    for(int j = 0; j < this->numVertices; ++j)
569    {
570      /* SPEEDUP: *(pVerts + i + 0) = (*(frame->pVertices + i + 0)...  */
571      pVertex[j][0] = ((frame->pVertices[j].v[0] * frame->scale[0] ) + frame->translate[0] )* this->scaleFactor;
572      pVertex[j][1] = ((frame->pVertices[j].v[2] * frame->scale[2]) + frame->translate[2]) * this->scaleFactor;
573      pVertex[j][2] = (-1.0 * (frame->pVertices[j].v[1] * frame->scale[1] + frame->translate[1])) * this->scaleFactor;
574
575      //printf("vertex %i/%i: (%f, %f, %f)\n", j, this->numVertices, pVertex[j][0], pVertex[j][1], pVertex[j][2]);
576
577      pNormals[j] = frame->pVertices[j].lightNormalIndex;
578    }
579  }
580  PRINTF(4)("Finished loading the md2 file\n");
581
582  delete [] buffer;
583  fclose(pFile);
584
585  return true;
586}
587
588
589/**
590  \brief loads the skin/material stuff
591* @param fileName: name of the skin file
592  \return true if success
593*/
594bool MD2Data::loadSkin(const std::string& fileName)
595{
596  if( fileName.empty())
597  {
598    this->skinFileName = "";
599    return false;
600  }
601
602  this->skinFileName = fileName;
603
604  this->material.setName("md2ModelMaterial");
605  this->material.setDiffuseMap(fileName);
606  this->material.setIllum(3);
607  this->material.setAmbient(1.0, 1.0, 1.0);
608
609  return true;
610}
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