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source: orxonox.OLD/branches/gui/src/lib/graphics/importer/md2Model.cc @ 7913

Last change on this file since 7913 was 7732, checked in by patrick, 19 years ago

orxonox: removed a memory leak

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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 "util/loading/resource_manager.h"
22
23
24using namespace std;
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[21] =
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  };
67
68
69
70/********************************************************************************
71 *   MD2Model                                                                   *
72 ********************************************************************************/
73
74/**
75  \brief simple constructor initializing all variables
76*/
77MD2Model::MD2Model(const std::string& modelFileName, const std::string& skinFileName, float scale)
78{
79  this->setClassID(CL_MD2_MODEL, "MD2Model");
80  /* this creates the data container via ressource manager */
81  if (!modelFileName.empty())
82    this->data = (MD2Data*)ResourceManager::getInstance()->load(modelFileName, MD2, RP_GAME, skinFileName, scale);
83  if( unlikely(this->data == NULL))
84    PRINTF(0)("The model was not found, MD2Model Loader finished abnormaly. Update the data-repos\n");
85
86  this->scaleFactor = scale;
87
88  shadeDots = MD2Model::anormsDots[0];
89  /* set the animation stat mannualy */
90  this->animationState.type = STAND;
91  this->animationState.numPlays = 1;
92  this->setAnim(STAND);
93
94  this->debug();
95
96    //write the modelinfo information
97  this->pModelInfo.numVertices = this->data->numVertices;
98  this->pModelInfo.numTriangles = this->data->numTriangles;
99  this->pModelInfo.numNormals = 0;
100  this->pModelInfo.numTexCoor = this->data->numTexCoor;
101  this->pModelInfo.pVertices = (float*)this->data->pVertices;
102  this->pModelInfo.pNormals = NULL;
103  this->pModelInfo.pTexCoor = (float*)this->data->pTexCoor;
104
105  // triangle conversion
106  this->pModelInfo.pTriangles = new sTriangleExt[this->data->numTriangles];
107  for( int i = 0; i < this->data->numTriangles; i++)
108  {
109    this->pModelInfo.pTriangles[i].indexToVertices[0] = this->data->pTriangles[i].indexToVertices[0];
110    this->pModelInfo.pTriangles[i].indexToVertices[1] = this->data->pTriangles[i].indexToVertices[1];
111    this->pModelInfo.pTriangles[i].indexToVertices[2] = this->data->pTriangles[i].indexToVertices[2];
112
113    this->pModelInfo.pTriangles[i].indexToTexCoor[0] = this->data->pTriangles[i].indexToTexCoor[0];
114    this->pModelInfo.pTriangles[i].indexToTexCoor[1] = this->data->pTriangles[i].indexToTexCoor[1];
115    this->pModelInfo.pTriangles[i].indexToTexCoor[2] = this->data->pTriangles[i].indexToTexCoor[2];
116  }
117}
118
119
120/**
121  \brief simple destructor, dereferencing all variables
122
123  this is where the ressource manager is cleaning the stuff
124*/
125MD2Model::~MD2Model()
126{
127  this->pModelInfo.pVertices = NULL;
128  this->pModelInfo.pNormals = NULL;
129  this->pModelInfo.pTexCoor = NULL;
130  this->pModelInfo.pTriangles = NULL;
131
132  ResourceManager::getInstance()->unload(this->data);
133}
134
135
136/**
137 *  initializes an array of vert with the current frame scaled vertices
138 * @param this->verticesList: the list of vertices to interpolate between
139
140   we won't use the pVertices array directly, since its much easier and we need
141   saving of data anyway
142*/
143void MD2Model::interpolate(/*sVec3D* this->verticesList*/)
144{
145  sVec3D* currVec;
146  sVec3D* nextVec;
147
148  currVec = &this->data->pVertices[this->data->numVertices * this->animationState.currentFrame];
149  nextVec = &this->data->pVertices[this->data->numVertices * this->animationState.nextFrame];
150
151  for( int i = 0; i < this->data->numVertices; ++i)
152    {
153      this->verticesList[i][0] = currVec[i][0] + this->animationState.interpolationState * (nextVec[i][0] - currVec[i][0]);
154      this->verticesList[i][1] = currVec[i][1] + this->animationState.interpolationState * (nextVec[i][1] - currVec[i][1]);
155      this->verticesList[i][2] = currVec[i][2] + this->animationState.interpolationState * (nextVec[i][2] - currVec[i][2]);
156    }
157}
158
159
160/**
161  \brief sets the animation type
162* @param type: animation type
163
164  the animation types can be looked up in the animationType table
165*/
166void MD2Model::setAnim(int type, int animPlayback)
167{
168  if( (type < 0) || (type > MAX_ANIMATIONS) )
169    type = STAND;
170
171  if( MD2Model::animationList[this->animationState.type].bStoppable == 0)
172  {
173    if( this->animationState.numPlays == 0 )
174      return;
175  }
176
177  this->animationState.startFrame = animationList[type].firstFrame;
178  this->animationState.endFrame = animationList[type].lastFrame;
179  this->animationState.nextFrame = animationList[type].firstFrame + 1;
180  this->animationState.fps = animationList[type].fps;
181  this->animationState.type = type;
182  this->animationState.numPlays = 0;
183  this->animationState.animPlaybackMode = animPlayback;
184
185  this->animationState.interpolationState = 0.0f;
186  this->animationState.localTime = 0.0f;
187  this->animationState.lastTime = 0.0f;
188  this->animationState.currentFrame = animationList[type].firstFrame;
189}
190
191
192/**
193  \brief sets the time in seconds passed since the last tick
194* @param time: in sec
195*/
196void MD2Model::tick(float time)
197{
198  this->animate(time);
199  this->processLighting();
200  this->interpolate(/*this->verticesList*/);
201}
202
203
204/**
205 * @brief draws the model: interface for all other classes out in the world
206 * @todo make it const and virtual
207 * FIXME
208 */
209void MD2Model::draw() const
210{
211  glPushMatrix();
212  this->renderFrame();
213  // renderFrameTriangles();
214  glPopMatrix();
215}
216
217
218/**
219  \brief this is an internal function to render this special frame selected by animate()
220*/
221void MD2Model::renderFrame() const
222{
223  int* pCommands = this->data->pGLCommands;
224
225  /* some face culling stuff */
226  glPushAttrib(GL_POLYGON_BIT);
227  glFrontFace(GL_CW);
228  glEnable(GL_CULL_FACE);
229  glCullFace(GL_BACK);
230
231  this->data->material.select();
232
233  /* draw the triangles */
234  while( int i = *(pCommands++)) /* strange looking while loop for maximum performance */
235    {
236      if( i < 0)
237        {
238          glBegin(GL_TRIANGLE_FAN);
239          i = -i;
240        }
241      else
242        {
243          glBegin(GL_TRIANGLE_STRIP);
244        }
245
246      for(; i > 0; i--, pCommands += 3) /* down counting for loop, next 3 gl commands */
247        {
248          glTexCoord2f( ((float *)pCommands)[0], ((float *)pCommands)[1] );
249          glNormal3fv(anorms[this->data->pLightNormals[pCommands[2]]]);
250          glVertex3fv(this->verticesList[pCommands[2]]);
251        }
252      glEnd();
253
254    }
255  glDisable(GL_CULL_FACE);
256  glPopAttrib();
257}
258
259
260void MD2Model::renderFrameTriangles() const
261{
262  //static sVec3D this->verticesList[MD2_MAX_VERTICES]; /* performance: created only once in a lifetime */
263  int* pCommands = this->data->pGLCommands;
264  /* some face culling stuff */
265//   glPushAttrib(GL_POLYGON_BIT);
266//   glFrontFace(GL_CW);
267//   glEnable(GL_CULL_FACE);
268//   glCullFace(GL_BACK);
269//
270//   this->processLighting();
271//   this->interpolate(/*this->verticesList*/);
272  this->data->material.select();
273
274  /* draw the triangles */
275  glBegin(GL_TRIANGLES);
276
277  for( int i = 0, k = 0; i < this->data->numTriangles; ++i, k += 3)
278  {
279    float* v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[0]];
280
281    printf("triangle: %i\n", i);
282    printf("     v0: (%f, %f, %f)\n", v[0], v[1], v[2]);
283    v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[1]];
284    printf("     v1: (%f, %f, %f)\n", v[0], v[1], v[2]);
285    v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[2]];
286    printf("     v2: (%f, %f, %f)\n", v[0], v[1], v[2]);
287
288
289    glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);
290    glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[0]]);
291
292    glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);
293    glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[1]]);
294
295    glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);
296    glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[2]]);
297  }
298
299  glEnd();
300}
301
302
303/**
304  \brief animates the current model
305
306  depending on the time passed (tick function), the player will select another model
307*/
308void MD2Model::animate(float time)
309{
310  this->animationState.localTime += time;
311
312  if( this->animationState.localTime - this->animationState.lastTime > (1.0f / this->animationState.fps))
313    {
314      this->animationState.currentFrame = this->animationState.nextFrame;
315      this->animationState.nextFrame++;
316
317      if( this->animationState.nextFrame > this->animationState.endFrame )
318      {
319        if( this->animationState.animPlaybackMode == MD2_ANIM_LOOP)
320        {
321          this->animationState.nextFrame = this->animationState.startFrame;
322          this->animationState.numPlays++;
323        }
324        else
325        {
326          this->animationState.nextFrame = this->animationState.endFrame;
327        }
328      }
329      this->animationState.lastTime = this->animationState.localTime;
330    }
331
332//     if( this->animationState.currentFrame > (this->data->numFrames - 1) )
333//       this->animationState.currentFrame = 0;
334
335//     if( (this->animationState.nextFrame > (this->data->numFrames - 1)) && this->animationState.animPlaybackMode == MD2_ANIM_LOOP)
336//     this->animationState.nextFrame = 0;
337
338  this->animationState.interpolationState = this->animationState.fps *
339    (this->animationState.localTime - this->animationState.lastTime);
340}
341
342
343/**
344  \brief this is how id is precessing their lightning
345
346  the details of how the whole lighting process is beeing handled - i have no idea... :)
347*/
348void MD2Model::processLighting()
349{
350  shadeDots = anormsDots[((int)(md2Angle*(SHADEDOT_QUANT / 360.0)))&(SHADEDOT_QUANT - 1)];
351}
352
353
354/**
355  \brief prints out debug informations
356*/
357void MD2Model::debug()
358{
359  PRINT(0)("\n==========================| MD2Model::debug() |===\n");
360  PRINT(0)("=  Model FileName:\t%s\n", this->data->fileName.c_str());
361  PRINT(0)("=  Skin FileName:\t%s\n", this->data->skinFileName.c_str());
362  PRINT(0)("=  Size in Memory:\t%i Bytes\n", this->data->header->frameSize * this->data->header->numFrames + 64); // 64bytes is the header size
363  PRINT(0)("=  Number of Vertices:\t%i\n", this->data->header->numVertices);
364  PRINT(0)("=  Number of Frames: \t%i\n", this->data->header->numFrames);
365  PRINT(0)("=  Height, Width:\t%i, %i\n", this->data->header->skinHeight, this->data->header->skinWidth);
366  PRINT(0)("=  Pointer to the data object: %p\n", this->data);
367  PRINT(0)("===================================================\n\n");
368}
369
370
371/********************************************************************************
372 *   MD2Data                                                                    *
373 ********************************************************************************/
374
375/**
376  \brief simple constructor
377*/
378MD2Data::MD2Data(const std::string& modelFileName, const std::string& skinFileName, float scale)
379{
380  scale *= 0.1f;
381
382  this->pVertices = NULL;
383  this->pGLCommands = NULL;
384  this->pLightNormals = NULL;
385  this->pTexCoor = NULL;
386
387  this->numFrames = 0;
388  this->numVertices = 0;
389  this->numGLCommands = 0;
390  this->numTexCoor = 0;
391
392//   this->scaleFactor = 1.0f;
393  this->scaleFactor = scale;
394
395  this->fileName = "";
396  this->skinFileName = "";
397  this->loadModel(modelFileName);
398  this->loadSkin(skinFileName);
399}
400
401
402/**
403  \brief simple destructor
404
405  this will clean out all the necessary data for a specific md2model
406*/
407MD2Data::~MD2Data()
408{
409  delete this->header;
410
411  delete [] this->pVertices;
412  delete [] this->pGLCommands;
413  delete [] this->pLightNormals;
414  delete [] this->pTexCoor;
415}
416
417
418
419/**
420  \brief this will load the whole model data (vertices, opengl command list, ...)
421* @param fileName: the name of the model file
422  \return true if success
423*/
424bool MD2Data::loadModel(const std::string& fileName)
425{
426  FILE *pFile;                            //file stream
427  char* buffer;                           //buffer for frame data
428  sFrame* frame;                          //temp frame
429  sVec3D *pVertex;
430  int* pNormals;
431
432  //! @todo this chek should include deleting a loaded model (eventually)
433  if (fileName.empty())
434    return false;
435
436  pFile = fopen(fileName.c_str(), "rb");
437  if( unlikely(!pFile))
438    {
439      PRINTF(1)("Couldn't open the MD2 File for loading. Exiting.\n");
440      return false;
441    }
442  this->header = new MD2Header;
443  fread(this->header, 1, sizeof(MD2Header), pFile);
444  /* check for the header version: make sure its a md2 file :) */
445  if( unlikely(this->header->version != MD2_VERSION) && unlikely(this->header->ident != MD2_IDENT))
446    {
447      PRINTF(1)("Couldn't load file %s: invalid file format: stop loading\n", fileName.c_str());
448      return false;
449    }
450
451  this->fileName =fileName;
452  /* got the data: map it to locals */
453  this->numFrames = this->header->numFrames;
454  this->numVertices = this->header->numVertices;
455  this->numTriangles = this->header->numTriangles;
456  this->numGLCommands = this->header->numGlCommands;
457  this->numTexCoor = this->header->numTexCoords;
458  /* allocate memory for the data storage */
459  this->pVertices = new sVec3D[this->numVertices * this->numFrames];
460  this->pGLCommands = new int[this->numGLCommands];
461  this->pLightNormals = new int[this->numVertices * this->numFrames];
462  this->pTriangles = new sTriangle[this->numTriangles];
463  this->pTexCoor = new sTexCoor[this->numTexCoor];
464  buffer = new char[this->numFrames * this->header->frameSize];
465
466
467  /* read frame data from the file to a temp buffer */
468  fseek(pFile, this->header->offsetFrames, SEEK_SET);
469  fread(buffer, this->header->frameSize, this->numFrames, pFile);
470  /* read opengl commands */
471  fseek(pFile, this->header->offsetGlCommands, SEEK_SET);
472  fread(this->pGLCommands, sizeof(int), this->numGLCommands, pFile);
473  /* triangle list */
474  fseek(pFile, this->header->offsetTriangles, SEEK_SET);
475  fread(this->pTriangles, sizeof(sTriangle), this->numTriangles, pFile);
476  /*  read in texture coordinates */
477  fseek(pFile, this->header->offsetTexCoords, SEEK_SET);
478  fread(this->pTexCoor, sizeof(sTexCoor), this->numTexCoor, pFile);
479
480
481  for(int i = 0; i < this->numFrames; ++i)
482    {
483      frame = (sFrame*)(buffer + this->header->frameSize * i);
484      pVertex = this->pVertices + this->numVertices  * i;
485      pNormals = this->pLightNormals + this->numVertices * i;
486
487      for(int j = 0; j < this->numVertices; ++j)
488        {
489          /* SPEEDUP: *(pVerts + i + 0) = (*(frame->pVertices + i + 0)...  */
490           pVertex[j][0] = ((frame->pVertices[j].v[0] * frame->scale[0] ) + frame->translate[0] )* this->scaleFactor;
491           pVertex[j][1] = ((frame->pVertices[j].v[2] * frame->scale[2]) + frame->translate[2]) * this->scaleFactor;
492           pVertex[j][2] = (-1.0 * (frame->pVertices[j].v[1] * frame->scale[1] + frame->translate[1])) * this->scaleFactor;
493
494          //printf("vertex %i/%i: (%f, %f, %f)\n", j, this->numVertices, pVertex[j][0], pVertex[j][1], pVertex[j][2]);
495
496          pNormals[j] = frame->pVertices[j].lightNormalIndex;
497        }
498    }
499    PRINTF(4)("Finished loading the md2 file\n");
500
501  delete [] buffer;
502  fclose(pFile);
503}
504
505
506/**
507  \brief loads the skin/material stuff
508* @param fileName: name of the skin file
509  \return true if success
510*/
511bool MD2Data::loadSkin(const std::string& fileName)
512{
513  if( fileName.empty())
514    {
515      this->skinFileName = "";
516      return false;
517    }
518
519  this->skinFileName = fileName;
520
521  this->material.setName("md2ModelMaterial");
522  this->material.setDiffuseMap(fileName);
523  this->material.setIllum(3);
524  this->material.setAmbient(1.0, 1.0, 1.0);
525}
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