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source: orxonox.OLD/branches/playability.old/src/lib/graphics/importer/md2/md2Model.cc @ 10607

Last change on this file since 10607 was 9869, checked in by bensch, 18 years ago

orxonox/trunk: merged the new_class_id branche back to the trunk.
merged with command:
svn merge https://svn.orxonox.net/orxonox/branches/new_class_id trunk -r9683:HEAD
no conflicts… puh..

File size: 17.9 KB
Line 
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  this->rebuildInfo();
102}
103
104MD2Model& MD2Model::operator=(const MD2Model& md2model)
105{
106  this->data = md2model.data;
107  this->rebuildInfo();
108  return *this;
109}
110
111void MD2Model::rebuildInfo()
112{
113  //write the modelinfo information
114  this->pModelInfo.numVertices = this->data->numVertices;
115  this->pModelInfo.numTriangles = this->data->numTriangles;
116  this->pModelInfo.numNormals = 0;
117  this->pModelInfo.numTexCoor = this->data->numTexCoor;
118  this->pModelInfo.pVertices = (float*)this->data->pVertices;
119  this->pModelInfo.pNormals = NULL;
120  this->pModelInfo.pTexCoor = (float*)this->data->pTexCoor;
121
122
123  // triangle conversion
124  if (this->pModelInfo.pTriangles != NULL)
125    delete[] this->pModelInfo.pTriangles;
126  this->pModelInfo.pTriangles = new sTriangleExt[this->data->numTriangles];
127  for( int i = 0; i < this->data->numTriangles; i++)
128  {
129    this->pModelInfo.pTriangles[i].indexToVertices[0] = this->data->pTriangles[i].indexToVertices[0];
130    this->pModelInfo.pTriangles[i].indexToVertices[1] = this->data->pTriangles[i].indexToVertices[1];
131    this->pModelInfo.pTriangles[i].indexToVertices[2] = this->data->pTriangles[i].indexToVertices[2];
132
133    this->pModelInfo.pTriangles[i].indexToTexCoor[0] = this->data->pTriangles[i].indexToTexCoor[0];
134    this->pModelInfo.pTriangles[i].indexToTexCoor[1] = this->data->pTriangles[i].indexToTexCoor[1];
135    this->pModelInfo.pTriangles[i].indexToTexCoor[2] = this->data->pTriangles[i].indexToTexCoor[2];
136  }
137}
138
139bool MD2Model::load(const std::string& modelFileName, const std::string& skinFileName, float scale)
140{
141  this->data = MD2Data::Pointer(new MD2Data(modelFileName, skinFileName, scale));
142  this->rebuildInfo();
143}
144
145
146/**
147  \brief simple destructor, dereferencing all variables
148
149  this is where the ressource manager is cleaning the stuff
150*/
151MD2Model::~MD2Model()
152{
153  this->pModelInfo.pVertices = NULL;
154  this->pModelInfo.pNormals = NULL;
155  this->pModelInfo.pTexCoor = NULL;
156  this->pModelInfo.pTriangles = NULL;
157}
158
159
160void MD2Model::init()
161{
162  this->registerObject(this, MD2Model::_objectList);
163  /* this creates the data container via ressource manager */
164  if( unlikely(this->data.isNull()))
165    PRINTF(0)("The model was not found, MD2Model Loader finished abnormaly. Update the data-repos\n");
166
167  this->scaleFactor = 1.0f;
168  this->animationSpeed = 1.0f;
169
170  shadeDots = MD2Model::anormsDots[0];
171  /* set the animation stat mannualy */
172  this->animationState.type = STAND;
173  this->animationState.numPlays = 1;
174  this->setAnimation(STAND);
175}
176
177/**
178 *  initializes an array of vert with the current frame scaled vertices
179 * @param this->verticesList: the list of vertices to interpolate between
180
181   we won't use the pVertices array directly, since its much easier and we need
182   saving of data anyway
183*/
184void MD2Model::interpolate(/*sVec3D* this->verticesList*/)
185{
186  sVec3D* currVec;
187  sVec3D* nextVec;
188
189  currVec = &this->data->pVertices[this->data->numVertices * this->animationState.currentFrame];
190  nextVec = &this->data->pVertices[this->data->numVertices * this->animationState.nextFrame];
191
192  for( int i = 0; i < this->data->numVertices; ++i)
193  {
194    this->verticesList[i][0] = currVec[i][0] + this->animationState.interpolationState * (nextVec[i][0] - currVec[i][0]);
195    this->verticesList[i][1] = currVec[i][1] + this->animationState.interpolationState * (nextVec[i][1] - currVec[i][1]);
196    this->verticesList[i][2] = currVec[i][2] + this->animationState.interpolationState * (nextVec[i][2] - currVec[i][2]);
197  }
198}
199
200
201/**
202 * sets the animation type
203 * @param firstFrame: index of the first frame
204 * @param lastFrame: index of the last frame
205 * @param fps: frames per second
206 * @param bStoppable: is 1 if so, 0 else
207 */
208void MD2Model::setAnimation(int firstFrame, int lastFrame, int fps, int bStoppable, int animPlayback)
209{
210  this->animationState.startFrame = firstFrame;
211  this->animationState.endFrame = lastFrame;
212  this->animationState.nextFrame = firstFrame + 1;
213  this->animationState.fps = fps;
214  this->animationState.type = 0;
215  this->animationState.numPlays = 0;
216  this->animationState.animPlaybackMode = animPlayback;
217
218  this->animationState.interpolationState = 0.0f;
219  this->animationState.localTime = 0.0f;
220  this->animationState.lastTime = 0.0f;
221  this->animationState.currentFrame = firstFrame;
222}
223
224/**
225  \brief sets the animation type
226* @param type: animation type
227
228  the animation types can be looked up in the animationType table
229*/
230void MD2Model::setAnimation(int type, int animPlayback)
231{
232  if( (type < 0) || (type > MAX_ANIMATIONS) )
233    type = STAND;
234
235  if( MD2Model::animationList[this->animationState.type].bStoppable == 0)
236  {
237    if( this->animationState.numPlays == 0 )
238      return;
239  }
240
241  this->animationState.startFrame = animationList[type].firstFrame;
242  this->animationState.endFrame = animationList[type].lastFrame;
243  this->animationState.nextFrame = animationList[type].firstFrame + 1;
244  this->animationState.fps = animationList[type].fps;
245  this->animationState.type = type;
246  this->animationState.numPlays = 0;
247  this->animationState.animPlaybackMode = animPlayback;
248
249  this->animationState.interpolationState = 0.0f;
250  this->animationState.localTime = 0.0f;
251  this->animationState.lastTime = 0.0f;
252  this->animationState.currentFrame = animationList[type].firstFrame;
253}
254
255
256/**
257  \brief sets the time in seconds passed since the last tick
258* @param time: in sec
259*/
260void MD2Model::tick(float time)
261{
262  this->animate(time * this->animationSpeed);
263  this->processLighting();
264  this->interpolate(/*this->verticesList*/);
265}
266
267
268/**
269 * @brief draws the model: interface for all other classes out in the world
270 * @todo make it const and virtual
271 * FIXME
272 */
273void MD2Model::draw() const
274{
275  glPushMatrix();
276  this->renderFrame();
277  // renderFrameTriangles();
278  glPopMatrix();
279}
280
281
282/**
283  \brief this is an internal function to render this special frame selected by animate()
284*/
285void MD2Model::renderFrame() const
286{
287  int* pCommands = this->data->pGLCommands;
288
289  /* some face culling stuff */
290  glPushAttrib(GL_POLYGON_BIT);
291  glFrontFace(GL_CW);
292  glEnable(GL_CULL_FACE);
293  glCullFace(GL_BACK);
294
295  this->data->material.select();
296
297  /* draw the triangles */
298  while( int i = *(pCommands++)) /* strange looking while loop for maximum performance */
299  {
300    if( i < 0)
301    {
302      glBegin(GL_TRIANGLE_FAN);
303      i = -i;
304    }
305    else
306    {
307      glBegin(GL_TRIANGLE_STRIP);
308    }
309
310    for(; i > 0; i--, pCommands += 3) /* down counting for loop, next 3 gl commands */
311    {
312      glTexCoord2f( ((float *)pCommands)[0], ((float *)pCommands)[1] );
313      glNormal3fv(anorms[this->data->pLightNormals[pCommands[2]]]);
314      glVertex3fv(this->verticesList[pCommands[2]]);
315    }
316    glEnd();
317
318  }
319  glDisable(GL_CULL_FACE);
320  glPopAttrib();
321}
322
323
324void MD2Model::renderFrameTriangles() const
325{
326  //static sVec3D this->verticesList[MD2_MAX_VERTICES]; /* performance: created only once in a lifetime */
327  int* pCommands = this->data->pGLCommands;
328  /* some face culling stuff */
329  //   glPushAttrib(GL_POLYGON_BIT);
330  //   glFrontFace(GL_CW);
331  //   glEnable(GL_CULL_FACE);
332  //   glCullFace(GL_BACK);
333  //
334  //   this->processLighting();
335  //   this->interpolate(/*this->verticesList*/);
336  this->data->material.select();
337
338  /* draw the triangles */
339  glBegin(GL_TRIANGLES);
340
341  for( int i = 0, k = 0; i < this->data->numTriangles; ++i, k += 3)
342  {
343    float* v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[0]];
344
345    printf("triangle: %i\n", i);
346    printf("     v0: (%f, %f, %f)\n", v[0], v[1], v[2]);
347    v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[1]];
348    printf("     v1: (%f, %f, %f)\n", v[0], v[1], v[2]);
349    v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[2]];
350    printf("     v2: (%f, %f, %f)\n", v[0], v[1], v[2]);
351
352
353    glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);
354    glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[0]]);
355
356    glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);
357    glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[1]]);
358
359    glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);
360    glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[2]]);
361  }
362
363  glEnd();
364}
365
366
367/**
368  \brief animates the current model
369
370  depending on the time passed (tick function), the player will select another model
371*/
372void MD2Model::animate(float time)
373{
374  this->animationState.localTime += time;
375
376  if( this->animationState.localTime - this->animationState.lastTime > (1.0f / this->animationState.fps))
377  {
378    this->animationState.currentFrame = this->animationState.nextFrame;
379    this->animationState.nextFrame++;
380
381    if( this->animationState.nextFrame > this->animationState.endFrame )
382    {
383      if( this->animationState.animPlaybackMode == MD2_ANIM_LOOP)
384      {
385        this->animationState.nextFrame = this->animationState.startFrame;
386        this->animationState.numPlays++;
387      }
388      else
389      {
390        this->animationState.nextFrame = this->animationState.endFrame;
391      }
392    }
393    this->animationState.lastTime = this->animationState.localTime;
394  }
395
396  //     if( this->animationState.currentFrame > (this->data->numFrames - 1) )
397  //       this->animationState.currentFrame = 0;
398
399  //     if( (this->animationState.nextFrame > (this->data->numFrames - 1)) && this->animationState.animPlaybackMode == MD2_ANIM_LOOP)
400  //     this->animationState.nextFrame = 0;
401
402  this->animationState.interpolationState = this->animationState.fps *
403      (this->animationState.localTime - this->animationState.lastTime);
404}
405
406
407/**
408  \brief this is how id is precessing their lightning
409
410  the details of how the whole lighting process is beeing handled - i have no idea... :)
411*/
412void MD2Model::processLighting()
413{
414  shadeDots = anormsDots[((int)(md2Angle*(SHADEDOT_QUANT / 360.0)))&(SHADEDOT_QUANT - 1)];
415}
416
417
418/**
419  \brief prints out debug informations
420*/
421void MD2Model::debug()
422{
423  PRINT(0)("\n==========================| MD2Model::debug() |===\n");
424  PRINT(0)("=  Model FileName:\t%s\n", this->data->fileName.c_str());
425  PRINT(0)("=  Skin FileName:\t%s\n", this->data->skinFileName.c_str());
426  PRINT(0)("=  Size in Memory:\t%i Bytes\n", this->data->header->frameSize * this->data->header->numFrames + 64); // 64bytes is the header size
427  PRINT(0)("=  Number of Vertices:\t%i\n", this->data->header->numVertices);
428  PRINT(0)("=  Number of Frames: \t%i\n", this->data->header->numFrames);
429  PRINT(0)("=  Height, Width:\t%i, %i\n", this->data->header->skinHeight, this->data->header->skinWidth);
430  //PRINT(0)("=  Pointer to the data object: %p\n", this->data);
431  PRINT(0)("===================================================\n\n");
432}
433
434
435/********************************************************************************
436 *   MD2Data                                                                    *
437 ********************************************************************************/
438
439MD2Data::MD2Data()
440{
441  this->init();
442}
443
444/**
445  \brief simple constructor
446*/
447MD2Data::MD2Data(const std::string& modelFileName, const std::string& skinFileName, float scale)
448{
449  this->init();
450  this->scaleFactor = scale * .1;
451
452  this->loadModel(modelFileName);
453  this->loadSkin(skinFileName);
454}
455
456void MD2Data::init()
457{
458  this->scaleFactor = 1.0;
459  this->pVertices = NULL;
460  this->pGLCommands = NULL;
461  this->pLightNormals = NULL;
462  this->pTexCoor = NULL;
463  this->header = NULL;
464
465  this->numFrames = 0;
466  this->numVertices = 0;
467  this->numGLCommands = 0;
468  this->numTexCoor = 0;
469}
470
471/**
472  \brief simple destructor
473
474  this will clean out all the necessary data for a specific md2model
475*/
476MD2Data::~MD2Data()
477{
478  delete this->header;
479
480  delete [] this->pVertices;
481  delete [] this->pGLCommands;
482  delete [] this->pLightNormals;
483  delete [] this->pTexCoor;
484}
485
486
487
488/**
489  \brief this will load the whole model data (vertices, opengl command list, ...)
490* @param fileName: the name of the model file
491  \return true if success
492*/
493bool MD2Data::loadModel(const std::string& fileName)
494{
495  FILE *pFile;                            //file stream
496  char* buffer;                           //buffer for frame data
497  sFrame* frame;                          //temp frame
498  sVec3D *pVertex;
499  int* pNormals;
500
501  //! @todo this chek should include deleting a loaded model (eventually)
502  if (fileName.empty())
503    return false;
504
505  pFile = fopen(fileName.c_str(), "rb");
506  if( unlikely(!pFile))
507  {
508    PRINTF(1)("Couldn't open the MD2 File for loading. Exiting.\n");
509    return false;
510  }
511  this->header = new MD2Header;
512  fread(this->header, 1, sizeof(MD2Header), pFile);
513  /* check for the header version: make sure its a md2 file :) */
514  if( unlikely(this->header->version != MD2_VERSION) && unlikely(this->header->ident != MD2_IDENT))
515  {
516    PRINTF(1)("Couldn't load file %s: invalid file format: stop loading\n", fileName.c_str());
517    return false;
518  }
519
520  this->fileName =fileName;
521  /* got the data: map it to locals */
522  this->numFrames = this->header->numFrames;
523  this->numVertices = this->header->numVertices;
524  this->numTriangles = this->header->numTriangles;
525  this->numGLCommands = this->header->numGlCommands;
526  this->numTexCoor = this->header->numTexCoords;
527  /* allocate memory for the data storage */
528  this->pVertices = new sVec3D[this->numVertices * this->numFrames];
529  this->pGLCommands = new int[this->numGLCommands];
530  this->pLightNormals = new int[this->numVertices * this->numFrames];
531  this->pTriangles = new sTriangle[this->numTriangles];
532  this->pTexCoor = new sTexCoor[this->numTexCoor];
533  buffer = new char[this->numFrames * this->header->frameSize];
534
535
536  /* read frame data from the file to a temp buffer */
537  fseek(pFile, this->header->offsetFrames, SEEK_SET);
538  fread(buffer, this->header->frameSize, this->numFrames, pFile);
539  /* read opengl commands */
540  fseek(pFile, this->header->offsetGlCommands, SEEK_SET);
541  fread(this->pGLCommands, sizeof(int), this->numGLCommands, pFile);
542  /* triangle list */
543  fseek(pFile, this->header->offsetTriangles, SEEK_SET);
544  fread(this->pTriangles, sizeof(sTriangle), this->numTriangles, pFile);
545  /*  read in texture coordinates */
546  fseek(pFile, this->header->offsetTexCoords, SEEK_SET);
547  fread(this->pTexCoor, sizeof(sTexCoor), this->numTexCoor, pFile);
548
549
550  for(int i = 0; i < this->numFrames; ++i)
551  {
552    frame = (sFrame*)(buffer + this->header->frameSize * i);
553    pVertex = this->pVertices + this->numVertices  * i;
554    pNormals = this->pLightNormals + this->numVertices * i;
555
556    for(int j = 0; j < this->numVertices; ++j)
557    {
558      /* SPEEDUP: *(pVerts + i + 0) = (*(frame->pVertices + i + 0)...  */
559      pVertex[j][0] = ((frame->pVertices[j].v[0] * frame->scale[0] ) + frame->translate[0] )* this->scaleFactor;
560      pVertex[j][1] = ((frame->pVertices[j].v[2] * frame->scale[2]) + frame->translate[2]) * this->scaleFactor;
561      pVertex[j][2] = (-1.0 * (frame->pVertices[j].v[1] * frame->scale[1] + frame->translate[1])) * this->scaleFactor;
562
563      //printf("vertex %i/%i: (%f, %f, %f)\n", j, this->numVertices, pVertex[j][0], pVertex[j][1], pVertex[j][2]);
564
565      pNormals[j] = frame->pVertices[j].lightNormalIndex;
566    }
567  }
568  PRINTF(4)("Finished loading the md2 file\n");
569
570  delete [] buffer;
571  fclose(pFile);
572}
573
574
575/**
576  \brief loads the skin/material stuff
577* @param fileName: name of the skin file
578  \return true if success
579*/
580bool MD2Data::loadSkin(const std::string& fileName)
581{
582  if( fileName.empty())
583  {
584    this->skinFileName = "";
585    return false;
586  }
587
588  this->skinFileName = fileName;
589
590  this->material.setName("md2ModelMaterial");
591  this->material.setDiffuseMap(fileName);
592  this->material.setIllum(3);
593  this->material.setAmbient(1.0, 1.0, 1.0);
594}
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