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source: orxonox.OLD/branches/preferences/src/lib/graphics/importer/md2Model.cc @ 6396

Last change on this file since 6396 was 6222, checked in by bensch, 19 years ago

orxonox/trunk: merged the christmas branche to the trunk
merged with command:
svn merge -r6165:HEAD christmas_branche/ ../trunk/
no conflicts

File size: 14.9 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_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,  7, 0 },   //!< DEATH_FALLBACK
63    { 184, 189,  7, 0 },   //!< DEATH_FALLFORWARD
64    { 190, 197,  7, 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 char* modelFileName, const char* skinFileName)
78{
79  /* this creates the data container via ressource manager */
80  this->data = (MD2Data*)ResourceManager::getInstance()->load(modelFileName, MD2, RP_GAME, (void*)skinFileName);
81  if( unlikely(this->data == NULL))
82    PRINTF(0)("The model was not found, MD2Model Loader finished abnormaly. Update the data-repos\n");
83
84  this->scaleFactor = this->data->scaleFactor;
85
86  shadeDots = MD2Model::anormsDots[0];
87  /* set the animation stat mannualy */
88  this->animationState.type = STAND;
89  this->animationState.numPlays = 1;
90  this->setAnim(STAND);
91
92  this->debug();
93}
94
95/**
96  \brief simple destructor, dereferencing all variables
97
98  this is where the ressource manager is cleaning the stuff
99*/
100MD2Model::~MD2Model()
101{
102  ResourceManager::getInstance()->unload(this->data);
103}
104
105
106/**
107 *  initializes an array of vert with the current frame scaled vertices
108 * @param this->verticesList: the list of vertices to interpolate between
109
110   we won't use the pVertices array directly, since its much easier and we need
111   saving of data anyway
112*/
113void MD2Model::interpolate(/*sVec3D* this->verticesList*/)
114{
115  sVec3D* currVec;
116  sVec3D* nextVec;
117
118  currVec = &this->data->pVertices[this->data->numVertices * this->animationState.currentFrame];
119  nextVec = &this->data->pVertices[this->data->numVertices * this->animationState.nextFrame];
120
121  for( int i = 0; i < this->data->numVertices; ++i)
122    {
123      this->verticesList[i][0] = currVec[i][0] + this->animationState.interpolationState * (nextVec[i][0] - currVec[i][0]);
124      this->verticesList[i][1] = currVec[i][1] + this->animationState.interpolationState * (nextVec[i][1] - currVec[i][1]);
125      this->verticesList[i][2] = currVec[i][2] + this->animationState.interpolationState * (nextVec[i][2] - currVec[i][2]);
126    }
127}
128
129
130/**
131  \brief sets the animation type
132* @param type: animation type
133
134  the animation types can be looked up in the animationType table
135*/
136void MD2Model::setAnim(int type)
137{
138  if( (type < 0) || (type > MAX_ANIMATIONS) )
139    type = STAND;
140
141  if( MD2Model::animationList[this->animationState.type].bStoppable == 0)
142  {
143    if( this->animationState.numPlays == 0 )
144      return;
145  }
146
147  this->animationState.startFrame = animationList[type].firstFrame;
148  this->animationState.endFrame = animationList[type].lastFrame;
149  this->animationState.nextFrame = animationList[type].firstFrame + 1;
150  this->animationState.fps = animationList[type].fps;
151  this->animationState.type = type;
152  this->animationState.numPlays = 0;
153
154  this->animationState.interpolationState = 0.0f;
155  this->animationState.localTime = 0.0f;
156  this->animationState.lastTime = 0.0f;
157  this->animationState.currentFrame = animationList[type].firstFrame;
158}
159
160
161/**
162  \brief sets the time in seconds passed since the last tick
163* @param time: in sec
164*/
165void MD2Model::tick(float time)
166{
167  this->animate(time);
168  this->processLighting();
169  this->interpolate(/*this->verticesList*/);
170}
171
172
173/**
174 * @brief draws the model: interface for all other classes out in the world
175 * @todo make it const and virtual
176 * FIXME
177 */
178void MD2Model::draw() const
179{
180  glPushMatrix();
181  this->renderFrame();
182  // renderFrameTriangles();
183  glPopMatrix();
184}
185
186
187/**
188  \brief this is an internal function to render this special frame selected by animate()
189*/
190void MD2Model::renderFrame() const
191{
192  int* pCommands = this->data->pGLCommands;
193
194  /* some face culling stuff */
195  glPushAttrib(GL_POLYGON_BIT);
196  glFrontFace(GL_CW);
197  glEnable(GL_CULL_FACE);
198  glCullFace(GL_BACK);
199
200  this->data->material->select();
201
202  /* draw the triangles */
203  while( int i = *(pCommands++)) /* strange looking while loop for maximum performance */
204    {
205      if( i < 0)
206        {
207          glBegin(GL_TRIANGLE_FAN);
208          i = -i;
209        }
210      else
211        {
212          glBegin(GL_TRIANGLE_STRIP);
213        }
214
215      for(; i > 0; i--, pCommands += 3) /* down counting for loop, next 3 gl commands */
216        {
217          glTexCoord2f( ((float *)pCommands)[0], ((float *)pCommands)[1] );
218          glNormal3fv(anorms[this->data->pLightNormals[pCommands[2]]]);
219          glVertex3fv(this->verticesList[pCommands[2]]);
220        }
221      glEnd();
222
223    }
224  glDisable(GL_CULL_FACE);
225  glPopAttrib();
226}
227
228
229void MD2Model::renderFrameTriangles() const
230{
231  //static sVec3D this->verticesList[MD2_MAX_VERTICES]; /* performance: created only once in a lifetime */
232  int* pCommands = this->data->pGLCommands;
233  /* some face culling stuff */
234//   glPushAttrib(GL_POLYGON_BIT);
235//   glFrontFace(GL_CW);
236//   glEnable(GL_CULL_FACE);
237//   glCullFace(GL_BACK);
238//
239//   this->processLighting();
240//   this->interpolate(/*this->verticesList*/);
241  this->data->material->select();
242
243  /* draw the triangles */
244  glBegin(GL_TRIANGLES);
245
246  for( int i = 0, k = 0; i < this->data->numTriangles; ++i, k += 3)
247  {
248    float* v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[0]];
249
250    printf("triangle: %i\n", i);
251    printf("     v0: (%f, %f, %f)\n", v[0], v[1], v[2]);
252    v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[1]];
253    printf("     v1: (%f, %f, %f)\n", v[0], v[1], v[2]);
254    v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[2]];
255    printf("     v2: (%f, %f, %f)\n", v[0], v[1], v[2]);
256
257
258    glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);
259    glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[0]]);
260
261    glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);
262    glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[1]]);
263
264    glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);
265    glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[2]]);
266  }
267
268  glEnd();
269}
270
271
272/**
273  \brief animates the current model
274
275  depending on the time passed (tick function), the player will select another model
276*/
277void MD2Model::animate(float time)
278{
279  this->animationState.localTime += time;
280
281  if( this->animationState.localTime - this->animationState.lastTime > (1.0f / this->animationState.fps))
282    {
283      this->animationState.currentFrame = this->animationState.nextFrame;
284      this->animationState.nextFrame++;
285
286      if( this->animationState.nextFrame > this->animationState.endFrame)
287      {
288        this->animationState.nextFrame = this->animationState.startFrame;
289        this->animationState.numPlays++;
290      }
291      this->animationState.lastTime = this->animationState.localTime;
292    }
293
294  if( this->animationState.currentFrame > (this->data->numFrames - 1) )
295    this->animationState.currentFrame = 0;
296  if( this->animationState.nextFrame > (this->data->numFrames - 1) )
297    this->animationState.nextFrame = 0;
298
299  this->animationState.interpolationState = this->animationState.fps *
300    (this->animationState.localTime - this->animationState.lastTime);
301}
302
303
304/**
305  \brief this is how id is precessing their lightning
306
307  the details of how the whole lighting process is beeing handled - i have no idea... :)
308*/
309void MD2Model::processLighting()
310{
311  shadeDots = anormsDots[((int)(md2Angle*(SHADEDOT_QUANT / 360.0)))&(SHADEDOT_QUANT - 1)];
312}
313
314
315/**
316  \brief prints out debug informations
317*/
318void MD2Model::debug()
319{
320  PRINT(0)("\n==========================| MD2Model::debug() |===\n");
321  PRINT(0)("=  Model FileName:\t%s\n", this->data->fileName);
322  PRINT(0)("=  Skin FileName:\t%s\n", this->data->skinFileName);
323  PRINT(0)("=  Size in Memory:\t%i Bytes\n", this->data->header->frameSize * this->data->header->numFrames + 64); // 64bytes is the header size
324  PRINT(0)("=  Number of Vertices:\t%i\n", this->data->header->numVertices);
325  PRINT(0)("=  Number of Frames: \t%i\n", this->data->header->numFrames);
326  PRINT(0)("=  Height, Width:\t%i, %i\n", this->data->header->skinHeight, this->data->header->skinWidth);
327  PRINT(0)("=  Pointer to the data object: %p\n", this->data);
328  PRINT(0)("===================================================\n\n");
329}
330
331
332/********************************************************************************
333 *   MD2Data                                                                    *
334 ********************************************************************************/
335
336/**
337  \brief simple constructor
338*/
339MD2Data::MD2Data(const char* modelFileName, const char* skinFileName)
340{
341  this->pVertices = NULL;
342  this->pGLCommands = NULL;
343  this->pLightNormals = NULL;
344  this->pTexCoor = NULL;
345
346  this->numFrames = 0;
347  this->numVertices = 0;
348  this->numGLCommands = 0;
349  this->numTexCoor = 0;
350
351//   this->scaleFactor = 1.0f;
352  this->scaleFactor = 0.1f;
353
354  this->fileName = NULL;
355  this->skinFileName = NULL;
356  this->loadModel(modelFileName);
357  this->loadSkin(skinFileName);
358}
359
360
361/**
362  \brief simple destructor
363
364  this will clean out all the necessary data for a specific md2model
365*/
366MD2Data::~MD2Data()
367{
368  delete [] this->fileName;
369  delete [] this->skinFileName;
370  delete this->header;
371
372  delete [] this->pVertices;
373  delete [] this->pGLCommands;
374  delete [] this->pLightNormals;
375  delete [] this->pTexCoor;
376
377  delete this->material;
378}
379
380
381
382/**
383  \brief this will load the whole model data (vertices, opengl command list, ...)
384* @param fileName: the name of the model file
385  \return true if success
386*/
387bool MD2Data::loadModel(const char* fileName)
388{
389  FILE *pFile;                            //file stream
390  char* buffer;                           //buffer for frame data
391  sFrame* frame;                          //temp frame
392  sVec3D *pVertex;
393  int* pNormals;
394
395  //! @todo this chek should include deleting a loaded model (eventually)
396  if (fileName == NULL)
397    return false;
398
399  pFile = fopen(fileName, "rb");
400  if( unlikely(!pFile))
401    {
402      PRINTF(1)("Couldn't open the MD2 File for loading. Exiting.\n");
403      return false;
404    }
405  this->header = new MD2Header;
406  fread(this->header, 1, sizeof(MD2Header), pFile);
407  /* check for the header version: make sure its a md2 file :) */
408  if( unlikely(this->header->version != MD2_VERSION) && unlikely(this->header->ident != MD2_IDENT))
409    {
410      PRINTF(1)("Couldn't load file %s: invalid file format: stop loading\n", fileName);
411      return false;
412    }
413
414  this->fileName = new char[strlen(fileName)+1];
415  strcpy(this->fileName, fileName);
416  /* got the data: map it to locals */
417  this->numFrames = this->header->numFrames;
418  this->numVertices = this->header->numVertices;
419  this->numTriangles = this->header->numTriangles;
420  this->numGLCommands = this->header->numGlCommands;
421  this->numTexCoor = this->header->numTexCoords;
422  /* allocate memory for the data storage */
423  this->pVertices = new sVec3D[this->numVertices * this->numFrames];
424  this->pGLCommands = new int[this->numGLCommands];
425  this->pLightNormals = new int[this->numVertices * this->numFrames];
426  this->pTriangles = new sTriangle[this->numTriangles];
427  this->pTexCoor = new sTexCoor[this->numTexCoor];
428  buffer = new char[this->numFrames * this->header->frameSize];
429
430
431  /* read frame data from the file to a temp buffer */
432  fseek(pFile, this->header->offsetFrames, SEEK_SET);
433  fread(buffer, this->header->frameSize, this->numFrames, pFile);
434  /* read opengl commands */
435  fseek(pFile, this->header->offsetGlCommands, SEEK_SET);
436  fread(this->pGLCommands, sizeof(int), this->numGLCommands, pFile);
437  /* triangle list */
438  fseek(pFile, this->header->offsetTriangles, SEEK_SET);
439  fread(this->pTriangles, sizeof(sTriangle), this->numTriangles, pFile);
440  /*  read in texture coordinates */
441  fseek(pFile, this->header->offsetTexCoords, SEEK_SET);
442  fread(this->pTexCoor, sizeof(sTexCoor), this->numTexCoor, pFile);
443
444
445  for(int i = 0; i < this->numFrames; ++i)
446    {
447      frame = (sFrame*)(buffer + this->header->frameSize * i);
448      pVertex = this->pVertices + this->numVertices  * i;
449      pNormals = this->pLightNormals + this->numVertices * i;
450
451      for(int j = 0; j < this->numVertices; ++j)
452        {
453          /* SPEEDUP: *(pVerts + i + 0) = (*(frame->pVertices + i + 0)...  */
454           pVertex[j][0] = ((frame->pVertices[j].v[0] * frame->scale[0] ) + frame->translate[0] )* this->scaleFactor;
455           pVertex[j][1] = ((frame->pVertices[j].v[2] * frame->scale[2]) + frame->translate[2]) * this->scaleFactor;
456           pVertex[j][2] = (-1.0 * (frame->pVertices[j].v[1] * frame->scale[1] + frame->translate[1])) * this->scaleFactor;
457
458          //printf("vertex %i/%i: (%f, %f, %f)\n", j, this->numVertices, pVertex[j][0], pVertex[j][1], pVertex[j][2]);
459
460          pNormals[j] = frame->pVertices[j].lightNormalIndex;
461        }
462    }
463    PRINTF(4)("Finished loading the md2 file\n");
464
465  delete [] buffer;
466  fclose(pFile);
467}
468
469
470/**
471  \brief loads the skin/material stuff
472* @param fileName: name of the skin file
473  \return true if success
474*/
475bool MD2Data::loadSkin(const char* fileName)
476{
477  if( fileName == NULL)
478    {
479      this->skinFileName = NULL;
480      return false;
481    }
482
483  this->skinFileName = new char[strlen(fileName)+1];
484  strcpy(this->skinFileName, fileName);
485
486  this->material = new Material("md2ModelTest");
487  this->material->setDiffuseMap(fileName);
488  this->material->setIllum(3);
489  this->material->setAmbient(1.0, 1.0, 1.0);
490}
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