1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: Patrick Boenzli |
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13 | */ |
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14 | |
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15 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER |
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16 | |
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17 | #include "md2Model.h" |
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18 | #include "material.h" |
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19 | |
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20 | #include "resource_manager.h" |
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21 | |
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22 | #include <fstream> |
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23 | |
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24 | |
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25 | using namespace std; |
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26 | |
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27 | |
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28 | sVec3D MD2Model::anorms[NUM_VERTEX_NORMALS] = { |
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29 | #include "anorms.h" |
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30 | }; |
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31 | |
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32 | float MD2Model::anormsDots[SHADEDOT_QUANT][256] = { |
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33 | #include "anormtab.h" |
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34 | }; |
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35 | |
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36 | static float *shadeDots = MD2Model::anormsDots[0]; |
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37 | |
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38 | float md2Angle = 0.0f; |
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39 | |
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40 | |
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41 | sAnim MD2Model::animationList[21] = |
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42 | { |
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43 | // begin, end, fps |
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44 | { 0, 39, 9 }, // STAND |
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45 | { 40, 45, 10 }, // RUN |
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46 | { 46, 53, 10 }, // ATTACK |
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47 | { 54, 57, 7 }, // PAIN_A |
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48 | { 58, 61, 7 }, // PAIN_B |
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49 | { 62, 65, 7 }, // PAIN_C |
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50 | { 66, 71, 7 }, // JUMP |
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51 | { 72, 83, 7 }, // FLIP |
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52 | { 84, 94, 7 }, // SALUTE |
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53 | { 95, 111, 10 }, // FALLBACK |
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54 | { 112, 122, 7 }, // WAVE |
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55 | { 123, 134, 6 }, // POINTT |
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56 | { 135, 153, 10 }, // CROUCH_STAND |
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57 | { 154, 159, 7 }, // CROUCH_WALK |
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58 | { 160, 168, 10 }, // CROUCH_ATTACK |
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59 | { 196, 172, 7 }, // CROUCH_PAIN |
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60 | { 173, 177, 5 }, // CROUCH_DEATH |
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61 | { 178, 183, 7 }, // DEATH_FALLBACK |
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62 | { 184, 189, 7 }, // DEATH_FALLFORWARD |
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63 | { 190, 197, 7 }, // DEATH_FALLBACKSLOW |
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64 | { 198, 198, 5 }, // BOOM |
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65 | }; |
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66 | |
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67 | |
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68 | |
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69 | /******************************************************************************** |
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70 | * MD2Model * ********************************************************************************/ |
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71 | |
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72 | /* |
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73 | \brief simple constructor initializing all variables |
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74 | */ |
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75 | MD2Model::MD2Model() |
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76 | { |
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77 | /* this creates the data container via ressource manager */ |
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78 | this->data = new MD2Data(); |
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79 | this->scaleFactor = this->data->scaleFactor; |
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80 | |
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81 | this->setAnim(BOOM); |
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82 | } |
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83 | |
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84 | /* |
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85 | \brief simple destructor, dereferencing all variables |
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86 | |
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87 | this is where the ressource manager is cleaning the stuff |
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88 | */ |
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89 | MD2Model::~MD2Model() |
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90 | { |
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91 | |
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92 | } |
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93 | |
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94 | /* |
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95 | \brief load model |
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96 | \param name of the model file |
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97 | \return true if everything worked out smoothly |
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98 | */ |
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99 | bool MD2Model::loadModel(const char* fileName) |
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100 | { |
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101 | return this->data->loadModel(fileName); |
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102 | } |
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103 | |
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104 | |
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105 | /* |
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106 | \brief load the skin as a material |
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107 | \param name of the texture file |
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108 | \return true if ok |
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109 | */ |
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110 | bool MD2Model::loadSkin(const char* fileName) |
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111 | { |
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112 | return this->data->loadSkin(fileName); |
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113 | } |
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114 | |
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115 | |
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116 | /** |
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117 | \brief initializes an array of vert with the current frame scaled vertices |
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118 | |
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119 | we won't use the pVertices array directly, since its much easier and we need |
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120 | saving of data anyway |
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121 | */ |
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122 | void MD2Model::interpolate(sVec3D* verticesList) |
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123 | { |
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124 | sVec3D* currVec; |
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125 | sVec3D* nextVec; |
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126 | |
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127 | currVec = &this->data->pVertices[this->data->numVertices * this->animationState.currentFrame]; |
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128 | nextVec = &this->data->pVertices[this->data->numVertices * this->animationState.nextFrame]; |
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129 | |
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130 | for(int i = 0; i < this->data->numFrames; ++i) |
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131 | { |
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132 | verticesList[i][0] = (currVec[i][0] + this->animationState.interpolationState * (nextVec[i][0] - currVec[i][0])) * this->scaleFactor; |
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133 | verticesList[i][1] = (currVec[i][1] + this->animationState.interpolationState * (nextVec[i][1] - currVec[i][1])) * this->scaleFactor; |
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134 | verticesList[i][2] = (currVec[i][2] + this->animationState.interpolationState * (nextVec[i][2] - currVec[i][2])) * this->scaleFactor; |
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135 | } |
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136 | } |
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137 | |
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138 | |
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139 | /* |
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140 | \brief sets the animation type |
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141 | \param animation type |
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142 | |
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143 | the animation types can be looked up in the animationType table |
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144 | */ |
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145 | void MD2Model::setAnim(int type) |
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146 | { |
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147 | if( (type < 0) || (type > MAX_ANIMATIONS) ) |
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148 | type = 0; |
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149 | |
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150 | this->animationState.startFrame = animationList[type].firstFrame; |
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151 | this->animationState.endFrame = animationList[type].lastFrame; |
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152 | this->animationState.nextFrame = animationList[type].firstFrame + 1; |
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153 | this->animationState.fps = animationList[type].fps; |
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154 | this->animationState.type = type; |
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155 | |
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156 | this->animationState.interpolationState = 0.0; |
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157 | this->animationState.localTime = 0.0; |
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158 | this->animationState.lastTime = 0.0; |
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159 | this->animationState.currentFrame = animationList[type].firstFrame; |
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160 | } |
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161 | |
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162 | |
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163 | /* |
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164 | \brief sets the time in seconds passed since the last tick |
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165 | \param time in sec |
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166 | */ |
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167 | void MD2Model::tick(float time) |
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168 | { |
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169 | this->animationState.localTime += time; |
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170 | } |
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171 | |
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172 | |
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173 | /* |
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174 | \brief draws the model: interface for all other classes out in the world |
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175 | */ |
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176 | void MD2Model::draw() |
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177 | { |
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178 | if( likely(this->animationState.localTime > 0.0)) |
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179 | this->animate(); |
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180 | |
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181 | glPushMatrix(); |
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182 | |
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183 | this->renderFrame(); |
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184 | |
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185 | glPopMatrix(); |
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186 | } |
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187 | |
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188 | |
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189 | /* |
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190 | \brief this is an internal function to render this special frame selected by animate() |
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191 | */ |
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192 | void MD2Model::renderFrame() |
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193 | { |
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194 | static sVec3D verticesList[MD2_MAX_VERTICES]; /* performance: created only once in a lifetime */ |
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195 | int* pCommands = this->data->pGLCommands; |
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196 | |
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197 | /* some face culling stuff */ |
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198 | glPushAttrib(GL_POLYGON_BIT); |
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199 | glFrontFace(GL_CW); |
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200 | glEnable(GL_CULL_FACE); |
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201 | glCullFace(GL_BACK); |
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202 | |
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203 | this->processLighting(); |
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204 | this->interpolate(verticesList); |
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205 | this->data->material->select(); |
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206 | |
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207 | /* draw the triangles */ |
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208 | while( int i = *(pCommands++)) /* strange looking while loop for maximum performance */ |
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209 | { |
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210 | if( i < 0) |
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211 | { |
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212 | glBegin(GL_TRIANGLE_FAN); |
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213 | i = -i; |
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214 | } |
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215 | else |
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216 | { |
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217 | glBegin(GL_TRIANGLE_STRIP); |
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218 | } |
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219 | |
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220 | for(; i > 0; i--, pCommands += 3) /* down counting for loop, next 3 gl commands */ |
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221 | { |
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222 | glNormal3fv(anorms[this->data->pLightNormals[pCommands[2]]]); |
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223 | glTexCoord2f( ((float *)pCommands)[0], ((float *)pCommands)[1] ); |
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224 | glVertex3fv(verticesList[pCommands[2]]); |
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225 | } |
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226 | glEnd(); |
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227 | } |
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228 | glDisable(GL_CULL_FACE); |
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229 | glPopAttrib(); |
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230 | } |
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231 | |
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232 | |
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233 | /* |
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234 | \brief animates the current model |
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235 | |
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236 | depending on the time passed (tick function), the player will select another model |
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237 | */ |
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238 | void MD2Model::animate() |
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239 | { |
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240 | if( this->animationState.localTime - this->animationState.lastTime > (1.0f / this->animationState.fps)) |
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241 | { |
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242 | this->animationState.currentFrame = this->animationState.nextFrame; |
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243 | this->animationState.nextFrame++; |
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244 | |
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245 | if( this->animationState.nextFrame > this->animationState.endFrame) |
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246 | this->animationState.nextFrame = this->animationState.startFrame; |
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247 | this->animationState.lastTime = this->animationState.localTime; |
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248 | } |
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249 | |
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250 | if( this->animationState.currentFrame > (this->data->numFrames - 1) ) |
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251 | this->animationState.currentFrame = 0; |
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252 | if( this->animationState.nextFrame > (this->data->numFrames - 1) ) |
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253 | this->animationState.nextFrame = 0; |
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254 | |
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255 | this->animationState.interpolationState = this->animationState.fps * |
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256 | (this->animationState.localTime - this->animationState.lastTime); |
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257 | } |
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258 | |
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259 | |
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260 | /* |
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261 | \brief this is how id is precessing their lightning |
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262 | |
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263 | the details of how the whole lighting process is beeing handled - i have no idea... :) |
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264 | */ |
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265 | void MD2Model::processLighting() |
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266 | { |
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267 | shadeDots = anormsDots[((int)(md2Angle*(SHADEDOT_QUANT / 360.0)))&(SHADEDOT_QUANT - 1)]; |
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268 | } |
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269 | |
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270 | /* |
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271 | \brief prints out debug informations |
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272 | */ |
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273 | void MD2Model::debug() |
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274 | { |
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275 | PRINT(0)("\n==========================| MD2Model::debug() |===\n"); |
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276 | PRINT(0)("= Model FileName:\t%s\n", this->data->fileName); |
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277 | PRINT(0)("= Skin FileName:\t%s\n", this->data->skinFileName); |
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278 | PRINT(0)("= Size in Memory:\t%i Bytes\n", this->data->header->frameSize * this->data->header->numFrames + 64); // 64bytes is the header size |
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279 | PRINT(0)("= Number of Vertices:\t%i\n", this->data->header->numVertices); |
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280 | PRINT(0)("= Number of Frames: \t%i\n", this->data->header->numFrames); |
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281 | PRINT(0)("= Height, Width:\t%i, %i\n", this->data->header->skinHeight, this->data->header->skinWidth); |
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282 | PRINT(0)("===================================================\n\n"); |
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283 | } |
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284 | |
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285 | |
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286 | /******************************************************************************** |
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287 | * MD2Data * |
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288 | ********************************************************************************/ |
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289 | |
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290 | /* |
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291 | \brief simple constructor |
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292 | */ |
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293 | MD2Data::MD2Data() |
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294 | { |
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295 | this->pVertices = NULL; |
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296 | this->pGLCommands = NULL; |
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297 | this->pLightNormals = NULL; |
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298 | |
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299 | this->numFrames = 0; |
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300 | this->numVertices = 0; |
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301 | this->numGLCommands = 0; |
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302 | |
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303 | this->scaleFactor = 1.0f; |
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304 | } |
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305 | |
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306 | |
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307 | /* |
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308 | \brief simple destructor |
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309 | |
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310 | this will clean out all the necessary data for a specific md2model |
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311 | */ |
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312 | MD2Data::~MD2Data() |
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313 | { |
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314 | delete [] this->pVertices; |
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315 | delete [] this->pGLCommands; |
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316 | delete [] this->pLightNormals; |
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317 | } |
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318 | |
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319 | |
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320 | |
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321 | /* |
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322 | \brief this will load the whole model data (vertices, opengl command list, ...) |
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323 | \param name to the model file |
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324 | \return true if success |
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325 | */ |
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326 | bool MD2Data::loadModel(const char* fileName) |
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327 | { |
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328 | FILE *pFile; //file stream |
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329 | char* buffer; //buffer for frame data |
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330 | sFrame* frame; //temp frame |
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331 | sVec3D *pVertex; |
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332 | int* pNormals; |
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333 | |
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334 | pFile = fopen(fileName, "rb"); |
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335 | if( unlikely(!pFile)) |
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336 | { |
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337 | PRINTF(1)("Couldn't open the MD2 File for loading. Exiting.\n"); |
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338 | return false; |
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339 | } |
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340 | this->header = new MD2Header; |
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341 | fread(this->header, 1, sizeof(MD2Header), pFile); |
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342 | /* check for the header version: make sure its a md2 file :) */ |
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343 | if( unlikely(this->header->version != MD2_VERSION) && unlikely(this->header->ident != MD2_IDENT)) |
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344 | { |
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345 | PRINTF(1)("Couldn't load file %s: invalid file format: stop loading\n", fileName); |
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346 | return false; |
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347 | } |
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348 | |
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349 | this->fileName = new char[strlen(fileName)+1]; |
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350 | strcpy(this->fileName, fileName); |
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351 | /* got the data: map it to locals */ |
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352 | this->numFrames = this->header->numFrames; |
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353 | this->numVertices = this->header->numVertices; |
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354 | this->numTriangles = this->header->numTriangles; |
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355 | this->numGLCommands = this->header->numGlCommands; |
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356 | /* allocate memory for the data storage */ |
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357 | this->pVertices = new sVec3D[this->numVertices * this->numFrames]; |
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358 | this->pGLCommands = new int[this->numGLCommands]; |
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359 | this->pLightNormals = new int[this->numVertices * this->numFrames]; |
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360 | buffer = new char[this->numFrames * this->header->frameSize]; |
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361 | |
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362 | /* read frame data from the file to a temp buffer */ |
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363 | fseek(pFile, this->header->offsetFrames, SEEK_SET); |
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364 | fread(buffer, this->header->frameSize, this->numFrames, pFile); |
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365 | /* read opengl commands */ |
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366 | fseek(pFile, this->header->offsetGlCommands, SEEK_SET); |
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367 | fread(this->pGLCommands, sizeof(int), this->numGLCommands, pFile); |
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368 | |
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369 | for(int i = 0; i < this->numFrames; ++i) |
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370 | { |
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371 | frame = (sFrame*)(buffer + this->header->frameSize * i); |
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372 | pVertex = this->pVertices + this->numVertices * i; |
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373 | pNormals = this->pLightNormals + this->numVertices * i; |
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374 | |
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375 | for(int j = 0; j < this->numVertices; ++j) |
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376 | { |
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377 | /* SPEEDUP: *(pVerts + i + 0) = (*(frame->pVertices + i + 0)... */ |
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378 | pVertex[j][0] = (frame->pVertices[j].v[0] * frame->scale[0]) + frame->translate[0]; |
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379 | pVertex[j][1] = (frame->pVertices[j].v[2] * frame->scale[2]) + frame->translate[2]; |
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380 | pVertex[j][2] = -1.0 * (frame->pVertices[j].v[1] * frame->scale[1] + frame->translate[1]); |
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381 | |
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382 | pNormals[j] = frame->pVertices[j].lightNormalIndex; |
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383 | } |
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384 | } |
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385 | |
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386 | delete [] buffer; |
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387 | fclose(pFile); |
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388 | } |
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389 | |
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390 | |
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391 | /* |
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392 | \brief loads the skin/material stuff |
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393 | \param name of the skin file |
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394 | \return true if success |
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395 | */ |
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396 | bool MD2Data::loadSkin(const char* fileName) |
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397 | { |
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398 | this->skinFileName = new char[strlen(fileName)+1]; |
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399 | strcpy(this->skinFileName, fileName); |
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400 | |
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401 | this->material = new Material("md2ModelTest"); |
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402 | this->material->setDiffuseMap(fileName); |
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403 | this->material->setIllum(3); |
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404 | this->material->setAmbient(1.0, 1.0, 1.0); |
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405 | } |
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