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source: orxonox.OLD/orxonox/trunk/src/lib/graphics/importer/md2Model.cc @ 4607

Last change on this file since 4607 was 4488, checked in by patrick, 19 years ago

orxonox/trunk: started cleaning up the list classes

File size: 11.9 KB
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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 "resource_manager.h"
21
22#include <fstream>
23
24
25using namespace std;
26
27//! the model anorms
28sVec3D MD2Model::anorms[NUM_VERTEX_NORMALS] = {
29 #include "anorms.h"
30};
31
32//! anormal dots, no idea of how this shall work, but it does
33float MD2Model::anormsDots[SHADEDOT_QUANT][256] = {
34  #include "anormtab.h"
35};
36
37//! again one of these strange id software parts
38static float *shadeDots = MD2Model::anormsDots[0];
39
40//! the angle under which the model is viewd, used internaly
41float md2Angle = 0.0f;
42
43
44//! list of all different animations a std md2model supports
45sAnim MD2Model::animationList[21] =
46  {
47 // begin, end, fps
48    {   0,  39,  9 },   //!< STAND
49    {  40,  45, 10 },   //!< RUN
50    {  46,  53, 10 },   //!< ATTACK
51    {  54,  57,  7 },   //!< PAIN_A
52    {  58,  61,  7 },   //!< PAIN_B
53    {  62,  65,  7 },   //!< PAIN_C
54    {  66,  71,  7 },   //!< JUMP
55    {  72,  83,  7 },   //!< FLIP
56    {  84,  94,  7 },   //!< SALUTE
57    {  95, 111, 10 },   //!< FALLBACK
58    { 112, 122,  7 },   //!< WAVE
59    { 123, 134,  6 },   //!< POINTT
60    { 135, 153, 10 },   //!< CROUCH_STAND
61    { 154, 159,  7 },   //!< CROUCH_WALK
62    { 160, 168, 10 },   //!< CROUCH_ATTACK
63    { 196, 172,  7 },   //!< CROUCH_PAIN
64    { 173, 177,  5 },   //!< CROUCH_DEATH
65    { 178, 183,  7 },   //!< DEATH_FALLBACK
66    { 184, 189,  7 },   //!< DEATH_FALLFORWARD
67    { 190, 197,  7 },   //!< DEATH_FALLBACKSLOW
68    { 198, 198,  5 },   //!< BOOM
69  };
70
71
72
73/********************************************************************************
74 *   MD2Model                                                                   *
75 ********************************************************************************/
76
77/**
78  \brief simple constructor initializing all variables
79*/
80MD2Model::MD2Model(const char* modelFileName, const char* skinFileName)
81{
82  /* this creates the data container via ressource manager */
83  this->data = (MD2Data*)ResourceManager::getInstance()->load(modelFileName, MD2, RP_GAME, (void*)skinFileName);
84  this->scaleFactor = this->data->scaleFactor;
85
86  this->setAnim(BOOM);
87}
88
89/**
90  \brief simple destructor, dereferencing all variables
91
92  this is where the ressource manager is cleaning the stuff
93*/
94MD2Model::~MD2Model()
95{
96  ResourceManager::getInstance()->unload(this->data);
97}
98
99
100/**
101   \brief initializes an array of vert with the current frame scaled vertices
102   \param verticesList: the list of vertices to interpolate between
103
104   we won't use the pVertices array directly, since its much easier and we need
105   saving of data anyway
106*/
107void MD2Model::interpolate(sVec3D* verticesList)
108{
109  sVec3D* currVec;
110  sVec3D* nextVec;
111
112  currVec = &this->data->pVertices[this->data->numVertices * this->animationState.currentFrame];
113  nextVec = &this->data->pVertices[this->data->numVertices * this->animationState.nextFrame];
114
115  for(int i = 0; i < this->data->numFrames; ++i)
116    {
117      verticesList[i][0] = (currVec[i][0] + this->animationState.interpolationState * (nextVec[i][0] - currVec[i][0])) * this->scaleFactor;
118      verticesList[i][1] = (currVec[i][1] + this->animationState.interpolationState * (nextVec[i][1] - currVec[i][1])) * this->scaleFactor;
119      verticesList[i][2] = (currVec[i][2] + this->animationState.interpolationState * (nextVec[i][2] - currVec[i][2])) * this->scaleFactor;
120    }
121}
122
123
124/**
125  \brief sets the animation type
126  \param type: animation type
127
128  the animation types can be looked up in the animationType table
129*/
130void MD2Model::setAnim(int type)
131{
132  if( (type < 0) || (type > MAX_ANIMATIONS) )
133    type = 0;
134
135  this->animationState.startFrame = animationList[type].firstFrame;
136  this->animationState.endFrame = animationList[type].lastFrame;
137  this->animationState.nextFrame = animationList[type].firstFrame + 1;
138  this->animationState.fps = animationList[type].fps;
139  this->animationState.type = type;
140 
141  this->animationState.interpolationState = 0.0;
142  this->animationState.localTime = 0.0;
143  this->animationState.lastTime = 0.0;
144  this->animationState.currentFrame = animationList[type].firstFrame;
145}
146
147
148/**
149  \brief sets the time in seconds passed since the last tick
150  \param time: in sec
151*/
152void MD2Model::tick(float time)
153{
154  this->animationState.localTime += time;
155}
156
157
158/**
159  \brief draws the model: interface for all other classes out in the world
160*/
161void MD2Model::draw()
162{
163  if( likely(this->animationState.localTime > 0.0))
164    this->animate();
165
166  glPushMatrix();
167
168  this->renderFrame();
169
170  glPopMatrix();
171} 
172
173
174/**
175  \brief this is an internal function to render this special frame selected by animate()
176*/
177void MD2Model::renderFrame()
178{
179  static sVec3D verticesList[MD2_MAX_VERTICES]; /* performance: created only once in a lifetime */
180  int* pCommands = this->data->pGLCommands;
181
182  /* some face culling stuff */
183  glPushAttrib(GL_POLYGON_BIT);
184  glFrontFace(GL_CW);
185  glEnable(GL_CULL_FACE);
186  glCullFace(GL_BACK);
187     
188  this->processLighting();
189  this->interpolate(verticesList);
190  this->data->material->select();
191
192  /* draw the triangles */
193  while( int i = *(pCommands++)) /* strange looking while loop for maximum performance */
194    {
195      if( i < 0)
196        {
197          glBegin(GL_TRIANGLE_FAN);
198          i = -i;
199        }
200      else
201        {
202          glBegin(GL_TRIANGLE_STRIP);
203        }
204
205      for(; i > 0; i--, pCommands += 3) /* down counting for loop, next 3 gl commands */
206        {
207          glNormal3fv(anorms[this->data->pLightNormals[pCommands[2]]]);
208          glTexCoord2f( ((float *)pCommands)[0], ((float *)pCommands)[1] );
209          glVertex3fv(verticesList[pCommands[2]]);
210        }
211      glEnd();
212    }
213  glDisable(GL_CULL_FACE);
214  glPopAttrib();
215}
216
217
218/**
219  \brief animates the current model
220
221  depending on the time passed (tick function), the player will select another model
222*/
223void MD2Model::animate()
224{
225  if( this->animationState.localTime - this->animationState.lastTime > (1.0f / this->animationState.fps))
226    {
227      this->animationState.currentFrame = this->animationState.nextFrame;
228      this->animationState.nextFrame++;
229     
230      if( this->animationState.nextFrame > this->animationState.endFrame)
231        this->animationState.nextFrame = this->animationState.startFrame;
232      this->animationState.lastTime = this->animationState.localTime;
233    }
234
235  if( this->animationState.currentFrame > (this->data->numFrames - 1) )
236    this->animationState.currentFrame = 0;
237  if( this->animationState.nextFrame > (this->data->numFrames - 1) )
238    this->animationState.nextFrame = 0;
239
240  this->animationState.interpolationState = this->animationState.fps * 
241    (this->animationState.localTime - this->animationState.lastTime);
242}
243
244
245/**
246  \brief this is how id is precessing their lightning
247
248  the details of how the whole lighting process is beeing handled - i have no idea... :)
249*/
250void MD2Model::processLighting()
251{
252  shadeDots = anormsDots[((int)(md2Angle*(SHADEDOT_QUANT / 360.0)))&(SHADEDOT_QUANT - 1)];
253}
254
255
256/**
257  \brief prints out debug informations
258*/
259void MD2Model::debug()
260{
261  PRINT(0)("\n==========================| MD2Model::debug() |===\n");
262  PRINT(0)("=  Model FileName:\t%s\n", this->data->fileName);
263  PRINT(0)("=  Skin FileName:\t%s\n", this->data->skinFileName);
264  PRINT(0)("=  Size in Memory:\t%i Bytes\n", this->data->header->frameSize * this->data->header->numFrames + 64); // 64bytes is the header size
265  PRINT(0)("=  Number of Vertices:\t%i\n", this->data->header->numVertices);
266  PRINT(0)("=  Number of Frames: \t%i\n", this->data->header->numFrames);
267  PRINT(0)("=  Height, Width:\t%i, %i\n", this->data->header->skinHeight, this->data->header->skinWidth);
268  PRINT(0)("=  Pointer to the data object: %p\n", this->data);
269  PRINT(0)("===================================================\n\n");
270}
271
272
273/********************************************************************************
274 *   MD2Data                                                                    *
275 ********************************************************************************/
276
277/**
278  \brief simple constructor
279*/
280MD2Data::MD2Data(const char* modelFileName, const char* skinFileName)
281{
282  this->pVertices = NULL;
283  this->pGLCommands = NULL;
284  this->pLightNormals = NULL; 
285
286  this->numFrames = 0;
287  this->numVertices = 0;
288  this->numGLCommands = 0;
289 
290  this->scaleFactor = 1.0f;
291
292  this->loadModel(modelFileName);
293  this->loadSkin(skinFileName);
294}
295
296
297/**
298  \brief simple destructor
299
300  this will clean out all the necessary data for a specific md2model
301*/
302MD2Data::~MD2Data()
303{
304  delete [] fileName;
305  delete [] skinFileName;
306
307  delete [] this->pVertices;
308  delete [] this->pGLCommands;
309  delete [] this->pLightNormals;
310
311  delete this->material;
312}
313
314
315
316/**
317  \brief this will load the whole model data (vertices, opengl command list, ...)
318  \param fileName: the name of the model file
319  \return true if success
320*/
321bool MD2Data::loadModel(const char* fileName)
322{
323  FILE *pFile;                            //file stream
324  char* buffer;                           //buffer for frame data
325  sFrame* frame;                          //temp frame
326  sVec3D *pVertex;
327  int* pNormals;
328
329  pFile = fopen(fileName, "rb");
330  if( unlikely(!pFile)) 
331    {
332      PRINTF(1)("Couldn't open the MD2 File for loading. Exiting.\n");
333      return false;
334    }
335  this->header = new MD2Header;
336  fread(this->header, 1, sizeof(MD2Header), pFile);
337  /* check for the header version: make sure its a md2 file :) */
338  if( unlikely(this->header->version != MD2_VERSION) && unlikely(this->header->ident != MD2_IDENT))
339    {
340      PRINTF(1)("Couldn't load file %s: invalid file format: stop loading\n", fileName);
341      return false;
342    }
343
344  this->fileName = new char[strlen(fileName)+1];
345  strcpy(this->fileName, fileName);
346  /* got the data: map it to locals */
347  this->numFrames = this->header->numFrames;
348  this->numVertices = this->header->numVertices;
349  this->numTriangles = this->header->numTriangles;
350  this->numGLCommands = this->header->numGlCommands;
351  /* allocate memory for the data storage */
352  this->pVertices = new sVec3D[this->numVertices * this->numFrames];
353  this->pGLCommands = new int[this->numGLCommands];
354  this->pLightNormals = new int[this->numVertices * this->numFrames];
355  buffer = new char[this->numFrames * this->header->frameSize];
356
357  /* read frame data from the file to a temp buffer */
358  fseek(pFile, this->header->offsetFrames, SEEK_SET);
359  fread(buffer, this->header->frameSize, this->numFrames, pFile);
360  /* read opengl commands */
361  fseek(pFile, this->header->offsetGlCommands, SEEK_SET);
362  fread(this->pGLCommands, sizeof(int), this->numGLCommands, pFile);
363
364  for(int i = 0; i < this->numFrames; ++i)
365    {
366      frame = (sFrame*)(buffer + this->header->frameSize * i); 
367      pVertex = this->pVertices + this->numVertices  * i;
368      pNormals = this->pLightNormals + this->numVertices * i;
369
370      for(int j = 0; j < this->numVertices; ++j)
371        {
372          /* SPEEDUP: *(pVerts + i + 0) = (*(frame->pVertices + i + 0)...  */
373          pVertex[j][0] = (frame->pVertices[j].v[0] * frame->scale[0]) + frame->translate[0];
374          pVertex[j][1] = (frame->pVertices[j].v[2] * frame->scale[2]) + frame->translate[2];
375          pVertex[j][2] = -1.0 * (frame->pVertices[j].v[1] * frame->scale[1] + frame->translate[1]);
376         
377          pNormals[j] = frame->pVertices[j].lightNormalIndex;
378        }
379    }
380
381  delete [] buffer;
382  fclose(pFile);
383}
384
385
386/**
387  \brief loads the skin/material stuff
388  \param fileName: name of the skin file
389  \return true if success
390*/
391bool MD2Data::loadSkin(const char* fileName)
392{
393  if( fileName == NULL)
394    {
395      this->skinFileName = NULL;
396      return false;
397    }
398
399  this->skinFileName = new char[strlen(fileName)+1];
400  strcpy(this->skinFileName, fileName);
401
402  this->material = new Material("md2ModelTest");
403  this->material->setDiffuseMap(fileName);
404  this->material->setIllum(3);
405  this->material->setAmbient(1.0, 1.0, 1.0);
406}
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