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source: orxonox.OLD/trunk/src/lib/graphics/importer/md2Model.cc @ 6146

Last change on this file since 6146 was 6022, checked in by bensch, 19 years ago

orxonox/trunk: merged the NewModel branche back to the trunk.
merged with command
svn merge branches/newModel/ trunk/ -r 6016:HEAD
no conflicts

File size: 12.9 KB
RevLine 
[4682]1/*
[4245]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
[5075]20#include "debug.h"
[4246]21#include "resource_manager.h"
22
[4697]23//#include <fstream>
[4245]24
25
26using namespace std;
27
[4682]28//! the model anorms
[4276]29sVec3D MD2Model::anorms[NUM_VERTEX_NORMALS] = {
[4245]30 #include "anorms.h"
31};
32
[4459]33//! anormal dots, no idea of how this shall work, but it does
[4276]34float MD2Model::anormsDots[SHADEDOT_QUANT][256] = {
[4245]35  #include "anormtab.h"
36};
37
[4459]38//! again one of these strange id software parts
[4276]39static float *shadeDots = MD2Model::anormsDots[0];
[4245]40
[4682]41//! the angle under which the model is viewd, used internaly
[4245]42float md2Angle = 0.0f;
43
44
[4459]45//! list of all different animations a std md2model supports
[4276]46sAnim MD2Model::animationList[21] =
[4245]47  {
[4682]48 // begin, end, fps
[4459]49    {   0,  39,  9 },   //!< STAND
50    {  40,  45, 10 },   //!< RUN
51    {  46,  53, 10 },   //!< ATTACK
52    {  54,  57,  7 },   //!< PAIN_A
53    {  58,  61,  7 },   //!< PAIN_B
54    {  62,  65,  7 },   //!< PAIN_C
55    {  66,  71,  7 },   //!< JUMP
56    {  72,  83,  7 },   //!< FLIP
57    {  84,  94,  7 },   //!< SALUTE
58    {  95, 111, 10 },   //!< FALLBACK
59    { 112, 122,  7 },   //!< WAVE
60    { 123, 134,  6 },   //!< POINTT
61    { 135, 153, 10 },   //!< CROUCH_STAND
62    { 154, 159,  7 },   //!< CROUCH_WALK
63    { 160, 168, 10 },   //!< CROUCH_ATTACK
64    { 196, 172,  7 },   //!< CROUCH_PAIN
65    { 173, 177,  5 },   //!< CROUCH_DEATH
66    { 178, 183,  7 },   //!< DEATH_FALLBACK
67    { 184, 189,  7 },   //!< DEATH_FALLFORWARD
68    { 190, 197,  7 },   //!< DEATH_FALLBACKSLOW
69    { 198, 198,  5 },   //!< BOOM
[4245]70  };
71
72
73
74/********************************************************************************
[4459]75 *   MD2Model                                                                   *
76 ********************************************************************************/
[4245]77
[4461]78/**
[4284]79  \brief simple constructor initializing all variables
80*/
[4459]81MD2Model::MD2Model(const char* modelFileName, const char* skinFileName)
[4245]82{
[4280]83  /* this creates the data container via ressource manager */
[4462]84  this->data = (MD2Data*)ResourceManager::getInstance()->load(modelFileName, MD2, RP_GAME, (void*)skinFileName);
[4787]85  if( unlikely(this->data == NULL))
86    PRINTF(0)("The model was not found, MD2Model Loader finished abnormaly. Update the data-repos\n");
[5075]87
[4282]88  this->scaleFactor = this->data->scaleFactor;
[5087]89  this->setAnim(STAND);
[4245]90}
91
[4461]92/**
[4284]93  \brief simple destructor, dereferencing all variables
[4245]94
[4284]95  this is where the ressource manager is cleaning the stuff
96*/
[4276]97MD2Model::~MD2Model()
[4245]98{
[4462]99  ResourceManager::getInstance()->unload(this->data);
[4245]100}
101
102
103/**
[4836]104 *  initializes an array of vert with the current frame scaled vertices
105 * @param verticesList: the list of vertices to interpolate between
[4245]106
107   we won't use the pVertices array directly, since its much easier and we need
108   saving of data anyway
109*/
[4276]110void MD2Model::interpolate(sVec3D* verticesList)
[4245]111{
112  sVec3D* currVec;
113  sVec3D* nextVec;
114
[4281]115  currVec = &this->data->pVertices[this->data->numVertices * this->animationState.currentFrame];
116  nextVec = &this->data->pVertices[this->data->numVertices * this->animationState.nextFrame];
[4245]117
[5086]118  for( int i = 0; i < this->data->numVertices; ++i)
[4245]119    {
[5086]120      verticesList[i][0] = currVec[i][0] + this->animationState.interpolationState * (nextVec[i][0] - currVec[i][0]);
121      verticesList[i][1] = currVec[i][1] + this->animationState.interpolationState * (nextVec[i][1] - currVec[i][1]);
122      verticesList[i][2] = currVec[i][2] + this->animationState.interpolationState * (nextVec[i][2] - currVec[i][2]);
[4245]123    }
124}
125
126
[4461]127/**
[4284]128  \brief sets the animation type
[4836]129* @param type: animation type
[4284]130
131  the animation types can be looked up in the animationType table
132*/
[4276]133void MD2Model::setAnim(int type)
[4245]134{
135  if( (type < 0) || (type > MAX_ANIMATIONS) )
[5087]136    type = STAND;
[4245]137
138  this->animationState.startFrame = animationList[type].firstFrame;
139  this->animationState.endFrame = animationList[type].lastFrame;
140  this->animationState.nextFrame = animationList[type].firstFrame + 1;
141  this->animationState.fps = animationList[type].fps;
142  this->animationState.type = type;
[4682]143
[5087]144  this->animationState.interpolationState = 0.0f;
145  this->animationState.localTime = 0.0f;
146  this->animationState.lastTime = 0.0f;
[4245]147  this->animationState.currentFrame = animationList[type].firstFrame;
148}
149
150
[4461]151/**
[4284]152  \brief sets the time in seconds passed since the last tick
[4836]153* @param time: in sec
[4284]154*/
[4276]155void MD2Model::tick(float time)
[4245]156{
157  this->animationState.localTime += time;
158}
159
160
[4461]161/**
[6022]162 * @brief draws the model: interface for all other classes out in the world
163 * @todo make it const and virtual
164 * FIXME
165 */
[4276]166void MD2Model::draw()
[4245]167{
168  if( likely(this->animationState.localTime > 0.0))
169    this->animate();
170
171  glPushMatrix();
172
[5087]173  this->renderFrame();
[4245]174
175  glPopMatrix();
[4682]176}
[4245]177
178
[4461]179/**
[4284]180  \brief this is an internal function to render this special frame selected by animate()
181*/
[5087]182void MD2Model::renderFrame()
[4245]183{
184  static sVec3D verticesList[MD2_MAX_VERTICES]; /* performance: created only once in a lifetime */
[4281]185  int* pCommands = this->data->pGLCommands;
[4245]186
187  /* some face culling stuff */
188  glPushAttrib(GL_POLYGON_BIT);
189  glFrontFace(GL_CW);
190  glEnable(GL_CULL_FACE);
191  glCullFace(GL_BACK);
[4682]192
[4245]193  this->processLighting();
194  this->interpolate(verticesList);
[4281]195  this->data->material->select();
[4245]196
197  /* draw the triangles */
198  while( int i = *(pCommands++)) /* strange looking while loop for maximum performance */
199    {
200      if( i < 0)
[4682]201        {
202          glBegin(GL_TRIANGLE_FAN);
203          i = -i;
204        }
[4245]205      else
[4682]206        {
207          glBegin(GL_TRIANGLE_STRIP);
208        }
[4245]209
[4717]210
[4245]211      for(; i > 0; i--, pCommands += 3) /* down counting for loop, next 3 gl commands */
[4682]212        {
[4717]213          glTexCoord2f( ((float *)pCommands)[0], ((float *)pCommands)[1] );
[4682]214          glNormal3fv(anorms[this->data->pLightNormals[pCommands[2]]]);
215          glVertex3fv(verticesList[pCommands[2]]);
216        }
[4245]217      glEnd();
[4717]218
[4245]219    }
220  glDisable(GL_CULL_FACE);
221  glPopAttrib();
222}
223
224
[4461]225/**
[4284]226  \brief animates the current model
227
228  depending on the time passed (tick function), the player will select another model
229*/
[4280]230void MD2Model::animate()
231{
232  if( this->animationState.localTime - this->animationState.lastTime > (1.0f / this->animationState.fps))
233    {
234      this->animationState.currentFrame = this->animationState.nextFrame;
235      this->animationState.nextFrame++;
[4682]236
[4280]237      if( this->animationState.nextFrame > this->animationState.endFrame)
[4682]238        this->animationState.nextFrame = this->animationState.startFrame;
[4280]239      this->animationState.lastTime = this->animationState.localTime;
240    }
241
[4281]242  if( this->animationState.currentFrame > (this->data->numFrames - 1) )
[4280]243    this->animationState.currentFrame = 0;
[4281]244  if( this->animationState.nextFrame > (this->data->numFrames - 1) )
[4280]245    this->animationState.nextFrame = 0;
246
[4682]247  this->animationState.interpolationState = this->animationState.fps *
[4280]248    (this->animationState.localTime - this->animationState.lastTime);
249}
250
251
[4461]252/**
[4284]253  \brief this is how id is precessing their lightning
254
255  the details of how the whole lighting process is beeing handled - i have no idea... :)
256*/
[4280]257void MD2Model::processLighting()
258{
259  shadeDots = anormsDots[((int)(md2Angle*(SHADEDOT_QUANT / 360.0)))&(SHADEDOT_QUANT - 1)];
260}
261
[4461]262
263/**
[4284]264  \brief prints out debug informations
265*/
[4276]266void MD2Model::debug()
[4245]267{
[4282]268  PRINT(0)("\n==========================| MD2Model::debug() |===\n");
[4281]269  PRINT(0)("=  Model FileName:\t%s\n", this->data->fileName);
270  PRINT(0)("=  Skin FileName:\t%s\n", this->data->skinFileName);
271  PRINT(0)("=  Size in Memory:\t%i Bytes\n", this->data->header->frameSize * this->data->header->numFrames + 64); // 64bytes is the header size
272  PRINT(0)("=  Number of Vertices:\t%i\n", this->data->header->numVertices);
273  PRINT(0)("=  Number of Frames: \t%i\n", this->data->header->numFrames);
[4282]274  PRINT(0)("=  Height, Width:\t%i, %i\n", this->data->header->skinHeight, this->data->header->skinWidth);
[4488]275  PRINT(0)("=  Pointer to the data object: %p\n", this->data);
[4245]276  PRINT(0)("===================================================\n\n");
277}
[4280]278
279
[4282]280/********************************************************************************
281 *   MD2Data                                                                    *
282 ********************************************************************************/
[4280]283
[4461]284/**
[4284]285  \brief simple constructor
286*/
[4459]287MD2Data::MD2Data(const char* modelFileName, const char* skinFileName)
[4280]288{
289  this->pVertices = NULL;
290  this->pGLCommands = NULL;
[4682]291  this->pLightNormals = NULL;
[5085]292  this->pTexCoor = NULL;
[4280]293
294  this->numFrames = 0;
295  this->numVertices = 0;
296  this->numGLCommands = 0;
[5085]297  this->numTexCoor = 0;
[4459]298
[4682]299  this->scaleFactor = 0.2f;
300
[5284]301  this->fileName = NULL;
302  this->skinFileName = NULL;
[4459]303  this->loadModel(modelFileName);
304  this->loadSkin(skinFileName);
[4280]305}
306
307
[4461]308/**
[4284]309  \brief simple destructor
310
311  this will clean out all the necessary data for a specific md2model
312*/
[4280]313MD2Data::~MD2Data()
314{
[5235]315  delete [] this->fileName;
316  delete [] this->skinFileName;
317  delete this->header;
[4460]318
[4280]319  delete [] this->pVertices;
320  delete [] this->pGLCommands;
321  delete [] this->pLightNormals;
[5085]322  delete [] this->pTexCoor;
[4460]323
324  delete this->material;
[4280]325}
326
327
328
[4461]329/**
[4284]330  \brief this will load the whole model data (vertices, opengl command list, ...)
[4836]331* @param fileName: the name of the model file
[4284]332  \return true if success
333*/
[4280]334bool MD2Data::loadModel(const char* fileName)
335{
336  FILE *pFile;                            //file stream
337  char* buffer;                           //buffer for frame data
338  sFrame* frame;                          //temp frame
339  sVec3D *pVertex;
340  int* pNormals;
341
[5284]342  //! @todo this chek should include deleting a loaded model (eventually)
343  if (fileName == NULL)
344    return false;
345
[4280]346  pFile = fopen(fileName, "rb");
[4682]347  if( unlikely(!pFile))
[4280]348    {
349      PRINTF(1)("Couldn't open the MD2 File for loading. Exiting.\n");
350      return false;
351    }
352  this->header = new MD2Header;
353  fread(this->header, 1, sizeof(MD2Header), pFile);
354  /* check for the header version: make sure its a md2 file :) */
355  if( unlikely(this->header->version != MD2_VERSION) && unlikely(this->header->ident != MD2_IDENT))
356    {
357      PRINTF(1)("Couldn't load file %s: invalid file format: stop loading\n", fileName);
358      return false;
359    }
360
361  this->fileName = new char[strlen(fileName)+1];
362  strcpy(this->fileName, fileName);
363  /* got the data: map it to locals */
364  this->numFrames = this->header->numFrames;
365  this->numVertices = this->header->numVertices;
366  this->numTriangles = this->header->numTriangles;
367  this->numGLCommands = this->header->numGlCommands;
[5085]368  this->numTexCoor = this->header->numTexCoords;
[4280]369  /* allocate memory for the data storage */
370  this->pVertices = new sVec3D[this->numVertices * this->numFrames];
371  this->pGLCommands = new int[this->numGLCommands];
372  this->pLightNormals = new int[this->numVertices * this->numFrames];
[4787]373  this->pTriangles = new sTriangle[this->numTriangles];
[5085]374  this->pTexCoor = new sTexCoor[this->numTexCoor];
[4280]375  buffer = new char[this->numFrames * this->header->frameSize];
376
[4787]377
[4280]378  /* read frame data from the file to a temp buffer */
379  fseek(pFile, this->header->offsetFrames, SEEK_SET);
380  fread(buffer, this->header->frameSize, this->numFrames, pFile);
381  /* read opengl commands */
382  fseek(pFile, this->header->offsetGlCommands, SEEK_SET);
383  fread(this->pGLCommands, sizeof(int), this->numGLCommands, pFile);
[4787]384  /* triangle list */
385  fseek(pFile, this->header->offsetTriangles, SEEK_SET);
386  fread(this->pTriangles, sizeof(sTriangle), this->numTriangles, pFile);
[5085]387  /*  read in texture coordinates */
388  fseek(pFile, this->header->offsetTexCoords, SEEK_SET);
389  fread(this->pTexCoor, sizeof(sTexCoor), this->numTexCoor, pFile);
[4280]390
[5087]391
[4280]392  for(int i = 0; i < this->numFrames; ++i)
393    {
[4682]394      frame = (sFrame*)(buffer + this->header->frameSize * i);
[4280]395      pVertex = this->pVertices + this->numVertices  * i;
396      pNormals = this->pLightNormals + this->numVertices * i;
397
398      for(int j = 0; j < this->numVertices; ++j)
[4682]399        {
400          /* SPEEDUP: *(pVerts + i + 0) = (*(frame->pVertices + i + 0)...  */
401          pVertex[j][0] = ((frame->pVertices[j].v[0] * frame->scale[0] ) + frame->translate[0] )* this->scaleFactor;
402          pVertex[j][1] = ((frame->pVertices[j].v[2] * frame->scale[2]) + frame->translate[2]) * this->scaleFactor;
403          pVertex[j][2] = (-1.0 * (frame->pVertices[j].v[1] * frame->scale[1] + frame->translate[1])) * this->scaleFactor;
404
405          pNormals[j] = frame->pVertices[j].lightNormalIndex;
406        }
[4280]407    }
408
409  delete [] buffer;
410  fclose(pFile);
411}
412
413
[4461]414/**
[4284]415  \brief loads the skin/material stuff
[4836]416* @param fileName: name of the skin file
[4284]417  \return true if success
418*/
[4280]419bool MD2Data::loadSkin(const char* fileName)
420{
[4459]421  if( fileName == NULL)
422    {
423      this->skinFileName = NULL;
424      return false;
425    }
426
[4280]427  this->skinFileName = new char[strlen(fileName)+1];
428  strcpy(this->skinFileName, fileName);
[4281]429
[4280]430  this->material = new Material("md2ModelTest");
431  this->material->setDiffuseMap(fileName);
432  this->material->setIllum(3);
433  this->material->setAmbient(1.0, 1.0, 1.0);
434}
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