[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 | |
---|
[4245] | 23 | |
---|
| 24 | using namespace std; |
---|
| 25 | |
---|
[4682] | 26 | //! the model anorms |
---|
[4276] | 27 | sVec3D MD2Model::anorms[NUM_VERTEX_NORMALS] = { |
---|
[4245] | 28 | #include "anorms.h" |
---|
| 29 | }; |
---|
| 30 | |
---|
[4459] | 31 | //! anormal dots, no idea of how this shall work, but it does |
---|
[4276] | 32 | float MD2Model::anormsDots[SHADEDOT_QUANT][256] = { |
---|
[4245] | 33 | #include "anormtab.h" |
---|
| 34 | }; |
---|
| 35 | |
---|
| 36 | |
---|
[4682] | 37 | //! the angle under which the model is viewd, used internaly |
---|
[4245] | 38 | float md2Angle = 0.0f; |
---|
| 39 | |
---|
| 40 | |
---|
[4459] | 41 | //! list of all different animations a std md2model supports |
---|
[4276] | 42 | sAnim MD2Model::animationList[21] = |
---|
[4245] | 43 | { |
---|
[6222] | 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 |
---|
[4245] | 66 | }; |
---|
| 67 | |
---|
| 68 | |
---|
| 69 | |
---|
| 70 | /******************************************************************************** |
---|
[4459] | 71 | * MD2Model * |
---|
| 72 | ********************************************************************************/ |
---|
[4245] | 73 | |
---|
[4461] | 74 | /** |
---|
[4284] | 75 | \brief simple constructor initializing all variables |
---|
| 76 | */ |
---|
[4459] | 77 | MD2Model::MD2Model(const char* modelFileName, const char* skinFileName) |
---|
[4245] | 78 | { |
---|
[4280] | 79 | /* this creates the data container via ressource manager */ |
---|
[4462] | 80 | this->data = (MD2Data*)ResourceManager::getInstance()->load(modelFileName, MD2, RP_GAME, (void*)skinFileName); |
---|
[4787] | 81 | if( unlikely(this->data == NULL)) |
---|
| 82 | PRINTF(0)("The model was not found, MD2Model Loader finished abnormaly. Update the data-repos\n"); |
---|
[5075] | 83 | |
---|
[4282] | 84 | this->scaleFactor = this->data->scaleFactor; |
---|
[6222] | 85 | |
---|
| 86 | shadeDots = MD2Model::anormsDots[0]; |
---|
| 87 | /* set the animation stat mannualy */ |
---|
| 88 | this->animationState.type = STAND; |
---|
| 89 | this->animationState.numPlays = 1; |
---|
[5087] | 90 | this->setAnim(STAND); |
---|
[6222] | 91 | |
---|
| 92 | this->debug(); |
---|
[4245] | 93 | } |
---|
| 94 | |
---|
[4461] | 95 | /** |
---|
[4284] | 96 | \brief simple destructor, dereferencing all variables |
---|
[4245] | 97 | |
---|
[4284] | 98 | this is where the ressource manager is cleaning the stuff |
---|
| 99 | */ |
---|
[4276] | 100 | MD2Model::~MD2Model() |
---|
[4245] | 101 | { |
---|
[4462] | 102 | ResourceManager::getInstance()->unload(this->data); |
---|
[4245] | 103 | } |
---|
| 104 | |
---|
| 105 | |
---|
| 106 | /** |
---|
[4836] | 107 | * initializes an array of vert with the current frame scaled vertices |
---|
[6222] | 108 | * @param this->verticesList: the list of vertices to interpolate between |
---|
[4245] | 109 | |
---|
| 110 | we won't use the pVertices array directly, since its much easier and we need |
---|
| 111 | saving of data anyway |
---|
| 112 | */ |
---|
[6222] | 113 | void MD2Model::interpolate(/*sVec3D* this->verticesList*/) |
---|
[4245] | 114 | { |
---|
| 115 | sVec3D* currVec; |
---|
| 116 | sVec3D* nextVec; |
---|
| 117 | |
---|
[4281] | 118 | currVec = &this->data->pVertices[this->data->numVertices * this->animationState.currentFrame]; |
---|
| 119 | nextVec = &this->data->pVertices[this->data->numVertices * this->animationState.nextFrame]; |
---|
[4245] | 120 | |
---|
[5086] | 121 | for( int i = 0; i < this->data->numVertices; ++i) |
---|
[4245] | 122 | { |
---|
[6222] | 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]); |
---|
[4245] | 126 | } |
---|
| 127 | } |
---|
| 128 | |
---|
| 129 | |
---|
[4461] | 130 | /** |
---|
[4284] | 131 | \brief sets the animation type |
---|
[4836] | 132 | * @param type: animation type |
---|
[4284] | 133 | |
---|
| 134 | the animation types can be looked up in the animationType table |
---|
| 135 | */ |
---|
[4276] | 136 | void MD2Model::setAnim(int type) |
---|
[4245] | 137 | { |
---|
| 138 | if( (type < 0) || (type > MAX_ANIMATIONS) ) |
---|
[5087] | 139 | type = STAND; |
---|
[4245] | 140 | |
---|
[6222] | 141 | if( MD2Model::animationList[this->animationState.type].bStoppable == 0) |
---|
| 142 | { |
---|
| 143 | if( this->animationState.numPlays == 0 ) |
---|
| 144 | return; |
---|
| 145 | } |
---|
| 146 | |
---|
[4245] | 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; |
---|
[6222] | 152 | this->animationState.numPlays = 0; |
---|
[4682] | 153 | |
---|
[5087] | 154 | this->animationState.interpolationState = 0.0f; |
---|
| 155 | this->animationState.localTime = 0.0f; |
---|
| 156 | this->animationState.lastTime = 0.0f; |
---|
[4245] | 157 | this->animationState.currentFrame = animationList[type].firstFrame; |
---|
| 158 | } |
---|
| 159 | |
---|
| 160 | |
---|
[4461] | 161 | /** |
---|
[4284] | 162 | \brief sets the time in seconds passed since the last tick |
---|
[4836] | 163 | * @param time: in sec |
---|
[4284] | 164 | */ |
---|
[4276] | 165 | void MD2Model::tick(float time) |
---|
[4245] | 166 | { |
---|
[6222] | 167 | this->animate(time); |
---|
| 168 | this->processLighting(); |
---|
| 169 | this->interpolate(/*this->verticesList*/); |
---|
[4245] | 170 | } |
---|
| 171 | |
---|
| 172 | |
---|
[4461] | 173 | /** |
---|
[6022] | 174 | * @brief draws the model: interface for all other classes out in the world |
---|
| 175 | * @todo make it const and virtual |
---|
| 176 | * FIXME |
---|
| 177 | */ |
---|
[6222] | 178 | void MD2Model::draw() const |
---|
[4245] | 179 | { |
---|
| 180 | glPushMatrix(); |
---|
[5087] | 181 | this->renderFrame(); |
---|
[6222] | 182 | // renderFrameTriangles(); |
---|
[4245] | 183 | glPopMatrix(); |
---|
[4682] | 184 | } |
---|
[4245] | 185 | |
---|
| 186 | |
---|
[4461] | 187 | /** |
---|
[4284] | 188 | \brief this is an internal function to render this special frame selected by animate() |
---|
| 189 | */ |
---|
[6222] | 190 | void MD2Model::renderFrame() const |
---|
[4245] | 191 | { |
---|
[4281] | 192 | int* pCommands = this->data->pGLCommands; |
---|
[4245] | 193 | |
---|
| 194 | /* some face culling stuff */ |
---|
| 195 | glPushAttrib(GL_POLYGON_BIT); |
---|
| 196 | glFrontFace(GL_CW); |
---|
| 197 | glEnable(GL_CULL_FACE); |
---|
| 198 | glCullFace(GL_BACK); |
---|
[4682] | 199 | |
---|
[4281] | 200 | this->data->material->select(); |
---|
[4245] | 201 | |
---|
| 202 | /* draw the triangles */ |
---|
| 203 | while( int i = *(pCommands++)) /* strange looking while loop for maximum performance */ |
---|
| 204 | { |
---|
| 205 | if( i < 0) |
---|
[4682] | 206 | { |
---|
| 207 | glBegin(GL_TRIANGLE_FAN); |
---|
| 208 | i = -i; |
---|
| 209 | } |
---|
[4245] | 210 | else |
---|
[4682] | 211 | { |
---|
| 212 | glBegin(GL_TRIANGLE_STRIP); |
---|
| 213 | } |
---|
[4245] | 214 | |
---|
| 215 | for(; i > 0; i--, pCommands += 3) /* down counting for loop, next 3 gl commands */ |
---|
[4682] | 216 | { |
---|
[4717] | 217 | glTexCoord2f( ((float *)pCommands)[0], ((float *)pCommands)[1] ); |
---|
[4682] | 218 | glNormal3fv(anorms[this->data->pLightNormals[pCommands[2]]]); |
---|
[6222] | 219 | glVertex3fv(this->verticesList[pCommands[2]]); |
---|
[4682] | 220 | } |
---|
[4245] | 221 | glEnd(); |
---|
[4717] | 222 | |
---|
[4245] | 223 | } |
---|
| 224 | glDisable(GL_CULL_FACE); |
---|
| 225 | glPopAttrib(); |
---|
| 226 | } |
---|
| 227 | |
---|
| 228 | |
---|
[6222] | 229 | void 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 | |
---|
[4461] | 272 | /** |
---|
[4284] | 273 | \brief animates the current model |
---|
| 274 | |
---|
| 275 | depending on the time passed (tick function), the player will select another model |
---|
| 276 | */ |
---|
[6222] | 277 | void MD2Model::animate(float time) |
---|
[4280] | 278 | { |
---|
[6222] | 279 | this->animationState.localTime += time; |
---|
| 280 | |
---|
[4280] | 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++; |
---|
[4682] | 285 | |
---|
[4280] | 286 | if( this->animationState.nextFrame > this->animationState.endFrame) |
---|
[6222] | 287 | { |
---|
[4682] | 288 | this->animationState.nextFrame = this->animationState.startFrame; |
---|
[6222] | 289 | this->animationState.numPlays++; |
---|
| 290 | } |
---|
[4280] | 291 | this->animationState.lastTime = this->animationState.localTime; |
---|
| 292 | } |
---|
| 293 | |
---|
[4281] | 294 | if( this->animationState.currentFrame > (this->data->numFrames - 1) ) |
---|
[4280] | 295 | this->animationState.currentFrame = 0; |
---|
[4281] | 296 | if( this->animationState.nextFrame > (this->data->numFrames - 1) ) |
---|
[4280] | 297 | this->animationState.nextFrame = 0; |
---|
| 298 | |
---|
[4682] | 299 | this->animationState.interpolationState = this->animationState.fps * |
---|
[4280] | 300 | (this->animationState.localTime - this->animationState.lastTime); |
---|
| 301 | } |
---|
| 302 | |
---|
| 303 | |
---|
[4461] | 304 | /** |
---|
[4284] | 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 | */ |
---|
[4280] | 309 | void MD2Model::processLighting() |
---|
| 310 | { |
---|
| 311 | shadeDots = anormsDots[((int)(md2Angle*(SHADEDOT_QUANT / 360.0)))&(SHADEDOT_QUANT - 1)]; |
---|
| 312 | } |
---|
| 313 | |
---|
[4461] | 314 | |
---|
| 315 | /** |
---|
[4284] | 316 | \brief prints out debug informations |
---|
| 317 | */ |
---|
[4276] | 318 | void MD2Model::debug() |
---|
[4245] | 319 | { |
---|
[4282] | 320 | PRINT(0)("\n==========================| MD2Model::debug() |===\n"); |
---|
[4281] | 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); |
---|
[4282] | 326 | PRINT(0)("= Height, Width:\t%i, %i\n", this->data->header->skinHeight, this->data->header->skinWidth); |
---|
[4488] | 327 | PRINT(0)("= Pointer to the data object: %p\n", this->data); |
---|
[4245] | 328 | PRINT(0)("===================================================\n\n"); |
---|
| 329 | } |
---|
[4280] | 330 | |
---|
| 331 | |
---|
[4282] | 332 | /******************************************************************************** |
---|
| 333 | * MD2Data * |
---|
| 334 | ********************************************************************************/ |
---|
[4280] | 335 | |
---|
[4461] | 336 | /** |
---|
[4284] | 337 | \brief simple constructor |
---|
| 338 | */ |
---|
[4459] | 339 | MD2Data::MD2Data(const char* modelFileName, const char* skinFileName) |
---|
[4280] | 340 | { |
---|
| 341 | this->pVertices = NULL; |
---|
| 342 | this->pGLCommands = NULL; |
---|
[4682] | 343 | this->pLightNormals = NULL; |
---|
[5085] | 344 | this->pTexCoor = NULL; |
---|
[4280] | 345 | |
---|
| 346 | this->numFrames = 0; |
---|
| 347 | this->numVertices = 0; |
---|
| 348 | this->numGLCommands = 0; |
---|
[5085] | 349 | this->numTexCoor = 0; |
---|
[4459] | 350 | |
---|
[6222] | 351 | // this->scaleFactor = 1.0f; |
---|
| 352 | this->scaleFactor = 0.1f; |
---|
[4682] | 353 | |
---|
[5284] | 354 | this->fileName = NULL; |
---|
| 355 | this->skinFileName = NULL; |
---|
[4459] | 356 | this->loadModel(modelFileName); |
---|
| 357 | this->loadSkin(skinFileName); |
---|
[4280] | 358 | } |
---|
| 359 | |
---|
| 360 | |
---|
[4461] | 361 | /** |
---|
[4284] | 362 | \brief simple destructor |
---|
| 363 | |
---|
| 364 | this will clean out all the necessary data for a specific md2model |
---|
| 365 | */ |
---|
[4280] | 366 | MD2Data::~MD2Data() |
---|
| 367 | { |
---|
[5235] | 368 | delete [] this->fileName; |
---|
| 369 | delete [] this->skinFileName; |
---|
| 370 | delete this->header; |
---|
[4460] | 371 | |
---|
[4280] | 372 | delete [] this->pVertices; |
---|
| 373 | delete [] this->pGLCommands; |
---|
| 374 | delete [] this->pLightNormals; |
---|
[5085] | 375 | delete [] this->pTexCoor; |
---|
[4460] | 376 | |
---|
| 377 | delete this->material; |
---|
[4280] | 378 | } |
---|
| 379 | |
---|
| 380 | |
---|
| 381 | |
---|
[4461] | 382 | /** |
---|
[4284] | 383 | \brief this will load the whole model data (vertices, opengl command list, ...) |
---|
[4836] | 384 | * @param fileName: the name of the model file |
---|
[4284] | 385 | \return true if success |
---|
| 386 | */ |
---|
[4280] | 387 | bool 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 | |
---|
[5284] | 395 | //! @todo this chek should include deleting a loaded model (eventually) |
---|
| 396 | if (fileName == NULL) |
---|
| 397 | return false; |
---|
| 398 | |
---|
[4280] | 399 | pFile = fopen(fileName, "rb"); |
---|
[4682] | 400 | if( unlikely(!pFile)) |
---|
[4280] | 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; |
---|
[5085] | 421 | this->numTexCoor = this->header->numTexCoords; |
---|
[4280] | 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]; |
---|
[4787] | 426 | this->pTriangles = new sTriangle[this->numTriangles]; |
---|
[5085] | 427 | this->pTexCoor = new sTexCoor[this->numTexCoor]; |
---|
[4280] | 428 | buffer = new char[this->numFrames * this->header->frameSize]; |
---|
| 429 | |
---|
[4787] | 430 | |
---|
[4280] | 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); |
---|
[4787] | 437 | /* triangle list */ |
---|
| 438 | fseek(pFile, this->header->offsetTriangles, SEEK_SET); |
---|
| 439 | fread(this->pTriangles, sizeof(sTriangle), this->numTriangles, pFile); |
---|
[5085] | 440 | /* read in texture coordinates */ |
---|
| 441 | fseek(pFile, this->header->offsetTexCoords, SEEK_SET); |
---|
| 442 | fread(this->pTexCoor, sizeof(sTexCoor), this->numTexCoor, pFile); |
---|
[4280] | 443 | |
---|
[5087] | 444 | |
---|
[4280] | 445 | for(int i = 0; i < this->numFrames; ++i) |
---|
| 446 | { |
---|
[4682] | 447 | frame = (sFrame*)(buffer + this->header->frameSize * i); |
---|
[4280] | 448 | pVertex = this->pVertices + this->numVertices * i; |
---|
| 449 | pNormals = this->pLightNormals + this->numVertices * i; |
---|
| 450 | |
---|
| 451 | for(int j = 0; j < this->numVertices; ++j) |
---|
[4682] | 452 | { |
---|
| 453 | /* SPEEDUP: *(pVerts + i + 0) = (*(frame->pVertices + i + 0)... */ |
---|
[6222] | 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; |
---|
[4682] | 457 | |
---|
[6222] | 458 | //printf("vertex %i/%i: (%f, %f, %f)\n", j, this->numVertices, pVertex[j][0], pVertex[j][1], pVertex[j][2]); |
---|
| 459 | |
---|
[4682] | 460 | pNormals[j] = frame->pVertices[j].lightNormalIndex; |
---|
| 461 | } |
---|
[4280] | 462 | } |
---|
[6222] | 463 | PRINTF(4)("Finished loading the md2 file\n"); |
---|
[4280] | 464 | |
---|
| 465 | delete [] buffer; |
---|
| 466 | fclose(pFile); |
---|
| 467 | } |
---|
| 468 | |
---|
| 469 | |
---|
[4461] | 470 | /** |
---|
[4284] | 471 | \brief loads the skin/material stuff |
---|
[4836] | 472 | * @param fileName: name of the skin file |
---|
[4284] | 473 | \return true if success |
---|
| 474 | */ |
---|
[4280] | 475 | bool MD2Data::loadSkin(const char* fileName) |
---|
| 476 | { |
---|
[4459] | 477 | if( fileName == NULL) |
---|
| 478 | { |
---|
| 479 | this->skinFileName = NULL; |
---|
| 480 | return false; |
---|
| 481 | } |
---|
| 482 | |
---|
[4280] | 483 | this->skinFileName = new char[strlen(fileName)+1]; |
---|
| 484 | strcpy(this->skinFileName, fileName); |
---|
[4281] | 485 | |
---|
[4280] | 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 | } |
---|