[4682] | 1 | /* |
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[4245] | 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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[8293] | 16 | #include "config.h" |
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| 17 | #ifdef HAVE_SDL_SDL_H |
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| 18 | #include <SDL/SDL.h> |
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| 19 | #include <SDL/SDL_endian.h> |
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| 20 | #else |
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| 21 | #include <SDL.h> |
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| 22 | #include <SDL_endian.h> |
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| 23 | #endif |
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[4245] | 24 | #include "md2Model.h" |
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| 25 | #include "material.h" |
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| 26 | |
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[5075] | 27 | #include "debug.h" |
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[7193] | 28 | #include "util/loading/resource_manager.h" |
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[4246] | 29 | |
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[4245] | 30 | using namespace std; |
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| 31 | |
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[4682] | 32 | //! the model anorms |
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[4276] | 33 | sVec3D MD2Model::anorms[NUM_VERTEX_NORMALS] = { |
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[4245] | 34 | #include "anorms.h" |
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| 35 | }; |
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| 36 | |
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[4459] | 37 | //! anormal dots, no idea of how this shall work, but it does |
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[4276] | 38 | float MD2Model::anormsDots[SHADEDOT_QUANT][256] = { |
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[4245] | 39 | #include "anormtab.h" |
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| 40 | }; |
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| 41 | |
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| 42 | |
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[4682] | 43 | //! the angle under which the model is viewd, used internaly |
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[4245] | 44 | float md2Angle = 0.0f; |
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| 45 | |
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| 46 | |
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[4459] | 47 | //! list of all different animations a std md2model supports |
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[4276] | 48 | sAnim MD2Model::animationList[21] = |
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[4245] | 49 | { |
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[6222] | 50 | // begin, end, fps, interruptable |
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| 51 | { 0, 39, 9, 1 }, //!< STAND |
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| 52 | { 40, 45, 10, 1 }, //!< RUN |
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| 53 | { 46, 53, 10, 0 }, //!< ATTACK |
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| 54 | { 54, 57, 7, 1 }, //!< PAIN_A |
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| 55 | { 58, 61, 7, 1 }, //!< PAIN_B |
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| 56 | { 62, 65, 7, 1 }, //!< PAIN_C |
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| 57 | { 66, 71, 7, 0 }, //!< JUMP |
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| 58 | { 72, 83, 7, 1 }, //!< FLIP |
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| 59 | { 84, 94, 7, 1 }, //!< SALUTE |
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| 60 | { 95, 111, 10, 1 }, //!< FALLBACK |
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| 61 | { 112, 122, 7, 1 }, //!< WAVE |
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| 62 | { 123, 134, 6, 1 }, //!< POINTT |
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| 63 | { 135, 153, 10, 1 }, //!< CROUCH_STAND |
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| 64 | { 154, 159, 7, 1 }, //!< CROUCH_WALK |
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| 65 | { 160, 168, 10, 1 }, //!< CROUCH_ATTACK |
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| 66 | { 196, 172, 7, 1 }, //!< CROUCH_PAIN |
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| 67 | { 173, 177, 5, 0 }, //!< CROUCH_DEATH |
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[7114] | 68 | { 178, 183, 10, 0 }, //!< DEATH_FALLBACK |
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| 69 | { 184, 189, 10, 0 }, //!< DEATH_FALLFORWARD |
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| 70 | { 190, 197, 10, 0 }, //!< DEATH_FALLBACKSLOW |
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[6222] | 71 | { 198, 198, 5, 1 }, //!< BOOM |
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[4245] | 72 | }; |
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| 73 | |
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| 74 | |
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[8293] | 75 | #ifdef SDL_LIL_ENDIAN |
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| 76 | #define BULK_CONV( _ptr, _num ) do { \ |
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| 77 | int _cnt = _num;\ |
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| 78 | int* _iptr = (int*)_ptr;\ |
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| 79 | for( int _l = 0; _l<_cnt; ++_l )\ |
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| 80 | _iptr[_l] = SDL_SwapLE32( _iptr[_l] );\ |
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| 81 | } while( 0 ) |
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| 82 | #define BULK_CONV16( _ptr, _num ) do { \ |
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| 83 | short _cnt = _num;\ |
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| 84 | short* _iptr = (short*)_ptr;\ |
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| 85 | for( int _l = 0; _l<_cnt; ++_l )\ |
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| 86 | _iptr[_l] = SDL_SwapLE16( _iptr[_l] );\ |
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| 87 | } while( 0 ) |
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| 88 | #else |
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| 89 | #define BULK_CONV( _ptr, _num ) |
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| 90 | #define BULK_CONV16( _ptr, _num ) |
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[8309] | 91 | #endif |
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[4245] | 92 | |
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| 93 | /******************************************************************************** |
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[4459] | 94 | * MD2Model * |
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| 95 | ********************************************************************************/ |
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[4245] | 96 | |
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[4461] | 97 | /** |
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[4284] | 98 | \brief simple constructor initializing all variables |
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| 99 | */ |
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[7221] | 100 | MD2Model::MD2Model(const std::string& modelFileName, const std::string& skinFileName, float scale) |
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[4245] | 101 | { |
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[7123] | 102 | this->setClassID(CL_MD2_MODEL, "MD2Model"); |
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[4280] | 103 | /* this creates the data container via ressource manager */ |
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[7221] | 104 | if (!modelFileName.empty()) |
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[8309] | 105 | this->data = (MD2Data*)ResourceManager::getInstance()->load( |
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[8293] | 106 | modelFileName, MD2, RP_GAME, skinFileName, scale); |
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[8309] | 107 | |
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| 108 | //When arriving here it is assumed that everything is in the correct byte order. |
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[4787] | 109 | if( unlikely(this->data == NULL)) |
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| 110 | PRINTF(0)("The model was not found, MD2Model Loader finished abnormaly. Update the data-repos\n"); |
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[5075] | 111 | |
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[7059] | 112 | this->scaleFactor = scale; |
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| 113 | |
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[6222] | 114 | shadeDots = MD2Model::anormsDots[0]; |
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| 115 | /* set the animation stat mannualy */ |
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| 116 | this->animationState.type = STAND; |
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| 117 | this->animationState.numPlays = 1; |
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[5087] | 118 | this->setAnim(STAND); |
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[6222] | 119 | |
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[8293] | 120 | //this->debug(); |
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[7068] | 121 | |
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| 122 | //write the modelinfo information |
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| 123 | this->pModelInfo.numVertices = this->data->numVertices; |
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| 124 | this->pModelInfo.numTriangles = this->data->numTriangles; |
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| 125 | this->pModelInfo.numNormals = 0; |
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| 126 | this->pModelInfo.numTexCoor = this->data->numTexCoor; |
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[8309] | 127 | |
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[7068] | 128 | this->pModelInfo.pVertices = (float*)this->data->pVertices; |
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[8309] | 129 | |
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[7068] | 130 | this->pModelInfo.pNormals = NULL; |
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[8293] | 131 | |
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[7068] | 132 | this->pModelInfo.pTexCoor = (float*)this->data->pTexCoor; |
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[8309] | 133 | |
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[7068] | 134 | // triangle conversion |
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| 135 | this->pModelInfo.pTriangles = new sTriangleExt[this->data->numTriangles]; |
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| 136 | for( int i = 0; i < this->data->numTriangles; i++) |
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| 137 | { |
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| 138 | this->pModelInfo.pTriangles[i].indexToVertices[0] = this->data->pTriangles[i].indexToVertices[0]; |
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| 139 | this->pModelInfo.pTriangles[i].indexToVertices[1] = this->data->pTriangles[i].indexToVertices[1]; |
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| 140 | this->pModelInfo.pTriangles[i].indexToVertices[2] = this->data->pTriangles[i].indexToVertices[2]; |
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| 141 | |
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| 142 | this->pModelInfo.pTriangles[i].indexToTexCoor[0] = this->data->pTriangles[i].indexToTexCoor[0]; |
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| 143 | this->pModelInfo.pTriangles[i].indexToTexCoor[1] = this->data->pTriangles[i].indexToTexCoor[1]; |
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| 144 | this->pModelInfo.pTriangles[i].indexToTexCoor[2] = this->data->pTriangles[i].indexToTexCoor[2]; |
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| 145 | } |
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[4245] | 146 | } |
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| 147 | |
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[7068] | 148 | |
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[4461] | 149 | /** |
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[4284] | 150 | \brief simple destructor, dereferencing all variables |
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[4245] | 151 | |
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[4284] | 152 | this is where the ressource manager is cleaning the stuff |
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| 153 | */ |
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[4276] | 154 | MD2Model::~MD2Model() |
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[4245] | 155 | { |
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[7732] | 156 | this->pModelInfo.pVertices = NULL; |
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| 157 | this->pModelInfo.pNormals = NULL; |
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| 158 | this->pModelInfo.pTexCoor = NULL; |
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| 159 | this->pModelInfo.pTriangles = NULL; |
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| 160 | |
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[4462] | 161 | ResourceManager::getInstance()->unload(this->data); |
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[4245] | 162 | } |
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| 163 | |
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| 164 | |
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| 165 | /** |
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[4836] | 166 | * initializes an array of vert with the current frame scaled vertices |
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[6222] | 167 | * @param this->verticesList: the list of vertices to interpolate between |
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[4245] | 168 | |
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| 169 | we won't use the pVertices array directly, since its much easier and we need |
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| 170 | saving of data anyway |
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| 171 | */ |
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[6222] | 172 | void MD2Model::interpolate(/*sVec3D* this->verticesList*/) |
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[4245] | 173 | { |
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| 174 | sVec3D* currVec; |
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| 175 | sVec3D* nextVec; |
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| 176 | |
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[4281] | 177 | currVec = &this->data->pVertices[this->data->numVertices * this->animationState.currentFrame]; |
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| 178 | nextVec = &this->data->pVertices[this->data->numVertices * this->animationState.nextFrame]; |
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[4245] | 179 | |
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[5086] | 180 | for( int i = 0; i < this->data->numVertices; ++i) |
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[4245] | 181 | { |
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[6222] | 182 | this->verticesList[i][0] = currVec[i][0] + this->animationState.interpolationState * (nextVec[i][0] - currVec[i][0]); |
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| 183 | this->verticesList[i][1] = currVec[i][1] + this->animationState.interpolationState * (nextVec[i][1] - currVec[i][1]); |
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| 184 | this->verticesList[i][2] = currVec[i][2] + this->animationState.interpolationState * (nextVec[i][2] - currVec[i][2]); |
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[4245] | 185 | } |
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| 186 | } |
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| 187 | |
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| 188 | |
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[4461] | 189 | /** |
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[4284] | 190 | \brief sets the animation type |
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[4836] | 191 | * @param type: animation type |
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[4284] | 192 | |
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| 193 | the animation types can be looked up in the animationType table |
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| 194 | */ |
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[7071] | 195 | void MD2Model::setAnim(int type, int animPlayback) |
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[4245] | 196 | { |
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| 197 | if( (type < 0) || (type > MAX_ANIMATIONS) ) |
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[5087] | 198 | type = STAND; |
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[4245] | 199 | |
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[6222] | 200 | if( MD2Model::animationList[this->animationState.type].bStoppable == 0) |
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| 201 | { |
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| 202 | if( this->animationState.numPlays == 0 ) |
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| 203 | return; |
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| 204 | } |
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| 205 | |
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[4245] | 206 | this->animationState.startFrame = animationList[type].firstFrame; |
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| 207 | this->animationState.endFrame = animationList[type].lastFrame; |
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| 208 | this->animationState.nextFrame = animationList[type].firstFrame + 1; |
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| 209 | this->animationState.fps = animationList[type].fps; |
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| 210 | this->animationState.type = type; |
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[6222] | 211 | this->animationState.numPlays = 0; |
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[7071] | 212 | this->animationState.animPlaybackMode = animPlayback; |
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[4682] | 213 | |
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[5087] | 214 | this->animationState.interpolationState = 0.0f; |
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| 215 | this->animationState.localTime = 0.0f; |
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| 216 | this->animationState.lastTime = 0.0f; |
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[4245] | 217 | this->animationState.currentFrame = animationList[type].firstFrame; |
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| 218 | } |
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| 219 | |
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| 220 | |
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[4461] | 221 | /** |
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[4284] | 222 | \brief sets the time in seconds passed since the last tick |
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[4836] | 223 | * @param time: in sec |
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[4284] | 224 | */ |
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[4276] | 225 | void MD2Model::tick(float time) |
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[4245] | 226 | { |
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[6222] | 227 | this->animate(time); |
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| 228 | this->processLighting(); |
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| 229 | this->interpolate(/*this->verticesList*/); |
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[4245] | 230 | } |
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| 231 | |
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| 232 | |
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[4461] | 233 | /** |
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[6022] | 234 | * @brief draws the model: interface for all other classes out in the world |
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| 235 | * @todo make it const and virtual |
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| 236 | * FIXME |
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| 237 | */ |
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[6222] | 238 | void MD2Model::draw() const |
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[4245] | 239 | { |
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| 240 | glPushMatrix(); |
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[5087] | 241 | this->renderFrame(); |
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[6222] | 242 | // renderFrameTriangles(); |
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[4245] | 243 | glPopMatrix(); |
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[4682] | 244 | } |
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[4245] | 245 | |
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| 246 | |
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[4461] | 247 | /** |
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[4284] | 248 | \brief this is an internal function to render this special frame selected by animate() |
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| 249 | */ |
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[6222] | 250 | void MD2Model::renderFrame() const |
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[4245] | 251 | { |
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[4281] | 252 | int* pCommands = this->data->pGLCommands; |
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[4245] | 253 | |
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| 254 | /* some face culling stuff */ |
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| 255 | glPushAttrib(GL_POLYGON_BIT); |
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| 256 | glFrontFace(GL_CW); |
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| 257 | glEnable(GL_CULL_FACE); |
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| 258 | glCullFace(GL_BACK); |
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[4682] | 259 | |
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[7123] | 260 | this->data->material.select(); |
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[4245] | 261 | |
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| 262 | /* draw the triangles */ |
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| 263 | while( int i = *(pCommands++)) /* strange looking while loop for maximum performance */ |
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| 264 | { |
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| 265 | if( i < 0) |
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[4682] | 266 | { |
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| 267 | glBegin(GL_TRIANGLE_FAN); |
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| 268 | i = -i; |
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| 269 | } |
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[4245] | 270 | else |
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[4682] | 271 | { |
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| 272 | glBegin(GL_TRIANGLE_STRIP); |
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| 273 | } |
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[4245] | 274 | |
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| 275 | for(; i > 0; i--, pCommands += 3) /* down counting for loop, next 3 gl commands */ |
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[4682] | 276 | { |
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[4717] | 277 | glTexCoord2f( ((float *)pCommands)[0], ((float *)pCommands)[1] ); |
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[4682] | 278 | glNormal3fv(anorms[this->data->pLightNormals[pCommands[2]]]); |
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[6222] | 279 | glVertex3fv(this->verticesList[pCommands[2]]); |
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[4682] | 280 | } |
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[4245] | 281 | glEnd(); |
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[4717] | 282 | |
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[4245] | 283 | } |
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| 284 | glDisable(GL_CULL_FACE); |
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| 285 | glPopAttrib(); |
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| 286 | } |
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| 287 | |
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| 288 | |
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[6222] | 289 | void MD2Model::renderFrameTriangles() const |
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| 290 | { |
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| 291 | //static sVec3D this->verticesList[MD2_MAX_VERTICES]; /* performance: created only once in a lifetime */ |
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[8316] | 292 | // int* pCommands = this->data->pGLCommands; |
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[6222] | 293 | /* some face culling stuff */ |
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| 294 | // glPushAttrib(GL_POLYGON_BIT); |
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| 295 | // glFrontFace(GL_CW); |
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| 296 | // glEnable(GL_CULL_FACE); |
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| 297 | // glCullFace(GL_BACK); |
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| 298 | // |
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| 299 | // this->processLighting(); |
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| 300 | // this->interpolate(/*this->verticesList*/); |
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[7123] | 301 | this->data->material.select(); |
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[6222] | 302 | |
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| 303 | /* draw the triangles */ |
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| 304 | glBegin(GL_TRIANGLES); |
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| 305 | |
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| 306 | for( int i = 0, k = 0; i < this->data->numTriangles; ++i, k += 3) |
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| 307 | { |
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| 308 | float* v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[0]]; |
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| 309 | |
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| 310 | printf("triangle: %i\n", i); |
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| 311 | printf(" v0: (%f, %f, %f)\n", v[0], v[1], v[2]); |
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| 312 | v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[1]]; |
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| 313 | printf(" v1: (%f, %f, %f)\n", v[0], v[1], v[2]); |
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| 314 | v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[2]]; |
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| 315 | printf(" v2: (%f, %f, %f)\n", v[0], v[1], v[2]); |
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| 316 | |
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| 317 | |
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| 318 | glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]); |
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| 319 | glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[0]]); |
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| 320 | |
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| 321 | glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]); |
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| 322 | glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[1]]); |
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| 323 | |
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| 324 | glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]); |
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| 325 | glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[2]]); |
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| 326 | } |
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| 327 | |
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| 328 | glEnd(); |
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| 329 | } |
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| 330 | |
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| 331 | |
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[4461] | 332 | /** |
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[4284] | 333 | \brief animates the current model |
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| 334 | |
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| 335 | depending on the time passed (tick function), the player will select another model |
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| 336 | */ |
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[6222] | 337 | void MD2Model::animate(float time) |
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[4280] | 338 | { |
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[6222] | 339 | this->animationState.localTime += time; |
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| 340 | |
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[4280] | 341 | if( this->animationState.localTime - this->animationState.lastTime > (1.0f / this->animationState.fps)) |
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| 342 | { |
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| 343 | this->animationState.currentFrame = this->animationState.nextFrame; |
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| 344 | this->animationState.nextFrame++; |
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[4682] | 345 | |
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[7075] | 346 | if( this->animationState.nextFrame > this->animationState.endFrame ) |
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[6222] | 347 | { |
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[7075] | 348 | if( this->animationState.animPlaybackMode == MD2_ANIM_LOOP) |
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| 349 | { |
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| 350 | this->animationState.nextFrame = this->animationState.startFrame; |
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| 351 | this->animationState.numPlays++; |
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| 352 | } |
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| 353 | else |
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| 354 | { |
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| 355 | this->animationState.nextFrame = this->animationState.endFrame; |
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| 356 | } |
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[6222] | 357 | } |
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[4280] | 358 | this->animationState.lastTime = this->animationState.localTime; |
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| 359 | } |
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| 360 | |
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[7075] | 361 | // if( this->animationState.currentFrame > (this->data->numFrames - 1) ) |
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| 362 | // this->animationState.currentFrame = 0; |
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[4280] | 363 | |
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[7075] | 364 | // if( (this->animationState.nextFrame > (this->data->numFrames - 1)) && this->animationState.animPlaybackMode == MD2_ANIM_LOOP) |
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| 365 | // this->animationState.nextFrame = 0; |
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| 366 | |
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[4682] | 367 | this->animationState.interpolationState = this->animationState.fps * |
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[4280] | 368 | (this->animationState.localTime - this->animationState.lastTime); |
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| 369 | } |
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| 370 | |
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| 371 | |
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[4461] | 372 | /** |
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[4284] | 373 | \brief this is how id is precessing their lightning |
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| 374 | |
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| 375 | the details of how the whole lighting process is beeing handled - i have no idea... :) |
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| 376 | */ |
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[4280] | 377 | void MD2Model::processLighting() |
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| 378 | { |
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| 379 | shadeDots = anormsDots[((int)(md2Angle*(SHADEDOT_QUANT / 360.0)))&(SHADEDOT_QUANT - 1)]; |
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| 380 | } |
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| 381 | |
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[4461] | 382 | |
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| 383 | /** |
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[4284] | 384 | \brief prints out debug informations |
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| 385 | */ |
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[4276] | 386 | void MD2Model::debug() |
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[4245] | 387 | { |
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[8293] | 388 | //PRINTF(0)("\n==========================| MD2Model::debug() |===\n"); |
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| 389 | PRINTF(0)("= Model FileName:\t%s\n", this->data->fileName.c_str()); |
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[8309] | 390 | PRINTF(0)("= Skin FileName:\t%s\n", |
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[8293] | 391 | this->data->skinFileName.c_str()); |
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[8309] | 392 | PRINTF(0)("= Size in Memory:\t%i Bytes\n", |
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[8293] | 393 | this->data->header->frameSize * this->data->header->numFrames + 64); // 64bytes is the header size |
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| 394 | PRINTF(0)("= Number of Vertices:\t%i\n", this->data->header->numVertices); |
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| 395 | PRINTF(0)("= Number of Frames: \t%i\n", this->data->header->numFrames); |
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| 396 | PRINTF(0)("= Height, Width:\t%i, %i\n", this->data->header->skinHeight, this->data->header->skinWidth); |
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| 397 | PRINTF(0)("= Pointer to the data object: %p\n", this->data); |
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| 398 | //PRINTF(0)("===================================================\n\n"); |
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[4245] | 399 | } |
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[4280] | 400 | |
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| 401 | |
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[4282] | 402 | /******************************************************************************** |
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| 403 | * MD2Data * |
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| 404 | ********************************************************************************/ |
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[4280] | 405 | |
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[4461] | 406 | /** |
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[4284] | 407 | \brief simple constructor |
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| 408 | */ |
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[7221] | 409 | MD2Data::MD2Data(const std::string& modelFileName, const std::string& skinFileName, float scale) |
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[4280] | 410 | { |
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[7059] | 411 | scale *= 0.1f; |
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| 412 | |
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[4280] | 413 | this->pVertices = NULL; |
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| 414 | this->pGLCommands = NULL; |
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[4682] | 415 | this->pLightNormals = NULL; |
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[5085] | 416 | this->pTexCoor = NULL; |
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[4280] | 417 | |
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| 418 | this->numFrames = 0; |
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| 419 | this->numVertices = 0; |
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| 420 | this->numGLCommands = 0; |
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[5085] | 421 | this->numTexCoor = 0; |
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[4459] | 422 | |
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[6222] | 423 | // this->scaleFactor = 1.0f; |
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[7059] | 424 | this->scaleFactor = scale; |
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[4682] | 425 | |
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[7221] | 426 | this->fileName = ""; |
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| 427 | this->skinFileName = ""; |
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[4459] | 428 | this->loadModel(modelFileName); |
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| 429 | this->loadSkin(skinFileName); |
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[4280] | 430 | } |
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| 431 | |
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| 432 | |
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[4461] | 433 | /** |
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[4284] | 434 | \brief simple destructor |
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| 435 | |
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| 436 | this will clean out all the necessary data for a specific md2model |
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| 437 | */ |
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[4280] | 438 | MD2Data::~MD2Data() |
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| 439 | { |
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[8309] | 440 | /* delete this->header; |
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[4460] | 441 | |
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[4280] | 442 | delete [] this->pVertices; |
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| 443 | delete [] this->pGLCommands; |
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| 444 | delete [] this->pLightNormals; |
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[8309] | 445 | delete [] this->pTexCoor;*/ |
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[4280] | 446 | } |
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| 447 | |
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| 448 | |
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| 449 | |
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[4461] | 450 | /** |
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[4284] | 451 | \brief this will load the whole model data (vertices, opengl command list, ...) |
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[4836] | 452 | * @param fileName: the name of the model file |
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[4284] | 453 | \return true if success |
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| 454 | */ |
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[7221] | 455 | bool MD2Data::loadModel(const std::string& fileName) |
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[4280] | 456 | { |
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| 457 | FILE *pFile; //file stream |
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| 458 | char* buffer; //buffer for frame data |
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| 459 | sFrame* frame; //temp frame |
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| 460 | sVec3D *pVertex; |
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| 461 | int* pNormals; |
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| 462 | |
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[5284] | 463 | //! @todo this chek should include deleting a loaded model (eventually) |
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[7221] | 464 | if (fileName.empty()) |
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[5284] | 465 | return false; |
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| 466 | |
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[7221] | 467 | pFile = fopen(fileName.c_str(), "rb"); |
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[4682] | 468 | if( unlikely(!pFile)) |
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[4280] | 469 | { |
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| 470 | PRINTF(1)("Couldn't open the MD2 File for loading. Exiting.\n"); |
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| 471 | return false; |
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| 472 | } |
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| 473 | this->header = new MD2Header; |
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| 474 | fread(this->header, 1, sizeof(MD2Header), pFile); |
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[8293] | 475 | BULK_CONV( this->header, sizeof(MD2Header)/4 ); |
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[4280] | 476 | /* check for the header version: make sure its a md2 file :) */ |
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[8293] | 477 | if( unlikely( this->header->version != MD2_VERSION) && unlikely( this->header->ident != MD2_IDENT)) |
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[4280] | 478 | { |
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[7221] | 479 | PRINTF(1)("Couldn't load file %s: invalid file format: stop loading\n", fileName.c_str()); |
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[4280] | 480 | return false; |
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| 481 | } |
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| 482 | |
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[8293] | 483 | this->fileName = fileName; |
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[4280] | 484 | /* got the data: map it to locals */ |
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| 485 | this->numFrames = this->header->numFrames; |
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| 486 | this->numVertices = this->header->numVertices; |
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| 487 | this->numTriangles = this->header->numTriangles; |
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| 488 | this->numGLCommands = this->header->numGlCommands; |
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[5085] | 489 | this->numTexCoor = this->header->numTexCoords; |
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[4280] | 490 | /* allocate memory for the data storage */ |
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| 491 | this->pVertices = new sVec3D[this->numVertices * this->numFrames]; |
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| 492 | this->pGLCommands = new int[this->numGLCommands]; |
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| 493 | this->pLightNormals = new int[this->numVertices * this->numFrames]; |
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[4787] | 494 | this->pTriangles = new sTriangle[this->numTriangles]; |
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[5085] | 495 | this->pTexCoor = new sTexCoor[this->numTexCoor]; |
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[4280] | 496 | buffer = new char[this->numFrames * this->header->frameSize]; |
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| 497 | |
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[4787] | 498 | |
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[4280] | 499 | /* read frame data from the file to a temp buffer */ |
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| 500 | fseek(pFile, this->header->offsetFrames, SEEK_SET); |
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| 501 | fread(buffer, this->header->frameSize, this->numFrames, pFile); |
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[8293] | 502 | //BULK_CONV( buffer, this->header->frameSize*this->numFrames*sizeof(char)/4 ); |
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[4280] | 503 | /* read opengl commands */ |
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| 504 | fseek(pFile, this->header->offsetGlCommands, SEEK_SET); |
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[8293] | 505 | |
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[4280] | 506 | fread(this->pGLCommands, sizeof(int), this->numGLCommands, pFile); |
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[8293] | 507 | BULK_CONV( this->pGLCommands, this->numGLCommands ); |
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[4787] | 508 | /* triangle list */ |
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| 509 | fseek(pFile, this->header->offsetTriangles, SEEK_SET); |
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[8309] | 510 | fread(this->pTriangles, sizeof(sTriangle), this->numTriangles, pFile); |
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[8293] | 511 | BULK_CONV16( this->pTriangles, this->numTriangles*sizeof(sTriangle)/2 ); |
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| 512 | |
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[5085] | 513 | /* read in texture coordinates */ |
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| 514 | fseek(pFile, this->header->offsetTexCoords, SEEK_SET); |
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| 515 | fread(this->pTexCoor, sizeof(sTexCoor), this->numTexCoor, pFile); |
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[8293] | 516 | BULK_CONV16( this->pTexCoor, this->numTexCoor*sizeof(sTexCoor)/2 ); |
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[4280] | 517 | |
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| 518 | for(int i = 0; i < this->numFrames; ++i) |
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| 519 | { |
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[4682] | 520 | frame = (sFrame*)(buffer + this->header->frameSize * i); |
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[8293] | 521 | //Convert the translate and scale Vec3D if needed. |
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| 522 | BULK_CONV( frame, 6 ); |
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| 523 | BULK_CONV( frame->pVertices, 3 ); |
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[4280] | 524 | pVertex = this->pVertices + this->numVertices * i; |
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| 525 | pNormals = this->pLightNormals + this->numVertices * i; |
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| 526 | |
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| 527 | for(int j = 0; j < this->numVertices; ++j) |
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[4682] | 528 | { |
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| 529 | /* SPEEDUP: *(pVerts + i + 0) = (*(frame->pVertices + i + 0)... */ |
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[6222] | 530 | pVertex[j][0] = ((frame->pVertices[j].v[0] * frame->scale[0] ) + frame->translate[0] )* this->scaleFactor; |
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| 531 | pVertex[j][1] = ((frame->pVertices[j].v[2] * frame->scale[2]) + frame->translate[2]) * this->scaleFactor; |
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| 532 | pVertex[j][2] = (-1.0 * (frame->pVertices[j].v[1] * frame->scale[1] + frame->translate[1])) * this->scaleFactor; |
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[4682] | 533 | |
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[6222] | 534 | //printf("vertex %i/%i: (%f, %f, %f)\n", j, this->numVertices, pVertex[j][0], pVertex[j][1], pVertex[j][2]); |
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| 535 | |
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[4682] | 536 | pNormals[j] = frame->pVertices[j].lightNormalIndex; |
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| 537 | } |
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[4280] | 538 | } |
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[6222] | 539 | PRINTF(4)("Finished loading the md2 file\n"); |
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[4280] | 540 | |
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| 541 | delete [] buffer; |
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| 542 | fclose(pFile); |
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[8316] | 543 | return true; |
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[4280] | 544 | } |
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| 545 | |
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| 546 | |
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[4461] | 547 | /** |
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[4284] | 548 | \brief loads the skin/material stuff |
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[4836] | 549 | * @param fileName: name of the skin file |
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[4284] | 550 | \return true if success |
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| 551 | */ |
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[7221] | 552 | bool MD2Data::loadSkin(const std::string& fileName) |
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[4280] | 553 | { |
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[7221] | 554 | if( fileName.empty()) |
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[4459] | 555 | { |
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[7221] | 556 | this->skinFileName = ""; |
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[4459] | 557 | return false; |
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| 558 | } |
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| 559 | |
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[7221] | 560 | this->skinFileName = fileName; |
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[4281] | 561 | |
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[7123] | 562 | this->material.setName("md2ModelMaterial"); |
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| 563 | this->material.setDiffuseMap(fileName); |
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| 564 | this->material.setIllum(3); |
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| 565 | this->material.setAmbient(1.0, 1.0, 1.0); |
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[8316] | 566 | return true; |
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[4280] | 567 | } |
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