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source: orxonox.OLD/trunk/src/lib/graphics/importer/md2Model.cc @ 8433

Last change on this file since 8433 was 8316, checked in by bensch, 18 years ago

trunk: fixed most -Wall warnings… but there are still many missing :/

File size: 17.7 KB
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[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
[8293]16#include "config.h"
17#ifdef HAVE_SDL_SDL_H
18#include <SDL/SDL.h>
19#include <SDL/SDL_endian.h>
20#else
21#include <SDL.h>
22#include <SDL_endian.h>
23#endif
[4245]24#include "md2Model.h"
25#include "material.h"
26
[5075]27#include "debug.h"
[7193]28#include "util/loading/resource_manager.h"
[4246]29
[4245]30using namespace std;
31
[4682]32//! the model anorms
[4276]33sVec3D MD2Model::anorms[NUM_VERTEX_NORMALS] = {
[4245]34 #include "anorms.h"
35};
36
[4459]37//! anormal dots, no idea of how this shall work, but it does
[4276]38float MD2Model::anormsDots[SHADEDOT_QUANT][256] = {
[4245]39  #include "anormtab.h"
40};
41
42
[4682]43//! the angle under which the model is viewd, used internaly
[4245]44float md2Angle = 0.0f;
45
46
[4459]47//! list of all different animations a std md2model supports
[4276]48sAnim MD2Model::animationList[21] =
[4245]49  {
[6222]50 // begin, end, fps, interruptable
51    {   0,  39,  9, 1 },   //!< STAND
52    {  40,  45, 10, 1 },   //!< RUN
53    {  46,  53, 10, 0 },   //!< ATTACK
54    {  54,  57,  7, 1 },   //!< PAIN_A
55    {  58,  61,  7, 1 },   //!< PAIN_B
56    {  62,  65,  7, 1 },   //!< PAIN_C
57    {  66,  71,  7, 0 },   //!< JUMP
58    {  72,  83,  7, 1 },   //!< FLIP
59    {  84,  94,  7, 1 },   //!< SALUTE
60    {  95, 111, 10, 1 },   //!< FALLBACK
61    { 112, 122,  7, 1 },   //!< WAVE
62    { 123, 134,  6, 1 },   //!< POINTT
63    { 135, 153, 10, 1 },   //!< CROUCH_STAND
64    { 154, 159,  7, 1 },   //!< CROUCH_WALK
65    { 160, 168, 10, 1 },   //!< CROUCH_ATTACK
66    { 196, 172,  7, 1 },   //!< CROUCH_PAIN
67    { 173, 177,  5, 0 },   //!< CROUCH_DEATH
[7114]68    { 178, 183,  10, 0 },   //!< DEATH_FALLBACK
69    { 184, 189,  10, 0 },   //!< DEATH_FALLFORWARD
70    { 190, 197,  10, 0 },   //!< DEATH_FALLBACKSLOW
[6222]71    { 198, 198,  5, 1 },   //!< BOOM
[4245]72  };
73
74
[8293]75#ifdef SDL_LIL_ENDIAN
76#define BULK_CONV( _ptr, _num ) do { \
77        int  _cnt = _num;\
78        int* _iptr = (int*)_ptr;\
79        for( int _l = 0; _l<_cnt; ++_l )\
80                _iptr[_l] = SDL_SwapLE32( _iptr[_l] );\
81} while( 0 )
82#define BULK_CONV16( _ptr, _num ) do { \
83        short  _cnt = _num;\
84        short* _iptr = (short*)_ptr;\
85        for( int _l = 0; _l<_cnt; ++_l )\
86                _iptr[_l] = SDL_SwapLE16( _iptr[_l] );\
87} while( 0 )
88#else
89#define BULK_CONV( _ptr, _num )
90#define BULK_CONV16( _ptr, _num )
[8309]91#endif
[4245]92
93/********************************************************************************
[4459]94 *   MD2Model                                                                   *
95 ********************************************************************************/
[4245]96
[4461]97/**
[4284]98  \brief simple constructor initializing all variables
99*/
[7221]100MD2Model::MD2Model(const std::string& modelFileName, const std::string& skinFileName, float scale)
[4245]101{
[7123]102  this->setClassID(CL_MD2_MODEL, "MD2Model");
[4280]103  /* this creates the data container via ressource manager */
[7221]104  if (!modelFileName.empty())
[8309]105    this->data = (MD2Data*)ResourceManager::getInstance()->load(
[8293]106                        modelFileName, MD2, RP_GAME, skinFileName, scale);
[8309]107
108        //When arriving here it is assumed that everything is in the correct byte order.
[4787]109  if( unlikely(this->data == NULL))
110    PRINTF(0)("The model was not found, MD2Model Loader finished abnormaly. Update the data-repos\n");
[5075]111
[7059]112  this->scaleFactor = scale;
113
[6222]114  shadeDots = MD2Model::anormsDots[0];
115  /* set the animation stat mannualy */
116  this->animationState.type = STAND;
117  this->animationState.numPlays = 1;
[5087]118  this->setAnim(STAND);
[6222]119
[8293]120  //this->debug();
[7068]121
122    //write the modelinfo information
123  this->pModelInfo.numVertices = this->data->numVertices;
124  this->pModelInfo.numTriangles = this->data->numTriangles;
125  this->pModelInfo.numNormals = 0;
126  this->pModelInfo.numTexCoor = this->data->numTexCoor;
[8309]127
[7068]128  this->pModelInfo.pVertices = (float*)this->data->pVertices;
[8309]129
[7068]130  this->pModelInfo.pNormals = NULL;
[8293]131
[7068]132  this->pModelInfo.pTexCoor = (float*)this->data->pTexCoor;
[8309]133
[7068]134  // triangle conversion
135  this->pModelInfo.pTriangles = new sTriangleExt[this->data->numTriangles];
136  for( int i = 0; i < this->data->numTriangles; i++)
137  {
138    this->pModelInfo.pTriangles[i].indexToVertices[0] = this->data->pTriangles[i].indexToVertices[0];
139    this->pModelInfo.pTriangles[i].indexToVertices[1] = this->data->pTriangles[i].indexToVertices[1];
140    this->pModelInfo.pTriangles[i].indexToVertices[2] = this->data->pTriangles[i].indexToVertices[2];
141
142    this->pModelInfo.pTriangles[i].indexToTexCoor[0] = this->data->pTriangles[i].indexToTexCoor[0];
143    this->pModelInfo.pTriangles[i].indexToTexCoor[1] = this->data->pTriangles[i].indexToTexCoor[1];
144    this->pModelInfo.pTriangles[i].indexToTexCoor[2] = this->data->pTriangles[i].indexToTexCoor[2];
145  }
[4245]146}
147
[7068]148
[4461]149/**
[4284]150  \brief simple destructor, dereferencing all variables
[4245]151
[4284]152  this is where the ressource manager is cleaning the stuff
153*/
[4276]154MD2Model::~MD2Model()
[4245]155{
[7732]156  this->pModelInfo.pVertices = NULL;
157  this->pModelInfo.pNormals = NULL;
158  this->pModelInfo.pTexCoor = NULL;
159  this->pModelInfo.pTriangles = NULL;
160
[4462]161  ResourceManager::getInstance()->unload(this->data);
[4245]162}
163
164
165/**
[4836]166 *  initializes an array of vert with the current frame scaled vertices
[6222]167 * @param this->verticesList: the list of vertices to interpolate between
[4245]168
169   we won't use the pVertices array directly, since its much easier and we need
170   saving of data anyway
171*/
[6222]172void MD2Model::interpolate(/*sVec3D* this->verticesList*/)
[4245]173{
174  sVec3D* currVec;
175  sVec3D* nextVec;
176
[4281]177  currVec = &this->data->pVertices[this->data->numVertices * this->animationState.currentFrame];
178  nextVec = &this->data->pVertices[this->data->numVertices * this->animationState.nextFrame];
[4245]179
[5086]180  for( int i = 0; i < this->data->numVertices; ++i)
[4245]181    {
[6222]182      this->verticesList[i][0] = currVec[i][0] + this->animationState.interpolationState * (nextVec[i][0] - currVec[i][0]);
183      this->verticesList[i][1] = currVec[i][1] + this->animationState.interpolationState * (nextVec[i][1] - currVec[i][1]);
184      this->verticesList[i][2] = currVec[i][2] + this->animationState.interpolationState * (nextVec[i][2] - currVec[i][2]);
[4245]185    }
186}
187
188
[4461]189/**
[4284]190  \brief sets the animation type
[4836]191* @param type: animation type
[4284]192
193  the animation types can be looked up in the animationType table
194*/
[7071]195void MD2Model::setAnim(int type, int animPlayback)
[4245]196{
197  if( (type < 0) || (type > MAX_ANIMATIONS) )
[5087]198    type = STAND;
[4245]199
[6222]200  if( MD2Model::animationList[this->animationState.type].bStoppable == 0)
201  {
202    if( this->animationState.numPlays == 0 )
203      return;
204  }
205
[4245]206  this->animationState.startFrame = animationList[type].firstFrame;
207  this->animationState.endFrame = animationList[type].lastFrame;
208  this->animationState.nextFrame = animationList[type].firstFrame + 1;
209  this->animationState.fps = animationList[type].fps;
210  this->animationState.type = type;
[6222]211  this->animationState.numPlays = 0;
[7071]212  this->animationState.animPlaybackMode = animPlayback;
[4682]213
[5087]214  this->animationState.interpolationState = 0.0f;
215  this->animationState.localTime = 0.0f;
216  this->animationState.lastTime = 0.0f;
[4245]217  this->animationState.currentFrame = animationList[type].firstFrame;
218}
219
220
[4461]221/**
[4284]222  \brief sets the time in seconds passed since the last tick
[4836]223* @param time: in sec
[4284]224*/
[4276]225void MD2Model::tick(float time)
[4245]226{
[6222]227  this->animate(time);
228  this->processLighting();
229  this->interpolate(/*this->verticesList*/);
[4245]230}
231
232
[4461]233/**
[6022]234 * @brief draws the model: interface for all other classes out in the world
235 * @todo make it const and virtual
236 * FIXME
237 */
[6222]238void MD2Model::draw() const
[4245]239{
240  glPushMatrix();
[5087]241  this->renderFrame();
[6222]242  // renderFrameTriangles();
[4245]243  glPopMatrix();
[4682]244}
[4245]245
246
[4461]247/**
[4284]248  \brief this is an internal function to render this special frame selected by animate()
249*/
[6222]250void MD2Model::renderFrame() const
[4245]251{
[4281]252  int* pCommands = this->data->pGLCommands;
[4245]253
254  /* some face culling stuff */
255  glPushAttrib(GL_POLYGON_BIT);
256  glFrontFace(GL_CW);
257  glEnable(GL_CULL_FACE);
258  glCullFace(GL_BACK);
[4682]259
[7123]260  this->data->material.select();
[4245]261
262  /* draw the triangles */
263  while( int i = *(pCommands++)) /* strange looking while loop for maximum performance */
264    {
265      if( i < 0)
[4682]266        {
267          glBegin(GL_TRIANGLE_FAN);
268          i = -i;
269        }
[4245]270      else
[4682]271        {
272          glBegin(GL_TRIANGLE_STRIP);
273        }
[4245]274
275      for(; i > 0; i--, pCommands += 3) /* down counting for loop, next 3 gl commands */
[4682]276        {
[4717]277          glTexCoord2f( ((float *)pCommands)[0], ((float *)pCommands)[1] );
[4682]278          glNormal3fv(anorms[this->data->pLightNormals[pCommands[2]]]);
[6222]279          glVertex3fv(this->verticesList[pCommands[2]]);
[4682]280        }
[4245]281      glEnd();
[4717]282
[4245]283    }
284  glDisable(GL_CULL_FACE);
285  glPopAttrib();
286}
287
288
[6222]289void MD2Model::renderFrameTriangles() const
290{
291  //static sVec3D this->verticesList[MD2_MAX_VERTICES]; /* performance: created only once in a lifetime */
[8316]292//  int* pCommands = this->data->pGLCommands;
[6222]293  /* some face culling stuff */
294//   glPushAttrib(GL_POLYGON_BIT);
295//   glFrontFace(GL_CW);
296//   glEnable(GL_CULL_FACE);
297//   glCullFace(GL_BACK);
298//
299//   this->processLighting();
300//   this->interpolate(/*this->verticesList*/);
[7123]301  this->data->material.select();
[6222]302
303  /* draw the triangles */
304  glBegin(GL_TRIANGLES);
305
306  for( int i = 0, k = 0; i < this->data->numTriangles; ++i, k += 3)
307  {
308    float* v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[0]];
309
310    printf("triangle: %i\n", i);
311    printf("     v0: (%f, %f, %f)\n", v[0], v[1], v[2]);
312    v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[1]];
313    printf("     v1: (%f, %f, %f)\n", v[0], v[1], v[2]);
314    v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[2]];
315    printf("     v2: (%f, %f, %f)\n", v[0], v[1], v[2]);
316
317
318    glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);
319    glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[0]]);
320
321    glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);
322    glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[1]]);
323
324    glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);
325    glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[2]]);
326  }
327
328  glEnd();
329}
330
331
[4461]332/**
[4284]333  \brief animates the current model
334
335  depending on the time passed (tick function), the player will select another model
336*/
[6222]337void MD2Model::animate(float time)
[4280]338{
[6222]339  this->animationState.localTime += time;
340
[4280]341  if( this->animationState.localTime - this->animationState.lastTime > (1.0f / this->animationState.fps))
342    {
343      this->animationState.currentFrame = this->animationState.nextFrame;
344      this->animationState.nextFrame++;
[4682]345
[7075]346      if( this->animationState.nextFrame > this->animationState.endFrame )
[6222]347      {
[7075]348        if( this->animationState.animPlaybackMode == MD2_ANIM_LOOP)
349        {
350          this->animationState.nextFrame = this->animationState.startFrame;
351          this->animationState.numPlays++;
352        }
353        else
354        {
355          this->animationState.nextFrame = this->animationState.endFrame;
356        }
[6222]357      }
[4280]358      this->animationState.lastTime = this->animationState.localTime;
359    }
360
[7075]361//     if( this->animationState.currentFrame > (this->data->numFrames - 1) )
362//       this->animationState.currentFrame = 0;
[4280]363
[7075]364//     if( (this->animationState.nextFrame > (this->data->numFrames - 1)) && this->animationState.animPlaybackMode == MD2_ANIM_LOOP)
365//     this->animationState.nextFrame = 0;
366
[4682]367  this->animationState.interpolationState = this->animationState.fps *
[4280]368    (this->animationState.localTime - this->animationState.lastTime);
369}
370
371
[4461]372/**
[4284]373  \brief this is how id is precessing their lightning
374
375  the details of how the whole lighting process is beeing handled - i have no idea... :)
376*/
[4280]377void MD2Model::processLighting()
378{
379  shadeDots = anormsDots[((int)(md2Angle*(SHADEDOT_QUANT / 360.0)))&(SHADEDOT_QUANT - 1)];
380}
381
[4461]382
383/**
[4284]384  \brief prints out debug informations
385*/
[4276]386void MD2Model::debug()
[4245]387{
[8293]388  //PRINTF(0)("\n==========================| MD2Model::debug() |===\n");
389  PRINTF(0)("=  Model FileName:\t%s\n", this->data->fileName.c_str());
[8309]390  PRINTF(0)("=  Skin FileName:\t%s\n",
[8293]391                this->data->skinFileName.c_str());
[8309]392  PRINTF(0)("=  Size in Memory:\t%i Bytes\n",
[8293]393                this->data->header->frameSize * this->data->header->numFrames + 64); // 64bytes is the header size
394  PRINTF(0)("=  Number of Vertices:\t%i\n", this->data->header->numVertices);
395  PRINTF(0)("=  Number of Frames: \t%i\n", this->data->header->numFrames);
396  PRINTF(0)("=  Height, Width:\t%i, %i\n", this->data->header->skinHeight, this->data->header->skinWidth);
397  PRINTF(0)("=  Pointer to the data object: %p\n", this->data);
398  //PRINTF(0)("===================================================\n\n");
[4245]399}
[4280]400
401
[4282]402/********************************************************************************
403 *   MD2Data                                                                    *
404 ********************************************************************************/
[4280]405
[4461]406/**
[4284]407  \brief simple constructor
408*/
[7221]409MD2Data::MD2Data(const std::string& modelFileName, const std::string& skinFileName, float scale)
[4280]410{
[7059]411  scale *= 0.1f;
412
[4280]413  this->pVertices = NULL;
414  this->pGLCommands = NULL;
[4682]415  this->pLightNormals = NULL;
[5085]416  this->pTexCoor = NULL;
[4280]417
418  this->numFrames = 0;
419  this->numVertices = 0;
420  this->numGLCommands = 0;
[5085]421  this->numTexCoor = 0;
[4459]422
[6222]423//   this->scaleFactor = 1.0f;
[7059]424  this->scaleFactor = scale;
[4682]425
[7221]426  this->fileName = "";
427  this->skinFileName = "";
[4459]428  this->loadModel(modelFileName);
429  this->loadSkin(skinFileName);
[4280]430}
431
432
[4461]433/**
[4284]434  \brief simple destructor
435
436  this will clean out all the necessary data for a specific md2model
437*/
[4280]438MD2Data::~MD2Data()
439{
[8309]440/*  delete this->header;
[4460]441
[4280]442  delete [] this->pVertices;
443  delete [] this->pGLCommands;
444  delete [] this->pLightNormals;
[8309]445  delete [] this->pTexCoor;*/
[4280]446}
447
448
449
[4461]450/**
[4284]451  \brief this will load the whole model data (vertices, opengl command list, ...)
[4836]452* @param fileName: the name of the model file
[4284]453  \return true if success
454*/
[7221]455bool MD2Data::loadModel(const std::string& fileName)
[4280]456{
457  FILE *pFile;                            //file stream
458  char* buffer;                           //buffer for frame data
459  sFrame* frame;                          //temp frame
460  sVec3D *pVertex;
461  int* pNormals;
462
[5284]463  //! @todo this chek should include deleting a loaded model (eventually)
[7221]464  if (fileName.empty())
[5284]465    return false;
466
[7221]467  pFile = fopen(fileName.c_str(), "rb");
[4682]468  if( unlikely(!pFile))
[4280]469    {
470      PRINTF(1)("Couldn't open the MD2 File for loading. Exiting.\n");
471      return false;
472    }
473  this->header = new MD2Header;
474  fread(this->header, 1, sizeof(MD2Header), pFile);
[8293]475        BULK_CONV( this->header, sizeof(MD2Header)/4 );
[4280]476  /* check for the header version: make sure its a md2 file :) */
[8293]477  if( unlikely( this->header->version != MD2_VERSION) && unlikely( this->header->ident != MD2_IDENT))
[4280]478    {
[7221]479      PRINTF(1)("Couldn't load file %s: invalid file format: stop loading\n", fileName.c_str());
[4280]480      return false;
481    }
482
[8293]483  this->fileName = fileName;
[4280]484  /* got the data: map it to locals */
485  this->numFrames = this->header->numFrames;
486  this->numVertices = this->header->numVertices;
487  this->numTriangles = this->header->numTriangles;
488  this->numGLCommands = this->header->numGlCommands;
[5085]489  this->numTexCoor = this->header->numTexCoords;
[4280]490  /* allocate memory for the data storage */
491  this->pVertices = new sVec3D[this->numVertices * this->numFrames];
492  this->pGLCommands = new int[this->numGLCommands];
493  this->pLightNormals = new int[this->numVertices * this->numFrames];
[4787]494  this->pTriangles = new sTriangle[this->numTriangles];
[5085]495  this->pTexCoor = new sTexCoor[this->numTexCoor];
[4280]496  buffer = new char[this->numFrames * this->header->frameSize];
497
[4787]498
[4280]499  /* read frame data from the file to a temp buffer */
500  fseek(pFile, this->header->offsetFrames, SEEK_SET);
501  fread(buffer, this->header->frameSize, this->numFrames, pFile);
[8293]502        //BULK_CONV( buffer, this->header->frameSize*this->numFrames*sizeof(char)/4 );
[4280]503  /* read opengl commands */
504  fseek(pFile, this->header->offsetGlCommands, SEEK_SET);
[8293]505
[4280]506  fread(this->pGLCommands, sizeof(int), this->numGLCommands, pFile);
[8293]507        BULK_CONV( this->pGLCommands, this->numGLCommands );
[4787]508  /* triangle list */
509  fseek(pFile, this->header->offsetTriangles, SEEK_SET);
[8309]510  fread(this->pTriangles, sizeof(sTriangle), this->numTriangles, pFile);
[8293]511        BULK_CONV16( this->pTriangles, this->numTriangles*sizeof(sTriangle)/2 );
512
[5085]513  /*  read in texture coordinates */
514  fseek(pFile, this->header->offsetTexCoords, SEEK_SET);
515  fread(this->pTexCoor, sizeof(sTexCoor), this->numTexCoor, pFile);
[8293]516        BULK_CONV16( this->pTexCoor, this->numTexCoor*sizeof(sTexCoor)/2 );
[4280]517
518  for(int i = 0; i < this->numFrames; ++i)
519    {
[4682]520      frame = (sFrame*)(buffer + this->header->frameSize * i);
[8293]521                        //Convert the translate and scale Vec3D if needed.
522                        BULK_CONV( frame, 6 );
523                        BULK_CONV( frame->pVertices, 3 );
[4280]524      pVertex = this->pVertices + this->numVertices  * i;
525      pNormals = this->pLightNormals + this->numVertices * i;
526
527      for(int j = 0; j < this->numVertices; ++j)
[4682]528        {
529          /* SPEEDUP: *(pVerts + i + 0) = (*(frame->pVertices + i + 0)...  */
[6222]530           pVertex[j][0] = ((frame->pVertices[j].v[0] * frame->scale[0] ) + frame->translate[0] )* this->scaleFactor;
531           pVertex[j][1] = ((frame->pVertices[j].v[2] * frame->scale[2]) + frame->translate[2]) * this->scaleFactor;
532           pVertex[j][2] = (-1.0 * (frame->pVertices[j].v[1] * frame->scale[1] + frame->translate[1])) * this->scaleFactor;
[4682]533
[6222]534          //printf("vertex %i/%i: (%f, %f, %f)\n", j, this->numVertices, pVertex[j][0], pVertex[j][1], pVertex[j][2]);
535
[4682]536          pNormals[j] = frame->pVertices[j].lightNormalIndex;
537        }
[4280]538    }
[6222]539    PRINTF(4)("Finished loading the md2 file\n");
[4280]540
541  delete [] buffer;
542  fclose(pFile);
[8316]543  return true;
[4280]544}
545
546
[4461]547/**
[4284]548  \brief loads the skin/material stuff
[4836]549* @param fileName: name of the skin file
[4284]550  \return true if success
551*/
[7221]552bool MD2Data::loadSkin(const std::string& fileName)
[4280]553{
[7221]554  if( fileName.empty())
[4459]555    {
[7221]556      this->skinFileName = "";
[4459]557      return false;
558    }
559
[7221]560  this->skinFileName = fileName;
[4281]561
[7123]562  this->material.setName("md2ModelMaterial");
563  this->material.setDiffuseMap(fileName);
564  this->material.setIllum(3);
565  this->material.setAmbient(1.0, 1.0, 1.0);
[8316]566  return true;
[4280]567}
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