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source: orxonox.OLD/trunk/src/lib/graphics/importer/md2Model.cc @ 5260

Last change on this file since 5260 was 5235, checked in by patrick, 19 years ago

oroxnox/trunk: some small changes in the md2model to free some unused mem

File size: 12.7 KB
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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Patrick Boenzli
13*/
14
15#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER
16
17#include "md2Model.h"
18#include "material.h"
19
20#include "debug.h"
21#include "resource_manager.h"
22
23//#include <fstream>
24
25
26using namespace std;
27
28//! the model anorms
29sVec3D MD2Model::anorms[NUM_VERTEX_NORMALS] = {
30 #include "anorms.h"
31};
32
33//! anormal dots, no idea of how this shall work, but it does
34float MD2Model::anormsDots[SHADEDOT_QUANT][256] = {
35  #include "anormtab.h"
36};
37
38//! again one of these strange id software parts
39static float *shadeDots = MD2Model::anormsDots[0];
40
41//! the angle under which the model is viewd, used internaly
42float md2Angle = 0.0f;
43
44
45//! list of all different animations a std md2model supports
46sAnim MD2Model::animationList[21] =
47  {
48 // begin, end, fps
49    {   0,  39,  9 },   //!< STAND
50    {  40,  45, 10 },   //!< RUN
51    {  46,  53, 10 },   //!< ATTACK
52    {  54,  57,  7 },   //!< PAIN_A
53    {  58,  61,  7 },   //!< PAIN_B
54    {  62,  65,  7 },   //!< PAIN_C
55    {  66,  71,  7 },   //!< JUMP
56    {  72,  83,  7 },   //!< FLIP
57    {  84,  94,  7 },   //!< SALUTE
58    {  95, 111, 10 },   //!< FALLBACK
59    { 112, 122,  7 },   //!< WAVE
60    { 123, 134,  6 },   //!< POINTT
61    { 135, 153, 10 },   //!< CROUCH_STAND
62    { 154, 159,  7 },   //!< CROUCH_WALK
63    { 160, 168, 10 },   //!< CROUCH_ATTACK
64    { 196, 172,  7 },   //!< CROUCH_PAIN
65    { 173, 177,  5 },   //!< CROUCH_DEATH
66    { 178, 183,  7 },   //!< DEATH_FALLBACK
67    { 184, 189,  7 },   //!< DEATH_FALLFORWARD
68    { 190, 197,  7 },   //!< DEATH_FALLBACKSLOW
69    { 198, 198,  5 },   //!< BOOM
70  };
71
72
73
74/********************************************************************************
75 *   MD2Model                                                                   *
76 ********************************************************************************/
77
78/**
79  \brief simple constructor initializing all variables
80*/
81MD2Model::MD2Model(const char* modelFileName, const char* skinFileName)
82{
83  /* this creates the data container via ressource manager */
84  this->data = (MD2Data*)ResourceManager::getInstance()->load(modelFileName, MD2, RP_GAME, (void*)skinFileName);
85  if( unlikely(this->data == NULL))
86    PRINTF(0)("The model was not found, MD2Model Loader finished abnormaly. Update the data-repos\n");
87
88  this->scaleFactor = this->data->scaleFactor;
89  this->setAnim(STAND);
90}
91
92/**
93  \brief simple destructor, dereferencing all variables
94
95  this is where the ressource manager is cleaning the stuff
96*/
97MD2Model::~MD2Model()
98{
99  ResourceManager::getInstance()->unload(this->data);
100}
101
102
103/**
104 *  initializes an array of vert with the current frame scaled vertices
105 * @param verticesList: the list of vertices to interpolate between
106
107   we won't use the pVertices array directly, since its much easier and we need
108   saving of data anyway
109*/
110void MD2Model::interpolate(sVec3D* verticesList)
111{
112  sVec3D* currVec;
113  sVec3D* nextVec;
114
115  currVec = &this->data->pVertices[this->data->numVertices * this->animationState.currentFrame];
116  nextVec = &this->data->pVertices[this->data->numVertices * this->animationState.nextFrame];
117
118  for( int i = 0; i < this->data->numVertices; ++i)
119    {
120      verticesList[i][0] = currVec[i][0] + this->animationState.interpolationState * (nextVec[i][0] - currVec[i][0]);
121      verticesList[i][1] = currVec[i][1] + this->animationState.interpolationState * (nextVec[i][1] - currVec[i][1]);
122      verticesList[i][2] = currVec[i][2] + this->animationState.interpolationState * (nextVec[i][2] - currVec[i][2]);
123    }
124}
125
126
127/**
128  \brief sets the animation type
129* @param type: animation type
130
131  the animation types can be looked up in the animationType table
132*/
133void MD2Model::setAnim(int type)
134{
135  if( (type < 0) || (type > MAX_ANIMATIONS) )
136    type = STAND;
137
138  this->animationState.startFrame = animationList[type].firstFrame;
139  this->animationState.endFrame = animationList[type].lastFrame;
140  this->animationState.nextFrame = animationList[type].firstFrame + 1;
141  this->animationState.fps = animationList[type].fps;
142  this->animationState.type = type;
143
144  this->animationState.interpolationState = 0.0f;
145  this->animationState.localTime = 0.0f;
146  this->animationState.lastTime = 0.0f;
147  this->animationState.currentFrame = animationList[type].firstFrame;
148}
149
150
151/**
152  \brief sets the time in seconds passed since the last tick
153* @param time: in sec
154*/
155void MD2Model::tick(float time)
156{
157  this->animationState.localTime += time;
158}
159
160
161/**
162  \brief draws the model: interface for all other classes out in the world
163*/
164void MD2Model::draw()
165{
166  if( likely(this->animationState.localTime > 0.0))
167    this->animate();
168
169  glPushMatrix();
170
171  this->renderFrame();
172
173  glPopMatrix();
174}
175
176
177/**
178  \brief this is an internal function to render this special frame selected by animate()
179*/
180void MD2Model::renderFrame()
181{
182  static sVec3D verticesList[MD2_MAX_VERTICES]; /* performance: created only once in a lifetime */
183  int* pCommands = this->data->pGLCommands;
184
185  /* some face culling stuff */
186  glPushAttrib(GL_POLYGON_BIT);
187  glFrontFace(GL_CW);
188  glEnable(GL_CULL_FACE);
189  glCullFace(GL_BACK);
190
191  this->processLighting();
192  this->interpolate(verticesList);
193  this->data->material->select();
194
195  /* draw the triangles */
196  while( int i = *(pCommands++)) /* strange looking while loop for maximum performance */
197    {
198      if( i < 0)
199        {
200          glBegin(GL_TRIANGLE_FAN);
201          i = -i;
202        }
203      else
204        {
205          glBegin(GL_TRIANGLE_STRIP);
206        }
207
208
209      for(; i > 0; i--, pCommands += 3) /* down counting for loop, next 3 gl commands */
210        {
211          glTexCoord2f( ((float *)pCommands)[0], ((float *)pCommands)[1] );
212          glNormal3fv(anorms[this->data->pLightNormals[pCommands[2]]]);
213          glVertex3fv(verticesList[pCommands[2]]);
214        }
215      glEnd();
216
217    }
218  glDisable(GL_CULL_FACE);
219  glPopAttrib();
220}
221
222
223/**
224  \brief animates the current model
225
226  depending on the time passed (tick function), the player will select another model
227*/
228void MD2Model::animate()
229{
230  if( this->animationState.localTime - this->animationState.lastTime > (1.0f / this->animationState.fps))
231    {
232      this->animationState.currentFrame = this->animationState.nextFrame;
233      this->animationState.nextFrame++;
234
235      if( this->animationState.nextFrame > this->animationState.endFrame)
236        this->animationState.nextFrame = this->animationState.startFrame;
237      this->animationState.lastTime = this->animationState.localTime;
238    }
239
240  if( this->animationState.currentFrame > (this->data->numFrames - 1) )
241    this->animationState.currentFrame = 0;
242  if( this->animationState.nextFrame > (this->data->numFrames - 1) )
243    this->animationState.nextFrame = 0;
244
245  this->animationState.interpolationState = this->animationState.fps *
246    (this->animationState.localTime - this->animationState.lastTime);
247}
248
249
250/**
251  \brief this is how id is precessing their lightning
252
253  the details of how the whole lighting process is beeing handled - i have no idea... :)
254*/
255void MD2Model::processLighting()
256{
257  shadeDots = anormsDots[((int)(md2Angle*(SHADEDOT_QUANT / 360.0)))&(SHADEDOT_QUANT - 1)];
258}
259
260
261/**
262  \brief prints out debug informations
263*/
264void MD2Model::debug()
265{
266  PRINT(0)("\n==========================| MD2Model::debug() |===\n");
267  PRINT(0)("=  Model FileName:\t%s\n", this->data->fileName);
268  PRINT(0)("=  Skin FileName:\t%s\n", this->data->skinFileName);
269  PRINT(0)("=  Size in Memory:\t%i Bytes\n", this->data->header->frameSize * this->data->header->numFrames + 64); // 64bytes is the header size
270  PRINT(0)("=  Number of Vertices:\t%i\n", this->data->header->numVertices);
271  PRINT(0)("=  Number of Frames: \t%i\n", this->data->header->numFrames);
272  PRINT(0)("=  Height, Width:\t%i, %i\n", this->data->header->skinHeight, this->data->header->skinWidth);
273  PRINT(0)("=  Pointer to the data object: %p\n", this->data);
274  PRINT(0)("===================================================\n\n");
275}
276
277
278/********************************************************************************
279 *   MD2Data                                                                    *
280 ********************************************************************************/
281
282/**
283  \brief simple constructor
284*/
285MD2Data::MD2Data(const char* modelFileName, const char* skinFileName)
286{
287  this->pVertices = NULL;
288  this->pGLCommands = NULL;
289  this->pLightNormals = NULL;
290  this->pTexCoor = NULL;
291
292  this->numFrames = 0;
293  this->numVertices = 0;
294  this->numGLCommands = 0;
295  this->numTexCoor = 0;
296
297  this->scaleFactor = 0.2f;
298
299  this->loadModel(modelFileName);
300  this->loadSkin(skinFileName);
301}
302
303
304/**
305  \brief simple destructor
306
307  this will clean out all the necessary data for a specific md2model
308*/
309MD2Data::~MD2Data()
310{
311  delete [] this->fileName;
312  delete [] this->skinFileName;
313  delete this->header;
314
315  delete [] this->pVertices;
316  delete [] this->pGLCommands;
317  delete [] this->pLightNormals;
318  delete [] this->pTexCoor;
319
320  delete this->material;
321}
322
323
324
325/**
326  \brief this will load the whole model data (vertices, opengl command list, ...)
327* @param fileName: the name of the model file
328  \return true if success
329*/
330bool MD2Data::loadModel(const char* fileName)
331{
332  FILE *pFile;                            //file stream
333  char* buffer;                           //buffer for frame data
334  sFrame* frame;                          //temp frame
335  sVec3D *pVertex;
336  int* pNormals;
337
338  pFile = fopen(fileName, "rb");
339  if( unlikely(!pFile))
340    {
341      PRINTF(1)("Couldn't open the MD2 File for loading. Exiting.\n");
342      return false;
343    }
344  this->header = new MD2Header;
345  fread(this->header, 1, sizeof(MD2Header), pFile);
346  /* check for the header version: make sure its a md2 file :) */
347  if( unlikely(this->header->version != MD2_VERSION) && unlikely(this->header->ident != MD2_IDENT))
348    {
349      PRINTF(1)("Couldn't load file %s: invalid file format: stop loading\n", fileName);
350      return false;
351    }
352
353  this->fileName = new char[strlen(fileName)+1];
354  strcpy(this->fileName, fileName);
355  /* got the data: map it to locals */
356  this->numFrames = this->header->numFrames;
357  this->numVertices = this->header->numVertices;
358  this->numTriangles = this->header->numTriangles;
359  this->numGLCommands = this->header->numGlCommands;
360  this->numTexCoor = this->header->numTexCoords;
361  /* allocate memory for the data storage */
362  this->pVertices = new sVec3D[this->numVertices * this->numFrames];
363  this->pGLCommands = new int[this->numGLCommands];
364  this->pLightNormals = new int[this->numVertices * this->numFrames];
365  this->pTriangles = new sTriangle[this->numTriangles];
366  this->pTexCoor = new sTexCoor[this->numTexCoor];
367  buffer = new char[this->numFrames * this->header->frameSize];
368
369
370  /* read frame data from the file to a temp buffer */
371  fseek(pFile, this->header->offsetFrames, SEEK_SET);
372  fread(buffer, this->header->frameSize, this->numFrames, pFile);
373  /* read opengl commands */
374  fseek(pFile, this->header->offsetGlCommands, SEEK_SET);
375  fread(this->pGLCommands, sizeof(int), this->numGLCommands, pFile);
376  /* triangle list */
377  fseek(pFile, this->header->offsetTriangles, SEEK_SET);
378  fread(this->pTriangles, sizeof(sTriangle), this->numTriangles, pFile);
379  /*  read in texture coordinates */
380  fseek(pFile, this->header->offsetTexCoords, SEEK_SET);
381  fread(this->pTexCoor, sizeof(sTexCoor), this->numTexCoor, pFile);
382
383
384  for(int i = 0; i < this->numFrames; ++i)
385    {
386      frame = (sFrame*)(buffer + this->header->frameSize * i);
387      pVertex = this->pVertices + this->numVertices  * i;
388      pNormals = this->pLightNormals + this->numVertices * i;
389
390      for(int j = 0; j < this->numVertices; ++j)
391        {
392          /* SPEEDUP: *(pVerts + i + 0) = (*(frame->pVertices + i + 0)...  */
393          pVertex[j][0] = ((frame->pVertices[j].v[0] * frame->scale[0] ) + frame->translate[0] )* this->scaleFactor;
394          pVertex[j][1] = ((frame->pVertices[j].v[2] * frame->scale[2]) + frame->translate[2]) * this->scaleFactor;
395          pVertex[j][2] = (-1.0 * (frame->pVertices[j].v[1] * frame->scale[1] + frame->translate[1])) * this->scaleFactor;
396
397          pNormals[j] = frame->pVertices[j].lightNormalIndex;
398        }
399    }
400
401  delete [] buffer;
402  fclose(pFile);
403}
404
405
406/**
407  \brief loads the skin/material stuff
408* @param fileName: name of the skin file
409  \return true if success
410*/
411bool MD2Data::loadSkin(const char* fileName)
412{
413  if( fileName == NULL)
414    {
415      this->skinFileName = NULL;
416      return false;
417    }
418
419  this->skinFileName = new char[strlen(fileName)+1];
420  strcpy(this->skinFileName, fileName);
421
422  this->material = new Material("md2ModelTest");
423  this->material->setDiffuseMap(fileName);
424  this->material->setIllum(3);
425  this->material->setAmbient(1.0, 1.0, 1.0);
426}
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