1 | /* |
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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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16 | |
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17 | #include "md2Model.h" |
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18 | #include "material.h" |
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19 | |
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20 | #include "debug.h" |
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21 | #include "resource_manager.h" |
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22 | |
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23 | //#include <fstream> |
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24 | |
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25 | |
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26 | using namespace std; |
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27 | |
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28 | //! the model anorms |
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29 | sVec3D MD2Model::anorms[NUM_VERTEX_NORMALS] = { |
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30 | #include "anorms.h" |
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31 | }; |
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32 | |
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33 | //! anormal dots, no idea of how this shall work, but it does |
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34 | float MD2Model::anormsDots[SHADEDOT_QUANT][256] = { |
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35 | #include "anormtab.h" |
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36 | }; |
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37 | |
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38 | //! again one of these strange id software parts |
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39 | static float *shadeDots = MD2Model::anormsDots[0]; |
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40 | |
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41 | //! the angle under which the model is viewd, used internaly |
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42 | float md2Angle = 0.0f; |
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43 | |
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44 | |
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45 | //! list of all different animations a std md2model supports |
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46 | sAnim MD2Model::animationList[21] = |
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47 | { |
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48 | // begin, end, fps |
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49 | { 0, 39, 9 }, //!< STAND |
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50 | { 40, 45, 10 }, //!< RUN |
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51 | { 46, 53, 10 }, //!< ATTACK |
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52 | { 54, 57, 7 }, //!< PAIN_A |
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53 | { 58, 61, 7 }, //!< PAIN_B |
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54 | { 62, 65, 7 }, //!< PAIN_C |
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55 | { 66, 71, 7 }, //!< JUMP |
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56 | { 72, 83, 7 }, //!< FLIP |
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57 | { 84, 94, 7 }, //!< SALUTE |
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58 | { 95, 111, 10 }, //!< FALLBACK |
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59 | { 112, 122, 7 }, //!< WAVE |
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60 | { 123, 134, 6 }, //!< POINTT |
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61 | { 135, 153, 10 }, //!< CROUCH_STAND |
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62 | { 154, 159, 7 }, //!< CROUCH_WALK |
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63 | { 160, 168, 10 }, //!< CROUCH_ATTACK |
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64 | { 196, 172, 7 }, //!< CROUCH_PAIN |
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65 | { 173, 177, 5 }, //!< CROUCH_DEATH |
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66 | { 178, 183, 7 }, //!< DEATH_FALLBACK |
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67 | { 184, 189, 7 }, //!< DEATH_FALLFORWARD |
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68 | { 190, 197, 7 }, //!< DEATH_FALLBACKSLOW |
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69 | { 198, 198, 5 }, //!< BOOM |
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70 | }; |
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71 | |
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72 | |
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73 | |
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74 | /******************************************************************************** |
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75 | * MD2Model * |
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76 | ********************************************************************************/ |
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77 | |
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78 | /** |
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79 | \brief simple constructor initializing all variables |
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80 | */ |
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81 | MD2Model::MD2Model(const char* modelFileName, const char* skinFileName) |
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82 | { |
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83 | /* this creates the data container via ressource manager */ |
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84 | this->data = (MD2Data*)ResourceManager::getInstance()->load(modelFileName, MD2, RP_GAME, (void*)skinFileName); |
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85 | if( unlikely(this->data == NULL)) |
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86 | PRINTF(0)("The model was not found, MD2Model Loader finished abnormaly. Update the data-repos\n"); |
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87 | |
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88 | this->scaleFactor = this->data->scaleFactor; |
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89 | this->setAnim(BOOM); |
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90 | } |
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91 | |
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92 | /** |
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93 | \brief simple destructor, dereferencing all variables |
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94 | |
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95 | this is where the ressource manager is cleaning the stuff |
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96 | */ |
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97 | MD2Model::~MD2Model() |
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98 | { |
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99 | ResourceManager::getInstance()->unload(this->data); |
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100 | } |
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101 | |
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102 | |
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103 | /** |
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104 | * initializes an array of vert with the current frame scaled vertices |
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105 | * @param verticesList: the list of vertices to interpolate between |
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106 | |
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107 | we won't use the pVertices array directly, since its much easier and we need |
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108 | saving of data anyway |
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109 | */ |
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110 | void MD2Model::interpolate(sVec3D* verticesList) |
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111 | { |
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112 | sVec3D* currVec; |
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113 | sVec3D* nextVec; |
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114 | |
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115 | currVec = &this->data->pVertices[this->data->numVertices * this->animationState.currentFrame]; |
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116 | nextVec = &this->data->pVertices[this->data->numVertices * this->animationState.nextFrame]; |
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117 | |
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118 | for(int i = 0; i < this->data->numFrames; ++i) |
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119 | { |
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120 | verticesList[i][0] = (currVec[i][0] + this->animationState.interpolationState * (nextVec[i][0] - currVec[i][0])); |
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121 | verticesList[i][1] = (currVec[i][1] + this->animationState.interpolationState * (nextVec[i][1] - currVec[i][1])); |
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122 | verticesList[i][2] = (currVec[i][2] + this->animationState.interpolationState * (nextVec[i][2] - currVec[i][2])); |
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123 | } |
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124 | } |
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125 | |
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126 | |
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127 | /** |
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128 | \brief sets the animation type |
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129 | * @param type: animation type |
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130 | |
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131 | the animation types can be looked up in the animationType table |
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132 | */ |
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133 | void MD2Model::setAnim(int type) |
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134 | { |
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135 | if( (type < 0) || (type > MAX_ANIMATIONS) ) |
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136 | type = 0; |
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137 | |
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138 | this->animationState.startFrame = animationList[type].firstFrame; |
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139 | this->animationState.endFrame = animationList[type].lastFrame; |
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140 | this->animationState.nextFrame = animationList[type].firstFrame + 1; |
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141 | this->animationState.fps = animationList[type].fps; |
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142 | this->animationState.type = type; |
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143 | |
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144 | this->animationState.interpolationState = 0.0; |
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145 | this->animationState.localTime = 0.0; |
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146 | this->animationState.lastTime = 0.0; |
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147 | this->animationState.currentFrame = animationList[type].firstFrame; |
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148 | } |
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149 | |
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150 | |
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151 | /** |
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152 | \brief sets the time in seconds passed since the last tick |
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153 | * @param time: in sec |
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154 | */ |
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155 | void MD2Model::tick(float time) |
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156 | { |
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157 | this->animationState.localTime += time; |
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158 | } |
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159 | |
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160 | |
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161 | /** |
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162 | \brief draws the model: interface for all other classes out in the world |
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163 | */ |
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164 | void MD2Model::draw() |
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165 | { |
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166 | if( likely(this->animationState.localTime > 0.0)) |
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167 | this->animate(); |
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168 | |
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169 | glPushMatrix(); |
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170 | |
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171 | this->renderFrame(); |
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172 | |
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173 | glPopMatrix(); |
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174 | } |
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175 | |
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176 | |
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177 | /** |
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178 | \brief this is an internal function to render this special frame selected by animate() |
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179 | */ |
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180 | void MD2Model::renderFrame() |
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181 | { |
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182 | static sVec3D verticesList[MD2_MAX_VERTICES]; /* performance: created only once in a lifetime */ |
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183 | int* pCommands = this->data->pGLCommands; |
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184 | |
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185 | /* some face culling stuff */ |
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186 | glPushAttrib(GL_POLYGON_BIT); |
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187 | glFrontFace(GL_CW); |
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188 | glEnable(GL_CULL_FACE); |
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189 | glCullFace(GL_BACK); |
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190 | |
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191 | this->processLighting(); |
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192 | this->interpolate(verticesList); |
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193 | this->data->material->select(); |
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194 | |
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195 | /* draw the triangles */ |
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196 | while( int i = *(pCommands++)) /* strange looking while loop for maximum performance */ |
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197 | { |
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198 | if( i < 0) |
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199 | { |
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200 | glBegin(GL_TRIANGLE_FAN); |
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201 | i = -i; |
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202 | } |
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203 | else |
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204 | { |
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205 | glBegin(GL_TRIANGLE_STRIP); |
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206 | } |
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207 | |
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208 | |
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209 | for(; i > 0; i--, pCommands += 3) /* down counting for loop, next 3 gl commands */ |
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210 | { |
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211 | glTexCoord2f( ((float *)pCommands)[0], ((float *)pCommands)[1] ); |
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212 | glNormal3fv(anorms[this->data->pLightNormals[pCommands[2]]]); |
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213 | glVertex3fv(verticesList[pCommands[2]]); |
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214 | } |
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215 | glEnd(); |
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216 | |
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217 | } |
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218 | glDisable(GL_CULL_FACE); |
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219 | glPopAttrib(); |
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220 | } |
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221 | |
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222 | |
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223 | /** |
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224 | \brief animates the current model |
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225 | |
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226 | depending on the time passed (tick function), the player will select another model |
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227 | */ |
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228 | void MD2Model::animate() |
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229 | { |
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230 | if( this->animationState.localTime - this->animationState.lastTime > (1.0f / this->animationState.fps)) |
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231 | { |
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232 | this->animationState.currentFrame = this->animationState.nextFrame; |
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233 | this->animationState.nextFrame++; |
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234 | |
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235 | if( this->animationState.nextFrame > this->animationState.endFrame) |
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236 | this->animationState.nextFrame = this->animationState.startFrame; |
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237 | this->animationState.lastTime = this->animationState.localTime; |
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238 | } |
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239 | |
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240 | if( this->animationState.currentFrame > (this->data->numFrames - 1) ) |
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241 | this->animationState.currentFrame = 0; |
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242 | if( this->animationState.nextFrame > (this->data->numFrames - 1) ) |
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243 | this->animationState.nextFrame = 0; |
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244 | |
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245 | this->animationState.interpolationState = this->animationState.fps * |
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246 | (this->animationState.localTime - this->animationState.lastTime); |
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247 | } |
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248 | |
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249 | |
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250 | /** |
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251 | \brief this is how id is precessing their lightning |
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252 | |
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253 | the details of how the whole lighting process is beeing handled - i have no idea... :) |
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254 | */ |
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255 | void MD2Model::processLighting() |
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256 | { |
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257 | shadeDots = anormsDots[((int)(md2Angle*(SHADEDOT_QUANT / 360.0)))&(SHADEDOT_QUANT - 1)]; |
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258 | } |
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259 | |
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260 | |
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261 | /** |
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262 | \brief prints out debug informations |
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263 | */ |
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264 | void MD2Model::debug() |
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265 | { |
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266 | PRINT(0)("\n==========================| MD2Model::debug() |===\n"); |
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267 | PRINT(0)("= Model FileName:\t%s\n", this->data->fileName); |
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268 | PRINT(0)("= Skin FileName:\t%s\n", this->data->skinFileName); |
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269 | PRINT(0)("= Size in Memory:\t%i Bytes\n", this->data->header->frameSize * this->data->header->numFrames + 64); // 64bytes is the header size |
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270 | PRINT(0)("= Number of Vertices:\t%i\n", this->data->header->numVertices); |
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271 | PRINT(0)("= Number of Frames: \t%i\n", this->data->header->numFrames); |
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272 | PRINT(0)("= Height, Width:\t%i, %i\n", this->data->header->skinHeight, this->data->header->skinWidth); |
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273 | PRINT(0)("= Pointer to the data object: %p\n", this->data); |
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274 | PRINT(0)("===================================================\n\n"); |
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275 | } |
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276 | |
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277 | |
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278 | /******************************************************************************** |
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279 | * MD2Data * |
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280 | ********************************************************************************/ |
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281 | |
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282 | /** |
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283 | \brief simple constructor |
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284 | */ |
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285 | MD2Data::MD2Data(const char* modelFileName, const char* skinFileName) |
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286 | { |
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287 | this->pVertices = NULL; |
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288 | this->pGLCommands = NULL; |
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289 | this->pLightNormals = NULL; |
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290 | |
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291 | this->numFrames = 0; |
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292 | this->numVertices = 0; |
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293 | this->numGLCommands = 0; |
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294 | |
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295 | this->scaleFactor = 0.2f; |
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296 | |
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297 | this->loadModel(modelFileName); |
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298 | this->loadSkin(skinFileName); |
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299 | } |
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300 | |
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301 | |
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302 | /** |
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303 | \brief simple destructor |
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304 | |
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305 | this will clean out all the necessary data for a specific md2model |
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306 | */ |
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307 | MD2Data::~MD2Data() |
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308 | { |
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309 | delete [] fileName; |
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310 | delete [] skinFileName; |
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311 | |
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312 | delete [] this->pVertices; |
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313 | delete [] this->pGLCommands; |
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314 | delete [] this->pLightNormals; |
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315 | |
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316 | delete this->material; |
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317 | } |
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318 | |
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319 | |
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320 | |
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321 | /** |
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322 | \brief this will load the whole model data (vertices, opengl command list, ...) |
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323 | * @param fileName: the name of the model file |
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324 | \return true if success |
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325 | */ |
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326 | bool MD2Data::loadModel(const char* fileName) |
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327 | { |
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328 | FILE *pFile; //file stream |
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329 | char* buffer; //buffer for frame data |
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330 | sFrame* frame; //temp frame |
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331 | sVec3D *pVertex; |
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332 | int* pNormals; |
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333 | |
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334 | pFile = fopen(fileName, "rb"); |
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335 | if( unlikely(!pFile)) |
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336 | { |
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337 | PRINTF(1)("Couldn't open the MD2 File for loading. Exiting.\n"); |
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338 | return false; |
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339 | } |
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340 | this->header = new MD2Header; |
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341 | fread(this->header, 1, sizeof(MD2Header), pFile); |
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342 | /* check for the header version: make sure its a md2 file :) */ |
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343 | if( unlikely(this->header->version != MD2_VERSION) && unlikely(this->header->ident != MD2_IDENT)) |
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344 | { |
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345 | PRINTF(1)("Couldn't load file %s: invalid file format: stop loading\n", fileName); |
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346 | return false; |
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347 | } |
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348 | |
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349 | this->fileName = new char[strlen(fileName)+1]; |
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350 | strcpy(this->fileName, fileName); |
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351 | /* got the data: map it to locals */ |
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352 | this->numFrames = this->header->numFrames; |
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353 | this->numVertices = this->header->numVertices; |
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354 | this->numTriangles = this->header->numTriangles; |
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355 | this->numGLCommands = this->header->numGlCommands; |
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356 | /* allocate memory for the data storage */ |
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357 | this->pVertices = new sVec3D[this->numVertices * this->numFrames]; |
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358 | this->pGLCommands = new int[this->numGLCommands]; |
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359 | this->pLightNormals = new int[this->numVertices * this->numFrames]; |
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360 | this->pTriangles = new sTriangle[this->numTriangles]; |
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361 | buffer = new char[this->numFrames * this->header->frameSize]; |
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362 | |
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363 | /* |
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364 | TriangleList = new stTriangleIndice[md2Header.numTriangles]; |
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365 | |
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366 | // Next extract the data by moving to the spot in the data where the triangle data start. |
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367 | stTriangleIndice *pTriList; |
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368 | |
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369 | // Get the data. |
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370 | pTriList = (stTriangleIndice*)&buffer[md2Header.offsetTriangles]; |
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371 | |
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372 | // Now we pretty much store the data in our TriangleList object. |
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373 | for(i = 0; i < md2Header.numTriangles; i++) |
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374 | { |
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375 | TriangleList[i].triIndex[0] = pTriList[i].triIndex[0]; |
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376 | TriangleList[i].triIndex[1] = pTriList[i].triIndex[1]; |
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377 | TriangleList[i].triIndex[2] = pTriList[i].triIndex[2]; |
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378 | TriangleList[i].texCoordIndex[0] = pTriList[i].texCoordIndex[0]; |
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379 | TriangleList[i].texCoordIndex[1] = pTriList[i].texCoordIndex[1]; |
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380 | TriangleList[i].texCoordIndex[2] = pTriList[i].texCoordIndex[2]; |
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381 | } |
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382 | */ |
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383 | |
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384 | |
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385 | |
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386 | |
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387 | /* read frame data from the file to a temp buffer */ |
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388 | fseek(pFile, this->header->offsetFrames, SEEK_SET); |
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389 | fread(buffer, this->header->frameSize, this->numFrames, pFile); |
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390 | /* read opengl commands */ |
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391 | fseek(pFile, this->header->offsetGlCommands, SEEK_SET); |
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392 | fread(this->pGLCommands, sizeof(int), this->numGLCommands, pFile); |
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393 | /* triangle list */ |
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394 | fseek(pFile, this->header->offsetTriangles, SEEK_SET); |
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395 | fread(this->pTriangles, sizeof(sTriangle), this->numTriangles, pFile); |
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396 | |
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397 | for(int i = 0; i < this->numFrames; ++i) |
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398 | { |
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399 | frame = (sFrame*)(buffer + this->header->frameSize * i); |
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400 | pVertex = this->pVertices + this->numVertices * i; |
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401 | pNormals = this->pLightNormals + this->numVertices * i; |
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402 | |
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403 | for(int j = 0; j < this->numVertices; ++j) |
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404 | { |
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405 | /* SPEEDUP: *(pVerts + i + 0) = (*(frame->pVertices + i + 0)... */ |
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406 | pVertex[j][0] = ((frame->pVertices[j].v[0] * frame->scale[0] ) + frame->translate[0] )* this->scaleFactor; |
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407 | pVertex[j][1] = ((frame->pVertices[j].v[2] * frame->scale[2]) + frame->translate[2]) * this->scaleFactor; |
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408 | pVertex[j][2] = (-1.0 * (frame->pVertices[j].v[1] * frame->scale[1] + frame->translate[1])) * this->scaleFactor; |
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409 | |
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410 | pNormals[j] = frame->pVertices[j].lightNormalIndex; |
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411 | } |
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412 | } |
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413 | |
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414 | delete [] buffer; |
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415 | fclose(pFile); |
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416 | } |
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417 | |
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418 | |
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419 | /** |
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420 | \brief loads the skin/material stuff |
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421 | * @param fileName: name of the skin file |
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422 | \return true if success |
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423 | */ |
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424 | bool MD2Data::loadSkin(const char* fileName) |
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425 | { |
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426 | if( fileName == NULL) |
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427 | { |
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428 | this->skinFileName = NULL; |
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429 | return false; |
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430 | } |
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431 | |
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432 | this->skinFileName = new char[strlen(fileName)+1]; |
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433 | strcpy(this->skinFileName, fileName); |
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434 | |
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435 | this->material = new Material("md2ModelTest"); |
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436 | this->material->setDiffuseMap(fileName); |
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437 | this->material->setIllum(3); |
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438 | this->material->setAmbient(1.0, 1.0, 1.0); |
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439 | } |
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