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source: orxonox.OLD/trunk/src/lib/graphics/importer/md2Model.cc @ 7068

Last change on this file since 7068 was 7068, checked in by patrick, 19 years ago

trunk: the modelinfo of md2 models is now written too

File size: 16.1 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
24using namespace std;
25
26//! the model anorms
27sVec3D MD2Model::anorms[NUM_VERTEX_NORMALS] = {
28 #include "anorms.h"
29};
30
31//! anormal dots, no idea of how this shall work, but it does
32float MD2Model::anormsDots[SHADEDOT_QUANT][256] = {
33  #include "anormtab.h"
34};
35
36
37//! the angle under which the model is viewd, used internaly
38float md2Angle = 0.0f;
39
40
41//! list of all different animations a std md2model supports
42sAnim MD2Model::animationList[21] =
43  {
44 // begin, end, fps, interruptable
45    {   0,  39,  9, 1 },   //!< STAND
46    {  40,  45, 10, 1 },   //!< RUN
47    {  46,  53, 10, 0 },   //!< ATTACK
48    {  54,  57,  7, 1 },   //!< PAIN_A
49    {  58,  61,  7, 1 },   //!< PAIN_B
50    {  62,  65,  7, 1 },   //!< PAIN_C
51    {  66,  71,  7, 0 },   //!< JUMP
52    {  72,  83,  7, 1 },   //!< FLIP
53    {  84,  94,  7, 1 },   //!< SALUTE
54    {  95, 111, 10, 1 },   //!< FALLBACK
55    { 112, 122,  7, 1 },   //!< WAVE
56    { 123, 134,  6, 1 },   //!< POINTT
57    { 135, 153, 10, 1 },   //!< CROUCH_STAND
58    { 154, 159,  7, 1 },   //!< CROUCH_WALK
59    { 160, 168, 10, 1 },   //!< CROUCH_ATTACK
60    { 196, 172,  7, 1 },   //!< CROUCH_PAIN
61    { 173, 177,  5, 0 },   //!< CROUCH_DEATH
62    { 178, 183,  7, 0 },   //!< DEATH_FALLBACK
63    { 184, 189,  7, 0 },   //!< DEATH_FALLFORWARD
64    { 190, 197,  7, 0 },   //!< DEATH_FALLBACKSLOW
65    { 198, 198,  5, 1 },   //!< BOOM
66  };
67
68
69
70/********************************************************************************
71 *   MD2Model                                                                   *
72 ********************************************************************************/
73
74/**
75  \brief simple constructor initializing all variables
76*/
77MD2Model::MD2Model(const char* modelFileName, const char* skinFileName, float scale)
78{
79  /* this creates the data container via ressource manager */
80  this->data = (MD2Data*)ResourceManager::getInstance()->load(modelFileName, MD2, RP_GAME, skinFileName, scale);
81  if( unlikely(this->data == NULL))
82    PRINTF(0)("The model was not found, MD2Model Loader finished abnormaly. Update the data-repos\n");
83
84  this->scaleFactor = scale;
85
86  shadeDots = MD2Model::anormsDots[0];
87  /* set the animation stat mannualy */
88  this->animationState.type = STAND;
89  this->animationState.numPlays = 1;
90  this->setAnim(STAND);
91
92  this->debug();
93
94    //write the modelinfo information
95  this->pModelInfo.numVertices = this->data->numVertices;
96  this->pModelInfo.numTriangles = this->data->numTriangles;
97  this->pModelInfo.numNormals = 0;
98  this->pModelInfo.numTexCoor = this->data->numTexCoor;
99  this->pModelInfo.pVertices = (float*)this->data->pVertices;
100  this->pModelInfo.pNormals = NULL;
101  this->pModelInfo.pTexCoor = (float*)this->data->pTexCoor;
102
103  // triangle conversion
104  this->pModelInfo.pTriangles = new sTriangleExt[this->data->numTriangles];
105  for( int i = 0; i < this->data->numTriangles; i++)
106  {
107    this->pModelInfo.pTriangles[i].indexToVertices[0] = this->data->pTriangles[i].indexToVertices[0];
108    this->pModelInfo.pTriangles[i].indexToVertices[1] = this->data->pTriangles[i].indexToVertices[1];
109    this->pModelInfo.pTriangles[i].indexToVertices[2] = this->data->pTriangles[i].indexToVertices[2];
110
111    this->pModelInfo.pTriangles[i].indexToTexCoor[0] = this->data->pTriangles[i].indexToTexCoor[0];
112    this->pModelInfo.pTriangles[i].indexToTexCoor[1] = this->data->pTriangles[i].indexToTexCoor[1];
113    this->pModelInfo.pTriangles[i].indexToTexCoor[2] = this->data->pTriangles[i].indexToTexCoor[2];
114  }
115}
116
117
118/**
119  \brief simple destructor, dereferencing all variables
120
121  this is where the ressource manager is cleaning the stuff
122*/
123MD2Model::~MD2Model()
124{
125  ResourceManager::getInstance()->unload(this->data);
126}
127
128
129/**
130 *  initializes an array of vert with the current frame scaled vertices
131 * @param this->verticesList: the list of vertices to interpolate between
132
133   we won't use the pVertices array directly, since its much easier and we need
134   saving of data anyway
135*/
136void MD2Model::interpolate(/*sVec3D* this->verticesList*/)
137{
138  sVec3D* currVec;
139  sVec3D* nextVec;
140
141  currVec = &this->data->pVertices[this->data->numVertices * this->animationState.currentFrame];
142  nextVec = &this->data->pVertices[this->data->numVertices * this->animationState.nextFrame];
143
144  for( int i = 0; i < this->data->numVertices; ++i)
145    {
146      this->verticesList[i][0] = currVec[i][0] + this->animationState.interpolationState * (nextVec[i][0] - currVec[i][0]);
147      this->verticesList[i][1] = currVec[i][1] + this->animationState.interpolationState * (nextVec[i][1] - currVec[i][1]);
148      this->verticesList[i][2] = currVec[i][2] + this->animationState.interpolationState * (nextVec[i][2] - currVec[i][2]);
149    }
150}
151
152
153/**
154  \brief sets the animation type
155* @param type: animation type
156
157  the animation types can be looked up in the animationType table
158*/
159void MD2Model::setAnim(int type)
160{
161  if( (type < 0) || (type > MAX_ANIMATIONS) )
162    type = STAND;
163
164  if( MD2Model::animationList[this->animationState.type].bStoppable == 0)
165  {
166    if( this->animationState.numPlays == 0 )
167      return;
168  }
169
170  this->animationState.startFrame = animationList[type].firstFrame;
171  this->animationState.endFrame = animationList[type].lastFrame;
172  this->animationState.nextFrame = animationList[type].firstFrame + 1;
173  this->animationState.fps = animationList[type].fps;
174  this->animationState.type = type;
175  this->animationState.numPlays = 0;
176
177  this->animationState.interpolationState = 0.0f;
178  this->animationState.localTime = 0.0f;
179  this->animationState.lastTime = 0.0f;
180  this->animationState.currentFrame = animationList[type].firstFrame;
181}
182
183
184/**
185  \brief sets the time in seconds passed since the last tick
186* @param time: in sec
187*/
188void MD2Model::tick(float time)
189{
190  this->animate(time);
191  this->processLighting();
192  this->interpolate(/*this->verticesList*/);
193}
194
195
196/**
197 * @brief draws the model: interface for all other classes out in the world
198 * @todo make it const and virtual
199 * FIXME
200 */
201void MD2Model::draw() const
202{
203  glPushMatrix();
204  this->renderFrame();
205  // renderFrameTriangles();
206  glPopMatrix();
207}
208
209
210/**
211  \brief this is an internal function to render this special frame selected by animate()
212*/
213void MD2Model::renderFrame() const
214{
215  int* pCommands = this->data->pGLCommands;
216
217  /* some face culling stuff */
218  glPushAttrib(GL_POLYGON_BIT);
219  glFrontFace(GL_CW);
220  glEnable(GL_CULL_FACE);
221  glCullFace(GL_BACK);
222
223  this->data->material->select();
224
225  /* draw the triangles */
226  while( int i = *(pCommands++)) /* strange looking while loop for maximum performance */
227    {
228      if( i < 0)
229        {
230          glBegin(GL_TRIANGLE_FAN);
231          i = -i;
232        }
233      else
234        {
235          glBegin(GL_TRIANGLE_STRIP);
236        }
237
238      for(; i > 0; i--, pCommands += 3) /* down counting for loop, next 3 gl commands */
239        {
240          glTexCoord2f( ((float *)pCommands)[0], ((float *)pCommands)[1] );
241          glNormal3fv(anorms[this->data->pLightNormals[pCommands[2]]]);
242          glVertex3fv(this->verticesList[pCommands[2]]);
243        }
244      glEnd();
245
246    }
247  glDisable(GL_CULL_FACE);
248  glPopAttrib();
249}
250
251
252void MD2Model::renderFrameTriangles() const
253{
254  //static sVec3D this->verticesList[MD2_MAX_VERTICES]; /* performance: created only once in a lifetime */
255  int* pCommands = this->data->pGLCommands;
256  /* some face culling stuff */
257//   glPushAttrib(GL_POLYGON_BIT);
258//   glFrontFace(GL_CW);
259//   glEnable(GL_CULL_FACE);
260//   glCullFace(GL_BACK);
261//
262//   this->processLighting();
263//   this->interpolate(/*this->verticesList*/);
264  this->data->material->select();
265
266  /* draw the triangles */
267  glBegin(GL_TRIANGLES);
268
269  for( int i = 0, k = 0; i < this->data->numTriangles; ++i, k += 3)
270  {
271    float* v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[0]];
272
273    printf("triangle: %i\n", i);
274    printf("     v0: (%f, %f, %f)\n", v[0], v[1], v[2]);
275    v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[1]];
276    printf("     v1: (%f, %f, %f)\n", v[0], v[1], v[2]);
277    v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[2]];
278    printf("     v2: (%f, %f, %f)\n", v[0], v[1], v[2]);
279
280
281    glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);
282    glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[0]]);
283
284    glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);
285    glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[1]]);
286
287    glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);
288    glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[2]]);
289  }
290
291  glEnd();
292}
293
294
295/**
296  \brief animates the current model
297
298  depending on the time passed (tick function), the player will select another model
299*/
300void MD2Model::animate(float time)
301{
302  this->animationState.localTime += time;
303
304  if( this->animationState.localTime - this->animationState.lastTime > (1.0f / this->animationState.fps))
305    {
306      this->animationState.currentFrame = this->animationState.nextFrame;
307      this->animationState.nextFrame++;
308
309      if( this->animationState.nextFrame > this->animationState.endFrame)
310      {
311        this->animationState.nextFrame = this->animationState.startFrame;
312        this->animationState.numPlays++;
313      }
314      this->animationState.lastTime = this->animationState.localTime;
315    }
316
317  if( this->animationState.currentFrame > (this->data->numFrames - 1) )
318    this->animationState.currentFrame = 0;
319  if( this->animationState.nextFrame > (this->data->numFrames - 1) )
320    this->animationState.nextFrame = 0;
321
322  this->animationState.interpolationState = this->animationState.fps *
323    (this->animationState.localTime - this->animationState.lastTime);
324}
325
326
327/**
328  \brief this is how id is precessing their lightning
329
330  the details of how the whole lighting process is beeing handled - i have no idea... :)
331*/
332void MD2Model::processLighting()
333{
334  shadeDots = anormsDots[((int)(md2Angle*(SHADEDOT_QUANT / 360.0)))&(SHADEDOT_QUANT - 1)];
335}
336
337
338/**
339  \brief prints out debug informations
340*/
341void MD2Model::debug()
342{
343  PRINT(0)("\n==========================| MD2Model::debug() |===\n");
344  PRINT(0)("=  Model FileName:\t%s\n", this->data->fileName);
345  PRINT(0)("=  Skin FileName:\t%s\n", this->data->skinFileName);
346  PRINT(0)("=  Size in Memory:\t%i Bytes\n", this->data->header->frameSize * this->data->header->numFrames + 64); // 64bytes is the header size
347  PRINT(0)("=  Number of Vertices:\t%i\n", this->data->header->numVertices);
348  PRINT(0)("=  Number of Frames: \t%i\n", this->data->header->numFrames);
349  PRINT(0)("=  Height, Width:\t%i, %i\n", this->data->header->skinHeight, this->data->header->skinWidth);
350  PRINT(0)("=  Pointer to the data object: %p\n", this->data);
351  PRINT(0)("===================================================\n\n");
352}
353
354
355/********************************************************************************
356 *   MD2Data                                                                    *
357 ********************************************************************************/
358
359/**
360  \brief simple constructor
361*/
362MD2Data::MD2Data(const char* modelFileName, const char* skinFileName, float scale)
363{
364  scale *= 0.1f;
365
366  this->pVertices = NULL;
367  this->pGLCommands = NULL;
368  this->pLightNormals = NULL;
369  this->pTexCoor = NULL;
370
371  this->numFrames = 0;
372  this->numVertices = 0;
373  this->numGLCommands = 0;
374  this->numTexCoor = 0;
375
376//   this->scaleFactor = 1.0f;
377  this->scaleFactor = scale;
378
379  this->fileName = NULL;
380  this->skinFileName = NULL;
381  this->loadModel(modelFileName);
382  this->loadSkin(skinFileName);
383}
384
385
386/**
387  \brief simple destructor
388
389  this will clean out all the necessary data for a specific md2model
390*/
391MD2Data::~MD2Data()
392{
393  delete [] this->fileName;
394  delete [] this->skinFileName;
395  delete this->header;
396
397  delete [] this->pVertices;
398  delete [] this->pGLCommands;
399  delete [] this->pLightNormals;
400  delete [] this->pTexCoor;
401
402  delete this->material;
403}
404
405
406
407/**
408  \brief this will load the whole model data (vertices, opengl command list, ...)
409* @param fileName: the name of the model file
410  \return true if success
411*/
412bool MD2Data::loadModel(const char* fileName)
413{
414  FILE *pFile;                            //file stream
415  char* buffer;                           //buffer for frame data
416  sFrame* frame;                          //temp frame
417  sVec3D *pVertex;
418  int* pNormals;
419
420  //! @todo this chek should include deleting a loaded model (eventually)
421  if (fileName == NULL)
422    return false;
423
424  pFile = fopen(fileName, "rb");
425  if( unlikely(!pFile))
426    {
427      PRINTF(1)("Couldn't open the MD2 File for loading. Exiting.\n");
428      return false;
429    }
430  this->header = new MD2Header;
431  fread(this->header, 1, sizeof(MD2Header), pFile);
432  /* check for the header version: make sure its a md2 file :) */
433  if( unlikely(this->header->version != MD2_VERSION) && unlikely(this->header->ident != MD2_IDENT))
434    {
435      PRINTF(1)("Couldn't load file %s: invalid file format: stop loading\n", fileName);
436      return false;
437    }
438
439  this->fileName = new char[strlen(fileName)+1];
440  strcpy(this->fileName, fileName);
441  /* got the data: map it to locals */
442  this->numFrames = this->header->numFrames;
443  this->numVertices = this->header->numVertices;
444  this->numTriangles = this->header->numTriangles;
445  this->numGLCommands = this->header->numGlCommands;
446  this->numTexCoor = this->header->numTexCoords;
447  /* allocate memory for the data storage */
448  this->pVertices = new sVec3D[this->numVertices * this->numFrames];
449  this->pGLCommands = new int[this->numGLCommands];
450  this->pLightNormals = new int[this->numVertices * this->numFrames];
451  this->pTriangles = new sTriangle[this->numTriangles];
452  this->pTexCoor = new sTexCoor[this->numTexCoor];
453  buffer = new char[this->numFrames * this->header->frameSize];
454
455
456  /* read frame data from the file to a temp buffer */
457  fseek(pFile, this->header->offsetFrames, SEEK_SET);
458  fread(buffer, this->header->frameSize, this->numFrames, pFile);
459  /* read opengl commands */
460  fseek(pFile, this->header->offsetGlCommands, SEEK_SET);
461  fread(this->pGLCommands, sizeof(int), this->numGLCommands, pFile);
462  /* triangle list */
463  fseek(pFile, this->header->offsetTriangles, SEEK_SET);
464  fread(this->pTriangles, sizeof(sTriangle), this->numTriangles, pFile);
465  /*  read in texture coordinates */
466  fseek(pFile, this->header->offsetTexCoords, SEEK_SET);
467  fread(this->pTexCoor, sizeof(sTexCoor), this->numTexCoor, pFile);
468
469
470  for(int i = 0; i < this->numFrames; ++i)
471    {
472      frame = (sFrame*)(buffer + this->header->frameSize * i);
473      pVertex = this->pVertices + this->numVertices  * i;
474      pNormals = this->pLightNormals + this->numVertices * i;
475
476      for(int j = 0; j < this->numVertices; ++j)
477        {
478          /* SPEEDUP: *(pVerts + i + 0) = (*(frame->pVertices + i + 0)...  */
479           pVertex[j][0] = ((frame->pVertices[j].v[0] * frame->scale[0] ) + frame->translate[0] )* this->scaleFactor;
480           pVertex[j][1] = ((frame->pVertices[j].v[2] * frame->scale[2]) + frame->translate[2]) * this->scaleFactor;
481           pVertex[j][2] = (-1.0 * (frame->pVertices[j].v[1] * frame->scale[1] + frame->translate[1])) * this->scaleFactor;
482
483          //printf("vertex %i/%i: (%f, %f, %f)\n", j, this->numVertices, pVertex[j][0], pVertex[j][1], pVertex[j][2]);
484
485          pNormals[j] = frame->pVertices[j].lightNormalIndex;
486        }
487    }
488    PRINTF(4)("Finished loading the md2 file\n");
489
490  delete [] buffer;
491  fclose(pFile);
492}
493
494
495/**
496  \brief loads the skin/material stuff
497* @param fileName: name of the skin file
498  \return true if success
499*/
500bool MD2Data::loadSkin(const char* fileName)
501{
502  if( fileName == NULL)
503    {
504      this->skinFileName = NULL;
505      return false;
506    }
507
508  this->skinFileName = new char[strlen(fileName)+1];
509  strcpy(this->skinFileName, fileName);
510
511  this->material = new Material("md2ModelTest");
512  this->material->setDiffuseMap(fileName);
513  this->material->setIllum(3);
514  this->material->setAmbient(1.0, 1.0, 1.0);
515}
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