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source: orxonox.OLD/trunk/src/lib/graphics/importer/md2Model.cc @ 7071

Last change on this file since 7071 was 7071, checked in by patrick, 19 years ago

patches: network load level and md2 death

File size: 16.2 KB
Line 
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, int animPlayback)
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  this->animationState.animPlaybackMode = animPlayback;
177
178  this->animationState.interpolationState = 0.0f;
179  this->animationState.localTime = 0.0f;
180  this->animationState.lastTime = 0.0f;
181  this->animationState.currentFrame = animationList[type].firstFrame;
182}
183
184
185/**
186  \brief sets the time in seconds passed since the last tick
187* @param time: in sec
188*/
189void MD2Model::tick(float time)
190{
191  this->animate(time);
192  this->processLighting();
193  this->interpolate(/*this->verticesList*/);
194}
195
196
197/**
198 * @brief draws the model: interface for all other classes out in the world
199 * @todo make it const and virtual
200 * FIXME
201 */
202void MD2Model::draw() const
203{
204  glPushMatrix();
205  this->renderFrame();
206  // renderFrameTriangles();
207  glPopMatrix();
208}
209
210
211/**
212  \brief this is an internal function to render this special frame selected by animate()
213*/
214void MD2Model::renderFrame() const
215{
216  int* pCommands = this->data->pGLCommands;
217
218  /* some face culling stuff */
219  glPushAttrib(GL_POLYGON_BIT);
220  glFrontFace(GL_CW);
221  glEnable(GL_CULL_FACE);
222  glCullFace(GL_BACK);
223
224  this->data->material->select();
225
226  /* draw the triangles */
227  while( int i = *(pCommands++)) /* strange looking while loop for maximum performance */
228    {
229      if( i < 0)
230        {
231          glBegin(GL_TRIANGLE_FAN);
232          i = -i;
233        }
234      else
235        {
236          glBegin(GL_TRIANGLE_STRIP);
237        }
238
239      for(; i > 0; i--, pCommands += 3) /* down counting for loop, next 3 gl commands */
240        {
241          glTexCoord2f( ((float *)pCommands)[0], ((float *)pCommands)[1] );
242          glNormal3fv(anorms[this->data->pLightNormals[pCommands[2]]]);
243          glVertex3fv(this->verticesList[pCommands[2]]);
244        }
245      glEnd();
246
247    }
248  glDisable(GL_CULL_FACE);
249  glPopAttrib();
250}
251
252
253void MD2Model::renderFrameTriangles() const
254{
255  //static sVec3D this->verticesList[MD2_MAX_VERTICES]; /* performance: created only once in a lifetime */
256  int* pCommands = this->data->pGLCommands;
257  /* some face culling stuff */
258//   glPushAttrib(GL_POLYGON_BIT);
259//   glFrontFace(GL_CW);
260//   glEnable(GL_CULL_FACE);
261//   glCullFace(GL_BACK);
262//
263//   this->processLighting();
264//   this->interpolate(/*this->verticesList*/);
265  this->data->material->select();
266
267  /* draw the triangles */
268  glBegin(GL_TRIANGLES);
269
270  for( int i = 0, k = 0; i < this->data->numTriangles; ++i, k += 3)
271  {
272    float* v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[0]];
273
274    printf("triangle: %i\n", i);
275    printf("     v0: (%f, %f, %f)\n", v[0], v[1], v[2]);
276    v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[1]];
277    printf("     v1: (%f, %f, %f)\n", v[0], v[1], v[2]);
278    v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[2]];
279    printf("     v2: (%f, %f, %f)\n", v[0], v[1], v[2]);
280
281
282    glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);
283    glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[0]]);
284
285    glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);
286    glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[1]]);
287
288    glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);
289    glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[2]]);
290  }
291
292  glEnd();
293}
294
295
296/**
297  \brief animates the current model
298
299  depending on the time passed (tick function), the player will select another model
300*/
301void MD2Model::animate(float time)
302{
303  this->animationState.localTime += time;
304
305  if( this->animationState.localTime - this->animationState.lastTime > (1.0f / this->animationState.fps))
306    {
307      this->animationState.currentFrame = this->animationState.nextFrame;
308      this->animationState.nextFrame++;
309
310      if( this->animationState.nextFrame > this->animationState.endFrame)
311      {
312        this->animationState.nextFrame = this->animationState.startFrame;
313        this->animationState.numPlays++;
314      }
315      this->animationState.lastTime = this->animationState.localTime;
316    }
317
318  if( this->animationState.currentFrame > (this->data->numFrames - 1) && this->animationState.animPlaybackMode == MD2_ANIM_LOOP)
319    this->animationState.currentFrame = 0;
320  if( this->animationState.nextFrame > (this->data->numFrames - 1) )
321    this->animationState.nextFrame = 0;
322
323  this->animationState.interpolationState = this->animationState.fps *
324    (this->animationState.localTime - this->animationState.lastTime);
325}
326
327
328/**
329  \brief this is how id is precessing their lightning
330
331  the details of how the whole lighting process is beeing handled - i have no idea... :)
332*/
333void MD2Model::processLighting()
334{
335  shadeDots = anormsDots[((int)(md2Angle*(SHADEDOT_QUANT / 360.0)))&(SHADEDOT_QUANT - 1)];
336}
337
338
339/**
340  \brief prints out debug informations
341*/
342void MD2Model::debug()
343{
344  PRINT(0)("\n==========================| MD2Model::debug() |===\n");
345  PRINT(0)("=  Model FileName:\t%s\n", this->data->fileName);
346  PRINT(0)("=  Skin FileName:\t%s\n", this->data->skinFileName);
347  PRINT(0)("=  Size in Memory:\t%i Bytes\n", this->data->header->frameSize * this->data->header->numFrames + 64); // 64bytes is the header size
348  PRINT(0)("=  Number of Vertices:\t%i\n", this->data->header->numVertices);
349  PRINT(0)("=  Number of Frames: \t%i\n", this->data->header->numFrames);
350  PRINT(0)("=  Height, Width:\t%i, %i\n", this->data->header->skinHeight, this->data->header->skinWidth);
351  PRINT(0)("=  Pointer to the data object: %p\n", this->data);
352  PRINT(0)("===================================================\n\n");
353}
354
355
356/********************************************************************************
357 *   MD2Data                                                                    *
358 ********************************************************************************/
359
360/**
361  \brief simple constructor
362*/
363MD2Data::MD2Data(const char* modelFileName, const char* skinFileName, float scale)
364{
365  scale *= 0.1f;
366
367  this->pVertices = NULL;
368  this->pGLCommands = NULL;
369  this->pLightNormals = NULL;
370  this->pTexCoor = NULL;
371
372  this->numFrames = 0;
373  this->numVertices = 0;
374  this->numGLCommands = 0;
375  this->numTexCoor = 0;
376
377//   this->scaleFactor = 1.0f;
378  this->scaleFactor = scale;
379
380  this->fileName = NULL;
381  this->skinFileName = NULL;
382  this->loadModel(modelFileName);
383  this->loadSkin(skinFileName);
384}
385
386
387/**
388  \brief simple destructor
389
390  this will clean out all the necessary data for a specific md2model
391*/
392MD2Data::~MD2Data()
393{
394  delete [] this->fileName;
395  delete [] this->skinFileName;
396  delete this->header;
397
398  delete [] this->pVertices;
399  delete [] this->pGLCommands;
400  delete [] this->pLightNormals;
401  delete [] this->pTexCoor;
402
403  delete this->material;
404}
405
406
407
408/**
409  \brief this will load the whole model data (vertices, opengl command list, ...)
410* @param fileName: the name of the model file
411  \return true if success
412*/
413bool MD2Data::loadModel(const char* fileName)
414{
415  FILE *pFile;                            //file stream
416  char* buffer;                           //buffer for frame data
417  sFrame* frame;                          //temp frame
418  sVec3D *pVertex;
419  int* pNormals;
420
421  //! @todo this chek should include deleting a loaded model (eventually)
422  if (fileName == NULL)
423    return false;
424
425  pFile = fopen(fileName, "rb");
426  if( unlikely(!pFile))
427    {
428      PRINTF(1)("Couldn't open the MD2 File for loading. Exiting.\n");
429      return false;
430    }
431  this->header = new MD2Header;
432  fread(this->header, 1, sizeof(MD2Header), pFile);
433  /* check for the header version: make sure its a md2 file :) */
434  if( unlikely(this->header->version != MD2_VERSION) && unlikely(this->header->ident != MD2_IDENT))
435    {
436      PRINTF(1)("Couldn't load file %s: invalid file format: stop loading\n", fileName);
437      return false;
438    }
439
440  this->fileName = new char[strlen(fileName)+1];
441  strcpy(this->fileName, fileName);
442  /* got the data: map it to locals */
443  this->numFrames = this->header->numFrames;
444  this->numVertices = this->header->numVertices;
445  this->numTriangles = this->header->numTriangles;
446  this->numGLCommands = this->header->numGlCommands;
447  this->numTexCoor = this->header->numTexCoords;
448  /* allocate memory for the data storage */
449  this->pVertices = new sVec3D[this->numVertices * this->numFrames];
450  this->pGLCommands = new int[this->numGLCommands];
451  this->pLightNormals = new int[this->numVertices * this->numFrames];
452  this->pTriangles = new sTriangle[this->numTriangles];
453  this->pTexCoor = new sTexCoor[this->numTexCoor];
454  buffer = new char[this->numFrames * this->header->frameSize];
455
456
457  /* read frame data from the file to a temp buffer */
458  fseek(pFile, this->header->offsetFrames, SEEK_SET);
459  fread(buffer, this->header->frameSize, this->numFrames, pFile);
460  /* read opengl commands */
461  fseek(pFile, this->header->offsetGlCommands, SEEK_SET);
462  fread(this->pGLCommands, sizeof(int), this->numGLCommands, pFile);
463  /* triangle list */
464  fseek(pFile, this->header->offsetTriangles, SEEK_SET);
465  fread(this->pTriangles, sizeof(sTriangle), this->numTriangles, pFile);
466  /*  read in texture coordinates */
467  fseek(pFile, this->header->offsetTexCoords, SEEK_SET);
468  fread(this->pTexCoor, sizeof(sTexCoor), this->numTexCoor, pFile);
469
470
471  for(int i = 0; i < this->numFrames; ++i)
472    {
473      frame = (sFrame*)(buffer + this->header->frameSize * i);
474      pVertex = this->pVertices + this->numVertices  * i;
475      pNormals = this->pLightNormals + this->numVertices * i;
476
477      for(int j = 0; j < this->numVertices; ++j)
478        {
479          /* SPEEDUP: *(pVerts + i + 0) = (*(frame->pVertices + i + 0)...  */
480           pVertex[j][0] = ((frame->pVertices[j].v[0] * frame->scale[0] ) + frame->translate[0] )* this->scaleFactor;
481           pVertex[j][1] = ((frame->pVertices[j].v[2] * frame->scale[2]) + frame->translate[2]) * this->scaleFactor;
482           pVertex[j][2] = (-1.0 * (frame->pVertices[j].v[1] * frame->scale[1] + frame->translate[1])) * this->scaleFactor;
483
484          //printf("vertex %i/%i: (%f, %f, %f)\n", j, this->numVertices, pVertex[j][0], pVertex[j][1], pVertex[j][2]);
485
486          pNormals[j] = frame->pVertices[j].lightNormalIndex;
487        }
488    }
489    PRINTF(4)("Finished loading the md2 file\n");
490
491  delete [] buffer;
492  fclose(pFile);
493}
494
495
496/**
497  \brief loads the skin/material stuff
498* @param fileName: name of the skin file
499  \return true if success
500*/
501bool MD2Data::loadSkin(const char* fileName)
502{
503  if( fileName == NULL)
504    {
505      this->skinFileName = NULL;
506      return false;
507    }
508
509  this->skinFileName = new char[strlen(fileName)+1];
510  strcpy(this->skinFileName, fileName);
511
512  this->material = new Material("md2ModelTest");
513  this->material->setDiffuseMap(fileName);
514  this->material->setIllum(3);
515  this->material->setAmbient(1.0, 1.0, 1.0);
516}
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