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