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 "md3_data.h" |
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18 | |
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19 | #include "md3_bone_frame.h" |
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20 | #include "md3_tag.h" |
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21 | #include "md3_mesh.h" |
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22 | |
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23 | #include "material.h" |
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24 | |
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25 | #include "debug.h" |
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26 | |
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27 | namespace md3 |
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28 | { |
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29 | |
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30 | /******************************************************************************** |
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31 | * MD3Data * |
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32 | ********************************************************************************/ |
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33 | |
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34 | /** |
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35 | \brief simple constructor |
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36 | */ |
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37 | MD3Data::MD3Data(const std::string& modelFileName, const std::string& skinFileName, float scale) |
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38 | { |
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39 | |
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40 | |
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41 | |
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42 | this->loadModel(modelFileName); |
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43 | // this->loadSkin(skinFileName); |
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44 | } |
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45 | |
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46 | |
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47 | /** |
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48 | \brief simple destructor |
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49 | |
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50 | this will clean out all the necessary data for a specific md2model |
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51 | */ |
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52 | MD3Data::~MD3Data() |
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53 | { |
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54 | delete this->header; |
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55 | } |
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56 | |
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57 | |
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58 | |
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59 | /** |
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60 | \brief this will load the whole model data (vertices, opengl command list, ...) |
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61 | * @param fileName: the name of the model file |
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62 | \return true if success |
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63 | */ |
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64 | bool MD3Data::loadModel(const std::string& fileName) |
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65 | { |
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66 | FILE *pFile; //file stream |
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67 | // char* buffer; //buffer for frame data |
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68 | int fileOffset = 0; // file data offset |
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69 | |
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70 | |
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71 | |
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72 | //! @todo this chek should include deleting a loaded model (eventually) |
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73 | if (fileName.empty()) |
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74 | return false; |
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75 | |
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76 | PRINTF(0)("opening file: %s\n", fileName.c_str()); |
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77 | pFile = fopen(fileName.c_str(), "rb"); |
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78 | if( unlikely(!pFile)) |
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79 | { |
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80 | PRINTF(1)("Couldn't open the MD3 File for loading. Exiting.\n"); |
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81 | return false; |
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82 | } |
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83 | fileOffset += this->readHeader(pFile, fileOffset); |
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84 | /* check for the header version: make sure its a md2 file :) */ |
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85 | if( unlikely(this->header->version != MD3_VERSION) && unlikely(this->header->ident != MD3_IDENT)) |
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86 | { |
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87 | PRINTF(1)("Couldn't load file %s: invalid file format: stop loading\n", fileName.c_str()); |
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88 | return false; |
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89 | } |
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90 | |
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91 | |
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92 | // check if the filesize is correct |
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93 | if( this->header->fileSize > this->header->tagStart && |
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94 | this->header->fileSize >= this->header->meshStart) |
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95 | { |
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96 | bool bBoneFrames, bTags, bMeshes; |
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97 | bBoneFrames = ( this->header->boneFrameNum == 0); |
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98 | bTags = ( this->header->tagNum == 0); |
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99 | bMeshes = ( this->header->meshNum == 0); |
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100 | |
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101 | // read different parts of the model in correct order |
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102 | while( !(bBoneFrames && bTags && bMeshes)) |
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103 | { |
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104 | printf("while, fileOffset = %i\n", fileOffset); |
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105 | if( fileOffset == this->header->boneFrameStart && !bBoneFrames) |
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106 | { |
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107 | fileOffset += this->readBoneFrames(pFile, fileOffset); |
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108 | bBoneFrames = true; |
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109 | } |
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110 | else if( fileOffset == this->header->tagStart && !bTags) |
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111 | { |
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112 | fileOffset += this->readTags(pFile, fileOffset); |
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113 | bTags = true; |
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114 | } |
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115 | else if( fileOffset == this->header->meshStart && !bMeshes) |
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116 | { |
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117 | fileOffset += this->readMeshes(pFile, fileOffset); |
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118 | bMeshes = true; |
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119 | } |
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120 | } |
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121 | |
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122 | } |
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123 | |
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124 | fclose(pFile); |
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125 | |
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126 | return true; |
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127 | } |
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128 | |
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129 | |
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130 | /** |
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131 | \brief loads the skin/material stuff |
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132 | * @param fileName: name of the skin file |
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133 | \return true if success |
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134 | */ |
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135 | bool MD3Data::loadSkin(const std::string& fileName) |
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136 | { |
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137 | // if( fileName.empty()) |
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138 | // { |
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139 | // this->skinFileName = ""; |
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140 | // return false; |
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141 | // } |
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142 | // |
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143 | // this->skinFileName = fileName; |
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144 | // |
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145 | // this->material.setName("md2ModelMaterial"); |
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146 | // this->material.setDiffuseMap(fileName); |
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147 | // this->material.setIllum(3); |
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148 | // this->material.setAmbient(1.0, 1.0, 1.0); |
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149 | |
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150 | return true; |
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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 | * read heaader |
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156 | */ |
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157 | int MD3Data::readHeader(FILE* pFile, int fileOffset) |
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158 | { |
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159 | PRINTF(0)("Reading Header\n"); |
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160 | |
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161 | this->header = new MD3Header; |
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162 | fread(this->header, 1, sizeof(MD3Header), pFile); |
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163 | |
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164 | //header debug: |
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165 | PRINTF(0)("MD3 Header debug section======================================\n"); |
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166 | printf("ident: %i\n", this->header->ident); |
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167 | printf("version: %i\n", this->header->version); |
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168 | printf("filename: %s\n", this->header->filename); |
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169 | printf("boneFrameNum: %i\n", this->header->boneFrameNum); |
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170 | printf("tag number: %i\n", this->header->tagNum); |
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171 | printf("mesh number: %i\n", this->header->meshNum); |
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172 | printf("max tex num: %i\n", this->header->maxTexNum); |
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173 | printf("bone frame start: %i\n", this->header->boneFrameStart); |
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174 | printf("tag start: %i\n", this->header->tagStart); |
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175 | printf("mesh start: %i\n", this->header->meshStart); |
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176 | printf("fileSize: %i\n", this->header->fileSize); |
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177 | |
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178 | return sizeof(MD3Header); |
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179 | } |
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180 | |
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181 | |
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182 | /** |
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183 | * read bone frames |
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184 | */ |
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185 | int MD3Data::readBoneFrames(FILE* pFile, int fileOffset) |
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186 | { |
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187 | PRINTF(0)("Reading Bone Frames\n"); |
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188 | |
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189 | this->boneFrames = new MD3BoneFrame*[this->header->boneFrameNum]; |
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190 | |
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191 | for( int i = 0; i < this->header->boneFrameNum; i++) |
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192 | { |
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193 | this->boneFrames[i] = new MD3BoneFrame(i); |
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194 | |
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195 | MD3BoneFrameData* md = new MD3BoneFrameData; |
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196 | fread(md, 1, sizeof(MD3BoneFrameData), pFile); |
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197 | this->boneFrames[i]->data = md; |
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198 | } |
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199 | |
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200 | return this->header->boneFrameNum * sizeof(MD3BoneFrameData); |
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201 | } |
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202 | |
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203 | |
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204 | /** |
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205 | * read the tags |
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206 | */ |
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207 | int MD3Data::readTags(FILE* pFile, int fileOffset) |
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208 | { |
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209 | PRINTF(0)("Reading Tags\n"); |
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210 | |
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211 | for( int i = 0; i < this->header->boneFrameNum; i++) |
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212 | { |
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213 | this->boneFrames[i]->tags = new MD3Tag*[this->header->tagNum]; |
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214 | |
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215 | for( int j = 0; j < this->header->tagNum; j++) |
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216 | { |
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217 | this->boneFrames[i]->tags[j] = new MD3Tag(); |
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218 | MD3TagData* md = new MD3TagData; |
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219 | fread(md, 1, sizeof(MD3TagData), pFile); |
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220 | this->boneFrames[i]->tags[j]->data = md; |
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221 | } |
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222 | } |
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223 | |
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224 | return this->header->boneFrameNum * this->header->tagNum * sizeof(MD3TagData); |
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225 | } |
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226 | |
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227 | |
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228 | /** |
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229 | * read meshes |
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230 | */ |
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231 | int MD3Data::readMeshes(FILE* pFile, int fileOffset) |
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232 | { |
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233 | PRINTF(0)("Reading Mesh Data\n"); |
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234 | |
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235 | fileOffset = 0; |
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236 | |
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237 | this->meshes = new MD3Mesh*[this->header->meshNum]; |
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238 | |
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239 | for( int i = 0; i < this->header->meshNum; i++) |
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240 | { |
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241 | this->meshes[i] = new MD3Mesh(); |
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242 | |
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243 | int localFileOffset = 0; |
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244 | bool bTriangles, bTexVecs, bVertices, bTextures; //!< the parts that have been read so far |
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245 | |
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246 | //start reading mesh data |
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247 | MD3MeshHeader* md = new MD3MeshHeader; |
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248 | fread(md, 1, sizeof(MD3MeshHeader), pFile); |
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249 | this->meshes[i]->header = md; |
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250 | localFileOffset += sizeof(MD3MeshHeader); |
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251 | |
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252 | PRINTF(0)("MD3 Mesh Header debug section\n"); |
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253 | printf("ident: %i\n", md->id); |
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254 | printf("filename: %s\n", md->name); |
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255 | printf("meshFrameNum: %i\n", md->meshFrameNum); |
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256 | printf("textureNum: %i\n", md->textureNum); |
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257 | printf("vertexNum: %i \n", md->vertexNum); |
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258 | printf("triangleNum: %i\n", md->triangleNum); |
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259 | printf("triangleStart: %i\n", md->triangleStart); |
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260 | printf("textureStart: %i\n", md->textureStart); |
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261 | printf("texVecStart: %i\n", md->texVecStart); |
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262 | printf("vertexStart: %i\n", md->vertexStart); |
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263 | printf("fileSize: %i\n", md->meshSize); |
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264 | |
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265 | if( unlikely(this->meshes[i]->header->id != MD3_IDENT)) |
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266 | { |
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267 | PRINTF(1)("Wrong MD3 mesh file tag, file %s could be corrupt\n", this->filename.c_str()); |
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268 | return false; |
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269 | } |
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270 | |
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271 | // check which parts to be loaded |
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272 | bTriangles = ( this->meshes[i]->header->triangleNum == 0); |
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273 | bTexVecs = ( this->meshes[i]->header->vertexNum == 0); |
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274 | bVertices = ( this->meshes[i]->header->meshFrameNum == 0); |
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275 | bTextures = ( this->meshes[i]->header->textureNum == 0); |
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276 | |
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277 | // now read the data block whise |
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278 | while( !(bTriangles && bTexVecs && bVertices && bTextures)) |
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279 | { |
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280 | PRINTF(0)("while2: localOffset = %i\n", localFileOffset); |
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281 | if( localFileOffset == this->meshes[i]->header->triangleStart && !bTriangles) |
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282 | { |
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283 | localFileOffset += this->readMeshTriangles(pFile, localFileOffset, i); |
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284 | bTriangles = true; |
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285 | } |
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286 | else if( localFileOffset == this->meshes[i]->header->textureStart && !bTextures) |
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287 | { |
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288 | localFileOffset += this->readMeshTextures(pFile, localFileOffset, i); |
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289 | bTextures = true; |
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290 | } |
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291 | else if( localFileOffset == this->meshes[i]->header->texVecStart && !bTexVecs) |
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292 | { |
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293 | localFileOffset += this->readMeshTexVecs(pFile, localFileOffset, i); |
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294 | bTexVecs = true; |
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295 | } |
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296 | else if( localFileOffset == this->meshes[i]->header->vertexStart && !bVertices) |
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297 | { |
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298 | localFileOffset += this->readMeshVertices(pFile, localFileOffset, i); |
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299 | bVertices = true; |
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300 | } |
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301 | } |
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302 | fileOffset += localFileOffset; |
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303 | PRINTF(0)("finished reading mesh %i, got %i of %i byes\n", i, localFileOffset, md->meshSize); |
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304 | } |
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305 | return fileOffset; |
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306 | } |
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307 | |
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308 | |
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309 | |
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310 | /** |
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311 | * reading in the mesh triangles |
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312 | */ |
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313 | int MD3Data::readMeshTriangles(FILE* pFile, int fileOffset, int mesh) |
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314 | { |
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315 | PRINTF(0)("Reading Mesh Triangles\n"); |
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316 | // create the memomry to save the triangles |
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317 | this->meshes[mesh]->triangles = new MD3Triangle[this->meshes[mesh]->header->triangleNum]; |
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318 | fread(this->meshes[mesh]->triangles, 1, sizeof(MD3Triangle) * this->meshes[mesh]->header->triangleNum, pFile); |
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319 | |
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320 | return this->meshes[mesh]->header->triangleNum * sizeof(MD3Triangle); |
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321 | } |
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322 | |
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323 | |
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324 | /** |
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325 | * reading in the mesh textures |
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326 | */ |
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327 | int MD3Data::readMeshTextures(FILE* pFile, int fileOffset, int mesh) |
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328 | { |
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329 | PRINTF(0)("Reading Mesh Textures\n"); |
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330 | |
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331 | // create the textures |
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332 | this->meshes[mesh]->material = new Material[this->meshes[mesh]->header->textureNum]; |
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333 | |
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334 | MD3Texture* tex = new MD3Texture[this->meshes[mesh]->header->textureNum]; |
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335 | fread(tex, 1, sizeof(MD3Texture) * this->meshes[mesh]->header->textureNum, pFile); |
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336 | |
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337 | for( int i = 0; i < this->meshes[mesh]->header->textureNum; i++) { |
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338 | PRINTF(0)(" texture file: %s\n", tex[i].fileName); |
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339 | this->meshes[mesh]->material[i].setDiffuseMap(tex[i].fileName); |
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340 | this->meshes[mesh]->material[i].setAmbient(1, 1, 1); |
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341 | } |
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342 | |
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343 | return this->meshes[mesh]->header->textureNum * sizeof(MD3Texture); |
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344 | } |
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345 | |
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346 | |
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347 | /** |
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348 | * reading in the mesh tex vecs |
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349 | */ |
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350 | int MD3Data::readMeshTexVecs(FILE* pFile, int fileOffset, int mesh) |
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351 | { |
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352 | PRINTF(0)("Reading Mesh TexVecs\n"); |
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353 | |
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354 | this->meshes[mesh]->texVecs = new MD3TexVecs[this->meshes[mesh]->header->vertexNum]; |
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355 | fread(this->meshes[mesh]->texVecs, 1, sizeof(MD3TexVecs) * this->meshes[mesh]->header->vertexNum, pFile); |
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356 | |
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357 | return this->meshes[mesh]->header->vertexNum * sizeof(MD3TexVecs); |
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358 | } |
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359 | |
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360 | |
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361 | /** |
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362 | * reading in the mesh vertices |
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363 | */ |
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364 | int MD3Data::readMeshVertices(FILE* pFile, int fileOffset, int mesh) |
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365 | { |
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366 | PRINTF(0)("Reading Mesh Vertices\n"); |
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367 | |
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368 | // reserver memory for the vertex informations |
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369 | this->meshes[mesh]->meshFrames = new sVec3D[this->meshes[mesh]->header->meshFrameNum * this->meshes[mesh]->header->vertexNum]; |
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370 | this->meshes[mesh]->normals = new MD3Normal[this->meshes[mesh]->header->meshFrameNum * this->meshes[mesh]->header->vertexNum]; |
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371 | |
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372 | for( int i = 0; i < this->meshes[mesh]->header->meshFrameNum * this->meshes[mesh]->header->vertexNum; i++) |
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373 | { |
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374 | // read out the compressed data |
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375 | MD3VertexCompressed* vc = new MD3VertexCompressed; |
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376 | fread(vc, 1, sizeof(MD3VertexCompressed), pFile); |
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377 | |
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378 | this->meshes[mesh]->meshFrames[i][0] = (float)vc->vector[0] / 64.0f; |
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379 | this->meshes[mesh]->meshFrames[i][1] = (float)vc->vector[1] / 64.0f; |
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380 | this->meshes[mesh]->meshFrames[i][2] = (float)vc->vector[2] / 64.0f; |
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381 | |
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382 | this->meshes[mesh]->normals[i].vertexNormal[0] = vc->vertexNormal[0]; |
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383 | this->meshes[mesh]->normals[i].vertexNormal[1] = vc->vertexNormal[1]; |
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384 | |
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385 | delete vc; |
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386 | } |
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387 | |
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388 | // delete the temp memory again |
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389 | // delete vc; |
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390 | |
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391 | return this->meshes[mesh]->header->meshFrameNum * this->meshes[mesh]->header->vertexNum * sizeof(MD3VertexCompressed); |
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392 | } |
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393 | |
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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 | |
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399 | |
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400 | |
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401 | |
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