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_model.h" |
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18 | |
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19 | #include "md3_data.h" |
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20 | #include "md3_mesh.h" |
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21 | #include "md3_tag.h" |
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22 | #include "md3_bone_frame.h" |
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23 | #include "md3_animation.h" |
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24 | |
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25 | #include "md3_animation_cfg.h" |
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26 | |
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27 | #include "material.h" |
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28 | #include "quaternion.h" |
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29 | |
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30 | #include "loading/resource_manager.h" |
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31 | |
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32 | #include "debug.h" |
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33 | |
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34 | namespace md3 |
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35 | { |
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36 | |
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37 | /** |
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38 | * md3 model |
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39 | */ |
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40 | MD3Model::MD3Model(std::string filename, float scaling) |
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41 | { |
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42 | this->autoAssemblePlayerModel(filename, scaling); |
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43 | |
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44 | this->bDrawBones = false; |
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45 | this->bDrawNormals = false; |
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46 | |
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47 | this->time = 0.0f; |
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48 | |
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49 | // set the animation |
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50 | this->interpolate(this->md3Data, this->config->getAnimation("Dead 1"), MD3_ANIM_NEXT, true); |
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51 | } |
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52 | |
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53 | |
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54 | |
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55 | MD3Model::~MD3Model() |
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56 | { |
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57 | // delete this->tmpBoneFrame; |
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58 | // delete [] this->tmpMesh; |
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59 | |
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60 | ///TODO deleting mesh |
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61 | ///TODO deleting matrices |
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62 | } |
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63 | |
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64 | |
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65 | /** |
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66 | * auto assemples a player model |
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67 | * @param filename is the name to the directory of the modelzzzzzz |
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68 | */ |
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69 | void MD3Model::autoAssemblePlayerModel(std::string filename, float scaling) |
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70 | { |
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71 | // loading the config file |
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72 | std::string cfgName(filename + "/animation.cfg"); |
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73 | this->config = (MD3AnimationCfg*)ResourceManager::getInstance()->load(cfgName, MD3_CONFIG, RP_GAME); |
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74 | |
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75 | //first load the torso or the upper part |
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76 | std::string nameUpper(filename + "/upper.md3"); |
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77 | if( (this->md3Data = (MD3Data*)ResourceManager::getInstance()->load(nameUpper, MD3, RP_GAME, nameUpper, scaling)) == NULL) |
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78 | { |
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79 | std::string nameTorso(filename + "/torso.md3"); |
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80 | this->md3Data = (MD3Data*)ResourceManager::getInstance()->load(nameTorso, MD3, RP_GAME, nameTorso, scaling); |
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81 | } |
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82 | |
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83 | if( this->md3Data == NULL) |
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84 | { |
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85 | PRINTF(1)("Problems loading the MD3Model. Abording\n"); |
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86 | return; |
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87 | } |
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88 | |
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89 | // load lower |
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90 | std::string nameLower(filename + "/lower.md3"); |
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91 | MD3Data* lower = (MD3Data*)ResourceManager::getInstance()->load(nameLower, MD3, RP_GAME, nameLower, scaling); |
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92 | if( lower != NULL) |
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93 | { |
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94 | int tag = this->md3Data->getTagIndexByName("tag_lower"); |
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95 | PRINTF(0)("Loaded the %s model on index %i\n", nameLower.c_str(), tag); |
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96 | if( tag >= 0) |
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97 | this->md3Data->addLinkedModel(tag, lower); |
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98 | else |
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99 | PRINTF(0)("Could not add %s\n", nameLower.c_str()); |
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100 | |
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101 | } |
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102 | |
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103 | |
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104 | // load head |
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105 | std::string nameHead(filename + "/head.md3"); |
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106 | MD3Data* head = (MD3Data*)ResourceManager::getInstance()->load(nameHead, MD3, RP_GAME, nameLower, scaling); |
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107 | if( head != NULL) |
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108 | { |
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109 | int tag = this->md3Data->getTagIndexByName("tag_head"); |
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110 | PRINTF(0)("Loaded the %s model on index %i\n", nameHead.c_str(), tag); |
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111 | if( tag >= 0) |
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112 | this->md3Data->addLinkedModel(tag, head); |
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113 | else |
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114 | PRINTF(0)("Could not add %s\n", nameHead.c_str()); |
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115 | } |
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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 | /** |
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122 | * tick float |
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123 | * @param time: time elapsed |
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124 | */ |
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125 | void MD3Model::tick(float time) |
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126 | { |
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127 | if(this->md3Data == NULL) |
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128 | return; |
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129 | |
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130 | this->visit(this->md3Data, time); |
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131 | |
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132 | this->tick(time, this->md3Data); |
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133 | } |
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134 | |
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135 | |
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136 | /** |
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137 | * tick each data |
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138 | */ |
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139 | void MD3Model::tick(float time, MD3Data* data) |
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140 | { |
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141 | // draw the bones if needed# |
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142 | if( this->bDrawBones) |
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143 | { |
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144 | // get bone frame, interpolate if necessary |
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145 | if( data->animationState.interpolationFraction != 0.0 && |
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146 | data->animationState.currentFrame != data->animationState.nextFrame) |
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147 | { |
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148 | //interpolate bone frame |
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149 | data->tmpBoneFrame = this->interpolateBoneFrame(data, data->boneFrames[data->animationState.currentFrame], |
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150 | data->boneFrames[data->animationState.nextFrame], |
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151 | data->animationState.interpolationFraction); |
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152 | } |
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153 | else |
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154 | { |
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155 | data->tmpBoneFrame = data->boneFrames[data->animationState.currentFrame]; |
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156 | } |
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157 | } |
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158 | |
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159 | |
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160 | //draw all meshes of current frame of this model |
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161 | for( int i = 0; i < data->header->meshNum; i++) |
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162 | { |
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163 | MD3Mesh* mesh = data->meshes[i]; |
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164 | |
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165 | //interpolate mesh frame between the 2 current mesh frames |
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166 | if( data->header->boneFrameNum > 1) |
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167 | this->interpolateMeshFrame( data, |
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168 | mesh->meshFrames[data->animationState.currentFrame], |
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169 | mesh->meshFrames[data->animationState.nextFrame], |
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170 | data->animationState.interpolationFraction, mesh, i); |
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171 | else |
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172 | this->interpolateMeshFrame( data, |
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173 | mesh->meshFrames[data->animationState.currentFrame], |
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174 | mesh->meshFrames[data->animationState.currentFrame], |
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175 | 0.0f, mesh, i); |
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176 | |
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177 | // draw vertex normals if needed |
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178 | if( this->bDrawNormals) |
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179 | { |
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180 | // get vertex normals, interpolate if necessary |
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181 | if( data->animationState.interpolationFraction != 0.0 && |
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182 | data->animationState.currentFrame != data->animationState.nextFrame) |
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183 | { |
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184 | //interpolate vertex normals |
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185 | this->interpolateVertexNormals(data, |
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186 | mesh->normals[data->animationState.currentFrame], |
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187 | mesh->normals[data->animationState.nextFrame], |
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188 | data->animationState.interpolationFraction, mesh, i); |
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189 | } |
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190 | } |
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191 | } |
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192 | |
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193 | |
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194 | // draw all models linked to this model |
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195 | std::map<int, MD3Data*>::iterator it = data->sortedMap.begin(); |
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196 | int i = 0; |
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197 | while( it != data->sortedMap.end()) |
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198 | { |
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199 | MD3Data* child = it->second; |
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200 | |
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201 | //build transformation array m from matrix, interpolate if necessary |
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202 | |
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203 | MD3Tag* currFrameTag = data->boneFrames[data->animationState.currentFrame]->tags[child->parentTagIndex]; |
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204 | |
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205 | if( data->animationState.interpolationFraction != 0.0 && |
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206 | data->animationState.currentFrame != data->animationState.nextFrame) |
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207 | { |
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208 | //we need to interpolate |
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209 | MD3Tag* nextFrameTag = data->boneFrames[data->animationState.nextFrame]->tags[child->parentTagIndex]; |
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210 | this->interpolateTransformation(child, currFrameTag, nextFrameTag, data->animationState.interpolationFraction, i); |
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211 | } |
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212 | else |
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213 | { |
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214 | //no interpolation needed, stay with last transformation |
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215 | //OpenGL matrix is in column-major order |
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216 | data->tmpMatrix[i][0] = currFrameTag->matrix[0][0]; |
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217 | data->tmpMatrix[i][1] = currFrameTag->matrix[1][0]; |
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218 | data->tmpMatrix[i][2] = currFrameTag->matrix[2][0]; |
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219 | data->tmpMatrix[i][3] = 0.0f; |
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220 | data->tmpMatrix[i][4] = currFrameTag->matrix[0][1]; |
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221 | data->tmpMatrix[i][5] = currFrameTag->matrix[1][1]; |
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222 | data->tmpMatrix[i][6] = currFrameTag->matrix[2][1]; |
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223 | data->tmpMatrix[i][7] = 0.0f; |
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224 | data->tmpMatrix[i][8] = currFrameTag->matrix[0][2]; |
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225 | data->tmpMatrix[i][9] = currFrameTag->matrix[1][2]; |
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226 | data->tmpMatrix[i][10]= currFrameTag->matrix[2][2]; |
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227 | data->tmpMatrix[i][11]= 0.0f; |
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228 | data->tmpMatrix[i][12] = currFrameTag->position.x; |
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229 | data->tmpMatrix[i][13] = currFrameTag->position.y; |
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230 | data->tmpMatrix[i][14] = currFrameTag->position.z; |
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231 | data->tmpMatrix[i][15] = 1.0f; |
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232 | } |
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233 | |
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234 | // switch to child coord system |
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235 | |
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236 | // and tick child |
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237 | this->tick(time, child); |
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238 | |
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239 | i++; |
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240 | it++; |
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241 | } |
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242 | } |
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243 | |
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244 | |
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245 | /** |
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246 | * this draws the md3 model |
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247 | */ |
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248 | void MD3Model::draw() const |
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249 | { |
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250 | //draw current bone frame |
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251 | this->draw(this->md3Data); |
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252 | } |
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253 | |
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254 | |
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255 | /** |
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256 | * draw the md3model |
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257 | * @param data: the data to be drawn |
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258 | */ |
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259 | void MD3Model::draw(MD3Data* data) const |
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260 | { |
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261 | |
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262 | // draw the bones if needed |
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263 | if( this->bDrawBones) |
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264 | { |
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265 | // get bone frame, interpolate if necessary |
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266 | if( data->animationState.interpolationFraction != 0.0 && |
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267 | data->animationState.currentFrame != data->animationState.nextFrame) { |
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268 | //interpolate bone frame |
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269 | this->drawBoneFrame(data->tmpBoneFrame); |
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270 | } |
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271 | else { |
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272 | //stick with current bone frame |
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273 | this->drawBoneFrame(data->boneFrames[data->animationState.currentFrame]); |
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274 | } |
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275 | } |
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276 | |
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277 | |
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278 | //draw all meshes of current frame of this model |
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279 | for( int i = 0; i < data->header->meshNum; i++) |
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280 | { |
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281 | MD3Mesh* mesh = data->meshes[i]; |
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282 | sVec3D* frame = data->tmpMesh[i]; |
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283 | |
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284 | if( mesh->header->textureNum > 0 && &mesh->material[0] != NULL) |
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285 | mesh->material[0].select(); |
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286 | |
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287 | this->drawMesh(mesh, frame); |
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288 | |
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289 | // draw vertex normals if needed |
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290 | if( this->bDrawNormals) |
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291 | { |
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292 | // get vertex normals, interpolate if necessary |
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293 | if( data->animationState.interpolationFraction != 0.0 && |
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294 | data->animationState.currentFrame != data->animationState.nextFrame) |
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295 | { |
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296 | //interpolate vertex normals |
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297 | this->drawVertexNormals(frame, data->tmpNormal[i]); |
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298 | } |
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299 | else { |
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300 | //stick with current vertex normals |
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301 | this->drawVertexNormals(frame, mesh->normals[data->animationState.currentFrame]); |
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302 | } |
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303 | } |
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304 | } |
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305 | |
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306 | |
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307 | // draw all models linked to this model |
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308 | int i = 0; |
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309 | std::map<int, MD3Data*>::iterator it = data->sortedMap.begin(); |
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310 | while( it != data->sortedMap.end()) |
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311 | { |
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312 | MD3Data* child = it->second; |
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313 | |
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314 | //switch to child coord system |
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315 | glPushMatrix(); |
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316 | glMultMatrixf(data->tmpMatrix[i]); |
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317 | |
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318 | // and draw child |
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319 | this->draw(child); |
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320 | |
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321 | glPopMatrix(); |
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322 | |
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323 | i++; |
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324 | it++; |
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325 | } |
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326 | |
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327 | } |
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328 | |
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329 | |
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330 | /** |
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331 | * draws the mesh |
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332 | */ |
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333 | void MD3Model::drawMesh(MD3Mesh* mesh, sVec3D* frame) const |
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334 | { |
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335 | Vector tmpVec1, tmpVec2; |
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336 | |
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337 | glColor3f(1.0f, 1.0f, 1.0f); |
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338 | glBegin( GL_TRIANGLES); |
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339 | |
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340 | // upload all triangles in the frame to OpenGL |
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341 | for( int t = 0; t < mesh->header->triangleNum; t++) |
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342 | { |
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343 | // calc normal vector |
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344 | tmpVec1.x = frame[mesh->triangles[t].vertexOffset[1]][0] - frame[mesh->triangles[t].vertexOffset[0]][0]; |
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345 | tmpVec1.y = frame[mesh->triangles[t].vertexOffset[1]][1] - frame[mesh->triangles[t].vertexOffset[0]][1]; |
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346 | tmpVec1.z = frame[mesh->triangles[t].vertexOffset[1]][2] - frame[mesh->triangles[t].vertexOffset[0]][2]; |
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347 | |
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348 | tmpVec2.x = frame[mesh->triangles[t].vertexOffset[2]][0] - frame[mesh->triangles[t].vertexOffset[0]][0]; |
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349 | tmpVec2.y = frame[mesh->triangles[t].vertexOffset[2]][1] - frame[mesh->triangles[t].vertexOffset[0]][1]; |
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350 | tmpVec2.z = frame[mesh->triangles[t].vertexOffset[2]][2] - frame[mesh->triangles[t].vertexOffset[0]][2]; |
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351 | |
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352 | Vector normal = tmpVec1.cross(tmpVec2); |
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353 | normal.normalize(); |
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354 | |
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355 | // PRINTF(0)("normal: %f, %f, %f\n", normal.x, normal.y, normal.z); |
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356 | |
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357 | glNormal3f(normal.x, normal.y, normal.z); |
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358 | glTexCoord2fv( mesh->texVecs[mesh->triangles[t].vertexOffset[0]].textureCoord); |
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359 | glVertex3f( frame[mesh->triangles[t].vertexOffset[0]][0], |
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360 | frame[mesh->triangles[t].vertexOffset[0]][2], |
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361 | frame[mesh->triangles[t].vertexOffset[0]][1]); |
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362 | |
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363 | glNormal3f(normal.x, normal.y, normal.z); |
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364 | glTexCoord2fv( mesh->texVecs[mesh->triangles[t].vertexOffset[1]].textureCoord); |
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365 | glVertex3f( frame[mesh->triangles[t].vertexOffset[1]][0], |
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366 | frame[mesh->triangles[t].vertexOffset[1]][2], |
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367 | frame[mesh->triangles[t].vertexOffset[1]][1]); |
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368 | |
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369 | glNormal3f(normal.x, normal.y, normal.z); |
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370 | glTexCoord2fv( mesh->texVecs[mesh->triangles[t].vertexOffset[2]].textureCoord); |
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371 | glVertex3f( frame[mesh->triangles[t].vertexOffset[2]][0], |
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372 | frame[mesh->triangles[t].vertexOffset[2]][2], |
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373 | frame[mesh->triangles[t].vertexOffset[2]][1]); |
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374 | } |
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375 | glEnd(); |
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376 | } |
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377 | |
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378 | |
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379 | /** |
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380 | * drawo vertex normals |
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381 | */ |
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382 | void MD3Model::drawVertexNormals(sVec3D* frame, MD3Normal* normals) const |
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383 | {} |
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384 | |
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385 | |
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386 | /** |
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387 | * draw bone frame |
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388 | */ |
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389 | void MD3Model::drawBoneFrame(MD3BoneFrame* frame) const |
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390 | { |
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391 | float x1 = frame->mins.x; |
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392 | float y1 = frame->mins.y; |
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393 | float z1 = frame->mins.z; |
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394 | float x2 = frame->maxs.x; |
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395 | float y2 = frame->maxs.y; |
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396 | float z2 = frame->maxs.z; |
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397 | |
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398 | glPushAttrib(GL_TEXTURE_2D); |
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399 | glPushAttrib(GL_LIGHTING); |
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400 | |
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401 | glColor3f(1.0f,0.0f,0.0f); |
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402 | glPointSize(6.0f); |
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403 | |
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404 | glBegin(GL_POINTS); |
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405 | glVertex3f(frame->position.x, frame->position.y, frame->position.z); |
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406 | glEnd(); |
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407 | glPointSize(1.0f); |
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408 | |
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409 | glColor3f(0.0f,1.0f,0.0f); |
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410 | glBegin(GL_LINE_LOOP); |
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411 | glVertex3f(x1,y1,z1); |
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412 | glVertex3f(x1,y1,z2); |
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413 | glVertex3f(x1,y2,z2); |
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414 | glVertex3f(x1,y2,z1); |
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415 | glEnd(); |
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416 | |
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417 | glBegin(GL_LINE_LOOP); |
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418 | glVertex3f(x2,y2,z2); |
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419 | glVertex3f(x2,y1,z2); |
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420 | glVertex3f(x2,y1,z1); |
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421 | glVertex3f(x2,y2,z1); |
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422 | glEnd(); |
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423 | |
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424 | glBegin(GL_LINES); |
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425 | glVertex3f(x1,y1,z1); |
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426 | glVertex3f(x2,y1,z1); |
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427 | |
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428 | glVertex3f(x1,y1,z2); |
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429 | glVertex3f(x2,y1,z2); |
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430 | |
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431 | glVertex3f(x1,y2,z2); |
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432 | glVertex3f(x2,y2,z2); |
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433 | |
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434 | glVertex3f(x1,y2,z1); |
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435 | glVertex3f(x2,y2,z1); |
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436 | glEnd(); |
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437 | |
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438 | glPopAttrib(); |
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439 | glPopAttrib(); |
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440 | } |
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441 | |
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442 | |
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443 | /** |
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444 | * interpolate bone frame |
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445 | * @param currBoneFrame Start bone frame. |
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446 | * @param nextBoneFrame End bone frame. |
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447 | * @param frac Interpolation fraction, in [0,1]. |
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448 | */ |
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449 | MD3BoneFrame* MD3Model::interpolateBoneFrame(MD3Data* data, MD3BoneFrame* currBoneFrame, MD3BoneFrame* nextBoneFrame, float frac) |
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450 | { |
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451 | data->tmpBoneFrame->mins.x = (1.0f - frac) * currBoneFrame->mins.x + frac * nextBoneFrame->mins.x; |
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452 | data->tmpBoneFrame->maxs.x = (1.0f - frac) * currBoneFrame->maxs.x + frac * nextBoneFrame->maxs.x; |
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453 | data->tmpBoneFrame->position.x = (1.0f - frac) * currBoneFrame->position.x + frac * nextBoneFrame->position.x; |
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454 | data->tmpBoneFrame->mins.y = (1.0f - frac) * currBoneFrame->mins.y + frac * nextBoneFrame->mins.y; |
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455 | data->tmpBoneFrame->maxs.y = (1.0f - frac) * currBoneFrame->maxs.y + frac * nextBoneFrame->maxs.y; |
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456 | data->tmpBoneFrame->position.y = (1.0f - frac) * currBoneFrame->position.y + frac * nextBoneFrame->position.y; |
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457 | data->tmpBoneFrame->mins.z = (1.0f - frac) * currBoneFrame->mins.z + frac * nextBoneFrame->mins.z; |
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458 | data->tmpBoneFrame->maxs.z = (1.0f - frac) * currBoneFrame->maxs.z + frac * nextBoneFrame->maxs.z; |
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459 | data->tmpBoneFrame->position.z = (1.0f - frac) * currBoneFrame->position.z + frac * nextBoneFrame->position.z; |
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460 | |
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461 | return data->tmpBoneFrame; |
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462 | } |
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463 | |
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464 | |
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465 | |
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466 | /** |
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467 | * interpolate mesh frame |
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468 | */ |
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469 | sVec3D* MD3Model::interpolateMeshFrame(MD3Data* data, sVec3D* currMeshFrame, sVec3D* nextMeshFrame, float frac, MD3Mesh* mesh, int i) |
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470 | { |
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471 | int vertexNum = mesh->header->vertexNum; |
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472 | |
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473 | if( /*frac == 0.0f*/ true) |
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474 | { |
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475 | // just copy the vertices |
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476 | for( int t = 0; t < vertexNum; t++) |
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477 | { |
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478 | data->tmpMesh[i][t][0] = currMeshFrame[t][0]; |
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479 | data->tmpMesh[i][t][1] = currMeshFrame[t][1]; |
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480 | data->tmpMesh[i][t][2] = currMeshFrame[t][2]; |
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481 | } |
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482 | } |
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483 | else |
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484 | { |
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485 | // calc interpolated vertices |
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486 | for( int t = 0; t < vertexNum; t++) |
---|
487 | { |
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488 | data->tmpMesh[i][t][0] = (1.0f - frac) * currMeshFrame[t][0] + frac * nextMeshFrame[t][0]; |
---|
489 | data->tmpMesh[i][t][1] = (1.0f - frac) * currMeshFrame[t][1] + frac * nextMeshFrame[t][1]; |
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490 | data->tmpMesh[i][t][2] = (1.0f - frac) * currMeshFrame[t][2] + frac * nextMeshFrame[t][2]; |
---|
491 | } |
---|
492 | } |
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493 | |
---|
494 | return data->tmpMesh[i]; |
---|
495 | } |
---|
496 | |
---|
497 | |
---|
498 | /** |
---|
499 | * interpolate vertex normal |
---|
500 | */ |
---|
501 | MD3Normal* MD3Model::interpolateVertexNormals(MD3Data* data, MD3Normal* currNormals, MD3Normal* nextNormals, float frac, MD3Mesh* mesh, int i) |
---|
502 | { |
---|
503 | for( int j = 0; j < mesh->header->vertexNum; j++) |
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504 | { |
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505 | data->tmpNormal[i][j].vertexNormal[0] = (int)((1.0f - frac) * currNormals[j].vertexNormal[0] + frac * nextNormals[j].vertexNormal[0]); |
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506 | data->tmpNormal[i][j].vertexNormal[1] = (int)((1.0f - frac) * currNormals[j].vertexNormal[1] + frac * nextNormals[j].vertexNormal[1]); |
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507 | } |
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508 | |
---|
509 | return data->tmpNormal[i]; |
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510 | } |
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511 | |
---|
512 | |
---|
513 | /** |
---|
514 | * interpolate transformation |
---|
515 | */ |
---|
516 | float* MD3Model::interpolateTransformation(MD3Data* data, MD3Tag* currFrameTag, MD3Tag* nextFrameTag, float frac, int i) |
---|
517 | { |
---|
518 | // interpolate position |
---|
519 | Vector interpolatedPosition = currFrameTag->position * (1.0f - frac) + nextFrameTag->position * frac; |
---|
520 | |
---|
521 | |
---|
522 | // interpolate rotation matrix |
---|
523 | float currRot[4][4]; |
---|
524 | float nextRot[4][4]; |
---|
525 | float interpolatedMatrix[4][4]; |
---|
526 | |
---|
527 | /// TODO CHANGED BY BENSCH TO MATCH NEW QUATERNION FUNCTIONALITY |
---|
528 | Quaternion currQuat; currQuat.from3x3(currFrameTag->matrix); currQuat.matrix(currRot); |
---|
529 | Quaternion nextQuat; nextQuat.from3x3(nextFrameTag->matrix); nextQuat.matrix(nextRot); |
---|
530 | |
---|
531 | Quaternion interpolatedQuat = Quaternion::quatSlerp(currQuat, nextQuat, frac); interpolatedQuat.matrix(interpolatedMatrix); |
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532 | |
---|
533 | // quaternion code is column based, so use transposed matrix when spitting out to gl |
---|
534 | data->tmpMatrix[i][0] = interpolatedMatrix[0][0]; |
---|
535 | data->tmpMatrix[i][4] = interpolatedMatrix[1][0]; |
---|
536 | data->tmpMatrix[i][8] = interpolatedMatrix[2][0]; |
---|
537 | data->tmpMatrix[i][12] = interpolatedPosition.x; |
---|
538 | data->tmpMatrix[i][1] = interpolatedMatrix[0][1]; |
---|
539 | data->tmpMatrix[i][5] = interpolatedMatrix[1][1]; |
---|
540 | data->tmpMatrix[i][9] = interpolatedMatrix[2][1]; |
---|
541 | data->tmpMatrix[i][13] = interpolatedPosition.y; |
---|
542 | data->tmpMatrix[i][2] = interpolatedMatrix[0][2]; |
---|
543 | data->tmpMatrix[i][6] = interpolatedMatrix[1][2]; |
---|
544 | data->tmpMatrix[i][10]= interpolatedMatrix[2][2]; |
---|
545 | data->tmpMatrix[i][14] = interpolatedPosition.z; |
---|
546 | data->tmpMatrix[i][3] = 0.0f; |
---|
547 | data->tmpMatrix[i][7] = 0.0f; |
---|
548 | data->tmpMatrix[i][11]= 0.0f; |
---|
549 | data->tmpMatrix[i][15] = 1.0f; |
---|
550 | |
---|
551 | return data->tmpMatrix[i]; |
---|
552 | |
---|
553 | } |
---|
554 | |
---|
555 | |
---|
556 | |
---|
557 | /** |
---|
558 | * visit the model |
---|
559 | */ |
---|
560 | void MD3Model::visit(MD3Data* data, float time) |
---|
561 | { |
---|
562 | if ( (data->filename.find("lower") == std::string::npos && |
---|
563 | (data->animation->type == LEGS || data->animation->type == BOTH)) // this is the LEGS model and the animation is applicable |
---|
564 | || |
---|
565 | (data->filename.find("upper") == std::string::npos && |
---|
566 | (data->animation->type == TORSO || data->animation->type == BOTH)) // this is the TORSO model and the animation is applicable |
---|
567 | || |
---|
568 | data->animation->type == ALL // the animation is allways applicable |
---|
569 | ) |
---|
570 | this->doOp(data, time); |
---|
571 | |
---|
572 | // visit children |
---|
573 | // std::map<int, MD3Data*>::iterator it = data->sortedMap.begin(); |
---|
574 | // while( it != data->sortedMap.end()) |
---|
575 | // { |
---|
576 | // this->visit(it->second); |
---|
577 | // it++; |
---|
578 | // } |
---|
579 | } |
---|
580 | |
---|
581 | |
---|
582 | /** |
---|
583 | * Create a new visitor to apply an animation operation (NEXT, REWIND, ...) |
---|
584 | * to a MD3 model. The operation is executed in the context of the specified |
---|
585 | * animation. |
---|
586 | * |
---|
587 | * @param anim The animation that provides the context for the operation. |
---|
588 | * @param op The operation to apply. |
---|
589 | * @param interpolate Should interpolation be done? |
---|
590 | */ |
---|
591 | void MD3Model::interpolate(MD3Data* data, MD3Animation* anim, int op, bool bInterpolate) |
---|
592 | { |
---|
593 | data->animation = anim; |
---|
594 | if( op == MD3_ANIM_NEXT || op == MD3_ANIM_PREVIOUS || op == MD3_ANIM_REWIND) |
---|
595 | data->op = op; |
---|
596 | |
---|
597 | data->bInterpolate = bInterpolate; |
---|
598 | } |
---|
599 | |
---|
600 | |
---|
601 | /** |
---|
602 | * calc next frame number |
---|
603 | */ |
---|
604 | int MD3Model::next(MD3Data* data, int nr) |
---|
605 | { |
---|
606 | if( nr < (data->upperBound - 1)) |
---|
607 | return nr + 1; |
---|
608 | else |
---|
609 | { //rewind needed |
---|
610 | if( data->animation->numFrames < 0) |
---|
611 | return data->animation->first; |
---|
612 | else { |
---|
613 | nr = (data->animation->numLoopFrames != 0)?(data->animation->numFrames - data->animation->numLoopFrames):0; |
---|
614 | return data->animation->first + nr; |
---|
615 | } |
---|
616 | } |
---|
617 | } |
---|
618 | |
---|
619 | |
---|
620 | /** |
---|
621 | * calc prev frame number |
---|
622 | */ |
---|
623 | int MD3Model::prev(MD3Data* data, int nr) |
---|
624 | { |
---|
625 | if( nr == data->animation->first) |
---|
626 | return data->upperBound - 1; |
---|
627 | else |
---|
628 | return nr - 1; |
---|
629 | } |
---|
630 | |
---|
631 | |
---|
632 | /** |
---|
633 | * apply the specified operation to the animation state data members of the model |
---|
634 | * taking the specified animation into account |
---|
635 | * |
---|
636 | * @param data: the data of the model |
---|
637 | */ |
---|
638 | void MD3Model::doOp(MD3Data* data, float time) |
---|
639 | { |
---|
640 | // animation to be applied could have illegal data with respect to this model, |
---|
641 | // ignore anim in this case |
---|
642 | |
---|
643 | if( data->animation->first >= data->animation->numFrames || data->animation->first < 0) |
---|
644 | { |
---|
645 | PRINTF(0)("MD3: this animation type seems to be invalid, no animation calculated\n"); |
---|
646 | return; |
---|
647 | } |
---|
648 | |
---|
649 | |
---|
650 | //calc upper bound for animation frames in this model |
---|
651 | if( data->animation->numFrames < 0) |
---|
652 | data->upperBound = data->header->boneFrameNum; //use all available frames |
---|
653 | else |
---|
654 | { |
---|
655 | if( data->header->boneFrameNum < (data->animation->first + data->animation->numFrames)) |
---|
656 | data->upperBound = data->header->boneFrameNum; |
---|
657 | else |
---|
658 | data->upperBound = (data->animation->first + data->animation->numFrames); |
---|
659 | } |
---|
660 | |
---|
661 | |
---|
662 | switch( data->op) { |
---|
663 | |
---|
664 | case MD3_ANIM_NEXT: |
---|
665 | if( data->bInterpolate) |
---|
666 | { |
---|
667 | // keyframe interpolation animation |
---|
668 | data->animationState.interpolationFraction += time * data->animation->fps; |
---|
669 | |
---|
670 | if( data->animationState.interpolationFraction >= 1.0f) |
---|
671 | { |
---|
672 | data->animationState.currentFrame = data->animationState.nextFrame; |
---|
673 | data->animationState.nextFrame = next(data, data->animationState.nextFrame); |
---|
674 | data->animationState.interpolationFraction = 0.0f; |
---|
675 | } |
---|
676 | } |
---|
677 | else |
---|
678 | { |
---|
679 | // only keyframe animation |
---|
680 | this->time += time * data->animation->fps; |
---|
681 | if( this->time > 1.0f) |
---|
682 | { |
---|
683 | data->animationState.currentFrame = data->animationState.nextFrame; |
---|
684 | data->animationState.nextFrame = next(data, data->animationState.nextFrame); |
---|
685 | this->time = 0.0f; |
---|
686 | } |
---|
687 | } |
---|
688 | break; |
---|
689 | |
---|
690 | case MD3_ANIM_PREVIOUS: |
---|
691 | if( data->bInterpolate) |
---|
692 | { |
---|
693 | data->animationState.interpolationFraction -= time / data->animation->fps; |
---|
694 | if( data->animationState.interpolationFraction < 0.0f) |
---|
695 | { |
---|
696 | data->animationState.nextFrame = data->animationState.currentFrame; |
---|
697 | data->animationState.currentFrame = prev(data, data->animationState.currentFrame); |
---|
698 | data->animationState.interpolationFraction = 0.8f; |
---|
699 | } |
---|
700 | } |
---|
701 | else |
---|
702 | { |
---|
703 | data->animationState.nextFrame = data->animationState.currentFrame; |
---|
704 | data->animationState.currentFrame = prev(data, data->animationState.currentFrame); |
---|
705 | } |
---|
706 | break; |
---|
707 | |
---|
708 | case MD3_ANIM_REWIND: |
---|
709 | data->animationState.currentFrame = data->animation->first; |
---|
710 | data->animationState.nextFrame = next(data, data->animationState.currentFrame); |
---|
711 | data->animationState.interpolationFraction = 0.0f; |
---|
712 | break; |
---|
713 | } |
---|
714 | |
---|
715 | } |
---|
716 | |
---|
717 | |
---|
718 | } |
---|