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Changeset 8343 in orxonox.OLD for branches/bsp_model/src/lib/graphics/importer


Ignore:
Timestamp:
Jun 13, 2006, 4:04:33 PM (18 years ago)
Author:
patrick
Message:

bsp: md3 model adding skelettons

Location:
branches/bsp_model/src/lib/graphics/importer
Files:
6 edited

Legend:

Unmodified
Added
Removed
  • branches/bsp_model/src/lib/graphics/importer/Makefile.am

    r8186 r8343  
    2121                           bsp_file.cc \
    2222                           bsp_tree_node.cc \
    23                            bsp_tree_leaf.cc
     23                           bsp_tree_leaf.cc \
     24                           \
     25                           md3/md3_model.cc \
     26                           md3/md3_animation.cc \
     27                           md3/md3_bone_frame.cc \
     28                           md3/md3_mesh.cc
    2429
    2530
     
    4954                bsp_file.h \
    5055                bsp_tree_node.h \
    51                 bsp_tree_leaf.h
     56                bsp_tree_leaf.h \
     57                \
     58                md3/md3_model.h \
     59                md3/md3_animation.h \
     60                md3/md3_bone_frame.h \
     61                md3/md3_mesh.h
     62
  • branches/bsp_model/src/lib/graphics/importer/bsp_manager.cc

    r8341 r8343  
    885885
    886886
    887   if(/*!worldEntity->isA(CL_PLAYABLE)*/ false) {
    888 
    889 
    890 
     887
     888
     889  bool collision = false;
     890  Vector position1 = position + Vector(0.0,0.1,0.0);
     891  Vector position2 = position + Vector(0.0,0.2,0.0);
     892  Vector dest1 = position1 + forwardDir;
     893  Vector dest2 = position2 + forwardDir;
     894  dest = position - Vector(0.0, 40.0,0.0);
     895  Vector out1;
     896  Vector out2;
     897
     898
     899  float height = 40;
     900  this->outputAllSolid = false;
     901
     902  this->checkCollisionRayN(this->root,0.0f,1.0f, &position, &dest );
     903
     904  PRINTF(0)(" checking collision: %s, solid = %i, fraction = %f\n", worldEntity->getClassName(), this->outputAllSolid, this->outputFraction);
     905//   position1.debug();
     906
     907  if( this->outputFraction == 1.0f)
     908  {
     909    if(this->outputAllSolid)
     910    {
     911      this->collPlane = new plane;
     912      this->collPlane->x = 1.0f;
     913      this->collPlane->y = 0.0f;
     914      this->collPlane->z = 0.0f;
     915      collision = true;
     916    }
     917    else
     918      collision = false;
     919
     920
     921    out = dest;
    891922  }
    892923  else {
    893924
    894     bool collision = false;
    895     Vector position1 = position + Vector(0.0,0.1,0.0);
    896     Vector position2 = position + Vector(0.0,0.2,0.0);
    897     Vector dest1 = position1 + forwardDir;
    898     Vector dest2 = position2 + forwardDir;
    899     dest = position - Vector(0.0, 40.0,0.0);
    900     Vector out1;
    901     Vector out2;
    902 
    903 
    904     float height = 40;
    905     this->outputAllSolid = false;
    906 
    907     this->checkCollisionRayN(this->root,0.0f,1.0f, &position, &dest );
    908 
    909     if( this->outputFraction == 1.0f)
    910     {
    911       if(this->outputAllSolid)
    912       {
    913         this->collPlane = new plane;
    914         this->collPlane->x = 1.0f;
    915         this->collPlane->y = 0.0f;
    916         this->collPlane->z = 0.0f;
    917         collision = true;
    918       }
    919       else
    920         collision = false;
    921 
    922 
    923       out = dest;
    924     }
    925     else {
    926 
    927       collision = true;
    928       out.x = position.x + (dest.x -position.x) * this->outputFraction;
    929       out.y = position.y + (dest.y -position.y) * this->outputFraction;
    930       out.z = position.z + (dest.z -position.z) * this->outputFraction;
    931 
    932       Vector out3 = out + Vector(height*this->collPlane->x,height*this->collPlane->y,height*this->collPlane->z);
    933       this->out = out;
    934       //this->out1 = out1;
    935       //this->out2 = out2;
    936       //this->drawDebugCube(&out1);
    937       //this->drawDebugCube(&out2);
    938       //this->drawDebugCube(&out3);
    939     }
    940     // Return the normal here: Normal's stored in this->collPlane;
    941     if(collision ) {
    942 //       PRINTF(0)("We got a collision!! Are you sure: outputFraction = %f\n", this->outputFraction);
    943       worldEntity->registerCollision(this->parent, worldEntity, Vector(this->collPlane->x, this->collPlane->y, this->collPlane->z), out);
    944     }
     925    collision = true;
     926    out.x = position.x + (dest.x -position.x) * this->outputFraction;
     927    out.y = position.y + (dest.y -position.y) * this->outputFraction;
     928    out.z = position.z + (dest.z -position.z) * this->outputFraction;
     929
     930    Vector out3 = out + Vector(height*this->collPlane->x,height*this->collPlane->y,height*this->collPlane->z);
     931    this->out = out;
     932  }
     933
     934  // Return the normal here: Normal's stored in this->collPlane;
     935  if( collision) {
     936    PRINTF(0)("We got a collision!! Are you sure: outputFraction = %f\n", this->outputFraction);
     937    worldEntity->registerCollision(this->parent, worldEntity, Vector(this->collPlane->x, this->collPlane->y, this->collPlane->z), out);
    945938  }
    946939
  • branches/bsp_model/src/lib/graphics/importer/md3/md3_bone_frame.cc

    r8342 r8343  
    1414
    1515#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER
     16
  • branches/bsp_model/src/lib/graphics/importer/md3/md3_mesh.cc

    r8342 r8343  
    1414
    1515#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER
     16
  • branches/bsp_model/src/lib/graphics/importer/md3/md3_mesh.h

    r8342 r8343  
    1212{
    1313  public:
    14 
     14    MD3Mesh() { /* loadMesh(this, din) */ }
     15    virtual ~MD3Mesh();
    1516
    1617
  • branches/bsp_model/src/lib/graphics/importer/md3/md3_model.h

    r8342 r8343  
    11/*!
    2  * @file md2Model.h
    3   *  Definition of an MD2 Model, a model format invented by ID Software.
     2 * @file md3_model.h
     3 *
     4 * Code heavely inspired by: JAVA MD3 Model Viewer - A Java based Quake 3 model viewer
     5 * Copyright (C) 1999 Erwin 'KLR8' Vervaet
     6 */
    47
    5     We are deeply thankfull for all the wunderfull things id software made for us gamers!
     8#ifndef _MD3_MODEL_H
     9#define _MD3_MODEL_H
    610
    7     The md2 file format is structured in a very simple way: it contains animations which are made out of
    8     frames (so called keyframes). Each frame is a complete draweable model in a specific position.
    9     A frame is a collection of vertex and its compagnions (normals, texture coordinates).
     11#include <string>
    1012
    11     A typical model has about 200 frames, the maximum frame count is fixed by MD2_MAX_FRAMES to currently
    12     512 frames. The maximal vetices count is set to 2048 verteces, not enough?
    13     You just have to change the MD2_MAX_* values if it doesn't fit your purposes...
    1413
    15     Surface Culling is fully implemented in md2 models: quake2 uses front face culling.
    16 */
     14class MD3BoneFrame;
     15class MD3Mesh;
    1716
    18 #ifndef _MD2MODEL_H
    19 #define _MD2MODEL_H
    2017
    21 #include "base_object.h"
     18class MD3Model
     19{
    2220
    23 #include "model.h"
    24 #include "material.h"
     21  public:
     22    MD3Model();
     23    ~MD3Model();
    2524
    26 //! These are the needed defines for the max values when loading .MD2 files
    27 #define MD2_IDENT                       (('2'<<24) + ('P'<<16) + ('D'<<8) + 'I') //!< the md2 identifier tag in the bin file
    28 #define MD2_VERSION                     8                                        //!< the md2 version in the header
    29 #define MD2_MAX_TRIANGLES               4096                                     //!< maximal triangles count
    30 #define MD2_MAX_VERTICES                2048                                     //!< maximal vertices count
    31 #define MD2_MAX_TEXCOORDS               2048                                     //!< maximal tex coordinates
    32 #define MD2_MAX_FRAMES                  512                                      //!< maximal frames
    33 #define MD2_MAX_SKINS                   32                                       //!< maximal skins
    34 #define MD2_MAX_FRAMESIZE               (MD2_MAX_VERTICES * 4 + 128)             //!< maximal framesize
    3525
    36 #define NUM_VERTEX_NORMALS              162                                      //!< number of vertex normals
    37 #define SHADEDOT_QUANT                  16                                       //!< shade dot quantity - no idea what it is
    3826
    39 //! This stores the speed of the animation between each key frame - currently conflicting with the animation framework
    40 #define kAnimationSpeed                 12.0f                                    //!< animation speed
     27  private:
     28    std::string         filename;          //!< the name of the file as recorded in the .md3 file
     29    std::string         loadFilename;      //!< filename of the actual file from which data was loaded
    4130
    42 //! This holds the header information that is read in at the beginning of the file: id software definition
    43 struct MD2Header
    44 {
    45    int ident;                           //!< This is used to identify the file
    46    int version;                         //!< The version number of the file (Must be 8)
     31    int                 boneFrameNum;      //!< number of anumation key fames in the models
     32    int                 tagNum;            //!< number of tags
     33    int                 meshNum;           //!< number of meshes
    4734
    48    int skinWidth;                       //!< The skin width in pixels
    49    int skinHeight;                      //!< The skin height in pixels
    50    int frameSize;                       //!< The size in bytes the frames are
     35    int                 maxTextureNum;     //!< maximum number of unique used in an md3 file
     36    int                 boneFrameStart;    //!< starting position of bone frame data structures
     37    int                 tagStart;          //!< starting position of tag-structures
    5138
    52    int numSkins;                        //!< The number of skins associated with the model
    53    int numVertices;                     //!< The number of vertices (constant for each frame)
    54    int numTexCoords;                    //!< The number of texture coordinates
    55    int numTriangles;                    //!< The number of faces (polygons)
    56    int numGlCommands;                   //!< The number of gl commands
    57    int numFrames;                       //!< The number of animation frames
     39    int                 meshStart;         //!< starting position of mesh structures
    5840
    59    int offsetSkins;                     //!< The offset in the file for the skin data
    60    int offsetTexCoords;                 //!< The offset in the file for the texture data
    61    int offsetTriangles;                 //!< The offset in the file for the face data
    62    int offsetFrames;                    //!< The offset in the file for the frames data
    63    int offsetGlCommands;                //!< The offset in the file for the gl commands data
    64    int offsetEnd;                       //!< The end of the file offset
     41    int                 fileSize;          //!< file size
     42
     43
     44    MD3BoneFrame*       boneFrames;        //!< array of bone frames, contains the metadata (bounding box, tags,...) for each frame
     45    MD3Mesh*            meshes;            //!< array of meshes in the model. each containing the mesh for each of the animation
     46
     47    int                 parentTagIndex;    //!< tag index
     48    MD3Model*           parent;            //!< reference to the MD3Model
    6549};
    6650
    6751
    68 //! compressed vertex data: char insetead of float, the value will be expanded by the scale value. only for loading
    69 typedef struct
    70 {
    71   unsigned char    v[3];                 //!< the vector of the vertex
    72   unsigned char    lightNormalIndex;     //!< the index of the light normal
    73 } sVertex;
    74 
    75 
    76 //! compressed texture offset data: coords scaled by the texture size. Only for loading
    77 typedef struct
    78 {
    79   short            s;                    //!< the s,t coordinates of a texture
    80   short            t;                    //!< the s,t coordinates of a texture
    81 } sTexCoor;
    82 
    83 
    84 //! holds tha informations about a md2 frame
    85 typedef struct
    86 {
    87   sVec3D           scale;                //!< scales values of the model
    88   sVec3D           translate;            //!< translates the model
    89   char             name[16];             //!< frame name: something like "run32"
    90   sVertex          pVertices[1];         //!< first vertex of thes frame
    91 } sFrame;
    92 
    93 
    94 //! holds the information about a triangle
    95 typedef struct
    96 {
    97   unsigned short   indexToVertices[3];   //!< index to the verteces of the triangle
    98   unsigned short   indexToTexCoor[3];    //!< index to the texture coordinates
    99 } sTriangle;
    100 
    101 
    102 
    103 //! the command list of the md2 model, very md2 specific
    104 typedef struct
    105 {
    106   float            s;                    //!< texture coordinate 1
    107   float            t;                    //!< texture coordinate 2
    108   int              vertexIndex;          //!< index of the vertex in the vertex list
    109 } glCommandVertex;
    110 
    111 
    112 //! a md2 animation definition
    113 typedef struct
    114 {
    115   int              firstFrame;           //!< first frame of the animation
    116   int              lastFrame;            //!< last frame of the animation
    117   int              fps;                  //!< speed: number of frames per second
    118   int              bStoppable;           //!< 1 if the animation is stoppable 0 else
    119 } sAnim;
    120 
    121 
    122 //! animation state definition
    123 typedef struct
    124 {
    125   int              startFrame;           //!< the start frame of an animation
    126   int              endFrame;             //!< last frame of the animation
    127   int              fps;                  //!< fps of the animaion (speed)
    128 
    129   float            localTime;            //!< the local time
    130   float            lastTime;             //!< last time stamp
    131   float            interpolationState;   //!< the state of the animation [0..1]
    132 
    133   int              type;                 //!< animation type
    134 
    135   int              currentFrame;         //!< the current frame
    136   int              nextFrame;            //!< the next frame in the list
    137   int              numPlays;             //!< the number of times, this has been played in series
    138 
    139   int              animPlaybackMode;     //!< the playback mode
    140 } sAnimState;
    141 
    142 
    143 //! animation names enumeration
    144 typedef enum animType
    145   {
    146     STAND,                       //0
    147     RUN,                         //1
    148     ATTACK,                      //2
    149     PAIN_A,                      //3
    150     PAIN_B,                      //4
    151     PAIN_C,          //5
    152     JUMP,            //6
    153     FLIP,            //7
    154     SALUTE,          //8
    155     FALLBACK,        //9
    156     WAVE,            //10
    157     POINT,           //11
    158     CROUCH_STAND,
    159     CROUCH_WALK,
    160     CROUCH_ATTACK,
    161     CROUCH_PAIN,
    162     CROUCH_DEATH,
    163     DEATH_FALLBACK,
    164     DEATH_FALLFORWARD,
    165     DEATH_FALLBACKSLOW,
    166     BOOM,
    167 
    168     MAX_ANIMATIONS
    169   };
    170 
    171 
    172 typedef enum animPlayback
    173 {
    174   MD2_ANIM_LOOP = 0,
    175   MD2_ANIM_ONCE,
    176 
    177   MD2_ANIM_NUM
    178 };
    179 
    180 
    181 
    182 /* forward definitions */
    183 class Material;
    184 
    185 
    186 
    187 //! class to store the md2 data in
    188 class MD2Data : public BaseObject
    189 {
    190  public:
    191    MD2Data(const std::string& modelFileName, const std::string& skinFileName, float scale = 1.0f);
    192   virtual ~MD2Data();
    193 
    194  private:
    195    bool loadModel(const std::string& fileName);
    196    bool loadSkin(const std::string& fileName = "");
    197 
    198  public:
    199   int                numFrames;             //!< number of frames
    200   int                numVertices;           //!< number of vertices
    201   int                numTriangles;          //!< number of triangles
    202   int                numTexCoor;            //!< number of texture coordinates
    203   int                numGLCommands;         //!< number of gl commands in the glList (tells how to draw)
    204   std::string        fileName;              //!< file name of the model File
    205   std::string        skinFileName;          //!< file name of the skin file
    206   MD2Header*         header;                //!< the header file
    207 
    208   sVec3D*            pVertices;             //!< pointer to the vertices data block
    209   sTriangle*         pTriangles;            //!< pointer to the triangles data
    210   sTexCoor*          pTexCoor;              //!< pointer to the texture coordinate data
    211   int*               pGLCommands;           //!< pointer to the gllist data block
    212   int*               pLightNormals;         //!< pointer to the light normals
    213 
    214   Material           material;              //!< pointer to the material
    215   float              scaleFactor;           //!< the scale factor of the model, (global)
    216 };
    217 
    218 
    219 
    220 
    221 //! This is a MD2 Model class
    222 class MD2Model : public Model {
    223 
    224 public:
    225   MD2Model(const std::string& modelFileName, const std::string& skinFileName = "", float scale = 1.0f);
    226   virtual ~MD2Model();
    227 
    228   virtual void draw() const;
    229   void renderFrameTriangles() const;
    230 
    231 
    232   void setAnim(int type, int animPlayback = MD2_ANIM_LOOP);
    233   /**  returns the current animation @returns animation type */
    234   inline int MD2Model::getAnim() { return this->animationState.type; }
    235   /**  scales the current model @param scaleFactor: the factor [0..1] to use for scaling */
    236   void scaleModel(float scaleFactor) { this->scaleFactor = scaleFactor;}
    237 
    238   virtual void tick(float dtS);
    239   void debug();
    240 
    241 
    242 private:
    243   void animate(float time);
    244   void processLighting();
    245   void interpolate(/*sVec3D* verticesList*/);
    246   void renderFrame() const ;
    247 
    248 
    249  public:
    250   /* these variables are static, because they are all the same for every model */
    251   static sVec3D       anorms[NUM_VERTEX_NORMALS];       //!< the anormals
    252   static float        anormsDots[SHADEDOT_QUANT][256];  //!< the anormals dot products
    253   static sAnim        animationList[21];                //!< the anomation list
    254    //! again one of these strange id software parts
    255   float*              shadeDots;
    256 
    257   MD2Data*            data;                             //!< the md2 data pointer
    258 
    259  private:
    260   float               scaleFactor;                      //!< the scale factor (individual)
    261   sAnimState          animationState;                   //!< animation state of the model
    262   sVec3D              verticesList[MD2_MAX_VERTICES];   //!< place to temp sav the vert
    263 };
    264 
    265 
    266 
    267 
    268 
    269 #endif /* _MD2MODEL_H */
     52#endif /* _MD3_MODEL_H */
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