Changeset 8346 in orxonox.OLD for branches/bsp_model/src/lib/graphics/importer
- Timestamp:
- Jun 13, 2006, 5:03:53 PM (19 years ago)
- Location:
- branches/bsp_model/src/lib/graphics/importer
- Files:
-
- 4 edited
- 2 moved
Legend:
- Unmodified
- Added
- Removed
-
branches/bsp_model/src/lib/graphics/importer/Makefile.am
r8344 r8346 11 11 objModel.cc \ 12 12 primitive_model.cc \ 13 md2Model.cc \14 13 material.cc \ 15 14 texture.cc \ … … 23 22 bsp_tree_node.cc \ 24 23 bsp_tree_leaf.cc \ 24 \ 25 md2/md2Model.cc \ 25 26 \ 26 27 md3/md3_model.cc \ … … 44 45 objModel.h \ 45 46 primitive_model.h \ 46 md2Model.h \47 47 material.h \ 48 48 texture.h \ … … 58 58 bsp_tree_node.h \ 59 59 bsp_tree_leaf.h \ 60 \ 61 md2/md2Model.h \ 60 62 \ 61 63 md3/md3_model.h \ -
branches/bsp_model/src/lib/graphics/importer/md3/md3_data.cc
r8344 r8346 76 76 FILE *pFile; //file stream 77 77 char* buffer; //buffer for frame data 78 79 78 80 sFrame* frame; //temp frame 79 81 sVec3D *pVertex; 80 82 int* pNormals; 83 84 81 85 82 86 //! @todo this chek should include deleting a loaded model (eventually) … … 174 178 this->material.setAmbient(1.0, 1.0, 1.0); 175 179 } 180 181 182 /** 183 * read heaader 184 */ 185 void MD3Data::readHeader() 186 {} 187 188 189 /** 190 * read bone frames 191 */ 192 void MD3Data::readBoneFrames() 193 {} 194 195 196 /** 197 * read the tags 198 */ 199 void MD3Data::readTags() 200 {} 201 202 203 /** 204 * read meshes 205 */ 206 void MD3Data::readMeshes() 207 {} -
branches/bsp_model/src/lib/graphics/importer/md3/md3_data.h
r8344 r8346 81 81 bool loadSkin(const std::string& fileName = ""); 82 82 83 void readHeader(); 84 void readBoneFrames(); 85 void readTags(); 86 void readMeshes(); 87 83 88 84 89 public: -
branches/bsp_model/src/lib/graphics/importer/md3/md3_model.cc
r8342 r8346 15 15 #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER 16 16 17 #include "md 2Model.h"17 #include "md3_model.h" 18 18 #include "material.h" 19 19 … … 23 23 24 24 using namespace std; 25 26 //! the model anorms27 sVec3D MD2Model::anorms[NUM_VERTEX_NORMALS] = {28 #include "anorms.h"29 };30 31 //! anormal dots, no idea of how this shall work, but it does32 float MD2Model::anormsDots[SHADEDOT_QUANT][256] = {33 #include "anormtab.h"34 };35 36 37 //! the angle under which the model is viewd, used internaly38 float md2Angle = 0.0f;39 40 41 //! list of all different animations a std md2model supports42 sAnim MD2Model::animationList[21] =43 {44 // begin, end, fps, interruptable45 { 0, 39, 9, 1 }, //!< STAND46 { 40, 45, 10, 1 }, //!< RUN47 { 46, 53, 10, 0 }, //!< ATTACK48 { 54, 57, 7, 1 }, //!< PAIN_A49 { 58, 61, 7, 1 }, //!< PAIN_B50 { 62, 65, 7, 1 }, //!< PAIN_C51 { 66, 71, 7, 0 }, //!< JUMP52 { 72, 83, 7, 1 }, //!< FLIP53 { 84, 94, 7, 1 }, //!< SALUTE54 { 95, 111, 10, 1 }, //!< FALLBACK55 { 112, 122, 7, 1 }, //!< WAVE56 { 123, 134, 6, 1 }, //!< POINTT57 { 135, 153, 10, 1 }, //!< CROUCH_STAND58 { 154, 159, 7, 1 }, //!< CROUCH_WALK59 { 160, 168, 10, 1 }, //!< CROUCH_ATTACK60 { 196, 172, 7, 1 }, //!< CROUCH_PAIN61 { 173, 177, 5, 0 }, //!< CROUCH_DEATH62 { 178, 183, 10, 0 }, //!< DEATH_FALLBACK63 { 184, 189, 10, 0 }, //!< DEATH_FALLFORWARD64 { 190, 197, 10, 0 }, //!< DEATH_FALLBACKSLOW65 { 198, 198, 5, 1 }, //!< BOOM66 };67 68 69 70 /********************************************************************************71 * MD2Model *72 ********************************************************************************/73 74 /**75 \brief simple constructor initializing all variables76 */77 MD2Model::MD2Model(const std::string& modelFileName, const std::string& skinFileName, float scale)78 {79 this->setClassID(CL_MD2_MODEL, "MD2Model");80 /* this creates the data container via ressource manager */81 if (!modelFileName.empty())82 this->data = (MD2Data*)ResourceManager::getInstance()->load(modelFileName, MD2, RP_GAME, skinFileName, scale);83 if( unlikely(this->data == NULL))84 PRINTF(0)("The model was not found, MD2Model Loader finished abnormaly. Update the data-repos\n");85 86 this->scaleFactor = scale;87 88 shadeDots = MD2Model::anormsDots[0];89 /* set the animation stat mannualy */90 this->animationState.type = STAND;91 this->animationState.numPlays = 1;92 this->setAnim(STAND);93 94 this->debug();95 96 //write the modelinfo information97 this->pModelInfo.numVertices = this->data->numVertices;98 this->pModelInfo.numTriangles = this->data->numTriangles;99 this->pModelInfo.numNormals = 0;100 this->pModelInfo.numTexCoor = this->data->numTexCoor;101 this->pModelInfo.pVertices = (float*)this->data->pVertices;102 this->pModelInfo.pNormals = NULL;103 this->pModelInfo.pTexCoor = (float*)this->data->pTexCoor;104 105 // triangle conversion106 this->pModelInfo.pTriangles = new sTriangleExt[this->data->numTriangles];107 for( int i = 0; i < this->data->numTriangles; i++)108 {109 this->pModelInfo.pTriangles[i].indexToVertices[0] = this->data->pTriangles[i].indexToVertices[0];110 this->pModelInfo.pTriangles[i].indexToVertices[1] = this->data->pTriangles[i].indexToVertices[1];111 this->pModelInfo.pTriangles[i].indexToVertices[2] = this->data->pTriangles[i].indexToVertices[2];112 113 this->pModelInfo.pTriangles[i].indexToTexCoor[0] = this->data->pTriangles[i].indexToTexCoor[0];114 this->pModelInfo.pTriangles[i].indexToTexCoor[1] = this->data->pTriangles[i].indexToTexCoor[1];115 this->pModelInfo.pTriangles[i].indexToTexCoor[2] = this->data->pTriangles[i].indexToTexCoor[2];116 }117 }118 119 120 /**121 \brief simple destructor, dereferencing all variables122 123 this is where the ressource manager is cleaning the stuff124 */125 MD2Model::~MD2Model()126 {127 this->pModelInfo.pVertices = NULL;128 this->pModelInfo.pNormals = NULL;129 this->pModelInfo.pTexCoor = NULL;130 this->pModelInfo.pTriangles = NULL;131 132 ResourceManager::getInstance()->unload(this->data);133 }134 135 136 /**137 * initializes an array of vert with the current frame scaled vertices138 * @param this->verticesList: the list of vertices to interpolate between139 140 we won't use the pVertices array directly, since its much easier and we need141 saving of data anyway142 */143 void MD2Model::interpolate(/*sVec3D* this->verticesList*/)144 {145 sVec3D* currVec;146 sVec3D* nextVec;147 148 currVec = &this->data->pVertices[this->data->numVertices * this->animationState.currentFrame];149 nextVec = &this->data->pVertices[this->data->numVertices * this->animationState.nextFrame];150 151 for( int i = 0; i < this->data->numVertices; ++i)152 {153 this->verticesList[i][0] = currVec[i][0] + this->animationState.interpolationState * (nextVec[i][0] - currVec[i][0]);154 this->verticesList[i][1] = currVec[i][1] + this->animationState.interpolationState * (nextVec[i][1] - currVec[i][1]);155 this->verticesList[i][2] = currVec[i][2] + this->animationState.interpolationState * (nextVec[i][2] - currVec[i][2]);156 }157 }158 159 160 /**161 \brief sets the animation type162 * @param type: animation type163 164 the animation types can be looked up in the animationType table165 */166 void MD2Model::setAnim(int type, int animPlayback)167 {168 if( (type < 0) || (type > MAX_ANIMATIONS) )169 type = STAND;170 171 if( MD2Model::animationList[this->animationState.type].bStoppable == 0)172 {173 if( this->animationState.numPlays == 0 )174 return;175 }176 177 this->animationState.startFrame = animationList[type].firstFrame;178 this->animationState.endFrame = animationList[type].lastFrame;179 this->animationState.nextFrame = animationList[type].firstFrame + 1;180 this->animationState.fps = animationList[type].fps;181 this->animationState.type = type;182 this->animationState.numPlays = 0;183 this->animationState.animPlaybackMode = animPlayback;184 185 this->animationState.interpolationState = 0.0f;186 this->animationState.localTime = 0.0f;187 this->animationState.lastTime = 0.0f;188 this->animationState.currentFrame = animationList[type].firstFrame;189 }190 191 192 /**193 \brief sets the time in seconds passed since the last tick194 * @param time: in sec195 */196 void MD2Model::tick(float time)197 {198 this->animate(time);199 this->processLighting();200 this->interpolate(/*this->verticesList*/);201 }202 203 204 /**205 * @brief draws the model: interface for all other classes out in the world206 * @todo make it const and virtual207 * FIXME208 */209 void MD2Model::draw() const210 {211 glPushMatrix();212 this->renderFrame();213 // renderFrameTriangles();214 glPopMatrix();215 }216 217 218 /**219 \brief this is an internal function to render this special frame selected by animate()220 */221 void MD2Model::renderFrame() const222 {223 int* pCommands = this->data->pGLCommands;224 225 /* some face culling stuff */226 glPushAttrib(GL_POLYGON_BIT);227 glFrontFace(GL_CW);228 glEnable(GL_CULL_FACE);229 glCullFace(GL_BACK);230 231 this->data->material.select();232 233 /* draw the triangles */234 while( int i = *(pCommands++)) /* strange looking while loop for maximum performance */235 {236 if( i < 0)237 {238 glBegin(GL_TRIANGLE_FAN);239 i = -i;240 }241 else242 {243 glBegin(GL_TRIANGLE_STRIP);244 }245 246 for(; i > 0; i--, pCommands += 3) /* down counting for loop, next 3 gl commands */247 {248 glTexCoord2f( ((float *)pCommands)[0], ((float *)pCommands)[1] );249 glNormal3fv(anorms[this->data->pLightNormals[pCommands[2]]]);250 glVertex3fv(this->verticesList[pCommands[2]]);251 }252 glEnd();253 254 }255 glDisable(GL_CULL_FACE);256 glPopAttrib();257 }258 259 260 void MD2Model::renderFrameTriangles() const261 {262 //static sVec3D this->verticesList[MD2_MAX_VERTICES]; /* performance: created only once in a lifetime */263 int* pCommands = this->data->pGLCommands;264 /* some face culling stuff */265 // glPushAttrib(GL_POLYGON_BIT);266 // glFrontFace(GL_CW);267 // glEnable(GL_CULL_FACE);268 // glCullFace(GL_BACK);269 //270 // this->processLighting();271 // this->interpolate(/*this->verticesList*/);272 this->data->material.select();273 274 /* draw the triangles */275 glBegin(GL_TRIANGLES);276 277 for( int i = 0, k = 0; i < this->data->numTriangles; ++i, k += 3)278 {279 float* v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[0]];280 281 printf("triangle: %i\n", i);282 printf(" v0: (%f, %f, %f)\n", v[0], v[1], v[2]);283 v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[1]];284 printf(" v1: (%f, %f, %f)\n", v[0], v[1], v[2]);285 v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[2]];286 printf(" v2: (%f, %f, %f)\n", v[0], v[1], v[2]);287 288 289 glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);290 glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[0]]);291 292 glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);293 glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[1]]);294 295 glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);296 glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[2]]);297 }298 299 glEnd();300 }301 302 303 /**304 \brief animates the current model305 306 depending on the time passed (tick function), the player will select another model307 */308 void MD2Model::animate(float time)309 {310 this->animationState.localTime += time;311 312 if( this->animationState.localTime - this->animationState.lastTime > (1.0f / this->animationState.fps))313 {314 this->animationState.currentFrame = this->animationState.nextFrame;315 this->animationState.nextFrame++;316 317 if( this->animationState.nextFrame > this->animationState.endFrame )318 {319 if( this->animationState.animPlaybackMode == MD2_ANIM_LOOP)320 {321 this->animationState.nextFrame = this->animationState.startFrame;322 this->animationState.numPlays++;323 }324 else325 {326 this->animationState.nextFrame = this->animationState.endFrame;327 }328 }329 this->animationState.lastTime = this->animationState.localTime;330 }331 332 // if( this->animationState.currentFrame > (this->data->numFrames - 1) )333 // this->animationState.currentFrame = 0;334 335 // if( (this->animationState.nextFrame > (this->data->numFrames - 1)) && this->animationState.animPlaybackMode == MD2_ANIM_LOOP)336 // this->animationState.nextFrame = 0;337 338 this->animationState.interpolationState = this->animationState.fps *339 (this->animationState.localTime - this->animationState.lastTime);340 }341 342 343 /**344 \brief this is how id is precessing their lightning345 346 the details of how the whole lighting process is beeing handled - i have no idea... :)347 */348 void MD2Model::processLighting()349 {350 shadeDots = anormsDots[((int)(md2Angle*(SHADEDOT_QUANT / 360.0)))&(SHADEDOT_QUANT - 1)];351 }352 353 354 /**355 \brief prints out debug informations356 */357 void MD2Model::debug()358 {359 PRINT(0)("\n==========================| MD2Model::debug() |===\n");360 PRINT(0)("= Model FileName:\t%s\n", this->data->fileName.c_str());361 PRINT(0)("= Skin FileName:\t%s\n", this->data->skinFileName.c_str());362 PRINT(0)("= Size in Memory:\t%i Bytes\n", this->data->header->frameSize * this->data->header->numFrames + 64); // 64bytes is the header size363 PRINT(0)("= Number of Vertices:\t%i\n", this->data->header->numVertices);364 PRINT(0)("= Number of Frames: \t%i\n", this->data->header->numFrames);365 PRINT(0)("= Height, Width:\t%i, %i\n", this->data->header->skinHeight, this->data->header->skinWidth);366 PRINT(0)("= Pointer to the data object: %p\n", this->data);367 PRINT(0)("===================================================\n\n");368 }369 370 371 /********************************************************************************372 * MD2Data *373 ********************************************************************************/374 375 /**376 \brief simple constructor377 */378 MD2Data::MD2Data(const std::string& modelFileName, const std::string& skinFileName, float scale)379 {380 scale *= 0.1f;381 382 this->pVertices = NULL;383 this->pGLCommands = NULL;384 this->pLightNormals = NULL;385 this->pTexCoor = NULL;386 387 this->numFrames = 0;388 this->numVertices = 0;389 this->numGLCommands = 0;390 this->numTexCoor = 0;391 392 // this->scaleFactor = 1.0f;393 this->scaleFactor = scale;394 395 this->fileName = "";396 this->skinFileName = "";397 this->loadModel(modelFileName);398 this->loadSkin(skinFileName);399 }400 401 402 /**403 \brief simple destructor404 405 this will clean out all the necessary data for a specific md2model406 */407 MD2Data::~MD2Data()408 {409 delete this->header;410 411 delete [] this->pVertices;412 delete [] this->pGLCommands;413 delete [] this->pLightNormals;414 delete [] this->pTexCoor;415 }416 417 418 419 /**420 \brief this will load the whole model data (vertices, opengl command list, ...)421 * @param fileName: the name of the model file422 \return true if success423 */424 bool MD2Data::loadModel(const std::string& fileName)425 {426 FILE *pFile; //file stream427 char* buffer; //buffer for frame data428 sFrame* frame; //temp frame429 sVec3D *pVertex;430 int* pNormals;431 432 //! @todo this chek should include deleting a loaded model (eventually)433 if (fileName.empty())434 return false;435 436 pFile = fopen(fileName.c_str(), "rb");437 if( unlikely(!pFile))438 {439 PRINTF(1)("Couldn't open the MD2 File for loading. Exiting.\n");440 return false;441 }442 this->header = new MD2Header;443 fread(this->header, 1, sizeof(MD2Header), pFile);444 /* check for the header version: make sure its a md2 file :) */445 if( unlikely(this->header->version != MD2_VERSION) && unlikely(this->header->ident != MD2_IDENT))446 {447 PRINTF(1)("Couldn't load file %s: invalid file format: stop loading\n", fileName.c_str());448 return false;449 }450 451 this->fileName =fileName;452 /* got the data: map it to locals */453 this->numFrames = this->header->numFrames;454 this->numVertices = this->header->numVertices;455 this->numTriangles = this->header->numTriangles;456 this->numGLCommands = this->header->numGlCommands;457 this->numTexCoor = this->header->numTexCoords;458 /* allocate memory for the data storage */459 this->pVertices = new sVec3D[this->numVertices * this->numFrames];460 this->pGLCommands = new int[this->numGLCommands];461 this->pLightNormals = new int[this->numVertices * this->numFrames];462 this->pTriangles = new sTriangle[this->numTriangles];463 this->pTexCoor = new sTexCoor[this->numTexCoor];464 buffer = new char[this->numFrames * this->header->frameSize];465 466 467 /* read frame data from the file to a temp buffer */468 fseek(pFile, this->header->offsetFrames, SEEK_SET);469 fread(buffer, this->header->frameSize, this->numFrames, pFile);470 /* read opengl commands */471 fseek(pFile, this->header->offsetGlCommands, SEEK_SET);472 fread(this->pGLCommands, sizeof(int), this->numGLCommands, pFile);473 /* triangle list */474 fseek(pFile, this->header->offsetTriangles, SEEK_SET);475 fread(this->pTriangles, sizeof(sTriangle), this->numTriangles, pFile);476 /* read in texture coordinates */477 fseek(pFile, this->header->offsetTexCoords, SEEK_SET);478 fread(this->pTexCoor, sizeof(sTexCoor), this->numTexCoor, pFile);479 480 481 for(int i = 0; i < this->numFrames; ++i)482 {483 frame = (sFrame*)(buffer + this->header->frameSize * i);484 pVertex = this->pVertices + this->numVertices * i;485 pNormals = this->pLightNormals + this->numVertices * i;486 487 for(int j = 0; j < this->numVertices; ++j)488 {489 /* SPEEDUP: *(pVerts + i + 0) = (*(frame->pVertices + i + 0)... */490 pVertex[j][0] = ((frame->pVertices[j].v[0] * frame->scale[0] ) + frame->translate[0] )* this->scaleFactor;491 pVertex[j][1] = ((frame->pVertices[j].v[2] * frame->scale[2]) + frame->translate[2]) * this->scaleFactor;492 pVertex[j][2] = (-1.0 * (frame->pVertices[j].v[1] * frame->scale[1] + frame->translate[1])) * this->scaleFactor;493 494 //printf("vertex %i/%i: (%f, %f, %f)\n", j, this->numVertices, pVertex[j][0], pVertex[j][1], pVertex[j][2]);495 496 pNormals[j] = frame->pVertices[j].lightNormalIndex;497 }498 }499 PRINTF(4)("Finished loading the md2 file\n");500 501 delete [] buffer;502 fclose(pFile);503 }504 505 506 /**507 \brief loads the skin/material stuff508 * @param fileName: name of the skin file509 \return true if success510 */511 bool MD2Data::loadSkin(const std::string& fileName)512 {513 if( fileName.empty())514 {515 this->skinFileName = "";516 return false;517 }518 519 this->skinFileName = fileName;520 521 this->material.setName("md2ModelMaterial");522 this->material.setDiffuseMap(fileName);523 this->material.setIllum(3);524 this->material.setAmbient(1.0, 1.0, 1.0);525 }
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