Changeset 8550 in orxonox.OLD for branches/bsp_model
- Timestamp:
- Jun 17, 2006, 1:47:43 AM (18 years ago)
- Location:
- branches/bsp_model/src/lib/graphics/importer/md3
- Files:
-
- 3 edited
Legend:
- Unmodified
- Added
- Removed
-
branches/bsp_model/src/lib/graphics/importer/md3/md3_data.h
r8549 r8550 40 40 class MD3Mesh; 41 41 42 //! This holds the header information that is read in at the beginning of the file: id software definition43 struct MD3Header44 {45 int ident; //!< This is used to identify the file46 int version; //!< The version number of the file (Must be 8)42 //! This holds the header information that is read in at the beginning of the file: id software definition 43 typedef struct MD3Header 44 { 45 int ident; //!< This is used to identify the file 46 int version; //!< The version number of the file (Must be 8) 47 47 48 char filename[68]; //!< The filename of the model48 char filename[68]; //!< The filename of the model 49 49 50 int boneFrameNum; //!< number of frames51 int tagNum; //!< number of tags52 int meshNum; //!< number of mesh53 int maxTexNum; //!< number of texture50 int boneFrameNum; //!< number of frames 51 int tagNum; //!< number of tags 52 int meshNum; //!< number of mesh 53 int maxTexNum; //!< number of texture 54 54 55 int boneFrameStart; //!< start of bone frames56 int tagStart; //!< start of the tag57 int meshStart; //!< mesh start55 int boneFrameStart; //!< start of bone frames 56 int tagStart; //!< start of the tag 57 int meshStart; //!< mesh start 58 58 59 int fileSize; //!< file size 60 }; 59 int fileSize; //!< file size 60 }; 61 62 //!< holding the informations about the current animation state 63 typedef struct MD3AnimationState 64 { 65 int currentFrame; //!< currently rendered animation key frame of this model. Every part has its own current frame! 66 int nextFrame; //!< next animation key frame of the model. 67 float interpolationFraction; //!< interpolation position between currentFrame and nextFrame [0,1] 68 }; 69 70 71 //! class to store the md2 data in 72 class MD3Data : public BaseObject 73 { 74 public: 75 MD3Data(const std::string& modelFileName, const std::string& skinFileName, float scale = 1.0f); 76 virtual ~MD3Data(); 77 78 void addLinkedModel(int tagIndex, MD3Data* child); 79 80 81 private: 82 bool loadModel(const std::string& fileName); 83 bool loadSkin(const std::string& fileName = ""); 84 85 int readHeader(FILE* pFile, int fileOffset); 86 int readBoneFrames(FILE* pFile, int fileOffset); 87 int readTags(FILE* pFile, int fileOffset); 88 int readMeshes(FILE* pFile, int fileOffset); 89 90 91 int readMeshTriangles(FILE* pFile, int fileOffset, int mesh); 92 int readMeshTextures(FILE* pFile, int fileOffset, int mesh); 93 int readMeshTexVecs(FILE* pFile, int fileOffset, int mesh); 94 int readMeshVertices(FILE* pFile, int fileOffset, int mesh); 95 96 97 public: 98 99 MD3Header* header; //!< the header file 100 101 std::map<int, MD3Data*> sortedMap; //!< map 102 int parentTagIndex; //!< the tag index of the parent model 103 MD3Data* parent; //!< the parent model 104 105 std::string filename; //!< the name of the file as recorded in the .md3 file 106 std::string loadFilename; //!< filename of the actual file from which data was loaded 107 108 int boneFrameNum; //!< number of anumation key fames in the models 109 int tagNum; //!< number of tags 110 int meshNum; //!< number of meshes 111 112 int maxTextureNum; //!< maximum number of unique used in an md3 file 113 int boneFrameStart; //!< starting position of bone frame data structures 114 int tagStart; //!< starting position of tag-structures 115 116 int meshStart; //!< starting position of mesh structures 117 118 int fileSize; //!< file size 119 120 MD3AnimationState animationState; //!< the animation state of this model 121 122 MD3BoneFrame** boneFrames; //!< array of bone frames, contains the metadata (bounding box, tags,...) for each frame 123 MD3Mesh** meshes; //!< array of meshes in the model. each containing the mesh for each of the animation 61 124 62 125 63 126 64 //! class to store the md2 data in 65 class MD3Data : public BaseObject 66 { 67 public: 68 MD3Data(const std::string& modelFileName, const std::string& skinFileName, float scale = 1.0f); 69 virtual ~MD3Data(); 70 71 void addLinkedModel(int tagIndex, MD3Data* child); 72 73 74 private: 75 bool loadModel(const std::string& fileName); 76 bool loadSkin(const std::string& fileName = ""); 77 78 int readHeader(FILE* pFile, int fileOffset); 79 int readBoneFrames(FILE* pFile, int fileOffset); 80 int readTags(FILE* pFile, int fileOffset); 81 int readMeshes(FILE* pFile, int fileOffset); 82 83 84 int readMeshTriangles(FILE* pFile, int fileOffset, int mesh); 85 int readMeshTextures(FILE* pFile, int fileOffset, int mesh); 86 int readMeshTexVecs(FILE* pFile, int fileOffset, int mesh); 87 int readMeshVertices(FILE* pFile, int fileOffset, int mesh); 88 89 90 public: 91 92 MD3Header* header; //!< the header file 93 94 std::map<int, MD3Data*> sortedMap; //!< map 95 int parentTagIndex; //!< the tag index of the parent model 96 MD3Data* parent; //!< the parent model 97 98 std::string filename; //!< the name of the file as recorded in the .md3 file 99 std::string loadFilename; //!< filename of the actual file from which data was loaded 100 101 int boneFrameNum; //!< number of anumation key fames in the models 102 int tagNum; //!< number of tags 103 int meshNum; //!< number of meshes 104 105 int maxTextureNum; //!< maximum number of unique used in an md3 file 106 int boneFrameStart; //!< starting position of bone frame data structures 107 int tagStart; //!< starting position of tag-structures 108 109 int meshStart; //!< starting position of mesh structures 110 111 int fileSize; //!< file size 112 113 114 MD3BoneFrame** boneFrames; //!< array of bone frames, contains the metadata (bounding box, tags,...) for each frame 115 MD3Mesh** meshes; //!< array of meshes in the model. each containing the mesh for each of the animation 116 117 }; 127 }; 118 128 119 129 -
branches/bsp_model/src/lib/graphics/importer/md3/md3_model.cc
r8549 r8550 47 47 { 48 48 //draw current bone frame 49 #if 0 50 if( this->bDrawBones) 51 { 52 //get bone frame, interpolate if necessary 53 if( model.interpolationFraction!=0.0 && model.currentFrame!=model.nextFrame) 54 //interpolate bone frame 55 drawBoneFrame(interpolateBoneFrame(model.boneFrames[model.currentFrame], model.boneFrames[model.nextFrame], model.interpolationFraction)); 56 else 57 //stick with current bone frame 58 drawBoneFrame(model.boneFrames[model.currentFrame]); 59 } 49 this->draw(this->md3Data); 50 } 60 51 61 //draw all meshes of current frame of this model62 for (int i=0; i<model.meshNum; i++) {63 MD3GLMesh mesh = (MD3GLMesh)model.meshes[i];64 52 65 gl.glBlendFunc(mesh.GLSrcBlendFunc, mesh.GLDstBlendFunc); 66 gl.glDepthMask(mesh.GLDepthMask); 67 if (mesh.textureNum > 0 && mesh.textures[0]!=null) 68 gl.glBindTexture(GLEnum.GL_TEXTURE_2D, ((MD3GLTexture)mesh.textures[0]).bind); 69 else 70 gl.glBindTexture(GLEnum.GL_TEXTURE_2D, 0); 71 72 //get mesh frame, do interpolation if necessary 73 Vec3[] frame; 74 if (model.interpolationFraction!=0.0 && model.currentFrame!=model.nextFrame) 75 //interpolate mesh frame between the 2 current mesh frames 76 frame=interpolateMeshFrame(mesh.meshFrames[model.currentFrame], mesh.meshFrames[model.nextFrame], model.interpolationFraction); 77 else 78 //no interpolation needed, just draw current frame 79 frame=mesh.meshFrames[model.currentFrame]; 80 81 drawMesh(mesh, frame); 82 83 //draw vertex normals 84 if (canvas.showVertexNormals) { 85 //get vertex normals, interpolate if necessary 86 if (model.interpolationFraction!=0.0 && model.currentFrame!=model.nextFrame) 87 //interpolate vertex normals 88 drawVertexNormals(frame, interpolateVertexNormals(mesh.meshVertexNormals[model.currentFrame], mesh.meshVertexNormals[model.nextFrame], model.interpolationFraction)); 89 else 90 //stick with current vertex normals 91 drawVertexNormals(frame, mesh.meshVertexNormals[model.currentFrame]); 92 } 93 } 94 95 //draw all models linked to this model 96 97 Iterator it=model.linkedModels(); 98 while (it.hasNext()) { 99 MD3Model child=(MD3Model)it.next(); 100 101 //build transformation array m from matrix, interpolate if necessary 102 float[] m=new float[16]; 103 MD3Tag currFrameTag=model.boneFrames[model.currentFrame].tags[child.getParentTagIndex()]; 104 if (model.interpolationFraction!=0.0f && model.currentFrame!=model.nextFrame) { 105 //we need to interpolate 106 MD3Tag nextFrameTag=model.boneFrames[model.nextFrame].tags[child.getParentTagIndex()]; 107 m=interpolateTransformation(currFrameTag, nextFrameTag, model.interpolationFraction); 108 } 109 else { 110 //no interpolation needed, stay with last transformation 111 //OpenGL matrix is in column-major order 112 m[0] = currFrameTag.matrix[0][0]; m[4] = currFrameTag.matrix[0][1]; m[8] = currFrameTag.matrix[0][2]; m[12] = currFrameTag.position.x; 113 m[1] = currFrameTag.matrix[1][0]; m[5] = currFrameTag.matrix[1][1]; m[9] = currFrameTag.matrix[1][2]; m[13] = currFrameTag.position.y; 114 m[2] = currFrameTag.matrix[2][0]; m[6] = currFrameTag.matrix[2][1]; m[10]= currFrameTag.matrix[2][2]; m[14] = currFrameTag.position.z; 115 m[3] = 0.0f; m[7] = 0.0f; m[11]= 0.0f; m[15] = 1.0f; 116 } 117 118 //switch to child coord system and draw child 119 gl.glPushMatrix(); 120 gl.glMultMatrixf(m); 121 child.accept(this); 122 gl.glPopMatrix(); 123 } 124 #endif 125 } 53 /** 54 * draw the md3model 55 * @param data: the data to be drawn 56 */ 57 void MD3Model::draw(MD3Data* data) 58 {} 126 59 127 60 -
branches/bsp_model/src/lib/graphics/importer/md3/md3_model.h
r8549 r8550 32 32 virtual void draw(); 33 33 34 35 private: 36 void draw(MD3Data* data); 37 38 34 39 private: 35 40 MD3Data* md3Data; //!< reference to the md3 model data
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