- Timestamp:
- Jun 22, 2006, 3:14:58 PM (18 years ago)
- Location:
- trunk/src
- Files:
-
- 41 edited
- 12 copied
Legend:
- Unmodified
- Added
- Removed
-
trunk/src/defs/class_id.h
r8717 r8724 196 196 CL_SPECTATOR = 0x00000360, 197 197 CL_COLLISION_PROBE = 0x00000361, 198 CL_FPS_PLAYER = 0x00000362, 198 199 199 200 // Powerups … … 223 224 CL_NPC_TEST1 = 0x00000401, 224 225 CL_NPC_TEST2 = 0x00000402, 226 CL_GENERIC_NPC = 0x00000403, 225 227 226 228 // Testing Entities … … 280 282 CL_OBB = 0x00720000, 281 283 CL_BOUNDING_SPHERE = 0x00740000, 284 CL_AABB_TREE_NODE = 0x00000724, //FIXME: is this correct? AABB_TREE_NODE isA BV_TREE_NODE 285 CL_AABB = 0x00780000, //FIXME: is this correct? AABB isA BOUNDING_VOLUME 282 286 283 287 -
trunk/src/lib/collision_detection/Makefile.am
r8190 r8724 11 11 bv_tree_node.cc \ 12 12 bounding_volume.cc \ 13 bounding_sphere.cc 13 bounding_sphere.cc \ 14 aabb_tree_node.cc \ 15 aabb.cc 14 16 15 17 … … 22 24 bv_tree_node.h \ 23 25 bounding_volume.h \ 24 bounding_sphere.h 26 bounding_sphere.h \ 27 aabb_tree_node.h \ 28 aabb.h 25 29 -
trunk/src/lib/collision_reaction/collision_handle.cc
r8495 r8724 101 101 return; 102 102 103 104 //PRINTF(0)("addTarget: %i \n", target);103 // add element 104 PRINTF(5)("addTarget: %i \n", target); 105 105 106 106 this->targetList.push_back(target); … … 177 177 178 178 c->registerCollisionEvent(collisionEvent); 179 PRINTF( 0)("Registering Collision Event: %s, %s\n", collisionEvent->getEntityA()->getClassName(), collisionEvent->getEntityB()->getClassName());179 PRINTF(5)("Registering Collision Event: %s, %s\n", collisionEvent->getEntityA()->getClassName(), collisionEvent->getEntityB()->getClassName()); 180 180 } 181 181 … … 231 231 if( collisionEvent->getEntityA() == this->owner) { 232 232 if( collisionEvent->getEntityB()->isA((ClassID)(*it))) { 233 PRINTF( 0)("I am: %s colliding with: %s is a %i filter ok\n", owner->getClassName(),233 PRINTF(5)("I am: %s colliding with: %s is a %i filter ok\n", owner->getClassName(), 234 234 collisionEvent->getEntityB()->getClassName(), *it); 235 235 return true; } … … 237 237 else { 238 238 if( collisionEvent->getEntityA()->isA((ClassID)(*it))) { 239 PRINTF( 0)("I am: %s colliding with: %s is a %i filter ok\n", owner->getClassName(),239 PRINTF(5)("I am: %s colliding with: %s is a %i filter ok\n", owner->getClassName(), 240 240 collisionEvent->getEntityA()->getClassName(), *it); 241 241 return true; } -
trunk/src/lib/collision_reaction/cr_object_damage.cc
r8490 r8724 63 63 if( collision->isEntityACollide()) { 64 64 damage = collision->getEntityB()->getDamage(); 65 collision->getEntityA()-> decreaseHealth(damage);65 collision->getEntityA()->hit(damage); 66 66 } 67 67 PRINTF(4)("Dealing damage - %f damage to %s \n", damage, collision->getEntityA()->getClassName()); … … 69 69 if( collision->isEntityBCollide()) { 70 70 damage = collision->getEntityA()->getDamage(); 71 collision->getEntityB()-> decreaseHealth(damage);71 collision->getEntityB()->hit(damage); 72 72 } 73 73 PRINTF(4)("Dealing damage - %f damage to %s \n", damage, collision->getEntityB()->getClassName()); -
trunk/src/lib/collision_reaction/cr_physics_ground_walk.cc
r8490 r8724 1 1 /* 2 2 orxonox - the future of 3D-vertical-scrollers 3 3 4 4 Copyright (C) 2004 orx 5 5 6 6 This program is free software; you can redistribute it and/or modify 7 7 it under the terms of the GNU General Public License as published by 8 8 the Free Software Foundation; either version 2, or (at your option) 9 9 any later version. 10 10 11 11 ### File Specific: 12 12 main-programmer: Patrick Boenzli … … 24 24 #include "cr_physics_ground_walk.h" 25 25 26 #include "debug.h"27 28 26 #include <vector> 29 27 … … 35 33 */ 36 34 CRPhysicsGroundWalk::CRPhysicsGroundWalk () 37 : CollisionReaction()35 : CollisionReaction() 38 36 { 39 37 this->setClassID(CL_CR_PHYSICS_GROUND_WALK, "CRPhysicsGroundWalk"); … … 45 43 */ 46 44 CRPhysicsGroundWalk::~CRPhysicsGroundWalk () 47 { 48 } 45 {} 49 46 50 47 … … 57 54 CollisionEvent* ce = collision->getCollisionEvents().front(); 58 55 Vector normal = ce->getGroundNormal(); 59 normal.normalize();56 // normal.normalize(); 60 57 61 58 // put it back 62 // PRINTF(0)("putting it back to lastPos: \n");63 // this->lastPositions[0].debug();64 // PRINTF(0)("current pos:\n");65 // collision->getEntityB()->getAbsCoor().debug();59 // PRINTF(0)("putting it back to lastPos: \n"); 60 // this->lastPositions[0].debug(); 61 // PRINTF(0)("current pos:\n"); 62 // collision->getEntityB()->getAbsCoor().debug(); 66 63 64 65 Vector height = ce->getCollisionPosition() - collision->getEntityB()->getAbsCoor(); 66 67 if(ce->getCollisionPosition().x <= 0.9 && ce->getGroundNormal().len() <= 1.4f) { 68 collision->getEntityB()->setAbsCoor(collision->getEntityB()->getLastAbsCoor()); 69 return; 70 } 71 if(ce->getGroundNormal().len() <= 0.1f) { 72 collision->getEntityB()->setAbsCoor(collision->getEntityB()->getLastAbsCoor()); 73 return; 74 } 75 if(ce->getGroundNormal().len() >= 1.4f) { 76 downspeed++; 77 collision->getEntityB()->setAbsCoor(collision->getEntityB()->getAbsCoor() + Vector(0.0,-0.08*downspeed,0.0)); 78 return; 79 } 80 81 82 if(height.y < -3.510001 + 10.0) // Above ground 83 { 84 if(height.y > -15.6) // Snap in 85 { 86 downspeed = 0; 87 collision->getEntityB()->setAbsCoor(collision->getEntityB()->getAbsCoor() + Vector(0.0,height.y+3.500005 + 10.0,0.0)); 88 } else 89 { 90 downspeed++; 91 collision->getEntityB()->setAbsCoor(collision->getEntityB()->getAbsCoor() + Vector(0.0,-0.08*downspeed,0.0)); 92 } 93 94 } 95 else { 96 if(height.y > -3.50000 + 10.0 && height.y < 9.9+ 10.0) // below ground 97 { 98 //if(downspeed <= 0) downspeed =1; 99 collision->getEntityB()->setAbsCoor(collision->getEntityB()->getAbsCoor() + Vector(0.0, 0.00001 /*height.y+3.500005 + 10.0*/,0.0)); 100 //collision->getEntityB()->setVelocity(Vector(0.0,0.0,0.0)); 101 downspeed = 0; 102 } 103 104 } 105 106 107 /* 67 108 PRINTF(0)("Collision with Ground: \n"); 68 109 collision->getEntityB()->getAbsCoor().debug(); 110 collision->getEntityB()->setVelocity(Vector()); 111 collision->getEntityB()->setAbsCoor(this->lastPositions[1]); 69 112 70 //collision->getEntityB()->setVelocity(Vector()); 71 //collision->getEntityB()->setAbsCoor(this->lastPositions[5]); 113 */ 72 114 } 115 73 116 74 117 … … 81 124 for( int i = 9; i > 0; i--) { 82 125 this->lastPositions[i] = this->lastPositions[i-1]; 83 // PRINTF(0)("lastPosition[%i]: %f, %f, %f\n", i, lastPositions[i].x, lastPositions[i].y, lastPositions[i].z);126 // PRINTF(0)("lastPosition[%i]: %f, %f, %f\n", i, lastPositions[i].x, lastPositions[i].y, lastPositions[i].z); 84 127 } 85 128 this->lastPositions[0] = owner->getAbsCoor(); -
trunk/src/lib/collision_reaction/cr_physics_ground_walk.h
r8490 r8724 29 29 30 30 Vector lastPositions[10]; //!< last 10 positions 31 float downspeed; 31 32 }; 32 33 -
trunk/src/lib/event/key_mapper.cc
r7677 r8724 45 45 int KeyMapper::PEV_STRAFE_LEFT = EV_UNKNOWN; 46 46 int KeyMapper::PEV_STRAFE_RIGHT = EV_UNKNOWN; 47 int KeyMapper::PEV_JUMP = EV_UNKNOWN; 47 48 48 49 int KeyMapper::PEV_FIRE1 = EV_UNKNOWN; … … 83 84 {&KeyMapper::PEV_STRAFE_LEFT, "StrafeLeft", SDLK_q}, 84 85 {&KeyMapper::PEV_STRAFE_RIGHT, "StrafeRight", SDLK_e}, 86 {&KeyMapper::PEV_JUMP, "Jump", SDLK_SPACE}, 85 87 86 88 {&KeyMapper::PEV_FIRE1, CONFIG_NAME_PLAYER_FIRE, EV_MOUSE_BUTTON_LEFT}, -
trunk/src/lib/event/key_mapper.h
r7661 r8724 55 55 static int PEV_STRAFE_RIGHT; //!< strafe right button 56 56 57 static int PEV_JUMP; //!< jump 58 57 59 static int PEV_FIRE1; //!< fire button 1 58 60 static int PEV_FIRE2; //!< fire button 2 -
trunk/src/lib/graphics/importer/Makefile.am
r8490 r8724 34 34 md3/md3_model.cc \ 35 35 md3/md3_animation.cc \ 36 md3/md3_animation_cfg.cc \ 36 37 md3/md3_bone_frame.cc \ 37 38 md3/md3_mesh.cc \ … … 76 77 md3/md3_model.h \ 77 78 md3/md3_animation.h \ 79 md3/md3_animation_cfg.h \ 78 80 md3/md3_bone_frame.h \ 79 81 md3/md3_mesh.h \ -
trunk/src/lib/graphics/importer/bsp_manager.cc
r8490 r8724 50 50 BspManager::BspManager(WorldEntity* parent) 51 51 { 52 52 53 53 this->parent = parent; 54 54 /*// open a BSP file … … 840 840 this->checkBrushRayN(&curBrush); 841 841 if(curBrush.n_brushsides <=0) this->outputAllSolid = true; 842 } 842 } 843 843 844 return; 844 845 } … … 907 908 908 909 } 910 911 float BspManager::checkPatchAltitude(BspTreeNode* node) 912 { 913 leaf& curLeaf = this->bspFile->leaves[node->leafIndex]; 914 for(int i = 0; i < curLeaf.n_leaffaces ; i++) 915 { 916 917 } 918 return 10.0f; 919 } 920 909 921 void BspManager::checkCollisionBox(void) 910 922 { … … 937 949 void BspManager::checkCollision(WorldEntity* worldEntity) 938 950 { 939 951 940 952 this->outputStartsOut = true; 941 953 this->outputAllSolid = false; 942 954 this->outputFraction = 1.0f; 943 944 Vector position = worldEntity->getAbsCoor(); 955 956 945 957 946 958 947 959 Vector forwardDir = worldEntity->getAbsDirX(); 948 forwardDir = forwardDir * 8.0f; 960 949 961 950 962 Vector upDir = worldEntity->getAbsDirY(); … … 958 970 dest.z += forwardDir.z; 959 971 */ 960 961 dest = worldEntity->getAbsCoor() - upDir*40.0 ;972 Vector position = worldEntity->getAbsCoor() + upDir*10.0f ; 973 dest = worldEntity->getAbsCoor() - upDir*40.0f; // 962 974 Vector out = dest; 963 975 … … 966 978 967 979 bool collision = false; 968 Vector position1 = position + Vector(0.0,0.1,0.0);969 Vector position2 = position + Vector(0.0, 0.2,0.0);970 Vector dest1 = position 1 + forwardDir;980 Vector position1 = position; // + Vector(0.0,0.6,0.0); 981 Vector position2 = position + Vector(0.0,1.0,0.0); 982 Vector dest1 = position + forwardDir*4.0f; 971 983 Vector dest2 = position2 + forwardDir; 972 984 dest = position - Vector(0.0, 40.0,0.0); … … 976 988 977 989 float height = 40; 978 990 979 991 this->inputStart = position; 980 992 this->inputEnd = dest; 981 993 this->checkCollisionRayN(this->root,0.0f,1.0f, &position, &dest ); 982 983 PRINTF(0)(" checking collision: %s, solid = %i, fraction = %f\n", worldEntity->getClassName(), this->outputAllSolid, this->outputFraction); 984 PRINTF(0)("checking collision!! Pos.Coords: %f , %f , %f\n", position.x , position.y, position.z); 985 PRINTF(0)("checking collision!! Dest.Coords: %f , %f , %f\n", dest.x , dest.y, dest.z); 994 995 996 997 // PRINTF(0)(" checking collision: %s, solid = %i, fraction = %f\n", worldEntity->getClassName(), this->outputAllSolid, this->outputFraction); 998 // PRINTF(0)("checking collision!! Pos.Coords: %f , %f , %f\n", position.x , position.y, position.z); 999 // PRINTF(0)("checking collision!! Dest.Coords: %f , %f , %f\n", dest.x , dest.y, dest.z); 1000 986 1001 // position1.debug(); 1002 1003 if(!this->outputStartsOut ) 1004 { 1005 this->collPlane = new plane; 1006 this->collPlane->x = 0.0f; 1007 this->collPlane->y = 0.0f; 1008 this->collPlane->z = 0.0f; 1009 collision = true; 1010 } 1011 else 1012 { 1013 1014 1015 987 1016 988 1017 if( this->outputFraction == 1.0f) 989 1018 { 990 if(this->outputAllSolid )1019 if(this->outputAllSolid ) 991 1020 { 992 1021 this->collPlane = new plane; 993 this->collPlane->x = 1.0f;1022 this->collPlane->x = 0.0f; 994 1023 this->collPlane->y = 0.0f; 995 1024 this->collPlane->z = 0.0f; … … 1013 1042 } 1014 1043 1044 1045 } 1046 1047 plane* testPlane = this->collPlane; 1048 1049 this->outputStartsOut = true; 1050 this->outputAllSolid = false; 1051 this->outputFraction = 1.0f; 1052 this->inputStart = position; 1053 this->inputEnd = dest1; 1054 this->checkCollisionRayN(this->root,0.0f,1.0f, &position, &dest1 ); 1055 out.x = this->outputFraction; 1056 out.z = this->outputFraction; 1057 1058 /* 1059 out.x = position1.x + (dest.x -position1.x) * this->outputFraction; 1060 1061 out.z = position1.z + (dest.z -position1.z) * this->outputFraction; 1062 */ 1063 1064 1015 1065 // Return the normal here: Normal's stored in this->collPlane; 1016 1066 if( collision) { 1017 PRINTF(0)("We got a collision!! Are you sure: outputFraction = %f\n", this->outputFraction); 1018 worldEntity->registerCollision(this->parent, worldEntity, Vector(this->collPlane->x, this->collPlane->y, this->collPlane->z), out); 1019 } 1067 PRINTF(5)("We got a collision!! Are you sure: outputFraction = %f\n", this->outputFraction); 1068 worldEntity->registerCollision(this->parent, worldEntity, Vector(testPlane->x, testPlane->y, testPlane->z), out); 1069 } 1070 else worldEntity->registerCollision(this->parent, worldEntity, Vector(0.0, 2.0, 0.0), dest); 1020 1071 1021 1072 } -
trunk/src/lib/graphics/importer/bsp_manager.h
r8490 r8724 73 73 void checkCollisionRay(BspTreeNode * node,float startFraction, float endFraction, Vector* start, Vector* end); 74 74 void checkCollisionRayN(BspTreeNode * node,float startFraction, float endFraction, Vector* start, Vector* end); 75 void TraceBox( Vector& inputStart, Vector& inputEnd,Vector& inputMins, Vector& inputMaxs );75 void TraceBox( Vector& inputStart, Vector& inputEnd,Vector& inputMins, Vector& inputMaxs ); 76 76 void checkCollisionBox(void); 77 77 void checkBrushRay(brush* curBrush); 78 78 void checkBrushRayN(brush* curBrush); 79 void checkBrushRayN(brush* curBrush, Vector& inputStart, Vector& inputEnd); 79 void checkBrushRayN(brush* curBrush, Vector& inputStart, Vector& inputEnd); 80 float checkPatchAltitude(BspTreeNode* node); //! To be implemented... 80 81 81 82 void drawDebugCube(Vector* cam); -
trunk/src/lib/graphics/importer/interactive_model.h
r8490 r8724 37 37 38 38 virtual void setAnimation(int animNum, int playbackMode = 0) = 0; 39 virtual int getAnimation() = 0; 39 40 }; 40 41 -
trunk/src/lib/graphics/importer/md2/md2Model.h
r8490 r8724 159 159 virtual void setAnimation(int type, int animPlayback = MD2_ANIM_LOOP); 160 160 /** returns the current animation @returns animation type */ 161 inline int MD2Model::getAnim () { return this->animationState.type; }161 inline int MD2Model::getAnimation() { return this->animationState.type; } 162 162 /** scales the current model @param scaleFactor: the factor [0..1] to use for scaling */ 163 163 void scaleModel(float scaleFactor) { this->scaleFactor = scaleFactor;} -
trunk/src/lib/graphics/importer/md3/md3_animation.cc
r8490 r8724 22 22 { 23 23 24 25 26 MD3AnimationMap MD3Animation::animationList[25] = { 27 { "Death 1", BOTH }, 28 { "Dead 1", BOTH }, 29 { "Death 2", BOTH }, 30 { "Dead 2", BOTH }, 31 { "Death 3", BOTH }, 32 { "Dead 3", BOTH }, 33 { "Gesture", BOTH }, 34 { "Shoot", TORSO }, 35 { "Hit", TORSO }, 36 { "Drop Weapon", TORSO }, 37 { "Raise Weapon", TORSO }, 38 { "Stand With Weapon", TORSO }, 39 { "Stand with Gauntlet", TORSO }, 40 { "Crouched Walk", LEGS }, 41 { "Walk", LEGS }, 42 { "Run", LEGS }, 43 { "Backpedal", LEGS }, 44 { "Swim", LEGS }, 45 { "Jump Forward", LEGS }, 46 { "Land Forward", LEGS }, 47 { "Jump Backward", LEGS }, 48 { "Land Backward", LEGS }, 49 { "Stand Idle", LEGS }, 50 { "Crouched Idle", LEGS }, 51 { "Turn In Place", LEGS } 52 }; 53 54 24 55 /** 25 56 * create an empty MD3Animation object … … 28 59 { 29 60 this->init(); 30 }31 32 33 /**34 * create a new MD3 Anumation object and initialize it with the data on the given line35 * @param line: the line to read from36 */37 MD3Animation::MD3Animation(std::string line)38 {39 this->init();40 // loadAnimation()41 61 } 42 62 -
trunk/src/lib/graphics/importer/md3/md3_animation.h
r8490 r8724 11 11 #include <string> 12 12 13 namespace md3 14 { 13 15 14 typedef struct AnimationType 15 {}; 16 typedef enum MD3AnimationType { 17 LEGS = 0, //!< animation only applicatble to the legs. top level model loaded from lower.md3 18 TORSO, //!< animation only applicatboe to the torso. normaly loaded from upper.md3 19 BOTH, //!< animation is applicable on both 20 ALL, //!< animation is applicable to all submodels 21 22 NUM_ANIMATION_TYPE //!< number of animations 23 }; 24 25 26 typedef struct MD3AnimationMap { 27 std::string animationName; 28 MD3AnimationType animationType; 29 }; 30 31 16 32 17 33 … … 24 40 public: 25 41 MD3Animation(); 26 MD3Animation(std::string line);27 42 virtual ~MD3Animation(); 28 43 … … 33 48 34 49 public: 35 AnimationType type; //!< specifies for what parts of a model this animation is appilcable (e.g. LEGS, BOTH)36 std::string name;//!< name of the animation50 MD3AnimationType type; //!< specifies for what parts of a model this animation is appilcable (e.g. LEGS) 51 std::string name; //!< name of the animation 37 52 38 int offset;//!< for LEGS animation, this is the offset value to skip TORSO frames39 int first;//!< first frame40 int numFrames;//!< the number of frames in the anumation. < 0 means that all available frames used41 int numLoopFrames;//!< number of looping frames42 int fps;//!< frames per second53 int offset; //!< for LEGS animation, this is the offset value to skip TORSO frames 54 int first; //!< first frame 55 int numFrames; //!< the number of frames in the anumation. < 0 means that all available frames used 56 int numLoopFrames; //!< number of looping frames 57 int fps; //!< frames per second 43 58 44 59 static MD3AnimationMap animationList[25]; //!< the animation list 45 60 }; 46 61 47 62 } 48 63 #endif /* _MD3_ANIMATION_H */ -
trunk/src/lib/graphics/importer/md3/md3_bone_frame.h
r8490 r8724 6 6 */ 7 7 8 #ifndef _MD3_ ANIMATION_H9 #define _MD3_ ANIMATION_H8 #ifndef _MD3_BONE_FRAME_ANIMATION_H 9 #define _MD3_BONE_FRAME_ANIMATION_H 10 10 11 11 #include "vector.h" … … 51 51 } 52 52 53 #endif /* _MD3_ ANIMATION_H */53 #endif /* _MD3_BONE_FRAME_ANIMATION_H */ -
trunk/src/lib/graphics/importer/md3/md3_data.cc
r8490 r8724 37 37 MD3Data::MD3Data(const std::string& modelFileName, const std::string& skinFileName, float scale) 38 38 { 39 40 39 this->filename = modelFileName; 40 41 this->parentTagIndex = -1; 42 this->parent = NULL; 43 44 this->animationState.currentFrame = 0; 45 this->animationState.nextFrame = 1; 46 this->animationState.interpolationFraction = 0.0f; 47 48 this->animation = NULL; 49 this->bInterpolate = false; 50 this->upperBound = 0; 41 51 42 52 this->loadModel(modelFileName); 43 53 // this->loadSkin(skinFileName); 54 this->init(); 44 55 } 45 56 … … 54 65 delete this->header; 55 66 } 67 68 69 /** 70 * init data 71 */ 72 void MD3Data::init() 73 { 74 // create the temporary data to work with (interpolation data) 75 this->tmpBoneFrame = new MD3BoneFrame(); 76 77 this->tmpMesh = new sVec3D*[this->header->meshNum]; 78 for( int i = 0; i < this->header->meshNum; i++) 79 this->tmpMesh[i] = new sVec3D[this->meshes[i]->header->vertexNum]; 80 81 this->tmpNormal = new MD3Normal*[this->header->meshNum]; 82 for( int i = 0; i < this->header->meshNum; i++) 83 this->tmpNormal[i] = new MD3Normal[this->meshes[i]->header->vertexNum]; 84 85 // there are at most 4 different models and submodels 86 this->tmpMatrix = new float*[4]; 87 for( int i = 0; i < 4; i++) 88 this->tmpMatrix[i] = new float[16]; 89 90 } 91 92 93 /** 94 * link a model at the specified tag position to this model. if the position is already 95 * occupied, the old submodel will be replaced 96 * 97 * @param tagIndex: tag to link the submodel to 98 * @param child: the submodel that should be linked to this model 99 */ 100 void MD3Data::addLinkedModel(int tagIndex, MD3Data* child) 101 { 102 this->sortedMap[tagIndex] = child; 103 child->parentTagIndex = tagIndex; 104 } 105 106 107 108 /** 109 * Return the index of the tag with the given name for this model. 110 * 111 * This will return -1 if their is no such tag. 112 */ 113 int MD3Data::getTagIndexByName(std::string tagName) 114 { 115 int res = -1; 116 117 if( this->header->boneFrameNum > 0) { 118 MD3Tag** tags = this->boneFrames[0]->tags; 119 for( int i = 0; i < this->header->tagNum; i++) 120 if( tags[i]->name.find(tagName) == std::string::npos) 121 return i; 122 } 123 124 return res; 125 } 56 126 57 127 … … 67 137 // char* buffer; //buffer for frame data 68 138 int fileOffset = 0; // file data offset 69 70 139 71 140 … … 219 288 fread(md, 1, sizeof(MD3TagData), pFile); 220 289 this->boneFrames[i]->tags[j]->data = md; 290 291 this->boneFrames[i]->tags[j]->name = std::string(this->boneFrames[i]->tags[j]->data->name); 292 this->boneFrames[i]->tags[j]->position = Vector( this->boneFrames[i]->tags[j]->data->position[0], 293 this->boneFrames[i]->tags[j]->data->position[1], 294 this->boneFrames[i]->tags[j]->data->position[2]); 295 for( int k = 0; k < 3; k++) 296 for( int l = 0; l < 3; l++) 297 this->boneFrames[i]->tags[j]->matrix[k][l] = this->boneFrames[i]->tags[j]->data->matrix[k][l]; 298 299 //PRINTF(0)("Tag name: %s\n", this->boneFrames[i]->tags[j]->name.c_str()); 221 300 } 222 301 } … … 318 397 fread(this->meshes[mesh]->triangles, 1, sizeof(MD3Triangle) * this->meshes[mesh]->header->triangleNum, pFile); 319 398 399 // for( int i = 0; i < this->meshes[mesh]->header->triangleNum; i++) { 400 // PRINTF(0)("Triangle read: %i, %i, %i\n", this->meshes[mesh]->triangles[i].vertexOffset[0], this->meshes[mesh]->triangles[i].vertexOffset[1] 401 // , this->meshes[mesh]->triangles[i].vertexOffset[2]); 402 // } 403 320 404 return this->meshes[mesh]->header->triangleNum * sizeof(MD3Triangle); 321 405 } … … 337 421 for( int i = 0; i < this->meshes[mesh]->header->textureNum; i++) { 338 422 PRINTF(0)(" texture file: %s\n", tex[i].fileName); 339 this->meshes[mesh]->material[i].setDiffuseMap(tex[i].fileName); 423 #warning texture stuff hard coded. make this again 424 std::string path("/home/boenzlip/tmp/q3/Downloads/MOH/q3mdl-alien3/"); 425 std::string path1(tex[i].fileName); 426 std::string fullPath( path + path1); 427 this->meshes[mesh]->material[i].setDiffuseMap(/*tex[i].fileName*/ /*fullPath.c_str()*/ "maps/creatures/gork/gorkup.tga"); 340 428 this->meshes[mesh]->material[i].setAmbient(1, 1, 1); 341 429 } … … 355 443 fread(this->meshes[mesh]->texVecs, 1, sizeof(MD3TexVecs) * this->meshes[mesh]->header->vertexNum, pFile); 356 444 445 // for( int i = 0; i < this->meshes[mesh]->header->vertexNum; i++) { 446 // PRINTF(0)("TexVec read: %f, %f\n", this->meshes[mesh]->texVecs[i].textureCoord[0], this->meshes[mesh]->texVecs[i].textureCoord[0]); 447 // } 448 357 449 return this->meshes[mesh]->header->vertexNum * sizeof(MD3TexVecs); 358 450 } … … 367 459 368 460 // reserver memory for the vertex informations 369 this->meshes[mesh]->meshFrames = new sVec3D [this->meshes[mesh]->header->meshFrameNum * this->meshes[mesh]->header->vertexNum];370 this->meshes[mesh]->normals = new MD3Normal [this->meshes[mesh]->header->meshFrameNum * this->meshes[mesh]->header->vertexNum];371 372 for( int i = 0; i < this->meshes[mesh]->header->meshFrameNum * this->meshes[mesh]->header->vertexNum; i++)461 this->meshes[mesh]->meshFrames = new sVec3D*[this->meshes[mesh]->header->meshFrameNum]; // * this->meshes[mesh]->header->vertexNum 462 this->meshes[mesh]->normals = new MD3Normal*[this->meshes[mesh]->header->meshFrameNum]; 463 464 for( int i = 0; i < this->meshes[mesh]->header->meshFrameNum; i++) 373 465 { 374 // read out the compressed data 375 MD3VertexCompressed* vc = new MD3VertexCompressed; 376 fread(vc, 1, sizeof(MD3VertexCompressed), pFile); 377 378 this->meshes[mesh]->meshFrames[i][0] = (float)vc->vector[0] / 64.0f; 379 this->meshes[mesh]->meshFrames[i][1] = (float)vc->vector[1] / 64.0f; 380 this->meshes[mesh]->meshFrames[i][2] = (float)vc->vector[2] / 64.0f; 381 382 this->meshes[mesh]->normals[i].vertexNormal[0] = vc->vertexNormal[0]; 383 this->meshes[mesh]->normals[i].vertexNormal[1] = vc->vertexNormal[1]; 384 385 delete vc; 466 this->meshes[mesh]->meshFrames[i] = new sVec3D[this->meshes[mesh]->header->vertexNum]; 467 this->meshes[mesh]->normals[i] = new MD3Normal[this->meshes[mesh]->header->vertexNum]; 468 469 for( int j = 0; j < this->meshes[mesh]->header->vertexNum; j++) 470 { 471 // read out the compressed data 472 MD3VertexCompressed* vc = new MD3VertexCompressed; 473 fread(vc, 1, sizeof(MD3VertexCompressed), pFile); 474 475 this->meshes[mesh]->meshFrames[i][j][0] = (float)vc->vector[0] / 64.0f; 476 this->meshes[mesh]->meshFrames[i][j][1] = (float)vc->vector[1] / 64.0f; 477 this->meshes[mesh]->meshFrames[i][j][2] = (float)vc->vector[2] / 64.0f; 478 479 this->meshes[mesh]->normals[i][j].vertexNormal[0] = (int)vc->vertexNormal[0]; 480 this->meshes[mesh]->normals[i][j].vertexNormal[1] = (int)vc->vertexNormal[1]; 481 482 // PRINTF(0)("nr: %i, meshframes: %f, %f, %f, normal: %f, %f\n", i, this->meshes[mesh]->meshFrames[i][0], this->meshes[mesh]->meshFrames[i][1], 483 // this->meshes[mesh]->meshFrames[i][2], this->meshes[mesh]->normals[i].vertexNormal[0], this->meshes[mesh]->normals[i].vertexNormal[1]); 484 485 delete vc; 486 } 386 487 } 387 488 388 // delete the temp memory again389 // delete vc;390 391 489 return this->meshes[mesh]->header->meshFrameNum * this->meshes[mesh]->header->vertexNum * sizeof(MD3VertexCompressed); 392 490 } 393 491 394 } 395 396 397 398 399 400 401 492 493 494 } 495 496 497 498 499 500 501 -
trunk/src/lib/graphics/importer/md3/md3_data.h
r8490 r8724 25 25 #include "md_model_structure.h" 26 26 27 #include <map> 28 27 29 28 30 //! These are the needed defines for the max values when loading .MD2 files 29 31 #define MD3_IDENT (('3'<<24) + ('P'<<16) + ('D'<<8) + 'I') //!< the md3 identifier tag in the bin file 30 32 #define MD3_VERSION 15 //!< the md2 version in the header 31 #define MD2_MAX_TRIANGLES 4096 //!< maximal triangles count32 #define MD2_MAX_VERTICES 2048 //!< maximal vertices count33 #define MD2_MAX_TEXCOORDS 2048 //!< maximal tex coordinates34 #define MD2_MAX_FRAMES 512 //!< maximal frames35 #define MD2_MAX_SKINS 32 //!< maximal skins36 #define MD2_MAX_FRAMESIZE (MD2_MAX_VERTICES * 4 + 128) //!< maximal framesize37 33 38 #define NUM_VERTEX_NORMALS 162 //!< number of vertex normals39 #define SHADEDOT_QUANT 16 //!< shade dot quantity - no idea what it is40 41 //! This stores the speed of the animation between each key frame - currently conflicting with the animation framework42 #define kAnimationSpeed 12.0f //!< animation speed43 34 44 35 … … 48 39 class MD3BoneFrame; 49 40 class MD3Mesh; 41 class MD3Normal; 42 class MD3Animation; 50 43 51 //! This holds the header information that is read in at the beginning of the file: id software definition52 struct MD3Header53 {54 int ident; //!< This is used to identify the file55 int version; //!< The version number of the file (Must be 8)44 //! This holds the header information that is read in at the beginning of the file: id software definition 45 typedef struct MD3Header 46 { 47 int ident; //!< This is used to identify the file 48 int version; //!< The version number of the file (Must be 8) 56 49 57 char filename[68]; //!< The filename of the model50 char filename[68]; //!< The filename of the model 58 51 59 int boneFrameNum; //!< number of frames60 int tagNum; //!< number of tags61 int meshNum; //!< number of mesh62 int maxTexNum; //!< number of texture52 int boneFrameNum; //!< number of frames 53 int tagNum; //!< number of tags 54 int meshNum; //!< number of mesh 55 int maxTexNum; //!< number of texture 63 56 64 int boneFrameStart; //!< start of bone frames65 int tagStart; //!< start of the tag66 int meshStart; //!< mesh start57 int boneFrameStart; //!< start of bone frames 58 int tagStart; //!< start of the tag 59 int meshStart; //!< mesh start 67 60 68 int fileSize; //!< file size 69 }; 61 int fileSize; //!< file size 62 }; 63 64 //!< holding the informations about the current animation state 65 typedef struct MD3AnimationState 66 { 67 int currentFrame; //!< currently rendered animation key frame of this model. Every part has its own current frame! 68 int nextFrame; //!< next animation key frame of the model. 69 float interpolationFraction; //!< interpolation position between currentFrame and nextFrame [0,1] 70 }; 70 71 71 72 73 //! class to store the md2 data in 74 class MD3Data : public BaseObject 75 { 76 public: 77 MD3Data(const std::string& modelFileName, const std::string& skinFileName, float scale = 1.0f); 78 virtual ~MD3Data(); 72 79 73 //! class to store the md2 data in 74 class MD3Data : public BaseObject 75 { 76 public: 77 MD3Data(const std::string& modelFileName, const std::string& skinFileName, float scale = 1.0f); 78 virtual ~MD3Data(); 80 void addLinkedModel(int tagIndex, MD3Data* child); 81 int getTagIndexByName(std::string name); 82 83 private: 84 bool loadModel(const std::string& fileName); 85 bool loadSkin(const std::string& fileName = ""); 86 87 void init(); 88 89 int readHeader(FILE* pFile, int fileOffset); 90 int readBoneFrames(FILE* pFile, int fileOffset); 91 int readTags(FILE* pFile, int fileOffset); 92 int readMeshes(FILE* pFile, int fileOffset); 79 93 80 94 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); 95 int readMeshTriangles(FILE* pFile, int fileOffset, int mesh); 96 int readMeshTextures(FILE* pFile, int fileOffset, int mesh); 97 int readMeshTexVecs(FILE* pFile, int fileOffset, int mesh); 98 int readMeshVertices(FILE* pFile, int fileOffset, int mesh); 89 99 90 100 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); 101 public: 95 102 96 public:103 MD3Header* header; //!< the header file 97 104 98 MD3Header* header; //!< the header file 105 std::map<int, MD3Data*> sortedMap; //!< map 106 int parentTagIndex; //!< the tag index of the parent model 107 MD3Data* parent; //!< the parent model 99 108 100 std::string filename; //!< the name of the file as recorded in the .md3 file 101 std::string loadFilename; //!< filename of the actual file from which data was loaded 109 std::string filename; //!< the name of the file as recorded in the .md3 file 102 110 103 int boneFrameNum; //!< number of anumation key fames in the models 104 int tagNum; //!< number of tags 105 int meshNum; //!< number of meshes 111 MD3AnimationState animationState; //!< the animation state of this model 106 112 107 int maxTextureNum; //!< maximum number of unique used in an md3 file 108 int boneFrameStart; //!< starting position of bone frame data structures 109 int tagStart; //!< starting position of tag-structures 113 MD3BoneFrame** boneFrames; //!< array of bone frames, contains the metadata (bounding box, tags,...) for each frame 114 MD3Mesh** meshes; //!< array of meshes in the model. each containing the mesh for each of the animation 110 115 111 int meshStart; //!< starting position of mesh structures 112 113 int fileSize; //!< file size 116 MD3BoneFrame* tmpBoneFrame; //!< a temporary bone frame 117 sVec3D** tmpMesh; //!< a temporary mesh frame 118 MD3Normal** tmpNormal; //!< a temporary normals frame 119 float** tmpMatrix; //!< a temporary matrix 114 120 115 121 116 MD3BoneFrame** boneFrames; //!< array of bone frames, contains the metadata (bounding box, tags,...) for each frame 117 MD3Mesh** meshes; //!< array of meshes in the model. each containing the mesh for each of the animation 118 119 int parentTagIndex; //!< tag index 120 121 //MD3Model* parent; //!< reference to the MD3Model 122 123 124 }; 122 /* the animation part */ 123 MD3Animation* animation; //!< animation 124 int op; //!< the current operation 125 int upperBound; //!< the upper bound 126 bool bInterpolate; //!< interpolate the frames 127 }; 125 128 126 129 -
trunk/src/lib/graphics/importer/md3/md3_mesh.h
r8490 r8724 77 77 MD3Triangle* triangles; //!< indices into mesh frames and texture coord arrays 78 78 MD3TexVecs* texVecs; //!< tex vecs coordinates 79 sVec3D* 80 MD3Normal* 79 sVec3D** meshFrames; //!< mesh frames 80 MD3Normal** normals; //!< 3d array of normals with spherical coordinates giving the dir of the vertex normal 81 81 82 82 }; -
trunk/src/lib/graphics/importer/md3/md3_model.cc
r8490 r8724 18 18 19 19 #include "md3_data.h" 20 20 #include "md3_mesh.h" 21 #include "md3_tag.h" 22 #include "md3_bone_frame.h" 23 #include "md3_animation.h" 24 25 #include "md3_animation_cfg.h" 26 27 #include "material.h" 28 #include "quaternion.h" 29 30 #include "loading/resource_manager.h" 31 32 #include "debug.h" 21 33 22 34 namespace md3 … … 28 40 MD3Model::MD3Model(std::string filename, float scaling) 29 41 { 30 this->md3Data = new MD3Data(filename, filename, scaling); 42 this->autoAssemblePlayerModel(filename, scaling); 43 44 this->bDrawBones = false; 45 this->bDrawNormals = false; 46 47 this->time = 0.0f; 48 49 // set the animation 50 this->interpolate(this->md3Data, this->config->getAnimation("Dead 1"), MD3_ANIM_NEXT, true); 31 51 } 32 52 … … 34 54 35 55 MD3Model::~MD3Model() 56 { 57 // delete this->tmpBoneFrame; 58 // delete [] this->tmpMesh; 59 60 ///TODO deleting mesh 61 ///TODO deleting matrices 62 } 63 64 65 /** 66 * auto assemples a player model 67 * @param filename is the name to the directory of the modelzzzzzz 68 */ 69 void MD3Model::autoAssemblePlayerModel(std::string filename, float scaling) 70 { 71 // loading the config file 72 std::string cfgName(filename + "/animation.cfg"); 73 this->config = (MD3AnimationCfg*)ResourceManager::getInstance()->load(cfgName, MD3_CONFIG, RP_GAME); 74 75 //first load the torso or the upper part 76 std::string nameUpper(filename + "/upper.md3"); 77 if( (this->md3Data = (MD3Data*)ResourceManager::getInstance()->load(nameUpper, MD3, RP_GAME, nameUpper, scaling)) == NULL) 78 { 79 std::string nameTorso(filename + "/torso.md3"); 80 this->md3Data = (MD3Data*)ResourceManager::getInstance()->load(nameTorso, MD3, RP_GAME, nameTorso, scaling); 81 } 82 83 if( this->md3Data == NULL) 84 { 85 PRINTF(1)("Problems loading the MD3Model. Abording\n"); 86 return; 87 } 88 89 // load lower 90 std::string nameLower(filename + "/lower.md3"); 91 MD3Data* lower = (MD3Data*)ResourceManager::getInstance()->load(nameLower, MD3, RP_GAME, nameLower, scaling); 92 if( lower != NULL) 93 { 94 int tag = this->md3Data->getTagIndexByName("tag_lower"); 95 PRINTF(0)("Loaded the %s model on index %i\n", nameLower.c_str(), tag); 96 if( tag >= 0) 97 this->md3Data->addLinkedModel(tag, lower); 98 else 99 PRINTF(0)("Could not add %s\n", nameLower.c_str()); 100 101 } 102 103 104 // load head 105 std::string nameHead(filename + "/head.md3"); 106 MD3Data* head = (MD3Data*)ResourceManager::getInstance()->load(nameHead, MD3, RP_GAME, nameLower, scaling); 107 if( head != NULL) 108 { 109 int tag = this->md3Data->getTagIndexByName("tag_head"); 110 PRINTF(0)("Loaded the %s model on index %i\n", nameHead.c_str(), tag); 111 if( tag >= 0) 112 this->md3Data->addLinkedModel(tag, head); 113 else 114 PRINTF(0)("Could not add %s\n", nameHead.c_str()); 115 } 116 117 } 118 119 120 121 /** 122 * tick float 123 * @param time: time elapsed 124 */ 125 void MD3Model::tick(float time) 126 { 127 if(this->md3Data == NULL) 128 return; 129 130 this->visit(this->md3Data, time); 131 132 this->tick(time, this->md3Data); 133 } 134 135 136 /** 137 * tick each data 138 */ 139 void MD3Model::tick(float time, MD3Data* data) 140 { 141 // draw the bones if needed# 142 if( this->bDrawBones) 143 { 144 // get bone frame, interpolate if necessary 145 if( data->animationState.interpolationFraction != 0.0 && 146 data->animationState.currentFrame != data->animationState.nextFrame) 147 { 148 //interpolate bone frame 149 data->tmpBoneFrame = this->interpolateBoneFrame(data, data->boneFrames[data->animationState.currentFrame], 150 data->boneFrames[data->animationState.nextFrame], 151 data->animationState.interpolationFraction); 152 } 153 else 154 { 155 data->tmpBoneFrame = data->boneFrames[data->animationState.currentFrame]; 156 } 157 } 158 159 160 //draw all meshes of current frame of this model 161 for( int i = 0; i < data->header->meshNum; i++) 162 { 163 MD3Mesh* mesh = data->meshes[i]; 164 165 //interpolate mesh frame between the 2 current mesh frames 166 if( data->header->boneFrameNum > 1) 167 this->interpolateMeshFrame( data, 168 mesh->meshFrames[data->animationState.currentFrame], 169 mesh->meshFrames[data->animationState.nextFrame], 170 data->animationState.interpolationFraction, mesh, i); 171 else 172 this->interpolateMeshFrame( data, 173 mesh->meshFrames[data->animationState.currentFrame], 174 mesh->meshFrames[data->animationState.currentFrame], 175 0.0f, mesh, i); 176 177 // draw vertex normals if needed 178 if( this->bDrawNormals) 179 { 180 // get vertex normals, interpolate if necessary 181 if( data->animationState.interpolationFraction != 0.0 && 182 data->animationState.currentFrame != data->animationState.nextFrame) 183 { 184 //interpolate vertex normals 185 this->interpolateVertexNormals(data, 186 mesh->normals[data->animationState.currentFrame], 187 mesh->normals[data->animationState.nextFrame], 188 data->animationState.interpolationFraction, mesh, i); 189 } 190 } 191 } 192 193 194 // draw all models linked to this model 195 std::map<int, MD3Data*>::iterator it = data->sortedMap.begin(); 196 int i = 0; 197 while( it != data->sortedMap.end()) 198 { 199 MD3Data* child = it->second; 200 201 //build transformation array m from matrix, interpolate if necessary 202 203 MD3Tag* currFrameTag = data->boneFrames[data->animationState.currentFrame]->tags[child->parentTagIndex]; 204 205 if( data->animationState.interpolationFraction != 0.0 && 206 data->animationState.currentFrame != data->animationState.nextFrame) 207 { 208 //we need to interpolate 209 MD3Tag* nextFrameTag = data->boneFrames[data->animationState.nextFrame]->tags[child->parentTagIndex]; 210 this->interpolateTransformation(child, currFrameTag, nextFrameTag, data->animationState.interpolationFraction, i); 211 } 212 else 213 { 214 //no interpolation needed, stay with last transformation 215 //OpenGL matrix is in column-major order 216 data->tmpMatrix[i][0] = currFrameTag->matrix[0][0]; 217 data->tmpMatrix[i][1] = currFrameTag->matrix[1][0]; 218 data->tmpMatrix[i][2] = currFrameTag->matrix[2][0]; 219 data->tmpMatrix[i][3] = 0.0f; 220 data->tmpMatrix[i][4] = currFrameTag->matrix[0][1]; 221 data->tmpMatrix[i][5] = currFrameTag->matrix[1][1]; 222 data->tmpMatrix[i][6] = currFrameTag->matrix[2][1]; 223 data->tmpMatrix[i][7] = 0.0f; 224 data->tmpMatrix[i][8] = currFrameTag->matrix[0][2]; 225 data->tmpMatrix[i][9] = currFrameTag->matrix[1][2]; 226 data->tmpMatrix[i][10]= currFrameTag->matrix[2][2]; 227 data->tmpMatrix[i][11]= 0.0f; 228 data->tmpMatrix[i][12] = currFrameTag->position.x; 229 data->tmpMatrix[i][13] = currFrameTag->position.y; 230 data->tmpMatrix[i][14] = currFrameTag->position.z; 231 data->tmpMatrix[i][15] = 1.0f; 232 } 233 234 // switch to child coord system 235 236 // and tick child 237 this->tick(time, child); 238 239 i++; 240 it++; 241 } 242 } 243 244 245 /** 246 * this draws the md3 model 247 */ 248 void MD3Model::draw() const 249 { 250 //draw current bone frame 251 this->draw(this->md3Data); 252 } 253 254 255 /** 256 * draw the md3model 257 * @param data: the data to be drawn 258 */ 259 void MD3Model::draw(MD3Data* data) const 260 { 261 262 // draw the bones if needed 263 if( this->bDrawBones) 264 { 265 // get bone frame, interpolate if necessary 266 if( data->animationState.interpolationFraction != 0.0 && 267 data->animationState.currentFrame != data->animationState.nextFrame) { 268 //interpolate bone frame 269 this->drawBoneFrame(data->tmpBoneFrame); 270 } 271 else { 272 //stick with current bone frame 273 this->drawBoneFrame(data->boneFrames[data->animationState.currentFrame]); 274 } 275 } 276 277 278 //draw all meshes of current frame of this model 279 for( int i = 0; i < data->header->meshNum; i++) 280 { 281 MD3Mesh* mesh = data->meshes[i]; 282 sVec3D* frame = data->tmpMesh[i]; 283 284 if( mesh->header->textureNum > 0 && &mesh->material[0] != NULL) 285 mesh->material[0].select(); 286 287 this->drawMesh(mesh, frame); 288 289 // draw vertex normals if needed 290 if( this->bDrawNormals) 291 { 292 // get vertex normals, interpolate if necessary 293 if( data->animationState.interpolationFraction != 0.0 && 294 data->animationState.currentFrame != data->animationState.nextFrame) 295 { 296 //interpolate vertex normals 297 this->drawVertexNormals(frame, data->tmpNormal[i]); 298 } 299 else { 300 //stick with current vertex normals 301 this->drawVertexNormals(frame, mesh->normals[data->animationState.currentFrame]); 302 } 303 } 304 } 305 306 307 // draw all models linked to this model 308 int i = 0; 309 std::map<int, MD3Data*>::iterator it = data->sortedMap.begin(); 310 while( it != data->sortedMap.end()) 311 { 312 MD3Data* child = it->second; 313 314 //switch to child coord system 315 glPushMatrix(); 316 glMultMatrixf(data->tmpMatrix[i]); 317 318 // and draw child 319 this->draw(child); 320 321 glPopMatrix(); 322 323 i++; 324 it++; 325 } 326 327 } 328 329 330 /** 331 * draws the mesh 332 */ 333 void MD3Model::drawMesh(MD3Mesh* mesh, sVec3D* frame) const 334 { 335 Vector tmpVec1, tmpVec2; 336 337 glColor3f(1.0f, 1.0f, 1.0f); 338 glBegin( GL_TRIANGLES); 339 340 // upload all triangles in the frame to OpenGL 341 for( int t = 0; t < mesh->header->triangleNum; t++) 342 { 343 // calc normal vector 344 tmpVec1.x = frame[mesh->triangles[t].vertexOffset[1]][0] - frame[mesh->triangles[t].vertexOffset[0]][0]; 345 tmpVec1.y = frame[mesh->triangles[t].vertexOffset[1]][1] - frame[mesh->triangles[t].vertexOffset[0]][1]; 346 tmpVec1.z = frame[mesh->triangles[t].vertexOffset[1]][2] - frame[mesh->triangles[t].vertexOffset[0]][2]; 347 348 tmpVec2.x = frame[mesh->triangles[t].vertexOffset[2]][0] - frame[mesh->triangles[t].vertexOffset[0]][0]; 349 tmpVec2.y = frame[mesh->triangles[t].vertexOffset[2]][1] - frame[mesh->triangles[t].vertexOffset[0]][1]; 350 tmpVec2.z = frame[mesh->triangles[t].vertexOffset[2]][2] - frame[mesh->triangles[t].vertexOffset[0]][2]; 351 352 Vector normal = tmpVec1.cross(tmpVec2); 353 normal.normalize(); 354 355 // PRINTF(0)("normal: %f, %f, %f\n", normal.x, normal.y, normal.z); 356 357 glNormal3f(normal.x, normal.y, normal.z); 358 glTexCoord2fv( mesh->texVecs[mesh->triangles[t].vertexOffset[0]].textureCoord); 359 glVertex3f( frame[mesh->triangles[t].vertexOffset[0]][0], 360 frame[mesh->triangles[t].vertexOffset[0]][2], 361 frame[mesh->triangles[t].vertexOffset[0]][1]); 362 363 glNormal3f(normal.x, normal.y, normal.z); 364 glTexCoord2fv( mesh->texVecs[mesh->triangles[t].vertexOffset[1]].textureCoord); 365 glVertex3f( frame[mesh->triangles[t].vertexOffset[1]][0], 366 frame[mesh->triangles[t].vertexOffset[1]][2], 367 frame[mesh->triangles[t].vertexOffset[1]][1]); 368 369 glNormal3f(normal.x, normal.y, normal.z); 370 glTexCoord2fv( mesh->texVecs[mesh->triangles[t].vertexOffset[2]].textureCoord); 371 glVertex3f( frame[mesh->triangles[t].vertexOffset[2]][0], 372 frame[mesh->triangles[t].vertexOffset[2]][2], 373 frame[mesh->triangles[t].vertexOffset[2]][1]); 374 } 375 glEnd(); 376 } 377 378 379 /** 380 * drawo vertex normals 381 */ 382 void MD3Model::drawVertexNormals(sVec3D* frame, MD3Normal* normals) const 36 383 {} 37 384 38 385 386 /** 387 * draw bone frame 388 */ 389 void MD3Model::drawBoneFrame(MD3BoneFrame* frame) const 390 { 391 float x1 = frame->mins.x; 392 float y1 = frame->mins.y; 393 float z1 = frame->mins.z; 394 float x2 = frame->maxs.x; 395 float y2 = frame->maxs.y; 396 float z2 = frame->maxs.z; 397 398 glPushAttrib(GL_TEXTURE_2D); 399 glPushAttrib(GL_LIGHTING); 400 401 glColor3f(1.0f,0.0f,0.0f); 402 glPointSize(6.0f); 403 404 glBegin(GL_POINTS); 405 glVertex3f(frame->position.x, frame->position.y, frame->position.z); 406 glEnd(); 407 glPointSize(1.0f); 408 409 glColor3f(0.0f,1.0f,0.0f); 410 glBegin(GL_LINE_LOOP); 411 glVertex3f(x1,y1,z1); 412 glVertex3f(x1,y1,z2); 413 glVertex3f(x1,y2,z2); 414 glVertex3f(x1,y2,z1); 415 glEnd(); 416 417 glBegin(GL_LINE_LOOP); 418 glVertex3f(x2,y2,z2); 419 glVertex3f(x2,y1,z2); 420 glVertex3f(x2,y1,z1); 421 glVertex3f(x2,y2,z1); 422 glEnd(); 423 424 glBegin(GL_LINES); 425 glVertex3f(x1,y1,z1); 426 glVertex3f(x2,y1,z1); 427 428 glVertex3f(x1,y1,z2); 429 glVertex3f(x2,y1,z2); 430 431 glVertex3f(x1,y2,z2); 432 glVertex3f(x2,y2,z2); 433 434 glVertex3f(x1,y2,z1); 435 glVertex3f(x2,y2,z1); 436 glEnd(); 437 438 glPopAttrib(); 439 glPopAttrib(); 440 } 441 442 443 /** 444 * interpolate bone frame 445 * @param currBoneFrame Start bone frame. 446 * @param nextBoneFrame End bone frame. 447 * @param frac Interpolation fraction, in [0,1]. 448 */ 449 MD3BoneFrame* MD3Model::interpolateBoneFrame(MD3Data* data, MD3BoneFrame* currBoneFrame, MD3BoneFrame* nextBoneFrame, float frac) 450 { 451 data->tmpBoneFrame->mins.x = (1.0f - frac) * currBoneFrame->mins.x + frac * nextBoneFrame->mins.x; 452 data->tmpBoneFrame->maxs.x = (1.0f - frac) * currBoneFrame->maxs.x + frac * nextBoneFrame->maxs.x; 453 data->tmpBoneFrame->position.x = (1.0f - frac) * currBoneFrame->position.x + frac * nextBoneFrame->position.x; 454 data->tmpBoneFrame->mins.y = (1.0f - frac) * currBoneFrame->mins.y + frac * nextBoneFrame->mins.y; 455 data->tmpBoneFrame->maxs.y = (1.0f - frac) * currBoneFrame->maxs.y + frac * nextBoneFrame->maxs.y; 456 data->tmpBoneFrame->position.y = (1.0f - frac) * currBoneFrame->position.y + frac * nextBoneFrame->position.y; 457 data->tmpBoneFrame->mins.z = (1.0f - frac) * currBoneFrame->mins.z + frac * nextBoneFrame->mins.z; 458 data->tmpBoneFrame->maxs.z = (1.0f - frac) * currBoneFrame->maxs.z + frac * nextBoneFrame->maxs.z; 459 data->tmpBoneFrame->position.z = (1.0f - frac) * currBoneFrame->position.z + frac * nextBoneFrame->position.z; 460 461 return data->tmpBoneFrame; 462 } 463 464 465 466 /** 467 * interpolate mesh frame 468 */ 469 sVec3D* MD3Model::interpolateMeshFrame(MD3Data* data, sVec3D* currMeshFrame, sVec3D* nextMeshFrame, float frac, MD3Mesh* mesh, int i) 470 { 471 int vertexNum = mesh->header->vertexNum; 472 473 if( /*frac == 0.0f*/ true) 474 { 475 // just copy the vertices 476 for( int t = 0; t < vertexNum; t++) 477 { 478 data->tmpMesh[i][t][0] = currMeshFrame[t][0]; 479 data->tmpMesh[i][t][1] = currMeshFrame[t][1]; 480 data->tmpMesh[i][t][2] = currMeshFrame[t][2]; 481 } 482 } 483 else 484 { 485 // calc interpolated vertices 486 for( int t = 0; t < vertexNum; t++) 487 { 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]; 490 data->tmpMesh[i][t][2] = (1.0f - frac) * currMeshFrame[t][2] + frac * nextMeshFrame[t][2]; 491 } 492 } 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++) 504 { 505 data->tmpNormal[i][j].vertexNormal[0] = (int)((1.0f - frac) * currNormals[j].vertexNormal[0] + frac * nextNormals[j].vertexNormal[0]); 506 data->tmpNormal[i][j].vertexNormal[1] = (int)((1.0f - frac) * currNormals[j].vertexNormal[1] + frac * nextNormals[j].vertexNormal[1]); 507 } 508 509 return data->tmpNormal[i]; 510 } 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 Quaternion currQuat(currFrameTag->matrix); currQuat.matrix(currRot); 528 Quaternion nextQuat(nextFrameTag->matrix); nextQuat.matrix(nextRot); 529 530 Quaternion interpolatedQuat = Quaternion::quatSlerp(currQuat, nextQuat, frac); interpolatedQuat.matrix(interpolatedMatrix); 531 532 // quaternion code is column based, so use transposed matrix when spitting out to gl 533 data->tmpMatrix[i][0] = interpolatedMatrix[0][0]; 534 data->tmpMatrix[i][4] = interpolatedMatrix[1][0]; 535 data->tmpMatrix[i][8] = interpolatedMatrix[2][0]; 536 data->tmpMatrix[i][12] = interpolatedPosition.x; 537 data->tmpMatrix[i][1] = interpolatedMatrix[0][1]; 538 data->tmpMatrix[i][5] = interpolatedMatrix[1][1]; 539 data->tmpMatrix[i][9] = interpolatedMatrix[2][1]; 540 data->tmpMatrix[i][13] = interpolatedPosition.y; 541 data->tmpMatrix[i][2] = interpolatedMatrix[0][2]; 542 data->tmpMatrix[i][6] = interpolatedMatrix[1][2]; 543 data->tmpMatrix[i][10]= interpolatedMatrix[2][2]; 544 data->tmpMatrix[i][14] = interpolatedPosition.z; 545 data->tmpMatrix[i][3] = 0.0f; 546 data->tmpMatrix[i][7] = 0.0f; 547 data->tmpMatrix[i][11]= 0.0f; 548 data->tmpMatrix[i][15] = 1.0f; 549 550 return data->tmpMatrix[i]; 551 552 } 553 554 555 556 /** 557 * visit the model 558 */ 559 void MD3Model::visit(MD3Data* data, float time) 560 { 561 if ( (data->filename.find("lower") == std::string::npos && 562 (data->animation->type == LEGS || data->animation->type == BOTH)) // this is the LEGS model and the animation is applicable 563 || 564 (data->filename.find("upper") == std::string::npos && 565 (data->animation->type == TORSO || data->animation->type == BOTH)) // this is the TORSO model and the animation is applicable 566 || 567 data->animation->type == ALL // the animation is allways applicable 568 ) 569 this->doOp(data, time); 570 571 // visit children 572 // std::map<int, MD3Data*>::iterator it = data->sortedMap.begin(); 573 // while( it != data->sortedMap.end()) 574 // { 575 // this->visit(it->second); 576 // it++; 577 // } 578 } 579 580 581 /** 582 * Create a new visitor to apply an animation operation (NEXT, REWIND, ...) 583 * to a MD3 model. The operation is executed in the context of the specified 584 * animation. 585 * 586 * @param anim The animation that provides the context for the operation. 587 * @param op The operation to apply. 588 * @param interpolate Should interpolation be done? 589 */ 590 void MD3Model::interpolate(MD3Data* data, MD3Animation* anim, int op, bool bInterpolate) 591 { 592 data->animation = anim; 593 if( op == MD3_ANIM_NEXT || op == MD3_ANIM_PREVIOUS || op == MD3_ANIM_REWIND) 594 data->op = op; 595 596 data->bInterpolate = bInterpolate; 597 } 598 599 600 /** 601 * calc next frame number 602 */ 603 int MD3Model::next(MD3Data* data, int nr) 604 { 605 if( nr < (data->upperBound - 1)) 606 return nr + 1; 607 else 608 { //rewind needed 609 if( data->animation->numFrames < 0) 610 return data->animation->first; 611 else { 612 nr = (data->animation->numLoopFrames != 0)?(data->animation->numFrames - data->animation->numLoopFrames):0; 613 return data->animation->first + nr; 614 } 615 } 616 } 617 618 619 /** 620 * calc prev frame number 621 */ 622 int MD3Model::prev(MD3Data* data, int nr) 623 { 624 if( nr == data->animation->first) 625 return data->upperBound - 1; 626 else 627 return nr - 1; 628 } 629 630 631 /** 632 * apply the specified operation to the animation state data members of the model 633 * taking the specified animation into account 634 * 635 * @param data: the data of the model 636 */ 637 void MD3Model::doOp(MD3Data* data, float time) 638 { 639 // animation to be applied could have illegal data with respect to this model, 640 // ignore anim in this case 641 642 if( data->animation->first >= data->animation->numFrames || data->animation->first < 0) 643 { 644 PRINTF(0)("MD3: this animation type seems to be invalid, no animation calculated\n"); 645 return; 646 } 647 648 649 //calc upper bound for animation frames in this model 650 if( data->animation->numFrames < 0) 651 data->upperBound = data->header->boneFrameNum; //use all available frames 652 else 653 { 654 if( data->header->boneFrameNum < (data->animation->first + data->animation->numFrames)) 655 data->upperBound = data->header->boneFrameNum; 656 else 657 data->upperBound = (data->animation->first + data->animation->numFrames); 658 } 659 660 661 switch( data->op) { 662 663 case MD3_ANIM_NEXT: 664 if( data->bInterpolate) 665 { 666 // keyframe interpolation animation 667 data->animationState.interpolationFraction += time * data->animation->fps; 668 669 if( data->animationState.interpolationFraction >= 1.0f) 670 { 671 data->animationState.currentFrame = data->animationState.nextFrame; 672 data->animationState.nextFrame = next(data, data->animationState.nextFrame); 673 data->animationState.interpolationFraction = 0.0f; 674 } 675 } 676 else 677 { 678 // only keyframe animation 679 this->time += time * data->animation->fps; 680 if( this->time > 1.0f) 681 { 682 data->animationState.currentFrame = data->animationState.nextFrame; 683 data->animationState.nextFrame = next(data, data->animationState.nextFrame); 684 this->time = 0.0f; 685 } 686 } 687 break; 688 689 case MD3_ANIM_PREVIOUS: 690 if( data->bInterpolate) 691 { 692 data->animationState.interpolationFraction -= time / data->animation->fps; 693 if( data->animationState.interpolationFraction < 0.0f) 694 { 695 data->animationState.nextFrame = data->animationState.currentFrame; 696 data->animationState.currentFrame = prev(data, data->animationState.currentFrame); 697 data->animationState.interpolationFraction = 0.8f; 698 } 699 } 700 else 701 { 702 data->animationState.nextFrame = data->animationState.currentFrame; 703 data->animationState.currentFrame = prev(data, data->animationState.currentFrame); 704 } 705 break; 706 707 case MD3_ANIM_REWIND: 708 data->animationState.currentFrame = data->animation->first; 709 data->animationState.nextFrame = next(data, data->animationState.currentFrame); 710 data->animationState.interpolationFraction = 0.0f; 711 break; 712 } 713 714 } 715 716 39 717 } -
trunk/src/lib/graphics/importer/md3/md3_model.h
r8490 r8724 13 13 14 14 15 #define FRACTION 0.34f 16 17 15 18 namespace md3 16 19 { … … 18 21 19 22 class MD3Data; 23 class MD3BoneFrame; 24 class MD3Mesh; 25 class MD3Tag; 26 class MD3AnimationCfg; 27 class MD3Animation; 28 29 struct MD3Normal; 30 31 32 typedef enum MD3FrameHandling { 33 MD3_ANIM_NEXT = 0, //!< swith to the next frame 34 MD3_ANIM_PREVIOUS, //!< swith to the previous frame 35 MD3_ANIM_REWIND //!< rewind the animation 36 }; 37 20 38 21 39 class MD3Model : public InteractiveModel … … 26 44 ~MD3Model(); 27 45 28 virtual void tick(float dt) {}29 46 virtual void setAnimation(int animNum, int playbackMode = 0) {} 47 virtual int getAnimation() { return 0;} 48 49 virtual void tick(float dt); 50 virtual void draw() const; 51 52 53 private: 54 55 void autoAssemblePlayerModel(std::string filename, float scaling); 56 57 void draw(MD3Data* data) const; 58 void tick(float dt, MD3Data* data); 59 60 61 void drawMesh(MD3Mesh* mesh, sVec3D* frame) const; 62 void drawVertexNormals(sVec3D* frame, MD3Normal* normals) const; 63 void drawBoneFrame(MD3BoneFrame* frame) const; 64 65 66 MD3BoneFrame* interpolateBoneFrame(MD3Data* data, MD3BoneFrame* currBoneFrame, MD3BoneFrame* nextBoneFrame, float frac); 67 sVec3D* interpolateMeshFrame(MD3Data* data, sVec3D* currMeshFrame, sVec3D* nextMeshFrame, float frac, MD3Mesh* mesh, int i); 68 MD3Normal* interpolateVertexNormals(MD3Data* data, MD3Normal* curNormals, MD3Normal* nextNormals, float frac, MD3Mesh* mesh, int i); 69 float* interpolateTransformation(MD3Data* data, MD3Tag* currFrameTag, MD3Tag* nextFrameTag, float frac, int i); 70 71 72 void interpolate(MD3Data* data, MD3Animation* anim, int op, bool bInterpolate); 73 74 void visit(MD3Data* data, float time); 75 int next(MD3Data* data, int nr); 76 int prev(MD3Data* data, int nr); 77 void doOp(MD3Data* data, float time); 78 30 79 31 80 private: 32 81 MD3Data* md3Data; //!< reference to the md3 model data 82 83 bool bDrawBones; //!< draws the bone frames too 84 bool bDrawNormals; //!< draw the normals 85 86 MD3AnimationCfg* config; //!< the config file parsed 87 88 float time; 89 33 90 }; 91 34 92 35 93 } -
trunk/src/lib/math/quaternion.cc
r7348 r8724 133 133 134 134 135 135 136 /** 136 137 * @brief Slerps this QUaternion performs a smooth move. … … 298 299 } 299 300 301 302 /** 303 * Creates a quaternion from a 3x3 rotation matrix. 304 * @param mat The 3x3 source rotation matrix. 305 * @return The equivalent 4 float quaternion. 306 */ 307 Quaternion::Quaternion(float mat[3][3]) 308 { 309 int NXT[] = {1, 2, 0}; 310 float q[4]; 311 312 // check the diagonal 313 float tr = mat[0][0] + mat[1][1] + mat[2][2]; 314 if( tr > 0.0f) { 315 float s = (float)sqrtf(tr + 1.0f); 316 this->w = s * 0.5f; 317 s = 0.5f / s; 318 this->v.x = (mat[1][2] - mat[2][1]) * s; 319 this->v.y = (mat[2][0] - mat[0][2]) * s; 320 this->v.z = (mat[0][1] - mat[1][0]) * s; 321 } 322 else 323 { 324 // diagonal is negative 325 // get biggest diagonal element 326 int i = 0; 327 if (mat[1][1] > mat[0][0]) i = 1; 328 if (mat[2][2] > mat[i][i]) i = 2; 329 //setup index sequence 330 int j = NXT[i]; 331 int k = NXT[j]; 332 333 float s = (float)sqrtf((mat[i][i] - (mat[j][j] + mat[k][k])) + 1.0f); 334 335 q[i] = s * 0.5f; 336 337 if (s != 0.0f) s = 0.5f / s; 338 339 q[j] = (mat[i][j] + mat[j][i]) * s; 340 q[k] = (mat[i][k] + mat[k][i]) * s; 341 q[3] = (mat[j][k] - mat[k][j]) * s; 342 343 this->v.x = q[0]; 344 this->v.y = q[1]; 345 this->v.z = q[2]; 346 this->w = q[3]; 347 } 348 } 349 300 350 /** 301 351 * @brief outputs some nice formated debug information about this quaternion … … 314 364 PRINT(0)("angle = %f, axis: ax=%f, ay=%f, az=%f\n", this->getSpacialAxisAngle(), axis.x, axis.y, axis.z ); 315 365 } 366 367 368 369 370 371 -
trunk/src/lib/math/quaternion.h
r7348 r8724 42 42 inline Quaternion (const Vector& v, float f) { this->w = f; this->v = v; } 43 43 Quaternion (float m[4][4]); 44 Quaternion (float m[3][3]); 44 45 /** turns a rotation along an axis into a Quaternion @param angle: the amount of radians to rotate @param axis: the axis to rotate around */ 45 46 inline Quaternion (float angle, const Vector& axis) { w = cos(angle/2.0); v = axis * sin(angle/2.0); } … … 118 119 119 120 121 120 122 #endif /* __QUATERNION_H_ */ 121 123 -
trunk/src/lib/util/Makefile.am
r8367 r8724 6 6 libORXlibutil_a_SOURCES = \ 7 7 substring.cc \ 8 tokenizer.cc \ 8 9 color.cc \ 9 10 helper_functions.cc \ … … 28 29 timer.cc 29 30 31 30 32 noinst_HEADERS = \ 31 33 substring.h \ 34 tokenizer.h \ 32 35 multi_type.h \ 33 36 color.h \ -
trunk/src/lib/util/loading/resource_manager.cc
r8490 r8724 28 28 #include "primitive_model.h" 29 29 #include "md2/md2Model.h" 30 #include "md3/md3_data.h" 31 #include "md3/md3_animation_cfg.h" 30 32 #endif /* NO_MODEL */ 31 33 #ifndef NO_TEXTURES … … 201 203 else if (!strncmp(fileName.c_str()+(fileName.size()-4), ".md2", 4)) 202 204 tmpType = MD2; 205 else if (!strncmp(fileName.c_str()+(fileName.size()-4), ".md3", 4)) 206 tmpType = MD3; 207 else if (!strncmp(fileName.c_str()+(fileName.size()-4), ".cfg", 4)) 208 tmpType = MD3_CONFIG; 203 209 else if (!strcasecmp(fileName.c_str(), "cube") || 204 210 !strcasecmp(fileName.c_str(), "sphere") || … … 400 406 } 401 407 break; 408 case MD3: 409 if(File(fullName).isFile()) 410 { 411 tmpResource->param[0] = param0; 412 tmpResource->param[1] = param1; 413 tmpResource->pointer = new md3::MD3Data(fullName, tmpResource->param[0].getCString(), tmpResource->param[1].getFloat()); 414 } 415 break; 416 case MD3_CONFIG: 417 if(File(fullName).isFile()) 418 { 419 tmpResource->param[0] = param0; 420 tmpResource->param[1] = param1; 421 tmpResource->pointer = new md3::MD3AnimationCfg(fullName); 422 } 423 break; 402 424 #endif /* NO_MODEL */ 403 425 #ifndef NO_TEXT … … 624 646 match = true; 625 647 break; 648 case MD3: 649 if (param0 == MT_NULL && ((*resource)->param[0] == "") && param1 == MT_NULL && ((*resource)->param[0] == 1.0f)) 650 match = true; 651 else if ((*resource)->param[0] == ((MultiType)param0).getString() && (*resource)->param[1] == ((MultiType)param1).getFloat()) 652 match = true; 653 break; 654 case MD3_CONFIG: 655 if (param0 == MT_NULL && ((*resource)->param[0] == "")) 656 match = true; 657 else if ((*resource)->param[0] == ((MultiType)param0).getString()) 658 match = true; 659 break; 660 626 661 #endif /* NO_MODEL */ 627 662 #ifndef NO_TEXT … … 863 898 "PrimitiveModel", 864 899 "MD2-Data", 900 "MD3-Data", 901 "MD3-Config" 865 902 #endif 866 903 #ifndef NO_TEXT -
trunk/src/lib/util/loading/resource_manager.h
r8330 r8724 33 33 PRIM, //!< loading primitive model 34 34 MD2, //!< loading md2-file 35 MD3, //!< loading md3-file 36 MD3_CONFIG, //!< the md3 config file 35 37 #endif /* NO_MODEL */ 36 38 #ifndef NO_TEXT -
trunk/src/story_entities/game_world.cc
r8717 r8724 305 305 this->tick (); 306 306 307 308 /* update the state */ 309 this->update (); 310 311 307 312 /* collision detection */ 308 313 this->collisionDetection (); … … 310 315 this->collisionReaction (); 311 316 317 /* check the game rules */ 318 this->checkGameRules(); 319 312 320 /* update the state */ 313 321 this->update (); 314 315 /* check the game rules */316 this->checkGameRules();317 322 /* draw everything */ 318 323 this->display (); -
trunk/src/world_entities/WorldEntities.am
r8490 r8724 4 4 world_entities/npcs/npc_test.cc \ 5 5 world_entities/npcs/ground_turret.cc \ 6 world_entities/npcs/generic_npc.cc \ 6 7 \ 7 8 world_entities/environment.cc \ … … 41 42 world_entities/space_ships/collision_probe.cc \ 42 43 world_entities/creatures/md2_creature.cc \ 44 world_entities/creatures/fps_player.cc \ 43 45 world_entities/spectator.cc \ 44 46 \ … … 97 99 space_ships/collision_probe.cc \ 98 100 creatures/md2_creature.h \ 101 creatures/fps_player.h \ 99 102 spectator.h \ 100 103 \ -
trunk/src/world_entities/creatures/md2_creature.cc
r8490 r8724 63 63 64 64 this->loadParams(doc.RootElement()); 65 this->toList(OM_GROUP_01);66 65 } 67 66 … … 77 76 if (root != NULL) 78 77 this->loadParams(root); 78 } 79 80 81 /** 82 * initializes a MD2Creature 83 */ 84 void MD2Creature::init() 85 { 86 PRINTF(4)("MD2CREATURE INIT\n"); 87 // this->setRelDir(Quaternion(M_PI, Vector(1,0,0))); 88 this->setClassID(CL_MD2_CREATURE, "MD2Creature"); 89 90 this->toList(OM_GROUP_01); 79 91 80 92 //weapons: … … 87 99 cannon->setName("BFG"); 88 100 89 this->getWeaponManager().addWeapon(wpLeft, 1, 0); 90 this->getWeaponManager().addWeapon(wpRight,1 ,1); 91 // this->getWeaponManager().addWeapon(cannon, 0, 6); 92 93 //this->getWeaponManager().addWeapon(turret, 3, 0); 94 101 this->addWeapon(wpLeft, 1, 0); 102 this->addWeapon(wpRight,1 ,1); 95 103 this->getWeaponManager().changeWeaponConfig(0); 96 } 97 98 99 /** 100 * initializes a MD2Creature 101 */ 102 void MD2Creature::init() 103 { 104 // this->setRelDir(Quaternion(M_PI, Vector(1,0,0))); 105 this->setClassID(CL_MD2_CREATURE, "MD2Creature"); 106 107 PRINTF(4)("MD2CREATURE INIT\n"); 108 104 105 106 // pnode camera issue 107 this->cameraConnNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); 108 this->cameraConnNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE); 109 this->cameraConnNode.setName("CameraConnectorNode"); 110 this->addChild(&this->cameraConnNode); 111 this->cameraConnNode.addChild(State::getCameraTargetNode()); 112 this->cameraConnNode.addChild(State::getCameraNode()); 113 State::getCameraTargetNode()->setRelCoor(10,0,0); 114 115 116 117 // control initialisation 109 118 this->mouseDirX *= Quaternion( M_PI * 0.75f, Vector(0,1,0)); 110 119 … … 116 125 cycle = 0.0; 117 126 118 this->cameraConnNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); 119 this->cameraConnNode.setName("CameraConnectorNode"); 120 this->addChild(&this->cameraConnNode); 121 this->cameraConnNode.addChild(State::getCameraTargetNode()); 122 this->cameraConnNode.addChild(State::getCameraNode()); 123 State::getCameraTargetNode()->setRelCoor(10,0,0); 124 125 travelSpeed = 15.0; 127 travelSpeed =300.0; 126 128 this->velocity = Vector(0.0,0.0,0.0); 127 129 128 // GLGuiButton* button = new GLGuiPushButton();129 // button->show();130 // button->setLabel("orxonox");131 // button->setBindNode(this);132 130 133 131 //add events to the eventlist 134 this->registerEvent(SDLK_w); 135 this->registerEvent(SDLK_s); 136 this->registerEvent(SDLK_a); 137 this->registerEvent(SDLK_d); 132 //add events to the eventlist 133 registerEvent(KeyMapper::PEV_FORWARD); 134 registerEvent(KeyMapper::PEV_BACKWARD); 135 registerEvent(KeyMapper::PEV_LEFT); 136 registerEvent(KeyMapper::PEV_RIGHT); 137 registerEvent(KeyMapper::PEV_UP); 138 registerEvent(KeyMapper::PEV_DOWN); 139 registerEvent(KeyMapper::PEV_FIRE1); 140 registerEvent(KeyMapper::PEV_NEXT_WEAPON); 141 registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON); 142 registerEvent(EV_MOUSE_MOTION); 138 143 this->registerEvent(SDLK_SPACE); 139 this->registerEvent(SDLK_q);140 this->registerEvent(SDLK_e);141 this->registerEvent(KeyMapper::PEV_FIRE1);142 this->registerEvent(KeyMapper::PEV_NEXT_WEAPON);143 this->registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);144 this->registerEvent(EV_MOUSE_MOTION);145 144 146 145 … … 165 164 this->getWeaponManager().setSlotPosition(5, Vector(-1.5, -.5, -.5)); 166 165 this->getWeaponManager().setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0))); 167 //168 169 170 171 172 166 // 167 this->getWeaponManager().setSlotPosition(6, Vector(-1, 0.0, 0)); 168 this->getWeaponManager().setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); 169 // 170 171 this->cameraConnNode.addChild(this->getWeaponManager().getFixedTarget()); 173 172 dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); 174 173 175 this->getWeaponManager().getFixedTarget()->setRelCoor(10,0,0); 176 177 } 178 179 180 void MD2Creature::enter() 181 { 182 dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true); 183 this->attachCamera(); 184 185 } 186 187 void MD2Creature::leave() 188 { 189 dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); 190 191 192 } 174 this->getWeaponManager().getFixedTarget()->setRelCoor(0,0,0); 175 176 } 177 193 178 194 179 /** … … 202 187 203 188 189 void MD2Creature::enter() 190 { 191 dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true); 192 193 State::getCameraNode()->setParent(&this->cameraConnNode); 194 State::getCameraNode()->setRelCoor(0, 0,0); 195 State::getCameraTargetNode()->setParentSoft(&this->cameraConnNode); 196 197 } 198 199 void MD2Creature::leave() 200 { 201 dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); 202 this->detachCamera(); 203 } 204 205 204 206 /** 205 207 * effect that occurs after the MD2Creature is spawned 206 208 */ 207 209 void MD2Creature::postSpawn () 208 { 209 //setCollision(new CollisionCluster(1.0, Vector(0,0,0))); 210 } 210 {} 211 211 212 212 /** … … 234 234 if (this->getCurrentPlayer() != NULL) 235 235 WorldEntity::draw(); 236 // this->cameraConnNode.debugDraw(0); 236 237 this->cameraConnNode.debugDraw(0); 237 238 } 238 239 … … 254 255 this->shiftCoor (move); 255 256 257 258 // handle animations differently 256 259 if( this->bJump && likely(this->getModel(0) != NULL)) 257 260 { … … 260 263 else if( this->bFire && likely(this->getModel(0) != NULL)) 261 264 { 262 if( ((MD2Model*)this->getModel(0))->getAnim() != ATTACK) ((MD2Model*)this->getModel(0))->setAnimation(ATTACK); 265 if( ((MD2Model*)this->getModel(0))->getAnimation() != ATTACK) 266 ((MD2Model*)this->getModel(0))->setAnimation(ATTACK); 263 267 } 264 268 else if( fabs(move.len()) > 0.0f && likely(this->getModel(0) != NULL)) 265 269 { 266 if( ((MD2Model*)this->getModel(0))->getAnim() != RUN) ((MD2Model*)this->getModel(0))->setAnimation(RUN); 270 if( ((MD2Model*)this->getModel(0))->getAnimation() != RUN) 271 ((MD2Model*)this->getModel(0))->setAnimation(RUN); 267 272 } 268 273 else if (likely(this->getModel(0) != NULL)) 269 274 { 270 if( ((MD2Model*)this->getModel(0))->getAnim() != STAND) ((MD2Model*)this->getModel(0))->setAnimation(STAND); 275 if( ((MD2Model*)this->getModel(0))->getAnimation() != STAND) 276 ((MD2Model*)this->getModel(0))->setAnimation(STAND); 271 277 } 272 278 273 279 274 280 //orient the MD2Creature in direction of the mouse 275 this->setAbsDir(mouseDirX); 281 // this->setAbsDir(mouseDirX); 282 // this->cameraConnNode.setRelDir(mouseDirY); 283 276 284 this->cameraConnNode.setRelDir(mouseDirY); 285 this->setAbsDir(this->mouseDirX); 277 286 } 278 287 … … 286 295 Vector accel(0.0, 0.0, 0.0); 287 296 /* 288 Vector rot(0.0, 0.0, 0.0); // wird ben ötigt für Helicopter297 Vector rot(0.0, 0.0, 0.0); // wird ben�igt fr Helicopter 289 298 */ 290 299 //float rotVal = 0.0; … … 292 301 /* calculate the direction in which the craft is heading */ 293 302 303 if( bMouseMotion) 304 { 305 this->mouseDirX *= Quaternion(-M_PI / 4.0f * this->xMouse*mouseSensitivity, Vector(0,1,0)); 306 this->mouseDirY *= Quaternion(-M_PI / 4.0f * this->yMouse*mouseSensitivity, Vector(0,0,1)); 307 this->bMouseMotion = false; 308 } 309 294 310 if( this->bUp ) 295 296 297 311 { 312 accel += (this->getAbsDirX())*2; 313 } 298 314 299 315 if( this->bDown ) 300 301 302 316 { 317 accel -= (this->getAbsDirX())*2; 318 } 303 319 304 320 if( this->bLeft/* > -this->getRelCoor().z*2*/) … … 329 345 } 330 346 331 velocity = accel * 20.0f;347 velocity = accel * 40.0f; 332 348 //rot.normalize(); 333 349 //this->setRelDirSoft(Quaternion(rotVal, rot), 5); … … 335 351 336 352 337 338 353 /** 339 354 * @todo switch statement ?? … … 342 357 { 343 358 Playable::process(event); 344 if( event.type == SDLK_a)345 346 else if( event.type == SDLK_d)347 348 else if( event.type == SDLK_w)349 this->bUp = event.bPressed; //this->shiftCoor(0,.1,0);350 else if( event.type == SDLK_s)351 this->bDown = event.bPressed; //this->shiftCoor(0,-.1,0);359 if( event.type == KeyMapper::PEV_LEFT) 360 this->bStrafeL = event.bPressed; 361 else if( event.type == KeyMapper::PEV_RIGHT) 362 this->bStrafeR = event.bPressed; 363 else if( event.type == KeyMapper::PEV_FORWARD) 364 this->bUp = event.bPressed; 365 else if( event.type == KeyMapper::PEV_BACKWARD) 366 this->bDown = event.bPressed; 352 367 else if( event.type == SDLK_SPACE) 353 368 this->bJump = event.bPressed; 354 369 else if( event.type == EV_MOUSE_MOTION) 355 370 { 371 this->bMouseMotion = true; 356 372 this->xMouse = event.xRel; 357 373 this->yMouse = event.yRel; 358 this->mouseDirX *= Quaternion(-M_PI/4*this->xMouse*mouseSensitivity, Vector(0,1,0)); 359 this->mouseDirY *= Quaternion(-M_PI/4*this->yMouse*mouseSensitivity, Vector(0,0,1)); 360 // if( xMouse*xMouse < 0.9) 361 // this->setAbsDir(mouseDir); 362 } 363 } 374 } 375 } -
trunk/src/world_entities/creatures/md2_creature.h
r7346 r8724 57 57 bool bStrafeR; //!< strafe to the rith side 58 58 bool bJump; //!< jump 59 bool bMouseMotion; //!< mouse motion evet 59 60 60 61 PNode cameraConnNode; //!< The Node the camera is connected to. -
trunk/src/world_entities/npcs/ground_turret.cc
r7954 r8724 39 39 */ 40 40 GroundTurret::GroundTurret(const TiXmlElement* root) 41 : NPC(root) 41 42 { 42 43 this->init(); -
trunk/src/world_entities/npcs/npc.cc
r7076 r8724 19 19 20 20 #include "npc.h" 21 #include "obb_tree.h"22 21 23 #include "state.h"24 #include "stdlibincl.h"25 #include "power_ups/turret_power_up.h"26 #include "power_ups/laser_power_up.h"27 22 28 23 using namespace std; 29 24 30 25 31 NPC::NPC( )26 NPC::NPC(const TiXmlElement* root) 32 27 { 33 28 this->setClassID(CL_NPC, "NPC"); 29 34 30 this->toList(OM_GROUP_00); 35 31 } … … 39 35 40 36 41 void NPC::collidesWith(WorldEntity* entity, const Vector& location)42 {43 37 44 if (entity == collider) 45 return; 46 collider = entity; 47 48 if (entity->isA(CL_PROJECTILE)) 49 { 50 this->decreaseHealth(entity->getHealth() *(float)rand()/(float)RAND_MAX); 51 // EXTREME HACK 52 if (this->getHealth() <= 0.0f) 53 { 54 this->destroy(); 55 } 56 } 38 /** 39 * adds an AI to this NPC 40 */ 41 void NPC::addAI(AI* ai) 42 {} 57 43 58 44 59 // // PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getName(), entity->getName(), location.x, location.y, location.z); 60 // // this->applyForce(Vector(0,0,0)-location*1000); 61 // if ((float)rand()/RAND_MAX < .3) 62 // { 63 // WorldEntity* powerUp = new TurretPowerUp(); 64 // powerUp->setAbsCoor(this->getAbsCoor()); 65 // // powerUp->toList(OM_COMMON); 66 // } 67 // else if ((float)rand()/RAND_MAX < .3) 68 // { 69 // WorldEntity* powerUp = new LaserPowerUp(); 70 // powerUp->setAbsCoor(this->getAbsCoor()); 71 // powerUp->toList(OM_COMMON); 72 // } 73 // this->toList(OM_DEAD); 74 // this->removeNode(); 75 // 76 // this->collider = entity; 77 // } 78 // // else if (entity->isA(CL_PLAYER)) 79 // // this->applyForce(Vector(0,0,0)-location*100); 80 // else if (entity->isA(CL_NPC)) 81 // { 82 // this->setVisibiliy(false); 83 // this->toList(OM_DEAD); 84 // this->removeNode(); 85 // } 45 46 /** 47 * loads the xml tags 48 * @param root: root xml tag for this element 49 */ 50 void NPC::loadParams(const TiXmlElement* root) 51 { 52 WorldEntity::loadParams(root); 86 53 } 54 -
trunk/src/world_entities/npcs/npc.h
r6981 r8724 4 4 5 5 #include "world_entity.h" 6 #include "physics_interface.h"7 6 8 7 class AI; … … 11 10 12 11 public: 13 NPC ();12 NPC (const TiXmlElement* root); 14 13 virtual ~NPC (); 15 14 15 virtual void loadParams(const TiXmlElement* root = NULL); 16 16 17 17 void addAI(AI* ai); 18 19 virtual void collidesWith (WorldEntity* entity, const Vector& location);20 18 21 19 22 20 private: 23 21 24 WorldEntity* collider;25 26 22 }; 27 23 -
trunk/src/world_entities/npcs/npc_test.cc
r6222 r8724 31 31 32 32 NPC2::NPC2() 33 : NPC(NULL) 33 34 { 34 35 this->setClassID(CL_NPC_TEST2, "NPC2"); -
trunk/src/world_entities/npcs/npc_test1.cc
r6222 r8724 29 29 30 30 NPCTest1::NPCTest1() 31 : NPC(NULL) 31 32 { 32 33 this->setClassID(CL_NPC_TEST1, "NPCTest1"); -
trunk/src/world_entities/playable.cc
r8490 r8724 65 65 66 66 this->bDead = false; 67 67 68 68 this->subscribeReaction(CREngine::CR_PHYSICS_GROUND_WALK, CL_BSP_ENTITY); 69 69 … … 376 376 if (this->getHealth() <= 0.0f) 377 377 { 378 this->die();378 // this->destory(); 379 379 380 380 if( State::getGameRules() != NULL) … … 411 411 412 412 413 void Playable::die() 413 414 void Playable::destroy() 414 415 { 415 416 Explosion::explode(dynamic_cast<PNode*>(this), Vector(1.0f, 1.0f, 1.0f)); -
trunk/src/world_entities/playable.h
r8055 r8724 76 76 77 77 // WorldEntity Extensions 78 virtual void d ie();78 virtual void destroy(); 79 79 virtual void respawn(); 80 80 virtual void collidesWith(WorldEntity* entity, const Vector& location); -
trunk/src/world_entities/space_ships/collision_probe.cc
r8490 r8724 67 67 this->loadModel("models/dr_freak.md2"); 68 68 69 this->localVelocity = Vector(0, -4,0);69 this->localVelocity = Vector(0,0,0); 70 70 } 71 71 -
trunk/src/world_entities/test_entity.h
r7113 r8724 15 15 class TestEntity : public WorldEntity, public PhysicsInterface 16 16 { 17 friend class World;18 19 17 public: 20 18 TestEntity (); -
trunk/src/world_entities/world_entity.cc
r8490 r8724 24 24 #include "md3/md3_model.h" 25 25 26 #include "aabb_tree_node.h" 27 26 28 #include "util/loading/resource_manager.h" 27 29 #include "util/loading/load_param.h" … … 60 62 61 63 this->obbTree = NULL; 64 this->aabbNode = NULL; 62 65 this->healthWidget = NULL; 63 66 this->healthMax = 1.0f; … … 201 204 this->buildObbTree(obbTreeDepth); 202 205 } 203 else if(fileName.find(".md3") != std::string::npos)206 else /*if(fileName.find(".md3") != std::string::npos)*/ 204 207 { 205 208 PRINTF(4)("fetching MD3 file: %s\n", fileName.c_str()); … … 240 243 241 244 this->models[modelNumber] = model; 242 243 244 // if (this->model != NULL)245 // this->buildObbTree(4);246 245 } 247 246 … … 257 256 258 257 if (this->models[0] != NULL) 259 {260 258 this->obbTree = new OBBTree(depth, models[0]->getModelInfo(), this); 261 return true;262 }263 259 else 264 260 { … … 267 263 return false; 268 264 } 265 266 267 // create the axis aligned bounding box 268 if( this->aabbNode != NULL) 269 { 270 delete this->aabbNode; 271 this->aabbNode = NULL; 272 } 273 274 if( this->models[0] != NULL) { 275 this->aabbNode = new AABBTreeNode(); 276 this->aabbNode->spawnBVTree(this->models[0]); 277 } 278 return true; 269 279 } 270 280 … … 604 614 this->models[0]->draw(); 605 615 } 616 617 if( this->aabbNode != NULL) 618 this->aabbNode->drawBV(0, DRAW_BV_POLYGON, Vector(1, 0.6, 0.2), true); 619 606 620 glPopMatrix(); 607 621 } … … 712 726 this->healthWidget->hide(); 713 727 } 728 729 730 /** 731 * hit the world entity with 732 * @param damage damage to be dealt 733 */ 734 void WorldEntity::hit(float damage) 735 { 736 this->decreaseHealth(damage); 737 738 if( this->getHealth() > 0) 739 { 740 // any small explosion animaitions 741 } 742 else 743 { 744 this->destroy(); 745 746 // if( State::getGameRules() != NULL) 747 // State::getGameRules()->registerKill(Kill(NULL, this)); 748 } 749 } 750 714 751 715 752 /** -
trunk/src/world_entities/world_entity.h
r8490 r8724 16 16 #include <vector> 17 17 18 #include "aabb_tree_node.h" 19 18 20 #include "physics_interface.h" 19 21 … … 26 28 class BVTree; 27 29 class BoundingVolume; 30 class AABBTreeNode; 28 31 class Model; 29 32 class CollisionHandle; … … 58 61 virtual void postSpawn (); 59 62 virtual void leaveWorld (); 60 virtual void destroy() {};61 63 62 64 virtual void tick (float time); … … 73 75 inline BVTree* getOBBTree() const { return this->obbTree; }; 74 76 void drawBVTree(int depth, int drawMode) const; 77 inline AABB* getModelAABB() { return (this->aabbNode)?this->aabbNode->getAABB():NULL;} 75 78 76 79 /* --- Collision Reaction Block --- */ … … 90 93 91 94 CollisionHandle* getCollisionHandle(CREngine::CRType type) const { return this->collisionHandles[type]; } 95 96 virtual void hit(float damage); 97 virtual void destroy() {}; 92 98 93 99 … … 109 115 /** @returns a Reference to the Iterator */ 110 116 ObjectManager::EntityList::iterator& getEntityIterator() { return this->objectListIterator; } 111 112 /* --- Network Block --- */113 int writeState(const byte* data, int length, int sender);114 int readState(byte* data, int maxLength );115 117 116 118 /* --- Character Attribute Block --- */ … … 167 169 std::string modelLODName; //!< the name of the model lod file 168 170 BVTree* obbTree; //!< this is the obb tree reference needed for collision detection 171 AABBTreeNode* aabbNode; //!< the tree node of the first level of a axis aligned bounding boxes tree: model dimension 169 172 170 173 bool bCollide; //!< If it should be considered for the collisiontest.
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