[8344] | 1 | /* |
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| 2 | orxonox - the future of 3D-vertical-scrollers |
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| 3 | |
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| 4 | Copyright (C) 2004 orx |
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| 5 | |
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| 6 | This program is free software; you can redistribute it and/or modify |
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| 7 | it under the terms of the GNU General Public License as published by |
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| 8 | the Free Software Foundation; either version 2, or (at your option) |
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| 9 | any later version. |
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| 10 | |
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| 11 | ### File Specific: |
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| 12 | main-programmer: Patrick Boenzli |
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| 13 | */ |
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| 14 | |
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| 15 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER |
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| 16 | |
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| 17 | #include "md3_data.h" |
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| 18 | |
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[8357] | 19 | #include "md3_bone_frame.h" |
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[8344] | 20 | |
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[8357] | 21 | |
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[8351] | 22 | namespace md3 |
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| 23 | { |
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[8344] | 24 | |
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| 25 | /******************************************************************************** |
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| 26 | * MD3Data * |
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| 27 | ********************************************************************************/ |
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| 28 | |
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| 29 | /** |
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| 30 | \brief simple constructor |
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| 31 | */ |
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| 32 | MD3Data::MD3Data(const std::string& modelFileName, const std::string& skinFileName, float scale) |
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| 33 | { |
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| 34 | |
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| 35 | |
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| 36 | |
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| 37 | this->loadModel(modelFileName); |
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[8354] | 38 | // this->loadSkin(skinFileName); |
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[8344] | 39 | } |
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| 40 | |
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| 41 | |
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| 42 | /** |
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| 43 | \brief simple destructor |
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| 44 | |
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| 45 | this will clean out all the necessary data for a specific md2model |
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| 46 | */ |
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| 47 | MD3Data::~MD3Data() |
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| 48 | { |
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| 49 | delete this->header; |
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| 50 | } |
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| 51 | |
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| 52 | |
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| 53 | |
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| 54 | /** |
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| 55 | \brief this will load the whole model data (vertices, opengl command list, ...) |
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| 56 | * @param fileName: the name of the model file |
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| 57 | \return true if success |
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| 58 | */ |
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| 59 | bool MD3Data::loadModel(const std::string& fileName) |
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| 60 | { |
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| 61 | FILE *pFile; //file stream |
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[8353] | 62 | // char* buffer; //buffer for frame data |
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[8354] | 63 | int fileOffset = 0; // file data offset |
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[8346] | 64 | |
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| 65 | |
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[8344] | 66 | |
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| 67 | //! @todo this chek should include deleting a loaded model (eventually) |
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| 68 | if (fileName.empty()) |
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| 69 | return false; |
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| 70 | |
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[8354] | 71 | PRINTF(0)("opening file: %s\n", fileName.c_str()); |
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[8344] | 72 | pFile = fopen(fileName.c_str(), "rb"); |
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| 73 | if( unlikely(!pFile)) |
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| 74 | { |
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[8347] | 75 | PRINTF(1)("Couldn't open the MD3 File for loading. Exiting.\n"); |
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[8344] | 76 | return false; |
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| 77 | } |
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[8357] | 78 | fileOffset += this->readHeader(pFile, fileOffset); |
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[8344] | 79 | /* check for the header version: make sure its a md2 file :) */ |
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[8354] | 80 | if( unlikely(this->header->version != MD3_VERSION) && unlikely(this->header->ident != MD3_IDENT)) |
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[8344] | 81 | { |
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| 82 | PRINTF(1)("Couldn't load file %s: invalid file format: stop loading\n", fileName.c_str()); |
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| 83 | return false; |
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| 84 | } |
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| 85 | |
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[8353] | 86 | |
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[8354] | 87 | // check if the filesize is correct |
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| 88 | if( this->header->fileSize > this->header->tagStart && |
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| 89 | this->header->fileSize >= this->header->meshStart) |
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| 90 | { |
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| 91 | bool bBoneFrames, bTags, bMeshes; |
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| 92 | bBoneFrames = ( this->header->boneFrameNum == 0); |
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| 93 | bTags = ( this->header->tagNum == 0); |
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| 94 | bMeshes = ( this->header->meshNum == 0); |
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| 95 | |
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| 96 | // read different parts of the model in correct order |
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| 97 | while( !(bBoneFrames && bTags && bMeshes)) |
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| 98 | { |
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[8357] | 99 | printf("while\n"); |
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[8354] | 100 | if( fileOffset == this->header->boneFrameStart && !bBoneFrames) |
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[8355] | 101 | { |
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| 102 | fileOffset += this->readBoneFrames(pFile, fileOffset); |
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| 103 | bBoneFrames = true; |
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| 104 | } |
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[8354] | 105 | else if( fileOffset == this->header->tagStart && !bTags) |
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[8355] | 106 | { |
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| 107 | fileOffset += this->readTags(pFile, fileOffset); |
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| 108 | bTags = true; |
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| 109 | } |
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[8354] | 110 | else if( fileOffset == this->header->meshStart && !bMeshes) |
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[8355] | 111 | { |
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| 112 | fileOffset += this->readMeshes(pFile, fileOffset); |
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| 113 | bMeshes = true; |
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| 114 | } |
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[8354] | 115 | } |
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| 116 | |
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| 117 | } |
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| 118 | |
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[8348] | 119 | #if 0 |
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[8344] | 120 | this->fileName =fileName; |
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| 121 | /* got the data: map it to locals */ |
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| 122 | this->numFrames = this->header->numFrames; |
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| 123 | this->numVertices = this->header->numVertices; |
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| 124 | this->numTriangles = this->header->numTriangles; |
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| 125 | this->numGLCommands = this->header->numGlCommands; |
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| 126 | this->numTexCoor = this->header->numTexCoords; |
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| 127 | /* allocate memory for the data storage */ |
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| 128 | this->pVertices = new sVec3D[this->numVertices * this->numFrames]; |
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| 129 | this->pGLCommands = new int[this->numGLCommands]; |
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| 130 | this->pLightNormals = new int[this->numVertices * this->numFrames]; |
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| 131 | this->pTriangles = new sTriangle[this->numTriangles]; |
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| 132 | this->pTexCoor = new sTexCoor[this->numTexCoor]; |
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| 133 | buffer = new char[this->numFrames * this->header->frameSize]; |
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| 134 | |
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| 135 | |
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| 136 | /* read frame data from the file to a temp buffer */ |
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| 137 | fseek(pFile, this->header->offsetFrames, SEEK_SET); |
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| 138 | fread(buffer, this->header->frameSize, this->numFrames, pFile); |
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| 139 | /* read opengl commands */ |
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| 140 | fseek(pFile, this->header->offsetGlCommands, SEEK_SET); |
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| 141 | fread(this->pGLCommands, sizeof(int), this->numGLCommands, pFile); |
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| 142 | /* triangle list */ |
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| 143 | fseek(pFile, this->header->offsetTriangles, SEEK_SET); |
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| 144 | fread(this->pTriangles, sizeof(sTriangle), this->numTriangles, pFile); |
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| 145 | /* read in texture coordinates */ |
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| 146 | fseek(pFile, this->header->offsetTexCoords, SEEK_SET); |
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| 147 | fread(this->pTexCoor, sizeof(sTexCoor), this->numTexCoor, pFile); |
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| 148 | |
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| 149 | |
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| 150 | for(int i = 0; i < this->numFrames; ++i) |
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| 151 | { |
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| 152 | frame = (sFrame*)(buffer + this->header->frameSize * i); |
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| 153 | pVertex = this->pVertices + this->numVertices * i; |
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| 154 | pNormals = this->pLightNormals + this->numVertices * i; |
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| 155 | |
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| 156 | for(int j = 0; j < this->numVertices; ++j) |
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| 157 | { |
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| 158 | /* SPEEDUP: *(pVerts + i + 0) = (*(frame->pVertices + i + 0)... */ |
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| 159 | pVertex[j][0] = ((frame->pVertices[j].v[0] * frame->scale[0] ) + frame->translate[0] )* this->scaleFactor; |
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| 160 | pVertex[j][1] = ((frame->pVertices[j].v[2] * frame->scale[2]) + frame->translate[2]) * this->scaleFactor; |
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| 161 | pVertex[j][2] = (-1.0 * (frame->pVertices[j].v[1] * frame->scale[1] + frame->translate[1])) * this->scaleFactor; |
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| 162 | |
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| 163 | //printf("vertex %i/%i: (%f, %f, %f)\n", j, this->numVertices, pVertex[j][0], pVertex[j][1], pVertex[j][2]); |
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| 164 | |
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| 165 | pNormals[j] = frame->pVertices[j].lightNormalIndex; |
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| 166 | } |
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| 167 | } |
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| 168 | PRINTF(4)("Finished loading the md2 file\n"); |
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[8348] | 169 | #endif |
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[8344] | 170 | |
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[8353] | 171 | //delete [] buffer; |
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[8344] | 172 | fclose(pFile); |
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[8347] | 173 | |
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| 174 | return true; |
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[8344] | 175 | } |
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| 176 | |
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| 177 | |
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| 178 | /** |
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| 179 | \brief loads the skin/material stuff |
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| 180 | * @param fileName: name of the skin file |
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| 181 | \return true if success |
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| 182 | */ |
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| 183 | bool MD3Data::loadSkin(const std::string& fileName) |
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| 184 | { |
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[8357] | 185 | // if( fileName.empty()) |
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| 186 | // { |
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| 187 | // this->skinFileName = ""; |
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| 188 | // return false; |
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| 189 | // } |
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| 190 | // |
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| 191 | // this->skinFileName = fileName; |
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| 192 | // |
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| 193 | // this->material.setName("md2ModelMaterial"); |
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| 194 | // this->material.setDiffuseMap(fileName); |
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| 195 | // this->material.setIllum(3); |
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| 196 | // this->material.setAmbient(1.0, 1.0, 1.0); |
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[8344] | 197 | |
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[8347] | 198 | return true; |
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[8344] | 199 | } |
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[8346] | 200 | |
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| 201 | |
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| 202 | /** |
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| 203 | * read heaader |
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| 204 | */ |
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[8355] | 205 | int MD3Data::readHeader(FILE* pFile, int fileOffset) |
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| 206 | { |
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[8357] | 207 | this->header = new MD3Header; |
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| 208 | fread(this->header, 1, sizeof(MD3Header), pFile); |
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| 209 | |
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| 210 | //header debug: |
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| 211 | PRINTF(0)("MD3 Header debug section======================================\n"); |
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| 212 | printf("ident: %i\n", this->header->ident); |
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| 213 | printf("version: %i\n", this->header->version); |
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| 214 | printf("filename: %s\n", this->header->filename); |
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| 215 | printf("boneFrameNum: %i\n", this->header->boneFrameNum); |
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| 216 | printf("tag number: %i\n", this->header->tagNum); |
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| 217 | printf("mesh number: %i\n", this->header->meshNum); |
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| 218 | printf("max tex num: %i\n", this->header->maxTexNum); |
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| 219 | printf("bone frame start: %i\n", this->header->boneFrameStart); |
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| 220 | printf("tag start: %i\n", this->header->tagStart); |
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| 221 | printf("mesh start: %i\n", this->header->meshStart); |
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| 222 | printf("fileSize: %i\n", this->header->fileSize); |
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| 223 | |
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| 224 | return sizeof(MD3Header); |
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[8355] | 225 | } |
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[8346] | 226 | |
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| 227 | |
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| 228 | /** |
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| 229 | * read bone frames |
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| 230 | */ |
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[8355] | 231 | int MD3Data::readBoneFrames(FILE* pFile, int fileOffset) |
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| 232 | { |
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[8357] | 233 | this->boneFrames = new MD3BoneFrame*[this->header->boneFrameNum]; |
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| 234 | |
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| 235 | for( int i = 0; i < this->header->boneFrameNum; i++) |
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[8358] | 236 | { |
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[8357] | 237 | this->boneFrames[i] = new MD3BoneFrame(i); |
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| 238 | |
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[8358] | 239 | MD3BoneFrameData* md = new MD3BoneFrameData; |
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| 240 | fread(md, 1, sizeof(MD3BoneFrameData), pFile); |
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| 241 | } |
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| 242 | |
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| 243 | return this->header->boneFrameNum * sizeof(MD3BoneFrameData); |
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[8355] | 244 | } |
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[8346] | 245 | |
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| 246 | |
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| 247 | /** |
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| 248 | * read the tags |
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| 249 | */ |
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[8355] | 250 | int MD3Data::readTags(FILE* pFile, int fileOffset) |
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| 251 | { |
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| 252 | return 0; |
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| 253 | } |
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[8346] | 254 | |
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| 255 | |
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| 256 | /** |
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| 257 | * read meshes |
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| 258 | */ |
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[8355] | 259 | int MD3Data::readMeshes(FILE* pFile, int fileOffset) |
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| 260 | { |
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| 261 | return 0; |
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| 262 | } |
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[8351] | 263 | |
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[8353] | 264 | } |
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| 265 | |
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