[8342] | 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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[8346] | 17 | #include "md3_model.h" |
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[8342] | 18 | |
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[8354] | 19 | #include "md3_data.h" |
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[8342] | 20 | |
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[8533] | 21 | #include "md3_animation_cfg.h" |
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[8342] | 22 | |
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[8351] | 23 | namespace md3 |
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| 24 | { |
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| 25 | |
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| 26 | /** |
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| 27 | * md3 model |
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| 28 | */ |
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[8353] | 29 | MD3Model::MD3Model(std::string filename, float scaling) |
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| 30 | { |
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[8354] | 31 | this->md3Data = new MD3Data(filename, filename, scaling); |
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[8533] | 32 | |
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| 33 | MD3AnimationCfg cfg("/home/boenzlip/tmp/q3/Downloads/MOH/q3mdl-alien3/models/players/alien3/animation.cfg"); |
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[8353] | 34 | } |
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[8351] | 35 | |
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| 36 | |
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[8353] | 37 | |
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[8351] | 38 | MD3Model::~MD3Model() |
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| 39 | {} |
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| 40 | |
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| 41 | |
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[8549] | 42 | |
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| 43 | /** |
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| 44 | * this draws the md3 model |
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| 45 | */ |
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| 46 | void MD3Model::draw() |
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| 47 | { |
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| 48 | //draw current bone frame |
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| 49 | #if 0 |
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| 50 | if( this->bDrawBones) |
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| 51 | { |
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| 52 | //get bone frame, interpolate if necessary |
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| 53 | if( model.interpolationFraction!=0.0 && model.currentFrame!=model.nextFrame) |
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| 54 | //interpolate bone frame |
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| 55 | drawBoneFrame(interpolateBoneFrame(model.boneFrames[model.currentFrame], model.boneFrames[model.nextFrame], model.interpolationFraction)); |
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| 56 | else |
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| 57 | //stick with current bone frame |
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| 58 | drawBoneFrame(model.boneFrames[model.currentFrame]); |
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| 59 | } |
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| 60 | |
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| 61 | //draw all meshes of current frame of this model |
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| 62 | for (int i=0; i<model.meshNum; i++) { |
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| 63 | MD3GLMesh mesh = (MD3GLMesh)model.meshes[i]; |
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| 64 | |
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| 65 | gl.glBlendFunc(mesh.GLSrcBlendFunc, mesh.GLDstBlendFunc); |
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| 66 | gl.glDepthMask(mesh.GLDepthMask); |
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| 67 | if (mesh.textureNum > 0 && mesh.textures[0]!=null) |
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| 68 | gl.glBindTexture(GLEnum.GL_TEXTURE_2D, ((MD3GLTexture)mesh.textures[0]).bind); |
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| 69 | else |
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| 70 | gl.glBindTexture(GLEnum.GL_TEXTURE_2D, 0); |
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| 71 | |
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| 72 | //get mesh frame, do interpolation if necessary |
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| 73 | Vec3[] frame; |
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| 74 | if (model.interpolationFraction!=0.0 && model.currentFrame!=model.nextFrame) |
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| 75 | //interpolate mesh frame between the 2 current mesh frames |
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| 76 | frame=interpolateMeshFrame(mesh.meshFrames[model.currentFrame], mesh.meshFrames[model.nextFrame], model.interpolationFraction); |
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| 77 | else |
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| 78 | //no interpolation needed, just draw current frame |
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| 79 | frame=mesh.meshFrames[model.currentFrame]; |
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| 80 | |
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| 81 | drawMesh(mesh, frame); |
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| 82 | |
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| 83 | //draw vertex normals |
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| 84 | if (canvas.showVertexNormals) { |
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| 85 | //get vertex normals, interpolate if necessary |
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| 86 | if (model.interpolationFraction!=0.0 && model.currentFrame!=model.nextFrame) |
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| 87 | //interpolate vertex normals |
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| 88 | drawVertexNormals(frame, interpolateVertexNormals(mesh.meshVertexNormals[model.currentFrame], mesh.meshVertexNormals[model.nextFrame], model.interpolationFraction)); |
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| 89 | else |
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| 90 | //stick with current vertex normals |
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| 91 | drawVertexNormals(frame, mesh.meshVertexNormals[model.currentFrame]); |
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| 92 | } |
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| 93 | } |
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| 94 | |
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| 95 | //draw all models linked to this model |
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| 96 | |
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| 97 | Iterator it=model.linkedModels(); |
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| 98 | while (it.hasNext()) { |
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| 99 | MD3Model child=(MD3Model)it.next(); |
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| 100 | |
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| 101 | //build transformation array m from matrix, interpolate if necessary |
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| 102 | float[] m=new float[16]; |
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| 103 | MD3Tag currFrameTag=model.boneFrames[model.currentFrame].tags[child.getParentTagIndex()]; |
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| 104 | if (model.interpolationFraction!=0.0f && model.currentFrame!=model.nextFrame) { |
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| 105 | //we need to interpolate |
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| 106 | MD3Tag nextFrameTag=model.boneFrames[model.nextFrame].tags[child.getParentTagIndex()]; |
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| 107 | m=interpolateTransformation(currFrameTag, nextFrameTag, model.interpolationFraction); |
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| 108 | } |
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| 109 | else { |
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| 110 | //no interpolation needed, stay with last transformation |
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| 111 | //OpenGL matrix is in column-major order |
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| 112 | m[0] = currFrameTag.matrix[0][0]; m[4] = currFrameTag.matrix[0][1]; m[8] = currFrameTag.matrix[0][2]; m[12] = currFrameTag.position.x; |
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| 113 | m[1] = currFrameTag.matrix[1][0]; m[5] = currFrameTag.matrix[1][1]; m[9] = currFrameTag.matrix[1][2]; m[13] = currFrameTag.position.y; |
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| 114 | m[2] = currFrameTag.matrix[2][0]; m[6] = currFrameTag.matrix[2][1]; m[10]= currFrameTag.matrix[2][2]; m[14] = currFrameTag.position.z; |
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| 115 | m[3] = 0.0f; m[7] = 0.0f; m[11]= 0.0f; m[15] = 1.0f; |
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| 116 | } |
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| 117 | |
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| 118 | //switch to child coord system and draw child |
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| 119 | gl.glPushMatrix(); |
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| 120 | gl.glMultMatrixf(m); |
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| 121 | child.accept(this); |
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| 122 | gl.glPopMatrix(); |
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| 123 | } |
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| 124 | #endif |
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| 125 | } |
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| 126 | |
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| 127 | |
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| 128 | |
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| 129 | |
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[8351] | 130 | } |
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