/* orxonox - the future of 3D-vertical-scrollers Copyright (C) 2004 orx This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2, or (at your option) any later version. ### File Specific: main-programmer: Patrick Boenzli */ #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER #include "md3_model.h" #include "md3_data.h" #include "md3_mesh.h" #include "md3_tag.h" #include "md3_bone_frame.h" #include "md3_animation_cfg.h" #include "material.h" namespace md3 { /** * md3 model */ MD3Model::MD3Model(std::string filename, float scaling) { this->md3Data = new MD3Data(filename, filename, scaling); MD3AnimationCfg cfg("/home/boenzlip/tmp/q3/Downloads/MOH/q3mdl-alien3/models/players/alien3/animation.cfg"); this->tmpBoneFrame = new MD3BoneFrame(); this->tmpMesh = new sVec3D[2048]; //!< the temporary mesh, hopefully newer bigger than 2048 vertices } MD3Model::~MD3Model() { delete this->tmpBoneFrame; delete [] this->tmpMesh; } /** * this draws the md3 model */ void MD3Model::draw() { //draw current bone frame this->draw(this->md3Data); } /** * draw the md3model * @param data: the data to be drawn */ void MD3Model::draw(MD3Data* data) { // draw the bones if needed if( this->bDrawBones) { // get bone frame, interpolate if necessary if( data->animationState.interpolationFraction != 0.0 && data->animationState.currentFrame != data->animationState.nextFrame) { //interpolate bone frame this->drawBoneFrame(this->interpolateBoneFrame(data->boneFrames[data->animationState.currentFrame], data->boneFrames[data->animationState.nextFrame], data->animationState.interpolationFraction)); } else { //stick with current bone frame this->drawBoneFrame(data->boneFrames[data->animationState.currentFrame]); } } //draw all meshes of current frame of this model for( int i = 0; i < data->meshNum; i++) { MD3Mesh* mesh = data->meshes[i]; // gl.glBlendFunc(mesh.GLSrcBlendFunc, mesh.GLDstBlendFunc); // gl.glDepthMask(mesh.GLDepthMask); if( mesh->header->textureNum > 0 && &mesh->material[0] != NULL) mesh->material[0].select(); // get mesh frame, do interpolation if necessary sVec3D* frame; if( data->animationState.interpolationFraction != 0.0 && data->animationState.currentFrame != data->animationState.nextFrame) { //interpolate mesh frame between the 2 current mesh frames // frame = this->interpolateMeshFrame(mesh, data->animationState.currentFrame, data->animationState.nextFrame, // data->animationState.interpolationFraction); frame = this->interpolateMeshFrame( data->meshes[data->animationState.currentFrame]->meshFrames, data->meshes[data->animationState.nextFrame]->meshFrames, data->animationState.interpolationFraction, mesh); } else { //no interpolation needed, just draw current frame frame = &mesh->meshFrames[data->animationState.currentFrame]; } this->drawMesh(mesh, frame); // draw vertex normals if needed if( this->bDrawNormals) { // get vertex normals, interpolate if necessary if( data->animationState.interpolationFraction != 0.0 && data->animationState.currentFrame != data->animationState.nextFrame) { //interpolate vertex normals this->drawVertexNormals(frame, this->interpolateVertexNormals(&mesh->normals[data->animationState.currentFrame], &mesh->normals[data->animationState.nextFrame], data->animationState.interpolationFraction)); } else { //stick with current vertex normals this->drawVertexNormals(frame, &mesh->normals[data->animationState.currentFrame]); } } } // draw all models linked to this model std::map::iterator it = data->sortedMap.begin(); while( it != data->sortedMap.end()) { MD3Data* child = it->second; //build transformation array m from matrix, interpolate if necessary float* m = new float[16]; MD3Tag* currFrameTag = data->boneFrames[data->animationState.currentFrame]->tags[child->parentTagIndex]; if( data->animationState.interpolationFraction != 0.0 && data->animationState.currentFrame != data->animationState.nextFrame) { //we need to interpolate MD3Tag* nextFrameTag = data->boneFrames[data->animationState.nextFrame]->tags[child->parentTagIndex]; m = this->interpolateTransformation(currFrameTag, nextFrameTag, data->animationState.interpolationFraction); } else { //no interpolation needed, stay with last transformation //OpenGL matrix is in column-major order m[0] = currFrameTag->matrix[0][0]; m[1] = currFrameTag->matrix[1][0]; m[2] = currFrameTag->matrix[2][0]; m[3] = 0.0f; m[4] = currFrameTag->matrix[0][1]; m[5] = currFrameTag->matrix[1][1]; m[6] = currFrameTag->matrix[2][1]; m[7] = 0.0f; m[8] = currFrameTag->matrix[0][2]; m[9] = currFrameTag->matrix[1][2]; m[10]= currFrameTag->matrix[2][2]; m[11]= 0.0f; m[12] = currFrameTag->position.x; m[13] = currFrameTag->position.y; m[14] = currFrameTag->position.z; m[15] = 1.0f; } //switch to child coord system glPushMatrix(); glMultMatrixf(m); // and draw child this->draw(child); glPopMatrix(); } } /** * draws the mesh */ void MD3Model::drawMesh(MD3Mesh* mesh, sVec3D* frame) {} /** * drawo vertex normals */ void MD3Model::drawVertexNormals(sVec3D* frame, MD3Normal* normals) {} /** * draw bone frame */ void MD3Model::drawBoneFrame(MD3BoneFrame* frame) {} /** * interpolate bone frame * @param currBoneFrame Start bone frame. * @param nextBoneFrame End bone frame. * @param frac Interpolation fraction, in [0,1]. */ MD3BoneFrame* MD3Model::interpolateBoneFrame(MD3BoneFrame* currBoneFrame, MD3BoneFrame* nextBoneFrame, float frac) { this->tmpBoneFrame->mins.x = (1.0f - frac) * currBoneFrame->mins.x + frac * nextBoneFrame->mins.x; this->tmpBoneFrame->maxs.x = (1.0f - frac) * currBoneFrame->maxs.x + frac * nextBoneFrame->maxs.x; this->tmpBoneFrame->position.x = (1.0f - frac) * currBoneFrame->position.x + frac * nextBoneFrame->position.x; this->tmpBoneFrame->mins.y = (1.0f - frac) * currBoneFrame->mins.y + frac * nextBoneFrame->mins.y; this->tmpBoneFrame->maxs.y = (1.0f - frac) * currBoneFrame->maxs.y + frac * nextBoneFrame->maxs.y; this->tmpBoneFrame->position.y = (1.0f - frac) * currBoneFrame->position.y + frac * nextBoneFrame->position.y; this->tmpBoneFrame->mins.z = (1.0f - frac) * currBoneFrame->mins.z + frac * nextBoneFrame->mins.z; this->tmpBoneFrame->maxs.z = (1.0f - frac) * currBoneFrame->maxs.z + frac * nextBoneFrame->maxs.z; this->tmpBoneFrame->position.z = (1.0f - frac) * currBoneFrame->position.z + frac * nextBoneFrame->position.z; return this->tmpBoneFrame; } /** * interpolate mesh frame */ sVec3D* MD3Model::interpolateMeshFrame(sVec3D* currMeshFrame, sVec3D* nextMeshFrame, float frac, MD3Mesh* mesh) { int vertexNum = mesh->header->vertexNum; // calc interpolated vertices for( int t = 0; t < vertexNum * 3.0f; t++) { this->tmpMesh[t][0] = (1.0f - frac) * currMeshFrame[t][0] + frac * nextMeshFrame[t][0]; this->tmpMesh[t][1] = (1.0f - frac) * currMeshFrame[t][1] + frac * nextMeshFrame[t][1]; this->tmpMesh[t][2] = (1.0f - frac) * currMeshFrame[t][2] + frac * nextMeshFrame[t][2]; } return this->tmpMesh; } /** * interpolate vertex normal */ MD3Normal* MD3Model::interpolateVertexNormals(MD3Normal* curNormals, MD3Normal* nextNormals, float frac) {} /** * interpolate transformation */ float* MD3Model::interpolateTransformation(MD3Tag* currFrameTag, MD3Tag* nextFrameTag, float frac) {} }