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source: orxonox.OLD/branches/christmas_branche/src/lib/graphics/importer/md2Model.cc @ 6175

Last change on this file since 6175 was 6175, checked in by patrick, 18 years ago

christmas: the md2model has now const draw functions

File size: 13.0 KB
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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Patrick Boenzli
13*/
14
15#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER
16
17#include "md2Model.h"
18#include "material.h"
19
20#include "debug.h"
21#include "resource_manager.h"
22
23//#include <fstream>
24
25
26using namespace std;
27
28//! the model anorms
29sVec3D MD2Model::anorms[NUM_VERTEX_NORMALS] = {
30 #include "anorms.h"
31};
32
33//! anormal dots, no idea of how this shall work, but it does
34float MD2Model::anormsDots[SHADEDOT_QUANT][256] = {
35  #include "anormtab.h"
36};
37
38//! again one of these strange id software parts
39static float *shadeDots = MD2Model::anormsDots[0];
40
41//! the angle under which the model is viewd, used internaly
42float md2Angle = 0.0f;
43
44
45//! list of all different animations a std md2model supports
46sAnim MD2Model::animationList[21] =
47  {
48 // begin, end, fps
49    {   0,  39,  9 },   //!< STAND
50    {  40,  45, 10 },   //!< RUN
51    {  46,  53, 10 },   //!< ATTACK
52    {  54,  57,  7 },   //!< PAIN_A
53    {  58,  61,  7 },   //!< PAIN_B
54    {  62,  65,  7 },   //!< PAIN_C
55    {  66,  71,  7 },   //!< JUMP
56    {  72,  83,  7 },   //!< FLIP
57    {  84,  94,  7 },   //!< SALUTE
58    {  95, 111, 10 },   //!< FALLBACK
59    { 112, 122,  7 },   //!< WAVE
60    { 123, 134,  6 },   //!< POINTT
61    { 135, 153, 10 },   //!< CROUCH_STAND
62    { 154, 159,  7 },   //!< CROUCH_WALK
63    { 160, 168, 10 },   //!< CROUCH_ATTACK
64    { 196, 172,  7 },   //!< CROUCH_PAIN
65    { 173, 177,  5 },   //!< CROUCH_DEATH
66    { 178, 183,  7 },   //!< DEATH_FALLBACK
67    { 184, 189,  7 },   //!< DEATH_FALLFORWARD
68    { 190, 197,  7 },   //!< DEATH_FALLBACKSLOW
69    { 198, 198,  5 },   //!< BOOM
70  };
71
72
73
74/********************************************************************************
75 *   MD2Model                                                                   *
76 ********************************************************************************/
77
78/**
79  \brief simple constructor initializing all variables
80*/
81MD2Model::MD2Model(const char* modelFileName, const char* skinFileName)
82{
83  /* this creates the data container via ressource manager */
84  this->data = (MD2Data*)ResourceManager::getInstance()->load(modelFileName, MD2, RP_GAME, (void*)skinFileName);
85  if( unlikely(this->data == NULL))
86    PRINTF(0)("The model was not found, MD2Model Loader finished abnormaly. Update the data-repos\n");
87
88  this->scaleFactor = this->data->scaleFactor;
89  this->setAnim(STAND);
90}
91
92/**
93  \brief simple destructor, dereferencing all variables
94
95  this is where the ressource manager is cleaning the stuff
96*/
97MD2Model::~MD2Model()
98{
99  ResourceManager::getInstance()->unload(this->data);
100}
101
102
103/**
104 *  initializes an array of vert with the current frame scaled vertices
105 * @param verticesList: the list of vertices to interpolate between
106
107   we won't use the pVertices array directly, since its much easier and we need
108   saving of data anyway
109*/
110void MD2Model::interpolate(sVec3D* verticesList)
111{
112  sVec3D* currVec;
113  sVec3D* nextVec;
114
115  currVec = &this->data->pVertices[this->data->numVertices * this->animationState.currentFrame];
116  nextVec = &this->data->pVertices[this->data->numVertices * this->animationState.nextFrame];
117
118  for( int i = 0; i < this->data->numVertices; ++i)
119    {
120      verticesList[i][0] = currVec[i][0] + this->animationState.interpolationState * (nextVec[i][0] - currVec[i][0]);
121      verticesList[i][1] = currVec[i][1] + this->animationState.interpolationState * (nextVec[i][1] - currVec[i][1]);
122      verticesList[i][2] = currVec[i][2] + this->animationState.interpolationState * (nextVec[i][2] - currVec[i][2]);
123    }
124}
125
126
127/**
128  \brief sets the animation type
129* @param type: animation type
130
131  the animation types can be looked up in the animationType table
132*/
133void MD2Model::setAnim(int type)
134{
135  if( (type < 0) || (type > MAX_ANIMATIONS) )
136    type = STAND;
137
138  this->animationState.startFrame = animationList[type].firstFrame;
139  this->animationState.endFrame = animationList[type].lastFrame;
140  this->animationState.nextFrame = animationList[type].firstFrame + 1;
141  this->animationState.fps = animationList[type].fps;
142  this->animationState.type = type;
143
144  this->animationState.interpolationState = 0.0f;
145  this->animationState.localTime = 0.0f;
146  this->animationState.lastTime = 0.0f;
147  this->animationState.currentFrame = animationList[type].firstFrame;
148}
149
150
151static sVec3D verticesList[MD2_MAX_VERTICES]; /* performance: created only once in a lifetime */
152
153/**
154  \brief sets the time in seconds passed since the last tick
155* @param time: in sec
156*/
157void MD2Model::tick(float time)
158{
159  this->animationState.localTime += time;
160
161  if( likely(this->animationState.localTime > 0.0))
162    this->animate();
163
164  this->processLighting();
165  this->interpolate(verticesList);
166}
167
168
169/**
170 * @brief draws the model: interface for all other classes out in the world
171 * @todo make it const and virtual
172 * FIXME
173 */
174void MD2Model::draw() const
175{
176  glPushMatrix();
177  this->renderFrame();
178  glPopMatrix();
179}
180
181
182/**
183  \brief this is an internal function to render this special frame selected by animate()
184*/
185void MD2Model::renderFrame() const
186{
187  int* pCommands = this->data->pGLCommands;
188
189  /* some face culling stuff */
190  glPushAttrib(GL_POLYGON_BIT);
191  glFrontFace(GL_CW);
192  glEnable(GL_CULL_FACE);
193  glCullFace(GL_BACK);
194
195
196  this->data->material->select();
197
198  /* draw the triangles */
199  while( int i = *(pCommands++)) /* strange looking while loop for maximum performance */
200    {
201      if( i < 0)
202        {
203          glBegin(GL_TRIANGLE_FAN);
204          i = -i;
205        }
206      else
207        {
208          glBegin(GL_TRIANGLE_STRIP);
209        }
210
211
212      for(; i > 0; i--, pCommands += 3) /* down counting for loop, next 3 gl commands */
213        {
214          glTexCoord2f( ((float *)pCommands)[0], ((float *)pCommands)[1] );
215          glNormal3fv(anorms[this->data->pLightNormals[pCommands[2]]]);
216          glVertex3fv(verticesList[pCommands[2]]);
217        }
218      glEnd();
219
220    }
221  glDisable(GL_CULL_FACE);
222  glPopAttrib();
223}
224
225
226/**
227  \brief animates the current model
228
229  depending on the time passed (tick function), the player will select another model
230*/
231void MD2Model::animate()
232{
233  if( this->animationState.localTime - this->animationState.lastTime > (1.0f / this->animationState.fps))
234    {
235      this->animationState.currentFrame = this->animationState.nextFrame;
236      this->animationState.nextFrame++;
237
238      if( this->animationState.nextFrame > this->animationState.endFrame)
239        this->animationState.nextFrame = this->animationState.startFrame;
240      this->animationState.lastTime = this->animationState.localTime;
241    }
242
243  if( this->animationState.currentFrame > (this->data->numFrames - 1) )
244    this->animationState.currentFrame = 0;
245  if( this->animationState.nextFrame > (this->data->numFrames - 1) )
246    this->animationState.nextFrame = 0;
247
248  this->animationState.interpolationState = this->animationState.fps *
249    (this->animationState.localTime - this->animationState.lastTime);
250}
251
252
253/**
254  \brief this is how id is precessing their lightning
255
256  the details of how the whole lighting process is beeing handled - i have no idea... :)
257*/
258void MD2Model::processLighting()
259{
260  shadeDots = anormsDots[((int)(md2Angle*(SHADEDOT_QUANT / 360.0)))&(SHADEDOT_QUANT - 1)];
261}
262
263
264/**
265  \brief prints out debug informations
266*/
267void MD2Model::debug()
268{
269  PRINT(0)("\n==========================| MD2Model::debug() |===\n");
270  PRINT(0)("=  Model FileName:\t%s\n", this->data->fileName);
271  PRINT(0)("=  Skin FileName:\t%s\n", this->data->skinFileName);
272  PRINT(0)("=  Size in Memory:\t%i Bytes\n", this->data->header->frameSize * this->data->header->numFrames + 64); // 64bytes is the header size
273  PRINT(0)("=  Number of Vertices:\t%i\n", this->data->header->numVertices);
274  PRINT(0)("=  Number of Frames: \t%i\n", this->data->header->numFrames);
275  PRINT(0)("=  Height, Width:\t%i, %i\n", this->data->header->skinHeight, this->data->header->skinWidth);
276  PRINT(0)("=  Pointer to the data object: %p\n", this->data);
277  PRINT(0)("===================================================\n\n");
278}
279
280
281/********************************************************************************
282 *   MD2Data                                                                    *
283 ********************************************************************************/
284
285/**
286  \brief simple constructor
287*/
288MD2Data::MD2Data(const char* modelFileName, const char* skinFileName)
289{
290  this->pVertices = NULL;
291  this->pGLCommands = NULL;
292  this->pLightNormals = NULL;
293  this->pTexCoor = NULL;
294
295  this->numFrames = 0;
296  this->numVertices = 0;
297  this->numGLCommands = 0;
298  this->numTexCoor = 0;
299
300  this->scaleFactor = 0.2f;
301
302  this->fileName = NULL;
303  this->skinFileName = NULL;
304  this->loadModel(modelFileName);
305  this->loadSkin(skinFileName);
306}
307
308
309/**
310  \brief simple destructor
311
312  this will clean out all the necessary data for a specific md2model
313*/
314MD2Data::~MD2Data()
315{
316  delete [] this->fileName;
317  delete [] this->skinFileName;
318  delete this->header;
319
320  delete [] this->pVertices;
321  delete [] this->pGLCommands;
322  delete [] this->pLightNormals;
323  delete [] this->pTexCoor;
324
325  delete this->material;
326}
327
328
329
330/**
331  \brief this will load the whole model data (vertices, opengl command list, ...)
332* @param fileName: the name of the model file
333  \return true if success
334*/
335bool MD2Data::loadModel(const char* fileName)
336{
337  FILE *pFile;                            //file stream
338  char* buffer;                           //buffer for frame data
339  sFrame* frame;                          //temp frame
340  sVec3D *pVertex;
341  int* pNormals;
342
343  //! @todo this chek should include deleting a loaded model (eventually)
344  if (fileName == NULL)
345    return false;
346
347  pFile = fopen(fileName, "rb");
348  if( unlikely(!pFile))
349    {
350      PRINTF(1)("Couldn't open the MD2 File for loading. Exiting.\n");
351      return false;
352    }
353  this->header = new MD2Header;
354  fread(this->header, 1, sizeof(MD2Header), pFile);
355  /* check for the header version: make sure its a md2 file :) */
356  if( unlikely(this->header->version != MD2_VERSION) && unlikely(this->header->ident != MD2_IDENT))
357    {
358      PRINTF(1)("Couldn't load file %s: invalid file format: stop loading\n", fileName);
359      return false;
360    }
361
362  this->fileName = new char[strlen(fileName)+1];
363  strcpy(this->fileName, fileName);
364  /* got the data: map it to locals */
365  this->numFrames = this->header->numFrames;
366  this->numVertices = this->header->numVertices;
367  this->numTriangles = this->header->numTriangles;
368  this->numGLCommands = this->header->numGlCommands;
369  this->numTexCoor = this->header->numTexCoords;
370  /* allocate memory for the data storage */
371  this->pVertices = new sVec3D[this->numVertices * this->numFrames];
372  this->pGLCommands = new int[this->numGLCommands];
373  this->pLightNormals = new int[this->numVertices * this->numFrames];
374  this->pTriangles = new sTriangle[this->numTriangles];
375  this->pTexCoor = new sTexCoor[this->numTexCoor];
376  buffer = new char[this->numFrames * this->header->frameSize];
377
378
379  /* read frame data from the file to a temp buffer */
380  fseek(pFile, this->header->offsetFrames, SEEK_SET);
381  fread(buffer, this->header->frameSize, this->numFrames, pFile);
382  /* read opengl commands */
383  fseek(pFile, this->header->offsetGlCommands, SEEK_SET);
384  fread(this->pGLCommands, sizeof(int), this->numGLCommands, pFile);
385  /* triangle list */
386  fseek(pFile, this->header->offsetTriangles, SEEK_SET);
387  fread(this->pTriangles, sizeof(sTriangle), this->numTriangles, pFile);
388  /*  read in texture coordinates */
389  fseek(pFile, this->header->offsetTexCoords, SEEK_SET);
390  fread(this->pTexCoor, sizeof(sTexCoor), this->numTexCoor, pFile);
391
392
393  for(int i = 0; i < this->numFrames; ++i)
394    {
395      frame = (sFrame*)(buffer + this->header->frameSize * i);
396      pVertex = this->pVertices + this->numVertices  * i;
397      pNormals = this->pLightNormals + this->numVertices * i;
398
399      for(int j = 0; j < this->numVertices; ++j)
400        {
401          /* SPEEDUP: *(pVerts + i + 0) = (*(frame->pVertices + i + 0)...  */
402          pVertex[j][0] = ((frame->pVertices[j].v[0] * frame->scale[0] ) + frame->translate[0] )* this->scaleFactor;
403          pVertex[j][1] = ((frame->pVertices[j].v[2] * frame->scale[2]) + frame->translate[2]) * this->scaleFactor;
404          pVertex[j][2] = (-1.0 * (frame->pVertices[j].v[1] * frame->scale[1] + frame->translate[1])) * this->scaleFactor;
405
406          pNormals[j] = frame->pVertices[j].lightNormalIndex;
407        }
408    }
409    PRINTF(4)("Finished loading the md2 file\n");
410
411  delete [] buffer;
412  fclose(pFile);
413}
414
415
416/**
417  \brief loads the skin/material stuff
418* @param fileName: name of the skin file
419  \return true if success
420*/
421bool MD2Data::loadSkin(const char* fileName)
422{
423  if( fileName == NULL)
424    {
425      this->skinFileName = NULL;
426      return false;
427    }
428
429  this->skinFileName = new char[strlen(fileName)+1];
430  strcpy(this->skinFileName, fileName);
431
432  this->material = new Material("md2ModelTest");
433  this->material->setDiffuseMap(fileName);
434  this->material->setIllum(3);
435  this->material->setAmbient(1.0, 1.0, 1.0);
436}
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