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source: orxonox.OLD/branches/network/src/lib/graphics/importer/md2/md2Model.cc @ 9921

Last change on this file since 9921 was 9921, checked in by rennerc, 17 years ago

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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_md2.h"
22
23
24ObjectListDefinition(MD2Model);
25
26//! the model anorms
27sVec3D MD2Model::anorms[NUM_VERTEX_NORMALS] = {
28#include "anorms.h"
29    };
30
31//! anormal dots, no idea of how this shall work, but it does
32float MD2Model::anormsDots[SHADEDOT_QUANT][256] = {
33#include "anormtab.h"
34    };
35
36
37//! the angle under which the model is viewd, used internaly
38float md2Angle = 0.0f;
39
40
41//! list of all different animations a std md2model supports
42sAnim MD2Model::animationList[22] =
43  {
44    // begin, end, fps, interruptable
45    {   0,  39,  9, 1 },   //!< STAND
46    {  40,  45, 10, 1 },   //!< RUN
47    {  46,  53, 10, 0 },   //!< ATTACK
48    {  54,  57,  7, 1 },   //!< PAIN_A
49    {  58,  61,  7, 1 },   //!< PAIN_B
50    {  62,  65,  7, 1 },   //!< PAIN_C
51    {  66,  71,  7, 0 },   //!< JUMP
52    {  72,  83,  7, 1 },   //!< FLIP
53    {  84,  94,  7, 1 },   //!< SALUTE
54    {  95, 111, 10, 1 },   //!< FALLBACK
55    { 112, 122,  7, 1 },   //!< WAVE
56    { 123, 134,  6, 1 },   //!< POINTT
57    { 135, 153, 10, 1 },   //!< CROUCH_STAND
58    { 154, 159,  7, 1 },   //!< CROUCH_WALK
59    { 160, 168, 10, 1 },   //!< CROUCH_ATTACK
60    { 196, 172,  7, 1 },   //!< CROUCH_PAIN
61    { 173, 177,  5, 0 },   //!< CROUCH_DEATH
62    { 178, 183,  10, 0 },   //!< DEATH_FALLBACK
63    { 184, 189,  10, 0 },   //!< DEATH_FALLFORWARD
64    { 190, 197,  10, 0 },   //!< DEATH_FALLBACKSLOW
65    { 198, 198,  5, 1 },   //!< BOOM
66    {  199, 204, 10, 1 },  //!< WALK (only for spectial models)
67  };
68
69
70
71/********************************************************************************
72 *   MD2Model                                                                   *
73 ********************************************************************************/
74
75MD2Model::MD2Model()
76  : data(new MD2Data())
77{
78  this->init();
79}
80
81#include "resource_md2.h"
82/**
83  \brief simple constructor initializing all variables
84*/
85MD2Model::MD2Model(const std::string& modelFileName, const std::string& skinFileName, float scale)
86    : data(new MD2Data())
87{
88  this->init();
89  this->scaleFactor = scale;
90
91  this->data = ResourceMD2(modelFileName, skinFileName, scale).data;
92  rebuildInfo();
93
94  this->debug();
95}
96
97MD2Model::MD2Model(const MD2Model& model)
98  : data(model.data)
99{
100  this->init();
101 
102  this->scaleFactor = model.scaleFactor;
103 
104  this->rebuildInfo();
105}
106
107MD2Model& MD2Model::operator=(const MD2Model& md2model)
108{
109  this->init();
110  this->scaleFactor = md2model.scaleFactor;
111  this->data = md2model.data;
112  this->rebuildInfo();
113  return *this;
114}
115
116void MD2Model::rebuildInfo()
117{
118  //write the modelinfo information
119  this->pModelInfo.numVertices = this->data->numVertices;
120  this->pModelInfo.numTriangles = this->data->numTriangles;
121  this->pModelInfo.numNormals = 0;
122  this->pModelInfo.numTexCoor = this->data->numTexCoor;
123  this->pModelInfo.pVertices = (float*)this->data->pVertices;
124  this->pModelInfo.pNormals = NULL;
125  this->pModelInfo.pTexCoor = (float*)this->data->pTexCoor;
126
127
128  // triangle conversion
129  if (this->pModelInfo.pTriangles != NULL)
130    delete[] this->pModelInfo.pTriangles;
131  this->pModelInfo.pTriangles = new sTriangleExt[this->data->numTriangles];
132  for( int i = 0; i < this->data->numTriangles; i++)
133  {
134    this->pModelInfo.pTriangles[i].indexToVertices[0] = this->data->pTriangles[i].indexToVertices[0];
135    this->pModelInfo.pTriangles[i].indexToVertices[1] = this->data->pTriangles[i].indexToVertices[1];
136    this->pModelInfo.pTriangles[i].indexToVertices[2] = this->data->pTriangles[i].indexToVertices[2];
137
138    this->pModelInfo.pTriangles[i].indexToTexCoor[0] = this->data->pTriangles[i].indexToTexCoor[0];
139    this->pModelInfo.pTriangles[i].indexToTexCoor[1] = this->data->pTriangles[i].indexToTexCoor[1];
140    this->pModelInfo.pTriangles[i].indexToTexCoor[2] = this->data->pTriangles[i].indexToTexCoor[2];
141  }
142}
143
144bool MD2Model::load(const std::string& modelFileName, const std::string& skinFileName, float scale)
145{
146  this->data = MD2Data::Pointer(new MD2Data(modelFileName, skinFileName, scale));
147  this->rebuildInfo();
148
149  return true;
150}
151
152
153/**
154  \brief simple destructor, dereferencing all variables
155
156  this is where the ressource manager is cleaning the stuff
157*/
158MD2Model::~MD2Model()
159{
160  this->pModelInfo.pVertices = NULL;
161  this->pModelInfo.pNormals = NULL;
162  this->pModelInfo.pTexCoor = NULL;
163  this->pModelInfo.pTriangles = NULL;
164}
165
166
167void MD2Model::init()
168{
169  this->registerObject(this, MD2Model::_objectList);
170  /* this creates the data container via ressource manager */
171  if( unlikely(this->data.isNull()))
172    PRINTF(0)("The model was not found, MD2Model Loader finished abnormaly. Update the data-repos\n");
173
174  this->scaleFactor = 1.0f;
175  this->animationSpeed = 1.0f;
176
177  shadeDots = MD2Model::anormsDots[0];
178  /* set the animation stat mannualy */
179  this->animationState.type = STAND;
180  this->animationState.numPlays = 1;
181  this->setAnimation(STAND);
182}
183
184/**
185 *  initializes an array of vert with the current frame scaled vertices
186 * @param this->verticesList: the list of vertices to interpolate between
187
188   we won't use the pVertices array directly, since its much easier and we need
189   saving of data anyway
190*/
191void MD2Model::interpolate(/*sVec3D* this->verticesList*/)
192{
193  sVec3D* currVec;
194  sVec3D* nextVec;
195
196  currVec = &this->data->pVertices[this->data->numVertices * this->animationState.currentFrame];
197  nextVec = &this->data->pVertices[this->data->numVertices * this->animationState.nextFrame];
198
199  for( int i = 0; i < this->data->numVertices; ++i)
200  {
201    this->verticesList[i][0] = currVec[i][0] + this->animationState.interpolationState * (nextVec[i][0] - currVec[i][0]);
202    this->verticesList[i][1] = currVec[i][1] + this->animationState.interpolationState * (nextVec[i][1] - currVec[i][1]);
203    this->verticesList[i][2] = currVec[i][2] + this->animationState.interpolationState * (nextVec[i][2] - currVec[i][2]);
204  }
205}
206
207
208/**
209 * sets the animation type
210 * @param firstFrame: index of the first frame
211 * @param lastFrame: index of the last frame
212 * @param fps: frames per second
213 * @param bStoppable: is 1 if so, 0 else
214 */
215void MD2Model::setAnimation(int firstFrame, int lastFrame, int fps, int bStoppable, int animPlayback)
216{
217  this->animationState.startFrame = firstFrame;
218  this->animationState.endFrame = lastFrame;
219  this->animationState.nextFrame = firstFrame + 1;
220  this->animationState.fps = fps;
221  this->animationState.type = 0;
222  this->animationState.numPlays = 0;
223  this->animationState.animPlaybackMode = animPlayback;
224
225  this->animationState.interpolationState = 0.0f;
226  this->animationState.localTime = 0.0f;
227  this->animationState.lastTime = 0.0f;
228  this->animationState.currentFrame = firstFrame;
229}
230
231/**
232  \brief sets the animation type
233* @param type: animation type
234
235  the animation types can be looked up in the animationType table
236*/
237void MD2Model::setAnimation(int type, int animPlayback)
238{
239  if( (type < 0) || (type > MAX_ANIMATIONS) )
240    type = STAND;
241
242  if( MD2Model::animationList[this->animationState.type].bStoppable == 0)
243  {
244    if( this->animationState.numPlays == 0 )
245      return;
246  }
247
248  this->animationState.startFrame = animationList[type].firstFrame;
249  this->animationState.endFrame = animationList[type].lastFrame;
250  this->animationState.nextFrame = animationList[type].firstFrame + 1;
251  this->animationState.fps = animationList[type].fps;
252  this->animationState.type = type;
253  this->animationState.numPlays = 0;
254  this->animationState.animPlaybackMode = animPlayback;
255
256  this->animationState.interpolationState = 0.0f;
257  this->animationState.localTime = 0.0f;
258  this->animationState.lastTime = 0.0f;
259  this->animationState.currentFrame = animationList[type].firstFrame;
260}
261
262
263/**
264  \brief sets the time in seconds passed since the last tick
265* @param time: in sec
266*/
267void MD2Model::tick(float time)
268{
269  this->animate(time * this->animationSpeed);
270  this->processLighting();
271  this->interpolate(/*this->verticesList*/);
272}
273
274
275/**
276 * @brief draws the model: interface for all other classes out in the world
277 */
278void MD2Model::draw() const
279{
280  glPushMatrix();
281  this->renderFrame();
282  // renderFrameTriangles();
283  glPopMatrix();
284}
285
286
287/**
288  \brief this is an internal function to render this special frame selected by animate()
289*/
290void MD2Model::renderFrame() const
291{
292  int* pCommands = this->data->pGLCommands;
293
294  /* some face culling stuff */
295  glPushAttrib(GL_POLYGON_BIT);
296  glFrontFace(GL_CW);
297  glEnable(GL_CULL_FACE);
298  glCullFace(GL_BACK);
299
300  this->data->material.select();
301
302  /* draw the triangles */
303  while( int i = *(pCommands++)) /* strange looking while loop for maximum performance */
304  {
305    if( i < 0)
306    {
307      glBegin(GL_TRIANGLE_FAN);
308      i = -i;
309    }
310    else
311    {
312      glBegin(GL_TRIANGLE_STRIP);
313    }
314
315    for(; i > 0; i--, pCommands += 3) /* down counting for loop, next 3 gl commands */
316    {
317      glTexCoord2f( ((float *)pCommands)[0], ((float *)pCommands)[1] );
318      glNormal3fv(anorms[this->data->pLightNormals[pCommands[2]]]);
319      glVertex3fv(this->verticesList[pCommands[2]]);
320//       printf("vertex: %f, %f, %f\n", this->verticesList[pCommands[2]][0], this->verticesList[pCommands[2]][1], this->verticesList[pCommands[2]][2]);
321    }
322    glEnd();
323
324  }
325  glDisable(GL_CULL_FACE);
326  glPopAttrib();
327}
328
329
330void MD2Model::renderFrameTriangles() const
331{
332  //static sVec3D this->verticesList[MD2_MAX_VERTICES]; /* performance: created only once in a lifetime */
333  //  int* pCommands = this->data->pGLCommands;
334  /* some face culling stuff */
335  //   glPushAttrib(GL_POLYGON_BIT);
336  //   glFrontFace(GL_CW);
337  //   glEnable(GL_CULL_FACE);
338  //   glCullFace(GL_BACK);
339  //
340  //   this->processLighting();
341  //   this->interpolate(/*this->verticesList*/);
342  this->data->material.select();
343
344  /* draw the triangles */
345  glBegin(GL_TRIANGLES);
346
347  for( int i = 0, k = 0; i < this->data->numTriangles; ++i, k += 3)
348  {
349    float* v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[0]];
350
351    printf("triangle: %i\n", i);
352    printf("     v0: (%f, %f, %f)\n", v[0], v[1], v[2]);
353    v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[1]];
354    printf("     v1: (%f, %f, %f)\n", v[0], v[1], v[2]);
355    v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[2]];
356    printf("     v2: (%f, %f, %f)\n", v[0], v[1], v[2]);
357
358
359    glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);
360    glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[0]]);
361
362    glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);
363    glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[1]]);
364
365    glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);
366    glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[2]]);
367  }
368
369  glEnd();
370}
371
372
373/**
374  \brief animates the current model
375
376  depending on the time passed (tick function), the player will select another model
377*/
378void MD2Model::animate(float time)
379{
380  this->animationState.localTime += time;
381
382  if( this->animationState.localTime - this->animationState.lastTime > (1.0f / this->animationState.fps))
383  {
384    this->animationState.currentFrame = this->animationState.nextFrame;
385    this->animationState.nextFrame++;
386
387    if( this->animationState.nextFrame > this->animationState.endFrame )
388    {
389      if( this->animationState.animPlaybackMode == MD2_ANIM_LOOP)
390      {
391        this->animationState.nextFrame = this->animationState.startFrame;
392        this->animationState.numPlays++;
393      }
394      else
395      {
396        this->animationState.nextFrame = this->animationState.endFrame;
397      }
398    }
399    this->animationState.lastTime = this->animationState.localTime;
400  }
401
402  //     if( this->animationState.currentFrame > (this->data->numFrames - 1) )
403  //       this->animationState.currentFrame = 0;
404
405  //     if( (this->animationState.nextFrame > (this->data->numFrames - 1)) && this->animationState.animPlaybackMode == MD2_ANIM_LOOP)
406  //     this->animationState.nextFrame = 0;
407
408  this->animationState.interpolationState = this->animationState.fps *
409      (this->animationState.localTime - this->animationState.lastTime);
410}
411
412
413/**
414  \brief this is how id is precessing their lightning
415
416  the details of how the whole lighting process is beeing handled - i have no idea... :)
417*/
418void MD2Model::processLighting()
419{
420  shadeDots = anormsDots[((int)(md2Angle*(SHADEDOT_QUANT / 360.0)))&(SHADEDOT_QUANT - 1)];
421}
422
423
424/**
425  \brief prints out debug informations
426*/
427void MD2Model::debug()
428{
429  PRINT(0)("\n==========================| MD2Model::debug() |===\n");
430  PRINT(0)("=  Model FileName:\t%s\n", this->data->fileName.c_str());
431  PRINT(0)("=  Skin FileName:\t%s\n", this->data->skinFileName.c_str());
432  PRINT(0)("=  Size in Memory:\t%i Bytes\n", this->data->header->frameSize * this->data->header->numFrames + 64); // 64bytes is the header size
433  PRINT(0)("=  Number of Vertices:\t%i\n", this->data->header->numVertices);
434  PRINT(0)("=  Number of Frames: \t%i\n", this->data->header->numFrames);
435  PRINT(0)("=  Height, Width:\t%i, %i\n", this->data->header->skinHeight, this->data->header->skinWidth);
436  PRINT(0)("=  DATA:\n");
437  PRINT(0)("=  Number of references to data: %i\n", this->data.count());
438  PRINT(0)("===================================================\n\n");
439}
440
441
442/********************************************************************************
443 *   MD2Data                                                                    *
444 ********************************************************************************/
445
446MD2Data::MD2Data()
447{
448  this->init();
449}
450
451/**
452  \brief simple constructor
453*/
454MD2Data::MD2Data(const std::string& modelFileName, const std::string& skinFileName, float scale)
455{
456  this->init();
457  this->scaleFactor = scale * .1;
458
459  this->loadModel(modelFileName);
460  this->loadSkin(skinFileName);
461
462  PRINTF(0)("model %s, skin %s\n", modelFileName.c_str(), skinFileName.c_str());
463}
464
465void MD2Data::init()
466{
467  this->scaleFactor = 1.0;
468  this->pVertices = NULL;
469  this->pGLCommands = NULL;
470  this->pLightNormals = NULL;
471  this->pTexCoor = NULL;
472  this->header = NULL;
473
474  this->numFrames = 0;
475  this->numVertices = 0;
476  this->numGLCommands = 0;
477  this->numTexCoor = 0;
478}
479
480/**
481  \brief simple destructor
482
483  this will clean out all the necessary data for a specific md2model
484*/
485MD2Data::~MD2Data()
486{
487  delete this->header;
488
489  delete [] this->pVertices;
490  delete [] this->pGLCommands;
491  delete [] this->pLightNormals;
492  delete [] this->pTexCoor;
493}
494
495
496
497/**
498  \brief this will load the whole model data (vertices, opengl command list, ...)
499* @param fileName: the name of the model file
500  \return true if success
501*/
502bool MD2Data::loadModel(const std::string& fileName)
503{
504  FILE *pFile;                            //file stream
505  char* buffer;                           //buffer for frame data
506  sFrame* frame;                          //temp frame
507  sVec3D *pVertex;
508  int* pNormals;
509
510  //! @todo this chek should include deleting a loaded model (eventually)
511  if (fileName.empty())
512    return false;
513
514  pFile = fopen(fileName.c_str(), "rb");
515  if( unlikely(!pFile))
516  {
517    PRINTF(1)("Couldn't open the MD2 File for loading. Exiting.\n");
518    return false;
519  }
520  this->header = new MD2Header;
521  fread(this->header, 1, sizeof(MD2Header), pFile);
522  /* check for the header version: make sure its a md2 file :) */
523  if( unlikely(this->header->version != MD2_VERSION) && unlikely(this->header->ident != MD2_IDENT))
524  {
525    PRINTF(1)("Couldn't load file %s: invalid file format: stop loading\n", fileName.c_str());
526    return false;
527  }
528
529  this->fileName =fileName;
530  /* got the data: map it to locals */
531  this->numFrames = this->header->numFrames;
532  this->numVertices = this->header->numVertices;
533  this->numTriangles = this->header->numTriangles;
534  this->numGLCommands = this->header->numGlCommands;
535  this->numTexCoor = this->header->numTexCoords;
536  /* allocate memory for the data storage */
537  this->pVertices = new sVec3D[this->numVertices * this->numFrames];
538  this->pGLCommands = new int[this->numGLCommands];
539  this->pLightNormals = new int[this->numVertices * this->numFrames];
540  this->pTriangles = new sTriangle[this->numTriangles];
541  this->pTexCoor = new sTexCoor[this->numTexCoor];
542  buffer = new char[this->numFrames * this->header->frameSize];
543
544
545  /* read frame data from the file to a temp buffer */
546  fseek(pFile, this->header->offsetFrames, SEEK_SET);
547  fread(buffer, this->header->frameSize, this->numFrames, pFile);
548  /* read opengl commands */
549  fseek(pFile, this->header->offsetGlCommands, SEEK_SET);
550  fread(this->pGLCommands, sizeof(int), this->numGLCommands, pFile);
551  /* triangle list */
552  fseek(pFile, this->header->offsetTriangles, SEEK_SET);
553  fread(this->pTriangles, sizeof(sTriangle), this->numTriangles, pFile);
554  /*  read in texture coordinates */
555  fseek(pFile, this->header->offsetTexCoords, SEEK_SET);
556  fread(this->pTexCoor, sizeof(sTexCoor), this->numTexCoor, pFile);
557
558
559  for(int i = 0; i < this->numFrames; ++i)
560  {
561    frame = (sFrame*)(buffer + this->header->frameSize * i);
562    pVertex = this->pVertices + this->numVertices  * i;
563    pNormals = this->pLightNormals + this->numVertices * i;
564
565    for(int j = 0; j < this->numVertices; ++j)
566    {
567      /* SPEEDUP: *(pVerts + i + 0) = (*(frame->pVertices + i + 0)...  */
568      pVertex[j][0] = ((frame->pVertices[j].v[0] * frame->scale[0] ) + frame->translate[0] )* this->scaleFactor;
569      pVertex[j][1] = ((frame->pVertices[j].v[2] * frame->scale[2]) + frame->translate[2]) * this->scaleFactor;
570      pVertex[j][2] = (-1.0 * (frame->pVertices[j].v[1] * frame->scale[1] + frame->translate[1])) * this->scaleFactor;
571
572      //printf("vertex %i/%i: (%f, %f, %f)\n", j, this->numVertices, pVertex[j][0], pVertex[j][1], pVertex[j][2]);
573
574      pNormals[j] = frame->pVertices[j].lightNormalIndex;
575    }
576  }
577  PRINTF(4)("Finished loading the md2 file\n");
578
579  delete [] buffer;
580  fclose(pFile);
581
582  return true;
583}
584
585
586/**
587  \brief loads the skin/material stuff
588* @param fileName: name of the skin file
589  \return true if success
590*/
591bool MD2Data::loadSkin(const std::string& fileName)
592{
593  if( fileName.empty())
594  {
595    this->skinFileName = "";
596    return false;
597  }
598
599  this->skinFileName = fileName;
600
601  this->material.setName("md2ModelMaterial");
602  this->material.setDiffuseMap(fileName);
603  this->material.setIllum(3);
604  this->material.setAmbient(1.0, 1.0, 1.0);
605
606  return true;
607}
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