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source: orxonox.OLD/branches/new_class_id/src/lib/graphics/importer/md2/md2Model.cc @ 9828

Last change on this file since 9828 was 9828, checked in by bensch, 18 years ago

some strange scale-factor did the trick, but now the animations hang in walls

File size: 17.9 KB
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[4682]1/*
[4245]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
[5075]20#include "debug.h"
[9824]21#include "resource_md2.h"
[4246]22
[4245]23
[9715]24ObjectListDefinition(MD2Model);
[4245]25
[4682]26//! the model anorms
[4276]27sVec3D MD2Model::anorms[NUM_VERTEX_NORMALS] = {
[9824]28#include "anorms.h"
29    };
[4245]30
[4459]31//! anormal dots, no idea of how this shall work, but it does
[4276]32float MD2Model::anormsDots[SHADEDOT_QUANT][256] = {
[9824]33#include "anormtab.h"
34    };
[4245]35
36
[4682]37//! the angle under which the model is viewd, used internaly
[4245]38float md2Angle = 0.0f;
39
40
[4459]41//! list of all different animations a std md2model supports
[9235]42sAnim MD2Model::animationList[22] =
[4245]43  {
[9824]44    // begin, end, fps, interruptable
[6222]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
[7114]62    { 178, 183,  10, 0 },   //!< DEATH_FALLBACK
63    { 184, 189,  10, 0 },   //!< DEATH_FALLFORWARD
64    { 190, 197,  10, 0 },   //!< DEATH_FALLBACKSLOW
[6222]65    { 198, 198,  5, 1 },   //!< BOOM
[9235]66    {  199, 204, 10, 1 },  //!< WALK (only for spectial models)
[4245]67  };
68
69
70
71/********************************************************************************
[4459]72 *   MD2Model                                                                   *
73 ********************************************************************************/
[4245]74
[9824]75MD2Model::MD2Model()
76  : data(new MD2Data())
77{
78  this->init();
79}
80
81#include "resource_md2.h"
[4461]82/**
[4284]83  \brief simple constructor initializing all variables
84*/
[7221]85MD2Model::MD2Model(const std::string& modelFileName, const std::string& skinFileName, float scale)
[9824]86    : data(new MD2Data())
[4245]87{
[9824]88  this->init();
[7059]89  this->scaleFactor = scale;
90
[9824]91  this->data = ResourceMD2(modelFileName, skinFileName, scale).data;
92  rebuildInfo();
[6222]93
94  this->debug();
[9824]95}
[7068]96
[9827]97MD2Model::MD2Model(const MD2Model& model)
98  : data(model.data)
99{
100  this->init();
101  this->rebuildInfo();
102}
103
[9824]104MD2Model& MD2Model::operator=(const MD2Model& md2model)
105{
106  this->data = md2model.data;
[9827]107  this->rebuildInfo();
[9824]108  return *this;
109}
110
111void MD2Model::rebuildInfo()
112{
113  //write the modelinfo information
[7068]114  this->pModelInfo.numVertices = this->data->numVertices;
115  this->pModelInfo.numTriangles = this->data->numTriangles;
116  this->pModelInfo.numNormals = 0;
117  this->pModelInfo.numTexCoor = this->data->numTexCoor;
118  this->pModelInfo.pVertices = (float*)this->data->pVertices;
119  this->pModelInfo.pNormals = NULL;
120  this->pModelInfo.pTexCoor = (float*)this->data->pTexCoor;
121
[8894]122
[7068]123  // triangle conversion
[9824]124  if (this->pModelInfo.pTriangles != NULL)
125    delete[] this->pModelInfo.pTriangles;
[7068]126  this->pModelInfo.pTriangles = new sTriangleExt[this->data->numTriangles];
127  for( int i = 0; i < this->data->numTriangles; i++)
128  {
129    this->pModelInfo.pTriangles[i].indexToVertices[0] = this->data->pTriangles[i].indexToVertices[0];
130    this->pModelInfo.pTriangles[i].indexToVertices[1] = this->data->pTriangles[i].indexToVertices[1];
131    this->pModelInfo.pTriangles[i].indexToVertices[2] = this->data->pTriangles[i].indexToVertices[2];
132
133    this->pModelInfo.pTriangles[i].indexToTexCoor[0] = this->data->pTriangles[i].indexToTexCoor[0];
134    this->pModelInfo.pTriangles[i].indexToTexCoor[1] = this->data->pTriangles[i].indexToTexCoor[1];
135    this->pModelInfo.pTriangles[i].indexToTexCoor[2] = this->data->pTriangles[i].indexToTexCoor[2];
136  }
[4245]137}
138
[9824]139bool MD2Model::load(const std::string& modelFileName, const std::string& skinFileName, float scale)
140{
141  this->data = MD2Data::Pointer(new MD2Data(modelFileName, skinFileName, scale));
[9827]142  this->rebuildInfo();
[9824]143}
[7068]144
[9824]145
[4461]146/**
[4284]147  \brief simple destructor, dereferencing all variables
[4245]148
[4284]149  this is where the ressource manager is cleaning the stuff
150*/
[4276]151MD2Model::~MD2Model()
[4245]152{
[7732]153  this->pModelInfo.pVertices = NULL;
154  this->pModelInfo.pNormals = NULL;
155  this->pModelInfo.pTexCoor = NULL;
156  this->pModelInfo.pTriangles = NULL;
[9824]157}
[7732]158
[9824]159
160void MD2Model::init()
161{
162  this->registerObject(this, MD2Model::_objectList);
163  /* this creates the data container via ressource manager */
164  if( unlikely(this->data.isNull()))
165    PRINTF(0)("The model was not found, MD2Model Loader finished abnormaly. Update the data-repos\n");
166
167  this->scaleFactor = 1.0f;
168  this->animationSpeed = 1.0f;
169
170  shadeDots = MD2Model::anormsDots[0];
171  /* set the animation stat mannualy */
172  this->animationState.type = STAND;
173  this->animationState.numPlays = 1;
174  this->setAnimation(STAND);
[4245]175}
176
177/**
[4836]178 *  initializes an array of vert with the current frame scaled vertices
[6222]179 * @param this->verticesList: the list of vertices to interpolate between
[4245]180
181   we won't use the pVertices array directly, since its much easier and we need
182   saving of data anyway
183*/
[6222]184void MD2Model::interpolate(/*sVec3D* this->verticesList*/)
[4245]185{
186  sVec3D* currVec;
187  sVec3D* nextVec;
188
[4281]189  currVec = &this->data->pVertices[this->data->numVertices * this->animationState.currentFrame];
190  nextVec = &this->data->pVertices[this->data->numVertices * this->animationState.nextFrame];
[4245]191
[5086]192  for( int i = 0; i < this->data->numVertices; ++i)
[9824]193  {
194    this->verticesList[i][0] = currVec[i][0] + this->animationState.interpolationState * (nextVec[i][0] - currVec[i][0]);
195    this->verticesList[i][1] = currVec[i][1] + this->animationState.interpolationState * (nextVec[i][1] - currVec[i][1]);
196    this->verticesList[i][2] = currVec[i][2] + this->animationState.interpolationState * (nextVec[i][2] - currVec[i][2]);
197  }
[4245]198}
199
200
[4461]201/**
[8894]202 * sets the animation type
203 * @param firstFrame: index of the first frame
204 * @param lastFrame: index of the last frame
205 * @param fps: frames per second
206 * @param bStoppable: is 1 if so, 0 else
207 */
208void MD2Model::setAnimation(int firstFrame, int lastFrame, int fps, int bStoppable, int animPlayback)
209{
210  this->animationState.startFrame = firstFrame;
211  this->animationState.endFrame = lastFrame;
212  this->animationState.nextFrame = firstFrame + 1;
213  this->animationState.fps = fps;
214  this->animationState.type = 0;
215  this->animationState.numPlays = 0;
216  this->animationState.animPlaybackMode = animPlayback;
217
218  this->animationState.interpolationState = 0.0f;
219  this->animationState.localTime = 0.0f;
220  this->animationState.lastTime = 0.0f;
221  this->animationState.currentFrame = firstFrame;
222}
223
224/**
[4284]225  \brief sets the animation type
[4836]226* @param type: animation type
[4284]227
228  the animation types can be looked up in the animationType table
229*/
[8439]230void MD2Model::setAnimation(int type, int animPlayback)
[4245]231{
232  if( (type < 0) || (type > MAX_ANIMATIONS) )
[5087]233    type = STAND;
[4245]234
[6222]235  if( MD2Model::animationList[this->animationState.type].bStoppable == 0)
236  {
237    if( this->animationState.numPlays == 0 )
238      return;
239  }
240
[4245]241  this->animationState.startFrame = animationList[type].firstFrame;
242  this->animationState.endFrame = animationList[type].lastFrame;
243  this->animationState.nextFrame = animationList[type].firstFrame + 1;
244  this->animationState.fps = animationList[type].fps;
245  this->animationState.type = type;
[6222]246  this->animationState.numPlays = 0;
[7071]247  this->animationState.animPlaybackMode = animPlayback;
[4682]248
[5087]249  this->animationState.interpolationState = 0.0f;
250  this->animationState.localTime = 0.0f;
251  this->animationState.lastTime = 0.0f;
[4245]252  this->animationState.currentFrame = animationList[type].firstFrame;
253}
254
255
[4461]256/**
[4284]257  \brief sets the time in seconds passed since the last tick
[4836]258* @param time: in sec
[4284]259*/
[4276]260void MD2Model::tick(float time)
[4245]261{
[8894]262  this->animate(time * this->animationSpeed);
[6222]263  this->processLighting();
264  this->interpolate(/*this->verticesList*/);
[4245]265}
266
267
[4461]268/**
[6022]269 * @brief draws the model: interface for all other classes out in the world
270 * @todo make it const and virtual
271 * FIXME
272 */
[6222]273void MD2Model::draw() const
[4245]274{
275  glPushMatrix();
[5087]276  this->renderFrame();
[6222]277  // renderFrameTriangles();
[4245]278  glPopMatrix();
[4682]279}
[4245]280
281
[4461]282/**
[4284]283  \brief this is an internal function to render this special frame selected by animate()
284*/
[6222]285void MD2Model::renderFrame() const
[4245]286{
[4281]287  int* pCommands = this->data->pGLCommands;
[4245]288
289  /* some face culling stuff */
290  glPushAttrib(GL_POLYGON_BIT);
291  glFrontFace(GL_CW);
292  glEnable(GL_CULL_FACE);
293  glCullFace(GL_BACK);
[4682]294
[7123]295  this->data->material.select();
[4245]296
297  /* draw the triangles */
298  while( int i = *(pCommands++)) /* strange looking while loop for maximum performance */
[9824]299  {
300    if( i < 0)
[4245]301    {
[9824]302      glBegin(GL_TRIANGLE_FAN);
303      i = -i;
304    }
305    else
306    {
307      glBegin(GL_TRIANGLE_STRIP);
308    }
[4245]309
[9824]310    for(; i > 0; i--, pCommands += 3) /* down counting for loop, next 3 gl commands */
311    {
312      glTexCoord2f( ((float *)pCommands)[0], ((float *)pCommands)[1] );
313      glNormal3fv(anorms[this->data->pLightNormals[pCommands[2]]]);
314      glVertex3fv(this->verticesList[pCommands[2]]);
315    }
316    glEnd();
[4717]317
[9824]318  }
[4245]319  glDisable(GL_CULL_FACE);
320  glPopAttrib();
321}
322
323
[6222]324void MD2Model::renderFrameTriangles() const
325{
326  //static sVec3D this->verticesList[MD2_MAX_VERTICES]; /* performance: created only once in a lifetime */
327  int* pCommands = this->data->pGLCommands;
328  /* some face culling stuff */
[9824]329  //   glPushAttrib(GL_POLYGON_BIT);
330  //   glFrontFace(GL_CW);
331  //   glEnable(GL_CULL_FACE);
332  //   glCullFace(GL_BACK);
333  //
334  //   this->processLighting();
335  //   this->interpolate(/*this->verticesList*/);
[7123]336  this->data->material.select();
[6222]337
338  /* draw the triangles */
339  glBegin(GL_TRIANGLES);
340
341  for( int i = 0, k = 0; i < this->data->numTriangles; ++i, k += 3)
342  {
343    float* v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[0]];
344
345    printf("triangle: %i\n", i);
346    printf("     v0: (%f, %f, %f)\n", v[0], v[1], v[2]);
347    v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[1]];
348    printf("     v1: (%f, %f, %f)\n", v[0], v[1], v[2]);
349    v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[2]];
350    printf("     v2: (%f, %f, %f)\n", v[0], v[1], v[2]);
351
352
353    glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);
354    glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[0]]);
355
356    glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);
357    glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[1]]);
358
359    glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);
360    glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[2]]);
361  }
362
363  glEnd();
364}
365
366
[4461]367/**
[4284]368  \brief animates the current model
369
370  depending on the time passed (tick function), the player will select another model
371*/
[6222]372void MD2Model::animate(float time)
[4280]373{
[6222]374  this->animationState.localTime += time;
375
[4280]376  if( this->animationState.localTime - this->animationState.lastTime > (1.0f / this->animationState.fps))
[9824]377  {
378    this->animationState.currentFrame = this->animationState.nextFrame;
379    this->animationState.nextFrame++;
380
381    if( this->animationState.nextFrame > this->animationState.endFrame )
[4280]382    {
[9824]383      if( this->animationState.animPlaybackMode == MD2_ANIM_LOOP)
[6222]384      {
[9824]385        this->animationState.nextFrame = this->animationState.startFrame;
386        this->animationState.numPlays++;
[6222]387      }
[9824]388      else
389      {
390        this->animationState.nextFrame = this->animationState.endFrame;
391      }
[4280]392    }
[9824]393    this->animationState.lastTime = this->animationState.localTime;
394  }
[4280]395
[9824]396  //     if( this->animationState.currentFrame > (this->data->numFrames - 1) )
397  //       this->animationState.currentFrame = 0;
[4280]398
[9824]399  //     if( (this->animationState.nextFrame > (this->data->numFrames - 1)) && this->animationState.animPlaybackMode == MD2_ANIM_LOOP)
400  //     this->animationState.nextFrame = 0;
[7075]401
[4682]402  this->animationState.interpolationState = this->animationState.fps *
[9824]403      (this->animationState.localTime - this->animationState.lastTime);
[4280]404}
405
406
[4461]407/**
[4284]408  \brief this is how id is precessing their lightning
409
410  the details of how the whole lighting process is beeing handled - i have no idea... :)
411*/
[4280]412void MD2Model::processLighting()
413{
414  shadeDots = anormsDots[((int)(md2Angle*(SHADEDOT_QUANT / 360.0)))&(SHADEDOT_QUANT - 1)];
415}
416
[4461]417
418/**
[4284]419  \brief prints out debug informations
420*/
[4276]421void MD2Model::debug()
[4245]422{
[4282]423  PRINT(0)("\n==========================| MD2Model::debug() |===\n");
[7221]424  PRINT(0)("=  Model FileName:\t%s\n", this->data->fileName.c_str());
425  PRINT(0)("=  Skin FileName:\t%s\n", this->data->skinFileName.c_str());
[4281]426  PRINT(0)("=  Size in Memory:\t%i Bytes\n", this->data->header->frameSize * this->data->header->numFrames + 64); // 64bytes is the header size
427  PRINT(0)("=  Number of Vertices:\t%i\n", this->data->header->numVertices);
428  PRINT(0)("=  Number of Frames: \t%i\n", this->data->header->numFrames);
[4282]429  PRINT(0)("=  Height, Width:\t%i, %i\n", this->data->header->skinHeight, this->data->header->skinWidth);
[9824]430  //PRINT(0)("=  Pointer to the data object: %p\n", this->data);
[4245]431  PRINT(0)("===================================================\n\n");
432}
[4280]433
434
[4282]435/********************************************************************************
436 *   MD2Data                                                                    *
437 ********************************************************************************/
[4280]438
[9824]439MD2Data::MD2Data()
440{
441  this->init();
442}
443
[4461]444/**
[4284]445  \brief simple constructor
446*/
[7221]447MD2Data::MD2Data(const std::string& modelFileName, const std::string& skinFileName, float scale)
[4280]448{
[9824]449  this->init();
[9828]450  this->scaleFactor = scale * .1;
[7059]451
[9824]452  this->loadModel(modelFileName);
453  this->loadSkin(skinFileName);
454}
455
456void MD2Data::init()
457{
458  this->scaleFactor = 1.0;
[4280]459  this->pVertices = NULL;
460  this->pGLCommands = NULL;
[4682]461  this->pLightNormals = NULL;
[5085]462  this->pTexCoor = NULL;
[9824]463  this->header = NULL;
[4280]464
465  this->numFrames = 0;
466  this->numVertices = 0;
467  this->numGLCommands = 0;
[5085]468  this->numTexCoor = 0;
[4280]469}
470
[4461]471/**
[4284]472  \brief simple destructor
473
474  this will clean out all the necessary data for a specific md2model
475*/
[4280]476MD2Data::~MD2Data()
477{
[5235]478  delete this->header;
[4460]479
[4280]480  delete [] this->pVertices;
481  delete [] this->pGLCommands;
482  delete [] this->pLightNormals;
[5085]483  delete [] this->pTexCoor;
[4280]484}
485
486
487
[4461]488/**
[4284]489  \brief this will load the whole model data (vertices, opengl command list, ...)
[4836]490* @param fileName: the name of the model file
[4284]491  \return true if success
492*/
[7221]493bool MD2Data::loadModel(const std::string& fileName)
[4280]494{
495  FILE *pFile;                            //file stream
496  char* buffer;                           //buffer for frame data
497  sFrame* frame;                          //temp frame
498  sVec3D *pVertex;
499  int* pNormals;
500
[5284]501  //! @todo this chek should include deleting a loaded model (eventually)
[7221]502  if (fileName.empty())
[5284]503    return false;
504
[7221]505  pFile = fopen(fileName.c_str(), "rb");
[4682]506  if( unlikely(!pFile))
[9824]507  {
508    PRINTF(1)("Couldn't open the MD2 File for loading. Exiting.\n");
509    return false;
510  }
[4280]511  this->header = new MD2Header;
512  fread(this->header, 1, sizeof(MD2Header), pFile);
513  /* check for the header version: make sure its a md2 file :) */
514  if( unlikely(this->header->version != MD2_VERSION) && unlikely(this->header->ident != MD2_IDENT))
[9824]515  {
516    PRINTF(1)("Couldn't load file %s: invalid file format: stop loading\n", fileName.c_str());
517    return false;
518  }
[4280]519
[7221]520  this->fileName =fileName;
[4280]521  /* got the data: map it to locals */
522  this->numFrames = this->header->numFrames;
523  this->numVertices = this->header->numVertices;
524  this->numTriangles = this->header->numTriangles;
525  this->numGLCommands = this->header->numGlCommands;
[5085]526  this->numTexCoor = this->header->numTexCoords;
[4280]527  /* allocate memory for the data storage */
528  this->pVertices = new sVec3D[this->numVertices * this->numFrames];
529  this->pGLCommands = new int[this->numGLCommands];
530  this->pLightNormals = new int[this->numVertices * this->numFrames];
[4787]531  this->pTriangles = new sTriangle[this->numTriangles];
[5085]532  this->pTexCoor = new sTexCoor[this->numTexCoor];
[4280]533  buffer = new char[this->numFrames * this->header->frameSize];
534
[4787]535
[4280]536  /* read frame data from the file to a temp buffer */
537  fseek(pFile, this->header->offsetFrames, SEEK_SET);
538  fread(buffer, this->header->frameSize, this->numFrames, pFile);
539  /* read opengl commands */
540  fseek(pFile, this->header->offsetGlCommands, SEEK_SET);
541  fread(this->pGLCommands, sizeof(int), this->numGLCommands, pFile);
[4787]542  /* triangle list */
543  fseek(pFile, this->header->offsetTriangles, SEEK_SET);
544  fread(this->pTriangles, sizeof(sTriangle), this->numTriangles, pFile);
[5085]545  /*  read in texture coordinates */
546  fseek(pFile, this->header->offsetTexCoords, SEEK_SET);
547  fread(this->pTexCoor, sizeof(sTexCoor), this->numTexCoor, pFile);
[4280]548
[5087]549
[4280]550  for(int i = 0; i < this->numFrames; ++i)
[9824]551  {
552    frame = (sFrame*)(buffer + this->header->frameSize * i);
553    pVertex = this->pVertices + this->numVertices  * i;
554    pNormals = this->pLightNormals + this->numVertices * i;
555
556    for(int j = 0; j < this->numVertices; ++j)
[4280]557    {
[9824]558      /* SPEEDUP: *(pVerts + i + 0) = (*(frame->pVertices + i + 0)...  */
559      pVertex[j][0] = ((frame->pVertices[j].v[0] * frame->scale[0] ) + frame->translate[0] )* this->scaleFactor;
560      pVertex[j][1] = ((frame->pVertices[j].v[2] * frame->scale[2]) + frame->translate[2]) * this->scaleFactor;
561      pVertex[j][2] = (-1.0 * (frame->pVertices[j].v[1] * frame->scale[1] + frame->translate[1])) * this->scaleFactor;
[4280]562
[9824]563      //printf("vertex %i/%i: (%f, %f, %f)\n", j, this->numVertices, pVertex[j][0], pVertex[j][1], pVertex[j][2]);
[4682]564
[9824]565      pNormals[j] = frame->pVertices[j].lightNormalIndex;
[4280]566    }
[9824]567  }
568  PRINTF(4)("Finished loading the md2 file\n");
[4280]569
570  delete [] buffer;
571  fclose(pFile);
572}
573
574
[4461]575/**
[4284]576  \brief loads the skin/material stuff
[4836]577* @param fileName: name of the skin file
[4284]578  \return true if success
579*/
[7221]580bool MD2Data::loadSkin(const std::string& fileName)
[4280]581{
[7221]582  if( fileName.empty())
[9824]583  {
584    this->skinFileName = "";
585    return false;
586  }
[4459]587
[7221]588  this->skinFileName = fileName;
[4281]589
[7123]590  this->material.setName("md2ModelMaterial");
591  this->material.setDiffuseMap(fileName);
592  this->material.setIllum(3);
593  this->material.setAmbient(1.0, 1.0, 1.0);
[4280]594}
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