[4065] | 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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[4079] | 15 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER |
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[4065] | 16 | |
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| 17 | #include "md2Model.h" |
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| 18 | |
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[4079] | 19 | #include <fstream> |
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[4082] | 20 | #include <string> |
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[4078] | 21 | |
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[4080] | 22 | #include "list.h" |
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[4079] | 23 | |
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[4080] | 24 | |
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[4065] | 25 | using namespace std; |
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| 26 | |
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[4077] | 27 | /******************************************************************************** |
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| 28 | * MD2MODEL * |
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| 29 | ********************************************************************************/ |
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[4065] | 30 | |
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| 31 | /** |
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| 32 | \brief standard constructor |
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[4076] | 33 | |
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| 34 | creates a new model |
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[4065] | 35 | */ |
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| 36 | MD2Model::MD2Model () |
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| 37 | { |
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| 38 | this->setClassName ("MD2Model"); |
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| 39 | } |
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| 40 | |
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| 41 | |
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| 42 | /** |
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| 43 | \brief standard deconstructor |
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| 44 | |
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| 45 | */ |
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| 46 | MD2Model::~MD2Model () |
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| 47 | { |
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| 48 | // delete what has to be deleted here |
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| 49 | } |
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[4076] | 50 | |
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| 51 | |
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[4077] | 52 | /******************************************************************************** |
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| 53 | * MD2LOADER * |
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| 54 | ********************************************************************************/ |
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| 55 | |
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[4076] | 56 | /** |
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| 57 | \brief standard deconstructor |
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| 58 | creates a new model loader |
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| 59 | */ |
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| 60 | MD2Loader::MD2Loader() |
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[4077] | 61 | { |
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| 62 | this->setClassName ("MD2Loader"); |
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[4078] | 63 | /* initialize all data to initial state */ |
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| 64 | memset(&this->header, 0, sizeof(tMd2Header)); |
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| 65 | this->pSkins = NULL; |
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| 66 | this->pTexCoords = NULL; |
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| 67 | this->pTriangles = NULL; |
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| 68 | this->pFrames = NULL; |
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[4077] | 69 | } |
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[4076] | 70 | |
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| 71 | /** |
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| 72 | \brief standard deconstructor |
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| 73 | */ |
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| 74 | MD2Loader::~MD2Loader() |
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| 75 | {} |
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| 76 | |
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| 77 | |
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| 78 | /** |
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| 79 | \brief this is called by the client to open the .Md2 file, read it, then clean up |
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| 80 | \param model to load in |
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| 81 | \param file name to load |
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| 82 | \param texture name to load |
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| 83 | */ |
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[4079] | 84 | bool MD2Loader::importMD2(t3DModel *pModel, char *fileName, char *textureName) |
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| 85 | { |
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| 86 | this->pFile = fopen(fileName, "rb"); |
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| 87 | if( unlikely(!pFile)) |
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| 88 | { |
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| 89 | PRINTF(1)("Couldn't open the MD2 File for loading. Exiting.\n"); |
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| 90 | return false; |
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| 91 | } |
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| 92 | fread(&this->header, 1, sizeof(tMd2Header), pFile); |
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| 93 | /* check for the header version: make sure its a md2 file :) */ |
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| 94 | if( likely(this->header.version != 8)) |
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| 95 | { |
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| 96 | PRINTF(1)("Couldn't load file %s: invalid file format: stop loading\n", fileName); |
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| 97 | return false; |
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| 98 | } |
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| 99 | |
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| 100 | this->readMD2Data(); |
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| 101 | this->convertDataStructures(pModel); |
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| 102 | |
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| 103 | if( likely((int)textureName)) |
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| 104 | { |
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[4080] | 105 | tMaterialInfo* textureInfo = new tMaterialInfo; |
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| 106 | strcpy(textureInfo->strFile, textureName); |
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[4079] | 107 | /* since there is only one texture for a .Md2 file, the ID is always 0 */ |
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[4080] | 108 | textureInfo->texureId = 0; |
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| 109 | textureInfo->uTile = 1; |
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[4079] | 110 | /* we only have 1 material for a model */ |
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| 111 | pModel->numOfMaterials = 1; |
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[4080] | 112 | pModel->materialList->add(textureInfo); |
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[4079] | 113 | } |
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| 114 | |
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| 115 | this->cleanUp(); |
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| 116 | return true; |
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| 117 | } |
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| 118 | |
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[4076] | 119 | /** |
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| 120 | \brief This function reads in all of the model's data, except the animation frames |
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| 121 | */ |
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| 122 | void MD2Loader::readMD2Data() |
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[4080] | 123 | { |
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| 124 | unsigned char buffer[MD2_MAX_FRAMESIZE]; |
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| 125 | this->pSkins = new tMd2Skin[this->header.numSkins]; |
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| 126 | this->pTexCoords = new tMd2TexCoord[this->header.numTexCoords]; |
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| 127 | this->pTriangles = new tMd2Face[this->header.numTriangles]; |
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| 128 | this->pFrames = new tMd2Frame[this->header.numFrames]; |
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[4076] | 129 | |
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[4080] | 130 | /* we read the skins */ |
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| 131 | fseek(this->pFile, this->header.offsetSkins, SEEK_SET); |
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| 132 | fread(this->pSkins, sizeof(tMd2Skin), this->header.numSkins, this->pFile); |
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| 133 | /* read all vertex data */ |
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| 134 | fseek(this->pFile, this->header.offsetTexCoords, SEEK_SET); |
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| 135 | fread(this->pTexCoords, sizeof(tMd2TexCoord), this->header.numTexCoords, this->pFile); |
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| 136 | /* read face data for each triangle (normals) */ |
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| 137 | fseek(this->pFile, this->header.offsetTriangles, SEEK_SET); |
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| 138 | fread(this->pTriangles, sizeof(tMd2Face), this->header.numTriangles, this->pFile); |
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| 139 | /* reading all frame data */ |
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| 140 | fseek(this->pFile, this->header.offsetFrames, SEEK_SET); |
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| 141 | for(int i = 0; i < this->header.numFrames; i++) |
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| 142 | { |
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| 143 | tMd2AliasFrame *pFrame = (tMd2AliasFrame *) buffer; |
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| 144 | this->pFrames[i].pVertices = new tMd2Triangle [this->header.numVertices]; |
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| 145 | |
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| 146 | /* read the frame animation data */ |
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| 147 | fread(pFrame, 1, this->header.frameSize, this->pFile); |
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| 148 | strcpy(this->pFrames[i].strName, pFrame->name); |
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| 149 | tMd2Triangle *pVertices = this->pFrames[i].pVertices; |
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| 150 | /* |
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| 151 | scale translations, store vertices: since id used a non-opengl xyz notation, we have to swap y and z |
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| 152 | and negate z axis |
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| 153 | */ |
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| 154 | for(int j = 0; j < this->header.numVertices; j++) |
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| 155 | { |
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| 156 | pVertices[j].vertex[0] = pFrame->aliasVertices[j].vertex[0] * pFrame->scale[0] + pFrame->translate[0]; |
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| 157 | pVertices[j].vertex[2] = -1 * (pFrame->aliasVertices[j].vertex[1] * pFrame->scale[1] + pFrame->translate[1]); |
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| 158 | pVertices[j].vertex[1] = pFrame->aliasVertices[j].vertex[2] * pFrame->scale[2] + pFrame->translate[2]; |
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| 159 | } |
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| 160 | } |
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| 161 | } |
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| 162 | |
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[4076] | 163 | /** |
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| 164 | \brief this function fills in the animation list for each animation by name and frame |
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| 165 | \param model |
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| 166 | */ |
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| 167 | void MD2Loader::parseAnimations(t3DModel *pModel) |
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[4082] | 168 | { |
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| 169 | tAnimationInfo* animationInfo = new tAnimationInfo; |
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| 170 | string strLastName = ""; |
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[4076] | 171 | |
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[4082] | 172 | /* the animation parse process looks a little bit weired: this is because there are no |
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| 173 | fix bounds for the animation lengths, so the frames are destingushed using their names |
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| 174 | which is normaly composed of <animationname><number> |
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| 175 | */ |
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| 176 | |
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| 177 | for(int i = 0; i < pModel->numOfObjects; i++) |
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| 178 | { |
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| 179 | string strName = this->pFrames[i].strName; |
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| 180 | int frameNum = 0; |
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| 181 | |
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| 182 | for(unsigned int j = 0; j < strName.length(); j++) |
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| 183 | { |
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| 184 | if( isdigit(strName[j]) && j >= strName.length() - 2) |
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| 185 | { |
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| 186 | frameNum = atoi(&strName[j]); |
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| 187 | strName.erase(j, strName.length() - j); |
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| 188 | break; |
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| 189 | } |
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| 190 | } |
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| 191 | |
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| 192 | /* animations are sorted through their names: this is how its been done: */ |
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| 193 | if(strName != strLastName || i == pModel->numOfObjects - 1) |
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| 194 | { |
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| 195 | if(strLastName != "") |
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| 196 | { |
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| 197 | strcpy(animationInfo->strName, strLastName.c_str()); |
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| 198 | animationInfo->endFrame = i; |
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| 199 | pModel->animationList->add(animationInfo); |
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| 200 | memset(&animationInfo, 0, sizeof(tAnimationInfo)); |
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| 201 | pModel->numOfAnimations++; |
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| 202 | } |
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| 203 | animationInfo->startFrame = frameNum - 1 + i; |
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| 204 | } |
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| 205 | strLastName = strName; |
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| 206 | } |
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| 207 | } |
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| 208 | |
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[4076] | 209 | /** |
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| 210 | \brief this function converts the .md2 structures to our own model and object structures: decompress |
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| 211 | \param model |
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| 212 | */ |
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| 213 | void MD2Loader::convertDataStructures(t3DModel *pModel) |
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[4087] | 214 | { |
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| 215 | int j = 0, i = 0; |
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| 216 | |
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| 217 | memset(pModel, 0, sizeof(t3DModel)); |
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| 218 | pModel->numOfObjects = this->header.numFrames; |
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[4076] | 219 | |
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[4087] | 220 | this->parseAnimations(pModel); |
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[4076] | 221 | |
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[4087] | 222 | for (i = 0; i < pModel->numOfObjects; i++) |
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| 223 | { |
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| 224 | t3DObject* currentFrame = new t3DObject; |
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| 225 | |
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| 226 | currentFrame->numOfVerts = this->header.numVertices; |
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| 227 | currentFrame->numTexVertex = this->header.numTexCoords; |
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| 228 | currentFrame->numOfFaces = this->header.numTriangles; |
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| 229 | |
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| 230 | currentFrame->pVerts = new CVector3[currentFrame->numOfVerts]; |
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| 231 | |
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| 232 | for (j = 0; j < currentFrame->numOfVerts; j++) |
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| 233 | { |
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| 234 | currentFrame->pVerts[j].x = this->pFrames[i].pVertices[j].vertex[0]; |
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| 235 | currentFrame->pVerts[j].y = this->pFrames[i].pVertices[j].vertex[1]; |
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| 236 | currentFrame->pVerts[j].z = this->pFrames[i].pVertices[j].vertex[2]; |
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| 237 | } |
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| 238 | |
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| 239 | delete this->pFrames[i].pVertices; |
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| 240 | |
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| 241 | if( likely(i > 0)) |
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| 242 | { |
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| 243 | pModel->objectList->add(currentFrame); |
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| 244 | continue; |
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| 245 | } |
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| 246 | |
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| 247 | currentFrame->pTexVerts = new CVector2[currentFrame->numTexVertex]; |
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| 248 | currentFrame->pFaces = new tFace[currentFrame->numOfFaces]; |
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| 249 | |
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| 250 | for(j = 0; j < currentFrame->numTexVertex; j++) |
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| 251 | { |
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| 252 | currentFrame->pTexVerts[j].x = this->pTexCoords[j].u / float(this->header.skinWidth); |
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| 253 | currentFrame->pTexVerts[j].y = 1 - this->pTexCoords[j].v / float(this->header.skinHeight); |
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| 254 | } |
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| 255 | |
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| 256 | for(j = 0; j < currentFrame->numOfFaces; j++) |
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| 257 | { |
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| 258 | currentFrame->pFaces[j].vertIndex[0] = this->pTriangles[j].vertexIndices[0]; |
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| 259 | currentFrame->pFaces[j].vertIndex[1] = this->pTriangles[j].vertexIndices[1]; |
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| 260 | currentFrame->pFaces[j].vertIndex[2] = this->pTriangles[j].vertexIndices[2]; |
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| 261 | |
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| 262 | currentFrame->pFaces[j].coordIndex[0] = this->pTriangles[j].textureIndices[0]; |
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| 263 | currentFrame->pFaces[j].coordIndex[1] = this->pTriangles[j].textureIndices[1]; |
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| 264 | currentFrame->pFaces[j].coordIndex[2] = this->pTriangles[j].textureIndices[2]; |
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| 265 | } |
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| 266 | pModel->objectList->add(currentFrame); |
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| 267 | } |
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| 268 | } |
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| 269 | |
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| 270 | |
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[4076] | 271 | /** |
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| 272 | \brief this function conputes the normals of the model |
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| 273 | \param model |
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| 274 | */ |
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| 275 | void MD2Loader::computeNormals(t3DModel *pModel) |
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| 276 | {} |
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| 277 | |
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| 278 | /** |
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| 279 | \brief This function cleans up our allocated memory and closes the file |
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| 280 | */ |
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| 281 | void MD2Loader::cleanUp() |
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[4087] | 282 | { |
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| 283 | fclose(this->pFile); |
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| 284 | |
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| 285 | if( this->pSkins) delete [] this->pSkins; |
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| 286 | if( this->pTexCoords) delete this->pTexCoords; |
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| 287 | if( this->pTriangles) delete this->pTriangles; |
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| 288 | if( this->pFrames) delete this->pFrames; |
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| 289 | } |
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