[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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[4142] | 21 | #include <vector> |
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[4079] | 22 | |
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[4080] | 23 | |
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[4065] | 24 | using namespace std; |
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| 25 | |
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[4077] | 26 | /******************************************************************************** |
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| 27 | * MD2MODEL * |
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| 28 | ********************************************************************************/ |
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[4065] | 29 | |
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| 30 | /** |
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| 31 | \brief standard constructor |
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[4076] | 32 | |
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[4140] | 33 | creates a new model |
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[4065] | 34 | */ |
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| 35 | MD2Model::MD2Model () |
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| 36 | { |
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[4140] | 37 | this->setClassName ("MD2Model"); |
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[4065] | 38 | } |
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| 39 | |
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| 40 | |
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| 41 | /** |
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| 42 | \brief standard deconstructor |
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| 43 | |
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| 44 | */ |
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| 45 | MD2Model::~MD2Model () |
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| 46 | { |
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| 47 | // delete what has to be deleted here |
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| 48 | } |
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[4076] | 49 | |
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[4138] | 50 | /** |
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[4140] | 51 | \brief draw function |
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[4138] | 52 | |
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[4140] | 53 | these function will take NO argument in the final version, just for testing |
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[4138] | 54 | */ |
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| 55 | void MD2Model::draw(t3DModel *pModel) |
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| 56 | { |
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[4146] | 57 | if( pModel->objectList.size() <= 0) return; |
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[4076] | 58 | |
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[4146] | 59 | t3DObject *pObject = &pModel->objectList[0]; |
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[4140] | 60 | glBegin(GL_TRIANGLES); |
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| 61 | for(int j = 0; j < pObject->numOfFaces; j++) |
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| 62 | { |
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| 63 | for(int whichVertex = 0; whichVertex < 3; whichVertex++) |
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| 64 | { |
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[4147] | 65 | printf("now drawing vertex %i of face nr: %i\n", whichVertex, j); |
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[4140] | 66 | int index = pObject->pFaces[j].vertIndex[whichVertex]; |
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| 67 | int index2 = pObject->pFaces[j].coordIndex[whichVertex]; |
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[4147] | 68 | printf("using index: %i, %i\n", index, index2); |
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[4140] | 69 | /* we invert the normals since the md2 file format uses different style */ |
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[4147] | 70 | glNormal3f(-pObject->pNormals[index].x, -pObject->pNormals[index].y, -pObject->pNormals[index].z); |
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| 71 | |
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| 72 | if( pObject->pTexVerts) |
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[4140] | 73 | { |
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| 74 | glTexCoord2f(pObject->pTexVerts[ index2 ].x, pObject->pTexVerts[ index2 ].y); |
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| 75 | } |
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| 76 | glVertex3f(pObject->pVerts[ index ].x, pObject->pVerts[ index ].y, pObject->pVerts[ index ].z); |
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| 77 | } |
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| 78 | } |
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| 79 | glEnd(); |
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[4138] | 80 | } |
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| 81 | |
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[4077] | 82 | /******************************************************************************** |
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| 83 | * MD2LOADER * |
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| 84 | ********************************************************************************/ |
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| 85 | |
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[4076] | 86 | /** |
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| 87 | \brief standard deconstructor |
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[4140] | 88 | creates a new model loader |
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[4076] | 89 | */ |
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| 90 | MD2Loader::MD2Loader() |
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[4077] | 91 | { |
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[4140] | 92 | this->setClassName ("MD2Loader"); |
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| 93 | /* initialize all data to initial state */ |
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| 94 | memset(&this->header, 0, sizeof(tMd2Header)); |
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| 95 | this->pSkins = NULL; |
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| 96 | this->pTexCoords = NULL; |
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| 97 | this->pTriangles = NULL; |
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| 98 | this->pFrames = NULL; |
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[4077] | 99 | } |
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[4076] | 100 | |
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| 101 | /** |
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| 102 | \brief standard deconstructor |
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| 103 | */ |
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| 104 | MD2Loader::~MD2Loader() |
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| 105 | {} |
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| 106 | |
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| 107 | |
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| 108 | /** |
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[4140] | 109 | \brief this is called by the client to open the .Md2 file, read it, then clean up |
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| 110 | \param model to load in |
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| 111 | \param file name to load |
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| 112 | \param texture name to load |
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[4076] | 113 | */ |
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[4079] | 114 | bool MD2Loader::importMD2(t3DModel *pModel, char *fileName, char *textureName) |
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| 115 | { |
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[4140] | 116 | this->pFile = fopen(fileName, "rb"); |
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| 117 | if( unlikely(!pFile)) |
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| 118 | { |
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| 119 | PRINTF(1)("Couldn't open the MD2 File for loading. Exiting.\n"); |
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| 120 | return false; |
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| 121 | } |
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| 122 | fread(&this->header, 1, sizeof(tMd2Header), pFile); |
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| 123 | /* check for the header version: make sure its a md2 file :) */ |
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| 124 | if( likely(this->header.version != 8)) |
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| 125 | { |
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| 126 | PRINTF(1)("Couldn't load file %s: invalid file format: stop loading\n", fileName); |
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| 127 | return false; |
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| 128 | } |
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[4079] | 129 | |
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[4140] | 130 | this->readMD2Data(); |
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| 131 | this->convertDataStructures(pModel); |
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[4079] | 132 | |
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[4140] | 133 | if( likely((int)textureName)) |
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| 134 | { |
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[4146] | 135 | tMaterialInfo textureInfo; |
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| 136 | strcpy(textureInfo.strFile, textureName); |
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[4140] | 137 | /* since there is only one texture for a .Md2 file, the ID is always 0 */ |
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[4146] | 138 | textureInfo.texureId = 0; |
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| 139 | textureInfo.uTile = 1; |
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[4140] | 140 | /* we only have 1 material for a model */ |
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| 141 | pModel->numOfMaterials = 1; |
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[4146] | 142 | pModel->materialList.push_back(textureInfo); |
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[4140] | 143 | } |
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[4079] | 144 | |
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[4140] | 145 | this->cleanUp(); |
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| 146 | return true; |
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[4079] | 147 | } |
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| 148 | |
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[4076] | 149 | /** |
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[4140] | 150 | \brief This function reads in all of the model's data, except the animation frames |
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[4076] | 151 | */ |
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| 152 | void MD2Loader::readMD2Data() |
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[4080] | 153 | { |
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[4140] | 154 | unsigned char buffer[MD2_MAX_FRAMESIZE]; |
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| 155 | this->pSkins = new tMd2Skin[this->header.numSkins]; |
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| 156 | this->pTexCoords = new tMd2TexCoord[this->header.numTexCoords]; |
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| 157 | this->pTriangles = new tMd2Face[this->header.numTriangles]; |
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| 158 | this->pFrames = new tMd2Frame[this->header.numFrames]; |
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[4076] | 159 | |
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[4140] | 160 | /* we read the skins */ |
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| 161 | fseek(this->pFile, this->header.offsetSkins, SEEK_SET); |
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| 162 | fread(this->pSkins, sizeof(tMd2Skin), this->header.numSkins, this->pFile); |
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| 163 | /* read all vertex data */ |
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| 164 | fseek(this->pFile, this->header.offsetTexCoords, SEEK_SET); |
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| 165 | fread(this->pTexCoords, sizeof(tMd2TexCoord), this->header.numTexCoords, this->pFile); |
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| 166 | /* read face data for each triangle (normals) */ |
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| 167 | fseek(this->pFile, this->header.offsetTriangles, SEEK_SET); |
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| 168 | fread(this->pTriangles, sizeof(tMd2Face), this->header.numTriangles, this->pFile); |
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| 169 | /* reading all frame data */ |
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| 170 | fseek(this->pFile, this->header.offsetFrames, SEEK_SET); |
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[4147] | 171 | for( int i = 0; i < this->header.numFrames; i++) |
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[4140] | 172 | { |
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| 173 | tMd2AliasFrame *pFrame = (tMd2AliasFrame *) buffer; |
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| 174 | this->pFrames[i].pVertices = new tMd2Triangle [this->header.numVertices]; |
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| 175 | |
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| 176 | /* read the frame animation data */ |
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| 177 | fread(pFrame, 1, this->header.frameSize, this->pFile); |
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| 178 | strcpy(this->pFrames[i].strName, pFrame->name); |
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| 179 | tMd2Triangle *pVertices = this->pFrames[i].pVertices; |
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| 180 | /* |
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| 181 | scale translations, store vertices: since id used a non-opengl xyz notation, we have to swap y and z |
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| 182 | and negate z axis |
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| 183 | */ |
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[4147] | 184 | for( int j = 0; j < this->header.numVertices; j++) |
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[4080] | 185 | { |
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[4140] | 186 | pVertices[j].vertex[0] = pFrame->aliasVertices[j].vertex[0] * pFrame->scale[0] + pFrame->translate[0]; |
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| 187 | pVertices[j].vertex[2] = -1 * (pFrame->aliasVertices[j].vertex[1] * pFrame->scale[1] + pFrame->translate[1]); |
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| 188 | pVertices[j].vertex[1] = pFrame->aliasVertices[j].vertex[2] * pFrame->scale[2] + pFrame->translate[2]; |
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[4080] | 189 | } |
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[4140] | 190 | } |
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[4080] | 191 | } |
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| 192 | |
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[4076] | 193 | /** |
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[4140] | 194 | \brief this function fills in the animation list for each animation by name and frame |
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| 195 | \param model |
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[4076] | 196 | */ |
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| 197 | void MD2Loader::parseAnimations(t3DModel *pModel) |
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[4082] | 198 | { |
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[4146] | 199 | tAnimationInfo animationInfo; |
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[4140] | 200 | string strLastName = ""; |
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[4076] | 201 | |
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[4141] | 202 | /* the animation parse process looks a little bit wired: this is because there are no |
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[4140] | 203 | fix bounds for the animation lengths, so the frames are destingushed using their names |
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| 204 | which is normaly composed of <animationname><number> |
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| 205 | */ |
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[4082] | 206 | |
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[4140] | 207 | for(int i = 0; i < pModel->numOfObjects; i++) |
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| 208 | { |
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| 209 | string strName = this->pFrames[i].strName; |
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| 210 | int frameNum = 0; |
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[4141] | 211 | |
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| 212 | /* erease the frame number from the frame-name */ |
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[4140] | 213 | for(unsigned int j = 0; j < strName.length(); j++) |
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[4082] | 214 | { |
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[4140] | 215 | if( isdigit(strName[j]) && j >= strName.length() - 2) |
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| 216 | { |
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| 217 | frameNum = atoi(&strName[j]); |
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| 218 | strName.erase(j, strName.length() - j); |
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| 219 | break; |
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| 220 | } |
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| 221 | } |
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[4082] | 222 | |
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[4141] | 223 | printf("current: %s, last: %s\n", strName.c_str(), strLastName.c_str()); |
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| 224 | |
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[4140] | 225 | /* animations are sorted through their names: this is how its been done: */ |
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[4141] | 226 | if( strName != strLastName || i == pModel->numOfObjects - 1) |
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[4140] | 227 | { |
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[4141] | 228 | if( strLastName != "") |
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[4140] | 229 | { |
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[4146] | 230 | strcpy(animationInfo.strName, strLastName.c_str()); |
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| 231 | animationInfo.endFrame = i; |
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| 232 | pModel->animationList.push_back(animationInfo); |
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[4140] | 233 | memset(&animationInfo, 0, sizeof(tAnimationInfo)); |
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| 234 | pModel->numOfAnimations++; |
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| 235 | } |
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[4146] | 236 | animationInfo.startFrame = frameNum - 1 + i; |
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[4082] | 237 | } |
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[4140] | 238 | strLastName = strName; |
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| 239 | } |
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[4082] | 240 | } |
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| 241 | |
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[4076] | 242 | /** |
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[4140] | 243 | \brief this function converts the .md2 structures to our own model and object structures: decompress |
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| 244 | \param model |
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[4076] | 245 | */ |
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| 246 | void MD2Loader::convertDataStructures(t3DModel *pModel) |
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[4087] | 247 | { |
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[4140] | 248 | int j = 0, i = 0; |
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[4087] | 249 | |
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[4140] | 250 | memset(pModel, 0, sizeof(t3DModel)); |
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| 251 | pModel->numOfObjects = this->header.numFrames; |
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[4076] | 252 | |
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[4140] | 253 | this->parseAnimations(pModel); |
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[4076] | 254 | |
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[4140] | 255 | for (i = 0; i < pModel->numOfObjects; i++) |
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| 256 | { |
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[4146] | 257 | t3DObject currentFrame; |
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[4087] | 258 | |
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[4146] | 259 | currentFrame.numOfVerts = this->header.numVertices; |
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| 260 | currentFrame.numTexVertex = this->header.numTexCoords; |
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| 261 | currentFrame.numOfFaces = this->header.numTriangles; |
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[4087] | 262 | |
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[4146] | 263 | currentFrame.pVerts = new CVector3[currentFrame.numOfVerts]; |
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[4087] | 264 | |
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[4146] | 265 | for (j = 0; j < currentFrame.numOfVerts; j++) |
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[4140] | 266 | { |
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[4146] | 267 | currentFrame.pVerts[j].x = this->pFrames[i].pVertices[j].vertex[0]; |
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| 268 | currentFrame.pVerts[j].y = this->pFrames[i].pVertices[j].vertex[1]; |
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| 269 | currentFrame.pVerts[j].z = this->pFrames[i].pVertices[j].vertex[2]; |
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[4140] | 270 | } |
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[4087] | 271 | |
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[4140] | 272 | delete this->pFrames[i].pVertices; |
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[4087] | 273 | |
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[4140] | 274 | if( likely(i > 0)) |
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| 275 | { |
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[4146] | 276 | pModel->objectList.push_back(currentFrame); |
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[4140] | 277 | continue; |
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| 278 | } |
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[4087] | 279 | |
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[4146] | 280 | currentFrame.pTexVerts = new CVector2[currentFrame.numTexVertex]; |
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| 281 | currentFrame.pFaces = new tFace[currentFrame.numOfFaces]; |
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[4087] | 282 | |
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[4146] | 283 | for(j = 0; j < currentFrame.numTexVertex; j++) |
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[4140] | 284 | { |
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[4146] | 285 | currentFrame.pTexVerts[j].x = this->pTexCoords[j].u / float(this->header.skinWidth); |
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| 286 | currentFrame.pTexVerts[j].y = 1 - this->pTexCoords[j].v / float(this->header.skinHeight); |
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[4140] | 287 | } |
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[4087] | 288 | |
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[4146] | 289 | for(j = 0; j < currentFrame.numOfFaces; j++) |
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[4140] | 290 | { |
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[4146] | 291 | currentFrame.pFaces[j].vertIndex[0] = this->pTriangles[j].vertexIndices[0]; |
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| 292 | currentFrame.pFaces[j].vertIndex[1] = this->pTriangles[j].vertexIndices[1]; |
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| 293 | currentFrame.pFaces[j].vertIndex[2] = this->pTriangles[j].vertexIndices[2]; |
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[4087] | 294 | |
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[4146] | 295 | currentFrame.pFaces[j].coordIndex[0] = this->pTriangles[j].textureIndices[0]; |
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| 296 | currentFrame.pFaces[j].coordIndex[1] = this->pTriangles[j].textureIndices[1]; |
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| 297 | currentFrame.pFaces[j].coordIndex[2] = this->pTriangles[j].textureIndices[2]; |
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[4087] | 298 | } |
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[4146] | 299 | pModel->objectList.push_back(currentFrame); |
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[4140] | 300 | } |
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[4087] | 301 | } |
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| 302 | |
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| 303 | |
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[4076] | 304 | /** |
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[4140] | 305 | \brief this function conputes the normals of the model |
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| 306 | \param model |
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[4076] | 307 | */ |
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| 308 | void MD2Loader::computeNormals(t3DModel *pModel) |
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[4148] | 309 | { |
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| 310 | CVector3 vVector1, vVector2, vNormal, vPoly[3]; |
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[4076] | 311 | |
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[4148] | 312 | if( unlikely(pModel->numOfObjects <= 0)) |
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| 313 | return; |
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| 314 | /* now computing face normals: this means just averaging the vertex normals of a face */ |
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| 315 | /* so for every object: */ |
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| 316 | for(int index = 0; index < pModel->numOfObjects; index++) |
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| 317 | { |
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| 318 | t3DObject *pObject = &(pModel->objectList[index]); |
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[4126] | 319 | |
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[4148] | 320 | /* allocate all the memory we need to calculate the normals */ |
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| 321 | CVector3 *pNormals = new CVector3 [pObject->numOfFaces]; |
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| 322 | CVector3 *pTempNormals = new CVector3 [pObject->numOfFaces]; |
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| 323 | pObject->pNormals = new CVector3 [pObject->numOfVerts]; |
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| 324 | |
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| 325 | for(int i=0; i < pObject->numOfFaces; i++) |
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| 326 | { |
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| 327 | /* cache the points to make coding easier :) */ |
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| 328 | vPoly[0] = pObject->pVerts[pObject->pFaces[i].vertIndex[0]]; |
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| 329 | vPoly[1] = pObject->pVerts[pObject->pFaces[i].vertIndex[1]]; |
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| 330 | vPoly[2] = pObject->pVerts[pObject->pFaces[i].vertIndex[2]]; |
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| 331 | |
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| 332 | vVector1 = VectorDiff(vPoly[0], vPoly[2]); |
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| 333 | vVector2 = VectorDiff(vPoly[2], vPoly[1]); |
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| 334 | |
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| 335 | vNormal = CrossProduct(vVector1, vVector2); |
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| 336 | pTempNormals[i] = vNormal; |
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| 337 | vNormal = NormalizeVector(vNormal); |
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| 338 | |
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| 339 | pNormals[i] = vNormal; |
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| 340 | } |
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| 341 | |
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| 342 | /* now calculating vertex normals */ |
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| 343 | CVector3 vSum = {0.0, 0.0, 0.0}; |
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| 344 | CVector3 vZero = vSum; |
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| 345 | int shared=0; |
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| 346 | |
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| 347 | for (i = 0; i < pObject->numOfVerts; i++) |
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| 348 | { |
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| 349 | for (int j = 0; j < pObject->numOfFaces; j++) |
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| 350 | { |
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| 351 | if (pObject->pFaces[j].vertIndex[0] == i || |
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| 352 | pObject->pFaces[j].vertIndex[1] == i || |
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| 353 | pObject->pFaces[j].vertIndex[2] == i) |
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| 354 | { |
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| 355 | vSum = AddVector(vSum, pTempNormals[j]); |
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| 356 | shared++; } |
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| 357 | } |
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| 358 | pObject->pNormals[i] = DivideVectorByScaler(vSum, float(-shared)); |
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| 359 | pObject->pNormals[i] = NormalizeVector(pObject->pNormals[i]); |
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| 360 | |
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| 361 | vSum = vZero; |
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| 362 | shared = 0; |
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| 363 | } |
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| 364 | delete [] pTempNormals; |
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| 365 | delete [] pNormals; |
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| 366 | } |
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| 367 | } |
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| 368 | |
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| 369 | |
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[4076] | 370 | /** |
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[4140] | 371 | \brief This function cleans up our allocated memory and closes the file |
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[4076] | 372 | */ |
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| 373 | void MD2Loader::cleanUp() |
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[4087] | 374 | { |
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[4140] | 375 | fclose(this->pFile); |
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[4087] | 376 | |
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[4140] | 377 | if( this->pSkins) delete [] this->pSkins; |
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| 378 | if( this->pTexCoords) delete this->pTexCoords; |
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| 379 | if( this->pTriangles) delete this->pTriangles; |
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| 380 | if( this->pFrames) delete this->pFrames; |
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[4087] | 381 | } |
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