[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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[4172] | 18 | #include "material.h" |
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[4065] | 19 | |
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[4079] | 20 | #include <fstream> |
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[4082] | 21 | #include <string> |
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[4142] | 22 | #include <vector> |
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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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[4187] | 27 | |
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| 28 | sVec3D MD2Model2::anorms[NUM_VERTEX_NORMALS] = { |
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| 29 | #include "anorms.h" |
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| 30 | }; |
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| 31 | |
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| 32 | float MD2Model2::anormsDots[SHADEDOT_QUANT][256] = { |
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| 33 | #include "anormtab.h" |
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| 34 | }; |
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| 35 | |
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[4188] | 36 | static float *shadeDots = MD2Model2::anormsDots[0]; |
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[4187] | 37 | |
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[4188] | 38 | float md2Angle = 0.0f; |
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[4187] | 39 | |
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[4188] | 40 | |
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| 41 | sAnim MD2Model2::animationList[21] = |
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| 42 | { |
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| 43 | { 0, 39, 9 }, // STAND |
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| 44 | { 40, 45, 10 }, // RUN |
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| 45 | { 46, 53, 10 }, // ATTACK |
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| 46 | { 54, 57, 7 }, // PAIN_A |
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| 47 | { 58, 61, 7 }, // PAIN_B |
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| 48 | { 62, 65, 7 }, // PAIN_C |
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| 49 | { 66, 71, 7 }, // JUMP |
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| 50 | { 72, 83, 7 }, // FLIP |
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| 51 | { 84, 94, 7 }, // SALUTE |
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| 52 | { 95, 111, 10 }, // FALLBACK |
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| 53 | { 112, 122, 7 }, // WAVE |
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| 54 | { 123, 134, 6 }, // POINT |
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| 55 | { 135, 153, 10 }, // CROUCH_STAND |
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| 56 | { 154, 159, 7 }, // CROUCH_WALK |
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| 57 | { 160, 168, 10 }, // CROUCH_ATTACK |
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| 58 | { 196, 172, 7 }, // CROUCH_PAIN |
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| 59 | { 173, 177, 5 }, // CROUCH_DEATH |
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| 60 | { 178, 183, 7 }, // DEATH_FALLBACK |
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| 61 | { 184, 189, 7 }, // DEATH_FALLFORWARD |
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| 62 | { 190, 197, 7 }, // DEATH_FALLBACKSLOW |
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| 63 | { 198, 198, 5 }, // BOOM |
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| 64 | }; |
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| 65 | |
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| 66 | |
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[4077] | 67 | /******************************************************************************** |
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| 68 | * MD2MODEL * |
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| 69 | ********************************************************************************/ |
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[4065] | 70 | |
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| 71 | /** |
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| 72 | \brief standard constructor |
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[4076] | 73 | |
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[4140] | 74 | creates a new model |
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[4065] | 75 | */ |
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| 76 | MD2Model::MD2Model () |
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| 77 | { |
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[4140] | 78 | this->setClassName ("MD2Model"); |
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[4168] | 79 | |
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| 80 | MD2Loader* md2loader = new MD2Loader(); |
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| 81 | this->model = new t3DModel; |
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| 82 | md2loader->importMD2(this->model, "../data/models/tris.md2"); |
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[4169] | 83 | delete md2loader; |
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[4065] | 84 | } |
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| 85 | |
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| 86 | |
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| 87 | /** |
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| 88 | \brief standard deconstructor |
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| 89 | |
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| 90 | */ |
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| 91 | MD2Model::~MD2Model () |
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| 92 | { |
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| 93 | // delete what has to be deleted here |
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| 94 | } |
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[4076] | 95 | |
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[4161] | 96 | |
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[4168] | 97 | void MD2Model::animate() |
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[4161] | 98 | { |
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[4168] | 99 | if( unlikely(this->model->objectList.size() <= 0)) return; |
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[4162] | 100 | /* get current animation from the list */ |
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[4168] | 101 | tAnimationInfo *pAnim = &(this->model->animationList[this->model->currentAnim]); |
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[4161] | 102 | |
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[4168] | 103 | int nextFrame = (this->model->currentFrame + 1) % pAnim->endFrame; |
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[4162] | 104 | if( unlikely(nextFrame == 0)) |
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| 105 | nextFrame = pAnim->startFrame; |
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[4161] | 106 | |
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[4168] | 107 | t3DObject *pFrame = &this->model->objectList[this->model->currentFrame]; |
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| 108 | t3DObject *pNextFrame = &this->model->objectList[nextFrame]; |
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[4161] | 109 | |
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[4162] | 110 | /* we have stored the texture and face information only in the first frame */ |
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[4168] | 111 | t3DObject *pFirstFrame = &this->model->objectList[0]; |
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[4161] | 112 | |
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[4162] | 113 | /* get the current time as a value in the domain [0..1] :)) */ |
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[4168] | 114 | float t = this->getCurrentTime(this->model, nextFrame); |
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[4161] | 115 | |
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[4162] | 116 | glBegin(GL_TRIANGLES); |
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| 117 | for(int j = 0; j < pFrame->numOfFaces; j++) |
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| 118 | { |
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| 119 | for(int whichVertex = 0; whichVertex < 3; whichVertex++) |
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| 120 | { |
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| 121 | int vertIndex = pFirstFrame->pFaces[j].vertIndex[whichVertex]; |
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| 122 | int texIndex = pFirstFrame->pFaces[j].coordIndex[whichVertex]; |
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[4161] | 123 | |
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[4162] | 124 | if( likely(pFirstFrame->pTexVerts != NULL)) |
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| 125 | { |
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[4168] | 126 | glTexCoord2f(pFirstFrame->pTexVerts[texIndex].x, |
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| 127 | pFirstFrame->pTexVerts[texIndex].y); |
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[4162] | 128 | } |
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[4161] | 129 | |
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[4162] | 130 | /* here comes the interpolation part */ |
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| 131 | CVector3 vPoint1 = pFrame->pVerts[vertIndex]; |
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| 132 | CVector3 vPoint2 = pNextFrame->pVerts[vertIndex]; |
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| 133 | glVertex3f(vPoint1.x + t * (vPoint2.x - vPoint1.x), |
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| 134 | vPoint1.y + t * (vPoint2.y - vPoint1.y), |
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| 135 | vPoint1.z + t * (vPoint2.z - vPoint1.z)); |
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| 136 | } |
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| 137 | } |
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| 138 | glEnd(); |
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[4161] | 139 | } |
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| 140 | |
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| 141 | |
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[4162] | 142 | float MD2Model::getCurrentTime(t3DModel *pModel, int nextFrame) |
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[4161] | 143 | { |
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[4162] | 144 | /* stretch the time with animation speed (and make seconds out of it) */ |
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[4163] | 145 | //float t = this->dtS / kAnimationSpeed; |
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[4161] | 146 | |
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[4163] | 147 | if ( unlikely(this->localTime*1000.0 >= 1000.0/kAnimationSpeed) ) |
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| 148 | { |
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[4162] | 149 | pModel->currentFrame = nextFrame; |
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[4163] | 150 | this->localTime = 0.0f; |
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| 151 | } |
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[4168] | 152 | return (this->localTime / kAnimationSpeed); |
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[4161] | 153 | } |
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| 154 | |
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[4162] | 155 | |
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| 156 | void MD2Model::tick(float dtS) |
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| 157 | { |
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[4163] | 158 | this->localTime += dtS; |
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[4162] | 159 | } |
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| 160 | |
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[4138] | 161 | /** |
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[4140] | 162 | \brief draw function |
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[4138] | 163 | |
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[4140] | 164 | these function will take NO argument in the final version, just for testing |
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[4138] | 165 | */ |
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[4168] | 166 | void MD2Model::draw() |
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[4138] | 167 | { |
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[4168] | 168 | if( this->model->objectList.size() <= 0) return; |
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[4076] | 169 | |
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[4168] | 170 | t3DObject *pObject = &this->model->objectList[0]; |
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[4140] | 171 | glBegin(GL_TRIANGLES); |
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| 172 | for(int j = 0; j < pObject->numOfFaces; j++) |
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| 173 | { |
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| 174 | for(int whichVertex = 0; whichVertex < 3; whichVertex++) |
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| 175 | { |
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| 176 | int index = pObject->pFaces[j].vertIndex[whichVertex]; |
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| 177 | int index2 = pObject->pFaces[j].coordIndex[whichVertex]; |
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| 178 | /* we invert the normals since the md2 file format uses different style */ |
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[4150] | 179 | /* FIX FIX FIX: ther are actualy no reasons to compute the normals every frame: change this later*/ |
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[4147] | 180 | glNormal3f(-pObject->pNormals[index].x, -pObject->pNormals[index].y, -pObject->pNormals[index].z); |
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| 181 | |
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[4158] | 182 | if( likely(pObject->pTexVerts != NULL)) |
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[4140] | 183 | { |
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[4158] | 184 | glTexCoord2f(pObject->pTexVerts[index2].x, pObject->pTexVerts[index2].y); |
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[4140] | 185 | } |
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[4158] | 186 | glVertex3f(pObject->pVerts[index].x, pObject->pVerts[index].y, pObject->pVerts[index].z); |
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[4140] | 187 | } |
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| 188 | } |
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| 189 | glEnd(); |
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[4138] | 190 | } |
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| 191 | |
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[4077] | 192 | /******************************************************************************** |
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| 193 | * MD2LOADER * |
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| 194 | ********************************************************************************/ |
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| 195 | |
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[4076] | 196 | /** |
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| 197 | \brief standard deconstructor |
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[4140] | 198 | creates a new model loader |
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[4076] | 199 | */ |
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| 200 | MD2Loader::MD2Loader() |
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[4077] | 201 | { |
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[4140] | 202 | this->setClassName ("MD2Loader"); |
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| 203 | /* initialize all data to initial state */ |
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| 204 | memset(&this->header, 0, sizeof(tMd2Header)); |
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| 205 | this->pSkins = NULL; |
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| 206 | this->pTexCoords = NULL; |
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| 207 | this->pTriangles = NULL; |
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| 208 | this->pFrames = NULL; |
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[4077] | 209 | } |
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[4076] | 210 | |
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| 211 | /** |
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| 212 | \brief standard deconstructor |
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| 213 | */ |
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| 214 | MD2Loader::~MD2Loader() |
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| 215 | {} |
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| 216 | |
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| 217 | |
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| 218 | /** |
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[4140] | 219 | \brief this is called by the client to open the .Md2 file, read it, then clean up |
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| 220 | \param model to load in |
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| 221 | \param file name to load |
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| 222 | \param texture name to load |
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[4076] | 223 | */ |
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[4079] | 224 | bool MD2Loader::importMD2(t3DModel *pModel, char *fileName, char *textureName) |
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| 225 | { |
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[4140] | 226 | this->pFile = fopen(fileName, "rb"); |
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| 227 | if( unlikely(!pFile)) |
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| 228 | { |
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| 229 | PRINTF(1)("Couldn't open the MD2 File for loading. Exiting.\n"); |
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| 230 | return false; |
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| 231 | } |
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| 232 | fread(&this->header, 1, sizeof(tMd2Header), pFile); |
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| 233 | /* check for the header version: make sure its a md2 file :) */ |
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| 234 | if( likely(this->header.version != 8)) |
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| 235 | { |
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| 236 | PRINTF(1)("Couldn't load file %s: invalid file format: stop loading\n", fileName); |
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| 237 | return false; |
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| 238 | } |
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[4079] | 239 | |
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[4140] | 240 | this->readMD2Data(); |
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| 241 | this->convertDataStructures(pModel); |
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[4150] | 242 | this->computeNormals(pModel); |
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[4079] | 243 | |
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[4140] | 244 | if( likely((int)textureName)) |
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| 245 | { |
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[4146] | 246 | tMaterialInfo textureInfo; |
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| 247 | strcpy(textureInfo.strFile, textureName); |
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[4140] | 248 | /* since there is only one texture for a .Md2 file, the ID is always 0 */ |
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[4146] | 249 | textureInfo.texureId = 0; |
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| 250 | textureInfo.uTile = 1; |
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[4140] | 251 | /* we only have 1 material for a model */ |
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| 252 | pModel->numOfMaterials = 1; |
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[4146] | 253 | pModel->materialList.push_back(textureInfo); |
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[4140] | 254 | } |
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[4079] | 255 | |
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[4140] | 256 | this->cleanUp(); |
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| 257 | return true; |
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[4079] | 258 | } |
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| 259 | |
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[4157] | 260 | |
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[4076] | 261 | /** |
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[4140] | 262 | \brief This function reads in all of the model's data, except the animation frames |
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[4076] | 263 | */ |
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| 264 | void MD2Loader::readMD2Data() |
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[4080] | 265 | { |
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[4140] | 266 | unsigned char buffer[MD2_MAX_FRAMESIZE]; |
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| 267 | this->pSkins = new tMd2Skin[this->header.numSkins]; |
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| 268 | this->pTexCoords = new tMd2TexCoord[this->header.numTexCoords]; |
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| 269 | this->pTriangles = new tMd2Face[this->header.numTriangles]; |
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| 270 | this->pFrames = new tMd2Frame[this->header.numFrames]; |
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[4076] | 271 | |
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[4140] | 272 | /* we read the skins */ |
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| 273 | fseek(this->pFile, this->header.offsetSkins, SEEK_SET); |
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| 274 | fread(this->pSkins, sizeof(tMd2Skin), this->header.numSkins, this->pFile); |
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| 275 | /* read all vertex data */ |
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| 276 | fseek(this->pFile, this->header.offsetTexCoords, SEEK_SET); |
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| 277 | fread(this->pTexCoords, sizeof(tMd2TexCoord), this->header.numTexCoords, this->pFile); |
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| 278 | /* read face data for each triangle (normals) */ |
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| 279 | fseek(this->pFile, this->header.offsetTriangles, SEEK_SET); |
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| 280 | fread(this->pTriangles, sizeof(tMd2Face), this->header.numTriangles, this->pFile); |
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| 281 | /* reading all frame data */ |
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| 282 | fseek(this->pFile, this->header.offsetFrames, SEEK_SET); |
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[4147] | 283 | for( int i = 0; i < this->header.numFrames; i++) |
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[4140] | 284 | { |
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| 285 | tMd2AliasFrame *pFrame = (tMd2AliasFrame *) buffer; |
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| 286 | this->pFrames[i].pVertices = new tMd2Triangle [this->header.numVertices]; |
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| 287 | |
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| 288 | /* read the frame animation data */ |
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| 289 | fread(pFrame, 1, this->header.frameSize, this->pFile); |
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| 290 | strcpy(this->pFrames[i].strName, pFrame->name); |
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| 291 | tMd2Triangle *pVertices = this->pFrames[i].pVertices; |
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| 292 | /* |
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| 293 | scale translations, store vertices: since id used a non-opengl xyz notation, we have to swap y and z |
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| 294 | and negate z axis |
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| 295 | */ |
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[4147] | 296 | for( int j = 0; j < this->header.numVertices; j++) |
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[4080] | 297 | { |
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[4140] | 298 | pVertices[j].vertex[0] = pFrame->aliasVertices[j].vertex[0] * pFrame->scale[0] + pFrame->translate[0]; |
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| 299 | pVertices[j].vertex[2] = -1 * (pFrame->aliasVertices[j].vertex[1] * pFrame->scale[1] + pFrame->translate[1]); |
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| 300 | pVertices[j].vertex[1] = pFrame->aliasVertices[j].vertex[2] * pFrame->scale[2] + pFrame->translate[2]; |
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[4080] | 301 | } |
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[4140] | 302 | } |
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[4080] | 303 | } |
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| 304 | |
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[4157] | 305 | |
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[4076] | 306 | /** |
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[4140] | 307 | \brief this function fills in the animation list for each animation by name and frame |
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| 308 | \param model |
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[4076] | 309 | */ |
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| 310 | void MD2Loader::parseAnimations(t3DModel *pModel) |
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[4082] | 311 | { |
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[4146] | 312 | tAnimationInfo animationInfo; |
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[4140] | 313 | string strLastName = ""; |
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[4076] | 314 | |
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[4141] | 315 | /* the animation parse process looks a little bit wired: this is because there are no |
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[4140] | 316 | fix bounds for the animation lengths, so the frames are destingushed using their names |
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| 317 | which is normaly composed of <animationname><number> |
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| 318 | */ |
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[4082] | 319 | |
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[4140] | 320 | for(int i = 0; i < pModel->numOfObjects; i++) |
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| 321 | { |
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| 322 | string strName = this->pFrames[i].strName; |
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| 323 | int frameNum = 0; |
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[4141] | 324 | |
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| 325 | /* erease the frame number from the frame-name */ |
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[4140] | 326 | for(unsigned int j = 0; j < strName.length(); j++) |
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[4082] | 327 | { |
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[4140] | 328 | if( isdigit(strName[j]) && j >= strName.length() - 2) |
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| 329 | { |
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| 330 | frameNum = atoi(&strName[j]); |
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| 331 | strName.erase(j, strName.length() - j); |
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| 332 | break; |
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| 333 | } |
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| 334 | } |
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[4082] | 335 | |
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[4141] | 336 | printf("current: %s, last: %s\n", strName.c_str(), strLastName.c_str()); |
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| 337 | |
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[4140] | 338 | /* animations are sorted through their names: this is how its been done: */ |
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[4141] | 339 | if( strName != strLastName || i == pModel->numOfObjects - 1) |
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[4140] | 340 | { |
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[4141] | 341 | if( strLastName != "") |
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[4140] | 342 | { |
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[4146] | 343 | strcpy(animationInfo.strName, strLastName.c_str()); |
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| 344 | animationInfo.endFrame = i; |
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| 345 | pModel->animationList.push_back(animationInfo); |
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[4140] | 346 | memset(&animationInfo, 0, sizeof(tAnimationInfo)); |
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| 347 | pModel->numOfAnimations++; |
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| 348 | } |
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[4146] | 349 | animationInfo.startFrame = frameNum - 1 + i; |
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[4082] | 350 | } |
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[4140] | 351 | strLastName = strName; |
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| 352 | } |
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[4082] | 353 | } |
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| 354 | |
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[4157] | 355 | |
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[4076] | 356 | /** |
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[4140] | 357 | \brief this function converts the .md2 structures to our own model and object structures: decompress |
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| 358 | \param model |
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[4076] | 359 | */ |
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| 360 | void MD2Loader::convertDataStructures(t3DModel *pModel) |
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[4087] | 361 | { |
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[4140] | 362 | int j = 0, i = 0; |
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[4087] | 363 | |
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[4140] | 364 | memset(pModel, 0, sizeof(t3DModel)); |
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| 365 | pModel->numOfObjects = this->header.numFrames; |
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[4076] | 366 | |
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[4140] | 367 | this->parseAnimations(pModel); |
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[4076] | 368 | |
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[4140] | 369 | for (i = 0; i < pModel->numOfObjects; i++) |
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| 370 | { |
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[4146] | 371 | t3DObject currentFrame; |
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[4087] | 372 | |
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[4146] | 373 | currentFrame.numOfVerts = this->header.numVertices; |
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| 374 | currentFrame.numTexVertex = this->header.numTexCoords; |
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| 375 | currentFrame.numOfFaces = this->header.numTriangles; |
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[4087] | 376 | |
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[4146] | 377 | currentFrame.pVerts = new CVector3[currentFrame.numOfVerts]; |
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[4087] | 378 | |
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[4146] | 379 | for (j = 0; j < currentFrame.numOfVerts; j++) |
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[4140] | 380 | { |
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[4146] | 381 | currentFrame.pVerts[j].x = this->pFrames[i].pVertices[j].vertex[0]; |
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| 382 | currentFrame.pVerts[j].y = this->pFrames[i].pVertices[j].vertex[1]; |
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| 383 | currentFrame.pVerts[j].z = this->pFrames[i].pVertices[j].vertex[2]; |
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[4140] | 384 | } |
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[4087] | 385 | |
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[4140] | 386 | delete this->pFrames[i].pVertices; |
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[4087] | 387 | |
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[4140] | 388 | if( likely(i > 0)) |
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| 389 | { |
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[4146] | 390 | pModel->objectList.push_back(currentFrame); |
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[4140] | 391 | continue; |
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| 392 | } |
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[4087] | 393 | |
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[4146] | 394 | currentFrame.pTexVerts = new CVector2[currentFrame.numTexVertex]; |
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| 395 | currentFrame.pFaces = new tFace[currentFrame.numOfFaces]; |
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[4087] | 396 | |
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[4146] | 397 | for(j = 0; j < currentFrame.numTexVertex; j++) |
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[4140] | 398 | { |
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[4146] | 399 | currentFrame.pTexVerts[j].x = this->pTexCoords[j].u / float(this->header.skinWidth); |
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| 400 | currentFrame.pTexVerts[j].y = 1 - this->pTexCoords[j].v / float(this->header.skinHeight); |
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[4140] | 401 | } |
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[4087] | 402 | |
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[4146] | 403 | for(j = 0; j < currentFrame.numOfFaces; j++) |
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[4140] | 404 | { |
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[4146] | 405 | currentFrame.pFaces[j].vertIndex[0] = this->pTriangles[j].vertexIndices[0]; |
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| 406 | currentFrame.pFaces[j].vertIndex[1] = this->pTriangles[j].vertexIndices[1]; |
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| 407 | currentFrame.pFaces[j].vertIndex[2] = this->pTriangles[j].vertexIndices[2]; |
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[4087] | 408 | |
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[4146] | 409 | currentFrame.pFaces[j].coordIndex[0] = this->pTriangles[j].textureIndices[0]; |
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| 410 | currentFrame.pFaces[j].coordIndex[1] = this->pTriangles[j].textureIndices[1]; |
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| 411 | currentFrame.pFaces[j].coordIndex[2] = this->pTriangles[j].textureIndices[2]; |
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[4087] | 412 | } |
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[4146] | 413 | pModel->objectList.push_back(currentFrame); |
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[4140] | 414 | } |
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[4087] | 415 | } |
---|
| 416 | |
---|
| 417 | |
---|
[4076] | 418 | /** |
---|
[4140] | 419 | \brief this function conputes the normals of the model |
---|
| 420 | \param model |
---|
[4076] | 421 | */ |
---|
| 422 | void MD2Loader::computeNormals(t3DModel *pModel) |
---|
[4148] | 423 | { |
---|
[4149] | 424 | CVector3 vVector1, vVector2, vNormal, vPoly[3]; |
---|
[4076] | 425 | |
---|
[4149] | 426 | if( unlikely(pModel->numOfObjects <= 0)) |
---|
| 427 | return; |
---|
| 428 | /* now computing face normals: this means just averaging the vertex normals of a face */ |
---|
| 429 | /* so for every object: */ |
---|
| 430 | for(int index = 0; index < pModel->numOfObjects; index++) |
---|
| 431 | { |
---|
| 432 | t3DObject *pObject = &(pModel->objectList[index]); |
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[4126] | 433 | |
---|
[4149] | 434 | /* allocate all the memory we need to calculate the normals */ |
---|
| 435 | CVector3 *pNormals = new CVector3 [pObject->numOfFaces]; |
---|
| 436 | CVector3 *pTempNormals = new CVector3 [pObject->numOfFaces]; |
---|
| 437 | pObject->pNormals = new CVector3 [pObject->numOfVerts]; |
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[4148] | 438 | |
---|
[4149] | 439 | for(int i=0; i < pObject->numOfFaces; i++) |
---|
| 440 | { |
---|
| 441 | /* cache the points to make coding easier :) */ |
---|
| 442 | vPoly[0] = pObject->pVerts[pObject->pFaces[i].vertIndex[0]]; |
---|
| 443 | vPoly[1] = pObject->pVerts[pObject->pFaces[i].vertIndex[1]]; |
---|
| 444 | vPoly[2] = pObject->pVerts[pObject->pFaces[i].vertIndex[2]]; |
---|
[4148] | 445 | |
---|
[4149] | 446 | vVector1 = MathHelp::VectorDiff(vPoly[0], vPoly[2]); |
---|
| 447 | vVector2 = MathHelp::VectorDiff(vPoly[2], vPoly[1]); |
---|
[4148] | 448 | |
---|
[4149] | 449 | vNormal = MathHelp::CrossProduct(vVector1, vVector2); |
---|
| 450 | pTempNormals[i] = vNormal; |
---|
| 451 | vNormal = MathHelp::NormalizeVector(vNormal); |
---|
[4148] | 452 | |
---|
[4149] | 453 | pNormals[i] = vNormal; |
---|
| 454 | } |
---|
[4148] | 455 | |
---|
[4149] | 456 | /* now calculating vertex normals */ |
---|
| 457 | CVector3 vSum = {0.0, 0.0, 0.0}; |
---|
| 458 | CVector3 vZero = vSum; |
---|
| 459 | int shared=0; |
---|
[4148] | 460 | |
---|
[4149] | 461 | for (int i = 0; i < pObject->numOfVerts; i++) |
---|
| 462 | { |
---|
| 463 | for (int j = 0; j < pObject->numOfFaces; j++) |
---|
| 464 | { |
---|
| 465 | if (pObject->pFaces[j].vertIndex[0] == i || |
---|
| 466 | pObject->pFaces[j].vertIndex[1] == i || |
---|
| 467 | pObject->pFaces[j].vertIndex[2] == i) |
---|
[4148] | 468 | { |
---|
[4149] | 469 | vSum = MathHelp::AddVector(vSum, pTempNormals[j]); |
---|
| 470 | shared++; } |
---|
| 471 | } |
---|
| 472 | pObject->pNormals[i] = MathHelp::DivideVectorByScaler(vSum, float(-shared)); |
---|
| 473 | pObject->pNormals[i] = MathHelp::NormalizeVector(pObject->pNormals[i]); |
---|
[4148] | 474 | |
---|
[4149] | 475 | vSum = vZero; |
---|
| 476 | shared = 0; |
---|
[4148] | 477 | } |
---|
[4149] | 478 | delete [] pTempNormals; |
---|
| 479 | delete [] pNormals; |
---|
| 480 | } |
---|
[4148] | 481 | } |
---|
| 482 | |
---|
| 483 | |
---|
[4076] | 484 | /** |
---|
[4140] | 485 | \brief This function cleans up our allocated memory and closes the file |
---|
[4076] | 486 | */ |
---|
| 487 | void MD2Loader::cleanUp() |
---|
[4087] | 488 | { |
---|
[4140] | 489 | fclose(this->pFile); |
---|
[4087] | 490 | |
---|
[4140] | 491 | if( this->pSkins) delete [] this->pSkins; |
---|
| 492 | if( this->pTexCoords) delete this->pTexCoords; |
---|
| 493 | if( this->pTriangles) delete this->pTriangles; |
---|
| 494 | if( this->pFrames) delete this->pFrames; |
---|
[4087] | 495 | } |
---|
[4172] | 496 | |
---|
| 497 | |
---|
| 498 | /******************************************************************************** |
---|
| 499 | * MD2LOADER2 * |
---|
| 500 | ********************************************************************************/ |
---|
| 501 | |
---|
| 502 | MD2Model2::MD2Model2() |
---|
| 503 | { |
---|
| 504 | this->pVertices = NULL; |
---|
| 505 | this->pGLCommands = NULL; |
---|
| 506 | this->pLightNormals = NULL; |
---|
| 507 | |
---|
| 508 | this->numFrames = 0; |
---|
| 509 | this->numVertices = 0; |
---|
| 510 | this->numGLCommands = 0; |
---|
| 511 | |
---|
| 512 | this->textureID = 0; |
---|
[4212] | 513 | this->scaleFactor = 0.1f; |
---|
[4172] | 514 | |
---|
[4214] | 515 | this->setAnim(STAND); |
---|
[4172] | 516 | } |
---|
| 517 | |
---|
| 518 | |
---|
| 519 | MD2Model2::~MD2Model2() |
---|
| 520 | { |
---|
| 521 | delete [] this->pVertices; |
---|
| 522 | delete [] this->pGLCommands; |
---|
| 523 | delete [] this->pLightNormals; |
---|
| 524 | } |
---|
| 525 | |
---|
| 526 | |
---|
| 527 | |
---|
| 528 | bool MD2Model2::loadModel(const char *fileName) |
---|
| 529 | { |
---|
| 530 | FILE *pFile; //file stream |
---|
| 531 | tMd2Header header; |
---|
| 532 | char* buffer; //buffer for frame data |
---|
| 533 | sFrame* frame; //temp frame |
---|
| 534 | sVec3D *pVertex; |
---|
| 535 | int* pNormals; |
---|
| 536 | |
---|
| 537 | pFile = fopen(fileName, "rb"); |
---|
| 538 | if( unlikely(!pFile)) |
---|
| 539 | { |
---|
| 540 | PRINTF(1)("Couldn't open the MD2 File for loading. Exiting.\n"); |
---|
| 541 | return false; |
---|
| 542 | } |
---|
| 543 | fread(&header, 1, sizeof(tMd2Header), pFile); |
---|
| 544 | /* check for the header version: make sure its a md2 file :) */ |
---|
| 545 | if( unlikely(header.version != MD2_VERSION) && unlikely(header.ident != MD2_IDENT)) |
---|
| 546 | { |
---|
| 547 | PRINTF(1)("Couldn't load file %s: invalid file format: stop loading\n", fileName); |
---|
| 548 | return false; |
---|
| 549 | } |
---|
| 550 | |
---|
| 551 | /* got the data: map it to locals */ |
---|
| 552 | this->numFrames = header.numFrames; |
---|
| 553 | this->numVertices = header.numVertices; |
---|
| 554 | this->numGLCommands = header.numGlCommands; |
---|
| 555 | /* allocate memory for the data storage */ |
---|
| 556 | this->pVertices = new sVec3D[this->numVertices * this->numFrames]; |
---|
| 557 | this->pGLCommands = new int[this->numGLCommands]; |
---|
| 558 | this->pLightNormals = new int[this->numVertices * this->numFrames]; |
---|
| 559 | buffer = new char[this->numFrames * header.frameSize]; |
---|
| 560 | |
---|
| 561 | /* read frame data from the file to a temp buffer */ |
---|
| 562 | fseek(pFile, header.offsetFrames, SEEK_SET); |
---|
| 563 | fread(buffer, header.frameSize, this->numFrames, pFile); |
---|
| 564 | /* read opengl commands */ |
---|
| 565 | fseek(pFile, header.offsetGlCommands, SEEK_SET); |
---|
| 566 | fread(this->pGLCommands, sizeof(int), this->numGLCommands, pFile); |
---|
| 567 | |
---|
| 568 | for(int i = 0; i < this->numFrames; ++i) |
---|
| 569 | { |
---|
[4212] | 570 | /* |
---|
| 571 | faster but evt. buggy |
---|
[4172] | 572 | frame = (sFrame*)(buffer + header.frameSize * i); |
---|
| 573 | pVertex = this->pVertices + this->numVertices * i; |
---|
| 574 | pNormals = this->pLightNormals + this->numVertices * i; |
---|
[4212] | 575 | */ |
---|
| 576 | frame = (sFrame *)&buffer[header.frameSize * i]; |
---|
| 577 | pVertex = &this->pVertices[this->numVertices * i]; |
---|
| 578 | pNormals = &this->pLightNormals[this->numVertices * i]; |
---|
[4172] | 579 | |
---|
| 580 | for(int j = 0; j < this->numVertices; ++j) |
---|
| 581 | { |
---|
| 582 | /* SPEEDUP: *(pVerts + i + 0) = (*(frame->pVertices + i + 0)... */ |
---|
| 583 | pVertex[i][0] = (frame->pVertices[i].v[0] * frame->scale[0]) + frame->translate[0]; |
---|
| 584 | pVertex[i][1] = (frame->pVertices[i].v[1] * frame->scale[1]) + frame->translate[1]; |
---|
| 585 | pVertex[i][2] = (frame->pVertices[i].v[2] * frame->scale[2]) + frame->translate[2]; |
---|
| 586 | |
---|
| 587 | pNormals[i] = frame->pVertices[i].lightNormalIndex; |
---|
| 588 | } |
---|
| 589 | } |
---|
| 590 | |
---|
| 591 | delete [] buffer; |
---|
| 592 | fclose(pFile); |
---|
| 593 | } |
---|
| 594 | |
---|
| 595 | |
---|
| 596 | bool MD2Model2::loadSkin(const char* fileName) |
---|
| 597 | { |
---|
| 598 | this->material = new Material("md2ModelTest"); |
---|
| 599 | this->material->setDiffuseMap(fileName); |
---|
| 600 | this->material->setIllum(3); |
---|
| 601 | this->material->setAmbient(1.0, 1.0, 1.0); |
---|
| 602 | } |
---|
| 603 | |
---|
| 604 | |
---|
| 605 | /** |
---|
| 606 | \brief initializes an array of vert with the current frame scaled vertices |
---|
| 607 | |
---|
| 608 | we won't use the pVertices array directly, since its much easier and we need |
---|
| 609 | saving of data anyway |
---|
| 610 | */ |
---|
| 611 | void MD2Model2::interpolate(sVec3D* verticesList) |
---|
| 612 | { |
---|
[4188] | 613 | sVec3D* currVec; |
---|
| 614 | sVec3D* nextVec; |
---|
| 615 | |
---|
| 616 | currVec = &this->pVertices[this->numVertices * this->animationState.currentFrame]; |
---|
[4212] | 617 | nextVec = &this->pVertices[this->numVertices * this->animationState.nextFrame]; |
---|
[4188] | 618 | |
---|
[4212] | 619 | //printf("currVec: %f, %f, %f\n", currVec[0][0], currVec[0][1], currVec[0][2]); |
---|
| 620 | //printf("nextVec: %f, %f, %f\n", nextVec[0], nextVec[1], nextVec[2]); |
---|
| 621 | |
---|
[4172] | 622 | for(int i = 0; i < this->numFrames; ++i) |
---|
| 623 | { |
---|
[4189] | 624 | /* |
---|
[4172] | 625 | verticesList[i][0] = this->pVertices[i + (this->numFrames * this->animationState.currentFrame)][0] * this->scaleFactor; |
---|
| 626 | verticesList[i][1] = this->pVertices[i + (this->numFrames * this->animationState.currentFrame)][1] * this->scaleFactor; |
---|
| 627 | verticesList[i][2] = this->pVertices[i + (this->numFrames * this->animationState.currentFrame)][2] * this->scaleFactor; |
---|
[4189] | 628 | */ |
---|
| 629 | |
---|
| 630 | verticesList[i][0] = (currVec[i][0] + this->animationState.interpolationState * (nextVec[i][0] - currVec[i][0])) * this->scaleFactor; |
---|
| 631 | verticesList[i][1] = (currVec[i][1] + this->animationState.interpolationState * (nextVec[i][1] - currVec[i][1])) * this->scaleFactor; |
---|
| 632 | verticesList[i][2] = (currVec[i][2] + this->animationState.interpolationState * (nextVec[i][2] - currVec[i][2])) * this->scaleFactor; |
---|
[4172] | 633 | } |
---|
| 634 | } |
---|
| 635 | |
---|
| 636 | |
---|
[4211] | 637 | void MD2Model2::setAnim(int type) |
---|
| 638 | { |
---|
| 639 | if( (type < 0) || (type > MAX_ANIMATIONS) ) |
---|
| 640 | type = 0; |
---|
| 641 | |
---|
| 642 | this->animationState.startFrame = animationList[type].firstFrame; |
---|
| 643 | this->animationState.endFrame = animationList[type].lastFrame; |
---|
| 644 | this->animationState.nextFrame = animationList[type].firstFrame + 1; |
---|
| 645 | this->animationState.fps = animationList[type].fps; |
---|
| 646 | this->animationState.type = type; |
---|
| 647 | } |
---|
| 648 | |
---|
| 649 | |
---|
[4213] | 650 | void MD2Model2::animate() |
---|
[4211] | 651 | { |
---|
| 652 | if( this->animationState.localTime - this->animationState.lastTime > (1.0f / this->animationState.fps)) |
---|
| 653 | { |
---|
| 654 | this->animationState.currentFrame = this->animationState.nextFrame; |
---|
| 655 | this->animationState.nextFrame++; |
---|
| 656 | |
---|
| 657 | if( this->animationState.nextFrame > this->animationState.endFrame) |
---|
| 658 | this->animationState.nextFrame = this->animationState.startFrame; |
---|
| 659 | this->animationState.lastTime = this->animationState.localTime; |
---|
| 660 | } |
---|
| 661 | |
---|
| 662 | if( this->animationState.currentFrame > (this->numFrames - 1) ) |
---|
| 663 | this->animationState.currentFrame = 0; |
---|
| 664 | if( this->animationState.nextFrame > (this->numFrames - 1) ) |
---|
| 665 | this->animationState.nextFrame = 0; |
---|
| 666 | |
---|
| 667 | this->animationState.interpolationState = this->animationState.fps * |
---|
| 668 | (this->animationState.localTime - this->animationState.lastTime); |
---|
| 669 | } |
---|
| 670 | |
---|
| 671 | |
---|
[4172] | 672 | /* hhmmm... id used a very different way to do lightning...*/ |
---|
| 673 | void MD2Model2::processLighting() |
---|
| 674 | { |
---|
[4189] | 675 | shadeDots = anormsDots[((int)(md2Angle*(SHADEDOT_QUANT / 360.0)))&(SHADEDOT_QUANT - 1)]; |
---|
[4172] | 676 | } |
---|
| 677 | |
---|
[4214] | 678 | void MD2Model2::tick(float time) |
---|
| 679 | { |
---|
| 680 | this->animationState.localTime += time; |
---|
| 681 | } |
---|
[4172] | 682 | |
---|
[4214] | 683 | |
---|
| 684 | void MD2Model2::draw() |
---|
| 685 | { |
---|
| 686 | if( likely(this->animationState.localTime > 0.0)) |
---|
| 687 | this->animate(); |
---|
| 688 | |
---|
| 689 | glPushMatrix(); |
---|
| 690 | /* rotate because id software uses another orientation then the openGL default */ |
---|
| 691 | /* \todo: rotate the axis already when loading... easy :) */ |
---|
| 692 | glRotatef(-90.0, 1.0, 0.0, 0.0); |
---|
| 693 | glRotatef(-90.0, 0.0, 0.0, 1.0); |
---|
| 694 | |
---|
| 695 | this->renderFrame(); |
---|
| 696 | |
---|
| 697 | glPopMatrix(); |
---|
| 698 | } |
---|
| 699 | |
---|
| 700 | |
---|
[4172] | 701 | void MD2Model2::renderFrame() |
---|
| 702 | { |
---|
| 703 | static sVec3D verticesList[MD2_MAX_VERTICES]; /* performance: created only once in a lifetime */ |
---|
| 704 | int* pCommands = this->pGLCommands; |
---|
| 705 | |
---|
| 706 | /* some face culling stuff */ |
---|
[4214] | 707 | glPushAttrib(GL_POLYGON_BIT); |
---|
| 708 | glFrontFace(GL_CW); |
---|
| 709 | glEnable(GL_CULL_FACE); |
---|
| 710 | glCullFace(GL_BACK); |
---|
[4172] | 711 | |
---|
[4188] | 712 | this->processLighting(); |
---|
[4212] | 713 | this->interpolate(verticesList); |
---|
[4172] | 714 | this->material->select(); |
---|
| 715 | |
---|
| 716 | /* draw the triangles */ |
---|
| 717 | /* \todo: take int i out of while loop */ |
---|
| 718 | while( int i = *(pCommands++)) /* strange looking while loop for maximum performance */ |
---|
| 719 | { |
---|
| 720 | if( i < 0) |
---|
| 721 | { |
---|
| 722 | glBegin(GL_TRIANGLE_FAN); |
---|
| 723 | i = -i; |
---|
| 724 | } |
---|
| 725 | else |
---|
| 726 | { |
---|
| 727 | glBegin(GL_TRIANGLE_STRIP); |
---|
| 728 | } |
---|
| 729 | |
---|
| 730 | for(; i > 0; --i, pCommands += 3) /* down counting for loop, next 3 gl commands */ |
---|
| 731 | { |
---|
| 732 | /* for quake2 lighting */ |
---|
[4214] | 733 | //float l = shadeDots[this->pLightNormals[pCommands[2]]]; |
---|
[4172] | 734 | //glColor3f(l * lcolor[0], l * lcolor[1], l * lcolor[2]); |
---|
| 735 | |
---|
| 736 | glTexCoord2f( ((float *)pCommands)[0], ((float *)pCommands)[1] ); |
---|
[4188] | 737 | glNormal3fv(anorms[this->pLightNormals[2]]); |
---|
[4172] | 738 | glVertex3fv(verticesList[pCommands[2]]); |
---|
| 739 | } |
---|
| 740 | glEnd(); |
---|
| 741 | } |
---|
[4214] | 742 | glDisable(GL_CULL_FACE); |
---|
| 743 | glPopAttrib(); |
---|
[4172] | 744 | } |
---|
| 745 | |
---|