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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15 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER |
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16 | |
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17 | #include "md2Model.h" |
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18 | |
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19 | #include <fstream> |
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20 | |
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21 | #include "list.h" |
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22 | |
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23 | |
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24 | using namespace std; |
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25 | |
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26 | /******************************************************************************** |
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27 | * MD2MODEL * |
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28 | ********************************************************************************/ |
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29 | |
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30 | /** |
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31 | \brief standard constructor |
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32 | |
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33 | creates a new model |
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34 | */ |
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35 | MD2Model::MD2Model () |
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36 | { |
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37 | this->setClassName ("MD2Model"); |
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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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49 | |
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50 | |
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51 | /******************************************************************************** |
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52 | * MD2LOADER * |
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53 | ********************************************************************************/ |
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54 | |
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55 | /** |
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56 | \brief standard deconstructor |
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57 | creates a new model loader |
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58 | */ |
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59 | MD2Loader::MD2Loader() |
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60 | { |
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61 | this->setClassName ("MD2Loader"); |
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62 | /* initialize all data to initial state */ |
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63 | memset(&this->header, 0, sizeof(tMd2Header)); |
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64 | this->pSkins = NULL; |
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65 | this->pTexCoords = NULL; |
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66 | this->pTriangles = NULL; |
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67 | this->pFrames = NULL; |
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68 | } |
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69 | |
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70 | /** |
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71 | \brief standard deconstructor |
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72 | */ |
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73 | MD2Loader::~MD2Loader() |
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74 | {} |
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75 | |
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76 | |
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77 | /** |
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78 | \brief this is called by the client to open the .Md2 file, read it, then clean up |
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79 | \param model to load in |
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80 | \param file name to load |
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81 | \param texture name to load |
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82 | */ |
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83 | bool MD2Loader::importMD2(t3DModel *pModel, char *fileName, char *textureName) |
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84 | { |
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85 | this->pFile = fopen(fileName, "rb"); |
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86 | if( unlikely(!pFile)) |
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87 | { |
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88 | PRINTF(1)("Couldn't open the MD2 File for loading. Exiting.\n"); |
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89 | return false; |
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90 | } |
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91 | fread(&this->header, 1, sizeof(tMd2Header), pFile); |
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92 | /* check for the header version: make sure its a md2 file :) */ |
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93 | if( likely(this->header.version != 8)) |
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94 | { |
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95 | PRINTF(1)("Couldn't load file %s: invalid file format: stop loading\n", fileName); |
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96 | return false; |
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97 | } |
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98 | |
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99 | this->readMD2Data(); |
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100 | this->convertDataStructures(pModel); |
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101 | |
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102 | if( likely((int)textureName)) |
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103 | { |
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104 | tMaterialInfo* textureInfo = new tMaterialInfo; |
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105 | strcpy(textureInfo->strFile, textureName); |
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106 | /* since there is only one texture for a .Md2 file, the ID is always 0 */ |
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107 | textureInfo->texureId = 0; |
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108 | textureInfo->uTile = 1; |
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109 | /* we only have 1 material for a model */ |
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110 | pModel->numOfMaterials = 1; |
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111 | pModel->materialList->add(textureInfo); |
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112 | } |
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113 | |
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114 | this->cleanUp(); |
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115 | return true; |
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116 | } |
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117 | |
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118 | /** |
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119 | \brief This function reads in all of the model's data, except the animation frames |
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120 | */ |
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121 | void MD2Loader::readMD2Data() |
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122 | { |
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123 | unsigned char buffer[MD2_MAX_FRAMESIZE]; |
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124 | this->pSkins = new tMd2Skin[this->header.numSkins]; |
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125 | this->pTexCoords = new tMd2TexCoord[this->header.numTexCoords]; |
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126 | this->pTriangles = new tMd2Face[this->header.numTriangles]; |
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127 | this->pFrames = new tMd2Frame[this->header.numFrames]; |
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128 | |
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129 | /* we read the skins */ |
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130 | fseek(this->pFile, this->header.offsetSkins, SEEK_SET); |
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131 | fread(this->pSkins, sizeof(tMd2Skin), this->header.numSkins, this->pFile); |
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132 | /* read all vertex data */ |
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133 | fseek(this->pFile, this->header.offsetTexCoords, SEEK_SET); |
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134 | fread(this->pTexCoords, sizeof(tMd2TexCoord), this->header.numTexCoords, this->pFile); |
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135 | /* read face data for each triangle (normals) */ |
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136 | fseek(this->pFile, this->header.offsetTriangles, SEEK_SET); |
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137 | fread(this->pTriangles, sizeof(tMd2Face), this->header.numTriangles, this->pFile); |
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138 | /* reading all frame data */ |
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139 | fseek(this->pFile, this->header.offsetFrames, SEEK_SET); |
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140 | for(int i = 0; i < this->header.numFrames; i++) |
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141 | { |
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142 | tMd2AliasFrame *pFrame = (tMd2AliasFrame *) buffer; |
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143 | this->pFrames[i].pVertices = new tMd2Triangle [this->header.numVertices]; |
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144 | |
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145 | /* read the frame animation data */ |
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146 | fread(pFrame, 1, this->header.frameSize, this->pFile); |
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147 | strcpy(this->pFrames[i].strName, pFrame->name); |
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148 | tMd2Triangle *pVertices = this->pFrames[i].pVertices; |
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149 | /* |
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150 | scale translations, store vertices: since id used a non-opengl xyz notation, we have to swap y and z |
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151 | and negate z axis |
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152 | */ |
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153 | for(int j = 0; j < this->header.numVertices; j++) |
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154 | { |
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155 | pVertices[j].vertex[0] = pFrame->aliasVertices[j].vertex[0] * pFrame->scale[0] + pFrame->translate[0]; |
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156 | pVertices[j].vertex[2] = -1 * (pFrame->aliasVertices[j].vertex[1] * pFrame->scale[1] + pFrame->translate[1]); |
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157 | pVertices[j].vertex[1] = pFrame->aliasVertices[j].vertex[2] * pFrame->scale[2] + pFrame->translate[2]; |
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158 | } |
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159 | } |
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160 | } |
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161 | |
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162 | /** |
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163 | \brief this function fills in the animation list for each animation by name and frame |
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164 | \param model |
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165 | */ |
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166 | void MD2Loader::parseAnimations(t3DModel *pModel) |
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167 | {} |
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168 | |
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169 | /** |
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170 | \brief this function converts the .md2 structures to our own model and object structures: decompress |
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171 | \param model |
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172 | */ |
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173 | void MD2Loader::convertDataStructures(t3DModel *pModel) |
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174 | {} |
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175 | |
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176 | |
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177 | /** |
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178 | \brief this function conputes the normals of the model |
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179 | \param model |
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180 | */ |
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181 | void MD2Loader::computeNormals(t3DModel *pModel) |
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182 | {} |
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183 | |
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184 | /** |
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185 | \brief This function cleans up our allocated memory and closes the file |
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186 | */ |
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187 | void MD2Loader::cleanUp() |
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188 | {} |
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