[4245] | 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 | #include "material.h" |
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| 19 | |
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[4246] | 20 | #include "resource_manager.h" |
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| 21 | |
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[4245] | 22 | #include <fstream> |
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| 23 | |
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| 24 | |
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[4277] | 25 | |
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[4245] | 26 | using namespace std; |
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| 27 | |
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| 28 | |
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[4276] | 29 | sVec3D MD2Model::anorms[NUM_VERTEX_NORMALS] = { |
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[4245] | 30 | #include "anorms.h" |
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| 31 | }; |
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| 32 | |
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[4276] | 33 | float MD2Model::anormsDots[SHADEDOT_QUANT][256] = { |
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[4245] | 34 | #include "anormtab.h" |
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| 35 | }; |
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| 36 | |
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[4276] | 37 | static float *shadeDots = MD2Model::anormsDots[0]; |
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[4245] | 38 | |
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| 39 | float md2Angle = 0.0f; |
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| 40 | |
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| 41 | |
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[4276] | 42 | sAnim MD2Model::animationList[21] = |
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[4245] | 43 | { |
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| 44 | // begin, end, fps |
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| 45 | { 0, 39, 9 }, // STAND |
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| 46 | { 40, 45, 10 }, // RUN |
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| 47 | { 46, 53, 10 }, // ATTACK |
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| 48 | { 54, 57, 7 }, // PAIN_A |
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| 49 | { 58, 61, 7 }, // PAIN_B |
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| 50 | { 62, 65, 7 }, // PAIN_C |
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| 51 | { 66, 71, 7 }, // JUMP |
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| 52 | { 72, 83, 7 }, // FLIP |
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| 53 | { 84, 94, 7 }, // SALUTE |
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| 54 | { 95, 111, 10 }, // FALLBACK |
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| 55 | { 112, 122, 7 }, // WAVE |
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[4279] | 56 | { 123, 134, 6 }, // POINTT |
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[4245] | 57 | { 135, 153, 10 }, // CROUCH_STAND |
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| 58 | { 154, 159, 7 }, // CROUCH_WALK |
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| 59 | { 160, 168, 10 }, // CROUCH_ATTACK |
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| 60 | { 196, 172, 7 }, // CROUCH_PAIN |
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| 61 | { 173, 177, 5 }, // CROUCH_DEATH |
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| 62 | { 178, 183, 7 }, // DEATH_FALLBACK |
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| 63 | { 184, 189, 7 }, // DEATH_FALLFORWARD |
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| 64 | { 190, 197, 7 }, // DEATH_FALLBACKSLOW |
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| 65 | { 198, 198, 5 }, // BOOM |
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| 66 | }; |
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| 67 | |
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| 68 | |
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| 69 | |
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| 70 | /******************************************************************************** |
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[4276] | 71 | * MD2Model2 * |
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[4245] | 72 | ********************************************************************************/ |
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| 73 | |
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[4276] | 74 | MD2Model::MD2Model() |
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[4245] | 75 | { |
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| 76 | this->pVertices = NULL; |
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| 77 | this->pGLCommands = NULL; |
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| 78 | this->pLightNormals = NULL; |
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| 79 | |
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| 80 | this->numFrames = 0; |
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| 81 | this->numVertices = 0; |
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| 82 | this->numGLCommands = 0; |
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| 83 | |
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| 84 | this->scaleFactor = 1.0f; |
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| 85 | |
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| 86 | this->setAnim(BOOM); |
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| 87 | } |
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| 88 | |
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| 89 | |
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[4276] | 90 | MD2Model::~MD2Model() |
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[4245] | 91 | { |
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| 92 | delete [] this->pVertices; |
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| 93 | delete [] this->pGLCommands; |
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| 94 | delete [] this->pLightNormals; |
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| 95 | } |
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| 96 | |
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| 97 | |
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| 98 | |
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[4276] | 99 | bool MD2Model::loadModel(const char* fileName) |
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[4245] | 100 | { |
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| 101 | FILE *pFile; //file stream |
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| 102 | char* buffer; //buffer for frame data |
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| 103 | sFrame* frame; //temp frame |
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| 104 | sVec3D *pVertex; |
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| 105 | int* pNormals; |
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| 106 | |
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| 107 | pFile = fopen(fileName, "rb"); |
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| 108 | if( unlikely(!pFile)) |
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| 109 | { |
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| 110 | PRINTF(1)("Couldn't open the MD2 File for loading. Exiting.\n"); |
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| 111 | return false; |
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| 112 | } |
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[4279] | 113 | this->header = new MD2Header; |
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| 114 | fread(this->header, 1, sizeof(MD2Header), pFile); |
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[4245] | 115 | /* check for the header version: make sure its a md2 file :) */ |
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| 116 | if( unlikely(this->header->version != MD2_VERSION) && unlikely(this->header->ident != MD2_IDENT)) |
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| 117 | { |
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| 118 | PRINTF(1)("Couldn't load file %s: invalid file format: stop loading\n", fileName); |
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| 119 | return false; |
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| 120 | } |
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| 121 | |
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| 122 | this->fileName = new char[strlen(fileName)+1]; |
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| 123 | strcpy(this->fileName, fileName); |
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| 124 | /* got the data: map it to locals */ |
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| 125 | this->numFrames = this->header->numFrames; |
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| 126 | this->numVertices = this->header->numVertices; |
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| 127 | this->numTriangles = this->header->numTriangles; |
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| 128 | this->numGLCommands = this->header->numGlCommands; |
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| 129 | /* allocate memory for the data storage */ |
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| 130 | this->pVertices = new sVec3D[this->numVertices * this->numFrames]; |
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| 131 | this->pGLCommands = new int[this->numGLCommands]; |
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| 132 | this->pLightNormals = new int[this->numVertices * this->numFrames]; |
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| 133 | buffer = new char[this->numFrames * this->header->frameSize]; |
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| 134 | |
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| 135 | /* read frame data from the file to a temp buffer */ |
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| 136 | fseek(pFile, this->header->offsetFrames, SEEK_SET); |
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| 137 | fread(buffer, this->header->frameSize, this->numFrames, pFile); |
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| 138 | /* read opengl commands */ |
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| 139 | fseek(pFile, this->header->offsetGlCommands, SEEK_SET); |
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| 140 | fread(this->pGLCommands, sizeof(int), this->numGLCommands, pFile); |
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| 141 | |
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| 142 | for(int i = 0; i < this->numFrames; ++i) |
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| 143 | { |
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| 144 | frame = (sFrame*)(buffer + this->header->frameSize * i); |
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| 145 | pVertex = this->pVertices + this->numVertices * i; |
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| 146 | pNormals = this->pLightNormals + this->numVertices * i; |
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| 147 | |
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| 148 | for(int j = 0; j < this->numVertices; ++j) |
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| 149 | { |
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| 150 | /* SPEEDUP: *(pVerts + i + 0) = (*(frame->pVertices + i + 0)... */ |
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| 151 | pVertex[j][0] = (frame->pVertices[j].v[0] * frame->scale[0]) + frame->translate[0]; |
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| 152 | pVertex[j][1] = (frame->pVertices[j].v[2] * frame->scale[2]) + frame->translate[2]; |
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| 153 | pVertex[j][2] = -1.0 * (frame->pVertices[j].v[1] * frame->scale[1] + frame->translate[1]); |
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| 154 | |
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| 155 | pNormals[j] = frame->pVertices[j].lightNormalIndex; |
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| 156 | } |
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| 157 | } |
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| 158 | |
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| 159 | delete [] buffer; |
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| 160 | fclose(pFile); |
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| 161 | } |
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| 162 | |
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| 163 | |
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[4276] | 164 | bool MD2Model::loadSkin(const char* fileName) |
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[4245] | 165 | { |
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[4276] | 166 | this->skinFileName = new char[strlen(fileName)+1]; |
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| 167 | strcpy(this->skinFileName, fileName); |
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[4245] | 168 | this->material = new Material("md2ModelTest"); |
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| 169 | this->material->setDiffuseMap(fileName); |
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| 170 | this->material->setIllum(3); |
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| 171 | this->material->setAmbient(1.0, 1.0, 1.0); |
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| 172 | } |
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| 173 | |
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| 174 | |
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| 175 | /** |
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| 176 | \brief initializes an array of vert with the current frame scaled vertices |
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| 177 | |
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| 178 | we won't use the pVertices array directly, since its much easier and we need |
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| 179 | saving of data anyway |
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| 180 | */ |
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[4276] | 181 | void MD2Model::interpolate(sVec3D* verticesList) |
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[4245] | 182 | { |
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| 183 | sVec3D* currVec; |
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| 184 | sVec3D* nextVec; |
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| 185 | |
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| 186 | currVec = &this->pVertices[this->numVertices * this->animationState.currentFrame]; |
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| 187 | nextVec = &this->pVertices[this->numVertices * this->animationState.nextFrame]; |
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| 188 | |
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| 189 | for(int i = 0; i < this->numFrames; ++i) |
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| 190 | { |
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| 191 | verticesList[i][0] = (currVec[i][0] + this->animationState.interpolationState * (nextVec[i][0] - currVec[i][0])) * this->scaleFactor; |
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| 192 | verticesList[i][1] = (currVec[i][1] + this->animationState.interpolationState * (nextVec[i][1] - currVec[i][1])) * this->scaleFactor; |
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| 193 | verticesList[i][2] = (currVec[i][2] + this->animationState.interpolationState * (nextVec[i][2] - currVec[i][2])) * this->scaleFactor; |
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| 194 | } |
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| 195 | } |
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| 196 | |
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| 197 | |
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[4276] | 198 | void MD2Model::setAnim(int type) |
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[4245] | 199 | { |
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| 200 | if( (type < 0) || (type > MAX_ANIMATIONS) ) |
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| 201 | type = 0; |
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| 202 | |
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| 203 | this->animationState.startFrame = animationList[type].firstFrame; |
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| 204 | this->animationState.endFrame = animationList[type].lastFrame; |
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| 205 | this->animationState.nextFrame = animationList[type].firstFrame + 1; |
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| 206 | this->animationState.fps = animationList[type].fps; |
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| 207 | this->animationState.type = type; |
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| 208 | |
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| 209 | this->animationState.interpolationState = 0.0; |
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| 210 | this->animationState.localTime = 0.0; |
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| 211 | this->animationState.lastTime = 0.0; |
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| 212 | this->animationState.currentFrame = animationList[type].firstFrame; |
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| 213 | } |
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| 214 | |
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| 215 | |
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[4276] | 216 | void MD2Model::animate() |
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[4245] | 217 | { |
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| 218 | if( this->animationState.localTime - this->animationState.lastTime > (1.0f / this->animationState.fps)) |
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| 219 | { |
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| 220 | this->animationState.currentFrame = this->animationState.nextFrame; |
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| 221 | this->animationState.nextFrame++; |
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| 222 | |
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| 223 | if( this->animationState.nextFrame > this->animationState.endFrame) |
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| 224 | this->animationState.nextFrame = this->animationState.startFrame; |
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| 225 | this->animationState.lastTime = this->animationState.localTime; |
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| 226 | } |
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| 227 | |
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| 228 | if( this->animationState.currentFrame > (this->numFrames - 1) ) |
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| 229 | this->animationState.currentFrame = 0; |
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| 230 | if( this->animationState.nextFrame > (this->numFrames - 1) ) |
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| 231 | this->animationState.nextFrame = 0; |
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| 232 | |
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| 233 | this->animationState.interpolationState = this->animationState.fps * |
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| 234 | (this->animationState.localTime - this->animationState.lastTime); |
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| 235 | } |
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| 236 | |
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| 237 | |
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| 238 | /* hhmmm... id used a very different way to do lightning... */ |
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[4276] | 239 | void MD2Model::processLighting() |
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[4245] | 240 | { |
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| 241 | shadeDots = anormsDots[((int)(md2Angle*(SHADEDOT_QUANT / 360.0)))&(SHADEDOT_QUANT - 1)]; |
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| 242 | } |
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| 243 | |
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| 244 | |
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[4276] | 245 | void MD2Model::tick(float time) |
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[4245] | 246 | { |
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| 247 | this->animationState.localTime += time; |
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| 248 | } |
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| 249 | |
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| 250 | |
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[4276] | 251 | void MD2Model::draw() |
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[4245] | 252 | { |
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| 253 | if( likely(this->animationState.localTime > 0.0)) |
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| 254 | this->animate(); |
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| 255 | |
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| 256 | glPushMatrix(); |
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| 257 | |
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| 258 | this->renderFrame(); |
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| 259 | |
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| 260 | glPopMatrix(); |
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[4276] | 261 | } |
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[4245] | 262 | |
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| 263 | |
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[4276] | 264 | void MD2Model::renderFrame() |
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[4245] | 265 | { |
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| 266 | static sVec3D verticesList[MD2_MAX_VERTICES]; /* performance: created only once in a lifetime */ |
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| 267 | int* pCommands = this->pGLCommands; |
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| 268 | |
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| 269 | /* some face culling stuff */ |
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| 270 | glPushAttrib(GL_POLYGON_BIT); |
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| 271 | glFrontFace(GL_CW); |
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| 272 | glEnable(GL_CULL_FACE); |
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| 273 | glCullFace(GL_BACK); |
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| 274 | |
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| 275 | this->processLighting(); |
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| 276 | this->interpolate(verticesList); |
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| 277 | this->material->select(); |
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| 278 | |
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| 279 | /* draw the triangles */ |
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| 280 | while( int i = *(pCommands++)) /* strange looking while loop for maximum performance */ |
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| 281 | { |
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| 282 | if( i < 0) |
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| 283 | { |
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| 284 | glBegin(GL_TRIANGLE_FAN); |
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| 285 | i = -i; |
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| 286 | } |
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| 287 | else |
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| 288 | { |
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| 289 | glBegin(GL_TRIANGLE_STRIP); |
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| 290 | } |
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| 291 | |
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| 292 | for(; i > 0; i--, pCommands += 3) /* down counting for loop, next 3 gl commands */ |
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| 293 | { |
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| 294 | glNormal3fv(anorms[this->pLightNormals[pCommands[2]]]); |
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| 295 | glTexCoord2f( ((float *)pCommands)[0], 1.0-((float *)pCommands)[1] ); |
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| 296 | glVertex3fv(verticesList[pCommands[2]]); |
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| 297 | } |
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| 298 | glEnd(); |
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| 299 | } |
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| 300 | glDisable(GL_CULL_FACE); |
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| 301 | glPopAttrib(); |
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| 302 | } |
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| 303 | |
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| 304 | |
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[4276] | 305 | void MD2Model::debug() |
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[4245] | 306 | { |
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[4276] | 307 | PRINT(0)("==========================| MD2Model::debug() |===\n"); |
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[4245] | 308 | PRINT(0)("= Model FileName:\t%s\n", this->fileName); |
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[4276] | 309 | PRINT(0)("= Skin FileName:\t%s\n", this->skinFileName); |
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[4245] | 310 | PRINT(0)("= Size in Memory:\t%i Bytes\n", this->header->frameSize * this->header->numFrames + 64); // 64bytes is the header size |
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| 311 | PRINT(0)("= Number of Vertices:\t%i\n", this->header->numVertices); |
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| 312 | PRINT(0)("= Number of Frames: \t%i\n", this->header->numFrames); |
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| 313 | PRINT(0)("= Height, Width\t\t%i, %i\n", this->header->skinHeight, this->header->skinWidth); |
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| 314 | PRINT(0)("===================================================\n\n"); |
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| 315 | } |
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