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source: orxonox.OLD/orxonox/trunk/src/lib/graphics/importer/md2Model.cc @ 4682

Last change on this file since 4682 was 4682, checked in by patrick, 19 years ago

orxonox/trunk: now there is a possibility to render the bvtree through the world entities, the bvtree is a member of the worldentity

File size: 12.0 KB
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[4682]1/*
[4245]2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Patrick Boenzli
13*/
14
15#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER
16
17#include "md2Model.h"
18#include "material.h"
19
[4246]20#include "resource_manager.h"
21
[4245]22#include <fstream>
23
24
25using namespace std;
26
[4682]27//! the model anorms
[4276]28sVec3D MD2Model::anorms[NUM_VERTEX_NORMALS] = {
[4245]29 #include "anorms.h"
30};
31
[4459]32//! anormal dots, no idea of how this shall work, but it does
[4276]33float MD2Model::anormsDots[SHADEDOT_QUANT][256] = {
[4245]34  #include "anormtab.h"
35};
36
[4459]37//! again one of these strange id software parts
[4276]38static float *shadeDots = MD2Model::anormsDots[0];
[4245]39
[4682]40//! the angle under which the model is viewd, used internaly
[4245]41float md2Angle = 0.0f;
42
43
[4459]44//! list of all different animations a std md2model supports
[4276]45sAnim MD2Model::animationList[21] =
[4245]46  {
[4682]47 // begin, end, fps
[4459]48    {   0,  39,  9 },   //!< STAND
49    {  40,  45, 10 },   //!< RUN
50    {  46,  53, 10 },   //!< ATTACK
51    {  54,  57,  7 },   //!< PAIN_A
52    {  58,  61,  7 },   //!< PAIN_B
53    {  62,  65,  7 },   //!< PAIN_C
54    {  66,  71,  7 },   //!< JUMP
55    {  72,  83,  7 },   //!< FLIP
56    {  84,  94,  7 },   //!< SALUTE
57    {  95, 111, 10 },   //!< FALLBACK
58    { 112, 122,  7 },   //!< WAVE
59    { 123, 134,  6 },   //!< POINTT
60    { 135, 153, 10 },   //!< CROUCH_STAND
61    { 154, 159,  7 },   //!< CROUCH_WALK
62    { 160, 168, 10 },   //!< CROUCH_ATTACK
63    { 196, 172,  7 },   //!< CROUCH_PAIN
64    { 173, 177,  5 },   //!< CROUCH_DEATH
65    { 178, 183,  7 },   //!< DEATH_FALLBACK
66    { 184, 189,  7 },   //!< DEATH_FALLFORWARD
67    { 190, 197,  7 },   //!< DEATH_FALLBACKSLOW
68    { 198, 198,  5 },   //!< BOOM
[4245]69  };
70
71
72
73/********************************************************************************
[4459]74 *   MD2Model                                                                   *
75 ********************************************************************************/
[4245]76
[4461]77/**
[4284]78  \brief simple constructor initializing all variables
79*/
[4459]80MD2Model::MD2Model(const char* modelFileName, const char* skinFileName)
[4245]81{
[4280]82  /* this creates the data container via ressource manager */
[4462]83  this->data = (MD2Data*)ResourceManager::getInstance()->load(modelFileName, MD2, RP_GAME, (void*)skinFileName);
[4282]84  this->scaleFactor = this->data->scaleFactor;
[4280]85
[4245]86  this->setAnim(BOOM);
87}
88
[4461]89/**
[4284]90  \brief simple destructor, dereferencing all variables
[4245]91
[4284]92  this is where the ressource manager is cleaning the stuff
93*/
[4276]94MD2Model::~MD2Model()
[4245]95{
[4462]96  ResourceManager::getInstance()->unload(this->data);
[4245]97}
98
99
100/**
101   \brief initializes an array of vert with the current frame scaled vertices
[4459]102   \param verticesList: the list of vertices to interpolate between
[4245]103
104   we won't use the pVertices array directly, since its much easier and we need
105   saving of data anyway
106*/
[4276]107void MD2Model::interpolate(sVec3D* verticesList)
[4245]108{
109  sVec3D* currVec;
110  sVec3D* nextVec;
111
[4281]112  currVec = &this->data->pVertices[this->data->numVertices * this->animationState.currentFrame];
113  nextVec = &this->data->pVertices[this->data->numVertices * this->animationState.nextFrame];
[4245]114
[4281]115  for(int i = 0; i < this->data->numFrames; ++i)
[4245]116    {
[4682]117      verticesList[i][0] = (currVec[i][0] + this->animationState.interpolationState * (nextVec[i][0] - currVec[i][0]));
118      verticesList[i][1] = (currVec[i][1] + this->animationState.interpolationState * (nextVec[i][1] - currVec[i][1]));
119      verticesList[i][2] = (currVec[i][2] + this->animationState.interpolationState * (nextVec[i][2] - currVec[i][2]));
[4245]120    }
121}
122
123
[4461]124/**
[4284]125  \brief sets the animation type
[4459]126  \param type: animation type
[4284]127
128  the animation types can be looked up in the animationType table
129*/
[4276]130void MD2Model::setAnim(int type)
[4245]131{
132  if( (type < 0) || (type > MAX_ANIMATIONS) )
133    type = 0;
134
135  this->animationState.startFrame = animationList[type].firstFrame;
136  this->animationState.endFrame = animationList[type].lastFrame;
137  this->animationState.nextFrame = animationList[type].firstFrame + 1;
138  this->animationState.fps = animationList[type].fps;
139  this->animationState.type = type;
[4682]140
[4245]141  this->animationState.interpolationState = 0.0;
142  this->animationState.localTime = 0.0;
143  this->animationState.lastTime = 0.0;
144  this->animationState.currentFrame = animationList[type].firstFrame;
145}
146
147
[4461]148/**
[4284]149  \brief sets the time in seconds passed since the last tick
[4459]150  \param time: in sec
[4284]151*/
[4276]152void MD2Model::tick(float time)
[4245]153{
154  this->animationState.localTime += time;
155}
156
157
[4461]158/**
[4284]159  \brief draws the model: interface for all other classes out in the world
160*/
[4276]161void MD2Model::draw()
[4245]162{
163  if( likely(this->animationState.localTime > 0.0))
164    this->animate();
165
166  glPushMatrix();
167
168  this->renderFrame();
169
170  glPopMatrix();
[4682]171}
[4245]172
173
[4461]174/**
[4284]175  \brief this is an internal function to render this special frame selected by animate()
176*/
[4276]177void MD2Model::renderFrame()
[4245]178{
179  static sVec3D verticesList[MD2_MAX_VERTICES]; /* performance: created only once in a lifetime */
[4281]180  int* pCommands = this->data->pGLCommands;
[4245]181
182  /* some face culling stuff */
183  glPushAttrib(GL_POLYGON_BIT);
184  glFrontFace(GL_CW);
185  glEnable(GL_CULL_FACE);
186  glCullFace(GL_BACK);
[4682]187
[4245]188  this->processLighting();
189  this->interpolate(verticesList);
[4281]190  this->data->material->select();
[4245]191
192  /* draw the triangles */
193  while( int i = *(pCommands++)) /* strange looking while loop for maximum performance */
194    {
195      if( i < 0)
[4682]196        {
197          glBegin(GL_TRIANGLE_FAN);
198          i = -i;
199        }
[4245]200      else
[4682]201        {
202          glBegin(GL_TRIANGLE_STRIP);
203        }
[4245]204
205      for(; i > 0; i--, pCommands += 3) /* down counting for loop, next 3 gl commands */
[4682]206        {
207          glNormal3fv(anorms[this->data->pLightNormals[pCommands[2]]]);
208          glTexCoord2f( ((float *)pCommands)[0], ((float *)pCommands)[1] );
209          glVertex3fv(verticesList[pCommands[2]]);
210        }
[4245]211      glEnd();
212    }
213  glDisable(GL_CULL_FACE);
214  glPopAttrib();
215}
216
217
[4461]218/**
[4284]219  \brief animates the current model
220
221  depending on the time passed (tick function), the player will select another model
222*/
[4280]223void MD2Model::animate()
224{
225  if( this->animationState.localTime - this->animationState.lastTime > (1.0f / this->animationState.fps))
226    {
227      this->animationState.currentFrame = this->animationState.nextFrame;
228      this->animationState.nextFrame++;
[4682]229
[4280]230      if( this->animationState.nextFrame > this->animationState.endFrame)
[4682]231        this->animationState.nextFrame = this->animationState.startFrame;
[4280]232      this->animationState.lastTime = this->animationState.localTime;
233    }
234
[4281]235  if( this->animationState.currentFrame > (this->data->numFrames - 1) )
[4280]236    this->animationState.currentFrame = 0;
[4281]237  if( this->animationState.nextFrame > (this->data->numFrames - 1) )
[4280]238    this->animationState.nextFrame = 0;
239
[4682]240  this->animationState.interpolationState = this->animationState.fps *
[4280]241    (this->animationState.localTime - this->animationState.lastTime);
242}
243
244
[4461]245/**
[4284]246  \brief this is how id is precessing their lightning
247
248  the details of how the whole lighting process is beeing handled - i have no idea... :)
249*/
[4280]250void MD2Model::processLighting()
251{
252  shadeDots = anormsDots[((int)(md2Angle*(SHADEDOT_QUANT / 360.0)))&(SHADEDOT_QUANT - 1)];
253}
254
[4461]255
256/**
[4284]257  \brief prints out debug informations
258*/
[4276]259void MD2Model::debug()
[4245]260{
[4282]261  PRINT(0)("\n==========================| MD2Model::debug() |===\n");
[4281]262  PRINT(0)("=  Model FileName:\t%s\n", this->data->fileName);
263  PRINT(0)("=  Skin FileName:\t%s\n", this->data->skinFileName);
264  PRINT(0)("=  Size in Memory:\t%i Bytes\n", this->data->header->frameSize * this->data->header->numFrames + 64); // 64bytes is the header size
265  PRINT(0)("=  Number of Vertices:\t%i\n", this->data->header->numVertices);
266  PRINT(0)("=  Number of Frames: \t%i\n", this->data->header->numFrames);
[4282]267  PRINT(0)("=  Height, Width:\t%i, %i\n", this->data->header->skinHeight, this->data->header->skinWidth);
[4488]268  PRINT(0)("=  Pointer to the data object: %p\n", this->data);
[4245]269  PRINT(0)("===================================================\n\n");
270}
[4280]271
272
[4282]273/********************************************************************************
274 *   MD2Data                                                                    *
275 ********************************************************************************/
[4280]276
[4461]277/**
[4284]278  \brief simple constructor
279*/
[4459]280MD2Data::MD2Data(const char* modelFileName, const char* skinFileName)
[4280]281{
282  this->pVertices = NULL;
283  this->pGLCommands = NULL;
[4682]284  this->pLightNormals = NULL;
[4280]285
286  this->numFrames = 0;
287  this->numVertices = 0;
288  this->numGLCommands = 0;
[4459]289
[4682]290  this->scaleFactor = 0.2f;
291
[4459]292  this->loadModel(modelFileName);
293  this->loadSkin(skinFileName);
[4280]294}
295
296
[4461]297/**
[4284]298  \brief simple destructor
299
300  this will clean out all the necessary data for a specific md2model
301*/
[4280]302MD2Data::~MD2Data()
303{
[4460]304  delete [] fileName;
305  delete [] skinFileName;
306
[4280]307  delete [] this->pVertices;
308  delete [] this->pGLCommands;
309  delete [] this->pLightNormals;
[4460]310
311  delete this->material;
[4280]312}
313
314
315
[4461]316/**
[4284]317  \brief this will load the whole model data (vertices, opengl command list, ...)
[4461]318  \param fileName: the name of the model file
[4284]319  \return true if success
320*/
[4280]321bool MD2Data::loadModel(const char* fileName)
322{
323  FILE *pFile;                            //file stream
324  char* buffer;                           //buffer for frame data
325  sFrame* frame;                          //temp frame
326  sVec3D *pVertex;
327  int* pNormals;
328
329  pFile = fopen(fileName, "rb");
[4682]330  if( unlikely(!pFile))
[4280]331    {
332      PRINTF(1)("Couldn't open the MD2 File for loading. Exiting.\n");
333      return false;
334    }
335  this->header = new MD2Header;
336  fread(this->header, 1, sizeof(MD2Header), pFile);
337  /* check for the header version: make sure its a md2 file :) */
338  if( unlikely(this->header->version != MD2_VERSION) && unlikely(this->header->ident != MD2_IDENT))
339    {
340      PRINTF(1)("Couldn't load file %s: invalid file format: stop loading\n", fileName);
341      return false;
342    }
343
344  this->fileName = new char[strlen(fileName)+1];
345  strcpy(this->fileName, fileName);
346  /* got the data: map it to locals */
347  this->numFrames = this->header->numFrames;
348  this->numVertices = this->header->numVertices;
349  this->numTriangles = this->header->numTriangles;
350  this->numGLCommands = this->header->numGlCommands;
351  /* allocate memory for the data storage */
352  this->pVertices = new sVec3D[this->numVertices * this->numFrames];
353  this->pGLCommands = new int[this->numGLCommands];
354  this->pLightNormals = new int[this->numVertices * this->numFrames];
355  buffer = new char[this->numFrames * this->header->frameSize];
356
357  /* read frame data from the file to a temp buffer */
358  fseek(pFile, this->header->offsetFrames, SEEK_SET);
359  fread(buffer, this->header->frameSize, this->numFrames, pFile);
360  /* read opengl commands */
361  fseek(pFile, this->header->offsetGlCommands, SEEK_SET);
362  fread(this->pGLCommands, sizeof(int), this->numGLCommands, pFile);
363
364  for(int i = 0; i < this->numFrames; ++i)
365    {
[4682]366      frame = (sFrame*)(buffer + this->header->frameSize * i);
[4280]367      pVertex = this->pVertices + this->numVertices  * i;
368      pNormals = this->pLightNormals + this->numVertices * i;
369
370      for(int j = 0; j < this->numVertices; ++j)
[4682]371        {
372          /* SPEEDUP: *(pVerts + i + 0) = (*(frame->pVertices + i + 0)...  */
373          pVertex[j][0] = ((frame->pVertices[j].v[0] * frame->scale[0] ) + frame->translate[0] )* this->scaleFactor;
374          pVertex[j][1] = ((frame->pVertices[j].v[2] * frame->scale[2]) + frame->translate[2]) * this->scaleFactor;
375          pVertex[j][2] = (-1.0 * (frame->pVertices[j].v[1] * frame->scale[1] + frame->translate[1])) * this->scaleFactor;
376
377          pNormals[j] = frame->pVertices[j].lightNormalIndex;
378        }
[4280]379    }
380
381  delete [] buffer;
382  fclose(pFile);
383}
384
385
[4461]386/**
[4284]387  \brief loads the skin/material stuff
[4461]388  \param fileName: name of the skin file
[4284]389  \return true if success
390*/
[4280]391bool MD2Data::loadSkin(const char* fileName)
392{
[4459]393  if( fileName == NULL)
394    {
395      this->skinFileName = NULL;
396      return false;
397    }
398
[4280]399  this->skinFileName = new char[strlen(fileName)+1];
400  strcpy(this->skinFileName, fileName);
[4281]401
[4280]402  this->material = new Material("md2ModelTest");
403  this->material->setDiffuseMap(fileName);
404  this->material->setIllum(3);
405  this->material->setAmbient(1.0, 1.0, 1.0);
406}
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