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source: orxonox.OLD/trunk/src/lib/graphics/importer/md2/md2Model.cc @ 8894

Last change on this file since 8894 was 8894, checked in by patrick, 18 years ago

merged the branche single_player_map with the trunk

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1/*
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
20#include "debug.h"
21#include "util/loading/resource_manager.h"
22
23
24using namespace std;
25
26//! the model anorms
27sVec3D MD2Model::anorms[NUM_VERTEX_NORMALS] = {
28 #include "anorms.h"
29};
30
31//! anormal dots, no idea of how this shall work, but it does
32float MD2Model::anormsDots[SHADEDOT_QUANT][256] = {
33  #include "anormtab.h"
34};
35
36
37//! the angle under which the model is viewd, used internaly
38float md2Angle = 0.0f;
39
40
41//! list of all different animations a std md2model supports
42sAnim MD2Model::animationList[21] =
43  {
44 // begin, end, fps, interruptable
45    {   0,  39,  9, 1 },   //!< STAND
46    {  40,  45, 10, 1 },   //!< RUN
47    {  46,  53, 10, 0 },   //!< ATTACK
48    {  54,  57,  7, 1 },   //!< PAIN_A
49    {  58,  61,  7, 1 },   //!< PAIN_B
50    {  62,  65,  7, 1 },   //!< PAIN_C
51    {  66,  71,  7, 0 },   //!< JUMP
52    {  72,  83,  7, 1 },   //!< FLIP
53    {  84,  94,  7, 1 },   //!< SALUTE
54    {  95, 111, 10, 1 },   //!< FALLBACK
55    { 112, 122,  7, 1 },   //!< WAVE
56    { 123, 134,  6, 1 },   //!< POINTT
57    { 135, 153, 10, 1 },   //!< CROUCH_STAND
58    { 154, 159,  7, 1 },   //!< CROUCH_WALK
59    { 160, 168, 10, 1 },   //!< CROUCH_ATTACK
60    { 196, 172,  7, 1 },   //!< CROUCH_PAIN
61    { 173, 177,  5, 0 },   //!< CROUCH_DEATH
62    { 178, 183,  10, 0 },   //!< DEATH_FALLBACK
63    { 184, 189,  10, 0 },   //!< DEATH_FALLFORWARD
64    { 190, 197,  10, 0 },   //!< DEATH_FALLBACKSLOW
65    { 198, 198,  5, 1 },   //!< BOOM
66  };
67
68
69
70/********************************************************************************
71 *   MD2Model                                                                   *
72 ********************************************************************************/
73
74/**
75  \brief simple constructor initializing all variables
76*/
77MD2Model::MD2Model(const std::string& modelFileName, const std::string& skinFileName, float scale)
78{
79  this->setClassID(CL_MD2_MODEL, "MD2Model");
80  /* this creates the data container via ressource manager */
81  if (!modelFileName.empty())
82    this->data = (MD2Data*)ResourceManager::getInstance()->load(modelFileName, MD2, RP_GAME, skinFileName, scale);
83  if( unlikely(this->data == NULL))
84    PRINTF(0)("The model was not found, MD2Model Loader finished abnormaly. Update the data-repos\n");
85
86  this->scaleFactor = scale;
87
88  shadeDots = MD2Model::anormsDots[0];
89  /* set the animation stat mannualy */
90  this->animationState.type = STAND;
91  this->animationState.numPlays = 1;
92  this->setAnimation(STAND);
93
94  this->debug();
95
96    //write the modelinfo information
97  this->pModelInfo.numVertices = this->data->numVertices;
98  this->pModelInfo.numTriangles = this->data->numTriangles;
99  this->pModelInfo.numNormals = 0;
100  this->pModelInfo.numTexCoor = this->data->numTexCoor;
101  this->pModelInfo.pVertices = (float*)this->data->pVertices;
102  this->pModelInfo.pNormals = NULL;
103  this->pModelInfo.pTexCoor = (float*)this->data->pTexCoor;
104
105  this->animationSpeed = 1.0f;
106
107  // triangle conversion
108  this->pModelInfo.pTriangles = new sTriangleExt[this->data->numTriangles];
109  for( int i = 0; i < this->data->numTriangles; i++)
110  {
111    this->pModelInfo.pTriangles[i].indexToVertices[0] = this->data->pTriangles[i].indexToVertices[0];
112    this->pModelInfo.pTriangles[i].indexToVertices[1] = this->data->pTriangles[i].indexToVertices[1];
113    this->pModelInfo.pTriangles[i].indexToVertices[2] = this->data->pTriangles[i].indexToVertices[2];
114
115    this->pModelInfo.pTriangles[i].indexToTexCoor[0] = this->data->pTriangles[i].indexToTexCoor[0];
116    this->pModelInfo.pTriangles[i].indexToTexCoor[1] = this->data->pTriangles[i].indexToTexCoor[1];
117    this->pModelInfo.pTriangles[i].indexToTexCoor[2] = this->data->pTriangles[i].indexToTexCoor[2];
118  }
119}
120
121
122/**
123  \brief simple destructor, dereferencing all variables
124
125  this is where the ressource manager is cleaning the stuff
126*/
127MD2Model::~MD2Model()
128{
129  this->pModelInfo.pVertices = NULL;
130  this->pModelInfo.pNormals = NULL;
131  this->pModelInfo.pTexCoor = NULL;
132  this->pModelInfo.pTriangles = NULL;
133
134  ResourceManager::getInstance()->unload(this->data);
135}
136
137
138/**
139 *  initializes an array of vert with the current frame scaled vertices
140 * @param this->verticesList: the list of vertices to interpolate between
141
142   we won't use the pVertices array directly, since its much easier and we need
143   saving of data anyway
144*/
145void MD2Model::interpolate(/*sVec3D* this->verticesList*/)
146{
147  sVec3D* currVec;
148  sVec3D* nextVec;
149
150  currVec = &this->data->pVertices[this->data->numVertices * this->animationState.currentFrame];
151  nextVec = &this->data->pVertices[this->data->numVertices * this->animationState.nextFrame];
152
153  for( int i = 0; i < this->data->numVertices; ++i)
154    {
155      this->verticesList[i][0] = currVec[i][0] + this->animationState.interpolationState * (nextVec[i][0] - currVec[i][0]);
156      this->verticesList[i][1] = currVec[i][1] + this->animationState.interpolationState * (nextVec[i][1] - currVec[i][1]);
157      this->verticesList[i][2] = currVec[i][2] + this->animationState.interpolationState * (nextVec[i][2] - currVec[i][2]);
158    }
159}
160
161
162/**
163 * sets the animation type
164 * @param firstFrame: index of the first frame
165 * @param lastFrame: index of the last frame
166 * @param fps: frames per second
167 * @param bStoppable: is 1 if so, 0 else
168 */
169void MD2Model::setAnimation(int firstFrame, int lastFrame, int fps, int bStoppable, int animPlayback)
170{
171  this->animationState.startFrame = firstFrame;
172  this->animationState.endFrame = lastFrame;
173  this->animationState.nextFrame = firstFrame + 1;
174  this->animationState.fps = fps;
175  this->animationState.type = 0;
176  this->animationState.numPlays = 0;
177  this->animationState.animPlaybackMode = animPlayback;
178
179  this->animationState.interpolationState = 0.0f;
180  this->animationState.localTime = 0.0f;
181  this->animationState.lastTime = 0.0f;
182  this->animationState.currentFrame = firstFrame;
183}
184
185/**
186  \brief sets the animation type
187* @param type: animation type
188
189  the animation types can be looked up in the animationType table
190*/
191void MD2Model::setAnimation(int type, int animPlayback)
192{
193  if( (type < 0) || (type > MAX_ANIMATIONS) )
194    type = STAND;
195
196  if( MD2Model::animationList[this->animationState.type].bStoppable == 0)
197  {
198    if( this->animationState.numPlays == 0 )
199      return;
200  }
201
202  this->animationState.startFrame = animationList[type].firstFrame;
203  this->animationState.endFrame = animationList[type].lastFrame;
204  this->animationState.nextFrame = animationList[type].firstFrame + 1;
205  this->animationState.fps = animationList[type].fps;
206  this->animationState.type = type;
207  this->animationState.numPlays = 0;
208  this->animationState.animPlaybackMode = animPlayback;
209
210  this->animationState.interpolationState = 0.0f;
211  this->animationState.localTime = 0.0f;
212  this->animationState.lastTime = 0.0f;
213  this->animationState.currentFrame = animationList[type].firstFrame;
214}
215
216
217/**
218  \brief sets the time in seconds passed since the last tick
219* @param time: in sec
220*/
221void MD2Model::tick(float time)
222{
223  this->animate(time * this->animationSpeed);
224  this->processLighting();
225  this->interpolate(/*this->verticesList*/);
226}
227
228
229/**
230 * @brief draws the model: interface for all other classes out in the world
231 * @todo make it const and virtual
232 * FIXME
233 */
234void MD2Model::draw() const
235{
236  glPushMatrix();
237  this->renderFrame();
238  // renderFrameTriangles();
239  glPopMatrix();
240}
241
242
243/**
244  \brief this is an internal function to render this special frame selected by animate()
245*/
246void MD2Model::renderFrame() const
247{
248  int* pCommands = this->data->pGLCommands;
249
250  /* some face culling stuff */
251  glPushAttrib(GL_POLYGON_BIT);
252  glFrontFace(GL_CW);
253  glEnable(GL_CULL_FACE);
254  glCullFace(GL_BACK);
255
256  this->data->material.select();
257
258  /* draw the triangles */
259  while( int i = *(pCommands++)) /* strange looking while loop for maximum performance */
260    {
261      if( i < 0)
262        {
263          glBegin(GL_TRIANGLE_FAN);
264          i = -i;
265        }
266      else
267        {
268          glBegin(GL_TRIANGLE_STRIP);
269        }
270
271      for(; i > 0; i--, pCommands += 3) /* down counting for loop, next 3 gl commands */
272        {
273          glTexCoord2f( ((float *)pCommands)[0], ((float *)pCommands)[1] );
274          glNormal3fv(anorms[this->data->pLightNormals[pCommands[2]]]);
275          glVertex3fv(this->verticesList[pCommands[2]]);
276        }
277      glEnd();
278
279    }
280  glDisable(GL_CULL_FACE);
281  glPopAttrib();
282}
283
284
285void MD2Model::renderFrameTriangles() const
286{
287  //static sVec3D this->verticesList[MD2_MAX_VERTICES]; /* performance: created only once in a lifetime */
288  int* pCommands = this->data->pGLCommands;
289  /* some face culling stuff */
290//   glPushAttrib(GL_POLYGON_BIT);
291//   glFrontFace(GL_CW);
292//   glEnable(GL_CULL_FACE);
293//   glCullFace(GL_BACK);
294//
295//   this->processLighting();
296//   this->interpolate(/*this->verticesList*/);
297  this->data->material.select();
298
299  /* draw the triangles */
300  glBegin(GL_TRIANGLES);
301
302  for( int i = 0, k = 0; i < this->data->numTriangles; ++i, k += 3)
303  {
304    float* v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[0]];
305
306    printf("triangle: %i\n", i);
307    printf("     v0: (%f, %f, %f)\n", v[0], v[1], v[2]);
308    v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[1]];
309    printf("     v1: (%f, %f, %f)\n", v[0], v[1], v[2]);
310    v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[2]];
311    printf("     v2: (%f, %f, %f)\n", v[0], v[1], v[2]);
312
313
314    glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);
315    glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[0]]);
316
317    glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);
318    glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[1]]);
319
320    glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);
321    glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[2]]);
322  }
323
324  glEnd();
325}
326
327
328/**
329  \brief animates the current model
330
331  depending on the time passed (tick function), the player will select another model
332*/
333void MD2Model::animate(float time)
334{
335  this->animationState.localTime += time;
336
337  if( this->animationState.localTime - this->animationState.lastTime > (1.0f / this->animationState.fps))
338    {
339      this->animationState.currentFrame = this->animationState.nextFrame;
340      this->animationState.nextFrame++;
341
342      if( this->animationState.nextFrame > this->animationState.endFrame )
343      {
344        if( this->animationState.animPlaybackMode == MD2_ANIM_LOOP)
345        {
346          this->animationState.nextFrame = this->animationState.startFrame;
347          this->animationState.numPlays++;
348        }
349        else
350        {
351          this->animationState.nextFrame = this->animationState.endFrame;
352        }
353      }
354      this->animationState.lastTime = this->animationState.localTime;
355    }
356
357//     if( this->animationState.currentFrame > (this->data->numFrames - 1) )
358//       this->animationState.currentFrame = 0;
359
360//     if( (this->animationState.nextFrame > (this->data->numFrames - 1)) && this->animationState.animPlaybackMode == MD2_ANIM_LOOP)
361//     this->animationState.nextFrame = 0;
362
363  this->animationState.interpolationState = this->animationState.fps *
364    (this->animationState.localTime - this->animationState.lastTime);
365}
366
367
368/**
369  \brief this is how id is precessing their lightning
370
371  the details of how the whole lighting process is beeing handled - i have no idea... :)
372*/
373void MD2Model::processLighting()
374{
375  shadeDots = anormsDots[((int)(md2Angle*(SHADEDOT_QUANT / 360.0)))&(SHADEDOT_QUANT - 1)];
376}
377
378
379/**
380  \brief prints out debug informations
381*/
382void MD2Model::debug()
383{
384  PRINT(0)("\n==========================| MD2Model::debug() |===\n");
385  PRINT(0)("=  Model FileName:\t%s\n", this->data->fileName.c_str());
386  PRINT(0)("=  Skin FileName:\t%s\n", this->data->skinFileName.c_str());
387  PRINT(0)("=  Size in Memory:\t%i Bytes\n", this->data->header->frameSize * this->data->header->numFrames + 64); // 64bytes is the header size
388  PRINT(0)("=  Number of Vertices:\t%i\n", this->data->header->numVertices);
389  PRINT(0)("=  Number of Frames: \t%i\n", this->data->header->numFrames);
390  PRINT(0)("=  Height, Width:\t%i, %i\n", this->data->header->skinHeight, this->data->header->skinWidth);
391  PRINT(0)("=  Pointer to the data object: %p\n", this->data);
392  PRINT(0)("===================================================\n\n");
393}
394
395
396/********************************************************************************
397 *   MD2Data                                                                    *
398 ********************************************************************************/
399
400/**
401  \brief simple constructor
402*/
403MD2Data::MD2Data(const std::string& modelFileName, const std::string& skinFileName, float scale)
404{
405  scale *= 0.1f;
406
407  this->pVertices = NULL;
408  this->pGLCommands = NULL;
409  this->pLightNormals = NULL;
410  this->pTexCoor = NULL;
411
412  this->numFrames = 0;
413  this->numVertices = 0;
414  this->numGLCommands = 0;
415  this->numTexCoor = 0;
416
417//   this->scaleFactor = 1.0f;
418  this->scaleFactor = scale;
419
420  this->fileName = "";
421  this->skinFileName = "";
422  this->loadModel(modelFileName);
423  this->loadSkin(skinFileName);
424}
425
426
427/**
428  \brief simple destructor
429
430  this will clean out all the necessary data for a specific md2model
431*/
432MD2Data::~MD2Data()
433{
434  delete this->header;
435
436  delete [] this->pVertices;
437  delete [] this->pGLCommands;
438  delete [] this->pLightNormals;
439  delete [] this->pTexCoor;
440}
441
442
443
444/**
445  \brief this will load the whole model data (vertices, opengl command list, ...)
446* @param fileName: the name of the model file
447  \return true if success
448*/
449bool MD2Data::loadModel(const std::string& fileName)
450{
451  FILE *pFile;                            //file stream
452  char* buffer;                           //buffer for frame data
453  sFrame* frame;                          //temp frame
454  sVec3D *pVertex;
455  int* pNormals;
456
457  //! @todo this chek should include deleting a loaded model (eventually)
458  if (fileName.empty())
459    return false;
460
461  pFile = fopen(fileName.c_str(), "rb");
462  if( unlikely(!pFile))
463    {
464      PRINTF(1)("Couldn't open the MD2 File for loading. Exiting.\n");
465      return false;
466    }
467  this->header = new MD2Header;
468  fread(this->header, 1, sizeof(MD2Header), pFile);
469  /* check for the header version: make sure its a md2 file :) */
470  if( unlikely(this->header->version != MD2_VERSION) && unlikely(this->header->ident != MD2_IDENT))
471    {
472      PRINTF(1)("Couldn't load file %s: invalid file format: stop loading\n", fileName.c_str());
473      return false;
474    }
475
476  this->fileName =fileName;
477  /* got the data: map it to locals */
478  this->numFrames = this->header->numFrames;
479  this->numVertices = this->header->numVertices;
480  this->numTriangles = this->header->numTriangles;
481  this->numGLCommands = this->header->numGlCommands;
482  this->numTexCoor = this->header->numTexCoords;
483  /* allocate memory for the data storage */
484  this->pVertices = new sVec3D[this->numVertices * this->numFrames];
485  this->pGLCommands = new int[this->numGLCommands];
486  this->pLightNormals = new int[this->numVertices * this->numFrames];
487  this->pTriangles = new sTriangle[this->numTriangles];
488  this->pTexCoor = new sTexCoor[this->numTexCoor];
489  buffer = new char[this->numFrames * this->header->frameSize];
490
491
492  /* read frame data from the file to a temp buffer */
493  fseek(pFile, this->header->offsetFrames, SEEK_SET);
494  fread(buffer, this->header->frameSize, this->numFrames, pFile);
495  /* read opengl commands */
496  fseek(pFile, this->header->offsetGlCommands, SEEK_SET);
497  fread(this->pGLCommands, sizeof(int), this->numGLCommands, pFile);
498  /* triangle list */
499  fseek(pFile, this->header->offsetTriangles, SEEK_SET);
500  fread(this->pTriangles, sizeof(sTriangle), this->numTriangles, pFile);
501  /*  read in texture coordinates */
502  fseek(pFile, this->header->offsetTexCoords, SEEK_SET);
503  fread(this->pTexCoor, sizeof(sTexCoor), this->numTexCoor, pFile);
504
505
506  for(int i = 0; i < this->numFrames; ++i)
507    {
508      frame = (sFrame*)(buffer + this->header->frameSize * i);
509      pVertex = this->pVertices + this->numVertices  * i;
510      pNormals = this->pLightNormals + this->numVertices * i;
511
512      for(int j = 0; j < this->numVertices; ++j)
513        {
514          /* SPEEDUP: *(pVerts + i + 0) = (*(frame->pVertices + i + 0)...  */
515           pVertex[j][0] = ((frame->pVertices[j].v[0] * frame->scale[0] ) + frame->translate[0] )* this->scaleFactor;
516           pVertex[j][1] = ((frame->pVertices[j].v[2] * frame->scale[2]) + frame->translate[2]) * this->scaleFactor;
517           pVertex[j][2] = (-1.0 * (frame->pVertices[j].v[1] * frame->scale[1] + frame->translate[1])) * this->scaleFactor;
518
519          //printf("vertex %i/%i: (%f, %f, %f)\n", j, this->numVertices, pVertex[j][0], pVertex[j][1], pVertex[j][2]);
520
521          pNormals[j] = frame->pVertices[j].lightNormalIndex;
522        }
523    }
524    PRINTF(4)("Finished loading the md2 file\n");
525
526  delete [] buffer;
527  fclose(pFile);
528}
529
530
531/**
532  \brief loads the skin/material stuff
533* @param fileName: name of the skin file
534  \return true if success
535*/
536bool MD2Data::loadSkin(const std::string& fileName)
537{
538  if( fileName.empty())
539    {
540      this->skinFileName = "";
541      return false;
542    }
543
544  this->skinFileName = fileName;
545
546  this->material.setName("md2ModelMaterial");
547  this->material.setDiffuseMap(fileName);
548  this->material.setIllum(3);
549  this->material.setAmbient(1.0, 1.0, 1.0);
550}
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