| [4682] | 1 | /* | 
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| [4245] | 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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| [5075] | 20 | #include "debug.h" | 
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| [4246] | 21 | #include "resource_manager.h" | 
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 | 22 |  | 
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| [4697] | 23 | //#include <fstream> | 
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| [4245] | 24 |  | 
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 | 25 |  | 
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 | 26 | using namespace std; | 
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 | 27 |  | 
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| [4682] | 28 | //! the model anorms | 
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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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| [4459] | 33 | //! anormal dots, no idea of how this shall work, but it does | 
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| [4276] | 34 | float MD2Model::anormsDots[SHADEDOT_QUANT][256] = { | 
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| [4245] | 35 |   #include "anormtab.h" | 
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 | 36 | }; | 
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 | 37 |  | 
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| [4459] | 38 | //! again one of these strange id software parts | 
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| [4276] | 39 | static float *shadeDots = MD2Model::anormsDots[0]; | 
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| [4245] | 40 |  | 
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| [4682] | 41 | //! the angle under which the model is viewd, used internaly | 
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| [4245] | 42 | float md2Angle = 0.0f; | 
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 | 43 |  | 
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 | 44 |  | 
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| [4459] | 45 | //! list of all different animations a std md2model supports | 
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| [4276] | 46 | sAnim MD2Model::animationList[21] = | 
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| [4245] | 47 |   { | 
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| [4682] | 48 |  // begin, end, fps | 
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| [4459] | 49 |     {   0,  39,  9 },   //!< STAND | 
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 | 50 |     {  40,  45, 10 },   //!< RUN | 
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 | 51 |     {  46,  53, 10 },   //!< ATTACK | 
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 | 52 |     {  54,  57,  7 },   //!< PAIN_A | 
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 | 53 |     {  58,  61,  7 },   //!< PAIN_B | 
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 | 54 |     {  62,  65,  7 },   //!< PAIN_C | 
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 | 55 |     {  66,  71,  7 },   //!< JUMP | 
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 | 56 |     {  72,  83,  7 },   //!< FLIP | 
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 | 57 |     {  84,  94,  7 },   //!< SALUTE | 
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 | 58 |     {  95, 111, 10 },   //!< FALLBACK | 
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 | 59 |     { 112, 122,  7 },   //!< WAVE | 
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 | 60 |     { 123, 134,  6 },   //!< POINTT | 
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 | 61 |     { 135, 153, 10 },   //!< CROUCH_STAND | 
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 | 62 |     { 154, 159,  7 },   //!< CROUCH_WALK | 
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 | 63 |     { 160, 168, 10 },   //!< CROUCH_ATTACK | 
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 | 64 |     { 196, 172,  7 },   //!< CROUCH_PAIN | 
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 | 65 |     { 173, 177,  5 },   //!< CROUCH_DEATH | 
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 | 66 |     { 178, 183,  7 },   //!< DEATH_FALLBACK | 
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 | 67 |     { 184, 189,  7 },   //!< DEATH_FALLFORWARD | 
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 | 68 |     { 190, 197,  7 },   //!< DEATH_FALLBACKSLOW | 
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 | 69 |     { 198, 198,  5 },   //!< BOOM | 
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| [4245] | 70 |   }; | 
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 | 71 |  | 
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 | 72 |  | 
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 | 73 |  | 
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 | 74 | /******************************************************************************** | 
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| [4459] | 75 |  *   MD2Model                                                                   * | 
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 | 76 |  ********************************************************************************/ | 
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| [4245] | 77 |  | 
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| [4461] | 78 | /** | 
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| [4284] | 79 |   \brief simple constructor initializing all variables | 
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 | 80 | */ | 
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| [4459] | 81 | MD2Model::MD2Model(const char* modelFileName, const char* skinFileName) | 
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| [4245] | 82 | { | 
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| [4280] | 83 |   /* this creates the data container via ressource manager */ | 
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| [4462] | 84 |   this->data = (MD2Data*)ResourceManager::getInstance()->load(modelFileName, MD2, RP_GAME, (void*)skinFileName); | 
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| [4787] | 85 |   if( unlikely(this->data == NULL)) | 
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 | 86 |     PRINTF(0)("The model was not found, MD2Model Loader finished abnormaly. Update the data-repos\n"); | 
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| [5075] | 87 |  | 
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| [4282] | 88 |   this->scaleFactor = this->data->scaleFactor; | 
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| [5087] | 89 |   this->setAnim(STAND); | 
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| [4245] | 90 | } | 
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 | 91 |  | 
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| [4461] | 92 | /** | 
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| [4284] | 93 |   \brief simple destructor, dereferencing all variables | 
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| [4245] | 94 |  | 
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| [4284] | 95 |   this is where the ressource manager is cleaning the stuff | 
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 | 96 | */ | 
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| [4276] | 97 | MD2Model::~MD2Model() | 
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| [4245] | 98 | { | 
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| [4462] | 99 |   ResourceManager::getInstance()->unload(this->data); | 
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| [4245] | 100 | } | 
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 | 101 |  | 
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 | 102 |  | 
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 | 103 | /** | 
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| [4836] | 104 |  *  initializes an array of vert with the current frame scaled vertices | 
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 | 105 |  * @param verticesList: the list of vertices to interpolate between | 
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| [4245] | 106 |  | 
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 | 107 |    we won't use the pVertices array directly, since its much easier and we need | 
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 | 108 |    saving of data anyway | 
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 | 109 | */ | 
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| [4276] | 110 | void MD2Model::interpolate(sVec3D* verticesList) | 
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| [4245] | 111 | { | 
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 | 112 |   sVec3D* currVec; | 
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 | 113 |   sVec3D* nextVec; | 
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 | 114 |  | 
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| [4281] | 115 |   currVec = &this->data->pVertices[this->data->numVertices * this->animationState.currentFrame]; | 
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 | 116 |   nextVec = &this->data->pVertices[this->data->numVertices * this->animationState.nextFrame]; | 
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| [4245] | 117 |  | 
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| [5086] | 118 |   for( int i = 0; i < this->data->numVertices; ++i) | 
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| [4245] | 119 |     { | 
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| [5086] | 120 |       verticesList[i][0] = currVec[i][0] + this->animationState.interpolationState * (nextVec[i][0] - currVec[i][0]); | 
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 | 121 |       verticesList[i][1] = currVec[i][1] + this->animationState.interpolationState * (nextVec[i][1] - currVec[i][1]); | 
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 | 122 |       verticesList[i][2] = currVec[i][2] + this->animationState.interpolationState * (nextVec[i][2] - currVec[i][2]); | 
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| [4245] | 123 |     } | 
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 | 124 | } | 
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 | 125 |  | 
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 | 126 |  | 
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| [4461] | 127 | /** | 
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| [4284] | 128 |   \brief sets the animation type | 
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| [4836] | 129 | * @param type: animation type | 
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| [4284] | 130 |  | 
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 | 131 |   the animation types can be looked up in the animationType table | 
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 | 132 | */ | 
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| [4276] | 133 | void MD2Model::setAnim(int type) | 
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| [4245] | 134 | { | 
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 | 135 |   if( (type < 0) || (type > MAX_ANIMATIONS) ) | 
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| [5087] | 136 |     type = STAND; | 
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| [4245] | 137 |  | 
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 | 138 |   this->animationState.startFrame = animationList[type].firstFrame; | 
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 | 139 |   this->animationState.endFrame = animationList[type].lastFrame; | 
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 | 140 |   this->animationState.nextFrame = animationList[type].firstFrame + 1; | 
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 | 141 |   this->animationState.fps = animationList[type].fps; | 
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 | 142 |   this->animationState.type = type; | 
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| [4682] | 143 |  | 
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| [5087] | 144 |   this->animationState.interpolationState = 0.0f; | 
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 | 145 |   this->animationState.localTime = 0.0f; | 
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 | 146 |   this->animationState.lastTime = 0.0f; | 
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| [4245] | 147 |   this->animationState.currentFrame = animationList[type].firstFrame; | 
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 | 148 | } | 
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 | 149 |  | 
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 | 150 |  | 
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| [4461] | 151 | /** | 
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| [4284] | 152 |   \brief sets the time in seconds passed since the last tick | 
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| [4836] | 153 | * @param time: in sec | 
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| [4284] | 154 | */ | 
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| [4276] | 155 | void MD2Model::tick(float time) | 
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| [4245] | 156 | { | 
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 | 157 |   this->animationState.localTime += time; | 
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 | 158 | } | 
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 | 159 |  | 
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 | 160 |  | 
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| [4461] | 161 | /** | 
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| [4284] | 162 |   \brief draws the model: interface for all other classes out in the world | 
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 | 163 | */ | 
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| [4276] | 164 | void MD2Model::draw() | 
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| [4245] | 165 | { | 
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 | 166 |   if( likely(this->animationState.localTime > 0.0)) | 
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 | 167 |     this->animate(); | 
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 | 168 |  | 
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 | 169 |   glPushMatrix(); | 
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 | 170 |  | 
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| [5087] | 171 |   this->renderFrame(); | 
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| [4245] | 172 |  | 
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 | 173 |   glPopMatrix(); | 
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| [4682] | 174 | } | 
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| [4245] | 175 |  | 
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 | 176 |  | 
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| [4461] | 177 | /** | 
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| [4284] | 178 |   \brief this is an internal function to render this special frame selected by animate() | 
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 | 179 | */ | 
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| [5087] | 180 | void MD2Model::renderFrame() | 
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| [4245] | 181 | { | 
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 | 182 |   static sVec3D verticesList[MD2_MAX_VERTICES]; /* performance: created only once in a lifetime */ | 
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| [4281] | 183 |   int* pCommands = this->data->pGLCommands; | 
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| [4245] | 184 |  | 
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 | 185 |   /* some face culling stuff */ | 
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 | 186 |   glPushAttrib(GL_POLYGON_BIT); | 
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 | 187 |   glFrontFace(GL_CW); | 
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 | 188 |   glEnable(GL_CULL_FACE); | 
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 | 189 |   glCullFace(GL_BACK); | 
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| [4682] | 190 |  | 
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| [4245] | 191 |   this->processLighting(); | 
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 | 192 |   this->interpolate(verticesList); | 
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| [4281] | 193 |   this->data->material->select(); | 
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| [4245] | 194 |  | 
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 | 195 |   /* draw the triangles */ | 
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 | 196 |   while( int i = *(pCommands++)) /* strange looking while loop for maximum performance */ | 
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 | 197 |     { | 
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 | 198 |       if( i < 0) | 
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| [4682] | 199 |         { | 
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 | 200 |           glBegin(GL_TRIANGLE_FAN); | 
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 | 201 |           i = -i; | 
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 | 202 |         } | 
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| [4245] | 203 |       else | 
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| [4682] | 204 |         { | 
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 | 205 |           glBegin(GL_TRIANGLE_STRIP); | 
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 | 206 |         } | 
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| [4245] | 207 |  | 
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| [4717] | 208 |  | 
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| [4245] | 209 |       for(; i > 0; i--, pCommands += 3) /* down counting for loop, next 3 gl commands */ | 
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| [4682] | 210 |         { | 
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| [4717] | 211 |           glTexCoord2f( ((float *)pCommands)[0], ((float *)pCommands)[1] ); | 
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| [4682] | 212 |           glNormal3fv(anorms[this->data->pLightNormals[pCommands[2]]]); | 
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 | 213 |           glVertex3fv(verticesList[pCommands[2]]); | 
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 | 214 |         } | 
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| [4245] | 215 |       glEnd(); | 
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| [4717] | 216 |  | 
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| [4245] | 217 |     } | 
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 | 218 |   glDisable(GL_CULL_FACE); | 
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 | 219 |   glPopAttrib(); | 
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 | 220 | } | 
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 | 221 |  | 
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 | 222 |  | 
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| [4461] | 223 | /** | 
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| [4284] | 224 |   \brief animates the current model | 
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 | 225 |  | 
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 | 226 |   depending on the time passed (tick function), the player will select another model | 
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 | 227 | */ | 
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| [4280] | 228 | void MD2Model::animate() | 
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 | 229 | { | 
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 | 230 |   if( this->animationState.localTime - this->animationState.lastTime > (1.0f / this->animationState.fps)) | 
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 | 231 |     { | 
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 | 232 |       this->animationState.currentFrame = this->animationState.nextFrame; | 
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 | 233 |       this->animationState.nextFrame++; | 
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| [4682] | 234 |  | 
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| [4280] | 235 |       if( this->animationState.nextFrame > this->animationState.endFrame) | 
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| [4682] | 236 |         this->animationState.nextFrame = this->animationState.startFrame; | 
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| [4280] | 237 |       this->animationState.lastTime = this->animationState.localTime; | 
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 | 238 |     } | 
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 | 239 |  | 
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| [4281] | 240 |   if( this->animationState.currentFrame > (this->data->numFrames - 1) ) | 
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| [4280] | 241 |     this->animationState.currentFrame = 0; | 
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| [4281] | 242 |   if( this->animationState.nextFrame > (this->data->numFrames - 1) ) | 
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| [4280] | 243 |     this->animationState.nextFrame = 0; | 
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 | 244 |  | 
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| [4682] | 245 |   this->animationState.interpolationState = this->animationState.fps * | 
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| [4280] | 246 |     (this->animationState.localTime - this->animationState.lastTime); | 
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 | 247 | } | 
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 | 248 |  | 
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 | 249 |  | 
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| [4461] | 250 | /** | 
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| [4284] | 251 |   \brief this is how id is precessing their lightning | 
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 | 252 |  | 
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 | 253 |   the details of how the whole lighting process is beeing handled - i have no idea... :) | 
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 | 254 | */ | 
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| [4280] | 255 | void MD2Model::processLighting() | 
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 | 256 | { | 
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 | 257 |   shadeDots = anormsDots[((int)(md2Angle*(SHADEDOT_QUANT / 360.0)))&(SHADEDOT_QUANT - 1)]; | 
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 | 258 | } | 
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 | 259 |  | 
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| [4461] | 260 |  | 
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 | 261 | /** | 
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| [4284] | 262 |   \brief prints out debug informations | 
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 | 263 | */ | 
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| [4276] | 264 | void MD2Model::debug() | 
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| [4245] | 265 | { | 
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| [4282] | 266 |   PRINT(0)("\n==========================| MD2Model::debug() |===\n"); | 
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| [4281] | 267 |   PRINT(0)("=  Model FileName:\t%s\n", this->data->fileName); | 
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 | 268 |   PRINT(0)("=  Skin FileName:\t%s\n", this->data->skinFileName); | 
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 | 269 |   PRINT(0)("=  Size in Memory:\t%i Bytes\n", this->data->header->frameSize * this->data->header->numFrames + 64); // 64bytes is the header size | 
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 | 270 |   PRINT(0)("=  Number of Vertices:\t%i\n", this->data->header->numVertices); | 
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 | 271 |   PRINT(0)("=  Number of Frames: \t%i\n", this->data->header->numFrames); | 
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| [4282] | 272 |   PRINT(0)("=  Height, Width:\t%i, %i\n", this->data->header->skinHeight, this->data->header->skinWidth); | 
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| [4488] | 273 |   PRINT(0)("=  Pointer to the data object: %p\n", this->data); | 
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| [4245] | 274 |   PRINT(0)("===================================================\n\n"); | 
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 | 275 | } | 
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| [4280] | 276 |  | 
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 | 277 |  | 
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| [4282] | 278 | /******************************************************************************** | 
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 | 279 |  *   MD2Data                                                                    * | 
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 | 280 |  ********************************************************************************/ | 
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| [4280] | 281 |  | 
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| [4461] | 282 | /** | 
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| [4284] | 283 |   \brief simple constructor | 
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 | 284 | */ | 
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| [4459] | 285 | MD2Data::MD2Data(const char* modelFileName, const char* skinFileName) | 
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| [4280] | 286 | { | 
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 | 287 |   this->pVertices = NULL; | 
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 | 288 |   this->pGLCommands = NULL; | 
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| [4682] | 289 |   this->pLightNormals = NULL; | 
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| [5085] | 290 |   this->pTexCoor = NULL; | 
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| [4280] | 291 |  | 
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 | 292 |   this->numFrames = 0; | 
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 | 293 |   this->numVertices = 0; | 
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 | 294 |   this->numGLCommands = 0; | 
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| [5085] | 295 |   this->numTexCoor = 0; | 
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| [4459] | 296 |  | 
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| [4682] | 297 |   this->scaleFactor = 0.2f; | 
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 | 298 |  | 
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| [4459] | 299 |   this->loadModel(modelFileName); | 
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 | 300 |   this->loadSkin(skinFileName); | 
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| [4280] | 301 | } | 
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 | 302 |  | 
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 | 303 |  | 
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| [4461] | 304 | /** | 
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| [4284] | 305 |   \brief simple destructor | 
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 | 306 |  | 
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 | 307 |   this will clean out all the necessary data for a specific md2model | 
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 | 308 | */ | 
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| [4280] | 309 | MD2Data::~MD2Data() | 
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 | 310 | { | 
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| [4460] | 311 |   delete [] fileName; | 
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 | 312 |   delete [] skinFileName; | 
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 | 313 |  | 
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| [4280] | 314 |   delete [] this->pVertices; | 
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 | 315 |   delete [] this->pGLCommands; | 
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 | 316 |   delete [] this->pLightNormals; | 
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| [5085] | 317 |   delete [] this->pTexCoor; | 
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| [4460] | 318 |  | 
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 | 319 |   delete this->material; | 
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| [4280] | 320 | } | 
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 | 321 |  | 
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 | 322 |  | 
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 | 323 |  | 
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| [4461] | 324 | /** | 
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| [4284] | 325 |   \brief this will load the whole model data (vertices, opengl command list, ...) | 
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| [4836] | 326 | * @param fileName: the name of the model file | 
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| [4284] | 327 |   \return true if success | 
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 | 328 | */ | 
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| [4280] | 329 | bool MD2Data::loadModel(const char* fileName) | 
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 | 330 | { | 
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 | 331 |   FILE *pFile;                            //file stream | 
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 | 332 |   char* buffer;                           //buffer for frame data | 
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 | 333 |   sFrame* frame;                          //temp frame | 
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 | 334 |   sVec3D *pVertex; | 
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 | 335 |   int* pNormals; | 
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 | 336 |  | 
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 | 337 |   pFile = fopen(fileName, "rb"); | 
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| [4682] | 338 |   if( unlikely(!pFile)) | 
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| [4280] | 339 |     { | 
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 | 340 |       PRINTF(1)("Couldn't open the MD2 File for loading. Exiting.\n"); | 
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 | 341 |       return false; | 
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 | 342 |     } | 
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 | 343 |   this->header = new MD2Header; | 
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 | 344 |   fread(this->header, 1, sizeof(MD2Header), pFile); | 
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 | 345 |   /* check for the header version: make sure its a md2 file :) */ | 
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 | 346 |   if( unlikely(this->header->version != MD2_VERSION) && unlikely(this->header->ident != MD2_IDENT)) | 
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 | 347 |     { | 
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 | 348 |       PRINTF(1)("Couldn't load file %s: invalid file format: stop loading\n", fileName); | 
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 | 349 |       return false; | 
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 | 350 |     } | 
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 | 351 |  | 
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 | 352 |   this->fileName = new char[strlen(fileName)+1]; | 
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 | 353 |   strcpy(this->fileName, fileName); | 
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 | 354 |   /* got the data: map it to locals */ | 
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 | 355 |   this->numFrames = this->header->numFrames; | 
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 | 356 |   this->numVertices = this->header->numVertices; | 
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 | 357 |   this->numTriangles = this->header->numTriangles; | 
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 | 358 |   this->numGLCommands = this->header->numGlCommands; | 
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| [5085] | 359 |   this->numTexCoor = this->header->numTexCoords; | 
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| [4280] | 360 |   /* allocate memory for the data storage */ | 
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 | 361 |   this->pVertices = new sVec3D[this->numVertices * this->numFrames]; | 
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 | 362 |   this->pGLCommands = new int[this->numGLCommands]; | 
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 | 363 |   this->pLightNormals = new int[this->numVertices * this->numFrames]; | 
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| [4787] | 364 |   this->pTriangles = new sTriangle[this->numTriangles]; | 
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| [5085] | 365 |   this->pTexCoor = new sTexCoor[this->numTexCoor]; | 
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| [4280] | 366 |   buffer = new char[this->numFrames * this->header->frameSize]; | 
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 | 367 |  | 
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| [4787] | 368 |  | 
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| [4280] | 369 |   /* read frame data from the file to a temp buffer */ | 
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 | 370 |   fseek(pFile, this->header->offsetFrames, SEEK_SET); | 
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 | 371 |   fread(buffer, this->header->frameSize, this->numFrames, pFile); | 
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 | 372 |   /* read opengl commands */ | 
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 | 373 |   fseek(pFile, this->header->offsetGlCommands, SEEK_SET); | 
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 | 374 |   fread(this->pGLCommands, sizeof(int), this->numGLCommands, pFile); | 
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| [4787] | 375 |   /* triangle list */ | 
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 | 376 |   fseek(pFile, this->header->offsetTriangles, SEEK_SET); | 
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 | 377 |   fread(this->pTriangles, sizeof(sTriangle), this->numTriangles, pFile); | 
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| [5085] | 378 |   /*  read in texture coordinates */ | 
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 | 379 |   fseek(pFile, this->header->offsetTexCoords, SEEK_SET); | 
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 | 380 |   fread(this->pTexCoor, sizeof(sTexCoor), this->numTexCoor, pFile); | 
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| [4280] | 381 |  | 
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| [5087] | 382 |  | 
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| [4280] | 383 |   for(int i = 0; i < this->numFrames; ++i) | 
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 | 384 |     { | 
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| [4682] | 385 |       frame = (sFrame*)(buffer + this->header->frameSize * i); | 
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| [4280] | 386 |       pVertex = this->pVertices + this->numVertices  * i; | 
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 | 387 |       pNormals = this->pLightNormals + this->numVertices * i; | 
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 | 388 |  | 
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 | 389 |       for(int j = 0; j < this->numVertices; ++j) | 
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| [4682] | 390 |         { | 
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 | 391 |           /* SPEEDUP: *(pVerts + i + 0) = (*(frame->pVertices + i + 0)...  */ | 
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 | 392 |           pVertex[j][0] = ((frame->pVertices[j].v[0] * frame->scale[0] ) + frame->translate[0] )* this->scaleFactor; | 
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 | 393 |           pVertex[j][1] = ((frame->pVertices[j].v[2] * frame->scale[2]) + frame->translate[2]) * this->scaleFactor; | 
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 | 394 |           pVertex[j][2] = (-1.0 * (frame->pVertices[j].v[1] * frame->scale[1] + frame->translate[1])) * this->scaleFactor; | 
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 | 395 |  | 
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 | 396 |           pNormals[j] = frame->pVertices[j].lightNormalIndex; | 
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 | 397 |         } | 
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| [4280] | 398 |     } | 
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 | 399 |  | 
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 | 400 |   delete [] buffer; | 
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 | 401 |   fclose(pFile); | 
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 | 402 | } | 
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 | 403 |  | 
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 | 404 |  | 
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| [4461] | 405 | /** | 
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| [4284] | 406 |   \brief loads the skin/material stuff | 
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| [4836] | 407 | * @param fileName: name of the skin file | 
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| [4284] | 408 |   \return true if success | 
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 | 409 | */ | 
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| [4280] | 410 | bool MD2Data::loadSkin(const char* fileName) | 
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 | 411 | { | 
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| [4459] | 412 |   if( fileName == NULL) | 
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 | 413 |     { | 
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 | 414 |       this->skinFileName = NULL; | 
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 | 415 |       return false; | 
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 | 416 |     } | 
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 | 417 |  | 
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| [4280] | 418 |   this->skinFileName = new char[strlen(fileName)+1]; | 
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 | 419 |   strcpy(this->skinFileName, fileName); | 
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| [4281] | 420 |  | 
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| [4280] | 421 |   this->material = new Material("md2ModelTest"); | 
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 | 422 |   this->material->setDiffuseMap(fileName); | 
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 | 423 |   this->material->setIllum(3); | 
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 | 424 |   this->material->setAmbient(1.0, 1.0, 1.0); | 
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 | 425 | } | 
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