| [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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| [4245] | 23 |  | 
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 | 24 | using namespace std; | 
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 | 25 |  | 
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| [4682] | 26 | //! the model anorms | 
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| [4276] | 27 | sVec3D MD2Model::anorms[NUM_VERTEX_NORMALS] = { | 
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| [4245] | 28 |  #include "anorms.h" | 
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 | 29 | }; | 
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 | 30 |  | 
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| [4459] | 31 | //! anormal dots, no idea of how this shall work, but it does | 
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| [4276] | 32 | float MD2Model::anormsDots[SHADEDOT_QUANT][256] = { | 
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| [4245] | 33 |   #include "anormtab.h" | 
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 | 34 | }; | 
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 | 35 |  | 
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 | 36 |  | 
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| [4682] | 37 | //! the angle under which the model is viewd, used internaly | 
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| [4245] | 38 | float md2Angle = 0.0f; | 
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 | 39 |  | 
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 | 40 |  | 
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| [4459] | 41 | //! list of all different animations a std md2model supports | 
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| [4276] | 42 | sAnim MD2Model::animationList[21] = | 
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| [4245] | 43 |   { | 
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| [6222] | 44 |  // begin, end, fps, interruptable | 
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 | 45 |     {   0,  39,  9, 1 },   //!< STAND | 
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 | 46 |     {  40,  45, 10, 1 },   //!< RUN | 
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 | 47 |     {  46,  53, 10, 0 },   //!< ATTACK | 
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 | 48 |     {  54,  57,  7, 1 },   //!< PAIN_A | 
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 | 49 |     {  58,  61,  7, 1 },   //!< PAIN_B | 
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 | 50 |     {  62,  65,  7, 1 },   //!< PAIN_C | 
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 | 51 |     {  66,  71,  7, 0 },   //!< JUMP | 
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 | 52 |     {  72,  83,  7, 1 },   //!< FLIP | 
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 | 53 |     {  84,  94,  7, 1 },   //!< SALUTE | 
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 | 54 |     {  95, 111, 10, 1 },   //!< FALLBACK | 
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 | 55 |     { 112, 122,  7, 1 },   //!< WAVE | 
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 | 56 |     { 123, 134,  6, 1 },   //!< POINTT | 
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 | 57 |     { 135, 153, 10, 1 },   //!< CROUCH_STAND | 
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 | 58 |     { 154, 159,  7, 1 },   //!< CROUCH_WALK | 
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 | 59 |     { 160, 168, 10, 1 },   //!< CROUCH_ATTACK | 
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 | 60 |     { 196, 172,  7, 1 },   //!< CROUCH_PAIN | 
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 | 61 |     { 173, 177,  5, 0 },   //!< CROUCH_DEATH | 
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 | 62 |     { 178, 183,  7, 0 },   //!< DEATH_FALLBACK | 
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 | 63 |     { 184, 189,  7, 0 },   //!< DEATH_FALLFORWARD | 
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 | 64 |     { 190, 197,  7, 0 },   //!< DEATH_FALLBACKSLOW | 
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 | 65 |     { 198, 198,  5, 1 },   //!< BOOM | 
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| [4245] | 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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| [4459] | 71 |  *   MD2Model                                                                   * | 
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 | 72 |  ********************************************************************************/ | 
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| [4245] | 73 |  | 
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| [4461] | 74 | /** | 
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| [4284] | 75 |   \brief simple constructor initializing all variables | 
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 | 76 | */ | 
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| [4459] | 77 | MD2Model::MD2Model(const char* modelFileName, const char* skinFileName) | 
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| [4245] | 78 | { | 
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| [4280] | 79 |   /* this creates the data container via ressource manager */ | 
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| [6645] | 80 |   this->data = (MD2Data*)ResourceManager::getInstance()->load(modelFileName, MD2, RP_GAME, skinFileName); | 
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| [4787] | 81 |   if( unlikely(this->data == NULL)) | 
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 | 82 |     PRINTF(0)("The model was not found, MD2Model Loader finished abnormaly. Update the data-repos\n"); | 
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| [5075] | 83 |  | 
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| [4282] | 84 |   this->scaleFactor = this->data->scaleFactor; | 
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| [6222] | 85 |  | 
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 | 86 |   shadeDots = MD2Model::anormsDots[0]; | 
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 | 87 |   /* set the animation stat mannualy */ | 
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 | 88 |   this->animationState.type = STAND; | 
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 | 89 |   this->animationState.numPlays = 1; | 
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| [5087] | 90 |   this->setAnim(STAND); | 
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| [6222] | 91 |  | 
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 | 92 |   this->debug(); | 
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| [4245] | 93 | } | 
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 | 94 |  | 
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| [4461] | 95 | /** | 
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| [4284] | 96 |   \brief simple destructor, dereferencing all variables | 
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| [4245] | 97 |  | 
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| [4284] | 98 |   this is where the ressource manager is cleaning the stuff | 
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 | 99 | */ | 
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| [4276] | 100 | MD2Model::~MD2Model() | 
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| [4245] | 101 | { | 
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| [4462] | 102 |   ResourceManager::getInstance()->unload(this->data); | 
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| [4245] | 103 | } | 
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 | 104 |  | 
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 | 105 |  | 
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 | 106 | /** | 
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| [4836] | 107 |  *  initializes an array of vert with the current frame scaled vertices | 
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| [6222] | 108 |  * @param this->verticesList: the list of vertices to interpolate between | 
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| [4245] | 109 |  | 
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 | 110 |    we won't use the pVertices array directly, since its much easier and we need | 
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 | 111 |    saving of data anyway | 
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 | 112 | */ | 
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| [6222] | 113 | void MD2Model::interpolate(/*sVec3D* this->verticesList*/) | 
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| [4245] | 114 | { | 
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 | 115 |   sVec3D* currVec; | 
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 | 116 |   sVec3D* nextVec; | 
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 | 117 |  | 
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| [4281] | 118 |   currVec = &this->data->pVertices[this->data->numVertices * this->animationState.currentFrame]; | 
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 | 119 |   nextVec = &this->data->pVertices[this->data->numVertices * this->animationState.nextFrame]; | 
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| [4245] | 120 |  | 
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| [5086] | 121 |   for( int i = 0; i < this->data->numVertices; ++i) | 
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| [4245] | 122 |     { | 
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| [6222] | 123 |       this->verticesList[i][0] = currVec[i][0] + this->animationState.interpolationState * (nextVec[i][0] - currVec[i][0]); | 
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 | 124 |       this->verticesList[i][1] = currVec[i][1] + this->animationState.interpolationState * (nextVec[i][1] - currVec[i][1]); | 
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 | 125 |       this->verticesList[i][2] = currVec[i][2] + this->animationState.interpolationState * (nextVec[i][2] - currVec[i][2]); | 
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| [4245] | 126 |     } | 
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 | 127 | } | 
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 | 128 |  | 
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 | 129 |  | 
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| [4461] | 130 | /** | 
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| [4284] | 131 |   \brief sets the animation type | 
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| [4836] | 132 | * @param type: animation type | 
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| [4284] | 133 |  | 
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 | 134 |   the animation types can be looked up in the animationType table | 
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 | 135 | */ | 
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| [4276] | 136 | void MD2Model::setAnim(int type) | 
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| [4245] | 137 | { | 
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 | 138 |   if( (type < 0) || (type > MAX_ANIMATIONS) ) | 
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| [5087] | 139 |     type = STAND; | 
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| [4245] | 140 |  | 
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| [6222] | 141 |   if( MD2Model::animationList[this->animationState.type].bStoppable == 0) | 
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 | 142 |   { | 
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 | 143 |     if( this->animationState.numPlays == 0 ) | 
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 | 144 |       return; | 
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 | 145 |   } | 
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 | 146 |  | 
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| [4245] | 147 |   this->animationState.startFrame = animationList[type].firstFrame; | 
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 | 148 |   this->animationState.endFrame = animationList[type].lastFrame; | 
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 | 149 |   this->animationState.nextFrame = animationList[type].firstFrame + 1; | 
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 | 150 |   this->animationState.fps = animationList[type].fps; | 
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 | 151 |   this->animationState.type = type; | 
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| [6222] | 152 |   this->animationState.numPlays = 0; | 
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| [4682] | 153 |  | 
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| [5087] | 154 |   this->animationState.interpolationState = 0.0f; | 
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 | 155 |   this->animationState.localTime = 0.0f; | 
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 | 156 |   this->animationState.lastTime = 0.0f; | 
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| [4245] | 157 |   this->animationState.currentFrame = animationList[type].firstFrame; | 
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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 sets the time in seconds passed since the last tick | 
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| [4836] | 163 | * @param time: in sec | 
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| [4284] | 164 | */ | 
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| [4276] | 165 | void MD2Model::tick(float time) | 
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| [4245] | 166 | { | 
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| [6222] | 167 |   this->animate(time); | 
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 | 168 |   this->processLighting(); | 
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 | 169 |   this->interpolate(/*this->verticesList*/); | 
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| [4245] | 170 | } | 
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 | 171 |  | 
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 | 172 |  | 
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| [4461] | 173 | /** | 
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| [6022] | 174 |  * @brief draws the model: interface for all other classes out in the world | 
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 | 175 |  * @todo make it const and virtual | 
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 | 176 |  * FIXME | 
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 | 177 |  */ | 
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| [6222] | 178 | void MD2Model::draw() const | 
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| [4245] | 179 | { | 
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 | 180 |   glPushMatrix(); | 
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| [5087] | 181 |   this->renderFrame(); | 
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| [6222] | 182 |   // renderFrameTriangles(); | 
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| [4245] | 183 |   glPopMatrix(); | 
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| [4682] | 184 | } | 
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| [4245] | 185 |  | 
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 | 186 |  | 
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| [4461] | 187 | /** | 
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| [4284] | 188 |   \brief this is an internal function to render this special frame selected by animate() | 
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 | 189 | */ | 
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| [6222] | 190 | void MD2Model::renderFrame() const | 
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| [4245] | 191 | { | 
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| [4281] | 192 |   int* pCommands = this->data->pGLCommands; | 
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| [4245] | 193 |  | 
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 | 194 |   /* some face culling stuff */ | 
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 | 195 |   glPushAttrib(GL_POLYGON_BIT); | 
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 | 196 |   glFrontFace(GL_CW); | 
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 | 197 |   glEnable(GL_CULL_FACE); | 
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 | 198 |   glCullFace(GL_BACK); | 
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| [4682] | 199 |  | 
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| [4281] | 200 |   this->data->material->select(); | 
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| [4245] | 201 |  | 
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 | 202 |   /* draw the triangles */ | 
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 | 203 |   while( int i = *(pCommands++)) /* strange looking while loop for maximum performance */ | 
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 | 204 |     { | 
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 | 205 |       if( i < 0) | 
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| [4682] | 206 |         { | 
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 | 207 |           glBegin(GL_TRIANGLE_FAN); | 
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 | 208 |           i = -i; | 
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 | 209 |         } | 
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| [4245] | 210 |       else | 
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| [4682] | 211 |         { | 
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 | 212 |           glBegin(GL_TRIANGLE_STRIP); | 
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 | 213 |         } | 
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| [4245] | 214 |  | 
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 | 215 |       for(; i > 0; i--, pCommands += 3) /* down counting for loop, next 3 gl commands */ | 
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| [4682] | 216 |         { | 
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| [4717] | 217 |           glTexCoord2f( ((float *)pCommands)[0], ((float *)pCommands)[1] ); | 
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| [4682] | 218 |           glNormal3fv(anorms[this->data->pLightNormals[pCommands[2]]]); | 
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| [6222] | 219 |           glVertex3fv(this->verticesList[pCommands[2]]); | 
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| [4682] | 220 |         } | 
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| [4245] | 221 |       glEnd(); | 
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| [4717] | 222 |  | 
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| [4245] | 223 |     } | 
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 | 224 |   glDisable(GL_CULL_FACE); | 
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 | 225 |   glPopAttrib(); | 
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 | 226 | } | 
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 | 227 |  | 
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 | 228 |  | 
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| [6222] | 229 | void MD2Model::renderFrameTriangles() const | 
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 | 230 | { | 
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 | 231 |   //static sVec3D this->verticesList[MD2_MAX_VERTICES]; /* performance: created only once in a lifetime */ | 
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 | 232 |   int* pCommands = this->data->pGLCommands; | 
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 | 233 |   /* some face culling stuff */ | 
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 | 234 | //   glPushAttrib(GL_POLYGON_BIT); | 
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 | 235 | //   glFrontFace(GL_CW); | 
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 | 236 | //   glEnable(GL_CULL_FACE); | 
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 | 237 | //   glCullFace(GL_BACK); | 
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 | 238 | // | 
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 | 239 | //   this->processLighting(); | 
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 | 240 | //   this->interpolate(/*this->verticesList*/); | 
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 | 241 |   this->data->material->select(); | 
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 | 242 |  | 
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 | 243 |   /* draw the triangles */ | 
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 | 244 |   glBegin(GL_TRIANGLES); | 
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 | 245 |  | 
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 | 246 |   for( int i = 0, k = 0; i < this->data->numTriangles; ++i, k += 3) | 
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 | 247 |   { | 
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 | 248 |     float* v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[0]]; | 
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 | 249 |  | 
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 | 250 |     printf("triangle: %i\n", i); | 
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 | 251 |     printf("     v0: (%f, %f, %f)\n", v[0], v[1], v[2]); | 
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 | 252 |     v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[1]]; | 
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 | 253 |     printf("     v1: (%f, %f, %f)\n", v[0], v[1], v[2]); | 
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 | 254 |     v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[2]]; | 
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 | 255 |     printf("     v2: (%f, %f, %f)\n", v[0], v[1], v[2]); | 
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 | 256 |  | 
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 | 257 |  | 
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 | 258 |     glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]); | 
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 | 259 |     glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[0]]); | 
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 | 260 |  | 
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 | 261 |     glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]); | 
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 | 262 |     glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[1]]); | 
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 | 263 |  | 
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 | 264 |     glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]); | 
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 | 265 |     glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[2]]); | 
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 | 266 |   } | 
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 | 267 |  | 
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 | 268 |   glEnd(); | 
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 | 269 | } | 
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 | 270 |  | 
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 | 271 |  | 
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| [4461] | 272 | /** | 
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| [4284] | 273 |   \brief animates the current model | 
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 | 274 |  | 
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 | 275 |   depending on the time passed (tick function), the player will select another model | 
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 | 276 | */ | 
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| [6222] | 277 | void MD2Model::animate(float time) | 
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| [4280] | 278 | { | 
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| [6222] | 279 |   this->animationState.localTime += time; | 
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 | 280 |  | 
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| [4280] | 281 |   if( this->animationState.localTime - this->animationState.lastTime > (1.0f / this->animationState.fps)) | 
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 | 282 |     { | 
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 | 283 |       this->animationState.currentFrame = this->animationState.nextFrame; | 
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 | 284 |       this->animationState.nextFrame++; | 
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| [4682] | 285 |  | 
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| [4280] | 286 |       if( this->animationState.nextFrame > this->animationState.endFrame) | 
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| [6222] | 287 |       { | 
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| [4682] | 288 |         this->animationState.nextFrame = this->animationState.startFrame; | 
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| [6222] | 289 |         this->animationState.numPlays++; | 
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 | 290 |       } | 
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| [4280] | 291 |       this->animationState.lastTime = this->animationState.localTime; | 
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 | 292 |     } | 
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 | 293 |  | 
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| [4281] | 294 |   if( this->animationState.currentFrame > (this->data->numFrames - 1) ) | 
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| [4280] | 295 |     this->animationState.currentFrame = 0; | 
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| [4281] | 296 |   if( this->animationState.nextFrame > (this->data->numFrames - 1) ) | 
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| [4280] | 297 |     this->animationState.nextFrame = 0; | 
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 | 298 |  | 
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| [4682] | 299 |   this->animationState.interpolationState = this->animationState.fps * | 
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| [4280] | 300 |     (this->animationState.localTime - this->animationState.lastTime); | 
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 | 301 | } | 
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 | 302 |  | 
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 | 303 |  | 
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| [4461] | 304 | /** | 
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| [4284] | 305 |   \brief this is how id is precessing their lightning | 
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 | 306 |  | 
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 | 307 |   the details of how the whole lighting process is beeing handled - i have no idea... :) | 
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 | 308 | */ | 
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| [4280] | 309 | void MD2Model::processLighting() | 
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 | 310 | { | 
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 | 311 |   shadeDots = anormsDots[((int)(md2Angle*(SHADEDOT_QUANT / 360.0)))&(SHADEDOT_QUANT - 1)]; | 
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 | 312 | } | 
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 | 313 |  | 
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| [4461] | 314 |  | 
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 | 315 | /** | 
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| [4284] | 316 |   \brief prints out debug informations | 
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 | 317 | */ | 
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| [4276] | 318 | void MD2Model::debug() | 
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| [4245] | 319 | { | 
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| [4282] | 320 |   PRINT(0)("\n==========================| MD2Model::debug() |===\n"); | 
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| [4281] | 321 |   PRINT(0)("=  Model FileName:\t%s\n", this->data->fileName); | 
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 | 322 |   PRINT(0)("=  Skin FileName:\t%s\n", this->data->skinFileName); | 
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 | 323 |   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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 | 324 |   PRINT(0)("=  Number of Vertices:\t%i\n", this->data->header->numVertices); | 
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 | 325 |   PRINT(0)("=  Number of Frames: \t%i\n", this->data->header->numFrames); | 
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| [4282] | 326 |   PRINT(0)("=  Height, Width:\t%i, %i\n", this->data->header->skinHeight, this->data->header->skinWidth); | 
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| [4488] | 327 |   PRINT(0)("=  Pointer to the data object: %p\n", this->data); | 
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| [4245] | 328 |   PRINT(0)("===================================================\n\n"); | 
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 | 329 | } | 
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| [4280] | 330 |  | 
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 | 331 |  | 
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| [4282] | 332 | /******************************************************************************** | 
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 | 333 |  *   MD2Data                                                                    * | 
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 | 334 |  ********************************************************************************/ | 
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| [4280] | 335 |  | 
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| [4461] | 336 | /** | 
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| [4284] | 337 |   \brief simple constructor | 
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 | 338 | */ | 
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| [4459] | 339 | MD2Data::MD2Data(const char* modelFileName, const char* skinFileName) | 
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| [4280] | 340 | { | 
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 | 341 |   this->pVertices = NULL; | 
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 | 342 |   this->pGLCommands = NULL; | 
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| [4682] | 343 |   this->pLightNormals = NULL; | 
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| [5085] | 344 |   this->pTexCoor = NULL; | 
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| [4280] | 345 |  | 
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 | 346 |   this->numFrames = 0; | 
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 | 347 |   this->numVertices = 0; | 
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 | 348 |   this->numGLCommands = 0; | 
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| [5085] | 349 |   this->numTexCoor = 0; | 
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| [4459] | 350 |  | 
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| [6222] | 351 | //   this->scaleFactor = 1.0f; | 
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 | 352 |   this->scaleFactor = 0.1f; | 
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| [4682] | 353 |  | 
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| [5284] | 354 |   this->fileName = NULL; | 
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 | 355 |   this->skinFileName = NULL; | 
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| [4459] | 356 |   this->loadModel(modelFileName); | 
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 | 357 |   this->loadSkin(skinFileName); | 
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| [4280] | 358 | } | 
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 | 359 |  | 
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 | 360 |  | 
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| [4461] | 361 | /** | 
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| [4284] | 362 |   \brief simple destructor | 
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 | 363 |  | 
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 | 364 |   this will clean out all the necessary data for a specific md2model | 
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 | 365 | */ | 
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| [4280] | 366 | MD2Data::~MD2Data() | 
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 | 367 | { | 
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| [5235] | 368 |   delete [] this->fileName; | 
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 | 369 |   delete [] this->skinFileName; | 
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 | 370 |   delete this->header; | 
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| [4460] | 371 |  | 
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| [4280] | 372 |   delete [] this->pVertices; | 
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 | 373 |   delete [] this->pGLCommands; | 
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 | 374 |   delete [] this->pLightNormals; | 
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| [5085] | 375 |   delete [] this->pTexCoor; | 
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| [4460] | 376 |  | 
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 | 377 |   delete this->material; | 
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| [4280] | 378 | } | 
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 | 379 |  | 
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 | 380 |  | 
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 | 381 |  | 
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| [4461] | 382 | /** | 
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| [4284] | 383 |   \brief this will load the whole model data (vertices, opengl command list, ...) | 
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| [4836] | 384 | * @param fileName: the name of the model file | 
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| [4284] | 385 |   \return true if success | 
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 | 386 | */ | 
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| [4280] | 387 | bool MD2Data::loadModel(const char* fileName) | 
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 | 388 | { | 
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 | 389 |   FILE *pFile;                            //file stream | 
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 | 390 |   char* buffer;                           //buffer for frame data | 
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 | 391 |   sFrame* frame;                          //temp frame | 
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 | 392 |   sVec3D *pVertex; | 
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 | 393 |   int* pNormals; | 
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 | 394 |  | 
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| [5284] | 395 |   //! @todo this chek should include deleting a loaded model (eventually) | 
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 | 396 |   if (fileName == NULL) | 
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 | 397 |     return false; | 
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 | 398 |  | 
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| [4280] | 399 |   pFile = fopen(fileName, "rb"); | 
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| [4682] | 400 |   if( unlikely(!pFile)) | 
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| [4280] | 401 |     { | 
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 | 402 |       PRINTF(1)("Couldn't open the MD2 File for loading. Exiting.\n"); | 
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 | 403 |       return false; | 
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 | 404 |     } | 
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 | 405 |   this->header = new MD2Header; | 
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 | 406 |   fread(this->header, 1, sizeof(MD2Header), pFile); | 
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 | 407 |   /* check for the header version: make sure its a md2 file :) */ | 
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 | 408 |   if( unlikely(this->header->version != MD2_VERSION) && unlikely(this->header->ident != MD2_IDENT)) | 
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 | 409 |     { | 
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 | 410 |       PRINTF(1)("Couldn't load file %s: invalid file format: stop loading\n", fileName); | 
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 | 411 |       return false; | 
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 | 412 |     } | 
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 | 413 |  | 
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 | 414 |   this->fileName = new char[strlen(fileName)+1]; | 
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 | 415 |   strcpy(this->fileName, fileName); | 
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 | 416 |   /* got the data: map it to locals */ | 
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 | 417 |   this->numFrames = this->header->numFrames; | 
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 | 418 |   this->numVertices = this->header->numVertices; | 
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 | 419 |   this->numTriangles = this->header->numTriangles; | 
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 | 420 |   this->numGLCommands = this->header->numGlCommands; | 
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| [5085] | 421 |   this->numTexCoor = this->header->numTexCoords; | 
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| [4280] | 422 |   /* allocate memory for the data storage */ | 
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 | 423 |   this->pVertices = new sVec3D[this->numVertices * this->numFrames]; | 
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 | 424 |   this->pGLCommands = new int[this->numGLCommands]; | 
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 | 425 |   this->pLightNormals = new int[this->numVertices * this->numFrames]; | 
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| [4787] | 426 |   this->pTriangles = new sTriangle[this->numTriangles]; | 
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| [5085] | 427 |   this->pTexCoor = new sTexCoor[this->numTexCoor]; | 
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| [4280] | 428 |   buffer = new char[this->numFrames * this->header->frameSize]; | 
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 | 429 |  | 
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| [4787] | 430 |  | 
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| [4280] | 431 |   /* read frame data from the file to a temp buffer */ | 
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 | 432 |   fseek(pFile, this->header->offsetFrames, SEEK_SET); | 
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 | 433 |   fread(buffer, this->header->frameSize, this->numFrames, pFile); | 
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 | 434 |   /* read opengl commands */ | 
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 | 435 |   fseek(pFile, this->header->offsetGlCommands, SEEK_SET); | 
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 | 436 |   fread(this->pGLCommands, sizeof(int), this->numGLCommands, pFile); | 
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| [4787] | 437 |   /* triangle list */ | 
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 | 438 |   fseek(pFile, this->header->offsetTriangles, SEEK_SET); | 
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 | 439 |   fread(this->pTriangles, sizeof(sTriangle), this->numTriangles, pFile); | 
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| [5085] | 440 |   /*  read in texture coordinates */ | 
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 | 441 |   fseek(pFile, this->header->offsetTexCoords, SEEK_SET); | 
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 | 442 |   fread(this->pTexCoor, sizeof(sTexCoor), this->numTexCoor, pFile); | 
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| [4280] | 443 |  | 
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| [5087] | 444 |  | 
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| [4280] | 445 |   for(int i = 0; i < this->numFrames; ++i) | 
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 | 446 |     { | 
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| [4682] | 447 |       frame = (sFrame*)(buffer + this->header->frameSize * i); | 
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| [4280] | 448 |       pVertex = this->pVertices + this->numVertices  * i; | 
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 | 449 |       pNormals = this->pLightNormals + this->numVertices * i; | 
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 | 450 |  | 
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 | 451 |       for(int j = 0; j < this->numVertices; ++j) | 
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| [4682] | 452 |         { | 
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 | 453 |           /* SPEEDUP: *(pVerts + i + 0) = (*(frame->pVertices + i + 0)...  */ | 
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| [6222] | 454 |            pVertex[j][0] = ((frame->pVertices[j].v[0] * frame->scale[0] ) + frame->translate[0] )* this->scaleFactor; | 
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 | 455 |            pVertex[j][1] = ((frame->pVertices[j].v[2] * frame->scale[2]) + frame->translate[2]) * this->scaleFactor; | 
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 | 456 |            pVertex[j][2] = (-1.0 * (frame->pVertices[j].v[1] * frame->scale[1] + frame->translate[1])) * this->scaleFactor; | 
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| [4682] | 457 |  | 
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| [6222] | 458 |           //printf("vertex %i/%i: (%f, %f, %f)\n", j, this->numVertices, pVertex[j][0], pVertex[j][1], pVertex[j][2]); | 
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 | 459 |  | 
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| [4682] | 460 |           pNormals[j] = frame->pVertices[j].lightNormalIndex; | 
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 | 461 |         } | 
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| [4280] | 462 |     } | 
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| [6222] | 463 |     PRINTF(4)("Finished loading the md2 file\n"); | 
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| [4280] | 464 |  | 
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 | 465 |   delete [] buffer; | 
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 | 466 |   fclose(pFile); | 
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 | 467 | } | 
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 | 468 |  | 
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 | 469 |  | 
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| [4461] | 470 | /** | 
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| [4284] | 471 |   \brief loads the skin/material stuff | 
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| [4836] | 472 | * @param fileName: name of the skin file | 
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| [4284] | 473 |   \return true if success | 
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 | 474 | */ | 
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| [4280] | 475 | bool MD2Data::loadSkin(const char* fileName) | 
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 | 476 | { | 
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| [4459] | 477 |   if( fileName == NULL) | 
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 | 478 |     { | 
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 | 479 |       this->skinFileName = NULL; | 
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 | 480 |       return false; | 
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 | 481 |     } | 
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 | 482 |  | 
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| [4280] | 483 |   this->skinFileName = new char[strlen(fileName)+1]; | 
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 | 484 |   strcpy(this->skinFileName, fileName); | 
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| [4281] | 485 |  | 
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| [4280] | 486 |   this->material = new Material("md2ModelTest"); | 
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 | 487 |   this->material->setDiffuseMap(fileName); | 
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 | 488 |   this->material->setIllum(3); | 
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 | 489 |   this->material->setAmbient(1.0, 1.0, 1.0); | 
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 | 490 | } | 
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