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source: orxonox.OLD/trunk/src/lib/graphics/importer/md2Model.cc @ 7075

Last change on this file since 7075 was 7075, checked in by patrick, 18 years ago

trunk: the test entities are now killable with the specific animation

File size: 16.4 KB
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[4682]1/*
[4245]2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Patrick Boenzli
13*/
14
15#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER
16
17#include "md2Model.h"
18#include "material.h"
19
[5075]20#include "debug.h"
[4246]21#include "resource_manager.h"
22
[4245]23
24using namespace std;
25
[4682]26//! the model anorms
[4276]27sVec3D MD2Model::anorms[NUM_VERTEX_NORMALS] = {
[4245]28 #include "anorms.h"
29};
30
[4459]31//! anormal dots, no idea of how this shall work, but it does
[4276]32float MD2Model::anormsDots[SHADEDOT_QUANT][256] = {
[4245]33  #include "anormtab.h"
34};
35
36
[4682]37//! the angle under which the model is viewd, used internaly
[4245]38float md2Angle = 0.0f;
39
40
[4459]41//! list of all different animations a std md2model supports
[4276]42sAnim MD2Model::animationList[21] =
[4245]43  {
[6222]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,  7, 0 },   //!< DEATH_FALLBACK
63    { 184, 189,  7, 0 },   //!< DEATH_FALLFORWARD
64    { 190, 197,  7, 0 },   //!< DEATH_FALLBACKSLOW
65    { 198, 198,  5, 1 },   //!< BOOM
[4245]66  };
67
68
69
70/********************************************************************************
[4459]71 *   MD2Model                                                                   *
72 ********************************************************************************/
[4245]73
[4461]74/**
[4284]75  \brief simple constructor initializing all variables
76*/
[7055]77MD2Model::MD2Model(const char* modelFileName, const char* skinFileName, float scale)
[4245]78{
[4280]79  /* this creates the data container via ressource manager */
[7059]80  this->data = (MD2Data*)ResourceManager::getInstance()->load(modelFileName, MD2, RP_GAME, skinFileName, scale);
[4787]81  if( unlikely(this->data == NULL))
82    PRINTF(0)("The model was not found, MD2Model Loader finished abnormaly. Update the data-repos\n");
[5075]83
[7059]84  this->scaleFactor = scale;
85
[6222]86  shadeDots = MD2Model::anormsDots[0];
87  /* set the animation stat mannualy */
88  this->animationState.type = STAND;
89  this->animationState.numPlays = 1;
[5087]90  this->setAnim(STAND);
[6222]91
92  this->debug();
[7068]93
94    //write the modelinfo information
95  this->pModelInfo.numVertices = this->data->numVertices;
96  this->pModelInfo.numTriangles = this->data->numTriangles;
97  this->pModelInfo.numNormals = 0;
98  this->pModelInfo.numTexCoor = this->data->numTexCoor;
99  this->pModelInfo.pVertices = (float*)this->data->pVertices;
100  this->pModelInfo.pNormals = NULL;
101  this->pModelInfo.pTexCoor = (float*)this->data->pTexCoor;
102
103  // triangle conversion
104  this->pModelInfo.pTriangles = new sTriangleExt[this->data->numTriangles];
105  for( int i = 0; i < this->data->numTriangles; i++)
106  {
107    this->pModelInfo.pTriangles[i].indexToVertices[0] = this->data->pTriangles[i].indexToVertices[0];
108    this->pModelInfo.pTriangles[i].indexToVertices[1] = this->data->pTriangles[i].indexToVertices[1];
109    this->pModelInfo.pTriangles[i].indexToVertices[2] = this->data->pTriangles[i].indexToVertices[2];
110
111    this->pModelInfo.pTriangles[i].indexToTexCoor[0] = this->data->pTriangles[i].indexToTexCoor[0];
112    this->pModelInfo.pTriangles[i].indexToTexCoor[1] = this->data->pTriangles[i].indexToTexCoor[1];
113    this->pModelInfo.pTriangles[i].indexToTexCoor[2] = this->data->pTriangles[i].indexToTexCoor[2];
114  }
[4245]115}
116
[7068]117
[4461]118/**
[4284]119  \brief simple destructor, dereferencing all variables
[4245]120
[4284]121  this is where the ressource manager is cleaning the stuff
122*/
[4276]123MD2Model::~MD2Model()
[4245]124{
[4462]125  ResourceManager::getInstance()->unload(this->data);
[4245]126}
127
128
129/**
[4836]130 *  initializes an array of vert with the current frame scaled vertices
[6222]131 * @param this->verticesList: the list of vertices to interpolate between
[4245]132
133   we won't use the pVertices array directly, since its much easier and we need
134   saving of data anyway
135*/
[6222]136void MD2Model::interpolate(/*sVec3D* this->verticesList*/)
[4245]137{
138  sVec3D* currVec;
139  sVec3D* nextVec;
140
[4281]141  currVec = &this->data->pVertices[this->data->numVertices * this->animationState.currentFrame];
142  nextVec = &this->data->pVertices[this->data->numVertices * this->animationState.nextFrame];
[4245]143
[5086]144  for( int i = 0; i < this->data->numVertices; ++i)
[4245]145    {
[6222]146      this->verticesList[i][0] = currVec[i][0] + this->animationState.interpolationState * (nextVec[i][0] - currVec[i][0]);
147      this->verticesList[i][1] = currVec[i][1] + this->animationState.interpolationState * (nextVec[i][1] - currVec[i][1]);
148      this->verticesList[i][2] = currVec[i][2] + this->animationState.interpolationState * (nextVec[i][2] - currVec[i][2]);
[4245]149    }
150}
151
152
[4461]153/**
[4284]154  \brief sets the animation type
[4836]155* @param type: animation type
[4284]156
157  the animation types can be looked up in the animationType table
158*/
[7071]159void MD2Model::setAnim(int type, int animPlayback)
[4245]160{
161  if( (type < 0) || (type > MAX_ANIMATIONS) )
[5087]162    type = STAND;
[4245]163
[6222]164  if( MD2Model::animationList[this->animationState.type].bStoppable == 0)
165  {
166    if( this->animationState.numPlays == 0 )
167      return;
168  }
169
[4245]170  this->animationState.startFrame = animationList[type].firstFrame;
171  this->animationState.endFrame = animationList[type].lastFrame;
172  this->animationState.nextFrame = animationList[type].firstFrame + 1;
173  this->animationState.fps = animationList[type].fps;
174  this->animationState.type = type;
[6222]175  this->animationState.numPlays = 0;
[7071]176  this->animationState.animPlaybackMode = animPlayback;
[4682]177
[5087]178  this->animationState.interpolationState = 0.0f;
179  this->animationState.localTime = 0.0f;
180  this->animationState.lastTime = 0.0f;
[4245]181  this->animationState.currentFrame = animationList[type].firstFrame;
182}
183
184
[4461]185/**
[4284]186  \brief sets the time in seconds passed since the last tick
[4836]187* @param time: in sec
[4284]188*/
[4276]189void MD2Model::tick(float time)
[4245]190{
[6222]191  this->animate(time);
192  this->processLighting();
193  this->interpolate(/*this->verticesList*/);
[4245]194}
195
196
[4461]197/**
[6022]198 * @brief draws the model: interface for all other classes out in the world
199 * @todo make it const and virtual
200 * FIXME
201 */
[6222]202void MD2Model::draw() const
[4245]203{
204  glPushMatrix();
[5087]205  this->renderFrame();
[6222]206  // renderFrameTriangles();
[4245]207  glPopMatrix();
[4682]208}
[4245]209
210
[4461]211/**
[4284]212  \brief this is an internal function to render this special frame selected by animate()
213*/
[6222]214void MD2Model::renderFrame() const
[4245]215{
[4281]216  int* pCommands = this->data->pGLCommands;
[4245]217
218  /* some face culling stuff */
219  glPushAttrib(GL_POLYGON_BIT);
220  glFrontFace(GL_CW);
221  glEnable(GL_CULL_FACE);
222  glCullFace(GL_BACK);
[4682]223
[4281]224  this->data->material->select();
[4245]225
226  /* draw the triangles */
227  while( int i = *(pCommands++)) /* strange looking while loop for maximum performance */
228    {
229      if( i < 0)
[4682]230        {
231          glBegin(GL_TRIANGLE_FAN);
232          i = -i;
233        }
[4245]234      else
[4682]235        {
236          glBegin(GL_TRIANGLE_STRIP);
237        }
[4245]238
239      for(; i > 0; i--, pCommands += 3) /* down counting for loop, next 3 gl commands */
[4682]240        {
[4717]241          glTexCoord2f( ((float *)pCommands)[0], ((float *)pCommands)[1] );
[4682]242          glNormal3fv(anorms[this->data->pLightNormals[pCommands[2]]]);
[6222]243          glVertex3fv(this->verticesList[pCommands[2]]);
[4682]244        }
[4245]245      glEnd();
[4717]246
[4245]247    }
248  glDisable(GL_CULL_FACE);
249  glPopAttrib();
250}
251
252
[6222]253void MD2Model::renderFrameTriangles() const
254{
255  //static sVec3D this->verticesList[MD2_MAX_VERTICES]; /* performance: created only once in a lifetime */
256  int* pCommands = this->data->pGLCommands;
257  /* some face culling stuff */
258//   glPushAttrib(GL_POLYGON_BIT);
259//   glFrontFace(GL_CW);
260//   glEnable(GL_CULL_FACE);
261//   glCullFace(GL_BACK);
262//
263//   this->processLighting();
264//   this->interpolate(/*this->verticesList*/);
265  this->data->material->select();
266
267  /* draw the triangles */
268  glBegin(GL_TRIANGLES);
269
270  for( int i = 0, k = 0; i < this->data->numTriangles; ++i, k += 3)
271  {
272    float* v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[0]];
273
274    printf("triangle: %i\n", i);
275    printf("     v0: (%f, %f, %f)\n", v[0], v[1], v[2]);
276    v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[1]];
277    printf("     v1: (%f, %f, %f)\n", v[0], v[1], v[2]);
278    v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[2]];
279    printf("     v2: (%f, %f, %f)\n", v[0], v[1], v[2]);
280
281
282    glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);
283    glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[0]]);
284
285    glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);
286    glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[1]]);
287
288    glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);
289    glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[2]]);
290  }
291
292  glEnd();
293}
294
295
[4461]296/**
[4284]297  \brief animates the current model
298
299  depending on the time passed (tick function), the player will select another model
300*/
[6222]301void MD2Model::animate(float time)
[4280]302{
[6222]303  this->animationState.localTime += time;
304
[4280]305  if( this->animationState.localTime - this->animationState.lastTime > (1.0f / this->animationState.fps))
306    {
307      this->animationState.currentFrame = this->animationState.nextFrame;
308      this->animationState.nextFrame++;
[4682]309
[7075]310      if( this->animationState.nextFrame > this->animationState.endFrame )
[6222]311      {
[7075]312        if( this->animationState.animPlaybackMode == MD2_ANIM_LOOP)
313        {
314          this->animationState.nextFrame = this->animationState.startFrame;
315          this->animationState.numPlays++;
316        }
317        else
318        {
319          this->animationState.nextFrame = this->animationState.endFrame;
320        }
[6222]321      }
[4280]322      this->animationState.lastTime = this->animationState.localTime;
323    }
324
[7075]325//     if( this->animationState.currentFrame > (this->data->numFrames - 1) )
326//       this->animationState.currentFrame = 0;
[4280]327
[7075]328//     if( (this->animationState.nextFrame > (this->data->numFrames - 1)) && this->animationState.animPlaybackMode == MD2_ANIM_LOOP)
329//     this->animationState.nextFrame = 0;
330
[4682]331  this->animationState.interpolationState = this->animationState.fps *
[4280]332    (this->animationState.localTime - this->animationState.lastTime);
333}
334
335
[4461]336/**
[4284]337  \brief this is how id is precessing their lightning
338
339  the details of how the whole lighting process is beeing handled - i have no idea... :)
340*/
[4280]341void MD2Model::processLighting()
342{
343  shadeDots = anormsDots[((int)(md2Angle*(SHADEDOT_QUANT / 360.0)))&(SHADEDOT_QUANT - 1)];
344}
345
[4461]346
347/**
[4284]348  \brief prints out debug informations
349*/
[4276]350void MD2Model::debug()
[4245]351{
[4282]352  PRINT(0)("\n==========================| MD2Model::debug() |===\n");
[4281]353  PRINT(0)("=  Model FileName:\t%s\n", this->data->fileName);
354  PRINT(0)("=  Skin FileName:\t%s\n", this->data->skinFileName);
355  PRINT(0)("=  Size in Memory:\t%i Bytes\n", this->data->header->frameSize * this->data->header->numFrames + 64); // 64bytes is the header size
356  PRINT(0)("=  Number of Vertices:\t%i\n", this->data->header->numVertices);
357  PRINT(0)("=  Number of Frames: \t%i\n", this->data->header->numFrames);
[4282]358  PRINT(0)("=  Height, Width:\t%i, %i\n", this->data->header->skinHeight, this->data->header->skinWidth);
[4488]359  PRINT(0)("=  Pointer to the data object: %p\n", this->data);
[4245]360  PRINT(0)("===================================================\n\n");
361}
[4280]362
363
[4282]364/********************************************************************************
365 *   MD2Data                                                                    *
366 ********************************************************************************/
[4280]367
[4461]368/**
[4284]369  \brief simple constructor
370*/
[7059]371MD2Data::MD2Data(const char* modelFileName, const char* skinFileName, float scale)
[4280]372{
[7059]373  scale *= 0.1f;
374
[4280]375  this->pVertices = NULL;
376  this->pGLCommands = NULL;
[4682]377  this->pLightNormals = NULL;
[5085]378  this->pTexCoor = NULL;
[4280]379
380  this->numFrames = 0;
381  this->numVertices = 0;
382  this->numGLCommands = 0;
[5085]383  this->numTexCoor = 0;
[4459]384
[6222]385//   this->scaleFactor = 1.0f;
[7059]386  this->scaleFactor = scale;
[4682]387
[5284]388  this->fileName = NULL;
389  this->skinFileName = NULL;
[4459]390  this->loadModel(modelFileName);
391  this->loadSkin(skinFileName);
[4280]392}
393
394
[4461]395/**
[4284]396  \brief simple destructor
397
398  this will clean out all the necessary data for a specific md2model
399*/
[4280]400MD2Data::~MD2Data()
401{
[5235]402  delete [] this->fileName;
403  delete [] this->skinFileName;
404  delete this->header;
[4460]405
[4280]406  delete [] this->pVertices;
407  delete [] this->pGLCommands;
408  delete [] this->pLightNormals;
[5085]409  delete [] this->pTexCoor;
[4460]410
411  delete this->material;
[4280]412}
413
414
415
[4461]416/**
[4284]417  \brief this will load the whole model data (vertices, opengl command list, ...)
[4836]418* @param fileName: the name of the model file
[4284]419  \return true if success
420*/
[4280]421bool MD2Data::loadModel(const char* fileName)
422{
423  FILE *pFile;                            //file stream
424  char* buffer;                           //buffer for frame data
425  sFrame* frame;                          //temp frame
426  sVec3D *pVertex;
427  int* pNormals;
428
[5284]429  //! @todo this chek should include deleting a loaded model (eventually)
430  if (fileName == NULL)
431    return false;
432
[4280]433  pFile = fopen(fileName, "rb");
[4682]434  if( unlikely(!pFile))
[4280]435    {
436      PRINTF(1)("Couldn't open the MD2 File for loading. Exiting.\n");
437      return false;
438    }
439  this->header = new MD2Header;
440  fread(this->header, 1, sizeof(MD2Header), pFile);
441  /* check for the header version: make sure its a md2 file :) */
442  if( unlikely(this->header->version != MD2_VERSION) && unlikely(this->header->ident != MD2_IDENT))
443    {
444      PRINTF(1)("Couldn't load file %s: invalid file format: stop loading\n", fileName);
445      return false;
446    }
447
448  this->fileName = new char[strlen(fileName)+1];
449  strcpy(this->fileName, fileName);
450  /* got the data: map it to locals */
451  this->numFrames = this->header->numFrames;
452  this->numVertices = this->header->numVertices;
453  this->numTriangles = this->header->numTriangles;
454  this->numGLCommands = this->header->numGlCommands;
[5085]455  this->numTexCoor = this->header->numTexCoords;
[4280]456  /* allocate memory for the data storage */
457  this->pVertices = new sVec3D[this->numVertices * this->numFrames];
458  this->pGLCommands = new int[this->numGLCommands];
459  this->pLightNormals = new int[this->numVertices * this->numFrames];
[4787]460  this->pTriangles = new sTriangle[this->numTriangles];
[5085]461  this->pTexCoor = new sTexCoor[this->numTexCoor];
[4280]462  buffer = new char[this->numFrames * this->header->frameSize];
463
[4787]464
[4280]465  /* read frame data from the file to a temp buffer */
466  fseek(pFile, this->header->offsetFrames, SEEK_SET);
467  fread(buffer, this->header->frameSize, this->numFrames, pFile);
468  /* read opengl commands */
469  fseek(pFile, this->header->offsetGlCommands, SEEK_SET);
470  fread(this->pGLCommands, sizeof(int), this->numGLCommands, pFile);
[4787]471  /* triangle list */
472  fseek(pFile, this->header->offsetTriangles, SEEK_SET);
473  fread(this->pTriangles, sizeof(sTriangle), this->numTriangles, pFile);
[5085]474  /*  read in texture coordinates */
475  fseek(pFile, this->header->offsetTexCoords, SEEK_SET);
476  fread(this->pTexCoor, sizeof(sTexCoor), this->numTexCoor, pFile);
[4280]477
[5087]478
[4280]479  for(int i = 0; i < this->numFrames; ++i)
480    {
[4682]481      frame = (sFrame*)(buffer + this->header->frameSize * i);
[4280]482      pVertex = this->pVertices + this->numVertices  * i;
483      pNormals = this->pLightNormals + this->numVertices * i;
484
485      for(int j = 0; j < this->numVertices; ++j)
[4682]486        {
487          /* SPEEDUP: *(pVerts + i + 0) = (*(frame->pVertices + i + 0)...  */
[6222]488           pVertex[j][0] = ((frame->pVertices[j].v[0] * frame->scale[0] ) + frame->translate[0] )* this->scaleFactor;
489           pVertex[j][1] = ((frame->pVertices[j].v[2] * frame->scale[2]) + frame->translate[2]) * this->scaleFactor;
490           pVertex[j][2] = (-1.0 * (frame->pVertices[j].v[1] * frame->scale[1] + frame->translate[1])) * this->scaleFactor;
[4682]491
[6222]492          //printf("vertex %i/%i: (%f, %f, %f)\n", j, this->numVertices, pVertex[j][0], pVertex[j][1], pVertex[j][2]);
493
[4682]494          pNormals[j] = frame->pVertices[j].lightNormalIndex;
495        }
[4280]496    }
[6222]497    PRINTF(4)("Finished loading the md2 file\n");
[4280]498
499  delete [] buffer;
500  fclose(pFile);
501}
502
503
[4461]504/**
[4284]505  \brief loads the skin/material stuff
[4836]506* @param fileName: name of the skin file
[4284]507  \return true if success
508*/
[4280]509bool MD2Data::loadSkin(const char* fileName)
510{
[4459]511  if( fileName == NULL)
512    {
513      this->skinFileName = NULL;
514      return false;
515    }
516
[4280]517  this->skinFileName = new char[strlen(fileName)+1];
518  strcpy(this->skinFileName, fileName);
[4281]519
[4280]520  this->material = new Material("md2ModelTest");
521  this->material->setDiffuseMap(fileName);
522  this->material->setIllum(3);
523  this->material->setAmbient(1.0, 1.0, 1.0);
524}
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