| [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" | 
|---|
| [7193] | 21 | #include "util/loading/resource_manager.h" | 
|---|
| [4246] | 22 |  | 
|---|
| [4245] | 23 |  | 
|---|
 | 24 | using namespace std; | 
|---|
 | 25 |  | 
|---|
| [4682] | 26 | //! the model anorms | 
|---|
| [4276] | 27 | sVec3D 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] | 32 | float 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] | 38 | float md2Angle = 0.0f; | 
|---|
 | 39 |  | 
|---|
 | 40 |  | 
|---|
| [4459] | 41 | //! list of all different animations a std md2model supports | 
|---|
| [4276] | 42 | sAnim 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 | 
|---|
| [7114] | 62 |     { 178, 183,  10, 0 },   //!< DEATH_FALLBACK | 
|---|
 | 63 |     { 184, 189,  10, 0 },   //!< DEATH_FALLFORWARD | 
|---|
 | 64 |     { 190, 197,  10, 0 },   //!< DEATH_FALLBACKSLOW | 
|---|
| [6222] | 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 | */ | 
|---|
| [7221] | 77 | MD2Model::MD2Model(const std::string& modelFileName, const std::string& skinFileName, float scale) | 
|---|
| [4245] | 78 | { | 
|---|
| [7123] | 79 |   this->setClassID(CL_MD2_MODEL, "MD2Model"); | 
|---|
| [4280] | 80 |   /* this creates the data container via ressource manager */ | 
|---|
| [7221] | 81 |   if (!modelFileName.empty()) | 
|---|
 | 82 |     this->data = (MD2Data*)ResourceManager::getInstance()->load(modelFileName, MD2, RP_GAME, skinFileName, scale); | 
|---|
| [4787] | 83 |   if( unlikely(this->data == NULL)) | 
|---|
 | 84 |     PRINTF(0)("The model was not found, MD2Model Loader finished abnormaly. Update the data-repos\n"); | 
|---|
| [5075] | 85 |  | 
|---|
| [7059] | 86 |   this->scaleFactor = scale; | 
|---|
 | 87 |  | 
|---|
| [6222] | 88 |   shadeDots = MD2Model::anormsDots[0]; | 
|---|
 | 89 |   /* set the animation stat mannualy */ | 
|---|
 | 90 |   this->animationState.type = STAND; | 
|---|
 | 91 |   this->animationState.numPlays = 1; | 
|---|
| [5087] | 92 |   this->setAnim(STAND); | 
|---|
| [6222] | 93 |  | 
|---|
 | 94 |   this->debug(); | 
|---|
| [7068] | 95 |  | 
|---|
 | 96 |     //write the modelinfo information | 
|---|
 | 97 |   this->pModelInfo.numVertices = this->data->numVertices; | 
|---|
 | 98 |   this->pModelInfo.numTriangles = this->data->numTriangles; | 
|---|
 | 99 |   this->pModelInfo.numNormals = 0; | 
|---|
 | 100 |   this->pModelInfo.numTexCoor = this->data->numTexCoor; | 
|---|
 | 101 |   this->pModelInfo.pVertices = (float*)this->data->pVertices; | 
|---|
 | 102 |   this->pModelInfo.pNormals = NULL; | 
|---|
 | 103 |   this->pModelInfo.pTexCoor = (float*)this->data->pTexCoor; | 
|---|
 | 104 |  | 
|---|
 | 105 |   // triangle conversion | 
|---|
 | 106 |   this->pModelInfo.pTriangles = new sTriangleExt[this->data->numTriangles]; | 
|---|
 | 107 |   for( int i = 0; i < this->data->numTriangles; i++) | 
|---|
 | 108 |   { | 
|---|
 | 109 |     this->pModelInfo.pTriangles[i].indexToVertices[0] = this->data->pTriangles[i].indexToVertices[0]; | 
|---|
 | 110 |     this->pModelInfo.pTriangles[i].indexToVertices[1] = this->data->pTriangles[i].indexToVertices[1]; | 
|---|
 | 111 |     this->pModelInfo.pTriangles[i].indexToVertices[2] = this->data->pTriangles[i].indexToVertices[2]; | 
|---|
 | 112 |  | 
|---|
 | 113 |     this->pModelInfo.pTriangles[i].indexToTexCoor[0] = this->data->pTriangles[i].indexToTexCoor[0]; | 
|---|
 | 114 |     this->pModelInfo.pTriangles[i].indexToTexCoor[1] = this->data->pTriangles[i].indexToTexCoor[1]; | 
|---|
 | 115 |     this->pModelInfo.pTriangles[i].indexToTexCoor[2] = this->data->pTriangles[i].indexToTexCoor[2]; | 
|---|
 | 116 |   } | 
|---|
| [4245] | 117 | } | 
|---|
 | 118 |  | 
|---|
| [7068] | 119 |  | 
|---|
| [4461] | 120 | /** | 
|---|
| [4284] | 121 |   \brief simple destructor, dereferencing all variables | 
|---|
| [4245] | 122 |  | 
|---|
| [4284] | 123 |   this is where the ressource manager is cleaning the stuff | 
|---|
 | 124 | */ | 
|---|
| [4276] | 125 | MD2Model::~MD2Model() | 
|---|
| [4245] | 126 | { | 
|---|
| [7732] | 127 |   this->pModelInfo.pVertices = NULL; | 
|---|
 | 128 |   this->pModelInfo.pNormals = NULL; | 
|---|
 | 129 |   this->pModelInfo.pTexCoor = NULL; | 
|---|
 | 130 |   this->pModelInfo.pTriangles = NULL; | 
|---|
 | 131 |  | 
|---|
| [4462] | 132 |   ResourceManager::getInstance()->unload(this->data); | 
|---|
| [4245] | 133 | } | 
|---|
 | 134 |  | 
|---|
 | 135 |  | 
|---|
 | 136 | /** | 
|---|
| [4836] | 137 |  *  initializes an array of vert with the current frame scaled vertices | 
|---|
| [6222] | 138 |  * @param this->verticesList: the list of vertices to interpolate between | 
|---|
| [4245] | 139 |  | 
|---|
 | 140 |    we won't use the pVertices array directly, since its much easier and we need | 
|---|
 | 141 |    saving of data anyway | 
|---|
 | 142 | */ | 
|---|
| [6222] | 143 | void MD2Model::interpolate(/*sVec3D* this->verticesList*/) | 
|---|
| [4245] | 144 | { | 
|---|
 | 145 |   sVec3D* currVec; | 
|---|
 | 146 |   sVec3D* nextVec; | 
|---|
 | 147 |  | 
|---|
| [4281] | 148 |   currVec = &this->data->pVertices[this->data->numVertices * this->animationState.currentFrame]; | 
|---|
 | 149 |   nextVec = &this->data->pVertices[this->data->numVertices * this->animationState.nextFrame]; | 
|---|
| [4245] | 150 |  | 
|---|
| [5086] | 151 |   for( int i = 0; i < this->data->numVertices; ++i) | 
|---|
| [4245] | 152 |     { | 
|---|
| [6222] | 153 |       this->verticesList[i][0] = currVec[i][0] + this->animationState.interpolationState * (nextVec[i][0] - currVec[i][0]); | 
|---|
 | 154 |       this->verticesList[i][1] = currVec[i][1] + this->animationState.interpolationState * (nextVec[i][1] - currVec[i][1]); | 
|---|
 | 155 |       this->verticesList[i][2] = currVec[i][2] + this->animationState.interpolationState * (nextVec[i][2] - currVec[i][2]); | 
|---|
| [4245] | 156 |     } | 
|---|
 | 157 | } | 
|---|
 | 158 |  | 
|---|
 | 159 |  | 
|---|
| [4461] | 160 | /** | 
|---|
| [4284] | 161 |   \brief sets the animation type | 
|---|
| [4836] | 162 | * @param type: animation type | 
|---|
| [4284] | 163 |  | 
|---|
 | 164 |   the animation types can be looked up in the animationType table | 
|---|
 | 165 | */ | 
|---|
| [7071] | 166 | void MD2Model::setAnim(int type, int animPlayback) | 
|---|
| [4245] | 167 | { | 
|---|
 | 168 |   if( (type < 0) || (type > MAX_ANIMATIONS) ) | 
|---|
| [5087] | 169 |     type = STAND; | 
|---|
| [4245] | 170 |  | 
|---|
| [6222] | 171 |   if( MD2Model::animationList[this->animationState.type].bStoppable == 0) | 
|---|
 | 172 |   { | 
|---|
 | 173 |     if( this->animationState.numPlays == 0 ) | 
|---|
 | 174 |       return; | 
|---|
 | 175 |   } | 
|---|
 | 176 |  | 
|---|
| [4245] | 177 |   this->animationState.startFrame = animationList[type].firstFrame; | 
|---|
 | 178 |   this->animationState.endFrame = animationList[type].lastFrame; | 
|---|
 | 179 |   this->animationState.nextFrame = animationList[type].firstFrame + 1; | 
|---|
 | 180 |   this->animationState.fps = animationList[type].fps; | 
|---|
 | 181 |   this->animationState.type = type; | 
|---|
| [6222] | 182 |   this->animationState.numPlays = 0; | 
|---|
| [7071] | 183 |   this->animationState.animPlaybackMode = animPlayback; | 
|---|
| [4682] | 184 |  | 
|---|
| [5087] | 185 |   this->animationState.interpolationState = 0.0f; | 
|---|
 | 186 |   this->animationState.localTime = 0.0f; | 
|---|
 | 187 |   this->animationState.lastTime = 0.0f; | 
|---|
| [4245] | 188 |   this->animationState.currentFrame = animationList[type].firstFrame; | 
|---|
 | 189 | } | 
|---|
 | 190 |  | 
|---|
 | 191 |  | 
|---|
| [4461] | 192 | /** | 
|---|
| [4284] | 193 |   \brief sets the time in seconds passed since the last tick | 
|---|
| [4836] | 194 | * @param time: in sec | 
|---|
| [4284] | 195 | */ | 
|---|
| [4276] | 196 | void MD2Model::tick(float time) | 
|---|
| [4245] | 197 | { | 
|---|
| [6222] | 198 |   this->animate(time); | 
|---|
 | 199 |   this->processLighting(); | 
|---|
 | 200 |   this->interpolate(/*this->verticesList*/); | 
|---|
| [4245] | 201 | } | 
|---|
 | 202 |  | 
|---|
 | 203 |  | 
|---|
| [4461] | 204 | /** | 
|---|
| [6022] | 205 |  * @brief draws the model: interface for all other classes out in the world | 
|---|
 | 206 |  * @todo make it const and virtual | 
|---|
 | 207 |  * FIXME | 
|---|
 | 208 |  */ | 
|---|
| [6222] | 209 | void MD2Model::draw() const | 
|---|
| [4245] | 210 | { | 
|---|
 | 211 |   glPushMatrix(); | 
|---|
| [5087] | 212 |   this->renderFrame(); | 
|---|
| [6222] | 213 |   // renderFrameTriangles(); | 
|---|
| [4245] | 214 |   glPopMatrix(); | 
|---|
| [4682] | 215 | } | 
|---|
| [4245] | 216 |  | 
|---|
 | 217 |  | 
|---|
| [4461] | 218 | /** | 
|---|
| [4284] | 219 |   \brief this is an internal function to render this special frame selected by animate() | 
|---|
 | 220 | */ | 
|---|
| [6222] | 221 | void MD2Model::renderFrame() const | 
|---|
| [4245] | 222 | { | 
|---|
| [4281] | 223 |   int* pCommands = this->data->pGLCommands; | 
|---|
| [4245] | 224 |  | 
|---|
 | 225 |   /* some face culling stuff */ | 
|---|
 | 226 |   glPushAttrib(GL_POLYGON_BIT); | 
|---|
 | 227 |   glFrontFace(GL_CW); | 
|---|
 | 228 |   glEnable(GL_CULL_FACE); | 
|---|
 | 229 |   glCullFace(GL_BACK); | 
|---|
| [4682] | 230 |  | 
|---|
| [7123] | 231 |   this->data->material.select(); | 
|---|
| [4245] | 232 |  | 
|---|
 | 233 |   /* draw the triangles */ | 
|---|
 | 234 |   while( int i = *(pCommands++)) /* strange looking while loop for maximum performance */ | 
|---|
 | 235 |     { | 
|---|
 | 236 |       if( i < 0) | 
|---|
| [4682] | 237 |         { | 
|---|
 | 238 |           glBegin(GL_TRIANGLE_FAN); | 
|---|
 | 239 |           i = -i; | 
|---|
 | 240 |         } | 
|---|
| [4245] | 241 |       else | 
|---|
| [4682] | 242 |         { | 
|---|
 | 243 |           glBegin(GL_TRIANGLE_STRIP); | 
|---|
 | 244 |         } | 
|---|
| [4245] | 245 |  | 
|---|
 | 246 |       for(; i > 0; i--, pCommands += 3) /* down counting for loop, next 3 gl commands */ | 
|---|
| [4682] | 247 |         { | 
|---|
| [4717] | 248 |           glTexCoord2f( ((float *)pCommands)[0], ((float *)pCommands)[1] ); | 
|---|
| [4682] | 249 |           glNormal3fv(anorms[this->data->pLightNormals[pCommands[2]]]); | 
|---|
| [6222] | 250 |           glVertex3fv(this->verticesList[pCommands[2]]); | 
|---|
| [4682] | 251 |         } | 
|---|
| [4245] | 252 |       glEnd(); | 
|---|
| [4717] | 253 |  | 
|---|
| [4245] | 254 |     } | 
|---|
 | 255 |   glDisable(GL_CULL_FACE); | 
|---|
 | 256 |   glPopAttrib(); | 
|---|
 | 257 | } | 
|---|
 | 258 |  | 
|---|
 | 259 |  | 
|---|
| [6222] | 260 | void MD2Model::renderFrameTriangles() const | 
|---|
 | 261 | { | 
|---|
 | 262 |   //static sVec3D this->verticesList[MD2_MAX_VERTICES]; /* performance: created only once in a lifetime */ | 
|---|
 | 263 |   int* pCommands = this->data->pGLCommands; | 
|---|
 | 264 |   /* some face culling stuff */ | 
|---|
 | 265 | //   glPushAttrib(GL_POLYGON_BIT); | 
|---|
 | 266 | //   glFrontFace(GL_CW); | 
|---|
 | 267 | //   glEnable(GL_CULL_FACE); | 
|---|
 | 268 | //   glCullFace(GL_BACK); | 
|---|
 | 269 | // | 
|---|
 | 270 | //   this->processLighting(); | 
|---|
 | 271 | //   this->interpolate(/*this->verticesList*/); | 
|---|
| [7123] | 272 |   this->data->material.select(); | 
|---|
| [6222] | 273 |  | 
|---|
 | 274 |   /* draw the triangles */ | 
|---|
 | 275 |   glBegin(GL_TRIANGLES); | 
|---|
 | 276 |  | 
|---|
 | 277 |   for( int i = 0, k = 0; i < this->data->numTriangles; ++i, k += 3) | 
|---|
 | 278 |   { | 
|---|
 | 279 |     float* v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[0]]; | 
|---|
 | 280 |  | 
|---|
 | 281 |     printf("triangle: %i\n", i); | 
|---|
 | 282 |     printf("     v0: (%f, %f, %f)\n", v[0], v[1], v[2]); | 
|---|
 | 283 |     v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[1]]; | 
|---|
 | 284 |     printf("     v1: (%f, %f, %f)\n", v[0], v[1], v[2]); | 
|---|
 | 285 |     v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[2]]; | 
|---|
 | 286 |     printf("     v2: (%f, %f, %f)\n", v[0], v[1], v[2]); | 
|---|
 | 287 |  | 
|---|
 | 288 |  | 
|---|
 | 289 |     glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]); | 
|---|
 | 290 |     glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[0]]); | 
|---|
 | 291 |  | 
|---|
 | 292 |     glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]); | 
|---|
 | 293 |     glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[1]]); | 
|---|
 | 294 |  | 
|---|
 | 295 |     glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]); | 
|---|
 | 296 |     glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[2]]); | 
|---|
 | 297 |   } | 
|---|
 | 298 |  | 
|---|
 | 299 |   glEnd(); | 
|---|
 | 300 | } | 
|---|
 | 301 |  | 
|---|
 | 302 |  | 
|---|
| [4461] | 303 | /** | 
|---|
| [4284] | 304 |   \brief animates the current model | 
|---|
 | 305 |  | 
|---|
 | 306 |   depending on the time passed (tick function), the player will select another model | 
|---|
 | 307 | */ | 
|---|
| [6222] | 308 | void MD2Model::animate(float time) | 
|---|
| [4280] | 309 | { | 
|---|
| [6222] | 310 |   this->animationState.localTime += time; | 
|---|
 | 311 |  | 
|---|
| [4280] | 312 |   if( this->animationState.localTime - this->animationState.lastTime > (1.0f / this->animationState.fps)) | 
|---|
 | 313 |     { | 
|---|
 | 314 |       this->animationState.currentFrame = this->animationState.nextFrame; | 
|---|
 | 315 |       this->animationState.nextFrame++; | 
|---|
| [4682] | 316 |  | 
|---|
| [7075] | 317 |       if( this->animationState.nextFrame > this->animationState.endFrame ) | 
|---|
| [6222] | 318 |       { | 
|---|
| [7075] | 319 |         if( this->animationState.animPlaybackMode == MD2_ANIM_LOOP) | 
|---|
 | 320 |         { | 
|---|
 | 321 |           this->animationState.nextFrame = this->animationState.startFrame; | 
|---|
 | 322 |           this->animationState.numPlays++; | 
|---|
 | 323 |         } | 
|---|
 | 324 |         else | 
|---|
 | 325 |         { | 
|---|
 | 326 |           this->animationState.nextFrame = this->animationState.endFrame; | 
|---|
 | 327 |         } | 
|---|
| [6222] | 328 |       } | 
|---|
| [4280] | 329 |       this->animationState.lastTime = this->animationState.localTime; | 
|---|
 | 330 |     } | 
|---|
 | 331 |  | 
|---|
| [7075] | 332 | //     if( this->animationState.currentFrame > (this->data->numFrames - 1) ) | 
|---|
 | 333 | //       this->animationState.currentFrame = 0; | 
|---|
| [4280] | 334 |  | 
|---|
| [7075] | 335 | //     if( (this->animationState.nextFrame > (this->data->numFrames - 1)) && this->animationState.animPlaybackMode == MD2_ANIM_LOOP) | 
|---|
 | 336 | //     this->animationState.nextFrame = 0; | 
|---|
 | 337 |  | 
|---|
| [4682] | 338 |   this->animationState.interpolationState = this->animationState.fps * | 
|---|
| [4280] | 339 |     (this->animationState.localTime - this->animationState.lastTime); | 
|---|
 | 340 | } | 
|---|
 | 341 |  | 
|---|
 | 342 |  | 
|---|
| [4461] | 343 | /** | 
|---|
| [4284] | 344 |   \brief this is how id is precessing their lightning | 
|---|
 | 345 |  | 
|---|
 | 346 |   the details of how the whole lighting process is beeing handled - i have no idea... :) | 
|---|
 | 347 | */ | 
|---|
| [4280] | 348 | void MD2Model::processLighting() | 
|---|
 | 349 | { | 
|---|
 | 350 |   shadeDots = anormsDots[((int)(md2Angle*(SHADEDOT_QUANT / 360.0)))&(SHADEDOT_QUANT - 1)]; | 
|---|
 | 351 | } | 
|---|
 | 352 |  | 
|---|
| [4461] | 353 |  | 
|---|
 | 354 | /** | 
|---|
| [4284] | 355 |   \brief prints out debug informations | 
|---|
 | 356 | */ | 
|---|
| [4276] | 357 | void MD2Model::debug() | 
|---|
| [4245] | 358 | { | 
|---|
| [4282] | 359 |   PRINT(0)("\n==========================| MD2Model::debug() |===\n"); | 
|---|
| [7221] | 360 |   PRINT(0)("=  Model FileName:\t%s\n", this->data->fileName.c_str()); | 
|---|
 | 361 |   PRINT(0)("=  Skin FileName:\t%s\n", this->data->skinFileName.c_str()); | 
|---|
| [4281] | 362 |   PRINT(0)("=  Size in Memory:\t%i Bytes\n", this->data->header->frameSize * this->data->header->numFrames + 64); // 64bytes is the header size | 
|---|
 | 363 |   PRINT(0)("=  Number of Vertices:\t%i\n", this->data->header->numVertices); | 
|---|
 | 364 |   PRINT(0)("=  Number of Frames: \t%i\n", this->data->header->numFrames); | 
|---|
| [4282] | 365 |   PRINT(0)("=  Height, Width:\t%i, %i\n", this->data->header->skinHeight, this->data->header->skinWidth); | 
|---|
| [4488] | 366 |   PRINT(0)("=  Pointer to the data object: %p\n", this->data); | 
|---|
| [4245] | 367 |   PRINT(0)("===================================================\n\n"); | 
|---|
 | 368 | } | 
|---|
| [4280] | 369 |  | 
|---|
 | 370 |  | 
|---|
| [4282] | 371 | /******************************************************************************** | 
|---|
 | 372 |  *   MD2Data                                                                    * | 
|---|
 | 373 |  ********************************************************************************/ | 
|---|
| [4280] | 374 |  | 
|---|
| [4461] | 375 | /** | 
|---|
| [4284] | 376 |   \brief simple constructor | 
|---|
 | 377 | */ | 
|---|
| [7221] | 378 | MD2Data::MD2Data(const std::string& modelFileName, const std::string& skinFileName, float scale) | 
|---|
| [4280] | 379 | { | 
|---|
| [7059] | 380 |   scale *= 0.1f; | 
|---|
 | 381 |  | 
|---|
| [4280] | 382 |   this->pVertices = NULL; | 
|---|
 | 383 |   this->pGLCommands = NULL; | 
|---|
| [4682] | 384 |   this->pLightNormals = NULL; | 
|---|
| [5085] | 385 |   this->pTexCoor = NULL; | 
|---|
| [4280] | 386 |  | 
|---|
 | 387 |   this->numFrames = 0; | 
|---|
 | 388 |   this->numVertices = 0; | 
|---|
 | 389 |   this->numGLCommands = 0; | 
|---|
| [5085] | 390 |   this->numTexCoor = 0; | 
|---|
| [4459] | 391 |  | 
|---|
| [6222] | 392 | //   this->scaleFactor = 1.0f; | 
|---|
| [7059] | 393 |   this->scaleFactor = scale; | 
|---|
| [4682] | 394 |  | 
|---|
| [7221] | 395 |   this->fileName = ""; | 
|---|
 | 396 |   this->skinFileName = ""; | 
|---|
| [4459] | 397 |   this->loadModel(modelFileName); | 
|---|
 | 398 |   this->loadSkin(skinFileName); | 
|---|
| [4280] | 399 | } | 
|---|
 | 400 |  | 
|---|
 | 401 |  | 
|---|
| [4461] | 402 | /** | 
|---|
| [4284] | 403 |   \brief simple destructor | 
|---|
 | 404 |  | 
|---|
 | 405 |   this will clean out all the necessary data for a specific md2model | 
|---|
 | 406 | */ | 
|---|
| [4280] | 407 | MD2Data::~MD2Data() | 
|---|
 | 408 | { | 
|---|
| [5235] | 409 |   delete this->header; | 
|---|
| [4460] | 410 |  | 
|---|
| [4280] | 411 |   delete [] this->pVertices; | 
|---|
 | 412 |   delete [] this->pGLCommands; | 
|---|
 | 413 |   delete [] this->pLightNormals; | 
|---|
| [5085] | 414 |   delete [] this->pTexCoor; | 
|---|
| [4280] | 415 | } | 
|---|
 | 416 |  | 
|---|
 | 417 |  | 
|---|
 | 418 |  | 
|---|
| [4461] | 419 | /** | 
|---|
| [4284] | 420 |   \brief this will load the whole model data (vertices, opengl command list, ...) | 
|---|
| [4836] | 421 | * @param fileName: the name of the model file | 
|---|
| [4284] | 422 |   \return true if success | 
|---|
 | 423 | */ | 
|---|
| [7221] | 424 | bool MD2Data::loadModel(const std::string& fileName) | 
|---|
| [4280] | 425 | { | 
|---|
 | 426 |   FILE *pFile;                            //file stream | 
|---|
 | 427 |   char* buffer;                           //buffer for frame data | 
|---|
 | 428 |   sFrame* frame;                          //temp frame | 
|---|
 | 429 |   sVec3D *pVertex; | 
|---|
 | 430 |   int* pNormals; | 
|---|
 | 431 |  | 
|---|
| [5284] | 432 |   //! @todo this chek should include deleting a loaded model (eventually) | 
|---|
| [7221] | 433 |   if (fileName.empty()) | 
|---|
| [5284] | 434 |     return false; | 
|---|
 | 435 |  | 
|---|
| [7221] | 436 |   pFile = fopen(fileName.c_str(), "rb"); | 
|---|
| [4682] | 437 |   if( unlikely(!pFile)) | 
|---|
| [4280] | 438 |     { | 
|---|
 | 439 |       PRINTF(1)("Couldn't open the MD2 File for loading. Exiting.\n"); | 
|---|
 | 440 |       return false; | 
|---|
 | 441 |     } | 
|---|
 | 442 |   this->header = new MD2Header; | 
|---|
 | 443 |   fread(this->header, 1, sizeof(MD2Header), pFile); | 
|---|
 | 444 |   /* check for the header version: make sure its a md2 file :) */ | 
|---|
 | 445 |   if( unlikely(this->header->version != MD2_VERSION) && unlikely(this->header->ident != MD2_IDENT)) | 
|---|
 | 446 |     { | 
|---|
| [7221] | 447 |       PRINTF(1)("Couldn't load file %s: invalid file format: stop loading\n", fileName.c_str()); | 
|---|
| [4280] | 448 |       return false; | 
|---|
 | 449 |     } | 
|---|
 | 450 |  | 
|---|
| [7221] | 451 |   this->fileName =fileName; | 
|---|
| [4280] | 452 |   /* got the data: map it to locals */ | 
|---|
 | 453 |   this->numFrames = this->header->numFrames; | 
|---|
 | 454 |   this->numVertices = this->header->numVertices; | 
|---|
 | 455 |   this->numTriangles = this->header->numTriangles; | 
|---|
 | 456 |   this->numGLCommands = this->header->numGlCommands; | 
|---|
| [5085] | 457 |   this->numTexCoor = this->header->numTexCoords; | 
|---|
| [4280] | 458 |   /* allocate memory for the data storage */ | 
|---|
 | 459 |   this->pVertices = new sVec3D[this->numVertices * this->numFrames]; | 
|---|
 | 460 |   this->pGLCommands = new int[this->numGLCommands]; | 
|---|
 | 461 |   this->pLightNormals = new int[this->numVertices * this->numFrames]; | 
|---|
| [4787] | 462 |   this->pTriangles = new sTriangle[this->numTriangles]; | 
|---|
| [5085] | 463 |   this->pTexCoor = new sTexCoor[this->numTexCoor]; | 
|---|
| [4280] | 464 |   buffer = new char[this->numFrames * this->header->frameSize]; | 
|---|
 | 465 |  | 
|---|
| [4787] | 466 |  | 
|---|
| [4280] | 467 |   /* read frame data from the file to a temp buffer */ | 
|---|
 | 468 |   fseek(pFile, this->header->offsetFrames, SEEK_SET); | 
|---|
 | 469 |   fread(buffer, this->header->frameSize, this->numFrames, pFile); | 
|---|
 | 470 |   /* read opengl commands */ | 
|---|
 | 471 |   fseek(pFile, this->header->offsetGlCommands, SEEK_SET); | 
|---|
 | 472 |   fread(this->pGLCommands, sizeof(int), this->numGLCommands, pFile); | 
|---|
| [4787] | 473 |   /* triangle list */ | 
|---|
 | 474 |   fseek(pFile, this->header->offsetTriangles, SEEK_SET); | 
|---|
 | 475 |   fread(this->pTriangles, sizeof(sTriangle), this->numTriangles, pFile); | 
|---|
| [5085] | 476 |   /*  read in texture coordinates */ | 
|---|
 | 477 |   fseek(pFile, this->header->offsetTexCoords, SEEK_SET); | 
|---|
 | 478 |   fread(this->pTexCoor, sizeof(sTexCoor), this->numTexCoor, pFile); | 
|---|
| [4280] | 479 |  | 
|---|
| [5087] | 480 |  | 
|---|
| [4280] | 481 |   for(int i = 0; i < this->numFrames; ++i) | 
|---|
 | 482 |     { | 
|---|
| [4682] | 483 |       frame = (sFrame*)(buffer + this->header->frameSize * i); | 
|---|
| [4280] | 484 |       pVertex = this->pVertices + this->numVertices  * i; | 
|---|
 | 485 |       pNormals = this->pLightNormals + this->numVertices * i; | 
|---|
 | 486 |  | 
|---|
 | 487 |       for(int j = 0; j < this->numVertices; ++j) | 
|---|
| [4682] | 488 |         { | 
|---|
 | 489 |           /* SPEEDUP: *(pVerts + i + 0) = (*(frame->pVertices + i + 0)...  */ | 
|---|
| [6222] | 490 |            pVertex[j][0] = ((frame->pVertices[j].v[0] * frame->scale[0] ) + frame->translate[0] )* this->scaleFactor; | 
|---|
 | 491 |            pVertex[j][1] = ((frame->pVertices[j].v[2] * frame->scale[2]) + frame->translate[2]) * this->scaleFactor; | 
|---|
 | 492 |            pVertex[j][2] = (-1.0 * (frame->pVertices[j].v[1] * frame->scale[1] + frame->translate[1])) * this->scaleFactor; | 
|---|
| [4682] | 493 |  | 
|---|
| [6222] | 494 |           //printf("vertex %i/%i: (%f, %f, %f)\n", j, this->numVertices, pVertex[j][0], pVertex[j][1], pVertex[j][2]); | 
|---|
 | 495 |  | 
|---|
| [4682] | 496 |           pNormals[j] = frame->pVertices[j].lightNormalIndex; | 
|---|
 | 497 |         } | 
|---|
| [4280] | 498 |     } | 
|---|
| [6222] | 499 |     PRINTF(4)("Finished loading the md2 file\n"); | 
|---|
| [4280] | 500 |  | 
|---|
 | 501 |   delete [] buffer; | 
|---|
 | 502 |   fclose(pFile); | 
|---|
 | 503 | } | 
|---|
 | 504 |  | 
|---|
 | 505 |  | 
|---|
| [4461] | 506 | /** | 
|---|
| [4284] | 507 |   \brief loads the skin/material stuff | 
|---|
| [4836] | 508 | * @param fileName: name of the skin file | 
|---|
| [4284] | 509 |   \return true if success | 
|---|
 | 510 | */ | 
|---|
| [7221] | 511 | bool MD2Data::loadSkin(const std::string& fileName) | 
|---|
| [4280] | 512 | { | 
|---|
| [7221] | 513 |   if( fileName.empty()) | 
|---|
| [4459] | 514 |     { | 
|---|
| [7221] | 515 |       this->skinFileName = ""; | 
|---|
| [4459] | 516 |       return false; | 
|---|
 | 517 |     } | 
|---|
 | 518 |  | 
|---|
| [7221] | 519 |   this->skinFileName = fileName; | 
|---|
| [4281] | 520 |  | 
|---|
| [7123] | 521 |   this->material.setName("md2ModelMaterial"); | 
|---|
 | 522 |   this->material.setDiffuseMap(fileName); | 
|---|
 | 523 |   this->material.setIllum(3); | 
|---|
 | 524 |   this->material.setAmbient(1.0, 1.0, 1.0); | 
|---|
| [4280] | 525 | } | 
|---|