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