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source: orxonox.OLD/trunk/src/lib/graphics/importer/md2Model.cc @ 5085

Last change on this file since 5085 was 5085, checked in by patrick, 19 years ago

orxonox/trunk: bugfixing the md2 animation class. there seems to be a problem with the animation itself which prevents the model from being drawn correctly

File size: 14.7 KB
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1/*
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
20#include "debug.h"
21#include "resource_manager.h"
22
23//#include <fstream>
24
25
26using namespace std;
27
28//! the model anorms
29sVec3D MD2Model::anorms[NUM_VERTEX_NORMALS] = {
30 #include "anorms.h"
31};
32
33//! anormal dots, no idea of how this shall work, but it does
34float MD2Model::anormsDots[SHADEDOT_QUANT][256] = {
35  #include "anormtab.h"
36};
37
38//! again one of these strange id software parts
39static float *shadeDots = MD2Model::anormsDots[0];
40
41//! the angle under which the model is viewd, used internaly
42float md2Angle = 0.0f;
43
44
45//! list of all different animations a std md2model supports
46sAnim MD2Model::animationList[21] =
47  {
48 // begin, end, fps
49    {   0,  39,  9 },   //!< STAND
50    {  40,  45, 10 },   //!< RUN
51    {  46,  53, 10 },   //!< ATTACK
52    {  54,  57,  7 },   //!< PAIN_A
53    {  58,  61,  7 },   //!< PAIN_B
54    {  62,  65,  7 },   //!< PAIN_C
55    {  66,  71,  7 },   //!< JUMP
56    {  72,  83,  7 },   //!< FLIP
57    {  84,  94,  7 },   //!< SALUTE
58    {  95, 111, 10 },   //!< FALLBACK
59    { 112, 122,  7 },   //!< WAVE
60    { 123, 134,  6 },   //!< POINTT
61    { 135, 153, 10 },   //!< CROUCH_STAND
62    { 154, 159,  7 },   //!< CROUCH_WALK
63    { 160, 168, 10 },   //!< CROUCH_ATTACK
64    { 196, 172,  7 },   //!< CROUCH_PAIN
65    { 173, 177,  5 },   //!< CROUCH_DEATH
66    { 178, 183,  7 },   //!< DEATH_FALLBACK
67    { 184, 189,  7 },   //!< DEATH_FALLFORWARD
68    { 190, 197,  7 },   //!< DEATH_FALLBACKSLOW
69    { 198, 198,  5 },   //!< BOOM
70  };
71
72
73
74/********************************************************************************
75 *   MD2Model                                                                   *
76 ********************************************************************************/
77
78/**
79  \brief simple constructor initializing all variables
80*/
81MD2Model::MD2Model(const char* modelFileName, const char* skinFileName)
82{
83  /* this creates the data container via ressource manager */
84  this->data = (MD2Data*)ResourceManager::getInstance()->load(modelFileName, MD2, RP_GAME, (void*)skinFileName);
85  if( unlikely(this->data == NULL))
86    PRINTF(0)("The model was not found, MD2Model Loader finished abnormaly. Update the data-repos\n");
87
88  this->scaleFactor = this->data->scaleFactor;
89  this->setAnim(BOOM);
90}
91
92/**
93  \brief simple destructor, dereferencing all variables
94
95  this is where the ressource manager is cleaning the stuff
96*/
97MD2Model::~MD2Model()
98{
99  ResourceManager::getInstance()->unload(this->data);
100}
101
102
103/**
104 *  initializes an array of vert with the current frame scaled vertices
105 * @param verticesList: the list of vertices to interpolate between
106
107   we won't use the pVertices array directly, since its much easier and we need
108   saving of data anyway
109*/
110void MD2Model::interpolate(sVec3D* verticesList)
111{
112  sVec3D* currVec;
113  sVec3D* nextVec;
114
115  currVec = &this->data->pVertices[this->data->numVertices * this->animationState.currentFrame];
116  nextVec = &this->data->pVertices[this->data->numVertices * this->animationState.nextFrame];
117
118  for(int i = 0; i < this->data->numFrames; ++i)
119    {
120      verticesList[i][0] = (currVec[i][0] + this->animationState.interpolationState * (nextVec[i][0] - currVec[i][0]));
121      verticesList[i][1] = (currVec[i][1] + this->animationState.interpolationState * (nextVec[i][1] - currVec[i][1]));
122      verticesList[i][2] = (currVec[i][2] + this->animationState.interpolationState * (nextVec[i][2] - currVec[i][2]));
123    }
124}
125
126
127/**
128  \brief sets the animation type
129* @param type: animation type
130
131  the animation types can be looked up in the animationType table
132*/
133void MD2Model::setAnim(int type)
134{
135  if( (type < 0) || (type > MAX_ANIMATIONS) )
136    type = 0;
137
138  this->animationState.startFrame = animationList[type].firstFrame;
139  this->animationState.endFrame = animationList[type].lastFrame;
140  this->animationState.nextFrame = animationList[type].firstFrame + 1;
141  this->animationState.fps = animationList[type].fps;
142  this->animationState.type = type;
143
144  this->animationState.interpolationState = 0.0;
145  this->animationState.localTime = 0.0;
146  this->animationState.lastTime = 0.0;
147  this->animationState.currentFrame = animationList[type].firstFrame;
148}
149
150
151/**
152  \brief sets the time in seconds passed since the last tick
153* @param time: in sec
154*/
155void MD2Model::tick(float time)
156{
157  this->animationState.localTime += time;
158}
159
160
161/**
162  \brief draws the model: interface for all other classes out in the world
163*/
164void MD2Model::draw()
165{
166  if( likely(this->animationState.localTime > 0.0))
167    this->animate();
168
169  glPushMatrix();
170
171    this->renderFrameGLList();
172//  this->renderFrameTriangles();
173
174  glPopMatrix();
175}
176
177
178/**
179  \brief this is an internal function to render this special frame selected by animate()
180*/
181void MD2Model::renderFrameGLList()
182{
183  static sVec3D verticesList[MD2_MAX_VERTICES]; /* performance: created only once in a lifetime */
184  int* pCommands = this->data->pGLCommands;
185
186  /* some face culling stuff */
187  glPushAttrib(GL_POLYGON_BIT);
188  glFrontFace(GL_CW);
189  glEnable(GL_CULL_FACE);
190  glCullFace(GL_BACK);
191
192  this->processLighting();
193  this->interpolate(verticesList);
194  this->data->material->select();
195
196  /* draw the triangles */
197  while( int i = *(pCommands++)) /* strange looking while loop for maximum performance */
198    {
199      if( i < 0)
200        {
201          glBegin(GL_TRIANGLE_FAN);
202          i = -i;
203        }
204      else
205        {
206          glBegin(GL_TRIANGLE_STRIP);
207        }
208
209
210      for(; i > 0; i--, pCommands += 3) /* down counting for loop, next 3 gl commands */
211        {
212 verticesList[pCommands[2]][2]);
213          glTexCoord2f( ((float *)pCommands)[0], ((float *)pCommands)[1] );
214          glNormal3fv(anorms[this->data->pLightNormals[pCommands[2]]]);
215          glVertex3fv(verticesList[pCommands[2]]);
216        }
217      glEnd();
218
219    }
220  glDisable(GL_CULL_FACE);
221  glPopAttrib();
222}
223
224
225/**
226 *  renders the frame using triangles
227 */
228void MD2Model::renderFrameTriangles()
229{
230  static sVec3D verticesList[MD2_MAX_VERTICES]; /* performance: created only once in a lifetime */
231  int* pCommands = this->data->pGLCommands;
232
233  /* some face culling stuff */
234  glPushAttrib(GL_POLYGON_BIT);
235  glFrontFace(GL_CW);
236  glEnable(GL_CULL_FACE);
237  glCullFace(GL_BACK);
238
239  this->processLighting();
240  this->interpolate(verticesList);
241  this->data->material->select();
242
243  /* draw the triangles */
244  glBegin(GL_TRIANGLES);
245
246  for( int i = 0, k = 0; i < this->data->numTriangles; ++i, k += 3)
247  {
248    printf("%i: (%f, %f)\n", i, (float)this->data->pTexCoor[this->data->pTriangles[i].indexToTexCoor[2]].s, (float)this->data->pTexCoor[this->data->pTriangles[i].indexToTexCoor[2]].t);
249
250    glTexCoord2f((float)this->data->pTexCoor[this->data->pTriangles[i].indexToTexCoor[0]].s,
251                 (float)this->data->pTexCoor[this->data->pTriangles[i].indexToTexCoor[0]].t);
252    //glNormal3f(Md2Model.normal[i].x, Md2Model.normal[i].y, Md2Model.normal[i].z);
253    glVertex3fv(verticesList[this->data->pTriangles[i].indexToVertices[0]]);
254
255    glTexCoord2f((float)this->data->pTexCoor[this->data->pTriangles[i].indexToTexCoor[1]].s,
256                  (float)this->data->pTexCoor[this->data->pTriangles[i].indexToTexCoor[1]].t);
257
258//    glNormal3f(Md2Model.normal[i].x, Md2Model.normal[i].y, Md2Model.normal[i].z);
259    glVertex3fv(verticesList[this->data->pTriangles[i].indexToVertices[1]]);
260
261    glTexCoord2f((float)this->data->pTexCoor[this->data->pTriangles[i].indexToTexCoor[2]].s,
262                  (float)this->data->pTexCoor[this->data->pTriangles[i].indexToTexCoor[2]].t);
263//    glNormal3f(Md2Model.normal[i].x, Md2Model.normal[i].y, Md2Model.normal[i].z);
264    glVertex3fv(verticesList[this->data->pTriangles[i].indexToVertices[2]]);
265  }
266
267  glEnd();
268
269
270  glDisable(GL_CULL_FACE);
271  glPopAttrib();
272}
273
274
275/**
276  \brief animates the current model
277
278  depending on the time passed (tick function), the player will select another model
279*/
280void MD2Model::animate()
281{
282  if( this->animationState.localTime - this->animationState.lastTime > (1.0f / this->animationState.fps))
283    {
284      this->animationState.currentFrame = this->animationState.nextFrame;
285      this->animationState.nextFrame++;
286
287      if( this->animationState.nextFrame > this->animationState.endFrame)
288        this->animationState.nextFrame = this->animationState.startFrame;
289      this->animationState.lastTime = this->animationState.localTime;
290    }
291
292  if( this->animationState.currentFrame > (this->data->numFrames - 1) )
293    this->animationState.currentFrame = 0;
294  if( this->animationState.nextFrame > (this->data->numFrames - 1) )
295    this->animationState.nextFrame = 0;
296
297  this->animationState.interpolationState = this->animationState.fps *
298    (this->animationState.localTime - this->animationState.lastTime);
299}
300
301
302/**
303  \brief this is how id is precessing their lightning
304
305  the details of how the whole lighting process is beeing handled - i have no idea... :)
306*/
307void MD2Model::processLighting()
308{
309  shadeDots = anormsDots[((int)(md2Angle*(SHADEDOT_QUANT / 360.0)))&(SHADEDOT_QUANT - 1)];
310}
311
312
313/**
314  \brief prints out debug informations
315*/
316void MD2Model::debug()
317{
318  PRINT(0)("\n==========================| MD2Model::debug() |===\n");
319  PRINT(0)("=  Model FileName:\t%s\n", this->data->fileName);
320  PRINT(0)("=  Skin FileName:\t%s\n", this->data->skinFileName);
321  PRINT(0)("=  Size in Memory:\t%i Bytes\n", this->data->header->frameSize * this->data->header->numFrames + 64); // 64bytes is the header size
322  PRINT(0)("=  Number of Vertices:\t%i\n", this->data->header->numVertices);
323  PRINT(0)("=  Number of Frames: \t%i\n", this->data->header->numFrames);
324  PRINT(0)("=  Height, Width:\t%i, %i\n", this->data->header->skinHeight, this->data->header->skinWidth);
325  PRINT(0)("=  Pointer to the data object: %p\n", this->data);
326  PRINT(0)("===================================================\n\n");
327}
328
329
330/********************************************************************************
331 *   MD2Data                                                                    *
332 ********************************************************************************/
333
334/**
335  \brief simple constructor
336*/
337MD2Data::MD2Data(const char* modelFileName, const char* skinFileName)
338{
339  this->pVertices = NULL;
340  this->pGLCommands = NULL;
341  this->pLightNormals = NULL;
342  this->pTexCoor = NULL;
343
344  this->numFrames = 0;
345  this->numVertices = 0;
346  this->numGLCommands = 0;
347  this->numTexCoor = 0;
348
349  this->scaleFactor = 0.2f;
350
351  this->loadModel(modelFileName);
352  this->loadSkin(skinFileName);
353}
354
355
356/**
357  \brief simple destructor
358
359  this will clean out all the necessary data for a specific md2model
360*/
361MD2Data::~MD2Data()
362{
363  delete [] fileName;
364  delete [] skinFileName;
365
366  delete [] this->pVertices;
367  delete [] this->pGLCommands;
368  delete [] this->pLightNormals;
369  delete [] this->pTexCoor;
370
371  delete this->material;
372}
373
374
375
376/**
377  \brief this will load the whole model data (vertices, opengl command list, ...)
378* @param fileName: the name of the model file
379  \return true if success
380*/
381bool MD2Data::loadModel(const char* fileName)
382{
383  FILE *pFile;                            //file stream
384  char* buffer;                           //buffer for frame data
385  sFrame* frame;                          //temp frame
386  sVec3D *pVertex;
387  int* pNormals;
388
389  pFile = fopen(fileName, "rb");
390  if( unlikely(!pFile))
391    {
392      PRINTF(1)("Couldn't open the MD2 File for loading. Exiting.\n");
393      return false;
394    }
395  this->header = new MD2Header;
396  fread(this->header, 1, sizeof(MD2Header), pFile);
397  /* check for the header version: make sure its a md2 file :) */
398  if( unlikely(this->header->version != MD2_VERSION) && unlikely(this->header->ident != MD2_IDENT))
399    {
400      PRINTF(1)("Couldn't load file %s: invalid file format: stop loading\n", fileName);
401      return false;
402    }
403
404  this->fileName = new char[strlen(fileName)+1];
405  strcpy(this->fileName, fileName);
406  /* got the data: map it to locals */
407  this->numFrames = this->header->numFrames;
408  this->numVertices = this->header->numVertices;
409  this->numTriangles = this->header->numTriangles;
410  this->numGLCommands = this->header->numGlCommands;
411  this->numTexCoor = this->header->numTexCoords;
412  /* allocate memory for the data storage */
413  this->pVertices = new sVec3D[this->numVertices * this->numFrames];
414  this->pGLCommands = new int[this->numGLCommands];
415  this->pLightNormals = new int[this->numVertices * this->numFrames];
416  this->pTriangles = new sTriangle[this->numTriangles];
417  this->pTexCoor = new sTexCoor[this->numTexCoor];
418  buffer = new char[this->numFrames * this->header->frameSize];
419
420
421  /* read frame data from the file to a temp buffer */
422  fseek(pFile, this->header->offsetFrames, SEEK_SET);
423  fread(buffer, this->header->frameSize, this->numFrames, pFile);
424  /* read opengl commands */
425  fseek(pFile, this->header->offsetGlCommands, SEEK_SET);
426  fread(this->pGLCommands, sizeof(int), this->numGLCommands, pFile);
427  /* triangle list */
428  fseek(pFile, this->header->offsetTriangles, SEEK_SET);
429  fread(this->pTriangles, sizeof(sTriangle), this->numTriangles, pFile);
430  /*  read in texture coordinates */
431  fseek(pFile, this->header->offsetTexCoords, SEEK_SET);
432  fread(this->pTexCoor, sizeof(sTexCoor), this->numTexCoor, pFile);
433  for( int i = 0; i < this->numTexCoor; ++i)
434  {
435    printf("%i: (%i, %i)\n", i, this->pTexCoor[i].s, this->pTexCoor[i].t);
436  }
437
438  for(int i = 0; i < this->numFrames; ++i)
439    {
440      frame = (sFrame*)(buffer + this->header->frameSize * i);
441      pVertex = this->pVertices + this->numVertices  * i;
442      pNormals = this->pLightNormals + this->numVertices * i;
443
444      for(int j = 0; j < this->numVertices; ++j)
445        {
446          /* SPEEDUP: *(pVerts + i + 0) = (*(frame->pVertices + i + 0)...  */
447          pVertex[j][0] = ((frame->pVertices[j].v[0] * frame->scale[0] ) + frame->translate[0] )* this->scaleFactor;
448          pVertex[j][1] = ((frame->pVertices[j].v[2] * frame->scale[2]) + frame->translate[2]) * this->scaleFactor;
449          pVertex[j][2] = (-1.0 * (frame->pVertices[j].v[1] * frame->scale[1] + frame->translate[1])) * this->scaleFactor;
450
451          pNormals[j] = frame->pVertices[j].lightNormalIndex;
452        }
453    }
454
455  delete [] buffer;
456  fclose(pFile);
457}
458
459
460/**
461  \brief loads the skin/material stuff
462* @param fileName: name of the skin file
463  \return true if success
464*/
465bool MD2Data::loadSkin(const char* fileName)
466{
467  if( fileName == NULL)
468    {
469      this->skinFileName = NULL;
470      return false;
471    }
472
473  this->skinFileName = new char[strlen(fileName)+1];
474  strcpy(this->skinFileName, fileName);
475
476  this->material = new Material("md2ModelTest");
477  this->material->setDiffuseMap(fileName);
478  this->material->setIllum(3);
479  this->material->setAmbient(1.0, 1.0, 1.0);
480}
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