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source: orxonox.OLD/trunk/src/lib/graphics/importer/md2Model.cc @ 7193

Last change on this file since 7193 was 7193, checked in by bensch, 18 years ago

orxonox/trunk: new style for resources (prework/movement)

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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 "util/loading/resource_manager.h"
22
23
24using namespace std;
25
26//! the model anorms
27sVec3D MD2Model::anorms[NUM_VERTEX_NORMALS] = {
28 #include "anorms.h"
29};
30
31//! anormal dots, no idea of how this shall work, but it does
32float MD2Model::anormsDots[SHADEDOT_QUANT][256] = {
33  #include "anormtab.h"
34};
35
36
37//! the angle under which the model is viewd, used internaly
38float md2Angle = 0.0f;
39
40
41//! list of all different animations a std md2model supports
42sAnim MD2Model::animationList[21] =
43  {
44 // begin, end, fps, interruptable
45    {   0,  39,  9, 1 },   //!< STAND
46    {  40,  45, 10, 1 },   //!< RUN
47    {  46,  53, 10, 0 },   //!< ATTACK
48    {  54,  57,  7, 1 },   //!< PAIN_A
49    {  58,  61,  7, 1 },   //!< PAIN_B
50    {  62,  65,  7, 1 },   //!< PAIN_C
51    {  66,  71,  7, 0 },   //!< JUMP
52    {  72,  83,  7, 1 },   //!< FLIP
53    {  84,  94,  7, 1 },   //!< SALUTE
54    {  95, 111, 10, 1 },   //!< FALLBACK
55    { 112, 122,  7, 1 },   //!< WAVE
56    { 123, 134,  6, 1 },   //!< POINTT
57    { 135, 153, 10, 1 },   //!< CROUCH_STAND
58    { 154, 159,  7, 1 },   //!< CROUCH_WALK
59    { 160, 168, 10, 1 },   //!< CROUCH_ATTACK
60    { 196, 172,  7, 1 },   //!< CROUCH_PAIN
61    { 173, 177,  5, 0 },   //!< CROUCH_DEATH
62    { 178, 183,  10, 0 },   //!< DEATH_FALLBACK
63    { 184, 189,  10, 0 },   //!< DEATH_FALLFORWARD
64    { 190, 197,  10, 0 },   //!< DEATH_FALLBACKSLOW
65    { 198, 198,  5, 1 },   //!< BOOM
66  };
67
68
69
70/********************************************************************************
71 *   MD2Model                                                                   *
72 ********************************************************************************/
73
74/**
75  \brief simple constructor initializing all variables
76*/
77MD2Model::MD2Model(const char* modelFileName, const char* skinFileName, float scale)
78{
79  this->setClassID(CL_MD2_MODEL, "MD2Model");
80  /* this creates the data container via ressource manager */
81  this->data = (MD2Data*)ResourceManager::getInstance()->load(modelFileName, MD2, RP_GAME, skinFileName, scale);
82  if( unlikely(this->data == NULL))
83    PRINTF(0)("The model was not found, MD2Model Loader finished abnormaly. Update the data-repos\n");
84
85  this->scaleFactor = scale;
86
87  shadeDots = MD2Model::anormsDots[0];
88  /* set the animation stat mannualy */
89  this->animationState.type = STAND;
90  this->animationState.numPlays = 1;
91  this->setAnim(STAND);
92
93  this->debug();
94
95    //write the modelinfo information
96  this->pModelInfo.numVertices = this->data->numVertices;
97  this->pModelInfo.numTriangles = this->data->numTriangles;
98  this->pModelInfo.numNormals = 0;
99  this->pModelInfo.numTexCoor = this->data->numTexCoor;
100  this->pModelInfo.pVertices = (float*)this->data->pVertices;
101  this->pModelInfo.pNormals = NULL;
102  this->pModelInfo.pTexCoor = (float*)this->data->pTexCoor;
103
104  // triangle conversion
105  this->pModelInfo.pTriangles = new sTriangleExt[this->data->numTriangles];
106  for( int i = 0; i < this->data->numTriangles; i++)
107  {
108    this->pModelInfo.pTriangles[i].indexToVertices[0] = this->data->pTriangles[i].indexToVertices[0];
109    this->pModelInfo.pTriangles[i].indexToVertices[1] = this->data->pTriangles[i].indexToVertices[1];
110    this->pModelInfo.pTriangles[i].indexToVertices[2] = this->data->pTriangles[i].indexToVertices[2];
111
112    this->pModelInfo.pTriangles[i].indexToTexCoor[0] = this->data->pTriangles[i].indexToTexCoor[0];
113    this->pModelInfo.pTriangles[i].indexToTexCoor[1] = this->data->pTriangles[i].indexToTexCoor[1];
114    this->pModelInfo.pTriangles[i].indexToTexCoor[2] = this->data->pTriangles[i].indexToTexCoor[2];
115  }
116}
117
118
119/**
120  \brief simple destructor, dereferencing all variables
121
122  this is where the ressource manager is cleaning the stuff
123*/
124MD2Model::~MD2Model()
125{
126  ResourceManager::getInstance()->unload(this->data);
127}
128
129
130/**
131 *  initializes an array of vert with the current frame scaled vertices
132 * @param this->verticesList: the list of vertices to interpolate between
133
134   we won't use the pVertices array directly, since its much easier and we need
135   saving of data anyway
136*/
137void MD2Model::interpolate(/*sVec3D* this->verticesList*/)
138{
139  sVec3D* currVec;
140  sVec3D* nextVec;
141
142  currVec = &this->data->pVertices[this->data->numVertices * this->animationState.currentFrame];
143  nextVec = &this->data->pVertices[this->data->numVertices * this->animationState.nextFrame];
144
145  for( int i = 0; i < this->data->numVertices; ++i)
146    {
147      this->verticesList[i][0] = currVec[i][0] + this->animationState.interpolationState * (nextVec[i][0] - currVec[i][0]);
148      this->verticesList[i][1] = currVec[i][1] + this->animationState.interpolationState * (nextVec[i][1] - currVec[i][1]);
149      this->verticesList[i][2] = currVec[i][2] + this->animationState.interpolationState * (nextVec[i][2] - currVec[i][2]);
150    }
151}
152
153
154/**
155  \brief sets the animation type
156* @param type: animation type
157
158  the animation types can be looked up in the animationType table
159*/
160void MD2Model::setAnim(int type, int animPlayback)
161{
162  if( (type < 0) || (type > MAX_ANIMATIONS) )
163    type = STAND;
164
165  if( MD2Model::animationList[this->animationState.type].bStoppable == 0)
166  {
167    if( this->animationState.numPlays == 0 )
168      return;
169  }
170
171  this->animationState.startFrame = animationList[type].firstFrame;
172  this->animationState.endFrame = animationList[type].lastFrame;
173  this->animationState.nextFrame = animationList[type].firstFrame + 1;
174  this->animationState.fps = animationList[type].fps;
175  this->animationState.type = type;
176  this->animationState.numPlays = 0;
177  this->animationState.animPlaybackMode = animPlayback;
178
179  this->animationState.interpolationState = 0.0f;
180  this->animationState.localTime = 0.0f;
181  this->animationState.lastTime = 0.0f;
182  this->animationState.currentFrame = animationList[type].firstFrame;
183}
184
185
186/**
187  \brief sets the time in seconds passed since the last tick
188* @param time: in sec
189*/
190void MD2Model::tick(float time)
191{
192  this->animate(time);
193  this->processLighting();
194  this->interpolate(/*this->verticesList*/);
195}
196
197
198/**
199 * @brief draws the model: interface for all other classes out in the world
200 * @todo make it const and virtual
201 * FIXME
202 */
203void MD2Model::draw() const
204{
205  glPushMatrix();
206  this->renderFrame();
207  // renderFrameTriangles();
208  glPopMatrix();
209}
210
211
212/**
213  \brief this is an internal function to render this special frame selected by animate()
214*/
215void MD2Model::renderFrame() const
216{
217  int* pCommands = this->data->pGLCommands;
218
219  /* some face culling stuff */
220  glPushAttrib(GL_POLYGON_BIT);
221  glFrontFace(GL_CW);
222  glEnable(GL_CULL_FACE);
223  glCullFace(GL_BACK);
224
225  this->data->material.select();
226
227  /* draw the triangles */
228  while( int i = *(pCommands++)) /* strange looking while loop for maximum performance */
229    {
230      if( i < 0)
231        {
232          glBegin(GL_TRIANGLE_FAN);
233          i = -i;
234        }
235      else
236        {
237          glBegin(GL_TRIANGLE_STRIP);
238        }
239
240      for(; i > 0; i--, pCommands += 3) /* down counting for loop, next 3 gl commands */
241        {
242          glTexCoord2f( ((float *)pCommands)[0], ((float *)pCommands)[1] );
243          glNormal3fv(anorms[this->data->pLightNormals[pCommands[2]]]);
244          glVertex3fv(this->verticesList[pCommands[2]]);
245        }
246      glEnd();
247
248    }
249  glDisable(GL_CULL_FACE);
250  glPopAttrib();
251}
252
253
254void MD2Model::renderFrameTriangles() const
255{
256  //static sVec3D this->verticesList[MD2_MAX_VERTICES]; /* performance: created only once in a lifetime */
257  int* pCommands = this->data->pGLCommands;
258  /* some face culling stuff */
259//   glPushAttrib(GL_POLYGON_BIT);
260//   glFrontFace(GL_CW);
261//   glEnable(GL_CULL_FACE);
262//   glCullFace(GL_BACK);
263//
264//   this->processLighting();
265//   this->interpolate(/*this->verticesList*/);
266  this->data->material.select();
267
268  /* draw the triangles */
269  glBegin(GL_TRIANGLES);
270
271  for( int i = 0, k = 0; i < this->data->numTriangles; ++i, k += 3)
272  {
273    float* v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[0]];
274
275    printf("triangle: %i\n", i);
276    printf("     v0: (%f, %f, %f)\n", v[0], v[1], v[2]);
277    v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[1]];
278    printf("     v1: (%f, %f, %f)\n", v[0], v[1], v[2]);
279    v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[2]];
280    printf("     v2: (%f, %f, %f)\n", v[0], v[1], v[2]);
281
282
283    glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);
284    glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[0]]);
285
286    glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);
287    glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[1]]);
288
289    glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);
290    glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[2]]);
291  }
292
293  glEnd();
294}
295
296
297/**
298  \brief animates the current model
299
300  depending on the time passed (tick function), the player will select another model
301*/
302void MD2Model::animate(float time)
303{
304  this->animationState.localTime += time;
305
306  if( this->animationState.localTime - this->animationState.lastTime > (1.0f / this->animationState.fps))
307    {
308      this->animationState.currentFrame = this->animationState.nextFrame;
309      this->animationState.nextFrame++;
310
311      if( this->animationState.nextFrame > this->animationState.endFrame )
312      {
313        if( this->animationState.animPlaybackMode == MD2_ANIM_LOOP)
314        {
315          this->animationState.nextFrame = this->animationState.startFrame;
316          this->animationState.numPlays++;
317        }
318        else
319        {
320          this->animationState.nextFrame = this->animationState.endFrame;
321        }
322      }
323      this->animationState.lastTime = this->animationState.localTime;
324    }
325
326//     if( this->animationState.currentFrame > (this->data->numFrames - 1) )
327//       this->animationState.currentFrame = 0;
328
329//     if( (this->animationState.nextFrame > (this->data->numFrames - 1)) && this->animationState.animPlaybackMode == MD2_ANIM_LOOP)
330//     this->animationState.nextFrame = 0;
331
332  this->animationState.interpolationState = this->animationState.fps *
333    (this->animationState.localTime - this->animationState.lastTime);
334}
335
336
337/**
338  \brief this is how id is precessing their lightning
339
340  the details of how the whole lighting process is beeing handled - i have no idea... :)
341*/
342void MD2Model::processLighting()
343{
344  shadeDots = anormsDots[((int)(md2Angle*(SHADEDOT_QUANT / 360.0)))&(SHADEDOT_QUANT - 1)];
345}
346
347
348/**
349  \brief prints out debug informations
350*/
351void MD2Model::debug()
352{
353  PRINT(0)("\n==========================| MD2Model::debug() |===\n");
354  PRINT(0)("=  Model FileName:\t%s\n", this->data->fileName);
355  PRINT(0)("=  Skin FileName:\t%s\n", this->data->skinFileName);
356  PRINT(0)("=  Size in Memory:\t%i Bytes\n", this->data->header->frameSize * this->data->header->numFrames + 64); // 64bytes is the header size
357  PRINT(0)("=  Number of Vertices:\t%i\n", this->data->header->numVertices);
358  PRINT(0)("=  Number of Frames: \t%i\n", this->data->header->numFrames);
359  PRINT(0)("=  Height, Width:\t%i, %i\n", this->data->header->skinHeight, this->data->header->skinWidth);
360  PRINT(0)("=  Pointer to the data object: %p\n", this->data);
361  PRINT(0)("===================================================\n\n");
362}
363
364
365/********************************************************************************
366 *   MD2Data                                                                    *
367 ********************************************************************************/
368
369/**
370  \brief simple constructor
371*/
372MD2Data::MD2Data(const char* modelFileName, const char* skinFileName, float scale)
373{
374  scale *= 0.1f;
375
376  this->pVertices = NULL;
377  this->pGLCommands = NULL;
378  this->pLightNormals = NULL;
379  this->pTexCoor = NULL;
380
381  this->numFrames = 0;
382  this->numVertices = 0;
383  this->numGLCommands = 0;
384  this->numTexCoor = 0;
385
386//   this->scaleFactor = 1.0f;
387  this->scaleFactor = scale;
388
389  this->fileName = NULL;
390  this->skinFileName = NULL;
391  this->loadModel(modelFileName);
392  this->loadSkin(skinFileName);
393}
394
395
396/**
397  \brief simple destructor
398
399  this will clean out all the necessary data for a specific md2model
400*/
401MD2Data::~MD2Data()
402{
403  delete [] this->fileName;
404  delete [] this->skinFileName;
405  delete this->header;
406
407  delete [] this->pVertices;
408  delete [] this->pGLCommands;
409  delete [] this->pLightNormals;
410  delete [] this->pTexCoor;
411
412}
413
414
415
416/**
417  \brief this will load the whole model data (vertices, opengl command list, ...)
418* @param fileName: the name of the model file
419  \return true if success
420*/
421bool MD2Data::loadModel(const char* fileName)
422{
423  FILE *pFile;                            //file stream
424  char* buffer;                           //buffer for frame data
425  sFrame* frame;                          //temp frame
426  sVec3D *pVertex;
427  int* pNormals;
428
429  //! @todo this chek should include deleting a loaded model (eventually)
430  if (fileName == NULL)
431    return false;
432
433  pFile = fopen(fileName, "rb");
434  if( unlikely(!pFile))
435    {
436      PRINTF(1)("Couldn't open the MD2 File for loading. Exiting.\n");
437      return false;
438    }
439  this->header = new MD2Header;
440  fread(this->header, 1, sizeof(MD2Header), pFile);
441  /* check for the header version: make sure its a md2 file :) */
442  if( unlikely(this->header->version != MD2_VERSION) && unlikely(this->header->ident != MD2_IDENT))
443    {
444      PRINTF(1)("Couldn't load file %s: invalid file format: stop loading\n", fileName);
445      return false;
446    }
447
448  this->fileName = new char[strlen(fileName)+1];
449  strcpy(this->fileName, fileName);
450  /* got the data: map it to locals */
451  this->numFrames = this->header->numFrames;
452  this->numVertices = this->header->numVertices;
453  this->numTriangles = this->header->numTriangles;
454  this->numGLCommands = this->header->numGlCommands;
455  this->numTexCoor = this->header->numTexCoords;
456  /* allocate memory for the data storage */
457  this->pVertices = new sVec3D[this->numVertices * this->numFrames];
458  this->pGLCommands = new int[this->numGLCommands];
459  this->pLightNormals = new int[this->numVertices * this->numFrames];
460  this->pTriangles = new sTriangle[this->numTriangles];
461  this->pTexCoor = new sTexCoor[this->numTexCoor];
462  buffer = new char[this->numFrames * this->header->frameSize];
463
464
465  /* read frame data from the file to a temp buffer */
466  fseek(pFile, this->header->offsetFrames, SEEK_SET);
467  fread(buffer, this->header->frameSize, this->numFrames, pFile);
468  /* read opengl commands */
469  fseek(pFile, this->header->offsetGlCommands, SEEK_SET);
470  fread(this->pGLCommands, sizeof(int), this->numGLCommands, pFile);
471  /* triangle list */
472  fseek(pFile, this->header->offsetTriangles, SEEK_SET);
473  fread(this->pTriangles, sizeof(sTriangle), this->numTriangles, pFile);
474  /*  read in texture coordinates */
475  fseek(pFile, this->header->offsetTexCoords, SEEK_SET);
476  fread(this->pTexCoor, sizeof(sTexCoor), this->numTexCoor, pFile);
477
478
479  for(int i = 0; i < this->numFrames; ++i)
480    {
481      frame = (sFrame*)(buffer + this->header->frameSize * i);
482      pVertex = this->pVertices + this->numVertices  * i;
483      pNormals = this->pLightNormals + this->numVertices * i;
484
485      for(int j = 0; j < this->numVertices; ++j)
486        {
487          /* SPEEDUP: *(pVerts + i + 0) = (*(frame->pVertices + i + 0)...  */
488           pVertex[j][0] = ((frame->pVertices[j].v[0] * frame->scale[0] ) + frame->translate[0] )* this->scaleFactor;
489           pVertex[j][1] = ((frame->pVertices[j].v[2] * frame->scale[2]) + frame->translate[2]) * this->scaleFactor;
490           pVertex[j][2] = (-1.0 * (frame->pVertices[j].v[1] * frame->scale[1] + frame->translate[1])) * this->scaleFactor;
491
492          //printf("vertex %i/%i: (%f, %f, %f)\n", j, this->numVertices, pVertex[j][0], pVertex[j][1], pVertex[j][2]);
493
494          pNormals[j] = frame->pVertices[j].lightNormalIndex;
495        }
496    }
497    PRINTF(4)("Finished loading the md2 file\n");
498
499  delete [] buffer;
500  fclose(pFile);
501}
502
503
504/**
505  \brief loads the skin/material stuff
506* @param fileName: name of the skin file
507  \return true if success
508*/
509bool MD2Data::loadSkin(const char* fileName)
510{
511  if( fileName == NULL)
512    {
513      this->skinFileName = NULL;
514      return false;
515    }
516
517  this->skinFileName = new char[strlen(fileName)+1];
518  strcpy(this->skinFileName, fileName);
519
520  this->material.setName("md2ModelMaterial");
521  this->material.setDiffuseMap(fileName);
522  this->material.setIllum(3);
523  this->material.setAmbient(1.0, 1.0, 1.0);
524}
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