| 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 | |
|---|
| 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 | |
|---|
| 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 | |
|---|
| 492 | pNormals[j] = frame->pVertices[j].lightNormalIndex; |
|---|
| 493 | } |
|---|
| 494 | } |
|---|
| 495 | PRINTF(4)("Finished loading the md2 file\n"); |
|---|
| 496 | |
|---|
| 497 | delete [] buffer; |
|---|
| 498 | fclose(pFile); |
|---|
| 499 | } |
|---|
| 500 | |
|---|
| 501 | |
|---|
| 502 | /** |
|---|
| 503 | \brief loads the skin/material stuff |
|---|
| 504 | * @param fileName: name of the skin file |
|---|
| 505 | \return true if success |
|---|
| 506 | */ |
|---|
| 507 | bool MD2Data::loadSkin(const std::string& fileName) |
|---|
| 508 | { |
|---|
| 509 | if( fileName.empty()) |
|---|
| 510 | { |
|---|
| 511 | this->skinFileName = ""; |
|---|
| 512 | return false; |
|---|
| 513 | } |
|---|
| 514 | |
|---|
| 515 | this->skinFileName = fileName; |
|---|
| 516 | |
|---|
| 517 | this->material.setName("md2ModelMaterial"); |
|---|
| 518 | this->material.setDiffuseMap(fileName); |
|---|
| 519 | this->material.setIllum(3); |
|---|
| 520 | this->material.setAmbient(1.0, 1.0, 1.0); |
|---|
| 521 | } |
|---|