| 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 "md3_data.h" |
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| 18 | |
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| 19 | #include "md3_bone_frame.h" |
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| 20 | #include "md3_tag.h" |
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| 21 | #include "md3_mesh.h" |
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| 22 | |
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| 23 | #include "material.h" |
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| 24 | |
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| 25 | #include "debug.h" |
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| 26 | |
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| 27 | namespace md3 |
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| 28 | { |
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| 29 | |
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| 30 | /******************************************************************************** |
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| 31 | * MD3Data * |
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| 32 | ********************************************************************************/ |
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| 33 | |
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| 34 | /** |
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| 35 | \brief simple constructor |
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| 36 | */ |
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| 37 | MD3Data::MD3Data(const std::string& modelFileName, const std::string& skinFileName, float scale) |
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| 38 | { |
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| 39 | this->filename = modelFileName; |
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| 40 | |
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| 41 | this->parentTagIndex = -1; |
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| 42 | this->parent = NULL; |
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| 43 | |
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| 44 | this->animationState.currentFrame = 0; |
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| 45 | this->animationState.nextFrame = 1; |
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| 46 | this->animationState.interpolationFraction = 0.0f; |
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| 47 | |
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| 48 | this->animation = NULL; |
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| 49 | this->bInterpolate = false; |
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| 50 | this->upperBound = 0; |
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| 51 | |
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| 52 | this->loadModel(modelFileName); |
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| 53 | // this->loadSkin(skinFileName); |
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| 54 | this->init(); |
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| 55 | } |
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| 56 | |
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| 57 | |
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| 58 | /** |
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| 59 | \brief simple destructor |
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| 60 | |
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| 61 | this will clean out all the necessary data for a specific md2model |
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| 62 | */ |
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| 63 | MD3Data::~MD3Data() |
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| 64 | { |
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| 65 | delete this->header; |
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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 | * init data |
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| 71 | */ |
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| 72 | void MD3Data::init() |
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| 73 | { |
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| 74 | // create the temporary data to work with (interpolation data) |
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| 75 | this->tmpBoneFrame = new MD3BoneFrame(); |
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| 76 | |
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| 77 | this->tmpMesh = new sVec3D*[this->header->meshNum]; |
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| 78 | for( int i = 0; i < this->header->meshNum; i++) |
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| 79 | this->tmpMesh[i] = new sVec3D[this->meshes[i]->header->vertexNum]; |
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| 80 | |
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| 81 | this->tmpNormal = new MD3Normal*[this->header->meshNum]; |
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| 82 | for( int i = 0; i < this->header->meshNum; i++) |
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| 83 | this->tmpNormal[i] = new MD3Normal[this->meshes[i]->header->vertexNum]; |
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| 84 | |
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| 85 | // there are at most 4 different models and submodels |
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| 86 | this->tmpMatrix = new float*[4]; |
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| 87 | for( int i = 0; i < 4; i++) |
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| 88 | this->tmpMatrix[i] = new float[16]; |
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| 89 | |
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| 90 | } |
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| 91 | |
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| 92 | |
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| 93 | /** |
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| 94 | * link a model at the specified tag position to this model. if the position is already |
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| 95 | * occupied, the old submodel will be replaced |
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| 96 | * |
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| 97 | * @param tagIndex: tag to link the submodel to |
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| 98 | * @param child: the submodel that should be linked to this model |
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| 99 | */ |
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| 100 | void MD3Data::addLinkedModel(int tagIndex, MD3Data* child) |
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| 101 | { |
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| 102 | this->sortedMap[tagIndex] = child; |
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| 103 | child->parentTagIndex = tagIndex; |
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| 104 | } |
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| 105 | |
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| 106 | |
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| 107 | |
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| 108 | /** |
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| 109 | * Return the index of the tag with the given name for this model. |
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| 110 | * |
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| 111 | * This will return -1 if their is no such tag. |
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| 112 | */ |
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| 113 | int MD3Data::getTagIndexByName(std::string tagName) |
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| 114 | { |
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| 115 | int res = -1; |
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| 116 | |
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| 117 | if( this->header->boneFrameNum > 0) { |
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| 118 | MD3Tag** tags = this->boneFrames[0]->tags; |
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| 119 | for( int i = 0; i < this->header->tagNum; i++) |
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| 120 | if( tags[i]->name.find(tagName) == std::string::npos) |
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| 121 | return i; |
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| 122 | } |
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| 123 | |
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| 124 | return res; |
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| 125 | } |
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| 126 | |
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| 127 | |
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| 128 | |
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| 129 | /** |
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| 130 | \brief this will load the whole model data (vertices, opengl command list, ...) |
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| 131 | * @param fileName: the name of the model file |
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| 132 | \return true if success |
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| 133 | */ |
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| 134 | bool MD3Data::loadModel(const std::string& fileName) |
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| 135 | { |
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| 136 | FILE *pFile; //file stream |
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| 137 | // char* buffer; //buffer for frame data |
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| 138 | int fileOffset = 0; // file data offset |
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| 139 | |
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| 140 | |
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| 141 | //! @todo this chek should include deleting a loaded model (eventually) |
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| 142 | if (fileName.empty()) |
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| 143 | return false; |
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| 144 | |
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| 145 | PRINTF(0)("opening file: %s\n", fileName.c_str()); |
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| 146 | pFile = fopen(fileName.c_str(), "rb"); |
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| 147 | if( unlikely(!pFile)) |
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| 148 | { |
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| 149 | PRINTF(1)("Couldn't open the MD3 File for loading. Exiting.\n"); |
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| 150 | return false; |
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| 151 | } |
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| 152 | fileOffset += this->readHeader(pFile, fileOffset); |
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| 153 | /* check for the header version: make sure its a md2 file :) */ |
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| 154 | if( unlikely(this->header->version != MD3_VERSION) && unlikely(this->header->ident != MD3_IDENT)) |
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| 155 | { |
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| 156 | PRINTF(1)("Couldn't load file %s: invalid file format: stop loading\n", fileName.c_str()); |
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| 157 | return false; |
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| 158 | } |
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| 159 | |
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| 160 | |
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| 161 | // check if the filesize is correct |
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| 162 | if( this->header->fileSize > this->header->tagStart && |
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| 163 | this->header->fileSize >= this->header->meshStart) |
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| 164 | { |
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| 165 | bool bBoneFrames, bTags, bMeshes; |
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| 166 | bBoneFrames = ( this->header->boneFrameNum == 0); |
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| 167 | bTags = ( this->header->tagNum == 0); |
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| 168 | bMeshes = ( this->header->meshNum == 0); |
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| 169 | |
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| 170 | // read different parts of the model in correct order |
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| 171 | while( !(bBoneFrames && bTags && bMeshes)) |
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| 172 | { |
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| 173 | printf("while, fileOffset = %i\n", fileOffset); |
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| 174 | if( fileOffset == this->header->boneFrameStart && !bBoneFrames) |
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| 175 | { |
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| 176 | fileOffset += this->readBoneFrames(pFile, fileOffset); |
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| 177 | bBoneFrames = true; |
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| 178 | } |
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| 179 | else if( fileOffset == this->header->tagStart && !bTags) |
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| 180 | { |
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| 181 | fileOffset += this->readTags(pFile, fileOffset); |
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| 182 | bTags = true; |
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| 183 | } |
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| 184 | else if( fileOffset == this->header->meshStart && !bMeshes) |
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| 185 | { |
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| 186 | fileOffset += this->readMeshes(pFile, fileOffset); |
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| 187 | bMeshes = true; |
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| 188 | } |
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| 189 | } |
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| 190 | |
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| 191 | } |
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| 192 | |
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| 193 | fclose(pFile); |
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| 194 | |
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| 195 | return true; |
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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 loads the skin/material stuff |
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| 201 | * @param fileName: name of the skin file |
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| 202 | \return true if success |
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| 203 | */ |
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| 204 | bool MD3Data::loadSkin(const std::string& fileName) |
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| 205 | { |
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| 206 | // if( fileName.empty()) |
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| 207 | // { |
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| 208 | // this->skinFileName = ""; |
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| 209 | // return false; |
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| 210 | // } |
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| 211 | // |
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| 212 | // this->skinFileName = fileName; |
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| 213 | // |
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| 214 | // this->material.setName("md2ModelMaterial"); |
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| 215 | // this->material.setDiffuseMap(fileName); |
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| 216 | // this->material.setIllum(3); |
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| 217 | // this->material.setAmbient(1.0, 1.0, 1.0); |
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| 218 | |
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| 219 | return true; |
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| 220 | } |
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| 221 | |
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| 222 | |
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| 223 | /** |
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| 224 | * read heaader |
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| 225 | */ |
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| 226 | int MD3Data::readHeader(FILE* pFile, int fileOffset) |
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| 227 | { |
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| 228 | PRINTF(0)("Reading Header\n"); |
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| 229 | |
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| 230 | this->header = new MD3Header; |
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| 231 | fread(this->header, 1, sizeof(MD3Header), pFile); |
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| 232 | |
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| 233 | //header debug: |
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| 234 | PRINTF(0)("MD3 Header debug section======================================\n"); |
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| 235 | printf("ident: %i\n", this->header->ident); |
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| 236 | printf("version: %i\n", this->header->version); |
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| 237 | printf("filename: %s\n", this->header->filename); |
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| 238 | printf("boneFrameNum: %i\n", this->header->boneFrameNum); |
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| 239 | printf("tag number: %i\n", this->header->tagNum); |
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| 240 | printf("mesh number: %i\n", this->header->meshNum); |
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| 241 | printf("max tex num: %i\n", this->header->maxTexNum); |
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| 242 | printf("bone frame start: %i\n", this->header->boneFrameStart); |
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| 243 | printf("tag start: %i\n", this->header->tagStart); |
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| 244 | printf("mesh start: %i\n", this->header->meshStart); |
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| 245 | printf("fileSize: %i\n", this->header->fileSize); |
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| 246 | |
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| 247 | return sizeof(MD3Header); |
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| 248 | } |
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| 249 | |
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| 250 | |
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| 251 | /** |
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| 252 | * read bone frames |
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| 253 | */ |
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| 254 | int MD3Data::readBoneFrames(FILE* pFile, int fileOffset) |
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| 255 | { |
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| 256 | PRINTF(0)("Reading Bone Frames\n"); |
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| 257 | |
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| 258 | this->boneFrames = new MD3BoneFrame*[this->header->boneFrameNum]; |
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| 259 | |
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| 260 | for( int i = 0; i < this->header->boneFrameNum; i++) |
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| 261 | { |
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| 262 | this->boneFrames[i] = new MD3BoneFrame(i); |
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| 263 | |
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| 264 | MD3BoneFrameData* md = new MD3BoneFrameData; |
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| 265 | fread(md, 1, sizeof(MD3BoneFrameData), pFile); |
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| 266 | this->boneFrames[i]->data = md; |
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| 267 | } |
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| 268 | |
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| 269 | return this->header->boneFrameNum * sizeof(MD3BoneFrameData); |
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| 270 | } |
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| 271 | |
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| 272 | |
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| 273 | /** |
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| 274 | * read the tags |
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| 275 | */ |
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| 276 | int MD3Data::readTags(FILE* pFile, int fileOffset) |
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| 277 | { |
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| 278 | PRINTF(0)("Reading Tags\n"); |
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| 279 | |
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| 280 | for( int i = 0; i < this->header->boneFrameNum; i++) |
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| 281 | { |
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| 282 | this->boneFrames[i]->tags = new MD3Tag*[this->header->tagNum]; |
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| 283 | |
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| 284 | for( int j = 0; j < this->header->tagNum; j++) |
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| 285 | { |
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| 286 | this->boneFrames[i]->tags[j] = new MD3Tag(); |
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| 287 | MD3TagData* md = new MD3TagData; |
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| 288 | fread(md, 1, sizeof(MD3TagData), pFile); |
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| 289 | this->boneFrames[i]->tags[j]->data = md; |
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| 290 | |
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| 291 | this->boneFrames[i]->tags[j]->name = std::string(this->boneFrames[i]->tags[j]->data->name); |
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| 292 | this->boneFrames[i]->tags[j]->position = Vector( this->boneFrames[i]->tags[j]->data->position[0], |
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| 293 | this->boneFrames[i]->tags[j]->data->position[1], |
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| 294 | this->boneFrames[i]->tags[j]->data->position[2]); |
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| 295 | for( int k = 0; k < 3; k++) |
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| 296 | for( int l = 0; l < 3; l++) |
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| 297 | this->boneFrames[i]->tags[j]->matrix[k][l] = this->boneFrames[i]->tags[j]->data->matrix[k][l]; |
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| 298 | |
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| 299 | //PRINTF(0)("Tag name: %s\n", this->boneFrames[i]->tags[j]->name.c_str()); |
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| 300 | } |
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| 301 | } |
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| 302 | |
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| 303 | return this->header->boneFrameNum * this->header->tagNum * sizeof(MD3TagData); |
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| 304 | } |
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| 305 | |
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| 306 | |
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| 307 | /** |
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| 308 | * read meshes |
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| 309 | */ |
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| 310 | int MD3Data::readMeshes(FILE* pFile, int fileOffset) |
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| 311 | { |
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| 312 | PRINTF(0)("Reading Mesh Data\n"); |
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| 313 | |
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| 314 | fileOffset = 0; |
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| 315 | |
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| 316 | this->meshes = new MD3Mesh*[this->header->meshNum]; |
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| 317 | |
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| 318 | for( int i = 0; i < this->header->meshNum; i++) |
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| 319 | { |
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| 320 | this->meshes[i] = new MD3Mesh(); |
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| 321 | |
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| 322 | int localFileOffset = 0; |
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| 323 | bool bTriangles, bTexVecs, bVertices, bTextures; //!< the parts that have been read so far |
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| 324 | |
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| 325 | //start reading mesh data |
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| 326 | MD3MeshHeader* md = new MD3MeshHeader; |
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| 327 | fread(md, 1, sizeof(MD3MeshHeader), pFile); |
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| 328 | this->meshes[i]->header = md; |
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| 329 | localFileOffset += sizeof(MD3MeshHeader); |
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| 330 | |
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| 331 | PRINTF(0)("MD3 Mesh Header debug section\n"); |
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| 332 | printf("ident: %i\n", md->id); |
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| 333 | printf("filename: %s\n", md->name); |
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| 334 | printf("meshFrameNum: %i\n", md->meshFrameNum); |
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| 335 | printf("textureNum: %i\n", md->textureNum); |
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| 336 | printf("vertexNum: %i \n", md->vertexNum); |
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| 337 | printf("triangleNum: %i\n", md->triangleNum); |
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| 338 | printf("triangleStart: %i\n", md->triangleStart); |
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| 339 | printf("textureStart: %i\n", md->textureStart); |
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| 340 | printf("texVecStart: %i\n", md->texVecStart); |
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| 341 | printf("vertexStart: %i\n", md->vertexStart); |
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| 342 | printf("fileSize: %i\n", md->meshSize); |
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| 343 | |
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| 344 | if( unlikely(this->meshes[i]->header->id != MD3_IDENT)) |
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| 345 | { |
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| 346 | PRINTF(1)("Wrong MD3 mesh file tag, file %s could be corrupt\n", this->filename.c_str()); |
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| 347 | return false; |
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| 348 | } |
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| 349 | |
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| 350 | // check which parts to be loaded |
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| 351 | bTriangles = ( this->meshes[i]->header->triangleNum == 0); |
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| 352 | bTexVecs = ( this->meshes[i]->header->vertexNum == 0); |
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| 353 | bVertices = ( this->meshes[i]->header->meshFrameNum == 0); |
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| 354 | bTextures = ( this->meshes[i]->header->textureNum == 0); |
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| 355 | |
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| 356 | // now read the data block whise |
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| 357 | while( !(bTriangles && bTexVecs && bVertices && bTextures)) |
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| 358 | { |
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| 359 | PRINTF(0)("while2: localOffset = %i\n", localFileOffset); |
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| 360 | if( localFileOffset == this->meshes[i]->header->triangleStart && !bTriangles) |
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| 361 | { |
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| 362 | localFileOffset += this->readMeshTriangles(pFile, localFileOffset, i); |
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| 363 | bTriangles = true; |
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| 364 | } |
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| 365 | else if( localFileOffset == this->meshes[i]->header->textureStart && !bTextures) |
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| 366 | { |
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| 367 | localFileOffset += this->readMeshTextures(pFile, localFileOffset, i); |
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| 368 | bTextures = true; |
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| 369 | } |
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| 370 | else if( localFileOffset == this->meshes[i]->header->texVecStart && !bTexVecs) |
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| 371 | { |
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| 372 | localFileOffset += this->readMeshTexVecs(pFile, localFileOffset, i); |
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| 373 | bTexVecs = true; |
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| 374 | } |
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| 375 | else if( localFileOffset == this->meshes[i]->header->vertexStart && !bVertices) |
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| 376 | { |
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| 377 | localFileOffset += this->readMeshVertices(pFile, localFileOffset, i); |
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| 378 | bVertices = true; |
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| 379 | } |
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| 380 | } |
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| 381 | fileOffset += localFileOffset; |
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| 382 | PRINTF(0)("finished reading mesh %i, got %i of %i byes\n", i, localFileOffset, md->meshSize); |
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| 383 | } |
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| 384 | return fileOffset; |
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| 385 | } |
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| 386 | |
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| 387 | |
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| 388 | |
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| 389 | /** |
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| 390 | * reading in the mesh triangles |
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| 391 | */ |
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| 392 | int MD3Data::readMeshTriangles(FILE* pFile, int fileOffset, int mesh) |
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| 393 | { |
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| 394 | PRINTF(0)("Reading Mesh Triangles\n"); |
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| 395 | // create the memomry to save the triangles |
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| 396 | this->meshes[mesh]->triangles = new MD3Triangle[this->meshes[mesh]->header->triangleNum]; |
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| 397 | fread(this->meshes[mesh]->triangles, 1, sizeof(MD3Triangle) * this->meshes[mesh]->header->triangleNum, pFile); |
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| 398 | |
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| 399 | // for( int i = 0; i < this->meshes[mesh]->header->triangleNum; i++) { |
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| 400 | // PRINTF(0)("Triangle read: %i, %i, %i\n", this->meshes[mesh]->triangles[i].vertexOffset[0], this->meshes[mesh]->triangles[i].vertexOffset[1] |
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| 401 | // , this->meshes[mesh]->triangles[i].vertexOffset[2]); |
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| 402 | // } |
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| 403 | |
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| 404 | return this->meshes[mesh]->header->triangleNum * sizeof(MD3Triangle); |
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| 405 | } |
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| 406 | |
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| 407 | |
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| 408 | /** |
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| 409 | * reading in the mesh textures |
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| 410 | */ |
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| 411 | int MD3Data::readMeshTextures(FILE* pFile, int fileOffset, int mesh) |
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| 412 | { |
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| 413 | PRINTF(0)("Reading Mesh Textures\n"); |
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| 414 | |
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| 415 | // create the textures |
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| 416 | this->meshes[mesh]->material = new Material[this->meshes[mesh]->header->textureNum]; |
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| 417 | |
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| 418 | MD3Texture* tex = new MD3Texture[this->meshes[mesh]->header->textureNum]; |
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| 419 | fread(tex, 1, sizeof(MD3Texture) * this->meshes[mesh]->header->textureNum, pFile); |
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| 420 | |
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| 421 | for( int i = 0; i < this->meshes[mesh]->header->textureNum; i++) { |
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| 422 | PRINTF(0)(" texture file: %s\n", tex[i].fileName); |
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| 423 | #warning texture stuff hard coded. make this again |
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| 424 | std::string path("/home/boenzlip/tmp/q3/Downloads/MOH/q3mdl-alien3/"); |
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| 425 | std::string path1(tex[i].fileName); |
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| 426 | std::string fullPath( path + path1); |
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| 427 | this->meshes[mesh]->material[i].setDiffuseMap(/*tex[i].fileName*/ /*fullPath.c_str()*/ "textures/creatures/gork/gorkup.tga"); |
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| 428 | this->meshes[mesh]->material[i].setAmbient(1, 1, 1); |
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| 429 | } |
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| 430 | |
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| 431 | return this->meshes[mesh]->header->textureNum * sizeof(MD3Texture); |
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| 432 | } |
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| 433 | |
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| 434 | |
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| 435 | /** |
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| 436 | * reading in the mesh tex vecs |
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| 437 | */ |
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| 438 | int MD3Data::readMeshTexVecs(FILE* pFile, int fileOffset, int mesh) |
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| 439 | { |
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| 440 | PRINTF(0)("Reading Mesh TexVecs\n"); |
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| 441 | |
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| 442 | this->meshes[mesh]->texVecs = new MD3TexVecs[this->meshes[mesh]->header->vertexNum]; |
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| 443 | fread(this->meshes[mesh]->texVecs, 1, sizeof(MD3TexVecs) * this->meshes[mesh]->header->vertexNum, pFile); |
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| 444 | |
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| 445 | // for( int i = 0; i < this->meshes[mesh]->header->vertexNum; i++) { |
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| 446 | // PRINTF(0)("TexVec read: %f, %f\n", this->meshes[mesh]->texVecs[i].textureCoord[0], this->meshes[mesh]->texVecs[i].textureCoord[0]); |
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| 447 | // } |
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| 448 | |
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| 449 | return this->meshes[mesh]->header->vertexNum * sizeof(MD3TexVecs); |
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| 450 | } |
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| 451 | |
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| 452 | |
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| 453 | /** |
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| 454 | * reading in the mesh vertices |
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| 455 | */ |
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| 456 | int MD3Data::readMeshVertices(FILE* pFile, int fileOffset, int mesh) |
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| 457 | { |
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| 458 | PRINTF(0)("Reading Mesh Vertices\n"); |
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| 459 | |
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| 460 | // reserver memory for the vertex informations |
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| 461 | this->meshes[mesh]->meshFrames = new sVec3D*[this->meshes[mesh]->header->meshFrameNum]; // * this->meshes[mesh]->header->vertexNum |
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| 462 | this->meshes[mesh]->normals = new MD3Normal*[this->meshes[mesh]->header->meshFrameNum]; |
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| 463 | |
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| 464 | for( int i = 0; i < this->meshes[mesh]->header->meshFrameNum; i++) |
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| 465 | { |
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| 466 | this->meshes[mesh]->meshFrames[i] = new sVec3D[this->meshes[mesh]->header->vertexNum]; |
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| 467 | this->meshes[mesh]->normals[i] = new MD3Normal[this->meshes[mesh]->header->vertexNum]; |
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| 468 | |
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| 469 | for( int j = 0; j < this->meshes[mesh]->header->vertexNum; j++) |
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| 470 | { |
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| 471 | // read out the compressed data |
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| 472 | MD3VertexCompressed* vc = new MD3VertexCompressed; |
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| 473 | fread(vc, 1, sizeof(MD3VertexCompressed), pFile); |
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| 474 | |
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| 475 | this->meshes[mesh]->meshFrames[i][j][0] = (float)vc->vector[0] / 64.0f; |
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| 476 | this->meshes[mesh]->meshFrames[i][j][1] = (float)vc->vector[1] / 64.0f; |
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| 477 | this->meshes[mesh]->meshFrames[i][j][2] = (float)vc->vector[2] / 64.0f; |
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| 478 | |
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| 479 | this->meshes[mesh]->normals[i][j].vertexNormal[0] = (int)vc->vertexNormal[0]; |
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| 480 | this->meshes[mesh]->normals[i][j].vertexNormal[1] = (int)vc->vertexNormal[1]; |
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| 481 | |
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| 482 | // PRINTF(0)("nr: %i, meshframes: %f, %f, %f, normal: %f, %f\n", i, this->meshes[mesh]->meshFrames[i][0], this->meshes[mesh]->meshFrames[i][1], |
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| 483 | // this->meshes[mesh]->meshFrames[i][2], this->meshes[mesh]->normals[i].vertexNormal[0], this->meshes[mesh]->normals[i].vertexNormal[1]); |
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| 484 | |
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| 485 | delete vc; |
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| 486 | } |
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| 487 | } |
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| 488 | |
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| 489 | return this->meshes[mesh]->header->meshFrameNum * this->meshes[mesh]->header->vertexNum * sizeof(MD3VertexCompressed); |
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| 490 | } |
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| 491 | |
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| 492 | |
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| 493 | |
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| 494 | } |
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| 495 | |
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| 496 | |
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| 497 | |
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| 498 | |
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| 499 | |
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| 500 | |
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| 501 | |
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