| 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_model.h" |
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| 18 | |
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| 19 | #include "md3_data.h" |
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| 20 | #include "md3_mesh.h" |
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| 21 | #include "md3_tag.h" |
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| 22 | #include "md3_bone_frame.h" |
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| 23 | #include "md3_animation.h" |
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| 24 | |
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| 25 | #include "md3_animation_cfg.h" |
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| 26 | |
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| 27 | #include "material.h" |
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| 28 | #include "quaternion.h" |
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| 29 | |
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| 30 | #include "loading/resource_manager.h" |
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| 31 | |
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| 32 | #include "debug.h" |
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| 33 | |
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| 34 | namespace md3 |
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| 35 | { |
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| 36 | |
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| 37 | /** |
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| 38 | * md3 model |
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| 39 | */ |
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| 40 | MD3Model::MD3Model(std::string filename, float scaling) |
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| 41 | { |
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| 42 | this->autoAssemblePlayerModel(filename, scaling); |
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| 43 | |
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| 44 | this->bDrawBones = false; |
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| 45 | this->bDrawNormals = false; |
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| 46 | |
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| 47 | this->time = 0.0f; |
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| 48 | |
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| 49 | // set the animation |
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| 50 | this->interpolate(this->md3Data, this->config->getAnimation("Dead 1"), MD3_ANIM_NEXT, true); |
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| 51 | } |
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| 52 | |
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| 53 | |
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| 54 | |
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| 55 | MD3Model::~MD3Model() |
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| 56 | { |
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| 57 | // delete this->tmpBoneFrame; |
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| 58 | // delete [] this->tmpMesh; |
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| 59 | |
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| 60 | ///TODO deleting mesh |
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| 61 | ///TODO deleting matrices |
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| 62 | } |
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| 63 | |
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| 64 | |
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| 65 | /** |
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| 66 | * auto assemples a player model |
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| 67 | * @param filename is the name to the directory of the modelzzzzzz |
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| 68 | */ |
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| 69 | void MD3Model::autoAssemblePlayerModel(std::string filename, float scaling) |
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| 70 | { |
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| 71 | // loading the config file |
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| 72 | std::string cfgName(filename + "/animation.cfg"); |
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| 73 | this->config = (MD3AnimationCfg*)ResourceManager::getInstance()->load(cfgName, MD3_CONFIG, RP_GAME); |
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| 74 | |
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| 75 | //first load the torso or the upper part |
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| 76 | std::string nameUpper(filename + "/upper.md3"); |
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| 77 | if( (this->md3Data = (MD3Data*)ResourceManager::getInstance()->load(nameUpper, MD3, RP_GAME, nameUpper, scaling)) == NULL) |
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| 78 | { |
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| 79 | std::string nameTorso(filename + "/torso.md3"); |
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| 80 | this->md3Data = (MD3Data*)ResourceManager::getInstance()->load(nameTorso, MD3, RP_GAME, nameTorso, scaling); |
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| 81 | } |
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| 82 | |
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| 83 | if( this->md3Data == NULL) |
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| 84 | { |
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| 85 | PRINTF(1)("Problems loading the MD3Model. Abording\n"); |
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| 86 | return; |
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| 87 | } |
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| 88 | |
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| 89 | // load lower |
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| 90 | std::string nameLower(filename + "/lower.md3"); |
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| 91 | MD3Data* lower = (MD3Data*)ResourceManager::getInstance()->load(nameLower, MD3, RP_GAME, nameLower, scaling); |
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| 92 | if( lower != NULL) |
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| 93 | { |
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| 94 | int tag = this->md3Data->getTagIndexByName("tag_lower"); |
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| 95 | PRINTF(0)("Loaded the %s model on index %i\n", nameLower.c_str(), tag); |
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| 96 | if( tag >= 0) |
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| 97 | this->md3Data->addLinkedModel(tag, lower); |
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| 98 | else |
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| 99 | PRINTF(0)("Could not add %s\n", nameLower.c_str()); |
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| 100 | |
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| 101 | } |
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| 102 | |
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| 103 | |
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| 104 | // load head |
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| 105 | std::string nameHead(filename + "/head.md3"); |
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| 106 | MD3Data* head = (MD3Data*)ResourceManager::getInstance()->load(nameHead, MD3, RP_GAME, nameLower, scaling); |
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| 107 | if( head != NULL) |
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| 108 | { |
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| 109 | int tag = this->md3Data->getTagIndexByName("tag_head"); |
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| 110 | PRINTF(0)("Loaded the %s model on index %i\n", nameHead.c_str(), tag); |
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| 111 | if( tag >= 0) |
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| 112 | this->md3Data->addLinkedModel(tag, head); |
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| 113 | else |
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| 114 | PRINTF(0)("Could not add %s\n", nameHead.c_str()); |
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| 115 | } |
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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 | /** |
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| 122 | * tick float |
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| 123 | * @param time: time elapsed |
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| 124 | */ |
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| 125 | void MD3Model::tick(float time) |
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| 126 | { |
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| 127 | if(this->md3Data == NULL) |
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| 128 | return; |
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| 129 | |
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| 130 | this->visit(this->md3Data, time); |
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| 131 | |
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| 132 | this->tick(time, this->md3Data); |
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| 133 | } |
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| 134 | |
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| 135 | |
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| 136 | /** |
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| 137 | * tick each data |
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| 138 | */ |
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| 139 | void MD3Model::tick(float time, MD3Data* data) |
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| 140 | { |
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| 141 | // draw the bones if needed# |
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| 142 | if( this->bDrawBones) |
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| 143 | { |
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| 144 | // get bone frame, interpolate if necessary |
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| 145 | if( data->animationState.interpolationFraction != 0.0 && |
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| 146 | data->animationState.currentFrame != data->animationState.nextFrame) |
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| 147 | { |
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| 148 | //interpolate bone frame |
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| 149 | data->tmpBoneFrame = this->interpolateBoneFrame(data, data->boneFrames[data->animationState.currentFrame], |
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| 150 | data->boneFrames[data->animationState.nextFrame], |
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| 151 | data->animationState.interpolationFraction); |
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| 152 | } |
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| 153 | else |
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| 154 | { |
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| 155 | data->tmpBoneFrame = data->boneFrames[data->animationState.currentFrame]; |
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| 156 | } |
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| 157 | } |
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| 158 | |
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| 159 | |
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| 160 | //draw all meshes of current frame of this model |
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| 161 | for( int i = 0; i < data->header->meshNum; i++) |
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| 162 | { |
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| 163 | MD3Mesh* mesh = data->meshes[i]; |
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| 164 | |
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| 165 | //interpolate mesh frame between the 2 current mesh frames |
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| 166 | if( data->header->boneFrameNum > 1) |
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| 167 | this->interpolateMeshFrame( data, |
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| 168 | mesh->meshFrames[data->animationState.currentFrame], |
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| 169 | mesh->meshFrames[data->animationState.nextFrame], |
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| 170 | data->animationState.interpolationFraction, mesh, i); |
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| 171 | else |
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| 172 | this->interpolateMeshFrame( data, |
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| 173 | mesh->meshFrames[data->animationState.currentFrame], |
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| 174 | mesh->meshFrames[data->animationState.currentFrame], |
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| 175 | 0.0f, mesh, i); |
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| 176 | |
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| 177 | // draw vertex normals if needed |
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| 178 | if( this->bDrawNormals) |
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| 179 | { |
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| 180 | // get vertex normals, interpolate if necessary |
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| 181 | if( data->animationState.interpolationFraction != 0.0 && |
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| 182 | data->animationState.currentFrame != data->animationState.nextFrame) |
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| 183 | { |
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| 184 | //interpolate vertex normals |
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| 185 | this->interpolateVertexNormals(data, |
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| 186 | mesh->normals[data->animationState.currentFrame], |
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| 187 | mesh->normals[data->animationState.nextFrame], |
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| 188 | data->animationState.interpolationFraction, mesh, i); |
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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 | |
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| 194 | // draw all models linked to this model |
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| 195 | std::map<int, MD3Data*>::iterator it = data->sortedMap.begin(); |
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| 196 | int i = 0; |
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| 197 | while( it != data->sortedMap.end()) |
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| 198 | { |
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| 199 | MD3Data* child = it->second; |
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| 200 | |
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| 201 | //build transformation array m from matrix, interpolate if necessary |
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| 202 | |
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| 203 | MD3Tag* currFrameTag = data->boneFrames[data->animationState.currentFrame]->tags[child->parentTagIndex]; |
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| 204 | |
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| 205 | if( data->animationState.interpolationFraction != 0.0 && |
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| 206 | data->animationState.currentFrame != data->animationState.nextFrame) |
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| 207 | { |
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| 208 | //we need to interpolate |
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| 209 | MD3Tag* nextFrameTag = data->boneFrames[data->animationState.nextFrame]->tags[child->parentTagIndex]; |
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| 210 | this->interpolateTransformation(child, currFrameTag, nextFrameTag, data->animationState.interpolationFraction, i); |
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| 211 | } |
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| 212 | else |
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| 213 | { |
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| 214 | //no interpolation needed, stay with last transformation |
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| 215 | //OpenGL matrix is in column-major order |
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| 216 | data->tmpMatrix[i][0] = currFrameTag->matrix[0][0]; |
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| 217 | data->tmpMatrix[i][1] = currFrameTag->matrix[1][0]; |
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| 218 | data->tmpMatrix[i][2] = currFrameTag->matrix[2][0]; |
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| 219 | data->tmpMatrix[i][3] = 0.0f; |
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| 220 | data->tmpMatrix[i][4] = currFrameTag->matrix[0][1]; |
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| 221 | data->tmpMatrix[i][5] = currFrameTag->matrix[1][1]; |
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| 222 | data->tmpMatrix[i][6] = currFrameTag->matrix[2][1]; |
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| 223 | data->tmpMatrix[i][7] = 0.0f; |
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| 224 | data->tmpMatrix[i][8] = currFrameTag->matrix[0][2]; |
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| 225 | data->tmpMatrix[i][9] = currFrameTag->matrix[1][2]; |
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| 226 | data->tmpMatrix[i][10]= currFrameTag->matrix[2][2]; |
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| 227 | data->tmpMatrix[i][11]= 0.0f; |
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| 228 | data->tmpMatrix[i][12] = currFrameTag->position.x; |
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| 229 | data->tmpMatrix[i][13] = currFrameTag->position.y; |
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| 230 | data->tmpMatrix[i][14] = currFrameTag->position.z; |
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| 231 | data->tmpMatrix[i][15] = 1.0f; |
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| 232 | } |
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| 233 | |
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| 234 | // switch to child coord system |
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| 235 | |
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| 236 | // and tick child |
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| 237 | this->tick(time, child); |
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| 238 | |
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| 239 | i++; |
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| 240 | it++; |
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| 241 | } |
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| 242 | } |
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| 243 | |
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| 244 | |
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| 245 | /** |
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| 246 | * this draws the md3 model |
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| 247 | */ |
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| 248 | void MD3Model::draw() const |
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| 249 | { |
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| 250 | //draw current bone frame |
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| 251 | this->draw(this->md3Data); |
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| 252 | } |
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| 253 | |
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| 254 | |
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| 255 | /** |
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| 256 | * draw the md3model |
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| 257 | * @param data: the data to be drawn |
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| 258 | */ |
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| 259 | void MD3Model::draw(MD3Data* data) const |
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| 260 | { |
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| 261 | |
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| 262 | // draw the bones if needed |
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| 263 | if( this->bDrawBones) |
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| 264 | { |
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| 265 | // get bone frame, interpolate if necessary |
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| 266 | if( data->animationState.interpolationFraction != 0.0 && |
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| 267 | data->animationState.currentFrame != data->animationState.nextFrame) { |
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| 268 | //interpolate bone frame |
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| 269 | this->drawBoneFrame(data->tmpBoneFrame); |
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| 270 | } |
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| 271 | else { |
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| 272 | //stick with current bone frame |
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| 273 | this->drawBoneFrame(data->boneFrames[data->animationState.currentFrame]); |
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| 274 | } |
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| 275 | } |
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| 276 | |
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| 277 | |
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| 278 | //draw all meshes of current frame of this model |
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| 279 | for( int i = 0; i < data->header->meshNum; i++) |
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| 280 | { |
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| 281 | MD3Mesh* mesh = data->meshes[i]; |
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| 282 | sVec3D* frame = data->tmpMesh[i]; |
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| 283 | |
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| 284 | if( mesh->header->textureNum > 0 && &mesh->material[0] != NULL) |
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| 285 | mesh->material[0].select(); |
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| 286 | |
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| 287 | this->drawMesh(mesh, frame); |
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| 288 | |
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| 289 | // draw vertex normals if needed |
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| 290 | if( this->bDrawNormals) |
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| 291 | { |
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| 292 | // get vertex normals, interpolate if necessary |
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| 293 | if( data->animationState.interpolationFraction != 0.0 && |
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| 294 | data->animationState.currentFrame != data->animationState.nextFrame) |
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| 295 | { |
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| 296 | //interpolate vertex normals |
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| 297 | this->drawVertexNormals(frame, data->tmpNormal[i]); |
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| 298 | } |
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| 299 | else { |
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| 300 | //stick with current vertex normals |
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| 301 | this->drawVertexNormals(frame, mesh->normals[data->animationState.currentFrame]); |
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| 302 | } |
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| 303 | } |
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| 304 | } |
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| 305 | |
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| 306 | |
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| 307 | // draw all models linked to this model |
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| 308 | int i = 0; |
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| 309 | std::map<int, MD3Data*>::iterator it = data->sortedMap.begin(); |
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| 310 | while( it != data->sortedMap.end()) |
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| 311 | { |
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| 312 | MD3Data* child = it->second; |
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| 313 | |
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| 314 | //switch to child coord system |
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| 315 | glPushMatrix(); |
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| 316 | glMultMatrixf(data->tmpMatrix[i]); |
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| 317 | |
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| 318 | // and draw child |
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| 319 | this->draw(child); |
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| 320 | |
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| 321 | glPopMatrix(); |
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| 322 | |
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| 323 | i++; |
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| 324 | it++; |
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| 325 | } |
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| 326 | |
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| 327 | } |
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| 328 | |
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| 329 | |
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| 330 | /** |
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| 331 | * draws the mesh |
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| 332 | */ |
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| 333 | void MD3Model::drawMesh(MD3Mesh* mesh, sVec3D* frame) const |
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| 334 | { |
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| 335 | Vector tmpVec1, tmpVec2; |
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| 336 | |
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| 337 | glColor3f(1.0f, 1.0f, 1.0f); |
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| 338 | glBegin( GL_TRIANGLES); |
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| 339 | |
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| 340 | // upload all triangles in the frame to OpenGL |
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| 341 | for( int t = 0; t < mesh->header->triangleNum; t++) |
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| 342 | { |
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| 343 | // calc normal vector |
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| 344 | tmpVec1.x = frame[mesh->triangles[t].vertexOffset[1]][0] - frame[mesh->triangles[t].vertexOffset[0]][0]; |
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| 345 | tmpVec1.y = frame[mesh->triangles[t].vertexOffset[1]][1] - frame[mesh->triangles[t].vertexOffset[0]][1]; |
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| 346 | tmpVec1.z = frame[mesh->triangles[t].vertexOffset[1]][2] - frame[mesh->triangles[t].vertexOffset[0]][2]; |
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| 347 | |
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| 348 | tmpVec2.x = frame[mesh->triangles[t].vertexOffset[2]][0] - frame[mesh->triangles[t].vertexOffset[0]][0]; |
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| 349 | tmpVec2.y = frame[mesh->triangles[t].vertexOffset[2]][1] - frame[mesh->triangles[t].vertexOffset[0]][1]; |
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| 350 | tmpVec2.z = frame[mesh->triangles[t].vertexOffset[2]][2] - frame[mesh->triangles[t].vertexOffset[0]][2]; |
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| 351 | |
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| 352 | Vector normal = tmpVec1.cross(tmpVec2); |
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| 353 | normal.normalize(); |
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| 354 | |
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| 355 | // PRINTF(0)("normal: %f, %f, %f\n", normal.x, normal.y, normal.z); |
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| 356 | |
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| 357 | glNormal3f(normal.x, normal.y, normal.z); |
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| 358 | glTexCoord2fv( mesh->texVecs[mesh->triangles[t].vertexOffset[0]].textureCoord); |
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| 359 | glVertex3f( frame[mesh->triangles[t].vertexOffset[0]][0], |
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| 360 | frame[mesh->triangles[t].vertexOffset[0]][2], |
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| 361 | frame[mesh->triangles[t].vertexOffset[0]][1]); |
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| 362 | |
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| 363 | glNormal3f(normal.x, normal.y, normal.z); |
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| 364 | glTexCoord2fv( mesh->texVecs[mesh->triangles[t].vertexOffset[1]].textureCoord); |
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| 365 | glVertex3f( frame[mesh->triangles[t].vertexOffset[1]][0], |
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| 366 | frame[mesh->triangles[t].vertexOffset[1]][2], |
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| 367 | frame[mesh->triangles[t].vertexOffset[1]][1]); |
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| 368 | |
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| 369 | glNormal3f(normal.x, normal.y, normal.z); |
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| 370 | glTexCoord2fv( mesh->texVecs[mesh->triangles[t].vertexOffset[2]].textureCoord); |
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| 371 | glVertex3f( frame[mesh->triangles[t].vertexOffset[2]][0], |
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| 372 | frame[mesh->triangles[t].vertexOffset[2]][2], |
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| 373 | frame[mesh->triangles[t].vertexOffset[2]][1]); |
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| 374 | } |
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| 375 | glEnd(); |
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| 376 | } |
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| 377 | |
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| 378 | |
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| 379 | /** |
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| 380 | * drawo vertex normals |
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| 381 | */ |
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| 382 | void MD3Model::drawVertexNormals(sVec3D* frame, MD3Normal* normals) const |
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| 383 | {} |
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| 384 | |
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| 385 | |
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| 386 | /** |
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| 387 | * draw bone frame |
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| 388 | */ |
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| 389 | void MD3Model::drawBoneFrame(MD3BoneFrame* frame) const |
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| 390 | { |
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| 391 | float x1 = frame->mins.x; |
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| 392 | float y1 = frame->mins.y; |
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| 393 | float z1 = frame->mins.z; |
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| 394 | float x2 = frame->maxs.x; |
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| 395 | float y2 = frame->maxs.y; |
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| 396 | float z2 = frame->maxs.z; |
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| 397 | |
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| 398 | glPushAttrib(GL_TEXTURE_2D); |
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| 399 | glPushAttrib(GL_LIGHTING); |
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| 400 | |
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| 401 | glColor3f(1.0f,0.0f,0.0f); |
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| 402 | glPointSize(6.0f); |
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| 403 | |
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| 404 | glBegin(GL_POINTS); |
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| 405 | glVertex3f(frame->position.x, frame->position.y, frame->position.z); |
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| 406 | glEnd(); |
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| 407 | glPointSize(1.0f); |
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| 408 | |
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| 409 | glColor3f(0.0f,1.0f,0.0f); |
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| 410 | glBegin(GL_LINE_LOOP); |
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| 411 | glVertex3f(x1,y1,z1); |
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| 412 | glVertex3f(x1,y1,z2); |
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| 413 | glVertex3f(x1,y2,z2); |
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| 414 | glVertex3f(x1,y2,z1); |
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| 415 | glEnd(); |
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| 416 | |
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| 417 | glBegin(GL_LINE_LOOP); |
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| 418 | glVertex3f(x2,y2,z2); |
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| 419 | glVertex3f(x2,y1,z2); |
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| 420 | glVertex3f(x2,y1,z1); |
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| 421 | glVertex3f(x2,y2,z1); |
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| 422 | glEnd(); |
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| 423 | |
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| 424 | glBegin(GL_LINES); |
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| 425 | glVertex3f(x1,y1,z1); |
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| 426 | glVertex3f(x2,y1,z1); |
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| 427 | |
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| 428 | glVertex3f(x1,y1,z2); |
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| 429 | glVertex3f(x2,y1,z2); |
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| 430 | |
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| 431 | glVertex3f(x1,y2,z2); |
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| 432 | glVertex3f(x2,y2,z2); |
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| 433 | |
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| 434 | glVertex3f(x1,y2,z1); |
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| 435 | glVertex3f(x2,y2,z1); |
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| 436 | glEnd(); |
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| 437 | |
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| 438 | glPopAttrib(); |
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| 439 | glPopAttrib(); |
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| 440 | } |
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| 441 | |
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| 442 | |
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| 443 | /** |
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| 444 | * interpolate bone frame |
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| 445 | * @param currBoneFrame Start bone frame. |
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| 446 | * @param nextBoneFrame End bone frame. |
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| 447 | * @param frac Interpolation fraction, in [0,1]. |
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| 448 | */ |
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| 449 | MD3BoneFrame* MD3Model::interpolateBoneFrame(MD3Data* data, MD3BoneFrame* currBoneFrame, MD3BoneFrame* nextBoneFrame, float frac) |
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| 450 | { |
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| 451 | data->tmpBoneFrame->mins.x = (1.0f - frac) * currBoneFrame->mins.x + frac * nextBoneFrame->mins.x; |
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| 452 | data->tmpBoneFrame->maxs.x = (1.0f - frac) * currBoneFrame->maxs.x + frac * nextBoneFrame->maxs.x; |
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| 453 | data->tmpBoneFrame->position.x = (1.0f - frac) * currBoneFrame->position.x + frac * nextBoneFrame->position.x; |
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| 454 | data->tmpBoneFrame->mins.y = (1.0f - frac) * currBoneFrame->mins.y + frac * nextBoneFrame->mins.y; |
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| 455 | data->tmpBoneFrame->maxs.y = (1.0f - frac) * currBoneFrame->maxs.y + frac * nextBoneFrame->maxs.y; |
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| 456 | data->tmpBoneFrame->position.y = (1.0f - frac) * currBoneFrame->position.y + frac * nextBoneFrame->position.y; |
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| 457 | data->tmpBoneFrame->mins.z = (1.0f - frac) * currBoneFrame->mins.z + frac * nextBoneFrame->mins.z; |
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| 458 | data->tmpBoneFrame->maxs.z = (1.0f - frac) * currBoneFrame->maxs.z + frac * nextBoneFrame->maxs.z; |
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| 459 | data->tmpBoneFrame->position.z = (1.0f - frac) * currBoneFrame->position.z + frac * nextBoneFrame->position.z; |
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| 460 | |
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| 461 | return data->tmpBoneFrame; |
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| 462 | } |
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| 463 | |
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| 464 | |
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| 465 | |
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| 466 | /** |
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| 467 | * interpolate mesh frame |
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| 468 | */ |
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| 469 | sVec3D* MD3Model::interpolateMeshFrame(MD3Data* data, sVec3D* currMeshFrame, sVec3D* nextMeshFrame, float frac, MD3Mesh* mesh, int i) |
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| 470 | { |
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| 471 | int vertexNum = mesh->header->vertexNum; |
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| 472 | |
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| 473 | if( /*frac == 0.0f*/ true) |
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| 474 | { |
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| 475 | // just copy the vertices |
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| 476 | for( int t = 0; t < vertexNum; t++) |
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| 477 | { |
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| 478 | data->tmpMesh[i][t][0] = currMeshFrame[t][0]; |
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| 479 | data->tmpMesh[i][t][1] = currMeshFrame[t][1]; |
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| 480 | data->tmpMesh[i][t][2] = currMeshFrame[t][2]; |
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| 481 | } |
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| 482 | } |
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| 483 | else |
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| 484 | { |
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| 485 | // calc interpolated vertices |
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| 486 | for( int t = 0; t < vertexNum; t++) |
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| 487 | { |
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| 488 | data->tmpMesh[i][t][0] = (1.0f - frac) * currMeshFrame[t][0] + frac * nextMeshFrame[t][0]; |
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| 489 | data->tmpMesh[i][t][1] = (1.0f - frac) * currMeshFrame[t][1] + frac * nextMeshFrame[t][1]; |
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| 490 | data->tmpMesh[i][t][2] = (1.0f - frac) * currMeshFrame[t][2] + frac * nextMeshFrame[t][2]; |
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| 491 | } |
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| 492 | } |
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| 493 | |
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| 494 | return data->tmpMesh[i]; |
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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 | * interpolate vertex normal |
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| 500 | */ |
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| 501 | MD3Normal* MD3Model::interpolateVertexNormals(MD3Data* data, MD3Normal* currNormals, MD3Normal* nextNormals, float frac, MD3Mesh* mesh, int i) |
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| 502 | { |
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| 503 | for( int j = 0; j < mesh->header->vertexNum; j++) |
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| 504 | { |
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| 505 | data->tmpNormal[i][j].vertexNormal[0] = (int)((1.0f - frac) * currNormals[j].vertexNormal[0] + frac * nextNormals[j].vertexNormal[0]); |
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| 506 | data->tmpNormal[i][j].vertexNormal[1] = (int)((1.0f - frac) * currNormals[j].vertexNormal[1] + frac * nextNormals[j].vertexNormal[1]); |
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| 507 | } |
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| 508 | |
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| 509 | return data->tmpNormal[i]; |
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| 510 | } |
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| 511 | |
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| 512 | |
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| 513 | /** |
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| 514 | * interpolate transformation |
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| 515 | */ |
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| 516 | float* MD3Model::interpolateTransformation(MD3Data* data, MD3Tag* currFrameTag, MD3Tag* nextFrameTag, float frac, int i) |
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| 517 | { |
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| 518 | // interpolate position |
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| 519 | Vector interpolatedPosition = currFrameTag->position * (1.0f - frac) + nextFrameTag->position * frac; |
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| 520 | |
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| 521 | |
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| 522 | // interpolate rotation matrix |
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| 523 | float currRot[4][4]; |
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| 524 | float nextRot[4][4]; |
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| 525 | float interpolatedMatrix[4][4]; |
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| 526 | |
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| 527 | /// TODO CHANGED BY BENSCH TO MATCH NEW QUATERNION FUNCTIONALITY |
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| 528 | Quaternion currQuat; currQuat.from3x3(currFrameTag->matrix); currQuat.matrix(currRot); |
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| 529 | Quaternion nextQuat; nextQuat.from3x3(nextFrameTag->matrix); nextQuat.matrix(nextRot); |
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| 530 | |
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| 531 | Quaternion interpolatedQuat = Quaternion::quatSlerp(currQuat, nextQuat, frac); interpolatedQuat.matrix(interpolatedMatrix); |
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| 532 | |
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| 533 | // quaternion code is column based, so use transposed matrix when spitting out to gl |
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| 534 | data->tmpMatrix[i][0] = interpolatedMatrix[0][0]; |
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| 535 | data->tmpMatrix[i][4] = interpolatedMatrix[1][0]; |
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| 536 | data->tmpMatrix[i][8] = interpolatedMatrix[2][0]; |
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| 537 | data->tmpMatrix[i][12] = interpolatedPosition.x; |
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| 538 | data->tmpMatrix[i][1] = interpolatedMatrix[0][1]; |
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| 539 | data->tmpMatrix[i][5] = interpolatedMatrix[1][1]; |
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| 540 | data->tmpMatrix[i][9] = interpolatedMatrix[2][1]; |
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| 541 | data->tmpMatrix[i][13] = interpolatedPosition.y; |
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| 542 | data->tmpMatrix[i][2] = interpolatedMatrix[0][2]; |
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| 543 | data->tmpMatrix[i][6] = interpolatedMatrix[1][2]; |
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| 544 | data->tmpMatrix[i][10]= interpolatedMatrix[2][2]; |
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| 545 | data->tmpMatrix[i][14] = interpolatedPosition.z; |
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| 546 | data->tmpMatrix[i][3] = 0.0f; |
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| 547 | data->tmpMatrix[i][7] = 0.0f; |
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| 548 | data->tmpMatrix[i][11]= 0.0f; |
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| 549 | data->tmpMatrix[i][15] = 1.0f; |
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| 550 | |
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| 551 | return data->tmpMatrix[i]; |
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| 552 | |
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| 553 | } |
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| 554 | |
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| 555 | |
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| 556 | |
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| 557 | /** |
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| 558 | * visit the model |
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| 559 | */ |
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| 560 | void MD3Model::visit(MD3Data* data, float time) |
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| 561 | { |
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| 562 | if ( (data->filename.find("lower") == std::string::npos && |
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| 563 | (data->animation->type == LEGS || data->animation->type == BOTH)) // this is the LEGS model and the animation is applicable |
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| 564 | || |
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| 565 | (data->filename.find("upper") == std::string::npos && |
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| 566 | (data->animation->type == TORSO || data->animation->type == BOTH)) // this is the TORSO model and the animation is applicable |
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| 567 | || |
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| 568 | data->animation->type == ALL // the animation is allways applicable |
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| 569 | ) |
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| 570 | this->doOp(data, time); |
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| 571 | |
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| 572 | // visit children |
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| 573 | // std::map<int, MD3Data*>::iterator it = data->sortedMap.begin(); |
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| 574 | // while( it != data->sortedMap.end()) |
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| 575 | // { |
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| 576 | // this->visit(it->second); |
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| 577 | // it++; |
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| 578 | // } |
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| 579 | } |
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| 580 | |
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| 581 | |
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| 582 | /** |
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| 583 | * Create a new visitor to apply an animation operation (NEXT, REWIND, ...) |
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| 584 | * to a MD3 model. The operation is executed in the context of the specified |
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| 585 | * animation. |
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| 586 | * |
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| 587 | * @param anim The animation that provides the context for the operation. |
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| 588 | * @param op The operation to apply. |
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| 589 | * @param interpolate Should interpolation be done? |
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| 590 | */ |
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| 591 | void MD3Model::interpolate(MD3Data* data, MD3Animation* anim, int op, bool bInterpolate) |
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| 592 | { |
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| 593 | data->animation = anim; |
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| 594 | if( op == MD3_ANIM_NEXT || op == MD3_ANIM_PREVIOUS || op == MD3_ANIM_REWIND) |
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| 595 | data->op = op; |
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| 596 | |
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| 597 | data->bInterpolate = bInterpolate; |
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| 598 | } |
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| 599 | |
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| 600 | |
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| 601 | /** |
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| 602 | * calc next frame number |
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| 603 | */ |
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| 604 | int MD3Model::next(MD3Data* data, int nr) |
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| 605 | { |
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| 606 | if( nr < (data->upperBound - 1)) |
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| 607 | return nr + 1; |
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| 608 | else |
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| 609 | { //rewind needed |
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| 610 | if( data->animation->numFrames < 0) |
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| 611 | return data->animation->first; |
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| 612 | else { |
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| 613 | nr = (data->animation->numLoopFrames != 0)?(data->animation->numFrames - data->animation->numLoopFrames):0; |
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| 614 | return data->animation->first + nr; |
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| 615 | } |
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| 616 | } |
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| 617 | } |
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| 618 | |
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| 619 | |
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| 620 | /** |
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| 621 | * calc prev frame number |
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| 622 | */ |
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| 623 | int MD3Model::prev(MD3Data* data, int nr) |
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| 624 | { |
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| 625 | if( nr == data->animation->first) |
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| 626 | return data->upperBound - 1; |
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| 627 | else |
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| 628 | return nr - 1; |
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| 629 | } |
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| 630 | |
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| 631 | |
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| 632 | /** |
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| 633 | * apply the specified operation to the animation state data members of the model |
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| 634 | * taking the specified animation into account |
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| 635 | * |
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| 636 | * @param data: the data of the model |
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| 637 | */ |
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| 638 | void MD3Model::doOp(MD3Data* data, float time) |
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| 639 | { |
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| 640 | // animation to be applied could have illegal data with respect to this model, |
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| 641 | // ignore anim in this case |
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| 642 | |
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| 643 | if( data->animation->first >= data->animation->numFrames || data->animation->first < 0) |
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| 644 | { |
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| 645 | PRINTF(0)("MD3: this animation type seems to be invalid, no animation calculated\n"); |
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| 646 | return; |
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| 647 | } |
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| 648 | |
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| 649 | |
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| 650 | //calc upper bound for animation frames in this model |
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| 651 | if( data->animation->numFrames < 0) |
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| 652 | data->upperBound = data->header->boneFrameNum; //use all available frames |
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| 653 | else |
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| 654 | { |
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| 655 | if( data->header->boneFrameNum < (data->animation->first + data->animation->numFrames)) |
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| 656 | data->upperBound = data->header->boneFrameNum; |
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| 657 | else |
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| 658 | data->upperBound = (data->animation->first + data->animation->numFrames); |
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| 659 | } |
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| 660 | |
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| 661 | |
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| 662 | switch( data->op) { |
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| 663 | |
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| 664 | case MD3_ANIM_NEXT: |
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| 665 | if( data->bInterpolate) |
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| 666 | { |
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| 667 | // keyframe interpolation animation |
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| 668 | data->animationState.interpolationFraction += time * data->animation->fps; |
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| 669 | |
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| 670 | if( data->animationState.interpolationFraction >= 1.0f) |
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| 671 | { |
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| 672 | data->animationState.currentFrame = data->animationState.nextFrame; |
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| 673 | data->animationState.nextFrame = next(data, data->animationState.nextFrame); |
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| 674 | data->animationState.interpolationFraction = 0.0f; |
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| 675 | } |
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| 676 | } |
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| 677 | else |
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| 678 | { |
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| 679 | // only keyframe animation |
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| 680 | this->time += time * data->animation->fps; |
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| 681 | if( this->time > 1.0f) |
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| 682 | { |
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| 683 | data->animationState.currentFrame = data->animationState.nextFrame; |
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| 684 | data->animationState.nextFrame = next(data, data->animationState.nextFrame); |
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| 685 | this->time = 0.0f; |
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| 686 | } |
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| 687 | } |
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| 688 | break; |
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| 689 | |
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| 690 | case MD3_ANIM_PREVIOUS: |
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| 691 | if( data->bInterpolate) |
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| 692 | { |
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| 693 | data->animationState.interpolationFraction -= time / data->animation->fps; |
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| 694 | if( data->animationState.interpolationFraction < 0.0f) |
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| 695 | { |
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| 696 | data->animationState.nextFrame = data->animationState.currentFrame; |
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| 697 | data->animationState.currentFrame = prev(data, data->animationState.currentFrame); |
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| 698 | data->animationState.interpolationFraction = 0.8f; |
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| 699 | } |
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| 700 | } |
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| 701 | else |
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| 702 | { |
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| 703 | data->animationState.nextFrame = data->animationState.currentFrame; |
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| 704 | data->animationState.currentFrame = prev(data, data->animationState.currentFrame); |
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| 705 | } |
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| 706 | break; |
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| 707 | |
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| 708 | case MD3_ANIM_REWIND: |
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| 709 | data->animationState.currentFrame = data->animation->first; |
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| 710 | data->animationState.nextFrame = next(data, data->animationState.currentFrame); |
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| 711 | data->animationState.interpolationFraction = 0.0f; |
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| 712 | break; |
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| 713 | } |
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| 714 | |
|---|
| 715 | } |
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| 716 | |
|---|
| 717 | |
|---|
| 718 | } |
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