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Changeset 4140 in orxonox.OLD


Ignore:
Timestamp:
May 10, 2005, 11:16:39 AM (19 years ago)
Author:
patrick
Message:

orxonox/branches/md2_laoder: identing lines and adding a real md2 model. got segfaults when loading

Location:
orxonox/branches/md2_loader/src
Files:
2 edited

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Unmodified
Added
Removed
  • orxonox/branches/md2_loader/src/lib/graphics/importer/md2Model.cc

    r4138 r4140  
    3232   \brief standard constructor
    3333   
    34         creates a new model
     34   creates a new model
    3535*/
    3636MD2Model::MD2Model ()
    3737{
    38    this->setClassName ("MD2Model");
     38  this->setClassName ("MD2Model");
    3939}
    4040
     
    5050
    5151/**
    52   \brief draw function
     52   \brief draw function
    5353 
    54   these function will take NO argument in the final version, just for testing
     54   these function will take NO argument in the final version, just for testing
    5555*/
    5656void MD2Model::draw(t3DModel *pModel)
    5757{
    58         if( pModel->objectList->getSize() <= 0) return;
    59 
    60         t3DObject *pObject = pModel->objectList->firstElement();
    61         glBegin(GL_TRIANGLES);
    62                 for(int j = 0; j < pObject->numOfFaces; j++)
    63                 {
    64                         for(int whichVertex = 0; whichVertex < 3; whichVertex++)
    65                         {
    66                                 int index = pObject->pFaces[j].vertIndex[whichVertex];
    67                                 int index2 = pObject->pFaces[j].coordIndex[whichVertex];
    68                                 /* we invert the normals since the md2 file format uses different style */
    69                                 glNormal3f(-pObject->pNormals[ index ].x, -pObject->pNormals[ index ].y, -pObject->pNormals[ index ].z);
    70                                 if(pObject->pTexVerts)
    71                                 {
    72                                         glTexCoord2f(pObject->pTexVerts[ index2 ].x, pObject->pTexVerts[ index2 ].y);
    73                                 }
    74                                 glVertex3f(pObject->pVerts[ index ].x, pObject->pVerts[ index ].y, pObject->pVerts[ index ].z);
    75                         }
    76                 }
    77         glEnd();
     58  if( pModel->objectList->getSize() <= 0) return;
     59
     60  t3DObject *pObject = pModel->objectList->firstElement();
     61  glBegin(GL_TRIANGLES);
     62  for(int j = 0; j < pObject->numOfFaces; j++)
     63    {
     64      for(int whichVertex = 0; whichVertex < 3; whichVertex++)
     65        {
     66          int index = pObject->pFaces[j].vertIndex[whichVertex];
     67          int index2 = pObject->pFaces[j].coordIndex[whichVertex];
     68          /* we invert the normals since the md2 file format uses different style */
     69          glNormal3f(-pObject->pNormals[ index ].x, -pObject->pNormals[ index ].y, -pObject->pNormals[ index ].z);
     70          if(pObject->pTexVerts)
     71            {
     72              glTexCoord2f(pObject->pTexVerts[ index2 ].x, pObject->pTexVerts[ index2 ].y);
     73            }
     74          glVertex3f(pObject->pVerts[ index ].x, pObject->pVerts[ index ].y, pObject->pVerts[ index ].z);
     75        }
     76    }
     77  glEnd();
    7878}
    7979
     
    8484/**
    8585   \brief standard deconstructor
    86         creates a new model loader
     86   creates a new model loader
    8787*/
    8888MD2Loader::MD2Loader()
    8989{
    90    this->setClassName ("MD2Loader");
    91    /* initialize all data to initial state */
    92    memset(&this->header, 0, sizeof(tMd2Header));
    93    this->pSkins = NULL;
    94    this->pTexCoords = NULL;
    95    this->pTriangles = NULL;
    96    this->pFrames = NULL;
     90  this->setClassName ("MD2Loader");
     91  /* initialize all data to initial state */
     92  memset(&this->header, 0, sizeof(tMd2Header));
     93  this->pSkins = NULL;
     94  this->pTexCoords = NULL;
     95  this->pTriangles = NULL;
     96  this->pFrames = NULL;
    9797}
    9898
     
    105105
    106106/**
    107         \brief this is called by the client to open the .Md2 file, read it, then clean up
    108         \param model to load in
    109         \param file name to load
    110         \param texture name to load
     107   \brief this is called by the client to open the .Md2 file, read it, then clean up
     108   \param model to load in
     109   \param file name to load
     110   \param texture name to load
    111111*/
    112112bool MD2Loader::importMD2(t3DModel *pModel, char *fileName, char *textureName)
    113113{
    114         this->pFile = fopen(fileName, "rb");
    115         if( unlikely(!pFile))
    116         {
    117                 PRINTF(1)("Couldn't open the MD2 File for loading. Exiting.\n");
    118                 return false;
    119         }
    120         fread(&this->header, 1, sizeof(tMd2Header), pFile);
    121         /* check for the header version: make sure its a md2 file :) */
    122         if( likely(this->header.version != 8))
    123         {
    124                 PRINTF(1)("Couldn't load file %s: invalid file format: stop loading\n", fileName);
    125                 return false;
    126         }
     114  this->pFile = fopen(fileName, "rb");
     115  if( unlikely(!pFile))
     116    {
     117      PRINTF(1)("Couldn't open the MD2 File for loading. Exiting.\n");
     118      return false;
     119    }
     120  fread(&this->header, 1, sizeof(tMd2Header), pFile);
     121  /* check for the header version: make sure its a md2 file :) */
     122  if( likely(this->header.version != 8))
     123    {
     124      PRINTF(1)("Couldn't load file %s: invalid file format: stop loading\n", fileName);
     125      return false;
     126    }
    127127       
    128         this->readMD2Data();
    129         this->convertDataStructures(pModel);
    130 
    131         if( likely((int)textureName))
    132         {
    133                 tMaterialInfo* textureInfo = new tMaterialInfo;
    134                 strcpy(textureInfo->strFile, textureName);
    135                 /* since there is only one texture for a .Md2 file, the ID is always 0 */
    136                 textureInfo->texureId = 0;
    137                 textureInfo->uTile = 1;
    138                 /* we only have 1 material for a model */
    139                 pModel->numOfMaterials = 1;
    140                 pModel->materialList->add(textureInfo);
    141         }
     128  this->readMD2Data();
     129  this->convertDataStructures(pModel);
     130
     131  if( likely((int)textureName))
     132    {
     133      tMaterialInfo* textureInfo = new tMaterialInfo;
     134      strcpy(textureInfo->strFile, textureName);
     135      /* since there is only one texture for a .Md2 file, the ID is always 0 */
     136      textureInfo->texureId = 0;
     137      textureInfo->uTile = 1;
     138      /* we only have 1 material for a model */
     139      pModel->numOfMaterials = 1;
     140      pModel->materialList->add(textureInfo);
     141    }
    142142       
    143         this->cleanUp();
    144         return true;
    145 }
    146 
    147 /**
    148         \brief This function reads in all of the model's data, except the animation frames
     143  this->cleanUp();
     144  return true;
     145}
     146
     147/**
     148   \brief This function reads in all of the model's data, except the animation frames
    149149*/
    150150void MD2Loader::readMD2Data()
    151151{
    152         unsigned char buffer[MD2_MAX_FRAMESIZE];
    153         this->pSkins     = new tMd2Skin[this->header.numSkins];
    154         this->pTexCoords = new tMd2TexCoord[this->header.numTexCoords];
    155         this->pTriangles = new tMd2Face[this->header.numTriangles];
    156         this->pFrames    = new tMd2Frame[this->header.numFrames];
    157 
    158         /* we read the skins */
    159         fseek(this->pFile, this->header.offsetSkins, SEEK_SET);
    160         fread(this->pSkins, sizeof(tMd2Skin), this->header.numSkins, this->pFile);
    161         /* read all vertex data */
    162         fseek(this->pFile, this->header.offsetTexCoords, SEEK_SET);
    163         fread(this->pTexCoords, sizeof(tMd2TexCoord), this->header.numTexCoords, this->pFile);
    164         /* read face data for each triangle (normals) */
    165         fseek(this->pFile, this->header.offsetTriangles, SEEK_SET);
    166         fread(this->pTriangles, sizeof(tMd2Face), this->header.numTriangles, this->pFile);
    167         /* reading all frame data */
    168         fseek(this->pFile, this->header.offsetFrames, SEEK_SET);
    169         for(int i = 0; i < this->header.numFrames; i++)
    170         {
    171                 tMd2AliasFrame *pFrame = (tMd2AliasFrame *) buffer;
    172                 this->pFrames[i].pVertices = new tMd2Triangle [this->header.numVertices];
    173 
    174                 /* read the frame animation data */
    175                 fread(pFrame, 1, this->header.frameSize, this->pFile);
    176                 strcpy(this->pFrames[i].strName, pFrame->name);
    177                 tMd2Triangle *pVertices = this->pFrames[i].pVertices;
    178                 /*
    179                   scale translations, store vertices: since id used a non-opengl xyz notation, we have to swap y and z
    180                   and negate z axis
    181                 */
    182                 for(int j = 0; j < this->header.numVertices; j++)
    183                 {
    184                         pVertices[j].vertex[0] = pFrame->aliasVertices[j].vertex[0] * pFrame->scale[0] + pFrame->translate[0];
    185                         pVertices[j].vertex[2] = -1 * (pFrame->aliasVertices[j].vertex[1] * pFrame->scale[1] + pFrame->translate[1]);
    186                         pVertices[j].vertex[1] = pFrame->aliasVertices[j].vertex[2] * pFrame->scale[2] + pFrame->translate[2];
    187                 }
    188         }
    189 }
    190 
    191 /**
    192         \brief this function fills in the animation list for each animation by name and frame
    193         \param model
     152  unsigned char buffer[MD2_MAX_FRAMESIZE];
     153  this->pSkins     = new tMd2Skin[this->header.numSkins];
     154  this->pTexCoords = new tMd2TexCoord[this->header.numTexCoords];
     155  this->pTriangles = new tMd2Face[this->header.numTriangles];
     156  this->pFrames    = new tMd2Frame[this->header.numFrames];
     157
     158  /* we read the skins */
     159  fseek(this->pFile, this->header.offsetSkins, SEEK_SET);
     160  fread(this->pSkins, sizeof(tMd2Skin), this->header.numSkins, this->pFile);
     161  /* read all vertex data */
     162  fseek(this->pFile, this->header.offsetTexCoords, SEEK_SET);
     163  fread(this->pTexCoords, sizeof(tMd2TexCoord), this->header.numTexCoords, this->pFile);
     164  /* read face data for each triangle (normals) */
     165  fseek(this->pFile, this->header.offsetTriangles, SEEK_SET);
     166  fread(this->pTriangles, sizeof(tMd2Face), this->header.numTriangles, this->pFile);
     167  /* reading all frame data */
     168  fseek(this->pFile, this->header.offsetFrames, SEEK_SET);
     169  for(int i = 0; i < this->header.numFrames; i++)
     170    {
     171      tMd2AliasFrame *pFrame = (tMd2AliasFrame *) buffer;
     172      this->pFrames[i].pVertices = new tMd2Triangle [this->header.numVertices];
     173
     174      /* read the frame animation data */
     175      fread(pFrame, 1, this->header.frameSize, this->pFile);
     176      strcpy(this->pFrames[i].strName, pFrame->name);
     177      tMd2Triangle *pVertices = this->pFrames[i].pVertices;
     178      /*
     179        scale translations, store vertices: since id used a non-opengl xyz notation, we have to swap y and z
     180        and negate z axis
     181      */
     182      for(int j = 0; j < this->header.numVertices; j++)
     183        {
     184          pVertices[j].vertex[0] = pFrame->aliasVertices[j].vertex[0] * pFrame->scale[0] + pFrame->translate[0];
     185          pVertices[j].vertex[2] = -1 * (pFrame->aliasVertices[j].vertex[1] * pFrame->scale[1] + pFrame->translate[1]);
     186          pVertices[j].vertex[1] = pFrame->aliasVertices[j].vertex[2] * pFrame->scale[2] + pFrame->translate[2];
     187        }
     188    }
     189}
     190
     191/**
     192   \brief this function fills in the animation list for each animation by name and frame
     193   \param model
    194194*/
    195195void MD2Loader::parseAnimations(t3DModel *pModel)
    196196{
    197         tAnimationInfo* animationInfo = new tAnimationInfo;
    198         string strLastName = "";
    199 
    200         /* the animation parse process looks a little bit weired: this is because there are no
    201            fix bounds for the animation lengths, so the frames are destingushed using their names
    202            which is normaly composed of <animationname><number>
    203         */
    204 
    205         for(int i = 0; i < pModel->numOfObjects; i++)
    206         {
    207                 string strName  = this->pFrames[i].strName;
    208                 int frameNum = 0;
     197  tAnimationInfo* animationInfo = new tAnimationInfo;
     198  string strLastName = "";
     199
     200  /* the animation parse process looks a little bit weired: this is because there are no
     201     fix bounds for the animation lengths, so the frames are destingushed using their names
     202     which is normaly composed of <animationname><number>
     203  */
     204
     205  for(int i = 0; i < pModel->numOfObjects; i++)
     206    {
     207      string strName  = this->pFrames[i].strName;
     208      int frameNum = 0;
    209209               
    210                 for(unsigned int j = 0; j < strName.length(); j++)
    211                 {
    212                         if( isdigit(strName[j]) && j >= strName.length() - 2)
    213                         {
    214                                 frameNum = atoi(&strName[j]);
    215                                 strName.erase(j, strName.length() - j);
    216                                 break;
    217                         }
    218                 }
    219 
    220                 /* animations are sorted through their names: this is how its been done: */
    221                 if(strName != strLastName || i == pModel->numOfObjects - 1)
    222                 {
    223                         if(strLastName != "")
    224                         {
    225                                 strcpy(animationInfo->strName, strLastName.c_str());
    226                                 animationInfo->endFrame = i;
    227                                 pModel->animationList->add(animationInfo);
    228                                 memset(&animationInfo, 0, sizeof(tAnimationInfo));
    229                                 pModel->numOfAnimations++;
    230                         }
    231                         animationInfo->startFrame = frameNum - 1 + i;
    232                 }
    233                 strLastName = strName;
    234         }
    235 }
    236 
    237 /**
    238         \brief this function converts the .md2 structures to our own model and object structures: decompress
    239         \param model
     210      for(unsigned int j = 0; j < strName.length(); j++)
     211        {
     212          if( isdigit(strName[j]) && j >= strName.length() - 2)
     213            {
     214              frameNum = atoi(&strName[j]);
     215              strName.erase(j, strName.length() - j);
     216              break;
     217            }
     218        }
     219
     220      /* animations are sorted through their names: this is how its been done: */
     221      if(strName != strLastName || i == pModel->numOfObjects - 1)
     222        {
     223          if(strLastName != "")
     224            {
     225              strcpy(animationInfo->strName, strLastName.c_str());
     226              animationInfo->endFrame = i;
     227              pModel->animationList->add(animationInfo);
     228              memset(&animationInfo, 0, sizeof(tAnimationInfo));
     229              pModel->numOfAnimations++;
     230            }
     231          animationInfo->startFrame = frameNum - 1 + i;
     232        }
     233      strLastName = strName;
     234    }
     235}
     236
     237/**
     238   \brief this function converts the .md2 structures to our own model and object structures: decompress
     239   \param model
    240240*/
    241241void MD2Loader::convertDataStructures(t3DModel *pModel)
    242242{
    243         int j = 0, i = 0;
     243  int j = 0, i = 0;
    244244       
    245         memset(pModel, 0, sizeof(t3DModel));
    246         pModel->numOfObjects = this->header.numFrames;
    247 
    248         this->parseAnimations(pModel);
    249 
    250         for (i = 0; i < pModel->numOfObjects; i++)
    251         {
    252                 t3DObject* currentFrame = new t3DObject;
    253 
    254                 currentFrame->numOfVerts = this->header.numVertices;
    255                 currentFrame->numTexVertex = this->header.numTexCoords;
    256                 currentFrame->numOfFaces = this->header.numTriangles;
    257 
    258                 currentFrame->pVerts = new CVector3[currentFrame->numOfVerts];
    259 
    260                 for (j = 0; j < currentFrame->numOfVerts; j++)
    261                 {
    262                         currentFrame->pVerts[j].x = this->pFrames[i].pVertices[j].vertex[0];
    263                         currentFrame->pVerts[j].y = this->pFrames[i].pVertices[j].vertex[1];
    264                         currentFrame->pVerts[j].z = this->pFrames[i].pVertices[j].vertex[2];
    265                 }
    266 
    267                 delete this->pFrames[i].pVertices;
    268 
    269                 if( likely(i > 0))
    270                 {
    271                         pModel->objectList->add(currentFrame);
    272                         continue;
    273                 }
     245  memset(pModel, 0, sizeof(t3DModel));
     246  pModel->numOfObjects = this->header.numFrames;
     247
     248  this->parseAnimations(pModel);
     249
     250  for (i = 0; i < pModel->numOfObjects; i++)
     251    {
     252      t3DObject* currentFrame = new t3DObject;
     253
     254      currentFrame->numOfVerts = this->header.numVertices;
     255      currentFrame->numTexVertex = this->header.numTexCoords;
     256      currentFrame->numOfFaces = this->header.numTriangles;
     257
     258      currentFrame->pVerts = new CVector3[currentFrame->numOfVerts];
     259
     260      for (j = 0; j < currentFrame->numOfVerts; j++)
     261        {
     262          currentFrame->pVerts[j].x = this->pFrames[i].pVertices[j].vertex[0];
     263          currentFrame->pVerts[j].y = this->pFrames[i].pVertices[j].vertex[1];
     264          currentFrame->pVerts[j].z = this->pFrames[i].pVertices[j].vertex[2];
     265        }
     266
     267      delete this->pFrames[i].pVertices;
     268
     269      if( likely(i > 0))
     270        {
     271          pModel->objectList->add(currentFrame);
     272          continue;
     273        }
    274274                       
    275                 currentFrame->pTexVerts = new CVector2[currentFrame->numTexVertex];
    276                 currentFrame->pFaces = new tFace[currentFrame->numOfFaces];
    277 
    278                 for(j = 0; j < currentFrame->numTexVertex; j++)
    279                 {
    280                         currentFrame->pTexVerts[j].x = this->pTexCoords[j].u / float(this->header.skinWidth);
    281                         currentFrame->pTexVerts[j].y = 1 - this->pTexCoords[j].v / float(this->header.skinHeight);
    282                 }
    283 
    284                 for(j = 0; j < currentFrame->numOfFaces; j++)
    285                 {
    286                         currentFrame->pFaces[j].vertIndex[0] = this->pTriangles[j].vertexIndices[0];
    287                         currentFrame->pFaces[j].vertIndex[1] = this->pTriangles[j].vertexIndices[1];
    288                         currentFrame->pFaces[j].vertIndex[2] = this->pTriangles[j].vertexIndices[2];
    289 
    290                         currentFrame->pFaces[j].coordIndex[0] = this->pTriangles[j].textureIndices[0];
    291                         currentFrame->pFaces[j].coordIndex[1] = this->pTriangles[j].textureIndices[1];
    292                         currentFrame->pFaces[j].coordIndex[2] = this->pTriangles[j].textureIndices[2];
    293                 }
    294                 pModel->objectList->add(currentFrame);
    295         }
    296 }
    297 
    298 
    299 /**
    300         \brief this function conputes the normals of the model
    301         \param model
     275      currentFrame->pTexVerts = new CVector2[currentFrame->numTexVertex];
     276      currentFrame->pFaces = new tFace[currentFrame->numOfFaces];
     277
     278      for(j = 0; j < currentFrame->numTexVertex; j++)
     279        {
     280          currentFrame->pTexVerts[j].x = this->pTexCoords[j].u / float(this->header.skinWidth);
     281          currentFrame->pTexVerts[j].y = 1 - this->pTexCoords[j].v / float(this->header.skinHeight);
     282        }
     283
     284      for(j = 0; j < currentFrame->numOfFaces; j++)
     285        {
     286          currentFrame->pFaces[j].vertIndex[0] = this->pTriangles[j].vertexIndices[0];
     287          currentFrame->pFaces[j].vertIndex[1] = this->pTriangles[j].vertexIndices[1];
     288          currentFrame->pFaces[j].vertIndex[2] = this->pTriangles[j].vertexIndices[2];
     289
     290          currentFrame->pFaces[j].coordIndex[0] = this->pTriangles[j].textureIndices[0];
     291          currentFrame->pFaces[j].coordIndex[1] = this->pTriangles[j].textureIndices[1];
     292          currentFrame->pFaces[j].coordIndex[2] = this->pTriangles[j].textureIndices[2];
     293        }
     294      pModel->objectList->add(currentFrame);
     295    }
     296}
     297
     298
     299/**
     300   \brief this function conputes the normals of the model
     301   \param model
    302302*/
    303303void MD2Loader::computeNormals(t3DModel *pModel)
     
    306306
    307307/**
    308         \brief This function cleans up our allocated memory and closes the file
     308   \brief This function cleans up our allocated memory and closes the file
    309309*/
    310310void MD2Loader::cleanUp()
    311311{
    312         fclose(this->pFile);                   
     312  fclose(this->pFile);                 
    313313       
    314         if( this->pSkins) delete [] this->pSkins;               
    315         if( this->pTexCoords) delete this->pTexCoords;
    316         if( this->pTriangles) delete this->pTriangles;
    317         if( this->pFrames) delete this->pFrames;
    318 }
     314  if( this->pSkins) delete [] this->pSkins;             
     315  if( this->pTexCoords) delete this->pTexCoords;
     316  if( this->pTriangles) delete this->pTriangles;
     317  if( this->pFrames) delete this->pFrames;
     318}
  • orxonox/branches/md2_loader/src/story_entities/world.cc

    r4139 r4140  
    491491  this->model = new t3DModel;
    492492  this->md2Model = new MD2Model();
    493  
    494   md2loader->importMD2(model, "test.md2", "test.bmp");
     493
     494  md2loader->importMD2(model, "../data/models/jack/tris.md2", "test.bmp");
    495495
    496496}
     
    953953
    954954  /* TESTGING TESTING TESTING */
    955   this->md2Model->draw(this->model);
     955  //this->md2Model->draw(this->model);
    956956 
    957957  glCallList (objectList);
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