blitz3d/blitz3d/md2model_bak.cpp

474 lines
11 KiB
C++

#include "std.h"
#include "md2model.h"
#include "md2norms.h"
static Vector *normals;
static float white[]={1,1,1};
extern gxRuntime *gx_runtime;
extern gxGraphics *gx_graphics;
struct MD2Model::Rep{
struct md2_header{
int magic;
int version;
int skinWidth;
int skinHeight;
int frameSize;
int numSkins;
int numVertices;
int numTexCoords;
int numTriangles;
int numGlCommands;
int numFrames;
int offsetSkins;
int offsetTexCoords;
int offsetTriangles;
int offsetFrames;
int offsetGlCommands;
int offsetEnd;
};
struct md2_vertex{
unsigned char x,y,z,n;
};
struct md2_texcoord{
unsigned short s,t;
};
struct md2_triangle{
unsigned short verts[3],tex_coords[3];
};
struct Frame{
Vector scale,trans;
vector<md2_vertex> verts;
};
struct TexCoords{
float u,v;
};
int ref_cnt;
int num_verts,num_frames;
vector<Frame> frames;
vector<TexCoords> tex_coords;
gxMesh *mesh;
Box box;
ModelModel::Rep( const string &file ):
ref_cnt(1),mesh(0){
filebuf in;
Header header;
if( !in.open( file.c_str(),ios_base::in|ios_base::binary ) ) return;
if( in.sgetn( (char*)&header,sizeof(header) )!=sizeof(header) ) return;
if( header.magic!='2PDI' || header.version!=8 ) return;
//read tex coords
in.pubseekpos( header.offsetTexCoords );
TexCoord *coords=d_new TexCoord[header.numTexCoords];
in.sgetn( (char*)coords,header.numTexCoords*sizeof(TexCoord) );
vector<VertInfo> verts;
map<VertInfo,int> info_map;
//build triangles
vector<Triangle> triangles;
in.pubseekpos( header.offsetTriangles );
triangles.resize( header.numTriangles );
for( k=0;k<triangles.size();++k ){
unsigned short v[3],t[3];
in.sgetn( (char*)v,6 );
in.sgetn( (char*)t,6 );
for( int j=0;j<3;++j ){
unsigned char tu=coords[ t[j] ].s*256.0f/header.skinWidth;
unsigned char tv=coords[ t[j] ].t*256.0f/header.skinHeight;
VertInfo i( v[j],tu,tv );
map<VertInfo,int>::iterator it=info_map.find( i );
if( it==info_map.end() ){
info_map[i]=triangles[k].v[j]=verts.size();
verts.push_back( i );
}else{
triangles[k].v[j]=it->second;
}
}
}
delete coords;
//load frames
string tt="MD2 Frames:"+itoa( header.numFrames );
gx_runtime->debugLog( tt.c_str() );
in.pubseekpos( header.offsetFrames );
frames.resize( header.numFrames );
MD2Vertex *md2_verts=d_new MD2Vertex[header.numVertices];
for( k=0;k<frames.size();++k ){
Frame &frame=frames[k];
//read frame header;
in.sgetn( (char*)&frame.scale,12 );
in.sgetn( (char*)&frame.trans,12 );
in.sgetn( frame.name,16 );
frame.trans=Vector(frame.trans.y,frame.trans.z,frame.trans.x);
frame.scale=Vector(frame.scale.y,frame.scale.z,frame.scale.x);
//read frame verts...
in.sgetn( (char*)md2_verts,header.numVertices*4 );
frame.vertices.resize( verts.size() );
for( int j=0;j<verts.size();++j ){
Vertex &v=frame.vertices[j];
const VertInfo &i=verts[j];
const MD2Vertex &m=md2_verts[i.index];
v.x=m.y;v.y=m.z;v.z=m.x;
v.u=i.u;v.v=i.v;v.n=m.n;
}
}
delete md2_verts;
//create initial mesh
mesh=gx_graphics->createMesh( verts.size(),triangles.size(),0 );
mesh->lock();
for( k=0;k<triangles.size();++k ){
const Triangle &t=triangles[k];
mesh->setTriangle( k,t.v[0],t.v[2],t.v[1] );
}
mesh->unlock();
//calculate bounding box.
for( k=0;k<header.numFrames;++k ){
const Frame &frame=frames[k];
const Vector &scale=frame.scale;
const Vector &trans=frame.trans;
for( int n=0;n<frame.vertices.size();++n ){
const Vertex &v=frame.vertices[n];
box.update( Vector( v.x,v.y,v.z ) * scale + trans );
}
}
if( !normals ){
normals=(Vector*)md2norms;
for( int k=0;k<sizeof(md2norms)/12;++k ){
normals[k]=Vector(normals[k].y,normals[k].z,normals[k].x);
}
}
#pragma pack( push,1 )
struct Header{
int magic;
int version;
int skinWidth;
int skinHeight;
int frameSize;
int numSkins;
int numVertices;
int numTexCoords;
int numTriangles;
int numGlCommands;
int numFrames;
int offsetSkins;
int offsetTexCoords;
int offsetTriangles;
int offsetFrames;
int offsetGlCommands;
int offsetEnd;
};
struct MD2Vertex{
unsigned char x,y,z,n;
};
struct Vertex{
unsigned char x,y,z,u,v,n;
};
struct Triangle{
unsigned short v[3]; //index into vertices
};
struct Frame{
Vector scale;
Vector trans;
char name[16];
vector<Vertex> vertices;
};
struct TexCoord{
short s,t;
};
struct VertInfo{
unsigned short index;
unsigned char u,v;
VertInfo( unsigned short i,char u,char v ):index(i),u(u),v(v){
}
bool operator<( const VertInfo &t )const{
if( index<t.index ) return true;
if( t.index<index ) return false;
if( u<t.u ) return true;
if( t.u<u ) return false;
return v<t.v;
}
};
#pragma pack( pop )
int ref_cnt;
Header header;
vector<Frame> frames;
gxMesh *mesh;
Box box;
Rep( const string &file );
~Rep();
void render( MD2Model *model,float render_t,int render_a,int render_b );
};
MD2Model::Rep::Rep( const string &file ):
ref_cnt(1),mesh(0){
filebuf in;
if( !in.open( file.c_str(),ios_base::in|ios_base::binary ) ){
return;
}
if( in.sgetn( (char*)&header,sizeof(header) )!=sizeof(header) ){
return;
}
if( header.magic!='2PDI' || header.version!=8 ){
return;
}
int k;
//read tex coords
in.pubseekpos( header.offsetTexCoords );
TexCoord *coords=d_new TexCoord[header.numTexCoords];
in.sgetn( (char*)coords,header.numTexCoords*sizeof(TexCoord) );
vector<VertInfo> verts;
map<VertInfo,int> info_map;
//build triangles
vector<Triangle> triangles;
in.pubseekpos( header.offsetTriangles );
triangles.resize( header.numTriangles );
for( k=0;k<triangles.size();++k ){
unsigned short v[3],t[3];
in.sgetn( (char*)v,6 );
in.sgetn( (char*)t,6 );
for( int j=0;j<3;++j ){
unsigned char tu=coords[ t[j] ].s*256.0f/header.skinWidth;
unsigned char tv=coords[ t[j] ].t*256.0f/header.skinHeight;
VertInfo i( v[j],tu,tv );
map<VertInfo,int>::iterator it=info_map.find( i );
if( it==info_map.end() ){
info_map[i]=triangles[k].v[j]=verts.size();
verts.push_back( i );
}else{
triangles[k].v[j]=it->second;
}
}
}
delete coords;
//load frames
string tt="MD2 Frames:"+itoa( header.numFrames );
gx_runtime->debugLog( tt.c_str() );
in.pubseekpos( header.offsetFrames );
frames.resize( header.numFrames );
MD2Vertex *md2_verts=d_new MD2Vertex[header.numVertices];
for( k=0;k<frames.size();++k ){
Frame &frame=frames[k];
//read frame header;
in.sgetn( (char*)&frame.scale,12 );
in.sgetn( (char*)&frame.trans,12 );
in.sgetn( frame.name,16 );
frame.trans=Vector(frame.trans.y,frame.trans.z,frame.trans.x);
frame.scale=Vector(frame.scale.y,frame.scale.z,frame.scale.x);
//read frame verts...
in.sgetn( (char*)md2_verts,header.numVertices*4 );
frame.vertices.resize( verts.size() );
for( int j=0;j<verts.size();++j ){
Vertex &v=frame.vertices[j];
const VertInfo &i=verts[j];
const MD2Vertex &m=md2_verts[i.index];
v.x=m.y;v.y=m.z;v.z=m.x;
v.u=i.u;v.v=i.v;v.n=m.n;
}
}
delete md2_verts;
//create initial mesh
mesh=gx_graphics->createMesh( verts.size(),triangles.size(),0 );
mesh->lock();
for( k=0;k<triangles.size();++k ){
const Triangle &t=triangles[k];
mesh->setTriangle( k,t.v[0],t.v[2],t.v[1] );
}
mesh->unlock();
//calculate bounding box.
for( k=0;k<header.numFrames;++k ){
const Frame &frame=frames[k];
const Vector &scale=frame.scale;
const Vector &trans=frame.trans;
for( int n=0;n<frame.vertices.size();++n ){
const Vertex &v=frame.vertices[n];
box.update( Vector( v.x,v.y,v.z ) * scale + trans );
}
}
if( !normals ){
normals=(Vector*)md2norms;
for( int k=0;k<sizeof(md2norms)/12;++k ){
normals[k]=Vector(normals[k].y,normals[k].z,normals[k].x);
}
}
}
MD2Model::Rep::~Rep(){
if( mesh ) gx_graphics->freeMesh( mesh );
}
void MD2Model::Rep::render( MD2Model *model,float render_t,int render_a,int render_b ){
const Frame &frame_a=frames[render_a];
const Vector &scale_a=frame_a.scale;
const Vector &trans_a=frame_a.trans;
const Frame &frame_b=frames[render_b];
const Vector &scale_b=frame_b.scale;
const Vector &trans_b=frame_b.trans;
mesh->lock();
int k;
for( k=0;k<frame_a.vertices.size();++k ){
const Vertex &v_a=frame_a.vertices[k];
const Vector &n_a=normals[v_a.n];
Vector t_a( v_a.x*scale_a.x+trans_a.x,v_a.y*scale_a.y+trans_a.y,v_a.z*scale_a.z+trans_a.z );
const Vertex &v_b=frame_b.vertices[k];
const Vector &n_b=normals[v_b.n];
Vector t_b( v_b.x*scale_b.x+trans_b.x,v_b.y*scale_b.y+trans_b.y,v_b.z*scale_b.z+trans_b.z );
Vector t=(t_b-t_a)*render_t+t_a;
Vector n=(n_b-n_a)*render_t+n_a;
float tex_coords[]={ v_a.u/256.0f,v_a.v/256.0f,1,0,0,1 };
mesh->setVertex( k,&t.x,&n.x,white,tex_coords );
}
mesh->unlock();
model->enqueue( mesh,0,frame_a.vertices.size(),0,header.numTriangles );
}
MD2Model::MD2Model( const string &f ):
rep( d_new Rep( f ) ),
anim_mode(0),anim_time(0),
render_a(0),render_b(0),render_t(0){
}
MD2Model::MD2Model( const MD2Model &t ):
Model(t),rep( t.rep ),
anim_mode(0),anim_time(0),
render_a(0),render_b(0),render_t(0){
++rep->ref_cnt;
}
MD2Model::~MD2Model(){
if( !--rep->ref_cnt ) delete rep;
}
void MD2Model::startMD2Anim( int first,int last,int mode,float speed ){
if( !speed && !mode ){ anim_mode=0;return; }
if( first<0 ) first=0;
else if( first>=rep->header.numFrames ) first=rep->header.numFrames-1;
if( last<0 ) last=0;
else if( last>=rep->header.numFrames ) last=rep->header.numFrames-1;
if( first==last ){ anim_mode=0;render_a=render_b=first;render_t=0;return; }
if( last<first ) std::swap( first,last );
anim_first=first;
anim_last=last;
anim_len=last-first;
anim_speed=speed;
anim_time=speed>0 ? first : last;
anim_mode=mode;
}
void MD2Model::animate( float e ){
Model::animate( e );
if( !anim_mode ) return;
anim_time=anim_time+anim_speed * e;
if( anim_time<anim_first ){
switch( anim_mode ){
case ANIM_MODE_LOOP:
anim_time+=anim_len;
break;
case ANIM_MODE_PINGPONG:
anim_time=anim_first+(anim_first-anim_time);
anim_speed=-anim_speed;
break;
default:
anim_time=anim_first;
anim_mode=0;
break;
}
}else if( anim_time>=anim_last ){
switch( anim_mode ){
case ANIM_MODE_LOOP:
anim_time-=anim_len;
break;
case ANIM_MODE_PINGPONG:
anim_time=anim_last-(anim_time-anim_last);
anim_speed=-anim_speed;
break;
default:
anim_time=anim_last;
anim_mode=0;
break;
}
}
render_a=floor(anim_time);render_b=render_a+1;
if( anim_mode==ANIM_MODE_LOOP && render_b==anim_last ) render_b=anim_first;
render_t=anim_time-render_a;
}
void MD2Model::render( const RenderContext &rc ){
static Frustum f;
new( &f ) Frustum( rc.getWorldFrustum(),-getRenderTform() );
if( !f.cull( rep->box ) ) return;
rep->render( this,render_t,render_a,render_b );
}
int MD2Model::getMD2AnimLength()const{
return rep->frames.size();
}
bool MD2Model::getValid()const{
return rep->mesh!=0;
}