irrlicht/source/Irrlicht/CAnimatedMeshHalfLife.h

623 lines
15 KiB
C++

// Copyright (C) 2002-2011 Thomas Alten
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_ANIMATED_MESH_HALFLIFE_H_INCLUDED__
#define __C_ANIMATED_MESH_HALFLIFE_H_INCLUDED__
#include "IAnimatedMesh.h"
#include "ISceneManager.h"
#include "irrArray.h"
#include "irrString.h"
#include "IMeshLoader.h"
#include "SMesh.h"
#include "IReadFile.h"
namespace irr
{
namespace scene
{
#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
# pragma pack( push, packing )
# pragma pack( 1 )
# define PACK_STRUCT
#elif defined( __GNUC__ )
# define PACK_STRUCT __attribute__((packed))
#else
# error compiler not supported
#endif
// STUDIO MODELS, Copyright (c) 1998, Valve LLC. All rights reserved.
#define MAXSTUDIOTRIANGLES 20000 // TODO: tune this
#define MAXSTUDIOVERTS 2048 // TODO: tune this
#define MAXSTUDIOSEQUENCES 256 // total animation sequences
#define MAXSTUDIOSKINS 100 // total textures
#define MAXSTUDIOSRCBONES 512 // bones allowed at source movement
#define MAXSTUDIOBONES 128 // total bones actually used
#define MAXSTUDIOMODELS 32 // sub-models per model
#define MAXSTUDIOBODYPARTS 32
#define MAXSTUDIOGROUPS 4
#define MAXSTUDIOANIMATIONS 512 // per sequence
#define MAXSTUDIOMESHES 256
#define MAXSTUDIOEVENTS 1024
#define MAXSTUDIOPIVOTS 256
#define MAXSTUDIOCONTROLLERS 8
typedef f32 vec3_hl[3]; // x,y,z
typedef f32 vec4_hl[4]; // x,y,z,w
struct SHalflifeHeader
{
c8 id[4];
s32 version;
c8 name[64];
s32 length;
vec3_hl eyeposition; // ideal eye position
vec3_hl min; // ideal movement hull size
vec3_hl max;
vec3_hl bbmin; // clipping bounding box
vec3_hl bbmax;
s32 flags;
u32 numbones; // bones
u32 boneindex;
u32 numbonecontrollers; // bone controllers
u32 bonecontrollerindex;
u32 numhitboxes; // complex bounding boxes
u32 hitboxindex;
u32 numseq; // animation sequences
u32 seqindex;
u32 numseqgroups; // demand loaded sequences
u32 seqgroupindex;
u32 numtextures; // raw textures
u32 textureindex;
u32 texturedataindex;
u32 numskinref; // replaceable textures
u32 numskinfamilies;
u32 skinindex;
u32 numbodyparts;
u32 bodypartindex;
u32 numattachments; // queryable attachable points
u32 attachmentindex;
s32 soundtable;
s32 soundindex;
s32 soundgroups;
s32 soundgroupindex;
s32 numtransitions; // animation node to animation node transition graph
s32 transitionindex;
} PACK_STRUCT;
// header for demand loaded sequence group data
typedef struct
{
s32 id;
s32 version;
c8 name[64];
s32 length;
} PACK_STRUCT studioseqhdr_t;
// bones
struct SHalflifeBone
{
c8 name[32]; // bone name for symbolic links
s32 parent; // parent bone
s32 flags; // ??
s32 bonecontroller[6]; // bone controller index, -1 == none
f32 value[6]; // default DoF values
f32 scale[6]; // scale for delta DoF values
} PACK_STRUCT;
// bone controllers
struct SHalflifeBoneController
{
s32 bone; // -1 == 0
s32 type; // X, Y, Z, XR, YR, ZR, M
f32 start;
f32 end;
s32 rest; // byte index value at rest
s32 index; // 0-3 user set controller, 4 mouth
} PACK_STRUCT;
// intersection boxes
struct SHalflifeBBox
{
s32 bone;
s32 group; // intersection group
vec3_hl bbmin; // bounding box
vec3_hl bbmax;
} PACK_STRUCT;
#ifndef ZONE_H
typedef void *cache_user_t;
#endif
// demand loaded sequence groups
struct SHalflifeSequenceGroup
{
c8 label[32]; // textual name
c8 name[64]; // file name
cache_user_t cache; // cache index pointer
s32 data; // hack for group 0
} PACK_STRUCT;
// sequence descriptions
struct SHalflifeSequence
{
c8 label[32]; // sequence label
f32 fps; // frames per second
s32 flags; // looping/non-looping flags
s32 activity;
s32 actweight;
s32 numevents;
s32 eventindex;
s32 numframes; // number of frames per sequence
u32 numpivots; // number of foot pivots
u32 pivotindex;
s32 motiontype;
s32 motionbone;
vec3_hl linearmovement;
s32 automoveposindex;
s32 automoveangleindex;
vec3_hl bbmin; // per sequence bounding box
vec3_hl bbmax;
s32 numblends;
s32 animindex; // SHalflifeAnimOffset pointer relative to start of sequence group data
// [blend][bone][X, Y, Z, XR, YR, ZR]
s32 blendtype[2]; // X, Y, Z, XR, YR, ZR
f32 blendstart[2]; // starting value
f32 blendend[2]; // ending value
s32 blendparent;
s32 seqgroup; // sequence group for demand loading
s32 entrynode; // transition node at entry
s32 exitnode; // transition node at exit
s32 nodeflags; // transition rules
s32 nextseq; // auto advancing sequences
} PACK_STRUCT;
// events
typedef struct
{
s32 frame;
s32 event;
s32 type;
c8 options[64];
} PACK_STRUCT mstudioevent_t;
// pivots
typedef struct
{
vec3_hl org; // pivot point
s32 start;
s32 end;
} PACK_STRUCT mstudiopivot_t;
// attachment
struct SHalflifeAttachment
{
c8 name[32];
s32 type;
s32 bone;
vec3_hl org; // attachment point
vec3_hl vectors[3];
} PACK_STRUCT;
struct SHalflifeAnimOffset
{
u16 offset[6];
} PACK_STRUCT;
// animation frames
union SHalflifeAnimationFrame
{
struct {
u8 valid;
u8 total;
} PACK_STRUCT num;
s16 value;
} PACK_STRUCT;
// body part index
struct SHalflifeBody
{
c8 name[64];
u32 nummodels;
u32 base;
u32 modelindex; // index into models array
} PACK_STRUCT;
// skin info
struct SHalflifeTexture
{
c8 name[64];
s32 flags;
s32 width;
s32 height;
s32 index;
} PACK_STRUCT;
// skin families
// short index[skinfamilies][skinref]
// studio models
struct SHalflifeModel
{
c8 name[64];
s32 type;
f32 boundingradius;
u32 nummesh;
u32 meshindex;
u32 numverts; // number of unique vertices
u32 vertinfoindex; // vertex bone info
u32 vertindex; // vertex vec3_hl
u32 numnorms; // number of unique surface normals
u32 norminfoindex; // normal bone info
u32 normindex; // normal vec3_hl
u32 numgroups; // deformation groups
u32 groupindex;
} PACK_STRUCT;
// meshes
typedef struct
{
u32 numtris;
u32 triindex;
u32 skinref;
u32 numnorms; // per mesh normals
u32 normindex; // normal vec3_hl
} PACK_STRUCT SHalflifeMesh;
// lighting options
#define STUDIO_NF_FLATSHADE 0x0001
#define STUDIO_NF_CHROME 0x0002
#define STUDIO_NF_FULLBRIGHT 0x0004
// motion flags
#define STUDIO_X 0x0001
#define STUDIO_Y 0x0002
#define STUDIO_Z 0x0004
#define STUDIO_XR 0x0008
#define STUDIO_YR 0x0010
#define STUDIO_ZR 0x0020
#define STUDIO_LX 0x0040
#define STUDIO_LY 0x0080
#define STUDIO_LZ 0x0100
#define STUDIO_AX 0x0200
#define STUDIO_AY 0x0400
#define STUDIO_AZ 0x0800
#define STUDIO_AXR 0x1000
#define STUDIO_AYR 0x2000
#define STUDIO_AZR 0x4000
#define STUDIO_TYPES 0x7FFF
#define STUDIO_RLOOP 0x8000 // controller that wraps shortest distance
// sequence flags
#define STUDIO_LOOPING 0x0001
// bone flags
#define STUDIO_HAS_NORMALS 0x0001
#define STUDIO_HAS_VERTICES 0x0002
#define STUDIO_HAS_BBOX 0x0004
#define STUDIO_HAS_CHROME 0x0008 // if any of the textures have chrome on them
#define RAD_TO_STUDIO (32768.0/M_PI)
#define STUDIO_TO_RAD (M_PI/32768.0)
// Default alignment
#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
# pragma pack( pop, packing )
#endif
#undef PACK_STRUCT
/*!
Textureatlas
Combine Source Images with arbitrary size and bithdepth to an Image with 2^n size
borders from the source images are copied around for allowing filtering ( bilinear, mipmap )
*/
struct STextureAtlas
{
STextureAtlas ()
{
release();
}
virtual ~STextureAtlas ()
{
release ();
}
void release ();
void addSource ( const c8 * name, video::IImage * image );
void create ( u32 pixelborder, video::E_TEXTURE_CLAMP texmode );
void getScale ( core::vector2df &scale );
void getTranslation ( const c8 * name, core::vector2di &pos );
struct TextureAtlasEntry
{
io::path name;
u32 width;
u32 height;
core::vector2di pos;
video::IImage * image;
bool operator < ( const TextureAtlasEntry & other )
{
return height > other.height;
}
};
core::array < TextureAtlasEntry > atlas;
video::IImage * Master;
};
//! Possible types of Animation Type
enum E_ANIMATION_TYPE
{
//! No Animation
EAMT_STILL,
//! From Start to End, then Stop ( Limited Line )
EAMT_WAYPOINT,
//! Linear Cycling Animation ( Sawtooth )
EAMT_LOOPING,
//! Linear bobbing ( Triangle )
EAMT_PINGPONG
};
//! Names for Animation Type
const c8* const MeshAnimationTypeNames[] =
{
"still",
"waypoint",
"looping",
"pingpong",
0
};
//! Data for holding named Animation Info
struct KeyFrameInterpolation
{
core::stringc Name; // Name of the current Animation/Bone
E_ANIMATION_TYPE AnimationType; // Type of Animation ( looping, usw..)
f32 CurrentFrame; // Current Frame
s32 NextFrame; // Frame which will be used next. For blending
s32 StartFrame; // Absolute Frame where the current animation start
s32 Frames; // Relative Frames how much Frames this animation have
s32 LoopingFrames; // How much of Frames sould be looped
s32 EndFrame; // Absolute Frame where the current animation ends End = start + frames - 1
f32 FramesPerSecond; // Speed in Frames/Seconds the animation is played
f32 RelativeSpeed; // Factor Original fps is modified
u32 BeginTime; // Animation started at this thime
u32 EndTime; // Animation end at this time
u32 LastTime; // Last Keyframe was done at this time
KeyFrameInterpolation ( const c8 * name = "", s32 start = 0, s32 frames = 0, s32 loopingframes = 0,
f32 fps = 0.f, f32 relativefps = 1.f )
: Name ( name ), AnimationType ( loopingframes ? EAMT_LOOPING : EAMT_WAYPOINT),
CurrentFrame ( (f32) start ), NextFrame ( start ), StartFrame ( start ),
Frames ( frames ), LoopingFrames ( loopingframes ), EndFrame ( start + frames - 1 ),
FramesPerSecond ( fps ), RelativeSpeed ( relativefps ),
BeginTime ( 0 ), EndTime ( 0 ), LastTime ( 0 )
{
}
// linear search
bool operator == ( const KeyFrameInterpolation & other ) const
{
return Name.equals_ignore_case ( other.Name );
}
};
//! a List holding named Animations
typedef core::array < KeyFrameInterpolation > IAnimationList;
//! a List holding named Skins
typedef core::array < core::stringc > ISkinList;
// Current Model per Body
struct SubModel
{
core::stringc name;
u32 startBuffer;
u32 endBuffer;
u32 state;
};
struct BodyPart
{
core::stringc name;
u32 defaultModel;
core::array < SubModel > model;
};
//! a List holding named Models and SubModels
typedef core::array < BodyPart > IBodyList;
class CAnimatedMeshHalfLife : public IAnimatedMesh
{
public:
//! constructor
CAnimatedMeshHalfLife();
//! destructor
virtual ~CAnimatedMeshHalfLife();
//! loads a Halflife mdl file
virtual bool loadModelFile( io::IReadFile* file, ISceneManager * smgr );
//IAnimatedMesh
virtual u32 getFrameCount() const;
virtual IMesh* getMesh(s32 frame, s32 detailLevel, s32 startFrameLoop, s32 endFrameLoop);
virtual const core::aabbox3d<f32>& getBoundingBox() const;
virtual E_ANIMATED_MESH_TYPE getMeshType() const;
virtual void renderModel ( u32 param, video::IVideoDriver * driver, const core::matrix4 &absoluteTransformation);
//! returns amount of mesh buffers.
virtual u32 getMeshBufferCount() const;
//! returns pointer to a mesh buffer
virtual IMeshBuffer* getMeshBuffer(u32 nr) const;
//! Returns pointer to a mesh buffer which fits a material
virtual IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const;
virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue);
//! set the hardware mapping hint, for driver
virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX);
//! flags the meshbuffer as changed, reloads hardware buffers
virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX);
//! set user axis aligned bounding box
virtual void setBoundingBox(const core::aabbox3df& box);
//! Get the Animation List
virtual IAnimationList* getAnimList () { return &AnimList; }
//! Return the named Body List of this Animated Mesh
virtual IBodyList *getBodyList() { return &BodyList; }
private:
// KeyFrame Animation List
IAnimationList AnimList;
// Sum of all sequences
u32 FrameCount;
// Named meshes of the Body
IBodyList BodyList;
//! return a Mesh per frame
SMesh MeshIPol;
ISceneManager *SceneManager;
SHalflifeHeader *Header;
SHalflifeHeader *TextureHeader;
bool OwnTexModel; // do we have a modelT.mdl ?
SHalflifeHeader *AnimationHeader[32]; // sequences named model01.mdl, model02.mdl
void initData ();
SHalflifeHeader * loadModel( io::IReadFile* file, const io::path &filename );
bool postLoadModel( const io::path &filename );
u32 SequenceIndex; // sequence index
f32 CurrentFrame; // Current Frame
#define MOUTH_CONTROLLER 4
u8 BoneController[4 + 1 ]; // bone controllers + mouth position
u8 Blending[2]; // animation blending
f32 SetController( s32 controllerIndex, f32 value );
u32 SkinGroupSelection; // skin group selection
u32 SetSkin( u32 value );
void initModel ();
void dumpModelInfo ( u32 level);
void ExtractBbox( s32 sequence, core::aabbox3df &box );
void setUpBones ();
SHalflifeAnimOffset * getAnim( SHalflifeSequence *seq );
void slerpBones( vec4_hl q1[], vec3_hl pos1[], vec4_hl q2[], vec3_hl pos2[], f32 s );
void calcRotations ( vec3_hl *pos, vec4_hl *q, SHalflifeSequence *seq, SHalflifeAnimOffset *anim, f32 f );
vec4_hl BoneAdj;
void calcBoneAdj();
void calcBoneQuaternion(const s32 frame, const SHalflifeBone *bone, SHalflifeAnimOffset *anim, const u32 j, f32& angle1, f32& angle2) const;
void calcBonePosition(const s32 frame, f32 s, const SHalflifeBone *bone, SHalflifeAnimOffset *anim, f32 *pos ) const;
void buildVertices ();
io::path TextureBaseName;
#define HL_TEXTURE_ATLAS
#ifdef HL_TEXTURE_ATLAS
STextureAtlas TextureAtlas;
video::ITexture *TextureMaster;
#endif
};
//! Meshloader capable of loading HalfLife Model files
class CHalflifeMDLMeshFileLoader : public IMeshLoader
{
public:
//! Constructor
CHalflifeMDLMeshFileLoader( scene::ISceneManager* smgr );
//! returns true if the file maybe is able to be loaded by this class
/** based on the file extension (e.g. ".bsp") */
virtual bool isALoadableFileExtension(const io::path& filename) const;
//! creates/loads an animated mesh from the file.
/** \return Pointer to the created mesh. Returns 0 if loading failed.
If you no longer need the mesh, you should call IAnimatedMesh::drop().
See IReferenceCounted::drop() for more information.
*/
virtual IAnimatedMesh* createMesh(io::IReadFile* file);
private:
scene::ISceneManager* SceneManager;
};
} // end namespace scene
} // end namespace irr
#endif