irrlicht/source/Irrlicht/CAnimatedMeshMD3.cpp

405 lines
10 KiB
C++

// Copyright (C) 2002-2007 Nikolaus Gebhardt / Fabio Concas / Thomas Alten
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_MD3_LOADER_
#include "CAnimatedMeshMD3.h"
#include "os.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
struct SMD3Bone
{
f32 Mins[3]; // bounding box per frame
f32 Maxs[3];
f32 Position[3]; // position of bounding box
f32 scale;
c8 creator[16];
};
struct SMD3Tag
{
c8 Name[64]; //name of 'tag' as it's usually called in the md3 files try to see it as a sub-mesh/seperate mesh-part.
f32 position[3]; //relative position of tag
f32 rotationMatrix[9]; //3x3 rotation direction of tag
};
struct SMD3Skin
{
c8 name[68]; // name of skin
};
// Default alignment
#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
# pragma pack( pop, packing )
#endif
#undef PACK_STRUCT
//! Constructor
CAnimatedMeshMD3::CAnimatedMeshMD3 ()
: Mesh ( 0 )
{
#ifdef _DEBUG
setDebugName("CAnimatedMeshMD3");
#endif
Mesh = new SMD3Mesh ();
memset ( &Mesh->MD3Header, 0, sizeof ( Mesh->MD3Header ) );
setInterpolationShift ( 0, 0 );
}
//! Destructor
CAnimatedMeshMD3::~CAnimatedMeshMD3()
{
if ( Mesh )
Mesh->drop ();
}
//! Returns the amount of frames in milliseconds. If the amount is 1, it is a static (=non animated) mesh.
u32 CAnimatedMeshMD3::getFrameCount() const
{
return Mesh->MD3Header.numFrames << IPolShift;
}
//! Rendering Hint
void CAnimatedMeshMD3::setInterpolationShift ( u32 shift, u32 loopMode )
{
IPolShift = shift;
}
//! Returns the animated tag list based on a detail level. 0 is the lowest, 255 the highest detail.
SMD3QuaterionTagList *CAnimatedMeshMD3::getTagList(s32 frame, s32 detailLevel, s32 startFrameLoop, s32 endFrameLoop)
{
if ( 0 == Mesh )
return 0;
getMesh ( frame, detailLevel, startFrameLoop, endFrameLoop );
return &TagListIPol;
}
//! Returns the animated mesh based on a detail level. 0 is the lowest, 255 the highest detail.
IMesh* CAnimatedMeshMD3::getMesh(s32 frame, s32 detailLevel, s32 startFrameLoop, s32 endFrameLoop)
{
if ( 0 == Mesh )
return 0;
u32 i;
//! check if we have the mesh in our private cache
SCacheInfo candidate ( frame, startFrameLoop, endFrameLoop );
if ( candidate == Current )
return &MeshIPol;
startFrameLoop = core::s32_max ( 0, startFrameLoop >> IPolShift );
endFrameLoop = core::if_c_a_else_b ( endFrameLoop < 0, Mesh->MD3Header.numFrames - 1, endFrameLoop >> IPolShift );
const u32 mask = 1 << IPolShift;
s32 frameA;
s32 frameB;
f32 iPol;
if ( LoopMode )
{
// correct frame to "pixel center"
frame -= mask >> 1;
// interpolation
iPol = f32(frame & ( mask - 1 )) * core::reciprocal ( f32(mask) );
// wrap anim
frame >>= IPolShift;
frameA = core::if_c_a_else_b ( frame < startFrameLoop, endFrameLoop, frame );
frameB = core::if_c_a_else_b ( frameA + 1 > endFrameLoop, startFrameLoop, frameA + 1 );
}
else
{
// correct frame to "pixel center"
frame -= mask >> 1;
iPol = f32(frame & ( mask - 1 )) * core::reciprocal ( f32(mask) );
// clamp anim
frame >>= IPolShift;
frameA = core::s32_clamp ( frame, startFrameLoop, endFrameLoop );
frameB = core::s32_min ( frameA + 1, endFrameLoop );
}
// build current vertex
for ( i = 0; i!= Mesh->Buffer.size (); ++i )
{
buildVertexArray(frameA, frameB, iPol,
Mesh->Buffer[i],
(SMeshBuffer*) MeshIPol.getMeshBuffer(i)
);
}
MeshIPol.recalculateBoundingBox ();
// build current tags
buildTagArray ( frameA, frameB, iPol );
Current = candidate;
return &MeshIPol;
}
//! create a Irrlicht MeshBuffer for a MD3 MeshBuffer
IMeshBuffer * CAnimatedMeshMD3::createMeshBuffer ( const SMD3MeshBuffer * source )
{
SMeshBuffer * dest = new SMeshBuffer ();
dest->Vertices.set_used ( source->MeshHeader.numVertices );
dest->Indices.set_used ( source->Indices.size () );
u32 i;
// fill in static face info
for ( i = 0; i < source->Indices.size (); i += 3 )
{
dest->Indices[i + 0 ] = (u16) source->Indices[i + 0];
dest->Indices[i + 1 ] = (u16) source->Indices[i + 1];
dest->Indices[i + 2 ] = (u16) source->Indices[i + 2];
}
// fill in static vertex info
for ( i = 0; i!= (u32)source->MeshHeader.numVertices; ++i )
{
video::S3DVertex &v = dest->Vertices [ i ];
v.Color = 0xFFFFFFFF;
v.TCoords.X = source->Tex[i].u;
v.TCoords.Y = source->Tex[i].v;
}
return dest;
}
//! build final mesh's vertices from frames frameA and frameB with linear interpolation.
void CAnimatedMeshMD3::buildVertexArray ( u32 frameA, u32 frameB, f32 interpolate,
const SMD3MeshBuffer * source,
SMeshBuffer * dest
)
{
const u32 frameOffsetA = frameA * source->MeshHeader.numVertices;
const u32 frameOffsetB = frameB * source->MeshHeader.numVertices;
const f32 scale = ( 1.f/ 64.f );
for (s32 i = 0; i != source->MeshHeader.numVertices; ++i)
{
video::S3DVertex &v = dest->Vertices [ i ];
const SMD3Vertex &vA = source->Vertices [ frameOffsetA + i ];
const SMD3Vertex &vB = source->Vertices [ frameOffsetB + i ];
// position
v.Pos.X = scale * ( vA.position[0] + interpolate * ( vB.position[0] - vA.position[0] ) );
v.Pos.Y = scale * ( vA.position[2] + interpolate * ( vB.position[2] - vA.position[2] ) );
v.Pos.Z = scale * ( vA.position[1] + interpolate * ( vB.position[1] - vA.position[1] ) );
// normal
const core::vector3df nA(getNormal ( vA.normal[0], vA.normal[1] ));
const core::vector3df nB(getNormal ( vB.normal[0], vB.normal[1] ));
v.Normal.X = nA.X + interpolate * ( nB.X - nA.X );
v.Normal.Y = nA.Z + interpolate * ( nB.Z - nA.Z );
v.Normal.Z = nA.Y + interpolate * ( nB.Y - nA.Y );
}
dest->recalculateBoundingBox ();
}
//! build final mesh's tag from frames frameA and frameB with linear interpolation.
void CAnimatedMeshMD3::buildTagArray ( u32 frameA, u32 frameB, f32 interpolate )
{
const u32 frameOffsetA = frameA * Mesh->MD3Header.numTags;
const u32 frameOffsetB = frameB * Mesh->MD3Header.numTags;
for ( s32 i = 0; i != Mesh->MD3Header.numTags; ++i )
{
SMD3QuaterionTag &d = TagListIPol [ i ];
const SMD3QuaterionTag &qA = Mesh->TagList.Container[ frameOffsetA + i];
const SMD3QuaterionTag &qB = Mesh->TagList.Container[ frameOffsetB + i];
// rotation
d.rotation.slerp( qA.rotation, qB.rotation, interpolate );
// position
d.position.X = qA.position.X + interpolate * ( qB.position.X - qA.position.X );
d.position.Y = qA.position.Y + interpolate * ( qB.position.Y - qA.position.Y );
d.position.Z = qA.position.Z + interpolate * ( qB.position.Z - qA.position.Z );
}
}
/*!
loads a model
*/
bool CAnimatedMeshMD3::loadModelFile( u32 modelIndex, io::IReadFile* file)
{
if (!file)
return false;
//! Check MD3Header
{
file->read( &Mesh->MD3Header, sizeof(SMD3Header) );
if ( strncmp("IDP3", Mesh->MD3Header.headerID, 4) )
{
os::Printer::log("MD3 Loader: invalid header");
return false;
}
}
//! store model name
Mesh->Name = file->getFileName();
//! Bone Frames Data ( ignore )
//! Tag Data
const u32 totalTags = Mesh->MD3Header.numTags * Mesh->MD3Header.numFrames;
SMD3Tag import;
SMD3QuaterionTag exp;
u32 i;
file->seek( Mesh->MD3Header.tagStart );
for (i = 0; i != totalTags; ++i )
{
file->read(&import, sizeof(import) );
//! tag name
exp.Name = import.Name;
//! position
exp.position.X = import.position[0];
exp.position.Y = import.position[2];
exp.position.Z = import.position[1];
//! construct quaternion from a RH 3x3 Matrix
exp.rotation.set (import.rotationMatrix[7],
0.f,
-import.rotationMatrix[6],
1 + import.rotationMatrix[8]);
exp.rotation.normalize ();
Mesh->TagList.Container.push_back ( exp );
}
//! Meshes
u32 offset = Mesh->MD3Header.tagEnd;
SMD3Skin skin;
for (i = 0; i != (u32)Mesh->MD3Header.numMeshes; ++i )
{
//! construct a new mesh buffer
SMD3MeshBuffer * buf = new SMD3MeshBuffer ();
// !read mesh header info
SMD3MeshHeader &meshHeader = buf->MeshHeader;
//! read mesh info
file->seek( offset );
file->read( &meshHeader, sizeof(SMD3MeshHeader) );
//! prepare memory
buf->Vertices.set_used ( meshHeader.numVertices * Mesh->MD3Header.numFrames );
buf->Indices.set_used ( meshHeader.numTriangles * 3 );
buf->Tex.set_used ( meshHeader.numVertices );
//! read skins (shaders)
file->seek( offset + buf->MeshHeader.offset_shaders );
for ( s32 g = 0; g != buf->MeshHeader.numShader; ++g )
{
file->read( &skin, sizeof(skin) );
buf->Shader.push_back ( skin.name );
}
//! read texture coordinates
file->seek( offset + buf->MeshHeader.offset_st);
file->read( buf->Tex.pointer(), buf->MeshHeader.numVertices * sizeof(SMD3TexCoord) );
//! read vertices
file->seek(offset + meshHeader.vertexStart);
file->read( buf->Vertices.pointer(), Mesh->MD3Header.numFrames * meshHeader.numVertices * sizeof(SMD3Vertex) );
//! read indices
file->seek( offset + meshHeader.offset_triangles );
file->read( buf->Indices.pointer(), meshHeader.numTriangles * sizeof(SMD3Face) );
//! store meshBuffer
Mesh->Buffer.push_back ( buf );
offset += meshHeader.offset_end;
}
// Init Mesh Interpolation
for ( i = 0; i != Mesh->Buffer.size (); ++i )
{
IMeshBuffer * buffer = createMeshBuffer ( Mesh->Buffer[i] );
MeshIPol.addMeshBuffer ( buffer );
buffer->drop ();
}
// Init Tag Interpolation
for (i = 0; i != (u32)Mesh->MD3Header.numTags; ++i )
{
TagListIPol.Container.push_back ( Mesh->TagList.Container[i] );
}
return true;
}
SMD3Mesh * CAnimatedMeshMD3::getOriginalMesh ()
{
return Mesh;
}
//! Returns an axis aligned bounding box
const core::aabbox3d<f32>& CAnimatedMeshMD3::getBoundingBox() const
{
return MeshIPol.BoundingBox;
}
//! Returns the type of the animated mesh.
E_ANIMATED_MESH_TYPE CAnimatedMeshMD3::getMeshType() const
{
return EAMT_MD3;
}
} // end namespace scene
} // end namespace irr
#endif // _IRR_COMPILE_WITH_MD3_LOADER_