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https://github.com/minetest/irrlicht.git
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2ae2a551a6
GLES drivers adapted, but only did make compile-tests. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
364 lines
11 KiB
C++
364 lines
11 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#include "IrrCompileConfig.h"
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#ifdef _IRR_COMPILE_WITH_MD2_LOADER_
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#include "CMD2MeshFileLoader.h"
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#include "CAnimatedMeshMD2.h"
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#include "os.h"
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namespace irr
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{
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namespace scene
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{
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// structs needed to load the md2-format
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const s32 MD2_MAGIC_NUMBER = 844121161;
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const s32 MD2_VERSION = 8;
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const s32 MD2_MAX_VERTS = 2048;
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// byte-align structures
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#include "irrpack.h"
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struct SMD2Header
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{
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s32 magic; // four character code "IDP2"
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s32 version; // must be 8
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s32 skinWidth; // width of the texture
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s32 skinHeight; // height of the texture
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s32 frameSize; // size in bytes of an animation frame
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s32 numSkins; // number of textures
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s32 numVertices; // total number of vertices
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s32 numTexcoords; // number of vertices with texture coords
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s32 numTriangles; // number of triangles
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s32 numGlCommands; // number of opengl commands (triangle strip or triangle fan)
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s32 numFrames; // animation keyframe count
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s32 offsetSkins; // offset in bytes to 64 character skin names
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s32 offsetTexcoords; // offset in bytes to texture coordinate list
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s32 offsetTriangles; // offset in bytes to triangle list
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s32 offsetFrames; // offset in bytes to frame list
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s32 offsetGlCommands;// offset in bytes to opengl commands
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s32 offsetEnd; // offset in bytes to end of file
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} PACK_STRUCT;
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struct SMD2Vertex
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{
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u8 vertex[3]; // [0] = X, [1] = Z, [2] = Y
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u8 lightNormalIndex; // index in the normal table
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} PACK_STRUCT;
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struct SMD2Frame
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{
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f32 scale[3]; // first scale the vertex position
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f32 translate[3]; // then translate the position
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c8 name[16]; // the name of the animation that this key belongs to
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SMD2Vertex vertices[1]; // vertex 1 of SMD2Header.numVertices
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} PACK_STRUCT;
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struct SMD2Triangle
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{
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u16 vertexIndices[3];
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u16 textureIndices[3];
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} PACK_STRUCT;
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struct SMD2TextureCoordinate
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{
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s16 s;
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s16 t;
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} PACK_STRUCT;
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struct SMD2GLCommand
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{
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f32 s, t;
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s32 vertexIndex;
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} PACK_STRUCT;
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// Default alignment
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#include "irrunpack.h"
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//! Constructor
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CMD2MeshFileLoader::CMD2MeshFileLoader()
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{
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#ifdef _DEBUG
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setDebugName("CMD2MeshFileLoader");
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#endif
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}
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//! returns true if the file maybe is able to be loaded by this class
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//! based on the file extension (e.g. ".bsp")
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bool CMD2MeshFileLoader::isALoadableFileExtension(const io::path& filename) const
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{
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return core::hasFileExtension ( filename, "md2" );
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}
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//! creates/loads an animated mesh from the file.
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//! \return Pointer to the created mesh. Returns 0 if loading failed.
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//! If you no longer need the mesh, you should call IAnimatedMesh::drop().
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//! See IReferenceCounted::drop() for more information.
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IAnimatedMesh* CMD2MeshFileLoader::createMesh(io::IReadFile* file)
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{
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IAnimatedMesh* msh = new CAnimatedMeshMD2();
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if (msh)
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{
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if (loadFile(file, (CAnimatedMeshMD2*)msh) )
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return msh;
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msh->drop();
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}
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return 0;
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}
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//! loads an md2 file
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bool CMD2MeshFileLoader::loadFile(io::IReadFile* file, CAnimatedMeshMD2* mesh)
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{
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if (!file)
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return false;
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SMD2Header header;
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file->read(&header, sizeof(SMD2Header));
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#ifdef __BIG_ENDIAN__
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header.magic = os::Byteswap::byteswap(header.magic);
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header.version = os::Byteswap::byteswap(header.version);
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header.skinWidth = os::Byteswap::byteswap(header.skinWidth);
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header.skinHeight = os::Byteswap::byteswap(header.skinHeight);
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header.frameSize = os::Byteswap::byteswap(header.frameSize);
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header.numSkins = os::Byteswap::byteswap(header.numSkins);
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header.numVertices = os::Byteswap::byteswap(header.numVertices);
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header.numTexcoords = os::Byteswap::byteswap(header.numTexcoords);
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header.numTriangles = os::Byteswap::byteswap(header.numTriangles);
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header.numGlCommands = os::Byteswap::byteswap(header.numGlCommands);
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header.numFrames = os::Byteswap::byteswap(header.numFrames);
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header.offsetSkins = os::Byteswap::byteswap(header.offsetSkins);
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header.offsetTexcoords = os::Byteswap::byteswap(header.offsetTexcoords);
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header.offsetTriangles = os::Byteswap::byteswap(header.offsetTriangles);
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header.offsetFrames = os::Byteswap::byteswap(header.offsetFrames);
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header.offsetGlCommands = os::Byteswap::byteswap(header.offsetGlCommands);
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header.offsetEnd = os::Byteswap::byteswap(header.offsetEnd);
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#endif
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if (header.magic != MD2_MAGIC_NUMBER || header.version != MD2_VERSION)
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{
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os::Printer::log("MD2 Loader: Wrong file header", file->getFileName(), ELL_WARNING);
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return false;
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}
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//
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// prepare mesh and allocate memory
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//
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mesh->FrameCount = header.numFrames;
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// create keyframes
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mesh->FrameTransforms.set_used(header.numFrames);
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// create vertex arrays for each keyframe
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delete [] mesh->FrameList;
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mesh->FrameList = new core::array<CAnimatedMeshMD2::SMD2Vert>[header.numFrames];
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// allocate space in vertex arrays
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s32 i;
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for (i=0; i<header.numFrames; ++i)
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mesh->FrameList[i].reallocate(header.numVertices);
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// allocate interpolation buffer vertices
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mesh->InterpolationBuffer->Vertices.set_used(header.numTriangles*3);
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// populate triangles
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mesh->InterpolationBuffer->Indices.reallocate(header.numTriangles*3);
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const s32 count = header.numTriangles*3;
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for (i=0; i<count; i+=3)
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{
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mesh->InterpolationBuffer->Indices.push_back(i);
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mesh->InterpolationBuffer->Indices.push_back(i+1);
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mesh->InterpolationBuffer->Indices.push_back(i+2);
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}
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//
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// read texture coordinates
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//
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file->seek(header.offsetTexcoords);
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SMD2TextureCoordinate* textureCoords = new SMD2TextureCoordinate[header.numTexcoords];
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if (!file->read(textureCoords, sizeof(SMD2TextureCoordinate)*header.numTexcoords))
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{
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delete[] textureCoords;
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os::Printer::log("MD2 Loader: Error reading TextureCoords.", file->getFileName(), ELL_ERROR);
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return false;
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}
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#ifdef __BIG_ENDIAN__
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for (i=0; i<header.numTexcoords; ++i)
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{
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textureCoords[i].s = os::Byteswap::byteswap(textureCoords[i].s);
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textureCoords[i].t = os::Byteswap::byteswap(textureCoords[i].t);
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}
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#endif
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// read Triangles
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file->seek(header.offsetTriangles);
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SMD2Triangle *triangles = new SMD2Triangle[header.numTriangles];
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if (!file->read(triangles, header.numTriangles *sizeof(SMD2Triangle)))
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{
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delete[] triangles;
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delete[] textureCoords;
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os::Printer::log("MD2 Loader: Error reading triangles.", file->getFileName(), ELL_ERROR);
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return false;
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}
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#ifdef __BIG_ENDIAN__
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for (i=0; i<header.numTriangles; ++i)
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{
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triangles[i].vertexIndices[0] = os::Byteswap::byteswap(triangles[i].vertexIndices[0]);
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triangles[i].vertexIndices[1] = os::Byteswap::byteswap(triangles[i].vertexIndices[1]);
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triangles[i].vertexIndices[2] = os::Byteswap::byteswap(triangles[i].vertexIndices[2]);
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triangles[i].textureIndices[0] = os::Byteswap::byteswap(triangles[i].textureIndices[0]);
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triangles[i].textureIndices[1] = os::Byteswap::byteswap(triangles[i].textureIndices[1]);
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triangles[i].textureIndices[2] = os::Byteswap::byteswap(triangles[i].textureIndices[2]);
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}
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#endif
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// read Vertices
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u8 buffer[MD2_MAX_VERTS*4+128];
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SMD2Frame* frame = (SMD2Frame*)buffer;
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file->seek(header.offsetFrames);
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for (i = 0; i<header.numFrames; ++i)
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{
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// read vertices
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file->read(frame, header.frameSize);
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#ifdef __BIG_ENDIAN__
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frame->scale[0] = os::Byteswap::byteswap(frame->scale[0]);
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frame->scale[1] = os::Byteswap::byteswap(frame->scale[1]);
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frame->scale[2] = os::Byteswap::byteswap(frame->scale[2]);
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frame->translate[0] = os::Byteswap::byteswap(frame->translate[0]);
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frame->translate[1] = os::Byteswap::byteswap(frame->translate[1]);
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frame->translate[2] = os::Byteswap::byteswap(frame->translate[2]);
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#endif
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//
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// store frame data
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//
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CAnimatedMeshMD2::SAnimationData adata;
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adata.begin = i;
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adata.end = i;
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adata.fps = 7;
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// Add new named animation if necessary
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if (frame->name[0])
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{
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// get animation name
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for (s32 s = 0; s < 16 && frame->name[s]!=0 && (frame->name[s] < '0' || frame->name[s] > '9'); ++s)
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{
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adata.name += frame->name[s];
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}
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// Does this keyframe have the same animation name as the current animation?
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if (!mesh->AnimationData.empty() && mesh->AnimationData[mesh->AnimationData.size()-1].name == adata.name)
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{
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// Increase the length of the animation
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++mesh->AnimationData[mesh->AnimationData.size() - 1].end;
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}
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else
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{
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// Add the new animation
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mesh->AnimationData.push_back(adata);
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}
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}
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// save keyframe scale and translation
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mesh->FrameTransforms[i].scale.X = frame->scale[0];
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mesh->FrameTransforms[i].scale.Z = frame->scale[1];
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mesh->FrameTransforms[i].scale.Y = frame->scale[2];
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mesh->FrameTransforms[i].translate.X = frame->translate[0];
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mesh->FrameTransforms[i].translate.Z = frame->translate[1];
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mesh->FrameTransforms[i].translate.Y = frame->translate[2];
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// add vertices
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for (s32 j=0; j<header.numTriangles; ++j)
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{
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for (u32 ti=0; ti<3; ++ti)
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{
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CAnimatedMeshMD2::SMD2Vert v;
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u32 num = triangles[j].vertexIndices[ti];
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v.Pos.X = frame->vertices[num].vertex[0];
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v.Pos.Z = frame->vertices[num].vertex[1];
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v.Pos.Y = frame->vertices[num].vertex[2];
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v.NormalIdx = frame->vertices[num].lightNormalIndex;
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mesh->FrameList[i].push_back(v);
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}
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}
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// calculate bounding boxes
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if (header.numVertices)
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{
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core::aabbox3d<f32> box;
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core::vector3df pos;
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pos.X = f32(mesh->FrameList[i] [0].Pos.X) * mesh->FrameTransforms[i].scale.X + mesh->FrameTransforms[i].translate.X;
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pos.Y = f32(mesh->FrameList[i] [0].Pos.Y) * mesh->FrameTransforms[i].scale.Y + mesh->FrameTransforms[i].translate.Y;
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pos.Z = f32(mesh->FrameList[i] [0].Pos.Z) * mesh->FrameTransforms[i].scale.Z + mesh->FrameTransforms[i].translate.Z;
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box.reset(pos);
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for (s32 j=1; j<header.numTriangles*3; ++j)
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{
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pos.X = f32(mesh->FrameList[i] [j].Pos.X) * mesh->FrameTransforms[i].scale.X + mesh->FrameTransforms[i].translate.X;
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pos.Y = f32(mesh->FrameList[i] [j].Pos.Y) * mesh->FrameTransforms[i].scale.Y + mesh->FrameTransforms[i].translate.Y;
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pos.Z = f32(mesh->FrameList[i] [j].Pos.Z) * mesh->FrameTransforms[i].scale.Z + mesh->FrameTransforms[i].translate.Z;
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box.addInternalPoint(pos);
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}
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mesh->BoxList.push_back(box);
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}
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}
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// populate interpolation buffer with texture coordinates and colors
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if (header.numFrames)
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{
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f32 dmaxs = 1.0f/(header.skinWidth);
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f32 dmaxt = 1.0f/(header.skinHeight);
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for (s32 t=0; t<header.numTriangles; ++t)
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{
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for (s32 n=0; n<3; ++n)
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{
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mesh->InterpolationBuffer->Vertices[t*3 + n].TCoords.X = (textureCoords[triangles[t].textureIndices[n]].s + 0.5f) * dmaxs;
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mesh->InterpolationBuffer->Vertices[t*3 + n].TCoords.Y = (textureCoords[triangles[t].textureIndices[n]].t + 0.5f) * dmaxt;
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mesh->InterpolationBuffer->Vertices[t*3 + n].Color = video::SColor(255,255,255,255);
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}
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}
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}
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// clean up
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delete [] triangles;
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delete [] textureCoords;
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// init buffer with start frame.
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mesh->getMesh(0);
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return true;
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}
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} // end namespace scene
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} // end namespace irr
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#endif // _IRR_COMPILE_WITH_MD2_LOADER_
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