irrlicht/source/Irrlicht/CMD2MeshFileLoader.cpp
cutealien 7d2dbdd0c8 Unify & improve log messages
Lots of places where coders did not realize our Printer::log with hint adds a ": " string between message and hint
Which caused uglier messages in a few places (added documentation for that, maybe helps?)
Some added info in a few places
Some whitespace unification
Some spelling unification


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6414 dfc29bdd-3216-0410-991c-e03cc46cb475
2022-06-30 16:23:48 +00:00

371 lines
12 KiB
C++

// Copyright (C) 2002-2012 Nikolaus Gebhardt
// 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_MD2_LOADER_
#include "CMD2MeshFileLoader.h"
#include "CAnimatedMeshMD2.h"
#include "os.h"
namespace irr
{
namespace scene
{
// structs needed to load the md2-format
const s32 MD2_MAGIC_NUMBER = 844121161;
const s32 MD2_VERSION = 8;
const s32 MD2_MAX_VERTS = 2048;
// byte-align structures
#include "irrpack.h"
struct SMD2Header
{
s32 magic; // four character code "IDP2"
s32 version; // must be 8
s32 skinWidth; // width of the texture
s32 skinHeight; // height of the texture
s32 frameSize; // size in bytes of an animation frame
s32 numSkins; // number of textures
s32 numVertices; // total number of vertices
s32 numTexcoords; // number of vertices with texture coords
s32 numTriangles; // number of triangles
s32 numGlCommands; // number of opengl commands (triangle strip or triangle fan)
s32 numFrames; // animation keyframe count
s32 offsetSkins; // offset in bytes to 64 character skin names
s32 offsetTexcoords; // offset in bytes to texture coordinate list
s32 offsetTriangles; // offset in bytes to triangle list
s32 offsetFrames; // offset in bytes to frame list
s32 offsetGlCommands;// offset in bytes to opengl commands
s32 offsetEnd; // offset in bytes to end of file
} PACK_STRUCT;
struct SMD2Vertex
{
u8 vertex[3]; // [0] = X, [1] = Z, [2] = Y
u8 lightNormalIndex; // index in the normal table
} PACK_STRUCT;
struct SMD2Frame
{
f32 scale[3]; // first scale the vertex position
f32 translate[3]; // then translate the position
c8 name[16]; // the name of the animation that this key belongs to
SMD2Vertex vertices[1]; // vertex 1 of SMD2Header.numVertices
} PACK_STRUCT;
struct SMD2Triangle
{
u16 vertexIndices[3];
u16 textureIndices[3];
} PACK_STRUCT;
struct SMD2TextureCoordinate
{
s16 s;
s16 t;
} PACK_STRUCT;
struct SMD2GLCommand
{
f32 s, t;
s32 vertexIndex;
} PACK_STRUCT;
// Default alignment
#include "irrunpack.h"
//! Constructor
CMD2MeshFileLoader::CMD2MeshFileLoader()
{
#ifdef _DEBUG
setDebugName("CMD2MeshFileLoader");
#endif
}
//! returns true if the file maybe is able to be loaded by this class
//! based on the file extension (e.g. ".bsp")
bool CMD2MeshFileLoader::isALoadableFileExtension(const io::path& filename) const
{
return core::hasFileExtension ( filename, "md2" );
}
//! 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.
IAnimatedMesh* CMD2MeshFileLoader::createMesh(io::IReadFile* file)
{
IAnimatedMesh* msh = new CAnimatedMeshMD2();
if (msh)
{
if (loadFile(file, (CAnimatedMeshMD2*)msh) )
return msh;
msh->drop();
}
return 0;
}
//! loads an md2 file
bool CMD2MeshFileLoader::loadFile(io::IReadFile* file, CAnimatedMeshMD2* mesh)
{
if (!file)
return false;
SMD2Header header;
file->read(&header, sizeof(SMD2Header));
#ifdef __BIG_ENDIAN__
header.magic = os::Byteswap::byteswap(header.magic);
header.version = os::Byteswap::byteswap(header.version);
header.skinWidth = os::Byteswap::byteswap(header.skinWidth);
header.skinHeight = os::Byteswap::byteswap(header.skinHeight);
header.frameSize = os::Byteswap::byteswap(header.frameSize);
header.numSkins = os::Byteswap::byteswap(header.numSkins);
header.numVertices = os::Byteswap::byteswap(header.numVertices);
header.numTexcoords = os::Byteswap::byteswap(header.numTexcoords);
header.numTriangles = os::Byteswap::byteswap(header.numTriangles);
header.numGlCommands = os::Byteswap::byteswap(header.numGlCommands);
header.numFrames = os::Byteswap::byteswap(header.numFrames);
header.offsetSkins = os::Byteswap::byteswap(header.offsetSkins);
header.offsetTexcoords = os::Byteswap::byteswap(header.offsetTexcoords);
header.offsetTriangles = os::Byteswap::byteswap(header.offsetTriangles);
header.offsetFrames = os::Byteswap::byteswap(header.offsetFrames);
header.offsetGlCommands = os::Byteswap::byteswap(header.offsetGlCommands);
header.offsetEnd = os::Byteswap::byteswap(header.offsetEnd);
#endif
if (header.magic != MD2_MAGIC_NUMBER || header.version != MD2_VERSION)
{
os::Printer::log("MD2 Loader: Wrong file header", file->getFileName(), ELL_WARNING);
return false;
}
const int MAX_FRAME_SIZE = MD2_MAX_VERTS*4+128;
if ( header.frameSize > MAX_FRAME_SIZE || header.frameSize < 0)
{
os::Printer::log("MD2 Loader: Invalid frame size in header", file->getFileName(), ELL_WARNING);
return false;
}
//
// prepare mesh and allocate memory
//
mesh->FrameCount = header.numFrames;
// create keyframes
mesh->FrameTransforms.set_used(header.numFrames);
// create vertex arrays for each keyframe
delete [] mesh->FrameList;
mesh->FrameList = new core::array<CAnimatedMeshMD2::SMD2Vert>[header.numFrames];
// allocate space in vertex arrays
s32 i;
for (i=0; i<header.numFrames; ++i)
mesh->FrameList[i].reallocate(header.numVertices);
// allocate interpolation buffer vertices
mesh->InterpolationBuffer->Vertices.set_used(header.numTriangles*3);
// populate triangles
mesh->InterpolationBuffer->Indices.reallocate(header.numTriangles*3);
const s32 count = header.numTriangles*3;
for (i=0; i<count; i+=3)
{
mesh->InterpolationBuffer->Indices.push_back(i);
mesh->InterpolationBuffer->Indices.push_back(i+1);
mesh->InterpolationBuffer->Indices.push_back(i+2);
}
//
// read texture coordinates
//
file->seek(header.offsetTexcoords);
SMD2TextureCoordinate* textureCoords = new SMD2TextureCoordinate[header.numTexcoords];
if (!file->read(textureCoords, sizeof(SMD2TextureCoordinate)*header.numTexcoords))
{
delete[] textureCoords;
os::Printer::log("MD2 Loader: Error reading TextureCoords", file->getFileName(), ELL_ERROR);
return false;
}
#ifdef __BIG_ENDIAN__
for (i=0; i<header.numTexcoords; ++i)
{
textureCoords[i].s = os::Byteswap::byteswap(textureCoords[i].s);
textureCoords[i].t = os::Byteswap::byteswap(textureCoords[i].t);
}
#endif
// read Triangles
file->seek(header.offsetTriangles);
SMD2Triangle *triangles = new SMD2Triangle[header.numTriangles];
if (!file->read(triangles, header.numTriangles *sizeof(SMD2Triangle)))
{
delete[] triangles;
delete[] textureCoords;
os::Printer::log("MD2 Loader: Error reading triangles", file->getFileName(), ELL_ERROR);
return false;
}
#ifdef __BIG_ENDIAN__
for (i=0; i<header.numTriangles; ++i)
{
triangles[i].vertexIndices[0] = os::Byteswap::byteswap(triangles[i].vertexIndices[0]);
triangles[i].vertexIndices[1] = os::Byteswap::byteswap(triangles[i].vertexIndices[1]);
triangles[i].vertexIndices[2] = os::Byteswap::byteswap(triangles[i].vertexIndices[2]);
triangles[i].textureIndices[0] = os::Byteswap::byteswap(triangles[i].textureIndices[0]);
triangles[i].textureIndices[1] = os::Byteswap::byteswap(triangles[i].textureIndices[1]);
triangles[i].textureIndices[2] = os::Byteswap::byteswap(triangles[i].textureIndices[2]);
}
#endif
// read Vertices
u8 buffer[MAX_FRAME_SIZE];
SMD2Frame* frame = (SMD2Frame*)buffer;
file->seek(header.offsetFrames);
for (i = 0; i<header.numFrames; ++i)
{
// read vertices
file->read(frame, header.frameSize);
#ifdef __BIG_ENDIAN__
frame->scale[0] = os::Byteswap::byteswap(frame->scale[0]);
frame->scale[1] = os::Byteswap::byteswap(frame->scale[1]);
frame->scale[2] = os::Byteswap::byteswap(frame->scale[2]);
frame->translate[0] = os::Byteswap::byteswap(frame->translate[0]);
frame->translate[1] = os::Byteswap::byteswap(frame->translate[1]);
frame->translate[2] = os::Byteswap::byteswap(frame->translate[2]);
#endif
//
// store frame data
//
CAnimatedMeshMD2::SAnimationData adata;
adata.begin = i;
adata.end = i;
adata.fps = 7;
// Add new named animation if necessary
if (frame->name[0])
{
// get animation name
for (s32 s = 0; s < 16 && frame->name[s]!=0 && (frame->name[s] < '0' || frame->name[s] > '9'); ++s)
{
adata.name += frame->name[s];
}
// Does this keyframe have the same animation name as the current animation?
if (!mesh->AnimationData.empty() && mesh->AnimationData[mesh->AnimationData.size()-1].name == adata.name)
{
// Increase the length of the animation
++mesh->AnimationData[mesh->AnimationData.size() - 1].end;
}
else
{
// Add the new animation
mesh->AnimationData.push_back(adata);
}
}
// save keyframe scale and translation
mesh->FrameTransforms[i].scale.X = frame->scale[0];
mesh->FrameTransforms[i].scale.Z = frame->scale[1];
mesh->FrameTransforms[i].scale.Y = frame->scale[2];
mesh->FrameTransforms[i].translate.X = frame->translate[0];
mesh->FrameTransforms[i].translate.Z = frame->translate[1];
mesh->FrameTransforms[i].translate.Y = frame->translate[2];
// add vertices
for (s32 j=0; j<header.numTriangles; ++j)
{
for (u32 ti=0; ti<3; ++ti)
{
CAnimatedMeshMD2::SMD2Vert v;
u32 num = triangles[j].vertexIndices[ti];
v.Pos.X = frame->vertices[num].vertex[0];
v.Pos.Z = frame->vertices[num].vertex[1];
v.Pos.Y = frame->vertices[num].vertex[2];
v.NormalIdx = frame->vertices[num].lightNormalIndex;
mesh->FrameList[i].push_back(v);
}
}
// calculate bounding boxes
if (header.numVertices)
{
core::aabbox3d<f32> box;
core::vector3df pos;
pos.X = f32(mesh->FrameList[i] [0].Pos.X) * mesh->FrameTransforms[i].scale.X + mesh->FrameTransforms[i].translate.X;
pos.Y = f32(mesh->FrameList[i] [0].Pos.Y) * mesh->FrameTransforms[i].scale.Y + mesh->FrameTransforms[i].translate.Y;
pos.Z = f32(mesh->FrameList[i] [0].Pos.Z) * mesh->FrameTransforms[i].scale.Z + mesh->FrameTransforms[i].translate.Z;
box.reset(pos);
for (s32 j=1; j<header.numTriangles*3; ++j)
{
pos.X = f32(mesh->FrameList[i] [j].Pos.X) * mesh->FrameTransforms[i].scale.X + mesh->FrameTransforms[i].translate.X;
pos.Y = f32(mesh->FrameList[i] [j].Pos.Y) * mesh->FrameTransforms[i].scale.Y + mesh->FrameTransforms[i].translate.Y;
pos.Z = f32(mesh->FrameList[i] [j].Pos.Z) * mesh->FrameTransforms[i].scale.Z + mesh->FrameTransforms[i].translate.Z;
box.addInternalPoint(pos);
}
mesh->BoxList.push_back(box);
}
}
// populate interpolation buffer with texture coordinates and colors
if (header.numFrames)
{
f32 dmaxs = 1.0f/(header.skinWidth);
f32 dmaxt = 1.0f/(header.skinHeight);
for (s32 t=0; t<header.numTriangles; ++t)
{
for (s32 n=0; n<3; ++n)
{
mesh->InterpolationBuffer->Vertices[t*3 + n].TCoords.X = (textureCoords[triangles[t].textureIndices[n]].s + 0.5f) * dmaxs;
mesh->InterpolationBuffer->Vertices[t*3 + n].TCoords.Y = (textureCoords[triangles[t].textureIndices[n]].t + 0.5f) * dmaxt;
mesh->InterpolationBuffer->Vertices[t*3 + n].Color = video::SColor(255,255,255,255);
}
}
}
// clean up
delete [] triangles;
delete [] textureCoords;
// init buffer with start frame.
mesh->getMesh(0);
return true;
}
} // end namespace scene
} // end namespace irr
#endif // _IRR_COMPILE_WITH_MD2_LOADER_