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git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
469 lines
12 KiB
C++
469 lines
12 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt / Fabio Concas / Thomas Alten
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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_MD3_LOADER_
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#include "CAnimatedMeshMD3.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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// byte-align structures
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#include "irrpack.h"
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//! General properties of a single animation frame.
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struct SMD3Frame
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{
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f32 mins[3]; // bounding box per frame
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f32 maxs[3];
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f32 position[3]; // position of bounding box
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f32 radius; // radius of bounding sphere
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c8 creator[16]; // name of frame
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} PACK_STRUCT;
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//! An attachment point for another MD3 model.
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struct SMD3Tag
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{
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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.
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f32 position[3]; //relative position of tag
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f32 rotationMatrix[9]; //3x3 rotation direction of tag
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} PACK_STRUCT;
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//!Shader
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struct SMD3Shader
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{
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c8 name[64]; // name of shader
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s32 shaderIndex;
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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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CAnimatedMeshMD3::CAnimatedMeshMD3()
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:Mesh(0), IPolShift(0), LoopMode(0), Scaling(1.f)//, FramesPerSecond(25.f)
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{
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#ifdef _DEBUG
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setDebugName("CAnimatedMeshMD3");
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#endif
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Mesh = new SMD3Mesh();
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MeshIPol = new SMesh();
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setInterpolationShift(0, 0);
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}
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//! Destructor
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CAnimatedMeshMD3::~CAnimatedMeshMD3()
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{
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if (Mesh)
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Mesh->drop();
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if (MeshIPol)
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MeshIPol->drop();
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}
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//! Returns the amount of frames in milliseconds. If the amount is 1, it is a static (=non animated) mesh.
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u32 CAnimatedMeshMD3::getFrameCount() const
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{
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return Mesh->MD3Header.numFrames << IPolShift;
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}
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//! Rendering Hint
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void CAnimatedMeshMD3::setInterpolationShift(u32 shift, u32 loopMode)
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{
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IPolShift = shift;
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LoopMode = loopMode;
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}
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//! returns amount of mesh buffers.
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u32 CAnimatedMeshMD3::getMeshBufferCount() const
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{
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return MeshIPol->getMeshBufferCount();
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}
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//! returns pointer to a mesh buffer
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IMeshBuffer* CAnimatedMeshMD3::getMeshBuffer(u32 nr) const
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{
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return MeshIPol->getMeshBuffer(nr);
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}
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//! Returns pointer to a mesh buffer which fits a material
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IMeshBuffer* CAnimatedMeshMD3::getMeshBuffer(const video::SMaterial &material) const
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{
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return MeshIPol->getMeshBuffer(material);
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}
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void CAnimatedMeshMD3::setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue)
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{
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MeshIPol->setMaterialFlag(flag, newvalue);
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}
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//! set the hardware mapping hint, for driver
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void CAnimatedMeshMD3::setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint,
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E_BUFFER_TYPE buffer)
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{
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MeshIPol->setHardwareMappingHint(newMappingHint, buffer);
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}
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//! flags the meshbuffer as changed, reloads hardware buffers
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void CAnimatedMeshMD3::setDirty(E_BUFFER_TYPE buffer)
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{
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MeshIPol->setDirty(buffer);
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}
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//! set user axis aligned bounding box
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void CAnimatedMeshMD3::setBoundingBox(const core::aabbox3df& box)
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{
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MeshIPol->setBoundingBox(box);
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}
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//! Returns the animated tag list based on a detail level. 0 is the lowest, 255 the highest detail.
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SMD3QuaternionTagList *CAnimatedMeshMD3::getTagList(s32 frame, s32 detailLevel, s32 startFrameLoop, s32 endFrameLoop)
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{
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if (0 == Mesh)
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return 0;
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getMesh(frame, detailLevel, startFrameLoop, endFrameLoop);
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return &TagListIPol;
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}
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//! Returns the animated mesh based on a detail level. 0 is the lowest, 255 the highest detail.
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IMesh* CAnimatedMeshMD3::getMesh(s32 frame, s32 detailLevel, s32 startFrameLoop, s32 endFrameLoop)
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{
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if (0 == Mesh)
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return 0;
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//! check if we have the mesh in our private cache
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SCacheInfo candidate(frame, startFrameLoop, endFrameLoop);
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if (candidate == Current)
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return MeshIPol;
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startFrameLoop = core::s32_max(0, startFrameLoop >> IPolShift);
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endFrameLoop = core::if_c_a_else_b(endFrameLoop < 0, Mesh->MD3Header.numFrames - 1, endFrameLoop >> IPolShift);
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const u32 mask = 1 << IPolShift;
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s32 frameA;
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s32 frameB;
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f32 iPol;
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if (LoopMode)
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{
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// correct frame to "pixel center"
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frame -= mask >> 1;
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// interpolation
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iPol = f32(frame & (mask - 1)) * core::reciprocal(f32(mask));
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// wrap anim
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frame >>= IPolShift;
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frameA = core::if_c_a_else_b(frame < startFrameLoop, endFrameLoop, frame);
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frameB = core::if_c_a_else_b(frameA + 1 > endFrameLoop, startFrameLoop, frameA + 1);
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}
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else
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{
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// correct frame to "pixel center"
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frame -= mask >> 1;
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iPol = f32(frame & (mask - 1)) * core::reciprocal(f32(mask));
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// clamp anim
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frame >>= IPolShift;
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frameA = core::s32_clamp(frame, startFrameLoop, endFrameLoop);
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frameB = core::s32_min(frameA + 1, endFrameLoop);
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}
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// build current vertex
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for (u32 i = 0; i!= Mesh->Buffer.size(); ++i)
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{
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buildVertexArray(frameA, frameB, iPol,
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Mesh->Buffer[i],
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(SMeshBufferLightMap*) MeshIPol->getMeshBuffer(i));
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}
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MeshIPol->recalculateBoundingBox();
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// build current tags
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buildTagArray(frameA, frameB, iPol);
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Current = candidate;
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return MeshIPol;
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}
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//! create a Irrlicht MeshBuffer for a MD3 MeshBuffer
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IMeshBuffer * CAnimatedMeshMD3::createMeshBuffer(const SMD3MeshBuffer* source,
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io::IFileSystem* fs, video::IVideoDriver * driver)
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{
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SMeshBufferLightMap * dest = new SMeshBufferLightMap();
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dest->Vertices.set_used(source->MeshHeader.numVertices);
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dest->Indices.set_used(source->Indices.size());
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u32 i;
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// fill in static face info
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for (i = 0; i < source->Indices.size(); i += 3)
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{
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dest->Indices[i + 0] = (u16) source->Indices[i + 0];
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dest->Indices[i + 1] = (u16) source->Indices[i + 1];
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dest->Indices[i + 2] = (u16) source->Indices[i + 2];
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}
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// fill in static vertex info
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for (i = 0; i!= (u32)source->MeshHeader.numVertices; ++i)
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{
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video::S3DVertex2TCoords &v = dest->Vertices[i];
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v.Color = 0xFFFFFFFF;
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v.TCoords.X = source->Tex[i].u;
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v.TCoords.Y = source->Tex[i].v;
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v.TCoords2.X = 0.f;
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v.TCoords2.Y = 0.f;
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}
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// load static texture
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u32 pos = 0;
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quake3::tTexArray textureArray;
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quake3::getTextures(textureArray, source->Shader, pos, fs, driver);
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dest->Material.MaterialType = video::EMT_SOLID;
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dest->Material.setTexture(0, textureArray[0]);
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dest->Material.Lighting = false;
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return dest;
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}
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//! build final mesh's vertices from frames frameA and frameB with linear interpolation.
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void CAnimatedMeshMD3::buildVertexArray(u32 frameA, u32 frameB, f32 interpolate,
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const SMD3MeshBuffer* source,
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SMeshBufferLightMap* dest)
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{
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const u32 frameOffsetA = frameA * source->MeshHeader.numVertices;
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const u32 frameOffsetB = frameB * source->MeshHeader.numVertices;
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const f32 scale = (1.f/ 64.f);
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for (s32 i = 0; i != source->MeshHeader.numVertices; ++i)
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{
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video::S3DVertex2TCoords &v = dest->Vertices [ i ];
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const SMD3Vertex &vA = source->Vertices [ frameOffsetA + i ];
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const SMD3Vertex &vB = source->Vertices [ frameOffsetB + i ];
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// position
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v.Pos.X = scale * (vA.position[0] + interpolate * (vB.position[0] - vA.position[0]));
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v.Pos.Y = scale * (vA.position[2] + interpolate * (vB.position[2] - vA.position[2]));
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v.Pos.Z = scale * (vA.position[1] + interpolate * (vB.position[1] - vA.position[1]));
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// normal
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const core::vector3df nA(quake3::getMD3Normal(vA.normal[0], vA.normal[1]));
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const core::vector3df nB(quake3::getMD3Normal(vB.normal[0], vB.normal[1]));
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v.Normal.X = nA.X + interpolate * (nB.X - nA.X);
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v.Normal.Y = nA.Z + interpolate * (nB.Z - nA.Z);
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v.Normal.Z = nA.Y + interpolate * (nB.Y - nA.Y);
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}
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dest->recalculateBoundingBox();
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}
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//! build final mesh's tag from frames frameA and frameB with linear interpolation.
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void CAnimatedMeshMD3::buildTagArray(u32 frameA, u32 frameB, f32 interpolate)
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{
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const u32 frameOffsetA = frameA * Mesh->MD3Header.numTags;
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const u32 frameOffsetB = frameB * Mesh->MD3Header.numTags;
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for (s32 i = 0; i != Mesh->MD3Header.numTags; ++i)
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{
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SMD3QuaternionTag &d = TagListIPol [ i ];
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const SMD3QuaternionTag &qA = Mesh->TagList[ frameOffsetA + i];
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const SMD3QuaternionTag &qB = Mesh->TagList[ frameOffsetB + i];
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// rotation
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d.rotation.slerp(qA.rotation, qB.rotation, interpolate);
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// position
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d.position.X = qA.position.X + interpolate * (qB.position.X - qA.position.X);
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d.position.Y = qA.position.Y + interpolate * (qB.position.Y - qA.position.Y);
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d.position.Z = qA.position.Z + interpolate * (qB.position.Z - qA.position.Z);
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}
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}
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/*!
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loads a model
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*/
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bool CAnimatedMeshMD3::loadModelFile(u32 modelIndex, io::IReadFile* file,
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io::IFileSystem* fs, video::IVideoDriver* driver)
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{
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if (!file)
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return false;
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//! Check MD3Header
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{
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file->read(&Mesh->MD3Header, sizeof(SMD3Header));
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if (strncmp("IDP3", Mesh->MD3Header.headerID, 4))
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{
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os::Printer::log("MD3 Loader: invalid header");
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return false;
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}
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}
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//! store model name
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Mesh->Name = file->getFileName();
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u32 i;
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//! Frame Data (ignore)
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#if 0
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SMD3Frame frameImport;
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file->seek(Mesh->MD3Header.frameStart);
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for (i = 0; i != Mesh->MD3Header.numFrames; ++i)
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{
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file->read(&frameImport, sizeof(frameImport));
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}
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#endif
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//! Tag Data
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const u32 totalTags = Mesh->MD3Header.numTags * Mesh->MD3Header.numFrames;
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SMD3Tag import;
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file->seek(Mesh->MD3Header.tagStart);
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Mesh->TagList.set_used(totalTags);
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for (i = 0; i != totalTags; ++i)
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{
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file->read(&import, sizeof(import));
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SMD3QuaternionTag &exp = Mesh->TagList[i];
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//! tag name
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exp.Name = import.Name;
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//! position
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exp.position.X = import.position[0];
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exp.position.Y = import.position[2];
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exp.position.Z = import.position[1];
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//! construct quaternion from a RH 3x3 Matrix
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exp.rotation.set(import.rotationMatrix[7],
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0.f,
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-import.rotationMatrix[6],
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1 + import.rotationMatrix[8]);
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exp.rotation.normalize();
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}
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//! Meshes
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u32 offset = Mesh->MD3Header.tagEnd;
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for (i = 0; i != (u32)Mesh->MD3Header.numMeshes; ++i)
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{
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//! construct a new mesh buffer
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SMD3MeshBuffer * buf = new SMD3MeshBuffer();
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// !read mesh header info
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SMD3MeshHeader &meshHeader = buf->MeshHeader;
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//! read mesh info
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file->seek(offset);
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file->read(&meshHeader, sizeof(SMD3MeshHeader));
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//! prepare memory
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buf->Vertices.set_used(meshHeader.numVertices * Mesh->MD3Header.numFrames);
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buf->Indices.set_used(meshHeader.numTriangles * 3);
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buf->Tex.set_used(meshHeader.numVertices);
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//! read skins (shaders). should be 1 per meshbuffer
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SMD3Shader skin;
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file->seek(offset + buf->MeshHeader.offset_shaders);
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for (s32 g = 0; g != buf->MeshHeader.numShader; ++g)
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{
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file->read(&skin, sizeof(skin));
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io::path name;
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cutFilenameExtension(name, skin.name);
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name.replace('\\', '/');
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buf->Shader = name;
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}
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//! read texture coordinates
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file->seek(offset + buf->MeshHeader.offset_st);
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file->read(buf->Tex.pointer(), buf->MeshHeader.numVertices * sizeof(SMD3TexCoord));
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//! read vertices
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file->seek(offset + meshHeader.vertexStart);
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file->read(buf->Vertices.pointer(), Mesh->MD3Header.numFrames * meshHeader.numVertices * sizeof(SMD3Vertex));
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//! read indices
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file->seek(offset + meshHeader.offset_triangles);
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file->read(buf->Indices.pointer(), meshHeader.numTriangles * sizeof(SMD3Face));
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//! store meshBuffer
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Mesh->Buffer.push_back(buf);
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offset += meshHeader.offset_end;
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}
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// Init Mesh Interpolation
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for (i = 0; i != Mesh->Buffer.size(); ++i)
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{
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IMeshBuffer * buffer = createMeshBuffer(Mesh->Buffer[i], fs, driver);
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MeshIPol->addMeshBuffer(buffer);
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buffer->drop();
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}
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MeshIPol->recalculateBoundingBox();
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// Init Tag Interpolation
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for (i = 0; i != (u32)Mesh->MD3Header.numTags; ++i)
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{
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TagListIPol.push_back(Mesh->TagList[i]);
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}
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return true;
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}
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SMD3Mesh * CAnimatedMeshMD3::getOriginalMesh()
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{
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return Mesh;
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}
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//! Returns an axis aligned bounding box
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const core::aabbox3d<f32>& CAnimatedMeshMD3::getBoundingBox() const
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{
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return MeshIPol->BoundingBox;
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}
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//! Returns the type of the animated mesh.
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E_ANIMATED_MESH_TYPE CAnimatedMeshMD3::getMeshType() const
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{
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return EAMT_MD3;
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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_MD3_LOADER_
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