mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-03 00:40:41 +01:00
469 lines
12 KiB
C++
469 lines
12 KiB
C++
|
// Copyright (C) 2002-2012 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
|
||
|
{
|
||
|
|
||
|
|
||
|
// byte-align structures
|
||
|
#include "irrpack.h"
|
||
|
|
||
|
//! General properties of a single animation frame.
|
||
|
struct SMD3Frame
|
||
|
{
|
||
|
f32 mins[3]; // bounding box per frame
|
||
|
f32 maxs[3];
|
||
|
f32 position[3]; // position of bounding box
|
||
|
f32 radius; // radius of bounding sphere
|
||
|
c8 creator[16]; // name of frame
|
||
|
} PACK_STRUCT;
|
||
|
|
||
|
|
||
|
//! An attachment point for another MD3 model.
|
||
|
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
|
||
|
} PACK_STRUCT;
|
||
|
|
||
|
//!Shader
|
||
|
struct SMD3Shader
|
||
|
{
|
||
|
c8 name[64]; // name of shader
|
||
|
s32 shaderIndex;
|
||
|
} PACK_STRUCT;
|
||
|
|
||
|
// Default alignment
|
||
|
#include "irrunpack.h"
|
||
|
|
||
|
|
||
|
//! Constructor
|
||
|
CAnimatedMeshMD3::CAnimatedMeshMD3()
|
||
|
:Mesh(0), IPolShift(0), LoopMode(0), Scaling(1.f)//, FramesPerSecond(25.f)
|
||
|
{
|
||
|
#ifdef _DEBUG
|
||
|
setDebugName("CAnimatedMeshMD3");
|
||
|
#endif
|
||
|
|
||
|
Mesh = new SMD3Mesh();
|
||
|
MeshIPol = new SMesh();
|
||
|
setInterpolationShift(0, 0);
|
||
|
}
|
||
|
|
||
|
|
||
|
//! Destructor
|
||
|
CAnimatedMeshMD3::~CAnimatedMeshMD3()
|
||
|
{
|
||
|
if (Mesh)
|
||
|
Mesh->drop();
|
||
|
if (MeshIPol)
|
||
|
MeshIPol->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;
|
||
|
LoopMode = loopMode;
|
||
|
}
|
||
|
|
||
|
|
||
|
//! returns amount of mesh buffers.
|
||
|
u32 CAnimatedMeshMD3::getMeshBufferCount() const
|
||
|
{
|
||
|
return MeshIPol->getMeshBufferCount();
|
||
|
}
|
||
|
|
||
|
|
||
|
//! returns pointer to a mesh buffer
|
||
|
IMeshBuffer* CAnimatedMeshMD3::getMeshBuffer(u32 nr) const
|
||
|
{
|
||
|
return MeshIPol->getMeshBuffer(nr);
|
||
|
}
|
||
|
|
||
|
|
||
|
//! Returns pointer to a mesh buffer which fits a material
|
||
|
IMeshBuffer* CAnimatedMeshMD3::getMeshBuffer(const video::SMaterial &material) const
|
||
|
{
|
||
|
return MeshIPol->getMeshBuffer(material);
|
||
|
}
|
||
|
|
||
|
|
||
|
void CAnimatedMeshMD3::setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue)
|
||
|
{
|
||
|
MeshIPol->setMaterialFlag(flag, newvalue);
|
||
|
}
|
||
|
|
||
|
|
||
|
//! set the hardware mapping hint, for driver
|
||
|
void CAnimatedMeshMD3::setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint,
|
||
|
E_BUFFER_TYPE buffer)
|
||
|
{
|
||
|
MeshIPol->setHardwareMappingHint(newMappingHint, buffer);
|
||
|
}
|
||
|
|
||
|
|
||
|
//! flags the meshbuffer as changed, reloads hardware buffers
|
||
|
void CAnimatedMeshMD3::setDirty(E_BUFFER_TYPE buffer)
|
||
|
{
|
||
|
MeshIPol->setDirty(buffer);
|
||
|
}
|
||
|
|
||
|
|
||
|
//! set user axis aligned bounding box
|
||
|
void CAnimatedMeshMD3::setBoundingBox(const core::aabbox3df& box)
|
||
|
{
|
||
|
MeshIPol->setBoundingBox(box);
|
||
|
}
|
||
|
|
||
|
|
||
|
//! Returns the animated tag list based on a detail level. 0 is the lowest, 255 the highest detail.
|
||
|
SMD3QuaternionTagList *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;
|
||
|
|
||
|
//! 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 (u32 i = 0; i!= Mesh->Buffer.size(); ++i)
|
||
|
{
|
||
|
buildVertexArray(frameA, frameB, iPol,
|
||
|
Mesh->Buffer[i],
|
||
|
(SMeshBufferLightMap*) 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,
|
||
|
io::IFileSystem* fs, video::IVideoDriver * driver)
|
||
|
{
|
||
|
SMeshBufferLightMap * dest = new SMeshBufferLightMap();
|
||
|
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::S3DVertex2TCoords &v = dest->Vertices[i];
|
||
|
v.Color = 0xFFFFFFFF;
|
||
|
v.TCoords.X = source->Tex[i].u;
|
||
|
v.TCoords.Y = source->Tex[i].v;
|
||
|
v.TCoords2.X = 0.f;
|
||
|
v.TCoords2.Y = 0.f;
|
||
|
}
|
||
|
|
||
|
// load static texture
|
||
|
u32 pos = 0;
|
||
|
quake3::tTexArray textureArray;
|
||
|
quake3::getTextures(textureArray, source->Shader, pos, fs, driver);
|
||
|
dest->Material.MaterialType = video::EMT_SOLID;
|
||
|
dest->Material.setTexture(0, textureArray[0]);
|
||
|
dest->Material.Lighting = false;
|
||
|
|
||
|
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,
|
||
|
SMeshBufferLightMap* 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::S3DVertex2TCoords &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(quake3::getMD3Normal(vA.normal[0], vA.normal[1]));
|
||
|
const core::vector3df nB(quake3::getMD3Normal(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)
|
||
|
{
|
||
|
SMD3QuaternionTag &d = TagListIPol [ i ];
|
||
|
|
||
|
const SMD3QuaternionTag &qA = Mesh->TagList[ frameOffsetA + i];
|
||
|
const SMD3QuaternionTag &qB = Mesh->TagList[ 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,
|
||
|
io::IFileSystem* fs, video::IVideoDriver* driver)
|
||
|
{
|
||
|
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();
|
||
|
|
||
|
u32 i;
|
||
|
|
||
|
//! Frame Data (ignore)
|
||
|
#if 0
|
||
|
SMD3Frame frameImport;
|
||
|
file->seek(Mesh->MD3Header.frameStart);
|
||
|
for (i = 0; i != Mesh->MD3Header.numFrames; ++i)
|
||
|
{
|
||
|
file->read(&frameImport, sizeof(frameImport));
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
//! Tag Data
|
||
|
const u32 totalTags = Mesh->MD3Header.numTags * Mesh->MD3Header.numFrames;
|
||
|
|
||
|
SMD3Tag import;
|
||
|
|
||
|
file->seek(Mesh->MD3Header.tagStart);
|
||
|
Mesh->TagList.set_used(totalTags);
|
||
|
for (i = 0; i != totalTags; ++i)
|
||
|
{
|
||
|
file->read(&import, sizeof(import));
|
||
|
|
||
|
SMD3QuaternionTag &exp = Mesh->TagList[i];
|
||
|
|
||
|
//! 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();
|
||
|
}
|
||
|
|
||
|
//! Meshes
|
||
|
u32 offset = Mesh->MD3Header.tagEnd;
|
||
|
|
||
|
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). should be 1 per meshbuffer
|
||
|
SMD3Shader skin;
|
||
|
file->seek(offset + buf->MeshHeader.offset_shaders);
|
||
|
for (s32 g = 0; g != buf->MeshHeader.numShader; ++g)
|
||
|
{
|
||
|
file->read(&skin, sizeof(skin));
|
||
|
|
||
|
io::path name;
|
||
|
cutFilenameExtension(name, skin.name);
|
||
|
name.replace('\\', '/');
|
||
|
buf->Shader = 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], fs, driver);
|
||
|
MeshIPol->addMeshBuffer(buffer);
|
||
|
buffer->drop();
|
||
|
}
|
||
|
MeshIPol->recalculateBoundingBox();
|
||
|
|
||
|
// Init Tag Interpolation
|
||
|
for (i = 0; i != (u32)Mesh->MD3Header.numTags; ++i)
|
||
|
{
|
||
|
TagListIPol.push_back(Mesh->TagList[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_
|