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Diffstat (limited to 'libraries/irrlicht-1.8/source/Irrlicht/CAnimatedMeshMD3.cpp')
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diff --git a/libraries/irrlicht-1.8/source/Irrlicht/CAnimatedMeshMD3.cpp b/libraries/irrlicht-1.8/source/Irrlicht/CAnimatedMeshMD3.cpp new file mode 100644 index 0000000..0d3a091 --- /dev/null +++ b/libraries/irrlicht-1.8/source/Irrlicht/CAnimatedMeshMD3.cpp | |||
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1 | // Copyright (C) 2002-2012 Nikolaus Gebhardt / Fabio Concas / Thomas Alten | ||
2 | // This file is part of the "Irrlicht Engine". | ||
3 | // For conditions of distribution and use, see copyright notice in irrlicht.h | ||
4 | |||
5 | #include "IrrCompileConfig.h" | ||
6 | #ifdef _IRR_COMPILE_WITH_MD3_LOADER_ | ||
7 | |||
8 | #include "CAnimatedMeshMD3.h" | ||
9 | #include "os.h" | ||
10 | |||
11 | namespace irr | ||
12 | { | ||
13 | namespace scene | ||
14 | { | ||
15 | |||
16 | |||
17 | // byte-align structures | ||
18 | #include "irrpack.h" | ||
19 | |||
20 | //! General properties of a single animation frame. | ||
21 | struct SMD3Frame | ||
22 | { | ||
23 | f32 mins[3]; // bounding box per frame | ||
24 | f32 maxs[3]; | ||
25 | f32 position[3]; // position of bounding box | ||
26 | f32 radius; // radius of bounding sphere | ||
27 | c8 creator[16]; // name of frame | ||
28 | } PACK_STRUCT; | ||
29 | |||
30 | |||
31 | //! An attachment point for another MD3 model. | ||
32 | struct SMD3Tag | ||
33 | { | ||
34 | 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. | ||
35 | f32 position[3]; //relative position of tag | ||
36 | f32 rotationMatrix[9]; //3x3 rotation direction of tag | ||
37 | } PACK_STRUCT; | ||
38 | |||
39 | //!Shader | ||
40 | struct SMD3Shader | ||
41 | { | ||
42 | c8 name[64]; // name of shader | ||
43 | s32 shaderIndex; | ||
44 | } PACK_STRUCT; | ||
45 | |||
46 | // Default alignment | ||
47 | #include "irrunpack.h" | ||
48 | |||
49 | |||
50 | //! Constructor | ||
51 | CAnimatedMeshMD3::CAnimatedMeshMD3() | ||
52 | :Mesh(0), IPolShift(0), LoopMode(0), Scaling(1.f)//, FramesPerSecond(25.f) | ||
53 | { | ||
54 | #ifdef _DEBUG | ||
55 | setDebugName("CAnimatedMeshMD3"); | ||
56 | #endif | ||
57 | |||
58 | Mesh = new SMD3Mesh(); | ||
59 | MeshIPol = new SMesh(); | ||
60 | setInterpolationShift(0, 0); | ||
61 | } | ||
62 | |||
63 | |||
64 | //! Destructor | ||
65 | CAnimatedMeshMD3::~CAnimatedMeshMD3() | ||
66 | { | ||
67 | if (Mesh) | ||
68 | Mesh->drop(); | ||
69 | if (MeshIPol) | ||
70 | MeshIPol->drop(); | ||
71 | } | ||
72 | |||
73 | |||
74 | //! Returns the amount of frames in milliseconds. If the amount is 1, it is a static (=non animated) mesh. | ||
75 | u32 CAnimatedMeshMD3::getFrameCount() const | ||
76 | { | ||
77 | return Mesh->MD3Header.numFrames << IPolShift; | ||
78 | } | ||
79 | |||
80 | |||
81 | //! Rendering Hint | ||
82 | void CAnimatedMeshMD3::setInterpolationShift(u32 shift, u32 loopMode) | ||
83 | { | ||
84 | IPolShift = shift; | ||
85 | LoopMode = loopMode; | ||
86 | } | ||
87 | |||
88 | |||
89 | //! returns amount of mesh buffers. | ||
90 | u32 CAnimatedMeshMD3::getMeshBufferCount() const | ||
91 | { | ||
92 | return MeshIPol->getMeshBufferCount(); | ||
93 | } | ||
94 | |||
95 | |||
96 | //! returns pointer to a mesh buffer | ||
97 | IMeshBuffer* CAnimatedMeshMD3::getMeshBuffer(u32 nr) const | ||
98 | { | ||
99 | return MeshIPol->getMeshBuffer(nr); | ||
100 | } | ||
101 | |||
102 | |||
103 | //! Returns pointer to a mesh buffer which fits a material | ||
104 | IMeshBuffer* CAnimatedMeshMD3::getMeshBuffer(const video::SMaterial &material) const | ||
105 | { | ||
106 | return MeshIPol->getMeshBuffer(material); | ||
107 | } | ||
108 | |||
109 | |||
110 | void CAnimatedMeshMD3::setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) | ||
111 | { | ||
112 | MeshIPol->setMaterialFlag(flag, newvalue); | ||
113 | } | ||
114 | |||
115 | |||
116 | //! set the hardware mapping hint, for driver | ||
117 | void CAnimatedMeshMD3::setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, | ||
118 | E_BUFFER_TYPE buffer) | ||
119 | { | ||
120 | MeshIPol->setHardwareMappingHint(newMappingHint, buffer); | ||
121 | } | ||
122 | |||
123 | |||
124 | //! flags the meshbuffer as changed, reloads hardware buffers | ||
125 | void CAnimatedMeshMD3::setDirty(E_BUFFER_TYPE buffer) | ||
126 | { | ||
127 | MeshIPol->setDirty(buffer); | ||
128 | } | ||
129 | |||
130 | |||
131 | //! set user axis aligned bounding box | ||
132 | void CAnimatedMeshMD3::setBoundingBox(const core::aabbox3df& box) | ||
133 | { | ||
134 | MeshIPol->setBoundingBox(box); | ||
135 | } | ||
136 | |||
137 | |||
138 | //! Returns the animated tag list based on a detail level. 0 is the lowest, 255 the highest detail. | ||
139 | SMD3QuaternionTagList *CAnimatedMeshMD3::getTagList(s32 frame, s32 detailLevel, s32 startFrameLoop, s32 endFrameLoop) | ||
140 | { | ||
141 | if (0 == Mesh) | ||
142 | return 0; | ||
143 | |||
144 | getMesh(frame, detailLevel, startFrameLoop, endFrameLoop); | ||
145 | return &TagListIPol; | ||
146 | } | ||
147 | |||
148 | |||
149 | //! Returns the animated mesh based on a detail level. 0 is the lowest, 255 the highest detail. | ||
150 | IMesh* CAnimatedMeshMD3::getMesh(s32 frame, s32 detailLevel, s32 startFrameLoop, s32 endFrameLoop) | ||
151 | { | ||
152 | if (0 == Mesh) | ||
153 | return 0; | ||
154 | |||
155 | //! check if we have the mesh in our private cache | ||
156 | SCacheInfo candidate(frame, startFrameLoop, endFrameLoop); | ||
157 | if (candidate == Current) | ||
158 | return MeshIPol; | ||
159 | |||
160 | startFrameLoop = core::s32_max(0, startFrameLoop >> IPolShift); | ||
161 | endFrameLoop = core::if_c_a_else_b(endFrameLoop < 0, Mesh->MD3Header.numFrames - 1, endFrameLoop >> IPolShift); | ||
162 | |||
163 | const u32 mask = 1 << IPolShift; | ||
164 | |||
165 | s32 frameA; | ||
166 | s32 frameB; | ||
167 | f32 iPol; | ||
168 | |||
169 | if (LoopMode) | ||
170 | { | ||
171 | // correct frame to "pixel center" | ||
172 | frame -= mask >> 1; | ||
173 | |||
174 | // interpolation | ||
175 | iPol = f32(frame & (mask - 1)) * core::reciprocal(f32(mask)); | ||
176 | |||
177 | // wrap anim | ||
178 | frame >>= IPolShift; | ||
179 | frameA = core::if_c_a_else_b(frame < startFrameLoop, endFrameLoop, frame); | ||
180 | frameB = core::if_c_a_else_b(frameA + 1 > endFrameLoop, startFrameLoop, frameA + 1); | ||
181 | } | ||
182 | else | ||
183 | { | ||
184 | // correct frame to "pixel center" | ||
185 | frame -= mask >> 1; | ||
186 | |||
187 | iPol = f32(frame & (mask - 1)) * core::reciprocal(f32(mask)); | ||
188 | |||
189 | // clamp anim | ||
190 | frame >>= IPolShift; | ||
191 | frameA = core::s32_clamp(frame, startFrameLoop, endFrameLoop); | ||
192 | frameB = core::s32_min(frameA + 1, endFrameLoop); | ||
193 | } | ||
194 | |||
195 | // build current vertex | ||
196 | for (u32 i = 0; i!= Mesh->Buffer.size(); ++i) | ||
197 | { | ||
198 | buildVertexArray(frameA, frameB, iPol, | ||
199 | Mesh->Buffer[i], | ||
200 | (SMeshBufferLightMap*) MeshIPol->getMeshBuffer(i)); | ||
201 | } | ||
202 | MeshIPol->recalculateBoundingBox(); | ||
203 | |||
204 | // build current tags | ||
205 | buildTagArray(frameA, frameB, iPol); | ||
206 | |||
207 | Current = candidate; | ||
208 | return MeshIPol; | ||
209 | } | ||
210 | |||
211 | |||
212 | //! create a Irrlicht MeshBuffer for a MD3 MeshBuffer | ||
213 | IMeshBuffer * CAnimatedMeshMD3::createMeshBuffer(const SMD3MeshBuffer* source, | ||
214 | io::IFileSystem* fs, video::IVideoDriver * driver) | ||
215 | { | ||
216 | SMeshBufferLightMap * dest = new SMeshBufferLightMap(); | ||
217 | dest->Vertices.set_used(source->MeshHeader.numVertices); | ||
218 | dest->Indices.set_used(source->Indices.size()); | ||
219 | |||
220 | u32 i; | ||
221 | |||
222 | // fill in static face info | ||
223 | for (i = 0; i < source->Indices.size(); i += 3) | ||
224 | { | ||
225 | dest->Indices[i + 0] = (u16) source->Indices[i + 0]; | ||
226 | dest->Indices[i + 1] = (u16) source->Indices[i + 1]; | ||
227 | dest->Indices[i + 2] = (u16) source->Indices[i + 2]; | ||
228 | } | ||
229 | |||
230 | // fill in static vertex info | ||
231 | for (i = 0; i!= (u32)source->MeshHeader.numVertices; ++i) | ||
232 | { | ||
233 | video::S3DVertex2TCoords &v = dest->Vertices[i]; | ||
234 | v.Color = 0xFFFFFFFF; | ||
235 | v.TCoords.X = source->Tex[i].u; | ||
236 | v.TCoords.Y = source->Tex[i].v; | ||
237 | v.TCoords2.X = 0.f; | ||
238 | v.TCoords2.Y = 0.f; | ||
239 | } | ||
240 | |||
241 | // load static texture | ||
242 | u32 pos = 0; | ||
243 | quake3::tTexArray textureArray; | ||
244 | quake3::getTextures(textureArray, source->Shader, pos, fs, driver); | ||
245 | dest->Material.MaterialType = video::EMT_SOLID; | ||
246 | dest->Material.setTexture(0, textureArray[0]); | ||
247 | dest->Material.Lighting = false; | ||
248 | |||
249 | return dest; | ||
250 | } | ||
251 | |||
252 | |||
253 | //! build final mesh's vertices from frames frameA and frameB with linear interpolation. | ||
254 | void CAnimatedMeshMD3::buildVertexArray(u32 frameA, u32 frameB, f32 interpolate, | ||
255 | const SMD3MeshBuffer* source, | ||
256 | SMeshBufferLightMap* dest) | ||
257 | { | ||
258 | const u32 frameOffsetA = frameA * source->MeshHeader.numVertices; | ||
259 | const u32 frameOffsetB = frameB * source->MeshHeader.numVertices; | ||
260 | const f32 scale = (1.f/ 64.f); | ||
261 | |||
262 | for (s32 i = 0; i != source->MeshHeader.numVertices; ++i) | ||
263 | { | ||
264 | video::S3DVertex2TCoords &v = dest->Vertices [ i ]; | ||
265 | |||
266 | const SMD3Vertex &vA = source->Vertices [ frameOffsetA + i ]; | ||
267 | const SMD3Vertex &vB = source->Vertices [ frameOffsetB + i ]; | ||
268 | |||
269 | // position | ||
270 | v.Pos.X = scale * (vA.position[0] + interpolate * (vB.position[0] - vA.position[0])); | ||
271 | v.Pos.Y = scale * (vA.position[2] + interpolate * (vB.position[2] - vA.position[2])); | ||
272 | v.Pos.Z = scale * (vA.position[1] + interpolate * (vB.position[1] - vA.position[1])); | ||
273 | |||
274 | // normal | ||
275 | const core::vector3df nA(quake3::getMD3Normal(vA.normal[0], vA.normal[1])); | ||
276 | const core::vector3df nB(quake3::getMD3Normal(vB.normal[0], vB.normal[1])); | ||
277 | |||
278 | v.Normal.X = nA.X + interpolate * (nB.X - nA.X); | ||
279 | v.Normal.Y = nA.Z + interpolate * (nB.Z - nA.Z); | ||
280 | v.Normal.Z = nA.Y + interpolate * (nB.Y - nA.Y); | ||
281 | } | ||
282 | |||
283 | dest->recalculateBoundingBox(); | ||
284 | } | ||
285 | |||
286 | |||
287 | //! build final mesh's tag from frames frameA and frameB with linear interpolation. | ||
288 | void CAnimatedMeshMD3::buildTagArray(u32 frameA, u32 frameB, f32 interpolate) | ||
289 | { | ||
290 | const u32 frameOffsetA = frameA * Mesh->MD3Header.numTags; | ||
291 | const u32 frameOffsetB = frameB * Mesh->MD3Header.numTags; | ||
292 | |||
293 | for (s32 i = 0; i != Mesh->MD3Header.numTags; ++i) | ||
294 | { | ||
295 | SMD3QuaternionTag &d = TagListIPol [ i ]; | ||
296 | |||
297 | const SMD3QuaternionTag &qA = Mesh->TagList[ frameOffsetA + i]; | ||
298 | const SMD3QuaternionTag &qB = Mesh->TagList[ frameOffsetB + i]; | ||
299 | |||
300 | // rotation | ||
301 | d.rotation.slerp(qA.rotation, qB.rotation, interpolate); | ||
302 | |||
303 | // position | ||
304 | d.position.X = qA.position.X + interpolate * (qB.position.X - qA.position.X); | ||
305 | d.position.Y = qA.position.Y + interpolate * (qB.position.Y - qA.position.Y); | ||
306 | d.position.Z = qA.position.Z + interpolate * (qB.position.Z - qA.position.Z); | ||
307 | } | ||
308 | } | ||
309 | |||
310 | |||
311 | /*! | ||
312 | loads a model | ||
313 | */ | ||
314 | bool CAnimatedMeshMD3::loadModelFile(u32 modelIndex, io::IReadFile* file, | ||
315 | io::IFileSystem* fs, video::IVideoDriver* driver) | ||
316 | { | ||
317 | if (!file) | ||
318 | return false; | ||
319 | |||
320 | //! Check MD3Header | ||
321 | { | ||
322 | file->read(&Mesh->MD3Header, sizeof(SMD3Header)); | ||
323 | |||
324 | if (strncmp("IDP3", Mesh->MD3Header.headerID, 4)) | ||
325 | { | ||
326 | os::Printer::log("MD3 Loader: invalid header"); | ||
327 | return false; | ||
328 | } | ||
329 | } | ||
330 | |||
331 | //! store model name | ||
332 | Mesh->Name = file->getFileName(); | ||
333 | |||
334 | u32 i; | ||
335 | |||
336 | //! Frame Data (ignore) | ||
337 | #if 0 | ||
338 | SMD3Frame frameImport; | ||
339 | file->seek(Mesh->MD3Header.frameStart); | ||
340 | for (i = 0; i != Mesh->MD3Header.numFrames; ++i) | ||
341 | { | ||
342 | file->read(&frameImport, sizeof(frameImport)); | ||
343 | } | ||
344 | #endif | ||
345 | |||
346 | //! Tag Data | ||
347 | const u32 totalTags = Mesh->MD3Header.numTags * Mesh->MD3Header.numFrames; | ||
348 | |||
349 | SMD3Tag import; | ||
350 | |||
351 | file->seek(Mesh->MD3Header.tagStart); | ||
352 | Mesh->TagList.set_used(totalTags); | ||
353 | for (i = 0; i != totalTags; ++i) | ||
354 | { | ||
355 | file->read(&import, sizeof(import)); | ||
356 | |||
357 | SMD3QuaternionTag &exp = Mesh->TagList[i]; | ||
358 | |||
359 | //! tag name | ||
360 | exp.Name = import.Name; | ||
361 | |||
362 | //! position | ||
363 | exp.position.X = import.position[0]; | ||
364 | exp.position.Y = import.position[2]; | ||
365 | exp.position.Z = import.position[1]; | ||
366 | |||
367 | //! construct quaternion from a RH 3x3 Matrix | ||
368 | exp.rotation.set(import.rotationMatrix[7], | ||
369 | 0.f, | ||
370 | -import.rotationMatrix[6], | ||
371 | 1 + import.rotationMatrix[8]); | ||
372 | exp.rotation.normalize(); | ||
373 | } | ||
374 | |||
375 | //! Meshes | ||
376 | u32 offset = Mesh->MD3Header.tagEnd; | ||
377 | |||
378 | for (i = 0; i != (u32)Mesh->MD3Header.numMeshes; ++i) | ||
379 | { | ||
380 | //! construct a new mesh buffer | ||
381 | SMD3MeshBuffer * buf = new SMD3MeshBuffer(); | ||
382 | |||
383 | // !read mesh header info | ||
384 | SMD3MeshHeader &meshHeader = buf->MeshHeader; | ||
385 | |||
386 | //! read mesh info | ||
387 | file->seek(offset); | ||
388 | file->read(&meshHeader, sizeof(SMD3MeshHeader)); | ||
389 | |||
390 | //! prepare memory | ||
391 | buf->Vertices.set_used(meshHeader.numVertices * Mesh->MD3Header.numFrames); | ||
392 | buf->Indices.set_used(meshHeader.numTriangles * 3); | ||
393 | buf->Tex.set_used(meshHeader.numVertices); | ||
394 | |||
395 | //! read skins (shaders). should be 1 per meshbuffer | ||
396 | SMD3Shader skin; | ||
397 | file->seek(offset + buf->MeshHeader.offset_shaders); | ||
398 | for (s32 g = 0; g != buf->MeshHeader.numShader; ++g) | ||
399 | { | ||
400 | file->read(&skin, sizeof(skin)); | ||
401 | |||
402 | io::path name; | ||
403 | cutFilenameExtension(name, skin.name); | ||
404 | name.replace('\\', '/'); | ||
405 | buf->Shader = name; | ||
406 | } | ||
407 | |||
408 | //! read texture coordinates | ||
409 | file->seek(offset + buf->MeshHeader.offset_st); | ||
410 | file->read(buf->Tex.pointer(), buf->MeshHeader.numVertices * sizeof(SMD3TexCoord)); | ||
411 | |||
412 | //! read vertices | ||
413 | file->seek(offset + meshHeader.vertexStart); | ||
414 | file->read(buf->Vertices.pointer(), Mesh->MD3Header.numFrames * meshHeader.numVertices * sizeof(SMD3Vertex)); | ||
415 | |||
416 | //! read indices | ||
417 | file->seek(offset + meshHeader.offset_triangles); | ||
418 | file->read(buf->Indices.pointer(), meshHeader.numTriangles * sizeof(SMD3Face)); | ||
419 | |||
420 | //! store meshBuffer | ||
421 | Mesh->Buffer.push_back(buf); | ||
422 | |||
423 | offset += meshHeader.offset_end; | ||
424 | } | ||
425 | |||
426 | // Init Mesh Interpolation | ||
427 | for (i = 0; i != Mesh->Buffer.size(); ++i) | ||
428 | { | ||
429 | IMeshBuffer * buffer = createMeshBuffer(Mesh->Buffer[i], fs, driver); | ||
430 | MeshIPol->addMeshBuffer(buffer); | ||
431 | buffer->drop(); | ||
432 | } | ||
433 | MeshIPol->recalculateBoundingBox(); | ||
434 | |||
435 | // Init Tag Interpolation | ||
436 | for (i = 0; i != (u32)Mesh->MD3Header.numTags; ++i) | ||
437 | { | ||
438 | TagListIPol.push_back(Mesh->TagList[i]); | ||
439 | } | ||
440 | |||
441 | return true; | ||
442 | } | ||
443 | |||
444 | |||
445 | SMD3Mesh * CAnimatedMeshMD3::getOriginalMesh() | ||
446 | { | ||
447 | return Mesh; | ||
448 | } | ||
449 | |||
450 | |||
451 | //! Returns an axis aligned bounding box | ||
452 | const core::aabbox3d<f32>& CAnimatedMeshMD3::getBoundingBox() const | ||
453 | { | ||
454 | return MeshIPol->BoundingBox; | ||
455 | } | ||
456 | |||
457 | |||
458 | //! Returns the type of the animated mesh. | ||
459 | E_ANIMATED_MESH_TYPE CAnimatedMeshMD3::getMeshType() const | ||
460 | { | ||
461 | return EAMT_MD3; | ||
462 | } | ||
463 | |||
464 | |||
465 | } // end namespace scene | ||
466 | } // end namespace irr | ||
467 | |||
468 | #endif // _IRR_COMPILE_WITH_MD3_LOADER_ | ||