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1// Copyright (C) 2002-2012 Nikolaus Gebhardt
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_MD2_LOADER_
7
8#include "CMD2MeshFileLoader.h"
9#include "CAnimatedMeshMD2.h"
10#include "os.h"
11
12namespace irr
13{
14namespace scene
15{
16
17
18 // structs needed to load the md2-format
19
20 const s32 MD2_MAGIC_NUMBER = 844121161;
21 const s32 MD2_VERSION = 8;
22 const s32 MD2_MAX_VERTS = 2048;
23
24// byte-align structures
25#include "irrpack.h"
26
27 struct SMD2Header
28 {
29 s32 magic; // four character code "IDP2"
30 s32 version; // must be 8
31 s32 skinWidth; // width of the texture
32 s32 skinHeight; // height of the texture
33 s32 frameSize; // size in bytes of an animation frame
34 s32 numSkins; // number of textures
35 s32 numVertices; // total number of vertices
36 s32 numTexcoords; // number of vertices with texture coords
37 s32 numTriangles; // number of triangles
38 s32 numGlCommands; // number of opengl commands (triangle strip or triangle fan)
39 s32 numFrames; // animation keyframe count
40 s32 offsetSkins; // offset in bytes to 64 character skin names
41 s32 offsetTexcoords; // offset in bytes to texture coordinate list
42 s32 offsetTriangles; // offset in bytes to triangle list
43 s32 offsetFrames; // offset in bytes to frame list
44 s32 offsetGlCommands;// offset in bytes to opengl commands
45 s32 offsetEnd; // offset in bytes to end of file
46 } PACK_STRUCT;
47
48 struct SMD2Vertex
49 {
50 u8 vertex[3]; // [0] = X, [1] = Z, [2] = Y
51 u8 lightNormalIndex; // index in the normal table
52 } PACK_STRUCT;
53
54 struct SMD2Frame
55 {
56 f32 scale[3]; // first scale the vertex position
57 f32 translate[3]; // then translate the position
58 c8 name[16]; // the name of the animation that this key belongs to
59 SMD2Vertex vertices[1]; // vertex 1 of SMD2Header.numVertices
60 } PACK_STRUCT;
61
62 struct SMD2Triangle
63 {
64 u16 vertexIndices[3];
65 u16 textureIndices[3];
66 } PACK_STRUCT;
67
68 struct SMD2TextureCoordinate
69 {
70 s16 s;
71 s16 t;
72 } PACK_STRUCT;
73
74 struct SMD2GLCommand
75 {
76 f32 s, t;
77 s32 vertexIndex;
78 } PACK_STRUCT;
79
80// Default alignment
81#include "irrunpack.h"
82
83//! Constructor
84CMD2MeshFileLoader::CMD2MeshFileLoader()
85{
86 #ifdef _DEBUG
87 setDebugName("CMD2MeshFileLoader");
88 #endif
89}
90
91
92//! returns true if the file maybe is able to be loaded by this class
93//! based on the file extension (e.g. ".bsp")
94bool CMD2MeshFileLoader::isALoadableFileExtension(const io::path& filename) const
95{
96 return core::hasFileExtension ( filename, "md2" );
97}
98
99
100//! creates/loads an animated mesh from the file.
101//! \return Pointer to the created mesh. Returns 0 if loading failed.
102//! If you no longer need the mesh, you should call IAnimatedMesh::drop().
103//! See IReferenceCounted::drop() for more information.
104IAnimatedMesh* CMD2MeshFileLoader::createMesh(io::IReadFile* file)
105{
106 IAnimatedMesh* msh = new CAnimatedMeshMD2();
107 if (msh)
108 {
109 if (loadFile(file, (CAnimatedMeshMD2*)msh) )
110 return msh;
111
112 msh->drop();
113 }
114
115 return 0;
116}
117
118//! loads an md2 file
119bool CMD2MeshFileLoader::loadFile(io::IReadFile* file, CAnimatedMeshMD2* mesh)
120{
121 if (!file)
122 return false;
123
124 SMD2Header header;
125
126 file->read(&header, sizeof(SMD2Header));
127
128#ifdef __BIG_ENDIAN__
129 header.magic = os::Byteswap::byteswap(header.magic);
130 header.version = os::Byteswap::byteswap(header.version);
131 header.skinWidth = os::Byteswap::byteswap(header.skinWidth);
132 header.skinHeight = os::Byteswap::byteswap(header.skinHeight);
133 header.frameSize = os::Byteswap::byteswap(header.frameSize);
134 header.numSkins = os::Byteswap::byteswap(header.numSkins);
135 header.numVertices = os::Byteswap::byteswap(header.numVertices);
136 header.numTexcoords = os::Byteswap::byteswap(header.numTexcoords);
137 header.numTriangles = os::Byteswap::byteswap(header.numTriangles);
138 header.numGlCommands = os::Byteswap::byteswap(header.numGlCommands);
139 header.numFrames = os::Byteswap::byteswap(header.numFrames);
140 header.offsetSkins = os::Byteswap::byteswap(header.offsetSkins);
141 header.offsetTexcoords = os::Byteswap::byteswap(header.offsetTexcoords);
142 header.offsetTriangles = os::Byteswap::byteswap(header.offsetTriangles);
143 header.offsetFrames = os::Byteswap::byteswap(header.offsetFrames);
144 header.offsetGlCommands = os::Byteswap::byteswap(header.offsetGlCommands);
145 header.offsetEnd = os::Byteswap::byteswap(header.offsetEnd);
146#endif
147
148 if (header.magic != MD2_MAGIC_NUMBER || header.version != MD2_VERSION)
149 {
150 os::Printer::log("MD2 Loader: Wrong file header", file->getFileName(), ELL_WARNING);
151 return false;
152 }
153
154 //
155 // prepare mesh and allocate memory
156 //
157
158 mesh->FrameCount = header.numFrames;
159
160 // create keyframes
161 mesh->FrameTransforms.set_used(header.numFrames);
162
163 // create vertex arrays for each keyframe
164 if (mesh->FrameList)
165 delete [] mesh->FrameList;
166 mesh->FrameList = new core::array<CAnimatedMeshMD2::SMD2Vert>[header.numFrames];
167
168 // allocate space in vertex arrays
169 s32 i;
170 for (i=0; i<header.numFrames; ++i)
171 mesh->FrameList[i].reallocate(header.numVertices);
172
173 // allocate interpolation buffer vertices
174 mesh->InterpolationBuffer->Vertices.set_used(header.numTriangles*3);
175
176 // populate triangles
177 mesh->InterpolationBuffer->Indices.reallocate(header.numTriangles*3);
178 const s32 count = header.numTriangles*3;
179 for (i=0; i<count; i+=3)
180 {
181 mesh->InterpolationBuffer->Indices.push_back(i);
182 mesh->InterpolationBuffer->Indices.push_back(i+1);
183 mesh->InterpolationBuffer->Indices.push_back(i+2);
184 }
185
186 //
187 // read texture coordinates
188 //
189
190 file->seek(header.offsetTexcoords);
191 SMD2TextureCoordinate* textureCoords = new SMD2TextureCoordinate[header.numTexcoords];
192
193 if (!file->read(textureCoords, sizeof(SMD2TextureCoordinate)*header.numTexcoords))
194 {
195 delete[] textureCoords;
196 os::Printer::log("MD2 Loader: Error reading TextureCoords.", file->getFileName(), ELL_ERROR);
197 return false;
198 }
199
200#ifdef __BIG_ENDIAN__
201 for (i=0; i<header.numTexcoords; ++i)
202 {
203 textureCoords[i].s = os::Byteswap::byteswap(textureCoords[i].s);
204 textureCoords[i].t = os::Byteswap::byteswap(textureCoords[i].t);
205 }
206#endif
207
208 // read Triangles
209
210 file->seek(header.offsetTriangles);
211
212 SMD2Triangle *triangles = new SMD2Triangle[header.numTriangles];
213 if (!file->read(triangles, header.numTriangles *sizeof(SMD2Triangle)))
214 {
215 delete[] triangles;
216 delete[] textureCoords;
217
218 os::Printer::log("MD2 Loader: Error reading triangles.", file->getFileName(), ELL_ERROR);
219 return false;
220 }
221
222#ifdef __BIG_ENDIAN__
223 for (i=0; i<header.numTriangles; ++i)
224 {
225 triangles[i].vertexIndices[0] = os::Byteswap::byteswap(triangles[i].vertexIndices[0]);
226 triangles[i].vertexIndices[1] = os::Byteswap::byteswap(triangles[i].vertexIndices[1]);
227 triangles[i].vertexIndices[2] = os::Byteswap::byteswap(triangles[i].vertexIndices[2]);
228 triangles[i].textureIndices[0] = os::Byteswap::byteswap(triangles[i].textureIndices[0]);
229 triangles[i].textureIndices[1] = os::Byteswap::byteswap(triangles[i].textureIndices[1]);
230 triangles[i].textureIndices[2] = os::Byteswap::byteswap(triangles[i].textureIndices[2]);
231 }
232#endif
233
234 // read Vertices
235
236 u8 buffer[MD2_MAX_VERTS*4+128];
237 SMD2Frame* frame = (SMD2Frame*)buffer;
238
239 file->seek(header.offsetFrames);
240
241 for (i = 0; i<header.numFrames; ++i)
242 {
243 // read vertices
244
245 file->read(frame, header.frameSize);
246
247#ifdef __BIG_ENDIAN__
248 frame->scale[0] = os::Byteswap::byteswap(frame->scale[0]);
249 frame->scale[1] = os::Byteswap::byteswap(frame->scale[1]);
250 frame->scale[2] = os::Byteswap::byteswap(frame->scale[2]);
251 frame->translate[0] = os::Byteswap::byteswap(frame->translate[0]);
252 frame->translate[1] = os::Byteswap::byteswap(frame->translate[1]);
253 frame->translate[2] = os::Byteswap::byteswap(frame->translate[2]);
254#endif
255 //
256 // store frame data
257 //
258
259 CAnimatedMeshMD2::SAnimationData adata;
260 adata.begin = i;
261 adata.end = i;
262 adata.fps = 7;
263
264 // Add new named animation if necessary
265 if (frame->name[0])
266 {
267 // get animation name
268 for (s32 s = 0; s < 16 && frame->name[s]!=0 && (frame->name[s] < '0' || frame->name[s] > '9'); ++s)
269 {
270 adata.name += frame->name[s];
271 }
272
273 // Does this keyframe have the same animation name as the current animation?
274 if (!mesh->AnimationData.empty() && mesh->AnimationData[mesh->AnimationData.size()-1].name == adata.name)
275 {
276 // Increase the length of the animation
277 ++mesh->AnimationData[mesh->AnimationData.size() - 1].end;
278 }
279 else
280 {
281 // Add the new animation
282 mesh->AnimationData.push_back(adata);
283 }
284 }
285
286 // save keyframe scale and translation
287
288 mesh->FrameTransforms[i].scale.X = frame->scale[0];
289 mesh->FrameTransforms[i].scale.Z = frame->scale[1];
290 mesh->FrameTransforms[i].scale.Y = frame->scale[2];
291 mesh->FrameTransforms[i].translate.X = frame->translate[0];
292 mesh->FrameTransforms[i].translate.Z = frame->translate[1];
293 mesh->FrameTransforms[i].translate.Y = frame->translate[2];
294
295 // add vertices
296 for (s32 j=0; j<header.numTriangles; ++j)
297 {
298 for (u32 ti=0; ti<3; ++ti)
299 {
300 CAnimatedMeshMD2::SMD2Vert v;
301 u32 num = triangles[j].vertexIndices[ti];
302 v.Pos.X = frame->vertices[num].vertex[0];
303 v.Pos.Z = frame->vertices[num].vertex[1];
304 v.Pos.Y = frame->vertices[num].vertex[2];
305 v.NormalIdx = frame->vertices[num].lightNormalIndex;
306
307 mesh->FrameList[i].push_back(v);
308 }
309 }
310
311 // calculate bounding boxes
312 if (header.numVertices)
313 {
314 core::aabbox3d<f32> box;
315 core::vector3df pos;
316 pos.X = f32(mesh->FrameList[i] [0].Pos.X) * mesh->FrameTransforms[i].scale.X + mesh->FrameTransforms[i].translate.X;
317 pos.Y = f32(mesh->FrameList[i] [0].Pos.Y) * mesh->FrameTransforms[i].scale.Y + mesh->FrameTransforms[i].translate.Y;
318 pos.Z = f32(mesh->FrameList[i] [0].Pos.Z) * mesh->FrameTransforms[i].scale.Z + mesh->FrameTransforms[i].translate.Z;
319
320 box.reset(pos);
321
322 for (s32 j=1; j<header.numTriangles*3; ++j)
323 {
324 pos.X = f32(mesh->FrameList[i] [j].Pos.X) * mesh->FrameTransforms[i].scale.X + mesh->FrameTransforms[i].translate.X;
325 pos.Y = f32(mesh->FrameList[i] [j].Pos.Y) * mesh->FrameTransforms[i].scale.Y + mesh->FrameTransforms[i].translate.Y;
326 pos.Z = f32(mesh->FrameList[i] [j].Pos.Z) * mesh->FrameTransforms[i].scale.Z + mesh->FrameTransforms[i].translate.Z;
327
328 box.addInternalPoint(pos);
329 }
330 mesh->BoxList.push_back(box);
331 }
332 }
333
334 // populate interpolation buffer with texture coordinates and colors
335 if (header.numFrames)
336 {
337 f32 dmaxs = 1.0f/(header.skinWidth);
338 f32 dmaxt = 1.0f/(header.skinHeight);
339
340 for (s32 t=0; t<header.numTriangles; ++t)
341 {
342 for (s32 n=0; n<3; ++n)
343 {
344 mesh->InterpolationBuffer->Vertices[t*3 + n].TCoords.X = (textureCoords[triangles[t].textureIndices[n]].s + 0.5f) * dmaxs;
345 mesh->InterpolationBuffer->Vertices[t*3 + n].TCoords.Y = (textureCoords[triangles[t].textureIndices[n]].t + 0.5f) * dmaxt;
346 mesh->InterpolationBuffer->Vertices[t*3 + n].Color = video::SColor(255,255,255,255);
347 }
348 }
349 }
350
351 // clean up
352 delete [] triangles;
353 delete [] textureCoords;
354
355 // init buffer with start frame.
356 mesh->getMesh(0);
357 return true;
358}
359
360} // end namespace scene
361} // end namespace irr
362
363
364#endif // _IRR_COMPILE_WITH_MD2_LOADER_