Remove remaining MD3 support

This commit is contained in:
Vincent Lejeune 2015-01-10 21:03:44 +01:00
parent 231ee1bad4
commit 53c8df6733
8 changed files with 4 additions and 410 deletions

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@ -456,7 +456,6 @@ include/ITriangleSelector.h
include/coreutil.h
include/SMeshBufferTangents.h
include/ILightSceneNode.h
include/IAnimatedMeshMD3.h
include/dimension2d.h
include/ISceneCollisionManager.h
include/heapsort.h

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@ -1,304 +0,0 @@
// Copyright (C) 2007-2012 Nikolaus Gebhardt / Thomas Alten
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_ANIMATED_MESH_MD3_H_INCLUDED__
#define __I_ANIMATED_MESH_MD3_H_INCLUDED__
#include "IAnimatedMesh.h"
#include "IQ3Shader.h"
#include "quaternion.h"
namespace irr
{
namespace scene
{
enum eMD3Models
{
EMD3_HEAD = 0,
EMD3_UPPER,
EMD3_LOWER,
EMD3_WEAPON,
EMD3_NUMMODELS
};
//! Animation list
enum EMD3_ANIMATION_TYPE
{
// Animations for both lower and upper parts of the player
EMD3_BOTH_DEATH_1 = 0,
EMD3_BOTH_DEAD_1,
EMD3_BOTH_DEATH_2,
EMD3_BOTH_DEAD_2,
EMD3_BOTH_DEATH_3,
EMD3_BOTH_DEAD_3,
// Animations for the upper part
EMD3_TORSO_GESTURE,
EMD3_TORSO_ATTACK_1,
EMD3_TORSO_ATTACK_2,
EMD3_TORSO_DROP,
EMD3_TORSO_RAISE,
EMD3_TORSO_STAND_1,
EMD3_TORSO_STAND_2,
// Animations for the lower part
EMD3_LEGS_WALK_CROUCH,
EMD3_LEGS_WALK,
EMD3_LEGS_RUN,
EMD3_LEGS_BACK,
EMD3_LEGS_SWIM,
EMD3_LEGS_JUMP_1,
EMD3_LEGS_LAND_1,
EMD3_LEGS_JUMP_2,
EMD3_LEGS_LAND_2,
EMD3_LEGS_IDLE,
EMD3_LEGS_IDLE_CROUCH,
EMD3_LEGS_TURN,
//! Not an animation, but amount of animation types.
EMD3_ANIMATION_COUNT
};
struct SMD3AnimationInfo
{
//! First frame
s32 first;
//! Last frame
s32 num;
//! Looping frames
s32 looping;
//! Frames per second
s32 fps;
};
// byte-align structures
#include "irrpack.h"
//! this holds the header info of the MD3 file
struct SMD3Header
{
c8 headerID[4]; //id of file, always "IDP3"
s32 Version; //this is a version number, always 15
s8 fileName[68]; //sometimes left Blank... 65 chars, 32bit aligned == 68 chars
s32 numFrames; //number of KeyFrames
s32 numTags; //number of 'tags' per frame
s32 numMeshes; //number of meshes/skins
s32 numMaxSkins; //maximum number of unique skins used in md3 file. artefact md2
s32 frameStart; //starting position of frame-structur
s32 tagStart; //starting position of tag-structures
s32 tagEnd; //ending position of tag-structures/starting position of mesh-structures
s32 fileSize;
} PACK_STRUCT;
//! this holds the header info of an MD3 mesh section
struct SMD3MeshHeader
{
c8 meshID[4]; //id, must be IDP3
c8 meshName[68]; //name of mesh 65 chars, 32 bit aligned == 68 chars
s32 numFrames; //number of meshframes in mesh
s32 numShader; //number of skins in mesh
s32 numVertices; //number of vertices
s32 numTriangles; //number of Triangles
s32 offset_triangles; //starting position of Triangle data, relative to start of Mesh_Header
s32 offset_shaders; //size of header
s32 offset_st; //starting position of texvector data, relative to start of Mesh_Header
s32 vertexStart; //starting position of vertex data,relative to start of Mesh_Header
s32 offset_end;
} PACK_STRUCT;
//! Compressed Vertex Data
struct SMD3Vertex
{
s16 position[3];
u8 normal[2];
} PACK_STRUCT;
//! Texture Coordinate
struct SMD3TexCoord
{
f32 u;
f32 v;
} PACK_STRUCT;
//! Triangle Index
struct SMD3Face
{
s32 Index[3];
} PACK_STRUCT;
// Default alignment
#include "irrunpack.h"
//! Holding Frame Data for a Mesh
struct SMD3MeshBuffer : public IReferenceCounted
{
SMD3MeshHeader MeshHeader;
core::stringc Shader;
core::array < s32 > Indices;
core::array < SMD3Vertex > Vertices;
core::array < SMD3TexCoord > Tex;
};
//! hold a tag info for connecting meshes
/** Basically its an alternate way to describe a transformation. */
struct SMD3QuaternionTag
{
virtual ~SMD3QuaternionTag()
{
position.X = 0.f;
}
// construct copy constructor
SMD3QuaternionTag( const SMD3QuaternionTag & copyMe )
{
*this = copyMe;
}
// construct for searching
SMD3QuaternionTag( const core::stringc& name )
: Name ( name ) {}
// construct from a position and euler angles in degrees
SMD3QuaternionTag ( const core::vector3df &pos, const core::vector3df &angle )
: position(pos), rotation(angle * core::DEGTORAD) {}
// set to matrix
void setto ( core::matrix4 &m )
{
rotation.getMatrix ( m, position );
}
bool operator == ( const SMD3QuaternionTag &other ) const
{
return Name == other.Name;
}
SMD3QuaternionTag & operator=( const SMD3QuaternionTag & copyMe )
{
Name = copyMe.Name;
position = copyMe.position;
rotation = copyMe.rotation;
return *this;
}
core::stringc Name;
core::vector3df position;
core::quaternion rotation;
};
//! holds a associative list of named quaternions
struct SMD3QuaternionTagList
{
SMD3QuaternionTagList()
{
Container.setAllocStrategy(core::ALLOC_STRATEGY_SAFE);
}
// construct copy constructor
SMD3QuaternionTagList(const SMD3QuaternionTagList& copyMe)
{
*this = copyMe;
}
virtual ~SMD3QuaternionTagList() {}
SMD3QuaternionTag* get(const core::stringc& name)
{
SMD3QuaternionTag search ( name );
s32 index = Container.linear_search ( search );
if ( index >= 0 )
return &Container[index];
return 0;
}
u32 size () const
{
return Container.size();
}
void set_used(u32 new_size)
{
s32 diff = (s32) new_size - (s32) Container.allocated_size();
if ( diff > 0 )
{
SMD3QuaternionTag e("");
for ( s32 i = 0; i < diff; ++i )
Container.push_back(e);
}
}
const SMD3QuaternionTag& operator[](u32 index) const
{
return Container[index];
}
SMD3QuaternionTag& operator[](u32 index)
{
return Container[index];
}
void push_back(const SMD3QuaternionTag& other)
{
Container.push_back(other);
}
SMD3QuaternionTagList& operator = (const SMD3QuaternionTagList & copyMe)
{
Container = copyMe.Container;
return *this;
}
private:
core::array < SMD3QuaternionTag > Container;
};
//! Holding Frames Buffers and Tag Infos
struct SMD3Mesh: public IReferenceCounted
{
SMD3Mesh ()
{
MD3Header.numFrames = 0;
}
virtual ~SMD3Mesh()
{
for (u32 i=0; i<Buffer.size(); ++i)
Buffer[i]->drop();
}
core::stringc Name;
core::array<SMD3MeshBuffer*> Buffer;
SMD3QuaternionTagList TagList;
SMD3Header MD3Header;
};
//! Interface for using some special functions of MD3 meshes
class IAnimatedMeshMD3 : public IAnimatedMesh
{
public:
//! tune how many frames you want to render inbetween.
virtual void setInterpolationShift(u32 shift, u32 loopMode) =0;
//! get the tag list of the mesh.
virtual SMD3QuaternionTagList* getTagList(s32 frame, s32 detailLevel, s32 startFrameLoop, s32 endFrameLoop) =0;
//! get the original md3 mesh.
virtual SMD3Mesh* getOriginalMesh() =0;
};
} // end namespace scene
} // end namespace irr
#endif

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@ -8,7 +8,6 @@
#include "ISceneNode.h"
#include "IBoneSceneNode.h"
#include "IAnimatedMeshMD2.h"
#include "IAnimatedMeshMD3.h"
namespace irr
{
@ -201,9 +200,6 @@ namespace scene
//! Returns the current mesh
virtual IAnimatedMesh* getMesh(void) = 0;
//! Get the absolute transformation for a special MD3 Tag if the mesh is a md3 mesh, or the absolutetransformation if it's a normal scenenode
virtual const SMD3QuaternionTag* getMD3TagTransformation( const core::stringc & tagname) = 0;
//! Set how the joints should be updated on render
virtual void setJointMode(E_JOINT_UPDATE_ON_RENDER mode)=0;

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@ -55,7 +55,6 @@
#include "heapsort.h"
#include "IAnimatedMesh.h"
#include "IAnimatedMeshMD2.h"
#include "IAnimatedMeshMD3.h"
#include "IAnimatedMeshSceneNode.h"
#include "IAttributeExchangingObject.h"
#include "IAttributes.h"

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@ -8,7 +8,6 @@
#include "S3DVertex.h"
#include "os.h"
#include "CShadowVolumeSceneNode.h"
#include "IAnimatedMeshMD3.h"
#include "CSkinnedMesh.h"
#include "IDummyTransformationSceneNode.h"
#include "IBoneSceneNode.h"
@ -17,6 +16,7 @@
#include "IMeshCache.h"
#include "IAnimatedMesh.h"
#include "quaternion.h"
#include "IFileSystem.h"
namespace irr
@ -37,7 +37,7 @@ CAnimatedMeshSceneNode::CAnimatedMeshSceneNode(IAnimatedMesh* mesh,
TransitionTime(0), Transiting(0.f), TransitingBlend(0.f),
JointMode(EJUOR_NONE), JointsUsed(false),
Looping(true), ReadOnlyMaterials(false), RenderFromIdentity(false),
LoopCallBack(0), PassCount(0), Shadow(0), MD3Special(0)
LoopCallBack(0), PassCount(0), Shadow(0)
{
#ifdef _DEBUG
setDebugName("CAnimatedMeshSceneNode");
@ -50,9 +50,6 @@ CAnimatedMeshSceneNode::CAnimatedMeshSceneNode(IAnimatedMesh* mesh,
//! destructor
CAnimatedMeshSceneNode::~CAnimatedMeshSceneNode()
{
if (MD3Special)
MD3Special->drop();
if (Mesh)
Mesh->drop();
@ -407,40 +404,6 @@ void CAnimatedMeshSceneNode::render()
}
}
}
// show tag for quake3 models
if (Mesh->getMeshType() == EAMT_MD3)
{
IAnimatedMesh * arrow =
SceneManager->addArrowMesh (
"__tag_show",
0xFF0000FF, 0xFF000088,
4, 8, 5.f, 4.f, 0.5f,
1.f);
if (!arrow)
{
arrow = SceneManager->getMesh ( "__tag_show" );
}
IMesh *arrowMesh = arrow->getMesh(0);
core::matrix4 matr;
SMD3QuaternionTagList *taglist = ((IAnimatedMeshMD3*)Mesh)->getTagList(
(s32)getFrameNr(), 255,
getStartFrame(), getEndFrame());
if (taglist)
{
for ( u32 ts = 0; ts != taglist->size(); ++ts )
{
(*taglist)[ts].setto(matr);
driver->setTransform(video::ETS_WORLD, matr );
for ( u32 a = 0; a != arrowMesh->getMeshBufferCount(); ++a )
driver->drawMeshBuffer(arrowMesh->getMeshBuffer(a));
}
}
}
}
// show mesh
@ -883,51 +846,10 @@ void CAnimatedMeshSceneNode::setMesh(IAnimatedMesh* mesh)
setFrameLoop(0, Mesh->getFrameCount());
}
// returns the absolute transformation for a special MD3 Tag if the mesh is a md3 mesh,
// or the absolutetransformation if it's a normal scenenode
const SMD3QuaternionTag* CAnimatedMeshSceneNode::getMD3TagTransformation(const core::stringc& tagname)
{
return MD3Special ? MD3Special->AbsoluteTagList.get(tagname) : 0;
}
//! updates the absolute position based on the relative and the parents position
void CAnimatedMeshSceneNode::updateAbsolutePosition()
{
IAnimatedMeshSceneNode::updateAbsolutePosition();
if (!Mesh || Mesh->getMeshType() != EAMT_MD3)
return;
SMD3QuaternionTagList *taglist;
taglist = ( (IAnimatedMeshMD3*) Mesh )->getTagList ( (s32)getFrameNr(),255,getStartFrame (),getEndFrame () );
if (taglist)
{
if (!MD3Special)
{
MD3Special = new SMD3Special();
}
SMD3QuaternionTag parent ( MD3Special->Tagname );
if (Parent && Parent->getType() == ESNT_ANIMATED_MESH)
{
const SMD3QuaternionTag * p = ((IAnimatedMeshSceneNode*) Parent)->getMD3TagTransformation
( MD3Special->Tagname );
if (p)
parent = *p;
}
SMD3QuaternionTag relative( RelativeTranslation, RelativeRotation );
MD3Special->AbsoluteTagList.set_used ( taglist->size () );
for ( u32 i=0; i!= taglist->size (); ++i )
{
MD3Special->AbsoluteTagList[i].position = parent.position + (*taglist)[i].position + relative.position;
MD3Special->AbsoluteTagList[i].rotation = parent.rotation * (*taglist)[i].rotation * relative.rotation;
}
}
}
//! Set the joint update mode (0-unused, 1-get joints only, 2-set joints only, 3-move and set)
@ -1134,7 +1056,6 @@ ISceneNode* CAnimatedMeshSceneNode::clone(ISceneNode* newParent, ISceneManager*
newNode->JointChildSceneNodes = JointChildSceneNodes;
newNode->PretransitingSave = PretransitingSave;
newNode->RenderFromIdentity = RenderFromIdentity;
newNode->MD3Special = MD3Special;
return newNode;
}

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@ -146,10 +146,6 @@ namespace scene
//! Returns type of the scene node
virtual ESCENE_NODE_TYPE getType() const { return ESNT_ANIMATED_MESH; }
// returns the absolute transformation for a special MD3 Tag if the mesh is a md3 mesh,
// or the absolutetransformation if it's a normal scenenode
const SMD3QuaternionTag* getMD3TagTransformation( const core::stringc & tagname);
//! updates the absolute position based on the relative and the parents position
virtual void updateAbsolutePosition();
@ -213,21 +209,6 @@ namespace scene
core::array<IBoneSceneNode* > JointChildSceneNodes;
core::array<core::matrix4> PretransitingSave;
// Quake3 Model
struct SMD3Special : public virtual IReferenceCounted
{
core::stringc Tagname;
SMD3QuaternionTagList AbsoluteTagList;
SMD3Special & operator = (const SMD3Special & copyMe)
{
Tagname = copyMe.Tagname;
AbsoluteTagList = copyMe.AbsoluteTagList;
return *this;
}
};
SMD3Special *MD3Special;
};
} // end namespace scene

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@ -5,6 +5,7 @@
#include "CParticleAnimatedMeshSceneNodeEmitter.h"
#include "IAnimatedMeshSceneNode.h"
#include "IMesh.h"
#include "IMeshBuffer.h"
#include "os.h"
namespace irr

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@ -37,6 +37,7 @@ using namespace irr;
#include <ISceneManager.h>
#include <IMeshSceneNode.h>
#include <ITexture.h>
/** Creates a physical Settings object with the given type, radius and mass.
*/