stk-code_catmod/lib/irrlicht/source/Irrlicht/CAnimatedMeshMD3.cpp
hikerstk 974deca5e1 Added our own irrlicht version - not used atm.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@11846 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2012-11-01 02:00:02 +00:00

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_