gtkradiant/plugins/md3model/md3.cpp
TTimo 12b372f89c ok
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant@1 8a3a26a2-13c4-0310-b231-cf6edde360e5
2006-02-10 22:01:20 +00:00

340 lines
9.4 KiB
C++

/*
Copyright (C) 2001-2006, William Joseph.
All Rights Reserved.
This file is part of GtkRadiant.
GtkRadiant is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
GtkRadiant is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#include "md3.h"
#include "ifilesystem.h"
#include "imodel.h"
#include "imagelib.h"
#include "bytestreamutils.h"
#include "model.h"
#include "ident.h"
#include "md3normals.h"
// the maximum size of game reletive pathnames
#define MAX_QPATH 64
/*
========================================================================
.MD3 triangle model file format
========================================================================
*/
const unsigned char MD3_IDENT[4] = { 'I', 'D', 'P', '3', };
#define MD3_VERSION 15
// limits
#define MD3_MAX_LODS 4
#define MD3_MAX_TRIANGLES 8192 // per surface
#define MD3_MAX_VERTS 4096 // per surface
#define MD3_MAX_SHADERS 256 // per surface
#define MD3_MAX_FRAMES 1024 // per model
#define MD3_MAX_SURFACES 32 // per model
#define MD3_MAX_TAGS 16 // per frame
// vertex scales
#define MD3_XYZ_SCALE (1.f / 64)
typedef float float3[3];
void istream_read_float3(PointerInputStream& inputStream, float3 f)
{
f[0] = istream_read_float32_le(inputStream);
f[1] = istream_read_float32_le(inputStream);
f[2] = istream_read_float32_le(inputStream);
}
typedef struct md3Frame_s {
float3 bounds[2];
float3 localOrigin;
float radius;
char name[16];
} md3Frame_t;
void istream_read_md3Frame(PointerInputStream& inputStream, md3Frame_t& frame)
{
istream_read_float3(inputStream, frame.bounds[0]);
istream_read_float3(inputStream, frame.bounds[1]);
istream_read_float3(inputStream, frame.localOrigin);
frame.radius = istream_read_float32_le(inputStream);
inputStream.read(reinterpret_cast<unsigned char*>(frame.name), 16);
}
typedef struct md3Tag_s {
char name[MAX_QPATH]; // tag name
float3 origin;
float3 axis[3];
} md3Tag_t;
void istream_read_md3Shader(PointerInputStream& inputStream, md3Tag_t& tag)
{
inputStream.read(reinterpret_cast<unsigned char*>(tag.name), MAX_QPATH);
istream_read_float3(inputStream, tag.origin);
istream_read_float3(inputStream, tag.axis[0]);
istream_read_float3(inputStream, tag.axis[1]);
istream_read_float3(inputStream, tag.axis[2]);
}
/*
** md3Surface_t
**
** CHUNK SIZE
** header sizeof( md3Surface_t )
** shaders sizeof( md3Shader_t ) * numShaders
** triangles[0] sizeof( md3Triangle_t ) * numTriangles
** st sizeof( md3St_t ) * numVerts
** XyzNormals sizeof( md3XyzNormal_t ) * numVerts * numFrames
*/
typedef struct {
char ident[4]; //
char name[MAX_QPATH]; // polyset name
int flags;
int numFrames; // all surfaces in a model should have the same
int numShaders; // all surfaces in a model should have the same
int numVerts;
int numTriangles;
int ofsTriangles;
int ofsShaders; // offset from start of md3Surface_t
int ofsSt; // texture coords are common for all frames
int ofsXyzNormals; // numVerts * numFrames
int ofsEnd; // next surface follows
} md3Surface_t;
void istream_read_md3Surface(PointerInputStream& inputStream, md3Surface_t& surface)
{
inputStream.read(reinterpret_cast<unsigned char*>(surface.ident), 4);
inputStream.read(reinterpret_cast<unsigned char*>(surface.name), MAX_QPATH);
surface.flags = istream_read_int32_le(inputStream);
surface.numFrames = istream_read_int32_le(inputStream);
surface.numShaders = istream_read_int32_le(inputStream);
surface.numVerts = istream_read_int32_le(inputStream);
surface.numTriangles = istream_read_int32_le(inputStream);
surface.ofsTriangles = istream_read_int32_le(inputStream);
surface.ofsShaders = istream_read_int32_le(inputStream);
surface.ofsSt = istream_read_int32_le(inputStream);
surface.ofsXyzNormals = istream_read_int32_le(inputStream);
surface.ofsEnd = istream_read_int32_le(inputStream);
}
typedef struct {
char name[MAX_QPATH];
int shaderIndex; // for in-game use
} md3Shader_t;
void istream_read_md3Shader(PointerInputStream& inputStream, md3Shader_t& shader)
{
inputStream.read(reinterpret_cast<unsigned char*>(shader.name), MAX_QPATH);
shader.shaderIndex = istream_read_int32_le(inputStream);
}
typedef struct {
int indexes[3];
} md3Triangle_t;
void istream_read_md3Triangle(PointerInputStream& inputStream, md3Triangle_t& triangle)
{
triangle.indexes[0] = istream_read_int32_le(inputStream);
triangle.indexes[1] = istream_read_int32_le(inputStream);
triangle.indexes[2] = istream_read_int32_le(inputStream);
}
typedef struct {
float st[2];
} md3St_t;
void istream_read_md3St(PointerInputStream& inputStream, md3St_t& st)
{
st.st[0] = istream_read_float32_le(inputStream);
st.st[1] = istream_read_float32_le(inputStream);
}
typedef struct {
short xyz[3];
short normal;
} md3XyzNormal_t;
void istream_read_md3XyzNormal(PointerInputStream& inputStream, md3XyzNormal_t& xyz)
{
xyz.xyz[0] = istream_read_int16_le(inputStream);
xyz.xyz[1] = istream_read_int16_le(inputStream);
xyz.xyz[2] = istream_read_int16_le(inputStream);
xyz.normal = istream_read_int16_le(inputStream);
}
typedef struct {
char ident[4];
int version;
char name[MAX_QPATH]; // model name
int flags;
int numFrames;
int numTags;
int numSurfaces;
int numSkins;
int ofsFrames; // offset for first frame
int ofsTags; // numFrames * numTags
int ofsSurfaces; // first surface, others follow
int ofsEnd; // end of file
} md3Header_t;
void istream_read_md3Header(PointerInputStream& inputStream, md3Header_t& header)
{
inputStream.read(reinterpret_cast<unsigned char*>(header.ident), 4);
header.version = istream_read_int32_le(inputStream);
inputStream.read(reinterpret_cast<unsigned char*>(header.name), MAX_QPATH);
header.flags = istream_read_int32_le(inputStream);
header.numFrames = istream_read_int32_le(inputStream);
header.numTags = istream_read_int32_le(inputStream);
header.numSurfaces = istream_read_int32_le(inputStream);
header.numSkins = istream_read_int32_le(inputStream);
header.ofsFrames = istream_read_int32_le(inputStream);
header.ofsTags = istream_read_int32_le(inputStream);
header.ofsSurfaces = istream_read_int32_le(inputStream);
header.ofsEnd = istream_read_int32_le(inputStream);
}
int MD3Surface_read(Surface& surface, unsigned char* buffer)
{
md3Surface_t md3Surface;
{
PointerInputStream inputStream(buffer);
istream_read_md3Surface(inputStream, md3Surface);
}
{
surface.vertices().reserve(md3Surface.numVerts);
PointerInputStream xyzNormalStream(buffer + md3Surface.ofsXyzNormals);
PointerInputStream stStream(buffer + md3Surface.ofsSt);
// read verts into vertex array - xyz, st, normal
for(int i = 0; i < md3Surface.numVerts; i++)
{
md3XyzNormal_t md3Xyz;
istream_read_md3XyzNormal(xyzNormalStream, md3Xyz);
md3St_t md3St;
istream_read_md3St(stStream, md3St);
surface.vertices().push_back(
ArbitraryMeshVertex(
Vertex3f( md3Xyz.xyz[0] * MD3_XYZ_SCALE, md3Xyz.xyz[1] * MD3_XYZ_SCALE, md3Xyz.xyz[2] * MD3_XYZ_SCALE),
DecodeNormal(reinterpret_cast<byte*>(&md3Xyz.normal)),
TexCoord2f(md3St.st[0], md3St.st[1])
)
);
}
}
{
surface.indices().reserve(md3Surface.numTriangles * 3);
PointerInputStream inputStream(buffer + md3Surface.ofsTriangles);
for(int i = 0; i < md3Surface.numTriangles; i++)
{
md3Triangle_t md3Triangle;
istream_read_md3Triangle(inputStream, md3Triangle);
surface.indices().insert(md3Triangle.indexes[0]);
surface.indices().insert(md3Triangle.indexes[1]);
surface.indices().insert(md3Triangle.indexes[2]);
}
}
{
md3Shader_t md3Shader;
{
PointerInputStream inputStream(buffer + md3Surface.ofsShaders);
istream_read_md3Shader(inputStream, md3Shader);
}
surface.setShader(md3Shader.name);
}
surface.updateAABB();
return md3Surface.ofsEnd;
}
void MD3Model_read(Model& model, unsigned char* buffer)
{
md3Header_t md3Header;
{
PointerInputStream inputStream(buffer);
istream_read_md3Header(inputStream, md3Header);
}
unsigned char* surfacePosition = buffer + md3Header.ofsSurfaces;
for(int i = 0; i != md3Header.numSurfaces; ++i)
{
surfacePosition += MD3Surface_read(model.newSurface(), surfacePosition);
}
model.updateAABB();
}
scene::Node& MD3Model_new(unsigned char* buffer)
{
ModelNode* modelNode = new ModelNode();
MD3Model_read(modelNode->model(), buffer);
return modelNode->node();
}
scene::Node& MD3Model_default()
{
ModelNode* modelNode = new ModelNode();
Model_constructNull(modelNode->model());
return modelNode->node();
}
scene::Node& MD3Model_fromBuffer(unsigned char* buffer)
{
if (!ident_equal(buffer, MD3_IDENT))
{
globalErrorStream() << "MD3 read error: incorrect ident\n";
return MD3Model_default();
}
else
{
return MD3Model_new(buffer);
}
}
scene::Node& loadMD3Model(ArchiveFile& file)
{
ScopedArchiveBuffer buffer(file);
return MD3Model_fromBuffer(buffer.buffer);
}