UltimateZoneBuilder/Source/Core/GZBuilder/md3/ModelReader.cs

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using System;
using System.IO;
using System.Drawing;
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using System.Drawing.Imaging;
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using System.Text;
using System.Collections.Generic;
using CodeImp.DoomBuilder;
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using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.GZBuilder.Data;
using CodeImp.DoomBuilder.GZBuilder.GZDoom;
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using SlimDX;
using SlimDX.Direct3D9;
//mxd. Original version taken from here: http://colladadotnet.codeplex.com/SourceControl/changeset/view/40680
namespace CodeImp.DoomBuilder.GZBuilder.MD3
{
internal static class ModelReader
{
public static void Parse(ref ModeldefEntry mde, PK3StructuredReader reader, Device D3DDevice) {
string[] modelNames = new string[mde.ModelNames.Count];
string[] textureNames = new string[mde.TextureNames.Count];
mde.ModelNames.CopyTo(modelNames);
mde.TextureNames.CopyTo(textureNames);
mde.Model = new GZModel();
mde.Model.NUM_MESHES = (byte)modelNames.Length;
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BoundingBoxSizes bbs = new BoundingBoxSizes();
for (int i = 0; i < modelNames.Length; i++) {
string modelPath = Path.Combine(mde.Path, modelNames[i]);
if (reader.FileExists(modelPath)) {
MemoryStream stream = reader.LoadFile(modelPath);
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General.WriteLogLine("ModelLoader: loading '" + modelPath + "'");
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//mesh
string ext = modelNames[i].Substring(modelNames[i].Length - 4);
string error = "";
if (ext == ".md3")
error = ReadMD3Model(ref bbs, ref mde, stream, D3DDevice);
else if (ext == ".md2")
error = ReadMD2Model(ref bbs, ref mde, stream, D3DDevice);
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//texture
if (string.IsNullOrEmpty(error)) {
string texturePath = Path.Combine(mde.Path, textureNames[i]);
if (textureNames[i] != TextureData.INVALID_TEXTURE && reader.FileExists(texturePath)) {
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if (Path.GetExtension(texturePath) == ".pcx") { //pcx format requires special handling...
FileImageReader fir = new FileImageReader();
Bitmap bitmap = fir.ReadAsBitmap(reader.LoadFile(texturePath));
if (bitmap != null) {
BitmapData bmlock = bitmap.LockBits(new System.Drawing.Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.ReadOnly, bitmap.PixelFormat);
Texture texture = new Texture(D3DDevice, bitmap.Width, bitmap.Height, 1, Usage.None, Format.A8R8G8B8, Pool.Managed);
DataRectangle textureLock = texture.LockRectangle(0, LockFlags.None);
textureLock.Data.WriteRange(bmlock.Scan0, bmlock.Height * bmlock.Stride);
bitmap.UnlockBits(bmlock);
texture.UnlockRectangle(0);
mde.Model.Textures.Add(texture);
} else {
mde.Model.Textures.Add(General.Map.Data.UnknownTexture3D.Texture);
GZBuilder.GZGeneral.LogAndTraceWarning("ModelLoader: unable to load texture '" + texturePath + "'");
}
} else {
mde.Model.Textures.Add(Texture.FromStream(D3DDevice, reader.LoadFile(texturePath)));
}
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} else {
mde.Model.Textures.Add(General.Map.Data.UnknownTexture3D.Texture);
if (textureNames[i] != TextureData.INVALID_TEXTURE)
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GZBuilder.GZGeneral.LogAndTraceWarning("ModelLoader: unable to load texture '" + texturePath + "' - no such file");
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}
} else {
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GZBuilder.GZGeneral.LogAndTraceWarning("ModelLoader: error while loading " + modelPath + ": " + error);
mde.Model.NUM_MESHES--;
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}
stream.Dispose();
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} else {
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GZBuilder.GZGeneral.LogAndTraceWarning("ModelLoader: unable to load model '" + modelPath + "' - no such file");
mde.Model.NUM_MESHES--;
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}
}
if (mde.Model.NUM_MESHES <= 0) {
mde.Model = null;
return;
}
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mde.Model.BoundingBox = BoundingBoxTools.CalculateBoundingBox(bbs);
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}
private static string ReadMD3Model(ref BoundingBoxSizes bbs, ref ModeldefEntry mde, MemoryStream s, Device D3DDevice) {
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long start = s.Position;
using (var br = new BinaryReader(s, Encoding.ASCII)) {
string magic = ReadString(br, 4);
if (magic != "IDP3")
return "magic should be 'IDP3', not '" + magic + "'";
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s.Position += 80;
int numSurfaces = br.ReadInt32();
s.Position += 12;
int ofsSurfaces = br.ReadInt32();
if (s.Position != ofsSurfaces + start)
s.Position = ofsSurfaces + start;
List<short> polyIndecesList = new List<short>();
List<WorldVertex> vertList = new List<WorldVertex>();
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string error = "";
for (int c = 0; c < numSurfaces; ++c) {
error = ReadSurface(ref bbs, br, polyIndecesList, vertList, mde);
if (!string.IsNullOrEmpty(error))
return error;
}
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//indeces for rendering current mesh in 2d
short[] indeces2d_arr = CreateLineListIndeces(polyIndecesList);
//mesh
Mesh mesh = new Mesh(D3DDevice, polyIndecesList.Count / 3, vertList.Count, MeshFlags.IndexBufferManaged | MeshFlags.VertexBufferManaged, General.Map.Graphics.Shaders.World3D.VertexElements);
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DataStream stream = mesh.VertexBuffer.Lock(0, 0, LockFlags.None);
stream.WriteRange(vertList.ToArray());
mesh.VertexBuffer.Unlock();
stream = mesh.IndexBuffer.Lock(0, 0, LockFlags.None);
stream.WriteRange(polyIndecesList.ToArray());
mesh.IndexBuffer.Unlock();
mesh.OptimizeInPlace(MeshOptimizeFlags.AttributeSort);
mde.Model.Meshes.Add(mesh);
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//2d data
IndexBuffer indeces2d = new IndexBuffer(D3DDevice, 2 * indeces2d_arr.Length, Usage.WriteOnly, Pool.Managed, true);
stream = indeces2d.Lock(0, 0, LockFlags.None);
stream.WriteRange(indeces2d_arr);
indeces2d.Unlock();
mde.Model.Indeces2D.Add(indeces2d);
mde.Model.NumIndeces2D.Add((short)polyIndecesList.Count);
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}
return "";
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}
private static string ReadSurface(ref BoundingBoxSizes bbs, BinaryReader br, List<short> polyIndecesList, List<WorldVertex> vertList, ModeldefEntry mde) {
int vertexOffset = vertList.Count;
long start = br.BaseStream.Position;
string magic = ReadString(br, 4);
if (magic != "IDP3")
return "error while reading surface: Magic should be 'IDP3', not '" + magic + "'";
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br.BaseStream.Position += 76;
int numVerts = br.ReadInt32(); //Number of Vertex objects defined in this Surface, up to MD3_MAX_VERTS. Current value of MD3_MAX_VERTS is 4096.
int numTriangles = br.ReadInt32(); //Number of Triangle objects defined in this Surface, maximum of MD3_MAX_TRIANGLES. Current value of MD3_MAX_TRIANGLES is 8192.
int ofsTriangles = br.ReadInt32(); //Relative offset from SURFACE_START where the list of Triangle objects starts.
br.BaseStream.Position += 4;
int ofsST = br.ReadInt32(); //Relative offset from SURFACE_START where the list of ST objects (s-t texture coordinates) starts.
int ofsNormal = br.ReadInt32(); //Relative offset from SURFACE_START where the list of Vertex objects (X-Y-Z-N vertices) starts.
int ofsEnd = br.ReadInt32(); //Relative offset from SURFACE_START to where the Surface object ends.
//polygons
if (start + ofsTriangles != br.BaseStream.Position)
br.BaseStream.Position = start + ofsTriangles;
for (int i = 0; i < numTriangles * 3; i++)
polyIndecesList.Add( (short)(vertexOffset + br.ReadInt32()) );
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//Vertices
if (start + ofsST != br.BaseStream.Position)
br.BaseStream.Position = start + ofsST;
for (int i = 0; i < numVerts; i++) {
WorldVertex v = new WorldVertex();
v.c = -1; //white
v.u = br.ReadSingle();
v.v = br.ReadSingle();
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vertList.Add(v);
}
//Normals
if (start + ofsNormal != br.BaseStream.Position)
br.BaseStream.Position = start + ofsNormal;
//rotation angles
float angleOfsetCos = (float)Math.Cos(mde.AngleOffset);
float angleOfsetSin = (float)Math.Sin(mde.AngleOffset);
float pitchOfsetCos = (float)Math.Cos(-mde.PitchOffset);
float pitchOfsetSin = (float)Math.Sin(-mde.PitchOffset);
float rollOfsetCos = (float)Math.Cos(mde.RollOffset);
float rollOfsetSin = (float)Math.Sin(mde.RollOffset);
for (int i = vertexOffset; i < vertexOffset + numVerts; i++) {
WorldVertex v = vertList[i];
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//read vertex
v.y = -(float)br.ReadInt16() / 64;
v.x = (float)br.ReadInt16() / 64;
v.z = (float)br.ReadInt16() / 64;
//rotate it
if (mde.AngleOffset != 0) {
float rx = angleOfsetCos * v.x - angleOfsetSin * v.y;
float ry = angleOfsetSin * v.x + angleOfsetCos * v.y;
v.y = ry;
v.x = rx;
}
if (mde.PitchOffset != 0) {
float ry = pitchOfsetCos * v.y - pitchOfsetSin * v.z;
float rz = pitchOfsetSin * v.y + pitchOfsetCos * v.z;
v.z = rz;
v.y = ry;
}
if (mde.RollOffset != 0) {
float rx = rollOfsetCos * v.x - rollOfsetSin * v.z;
float rz = rollOfsetSin * v.x + rollOfsetCos * v.z;
v.z = rz;
v.x = rx;
}
//scale it
v.y *= mde.Scale.X;
v.x *= mde.Scale.Y;
v.z *= mde.Scale.Z;
//add zOffset
v.z += mde.zOffset;
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//bounding box
BoundingBoxTools.UpdateBoundingBoxSizes(ref bbs, v);
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var lat = br.ReadByte() * (2 * Math.PI) / 255.0;
var lng = br.ReadByte() * (2 * Math.PI) / 255.0;
v.nx = (float)(Math.Sin(lng) * Math.Sin(lat));
v.ny = -(float)(Math.Cos(lng) * Math.Sin(lat));
v.nz = (float)(Math.Cos(lat));
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vertList[i] = v;
}
if (start + ofsEnd != br.BaseStream.Position)
br.BaseStream.Position = start + ofsEnd;
return "";
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}
private static string ReadMD2Model(ref BoundingBoxSizes bbs, ref ModeldefEntry mde, MemoryStream s, Device D3DDevice) {
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long start = s.Position;
using (var br = new BinaryReader(s, Encoding.ASCII)) {
string magic = ReadString(br, 4);
if (magic != "IDP2") //magic number: "IDP2"
return "magic should be 'IDP2', not '" + magic + "'";
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int modelVersion = br.ReadInt32();
if (modelVersion != 8) //MD2 version. Must be equal to 8
return "MD2 version must be 8 but is " + modelVersion;
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int texWidth = br.ReadInt32();
int texHeight = br.ReadInt32();
s.Position += 8; //Size of one frame in bytes
//s.Position += 4; //Number of textures
int num_verts = br.ReadInt32(); //Number of vertices
int num_uv = br.ReadInt32(); //The number of UV coordinates in the model
int num_tris = br.ReadInt32(); //Number of triangles
s.Position += 4; //Number of OpenGL commands
if (br.ReadInt32() == 0) //Total number of frames
return "model has 0 frames";
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s.Position += 4; //Offset to skin names (each skin name is an unsigned char[64] and are null terminated)
int ofs_uv = br.ReadInt32();//Offset to s-t texture coordinates
int ofs_tris = br.ReadInt32(); //Offset to triangles
int ofs_animFrame = br.ReadInt32(); //An offset to the first animation frame
List<short> polyIndecesList = new List<short>();
List<short> uvIndecesList = new List<short>();
List<Vector2> uvCoordsList = new List<Vector2>();
List<WorldVertex> vertList = new List<WorldVertex>();
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//polygons
if (s.Position != ofs_tris + start)
s.Position = ofs_tris + start;
for (int i = 0; i < num_tris; i++) {
polyIndecesList.Add((short)br.ReadInt16());
polyIndecesList.Add((short)br.ReadInt16());
polyIndecesList.Add((short)br.ReadInt16());
uvIndecesList.Add((short)br.ReadInt16());
uvIndecesList.Add((short)br.ReadInt16());
uvIndecesList.Add((short)br.ReadInt16());
}
//UV coords
if (s.Position != ofs_uv + start)
s.Position = ofs_uv + start;
for (int i = 0; i < num_uv; i++) {
uvCoordsList.Add(new Vector2((float)br.ReadInt16() / texWidth, (float)br.ReadInt16() / texHeight));
}
//first frame
//header
if (s.Position != ofs_animFrame + start)
s.Position = ofs_animFrame + start;
Vector3 scale = new Vector3((float)br.ReadSingle(), (float)br.ReadSingle(), (float)br.ReadSingle());
Vector3 translate = new Vector3((float)br.ReadSingle(), (float)br.ReadSingle(), (float)br.ReadSingle());
s.Position += 16; //frame name
//rotation angles
float angle = mde.AngleOffset - 0.5f * (float)Math.PI; //subtract 90 degrees to get correct rotation
float angleOfsetCos = (float)Math.Cos(angle);
float angleOfsetSin = (float)Math.Sin(angle);
float pitchOfsetCos = (float)Math.Cos(-mde.PitchOffset);
float pitchOfsetSin = (float)Math.Sin(-mde.PitchOffset);
float rollOfsetCos = (float)Math.Cos(mde.RollOffset);
float rollOfsetSin = (float)Math.Sin(mde.RollOffset);
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//verts
for (int i = 0; i < num_verts; i++) {
WorldVertex v = new WorldVertex();
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v.x = ((float)br.ReadByte() * scale.X + translate.X);
v.y = ((float)br.ReadByte() * scale.Y + translate.Y);
v.z = ((float)br.ReadByte() * scale.Z + translate.Z);
//rotate it
float rx = angleOfsetCos * v.x - angleOfsetSin * v.y;
float ry = angleOfsetSin * v.x + angleOfsetCos * v.y;
v.y = ry;
v.x = rx;
if (mde.PitchOffset != 0) {
ry = pitchOfsetCos * v.y - pitchOfsetSin * v.z;
float rz = pitchOfsetSin * v.y + pitchOfsetCos * v.z;
v.z = rz;
v.y = ry;
}
if (mde.RollOffset != 0) {
rx = rollOfsetCos * v.x - rollOfsetSin * v.z;
float rz = rollOfsetSin * v.x + rollOfsetCos * v.z;
v.z = rz;
v.x = rx;
}
//scale it
v.x *= mde.Scale.X;
v.y *= mde.Scale.Y;
v.z *= mde.Scale.Z;
//add zOffset
v.z += mde.zOffset;
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vertList.Add(v);
s.Position += 1; //vertex normal
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}
for (int i = 0; i < polyIndecesList.Count; i++) {
WorldVertex v = vertList[polyIndecesList[i]];
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//bounding box
BoundingBoxTools.UpdateBoundingBoxSizes(ref bbs, new WorldVertex(v.y, v.x, v.z));
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//uv
v.u = uvCoordsList[uvIndecesList[i]].X;
v.v = uvCoordsList[uvIndecesList[i]].Y;
//color
v.c = -1; //white
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vertList[polyIndecesList[i]] = v;
}
//indeces for rendering current mesh in 2d
short[] indeces2d_arr = CreateLineListIndeces(polyIndecesList);
//mesh
Mesh mesh = new Mesh(D3DDevice, polyIndecesList.Count / 3, vertList.Count, MeshFlags.IndexBufferManaged | MeshFlags.VertexBufferManaged, General.Map.Graphics.Shaders.World3D.VertexElements);
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DataStream stream = mesh.VertexBuffer.Lock(0, 0, LockFlags.None);
stream.WriteRange(vertList.ToArray());
mesh.VertexBuffer.Unlock();
stream = mesh.IndexBuffer.Lock(0, 0, LockFlags.None);
stream.WriteRange(polyIndecesList.ToArray());
mesh.IndexBuffer.Unlock();
mesh.OptimizeInPlace(MeshOptimizeFlags.AttributeSort);
mde.Model.Meshes.Add(mesh);
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//2d data
IndexBuffer indeces2d = new IndexBuffer(D3DDevice, 2 * indeces2d_arr.Length, Usage.WriteOnly, Pool.Managed, true);
stream = indeces2d.Lock(0, 0, LockFlags.None);
stream.WriteRange(indeces2d_arr);
indeces2d.Unlock();
mde.Model.Indeces2D.Add(indeces2d);
mde.Model.NumIndeces2D.Add((short)polyIndecesList.Count);
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}
return "";
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}
//this creates list of vertex indeces for rendering using LineList method
private static short[] CreateLineListIndeces(List<short> polyIndecesList) {
short[] indeces2d_arr = new short[polyIndecesList.Count * 2];
short ind1, ind2, ind3;
for (short i = 0; i < polyIndecesList.Count; i += 3) {
ind1 = polyIndecesList[i];
ind2 = polyIndecesList[i + 1];
ind3 = polyIndecesList[i + 2];
indeces2d_arr[i * 2] = ind1;
indeces2d_arr[i * 2 + 1] = ind2;
indeces2d_arr[i * 2 + 2] = ind2;
indeces2d_arr[i * 2 + 3] = ind3;
indeces2d_arr[i * 2 + 4] = ind3;
indeces2d_arr[i * 2 + 5] = ind1;
}
return indeces2d_arr;
}
private static string ReadString(BinaryReader br, int len) {
var NAME = string.Empty;
int i = 0;
for (i = 0; i < len; ++i) {
var c = br.ReadChar();
if (c == '\0') {
++i;
break;
}
NAME += c;
}
for (; i < len; ++i) {
br.ReadChar();
}
return NAME;
}
}
}