UltimateZoneBuilder/Source/Core/GZBuilder/Models/MD2ModelLoader.cs

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C#
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2023-06-29 18:37:47 +00:00
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.GZBuilder.Data;
using CodeImp.DoomBuilder.Rendering;
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
namespace CodeImp.DoomBuilder.GZBuilder.Models
{
internal class MD2ModelLoader : ModelLoader
{
public static ModelLoadResult Load(ref BoundingBoxSizes bbs, Stream s, int frame, string framename)
{
long start = s.Position;
ModelLoadResult result = new ModelLoadResult();
using (var br = new BinaryReader(s, Encoding.ASCII))
{
string magic = ReadString(br, 4);
if (magic != "IDP2") //magic number: "IDP2"
{
result.Errors = "unknown header: expected \"IDP2\", but got \"" + magic + "\"";
return result;
}
int modelVersion = br.ReadInt32();
if (modelVersion != 8) //MD2 version. Must be equal to 8
{
result.Errors = "expected MD3 version 15, but got " + modelVersion;
return result;
}
int texWidth = br.ReadInt32();
int texHeight = br.ReadInt32();
int framesize = br.ReadInt32(); // 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
int num_frames = br.ReadInt32(); //Total number of frames
// Sanity checks
if (frame < 0 || frame >= num_frames)
{
result.Errors = "frame " + frame + " is outside of model's frame range [0.." + (num_frames - 1) + "]";
return result;
}
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<int> polyIndecesList = new List<int>();
List<int> uvIndecesList = new List<int>();
List<Vector2f> uvCoordsList = new List<Vector2f>();
List<WorldVertex> vertList = new List<WorldVertex>();
// Polygons
s.Position = ofs_tris + start;
for (int i = 0; i < num_tris; i++)
{
polyIndecesList.Add(br.ReadUInt16());
polyIndecesList.Add(br.ReadUInt16());
polyIndecesList.Add(br.ReadUInt16());
uvIndecesList.Add(br.ReadUInt16());
uvIndecesList.Add(br.ReadUInt16());
uvIndecesList.Add(br.ReadUInt16());
}
// UV coords
s.Position = ofs_uv + start;
for (int i = 0; i < num_uv; i++)
uvCoordsList.Add(new Vector2f((float)br.ReadInt16() / texWidth, (float)br.ReadInt16() / texHeight));
// Frames
// Find correct frame
if (!string.IsNullOrEmpty(framename))
{
// Skip frames untill frame name matches
bool framefound = false;
for (int i = 0; i < num_frames; i++)
{
s.Position = ofs_animFrame + start + i * framesize;
s.Position += 24; // Skip scale and translate
string curframename = ReadString(br, 16).ToLowerInvariant();
if (curframename == framename)
{
// Step back so scale and translate can be read
s.Position -= 40;
framefound = true;
break;
}
}
// No dice? Bail out!
if (!framefound)
{
result.Errors = "unable to find frame \"" + framename + "\"!";
return result;
}
}
else
{
// If we have frame number, we can go directly to target frame
s.Position = ofs_animFrame + start + frame * framesize;
}
Vector3f scale = new Vector3f(br.ReadSingle(), br.ReadSingle(), br.ReadSingle());
Vector3f translate = new Vector3f(br.ReadSingle(), br.ReadSingle(), br.ReadSingle());
s.Position += 16; // Skip frame name
// Prepare to fix rotation angle
float angleOfsetCos = (float)Math.Cos(-Angle2D.PIHALF);
float angleOfsetSin = (float)Math.Sin(-Angle2D.PIHALF);
//verts
for (int i = 0; i < num_verts; i++)
{
WorldVertex v = new WorldVertex();
v.x = (br.ReadByte() * scale.X + translate.X);
v.y = (br.ReadByte() * scale.Y + translate.Y);
v.z = (br.ReadByte() * scale.Z + translate.Z);
// Fix rotation angle
float rx = angleOfsetCos * v.x - angleOfsetSin * v.y;
float ry = angleOfsetSin * v.x + angleOfsetCos * v.y;
v.y = ry;
v.x = rx;
vertList.Add(v);
s.Position += 1; //vertex normal
}
for (int i = 0; i < polyIndecesList.Count; i++)
{
WorldVertex v = vertList[polyIndecesList[i]];
//bounding box
BoundingBoxTools.UpdateBoundingBoxSizes(ref bbs, new WorldVertex(v.y, v.x, v.z));
//uv
float tu = uvCoordsList[uvIndecesList[i]].X;
float tv = uvCoordsList[uvIndecesList[i]].Y;
//uv-coordinates already set?
if (v.c == -1 && (v.u != tu || v.v != tv))
{
//add a new vertex
vertList.Add(new WorldVertex(v.x, v.y, v.z, -1, tu, tv));
polyIndecesList[i] = vertList.Count - 1;
}
else
{
v.u = tu;
v.v = tv;
v.c = -1; //set color to white
//return to proper place
vertList[polyIndecesList[i]] = v;
}
}
//mesh
Mesh mesh = new Mesh(General.Map.Graphics, vertList.ToArray(), polyIndecesList.ToArray());
//store in result
result.Meshes.Add(mesh);
result.Skins.Add(""); //no skin support for MD2
}
return result;
}
}
}