#region ================== Namespaces using System; using System.IO; using System.Drawing; using System.Drawing.Imaging; using System.Text; using System.Collections.Generic; using CodeImp.DoomBuilder.IO; using CodeImp.DoomBuilder.Data; using CodeImp.DoomBuilder.Rendering; using CodeImp.DoomBuilder.GZBuilder.Data; using SlimDX; using SlimDX.Direct3D9; using CodeImp.DoomBuilder.Geometry; #endregion //mxd. Original version taken from here: http://colladadotnet.codeplex.com/SourceControl/changeset/view/40680 namespace CodeImp.DoomBuilder.GZBuilder.MD3 { internal static class ModelReader { #region ================== Variables private const float VERTICAL_STRETCH = 1 / 1.2f; private class MD3LoadResult { public List Skins; public List Meshes; public string Errors; public MD3LoadResult() { Skins = new List(); Meshes = new List(); } } private static VertexElement[] vertexElements; #endregion #region ================== Load public static void Load(ModelData mde, List containers, Device device) { mde.Model = new GZModel(); BoundingBoxSizes bbs = new BoundingBoxSizes(); MD3LoadResult result = new MD3LoadResult(); if(vertexElements == null) { vertexElements = new[] { new VertexElement(0, 0, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Position, 0), new VertexElement(0, 12, DeclarationType.Color, DeclarationMethod.Default, DeclarationUsage.Color, 0), new VertexElement(0, 16, DeclarationType.Float2, DeclarationMethod.Default, DeclarationUsage.TextureCoordinate, 0), new VertexElement(0, 24, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Normal, 0), VertexElement.VertexDeclarationEnd }; } //load models and textures for(int i = 0; i < mde.ModelNames.Count; i++) { //need to use model skins? bool useSkins = string.IsNullOrEmpty(mde.TextureNames[i]); //load mesh MemoryStream ms = LoadFile(containers, mde.ModelNames[i], true); if (ms == null) { General.ErrorLogger.Add(ErrorType.Error, "ModelLoader: error while loading '" + mde.ModelNames[i] + "': unable to find file."); continue; } string ext = Path.GetExtension(mde.ModelNames[i]); if(ext == ".md3") result = ReadMD3Model(ref bbs, mde, useSkins, ms, device); else if(ext == ".md2") result = ReadMD2Model(ref bbs, mde, ms, device); else result.Errors = "model format is not supported"; ms.Close(); ms.Dispose(); //got errors? if(!String.IsNullOrEmpty(result.Errors)) { General.ErrorLogger.Add(ErrorType.Error, "ModelLoader: error while loading '" + mde.ModelNames[i] + "': " + result.Errors); } else { //add loaded data to ModeldefEntry mde.Model.Meshes.AddRange(result.Meshes); //prepare UnknownTexture3D... just in case :) if(General.Map.Data.UnknownTexture3D.Texture == null || General.Map.Data.UnknownTexture3D.Texture.Disposed) General.Map.Data.UnknownTexture3D.CreateTexture(); //load texture List errors = new List(); //texture has unsupported extension? if(mde.TextureNames[i] == TextureData.INVALID_TEXTURE) { for (int c = 0; c < result.Meshes.Count; c++) mde.Model.Textures.Add(General.Map.Data.UnknownTexture3D.Texture); //texture not defined in MODELDEF? } else if(useSkins) { //try to use model's own skins for(int m = 0; m < result.Meshes.Count; m++) { if(string.IsNullOrEmpty(result.Skins[m])) { mde.Model.Textures.Add(General.Map.Data.UnknownTexture3D.Texture); errors.Add("texture not found in MODELDEF or model skin."); continue; } string path = result.Skins[m].Replace(Path.AltDirectorySeparatorChar, Path.DirectorySeparatorChar); ext = Path.GetExtension(path); if(Array.IndexOf(TextureData.SUPPORTED_TEXTURE_EXTENSIONS, ext) == -1) { mde.Model.Textures.Add(General.Map.Data.UnknownTexture3D.Texture); errors.Add("image format '" + ext + "' is not supported!"); continue; } //relative path? if(path.IndexOf(Path.DirectorySeparatorChar) == -1) path = Path.Combine(Path.GetDirectoryName(mde.ModelNames[m]), path); Texture t = LoadTexture(containers, path, device); if(t == null) { mde.Model.Textures.Add(General.Map.Data.UnknownTexture3D.Texture); errors.Add("unable to load skin '" + result.Skins[m] + "'"); continue; } mde.Model.Textures.Add(t); } //try to use texture loaded from MODELDEFS } else { Texture t = LoadTexture(containers, mde.TextureNames[i], device); if(t == null) { mde.Model.Textures.Add(General.Map.Data.UnknownTexture3D.Texture); errors.Add("unable to load texture '" + mde.TextureNames[i] + "'"); } else { mde.Model.Textures.Add(t); } } //report errors if(errors.Count > 0) { foreach(string e in errors) General.ErrorLogger.Add(ErrorType.Error, "ModelLoader: error while loading '" + mde.ModelNames[i] + "': " + e); } } } //clear unneeded data mde.TextureNames = null; mde.ModelNames = null; if(mde.Model.Meshes == null || mde.Model.Meshes.Count == 0) { mde.Model = null; return; } mde.Model.BoundingBox = BoundingBoxTools.CalculateBoundingBox(bbs); } #endregion #region ================== MD3 private static MD3LoadResult ReadMD3Model(ref BoundingBoxSizes bbs, ModelData mde, bool useSkins, MemoryStream s, Device device) { long start = s.Position; MD3LoadResult result = new MD3LoadResult(); using (var br = new BinaryReader(s, Encoding.ASCII)) { string magic = ReadString(br, 4); if (magic != "IDP3"){ result.Errors = "magic should be 'IDP3', not '" + magic + "'"; return result; } s.Position += 80; int numSurfaces = br.ReadInt32(); s.Position += 12; int ofsSurfaces = br.ReadInt32(); if (s.Position != ofsSurfaces + start) s.Position = ofsSurfaces + start; List polyIndecesList = new List(); List vertList = new List(); Dictionary>> polyIndecesListsPerTexture = new Dictionary>>(); Dictionary> vertListsPerTexture = new Dictionary>(); Dictionary> vertexOffsets = new Dictionary>(); string error = ""; for (int c = 0; c < numSurfaces; c++) { string skin = ""; error = ReadSurface(ref bbs, ref skin, br, polyIndecesList, vertList, mde); if(!string.IsNullOrEmpty(error)) { result.Errors = error; return result; } if(useSkins) { if(polyIndecesListsPerTexture.ContainsKey(skin)) { polyIndecesListsPerTexture[skin].Add(polyIndecesList); vertListsPerTexture[skin].AddRange(vertList.ToArray()); vertexOffsets[skin].Add(vertList.Count); } else { polyIndecesListsPerTexture.Add(skin, new List>() { polyIndecesList } ); vertListsPerTexture.Add(skin, vertList); vertexOffsets.Add(skin, new List() { vertList.Count }); } //reset lists polyIndecesList = new List(); vertList = new List(); } } if(!useSkins) { //create mesh CreateMesh(device, ref result, vertList, polyIndecesList); result.Skins.Add(""); } else { //create a mesh for each surface texture foreach(KeyValuePair>> group in polyIndecesListsPerTexture) { polyIndecesList = new List(); int offset = 0; //collect indices, fix vertex offsets for(int i = 0; i < group.Value.Count; i++) { if(i > 0) { offset += vertexOffsets[group.Key][i - 1]; //Damn I need to rewrite all of this stuff from scratch... for(int c = 0; c < group.Value[i].Count; c++) group.Value[i][c] += offset; } polyIndecesList.AddRange(group.Value[i].ToArray()); } CreateMesh(device, ref result, vertListsPerTexture[group.Key], polyIndecesList); result.Skins.Add(group.Key.ToLowerInvariant()); } } } return result; } private static string ReadSurface(ref BoundingBoxSizes bbs, ref string skin, BinaryReader br, List polyIndecesList, List vertList, ModelData 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 + "'"; 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. int ofsShaders = br.ReadInt32(); 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( vertexOffset + br.ReadInt32() ); //shaders if(start + ofsShaders != br.BaseStream.Position) br.BaseStream.Position = start + ofsShaders; skin = ReadString(br, 64); //we are interested only in the first one //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(); 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]; //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; if(General.Settings.GZStretchModels) v.z *= VERTICAL_STRETCH; //GZDoom vertical stretch hack //add zOffset v.z += mde.zOffset; //bounding box BoundingBoxTools.UpdateBoundingBoxSizes(ref bbs, v); 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)); vertList[i] = v; } if (start + ofsEnd != br.BaseStream.Position) br.BaseStream.Position = start + ofsEnd; return ""; } private static void CreateMesh(Device device, ref MD3LoadResult result, List vertList, List polyIndecesList) { //create mesh Mesh mesh = new Mesh(device, polyIndecesList.Count / 3, vertList.Count, MeshFlags.Use32Bit | MeshFlags.IndexBufferManaged | MeshFlags.VertexBufferManaged, vertexElements); using(DataStream stream = mesh.LockVertexBuffer(LockFlags.None)) { stream.WriteRange(vertList.ToArray()); } mesh.UnlockVertexBuffer(); using(DataStream stream = mesh.LockIndexBuffer(LockFlags.None)) { stream.WriteRange(polyIndecesList.ToArray()); } mesh.OptimizeInPlace(MeshOptimizeFlags.AttributeSort); //store in result result.Meshes.Add(mesh); } #endregion #region ================== MD2 private static MD3LoadResult ReadMD2Model(ref BoundingBoxSizes bbs, ModelData mde, MemoryStream s, Device D3DDevice) { long start = s.Position; MD3LoadResult result = new MD3LoadResult(); using (var br = new BinaryReader(s, Encoding.ASCII)) { string magic = ReadString(br, 4); if(magic != "IDP2") { //magic number: "IDP2" result.Errors = "magic should be 'IDP2', not '" + magic + "'"; return result; } int modelVersion = br.ReadInt32(); if(modelVersion != 8) { //MD2 version. Must be equal to 8 //General.ErrorLogger.Add(ErrorType.Error, "Unable to load model '" + path + "': MD2 version must be 8 but is " + modelVersion); result.Errors = "MD2 version must be 8 but is " + modelVersion; return result; } 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 //General.ErrorLogger.Add(ErrorType.Error, "Unable to load model '" + path + "': model has 0 frames."); result.Errors = "model has 0 frames."; 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 polyIndecesList = new List(); List uvIndecesList = new List(); List uvCoordsList = new List(); List vertList = new List(); //polygons if (s.Position != ofs_tris + start) s.Position = ofs_tris + start; for (int i = 0; i < num_tris; i++) { polyIndecesList.Add((int)br.ReadUInt16()); polyIndecesList.Add((int)br.ReadUInt16()); polyIndecesList.Add((int)br.ReadUInt16()); uvIndecesList.Add((int)br.ReadUInt16()); uvIndecesList.Add((int)br.ReadUInt16()); uvIndecesList.Add((int)br.ReadUInt16()); } //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 - Angle2D.PIHALF;// 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); //verts for (int i = 0; i < num_verts; i++) { WorldVertex v = new WorldVertex(); 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; if(General.Settings.GZStretchModels) v.z *= VERTICAL_STRETCH; //GZDoom vertical stretch hack //add zOffset v.z += mde.zOffset; 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(D3DDevice, polyIndecesList.Count / 3, vertList.Count, MeshFlags.Use32Bit | MeshFlags.IndexBufferManaged | MeshFlags.VertexBufferManaged, vertexElements); using (DataStream stream = mesh.LockVertexBuffer(LockFlags.None)) { stream.WriteRange(vertList.ToArray()); } mesh.UnlockVertexBuffer(); using (DataStream stream = mesh.LockIndexBuffer(LockFlags.None)) { stream.WriteRange(polyIndecesList.ToArray()); } mesh.UnlockIndexBuffer(); mesh.OptimizeInPlace(MeshOptimizeFlags.AttributeSort); //store in result result.Meshes.Add(mesh); result.Skins.Add(""); //no skin support for MD2 } return result; } #endregion #region ================== Utility //util private static MemoryStream LoadFile(List containers, string path, bool isModel) { foreach(DataReader dr in containers) { if(isModel && dr is WADReader) continue; //models cannot be stored in WADs //load file if(dr.FileExists(path)) return dr.LoadFile(path); } return null; } private static Texture LoadTexture(List containers, string path, Device device) { if(string.IsNullOrEmpty(path)) return null; MemoryStream ms = LoadFile(containers, path, false); if(ms == null) return null; Texture texture = null; //create texture if(Path.GetExtension(path) == ".pcx") { //pcx format requires special handling... FileImageReader fir = new FileImageReader(); Bitmap bitmap = fir.ReadAsBitmap(ms); ms.Close(); ms.Dispose(); if(bitmap != null) { BitmapData bmlock = bitmap.LockBits(new System.Drawing.Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.ReadOnly, bitmap.PixelFormat); texture = new Texture(device, 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); } } else { texture = Texture.FromStream(device, ms); ms.Close(); ms.Dispose(); } return texture; } 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; } #endregion } }