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 polyIndecesList = new List(); List uvIndecesList = new List(); List uvCoordsList = new List(); List vertList = new List(); // 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; } } }