#region ================== Namespaces using System; using System.IO; using System.Drawing; using System.Drawing.Imaging; using System.Globalization; // biwa 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 CodeImp.DoomBuilder.Geometry; using System.Linq; #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 internal class MD3LoadResult { public List Skins; public List Meshes; public string Errors; public MD3LoadResult() { Skins = new List(); Meshes = new List(); } } #endregion #region ================== Load public static void Load(ModelData mde, List containers) { if(mde.IsVoxel) LoadKVX(mde, containers); else LoadModel(mde, containers); } private static void LoadKVX(ModelData mde, List containers) { mde.Model = new GZModel(); string unused = string.Empty; foreach(string name in mde.ModelNames) { //find the model foreach(DataReader dr in containers) { Stream ms = dr.GetVoxelData(name, ref unused); if(ms == null) continue; //load kvx ReadKVX(mde, ms); //done ms.Close(); break; } } //clear unneeded data mde.SkinNames = null; mde.ModelNames = null; if(mde.Model.Meshes == null || mde.Model.Meshes.Count == 0) { mde.Model = null; } } private static void LoadModel(ModelData mde, List containers) { mde.Model = new GZModel(); BoundingBoxSizes bbs = new BoundingBoxSizes(); MD3LoadResult result = new MD3LoadResult(); //load models and textures for(int i = 0; i < mde.ModelNames.Count; i++) { // Use model skins? // INFO: Skin MODELDEF property overrides both embedded surface names and ones set using SurfaceSkin MODELDEF property Dictionary skins = null; if(string.IsNullOrEmpty(mde.SkinNames[i])) { skins = (mde.SurfaceSkinNames[i].Count > 0 ? mde.SurfaceSkinNames[i] : new Dictionary()); } // Load mesh MemoryStream ms = LoadFile(containers, mde.ModelNames[i], true); if(ms == null) { General.ErrorLogger.Add(ErrorType.Error, "Error while loading \"" + mde.ModelNames[i] + "\": unable to find file."); continue; } string ext = Path.GetExtension(mde.ModelNames[i]); switch(ext) { case ".md3": if(!string.IsNullOrEmpty(mde.FrameNames[i])) { General.ErrorLogger.Add(ErrorType.Error, "Error while loading \"" + mde.ModelNames[i] + "\": frame names are not supported for MD3 models!"); continue; } result = ReadMD3Model(ref bbs, skins, ms, mde.FrameIndices[i]); break; case ".md2": result = ReadMD2Model(ref bbs, ms, mde.FrameIndices[i], mde.FrameNames[i]); break; case ".3d": result = Read3DModel(ref bbs, skins, ms, mde.FrameIndices[i], mde.ModelNames[i], containers); break; case ".obj": // OBJ doesn't support frames, so print out an error if (mde.FrameIndices[i] > 0) { General.ErrorLogger.Add(ErrorType.Error, "Trying to load frame " + mde.FrameIndices[i] + " of model \"" + mde.ModelNames[i] + "\", but OBJ doesn't support frames!"); continue; } result = ReadOBJModel(ref bbs, skins, ms, mde.ModelNames[i]); break; default: result.Errors = "model format is not supported"; break; } ms.Close(); if (result == null) continue; //got errors? if (!String.IsNullOrEmpty(result.Errors)) { General.ErrorLogger.Add(ErrorType.Error, "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 not defined in MODELDEF? if(skins != null) { //try to use model's own skins for(int m = 0; m < result.Meshes.Count; m++) { // biwa. Makes sure to add a dummy texture if the MODELDEF skin definition is erroneous if(m >= result.Skins.Count) { errors.Add("no skin defined for mesh " + m + "."); mde.Model.Textures.Add(General.Map.Data.UnknownTexture3D.Texture); continue; } 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); if(!String.IsNullOrEmpty(mde.Path)) path = Path.Combine(mde.Path, path); Texture t = GetTexture(containers, path); if(t != null) { mde.Model.Textures.Add(t); continue; } // That didn't work, let's try to load the texture without the additional path path = result.Skins[m].Replace(Path.AltDirectorySeparatorChar, Path.DirectorySeparatorChar); t = GetTexture(containers, path); if (t == null) { mde.Model.Textures.Add(General.Map.Data.UnknownTexture3D.Texture); errors.Add("unable to load skin \"" + path + "\""); continue; } mde.Model.Textures.Add(t); } } //Try to use texture loaded from MODELDEFS else { Texture t = GetTexture(containers, mde.SkinNames[i]); if(t == null) { mde.Model.Textures.Add(General.Map.Data.UnknownTexture3D.Texture); errors.Add("unable to load skin \"" + mde.SkinNames[i] + "\""); } else { mde.Model.Textures.Add(t); } } //report errors if(errors.Count > 0) { foreach(string e in errors) General.ErrorLogger.Add(ErrorType.Error, "Error while loading \"" + mde.ModelNames[i] + "\": " + e); } } } //clear unneeded data mde.SkinNames = null; mde.ModelNames = null; if(mde.Model.Meshes == null || mde.Model.Meshes.Count == 0) { mde.Model = null; return; } //scale bbs bbs.MaxX = (int)(bbs.MaxX * mde.Scale.X); bbs.MinX = (int)(bbs.MinX * mde.Scale.X); bbs.MaxY = (int)(bbs.MaxY * mde.Scale.Y); bbs.MinY = (int)(bbs.MinY * mde.Scale.Y); //calculate model radius mde.Model.Radius = Math.Max(Math.Max(Math.Abs(bbs.MinY), Math.Abs(bbs.MaxY)), Math.Max(Math.Abs(bbs.MinX), Math.Abs(bbs.MaxX))); } private static Texture GetTexture(List containers, string texturename) { Texture t = null; string[] extensions = new string[ModelData.SUPPORTED_TEXTURE_EXTENSIONS.Length + 1]; Array.Copy(ModelData.SUPPORTED_TEXTURE_EXTENSIONS, 0, extensions, 1, ModelData.SUPPORTED_TEXTURE_EXTENSIONS.Length); extensions[0] = ""; // Try to load the texture as defined by its path. GZDoom doesn't care about extensions if (t == null) { foreach (string extension in extensions) { string name = Path.ChangeExtension(texturename, null) + extension; name = name.Replace(Path.AltDirectorySeparatorChar, Path.DirectorySeparatorChar); t = LoadTexture(containers, name); if (t != null) break; } } // Try to use an already defined texture. Again, just try out all extensions foreach (string extension in extensions) { string name = Path.ChangeExtension(texturename, null) + extension; if (General.Map.Data.GetTextureExists(name)) { ImageData image = General.Map.Data.GetTextureImage(name); if (!image.IsImageLoaded) image.LoadImage(); if (image.Texture == null) image.CreateTexture(); t = image.Texture; break; } } // GZDoom can also ignore the path completely (because why not), so let's see if there's a texture with // just the skin name if (t == null) { string name = Path.ChangeExtension(Path.GetFileName(texturename), null); if (General.Map.Data.GetTextureExists(name)) { ImageData image = General.Map.Data.GetTextureImage(name); if (!image.IsImageLoaded) image.LoadImage(); if (image.Texture == null) image.CreateTexture(); t = image.Texture; } } // Or maybe it's a sprite if(t == null) { string name = Path.ChangeExtension(texturename, null); if (General.Map.Data.GetSpriteExists(name)) { ImageData image = General.Map.Data.GetSpriteImage(name); if (!image.IsImageLoaded) image.LoadImage(); if (image.Texture == null) image.CreateTexture(); t = image.Texture; } } return t; } #endregion #region ================== 3D (unreal) // there is probably better way to emulate 16-bit cast, but this was easiest for me at 3am private static int PadInt16(int n) { if (n > 32767) return -(65536 - n); return n; } private static float UnpackUVertex(int n, int c) { switch (c) { case 0: return PadInt16((n & 0x7ff) << 5) / 128f; case 1: return PadInt16((((int)n >> 11) & 0x7ff) << 5) / 128f; case 2: return PadInt16((((int)n >> 22) & 0x3ff) << 6) / 128f; default: return 0f; } } private struct UE1Poly { public int[] V; public float[] S; public float[] T; public int TexNum, Type; public Vector3D Normal; } internal static MD3LoadResult Read3DModel(ref BoundingBoxSizes bbs, Dictionary skins, Stream s, int frame, string filename, List containers) { Stream stream_d; Stream stream_a; if (filename.IndexOf("_d.3d") == filename.Length-5) { string filename_a = filename.Replace("_d.3d", "_a.3d"); stream_d = s; stream_a = LoadFile(containers, filename_a, true); if (stream_a == null) { General.ErrorLogger.Add(ErrorType.Error, "Error while loading \"" + filename + "\": unable to find corresponding \"_a.3d\" file."); return null; } } else { string filename_d = filename.Replace("_a.3d", "_d.3d"); stream_a = s; stream_d = LoadFile(containers, filename_d, true); if (stream_d == null) { General.ErrorLogger.Add(ErrorType.Error, "Error while loading \"" + filename + "\": unable to find corresponding \"_d.3d\" file."); return null; } } MD3LoadResult result = new MD3LoadResult(); BinaryReader br_d = new BinaryReader(stream_d); BinaryReader br_a = new BinaryReader(stream_a); // read d3d header uint d3d_numpolys = br_d.ReadUInt16(); uint d3d_numverts = br_d.ReadUInt16(); stream_d.Position += 44; // bogusrot, bogusframe, bogusnorm[3], fixscale, unused[3], padding[12] long start_d = stream_d.Position; // read a3d header uint a3d_numframes = br_a.ReadUInt16(); uint a3d_framesize = br_a.ReadUInt16(); long start_a = stream_a.Position; // Sanity check if (frame < 0 || frame >= a3d_numframes) { result.Errors = "frame " + frame + " is outside of model's frame range [0.." + (a3d_numframes - 1) + "]"; return result; } // check for deus ex format bool isdeusex = false; if ( (a3d_framesize/d3d_numverts) == 8 ) isdeusex = true; // read vertices WorldVertex[] vertices = new WorldVertex[d3d_numverts]; for (uint i = 0; i < d3d_numverts; i++) { WorldVertex Vert = new WorldVertex(); if ( isdeusex ) { stream_a.Position = start_a + (i + frame * d3d_numverts) * 8; int vx = br_a.ReadInt16(); int vy = br_a.ReadInt16(); int vz = br_a.ReadInt16(); Vert.y = -vx; Vert.z = vz; Vert.x = -vy; } else { stream_a.Position = start_a + (i + frame * d3d_numverts) * 4; int v_uint = br_a.ReadInt32(); Vert.y = -UnpackUVertex(v_uint, 0); Vert.z = UnpackUVertex(v_uint, 2); Vert.x = -UnpackUVertex(v_uint, 1); } vertices[i] = Vert; } // read polygons //int minverthack = 0; //int minvert = 2147483647; UE1Poly[] polys = new UE1Poly[d3d_numpolys]; int[] polyindexlist = new int[d3d_numpolys*3]; for (uint i = 0; i < d3d_numpolys; i++) { // stream_d.Position = start_d + 16 * i; polys[i].V = new int[3]; polys[i].S = new float[3]; polys[i].T = new float[3]; bool brokenpoly = false; for (int j = 0; j < 3; j++) { polyindexlist[i * 3 + j] = polys[i].V[j] = br_d.ReadInt16(); if (polys[i].V[j] >= vertices.Length || polys[i].V[j] < 0) brokenpoly = true; } // Resolves polygons that reference out-of-bounds vertices by simply making them null size. // This is easier than changing array to dynamically sized list. if (brokenpoly) { polys[i].V[0] = 0; polys[i].V[1] = 0; polys[i].V[2] = 0; } polys[i].Type = br_d.ReadByte(); stream_d.Position += 1; // color for (int j = 0; j < 3; j++) { byte u = br_d.ReadByte(); byte v = br_d.ReadByte(); polys[i].S[j] = u / 255f; polys[i].T[j] = v / 255f; } polys[i].TexNum = br_d.ReadByte(); } // calculate poly normals for (uint i = 0; i < d3d_numpolys; i++) { Vector3D[] dir = new Vector3D[2]; Vector3D norm; dir[0].x = vertices[polys[i].V[1]].x-vertices[polys[i].V[0]].x; dir[0].y = vertices[polys[i].V[1]].y-vertices[polys[i].V[0]].y; dir[0].z = vertices[polys[i].V[1]].z-vertices[polys[i].V[0]].z; dir[1].x = vertices[polys[i].V[2]].x-vertices[polys[i].V[0]].x; dir[1].y = vertices[polys[i].V[2]].y-vertices[polys[i].V[0]].y; dir[1].z = vertices[polys[i].V[2]].z-vertices[polys[i].V[0]].z; norm.x = dir[0].y * dir[1].z - dir[0].z * dir[1].y; norm.y = dir[0].z * dir[1].x - dir[0].x * dir[1].z; norm.z = dir[0].x * dir[1].y - dir[0].y * dir[1].x; polys[i].Normal = norm.GetNormal(); } // calculate vertex normals for (uint i = 0; i < d3d_numverts; i++) { Vector3D nsum = new Vector3D(0, 0, 0); int total = 0; for (uint j = 0; j < d3d_numpolys; j++) { if ((polys[j].V[0] != i) && (polys[j].V[1] != i) && (polys[j].V[2] != i)) continue; nsum.x += polys[j].Normal.x; nsum.y += polys[j].Normal.y; nsum.z += polys[j].Normal.z; total++; } vertices[i].nx = -nsum.x / total; vertices[i].ny = -nsum.y / total; vertices[i].nz = -nsum.z / total; } List exGroups = new List(); Dictionary textureGroupRemap = new Dictionary(); for (int i = 0; i < polys.Length; i++) { if (exGroups.Contains(polys[i].TexNum)) continue; if (exGroups.Count == 0 || polys[i].TexNum <= exGroups[0]) exGroups.Insert(0, polys[i].TexNum); else if (exGroups.Count == 0 || polys[i].TexNum >= exGroups[exGroups.Count - 1]) exGroups.Add(polys[i].TexNum); } for (int i = 0; i < exGroups.Count; i++) textureGroupRemap[exGroups[i]] = i; if (skins == null) { List out_verts = new List(); List out_polys = new List(); for (int i = 0; i < polys.Length; i++) { if ( (polys[i].Type&0x08) != 0 ) continue; for (int j = 0; j < 3; j++) { WorldVertex vx = vertices[polys[i].V[j]]; vx.u = polys[i].S[j]; vx.v = polys[i].T[j]; if ( (polys[i].Type&0x20) != 0 ) { vx.nx = polys[i].Normal.x; vx.ny = polys[i].Normal.y; vx.nz = polys[i].Normal.z; } out_polys.Add(out_verts.Count); out_verts.Add(vx); } } CreateMesh(ref result, out_verts, out_polys); result.Skins.Add(""); } else { for (int k = 0; k < exGroups.Count; k++) { List out_verts = new List(); List out_polys = new List(); for (int i = 0; i < polys.Length; i++) { if ( (polys[i].Type&0x08) != 0 ) continue; if (textureGroupRemap[polys[i].TexNum] != k) continue; for (int j = 0; j < 3; j++) { WorldVertex vx = vertices[polys[i].V[j]]; vx.u = polys[i].S[j]; vx.v = polys[i].T[j]; if ( (polys[i].Type&0x20) != 0 ) { vx.nx = polys[i].Normal.x; vx.ny = polys[i].Normal.y; vx.nz = polys[i].Normal.z; } out_polys.Add(out_verts.Count); out_verts.Add(vx); } } CreateMesh(ref result, out_verts, out_polys); result.Skins.Add(skins.ContainsKey(k)?skins[k].ToLowerInvariant():string.Empty); } } return result; } #endregion #region ================== MD3 internal static MD3LoadResult ReadMD3Model(ref BoundingBoxSizes bbs, Dictionary skins, Stream s, int frame) { 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 = "unknown header: expected \"IDP3\", but got \"" + magic + "\""; return result; } int modelVersion = br.ReadInt32(); if(modelVersion != 15) //MD3 version. Must be equal to 15 { result.Errors = "expected MD3 version 15, but got " + modelVersion; return result; } s.Position += 76; int numSurfaces = br.ReadInt32(); s.Position += 12; int ofsSurfaces = br.ReadInt32(); s.Position = ofsSurfaces + start; List polyIndecesList = new List(); List vertList = new List(); Dictionary>> polyIndecesListsPerTexture = new Dictionary>>(StringComparer.Ordinal); Dictionary> vertListsPerTexture = new Dictionary>(StringComparer.Ordinal); Dictionary> vertexOffsets = new Dictionary>(StringComparer.Ordinal); bool useskins = false; for(int c = 0; c < numSurfaces; c++) { string skin = ""; string error = ReadSurface(ref bbs, ref skin, br, polyIndecesList, vertList, frame); if(!string.IsNullOrEmpty(error)) { result.Errors = error; return result; } // Pick a skin to use if(skins == null) { // skins is null when Skin MODELDEF property is set skin = string.Empty; } else if(skins.ContainsKey(c)) { // Overrtide surface skin with SurfaceSkin MODELDEF property skin = skins[c]; } if(!string.IsNullOrEmpty(skin)) { useskins = true; 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(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) { //TODO: Damn I need to rewrite all of this stuff from scratch... offset += vertexOffsets[group.Key][i - 1]; for(int c = 0; c < group.Value[i].Count; c++) group.Value[i][c] += offset; } polyIndecesList.AddRange(group.Value[i].ToArray()); } CreateMesh(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, int frame) { int vertexOffset = vertList.Count; long start = br.BaseStream.Position; string magic = ReadString(br, 4); if(magic != "IDP3") return "error while reading surface. Unknown header: expected \"IDP3\", but got \"" + magic + "\""; string name = ReadString(br, 64); int flags = br.ReadInt32(); int numFrames = br.ReadInt32(); //Number of animation frames. This should match NUM_FRAMES in the MD3 header. int numShaders = br.ReadInt32(); //Number of Shader objects defined in this Surface, with a limit of MD3_MAX_SHADERS. Current value of MD3_MAX_SHADERS is 256. 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. // Sanity check if(frame < 0 || frame >= numFrames) { return "frame " + frame + " is outside of model's frame range [0.." + (numFrames - 1) + "]"; } // 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); } // Positions and normals long vertoffset = start + ofsNormal + numVerts * 8 * frame; // The length of Vertex struct is 8 bytes if(br.BaseStream.Position != vertoffset) br.BaseStream.Position = vertoffset; 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; //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 ""; } #endregion #region ================== MD2 private static MD3LoadResult ReadMD2Model(ref BoundingBoxSizes bbs, Stream s, int frame, string framename) { 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 = "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 Vector2((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; } Vector3 scale = new Vector3(br.ReadSingle(), br.ReadSingle(), br.ReadSingle()); Vector3 translate = new Vector3(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; } #endregion #region ================== KVX private static void ReadKVX(ModelData mde, Stream stream) { PixelColor[] palette = new PixelColor[256]; List verts = new List(); List indices = new List(); Dictionary verthashes = new Dictionary(); int xsize, ysize, zsize; int facescount = 0; Vector3D pivot; using(BinaryReader reader = new BinaryReader(stream, Encoding.ASCII)) { reader.ReadInt32(); //numbytes, we don't use that xsize = reader.ReadInt32(); ysize = reader.ReadInt32(); zsize = reader.ReadInt32(); pivot = new Vector3D(); pivot.x = reader.ReadInt32() / 256f; pivot.y = reader.ReadInt32() / 256f; pivot.z = reader.ReadInt32() / 256f; //read offsets int[] xoffset = new int[xsize + 1]; //why is it xsize + 1, not xsize?.. short[,] xyoffset = new short[xsize, ysize + 1]; //why is it ysize + 1, not ysize?.. for(int i = 0; i < xoffset.Length; i++) { xoffset[i] = reader.ReadInt32(); } for(int x = 0; x < xsize; x++) { for(int y = 0; y < ysize + 1; y++) { xyoffset[x, y] = reader.ReadInt16(); } } //read slabs List offsets = new List(xsize * ysize); for(int x = 0; x < xsize; x++) { for(int y = 0; y < ysize; y++) { offsets.Add(xoffset[x] + xyoffset[x, y] + 28); //for some reason offsets are counted from start of xoffset[]... } } int counter = 0; int slabsEnd = (int)(reader.BaseStream.Length - 768); //read palette if(!mde.OverridePalette) { reader.BaseStream.Position = slabsEnd; for(int i = 0; i < 256; i++) { byte r = (byte)(reader.ReadByte() * 4); byte g = (byte)(reader.ReadByte() * 4); byte b = (byte)(reader.ReadByte() * 4); palette[i] = new PixelColor(255, r, g, b); } } else { for(int i = 0; i < 256; i++ ) { palette[i] = General.Map.Data.Palette[i]; } } for(int x = 0; x < xsize; x++) { for(int y = 0; y < ysize; y++) { reader.BaseStream.Position = offsets[counter]; int next = (counter < offsets.Count - 1 ? offsets[counter + 1] : slabsEnd); //read slab while(reader.BaseStream.Position < next) { int ztop = reader.ReadByte(); int zleng = reader.ReadByte(); if(ztop + zleng > zsize) break; int flags = reader.ReadByte(); if(zleng > 0) { List colorIndices = new List(zleng); for(int i = 0; i < zleng; i++) { colorIndices.Add(reader.ReadByte()); } if((flags & 16) != 0) { AddFace(verts, indices, verthashes, new Vector3D(x, y, ztop), new Vector3D(x + 1, y, ztop), new Vector3D(x, y + 1, ztop), new Vector3D(x + 1, y + 1, ztop), pivot, colorIndices[0]); facescount += 2; } int z = ztop; int cstart = 0; while(z < ztop + zleng) { int c = 0; while(z + c < ztop + zleng && colorIndices[cstart + c] == colorIndices[cstart]) c++; if((flags & 1) != 0) { AddFace(verts, indices, verthashes, new Vector3D(x, y, z), new Vector3D(x, y + 1, z), new Vector3D(x, y, z + c), new Vector3D(x, y + 1, z + c), pivot, colorIndices[cstart]); facescount += 2; } if((flags & 2) != 0) { AddFace(verts, indices, verthashes, new Vector3D(x + 1, y + 1, z), new Vector3D(x + 1, y, z), new Vector3D(x + 1, y + 1, z + c), new Vector3D(x + 1, y, z + c), pivot, colorIndices[cstart]); facescount += 2; } if((flags & 4) != 0) { AddFace(verts, indices, verthashes, new Vector3D(x + 1, y, z), new Vector3D(x, y, z), new Vector3D(x + 1, y, z + c), new Vector3D(x, y, z + c), pivot, colorIndices[cstart]); facescount += 2; } if((flags & 8) != 0) { AddFace(verts, indices, verthashes, new Vector3D(x, y + 1, z), new Vector3D(x + 1, y + 1, z), new Vector3D(x, y + 1, z + c), new Vector3D(x + 1, y + 1, z + c), pivot, colorIndices[cstart]); facescount += 2; } if(c == 0) c++; z += c; cstart += c; } if((flags & 32) != 0) { z = ztop + zleng - 1; AddFace(verts, indices, verthashes, new Vector3D(x + 1, y, z + 1), new Vector3D(x, y, z + 1), new Vector3D(x + 1, y + 1, z + 1), new Vector3D(x, y + 1, z + 1), pivot, colorIndices[zleng - 1]); facescount += 2; } } } counter++; } } } // get model extents int minX = (int)((xsize / 2f - pivot.x) * mde.Scale.X); int maxX = (int)((xsize / 2f + pivot.x) * mde.Scale.X); int minY = (int)((ysize / 2f - pivot.y) * mde.Scale.Y); int maxY = (int)((ysize / 2f + pivot.y) * mde.Scale.Y); // Calculate model radius mde.Model.Radius = Math.Max(Math.Max(Math.Abs(minY), Math.Abs(maxY)), Math.Max(Math.Abs(minX), Math.Abs(maxX))); // Create texture new Texture(bmp.Width) using(Bitmap bmp = CreateVoxelTexture(palette)) { mde.Model.Textures.Add(new Texture(General.Map.Graphics, bmp)); } // Create mesh Mesh mesh = new Mesh(General.Map.Graphics, verts.ToArray(), indices.ToArray()); // Add mesh mde.Model.Meshes.Add(mesh); } // Shameless GZDoom rip-off private static void AddFace(List verts, List indices, Dictionary hashes, Vector3D v1, Vector3D v2, Vector3D v3, Vector3D v4, Vector3D pivot, int colorIndex) { float pu0 = (colorIndex % 16) / 16f; float pu1 = pu0 + 0.001f; float pv0 = (colorIndex / 16) / 16f; float pv1 = pv0 + 0.001f; WorldVertex wv1 = new WorldVertex { x = v1.x - pivot.x, y = -v1.y + pivot.y, z = -v1.z + pivot.z, c = -1, u = pu0, v = pv0 }; int i1 = AddVertex(wv1, verts, indices, hashes); WorldVertex wv2 = new WorldVertex { x = v2.x - pivot.x, y = -v2.y + pivot.y, z = -v2.z + pivot.z, c = -1, u = pu1, v = pv1 }; AddVertex(wv2, verts, indices, hashes); WorldVertex wv4 = new WorldVertex { x = v4.x - pivot.x, y = -v4.y + pivot.y, z = -v4.z + pivot.z, c = -1, u = pu0, v = pv0 }; int i4 = AddVertex(wv4, verts, indices, hashes); WorldVertex wv3 = new WorldVertex { x = v3.x - pivot.x, y = -v3.y + pivot.y, z = -v3.z + pivot.z, c = -1, u = pu1, v = pv1 }; AddVertex(wv3, verts, indices, hashes); indices.Add(i1); indices.Add(i4); } // Returns index of added vert private static int AddVertex(WorldVertex v, List verts, List indices, Dictionary hashes) { long hash; unchecked // Overflow is fine, just wrap { hash = 2166136261; hash = (hash * 16777619) ^ v.x.GetHashCode(); hash = (hash * 16777619) ^ v.y.GetHashCode(); hash = (hash * 16777619) ^ v.z.GetHashCode(); hash = (hash * 16777619) ^ v.u.GetHashCode(); hash = (hash * 16777619) ^ v.v.GetHashCode(); } if(hashes.ContainsKey(hash)) { indices.Add(hashes[hash]); return hashes[hash]; } else { verts.Add(v); hashes.Add(hash, verts.Count - 1); indices.Add(verts.Count - 1); return verts.Count - 1; } } private unsafe static Bitmap CreateVoxelTexture(PixelColor[] palette) { Bitmap bmp = new Bitmap(16, 16); BitmapData bmpdata = bmp.LockBits(new Rectangle(0, 0, 16, 16), ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb); if(bmpdata != null) { PixelColor* pixels = (PixelColor*)(bmpdata.Scan0.ToPointer()); const int numpixels = 256; int i = 255; for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--, i--) { cp->r = palette[i].r; cp->g = palette[i].g; cp->b = palette[i].b; cp->a = palette[i].a; } bmp.UnlockBits(bmpdata); } //scale bitmap, so colors stay (almost) the same when bilinear filtering is enabled Bitmap scaled = new Bitmap(64, 64); using(Graphics gs = Graphics.FromImage(scaled)) { gs.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor; gs.DrawImage(bmp, new Rectangle(0, 0, 64, 64), new Rectangle(0, 0, 16, 16), GraphicsUnit.Pixel); } bmp.Dispose(); return scaled; } #endregion #region ================== OBJ private static MD3LoadResult ReadOBJModel(ref BoundingBoxSizes bbs, Dictionary skins, Stream s, string name) { MD3LoadResult result = new MD3LoadResult(); using (var reader = new StreamReader(s, Encoding.ASCII)) { string line; int linenum = 1; string message; int surfaceskinid = 0; List vertices = new List(); List faces = new List(); List normals = new List(); List texcoords = new List(); List worldvertices = new List(); List polyindiceslist = new List(); while ((line = reader.ReadLine()) != null) { string[] fields = line.Trim().Split(new[] { ' ', '\t' }, 2, StringSplitOptions.RemoveEmptyEntries); if (fields.Length == 0) continue; // Empty line if (fields[0].Trim() == "#") continue; // Comment string keyword = fields[0].Trim(); string payload = null; if (fields.Length == 2) payload = fields[1].Trim(); switch(keyword) { case "v": Vector3D v = new Vector3D(0, 0, 0); if (OBJParseVertex(payload, ref v, out message)) vertices.Add(v); else { result.Errors = String.Format("Error in line {0}: {1}", linenum, message); return result; } break; case "vt": Vector2D t = new Vector2D(0, 0); if (OBJParseTextureCoords(payload, ref t, out message)) texcoords.Add(t); else { result.Errors = String.Format("Error in line {0}: {1}", linenum, message); return result; } break; case "vn": Vector3D n = new Vector3D(0, 0, 0); if (OBJParseNormal(payload, ref n, out message)) normals.Add(n); else { result.Errors = String.Format("Error in line {0}: {1}", linenum, message); return result; } break; case "f": List fv = new List(); List vt = new List(); List vn = new List(); if (OBJParseFace(payload, ref fv, ref vt, ref vn, out message)) { // Sanity check for vertices for (int i=0; i < fv.Count; i++) if(fv[i] != -1 && fv[i] > vertices.Count) { result.Errors = String.Format("Error in line {0}: vertex {1} does not exist", linenum, i + 1); return result; } // Sanity check for texture coordinates for (int i=0; i < vt.Count; i++) if(vt[i] != -1 && vt[i] > texcoords.Count) { result.Errors = String.Format("Error in line {0}: texture coordinate {1} does not exist", linenum, i + 1); return result; } // Sanity check for normals for (int i = 0; i < vn.Count; i++) if (vn[i] != -1 && vn[i] > normals.Count) { result.Errors = String.Format("Error in line {0}: vertex {1} does not exist", linenum, i + 1); return result; } int[] seq; // If the face is a quad split it into two triangles if (fv.Count == 3) seq = new int[] { 0, 1, 2 }; else seq = new int[] { 0, 1, 2, 0, 2, 3 }; for (int i = 0; i < seq.Length; i++) { WorldVertex wc = new WorldVertex(vertices[fv[seq[i]]]); if(vt[seq[i]] != -1) { wc.u = texcoords[vt[seq[i]]].x; wc.v = texcoords[vt[seq[i]]].y; } if (vn[seq[i]] != -1) { wc.nx = normals[vn[seq[i]]].x; wc.ny = normals[vn[seq[i]]].y; wc.nz = normals[vn[seq[i]]].z; } BoundingBoxTools.UpdateBoundingBoxSizes(ref bbs, wc); worldvertices.Add(wc); polyindiceslist.Add(polyindiceslist.Count); } } else { result.Errors = String.Format("Error in line {0}: {1}", linenum, message); return result; } break; case "usemtl": // If there's a new texture defined create a mesh from the current faces and // start a gather new faces for the next mesh if(worldvertices.Count > 0) { CreateMesh(ref result, worldvertices, polyindiceslist); worldvertices.Clear(); polyindiceslist.Clear(); } if (fields.Length >= 2) result.Skins.Add(fields[1]); surfaceskinid++; break; case "": // Empty line case "#": // Line is a comment case "s": // Smooth case "g": // Group case "o": // Object default: break; } linenum++; } CreateMesh(ref result, worldvertices, polyindiceslist); // Overwrite internal textures with SurfaceSkin definitions if necessary if (skins != null) { foreach (KeyValuePair group in skins) { // Add dummy skins if necessary while (result.Skins.Count <= group.Key) result.Skins.Add(String.Empty); result.Skins[group.Key] = group.Value; } } } return result; } private static bool OBJParseVertex(string payload, ref Vector3D v, out string message) { if(String.IsNullOrEmpty(payload)) { message = "no arguments given"; return false; } string[] fields = payload.Split(new[] { ' ', '\t' }, StringSplitOptions.RemoveEmptyEntries); if(fields.Length < 3) { message = "too few arguments"; return false; } try { v.x = float.Parse(fields[0], CultureInfo.InvariantCulture); v.z = float.Parse(fields[1], CultureInfo.InvariantCulture); v.y = -float.Parse(fields[2], CultureInfo.InvariantCulture); // Prepare to fix rotation angle float angleOfsetCos = (float)Math.Cos(-Angle2D.PIHALF); float angleOfsetSin = (float)Math.Sin(-Angle2D.PIHALF); // Fix rotation angle float rx = angleOfsetCos * v.x - angleOfsetSin * v.y; float ry = angleOfsetSin * v.x + angleOfsetCos * v.y; v.x = rx; v.y = ry; } catch (FormatException) { message = "field is not a float"; return false; } message = ""; return true; } private static bool OBJParseTextureCoords(string payload, ref Vector2D t, out string message) { if (String.IsNullOrEmpty(payload)) { message = "no arguments given"; return false; } string[] fields = payload.Split(new[] { ' ', '\t' }, StringSplitOptions.RemoveEmptyEntries); if (fields.Length < 2) { message = "too few arguments"; return false; } try { t.x = float.Parse(fields[0], CultureInfo.InvariantCulture); if (fields.Length == 2) t.y = float.Parse(fields[1], CultureInfo.InvariantCulture); else t.y = 0.0f; } catch (FormatException) { message = "field is not a float"; return false; } message = ""; return true; } private static bool OBJParseNormal(string payload, ref Vector3D normal, out string message) { if (String.IsNullOrEmpty(payload)) { message = "no arguments given"; return false; } string[] fields = payload.Split(new[] { ' ', '\t' }, StringSplitOptions.RemoveEmptyEntries); if (fields.Length < 3) { message = "too few arguments"; return false; } try { normal.x = float.Parse(fields[0], CultureInfo.InvariantCulture); normal.y = float.Parse(fields[1], CultureInfo.InvariantCulture); normal.z = float.Parse(fields[2], CultureInfo.InvariantCulture); } catch (FormatException) { message = "field is not a float"; return false; } message = ""; return true; } private static bool OBJParseFace(string payload, ref List face, ref List texcoords, ref List normals, out string message) { if (String.IsNullOrEmpty(payload)) { message = "no arguments given"; return false; } string[] fields = payload.Split(new[] { ' ', '\t' }, StringSplitOptions.RemoveEmptyEntries); if (fields.Length < 3) { message = "too few arguments"; return false; } if(fields.Length > 4) { message = "faces with more than 4 sides are not supported"; return false; } try { for (int i = 0; i < fields.Length; i++) { string[] vertexdata = fields[i].Split('/'); face.Add(int.Parse(vertexdata[0], CultureInfo.InvariantCulture) - 1); if (vertexdata.Length >= 1 && vertexdata[1] != "") texcoords.Add(int.Parse(vertexdata[1], CultureInfo.InvariantCulture) - 1); else texcoords.Add(-1); if (vertexdata.Length >= 2 && vertexdata[2] != "") normals.Add(int.Parse(vertexdata[2], CultureInfo.InvariantCulture) - 1); else normals.Add(-1); } } catch(FormatException) { message = "field is not an integer"; return false; } message = ""; return true; } #endregion #region ================== Utility 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) { if(string.IsNullOrEmpty(path)) return null; MemoryStream ms = LoadFile(containers, path, true); if(ms == null) return null; Texture texture = null; //create texture FileImageReader fir = new FileImageReader(); Bitmap bitmap = fir.ReadAsBitmap(ms); ms.Close(); if(bitmap != null) { texture = new Texture(General.Map.Graphics, bitmap); } return texture; } private static void CreateMesh(ref MD3LoadResult result, List verts, List indices) { //create mesh Mesh mesh = new Mesh(General.Map.Graphics, verts.ToArray(), indices.ToArray()); //store in result result.Meshes.Add(mesh); } private static string ReadString(BinaryReader br, int len) { string result = string.Empty; int i; for(i = 0; i < len; ++i) { var c = br.ReadChar(); if(c == '\0') { ++i; break; } result += c; } for(; i < len; ++i) br.ReadChar(); return result; } #endregion } }