UltimateZoneBuilder/Source/Core/GZBuilder/md3/ModelReader.cs
MaxED 724709e435 Visual mode: added "Look Through Selection" action (default key is "Y"). This action places visual camera at the same position as selected/highlighted thing and rotates it to match thing's angle. Special handling is available if targeted thing is AimingCamera, MovingCamera or SecurityCamera.
Script editor: pressing "F1" now opens keyword help instead of program manual.
Linedef edit form, Thing edit form: rewritten script support logic. It should now work in the same manner as the rest of controls.
Thing info panel: thing arguments now have proper labels.
Edit forms, UDMF: fields, which are handled by UI, are no longer shown in "Custom" tab.
Visual mode: fixed a crash when loading a model on a video card without Shader model 2.0 support.
Fixed incorrect argument number and changed most of labels in "Cameras and interpolation" section of zdoom_things.cfg.
2013-08-08 11:04:13 +00:00

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C#

#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<string> Skins;
public List<Mesh> Meshes;
public string Errors;
public MD3LoadResult() {
Skins = new List<string>();
Meshes = new List<Mesh>();
}
}
private static VertexElement[] vertexElements;
#endregion
#region ================== Load
public static void Load(ModelData mde, List<DataReader> 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<string> errors = new List<string>();
//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<int> polyIndecesList = new List<int>();
List<WorldVertex> vertList = new List<WorldVertex>();
Dictionary<string, List<List<int>>> polyIndecesListsPerTexture = new Dictionary<string, List<List<int>>>();
Dictionary<string, List<WorldVertex>> vertListsPerTexture = new Dictionary<string, List<WorldVertex>>();
Dictionary<string, List<int>> vertexOffsets = new Dictionary<string, List<int>>();
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<List<int>>() { polyIndecesList } );
vertListsPerTexture.Add(skin, vertList);
vertexOffsets.Add(skin, new List<int>() { vertList.Count });
}
//reset lists
polyIndecesList = new List<int>();
vertList = new List<WorldVertex>();
}
}
if(!useSkins) { //create mesh
CreateMesh(device, ref result, vertList, polyIndecesList);
result.Skins.Add("");
} else {
//create a mesh for each surface texture
foreach(KeyValuePair<string, List<List<int>>> group in polyIndecesListsPerTexture) {
polyIndecesList = new List<int>();
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<int> polyIndecesList, List<WorldVertex> 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<WorldVertex> vertList, List<int> 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<int> polyIndecesList = new List<int>();
List<int> uvIndecesList = new List<int>();
List<Vector2> uvCoordsList = new List<Vector2>();
List<WorldVertex> vertList = new List<WorldVertex>();
//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<DataReader> 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<DataReader> 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
}
}