mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-24 04:41:10 +00:00
2006cdc7bb
AngleOffset, PitchOffset and RollOffset MODELDEF properties are now supported. Fixed a crash when editor tries to display a model for an actor without a valid sprite in Visual mode. Fixed a possible crash when MODELDEF is reloaded from 2d-mode. Fixed several things in Doom2_things.cfg. UDMF Controls plugin: Fixed several bugs in plugin's sliders logic.
455 lines
No EOL
20 KiB
C#
455 lines
No EOL
20 KiB
C#
using System;
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using System.IO;
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using System.Drawing;
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using System.Drawing.Imaging;
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using System.Text;
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using System.Collections.Generic;
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using CodeImp.DoomBuilder;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.GZBuilder.Data;
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using CodeImp.DoomBuilder.GZBuilder.GZDoom;
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using SlimDX;
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using SlimDX.Direct3D9;
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//mxd. Original version taken from here: http://colladadotnet.codeplex.com/SourceControl/changeset/view/40680
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namespace CodeImp.DoomBuilder.GZBuilder.MD3
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{
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internal static class ModelReader
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{
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public static void Parse(ref ModeldefEntry mde, PK3StructuredReader reader, Device D3DDevice) {
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string[] modelNames = new string[mde.ModelNames.Count];
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string[] textureNames = new string[mde.TextureNames.Count];
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mde.ModelNames.CopyTo(modelNames);
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mde.TextureNames.CopyTo(textureNames);
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mde.Model = new GZModel();
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mde.Model.NUM_MESHES = (byte)modelNames.Length;
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BoundingBoxSizes bbs = new BoundingBoxSizes();
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for (int i = 0; i < modelNames.Length; i++) {
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string modelPath = Path.Combine(mde.Path, modelNames[i]);
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if (reader.FileExists(modelPath)) {
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MemoryStream stream = reader.LoadFile(modelPath);
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General.WriteLogLine("ModelLoader: loading '" + modelPath + "'");
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//mesh
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string ext = modelNames[i].Substring(modelNames[i].Length - 4);
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string error = "";
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if (ext == ".md3")
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error = ReadMD3Model(ref bbs, ref mde, stream, D3DDevice);
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else if (ext == ".md2")
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error = ReadMD2Model(ref bbs, ref mde, stream, D3DDevice);
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//texture
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if (string.IsNullOrEmpty(error)) {
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string texturePath = Path.Combine(mde.Path, textureNames[i]);
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if (textureNames[i] != TextureData.INVALID_TEXTURE && reader.FileExists(texturePath)) {
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if (Path.GetExtension(texturePath) == ".pcx") { //pcx format requires special handling...
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FileImageReader fir = new FileImageReader();
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Bitmap bitmap = fir.ReadAsBitmap(reader.LoadFile(texturePath));
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if (bitmap != null) {
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BitmapData bmlock = bitmap.LockBits(new System.Drawing.Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.ReadOnly, bitmap.PixelFormat);
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Texture texture = new Texture(D3DDevice, bitmap.Width, bitmap.Height, 1, Usage.None, Format.A8R8G8B8, Pool.Managed);
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DataRectangle textureLock = texture.LockRectangle(0, LockFlags.None);
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textureLock.Data.WriteRange(bmlock.Scan0, bmlock.Height * bmlock.Stride);
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bitmap.UnlockBits(bmlock);
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texture.UnlockRectangle(0);
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mde.Model.Textures.Add(texture);
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} else {
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mde.Model.Textures.Add(General.Map.Data.UnknownTexture3D.Texture);
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GZBuilder.GZGeneral.LogAndTraceWarning("ModelLoader: unable to load texture '" + texturePath + "'");
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}
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} else {
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mde.Model.Textures.Add(Texture.FromStream(D3DDevice, reader.LoadFile(texturePath)));
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}
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} else {
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mde.Model.Textures.Add(General.Map.Data.UnknownTexture3D.Texture);
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if (textureNames[i] != TextureData.INVALID_TEXTURE)
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GZBuilder.GZGeneral.LogAndTraceWarning("ModelLoader: unable to load texture '" + texturePath + "' - no such file");
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}
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} else {
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GZBuilder.GZGeneral.LogAndTraceWarning("ModelLoader: error while loading " + modelPath + ": " + error);
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mde.Model.NUM_MESHES--;
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}
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stream.Dispose();
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} else {
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GZBuilder.GZGeneral.LogAndTraceWarning("ModelLoader: unable to load model '" + modelPath + "' - no such file");
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mde.Model.NUM_MESHES--;
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}
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}
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if (mde.Model.NUM_MESHES <= 0) {
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mde.Model = null;
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return;
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}
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mde.Model.BoundingBox = BoundingBoxTools.CalculateBoundingBox(bbs);
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}
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private static string ReadMD3Model(ref BoundingBoxSizes bbs, ref ModeldefEntry mde, MemoryStream s, Device D3DDevice) {
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long start = s.Position;
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using (var br = new BinaryReader(s, Encoding.ASCII)) {
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string magic = ReadString(br, 4);
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if (magic != "IDP3")
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return "magic should be 'IDP3', not '" + magic + "'";
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s.Position += 80;
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int numSurfaces = br.ReadInt32();
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s.Position += 12;
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int ofsSurfaces = br.ReadInt32();
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if (s.Position != ofsSurfaces + start)
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s.Position = ofsSurfaces + start;
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List<short> polyIndecesList = new List<short>();
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List<WorldVertex> vertList = new List<WorldVertex>();
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string error = "";
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for (int c = 0; c < numSurfaces; ++c) {
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error = ReadSurface(ref bbs, br, polyIndecesList, vertList, mde);
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if (!string.IsNullOrEmpty(error))
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return error;
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}
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//indeces for rendering current mesh in 2d
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short[] indeces2d_arr = CreateLineListIndeces(polyIndecesList);
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//mesh
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Mesh mesh = new Mesh(D3DDevice, polyIndecesList.Count / 3, vertList.Count, MeshFlags.IndexBufferManaged | MeshFlags.VertexBufferManaged, General.Map.Graphics.Shaders.World3D.VertexElements);
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DataStream stream = mesh.VertexBuffer.Lock(0, 0, LockFlags.None);
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stream.WriteRange(vertList.ToArray());
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mesh.VertexBuffer.Unlock();
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stream = mesh.IndexBuffer.Lock(0, 0, LockFlags.None);
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stream.WriteRange(polyIndecesList.ToArray());
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mesh.IndexBuffer.Unlock();
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mesh.OptimizeInPlace(MeshOptimizeFlags.AttributeSort);
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mde.Model.Meshes.Add(mesh);
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//2d data
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IndexBuffer indeces2d = new IndexBuffer(D3DDevice, 2 * indeces2d_arr.Length, Usage.WriteOnly, Pool.Managed, true);
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stream = indeces2d.Lock(0, 0, LockFlags.None);
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stream.WriteRange(indeces2d_arr);
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indeces2d.Unlock();
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mde.Model.Indeces2D.Add(indeces2d);
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mde.Model.NumIndeces2D.Add((short)polyIndecesList.Count);
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}
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return "";
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}
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private static string ReadSurface(ref BoundingBoxSizes bbs, BinaryReader br, List<short> polyIndecesList, List<WorldVertex> vertList, ModeldefEntry mde) {
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int vertexOffset = vertList.Count;
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long start = br.BaseStream.Position;
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string magic = ReadString(br, 4);
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if (magic != "IDP3")
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return "error while reading surface: Magic should be 'IDP3', not '" + magic + "'";
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br.BaseStream.Position += 76;
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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.
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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.
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int ofsTriangles = br.ReadInt32(); //Relative offset from SURFACE_START where the list of Triangle objects starts.
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br.BaseStream.Position += 4;
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int ofsST = br.ReadInt32(); //Relative offset from SURFACE_START where the list of ST objects (s-t texture coordinates) starts.
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int ofsNormal = br.ReadInt32(); //Relative offset from SURFACE_START where the list of Vertex objects (X-Y-Z-N vertices) starts.
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int ofsEnd = br.ReadInt32(); //Relative offset from SURFACE_START to where the Surface object ends.
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//polygons
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if (start + ofsTriangles != br.BaseStream.Position)
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br.BaseStream.Position = start + ofsTriangles;
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for (int i = 0; i < numTriangles * 3; i++)
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polyIndecesList.Add( (short)(vertexOffset + br.ReadInt32()) );
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//Vertices
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if (start + ofsST != br.BaseStream.Position)
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br.BaseStream.Position = start + ofsST;
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for (int i = 0; i < numVerts; i++) {
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WorldVertex v = new WorldVertex();
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v.c = -1; //white
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v.u = br.ReadSingle();
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v.v = br.ReadSingle();
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vertList.Add(v);
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}
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//Normals
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if (start + ofsNormal != br.BaseStream.Position)
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br.BaseStream.Position = start + ofsNormal;
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//rotation angles
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float angleOfsetCos = (float)Math.Cos(mde.AngleOffset);
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float angleOfsetSin = (float)Math.Sin(mde.AngleOffset);
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float pitchOfsetCos = (float)Math.Cos(-mde.PitchOffset);
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float pitchOfsetSin = (float)Math.Sin(-mde.PitchOffset);
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float rollOfsetCos = (float)Math.Cos(mde.RollOffset);
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float rollOfsetSin = (float)Math.Sin(mde.RollOffset);
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for (int i = vertexOffset; i < vertexOffset + numVerts; i++) {
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WorldVertex v = vertList[i];
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//read vertex
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v.y = -(float)br.ReadInt16() / 64;
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v.x = (float)br.ReadInt16() / 64;
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v.z = (float)br.ReadInt16() / 64;
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//rotate it
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if (mde.AngleOffset != 0) {
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float rx = angleOfsetCos * v.x - angleOfsetSin * v.y;
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float ry = angleOfsetSin * v.x + angleOfsetCos * v.y;
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v.y = ry;
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v.x = rx;
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}
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if (mde.PitchOffset != 0) {
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float ry = pitchOfsetCos * v.y - pitchOfsetSin * v.z;
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float rz = pitchOfsetSin * v.y + pitchOfsetCos * v.z;
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v.z = rz;
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v.y = ry;
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}
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if (mde.RollOffset != 0) {
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float rx = rollOfsetCos * v.x - rollOfsetSin * v.z;
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float rz = rollOfsetSin * v.x + rollOfsetCos * v.z;
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v.z = rz;
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v.x = rx;
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}
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//scale it
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v.y *= mde.Scale.X;
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v.x *= mde.Scale.Y;
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v.z *= mde.Scale.Z;
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//add zOffset
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v.z += mde.zOffset;
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//bounding box
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BoundingBoxTools.UpdateBoundingBoxSizes(ref bbs, v);
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var lat = br.ReadByte() * (2 * Math.PI) / 255.0;
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var lng = br.ReadByte() * (2 * Math.PI) / 255.0;
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v.nx = (float)(Math.Sin(lng) * Math.Sin(lat));
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v.ny = -(float)(Math.Cos(lng) * Math.Sin(lat));
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v.nz = (float)(Math.Cos(lat));
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vertList[i] = v;
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}
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if (start + ofsEnd != br.BaseStream.Position)
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br.BaseStream.Position = start + ofsEnd;
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return "";
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}
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private static string ReadMD2Model(ref BoundingBoxSizes bbs, ref ModeldefEntry mde, MemoryStream s, Device D3DDevice) {
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long start = s.Position;
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using (var br = new BinaryReader(s, Encoding.ASCII)) {
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string magic = ReadString(br, 4);
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if (magic != "IDP2") //magic number: "IDP2"
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return "magic should be 'IDP2', not '" + magic + "'";
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int modelVersion = br.ReadInt32();
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if (modelVersion != 8) //MD2 version. Must be equal to 8
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return "MD2 version must be 8 but is " + modelVersion;
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int texWidth = br.ReadInt32();
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int texHeight = br.ReadInt32();
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s.Position += 8; //Size of one frame in bytes
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//s.Position += 4; //Number of textures
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int num_verts = br.ReadInt32(); //Number of vertices
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int num_uv = br.ReadInt32(); //The number of UV coordinates in the model
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int num_tris = br.ReadInt32(); //Number of triangles
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s.Position += 4; //Number of OpenGL commands
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if (br.ReadInt32() == 0) //Total number of frames
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return "model has 0 frames";
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s.Position += 4; //Offset to skin names (each skin name is an unsigned char[64] and are null terminated)
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int ofs_uv = br.ReadInt32();//Offset to s-t texture coordinates
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int ofs_tris = br.ReadInt32(); //Offset to triangles
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int ofs_animFrame = br.ReadInt32(); //An offset to the first animation frame
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List<short> polyIndecesList = new List<short>();
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List<short> uvIndecesList = new List<short>();
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List<Vector2> uvCoordsList = new List<Vector2>();
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List<WorldVertex> vertList = new List<WorldVertex>();
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//polygons
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if (s.Position != ofs_tris + start)
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s.Position = ofs_tris + start;
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for (int i = 0; i < num_tris; i++) {
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polyIndecesList.Add((short)br.ReadInt16());
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polyIndecesList.Add((short)br.ReadInt16());
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polyIndecesList.Add((short)br.ReadInt16());
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uvIndecesList.Add((short)br.ReadInt16());
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uvIndecesList.Add((short)br.ReadInt16());
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uvIndecesList.Add((short)br.ReadInt16());
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}
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//UV coords
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if (s.Position != ofs_uv + start)
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s.Position = ofs_uv + start;
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for (int i = 0; i < num_uv; i++) {
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uvCoordsList.Add(new Vector2((float)br.ReadInt16() / texWidth, (float)br.ReadInt16() / texHeight));
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}
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//first frame
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//header
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if (s.Position != ofs_animFrame + start)
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s.Position = ofs_animFrame + start;
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Vector3 scale = new Vector3((float)br.ReadSingle(), (float)br.ReadSingle(), (float)br.ReadSingle());
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Vector3 translate = new Vector3((float)br.ReadSingle(), (float)br.ReadSingle(), (float)br.ReadSingle());
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s.Position += 16; //frame name
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//rotation angles
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float angle = mde.AngleOffset - 0.5f * (float)Math.PI; //subtract 90 degrees to get correct rotation
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float angleOfsetCos = (float)Math.Cos(angle);
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float angleOfsetSin = (float)Math.Sin(angle);
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float pitchOfsetCos = (float)Math.Cos(-mde.PitchOffset);
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float pitchOfsetSin = (float)Math.Sin(-mde.PitchOffset);
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float rollOfsetCos = (float)Math.Cos(mde.RollOffset);
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float rollOfsetSin = (float)Math.Sin(mde.RollOffset);
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//verts
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for (int i = 0; i < num_verts; i++) {
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WorldVertex v = new WorldVertex();
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v.x = ((float)br.ReadByte() * scale.X + translate.X);
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v.y = ((float)br.ReadByte() * scale.Y + translate.Y);
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v.z = ((float)br.ReadByte() * scale.Z + translate.Z);
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//rotate it
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float rx = angleOfsetCos * v.x - angleOfsetSin * v.y;
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float ry = angleOfsetSin * v.x + angleOfsetCos * v.y;
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v.y = ry;
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v.x = rx;
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if (mde.PitchOffset != 0) {
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ry = pitchOfsetCos * v.y - pitchOfsetSin * v.z;
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float rz = pitchOfsetSin * v.y + pitchOfsetCos * v.z;
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v.z = rz;
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v.y = ry;
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}
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if (mde.RollOffset != 0) {
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rx = rollOfsetCos * v.x - rollOfsetSin * v.z;
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float rz = rollOfsetSin * v.x + rollOfsetCos * v.z;
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v.z = rz;
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v.x = rx;
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}
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//scale it
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v.x *= mde.Scale.X;
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v.y *= mde.Scale.Y;
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v.z *= mde.Scale.Z;
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//add zOffset
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v.z += mde.zOffset;
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vertList.Add(v);
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s.Position += 1; //vertex normal
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}
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for (int i = 0; i < polyIndecesList.Count; i++) {
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WorldVertex v = vertList[polyIndecesList[i]];
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//bounding box
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BoundingBoxTools.UpdateBoundingBoxSizes(ref bbs, new WorldVertex(v.y, v.x, v.z));
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//uv
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v.u = uvCoordsList[uvIndecesList[i]].X;
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v.v = uvCoordsList[uvIndecesList[i]].Y;
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//color
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v.c = -1; //white
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vertList[polyIndecesList[i]] = v;
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}
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//indeces for rendering current mesh in 2d
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short[] indeces2d_arr = CreateLineListIndeces(polyIndecesList);
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//mesh
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Mesh mesh = new Mesh(D3DDevice, polyIndecesList.Count / 3, vertList.Count, MeshFlags.IndexBufferManaged | MeshFlags.VertexBufferManaged, General.Map.Graphics.Shaders.World3D.VertexElements);
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DataStream stream = mesh.VertexBuffer.Lock(0, 0, LockFlags.None);
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stream.WriteRange(vertList.ToArray());
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mesh.VertexBuffer.Unlock();
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stream = mesh.IndexBuffer.Lock(0, 0, LockFlags.None);
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stream.WriteRange(polyIndecesList.ToArray());
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mesh.IndexBuffer.Unlock();
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mesh.OptimizeInPlace(MeshOptimizeFlags.AttributeSort);
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mde.Model.Meshes.Add(mesh);
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//2d data
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IndexBuffer indeces2d = new IndexBuffer(D3DDevice, 2 * indeces2d_arr.Length, Usage.WriteOnly, Pool.Managed, true);
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stream = indeces2d.Lock(0, 0, LockFlags.None);
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stream.WriteRange(indeces2d_arr);
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indeces2d.Unlock();
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mde.Model.Indeces2D.Add(indeces2d);
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mde.Model.NumIndeces2D.Add((short)polyIndecesList.Count);
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}
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return "";
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}
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//this creates list of vertex indeces for rendering using LineList method
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private static short[] CreateLineListIndeces(List<short> polyIndecesList) {
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short[] indeces2d_arr = new short[polyIndecesList.Count * 2];
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short ind1, ind2, ind3;
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for (short i = 0; i < polyIndecesList.Count; i += 3) {
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ind1 = polyIndecesList[i];
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ind2 = polyIndecesList[i + 1];
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ind3 = polyIndecesList[i + 2];
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indeces2d_arr[i * 2] = ind1;
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indeces2d_arr[i * 2 + 1] = ind2;
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indeces2d_arr[i * 2 + 2] = ind2;
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indeces2d_arr[i * 2 + 3] = ind3;
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indeces2d_arr[i * 2 + 4] = ind3;
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indeces2d_arr[i * 2 + 5] = ind1;
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}
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return indeces2d_arr;
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}
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|
|
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;
|
|
}
|
|
}
|
|
} |