mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-15 22:51:40 +00:00
1680 lines
51 KiB
C#
Executable file
1680 lines
51 KiB
C#
Executable file
#region ================== Namespaces
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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.Globalization; // biwa
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using System.Text;
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using System.Collections.Generic;
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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.Geometry;
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using System.Linq;
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#endregion
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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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#region ================== Variables
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internal class MD3LoadResult
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{
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public List<string> Skins;
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public List<Mesh> Meshes;
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public string Errors;
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public MD3LoadResult()
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{
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Skins = new List<string>();
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Meshes = new List<Mesh>();
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}
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}
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#endregion
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#region ================== Load
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public static void Load(ModelData mde, List<DataReader> containers)
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{
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if(mde.IsVoxel) LoadKVX(mde, containers);
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else LoadModel(mde, containers);
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}
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private static void LoadKVX(ModelData mde, List<DataReader> containers)
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{
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mde.Model = new GZModel();
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string unused = string.Empty;
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foreach(string name in mde.ModelNames)
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{
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//find the model
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foreach(DataReader dr in containers)
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{
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Stream ms = dr.GetVoxelData(name, ref unused);
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if(ms == null) continue;
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//load kvx
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ReadKVX(mde, ms);
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//done
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ms.Close();
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break;
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}
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}
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//clear unneeded data
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mde.SkinNames = null;
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mde.ModelNames = null;
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if(mde.Model.Meshes == null || mde.Model.Meshes.Count == 0)
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{
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mde.Model = null;
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}
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}
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private static void LoadModel(ModelData mde, List<DataReader> containers)
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{
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mde.Model = new GZModel();
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BoundingBoxSizes bbs = new BoundingBoxSizes();
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MD3LoadResult result = new MD3LoadResult();
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//load models and textures
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for(int i = 0; i < mde.ModelNames.Count; i++)
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{
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// Use model skins?
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// INFO: Skin MODELDEF property overrides both embedded surface names and ones set using SurfaceSkin MODELDEF property
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Dictionary<int, string> skins = null;
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if(string.IsNullOrEmpty(mde.SkinNames[i]))
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{
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skins = (mde.SurfaceSkinNames[i].Count > 0 ? mde.SurfaceSkinNames[i] : new Dictionary<int, string>());
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}
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// Load mesh
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MemoryStream ms = LoadFile(containers, mde.ModelNames[i], true);
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if(ms == null)
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{
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General.ErrorLogger.Add(ErrorType.Error, "Error while loading \"" + mde.ModelNames[i] + "\": unable to find file.");
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continue;
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}
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string ext = Path.GetExtension(mde.ModelNames[i]);
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switch(ext)
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{
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case ".md3":
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if(!string.IsNullOrEmpty(mde.FrameNames[i]))
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{
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General.ErrorLogger.Add(ErrorType.Error, "Error while loading \"" + mde.ModelNames[i] + "\": frame names are not supported for MD3 models!");
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continue;
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}
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result = ReadMD3Model(ref bbs, skins, ms, mde.FrameIndices[i]);
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break;
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case ".md2":
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result = ReadMD2Model(ref bbs, ms, mde.FrameIndices[i], mde.FrameNames[i]);
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break;
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case ".3d":
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result = Read3DModel(ref bbs, skins, ms, mde.FrameIndices[i], mde.ModelNames[i], containers);
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break;
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case ".obj":
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// OBJ doesn't support frames, so print out an error
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if (mde.FrameIndices[i] > 0)
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{
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General.ErrorLogger.Add(ErrorType.Error, "Trying to load frame " + mde.FrameIndices[i] + " of model \"" + mde.ModelNames[i] + "\", but OBJ doesn't support frames!");
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continue;
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}
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result = ReadOBJModel(ref bbs, skins, ms, mde.ModelNames[i]);
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break;
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default:
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result.Errors = "model format is not supported";
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break;
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}
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ms.Close();
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if (result == null)
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continue;
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//got errors?
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if (!String.IsNullOrEmpty(result.Errors))
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{
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General.ErrorLogger.Add(ErrorType.Error, "Error while loading \"" + mde.ModelNames[i] + "\": " + result.Errors);
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}
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else
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{
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//add loaded data to ModeldefEntry
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mde.Model.Meshes.AddRange(result.Meshes);
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//load texture
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List<string> errors = new List<string>();
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// Texture not defined in MODELDEF?
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if(skins != null)
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{
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//try to use model's own skins
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for(int m = 0; m < result.Meshes.Count; m++)
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{
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// biwa. Makes sure to add a dummy texture if the MODELDEF skin definition is erroneous
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if(m >= result.Skins.Count)
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{
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errors.Add("no skin defined for mesh " + m + ".");
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mde.Model.Textures.Add(General.Map.Data.UnknownTexture3D.Texture);
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continue;
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}
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if(string.IsNullOrEmpty(result.Skins[m]))
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{
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mde.Model.Textures.Add(General.Map.Data.UnknownTexture3D.Texture);
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errors.Add("texture not found in MODELDEF or model skin.");
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continue;
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}
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string path = result.Skins[m].Replace(Path.AltDirectorySeparatorChar, Path.DirectorySeparatorChar);
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if(!String.IsNullOrEmpty(mde.Path))
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path = Path.Combine(mde.Path, path);
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Texture t = GetTexture(containers, path);
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if(t != null)
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{
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mde.Model.Textures.Add(t);
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continue;
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}
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// That didn't work, let's try to load the texture without the additional path
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path = result.Skins[m].Replace(Path.AltDirectorySeparatorChar, Path.DirectorySeparatorChar);
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t = GetTexture(containers, path);
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if (t == null)
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{
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mde.Model.Textures.Add(General.Map.Data.UnknownTexture3D.Texture);
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errors.Add("unable to load skin \"" + path + "\"");
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continue;
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}
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mde.Model.Textures.Add(t);
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}
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}
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//Try to use texture loaded from MODELDEFS
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else
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{
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Texture t = GetTexture(containers, mde.SkinNames[i]);
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if(t == null)
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{
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mde.Model.Textures.Add(General.Map.Data.UnknownTexture3D.Texture);
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errors.Add("unable to load skin \"" + mde.SkinNames[i] + "\"");
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}
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else
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{
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mde.Model.Textures.Add(t);
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}
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}
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//report errors
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if(errors.Count > 0)
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{
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foreach(string e in errors)
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General.ErrorLogger.Add(ErrorType.Error, "Error while loading \"" + mde.ModelNames[i] + "\": " + e);
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}
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}
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}
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//clear unneeded data
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mde.SkinNames = null;
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mde.ModelNames = null;
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if(mde.Model.Meshes == null || mde.Model.Meshes.Count == 0)
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{
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mde.Model = null;
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return;
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}
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//scale bbs
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bbs.MaxX = (int)(bbs.MaxX * mde.Scale.X);
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bbs.MinX = (int)(bbs.MinX * mde.Scale.X);
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bbs.MaxY = (int)(bbs.MaxY * mde.Scale.Y);
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bbs.MinY = (int)(bbs.MinY * mde.Scale.Y);
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bbs.MaxZ = (int)(bbs.MaxZ * mde.Scale.Z);
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bbs.MinZ = (int)(bbs.MinZ * mde.Scale.Z);
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//calculate model radius
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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)));
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mde.Model.BBox = bbs;
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}
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private static Texture GetTexture(List<DataReader> containers, string texturename)
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{
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Texture t = null;
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string[] extensions = new string[ModelData.SUPPORTED_TEXTURE_EXTENSIONS.Length + 1];
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Array.Copy(ModelData.SUPPORTED_TEXTURE_EXTENSIONS, 0, extensions, 1, ModelData.SUPPORTED_TEXTURE_EXTENSIONS.Length);
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extensions[0] = "";
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// Try to load the texture as defined by its path. GZDoom doesn't care about extensions
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if (t == null)
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{
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foreach (string extension in extensions)
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{
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string name = Path.ChangeExtension(texturename, null) + extension;
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name = name.Replace(Path.AltDirectorySeparatorChar, Path.DirectorySeparatorChar);
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t = LoadTexture(containers, name);
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if (t != null)
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break;
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}
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}
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// Try to use an already defined texture. Again, just try out all extensions
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foreach (string extension in extensions)
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{
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string name = Path.ChangeExtension(texturename, null) + extension;
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if (General.Map.Data.GetTextureExists(name))
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{
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ImageData image = General.Map.Data.GetTextureImage(name);
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image.LoadImageNow();
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t = image.Texture;
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break;
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}
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}
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// GZDoom can also ignore the path completely (because why not), so let's see if there's a texture with
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// just the skin name
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if (t == null)
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{
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string name = Path.ChangeExtension(Path.GetFileName(texturename), null);
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if (General.Map.Data.GetTextureExists(name))
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{
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ImageData image = General.Map.Data.GetTextureImage(name);
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image.LoadImageNow();
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t = image.Texture;
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}
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}
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// Or maybe it's a sprite
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if(t == null)
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{
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string name = Path.ChangeExtension(texturename, null);
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if (General.Map.Data.GetSpriteExists(name))
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{
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ImageData image = General.Map.Data.GetSpriteImage(name);
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image.LoadImageNow();
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t = image.Texture;
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}
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}
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return t;
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}
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#endregion
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#region ================== 3D (unreal)
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// there is probably better way to emulate 16-bit cast, but this was easiest for me at 3am
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private static int PadInt16(int n)
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{
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if (n > 32767)
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return -(65536 - n);
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return n;
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}
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private static float UnpackUVertex(int n, int c)
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{
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switch (c)
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{
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case 0:
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return PadInt16((n & 0x7ff) << 5) / 128f;
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case 1:
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return PadInt16((((int)n >> 11) & 0x7ff) << 5) / 128f;
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case 2:
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return PadInt16((((int)n >> 22) & 0x3ff) << 6) / 128f;
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default:
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return 0f;
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}
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}
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private struct UE1Poly
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{
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public int[] V;
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public float[] S;
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public float[] T;
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public int TexNum, Type;
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public Vector3D Normal;
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}
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internal static MD3LoadResult Read3DModel(ref BoundingBoxSizes bbs, Dictionary<int, string> skins, Stream s, int frame, string filename, List<DataReader> containers)
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{
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Stream stream_d;
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Stream stream_a;
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if (filename.IndexOf("_d.3d") == filename.Length-5)
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{
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string filename_a = filename.Replace("_d.3d", "_a.3d");
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stream_d = s;
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stream_a = LoadFile(containers, filename_a, true);
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if (stream_a == null)
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{
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General.ErrorLogger.Add(ErrorType.Error, "Error while loading \"" + filename + "\": unable to find corresponding \"_a.3d\" file.");
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return null;
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}
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}
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else
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{
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string filename_d = filename.Replace("_a.3d", "_d.3d");
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stream_a = s;
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stream_d = LoadFile(containers, filename_d, true);
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if (stream_d == null)
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{
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General.ErrorLogger.Add(ErrorType.Error, "Error while loading \"" + filename + "\": unable to find corresponding \"_d.3d\" file.");
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return null;
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}
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}
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MD3LoadResult result = new MD3LoadResult();
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BinaryReader br_d = new BinaryReader(stream_d);
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BinaryReader br_a = new BinaryReader(stream_a);
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// read d3d header
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uint d3d_numpolys = br_d.ReadUInt16();
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uint d3d_numverts = br_d.ReadUInt16();
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stream_d.Position += 44; // bogusrot, bogusframe, bogusnorm[3], fixscale, unused[3], padding[12]
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long start_d = stream_d.Position;
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// read a3d header
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uint a3d_numframes = br_a.ReadUInt16();
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uint a3d_framesize = br_a.ReadUInt16();
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long start_a = stream_a.Position;
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// Sanity check
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if (frame < 0 || frame >= a3d_numframes)
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{
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result.Errors = "frame " + frame + " is outside of model's frame range [0.." + (a3d_numframes - 1) + "]";
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return result;
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}
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// check for deus ex format
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bool isdeusex = false;
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if ( (a3d_framesize/d3d_numverts) == 8 ) isdeusex = true;
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// read vertices
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WorldVertex[] vertices = new WorldVertex[d3d_numverts];
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for (uint i = 0; i < d3d_numverts; i++)
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{
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WorldVertex Vert = new WorldVertex();
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if ( isdeusex )
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{
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stream_a.Position = start_a + (i + frame * d3d_numverts) * 8;
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int vx = br_a.ReadInt16();
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int vy = br_a.ReadInt16();
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int vz = br_a.ReadInt16();
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Vert.y = -vx;
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Vert.z = vz;
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Vert.x = -vy;
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}
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else
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{
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stream_a.Position = start_a + (i + frame * d3d_numverts) * 4;
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int v_uint = br_a.ReadInt32();
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Vert.y = -UnpackUVertex(v_uint, 0);
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Vert.z = UnpackUVertex(v_uint, 2);
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Vert.x = -UnpackUVertex(v_uint, 1);
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}
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vertices[i] = Vert;
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}
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// read polygons
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//int minverthack = 0;
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//int minvert = 2147483647;
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UE1Poly[] polys = new UE1Poly[d3d_numpolys];
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int[] polyindexlist = new int[d3d_numpolys*3];
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for (uint i = 0; i < d3d_numpolys; i++)
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{
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//
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stream_d.Position = start_d + 16 * i;
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polys[i].V = new int[3];
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polys[i].S = new float[3];
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polys[i].T = new float[3];
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bool brokenpoly = false;
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for (int j = 0; j < 3; j++)
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{
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polyindexlist[i * 3 + j] = polys[i].V[j] = br_d.ReadInt16();
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if (polys[i].V[j] >= vertices.Length || polys[i].V[j] < 0)
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brokenpoly = true;
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}
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// Resolves polygons that reference out-of-bounds vertices by simply making them null size.
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// This is easier than changing array to dynamically sized list.
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if (brokenpoly)
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{
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polys[i].V[0] = 0;
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polys[i].V[1] = 0;
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polys[i].V[2] = 0;
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}
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polys[i].Type = br_d.ReadByte();
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stream_d.Position += 1; // color
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for (int j = 0; j < 3; j++)
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{
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byte u = br_d.ReadByte();
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byte v = br_d.ReadByte();
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polys[i].S[j] = u / 255f;
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polys[i].T[j] = v / 255f;
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}
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polys[i].TexNum = br_d.ReadByte();
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}
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// calculate poly normals
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for (uint i = 0; i < d3d_numpolys; i++)
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{
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Vector3D[] dir = new Vector3D[2];
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Vector3D norm;
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dir[0].x = vertices[polys[i].V[1]].x-vertices[polys[i].V[0]].x;
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dir[0].y = vertices[polys[i].V[1]].y-vertices[polys[i].V[0]].y;
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dir[0].z = vertices[polys[i].V[1]].z-vertices[polys[i].V[0]].z;
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dir[1].x = vertices[polys[i].V[2]].x-vertices[polys[i].V[0]].x;
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dir[1].y = vertices[polys[i].V[2]].y-vertices[polys[i].V[0]].y;
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dir[1].z = vertices[polys[i].V[2]].z-vertices[polys[i].V[0]].z;
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norm.x = dir[0].y * dir[1].z - dir[0].z * dir[1].y;
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norm.y = dir[0].z * dir[1].x - dir[0].x * dir[1].z;
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norm.z = dir[0].x * dir[1].y - dir[0].y * dir[1].x;
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polys[i].Normal = norm.GetNormal();
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}
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// calculate vertex normals
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for (uint i = 0; i < d3d_numverts; i++)
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{
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Vector3D nsum = new Vector3D(0, 0, 0);
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int total = 0;
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for (uint j = 0; j < d3d_numpolys; j++)
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{
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|
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 = (float)-nsum.x / total;
|
|
vertices[i].ny = (float)-nsum.y / total;
|
|
vertices[i].nz = (float)-nsum.z / total;
|
|
}
|
|
|
|
List<int> exGroups = new List<int>();
|
|
Dictionary<int, int> textureGroupRemap = new Dictionary<int, int>();
|
|
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<WorldVertex> out_verts = new List<WorldVertex>();
|
|
List<int> out_polys = new List<int>();
|
|
|
|
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 = (float)polys[i].Normal.x;
|
|
vx.ny = (float)polys[i].Normal.y;
|
|
vx.nz = (float)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<WorldVertex> out_verts = new List<WorldVertex>();
|
|
List<int> out_polys = new List<int>();
|
|
|
|
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 = (float)polys[i].Normal.x;
|
|
vx.ny = (float)polys[i].Normal.y;
|
|
vx.nz = (float)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<int, string> 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<int> polyIndecesList = new List<int>();
|
|
List<WorldVertex> vertList = new List<WorldVertex>();
|
|
|
|
Dictionary<string, List<List<int>>> polyIndecesListsPerTexture = new Dictionary<string, List<List<int>>>(StringComparer.Ordinal);
|
|
Dictionary<string, List<WorldVertex>> vertListsPerTexture = new Dictionary<string, List<WorldVertex>>(StringComparer.Ordinal);
|
|
Dictionary<string, List<int>> vertexOffsets = new Dictionary<string, List<int>>(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<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(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)
|
|
{
|
|
//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<int> polyIndecesList, List<WorldVertex> 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<int> polyIndecesList = new List<int>();
|
|
List<int> uvIndecesList = new List<int>();
|
|
List<Vector2f> uvCoordsList = new List<Vector2f>();
|
|
List<WorldVertex> vertList = new List<WorldVertex>();
|
|
|
|
// Polygons
|
|
s.Position = ofs_tris + start;
|
|
|
|
for(int i = 0; i < num_tris; i++)
|
|
{
|
|
polyIndecesList.Add(br.ReadUInt16());
|
|
polyIndecesList.Add(br.ReadUInt16());
|
|
polyIndecesList.Add(br.ReadUInt16());
|
|
|
|
uvIndecesList.Add(br.ReadUInt16());
|
|
uvIndecesList.Add(br.ReadUInt16());
|
|
uvIndecesList.Add(br.ReadUInt16());
|
|
}
|
|
|
|
// UV coords
|
|
s.Position = ofs_uv + start;
|
|
|
|
for(int i = 0; i < num_uv; i++)
|
|
uvCoordsList.Add(new Vector2f((float)br.ReadInt16() / texWidth, (float)br.ReadInt16() / texHeight));
|
|
|
|
// Frames
|
|
// Find correct frame
|
|
if(!string.IsNullOrEmpty(framename))
|
|
{
|
|
// Skip frames untill frame name matches
|
|
bool framefound = false;
|
|
for(int i = 0; i < num_frames; i++)
|
|
{
|
|
s.Position = ofs_animFrame + start + i * framesize;
|
|
s.Position += 24; // Skip scale and translate
|
|
string curframename = ReadString(br, 16).ToLowerInvariant();
|
|
|
|
if(curframename == framename)
|
|
{
|
|
// Step back so scale and translate can be read
|
|
s.Position -= 40;
|
|
framefound = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// No dice? Bail out!
|
|
if(!framefound)
|
|
{
|
|
result.Errors = "unable to find frame \"" + framename + "\"!";
|
|
return result;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// If we have frame number, we can go directly to target frame
|
|
s.Position = ofs_animFrame + start + frame * framesize;
|
|
}
|
|
|
|
Vector3f scale = new Vector3f(br.ReadSingle(), br.ReadSingle(), br.ReadSingle());
|
|
Vector3f translate = new Vector3f(br.ReadSingle(), br.ReadSingle(), br.ReadSingle());
|
|
|
|
s.Position += 16; // Skip frame name
|
|
|
|
// Prepare to fix rotation angle
|
|
float angleOfsetCos = (float)Math.Cos(-Angle2D.PIHALF);
|
|
float angleOfsetSin = (float)Math.Sin(-Angle2D.PIHALF);
|
|
|
|
//verts
|
|
for(int i = 0; i < num_verts; i++)
|
|
{
|
|
WorldVertex v = new WorldVertex();
|
|
|
|
v.x = (br.ReadByte() * scale.X + translate.X);
|
|
v.y = (br.ReadByte() * scale.Y + translate.Y);
|
|
v.z = (br.ReadByte() * scale.Z + translate.Z);
|
|
|
|
// Fix rotation angle
|
|
float rx = angleOfsetCos * v.x - angleOfsetSin * v.y;
|
|
float ry = angleOfsetSin * v.x + angleOfsetCos * v.y;
|
|
v.y = ry;
|
|
v.x = rx;
|
|
|
|
vertList.Add(v);
|
|
s.Position += 1; //vertex normal
|
|
}
|
|
|
|
for(int i = 0; i < polyIndecesList.Count; i++)
|
|
{
|
|
WorldVertex v = vertList[polyIndecesList[i]];
|
|
|
|
//bounding box
|
|
BoundingBoxTools.UpdateBoundingBoxSizes(ref bbs, new WorldVertex(v.y, v.x, v.z));
|
|
|
|
//uv
|
|
float tu = uvCoordsList[uvIndecesList[i]].X;
|
|
float tv = uvCoordsList[uvIndecesList[i]].Y;
|
|
|
|
//uv-coordinates already set?
|
|
if(v.c == -1 && (v.u != tu || v.v != tv))
|
|
{
|
|
//add a new vertex
|
|
vertList.Add(new WorldVertex(v.x, v.y, v.z, -1, tu, tv));
|
|
polyIndecesList[i] = vertList.Count - 1;
|
|
}
|
|
else
|
|
{
|
|
v.u = tu;
|
|
v.v = tv;
|
|
v.c = -1; //set color to white
|
|
|
|
//return to proper place
|
|
vertList[polyIndecesList[i]] = v;
|
|
}
|
|
}
|
|
|
|
//mesh
|
|
Mesh mesh = new Mesh(General.Map.Graphics, vertList.ToArray(), polyIndecesList.ToArray());
|
|
|
|
//store in result
|
|
result.Meshes.Add(mesh);
|
|
result.Skins.Add(""); //no skin support for MD2
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== KVX
|
|
|
|
private static void ReadKVX(ModelData mde, Stream stream)
|
|
{
|
|
PixelColor[] palette = new PixelColor[256];
|
|
List<WorldVertex> verts = new List<WorldVertex>();
|
|
List<int> indices = new List<int>();
|
|
Dictionary<long, int> verthashes = new Dictionary<long, int>();
|
|
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<int> offsets = new List<int>(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<int> colorIndices = new List<int>(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<WorldVertex> verts, List<int> indices, Dictionary<long, int> 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 = (float)(v1.x - pivot.x),
|
|
y = (float)(-v1.y + pivot.y),
|
|
z = (float)(-v1.z + pivot.z),
|
|
c = -1,
|
|
u = pu0,
|
|
v = pv0
|
|
};
|
|
int i1 = AddVertex(wv1, verts, indices, hashes);
|
|
|
|
WorldVertex wv2 = new WorldVertex
|
|
{
|
|
x = (float)(v2.x - pivot.x),
|
|
y = (float)(-v2.y + pivot.y),
|
|
z = (float)(-v2.z + pivot.z),
|
|
c = -1,
|
|
u = pu1,
|
|
v = pv1
|
|
};
|
|
AddVertex(wv2, verts, indices, hashes);
|
|
|
|
WorldVertex wv4 = new WorldVertex
|
|
{
|
|
x = (float)(v4.x - pivot.x),
|
|
y = (float)(-v4.y + pivot.y),
|
|
z = (float)(-v4.z + pivot.z),
|
|
c = -1,
|
|
u = pu0,
|
|
v = pv0
|
|
};
|
|
int i4 = AddVertex(wv4, verts, indices, hashes);
|
|
|
|
WorldVertex wv3 = new WorldVertex
|
|
{
|
|
x = (float)(v3.x - pivot.x),
|
|
y = (float)(-v3.y + pivot.y),
|
|
z = (float)(-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<WorldVertex> verts, List<int> indices, Dictionary<long, int> 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<int, string> 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<Vector3D> vertices = new List<Vector3D>();
|
|
List<int> faces = new List<int>();
|
|
List<Vector3D> normals = new List<Vector3D>();
|
|
List<Vector2D> texcoords = new List<Vector2D>();
|
|
List<WorldVertex> worldvertices = new List<WorldVertex>();
|
|
List<int> polyindiceslist = new List<int>();
|
|
|
|
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<int> fv = new List<int>();
|
|
List<int> vt = new List<int>();
|
|
List<int> vn = new List<int>();
|
|
|
|
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 = (float)texcoords[vt[seq[i]]].x;
|
|
wc.v = (float)texcoords[vt[seq[i]]].y;
|
|
}
|
|
|
|
if (vn[seq[i]] != -1)
|
|
{
|
|
wc.nx = (float)normals[vn[seq[i]]].x;
|
|
wc.ny = (float)normals[vn[seq[i]]].y;
|
|
wc.nz = (float)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<int, string> 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
|
|
double angleOfsetCos = Math.Cos(-Angle2D.PIHALF);
|
|
double angleOfsetSin = Math.Sin(-Angle2D.PIHALF);
|
|
|
|
// Fix rotation angle
|
|
double rx = angleOfsetCos * v.x - angleOfsetSin * v.y;
|
|
double 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 = 1.0f - float.Parse(fields[1], CultureInfo.InvariantCulture);
|
|
else
|
|
t.y = 1.0f;
|
|
}
|
|
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<int> face, ref List<int> texcoords, ref List<int> 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<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)
|
|
{
|
|
if(string.IsNullOrEmpty(path)) return null;
|
|
|
|
MemoryStream ms = LoadFile(containers, path, true);
|
|
if(ms == null) return null;
|
|
|
|
Texture texture = null;
|
|
|
|
//create texture
|
|
Bitmap bitmap = ImageDataFormat.TryLoadImage(ms);
|
|
if(bitmap != null)
|
|
{
|
|
texture = new Texture(General.Map.Graphics, bitmap);
|
|
}
|
|
|
|
return texture;
|
|
}
|
|
|
|
private static void CreateMesh(ref MD3LoadResult result, List<WorldVertex> verts, List<int> 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
|
|
}
|
|
}
|