UltimateZoneBuilder/Source/Core/GZBuilder/md3/ModelReader.cs
MaxED bafb8ed511 UDMF: sidedef flags are now defined in game configuration instead of being hardcoded.
Texture scale controls now have "Link" button. 
Thing, Sector (UDMF) and Linedef edit forms now work in realtime mode.
Some more fixes in Edit form realtime update stuff.
Removed some unused variables and functions.
2013-07-19 15:30:58 +00:00

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23 KiB
C#

using System;
using System.IO;
using System.Drawing;
using System.Drawing.Imaging;
using System.Text;
using System.Collections.Generic;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.GZBuilder.Data;
using SlimDX;
using SlimDX.Direct3D9;
using CodeImp.DoomBuilder.Geometry;
//mxd. Original version taken from here: http://colladadotnet.codeplex.com/SourceControl/changeset/view/40680
namespace CodeImp.DoomBuilder.GZBuilder.MD3
{
internal static class ModelReader
{
private const float VERTICAL_STRETCH = 1 / 1.2f;
private class MD3LoadResult
{
public List<string> Skins;
public List<Mesh> Meshes;
public string Errors;
public MD3LoadResult() {
Skins = new List<string>();
Meshes = new List<Mesh>();
}
}
public static void Load(ref ModeldefEntry mde, List<DataReader> containers, Device device) {
mde.Model = new GZModel();
BoundingBoxSizes bbs = new BoundingBoxSizes();
MD3LoadResult result = new MD3LoadResult();
//load models and textures
for(int i = 0; i < mde.ModelNames.Count; i++) {
//need to use model skins?
bool useSkins = string.IsNullOrEmpty(mde.TextureNames[i]);
//load mesh
MemoryStream ms = LoadFile(containers, mde.ModelNames[i], true);
if(ms == null) continue;
string ext = Path.GetExtension(mde.ModelNames[i]);
if(ext == ".md3")
result = ReadMD3Model(ref bbs, mde, useSkins, ms, device);
else if(ext == ".md2")
result = ReadMD2Model(ref bbs, mde, ms, device);
else
result.Errors = "model format is not supported";
ms.Close();
ms.Dispose();
//got errors?
if(!String.IsNullOrEmpty(result.Errors)) {
General.ErrorLogger.Add(ErrorType.Error, "ModelLoader: error while loading " + mde.ModelNames[i] + ": " + result.Errors);
continue;
} else {
//add loaded data to ModeldefEntry
mde.Model.Meshes.AddRange(result.Meshes);
//prepare UnknownTexture3D... just in case :)
if(General.Map.Data.UnknownTexture3D.Texture == null || General.Map.Data.UnknownTexture3D.Texture.Disposed)
General.Map.Data.UnknownTexture3D.CreateTexture();
//load texture
List<string> errors = new List<string>();
//texture has unsupported extension?
if(mde.TextureNames[i] == TextureData.INVALID_TEXTURE) {
for (int c = 0; c < result.Meshes.Count; c++)
mde.Model.Textures.Add(General.Map.Data.UnknownTexture3D.Texture);
//texture not defined in MODELDEF?
} else if(useSkins) {
//try to use model's own skins
for(int m = 0; m < result.Meshes.Count; m++) {
if(string.IsNullOrEmpty(result.Skins[m])) {
mde.Model.Textures.Add(General.Map.Data.UnknownTexture3D.Texture);
errors.Add("texture not found in MODELDEF or model skin.");
continue;
}
string path = result.Skins[m].Replace(Path.AltDirectorySeparatorChar, Path.DirectorySeparatorChar);
ext = Path.GetExtension(path);
if(Array.IndexOf(TextureData.SUPPORTED_TEXTURE_EXTENSIONS, ext) == -1) {
mde.Model.Textures.Add(General.Map.Data.UnknownTexture3D.Texture);
errors.Add("image format '" + ext + "' is not supported!");
continue;
}
//relative path?
if(path.IndexOf(Path.DirectorySeparatorChar) == -1)
path = Path.Combine(Path.GetDirectoryName(mde.ModelNames[m]), path);
Texture t = LoadTexture(containers, path, device);
if(t == null) {
mde.Model.Textures.Add(General.Map.Data.UnknownTexture3D.Texture);
errors.Add("unable to load skin '" + result.Skins[m] + "'");
continue;
}
mde.Model.Textures.Add(t);
}
//try to use texture loaded from MODELDEFS
} else {
Texture t = LoadTexture(containers, mde.TextureNames[i], device);
if(t == null) {
mde.Model.Textures.Add(General.Map.Data.UnknownTexture3D.Texture);
errors.Add("unable to load texture '" + mde.TextureNames[i] + "'");
} else {
mde.Model.Textures.Add(t);
}
}
//report errors
if(errors.Count > 0) {
foreach(string e in errors)
General.ErrorLogger.Add(ErrorType.Error, "ModelLoader: error while loading '" + mde.ModelNames[i] + "':" + e);
}
}
}
//clear unneeded data
mde.TextureNames = null;
mde.ModelNames = null;
if(mde.Model.Meshes == null || mde.Model.Meshes.Count == 0) {
mde.Model = null;
return;
}
mde.Model.BoundingBox = BoundingBoxTools.CalculateBoundingBox(bbs);
}
private static MD3LoadResult ReadMD3Model(ref BoundingBoxSizes bbs, ModeldefEntry mde, bool useSkins, MemoryStream s, Device device) {
long start = s.Position;
MD3LoadResult result = new MD3LoadResult();
using (var br = new BinaryReader(s, Encoding.ASCII)) {
string magic = ReadString(br, 4);
if (magic != "IDP3"){
result.Errors = "magic should be 'IDP3', not '" + magic + "'";
return result;
}
s.Position += 80;
int numSurfaces = br.ReadInt32();
s.Position += 12;
int ofsSurfaces = br.ReadInt32();
if (s.Position != ofsSurfaces + start)
s.Position = ofsSurfaces + start;
List<int> polyIndecesList = new List<int>();
List<WorldVertex> vertList = new List<WorldVertex>();
Dictionary<string, List<List<int>>> polyIndecesListsPerTexture = new Dictionary<string, List<List<int>>>();
Dictionary<string, List<WorldVertex>> vertListsPerTexture = new Dictionary<string, List<WorldVertex>>();
Dictionary<string, List<int>> vertexOffsets = new Dictionary<string, List<int>>();
string error = "";
for (int c = 0; c < numSurfaces; c++) {
string skin = "";
error = ReadSurface(ref bbs, ref skin, br, polyIndecesList, vertList, mde);
if(!string.IsNullOrEmpty(error)) {
result.Errors = error;
return result;
}
if(useSkins) {
if(polyIndecesListsPerTexture.ContainsKey(skin)) {
polyIndecesListsPerTexture[skin].Add(polyIndecesList);
vertListsPerTexture[skin].AddRange(vertList.ToArray());
vertexOffsets[skin].Add(vertList.Count);
} else {
polyIndecesListsPerTexture.Add(skin, new List<List<int>>() { polyIndecesList } );
vertListsPerTexture.Add(skin, vertList);
vertexOffsets.Add(skin, new List<int>() { vertList.Count });
}
//reset lists
polyIndecesList = new List<int>();
vertList = new List<WorldVertex>();
}
}
if(!useSkins) { //create mesh
CreateMesh(device, ref result, vertList, polyIndecesList);
result.Skins.Add("");
} else {
//create a mesh for each surface texture
foreach(KeyValuePair<string, List<List<int>>> group in polyIndecesListsPerTexture) {
polyIndecesList = new List<int>();
int offset = 0;
//collect indices, fix vertex offsets
for(int i = 0; i < group.Value.Count; i++) {
if(i > 0) {
offset += vertexOffsets[group.Key][i - 1]; //Damn I need to rewrite all of this stuff from scratch...
for(int c = 0; c < group.Value[i].Count; c++)
group.Value[i][c] += offset;
}
polyIndecesList.AddRange(group.Value[i].ToArray());
}
CreateMesh(device, ref result, vertListsPerTexture[group.Key], polyIndecesList);
result.Skins.Add(group.Key.ToLowerInvariant());
}
}
}
return result;
}
private static string ReadSurface(ref BoundingBoxSizes bbs, ref string skin, BinaryReader br, List<int> polyIndecesList, List<WorldVertex> vertList, ModeldefEntry mde) {
int vertexOffset = vertList.Count;
long start = br.BaseStream.Position;
string magic = ReadString(br, 4);
if (magic != "IDP3")
return "error while reading surface: Magic should be 'IDP3', not '" + magic + "'";
br.BaseStream.Position += 76;
int numVerts = br.ReadInt32(); //Number of Vertex objects defined in this Surface, up to MD3_MAX_VERTS. Current value of MD3_MAX_VERTS is 4096.
int numTriangles = br.ReadInt32(); //Number of Triangle objects defined in this Surface, maximum of MD3_MAX_TRIANGLES. Current value of MD3_MAX_TRIANGLES is 8192.
int ofsTriangles = br.ReadInt32(); //Relative offset from SURFACE_START where the list of Triangle objects starts.
int ofsShaders = br.ReadInt32();
int ofsST = br.ReadInt32(); //Relative offset from SURFACE_START where the list of ST objects (s-t texture coordinates) starts.
int ofsNormal = br.ReadInt32(); //Relative offset from SURFACE_START where the list of Vertex objects (X-Y-Z-N vertices) starts.
int ofsEnd = br.ReadInt32(); //Relative offset from SURFACE_START to where the Surface object ends.
//polygons
if (start + ofsTriangles != br.BaseStream.Position)
br.BaseStream.Position = start + ofsTriangles;
for (int i = 0; i < numTriangles * 3; i++)
polyIndecesList.Add( vertexOffset + br.ReadInt32() );
//shaders
if(start + ofsShaders != br.BaseStream.Position)
br.BaseStream.Position = start + ofsShaders;
skin = ReadString(br, 64); //we are interested only in the first one
//Vertices
if (start + ofsST != br.BaseStream.Position)
br.BaseStream.Position = start + ofsST;
for (int i = 0; i < numVerts; i++) {
WorldVertex v = new WorldVertex();
v.c = -1; //white
v.u = br.ReadSingle();
v.v = br.ReadSingle();
vertList.Add(v);
}
//Normals
if (start + ofsNormal != br.BaseStream.Position)
br.BaseStream.Position = start + ofsNormal;
//rotation angles
float angleOfsetCos = (float)Math.Cos(mde.AngleOffset);
float angleOfsetSin = (float)Math.Sin(mde.AngleOffset);
float pitchOfsetCos = (float)Math.Cos(-mde.PitchOffset);
float pitchOfsetSin = (float)Math.Sin(-mde.PitchOffset);
float rollOfsetCos = (float)Math.Cos(mde.RollOffset);
float rollOfsetSin = (float)Math.Sin(mde.RollOffset);
for (int i = vertexOffset; i < vertexOffset + numVerts; i++) {
WorldVertex v = vertList[i];
//read vertex
v.y = -(float)br.ReadInt16() / 64;
v.x = (float)br.ReadInt16() / 64;
v.z = (float)br.ReadInt16() / 64;
//rotate it
if (mde.AngleOffset != 0) {
float rx = angleOfsetCos * v.x - angleOfsetSin * v.y;
float ry = angleOfsetSin * v.x + angleOfsetCos * v.y;
v.y = ry;
v.x = rx;
}
if (mde.PitchOffset != 0) {
float ry = pitchOfsetCos * v.y - pitchOfsetSin * v.z;
float rz = pitchOfsetSin * v.y + pitchOfsetCos * v.z;
v.z = rz;
v.y = ry;
}
if (mde.RollOffset != 0) {
float rx = rollOfsetCos * v.x - rollOfsetSin * v.z;
float rz = rollOfsetSin * v.x + rollOfsetCos * v.z;
v.z = rz;
v.x = rx;
}
//scale it
v.y *= mde.Scale.X;
v.x *= mde.Scale.Y;
v.z *= mde.Scale.Z;
if(General.Settings.GZStretchModels) v.z *= VERTICAL_STRETCH; //GZDoom vertical stretch hack
//add zOffset
v.z += mde.zOffset;
//bounding box
BoundingBoxTools.UpdateBoundingBoxSizes(ref bbs, v);
var lat = br.ReadByte() * (2 * Math.PI) / 255.0;
var lng = br.ReadByte() * (2 * Math.PI) / 255.0;
v.nx = (float)(Math.Sin(lng) * Math.Sin(lat));
v.ny = -(float)(Math.Cos(lng) * Math.Sin(lat));
v.nz = (float)(Math.Cos(lat));
vertList[i] = v;
}
if (start + ofsEnd != br.BaseStream.Position)
br.BaseStream.Position = start + ofsEnd;
return "";
}
private static void CreateMesh(Device device, ref MD3LoadResult result, List<WorldVertex> vertList, List<int> polyIndecesList) {
//create mesh
Mesh mesh = new Mesh(device, polyIndecesList.Count / 3, vertList.Count, MeshFlags.Use32Bit | MeshFlags.IndexBufferManaged | MeshFlags.VertexBufferManaged, General.Map.Graphics.Shaders.World3D.VertexElements);
using(DataStream stream = mesh.LockVertexBuffer(LockFlags.None)) {
stream.WriteRange(vertList.ToArray());
}
mesh.UnlockVertexBuffer();
using(DataStream stream = mesh.LockIndexBuffer(LockFlags.None)) {
stream.WriteRange(polyIndecesList.ToArray());
}
mesh.OptimizeInPlace(MeshOptimizeFlags.AttributeSort);
//store in result
result.Meshes.Add(mesh);
}
private static MD3LoadResult ReadMD2Model(ref BoundingBoxSizes bbs, ModeldefEntry mde, MemoryStream s, Device D3DDevice) {
long start = s.Position;
MD3LoadResult result = new MD3LoadResult();
using (var br = new BinaryReader(s, Encoding.ASCII)) {
string magic = ReadString(br, 4);
if(magic != "IDP2") { //magic number: "IDP2"
result.Errors = "magic should be 'IDP2', not '" + magic + "'";
return result;
}
int modelVersion = br.ReadInt32();
if(modelVersion != 8) { //MD2 version. Must be equal to 8
//General.ErrorLogger.Add(ErrorType.Error, "Unable to load model '" + path + "': MD2 version must be 8 but is " + modelVersion);
result.Errors = "MD2 version must be 8 but is " + modelVersion;
return result;
}
int texWidth = br.ReadInt32();
int texHeight = br.ReadInt32();
s.Position += 8; //Size of one frame in bytes
//s.Position += 4; //Number of textures
int num_verts = br.ReadInt32(); //Number of vertices
int num_uv = br.ReadInt32(); //The number of UV coordinates in the model
int num_tris = br.ReadInt32(); //Number of triangles
s.Position += 4; //Number of OpenGL commands
if(br.ReadInt32() == 0) { //Total number of frames
//General.ErrorLogger.Add(ErrorType.Error, "Unable to load model '" + path + "': model has 0 frames.");
result.Errors = "model has 0 frames.";
return result;
}
s.Position += 4; //Offset to skin names (each skin name is an unsigned char[64] and are null terminated)
int ofs_uv = br.ReadInt32();//Offset to s-t texture coordinates
int ofs_tris = br.ReadInt32(); //Offset to triangles
int ofs_animFrame = br.ReadInt32(); //An offset to the first animation frame
List<int> polyIndecesList = new List<int>();
List<int> uvIndecesList = new List<int>();
List<Vector2> uvCoordsList = new List<Vector2>();
List<WorldVertex> vertList = new List<WorldVertex>();
//polygons
if (s.Position != ofs_tris + start)
s.Position = ofs_tris + start;
for (int i = 0; i < num_tris; i++) {
polyIndecesList.Add((int)br.ReadUInt16());
polyIndecesList.Add((int)br.ReadUInt16());
polyIndecesList.Add((int)br.ReadUInt16());
uvIndecesList.Add((int)br.ReadUInt16());
uvIndecesList.Add((int)br.ReadUInt16());
uvIndecesList.Add((int)br.ReadUInt16());
}
//UV coords
if (s.Position != ofs_uv + start)
s.Position = ofs_uv + start;
for (int i = 0; i < num_uv; i++)
uvCoordsList.Add(new Vector2((float)br.ReadInt16() / texWidth, (float)br.ReadInt16() / texHeight));
//first frame
//header
if (s.Position != ofs_animFrame + start)
s.Position = ofs_animFrame + start;
Vector3 scale = new Vector3((float)br.ReadSingle(), (float)br.ReadSingle(), (float)br.ReadSingle());
Vector3 translate = new Vector3((float)br.ReadSingle(), (float)br.ReadSingle(), (float)br.ReadSingle());
s.Position += 16; //frame name
//rotation angles
float angle = mde.AngleOffset - Angle2D.PIHALF;// 0.5f * (float)Math.PI; //subtract 90 degrees to get correct rotation
float angleOfsetCos = (float)Math.Cos(angle);
float angleOfsetSin = (float)Math.Sin(angle);
float pitchOfsetCos = (float)Math.Cos(-mde.PitchOffset);
float pitchOfsetSin = (float)Math.Sin(-mde.PitchOffset);
float rollOfsetCos = (float)Math.Cos(mde.RollOffset);
float rollOfsetSin = (float)Math.Sin(mde.RollOffset);
//verts
for (int i = 0; i < num_verts; i++) {
WorldVertex v = new WorldVertex();
v.x = ((float)br.ReadByte() * scale.X + translate.X);
v.y = ((float)br.ReadByte() * scale.Y + translate.Y);
v.z = ((float)br.ReadByte() * scale.Z + translate.Z);
//rotate it
float rx = angleOfsetCos * v.x - angleOfsetSin * v.y;
float ry = angleOfsetSin * v.x + angleOfsetCos * v.y;
v.y = ry;
v.x = rx;
if (mde.PitchOffset != 0) {
ry = pitchOfsetCos * v.y - pitchOfsetSin * v.z;
float rz = pitchOfsetSin * v.y + pitchOfsetCos * v.z;
v.z = rz;
v.y = ry;
}
if (mde.RollOffset != 0) {
rx = rollOfsetCos * v.x - rollOfsetSin * v.z;
float rz = rollOfsetSin * v.x + rollOfsetCos * v.z;
v.z = rz;
v.x = rx;
}
//scale it
v.x *= mde.Scale.X;
v.y *= mde.Scale.Y;
v.z *= mde.Scale.Z;
if(General.Settings.GZStretchModels) v.z *= VERTICAL_STRETCH; //GZDoom vertical stretch hack
//add zOffset
v.z += mde.zOffset;
vertList.Add(v);
s.Position += 1; //vertex normal
}
for (int i = 0; i < polyIndecesList.Count; i++) {
WorldVertex v = vertList[polyIndecesList[i]];
//bounding box
BoundingBoxTools.UpdateBoundingBoxSizes(ref bbs, new WorldVertex(v.y, v.x, v.z));
//uv
float tu = uvCoordsList[uvIndecesList[i]].X;
float tv = uvCoordsList[uvIndecesList[i]].Y;
//uv-coordinates already set?
if(v.c == -1 && (v.u != tu || v.v != tv)) {
//add a new vertex
vertList.Add(new WorldVertex(v.x, v.y, v.z, -1, tu, tv));
polyIndecesList[i] = vertList.Count - 1;
} else {
v.u = tu;
v.v = tv;
v.c = -1; //set color to white
//return to proper place
vertList[polyIndecesList[i]] = v;
}
}
//mesh
Mesh mesh = new Mesh(D3DDevice, polyIndecesList.Count / 3, vertList.Count, MeshFlags.Use32Bit | MeshFlags.IndexBufferManaged | MeshFlags.VertexBufferManaged, General.Map.Graphics.Shaders.World3D.VertexElements);
using (DataStream stream = mesh.LockVertexBuffer(LockFlags.None)) {
stream.WriteRange(vertList.ToArray());
}
mesh.UnlockVertexBuffer();
using (DataStream stream = mesh.LockIndexBuffer(LockFlags.None)) {
stream.WriteRange(polyIndecesList.ToArray());
}
mesh.UnlockIndexBuffer();
mesh.OptimizeInPlace(MeshOptimizeFlags.AttributeSort);
//store in result
result.Meshes.Add(mesh);
result.Skins.Add(""); //no skin support for MD2
}
return result;
}
//util
private static MemoryStream LoadFile(List<DataReader> containers, string path, bool isModel) {
foreach(DataReader dr in containers) {
if(isModel && dr is WADReader) continue; //models cannot be stored in WADs
//load file
if(dr.FileExists(path))
return dr.LoadFile(path);
}
return null;
}
private static Texture LoadTexture(List<DataReader> containers, string path, Device device) {
if(string.IsNullOrEmpty(path)) return null;
MemoryStream ms = LoadFile(containers, path, false);
if(ms == null) return null;
Texture texture = null;
//create texture
if(Path.GetExtension(path) == ".pcx") { //pcx format requires special handling...
FileImageReader fir = new FileImageReader();
Bitmap bitmap = fir.ReadAsBitmap(ms);
ms.Close();
ms.Dispose();
if(bitmap == null) return null;
BitmapData bmlock = bitmap.LockBits(new System.Drawing.Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.ReadOnly, bitmap.PixelFormat);
texture = new Texture(device, bitmap.Width, bitmap.Height, 1, Usage.None, Format.A8R8G8B8, Pool.Managed);
DataRectangle textureLock = texture.LockRectangle(0, LockFlags.None);
textureLock.Data.WriteRange(bmlock.Scan0, bmlock.Height * bmlock.Stride);
bitmap.UnlockBits(bmlock);
texture.UnlockRectangle(0);
return texture;
}
texture = Texture.FromStream(device, ms);
ms.Close();
ms.Dispose();
return texture;
}
private static string ReadString(BinaryReader br, int len) {
var NAME = string.Empty;
int i = 0;
for (i = 0; i < len; ++i) {
var c = br.ReadChar();
if (c == '\0') {
++i;
break;
}
NAME += c;
}
for (; i < len; ++i) {
br.ReadChar();
}
return NAME;
}
}
}