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assaultcube-/source/src/rendermd3.cpp
T
driAn 0509ed6031 *** empty log message ***
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@277 e016b1c5-ed68-44aa-a2f7-31cac88cffde
2006-04-27 15:34:37 +00:00

549 lines
17 KiB
C++

// code for loading, linking and rendering md3 models
// See http://www.draekko.org/documentation/md3format.html for informations about the md3 format
#include "cube.h"
const int FIRSTMD3 = 20;
enum { MDL_LOWER = 0, MDL_UPPER, MDL_HEAD };
enum { MDL_GUN_IDLE = 0, MDL_GUN_ATTACK, MDL_GUN_RELOAD, MDL_GUN_ATTACK2}; // attack2 is for grenade only
#define MD3_DEFAULT_SCALE 0.08f
struct vec2
{
float x, y;
};
struct md3tag
{
char name[64];
float pos[3];
float rotation[3][3];
};
struct md3vertex
{
signed short vertex[3];
uchar normal[2];
};
struct md3triangle
{
int vertexindices[3];
};
struct md3animinfo
{
int start;
int num;
bool loop;
int fps;
};
struct md3header
{
char id[4];
int version;
char name[64];
int flags;
int numframes, numtags, nummeshes, numskins;
int ofs_frames, ofs_tags, ofs_meshes, ofs_eof; // offsets
};
struct md3meshheader
{
char id[4];
char name[64];
int flags;
int numframes, numshaders, numvertices, numtriangles;
int ofs_triangles, ofs_shaders, ofs_uv, ofs_vertices, meshsize; // offsets
};
struct md3mesh
{
char name[64];
md3triangle *triangles;
vec *vertices;
vec2 *uv;
int numtriangles, numvertices; // numvertices == numUV
int tex;
};
struct md3model
{
vector<md3mesh> meshes;
vector<md3animinfo> animations;
md3state *animstate;
md3model **links;
md3tag *tags;
int numframes, numtags;
bool loaded;
vec scale;
bool mirrored;
void setanim(int anim);
void setanimstate(md3state &as);
bool link(md3model *link, char *tag);
bool load(char *path, bool mirror);
void render();
void draw(float x, float y, float z, float yaw, float pitch, float rad, vec &light);
md3model();
~md3model();
};
md3model::md3model()
{
mirrored = false;
loaded = false;
scale.x = scale.y = scale.z = MD3_DEFAULT_SCALE;
// animstate = NULL;
animstate = new md3state();
animstate->lastTime = lastmillis;
};
md3model::~md3model()
{
loopv(meshes){
if(meshes[i].vertices) delete [] meshes[i].vertices;
if(meshes[i].triangles) delete [] meshes[i].triangles;
if(meshes[i].uv) delete [] meshes[i].uv;
};
if(links) free(links);
if(tags) delete [] tags;
};
void md3model::setanimstate(md3state &as)
{
animstate->anim = as.anim;
animstate->frm = as.frm;
animstate->lastTime = as.lastTime;
};
void md3model::setanim(int anim)
{
if(animstate->anim != anim) animstate->lastTime = lastmillis;
animstate->anim = anim;
};
bool md3model::link(md3model *link, char *tag)
{
loopi(numtags)
if(strcmp(tags[i].name, tag) == 0)
{
links[i] = link;
return true;
};
return false;
};
bool md3model::load(char *path, bool mirror=false)
{
mirrored = mirror;
if(!path) return false;
FILE *f = fopen(path, "rb");
if(!f) return false;
md3header header;
fread(&header, sizeof(md3header), 1, f);
if(header.id[0] != 'I' || header.id[1] != 'D' || header.id[2] != 'P' || header.id[3] != '3' || header.version != 15) // header check
{ printf("corruped header in md3 model: %s", path); return false; };
tags = new md3tag[header.numframes * header.numtags];
fseek(f, header.ofs_tags, SEEK_SET);
fread(tags, sizeof(md3tag), header.numframes * header.numtags, f);
numframes = header.numframes;
numtags = header.numtags;
links = (md3model **) malloc(sizeof(md3model) * header.numtags);
loopi(header.numtags) links[i] = NULL;
int mesh_offset = ftell(f);
loopi(header.nummeshes)
{
md3mesh mesh;
md3meshheader mheader;
fseek(f, mesh_offset, SEEK_SET);
fread(&mheader, sizeof(md3meshheader), 1, f);
strn0cpy(mesh.name, mheader.name, 64);
mesh.triangles = new md3triangle[mheader.numtriangles];
fseek(f, mesh_offset + mheader.ofs_triangles, SEEK_SET);
fread(mesh.triangles, sizeof(md3triangle), mheader.numtriangles, f); // read the triangles
mesh.numtriangles = mheader.numtriangles;
mesh.uv = new vec2[mheader.numvertices];
fseek(f, mesh_offset + mheader.ofs_uv , SEEK_SET);
fread(mesh.uv, sizeof(vec2), mheader.numvertices, f); // read the UV data
md3vertex *vertices = new md3vertex[mheader.numframes * mheader.numvertices];
fseek(f, mesh_offset + mheader.ofs_vertices, SEEK_SET);
fread(vertices, sizeof(md3vertex), mheader.numframes * mheader.numvertices, f); // read the vertices
mesh.vertices = new vec[mheader.numframes * mheader.numvertices]; // transform to our own structure
loopj(mheader.numframes * mheader.numvertices)
{
mesh.vertices[j].x = vertices[j].vertex[0] / 64.0f * (mirrored ? -1 : 1);
mesh.vertices[j].y = vertices[j].vertex[1] / 64.0f;
mesh.vertices[j].z = vertices[j].vertex[2] / 64.0f;
};
mesh.numvertices = mheader.numvertices;
meshes.add(mesh);
mesh_offset += mheader.meshsize;
delete [] vertices;
};
loaded = true;
return true;
};
VAR(animdebug, 0, 0, 1);
void md3model::render()
{
if(!loaded || meshes.length() <= 0) return;
float t = 0.0f;
int nextfrm;
md3state *a = animstate;
if(a && animations.length() > a->anim)
{
md3animinfo *info = &animations[a->anim];
int time = lastmillis - a->lastTime;
float speed = 1000.0f / (float)info->fps;
a->frm = (int) (time / speed);
//printf("no loop %i > %i\n", a->frm, info->start + info->num-1);
if(!info->loop && a->frm >= info->num -1)
{
if(animdebug) printf("no loop %i > %i\n", a->frm, info->start + info->num-1);
a->frm = info->start + info->num-1;
nextfrm = a->frm;
}
else
{
t = (time-a->frm*speed)/speed;
a->frm = info->start+(a->frm % info->num);
//if(a->frm>=info->start+info->num-1)
nextfrm = a->frm + 1;
//if(animdebug) printf("%i >= %i + %i", nextfrm, a->frm, info->num);
if(nextfrm>=info->start+info->num) nextfrm=a->frm;
};
//if(a->frm < info->start || a->frm > info->end) // we switched to a new animation, jump to the start
// a->frm = info->start;
//t = (float) (lastmillis - a->lastTime) / (1000.0f / (float) info->fps ); // t has a value from 0.0f to 1.0f - used for interpolation
if(animdebug) printf("lm:%i lt:%i fps:%i\t(%i %i)\n", lastmillis, a->lastTime, info->fps, info->start, info->num);
/*if(t >= 1.0f) // jump to the next keyframe
{
a->frm++;
a->lastTime = lastmillis;
//t = 0.0f;
t = t % 1;
//printf("next keyframe\n");
};
if(a->frm >= info->end)
{
//printf("end\n");
if(info->loop)
a->frm = info->start;
else
{
a->frm = info->end;
t = 0.0f; // stops the animation
};
};*/
}
else
{
if(animdebug) printf("overflow: curframe %i > maxframe %i\n", a->anim, animations.length());
if(!a) a = new md3state();
a->frm = 0;
nextfrm = a->frm + 1;
}
if(animdebug) printf("interp. from frame %i to %i, %f percent done\n", a->frm, nextfrm, t*100.0f);
#define interpolate(p1,p2) ((p1) + t * ((p2) - (p1)))
loopv(meshes)
{
md3mesh *mesh = &meshes[i];
glBindTexture(GL_TEXTURE_2D, FIRSTMD3 + mesh->tex);
glBegin(GL_TRIANGLES);
loopj(mesh->numtriangles) // triangles
{
loopk(3) // vertices
{
int index = mesh->triangles[j].vertexindices[k];
vec *point1 = &mesh->vertices[index + a->frm * mesh->numvertices];
vec *point2 = &mesh->vertices[index + nextfrm * mesh->numvertices];
if(mesh->uv)
glTexCoord2f(mesh->uv[index].x, mesh->uv[index].y);
glVertex3f( interpolate(point1->x, point2->x),
interpolate(point1->y, point2->y),
interpolate(point1->z, point2->z));
};
};
glEnd();
};
loopi(numtags) // render the linked models - interpolate rotation and position of the 'link-tags'
{
md3model *link = links[i];
if(!link) continue;
GLfloat matrix[16] = {0}; // fixme: un-obfuscate it!
loopj(3) matrix[j] = interpolate(tags[a->frm * numtags + i].rotation[0][j], tags[nextfrm * numtags + i].rotation[0][j]); // rotation
loopj(3) matrix[4 + j] = interpolate(tags[a->frm * numtags + i].rotation[1][j], tags[nextfrm * numtags + i].rotation[1][j]);
loopj(3) matrix[8 + j] = interpolate(tags[a->frm * numtags + i].rotation[2][j], tags[nextfrm * numtags + i].rotation[2][j]);
loopj(3) matrix[12 + j] = interpolate(tags[a->frm * numtags + i].pos[j] , tags[nextfrm * numtags + i].pos[j]); // position
matrix[15] = 1.0f;
glPushMatrix();
glMultMatrixf(matrix);
link->render();
glPopMatrix();
};
};
void md3model::draw(float x, float y, float z, float yaw, float pitch, float rad, vec &light)
{
glPushMatrix();
glColor3fv((float *)&light);
glTranslatef(x, y, z);
glRotatef(yaw+180, 0, -1, 0);
glRotatef(pitch, 0, 0, 1);
glRotatef(-90, 0, 1, 0);
glRotatef(-90, 1, 0, 0);
glScalef( scale.x, scale.y, scale.z);
if(mirrored) glCullFace(GL_BACK);
render();
if(mirrored) glCullFace(GL_FRONT);
glPopMatrix();
};
void md3setanim(dynent *d, int anim)
{
if(anim <= BOTH_DEAD3) // assign to both, legs and torso
{
d->animstate[MDL_LOWER].anim = anim;
d->animstate[MDL_UPPER].anim = anim;
}
else if(anim <= TORSO_STAND2)
d->animstate[MDL_UPPER].anim = anim;
else
d->animstate[MDL_LOWER].anim = anim - 7;
};
vector<md3model *> models;
vector<md3animinfo> tmp_animations;
int firstweapon = -1;
int numskins = 0;
char basedir[_MAXDEFSTR]; // necessary for relative path's
void md3skin(char *objname, char *skin) // called by the {lower|upper|head}.cfg (originally .skin in Q3A)
{
md3model *mdl = models.last();
loopv(mdl->meshes)
{
md3mesh *mesh = &mdl->meshes[i];
if(strcmp(mesh->name, objname) == 0)
{
int xs, ys;
sprintf_sd(path)("%s/%s", basedir, skin); // 'skin' is a relative url
bool highqual = strstr(basedir, "weapons") != NULL;
installtex(FIRSTMD3 + numskins, path, xs, ys, true, highqual);
mesh->tex = numskins;
numskins++;
};
};
};
COMMAND(md3skin, ARG_2STR);
void md3animation(char *first, char *nums, char *loopings, char *fps) /* configurable animations */
{
md3animinfo &a = tmp_animations.add();
a.start = atoi(first);
int n = atoi(nums);
if(n<=0) n = 1;
//a.end = a.start + n - 1;
a.num = n;
(atoi(loopings) > 0) ? a.loop = true : a.loop = false;
a.fps = atoi(fps);
};
COMMAND(md3animation, ARG_5STR);
void loadweapons()
{
firstweapon = models.length();
loopi(NUMGUNS+1)
{
bool akimbo = i==NUMGUNS;
sprintf(basedir, "packages/models/weapons/%s", akimbo ? hudgunnames[GUN_PISTOL] : hudgunnames[i]);
md3model *mdl = new md3model();
models.add(mdl);
sprintf_sd(mdl_path)("%s/tris_high.md3", basedir);
sprintf_sd(cfg_path)("%s/default.skin", basedir);
sprintf_sd(modelcfg_path) ("%s/animations.cfg", basedir);
if(!mdl->load(mdl_path, akimbo)) printf("could not load: %s\n", mdl_path);
exec(cfg_path);
tmp_animations.setsize(0);
exec(modelcfg_path);
loopj(tmp_animations.length()) mdl->animations.add(tmp_animations[j]);
}
};
VAR(swayspeeddiv, 1, 125, 1000);
VAR(swaymovediv, 1, 200, 1000);
VAR(swayupspeeddiv, 1, 125, 1000);
VAR(swayupmovediv, 1, 200, 1000);
VAR(x, 0, 0, 1000);
VAR(y, 0, 0, 1000);
VAR(z, 0, 0, 1000);
struct weaponmove
{
float k_rot, kick;
vec pos;
int anim;
weaponmove(vec base, int basetime)
{
bool akimbo = player1->akimbo && player1->gunselect==GUN_PISTOL;
bool throwingnade = player1->gunselect==GUN_GRENADE && player1->thrownademillis;
int timediff = throwingnade ? (lastmillis-player1->thrownademillis) : lastmillis-basetime;
kick = k_rot = 0.0f;
pos = player1->o;
anim = MDL_GUN_IDLE;
if(akimbo && basetime>lastmillis) // akimbo gun queued for reloading
{
}
else if(player1->reloading)
{
anim = MDL_GUN_RELOAD;
int rtime = reloadtime(player1->gunselect);
float percent_done = (float)(timediff)*100.0f/rtime;
if(percent_done >= 100) percent_done = 100;
k_rot = -(sin((float)(percent_done*2/100.0f*90.0f)*PI/180.0f)*90);
}
else
{
vec sway = base;
float k_back = 0.0f;
if(player1->gunselect==player1->lastattackgun)
{
int animtime = /*throwingnade ? 5000 : */attackdelay(player1->gunselect);
int percent_done = timediff*100/animtime;
if(percent_done > 100) percent_done = 100.0;
// f(x) = -sin(x-1.5)^3
kick = -sin(pow((1.5f/100*percent_done)-1.5f,3));
};
if(kick>0.01f)
{
if(throwingnade) { anim = MDL_GUN_ATTACK2; return; }
else anim = MDL_GUN_ATTACK;
};
if(player1->gunselect!=GUN_GRENADE && player1->gunselect!=GUN_KNIFE)
{
k_rot = kick_rot(player1->gunselect)*kick;
k_back = kick_back(player1->gunselect)*kick/10;
};
int swayt = (lastmillis+1)/10 % 100;
float swayspeed = (float) (sin((float)lastmillis/swayspeeddiv))/(swaymovediv/10.0f);
float swayupspeed = (float) (sin((float)lastmillis/swayupspeeddiv-90))/(swayupmovediv/10.0f);
#define g0(x) ((x) < 0.0f ? -(x) : (x))
float plspeed = min(1.0f, sqrt(g0(player1->vel.x*player1->vel.x) + g0(player1->vel.y*player1->vel.y)));
swayspeed *= plspeed/2;
swayupspeed *= plspeed/2;
float tmp = sway.x;
sway.x = sway.y;
sway.y = -tmp;
if(swayupspeed<0.0f)swayupspeed = -swayupspeed; // sway a semicirle only
sway.z = 1.0f;
sway.x *= swayspeed;
sway.y *= swayspeed;
sway.z *= swayupspeed;
pos.x = player1->o.x-base.x*k_back+sway.x;
pos.y = player1->o.y-base.y*k_back+sway.y;
pos.z = player1->o.z-base.z*k_back+sway.z;
};
};
};
void rendermd3gun()
{
if(firstweapon >= 0)
{
int ix = (int)player1->o.x;
int iy = (int)player1->o.y;
vec light = { 1.0f, 1.0f, 1.0f };
if(!OUTBORD(ix, iy))
{
sqr *s = S(ix,iy);
float ll = 256.0f; // 0.96f;
float of = 0.0f; // 0.1f;
light.x = s->r/ll+of;
light.y = s->g/ll+of;
light.z = s->b/ll+of;
};
vdist(dist, unitv, player1->o, worldpos);
vdiv(unitv, dist);
md3model *weapon = models[firstweapon + player1->gunselect];
md3model *akimbo = player1->akimbo && player1->gunselect==GUN_PISTOL ? models[firstweapon+NUMGUNS] : NULL;
weaponmove *w1, *w2;
if(akimbo)
{
w1 = new weaponmove(unitv, akimbolastaction[0]);
w2 = new weaponmove(unitv, akimbolastaction[1]);
akimbo->setanim(w2->anim);
}
else w1 = new weaponmove(unitv, player1->lastaction);
if(!w1) return;
weapon->setanim(w1->anim);
weapon->draw( w1->pos.x, w1->pos.z, w1->pos.y, player1->yaw + 90, player1->pitch+w1->k_rot, 1.0f, light);
if(akimbo && w2) akimbo->draw( w2->pos.x, w2->pos.z, w2->pos.y, player1->yaw + 90, player1->pitch+w2->k_rot, 1.0f, light);
};
};