Files
assaultcube-/source/src/md3.h
T
Lee Salzman b57d3cf723 *** empty log message ***
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1277 e016b1c5-ed68-44aa-a2f7-31cac88cffde
2007-08-30 05:31:24 +00:00

274 lines
8.9 KiB
C

struct md3;
md3 *loadingmd3 = NULL;
string md3dir;
struct md3tag
{
char name[64];
vec pos;
float rotation[3][3];
};
struct md3vertex
{
short vertex[3];
short normal;
};
struct md3triangle
{
int vertexindices[3];
};
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 md3 : vertmodel
{
md3(const char *name) : vertmodel(name) {}
int type() { return MDL_MD3; }
struct md3part : part
{
bool load(char *path)
{
if(filename) return true;
FILE *f = openfile(path, "rb");
if(!f) return false;
md3header header;
fread(&header, sizeof(md3header), 1, f);
endianswap(&header.version, sizeof(int), 1);
endianswap(&header.flags, sizeof(int), 9);
if(strncmp(header.id, "IDP3", 4) != 0 || header.version != 15) // header check
{
fclose(f);
conoutf("md3: corrupted header");
return false;
}
numframes = header.numframes;
numtags = header.numtags;
if(numtags)
{
tags = new tag[numframes*numtags];
fseek(f, header.ofs_tags, SEEK_SET);
md3tag tag;
loopi(header.numframes*header.numtags)
{
fread(&tag, sizeof(md3tag), 1, f);
endianswap(&tag.pos, sizeof(float), 12);
if(tag.name[0] && i<header.numtags) tags[i].name = newstring(tag.name);
tags[i].pos = vec(tag.pos.x, -tag.pos.y, tag.pos.z);
memcpy(tags[i].transform, tag.rotation, sizeof(tag.rotation));
// undo the -y
loopj(3) tags[i].transform[1][j] *= -1;
// then restore it
loopj(3) tags[i].transform[j][1] *= -1;
}
links = new part *[numtags];
loopi(numtags) links[i] = NULL;
}
int mesh_offset = header.ofs_meshes;
loopi(header.nummeshes)
{
mesh &m = *meshes.add(new mesh);
md3meshheader mheader;
fseek(f, mesh_offset, SEEK_SET);
fread(&mheader, sizeof(md3meshheader), 1, f);
endianswap(&mheader.flags, sizeof(int), 10);
m.name = newstring(mheader.name);
m.numtris = mheader.numtriangles;
m.tris = new tri[m.numtris];
fseek(f, mesh_offset + mheader.ofs_triangles, SEEK_SET);
loopj(mheader.numtriangles)
{
md3triangle tri;
fread(&tri, sizeof(md3triangle), 1, f); // read the triangles
endianswap(&tri, sizeof(int), 3);
loopk(3) m.tris[j].vert[k] = (ushort)tri.vertexindices[k];
}
m.numtcverts = mheader.numvertices;
m.tcverts = new tcvert[m.numtcverts];
fseek(f, mesh_offset + mheader.ofs_uv , SEEK_SET);
loopj(mheader.numvertices)
{
fread(&m.tcverts[j].u, sizeof(float), 2, f); // read the UV data
endianswap(&m.tcverts[j].u, sizeof(float), 2);
m.tcverts[j].index = j;
}
m.numverts = mheader.numvertices;
m.verts = new vec[numframes*m.numverts];
fseek(f, mesh_offset + mheader.ofs_vertices, SEEK_SET);
loopj(numframes*mheader.numvertices)
{
md3vertex v;
fread(&v, sizeof(md3vertex), 1, f); // read the vertices
endianswap(&v, sizeof(short), 4);
m.verts[j].x = v.vertex[0]/64.0f;
m.verts[j].y = -v.vertex[1]/64.0f;
m.verts[j].z = v.vertex[2]/64.0f;
}
mesh_offset += mheader.meshsize;
}
fclose(f);
filename = newstring(path);
return true;
}
void begingenshadow()
{
glRotatef(180, 0, 0, 1);
}
};
void render(int anim, int varseed, float speed, int basetime, const vec &o, float yaw, float pitch, dynent *d, model *vwepmdl, float scale)
{
if(!loaded) return;
if(vwepmdl) // cross link the vwep to this model
{
part *vwep = ((md3 *)vwepmdl)->parts[0];
if(link(vwep, "tag_weapon")) vwep->index = parts.length();
}
if(!cullface) glDisable(GL_CULL_FACE);
else if(anim&ANIM_MIRROR) glCullFace(GL_BACK);
glPushMatrix();
glTranslatef(o.x, o.y, o.z);
glRotatef(yaw+180, 0, 0, 1);
glRotatef(pitch, 0, -1, 0);
glRotatef(90, 0, 0, 1);
if(anim&ANIM_MIRROR || scale!=1) glScalef(anim&ANIM_MIRROR ? -scale : scale, scale, scale);
parts[0]->render(anim, varseed, speed, basetime, d);
glPopMatrix();
if(!cullface) glEnable(GL_CULL_FACE);
else if(anim&ANIM_MIRROR) glCullFace(GL_FRONT);
}
void rendershadow(int anim, int varseed, float speed, int basetime, const vec &o, float yaw, model *vwepmdl)
{
if(parts.length()>1) return;
parts[0]->rendershadow(anim, varseed, speed, basetime, o, yaw);
}
bool load()
{
if(loaded) return true;
s_sprintf(md3dir)("packages/models/%s", loadname);
const char *pname = parentdir(loadname);
s_sprintfd(cfgname)("packages/models/%s/md3.cfg", loadname);
loadingmd3 = this;
if(execfile(cfgname) && parts.length()) // configured md3, will call the md3* commands below
{
loadingmd3 = NULL;
if(parts.empty()) return false;
loopv(parts) if(!parts[i]->filename) return false;
}
else // md3 without configuration, try default tris and skin
{
loadingmd3 = NULL;
md3part &mdl = *new md3part;
parts.add(&mdl);
mdl.model = this;
mdl.index = 0;
s_sprintfd(name1)("packages/models/%s/tris.md3", loadname);
if(!mdl.load(path(name1)))
{
s_sprintf(name1)("packages/models/%s/tris.md3", pname); // try md3 in parent folder (vert sharing)
if(!mdl.load(path(name1))) return false;
};
Texture *skin;
loadskin(loadname, pname, skin);
loopv(mdl.meshes) mdl.meshes[i]->skin = skin;
if(skin==notexture) conoutf("could not load model skin for %s", name1);
}
loopv(parts) parts[i]->scaleverts(scale/16.0f, vec(translate.x, -translate.y, translate.z));
return loaded = true;
}
};
void md3load(char *model)
{
if(!loadingmd3) { conoutf("not loading an md3"); return; };
s_sprintfd(filename)("%s/%s", md3dir, model);
md3::md3part &mdl = *new md3::md3part;
loadingmd3->parts.add(&mdl);
mdl.model = loadingmd3;
mdl.index = loadingmd3->parts.length()-1;
if(!mdl.load(path(filename))) conoutf("could not load %s", filename); // ignore failure
}
void md3skin(char *objname, char *skin)
{
if(!objname || !skin) return;
if(!loadingmd3 || loadingmd3->parts.empty()) { conoutf("not loading an md3"); return; };
md3::part &mdl = *loadingmd3->parts.last();
loopv(mdl.meshes)
{
md3::mesh &m = *mdl.meshes[i];
if(!strcmp(objname, "*") || !strcmp(m.name, objname))
{
s_sprintfd(spath)("%s/%s", md3dir, skin);
m.skin = textureload(spath);
}
}
}
void md3anim(char *anim, char *startframe, char *range, char *speed)
{
if(!loadingmd3 || loadingmd3->parts.empty()) { conoutf("not loading an md3"); return; };
int num = findanim(anim);
if(num<0) { conoutf("could not find animation %s", anim); return; };
loadingmd3->parts.last()->setanim(num, atoi(startframe), atoi(range), atof(speed));
}
void md3link(char *parentno, char *childno, char *tagname)
{
if(!loadingmd3) { conoutf("not loading an md3"); return; };
int parent = ATOI(parentno), child = ATOI(childno);
if(!loadingmd3->parts.inrange(parent) || !loadingmd3->parts.inrange(child)) { conoutf("no models loaded to link"); return; }
if(!loadingmd3->parts[parent]->link(loadingmd3->parts[child], tagname)) conoutf("could not link model %s", loadingmd3->loadname);
}
COMMAND(md3load, ARG_1STR);
COMMAND(md3skin, ARG_3STR);
COMMAND(md3anim, ARG_4STR);
COMMAND(md3link, ARG_3STR);