# Visualization Library

A lightweight C++ OpenGL middleware for 2D/3D graphics

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# D:/VL/BuildSystem/VL_DISTRO/Visualization_Library_SDK/src/vlGraphics/plugins/vlMD2.cpp

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    00001 /**************************************************************************************/
    00002 /*                                                                                    */
    00003 /*  Visualization Library                                                             */
    00004 /*  http://www.visualizationlibrary.com                                               */
    00005 /*                                                                                    */
    00006 /*  Copyright (c) 2005-2010, Michele Bosi                                             */
    00007 /*  All rights reserved.                                                              */
    00008 /*                                                                                    */
    00009 /*  Redistribution and use in source and binary forms, with or without modification,  */
    00010 /*  are permitted provided that the following conditions are met:                     */
    00011 /*                                                                                    */
    00012 /*  - Redistributions of source code must retain the above copyright notice, this     */
    00013 /*  list of conditions and the following disclaimer.                                  */
    00014 /*                                                                                    */
    00015 /*  - Redistributions in binary form must reproduce the above copyright notice, this  */
    00016 /*  list of conditions and the following disclaimer in the documentation and/or       */
    00017 /*  other materials provided with the distribution.                                   */
    00018 /*                                                                                    */
    00019 /*  THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND   */
    00020 /*  ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED     */
    00021 /*  WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE            */
    00022 /*  DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR  */
    00023 /*  ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES    */
    00024 /*  (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;      */
    00025 /*  LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON    */
    00026 /*  ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT           */
    00027 /*  (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS     */
    00028 /*  SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.                      */
    00029 /*                                                                                    */
    00030 /**************************************************************************************/
    00031
    00032 #include "vlMD2.hpp"
    00033 #include <vlCore/Time.hpp>
    00034 #include <vlCore/Log.hpp>
    00035 #include <vlCore/Say.hpp>
    00036 #include <vlCore/VisualizationLibrary.hpp>
    00037 #include <vlCore/FileSystem.hpp>
    00038 #include <vlCore/LoadWriterManager.hpp>
    00039 #include <vlGraphics/DoubleVertexRemover.hpp>
    00040
    00041 using namespace vl;
    00042
    00043 namespace
    00044 {
    00045   // MD2 structures and defines
    00046   class LoaderMD2
    00047   {
    00048   public:
    00049     LoaderMD2(): verbose(false) {}
    00050
    00051     enum {
    00052       MD2_MAX_TRIANGLES = 4096,
    00053       MD2_MAX_VERTICES  = 2048,
    00054       MD2_MAX_TEXCOORDS = 2048,
    00055       MD2_MAX_FRAMES    = 512,
    00056       MD2_MAX_SKINS     = 32,
    00057       MD2_MAX_FRAMESIZE = MD2_MAX_VERTICES * 4 + 128
    00058     };
    00059
    00060     class md2_header_info
    00061     {
    00062     public:
    00063        int magic;
    00064        int version;
    00065        int skinWidth;
    00066        int skinHeight;
    00067        int frameSize;
    00068        int numSkins;
    00069        int numVertices;
    00070        int numTexCoords;
    00071        int numTriangles;
    00072        int numGlCommands;
    00073        int numFrames;
    00074        int offsetSkins;
    00075        int offsetTexCoords;
    00076        int offsetTriangles;
    00077        int offsetFrames;
    00078        int offsetGlCommands;
    00079        int offsetEnd;
    00080     };
    00081
    00082     class md2_vertex_info
    00083     {
    00084     public:
    00085       unsigned char vertex[3];
    00086       unsigned char light_norm_index;
    00087     };
    00088
    00089     class md2_triangle_info
    00090     {
    00091     public:
    00092        short vert_idx[3];
    00093        short uv_idx[3];
    00094     };
    00095
    00096     class md2_uv_info
    00097     {
    00098     public:
    00099        short u, v;
    00100     };
    00101
    00102     class md2_frame_info
    00103     {
    00104     public:
    00105        float scale[3];
    00106        float translate[3];
    00107        char name[16];
    00108        md2_vertex_info vertices[1];
    00109     };
    00110
    00111     class md2_skin_info
    00112     {
    00113     public:
    00114       unsigned char name[64];
    00115     };
    00116
    00117     md2_header_info header;
    00118     std::vector<md2_frame_info*> md2_frame;
    00119     std::vector<md2_uv_info> md2_uv;
    00120     std::vector<md2_triangle_info> md2_triangle;
    00121     std::vector<md2_skin_info> md2_skin;
    00122     bool verbose;
    00123   };
    00124 }
    00125 //-----------------------------------------------------------------------------
    00126 ref<ResourceDatabase> vl::loadMD2(const String& path)
    00127 {
    00128   ref<VirtualFile> file = defFileSystem()->locateFile(path);
    00129
    00130   if (file)
    00131     return loadMD2( file.get() );
    00132   else
    00133   {
    00134     Log::error( Say("Could not locate '%s'.\n") << path );
    00135     return NULL;
    00136   }
    00137 }
    00138 //-----------------------------------------------------------------------------
    00139 ref<ResourceDatabase> vl::loadMD2(VirtualFile* file)
    00140 {
    00141   ref<ResourceDatabase> res_db = new ResourceDatabase;
    00142   ref<Geometry> geometry = new Geometry;
    00143   res_db->resources().push_back( geometry.get() );
    00144
    00145   if (!file->open(OM_ReadOnly))
    00146   {
    00147     Log::error( Say("Error opening '%s'\n") << file->path() );
    00148     return NULL;
    00149   }
    00150
    00151   LoaderMD2 loader;
    00152   file->read( &loader.header, sizeof(loader.header) );
    00153
    00154   if (loader.verbose)
    00155   {
    00156     Log::print( Say("tris  %n:\n") <<  loader.header.numTriangles);
    00157     Log::print( Say("verts %n:\n") <<  loader.header.numVertices);
    00158     Log::print( Say("uvs   %n:\n") <<  loader.header.numTexCoords);
    00159     Log::print( Say("offs skins %n:\n") <<  loader.header.offsetSkins);
    00160     Log::print( Say("offs end %n:\n") <<  loader.header.offsetEnd);
    00161     Log::print( Say("offs frames %n:\n") <<  loader.header.offsetFrames);
    00162     Log::print( Say("offs gl comm %n:\n") <<  loader.header.offsetGlCommands);
    00163     Log::print( Say("offs tex coor %n:\n") <<  loader.header.offsetTexCoords);
    00164     Log::print( Say("offs tri %n:\n") <<  loader.header.offsetTriangles);
    00165     Log::print( Say("skinh %n:\n") <<  loader.header.skinHeight);
    00166     Log::print( Say("skinw %n:\n") <<  loader.header.skinWidth);
    00167   }
    00168
    00169   // load data into memory
    00170   file->seekSet(loader.header.offsetFrames);
    00171   loader.md2_frame.resize(loader.header.numFrames);
    00172   for(unsigned i=0; i<loader.md2_frame.size(); ++i)
    00173   {
    00174     loader.md2_frame[i] = (LoaderMD2::md2_frame_info*)malloc(loader.header.frameSize * sizeof(char) );
    00175     file->read(loader.md2_frame[i], loader.header.frameSize);
    00176   }
    00177
    00178   // uv
    00179   loader.md2_uv.resize(loader.header.numTexCoords);
    00180   file->seekSet( loader.header.offsetTexCoords );
    00181   file->read(&loader.md2_uv[0], loader.header.numTexCoords*sizeof(LoaderMD2::md2_uv_info) );
    00182
    00183   // triangles
    00184   loader.md2_triangle.resize(loader.header.numTriangles);
    00185   file->seekSet(loader.header.offsetTriangles );
    00186   file->read(&loader.md2_triangle[0], loader.header.numTriangles*sizeof(LoaderMD2::md2_triangle_info) );
    00187
    00188   // textures
    00189   if (loader.header.numSkins)
    00190   {
    00191     loader.md2_skin.resize(loader.header.numSkins);
    00192     file->seekSet( loader.header.offsetSkins );
    00193     file->read(&loader.md2_skin[0], loader.header.numSkins*sizeof(LoaderMD2::md2_skin_info) );
    00194   }
    00195
    00196   // fclose(fin);
    00197   file->close();
    00198
    00199   // conversion
    00200
    00201   std::vector< ref<ArrayFloat3> > vertex_frames;
    00202   std::vector< ref<ArrayFloat3> > normal_frames;
    00203
    00204   // allocate frames
    00205   for(int i=0; i<loader.header.numFrames; ++i)
    00206   {
    00207     vertex_frames.push_back( new ArrayFloat3 );
    00208     vertex_frames[i]->resize( 3 * loader.header.numTriangles );
    00209     // normals are computed later
    00210   }
    00211
    00212   ref<DrawElementsUInt> polygons = new DrawElementsUInt;
    00213   ref<ArrayFloat2> tex_coords = new ArrayFloat2;
    00214   tex_coords->resize( 3 * loader.header.numTriangles );
    00215   polygons->indices()->resize( 3 * loader.header.numTriangles );
    00216   geometry->setTexCoordArray(0, tex_coords.get());
    00217   geometry->drawCalls()->push_back( polygons.get() );
    00218
    00219   int vert_idx = 0;
    00220   VL_CHECK( (int)loader.md2_triangle.size() == loader.header.numTriangles )
    00221   for(int itri=0; itri<loader.header.numTriangles; itri++)
    00222   {
    00223     for( int ivert=3; ivert--; ++vert_idx )
    00224     {
    00225       // add uv
    00226       float u = (float)loader.md2_uv[ loader.md2_triangle[itri].uv_idx[ivert] ].u / loader.header.skinWidth;
    00227       float v = 1.0f - (float)loader.md2_uv[ loader.md2_triangle[itri].uv_idx[ivert] ].v / loader.header.skinHeight;
    00228       tex_coords->at(vert_idx) = fvec2(u, v);
    00229
    00230       // add vert
    00231       for(int iframe=0; iframe<loader.header.numFrames; iframe++)
    00232       {
    00233         fvec3 vec;
    00234         vec.x() =      loader.md2_frame[iframe]->vertices[ loader.md2_triangle[itri].vert_idx[ivert] ].vertex[0] * loader.md2_frame[iframe]->scale[0] + loader.md2_frame[iframe]->translate[0];
    00235         vec.y() =      loader.md2_frame[iframe]->vertices[ loader.md2_triangle[itri].vert_idx[ivert] ].vertex[2] * loader.md2_frame[iframe]->scale[2] + loader.md2_frame[iframe]->translate[2];
    00236         vec.z() = -1 *(loader.md2_frame[iframe]->vertices[ loader.md2_triangle[itri].vert_idx[ivert] ].vertex[1] * loader.md2_frame[iframe]->scale[1] + loader.md2_frame[iframe]->translate[1]);
    00237         vertex_frames[iframe]->at( vert_idx ) = vec;
    00238       }
    00239
    00240       // add index
    00241       polygons->indices()->at( vert_idx ) = vert_idx;
    00242     }
    00243   }
    00244
    00245   for(int iframe=0; iframe<loader.header.numFrames; iframe++)
    00246     free(loader.md2_frame[iframe]);
    00247
    00248   // remove double vertices using the first vertex frame
    00249   geometry->setVertexArray( vertex_frames[0].get() );
    00250   geometry->setNormalArray( NULL ); // don't count the normals
    00251   geometry->setTexCoordArray( 0, tex_coords.get() ); // count the texture coords
    00252
    00253   // this takes away the 66% of the vertices!
    00254   DoubleVertexRemover remover;
    00255   remover.removeDoubles( geometry.get() );
    00256
    00257   // install the newly created and simplified arrays
    00258   vertex_frames[0] = dynamic_cast<ArrayFloat3*>(geometry->vertexArray());
    00259   tex_coords       = dynamic_cast<ArrayFloat2*>(geometry->texCoordArray(0));
    00260   polygons         = dynamic_cast<DrawElementsUInt*>(geometry->drawCalls()->at(0));
    00261
    00262   // simplify the remaining frames based on the translation table remover.oldToNewIndexMap()
    00263   for(int iframe=1; iframe<loader.header.numFrames; ++iframe)
    00264   {
    00265     ArrayFloat3* new_vertex_frame = new ArrayFloat3;
    00266     new_vertex_frame->resize( vertex_frames[0]->size() );
    00267
    00268     for(size_t ivert=0; ivert<vertex_frames[iframe]->size(); ++ivert)
    00269     {
    00270       VL_CHECK( remover.mapOldToNew()[ivert] < new_vertex_frame->size() )
    00271       new_vertex_frame->at( remover.mapOldToNew()[ivert] ) = vertex_frames[iframe]->at(ivert);
    00272     }
    00273     vertex_frames[iframe] = new_vertex_frame;
    00274   }
    00275
    00276   // compute normals
    00277   normal_frames.resize( loader.header.numFrames );
    00278   for(int iframe=0; iframe<loader.header.numFrames; iframe++)
    00279   {
    00280     geometry->setVertexArray( vertex_frames[iframe].get() );
    00281     geometry->computeNormals();
    00282     normal_frames[iframe] = dynamic_cast<ArrayFloat3*>(geometry->normalArray());
    00283     VL_CHECK( normal_frames[iframe] )
    00284   }
    00285
    00286   for(unsigned i=0; i<vertex_frames.size(); ++i)
    00287   {
    00288     vertex_frames[i]->setObjectName("vertex_frame");
    00289     res_db->resources().push_back(vertex_frames[i].get());
    00290   }
    00291
    00292   for(unsigned i=0; i<normal_frames.size(); ++i)
    00293   {
    00294     normal_frames[i]->setObjectName("normal_frame");
    00295     res_db->resources().push_back(normal_frames[i].get());
    00296   }
    00297
    00298   return res_db;
    00299 }
    00300 //-----------------------------------------------------------------------------
    00301
    00302 /* Quick MD2 Animation Map
    00303  * stand 0,39
    00304  * run 40,45
    00305  * attack 46,53
    00306  * wave 112, 122
    00307  * die 190 197
    00308  */
    00309

Visualization Library v2011.05.1142 Reference Documentation
Copyright 2005-2011 Michele Bosi. All rights reserved.
Updated on Thu May 26 2011 22:51:24.
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