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md2Loader.cpp
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/***********************************************
* $author: javery
* $date : 20 May 02
* $descp : Rotines to load and animate md2 models ( thanks to id software for
* this convienet file spec )
* $path : C:\Program Files\Microsoft Visual Studio\MyProjects\KaosDemoEngine\md2Loader.h
* $ver : 0.0.0
***********************************************/
#include "md2Loader.h"
#include "model.h"
#include "util_end_h.h"
#include "texture.h"
#include <stdio.h>
static void MD2_InitStruct( pmd2Struct_t pmd2 , FILE* fp )
{
rewind( fp );
pmd2->magic_id = UTL_SwitchEndian_ReadDWordFromFile( fp );
pmd2->version = UTL_SwitchEndian_ReadDWordFromFile( fp );
pmd2->skinWidth = UTL_SwitchEndian_ReadDWordFromFile( fp );
pmd2->skinHeight = UTL_SwitchEndian_ReadDWordFromFile( fp );
pmd2->frameSize = UTL_SwitchEndian_ReadDWordFromFile( fp );
pmd2->skinCount = UTL_SwitchEndian_ReadDWordFromFile( fp );
pmd2->vertCount = UTL_SwitchEndian_ReadDWordFromFile( fp );
pmd2->texCoordCount = UTL_SwitchEndian_ReadDWordFromFile( fp );
pmd2->triCount = UTL_SwitchEndian_ReadDWordFromFile( fp );
pmd2->glCmdCount = UTL_SwitchEndian_ReadDWordFromFile( fp );
pmd2->frameCount = UTL_SwitchEndian_ReadDWordFromFile( fp );
pmd2->skinOffset = UTL_SwitchEndian_ReadDWordFromFile( fp );
pmd2->texCoordOffset = UTL_SwitchEndian_ReadDWordFromFile( fp );
pmd2->triOffset = UTL_SwitchEndian_ReadDWordFromFile( fp );
pmd2->frameOffset = UTL_SwitchEndian_ReadDWordFromFile( fp );
pmd2->glCmdOffset = UTL_SwitchEndian_ReadDWordFromFile( fp );
pmd2->endOffsetl = UTL_SwitchEndian_ReadDWordFromFile( fp );
}
static __inline float MD2_TranslateVertex( float scale , float trans , k_byte vComp )
{
return (float)vComp + (scale*trans);
}
k_boolean MD2_LoadObject( pmd2Struct_t pmd2 , char *filename , pModel_t pMod )
{
FILE* fp = fopen( filename , "rb" );
int index=0;
if( fp==NULL )
{
MessageBox( NULL , "specified file not found in search path" , "MD2_LoadObject fault" , MB_OK | MB_ICONEXCLAMATION );
PostQuitMessage(0);
return k_false;
}
// load in header info ////////////////////////////////////////////////////////////////
MD2_InitStruct( pmd2 , fp );
// alloc verticies/polygons/frames ////////////////////////////////////////////////////
pMod->vectCount = pmd2->vertCount;
pMod->polyCount = pmd2->triCount;
pMod->vectors = new Vect3_t[ pmd2->vertCount ];
pMod->pVectors = new pVect3_t[ pmd2->vertCount ];
pMod->polygons = new Poly_t[ pmd2->triCount ];
pMod->pModelFaces = new pPoly_t[ pmd2->triCount ];
pMod->md2TexCoords = new Vect3_t[ pmd2->texCoordCount ];
pMod->pmd2Frames = new pVect3_t[ pmd2->frameCount ];
// load skin names ( if present ) /////////////////////////////////////////////////////
if( pmd2->skinCount )
{
fseek( fp , pmd2->skinOffset , SEEK_SET );
for(index=0;index < pmd2->skinCount;index++)
{
char tempSkinName[64];
fread( tempSkinName , sizeof(char) , 64 , fp );
memcpy( &pMod->skinNames[index] , tempSkinName , sizeof(char)*64);
}
}
// load in texture coordinates ////////////////////////////////////////////////////////
fseek( fp , pmd2->texCoordOffset , SEEK_SET );
for(index=0;index<pmd2->texCoordCount;index++)
{
short u,v;
fread( &u , sizeof(short) , 1 , fp );
fread( &v , sizeof(short) , 1 , fp );
MTV_Init( pMod->md2TexCoords[index] , 0 , 0 , 0 );
pMod->md2TexCoords[index].uComponent = u;
pMod->md2TexCoords[index].vComponent = v;
}
// load in frames NOTE: frame 0 is default model definition set ////////////////////////
fseek( fp , pmd2->frameOffset , SEEK_SET );
for(index=0;index<pmd2->frameCount;index++)
{
float s1=0,s2=0,s3=0,t1=0,t2=0,t3=0;
k_byte xComp=0,yComp=0,zComp=0;
char* tempFrameName;
pMod->pmd2Frames[index] = new Vect3_t[ pmd2->vertCount ];
fread( &s1 , sizeof(float) , 1 , fp );
fread( &s2 , sizeof(float) , 1 , fp );
fread( &s3 , sizeof(float) , 1 , fp );
fread( &t1 , sizeof(float) , 1 , fp );
fread( &t2 , sizeof(float) , 1 , fp );
fread( &t3 , sizeof(float) , 1 , fp );
fread( &tempFrameName , sizeof(char) , 16 , fp );
for(int index2=0;index2<pmd2->vertCount;index2++)
{
k_byte x=0,y=0,z=0,lightNormalIndex;
fread( &x , sizeof(k_byte) , 1 , fp );
fread( &y , sizeof(k_byte) , 1 , fp );
fread( &z , sizeof(k_byte) , 1 , fp );
fread( &lightNormalIndex , sizeof(k_byte) , 1 , fp );
MTV_Init( pMod->pmd2Frames[index][index2] , 0 , 0 , 0 );
pMod->pmd2Frames[index][index2].xComponent = MD2_TranslateVertex( s1 , t1 , x );
// NOTE: the same weird z/y swap as in 3ds exsists here as well ( hmmmm )
pMod->pmd2Frames[index][index2].zComponent = MD2_TranslateVertex( s2 , t2 , y );
pMod->pmd2Frames[index][index2].yComponent = MD2_TranslateVertex( s3 , t3 , z );
if( index==0 )
// frame 0
{
pMod->vectors[index2] = pMod->pmd2Frames[index][index2];
pMod->pVectors[index2] = &pMod->vectors[index2];
}
}
}
// load in the polygon data /////////////////////////////////////////////////////////////
fseek( fp , pmd2->triOffset , SEEK_SET );
for(index=0;index<pmd2->triCount;index++)
{
short v1=0,v2=0,v3=0,t1=0,t2=0,t3=0;
fread( &v1 , sizeof(short) , 1 , fp );
fread( &v2 , sizeof(short) , 1 , fp );
fread( &v3 , sizeof(short) , 1 , fp );
fread( &t1 , sizeof(short) , 1 , fp );
fread( &t2 , sizeof(short) , 1 , fp );
fread( &t3 , sizeof(short) , 1 , fp );
// Allocate space for vertex pointers.
MTP_AllocTri( &pMod->polygons[index] );
pMod->polygons[index].pVerticies[0] = pMod->pVectors[v1];
pMod->polygons[index].pVerticies[1] = pMod->pVectors[v2];
pMod->polygons[index].pVerticies[2] = pMod->pVectors[v3];
pMod->polygons[index].pVerticies[0]->uComponent = pMod->md2TexCoords[t1].uComponent;
pMod->polygons[index].pVerticies[0]->vComponent = pMod->md2TexCoords[t1].vComponent;
pMod->polygons[index].pVerticies[1]->uComponent = pMod->md2TexCoords[t2].uComponent;
pMod->polygons[index].pVerticies[1]->vComponent = pMod->md2TexCoords[t2].vComponent;
pMod->polygons[index].pVerticies[2]->uComponent = pMod->md2TexCoords[t3].uComponent;
pMod->polygons[index].pVerticies[2]->vComponent = pMod->md2TexCoords[t3].vComponent;
pMod->pModelFaces[index] = &pMod->polygons[index];
// Note; here I have decided to generate my own normals instead of those defined by id.
MTP_MakeNormal( &pMod->polygons[index] );
MTV_Normalize( pMod->pModelFaces[index]->Normal );
}
// initialize remaining struct data /////////////////////////////////////////////////////
pMod->childCount = 0;
pMod->currentChild = NULL;
pMod->hasChildren = k_false;
pMod->objectName = pMod->skinNames[0];
pMod->Parent = NULL;
pMod->pChildren = NULL;
//pMod->Renderer = ENT_M_SkTextureRenderer;
pMod->Renderer = ENT_M_WireFrameRenderer;
pMod->singleTexture = k_true;
//pMod->textureRef = R_Tx_LoadTexture( pMod->skinNames[0] );
pMod->textureRef = 0;
pMod->type = MT_ID_MD2;
pMod->Version = pmd2->version;
fclose( fp );
return k_true;
}