--- /dev/null
+/*
+Copyright (C) 2001-2006, William Joseph.
+All Rights Reserved.
+
+This file is part of GtkRadiant.
+
+GtkRadiant is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+GtkRadiant is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with GtkRadiant; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+*/
+
+#include "md2.h"
+
+#include "ifilesystem.h"
+#include "imodel.h"
+
+#include "imagelib.h"
+#include "bytestreamutils.h"
+
+#include "model.h"
+#include "ident.h"
+#include "mdlnormals.h"
+
+typedef unsigned char byte;
+
+/*
+========================================================================
+
+.MD2 triangle model file format
+
+========================================================================
+*/
+#define MD2_NUMVERTEXNORMALS 162
+#define MD2_MAX_SKINNAME 64
+
+const unsigned char MD2_IDENT[4] = { 'I', 'D', 'P', '2', };
+#define MD2_VERSION 8
+
+#define MD2_MAX_TRIANGLES 4096
+#define MD2_MAX_VERTS 2048
+#define MD2_MAX_FRAMES 512
+#define MD2_MAX_MD2SKINS 32
+#define MD2_MAX_SKINNAME 64
+
+typedef struct
+{
+ short s;
+ short t;
+} md2St_t;
+
+void istream_read_md2St(PointerInputStream& inputStream, md2St_t& st)
+{
+ st.s = istream_read_int16_le(inputStream);
+ st.t = istream_read_int16_le(inputStream);
+}
+
+typedef struct
+{
+ short index_xyz[3];
+ short index_st[3];
+} md2Triangle_t;
+
+void istream_read_md2Triangle(PointerInputStream& inputStream, md2Triangle_t& triangle)
+{
+ triangle.index_xyz[0] = istream_read_int16_le(inputStream);
+ triangle.index_xyz[1] = istream_read_int16_le(inputStream);
+ triangle.index_xyz[2] = istream_read_int16_le(inputStream);
+ triangle.index_st[0] = istream_read_int16_le(inputStream);
+ triangle.index_st[1] = istream_read_int16_le(inputStream);
+ triangle.index_st[2] = istream_read_int16_le(inputStream);
+}
+
+typedef struct
+{
+ byte v[3]; // scaled byte to fit in frame mins/maxs
+ byte lightnormalindex;
+} md2XyzNormal_t;
+
+void istream_read_md2XyzNormal(PointerInputStream& inputStream, md2XyzNormal_t& xyz)
+{
+ inputStream.read(xyz.v, 3);
+ inputStream.read(&xyz.lightnormalindex, 1);
+}
+
+#define MD2_XYZNORMAL_V0 0
+#define MD2_XYZNORMAL_V1 1
+#define MD2_XYZNORMAL_V2 2
+#define MD2_XYZNORMAL_LNI 3
+#define MD2_XYZNORMAL_SIZE 4
+
+typedef struct
+{
+ float scale[3]; // multiply byte verts by this
+ float translate[3]; // then add this
+ char name[16]; // frame name from grabbing
+ md2XyzNormal_t verts[1]; // variable sized
+} md2Frame_t;
+
+void istream_read_md2Frame(PointerInputStream& inputStream, md2Frame_t& frame)
+{
+ frame.scale[0] = istream_read_float32_le(inputStream);
+ frame.scale[1] = istream_read_float32_le(inputStream);
+ frame.scale[2] = istream_read_float32_le(inputStream);
+ frame.translate[0] = istream_read_float32_le(inputStream);
+ frame.translate[1] = istream_read_float32_le(inputStream);
+ frame.translate[2] = istream_read_float32_le(inputStream);
+ inputStream.read(reinterpret_cast<unsigned char*>(frame.name), 16);
+}
+
+
+// the glcmd format:
+// a positive integer starts a tristrip command, followed by that many
+// vertex structures.
+// a negative integer starts a trifan command, followed by -x vertexes
+// a zero indicates the end of the command list.
+// a vertex consists of a floating point s, a floating point t,
+// and an integer vertex index.
+
+
+typedef struct
+{
+ unsigned char ident[4];
+ int version;
+
+ int skinwidth;
+ int skinheight;
+ int framesize; // byte size of each frame
+
+ int num_skins;
+ int num_xyz;
+ int num_st; // greater than num_xyz for seams
+ int num_tris;
+ int num_glcmds; // dwords in strip/fan command list
+ int num_frames;
+
+ int ofs_skins; // each skin is a MAX_SKINNAME string
+ int ofs_st; // byte offset from start for md2St_t
+ int ofs_tris; // offset for md2triangle_t
+ int ofs_frames; // offset for first md2Frame_t
+ int ofs_glcmds;
+ int ofs_end; // end of file
+
+} md2Header_t;
+
+void istream_read_md2Header(PointerInputStream& inputStream, md2Header_t& header)
+{
+ inputStream.read(header.ident, 4);
+ header.version = istream_read_int32_le(inputStream);
+ header.skinwidth = istream_read_int32_le(inputStream);
+ header.skinheight = istream_read_int32_le(inputStream);
+ header.framesize = istream_read_int32_le(inputStream);
+ header.num_skins = istream_read_int32_le(inputStream);
+ header.num_xyz = istream_read_int32_le(inputStream);
+ header.num_st = istream_read_int32_le(inputStream);
+ header.num_tris = istream_read_int32_le(inputStream);
+ header.num_glcmds = istream_read_int32_le(inputStream);
+ header.num_frames = istream_read_int32_le(inputStream);
+ header.ofs_skins = istream_read_int32_le(inputStream);
+ header.ofs_st = istream_read_int32_le(inputStream);
+ header.ofs_tris = istream_read_int32_le(inputStream);
+ header.ofs_frames = istream_read_int32_le(inputStream);
+ header.ofs_glcmds = istream_read_int32_le(inputStream);
+ header.ofs_end = istream_read_int32_le(inputStream);
+}
+
+
+ArbitraryMeshVertex MD2Vertex_construct(const md2Header_t* pHeader, const md2Frame_t* pFrame, const md2XyzNormal_t* xyz, const md2St_t* st)
+{
+ return ArbitraryMeshVertex(
+ Vertex3f(
+ xyz->v[0] * pFrame->scale[0] + pFrame->translate[0],
+ xyz->v[1] * pFrame->scale[1] + pFrame->translate[1],
+ xyz->v[2] * pFrame->scale[2] + pFrame->translate[2]
+ ),
+ Normal3f(
+ g_mdl_normals[xyz->lightnormalindex][0],
+ g_mdl_normals[xyz->lightnormalindex][1],
+ g_mdl_normals[xyz->lightnormalindex][2]
+ ),
+ TexCoord2f(
+ (float)st->s / pHeader->skinwidth,
+ (float)st->t / pHeader->skinheight
+ )
+ );
+}
+
+void MD2Surface_read(Model& model, const byte* buffer, ArchiveFile& file)
+{
+ Surface& surface = model.newSurface();
+ md2Header_t header;
+ {
+ PointerInputStream inputStream(buffer);
+ istream_read_md2Header(inputStream, header);
+ }
+
+ {
+
+ md2Frame_t frame;
+ PointerInputStream frameStream(buffer + header.ofs_frames);
+ istream_read_md2Frame(frameStream, frame);
+
+
+ surface.indices().reserve(header.num_tris * 3);
+
+ Array<md2XyzNormal_t> md2Xyz(header.num_xyz);
+ for(Array<md2XyzNormal_t>::iterator i = md2Xyz.begin(); i != md2Xyz.end(); ++i)
+ {
+ istream_read_md2XyzNormal(frameStream, *i);
+ }
+
+ Array<md2St_t> md2St(header.num_st);
+ PointerInputStream stStream(buffer + header.ofs_st);
+ for(Array<md2St_t>::iterator i = md2St.begin(); i != md2St.end(); ++i)
+ {
+ istream_read_md2St(stStream, *i);
+ }
+
+ UniqueVertexBuffer<ArbitraryMeshVertex> inserter(surface.vertices());
+ inserter.reserve(header.num_st);
+
+ PointerInputStream triangleStream(buffer + header.ofs_tris);
+ for(int i = 0; i < header.num_tris; ++i)
+ {
+ md2Triangle_t triangle;
+ istream_read_md2Triangle(triangleStream, triangle);
+ surface.indices().insert(inserter.insert(MD2Vertex_construct(&header, &frame, &md2Xyz[triangle.index_xyz[0]], &md2St[triangle.index_st[0]])));
+ surface.indices().insert(inserter.insert(MD2Vertex_construct(&header, &frame, &md2Xyz[triangle.index_xyz[1]], &md2St[triangle.index_st[1]])));
+ surface.indices().insert(inserter.insert(MD2Vertex_construct(&header, &frame, &md2Xyz[triangle.index_xyz[2]], &md2St[triangle.index_st[2]])));
+ }
+ }
+
+ char skinname[MD2_MAX_SKINNAME];
+ char skinnameRelative[MD2_MAX_SKINNAME];
+ char path[MD2_MAX_SKINNAME];
+ int i = MD2_MAX_SKINNAME;
+ PointerInputStream inputStream(buffer + header.ofs_skins);
+ inputStream.read(reinterpret_cast<byte*>(skinnameRelative), MD2_MAX_SKINNAME);
+ // relative texture path - allows moving of models in game dir structure without changing the skinpath
+ // e.g. used in ufo:ai
+ if (skinnameRelative[0] == '.')
+ {
+ strncpy(path, file.getName(), MD2_MAX_SKINNAME);
+ for (; i--;)
+ {
+ // skip filename
+ if (path[i] == '/' || path[i] == '\\')
+ break;
+ path[i] = '\0';
+ }
+// globalErrorStream() << "modified skinname: " << path << " (path) and " << skinnameRelative << " (texture)" << "\n";
+ snprintf(skinname, MD2_MAX_SKINNAME, "%s%s", path, &skinnameRelative[1]);
+// globalErrorStream() << skinname << "\n";
+ }
+ else
+ {
+ strcpy(skinname, skinnameRelative);
+ }
+ surface.setShader(skinname);
+ surface.updateAABB();
+}
+
+void MD2Model_read(Model& model, const byte* buffer, ArchiveFile& file)
+{
+ MD2Surface_read(model, buffer, file);
+ model.updateAABB();
+}
+
+scene::Node& MD2Model_new(const byte* buffer, ArchiveFile& file)
+{
+ ModelNode* modelNode = new ModelNode();
+ MD2Model_read(modelNode->model(), buffer, file);
+ return modelNode->node();
+}
+
+scene::Node& MD2Model_default()
+{
+ ModelNode* modelNode = new ModelNode();
+ Model_constructNull(modelNode->model());
+ return modelNode->node();
+}
+
+scene::Node& MD2Model_fromBuffer(unsigned char* buffer, ArchiveFile& file)
+{
+ if (!ident_equal(buffer, MD2_IDENT))
+ {
+ globalErrorStream() << "MD2 read error: incorrect ident\n";
+ return MD2Model_default();
+ }
+ else
+ {
+ return MD2Model_new(buffer, file);
+ }
+}
+
+scene::Node& loadMD2Model(ArchiveFile& file)
+{
+ ScopedArchiveBuffer buffer(file);
+ return MD2Model_fromBuffer(buffer.buffer, file);
+}