/*
-Copyright (C) 2001-2006, William Joseph.
-All Rights Reserved.
+ Copyright (C) 2001-2006, William Joseph.
+ All Rights Reserved.
-This file is part of GtkRadiant.
+ 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 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.
+ 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
-*/
+ 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 "md3.h"
#include "md3normals.h"
// the maximum size of game reletive pathnames
-#define MAX_QPATH 64
+#define MAX_QPATH 64
/*
-========================================================================
+ ========================================================================
-.MD3 triangle model file format
+ .MD3 triangle model file format
-========================================================================
-*/
+ ========================================================================
+ */
const unsigned char MD3_IDENT[4] = { 'I', 'D', 'P', '3', };
-#define MD3_VERSION 15
+#define MD3_VERSION 15
// limits
-#define MD3_MAX_LODS 4
-#define MD3_MAX_TRIANGLES 8192 // per surface
-#define MD3_MAX_VERTS 4096 // per surface
-#define MD3_MAX_SHADERS 256 // per surface
-#define MD3_MAX_FRAMES 1024 // per model
-#define MD3_MAX_SURFACES 32 // per model
-#define MD3_MAX_TAGS 16 // per frame
+#define MD3_MAX_LODS 4
+#define MD3_MAX_TRIANGLES 8192 // per surface
+#define MD3_MAX_VERTS 4096 // per surface
+#define MD3_MAX_SHADERS 256 // per surface
+#define MD3_MAX_FRAMES 1024 // per model
+#define MD3_MAX_SURFACES 32 // per model
+#define MD3_MAX_TAGS 16 // per frame
// vertex scales
-#define MD3_XYZ_SCALE (1.f / 64)
+#define MD3_XYZ_SCALE ( 1.f / 64 )
typedef float float3[3];
-void istream_read_float3(PointerInputStream& inputStream, float3 f)
-{
- f[0] = istream_read_float32_le(inputStream);
- f[1] = istream_read_float32_le(inputStream);
- f[2] = istream_read_float32_le(inputStream);
+void istream_read_float3( PointerInputStream& inputStream, float3 f ){
+ f[0] = istream_read_float32_le( inputStream );
+ f[1] = istream_read_float32_le( inputStream );
+ f[2] = istream_read_float32_le( inputStream );
}
typedef struct md3Frame_s {
- float3 bounds[2];
- float3 localOrigin;
- float radius;
- char name[16];
+ float3 bounds[2];
+ float3 localOrigin;
+ float radius;
+ char name[16];
} md3Frame_t;
-void istream_read_md3Frame(PointerInputStream& inputStream, md3Frame_t& frame)
-{
- istream_read_float3(inputStream, frame.bounds[0]);
- istream_read_float3(inputStream, frame.bounds[1]);
- istream_read_float3(inputStream, frame.localOrigin);
- frame.radius = istream_read_float32_le(inputStream);
- inputStream.read(reinterpret_cast<unsigned char*>(frame.name), 16);
+void istream_read_md3Frame( PointerInputStream& inputStream, md3Frame_t& frame ){
+ istream_read_float3( inputStream, frame.bounds[0] );
+ istream_read_float3( inputStream, frame.bounds[1] );
+ istream_read_float3( inputStream, frame.localOrigin );
+ frame.radius = istream_read_float32_le( inputStream );
+ inputStream.read( reinterpret_cast<unsigned char*>( frame.name ), 16 );
}
typedef struct md3Tag_s {
- char name[MAX_QPATH]; // tag name
- float3 origin;
- float3 axis[3];
+ char name[MAX_QPATH]; // tag name
+ float3 origin;
+ float3 axis[3];
} md3Tag_t;
-void istream_read_md3Shader(PointerInputStream& inputStream, md3Tag_t& tag)
-{
- inputStream.read(reinterpret_cast<unsigned char*>(tag.name), MAX_QPATH);
- istream_read_float3(inputStream, tag.origin);
- istream_read_float3(inputStream, tag.axis[0]);
- istream_read_float3(inputStream, tag.axis[1]);
- istream_read_float3(inputStream, tag.axis[2]);
+void istream_read_md3Shader( PointerInputStream& inputStream, md3Tag_t& tag ){
+ inputStream.read( reinterpret_cast<unsigned char*>( tag.name ), MAX_QPATH );
+ istream_read_float3( inputStream, tag.origin );
+ istream_read_float3( inputStream, tag.axis[0] );
+ istream_read_float3( inputStream, tag.axis[1] );
+ istream_read_float3( inputStream, tag.axis[2] );
}
/*
** XyzNormals sizeof( md3XyzNormal_t ) * numVerts * numFrames
*/
typedef struct {
- char ident[4]; //
+ char ident[4]; //
- char name[MAX_QPATH]; // polyset name
+ char name[MAX_QPATH]; // polyset name
- int flags;
- int numFrames; // all surfaces in a model should have the same
+ int flags;
+ int numFrames; // all surfaces in a model should have the same
- int numShaders; // all surfaces in a model should have the same
- int numVerts;
+ int numShaders; // all surfaces in a model should have the same
+ int numVerts;
- int numTriangles;
- int ofsTriangles;
+ int numTriangles;
+ int ofsTriangles;
- int ofsShaders; // offset from start of md3Surface_t
- int ofsSt; // texture coords are common for all frames
- int ofsXyzNormals; // numVerts * numFrames
+ int ofsShaders; // offset from start of md3Surface_t
+ int ofsSt; // texture coords are common for all frames
+ int ofsXyzNormals; // numVerts * numFrames
- int ofsEnd; // next surface follows
+ int ofsEnd; // next surface follows
} md3Surface_t;
-void istream_read_md3Surface(PointerInputStream& inputStream, md3Surface_t& surface)
-{
- inputStream.read(reinterpret_cast<unsigned char*>(surface.ident), 4);
- inputStream.read(reinterpret_cast<unsigned char*>(surface.name), MAX_QPATH);
- surface.flags = istream_read_int32_le(inputStream);
- surface.numFrames = istream_read_int32_le(inputStream);
- surface.numShaders = istream_read_int32_le(inputStream);
- surface.numVerts = istream_read_int32_le(inputStream);
- surface.numTriangles = istream_read_int32_le(inputStream);
- surface.ofsTriangles = istream_read_int32_le(inputStream);
- surface.ofsShaders = istream_read_int32_le(inputStream);
- surface.ofsSt = istream_read_int32_le(inputStream);
- surface.ofsXyzNormals = istream_read_int32_le(inputStream);
- surface.ofsEnd = istream_read_int32_le(inputStream);
+void istream_read_md3Surface( PointerInputStream& inputStream, md3Surface_t& surface ){
+ inputStream.read( reinterpret_cast<unsigned char*>( surface.ident ), 4 );
+ inputStream.read( reinterpret_cast<unsigned char*>( surface.name ), MAX_QPATH );
+ surface.flags = istream_read_int32_le( inputStream );
+ surface.numFrames = istream_read_int32_le( inputStream );
+ surface.numShaders = istream_read_int32_le( inputStream );
+ surface.numVerts = istream_read_int32_le( inputStream );
+ surface.numTriangles = istream_read_int32_le( inputStream );
+ surface.ofsTriangles = istream_read_int32_le( inputStream );
+ surface.ofsShaders = istream_read_int32_le( inputStream );
+ surface.ofsSt = istream_read_int32_le( inputStream );
+ surface.ofsXyzNormals = istream_read_int32_le( inputStream );
+ surface.ofsEnd = istream_read_int32_le( inputStream );
}
typedef struct {
- char name[MAX_QPATH];
- int shaderIndex; // for in-game use
+ char name[MAX_QPATH];
+ int shaderIndex; // for in-game use
} md3Shader_t;
-void istream_read_md3Shader(PointerInputStream& inputStream, md3Shader_t& shader)
-{
- inputStream.read(reinterpret_cast<unsigned char*>(shader.name), MAX_QPATH);
- shader.shaderIndex = istream_read_int32_le(inputStream);
+void istream_read_md3Shader( PointerInputStream& inputStream, md3Shader_t& shader ){
+ inputStream.read( reinterpret_cast<unsigned char*>( shader.name ), MAX_QPATH );
+ shader.shaderIndex = istream_read_int32_le( inputStream );
}
typedef struct {
- int indexes[3];
+ int indexes[3];
} md3Triangle_t;
-void istream_read_md3Triangle(PointerInputStream& inputStream, md3Triangle_t& triangle)
-{
- triangle.indexes[0] = istream_read_int32_le(inputStream);
- triangle.indexes[1] = istream_read_int32_le(inputStream);
- triangle.indexes[2] = istream_read_int32_le(inputStream);
+void istream_read_md3Triangle( PointerInputStream& inputStream, md3Triangle_t& triangle ){
+ triangle.indexes[0] = istream_read_int32_le( inputStream );
+ triangle.indexes[1] = istream_read_int32_le( inputStream );
+ triangle.indexes[2] = istream_read_int32_le( inputStream );
}
typedef struct {
- float st[2];
+ float st[2];
} md3St_t;
-void istream_read_md3St(PointerInputStream& inputStream, md3St_t& st)
-{
- st.st[0] = istream_read_float32_le(inputStream);
- st.st[1] = istream_read_float32_le(inputStream);
+void istream_read_md3St( PointerInputStream& inputStream, md3St_t& st ){
+ st.st[0] = istream_read_float32_le( inputStream );
+ st.st[1] = istream_read_float32_le( inputStream );
}
typedef struct {
- short xyz[3];
- short normal;
+ short xyz[3];
+ short normal;
} md3XyzNormal_t;
-void istream_read_md3XyzNormal(PointerInputStream& inputStream, md3XyzNormal_t& xyz)
-{
- xyz.xyz[0] = istream_read_int16_le(inputStream);
- xyz.xyz[1] = istream_read_int16_le(inputStream);
- xyz.xyz[2] = istream_read_int16_le(inputStream);
- xyz.normal = istream_read_int16_le(inputStream);
+void istream_read_md3XyzNormal( PointerInputStream& inputStream, md3XyzNormal_t& xyz ){
+ xyz.xyz[0] = istream_read_int16_le( inputStream );
+ xyz.xyz[1] = istream_read_int16_le( inputStream );
+ xyz.xyz[2] = istream_read_int16_le( inputStream );
+ xyz.normal = istream_read_int16_le( inputStream );
}
typedef struct {
- char ident[4];
- int version;
+ char ident[4];
+ int version;
- char name[MAX_QPATH]; // model name
+ char name[MAX_QPATH]; // model name
- int flags;
+ int flags;
- int numFrames;
- int numTags;
- int numSurfaces;
+ int numFrames;
+ int numTags;
+ int numSurfaces;
- int numSkins;
+ int numSkins;
- int ofsFrames; // offset for first frame
- int ofsTags; // numFrames * numTags
- int ofsSurfaces; // first surface, others follow
+ int ofsFrames; // offset for first frame
+ int ofsTags; // numFrames * numTags
+ int ofsSurfaces; // first surface, others follow
- int ofsEnd; // end of file
+ int ofsEnd; // end of file
} md3Header_t;
-void istream_read_md3Header(PointerInputStream& inputStream, md3Header_t& header)
-{
- inputStream.read(reinterpret_cast<unsigned char*>(header.ident), 4);
- header.version = istream_read_int32_le(inputStream);
- inputStream.read(reinterpret_cast<unsigned char*>(header.name), MAX_QPATH);
- header.flags = istream_read_int32_le(inputStream);
- header.numFrames = istream_read_int32_le(inputStream);
- header.numTags = istream_read_int32_le(inputStream);
- header.numSurfaces = istream_read_int32_le(inputStream);
- header.numSkins = istream_read_int32_le(inputStream);
- header.ofsFrames = istream_read_int32_le(inputStream);
- header.ofsTags = istream_read_int32_le(inputStream);
- header.ofsSurfaces = istream_read_int32_le(inputStream);
- header.ofsEnd = istream_read_int32_le(inputStream);
+void istream_read_md3Header( PointerInputStream& inputStream, md3Header_t& header ){
+ inputStream.read( reinterpret_cast<unsigned char*>( header.ident ), 4 );
+ header.version = istream_read_int32_le( inputStream );
+ inputStream.read( reinterpret_cast<unsigned char*>( header.name ), MAX_QPATH );
+ header.flags = istream_read_int32_le( inputStream );
+ header.numFrames = istream_read_int32_le( inputStream );
+ header.numTags = istream_read_int32_le( inputStream );
+ header.numSurfaces = istream_read_int32_le( inputStream );
+ header.numSkins = istream_read_int32_le( inputStream );
+ header.ofsFrames = istream_read_int32_le( inputStream );
+ header.ofsTags = istream_read_int32_le( inputStream );
+ header.ofsSurfaces = istream_read_int32_le( inputStream );
+ header.ofsEnd = istream_read_int32_le( inputStream );
}
-int MD3Surface_read(Surface& surface, unsigned char* buffer)
-{
+int MD3Surface_read( Surface& surface, unsigned char* buffer ){
md3Surface_t md3Surface;
- {
- PointerInputStream inputStream(buffer);
- istream_read_md3Surface(inputStream, md3Surface);
- }
-
- {
- surface.vertices().reserve(md3Surface.numVerts);
-
- PointerInputStream xyzNormalStream(buffer + md3Surface.ofsXyzNormals);
- PointerInputStream stStream(buffer + md3Surface.ofsSt);
-
- // read verts into vertex array - xyz, st, normal
- for(int i = 0; i < md3Surface.numVerts; i++)
- {
- md3XyzNormal_t md3Xyz;
- istream_read_md3XyzNormal(xyzNormalStream, md3Xyz);
-
- md3St_t md3St;
- istream_read_md3St(stStream, md3St);
-
- surface.vertices().push_back(
- ArbitraryMeshVertex(
- Vertex3f( md3Xyz.xyz[0] * MD3_XYZ_SCALE, md3Xyz.xyz[1] * MD3_XYZ_SCALE, md3Xyz.xyz[2] * MD3_XYZ_SCALE),
- DecodeNormal(reinterpret_cast<byte*>(&md3Xyz.normal)),
- TexCoord2f(md3St.st[0], md3St.st[1])
- )
- );
- }
- }
-
- {
- surface.indices().reserve(md3Surface.numTriangles * 3);
-
- PointerInputStream inputStream(buffer + md3Surface.ofsTriangles);
- for(int i = 0; i < md3Surface.numTriangles; i++)
- {
- md3Triangle_t md3Triangle;
- istream_read_md3Triangle(inputStream, md3Triangle);
- surface.indices().insert(md3Triangle.indexes[0]);
- surface.indices().insert(md3Triangle.indexes[1]);
- surface.indices().insert(md3Triangle.indexes[2]);
- }
- }
-
- {
- md3Shader_t md3Shader;
- {
- PointerInputStream inputStream(buffer + md3Surface.ofsShaders);
- istream_read_md3Shader(inputStream, md3Shader);
- }
- surface.setShader(md3Shader.name);
- }
-
+ {
+ PointerInputStream inputStream( buffer );
+ istream_read_md3Surface( inputStream, md3Surface );
+ }
+
+ {
+ surface.vertices().reserve( md3Surface.numVerts );
+
+ PointerInputStream xyzNormalStream( buffer + md3Surface.ofsXyzNormals );
+ PointerInputStream stStream( buffer + md3Surface.ofsSt );
+
+ // read verts into vertex array - xyz, st, normal
+ for ( int i = 0; i < md3Surface.numVerts; i++ )
+ {
+ md3XyzNormal_t md3Xyz;
+ istream_read_md3XyzNormal( xyzNormalStream, md3Xyz );
+
+ md3St_t md3St;
+ istream_read_md3St( stStream, md3St );
+
+ surface.vertices().push_back(
+ ArbitraryMeshVertex(
+ Vertex3f( md3Xyz.xyz[0] * MD3_XYZ_SCALE, md3Xyz.xyz[1] * MD3_XYZ_SCALE, md3Xyz.xyz[2] * MD3_XYZ_SCALE ),
+ DecodeNormal( reinterpret_cast<byte*>( &md3Xyz.normal ) ),
+ TexCoord2f( md3St.st[0], md3St.st[1] )
+ )
+ );
+ }
+ }
+
+ {
+ surface.indices().reserve( md3Surface.numTriangles * 3 );
+
+ PointerInputStream inputStream( buffer + md3Surface.ofsTriangles );
+ for ( int i = 0; i < md3Surface.numTriangles; i++ )
+ {
+ md3Triangle_t md3Triangle;
+ istream_read_md3Triangle( inputStream, md3Triangle );
+ surface.indices().insert( md3Triangle.indexes[0] );
+ surface.indices().insert( md3Triangle.indexes[1] );
+ surface.indices().insert( md3Triangle.indexes[2] );
+ }
+ }
+
+ {
+ md3Shader_t md3Shader;
+ {
+ PointerInputStream inputStream( buffer + md3Surface.ofsShaders );
+ istream_read_md3Shader( inputStream, md3Shader );
+ }
+ surface.setShader( md3Shader.name );
+ }
+
surface.updateAABB();
- return md3Surface.ofsEnd;
+ return md3Surface.ofsEnd;
}
-void MD3Model_read(Model& model, unsigned char* buffer)
-{
- md3Header_t md3Header;
- {
- PointerInputStream inputStream(buffer);
- istream_read_md3Header(inputStream, md3Header);
- }
+void MD3Model_read( Model& model, unsigned char* buffer ){
+ md3Header_t md3Header;
+ {
+ PointerInputStream inputStream( buffer );
+ istream_read_md3Header( inputStream, md3Header );
+ }
- unsigned char* surfacePosition = buffer + md3Header.ofsSurfaces;
+ unsigned char* surfacePosition = buffer + md3Header.ofsSurfaces;
- for(int i = 0; i != md3Header.numSurfaces; ++i)
+ for ( int i = 0; i != md3Header.numSurfaces; ++i )
{
- surfacePosition += MD3Surface_read(model.newSurface(), surfacePosition);
- }
+ surfacePosition += MD3Surface_read( model.newSurface(), surfacePosition );
+ }
- model.updateAABB();
+ model.updateAABB();
}
-scene::Node& MD3Model_new(unsigned char* buffer)
-{
- ModelNode* modelNode = new ModelNode();
- MD3Model_read(modelNode->model(), buffer);
- return modelNode->node();
+scene::Node& MD3Model_new( unsigned char* buffer ){
+ ModelNode* modelNode = new ModelNode();
+ MD3Model_read( modelNode->model(), buffer );
+ return modelNode->node();
}
-scene::Node& MD3Model_default()
-{
- ModelNode* modelNode = new ModelNode();
- Model_constructNull(modelNode->model());
- return modelNode->node();
+scene::Node& MD3Model_default(){
+ ModelNode* modelNode = new ModelNode();
+ Model_constructNull( modelNode->model() );
+ return modelNode->node();
}
-scene::Node& MD3Model_fromBuffer(unsigned char* buffer)
-{
- if (!ident_equal(buffer, MD3_IDENT))
- {
- globalErrorStream() << "MD3 read error: incorrect ident\n";
- return MD3Model_default();
- }
- else
- {
- return MD3Model_new(buffer);
- }
+scene::Node& MD3Model_fromBuffer( unsigned char* buffer ){
+ if ( !ident_equal( buffer, MD3_IDENT ) ) {
+ globalErrorStream() << "MD3 read error: incorrect ident\n";
+ return MD3Model_default();
+ }
+ else
+ {
+ return MD3Model_new( buffer );
+ }
}
-scene::Node& loadMD3Model(ArchiveFile& file)
-{
- ScopedArchiveBuffer buffer(file);
- return MD3Model_fromBuffer(buffer.buffer);
+scene::Node& loadMD3Model( ArchiveFile& file ){
+ ScopedArchiveBuffer buffer( file );
+ return MD3Model_fromBuffer( buffer.buffer );
}
-