/* 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( 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 md2Xyz( header.num_xyz ); for ( Array::iterator i = md2Xyz.begin(); i != md2Xyz.end(); ++i ) { istream_read_md2XyzNormal( frameStream, *i ); } Array md2St( header.num_st ); PointerInputStream stStream( buffer + header.ofs_st ); for ( Array::iterator i = md2St.begin(); i != md2St.end(); ++i ) { istream_read_md2St( stStream, *i ); } UniqueVertexBuffer 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( 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 ); }