/* 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 "md3.h" #include "ifilesystem.h" #include "imodel.h" #include "imagelib.h" #include "bytestreamutils.h" #include "model.h" #include "ident.h" #include "md3normals.h" // the maximum size of game reletive pathnames const int MAX_QPATH = 64; /* ======================================================================== .MD3 triangle model file format ======================================================================== */ const unsigned char MD3_IDENT[4] = { 'I', 'D', 'P', '3', }; const int MD3_VERSION = 15; // limits const int MD3_MAX_LODS = 4; const int MD3_MAX_TRIANGLES = 8192; // per surface const int MD3_MAX_VERTS = 4096; // per surface const int MD3_MAX_SHADERS = 256; // per surface const int MD3_MAX_FRAMES = 1024; // per model const int MD3_MAX_SURFACES = 32; // per model const int MD3_MAX_TAGS = 16; // per frame // vertex scales const float 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 ); } typedef struct md3Frame_s { 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( frame.name ), 16 ); } typedef struct md3Tag_s { 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( 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] ); } /* ** md3Surface_t ** ** CHUNK SIZE ** header sizeof( md3Surface_t ) ** shaders sizeof( md3Shader_t ) * numShaders ** triangles[0] sizeof( md3Triangle_t ) * numTriangles ** st sizeof( md3St_t ) * numVerts ** XyzNormals sizeof( md3XyzNormal_t ) * numVerts * numFrames */ typedef struct { char ident[4]; // char name[MAX_QPATH]; // polyset name 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 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 ofsEnd; // next surface follows } md3Surface_t; void istream_read_md3Surface( PointerInputStream& inputStream, md3Surface_t& surface ){ inputStream.read( reinterpret_cast( surface.ident ), 4 ); inputStream.read( reinterpret_cast( 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 } md3Shader_t; void istream_read_md3Shader( PointerInputStream& inputStream, md3Shader_t& shader ){ inputStream.read( reinterpret_cast( shader.name ), MAX_QPATH ); shader.shaderIndex = istream_read_int32_le( inputStream ); } typedef struct { 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 ); } typedef struct { 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 ); } typedef struct { 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 ); } typedef struct { char ident[4]; int version; char name[MAX_QPATH]; // model name int flags; int numFrames; int numTags; int numSurfaces; int numSkins; int ofsFrames; // offset for first frame int ofsTags; // numFrames * numTags int ofsSurfaces; // first surface, others follow int ofsEnd; // end of file } md3Header_t; void istream_read_md3Header( PointerInputStream& inputStream, md3Header_t& header ){ inputStream.read( reinterpret_cast( header.ident ), 4 ); header.version = istream_read_int32_le( inputStream ); inputStream.read( reinterpret_cast( 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 ){ 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( &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; } 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; for ( int i = 0; i != md3Header.numSurfaces; ++i ) { surfacePosition += MD3Surface_read( model.newSurface(), surfacePosition ); } model.updateAABB(); } 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_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 ); }