Merge commit '830125fad042fad35dc029b6eb57c8156ad7e176'
[xonotic/netradiant.git] / plugins / md3model / md2.cpp
index 55a32f5fb9d29a835dd6d9ea93fbb3423c791107..56a18ddc254e5e435221805a89adfd1563882c9b 100644 (file)
@@ -1,23 +1,23 @@
 /*
-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 "md2.h"
 
@@ -34,62 +34,59 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
 typedef unsigned char byte;
 
 /*
-========================================================================
+   ========================================================================
 
-.MD2 triangle model file format
+   .MD2 triangle model file format
 
-========================================================================
-*/
+   ========================================================================
+ */
 #define MD2_NUMVERTEXNORMALS 162
-#define        MD2_MAX_SKINNAME        64
+#define MD2_MAX_SKINNAME    64
 
 const unsigned char MD2_IDENT[4] = { 'I', 'D', 'P', '2', };
-#define MD2_VERSION    8
+#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
+#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;
+       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);
+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 
+typedef struct
 {
-       short   index_xyz[3];
-       short   index_st[3];
+       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);
+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;
+       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);
+void istream_read_md2XyzNormal( PointerInputStream& inputStream, md2XyzNormal_t& xyz ){
+       inputStream.read( xyz.v, 3 );
+       inputStream.read( &xyz.lightnormalindex, 1 );
 }
 
 #define MD2_XYZNORMAL_V0   0
@@ -100,21 +97,20 @@ void istream_read_md2XyzNormal(PointerInputStream& inputStream, md2XyzNormal_t&
 
 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
+       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);
+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 );
 }
 
 
@@ -130,180 +126,171 @@ void istream_read_md2Frame(PointerInputStream& inputStream, md2Frame_t& frame)
 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
+       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);
+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
-    )
-  );
+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--;) 
+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 );
+       }
+
        {
-           // skip filename
-           if (path[i] == '/' || path[i] == '\\')
-               break;
-           path[i] = '\0';
+
+               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]);
+               snprintf( skinname, MD2_MAX_SKINNAME, "%s%s", path, &skinnameRelative[1] );
 //     globalErrorStream() << skinname << "\n";
-  } 
-  else
-  {
-       strcpy(skinname, skinnameRelative);
-  }
-  surface.setShader(skinname);
-  surface.updateAABB();
+       }
+       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();
+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_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_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& 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);
+scene::Node& loadMD2Model( ArchiveFile& file ){
+       ScopedArchiveBuffer buffer( file );
+       return MD2Model_fromBuffer( buffer.buffer, file );
 }