netradiant-custom/plugins/md3model/md3.cpp
2020-01-24 03:48:13 +03:00

324 lines
9.6 KiB
C++

/*
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 relative pathnames
#define MAX_QPATH 64
/*
========================================================================
.MD3 triangle model file format
========================================================================
*/
const unsigned char MD3_IDENT[4] = { 'I', 'D', 'P', '3', };
#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
// vertex scales
#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 );
}
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<unsigned char*>( 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<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] );
}
/*
** 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<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
} 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 );
}
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<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 ){
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 );
}
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 );
}