space-game001/md3test.cpp
2025-03-01 01:39:19 +03:00

1125 lines
27 KiB
C++

#include "md3test.h"
#include "Renderer.h"
#include "AnimatedModel.h"
void abc(const char* str)
{
/*
FILE *fp = fopen("output.txt", "a+");
fprintf(fp, "%s\n", str);
fclose(fp);
*/
}
/*
void DbgTriangle(IDirect3DDevice8* pDevice,
D3DXVECTOR3& a, D3DXVECTOR3& b, D3DXVECTOR3& c,
DWORD colour)
{
struct TLVERTEX
{
float x, y, z;
DWORD col;
enum { FVF_TLVERTEX = D3DFVF_XYZ | D3DFVF_DIFFUSE };
};
pDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);
#if(0) // no lighting
pDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
pDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_DIFFUSE);
#else
g_pD3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
g_pD3DDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
g_pD3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
#endif
TLVERTEX Vertex[4] =
{
// x y z colour
{ a.x, a.y, a.z, colour },
{ b.x, b.y, b.z, colour },
{ c.x, c.y, c.z, colour }
};
#if(DIRECT3D_VERSION >= 0x0900)
pDevice->SetFVF(TLVERTEX::FVF_TLVERTEX);
#else
pDevice->SetVertexShader(TLVERTEX::FVF_TLVERTEX);
#endif // DIRECT3D_VERSION
pDevice->SetTexture(0, NULL);
pDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
pDevice->SetRenderState(D3DRS_FILLMODE,
D3DFILL_WIREFRAME);
HRESULT hr = pDevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 1, Vertex, sizeof(TLVERTEX));
//g_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
}*/
//---------------------------------------------------------------------
/*
extern void TexSquareA(IDirect3DDevice8* pDevice,
D3DXVECTOR3 pos,
float w,
float h
);*/
class CMD3
{
public:
stM3DModel m_lower;
stM3DModel m_upper;
stM3DModel m_head;
stM3DModel m_gun;
stAnim m_Anim[26];
CMD3()
{
//m_startFrame = 0;
//m_endFrame = 0;
//m_currentframe = 0;
//poll = 0;
//m_lastUpdate = 0;
}
void Create(/* file names */)
{
/*for (int i = 0; i < MAX_TEXTURES; i++)
{
pTextures[i] = NULL;
}*/
InitNormals();
LoadModel(&m_lower, SZ_MD3_LOWER_FILE);
LoadSkin(&m_lower, SZ_MD3_LOWER_SKIN_FILE);
LoadModel(&m_upper, SZ_MD3_UPPER_FILE);
LoadSkin(&m_upper, SZ_MD3_UPPER_SKIN_FILE);
LoadModel(&m_head, SZ_MD3_HEAD_FILE);
LoadSkin(&m_head, SZ_MD3_HEAD_SKIN_FILE);
LoadAnim(SZ_MD3_ANIM_FILE);
LoadModel(&m_gun, "model\\railgun\\railgun.md3");
LoadSkin(&m_gun, "model\\railgun\\railgun.skin");
SetAnim(TORSO_STAND);
SetAnim(LEGS_WALK);
memset(m_head.m_pLinks, 0, sizeof(m_head.m_pLinks));
memset(m_upper.m_pLinks, 0, sizeof(m_upper.m_pLinks));
memset(m_lower.m_pLinks, 0, sizeof(m_lower.m_pLinks));
LinkModel(&m_lower, "tag_torso", &m_upper);
LinkModel(&m_upper, "tag_head", &m_head);
LinkModel(&m_upper, "tag_weapon", &m_gun);
m_upper.m_currentframe = m_upper.m_startFrame;
m_head.m_currentframe = m_head.m_startFrame;
m_lower.m_currentframe = m_lower.m_startFrame;
m_upper.m_poll = 0.0f;
m_head.m_poll = 0.0f;
m_lower.m_poll = 0.0f;
}
void Release()
{
ReleaseModel(&m_lower);
ReleaseModel(&m_upper);
ReleaseModel(&m_head);
ReleaseModel(&m_gun);
/*
for (int i = 0; i < MAX_TEXTURES; i++)
{
if (pTextures[i])
{
pTextures[i]->Release();
pTextures[i] = NULL;
}
}*/
}
void Update(float time)
{
UpdateFrame(&m_lower, time);
UpdateFrame(&m_upper, time);
UpdateFrame(&m_head, time);
}
/*
void Render()
{
D3DXMATRIX matCur, matNext;
D3DXMatrixIdentity(&matCur);
matNext = matCur;
DrawSkeleton(&m_lower, &matCur, &matNext);
DrawModel(&m_lower, &matCur, &matCur);
}*/
ZL::AnimatedModel convertToAnimatedModel();
protected:
void LinkModel(stM3DModel* from, const char* tagnameTo, stM3DModel* modelTo)
{
int numTags = from->m_md3Header.numTags;
stTag* pTags = from->m_pTags;
for (int i = 0; i < numTags; i++)
{
if (strcmp(pTags[i].Name, tagnameTo) == 0)
{
from->m_pLinks[i] = modelTo;
}
}
}
void UpdateFrame(stM3DModel* pMod, float time)
{
if (pMod->m_FPS > 0)
{
/*
float deltaFPS = time - (1.0f/pMod->m_FPS);
if ( deltaFPS < 0.0f )
{
_asm
{
int 13
};
}
pMod->m_poll += time + (time - 1.0f/pMod->m_FPS);
*/
pMod->m_poll += time;
}
else
{
pMod->m_poll += time;
}
if (pMod->m_poll > 1.0f)
{
pMod->m_poll = 0.0f;
pMod->m_currentframe = pMod->m_nextFrame;
pMod->m_nextFrame++;
if (pMod->m_nextFrame > pMod->m_endFrame)
{
pMod->m_nextFrame = pMod->m_startFrame;
}
}
}
/*
void DrawSkeleton(stM3DModel* pMod, D3DXMATRIX* matCur, D3DXMATRIX* matNext)
{
DrawModel(pMod, matCur, matNext);
stM3DModel** pLinks = pMod->m_pLinks;
stMD3Header* pModHeader = &pMod->m_md3Header;
stTag* pTags = pMod->m_pTags;
int currentFrame = pMod->m_currentframe;
int nextFrame = pMod->m_nextFrame;
//int startFrame = pMod->m_startFrame;
for (int i = 0; i < pModHeader->numTags; i++)
{
if (pLinks[i] == NULL)
{
continue;
}
stM3DModel* childMod = pLinks[i];
//stMD3Header* pHeader = &childMod->m_md3Header;
//stTag* pTags = childMod->m_pTags;
float (*Rotation)[3];
Rotation = pTags[currentFrame * pModHeader->numTags + i].Rotation; //3x3 mat
float* Position = pTags[currentFrame * pModHeader->numTags + i].Position; //vector3
char* tagName = pTags[currentFrame * pModHeader->numTags + i].Name;
D3DXMATRIX m;
m(0, 0) = Rotation[0][0];
m(0, 1) = Rotation[0][1];
m(0, 2) = Rotation[0][2];
m(0, 3) = 0;
m(1, 0) = Rotation[1][0];
m(1, 1) = Rotation[1][1];
m(1, 2) = Rotation[1][2];
m(1, 3) = 0;
m(2, 0) = Rotation[2][0];
m(2, 1) = Rotation[2][1];
m(2, 2) = Rotation[2][2];
m(2, 3) = 0;
m(3, 0) = Position[0];
m(3, 1) = Position[1];
m(3, 2) = Position[2];
m(3, 3) = 1;
float (*RotationNext)[3] = pTags[nextFrame * pModHeader->numTags + i].Rotation; //3x3 mat
float* PositionNext = pTags[nextFrame * pModHeader->numTags + i].Position; //vector3
char* tagNameNext = pTags[nextFrame * pModHeader->numTags + i].Name;
D3DXMATRIX mNext;
mNext(0, 0) = RotationNext[0][0];
mNext(0, 1) = RotationNext[0][1];
mNext(0, 2) = RotationNext[0][2];
mNext(0, 3) = 0;
mNext(1, 0) = RotationNext[1][0];
mNext(1, 1) = RotationNext[1][1];
mNext(1, 2) = RotationNext[1][2];
mNext(1, 3) = 0;
mNext(2, 0) = RotationNext[2][0];
mNext(2, 1) = RotationNext[2][1];
mNext(2, 2) = RotationNext[2][2];
mNext(2, 3) = 0;
mNext(3, 0) = PositionNext[0];
mNext(3, 1) = PositionNext[1];
mNext(3, 2) = PositionNext[2];
mNext(3, 3) = 1;
//D3DXMATRIX world;
//g_pD3DDevice->GetTransform(D3DTS_WORLD, &world);
//D3DXMATRIX wrld = m * world;
//g_pD3DDevice->SetTransform(D3DTS_WORLD, &wrld);
m = m * (*matCur);
mNext = mNext * (*matNext);
DrawSkeleton(childMod, &m, &mNext);
//g_pD3DDevice->SetTransform(D3DTS_WORLD, &world);
}
}
void DrawModel(stM3DModel* pMod, D3DXMATRIX* matCur, D3DXMATRIX* matNext)
{
DrawModelInt(pMod, pMod->m_currentframe, pMod->m_nextFrame, matCur, matNext, pMod->m_poll);
}
IDirect3DVertexBuffer8* pVertexBuffer;*/
float aNorms[256][256][3];
void InitNormals()
{
for (int i = 0; i < 255; i++)
{
for (int j = 0; j < 255; j++)
{
float alpha = 2.0f * i * M_PI / 255;
float beta = 2.0f * j * M_PI / 255;
aNorms[i][j][0] = cosf(beta) * sinf(alpha);
aNorms[i][j][1] = sinf(beta) * sinf(alpha);
aNorms[i][j][2] = cosf(alpha);
}
}
}
/*
void DrawModelInt(stM3DModel* pMod, const int currentFrame, const int nexFrame, D3DXMATRIX* matCur, D3DXMATRIX* matNext, float pol)
{
stMD3Header* pHeader = &pMod->m_md3Header;
stMesh* pMeshes = pMod->m_pMeshes;
struct TVERTEX
{
float x, y, z;
float nx, ny, nz;
float u, v;
enum { FVF_TVERTEX = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1 };
};
#if(0) // no lighting
g_pD3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
g_pD3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
#else
g_pD3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
g_pD3DDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
g_pD3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
#endif
g_pD3DDevice->SetTexture(0, NULL);
for (int k = 0; k < pHeader->numMeshes; k++)
{
stMesh* currentMesh = &pMeshes[k];
//char* meshName = currentMesh->MeshHeader.Name;
if (currentMesh->texID >= 0)
{
g_pD3DDevice->SetTexture(0, pTextures[currentMesh->texID]);
}
int currentOffsetVertex = currentFrame * currentMesh->MeshHeader.numVertexes;
//interpolation
int nextCurrentOffsetVertex = nexFrame * currentMesh->MeshHeader.numVertexes;
int TriangleNum = currentMesh->MeshHeader.numTriangles;
//TVERTEX * pVertices = new TVERTEX[TriangleNum * 3];
pVertexBuffer = NULL;
g_pD3DDevice->CreateVertexBuffer(TriangleNum * 3 * sizeof(TVERTEX), D3DUSAGE_WRITEONLY, TVERTEX::FVF_TVERTEX, D3DPOOL_DEFAULT, &pVertexBuffer);
TVERTEX* pVertices;
pVertexBuffer->Lock(0, TriangleNum * 3 * sizeof(TVERTEX), (BYTE**)&pVertices, 0);
int indx = 0;
for (int i = 0; i < TriangleNum; i++)
{
//D3DXVECTOR3 tri[3];
for (int j = 0; j < 3; j++)
{
int currentVertex = currentMesh->pTriangle[i].Vertex[j];
D3DXVECTOR3 vA;
vA.x = (currentMesh->pVertex[currentOffsetVertex + currentVertex].Vertex[0] / 64.0f);
vA.y = (currentMesh->pVertex[currentOffsetVertex + currentVertex].Vertex[1] / 64.0f);
vA.z = (currentMesh->pVertex[currentOffsetVertex + currentVertex].Vertex[2] / 64.0f);
D3DXVECTOR3 nextVA;
nextVA.x = (currentMesh->pVertex[nextCurrentOffsetVertex + currentVertex].Vertex[0] / 64.0f);
nextVA.y = (currentMesh->pVertex[nextCurrentOffsetVertex + currentVertex].Vertex[1] / 64.0f);
nextVA.z = (currentMesh->pVertex[nextCurrentOffsetVertex + currentVertex].Vertex[2] / 64.0f);
D3DXVec3TransformCoord(&vA, &vA, matCur);
D3DXVec3TransformCoord(&nextVA, &nextVA, matNext);
int normU, normV;
normU = currentMesh->pVertex[currentOffsetVertex + currentVertex].Normal[0];
normV = currentMesh->pVertex[currentOffsetVertex + currentVertex].Normal[1];
D3DXVECTOR3 norm;
norm[0] = aNorms[normU][normV][0];
norm[1] = aNorms[normU][normV][1];
norm[2] = aNorms[normU][normV][2];
normU = currentMesh->pVertex[nextCurrentOffsetVertex + currentVertex].Normal[0];
normV = currentMesh->pVertex[nextCurrentOffsetVertex + currentVertex].Normal[1];
D3DXVECTOR3 normNext;
normNext[0] = aNorms[normU][normV][0];
normNext[1] = aNorms[normU][normV][1];
normNext[2] = aNorms[normU][normV][2];
float u = currentMesh->pTexCoord[currentVertex].Coord[0];
float v = currentMesh->pTexCoord[currentVertex].Coord[1];
// Interplated value
float nx = norm[0] + pol * (normNext[0] - norm[0]);
float ny = norm[1] + pol * (normNext[1] - norm[1]);
float nz = norm[2] + pol * (normNext[2] - norm[2]);
float pA0 = vA[0] + pol * (nextVA[0] - vA[0]);
float pA1 = vA[1] + pol * (nextVA[1] - vA[1]);
float pA2 = vA[2] + pol * (nextVA[2] - vA[2]);
//tri[j].x = pA0;
//tri[j].y = pA1;
//tri[j].z = pA2;
pVertices[indx].x = pA0;
pVertices[indx].y = pA1;
pVertices[indx].z = pA2;
pVertices[indx].nx = nx;
pVertices[indx].ny = ny;
pVertices[indx].nz = nz;
pVertices[indx].u = u;
pVertices[indx].v = v;
indx++;
}
//DbgTriangle(g_pD3DDevice, tri[0], tri[1], tri[2], 0xff00ffff );
}
pVertexBuffer->Unlock();
g_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);
g_pD3DDevice->SetVertexShader(TVERTEX::FVF_TVERTEX);
g_pD3DDevice->SetStreamSource(0, pVertexBuffer, sizeof(TVERTEX));
g_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, TriangleNum);
pVertexBuffer->Release();
pVertexBuffer = NULL;
}
}*/
bool SetAnim(int ani)
{
if (ani >= 0 && ani <= 5)
{
m_lower.m_FPS = m_Anim[ani].FPS;
m_upper.m_FPS = m_Anim[ani].FPS;
m_lower.m_startFrame = m_Anim[ani].FirstFrame;
m_upper.m_startFrame = m_Anim[ani].FirstFrame;
//m_upper.m_currentframe = m_upper.m_startFrame;
//m_lower.m_currentframe = m_lower.m_startFrame;
m_lower.m_endFrame = m_Anim[ani].FirstFrame + m_Anim[ani].numFrames;
m_upper.m_endFrame = m_Anim[ani].FirstFrame + m_Anim[ani].numFrames;
m_lower.m_anim = ani;
m_upper.m_anim = ani;
}
else if (ani >= 6 && ani <= 12)
{
m_upper.m_FPS = m_Anim[ani].FPS;
m_upper.m_nextFrame = m_Anim[ani].FirstFrame;
m_upper.m_startFrame = m_Anim[ani].FirstFrame;
m_upper.m_endFrame = m_Anim[ani].FirstFrame + m_Anim[ani].numFrames;
//m_upper.m_currentframe = m_upper.m_startFrame;
m_upper.m_anim = ani;
}
else if (ani >= 13 && ani <= 24)
{
m_lower.m_FPS = m_Anim[ani].FPS;
m_lower.m_nextFrame = m_Anim[ani].FirstFrame;
m_lower.m_startFrame = m_Anim[ani].FirstFrame;
m_lower.m_endFrame = m_Anim[ani].FirstFrame + m_Anim[ani].numFrames;
//m_lower.m_currentframe = m_lower.m_startFrame;
m_lower.m_anim = ani;
}
else
{
throw std::runtime_error("lol");
/*_asm
{
int 13;
}*/
}
return true;
}
bool LoadSkin(stM3DModel* pMod, const char* filename)
{
char buf[256];
char MeshName[256] = { 0 };
char ImageName[256] = { 0 };
FILE* fp = fopen(filename, "r");
if (fp == NULL)
{
abc("unable to open file");
return false;
}
//char firstWord[256];
char* val = NULL;
int i = 0;
do
{
memset(MeshName, 0, sizeof(MeshName));
val = fgets(buf, 256, fp);
if (val == NULL)
{
break;
}
//sscanf(buf, "%s", firstWord);
if (buf[strlen(buf) - 1] == '\n')
{
buf[strlen(buf) - 1] = NULL;
}
if (buf[strlen(buf) - 1] == ',')
{
strcpy(MeshName, buf);
MeshName[strlen(MeshName) - 1] = NULL;
}
if (strncmp(buf, "tag_", 4) == 0) // tags dont have skins
{
continue;
}
char* pMeshNameEnd = strchr(buf, ',');
int meshNameLen = (int)(pMeshNameEnd - buf);
strncpy(MeshName, buf, meshNameLen);
//char* pImageName = strstr(MeshName, ","); // get the full image and path name
//strcpy(ImageName, pImageName); // get name from last / (i.e only filename)
char* pName = strrchr(buf, '/');
strcpy(ImageName, pName + 1);
for (int i = 0; i < pMod->m_md3Header.numMeshes; i++)
{
stMesh* pMesh = &pMod->m_pMeshes[i];
if (strcmp(pMesh->MeshHeader.Name, MeshName) == 0)
{
char TextureName[256];
strcpy(TextureName, SZ_MD3_TEXTURE_PATH);
strcat(TextureName, ImageName);
//D3DXCreateTextureFromFile(g_pD3DDevice, TextureName, &pTextures[g_NumLoadedTextures]);
pMesh->texID = g_NumLoadedTextures;
g_NumLoadedTextures++;
}
}
// lose the starting /
} while (val);
return true;
}
bool LoadAnim(const char* filename)
{
char buf[256];
FILE* fp = fopen(filename, "r");
if (fp == NULL)
{
abc("unable to open file");
return false;
}
char firstWord[256];
char* val = NULL;
int i = 0;
do
{
strcpy(firstWord, "//");
val = fgets(buf, 256, fp);
if (val == NULL)
{
break;
}
sscanf(buf, "%s", firstWord);
if (strcmp("sex", firstWord) == NULL)
{
}
else if (strcmp("headoffset", firstWord) == NULL)
{
}
else if (strcmp("footsteps", firstWord) == NULL)
{
}
else if (strcmp("", firstWord) == NULL)
{
}
else if (strcmp("//", firstWord) == NULL)
{
}
else
{
char words[4][256];
sscanf(buf, "%s %s %s %s", &words[0], &words[1], &words[2], &words[3]);
// Extract the values of FirstFrame, numFrames, LoopingFrames, FPS from the String
int FirstFrame = atoi(words[0]);
int numFrames = atoi(words[1]);
int loopingFrames = atoi(words[2]);
int FPS = atoi(words[3]);
m_Anim[i].FirstFrame = FirstFrame;
m_Anim[i].numFrames = numFrames;
m_Anim[i].LoopingFrames = loopingFrames;
m_Anim[i].FPS = FPS;
i++;
}
} while (val);
int skip = m_Anim[LEGS_WALKCR].FirstFrame - m_Anim[TORSO_GESTURE].FirstFrame;
for (int i = LEGS_WALKCR; i < MAX_ANIMATIONS; i++)
{
m_Anim[i].FirstFrame = m_Anim[i].FirstFrame - skip;
}
for (int i = 0; i < MAX_ANIMATIONS; i++)
{
if (m_Anim[i].numFrames > 0)
{
m_Anim[i].numFrames = m_Anim[i].numFrames - 1;
}
}
fclose(fp);
return true;
}
//-----------------------------------------------------------------------
//
// Loads model from a .md3 file
//
//-----------------------------------------------------------------------
bool LoadModel(stM3DModel* pMod, const char* filename)
{
char buf[256];
FILE* fp = fopen(filename, "rb");
if (fp == NULL)
{
abc("unable to open file");
return false;
}
// Lets get the size of this md3 file
int md3filesize = filesize(fp);
fseek(fp, 0L, SEEK_SET);
if (strlen(filename) > 255)
{
sprintf(buf, "filename is longer than %d", MAX_FILENAME_LENGTH);
abc(buf);
return false;
}
// copy name
strcpy(pMod->m_md3FileName, filename);
sprintf(buf, "MD3 FileName: %s", pMod->m_md3FileName);
abc(buf);
sprintf(buf, "FileSize: %d", md3filesize);
abc(buf);
abc("\n~~MD3 Header~~\n");
stMD3Header* pHeader = &pMod->m_md3Header;
// read header
fread(pHeader, 1, sizeof(stMD3Header), fp);
/*
// log debug information to file
sprintf(buf, "ID %c%c%c%c", pHeader->ID[0], pHeader->ID[1], pHeader->ID[2], pHeader->ID[3]);
abc(buf);
sprintf(buf, "Version: %d", pHeader->Version);
abc(buf);
sprintf(buf, "FileName: %s", pHeader->Filename);
abc(buf);
sprintf(buf, "numBoneFrames: %d", pHeader->numBoneFrames);
abc(buf);
sprintf(buf, "numTags: %d", pHeader->numTags);
abc(buf);
sprintf(buf, "numMeshes: %d", pHeader->numMeshes);
abc(buf);
sprintf(buf, "numMaxSkins: %d", pHeader->numMaxSkins);
abc(buf);
sprintf(buf, "ofsFrames: %d", pHeader->ofsFrames);
abc(buf);
sprintf(buf, "ofsTagStart: %d", pHeader->ofsTagStart);
abc(buf);
sprintf(buf, "ofMeshSurfaces: %d", pHeader->ofMeshSurfaces);
abc(buf);
sprintf(buf, "ofEndOfFile (Filesize): %d", pHeader->ofEndOfFile);
abc(buf);
*/
if (strcmp("IDP3", pHeader->ID) == NULL)
{
sprintf(buf, "Incorrect File Format 'Incorrect ID' ie. ('IDP3')");
abc(buf);
}
// Allocate memory for all or bones/tags/etc
pMod->m_pBoneFrame = new stBoneFrame[pHeader->numBoneFrames];
pMod->m_pTags = new stTag[pHeader->numBoneFrames * pHeader->numTags];
pMod->m_pMeshes = new stMesh[pHeader->numMeshes];
stBoneFrame* pBoneFrame = pMod->m_pBoneFrame;
stTag* pTags = pMod->m_pTags;
stMesh* pMeshes = pMod->m_pMeshes;
// Lets seek to the start of the bone frames & read boneframe
fseek(fp, pHeader->ofsFrames, SEEK_SET);
fread(pBoneFrame, 1, pHeader->numBoneFrames * sizeof(stBoneFrame), fp);
/*
sprintf(buf, "\n~~~~BoneFrames: %d~~~~~~", pHeader->numBoneFrames);
abc(buf);
for (int i=0; i<pHeader->numBoneFrames; i++)
{
abc("#");
sprintf(buf, "mins[%.1f,%.1f,%.1f]", m_pBoneFrame[i].mins[0], m_pBoneFrame[i].mins[1], m_pBoneFrame[i].mins[2]);
abc(buf);
sprintf(buf, "maxs[%.1f,%.1f,%.1f]", m_pBoneFrame[i].maxs[0], m_pBoneFrame[i].maxs[1], m_pBoneFrame[i].maxs[2]);
abc(buf);
sprintf(buf, "Position[%.1f,%.1f,%.1f]", m_pBoneFrame[i].Position[0], m_pBoneFrame[i].Position[1], m_pBoneFrame[i].Position[2]);
abc(buf);
sprintf(buf, "Scale[%.1f]", m_pBoneFrame[i].Scale);
abc(buf);
sprintf(buf, "Creator[%s]", m_pBoneFrame[i].Creator);
abc(buf);
}
*/
// Seek to start of tags and read them all in
fseek(fp, pHeader->ofsTagStart, SEEK_SET);
fread(pTags, 1, pHeader->numBoneFrames * pHeader->numTags * sizeof(stTag), fp);
/*
sprintf(buf, "\n~~~~Tags: %d~~~~~~", pHeader->numTags);
abc(buf);
for (int i=0; i<m_md3Header.numTags; i++)
{
abc("#");
sprintf(buf, "Name[%s]", m_pTags[i].Name);
abc(buf);
sprintf(buf, "Position[%.1f,%.1f,%.1f]", m_pTags[i].Position[0], m_pTags[i].Position[1], m_pTags[i].Position[2]);
abc(buf);
sprintf(buf, "Rotation[%.1f,%.1f,%.1f][...][...]", m_pTags[i].Rotation[0][0], m_pTags[i].Rotation[0][1], m_pTags[i].Rotation[0][2]);
abc(buf);
}
*/
int meshOFS = pHeader->ofMeshSurfaces;
for (int j = 0; j < pHeader->numMeshes; j++)
{
stMesh* pMesh = &pMeshes[j];
stMeshHeader* pMeshHeader = &(pMesh->MeshHeader);
fseek(fp, meshOFS, SEEK_SET);
// Seek to the start of the mesh data and read it all in
fread(pMeshHeader, 1, sizeof(stMeshHeader), fp);
// Read in all the sub parts of the mesh data
{
fseek(fp, meshOFS + pMeshHeader->ofsTriangles, SEEK_SET);
pMesh->pTriangle = new stTriangle[pMeshHeader->numTriangles];
fread(pMesh->pTriangle, 1, pMeshHeader->numTriangles * sizeof(stTriangle), fp);
fseek(fp, meshOFS + pMeshHeader->ofsSkins, SEEK_SET);
pMesh->pSkins = new stSkin[pMeshHeader->numSkins];
fread(pMesh->pSkins, 1, pMeshHeader->numSkins * sizeof(stSkin), fp);
fseek(fp, meshOFS + pMeshHeader->ofsTexVector, SEEK_SET);
pMesh->pTexCoord = new stTexCoord[pMeshHeader->numVertexes];
fread(pMesh->pTexCoord, 1, pMeshHeader->numVertexes * sizeof(stTexCoord), fp);
fseek(fp, meshOFS + pMeshHeader->ofsVertex, SEEK_SET);
pMesh->pVertex = new stVertex[pMeshHeader->numVertexes * pMeshHeader->numMeshFrames];
fread(pMesh->pVertex, 1, pMeshHeader->numMeshFrames * pMeshHeader->numVertexes * sizeof(stVertex), fp);
pMesh->texID = -1;
}
meshOFS += pMeshHeader->ofsEndMeshSize;
}//End for meshes
/*
sprintf(buf, "\n~~~~Mesh Surfaces: %d~~~~~~", m_md3Header.numMeshes);
abc(buf);
for (int j=0; j<m_md3Header.numMeshes; j++)
{
abc("#");
stMesh * pMesh = &m_pMeshes[j];
stMeshHeader * pMeshHeader = &(pMesh->MeshHeader);
sprintf(buf, "ID [%c%c%c%c]", pMeshHeader->ID[0], pMeshHeader->ID[1], pMeshHeader->ID[2], pMeshHeader->ID[3]);
abc(buf);
sprintf(buf, "Name [%s]", pMeshHeader->Name);
abc(buf);
sprintf(buf, "flags [0x%.2X]", pMeshHeader->flags);
abc(buf);
sprintf(buf, "numMeshFrames [%d]", pMeshHeader->numMeshFrames);
abc(buf);
sprintf(buf, "numSkins [%d]", pMeshHeader->numSkins);
abc(buf);
sprintf(buf, "numVertexes [%d]", pMeshHeader->numVertexes);
abc(buf);
sprintf(buf, "numVertexes [%d]", pMeshHeader->numVertexes);
abc(buf);
sprintf(buf, "ofsTriangles [%d]", pMeshHeader->ofsTriangles);
abc(buf);
sprintf(buf, "ofsSkins [%d]", pMeshHeader->ofsSkins);
abc(buf);
sprintf(buf, "ofsTexVector [%d]", pMeshHeader->ofsTexVector);
abc(buf);
sprintf(buf, "ofsVertex [%d]", pMeshHeader->ofsVertex);
abc(buf);
sprintf(buf, "ofsEndMeshSize [%d]", pMeshHeader->ofsEndMeshSize);
abc(buf);
// Mesh Triangles
for (int i=0; i<pMeshHeader->numTriangles; i++)
{
stTriangle * pTri = &(pMesh->pTriangle[i]);
sprintf(buf, "Triangle [%d,%d,%d]", pTri->Vertex[0], pTri->Vertex[1], pTri->Vertex[2]);
abc(buf);
}
// Mesh Skins
for (int i=0; i<pMeshHeader->numSkins; i++)
{
stSkin * pSkin = &(pMesh->pSkins[i]);
sprintf(buf, "Skin:Name [%s]", pSkin->Name);
abc(buf);
sprintf(buf, "Skin:Index [%d]", pSkin->index);
abc(buf);
}
for (int i=0; i<pMeshHeader->numVertexes; i++)
{
stTexCoord * pTex = &(pMesh->pTexCoord[i]);
sprintf(buf, "TexCoord:Index [%.1f,%.1f]", pTex->Coord[0], pTex->Coord[1]);
abc(buf);
}
for (int i=0; i<pMeshHeader->numVertexes; i++)
{
stVertex* pVert = &(pMesh->pVertex[i]);
sprintf(buf, "Vertice:Vertex [%d,%d,%d]", pVert->Vertex[0], pVert->Vertex[1], pVert->Vertex[2]);
abc(buf);
}
}
*/
fclose(fp);
/*
for (int j=0; j<m_md3Header.numMeshes; j++)
{
stMesh * pMesh = &m_pMeshes[j];
delete[] pMesh->pSkins;
delete[] pMesh->pTexCoord;
delete[] pMesh->pTriangle;
delete[] pMesh->pVertex;
pMesh->pSkins = NULL;
pMesh->pTexCoord = NULL;
pMesh->pTriangle = NULL;
pMesh->pVertex = NULL;
}
delete[] m_pBoneFrame;
delete[] m_pTags;
delete[] m_pMeshes;
m_pBoneFrame = NULL;
m_pTags = NULL;
m_pMeshes = NULL;
*/
return true;
}// End LoadModel(..)
bool ReleaseModel(stM3DModel* pMod)
{
stMD3Header* pHeader = &pMod->m_md3Header;
stMesh* pMeshes = pMod->m_pMeshes;
for (int j = 0; j < pHeader->numMeshes; j++)
{
stMesh* pMesh = &pMeshes[j];
delete[] pMesh->pSkins;
delete[] pMesh->pTexCoord;
delete[] pMesh->pTriangle;
delete[] pMesh->pVertex;
pMesh->pSkins = NULL;
pMesh->pTexCoord = NULL;
pMesh->pTriangle = NULL;
pMesh->pVertex = NULL;
}
stBoneFrame* pBoneFrame = pMod->m_pBoneFrame;
stTag* pTags = pMod->m_pTags;
stMesh* pMshes = pMod->m_pMeshes;
delete[] pBoneFrame;
delete[] pTags;
delete[] pMshes;
pBoneFrame = NULL;
pTags = NULL;
pMshes = NULL;
return true;
}
};
ZL::AnimatedModel CMD3::convertToAnimatedModel()
{
ZL::AnimatedModel result;
result.parts.resize(3);
std::array<stM3DModel*, 3> parts = { &this->m_head, &this->m_upper, &this->m_lower };
std::array<std::vector<std::string>, 3> textureNames = {
//std::vector<std::string>{"model/sarge/cigar.png", "model/sarge/band.png"},
std::vector<std::string>{"model/sarge/band.png"},
std::vector<std::string>{"model/sarge/band.png"},
std::vector<std::string>{"model/sarge/band.png"}
};
for (int m = 0; m < 3; m++)
{
int numMeshes = parts[m]->m_md3Header.numMeshes;
result.parts[m].meshes.resize(numMeshes);
for (int i = 0; i < textureNames[m].size(); i++)
{
std::string texName = textureNames[m][i];
//result.parts[m].textures.push_back(std::make_shared<ZL::Texture>(ZL::CreateTextureDataFromPng(texName)));
result.parts[m].textures.push_back(std::make_shared<ZL::Texture>(ZL::CreateTextureDataFromBmp24("chair_01_Base_Color.bmp")));
}
for (int n = 0; n < numMeshes; n++)
{
auto& pMesh = parts[m]->m_pMeshes[n];
auto& pMeshHeader = parts[m]->m_pMeshes[n].MeshHeader;
for (int i = 0; i < pMeshHeader.numTriangles; i++)
{
stTriangle* pTri = &(pMesh.pTriangle[i]);
stVertex* pVert0 = &(pMesh.pVertex[pTri->Vertex[0]]);
stVertex* pVert1 = &(pMesh.pVertex[pTri->Vertex[1]]);
stVertex* pVert2 = &(pMesh.pVertex[pTri->Vertex[2]]);
ZL::Vector3f v0;
v0.v[0] = pVert0->Vertex[0];
v0.v[1] = pVert0->Vertex[1];
v0.v[2] = pVert0->Vertex[2];
result.parts[m].meshes[n].PositionData.push_back(v0);
ZL::Vector3f v1;
v1.v[0] = pVert1->Vertex[0];
v1.v[1] = pVert1->Vertex[1];
v1.v[2] = pVert1->Vertex[2];
result.parts[m].meshes[n].PositionData.push_back(v1);
ZL::Vector3f v2;
v2.v[0] = pVert2->Vertex[0];
v2.v[1] = pVert2->Vertex[1];
v2.v[2] = pVert2->Vertex[2];
result.parts[m].meshes[n].PositionData.push_back(v2);
stTexCoord* pTex0 = &(pMesh.pTexCoord[pTri->Vertex[0]]);
stTexCoord* pTex1 = &(pMesh.pTexCoord[pTri->Vertex[1]]);
stTexCoord* pTex2 = &(pMesh.pTexCoord[pTri->Vertex[2]]);
ZL::Vector2f t0;
t0.v[0] = pTex0->Coord[0];
t0.v[1] = pTex0->Coord[1];
result.parts[m].meshes[n].TexCoordData.push_back(t0);
ZL::Vector2f t1;
t1.v[0] = pTex1->Coord[0];
t1.v[1] = pTex1->Coord[1];
result.parts[m].meshes[n].TexCoordData.push_back(t1);
ZL::Vector2f t2;
t2.v[0] = pTex2->Coord[0];
t2.v[1] = pTex2->Coord[1];
result.parts[m].meshes[n].TexCoordData.push_back(t2);
}
}
}
return result;
}
ZL::AnimatedModel testLoadModel()
{
CMD3 md3;
md3.Create();
ZL::AnimatedModel r = md3.convertToAnimatedModel();
r.RefreshRenderMeshes();
return r;
}