341 lines
9.8 KiB
C++
341 lines
9.8 KiB
C++
// Copyright (C) 2012 Jérôme Leclercq
|
|
// This file is part of the "Nazara Engine - Utility module"
|
|
// For conditions of distribution and use, see copyright notice in Config.hpp
|
|
|
|
#include <Nazara/Utility/Loaders/MD2.hpp>
|
|
#include <Nazara/Core/Endianness.hpp>
|
|
#include <Nazara/Core/Error.hpp>
|
|
#include <Nazara/Core/InputStream.hpp>
|
|
#include <Nazara/Math/Basic.hpp>
|
|
#include <Nazara/Math/Quaternion.hpp>
|
|
#include <Nazara/Utility/Animation.hpp>
|
|
#include <Nazara/Utility/KeyframeMesh.hpp>
|
|
#include <Nazara/Utility/Mesh.hpp>
|
|
#include <Nazara/Utility/Loaders/MD2/Constants.hpp>
|
|
#include <cstddef>
|
|
#include <cstring>
|
|
#include <memory>
|
|
#include <Nazara/Utility/Debug.hpp>
|
|
|
|
namespace
|
|
{
|
|
/// Loader de mesh
|
|
bool CheckMesh(NzInputStream& stream, const NzMeshParams& parameters)
|
|
{
|
|
NazaraUnused(parameters);
|
|
|
|
nzUInt32 magic[2];
|
|
if (stream.Read(&magic[0], 2*sizeof(nzUInt32)) != 2*sizeof(nzUInt32))
|
|
return false;
|
|
|
|
#ifdef NAZARA_BIG_ENDIAN
|
|
NzByteSwap(&magic[0], sizeof(nzUInt32));
|
|
NzByteSwap(&magic[1], sizeof(nzUInt32));
|
|
#endif
|
|
|
|
return magic[0] == md2Ident && magic[1] == 8;
|
|
}
|
|
|
|
bool LoadMesh(NzMesh* mesh, NzInputStream& stream, const NzMeshParams& parameters)
|
|
{
|
|
md2_header header;
|
|
if (stream.Read(&header, sizeof(md2_header)) != sizeof(md2_header))
|
|
{
|
|
NazaraError("Failed to read header");
|
|
return false;
|
|
}
|
|
|
|
#ifdef NAZARA_BIG_ENDIAN
|
|
NzByteSwap(&header.skinwidth, sizeof(nzUInt32));
|
|
NzByteSwap(&header.skinheight, sizeof(nzUInt32));
|
|
NzByteSwap(&header.framesize, sizeof(nzUInt32));
|
|
NzByteSwap(&header.num_skins, sizeof(nzUInt32));
|
|
NzByteSwap(&header.num_vertices, sizeof(nzUInt32));
|
|
NzByteSwap(&header.num_st, sizeof(nzUInt32));
|
|
NzByteSwap(&header.num_tris, sizeof(nzUInt32));
|
|
NzByteSwap(&header.num_glcmds, sizeof(nzUInt32));
|
|
NzByteSwap(&header.num_frames, sizeof(nzUInt32));
|
|
NzByteSwap(&header.offset_skins, sizeof(nzUInt32));
|
|
NzByteSwap(&header.offset_st, sizeof(nzUInt32));
|
|
NzByteSwap(&header.offset_tris, sizeof(nzUInt32));
|
|
NzByteSwap(&header.offset_frames, sizeof(nzUInt32));
|
|
NzByteSwap(&header.offset_glcmds, sizeof(nzUInt32));
|
|
NzByteSwap(&header.offset_end, sizeof(nzUInt32));
|
|
#endif
|
|
|
|
if (stream.GetSize() < header.offset_end)
|
|
{
|
|
NazaraError("Incomplete MD2 file");
|
|
return false;
|
|
}
|
|
|
|
/// Création du mesh
|
|
// Animé ou statique, c'est la question
|
|
///FIXME: Le loader ne traite pas correctement le cas d'un mesh statique
|
|
if (parameters.animated)
|
|
mesh->CreateKeyframe();
|
|
else
|
|
mesh->CreateStatic();
|
|
|
|
if (!mesh->IsValid()) // Ne devrait jamais échouer
|
|
{
|
|
NazaraInternalError("Failed to create mesh");
|
|
return false;
|
|
}
|
|
|
|
mesh->SetAnimation(stream.GetPath()); // Même fichier
|
|
|
|
/// Chargement des skins
|
|
if (header.num_skins > 0)
|
|
{
|
|
mesh->SetMaterialCount(header.num_skins);
|
|
stream.SetCursorPos(header.offset_skins);
|
|
{
|
|
NzString baseDir = stream.GetDirectory();
|
|
char skin[68];
|
|
for (unsigned int i = 0; i < header.num_skins; ++i)
|
|
{
|
|
stream.Read(skin, 68*sizeof(char));
|
|
mesh->SetMaterial(i, baseDir + skin);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Chargement des submesh
|
|
// Actuellement le loader ne charge qu'un submesh
|
|
// FIXME: Utiliser les commandes OpenGL ?
|
|
unsigned int vertexCount = header.num_tris * 3;
|
|
|
|
std::unique_ptr<NzVertexBuffer> vertexBuffer(new NzVertexBuffer(NzMesh::GetDeclaration(), vertexCount, parameters.storage, nzBufferUsage_Dynamic));
|
|
std::unique_ptr<NzKeyframeMesh> subMesh(new NzKeyframeMesh(mesh));
|
|
if (!subMesh->Create(vertexBuffer.get(), header.num_frames))
|
|
{
|
|
NazaraError("Failed to create SubMesh");
|
|
return false;
|
|
}
|
|
|
|
vertexBuffer->SetPersistent(false);
|
|
vertexBuffer.release();
|
|
|
|
/// Lecture des triangles
|
|
std::vector<md2_triangle> triangles(header.num_tris);
|
|
|
|
stream.SetCursorPos(header.offset_tris);
|
|
stream.Read(&triangles[0], header.num_tris*sizeof(md2_triangle));
|
|
|
|
#ifdef NAZARA_BIG_ENDIAN
|
|
for (unsigned int i = 0; i < header.num_tris; ++i)
|
|
{
|
|
NzByteSwap(&triangles[i].vertices[0], sizeof(nzUInt16));
|
|
NzByteSwap(&triangles[i].texCoords[0], sizeof(nzUInt16));
|
|
|
|
NzByteSwap(&triangles[i].vertices[1], sizeof(nzUInt16));
|
|
NzByteSwap(&triangles[i].texCoords[1], sizeof(nzUInt16));
|
|
|
|
NzByteSwap(&triangles[i].vertices[2], sizeof(nzUInt16));
|
|
NzByteSwap(&triangles[i].texCoords[2], sizeof(nzUInt16));
|
|
}
|
|
#endif
|
|
|
|
/// Lecture des coordonnées de texture
|
|
std::vector<md2_texCoord> texCoords(header.num_st);
|
|
|
|
// Lecture des coordonnées de texture
|
|
stream.SetCursorPos(header.offset_st);
|
|
stream.Read(&texCoords[0], header.num_st*sizeof(md2_texCoord));
|
|
|
|
#ifdef NAZARA_BIG_ENDIAN
|
|
for (unsigned int i = 0; i < header.num_st; ++i)
|
|
{
|
|
NzByteSwap(&texCoords[i].u, sizeof(nzInt16));
|
|
NzByteSwap(&texCoords[i].v, sizeof(nzInt16));
|
|
}
|
|
#endif
|
|
|
|
/// Chargement des frames
|
|
stream.SetCursorPos(header.offset_frames);
|
|
|
|
// Pour que le modèle soit correctement aligné, on génère un quaternion que nous appliquerons à chacune des vertices
|
|
NzQuaternionf rotationQuat = NzEulerAnglesf(-90.f, 90.f, 0.f);
|
|
|
|
std::unique_ptr<md2_vertex[]> vertices(new md2_vertex[header.num_vertices]);
|
|
for (unsigned int f = 0; f < header.num_frames; ++f)
|
|
{
|
|
NzVector3f scale, translate;
|
|
|
|
stream.Read(scale, sizeof(NzVector3f));
|
|
stream.Read(translate, sizeof(NzVector3f));
|
|
stream.Read(nullptr, 16*sizeof(char));
|
|
stream.Read(vertices.get(), header.num_vertices*sizeof(md2_vertex));
|
|
|
|
#ifdef NAZARA_BIG_ENDIAN
|
|
NzByteSwap(&scale.x, sizeof(float));
|
|
NzByteSwap(&scale.y, sizeof(float));
|
|
NzByteSwap(&scale.z, sizeof(float));
|
|
|
|
NzByteSwap(&translate.x, sizeof(float));
|
|
NzByteSwap(&translate.y, sizeof(float));
|
|
NzByteSwap(&translate.z, sizeof(float));
|
|
#endif
|
|
|
|
NzAxisAlignedBox aabb;
|
|
for (unsigned int t = 0; t < header.num_tris; ++t)
|
|
{
|
|
for (unsigned int v = 0; v < 3; ++v)
|
|
{
|
|
const md2_vertex& vert = vertices[triangles[t].vertices[v]];
|
|
NzVector3f position = rotationQuat * NzVector3f(vert.x * scale.x + translate.x, vert.y * scale.y + translate.y, vert.z * scale.z + translate.z);
|
|
|
|
// On fait en sorte d'étendre l'AABB pour qu'il contienne ce sommet
|
|
aabb.ExtendTo(position);
|
|
|
|
// Et on finit par copier les éléments dans le buffer
|
|
NzMeshVertex vertex;
|
|
vertex.normal = md2Normals[vert.n];
|
|
vertex.position = position;
|
|
|
|
unsigned int vertexIndex = vertexCount - (t*3 + v) - 1;
|
|
if (f == 0)
|
|
{
|
|
// On ne définit les coordonnées de texture que lors de la première frame
|
|
const md2_texCoord& texC = texCoords[triangles[t].texCoords[v]];
|
|
subMesh->SetTexCoords(vertexIndex, NzVector2f(texC.u / static_cast<float>(header.skinwidth), 1.f - texC.v / static_cast<float>(header.skinheight)));
|
|
}
|
|
|
|
subMesh->SetVertex(f, vertexIndex, vertex);
|
|
}
|
|
}
|
|
|
|
subMesh->SetAABB(f, aabb);
|
|
}
|
|
|
|
subMesh->Unlock();
|
|
|
|
subMesh->SetMaterialIndex(0);
|
|
mesh->AddSubMesh(subMesh.release());
|
|
|
|
return true;
|
|
}
|
|
|
|
/// Loader d'animations
|
|
bool CheckAnim(NzInputStream& stream, const NzAnimationParams& parameters)
|
|
{
|
|
NazaraUnused(parameters);
|
|
|
|
nzUInt32 magic[2];
|
|
if (stream.Read(&magic[0], 2*sizeof(nzUInt32)) != 2*sizeof(nzUInt32))
|
|
return false;
|
|
|
|
#ifdef NAZARA_BIG_ENDIAN
|
|
NzByteSwap(&magic[0], sizeof(nzUInt32));
|
|
NzByteSwap(&magic[1], sizeof(nzUInt32));
|
|
#endif
|
|
|
|
return magic[0] == md2Ident && magic[1] == 8;
|
|
}
|
|
|
|
bool LoadAnim(NzAnimation* animation, NzInputStream& stream, const NzAnimationParams& parameters)
|
|
{
|
|
md2_header header;
|
|
if (stream.Read(&header, sizeof(md2_header)) != sizeof(md2_header))
|
|
{
|
|
NazaraError("Failed to read header");
|
|
return false;
|
|
}
|
|
|
|
#ifdef NAZARA_BIG_ENDIAN
|
|
NzByteSwap(&header.framesize, sizeof(nzUInt32));
|
|
NzByteSwap(&header.num_frames, sizeof(nzUInt32));
|
|
NzByteSwap(&header.offset_frames, sizeof(nzUInt32));
|
|
NzByteSwap(&header.offset_end, sizeof(nzUInt32));
|
|
#endif
|
|
|
|
if (stream.GetSize() < header.offset_end)
|
|
{
|
|
NazaraError("Incomplete MD2 file");
|
|
return false;
|
|
}
|
|
|
|
unsigned int startFrame = std::min(parameters.startFrame, static_cast<unsigned int>(header.num_frames-1));
|
|
unsigned int endFrame = std::min(parameters.endFrame, static_cast<unsigned int>(header.num_frames-1));
|
|
|
|
unsigned int frameCount = endFrame - startFrame + 1;
|
|
if (!animation->CreateKeyframe(frameCount))
|
|
{
|
|
NazaraInternalError("Failed to create animaton");
|
|
return false;
|
|
}
|
|
|
|
// Décodage des séquences
|
|
///TODO: Optimiser le calcul
|
|
char last[16];
|
|
|
|
stream.SetCursorPos(header.offset_frames + startFrame*header.framesize + 2*sizeof(NzVector3f));
|
|
stream.Read(last, 16*sizeof(char));
|
|
|
|
int pos = std::strlen(last)-1;
|
|
for (unsigned int j = 0; j < 2; ++j)
|
|
{
|
|
if (!std::isdigit(last[pos]))
|
|
break;
|
|
|
|
pos--;
|
|
}
|
|
last[pos+1] = '\0';
|
|
|
|
NzSequence sequence;
|
|
sequence.firstFrame = startFrame;
|
|
sequence.frameCount = 0;
|
|
sequence.frameRate = 10; // Par défaut pour les animations MD2
|
|
sequence.name = last;
|
|
|
|
char name[16];
|
|
for (unsigned int i = startFrame; i <= endFrame; ++i)
|
|
{
|
|
stream.SetCursorPos(header.offset_frames + i*header.framesize + 2*sizeof(NzVector3f));
|
|
stream.Read(name, 16*sizeof(char));
|
|
|
|
pos = std::strlen(name)-1;
|
|
for (unsigned int j = 0; j < 2; ++j)
|
|
{
|
|
if (!std::isdigit(name[pos]))
|
|
break;
|
|
|
|
pos--;
|
|
}
|
|
name[pos+1] = '\0';
|
|
|
|
if (std::strcmp(name, last) != 0) // Si les deux frames n'ont pas le même nom
|
|
{
|
|
std::strcpy(last, name);
|
|
|
|
// Alors on enregistre la séquence actuelle
|
|
animation->AddSequence(sequence);
|
|
|
|
// Et on initialise la séquence suivante
|
|
sequence.firstFrame = i;
|
|
sequence.frameCount = 0;
|
|
sequence.name = last;
|
|
}
|
|
|
|
sequence.frameCount++;
|
|
}
|
|
// On ajoute la dernière frame (Qui n'a pas été traitée par la boucle)
|
|
animation->AddSequence(sequence);
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
void NzLoaders_MD2_Register()
|
|
{
|
|
NzAnimationLoader::RegisterLoader("md2", CheckAnim, LoadAnim);
|
|
NzMeshLoader::RegisterLoader("md2", CheckMesh, LoadMesh);
|
|
}
|
|
|
|
void NzLoaders_MD2_Unregister()
|
|
{
|
|
NzAnimationLoader::UnregisterLoader("md2", CheckAnim, LoadAnim);
|
|
NzMeshLoader::UnregisterLoader("md2", CheckMesh, LoadMesh);
|
|
}
|