1793466442
deprecated features you should now use deprecated_osg::Geometry in place of osg::Geometry.
428 lines
13 KiB
C++
428 lines
13 KiB
C++
/*
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* ReaderWriterMD2.cpp
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*
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* MD2 Reading code
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*
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* Author(s): Vladimir Vukicevic <vladimir@pobox.com>
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*
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*/
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#include <osg/TexEnv>
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#include <osg/CullFace>
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#include <osg/Geode>
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#include <osg/Geometry>
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#include <osg/Material>
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#include <osg/Image>
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#include <osg/Texture2D>
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#include <osg/Switch>
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#include <osg/Sequence>
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#include <osg/Notify>
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#include <osgDB/Registry>
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#include <osgDB/ReadFile>
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#include <osgDB/FileNameUtils>
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#include <osgDB/FileUtils>
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#include <stdlib.h>
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#include <string.h>
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#include <fcntl.h>
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#if defined(WIN32) && !defined(__CYGWIN__)
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# include <io.h>
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#else
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# include <unistd.h>
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#endif
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#include <sys/stat.h>
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#include <assert.h>
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static osg::Node* load_md2 (const char *filename, const osgDB::ReaderWriter::Options* options);
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class ReaderWriterMD2 : public osgDB::ReaderWriter
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{
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public:
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ReaderWriterMD2 ()
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{
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supportsExtension("md2","Quak2 MD format");
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}
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virtual const char* className () const {
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return "Quake MD2 Reader";
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}
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virtual ReadResult readNode (const std::string& filename, const osgDB::ReaderWriter::Options* options) const;
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};
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REGISTER_OSGPLUGIN(md2, ReaderWriterMD2)
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osgDB::ReaderWriter::ReadResult
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ReaderWriterMD2::readNode (const std::string& file, const osgDB::ReaderWriter::Options* options) const
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{
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std::string ext = osgDB::getLowerCaseFileExtension(file);
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if (!acceptsExtension(ext)) return ReadResult::FILE_NOT_HANDLED;
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std::string fileName = osgDB::findDataFile( file, options );
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if (fileName.empty()) return ReadResult::FILE_NOT_FOUND;
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// code for setting up the database path so that internally referenced file are searched for on relative paths.
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osg::ref_ptr<Options> local_opt = options ? static_cast<Options*>(options->clone(osg::CopyOp::SHALLOW_COPY)) : new Options;
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local_opt->setDatabasePath(osgDB::getFilePath(fileName));
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return load_md2 (fileName.c_str(), options);
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}
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/////////////////// MD2 parsing code //////////////////////
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typedef struct {
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int magic;
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int version;
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int skinWidth;
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int skinHeight;
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int frameSize; // size of each frame in bytes
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int numSkins;
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int numVertices; // number of vertices in each frame
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int numTexcoords; // number of texcoords in each frame (usually same as numVertices)
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int numTriangles; // number of triangles in each frame
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int numGlCommands;
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int numFrames; // number of frames
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int offsetSkins;
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int offsetTexCoords;
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int offsetTriangles;
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int offsetFrames;
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int offsetGlCommands; // num dwords in gl commands list
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int offsetEnd;
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} MD2_HEADER;
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#define MD2_HEADER_MAGIC 0x32504449
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typedef struct {
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unsigned char vertex[3];
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unsigned char lightNormalIndex;
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} MD2_VERTEX;
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typedef struct {
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float scale[3];
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float translate[3];
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char name[16];
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MD2_VERTEX vertices[1];
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} MD2_FRAME;
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typedef struct {
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short vertexIndices[3];
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short textureIndices[3];
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} MD2_TRIANGLE;
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typedef struct {
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float s;
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float t;
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int vertexIndex;
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} MD2_GLCOMMANDVERTEX;
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typedef struct {
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short s;
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short t;
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} MD2_TEXTURECOORDINATE;
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typedef struct {
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char name[64];
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} MD2_SKIN;
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#define NUMVERTEXNORMALS 162
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float g_md2VertexNormals[NUMVERTEXNORMALS][3] = {
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#include "anorms.h"
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};
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osg::Vec3Array *g_md2NormalsArray = NULL;
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//
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// the result will be an osg::Switch
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// whose children will be osg::Sequences, one for each animation
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// the children of the osg::Sequence will be the osg::Geode that contains the
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// osg::Geometry of the relevant frame. The osg::Geode will have a osg::StateSet
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// containing the texture information.
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//
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// this is also quite non-portable to non-little-endian architectures
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static osg::Node*
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load_md2 (const char *filename, const osgDB::ReaderWriter::Options* options)
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{
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struct stat st;
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void *mapbase;
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int file_fd;
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osg::Node* result = NULL;
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if (stat (filename, &st) < 0) {
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return NULL;
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}
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file_fd = open (filename, O_RDONLY);
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if (file_fd <= 0) {
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close (file_fd);
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return NULL;
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}
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mapbase = malloc (st.st_size);
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if (!mapbase)
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{
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close (file_fd);
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return NULL;
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}
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if (read(file_fd, mapbase, st.st_size)==0)
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{
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close (file_fd);
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if (mapbase) free(mapbase);
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return NULL;
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}
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if (g_md2NormalsArray == NULL) {
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g_md2NormalsArray = new osg::Vec3Array;
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for (int i = 0; i < NUMVERTEXNORMALS; i++)
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g_md2NormalsArray->push_back (osg::Vec3 (g_md2VertexNormals[i][0], g_md2VertexNormals[i][1], g_md2VertexNormals[i][2]));
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}
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MD2_HEADER *md2_header = (MD2_HEADER *) mapbase;
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if (md2_header->magic != MD2_HEADER_MAGIC || md2_header->version != 8) {
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#if 0
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munmap (mapbase);
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#else
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free (mapbase);
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#endif
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close (file_fd);
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return NULL;
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}
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MD2_SKIN *md2_skins = (MD2_SKIN *) ((unsigned char *) mapbase + md2_header->offsetSkins);
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MD2_TEXTURECOORDINATE *md2_texcoords = (MD2_TEXTURECOORDINATE *) ((unsigned char *) mapbase + md2_header->offsetTexCoords);
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MD2_TRIANGLE *md2_triangles = (MD2_TRIANGLE *) ((unsigned char *) mapbase + md2_header->offsetTriangles);
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osg::Switch *base_switch = new osg::Switch ();
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osg::Sequence *current_sequence = NULL;
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// read in the frame info into a vector
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const char *last_frame_name = NULL;
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osg::Vec3Array *vertexCoords = NULL;
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osg::Vec2Array *texCoords = NULL;
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osg::UIntArray *vertexIndices = NULL;
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osg::UIntArray *texIndices = NULL;
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osg::Vec3Array *normalCoords = NULL;
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osg::UIntArray *normalIndices = NULL;
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// load the texture skins
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// there is code here to support multiple skins, but there's no need for it
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// since we really just want to support one; we have no way of returning more
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// than one to the user in any case.
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#if 0
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std::vector<osg::Texture2D*> skin_textures;
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for (int si = 0; si < md2_header->numSkins; si++)
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{
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osg::ref_ptr<osg::Image> img;
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osg::ref_ptr<osg::Texture2D> tex;
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std::string imgname (md2_skins[si].name);
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// first try loading the imgname straight
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img = osgDB::readRefImageFile (imgname, options);
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if (img.valid()) {
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tex = new osg::Texture2D;
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tex->setImage (img);
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skin_textures.push_back (tex);
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continue;
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}
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// we failed, so check if it's a PCX image
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if (imgname.size() > 4 &&
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osgDB::equalCaseInsensitive (imgname.substr (imgname.size() - 3, 3), "pcx"))
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{
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// it's a pcx, so try bmp and tga, since pcx sucks
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std::string basename = imgname.substr (0, imgname.size() - 3);
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img = osgDB::readRefImageFile (basename + "bmp", options);
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if (img.valid()) {
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tex = new osg::Texture2D;
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tex->setImage (img.get());
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skin_textures.push_back (tex);
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continue;
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}
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img = osgDB::readRefImageFile (basename + "tga", options);
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if (img.valid()) {
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tex = new osg::Texture2D;
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tex->setImage (img,get());
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skin_textures.push_back (tex);
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continue;
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}
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}
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// couldn't find the referenced texture skin for this model
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skin_textures.push_back (NULL);
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OSG_WARN << "MD2 Loader: Couldn't load skin " << imgname << " referenced by model " << filename << std::endl;
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}
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#else
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// load the single skin
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osg::ref_ptr<osg::Image> skin_image;
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osg::ref_ptr<osg::Texture2D> skin_texture = NULL;
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if (md2_header->numSkins > 0) {
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std::string imgname (md2_skins[0].name);
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do {
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// first try loading the imgname straight
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skin_image = osgDB::readRefImageFile(imgname, options);
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if (skin_image.valid()) break;
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// we failed, so check if it's a PCX image
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if (imgname.size() > 4 &&
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osgDB::equalCaseInsensitive (imgname.substr (imgname.size() - 3, 3), "pcx"))
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{
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// it's a pcx, so try bmp and tga, since pcx sucks
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std::string basename = imgname.substr (0, imgname.size() - 3);
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skin_image = osgDB::readRefImageFile (basename + "bmp", options);
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if (skin_image.valid()) break;
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skin_image = osgDB::readRefImageFile (basename + "tga", options);
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if (skin_image.valid()) break;
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}
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} while (0);
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if (skin_image.valid()) {
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skin_texture = new osg::Texture2D;
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skin_texture->setImage (skin_image.get());
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skin_texture->setFilter (osg::Texture2D::MAG_FILTER, osg::Texture2D::NEAREST);
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} else {
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// couldn't find the referenced texture skin for this model
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OSG_WARN << "MD2 Loader: Couldn't load skin " << imgname << " referenced by model " << filename << std::endl;
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}
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}
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#endif
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int sequence_frame = 0;
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for (int curFrame = 0; curFrame < md2_header->numFrames; curFrame++) {
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// std::cerr << "Num vertices " << md2_header->numVertices << std::endl;
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//long *command = (long *) ((unsigned char *) mapbase + md2_header->offsetGlCommands);
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MD2_FRAME *frame = (MD2_FRAME *) ((unsigned char *) mapbase + md2_header->offsetFrames + (md2_header->frameSize * curFrame));
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MD2_VERTEX *frame_vertices = frame->vertices;
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// std::cerr << "Reading frame " << curFrame << " (gl offset: " << md2_header->offsetGlCommands << ") name: " << frame->name << std::endl;
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int last_len = last_frame_name ? strcspn (last_frame_name, "0123456789") : 0;
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int cur_len = strcspn (frame->name, "0123456789");
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if (last_len != cur_len || strncmp (last_frame_name, frame->name, last_len) != 0) {
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if (current_sequence) {
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current_sequence->setInterval (osg::Sequence::LOOP, 0, -1);
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base_switch->addChild (current_sequence);
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}
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current_sequence = new osg::Sequence ();
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current_sequence->setMode (osg::Sequence::START);
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current_sequence->setDuration (1.0f, -1);
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sequence_frame = 0;
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current_sequence->setName (std::string (frame->name, cur_len));
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}
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vertexCoords = new osg::Vec3Array;
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normalCoords = new osg::Vec3Array;
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for (int vi = 0; vi < md2_header->numVertices; vi++) {
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vertexCoords->push_back
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(osg::Vec3
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(frame_vertices[vi].vertex[0] * frame->scale[0] + frame->translate[0],
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-1 * (frame_vertices[vi].vertex[2] * frame->scale[2] + frame->translate[2]),
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frame_vertices[vi].vertex[1] * frame->scale[1] + frame->translate[1]));
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osg::Vec3 z = (*g_md2NormalsArray) [frame_vertices[vi].lightNormalIndex];
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normalCoords->push_back (z);
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}
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if (curFrame == 0) {
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vertexIndices = new osg::UIntArray;
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normalIndices = new osg::UIntArray;
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texCoords = new osg::Vec2Array;
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texIndices = new osg::UIntArray;
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for (int vi = 0; vi < md2_header->numTexcoords; vi++) {
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texCoords->push_back
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(osg::Vec2 ((float) md2_texcoords[vi].s / md2_header->skinWidth,
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1.0f - (float) md2_texcoords[vi].t / md2_header->skinHeight));
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}
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for (int ti = 0; ti < md2_header->numTriangles; ti++) {
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vertexIndices->push_back (md2_triangles[ti].vertexIndices[0]);
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vertexIndices->push_back (md2_triangles[ti].vertexIndices[1]);
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vertexIndices->push_back (md2_triangles[ti].vertexIndices[2]);
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normalIndices->push_back (md2_triangles[ti].vertexIndices[0]);
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normalIndices->push_back (md2_triangles[ti].vertexIndices[1]);
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normalIndices->push_back (md2_triangles[ti].vertexIndices[2]);
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texIndices->push_back (md2_triangles[ti].textureIndices[0]);
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texIndices->push_back (md2_triangles[ti].textureIndices[1]);
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texIndices->push_back (md2_triangles[ti].textureIndices[2]);
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}
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}
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deprecated_osg::Geometry *geom = new deprecated_osg::Geometry;
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geom->setVertexArray (vertexCoords);
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geom->setVertexIndices (vertexIndices);
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geom->setTexCoordArray (0, texCoords);
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geom->setTexCoordIndices (0, texIndices);
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geom->setNormalArray (normalCoords);
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geom->setNormalIndices (normalIndices);
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geom->setNormalBinding (deprecated_osg::Geometry::BIND_PER_VERTEX);
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geom->addPrimitiveSet (new osg::DrawArrays (osg::PrimitiveSet::TRIANGLES, 0, vertexIndices->size ()));
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osg::Geode *geode = new osg::Geode;
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geode->addDrawable (geom);
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current_sequence->addChild (geode);
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current_sequence->setTime (sequence_frame, 0.2f);
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sequence_frame++;
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last_frame_name = frame->name;
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}
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if (current_sequence) {
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current_sequence->setInterval (osg::Sequence::LOOP, 0, -1);
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base_switch->addChild (current_sequence);
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}
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osg::StateSet *state = new osg::StateSet;
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if (skin_texture != NULL) {
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state->setTextureAttributeAndModes (0, skin_texture.get(), osg::StateAttribute::ON);
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}
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base_switch->setStateSet (state);
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//base_switch->setAllChildrenOff ();
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base_switch->setSingleChildOn(0);
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result = base_switch;
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#if 0
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munamp (mapbase);
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#else
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free (mapbase);
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#endif
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close (file_fd);
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return result;
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}
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