implemented md2 -> mesh conversion
added animation frame definition support (through the use of an external text file in the same directory as the md2 file)
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@ -201,6 +201,8 @@ bool Md2::Load(const std::string &file)
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//m_frameMap[m_frames[i].name] = i;
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}
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fclose(fp);
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// Cleanup and finishing touches.
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// Vertex coordinates, as of now, are waaay out of range (most likely, unless the model is tiny).
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// We could've scaled them down above while reading them in, but I noticed issues calculating normals
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@ -235,10 +237,162 @@ bool Md2::Load(const std::string &file)
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//}
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}
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// check for an animation definition file
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std::string animationFile = file;
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animationFile.erase(animationFile.find_last_of('.', std::string::npos));
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animationFile.append(".animations");
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fp = fopen(animationFile.c_str(), "r");
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if (fp != NULL)
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{
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char *buffer = new char[80];
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std::string line;
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std::string name;
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std::string temp;
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int start;
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int end;
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while (!feof(fp))
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{
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fgets(buffer, 80, fp);
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line = buffer;
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if (strlen(buffer) > 5) // minimum length for a viable frame definition
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{
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// get animation name
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int nameEnd = line.find_first_of(',');
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if (nameEnd == std::string::npos)
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continue;
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name = line.substr(0, nameEnd);
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// get start frame index
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int startEnd = line.find_first_of(',', nameEnd + 1);
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if (startEnd == std::string::npos)
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continue;
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temp = line.substr(nameEnd + 1, startEnd);
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start = atoi(temp.c_str());
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// get end frame index
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temp = line.substr(startEnd + 1, std::string::npos);
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end = atoi(temp.c_str());
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Md2Animation *animation = new Md2Animation();
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animation->name = name;
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animation->startFrame = start;
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animation->endFrame = end;
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m_animations.push_back(*animation);
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}
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}
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delete[] buffer;
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fclose(fp);
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}
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return true;
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}
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bool Md2::ConvertToMesh(const std::string &file)
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{
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return false;
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FILE *fp = fopen(file.c_str(), "wb");
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fputs("MESH", fp);
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unsigned char version = 1;
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fwrite(&version, 1, 1, fp);
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// keyframes chunk
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fputs("KFR", fp);
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long numFrames = m_numFrames;
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long sizeofFrames = (sizeof(float) * 3 * 2) * numFrames + sizeof(long);
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fwrite(&sizeofFrames, sizeof(long), 1, fp);
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fwrite(&numFrames, sizeof(long), 1, fp);
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for (long i = 0; i < numFrames; ++i)
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{
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// vertices
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for (int j = 0; j < m_numVertices; ++j)
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{
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const Vector3 *vertex = &m_frames[i].vertices[j];
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fwrite(&vertex->x, sizeof(float), 1, fp);
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fwrite(&vertex->y, sizeof(float), 1, fp);
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fwrite(&vertex->z, sizeof(float), 1, fp);
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}
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// normals
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for (int j = 0; j < m_numVertices; ++j)
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{
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const Vector3 *normal = &m_frames[i].normals[j];
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fwrite(&normal->x, sizeof(float), 1, fp);
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fwrite(&normal->y, sizeof(float), 1, fp);
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fwrite(&normal->z, sizeof(float), 1, fp);
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}
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}
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// textures chunk
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fputs("KTX", fp);
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long numTexCoords = m_numTexCoords;
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long sizeofTexCoords = (sizeof(float) * 2) * numTexCoords + sizeof(long);
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fwrite(&sizeofTexCoords, sizeof(long), 1, fp);
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fwrite(&numTexCoords, sizeof(long), 1, fp);
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for (long i = 0; i < numTexCoords; ++i)
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{
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const Vector2 *texCoord = &m_texCoords[i];
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fwrite(&texCoord->x, sizeof(float), 1, fp);
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fwrite(&texCoord->y, sizeof(float), 1, fp);
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}
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// triangles chunk
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fputs("KTR", fp);
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long numPolys = m_numPolys;
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long sizeofPolys = (sizeof(long) * 3 * 2) * numPolys + sizeof(long);
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fwrite(&sizeofPolys, sizeof(long), 1, fp);
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fwrite(&numPolys, sizeof(long), 1, fp);
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for (long i = 0; i < numPolys; ++i)
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{
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long data;
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// vertex indices
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data = m_polys[i].vertex[0];
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fwrite(&data, sizeof(long), 1, fp);
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data = m_polys[i].vertex[1];
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fwrite(&data, sizeof(long), 1, fp);
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data = m_polys[i].vertex[2];
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fwrite(&data, sizeof(long), 1, fp);
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// tex coord indices
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data = m_polys[i].texCoord[0];
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fwrite(&data, sizeof(long), 1, fp);
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data = m_polys[i].texCoord[1];
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fwrite(&data, sizeof(long), 1, fp);
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data = m_polys[i].texCoord[2];
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fwrite(&data, sizeof(long), 1, fp);
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}
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if (m_animations.size() > 0)
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{
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// figure out the size of all the animation name strings
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long sizeofNames = 0;
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for (int i = 0; i < m_animations.size(); ++i)
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sizeofNames += m_animations[i].name.length() + 1;
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// animations chunk
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fputs("ANI", fp);
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long numAnimations = m_animations.size();
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long sizeofAnimations = (sizeof(long) * 2) * numAnimations + sizeofNames + sizeof(long);
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fwrite(&sizeofAnimations, sizeof(long), 1, fp);
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fwrite(&numAnimations, sizeof(long), 1, fp);
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for (long i = 0; i < numAnimations; ++i)
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{
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long data;
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const Md2Animation *animation = &m_animations[i];
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//fputs(animation->name.c_str(), fp);
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fputs(animation->name.c_str(), fp);
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fwrite("\0", 1, 1, fp);
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data = animation->startFrame;
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fwrite(&data, sizeof(long), 1, fp);
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data = animation->endFrame;
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fwrite(&data, sizeof(long), 1, fp);
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}
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}
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fclose(fp);
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return true;
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}
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@ -5,6 +5,7 @@
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#include "../geometry/vector2.h"
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#include <string>
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#include <vector>
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#define MD2_SKIN_NAME_LENGTH 64
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#define MD2_FRAME_NAME_LENGTH 16
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@ -57,6 +58,13 @@ typedef struct Md2Frame
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}
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} Md2Frame;
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typedef struct
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{
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std::string name;
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unsigned int startFrame;
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unsigned int endFrame;
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} Md2Animation;
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class Md2
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{
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public:
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@ -86,6 +94,7 @@ private:
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Md2Polygon *m_polys;
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Vector2 *m_texCoords;
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std::string *m_skins;
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std::vector<Md2Animation> m_animations;
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};
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#endif
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