struct md3;
md3 *loadingmd3 = NULL;
string md3dir;
struct md3tag
{
char name[64];
vec pos;
float rotation[3][3];
};
struct md3vertex
{
short vertex[3];
short normal;
};
struct md3triangle
{
int vertexindices[3];
};
struct md3header
{
char id[4];
int version;
char name[64];
int flags;
int numframes, numtags, nummeshes, numskins;
int ofs_frames, ofs_tags, ofs_meshes, ofs_eof; // offsets
};
struct md3meshheader
{
char id[4];
char name[64];
int flags;
int numframes, numshaders, numvertices, numtriangles;
int ofs_triangles, ofs_shaders, ofs_uv, ofs_vertices, meshsize; // offsets
};
struct md3 : vertmodel
{
md3(const char *name) : vertmodel(name) {}
int type() { return MDL_MD3; }
struct md3part : part
{
bool load(char *path)
{
if(filename) return true;
stream *f = openfile(path, "rb");
if(!f) return false;
md3header header;
f->read(&header, sizeof(md3header));
lilswap(&header.version, 1);
lilswap(&header.flags, 9);
if(strncmp(header.id, "IDP3", 4) != 0 || header.version != 15) // header check
{
delete f;
conoutf("md3: corrupted header");
return false;
}
numframes = header.numframes;
numtags = header.numtags;
if(numtags)
{
tags = new tag[numframes*numtags];
f->seek(header.ofs_tags, SEEK_SET);
md3tag tag;
loopi(header.numframes*header.numtags)
{
f->read(&tag, sizeof(md3tag));
lilswap((float *)&tag.pos, 12);
if(tag.name[0] && i<header.numtags) tags[i].name = newstring(tag.name);
tags[i].pos = vec(tag.pos.y, tag.pos.x, tag.pos.z);
memcpy(tags[i].transform, tag.rotation, sizeof(tag.rotation));
// undo the x/y swap
loopj(3) swap(tags[i].transform[0][j], tags[i].transform[1][j]);
// then restore it
loopj(3) swap(tags[i].transform[j][0], tags[i].transform[j][1]);
}
links = new linkedpart[numtags];
}
int mesh_offset = header.ofs_meshes;
loopi(header.nummeshes)
{
md3meshheader mheader;
f->seek(mesh_offset, SEEK_SET);
f->read(&mheader, sizeof(md3meshheader));
lilswap(&mheader.flags, 10);
if(mheader.numtriangles <= 0)
{
mesh_offset += mheader.meshsize;
continue;
}
mesh &m = *meshes.add(new mesh);
m.owner = this;
m.name = newstring(mheader.name);
m.numtris = mheader.numtriangles;
m.tris = new tri[m.numtris];
f->seek(mesh_offset + mheader.ofs_triangles, SEEK_SET);
loopj(mheader.numtriangles)
{
md3triangle tri;
f->read(&tri, sizeof(md3triangle)); // read the triangles
lilswap((int *)&tri, 3);
loopk(3) m.tris[j].vert[k] = (ushort)tri.vertexindices[k];
}
m.numverts = mheader.numvertices;
m.tcverts = new tcvert[m.numverts];
f->seek(mesh_offset + mheader.ofs_uv , SEEK_SET);
f->read(m.tcverts, 2*sizeof(float)*m.numverts); // read the UV data
lilswap(&m.tcverts[0].u, 2*m.numverts);
m.verts = new vec[numframes*m.numverts + 1];
f->seek(mesh_offset + mheader.ofs_vertices, SEEK_SET);
loopj(numframes*mheader.numvertices)
{
md3vertex v;
f->read(&v, sizeof(md3vertex)); // read the vertices
lilswap((short *)&v, 4);
m.verts[j].x = v.vertex[1]/64.0f;
m.verts[j].y = v.vertex[0]/64.0f;
m.verts[j].z = v.vertex[2]/64.0f;
}
mesh_offset += mheader.meshsize;
}
delete f;
filename = newstring(path);
return true;
}
void begingenshadow()
{
matrixpos = 0;
matrixstack[0].identity();
matrixstack[0].rotate_around_z(180*RAD);
}
};
void render(int anim, int varseed, float speed, int basetime, const vec &o, float yaw, float pitch, dynent *d, modelattach *a, float scale, float zoomed)
{
if(!loaded) return;
if(a) for(int i = 0; a[i].tag; i++)
{
vertmodel *m = (vertmodel *)a[i].m;
if(!m)
{
if(a[i].pos) link(NULL, a[i].tag, a[i].pos);
continue;
}
part *p = m->parts[0];
if(link(p, a[i].tag, a[i].pos)) p->index = parts.length()+i;
}
if(!cullface) glDisable(GL_CULL_FACE);
else if(anim&ANIM_MIRROR) glCullFace(GL_BACK);
if(stenciling)
{
shadowdir = vec(0, 1/SQRT2, -1/SQRT2);
shadowdir.rotate_around_z((-shadowyaw-yaw-180.0f)*RAD);
shadowdir.rotate_around_y(-pitch*RAD);
(shadowpos = shadowdir).mul(shadowdist);
}
modelpos = o;
modelyaw = yaw;
modelpitch = pitch;
matrixpos = 0;
matrixstack[0].identity();
matrixstack[0].translate(o);
matrixstack[0].rotate_around_z((yaw+180)*RAD);
matrixstack[0].rotate_around_y(-pitch*RAD);
if(anim&ANIM_MIRROR || scale!=1) matrixstack[0].scale(scale, anim&ANIM_MIRROR ? -scale : scale, scale);
parts[0]->render(anim, varseed, speed, basetime, d, zoomed);
if(!cullface) glEnable(GL_CULL_FACE);
else if(anim&ANIM_MIRROR) glCullFace(GL_FRONT);
if(a) for(int i = 0; a[i].tag; i++) link(NULL, a[i].tag);
if(d) d->lastrendered = lastmillis;
}
void rendershadow(int anim, int varseed, float speed, int basetime, const vec &o, float yaw, modelattach *a)
{
if(parts.length()>1) return;
parts[0]->rendershadow(anim, varseed, speed, basetime, o, yaw);
}
bool load()
{
if(loaded) return true;
formatstring(md3dir)("packages/models/%s", loadname);
const char *pname = parentdir(loadname);
defformatstring(cfgname)("packages/models/%s/md3.cfg", loadname);
loadingmd3 = this;
per_idents = false;
neverpersist = true;
if(execfile(cfgname) && parts.length()) // configured md3, will call the md3* commands below
{
neverpersist = false;
per_idents = true;
loadingmd3 = NULL;
if(parts.empty()) return false;
loopv(parts) if(!parts[i]->filename) return false;
}
else // md3 without configuration, try default tris and skin
{
per_idents = false;
loadingmd3 = NULL;
md3part &mdl = *new md3part;
parts.add(&mdl);
mdl.model = this;
mdl.index = 0;
defformatstring(name1)("packages/models/%s/tris.md3", loadname);
if(!mdl.load(path(name1)))
{
formatstring(name1)("packages/models/%s/tris.md3", pname); // try md3 in parent folder (vert sharing)
if(!mdl.load(path(name1))) return false;
};
Texture *skin;
loadskin(loadname, pname, skin);
loopv(mdl.meshes) mdl.meshes[i]->skin = skin;
if(skin==notexture) conoutf("could not load model skin for %s", name1);
}
loopv(parts) parts[i]->scaleverts(scale/16.0f, vec(translate.x, -translate.y, translate.z));
radius = calcradius();
if(shadowdist) calcneighbors();
calcbbs();
return (loaded = true);
}
};
void md3load(char *model)
{
if(!loadingmd3) { conoutf("not loading an md3"); return; };
defformatstring(filename)("%s/%s", md3dir, model);
md3::md3part &mdl = *new md3::md3part;
loadingmd3->parts.add(&mdl);
mdl.model = loadingmd3;
mdl.index = loadingmd3->parts.length()-1;
if(!mdl.load(path(filename))) conoutf("could not load %s", filename); // ignore failure
}
void md3skin(char *objname, char *skin)
{
if(!objname || !skin) return;
if(!loadingmd3 || loadingmd3->parts.empty()) { conoutf("not loading an md3"); return; };
md3::part &mdl = *loadingmd3->parts.last();
loopv(mdl.meshes)
{
md3::mesh &m = *mdl.meshes[i];
if(!strcmp(objname, "*") || !strcmp(m.name, objname))
{
defformatstring(spath)("%s/%s", md3dir, skin);
m.skin = textureload(spath);
}
}
}
void md3anim(char *anim, int *startframe, int *range, float *speed)
{
if(!loadingmd3 || loadingmd3->parts.empty()) { conoutf("not loading an md3"); return; };
int num = findanim(anim);
if(num<0) { conoutf("could not find animation %s", anim); return; };
loadingmd3->parts.last()->setanim(num, *startframe, *range, *speed);
}
void md3link(int *parent, int *child, char *tagname)
{
if(!loadingmd3) { conoutf("not loading an md3"); return; };
if(!loadingmd3->parts.inrange(*parent) || !loadingmd3->parts.inrange(*child)) { conoutf("no models loaded to link"); return; }
if(!loadingmd3->parts[*parent]->link(loadingmd3->parts[*child], tagname)) conoutf("could not link model %s", loadingmd3->loadname);
}
void md3emit(char *tag, int *type, int *arg1, int *arg2)
{
if(!loadingmd3 || loadingmd3->parts.empty()) { conoutf("not loading an md3"); return; };
md3::part &mdl = *loadingmd3->parts.last();
if(!mdl.addemitter(tag, *type, *arg1, *arg2)) { conoutf("could not find tag %s", tag); return; }
}
COMMAND(md3load, "s");
COMMAND(md3skin, "ss");
COMMAND(md3anim, "siif");
COMMAND(md3link, "iis");
COMMAND(md3emit, "siii");
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Md3.h
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