FossilOrigin-Name: f17992369e439fa68605017c6ffb0d11eece9d29a4cdb5768656bd874248d623
207 lines
4.9 KiB
Text
207 lines
4.9 KiB
Text
#import "MD2.h"
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#include "cube.h"
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struct md2_header {
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int magic;
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int version;
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int skinWidth, skinHeight;
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int frameSize;
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int numSkins, numVertices, numTexcoords;
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int numTriangles, numGlCommands, numFrames;
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int offsetSkins, offsetTexcoords, offsetTriangles;
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int offsetFrames, offsetGlCommands, offsetEnd;
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};
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struct md2_vertex {
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uchar vertex[3], lightNormalIndex;
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};
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struct md2_frame {
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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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};
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static float
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snap(int sn, float f)
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{
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return sn ? (float)(((int)(f + sn * 0.5f)) & (~(sn - 1))) : f;
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}
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@implementation MD2 {
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int _numGlCommands;
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int *_glCommands;
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int _numTriangles;
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int _frameSize;
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int _numFrames;
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int _numVerts;
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char *_frames;
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OFVector3D **_mverts;
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int _displaylist;
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int _displaylistverts;
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}
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- (void)dealloc
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{
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if (_glCommands)
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delete[] _glCommands;
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if (_frames)
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delete[] _frames;
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}
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- (bool)loadWithIRI:(OFIRI *)IRI
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{
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@autoreleasepool {
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OFSeekableStream *stream;
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@try {
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stream = (OFSeekableStream *)[[OFIRIHandler
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handlerForIRI:IRI] openItemAtIRI:IRI mode:@"r"];
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} @catch (id e) {
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return false;
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}
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if (![stream isKindOfClass:[OFSeekableStream class]])
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return false;
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md2_header header;
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[stream readIntoBuffer:&header exactLength:sizeof(md2_header)];
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endianswap(
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&header, sizeof(int), sizeof(md2_header) / sizeof(int));
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if (header.magic != 844121161 || header.version != 8)
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return false;
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_frames = new char[header.frameSize * header.numFrames];
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if (_frames == NULL)
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return false;
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[stream seekToOffset:header.offsetFrames whence:OFSeekSet];
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[stream readIntoBuffer:_frames
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exactLength:header.frameSize * header.numFrames];
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for (int i = 0; i < header.numFrames; ++i)
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endianswap(
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_frames + i * header.frameSize, sizeof(float), 6);
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_glCommands = new int[header.numGlCommands];
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if (_glCommands == NULL)
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return false;
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[stream seekToOffset:header.offsetGlCommands whence:OFSeekSet];
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[stream readIntoBuffer:_glCommands
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exactLength:header.numGlCommands * sizeof(int)];
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endianswap(_glCommands, sizeof(int), header.numGlCommands);
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_numFrames = header.numFrames;
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_numGlCommands = header.numGlCommands;
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_frameSize = header.frameSize;
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_numTriangles = header.numTriangles;
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_numVerts = header.numVertices;
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[stream close];
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_mverts = new OFVector3D *[_numFrames];
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loopj(_numFrames) _mverts[j] = NULL;
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return true;
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}
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}
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- (void)scaleWithFrame:(int)frame scale:(float)scale snap:(int)sn
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{
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_mverts[frame] = new OFVector3D[_numVerts];
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md2_frame *cf = (md2_frame *)((char *)_frames + _frameSize * frame);
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float sc = 16.0f / scale;
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loop(vi, _numVerts)
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{
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uchar *cv = (uchar *)&cf->vertices[vi].vertex;
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OFVector3D *v = &(_mverts[frame])[vi];
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v->x = (snap(sn, cv[0] * cf->scale[0]) + cf->translate[0]) / sc;
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v->y =
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-(snap(sn, cv[1] * cf->scale[1]) + cf->translate[1]) / sc;
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v->z = (snap(sn, cv[2] * cf->scale[2]) + cf->translate[2]) / sc;
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}
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}
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- (void)renderWithLight:(OFVector3D)light
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frame:(int)frame
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range:(int)range
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x:(float)x
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y:(float)y
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z:(float)z
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yaw:(float)yaw
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pitch:(float)pitch
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scale:(float)sc
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speed:(float)speed
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snap:(int)sn
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basetime:(int)basetime
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{
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loopi(range) if (!_mverts[frame + i])[self scaleWithFrame:frame + i
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scale:sc
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snap:sn];
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glPushMatrix();
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glTranslatef(x, y, z);
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glRotatef(yaw + 180, 0, -1, 0);
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glRotatef(pitch, 0, 0, 1);
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glColor3fv((float *)&light);
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if (_displaylist && frame == 0 && range == 1) {
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glCallList(_displaylist);
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xtraverts += _displaylistverts;
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} else {
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if (frame == 0 && range == 1) {
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static int displaylistn = 10;
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glNewList(_displaylist = displaylistn++, GL_COMPILE);
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_displaylistverts = xtraverts;
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}
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int time = lastmillis - basetime;
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int fr1 = (int)(time / speed);
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float frac1 = (time - fr1 * speed) / speed;
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float frac2 = 1 - frac1;
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fr1 = fr1 % range + frame;
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int fr2 = fr1 + 1;
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if (fr2 >= frame + range)
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fr2 = frame;
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OFVector3D *verts1 = _mverts[fr1];
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OFVector3D *verts2 = _mverts[fr2];
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for (int *command = _glCommands; (*command) != 0;) {
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int numVertex = *command++;
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if (numVertex > 0) {
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glBegin(GL_TRIANGLE_STRIP);
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} else {
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glBegin(GL_TRIANGLE_FAN);
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numVertex = -numVertex;
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}
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loopi(numVertex)
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{
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float tu = *((float *)command++);
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float tv = *((float *)command++);
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glTexCoord2f(tu, tv);
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int vn = *command++;
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OFVector3D &v1 = verts1[vn];
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OFVector3D &v2 = verts2[vn];
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#define ip(c) v1.c *frac2 + v2.c *frac1
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glVertex3f(ip(x), ip(z), ip(y));
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}
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xtraverts += numVertex;
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glEnd();
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}
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if (_displaylist) {
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glEndList();
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_displaylistverts = xtraverts - _displaylistverts;
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}
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}
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glPopMatrix();
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}
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@end
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