📄 readerwritermd2.cpp
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/* * ReaderWriterMD2.cpp * * MD2 Reading code * * Author(s): Vladimir Vukicevic <vladimir@pobox.com> * */#include <osg/TexEnv>#include <osg/CullFace>#include <osg/Geode>#include <osg/Geometry>#include <osg/Material>#include <osg/Image>#include <osg/Texture2D>#include <osg/Switch>#include <osg/Sequence>#include <osg/Notify>#include <osgDB/Registry>#include <osgDB/ReadFile>#include <osgDB/FileNameUtils>#include <osgDB/FileUtils>#include <string.h>#include <fcntl.h>#if defined(WIN32) && !defined(__CYGWIN__)# include <io.h>#else# include <unistd.h>#endif#include <sys/stat.h>#include <assert.h>static osg::Node* load_md2 (const char *filename, const osgDB::ReaderWriter::Options* options);class ReaderWriterMD2 : public osgDB::ReaderWriter{public: ReaderWriterMD2 () { supportsExtension("md2","Quak2 MD format"); } virtual const char* className () const { return "Quake MD2 Reader"; } virtual ReadResult readNode (const std::string& filename, const osgDB::ReaderWriter::Options* options) const;};REGISTER_OSGPLUGIN(md2, ReaderWriterMD2)osgDB::ReaderWriter::ReadResultReaderWriterMD2::readNode (const std::string& file, const osgDB::ReaderWriter::Options* options) const{ std::string ext = osgDB::getLowerCaseFileExtension(file); if (!acceptsExtension(ext)) return ReadResult::FILE_NOT_HANDLED; std::string fileName = osgDB::findDataFile( file, options ); if (fileName.empty()) return ReadResult::FILE_NOT_FOUND; // code for setting up the database path so that internally referenced file are searched for on relative paths. osg::ref_ptr<Options> local_opt = options ? static_cast<Options*>(options->clone(osg::CopyOp::SHALLOW_COPY)) : new Options; local_opt->setDatabasePath(osgDB::getFilePath(fileName)); return load_md2 (fileName.c_str(), options);}/////////////////// MD2 parsing code //////////////////////typedef struct { int magic; int version; int skinWidth; int skinHeight; int frameSize; // size of each frame in bytes int numSkins; int numVertices; // number of vertices in each frame int numTexcoords; // number of texcoords in each frame (usually same as numVertices) int numTriangles; // number of triangles in each frame int numGlCommands; int numFrames; // number of frames int offsetSkins; int offsetTexCoords; int offsetTriangles; int offsetFrames; int offsetGlCommands; // num dwords in gl commands list int offsetEnd;} MD2_HEADER;#define MD2_HEADER_MAGIC 0x32504449typedef struct { unsigned char vertex[3]; unsigned char lightNormalIndex;} MD2_VERTEX;typedef struct { float scale[3]; float translate[3]; char name[16]; MD2_VERTEX vertices[1];} MD2_FRAME;typedef struct { short vertexIndices[3]; short textureIndices[3];} MD2_TRIANGLE;typedef struct { float s; float t; int vertexIndex;} MD2_GLCOMMANDVERTEX;typedef struct { short s; short t;} MD2_TEXTURECOORDINATE;typedef struct { char name[64];} MD2_SKIN;#define NUMVERTEXNORMALS 162float g_md2VertexNormals[NUMVERTEXNORMALS][3] = {#include "anorms.h"};osg::Vec3Array *g_md2NormalsArray = NULL;//// the result will be an osg::Switch// whose children will be osg::Sequences, one for each animation// the children of the osg::Sequence will be the osg::Geode that contains the// osg::Geometry of the relevant frame. The osg::Geode will have a osg::StateSet// containing the texture information.//// this is also quite non-portable to non-little-endian architecturesstatic osg::Node*load_md2 (const char *filename, const osgDB::ReaderWriter::Options* options){ struct stat st; void *mapbase;// void *p; int file_fd; osg::Node* result = NULL; if (stat (filename, &st) < 0) { return NULL; } file_fd = open (filename, O_RDONLY); if (file_fd <= 0) { return NULL; }#if 0 mapbase = mmap (NULL, st.st_size, PROT_READ, MAP_SHARED, file_fd, 0); if (mapbase == NULL) { close (file_fd); return NULL; }#else mapbase = malloc (st.st_size); read (file_fd, mapbase, st.st_size);#endif if (g_md2NormalsArray == NULL) { g_md2NormalsArray = new osg::Vec3Array; for (int i = 0; i < NUMVERTEXNORMALS; i++) g_md2NormalsArray->push_back (osg::Vec3 (g_md2VertexNormals[i][0], g_md2VertexNormals[i][1], g_md2VertexNormals[i][2])); } MD2_HEADER *md2_header = (MD2_HEADER *) mapbase; if (md2_header->magic != MD2_HEADER_MAGIC || md2_header->version != 8) {#if 0 munmap (mapbase);#else free (mapbase);#endif close (file_fd); return NULL; } MD2_SKIN *md2_skins = (MD2_SKIN *) ((unsigned char *) mapbase + md2_header->offsetSkins); MD2_TEXTURECOORDINATE *md2_texcoords = (MD2_TEXTURECOORDINATE *) ((unsigned char *) mapbase + md2_header->offsetTexCoords); MD2_TRIANGLE *md2_triangles = (MD2_TRIANGLE *) ((unsigned char *) mapbase + md2_header->offsetTriangles); osg::Switch *base_switch = new osg::Switch (); osg::Sequence *current_sequence = NULL; // read in the frame info into a vector const char *last_frame_name = NULL; osg::Vec3Array *vertexCoords = NULL; osg::Vec2Array *texCoords = NULL; osg::UIntArray *vertexIndices = NULL; osg::UIntArray *texIndices = NULL; osg::Vec3Array *normalCoords = NULL; osg::UIntArray *normalIndices = NULL; // load the texture skins // there is code here to support multiple skins, but there's no need for it // since we really just want to support one; we have no way of returning more // than one to the user in any case.#if 0 std::vector<osg::Texture2D*> skin_textures; for (int si = 0; si < md2_header->numSkins; si++) { osg::Image *img; osg::Texture2D *tex; std::string imgname (md2_skins[si].name); // first try loading the imgname straight img = osgDB::readImageFile (imgname, options); if (img) { tex = new osg::Texture2D; tex->setImage (img); skin_textures.push_back (tex); continue; } // we failed, so check if it's a PCX image if (imgname.size() > 4 && osgDB::equalCaseInsensitive (imgname.substr (imgname.size() - 3, 3), "pcx")) { // it's a pcx, so try bmp and tga, since pcx sucks std::string basename = imgname.substr (0, imgname.size() - 3); img = osgDB::readImageFile (basename + "bmp", options); if (img) { tex = new osg::Texture2D; tex->setImage (img); skin_textures.push_back (tex); continue; } img = osgDB::readImageFile (basename + "tga", options); if (img) { tex = new osg::Texture2D; tex->setImage (img); skin_textures.push_back (tex); continue; } } // couldn't find the referenced texture skin for this model skin_textures.push_back (NULL); osg::notify(osg::WARN) << "MD2 Loader: Couldn't load skin " << imgname << " referenced by model " << filename << std::endl; }#else // load the single skin osg::Image *skin_image = NULL; osg::Texture2D *skin_texture = NULL; if (md2_header->numSkins > 0) { std::string imgname (md2_skins[0].name); do { // first try loading the imgname straight skin_image = osgDB::readImageFile (imgname, options); if (skin_image) break; // we failed, so check if it's a PCX image if (imgname.size() > 4 && osgDB::equalCaseInsensitive (imgname.substr (imgname.size() - 3, 3), "pcx")) { // it's a pcx, so try bmp and tga, since pcx sucks std::string basename = imgname.substr (0, imgname.size() - 3); skin_image = osgDB::readImageFile (basename + "bmp", options); if (skin_image) break; skin_image = osgDB::readImageFile (basename + "tga", options); if (skin_image) break; } } while (0); if (skin_image) { skin_texture = new osg::Texture2D; skin_texture->setImage (skin_image); skin_texture->setFilter (osg::Texture2D::MAG_FILTER, osg::Texture2D::NEAREST); } else { // couldn't find the referenced texture skin for this model osg::notify(osg::WARN) << "MD2 Loader: Couldn't load skin " << imgname << " referenced by model " << filename << std::endl; } }#endif int sequence_frame = 0; for (int curFrame = 0; curFrame < md2_header->numFrames; curFrame++) { // std::cerr << "Num vertices " << md2_header->numVertices << std::endl; //long *command = (long *) ((unsigned char *) mapbase + md2_header->offsetGlCommands); MD2_FRAME *frame = (MD2_FRAME *) ((unsigned char *) mapbase + md2_header->offsetFrames + (md2_header->frameSize * curFrame)); MD2_VERTEX *frame_vertices = frame->vertices; // std::cerr << "Reading frame " << curFrame << " (gl offset: " << md2_header->offsetGlCommands << ") name: " << frame->name << std::endl; int last_len = last_frame_name ? strcspn (last_frame_name, "0123456789") : 0; int cur_len = strcspn (frame->name, "0123456789"); if (last_len != cur_len || strncmp (last_frame_name, frame->name, last_len) != 0) { if (current_sequence) { current_sequence->setInterval (osg::Sequence::LOOP, 0, -1); base_switch->addChild (current_sequence); } current_sequence = new osg::Sequence (); current_sequence->setMode (osg::Sequence::START); current_sequence->setDuration (1.0f, -1); sequence_frame = 0; current_sequence->setName (std::string (frame->name, cur_len)); } vertexCoords = new osg::Vec3Array; normalCoords = new osg::Vec3Array; for (int vi = 0; vi < md2_header->numVertices; vi++) { vertexCoords->push_back (osg::Vec3 (frame_vertices[vi].vertex[0] * frame->scale[0] + frame->translate[0], -1 * (frame_vertices[vi].vertex[2] * frame->scale[2] + frame->translate[2]), frame_vertices[vi].vertex[1] * frame->scale[1] + frame->translate[1])); osg::Vec3 z = (*g_md2NormalsArray) [frame_vertices[vi].lightNormalIndex]; normalCoords->push_back (z); } if (curFrame == 0) { vertexIndices = new osg::UIntArray; normalIndices = new osg::UIntArray; texCoords = new osg::Vec2Array; texIndices = new osg::UIntArray; for (int vi = 0; vi < md2_header->numTexcoords; vi++) { texCoords->push_back (osg::Vec2 ((float) md2_texcoords[vi].s / md2_header->skinWidth, 1.0f - (float) md2_texcoords[vi].t / md2_header->skinHeight)); } for (int ti = 0; ti < md2_header->numTriangles; ti++) { vertexIndices->push_back (md2_triangles[ti].vertexIndices[0]); vertexIndices->push_back (md2_triangles[ti].vertexIndices[1]); vertexIndices->push_back (md2_triangles[ti].vertexIndices[2]); normalIndices->push_back (md2_triangles[ti].vertexIndices[0]); normalIndices->push_back (md2_triangles[ti].vertexIndices[1]); normalIndices->push_back (md2_triangles[ti].vertexIndices[2]); texIndices->push_back (md2_triangles[ti].textureIndices[0]); texIndices->push_back (md2_triangles[ti].textureIndices[1]); texIndices->push_back (md2_triangles[ti].textureIndices[2]); } } osg::Geometry *geom = new osg::Geometry; geom->setVertexArray (vertexCoords); geom->setVertexIndices (vertexIndices); geom->setTexCoordArray (0, texCoords); geom->setTexCoordIndices (0, texIndices); geom->setNormalArray (normalCoords); geom->setNormalIndices (normalIndices); geom->setNormalBinding (osg::Geometry::BIND_PER_VERTEX); geom->addPrimitiveSet (new osg::DrawArrays (osg::PrimitiveSet::TRIANGLES, 0, vertexIndices->size ())); osg::Geode *geode = new osg::Geode; geode->addDrawable (geom); current_sequence->addChild (geode); current_sequence->setTime (sequence_frame, 0.2f); sequence_frame++; last_frame_name = frame->name; } if (current_sequence) { current_sequence->setInterval (osg::Sequence::LOOP, 0, -1); base_switch->addChild (current_sequence); } osg::StateSet *state = new osg::StateSet; if (skin_texture != NULL) { state->setTextureAttributeAndModes (0, skin_texture, osg::StateAttribute::ON); } base_switch->setStateSet (state); //base_switch->setAllChildrenOff (); base_switch->setSingleChildOn(0); result = base_switch; #if 0 munamp (mapbase);#else free (mapbase);#endif close (file_fd); return result;}
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