#import "MD2.h" #include "cube.h" #import "OFColor+Cube.h" struct md2_header { int magic; int version; int skinWidth, skinHeight; int frameSize; int numSkins, numVertices, numTexcoords; int numTriangles, numGlCommands, numFrames; int offsetSkins, offsetTexcoords, offsetTriangles; int offsetFrames, offsetGlCommands, offsetEnd; }; struct md2_vertex { unsigned char vertex[3], lightNormalIndex; }; struct md2_frame { float scale[3]; float translate[3]; char name[16]; struct md2_vertex vertices[1]; }; static float snap(int sn, float f) { return sn ? (float)(((int)(f + sn * 0.5f)) & (~(sn - 1))) : f; } @implementation MD2 { int _numGlCommands; int *_glCommands; int _numTriangles; int _frameSize; int _numFrames; int _numVerts; char *_frames; OFVector3D **_mverts; int _displaylist; int _displaylistverts; } + (instancetype)md2 { return [[self alloc] init]; } - (void)dealloc { OFFreeMemory(_glCommands); OFFreeMemory(_frames); if (_mverts != NULL) for (size_t i = 0; i < _numFrames; i++) OFFreeMemory(_mverts[i]); OFFreeMemory(_mverts); } - (bool)loadWithIRI: (OFIRI *)IRI { OFSeekableStream *stream; @try { stream = (OFSeekableStream *)[[OFIRIHandler handlerForIRI: IRI] openItemAtIRI: IRI mode: @"r"]; } @catch (id e) { return false; } if (![stream isKindOfClass: OFSeekableStream.class]) return false; struct md2_header header; [stream readIntoBuffer: &header exactLength: sizeof(header)]; endianswap(&header, sizeof(int), sizeof(header) / sizeof(int)); if (header.magic != 844121161 || header.version != 8) return false; @try { _frames = OFAllocMemory(header.numFrames, header.frameSize); } @catch (OFOutOfMemoryException *e) { return false; } [stream seekToOffset: header.offsetFrames whence: OFSeekSet]; [stream readIntoBuffer: _frames exactLength: header.frameSize * header.numFrames]; for (int i = 0; i < header.numFrames; ++i) endianswap(_frames + i * header.frameSize, sizeof(float), 6); @try { _glCommands = OFAllocMemory(header.numGlCommands, sizeof(int)); } @catch (OFOutOfMemoryException *e) { return false; } [stream seekToOffset: header.offsetGlCommands whence: OFSeekSet]; [stream readIntoBuffer: _glCommands exactLength: header.numGlCommands * sizeof(int)]; endianswap(_glCommands, sizeof(int), header.numGlCommands); _numFrames = header.numFrames; _numGlCommands = header.numGlCommands; _frameSize = header.frameSize; _numTriangles = header.numTriangles; _numVerts = header.numVertices; [stream close]; _mverts = OFAllocZeroedMemory(_numFrames, sizeof(OFVector3D *)); return true; } - (void)scaleWithFrame: (int)frame scale: (float)scale snap: (int)sn { OFAssert(_mverts[frame] == NULL); _mverts[frame] = OFAllocMemory(_numVerts, sizeof(OFVector3D)); struct md2_frame *cf = (struct md2_frame *)((char *)_frames + _frameSize * frame); float sc = 16.0f / scale; for (int vi = 0; vi < _numVerts; vi++) { unsigned char *cv = (unsigned char *)&cf->vertices[vi].vertex; OFVector3D *v = &(_mverts[frame])[vi]; v->x = (snap(sn, cv[0] * cf->scale[0]) + cf->translate[0]) / sc; v->y = -(snap(sn, cv[1] * cf->scale[1]) + cf->translate[1]) / sc; v->z = (snap(sn, cv[2] * cf->scale[2]) + cf->translate[2]) / sc; } } - (void)renderWithLight: (OFColor *)light frame: (int)frame range: (int)range position: (OFVector3D)position yaw: (float)yaw pitch: (float)pitch scale: (float)sc speed: (float)speed snap: (int)sn basetime: (int)basetime { for (int i = 0; i < range; i++) if (!_mverts[frame + i]) [self scaleWithFrame: frame + i scale: sc snap: sn]; glPushMatrix(); glTranslatef(position.x, position.y, position.z); glRotatef(yaw + 180, 0, -1, 0); glRotatef(pitch, 0, 0, 1); [light cube_setAsGLColor]; if (_displaylist && frame == 0 && range == 1) { glCallList(_displaylist); xtraverts += _displaylistverts; } else { if (frame == 0 && range == 1) { static int displaylistn = 10; glNewList(_displaylist = displaylistn++, GL_COMPILE); _displaylistverts = xtraverts; } int time = lastmillis - basetime; int fr1 = (int)(time / speed); float frac1 = (time - fr1 * speed) / speed; float frac2 = 1 - frac1; fr1 = fr1 % range + frame; int fr2 = fr1 + 1; if (fr2 >= frame + range) fr2 = frame; OFVector3D *verts1 = _mverts[fr1]; OFVector3D *verts2 = _mverts[fr2]; for (int *command = _glCommands; (*command) != 0;) { int numVertex = *command++; if (numVertex > 0) { glBegin(GL_TRIANGLE_STRIP); } else { glBegin(GL_TRIANGLE_FAN); numVertex = -numVertex; } for (int i = 0; i < numVertex; i++) { float tu = *((float *)command++); float tv = *((float *)command++); glTexCoord2f(tu, tv); int vn = *command++; #define ip(c) verts1[vn].c *frac2 + verts2[vn].c *frac1 glVertex3f(ip(x), ip(z), ip(y)); } xtraverts += numVertex; glEnd(); } if (_displaylist) { glEndList(); _displaylistverts = xtraverts - _displaylistverts; } } glPopMatrix(); } @end