#import "MD2.h"
#include "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 {
uchar vertex[3], lightNormalIndex;
};
struct md2_frame {
float scale[3];
float translate[3];
char name[16];
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;
}
- (void)dealloc
{
if (_glCommands)
delete[] _glCommands;
if (_frames)
delete[] _frames;
}
- (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;
md2_header header;
[stream readIntoBuffer:&header exactLength:sizeof(md2_header)];
endianswap(&header, sizeof(int), sizeof(md2_header) / sizeof(int));
if (header.magic != 844121161 || header.version != 8)
return false;
_frames = new char[header.frameSize * header.numFrames];
if (_frames == NULL)
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);
_glCommands = new int[header.numGlCommands];
if (_glCommands == NULL)
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 = new OFVector3D *[_numFrames];
loopj(_numFrames) _mverts[j] = NULL;
return true;
}
- (void)scaleWithFrame:(int)frame scale:(float)scale snap:(int)sn
{
_mverts[frame] = new OFVector3D[_numVerts];
md2_frame *cf = (md2_frame *)((char *)_frames + _frameSize * frame);
float sc = 16.0f / scale;
loop(vi, _numVerts)
{
uchar *cv = (uchar *)&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:(OFVector3D)light
frame:(int)frame
range:(int)range
x:(float)x
y:(float)y
z:(float)z
yaw:(float)yaw
pitch:(float)pitch
scale:(float)sc
speed:(float)speed
snap:(int)sn
basetime:(int)basetime
{
loopi(range) if (!_mverts[frame + i])[self scaleWithFrame:frame + i
scale:sc
snap:sn];
glPushMatrix();
glTranslatef(x, y, z);
glRotatef(yaw + 180, 0, -1, 0);
glRotatef(pitch, 0, 0, 1);
glColor3fv((float *)&light);
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;
}
loopi(numVertex)
{
float tu = *((float *)command++);
float tv = *((float *)command++);
glTexCoord2f(tu, tv);
int vn = *command++;
OFVector3D &v1 = verts1[vn];
OFVector3D &v2 = verts2[vn];
#define ip(c) v1.c *frac2 + v2.c *frac1
glVertex3f(ip(x), ip(z), ip(y));
}
xtraverts += numVertex;
glEnd();
}
if (_displaylist) {
glEndList();
_displaylistverts = xtraverts - _displaylistverts;
}
}
glPopMatrix();
}
@end