This file is indexed.

/usr/src/castle-game-engine-5.2.0/x3d/x3dloadinternalmd3.pas is in castle-game-engine-src 5.2.0-3.

This file is owned by root:root, with mode 0o644.

The actual contents of the file can be viewed below.

  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
{
  Copyright 2007-2014 Michalis Kamburelis.

  This file is part of "Castle Game Engine".

  "Castle Game Engine" is free software; see the file COPYING.txt,
  included in this distribution, for details about the copyright.

  "Castle Game Engine" is distributed in the hope that it will be useful,
  but WITHOUT ANY WARRANTY; without even the implied warranty of
  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

  ----------------------------------------------------------------------------
}

{ Loading MD3 (Quake3 and derivatives) format. Format specification is on
  [http://icculus.org/homepages/phaethon/q3a/formats/md3format.html]. }
unit X3DLoadInternalMD3;

interface

uses SysUtils, Classes, CastleUtils, CastleClassUtils, CastleVectors, X3DNodes,
  FGL, CastleGenericLists;

{ Load MD3 animation into a single animated X3D model. }
function LoadMD3(const URL: string): TX3DRootNode;

{ Load MD3 animation as a sequence of static X3D models. }
procedure LoadMD3Sequence(
  const URL: string;
  RootNodes: TX3DNodeList;
  Times: TSingleList;
  out ScenesPerTime: Cardinal;
  out EqualityEpsilon: Single;
  out TimeLoop, TimeBackwards: boolean);

implementation

uses CastleFilesUtils, CastleStringUtils, CastleBoxes, X3DLoadInternalUtils,
  X3DCameraUtils, CastleDownload, CastleURIUtils;

type
  TMd3Triangle = record
    Indexes: array [0..2] of LongWord;
  end;
  TMd3TriangleList = specialize TGenericStructList<TMd3Triangle>;

  TMd3Vertex = record
    Position: array [0..2] of SmallInt;
    Normal: SmallInt;
  end;
  PMd3Vertex = ^TMd3Vertex;
  TMd3VertexList = specialize TGenericStructList<TMd3Vertex>;

  TMd3TexCoord = TVector2Single;
  TMd3TexCoordList = TVector2SingleList;

  TMd3Surface = class
  private
    { Read surface from file, and advance position to next surface. }
    procedure Read(Stream: TStream);
  public
    constructor Create;
    destructor Destroy; override;

  public
    Name: string;

    Vertexes: TMd3VertexList;
    TextureCoords: TMd3TexCoordList;
    Triangles: TMd3TriangleList;

    { Frames within this surface.
      This is always the same as the TObject3DMD3.FramesCount of enclosing
      TObject3DMD3 instance (yes, this assumption is checked when loading
      MD3, as it must be @true for any valid MD3 file). }
    FramesCount: Cardinal;

    { Vertexes array has VertexesInFrameCount * FramesCount items,
      each set of VertexesInFrameCount is for a different animation frame.
      TextureCoords always has VertexesInFrameCount (texture is not
      animated). }
    VertexesInFrameCount: Cardinal;
  end;

  TMd3SurfaceList = specialize TFPGObjectList<TMd3Surface>;

  { MD3 (Quake3 engine model format) reader. }
  TObject3DMD3 = class
  public
    { Reads MD3 from a file.

      Associated skin file is also read,
      to get texture URL: for xxx.md3, we will try to read
      xxx_default.skin file, looking there for a texture URL.
      Texture URL found there will be trimmed to a name
      (i.e. without directory part, as it usually specifies directory
      within quake/tremulous/etc. data dir, not relative to md3 model dir). }
    constructor Create(const URL: string);

    { Reads MD3 from a stream. The stream must be freely seekable
      (i.e. setting Position to any value must be supported) ---
      if unsure, you can wrap your stream in something like TMemoryStream.

      The Stream instance is not owned by this object --- which means
      that if you created it, you should also free it, this class will not
      do it for you. You can free Stream right after constructor finished
      it's work. }
    constructor Create(Stream: TStream; const ATextureURL: string);

    destructor Destroy; override;

  public
    Name: string;

    Surfaces: TMd3SurfaceList;

    FramesCount: Cardinal;

    { Texture URL to use for this object. This is not read from md3
      file (it's not recorded there), it's read (if available)
      from accompanying xxx_default.skin file. It's empty '' if
      no skin file was found, or it didn't specify any texture URL. }
    TextureURL: string;

    { Searches for a skin file accompanying given MD3 model URL,
      and reads it. Returns @true and sets TextureURL if skin file
      found and some texture URL was recorded there. }
    class function ReadSkinFile(const Md3URL: string;
      out ATextureURL: string): boolean;
  end;

{ Load a specific animation frame from a given MD3 model.
  @param Md3 is the MD3 file to use.
  @param FrameNumber is the frame number to load, must be < Md3.Count.
  @param BaseUrl is the base URL, set for TX3DNode.BaseUrl. }
function LoadMD3Frame(Md3: TObject3DMD3; FrameNumber: Cardinal;
  const BaseUrl: string): TX3DRootNode; forward;

type
  EInvalidMD3 = class(Exception);

const
  Md3XyzScale = 1/64;
  GoodIdent = 'IDP3';
  GoodVersion = 15;

  { Is always 0, but for future purposes (it seems that Md3 data may
    be embedded in other things) it's a constant here. }
  Md3Start = 0;

  Md3MaxQPath = 64;

type
  TMd3Header = record
    Ident: array [0..3] of char;
    Version: LongInt;
    Name: array [0..Md3MaxQPath - 1] of char;
    Flags: LongInt;
    NumFrames: LongInt;
    NumTags: LongInt;
    NumSurfaces: LongInt;
    NumSkins: LongInt;
    OffsetFrames: LongInt;
    OffsetTags: LongInt;
    OffsetSurfaces: LongInt;
    OffsetEof: LongInt;
  end;

  TMd3Frame = record
    MinBounds: TVector3Single;
    MaxBounds: TVector3Single;
    LocalOrigin: TVector3Single;
    Radius: Single;
    Name: array [0..15] of char;
  end;

  TMd3Tag = record
    Name: array [0..Md3MaxQPath - 1] of char;
    Origin: TVector3Single;
    Axis: array [0..2] of TVector3Single;
  end;

  TMd3FileSurface = record
    Ident: array [0..3] of char;
    Name: array [0..Md3MaxQPath - 1] of char;
    Flags: LongInt;
    NumFrames: LongInt;
    NumShaders: LongInt;
    NumVerts: LongInt;
    NumTriangles: LongInt;
    OffsetTriangles: LongInt;
    OffsetShaders: LongInt;
    OffsetST: LongInt;
    OffsetXYZNormal: LongInt;
    OffsetEnd: LongInt;
  end;

{ TMd3Surface ---------------------------------------------------------------- }

constructor TMd3Surface.Create;
begin
  inherited;
  Vertexes := TMd3VertexList.Create;
  Triangles := TMd3TriangleList.Create;
  TextureCoords := TMd3TexCoordList.Create;
end;

destructor TMd3Surface.Destroy;
begin
  FreeAndNil(Vertexes);
  FreeAndNil(Triangles);
  FreeAndNil(TextureCoords);
  inherited;
end;

procedure TMd3Surface.Read(Stream: TStream);
var
  SurfaceStart: Int64;
  Surface: TMd3FileSurface;
  I: Integer;
begin
  SurfaceStart := Stream.Position;
  Stream.ReadBuffer(Surface, SizeOf(Surface));

  if not CompareMem(@Surface.Ident[0], @GoodIdent[1], Length(GoodIdent)) then
    raise EInvalidMD3.CreateFmt('Identifier of MD3 Surface must be "%s"',
      [GoodIdent]);

  Name := Surface.Name;
  FramesCount := Surface.NumFrames;
  VertexesInFrameCount := Surface.NumVerts;

  (* Tests:
  Writeln('Surface');
  Writeln('  Name "', Surface.Name, '"');
  Writeln('  NumFrames "', Surface.NumFrames, '"');
  Writeln('  NumShaders "', Surface.NumShaders, '"');
  Writeln('  NumVerts "', Surface.NumVerts, '"');
  Writeln('  NumTriangles "', Surface.NumTriangles, '"');
  Writeln('  OffsetTriangles "', Surface.OffsetTriangles, '"');
  Writeln('  OffsetShaders "', Surface.OffsetShaders, '"');
  Writeln('  OffsetST "', Surface.OffsetST, '"');
  Writeln('  OffsetXYZNormal "', Surface.OffsetXYZNormal, '"');
  Writeln('  OffsetEnd "', Surface.OffsetEnd, '"');
  *)

  if Surface.NumTriangles <> 0 then
  begin
    Stream.Position := SurfaceStart + Surface.OffsetTriangles;
    for I := 0 to Surface.NumTriangles - 1 do
    begin
      Stream.ReadBuffer(Triangles.Add^, SizeOf(TMd3Triangle));
    end;
  end;

  Vertexes.Count := Surface.NumVerts * Surface.NumFrames;
  if Vertexes.Count <> 0 then
  begin
    { For animations: actually we have here Surface.NumFrames times
      the vertexes array. For each frame, separate collection of
      vertices is added. }
    Stream.Position := SurfaceStart + Surface.OffsetXYZNormal;
    for I := 0 to Vertexes.Count - 1 do
    begin
      Stream.ReadBuffer(Vertexes.L[I], SizeOf(TMd3Vertex));
    end;
  end;

  TextureCoords.Count := VertexesInFrameCount;
  if VertexesInFrameCount <> 0 then
  begin
    Stream.Position := SurfaceStart + Surface.OffsetST;
    for I := 0 to VertexesInFrameCount - 1 do
    begin
      Stream.ReadBuffer(TextureCoords.L[I], SizeOf(TMd3TexCoord));
    end;
  end;

  Stream.Position := SurfaceStart + Surface.OffsetEnd;
end;

{ TObject3DMD3 --------------------------------------------------------------- }

constructor TObject3DMD3.Create(const URL: string);
var
  Stream: TStream;
  ATextureURL: string;
begin
  if not ReadSkinFile(URL, ATextureURL) then
    ATextureURL := '';

  Stream := Download(URL);
  try
    Create(Stream, ATextureURL);
  finally Stream.Free end;
end;

constructor TObject3DMD3.Create(Stream: TStream; const ATextureURL: string);
var
  Header: TMd3Header;
  Frame: TMd3Frame;
  Tag: TMd3Tag;
  I: Integer;
  NewSurface: TMd3Surface;
begin
  inherited Create;

  TextureURL := ATextureURL;

  Stream.ReadBuffer(Header, SizeOf(TMd3Header));

  if not CompareMem(@Header.Ident[0], @GoodIdent[1], Length(GoodIdent)) then
    raise EInvalidMD3.CreateFmt('Identifier of MD3 file must be "%s"',
      [GoodIdent]);

  if Header.Version <> GoodVersion then
    raise EInvalidMD3.CreateFmt('Only supported version of MD3 file is "%d"',
      [GoodVersion]);

  Name := Header.Name;
  FramesCount := Header.NumFrames;

  if Header.NumFrames <> 0 then
  begin
    Stream.Position := Md3Start + Header.OffsetFrames;
    for I := 0 to Header.NumFrames - 1 do
    begin
      Stream.ReadBuffer(Frame, SizeOf(Frame));
    end;
  end;

  if Header.NumTags <> 0 then
  begin
    Stream.Position := Md3Start + Header.OffsetTags;
    for I := 0 to Header.NumTags - 1 do
    begin
      Stream.ReadBuffer(Tag, SizeOf(Tag));
    end;
  end;

  Surfaces := TMd3SurfaceList.Create(true);

  if Header.NumSurfaces <> 0 then
  begin
    Stream.Position := Md3Start + Header.OffsetSurfaces;
    for I := 0 to Header.NumSurfaces - 1 do
    begin
      NewSurface := TMd3Surface.Create;
      NewSurface.Read(Stream);
      Surfaces.Add(NewSurface);

      if FramesCount <> NewSurface.FramesCount then
        raise EInvalidMD3.CreateFmt('Surface frame count (%d) is different than ' +
          'model''s frame count (%d)', [FramesCount, NewSurface.FramesCount]);
    end;
  end;
end;

destructor TObject3DMD3.Destroy;
begin
  FreeAndNil(Surfaces);
  inherited;
end;

class function TObject3DMD3.ReadSkinFile(const Md3URL: string;
  out ATextureURL: string): boolean;
var
  SkinFile: TTextReader;
  S: string;
  SkinURL: string;
  CommaPos: Integer;
  Md3Path, NoExt: string;
begin
  Result := false;
  NoExt := DeleteURIExt(Md3URL);
  SkinURL := NoExt + '_default.skin';
  Md3Path := ExtractURIPath(Md3URL);
  if URIFileExists(SkinURL) then
  begin
    SkinFile := TTextReader.Create(SkinURL);
    try
      while not SkinFile.Eof do
      begin
        S := SkinFile.Readln;
        CommaPos := Pos(',', S);
        if CommaPos <> 0 then
        begin
          ATextureURL := Trim(SEnding(S, CommaPos + 1));
          if ATextureURL <> '' then
          begin
            { Directory recorded in ATextureURL is useless for us,
              it's usually a relative directory inside quake/tremulous/etc.
              data. We just assume that this is inside the same dir as
              md3 model file, so we strip the directory part. }
            ATextureURL := ExtractURIName(ATextureURL);

            if not URIFileExists(Md3Path + ATextureURL) then
            begin
              { We simply cannot trust
                the extension of texture given in ATextureURL in skin file.
                It's common in Quake3 data files that texture URL is given
                as xxx.tga, while in fact only xxx.jpg exists and should be used. }
              if URIFileExists(Md3Path + ChangeURIExt(ATextureURL, '.jpg')) then
                ATextureURL := ChangeURIExt(ATextureURL, '.jpg') else

              { Also, some files have texture names with missing extension...
                So we have to check also for tga here.
                E.g. tremulous-unpacked-data/models/players/human_base/head }
              if URIFileExists(Md3Path + ChangeURIExt(ATextureURL, '.tga')) then
                ATextureURL := ChangeURIExt(ATextureURL, '.tga') else

              { Some tremulous data has texture recorded as "null".
                We should ignore this
                texture, and look at the next line. (We do it only
                if above checks proved that texture URL doesn't
                exist, and texture URL with .jpg also doesn't exist) }
              { TODO: actually,
                ~/3dmodels/tremulous-unpacked-data/models/players/human_base/upper_default.skin
                shows that MD3 models may have various parts textured with
                different textures or even not textured.
                We should read each pair as PartName, PartTextureURL,
                where null means "no texture". Then we should apply each
                part separately. PairName is somewhere recorded in MD3
                file, right ? }
              if ATextureURL = 'null' then
                Continue;
            end;

            Result := true;
            Exit;
          end;
        end;
      end;
    finally FreeAndNil(SkinFile) end;
  end else
  begin
    { I see this convention used in a couple of tremulous data places:
      object may be without skin file, but just texture with
      basename same as model exists. }
    ATextureURL := NoExt + '.jpg';
    if URIFileExists(ATextureURL) then
      Result := true;
  end;
end;

{ Converting to X3D ---------------------------------------------------------- }

function LoadMD3Frame(Md3: TObject3DMD3; FrameNumber: Cardinal;
  const BaseUrl: string): TX3DRootNode;
var
  Texture: TImageTextureNode;
  SceneBox: TBox3D;

  function MakeCoordinates(Vertexes: TMd3VertexList;
    VertexesInFrameCount: Cardinal): TCoordinateNode;
  var
    I: Integer;
    V: PMd3Vertex;
  begin
    Result := TCoordinateNode.Create('', BaseUrl);
    Result.FdPoint.Items.Count := VertexesInFrameCount;
    V := Addr(Vertexes.L[VertexesInFrameCount * FrameNumber]);
    for I := 0 to VertexesInFrameCount - 1 do
    begin
      Result.FdPoint.Items.L[I] := Vector3Single(
        V^.Position[0] * Md3XyzScale,
        V^.Position[1] * Md3XyzScale,
        V^.Position[2] * Md3XyzScale);
      Inc(V);
    end;

    SceneBox.Add(CalculateBoundingBox(Result.FdPoint.Items));
  end;

  function MakeTextureCoordinates(
    TextureCoords: TMd3TexCoordList): TTextureCoordinateNode;
  var
    I: Integer;
    V: PVector2Single;
  begin
    Result := TTextureCoordinateNode.Create('', BaseUrl);
    Result.FdPoint.Items.Count := TextureCoords.Count;
    V := PVector2Single(TextureCoords.List);
    for I := 0 to TextureCoords.Count - 1 do
    begin
      Result.FdPoint.Items.L[I] := Vector2Single(V^[0], 1-V^[1]);
      Inc(V);
    end;
  end;

  function MakeIndexes(Triangles: TMd3TriangleList): TIndexedFaceSetNode;
  var
    I: Integer;
  begin
    Result := TIndexedFaceSetNode.Create('', BaseUrl);
    Result.FdCreaseAngle.Value := NiceCreaseAngle;
    Result.FdSolid.Value := false;
    Result.FdCoordIndex.Items.Count := Triangles.Count * 4;
    Result.FdTexCoordIndex.Items.Count := Triangles.Count * 4;
    for I := 0 to Triangles.Count - 1 do
    begin
      Result.FdCoordIndex.Items.L[I*4 + 0] := Triangles.L[I].Indexes[0];
      Result.FdCoordIndex.Items.L[I*4 + 1] := Triangles.L[I].Indexes[1];
      Result.FdCoordIndex.Items.L[I*4 + 2] := Triangles.L[I].Indexes[2];
      Result.FdCoordIndex.Items.L[I*4 + 3] := -1;

      Result.FdTexCoordIndex.Items.L[I*4 + 0] := Triangles.L[I].Indexes[0];
      Result.FdTexCoordIndex.Items.L[I*4 + 1] := Triangles.L[I].Indexes[1];
      Result.FdTexCoordIndex.Items.L[I*4 + 2] := Triangles.L[I].Indexes[2];
      Result.FdTexCoordIndex.Items.L[I*4 + 3] := -1;
    end;
  end;

  function MakeShape(Surface: TMd3Surface): TShapeNode;
  var
    IFS: TIndexedFaceSetNode;
  begin
    IFS := MakeIndexes(Surface.Triangles);
    IFS.FdCoord.Value := MakeCoordinates(Surface.Vertexes, Surface.VertexesInFrameCount);
    IFS.FdTexCoord.Value := MakeTextureCoordinates(Surface.TextureCoords);

    Result := TShapeNode.Create(ToX3DName(Surface.Name), BaseUrl);
    Result.FdGeometry.Value := IFS;
    Result.Material := TMaterialNode.Create('', BaseUrl);
    Result.Texture := Texture;
  end;

var
  I: Integer;
begin
  Result := TX3DRootNode.Create(
    ToX3DName(Md3.Name
      { Although adding here FrameNumber is not a bad idea, but PrecalculatedAnimation
        requires for now that sequence of VRML models have the same node names }
      { + '_Frame' + IntToStr(FrameNumber) }), BaseUrl);

  Result.HasForceVersion := true;
  Result.ForceVersion := X3DVersion;

  SceneBox := EmptyBox3D;

  if Md3.TextureURL <> '' then
  begin
    Texture := TImageTextureNode.Create('', BaseUrl);
    Texture.FdUrl.Items.Add(Md3.TextureURL);
  end else
    Texture := nil;

  for I := 0 to Md3.Surfaces.Count - 1 do
    Result.FdChildren.Add(MakeShape(Md3.Surfaces[I]));

  { MD3 files have no camera. I add camera here, just to force GravityUp
    to be in +Z, since this is the convention used in all MD3 files that
    I saw (so I guess that Quake3 engine generally uses this convention). }
  Result.FdChildren.Add(CameraNodeForWholeScene(cvVrml2_X3d,
    BaseUrl, SceneBox, 0, 2, false, true));

  if Texture <> nil then
  begin
    Texture.FreeIfUnused;
    Texture := nil;
  end;
end;

function LoadMD3(const URL: string): TX3DRootNode;
var
  Md3: TObject3DMD3;
  BaseUrl: string;
begin
  BaseUrl := AbsoluteURI(URL);
  Md3 := TObject3DMD3.Create(URL);
  try
    Result := LoadMD3Frame(Md3, 0, BaseUrl);
  finally FreeAndNil(Md3) end;
end;

procedure LoadMD3Sequence(
  const URL: string;
  RootNodes: TX3DNodeList;
  Times: TSingleList;
  out ScenesPerTime: Cardinal;
  out EqualityEpsilon: Single;
  out TimeLoop, TimeBackwards: boolean);
var
  Md3: TObject3DMD3;
  BaseUrl: string;
  I: Integer;
begin
  BaseUrl := AbsoluteURI(URL);
  Md3 := TObject3DMD3.Create(URL);
  try
    { handle each MD3 frame }
    for I := 0 to Md3.FramesCount - 1 do
    begin
      RootNodes.Add(LoadMD3Frame(Md3, I, BaseUrl));
      Times.Add(I / 30);
    end;

    ScenesPerTime := 30;
    { Default ScenesPerTime and times are set such that one MD3
      frame will result in one frame inside TCastlePrecalculatedAnimation.
      So don't try to merge these frames (on the assumption that
      they are not merged in MD3... so hopefully there's no need for it ?). }
    EqualityEpsilon := 0.0;

    { Really, no sensible default for Loop/Backwards here...
      I set Loop to @false, otherwise it's not clear for user when
      animation ends. }
    TimeLoop := false;
    TimeBackwards := false;
  finally FreeAndNil(Md3) end;
end;

end.