/usr/src/castle-game-engine-6.4/x3d/x3dloadinternalmd3.pas is in castle-game-engine-src 6.4+dfsg1-2.
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Copyright 2007-2017 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;
{$I castleconf.inc}
interface
uses SysUtils, Classes, Generics.Collections,
CastleUtils, CastleClassUtils, CastleVectors, X3DNodes,
CastleInternalNodeInterpolator;
{ Load MD3 animation as a sequence of static X3D models. }
function LoadMD3Sequence(const URL: string): TNodeInterpolator.TAnimationList;
implementation
uses CastleFilesUtils, CastleStringUtils, CastleBoxes, X3DLoadInternalUtils,
X3DCameraUtils, CastleDownload, CastleURIUtils;
type
TMd3Triangle = record
Indexes: array [0..2] of LongWord;
end;
TMd3TriangleList = {$ifdef CASTLE_OBJFPC}specialize{$endif} TStructList<TMd3Triangle>;
TMd3Vertex = record
Position: array [0..2] of SmallInt;
Normal: SmallInt;
end;
PMd3Vertex = ^TMd3Vertex;
TMd3VertexList = {$ifdef CASTLE_OBJFPC}specialize{$endif} TStructList<TMd3Vertex>;
TMd3TexCoord = TVector2;
TMd3TexCoordList = TVector2List;
TMd3Surface = class
private
{ Read surface from file, and advance position to next surface. }
procedure Read(Stream: TStream);
public
constructor Create;
destructor Destroy; override;
public
Name: string;
Vertexes: TMd3VertexList;
TextureCoords: TMd3TexCoordList;
Triangles: TMd3TriangleList;
{ Frames within this surface.
This is always the same as the TObject3DMD3.FramesCount of enclosing
TObject3DMD3 instance (yes, this assumption is checked when loading
MD3, as it must be @true for any valid MD3 file). }
FramesCount: Cardinal;
{ Vertexes array has VertexesInFrameCount * FramesCount items,
each set of VertexesInFrameCount is for a different animation frame.
TextureCoords always has VertexesInFrameCount (texture is not
animated). }
VertexesInFrameCount: Cardinal;
end;
TMd3SurfaceList = {$ifdef CASTLE_OBJFPC}specialize{$endif} TObjectList<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 CreateStream(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: TVector3;
MaxBounds: TVector3;
LocalOrigin: TVector3;
Radius: Single;
Name: array [0..15] of char;
end;
TMd3Tag = record
Name: array [0..Md3MaxQPath - 1] of char;
Origin: TVector3;
Axis: array [0..2] of TVector3;
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.List^[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.List^[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
CreateStream(Stream, ATextureURL);
finally Stream.Free end;
end;
constructor TObject3DMD3.CreateStream(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 := Vertexes.Ptr(VertexesInFrameCount * FrameNumber);
for I := 0 to VertexesInFrameCount - 1 do
begin
Result.FdPoint.Items.List^[I] := Vector3(
V^.Position[0] * Md3XyzScale,
V^.Position[1] * Md3XyzScale,
V^.Position[2] * Md3XyzScale);
Inc(V);
end;
SceneBox.Include(CalculateBoundingBox(Result.FdPoint.Items));
end;
function MakeTextureCoordinates(
TextureCoords: TMd3TexCoordList): TTextureCoordinateNode;
var
I: Integer;
V: PVector2;
begin
Result := TTextureCoordinateNode.Create('', BaseUrl);
Result.FdPoint.Items.Count := TextureCoords.Count;
V := TextureCoords.L;
for I := 0 to TextureCoords.Count - 1 do
begin
Result.FdPoint.Items.List^[I] := Vector2(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.List^[I*4 + 0] := Triangles.List^[I].Indexes[0];
Result.FdCoordIndex.Items.List^[I*4 + 1] := Triangles.List^[I].Indexes[1];
Result.FdCoordIndex.Items.List^[I*4 + 2] := Triangles.List^[I].Indexes[2];
Result.FdCoordIndex.Items.List^[I*4 + 3] := -1;
Result.FdTexCoordIndex.Items.List^[I*4 + 0] := Triangles.List^[I].Indexes[0];
Result.FdTexCoordIndex.Items.List^[I*4 + 1] := Triangles.List^[I].Indexes[1];
Result.FdTexCoordIndex.Items.List^[I*4 + 2] := Triangles.List^[I].Indexes[2];
Result.FdTexCoordIndex.Items.List^[I*4 + 3] := -1;
end;
end;
function MakeShape(Surface: TMd3Surface): TShapeNode;
var
IFS: TIndexedFaceSetNode;
begin
IFS := MakeIndexes(Surface.Triangles);
IFS.Coord := MakeCoordinates(Surface.Vertexes, Surface.VertexesInFrameCount);
IFS.TexCoord := MakeTextureCoordinates(Surface.TextureCoords);
Result := TShapeNode.Create(ToX3DName(Surface.Name), BaseUrl);
Result.Geometry := 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 TNodeInterpolator
requires for now that sequence of models have the same node names. }
{ + '_Frame' + IntToStr(FrameNumber) }), BaseUrl);
Result.HasForceVersion := true;
Result.ForceVersion := X3DVersion;
SceneBox := TBox3D.Empty;
if Md3.TextureURL <> '' then
begin
Texture := TImageTextureNode.Create('', BaseUrl);
Texture.SetUrl([Md3.TextureURL]);
end else
Texture := nil;
for I := 0 to Md3.Surfaces.Count - 1 do
Result.AddChildren(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.AddChildren(CameraNodeForWholeScene(cvVrml2_X3d,
BaseUrl, SceneBox, 0, 2, false, true));
if Texture <> nil then
begin
Texture.FreeIfUnused;
Texture := nil;
end;
end;
function LoadMD3Sequence(const URL: string): TNodeInterpolator.TAnimationList;
var
Md3: TObject3DMD3;
BaseUrl: string;
I: Integer;
Animation: TNodeInterpolator.TAnimation;
begin
Result := TNodeInterpolator.TAnimationList.Create(true);
try
Animation := TNodeInterpolator.TAnimation.Create;
Result.Add(Animation);
BaseUrl := AbsoluteURI(URL);
Md3 := TObject3DMD3.Create(URL);
try
{ handle each MD3 frame }
for I := 0 to Md3.FramesCount - 1 do
begin
Animation.KeyNodes.Add(LoadMD3Frame(Md3, I, BaseUrl));
Animation.KeyTimes.Add(I / 30);
end;
Animation.Name := TNodeInterpolator.DefaultAnimationName;
Animation.ScenesPerTime := TNodeInterpolator.DefaultScenesPerTime;
{ Default ScenesPerTime and times are set such that one MD3
frame will result in one frame inside TNodeInterpolator.
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 ?). }
Animation.Epsilon := 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. }
Animation.Loop := false;
Animation.Backwards := false;
finally FreeAndNil(Md3) end;
except
Result.FreeKeyNodesContents;
FreeAndNil(Result);
raise;
end;
end;
end.
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