// Copyright (C) 2012-2013 ChaosForge / Kornel Kisielewicz // http://chaosforge.org/ // // This file is part of NV Libraries. // For conditions of distribution and use, see copyright notice in nv.hh #include "nv/formats/md5_loader.hh" #include #include #include "nv/logging.hh" #include "nv/io/std_stream.hh" #include using namespace nv; static void next_line( std::istream& stream ) { stream.ignore( std::numeric_limits::max(), '\n' ); } static inline void discard( std::istream& stream, const std::string& token ) { std::string discarded; stream >> discarded; assert( discarded == token ); } static void remove_quotes( std::string& str ) { size_t n; while ( ( n = str.find('\"') ) != std::string::npos ) str.erase(n,1); } void unit_quat_w( glm::quat& quat ) { float t = 1.0f - ( quat.x * quat.x ) - ( quat.y * quat.y ) - ( quat.z * quat.z ); quat.w = ( t < 0.0f ? 0.0f : -sqrtf(t) ); } bool md5_loader::load( stream& source ) { std_stream sstream( &source ); std::string command; sstream >> command; while ( !sstream.eof() ) { if ( command == "MD5Version" ) { sstream >> m_md5_version; assert( m_md5_version == 10 ); } else if ( command == "commandline" ) { next_line( sstream ); } else if ( command == "numJoints" ) { sstream >> m_num_joints; m_joints.reserve( m_num_joints ); } else if ( command == "numMeshes" ) { sstream >> m_num_meshes; m_meshes.reserve( m_num_meshes ); } else if ( command == "joints" ) { discard( sstream, "{" ); md5_joint joint; for ( int i = 0; i < m_num_joints; ++i ) { sstream >> joint.name >> joint.parent_id; discard( sstream, "(" ); sstream >> joint.pos.x >> joint.pos.y >> joint.pos.z; discard( sstream, ")" ); discard( sstream, "(" ); sstream >> joint.orient.x >> joint.orient.y >> joint.orient.z; remove_quotes( joint.name ); unit_quat_w( joint.orient ); m_joints.push_back( joint ); next_line( sstream ); } discard( sstream, "}" ); } else if ( command == "mesh" ) { // TODO : efficiency dammit md5_mesh mesh; int num_verts, num_tris, num_weights; discard( sstream, "{" ); sstream >> command; while ( command != "}" ) { if ( command == "shader" ) { sstream >> mesh.shader; remove_quotes( mesh.shader ); // texturePath.replace_extension( ".tga" ); next_line( sstream ); } else if ( command == "numverts") { sstream >> num_verts; next_line( sstream ); for ( int i = 0; i < num_verts; ++i ) { md5_vertex vert; std::string ignore; discard( sstream, "vert" ); sstream >> ignore; discard( sstream, "(" ); sstream >> vert.texcoord.x >> vert.texcoord.y; discard( sstream, ")" ); sstream >> vert.start_weight >> vert.weight_count; next_line( sstream ); mesh.verts.push_back(vert); mesh.texcoord_buffer.push_back( vert.texcoord ); } } else if ( command == "numtris" ) { sstream >> num_tris; next_line( sstream ); for ( int i = 0; i < num_tris; ++i ) { md5_triangle tri; std::string ignore; discard( sstream, "tri" ); sstream >> ignore >> tri.indices[0] >> tri.indices[1] >> tri.indices[2]; next_line( sstream ); mesh.tris.push_back( tri ); mesh.index_buffer.push_back( (uint32)tri.indices[0] ); mesh.index_buffer.push_back( (uint32)tri.indices[1] ); mesh.index_buffer.push_back( (uint32)tri.indices[2] ); } } else if ( command == "numweights" ) { sstream >> num_weights; next_line( sstream ); for ( int i = 0; i < num_weights; ++i ) { md5_weight weight; std::string ignore; discard( sstream, "weight" ); sstream >> ignore >> weight.joint_id >> weight.bias; discard( sstream, "(" ); sstream >> weight.pos.x >> weight.pos.y >> weight.pos.z; discard( sstream, ")" ); next_line( sstream ); mesh.weights.push_back(weight); } } else { next_line( sstream ); } sstream >> command; } prepare_mesh( mesh ); prepare_normals( mesh ); m_meshes.push_back(mesh); } sstream >> command; } assert( m_joints.size() == m_num_joints ); assert( m_meshes.size() == m_num_meshes ); return true; } bool md5_loader::prepare_mesh( md5_mesh& mesh ) { mesh.position_buffer.clear(); mesh.texcoord_buffer.clear(); for ( uint32 i = 0; i < mesh.verts.size(); ++i ) { md5_vertex& vert = mesh.verts[i]; vert.position = glm::vec3(0); vert.normal = glm::vec3(0); vert.tangent = glm::vec3(0); for ( int j = 0; j < vert.weight_count; ++j ) { md5_weight& weight = mesh.weights[vert.start_weight + j]; md5_joint& joint = m_joints[weight.joint_id]; glm::vec3 rot_pos = joint.orient * weight.pos; vert.position += ( joint.pos + rot_pos ) * weight.bias; } mesh.position_buffer.push_back(vert.position); mesh.texcoord_buffer.push_back(vert.texcoord); } return true; } bool md5_loader::prepare_normals( md5_mesh& mesh ) { mesh.normal_buffer.clear(); for ( unsigned int i = 0; i < mesh.tris.size(); ++i ) { const md5_triangle& tri = mesh.tris[i]; glm::vec3 v1 = mesh.verts[ tri.indices[0] ].position; glm::vec3 v2 = mesh.verts[ tri.indices[1] ].position; glm::vec3 v3 = mesh.verts[ tri.indices[2] ].position; glm::vec3 xyz1 = v3 - v1; glm::vec3 xyz2 = v2 - v1; glm::vec3 normal = glm::cross( xyz1, xyz2 ); mesh.verts[ tri.indices[0] ].normal += normal; mesh.verts[ tri.indices[1] ].normal += normal; mesh.verts[ tri.indices[2] ].normal += normal; const vec2& w1 = mesh.verts[ tri.indices[0] ].texcoord; const vec2& w2 = mesh.verts[ tri.indices[1] ].texcoord; const vec2& w3 = mesh.verts[ tri.indices[2] ].texcoord; vec2 st1 = w3 - w1; vec2 st2 = w2 - w1; float coef = 1.0f / (st1.x * st2.y - st2.x * st1.y); vec3 tangent = (( xyz1 * st2.y ) - ( xyz2 * st1.y )) * coef; mesh.verts[ tri.indices[0] ].tangent += tangent; mesh.verts[ tri.indices[1] ].tangent += tangent; mesh.verts[ tri.indices[2] ].tangent += tangent; } for ( unsigned int i = 0; i < mesh.verts.size(); ++i ) { md5_vertex& vert = mesh.verts[i]; glm::vec3 normal = glm::normalize( vert.normal ); glm::vec3 tangent = glm::normalize( vert.tangent ); mesh.normal_buffer.push_back( normal ); mesh.tangent_buffer.push_back( tangent ); vert.normal = glm::vec3(0); vert.tangent = glm::vec3(0); for ( int j = 0; j < vert.weight_count; ++j ) { const md5_weight& weight = mesh.weights[vert.start_weight + j]; const md5_joint& joint = m_joints[weight.joint_id]; vert.normal += ( normal * joint.orient ) * weight.bias; vert.tangent += ( tangent * joint.orient ) * weight.bias; } } return true; } mesh* md5_loader::release_mesh() { mesh* m = new mesh(); auto position = m->add_attribute< vec3 >( "nv_position" ); auto normal = m->add_attribute< vec3 >( "nv_normal" ); auto texcoord = m->add_attribute< vec2 >( "nv_texcoord" ); auto tangent = m->add_attribute< vec2 >( "nv_tangent" ); auto indices = m->add_indices< uint32 >(); position->get().assign( m_meshes[0].position_buffer.begin(), m_meshes[0].position_buffer.end() ); normal ->get().assign( m_meshes[0].normal_buffer.begin(), m_meshes[0].normal_buffer.end() ); texcoord->get().assign( m_meshes[0].texcoord_buffer.begin(), m_meshes[0].texcoord_buffer.end() ); tangent ->get().assign( m_meshes[0].tangent_buffer.begin(), m_meshes[0].tangent_buffer.end() ); indices ->get().assign( m_meshes[0].index_buffer.begin(), m_meshes[0].index_buffer.end() ); m_size = m_meshes[0].index_buffer.size(); return m; }