/
md1.go
215 lines (187 loc) · 5.86 KB
/
md1.go
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
package fileio
// .md1 - 3D model file
import (
"io"
)
type MD1Header struct {
SectionLengthBytes uint32
Unknown uint32
NumObj uint32
}
type MD1ObjectHeader struct {
TrianglesHeader MD1TrianglesHeader
QuadsHeader MD1QuadsHeader
}
type MD1TrianglesHeader struct {
VertexOffset uint32
VertexCount uint32
NormalOffset uint32
NormalCount uint32
TriangleIndexOffset uint32
TriangleIndexCount uint32
TextureOffset uint32
}
type MD1QuadsHeader struct {
VertexOffset uint32
VertexCount uint32
NormalOffset uint32
NormalCount uint32
QuadIndexOffset uint32
QuadIndexCount uint32
TextureOffset uint32
}
type MD1Object struct {
TriangleVertices []MD1Vertex
TriangleNormals []MD1Vertex
TriangleIndices []MD1TriangleIndex
TriangleTextures []MD1TriangleTexture
QuadVertices []MD1Vertex
QuadNormals []MD1Vertex
QuadIndices []MD1QuadIndex
QuadTextures []MD1QuadTexture
}
type MD1Vertex struct {
X int16
Y int16
Z int16
Zero uint16
}
type MD1TriangleIndex struct {
IndexNormal0 uint16
IndexVertex0 uint16
IndexNormal1 uint16
IndexVertex1 uint16
IndexNormal2 uint16
IndexVertex2 uint16
}
type MD1TriangleTexture struct {
U0 uint8 // UV coordinates for vertex 0
V0 uint8
ClutId uint16 // Texture clut id, bits 0-5
U1 uint8 // UV coordinates for vertex 1
V1 uint8
Page uint16 // Texture page
U2 uint8 // UV coordinates for vertex 2
V2 uint8
Zero uint16
}
type MD1QuadIndex struct {
IndexNormal0 uint16
IndexVertex0 uint16
IndexNormal1 uint16
IndexVertex1 uint16
IndexNormal2 uint16
IndexVertex2 uint16
IndexNormal3 uint16
IndexVertex3 uint16
}
type MD1QuadTexture struct {
U0 uint8 // UV coordinates for vertex 0
V0 uint8
ClutId uint16 // Texture clut id, bits 0-5
U1 uint8 // UV coordinates for vertex 1
V1 uint8
Page uint16 // Texture page
U2 uint8 // UV coordinates for vertex 2
V2 uint8
Zero1 uint16
U3 uint8 // UV coordinates for vertex 3
V3 uint8
Zero2 uint16
}
type MD1Output struct {
Components []MD1Object
NumBytes int64
}
func LoadMD1Stream(r io.ReaderAt, fileLength int64) (*MD1Output, error) {
fileReader := io.NewSectionReader(r, int64(0), fileLength)
fileStreamReader := NewStreamReader(fileReader)
// Read header
md1Header := MD1Header{}
if err := fileStreamReader.ReadData(&md1Header); err != nil {
return nil, err
}
// Read header offsets
modelObjectHeaders := make([]MD1ObjectHeader, int(md1Header.NumObj)/2)
if err := fileStreamReader.ReadData(&modelObjectHeaders); err != nil {
return nil, err
}
totalBytes := int64(0)
// Offsets are after model header, which is 12 bytes
beginOffset := int64(12)
objects := make([]MD1Object, len(modelObjectHeaders))
for i := 0; i < len(modelObjectHeaders); i++ {
modelObjectHeader := modelObjectHeaders[i]
// Triangle data
offset := beginOffset + int64(modelObjectHeader.TrianglesHeader.VertexOffset)
fileStreamReader.SetPosition(offset)
triangleVertices := make([]MD1Vertex, modelObjectHeader.TrianglesHeader.VertexCount)
if err := fileStreamReader.ReadData(&triangleVertices); err != nil {
return nil, err
}
offset = beginOffset + int64(modelObjectHeader.TrianglesHeader.NormalOffset)
fileStreamReader.SetPosition(offset)
triangleNormals := make([]MD1Vertex, modelObjectHeader.TrianglesHeader.NormalCount)
if err := fileStreamReader.ReadData(&triangleNormals); err != nil {
return nil, err
}
offset = beginOffset + int64(modelObjectHeader.TrianglesHeader.TriangleIndexOffset)
fileStreamReader.SetPosition(offset)
triangleIndices := make([]MD1TriangleIndex, modelObjectHeader.TrianglesHeader.TriangleIndexCount)
if err := fileStreamReader.ReadData(&triangleIndices); err != nil {
return nil, err
}
offset = beginOffset + int64(modelObjectHeader.TrianglesHeader.TextureOffset)
fileStreamReader.SetPosition(offset)
triangleTextures := make([]MD1TriangleTexture, modelObjectHeader.TrianglesHeader.TriangleIndexCount)
if err := fileStreamReader.ReadData(&triangleTextures); err != nil {
return nil, err
}
// Quad data
offset = beginOffset + int64(modelObjectHeader.QuadsHeader.VertexOffset)
fileStreamReader.SetPosition(offset)
quadVertices := make([]MD1Vertex, modelObjectHeader.QuadsHeader.VertexCount)
if err := fileStreamReader.ReadData(&quadVertices); err != nil {
return nil, err
}
offset = beginOffset + int64(modelObjectHeader.QuadsHeader.NormalOffset)
fileStreamReader.SetPosition(offset)
quadNormals := make([]MD1Vertex, modelObjectHeader.QuadsHeader.NormalCount)
if err := fileStreamReader.ReadData(&quadNormals); err != nil {
return nil, err
}
// A quad has 2 triangles
offset = beginOffset + int64(modelObjectHeader.QuadsHeader.QuadIndexOffset)
fileStreamReader.SetPosition(offset)
quadIndices := make([]MD1QuadIndex, modelObjectHeader.QuadsHeader.QuadIndexCount)
if err := fileStreamReader.ReadData(&quadIndices); err != nil {
return nil, err
}
offset = beginOffset + int64(modelObjectHeader.QuadsHeader.TextureOffset)
fileStreamReader.SetPosition(offset)
quadTextures := make([]MD1QuadTexture, modelObjectHeader.QuadsHeader.QuadIndexCount)
if err := fileStreamReader.ReadData(&quadTextures); err != nil {
return nil, err
}
// Assumes the texture offset is the largest offset
blockEnd := offset + (16 * int64(modelObjectHeader.QuadsHeader.QuadIndexCount))
if blockEnd > totalBytes {
totalBytes = blockEnd
}
objects[i] = MD1Object{
TriangleVertices: triangleVertices,
TriangleNormals: triangleNormals,
TriangleIndices: triangleIndices,
TriangleTextures: triangleTextures,
QuadVertices: quadVertices,
QuadNormals: quadNormals,
QuadIndices: quadIndices,
QuadTextures: quadTextures,
}
}
md1Output := &MD1Output{
Components: objects,
NumBytes: totalBytes,
}
return md1Output, nil
}