//
// This unit is part of the GLScene Project, http://glscene.org
//
{: Q3MD3<p>

   Helper classes and methods for Quake3 MD3 actors<p>

   History :
    14/04/03 - SG - Streamlined the TMD3TagList.LoadFromStream a little
    04/04/03 - SG - Changes made to LoadQ3Skin procedure (as suggested by Mrqzzz)
    03/04/03 - SG - Added LoadQ3Skin procedure
    01/04/03 - Mrqzzz - "LEGS_" animations read from .CFG fixed
    17/02/03 - SG - Creation
}
unit Q3MD3;

interface

uses
  Classes,SysUtils,ApplicationFileIO,VectorGeometry,GLVectorFileObjects,
  VectorLists,GLTexture,FileMD3;

type
  // This class is used to extract the tag transform information
  // stored in the MD3 files. The data is used to offset each
  // part of the model based on the parent parts animation state.
  TMD3TagList = class
    private
      FTags : array of TMD3Tag;
      FNumTags,
      FNumFrames : Integer;
    function GetTag(index: integer): TMD3Tag;
    public
      procedure LoadFromFile(FileName:String);
      procedure LoadFromStream(AStream:TStream);
      function GetTransform(TagName:string; Frame:integer):TMatrix;
      property TagCount : integer read FNumTags;
      property FrameCount : integer read FNumFrames;
      property Tags[index:integer]:TMD3Tag read GetTag;
  end;

// These procedures are helpers to load the Quake3 animation file data
// into an animation list. The NamePrefix parameter is used to determine
// which class of animation is extracted. eg NamePrefix='TORSO' will load
// all animations starting with 'TORSO_' like 'TORSO_STAND'
procedure LoadQ3Anims(Animations:TActorAnimations;
            FileName:string; NamePrefix:string); overload;
procedure LoadQ3Anims(Animations:TActorAnimations;
            Strings:TStrings; NamePrefix:string); overload;

// Quake3 Skin loading procedure. Use this procedure to apply textures
// to a GLActor. This doens't use the actors original preloaded materials so
// it may be a good idea to clear the actors material library before
// running this to keep everything nice and clean.
procedure LoadQ3Skin(FileName:string; Actor:TGLActor);

implementation

// LoadQ3Anims
//
procedure LoadQ3Anims(Animations:TActorAnimations;
            FileName:string; NamePrefix:string);
var
  AnimStrings:TStrings;
begin
  AnimStrings:=TStringList.Create;
  AnimStrings.LoadFromFile(FileName);
  LoadQ3Anims(Animations,AnimStrings,NamePrefix);
  AnimStrings.Free;
end;

procedure LoadQ3Anims(Animations:TActorAnimations;
            Strings:TStrings; NamePrefix:string);
var
  anim :TStringList;
  val : array[0..3] of integer;
  strindex,valindex,i : integer;
  GotValues:Boolean;
  commatext,str1 : string;
  TorsoStartFrame,LegsStartFrame : integer; // Used to Fix LEGS Frame values red from CFG file

  function StrIsNumber(str:string):boolean;
  var
    i : integer;
  begin
    result:=false;
    for i:=1 to Length(str) do
      if (Ord(str[i])>=Ord('0'))
      and (Ord(str[i])<=Ord('9')) then
        result:=true
      else begin
        result:=false;
        break;
      end;
  end;

begin
  anim:=TStringList.Create;
  TorsoStartFrame := 0;
  LegsStartFrame  := 0;
  for strindex:=0 to Strings.Count-1 do begin
    commatext:=Strings.Strings[strindex];
    while Pos('  ',commatext)>0 do
      commatext:=StringReplace(commatext,'  ',' ',[rfReplaceAll]);
    commatext:=StringReplace(commatext,' ',',',[rfReplaceAll]);
    anim.CommaText:=commatext;
    GotValues:=False;
    valindex:=0;
    str1:='';
    if anim.Count>=5 then begin
      for i:=0 to Anim.Count-1 do begin
        if GotValues then begin

          // Store start values to Fix LEGS
          if (TorsoStartFrame=0) and (pos('TORSO_',Uppercase(Anim.Strings[i]))>0) then
               TorsoStartFrame := val[0];
          if (LegsStartFrame=0) and (pos('LEGS_',Uppercase(Anim.Strings[i]))>0) then
               LegsStartFrame := val[0];

          if (Anim.Strings[i]<>'//')
          and (Pos(NamePrefix+'_',Anim.Strings[i])>0) then begin
            str1:=StringReplace(Anim.Strings[i],'//','',[rfReplaceAll]);
            break;
          end;
        end else begin
          if StrIsNumber(Anim.Strings[i]) then begin
            val[valindex]:=StrToInt(Anim.Strings[i]);
            Inc(valindex);
            if valindex=4 then GotValues:=True;
          end else break;
        end;
      end;
    end;
    if GotValues and (str1<>'') then begin
      // Values ready for new animation.
      with Animations.Add do begin
        // Fix frame value for Legs
        if Uppercase(NamePrefix)='LEGS' then
             val[0] := val[0]-LegsStartFrame+TorsoStartFrame;

        Name:=str1;
        StartFrame:=val[0];
        EndFrame:=val[0]+val[1]-1;
        Reference:=aarMorph;
        // Need a way in TActorAnimation to tell whether it is
        // a looping type animation or a play once type and
        // the framerate (interval) it uses. Both of these can
        // be determined here and loaded.
      end;
    end;
  end;
  anim.Free;
end;

// LoadQ3Skin
//
procedure LoadQ3Skin(FileName:string; Actor:TGLActor);
const
  // This list can be expanded if necessary
  ExtList : array[0..3] of string = ('.jpg','.jpeg','.tga','.bmp');
var
  SkinStrings,
  temp         : TStrings;
  i,j          : integer;
  libmat       : TGLLibMaterial;
  mesh         : TMeshObject;
  texture,
  textureNoDir : string;
  textureFound,
  meshFound    : Boolean;

  function GetMeshObjectByName(MeshObjects:TMeshObjectList; Name:string; var mesh:TMeshObject):Boolean;
  var
    i : integer;
  begin
    Result:=False;
    if (trim(Name)='') or not Assigned(MeshObjects) then
      exit;
    for i:=0 to MeshObjects.Count-1 do begin
      if MeshObjects[i].Name=Name then begin
        mesh:=MeshObjects[i];
        Result:=True;
        break;
      end;
    end;
  end;

begin
  if (not FileExists(FileName)) or (not Assigned(Actor)) then exit;
  if (not Assigned(Actor.MaterialLibrary)) then exit;

  SkinStrings:=TStringList.Create;
  temp:=TStringList.Create;
  temp.LoadFromFile(FileName);

  for i:=0 to temp.Count-1 do begin
    SkinStrings.CommaText:=temp.Strings[i];
    if SkinStrings.Count>1 then begin
      libmat:=Actor.MaterialLibrary.Materials.GetLibMaterialByName(SkinStrings.Strings[1]);
      meshFound:=GetMeshObjectByName(Actor.MeshObjects,SkinStrings.Strings[0],mesh);
      if meshFound then begin
        if not Assigned(libmat) then begin
          libmat:=Actor.MaterialLibrary.Materials.Add;
          libmat.Name:=SkinStrings.Strings[1];

          // Search for the texture file
          textureFound:=False;
          for j:=0 to Length(ExtList)-1 do begin
            texture:=StringReplace(SkinStrings.Strings[1],'/','\',[rfReplaceAll]);
            texture:=ChangeFileExt(texture,ExtList[j]);
            if FileExists(texture) then begin
              libmat.Material.Texture.Image.LoadFromFile(texture);
              libmat.Material.Texture.Disabled:=False;
              textureFound:=True;
            end else begin
              textureNoDir:=ExtractFileName(texture);
              if FileExists(textureNoDir) then begin
                libmat.Material.Texture.Image.LoadFromFile(textureNoDir);
                libmat.Material.Texture.Disabled:=False;
                textureFound:=True;
              end;
            end;
            if textureFound then break;
          end;
        end;
        for j:=0 to mesh.FaceGroups.Count-1 do
          mesh.FaceGroups[j].MaterialName:=libmat.Name;
      end;
    end;
  end;

  temp.Free;
  SkinStrings.Free;
end;

// ------------------
// ------------------ TMD3TagList ------------------
// ------------------

// LoadFromFile
//
procedure TMD3TagList.LoadFromFile(FileName:String);
var
  fs : TStream;
begin
  if fileName<>'' then begin
    fs:=CreateFileStream(FileName, fmOpenRead+fmShareDenyWrite);
    try
      LoadFromStream(fs);
    finally
      fs.Free;
    end;
  end;
end;

// LoadFromStream
//
procedure TMD3TagList.LoadFromStream(aStream:TStream);
var
  MD3Header : TMD3Header;
begin
  // Load the MD3 header
  aStream.Read(MD3Header,SizeOf(MD3Header));

  // Test for correct file ID and version
  Assert(MD3Header.fileID='IDP3','Incorrect MD3 file ID');
  Assert(MD3Header.version=15,'Incorrect MD3 version number');

  // Get the tags from the file
  FNumTags:=MD3Header.numTags;
  FNumFrames:=MD3Header.numFrames;
  SetLength(FTags,FNumTags*FNumFrames);
  aStream.Position:=MD3Header.tagStart;
  aStream.Read(FTags[0],FNumTags*FNumFrames*SizeOf(TMD3Tag));
end;

// GetTag
//
function TMD3TagList.GetTag(index: integer): TMD3Tag;
begin
  Result:=FTags[index];
end;

// GetTransform
//
function TMD3TagList.GetTransform(TagName: string;
  Frame: integer): TMatrix;
var
  TagIdx,i,j : integer;
  Tag : TMD3Tag;
begin
  Result:=IdentityHMGMatrix;
  TagIdx:=-1;
  for i:=0 to FNumTags do
    if lowercase(trim(TagName))=lowercase(trim(FTags[i].strName)) then begin
      TagIdx:=i;
      Break;
    end;
  if TagIdx=-1 then exit;
  Tag:=FTags[TagIdx+Frame*FNumTags];
  for j:=0 to 2 do
    for i:=0 to 2 do
      Result[i][j]:=Tag.rotation[i][j];
  for i:=0 to 2 do
    Result[3][i]:=Tag.vPosition[i];
end;

end.
