示例#1
0
  public boolean loadShader(ModelMD3 model, String fileShader) {
    try {
      // Wrap a buffer to make reading more efficient (faster)
      BufferedReader reader = new BufferedReader(new FileReader(fileShader));

      // These variables are used to read in a line at a time from the file, and also
      // to store the current line being read so that we can use that as an index for the
      // textures, in relation to the index of the sub-object loaded in from the weapon model.
      String strLine;
      int currentIndex = 0;

      // Go through and read in every line of text from the file
      while ((strLine = reader.readLine()) != null) {
        // Create a local material info structure
        MaterialInfo texture = new MaterialInfo();

        // Copy the name of the file into our texture file name variable
        texture.setName(strLine);

        // The tile or scale for the UV's is 1 to 1 (but Quake saves off a 0-256 ratio)
        texture.setUTile(1);
        texture.setVTile(1);

        // Add the local material info to our model's material list
        // Store the material ID for this object and set the texture boolean to true
        model.getObject(currentIndex).setMaterialID(model.getMaterials().size());
        model.getObject(currentIndex).setbHasTexture(true);

        // Add the local material info structure to our model's material list
        model.addMaterials(texture);

        // Here we increase the material index for the next texture (if any)
        currentIndex++;
      }

      // Close the file and return a success
      reader.close();
    } catch (Exception e) {
      return false;
    }

    return true;
  }
示例#2
0
  /**
   * This loads the texture information for the model from the *.skin file.
   *
   * @param model Current model.
   * @param fileSkin Skin path.
   */
  public boolean loadSkin(ModelMD3 model, String fileSkin) {

    // Make sure valid data was passed in
    if (model == null || fileSkin == null) return false;

    // This function is used to load a .skin file for the .md3 model associated
    // with it.  The .skin file stores the textures that need to go with each
    // object and subject in the .md3 files.  For instance, in our Lara Croft model,
    // her upper body model links to 2 texture; one for her body and the other for
    // her face/head.  The .skin file for the lara_upper.md3 model has 2 textures:
    //
    // u_torso,models/players/laracroft/default.bmp
    // u_head,models/players/laracroft/default_h.bmp
    //
    // Notice the first word, then a comma.  This word is the name of the object
    // in the .md3 file.  Remember, each .md3 file can have many sub-objects.
    // The next bit of text is the Quake3 path into the .pk3 file where the
    // texture for that model is stored  Since we don't use the Quake3 path
    // because we aren't making Quake, I just grab the texture name at the
    // end of the string and disregard the rest.  of course, later this is
    // concatenated to the original MODEL_PATH that we passed into load our character.
    // So, for the torso object it's clear that default.bmp is assigned to it, where
    // as the head model with the pony tail, is assigned to default_h.bmp.  Simple enough.
    // What this function does is go through all the lines of the .skin file, and then
    // goes through all of the sub-objects in the .md3 file to see if their name is
    // in that line as a sub string.  We use our cool IsInString() function for that.
    // If it IS in that line, then we know that we need to grab it's texture file at
    // the end of the line.  I just parse backwards until I find the last '/' character,
    // then copy all the characters from that index + 1 on (I.E. "default.bmp").
    // Remember, it's important to note that I changed the texture files from .tga
    // files to .bmp files because that is what all of our tutorials use.  That way
    // you don't have to sift through tons of image loading code.  You can write or
    // get your own if you really want to use the .tga format.
    try {
      // Wrap a buffer to make reading more efficient (faster)
      BufferedReader reader = new BufferedReader(new FileReader(fileSkin));

      // These 2 variables are for reading in each line from the file, then storing
      // the index of where the bitmap name starts after the last '/' character.
      String strLine;
      int textureNameStart = 0;

      // Go through every line in the .skin file
      while ((strLine = reader.readLine()) != null) {
        // Loop through all of our objects to test if their name is in this line
        for (int i = 0; i < model.getObject().size(); i++) {
          // Check if the name of this object appears in this line from the skin file
          if (strLine.contains(model.getObject(i).getName())) {

            // To extract the texture name, we loop through the string, starting
            // at the end of it until we find a '/' character, then save that index + 1.
            textureNameStart = strLine.lastIndexOf("/") + 1;

            // Create a local material info structure
            MaterialInfo texture = new MaterialInfo();

            // Copy the name of the file into our texture file name variable.
            texture.setName(strLine.substring(textureNameStart));

            // The tile or scale for the UV's is 1 to 1 (but Quake saves off a 0-256 ratio)
            texture.setUTile(1);
            texture.setVTile(1);

            // Add the local material info to our model's material list
            // Store the material ID for this object and set the texture boolean to true
            model.getObject(i).setMaterialID(model.getMaterials().size());
            model.getObject(i).setbHasTexture(true);

            // Add the local material info structure to our model's material list
            model.addMaterials(texture);
          }
        }
      }

      // Close the file and return a success
      reader.close();
    } catch (Exception e) {
      return false;
    }

    return true;
  }