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source: orxonox.OLD/branches/atmospheric_engine/src/lib/graphics/importer/md2Model.h @ 7628

Last change on this file since 7628 was 7221, checked in by bensch, 19 years ago

orxonox/trunk: merged the std-branche back, it runs on windows and Linux

svn merge https://svn.orxonox.net/orxonox/branches/std . -r7202:HEAD

File size: 10.2 KB
Line 
1/*!
2 * @file md2Model.h
3  *  Definition of an MD2 Model, a model format invented by ID Software.
4
5    We are deeply thankfull for all the wunderfull things id software made for us gamers!
6
7    The md2 file format is structured in a very simple way: it contains animations which are made out of
8    frames (so called keyframes). Each frame is a complete draweable model in a specific position.
9    A frame is a collection of vertex and its compagnions (normals, texture coordinates).
10
11    A typical model has about 200 frames, the maximum frame count is fixed by MD2_MAX_FRAMES to currently
12    512 frames. The maximal vetices count is set to 2048 verteces, not enough?
13    You just have to change the MD2_MAX_* values if it doesn't fit your purposes...
14
15    Surface Culling is fully implemented in md2 models: quake2 uses front face culling.
16*/
17
18#ifndef _MD2MODEL_H
19#define _MD2MODEL_H
20
21#include "base_object.h"
22
23#include "model.h"
24#include "material.h"
25
26//! These are the needed defines for the max values when loading .MD2 files
27#define MD2_IDENT                       (('2'<<24) + ('P'<<16) + ('D'<<8) + 'I') //!< the md2 identifier tag in the bin file
28#define MD2_VERSION                     8                                        //!< the md2 version in the header
29#define MD2_MAX_TRIANGLES               4096                                     //!< maximal triangles count
30#define MD2_MAX_VERTICES                2048                                     //!< maximal vertices count
31#define MD2_MAX_TEXCOORDS               2048                                     //!< maximal tex coordinates
32#define MD2_MAX_FRAMES                  512                                      //!< maximal frames
33#define MD2_MAX_SKINS                   32                                       //!< maximal skins
34#define MD2_MAX_FRAMESIZE               (MD2_MAX_VERTICES * 4 + 128)             //!< maximal framesize
35
36#define NUM_VERTEX_NORMALS              162                                      //!< number of vertex normals
37#define SHADEDOT_QUANT                  16                                       //!< shade dot quantity - no idea what it is
38
39//! This stores the speed of the animation between each key frame - currently conflicting with the animation framework
40#define kAnimationSpeed                 12.0f                                    //!< animation speed
41
42//! This holds the header information that is read in at the beginning of the file: id software definition
43struct MD2Header
44{
45   int ident;                           //!< This is used to identify the file
46   int version;                         //!< The version number of the file (Must be 8)
47
48   int skinWidth;                       //!< The skin width in pixels
49   int skinHeight;                      //!< The skin height in pixels
50   int frameSize;                       //!< The size in bytes the frames are
51
52   int numSkins;                        //!< The number of skins associated with the model
53   int numVertices;                     //!< The number of vertices (constant for each frame)
54   int numTexCoords;                    //!< The number of texture coordinates
55   int numTriangles;                    //!< The number of faces (polygons)
56   int numGlCommands;                   //!< The number of gl commands
57   int numFrames;                       //!< The number of animation frames
58
59   int offsetSkins;                     //!< The offset in the file for the skin data
60   int offsetTexCoords;                 //!< The offset in the file for the texture data
61   int offsetTriangles;                 //!< The offset in the file for the face data
62   int offsetFrames;                    //!< The offset in the file for the frames data
63   int offsetGlCommands;                //!< The offset in the file for the gl commands data
64   int offsetEnd;                       //!< The end of the file offset
65};
66
67
68//! compressed vertex data: char insetead of float, the value will be expanded by the scale value. only for loading
69typedef struct
70{
71  unsigned char    v[3];                 //!< the vector of the vertex
72  unsigned char    lightNormalIndex;     //!< the index of the light normal
73} sVertex;
74
75
76//! compressed texture offset data: coords scaled by the texture size. Only for loading
77typedef struct
78{
79  short            s;                    //!< the s,t coordinates of a texture
80  short            t;                    //!< the s,t coordinates of a texture
81} sTexCoor;
82
83
84//! holds tha informations about a md2 frame
85typedef struct
86{
87  sVec3D           scale;                //!< scales values of the model
88  sVec3D           translate;            //!< translates the model
89  char             name[16];             //!< frame name: something like "run32"
90  sVertex          pVertices[1];         //!< first vertex of thes frame
91} sFrame;
92
93
94//! holds the information about a triangle
95typedef struct
96{
97  unsigned short   indexToVertices[3];   //!< index to the verteces of the triangle
98  unsigned short   indexToTexCoor[3];    //!< index to the texture coordinates
99} sTriangle;
100
101
102
103//! the command list of the md2 model, very md2 specific
104typedef struct
105{
106  float            s;                    //!< texture coordinate 1
107  float            t;                    //!< texture coordinate 2
108  int              vertexIndex;          //!< index of the vertex in the vertex list
109} glCommandVertex;
110
111
112//! a md2 animation definition
113typedef struct
114{
115  int              firstFrame;           //!< first frame of the animation
116  int              lastFrame;            //!< last frame of the animation
117  int              fps;                  //!< speed: number of frames per second
118  int              bStoppable;           //!< 1 if the animation is stoppable 0 else
119} sAnim;
120
121
122//! animation state definition
123typedef struct
124{
125  int              startFrame;           //!< the start frame of an animation
126  int              endFrame;             //!< last frame of the animation
127  int              fps;                  //!< fps of the animaion (speed)
128
129  float            localTime;            //!< the local time
130  float            lastTime;             //!< last time stamp
131  float            interpolationState;   //!< the state of the animation [0..1]
132
133  int              type;                 //!< animation type
134
135  int              currentFrame;         //!< the current frame
136  int              nextFrame;            //!< the next frame in the list
137  int              numPlays;             //!< the number of times, this has been played in series
138
139  int              animPlaybackMode;     //!< the playback mode
140} sAnimState;
141
142
143//! animation names enumeration
144typedef enum animType
145  {
146    STAND,                       //0
147    RUN,                         //1
148    ATTACK,                      //2
149    PAIN_A,                      //3
150    PAIN_B,                      //4
151    PAIN_C,          //5
152    JUMP,            //6
153    FLIP,            //7
154    SALUTE,          //8
155    FALLBACK,        //9
156    WAVE,            //10
157    POINT,           //11
158    CROUCH_STAND,
159    CROUCH_WALK,
160    CROUCH_ATTACK,
161    CROUCH_PAIN,
162    CROUCH_DEATH,
163    DEATH_FALLBACK,
164    DEATH_FALLFORWARD,
165    DEATH_FALLBACKSLOW,
166    BOOM,
167
168    MAX_ANIMATIONS
169  };
170
171
172typedef enum animPlayback
173{
174  MD2_ANIM_LOOP = 0,
175  MD2_ANIM_ONCE,
176
177  MD2_ANIM_NUM
178};
179
180
181
182/* forward definitions */
183class Material;
184
185
186
187//! class to store the md2 data in
188class MD2Data : public BaseObject
189{
190 public:
191   MD2Data(const std::string& modelFileName, const std::string& skinFileName, float scale = 1.0f);
192  virtual ~MD2Data();
193
194 private:
195   bool loadModel(const std::string& fileName);
196   bool loadSkin(const std::string& fileName = "");
197
198 public:
199  int                numFrames;             //!< number of frames
200  int                numVertices;           //!< number of vertices
201  int                numTriangles;          //!< number of triangles
202  int                numTexCoor;            //!< number of texture coordinates
203  int                numGLCommands;         //!< number of gl commands in the glList (tells how to draw)
204  std::string        fileName;              //!< file name of the model File
205  std::string        skinFileName;          //!< file name of the skin file
206  MD2Header*         header;                //!< the header file
207
208  sVec3D*            pVertices;             //!< pointer to the vertices data block
209  sTriangle*         pTriangles;            //!< pointer to the triangles data
210  sTexCoor*          pTexCoor;              //!< pointer to the texture coordinate data
211  int*               pGLCommands;           //!< pointer to the gllist data block
212  int*               pLightNormals;         //!< pointer to the light normals
213
214  Material           material;              //!< pointer to the material
215  float              scaleFactor;           //!< the scale factor of the model, (global)
216};
217
218
219
220
221//! This is a MD2 Model class
222class MD2Model : public Model {
223
224public:
225  MD2Model(const std::string& modelFileName, const std::string& skinFileName = "", float scale = 1.0f);
226  virtual ~MD2Model();
227
228  virtual void draw() const;
229  void renderFrameTriangles() const;
230
231
232  void setAnim(int type, int animPlayback = MD2_ANIM_LOOP);
233  /**  returns the current animation @returns animation type */
234  inline int MD2Model::getAnim() { return this->animationState.type; }
235  /**  scales the current model @param scaleFactor: the factor [0..1] to use for scaling */
236  void scaleModel(float scaleFactor) { this->scaleFactor = scaleFactor;}
237
238  virtual void tick(float dtS);
239  void debug();
240
241
242private:
243  void animate(float time);
244  void processLighting();
245  void interpolate(/*sVec3D* verticesList*/);
246  void renderFrame() const ;
247
248
249 public:
250  /* these variables are static, because they are all the same for every model */
251  static sVec3D       anorms[NUM_VERTEX_NORMALS];       //!< the anormals
252  static float        anormsDots[SHADEDOT_QUANT][256];  //!< the anormals dot products
253  static sAnim        animationList[21];                //!< the anomation list
254   //! again one of these strange id software parts
255  float*              shadeDots;
256
257  MD2Data*            data;                             //!< the md2 data pointer
258
259 private:
260  float               scaleFactor;                      //!< the scale factor (individual)
261  sAnimState          animationState;                   //!< animation state of the model
262  sVec3D              verticesList[MD2_MAX_VERTICES];   //!< place to temp sav the vert
263};
264
265
266
267
268
269#endif /* _MD2MODEL_H */
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