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source: orxonox.OLD/branches/christmas_branche/src/lib/graphics/importer/md2Model.h @ 6185

Last change on this file since 6185 was 6181, checked in by patrick, 19 years ago

christmas: alternative draw funciton

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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 "model.h"
22#include "base_object.h"
23#include "stdincl.h"
24
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  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} sAnim;
119
120
121//! animation state definition
122typedef struct
123{
124  int              startFrame;           //!< the start frame of an animation
125  int              endFrame;             //!< last frame of the animation
126  int              fps;                  //!< fps of the animaion (speed)
127
128  float            localTime;            //!< the local time
129  float            lastTime;             //!< last time stamp
130  float            interpolationState;   //!< the state of the animation [0..1]
131
132  int              type;                 //!< animation type
133
134  int              currentFrame;         //!< the current frame
135  int              nextFrame;            //!< the next frame in the list
136} sAnimState;
137
138
139//! animation names enumeration
140typedef enum animType
141  {
142    STAND,
143    RUN,
144    ATTACK,
145    PAIN_A,
146    PAIN_B,
147    PAIN_C,
148    JUMP,
149    FLIP,
150    SALUTE,
151    FALLBACK,
152    WAVE,
153    POINTT,
154    CROUCH_STAND,
155    CROUCH_WALK,
156    CROUCH_ATTACK,
157    CROUCH_PAIN,
158    CROUCH_DEATH,
159    DEATH_FALLBACK,
160    DEATH_FALLFORWARD,
161    DEATH_FALLBACKSLOW,
162    BOOM,
163
164    MAX_ANIMATIONS
165  };
166
167
168
169/* forward definitions */
170class Material;
171
172
173
174//! class to store the md2 data in
175class MD2Data : public BaseObject
176{
177 public:
178  MD2Data(const char* modelFileName, const char* skinFileName);
179  virtual ~MD2Data();
180
181 private:
182  bool loadModel(const char* fileName);
183  bool loadSkin(const char* fileName = NULL);
184
185 public:
186  int                numFrames;             //!< number of frames
187  int                numVertices;           //!< number of vertices
188  int                numTriangles;          //!< number of triangles
189  int                numTexCoor;            //!< number of texture coordinates
190  int                numGLCommands;         //!< number of gl commands in the glList (tells how to draw)
191  char*              fileName;              //!< file name of the model File
192  char*              skinFileName;          //!< file name of the skin file
193  MD2Header*         header;                //!< the header file
194
195  sVec3D*            pVertices;             //!< pointer to the vertices data block
196  sTriangle*         pTriangles;            //!< pointer to the triangles data
197  sTexCoor*          pTexCoor;              //!< pointer to the texture coordinate data
198  int*               pGLCommands;           //!< pointer to the gllist data block
199  int*               pLightNormals;         //!< pointer to the light normals
200
201  Material*          material;              //!< pointer to the material
202  float              scaleFactor;           //!< the scale factor of the model, (global)
203};
204
205
206
207
208//! This is a MD2 Model class
209class MD2Model : public Model {
210
211public:
212  MD2Model(const char* modelFileName, const char* skinFileName = NULL);
213  virtual ~MD2Model();
214
215  virtual void draw() const;
216  void renderFrameTriangles() const;
217
218
219  void setAnim(int type);
220  /**
221   *  scales the current model
222   * @param scaleFactor: the factor [0..1] to use for scaling
223  */
224  void scaleModel(float scaleFactor) { this->scaleFactor = scaleFactor;}
225
226  virtual void tick(float dtS);
227  void debug();
228
229
230private:
231  void animate();
232  void processLighting();
233  void interpolate(/*sVec3D* verticesList*/);
234  void renderFrame() const ;
235
236
237 public:
238  /* these variables are static, because they are all the same for every model */
239  static sVec3D       anorms[NUM_VERTEX_NORMALS];       //!< the anormals
240  static float        anormsDots[SHADEDOT_QUANT][256];  //!< the anormals dot products
241  static sAnim        animationList[21];                //!< the anomation list
242
243  MD2Data*            data;                             //!< the md2 data pointer
244
245 private:
246  float               scaleFactor;                      //!< the scale factor (individual)
247  sAnimState          animationState;                   //!< animation state of the model
248};
249
250
251
252
253
254#endif /* _MD2MODEL_H */
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