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source: orxonox.OLD/orxonox/trunk/src/lib/graphics/importer/md2Model.h @ 4438

Last change on this file since 4438 was 4282, checked in by patrick, 20 years ago

orxonox/trunk: some smaller changes, possible to define scale factor per model, rest of cleanup work finished

File size: 4.5 KB
Line 
1/*!
2    \file md2Model.h
3    \brief 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 "abstract_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')
28#define MD2_VERSION                     8
29#define MD2_MAX_TRIANGLES               4096
30#define MD2_MAX_VERTICES                2048
31#define MD2_MAX_TEXCOORDS               2048
32#define MD2_MAX_FRAMES                  512
33#define MD2_MAX_SKINS                   32
34#define MD2_MAX_FRAMESIZE               (MD2_MAX_VERTICES * 4 + 128)
35
36#define NUM_VERTEX_NORMALS              162
37#define SHADEDOT_QUANT                  16
38
39//! This stores the speed of the animation between each key frame - currently conflicting with the animation framework
40#define kAnimationSpeed                 12.0f
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
69typedef enum 
70  {
71    STAND,
72    RUN,
73    ATTACK,
74    PAIN_A,
75    PAIN_B,
76    PAIN_C,
77    JUMP,
78    FLIP,
79    SALUTE,
80    FALLBACK,
81    WAVE,
82    POINTT,
83    CROUCH_STAND,
84    CROUCH_WALK,
85    CROUCH_ATTACK,
86    CROUCH_PAIN,
87    CROUCH_DEATH, 
88    DEATH_FALLBACK,
89    DEATH_FALLFORWARD,
90    DEATH_FALLBACKSLOW,
91    BOOM,
92 
93    MAX_ANIMATIONS
94  } animType;
95
96
97
98/* forward definitions */
99class Material;
100
101
102
103//! class to store the md2 data in
104class MD2Data
105{
106 public:
107  MD2Data();
108  virtual ~MD2Data();
109
110  bool loadModel(const char* fileName);
111  bool loadSkin(const char* fileName);
112
113  int numFrames;
114  int numVertices;
115  int numTriangles;
116  int numGLCommands;
117  char* fileName;
118  char* skinFileName;
119  MD2Header* header;
120
121  sVec3D* pVertices;
122  int* pGLCommands;
123  int* pLightNormals;
124  glCommandVertex* pGLCommands2;
125
126  Material* material;
127  float scaleFactor;
128};
129
130
131//! This is a MD2 Model class
132class MD2Model : public AbstractModel {
133
134public:
135  MD2Model();
136  virtual ~MD2Model();
137 
138  bool loadModel(const char* filename);
139  bool loadSkin(const char* filename);
140 
141  void drawFrame(int frame);
142  void draw();
143  void draw2();
144 
145  void setAnim(int type);
146  void scaleModel(float scaleFactor) { this->scaleFactor = scaleFactor;}
147
148  void tick(float dtS);
149  void debug();
150
151
152private:
153  void animate(); 
154  void processLighting();
155  void interpolate(sVec3D* verticesList);
156  void renderFrame();
157
158 public:
159  /* these variables are static, because they are all the same for every model */
160  static sVec3D anorms[NUM_VERTEX_NORMALS];
161  static float anormsDots[SHADEDOT_QUANT][256];
162  static sAnim animationList[21];
163
164 private:
165  MD2Data* data;
166
167  float scaleFactor;
168  sAnimState animationState;
169};
170
171
172
173
174
175#endif /* _MD2MODEL_H */
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