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source: orxonox.OLD/orxonox/trunk/src/lib/graphics/importer/md2Model.h @ 4911

Last change on this file since 4911 was 4836, checked in by bensch, 19 years ago

orxonox/trunk: renamed all the \param → @param and so on in Doxygen tags.
Thanks a lot to the kDevelop team. this took since the last commit :)

File size: 6.6 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 "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') //!< 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//! animation names enumeration
69typedef enum animType
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  };
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(const char* modelFileName, const char* skinFileName);
108  virtual ~MD2Data();
109
110 private:
111  bool loadModel(const char* fileName);
112  bool loadSkin(const char* fileName = NULL);
113
114 public:
115  int                numFrames;             //!< number of frames
116  int                numVertices;           //!< number of vertices
117  int                numTriangles;          //!< number of triangles
118  int                numGLCommands;         //!< number of gl commands in the glList (tells how to draw)
119  char*              fileName;              //!< file name of the model File
120  char*              skinFileName;          //!< file name of the skin file
121  MD2Header*         header;                //!< the header file
122
123  sVec3D*            pVertices;             //!< pointer to the vertices data block
124  sTriangle*         pTriangles;            //!< pointer to the triangles data
125  int*               pGLCommands;           //!< pointer to the gllist data block
126  int*               pLightNormals;         //!< pointer to the light normals
127
128  Material*          material;              //!< pointer to the material
129  float              scaleFactor;           //!< the scale factor of the model, (global)
130};
131
132
133//! This is a MD2 Model class
134class MD2Model : public AbstractModel {
135
136public:
137  MD2Model(const char* modelFileName, const char* skinFileName = NULL);
138  virtual ~MD2Model();
139
140  void draw();
141
142  void setAnim(int type);
143  /**
144   *  scales the current model
145   * @param scaleFactor: the factor [0..1] to use for scaling
146  */
147  void scaleModel(float scaleFactor) { this->scaleFactor = scaleFactor;}
148
149  void tick(float dtS);
150  void debug();
151
152
153private:
154  void animate();
155  void processLighting();
156  void interpolate(sVec3D* verticesList);
157  void renderFrame();
158
159 public:
160  /* these variables are static, because they are all the same for every model */
161  static sVec3D       anorms[NUM_VERTEX_NORMALS];       //!< the anormals
162  static float        anormsDots[SHADEDOT_QUANT][256];  //!< the anormals dot products
163  static sAnim        animationList[21];                //!< the anomation list
164
165  MD2Data*            data;                             //!< the md2 data pointer
166
167 private:
168  float               scaleFactor;                      //!< the scale factor (individual)
169  sAnimState          animationState;                   //!< animation state of the model
170};
171
172
173
174
175
176#endif /* _MD2MODEL_H */
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