1 | /*! |
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2 | * @file md2Model.h |
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3 | * Definition of an MD2 Model, a model format invented by ID Software. |
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4 | |
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5 | We are deeply thankfull for all the wunderfull things id software made for us gamers! |
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6 | |
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7 | The md2 file format is structured in a very simple way: it contains animations which are made out of |
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8 | frames (so called keyframes). Each frame is a complete draweable model in a specific position. |
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9 | A frame is a collection of vertex and its compagnions (normals, texture coordinates). |
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10 | |
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11 | A typical model has about 200 frames, the maximum frame count is fixed by MD2_MAX_FRAMES to currently |
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12 | 512 frames. The maximal vetices count is set to 2048 verteces, not enough? |
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13 | You just have to change the MD2_MAX_* values if it doesn't fit your purposes... |
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14 | |
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15 | Surface Culling is fully implemented in md2 models: quake2 uses front face culling. |
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16 | */ |
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17 | |
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18 | #ifndef _MD2MODEL_H |
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19 | #define _MD2MODEL_H |
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20 | |
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21 | #include "base_object.h" |
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22 | |
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23 | #include "interactive_model.h" |
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24 | #include "material.h" |
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25 | |
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26 | #include "md_model_structure.h" |
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27 | |
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28 | //! These are the needed defines for the max values when loading .MD2 files |
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29 | #define MD2_IDENT (('2'<<24) + ('P'<<16) + ('D'<<8) + 'I') //!< the md2 identifier tag in the bin file |
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30 | #define MD2_VERSION 8 //!< the md2 version in the header |
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31 | #define MD2_MAX_TRIANGLES 4096 //!< maximal triangles count |
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32 | #define MD2_MAX_VERTICES 2048 //!< maximal vertices count |
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33 | #define MD2_MAX_TEXCOORDS 2048 //!< maximal tex coordinates |
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34 | #define MD2_MAX_FRAMES 512 //!< maximal frames |
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35 | #define MD2_MAX_SKINS 32 //!< maximal skins |
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36 | #define MD2_MAX_FRAMESIZE (MD2_MAX_VERTICES * 4 + 128) //!< maximal framesize |
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37 | |
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38 | #define NUM_VERTEX_NORMALS 162 //!< number of vertex normals |
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39 | #define SHADEDOT_QUANT 16 //!< shade dot quantity - no idea what it is |
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40 | |
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41 | //! This stores the speed of the animation between each key frame - currently conflicting with the animation framework |
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42 | #define kAnimationSpeed 12.0f //!< animation speed |
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43 | |
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44 | //! This holds the header information that is read in at the beginning of the file: id software definition |
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45 | struct MD2Header |
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46 | { |
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47 | int ident; //!< This is used to identify the file |
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48 | int version; //!< The version number of the file (Must be 8) |
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49 | |
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50 | int skinWidth; //!< The skin width in pixels |
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51 | int skinHeight; //!< The skin height in pixels |
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52 | int frameSize; //!< The size in bytes the frames are |
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53 | |
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54 | int numSkins; //!< The number of skins associated with the model |
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55 | int numVertices; //!< The number of vertices (constant for each frame) |
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56 | int numTexCoords; //!< The number of texture coordinates |
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57 | int numTriangles; //!< The number of faces (polygons) |
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58 | int numGlCommands; //!< The number of gl commands |
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59 | int numFrames; //!< The number of animation frames |
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60 | |
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61 | int offsetSkins; //!< The offset in the file for the skin data |
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62 | int offsetTexCoords; //!< The offset in the file for the texture data |
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63 | int offsetTriangles; //!< The offset in the file for the face data |
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64 | int offsetFrames; //!< The offset in the file for the frames data |
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65 | int offsetGlCommands; //!< The offset in the file for the gl commands data |
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66 | int offsetEnd; //!< The end of the file offset |
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67 | }; |
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68 | |
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69 | |
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70 | //! animation names enumeration |
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71 | typedef enum animType |
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72 | { |
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73 | STAND, //0 |
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74 | RUN, //1 |
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75 | ATTACK, //2 |
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76 | PAIN_A, //3 |
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77 | PAIN_B, //4 |
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78 | PAIN_C, //5 |
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79 | JUMP, //6 |
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80 | FLIP, //7 |
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81 | SALUTE, //8 |
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82 | FALLBACK, //9 |
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83 | WAVE, //10 |
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84 | POINT, //11 |
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85 | CROUCH_STAND, |
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86 | CROUCH_WALK, |
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87 | CROUCH_ATTACK, |
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88 | CROUCH_PAIN, |
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89 | CROUCH_DEATH, |
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90 | DEATH_FALLBACK, |
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91 | DEATH_FALLFORWARD, |
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92 | DEATH_FALLBACKSLOW, |
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93 | BOOM, |
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94 | |
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95 | MAX_ANIMATIONS |
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96 | }; |
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97 | |
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98 | |
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99 | typedef enum animPlayback |
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100 | { |
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101 | MD2_ANIM_LOOP = 0, |
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102 | MD2_ANIM_ONCE, |
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103 | |
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104 | MD2_ANIM_NUM |
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105 | }; |
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106 | |
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107 | |
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108 | |
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109 | /* forward definitions */ |
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110 | class Material; |
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111 | |
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112 | |
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113 | |
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114 | //! class to store the md2 data in |
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115 | class MD2Data : public BaseObject |
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116 | { |
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117 | public: |
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118 | MD2Data(const std::string& modelFileName, const std::string& skinFileName, float scale = 1.0f); |
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119 | virtual ~MD2Data(); |
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120 | |
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121 | private: |
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122 | bool loadModel(const std::string& fileName); |
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123 | bool loadSkin(const std::string& fileName = ""); |
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124 | |
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125 | public: |
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126 | int numFrames; //!< number of frames |
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127 | int numVertices; //!< number of vertices |
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128 | int numTriangles; //!< number of triangles |
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129 | int numTexCoor; //!< number of texture coordinates |
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130 | int numGLCommands; //!< number of gl commands in the glList (tells how to draw) |
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131 | std::string fileName; //!< file name of the model File |
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132 | std::string skinFileName; //!< file name of the skin file |
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133 | MD2Header* header; //!< the header file |
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134 | |
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135 | sVec3D* pVertices; //!< pointer to the vertices data block |
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136 | sTriangle* pTriangles; //!< pointer to the triangles data |
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137 | sTexCoor* pTexCoor; //!< pointer to the texture coordinate data |
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138 | int* pGLCommands; //!< pointer to the gllist data block |
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139 | int* pLightNormals; //!< pointer to the light normals |
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140 | |
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141 | Material material; //!< pointer to the material |
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142 | float scaleFactor; //!< the scale factor of the model, (global) |
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143 | }; |
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144 | |
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145 | |
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146 | |
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147 | |
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148 | //! This is a MD2 Model class |
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149 | class MD2Model : public InteractiveModel { |
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150 | |
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151 | public: |
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152 | MD2Model(const std::string& modelFileName, const std::string& skinFileName = "", float scale = 1.0f); |
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153 | virtual ~MD2Model(); |
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154 | |
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155 | virtual void draw() const; |
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156 | void renderFrameTriangles() const; |
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157 | |
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158 | |
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159 | virtual void setAnimation(int type, int animPlayback = MD2_ANIM_LOOP); |
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160 | /** returns the current animation @returns animation type */ |
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161 | inline int MD2Model::getAnimation() { return this->animationState.type; } |
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162 | /** scales the current model @param scaleFactor: the factor [0..1] to use for scaling */ |
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163 | void scaleModel(float scaleFactor) { this->scaleFactor = scaleFactor;} |
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164 | |
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165 | virtual void tick(float dtS); |
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166 | void debug(); |
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167 | |
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168 | |
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169 | private: |
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170 | void animate(float time); |
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171 | void processLighting(); |
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172 | void interpolate(/*sVec3D* verticesList*/); |
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173 | void renderFrame() const ; |
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174 | |
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175 | |
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176 | public: |
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177 | /* these variables are static, because they are all the same for every model */ |
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178 | static sVec3D anorms[NUM_VERTEX_NORMALS]; //!< the anormals |
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179 | static float anormsDots[SHADEDOT_QUANT][256]; //!< the anormals dot products |
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180 | static sAnim animationList[21]; //!< the anomation list |
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181 | //! again one of these strange id software parts |
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182 | float* shadeDots; |
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183 | |
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184 | MD2Data* data; //!< the md2 data pointer |
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185 | |
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186 | private: |
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187 | float scaleFactor; //!< the scale factor (individual) |
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188 | sAnimState animationState; //!< animation state of the model |
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189 | sVec3D verticesList[MD2_MAX_VERTICES]; //!< place to temp sav the vert |
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190 | }; |
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191 | |
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192 | |
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193 | |
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194 | |
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195 | |
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196 | #endif /* _MD2MODEL_H */ |
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