[4615] | 1 | /*! |
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[5039] | 2 | * @file md2Model.h |
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[4836] | 3 | * Definition of an MD2 Model, a model format invented by ID Software. |
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[4615] | 4 | |
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[4245] | 5 | We are deeply thankfull for all the wunderfull things id software made for us gamers! |
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[4615] | 6 | |
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[4245] | 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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[4615] | 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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[4245] | 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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[4615] | 14 | |
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[4245] | 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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[6022] | 21 | #include "model.h" |
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[4245] | 22 | #include "base_object.h" |
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| 23 | #include "stdincl.h" |
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| 24 | |
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| 25 | |
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| 26 | //! These are the needed defines for the max values when loading .MD2 files |
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[4459] | 27 | #define MD2_IDENT (('2'<<24) + ('P'<<16) + ('D'<<8) + 'I') //!< the md2 identifier tag in the bin file |
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| 28 | #define MD2_VERSION 8 //!< the md2 version in the header |
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[4615] | 29 | #define MD2_MAX_TRIANGLES 4096 //!< maximal triangles count |
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| 30 | #define MD2_MAX_VERTICES 2048 //!< maximal vertices count |
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| 31 | #define MD2_MAX_TEXCOORDS 2048 //!< maximal tex coordinates |
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| 32 | #define MD2_MAX_FRAMES 512 //!< maximal frames |
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| 33 | #define MD2_MAX_SKINS 32 //!< maximal skins |
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| 34 | #define MD2_MAX_FRAMESIZE (MD2_MAX_VERTICES * 4 + 128) //!< maximal framesize |
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[4245] | 35 | |
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[4461] | 36 | #define NUM_VERTEX_NORMALS 162 //!< number of vertex normals |
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| 37 | #define SHADEDOT_QUANT 16 //!< shade dot quantity - no idea what it is |
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[4245] | 38 | |
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| 39 | //! This stores the speed of the animation between each key frame - currently conflicting with the animation framework |
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[4615] | 40 | #define kAnimationSpeed 12.0f //!< animation speed |
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[4245] | 41 | |
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| 42 | //! This holds the header information that is read in at the beginning of the file: id software definition |
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[4279] | 43 | struct MD2Header |
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[4615] | 44 | { |
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| 45 | int ident; //!< This is used to identify the file |
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| 46 | int version; //!< The version number of the file (Must be 8) |
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| 47 | |
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| 48 | int skinWidth; //!< The skin width in pixels |
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| 49 | int skinHeight; //!< The skin height in pixels |
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| 50 | int frameSize; //!< The size in bytes the frames are |
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| 51 | |
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| 52 | int numSkins; //!< The number of skins associated with the model |
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| 53 | int numVertices; //!< The number of vertices (constant for each frame) |
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| 54 | int numTexCoords; //!< The number of texture coordinates |
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| 55 | int numTriangles; //!< The number of faces (polygons) |
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| 56 | int numGlCommands; //!< The number of gl commands |
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| 57 | int numFrames; //!< The number of animation frames |
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| 58 | |
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| 59 | int offsetSkins; //!< The offset in the file for the skin data |
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| 60 | int offsetTexCoords; //!< The offset in the file for the texture data |
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| 61 | int offsetTriangles; //!< The offset in the file for the face data |
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| 62 | int offsetFrames; //!< The offset in the file for the frames data |
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| 63 | int offsetGlCommands; //!< The offset in the file for the gl commands data |
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| 64 | int offsetEnd; //!< The end of the file offset |
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[4245] | 65 | }; |
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| 66 | |
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| 67 | |
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[5085] | 68 | |
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[4459] | 69 | //! animation names enumeration |
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[4488] | 70 | typedef enum animType |
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[4245] | 71 | { |
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| 72 | STAND, |
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| 73 | RUN, |
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| 74 | ATTACK, |
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| 75 | PAIN_A, |
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| 76 | PAIN_B, |
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| 77 | PAIN_C, |
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| 78 | JUMP, |
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| 79 | FLIP, |
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| 80 | SALUTE, |
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| 81 | FALLBACK, |
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| 82 | WAVE, |
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[4279] | 83 | POINTT, |
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[4245] | 84 | CROUCH_STAND, |
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| 85 | CROUCH_WALK, |
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| 86 | CROUCH_ATTACK, |
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| 87 | CROUCH_PAIN, |
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[4615] | 88 | CROUCH_DEATH, |
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[4245] | 89 | DEATH_FALLBACK, |
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| 90 | DEATH_FALLFORWARD, |
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| 91 | DEATH_FALLBACKSLOW, |
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| 92 | BOOM, |
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[4615] | 93 | |
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[4245] | 94 | MAX_ANIMATIONS |
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[4488] | 95 | }; |
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[4245] | 96 | |
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| 97 | |
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| 98 | |
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| 99 | /* forward definitions */ |
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| 100 | class Material; |
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| 101 | |
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| 102 | |
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| 103 | |
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[4277] | 104 | //! class to store the md2 data in |
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[5304] | 105 | class MD2Data : public BaseObject |
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[4277] | 106 | { |
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| 107 | public: |
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[4459] | 108 | MD2Data(const char* modelFileName, const char* skinFileName); |
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[4277] | 109 | virtual ~MD2Data(); |
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[4245] | 110 | |
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[4459] | 111 | private: |
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[4277] | 112 | bool loadModel(const char* fileName); |
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[4459] | 113 | bool loadSkin(const char* fileName = NULL); |
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[4277] | 114 | |
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[4459] | 115 | public: |
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[4615] | 116 | int numFrames; //!< number of frames |
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[4461] | 117 | int numVertices; //!< number of vertices |
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| 118 | int numTriangles; //!< number of triangles |
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[5085] | 119 | int numTexCoor; //!< number of texture coordinates |
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[4461] | 120 | int numGLCommands; //!< number of gl commands in the glList (tells how to draw) |
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| 121 | char* fileName; //!< file name of the model File |
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| 122 | char* skinFileName; //!< file name of the skin file |
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| 123 | MD2Header* header; //!< the header file |
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[4277] | 124 | |
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[4461] | 125 | sVec3D* pVertices; //!< pointer to the vertices data block |
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[4787] | 126 | sTriangle* pTriangles; //!< pointer to the triangles data |
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[5085] | 127 | sTexCoor* pTexCoor; //!< pointer to the texture coordinate data |
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[4461] | 128 | int* pGLCommands; //!< pointer to the gllist data block |
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| 129 | int* pLightNormals; //!< pointer to the light normals |
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[4277] | 130 | |
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[4615] | 131 | Material* material; //!< pointer to the material |
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[4461] | 132 | float scaleFactor; //!< the scale factor of the model, (global) |
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[4277] | 133 | }; |
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| 134 | |
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| 135 | |
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[5085] | 136 | |
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| 137 | |
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[4245] | 138 | //! This is a MD2 Model class |
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[6022] | 139 | class MD2Model : public Model { |
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[4245] | 140 | |
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| 141 | public: |
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[4459] | 142 | MD2Model(const char* modelFileName, const char* skinFileName = NULL); |
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[4276] | 143 | virtual ~MD2Model(); |
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[4615] | 144 | |
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[4245] | 145 | void draw(); |
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[4615] | 146 | |
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[4245] | 147 | void setAnim(int type); |
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[4461] | 148 | /** |
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[4836] | 149 | * scales the current model |
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| 150 | * @param scaleFactor: the factor [0..1] to use for scaling |
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[4461] | 151 | */ |
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[4245] | 152 | void scaleModel(float scaleFactor) { this->scaleFactor = scaleFactor;} |
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| 153 | |
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| 154 | void tick(float dtS); |
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| 155 | void debug(); |
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| 156 | |
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| 157 | |
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| 158 | private: |
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[4615] | 159 | void animate(); |
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[4245] | 160 | void processLighting(); |
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| 161 | void interpolate(sVec3D* verticesList); |
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[5087] | 162 | void renderFrame(); |
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[4245] | 163 | |
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[5087] | 164 | |
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[4245] | 165 | public: |
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| 166 | /* these variables are static, because they are all the same for every model */ |
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[4461] | 167 | static sVec3D anorms[NUM_VERTEX_NORMALS]; //!< the anormals |
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| 168 | static float anormsDots[SHADEDOT_QUANT][256]; //!< the anormals dot products |
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| 169 | static sAnim animationList[21]; //!< the anomation list |
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[4245] | 170 | |
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[4461] | 171 | MD2Data* data; //!< the md2 data pointer |
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[4245] | 172 | |
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[4615] | 173 | private: |
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[4461] | 174 | float scaleFactor; //!< the scale factor (individual) |
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| 175 | sAnimState animationState; //!< animation state of the model |
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[4245] | 176 | }; |
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| 177 | |
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| 178 | |
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| 179 | |
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| 180 | |
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| 181 | |
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| 182 | #endif /* _MD2MODEL_H */ |
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