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source: orxonox.OLD/trunk/src/lib/graphics/importer/md2Model.h @ 6500

Last change on this file since 6500 was 6222, checked in by bensch, 19 years ago

orxonox/trunk: merged the christmas branche to the trunk
merged with command:
svn merge -r6165:HEAD christmas_branche/ ../trunk/
no conflicts

File size: 9.8 KB
RevLine 
[4615]1/*!
[5039]2 * @file md2Model.h
[4836]3  *  Definition of an MD2 Model, a model format invented by ID Software.
[4615]4
[4245]5    We are deeply thankfull for all the wunderfull things id software made for us gamers!
[4615]6
[4245]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).
[4615]10
11    A typical model has about 200 frames, the maximum frame count is fixed by MD2_MAX_FRAMES to currently
[4245]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...
[4615]14
[4245]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
[6022]21#include "model.h"
[4245]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
[4459]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
[4615]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
[4245]35
[4461]36#define NUM_VERTEX_NORMALS              162                                      //!< number of vertex normals
37#define SHADEDOT_QUANT                  16                                       //!< shade dot quantity - no idea what it is
[4245]38
39//! This stores the speed of the animation between each key frame - currently conflicting with the animation framework
[4615]40#define kAnimationSpeed                 12.0f                                    //!< animation speed
[4245]41
42//! This holds the header information that is read in at the beginning of the file: id software definition
[4279]43struct MD2Header
[4615]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
[4245]65};
66
67
[6222]68//! compressed vertex data: char insetead of float, the value will be expanded by the scale value. only for loading
69typedef struct
70{
71  unsigned char    v[3];                 //!< the vector of the vertex
72  unsigned char    lightNormalIndex;     //!< the index of the light normal
73} sVertex;
[5085]74
[6222]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  int              bStoppable;           //!< 1 if the animation is stoppable 0 else
119} sAnim;
120
121
122//! animation state definition
123typedef struct
124{
125  int              startFrame;           //!< the start frame of an animation
126  int              endFrame;             //!< last frame of the animation
127  int              fps;                  //!< fps of the animaion (speed)
128
129  float            localTime;            //!< the local time
130  float            lastTime;             //!< last time stamp
131  float            interpolationState;   //!< the state of the animation [0..1]
132
133  int              type;                 //!< animation type
134
135  int              currentFrame;         //!< the current frame
136  int              nextFrame;            //!< the next frame in the list
137  int              numPlays;             //!< the number of times, this has been played in series
138} sAnimState;
139
140
[4459]141//! animation names enumeration
[4488]142typedef enum animType
[4245]143  {
144    STAND,
145    RUN,
146    ATTACK,
147    PAIN_A,
148    PAIN_B,
149    PAIN_C,
150    JUMP,
151    FLIP,
152    SALUTE,
153    FALLBACK,
154    WAVE,
[4279]155    POINTT,
[4245]156    CROUCH_STAND,
157    CROUCH_WALK,
158    CROUCH_ATTACK,
159    CROUCH_PAIN,
[4615]160    CROUCH_DEATH,
[4245]161    DEATH_FALLBACK,
162    DEATH_FALLFORWARD,
163    DEATH_FALLBACKSLOW,
164    BOOM,
[4615]165
[4245]166    MAX_ANIMATIONS
[4488]167  };
[4245]168
169
170
171/* forward definitions */
172class Material;
173
174
175
[4277]176//! class to store the md2 data in
[5304]177class MD2Data : public BaseObject
[4277]178{
179 public:
[4459]180  MD2Data(const char* modelFileName, const char* skinFileName);
[4277]181  virtual ~MD2Data();
[4245]182
[4459]183 private:
[4277]184  bool loadModel(const char* fileName);
[4459]185  bool loadSkin(const char* fileName = NULL);
[4277]186
[4459]187 public:
[4615]188  int                numFrames;             //!< number of frames
[4461]189  int                numVertices;           //!< number of vertices
190  int                numTriangles;          //!< number of triangles
[5085]191  int                numTexCoor;            //!< number of texture coordinates
[4461]192  int                numGLCommands;         //!< number of gl commands in the glList (tells how to draw)
193  char*              fileName;              //!< file name of the model File
194  char*              skinFileName;          //!< file name of the skin file
195  MD2Header*         header;                //!< the header file
[4277]196
[4461]197  sVec3D*            pVertices;             //!< pointer to the vertices data block
[4787]198  sTriangle*         pTriangles;            //!< pointer to the triangles data
[5085]199  sTexCoor*          pTexCoor;              //!< pointer to the texture coordinate data
[4461]200  int*               pGLCommands;           //!< pointer to the gllist data block
201  int*               pLightNormals;         //!< pointer to the light normals
[4277]202
[4615]203  Material*          material;              //!< pointer to the material
[4461]204  float              scaleFactor;           //!< the scale factor of the model, (global)
[4277]205};
206
207
[5085]208
209
[4245]210//! This is a MD2 Model class
[6022]211class MD2Model : public Model {
[4245]212
213public:
[4459]214  MD2Model(const char* modelFileName, const char* skinFileName = NULL);
[4276]215  virtual ~MD2Model();
[4615]216
[6222]217  virtual void draw() const;
218  void renderFrameTriangles() const;
[4615]219
[6222]220
[4245]221  void setAnim(int type);
[6222]222  /**  returns the current animation @returns animation type */
223  inline int MD2Model::getAnim() { return this->animationState.type; }
224  /**  scales the current model @param scaleFactor: the factor [0..1] to use for scaling */
[4245]225  void scaleModel(float scaleFactor) { this->scaleFactor = scaleFactor;}
226
[6222]227  virtual void tick(float dtS);
[4245]228  void debug();
229
230
231private:
[6222]232  void animate(float time);
[4245]233  void processLighting();
[6222]234  void interpolate(/*sVec3D* verticesList*/);
235  void renderFrame() const ;
[4245]236
[5087]237
[4245]238 public:
239  /* these variables are static, because they are all the same for every model */
[4461]240  static sVec3D       anorms[NUM_VERTEX_NORMALS];       //!< the anormals
241  static float        anormsDots[SHADEDOT_QUANT][256];  //!< the anormals dot products
242  static sAnim        animationList[21];                //!< the anomation list
[6222]243   //! again one of these strange id software parts
244  float*              shadeDots;
[4245]245
[4461]246  MD2Data*            data;                             //!< the md2 data pointer
[4245]247
[4615]248 private:
[4461]249  float               scaleFactor;                      //!< the scale factor (individual)
250  sAnimState          animationState;                   //!< animation state of the model
[6222]251  sVec3D              verticesList[MD2_MAX_VERTICES];   //!< place to temp sav the vert
[4245]252};
253
254
255
256
257
258#endif /* _MD2MODEL_H */
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