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 |
---|
43 | struct 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 | |
---|
69 | //! animation names enumeration |
---|
70 | typedef enum animType |
---|
71 | { |
---|
72 | STAND, |
---|
73 | RUN, |
---|
74 | ATTACK, |
---|
75 | PAIN_A, |
---|
76 | PAIN_B, |
---|
77 | PAIN_C, |
---|
78 | JUMP, |
---|
79 | FLIP, |
---|
80 | SALUTE, |
---|
81 | FALLBACK, |
---|
82 | WAVE, |
---|
83 | POINTT, |
---|
84 | CROUCH_STAND, |
---|
85 | CROUCH_WALK, |
---|
86 | CROUCH_ATTACK, |
---|
87 | CROUCH_PAIN, |
---|
88 | CROUCH_DEATH, |
---|
89 | DEATH_FALLBACK, |
---|
90 | DEATH_FALLFORWARD, |
---|
91 | DEATH_FALLBACKSLOW, |
---|
92 | BOOM, |
---|
93 | |
---|
94 | MAX_ANIMATIONS |
---|
95 | }; |
---|
96 | |
---|
97 | |
---|
98 | |
---|
99 | /* forward definitions */ |
---|
100 | class Material; |
---|
101 | |
---|
102 | |
---|
103 | |
---|
104 | //! class to store the md2 data in |
---|
105 | class MD2Data |
---|
106 | { |
---|
107 | public: |
---|
108 | MD2Data(const char* modelFileName, const char* skinFileName); |
---|
109 | virtual ~MD2Data(); |
---|
110 | |
---|
111 | private: |
---|
112 | bool loadModel(const char* fileName); |
---|
113 | bool loadSkin(const char* fileName = NULL); |
---|
114 | |
---|
115 | public: |
---|
116 | int numFrames; //!< number of frames |
---|
117 | int numVertices; //!< number of vertices |
---|
118 | int numTriangles; //!< number of triangles |
---|
119 | int numTexCoor; //!< number of texture coordinates |
---|
120 | int numGLCommands; //!< number of gl commands in the glList (tells how to draw) |
---|
121 | char* fileName; //!< file name of the model File |
---|
122 | char* skinFileName; //!< file name of the skin file |
---|
123 | MD2Header* header; //!< the header file |
---|
124 | |
---|
125 | sVec3D* pVertices; //!< pointer to the vertices data block |
---|
126 | sTriangle* pTriangles; //!< pointer to the triangles data |
---|
127 | sTexCoor* pTexCoor; //!< pointer to the texture coordinate data |
---|
128 | int* pGLCommands; //!< pointer to the gllist data block |
---|
129 | int* pLightNormals; //!< pointer to the light normals |
---|
130 | |
---|
131 | Material* material; //!< pointer to the material |
---|
132 | float scaleFactor; //!< the scale factor of the model, (global) |
---|
133 | }; |
---|
134 | |
---|
135 | |
---|
136 | |
---|
137 | |
---|
138 | //! This is a MD2 Model class |
---|
139 | class MD2Model : public AbstractModel { |
---|
140 | |
---|
141 | public: |
---|
142 | MD2Model(const char* modelFileName, const char* skinFileName = NULL); |
---|
143 | virtual ~MD2Model(); |
---|
144 | |
---|
145 | void draw(); |
---|
146 | |
---|
147 | void setAnim(int type); |
---|
148 | /** |
---|
149 | * scales the current model |
---|
150 | * @param scaleFactor: the factor [0..1] to use for scaling |
---|
151 | */ |
---|
152 | void scaleModel(float scaleFactor) { this->scaleFactor = scaleFactor;} |
---|
153 | |
---|
154 | void tick(float dtS); |
---|
155 | void debug(); |
---|
156 | |
---|
157 | |
---|
158 | private: |
---|
159 | void animate(); |
---|
160 | void processLighting(); |
---|
161 | void interpolate(sVec3D* verticesList); |
---|
162 | void renderFrame(); |
---|
163 | |
---|
164 | |
---|
165 | public: |
---|
166 | /* these variables are static, because they are all the same for every model */ |
---|
167 | static sVec3D anorms[NUM_VERTEX_NORMALS]; //!< the anormals |
---|
168 | static float anormsDots[SHADEDOT_QUANT][256]; //!< the anormals dot products |
---|
169 | static sAnim animationList[21]; //!< the anomation list |
---|
170 | |
---|
171 | MD2Data* data; //!< the md2 data pointer |
---|
172 | |
---|
173 | private: |
---|
174 | float scaleFactor; //!< the scale factor (individual) |
---|
175 | sAnimState animationState; //!< animation state of the model |
---|
176 | }; |
---|
177 | |
---|
178 | |
---|
179 | |
---|
180 | |
---|
181 | |
---|
182 | #endif /* _MD2MODEL_H */ |
---|