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source: orxonox.OLD/trunk/src/lib/graphics/importer/md2Model.h @ 7174

Last change on this file since 7174 was 7123, checked in by bensch, 19 years ago

orxonox/trunk: some cleanup before the new tag

  1. BaseObject isA was wrong… every subclass was detected as any other subclass
  2. Classes get unloaded again as they should
  3. some minor fixes (Material* → Material) and some other cleanups
File size: 10.2 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 "base_object.h"
22
23#include "model.h"
24#include "material.h"
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//! 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;
74
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
139  int              animPlaybackMode;     //!< the playback mode
140} sAnimState;
141
142
143//! animation names enumeration
144typedef enum animType
145  {
146    STAND,                       //0
147    RUN,                         //1
148    ATTACK,                      //2
149    PAIN_A,                      //3
150    PAIN_B,                      //4
151    PAIN_C,          //5
152    JUMP,            //6
153    FLIP,            //7
154    SALUTE,          //8
155    FALLBACK,        //9
156    WAVE,            //10
157    POINT,           //11
158    CROUCH_STAND,
159    CROUCH_WALK,
160    CROUCH_ATTACK,
161    CROUCH_PAIN,
162    CROUCH_DEATH,
163    DEATH_FALLBACK,
164    DEATH_FALLFORWARD,
165    DEATH_FALLBACKSLOW,
166    BOOM,
167
168    MAX_ANIMATIONS
169  };
170
171
172typedef enum animPlayback
173{
174  MD2_ANIM_LOOP = 0,
175  MD2_ANIM_ONCE,
176
177  MD2_ANIM_NUM
178};
179
180
181
182/* forward definitions */
183class Material;
184
185
186
187//! class to store the md2 data in
188class MD2Data : public BaseObject
189{
190 public:
191   MD2Data(const char* modelFileName, const char* skinFileName, float scale = 1.0f);
192  virtual ~MD2Data();
193
194 private:
195  bool loadModel(const char* fileName);
196  bool loadSkin(const char* fileName = NULL);
197
198 public:
199  int                numFrames;             //!< number of frames
200  int                numVertices;           //!< number of vertices
201  int                numTriangles;          //!< number of triangles
202  int                numTexCoor;            //!< number of texture coordinates
203  int                numGLCommands;         //!< number of gl commands in the glList (tells how to draw)
204  char*              fileName;              //!< file name of the model File
205  char*              skinFileName;          //!< file name of the skin file
206  MD2Header*         header;                //!< the header file
207
208  sVec3D*            pVertices;             //!< pointer to the vertices data block
209  sTriangle*         pTriangles;            //!< pointer to the triangles data
210  sTexCoor*          pTexCoor;              //!< pointer to the texture coordinate data
211  int*               pGLCommands;           //!< pointer to the gllist data block
212  int*               pLightNormals;         //!< pointer to the light normals
213
214  Material           material;              //!< pointer to the material
215  float              scaleFactor;           //!< the scale factor of the model, (global)
216};
217
218
219
220
221//! This is a MD2 Model class
222class MD2Model : public Model {
223
224public:
225  MD2Model(const char* modelFileName, const char* skinFileName = NULL, float scale = 1.0f);
226  virtual ~MD2Model();
227
228  virtual void draw() const;
229  void renderFrameTriangles() const;
230
231
232  void setAnim(int type, int animPlayback = MD2_ANIM_LOOP);
233  /**  returns the current animation @returns animation type */
234  inline int MD2Model::getAnim() { return this->animationState.type; }
235  /**  scales the current model @param scaleFactor: the factor [0..1] to use for scaling */
236  void scaleModel(float scaleFactor) { this->scaleFactor = scaleFactor;}
237
238  virtual void tick(float dtS);
239  void debug();
240
241
242private:
243  void animate(float time);
244  void processLighting();
245  void interpolate(/*sVec3D* verticesList*/);
246  void renderFrame() const ;
247
248
249 public:
250  /* these variables are static, because they are all the same for every model */
251  static sVec3D       anorms[NUM_VERTEX_NORMALS];       //!< the anormals
252  static float        anormsDots[SHADEDOT_QUANT][256];  //!< the anormals dot products
253  static sAnim        animationList[21];                //!< the anomation list
254   //! again one of these strange id software parts
255  float*              shadeDots;
256
257  MD2Data*            data;                             //!< the md2 data pointer
258
259 private:
260  float               scaleFactor;                      //!< the scale factor (individual)
261  sAnimState          animationState;                   //!< animation state of the model
262  sVec3D              verticesList[MD2_MAX_VERTICES];   //!< place to temp sav the vert
263};
264
265
266
267
268
269#endif /* _MD2MODEL_H */
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