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 _MD3_DATA_H |
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19 | #define _MD3_DATA_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 "model.h" |
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24 | #include "material.h" |
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25 | #include "md_model_structure.h" |
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26 | |
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27 | #include <map> |
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28 | |
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29 | |
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30 | //! These are the needed defines for the max values when loading .MD2 files |
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31 | #define MD3_IDENT (('3'<<24) + ('P'<<16) + ('D'<<8) + 'I') //!< the md3 identifier tag in the bin file |
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32 | #define MD3_VERSION 15 //!< the md2 version in the header |
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33 | |
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34 | |
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35 | |
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36 | namespace md3 |
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37 | { |
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38 | |
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39 | class MD3BoneFrame; |
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40 | class MD3Mesh; |
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41 | class MD3Normal; |
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42 | class MD3Animation; |
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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 | typedef struct MD3Header |
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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 | char filename[68]; //!< The filename of the model |
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51 | |
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52 | int boneFrameNum; //!< number of frames |
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53 | int tagNum; //!< number of tags |
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54 | int meshNum; //!< number of mesh |
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55 | int maxTexNum; //!< number of texture |
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56 | |
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57 | int boneFrameStart; //!< start of bone frames |
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58 | int tagStart; //!< start of the tag |
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59 | int meshStart; //!< mesh start |
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60 | |
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61 | int fileSize; //!< file size |
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62 | }; |
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63 | |
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64 | //!< holding the informations about the current animation state |
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65 | typedef struct MD3AnimationState |
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66 | { |
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67 | int currentFrame; //!< currently rendered animation key frame of this model. Every part has its own current frame! |
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68 | int nextFrame; //!< next animation key frame of the model. |
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69 | float interpolationFraction; //!< interpolation position between currentFrame and nextFrame [0,1] |
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70 | }; |
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71 | |
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72 | |
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73 | //! class to store the md2 data in |
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74 | class MD3Data : public BaseObject |
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75 | { |
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76 | public: |
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77 | MD3Data(const std::string& modelFileName, const std::string& skinFileName, float scale = 1.0f); |
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78 | virtual ~MD3Data(); |
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79 | |
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80 | void addLinkedModel(int tagIndex, MD3Data* child); |
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81 | int getTagIndexByName(std::string name); |
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82 | |
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83 | private: |
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84 | bool loadModel(const std::string& fileName); |
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85 | bool loadSkin(const std::string& fileName = ""); |
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86 | |
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87 | void init(); |
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88 | |
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89 | int readHeader(FILE* pFile, int fileOffset); |
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90 | int readBoneFrames(FILE* pFile, int fileOffset); |
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91 | int readTags(FILE* pFile, int fileOffset); |
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92 | int readMeshes(FILE* pFile, int fileOffset); |
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93 | |
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94 | |
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95 | int readMeshTriangles(FILE* pFile, int fileOffset, int mesh); |
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96 | int readMeshTextures(FILE* pFile, int fileOffset, int mesh); |
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97 | int readMeshTexVecs(FILE* pFile, int fileOffset, int mesh); |
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98 | int readMeshVertices(FILE* pFile, int fileOffset, int mesh); |
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99 | |
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100 | |
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101 | public: |
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102 | |
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103 | MD3Header* header; //!< the header file |
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104 | |
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105 | std::map<int, MD3Data*> sortedMap; //!< map |
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106 | int parentTagIndex; //!< the tag index of the parent model |
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107 | MD3Data* parent; //!< the parent model |
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108 | |
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109 | std::string filename; //!< the name of the file as recorded in the .md3 file |
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110 | |
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111 | MD3AnimationState animationState; //!< the animation state of this model |
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112 | |
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113 | MD3BoneFrame** boneFrames; //!< array of bone frames, contains the metadata (bounding box, tags,...) for each frame |
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114 | MD3Mesh** meshes; //!< array of meshes in the model. each containing the mesh for each of the animation |
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115 | |
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116 | MD3BoneFrame* tmpBoneFrame; //!< a temporary bone frame |
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117 | sVec3D** tmpMesh; //!< a temporary mesh frame |
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118 | MD3Normal** tmpNormal; //!< a temporary normals frame |
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119 | float** tmpMatrix; //!< a temporary matrix |
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120 | |
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121 | |
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122 | /* the animation part */ |
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123 | MD3Animation* animation; //!< animation |
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124 | int op; //!< the current operation |
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125 | int upperBound; //!< the upper bound |
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126 | bool bInterpolate; //!< interpolate the frames |
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127 | }; |
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128 | |
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129 | |
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130 | } |
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131 | |
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132 | |
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133 | |
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134 | #endif /* _MD3_DATA_H */ |
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