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source: orxonox.OLD/branches/bsp_model/src/lib/graphics/importer/md3/md3_model.h @ 8353

Last change on this file since 8353 was 8353, checked in by patrick, 18 years ago

bsp: worldentities now are able to load md3 models. but md3 models are not yet implemented:D coming soon

File size: 1.7 KB
RevLine 
[8342]1/*!
[8343]2 * @file md3_model.h
3 *
4 * Code heavely inspired by: JAVA MD3 Model Viewer - A Java based Quake 3 model viewer
5 * Copyright (C) 1999 Erwin 'KLR8' Vervaet
6 */
[8342]7
[8343]8#ifndef _MD3_MODEL_H
9#define _MD3_MODEL_H
[8342]10
[8343]11#include <string>
[8353]12#include "model.h"
[8342]13
14
[8343]15class MD3BoneFrame;
16class MD3Mesh;
[8342]17
18
[8351]19namespace md3
20{
21
[8353]22class MD3Model : public Model
[8342]23{
24
[8343]25  public:
[8353]26    MD3Model(std::string filename, float scaling);
[8343]27    ~MD3Model();
[8342]28
29
30
[8343]31  private:
32    std::string         filename;          //!< the name of the file as recorded in the .md3 file
33    std::string         loadFilename;      //!< filename of the actual file from which data was loaded
[8342]34
[8343]35    int                 boneFrameNum;      //!< number of anumation key fames in the models
36    int                 tagNum;            //!< number of tags
37    int                 meshNum;           //!< number of meshes
[8342]38
[8343]39    int                 maxTextureNum;     //!< maximum number of unique used in an md3 file
40    int                 boneFrameStart;    //!< starting position of bone frame data structures
41    int                 tagStart;          //!< starting position of tag-structures
[8342]42
[8343]43    int                 meshStart;         //!< starting position of mesh structures
[8342]44
[8343]45    int                 fileSize;          //!< file size
[8342]46
47
[8343]48    MD3BoneFrame*       boneFrames;        //!< array of bone frames, contains the metadata (bounding box, tags,...) for each frame
49    MD3Mesh*            meshes;            //!< array of meshes in the model. each containing the mesh for each of the animation
[8342]50
[8343]51    int                 parentTagIndex;    //!< tag index
52    MD3Model*           parent;            //!< reference to the MD3Model
[8342]53};
[8351]54}
[8342]55
[8343]56#endif /* _MD3_MODEL_H */
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