| 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 _MD2MODEL_H | 
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| 19 | #define _MD2MODEL_H | 
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| 20 |  | 
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| 21 | #include "base_object.h" | 
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| 22 | #include "count_pointer.h" | 
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| 23 |  | 
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| 24 | #include "interactive_model.h" | 
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| 25 | #include "material.h" | 
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| 26 |  | 
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| 27 | #include "md_model_structure.h" | 
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| 28 |  | 
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| 29 | //! These are the needed defines for the max values when loading .MD2 files | 
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| 30 | #define MD2_IDENT                       (('2'<<24) + ('P'<<16) + ('D'<<8) + 'I') //!< the md2 identifier tag in the bin file | 
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| 31 | #define MD2_VERSION                     8                                        //!< the md2 version in the header | 
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| 32 | #define MD2_MAX_TRIANGLES               4096                                     //!< maximal triangles count | 
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| 33 | #define MD2_MAX_VERTICES                3048                                     //!< maximal vertices count | 
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| 34 | #define MD2_MAX_TEXCOORDS               3048                                     //!< maximal tex coordinates | 
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| 35 | #define MD2_MAX_FRAMES                  512                                      //!< maximal frames | 
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| 36 | #define MD2_MAX_SKINS                   32                                       //!< maximal skins | 
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| 37 | #define MD2_MAX_FRAMESIZE               (MD2_MAX_VERTICES * 4 + 128)             //!< maximal framesize | 
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| 38 |  | 
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| 39 | #define NUM_VERTEX_NORMALS              162                                      //!< number of vertex normals | 
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| 40 | #define SHADEDOT_QUANT                  16                                       //!< shade dot quantity - no idea what it is | 
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| 41 |  | 
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| 42 | //! This stores the speed of the animation between each key frame - currently conflicting with the animation framework | 
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| 43 | #define kAnimationSpeed                 12.0f                                    //!< animation speed | 
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| 44 |  | 
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| 45 | //! This holds the header information that is read in at the beginning of the file: id software definition | 
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| 46 | struct MD2Header | 
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| 47 | { | 
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| 48 |   int ident;                           //!< This is used to identify the file | 
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| 49 |   int version;                         //!< The version number of the file (Must be 8) | 
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| 50 |  | 
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| 51 |   int skinWidth;                       //!< The skin width in pixels | 
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| 52 |   int skinHeight;                      //!< The skin height in pixels | 
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| 53 |   int frameSize;                       //!< The size in bytes the frames are | 
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| 54 |  | 
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| 55 |   int numSkins;                        //!< The number of skins associated with the model | 
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| 56 |   int numVertices;                     //!< The number of vertices (constant for each frame) | 
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| 57 |   int numTexCoords;                    //!< The number of texture coordinates | 
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| 58 |   int numTriangles;                    //!< The number of faces (polygons) | 
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| 59 |   int numGlCommands;                   //!< The number of gl commands | 
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| 60 |   int numFrames;                       //!< The number of animation frames | 
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| 61 |  | 
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| 62 |   int offsetSkins;                     //!< The offset in the file for the skin data | 
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| 63 |   int offsetTexCoords;                 //!< The offset in the file for the texture data | 
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| 64 |   int offsetTriangles;                 //!< The offset in the file for the face data | 
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| 65 |   int offsetFrames;                    //!< The offset in the file for the frames data | 
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| 66 |   int offsetGlCommands;                //!< The offset in the file for the gl commands data | 
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| 67 |   int offsetEnd;                       //!< The end of the file offset | 
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| 68 | }; | 
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| 69 |  | 
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| 70 |  | 
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| 71 | //! animation names enumeration | 
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| 72 | typedef enum MD2animType | 
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| 73 | { | 
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| 74 |   STAND,                       //0 | 
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| 75 |   RUN,                         //1 | 
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| 76 |   ATTACK,                      //2 | 
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| 77 |   PAIN_A,                      //3 | 
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| 78 |   PAIN_B,                      //4 | 
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| 79 |   PAIN_C,          //5 | 
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| 80 |   JUMP,            //6 | 
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| 81 |   FLIP,            //7 | 
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| 82 |   SALUTE,          //8 | 
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| 83 |   FALLBACK,        //9 | 
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| 84 |   WAVE,            //10 | 
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| 85 |   MD2_POINT,           //11 | 
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| 86 |   CROUCH_STAND, | 
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| 87 |   CROUCH_WALK, | 
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| 88 |   CROUCH_ATTACK, | 
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| 89 |   CROUCH_PAIN, | 
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| 90 |   CROUCH_DEATH, | 
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| 91 |   DEATH_FALLBACK, | 
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| 92 |   DEATH_FALLFORWARD, | 
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| 93 |   DEATH_FALLBACKSLOW, | 
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| 94 |   BOOM, | 
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| 95 |   WALK, | 
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| 96 |  | 
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| 97 |   MAX_ANIMATIONS | 
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| 98 | }; | 
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| 99 |  | 
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| 100 |  | 
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| 101 | typedef enum animPlayback | 
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| 102 | { | 
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| 103 |   MD2_ANIM_LOOP = 0, | 
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| 104 |   MD2_ANIM_ONCE, | 
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| 105 |  | 
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| 106 |   MD2_ANIM_NUM | 
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| 107 | }; | 
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| 108 |  | 
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| 109 |  | 
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| 110 |  | 
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| 111 | /* forward definitions */ | 
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| 112 | class Material; | 
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| 113 |  | 
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| 114 |  | 
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| 115 |  | 
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| 116 | //! class to store the md2 data in | 
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| 117 | class MD2Data : public BaseObject | 
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| 118 | { | 
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| 119 | public: | 
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| 120 |   typedef CountPointer<MD2Data>    Pointer; | 
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| 121 | public: | 
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| 122 |   MD2Data(); | 
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| 123 |   MD2Data(const std::string& modelFileName, const std::string& skinFileName, float scale = 1.0f); | 
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| 124 |   virtual ~MD2Data(); | 
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| 125 |  | 
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| 126 | private: | 
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| 127 |   void init(); | 
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| 128 |   bool loadModel(const std::string& fileName); | 
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| 129 |   bool loadSkin(const std::string& fileName = ""); | 
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| 130 |  | 
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| 131 | public: | 
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| 132 |   int                numFrames;             //!< number of frames | 
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| 133 |   int                numVertices;           //!< number of vertices | 
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| 134 |   int                numTriangles;          //!< number of triangles | 
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| 135 |   int                numTexCoor;            //!< number of texture coordinates | 
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| 136 |   int                numGLCommands;         //!< number of gl commands in the glList (tells how to draw) | 
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| 137 |   std::string        fileName;              //!< file name of the model File | 
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| 138 |   std::string        skinFileName;          //!< file name of the skin file | 
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| 139 |   MD2Header*         header;                //!< the header file | 
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| 140 |  | 
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| 141 |   sVec3D*            pVertices;             //!< pointer to the vertices data block | 
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| 142 |   sTriangle*         pTriangles;            //!< pointer to the triangles data | 
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| 143 |   sTexCoor*          pTexCoor;              //!< pointer to the texture coordinate data | 
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| 144 |   int*               pGLCommands;           //!< pointer to the gllist data block | 
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| 145 |   int*               pLightNormals;         //!< pointer to the light normals | 
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| 146 |  | 
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| 147 |   Material           material;              //!< pointer to the material | 
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| 148 |   float              scaleFactor;           //!< the scale factor of the model, (global) | 
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| 149 | }; | 
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| 150 |  | 
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| 151 |  | 
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| 152 |  | 
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| 153 |  | 
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| 154 | //! This is a MD2 Model class | 
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| 155 | class MD2Model : public InteractiveModel | 
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| 156 | { | 
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| 157 |   ObjectListDeclaration(MD2Model); | 
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| 158 | public: | 
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| 159 |   MD2Model(); | 
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| 160 |   MD2Model(const std::string& modelFileName, const std::string& skinFileName = "", float scale = 1.0f); | 
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| 161 |   MD2Model(const MD2Model& model); | 
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| 162 |   virtual ~MD2Model(); | 
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| 163 |  | 
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| 164 |   MD2Model& operator=(const MD2Model& md2model); | 
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| 165 |  | 
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| 166 |   bool load(const std::string& modelFileName, const std::string& skinFileName = "", float scale = 1.0f); | 
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| 167 |  | 
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| 168 |   virtual void draw() const; | 
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| 169 |   void renderFrameTriangles() const; | 
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| 170 |  | 
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| 171 |   virtual void setAnimation(int type, int animPlayback = MD2_ANIM_LOOP); | 
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| 172 |   virtual void setAnimation(int firstFrame, int lastFrame, int fps, int bStoppable, int animPlayback); | 
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| 173 |   /**  returns the current animation @returns animation type */ | 
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| 174 |   inline int getAnimation() const { return this->animationState.type; } | 
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| 175 |   virtual void setAnimationSpeed(float speed) { this->animationSpeed = speed; } | 
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| 176 | virtual bool isAnimationFinished() const { return (this->animationState.currentFrame == this->animationState.endFrame )?true:false; } | 
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| 177 |   /**  scales the current model @param scaleFactor: the factor [0..1] to use for scaling */ | 
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| 178 |   void scaleModel(float scaleFactor) { this->scaleFactor = scaleFactor;} | 
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| 179 |  | 
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| 180 |  | 
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| 181 |   void acquireData(const MD2Data::Pointer& data) { this->data = data; rebuildInfo(); }; | 
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| 182 |   const MD2Data::Pointer& dataPointer() const { return this->data; }; | 
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| 183 |   virtual void tick(float dtS); | 
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| 184 |   void debug(); | 
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| 185 |  | 
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| 186 |  | 
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| 187 | private: | 
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| 188 |   void init(); | 
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| 189 |   void rebuildInfo(); | 
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| 190 |  | 
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| 191 |   void animate(float time); | 
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| 192 |   void processLighting(); | 
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| 193 |   void interpolate(/*sVec3D* verticesList*/); | 
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| 194 |   void renderFrame() const ; | 
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| 195 |  | 
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| 196 |  | 
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| 197 | public: | 
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| 198 |   /* these variables are static, because they are all the same for every model */ | 
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| 199 |   static sVec3D         anorms[NUM_VERTEX_NORMALS];       //!< the anormals | 
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| 200 |   static float          anormsDots[SHADEDOT_QUANT][256];  //!< the anormals dot products | 
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| 201 |   static sAnim          animationList[22];                //!< the anomation list | 
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| 202 |   //! again one of these strange id software parts | 
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| 203 |   float*                shadeDots; | 
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| 204 |  | 
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| 205 |   CountPointer<MD2Data> data;                           //!< the md2 data pointer | 
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| 206 |  | 
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| 207 | private: | 
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| 208 |   float                 scaleFactor;                      //!< the scale factor (individual) | 
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| 209 |   float                 animationSpeed;                   //!< the speed of the animation (factor for the time) | 
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| 210 |   sAnimState            animationState;                   //!< animation state of the model | 
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| 211 |   sVec3D                verticesList[MD2_MAX_VERTICES];   //!< place to temp sav the vert | 
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| 212 | }; | 
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| 213 |  | 
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| 214 |  | 
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| 215 |  | 
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| 216 |  | 
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| 217 |  | 
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| 218 | #endif /* _MD2MODEL_H */ | 
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