| [4615] | 1 | /*! | 
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| [5039] | 2 | * @file md2Model.h | 
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| [4836] | 3 | *  Definition of an MD2 Model, a model format invented by ID Software. | 
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| [4615] | 4 |  | 
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| [4245] | 5 | We are deeply thankfull for all the wunderfull things id software made for us gamers! | 
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| [4615] | 6 |  | 
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| [4245] | 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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| [4615] | 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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| [4245] | 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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| [4615] | 14 |  | 
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| [4245] | 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 |  | 
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| [7123] | 23 | #include "model.h" | 
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|  | 24 | #include "material.h" | 
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| [4245] | 25 |  | 
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|  | 26 | //! These are the needed defines for the max values when loading .MD2 files | 
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| [4459] | 27 | #define MD2_IDENT                       (('2'<<24) + ('P'<<16) + ('D'<<8) + 'I') //!< the md2 identifier tag in the bin file | 
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|  | 28 | #define MD2_VERSION                     8                                        //!< the md2 version in the header | 
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| [4615] | 29 | #define MD2_MAX_TRIANGLES               4096                                     //!< maximal triangles count | 
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|  | 30 | #define MD2_MAX_VERTICES                2048                                     //!< maximal vertices count | 
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|  | 31 | #define MD2_MAX_TEXCOORDS               2048                                     //!< maximal tex coordinates | 
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|  | 32 | #define MD2_MAX_FRAMES                  512                                      //!< maximal frames | 
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|  | 33 | #define MD2_MAX_SKINS                   32                                       //!< maximal skins | 
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|  | 34 | #define MD2_MAX_FRAMESIZE               (MD2_MAX_VERTICES * 4 + 128)             //!< maximal framesize | 
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| [4245] | 35 |  | 
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| [4461] | 36 | #define NUM_VERTEX_NORMALS              162                                      //!< number of vertex normals | 
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|  | 37 | #define SHADEDOT_QUANT                  16                                       //!< shade dot quantity - no idea what it is | 
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| [4245] | 38 |  | 
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|  | 39 | //! This stores the speed of the animation between each key frame - currently conflicting with the animation framework | 
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| [4615] | 40 | #define kAnimationSpeed                 12.0f                                    //!< animation speed | 
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| [4245] | 41 |  | 
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|  | 42 | //! This holds the header information that is read in at the beginning of the file: id software definition | 
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| [4279] | 43 | struct MD2Header | 
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| [4615] | 44 | { | 
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|  | 45 | int ident;                           //!< This is used to identify the file | 
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|  | 46 | int version;                         //!< The version number of the file (Must be 8) | 
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|  | 47 |  | 
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|  | 48 | int skinWidth;                       //!< The skin width in pixels | 
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|  | 49 | int skinHeight;                      //!< The skin height in pixels | 
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|  | 50 | int frameSize;                       //!< The size in bytes the frames are | 
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|  | 51 |  | 
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|  | 52 | int numSkins;                        //!< The number of skins associated with the model | 
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|  | 53 | int numVertices;                     //!< The number of vertices (constant for each frame) | 
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|  | 54 | int numTexCoords;                    //!< The number of texture coordinates | 
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|  | 55 | int numTriangles;                    //!< The number of faces (polygons) | 
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|  | 56 | int numGlCommands;                   //!< The number of gl commands | 
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|  | 57 | int numFrames;                       //!< The number of animation frames | 
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|  | 58 |  | 
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|  | 59 | int offsetSkins;                     //!< The offset in the file for the skin data | 
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|  | 60 | int offsetTexCoords;                 //!< The offset in the file for the texture data | 
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|  | 61 | int offsetTriangles;                 //!< The offset in the file for the face data | 
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|  | 62 | int offsetFrames;                    //!< The offset in the file for the frames data | 
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|  | 63 | int offsetGlCommands;                //!< The offset in the file for the gl commands data | 
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|  | 64 | int offsetEnd;                       //!< The end of the file offset | 
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| [4245] | 65 | }; | 
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|  | 66 |  | 
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|  | 67 |  | 
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| [6222] | 68 | //! compressed vertex data: char insetead of float, the value will be expanded by the scale value. only for loading | 
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|  | 69 | typedef struct | 
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|  | 70 | { | 
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|  | 71 | unsigned char    v[3];                 //!< the vector of the vertex | 
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|  | 72 | unsigned char    lightNormalIndex;     //!< the index of the light normal | 
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|  | 73 | } sVertex; | 
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| [5085] | 74 |  | 
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| [6222] | 75 |  | 
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|  | 76 | //! compressed texture offset data: coords scaled by the texture size. Only for loading | 
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|  | 77 | typedef struct | 
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|  | 78 | { | 
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|  | 79 | short            s;                    //!< the s,t coordinates of a texture | 
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|  | 80 | short            t;                    //!< the s,t coordinates of a texture | 
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|  | 81 | } sTexCoor; | 
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|  | 82 |  | 
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|  | 83 |  | 
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|  | 84 | //! holds tha informations about a md2 frame | 
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|  | 85 | typedef struct | 
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|  | 86 | { | 
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|  | 87 | sVec3D           scale;                //!< scales values of the model | 
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|  | 88 | sVec3D           translate;            //!< translates the model | 
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|  | 89 | char             name[16];             //!< frame name: something like "run32" | 
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|  | 90 | sVertex          pVertices[1];         //!< first vertex of thes frame | 
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|  | 91 | } sFrame; | 
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|  | 92 |  | 
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|  | 93 |  | 
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|  | 94 | //! holds the information about a triangle | 
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|  | 95 | typedef struct | 
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|  | 96 | { | 
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|  | 97 | unsigned short   indexToVertices[3];   //!< index to the verteces of the triangle | 
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|  | 98 | unsigned short   indexToTexCoor[3];    //!< index to the texture coordinates | 
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|  | 99 | } sTriangle; | 
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|  | 100 |  | 
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|  | 101 |  | 
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|  | 102 |  | 
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|  | 103 | //! the command list of the md2 model, very md2 specific | 
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|  | 104 | typedef struct | 
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|  | 105 | { | 
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|  | 106 | float            s;                    //!< texture coordinate 1 | 
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|  | 107 | float            t;                    //!< texture coordinate 2 | 
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|  | 108 | int              vertexIndex;          //!< index of the vertex in the vertex list | 
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|  | 109 | } glCommandVertex; | 
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|  | 110 |  | 
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|  | 111 |  | 
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|  | 112 | //! a md2 animation definition | 
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|  | 113 | typedef struct | 
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|  | 114 | { | 
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|  | 115 | int              firstFrame;           //!< first frame of the animation | 
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|  | 116 | int              lastFrame;            //!< last frame of the animation | 
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|  | 117 | int              fps;                  //!< speed: number of frames per second | 
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|  | 118 | int              bStoppable;           //!< 1 if the animation is stoppable 0 else | 
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|  | 119 | } sAnim; | 
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|  | 120 |  | 
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|  | 121 |  | 
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|  | 122 | //! animation state definition | 
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|  | 123 | typedef struct | 
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|  | 124 | { | 
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|  | 125 | int              startFrame;           //!< the start frame of an animation | 
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|  | 126 | int              endFrame;             //!< last frame of the animation | 
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|  | 127 | int              fps;                  //!< fps of the animaion (speed) | 
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|  | 128 |  | 
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|  | 129 | float            localTime;            //!< the local time | 
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|  | 130 | float            lastTime;             //!< last time stamp | 
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|  | 131 | float            interpolationState;   //!< the state of the animation [0..1] | 
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|  | 132 |  | 
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|  | 133 | int              type;                 //!< animation type | 
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|  | 134 |  | 
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|  | 135 | int              currentFrame;         //!< the current frame | 
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|  | 136 | int              nextFrame;            //!< the next frame in the list | 
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|  | 137 | int              numPlays;             //!< the number of times, this has been played in series | 
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| [7071] | 138 |  | 
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|  | 139 | int              animPlaybackMode;     //!< the playback mode | 
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| [6222] | 140 | } sAnimState; | 
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|  | 141 |  | 
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|  | 142 |  | 
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| [4459] | 143 | //! animation names enumeration | 
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| [4488] | 144 | typedef enum animType | 
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| [4245] | 145 | { | 
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| [7114] | 146 | STAND,                       //0 | 
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|  | 147 | RUN,                         //1 | 
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|  | 148 | ATTACK,                      //2 | 
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|  | 149 | PAIN_A,                      //3 | 
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|  | 150 | PAIN_B,                      //4 | 
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|  | 151 | PAIN_C,          //5 | 
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|  | 152 | JUMP,            //6 | 
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|  | 153 | FLIP,            //7 | 
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|  | 154 | SALUTE,          //8 | 
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|  | 155 | FALLBACK,        //9 | 
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|  | 156 | WAVE,            //10 | 
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|  | 157 | POINT,           //11 | 
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| [4245] | 158 | CROUCH_STAND, | 
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|  | 159 | CROUCH_WALK, | 
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|  | 160 | CROUCH_ATTACK, | 
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|  | 161 | CROUCH_PAIN, | 
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| [4615] | 162 | CROUCH_DEATH, | 
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| [4245] | 163 | DEATH_FALLBACK, | 
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|  | 164 | DEATH_FALLFORWARD, | 
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|  | 165 | DEATH_FALLBACKSLOW, | 
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|  | 166 | BOOM, | 
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| [4615] | 167 |  | 
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| [4245] | 168 | MAX_ANIMATIONS | 
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| [4488] | 169 | }; | 
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| [4245] | 170 |  | 
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|  | 171 |  | 
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| [7071] | 172 | typedef enum animPlayback | 
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|  | 173 | { | 
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|  | 174 | MD2_ANIM_LOOP = 0, | 
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|  | 175 | MD2_ANIM_ONCE, | 
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| [4245] | 176 |  | 
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| [7071] | 177 | MD2_ANIM_NUM | 
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|  | 178 | }; | 
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|  | 179 |  | 
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|  | 180 |  | 
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|  | 181 |  | 
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| [4245] | 182 | /* forward definitions */ | 
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|  | 183 | class Material; | 
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|  | 184 |  | 
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|  | 185 |  | 
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|  | 186 |  | 
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| [4277] | 187 | //! class to store the md2 data in | 
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| [5304] | 188 | class MD2Data : public BaseObject | 
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| [4277] | 189 | { | 
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|  | 190 | public: | 
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| [7221] | 191 | MD2Data(const std::string& modelFileName, const std::string& skinFileName, float scale = 1.0f); | 
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| [4277] | 192 | virtual ~MD2Data(); | 
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| [4245] | 193 |  | 
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| [4459] | 194 | private: | 
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| [7221] | 195 | bool loadModel(const std::string& fileName); | 
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|  | 196 | bool loadSkin(const std::string& fileName = ""); | 
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| [4277] | 197 |  | 
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| [4459] | 198 | public: | 
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| [4615] | 199 | int                numFrames;             //!< number of frames | 
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| [4461] | 200 | int                numVertices;           //!< number of vertices | 
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|  | 201 | int                numTriangles;          //!< number of triangles | 
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| [5085] | 202 | int                numTexCoor;            //!< number of texture coordinates | 
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| [4461] | 203 | int                numGLCommands;         //!< number of gl commands in the glList (tells how to draw) | 
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| [7221] | 204 | std::string        fileName;              //!< file name of the model File | 
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|  | 205 | std::string        skinFileName;          //!< file name of the skin file | 
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| [4461] | 206 | MD2Header*         header;                //!< the header file | 
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| [4277] | 207 |  | 
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| [4461] | 208 | sVec3D*            pVertices;             //!< pointer to the vertices data block | 
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| [4787] | 209 | sTriangle*         pTriangles;            //!< pointer to the triangles data | 
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| [5085] | 210 | sTexCoor*          pTexCoor;              //!< pointer to the texture coordinate data | 
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| [4461] | 211 | int*               pGLCommands;           //!< pointer to the gllist data block | 
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|  | 212 | int*               pLightNormals;         //!< pointer to the light normals | 
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| [4277] | 213 |  | 
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| [7123] | 214 | Material           material;              //!< pointer to the material | 
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| [4461] | 215 | float              scaleFactor;           //!< the scale factor of the model, (global) | 
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| [4277] | 216 | }; | 
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|  | 217 |  | 
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|  | 218 |  | 
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| [5085] | 219 |  | 
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|  | 220 |  | 
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| [4245] | 221 | //! This is a MD2 Model class | 
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| [6022] | 222 | class MD2Model : public Model { | 
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| [4245] | 223 |  | 
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|  | 224 | public: | 
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| [7221] | 225 | MD2Model(const std::string& modelFileName, const std::string& skinFileName = "", float scale = 1.0f); | 
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| [4276] | 226 | virtual ~MD2Model(); | 
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| [4615] | 227 |  | 
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| [6222] | 228 | virtual void draw() const; | 
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|  | 229 | void renderFrameTriangles() const; | 
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| [4615] | 230 |  | 
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| [6222] | 231 |  | 
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| [7071] | 232 | void setAnim(int type, int animPlayback = MD2_ANIM_LOOP); | 
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| [6222] | 233 | /**  returns the current animation @returns animation type */ | 
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|  | 234 | inline int MD2Model::getAnim() { return this->animationState.type; } | 
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|  | 235 | /**  scales the current model @param scaleFactor: the factor [0..1] to use for scaling */ | 
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| [4245] | 236 | void scaleModel(float scaleFactor) { this->scaleFactor = scaleFactor;} | 
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|  | 237 |  | 
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| [6222] | 238 | virtual void tick(float dtS); | 
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| [4245] | 239 | void debug(); | 
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|  | 240 |  | 
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|  | 241 |  | 
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|  | 242 | private: | 
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| [6222] | 243 | void animate(float time); | 
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| [4245] | 244 | void processLighting(); | 
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| [6222] | 245 | void interpolate(/*sVec3D* verticesList*/); | 
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|  | 246 | void renderFrame() const ; | 
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| [4245] | 247 |  | 
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| [5087] | 248 |  | 
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| [4245] | 249 | public: | 
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|  | 250 | /* these variables are static, because they are all the same for every model */ | 
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| [4461] | 251 | static sVec3D       anorms[NUM_VERTEX_NORMALS];       //!< the anormals | 
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|  | 252 | static float        anormsDots[SHADEDOT_QUANT][256];  //!< the anormals dot products | 
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|  | 253 | static sAnim        animationList[21];                //!< the anomation list | 
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| [6222] | 254 | //! again one of these strange id software parts | 
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|  | 255 | float*              shadeDots; | 
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| [4245] | 256 |  | 
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| [4461] | 257 | MD2Data*            data;                             //!< the md2 data pointer | 
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| [4245] | 258 |  | 
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| [4615] | 259 | private: | 
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| [4461] | 260 | float               scaleFactor;                      //!< the scale factor (individual) | 
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|  | 261 | sAnimState          animationState;                   //!< animation state of the model | 
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| [6222] | 262 | sVec3D              verticesList[MD2_MAX_VERTICES];   //!< place to temp sav the vert | 
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| [4245] | 263 | }; | 
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|  | 264 |  | 
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|  | 265 |  | 
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|  | 266 |  | 
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|  | 267 |  | 
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|  | 268 |  | 
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|  | 269 | #endif /* _MD2MODEL_H */ | 
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