| 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 "abstract_model.h" | 
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| 22 | #include "base_object.h" | 
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| 23 | #include "stdincl.h" | 
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| 24 |  | 
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| 25 |  | 
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| 26 | //! These are the needed defines for the max values when loading .MD2 files | 
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| 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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| 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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| 35 |  | 
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| 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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| 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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| 40 | #define kAnimationSpeed                 12.0f                                    //!< animation speed | 
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| 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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| 43 | struct MD2Header | 
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| 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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| 65 | }; | 
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| 66 |  | 
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| 67 |  | 
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| 68 |  | 
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| 69 | //! animation names enumeration | 
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| 70 | typedef enum animType | 
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| 71 |   { | 
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| 72 |     STAND, | 
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| 73 |     RUN, | 
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| 74 |     ATTACK, | 
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| 75 |     PAIN_A, | 
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| 76 |     PAIN_B, | 
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| 77 |     PAIN_C, | 
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| 78 |     JUMP, | 
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| 79 |     FLIP, | 
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| 80 |     SALUTE, | 
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| 81 |     FALLBACK, | 
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| 82 |     WAVE, | 
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| 83 |     POINTT, | 
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| 84 |     CROUCH_STAND, | 
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| 85 |     CROUCH_WALK, | 
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| 86 |     CROUCH_ATTACK, | 
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| 87 |     CROUCH_PAIN, | 
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| 88 |     CROUCH_DEATH, | 
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| 89 |     DEATH_FALLBACK, | 
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| 90 |     DEATH_FALLFORWARD, | 
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| 91 |     DEATH_FALLBACKSLOW, | 
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| 92 |     BOOM, | 
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| 93 |  | 
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| 94 |     MAX_ANIMATIONS | 
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| 95 |   }; | 
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| 96 |  | 
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| 97 |  | 
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| 98 |  | 
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| 99 | /* forward definitions */ | 
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| 100 | class Material; | 
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| 101 |  | 
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| 102 |  | 
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| 103 |  | 
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| 104 | //! class to store the md2 data in | 
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| 105 | class MD2Data : public BaseObject | 
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| 106 | { | 
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| 107 |  public: | 
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| 108 |   MD2Data(const char* modelFileName, const char* skinFileName); | 
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| 109 |   virtual ~MD2Data(); | 
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| 110 |  | 
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| 111 |  private: | 
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| 112 |   bool loadModel(const char* fileName); | 
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| 113 |   bool loadSkin(const char* fileName = NULL); | 
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| 114 |  | 
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| 115 |  public: | 
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| 116 |   int                numFrames;             //!< number of frames | 
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| 117 |   int                numVertices;           //!< number of vertices | 
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| 118 |   int                numTriangles;          //!< number of triangles | 
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| 119 |   int                numTexCoor;            //!< number of texture coordinates | 
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| 120 |   int                numGLCommands;         //!< number of gl commands in the glList (tells how to draw) | 
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| 121 |   char*              fileName;              //!< file name of the model File | 
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| 122 |   char*              skinFileName;          //!< file name of the skin file | 
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| 123 |   MD2Header*         header;                //!< the header file | 
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| 124 |  | 
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| 125 |   sVec3D*            pVertices;             //!< pointer to the vertices data block | 
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| 126 |   sTriangle*         pTriangles;            //!< pointer to the triangles data | 
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| 127 |   sTexCoor*          pTexCoor;              //!< pointer to the texture coordinate data | 
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| 128 |   int*               pGLCommands;           //!< pointer to the gllist data block | 
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| 129 |   int*               pLightNormals;         //!< pointer to the light normals | 
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| 130 |  | 
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| 131 |   Material*          material;              //!< pointer to the material | 
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| 132 |   float              scaleFactor;           //!< the scale factor of the model, (global) | 
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| 133 | }; | 
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| 134 |  | 
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| 135 |  | 
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| 136 |  | 
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| 137 |  | 
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| 138 | //! This is a MD2 Model class | 
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| 139 | class MD2Model : public AbstractModel { | 
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| 140 |  | 
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| 141 | public: | 
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| 142 |   MD2Model(const char* modelFileName, const char* skinFileName = NULL); | 
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| 143 |   virtual ~MD2Model(); | 
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| 144 |  | 
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| 145 |   void draw(); | 
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| 146 |  | 
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| 147 |   void setAnim(int type); | 
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| 148 |   /** | 
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| 149 |    *  scales the current model | 
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| 150 |    * @param scaleFactor: the factor [0..1] to use for scaling | 
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| 151 |   */ | 
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| 152 |   void scaleModel(float scaleFactor) { this->scaleFactor = scaleFactor;} | 
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| 153 |  | 
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| 154 |   void tick(float dtS); | 
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| 155 |   void debug(); | 
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| 156 |  | 
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| 157 |  | 
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| 158 | private: | 
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| 159 |   void animate(); | 
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| 160 |   void processLighting(); | 
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| 161 |   void interpolate(sVec3D* verticesList); | 
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| 162 |   void renderFrame(); | 
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| 163 |  | 
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| 164 |  | 
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| 165 |  public: | 
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| 166 |   /* these variables are static, because they are all the same for every model */ | 
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| 167 |   static sVec3D       anorms[NUM_VERTEX_NORMALS];       //!< the anormals | 
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| 168 |   static float        anormsDots[SHADEDOT_QUANT][256];  //!< the anormals dot products | 
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| 169 |   static sAnim        animationList[21];                //!< the anomation list | 
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| 170 |  | 
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| 171 |   MD2Data*            data;                             //!< the md2 data pointer | 
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| 172 |  | 
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| 173 |  private: | 
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| 174 |   float               scaleFactor;                      //!< the scale factor (individual) | 
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| 175 |   sAnimState          animationState;                   //!< animation state of the model | 
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| 176 | }; | 
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| 177 |  | 
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| 178 |  | 
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| 179 |  | 
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| 180 |  | 
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| 181 |  | 
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| 182 | #endif /* _MD2MODEL_H */ | 
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