| 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 |  | 
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| 23 | #include "model.h" | 
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| 24 | #include "material.h" | 
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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 | //! 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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| 74 |  | 
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| 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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| 138 |  | 
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| 139 |   int              animPlaybackMode;     //!< the playback mode | 
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| 140 | } sAnimState; | 
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| 141 |  | 
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| 142 |  | 
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| 143 | //! animation names enumeration | 
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| 144 | typedef enum animType | 
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| 145 |   { | 
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| 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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| 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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| 162 |     CROUCH_DEATH, | 
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| 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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| 167 |  | 
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| 168 |     MAX_ANIMATIONS | 
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| 169 |   }; | 
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| 170 |  | 
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| 171 |  | 
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| 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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| 176 |  | 
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| 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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| 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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| 187 | //! class to store the md2 data in | 
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| 188 | class MD2Data : public BaseObject | 
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| 189 | { | 
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| 190 |  public: | 
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| 191 |    MD2Data(const char* modelFileName, const char* skinFileName, float scale = 1.0f); | 
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| 192 |   virtual ~MD2Data(); | 
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| 193 |  | 
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| 194 |  private: | 
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| 195 |   bool loadModel(const char* fileName); | 
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| 196 |   bool loadSkin(const char* fileName = NULL); | 
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| 197 |  | 
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| 198 |  public: | 
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| 199 |   int                numFrames;             //!< number of frames | 
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| 200 |   int                numVertices;           //!< number of vertices | 
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| 201 |   int                numTriangles;          //!< number of triangles | 
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| 202 |   int                numTexCoor;            //!< number of texture coordinates | 
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| 203 |   int                numGLCommands;         //!< number of gl commands in the glList (tells how to draw) | 
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| 204 |   char*              fileName;              //!< file name of the model File | 
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| 205 |   char*              skinFileName;          //!< file name of the skin file | 
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| 206 |   MD2Header*         header;                //!< the header file | 
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| 207 |  | 
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| 208 |   sVec3D*            pVertices;             //!< pointer to the vertices data block | 
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| 209 |   sTriangle*         pTriangles;            //!< pointer to the triangles data | 
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| 210 |   sTexCoor*          pTexCoor;              //!< pointer to the texture coordinate data | 
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| 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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| 213 |  | 
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| 214 |   Material           material;              //!< pointer to the material | 
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| 215 |   float              scaleFactor;           //!< the scale factor of the model, (global) | 
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| 216 | }; | 
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| 217 |  | 
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| 218 |  | 
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| 219 |  | 
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| 220 |  | 
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| 221 | //! This is a MD2 Model class | 
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| 222 | class MD2Model : public Model { | 
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| 223 |  | 
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| 224 | public: | 
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| 225 |   MD2Model(const char* modelFileName, const char* skinFileName = NULL, float scale = 1.0f); | 
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| 226 |   virtual ~MD2Model(); | 
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| 227 |  | 
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| 228 |   virtual void draw() const; | 
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| 229 |   void renderFrameTriangles() const; | 
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| 230 |  | 
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| 231 |  | 
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| 232 |   void setAnim(int type, int animPlayback = MD2_ANIM_LOOP); | 
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| 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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| 236 |   void scaleModel(float scaleFactor) { this->scaleFactor = scaleFactor;} | 
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| 237 |  | 
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| 238 |   virtual void tick(float dtS); | 
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| 239 |   void debug(); | 
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| 240 |  | 
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| 241 |  | 
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| 242 | private: | 
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| 243 |   void animate(float time); | 
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| 244 |   void processLighting(); | 
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| 245 |   void interpolate(/*sVec3D* verticesList*/); | 
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| 246 |   void renderFrame() const ; | 
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| 247 |  | 
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| 248 |  | 
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| 249 |  public: | 
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| 250 |   /* these variables are static, because they are all the same for every model */ | 
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| 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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| 254 |    //! again one of these strange id software parts | 
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| 255 |   float*              shadeDots; | 
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| 256 |  | 
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| 257 |   MD2Data*            data;                             //!< the md2 data pointer | 
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| 258 |  | 
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| 259 |  private: | 
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| 260 |   float               scaleFactor;                      //!< the scale factor (individual) | 
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| 261 |   sAnimState          animationState;                   //!< animation state of the model | 
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| 262 |   sVec3D              verticesList[MD2_MAX_VERTICES];   //!< place to temp sav the vert | 
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| 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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