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source: orxonox.OLD/trunk/src/lib/graphics/importer/md3/md3_data.h @ 8490

Last change on this file since 8490 was 8490, checked in by patrick, 18 years ago

merged the bsp branche back to trunk

File size: 5.3 KB
Line 
1/*!
2 * @file md2Model.h
3  *  Definition of an MD2 Model, a model format invented by ID Software.
4
5    We are deeply thankfull for all the wunderfull things id software made for us gamers!
6
7    The md2 file format is structured in a very simple way: it contains animations which are made out of
8    frames (so called keyframes). Each frame is a complete draweable model in a specific position.
9    A frame is a collection of vertex and its compagnions (normals, texture coordinates).
10
11    A typical model has about 200 frames, the maximum frame count is fixed by MD2_MAX_FRAMES to currently
12    512 frames. The maximal vetices count is set to 2048 verteces, not enough?
13    You just have to change the MD2_MAX_* values if it doesn't fit your purposes...
14
15    Surface Culling is fully implemented in md2 models: quake2 uses front face culling.
16*/
17
18#ifndef _MD3_DATA_H
19#define _MD3_DATA_H
20
21#include "base_object.h"
22
23#include "model.h"
24#include "material.h"
25#include "md_model_structure.h"
26
27
28//! These are the needed defines for the max values when loading .MD2 files
29#define MD3_IDENT                       (('3'<<24) + ('P'<<16) + ('D'<<8) + 'I') //!< the md3 identifier tag in the bin file
30#define MD3_VERSION                     15                                       //!< the md2 version in the header
31#define MD2_MAX_TRIANGLES               4096                                     //!< maximal triangles count
32#define MD2_MAX_VERTICES                2048                                     //!< maximal vertices count
33#define MD2_MAX_TEXCOORDS               2048                                     //!< maximal tex coordinates
34#define MD2_MAX_FRAMES                  512                                      //!< maximal frames
35#define MD2_MAX_SKINS                   32                                       //!< maximal skins
36#define MD2_MAX_FRAMESIZE               (MD2_MAX_VERTICES * 4 + 128)             //!< maximal framesize
37
38#define NUM_VERTEX_NORMALS              162                                      //!< number of vertex normals
39#define SHADEDOT_QUANT                  16                                       //!< shade dot quantity - no idea what it is
40
41//! This stores the speed of the animation between each key frame - currently conflicting with the animation framework
42#define kAnimationSpeed                 12.0f                                    //!< animation speed
43
44
45namespace md3
46{
47
48  class MD3BoneFrame;
49  class MD3Mesh;
50
51//! This holds the header information that is read in at the beginning of the file: id software definition
52struct MD3Header
53{
54   int ident;                           //!< This is used to identify the file
55   int version;                         //!< The version number of the file (Must be 8)
56
57   char filename[68];                   //!< The filename of the model
58
59   int boneFrameNum;                    //!< number of frames
60   int tagNum;                          //!< number of tags
61   int meshNum;                         //!< number of mesh
62   int maxTexNum;                       //!< number of texture
63
64   int boneFrameStart;                  //!< start of bone frames
65   int tagStart;                        //!< start of the tag
66   int meshStart;                       //!< mesh start
67
68   int fileSize;                        //!< file size
69};
70
71
72
73//! class to store the md2 data in
74class MD3Data : public BaseObject
75{
76 public:
77   MD3Data(const std::string& modelFileName, const std::string& skinFileName, float scale = 1.0f);
78  virtual ~MD3Data();
79
80
81 private:
82   bool loadModel(const std::string& fileName);
83   bool loadSkin(const std::string& fileName = "");
84
85   int readHeader(FILE* pFile, int fileOffset);
86   int readBoneFrames(FILE* pFile, int fileOffset);
87   int readTags(FILE* pFile, int fileOffset);
88   int readMeshes(FILE* pFile, int fileOffset);
89
90
91   int readMeshTriangles(FILE* pFile, int fileOffset, int mesh);
92   int readMeshTextures(FILE* pFile, int fileOffset, int mesh);
93   int readMeshTexVecs(FILE* pFile, int fileOffset, int mesh);
94   int readMeshVertices(FILE* pFile, int fileOffset, int mesh);
95
96 public:
97
98  MD3Header*          header;            //!< the header file
99
100  std::string         filename;          //!< the name of the file as recorded in the .md3 file
101  std::string         loadFilename;      //!< filename of the actual file from which data was loaded
102
103  int                 boneFrameNum;      //!< number of anumation key fames in the models
104  int                 tagNum;            //!< number of tags
105  int                 meshNum;           //!< number of meshes
106
107  int                 maxTextureNum;     //!< maximum number of unique used in an md3 file
108  int                 boneFrameStart;    //!< starting position of bone frame data structures
109  int                 tagStart;          //!< starting position of tag-structures
110
111  int                 meshStart;         //!< starting position of mesh structures
112
113  int                 fileSize;          //!< file size
114
115
116  MD3BoneFrame**      boneFrames;        //!< array of bone frames, contains the metadata (bounding box, tags,...) for each frame
117  MD3Mesh**           meshes;            //!< array of meshes in the model. each containing the mesh for each of the animation
118
119  int                 parentTagIndex;    //!< tag index
120
121  //MD3Model*           parent;            //!< reference to the MD3Model
122
123
124};
125
126
127}
128
129
130
131#endif /* _MD3_DATA_H */
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