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- // Copyright (C) 2007-2012 Nikolaus Gebhardt / Thomas Alten
- // This file is part of the "Irrlicht Engine".
- // For conditions of distribution and use, see copyright notice in irrlicht.h
- #ifndef IRR_I_ANIMATED_MESH_MD3_H_INCLUDED
- #define IRR_I_ANIMATED_MESH_MD3_H_INCLUDED
- #include "IAnimatedMesh.h"
- #include "IQ3Shader.h"
- #include "quaternion.h"
- namespace irr
- {
- namespace scene
- {
- enum eMD3Models
- {
- EMD3_HEAD = 0,
- EMD3_UPPER,
- EMD3_LOWER,
- EMD3_WEAPON,
- EMD3_NUMMODELS
- };
- //! Animation list
- enum EMD3_ANIMATION_TYPE
- {
- // Animations for both lower and upper parts of the player
- EMD3_BOTH_DEATH_1 = 0,
- EMD3_BOTH_DEAD_1,
- EMD3_BOTH_DEATH_2,
- EMD3_BOTH_DEAD_2,
- EMD3_BOTH_DEATH_3,
- EMD3_BOTH_DEAD_3,
- // Animations for the upper part
- EMD3_TORSO_GESTURE,
- EMD3_TORSO_ATTACK_1,
- EMD3_TORSO_ATTACK_2,
- EMD3_TORSO_DROP,
- EMD3_TORSO_RAISE,
- EMD3_TORSO_STAND_1,
- EMD3_TORSO_STAND_2,
- // Animations for the lower part
- EMD3_LEGS_WALK_CROUCH,
- EMD3_LEGS_WALK,
- EMD3_LEGS_RUN,
- EMD3_LEGS_BACK,
- EMD3_LEGS_SWIM,
- EMD3_LEGS_JUMP_1,
- EMD3_LEGS_LAND_1,
- EMD3_LEGS_JUMP_2,
- EMD3_LEGS_LAND_2,
- EMD3_LEGS_IDLE,
- EMD3_LEGS_IDLE_CROUCH,
- EMD3_LEGS_TURN,
- //! Not an animation, but amount of animation types.
- EMD3_ANIMATION_COUNT
- };
- struct SMD3AnimationInfo
- {
- //! First frame
- s32 first;
- //! Last frame
- s32 num;
- //! Looping frames
- s32 looping;
- //! Frames per second
- s32 fps;
- };
- // byte-align structures
- #include "irrpack.h"
- //! this holds the header info of the MD3 file
- struct SMD3Header
- {
- c8 headerID[4]; //id of file, always "IDP3"
- s32 Version; //this is a version number, always 15
- s8 fileName[68];//sometimes left Blank... 65 chars, 32bit aligned == 68 chars
- s32 numFrames; //number of KeyFrames
- s32 numTags; //number of 'tags' per frame
- s32 numMeshes; //number of meshes/skins
- s32 numMaxSkins;//maximum number of unique skins used in md3 file. artefact md2
- s32 frameStart; //starting position of frame-structure
- s32 tagStart; //starting position of tag-structures
- s32 tagEnd; //ending position of tag-structures/starting position of mesh-structures
- s32 fileSize;
- } PACK_STRUCT;
- //! this holds the header info of an MD3 mesh section
- struct SMD3MeshHeader
- {
- c8 meshID[4]; //id, must be IDP3
- c8 meshName[68]; //name of mesh 65 chars, 32 bit aligned == 68 chars
- s32 numFrames; //number of meshframes in mesh
- s32 numShader; //number of skins in mesh
- s32 numVertices; //number of vertices
- s32 numTriangles; //number of Triangles
- s32 offset_triangles; //starting position of Triangle data, relative to start of Mesh_Header
- s32 offset_shaders; //size of header
- s32 offset_st; //starting position of texvector data, relative to start of Mesh_Header
- s32 vertexStart; //starting position of vertex data,relative to start of Mesh_Header
- s32 offset_end;
- } PACK_STRUCT;
- //! Compressed Vertex Data
- struct SMD3Vertex
- {
- s16 position[3];
- u8 normal[2];
- } PACK_STRUCT;
- //! Texture Coordinate
- struct SMD3TexCoord
- {
- f32 u;
- f32 v;
- } PACK_STRUCT;
- //! Triangle Index
- struct SMD3Face
- {
- s32 Index[3];
- } PACK_STRUCT;
- // Default alignment
- #include "irrunpack.h"
- //! Holding Frame Data for a Mesh
- struct SMD3MeshBuffer : public IReferenceCounted
- {
- SMD3MeshHeader MeshHeader;
- core::stringc Shader;
- core::array < s32 > Indices;
- core::array < SMD3Vertex > Vertices;
- core::array < SMD3TexCoord > Tex;
- };
- //! hold a tag info for connecting meshes
- /** Basically its an alternate way to describe a transformation. */
- struct SMD3QuaternionTag
- {
- // construct for searching
- SMD3QuaternionTag( const core::stringc& name )
- : Name ( name ) {}
- // construct from a position and euler angles in degrees
- SMD3QuaternionTag ( const core::vector3df &pos, const core::vector3df &angle )
- : position(pos), rotation(angle * core::DEGTORAD) {}
- // set to matrix
- void setto ( core::matrix4 &m )
- {
- rotation.getMatrix ( m, position );
- }
- bool operator == ( const SMD3QuaternionTag &other ) const
- {
- return Name == other.Name;
- }
- core::stringc Name;
- core::vector3df position;
- core::quaternion rotation;
- };
- //! holds a associative list of named quaternions
- struct SMD3QuaternionTagList
- {
- SMD3QuaternionTagList()
- {
- Container.setAllocStrategy(core::ALLOC_STRATEGY_SAFE);
- }
- SMD3QuaternionTag* get(const core::stringc& name)
- {
- SMD3QuaternionTag search ( name );
- const s32 index = Container.linear_search ( search );
- if ( index >= 0 )
- return &Container[index];
- return 0;
- }
- u32 size () const
- {
- return Container.size();
- }
- void set_used(u32 new_size)
- {
- const s32 diff = (s32) new_size - (s32) Container.allocated_size();
- if ( diff > 0 )
- {
- SMD3QuaternionTag e("");
- for ( s32 i = 0; i < diff; ++i )
- Container.push_back(e);
- }
- }
- const SMD3QuaternionTag& operator[](u32 index) const
- {
- return Container[index];
- }
- SMD3QuaternionTag& operator[](u32 index)
- {
- return Container[index];
- }
- void push_back(const SMD3QuaternionTag& other)
- {
- Container.push_back(other);
- }
- private:
- core::array < SMD3QuaternionTag > Container;
- };
- //! Holding Frames Buffers and Tag Infos
- struct SMD3Mesh: public IReferenceCounted
- {
- SMD3Mesh ()
- {
- MD3Header.numFrames = 0;
- }
- virtual ~SMD3Mesh()
- {
- for (u32 i=0; i<Buffer.size(); ++i)
- Buffer[i]->drop();
- }
- core::stringc Name;
- core::array<SMD3MeshBuffer*> Buffer;
- SMD3QuaternionTagList TagList;
- SMD3Header MD3Header;
- };
- //! Interface for using some special functions of MD3 meshes
- class IAnimatedMeshMD3 : public IAnimatedMesh
- {
- public:
- //! tune how many frames you want to render in between.
- virtual void setInterpolationShift(u32 shift, u32 loopMode) =0;
- //! get the tag list of the mesh.
- virtual SMD3QuaternionTagList* getTagList(s32 frame, s32 detailLevel, s32 startFrameLoop, s32 endFrameLoop) =0;
- //! get the original md3 mesh.
- virtual SMD3Mesh* getOriginalMesh() =0;
- };
- } // end namespace scene
- } // end namespace irr
- #endif
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