irrlicht/include/IAnimatedMeshMD3.h

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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 __I_ANIMATED_MESH_MD3_H_INCLUDED__
#define __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-structur
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
{
virtual ~SMD3QuaternionTag()
{
position.X = 0.f;
}
// construct copy constructor
SMD3QuaternionTag( const SMD3QuaternionTag & copyMe )
{
*this = copyMe;
}
// 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;
}
SMD3QuaternionTag & operator=( const SMD3QuaternionTag & copyMe )
{
Name = copyMe.Name;
position = copyMe.position;
rotation = copyMe.rotation;
return *this;
}
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);
}
// construct copy constructor
SMD3QuaternionTagList(const SMD3QuaternionTagList& copyMe)
{
*this = copyMe;
}
virtual ~SMD3QuaternionTagList() {}
SMD3QuaternionTag* get(const core::stringc& name)
{
SMD3QuaternionTag search ( name );
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)
{
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);
}
SMD3QuaternionTagList& operator = (const SMD3QuaternionTagList & copyMe)
{
Container = copyMe.Container;
return *this;
}
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