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279 lines
6.3 KiB
C++
279 lines
6.3 KiB
C++
// Copyright (C) 2007-2012 Nikolaus Gebhardt / Thomas Alten
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __I_ANIMATED_MESH_MD3_H_INCLUDED__
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#define __I_ANIMATED_MESH_MD3_H_INCLUDED__
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#include "IAnimatedMesh.h"
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#include "IQ3Shader.h"
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#include "quaternion.h"
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namespace irr
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{
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namespace scene
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{
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enum eMD3Models
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{
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EMD3_HEAD = 0,
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EMD3_UPPER,
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EMD3_LOWER,
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EMD3_WEAPON,
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EMD3_NUMMODELS
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};
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//! Animation list
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enum EMD3_ANIMATION_TYPE
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{
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// Animations for both lower and upper parts of the player
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EMD3_BOTH_DEATH_1 = 0,
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EMD3_BOTH_DEAD_1,
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EMD3_BOTH_DEATH_2,
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EMD3_BOTH_DEAD_2,
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EMD3_BOTH_DEATH_3,
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EMD3_BOTH_DEAD_3,
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// Animations for the upper part
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EMD3_TORSO_GESTURE,
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EMD3_TORSO_ATTACK_1,
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EMD3_TORSO_ATTACK_2,
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EMD3_TORSO_DROP,
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EMD3_TORSO_RAISE,
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EMD3_TORSO_STAND_1,
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EMD3_TORSO_STAND_2,
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// Animations for the lower part
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EMD3_LEGS_WALK_CROUCH,
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EMD3_LEGS_WALK,
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EMD3_LEGS_RUN,
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EMD3_LEGS_BACK,
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EMD3_LEGS_SWIM,
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EMD3_LEGS_JUMP_1,
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EMD3_LEGS_LAND_1,
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EMD3_LEGS_JUMP_2,
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EMD3_LEGS_LAND_2,
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EMD3_LEGS_IDLE,
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EMD3_LEGS_IDLE_CROUCH,
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EMD3_LEGS_TURN,
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//! Not an animation, but amount of animation types.
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EMD3_ANIMATION_COUNT
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};
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struct SMD3AnimationInfo
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{
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//! First frame
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s32 first;
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//! Last frame
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s32 num;
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//! Looping frames
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s32 looping;
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//! Frames per second
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s32 fps;
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};
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// byte-align structures
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#include "irrpack.h"
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//! this holds the header info of the MD3 file
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struct SMD3Header
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{
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c8 headerID[4]; //id of file, always "IDP3"
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s32 Version; //this is a version number, always 15
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s8 fileName[68];//sometimes left Blank... 65 chars, 32bit aligned == 68 chars
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s32 numFrames; //number of KeyFrames
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s32 numTags; //number of 'tags' per frame
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s32 numMeshes; //number of meshes/skins
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s32 numMaxSkins;//maximum number of unique skins used in md3 file. artefact md2
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s32 frameStart; //starting position of frame-structur
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s32 tagStart; //starting position of tag-structures
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s32 tagEnd; //ending position of tag-structures/starting position of mesh-structures
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s32 fileSize;
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} PACK_STRUCT;
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//! this holds the header info of an MD3 mesh section
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struct SMD3MeshHeader
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{
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c8 meshID[4]; //id, must be IDP3
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c8 meshName[68]; //name of mesh 65 chars, 32 bit aligned == 68 chars
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s32 numFrames; //number of meshframes in mesh
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s32 numShader; //number of skins in mesh
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s32 numVertices; //number of vertices
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s32 numTriangles; //number of Triangles
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s32 offset_triangles; //starting position of Triangle data, relative to start of Mesh_Header
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s32 offset_shaders; //size of header
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s32 offset_st; //starting position of texvector data, relative to start of Mesh_Header
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s32 vertexStart; //starting position of vertex data,relative to start of Mesh_Header
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s32 offset_end;
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} PACK_STRUCT;
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//! Compressed Vertex Data
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struct SMD3Vertex
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{
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s16 position[3];
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u8 normal[2];
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} PACK_STRUCT;
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//! Texture Coordinate
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struct SMD3TexCoord
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{
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f32 u;
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f32 v;
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} PACK_STRUCT;
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//! Triangle Index
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struct SMD3Face
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{
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s32 Index[3];
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} PACK_STRUCT;
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// Default alignment
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#include "irrunpack.h"
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//! Holding Frame Data for a Mesh
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struct SMD3MeshBuffer : public IReferenceCounted
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{
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SMD3MeshHeader MeshHeader;
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core::stringc Shader;
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core::array < s32 > Indices;
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core::array < SMD3Vertex > Vertices;
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core::array < SMD3TexCoord > Tex;
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};
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//! hold a tag info for connecting meshes
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/** Basically its an alternate way to describe a transformation. */
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struct SMD3QuaternionTag
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{
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virtual ~SMD3QuaternionTag()
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{
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position.X = 0.f;
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}
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// construct for searching
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SMD3QuaternionTag( const core::stringc& name )
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: Name ( name ) {}
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// construct from a position and euler angles in degrees
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SMD3QuaternionTag ( const core::vector3df &pos, const core::vector3df &angle )
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: position(pos), rotation(angle * core::DEGTORAD) {}
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// set to matrix
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void setto ( core::matrix4 &m )
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{
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rotation.getMatrix ( m, position );
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}
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bool operator == ( const SMD3QuaternionTag &other ) const
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{
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return Name == other.Name;
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}
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core::stringc Name;
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core::vector3df position;
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core::quaternion rotation;
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};
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//! holds a associative list of named quaternions
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struct SMD3QuaternionTagList
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{
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SMD3QuaternionTagList()
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{
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Container.setAllocStrategy(core::ALLOC_STRATEGY_SAFE);
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}
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virtual ~SMD3QuaternionTagList() {}
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SMD3QuaternionTag* get(const core::stringc& name)
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{
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SMD3QuaternionTag search ( name );
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s32 index = Container.linear_search ( search );
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if ( index >= 0 )
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return &Container[index];
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return 0;
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}
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u32 size () const
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{
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return Container.size();
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}
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void set_used(u32 new_size)
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{
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s32 diff = (s32) new_size - (s32) Container.allocated_size();
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if ( diff > 0 )
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{
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SMD3QuaternionTag e("");
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for ( s32 i = 0; i < diff; ++i )
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Container.push_back(e);
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}
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}
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const SMD3QuaternionTag& operator[](u32 index) const
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{
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return Container[index];
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}
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SMD3QuaternionTag& operator[](u32 index)
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{
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return Container[index];
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}
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void push_back(const SMD3QuaternionTag& other)
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{
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Container.push_back(other);
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}
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private:
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core::array < SMD3QuaternionTag > Container;
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};
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//! Holding Frames Buffers and Tag Infos
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struct SMD3Mesh: public IReferenceCounted
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{
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SMD3Mesh ()
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{
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MD3Header.numFrames = 0;
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}
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virtual ~SMD3Mesh()
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{
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for (u32 i=0; i<Buffer.size(); ++i)
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Buffer[i]->drop();
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}
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core::stringc Name;
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core::array<SMD3MeshBuffer*> Buffer;
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SMD3QuaternionTagList TagList;
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SMD3Header MD3Header;
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};
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//! Interface for using some special functions of MD3 meshes
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class IAnimatedMeshMD3 : public IAnimatedMesh
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{
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public:
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//! tune how many frames you want to render in between.
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virtual void setInterpolationShift(u32 shift, u32 loopMode) =0;
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//! get the tag list of the mesh.
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virtual SMD3QuaternionTagList* getTagList(s32 frame, s32 detailLevel, s32 startFrameLoop, s32 endFrameLoop) =0;
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//! get the original md3 mesh.
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virtual SMD3Mesh* getOriginalMesh() =0;
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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