Irrlicht Engine: IAnimatedMeshMD3.h Source File

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# IAnimatedMeshMD3.h

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    00001 // Copyright (C) 2007-2010 Nikolaus Gebhardt / Thomas Alten
    00002 // This file is part of the "Irrlicht Engine".
    00003 // For conditions of distribution and use, see copyright notice in irrlicht.h
    00004
    00005 #ifndef __I_ANIMATED_MESH_MD3_H_INCLUDED__
    00006 #define __I_ANIMATED_MESH_MD3_H_INCLUDED__
    00007
    00008 #include "IAnimatedMesh.h"
    00009 #include "IQ3Shader.h"
    00010 #include "quaternion.h"
    00011
    00012 namespace irr
    00013 {
    00014 namespace scene
    00015 {
    00016
    00017         enum eMD3Models
    00018         {
    00019                 EMD3_HEAD = 0,
    00020                 EMD3_UPPER,
    00021                 EMD3_LOWER,
    00022                 EMD3_WEAPON,
    00023                 EMD3_NUMMODELS
    00024         };
    00025
    00027         enum EMD3_ANIMATION_TYPE
    00028         {
    00029                 // Animations for both lower and upper parts of the player
    00030                 EMD3_BOTH_DEATH_1 = 0,
    00031                 EMD3_BOTH_DEAD_1,
    00032                 EMD3_BOTH_DEATH_2,
    00033                 EMD3_BOTH_DEAD_2,
    00034                 EMD3_BOTH_DEATH_3,
    00035                 EMD3_BOTH_DEAD_3,
    00036
    00037                 // Animations for the upper part
    00038                 EMD3_TORSO_GESTURE,
    00039                 EMD3_TORSO_ATTACK_1,
    00040                 EMD3_TORSO_ATTACK_2,
    00041                 EMD3_TORSO_DROP,
    00042                 EMD3_TORSO_RAISE,
    00043                 EMD3_TORSO_STAND_1,
    00044                 EMD3_TORSO_STAND_2,
    00045
    00046                 // Animations for the lower part
    00047                 EMD3_LEGS_WALK_CROUCH,
    00048                 EMD3_LEGS_WALK,
    00049                 EMD3_LEGS_RUN,
    00050                 EMD3_LEGS_BACK,
    00051                 EMD3_LEGS_SWIM,
    00052                 EMD3_LEGS_JUMP_1,
    00053                 EMD3_LEGS_LAND_1,
    00054                 EMD3_LEGS_JUMP_2,
    00055                 EMD3_LEGS_LAND_2,
    00056                 EMD3_LEGS_IDLE,
    00057                 EMD3_LEGS_IDLE_CROUCH,
    00058                 EMD3_LEGS_TURN,
    00059
    00061                 EMD3_ANIMATION_COUNT
    00062         };
    00063
    00064         struct SMD3AnimationInfo
    00065         {
    00067                 s32 first;
    00069                 s32 num;
    00071                 s32 looping;
    00073                 s32 fps;
    00074         };
    00075
    00076
    00077 // byte-align structures
    00078 #if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
    00079 #       pragma pack( push, packing )
    00080 #       pragma pack( 1 )
    00081 #       define PACK_STRUCT
    00082 #elif defined( __GNUC__ )
    00083 #       define PACK_STRUCT      __attribute__((packed))
    00084 #else
    00085 #       error compiler not supported
    00086 #endif
    00087
    00089         struct SMD3Header
    00090         {
    00091                 c8      headerID[4];    //id of file, always "IDP3"
    00092                 s32     Version;                //this is a version number, always 15
    00093                 s8      fileName[68];   //sometimes left Blank... 65 chars, 32bit aligned == 68 chars
    00094                 s32     numFrames;              //number of KeyFrames
    00095                 s32     numTags;                //number of 'tags' per frame
    00096                 s32     numMeshes;              //number of meshes/skins
    00097                 s32     numMaxSkins;    //maximum number of unique skins used in md3 file. artefact md2
    00098                 s32     frameStart;             //starting position of frame-structur
    00099                 s32     tagStart;               //starting position of tag-structures
    00100                 s32     tagEnd;                 //ending position of tag-structures/starting position of mesh-structures
    00101                 s32     fileSize;
    00102         };
    00103
    00105         struct SMD3MeshHeader
    00106         {
    00107                 c8 meshID[4];           //id, must be IDP3
    00108                 c8 meshName[68];        //name of mesh 65 chars, 32 bit aligned == 68 chars
    00109
    00110                 s32 numFrames;          //number of meshframes in mesh
    00111                 s32 numShader;          //number of skins in mesh
    00112                 s32 numVertices;        //number of vertices
    00113                 s32 numTriangles;       //number of Triangles
    00114
    00115                 s32 offset_triangles;   //starting position of Triangle data, relative to start of Mesh_Header
    00116                 s32 offset_shaders;     //size of header
    00117                 s32 offset_st;          //starting position of texvector data, relative to start of Mesh_Header
    00118                 s32 vertexStart;        //starting position of vertex data,relative to start of Mesh_Header
    00119                 s32 offset_end;
    00120         };
    00121
    00122
    00124         struct SMD3Vertex
    00125         {
    00126                 s16 position[3];
    00127                 u8 normal[2];
    00128         };
    00129
    00131         struct SMD3TexCoord
    00132         {
    00133                 f32 u;
    00134                 f32 v;
    00135         };
    00136
    00138         struct SMD3Face
    00139         {
    00140                 s32 Index[3];
    00141         };
    00142
    00143
    00144 // Default alignment
    00145 #if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
    00146 #       pragma pack( pop, packing )
    00147 #endif
    00148
    00149 #undef PACK_STRUCT
    00150
    00152         struct SMD3MeshBuffer : public IReferenceCounted
    00153         {
    00154                 SMD3MeshHeader MeshHeader;
    00155
    00156                 core::stringc Shader;
    00157                 core::array < s32 > Indices;
    00158                 core::array < SMD3Vertex > Vertices;
    00159                 core::array < SMD3TexCoord > Tex;
    00160         };
    00161
    00163
    00164         struct SMD3QuaternionTag
    00165         {
    00166                 virtual ~SMD3QuaternionTag()
    00167                 {
    00168                         position.X = 0.f;
    00169                 }
    00170
    00171                 // construct copy constructor
    00172                 SMD3QuaternionTag( const SMD3QuaternionTag & copyMe )
    00173                 {
    00174                         *this = copyMe;
    00175                 }
    00176
    00177                 // construct for searching
    00178                 SMD3QuaternionTag( const core::stringc& name )
    00179                         : Name ( name ) {}
    00180
    00181                 // construct from a matrix
    00182                 SMD3QuaternionTag ( const core::stringc& name, const core::matrix4 &m )
    00183                         : Name(name), position(m.getTranslation()), rotation(m) {}
    00184
    00185                 // construct from a position and euler angles in degrees
    00186                 SMD3QuaternionTag ( const core::vector3df &pos, const core::vector3df &angle )
    00187                         : position(pos), rotation(angle * core::DEGTORAD) {}
    00188
    00189                 // set to matrix
    00190                 void setto ( core::matrix4 &m )
    00191                 {
    00192                         rotation.getMatrix ( m, position );
    00193                 }
    00194
    00195                 bool operator == ( const SMD3QuaternionTag &other ) const
    00196                 {
    00197                         return Name == other.Name;
    00198                 }
    00199
    00200                 SMD3QuaternionTag & operator=( const SMD3QuaternionTag & copyMe )
    00201                 {
    00202                         Name = copyMe.Name;
    00203                         position = copyMe.position;
    00204                         rotation = copyMe.rotation;
    00205                         return *this;
    00206                 }
    00207
    00208                 core::stringc Name;
    00209                 core::vector3df position;
    00210                 core::quaternion rotation;
    00211         };
    00212
    00214         struct SMD3QuaternionTagList
    00215         {
    00216                 SMD3QuaternionTagList ()
    00217                 {
    00218                         Container.setAllocStrategy ( core::ALLOC_STRATEGY_SAFE );
    00219                 }
    00220
    00221                 // construct copy constructor
    00222                 SMD3QuaternionTagList( const SMD3QuaternionTagList & copyMe )
    00223                 {
    00224                         *this = copyMe;
    00225                 }
    00226
    00227                 virtual ~SMD3QuaternionTagList () {}
    00228
    00229                 SMD3QuaternionTag* get ( const core::stringc& name )
    00230                 {
    00231                         SMD3QuaternionTag search ( name );
    00232                         s32 index = Container.linear_search ( search );
    00233                         if ( index >= 0 )
    00234                                 return &Container[index];
    00235                         return 0;
    00236                 }
    00237
    00238                 u32 size () const
    00239                 {
    00240                         return Container.size();
    00241                 }
    00242
    00243                 void set_used ( u32 new_size)
    00244                 {
    00245                         s32 diff = (s32) new_size - (s32) Container.allocated_size ();
    00246                         if ( diff > 0 )
    00247                         {
    00248                                 SMD3QuaternionTag e ( "" );
    00249                                 for ( s32 i = 0; i < diff; ++i )
    00250                                         Container.push_back ( e );
    00251                         }
    00252                 }
    00253
    00254                 const SMD3QuaternionTag& operator[](u32 index) const
    00255                 {
    00256                         return Container[index];
    00257                 }
    00258
    00259                 SMD3QuaternionTag& operator[](u32 index)
    00260                 {
    00261                         return Container[index];
    00262                 }
    00263
    00264                 void push_back ( const SMD3QuaternionTag& other )
    00265                 {
    00266                         Container.push_back ( other );
    00267                 }
    00268
    00269                 SMD3QuaternionTagList& operator = (const SMD3QuaternionTagList & copyMe)
    00270                 {
    00271                         Container = copyMe.Container;
    00272                         return *this;
    00273                 }
    00274
    00275         private:
    00276                 core::array < SMD3QuaternionTag > Container;
    00277         };
    00278
    00279
    00281         struct SMD3Mesh: public IReferenceCounted
    00282         {
    00283                 SMD3Mesh ()
    00284                 {
    00285                         MD3Header.numFrames = 0;
    00286                 }
    00287
    00288                 virtual ~SMD3Mesh()
    00289                 {
    00290                         for (u32 i=0; i<Buffer.size(); ++i)
    00291                                 Buffer[i]->drop();
    00292                 }
    00293
    00294                 core::stringc Name;
    00295                 core::array < SMD3MeshBuffer * > Buffer;
    00296                 SMD3QuaternionTagList TagList;
    00297                 SMD3Header MD3Header;
    00298         };
    00299
    00300
    00302         class IAnimatedMeshMD3 : public IAnimatedMesh
    00303         {
    00304         public:
    00305
    00307                 virtual void setInterpolationShift ( u32 shift, u32 loopMode ) = 0;
    00308
    00310                 virtual SMD3QuaternionTagList *getTagList(s32 frame, s32 detailLevel, s32 startFrameLoop, s32 endFrameLoop) = 0;
    00311
    00313                 virtual SMD3Mesh * getOriginalMesh () = 0;
    00314         };
    00315
    00316 } // end namespace scene
    00317 } // end namespace irr
    00318
    00319 #endif
    00320

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