Irrlicht 3D Engine: IAnimatedMeshMD3.h Source File

| Irrlicht 3D Engine |

IAnimatedMeshMD3.h
Go to the documentation of this file.

    00001 // Copyright (C) 2007-2012 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 #include "irrpack.h"
    00079
    00081     struct SMD3Header
    00082     {
    00083         c8  headerID[4];    //id of file, always "IDP3"
    00084         s32 Version;    //this is a version number, always 15
    00085         s8  fileName[68];   //sometimes left Blank... 65 chars, 32bit aligned == 68 chars
    00086         s32 numFrames;  //number of KeyFrames
    00087         s32 numTags;    //number of 'tags' per frame
    00088         s32 numMeshes;  //number of meshes/skins
    00089         s32 numMaxSkins;    //maximum number of unique skins used in md3 file. artefact md2
    00090         s32 frameStart; //starting position of frame-structur
    00091         s32 tagStart;   //starting position of tag-structures
    00092         s32 tagEnd;     //ending position of tag-structures/starting position of mesh-structures
    00093         s32 fileSize;
    00094     } PACK_STRUCT;
    00095
    00097     struct SMD3MeshHeader
    00098     {
    00099         c8 meshID[4];       //id, must be IDP3
    00100         c8 meshName[68];    //name of mesh 65 chars, 32 bit aligned == 68 chars
    00101
    00102         s32 numFrames;      //number of meshframes in mesh
    00103         s32 numShader;      //number of skins in mesh
    00104         s32 numVertices;    //number of vertices
    00105         s32 numTriangles;   //number of Triangles
    00106
    00107         s32 offset_triangles;   //starting position of Triangle data, relative to start of Mesh_Header
    00108         s32 offset_shaders; //size of header
    00109         s32 offset_st;      //starting position of texvector data, relative to start of Mesh_Header
    00110         s32 vertexStart;    //starting position of vertex data,relative to start of Mesh_Header
    00111         s32 offset_end;
    00112     } PACK_STRUCT;
    00113
    00114
    00116     struct SMD3Vertex
    00117     {
    00118         s16 position[3];
    00119         u8 normal[2];
    00120     } PACK_STRUCT;
    00121
    00123     struct SMD3TexCoord
    00124     {
    00125         f32 u;
    00126         f32 v;
    00127     } PACK_STRUCT;
    00128
    00130     struct SMD3Face
    00131     {
    00132         s32 Index[3];
    00133     } PACK_STRUCT;
    00134
    00135
    00136 // Default alignment
    00137 #include "irrunpack.h"
    00138
    00140     struct SMD3MeshBuffer : public IReferenceCounted
    00141     {
    00142         SMD3MeshHeader MeshHeader;
    00143
    00144         core::stringc Shader;
    00145         core::array < s32 > Indices;
    00146         core::array < SMD3Vertex > Vertices;
    00147         core::array < SMD3TexCoord > Tex;
    00148     };
    00149
    00151
    00152     struct SMD3QuaternionTag
    00153     {
    00154         virtual ~SMD3QuaternionTag()
    00155         {
    00156             position.X = 0.f;
    00157         }
    00158
    00159         // construct copy constructor
    00160         SMD3QuaternionTag( const SMD3QuaternionTag & copyMe )
    00161         {
    00162             *this = copyMe;
    00163         }
    00164
    00165         // construct for searching
    00166         SMD3QuaternionTag( const core::stringc& name )
    00167             : Name ( name ) {}
    00168
    00169         // construct from a position and euler angles in degrees
    00170         SMD3QuaternionTag ( const core::vector3df &pos, const core::vector3df &angle )
    00171             : position(pos), rotation(angle * core::DEGTORAD) {}
    00172
    00173         // set to matrix
    00174         void setto ( core::matrix4 &m )
    00175         {
    00176             rotation.getMatrix ( m, position );
    00177         }
    00178
    00179         bool operator == ( const SMD3QuaternionTag &other ) const
    00180         {
    00181             return Name == other.Name;
    00182         }
    00183
    00184         SMD3QuaternionTag & operator=( const SMD3QuaternionTag & copyMe )
    00185         {
    00186             Name = copyMe.Name;
    00187             position = copyMe.position;
    00188             rotation = copyMe.rotation;
    00189             return *this;
    00190         }
    00191
    00192         core::stringc Name;
    00193         core::vector3df position;
    00194         core::quaternion rotation;
    00195     };
    00196
    00198     struct SMD3QuaternionTagList
    00199     {
    00200         SMD3QuaternionTagList()
    00201         {
    00202             Container.setAllocStrategy(core::ALLOC_STRATEGY_SAFE);
    00203         }
    00204
    00205         // construct copy constructor
    00206         SMD3QuaternionTagList(const SMD3QuaternionTagList& copyMe)
    00207         {
    00208             *this = copyMe;
    00209         }
    00210
    00211         virtual ~SMD3QuaternionTagList() {}
    00212
    00213         SMD3QuaternionTag* get(const core::stringc& name)
    00214         {
    00215             SMD3QuaternionTag search ( name );
    00216             s32 index = Container.linear_search ( search );
    00217             if ( index >= 0 )
    00218                 return &Container[index];
    00219             return 0;
    00220         }
    00221
    00222         u32 size () const
    00223         {
    00224             return Container.size();
    00225         }
    00226
    00227         void set_used(u32 new_size)
    00228         {
    00229             s32 diff = (s32) new_size - (s32) Container.allocated_size();
    00230             if ( diff > 0 )
    00231             {
    00232                 SMD3QuaternionTag e("");
    00233                 for ( s32 i = 0; i < diff; ++i )
    00234                     Container.push_back(e);
    00235             }
    00236         }
    00237
    00238         const SMD3QuaternionTag& operator[](u32 index) const
    00239         {
    00240             return Container[index];
    00241         }
    00242
    00243         SMD3QuaternionTag& operator[](u32 index)
    00244         {
    00245             return Container[index];
    00246         }
    00247
    00248         void push_back(const SMD3QuaternionTag& other)
    00249         {
    00250             Container.push_back(other);
    00251         }
    00252
    00253         SMD3QuaternionTagList& operator = (const SMD3QuaternionTagList & copyMe)
    00254         {
    00255             Container = copyMe.Container;
    00256             return *this;
    00257         }
    00258
    00259     private:
    00260         core::array < SMD3QuaternionTag > Container;
    00261     };
    00262
    00263
    00265     struct SMD3Mesh: public IReferenceCounted
    00266     {
    00267         SMD3Mesh ()
    00268         {
    00269             MD3Header.numFrames = 0;
    00270         }
    00271
    00272         virtual ~SMD3Mesh()
    00273         {
    00274             for (u32 i=0; i<Buffer.size(); ++i)
    00275                 Buffer[i]->drop();
    00276         }
    00277
    00278         core::stringc Name;
    00279         core::array<SMD3MeshBuffer*> Buffer;
    00280         SMD3QuaternionTagList TagList;
    00281         SMD3Header MD3Header;
    00282     };
    00283
    00284
    00286     class IAnimatedMeshMD3 : public IAnimatedMesh
    00287     {
    00288     public:
    00289
    00291         virtual void setInterpolationShift(u32 shift, u32 loopMode) =0;
    00292
    00294         virtual SMD3QuaternionTagList* getTagList(s32 frame, s32 detailLevel, s32 startFrameLoop, s32 endFrameLoop) =0;
    00295
    00297         virtual SMD3Mesh* getOriginalMesh() =0;
    00298     };
    00299
    00300 } // end namespace scene
    00301 } // end namespace irr
    00302
    00303 #endif
    00304