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author | David Walter Seikel | 2014-01-13 19:47:58 +1000 |
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committer | David Walter Seikel | 2014-01-13 19:47:58 +1000 |
commit | f9158592e1478b2013afc7041d9ed041cf2d2f4a (patch) | |
tree | b16e389d7988700e21b4c9741044cefa536dcbae /libraries/irrlicht-1.8/include/IAnimatedMeshMD3.h | |
parent | Libraries readme updated with change markers and more of the Irrlicht changes. (diff) | |
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Update Irrlicht to 1.8.1. Include actual change markers this time. lol
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-rw-r--r-- | libraries/irrlicht-1.8/include/IAnimatedMeshMD3.h | 304 |
1 files changed, 0 insertions, 304 deletions
diff --git a/libraries/irrlicht-1.8/include/IAnimatedMeshMD3.h b/libraries/irrlicht-1.8/include/IAnimatedMeshMD3.h deleted file mode 100644 index 93b24c1..0000000 --- a/libraries/irrlicht-1.8/include/IAnimatedMeshMD3.h +++ /dev/null | |||
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1 | // Copyright (C) 2007-2012 Nikolaus Gebhardt / Thomas Alten | ||
2 | // This file is part of the "Irrlicht Engine". | ||
3 | // For conditions of distribution and use, see copyright notice in irrlicht.h | ||
4 | |||
5 | #ifndef __I_ANIMATED_MESH_MD3_H_INCLUDED__ | ||
6 | #define __I_ANIMATED_MESH_MD3_H_INCLUDED__ | ||
7 | |||
8 | #include "IAnimatedMesh.h" | ||
9 | #include "IQ3Shader.h" | ||
10 | #include "quaternion.h" | ||
11 | |||
12 | namespace irr | ||
13 | { | ||
14 | namespace scene | ||
15 | { | ||
16 | |||
17 | enum eMD3Models | ||
18 | { | ||
19 | EMD3_HEAD = 0, | ||
20 | EMD3_UPPER, | ||
21 | EMD3_LOWER, | ||
22 | EMD3_WEAPON, | ||
23 | EMD3_NUMMODELS | ||
24 | }; | ||
25 | |||
26 | //! Animation list | ||
27 | enum EMD3_ANIMATION_TYPE | ||
28 | { | ||
29 | // Animations for both lower and upper parts of the player | ||
30 | EMD3_BOTH_DEATH_1 = 0, | ||
31 | EMD3_BOTH_DEAD_1, | ||
32 | EMD3_BOTH_DEATH_2, | ||
33 | EMD3_BOTH_DEAD_2, | ||
34 | EMD3_BOTH_DEATH_3, | ||
35 | EMD3_BOTH_DEAD_3, | ||
36 | |||
37 | // Animations for the upper part | ||
38 | EMD3_TORSO_GESTURE, | ||
39 | EMD3_TORSO_ATTACK_1, | ||
40 | EMD3_TORSO_ATTACK_2, | ||
41 | EMD3_TORSO_DROP, | ||
42 | EMD3_TORSO_RAISE, | ||
43 | EMD3_TORSO_STAND_1, | ||
44 | EMD3_TORSO_STAND_2, | ||
45 | |||
46 | // Animations for the lower part | ||
47 | EMD3_LEGS_WALK_CROUCH, | ||
48 | EMD3_LEGS_WALK, | ||
49 | EMD3_LEGS_RUN, | ||
50 | EMD3_LEGS_BACK, | ||
51 | EMD3_LEGS_SWIM, | ||
52 | EMD3_LEGS_JUMP_1, | ||
53 | EMD3_LEGS_LAND_1, | ||
54 | EMD3_LEGS_JUMP_2, | ||
55 | EMD3_LEGS_LAND_2, | ||
56 | EMD3_LEGS_IDLE, | ||
57 | EMD3_LEGS_IDLE_CROUCH, | ||
58 | EMD3_LEGS_TURN, | ||
59 | |||
60 | //! Not an animation, but amount of animation types. | ||
61 | EMD3_ANIMATION_COUNT | ||
62 | }; | ||
63 | |||
64 | struct SMD3AnimationInfo | ||
65 | { | ||
66 | //! First frame | ||
67 | s32 first; | ||
68 | //! Last frame | ||
69 | s32 num; | ||
70 | //! Looping frames | ||
71 | s32 looping; | ||
72 | //! Frames per second | ||
73 | s32 fps; | ||
74 | }; | ||
75 | |||
76 | |||
77 | // byte-align structures | ||
78 | #include "irrpack.h" | ||
79 | |||
80 | //! this holds the header info of the MD3 file | ||
81 | struct SMD3Header | ||
82 | { | ||
83 | c8 headerID[4]; //id of file, always "IDP3" | ||
84 | s32 Version; //this is a version number, always 15 | ||
85 | s8 fileName[68]; //sometimes left Blank... 65 chars, 32bit aligned == 68 chars | ||
86 | s32 numFrames; //number of KeyFrames | ||
87 | s32 numTags; //number of 'tags' per frame | ||
88 | s32 numMeshes; //number of meshes/skins | ||
89 | s32 numMaxSkins; //maximum number of unique skins used in md3 file. artefact md2 | ||
90 | s32 frameStart; //starting position of frame-structur | ||
91 | s32 tagStart; //starting position of tag-structures | ||
92 | s32 tagEnd; //ending position of tag-structures/starting position of mesh-structures | ||
93 | s32 fileSize; | ||
94 | } PACK_STRUCT; | ||
95 | |||
96 | //! this holds the header info of an MD3 mesh section | ||
97 | struct SMD3MeshHeader | ||
98 | { | ||
99 | c8 meshID[4]; //id, must be IDP3 | ||
100 | c8 meshName[68]; //name of mesh 65 chars, 32 bit aligned == 68 chars | ||
101 | |||
102 | s32 numFrames; //number of meshframes in mesh | ||
103 | s32 numShader; //number of skins in mesh | ||
104 | s32 numVertices; //number of vertices | ||
105 | s32 numTriangles; //number of Triangles | ||
106 | |||
107 | s32 offset_triangles; //starting position of Triangle data, relative to start of Mesh_Header | ||
108 | s32 offset_shaders; //size of header | ||
109 | s32 offset_st; //starting position of texvector data, relative to start of Mesh_Header | ||
110 | s32 vertexStart; //starting position of vertex data,relative to start of Mesh_Header | ||
111 | s32 offset_end; | ||
112 | } PACK_STRUCT; | ||
113 | |||
114 | |||
115 | //! Compressed Vertex Data | ||
116 | struct SMD3Vertex | ||
117 | { | ||
118 | s16 position[3]; | ||
119 | u8 normal[2]; | ||
120 | } PACK_STRUCT; | ||
121 | |||
122 | //! Texture Coordinate | ||
123 | struct SMD3TexCoord | ||
124 | { | ||
125 | f32 u; | ||
126 | f32 v; | ||
127 | } PACK_STRUCT; | ||
128 | |||
129 | //! Triangle Index | ||
130 | struct SMD3Face | ||
131 | { | ||
132 | s32 Index[3]; | ||
133 | } PACK_STRUCT; | ||
134 | |||
135 | |||
136 | // Default alignment | ||
137 | #include "irrunpack.h" | ||
138 | |||
139 | //! Holding Frame Data for a Mesh | ||
140 | struct SMD3MeshBuffer : public IReferenceCounted | ||
141 | { | ||
142 | SMD3MeshHeader MeshHeader; | ||
143 | |||
144 | core::stringc Shader; | ||
145 | core::array < s32 > Indices; | ||
146 | core::array < SMD3Vertex > Vertices; | ||
147 | core::array < SMD3TexCoord > Tex; | ||
148 | }; | ||
149 | |||
150 | //! hold a tag info for connecting meshes | ||
151 | /** Basically its an alternate way to describe a transformation. */ | ||
152 | struct SMD3QuaternionTag | ||
153 | { | ||
154 | virtual ~SMD3QuaternionTag() | ||
155 | { | ||
156 | position.X = 0.f; | ||
157 | } | ||
158 | |||
159 | // construct copy constructor | ||
160 | SMD3QuaternionTag( const SMD3QuaternionTag & copyMe ) | ||
161 | { | ||
162 | *this = copyMe; | ||
163 | } | ||
164 | |||
165 | // construct for searching | ||
166 | SMD3QuaternionTag( const core::stringc& name ) | ||
167 | : Name ( name ) {} | ||
168 | |||
169 | // construct from a position and euler angles in degrees | ||
170 | SMD3QuaternionTag ( const core::vector3df &pos, const core::vector3df &angle ) | ||
171 | : position(pos), rotation(angle * core::DEGTORAD) {} | ||
172 | |||
173 | // set to matrix | ||
174 | void setto ( core::matrix4 &m ) | ||
175 | { | ||
176 | rotation.getMatrix ( m, position ); | ||
177 | } | ||
178 | |||
179 | bool operator == ( const SMD3QuaternionTag &other ) const | ||
180 | { | ||
181 | return Name == other.Name; | ||
182 | } | ||
183 | |||
184 | SMD3QuaternionTag & operator=( const SMD3QuaternionTag & copyMe ) | ||
185 | { | ||
186 | Name = copyMe.Name; | ||
187 | position = copyMe.position; | ||
188 | rotation = copyMe.rotation; | ||
189 | return *this; | ||
190 | } | ||
191 | |||
192 | core::stringc Name; | ||
193 | core::vector3df position; | ||
194 | core::quaternion rotation; | ||
195 | }; | ||
196 | |||
197 | //! holds a associative list of named quaternions | ||
198 | struct SMD3QuaternionTagList | ||
199 | { | ||
200 | SMD3QuaternionTagList() | ||
201 | { | ||
202 | Container.setAllocStrategy(core::ALLOC_STRATEGY_SAFE); | ||
203 | } | ||
204 | |||
205 | // construct copy constructor | ||
206 | SMD3QuaternionTagList(const SMD3QuaternionTagList& copyMe) | ||
207 | { | ||
208 | *this = copyMe; | ||
209 | } | ||
210 | |||
211 | virtual ~SMD3QuaternionTagList() {} | ||
212 | |||
213 | SMD3QuaternionTag* get(const core::stringc& name) | ||
214 | { | ||
215 | SMD3QuaternionTag search ( name ); | ||
216 | s32 index = Container.linear_search ( search ); | ||
217 | if ( index >= 0 ) | ||
218 | return &Container[index]; | ||
219 | return 0; | ||
220 | } | ||
221 | |||
222 | u32 size () const | ||
223 | { | ||
224 | return Container.size(); | ||
225 | } | ||
226 | |||
227 | void set_used(u32 new_size) | ||
228 | { | ||
229 | s32 diff = (s32) new_size - (s32) Container.allocated_size(); | ||
230 | if ( diff > 0 ) | ||
231 | { | ||
232 | SMD3QuaternionTag e(""); | ||
233 | for ( s32 i = 0; i < diff; ++i ) | ||
234 | Container.push_back(e); | ||
235 | } | ||
236 | } | ||
237 | |||
238 | const SMD3QuaternionTag& operator[](u32 index) const | ||
239 | { | ||
240 | return Container[index]; | ||
241 | } | ||
242 | |||
243 | SMD3QuaternionTag& operator[](u32 index) | ||
244 | { | ||
245 | return Container[index]; | ||
246 | } | ||
247 | |||
248 | void push_back(const SMD3QuaternionTag& other) | ||
249 | { | ||
250 | Container.push_back(other); | ||
251 | } | ||
252 | |||
253 | SMD3QuaternionTagList& operator = (const SMD3QuaternionTagList & copyMe) | ||
254 | { | ||
255 | Container = copyMe.Container; | ||
256 | return *this; | ||
257 | } | ||
258 | |||
259 | private: | ||
260 | core::array < SMD3QuaternionTag > Container; | ||
261 | }; | ||
262 | |||
263 | |||
264 | //! Holding Frames Buffers and Tag Infos | ||
265 | struct SMD3Mesh: public IReferenceCounted | ||
266 | { | ||
267 | SMD3Mesh () | ||
268 | { | ||
269 | MD3Header.numFrames = 0; | ||
270 | } | ||
271 | |||
272 | virtual ~SMD3Mesh() | ||
273 | { | ||
274 | for (u32 i=0; i<Buffer.size(); ++i) | ||
275 | Buffer[i]->drop(); | ||
276 | } | ||
277 | |||
278 | core::stringc Name; | ||
279 | core::array<SMD3MeshBuffer*> Buffer; | ||
280 | SMD3QuaternionTagList TagList; | ||
281 | SMD3Header MD3Header; | ||
282 | }; | ||
283 | |||
284 | |||
285 | //! Interface for using some special functions of MD3 meshes | ||
286 | class IAnimatedMeshMD3 : public IAnimatedMesh | ||
287 | { | ||
288 | public: | ||
289 | |||
290 | //! tune how many frames you want to render inbetween. | ||
291 | virtual void setInterpolationShift(u32 shift, u32 loopMode) =0; | ||
292 | |||
293 | //! get the tag list of the mesh. | ||
294 | virtual SMD3QuaternionTagList* getTagList(s32 frame, s32 detailLevel, s32 startFrameLoop, s32 endFrameLoop) =0; | ||
295 | |||
296 | //! get the original md3 mesh. | ||
297 | virtual SMD3Mesh* getOriginalMesh() =0; | ||
298 | }; | ||
299 | |||
300 | } // end namespace scene | ||
301 | } // end namespace irr | ||
302 | |||
303 | #endif | ||
304 | |||