/* type 2 model (hierarchical skeletal pose) within this specification, int is assumed to be 32bit, float is assumed to be 32bit, char is assumed to be 8bit, text is assumed to be an array of chars with NULL termination all values are x86 little endian general notes: a pose is a 4 floats quaternion (standard quaternion representation -> 3 complex components and a scalar) parent bones must always be lower in number than their children, models will be rejected if this is not obeyed (can be fixed by modelling utilities) utility notes: if a hard edge is desired (faceted lighting, or a jump to another set of skin coordinates), vertices must be duplicated ability to visually edit groupids of triangles is highly recommended frame 0 is always the base pose (the one the skeleton was built for) game notes: the loader should be very thorough about error checking, all vertex and bone indices should be validated, etc the gamecode can look up bone numbers by name using a builtin function, for use in attachment situations (the client should have the same model as the host of the gamecode in question - that is to say if the server gamecode is setting the bone number, the client and server must have vaguely compatible models so the client understands, and if the client gamecode is setting the bone number, the server could have a completely different model with no harm done) frame 0 should be usable, not skipped speed optimizations for the saver to do: remove all unused data (unused bones, vertices, etc, be sure to check if bones are used for attachments however) sort triangles into strips sort vertices according to first use in a triangle (caching benefits) after sorting triangles speed optimizations for the loader to do: if the model only has one frame, process it at load time to create a simple static vertex mesh to render (this is a hassle, but it is rewarding to optimize all such models) configuration file: during the load engine searches for a .cfg file stored in the same directory as the loaded model. possible commands for a config file: 'import path_to_skeleton_file' (without the quotes) -> imports skeletal animation from an .skp file if no .cfg file is found, the default skeleton (the one in the same directory with the name matching the loaded model's name) is loaded note that LOD's are forced to use the same skeleton as the main model rendering process: 1*. one or two poses are looked up by number 2*. boneposes (matrices) are interpolated, building bone matrix array 3. bones are parsed sequentially, each bone's matrix is transformed by it's parent bone (which can be -1; the model to world matrix) 4. meshes are parsed sequentially, as follows: 1. vertices are parsed sequentially and may be influenced by more than one bone (the results of the 3x4 matrix transform will be added together - weighting is already built into these) 2. shader is looked up and called, passing vertex buffer (temporary) and triangle indices (which are stored in the mesh) 5. rendering is complete * - these stages can be replaced with completely dynamic animation instead of pose animations. */ // header for the entire file #define SKMHEADER "SKM1" #define SKM_MAX_NAME 64 #define SKM_MAX_MESHES 32 #define SKM_MAX_FRAMES 65536 #define SKM_MAX_TRIS 65536 #define SKM_MAX_VERTS (SKM_MAX_TRIS * 3) #define SKM_MAX_BONES 256 #define SKM_MAX_SHADERS 256 #define SKM_MAX_FILESIZE 16777216 #define SKM_MAX_ATTACHMENTS SKM_MAX_BONES #define SKM_MAX_LODS 4 // model format related flags #define SKM_BONEFLAG_ATTACH 1 #define SKM_MODELTYPE 2 // (hierarchical skeletal pose) typedef struct { char id[4]; // SKMHEADER unsigned int type; unsigned int filesize; // size of entire model file unsigned int num_bones; unsigned int num_meshes; // this offset is relative to the file unsigned int ofs_meshes; } dskmheader_t; // there may be more than one of these typedef struct { // these offsets are relative to the file char shadername[SKM_MAX_NAME]; // name of the shader to use char meshname[SKM_MAX_NAME]; unsigned int num_verts; unsigned int num_tris; unsigned int num_references; unsigned int ofs_verts; unsigned int ofs_texcoords; unsigned int ofs_indices; unsigned int ofs_references; // references (bones' numbers referenced to in this mesh) } dskmmesh_t; // one or more of these per vertex typedef struct { float origin[3]; // vertex location (these blend) float influence; // influence fraction (these must add up to 1) float normal[3]; // surface normal (these blend) unsigned int bonenum; // number of the bone } dskmbonevert_t; // variable size, parsed sequentially typedef struct { unsigned int numbones; // immediately followed by 1 or more ddpmbonevert_t structures dskmbonevert_t verts[1]; } dskmvertex_t; typedef struct { float st[2]; } dskmcoord_t; typedef struct { char id[4]; // SKMHEADER unsigned int type; unsigned int filesize; // size of entire model file unsigned int num_bones; unsigned int num_frames; // these offsets are relative to the file unsigned int ofs_bones; unsigned int ofs_frames; } dskpheader_t; // one per bone typedef struct { // name examples: upperleftarm leftfinger1 leftfinger2 hand, etc char name[SKM_MAX_NAME]; signed int parent; // parent bone number (-1 indicates this is a parent bone) unsigned int flags; // flags for the bone } dskpbone_t; typedef struct { float quat[4]; float origin[3]; } dskpbonepose_t; // immediately followed by bone positions for the frame typedef struct { // name examples: idle_1 idle_2 idle_3 shoot_1 shoot_2 shoot_3, etc char name[SKM_MAX_NAME]; unsigned int ofs_bonepositions; } dskpframe_t;