MD3 Format - Mesh & Vertice Data...
Author bkenwright@xbdev.net
When you first start with a new file format, I think its best
to just rip it to pieces....to dissect it byte by byte so you know exactly what
your dealing with.
My code example to show how it worked:
Download Source Code |
/***************************************************************************/
/* */
/* File: main.cpp */
/* Author: bkenwright@xbdev.net */
/* URL: www.xbdev.net */
/* Date: 19-03-2006 (easter) */
/* */
/***************************************************************************/
/*
Understanding the Quake3 MD3 File Format
*/
//---------------------------------------------------------------------------
#define SZ_MD3_FILE "media\\model\\sarge\\upper.md3"
#define MAX_FILENAME_LENGTH 256
//---------------------------------------------------------------------------
#include <windows.h>
#include <stdio.h> //sprintf(...)
//---------------------------------------------------------------------------
//Saving debug information to a log file
void abc(char *str)
{
FILE *fp = fopen("output.txt", "a+");
fprintf(fp, "%s\n", str);
fclose(fp);
}
//---------------------------------------------------------------------------
typedef unsigned int uint32;
typedef int int32;
typedef unsigned short int uint16;
typedef short int int16;
typedef float float32;
struct stMD3Header
{
char ID[4]; // ID of the file is always "IDP3"
int32 Version; // Version number, usually 15
char Filename[68]; // Filename, sometimes left blank
int32 numBoneFrames; // Number of BoneFrames
int32 numTags; // Number of 'tags' per BoneFrame
int32 numMeshes; // Number of Meshes/Skins in MaxSkin
int32 numMaxSkins; // Maximum number of unique skins
int32 ofsFrames; // Always equal to the length this header
int32 ofsTagStart; // Starting position of tag structures
int32 ofMeshSurfaces; // Ending position of tag structure
int32 ofEndOfFile; // Size of file
};
struct stBoneFrame
{
float32 mins[3];
float32 maxs[3];
float32 Position[3];
float32 Scale;
char Creator[16];
};
struct stAnim
{
int32 FirstFrame;
int32 numFrames;
int32 LoopingFrames;
int32 FPS;
};
struct stSkin
{
char Name[64];
int32 index;
};
struct stTag
{
char Name[64];
float32 Position[3];
float32 Rotation[3][3];
};
struct stTriangle
{
int32 Vertex[3];
};
struct stTexCoord
{
float32 Coord[2];
};
struct stVertex // = Record
{
int16 Vertex[3];
unsigned char Normal[2];
};
struct stMeshHeader
{
char ID[4];
char Name[64];
int32 flags;
int32 numMeshFrames;
int32 numSkins;
int32 numVertexes;
int32 numTriangles;
int32 ofsTriangles;
int32 ofsSkins;
int32 ofsTexVector;
int32 ofsVertex;
int32 ofsEndMeshSize;
};
struct stMesh
{
stMeshHeader MeshHeader;
stSkin* pSkins;
stTriangle* pTriangle;
stTexCoord* pTexCoord;
stVertex* pVertex;
};
//---------------------------------------------------------------------------
long filesize(FILE *stream)
{
long curpos, length;
curpos = ftell(stream);
fseek(stream, 0L, SEEK_END);
length = ftell(stream);
fseek(stream, curpos, SEEK_SET);
return length;
}
//---------------------------------------------------------------------------
class CMD3
{
public:
char m_md3FileName[MAX_FILENAME_LENGTH];
stMD3Header m_md3Header;
stBoneFrame* m_pBoneFrame;
stTag* m_pTags;
stMesh* m_pMeshes;
//-----------------------------------------------------------------------
//
// Loads model from a .md3 file
//
//-----------------------------------------------------------------------
bool LoadModel(const char* filename)
{
char buf[256];
FILE* fp = fopen(filename, "rb");
if (fp==NULL)
{
abc("unable to open file");
return false;
}
// Lets get the size of this md3 file
int md3filesize = filesize(fp);
fseek(fp, 0L, SEEK_SET);
if (strlen(filename)>255)
{
sprintf(buf, "filename is longer than %d", MAX_FILENAME_LENGTH);
abc(buf);
return false;
}
// copy name
strcpy(m_md3FileName, filename);
sprintf(buf, "MD3 FileName: %s", m_md3FileName);
abc(buf);
sprintf(buf, "FileSize: %d", md3filesize);
abc(buf);
abc("\n~~MD3 Header~~\n");
// read header
fread(&m_md3Header, 1, sizeof(stMD3Header), fp);
// log debug information to file
sprintf(buf, "ID %c%c%c%c", m_md3Header.ID[0], m_md3Header.ID[1], m_md3Header.ID[2], m_md3Header.ID[3]);
abc(buf);
sprintf(buf, "Version: %d", m_md3Header.Version);
abc(buf);
sprintf(buf, "FileName: %s", m_md3Header.Filename);
abc(buf);
sprintf(buf, "numBoneFrames: %d", m_md3Header.numBoneFrames);
abc(buf);
sprintf(buf, "numTags: %d", m_md3Header.numTags);
abc(buf);
sprintf(buf, "numMeshes: %d", m_md3Header.numMeshes);
abc(buf);
sprintf(buf, "numMaxSkins: %d", m_md3Header.numMaxSkins);
abc(buf);
sprintf(buf, "ofsFrames: %d", m_md3Header.ofsFrames);
abc(buf);
sprintf(buf, "ofsTagStart: %d", m_md3Header.ofsTagStart);
abc(buf);
sprintf(buf, "ofMeshSurfaces: %d", m_md3Header.ofMeshSurfaces);
abc(buf);
sprintf(buf, "ofEndOfFile (Filesize): %d", m_md3Header.ofEndOfFile);
abc(buf);
if (strcmp("IDP3", m_md3Header.ID)==NULL)
{
sprintf(buf, "Incorrect File Format 'Incorrect ID' ie. ('IDP3')");
abc(buf);
}
// Allocate memory for all or bones/tags/etc
m_pBoneFrame = new stBoneFrame[m_md3Header.numBoneFrames];
m_pTags = new stTag[m_md3Header.numBoneFrames * m_md3Header.numTags];
m_pMeshes = new stMesh[m_md3Header.numMeshes];
// Lets seek to the start of the bone frames & read boneframe
fseek(fp, m_md3Header.ofsFrames, SEEK_SET);
fread(m_pBoneFrame, 1, m_md3Header.numBoneFrames*sizeof(stBoneFrame), fp);
sprintf(buf, "\n~~~~BoneFrames: %d~~~~~~", m_md3Header.numBoneFrames);
abc(buf);
for (int i=0; i<m_md3Header.numBoneFrames; i++)
{
abc("#");
sprintf(buf, "mins[%.1f,%.1f,%.1f]", m_pBoneFrame[i].mins[0], m_pBoneFrame[i].mins[1], m_pBoneFrame[i].mins[2]);
abc(buf);
sprintf(buf, "maxs[%.1f,%.1f,%.1f]", m_pBoneFrame[i].maxs[0], m_pBoneFrame[i].maxs[1], m_pBoneFrame[i].maxs[2]);
abc(buf);
sprintf(buf, "Position[%.1f,%.1f,%.1f]", m_pBoneFrame[i].Position[0], m_pBoneFrame[i].Position[1], m_pBoneFrame[i].Position[2]);
abc(buf);
sprintf(buf, "Scale[%.1f]", m_pBoneFrame[i].Scale);
abc(buf);
sprintf(buf, "Creator[%s]", m_pBoneFrame[i].Creator);
abc(buf);
}
// Seek to start of tags and read them all in
fseek(fp, m_md3Header.ofsTagStart, SEEK_SET);
fread(m_pTags, 1, m_md3Header.numBoneFrames*m_md3Header.numTags*sizeof(stTag), fp);
sprintf(buf, "\n~~~~Tags: %d~~~~~~", m_md3Header.numTags);
abc(buf);
for (int i=0; i<m_md3Header.numTags; i++)
{
abc("#");
sprintf(buf, "Name[%s]", m_pTags[i].Name);
abc(buf);
sprintf(buf, "Position[%.1f,%.1f,%.1f]", m_pTags[i].Position[0], m_pTags[i].Position[1], m_pTags[i].Position[2]);
abc(buf);
sprintf(buf, "Rotation[%.1f,%.1f,%.1f][...][...]", m_pTags[i].Rotation[0][0], m_pTags[i].Rotation[0][1], m_pTags[i].Rotation[0][2]);
abc(buf);
}
int meshOFS = m_md3Header.ofMeshSurfaces;
for (int j=0; j<m_md3Header.numMeshes; j++)
{
stMesh * pMesh = &m_pMeshes[j];
stMeshHeader * pMeshHeader = &(pMesh->MeshHeader);
fseek(fp, meshOFS, SEEK_SET);
// Seek to the start of the mesh data and read it all in
fread(pMeshHeader, 1, sizeof(stMeshHeader), fp);
// Read in all the sub parts of the mesh data
{
fseek(fp, meshOFS + pMeshHeader->ofsTriangles, SEEK_SET);
pMesh->pTriangle = new stTriangle [pMeshHeader->numTriangles];
fread( pMesh->pTriangle, 1, pMeshHeader->numTriangles * sizeof(stTriangle), fp);
fseek(fp, meshOFS + pMeshHeader->ofsSkins, SEEK_SET);
pMesh->pSkins = new stSkin [pMeshHeader->numSkins];
fread( pMesh->pSkins, 1, pMeshHeader->numSkins * sizeof(stSkin), fp);
fseek(fp, meshOFS + pMeshHeader->ofsTexVector, SEEK_SET);
pMesh->pTexCoord = new stTexCoord [pMeshHeader->numVertexes];
fread( pMesh->pTexCoord, 1, pMeshHeader->numVertexes * sizeof(stTexCoord), fp);
fseek(fp, meshOFS + pMeshHeader->ofsVertex, SEEK_SET);
pMesh->pVertex = new stVertex [pMeshHeader->numVertexes];
fread( pMesh->pVertex, 1, pMeshHeader->numVertexes * sizeof(stVertex), fp);
}
meshOFS += pMeshHeader->ofsEndMeshSize;
}//End for meshes
sprintf(buf, "\n~~~~Mesh Surfaces: %d~~~~~~", m_md3Header.numMeshes);
abc(buf);
for (int j=0; j<m_md3Header.numMeshes; j++)
{
abc("#");
stMesh * pMesh = &m_pMeshes[j];
stMeshHeader * pMeshHeader = &(pMesh->MeshHeader);
sprintf(buf, "ID [%c%c%c%c]", pMeshHeader->ID[0], pMeshHeader->ID[1], pMeshHeader->ID[2], pMeshHeader->ID[3]);
abc(buf);
sprintf(buf, "Name [%s]", pMeshHeader->Name);
abc(buf);
sprintf(buf, "flags [0x%.2X]", pMeshHeader->flags);
abc(buf);
sprintf(buf, "numMeshFrames [%d]", pMeshHeader->numMeshFrames);
abc(buf);
sprintf(buf, "numSkins [%d]", pMeshHeader->numSkins);
abc(buf);
sprintf(buf, "numVertexes [%d]", pMeshHeader->numVertexes);
abc(buf);
sprintf(buf, "numVertexes [%d]", pMeshHeader->numVertexes);
abc(buf);
sprintf(buf, "ofsTriangles [%d]", pMeshHeader->ofsTriangles);
abc(buf);
sprintf(buf, "ofsSkins [%d]", pMeshHeader->ofsSkins);
abc(buf);
sprintf(buf, "ofsTexVector [%d]", pMeshHeader->ofsTexVector);
abc(buf);
sprintf(buf, "ofsVertex [%d]", pMeshHeader->ofsVertex);
abc(buf);
sprintf(buf, "ofsEndMeshSize [%d]", pMeshHeader->ofsEndMeshSize);
abc(buf);
// Mesh Triangles
for (int i=0; i<pMeshHeader->numTriangles; i++)
{
stTriangle * pTri = &(pMesh->pTriangle[i]);
sprintf(buf, "Triangle [%d,%d,%d]", pTri->Vertex[0], pTri->Vertex[1], pTri->Vertex[2]);
abc(buf);
}
// Mesh Skins
for (int i=0; i<pMeshHeader->numSkins; i++)
{
stSkin * pSkin = &(pMesh->pSkins[i]);
sprintf(buf, "Skin:Name [%s]", pSkin->Name);
abc(buf);
sprintf(buf, "Skin:Index [%d]", pSkin->index);
abc(buf);
}
for (int i=0; i<pMeshHeader->numVertexes; i++)
{
stTexCoord * pTex = &(pMesh->pTexCoord[i]);
sprintf(buf, "TexCoord:Index [%.1f,%.1f]", pTex->Coord[0], pTex->Coord[1]);
abc(buf);
}
for (int i=0; i<pMeshHeader->numVertexes; i++)
{
stVertex* pVert = &(pMesh->pVertex[i]);
sprintf(buf, "Vertice:Vertex [%d,%d,%d]", pVert->Vertex[0], pVert->Vertex[1], pVert->Vertex[2]);
abc(buf);
}
}
fclose(fp);
for (int j=0; j<m_md3Header.numMeshes; j++)
{
stMesh * pMesh = &m_pMeshes[j];
delete[] pMesh->pSkins;
delete[] pMesh->pTexCoord;
delete[] pMesh->pTriangle;
delete[] pMesh->pVertex;
pMesh->pSkins = NULL;
pMesh->pTexCoord = NULL;
pMesh->pTriangle = NULL;
pMesh->pVertex = NULL;
}
delete[] m_pBoneFrame;
delete[] m_pTags;
delete[] m_pMeshes;
m_pBoneFrame = NULL;
m_pTags = NULL;
m_pMeshes = NULL;
return true;
}// End LoadModel(..)
};
//---------------------------------------------------------------------------
INT WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
LPSTR lpCmdLine, int nCmdShow)
{
static CMD3 md3;
md3.LoadModel(SZ_MD3_FILE);
// If something was not done, let it go
return 0;
}
//---------------------------------------------------------------------------
|
Output.txt |
MD3 FileName: media\model\sarge\upper.md3
FileSize: 468636
~~MD3 Header~~
ID IDP3
Version: 15
FileName: models/players/sarge/sarge.md3
numBoneFrames: 153
numTags: 3
numMeshes: 2
numMaxSkins: 0
ofsFrames: 108
ofsTagStart: 8676
ofMeshSurfaces: 60084
ofEndOfFile (Filesize): 468636
~~~~BoneFrames: 153~~~~~~
#
mins[-3.1,-20.1,-2.4]
maxs[19.7,8.1,22.7]
Position[0.0,0.0,0.0]
Scale[36.1]
Creator[(from ASE)]
#
mins[-3.4,-20.3,-2.3]
maxs[18.8,9.1,21.2]
Position[0.0,0.0,0.0]
Scale[34.9]
Creator[(from ASE)]
#.....more of the same...
~~~~Tags: 3~~~~~~
#
Name[tag_head]
Position[10.8,-3.0,11.6]
Rotation[0.7,-0.1,-0.7][...][...]
#
Name[tag_weapon]
Position[5.9,-10.3,15.5]
Rotation[-0.9,-0.3,0.3][...][...]
#
Name[tag_torso]
Position[0.0,0.0,0.0]
Rotation[1.0,-0.0,-0.0][...][...]
~~~~Mesh Surfaces: 2~~~~~~
#
ID [IDP3] ----------------MESH 1
Name [u_rshoulder]
flags [0x00]
numMeshFrames [153]
numSkins [1]
numVertexes [27]
numVertexes [27]
ofsTriangles [176]
ofsSkins [108]
ofsTexVector [536]
ofsVertex [752]
ofsEndMeshSize [33800]
Triangle [0,1,2]
Triangle [2,1,3]
Triangle [2,3,8]
Triangle [2,8,5]
Triangle [5,8,6]
Triangle [5,6,7]
Triangle [1,4,3]
Triangle [3,4,9]
Triangle [15,24,14]
Triangle [14,24,23]
Triangle [14,23,12]
Triangle [12,23,10]
Triangle [12,10,11]
Triangle [11,10,17]
Triangle [11,17,20]
Triangle [20,17,25]
...... more of the same...
Skin:Name []
Skin:Index [0]
TexCoord:Index [0.3,0.4]
TexCoord:Index [0.3,0.4]
TexCoord:Index [0.3,0.3]
TexCoord:Index [0.2,0.3]
TexCoord:Index [0.3,0.4]
TexCoord:Index [0.3,0.4]
TexCoord:Index [0.3,0.4]
TexCoord:Index [0.3,0.4]
TexCoord:Index [0.2,0.4]
TexCoord:Index [0.2,0.4]
TexCoord:Index [0.0,0.6]
TexCoord:Index [0.0,0.6]
TexCoord:Index [0.1,0.6]
TexCoord:Index [0.1,0.6]
TexCoord:Index [0.1,0.5]
TexCoord:Index [0.2,0.5]
TexCoord:Index [0.2,0.6]
TexCoord:Index [0.0,0.7]
TexCoord:Index [0.1,0.6]
TexCoord:Index [0.2,0.6]
TexCoord:Index [0.1,0.7]
TexCoord:Index [0.1,0.7]
TexCoord:Index [0.2,0.7]
TexCoord:Index [0.0,0.5]
TexCoord:Index [0.1,0.5]
TexCoord:Index [0.0,0.7]
TexCoord:Index [0.1,0.7]
Vertice:Vertex [375,-971,397]
Vertice:Vertex [321,-1131,568]
Vertice:Vertex [476,-765,420]
Vertice:Vertex [614,-913,1037]
Vertice:Vertex [370,-1186,836]
Vertice:Vertex [392,-643,536]
Vertice:Vertex [378,-594,957]
Vertice:Vertex [327,-539,729]
Vertice:Vertex [505,-762,1035]
Vertice:Vertex [514,-1122,1021]
Vertice:Vertex [327,-539,729]
Vertice:Vertex [168,-784,844]
Vertice:Vertex [223,-719,636]
Vertice:Vertex [167,-955,680]
Vertice:Vertex [223,-831,524]
Vertice:Vertex [375,-971,397]
Vertice:Vertex [321,-1131,568]
Vertice:Vertex [378,-594,957]
Vertice:Vertex [246,-995,903]
Vertice:Vertex [370,-1186,836]
Vertice:Vertex [306,-809,1009]
Vertice:Vertex [341,-959,1052]
Vertice:Vertex [514,-1122,1021]
Vertice:Vertex [392,-643,536]
Vertice:Vertex [476,-765,420]
Vertice:Vertex [505,-762,1035]
Vertice:Vertex [614,-913,1037]
#
ID [IDP3] ------------------------MESH 2
Name [u_torso]
flags [0x00]
numMeshFrames [153]
numSkins [1]
numVertexes [301]
numVertexes [301]
ofsTriangles [176]
ofsSkins [108]
ofsTexVector [3920]
ofsVertex [6328]
ofsEndMeshSize [374752]
Triangle [27,28,29]
Triangle [259,260,261]
Triangle [23,21,22]
Triangle [22,21,24]
Triangle [22,24,26]
Triangle [26,24,25]
Triangle [26,25,56]
Triangle [56,25,59]
Triangle [56,59,20]
Triangle [20,59,19]
Triangle [20,19,18]
Triangle [18,19,17]
Triangle [18,17,63]
Triangle [55,45,52] ..etc Skin:Index [0]
TexCoord:Index [0.0,0.0]
TexCoord:Index [-0.0,0.0]
TexCoord:Index [0.0,0.0]
TexCoord:Index [0.0,0.0]
TexCoord:Index [0.0,0.0]
TexCoord:Index [0.1,0.0] ...etc Vertice:Vertex [767,-197,857]
Vertice:Vertex [683,-210,922]
Vertice:Vertex [683,-139,931]
Vertice:Vertex [682,-279,914]
Vertice:Vertex [767,-197,857] |
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