from:http://tfc.duke.free.fr/coding/md2-specs-en.html
(Quake 2's models)
Written by David Henry, 19th December of 2004
Introduction
The MD2 model file format was introduced by id Software when releasing Quake 2 in November 1997. It's a file format quite simple to use and understand. MD2 models' characteristics are these:
Model's geometric data (triangles);
Frame-by-frame animations;
Structured data for drawing the model using GL_TRIANGLE_FAN and GL_TRIANGLE_STRIP primitives (called “OpenGL commands”).
Model's texture is in a separate file. One MD2 model can have only one texture at the same time.
MD2 model file's extension is “md2”. A MD2 file is a binary file divided in two part: the header dans the data. The header contains all information needed to use and manipulate the data.
Header
Data
Variable sizes
Variable types used in this document have those sizes:
char: 1 byte
short: 2 bytes
int: 4 bytes
float: 4 bytes
They correspond to C type sizes on the x86 architecture. Ensure that type sizes correspond to these ones if you're compiling for another architecture.
Endianess issues
Since the MD2 file format is a binary format, you'll have to deal with endianess. MD2 files are stored in little-endian (x86). If you're targetting a big-endian architecture (PowerPC, SPARC, ...), or simply want your program to be portable, you'll have to perform proper conversions for each word or double word read from the file.
The header
The header is a structure which comes at the beginning of the file:
/* MD2 header */
struct md2_header_t
{
int ident; /* magic number: "IDP2" */
int version; /* version: must be 8 */
int skinwidth; /* texture width */
int skinheight; /* texture height */
int framesize; /* size in bytes of a frame */
int num_skins; /* number of skins */
int num_vertices; /* number of vertices per frame */
int num_st; /* number of texture coordinates */
int num_tris; /* number of triangles */
int num_glcmds; /* number of opengl commands */
int num_frames; /* number of frames */
int offset_skins; /* offset skin data */
int offset_st; /* offset texture coordinate data */
int offset_tris; /* offset triangle data */
int offset_frames; /* offset frame data */
int offset_glcmds; /* offset OpenGL command data */
int offset_end; /* offset end of file */
};
ident is the magic number of the file. It is used to identify the file type. ident must be equal to 844121161 or to the string “IDP2”. We can obtain this number with the expression (('2'<<24) + ('P'<<16) + ('D'<<8) + 'I').
version is the version number of the file format and must be equal to 8.
skinwidth and skinheight are respectively the texture width and the texture height of the model.
framesize is the size in bytes of a frame and all its data.
num_skins is the number of associated textures to the model.
num_vertices is the number of vertices for one frame.
num_st is the number of texture coordinates.
num_tris is the number of triangles.
num_glcmds is the number of OpenGL commands.
num_frames is the number of frame the model has.
offset_skins indicates the position in bytes from the beginning of the file to the texture data.
offset_st indicates the position of texture coordinate data.
offset_tris indicates the position of triangle data.
offset_frames indicates the position of frame data.
offset_glcmds indicates the position of OpenGL commands.
offset_end indicates the position of the end of the file.
Data types
Vector
The vector, composed of three floating coordinates (x, y, z):
/* Vector */
typedef float vec3_t[3];
Texture information
Texture informations are the list of texture names associated to the model:
/* Texture name */
struct md2_skin_t
{
char name[64]; /* texture file name */
};
Texture coordinates
Texture coordinates are stored in a structure as short integers. To get the true texture coordinates, you have to divide s by skinwidth and t by skinheight:
/* Texture coords */
struct md2_texCoord_t
{
short s;
short t;
};
Triangles
Each triangle has an array of vertex indices and an array of texture coordinate indices.
/* Triangle info */
struct md2_triangle_t
{
unsigned short vertex[3]; /* vertex indices of the triangle */
unsigned short st[3]; /* tex. coord. indices */
};
Vertices
Vertices are composed of “compressed” 3D coordinates, which are stored in one byte for each coordinate, and of a normal vector index. The normal vector array is stored in the anorms.h file of Quake 2 and hold 162 vectors in floating point (3 float).
/* Compressed vertex */
struct md2_vertex_t
{
unsigned char v[3]; /* position */
unsigned char normalIndex; /* normal vector index */
};
Frames
Frames have specific informations for itself and the vertex list of the frame. Informations are used to uncompress vertices and obtain the real coordinates.
/* Model frame */
struct md2_frame_t
{
vec3_t scale; /* scale factor */
vec3_t translate; /* translation vector */
char name[16]; /* frame name */
struct md2_vertex_t *verts; /* list of frame's vertices */
};
To uncompress vertex coordinates, you need to multiply each component by the scale factor and then add the respective translation component:
vec3_t v; /* real vertex coords. */
struct md2_vertex_t vtx; /* compressed vertex */
struct md2_frame_t frame; /* a model frame */
v[i] = (vtx.v[i] * frame.scale[i]) + frame.translate[i];
OpenGL Commands
OpenGL commands are stored in an array of integer (int). They are discussed at the end of this document.
Reading a MD2 file
Assuming that md2_model_t is a structure holding all your model's data and *mdl a pointer on a md2_model_t object, this code show how to load a MD2 model file:
int
ReadMD2Model (const char *filename, struct md2_model_t *mdl)
{
FILE *fp;
int i;
fp = fopen (filename, "rb");
if (!fp)
{
fprintf (stderr, "Error: couldn't open \"%s\"!\n", filename);
return 0;
}
/* Read header */
fread (&mdl->header, 1, sizeof (struct md2_header_t), fp);
if ((mdl->header.ident != 844121161) ||
(mdl->header.version !=8)
{
/* Error! */
fprintf (stderr, "Error: bad version or identifier\n");
fclose (fp);
return 0;
}
/* Memory allocations */
mdl->skins = (struct md2_skin_t *)
malloc (sizeof (struct md2_skin_t) * mdl->header.num_skins);
mdl->texcoords = (struct md2_texCoord_t *)
malloc (sizeof (struct md2_texCoord_t) * mdl->header.num_st);
mdl->triangles = (struct md2_triangle_t *)
malloc (sizeof (struct md2_triangle_t) * mdl->header.num_tris);
mdl->frames = (struct md2_frame_t *)
malloc (sizeof (struct md2_frame_t) * mdl->header.num_frames);
mdl->glcmds = (int *)malloc (sizeof (int) * mdl->header.num_glcmds);
/* Read model data */
fseek (fp, mdl->header.offset_skins, SEEK_SET);
fread (mdl->skins, sizeof (struct md2_skin_t),
mdl->header.num_skins, fp);
fseek (fp, mdl->header.offset_st, SEEK_SET);
fread (mdl->texcoords, sizeof (struct md2_texCoord_t),
mdl->header.num_st, fp);
fseek (fp, mdl->header.offset_tris, SEEK_SET);
fread (mdl->triangles, sizeof (struct md2_triangle_t),
mdl->header.num_tris, fp);
fseek (fp, mdl->header.offset_glcmds, SEEK_SET);
fread (mdl->glcmds, sizeof (int), mdl->header.num_glcmds, fp);
/* Read frames */
fseek (fp, mdl->header.offset_frames, SEEK_SET);
for (i = 0; i < mdl->header.num_frames; ++i)
{
/* Memory allocation for vertices of this frame */
mdl->frames[i].verts = (struct md2_vertex_t *)
malloc (sizeof (struct md2_vertex_t) * mdl->header.num_vertices);
/* Read frame data */
fread (mdl->frames[i].scale, sizeof (vec3_t), 1, fp);
fread (mdl->frames[i].translate, sizeof (vec3_t), 1, fp);
fread (mdl->frames[i].name, sizeof (char), 16, fp);
fread (mdl->frames[i].verts, sizeof (struct md2_vertex_t),
mdl->header.num_vertices, fp);
}
fclose (fp);
return 1;
}
Rendering the model
Here is an exemple of how to draw a frame n of a model mdl:
void
RenderFrame (int n, const struct md2_model_t *mdl)
{
int i, j;
GLfloat s, t;
vec3_t v;
struct md2_frame_t *pframe;
struct md2_vertex_t *pvert;
/* Check if n is in a valid range */
if ((n < 0) || (n > mdl->header.num_frames - 1))
return;
/* Enable model's texture */
glBindTexture (GL_TEXTURE_2D, mdl->tex_id);
/* Draw the model */
glBegin (GL_TRIANGLES);
/* Draw each triangle */
for (i = 0; i < mdl->header.num_tris; ++i)
{
/* Draw each vertex */
for (j = 0; j < 3; ++j)
{
pframe = &mdl->frames[n];
pvert = &pframe->verts[mdl->triangles[i].vertex[j]];
/* Compute texture coordinates */
s = (GLfloat)mdl->texcoords[mdl->triangles[i].st[j]].s / mdl->header.skinwidth;
t = (GLfloat)mdl->texcoords[mdl->triangles[i].st[j]].t / mdl->header.skinheight;
/* Pass texture coordinates to OpenGL */
glTexCoord2f (s, t);
/* Normal vector */
glNormal3fv (anorms_table[pvert->normalIndex]);
/* Calculate vertex real position */
v[0] = (pframe->scale[0] * pvert->v[0]) + pframe->translate[0];
v[1] = (pframe->scale[1] * pvert->v[1]) + pframe->translate[1];
v[2] = (pframe->scale[2] * pvert->v[2]) + pframe->translate[2];
glVertex3fv (v);
}
}
glEnd ();
}
Animation
MD2 models are frame-by-frame animated. A frame is a screenshot of an animation. To avoid jerky and ugly animations, we use linear interpolation between vertex coordinates of two consecutive frames (the current frame we are drawing and the next frame). We do the same for the normal vector:
struct md2_frame_t *pframe1, *pframe2;
struct md2_vertex_t *pvert1, *pvert2;
vec3_t v_curr, v_next, v;
for (/* ... */)
{
pframe1 = &mdl->frames[current];
pframe2 = &mdl->frames[current + 1];
pvert1 = &pframe1->verts[mdl->triangles[i].vertex[j]];
pvert2 = &pframe2->verts[mdl->triangles[i].vertex[j]];
/* ... */
v_curr[0] = (pframe1->scale[0] * pvert1->v[0]) + pframe1->translate[0];
v_curr[1] = (pframe1->scale[1] * pvert1->v[1]) + pframe1->translate[1];
v_curr[2] = (pframe1->scale[2] * pvert1->v[2]) + pframe1->translate[2];
v_next[0] = (pframe2->scale[0] * pvert2->v[0]) + pframe2->translate[0];
v_next[1] = (pframe2->scale[1] * pvert2->v[1]) + pframe2->translate[1];
v_next[2] = (pframe2->scale[2] * pvert2->v[2]) + pframe2->translate[2];
v[0] = v_curr[0] + interp * (v_next[0] - v_curr[0]);
v[1] = v_curr[1] + interp * (v_next[1] - v_curr[1]);
v[2] = v_curr[2] + interp * (v_next[2] - v_curr[2]);
/* ... */
}
v is the final vertex to draw. interp is the interpolation percent between the two frames. It's a float which ranges from 0.0 to 1.0. When it is equal to 1.0, current is incremented by 1 and interp is reinitialized at 0.0. It is useless to interpolate texture coordinates because they are the same for all the model frames. It is preferable that interp is related to the program's number of rendering frame per second (fps).
void
Animate (int start, int end, int *frame, float *interp)
{
if ((*frame < start) || (*frame > end))
*frame = start;
if (*interp >= 1.0f)
{
/* Move to next frame */
*interp = 0.0f;
(*frame)++;
if (*frame >= end)
*frame = start;
}
}
Using OpenGL commands
OpenGL commands are structured data for drawing the model using only GL_TRIANGLE_FAN and GL_TRIANGLE_STRIP primitives. It's an array of integers (int) which can be read in packets:
The first integer is the number of vertices to draw for a new primitive. If it's a positive value, the primitive is GL_TRIANGLE_STRIP, otherwise it's a GL_TRIANGLE_FAN.
The next integers can be taken by packet of 3 for as many vertices as there is to draw. The two first are the texture coordinates in floating point and the third is the vertex index to draw.
When the number of vertices to draw is 0, then we have finished rendering the model.
We can create a structure for those data packets:
/* GL command packet */
struct md2_glcmd_t
{
float s; /* s texture coord. */
float t; /* t texture coord. */
int index; /* vertex index */
};
Using this rendering algorithm implies a better frame rate than the classical method because we don't use GL_TRIANGLES primitives but GL_TRIANGLE_FAN and GL_TRIANGLE_STRIP primitives (which use less GPU time) and texture coordinates are no longer calculated (no need do divide by skinwidth and skinheight). Here is an exemple of how to use them:
void
RenderFrameWithGLCmds (int n, const struct md2_model_t *mdl)
{
int i, *pglcmds;
vec3_t v;
struct md2_frame_t *pframe;
struct md2_vertex_t *pvert;
struct md2_glcmd_t *packet;
/* Check if n is in a valid range */
if ((n < 0) || (n > mdl->header.num_frames - 1))
return;
/* Enable model's texture */
glBindTexture (GL_TEXTURE_2D, mdl->tex_id);
/* pglcmds points at the start of the command list */
pglcmds = mdl->glcmds;
/* Draw the model */
while ((i = *(pglcmds++)) != 0)
{
if (i < 0)
{
glBegin (GL_TRIANGLE_FAN);
i = -i;
}
else
{
glBegin (GL_TRIANGLE_STRIP);
}
/* Draw each vertex of this group */
for (/* Nothing */; i > 0; --i, pglcmds += 3)
{
packet = (struct md2_glcmd_t *)pglcmds;
pframe = &mdl->frames[n];
pvert = &pframe->verts[packet->index];
/* Pass texture coordinates to OpenGL */
glTexCoord2f (packet->s, packet->t);
/* Normal vector */
glNormal3fv (anorms_table[pvert->normalIndex]);
/* Calculate vertex real position */
v[0] = (pframe->scale[0] * pvert->v[0]) + pframe->translate[0];
v[1] = (pframe->scale[1] * pvert->v[1]) + pframe->translate[1];
v[2] = (pframe->scale[2] * pvert->v[2]) + pframe->translate[2];
glVertex3fv (v);
}
glEnd ();
}
}
Constants
Here are some constant values defining maximal dimensions:
Maximum number of triangles: 4096
Maximum number of vertices: 2048
Maximum number of texture coordinates: 2048
Maximum number of frames: 512
Maximum number of skins: 32
Number of precalculated normal vectors: 162
分享到:
相关推荐
MD2文件格式的全称是“Quake II Model Format”,它包含了一系列的顶点、纹理坐标、帧数据和面信息,这些都是构建3D模型所必需的元素。MD2模型的主要特点在于它的轻量级和高效性,这使得它在90年代末期的硬件条件下...
Unsupported File Format(解决方案).md
使用超级巡警的格式识别引擎,集查壳、虚拟机脱壳、PE文件编辑、PE文件重建、导入表抓取(内置虚拟机解密某些加密导入表)、进程内存查看/DUMP、附加数据处理、文件地址转换、PEID插件支持、MD5计算以及快捷的第三方...
MD2 文件格式,全称为“Model Data 2”,是由 id Software 开发的3D模型文件格式,最初用于其著名的第一人称射击游戏《Quake 2》。这种格式以其高效和简洁著称,使得在当时有限的硬件条件下,能够流畅地渲染复杂的3D...
File Format Identifier(超级巡警病毒分析工具是一款辅助进行病毒分析的工具,它包括各种文件格式识别功能,使用超级巡警的格式识别引擎,集查壳、虚拟机脱壳、PE文件编辑、PE文件重建、导入表抓取(内置虚拟机解密...
使用超级巡警的格式识别引擎,集查壳、虚拟机脱壳、PE文件编辑、PE文件重建、导入表抓取(内置虚拟机解密某些加密导入表)、进程内存查看/DUMP、附加数据处理、文件地址转换、PEID插件支持、MD5计算以及快捷的第三方...
超级巡警病毒分析 File Format Identifier(自动查壳脱壳) v1.53 汉化中文版 本工具是一款辅助进行病毒分析的工具,它包括各种文件格式识别功能,使用超级巡警的格式识别引擎,集查壳、虚拟机脱壳、PE文件编辑、...
invalid go format file(解决方案).md
使用超级巡警的格式识别引擎,集查壳、虚拟机脱壳、PE文件编辑、PE文件重建、导入表抓取(内置虚拟机解密某些加密导入表)、进程内存查看/DUMP、附加数据处理、文件地址转换、PEID插件支持、MD5计算以及快捷的第三方...
Sucop virus analysis tool(File Format Identifier) v1.4 unnoo-dswlab products It is an auxiliary tool for virus analysis, which includes various file format recognition engine code, sniffing ...
- **mdhd(媒体头)**:提供了关于媒体的基本元数据,如时间尺度、语言等。 - **hdlr(处理器)**:标识处理媒体数据的软件或硬件。 - **minf(媒体信息)**:包含媒体的编码数据和解码器信息。 - **vmhd(视频...
String file2MD5 = MD5Util.getMD5OfFile("file2.txt"); if (file1MD5.equals(file2MD5)) { System.out.println("两个文件内容相同"); } else { System.out.println("两个文件内容不同"); } ``` 至于"指纹算法",...
在实际操作中,你可以通过命令行窗口运行这个程序,例如`CalcMD5.exe C:\path\to\file.txt`,它会返回`file.txt`的MD5摘要。 在安全领域,MD5的弱点逐渐显现,因为存在碰撞攻击的可能性,即两个不同的输入可能会...
print(string.format("%s: %s", file, md5sum)) end end for file in lfs.dir(".") do if file ~= "." and file ~= ".." then calculate_md5(file) end end ``` - 注意:上述代码假设 MD5 库提供了一个名...
使用超级巡警的格式识别引擎,集查壳、虚拟机脱壳、PE文件编辑、PE文件重建、导入表抓取(内置虚拟机解密某些加密导入表)、进程内存查看/DUMP、附加数据处理、文件地址转换、PEID插件支持、MD5计算以及快捷的第三方...
2. 使用`digest.update()`方法分块读取文件内容,并更新摘要: ```java try (InputStream fis = new FileInputStream(file)) { byte[] buffer = new byte[1024]; int read; while ((read = fis.read(buffer)) != ...
- **generateFileMD5(File file)**: 接收一个文件对象作为输入,返回该文件的MD5值。 - **compareMD5(String originalData, String encryptedData)**: 比较两个字符串(一个是原始数据,另一个是加密后的数据),...
public MD5Task(File file) { this.file = file; } @Override public String call() throws Exception { MessageDigest md = MessageDigest.getInstance("MD5"); try (BufferedInputStream bis = new ...
2. **创建MessageDigest实例**:创建`MessageDigest`实例并指定算法为MD5。 ```java MessageDigest md = MessageDigest.getInstance("MD5"); ``` 这里可能会抛出`NoSuchAlgorithmException`,确保你的环境支持MD5...
System.out.println("File MD5: " + sb.toString()); } catch (NoSuchAlgorithmException | IOException e) { e.printStackTrace(); } } } ``` 在这个例子中,我们首先创建一个`MessageDigest`实例,指定我们...