The MD2 format is used for 3D animated models in id Sofware's Quake II.
A model consists of named frames
, each with the same number of vertices
(vertices_per_frame
). Each such vertex has a position
and normal
in
model space. Each vertex has the same topological "meaning" across frames, in
terms of triangle and texture info; it just varies in position and normal for
animation purposes.
How the vertices form triangles is defined via disjoint triangles
or via
gl_cmds
(which allows strip and fan topology). Each triangle contains three
vertex_indices
into frame vertices, and three tex_point_indices
into
global tex_coords
. Each texture point has pixel coords s_px
and t_px
ranging from 0 to skin_{width,height}_px
respectively, along with
{s,t}_normalized
ranging from 0 to 1 for your convenience.
A GL command has a primitive
type (TRIANGLE_FAN
or TRIANGLE_STRIP
) along
with some vertices
. Each GL vertex contains tex_coords_normalized
from 0
to 1, and a vertex_index
into frame vertices.
A model may also contain skins
, which are just file paths to PCX images.
However, this is empty for many models, in which case it is up to the client
(e.g. Q2PRO) to offer skins some other way (e.g. by similar filename in the
current directory).
There are 198 frames
in total, partitioned into a fixed set of ranges used
for different animations. Each frame has a standard name
for humans, but the
client just uses their index and the name can be arbitrary. The name, start
frame index and frame count of each animation can be looked up in the arrays
anim_names
, anim_start_indices
, and anim_num_frames
respectively. This
information is summarized in the following table:
| INDEX | NAME | SUFFIX | NOTES |
|:--------:|--------:|:-------|:-------------------------------------------------------|
| 0-39 | stand | 01-40 | Idle animation |
| 40-45 | run | 1-6 | Full run cycle |
| 46-53 | attack | 1-8 | Shoot, reload; some weapons just repeat 1st few frames |
| 54-57 | pain1 | 01-04 | Q2Pro also uses this for switching weapons |
| 58-61 | pain2 | 01-04 | |
| 62-65 | pain3 | 01-04 | |
| 66-71 | jump | 1-6 | Starts at height and lands on feet |
| 72-83 | flip | 01-12 | Flipoff, i.e. middle finger |
| 84-94 | salute | 01-11 | |
| 95-111 | taunt | 01-17 | |
| 112-122 | wave | 01-11 | Q2Pro plays this backwards for a handgrenade toss |
| 123-134 | point | 01-12 | |
| 135-153 | crstnd | 01-19 | Idle while crouching |
| 154-159 | crwalk | 1-6 | |
| 160-168 | crattak | 1-9 | |
| 169-172 | crpain | 1-4 | |
| 173-177 | crdeath | 1-5 | |
| 178-183 | death1 | 01-06 | |
| 184-189 | death2 | 01-06 | |
| 190-197 | death3 | 01-08 | |
The above are filled in for player models; for the separate weapon models,
the final frame is 173 "g_view" (unknown purpose) since weapons aren't shown
during death animations. a_grenades.md2
, the handgrenade weapon model, is
the same except that the wave
frames are blank (according to the default
female model files). This is likely due to its dual use as a grenade throw
animation where this model must leave the player's model.
This page hosts a formal specification of Quake II player model (version 8) using Kaitai Struct. This specification can be automatically translated into a variety of programming languages to get a parsing library.
import kaitai_struct_nim_runtime
import options
type
Quake2Md2* = ref object of KaitaiStruct
`magic`*: seq[byte]
`version`*: uint32
`skinWidthPx`*: uint32
`skinHeightPx`*: uint32
`bytesPerFrame`*: uint32
`numSkins`*: uint32
`verticesPerFrame`*: uint32
`numTexCoords`*: uint32
`numTriangles`*: uint32
`numGlCmds`*: uint32
`numFrames`*: uint32
`ofsSkins`*: uint32
`ofsTexCoords`*: uint32
`ofsTriangles`*: uint32
`ofsFrames`*: uint32
`ofsGlCmds`*: uint32
`ofsEof`*: uint32
`parent`*: KaitaiStruct
`rawFramesInst`*: seq[seq[byte]]
`rawGlCmdsInst`*: seq[byte]
`animNumFramesInst`: seq[byte]
`animNumFramesInstFlag`: bool
`anormsTableInst`: seq[seq[float64]]
`anormsTableInstFlag`: bool
`texCoordsInst`: seq[Quake2Md2_TexPoint]
`texCoordsInstFlag`: bool
`trianglesInst`: seq[Quake2Md2_Triangle]
`trianglesInstFlag`: bool
`framesInst`: seq[Quake2Md2_Frame]
`framesInstFlag`: bool
`animNamesInst`: seq[string]
`animNamesInstFlag`: bool
`glCmdsInst`: Quake2Md2_GlCmdsList
`glCmdsInstFlag`: bool
`skinsInst`: seq[string]
`skinsInstFlag`: bool
`animStartIndicesInst`: seq[byte]
`animStartIndicesInstFlag`: bool
Quake2Md2_GlPrimitive* = enum
triangle_strip = 0
triangle_fan = 1
Quake2Md2_Vertex* = ref object of KaitaiStruct
`position`*: Quake2Md2_CompressedVec
`normalIndex`*: uint8
`parent`*: Quake2Md2_Frame
`normalInst`: seq[float64]
`normalInstFlag`: bool
Quake2Md2_CompressedVec* = ref object of KaitaiStruct
`xCompressed`*: uint8
`yCompressed`*: uint8
`zCompressed`*: uint8
`parent`*: Quake2Md2_Vertex
`xInst`: float64
`xInstFlag`: bool
`yInst`: float64
`yInstFlag`: bool
`zInst`: float64
`zInstFlag`: bool
Quake2Md2_Triangle* = ref object of KaitaiStruct
`vertexIndices`*: seq[uint16]
`texPointIndices`*: seq[uint16]
`parent`*: Quake2Md2
Quake2Md2_Frame* = ref object of KaitaiStruct
`scale`*: Quake2Md2_Vec3f
`translate`*: Quake2Md2_Vec3f
`name`*: string
`vertices`*: seq[Quake2Md2_Vertex]
`parent`*: Quake2Md2
Quake2Md2_GlCmdsList* = ref object of KaitaiStruct
`items`*: seq[Quake2Md2_GlCmd]
`parent`*: Quake2Md2
Quake2Md2_TexPoint* = ref object of KaitaiStruct
`sPx`*: uint16
`tPx`*: uint16
`parent`*: Quake2Md2
`sNormalizedInst`: float64
`sNormalizedInstFlag`: bool
`tNormalizedInst`: float64
`tNormalizedInstFlag`: bool
Quake2Md2_Vec3f* = ref object of KaitaiStruct
`x`*: float32
`y`*: float32
`z`*: float32
`parent`*: Quake2Md2_Frame
Quake2Md2_GlVertex* = ref object of KaitaiStruct
`texCoordsNormalized`*: seq[float32]
`vertexIndex`*: uint32
`parent`*: Quake2Md2_GlCmd
Quake2Md2_GlCmd* = ref object of KaitaiStruct
`cmdNumVertices`*: int32
`vertices`*: seq[Quake2Md2_GlVertex]
`parent`*: Quake2Md2_GlCmdsList
`numVerticesInst`: int
`numVerticesInstFlag`: bool
`primitiveInst`: Quake2Md2_GlPrimitive
`primitiveInstFlag`: bool
proc read*(_: typedesc[Quake2Md2], io: KaitaiStream, root: KaitaiStruct, parent: KaitaiStruct): Quake2Md2
proc read*(_: typedesc[Quake2Md2_Vertex], io: KaitaiStream, root: KaitaiStruct, parent: Quake2Md2_Frame): Quake2Md2_Vertex
proc read*(_: typedesc[Quake2Md2_CompressedVec], io: KaitaiStream, root: KaitaiStruct, parent: Quake2Md2_Vertex): Quake2Md2_CompressedVec
proc read*(_: typedesc[Quake2Md2_Triangle], io: KaitaiStream, root: KaitaiStruct, parent: Quake2Md2): Quake2Md2_Triangle
proc read*(_: typedesc[Quake2Md2_Frame], io: KaitaiStream, root: KaitaiStruct, parent: Quake2Md2): Quake2Md2_Frame
proc read*(_: typedesc[Quake2Md2_GlCmdsList], io: KaitaiStream, root: KaitaiStruct, parent: Quake2Md2): Quake2Md2_GlCmdsList
proc read*(_: typedesc[Quake2Md2_TexPoint], io: KaitaiStream, root: KaitaiStruct, parent: Quake2Md2): Quake2Md2_TexPoint
proc read*(_: typedesc[Quake2Md2_Vec3f], io: KaitaiStream, root: KaitaiStruct, parent: Quake2Md2_Frame): Quake2Md2_Vec3f
proc read*(_: typedesc[Quake2Md2_GlVertex], io: KaitaiStream, root: KaitaiStruct, parent: Quake2Md2_GlCmd): Quake2Md2_GlVertex
proc read*(_: typedesc[Quake2Md2_GlCmd], io: KaitaiStream, root: KaitaiStruct, parent: Quake2Md2_GlCmdsList): Quake2Md2_GlCmd
proc animNumFrames*(this: Quake2Md2): seq[byte]
proc anormsTable*(this: Quake2Md2): seq[seq[float64]]
proc texCoords*(this: Quake2Md2): seq[Quake2Md2_TexPoint]
proc triangles*(this: Quake2Md2): seq[Quake2Md2_Triangle]
proc frames*(this: Quake2Md2): seq[Quake2Md2_Frame]
proc animNames*(this: Quake2Md2): seq[string]
proc glCmds*(this: Quake2Md2): Quake2Md2_GlCmdsList
proc skins*(this: Quake2Md2): seq[string]
proc animStartIndices*(this: Quake2Md2): seq[byte]
proc normal*(this: Quake2Md2_Vertex): seq[float64]
proc x*(this: Quake2Md2_CompressedVec): float64
proc y*(this: Quake2Md2_CompressedVec): float64
proc z*(this: Quake2Md2_CompressedVec): float64
proc sNormalized*(this: Quake2Md2_TexPoint): float64
proc tNormalized*(this: Quake2Md2_TexPoint): float64
proc numVertices*(this: Quake2Md2_GlCmd): int
proc primitive*(this: Quake2Md2_GlCmd): Quake2Md2_GlPrimitive
##[
The MD2 format is used for 3D animated models in id Sofware's Quake II.
A model consists of named `frames`, each with the same number of `vertices`
(`vertices_per_frame`). Each such vertex has a `position` and `normal` in
model space. Each vertex has the same topological "meaning" across frames, in
terms of triangle and texture info; it just varies in position and normal for
animation purposes.
How the vertices form triangles is defined via disjoint `triangles` or via
`gl_cmds` (which allows strip and fan topology). Each triangle contains three
`vertex_indices` into frame vertices, and three `tex_point_indices` into
global `tex_coords`. Each texture point has pixel coords `s_px` and `t_px`
ranging from 0 to `skin_{width,height}_px` respectively, along with
`{s,t}_normalized` ranging from 0 to 1 for your convenience.
A GL command has a `primitive` type (`TRIANGLE_FAN` or `TRIANGLE_STRIP`) along
with some `vertices`. Each GL vertex contains `tex_coords_normalized` from 0
to 1, and a `vertex_index` into frame vertices.
A model may also contain `skins`, which are just file paths to PCX images.
However, this is empty for many models, in which case it is up to the client
(e.g. Q2PRO) to offer skins some other way (e.g. by similar filename in the
current directory).
There are 198 `frames` in total, partitioned into a fixed set of ranges used
for different animations. Each frame has a standard `name` for humans, but the
client just uses their index and the name can be arbitrary. The name, start
frame index and frame count of each animation can be looked up in the arrays
`anim_names`, `anim_start_indices`, and `anim_num_frames` respectively. This
information is summarized in the following table:
```
| INDEX | NAME | SUFFIX | NOTES |
|:--------:|--------:|:-------|:-------------------------------------------------------|
| 0-39 | stand | 01-40 | Idle animation |
| 40-45 | run | 1-6 | Full run cycle |
| 46-53 | attack | 1-8 | Shoot, reload; some weapons just repeat 1st few frames |
| 54-57 | pain1 | 01-04 | Q2Pro also uses this for switching weapons |
| 58-61 | pain2 | 01-04 | |
| 62-65 | pain3 | 01-04 | |
| 66-71 | jump | 1-6 | Starts at height and lands on feet |
| 72-83 | flip | 01-12 | Flipoff, i.e. middle finger |
| 84-94 | salute | 01-11 | |
| 95-111 | taunt | 01-17 | |
| 112-122 | wave | 01-11 | Q2Pro plays this backwards for a handgrenade toss |
| 123-134 | point | 01-12 | |
| 135-153 | crstnd | 01-19 | Idle while crouching |
| 154-159 | crwalk | 1-6 | |
| 160-168 | crattak | 1-9 | |
| 169-172 | crpain | 1-4 | |
| 173-177 | crdeath | 1-5 | |
| 178-183 | death1 | 01-06 | |
| 184-189 | death2 | 01-06 | |
| 190-197 | death3 | 01-08 | |
```
The above are filled in for player models; for the separate weapon models,
the final frame is 173 "g_view" (unknown purpose) since weapons aren't shown
during death animations. `a_grenades.md2`, the handgrenade weapon model, is
the same except that the `wave` frames are blank (according to the default
female model files). This is likely due to its dual use as a grenade throw
animation where this model must leave the player's model.
@see <a href="https://icculus.org/~phaethon/q3a/formats/md2-schoenblum.html">Source</a>
@see <a href="http://tfc.duke.free.fr/coding/md2-specs-en.html">Source</a>
@see <a href="http://tastyspleen.net/~panjoo/downloads/quake2_model_frames.html">Source</a>
@see <a href="http://wiki.polycount.com/wiki/OldSiteResourcesQuake2FramesList">Source</a>
]##
proc read*(_: typedesc[Quake2Md2], io: KaitaiStream, root: KaitaiStruct, parent: KaitaiStruct): Quake2Md2 =
template this: untyped = result
this = new(Quake2Md2)
let root = if root == nil: cast[Quake2Md2](this) else: cast[Quake2Md2](root)
this.io = io
this.root = root
this.parent = parent
let magicExpr = this.io.readBytes(int(4))
this.magic = magicExpr
let versionExpr = this.io.readU4le()
this.version = versionExpr
let skinWidthPxExpr = this.io.readU4le()
this.skinWidthPx = skinWidthPxExpr
let skinHeightPxExpr = this.io.readU4le()
this.skinHeightPx = skinHeightPxExpr
let bytesPerFrameExpr = this.io.readU4le()
this.bytesPerFrame = bytesPerFrameExpr
let numSkinsExpr = this.io.readU4le()
this.numSkins = numSkinsExpr
let verticesPerFrameExpr = this.io.readU4le()
this.verticesPerFrame = verticesPerFrameExpr
let numTexCoordsExpr = this.io.readU4le()
this.numTexCoords = numTexCoordsExpr
let numTrianglesExpr = this.io.readU4le()
this.numTriangles = numTrianglesExpr
let numGlCmdsExpr = this.io.readU4le()
this.numGlCmds = numGlCmdsExpr
let numFramesExpr = this.io.readU4le()
this.numFrames = numFramesExpr
let ofsSkinsExpr = this.io.readU4le()
this.ofsSkins = ofsSkinsExpr
let ofsTexCoordsExpr = this.io.readU4le()
this.ofsTexCoords = ofsTexCoordsExpr
let ofsTrianglesExpr = this.io.readU4le()
this.ofsTriangles = ofsTrianglesExpr
let ofsFramesExpr = this.io.readU4le()
this.ofsFrames = ofsFramesExpr
let ofsGlCmdsExpr = this.io.readU4le()
this.ofsGlCmds = ofsGlCmdsExpr
let ofsEofExpr = this.io.readU4le()
this.ofsEof = ofsEofExpr
proc animNumFrames(this: Quake2Md2): seq[byte] =
if this.animNumFramesInstFlag:
return this.animNumFramesInst
let animNumFramesInstExpr = seq[byte](@[40'u8, 6'u8, 8'u8, 4'u8, 4'u8, 4'u8, 6'u8, 12'u8, 11'u8, 17'u8, 11'u8, 12'u8, 19'u8, 6'u8, 9'u8, 4'u8, 5'u8, 6'u8, 6'u8, 8'u8])
this.animNumFramesInst = animNumFramesInstExpr
this.animNumFramesInstFlag = true
return this.animNumFramesInst
proc anormsTable(this: Quake2Md2): seq[seq[float64]] =
##[
@see <a href="https://github.com/skullernet/q2pro/blob/f4faabd/src/common/math.c#L80
from">Quake anorms.h</a>
]##
if this.anormsTableInstFlag:
return this.anormsTableInst
let anormsTableInstExpr = seq[seq[float64]](@[seq[float64](@[float64(-0.525731), float64(0.000000), float64(0.850651)]), seq[float64](@[float64(-0.442863), float64(0.238856), float64(0.864188)]), seq[float64](@[float64(-0.295242), float64(0.000000), float64(0.955423)]), seq[float64](@[float64(-0.309017), float64(0.500000), float64(0.809017)]), seq[float64](@[float64(-0.162460), float64(0.262866), float64(0.951056)]), seq[float64](@[float64(0.000000), float64(0.000000), float64(1.000000)]), seq[float64](@[float64(0.000000), float64(0.850651), float64(0.525731)]), seq[float64](@[float64(-0.147621), float64(0.716567), float64(0.681718)]), seq[float64](@[float64(0.147621), float64(0.716567), float64(0.681718)]), seq[float64](@[float64(0.000000), float64(0.525731), float64(0.850651)]), seq[float64](@[float64(0.309017), float64(0.500000), float64(0.809017)]), seq[float64](@[float64(0.525731), float64(0.000000), float64(0.850651)]), seq[float64](@[float64(0.295242), float64(0.000000), float64(0.955423)]), seq[float64](@[float64(0.442863), float64(0.238856), float64(0.864188)]), seq[float64](@[float64(0.162460), float64(0.262866), float64(0.951056)]), seq[float64](@[float64(-0.681718), float64(0.147621), float64(0.716567)]), seq[float64](@[float64(-0.809017), float64(0.309017), float64(0.500000)]), seq[float64](@[float64(-0.587785), float64(0.425325), float64(0.688191)]), seq[float64](@[float64(-0.850651), float64(0.525731), float64(0.000000)]), seq[float64](@[float64(-0.864188), float64(0.442863), float64(0.238856)]), seq[float64](@[float64(-0.716567), float64(0.681718), float64(0.147621)]), seq[float64](@[float64(-0.688191), float64(0.587785), float64(0.425325)]), seq[float64](@[float64(-0.500000), float64(0.809017), float64(0.309017)]), seq[float64](@[float64(-0.238856), float64(0.864188), float64(0.442863)]), seq[float64](@[float64(-0.425325), float64(0.688191), float64(0.587785)]), seq[float64](@[float64(-0.716567), float64(0.681718), float64(-0.147621)]), seq[float64](@[float64(-0.500000), float64(0.809017), float64(-0.309017)]), seq[float64](@[float64(-0.525731), float64(0.850651), float64(0.000000)]), seq[float64](@[float64(0.000000), float64(0.850651), float64(-0.525731)]), seq[float64](@[float64(-0.238856), float64(0.864188), float64(-0.442863)]), seq[float64](@[float64(0.000000), float64(0.955423), float64(-0.295242)]), seq[float64](@[float64(-0.262866), float64(0.951056), float64(-0.162460)]), seq[float64](@[float64(0.000000), float64(1.000000), float64(0.000000)]), seq[float64](@[float64(0.000000), float64(0.955423), float64(0.295242)]), seq[float64](@[float64(-0.262866), float64(0.951056), float64(0.162460)]), seq[float64](@[float64(0.238856), float64(0.864188), float64(0.442863)]), seq[float64](@[float64(0.262866), float64(0.951056), float64(0.162460)]), seq[float64](@[float64(0.500000), float64(0.809017), float64(0.309017)]), seq[float64](@[float64(0.238856), float64(0.864188), float64(-0.442863)]), seq[float64](@[float64(0.262866), float64(0.951056), float64(-0.162460)]), seq[float64](@[float64(0.500000), float64(0.809017), float64(-0.309017)]), seq[float64](@[float64(0.850651), float64(0.525731), float64(0.000000)]), seq[float64](@[float64(0.716567), float64(0.681718), float64(0.147621)]), seq[float64](@[float64(0.716567), float64(0.681718), float64(-0.147621)]), seq[float64](@[float64(0.525731), float64(0.850651), float64(0.000000)]), seq[float64](@[float64(0.425325), float64(0.688191), float64(0.587785)]), seq[float64](@[float64(0.864188), float64(0.442863), float64(0.238856)]), seq[float64](@[float64(0.688191), float64(0.587785), float64(0.425325)]), seq[float64](@[float64(0.809017), float64(0.309017), float64(0.500000)]), seq[float64](@[float64(0.681718), float64(0.147621), float64(0.716567)]), seq[float64](@[float64(0.587785), float64(0.425325), float64(0.688191)]), seq[float64](@[float64(0.955423), float64(0.295242), float64(0.000000)]), seq[float64](@[float64(1.000000), float64(0.000000), float64(0.000000)]), seq[float64](@[float64(0.951056), float64(0.162460), float64(0.262866)]), seq[float64](@[float64(0.850651), float64(-0.525731), float64(0.000000)]), seq[float64](@[float64(0.955423), float64(-0.295242), float64(0.000000)]), seq[float64](@[float64(0.864188), float64(-0.442863), float64(0.238856)]), seq[float64](@[float64(0.951056), float64(-0.162460), float64(0.262866)]), seq[float64](@[float64(0.809017), float64(-0.309017), float64(0.500000)]), seq[float64](@[float64(0.681718), float64(-0.147621), float64(0.716567)]), seq[float64](@[float64(0.850651), float64(0.000000), float64(0.525731)]), seq[float64](@[float64(0.864188), float64(0.442863), float64(-0.238856)]), seq[float64](@[float64(0.809017), float64(0.309017), float64(-0.500000)]), seq[float64](@[float64(0.951056), float64(0.162460), float64(-0.262866)]), seq[float64](@[float64(0.525731), float64(0.000000), float64(-0.850651)]), seq[float64](@[float64(0.681718), float64(0.147621), float64(-0.716567)]), seq[float64](@[float64(0.681718), float64(-0.147621), float64(-0.716567)]), seq[float64](@[float64(0.850651), float64(0.000000), float64(-0.525731)]), seq[float64](@[float64(0.809017), float64(-0.309017), float64(-0.500000)]), seq[float64](@[float64(0.864188), float64(-0.442863), float64(-0.238856)]), seq[float64](@[float64(0.951056), float64(-0.162460), float64(-0.262866)]), seq[float64](@[float64(0.147621), float64(0.716567), float64(-0.681718)]), seq[float64](@[float64(0.309017), float64(0.500000), float64(-0.809017)]), seq[float64](@[float64(0.425325), float64(0.688191), float64(-0.587785)]), seq[float64](@[float64(0.442863), float64(0.238856), float64(-0.864188)]), seq[float64](@[float64(0.587785), float64(0.425325), float64(-0.688191)]), seq[float64](@[float64(0.688191), float64(0.587785), float64(-0.425325)]), seq[float64](@[float64(-0.147621), float64(0.716567), float64(-0.681718)]), seq[float64](@[float64(-0.309017), float64(0.500000), float64(-0.809017)]), seq[float64](@[float64(0.000000), float64(0.525731), float64(-0.850651)]), seq[float64](@[float64(-0.525731), float64(0.000000), float64(-0.850651)]), seq[float64](@[float64(-0.442863), float64(0.238856), float64(-0.864188)]), seq[float64](@[float64(-0.295242), float64(0.000000), float64(-0.955423)]), seq[float64](@[float64(-0.162460), float64(0.262866), float64(-0.951056)]), seq[float64](@[float64(0.000000), float64(0.000000), float64(-1.000000)]), seq[float64](@[float64(0.295242), float64(0.000000), float64(-0.955423)]), seq[float64](@[float64(0.162460), float64(0.262866), float64(-0.951056)]), seq[float64](@[float64(-0.442863), float64(-0.238856), float64(-0.864188)]), seq[float64](@[float64(-0.309017), float64(-0.500000), float64(-0.809017)]), seq[float64](@[float64(-0.162460), float64(-0.262866), float64(-0.951056)]), seq[float64](@[float64(0.000000), float64(-0.850651), float64(-0.525731)]), seq[float64](@[float64(-0.147621), float64(-0.716567), float64(-0.681718)]), seq[float64](@[float64(0.147621), float64(-0.716567), float64(-0.681718)]), seq[float64](@[float64(0.000000), float64(-0.525731), float64(-0.850651)]), seq[float64](@[float64(0.309017), float64(-0.500000), float64(-0.809017)]), seq[float64](@[float64(0.442863), float64(-0.238856), float64(-0.864188)]), seq[float64](@[float64(0.162460), float64(-0.262866), float64(-0.951056)]), seq[float64](@[float64(0.238856), float64(-0.864188), float64(-0.442863)]), seq[float64](@[float64(0.500000), float64(-0.809017), float64(-0.309017)]), seq[float64](@[float64(0.425325), float64(-0.688191), float64(-0.587785)]), seq[float64](@[float64(0.716567), float64(-0.681718), float64(-0.147621)]), seq[float64](@[float64(0.688191), float64(-0.587785), float64(-0.425325)]), seq[float64](@[float64(0.587785), float64(-0.425325), float64(-0.688191)]), seq[float64](@[float64(0.000000), float64(-0.955423), float64(-0.295242)]), seq[float64](@[float64(0.000000), float64(-1.000000), float64(0.000000)]), seq[float64](@[float64(0.262866), float64(-0.951056), float64(-0.162460)]), seq[float64](@[float64(0.000000), float64(-0.850651), float64(0.525731)]), seq[float64](@[float64(0.000000), float64(-0.955423), float64(0.295242)]), seq[float64](@[float64(0.238856), float64(-0.864188), float64(0.442863)]), seq[float64](@[float64(0.262866), float64(-0.951056), float64(0.162460)]), seq[float64](@[float64(0.500000), float64(-0.809017), float64(0.309017)]), seq[float64](@[float64(0.716567), float64(-0.681718), float64(0.147621)]), seq[float64](@[float64(0.525731), float64(-0.850651), float64(0.000000)]), seq[float64](@[float64(-0.238856), float64(-0.864188), float64(-0.442863)]), seq[float64](@[float64(-0.500000), float64(-0.809017), float64(-0.309017)]), seq[float64](@[float64(-0.262866), float64(-0.951056), float64(-0.162460)]), seq[float64](@[float64(-0.850651), float64(-0.525731), float64(0.000000)]), seq[float64](@[float64(-0.716567), float64(-0.681718), float64(-0.147621)]), seq[float64](@[float64(-0.716567), float64(-0.681718), float64(0.147621)]), seq[float64](@[float64(-0.525731), float64(-0.850651), float64(0.000000)]), seq[float64](@[float64(-0.500000), float64(-0.809017), float64(0.309017)]), seq[float64](@[float64(-0.238856), float64(-0.864188), float64(0.442863)]), seq[float64](@[float64(-0.262866), float64(-0.951056), float64(0.162460)]), seq[float64](@[float64(-0.864188), float64(-0.442863), float64(0.238856)]), seq[float64](@[float64(-0.809017), float64(-0.309017), float64(0.500000)]), seq[float64](@[float64(-0.688191), float64(-0.587785), float64(0.425325)]), seq[float64](@[float64(-0.681718), float64(-0.147621), float64(0.716567)]), seq[float64](@[float64(-0.442863), float64(-0.238856), float64(0.864188)]), seq[float64](@[float64(-0.587785), float64(-0.425325), float64(0.688191)]), seq[float64](@[float64(-0.309017), float64(-0.500000), float64(0.809017)]), seq[float64](@[float64(-0.147621), float64(-0.716567), float64(0.681718)]), seq[float64](@[float64(-0.425325), float64(-0.688191), float64(0.587785)]), seq[float64](@[float64(-0.162460), float64(-0.262866), float64(0.951056)]), seq[float64](@[float64(0.442863), float64(-0.238856), float64(0.864188)]), seq[float64](@[float64(0.162460), float64(-0.262866), float64(0.951056)]), seq[float64](@[float64(0.309017), float64(-0.500000), float64(0.809017)]), seq[float64](@[float64(0.147621), float64(-0.716567), float64(0.681718)]), seq[float64](@[float64(0.000000), float64(-0.525731), float64(0.850651)]), seq[float64](@[float64(0.425325), float64(-0.688191), float64(0.587785)]), seq[float64](@[float64(0.587785), float64(-0.425325), float64(0.688191)]), seq[float64](@[float64(0.688191), float64(-0.587785), float64(0.425325)]), seq[float64](@[float64(-0.955423), float64(0.295242), float64(0.000000)]), seq[float64](@[float64(-0.951056), float64(0.162460), float64(0.262866)]), seq[float64](@[float64(-1.000000), float64(0.000000), float64(0.000000)]), seq[float64](@[float64(-0.850651), float64(0.000000), float64(0.525731)]), seq[float64](@[float64(-0.955423), float64(-0.295242), float64(0.000000)]), seq[float64](@[float64(-0.951056), float64(-0.162460), float64(0.262866)]), seq[float64](@[float64(-0.864188), float64(0.442863), float64(-0.238856)]), seq[float64](@[float64(-0.951056), float64(0.162460), float64(-0.262866)]), seq[float64](@[float64(-0.809017), float64(0.309017), float64(-0.500000)]), seq[float64](@[float64(-0.864188), float64(-0.442863), float64(-0.238856)]), seq[float64](@[float64(-0.951056), float64(-0.162460), float64(-0.262866)]), seq[float64](@[float64(-0.809017), float64(-0.309017), float64(-0.500000)]), seq[float64](@[float64(-0.681718), float64(0.147621), float64(-0.716567)]), seq[float64](@[float64(-0.681718), float64(-0.147621), float64(-0.716567)]), seq[float64](@[float64(-0.850651), float64(0.000000), float64(-0.525731)]), seq[float64](@[float64(-0.688191), float64(0.587785), float64(-0.425325)]), seq[float64](@[float64(-0.587785), float64(0.425325), float64(-0.688191)]), seq[float64](@[float64(-0.425325), float64(0.688191), float64(-0.587785)]), seq[float64](@[float64(-0.425325), float64(-0.688191), float64(-0.587785)]), seq[float64](@[float64(-0.587785), float64(-0.425325), float64(-0.688191)]), seq[float64](@[float64(-0.688191), float64(-0.587785), float64(-0.425325)])])
this.anormsTableInst = anormsTableInstExpr
this.anormsTableInstFlag = true
return this.anormsTableInst
proc texCoords(this: Quake2Md2): seq[Quake2Md2_TexPoint] =
if this.texCoordsInstFlag:
return this.texCoordsInst
let pos = this.io.pos()
this.io.seek(int(this.ofsTexCoords))
for i in 0 ..< int(this.numTexCoords):
let it = Quake2Md2_TexPoint.read(this.io, this.root, this)
this.texCoordsInst.add(it)
this.io.seek(pos)
this.texCoordsInstFlag = true
return this.texCoordsInst
proc triangles(this: Quake2Md2): seq[Quake2Md2_Triangle] =
if this.trianglesInstFlag:
return this.trianglesInst
let pos = this.io.pos()
this.io.seek(int(this.ofsTriangles))
for i in 0 ..< int(this.numTriangles):
let it = Quake2Md2_Triangle.read(this.io, this.root, this)
this.trianglesInst.add(it)
this.io.seek(pos)
this.trianglesInstFlag = true
return this.trianglesInst
proc frames(this: Quake2Md2): seq[Quake2Md2_Frame] =
if this.framesInstFlag:
return this.framesInst
let pos = this.io.pos()
this.io.seek(int(this.ofsFrames))
for i in 0 ..< int(this.numFrames):
let buf = this.io.readBytes(int(this.bytesPerFrame))
this.rawFramesInst.add(buf)
let rawFramesInstIo = newKaitaiStream(buf)
let it = Quake2Md2_Frame.read(rawFramesInstIo, this.root, this)
this.framesInst.add(it)
this.io.seek(pos)
this.framesInstFlag = true
return this.framesInst
proc animNames(this: Quake2Md2): seq[string] =
if this.animNamesInstFlag:
return this.animNamesInst
let animNamesInstExpr = seq[string](@[string("stand"), string("run"), string("attack"), string("pain1"), string("pain2"), string("pain3"), string("jump"), string("flip"), string("salute"), string("taunt"), string("wave"), string("point"), string("crstnd"), string("crwalk"), string("crattak"), string("crpain"), string("crdeath"), string("death1"), string("death2"), string("death3")])
this.animNamesInst = animNamesInstExpr
this.animNamesInstFlag = true
return this.animNamesInst
proc glCmds(this: Quake2Md2): Quake2Md2_GlCmdsList =
if this.glCmdsInstFlag:
return this.glCmdsInst
let pos = this.io.pos()
this.io.seek(int(this.ofsGlCmds))
let rawGlCmdsInstExpr = this.io.readBytes(int((4 * this.numGlCmds)))
this.rawGlCmdsInst = rawGlCmdsInstExpr
let rawGlCmdsInstIo = newKaitaiStream(rawGlCmdsInstExpr)
let glCmdsInstExpr = Quake2Md2_GlCmdsList.read(rawGlCmdsInstIo, this.root, this)
this.glCmdsInst = glCmdsInstExpr
this.io.seek(pos)
this.glCmdsInstFlag = true
return this.glCmdsInst
proc skins(this: Quake2Md2): seq[string] =
if this.skinsInstFlag:
return this.skinsInst
let pos = this.io.pos()
this.io.seek(int(this.ofsSkins))
for i in 0 ..< int(this.numSkins):
let it = encode(this.io.readBytes(int(64)).bytesTerminate(0, false), "ascii")
this.skinsInst.add(it)
this.io.seek(pos)
this.skinsInstFlag = true
return this.skinsInst
proc animStartIndices(this: Quake2Md2): seq[byte] =
if this.animStartIndicesInstFlag:
return this.animStartIndicesInst
let animStartIndicesInstExpr = seq[byte](@[0'u8, 40'u8, 46'u8, 54'u8, 58'u8, 62'u8, 66'u8, 72'u8, 84'u8, 95'u8, 112'u8, 123'u8, 135'u8, 154'u8, 160'u8, 169'u8, 173'u8, 178'u8, 184'u8, 190'u8])
this.animStartIndicesInst = animStartIndicesInstExpr
this.animStartIndicesInstFlag = true
return this.animStartIndicesInst
proc fromFile*(_: typedesc[Quake2Md2], filename: string): Quake2Md2 =
Quake2Md2.read(newKaitaiFileStream(filename), nil, nil)
proc read*(_: typedesc[Quake2Md2_Vertex], io: KaitaiStream, root: KaitaiStruct, parent: Quake2Md2_Frame): Quake2Md2_Vertex =
template this: untyped = result
this = new(Quake2Md2_Vertex)
let root = if root == nil: cast[Quake2Md2](this) else: cast[Quake2Md2](root)
this.io = io
this.root = root
this.parent = parent
let positionExpr = Quake2Md2_CompressedVec.read(this.io, this.root, this)
this.position = positionExpr
let normalIndexExpr = this.io.readU1()
this.normalIndex = normalIndexExpr
proc normal(this: Quake2Md2_Vertex): seq[float64] =
if this.normalInstFlag:
return this.normalInst
let normalInstExpr = seq[float64](Quake2Md2(this.root).anormsTable[this.normalIndex])
this.normalInst = normalInstExpr
this.normalInstFlag = true
return this.normalInst
proc fromFile*(_: typedesc[Quake2Md2_Vertex], filename: string): Quake2Md2_Vertex =
Quake2Md2_Vertex.read(newKaitaiFileStream(filename), nil, nil)
proc read*(_: typedesc[Quake2Md2_CompressedVec], io: KaitaiStream, root: KaitaiStruct, parent: Quake2Md2_Vertex): Quake2Md2_CompressedVec =
template this: untyped = result
this = new(Quake2Md2_CompressedVec)
let root = if root == nil: cast[Quake2Md2](this) else: cast[Quake2Md2](root)
this.io = io
this.root = root
this.parent = parent
let xCompressedExpr = this.io.readU1()
this.xCompressed = xCompressedExpr
let yCompressedExpr = this.io.readU1()
this.yCompressed = yCompressedExpr
let zCompressedExpr = this.io.readU1()
this.zCompressed = zCompressedExpr
proc x(this: Quake2Md2_CompressedVec): float64 =
if this.xInstFlag:
return this.xInst
let xInstExpr = float64(((this.xCompressed * this.parent.parent.scale.x) + this.parent.parent.translate.x))
this.xInst = xInstExpr
this.xInstFlag = true
return this.xInst
proc y(this: Quake2Md2_CompressedVec): float64 =
if this.yInstFlag:
return this.yInst
let yInstExpr = float64(((this.yCompressed * this.parent.parent.scale.y) + this.parent.parent.translate.y))
this.yInst = yInstExpr
this.yInstFlag = true
return this.yInst
proc z(this: Quake2Md2_CompressedVec): float64 =
if this.zInstFlag:
return this.zInst
let zInstExpr = float64(((this.zCompressed * this.parent.parent.scale.z) + this.parent.parent.translate.z))
this.zInst = zInstExpr
this.zInstFlag = true
return this.zInst
proc fromFile*(_: typedesc[Quake2Md2_CompressedVec], filename: string): Quake2Md2_CompressedVec =
Quake2Md2_CompressedVec.read(newKaitaiFileStream(filename), nil, nil)
proc read*(_: typedesc[Quake2Md2_Triangle], io: KaitaiStream, root: KaitaiStruct, parent: Quake2Md2): Quake2Md2_Triangle =
template this: untyped = result
this = new(Quake2Md2_Triangle)
let root = if root == nil: cast[Quake2Md2](this) else: cast[Quake2Md2](root)
this.io = io
this.root = root
this.parent = parent
##[
indices to `_root.frames[i].vertices` (for each frame with index `i`)
]##
for i in 0 ..< int(3):
let it = this.io.readU2le()
this.vertexIndices.add(it)
##[
indices to `_root.tex_coords`
]##
for i in 0 ..< int(3):
let it = this.io.readU2le()
this.texPointIndices.add(it)
proc fromFile*(_: typedesc[Quake2Md2_Triangle], filename: string): Quake2Md2_Triangle =
Quake2Md2_Triangle.read(newKaitaiFileStream(filename), nil, nil)
proc read*(_: typedesc[Quake2Md2_Frame], io: KaitaiStream, root: KaitaiStruct, parent: Quake2Md2): Quake2Md2_Frame =
template this: untyped = result
this = new(Quake2Md2_Frame)
let root = if root == nil: cast[Quake2Md2](this) else: cast[Quake2Md2](root)
this.io = io
this.root = root
this.parent = parent
let scaleExpr = Quake2Md2_Vec3f.read(this.io, this.root, this)
this.scale = scaleExpr
let translateExpr = Quake2Md2_Vec3f.read(this.io, this.root, this)
this.translate = translateExpr
let nameExpr = encode(this.io.readBytes(int(16)).bytesTerminate(0, false), "ascii")
this.name = nameExpr
for i in 0 ..< int(Quake2Md2(this.root).verticesPerFrame):
let it = Quake2Md2_Vertex.read(this.io, this.root, this)
this.vertices.add(it)
proc fromFile*(_: typedesc[Quake2Md2_Frame], filename: string): Quake2Md2_Frame =
Quake2Md2_Frame.read(newKaitaiFileStream(filename), nil, nil)
proc read*(_: typedesc[Quake2Md2_GlCmdsList], io: KaitaiStream, root: KaitaiStruct, parent: Quake2Md2): Quake2Md2_GlCmdsList =
template this: untyped = result
this = new(Quake2Md2_GlCmdsList)
let root = if root == nil: cast[Quake2Md2](this) else: cast[Quake2Md2](root)
this.io = io
this.root = root
this.parent = parent
if not(this.io.isEof):
block:
var i: int
while true:
let it = Quake2Md2_GlCmd.read(this.io, this.root, this)
this.items.add(it)
if it.cmdNumVertices == 0:
break
inc i
proc fromFile*(_: typedesc[Quake2Md2_GlCmdsList], filename: string): Quake2Md2_GlCmdsList =
Quake2Md2_GlCmdsList.read(newKaitaiFileStream(filename), nil, nil)
proc read*(_: typedesc[Quake2Md2_TexPoint], io: KaitaiStream, root: KaitaiStruct, parent: Quake2Md2): Quake2Md2_TexPoint =
template this: untyped = result
this = new(Quake2Md2_TexPoint)
let root = if root == nil: cast[Quake2Md2](this) else: cast[Quake2Md2](root)
this.io = io
this.root = root
this.parent = parent
let sPxExpr = this.io.readU2le()
this.sPx = sPxExpr
let tPxExpr = this.io.readU2le()
this.tPx = tPxExpr
proc sNormalized(this: Quake2Md2_TexPoint): float64 =
if this.sNormalizedInstFlag:
return this.sNormalizedInst
let sNormalizedInstExpr = float64(((this.sPx + 0.0) div Quake2Md2(this.root).skinWidthPx))
this.sNormalizedInst = sNormalizedInstExpr
this.sNormalizedInstFlag = true
return this.sNormalizedInst
proc tNormalized(this: Quake2Md2_TexPoint): float64 =
if this.tNormalizedInstFlag:
return this.tNormalizedInst
let tNormalizedInstExpr = float64(((this.tPx + 0.0) div Quake2Md2(this.root).skinHeightPx))
this.tNormalizedInst = tNormalizedInstExpr
this.tNormalizedInstFlag = true
return this.tNormalizedInst
proc fromFile*(_: typedesc[Quake2Md2_TexPoint], filename: string): Quake2Md2_TexPoint =
Quake2Md2_TexPoint.read(newKaitaiFileStream(filename), nil, nil)
proc read*(_: typedesc[Quake2Md2_Vec3f], io: KaitaiStream, root: KaitaiStruct, parent: Quake2Md2_Frame): Quake2Md2_Vec3f =
template this: untyped = result
this = new(Quake2Md2_Vec3f)
let root = if root == nil: cast[Quake2Md2](this) else: cast[Quake2Md2](root)
this.io = io
this.root = root
this.parent = parent
let xExpr = this.io.readF4le()
this.x = xExpr
let yExpr = this.io.readF4le()
this.y = yExpr
let zExpr = this.io.readF4le()
this.z = zExpr
proc fromFile*(_: typedesc[Quake2Md2_Vec3f], filename: string): Quake2Md2_Vec3f =
Quake2Md2_Vec3f.read(newKaitaiFileStream(filename), nil, nil)
proc read*(_: typedesc[Quake2Md2_GlVertex], io: KaitaiStream, root: KaitaiStruct, parent: Quake2Md2_GlCmd): Quake2Md2_GlVertex =
template this: untyped = result
this = new(Quake2Md2_GlVertex)
let root = if root == nil: cast[Quake2Md2](this) else: cast[Quake2Md2](root)
this.io = io
this.root = root
this.parent = parent
for i in 0 ..< int(2):
let it = this.io.readF4le()
this.texCoordsNormalized.add(it)
##[
index to `_root.frames[i].vertices` (for each frame with index `i`)
]##
let vertexIndexExpr = this.io.readU4le()
this.vertexIndex = vertexIndexExpr
proc fromFile*(_: typedesc[Quake2Md2_GlVertex], filename: string): Quake2Md2_GlVertex =
Quake2Md2_GlVertex.read(newKaitaiFileStream(filename), nil, nil)
proc read*(_: typedesc[Quake2Md2_GlCmd], io: KaitaiStream, root: KaitaiStruct, parent: Quake2Md2_GlCmdsList): Quake2Md2_GlCmd =
template this: untyped = result
this = new(Quake2Md2_GlCmd)
let root = if root == nil: cast[Quake2Md2](this) else: cast[Quake2Md2](root)
this.io = io
this.root = root
this.parent = parent
let cmdNumVerticesExpr = this.io.readS4le()
this.cmdNumVertices = cmdNumVerticesExpr
for i in 0 ..< int(this.numVertices):
let it = Quake2Md2_GlVertex.read(this.io, this.root, this)
this.vertices.add(it)
proc numVertices(this: Quake2Md2_GlCmd): int =
if this.numVerticesInstFlag:
return this.numVerticesInst
let numVerticesInstExpr = int((if this.cmdNumVertices < 0: -(this.cmdNumVertices) else: this.cmdNumVertices))
this.numVerticesInst = numVerticesInstExpr
this.numVerticesInstFlag = true
return this.numVerticesInst
proc primitive(this: Quake2Md2_GlCmd): Quake2Md2_GlPrimitive =
if this.primitiveInstFlag:
return this.primitiveInst
let primitiveInstExpr = Quake2Md2_GlPrimitive((if this.cmdNumVertices < 0: quake2_md2.triangle_fan else: quake2_md2.triangle_strip))
this.primitiveInst = primitiveInstExpr
this.primitiveInstFlag = true
return this.primitiveInst
proc fromFile*(_: typedesc[Quake2Md2_GlCmd], filename: string): Quake2Md2_GlCmd =
Quake2Md2_GlCmd.read(newKaitaiFileStream(filename), nil, nil)