mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-21 19:51:04 +00:00
458 lines
11 KiB
C
458 lines
11 KiB
C
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/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#define MAYA_DEFAULT_CAMERA "camera1"
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#define ANIM_TX BIT( 0 )
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#define ANIM_TY BIT( 1 )
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#define ANIM_TZ BIT( 2 )
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#define ANIM_QX BIT( 3 )
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#define ANIM_QY BIT( 4 )
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#define ANIM_QZ BIT( 5 )
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typedef enum {
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WRITE_MESH,
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WRITE_ANIM,
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WRITE_CAMERA
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} exportType_t;
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typedef struct {
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idCQuat q;
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idVec3 t;
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} jointFrame_t;
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typedef struct {
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idCQuat q;
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idVec3 t;
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float fov;
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} cameraFrame_t;
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/*
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==============================================================================================
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idTokenizer
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==============================================================================================
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*/
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class idTokenizer {
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private:
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int currentToken;
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idStrList tokens;
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public:
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idTokenizer() { Clear(); };
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void Clear( void ) { currentToken = 0; tokens.Clear(); };
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int SetTokens( const char *buffer );
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const char *NextToken( const char *errorstring = NULL );
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bool TokenAvailable( void ) { return currentToken < tokens.Num(); };
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int Num( void ) { return tokens.Num(); };
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void UnGetToken( void ) { if ( currentToken > 0 ) { currentToken--; } };
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const char *GetToken( int index ) { if ( ( index >= 0 ) && ( index < tokens.Num() ) ) { return tokens[ index ]; } else { return NULL; } };
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const char *CurrentToken( void ) { return GetToken( currentToken ); };
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};
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/*
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==============================================================================================
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idExportOptions
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==============================================================================================
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*/
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class idNamePair {
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public:
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idStr from;
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idStr to;
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};
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class idAnimGroup {
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public:
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idStr name;
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idStrList joints;
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};
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class idExportOptions {
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private:
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idTokenizer tokens;
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void Reset( const char *commandline );
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public:
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idStr commandLine;
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idStr src;
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idStr dest;
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idStr game;
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idStr prefix;
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float scale;
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exportType_t type;
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bool ignoreMeshes;
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bool clearOrigin;
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bool clearOriginAxis;
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bool ignoreScale;
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int startframe;
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int endframe;
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int framerate;
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float xyzPrecision;
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float quatPrecision;
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idStr align;
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idList<idNamePair> renamejoints;
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idList<idNamePair> remapjoints;
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idStrList keepjoints;
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idStrList skipmeshes;
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idStrList keepmeshes;
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idList<idAnimGroup *> exportgroups;
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idList<idAnimGroup> groups;
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float rotate;
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float jointThreshold;
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int cycleStart;
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idExportOptions( const char *commandline, const char *ospath );
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bool jointInExportGroup( const char *jointname );
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};
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/*
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==============================================================================
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idExportJoint
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==============================================================================
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*/
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class idExportJoint {
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public:
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idStr name;
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idStr realname;
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idStr longname;
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int index;
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int exportNum;
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bool keep;
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float scale;
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float invscale;
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MFnDagNode *dagnode;
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idHierarchy<idExportJoint> mayaNode;
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idHierarchy<idExportJoint> exportNode;
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idVec3 t;
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idMat3 wm;
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idVec3 idt;
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idMat3 idwm;
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idVec3 bindpos;
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idMat3 bindmat;
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int animBits;
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int firstComponent;
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jointFrame_t baseFrame;
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int depth;
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idExportJoint();
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idExportJoint &operator=( const idExportJoint &other );
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};
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/*
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==============================================================================
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misc structures
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==============================================================================
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*/
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typedef struct {
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idExportJoint *joint;
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float jointWeight;
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idVec3 offset;
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} exportWeight_t;
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typedef struct {
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idVec3 pos;
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idVec2 texCoords;
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int startweight;
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int numWeights;
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} exportVertex_t;
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typedef struct {
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int indexes[ 3 ];
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} exportTriangle_t;
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typedef struct {
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idVec2 uv[ 3 ];
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} exportUV_t;
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ID_INLINE int operator==( exportVertex_t a, exportVertex_t b ) {
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if ( a.pos != b.pos ) {
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return false;
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}
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if ( ( a.texCoords[ 0 ] != b.texCoords[ 0 ] ) || ( a.texCoords[ 1 ] != b.texCoords[ 1 ] ) ) {
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return false;
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}
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if ( ( a.startweight != b.startweight ) || ( a.numWeights != b.numWeights ) ) {
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return false;
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}
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return true;
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}
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/*
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========================================================================
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.MD3 triangle model file format
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========================================================================
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*/
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#define MD3_IDENT (('3'<<24)+('P'<<16)+('D'<<8)+'I')
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#define MD3_VERSION 15
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// limits
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#define MD3_MAX_LODS 4
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#define MD3_MAX_TRIANGLES 8192 // per surface
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#define MD3_MAX_VERTS 4096 // per surface
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#define MD3_MAX_SHADERS 256 // per surface
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#define MD3_MAX_FRAMES 1024 // per model
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#define MD3_MAX_SURFACES 32 // per model
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#define MD3_MAX_TAGS 16 // per frame
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// vertex scales
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#define MD3_XYZ_SCALE (1.0/64)
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// surface geometry should not exceed these limits
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#define SHADER_MAX_VERTEXES 1000
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#define SHADER_MAX_INDEXES (6*SHADER_MAX_VERTEXES)
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// the maximum size of game reletive pathnames
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#define MAX_Q3PATH 64
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typedef struct md3Frame_s {
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idVec3 bounds[2];
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idVec3 localOrigin;
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float radius;
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char name[16];
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} md3Frame_t;
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typedef struct md3Tag_s {
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char name[MAX_Q3PATH]; // tag name
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idVec3 origin;
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idVec3 axis[3];
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} md3Tag_t;
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/*
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** md3Surface_t
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**
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** CHUNK SIZE
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** header sizeof( md3Surface_t )
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** shaders sizeof( md3Shader_t ) * numShaders
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** triangles[0] sizeof( md3Triangle_t ) * numTriangles
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** st sizeof( md3St_t ) * numVerts
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** XyzNormals sizeof( md3XyzNormal_t ) * numVerts * numFrames
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*/
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typedef struct {
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int ident; //
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char name[MAX_Q3PATH]; // polyset name
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int flags;
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int numFrames; // all surfaces in a model should have the same
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int numShaders; // all surfaces in a model should have the same
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int numVerts;
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int numTriangles;
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int ofsTriangles;
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int ofsShaders; // offset from start of md3Surface_t
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int ofsSt; // texture coords are common for all frames
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int ofsXyzNormals; // numVerts * numFrames
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int ofsEnd; // next surface follows
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} md3Surface_t;
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typedef struct {
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char name[MAX_Q3PATH];
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int shaderIndex; // for in-game use
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} md3Shader_t;
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typedef struct {
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int indexes[3];
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} md3Triangle_t;
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typedef struct {
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float st[2];
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} md3St_t;
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typedef struct {
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short xyz[3];
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short normal;
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} md3XyzNormal_t;
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typedef struct {
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int ident;
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int version;
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char name[MAX_Q3PATH]; // model name
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int flags;
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int numFrames;
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int numTags;
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int numSurfaces;
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int numSkins;
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int ofsFrames; // offset for first frame
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int ofsTags; // numFrames * numTags
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int ofsSurfaces; // first surface, others follow
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int ofsEnd; // end of file
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} md3Header_t;
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/*
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==============================================================================
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idExportMesh
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==============================================================================
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*/
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class idExportMesh {
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public:
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idStr name;
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idStr shader;
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bool keep;
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idList<exportVertex_t> verts;
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idList<exportTriangle_t> tris;
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idList<exportWeight_t> weights;
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idList<exportUV_t> uv;
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idExportMesh() { keep = true; };
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void ShareVerts( void );
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void GetBounds( idBounds &bounds ) const;
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void Merge( idExportMesh *mesh );
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};
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/*
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==============================================================================
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idExportModel
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==============================================================================
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*/
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class idExportModel {
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public:
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idExportJoint *exportOrigin;
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idList<idExportJoint> joints;
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idHierarchy<idExportJoint> mayaHead;
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idHierarchy<idExportJoint> exportHead;
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idList<int> cameraCuts;
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idList<cameraFrame_t> camera;
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idList<idBounds> bounds;
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idList<jointFrame_t> jointFrames;
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idList<jointFrame_t *> frames;
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int frameRate;
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int numFrames;
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int skipjoints;
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int export_joints;
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idList<idExportMesh *> meshes;
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idExportModel();
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~idExportModel();
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idExportJoint *FindJointReal( const char *name );
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idExportJoint *FindJoint( const char *name );
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bool WriteMesh( const char *filename, idExportOptions &options );
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bool WriteAnim( const char *filename, idExportOptions &options );
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bool WriteCamera( const char *filename, idExportOptions &options );
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};
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/*
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==============================================================================
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Maya
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==============================================================================
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*/
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class idMayaExport {
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private:
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idExportModel model;
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idExportOptions &options;
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void FreeDagNodes( void );
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float TimeForFrame( int num ) const;
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int GetMayaFrameNum( int num ) const;
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void SetFrame( int num );
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void GetBindPose( MObject &jointNode, idExportJoint *joint, float scale );
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void GetLocalTransform( idExportJoint *joint, idVec3 &pos, idMat3 &mat );
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void GetWorldTransform( idExportJoint *joint, idVec3 &pos, idMat3 &mat, float scale );
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void CreateJoints( float scale );
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void PruneJoints( idStrList &keepjoints, idStr &prefix );
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void RenameJoints( idList<idNamePair> &renamejoints, idStr &prefix );
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bool RemapParents( idList<idNamePair> &remapjoints );
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MObject FindShader( MObject& setNode );
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void GetTextureForMesh( idExportMesh *mesh, MFnDagNode &dagNode );
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idExportMesh *CopyMesh( MFnSkinCluster &skinCluster, float scale );
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void CreateMesh( float scale );
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void CombineMeshes( void );
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void GetAlignment( idStr &alignName, idMat3 &align, float rotate, int startframe );
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const char *GetObjectType( MObject object );
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float GetCameraFov( idExportJoint *joint );
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void GetCameraFrame( idExportJoint *camera, idMat3 &align, cameraFrame_t *cam );
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void CreateCameraAnim( idMat3 &align );
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void GetDefaultPose( idMat3 &align );
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void CreateAnimation( idMat3 &align );
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public:
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idMayaExport( idExportOptions &exportOptions ) : options( exportOptions ) { };
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~idMayaExport();
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void ConvertModel( void );
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void ConvertToMD3( void );
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};
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