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https://github.com/blendogames/quadrilateralcowboy.git
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95 lines
2.9 KiB
C
95 lines
2.9 KiB
C
/*
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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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#ifndef __MODEL_ASE_H__
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#define __MODEL_ASE_H__
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/*
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===============================================================================
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ASE loader. (3D Studio Max ASCII Export)
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===============================================================================
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*/
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typedef struct {
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int vertexNum[3];
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int tVertexNum[3];
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idVec3 faceNormal;
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idVec3 vertexNormals[3];
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byte vertexColors[3][4];
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} aseFace_t;
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typedef struct {
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int timeValue;
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int numVertexes;
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int numTVertexes;
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int numCVertexes;
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int numFaces;
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int numTVFaces;
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int numCVFaces;
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idVec3 transform[4]; // applied to normals
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bool colorsParsed;
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bool normalsParsed;
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idVec3 * vertexes;
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idVec2 * tvertexes;
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idVec3 * cvertexes;
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aseFace_t * faces;
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} aseMesh_t;
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typedef struct {
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char name[128];
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float uOffset, vOffset; // max lets you offset by material without changing texCoords
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float uTiling, vTiling; // multiply tex coords by this
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float angle; // in clockwise radians
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} aseMaterial_t;
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typedef struct {
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char name[128];
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int materialRef;
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aseMesh_t mesh;
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// frames are only present with animations
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idList<aseMesh_t*> frames; // aseMesh_t
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} aseObject_t;
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typedef struct aseModel_s {
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ID_TIME_T timeStamp;
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idList<aseMaterial_t *> materials;
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idList<aseObject_t *> objects;
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} aseModel_t;
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aseModel_t *ASE_Load( const char *fileName );
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void ASE_Free( aseModel_t *ase );
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#endif /* !__MODEL_ASE_H__ */
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