dhewm3/neo/renderer/Model_ma.h

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/*
===========================================================================
Doom 3 GPL Source Code
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
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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.
===========================================================================
*/
#ifndef __MODEL_MA_H__
#define __MODEL_MA_H__
#include "idlib/containers/List.h"
#include "idlib/containers/HashTable.h"
#include "idlib/math/Vector.h"
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/*
===============================================================================
MA loader. (Maya Ascii Format)
===============================================================================
*/
typedef struct {
char name[128];
char parent[128];
} maNodeHeader_t;
typedef struct {
char name[128];
int size;
} maAttribHeader_t;
typedef struct maTransform_s {
idVec3 translate;
idVec3 rotate;
idVec3 scale;
maTransform_s* parent;
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} maTransform_t;
typedef struct {
int edge[3];
int vertexNum[3];
int tVertexNum[3];
int vertexColors[3];
idVec3 vertexNormals[3];
} maFace_t;
typedef struct {
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//Transform to be applied
maTransform_t* transform;
//Verts
int numVertexes;
idVec3 * vertexes;
int numVertTransforms;
idVec4 * vertTransforms;
int nextVertTransformIndex;
//Texture Coordinates
int numTVertexes;
idVec2 * tvertexes;
//Edges
int numEdges;
idVec3 * edges;
//Colors
int numColors;
byte* colors;
//Faces
int numFaces;
maFace_t * faces;
//Normals
int numNormals;
idVec3 * normals;
bool normalsParsed;
int nextNormal;
} maMesh_t;
typedef struct {
char name[128];
float uOffset, vOffset; // max lets you offset by material without changing texCoords
float uTiling, vTiling; // multiply tex coords by this
float angle; // in clockwise radians
} maMaterial_t;
typedef struct {
char name[128];
int materialRef;
char materialName[128];
maMesh_t mesh;
} maObject_t;
typedef struct {
char name[128];
char path[1024];
} maFileNode_t;
typedef struct maMaterialNode_s {
char name[128];
maMaterialNode_s* child;
maFileNode_t* file;
} maMaterialNode_t;
typedef struct maModel_s {
ID_TIME_T timeStamp;
idList<maMaterial_t *> materials;
idList<maObject_t *> objects;
idHashTable<maTransform_t*> transforms;
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//Material Resolution
idHashTable<maFileNode_t*> fileNodes;
idHashTable<maMaterialNode_t*> materialNodes;
} maModel_t;
maModel_t *MA_Load( const char *fileName );
void MA_Free( maModel_t *ma );
#endif /* !__MODEL_MA_H__ */