dhewm3/neo/renderer/Model_ma.h
dhewg 736ec20d4d Untangle the epic precompiled.h mess
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.
2011-12-19 23:21:47 +01:00

149 lines
3.7 KiB
C

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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"
/*
===============================================================================
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;
} maTransform_t;
typedef struct {
int edge[3];
int vertexNum[3];
int tVertexNum[3];
int vertexColors[3];
idVec3 vertexNormals[3];
} maFace_t;
typedef struct {
//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;
//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__ */