2021-02-14 15:42:01 +00:00
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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Copyright (C) 2021 Robert Beckebans
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition 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 BFG Edition 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_OBJ_H__
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#define __MODEL_OBJ_H__
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/*
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===============================================================================
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Wavefront OBJ loader.
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This is meant to be a very simple model format and we don't even care for .mtl files
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because we want all material properties to be defined through the D3 material system
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===============================================================================
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*/
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struct objObject_t
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{
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idStrStatic< MAX_OSPATH > material;
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idList<idVec3> vertexes;
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idList<idVec2> texcoords;
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idList<idVec3> normals;
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idList<triIndex_t> indexes;
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};
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struct objModel_t
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{
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ID_TIME_T timeStamp;
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idList<objObject_t*, TAG_MODEL> objects;
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};
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objModel_t* OBJ_Load( const char* fileName );
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void OBJ_Free( objModel_t* obj );
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2021-02-20 11:56:24 +00:00
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#endif /* !__MODEL_OBJ_H__ */
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