/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>. 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. 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__ /* =============================================================================== 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*, TAG_MODEL> materials; idList<maObject_t*, TAG_MODEL> 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__ */