/* =========================================================================== 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 . 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_ASE_H__ #define __MODEL_ASE_H__ /* =============================================================================== ASE loader. (3D Studio Max ASCII Export) =============================================================================== */ typedef struct { int vertexNum[3]; int tVertexNum[3]; idVec3 faceNormal; idVec3 vertexNormals[3]; byte vertexColors[3][4]; } aseFace_t; typedef struct { int timeValue; int numVertexes; int numTVertexes; int numCVertexes; int numFaces; int numTVFaces; int numCVFaces; idVec3 transform[4]; // applied to normals bool colorsParsed; bool normalsParsed; idVec3* vertexes; idVec2* tvertexes; idVec3* cvertexes; aseFace_t* faces; } aseMesh_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 } aseMaterial_t; typedef struct { char name[128]; int materialRef; aseMesh_t mesh; // frames are only present with animations idList frames; // aseMesh_t } aseObject_t; typedef struct aseModel_s { ID_TIME_T timeStamp; idList materials; idList objects; } aseModel_t; aseModel_t* ASE_Load( const char* fileName ); void ASE_Free( aseModel_t* ase ); #endif /* !__MODEL_ASE_H__ */