doom3-bfg/neo/renderer/Model_ase.h

100 lines
3 KiB
C

/*
===========================================================================
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_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<aseMesh_t*, TAG_MODEL> frames; // aseMesh_t
} aseObject_t;
typedef struct aseModel_s
{
ID_TIME_T timeStamp;
idList<aseMaterial_t*, TAG_MODEL> materials;
idList<aseObject_t*, TAG_MODEL> objects;
} aseModel_t;
aseModel_t* ASE_Load( const char* fileName );
void ASE_Free( aseModel_t* ase );
#endif /* !__MODEL_ASE_H__ */