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https://github.com/ioquake/jedi-outcast.git
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114 lines
2.2 KiB
C
114 lines
2.2 KiB
C
// Filename:- models.h
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//
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// removed from .c file so I could get at this stuff for the ghoul2 exporter -ste
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//
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#ifndef MODELS_H
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#define MODELS_H
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#ifdef __cplusplus
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extern "C"
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{
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#endif
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#define MAX_SURFACE_TRIS (SHADER_MAX_INDEXES / 3)
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#define MAX_SURFACE_VERTS SHADER_MAX_VERTEXES
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#define MD3_TYPE_UNKNOWN 0
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#define MD3_TYPE_BASE3DS 1
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#define MD3_TYPE_SPRITE 2
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#define MD3_TYPE_ASE 3
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//#define MAX_ANIM_FRAMES 1024
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#define MAX_ANIM_FRAMES 1280
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#define MAX_ANIM_SURFACES 32 + 32
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typedef struct
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{
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polyset_t *frames;
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int numFrames;
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int valid_frame;
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} SurfaceAnimation_t;
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typedef struct
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{
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polyset_t *surfaces[MAX_ANIM_SURFACES];
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int numSurfaces;
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} ObjectAnimationFrame_t;
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typedef struct {
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vec3_t xyz;
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vec3_t normal;
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vec3_t color;
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float st[2];
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int index;
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} baseVertex_t;
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typedef struct {
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baseVertex_t v[3];
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} baseTriangle_t;
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//================================================================
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typedef struct
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{
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md3Surface_t header;
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md3Shader_t shaders[MD3_MAX_SHADERS];
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// all verts (xyz_normal)
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float *verts[MD3_MAX_FRAMES];
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baseTriangle_t baseTriangles[MD3_MAX_TRIANGLES];
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// the triangles will be sorted so that they form long generalized tristrips
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int orderedTriangles[MD3_MAX_TRIANGLES][3];
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int lodTriangles[MD3_MAX_TRIANGLES][3];
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baseVertex_t baseVertexes[MD3_MAX_VERTS];
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} md3SurfaceData_t;
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typedef struct
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{
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int skinwidth, skinheight;
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md3SurfaceData_t surfData[MD3_MAX_SURFACES];
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md3Tag_t tags[MD3_MAX_FRAMES][MD3_MAX_TAGS];
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md3Frame_t frames[MD3_MAX_FRAMES];
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md3Header_t model;
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float scale_up; // set by $scale
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vec3_t adjust; // set by $origin
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vec3_t aseAdjust;
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int fixedwidth, fixedheight; // set by $skinsize
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int maxSurfaceTris;
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int lowerSkipFrameStart, lowerSkipFrameEnd;
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int maxUpperFrames;
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int maxHeadFrames;
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int currentLod;
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float lodBias;
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int type; // MD3_TYPE_BASE, MD3_TYPE_OLDBASE, MD3_TYPE_ASE, or MD3_TYPE_SPRITE
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} q3data;
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extern q3data g_data;
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#ifdef __cplusplus
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}
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#endif
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#endif // #ifndef MODELS_H
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////////////////////// eof /////////////////////
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