jedioutcast/utils/q3data/models.h

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2013-04-04 18:02:27 +00:00
// Filename:- models.h
//
// removed from .c file so I could get at this stuff for the ghoul2 exporter -ste
//
#ifndef MODELS_H
#define MODELS_H
#ifdef __cplusplus
extern "C"
{
#endif
#define MAX_SURFACE_TRIS (SHADER_MAX_INDEXES / 3)
#define MAX_SURFACE_VERTS SHADER_MAX_VERTEXES
#define MD3_TYPE_UNKNOWN 0
#define MD3_TYPE_BASE3DS 1
#define MD3_TYPE_SPRITE 2
#define MD3_TYPE_ASE 3
//#define MAX_ANIM_FRAMES 1024
#define MAX_ANIM_FRAMES 1280
#define MAX_ANIM_SURFACES 32 + 32
typedef struct
{
polyset_t *frames;
int numFrames;
int valid_frame;
} SurfaceAnimation_t;
typedef struct
{
polyset_t *surfaces[MAX_ANIM_SURFACES];
int numSurfaces;
} ObjectAnimationFrame_t;
typedef struct {
vec3_t xyz;
vec3_t normal;
vec3_t color;
float st[2];
int index;
} baseVertex_t;
typedef struct {
baseVertex_t v[3];
} baseTriangle_t;
//================================================================
typedef struct
{
md3Surface_t header;
md3Shader_t shaders[MD3_MAX_SHADERS];
// all verts (xyz_normal)
float *verts[MD3_MAX_FRAMES];
baseTriangle_t baseTriangles[MD3_MAX_TRIANGLES];
// the triangles will be sorted so that they form long generalized tristrips
int orderedTriangles[MD3_MAX_TRIANGLES][3];
int lodTriangles[MD3_MAX_TRIANGLES][3];
baseVertex_t baseVertexes[MD3_MAX_VERTS];
} md3SurfaceData_t;
typedef struct
{
int skinwidth, skinheight;
md3SurfaceData_t surfData[MD3_MAX_SURFACES];
md3Tag_t tags[MD3_MAX_FRAMES][MD3_MAX_TAGS];
md3Frame_t frames[MD3_MAX_FRAMES];
md3Header_t model;
float scale_up; // set by $scale
vec3_t adjust; // set by $origin
vec3_t aseAdjust;
int fixedwidth, fixedheight; // set by $skinsize
int maxSurfaceTris;
int lowerSkipFrameStart, lowerSkipFrameEnd;
int maxUpperFrames;
int maxHeadFrames;
int currentLod;
float lodBias;
int type; // MD3_TYPE_BASE, MD3_TYPE_OLDBASE, MD3_TYPE_ASE, or MD3_TYPE_SPRITE
} q3data;
extern q3data g_data;
#ifdef __cplusplus
}
#endif
#endif // #ifndef MODELS_H
////////////////////// eof /////////////////////