/*
===========================================================================
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program 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 this program; if not, see .
===========================================================================
*/
// Filename:- mdx_format.h
//
// DO NOT UPDATE THIS FILE IN ANY WAY WHATSOEVER WITHOUT TELLING ME (-Ste),
// BECAUSE THE MASTER COPY IS IN A DIFFERENT SOURCESAFE DATABASE AND WILL
// JUST GET PASTED OVER THIS ONE WHENEVER I CHANGE IT.
//
//
//
// MDX file format (typically uses file extension GLX for mesh, and GLA for anim/skeleton file)
//
// Notes:
//
// - All offset fields are relative to the address of the structure they occur in
// - So far, the only external symbol needed is MAX_QPATH, plus the typedefs for vec3_t, vec2_t etc
#ifndef MDX_FORMAT_H
#define MDX_FORMAT_H
#define MDXM_IDENT (('M'<<24)+('G'<<16)+('L'<<8)+'2')
#define MDXA_IDENT (('A'<<24)+('G'<<16)+('L'<<8)+'2')
#define MAX_TAGNAME_BYTES 32 // matches MDR, can be changed if nec.
//
// normal version numbers...
//
#define MDXM_VERSION 6
#define MDXA_VERSION 6
// (Note that since there is now a "_info.txt" file written out by carcass any changes made in here that
// introduce new data should also be reflected in the info-output)
// 32 bit-flags for ghoul2 bone properties... (all undefined fields will be blank)
//
#define G2BONEFLAG_ALWAYSXFORM 0x00000001
// same thing but for surfaces... (Carcass will only generate 1st 2 flags, others are ingame
//
#define G2SURFACEFLAG_ISBOLT 0x00000001
#define G2SURFACEFLAG_OFF 0x00000002 // saves strcmp()ing for "_off" in surface names
#define G2SURFACEFLAG_SPARE0 0x00000004 // future-expansion fields, saves invalidating models if we add more
#define G2SURFACEFLAG_SPARE1 0x00000008 //
#define G2SURFACEFLAG_SPARE2 0x00000010 //
#define G2SURFACEFLAG_SPARE3 0x00000020 //
#define G2SURFACEFLAG_SPARE4 0x00000040 //
#define G2SURFACEFLAG_SPARE5 0x00000080 //
//
#define G2SURFACEFLAG_NODESCENDANTS 0x00000100 // ingame-stuff, never generated by Carcass....
#define G2SURFACEFLAG_GENERATED 0x00000200 //
// triangle side-ordering stuff for tags...
//
#define iG2_TRISIDE_MIDDLE 1
#define iG2_TRISIDE_LONGEST 0
#define iG2_TRISIDE_SHORTEST 2
#define fG2_BONEWEIGHT_RECIPROCAL_MULT ((float)(1.0f/1023.0f))
#define iG2_BITS_PER_BONEREF 5
#define iMAX_G2_BONEREFS_PER_SURFACE (1<...
// (note that I've defined it using '>' internally, so it sorts with higher weights being "less", for distance weight-culling
//
#ifdef __cplusplus
bool operator < (const mdxmWeight_t& _X) const {return (boneWeight>_X.boneWeight);}
#endif
}
#ifndef __cplusplus
mdxmWeight_t
#endif
;
*/
/*
#ifdef __cplusplus
struct mdxaCompBone_t
#else
typedef struct
#endif
{
unsigned char Comp[24]; // MC_COMP_BYTES is in MatComp.h, but don't want to couple
// I'm defining this '<' operator so this struct can be used as an STL