quakequest/Projects/Android/jni/darkplaces/model_alias.h

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2019-05-30 05:57:57 +00:00
/*
Copyright (C) 1996-1997 Id Software, Inc.
This program 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 2
of the License, or (at your option) any later version.
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, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifndef MODEL_ALIAS_H
#define MODEL_ALIAS_H
/*
==============================================================================
ALIAS MODELS
Alias models are position independent, so the cache manager can move them.
==============================================================================
*/
#include "modelgen.h"
typedef struct daliashdr_s
{
int ident;
int version;
vec3_t scale;
vec3_t scale_origin;
float boundingradius;
vec3_t eyeposition;
int numskins;
int skinwidth;
int skinheight;
int numverts;
int numtris;
int numframes;
synctype_t synctype;
int flags;
float size;
}
daliashdr_t;
/*
========================================================================
.MD2 triangle model file format
========================================================================
*/
// LordHavoc: grabbed this from the Q2 utility source,
// renamed a things to avoid conflicts
#define MD2ALIAS_VERSION 8
#define MD2_SKINNAME 64
typedef struct md2stvert_s
{
short s;
short t;
} md2stvert_t;
typedef struct md2triangle_s
{
short index_xyz[3];
short index_st[3];
} md2triangle_t;
typedef struct md2frame_s
{
float scale[3]; // multiply byte verts by this
float translate[3]; // then add this
char name[16]; // frame name from grabbing
} md2frame_t;
// the glcmd format:
// a positive integer starts a tristrip command, followed by that many
// vertex structures.
// a negative integer starts a trifan command, followed by -x vertexes
// a zero indicates the end of the command list.
// a vertex consists of a floating point s, a floating point t,
// and an integer vertex index.
typedef struct md2_s
{
int ident;
int version;
int skinwidth;
int skinheight;
int framesize; // byte size of each frame
int num_skins;
int num_xyz;
int num_st; // greater than num_xyz for seams
int num_tris;
int num_glcmds; // dwords in strip/fan command list
int num_frames;
int ofs_skins; // each skin is a MAX_SKINNAME string
int ofs_st; // byte offset from start for stverts
int ofs_tris; // offset for dtriangles
int ofs_frames; // offset for first frame
int ofs_glcmds;
int ofs_end; // end of file
} md2_t;
// all md3 ints, floats, and shorts, are little endian, and thus need to be
// passed through LittleLong/LittleFloat/LittleShort to avoid breaking on
// bigendian machines
#define MD3VERSION 15
#define MD3NAME 64
#define MD3FRAMENAME 16
// the origin is at 1/64th scale
// the pitch and yaw are encoded as 8 bits each
typedef struct md3vertex_s
{
short origin[3];
unsigned char pitch;
unsigned char yaw;
}
md3vertex_t;
// one per frame
typedef struct md3frameinfo_s
{
float mins[3];
float maxs[3];
float origin[3];
float radius;
char name[MD3FRAMENAME];
}
md3frameinfo_t;
// one per tag per frame
typedef struct md3tag_s
{
char name[MD3NAME];
float origin[3];
float rotationmatrix[9];
}
md3tag_t;
// one per shader per mesh
typedef struct md3shader_s
{
char name[MD3NAME];
// engine field (yes this empty int does exist in the file)
int shadernum;
}
md3shader_t;
// one per mesh per model
//
// note that the lump_ offsets in this struct are relative to the beginning
// of the mesh struct
//
// to find the next mesh in the file, you must go to lump_end, which puts you
// at the beginning of the next mesh
typedef struct md3mesh_s
{
char identifier[4]; // "IDP3"
char name[MD3NAME];
int flags;
int num_frames;
int num_shaders;
int num_vertices;
int num_triangles;
int lump_elements;
int lump_shaders;
int lump_texcoords;
int lump_framevertices;
int lump_end;
}
md3mesh_t;
// this struct is at the beginning of the md3 file
//
// note that the lump_ offsets in this struct are relative to the beginning
// of the header struct (which is the beginning of the file)
typedef struct md3modelheader_s
{
char identifier[4]; // "IDP3"
int version; // 15
char name[MD3NAME];
int flags;
int num_frames;
int num_tags;
int num_meshes;
int num_skins;
int lump_frameinfo;
int lump_tags;
int lump_meshes;
int lump_end;
}
md3modelheader_t;
typedef struct aliastag_s
{
char name[MD3NAME];
float matrixgl[12];
}
aliastag_t;
typedef struct aliasbone_s
{
char name[MD3NAME];
int flags;
int parent; // -1 for no parent
}
aliasbone_t;
#include "model_zymotic.h"
#include "model_dpmodel.h"
#include "model_psk.h"
#include "model_iqm.h"
// for decoding md3 model latlong vertex normals
extern float mod_md3_sin[320];
extern cvar_t r_skeletal_debugbone;
extern cvar_t r_skeletal_debugbonecomponent;
extern cvar_t r_skeletal_debugbonevalue;
extern cvar_t r_skeletal_debugtranslatex;
extern cvar_t r_skeletal_debugtranslatey;
extern cvar_t r_skeletal_debugtranslatez;
struct model_s;
struct frameblend_s;
void *Mod_Skeletal_AnimateVertices_AllocBuffers(size_t nbytes);
void Mod_Skeletal_BuildTransforms(const struct model_s * RESTRICT model, const struct frameblend_s * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT bonepose, float * RESTRICT boneposerelative);
#endif