quakequest/Projects/Android/jni/darkplaces/model_zymotic.h
2021-02-02 22:53:37 +00:00

68 lines
2.1 KiB
C

#ifndef MODEL_ZYMOTIC_H
#define MODEL_ZYMOTIC_H
typedef struct zymlump_s
{
int start;
int length;
} zymlump_t;
typedef struct zymtype1header_s
{
char id[12]; // "ZYMOTICMODEL", length 12, no termination
int type; // 0 (vertex morph) 1 (skeletal pose) or 2 (skeletal scripted)
int filesize; // size of entire model file
float mins[3], maxs[3], radius; // for clipping uses
int numverts;
int numtris;
int numshaders;
int numbones; // this may be zero in the vertex morph format (undecided)
int numscenes; // 0 in skeletal scripted models
// skeletal pose header
// lump offsets are relative to the file
zymlump_t lump_scenes; // zymscene_t scene[numscenes]; // name and other information for each scene (see zymscene struct)
zymlump_t lump_poses; // float pose[numposes][numbones][6]; // animation data
zymlump_t lump_bones; // zymbone_t bone[numbones];
zymlump_t lump_vertbonecounts; // int vertbonecounts[numvertices]; // how many bones influence each vertex (separate mainly to make this compress better)
zymlump_t lump_verts; // zymvertex_t vert[numvertices]; // see vertex struct
zymlump_t lump_texcoords; // float texcoords[numvertices][2];
zymlump_t lump_render; // int renderlist[rendersize]; // sorted by shader with run lengths (int count), shaders are sequentially used, each run can be used with glDrawElements (each triangle is 3 int indices)
zymlump_t lump_shaders; // char shadername[numshaders][32]; // shaders used on this model
zymlump_t lump_trizone; // byte trizone[numtris]; // see trizone explanation
}
zymtype1header_t;
#define ZYMBONEFLAG_SHARED 1
typedef struct zymbone_s
{
char name[32];
int flags;
int parent; // parent bone number
}
zymbone_t;
// normally the scene will loop, if this is set it will stay on the final frame
#define ZYMSCENEFLAG_NOLOOP 1
typedef struct zymscene_s
{
char name[32];
float mins[3], maxs[3], radius; // for clipping
float framerate; // the scene will animate at this framerate (in frames per second)
int flags;
int start, length; // range of poses
}
zymscene_t;
typedef struct zymvertex_s
{
int bonenum;
float origin[3];
}
zymvertex_t;
#endif