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