raze-gles/source/common/models/model_md3.h

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#pragma once
#include "model.h"
#define MD3_MAGIC 0x33504449
class FMD3Model : public FModel
{
struct MD3Tag
{
// Currently I have no use for this
};
struct MD3TexCoord
{
float s,t;
};
struct MD3Vertex
{
float x,y,z;
float nx,ny,nz;
};
struct MD3Triangle
{
int VertIndex[3];
};
struct MD3Surface
{
unsigned numVertices;
unsigned numTriangles;
unsigned numSkins;
TArray<FTextureID> Skins;
TArray<MD3Triangle> Tris;
TArray<MD3TexCoord> Texcoords;
TArray<MD3Vertex> Vertices;
unsigned int vindex = UINT_MAX; // contains numframes arrays of vertices
unsigned int iindex = UINT_MAX;
void UnloadGeometry()
{
Tris.Reset();
Vertices.Reset();
Texcoords.Reset();
}
};
struct MD3Frame
{
// The bounding box information is of no use in the Doom engine
// That will still be done with the actor's size information.
char Name[16];
float origin[3];
};
int numTags;
int mLumpNum;
TArray<MD3Frame> Frames;
TArray<MD3Surface> Surfaces;
public:
FMD3Model() = default;
virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length);
virtual int FindFrame(const char * name);
virtual void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation=0);
void LoadGeometry();
void BuildVertexBuffer(FModelRenderer *renderer);
virtual void AddSkins(uint8_t *hitlist);
};