mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-11 13:21:49 +00:00
75 lines
1.4 KiB
C++
75 lines
1.4 KiB
C++
#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);
|
|
};
|
|
|