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5eb9af1e00
IQM model support and a few bugfixes.
75 lines
1.6 KiB
C++
75 lines
1.6 KiB
C++
#pragma once
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#include "model.h"
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#define MD3_MAGIC 0x33504449
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class FMD3Model : public FModel
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{
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struct MD3Tag
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{
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// Currently I have no use for this
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};
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struct MD3TexCoord
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{
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float s,t;
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};
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struct MD3Vertex
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{
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float x,y,z;
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float nx,ny,nz;
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};
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struct MD3Triangle
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{
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int VertIndex[3];
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};
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struct MD3Surface
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{
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unsigned numVertices;
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unsigned numTriangles;
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unsigned numSkins;
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TArray<FTextureID> Skins;
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TArray<MD3Triangle> Tris;
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TArray<MD3TexCoord> Texcoords;
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TArray<MD3Vertex> Vertices;
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unsigned int vindex = UINT_MAX; // contains numframes arrays of vertices
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unsigned int iindex = UINT_MAX;
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void UnloadGeometry()
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{
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Tris.Reset();
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Vertices.Reset();
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Texcoords.Reset();
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}
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};
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struct MD3Frame
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{
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// The bounding box information is of no use in the Doom engine
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// That will still be done with the actor's size information.
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char Name[16];
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float origin[3];
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};
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int numTags;
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int mLumpNum;
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TArray<MD3Frame> Frames;
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TArray<MD3Surface> Surfaces;
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public:
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FMD3Model() = default;
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virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length) override;
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virtual int FindFrame(const char* name, bool nodefault) override;
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virtual void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition) override;
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void LoadGeometry();
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void BuildVertexBuffer(FModelRenderer *renderer);
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virtual void AddSkins(uint8_t *hitlist, const FTextureID* surfaceskinids) override;
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};
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