This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
float size;
} daliashdr_t;
-#define MAXALIASVERTS 4096
-#define MAXALIASFRAMES 1024
-#define MAXALIASTRIS 4096
-
/*
========================================================================
// renamed a things to avoid conflicts
#define MD2ALIAS_VERSION 8
-
-#define MD2MAX_TRIANGLES 4096
-#define MD2MAX_VERTS 4096
-#define MD2MAX_FRAMES 1024
-#define MD2MAX_SKINNAME 64
-// sanity checking size
-#define MD2MAX_SIZE (16777216)
+#define MD2_SKINNAME 64
typedef struct
{
short t;
} md2stvert_t;
-typedef struct
+typedef struct
{
short index_xyz[3];
short index_st[3];
int ofs_end; // end of file
} md2_t;
-// LordHavoc: Q1 and Q2 models are converted to the same internal format
-#define ALIASTYPE_MDLMD2 1
-#define ALIASTYPE_ZYM 2
-
-extern void Mod_LoadAliasModel (struct model_s *mod, void *buffer);
-extern void Mod_LoadQ2AliasModel (struct model_s *mod, void *buffer);
+extern void Mod_IDP0_Load(struct model_s *mod, void *buffer);
+extern void Mod_IDP2_Load(struct model_s *mod, void *buffer);
+extern void Mod_IDP3_Load(struct model_s *mod, void *buffer);
extern void Mod_AliasInit(void);
#include "model_zymotic.h"
+// all md3 ints, floats, and shorts, are little endian, and thus need to be
+// passed through LittleLong/LittleFloat/LittleShort to avoid breaking on
+// bigendian machines (Macs for example)
+#define MD3VERSION 15
+#define MD3NAME 64
+#define MD3FRAMENAME 16
+
+// the origin is at 1/64th scale
+// the pitch and yaw are encoded as 8 bits each
+typedef struct md3vertex_s
+{
+ short origin[3], normalpitchyaw;
+}
+md3vertex_t;
+
+// one per frame
+typedef struct md3frameinfo_s
+{
+ float mins[3];
+ float maxs[3];
+ float origin[3];
+ float radius;
+ char name[MD3FRAMENAME];
+}
+md3frameinfo_t;
+
+// one per tag per frame
+typedef struct md3tag_s
+{
+ char name[MD3NAME];
+ float origin[3];
+ float rotationmatrix[9];
+}
+md3tag_t;
+
+// one per shader per mesh
+typedef struct md3shader_s
+{
+ char name[MD3NAME];
+ // engine field (yes this empty int does exist in the file)
+ int shadernum;
+}
+md3shader_t;
+
+// one per mesh per model
+//
+// note that the lump_ offsets in this struct are relative to the beginning
+// of the mesh struct
+//
+// to find the next mesh in the file, you must go to lump_end, which puts you
+// at the beginning of the next mesh
+typedef struct md3mesh_s
+{
+ char identifier[4]; // "IDP3"
+ char name[MD3NAME];
+ int flags;
+ int num_frames;
+ int num_shaders;
+ int num_vertices;
+ int num_triangles;
+ int lump_elements;
+ int lump_shaders;
+ int lump_texcoords;
+ int lump_framevertices;
+ int lump_end;
+}
+md3mesh_t;
+
+// this struct is at the beginning of the md3 file
+//
+// note that the lump_ offsets in this struct are relative to the beginning
+// of the header struct (which is the beginning of the file)
+typedef struct md3modelheader_s
+{
+ char identifier[4]; // "IDP3"
+ int version; // 15
+ char name[MD3NAME];
+ int flags;
+ int num_frames;
+ int num_tags;
+ int num_meshes;
+ int num_skins;
+ int lump_frameinfo;
+ int lump_tags;
+ int lump_meshes;
+ int lump_end;
+}
+md3modelheader_t;
+
+typedef struct aliasvertexboneweight_s
+{
+ unsigned int vertexindex;
+ unsigned int boneindex;
+ float origin[3];
+ float weight;
+}
+aliasvertexboneweight_t;
+
+typedef struct aliasmesh_s
+{
+ // skins to choose from (indexed by entity skin)
+ int num_skins;
+ texture_t *data_skins;
+
+ // triangles comprising the mesh
+ int num_triangles;
+ int *data_element3i;
+ int *data_neighbor3i;
+
+ // skin texcoords do not change
+ int num_vertices;
+ float *data_texcoord2f;
+
+ // morph blending, these are zero if model is skeletal
+ int num_morphframes;
+ float *data_morphvertex3f;
+
+ // base frame (frame zero typically)
+ // since most models do not animate, caching the base frame helps
+ float *data_basevertex3f;
+ float *data_basesvector3f;
+ float *data_basetvector3f;
+ float *data_basenormal3f;
+
+ // skeletal blending, these are zero if model is morph
+ int num_vertexboneweights;
+ aliasvertexboneweight_t *data_vertexboneweights;
+}
+aliasmesh_t;
+
+typedef struct aliastag_s
+{
+ char name[MD3NAME];
+ matrix4x4_t matrix;
+}
+aliastag_t;
+
+typedef struct aliasbone_s
+{
+ char name[MD3NAME];
+ int flags;
+ int parent; // -1 for no parent
+}
+aliasbone_t;
+
+struct frameblend_s;
+void Mod_Alias_GetMesh_Vertex3f(const struct model_s *model, const struct frameblend_s *frameblend, const struct aliasmesh_s *mesh, float *out3f);
+int Mod_Alias_GetTagMatrix(const struct model_s *model, int poseframe, int tagindex, matrix4x4_t *outmatrix);
+int Mod_Alias_GetTagIndexForName(const struct model_s *model, unsigned int skin, const char *tagname);
+
#endif