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.
*/
+#ifndef MODEL_ALIAS_H
+#define MODEL_ALIAS_H
+
/*
==============================================================================
#include "modelgen.h"
-/*
-typedef struct
+typedef struct daliashdr_s
{
- int firstpose;
- int numposes;
- float interval;
- trivertx_t bboxmin;
- trivertx_t bboxmax;
- int frame;
- char name[16];
-} maliasframedesc_t;
-
-typedef struct
-{
- trivertx_t bboxmin;
- trivertx_t bboxmax;
- int frame;
-} maliasgroupframedesc_t;
-
-typedef struct
-{
- int numframes;
- int intervals;
- maliasgroupframedesc_t frames[1];
-} maliasgroup_t;
-
-typedef struct mtriangle_s {
- int facesfront;
- int vertindex[3];
-} mtriangle_t;
-*/
-
-// LordHavoc: new vertex format
-typedef struct {
- byte v[3]; // location
- signed char n[3]; // surface normal for lighting *127.0
-} trivert2;
-
-#define MAX_SKINS 32
-typedef struct {
int ident;
int version;
vec3_t scale;
synctype_t synctype;
int flags;
float size;
-} daliashdr_t;
-
-typedef struct
-{
- char name[16]; // LordHavoc: only kept this for reasons of viewthing support
- unsigned short start;
- unsigned short length;
- float rate; // in poses per second
-} maliasframe_t;
-
-typedef struct
-{
- vec3_t scale;
- vec3_t scale_origin;
- int numverts;
- int numtris;
- int numframes;
- int numposes;
- int framedata; // LordHavoc: unsigned short start
- int texdata; // LordHavoc: texture coordinate array
- int posedata; // LordHavoc: vertex data for all the poses
- int tridata; // LordHavoc: vertex indices for the triangles
-} maliashdr_t;
-
-#define MAXALIASVERTS 4096
-#define MAXALIASFRAMES 1024
-#define MAXALIASTRIS 4096
+}
+daliashdr_t;
/*
========================================================================
// LordHavoc: grabbed this from the Q2 utility source,
// renamed a things to avoid conflicts
-#define MD2IDALIASHEADER (('2'<<24)+('P'<<16)+('D'<<8)+'I')
#define MD2ALIAS_VERSION 8
+#define MD2_SKINNAME 64
-#define MD2MAX_TRIANGLES 4096
-#define MD2MAX_VERTS 4096
-#define MD2MAX_FRAMES 1024
-#define MD2MAX_SKINS 32
-#define MD2MAX_SKINNAME 64
-// sanity checking size
-#define MD2MAX_SIZE (16777216)
-
-typedef struct
+typedef struct md2stvert_s
{
short s;
short t;
} md2stvert_t;
-typedef struct
+typedef struct md2triangle_s
{
short index_xyz[3];
short index_st[3];
} md2triangle_t;
-typedef struct
+typedef struct md2frame_s
{
float scale[3]; // multiply byte verts by this
float translate[3]; // then add this
char name[16]; // frame name from grabbing
- trivertx_t verts[1]; // variable sized
} md2frame_t;
-// LordHavoc: memory representation is different than disk
-typedef struct
-{
- float scale[3]; // multiply byte verts by this
- float translate[3]; // then add this
- trivert2 verts[1]; // variable sized
-} md2memframe_t;
-
-// must match md2memframe_t, this is just used for sizeof()
-typedef struct
-{
- float scale[3]; // multiply byte verts by this
- float translate[3]; // then add this
-} md2memframesize_t;
-
-
// the glcmd format:
// a positive integer starts a tristrip command, followed by that many
// vertex structures.
// and an integer vertex index.
-typedef struct
+typedef struct md2_s
{
int ident;
int version;
int ofs_st; // byte offset from start for stverts
int ofs_tris; // offset for dtriangles
int ofs_frames; // offset for first frame
- int ofs_glcmds;
+ int ofs_glcmds;
int ofs_end; // end of file
} md2_t;
-typedef struct
+// 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
+#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
{
- int framesize; // byte size of each frame
+ short origin[3];
+ unsigned char pitch;
+ unsigned char yaw;
+}
+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 aliastag_s
+{
+ char name[MD3NAME];
+ float matrixgl[12];
+}
+aliastag_t;
- int num_skins;
- int num_xyz;
- int num_st; // greater than num_xyz for seams
- int num_tris;
- int num_glcmds; // dwords in strip/fan command list
- int num_frames;
+typedef struct aliasbone_s
+{
+ char name[MD3NAME];
+ int flags;
+ int parent; // -1 for no parent
+}
+aliasbone_t;
- int ofs_tris; // offset for dtriangles
- int ofs_frames; // offset for first frame
- int ofs_glcmds;
-} md2mem_t;
+#include "model_zymotic.h"
+
+#include "model_dpmodel.h"
+
+#include "model_psk.h"
+
+#include "model_iqm.h"
+
+// for decoding md3 model latlong vertex normals
+extern float mod_md3_sin[320];
+
+extern cvar_t r_skeletal_debugbone;
+extern cvar_t r_skeletal_debugbonecomponent;
+extern cvar_t r_skeletal_debugbonevalue;
+extern cvar_t r_skeletal_debugtranslatex;
+extern cvar_t r_skeletal_debugtranslatey;
+extern cvar_t r_skeletal_debugtranslatez;
+
+struct model_s;
+struct frameblend_s;
+
+void *Mod_Skeletal_AnimateVertices_AllocBuffers(size_t nbytes);
+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);
+
+#endif
-#define ALIASTYPE_MDL 1
-#define ALIASTYPE_MD2 2