#ifndef MODEL_ALIAS_H
#define MODEL_ALIAS_H
+#include <stddef.h>
+#include "qtypes.h"
/*
==============================================================================
int numverts;
int numtris;
int numframes;
- synctype_t synctype;
+ int synctype;
int flags;
float size;
}
========================================================================
*/
-// LordHavoc: grabbed this from the Q2 utility source,
+// LadyHavoc: grabbed this from the Q2 utility source,
// renamed a things to avoid conflicts
#define MD2ALIAS_VERSION 8
// 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)
+// bigendian machines
#define MD3VERSION 15
#define MD3NAME 64
#define MD3FRAMENAME 16
typedef struct aliastag_s
{
char name[MD3NAME];
- matrix4x4_t matrix;
+ float matrixgl[12];
}
aliastag_t;
#include "model_psk.h"
+#include "model_iqm.h"
+
// for decoding md3 model latlong vertex normals
-float mod_md3_sin[320];
+extern float mod_md3_sin[320];
+
+extern struct cvar_s r_skeletal_debugbone;
+extern struct cvar_s r_skeletal_debugbonecomponent;
+extern struct cvar_s r_skeletal_debugbonevalue;
+extern struct cvar_s r_skeletal_debugtranslatex;
+extern struct cvar_s r_skeletal_debugtranslatey;
+extern struct cvar_s r_skeletal_debugtranslatez;
+
+struct model_s;
+struct frameblend_s;
+struct skeleton_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 struct skeleton_s *skeleton, float * RESTRICT bonepose, float * RESTRICT boneposerelative);
#endif