2 #ifndef MODEL_ZYMOTIC_H
3 #define MODEL_ZYMOTIC_H
5 typedef struct zymlump_s
11 typedef struct zymtype1header_s
13 char id[12]; // "ZYMOTICMODEL", length 12, no termination
14 int type; // 0 (vertex morph) 1 (skeletal pose) or 2 (skeletal scripted)
15 int filesize; // size of entire model file
16 float mins[3], maxs[3], radius; // for clipping uses
20 int numbones; // this may be zero in the vertex morph format (undecided)
21 int numscenes; // 0 in skeletal scripted models
23 // skeletal pose header
24 // lump offsets are relative to the file
25 zymlump_t lump_scenes; // zymscene_t scene[numscenes]; // name and other information for each scene (see zymscene struct)
26 zymlump_t lump_poses; // float pose[numposes][numbones][6]; // animation data
27 zymlump_t lump_bones; // zymbone_t bone[numbones];
28 zymlump_t lump_vertbonecounts; // int vertbonecounts[numvertices]; // how many bones influence each vertex (separate mainly to make this compress better)
29 zymlump_t lump_verts; // zymvertex_t vert[numvertices]; // see vertex struct
30 zymlump_t lump_texcoords; // float texcoords[numvertices][2];
31 zymlump_t lump_render; // int renderlist[rendersize]; // sorted by shader with run lengths (int count), shaders are sequentially used, each run can be used with glDrawElements (each triangle is 3 int indices)
32 zymlump_t lump_shaders; // char shadername[numshaders][32]; // shaders used on this model
33 zymlump_t lump_trizone; // byte trizone[numtris]; // see trizone explanation
37 #define ZYMBONEFLAG_SHARED 1
39 typedef struct zymbone_s
43 int parent; // parent bone number
47 // normally the scene will loop, if this is set it will stay on the final frame
48 #define ZYMSCENEFLAG_NOLOOP 1
50 typedef struct zymscene_s
53 float mins[3], maxs[3], radius; // for clipping
54 float framerate; // the scene will animate at this framerate (in frames per second)
56 int start, length; // range of poses
60 typedef struct zymvertex_s
67 extern void Mod_LoadZymoticModel (struct model_s *mod, void *buffer);