========================================================================
*/
-// 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
// the pitch and yaw are encoded as 8 bits each
typedef struct md3vertex_s
{
- short origin[3], normalpitchyaw;
+ short origin[3];
+ unsigned char pitch;
+ unsigned char yaw;
}
md3vertex_t;
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
+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