#include "modelgen.h"
-typedef struct {
+typedef struct daliashdr_s
+{
int ident;
int version;
vec3_t scale;
synctype_t synctype;
int flags;
float size;
-} daliashdr_t;
+}
+daliashdr_t;
/*
========================================================================
#define MD2ALIAS_VERSION 8
#define MD2_SKINNAME 64
-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
// and an integer vertex index.
-typedef struct
+typedef struct md2_s
{
int ident;
int version;
int ofs_end; // end of file
} md2_t;
-// LordHavoc: mdl, md2 and md3 models are converted to the same internal format
-#define ALIASTYPE_ALIAS 1
-#define ALIASTYPE_ZYM 2
-
-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)
// 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;
}
md3modelheader_t;
-// this layer is fog (completely specialized behavior, automatic NODRAW_IF_NOTFOGGED behavior)
-#define ALIASLAYER_FOG 1
-// apply diffuse lighting
-#define ALIASLAYER_DIFFUSE 8
-// apply specular lighting
-#define ALIASLAYER_SPECULAR 16
-// tint with pants color
-#define ALIASLAYER_COLORMAP_PANTS 32
-// tint with shirt color
-#define ALIASLAYER_COLORMAP_SHIRT 64
-// don't draw this layer if colormap is not used
-#define ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED 128
-// don't draw this layer if colormap is used
-#define ALIASLAYER_NODRAW_IF_COLORMAPPED 256
-// ignore NODRAW flags on this layer only if all previous layers were skipped
-#define ALIASLAYER_FORCEDRAW_IF_FIRSTPASS 512
-
-typedef struct aliaslayer_s
+typedef struct aliastag_s
{
- int flags;
- rtexture_t *texture;
- rtexture_t *nmap;
+ char name[MD3NAME];
+ float matrixgl[12];
}
-aliaslayer_t;
+aliastag_t;
-// indicates this skin is transparent
-#define ALIASSKIN_TRANSPARENT 1
-
-typedef struct aliasskin_s
+typedef struct aliasbone_s
{
+ char name[MD3NAME];
int flags;
- int num_layers;
- aliaslayer_t *data_layers;
+ int parent; // -1 for no parent
}
-aliasskin_t;
+aliasbone_t;
-typedef struct aliasmesh_s
-{
- int num_skins;
- int num_triangles;
- int num_frames;
- int num_vertices;
- aliasskin_t *data_skins;
- int *data_element3i;
- int *data_neighbor3i;
- float *data_texcoord2f;
- float *data_aliasvertex3f;
- float *data_aliassvector3f;
- float *data_aliastvector3f;
- float *data_aliasnormal3f;
-}
-aliasmesh_t;
+#include "model_zymotic.h"
+
+#include "model_dpmodel.h"
+
+#include "model_psk.h"
+
+// for decoding md3 model latlong vertex normals
+extern float mod_md3_sin[320];
#endif