*/
+#ifndef MODEL_ALIAS_H
+#define MODEL_ALIAS_H
+
/*
==============================================================================
#include "modelgen.h"
-/*
-typedef struct
-{
- 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;
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
// 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 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)
float scale[3]; // multiply byte verts by this
float translate[3]; // then add this
char name[16]; // frame name from grabbing
- trivertx_t verts[]; // 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[]; // variable sized
-} md2memframe_t;
-
-
// the glcmd format:
// a positive integer starts a tristrip command, followed by that many
// vertex structures.
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
+// LordHavoc: Q1 and Q2 models are converted to the same internal format
+#define ALIASTYPE_MDLMD2 1
+#define ALIASTYPE_ZYM 2
+
+extern void Mod_LoadAliasModel (struct model_s *mod, void *buffer);
+extern void Mod_LoadQ2AliasModel (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)
+#define MD3VERSION 15
+#define MD3NAME 64
+#define MD3FRAMENAME 16
+
+// the origin is at 1/16th 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], normalpitchyaw;
+}
+md3vertex_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;
+// 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
+//
+// the comments after each field are example values from 4 models I examined
+typedef struct md3mesh_s
+{
+ char identifier[4]; // "IDP3"
+ char name[MD3NAME];
+ int num_unknown1; // 0 0 0 0
+ int num_frames; // 1 9 1 138
+ int num_shaders; // 1 1 1 1
+ int num_vertices; // 68 275 346 42
+ int num_triangles; // 96 324 324 55
+ int lump_elements; // 108 108 108 176
+ int lump_shaders; // 1260 3996 3996 108
+ int lump_texcoords; // 1328 4064 4064 836
+ int lump_framevertices; // 1872 6264 6832 1172
+ int lump_end; // 2416 26064 9600 47540
+}
+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)
+//
+// the comments after each field are example values from 4 models I examined
+typedef struct md3modelheader_s
+{
+ char identifier[4]; // "IDP3"
+ int version; // 15 15 15 15
+ char name[MD3NAME]; // "eyes" "v_axe" "armor" "models/players/brandon/brandon.md3"
+ int unknown1; // 0 0 0 0
+ int num_frames; // 1 9 1 138
+ int num_tags; // 0 0 3 0
+ int num_meshes; // 1 1 1 3
+ int unknown2; // 0 0 0 0
+ int lump_frameinfo; // 108 108 108 108
+ int lump_tags; // 164 612 164 7836
+ int lump_meshes; // 164 612 164 54204
+ int lump_end; // 2580 26676 9764 219904
+}
+md3modelheader_t;
+
+// LordHavoc: all quake series 'alias' models (mdl, md2, md3) are converted to this vertex format
+typedef struct aliasvertex_s
+{
+ short origin[3];
+ signed char normal[3];
+ signed char svector[3];
+}
+aliasvertex_t;
- int ofs_tris; // offset for dtriangles
- int ofs_frames; // offset for first frame
- int ofs_glcmds;
-} md2mem_t;
+#endif
-#define ALIASTYPE_MDL 1
-#define ALIASTYPE_MD2 2