Files
illusion-arena-engine/code/renderer_oa/tr_mdo.h
2015-09-19 02:27:17 -04:00

116 lines
3.1 KiB
C

/*
===========================================================================
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
/*
==============================================================================
.MDO Open Model format - supports simple skeletal animation and static meshes
v2 - removed frame name, and converted boneframe to compressed using quats
==============================================================================
*/
#define MDO_IDENT "OPENMDL2"
#define MDO_VERSION 2
#define MDO_MAX_BONES 128
#define MDO_MAX_WEIGHTS 4
// compression scales
#define MDO_TRANSLATION_SCALE (1.0 / 64)
#define MDO_QUAT_SCALE (1.0 / 768)
#define MDO_BYTE_WEIGHT_SCALE (1.0 / 255)
// bone flags
#define BFLAG_TAG 1
typedef struct {
unsigned char boneIndex;
unsigned char boneWeight;
}mdoWeight_t;
typedef struct {
float xyz[3];
float texCoords[2];
unsigned short normal; // compressed normal
unsigned char numWeights;
mdoWeight_t weights[1];
} mdoVertex_t;
typedef struct {
int indexes[3];
} mdoTriangle_t;
typedef struct {
int ident; // for renderer use
char name[MAX_QPATH]; // polyset name
char shader[MAX_QPATH];
int shaderIndex; // for in-game use
int ofsHeader; // subtract this to get header
int numVerts;
int numTriangles;
int numBoneRefs;
int ofsVerts;
int ofsTriangles;
int ofsBoneRefs;
int ofsEnd; // next surface follows
} mdoSurface_t;
typedef struct {
short rotQuat[4]; // always normalized
short translation[3];
} mdoBoneComp_t;
typedef struct {
char name[32];
int parent;
int flags;
} mdoBoneInfo_t;
typedef struct {
float bounds[2][3]; // bounds of all surfaces of all LOD's for this frame
float localOrigin[3]; // midpoint of bounds, used for sphere cull
float radius; // dist from localOrigin to corner
mdoBoneComp_t bones[1]; // [numBones], bone mats
} mdoFrame_t;
typedef struct {
int numSurfaces;
int ofsSurfaces; // first surface, others follow
int ofsEnd; // next lod follows
} mdoLOD_t;
typedef struct {
char ident[8];
int version;
// frames and bones are shared by all levels of detail
int numFrames;
int numBones;
int numLODs;
int ofsFrames;
int ofsBones; // boneinfos
int ofsLODs;
int ofsEnd;
} mdoHeader_t;