2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
25 ==============================================================================
29 Alias models are position independent, so the cache manager can move them.
30 ==============================================================================
53 #define MAXALIASVERTS 4096
54 #define MAXALIASFRAMES 1024
55 #define MAXALIASTRIS 4096
58 ========================================================================
60 .MD2 triangle model file format
62 ========================================================================
65 // LordHavoc: grabbed this from the Q2 utility source,
66 // renamed a things to avoid conflicts
68 #define MD2ALIAS_VERSION 8
70 #define MD2MAX_TRIANGLES 4096
71 #define MD2MAX_VERTS 4096
72 #define MD2MAX_FRAMES 1024
73 #define MD2MAX_SKINNAME 64
74 // sanity checking size
75 #define MD2MAX_SIZE (16777216)
91 float scale[3]; // multiply byte verts by this
92 float translate[3]; // then add this
93 char name[16]; // frame name from grabbing
97 // a positive integer starts a tristrip command, followed by that many
99 // a negative integer starts a trifan command, followed by -x vertexes
100 // a zero indicates the end of the command list.
101 // a vertex consists of a floating point s, a floating point t,
102 // and an integer vertex index.
112 int framesize; // byte size of each frame
116 int num_st; // greater than num_xyz for seams
118 int num_glcmds; // dwords in strip/fan command list
121 int ofs_skins; // each skin is a MAX_SKINNAME string
122 int ofs_st; // byte offset from start for stverts
123 int ofs_tris; // offset for dtriangles
124 int ofs_frames; // offset for first frame
126 int ofs_end; // end of file
129 // LordHavoc: Q1 and Q2 models are converted to the same internal format
130 #define ALIASTYPE_MDLMD2 1
131 #define ALIASTYPE_ZYM 2
133 extern void Mod_LoadAliasModel (struct model_s *mod, void *buffer);
134 extern void Mod_LoadQ2AliasModel (struct model_s *mod, void *buffer);
136 extern void Mod_AliasInit(void);
138 #include "model_zymotic.h"
140 // all md3 ints, floats, and shorts, are little endian, and thus need to be
141 // passed through LittleLong/LittleFloat/LittleShort to avoid breaking on
142 // bigendian machines (Macs for example)
143 #define MD3VERSION 15
145 #define MD3FRAMENAME 16
147 // the origin is at 1/16th scale
148 // the pitch and yaw are encoded as 8 bits each
149 typedef struct md3vertex_s
151 short origin[3], normalpitchyaw;
156 typedef struct md3frameinfo_s
162 char name[MD3FRAMENAME];
166 // one per tag per frame
167 typedef struct md3tag_s
171 float rotationmatrix[9];
175 // one per shader per mesh
176 typedef struct md3shader_s
179 // engine field (yes this empty int does exist in the file)
184 // one per mesh per model
186 // note that the lump_ offsets in this struct are relative to the beginning
187 // of the mesh struct
189 // to find the next mesh in the file, you must go to lump_end, which puts you
190 // at the beginning of the next mesh
192 // the comments after each field are example values from 4 models I examined
193 typedef struct md3mesh_s
195 char identifier[4]; // "IDP3"
197 int num_unknown1; // 0 0 0 0
198 int num_frames; // 1 9 1 138
199 int num_shaders; // 1 1 1 1
200 int num_vertices; // 68 275 346 42
201 int num_triangles; // 96 324 324 55
202 int lump_elements; // 108 108 108 176
203 int lump_shaders; // 1260 3996 3996 108
204 int lump_texcoords; // 1328 4064 4064 836
205 int lump_framevertices; // 1872 6264 6832 1172
206 int lump_end; // 2416 26064 9600 47540
210 // this struct is at the beginning of the md3 file
212 // note that the lump_ offsets in this struct are relative to the beginning
213 // of the header struct (which is the beginning of the file)
215 // the comments after each field are example values from 4 models I examined
216 typedef struct md3modelheader_s
218 char identifier[4]; // "IDP3"
219 int version; // 15 15 15 15
220 char name[MD3NAME]; // "eyes" "v_axe" "armor" "models/players/brandon/brandon.md3"
221 int unknown1; // 0 0 0 0
222 int num_frames; // 1 9 1 138
223 int num_tags; // 0 0 3 0
224 int num_meshes; // 1 1 1 3
225 int unknown2; // 0 0 0 0
226 int lump_frameinfo; // 108 108 108 108
227 int lump_tags; // 164 612 164 7836
228 int lump_meshes; // 164 612 164 54204
229 int lump_end; // 2580 26676 9764 219904