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authortma <tma@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-09-23 17:08:25 +0000
committertma <tma@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-09-23 17:08:25 +0000
commit4b080c5906fdb1f7ee4e7fe5fdf2375dfcdf5ff4 (patch)
tree00cac71447ee23b2378c48efe3480300b0bebf15 /code/qcommon
parent48addd68a8c8d0c026be2d3b87ea6ce23509da91 (diff)
downloadioquake3-aero-4b080c5906fdb1f7ee4e7fe5fdf2375dfcdf5ff4.tar.gz
ioquake3-aero-4b080c5906fdb1f7ee4e7fe5fdf2375dfcdf5ff4.zip
* Applied Thilo Schulz's MDR patch
git-svn-id: svn://svn.icculus.org/quake3/trunk@100 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'code/qcommon')
-rw-r--r--code/qcommon/qfiles.h124
1 files changed, 124 insertions, 0 deletions
diff --git a/code/qcommon/qfiles.h b/code/qcommon/qfiles.h
index c0d5968..3fd44ed 100644
--- a/code/qcommon/qfiles.h
+++ b/code/qcommon/qfiles.h
@@ -299,6 +299,130 @@ typedef struct {
int ofsEnd; // end of file
} md4Header_t;
+/*
+ * Here are the definitions for Ravensoft's model format of md4. Raven stores their
+ * playermodels in .mdr files, in some games, which are pretty much like the md4
+ * format implemented by ID soft. It seems like ID's original md4 stuff is not used at all.
+ * MDR is being used in EliteForce, JediKnight2 and Soldiers of Fortune2 (I think).
+ * So this comes in handy for anyone who wants to make it possible to load player
+ * models from these games.
+ * This format has bone tags, which is similar to the thing you have in md3 I suppose.
+ * Raven has released their version of md3view under GPL enabling me to add support
+ * to this codebase. Thanks to Steven Howes aka Skinner for helping with example
+ * source code.
+ *
+ * - Thilo Schulz (arny@ats.s.bawue.de)
+ */
+
+// If you want to enable support for Raven's .mdr / md4 format, uncomment the next
+// line.
+//#define RAVENMD4
+
+#ifdef RAVENMD4
+
+#define MDR_IDENT (('5'<<24)+('M'<<16)+('D'<<8)+'R')
+#define MDR_VERSION 2
+#define MDR_MAX_BONES 128
+
+typedef struct {
+ int boneIndex; // these are indexes into the boneReferences,
+ float boneWeight; // not the global per-frame bone list
+ vec3_t offset;
+} mdrWeight_t;
+
+typedef struct {
+ vec3_t normal;
+ vec2_t texCoords;
+ int numWeights;
+ mdrWeight_t weights[1]; // variable sized
+} mdrVertex_t;
+
+typedef struct {
+ int indexes[3];
+} mdrTriangle_t;
+
+typedef struct {
+ int ident;
+
+ char name[MAX_QPATH]; // polyset name
+ char shader[MAX_QPATH];
+ int shaderIndex; // for in-game use
+
+ int ofsHeader; // this will be a negative number
+
+ int numVerts;
+ int ofsVerts;
+
+ int numTriangles;
+ int ofsTriangles;
+
+ // Bone references are a set of ints representing all the bones
+ // present in any vertex weights for this surface. This is
+ // needed because a model may have surfaces that need to be
+ // drawn at different sort times, and we don't want to have
+ // to re-interpolate all the bones for each surface.
+ int numBoneReferences;
+ int ofsBoneReferences;
+
+ int ofsEnd; // next surface follows
+} mdrSurface_t;
+
+typedef struct {
+ float matrix[3][4];
+} mdrBone_t;
+
+typedef struct {
+ vec3_t bounds[2]; // bounds of all surfaces of all LOD's for this frame
+ vec3_t localOrigin; // midpoint of bounds, used for sphere cull
+ float radius; // dist from localOrigin to corner
+ char name[16];
+ mdrBone_t bones[1]; // [numBones]
+} mdrFrame_t;
+
+typedef struct {
+ unsigned char Comp[24]; // MC_COMP_BYTES is in MatComp.h, but don't want to couple
+} mdrCompBone_t;
+
+typedef struct {
+ vec3_t bounds[2]; // bounds of all surfaces of all LOD's for this frame
+ vec3_t localOrigin; // midpoint of bounds, used for sphere cull
+ float radius; // dist from localOrigin to corner
+ mdrCompBone_t bones[1]; // [numBones]
+} mdrCompFrame_t;
+
+typedef struct {
+ int numSurfaces;
+ int ofsSurfaces; // first surface, others follow
+ int ofsEnd; // next lod follows
+} mdrLOD_t;
+
+typedef struct {
+ int boneIndex;
+ char name[32];
+} mdrTag_t;
+
+typedef struct {
+ int ident;
+ int version;
+
+ char name[MAX_QPATH]; // model name
+
+ // frames and bones are shared by all levels of detail
+ int numFrames;
+ int numBones;
+ int ofsFrames; // mdrFrame_t[numFrames]
+
+ // each level of detail has completely separate sets of surfaces
+ int numLODs;
+ int ofsLODs;
+
+ int numTags;
+ int ofsTags;
+
+ int ofsEnd; // end of file
+} mdrHeader_t;
+
+#endif
/*
==============================================================================