255 lines
3.9 KiB
C
255 lines
3.9 KiB
C
//
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// Imports SEX files.
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//
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#ifndef _IMP_
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#define _IMP_
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#include "os.h"
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//
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// Loads a SEX file and returns an IMP_Mesh structure. If (!valid) in the
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// the mesh structure, then it could not be loaded. The name is the name of
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// the first object found in the SEX file.
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//
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//
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// Any faces with undefined textures (i.e. using qmark.tga) has the uv's of
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// its points set to (0,0).
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//
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#define IMP_ALPHA_FILTERED 1
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#define IMP_ALPHA_ADDITIVE 2
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#define IMP_SIDED_SINGLE 1
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#define IMP_SIDED_DOUBLE 2
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typedef struct
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{
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float r;
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float g;
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float b;
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float shininess;
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float shinstr;
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UBYTE alpha; // IMP_ALPHA_*
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UBYTE sided; // IMP_SIDED_*
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UBYTE has_texture; // There is a texture
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UBYTE has_bumpmap; // There is a bumpmap
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CBYTE tname[32]; // The texture filename or "none"
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CBYTE bname[32]; // The bumpmap filename or "none"
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//
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// Put extra stuff in here if you want...
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//
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OS_Texture *ot_tex; // For the texture.
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OS_Texture *ot_bpos; // For the bumpmap.
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OS_Texture *ot_bneg; // For 1 - the bumpmap.
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OS_Buffer *ob;
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} IMP_Mat;
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typedef struct
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{
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float x;
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float y;
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float z;
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//
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// Add extra fields here if you want.
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//
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float lu;
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float lv;
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} IMP_Vert;
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typedef struct
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{
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float u;
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float v;
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} IMP_Tvert;
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//
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// Only faces of the same smoothing group with the same material
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// and the same uvs share vertices.
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//
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typedef struct
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{
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float u;
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float v;
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float nx;
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float ny;
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float nz;
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float dxdu;
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float dydu;
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float dzdu;
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float dxdv;
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float dydv;
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float dzdv;
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UWORD vert; // Index into the vertex array for position.
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UWORD mat; // The material of the faces that use this shared vertex.
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//
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// Add extra fields here if you want.
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//
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//
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// Lighting.
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//
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ULONG colour;
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ULONG specular;
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float lu;
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float lv;
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//
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// Bumpmapping.
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//
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float du;
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float dv;
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} IMP_Svert;
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#define IMP_FACE_FLAG_EDGE (1 << 0)
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#define IMP_FACE_FLAG_EDGE_A (1 << 0)
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#define IMP_FACE_FLAG_EDGE_B (1 << 1)
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#define IMP_FACE_FLAG_EDGE_C (1 << 2)
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#define IMP_FACE_FLAG_QUADDED (1 << 3) // This face is part of a quad.
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#define IMP_FACE_FLAG_BACKFACE (1 << 4) // EXTRA FLAG! Not set by the importer...
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typedef struct
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{
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UWORD v[3]; // Index into the vertex array.
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UWORD t[3]; // index into the texture vertex array.
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UWORD s[3]; // Index into the shared vertex array.
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UBYTE mat; // Index info the material array
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UBYTE flag;
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ULONG group;
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float nx;
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float ny;
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float nz;
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float dxdu;
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float dydu;
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float dzdu;
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float dxdv;
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float dydv;
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float dzdv;
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} IMP_Face;
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//
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// Using the edge flags exported from MAX to find quads.
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//
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typedef struct
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{
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UWORD v[4];
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} IMP_Quad;
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//
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// The edges of the mesh. Which vertices they are between and the
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// face that lies on each edge.
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//
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typedef struct
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{
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UWORD v1;
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UWORD v2;
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UWORD f1;
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UWORD f2; // 0xffff => The edge belongs to only one face.
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} IMP_Edge;
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//
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// All the visible edges of the mesh.
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//
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typedef struct
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{
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UWORD v1;
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UWORD v2;
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} IMP_Line;
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typedef struct
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{
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SLONG valid;
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CBYTE name[32];
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SLONG num_mats;
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SLONG num_verts;
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SLONG num_tverts;
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SLONG num_faces;
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SLONG num_sverts;
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SLONG num_quads;
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SLONG num_edges;
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SLONG num_lines;
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IMP_Mat *mat;
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IMP_Vert *vert;
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IMP_Tvert *tvert;
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IMP_Face *face;
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IMP_Svert *svert;
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IMP_Quad *quad;
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IMP_Edge *edge;
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IMP_Line *line;
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//
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// The bounding box and bounding sphere of the mesh.
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//
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float min_x;
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float min_y;
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float min_z;
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float max_x;
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float max_y;
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float max_z;
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float radius;
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//
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// For backing-up when we rotate.
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//
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IMP_Vert *old_vert;
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IMP_Svert *old_svert;
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} IMP_Mesh;
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IMP_Mesh IMP_load(CBYTE *fname, float scale = 1.0F);
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//
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// All the arrays in the IMP_Mesh structure are dynamically allocated.
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// This function frees up all that memory.
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//
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void IMP_free(IMP_Mesh *im);
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//
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// Loads and saves a binary version of the mesh.
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//
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SLONG IMP_binary_save(CBYTE *fname, IMP_Mesh *im); // Returns FALSE on failure.
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IMP_Mesh IMP_binary_load(CBYTE *fname);
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#endif
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