mirror of
https://github.com/OpenDriver2/REDRIVER2.git
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174 lines
3.0 KiB
C
174 lines
3.0 KiB
C
#ifndef MDL_H
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#define MDL_H
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enum ModelShapeFlags
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{
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SHAPE_FLAG_LITPOLY = 0x1,
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SHAPE_FLAG_BSPDATA = 0x2,
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SHAPE_FLAG_TRANS = 0x8,
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SHAPE_FLAG_NOCOLLIDE = 0x10,
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SHAPE_FLAG_WATER = 0x80, // model is water
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SHAPE_FLAG_AMBIENT2 = 0x100, // Ambient sound 2 associated - maybe used in D1
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SHAPE_FLAG_AMBIENT1 = 0x200, // Ambient sound 1 associated - maybe used in D1
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SHAPE_FLAG_TILE = 0x400, // treat as road
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SHAPE_FLAG_SHADOW = 0x800, // D1 leftover flag
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SHAPE_FLAG_ALPHA = 0x1000, // alpha tested object
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SHAPE_FLAG_ROAD = 0x2000, // section of road
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SHAPE_FLAG_SPRITE = 0x4000,
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};
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enum ModelFlags2
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{
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MODEL_FLAG_ANIMOBJ = 0x1, // CUSTOM FLAG!
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MODEL_FLAG_MEDIAN = 0x20, // Hmmmm...
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MODEL_FLAG_JUNC = 0x40,
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MODEL_FLAG_ALLEY = 0x80, // alley tile
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MODEL_FLAG_INDOORS = 0x100,
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MODEL_FLAG_CHAIR = 0x200,
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MODEL_FLAG_BARRIER = 0x400,
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MODEL_FLAG_SMASHABLE = 0x800,
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MODEL_FLAG_LAMP = 0x1000,
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MODEL_FLAG_TREE = 0x2000,
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MODEL_FLAG_GRASS = 0x4000,
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MODEL_FLAG_PATH = 0x8000,
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};
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#define COLLISION_BOX 0
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#define COLLISION_CYLINDER 1
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#define COLLISION_CONE 2
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#define COLLISION_SPHERE 3
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#define COLLISION_INDOORS 4
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struct BOX
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{
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float xmin, ymin, zmin, xmax, ymax, zmax;
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};
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struct BSPHERE
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{
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VECTOR bounding_sphere_mid;
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float bounding_sphere;
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};
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struct COLLISION_PACKET
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{
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short type;
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short xpos, ypos, zpos;
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short flags;
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short yang;
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short empty;
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short xsize, ysize, zsize;
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};
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struct RGB // almost same as CVECTOR
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{
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u_char r;
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u_char g;
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u_char b;
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u_char pad;
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};
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struct UV_INFO
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{
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u_char u, v;
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};
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struct POLYFT4
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{
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u_char id;
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u_char texture_set;
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u_char texture_id;
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u_char spare;
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u_char v0, v1, v2, v3;
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UV_INFO uv0, uv1, uv2, uv3;
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RGB color;
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};
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struct POLYGT4
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{
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u_char id;
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u_char texture_set;
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u_char texture_id;
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u_char spare;
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u_char v0, v1, v2, v3;
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u_char n0, n1, n2, n3;
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UV_INFO uv0, uv1, uv2, uv3;
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RGB color;
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};
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struct PL_POLYFT4
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{
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u_char id;
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u_char texture_set;
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u_char texture_id;
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u_char th;
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u_char v0, v1, v2, v3;
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UV_INFO uv0, uv1, uv2, uv3;
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};
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struct POLYFT3
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{
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u_char id;
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u_char texture_set;
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u_char texture_id;
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u_char spare;
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u_char v0, v1, v2, pad;
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UV_INFO uv0, uv1, uv2, pad2;
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RGB color;
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};
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struct POLYGT3
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{
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u_char id;
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u_char texture_set;
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u_char texture_id;
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u_char spare;
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u_char v0, v1, v2, pad;
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u_char n0, n1, n2, pad2;
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UV_INFO uv0, uv1, uv2, pad3;
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RGB color;
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};
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struct MODEL
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{
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u_short shape_flags;
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u_short flags2;
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short instance_number;
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u_char tri_verts;
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unsigned char zBias;
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short bounding_sphere;
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u_short num_point_normals;
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u_short num_vertices;
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u_short num_polys;
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int vertices;
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int poly_block;
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int normals;
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int point_normals;
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int collision_block;
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SVECTOR* pVertex(int i) const
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{
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return (SVECTOR *)(((u_char *)this) + vertices) + i;
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}
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SVECTOR* pNormal(int i) const
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{
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return (SVECTOR *)(((u_char *)this) + point_normals) + i;
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}
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COLLISION_PACKET* pCollisionPacket(int i) const
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{
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return (COLLISION_PACKET *)(((u_char *)this) + collision_block) + i;
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}
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char* pPolyAt(int ofs) const
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{
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return (char *)(((u_char *)this) + poly_block + ofs);
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}
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};
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#endif // MDL_H
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