/***********************/ /*** Data Structures ***/ /***********************/ #ifndef __DATA_STRUCTS_HEADER__ #define __DATA_STRUCTS_HEADER__ //*************************************************************************** // biped bone IDs /* enum BONE_NAME { BIP0, BIP01_PELVI, BIP01_SPIN, BIP01_SPINE, BIP01_NEC, BIP01_HEA, BIP01_L_CLAVICL, BIP01_L_UPPERAR, BIP01_L_FOREAR, BIP01_L_HAN, BIP01_R_CLAVICL, BIP01_R_UPPERAR, BIP01_R_FOREAR, BIP01_R_HAN, BIP01_L_THIG, BIP01_L_CAL, BIP01_L_FOO, BIP01_L_TOE, BIP01_R_THIG, BIP01_R_CAL, BIP01_R_FOO, BIP01_R_TOE0, MAX_BONE }; */ //*************************************************************************** #ifndef sQuat struct sQuat { s16 vx,vy,vz,vw; }; #endif struct sShortXYZ { s16 vx,vy,vz; }; //*************************************************************************** struct sVtx { s16 vx, vy, vz, pad; #ifdef WIN32 bool operator==(sVtx const &v1) {return((vx==v1.vx) && (vy==v1.vy) && (vz==v1.vz));} #endif }; #define NormalScale 4096 struct sNormal { s16 nX,nY,nZ,pD; }; //--------------------------------------------------------------------------- struct sBBox { s16 XMin,YMin,ZMin; s16 XMax,YMax,ZMax; }; //*************************************************************************** struct sMat { u16 TPage; u16 Clut; // s32 DblFlag; }; //*************************************************************************** struct sTri { u16 P0; // 2 u16 P1; // 2 u8 uv0[2]; // 2 u16 Clut; // 2 u8 uv1[2]; // 2 u16 TPage; // 2 u8 uv2[2]; // 2 u16 P2; // 2 }; // 16 // u8 r0, g0, b0, code; // 4 // u8 r1, g1, b1, Mat; // 4 // u8 r2, g2, b2; // 3 // s8 OtOfs; // 1 //--------------------------------------------------------------------------- struct sQuad { u16 P0,P1,P2,P3; // 8 u8 uv0[2]; // 2 u8 uv1[2]; // 2 u8 uv2[2]; // 2 u8 uv3[2]; // 2 u16 TPage; // 2 u16 Clut; // 2 }; // 20 // u8 r0, g0, b0, code; // 4 // u8 r1, g1, b1, Mat; // 4 // u8 r2, g2, b2; // 3 // s8 OtOfs; // 1 // u8 r3, g3, b3, Pad3; // 4 //*************************************************************************** /* struct sWeight { s16 X,Y,Z,VtxNo; }; */ //*************************************************************************** /* struct sBone { SVECTOR BoneSize; // 8 s16 Parent,Idx; s32 WeightCount; // 4 sWeight *WeightList; }; // 16 */ //*************************************************************************** //*************************************************************************** //*************************************************************************** // Tiles enum TILE3D_FLAGS { TILE3D_FLAGS_F=0, TILE3D_FLAGS_U, TILE3D_FLAGS_D, TILE3D_FLAGS_L, TILE3D_FLAGS_R, // TILE3D_FLAGS_B, // Should never have back facing polys TILE3D_FLAGS_MAX }; struct sTileMapElem { u16 Tile; u16 Flags; }; struct sTileTable { u16 TriList; u16 TriCount; }; struct sTile { // 3d Tile sTileTable TileTable[TILE3D_FLAGS_MAX]; // 2d Tile u8 u0,v0; u16 Clut; u16 TPage; u16 Pad; // :o( need this? #ifdef WIN32 bool operator==(sTile const &v1) {return(false);} #endif }; //--------------------------------------------------------------------------- // Layers struct sLayerHdr { int Type; int SubType; int Width; int Height; /*int TileData[W][H];....*/ }; //--------------------------------------------------------------------------- // Header struct sLvlHdr { u32 TriList; u32 QuadList; u32 VtxList; u32 TileList; // Layers u32 BackLayer; u32 MidLayer; u32 ActionLayer; u32 ForeLayer; u32 Pad0; u32 Pad1; u32 Pad2; u32 Pad3; u32 Pad4; u32 Pad5; u32 Pad6; u32 Pad7; }; #endif