SBSPSS/tools/Data/include/dstructs.h
2001-01-10 21:57:30 +00:00

233 lines
4.2 KiB
C

/***********************/
/*** 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
//---------------------------------------------------------------------------
struct sQuad
{
u16 P0; // 2
u16 P1; // 2
u16 P2; // 2
u16 P3; // 2
u8 uv0[2]; // 2
u16 Clut; // 2
u8 uv1[2]; // 2
u16 TPage; // 2
u8 uv2[2]; // 2
u8 uv3[2]; // 2
}; // 20
//***************************************************************************
struct sWeight
{
s16 vx,vy,vz,VtxNo; // 8
};
//***************************************************************************
struct sBone
{
sVtx BoneSize; // 8
s16 Parent,Idx; // 4
s32 WeightCount; // 4
sWeight *WeightList; // 4
}; // 20
//***************************************************************************
//***************************************************************************
//***************************************************************************
// Maps
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;
};
struct sTileMapElem3d : public sTileMapElem
{
u16 Flags;
};
/*
struct sTileTable
{
u16 TriList;
u16 TriCount;
};
*/
struct sTile
{
// 3d Tile
// sTileTable TileTable[TILE3D_FLAGS_MAX]; // 20 (4*5)
u16 TriStart; // 2
u16 TileTable[TILE3D_FLAGS_MAX]; // 10
// 2d Tile
u8 u0,v0; // 2
u16 Clut; // 2
u16 TPage; // 2
u16 Pad; // :o( need this? // 2
#ifdef WIN32
bool operator==(sTile const &v1) {return(false);}
#endif
}; // 20
//---------------------------------------------------------------------------
// 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;
};
//***************************************************************************
//***************************************************************************
//***************************************************************************
// Actors
struct sActor3dHdr
{
u16 BoneCount;
u16 TriCount;
u16 QuadCount;
u16 WeightCount;
sBone *BoneList;
sTri *TriList;
sQuad *QuadList;
sWeight *WeightList;
};
#endif