typedef struct mdl_material mdl_material;
typedef struct mdl_node mdl_node;
typedef struct mdl_header mdl_header;
+typedef struct mdl_animation mdl_animation;
+typedef struct mdl_keyframe mdl_keyframe;
#define MDL_SIZE_MAX 0x1000000
#define MDL_VERT_MAX 1000000
#define MDL_INDICE_MAX 1000000
-#define MDL_MATERIAL_MAX 500
+#define MDL_MATERIAL_MAX 32
#define MDL_NODE_MAX 4000
#define MDL_SUBMESH_MAX 8000
#define MDL_STRING_LENGTH_MAX 64
{
v3f co,
norm;
- v4f colour;
v2f uv;
+ u8 colour[4];
+ u16 weights[4];
+ u8 groups[4];
};
struct mdl_submesh
v3f co;
v4f q;
v3f s;
+
+ union{ u32 submesh_start, sub_uid; };
- u32 submesh_start,
+ u32
submesh_count,
classtype,
offset,
+ parent,
pstr_name;
};
+struct mdl_keyframe
+{
+ v3f co;
+ v4f q;
+ v3f s;
+};
+
+struct mdl_animation
+{
+ u32 pstr_name,
+ length;
+
+ float rate;
+
+ u32 offset;
+};
+
struct mdl_header
{
u32 identifier, version, file_length;
submesh_count, submesh_offset,
material_count, material_offset,
node_count, node_offset,
- strings_offset, entdata_offset;
+ anim_count, anim_offset,
+ strings_offset, entdata_offset, animdata_offset;
};
/*
struct classtype_gate
{
u32 target;
+ v3f dims;
};
struct classtype_spawn
u32 temp;
};
+struct classtype_car_path
+{
+ u32 target, target1;
+};
+
+struct classtype_instance
+{
+ u32 pstr_file;
+};
+
+struct classtype_capsule
+{
+ float height, radius;
+};
+
+struct classtype_route_node
+{
+ u32 target, target1;
+};
+
+struct classtype_route
+{
+ u32 id_start;
+ v3f colour;
+};
+
+struct classtype_bone
+{
+ u32 deform,
+ ik_target,
+ ik_pole,
+ collider,
+ use_limits;
+
+ v3f angle_limits[2];
+ boxf hitbox;
+};
+
+struct classtype_skeleton
+{
+ u32 channels,
+ ik_count,
+ collider_count,
+ anim_start,
+ anim_count;
+};
+
+struct classtype_skin
+{
+ u32 skeleton;
+};
+
#pragma pack(pop)
/*
glBufferData( GL_ELEMENT_ARRAY_BUFFER, indice_count*sizeof(u32),
indices, GL_STATIC_DRAW );
+ /* 0: coordinates */
glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0 );
glEnableVertexAttribArray( 0 );
+ /* 1: normal */
glVertexAttribPointer( 1, 3, GL_FLOAT, GL_FALSE,
stride, (void *)offsetof(mdl_vert, norm) );
glEnableVertexAttribArray( 1 );
- glVertexAttribPointer( 2, 4, GL_FLOAT, GL_FALSE,
- stride, (void *)offsetof(mdl_vert, colour) );
+ /* 2: uv */
+ glVertexAttribPointer( 2, 2, GL_FLOAT, GL_FALSE,
+ stride, (void *)offsetof(mdl_vert, uv) );
glEnableVertexAttribArray( 2 );
- glVertexAttribPointer( 3, 2, GL_FLOAT, GL_FALSE,
- stride, (void *)offsetof(mdl_vert, uv) );
+ /* 3: colour */
+ glVertexAttribPointer( 3, 4, GL_UNSIGNED_BYTE, GL_TRUE,
+ stride, (void *)offsetof(mdl_vert, colour) );
glEnableVertexAttribArray( 3 );
+
+ /* 4: weights */
+ glVertexAttribPointer( 4, 4, GL_UNSIGNED_SHORT, GL_TRUE,
+ stride, (void *)offsetof(mdl_vert, weights) );
+ glEnableVertexAttribArray( 4 );
+
+ /* 5: groups */
+ glVertexAttribIPointer( 5, 4, GL_UNSIGNED_BYTE,
+ stride, (void *)offsetof(mdl_vert, groups) );
+ glEnableVertexAttribArray( 5 );
+
VG_CHECK_GL();
mesh->indice_count = indice_count;
return ((mdl_material *)mdl_baseptr(mdl,mdl->material_offset)) + id;
}
+static mdl_animation *mdl_animation_from_id( mdl_header *mdl, u32 id )
+{
+ return ((mdl_animation *)mdl_baseptr(mdl,mdl->anim_offset)) + id;
+}
+
static void mdl_node_transform( mdl_node *pnode, m4x3f transform )
{
q_m3x3( pnode->q, transform );
- transform[0][0] *= pnode->s[0];
- transform[1][1] *= pnode->s[1];
- transform[2][2] *= pnode->s[2];
+ v3_muls( transform[0], pnode->s[0], transform[0] );
+ v3_muls( transform[1], pnode->s[1], transform[1] );
+ v3_muls( transform[2], pnode->s[2], transform[2] );
v3_copy( pnode->co, transform[3] );
}
return mdl_baseptr( mdl, mdl->entdata_offset ) + pnode->offset;
}
+static mdl_keyframe *mdl_get_animdata( mdl_header *mdl, mdl_animation *anim )
+{
+ return mdl_baseptr( mdl, mdl->animdata_offset ) + anim->offset;
+}
+
+static void mdl_link_materials( mdl_header *root, mdl_header *child )
+{
+ u32 lookup[MDL_MATERIAL_MAX];
+
+ for( int i=0; i<child->material_count; i++ )
+ {
+ mdl_material *mi = mdl_material_from_id( child, i );
+ const char *si = mdl_pstr( child, mi->pstr_name );
+
+ lookup[i] = 0;
+
+ for( int j=0; j<root->material_count; j++ )
+ {
+ mdl_material *mj = mdl_material_from_id( root, j );
+ const char *sj = mdl_pstr( root, mj->pstr_name );
+
+ if( !strcmp( si, sj ) )
+ {
+ lookup[i] = j;
+ break;
+ }
+ }
+
+ if( lookup[i] == 0 && i != 0 )
+ {
+ vg_warn( "Could not link material '%s' (not present in root model)\n",
+ si );
+ }
+ }
+
+ for( int i=0; i<child->submesh_count; i++ )
+ {
+ mdl_submesh *sm = mdl_submesh_from_id( child, i );
+ sm->material_id = lookup[sm->material_id];
+ }
+}
+
#endif