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hello world
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neo/renderer/Model_ma.h
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145
neo/renderer/Model_ma.h
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/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __MODEL_MA_H__
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#define __MODEL_MA_H__
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/*
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===============================================================================
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MA loader. (Maya Ascii Format)
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===============================================================================
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*/
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typedef struct {
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char name[128];
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char parent[128];
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} maNodeHeader_t;
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typedef struct {
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char name[128];
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int size;
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} maAttribHeader_t;
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typedef struct maTransform_s {
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idVec3 translate;
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idVec3 rotate;
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idVec3 scale;
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maTransform_s* parent;
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} maTransform_t;
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typedef struct {
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int edge[3];
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int vertexNum[3];
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int tVertexNum[3];
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int vertexColors[3];
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idVec3 vertexNormals[3];
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} maFace_t;
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typedef struct {
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//Transform to be applied
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maTransform_t* transform;
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//Verts
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int numVertexes;
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idVec3 * vertexes;
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int numVertTransforms;
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idVec4 * vertTransforms;
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int nextVertTransformIndex;
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//Texture Coordinates
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int numTVertexes;
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idVec2 * tvertexes;
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//Edges
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int numEdges;
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idVec3 * edges;
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//Colors
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int numColors;
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byte* colors;
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//Faces
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int numFaces;
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maFace_t * faces;
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//Normals
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int numNormals;
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idVec3 * normals;
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bool normalsParsed;
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int nextNormal;
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} maMesh_t;
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typedef struct {
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char name[128];
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float uOffset, vOffset; // max lets you offset by material without changing texCoords
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float uTiling, vTiling; // multiply tex coords by this
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float angle; // in clockwise radians
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} maMaterial_t;
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typedef struct {
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char name[128];
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int materialRef;
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char materialName[128];
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maMesh_t mesh;
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} maObject_t;
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typedef struct {
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char name[128];
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char path[1024];
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} maFileNode_t;
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typedef struct maMaterialNode_s {
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char name[128];
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maMaterialNode_s* child;
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maFileNode_t* file;
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} maMaterialNode_t;
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typedef struct maModel_s {
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ID_TIME_T timeStamp;
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idList<maMaterial_t *> materials;
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idList<maObject_t *> objects;
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idHashTable<maTransform_t*> transforms;
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//Material Resolution
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idHashTable<maFileNode_t*> fileNodes;
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idHashTable<maMaterialNode_t*> materialNodes;
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} maModel_t;
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maModel_t *MA_Load( const char *fileName );
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void MA_Free( maModel_t *ma );
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#endif /* !__MODEL_MA_H__ */
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