Working with format md3

This commit is contained in:
Vladislav Khorev 2025-02-23 15:44:28 +03:00
parent 3c40d3c20d
commit e130c2ba7f
29 changed files with 635 additions and 11 deletions

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@ -26,6 +26,7 @@ namespace ZL
std::shared_ptr<Texture> pipeTexturePtr;
std::shared_ptr<Texture> gameOverTexturePtr;
std::shared_ptr<Texture> testObjTexturePtr;
std::shared_ptr<Texture> md3TexturePtr;
VertexRenderStruct birdMesh;
@ -40,6 +41,10 @@ namespace ZL
VertexDataStruct testObjMesh;
VertexRenderStruct testObjMeshMutable;
std::vector<VertexDataStruct> testmd3;
std::vector<VertexRenderStruct> testmd3mutable;
}

4
Game.h
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@ -98,6 +98,7 @@ namespace ZL
extern std::shared_ptr<Texture> pipeTexturePtr;
extern std::shared_ptr<Texture> gameOverTexturePtr;
extern std::shared_ptr<Texture> testObjTexturePtr;
extern std::shared_ptr<Texture> md3TexturePtr;
extern VertexRenderStruct birdMesh;
@ -111,5 +112,8 @@ namespace ZL
extern VertexRenderStruct colorCubeMeshMutable;
extern VertexDataStruct testObjMesh;
extern VertexRenderStruct testObjMeshMutable;
extern std::vector<VertexDataStruct> testmd3;
extern std::vector<VertexRenderStruct> testmd3mutable;
}
}

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@ -1,5 +1,36 @@
# Script to run:
```
C:\Work\Projects\emsdk\emsdk.bat activate latest
C:\Work\Projects\emsdk\emsdk_env.bat
emcc main.cpp Game.cpp Math.cpp Physics.cpp Renderer.cpp ShaderManager.cpp TextureManager.cpp Utils.cpp OpenGlExtensions.cpp -O2 -std=c++14 -sTOTAL_MEMORY=33554432 -sUSE_SDL_IMAGE=2 -sSDL2_IMAGE_FORMATS="[""png""]" -sUSE_SDL=2 --preload-file background.bmp --preload-file bird.bmp32 --preload-file default.fragment --preload-file default.vertex --preload-file game_over.bmp32 --preload-file pipe.bmp32 -o jumpingbird.html
```
```
```
zlib-1.3.1:
mkdir build
cd build
cmake -DCMAKE_INSTALL_PREFIX=install ..
then run ALL_BUILD and INSTALL in Visual Studio
lpng1645:
mkdir build
cd build
cmake -DCMAKE_INSTALL_PREFIX=install -DZLIB_ROOT=C:\Work\Projects\zlib-1.3.1\build\install ..
then run ALL_BUILD and INSTALL in Visual Studio
```
https://github.com/Bly7/OBJ-Loader/blob/master/Source/OBJ_Loader.h
https://github.com/gametutorials/tutorials/blob/master/OpenGL/MD3%20Animation/Main.cpp

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@ -114,15 +114,15 @@
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>_DEBUG;_CONSOLE;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<AdditionalIncludeDirectories>C:\Work\SDL2-2.28.3\include</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>C:\Work\SDL2-2.28.3\include;C:\Work\Projects\lpng1645\build\install\include</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>SDL2.lib;SDL2main.lib;opengl32.lib;glu32.lib;shell32.lib;opengl32.lib;glu32.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;$(CoreLibraryDependencies);%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>C:\Work\SDL2-2.28.3\lib\x64</AdditionalLibraryDirectories>
<AdditionalDependencies>libpng16_staticd.lib;SDL2.lib;SDL2main.lib;opengl32.lib;glu32.lib;shell32.lib;opengl32.lib;glu32.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;$(CoreLibraryDependencies);%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>C:\Work\SDL2-2.28.3\lib\x64;C:\Work\Projects\lpng1645\build\install\lib</AdditionalLibraryDirectories>
<EntryPointSymbol>
</EntryPointSymbol>
</Link>
@ -148,6 +148,8 @@
<ClCompile Include="Game.cpp" />
<ClCompile Include="main.cpp" />
<ClCompile Include="Math.cpp" />
<ClCompile Include="md3test.cpp" />
<ClCompile Include="ObjLoader.cpp" />
<ClCompile Include="OpenGlExtensions.cpp" />
<ClCompile Include="Physics.cpp" />
<ClCompile Include="Renderer.cpp" />
@ -158,6 +160,8 @@
<ItemGroup>
<ClInclude Include="Game.h" />
<ClInclude Include="Math.h" />
<ClInclude Include="md3test.h" />
<ClInclude Include="ObjLoader.h" />
<ClInclude Include="OpenGlExtensions.h" />
<ClInclude Include="Physics.h" />
<ClInclude Include="Renderer.h" />

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@ -42,6 +42,12 @@
<ClCompile Include="Game.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="ObjLoader.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="md3test.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="TextureManager.h">
@ -68,5 +74,11 @@
<ClInclude Include="Game.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="ObjLoader.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="md3test.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
</Project>

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@ -5,7 +5,8 @@ varying vec2 texCoord;
void main()
{
vec4 color = texture2D(Texture,texCoord).rgba;
//gl_FragColor = vec4(color.rgb*0.1 + vec3(0.9, 0.9, 0.9), 1.0);
gl_FragColor = color;
}

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@ -14,6 +14,8 @@
#include "Game.h"
std::vector<ZL::VertexDataStruct> testLoadModel();
namespace ZL
{
@ -143,23 +145,32 @@ namespace ZL
renderer.LoadIdentity();
renderer.TranslateMatrix({ 0,0, -100 });
renderer.TranslateMatrix({ 0,0, -300 });
renderer.RotateMatrix(QuatFromRotateAroundX(-M_PI / 3.0));
/*
GameObjects::testObjMeshMutable.AssignFrom(GameObjects::testObjMesh);
GameObjects::testObjMeshMutable.data.RotateByMatrix(QuatToMatrix(QuatFromRotateAroundZ(gs.rotateTimer * M_PI / 3.0)));
GameObjects::testObjMeshMutable.RefreshVBO();
GameObjects::testObjMeshMutable.RefreshVBO();*/
glBindTexture(GL_TEXTURE_2D, GameObjects::testObjTexturePtr->getTexID());
renderer.DrawVertexRenderStruct(GameObjects::testObjMeshMutable);
//GameObjects::testmd3mutable[0].RefreshVBO();
//GameObjects::testmd3mutable[1].RefreshVBO();
//glBindTexture(GL_TEXTURE_2D, GameObjects::testObjTexturePtr->getTexID());
//renderer.DrawVertexRenderStruct(GameObjects::testObjMeshMutable);
glBindTexture(GL_TEXTURE_2D, GameObjects::md3TexturePtr->getTexID());
renderer.DrawVertexRenderStruct(GameObjects::testmd3mutable[0]);
renderer.DrawVertexRenderStruct(GameObjects::testmd3mutable[1]);
renderer.PopMatrix();
renderer.PopProjectionMatrix();
renderer.DisableVertexAttribArray(vColorName);
renderer.DisableVertexAttribArray(vPositionName);
renderer.DisableVertexAttribArray(vTexCoordName);
renderer.shaderManager.PopShader();
@ -247,6 +258,17 @@ namespace ZL
CheckGlError();
GameObjects::testmd3 = testLoadModel();
GameObjects::testmd3mutable.resize(GameObjects::testmd3.size());
for (int i = 0; i < GameObjects::testmd3.size(); i++)
{
GameObjects::testmd3[i].Scale(0.01);
GameObjects::testmd3mutable[i].data = GameObjects::testmd3[i];
GameObjects::testmd3mutable[i].RefreshVBO();
}
//Load shaders:
renderer.shaderManager.AddShaderFromFiles("default", "./default.vertex", "./default.fragment");
@ -259,6 +281,8 @@ namespace ZL
GameObjects::gameOverTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp32("./game_over.bmp32"));
GameObjects::testObjTexturePtr = std::make_shared<Texture>(CreateTextureDataFromPng("./chair_01_Base_Color.png"));
GameObjects::md3TexturePtr = std::make_shared<Texture>(CreateTextureDataFromPng("./model/sarge/band.png"));
CheckGlError();
//Create bird mesh

380
md3test.cpp Normal file
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@ -0,0 +1,380 @@
#include "md3test.h"
#include "Renderer.h"
//Saving debug information to a log file
void abc(const char* str)
{
/*
FILE* fp = fopen("output.txt", "a+");
fprintf(fp, "%s\n", str);
fclose(fp);*/
}
long filesize(FILE* stream)
{
long curpos, length;
curpos = ftell(stream);
fseek(stream, 0L, SEEK_END);
length = ftell(stream);
fseek(stream, curpos, SEEK_SET);
return length;
}
//---------------------------------------------------------------------------
class CMD3
{
public:
char m_md3FileName[MAX_FILENAME_LENGTH];
stMD3Header m_md3Header;
stBoneFrame* m_pBoneFrame;
stTag* m_pTags;
stMesh* m_pMeshes;
std::vector<ZL::VertexDataStruct> modelData;
//-----------------------------------------------------------------------
//
// Loads model from a .md3 file
//
//-----------------------------------------------------------------------
bool LoadModel(const char* filename)
{
char buf[256];
FILE* fp = fopen(filename, "rb");
if (fp == NULL)
{
abc("unable to open file");
return false;
}
// Lets get the size of this md3 file
int md3filesize = filesize(fp);
fseek(fp, 0L, SEEK_SET);
if (strlen(filename) > 255)
{
sprintf(buf, "filename is longer than %d", MAX_FILENAME_LENGTH);
abc(buf);
return false;
}
// copy name
strcpy(m_md3FileName, filename);
sprintf(buf, "MD3 FileName: %s", m_md3FileName);
abc(buf);
sprintf(buf, "FileSize: %d", md3filesize);
abc(buf);
abc("\n~~MD3 Header~~\n");
// read header
fread(&m_md3Header, 1, sizeof(stMD3Header), fp);
// log debug information to file
sprintf(buf, "ID %c%c%c%c", m_md3Header.ID[0], m_md3Header.ID[1], m_md3Header.ID[2], m_md3Header.ID[3]);
abc(buf);
sprintf(buf, "Version: %d", m_md3Header.Version);
abc(buf);
sprintf(buf, "FileName: %s", m_md3Header.Filename);
abc(buf);
sprintf(buf, "numBoneFrames: %d", m_md3Header.numBoneFrames);
abc(buf);
sprintf(buf, "numTags: %d", m_md3Header.numTags);
abc(buf);
sprintf(buf, "numMeshes: %d", m_md3Header.numMeshes);
abc(buf);
sprintf(buf, "numMaxSkins: %d", m_md3Header.numMaxSkins);
abc(buf);
sprintf(buf, "ofsFrames: %d", m_md3Header.ofsFrames);
abc(buf);
sprintf(buf, "ofsTagStart: %d", m_md3Header.ofsTagStart);
abc(buf);
sprintf(buf, "ofMeshSurfaces: %d", m_md3Header.ofMeshSurfaces);
abc(buf);
sprintf(buf, "ofEndOfFile (Filesize): %d", m_md3Header.ofEndOfFile);
abc(buf);
if (strcmp("IDP3", m_md3Header.ID) == NULL)
{
sprintf(buf, "Incorrect File Format 'Incorrect ID' ie. ('IDP3')");
abc(buf);
}
// Allocate memory for all or bones/tags/etc
m_pBoneFrame = new stBoneFrame[m_md3Header.numBoneFrames];
m_pTags = new stTag[m_md3Header.numBoneFrames * m_md3Header.numTags];
m_pMeshes = new stMesh[m_md3Header.numMeshes];
// Lets seek to the start of the bone frames & read boneframe
fseek(fp, m_md3Header.ofsFrames, SEEK_SET);
fread(m_pBoneFrame, 1, m_md3Header.numBoneFrames * sizeof(stBoneFrame), fp);
sprintf(buf, "\n~~~~BoneFrames: %d~~~~~~", m_md3Header.numBoneFrames);
abc(buf);
for (int i = 0; i < m_md3Header.numBoneFrames; i++)
{
abc("#");
sprintf(buf, "mins[%.1f,%.1f,%.1f]", m_pBoneFrame[i].mins[0], m_pBoneFrame[i].mins[1], m_pBoneFrame[i].mins[2]);
abc(buf);
sprintf(buf, "maxs[%.1f,%.1f,%.1f]", m_pBoneFrame[i].maxs[0], m_pBoneFrame[i].maxs[1], m_pBoneFrame[i].maxs[2]);
abc(buf);
sprintf(buf, "Position[%.1f,%.1f,%.1f]", m_pBoneFrame[i].Position[0], m_pBoneFrame[i].Position[1], m_pBoneFrame[i].Position[2]);
abc(buf);
sprintf(buf, "Scale[%.1f]", m_pBoneFrame[i].Scale);
abc(buf);
sprintf(buf, "Creator[%s]", m_pBoneFrame[i].Creator);
abc(buf);
}
// Seek to start of tags and read them all in
fseek(fp, m_md3Header.ofsTagStart, SEEK_SET);
fread(m_pTags, 1, m_md3Header.numBoneFrames * m_md3Header.numTags * sizeof(stTag), fp);
sprintf(buf, "\n~~~~Tags: %d~~~~~~", m_md3Header.numTags);
abc(buf);
for (int i = 0; i < m_md3Header.numTags; i++)
{
abc("#");
sprintf(buf, "Name[%s]", m_pTags[i].Name);
abc(buf);
sprintf(buf, "Position[%.1f,%.1f,%.1f]", m_pTags[i].Position[0], m_pTags[i].Position[1], m_pTags[i].Position[2]);
abc(buf);
sprintf(buf, "Rotation[%.1f,%.1f,%.1f][...][...]", m_pTags[i].Rotation[0][0], m_pTags[i].Rotation[0][1], m_pTags[i].Rotation[0][2]);
abc(buf);
}
int meshOFS = m_md3Header.ofMeshSurfaces;
for (int j = 0; j < m_md3Header.numMeshes; j++)
{
stMesh* pMesh = &m_pMeshes[j];
stMeshHeader* pMeshHeader = &(pMesh->MeshHeader);
fseek(fp, meshOFS, SEEK_SET);
// Seek to the start of the mesh data and read it all in
fread(pMeshHeader, 1, sizeof(stMeshHeader), fp);
// Read in all the sub parts of the mesh data
{
fseek(fp, meshOFS + pMeshHeader->ofsTriangles, SEEK_SET);
pMesh->pTriangle = new stTriangle[pMeshHeader->numTriangles];
fread(pMesh->pTriangle, 1, pMeshHeader->numTriangles * sizeof(stTriangle), fp);
fseek(fp, meshOFS + pMeshHeader->ofsSkins, SEEK_SET);
pMesh->pSkins = new stSkin[pMeshHeader->numSkins];
fread(pMesh->pSkins, 1, pMeshHeader->numSkins * sizeof(stSkin), fp);
fseek(fp, meshOFS + pMeshHeader->ofsTexVector, SEEK_SET);
pMesh->pTexCoord = new stTexCoord[pMeshHeader->numVertexes];
fread(pMesh->pTexCoord, 1, pMeshHeader->numVertexes * sizeof(stTexCoord), fp);
fseek(fp, meshOFS + pMeshHeader->ofsVertex, SEEK_SET);
pMesh->pVertex = new stVertex[pMeshHeader->numVertexes];
fread(pMesh->pVertex, 1, pMeshHeader->numVertexes * sizeof(stVertex), fp);
}
meshOFS += pMeshHeader->ofsEndMeshSize;
}//End for meshes
modelData.resize(m_md3Header.numMeshes); // !!! Load the mesh actually
sprintf(buf, "\n~~~~Mesh Surfaces: %d~~~~~~", m_md3Header.numMeshes);
abc(buf);
for (int j = 0; j < m_md3Header.numMeshes; j++)
{
abc("#");
stMesh* pMesh = &m_pMeshes[j];
stMeshHeader* pMeshHeader = &(pMesh->MeshHeader);
sprintf(buf, "ID [%c%c%c%c]", pMeshHeader->ID[0], pMeshHeader->ID[1], pMeshHeader->ID[2], pMeshHeader->ID[3]);
abc(buf);
sprintf(buf, "Name [%s]", pMeshHeader->Name);
abc(buf);
sprintf(buf, "flags [0x%.2X]", pMeshHeader->flags);
abc(buf);
sprintf(buf, "numMeshFrames [%d]", pMeshHeader->numMeshFrames);
abc(buf);
sprintf(buf, "numSkins [%d]", pMeshHeader->numSkins);
abc(buf);
sprintf(buf, "numVertexes [%d]", pMeshHeader->numVertexes);
abc(buf);
sprintf(buf, "numVertexes [%d]", pMeshHeader->numVertexes);
abc(buf);
sprintf(buf, "ofsTriangles [%d]", pMeshHeader->ofsTriangles);
abc(buf);
sprintf(buf, "ofsSkins [%d]", pMeshHeader->ofsSkins);
abc(buf);
sprintf(buf, "ofsTexVector [%d]", pMeshHeader->ofsTexVector);
abc(buf);
sprintf(buf, "ofsVertex [%d]", pMeshHeader->ofsVertex);
abc(buf);
sprintf(buf, "ofsEndMeshSize [%d]", pMeshHeader->ofsEndMeshSize);
abc(buf);
// Mesh Triangles
for (int i = 0; i < pMeshHeader->numTriangles; i++)
{
stTriangle* pTri = &(pMesh->pTriangle[i]);
sprintf(buf, "Triangle [%d,%d,%d]", pTri->Vertex[0], pTri->Vertex[1], pTri->Vertex[2]);
abc(buf);
}
// Mesh Skins
for (int i = 0; i < pMeshHeader->numSkins; i++)
{
stSkin* pSkin = &(pMesh->pSkins[i]);
sprintf(buf, "Skin:Name [%s]", pSkin->Name);
abc(buf);
sprintf(buf, "Skin:Index [%d]", pSkin->index);
abc(buf);
}
for (int i = 0; i < pMeshHeader->numVertexes; i++)
{
stTexCoord* pTex = &(pMesh->pTexCoord[i]);
sprintf(buf, "TexCoord:Index [%.1f,%.1f]", pTex->Coord[0], pTex->Coord[1]);
abc(buf);
}
for (int i = 0; i < pMeshHeader->numVertexes; i++)
{
stVertex* pVert = &(pMesh->pVertex[i]);
sprintf(buf, "Vertice:Vertex [%d,%d,%d]", pVert->Vertex[0], pVert->Vertex[1], pVert->Vertex[2]);
abc(buf);
}
//!!! Load the mesh actually:
for (int i = 0; i < pMeshHeader->numTriangles; i++)
{
stTriangle* pTri = &(pMesh->pTriangle[i]);
stVertex* pVert0 = &(pMesh->pVertex[pTri->Vertex[0]]);
stVertex* pVert1 = &(pMesh->pVertex[pTri->Vertex[1]]);
stVertex* pVert2 = &(pMesh->pVertex[pTri->Vertex[2]]);
ZL::Vector3f v0;
v0.v[0] = pVert0->Vertex[0];
v0.v[1] = pVert0->Vertex[1];
v0.v[2] = pVert0->Vertex[2];
modelData[j].PositionData.push_back(v0);
ZL::Vector3f v1;
v1.v[0] = pVert1->Vertex[0];
v1.v[1] = pVert1->Vertex[1];
v1.v[2] = pVert1->Vertex[2];
modelData[j].PositionData.push_back(v1);
ZL::Vector3f v2;
v2.v[0] = pVert2->Vertex[0];
v2.v[1] = pVert2->Vertex[1];
v2.v[2] = pVert2->Vertex[2];
modelData[j].PositionData.push_back(v2);
stTexCoord* pTex0 = &(pMesh->pTexCoord[pTri->Vertex[0]]);
stTexCoord* pTex1 = &(pMesh->pTexCoord[pTri->Vertex[1]]);
stTexCoord* pTex2 = &(pMesh->pTexCoord[pTri->Vertex[2]]);
ZL::Vector2f t0;
t0.v[0] = pTex0->Coord[0];
t0.v[1] = pTex0->Coord[1];
modelData[j].TexCoordData.push_back(t0);
ZL::Vector2f t1;
t1.v[0] = pTex1->Coord[0];
t1.v[1] = pTex1->Coord[1];
modelData[j].TexCoordData.push_back(t1);
ZL::Vector2f t2;
t2.v[0] = pTex2->Coord[0];
t2.v[1] = pTex2->Coord[1];
modelData[j].TexCoordData.push_back(t2);
}
}
fclose(fp);
for (int j = 0; j < m_md3Header.numMeshes; j++)
{
stMesh* pMesh = &m_pMeshes[j];
delete[] pMesh->pSkins;
delete[] pMesh->pTexCoord;
delete[] pMesh->pTriangle;
delete[] pMesh->pVertex;
pMesh->pSkins = NULL;
pMesh->pTexCoord = NULL;
pMesh->pTriangle = NULL;
pMesh->pVertex = NULL;
}
delete[] m_pBoneFrame;
delete[] m_pTags;
delete[] m_pMeshes;
m_pBoneFrame = NULL;
m_pTags = NULL;
m_pMeshes = NULL;
return true;
}// End LoadModel(..)
};
std::vector<ZL::VertexDataStruct> testLoadModel()
{
static CMD3 md3;
md3.LoadModel(SZ_MD3_FILE);
return md3.modelData;
}

113
md3test.h Normal file
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@ -0,0 +1,113 @@
#pragma once
#define SZ_MD3_FILE "model/sarge/upper.md3"
#define MAX_FILENAME_LENGTH 256
//---------------------------------------------------------------------------
#include <windows.h>
#include <stdio.h> //sprintf(...)
//---------------------------------------------------------------------------
typedef unsigned int uint32;
typedef int int32;
typedef unsigned short int uint16;
typedef short int int16;
typedef float float32;
struct stMD3Header
{
char ID[4]; // ID of the file is always "IDP3"
int32 Version; // Version number, usually 15
char Filename[68]; // Filename, sometimes left blank
int32 numBoneFrames; // Number of BoneFrames
int32 numTags; // Number of 'tags' per BoneFrame
int32 numMeshes; // Number of Meshes/Skins in MaxSkin
int32 numMaxSkins; // Maximum number of unique skins
int32 ofsFrames; // Always equal to the length this header
int32 ofsTagStart; // Starting position of tag structures
int32 ofMeshSurfaces; // Ending position of tag structure
int32 ofEndOfFile; // Size of file
};
struct stBoneFrame
{
float32 mins[3];
float32 maxs[3];
float32 Position[3];
float32 Scale;
char Creator[16];
};
struct stAnim
{
int32 FirstFrame;
int32 numFrames;
int32 LoopingFrames;
int32 FPS;
};
struct stSkin
{
char Name[64];
int32 index;
};
struct stTag
{
char Name[64];
float32 Position[3];
float32 Rotation[3][3];
};
struct stTriangle
{
int32 Vertex[3];
};
struct stTexCoord
{
float32 Coord[2];
};
struct stVertex // = Record
{
int16 Vertex[3];
unsigned char Normal[2];
};
struct stMeshHeader
{
char ID[4];
char Name[64];
int32 flags;
int32 numMeshFrames;
int32 numSkins;
int32 numVertexes;
int32 numTriangles;
int32 ofsTriangles;
int32 ofsSkins;
int32 ofsTexVector;
int32 ofsVertex;
int32 ofsEndMeshSize;
};
struct stMesh
{
stMeshHeader MeshHeader;
stSkin* pSkins;
stTriangle* pTriangle;
stTexCoord* pTexCoord;
stVertex* pVertex;
};

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@ -0,0 +1,40 @@
// animation config file
sex m
// first frame, num frames, looping frames, frames per second
0 30 0 20 // BOTH_DEATH1
29 1 0 20 // BOTH_DEAD1
30 30 0 20 // BOTH_DEATH2
59 1 0 20 // BOTH_DEAD2
60 30 0 20 // BOTH_DEATH3
89 1 0 20 // BOTH_DEAD3
90 40 0 18 // TORSO_GESTURE
130 6 0 15 // TORSO_ATTACK (MUST NOT CHANGE -- hand animation is synced to this)
136 6 0 15 // TORSO_ATTACK2 (MUST NOT CHANGE -- hand animation is synced to this)
142 5 0 20 // TORSO_DROP (MUST NOT CHANGE -- hand animation is synced to this)
147 4 0 20 // TORSO_RAISE (MUST NOT CHANGE -- hand animation is synced to this)
151 1 0 15 // TORSO_STAND
152 1 0 15 // TORSO_STAND2
153 8 8 20 // LEGS_WALKCR
161 12 12 20 // LEGS_WALK
173 11 11 21 // LEGS_RUN
184 10 10 20 // LEGS_BACK
194 10 10 15 // LEGS_SWIM
204 10 0 18 // LEGS_JUMP
214 6 0 20 // LEGS_LAND
220 8 0 15 // LEGS_JUMPB
228 1 0 15 // LEGS_LANDB
229 10 10 15 // LEGS_IDLE
239 8 8 15 // LEGS_IDLECR
247 7 7 15 // LEGS_TURN

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