forgot to check in ModelTypes.*
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@@ -0,0 +1,48 @@
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#ifndef ModelOrSprite_H
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#define ModelOrSprite_H
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/*
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-----------------------------------------------------------------------------
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Class: ModelOrSprite
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Desc: A 3D ModelOrSprite.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "Actor.h"
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class ModelOrSprite
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{
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public:
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ModelOrSprite () { m_pModel = NULL; m_pSprite = NULL; }
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virtual ~ModelOrSprite () { delete m_pModel; delete m_pSprite; }
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virtual void Update( float fDelta ) { ASSERT(m_pModel||m_pSprite); if(m_pModel) m_pModel->Update(fDelta); else m_pModel->Update(fDelta); }
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virtual void DrawPrimitives() { ASSERT(m_pModel||m_pSprite); if(m_pModel) m_pModel->Update(fDelta); else m_pModel->Update(fDelta); }
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void Load( CString sFile )
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{
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ASSERT( !m_pModel && !m_pSprite );
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if( sFile.Right(3)=="txt" )
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{
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m_pModel = new Model();
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m_pModel->Load( sFile );
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}
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else
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{
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m_pSprite = new Sprite();
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m_pSprite->Load( sFile );
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}
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}
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private:
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Model* m_pModel;
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Sprite* m_pSprite;
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};
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#endif
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@@ -0,0 +1,104 @@
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#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: ModelTypes
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "ModelTypes.h"
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#include "IniFile.h"
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#include "RageUtil.h"
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#include "RageTexture.h"
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#include "RageTextureManager.h"
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AnimatedTexture::AnimatedTexture()
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{
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iCurState = 0;
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fSecsIntoFrame = 0;
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}
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void AnimatedTexture::Load( CString sTexOrIniPath )
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{
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ASSERT( vFrames.empty() ); // don't load more than once
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CString sDir, sThrowAway;
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splitrelpath( sTexOrIniPath, sDir, sThrowAway, sThrowAway );
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bool bIsIni = sTexOrIniPath.Right(3).CompareNoCase("ini")== 0;
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if( bIsIni )
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{
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IniFile ini;
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ini.SetPath( sTexOrIniPath );
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ini.ReadFile();
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if( !ini.GetKey("AnimatedTexture") )
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RageException::Throw( "The animated texture file '%s' doesn't contain a section called 'AnimatedTexture'.", sTexOrIniPath.c_str() );
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for( int i=0; i<1000; i++ )
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{
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CString sFileKey = ssprintf( "Frame%04d", i );
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CString sDelayKey = ssprintf( "Delay%04d", i );
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CString sFileName;
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float fDelay = 0;
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if( ini.GetValue( "AnimatedTexture", sFileKey, sFileName ) &&
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ini.GetValueF( "AnimatedTexture", sDelayKey, fDelay ) )
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{
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RageTextureID ID;
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ID.filename = sDir+sFileName;
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ID.bStretch = true;
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AnimatedTextureState state = {
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TEXTUREMAN->LoadTexture( ID ),
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fDelay
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};
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vFrames.push_back( state );
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}
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else
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break;
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}
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}
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else
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{
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RageTextureID ID;
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ID.filename = sTexOrIniPath;
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ID.bStretch = true;
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AnimatedTextureState state = {
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TEXTUREMAN->LoadTexture( ID ),
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10
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};
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vFrames.push_back( state );
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}
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}
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void AnimatedTexture::Update( float fDelta )
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{
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if( vFrames.empty() )
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return;
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ASSERT( iCurState < (int)vFrames.size() );
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fSecsIntoFrame += fDelta;
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if( fSecsIntoFrame > vFrames[iCurState].fDelaySecs )
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iCurState = (iCurState+1) % vFrames.size();
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}
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RageTexture* AnimatedTexture::GetCurrentTexture()
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{
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if( vFrames.empty() )
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return NULL;
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ASSERT( iCurState < (int)vFrames.size() );
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return vFrames[iCurState].pTexture;
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}
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void AnimatedTexture::SetState( int iState )
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{
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CLAMP( iState, 0, GetNumStates()-1 );
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iCurState = iState;
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}
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int AnimatedTexture::GetNumStates()
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{
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return vFrames.size();
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}
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@@ -0,0 +1,191 @@
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#ifndef ModelTypes_H
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#define ModelTypes_H
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/*
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-----------------------------------------------------------------------------
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Class: ModelTypes
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Desc: Types defined in msLib.h. C arrays converted to use std::vector
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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/**********************************************************************
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*
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* Constants
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*
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**********************************************************************/
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#define MS_MAX_NAME 32
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#define MS_MAX_PATH 256
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/**********************************************************************
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*
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* Types
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*
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**********************************************************************/
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#ifndef byte
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typedef unsigned char byte;
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#endif /* byte */
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#ifndef word
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typedef unsigned short word;
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#endif /* word */
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typedef struct msVec2 {
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float v[2];
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operator float* () { return v; };
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operator const float* () const { return v; };
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} msVec2;
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typedef struct msVec3 {
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float v[3];
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operator float* () { return v; };
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operator const float* () const { return v; };
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} msVec3;
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typedef struct msVec4 {
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float v[4];
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operator float* () { return v; };
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operator const float* () const { return v; };
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} msVec4;
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/* msFlag */
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typedef enum {
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eSelected = 1, eSelected2 = 2, eHidden = 4, eDirty = 8, eAveraged = 16, eUnused = 32
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} msFlag;
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/* msVertex */
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typedef struct msVertex
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{
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// byte nFlags;
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msVec3 Vertex;
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msVec2 uv;
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msVec3 Normal;
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char nBoneIndex;
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} msVertex;
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/* msTriangle */
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typedef struct
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{
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// word nFlags;
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word nVertexIndices[3];
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// word nNormalIndices[3];
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// msVec3 Normal;
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// byte nSmoothingGroup;
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} msTriangle;
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/* msMesh */
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typedef struct msMesh
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{
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// byte nFlags;
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char szName[MS_MAX_NAME];
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char nMaterialIndex;
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vector<msVertex> Vertices;
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// vector<msVec3> Normals;
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vector<msTriangle> Triangles;
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} msMesh;
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/* msMaterial */
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class RageTexture;
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struct AnimatedTexture
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{
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AnimatedTexture();
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void Load( CString sTexOrIniFile );
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void Update( float fDelta );
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RageTexture* GetCurrentTexture();
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void SetState( int iState );
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int GetNumStates();
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int iCurState;
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float fSecsIntoFrame;
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struct AnimatedTextureState
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{
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RageTexture* pTexture;
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float fDelaySecs;
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};
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vector<AnimatedTextureState> vFrames;
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};
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typedef struct msMaterial
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{
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int nFlags;
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char szName[MS_MAX_NAME];
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msVec4 Ambient;
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msVec4 Diffuse;
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msVec4 Specular;
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msVec4 Emissive;
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float fShininess;
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float fTransparency;
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char szDiffuseTexture[MS_MAX_PATH];
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char szAlphaTexture[MS_MAX_PATH]; // not used in SM. Use alpha in diffuse texture instead
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int nName; // not used in SM. What is this for anyway?
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AnimatedTexture aniTexture;
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} msMaterial;
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/* msPositionKey */
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typedef struct msPositionKey
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{
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float fTime;
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msVec3 Position;
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} msPositionKey;
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/* msRotationKey */
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typedef struct msRotationKey
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{
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float fTime;
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msVec3 Rotation;
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} msRotationKey;
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/* msBone */
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typedef struct msBone
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{
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int nFlags;
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char szName[MS_MAX_NAME];
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char szParentName[MS_MAX_NAME];
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msVec3 Position;
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msVec3 Rotation;
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vector<msPositionKey> PositionKeys;
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int nNumRotationKeys;
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int nNumAllocedRotationKeys;
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vector<msRotationKey> RotationKeys;
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} msBone;
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/* msModel */
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typedef struct msModel
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{
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vector<msMesh> Meshes;
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vector<msMaterial> Materials;
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vector<msBone> Bones;
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int FindBoneByName( const char* szName )
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{
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for( unsigned i=0; i<Bones.size(); i++ )
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if( strcmp(Bones[i].szName, szName)==0 )
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return i;
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return -1;
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}
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int nFrame;
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int nTotalFrames;
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msVec3 Position;
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msVec3 Rotation;
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} msModel;
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#endif
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