cleanup
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+15
-61
@@ -5,52 +5,19 @@
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#define MS_MAX_NAME 32
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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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#include "RageTypes.h"
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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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/*
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typedef struct msVertex
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struct msTriangle
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{
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// byte nFlags; // we don't care about saving this flag
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RageVector3 Vertex;
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RageVector3 Normal;
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RageVector2 uv;
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char nBoneIndex;
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} msVertex;
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*/
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/* msTriangle */
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typedef struct
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{
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// word nFlags; // we don't care about saving this flag
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word nVertexIndices[3];
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// word nNormalIndices[3]; // we don't care about this. Use the normals in each vertex
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// msVec3 Normal; // we don't care about per-triangle normals. Each vertex has its own
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// byte nSmoothingGroup; // we don't care about this, so don't save it
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} msTriangle;
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uint16_t nVertexIndices[3];
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};
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/* msMesh */
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typedef struct msMesh
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struct msMesh
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{
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msMesh();
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~msMesh();
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// byte nFlags; // we don't care about saving this flag
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char szName[MS_MAX_NAME];
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char nMaterialIndex;
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@@ -62,9 +29,8 @@ typedef struct msMesh
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char nBoneIndex; // -1 = no bone
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vector<msTriangle> Triangles;
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} msMesh;
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};
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/* msMaterial */
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class RageTexture;
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// merge this into Sprite?
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@@ -103,7 +69,7 @@ private:
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vector<AnimatedTextureState> vFrames;
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};
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typedef struct msMaterial
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struct msMaterial
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{
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int nFlags;
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CString sName;
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@@ -117,24 +83,21 @@ typedef struct msMaterial
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AnimatedTexture diffuse;
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AnimatedTexture alpha;
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} msMaterial;
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};
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/* msPositionKey */
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typedef struct msPositionKey
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struct msPositionKey
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{
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float fTime;
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RageVector3 Position;
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} msPositionKey;
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};
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/* msRotationKey */
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typedef struct msRotationKey
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struct msRotationKey
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{
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float fTime;
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RageVector3 Rotation;
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} msRotationKey;
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};
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/* msBone */
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typedef struct msBone
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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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@@ -147,15 +110,7 @@ typedef struct msBone
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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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//
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// vector<msMaterial> Materials;
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//} msModel;
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};
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struct msAnimation
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{
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@@ -169,20 +124,19 @@ struct msAnimation
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return -1;
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}
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// int nFrame; // not used in SM. We keep track of this outside this structure.
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int nTotalFrames;
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RageVector3 Position;
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RageVector3 Rotation;
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};
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typedef struct
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struct myBone_t
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{
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RageMatrix mRelative;
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RageMatrix mAbsolute;
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RageMatrix mRelativeFinal;
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RageMatrix mFinal;
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} myBone_t;
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};
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#endif
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