cleanup Model, remove MathUtil files, fix col major/row major errors

This commit is contained in:
Chris Danford
2003-12-24 12:30:41 +00:00
parent 6833773781
commit e3cc4e3ff5
13 changed files with 202 additions and 379 deletions
+30 -38
View File
@@ -36,22 +36,7 @@ typedef unsigned char byte;
typedef unsigned short word;
#endif /* word */
typedef struct msVec2 {
float v[2];
operator float* () { return v; };
operator const float* () const { return v; };
} msVec2;
typedef struct msVec3 {
float v[3];
operator float* () { return v; };
operator const float* () const { return v; };
} msVec3;
typedef struct msVec4 {
float v[4];
operator float* () { return v; };
operator const float* () const { return v; };
} msVec4;
#include "RageTypes.h"
/* msFlag */
@@ -62,33 +47,33 @@ typedef enum {
/* msVertex */
typedef struct msVertex
{
// byte nFlags;
msVec3 Vertex;
msVec2 uv;
msVec3 Normal;
// byte nFlags; // we don't care about saving this flag
RageVector3 Vertex;
RageVector2 uv;
RageVector3 Normal;
char nBoneIndex;
} msVertex;
/* msTriangle */
typedef struct
{
// word nFlags;
// word nFlags; // we don't care about saving this flag
word nVertexIndices[3];
// word nNormalIndices[3];
// msVec3 Normal;
// byte nSmoothingGroup;
// word nNormalIndices[3]; // we don't care about this. Use the normals in each vertex
// msVec3 Normal; // we don't care about per-triangle normals. Each vertex has its own
// byte nSmoothingGroup; // we don't care about this, so don't save it
} msTriangle;
/* msMesh */
typedef struct msMesh
{
// byte nFlags;
// byte nFlags; // we don't care about saving this flag
char szName[MS_MAX_NAME];
char nMaterialIndex;
vector<msVertex> Vertices;
// vector<msVec3> Normals;
// vector<msVec3> Normals; // each vertex holds its own normal
vector<msTriangle> Triangles;
} msMesh;
@@ -124,10 +109,10 @@ typedef struct msMaterial
{
int nFlags;
char szName[MS_MAX_NAME];
msVec4 Ambient;
msVec4 Diffuse;
msVec4 Specular;
msVec4 Emissive;
RageVector4 Ambient;
RageVector4 Diffuse;
RageVector4 Specular;
RageVector4 Emissive;
float fShininess;
float fTransparency;
char szDiffuseTexture[MS_MAX_PATH];
@@ -140,14 +125,14 @@ typedef struct msMaterial
typedef struct msPositionKey
{
float fTime;
msVec3 Position;
RageVector3 Position;
} msPositionKey;
/* msRotationKey */
typedef struct msRotationKey
{
float fTime;
msVec3 Rotation;
RageVector3 Rotation;
} msRotationKey;
/* msBone */
@@ -156,8 +141,8 @@ typedef struct msBone
int nFlags;
char szName[MS_MAX_NAME];
char szParentName[MS_MAX_NAME];
msVec3 Position;
msVec3 Rotation;
RageVector3 Position;
RageVector3 Rotation;
vector<msPositionKey> PositionKeys;
@@ -186,12 +171,19 @@ struct msAnimation
return -1;
}
// not used
// int nFrame;
// int nFrame; // not used in SM. We keep track of this outside this structure.
int nTotalFrames;
msVec3 Position;
msVec3 Rotation;
RageVector3 Position;
RageVector3 Rotation;
};
typedef struct
{
RageMatrix mRelative;
RageMatrix mAbsolute;
RageMatrix mRelativeFinal;
RageMatrix mFinal;
} myBone_t;
#endif