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git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant@1 8a3a26a2-13c4-0310-b231-cf6edde360e5
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plugins/md3model/md3.cpp
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340
plugins/md3model/md3.cpp
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/*
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Copyright (C) 2001-2006, William Joseph.
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All Rights Reserved.
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This file is part of GtkRadiant.
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GtkRadiant 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 2 of the License, or
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(at your option) any later version.
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GtkRadiant 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 GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#include "md3.h"
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#include "ifilesystem.h"
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#include "imodel.h"
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#include "imagelib.h"
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#include "bytestreamutils.h"
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#include "model.h"
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#include "ident.h"
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#include "md3normals.h"
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// the maximum size of game reletive pathnames
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#define MAX_QPATH 64
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/*
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========================================================================
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.MD3 triangle model file format
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========================================================================
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*/
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const unsigned char MD3_IDENT[4] = { 'I', 'D', 'P', '3', };
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#define MD3_VERSION 15
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// limits
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#define MD3_MAX_LODS 4
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#define MD3_MAX_TRIANGLES 8192 // per surface
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#define MD3_MAX_VERTS 4096 // per surface
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#define MD3_MAX_SHADERS 256 // per surface
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#define MD3_MAX_FRAMES 1024 // per model
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#define MD3_MAX_SURFACES 32 // per model
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#define MD3_MAX_TAGS 16 // per frame
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// vertex scales
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#define MD3_XYZ_SCALE (1.f / 64)
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typedef float float3[3];
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void istream_read_float3(PointerInputStream& inputStream, float3 f)
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{
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f[0] = istream_read_float32_le(inputStream);
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f[1] = istream_read_float32_le(inputStream);
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f[2] = istream_read_float32_le(inputStream);
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}
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typedef struct md3Frame_s {
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float3 bounds[2];
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float3 localOrigin;
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float radius;
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char name[16];
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} md3Frame_t;
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void istream_read_md3Frame(PointerInputStream& inputStream, md3Frame_t& frame)
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{
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istream_read_float3(inputStream, frame.bounds[0]);
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istream_read_float3(inputStream, frame.bounds[1]);
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istream_read_float3(inputStream, frame.localOrigin);
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frame.radius = istream_read_float32_le(inputStream);
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inputStream.read(reinterpret_cast<unsigned char*>(frame.name), 16);
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}
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typedef struct md3Tag_s {
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char name[MAX_QPATH]; // tag name
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float3 origin;
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float3 axis[3];
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} md3Tag_t;
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void istream_read_md3Shader(PointerInputStream& inputStream, md3Tag_t& tag)
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{
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inputStream.read(reinterpret_cast<unsigned char*>(tag.name), MAX_QPATH);
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istream_read_float3(inputStream, tag.origin);
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istream_read_float3(inputStream, tag.axis[0]);
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istream_read_float3(inputStream, tag.axis[1]);
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istream_read_float3(inputStream, tag.axis[2]);
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}
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/*
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** md3Surface_t
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**
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** CHUNK SIZE
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** header sizeof( md3Surface_t )
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** shaders sizeof( md3Shader_t ) * numShaders
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** triangles[0] sizeof( md3Triangle_t ) * numTriangles
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** st sizeof( md3St_t ) * numVerts
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** XyzNormals sizeof( md3XyzNormal_t ) * numVerts * numFrames
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*/
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typedef struct {
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char ident[4]; //
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char name[MAX_QPATH]; // polyset name
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int flags;
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int numFrames; // all surfaces in a model should have the same
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int numShaders; // all surfaces in a model should have the same
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int numVerts;
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int numTriangles;
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int ofsTriangles;
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int ofsShaders; // offset from start of md3Surface_t
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int ofsSt; // texture coords are common for all frames
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int ofsXyzNormals; // numVerts * numFrames
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int ofsEnd; // next surface follows
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} md3Surface_t;
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void istream_read_md3Surface(PointerInputStream& inputStream, md3Surface_t& surface)
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{
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inputStream.read(reinterpret_cast<unsigned char*>(surface.ident), 4);
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inputStream.read(reinterpret_cast<unsigned char*>(surface.name), MAX_QPATH);
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surface.flags = istream_read_int32_le(inputStream);
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surface.numFrames = istream_read_int32_le(inputStream);
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surface.numShaders = istream_read_int32_le(inputStream);
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surface.numVerts = istream_read_int32_le(inputStream);
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surface.numTriangles = istream_read_int32_le(inputStream);
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surface.ofsTriangles = istream_read_int32_le(inputStream);
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surface.ofsShaders = istream_read_int32_le(inputStream);
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surface.ofsSt = istream_read_int32_le(inputStream);
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surface.ofsXyzNormals = istream_read_int32_le(inputStream);
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surface.ofsEnd = istream_read_int32_le(inputStream);
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}
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typedef struct {
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char name[MAX_QPATH];
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int shaderIndex; // for in-game use
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} md3Shader_t;
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void istream_read_md3Shader(PointerInputStream& inputStream, md3Shader_t& shader)
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{
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inputStream.read(reinterpret_cast<unsigned char*>(shader.name), MAX_QPATH);
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shader.shaderIndex = istream_read_int32_le(inputStream);
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}
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typedef struct {
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int indexes[3];
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} md3Triangle_t;
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void istream_read_md3Triangle(PointerInputStream& inputStream, md3Triangle_t& triangle)
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{
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triangle.indexes[0] = istream_read_int32_le(inputStream);
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triangle.indexes[1] = istream_read_int32_le(inputStream);
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triangle.indexes[2] = istream_read_int32_le(inputStream);
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}
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typedef struct {
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float st[2];
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} md3St_t;
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void istream_read_md3St(PointerInputStream& inputStream, md3St_t& st)
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{
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st.st[0] = istream_read_float32_le(inputStream);
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st.st[1] = istream_read_float32_le(inputStream);
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}
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typedef struct {
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short xyz[3];
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short normal;
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} md3XyzNormal_t;
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void istream_read_md3XyzNormal(PointerInputStream& inputStream, md3XyzNormal_t& xyz)
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{
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xyz.xyz[0] = istream_read_int16_le(inputStream);
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xyz.xyz[1] = istream_read_int16_le(inputStream);
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xyz.xyz[2] = istream_read_int16_le(inputStream);
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xyz.normal = istream_read_int16_le(inputStream);
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}
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typedef struct {
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char ident[4];
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int version;
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char name[MAX_QPATH]; // model name
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int flags;
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int numFrames;
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int numTags;
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int numSurfaces;
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int numSkins;
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int ofsFrames; // offset for first frame
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int ofsTags; // numFrames * numTags
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int ofsSurfaces; // first surface, others follow
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int ofsEnd; // end of file
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} md3Header_t;
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void istream_read_md3Header(PointerInputStream& inputStream, md3Header_t& header)
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{
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inputStream.read(reinterpret_cast<unsigned char*>(header.ident), 4);
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header.version = istream_read_int32_le(inputStream);
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inputStream.read(reinterpret_cast<unsigned char*>(header.name), MAX_QPATH);
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header.flags = istream_read_int32_le(inputStream);
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header.numFrames = istream_read_int32_le(inputStream);
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header.numTags = istream_read_int32_le(inputStream);
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header.numSurfaces = istream_read_int32_le(inputStream);
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header.numSkins = istream_read_int32_le(inputStream);
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header.ofsFrames = istream_read_int32_le(inputStream);
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header.ofsTags = istream_read_int32_le(inputStream);
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header.ofsSurfaces = istream_read_int32_le(inputStream);
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header.ofsEnd = istream_read_int32_le(inputStream);
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}
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int MD3Surface_read(Surface& surface, unsigned char* buffer)
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{
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md3Surface_t md3Surface;
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{
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PointerInputStream inputStream(buffer);
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istream_read_md3Surface(inputStream, md3Surface);
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}
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{
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surface.vertices().reserve(md3Surface.numVerts);
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PointerInputStream xyzNormalStream(buffer + md3Surface.ofsXyzNormals);
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PointerInputStream stStream(buffer + md3Surface.ofsSt);
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// read verts into vertex array - xyz, st, normal
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for(int i = 0; i < md3Surface.numVerts; i++)
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{
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md3XyzNormal_t md3Xyz;
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istream_read_md3XyzNormal(xyzNormalStream, md3Xyz);
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md3St_t md3St;
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istream_read_md3St(stStream, md3St);
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surface.vertices().push_back(
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ArbitraryMeshVertex(
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Vertex3f( md3Xyz.xyz[0] * MD3_XYZ_SCALE, md3Xyz.xyz[1] * MD3_XYZ_SCALE, md3Xyz.xyz[2] * MD3_XYZ_SCALE),
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DecodeNormal(reinterpret_cast<byte*>(&md3Xyz.normal)),
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TexCoord2f(md3St.st[0], md3St.st[1])
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)
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);
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}
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}
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{
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surface.indices().reserve(md3Surface.numTriangles * 3);
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PointerInputStream inputStream(buffer + md3Surface.ofsTriangles);
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for(int i = 0; i < md3Surface.numTriangles; i++)
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{
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md3Triangle_t md3Triangle;
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istream_read_md3Triangle(inputStream, md3Triangle);
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surface.indices().insert(md3Triangle.indexes[0]);
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surface.indices().insert(md3Triangle.indexes[1]);
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surface.indices().insert(md3Triangle.indexes[2]);
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}
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}
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{
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md3Shader_t md3Shader;
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{
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PointerInputStream inputStream(buffer + md3Surface.ofsShaders);
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istream_read_md3Shader(inputStream, md3Shader);
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}
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surface.setShader(md3Shader.name);
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}
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surface.updateAABB();
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return md3Surface.ofsEnd;
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}
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void MD3Model_read(Model& model, unsigned char* buffer)
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{
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md3Header_t md3Header;
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{
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PointerInputStream inputStream(buffer);
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istream_read_md3Header(inputStream, md3Header);
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}
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unsigned char* surfacePosition = buffer + md3Header.ofsSurfaces;
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for(int i = 0; i != md3Header.numSurfaces; ++i)
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{
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surfacePosition += MD3Surface_read(model.newSurface(), surfacePosition);
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}
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model.updateAABB();
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}
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scene::Node& MD3Model_new(unsigned char* buffer)
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{
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ModelNode* modelNode = new ModelNode();
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MD3Model_read(modelNode->model(), buffer);
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return modelNode->node();
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}
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scene::Node& MD3Model_default()
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{
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ModelNode* modelNode = new ModelNode();
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Model_constructNull(modelNode->model());
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return modelNode->node();
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}
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scene::Node& MD3Model_fromBuffer(unsigned char* buffer)
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{
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if (!ident_equal(buffer, MD3_IDENT))
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{
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globalErrorStream() << "MD3 read error: incorrect ident\n";
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return MD3Model_default();
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}
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else
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{
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return MD3Model_new(buffer);
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}
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}
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scene::Node& loadMD3Model(ArchiveFile& file)
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{
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ScopedArchiveBuffer buffer(file);
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return MD3Model_fromBuffer(buffer.buffer);
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}
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