/* THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ #ifndef _POLYOBJ_H #define _POLYOBJ_H #include "vecmat.h" #include "gr.h" #include "3d.h" #ifndef DRIVE #include "robot.h" #endif #include "piggy.h" #define MAX_POLYGON_MODELS 200 //used to describe a polygon model typedef struct polymodel { int n_models; int model_data_size; ubyte *model_data; int submodel_ptrs[MAX_SUBMODELS]; vms_vector submodel_offsets[MAX_SUBMODELS]; vms_vector submodel_norms[MAX_SUBMODELS]; //norm for sep plane vms_vector submodel_pnts[MAX_SUBMODELS]; //point on sep plane fix submodel_rads[MAX_SUBMODELS]; //radius for each submodel ubyte submodel_parents[MAX_SUBMODELS]; //what is parent for each submodel vms_vector submodel_mins[MAX_SUBMODELS]; vms_vector submodel_maxs[MAX_SUBMODELS]; vms_vector mins,maxs; //min,max for whole model fix rad; ubyte n_textures; ushort first_texture; ubyte simpler_model; //alternate model with less detail (0 if none, model_num+1 else) // vms_vector min,max; } __pack__ polymodel; //array of pointers to polygon objects extern polymodel Polygon_models[]; //switch to simpler model when the object has depth //greater than this value times its radius. extern int Simple_model_threshhold_scale; //how many polygon objects there are extern int N_polygon_models; //array of names of currently-loaded models extern char Pof_names[MAX_POLYGON_MODELS][13]; void init_polygon_models(); #ifndef DRIVE int load_polygon_model(char *filename,int n_textures,int first_texture,robot_info *r); #else int load_polygon_model(char *filename,int n_textures,grs_bitmap ***textures); #endif //draw a polygon model void draw_polygon_model(vms_vector *pos,vms_matrix *orient,vms_angvec *anim_angles,int model_num,int flags,fix light,fix *glow_values,bitmap_index alt_textures[]); //fills in arrays gun_points & gun_dirs, returns the number of guns read int read_model_guns(char *filename,vms_vector *gun_points, vms_vector *gun_dirs, int *gun_submodels); //draws the given model in the current canvas. The distance is set to //more-or-less fill the canvas. Note that this routine actually renders //into an off-screen canvas that it creates, then copies to the current //canvas. void draw_model_picture(int mn,vms_angvec *orient_angles); #define MAX_POLYOBJ_TEXTURES 100 extern grs_bitmap *texture_list[MAX_POLYOBJ_TEXTURES]; extern bitmap_index texture_list_index[MAX_POLYOBJ_TEXTURES]; extern g3s_point robot_points[]; #endif