📄 ms3dloader.h
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// **************************************************************************************
// Copyright (c) 2000-2005 Zalsoft Inc
// www.zalsoft.com
// sales@zalsoft.com
// You are licensed to use this file on a single computer only.
// **************************************************************************************
#if !defined(AFX_MS3DLOADER_H__6D400CE1_D6D8_4ABA_B6B3_8DB6D8A2EF58__INCLUDED_)
#define AFX_MS3DLOADER_H__6D400CE1_D6D8_4ABA_B6B3_8DB6D8A2EF58__INCLUDED_
#include "baselib.h"
#define HELP_ME
#include "..\\_include\\geticplug.h"
//-------------------------- MSD-------------------------------------------------
typedef struct MS3D_HEADER_TYP
{
char id[10]; //The ID number of the model (always "MS3D000000")
int version; //The version number of the model
} MS3D_HEADER, *MS3D_HEADER_PTR;
typedef struct MS3D_VERTEX_TYP
{
unsigned char flags;
unsigned char refCount;
char boneID; //The bone ID (used for skeletal animation)
float vertex[3];
} MS3D_VERTEX, *MS3D_VERTEX_PTR;
typedef struct MS3D_TRIANGLE_TYP
{
unsigned short flags;
unsigned short vertexIndices[3];
float vertexNormals[3][3];
float u[3];
float v[3];
unsigned char smoothingGroup;
unsigned char groupIndex;
} MS3D_TRIANGLE, *MS3D_TRIANGLE_PTR;
typedef struct MS3D_GROUP_TYP
{
unsigned char flags;
char name[32];
unsigned short numTriangles;
unsigned short* triangleIndices;
char materialIndex;
} MS3D_GROUP, *MS3D_GROUP_PTR;
class Ms3DLoader : public IGeticPlug
{
public:
Ms3DLoader(){};
virtual ~Ms3DLoader(){};
long _stdcall ImportFile(IGeticEditor* pe, char*,char* bsFileName, Plg_Scene** ppBrush) ;
long _stdcall ExportFile(IGeticEditor* pe, char*,char* bsFileName, const Plg_Scene* pBrush);
long _stdcall ReleaseScene(Plg_Scene* ppBrush);
long _stdcall GetMenuStringAndType(char* bsFileName,DWORD* type);
long _stdcall ExportFile(char* bsFileName, const Plg_Scene* ppScene);
long _stdcall GetVersion(){return 1;};
};
#endif // !defined(AFX_MS3DLOADER_H__6D400CE1_D6D8_4ABA_B6B3_8DB6D8A2EF58__INCLUDED_)
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