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📄 m2chartexture.h

📁 3D游戏展示程序
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//--------------------------------------------------
//  Desc: M2 Character Texture Compose
//  Date: 2007.4.10 /update
//  Author: Artsylee
//
//  From: WOW Model Viewer
//  I just coding in my own ways!
//
//--------------------------------------------------

#ifndef _M2CHARTEXTURE_
#define _M2CHARTEXTURE_

#include <vector>

struct Region
{
	int xpos;
	int ypos;
	int xsize;
	int ysize;
};

enum CharRegion
{
	CR_BASE = 0,
	CR_ARM_UPPER,
	CR_ARM_LOWER,
	CR_HAND,
	CR_FACE_UPPER,
	CR_FACE_LOWER,
	CR_TORSO_UPPER,
	CR_TORSO_LOWER,
	CR_PELVIS_UPPER,
	CR_PELVIS_LOWER,
	CR_FOOT,
	NUM_REGIONS,

	CR_LEG_UPPER = CR_PELVIS_UPPER,
	CR_LEG_LOWER = CR_PELVIS_LOWER
};

const Region g_Region[NUM_REGIONS] =
{
	{0, 0, 256, 256},	// base
	{0, 0, 128, 64},	// arm upper
	{0, 64, 128, 64},	// arm lower
	{0, 128, 128, 32},	// hand
	{0, 160, 128, 32},	// face upper
	{0, 192, 128, 64},	// face lower
	{128, 0, 128, 64},	// torso upper
	{128, 64, 128, 32},	// torso lower
	{128, 96, 128, 64}, // pelvis upper
	{128, 160, 128, 64},// pelvis lower
	{128, 224, 128, 32}	// foot
};

struct TextureComponent
{
	char m_FileName[256];
	int  m_Index;			// just for AMF
	int  m_Region;
	int  m_Layer;

	TextureComponent();
	const bool operator<(const TextureComponent &c) const
	{
		return m_Layer < c.m_Layer;
	}
};

struct TextureGroup
{
	std::vector<TextureComponent> m_Components;
	void AddTexture(const char *filename, int index, int region, int layer);
	unsigned long Compose(unsigned long oldtexhandle = 0);
};


#endif // _M2CHARTEXTURE_

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