📄 m2chartexture.h
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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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