/*
* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see .
*/
#ifndef ACORE_M2STRUCTURE_H
#define ACORE_M2STRUCTURE_H
#include
#include
// Structures for M2 file. Source: https://wowdev.wiki
#pragma pack(push, 1)
template
struct M2SplineKey
{
T p0;
T p1;
T p2;
};
struct M2Header
{
char Magic[4]; // "MD20"
uint32 Version; // The version of the format.
uint32 lName; // Length of the model's name including the trailing \0
uint32 ofsName; // Offset to the name, it seems like models can get reloaded by this name.should be unique, i guess.
uint32 GlobalModelFlags; // 0x0001: tilt x, 0x0002: tilt y, 0x0008: add 2 fields in header, 0x0020: load .phys data (MoP+), 0x0080: has _lod .skin files (MoP?+), 0x0100: is camera related.
uint32 nGlobalSequences;
uint32 ofsGlobalSequences; // A list of timestamps.
uint32 nAnimations;
uint32 ofsAnimations; // Information about the animations in the model.
uint32 nAnimationLookup;
uint32 ofsAnimationLookup; // Mapping of global IDs to the entries in the Animation sequences block.
uint32 nBones; // MAX_BONES = 0x100
uint32 ofsBones; // Information about the bones in this model.
uint32 nKeyBoneLookup;
uint32 ofsKeyBoneLookup; // Lookup table for key skeletal bones.
uint32 nVertices;
uint32 ofsVertices; // Vertices of the model.
uint32 nViews; // Views (LOD) are now in .skins.
uint32 nSubmeshAnimations;
uint32 ofsSubmeshAnimations; // Submesh color and alpha animations definitions.
uint32 nTextures;
uint32 ofsTextures; // Textures of this model.
uint32 nTransparency;
uint32 ofsTransparency; // Transparency of textures.
uint32 nUVAnimation;
uint32 ofsUVAnimation;
uint32 nTexReplace;
uint32 ofsTexReplace; // Replaceable Textures.
uint32 nRenderFlags;
uint32 ofsRenderFlags; // Blending modes / render flags.
uint32 nBoneLookupTable;
uint32 ofsBoneLookupTable; // A bone lookup table.
uint32 nTexLookup;
uint32 ofsTexLookup; // The same for textures.
uint32 nTexUnits; // possibly removed with cata?!
uint32 ofsTexUnits; // And texture units. Somewhere they have to be too.
uint32 nTransLookup;
uint32 ofsTransLookup; // Everything needs its lookup. Here are the transparencies.
uint32 nUVAnimLookup;
uint32 ofsUVAnimLookup;
G3D::AABox BoundingBox; // min/max( [1].z, 2.0277779f ) - 0.16f seems to be the maximum camera height
float BoundingSphereRadius;
G3D::AABox CollisionBox;
float CollisionSphereRadius;
uint32 nBoundingTriangles;
uint32 ofsBoundingTriangles; // Our bounding volumes. Similar structure like in the old ofsViews.
uint32 nBoundingVertices;
uint32 ofsBoundingVertices;
uint32 nBoundingNormals;
uint32 ofsBoundingNormals;
uint32 nAttachments;
uint32 ofsAttachments; // Attachments are for weapons etc.
uint32 nAttachLookup;
uint32 ofsAttachLookup; // Of course with a lookup.
uint32 nEvents;
uint32 ofsEvents; // Used for playing sounds when dying and a lot else.
uint32 nLights;
uint32 ofsLights; // Lights are mainly used in loginscreens but in wands and some doodads too.
uint32 nCameras; // Format of Cameras changed with version 271!
uint32 ofsCameras; // The cameras are present in most models for having a model in the Character-Tab.
uint32 nCameraLookup;
uint32 ofsCameraLookup; // And lookup-time again.
uint32 nRibbonEmitters;
uint32 ofsRibbonEmitters; // Things swirling around. See the CoT-entrance for light-trails.
uint32 nParticleEmitters;
uint32 ofsParticleEmitters; // Spells and weapons, doodads and loginscreens use them. Blood dripping of a blade? Particles.
uint32 nBlendMaps; // This has to deal with blending. Exists IFF (flags & 0x8) != 0. When set, textures blending is overriden by the associated array. See M2/WotLK#Blend_mode_overrides
uint32 ofsBlendMaps; // Same as above. Points to an array of uint16 of nBlendMaps entries -- From WoD information.};
};
struct M2Array
{
uint32_t number;
uint32 offset_elements;
};
struct M2Track
{
uint16_t interpolation_type;
uint16_t global_sequence;
M2Array timestamps;
M2Array values;
};
struct M2Camera
{
uint32_t type; // 0: portrait, 1: characterinfo; -1: else (flyby etc.); referenced backwards in the lookup table.
float fov; // No radians, no degrees. Multiply by 35 to get degrees.
float far_clip;
float near_clip;
M2Track positions; // How the camera's position moves. Should be 3*3 floats.
G3D::Vector3 position_base;
M2Track target_positions; // How the target moves. Should be 3*3 floats.
G3D::Vector3 target_position_base;
M2Track rolldata; // The camera can have some roll-effect. Its 0 to 2*Pi.
};
#pragma pack(pop)
#endif