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Export model face data

master
Nico de Poel 3 years ago
parent
commit
b87102afb2
  1. 4
      main.cpp
  2. 11
      ps1bsp.h

4
main.cpp

@ -381,8 +381,8 @@ int process_faces(const world_t* world, const TextureList& textures)
outModel.origin = model->origin.convertWorldPosition();
outModel.nodeId0 = (u_short)model->node_id0;
outModel.nodeId1 = (u_short)model->node_id1;
outModel.nodeId2 = (u_short)model->node_id2;
outModel.nodeId3 = (u_short)model->node_id3;
outModel.firstFace = (u_short)model->face_id;
outModel.numFaces = (u_short)model->face_num;
outModels.push_back(outModel);
}

11
ps1bsp.h

@ -153,17 +153,22 @@ typedef struct ps1bsp_leaf_s
// Run-time data
const struct ps1bsp_leaf_s* nextLeaf; // For chaining leafs in drawing order
const struct ps1bsp_model_s* models;
} ps1bsp_leaf_t;
typedef struct
typedef struct ps1bsp_model_s
{
SVECTOR boundingSphere;
SVECTOR origin;
u_short nodeId0;
u_short nodeId1;
u_short nodeId2;
u_short nodeId3;
u_short firstFace;
u_short numFaces;
// Run-time data
const struct ps1bsp_model_s* nextModel;
const struct ps1bsp_leaf_s* currentLeaf;
} ps1bsp_model_t;
// Pre-parsed and encoded entity data (this runs the risk of becoming too bloated)

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