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1 #ifndef CHUNK_H_
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2 #define CHUNK_H_
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3
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4 #ifndef _MSC_VER
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5 #include <stdint.h>
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6 #else
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7 typedef unsigned __int32 uint32_t;
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8 #endif
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9
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10 enum {
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11 CNK_INVALID, // this shouldn't appear in files
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12 CNK_SCENE, // the root chunk
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13
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14 // general purpose chunks
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15 CNK_INT,
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16 CNK_INT4,
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17 CNK_FLOAT,
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18 CNK_FLOAT3,
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19 CNK_FLOAT4,
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20 CNK_STRING,
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21
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22 // --- first level chunks ---
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23 // children of CNK_SCENE
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24 CNK_ENV, // environmental parameters
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25 CNK_MTL, // material
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26 CNK_MESH,
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27 CNK_LIGHT,
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28 CNK_CAMERA,
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29 CNK_NODE,
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30
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31 // --- second level chunks ---
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32 // children of CNK_ENV
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33 CNK_ENV_AMBIENT, // ambient color, contains a single CNK_FLOAT3
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34 CNK_ENV_FOG,
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35
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36 // --- third level chunks ---
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37 // children of CNK_FOG
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38 CNK_FOG_COLOR, // fog color, contains a single CNK_FLOAT3
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39 CNK_FOG_EXP, // fog exponent, contains a single CNK_FLOAT
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40
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41 // children of CNK_MTL
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42 CNK_MTL_NAME, // has a single CNK_STRING
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43 CNK_MTL_ATTR, // material attribute, has a CNK_STRING for its name,
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44 // a CNK_MTL_ATTR_VAL, and optionally a CNK_MTL_ATTR_MAP
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45 // children of CNK_MTL_ATTR
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46 CNK_MTL_ATTR_NAME, // has a single CNK_STRING
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47 CNK_MTL_ATTR_VAL, // can have a single CNK_FLOAT, CNK_FLOAT3, or CNK_FLOAT4
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48 CNK_MTL_ATTR_MAP, // has a single CNK_STRING
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49
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50 // children of CNK_MESH
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51 CNK_MESH_NAME, // has a single CNK_STRING
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52 CNK_MESH_MATERIAL, // has one of CNK_STRING or CNK_INT to identify the material
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53 CNK_MESH_VERTEX_LIST, // has a series of CNK_FLOAT3 chunks
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54 CNK_MESH_NORMAL_LIST, // has a series of CNK_FLOAT3 chunks
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55 CNK_MESH_TANGENT_LIST, // has a series of CNK_FLOAT3 chunks
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56 CNK_MESH_TEXCOORD_LIST, // has a series of CNK_FLOAT3 chunks
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57 CNK_MESH_SKINWEIGHT_LIST, // has a series of CNK_FLOAT4 chunks (4 skin weights)
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58 CNK_MESH_SKINMATRIX_LIST, // has a series of CNK_INT4 chunks (4 matrix indices)
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59 CNK_MESH_COLOR_LIST, // has a series of CNK_FLOAT4 chunks
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60 CNK_MESH_BONES_LIST, // has a series of CNK_INT or CNK_STRING chunks identifying the bone nodes
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61 CNK_MESH_FACE_LIST, // has a series of CNK_FACE chunks
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62 CNK_MESH_FILE, // optionally mesh data may be in another file, has a CNK_STRING filename
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63
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64 // child of CNK_MESH_FACE_LIST
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65 CNK_MESH_FACE, // has three CNK_INT chunks
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66
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67 // children of CNK_LIGHT
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68 CNK_LIGHT_NAME, // has a single CNK_STRING
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69 CNK_LIGHT_POS, // has a single CNK_FLOAT3
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70 CNK_LIGHT_COLOR, // has a single CNK_FLOAT3
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71 CNK_LIGHT_ATTEN, // has a single CNK_FLOAT3 (constant, linear, squared attenuation)
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72 CNK_LIGHT_DISTANCE, // has a single CNK_FLOAT
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73 CNK_LIGHT_DIR, // a single CNK_FLOAT3 (for spotlights and dir-lights)
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74 CNK_LIGHT_CONE_INNER, // single CNK_FLOAT, inner cone angle (for spotlights)
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75 CNK_LIGHT_CONE_OUTER, // single CNK_FLOAT, outer cone angle (for spotlights)
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76
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77 // children of CNK_CAMERA
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78 CNK_CAMERA_NAME, // has a single CNK_STRING
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79 CNK_CAMERA_POS, // single CNK_FLOAT3
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80 CNK_CAMERA_TARGET, // single CNK_FLOAT3
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81 CNK_CAMERA_FOV, // single CNK_FLOAT (field of view in radians)
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82 CNK_CAMERA_NEARCLIP, // single CNK_FLOAT (near clipping plane distance)
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83 CNK_CAMERA_FARCLIP, // signle CNK_FLOAT (far clipping plane distance)
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84
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85 // children of CNK_NODE
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86 CNK_NODE_NAME, // node name, a single CNK_STRING
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87 CNK_NODE_PARENT, // it can have a CNK_INT or a CNK_STRING to identify the parent node
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88
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89 CNK_NODE_MESH, // it can have a CNK_INT or a CNK_STRING to identify this node's mesh
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90 CNK_NODE_LIGHT, // same as CNK_NODE_MESH
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91 CNK_NODE_CAMERA, // same as CNK_NODE_MESH
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92
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93 CNK_NODE_POS, // has a CNK_FLOAT3, position vector
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94 CNK_NODE_ROT, // has a CNK_FLOAT4, rotation quaternion (x, y, z imaginary, w real)
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95 CNK_NODE_SCALE, // has a CNK_FLOAT3, scaling
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96 CNK_NODE_PIVOT, // has a CNK_FLOAT3, pivot point
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97
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98 CNK_NODE_MATRIX0, // has a CNK_FLOAT4, first matrix row (4x3)
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99 CNK_NODE_MATRXI1, // has a CNK_FLOAT4, second matrix row (4x3)
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100 CNK_NODE_MATRIX2, // has a CNK_FLOAT4, third matrix row (4x3)
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101
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102 MAX_NUM_CHUNKS
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103 };
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104
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105 #define UNKNOWN_SIZE ((uint32_t)0xbaadf00d)
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106
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107 struct ChunkHeader {
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108 uint32_t id;
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109 uint32_t size;
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110 };
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111
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112 struct Chunk {
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113 ChunkHeader hdr;
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114 char data[1];
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115 };
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116
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117
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118 ChunkHeader chunk_header(int id);
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119 bool write_chunk_header(const ChunkHeader *hdr, goat3d_io *io);
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120 bool read_chunk_header(ChunkHeader *hdr, goat3d_io *io);
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121 void skip_chunk(const ChunkHeader *hdr, goat3d_io *io);
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122
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123
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124 #endif // CHUNK_H_
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