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annotate libs/assimp/MDLLoader.h @ 2:334d17aed7de

visual studio project files
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 02 Feb 2014 18:36:38 +0200
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nuclear@0 1 /*
nuclear@0 2 Open Asset Import Library (assimp)
nuclear@0 3 ----------------------------------------------------------------------
nuclear@0 4
nuclear@0 5 Copyright (c) 2006-2012, assimp team
nuclear@0 6 All rights reserved.
nuclear@0 7
nuclear@0 8 Redistribution and use of this software in source and binary forms,
nuclear@0 9 with or without modification, are permitted provided that the
nuclear@0 10 following conditions are met:
nuclear@0 11
nuclear@0 12 * Redistributions of source code must retain the above
nuclear@0 13 copyright notice, this list of conditions and the
nuclear@0 14 following disclaimer.
nuclear@0 15
nuclear@0 16 * Redistributions in binary form must reproduce the above
nuclear@0 17 copyright notice, this list of conditions and the
nuclear@0 18 following disclaimer in the documentation and/or other
nuclear@0 19 materials provided with the distribution.
nuclear@0 20
nuclear@0 21 * Neither the name of the assimp team, nor the names of its
nuclear@0 22 contributors may be used to endorse or promote products
nuclear@0 23 derived from this software without specific prior
nuclear@0 24 written permission of the assimp team.
nuclear@0 25
nuclear@0 26 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
nuclear@0 27 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
nuclear@0 28 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
nuclear@0 29 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
nuclear@0 30 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
nuclear@0 31 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
nuclear@0 32 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
nuclear@0 33 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
nuclear@0 34 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
nuclear@0 35 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
nuclear@0 36 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
nuclear@0 37
nuclear@0 38 ----------------------------------------------------------------------
nuclear@0 39 */
nuclear@0 40
nuclear@0 41
nuclear@0 42 /** @file MDLLoader.h
nuclear@0 43 * @brief Declaration of the loader for MDL files
nuclear@0 44 */
nuclear@0 45
nuclear@0 46 #ifndef AI_MDLLOADER_H_INCLUDED
nuclear@0 47 #define AI_MDLLOADER_H_INCLUDED
nuclear@0 48
nuclear@0 49 #include "BaseImporter.h"
nuclear@0 50
nuclear@0 51 struct aiNode;
nuclear@0 52 #include "MDLFileData.h"
nuclear@0 53 #include "HalfLifeFileData.h"
nuclear@0 54
nuclear@0 55 namespace Assimp {
nuclear@0 56
nuclear@0 57
nuclear@0 58 using namespace MDL;
nuclear@0 59
nuclear@0 60 // --------------------------------------------------------------------------------------
nuclear@0 61 // Include file/line information in debug builds
nuclear@0 62 #ifdef ASSIMP_BUILD_DEBUG
nuclear@0 63 # define VALIDATE_FILE_SIZE(msg) SizeCheck(msg,__FILE__,__LINE__)
nuclear@0 64 #else
nuclear@0 65 # define VALIDATE_FILE_SIZE(msg) SizeCheck(msg)
nuclear@0 66 #endif
nuclear@0 67
nuclear@0 68 // --------------------------------------------------------------------------------------
nuclear@0 69 /** @brief Class to load MDL files.
nuclear@0 70 *
nuclear@0 71 * Several subformats exist:
nuclear@0 72 * <ul>
nuclear@0 73 * <li>Quake I</li>
nuclear@0 74 * <li>3D Game Studio MDL3, MDL4</li>
nuclear@0 75 * <li>3D Game Studio MDL5</li>
nuclear@0 76 * <li>3D Game Studio MDL7</li>
nuclear@0 77 * <li>Halflife 2</li>
nuclear@0 78 * </ul>
nuclear@0 79 * These formats are partially identical and it would be possible to load
nuclear@0 80 * them all with a single 1000-line function-beast. However, it has been
nuclear@0 81 * split into several code paths to make the code easier to read and maintain.
nuclear@0 82 */
nuclear@0 83 class MDLImporter : public BaseImporter
nuclear@0 84 {
nuclear@0 85 public:
nuclear@0 86 MDLImporter();
nuclear@0 87 ~MDLImporter();
nuclear@0 88
nuclear@0 89
nuclear@0 90 public:
nuclear@0 91
nuclear@0 92 // -------------------------------------------------------------------
nuclear@0 93 /** Returns whether the class can handle the format of the given file.
nuclear@0 94 * See BaseImporter::CanRead() for details. */
nuclear@0 95 bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
nuclear@0 96 bool checkSig) const;
nuclear@0 97
nuclear@0 98
nuclear@0 99 // -------------------------------------------------------------------
nuclear@0 100 /** Called prior to ReadFile().
nuclear@0 101 * The function is a request to the importer to update its configuration
nuclear@0 102 * basing on the Importer's configuration property list.
nuclear@0 103 */
nuclear@0 104 void SetupProperties(const Importer* pImp);
nuclear@0 105
nuclear@0 106 protected:
nuclear@0 107
nuclear@0 108
nuclear@0 109 // -------------------------------------------------------------------
nuclear@0 110 /** Return importer meta information.
nuclear@0 111 * See #BaseImporter::GetInfo for the details
nuclear@0 112 */
nuclear@0 113 const aiImporterDesc* GetInfo () const;
nuclear@0 114
nuclear@0 115 // -------------------------------------------------------------------
nuclear@0 116 /** Imports the given file into the given scene structure.
nuclear@0 117 * See BaseImporter::InternReadFile() for details
nuclear@0 118 */
nuclear@0 119 void InternReadFile( const std::string& pFile, aiScene* pScene,
nuclear@0 120 IOSystem* pIOHandler);
nuclear@0 121
nuclear@0 122 protected:
nuclear@0 123
nuclear@0 124 // -------------------------------------------------------------------
nuclear@0 125 /** Import a quake 1 MDL file (IDPO)
nuclear@0 126 */
nuclear@0 127 void InternReadFile_Quake1( );
nuclear@0 128
nuclear@0 129 // -------------------------------------------------------------------
nuclear@0 130 /** Import a GameStudio A4/A5 file (MDL 3,4,5)
nuclear@0 131 */
nuclear@0 132 void InternReadFile_3DGS_MDL345( );
nuclear@0 133
nuclear@0 134 // -------------------------------------------------------------------
nuclear@0 135 /** Import a GameStudio A7 file (MDL 7)
nuclear@0 136 */
nuclear@0 137 void InternReadFile_3DGS_MDL7( );
nuclear@0 138
nuclear@0 139 // -------------------------------------------------------------------
nuclear@0 140 /** Import a CS:S/HL2 MDL file (not fully implemented)
nuclear@0 141 */
nuclear@0 142 void InternReadFile_HL2( );
nuclear@0 143
nuclear@0 144 // -------------------------------------------------------------------
nuclear@0 145 /** Check whether a given position is inside the valid range
nuclear@0 146 * Throw a DeadlyImportError if it is not
nuclear@0 147 * \param szPos Cursor position
nuclear@0 148 * \param szFile Name of the source file from which the function was called
nuclear@0 149 * \param iLine Source code line from which the function was called
nuclear@0 150 */
nuclear@0 151 void SizeCheck(const void* szPos);
nuclear@0 152 void SizeCheck(const void* szPos, const char* szFile, unsigned int iLine);
nuclear@0 153
nuclear@0 154
nuclear@0 155 // -------------------------------------------------------------------
nuclear@0 156 /** Validate the header data structure of a game studio MDL7 file
nuclear@0 157 * \param pcHeader Input header to be validated
nuclear@0 158 */
nuclear@0 159 void ValidateHeader_3DGS_MDL7(const MDL::Header_MDL7* pcHeader);
nuclear@0 160
nuclear@0 161 // -------------------------------------------------------------------
nuclear@0 162 /** Validate the header data structure of a Quake 1 model
nuclear@0 163 * \param pcHeader Input header to be validated
nuclear@0 164 */
nuclear@0 165 void ValidateHeader_Quake1(const MDL::Header* pcHeader);
nuclear@0 166
nuclear@0 167
nuclear@0 168 // -------------------------------------------------------------------
nuclear@0 169 /** Try to load a palette from the current directory (colormap.lmp)
nuclear@0 170 * If it is not found the default palette of Quake1 is returned
nuclear@0 171 */
nuclear@0 172 void SearchPalette(const unsigned char** pszColorMap);
nuclear@0 173
nuclear@0 174 // -------------------------------------------------------------------
nuclear@0 175 /** Free a palette created with a previous call to SearchPalette()
nuclear@0 176 */
nuclear@0 177 void FreePalette(const unsigned char* pszColorMap);
nuclear@0 178
nuclear@0 179
nuclear@0 180 // -------------------------------------------------------------------
nuclear@0 181 /** Load a paletized texture from the file and convert it to 32bpp
nuclear@0 182 */
nuclear@0 183 void CreateTextureARGB8_3DGS_MDL3(const unsigned char* szData);
nuclear@0 184
nuclear@0 185 // -------------------------------------------------------------------
nuclear@0 186 /** Used to load textures from MDL3/4
nuclear@0 187 * \param szData Input data
nuclear@0 188 * \param iType Color data type
nuclear@0 189 * \param piSkip Receive: Size to skip, in bytes
nuclear@0 190 */
nuclear@0 191 void CreateTexture_3DGS_MDL4(const unsigned char* szData,
nuclear@0 192 unsigned int iType,
nuclear@0 193 unsigned int* piSkip);
nuclear@0 194
nuclear@0 195
nuclear@0 196 // -------------------------------------------------------------------
nuclear@0 197 /** Used to load textures from MDL5
nuclear@0 198 * \param szData Input data
nuclear@0 199 * \param iType Color data type
nuclear@0 200 * \param piSkip Receive: Size to skip, in bytes
nuclear@0 201 */
nuclear@0 202 void CreateTexture_3DGS_MDL5(const unsigned char* szData,
nuclear@0 203 unsigned int iType,
nuclear@0 204 unsigned int* piSkip);
nuclear@0 205
nuclear@0 206
nuclear@0 207 // -------------------------------------------------------------------
nuclear@0 208 /** Checks whether a texture can be replaced with a single color
nuclear@0 209 * This is useful for all file formats before MDL7 (all those
nuclear@0 210 * that are not containing material colors separate from textures).
nuclear@0 211 * MED seems to write dummy 8x8 monochrome images instead.
nuclear@0 212 * \param pcTexture Input texture
nuclear@0 213 * \return aiColor.r is set to qnan if the function fails and no
nuclear@0 214 * color can be found.
nuclear@0 215 */
nuclear@0 216 aiColor4D ReplaceTextureWithColor(const aiTexture* pcTexture);
nuclear@0 217
nuclear@0 218
nuclear@0 219 // -------------------------------------------------------------------
nuclear@0 220 /** Converts the absolute texture coordinates in MDL5 files to
nuclear@0 221 * relative in a range between 0 and 1
nuclear@0 222 */
nuclear@0 223 void CalculateUVCoordinates_MDL5();
nuclear@0 224
nuclear@0 225
nuclear@0 226 // -------------------------------------------------------------------
nuclear@0 227 /** Read an UV coordinate from the file. If the file format is not
nuclear@0 228 * MDL5, the function calculates relative texture coordinates
nuclear@0 229 * \param vOut Receives the output UV coord
nuclear@0 230 * \param pcSrc UV coordinate buffer
nuclear@0 231 * \param UV coordinate index
nuclear@0 232 */
nuclear@0 233 void ImportUVCoordinate_3DGS_MDL345( aiVector3D& vOut,
nuclear@0 234 const MDL::TexCoord_MDL3* pcSrc,
nuclear@0 235 unsigned int iIndex);
nuclear@0 236
nuclear@0 237 // -------------------------------------------------------------------
nuclear@0 238 /** Setup the material properties for Quake and MDL<7 models.
nuclear@0 239 * These formats don't support more than one material per mesh,
nuclear@0 240 * therefore the method processes only ONE skin and removes
nuclear@0 241 * all others.
nuclear@0 242 */
nuclear@0 243 void SetupMaterialProperties_3DGS_MDL5_Quake1( );
nuclear@0 244
nuclear@0 245
nuclear@0 246 // -------------------------------------------------------------------
nuclear@0 247 /** Parse a skin lump in a MDL7/HMP7 file with all of its features
nuclear@0 248 * variant 1: Current cursor position is the beginning of the skin header
nuclear@0 249 * \param szCurrent Current data pointer
nuclear@0 250 * \param szCurrentOut Output data pointer
nuclear@0 251 * \param pcMats Material list for this group. To be filled ...
nuclear@0 252 */
nuclear@0 253 void ParseSkinLump_3DGS_MDL7(
nuclear@0 254 const unsigned char* szCurrent,
nuclear@0 255 const unsigned char** szCurrentOut,
nuclear@0 256 std::vector<aiMaterial*>& pcMats);
nuclear@0 257
nuclear@0 258 // -------------------------------------------------------------------
nuclear@0 259 /** Parse a skin lump in a MDL7/HMP7 file with all of its features
nuclear@0 260 * variant 2: Current cursor position is the beginning of the skin data
nuclear@0 261 * \param szCurrent Current data pointer
nuclear@0 262 * \param szCurrentOut Output data pointer
nuclear@0 263 * \param pcMatOut Output material
nuclear@0 264 * \param iType header.typ
nuclear@0 265 * \param iWidth header.width
nuclear@0 266 * \param iHeight header.height
nuclear@0 267 */
nuclear@0 268 void ParseSkinLump_3DGS_MDL7(
nuclear@0 269 const unsigned char* szCurrent,
nuclear@0 270 const unsigned char** szCurrentOut,
nuclear@0 271 aiMaterial* pcMatOut,
nuclear@0 272 unsigned int iType,
nuclear@0 273 unsigned int iWidth,
nuclear@0 274 unsigned int iHeight);
nuclear@0 275
nuclear@0 276 // -------------------------------------------------------------------
nuclear@0 277 /** Skip a skin lump in a MDL7/HMP7 file
nuclear@0 278 * \param szCurrent Current data pointer
nuclear@0 279 * \param szCurrentOut Output data pointer. Points to the byte just
nuclear@0 280 * behind the last byte of the skin.
nuclear@0 281 * \param iType header.typ
nuclear@0 282 * \param iWidth header.width
nuclear@0 283 * \param iHeight header.height
nuclear@0 284 */
nuclear@0 285 void SkipSkinLump_3DGS_MDL7(const unsigned char* szCurrent,
nuclear@0 286 const unsigned char** szCurrentOut,
nuclear@0 287 unsigned int iType,
nuclear@0 288 unsigned int iWidth,
nuclear@0 289 unsigned int iHeight);
nuclear@0 290
nuclear@0 291 // -------------------------------------------------------------------
nuclear@0 292 /** Parse texture color data for MDL5, MDL6 and MDL7 formats
nuclear@0 293 * \param szData Current data pointer
nuclear@0 294 * \param iType type of the texture data. No DDS or external
nuclear@0 295 * \param piSkip Receive the number of bytes to skip
nuclear@0 296 * \param pcNew Must point to fully initialized data. Width and
nuclear@0 297 * height must be set. If pcNew->pcData is set to UINT_MAX,
nuclear@0 298 * piSkip will receive the size of the texture, in bytes, but no
nuclear@0 299 * color data will be read.
nuclear@0 300 */
nuclear@0 301 void ParseTextureColorData(const unsigned char* szData,
nuclear@0 302 unsigned int iType,
nuclear@0 303 unsigned int* piSkip,
nuclear@0 304 aiTexture* pcNew);
nuclear@0 305
nuclear@0 306 // -------------------------------------------------------------------
nuclear@0 307 /** Join two materials / skins. Setup UV source ... etc
nuclear@0 308 * \param pcMat1 First input material
nuclear@0 309 * \param pcMat2 Second input material
nuclear@0 310 * \param pcMatOut Output material instance to be filled. Must be empty
nuclear@0 311 */
nuclear@0 312 void JoinSkins_3DGS_MDL7(aiMaterial* pcMat1,
nuclear@0 313 aiMaterial* pcMat2,
nuclear@0 314 aiMaterial* pcMatOut);
nuclear@0 315
nuclear@0 316 // -------------------------------------------------------------------
nuclear@0 317 /** Add a bone transformation key to an animation
nuclear@0 318 * \param iTrafo Index of the transformation (always==frame index?)
nuclear@0 319 * No need to validate this index, it is always valid.
nuclear@0 320 * \param pcBoneTransforms Bone transformation for this index
nuclear@0 321 * \param apcOutBones Output bones array
nuclear@0 322 */
nuclear@0 323 void AddAnimationBoneTrafoKey_3DGS_MDL7(unsigned int iTrafo,
nuclear@0 324 const MDL::BoneTransform_MDL7* pcBoneTransforms,
nuclear@0 325 MDL::IntBone_MDL7** apcBonesOut);
nuclear@0 326
nuclear@0 327 // -------------------------------------------------------------------
nuclear@0 328 /** Load the bone list of a MDL7 file
nuclear@0 329 * \return If the bones could be loaded successfully, a valid
nuclear@0 330 * array containing pointers to a temporary bone
nuclear@0 331 * representation. NULL if the bones could not be loaded.
nuclear@0 332 */
nuclear@0 333 MDL::IntBone_MDL7** LoadBones_3DGS_MDL7();
nuclear@0 334
nuclear@0 335 // -------------------------------------------------------------------
nuclear@0 336 /** Load bone transformation keyframes from a file chunk
nuclear@0 337 * \param groupInfo -> doc of data structure
nuclear@0 338 * \param frame -> doc of data structure
nuclear@0 339 * \param shared -> doc of data structure
nuclear@0 340 */
nuclear@0 341 void ParseBoneTrafoKeys_3DGS_MDL7(
nuclear@0 342 const MDL::IntGroupInfo_MDL7& groupInfo,
nuclear@0 343 IntFrameInfo_MDL7& frame,
nuclear@0 344 MDL::IntSharedData_MDL7& shared);
nuclear@0 345
nuclear@0 346 // -------------------------------------------------------------------
nuclear@0 347 /** Calculate absolute bone animation matrices for each bone
nuclear@0 348 * \param apcOutBones Output bones array
nuclear@0 349 */
nuclear@0 350 void CalcAbsBoneMatrices_3DGS_MDL7(MDL::IntBone_MDL7** apcOutBones);
nuclear@0 351
nuclear@0 352 // -------------------------------------------------------------------
nuclear@0 353 /** Add all bones to the nodegraph (as children of the root node)
nuclear@0 354 * \param apcBonesOut List of bones
nuclear@0 355 * \param pcParent Parent node. New nodes will be added to this node
nuclear@0 356 * \param iParentIndex Index of the parent bone
nuclear@0 357 */
nuclear@0 358 void AddBonesToNodeGraph_3DGS_MDL7(const MDL::IntBone_MDL7** apcBonesOut,
nuclear@0 359 aiNode* pcParent,uint16_t iParentIndex);
nuclear@0 360
nuclear@0 361 // -------------------------------------------------------------------
nuclear@0 362 /** Build output animations
nuclear@0 363 * \param apcBonesOut List of bones
nuclear@0 364 */
nuclear@0 365 void BuildOutputAnims_3DGS_MDL7(const MDL::IntBone_MDL7** apcBonesOut);
nuclear@0 366
nuclear@0 367 // -------------------------------------------------------------------
nuclear@0 368 /** Handles materials that are just referencing another material
nuclear@0 369 * There is no test file for this feature, but Conitec's doc
nuclear@0 370 * say it is used.
nuclear@0 371 */
nuclear@0 372 void HandleMaterialReferences_3DGS_MDL7();
nuclear@0 373
nuclear@0 374 // -------------------------------------------------------------------
nuclear@0 375 /** Copies only the material that are referenced by at least one
nuclear@0 376 * mesh to the final output material list. All other materials
nuclear@0 377 * will be discarded.
nuclear@0 378 * \param shared -> doc of data structure
nuclear@0 379 */
nuclear@0 380 void CopyMaterials_3DGS_MDL7(MDL::IntSharedData_MDL7 &shared);
nuclear@0 381
nuclear@0 382 // -------------------------------------------------------------------
nuclear@0 383 /** Process the frame section at the end of a group
nuclear@0 384 * \param groupInfo -> doc of data structure
nuclear@0 385 * \param shared -> doc of data structure
nuclear@0 386 * \param szCurrent Pointer to the start of the frame section
nuclear@0 387 * \param szCurrentOut Receives a pointer to the first byte of the
nuclear@0 388 * next data section.
nuclear@0 389 * \return false to read no further groups (a small workaround for
nuclear@0 390 * some tiny and unsolved problems ... )
nuclear@0 391 */
nuclear@0 392 bool ProcessFrames_3DGS_MDL7(const MDL::IntGroupInfo_MDL7& groupInfo,
nuclear@0 393 MDL::IntGroupData_MDL7& groupData,
nuclear@0 394 MDL::IntSharedData_MDL7& shared,
nuclear@0 395 const unsigned char* szCurrent,
nuclear@0 396 const unsigned char** szCurrentOut);
nuclear@0 397
nuclear@0 398 // -------------------------------------------------------------------
nuclear@0 399 /** Sort all faces by their materials. If the mesh is using
nuclear@0 400 * multiple materials per face (that are blended together) the function
nuclear@0 401 * might create new materials.
nuclear@0 402 * \param groupInfo -> doc of data structure
nuclear@0 403 * \param groupData -> doc of data structure
nuclear@0 404 * \param splitGroupData -> doc of data structure
nuclear@0 405 */
nuclear@0 406 void SortByMaterials_3DGS_MDL7(
nuclear@0 407 const MDL::IntGroupInfo_MDL7& groupInfo,
nuclear@0 408 MDL::IntGroupData_MDL7& groupData,
nuclear@0 409 MDL::IntSplitGroupData_MDL7& splitGroupData);
nuclear@0 410
nuclear@0 411 // -------------------------------------------------------------------
nuclear@0 412 /** Read all faces and vertices from a MDL7 group. The function fills
nuclear@0 413 * preallocated memory buffers.
nuclear@0 414 * \param groupInfo -> doc of data structure
nuclear@0 415 * \param groupData -> doc of data structure
nuclear@0 416 */
nuclear@0 417 void ReadFaces_3DGS_MDL7(const MDL::IntGroupInfo_MDL7& groupInfo,
nuclear@0 418 MDL::IntGroupData_MDL7& groupData);
nuclear@0 419
nuclear@0 420 // -------------------------------------------------------------------
nuclear@0 421 /** Generate the final output meshes for a7 models
nuclear@0 422 * \param groupData -> doc of data structure
nuclear@0 423 * \param splitGroupData -> doc of data structure
nuclear@0 424 */
nuclear@0 425 void GenerateOutputMeshes_3DGS_MDL7(
nuclear@0 426 MDL::IntGroupData_MDL7& groupData,
nuclear@0 427 MDL::IntSplitGroupData_MDL7& splitGroupData);
nuclear@0 428
nuclear@0 429 protected:
nuclear@0 430
nuclear@0 431 /** Configuration option: frame to be loaded */
nuclear@0 432 unsigned int configFrameID;
nuclear@0 433
nuclear@0 434 /** Configuration option: palette to be used to decode palletized images*/
nuclear@0 435 std::string configPalette;
nuclear@0 436
nuclear@0 437 /** Buffer to hold the loaded file */
nuclear@0 438 unsigned char* mBuffer;
nuclear@0 439
nuclear@0 440 /** For GameStudio MDL files: The number in the magic word, either 3,4 or 5
nuclear@0 441 * (MDL7 doesn't need this, the format has a separate loader) */
nuclear@0 442 unsigned int iGSFileVersion;
nuclear@0 443
nuclear@0 444 /** Output I/O handler. used to load external lmp files */
nuclear@0 445 IOSystem* pIOHandler;
nuclear@0 446
nuclear@0 447 /** Output scene to be filled */
nuclear@0 448 aiScene* pScene;
nuclear@0 449
nuclear@0 450 /** Size of the input file in bytes */
nuclear@0 451 unsigned int iFileSize;
nuclear@0 452 };
nuclear@0 453
nuclear@0 454 } // end of namespace Assimp
nuclear@0 455
nuclear@0 456 #endif // AI_3DSIMPORTER_H_INC