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1 /*
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2 Open Asset Import Library (assimp)
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3 ----------------------------------------------------------------------
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4
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5 Copyright (c) 2006-2012, assimp team
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6 All rights reserved.
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7
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8 Redistribution and use of this software in source and binary forms,
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9 with or without modification, are permitted provided that the
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10 following conditions are met:
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11
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12 * Redistributions of source code must retain the above
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13 copyright notice, this list of conditions and the
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14 following disclaimer.
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15
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16 * Redistributions in binary form must reproduce the above
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17 copyright notice, this list of conditions and the
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18 following disclaimer in the documentation and/or other
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19 materials provided with the distribution.
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20
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21 * Neither the name of the assimp team, nor the names of its
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22 contributors may be used to endorse or promote products
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23 derived from this software without specific prior
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24 written permission of the assimp team.
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25
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26 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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27 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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28 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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29 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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30 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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31 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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32 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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33 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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34 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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35 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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36 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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37
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38 ----------------------------------------------------------------------
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39 */
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40
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41 /** @file MD2FileData.h
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42 * @brief Defines helper data structures for importing MD2 files
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43 * http://linux.ucla.edu/~phaethon/q3/formats/md2-schoenblum.html
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44 */
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45 #ifndef AI_MD2FILEHELPER_H_INC
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46 #define AI_MD2FILEHELPER_H_INC
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47
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48 #include "assimp/types.h"
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49 #include "assimp/mesh.h"
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50 #include "assimp/anim.h"
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51
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52 #include "assimp/Compiler/pushpack1.h"
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53
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54 namespace Assimp {
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55 namespace MD2 {
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56
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57 // to make it easier for us, we test the magic word against both "endianesses"
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58 #define AI_MD2_MAGIC_NUMBER_BE AI_MAKE_MAGIC("IDP2")
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59 #define AI_MD2_MAGIC_NUMBER_LE AI_MAKE_MAGIC("2PDI")
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60
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61 // common limitations
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62 #define AI_MD2_VERSION 15
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63 #define AI_MD2_MAXQPATH 64
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64 #define AI_MD2_MAX_FRAMES 512
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65 #define AI_MD2_MAX_SKINS 32
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66 #define AI_MD2_MAX_VERTS 2048
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67 #define AI_MD2_MAX_TRIANGLES 4096
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68
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69 // ---------------------------------------------------------------------------
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70 /** \brief Data structure for the MD2 main header
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71 */
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72 struct Header
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73 {
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74 uint32_t magic;
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75 uint32_t version;
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76 uint32_t skinWidth;
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77 uint32_t skinHeight;
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78 uint32_t frameSize;
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79 uint32_t numSkins;
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80 uint32_t numVertices;
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81 uint32_t numTexCoords;
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82 uint32_t numTriangles;
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83 uint32_t numGlCommands;
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84 uint32_t numFrames;
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85 uint32_t offsetSkins;
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86 uint32_t offsetTexCoords;
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87 uint32_t offsetTriangles;
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88 uint32_t offsetFrames;
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89 uint32_t offsetGlCommands;
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90 uint32_t offsetEnd;
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91
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92 } PACK_STRUCT;
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93
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94 // ---------------------------------------------------------------------------
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95 /** \brief Data structure for a MD2 OpenGl draw command
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96 */
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97 struct GLCommand
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98 {
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99 float s, t;
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100 uint32_t vertexIndex;
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101 } PACK_STRUCT;
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102
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103 // ---------------------------------------------------------------------------
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104 /** \brief Data structure for a MD2 triangle
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105 */
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106 struct Triangle
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107 {
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108 uint16_t vertexIndices[3];
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109 uint16_t textureIndices[3];
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110 } PACK_STRUCT;
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111
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112 // ---------------------------------------------------------------------------
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113 /** \brief Data structure for a MD2 vertex
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114 */
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115 struct Vertex
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116 {
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117 uint8_t vertex[3];
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118 uint8_t lightNormalIndex;
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119 } PACK_STRUCT;
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120
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121 // ---------------------------------------------------------------------------
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122 /** \brief Data structure for a MD2 frame
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123 */
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124 struct Frame
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125 {
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126 float scale[3];
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127 float translate[3];
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128 char name[16];
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129 Vertex vertices[1];
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130 } PACK_STRUCT;
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131
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132 // ---------------------------------------------------------------------------
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133 /** \brief Data structure for a MD2 texture coordinate
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134 */
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135 struct TexCoord
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136 {
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137 uint16_t s;
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138 uint16_t t;
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139 } PACK_STRUCT;
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140
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141 // ---------------------------------------------------------------------------
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142 /** \brief Data structure for a MD2 skin
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143 */
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144 struct Skin
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145 {
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146 char name[AI_MD2_MAXQPATH]; /* texture file name */
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147 } PACK_STRUCT;
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148
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149 #include "assimp/Compiler/poppack1.h"
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150
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151
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152 // ---------------------------------------------------------------------------
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153 //! Lookup a normal vector from Quake's normal lookup table
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154 //! \param index Input index (0-161)
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155 //! \param vOut Receives the output normal
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156 void LookupNormalIndex(uint8_t index,aiVector3D& vOut);
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157
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158
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159 }
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160 }
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161
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162 #endif // !! include guard
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163
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