vrshoot

annotate libs/assimp/MD2FileData.h @ 1:e7ca128b8713

looks nice :)
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 02 Feb 2014 00:35:22 +0200
parents
children
rev   line source
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 /** @file MD2FileData.h
nuclear@0 42 * @brief Defines helper data structures for importing MD2 files
nuclear@0 43 * http://linux.ucla.edu/~phaethon/q3/formats/md2-schoenblum.html
nuclear@0 44 */
nuclear@0 45 #ifndef AI_MD2FILEHELPER_H_INC
nuclear@0 46 #define AI_MD2FILEHELPER_H_INC
nuclear@0 47
nuclear@0 48 #include "assimp/types.h"
nuclear@0 49 #include "assimp/mesh.h"
nuclear@0 50 #include "assimp/anim.h"
nuclear@0 51
nuclear@0 52 #include "assimp/Compiler/pushpack1.h"
nuclear@0 53
nuclear@0 54 namespace Assimp {
nuclear@0 55 namespace MD2 {
nuclear@0 56
nuclear@0 57 // to make it easier for us, we test the magic word against both "endianesses"
nuclear@0 58 #define AI_MD2_MAGIC_NUMBER_BE AI_MAKE_MAGIC("IDP2")
nuclear@0 59 #define AI_MD2_MAGIC_NUMBER_LE AI_MAKE_MAGIC("2PDI")
nuclear@0 60
nuclear@0 61 // common limitations
nuclear@0 62 #define AI_MD2_VERSION 15
nuclear@0 63 #define AI_MD2_MAXQPATH 64
nuclear@0 64 #define AI_MD2_MAX_FRAMES 512
nuclear@0 65 #define AI_MD2_MAX_SKINS 32
nuclear@0 66 #define AI_MD2_MAX_VERTS 2048
nuclear@0 67 #define AI_MD2_MAX_TRIANGLES 4096
nuclear@0 68
nuclear@0 69 // ---------------------------------------------------------------------------
nuclear@0 70 /** \brief Data structure for the MD2 main header
nuclear@0 71 */
nuclear@0 72 struct Header
nuclear@0 73 {
nuclear@0 74 uint32_t magic;
nuclear@0 75 uint32_t version;
nuclear@0 76 uint32_t skinWidth;
nuclear@0 77 uint32_t skinHeight;
nuclear@0 78 uint32_t frameSize;
nuclear@0 79 uint32_t numSkins;
nuclear@0 80 uint32_t numVertices;
nuclear@0 81 uint32_t numTexCoords;
nuclear@0 82 uint32_t numTriangles;
nuclear@0 83 uint32_t numGlCommands;
nuclear@0 84 uint32_t numFrames;
nuclear@0 85 uint32_t offsetSkins;
nuclear@0 86 uint32_t offsetTexCoords;
nuclear@0 87 uint32_t offsetTriangles;
nuclear@0 88 uint32_t offsetFrames;
nuclear@0 89 uint32_t offsetGlCommands;
nuclear@0 90 uint32_t offsetEnd;
nuclear@0 91
nuclear@0 92 } PACK_STRUCT;
nuclear@0 93
nuclear@0 94 // ---------------------------------------------------------------------------
nuclear@0 95 /** \brief Data structure for a MD2 OpenGl draw command
nuclear@0 96 */
nuclear@0 97 struct GLCommand
nuclear@0 98 {
nuclear@0 99 float s, t;
nuclear@0 100 uint32_t vertexIndex;
nuclear@0 101 } PACK_STRUCT;
nuclear@0 102
nuclear@0 103 // ---------------------------------------------------------------------------
nuclear@0 104 /** \brief Data structure for a MD2 triangle
nuclear@0 105 */
nuclear@0 106 struct Triangle
nuclear@0 107 {
nuclear@0 108 uint16_t vertexIndices[3];
nuclear@0 109 uint16_t textureIndices[3];
nuclear@0 110 } PACK_STRUCT;
nuclear@0 111
nuclear@0 112 // ---------------------------------------------------------------------------
nuclear@0 113 /** \brief Data structure for a MD2 vertex
nuclear@0 114 */
nuclear@0 115 struct Vertex
nuclear@0 116 {
nuclear@0 117 uint8_t vertex[3];
nuclear@0 118 uint8_t lightNormalIndex;
nuclear@0 119 } PACK_STRUCT;
nuclear@0 120
nuclear@0 121 // ---------------------------------------------------------------------------
nuclear@0 122 /** \brief Data structure for a MD2 frame
nuclear@0 123 */
nuclear@0 124 struct Frame
nuclear@0 125 {
nuclear@0 126 float scale[3];
nuclear@0 127 float translate[3];
nuclear@0 128 char name[16];
nuclear@0 129 Vertex vertices[1];
nuclear@0 130 } PACK_STRUCT;
nuclear@0 131
nuclear@0 132 // ---------------------------------------------------------------------------
nuclear@0 133 /** \brief Data structure for a MD2 texture coordinate
nuclear@0 134 */
nuclear@0 135 struct TexCoord
nuclear@0 136 {
nuclear@0 137 uint16_t s;
nuclear@0 138 uint16_t t;
nuclear@0 139 } PACK_STRUCT;
nuclear@0 140
nuclear@0 141 // ---------------------------------------------------------------------------
nuclear@0 142 /** \brief Data structure for a MD2 skin
nuclear@0 143 */
nuclear@0 144 struct Skin
nuclear@0 145 {
nuclear@0 146 char name[AI_MD2_MAXQPATH]; /* texture file name */
nuclear@0 147 } PACK_STRUCT;
nuclear@0 148
nuclear@0 149 #include "assimp/Compiler/poppack1.h"
nuclear@0 150
nuclear@0 151
nuclear@0 152 // ---------------------------------------------------------------------------
nuclear@0 153 //! Lookup a normal vector from Quake's normal lookup table
nuclear@0 154 //! \param index Input index (0-161)
nuclear@0 155 //! \param vOut Receives the output normal
nuclear@0 156 void LookupNormalIndex(uint8_t index,aiVector3D& vOut);
nuclear@0 157
nuclear@0 158
nuclear@0 159 }
nuclear@0 160 }
nuclear@0 161
nuclear@0 162 #endif // !! include guard
nuclear@0 163