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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 Md3FileData.h
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42 *
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43 * @brief Defines helper data structures for importing MD3 files.
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44 * http://linux.ucla.edu/~phaethon/q3/formats/md3format.html
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45 */
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46 #ifndef AI_MD3FILEHELPER_H_INC
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47 #define AI_MD3FILEHELPER_H_INC
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48
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49 #include <string>
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50 #include <vector>
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51 #include <sstream>
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52
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53 #include "assimp/types.h"
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54 #include "assimp/mesh.h"
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55 #include "assimp/anim.h"
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56
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57 #include "assimp/Compiler/pushpack1.h"
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58
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59 namespace Assimp {
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60 namespace MD3 {
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61
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62 // to make it easier for us, we test the magic word against both "endianesses"
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63 #define AI_MD3_MAGIC_NUMBER_BE AI_MAKE_MAGIC("IDP3")
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64 #define AI_MD3_MAGIC_NUMBER_LE AI_MAKE_MAGIC("3PDI")
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65
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66 // common limitations
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67 #define AI_MD3_VERSION 15
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68 #define AI_MD3_MAXQPATH 64
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69 #define AI_MD3_MAXFRAME 16
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70 #define AI_MD3_MAX_FRAMES 1024
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71 #define AI_MD3_MAX_TAGS 16
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72 #define AI_MD3_MAX_SURFACES 32
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73 #define AI_MD3_MAX_SHADERS 256
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74 #define AI_MD3_MAX_VERTS 4096
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75 #define AI_MD3_MAX_TRIANGLES 8192
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76
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77 // master scale factor for all vertices in a MD3 model
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78 #define AI_MD3_XYZ_SCALE (1.0f/64.0f)
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79
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80 // -------------------------------------------------------------------------------
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81 /** @brief Data structure for the MD3 main header
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82 */
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83 struct Header
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84 {
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85 //! magic number
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86 uint32_t IDENT;
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87
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88 //! file format version
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89 uint32_t VERSION;
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90
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91 //! original name in .pak archive
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92 char NAME[ AI_MD3_MAXQPATH ];
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93
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94 //! unknown
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95 int32_t FLAGS;
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96
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97 //! number of frames in the file
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98 uint32_t NUM_FRAMES;
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99
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100 //! number of tags in the file
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101 uint32_t NUM_TAGS;
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102
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103 //! number of surfaces in the file
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104 uint32_t NUM_SURFACES;
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105
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106 //! number of skins in the file
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107 uint32_t NUM_SKINS;
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108
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109 //! offset of the first frame
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110 uint32_t OFS_FRAMES;
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111
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112 //! offset of the first tag
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113 uint32_t OFS_TAGS;
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114
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115 //! offset of the first surface
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116 uint32_t OFS_SURFACES;
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117
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118 //! end of file
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119 uint32_t OFS_EOF;
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120 } PACK_STRUCT;
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121
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122
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123 // -------------------------------------------------------------------------------
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124 /** @brief Data structure for the frame header
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125 */
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126 struct Frame
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127 {
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128 //! minimum bounds
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129 aiVector3D min;
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130
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131 //! maximum bounds
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132 aiVector3D max;
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133
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134 //! local origin for this frame
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135 aiVector3D origin;
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136
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137 //! radius of bounding sphere
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138 float radius;
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139
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140 //! name of frame
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141 char name[ AI_MD3_MAXFRAME ];
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142
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143 } PACK_STRUCT;
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144
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145
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146 // -------------------------------------------------------------------------------
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147 /** @brief Data structure for the tag header
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148 */
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149 struct Tag
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150 {
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151 //! name of the tag
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152 char NAME[ AI_MD3_MAXQPATH ];
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153
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154 //! Local tag origin and orientation
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155 aiVector3D origin;
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156 float orientation[3][3];
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157
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158 } PACK_STRUCT;
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159
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160
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161 // -------------------------------------------------------------------------------
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162 /** @brief Data structure for the surface header
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163 */
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164 struct Surface
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165 {
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166 //! magic number
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167 int32_t IDENT;
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168
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169 //! original name of the surface
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170 char NAME[ AI_MD3_MAXQPATH ];
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171
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172 //! unknown
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173 int32_t FLAGS;
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174
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175 //! number of frames in the surface
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176 uint32_t NUM_FRAMES;
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177
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178 //! number of shaders in the surface
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179 uint32_t NUM_SHADER;
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180
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181 //! number of vertices in the surface
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182 uint32_t NUM_VERTICES;
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183
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184 //! number of triangles in the surface
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185 uint32_t NUM_TRIANGLES;
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186
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187
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188 //! offset to the triangle data
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189 uint32_t OFS_TRIANGLES;
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190
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191 //! offset to the shader data
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192 uint32_t OFS_SHADERS;
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193
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194 //! offset to the texture coordinate data
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195 uint32_t OFS_ST;
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196
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197 //! offset to the vertex/normal data
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198 uint32_t OFS_XYZNORMAL;
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199
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200 //! offset to the end of the Surface object
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201 int32_t OFS_END;
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202 } PACK_STRUCT;
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203
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204 // -------------------------------------------------------------------------------
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205 /** @brief Data structure for a shader defined in there
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206 */
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207 struct Shader
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208 {
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209 //! filename of the shader
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210 char NAME[ AI_MD3_MAXQPATH ];
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211
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212 //! index of the shader
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213 uint32_t SHADER_INDEX;
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214 } PACK_STRUCT;
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215
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216
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217 // -------------------------------------------------------------------------------
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218 /** @brief Data structure for a triangle
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219 */
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220 struct Triangle
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221 {
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222 //! triangle indices
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223 uint32_t INDEXES[3];
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224 } PACK_STRUCT;
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225
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226
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227 // -------------------------------------------------------------------------------
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228 /** @brief Data structure for an UV coord
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229 */
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230 struct TexCoord
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231 {
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232 //! UV coordinates
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233 float U,V;
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234 } PACK_STRUCT;
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235
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236
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237 // -------------------------------------------------------------------------------
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238 /** @brief Data structure for a vertex
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239 */
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240 struct Vertex
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241 {
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242 //! X/Y/Z coordinates
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243 int16_t X,Y,Z;
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244
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245 //! encoded normal vector
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246 uint16_t NORMAL;
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247 } PACK_STRUCT;
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248
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249 #include "assimp/Compiler/poppack1.h"
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250
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251 // -------------------------------------------------------------------------------
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252 /** @brief Unpack a Q3 16 bit vector to its full float3 representation
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253 *
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254 * @param p_iNormal Input normal vector in latitude/longitude form
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255 * @param p_afOut Pointer to an array of three floats to receive the result
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256 *
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257 * @note This has been taken from q3 source (misc_model.c)
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258 */
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259 inline void LatLngNormalToVec3(uint16_t p_iNormal, float* p_afOut)
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260 {
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261 float lat = (float)(( p_iNormal >> 8u ) & 0xff);
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262 float lng = (float)(( p_iNormal & 0xff ));
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263 lat *= 3.141926f/128.0f;
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264 lng *= 3.141926f/128.0f;
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265
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266 p_afOut[0] = cosf(lat) * sinf(lng);
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267 p_afOut[1] = sinf(lat) * sinf(lng);
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268 p_afOut[2] = cosf(lng);
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269 return;
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270 }
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271
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272
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273 // -------------------------------------------------------------------------------
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274 /** @brief Pack a Q3 normal into 16bit latitute/longitude representation
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275 * @param p_vIn Input vector
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276 * @param p_iOut Output normal
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277 *
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278 * @note This has been taken from q3 source (mathlib.c)
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279 */
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280 inline void Vec3NormalToLatLng( const aiVector3D& p_vIn, uint16_t& p_iOut )
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281 {
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282 // check for singularities
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283 if ( 0.0f == p_vIn[0] && 0.0f == p_vIn[1] )
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284 {
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285 if ( p_vIn[2] > 0.0f )
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286 {
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287 ((unsigned char*)&p_iOut)[0] = 0;
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288 ((unsigned char*)&p_iOut)[1] = 0; // lat = 0, long = 0
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289 }
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290 else
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291 {
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292 ((unsigned char*)&p_iOut)[0] = 128;
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293 ((unsigned char*)&p_iOut)[1] = 0; // lat = 0, long = 128
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294 }
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295 }
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296 else
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297 {
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298 int a, b;
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299
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300 a = int(57.2957795f * ( atan2f( p_vIn[1], p_vIn[0] ) ) * (255.0f / 360.0f ));
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301 a &= 0xff;
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302
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303 b = int(57.2957795f * ( acosf( p_vIn[2] ) ) * ( 255.0f / 360.0f ));
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304 b &= 0xff;
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305
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306 ((unsigned char*)&p_iOut)[0] = b; // longitude
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307 ((unsigned char*)&p_iOut)[1] = a; // lattitude
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308 }
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309 }
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310
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311 }
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312 }
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313
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314 #endif // !! AI_MD3FILEHELPER_H_INC
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315
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