vrshoot

diff libs/assimp/MD2FileData.h @ 0:b2f14e535253

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 01 Feb 2014 19:58:19 +0200
parents
children
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     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/libs/assimp/MD2FileData.h	Sat Feb 01 19:58:19 2014 +0200
     1.3 @@ -0,0 +1,163 @@
     1.4 +/*
     1.5 +Open Asset Import Library (assimp)
     1.6 +----------------------------------------------------------------------
     1.7 +
     1.8 +Copyright (c) 2006-2012, assimp team
     1.9 +All rights reserved.
    1.10 +
    1.11 +Redistribution and use of this software in source and binary forms, 
    1.12 +with or without modification, are permitted provided that the 
    1.13 +following conditions are met:
    1.14 +
    1.15 +* Redistributions of source code must retain the above
    1.16 +  copyright notice, this list of conditions and the
    1.17 +  following disclaimer.
    1.18 +
    1.19 +* Redistributions in binary form must reproduce the above
    1.20 +  copyright notice, this list of conditions and the
    1.21 +  following disclaimer in the documentation and/or other
    1.22 +  materials provided with the distribution.
    1.23 +
    1.24 +* Neither the name of the assimp team, nor the names of its
    1.25 +  contributors may be used to endorse or promote products
    1.26 +  derived from this software without specific prior
    1.27 +  written permission of the assimp team.
    1.28 +
    1.29 +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 
    1.30 +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 
    1.31 +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
    1.32 +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 
    1.33 +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
    1.34 +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 
    1.35 +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
    1.36 +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 
    1.37 +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 
    1.38 +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 
    1.39 +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
    1.40 +
    1.41 +----------------------------------------------------------------------
    1.42 +*/
    1.43 +
    1.44 +/** @file  MD2FileData.h
    1.45 + *  @brief Defines helper data structures for importing MD2 files  
    1.46 + *  http://linux.ucla.edu/~phaethon/q3/formats/md2-schoenblum.html
    1.47 + */
    1.48 +#ifndef AI_MD2FILEHELPER_H_INC
    1.49 +#define AI_MD2FILEHELPER_H_INC
    1.50 +
    1.51 +#include "assimp/types.h"
    1.52 +#include "assimp/mesh.h"
    1.53 +#include "assimp/anim.h"
    1.54 +
    1.55 +#include "assimp/Compiler/pushpack1.h"
    1.56 +
    1.57 +namespace Assimp	{
    1.58 +namespace MD2	{
    1.59 +
    1.60 +// to make it easier for us, we test the magic word against both "endianesses"
    1.61 +#define AI_MD2_MAGIC_NUMBER_BE	AI_MAKE_MAGIC("IDP2")
    1.62 +#define AI_MD2_MAGIC_NUMBER_LE	AI_MAKE_MAGIC("2PDI")
    1.63 +
    1.64 +// common limitations
    1.65 +#define AI_MD2_VERSION			15
    1.66 +#define AI_MD2_MAXQPATH			64
    1.67 +#define AI_MD2_MAX_FRAMES		512
    1.68 +#define AI_MD2_MAX_SKINS		32	
    1.69 +#define AI_MD2_MAX_VERTS		2048	
    1.70 +#define AI_MD2_MAX_TRIANGLES	4096	
    1.71 +
    1.72 +// ---------------------------------------------------------------------------
    1.73 +/**	\brief Data structure for the MD2 main header
    1.74 + */
    1.75 +struct Header
    1.76 +{
    1.77 +	uint32_t magic; 
    1.78 +	uint32_t version; 
    1.79 +	uint32_t skinWidth; 
    1.80 +	uint32_t skinHeight; 
    1.81 +	uint32_t frameSize; 
    1.82 +	uint32_t numSkins; 
    1.83 +	uint32_t numVertices; 
    1.84 +	uint32_t numTexCoords; 
    1.85 +	uint32_t numTriangles; 
    1.86 +	uint32_t numGlCommands; 
    1.87 +	uint32_t numFrames; 
    1.88 +	uint32_t offsetSkins; 
    1.89 +	uint32_t offsetTexCoords; 
    1.90 +	uint32_t offsetTriangles; 
    1.91 +	uint32_t offsetFrames; 
    1.92 +	uint32_t offsetGlCommands; 
    1.93 +	uint32_t offsetEnd; 
    1.94 +
    1.95 +} PACK_STRUCT;
    1.96 +
    1.97 +// ---------------------------------------------------------------------------
    1.98 +/**	\brief Data structure for a MD2 OpenGl draw command
    1.99 + */
   1.100 +struct GLCommand
   1.101 +{
   1.102 +   float s, t;
   1.103 +   uint32_t vertexIndex;
   1.104 +} PACK_STRUCT;
   1.105 +
   1.106 +// ---------------------------------------------------------------------------
   1.107 +/**	\brief Data structure for a MD2 triangle
   1.108 + */
   1.109 +struct Triangle
   1.110 +{
   1.111 +	uint16_t vertexIndices[3];
   1.112 +	uint16_t textureIndices[3];
   1.113 +} PACK_STRUCT;
   1.114 +
   1.115 +// ---------------------------------------------------------------------------
   1.116 +/**	\brief Data structure for a MD2 vertex
   1.117 + */
   1.118 +struct Vertex
   1.119 +{
   1.120 +	uint8_t vertex[3];
   1.121 +	uint8_t lightNormalIndex;
   1.122 +} PACK_STRUCT;
   1.123 +
   1.124 +// ---------------------------------------------------------------------------
   1.125 +/**	\brief Data structure for a MD2 frame
   1.126 + */
   1.127 +struct Frame
   1.128 +{
   1.129 +	float scale[3];
   1.130 +	float translate[3];
   1.131 +	char name[16];
   1.132 +	Vertex vertices[1];
   1.133 +} PACK_STRUCT;
   1.134 +
   1.135 +// ---------------------------------------------------------------------------
   1.136 +/**	\brief Data structure for a MD2 texture coordinate
   1.137 + */
   1.138 +struct TexCoord
   1.139 +{
   1.140 +	uint16_t s;
   1.141 +	uint16_t t;
   1.142 +} PACK_STRUCT;
   1.143 +
   1.144 +// ---------------------------------------------------------------------------
   1.145 +/**	\brief Data structure for a MD2 skin
   1.146 + */
   1.147 +struct Skin
   1.148 +{
   1.149 +	char name[AI_MD2_MAXQPATH];              /* texture file name */
   1.150 +} PACK_STRUCT;
   1.151 +
   1.152 +#include "assimp/Compiler/poppack1.h"
   1.153 +
   1.154 +
   1.155 +// ---------------------------------------------------------------------------
   1.156 +//! Lookup a normal vector from Quake's normal lookup table
   1.157 +//! \param index Input index (0-161)
   1.158 +//! \param vOut Receives the output normal
   1.159 +void LookupNormalIndex(uint8_t index,aiVector3D& vOut);
   1.160 +
   1.161 +
   1.162 +}
   1.163 +}
   1.164 +
   1.165 +#endif // !! include guard
   1.166 +