vrshoot
diff libs/assimp/MD2FileData.h @ 0:b2f14e535253
initial commit
author | John Tsiombikas <nuclear@member.fsf.org> |
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date | Sat, 01 Feb 2014 19:58:19 +0200 |
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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 +