vrshoot

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

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 01 Feb 2014 19:58:19 +0200
parents
children
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/libs/assimp/MDLFileData.h	Sat Feb 01 19:58:19 2014 +0200
     1.3 @@ -0,0 +1,959 @@
     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 +
    1.45 +/**
    1.46 + * @file  MDLFileData.h
    1.47 + * @brief Definition of in-memory structures for the MDL file format. 
    1.48 + *
    1.49 + * The specification has been taken from various sources on the internet.
    1.50 + * - http://tfc.duke.free.fr/coding/mdl-specs-en.html
    1.51 + * - Conitec's MED SDK
    1.52 + * - Many quite long HEX-editor sessions
    1.53 + */
    1.54 +
    1.55 +#ifndef AI_MDLFILEHELPER_H_INC
    1.56 +#define AI_MDLFILEHELPER_H_INC
    1.57 +
    1.58 +#include "assimp/Compiler/pushpack1.h"
    1.59 +
    1.60 +namespace Assimp	{
    1.61 +namespace MDL	{
    1.62 +
    1.63 +// -------------------------------------------------------------------------------------
    1.64 +// to make it easier for us, we test the magic word against both "endianesses"
    1.65 +
    1.66 +// magic bytes used in Quake 1 MDL meshes
    1.67 +#define AI_MDL_MAGIC_NUMBER_BE	AI_MAKE_MAGIC("IDPO")
    1.68 +#define AI_MDL_MAGIC_NUMBER_LE	AI_MAKE_MAGIC("OPDI")
    1.69 +
    1.70 +// magic bytes used in GameStudio A<very  low> MDL meshes
    1.71 +#define AI_MDL_MAGIC_NUMBER_BE_GS3	AI_MAKE_MAGIC("MDL2")
    1.72 +#define AI_MDL_MAGIC_NUMBER_LE_GS3	AI_MAKE_MAGIC("2LDM")
    1.73 +
    1.74 +// magic bytes used in GameStudio A4 MDL meshes
    1.75 +#define AI_MDL_MAGIC_NUMBER_BE_GS4	AI_MAKE_MAGIC("MDL3")
    1.76 +#define AI_MDL_MAGIC_NUMBER_LE_GS4	AI_MAKE_MAGIC("3LDM")
    1.77 +
    1.78 +// magic bytes used in GameStudio A5+ MDL meshes
    1.79 +#define AI_MDL_MAGIC_NUMBER_BE_GS5a	AI_MAKE_MAGIC("MDL4")
    1.80 +#define AI_MDL_MAGIC_NUMBER_LE_GS5a	AI_MAKE_MAGIC("4LDM")
    1.81 +#define AI_MDL_MAGIC_NUMBER_BE_GS5b	AI_MAKE_MAGIC("MDL5")
    1.82 +#define AI_MDL_MAGIC_NUMBER_LE_GS5b	AI_MAKE_MAGIC("5LDM")
    1.83 +
    1.84 +// magic bytes used in GameStudio A7+ MDL meshes
    1.85 +#define AI_MDL_MAGIC_NUMBER_BE_GS7	AI_MAKE_MAGIC("MDL7")
    1.86 +#define AI_MDL_MAGIC_NUMBER_LE_GS7	AI_MAKE_MAGIC("7LDM")
    1.87 +
    1.88 +
    1.89 +// common limitations for Quake1 meshes. The loader does not check them,
    1.90 +// (however it warns) but models should not exceed these limits.
    1.91 +#if (!defined AI_MDL_VERSION)
    1.92 +#	define AI_MDL_VERSION				6
    1.93 +#endif
    1.94 +#if (!defined AI_MDL_MAX_FRAMES)
    1.95 +#	define AI_MDL_MAX_FRAMES			256
    1.96 +#endif
    1.97 +#if (!defined AI_MDL_MAX_UVS)
    1.98 +#	define AI_MDL_MAX_UVS				1024	
    1.99 +#endif
   1.100 +#if (!defined AI_MDL_MAX_VERTS)
   1.101 +#	define AI_MDL_MAX_VERTS				1024
   1.102 +#endif
   1.103 +#if (!defined AI_MDL_MAX_TRIANGLES)
   1.104 +#	define AI_MDL_MAX_TRIANGLES			2048	
   1.105 +#endif
   1.106 +
   1.107 +// material key that is set for dummy materials that are
   1.108 +// just referencing another material
   1.109 +#if (!defined AI_MDL7_REFERRER_MATERIAL)
   1.110 +#	define AI_MDL7_REFERRER_MATERIAL "&&&referrer&&&",0,0
   1.111 +#endif
   1.112 +
   1.113 +// -------------------------------------------------------------------------------------
   1.114 +/** \struct Header
   1.115 + *  \brief Data structure for the MDL main header
   1.116 + */
   1.117 +struct Header
   1.118 +{
   1.119 +	//! magic number: "IDPO"
   1.120 +	uint32_t ident;          
   1.121 +
   1.122 +	//! version number: 6
   1.123 +	int32_t version;          
   1.124 +
   1.125 +	//! scale factors for each axis
   1.126 +	aiVector3D scale;				
   1.127 +
   1.128 +	//! translation factors for each axis
   1.129 +	aiVector3D translate;	
   1.130 +
   1.131 +	//! bounding radius of the mesh
   1.132 +	float boundingradius;
   1.133 +	 
   1.134 +	//! Position of the viewer's exe. Ignored
   1.135 +	aiVector3D vEyePos;
   1.136 +
   1.137 +	//! Number of textures
   1.138 +	int32_t num_skins;       
   1.139 +
   1.140 +	//! Texture width in pixels
   1.141 +	int32_t skinwidth;
   1.142 +
   1.143 +	//! Texture height in pixels
   1.144 +	int32_t skinheight;       
   1.145 +
   1.146 +	//! Number of vertices contained in the file
   1.147 +	int32_t num_verts;       
   1.148 +
   1.149 +	//! Number of triangles contained in the file
   1.150 +	int32_t num_tris;         
   1.151 +
   1.152 +	//! Number of frames contained in the file
   1.153 +	int32_t num_frames;      
   1.154 +
   1.155 +	//! 0 = synchron, 1 = random . Ignored
   1.156 +	//! (MDLn formats: number of texture coordinates)
   1.157 +	int32_t synctype;         
   1.158 +
   1.159 +	//! State flag
   1.160 +	int32_t flags;     
   1.161 +
   1.162 +	//! Could be the total size of the file (and not a float)
   1.163 +	float size;
   1.164 +} PACK_STRUCT;
   1.165 +
   1.166 +
   1.167 +// -------------------------------------------------------------------------------------
   1.168 +/** \struct Header_MDL7
   1.169 + *  \brief Data structure for the MDL 7 main header
   1.170 + */
   1.171 +struct Header_MDL7
   1.172 +{
   1.173 +	//! magic number: "MDL7"
   1.174 +	char	ident[4];		
   1.175 +
   1.176 +	//! Version number. Ignored
   1.177 +	int32_t	version;		
   1.178 +
   1.179 +	//! Number of bones in file
   1.180 +	uint32_t	bones_num;
   1.181 +
   1.182 +	//! Number of groups in file
   1.183 +	uint32_t	groups_num;
   1.184 +
   1.185 +	//! Size of data in the file
   1.186 +	uint32_t	data_size;	
   1.187 +
   1.188 +	//! Ignored. Used to store entity specific information
   1.189 +	int32_t	entlump_size;	
   1.190 +
   1.191 +	//! Ignored. Used to store MED related data
   1.192 +	int32_t	medlump_size;	
   1.193 +
   1.194 +	//! Size of the Bone_MDL7 data structure used in the file
   1.195 +	uint16_t bone_stc_size;
   1.196 +
   1.197 +	//! Size of the Skin_MDL 7 data structure used in the file
   1.198 +	uint16_t skin_stc_size;
   1.199 +
   1.200 +	//! Size of a single color (e.g. in a material)
   1.201 +	uint16_t colorvalue_stc_size;
   1.202 +
   1.203 +	//! Size of the Material_MDL7 data structure used in the file
   1.204 +	uint16_t material_stc_size;
   1.205 +
   1.206 +	//! Size of a texture coordinate set in the file
   1.207 +	uint16_t skinpoint_stc_size;
   1.208 +
   1.209 +	//! Size of a triangle in the file
   1.210 +	uint16_t triangle_stc_size;
   1.211 +
   1.212 +	//! Size of a normal vertex in the file
   1.213 +	uint16_t mainvertex_stc_size;
   1.214 +
   1.215 +	//! Size of a per-frame animated vertex in the file
   1.216 +	//! (this is not supported)
   1.217 +	uint16_t framevertex_stc_size;
   1.218 +
   1.219 +	//! Size of a bone animation matrix
   1.220 +	uint16_t bonetrans_stc_size;
   1.221 +
   1.222 +	//! Size of the Frame_MDL7 data structure used in the file
   1.223 +	uint16_t frame_stc_size;
   1.224 +} PACK_STRUCT;
   1.225 +
   1.226 +
   1.227 +// -------------------------------------------------------------------------------------
   1.228 +/** \struct Bone_MDL7
   1.229 + *  \brief Data structure for a bone in a MDL7 file
   1.230 + */
   1.231 +struct Bone_MDL7
   1.232 +{
   1.233 +	//! Index of the parent bone of *this* bone. 0xffff means:
   1.234 +	//! "hey, I have no parent, I'm an orphan"
   1.235 +	uint16_t parent_index;
   1.236 +	uint8_t _unused_[2]; 
   1.237 +
   1.238 +	//! Relative position of the bone (relative to the
   1.239 +	//! parent bone)
   1.240 +	float x,y,z;
   1.241 +
   1.242 +	//! Optional name of the bone
   1.243 +	char name[1 /* DUMMY SIZE */];
   1.244 +} PACK_STRUCT;
   1.245 +
   1.246 +#if (!defined AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_20_CHARS)
   1.247 +#	define AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_20_CHARS (16 + 20)
   1.248 +#endif
   1.249 +
   1.250 +#if (!defined AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_32_CHARS)
   1.251 +#	define AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_32_CHARS (16 + 32)
   1.252 +#endif
   1.253 +
   1.254 +#if (!defined AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_NOT_THERE)
   1.255 +#	define AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_NOT_THERE (16)
   1.256 +#endif
   1.257 +
   1.258 +#if (!defined AI_MDL7_MAX_GROUPNAMESIZE)
   1.259 +#	define AI_MDL7_MAX_GROUPNAMESIZE	16
   1.260 +#endif // ! AI_MDL7_MAX_GROUPNAMESIZE
   1.261 +
   1.262 +// -------------------------------------------------------------------------------------
   1.263 +/** \struct Group_MDL7
   1.264 + *  \brief Group in a MDL7 file
   1.265 + */
   1.266 +struct Group_MDL7
   1.267 +{
   1.268 +	//! = '1' -> triangle based Mesh
   1.269 +	unsigned char	typ;		
   1.270 +
   1.271 +	int8_t	deformers;
   1.272 +	int8_t	max_weights;
   1.273 +	int8_t	_unused_;
   1.274 +
   1.275 +	//! size of data for this group in bytes ( MD7_GROUP stc. included).
   1.276 +	int32_t	groupdata_size; 
   1.277 +	char	name[AI_MDL7_MAX_GROUPNAMESIZE];
   1.278 +
   1.279 +	//! Number of skins
   1.280 +	int32_t	numskins;
   1.281 +
   1.282 +	//! Number of texture coordinates
   1.283 +	int32_t	num_stpts;	
   1.284 +
   1.285 +	//! Number of triangles
   1.286 +	int32_t	numtris;
   1.287 +
   1.288 +	//! Number of vertices
   1.289 +	int32_t	numverts;
   1.290 +
   1.291 +	//! Number of frames
   1.292 +	int32_t	numframes;
   1.293 +} PACK_STRUCT;
   1.294 +
   1.295 +#define	AI_MDL7_SKINTYPE_MIPFLAG				0x08
   1.296 +#define	AI_MDL7_SKINTYPE_MATERIAL				0x10
   1.297 +#define	AI_MDL7_SKINTYPE_MATERIAL_ASCDEF		0x20
   1.298 +#define	AI_MDL7_SKINTYPE_RGBFLAG				0x80
   1.299 +
   1.300 +#if (!defined AI_MDL7_MAX_BONENAMESIZE)
   1.301 +#	define AI_MDL7_MAX_BONENAMESIZE 20
   1.302 +#endif // !! AI_MDL7_MAX_BONENAMESIZE
   1.303 +
   1.304 +// -------------------------------------------------------------------------------------
   1.305 +/** \struct Deformer_MDL7
   1.306 + *  \brief Deformer in a MDL7 file
   1.307 + */
   1.308 +struct Deformer_MDL7
   1.309 +{
   1.310 +	int8_t	deformer_version;		// 0
   1.311 +	int8_t	deformer_typ;			// 0 - bones
   1.312 +	int8_t	_unused_[2];
   1.313 +	int32_t	group_index;
   1.314 +	int32_t	elements;
   1.315 +	int32_t	deformerdata_size;
   1.316 +} PACK_STRUCT;
   1.317 +
   1.318 +
   1.319 +// -------------------------------------------------------------------------------------
   1.320 +/** \struct DeformerElement_MDL7
   1.321 + *  \brief Deformer element in a MDL7 file
   1.322 + */
   1.323 +struct DeformerElement_MDL7
   1.324 +{
   1.325 +	//! bei deformer_typ==0 (==bones) element_index == bone index
   1.326 +	int32_t	element_index;		
   1.327 +	char	element_name[AI_MDL7_MAX_BONENAMESIZE];
   1.328 +	int32_t	weights;
   1.329 +} PACK_STRUCT;
   1.330 +
   1.331 +
   1.332 +// -------------------------------------------------------------------------------------
   1.333 +/** \struct DeformerWeight_MDL7
   1.334 + *  \brief Deformer weight in a MDL7 file
   1.335 + */
   1.336 +struct DeformerWeight_MDL7
   1.337 +{
   1.338 +	//! for deformer_typ==0 (==bones) index == vertex index
   1.339 +	int32_t	index;				
   1.340 +	float	weight;
   1.341 +} PACK_STRUCT;
   1.342 +
   1.343 +
   1.344 +// don't know why this was in the original headers ...
   1.345 +typedef int32_t MD7_MATERIAL_ASCDEFSIZE;
   1.346 +
   1.347 +// -------------------------------------------------------------------------------------
   1.348 +/** \struct ColorValue_MDL7
   1.349 + *  \brief Data structure for a color value in a MDL7 file
   1.350 + */
   1.351 +struct ColorValue_MDL7
   1.352 +{
   1.353 +	float r,g,b,a;
   1.354 +} PACK_STRUCT;
   1.355 +
   1.356 +// -------------------------------------------------------------------------------------
   1.357 +/** \struct Material_MDL7
   1.358 + *  \brief Data structure for a Material in a MDL7 file
   1.359 + */
   1.360 +struct Material_MDL7
   1.361 +{
   1.362 +	//! Diffuse base color of the material
   1.363 +	ColorValue_MDL7	Diffuse;        
   1.364 +
   1.365 +	//! Ambient base color of the material
   1.366 +    ColorValue_MDL7	Ambient;  
   1.367 +
   1.368 +	//! Specular base color of the material
   1.369 +    ColorValue_MDL7	Specular;  
   1.370 +
   1.371 +	//! Emissive base color of the material
   1.372 +    ColorValue_MDL7	Emissive; 
   1.373 +
   1.374 +	//! Phong power
   1.375 +    float			Power;         
   1.376 +} PACK_STRUCT;
   1.377 +
   1.378 +
   1.379 +// -------------------------------------------------------------------------------------
   1.380 +/** \struct Skin
   1.381 + *  \brief Skin data structure #1 - used by Quake1, MDL2, MDL3 and MDL4
   1.382 + */
   1.383 +struct Skin
   1.384 +{
   1.385 +	//! 0 = single (Skin), 1 = group (GroupSkin)
   1.386 +	//! For MDL3-5: Defines the type of the skin and there
   1.387 +	//! fore the size of the data to skip:
   1.388 +	//-------------------------------------------------------
   1.389 +	//! 2 for 565 RGB,
   1.390 +	//! 3 for 4444 ARGB, 
   1.391 +	//! 10 for 565 mipmapped, 
   1.392 +	//! 11 for 4444 mipmapped (bpp = 2),
   1.393 +	//! 12 for 888 RGB mipmapped (bpp = 3), 
   1.394 +	//! 13 for 8888 ARGB mipmapped (bpp = 4)
   1.395 +	//-------------------------------------------------------
   1.396 +	int32_t group;      
   1.397 +
   1.398 +	//! Texture data
   1.399 +	uint8_t *data;  
   1.400 +} PACK_STRUCT;
   1.401 +
   1.402 +
   1.403 +// -------------------------------------------------------------------------------------
   1.404 +/** \struct Skin
   1.405 + *  \brief Skin data structure #2 - used by MDL5, MDL6 and MDL7
   1.406 + *  \see Skin
   1.407 + */
   1.408 +struct Skin_MDL5
   1.409 +{
   1.410 +	int32_t size, width, height;      
   1.411 +	uint8_t *data;  
   1.412 +} PACK_STRUCT;
   1.413 +
   1.414 +// maximum length of texture file name
   1.415 +#if (!defined AI_MDL7_MAX_TEXNAMESIZE)
   1.416 +#	define AI_MDL7_MAX_TEXNAMESIZE		0x10
   1.417 +#endif
   1.418 +
   1.419 +// ---------------------------------------------------------------------------
   1.420 +/** \struct Skin_MDL7
   1.421 + *  \brief Skin data structure #3 - used by MDL7 and HMP7
   1.422 + */
   1.423 +struct Skin_MDL7
   1.424 +{
   1.425 +	uint8_t			typ;
   1.426 +	int8_t			_unused_[3];
   1.427 +	int32_t			width;
   1.428 +	int32_t			height;
   1.429 +	char			texture_name[AI_MDL7_MAX_TEXNAMESIZE];	
   1.430 +} PACK_STRUCT;
   1.431 +
   1.432 +// -------------------------------------------------------------------------------------
   1.433 +/** \struct RGB565
   1.434 + *  \brief Data structure for a RGB565 pixel in a texture
   1.435 + */
   1.436 +struct RGB565
   1.437 +{
   1.438 +	uint16_t r : 5;
   1.439 +	uint16_t g : 6;
   1.440 +	uint16_t b : 5;
   1.441 +} PACK_STRUCT;
   1.442 +
   1.443 +// -------------------------------------------------------------------------------------
   1.444 +/** \struct ARGB4
   1.445 + *  \brief Data structure for a ARGB4444 pixel in a texture
   1.446 + */
   1.447 +struct ARGB4
   1.448 +{
   1.449 +	uint16_t a : 4;
   1.450 +	uint16_t r : 4;
   1.451 +	uint16_t g : 4;
   1.452 +	uint16_t b : 4;
   1.453 +} PACK_STRUCT;
   1.454 +
   1.455 +// -------------------------------------------------------------------------------------
   1.456 +/** \struct GroupSkin
   1.457 + *  \brief Skin data structure #2 (group of pictures)
   1.458 + */
   1.459 +struct GroupSkin
   1.460 +{
   1.461 +	//! 0 = single (Skin), 1 = group (GroupSkin)
   1.462 +    int32_t group;     
   1.463 +
   1.464 +	//! Number of images
   1.465 +	int32_t nb;       
   1.466 +
   1.467 +	//! Time for each image
   1.468 +    float *time;   
   1.469 +
   1.470 +	//! Data of each image
   1.471 +	uint8_t **data;  
   1.472 +} PACK_STRUCT;
   1.473 +
   1.474 +// -------------------------------------------------------------------------------------
   1.475 +/** \struct TexCoord
   1.476 + *  \brief Texture coordinate data structure used by the Quake1 MDL format
   1.477 + */
   1.478 +struct TexCoord
   1.479 +{
   1.480 +	//! Is the vertex on the noundary between front and back piece?
   1.481 +	int32_t onseam;
   1.482 +
   1.483 +	//! Texture coordinate in the tx direction
   1.484 +	int32_t s;
   1.485 +
   1.486 +	//! Texture coordinate in the ty direction
   1.487 +	int32_t t;
   1.488 +} PACK_STRUCT;
   1.489 +
   1.490 +// -------------------------------------------------------------------------------------
   1.491 +/** \struct TexCoord_MDL3
   1.492 + *  \brief Data structure for an UV coordinate in the 3DGS MDL3 format
   1.493 + */
   1.494 +struct TexCoord_MDL3
   1.495 +{
   1.496 +	//! position, horizontally in range 0..skinwidth-1
   1.497 +	int16_t u; 
   1.498 +
   1.499 +	//! position, vertically in range 0..skinheight-1
   1.500 +	int16_t v; 
   1.501 +} PACK_STRUCT;
   1.502 +
   1.503 +// -------------------------------------------------------------------------------------
   1.504 +/** \struct TexCoord_MDL7
   1.505 + *  \brief Data structure for an UV coordinate in the 3DGS MDL7 format
   1.506 + */
   1.507 +struct TexCoord_MDL7
   1.508 +{
   1.509 +	//! position, horizontally in range 0..1
   1.510 +	float u; 
   1.511 +
   1.512 +	//! position, vertically in range 0..1
   1.513 +	float v; 
   1.514 +} PACK_STRUCT;
   1.515 +
   1.516 +// -------------------------------------------------------------------------------------
   1.517 +/** \struct SkinSet_MDL7
   1.518 + *  \brief Skin set data structure for the 3DGS MDL7 format
   1.519 + * MDL7 references UV coordinates per face via an index list.
   1.520 + * This allows the use of multiple skins per face with just one
   1.521 + * UV coordinate set.
   1.522 + */
   1.523 +struct SkinSet_MDL7
   1.524 +{
   1.525 +	//! Index into the UV coordinate list
   1.526 +	uint16_t	st_index[3]; // size 6	
   1.527 +
   1.528 +	//! Material index
   1.529 +	int32_t		material;	 // size 4				
   1.530 +} PACK_STRUCT;
   1.531 +
   1.532 +// -------------------------------------------------------------------------------------
   1.533 +/** \struct Triangle
   1.534 + *  \brief Triangle data structure for the Quake1 MDL format
   1.535 + */
   1.536 +struct Triangle
   1.537 +{
   1.538 +	//! 0 = backface, 1 = frontface
   1.539 +	int32_t facesfront;  
   1.540 +
   1.541 +	//! Vertex indices
   1.542 +	int32_t vertex[3];   
   1.543 +} PACK_STRUCT;
   1.544 +
   1.545 +// -------------------------------------------------------------------------------------
   1.546 +/** \struct Triangle_MDL3
   1.547 + *  \brief Triangle data structure for the 3DGS MDL3 format
   1.548 + */
   1.549 +struct Triangle_MDL3
   1.550 +{
   1.551 +	//!  Index of 3 3D vertices in range 0..numverts
   1.552 +	uint16_t index_xyz[3];
   1.553 +
   1.554 +	//! Index of 3 skin vertices in range 0..numskinverts
   1.555 +	uint16_t index_uv[3]; 
   1.556 +} PACK_STRUCT;
   1.557 +
   1.558 +// -------------------------------------------------------------------------------------
   1.559 +/** \struct Triangle_MDL7
   1.560 + *  \brief Triangle data structure for the 3DGS MDL7 format
   1.561 + */
   1.562 +struct Triangle_MDL7
   1.563 +{
   1.564 +	//! Vertex indices
   1.565 +	uint16_t   v_index[3]; 	// size 6
   1.566 +
   1.567 +	//! Two skinsets. The second will be used for multi-texturing
   1.568 +	SkinSet_MDL7  skinsets[2];
   1.569 +} PACK_STRUCT; 
   1.570 +
   1.571 +#if (!defined AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV)
   1.572 +#	define AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV (6+sizeof(SkinSet_MDL7)-sizeof(uint32_t))
   1.573 +#endif 
   1.574 +#if (!defined AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV_WITH_MATINDEX)
   1.575 +#	define AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV_WITH_MATINDEX (6+sizeof(SkinSet_MDL7))
   1.576 +#endif 
   1.577 +#if (!defined AI_MDL7_TRIANGLE_STD_SIZE_TWO_UV)
   1.578 +#	define AI_MDL7_TRIANGLE_STD_SIZE_TWO_UV (6+2*sizeof(SkinSet_MDL7))
   1.579 +#endif 
   1.580 +
   1.581 +// Helper constants for Triangle::facesfront
   1.582 +#if (!defined AI_MDL_BACKFACE)
   1.583 +#	define AI_MDL_BACKFACE			0x0
   1.584 +#endif
   1.585 +#if (!defined  AI_MDL_FRONTFACE)
   1.586 +#	define AI_MDL_FRONTFACE			0x1
   1.587 +#endif
   1.588 +
   1.589 +// -------------------------------------------------------------------------------------
   1.590 +/** \struct Vertex
   1.591 + *  \brief Vertex data structure
   1.592 + */
   1.593 +struct Vertex
   1.594 +{
   1.595 +	uint8_t v[3];
   1.596 +	uint8_t normalIndex;
   1.597 +} PACK_STRUCT;
   1.598 +
   1.599 +
   1.600 +// -------------------------------------------------------------------------------------
   1.601 +struct Vertex_MDL4
   1.602 +{
   1.603 +	uint16_t v[3];
   1.604 +	uint8_t normalIndex;
   1.605 +	uint8_t unused;
   1.606 +} PACK_STRUCT;
   1.607 +
   1.608 +#define AI_MDL7_FRAMEVERTEX120503_STCSIZE		16
   1.609 +#define AI_MDL7_FRAMEVERTEX030305_STCSIZE		26
   1.610 +
   1.611 +// -------------------------------------------------------------------------------------
   1.612 +/** \struct Vertex_MDL7
   1.613 + *  \brief Vertex data structure used in MDL7 files
   1.614 + */
   1.615 +struct Vertex_MDL7
   1.616 +{
   1.617 +	float	x,y,z;
   1.618 +	uint16_t vertindex;	// = bone index
   1.619 +	union {
   1.620 +		uint8_t norm162index;
   1.621 +		float norm[3];
   1.622 +	};
   1.623 +} PACK_STRUCT;
   1.624 +
   1.625 +
   1.626 +// -------------------------------------------------------------------------------------
   1.627 +/** \struct BoneTransform_MDL7
   1.628 + *  \brief bone transformation matrix structure used in MDL7 files
   1.629 + */
   1.630 +struct BoneTransform_MDL7
   1.631 +{
   1.632 +	//! 4*3
   1.633 +	float	m [4*4];				
   1.634 +
   1.635 +	//! the index of this vertex, 0.. header::bones_num - 1
   1.636 +	uint16_t bone_index;		
   1.637 +
   1.638 +	//! I HATE 3DGS AND THE SILLY DEVELOPER WHO DESIGNED
   1.639 +	//! THIS STUPID FILE FORMAT!
   1.640 +	int8_t _unused_[2];
   1.641 +} PACK_STRUCT;
   1.642 +
   1.643 +
   1.644 +#define AI_MDL7_MAX_FRAMENAMESIZE		16
   1.645 +
   1.646 +
   1.647 +// -------------------------------------------------------------------------------------
   1.648 +/** \struct Frame_MDL7
   1.649 + *  \brief Frame data structure used by MDL7 files
   1.650 + */
   1.651 +struct Frame_MDL7
   1.652 +{
   1.653 +	char	frame_name[AI_MDL7_MAX_FRAMENAMESIZE];
   1.654 +	uint32_t	vertices_count;			
   1.655 +	uint32_t	transmatrix_count;		
   1.656 +};
   1.657 +
   1.658 +
   1.659 +// -------------------------------------------------------------------------------------
   1.660 +/** \struct SimpleFrame
   1.661 + *  \brief Data structure for a simple frame
   1.662 + */
   1.663 +struct SimpleFrame
   1.664 +{
   1.665 +	//! Minimum vertex of the bounding box
   1.666 +	Vertex bboxmin; 
   1.667 +
   1.668 +	//! Maximum vertex of the bounding box
   1.669 +	Vertex bboxmax; 
   1.670 +
   1.671 +	//! Name of the frame
   1.672 +	char name[16];
   1.673 +
   1.674 +	//! Vertex list of the frame
   1.675 +	Vertex *verts; 
   1.676 +} PACK_STRUCT;
   1.677 +
   1.678 +// -------------------------------------------------------------------------------------
   1.679 +/** \struct Frame
   1.680 + *  \brief Model frame data structure
   1.681 + */
   1.682 +struct Frame
   1.683 +{
   1.684 +	//! 0 = simple frame, !0 = group frame
   1.685 +	int32_t type;       
   1.686 +
   1.687 +	//! Frame data
   1.688 +	SimpleFrame frame;  	      
   1.689 +} PACK_STRUCT;
   1.690 +
   1.691 +
   1.692 +// -------------------------------------------------------------------------------------
   1.693 +struct SimpleFrame_MDLn_SP
   1.694 +{
   1.695 +	//! Minimum vertex of the bounding box
   1.696 +	Vertex_MDL4 bboxmin; 
   1.697 +
   1.698 +	//! Maximum vertex of the bounding box
   1.699 +	Vertex_MDL4 bboxmax; 
   1.700 +
   1.701 +	//! Name of the frame
   1.702 +	char name[16];
   1.703 +
   1.704 +	//! Vertex list of the frame
   1.705 +	Vertex_MDL4 *verts; 
   1.706 +} PACK_STRUCT;
   1.707 +
   1.708 +// -------------------------------------------------------------------------------------
   1.709 +/** \struct GroupFrame
   1.710 + *  \brief Data structure for a group of frames
   1.711 + */
   1.712 +struct GroupFrame
   1.713 +{
   1.714 +	//! 0 = simple frame, !0 = group frame
   1.715 +	int32_t type;                         
   1.716 +
   1.717 +	//! Minimum vertex for all single frames
   1.718 +	Vertex min;         
   1.719 +
   1.720 +	//! Maximum vertex for all single frames
   1.721 +	Vertex max;         
   1.722 +
   1.723 +	//! Time for all single frames
   1.724 +	float *time;                  
   1.725 +
   1.726 +	//! List of single frames
   1.727 +	SimpleFrame *frames; 
   1.728 +} PACK_STRUCT;
   1.729 +
   1.730 +#include "assimp/Compiler/poppack1.h"
   1.731 +
   1.732 +// -------------------------------------------------------------------------------------
   1.733 +/** \struct IntFace_MDL7
   1.734 + *  \brief Internal data structure to temporarily represent a face
   1.735 + */
   1.736 +struct IntFace_MDL7
   1.737 +{
   1.738 +	// provide a constructor for our own convenience
   1.739 +	IntFace_MDL7()
   1.740 +	{
   1.741 +		// set everything to zero
   1.742 +		mIndices[0] = mIndices[1] = mIndices[2] = 0;
   1.743 +		iMatIndex[0] = iMatIndex[1] = 0;
   1.744 +	}
   1.745 +
   1.746 +	//! Vertex indices
   1.747 +	uint32_t mIndices[3];
   1.748 +
   1.749 +	//! Material index (maximally two channels, which are joined later)
   1.750 +	unsigned int iMatIndex[2];
   1.751 +}; 
   1.752 +
   1.753 +// -------------------------------------------------------------------------------------
   1.754 +/** \struct IntMaterial_MDL7
   1.755 + *  \brief Internal data structure to temporarily represent a material
   1.756 + *  which has been created from two single materials along with the
   1.757 + *  original material indices.
   1.758 + */
   1.759 +struct IntMaterial_MDL7
   1.760 +{
   1.761 +	// provide a constructor for our own convenience
   1.762 +	IntMaterial_MDL7()
   1.763 +	{
   1.764 +		pcMat = NULL;
   1.765 +		iOldMatIndices[0] = iOldMatIndices[1] = 0;
   1.766 +	}
   1.767 +
   1.768 +	//! Material instance
   1.769 +	aiMaterial* pcMat;
   1.770 +
   1.771 +	//! Old material indices
   1.772 +	unsigned int iOldMatIndices[2];
   1.773 +};
   1.774 +
   1.775 +// -------------------------------------------------------------------------------------
   1.776 +/** \struct IntBone_MDL7
   1.777 + *  \brief Internal data structure to represent a bone in a MDL7 file with
   1.778 + *  all of its animation channels assigned to it.
   1.779 + */
   1.780 +struct IntBone_MDL7 : aiBone
   1.781 +{
   1.782 +	//! Default constructor
   1.783 +	IntBone_MDL7() : iParent (0xffff)
   1.784 +	{
   1.785 +		pkeyPositions.reserve(30);
   1.786 +		pkeyScalings.reserve(30);
   1.787 +		pkeyRotations.reserve(30);
   1.788 +	}
   1.789 +
   1.790 +	//! Parent bone of the bone
   1.791 +	uint64_t iParent;
   1.792 +
   1.793 +	//! Relative position of the bone
   1.794 +	aiVector3D vPosition;
   1.795 +
   1.796 +	//! Array of position keys
   1.797 +	std::vector<aiVectorKey> pkeyPositions;
   1.798 +
   1.799 +	//! Array of scaling keys
   1.800 +	std::vector<aiVectorKey> pkeyScalings;
   1.801 +
   1.802 +	//! Array of rotation keys
   1.803 +	std::vector<aiQuatKey> pkeyRotations;
   1.804 +};
   1.805 +
   1.806 +// -------------------------------------------------------------------------------------
   1.807 +//! Describes a MDL7 frame
   1.808 +struct IntFrameInfo_MDL7
   1.809 +{
   1.810 +	//! Construction from an existing frame header
   1.811 +	IntFrameInfo_MDL7(BE_NCONST MDL::Frame_MDL7* _pcFrame,unsigned int _iIndex) 
   1.812 +		: iIndex(_iIndex)
   1.813 +		, pcFrame(_pcFrame)
   1.814 +	{}
   1.815 +
   1.816 +	//! Index of the frame
   1.817 +	unsigned int iIndex;
   1.818 +
   1.819 +	//! Points to the header of the frame
   1.820 +	BE_NCONST MDL::Frame_MDL7*	pcFrame; 
   1.821 +};
   1.822 +
   1.823 +// -------------------------------------------------------------------------------------
   1.824 +//! Describes a MDL7 mesh group
   1.825 +struct IntGroupInfo_MDL7
   1.826 +{
   1.827 +	//! Default constructor
   1.828 +	IntGroupInfo_MDL7()		
   1.829 +		:	iIndex(0)
   1.830 +		,	pcGroup(NULL)
   1.831 +		,	pcGroupUVs(NULL)
   1.832 +		,	pcGroupTris(NULL)
   1.833 +		,	pcGroupVerts(NULL)
   1.834 +		{}
   1.835 +
   1.836 +	//! Construction from an existing group header
   1.837 +	IntGroupInfo_MDL7(BE_NCONST MDL::Group_MDL7* _pcGroup, unsigned int _iIndex)
   1.838 +		:	iIndex(_iIndex)
   1.839 +		,	pcGroup(_pcGroup)
   1.840 +	{}
   1.841 +
   1.842 +	//! Index of the group
   1.843 +	unsigned int iIndex;
   1.844 +
   1.845 +	//! Points to the header of the group
   1.846 +	BE_NCONST MDL::Group_MDL7*		pcGroup; 
   1.847 +
   1.848 +	//! Points to the beginning of the uv coordinate section
   1.849 +	BE_NCONST MDL::TexCoord_MDL7*	pcGroupUVs;		
   1.850 +
   1.851 +	//! Points to the beginning of the triangle section
   1.852 +	MDL::Triangle_MDL7*	pcGroupTris;		
   1.853 +
   1.854 +	//! Points to the beginning of the vertex section
   1.855 +	BE_NCONST MDL::Vertex_MDL7*		pcGroupVerts;
   1.856 +};
   1.857 +
   1.858 +// -------------------------------------------------------------------------------------
   1.859 +//! Holds the data that belongs to a MDL7 mesh group
   1.860 +struct IntGroupData_MDL7
   1.861 +{
   1.862 +	IntGroupData_MDL7()
   1.863 +		: pcFaces(NULL), bNeed2UV(false)
   1.864 +	{}
   1.865 +
   1.866 +	//! Array of faces that belong to the group
   1.867 +	MDL::IntFace_MDL7* pcFaces;		
   1.868 +
   1.869 +	//! Array of vertex positions
   1.870 +	std::vector<aiVector3D>		vPositions;			
   1.871 +
   1.872 +	//! Array of vertex normals
   1.873 +	std::vector<aiVector3D>		vNormals;	
   1.874 +
   1.875 +	//! Array of bones indices
   1.876 +	std::vector<unsigned int>	aiBones;	
   1.877 +
   1.878 +	//! First UV coordinate set
   1.879 +	std::vector<aiVector3D>		vTextureCoords1;
   1.880 +
   1.881 +	//! Optional second UV coordinate set
   1.882 +	std::vector<aiVector3D>		vTextureCoords2;
   1.883 +
   1.884 +	//! Specifies whether there are two texture
   1.885 +	//! coordinate sets required
   1.886 +	bool bNeed2UV;
   1.887 +};
   1.888 +
   1.889 +// -------------------------------------------------------------------------------------
   1.890 +//! Holds data from an MDL7 file that is shared by all mesh groups
   1.891 +struct IntSharedData_MDL7
   1.892 +{
   1.893 +	//! Default constructor
   1.894 +	IntSharedData_MDL7() 
   1.895 +	{
   1.896 +		abNeedMaterials.reserve(10);
   1.897 +	}
   1.898 +
   1.899 +	//! Destruction: properly delete all allocated resources
   1.900 +	~IntSharedData_MDL7()
   1.901 +	{
   1.902 +		// kill all bones
   1.903 +		if (this->apcOutBones)
   1.904 +		{
   1.905 +			for (unsigned int m = 0; m < iNum;++m)
   1.906 +				delete this->apcOutBones[m];
   1.907 +			delete[] this->apcOutBones;
   1.908 +		}
   1.909 +	}
   1.910 +
   1.911 +	//! Specifies which materials are used
   1.912 +	std::vector<bool> abNeedMaterials;
   1.913 +
   1.914 +	//! List of all materials
   1.915 +	std::vector<aiMaterial*> pcMats;
   1.916 +
   1.917 +	//! List of all bones
   1.918 +	IntBone_MDL7** apcOutBones;
   1.919 +
   1.920 +	//! number of bones
   1.921 +	unsigned int iNum;
   1.922 +};
   1.923 +
   1.924 +// -------------------------------------------------------------------------------------
   1.925 +//! Contains input data for GenerateOutputMeshes_3DGS_MDL7
   1.926 +struct IntSplitGroupData_MDL7
   1.927 +{
   1.928 +	//! Construction from a given shared data set 
   1.929 +	IntSplitGroupData_MDL7(IntSharedData_MDL7& _shared,
   1.930 +		std::vector<aiMesh*>& _avOutList)
   1.931 +
   1.932 +		: shared(_shared), avOutList(_avOutList)
   1.933 +	{
   1.934 +	}
   1.935 +
   1.936 +	//! Destruction: properly delete all allocated resources
   1.937 +	~IntSplitGroupData_MDL7()
   1.938 +	{
   1.939 +		// kill all face lists
   1.940 +		if(this->aiSplit)
   1.941 +		{
   1.942 +			for (unsigned int m = 0; m < shared.pcMats.size();++m)
   1.943 +				delete this->aiSplit[m];
   1.944 +			delete[] this->aiSplit;
   1.945 +		}
   1.946 +	}
   1.947 +
   1.948 +	//! Contains a list of all faces per material
   1.949 +	std::vector<unsigned int>** aiSplit;
   1.950 +
   1.951 +	//! Shared data for all groups of the model
   1.952 +	IntSharedData_MDL7& shared;
   1.953 +
   1.954 +	//! List of meshes 
   1.955 +	std::vector<aiMesh*>& avOutList;
   1.956 +};
   1.957 +
   1.958 +
   1.959 +}
   1.960 +} // end namespaces
   1.961 +
   1.962 +#endif // !! AI_MDLFILEHELPER_H_INC