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view libs/assimp/MDLFileData.h @ 1:e7ca128b8713
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author | John Tsiombikas <nuclear@member.fsf.org> |
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date | Sun, 02 Feb 2014 00:35:22 +0200 |
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children |
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1 /*
2 Open Asset Import Library (assimp)
3 ----------------------------------------------------------------------
5 Copyright (c) 2006-2012, assimp team
6 All rights reserved.
8 Redistribution and use of this software in source and binary forms,
9 with or without modification, are permitted provided that the
10 following conditions are met:
12 * Redistributions of source code must retain the above
13 copyright notice, this list of conditions and the
14 following disclaimer.
16 * Redistributions in binary form must reproduce the above
17 copyright notice, this list of conditions and the
18 following disclaimer in the documentation and/or other
19 materials provided with the distribution.
21 * Neither the name of the assimp team, nor the names of its
22 contributors may be used to endorse or promote products
23 derived from this software without specific prior
24 written permission of the assimp team.
26 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
27 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
28 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
29 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
30 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
31 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
32 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
33 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
34 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
35 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
36 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
38 ----------------------------------------------------------------------
39 */
42 /**
43 * @file MDLFileData.h
44 * @brief Definition of in-memory structures for the MDL file format.
45 *
46 * The specification has been taken from various sources on the internet.
47 * - http://tfc.duke.free.fr/coding/mdl-specs-en.html
48 * - Conitec's MED SDK
49 * - Many quite long HEX-editor sessions
50 */
52 #ifndef AI_MDLFILEHELPER_H_INC
53 #define AI_MDLFILEHELPER_H_INC
55 #include "assimp/Compiler/pushpack1.h"
57 namespace Assimp {
58 namespace MDL {
60 // -------------------------------------------------------------------------------------
61 // to make it easier for us, we test the magic word against both "endianesses"
63 // magic bytes used in Quake 1 MDL meshes
64 #define AI_MDL_MAGIC_NUMBER_BE AI_MAKE_MAGIC("IDPO")
65 #define AI_MDL_MAGIC_NUMBER_LE AI_MAKE_MAGIC("OPDI")
67 // magic bytes used in GameStudio A<very low> MDL meshes
68 #define AI_MDL_MAGIC_NUMBER_BE_GS3 AI_MAKE_MAGIC("MDL2")
69 #define AI_MDL_MAGIC_NUMBER_LE_GS3 AI_MAKE_MAGIC("2LDM")
71 // magic bytes used in GameStudio A4 MDL meshes
72 #define AI_MDL_MAGIC_NUMBER_BE_GS4 AI_MAKE_MAGIC("MDL3")
73 #define AI_MDL_MAGIC_NUMBER_LE_GS4 AI_MAKE_MAGIC("3LDM")
75 // magic bytes used in GameStudio A5+ MDL meshes
76 #define AI_MDL_MAGIC_NUMBER_BE_GS5a AI_MAKE_MAGIC("MDL4")
77 #define AI_MDL_MAGIC_NUMBER_LE_GS5a AI_MAKE_MAGIC("4LDM")
78 #define AI_MDL_MAGIC_NUMBER_BE_GS5b AI_MAKE_MAGIC("MDL5")
79 #define AI_MDL_MAGIC_NUMBER_LE_GS5b AI_MAKE_MAGIC("5LDM")
81 // magic bytes used in GameStudio A7+ MDL meshes
82 #define AI_MDL_MAGIC_NUMBER_BE_GS7 AI_MAKE_MAGIC("MDL7")
83 #define AI_MDL_MAGIC_NUMBER_LE_GS7 AI_MAKE_MAGIC("7LDM")
86 // common limitations for Quake1 meshes. The loader does not check them,
87 // (however it warns) but models should not exceed these limits.
88 #if (!defined AI_MDL_VERSION)
89 # define AI_MDL_VERSION 6
90 #endif
91 #if (!defined AI_MDL_MAX_FRAMES)
92 # define AI_MDL_MAX_FRAMES 256
93 #endif
94 #if (!defined AI_MDL_MAX_UVS)
95 # define AI_MDL_MAX_UVS 1024
96 #endif
97 #if (!defined AI_MDL_MAX_VERTS)
98 # define AI_MDL_MAX_VERTS 1024
99 #endif
100 #if (!defined AI_MDL_MAX_TRIANGLES)
101 # define AI_MDL_MAX_TRIANGLES 2048
102 #endif
104 // material key that is set for dummy materials that are
105 // just referencing another material
106 #if (!defined AI_MDL7_REFERRER_MATERIAL)
107 # define AI_MDL7_REFERRER_MATERIAL "&&&referrer&&&",0,0
108 #endif
110 // -------------------------------------------------------------------------------------
111 /** \struct Header
112 * \brief Data structure for the MDL main header
113 */
114 struct Header
115 {
116 //! magic number: "IDPO"
117 uint32_t ident;
119 //! version number: 6
120 int32_t version;
122 //! scale factors for each axis
123 aiVector3D scale;
125 //! translation factors for each axis
126 aiVector3D translate;
128 //! bounding radius of the mesh
129 float boundingradius;
131 //! Position of the viewer's exe. Ignored
132 aiVector3D vEyePos;
134 //! Number of textures
135 int32_t num_skins;
137 //! Texture width in pixels
138 int32_t skinwidth;
140 //! Texture height in pixels
141 int32_t skinheight;
143 //! Number of vertices contained in the file
144 int32_t num_verts;
146 //! Number of triangles contained in the file
147 int32_t num_tris;
149 //! Number of frames contained in the file
150 int32_t num_frames;
152 //! 0 = synchron, 1 = random . Ignored
153 //! (MDLn formats: number of texture coordinates)
154 int32_t synctype;
156 //! State flag
157 int32_t flags;
159 //! Could be the total size of the file (and not a float)
160 float size;
161 } PACK_STRUCT;
164 // -------------------------------------------------------------------------------------
165 /** \struct Header_MDL7
166 * \brief Data structure for the MDL 7 main header
167 */
168 struct Header_MDL7
169 {
170 //! magic number: "MDL7"
171 char ident[4];
173 //! Version number. Ignored
174 int32_t version;
176 //! Number of bones in file
177 uint32_t bones_num;
179 //! Number of groups in file
180 uint32_t groups_num;
182 //! Size of data in the file
183 uint32_t data_size;
185 //! Ignored. Used to store entity specific information
186 int32_t entlump_size;
188 //! Ignored. Used to store MED related data
189 int32_t medlump_size;
191 //! Size of the Bone_MDL7 data structure used in the file
192 uint16_t bone_stc_size;
194 //! Size of the Skin_MDL 7 data structure used in the file
195 uint16_t skin_stc_size;
197 //! Size of a single color (e.g. in a material)
198 uint16_t colorvalue_stc_size;
200 //! Size of the Material_MDL7 data structure used in the file
201 uint16_t material_stc_size;
203 //! Size of a texture coordinate set in the file
204 uint16_t skinpoint_stc_size;
206 //! Size of a triangle in the file
207 uint16_t triangle_stc_size;
209 //! Size of a normal vertex in the file
210 uint16_t mainvertex_stc_size;
212 //! Size of a per-frame animated vertex in the file
213 //! (this is not supported)
214 uint16_t framevertex_stc_size;
216 //! Size of a bone animation matrix
217 uint16_t bonetrans_stc_size;
219 //! Size of the Frame_MDL7 data structure used in the file
220 uint16_t frame_stc_size;
221 } PACK_STRUCT;
224 // -------------------------------------------------------------------------------------
225 /** \struct Bone_MDL7
226 * \brief Data structure for a bone in a MDL7 file
227 */
228 struct Bone_MDL7
229 {
230 //! Index of the parent bone of *this* bone. 0xffff means:
231 //! "hey, I have no parent, I'm an orphan"
232 uint16_t parent_index;
233 uint8_t _unused_[2];
235 //! Relative position of the bone (relative to the
236 //! parent bone)
237 float x,y,z;
239 //! Optional name of the bone
240 char name[1 /* DUMMY SIZE */];
241 } PACK_STRUCT;
243 #if (!defined AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_20_CHARS)
244 # define AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_20_CHARS (16 + 20)
245 #endif
247 #if (!defined AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_32_CHARS)
248 # define AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_32_CHARS (16 + 32)
249 #endif
251 #if (!defined AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_NOT_THERE)
252 # define AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_NOT_THERE (16)
253 #endif
255 #if (!defined AI_MDL7_MAX_GROUPNAMESIZE)
256 # define AI_MDL7_MAX_GROUPNAMESIZE 16
257 #endif // ! AI_MDL7_MAX_GROUPNAMESIZE
259 // -------------------------------------------------------------------------------------
260 /** \struct Group_MDL7
261 * \brief Group in a MDL7 file
262 */
263 struct Group_MDL7
264 {
265 //! = '1' -> triangle based Mesh
266 unsigned char typ;
268 int8_t deformers;
269 int8_t max_weights;
270 int8_t _unused_;
272 //! size of data for this group in bytes ( MD7_GROUP stc. included).
273 int32_t groupdata_size;
274 char name[AI_MDL7_MAX_GROUPNAMESIZE];
276 //! Number of skins
277 int32_t numskins;
279 //! Number of texture coordinates
280 int32_t num_stpts;
282 //! Number of triangles
283 int32_t numtris;
285 //! Number of vertices
286 int32_t numverts;
288 //! Number of frames
289 int32_t numframes;
290 } PACK_STRUCT;
292 #define AI_MDL7_SKINTYPE_MIPFLAG 0x08
293 #define AI_MDL7_SKINTYPE_MATERIAL 0x10
294 #define AI_MDL7_SKINTYPE_MATERIAL_ASCDEF 0x20
295 #define AI_MDL7_SKINTYPE_RGBFLAG 0x80
297 #if (!defined AI_MDL7_MAX_BONENAMESIZE)
298 # define AI_MDL7_MAX_BONENAMESIZE 20
299 #endif // !! AI_MDL7_MAX_BONENAMESIZE
301 // -------------------------------------------------------------------------------------
302 /** \struct Deformer_MDL7
303 * \brief Deformer in a MDL7 file
304 */
305 struct Deformer_MDL7
306 {
307 int8_t deformer_version; // 0
308 int8_t deformer_typ; // 0 - bones
309 int8_t _unused_[2];
310 int32_t group_index;
311 int32_t elements;
312 int32_t deformerdata_size;
313 } PACK_STRUCT;
316 // -------------------------------------------------------------------------------------
317 /** \struct DeformerElement_MDL7
318 * \brief Deformer element in a MDL7 file
319 */
320 struct DeformerElement_MDL7
321 {
322 //! bei deformer_typ==0 (==bones) element_index == bone index
323 int32_t element_index;
324 char element_name[AI_MDL7_MAX_BONENAMESIZE];
325 int32_t weights;
326 } PACK_STRUCT;
329 // -------------------------------------------------------------------------------------
330 /** \struct DeformerWeight_MDL7
331 * \brief Deformer weight in a MDL7 file
332 */
333 struct DeformerWeight_MDL7
334 {
335 //! for deformer_typ==0 (==bones) index == vertex index
336 int32_t index;
337 float weight;
338 } PACK_STRUCT;
341 // don't know why this was in the original headers ...
342 typedef int32_t MD7_MATERIAL_ASCDEFSIZE;
344 // -------------------------------------------------------------------------------------
345 /** \struct ColorValue_MDL7
346 * \brief Data structure for a color value in a MDL7 file
347 */
348 struct ColorValue_MDL7
349 {
350 float r,g,b,a;
351 } PACK_STRUCT;
353 // -------------------------------------------------------------------------------------
354 /** \struct Material_MDL7
355 * \brief Data structure for a Material in a MDL7 file
356 */
357 struct Material_MDL7
358 {
359 //! Diffuse base color of the material
360 ColorValue_MDL7 Diffuse;
362 //! Ambient base color of the material
363 ColorValue_MDL7 Ambient;
365 //! Specular base color of the material
366 ColorValue_MDL7 Specular;
368 //! Emissive base color of the material
369 ColorValue_MDL7 Emissive;
371 //! Phong power
372 float Power;
373 } PACK_STRUCT;
376 // -------------------------------------------------------------------------------------
377 /** \struct Skin
378 * \brief Skin data structure #1 - used by Quake1, MDL2, MDL3 and MDL4
379 */
380 struct Skin
381 {
382 //! 0 = single (Skin), 1 = group (GroupSkin)
383 //! For MDL3-5: Defines the type of the skin and there
384 //! fore the size of the data to skip:
385 //-------------------------------------------------------
386 //! 2 for 565 RGB,
387 //! 3 for 4444 ARGB,
388 //! 10 for 565 mipmapped,
389 //! 11 for 4444 mipmapped (bpp = 2),
390 //! 12 for 888 RGB mipmapped (bpp = 3),
391 //! 13 for 8888 ARGB mipmapped (bpp = 4)
392 //-------------------------------------------------------
393 int32_t group;
395 //! Texture data
396 uint8_t *data;
397 } PACK_STRUCT;
400 // -------------------------------------------------------------------------------------
401 /** \struct Skin
402 * \brief Skin data structure #2 - used by MDL5, MDL6 and MDL7
403 * \see Skin
404 */
405 struct Skin_MDL5
406 {
407 int32_t size, width, height;
408 uint8_t *data;
409 } PACK_STRUCT;
411 // maximum length of texture file name
412 #if (!defined AI_MDL7_MAX_TEXNAMESIZE)
413 # define AI_MDL7_MAX_TEXNAMESIZE 0x10
414 #endif
416 // ---------------------------------------------------------------------------
417 /** \struct Skin_MDL7
418 * \brief Skin data structure #3 - used by MDL7 and HMP7
419 */
420 struct Skin_MDL7
421 {
422 uint8_t typ;
423 int8_t _unused_[3];
424 int32_t width;
425 int32_t height;
426 char texture_name[AI_MDL7_MAX_TEXNAMESIZE];
427 } PACK_STRUCT;
429 // -------------------------------------------------------------------------------------
430 /** \struct RGB565
431 * \brief Data structure for a RGB565 pixel in a texture
432 */
433 struct RGB565
434 {
435 uint16_t r : 5;
436 uint16_t g : 6;
437 uint16_t b : 5;
438 } PACK_STRUCT;
440 // -------------------------------------------------------------------------------------
441 /** \struct ARGB4
442 * \brief Data structure for a ARGB4444 pixel in a texture
443 */
444 struct ARGB4
445 {
446 uint16_t a : 4;
447 uint16_t r : 4;
448 uint16_t g : 4;
449 uint16_t b : 4;
450 } PACK_STRUCT;
452 // -------------------------------------------------------------------------------------
453 /** \struct GroupSkin
454 * \brief Skin data structure #2 (group of pictures)
455 */
456 struct GroupSkin
457 {
458 //! 0 = single (Skin), 1 = group (GroupSkin)
459 int32_t group;
461 //! Number of images
462 int32_t nb;
464 //! Time for each image
465 float *time;
467 //! Data of each image
468 uint8_t **data;
469 } PACK_STRUCT;
471 // -------------------------------------------------------------------------------------
472 /** \struct TexCoord
473 * \brief Texture coordinate data structure used by the Quake1 MDL format
474 */
475 struct TexCoord
476 {
477 //! Is the vertex on the noundary between front and back piece?
478 int32_t onseam;
480 //! Texture coordinate in the tx direction
481 int32_t s;
483 //! Texture coordinate in the ty direction
484 int32_t t;
485 } PACK_STRUCT;
487 // -------------------------------------------------------------------------------------
488 /** \struct TexCoord_MDL3
489 * \brief Data structure for an UV coordinate in the 3DGS MDL3 format
490 */
491 struct TexCoord_MDL3
492 {
493 //! position, horizontally in range 0..skinwidth-1
494 int16_t u;
496 //! position, vertically in range 0..skinheight-1
497 int16_t v;
498 } PACK_STRUCT;
500 // -------------------------------------------------------------------------------------
501 /** \struct TexCoord_MDL7
502 * \brief Data structure for an UV coordinate in the 3DGS MDL7 format
503 */
504 struct TexCoord_MDL7
505 {
506 //! position, horizontally in range 0..1
507 float u;
509 //! position, vertically in range 0..1
510 float v;
511 } PACK_STRUCT;
513 // -------------------------------------------------------------------------------------
514 /** \struct SkinSet_MDL7
515 * \brief Skin set data structure for the 3DGS MDL7 format
516 * MDL7 references UV coordinates per face via an index list.
517 * This allows the use of multiple skins per face with just one
518 * UV coordinate set.
519 */
520 struct SkinSet_MDL7
521 {
522 //! Index into the UV coordinate list
523 uint16_t st_index[3]; // size 6
525 //! Material index
526 int32_t material; // size 4
527 } PACK_STRUCT;
529 // -------------------------------------------------------------------------------------
530 /** \struct Triangle
531 * \brief Triangle data structure for the Quake1 MDL format
532 */
533 struct Triangle
534 {
535 //! 0 = backface, 1 = frontface
536 int32_t facesfront;
538 //! Vertex indices
539 int32_t vertex[3];
540 } PACK_STRUCT;
542 // -------------------------------------------------------------------------------------
543 /** \struct Triangle_MDL3
544 * \brief Triangle data structure for the 3DGS MDL3 format
545 */
546 struct Triangle_MDL3
547 {
548 //! Index of 3 3D vertices in range 0..numverts
549 uint16_t index_xyz[3];
551 //! Index of 3 skin vertices in range 0..numskinverts
552 uint16_t index_uv[3];
553 } PACK_STRUCT;
555 // -------------------------------------------------------------------------------------
556 /** \struct Triangle_MDL7
557 * \brief Triangle data structure for the 3DGS MDL7 format
558 */
559 struct Triangle_MDL7
560 {
561 //! Vertex indices
562 uint16_t v_index[3]; // size 6
564 //! Two skinsets. The second will be used for multi-texturing
565 SkinSet_MDL7 skinsets[2];
566 } PACK_STRUCT;
568 #if (!defined AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV)
569 # define AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV (6+sizeof(SkinSet_MDL7)-sizeof(uint32_t))
570 #endif
571 #if (!defined AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV_WITH_MATINDEX)
572 # define AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV_WITH_MATINDEX (6+sizeof(SkinSet_MDL7))
573 #endif
574 #if (!defined AI_MDL7_TRIANGLE_STD_SIZE_TWO_UV)
575 # define AI_MDL7_TRIANGLE_STD_SIZE_TWO_UV (6+2*sizeof(SkinSet_MDL7))
576 #endif
578 // Helper constants for Triangle::facesfront
579 #if (!defined AI_MDL_BACKFACE)
580 # define AI_MDL_BACKFACE 0x0
581 #endif
582 #if (!defined AI_MDL_FRONTFACE)
583 # define AI_MDL_FRONTFACE 0x1
584 #endif
586 // -------------------------------------------------------------------------------------
587 /** \struct Vertex
588 * \brief Vertex data structure
589 */
590 struct Vertex
591 {
592 uint8_t v[3];
593 uint8_t normalIndex;
594 } PACK_STRUCT;
597 // -------------------------------------------------------------------------------------
598 struct Vertex_MDL4
599 {
600 uint16_t v[3];
601 uint8_t normalIndex;
602 uint8_t unused;
603 } PACK_STRUCT;
605 #define AI_MDL7_FRAMEVERTEX120503_STCSIZE 16
606 #define AI_MDL7_FRAMEVERTEX030305_STCSIZE 26
608 // -------------------------------------------------------------------------------------
609 /** \struct Vertex_MDL7
610 * \brief Vertex data structure used in MDL7 files
611 */
612 struct Vertex_MDL7
613 {
614 float x,y,z;
615 uint16_t vertindex; // = bone index
616 union {
617 uint8_t norm162index;
618 float norm[3];
619 };
620 } PACK_STRUCT;
623 // -------------------------------------------------------------------------------------
624 /** \struct BoneTransform_MDL7
625 * \brief bone transformation matrix structure used in MDL7 files
626 */
627 struct BoneTransform_MDL7
628 {
629 //! 4*3
630 float m [4*4];
632 //! the index of this vertex, 0.. header::bones_num - 1
633 uint16_t bone_index;
635 //! I HATE 3DGS AND THE SILLY DEVELOPER WHO DESIGNED
636 //! THIS STUPID FILE FORMAT!
637 int8_t _unused_[2];
638 } PACK_STRUCT;
641 #define AI_MDL7_MAX_FRAMENAMESIZE 16
644 // -------------------------------------------------------------------------------------
645 /** \struct Frame_MDL7
646 * \brief Frame data structure used by MDL7 files
647 */
648 struct Frame_MDL7
649 {
650 char frame_name[AI_MDL7_MAX_FRAMENAMESIZE];
651 uint32_t vertices_count;
652 uint32_t transmatrix_count;
653 };
656 // -------------------------------------------------------------------------------------
657 /** \struct SimpleFrame
658 * \brief Data structure for a simple frame
659 */
660 struct SimpleFrame
661 {
662 //! Minimum vertex of the bounding box
663 Vertex bboxmin;
665 //! Maximum vertex of the bounding box
666 Vertex bboxmax;
668 //! Name of the frame
669 char name[16];
671 //! Vertex list of the frame
672 Vertex *verts;
673 } PACK_STRUCT;
675 // -------------------------------------------------------------------------------------
676 /** \struct Frame
677 * \brief Model frame data structure
678 */
679 struct Frame
680 {
681 //! 0 = simple frame, !0 = group frame
682 int32_t type;
684 //! Frame data
685 SimpleFrame frame;
686 } PACK_STRUCT;
689 // -------------------------------------------------------------------------------------
690 struct SimpleFrame_MDLn_SP
691 {
692 //! Minimum vertex of the bounding box
693 Vertex_MDL4 bboxmin;
695 //! Maximum vertex of the bounding box
696 Vertex_MDL4 bboxmax;
698 //! Name of the frame
699 char name[16];
701 //! Vertex list of the frame
702 Vertex_MDL4 *verts;
703 } PACK_STRUCT;
705 // -------------------------------------------------------------------------------------
706 /** \struct GroupFrame
707 * \brief Data structure for a group of frames
708 */
709 struct GroupFrame
710 {
711 //! 0 = simple frame, !0 = group frame
712 int32_t type;
714 //! Minimum vertex for all single frames
715 Vertex min;
717 //! Maximum vertex for all single frames
718 Vertex max;
720 //! Time for all single frames
721 float *time;
723 //! List of single frames
724 SimpleFrame *frames;
725 } PACK_STRUCT;
727 #include "assimp/Compiler/poppack1.h"
729 // -------------------------------------------------------------------------------------
730 /** \struct IntFace_MDL7
731 * \brief Internal data structure to temporarily represent a face
732 */
733 struct IntFace_MDL7
734 {
735 // provide a constructor for our own convenience
736 IntFace_MDL7()
737 {
738 // set everything to zero
739 mIndices[0] = mIndices[1] = mIndices[2] = 0;
740 iMatIndex[0] = iMatIndex[1] = 0;
741 }
743 //! Vertex indices
744 uint32_t mIndices[3];
746 //! Material index (maximally two channels, which are joined later)
747 unsigned int iMatIndex[2];
748 };
750 // -------------------------------------------------------------------------------------
751 /** \struct IntMaterial_MDL7
752 * \brief Internal data structure to temporarily represent a material
753 * which has been created from two single materials along with the
754 * original material indices.
755 */
756 struct IntMaterial_MDL7
757 {
758 // provide a constructor for our own convenience
759 IntMaterial_MDL7()
760 {
761 pcMat = NULL;
762 iOldMatIndices[0] = iOldMatIndices[1] = 0;
763 }
765 //! Material instance
766 aiMaterial* pcMat;
768 //! Old material indices
769 unsigned int iOldMatIndices[2];
770 };
772 // -------------------------------------------------------------------------------------
773 /** \struct IntBone_MDL7
774 * \brief Internal data structure to represent a bone in a MDL7 file with
775 * all of its animation channels assigned to it.
776 */
777 struct IntBone_MDL7 : aiBone
778 {
779 //! Default constructor
780 IntBone_MDL7() : iParent (0xffff)
781 {
782 pkeyPositions.reserve(30);
783 pkeyScalings.reserve(30);
784 pkeyRotations.reserve(30);
785 }
787 //! Parent bone of the bone
788 uint64_t iParent;
790 //! Relative position of the bone
791 aiVector3D vPosition;
793 //! Array of position keys
794 std::vector<aiVectorKey> pkeyPositions;
796 //! Array of scaling keys
797 std::vector<aiVectorKey> pkeyScalings;
799 //! Array of rotation keys
800 std::vector<aiQuatKey> pkeyRotations;
801 };
803 // -------------------------------------------------------------------------------------
804 //! Describes a MDL7 frame
805 struct IntFrameInfo_MDL7
806 {
807 //! Construction from an existing frame header
808 IntFrameInfo_MDL7(BE_NCONST MDL::Frame_MDL7* _pcFrame,unsigned int _iIndex)
809 : iIndex(_iIndex)
810 , pcFrame(_pcFrame)
811 {}
813 //! Index of the frame
814 unsigned int iIndex;
816 //! Points to the header of the frame
817 BE_NCONST MDL::Frame_MDL7* pcFrame;
818 };
820 // -------------------------------------------------------------------------------------
821 //! Describes a MDL7 mesh group
822 struct IntGroupInfo_MDL7
823 {
824 //! Default constructor
825 IntGroupInfo_MDL7()
826 : iIndex(0)
827 , pcGroup(NULL)
828 , pcGroupUVs(NULL)
829 , pcGroupTris(NULL)
830 , pcGroupVerts(NULL)
831 {}
833 //! Construction from an existing group header
834 IntGroupInfo_MDL7(BE_NCONST MDL::Group_MDL7* _pcGroup, unsigned int _iIndex)
835 : iIndex(_iIndex)
836 , pcGroup(_pcGroup)
837 {}
839 //! Index of the group
840 unsigned int iIndex;
842 //! Points to the header of the group
843 BE_NCONST MDL::Group_MDL7* pcGroup;
845 //! Points to the beginning of the uv coordinate section
846 BE_NCONST MDL::TexCoord_MDL7* pcGroupUVs;
848 //! Points to the beginning of the triangle section
849 MDL::Triangle_MDL7* pcGroupTris;
851 //! Points to the beginning of the vertex section
852 BE_NCONST MDL::Vertex_MDL7* pcGroupVerts;
853 };
855 // -------------------------------------------------------------------------------------
856 //! Holds the data that belongs to a MDL7 mesh group
857 struct IntGroupData_MDL7
858 {
859 IntGroupData_MDL7()
860 : pcFaces(NULL), bNeed2UV(false)
861 {}
863 //! Array of faces that belong to the group
864 MDL::IntFace_MDL7* pcFaces;
866 //! Array of vertex positions
867 std::vector<aiVector3D> vPositions;
869 //! Array of vertex normals
870 std::vector<aiVector3D> vNormals;
872 //! Array of bones indices
873 std::vector<unsigned int> aiBones;
875 //! First UV coordinate set
876 std::vector<aiVector3D> vTextureCoords1;
878 //! Optional second UV coordinate set
879 std::vector<aiVector3D> vTextureCoords2;
881 //! Specifies whether there are two texture
882 //! coordinate sets required
883 bool bNeed2UV;
884 };
886 // -------------------------------------------------------------------------------------
887 //! Holds data from an MDL7 file that is shared by all mesh groups
888 struct IntSharedData_MDL7
889 {
890 //! Default constructor
891 IntSharedData_MDL7()
892 {
893 abNeedMaterials.reserve(10);
894 }
896 //! Destruction: properly delete all allocated resources
897 ~IntSharedData_MDL7()
898 {
899 // kill all bones
900 if (this->apcOutBones)
901 {
902 for (unsigned int m = 0; m < iNum;++m)
903 delete this->apcOutBones[m];
904 delete[] this->apcOutBones;
905 }
906 }
908 //! Specifies which materials are used
909 std::vector<bool> abNeedMaterials;
911 //! List of all materials
912 std::vector<aiMaterial*> pcMats;
914 //! List of all bones
915 IntBone_MDL7** apcOutBones;
917 //! number of bones
918 unsigned int iNum;
919 };
921 // -------------------------------------------------------------------------------------
922 //! Contains input data for GenerateOutputMeshes_3DGS_MDL7
923 struct IntSplitGroupData_MDL7
924 {
925 //! Construction from a given shared data set
926 IntSplitGroupData_MDL7(IntSharedData_MDL7& _shared,
927 std::vector<aiMesh*>& _avOutList)
929 : shared(_shared), avOutList(_avOutList)
930 {
931 }
933 //! Destruction: properly delete all allocated resources
934 ~IntSplitGroupData_MDL7()
935 {
936 // kill all face lists
937 if(this->aiSplit)
938 {
939 for (unsigned int m = 0; m < shared.pcMats.size();++m)
940 delete this->aiSplit[m];
941 delete[] this->aiSplit;
942 }
943 }
945 //! Contains a list of all faces per material
946 std::vector<unsigned int>** aiSplit;
948 //! Shared data for all groups of the model
949 IntSharedData_MDL7& shared;
951 //! List of meshes
952 std::vector<aiMesh*>& avOutList;
953 };
956 }
957 } // end namespaces
959 #endif // !! AI_MDLFILEHELPER_H_INC