assimp/code/MD2FileData.h

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/*
Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2010, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
General - Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
/** @file MD2FileData.h
* @brief Defines helper data structures for importing MD2 files
* http://linux.ucla.edu/~phaethon/q3/formats/md2-schoenblum.html
*/
#ifndef AI_MD2FILEHELPER_H_INC
#define AI_MD2FILEHELPER_H_INC
#include "../include/aiTypes.h"
#include "../include/aiMesh.h"
#include "../include/aiAnim.h"
#include "./../include/Compiler/pushpack1.h"
namespace Assimp {
namespace MD2 {
General - Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
// to make it easier for us, we test the magic word against both "endianesses"
#define AI_MD2_MAGIC_NUMBER_BE AI_MAKE_MAGIC("IDP2")
#define AI_MD2_MAGIC_NUMBER_LE AI_MAKE_MAGIC("2PDI")
// common limitations
#define AI_MD2_VERSION 15
#define AI_MD2_MAXQPATH 64
#define AI_MD2_MAX_FRAMES 512
#define AI_MD2_MAX_SKINS 32
#define AI_MD2_MAX_VERTS 2048
#define AI_MD2_MAX_TRIANGLES 4096
// ---------------------------------------------------------------------------
/** \brief Data structure for the MD2 main header
*/
struct Header
{
uint32_t magic;
uint32_t version;
uint32_t skinWidth;
uint32_t skinHeight;
uint32_t frameSize;
uint32_t numSkins;
uint32_t numVertices;
uint32_t numTexCoords;
uint32_t numTriangles;
uint32_t numGlCommands;
uint32_t numFrames;
uint32_t offsetSkins;
uint32_t offsetTexCoords;
uint32_t offsetTriangles;
uint32_t offsetFrames;
uint32_t offsetGlCommands;
uint32_t offsetEnd;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \brief Data structure for a MD2 OpenGl draw command
*/
struct GLCommand
{
float s, t;
uint32_t vertexIndex;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \brief Data structure for a MD2 triangle
*/
struct Triangle
{
uint16_t vertexIndices[3];
uint16_t textureIndices[3];
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \brief Data structure for a MD2 vertex
*/
struct Vertex
{
uint8_t vertex[3];
uint8_t lightNormalIndex;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \brief Data structure for a MD2 frame
*/
struct Frame
{
float scale[3];
float translate[3];
char name[16];
Vertex vertices[1];
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \brief Data structure for a MD2 texture coordinate
*/
struct TexCoord
{
uint16_t s;
uint16_t t;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \brief Data structure for a MD2 skin
*/
struct Skin
{
char name[AI_MD2_MAXQPATH]; /* texture file name */
} PACK_STRUCT;
#include "./../include/Compiler/poppack1.h"
// ---------------------------------------------------------------------------
//! Lookup a normal vector from Quake's normal lookup table
//! \param index Input index (0-161)
//! \param vOut Receives the output normal
void LookupNormalIndex(uint8_t index,aiVector3D& vOut);
}
}
#endif // !! include guard