assimp/code/MDCFileData.h

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2012, assimp 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 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.
----------------------------------------------------------------------
*/
/** @file Defines the helper data structures for importing MDC files
**********************************************************************
File format specification:
http://themdcfile.planetwolfenstein.gamespy.com/MDC_File_Format.pdf
**********************************************************************
*/
#ifndef AI_MDCFILEHELPER_H_INC
#define AI_MDCFILEHELPER_H_INC
#include "../include/assimp/types.h"
#include "../include/assimp/mesh.h"
#include "../include/assimp/anim.h"
#include "./../include/assimp/Compiler/pushpack1.h"
namespace Assimp {
namespace MDC {
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_MDC_MAGIC_NUMBER_BE AI_MAKE_MAGIC("CPDI")
#define AI_MDC_MAGIC_NUMBER_LE AI_MAKE_MAGIC("IDPC")
// common limitations
#define AI_MDC_VERSION 2
#define AI_MDC_MAXQPATH 64
#define AI_MDC_MAX_BONES 128
#define AI_MDC_CVERT_BIAS 127.0f
#define AI_MDC_DELTA_SCALING 4.0f
#define AI_MDC_BASE_SCALING (1.0f / 64.0f)
// ---------------------------------------------------------------------------
/** \brief Data structure for a MDC file's main header
*/
struct Header
{
uint32_t ulIdent ;
uint32_t ulVersion ;
char ucName [ AI_MDC_MAXQPATH ] ;
uint32_t ulFlags ;
uint32_t ulNumFrames ;
uint32_t ulNumTags ;
uint32_t ulNumSurfaces ;
uint32_t ulNumSkins ;
uint32_t ulOffsetBorderFrames ;
uint32_t ulOffsetTagNames ;
uint32_t ulOffsetTagFrames ;
uint32_t ulOffsetSurfaces ;
uint32_t ulOffsetEnd ;
} PACK_STRUCT ;
// ---------------------------------------------------------------------------
/** \brief Data structure for a MDC file's surface header
*/
struct Surface
{
uint32_t ulIdent ;
char ucName [ AI_MDC_MAXQPATH ] ;
uint32_t ulFlags ;
uint32_t ulNumCompFrames ;
uint32_t ulNumBaseFrames ;
uint32_t ulNumShaders ;
uint32_t ulNumVertices ;
uint32_t ulNumTriangles ;
uint32_t ulOffsetTriangles ;
uint32_t ulOffsetShaders ;
uint32_t ulOffsetTexCoords ;
uint32_t ulOffsetBaseVerts ;
uint32_t ulOffsetCompVerts ;
uint32_t ulOffsetFrameBaseFrames ;
uint32_t ulOffsetFrameCompFrames ;
uint32_t ulOffsetEnd ;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \brief Data structure for a MDC frame
*/
struct Frame
{
//! bounding box minimum coords
aiVector3D bboxMin ;
//! bounding box maximum coords
aiVector3D bboxMax ;
//! local origin of the frame
aiVector3D localOrigin ;
//! radius of the BB
float radius ;
//! Name of the frame
char name [ 16 ] ;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \brief Data structure for a MDC triangle
*/
struct Triangle
{
uint32_t aiIndices[3];
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \brief Data structure for a MDC texture coordinate
*/
struct TexturCoord
{
float u,v;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \brief Data structure for a MDC base vertex
*/
struct BaseVertex
{
int16_t x,y,z;
uint16_t normal;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \brief Data structure for a MDC compressed vertex
*/
struct CompressedVertex
{
uint8_t xd,yd,zd,nd;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \brief Data structure for a MDC shader
*/
struct Shader
{
char ucName [ AI_MDC_MAXQPATH ] ;
uint32_t ulPath;
} PACK_STRUCT;
#include "./../include/assimp/Compiler/poppack1.h"
// ---------------------------------------------------------------------------
/** Build a floating point vertex from the compressed data in MDC files
*/
void BuildVertex(const Frame& frame,
const BaseVertex& bvert,
const CompressedVertex& cvert,
aiVector3D& vXYZOut,
aiVector3D& vNorOut);
}}
#endif // !! AI_MDCFILEHELPER_H_INC