Feature : Add first M3-format deta definitions and a prototype importer for M3-models. Many thanks to libm3 for their great work ( see http://code.google.com/p/libm3/ ).
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1040 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/2/head
parent
bc076cc60e
commit
cd963608c6
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@ -234,6 +234,12 @@ SET( LWS_SRCS
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)
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SOURCE_GROUP( LWS FILES ${LWS_SRCS})
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SET ( M3_SRCS
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M3Importer.cpp
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M3Importer.h
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)
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SOURCE_GROUP( M3 FILES ${M3_SRCS} )
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SET( MD2_SRCS
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MD2FileData.h
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MD2Loader.cpp
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@ -549,6 +555,7 @@ ADD_LIBRARY( assimp SHARED
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${Irr_SRCS}
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${LWO_SRCS}
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${LWS_SRCS}
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${M3_SRCS}
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${MD2_SRCS}
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${MD3_SRCS}
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${MD5_SRCS}
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@ -0,0 +1,91 @@
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/*
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Open Asset Import Library (ASSIMP)
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----------------------------------------------------------------------
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Copyright (c) 2006-2010, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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#include "AssimpPCH.h"
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#include "M3Importer.h"
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namespace Assimp {
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namespace M3 {
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static const std::string M3Extension = "m3";
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// ------------------------------------------------------------------------------------------------
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// Constructor.
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M3Importer::M3Importer() :
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m_pHead( NULL ),
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m_pRefs( NULL )
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{
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor.
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M3Importer::~M3Importer()
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{
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m_pHead = NULL;
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m_pRefs = NULL;
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}
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// ------------------------------------------------------------------------------------------------
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// Check for readable file format.
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bool M3Importer::CanRead( const std::string &rFile, IOSystem* /*pIOHandler*/, bool checkSig ) const
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{
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if ( !checkSig )
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return SimpleExtensionCheck( rFile, M3Extension.c_str() );
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return true;
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}
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// ------------------------------------------------------------------------------------------------
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void M3Importer::GetExtensionList(std::set<std::string>& extensions)
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{
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}
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// ------------------------------------------------------------------------------------------------
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void M3Importer::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler )
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{
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}
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// ------------------------------------------------------------------------------------------------
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} // Namespace M3
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} // Namespace Assimp
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@ -0,0 +1,718 @@
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/*
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Open Asset Import Library (ASSIMP)
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----------------------------------------------------------------------
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Copyright (c) 2006-2010, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
|
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following conditions are met:
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|
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* Redistributions of source code must retain the above
|
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copyright notice, this list of conditions and the
|
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the ASSIMP Development Team.
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|
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
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"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
|
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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
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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#ifndef AI_M3LOADER_H_INCLUDED
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#define AI_M3LOADER_H_INCLUDED
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#include <vector>
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namespace Assimp {
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namespace M3 {
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typedef unsigned char uint8;
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typedef char int8;
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typedef unsigned short uint16;
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typedef short int16;
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typedef unsigned int uint32;
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typedef int int32;
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class Vec3D
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{
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public:
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float x,y,z;
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Vec3D(float x0 = 0.0f, float y0 = 0.0f, float z0 = 0.0f) : x(x0), y(y0), z(z0) {}
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Vec3D(const Vec3D& v) : x(v.x), y(v.y), z(v.z) {}
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void reset()
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{
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x = y = z = 0.0f;
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}
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Vec3D& operator= (const Vec3D &v)
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{
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x = v.x;
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y = v.y;
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z = v.z;
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return *this;
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}
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Vec3D operator+ (const Vec3D &v) const
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{
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Vec3D r(x+v.x,y+v.y,z+v.z);
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return r;
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}
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Vec3D operator- (const Vec3D &v) const
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{
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Vec3D r(x-v.x,y-v.y,z-v.z);
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return r;
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}
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float operator* (const Vec3D &v) const
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{
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return x*v.x + y*v.y + z*v.z;
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}
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Vec3D operator* (float d) const
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{
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Vec3D r(x*d,y*d,z*d);
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return r;
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}
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Vec3D operator/ (float d) const
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{
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Vec3D r(x/d,y/d,z/d);
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return r;
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}
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friend Vec3D operator* (float d, const Vec3D& v)
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{
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return v * d;
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}
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// Cross Product
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Vec3D operator% (const Vec3D &v) const
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{
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Vec3D r(y*v.z-z*v.y, z*v.x-x*v.z, x*v.y-y*v.x);
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return r;
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}
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Vec3D& operator+= (const Vec3D &v)
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{
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x += v.x;
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y += v.y;
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z += v.z;
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return *this;
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}
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Vec3D& operator-= (const Vec3D &v)
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{
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x -= v.x;
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y -= v.y;
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z -= v.z;
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return *this;
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}
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Vec3D& operator*= (float d)
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{
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x *= d;
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y *= d;
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z *= d;
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return *this;
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}
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float lengthSquared() const
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{
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return x*x+y*y+z*z;
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}
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float length() const
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{
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return sqrtf(x*x+y*y+z*z);
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}
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Vec3D& normalize()
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{
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this->operator*= (1.0f/length());
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return *this;
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}
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Vec3D operator~ () const
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{
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Vec3D r(*this);
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r.normalize();
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return r;
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}
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operator float*()
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{
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return (float*)this;
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}
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};
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class Vec2D
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{
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public:
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float x,y;
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Vec2D(float x0 = 0.0f, float y0 = 0.0f) : x(x0), y(y0) {}
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Vec2D(const Vec2D& v) : x(v.x), y(v.y) {}
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Vec2D& operator= (const Vec2D &v)
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{
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x = v.x;
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y = v.y;
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return *this;
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}
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Vec2D operator+ (const Vec2D &v) const
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{
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Vec2D r(x+v.x,y+v.y);
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return r;
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}
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Vec2D operator- (const Vec2D &v) const
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{
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Vec2D r(x-v.x,y-v.y);
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return r;
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}
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float operator* (const Vec2D &v) const
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{
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return x*v.x + y*v.y;
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}
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Vec2D operator* (float d) const
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{
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Vec2D r(x*d,y*d);
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return r;
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}
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friend Vec2D operator* (float d, const Vec2D& v)
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{
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return v * d;
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}
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Vec2D& operator+= (const Vec2D &v)
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{
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x += v.x;
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y += v.y;
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return *this;
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}
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Vec2D& operator-= (const Vec2D &v)
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{
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x -= v.x;
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y -= v.y;
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return *this;
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}
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Vec2D& operator*= (float d)
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{
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x *= d;
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y *= d;
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return *this;
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}
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float lengthSquared() const
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{
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return x*x+y*y;
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}
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float length() const
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{
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return sqrtf(x*x+y*y);
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}
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Vec2D& normalize()
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{
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this->operator*= (1.0f/length());
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return *this;
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}
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Vec2D operator~ () const
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{
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Vec2D r(*this);
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r.normalize();
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return r;
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}
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operator float*()
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{
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return (float*)this;
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}
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};
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inline
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void rotate(float x0, float y0, float *x, float *y, float angle)
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{
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float xa = *x - x0, ya = *y - y0;
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*x = xa*cosf(angle) - ya*sinf(angle) + x0;
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*y = xa*sinf(angle) + ya*cosf(angle) + y0;
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}
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struct Reference
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{
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uint32 nunEntries; // Code 0x00
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uint32 ref; // Code 0x04
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};
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struct ReferenceEntry
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{
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char id[ 4 ]; // Code 0x00
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uint32 offset; // Code 0x04
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uint32 nEntries; // Code 0x08
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uint32 type; // Code 0x0C
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};
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struct MD33
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{
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char id[4]; // Code 0x00
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uint32 ofsRefs; // Code 0x04
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uint32 nRefs; // Code 0x08
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Reference MODL; // Code 0x0C
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};
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enum ModelType
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{
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Type1 = 20,
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Type2 = 23
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};
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enum VertexFormat
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{
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Vertex_Standard,
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Vertex_Extended
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};
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struct MODL23
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{
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Reference name; // Code 0x00
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uint32 version; // Code 0x08
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Reference sequenceHeader; // Code 0x0C
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Reference sequenceData; // Code 0x14
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Reference sequenceLookup; // Code 0x1C
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uint32 d2; // Code 0x24
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uint32 d3; // Code 0x28
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uint32 d4; // Code 0x2C
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Reference STS; // Code 0x30
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Reference bones; // Code 0x38
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uint32 d5; // Code 0x40
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uint32 flags; // Code 0x44
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Reference vertexData; // Code 0x48
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Reference views; // Code 0x50
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Reference B; // Code 0x58
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Vec3D extents[2]; // Code 0x60
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float radius; // Code 0x78
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uint32 d7; // Code 0x7C
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uint32 d8; // Code 0x80
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uint32 d9; // Code 0x84
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uint32 d10; // Code 0x88
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uint32 d11; // Code 0x8C
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uint32 d12; // Code 0x90
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uint32 d13; // Code 0x94
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uint32 d14; // Code 0x98
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uint32 d15; // Code 0x9C
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uint32 d16; // Code 0xA0
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uint32 d17; // Code 0xA4
|
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uint32 d18; // Code 0xA8
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uint32 d19; // Code 0xAC
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Reference attachments; // Code 0xB0
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Reference attachmentLookup; // Code 0xB8
|
||||
Reference lights; // Code 0xC0
|
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Reference SHBX; // Code 0xC8
|
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Reference cameras; // Code 0xD0
|
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Reference D; // Code 0xD8
|
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Reference materialLookup; // Code 0xE0
|
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Reference materials; // Code 0xE8
|
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Reference DIS; // Code 0xF0
|
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Reference CMP; // Code 0xF8
|
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|
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Reference TER; // Code 0x10
|
||||
Reference VOL; // Code 0x10
|
||||
uint32 d21; // Code 0x11
|
||||
uint32 d22; // Code 0x11
|
||||
Reference CREP; // Code 0x11
|
||||
Reference PAR; // Code 0x12
|
||||
Reference PARC; // Code 0x12
|
||||
Reference RIB; // Code 0x13
|
||||
Reference PROJ; // Code 0x13
|
||||
Reference FOR; // Code 0x14
|
||||
Reference WRP; // Code 0x14
|
||||
uint32 d24; // Code 0x15
|
||||
uint32 d25; // Code 0x15
|
||||
Reference PHRB; // Code 0x15
|
||||
uint32 d27; // Code 0x16
|
||||
uint32 d28; // Code 0x16
|
||||
uint32 d29; // Code 0x16
|
||||
uint32 d30; // Code 0x16
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||||
uint32 d32; // Code 0x17
|
||||
uint32 d33; // Code 0x17
|
||||
Reference IKJT; // Code 0x17
|
||||
uint32 d35; // Code 0x18
|
||||
uint32 d36; // Code 0x18
|
||||
Reference PATU; // Code 0x18
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Reference TRGD; // Code 0x19
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Reference IREF; // Code 0x19
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Reference E; // Code 0x1A
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float matrix[4][4]; // Code 0x1A
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Vec3D extent[2]; // Code 0x1E
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||||
float rad; // Code 0x20
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Reference SSGS; // Code 0x20
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Reference ATVL; // Code 0x20
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uint32 d61; // Code 0x21
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Reference F; // uint16, Code6 0x21
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Reference G; // uint16, Code 0x21
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Reference BBSC; // Code 0x22
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Reference TMD; // Code 0x22
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uint32 d62; // Code 0x23
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uint32 d63; // Code 0x23
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uint32 d64; // Code 0x23
|
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};
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|
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struct MODL20
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{
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Reference name; // Code 0x00
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||||
uint32 version; // Code 0x08
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Reference sequenceHeader; // Code 0x0C
|
||||
Reference sequenceData; // Code 0x14
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||||
Reference sequenceLookup; // Code 0x1C
|
||||
uint32 d2; // Code 0x24
|
||||
uint32 d3; // Code 0x28
|
||||
uint32 d4; // Code 0x2C
|
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Reference STS; // Code 0x30
|
||||
Reference bones; // Code 0x38
|
||||
uint32 d5; // Code 0x44
|
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uint32 flags; // Code 0x44
|
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Reference vertexData; // uint8, Code 0x48
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Reference views; // Code 0x50
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Reference B; // uint16, Code 0x58
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Vec3D extents[2]; // Code 0x60
|
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float radius; // Code 0x78
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|
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uint32 d7; // Code 0x7C
|
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uint32 d8; // Code 0x80
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uint32 d9; // Code 0x84
|
||||
uint32 d10; // Code 0x88
|
||||
uint32 d11; // Code 0x8C
|
||||
uint32 d12; // Code 0x90
|
||||
uint32 d13; // Code 0x94
|
||||
uint32 d14; // Code 0x98
|
||||
uint32 d15; // Code 0x9C
|
||||
uint32 d16; // Code 0xA0
|
||||
uint32 d17; // Code 0xA4
|
||||
uint32 d18; // Code 0xA8
|
||||
uint32 d19; // Code 0xAC
|
||||
|
||||
Reference attachments; // Code 0xB0
|
||||
Reference attachmentLookup; // uint16, Code 0xB8
|
||||
Reference lights; // Code 0xC0
|
||||
Reference cameras; // Code 0xC8
|
||||
Reference D; // uint16, Code 0xD0
|
||||
Reference materialLookup; // Code 0xD8
|
||||
Reference materials; // Code 0xE0
|
||||
Reference DIS; // Code 0xE8
|
||||
Reference CMP; // Code 0xF0
|
||||
Reference TER; // Code 0xF8
|
||||
|
||||
uint32 d20; // Code 0x10
|
||||
uint32 d21; // Code 0x10
|
||||
uint32 d22; // Code 0x10
|
||||
uint32 d23; // Code 0x10
|
||||
Reference CREP; // Code 0x11
|
||||
Reference PAR; // Code 0x11
|
||||
Reference PARC; // Code 0x12
|
||||
Reference RIB; // Code 0x12
|
||||
Reference PROJ; // Code 0x13
|
||||
Reference FOR; // Code 0x13
|
||||
uint32 d25; // Code 0x14
|
||||
uint32 d26; // Code 0x14
|
||||
uint32 d27; // Code 0x14
|
||||
uint32 d28; // Code 0x14
|
||||
Reference PHRB; // Code 0x15
|
||||
uint32 d30; // Code 0x15
|
||||
uint32 d31; // Code 0x15
|
||||
uint32 d32; // Code 0x16
|
||||
uint32 d33; // Code 0x16
|
||||
uint32 d34; // Code 0x16
|
||||
uint32 d35; // Code 0x16
|
||||
Reference IKJT; // Code 0x17
|
||||
uint32 d36; // Code 0x17
|
||||
uint32 d37; // Code 0x17
|
||||
Reference PATU; // Code 0x18
|
||||
Reference TRGD; // Code 0x18
|
||||
Reference IREF; // Code 0x19
|
||||
Reference E; // int32, Code 0x19
|
||||
|
||||
float matrix[4][4]; // Code 0x1A
|
||||
Vec3D extent[2]; // Code 0x1E
|
||||
float rad; // Code 0x1F
|
||||
|
||||
Reference SSGS; // Code 0x1F
|
||||
uint32 d38; // Code 0x20
|
||||
uint32 d39; // Code 0x20
|
||||
Reference BBSC; // Code 0x20
|
||||
|
||||
uint32 d40; // Code 0x21
|
||||
uint32 d41; // Code 0x21
|
||||
uint32 d42; // Code 0x21
|
||||
uint32 d43; // Code 0x22
|
||||
uint32 d44; // Code 0x22
|
||||
};
|
||||
|
||||
struct BONE
|
||||
{
|
||||
int32 d1; // Keybone?
|
||||
Reference name;
|
||||
uint32 flags;
|
||||
int16 parent;
|
||||
int16 s1;
|
||||
|
||||
float floats[ 34 ];
|
||||
};
|
||||
|
||||
struct VertexExt // 36 byte
|
||||
{
|
||||
Vec3D pos;
|
||||
uint8 boneWeight[ 4 ];
|
||||
uint8 boneIndex[ 4 ];
|
||||
uint8 normal[ 4 ]; //normal_x = (float)normal[0]/255.0f...
|
||||
int16 uv[ 2 ];
|
||||
uint32 d1;
|
||||
uint8 tangent[ 4 ];
|
||||
};
|
||||
|
||||
struct Vertex // 32 byte
|
||||
{
|
||||
Vec3D pos;
|
||||
uint8 boneWeight[4];
|
||||
uint8 boneIndex[4];
|
||||
uint8 normal[4]; //normal_x = (float)normal[0]/255.0f...
|
||||
int16 uv[2];
|
||||
uint8 tangent[4];
|
||||
};
|
||||
|
||||
struct MATM
|
||||
{
|
||||
uint32 d1;
|
||||
uint32 d2; // Index into MAT-table?
|
||||
};
|
||||
|
||||
struct MAT
|
||||
{
|
||||
Reference name;
|
||||
int ukn1[ 8 ];
|
||||
float x, y; //always 1.0f
|
||||
Reference layers[13];
|
||||
int ukn2[15];
|
||||
};
|
||||
|
||||
struct LAYR
|
||||
{
|
||||
int unk;
|
||||
Reference name;
|
||||
float unk2[85];
|
||||
};
|
||||
|
||||
struct DIV
|
||||
{
|
||||
Reference faces; // Code 0x00
|
||||
Reference regions; // Code 0x08
|
||||
Reference BAT; // Code 0x10
|
||||
Reference MSEC; // Code 0x18
|
||||
};
|
||||
|
||||
struct Region
|
||||
{
|
||||
uint32 unk;
|
||||
uint16 ofsVertices;
|
||||
uint16 nVertices;
|
||||
uint32 ofsIndices;
|
||||
uint32 nIndices; // reference into DIV.faces
|
||||
uint8 unknown[12];
|
||||
};
|
||||
|
||||
struct CAM
|
||||
{
|
||||
int32 d1; // Code 0x00
|
||||
Reference name; // Code 0x04
|
||||
uint16 flags1; // Code 0x0C
|
||||
uint16 flags2; // Code 0x0E
|
||||
};
|
||||
|
||||
struct EVNT
|
||||
{
|
||||
Reference name; // Code 0x00
|
||||
int16 unk1[4]; // Code 0x08
|
||||
float matrix[4][4]; // Code 0x10
|
||||
int32 unk2[4]; // Code 0x50
|
||||
};
|
||||
|
||||
struct ATT
|
||||
{
|
||||
int32 unk; // Code 0x00
|
||||
Reference name; // Code 0x04
|
||||
int32 bone; // Code 0x0C
|
||||
};
|
||||
|
||||
struct PHSH
|
||||
{
|
||||
float m[ 4 ][ 4 ];
|
||||
float f1;
|
||||
float f2;
|
||||
Reference refs[ 5 ];
|
||||
float f3;
|
||||
};
|
||||
|
||||
struct SEQS
|
||||
{
|
||||
int32 d1; // Code 0x00
|
||||
int32 d2; // Code 0x04
|
||||
Reference name; // Code 0x08
|
||||
int32 d3; // Code 0x10
|
||||
uint32 length; // Code 0x14
|
||||
int32 d4; // Code 0x18
|
||||
uint32 flags; // Code 0x1C
|
||||
int32 unk[5]; // Code 0x20
|
||||
Vec3D extents[2]; // Code 0x34
|
||||
float radius; // Code 0x4C
|
||||
int32 d5; // Code 0x50
|
||||
int32 d6; // Code 0x54
|
||||
};
|
||||
|
||||
struct STC
|
||||
{
|
||||
Reference name; // Code 0x00
|
||||
uint16 s1; // Code 0x08
|
||||
uint16 s2; // Code 0x0A
|
||||
uint16 s3; // Code 0x0C
|
||||
uint16 s4; // Code 0x0E
|
||||
Reference unk2; // uint32 // Code 0x12
|
||||
Reference unk3; // uint32 // Code 0x1A
|
||||
uint32 d3; // Code 0x22
|
||||
Reference evt; // Code 0x24
|
||||
Reference unk4[11]; // Seems to be transformation data // Code 0x2C
|
||||
Reference bnds; // Code 0x84
|
||||
};
|
||||
|
||||
struct STS
|
||||
{
|
||||
Reference unk1; // uint32 // Code 0x00
|
||||
int32 unk[3]; // Code 0x08
|
||||
int16 s1; // Code 0x14
|
||||
int16 s2; // Code 0x16
|
||||
};
|
||||
|
||||
struct STG
|
||||
{
|
||||
Reference name; // Code 0x00
|
||||
Reference stcID; // Code 0x08
|
||||
};
|
||||
|
||||
struct SD
|
||||
{
|
||||
Reference timeline; // Code 0x00
|
||||
uint32 flags; // Code 0x08
|
||||
uint32 length; // Code 0x0C
|
||||
Reference data; // Code 0x10
|
||||
};
|
||||
|
||||
struct BNDS
|
||||
{
|
||||
Vec3D extents1[2]; // Code 0x00
|
||||
float radius1; // Code 0x18
|
||||
Vec3D extents2[2]; // Code 0x1C
|
||||
float radius2; // Code 0x34
|
||||
};
|
||||
|
||||
struct VEC2
|
||||
{
|
||||
float x, y;
|
||||
};
|
||||
|
||||
struct VEC3
|
||||
{
|
||||
float x, y, z;
|
||||
};
|
||||
|
||||
struct VEC4
|
||||
{
|
||||
float x, y, z, w;
|
||||
};
|
||||
|
||||
struct QUAT
|
||||
{
|
||||
float x, y, z, w;
|
||||
};
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
/** Loader to import M3-models.
|
||||
*/
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
class M3Importer : BaseImporter
|
||||
{
|
||||
friend class Importer;
|
||||
|
||||
protected:
|
||||
/// @brief Default constructor.
|
||||
M3Importer();
|
||||
|
||||
/// @brief Destructor.
|
||||
~M3Importer();
|
||||
|
||||
public:
|
||||
/// @brief Returns whether the class can handle the format of the given file.
|
||||
/// @remark See BaseImporter::CanRead() for details.
|
||||
bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig ) const;
|
||||
|
||||
private:
|
||||
void GetExtensionList(std::set<std::string>& extensions);
|
||||
void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler );
|
||||
template<typename T>
|
||||
T* GetEntries( Reference ref );
|
||||
|
||||
private:
|
||||
MD33 *m_pHead;
|
||||
ReferenceEntry *m_pRefs;
|
||||
std::vector<unsigned char> m_Buffer;
|
||||
};
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
template<typename T>
|
||||
inline
|
||||
T* M3Importer::GetEntries( Reference ref )
|
||||
{
|
||||
return (T*) ( &m_Buffer[ 0 ] + m_pRefs[ ref.ref ].offset );
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
|
||||
} // Namespace M3
|
||||
} // Namespace Assimp
|
||||
|
||||
#endif // AI_M3LOADER_H_INCLUDED
|
|
@ -161,7 +161,7 @@ Q3BSPFileImporter::~Q3BSPFileImporter()
|
|||
bool Q3BSPFileImporter::CanRead( const std::string& rFile, IOSystem* /*pIOHandler*/, bool checkSig ) const
|
||||
{
|
||||
if(!checkSig) {
|
||||
return SimpleExtensionCheck( rFile, Q3BSPExtension .c_str() );
|
||||
return SimpleExtensionCheck( rFile, Q3BSPExtension.c_str() );
|
||||
}
|
||||
// TODO perhaps add keyword based detection
|
||||
return false;
|
||||
|
|
|
@ -98,6 +98,7 @@ private:
|
|||
bool importTextureFromArchive( const Q3BSP::Q3BSPModel *pModel, Q3BSP::Q3BSPZipArchive *pArchive, aiScene* pScene,
|
||||
Assimp::MaterialHelper *pMatHelper, int textureId );
|
||||
bool importLightmap( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene, Assimp::MaterialHelper *pMatHelper, int lightmapId );
|
||||
bool importEntities( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene );
|
||||
bool expandFile( Q3BSP::Q3BSPZipArchive *pArchive, const std::string &rFilename, const std::vector<std::string> &rExtList,
|
||||
std::string &rFile, std::string &rExt );
|
||||
|
||||
|
|
|
@ -263,8 +263,11 @@ void Q3BSPFileParser::getEntities()
|
|||
{
|
||||
int size = m_pModel->m_Lumps[ kEntities ]->iSize;
|
||||
m_pModel->m_EntityData.resize( size );
|
||||
size_t Offset = m_pModel->m_Lumps[ kEntities ]->iOffset;
|
||||
memcpy( &m_pModel->m_EntityData[ 0 ], &m_Data[ Offset ], sizeof( char ) * size );
|
||||
if ( size > 0 )
|
||||
{
|
||||
size_t Offset = m_pModel->m_Lumps[ kEntities ]->iOffset;
|
||||
memcpy( &m_pModel->m_EntityData[ 0 ], &m_Data[ Offset ], sizeof( char ) * size );
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
|
|
Loading…
Reference in New Issue