/* Free Asset Import Library (ASSIMP) ---------------------------------------------------------------------- Copyright (c) 2006-2008, 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. ---------------------------------------------------------------------- */ /** @file Defines the helper data structures for importing MD3 files */ #ifndef AI_MD3FILEHELPER_H_INC #define AI_MD3FILEHELPER_H_INC #include #include #include #include "../include/aiTypes.h" #include "../include/aiMesh.h" #include "../include/aiAnim.h" #if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__) # pragma pack(push,1) # define PACK_STRUCT #elif defined( __GNUC__ ) # define PACK_STRUCT __attribute__((packed)) #else # error Compiler not supported #endif namespace Assimp { // http://linux.ucla.edu/~phaethon/q3/formats/md3format.html namespace MD3 { #define AI_MD3_MAGIC_NUMBER_BE 'IDP3' #define AI_MD3_MAGIC_NUMBER_LE '3PDI' // common limitations #define AI_MD3_VERSION 15 #define AI_MD3_MAXQPATH 64 #define AI_MD3_MAX_FRAMES 1024 #define AI_MD3_MAX_TAGS 16 #define AI_MD3_MAX_SURFACES 32 #define AI_MD3_MAX_SHADERS 256 #define AI_MD3_MAX_VERTS 4096 #define AI_MD3_MAX_TRIANGLES 8192 // master scale factor for all vertices in a MD3 model #define AI_MD3_XYZ_SCALE (1.0f/64.0f) // --------------------------------------------------------------------------- /** \brief Data structure for the MD3 main header */ // --------------------------------------------------------------------------- struct Header { //! magic number int32_t IDENT; //! file format version int32_t VERSION; //! original name in .pak archive unsigned char NAME[ AI_MD3_MAXQPATH ]; //! unknown int32_t FLAGS; //! number of frames in the file int32_t NUM_FRAMES; //! number of tags in the file int32_t NUM_TAGS; //! number of surfaces in the file int32_t NUM_SURFACES; //! number of skins in the file int32_t NUM_SKINS; //! offset of the first frame int32_t OFS_FRAMES; //! offset of the first tag int32_t OFS_TAGS; //! offset of the first surface int32_t OFS_SURFACES; //! end of file int32_t OFS_EOF; } PACK_STRUCT; // --------------------------------------------------------------------------- /** \brief Data structure for the frame header */ // --------------------------------------------------------------------------- struct Frame { // no need to define this, we won't need } PACK_STRUCT; // --------------------------------------------------------------------------- /** \brief Data structure for the tag header */ // --------------------------------------------------------------------------- struct Tag { // no need to define this, we won't need } PACK_STRUCT; // --------------------------------------------------------------------------- /** \brief Data structure for the surface header */ // --------------------------------------------------------------------------- struct Surface { //! magic number int32_t IDENT; //! original name of the surface unsigned char NAME[ AI_MD3_MAXQPATH ]; //! unknown int32_t FLAGS; //! number of frames in the surface int32_t NUM_FRAMES; //! number of shaders in the surface int32_t NUM_SHADER; //! number of vertices in the surface int32_t NUM_VERTICES; //! number of triangles in the surface int32_t NUM_TRIANGLES; //! offset to the triangle data int32_t OFS_TRIANGLES; //! offset to the shader data int32_t OFS_SHADERS; //! offset to the texture coordinate data int32_t OFS_ST; //! offset to the vertex/normal data int32_t OFS_XYZNORMAL; //! offset to the end of the Surface object int32_t OFS_END; } PACK_STRUCT; // --------------------------------------------------------------------------- /** \brief Data structure for a shader */ // --------------------------------------------------------------------------- struct Shader { //! filename of the shader unsigned char NAME[ AI_MD3_MAXQPATH ]; //! index of the shader int32_t SHADER_INDEX; } PACK_STRUCT; // --------------------------------------------------------------------------- /** \brief Data structure for a triangle */ // --------------------------------------------------------------------------- struct Triangle { //! triangle indices int32_t INDEXES[3]; } PACK_STRUCT; // --------------------------------------------------------------------------- /** \brief Data structure for an UV coord */ // --------------------------------------------------------------------------- struct TexCoord { //! UV coordinates float U,V; } PACK_STRUCT; // --------------------------------------------------------------------------- /** \brief Data structure for a vertex */ // --------------------------------------------------------------------------- struct Vertex { //! X/Y/Z coordinates int16_t X,Y,Z; //! encoded normal vector int16_t NORMAL; } PACK_STRUCT; // reset packing to the original value #if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__) # pragma pack( pop ) #endif #undef PACK_STRUCT // --------------------------------------------------------------------------- /** \brief Unpack a Q3 16 bit vector to its full float3 representation * * \param p_iNormal Input normal vector in latitude/longitude form * \param p_afOut Pointer to an array of three floats to receive the result * * \note This has been taken from q3 source (misc_model.c) */ // --------------------------------------------------------------------------- inline void LatLngNormalToVec3(uint16_t p_iNormal, float* p_afOut) { float lat = (float)(( p_iNormal >> 8 ) & 0xff); float lng = (float)(( p_iNormal & 0xff )); lat *= 3.141926f/128.0f; lng *= 3.141926f/128.0f; p_afOut[0] = cosf(lat) * sinf(lng); p_afOut[1] = sinf(lat) * sinf(lng); p_afOut[2] = cosf(lng); return; } // --------------------------------------------------------------------------- /** \brief Pack a Q3 normal into 16bit latitute/longitude representation * \param p_vIn Input vector * \param p_iOut Output normal * * \note This has been taken from q3 source (mathlib.c) */ // --------------------------------------------------------------------------- inline void Vec3NormalToLatLng( const aiVector3D& p_vIn, uint16_t& p_iOut ) { // check for singularities if ( 0.0f == p_vIn[0] && 0.0f == p_vIn[1] ) { if ( p_vIn[2] > 0.0f ) { ((unsigned char*)&p_iOut)[0] = 0; ((unsigned char*)&p_iOut)[1] = 0; // lat = 0, long = 0 } else { ((unsigned char*)&p_iOut)[0] = 128; ((unsigned char*)&p_iOut)[1] = 0; // lat = 0, long = 128 } } else { int a, b; a = int(57.2957795f * ( atan2f( p_vIn[1], p_vIn[0] ) ) * (255.0f / 360.0f )); a &= 0xff; b = int(57.2957795f * ( acosf( p_vIn[2] ) ) * ( 255.0f / 360.0f )); b &= 0xff; ((unsigned char*)&p_iOut)[0] = b; // longitude ((unsigned char*)&p_iOut)[1] = a; // lattitude } } }; }; #endif // !! AI_MD3FILEHELPER_H_INC