/* Open Asset Import Library (assimp) ---------------------------------------------------------------------- Copyright (c) 2006-2024, 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 Definition of in-memory structures for the HL2 MDL file format // and for the HalfLife text format (SMD) // // The specification has been taken from various sources on the internet. #ifndef AI_MDLFILEHELPER2_H_INC #define AI_MDLFILEHELPER2_H_INC #include namespace Assimp { namespace MDL { // magic bytes used in Half Life 2 MDL models #define AI_MDL_MAGIC_NUMBER_BE_HL2a AI_MAKE_MAGIC("IDST") #define AI_MDL_MAGIC_NUMBER_LE_HL2a AI_MAKE_MAGIC("TSDI") #define AI_MDL_MAGIC_NUMBER_BE_HL2b AI_MAKE_MAGIC("IDSQ") #define AI_MDL_MAGIC_NUMBER_LE_HL2b AI_MAKE_MAGIC("QSDI") // --------------------------------------------------------------------------- /** \struct Header_HL2 * \brief Data structure for the HL2 main header */ // --------------------------------------------------------------------------- struct Header_HL2 { //! magic number: "IDST"/"IDSQ" char ident[4]; //! Version number int32_t version; //! Original file name in pak ? char name[64]; //! Length of file name/length of file? int32_t length; //! For viewer, ignored aiVector3D eyeposition; aiVector3D min; aiVector3D max; //! AABB of the model aiVector3D bbmin; aiVector3D bbmax; // File flags int32_t flags; //! NUmber of bones contained in the file int32_t numbones; int32_t boneindex; //! Number of bone controllers for bone animation int32_t numbonecontrollers; int32_t bonecontrollerindex; //! More bounding boxes ... int32_t numhitboxes; int32_t hitboxindex; //! Animation sequences in the file int32_t numseq; int32_t seqindex; //! Loaded sequences. Ignored int32_t numseqgroups; int32_t seqgroupindex; //! Raw texture data int32_t numtextures; int32_t textureindex; int32_t texturedataindex; //! Number of skins (=textures?) int32_t numskinref; int32_t numskinfamilies; int32_t skinindex; //! Number of parts int32_t numbodyparts; int32_t bodypartindex; //! attachable points for gameplay and physics int32_t numattachments; int32_t attachmentindex; //! Table of sound effects associated with the model int32_t soundtable; int32_t soundindex; int32_t soundgroups; int32_t soundgroupindex; //! Number of animation transitions int32_t numtransitions; int32_t transitionindex; } /* PACK_STRUCT */; #include } } // end namespaces #endif // ! AI_MDLFILEHELPER2_H_INC