/* --------------------------------------------------------------------------- Open Asset Import Library (assimp) --------------------------------------------------------------------------- Copyright (c) 2006-2019, 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 HL1FileData.h * @brief Definition of in-memory structures for the * Half-Life 1 MDL file format. */ #ifndef AI_HL1FILEDATA_INCLUDED #define AI_HL1FILEDATA_INCLUDED #include "HalfLifeMDLBaseHeader.h" #include #include namespace Assimp { namespace MDL { namespace HalfLife { using vec3_t = float[3]; struct Header_HL1 : HalfLifeMDLBaseHeader { char name[64]; int32_t length; vec3_t eyeposition; // ideal eye position vec3_t min; // ideal movement hull size vec3_t max; vec3_t bbmin; // clipping bounding box vec3_t bbmax; int32_t unused; // was flags int32_t numbones; // bones int32_t boneindex; int32_t numbonecontrollers; // bone controllers int32_t bonecontrollerindex; int32_t numhitboxes; // complex bounding boxes int32_t hitboxindex; int32_t numseq; // animation sequences int32_t seqindex; int32_t numseqgroups; // demand loaded sequences int32_t seqgroupindex; int32_t numtextures; // raw textures int32_t textureindex; int32_t texturedataindex; int32_t numskinref; // replaceable textures int32_t numskinfamilies; int32_t skinindex; int32_t numbodyparts; int32_t bodypartindex; int32_t numattachments; // queryable attachable points int32_t attachmentindex; int32_t unused2; // was "soundtable" int32_t unused3; // was "soundindex" int32_t unused4; // was "soundgroups" int32_t unused5; // was "soundgroupindex" int32_t numtransitions; // animation node to animation node transition graph int32_t transitionindex; } PACK_STRUCT; // header for demand loaded sequence group data struct SequenceHeader_HL1 : HalfLifeMDLBaseHeader { char name[64]; int32_t length; } PACK_STRUCT; // bones struct Bone_HL1 { char name[32]; // bone name for symbolic links int32_t parent; // parent bone int32_t unused; // was "flags" -- ?? int32_t bonecontroller[6]; // bone controller index, -1 == none float value[6]; // default DoF values float scale[6]; // scale for delta DoF values } PACK_STRUCT; // bone controllers struct BoneController_HL1 { int32_t bone; // -1 == 0 int32_t type; // X, Y, Z, XR, YR, ZR, M float start; float end; int32_t unused; // was "rest" - byte index value at rest int32_t index; // 0-3 user set controller, 4 mouth } PACK_STRUCT; // intersection boxes struct Hitbox_HL1 { int32_t bone; int32_t group; // intersection group vec3_t bbmin; // bounding box vec3_t bbmax; } PACK_STRUCT; // // demand loaded sequence groups // struct SequenceGroup_HL1 { char label[32]; // textual name char name[64]; // file name int32_t unused; // was "cache" - index pointer int32_t unused2; // was "data" - hack for group 0 } PACK_STRUCT; // The type of blending for a sequence. enum SequenceBlendMode_HL1 { NoBlend = 1, TwoWayBlending = 2, FourWayBlending = 4, }; // sequence descriptions struct SequenceDesc_HL1 { char label[32]; // sequence label float fps; // frames per second int32_t flags; // looping/non-looping flags int32_t activity; int32_t actweight; int32_t numevents; int32_t eventindex; int32_t numframes; // number of frames per sequence int32_t unused; // was "numpivots" - number of foot pivots int32_t unused2; // was "pivotindex" int32_t motiontype; int32_t motionbone; vec3_t linearmovement; int32_t unused3; // was "automoveposindex" int32_t unused4; // was "automoveangleindex" vec3_t bbmin; // per sequence bounding box vec3_t bbmax; int32_t numblends; int32_t animindex; // mstudioanim_t pointer relative to start of sequence group data // [blend][bone][X, Y, Z, XR, YR, ZR] int32_t blendtype[2]; // X, Y, Z, XR, YR, ZR float blendstart[2]; // starting value float blendend[2]; // ending value int32_t unused5; // was "blendparent" int32_t seqgroup; // sequence group for demand loading int32_t entrynode; // transition node at entry int32_t exitnode; // transition node at exit int32_t nodeflags; // transition rules int32_t unused6; // was "nextseq" - auto advancing sequences } PACK_STRUCT; // events struct AnimEvent_HL1 { int32_t frame; int32_t event; int32_t unused; // was "type" char options[64]; } PACK_STRUCT; // attachment struct Attachment_HL1 { char unused[32]; // was "name" int32_t unused2; // was "type" int32_t bone; vec3_t org; // attachment point vec3_t unused3[3]; // was "vectors" } PACK_STRUCT; struct AnimValueOffset_HL1 { unsigned short offset[6]; } PACK_STRUCT; // animation frames union AnimValue_HL1 { struct { uint8_t valid; uint8_t total; } num; short value; } PACK_STRUCT; // body part index struct Bodypart_HL1 { char name[64]; int32_t nummodels; int32_t base; int32_t modelindex; // index into models array } PACK_STRUCT; // skin info struct Texture_HL1 { char name[64]; int32_t flags; int32_t width; int32_t height; int32_t index; } PACK_STRUCT; // studio models struct Model_HL1 { char name[64]; int32_t unused; // was "type" float unused2; // was "boundingradius" int32_t nummesh; int32_t meshindex; int32_t numverts; // number of unique vertices int32_t vertinfoindex; // vertex bone info int32_t vertindex; // vertex vec3_t int32_t numnorms; // number of unique surface normals int32_t norminfoindex; // normal bone info int32_t normindex; // normal vec3_t int32_t unused3; // was "numgroups" - deformation groups int32_t unused4; // was "groupindex" } PACK_STRUCT; // meshes struct Mesh_HL1 { int32_t numtris; int32_t triindex; int32_t skinref; int32_t numnorms; // per mesh normals int32_t unused; // was "normindex" - normal vec3_t } PACK_STRUCT; struct Trivert { short vertindex; // index into vertex array short normindex; // index into normal array short s, t; // s,t position on skin } PACK_STRUCT; #include #if (!defined AI_MDL_HL1_VERSION) #define AI_MDL_HL1_VERSION 10 #endif #if (!defined AI_MDL_HL1_MAX_TRIANGLES) #define AI_MDL_HL1_MAX_TRIANGLES 20000 #endif #if (!defined AI_MDL_HL1_MAX_VERTICES) #define AI_MDL_HL1_MAX_VERTICES 2048 #endif #if (!defined AI_MDL_HL1_MAX_SEQUENCES) #define AI_MDL_HL1_MAX_SEQUENCES 2048 #endif #if (!defined AI_MDL_HL1_MAX_SEQUENCE_GROUPS) #define AI_MDL_HL1_MAX_SEQUENCE_GROUPS 32 #endif #if (!defined AI_MDL_HL1_MAX_TEXTURES) #define AI_MDL_HL1_MAX_TEXTURES 100 #endif #if (!defined AI_MDL_HL1_MAX_SKIN_FAMILIES) #define AI_MDL_HL1_MAX_SKIN_FAMILIES 100 #endif #if (!defined AI_MDL_HL1_MAX_BONES) #define AI_MDL_HL1_MAX_BONES 128 #endif #if (!defined AI_MDL_HL1_MAX_BODYPARTS) #define AI_MDL_HL1_MAX_BODYPARTS 32 #endif #if (!defined AI_MDL_HL1_MAX_MODELS) #define AI_MDL_HL1_MAX_MODELS 32 #endif #if (!defined AI_MDL_HL1_MAX_MESHES) #define AI_MDL_HL1_MAX_MESHES 256 #endif #if (!defined AI_MDL_HL1_MAX_EVENTS) #define AI_MDL_HL1_MAX_EVENTS 1024 #endif #if (!defined AI_MDL_HL1_MAX_BONE_CONTROLLERS) #define AI_MDL_HL1_MAX_BONE_CONTROLLERS 8 #endif #if (!defined AI_MDL_HL1_MAX_ATTACHMENTS) #define AI_MDL_HL1_MAX_ATTACHMENTS 512 #endif // lighting options #if (!defined AI_MDL_HL1_STUDIO_NF_FLATSHADE) #define AI_MDL_HL1_STUDIO_NF_FLATSHADE 0x0001 #endif #if (!defined AI_MDL_HL1_STUDIO_NF_CHROME) #define AI_MDL_HL1_STUDIO_NF_CHROME 0x0002 #endif #if (!defined AI_MDL_HL1_STUDIO_NF_ADDITIVE) #define AI_MDL_HL1_STUDIO_NF_ADDITIVE 0x0020 #endif #if (!defined AI_MDL_HL1_STUDIO_NF_MASKED) #define AI_MDL_HL1_STUDIO_NF_MASKED 0x0040 #endif } // namespace HalfLife } // namespace MDL } // namespace Assimp #endif // AI_HL1FILEDATA_INCLUDED