/** @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