assimp/code/AssetLib/MDL/HalfLife/HL1FileData.h

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/*
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/** @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 <assimp/Compiler/pushpack1.h>
#include <assimp/types.h>
namespace Assimp {
namespace MDL {
namespace HalfLife {
using vec3_t = float[3];
/** \struct Header_HL1
* \brief Data structure for the HL1 MDL file header.
*/
struct Header_HL1 : HalfLifeMDLBaseHeader {
//! The model name.
char name[64];
//! The total file size in bytes.
int32_t length;
//! Ideal eye position.
vec3_t eyeposition;
//! Ideal movement hull size.
vec3_t min;
vec3_t max;
//! Clipping bounding box.
vec3_t bbmin;
vec3_t bbmax;
//! Was "flags".
int32_t unused;
//! The number of bones.
int32_t numbones;
//! Offset to the first bone chunk.
int32_t boneindex;
//! The number of bone controllers.
int32_t numbonecontrollers;
//! Offset to the first bone controller chunk.
int32_t bonecontrollerindex;
//! The number of hitboxes.
int32_t numhitboxes;
//! Offset to the first hitbox chunk.
int32_t hitboxindex;
//! The number of sequences.
int32_t numseq;
//! Offset to the first sequence description chunk.
int32_t seqindex;
//! The number of sequence groups.
int32_t numseqgroups;
//! Offset to the first sequence group chunk.
int32_t seqgroupindex;
//! The number of textures.
int32_t numtextures;
//! Offset to the first texture chunk.
int32_t textureindex;
//! Offset to the first texture's image data.
int32_t texturedataindex;
//! The number of replaceable textures.
int32_t numskinref;
//! The number of skin families.
int32_t numskinfamilies;
//! Offset to the first replaceable texture.
int32_t skinindex;
//! The number of bodyparts.
int32_t numbodyparts;
//! Offset the the first bodypart.
int32_t bodypartindex;
//! The number of attachments.
int32_t numattachments;
//! Offset the the first attachment chunk.
int32_t attachmentindex;
//! Was "soundtable".
int32_t unused2;
//! Was "soundindex".
int32_t unused3;
//! Was "soundgroups".
int32_t unused4;
//! Was "soundgroupindex".
int32_t unused5;
//! The number of nodes in the sequence transition graph.
int32_t numtransitions;
//! Offset the the first sequence transition.
int32_t transitionindex;
} PACK_STRUCT;
/** \struct SequenceHeader_HL1
* \brief Data structure for the file header of a demand loaded
* HL1 MDL sequence group file.
*/
struct SequenceHeader_HL1 : HalfLifeMDLBaseHeader {
//! The sequence group file name.
char name[64];
//! The total file size in bytes.
int32_t length;
} PACK_STRUCT;
/** \struct Bone_HL1
* \brief Data structure for a bone in HL1 MDL files.
*/
struct Bone_HL1 {
//! The bone name.
char name[32];
//! The parent bone index. (-1) If it has no parent.
int32_t parent;
//! Was "flags".
int32_t unused;
//! Available bone controller per motion type.
//! (-1) if no controller is available.
int32_t bonecontroller[6];
/*! Default position and rotation values where
* scale[0] = position.X
* scale[1] = position.Y
* scale[2] = position.Z
* scale[3] = rotation.X
* scale[4] = rotation.Y
* scale[5] = rotation.Z
*/
float value[6];
/*! Compressed scale values where
* scale[0] = position.X scale
* scale[1] = position.Y scale
* scale[2] = position.Z scale
* scale[3] = rotation.X scale
* scale[4] = rotation.Y scale
* scale[5] = rotation.Z scale
*/
float scale[6];
} PACK_STRUCT;
/** \struct BoneController_HL1
* \brief Data structure for a bone controller in HL1 MDL files.
*/
struct BoneController_HL1 {
//! Bone affected by this controller.
int32_t bone;
//! The motion type.
int32_t type;
//! The minimum and maximum values.
float start;
float end;
// Was "rest".
int32_t unused;
// The bone controller channel.
int32_t index;
} PACK_STRUCT;
/** \struct Hitbox_HL1
* \brief Data structure for a hitbox in HL1 MDL files.
*/
struct Hitbox_HL1 {
//! The bone this hitbox follows.
int32_t bone;
//! The hit group.
int32_t group;
//! The hitbox minimum and maximum extents.
vec3_t bbmin;
vec3_t bbmax;
} PACK_STRUCT;
/** \struct SequenceGroup_HL1
* \brief Data structure for a sequence group in HL1 MDL files.
*/
struct SequenceGroup_HL1 {
//! A textual name for this sequence group.
char label[32];
//! The file name.
char name[64];
//! Was "cache".
int32_t unused;
//! Was "data".
int32_t unused2;
} PACK_STRUCT;
//! The type of blending for a sequence.
enum SequenceBlendMode_HL1 {
NoBlend = 1,
TwoWayBlending = 2,
FourWayBlending = 4,
};
/** \struct SequenceDesc_HL1
* \brief Data structure for a sequence description in HL1 MDL files.
*/
struct SequenceDesc_HL1 {
//! The sequence name.
char label[32];
//! Frames per second.
float fps;
//! looping/non-looping flags.
int32_t flags;
//! The sequence activity.
int32_t activity;
//! The sequence activity weight.
int32_t actweight;
//! The number of animation events.
int32_t numevents;
//! Offset the the first animation event chunk.
int32_t eventindex;
//! The number of frames in the sequence.
int32_t numframes;
//! Was "numpivots".
int32_t unused;
//! Was "pivotindex".
int32_t unused2;
//! Linear motion type.
int32_t motiontype;
//! Linear motion bone.
int32_t motionbone;
//! Linear motion.
vec3_t linearmovement;
//! Was "automoveposindex".
int32_t unused3;
//! Was "automoveangleindex".
int32_t unused4;
//! The sequence minimum and maximum extents.
vec3_t bbmin;
vec3_t bbmax;
//! The number of blend animations.
int32_t numblends;
//! Offset to first the AnimValueOffset_HL1 chunk.
//! This offset is relative to the SequenceHeader_HL1 of the file
//! that contains the animation data.
int32_t animindex;
//! The motion type of each blend controller.
int32_t blendtype[2];
//! The starting value of each blend controller.
float blendstart[2];
//! The ending value of each blend controller.
float blendend[2];
//! Was "blendparent".
int32_t unused5;
//! The sequence group.
int32_t seqgroup;
//! The node at entry in the sequence transition graph.
int32_t entrynode;
//! The node at exit in the sequence transition graph.
int32_t exitnode;
//! Transition rules.
int32_t nodeflags;
//! Was "nextseq"
int32_t unused6;
} PACK_STRUCT;
/** \struct AnimEvent_HL1
* \brief Data structure for an animation event in HL1 MDL files.
*/
struct AnimEvent_HL1 {
//! The frame at which this animation event occurs.
int32_t frame;
//! The script event type.
int32_t event;
//! was "type"
int32_t unused;
//! Options. Could be path to sound WAVE files.
char options[64];
} PACK_STRUCT;
/** \struct Attachment_HL1
* \brief Data structure for an attachment in HL1 MDL files.
*/
struct Attachment_HL1 {
//! Was "name".
char unused[32];
//! Was "type".
int32_t unused2;
//! The bone this attachment follows.
int32_t bone;
//! The attachment origin.
vec3_t org;
//! Was "vectors"
vec3_t unused3[3];
} PACK_STRUCT;
/** \struct AnimValueOffset_HL1
* \brief Data structure to hold offsets (one per motion type)
* to the first animation frame value for a single bone
* in HL1 MDL files.
*/
struct AnimValueOffset_HL1 {
unsigned short offset[6];
} PACK_STRUCT;
/** \struct AnimValue_HL1
* \brief Data structure for an animation frame in HL1 MDL files.
*/
union AnimValue_HL1 {
struct {
uint8_t valid;
uint8_t total;
} num;
short value;
} PACK_STRUCT;
/** \struct Bodypart_HL1
* \brief Data structure for a bodypart in HL1 MDL files.
*/
struct Bodypart_HL1 {
//! The bodypart name.
char name[64];
//! The number of available models for this bodypart.
int32_t nummodels;
//! Used to convert from a global model index
//! to a local bodypart model index.
int32_t base;
//! The offset to the first model chunk.
int32_t modelindex;
} PACK_STRUCT;
/** \struct Texture_HL1
* \brief Data structure for a texture in HL1 MDL files.
*/
struct Texture_HL1 {
//! Texture file name.
char name[64];
//! Texture flags.
int32_t flags;
//! Texture width in pixels.
int32_t width;
//! Texture height in pixels.
int32_t height;
//! Offset to the image data.
//! This offset is relative to the texture file header.
int32_t index;
} PACK_STRUCT;
/** \struct Model_HL1
* \brief Data structure for a model in HL1 MDL files.
*/
struct Model_HL1 {
//! Model name.
char name[64];
//! Was "type".
int32_t unused;
//! Was "boundingradius".
float unused2;
//! The number of meshes in the model.
int32_t nummesh;
//! Offset to the first mesh chunk.
int32_t meshindex;
//! The number of unique vertices.
int32_t numverts;
//! Offset to the vertex bone array.
int32_t vertinfoindex;
//! Offset to the vertex array.
int32_t vertindex;
//! The number of unique normals.
int32_t numnorms;
//! Offset to the normal bone array.
int32_t norminfoindex;
//! Offset to the normal array.
int32_t normindex;
//! Was "numgroups".
int32_t unused3;
//! Was "groupindex".
int32_t unused4;
} PACK_STRUCT;
/** \struct Mesh_HL1
* \brief Data structure for a mesh in HL1 MDL files.
*/
struct Mesh_HL1 {
//! Can be interpreted as the number of triangles in the mesh.
int32_t numtris;
//! Offset to the start of the tris sequence.
int32_t triindex;
//! The skin index.
int32_t skinref;
//! The number of normals in the mesh.
int32_t numnorms;
//! Was "normindex".
int32_t unused;
} PACK_STRUCT;
/** \struct Trivert
* \brief Data structure for a trivert in HL1 MDL files.
*/
struct Trivert {
//! Index into Model_HL1 vertex array.
short vertindex;
//! Index into Model_HL1 normal array.
short normindex;
//! Texture coordinates in absolute space (unnormalized).
short s, t;
} PACK_STRUCT;
#include <assimp/Compiler/poppack1.h>
#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