723 lines
16 KiB
C++
723 lines
16 KiB
C++
/*
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Open Asset Import Library (ASSIMP)
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----------------------------------------------------------------------
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Copyright (c) 2006-2010, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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#ifndef AI_M3LOADER_H_INCLUDED
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#define AI_M3LOADER_H_INCLUDED
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#include <vector>
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namespace Assimp {
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namespace M3 {
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// ------------------------------------------------------------------------------------------------
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// The following data definitions are from http://code.google.com/p/libm3/, many thanks for that
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// help.
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// ------------------------------------------------------------------------------------------------
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typedef unsigned char uint8;
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typedef char int8;
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typedef unsigned short uint16;
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typedef short int16;
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typedef unsigned int uint32;
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typedef int int32;
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class Vec3D
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{
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public:
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float x,y,z;
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Vec3D(float x0 = 0.0f, float y0 = 0.0f, float z0 = 0.0f) : x(x0), y(y0), z(z0) {}
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Vec3D(const Vec3D& v) : x(v.x), y(v.y), z(v.z) {}
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void reset()
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{
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x = y = z = 0.0f;
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}
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Vec3D& operator= (const Vec3D &v)
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{
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x = v.x;
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y = v.y;
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z = v.z;
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return *this;
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}
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Vec3D operator+ (const Vec3D &v) const
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{
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Vec3D r(x+v.x,y+v.y,z+v.z);
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return r;
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}
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Vec3D operator- (const Vec3D &v) const
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{
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Vec3D r(x-v.x,y-v.y,z-v.z);
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return r;
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}
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float operator* (const Vec3D &v) const
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{
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return x*v.x + y*v.y + z*v.z;
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}
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Vec3D operator* (float d) const
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{
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Vec3D r(x*d,y*d,z*d);
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return r;
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}
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Vec3D operator/ (float d) const
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{
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Vec3D r(x/d,y/d,z/d);
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return r;
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}
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friend Vec3D operator* (float d, const Vec3D& v)
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{
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return v * d;
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}
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// Cross Product
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Vec3D operator% (const Vec3D &v) const
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{
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Vec3D r(y*v.z-z*v.y, z*v.x-x*v.z, x*v.y-y*v.x);
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return r;
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}
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Vec3D& operator+= (const Vec3D &v)
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{
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x += v.x;
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y += v.y;
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z += v.z;
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return *this;
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}
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Vec3D& operator-= (const Vec3D &v)
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{
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x -= v.x;
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y -= v.y;
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z -= v.z;
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return *this;
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}
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Vec3D& operator*= (float d)
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{
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x *= d;
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y *= d;
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z *= d;
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return *this;
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}
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float lengthSquared() const
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{
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return x*x+y*y+z*z;
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}
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float length() const
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{
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return sqrtf(x*x+y*y+z*z);
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}
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Vec3D& normalize()
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{
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this->operator*= (1.0f/length());
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return *this;
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}
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Vec3D operator~ () const
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{
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Vec3D r(*this);
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r.normalize();
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return r;
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}
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operator float*()
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{
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return (float*)this;
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}
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};
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class Vec2D
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{
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public:
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float x,y;
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Vec2D(float x0 = 0.0f, float y0 = 0.0f) : x(x0), y(y0) {}
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Vec2D(const Vec2D& v) : x(v.x), y(v.y) {}
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Vec2D& operator= (const Vec2D &v)
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{
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x = v.x;
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y = v.y;
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return *this;
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}
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Vec2D operator+ (const Vec2D &v) const
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{
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Vec2D r(x+v.x,y+v.y);
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return r;
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}
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Vec2D operator- (const Vec2D &v) const
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{
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Vec2D r(x-v.x,y-v.y);
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return r;
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}
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float operator* (const Vec2D &v) const
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{
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return x*v.x + y*v.y;
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}
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Vec2D operator* (float d) const
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{
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Vec2D r(x*d,y*d);
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return r;
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}
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friend Vec2D operator* (float d, const Vec2D& v)
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{
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return v * d;
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}
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Vec2D& operator+= (const Vec2D &v)
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{
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x += v.x;
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y += v.y;
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return *this;
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}
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Vec2D& operator-= (const Vec2D &v)
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{
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x -= v.x;
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y -= v.y;
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return *this;
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}
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Vec2D& operator*= (float d)
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{
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x *= d;
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y *= d;
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return *this;
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}
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float lengthSquared() const
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{
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return x*x+y*y;
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}
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float length() const
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{
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return sqrtf(x*x+y*y);
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}
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Vec2D& normalize()
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{
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this->operator*= (1.0f/length());
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return *this;
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}
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Vec2D operator~ () const
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{
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Vec2D r(*this);
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r.normalize();
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return r;
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}
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operator float*()
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{
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return (float*)this;
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}
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};
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inline
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void rotate(float x0, float y0, float *x, float *y, float angle)
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{
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float xa = *x - x0, ya = *y - y0;
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*x = xa*cosf(angle) - ya*sinf(angle) + x0;
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*y = xa*sinf(angle) + ya*cosf(angle) + y0;
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}
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struct Reference
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{
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uint32 nunEntries; // Code 0x00
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uint32 ref; // Code 0x04
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};
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struct ReferenceEntry
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{
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char id[ 4 ]; // Code 0x00
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uint32 offset; // Code 0x04
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uint32 nEntries; // Code 0x08
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uint32 type; // Code 0x0C
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};
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struct MD33
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{
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char id[4]; // Code 0x00
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uint32 ofsRefs; // Code 0x04
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uint32 nRefs; // Code 0x08
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Reference MODL; // Code 0x0C
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};
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enum ModelType
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{
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Type1 = 20,
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Type2 = 23
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};
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enum VertexFormat
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{
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Vertex_Standard,
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Vertex_Extended
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};
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struct MODL23
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{
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Reference name; // Code 0x00
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uint32 version; // Code 0x08
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Reference sequenceHeader; // Code 0x0C
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Reference sequenceData; // Code 0x14
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Reference sequenceLookup; // Code 0x1C
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uint32 d2; // Code 0x24
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uint32 d3; // Code 0x28
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uint32 d4; // Code 0x2C
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Reference STS; // Code 0x30
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Reference bones; // Code 0x38
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uint32 d5; // Code 0x40
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uint32 flags; // Code 0x44
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Reference vertexData; // Code 0x48
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Reference views; // Code 0x50
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Reference B; // Code 0x58
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Vec3D extents[2]; // Code 0x60
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float radius; // Code 0x78
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uint32 d7; // Code 0x7C
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uint32 d8; // Code 0x80
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uint32 d9; // Code 0x84
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uint32 d10; // Code 0x88
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uint32 d11; // Code 0x8C
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uint32 d12; // Code 0x90
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uint32 d13; // Code 0x94
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uint32 d14; // Code 0x98
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uint32 d15; // Code 0x9C
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uint32 d16; // Code 0xA0
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uint32 d17; // Code 0xA4
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uint32 d18; // Code 0xA8
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uint32 d19; // Code 0xAC
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Reference attachments; // Code 0xB0
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Reference attachmentLookup; // Code 0xB8
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Reference lights; // Code 0xC0
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Reference SHBX; // Code 0xC8
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Reference cameras; // Code 0xD0
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Reference D; // Code 0xD8
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Reference materialLookup; // Code 0xE0
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Reference materials; // Code 0xE8
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Reference DIS; // Code 0xF0
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Reference CMP; // Code 0xF8
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Reference TER; // Code 0x10
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Reference VOL; // Code 0x10
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uint32 d21; // Code 0x11
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uint32 d22; // Code 0x11
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Reference CREP; // Code 0x11
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Reference PAR; // Code 0x12
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Reference PARC; // Code 0x12
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Reference RIB; // Code 0x13
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Reference PROJ; // Code 0x13
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Reference FOR; // Code 0x14
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Reference WRP; // Code 0x14
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uint32 d24; // Code 0x15
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uint32 d25; // Code 0x15
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Reference PHRB; // Code 0x15
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uint32 d27; // Code 0x16
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uint32 d28; // Code 0x16
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uint32 d29; // Code 0x16
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uint32 d30; // Code 0x16
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uint32 d32; // Code 0x17
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uint32 d33; // Code 0x17
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Reference IKJT; // Code 0x17
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uint32 d35; // Code 0x18
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uint32 d36; // Code 0x18
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Reference PATU; // Code 0x18
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Reference TRGD; // Code 0x19
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Reference IREF; // Code 0x19
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Reference E; // Code 0x1A
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float matrix[4][4]; // Code 0x1A
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Vec3D extent[2]; // Code 0x1E
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float rad; // Code 0x20
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Reference SSGS; // Code 0x20
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Reference ATVL; // Code 0x20
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uint32 d61; // Code 0x21
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Reference F; // uint16, Code6 0x21
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Reference G; // uint16, Code 0x21
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Reference BBSC; // Code 0x22
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Reference TMD; // Code 0x22
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uint32 d62; // Code 0x23
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uint32 d63; // Code 0x23
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uint32 d64; // Code 0x23
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};
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struct MODL20
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{
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Reference name; // Code 0x00
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uint32 version; // Code 0x08
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Reference sequenceHeader; // Code 0x0C
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Reference sequenceData; // Code 0x14
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Reference sequenceLookup; // Code 0x1C
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uint32 d2; // Code 0x24
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uint32 d3; // Code 0x28
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uint32 d4; // Code 0x2C
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Reference STS; // Code 0x30
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Reference bones; // Code 0x38
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uint32 d5; // Code 0x44
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uint32 flags; // Code 0x44
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Reference vertexData; // uint8, Code 0x48
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Reference views; // Code 0x50
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Reference B; // uint16, Code 0x58
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Vec3D extents[2]; // Code 0x60
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float radius; // Code 0x78
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uint32 d7; // Code 0x7C
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uint32 d8; // Code 0x80
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uint32 d9; // Code 0x84
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uint32 d10; // Code 0x88
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uint32 d11; // Code 0x8C
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uint32 d12; // Code 0x90
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uint32 d13; // Code 0x94
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uint32 d14; // Code 0x98
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uint32 d15; // Code 0x9C
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uint32 d16; // Code 0xA0
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uint32 d17; // Code 0xA4
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uint32 d18; // Code 0xA8
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uint32 d19; // Code 0xAC
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Reference attachments; // Code 0xB0
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Reference attachmentLookup; // uint16, Code 0xB8
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Reference lights; // Code 0xC0
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Reference cameras; // Code 0xC8
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Reference D; // uint16, Code 0xD0
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Reference materialLookup; // Code 0xD8
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Reference materials; // Code 0xE0
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Reference DIS; // Code 0xE8
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Reference CMP; // Code 0xF0
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|
Reference TER; // Code 0xF8
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|
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uint32 d20; // Code 0x10
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uint32 d21; // Code 0x10
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|
uint32 d22; // Code 0x10
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|
uint32 d23; // Code 0x10
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|
Reference CREP; // Code 0x11
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Reference PAR; // Code 0x11
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|
Reference PARC; // Code 0x12
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|
Reference RIB; // Code 0x12
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|
Reference PROJ; // Code 0x13
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|
Reference FOR; // Code 0x13
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|
uint32 d25; // Code 0x14
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|
uint32 d26; // Code 0x14
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|
uint32 d27; // Code 0x14
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|
uint32 d28; // Code 0x14
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|
Reference PHRB; // Code 0x15
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|
uint32 d30; // Code 0x15
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|
uint32 d31; // Code 0x15
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|
uint32 d32; // Code 0x16
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|
uint32 d33; // Code 0x16
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|
uint32 d34; // Code 0x16
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|
uint32 d35; // Code 0x16
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|
Reference IKJT; // Code 0x17
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|
uint32 d36; // Code 0x17
|
|
uint32 d37; // Code 0x17
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|
Reference PATU; // Code 0x18
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|
Reference TRGD; // Code 0x18
|
|
Reference IREF; // Code 0x19
|
|
Reference E; // int32, Code 0x19
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|
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|
float matrix[4][4]; // Code 0x1A
|
|
Vec3D extent[2]; // Code 0x1E
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|
float rad; // Code 0x1F
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|
|
|
Reference SSGS; // Code 0x1F
|
|
uint32 d38; // Code 0x20
|
|
uint32 d39; // Code 0x20
|
|
Reference BBSC; // Code 0x20
|
|
|
|
uint32 d40; // Code 0x21
|
|
uint32 d41; // Code 0x21
|
|
uint32 d42; // Code 0x21
|
|
uint32 d43; // Code 0x22
|
|
uint32 d44; // Code 0x22
|
|
};
|
|
|
|
struct BONE
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|
{
|
|
int32 d1; // Keybone?
|
|
Reference name;
|
|
uint32 flags;
|
|
int16 parent;
|
|
int16 s1;
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|
|
|
float floats[ 34 ];
|
|
};
|
|
|
|
struct VertexExt // 36 byte
|
|
{
|
|
Vec3D pos;
|
|
uint8 boneWeight[ 4 ];
|
|
uint8 boneIndex[ 4 ];
|
|
uint8 normal[ 4 ]; //normal_x = (float)normal[0]/255.0f...
|
|
int16 uv[ 2 ];
|
|
uint32 d1;
|
|
uint8 tangent[ 4 ];
|
|
};
|
|
|
|
struct Vertex // 32 byte
|
|
{
|
|
Vec3D pos;
|
|
uint8 boneWeight[4];
|
|
uint8 boneIndex[4];
|
|
uint8 normal[4]; //normal_x = (float)normal[0]/255.0f...
|
|
int16 uv[2];
|
|
uint8 tangent[4];
|
|
};
|
|
|
|
struct MATM
|
|
{
|
|
uint32 d1;
|
|
uint32 d2; // Index into MAT-table?
|
|
};
|
|
|
|
struct MAT
|
|
{
|
|
Reference name;
|
|
int ukn1[ 8 ];
|
|
float x, y; //always 1.0f
|
|
Reference layers[13];
|
|
int ukn2[15];
|
|
};
|
|
|
|
struct LAYR
|
|
{
|
|
int unk;
|
|
Reference name;
|
|
float unk2[85];
|
|
};
|
|
|
|
struct DIV
|
|
{
|
|
Reference faces; // Code 0x00
|
|
Reference regions; // Code 0x08
|
|
Reference BAT; // Code 0x10
|
|
Reference MSEC; // Code 0x18
|
|
};
|
|
|
|
struct Region
|
|
{
|
|
uint32 unk;
|
|
uint16 ofsVertices;
|
|
uint16 nVertices;
|
|
uint32 ofsIndices;
|
|
uint32 nIndices; // reference into DIV.faces
|
|
uint8 unknown[12];
|
|
};
|
|
|
|
struct CAM
|
|
{
|
|
int32 d1; // Code 0x00
|
|
Reference name; // Code 0x04
|
|
uint16 flags1; // Code 0x0C
|
|
uint16 flags2; // Code 0x0E
|
|
};
|
|
|
|
struct EVNT
|
|
{
|
|
Reference name; // Code 0x00
|
|
int16 unk1[4]; // Code 0x08
|
|
float matrix[4][4]; // Code 0x10
|
|
int32 unk2[4]; // Code 0x50
|
|
};
|
|
|
|
struct ATT
|
|
{
|
|
int32 unk; // Code 0x00
|
|
Reference name; // Code 0x04
|
|
int32 bone; // Code 0x0C
|
|
};
|
|
|
|
struct PHSH
|
|
{
|
|
float m[ 4 ][ 4 ];
|
|
float f1;
|
|
float f2;
|
|
Reference refs[ 5 ];
|
|
float f3;
|
|
};
|
|
|
|
struct SEQS
|
|
{
|
|
int32 d1; // Code 0x00
|
|
int32 d2; // Code 0x04
|
|
Reference name; // Code 0x08
|
|
int32 d3; // Code 0x10
|
|
uint32 length; // Code 0x14
|
|
int32 d4; // Code 0x18
|
|
uint32 flags; // Code 0x1C
|
|
int32 unk[5]; // Code 0x20
|
|
Vec3D extents[2]; // Code 0x34
|
|
float radius; // Code 0x4C
|
|
int32 d5; // Code 0x50
|
|
int32 d6; // Code 0x54
|
|
};
|
|
|
|
struct STC
|
|
{
|
|
Reference name; // Code 0x00
|
|
uint16 s1; // Code 0x08
|
|
uint16 s2; // Code 0x0A
|
|
uint16 s3; // Code 0x0C
|
|
uint16 s4; // Code 0x0E
|
|
Reference unk2; // uint32 // Code 0x12
|
|
Reference unk3; // uint32 // Code 0x1A
|
|
uint32 d3; // Code 0x22
|
|
Reference evt; // Code 0x24
|
|
Reference unk4[11]; // Seems to be transformation data // Code 0x2C
|
|
Reference bnds; // Code 0x84
|
|
};
|
|
|
|
struct STS
|
|
{
|
|
Reference unk1; // uint32 // Code 0x00
|
|
int32 unk[3]; // Code 0x08
|
|
int16 s1; // Code 0x14
|
|
int16 s2; // Code 0x16
|
|
};
|
|
|
|
struct STG
|
|
{
|
|
Reference name; // Code 0x00
|
|
Reference stcID; // Code 0x08
|
|
};
|
|
|
|
struct SD
|
|
{
|
|
Reference timeline; // Code 0x00
|
|
uint32 flags; // Code 0x08
|
|
uint32 length; // Code 0x0C
|
|
Reference data; // Code 0x10
|
|
};
|
|
|
|
struct BNDS
|
|
{
|
|
Vec3D extents1[2]; // Code 0x00
|
|
float radius1; // Code 0x18
|
|
Vec3D extents2[2]; // Code 0x1C
|
|
float radius2; // Code 0x34
|
|
};
|
|
|
|
struct VEC2
|
|
{
|
|
float x, y;
|
|
};
|
|
|
|
struct VEC3
|
|
{
|
|
float x, y, z;
|
|
};
|
|
|
|
struct VEC4
|
|
{
|
|
float x, y, z, w;
|
|
};
|
|
|
|
struct QUAT
|
|
{
|
|
float x, y, z, w;
|
|
};
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
/** Loader to import M3-models.
|
|
*/
|
|
// ------------------------------------------------------------------------------------------------
|
|
class M3Importer : BaseImporter
|
|
{
|
|
friend class Importer;
|
|
|
|
protected:
|
|
/// @brief Default constructor.
|
|
M3Importer();
|
|
|
|
/// @brief Destructor.
|
|
~M3Importer();
|
|
|
|
public:
|
|
/// @brief Returns whether the class can handle the format of the given file.
|
|
/// @remark See BaseImporter::CanRead() for details.
|
|
bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig ) const;
|
|
|
|
private:
|
|
void GetExtensionList(std::set<std::string>& extensions);
|
|
void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler );
|
|
template<typename T>
|
|
T* GetEntries( Reference ref );
|
|
|
|
private:
|
|
MD33 *m_pHead;
|
|
ReferenceEntry *m_pRefs;
|
|
std::vector<unsigned char> m_Buffer;
|
|
};
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
template<typename T>
|
|
inline
|
|
T* M3Importer::GetEntries( Reference ref )
|
|
{
|
|
return (T*) ( &m_Buffer[ 0 ] + m_pRefs[ ref.ref ].offset );
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
} // Namespace M3
|
|
} // Namespace Assimp
|
|
|
|
#endif // AI_M3LOADER_H_INCLUDED
|