227 lines
6.7 KiB
C++
227 lines
6.7 KiB
C++
/*
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Open Asset Import Library (ASSIMP)
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----------------------------------------------------------------------
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Copyright (c) 2006-2008, 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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/** @file Defines the helper data structures for importing MDR files */
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#ifndef AI_MDRFILEHELPER_H_INC
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#define AI_MDRFILEHELPER_H_INC
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#include "../include/aiTypes.h"
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#include "../include/aiMesh.h"
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#include "../include/aiAnim.h"
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#include "./../include/Compiler/pushpack1.h"
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namespace Assimp {
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namespace MDR {
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// to make it easier for ourselfes, we test the magic word against both "endianesses"
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#define MDR_MAKE(string) ((uint32_t)((string[0] << 24) + (string[1] << 16) + (string[2] << 8) + string[3]))
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#define AI_MDR_MAGIC_NUMBER_BE MDR_MAKE("RDM5")
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#define AI_MDR_MAGIC_NUMBER_LE MDR_MAKE("5MDR")
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// common limitations
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#define AI_MDR_VERSION 2
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#define AI_MDR_MAXQPATH 64
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#define AI_MDR_MAX_BONES 128
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// ---------------------------------------------------------------------------
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/** \brief Data structure for a vertex weight in a MDR file
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*/
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struct Weight
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{
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//! these are indexes into the boneReferences
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//! not the global per-frame bone list
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uint32_t boneIndex;
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//! weight of this bone
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float boneWeight;
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//! offset of this bone
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aiVector3D offset;
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for a vertex in a MDR file
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*/
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struct Vertex
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{
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aiVector3D normal;
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aiVector2D texCoords;
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uint32_t numWeights;
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Weight weights; // variable sized
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for a triangle in a MDR file
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*/
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struct Triangle
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{
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uint32_t indexes[3];
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for a surface in a MDR file
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*/
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struct Surface
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{
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uint32_t ident;
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char name[AI_MDR_MAXQPATH]; // polyset name
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char shader[AI_MDR_MAXQPATH];
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uint32_t shaderIndex;
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int32_t ofsHeader; // this will be a negative number
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uint32_t numVerts;
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uint32_t ofsVerts;
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uint32_t numTriangles;
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uint32_t ofsTriangles;
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// Bone references are a set of ints representing all the bones
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// present in any vertex weights for this surface. This is
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// needed because a model may have surfaces that need to be
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// drawn at different sort times, and we don't want to have
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// to re-interpolate all the bones for each surface.
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uint32_t numBoneReferences;
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uint32_t ofsBoneReferences;
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uint32_t ofsEnd; // next surface follows
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for a bone in a MDR file
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*/
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struct Bone
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{
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float matrix[3][4];
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for a frame in a MDR file
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*/
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struct Frame {
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aiVector3D bounds0,bounds1; // bounds of all surfaces of all LOD's for this frame
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aiVector3D localOrigin; // midpoint of bounds, used for sphere cull
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float radius; // dist from localOrigin to corner
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char name[16];
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Bone bones[1]; // [numBones]
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for a compressed bone in a MDR file
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*/
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struct CompBone
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{
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unsigned char Comp[24]; // MC_COMP_BYTES is in MatComp.h, but don't want to couple
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for a compressed frame in a MDR file
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*/
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struct CompFrame
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{
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aiVector3D bounds0,bounds1; // bounds of all surfaces of all LOD's for this frame
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aiVector3D localOrigin; // midpoint of bounds, used for sphere cull
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float radius; // dist from localOrigin to corner
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CompBone bones[1]; // [numBones]
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for a LOD in a MDR file
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*/
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struct LOD
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{
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uint32_t numSurfaces;
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uint32_t ofsSurfaces; // first surface, others follow
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uint32_t ofsEnd; // next lod follows
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} ;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for a tag (= attachment) in a MDR file
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*/
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struct Tag
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{
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uint32_t boneIndex;
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char name[32];
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \brief Header data structure for a MDR file
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*/
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struct Header
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{
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uint32_t ident;
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uint32_t version;
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char name[AI_MDR_MAXQPATH];
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// frames and bones are shared by all levels of detail
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uint32_t numFrames;
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uint32_t numBones;
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uint32_t ofsFrames;
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// each level of detail has completely separate sets of surfaces
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uint32_t numLODs;
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uint32_t ofsLODs;
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uint32_t numTags;
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uint32_t ofsTags;
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uint32_t ofsEnd;
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} PACK_STRUCT;
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#include "./../include/Compiler/poppack1.h"
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}}
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#endif // !! AI_MDRFILEHELPER_H_INC
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