165 lines
4.7 KiB
C++
165 lines
4.7 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2018, assimp 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 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 MD2FileData.h
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* @brief Defines helper data structures for importing MD2 files
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* http://linux.ucla.edu/~phaethon/q3/formats/md2-schoenblum.html
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*/
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#ifndef AI_MD2FILEHELPER_H_INC
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#define AI_MD2FILEHELPER_H_INC
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#include <assimp/types.h>
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#include <stdint.h>
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#include <assimp/Compiler/pushpack1.h>
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namespace Assimp {
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namespace MD2 {
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// to make it easier for us, we test the magic word against both "endianesses"
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#define AI_MD2_MAGIC_NUMBER_BE AI_MAKE_MAGIC("IDP2")
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#define AI_MD2_MAGIC_NUMBER_LE AI_MAKE_MAGIC("2PDI")
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// common limitations
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#define AI_MD2_VERSION 15
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#define AI_MD2_MAXQPATH 64
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#define AI_MD2_MAX_FRAMES 512
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#define AI_MD2_MAX_SKINS 32
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#define AI_MD2_MAX_VERTS 2048
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#define AI_MD2_MAX_TRIANGLES 4096
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// ---------------------------------------------------------------------------
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/** \brief Data structure for the MD2 main header
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*/
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struct Header
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{
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uint32_t magic;
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uint32_t version;
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uint32_t skinWidth;
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uint32_t skinHeight;
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uint32_t frameSize;
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uint32_t numSkins;
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uint32_t numVertices;
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uint32_t numTexCoords;
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uint32_t numTriangles;
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uint32_t numGlCommands;
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uint32_t numFrames;
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uint32_t offsetSkins;
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uint32_t offsetTexCoords;
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uint32_t offsetTriangles;
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uint32_t offsetFrames;
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uint32_t offsetGlCommands;
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uint32_t offsetEnd;
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for a MD2 OpenGl draw command
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*/
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struct GLCommand
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{
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float s, t;
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uint32_t vertexIndex;
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for a MD2 triangle
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*/
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struct Triangle
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{
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uint16_t vertexIndices[3];
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uint16_t textureIndices[3];
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for a MD2 vertex
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*/
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struct Vertex
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{
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uint8_t vertex[3];
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uint8_t lightNormalIndex;
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for a MD2 frame
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*/
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struct Frame
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{
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float scale[3];
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float translate[3];
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char name[16];
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Vertex vertices[1];
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for a MD2 texture coordinate
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*/
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struct TexCoord
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{
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uint16_t s;
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uint16_t t;
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for a MD2 skin
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*/
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struct Skin
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{
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char name[AI_MD2_MAXQPATH]; /* texture file name */
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} PACK_STRUCT;
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#include <assimp/Compiler/poppack1.h>
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// ---------------------------------------------------------------------------
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//! Lookup a normal vector from Quake's normal lookup table
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//! \param index Input index (0-161)
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//! \param vOut Receives the output normal
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void LookupNormalIndex(uint8_t index,aiVector3D& vOut);
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}
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}
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#endif // !! include guard
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