793 lines
20 KiB
C++
793 lines
20 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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//
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//! @file Definition of in-memory structures for the MDL file format.
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//
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// The specification has been taken from various sources on the internet.
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// http://tfc.duke.free.fr/coding/mdl-specs-en.html
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#ifndef AI_MDLFILEHELPER_H_INC
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#define AI_MDLFILEHELPER_H_INC
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#include <string>
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#include <vector>
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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/aiMaterial.h"
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// ugly compiler dependent packing stuff
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#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
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# pragma pack(push,1)
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# define PACK_STRUCT
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#elif defined( __GNUC__ )
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# define PACK_STRUCT __attribute__((packed))
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#else
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# error Compiler not supported. Never do this again.
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#endif
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namespace Assimp
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{
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namespace MDL
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{
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// magic bytes used in Quake 1 MDL meshes
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#define AI_MDL_MAGIC_NUMBER_BE 'IDPO'
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#define AI_MDL_MAGIC_NUMBER_LE 'OPDI'
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// magic bytes used in GameStudio A4 MDL meshes
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#define AI_MDL_MAGIC_NUMBER_BE_GS4 'MDL3'
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#define AI_MDL_MAGIC_NUMBER_LE_GS4 '3LDM'
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// magic bytes used in GameStudio A5+ MDL meshes
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#define AI_MDL_MAGIC_NUMBER_BE_GS5a 'MDL4'
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#define AI_MDL_MAGIC_NUMBER_LE_GS5a '4LDM'
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#define AI_MDL_MAGIC_NUMBER_BE_GS5b 'MDL5'
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#define AI_MDL_MAGIC_NUMBER_LE_GS5b '5LDM'
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// magic bytes used in GameStudio A6+ MDL meshes
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#define AI_MDL_MAGIC_NUMBER_BE_GS6 'MDL6'
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#define AI_MDL_MAGIC_NUMBER_LE_GS6 '6LDM'
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// magic bytes used in GameStudio A7+ MDL meshes
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#define AI_MDL_MAGIC_NUMBER_BE_GS7 'MDL7'
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#define AI_MDL_MAGIC_NUMBER_LE_GS7 '7LDM'
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// magic bytes used in Half Life 2 MDL models
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#define AI_MDL_MAGIC_NUMBER_BE_HL2a 'IDST'
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#define AI_MDL_MAGIC_NUMBER_LE_HL2a 'TSDI'
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#define AI_MDL_MAGIC_NUMBER_BE_HL2b 'IDSQ'
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#define AI_MDL_MAGIC_NUMBER_LE_HL2b 'QSDI'
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// common limitations for Quake1 meshes. The loader does not check them,
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// but models should not exceed these limits.
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#if (!defined AI_MDL_VERSION)
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# define AI_MDL_VERSION 6
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#endif
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#if (!defined AI_MDL_MAX_FRAMES)
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# define AI_MDL_MAX_FRAMES 256
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#endif
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#if (!defined AI_MDL_MAX_UVS)
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# define AI_MDL_MAX_UVS 1024
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#endif
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#if (!defined AI_MDL_MAX_VERTS)
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# define AI_MDL_MAX_VERTS 1024
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#endif
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#if (!defined AI_MDL_MAX_TRIANGLES)
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# define AI_MDL_MAX_TRIANGLES 2048
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#endif
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// ---------------------------------------------------------------------------
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/** \struct Header
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* \brief Data structure for the MDL main header
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*/
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// ---------------------------------------------------------------------------
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struct Header
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{
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//! magic number: "IDPO"
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int32_t ident;
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//! version number: 6
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int32_t version;
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//! scale factors for each axis
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aiVector3D scale;
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//! translation factors for each axis
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aiVector3D translate;
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//! bounding radius of the mesh
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float boundingradius;
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//! Position of the viewer's exe. Ignored
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aiVector3D vEyePos;
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//! Number of textures
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int32_t num_skins;
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//! Texture width in pixels
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int32_t skinwidth;
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//! Texture height in pixels
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int32_t skinheight;
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//! Number of vertices contained in the file
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int32_t num_verts;
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//! Number of triangles contained in the file
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int32_t num_tris;
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//! Number of frames contained in the file
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int32_t num_frames;
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//! 0 = synchron, 1 = random . Ignored
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int32_t synctype;
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//! State flag
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int32_t flags;
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//! ???
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float size;
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \struct Header_MDL7
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* \brief Data structure for the MDL 7 main header
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*/
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// ---------------------------------------------------------------------------
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struct Header_MDL7
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{
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//! magic number: "MDL7"
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char ident[4];
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//! Version number. Ignored
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int32_t version;
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//! Number of bones in file
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int32_t bones_num;
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//! Number of groups in file
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int32_t groups_num;
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//! Size of data in the file
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int32_t data_size;
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//! Ignored. Used to store entity specific information
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int32_t entlump_size;
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//! Ignored. Used to store MED related data
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int32_t medlump_size;
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// -------------------------------------------------------
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// Sizes of some file parts
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uint16_t bone_stc_size;
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uint16_t skin_stc_size;
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uint16_t colorvalue_stc_size;
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uint16_t material_stc_size;
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uint16_t skinpoint_stc_size;
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uint16_t triangle_stc_size;
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uint16_t mainvertex_stc_size;
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uint16_t framevertex_stc_size;
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uint16_t bonetrans_stc_size;
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uint16_t frame_stc_size;
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \struct Header_HL2
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* \brief Data structure for the HL2 main header
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*/
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// ---------------------------------------------------------------------------
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struct Header_HL2
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{
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//! magic number: "IDST"/"IDSQ"
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char ident[4];
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//! Version number
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int32_t version;
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//! Original file name in pak ?
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char name[64];
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//! Length of file name/length of file?
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int32_t length;
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//! For viewer, ignored
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aiVector3D eyeposition;
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aiVector3D min;
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aiVector3D max;
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//! AABB of the model
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aiVector3D bbmin;
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aiVector3D bbmax;
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// File flags
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int32_t flags;
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//! NUmber of bones contained in the file
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int32_t numbones;
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int32_t boneindex;
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//! Number of bone controllers for bone animation
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int32_t numbonecontrollers;
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int32_t bonecontrollerindex;
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//! More bounding boxes ...
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int32_t numhitboxes;
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int32_t hitboxindex;
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//! Animation sequences in the file
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int32_t numseq;
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int32_t seqindex;
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//! Loaded sequences. Ignored
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int32_t numseqgroups;
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int32_t seqgroupindex;
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//! Raw texture data
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int32_t numtextures;
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int32_t textureindex;
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int32_t texturedataindex;
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//! Number of skins (=textures?)
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int32_t numskinref;
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int32_t numskinfamilies;
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int32_t skinindex;
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//! Number of parts
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int32_t numbodyparts;
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int32_t bodypartindex;
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//! attachable points for gameplay and physics
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int32_t numattachments;
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int32_t attachmentindex;
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//! Table of sound effects associated with the model
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int32_t soundtable;
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int32_t soundindex;
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int32_t soundgroups;
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int32_t soundgroupindex;
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//! Number of animation transitions
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int32_t numtransitions;
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int32_t transitionindex;
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} PACK_STRUCT;
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#define AI_MDL7_MAX_BONENAMESIZE 20
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// ---------------------------------------------------------------------------
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/** \struct Bone_MDL7
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* \brief Bone in a MDL7 file
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*/
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// ---------------------------------------------------------------------------
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struct Bone_MDL7
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{
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uint16_t parent_index;
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uint8_t _unused_[2]; //
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float x,y,z;
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char name[AI_MDL7_MAX_BONENAMESIZE];
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};
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#define AI_MDL7_MAX_GROUPNAMESIZE 16
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// ---------------------------------------------------------------------------
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/** \struct Group_MDL7
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* \brief Group in a MDL7 file
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*/
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// ---------------------------------------------------------------------------
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struct Group_MDL7
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{
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//! = '1' -> triangle based Mesh
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unsigned char typ;
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int8_t deformers;
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int8_t max_weights;
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int8_t _unused_;
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//! size of data for this group in bytes ( MD7_GROUP stc. included).
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int32_t groupdata_size;
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char name[AI_MDL7_MAX_GROUPNAMESIZE];
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//! Number of skins
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int32_t numskins;
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//! Number of texture coordinates
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int32_t num_stpts;
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//! Number of triangles
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int32_t numtris;
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//! Number of vertices
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int32_t numverts;
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//! Number of frames
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int32_t numframes;
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} PACK_STRUCT;
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#define AI_MDL7_SKINTYPE_MIPFLAG 0x08
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#define AI_MDL7_SKINTYPE_MATERIAL 0x10
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#define AI_MDL7_SKINTYPE_MATERIAL_ASCDEF 0x20
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#define AI_MDL7_SKINTYPE_RGBFLAG 0x80
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#define AI_MDL7_MAX_BONENAMESIZE 20
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// ---------------------------------------------------------------------------
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/** \struct Deformer_MDL7
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* \brief Deformer in a MDL7 file
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*/
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// ---------------------------------------------------------------------------
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struct Deformer_MDL7
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{
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int8_t deformer_version; // 0
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int8_t deformer_typ; // 0 - bones
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int8_t _unused_[2];
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int32_t group_index;
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int32_t elements;
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int32_t deformerdata_size;
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} PACK_STRUCT;
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struct DeformerElement_MDL7
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{
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//! bei deformer_typ==0 (==bones) element_index == bone index
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int32_t element_index;
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char element_name[AI_MDL7_MAX_BONENAMESIZE];
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int32_t weights;
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} PACK_STRUCT;
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struct DeformerWeight_MDL7
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{
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//! for deformer_typ==0 (==bones) index == vertex index
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int32_t index;
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float weight;
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} PACK_STRUCT;
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#define AI_MDL7_MAX_TEXNAMESIZE 0x10
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typedef int32_t MD7_MATERIAL_ASCDEFSIZE;
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// ---------------------------------------------------------------------------
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/** \struct Skin_MDL7
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* \brief Skin in a MDL7 file
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*/
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// ---------------------------------------------------------------------------
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struct Skin_MDL7
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{
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uint8_t typ;
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int8_t _unused_[3];
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int32_t width;
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int32_t height;
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char texture_name[AI_MDL7_MAX_TEXNAMESIZE];
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} PACK_STRUCT;
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struct ColorValue_MDL7
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{
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float r,g,b,a;
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \struct Material_MDL7
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* \brief Material in a MDL7 file
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*/
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// ---------------------------------------------------------------------------
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struct Material_MDL7
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{
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//! Diffuse base color of the material
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ColorValue_MDL7 Diffuse;
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//! Ambient base color of the material
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ColorValue_MDL7 Ambient;
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//! Specular base color of the material
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ColorValue_MDL7 Specular;
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//! Emissive base color of the material
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ColorValue_MDL7 Emissive;
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//! Phong power
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float Power;
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \struct Skin
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* \brief Skin data structure #1
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*/
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// ---------------------------------------------------------------------------
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struct Skin
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{
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//! 0 = single (Skin), 1 = group (GroupSkin)
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//! For MDL3-5: Defines the type of the skin and there
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//! fore the size of the data to skip:
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//-------------------------------------------------------
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//! 2 for 565 RGB,
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//! 3 for 4444 ARGB,
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//! 10 for 565 mipmapped,
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//! 11 for 4444 mipmapped (bpp = 2),
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//! 12 for 888 RGB mipmapped (bpp = 3),
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//! 13 for 8888 ARGB mipmapped (bpp = 4)
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//-------------------------------------------------------
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int32_t group;
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//! Texture data
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uint8_t *data;
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} PACK_STRUCT;
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struct Skin_MDL5
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{
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int32_t size, width, height;
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uint8_t *data;
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} PACK_STRUCT;
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struct RGB565
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{
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uint16_t r : 5;
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uint16_t g : 6;
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uint16_t b : 5;
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} PACK_STRUCT;
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struct ARGB4
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{
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uint16_t a : 4;
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uint16_t r : 4;
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uint16_t g : 4;
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uint16_t b : 4;
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \struct GroupSkin
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* \brief Skin data structure #2 (group of pictures)
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*/
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// ---------------------------------------------------------------------------
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struct GroupSkin
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{
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//! 0 = single (Skin), 1 = group (GroupSkin)
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int32_t group;
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//! Number of images
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int32_t nb;
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//! Time for each image
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float *time;
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//! Data of each image
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uint8_t **data;
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \struct TexCoord
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* \brief Texture coordinate data structure
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*/
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// ---------------------------------------------------------------------------
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struct TexCoord
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{
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//! Is the vertex on the noundary between front and back piece?
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int32_t onseam;
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//! Texture coordinate in the tx direction
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int32_t s;
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//! Texture coordinate in the ty direction
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int32_t t;
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} PACK_STRUCT;
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struct TexCoord_MDL3
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{
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//! position, horizontally in range 0..skinwidth-1
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int16_t u;
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//! position, vertically in range 0..skinheight-1
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int16_t v;
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} PACK_STRUCT;
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struct TexCoord_MDL7
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{
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//! position, horizontally in range 0..1
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float u;
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//! position, vertically in range 0..1
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float v;
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \struct Triangle
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* \brief Triangle data structure
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*/
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// ---------------------------------------------------------------------------
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struct Triangle
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{
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//! 0 = backface, 1 = frontface
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int32_t facesfront;
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//! Vertex indices
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int32_t vertex[3];
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} PACK_STRUCT;
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struct Triangle_MDL3
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{
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//! Index of 3 3D vertices in range 0..numverts
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uint16_t index_xyz[3];
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//! Index of 3 skin vertices in range 0..numskinverts
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uint16_t index_uv[3];
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} PACK_STRUCT;
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struct SkinSet_MDL7
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{
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//! Index into the UV coordinate list
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uint16_t st_index[3]; // size 6
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//! Material index
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int32_t material; // size 4
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} PACK_STRUCT;
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struct Triangle_MDL7
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{
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//! Vertex indices
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uint16_t v_index[3]; // size 6
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//! Two skinsets. The second will be used for multi-texturing
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SkinSet_MDL7 skinsets[2];
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} PACK_STRUCT;
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// Helper constants for Triangle::facesfront
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#if (!defined AI_MDL_BACKFACE)
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# define AI_MDL_BACKFACE 0x0
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#endif
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#if (!defined AI_MDL_FRONTFACE)
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# define AI_MDL_FRONTFACE 0x1
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#endif
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// ---------------------------------------------------------------------------
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/** \struct Vertex
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* \brief Vertex data structure
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*/
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// ---------------------------------------------------------------------------
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struct Vertex
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{
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uint8_t v[3];
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uint8_t normalIndex;
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} PACK_STRUCT;
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struct Vertex_MDL4
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{
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uint16_t v[3];
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uint8_t normalIndex;
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uint8_t unused;
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} PACK_STRUCT;
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#define AI_MDL7_FRAMEVERTEX120503_STCSIZE 16
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#define AI_MDL7_FRAMEVERTEX030305_STCSIZE 26
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// ---------------------------------------------------------------------------
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/** \struct Vertex_MDL7
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* \brief Vertex data structure used in MDL7 files
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*/
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// ---------------------------------------------------------------------------
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struct Vertex_MDL7
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{
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float x,y,z;
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uint16_t vertindex;
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union {
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uint16_t norm162index;
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float norm[3];
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};
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \struct BoneTransform_MDL7
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* \brief bone transformation matrix structure used in MDL7 files
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*/
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// ---------------------------------------------------------------------------
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struct BoneTransform_MDL7
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{
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//! 4*3
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float m [4*4];
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//! the index of this vertex, 0.. header::bones_num - 1
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uint16_t bone_index;
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//! I HATE 3DGS AND THE SILLY DEVELOPER WHO DESIGNED
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//! THIS STUPID FILE FORMAT!
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int8_t _unused_[2];
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} PACK_STRUCT;
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#define AI_MDL7_MAX_FRAMENAMESIZE 16
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// ---------------------------------------------------------------------------
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/** \struct Frame_MDL7
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* \brief Frame data structure used by MDL7 files
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*/
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// ---------------------------------------------------------------------------
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struct Frame_MDL7
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{
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char frame_name[AI_MDL7_MAX_FRAMENAMESIZE];
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uint32_t vertices_count;
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uint32_t transmatrix_count;
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};
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// ---------------------------------------------------------------------------
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/** \struct SimpleFrame
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* \brief Data structure for a simple frame
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*/
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// ---------------------------------------------------------------------------
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struct SimpleFrame
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{
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//! Minimum vertex of the bounding box
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Vertex bboxmin;
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//! Maximum vertex of the bounding box
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Vertex bboxmax;
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//! Name of the frame
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char name[16];
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//! Vertex list of the frame
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Vertex *verts;
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \struct Frame
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* \brief Model frame data structure
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*/
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// ---------------------------------------------------------------------------
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struct Frame
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{
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//! 0 = simple frame, !0 = group frame
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int32_t type;
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//! Frame data
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SimpleFrame frame;
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} PACK_STRUCT;
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struct SimpleFrame_MDLn_SP
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{
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//! Minimum vertex of the bounding box
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Vertex_MDL4 bboxmin;
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//! Maximum vertex of the bounding box
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Vertex_MDL4 bboxmax;
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//! Name of the frame
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char name[16];
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//! Vertex list of the frame
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Vertex_MDL4 *verts;
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \struct GroupFrame
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* \brief Data structure for a group of frames
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*/
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// ---------------------------------------------------------------------------
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struct GroupFrame
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{
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//! 0 = simple frame, !0 = group frame
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int32_t type;
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//! Minimum vertex for all single frames
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Vertex min;
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//! Maximum vertex for all single frames
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Vertex max;
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//! Time for all single frames
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float *time;
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//! List of single frames
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SimpleFrame *frames;
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} PACK_STRUCT;
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// reset packing to the original value
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#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
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# pragma pack( pop )
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#endif
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#undef PACK_STRUCT
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// ---------------------------------------------------------------------------
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/** \struct IntFace_MDL7
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* \brief Internal data structure to temporarily represent a face
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*/
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// ---------------------------------------------------------------------------
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struct IntFace_MDL7
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{
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// provide a constructor for our own convenience
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IntFace_MDL7()
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{
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// set everything to zero
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mIndices[0] = mIndices[1] = mIndices[2] = 0;
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iMatIndex[0] = iMatIndex[1] = 0;
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}
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//! Vertex indices
|
|
uint32_t mIndices[3];
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//! Material index (maximally two channels, which are joined later)
|
|
unsigned int iMatIndex[2];
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|
};
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|
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// ---------------------------------------------------------------------------
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/** \struct IntMaterial_MDL7
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* \brief Internal data structure to temporarily represent a material
|
|
* which has been created from two single materials along with the
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* original material indices.
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*/
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// ---------------------------------------------------------------------------
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struct IntMaterial_MDL7
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{
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// provide a constructor for our own convenience
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|
IntMaterial_MDL7()
|
|
{
|
|
pcMat = NULL;
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|
iOldMatIndices[0] = iOldMatIndices[1] = 0;
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|
}
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|
|
//! Material instance
|
|
MaterialHelper* pcMat;
|
|
|
|
//! Old material indices
|
|
unsigned int iOldMatIndices[2];
|
|
};
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};}; // end namespaces
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#endif // !! AI_MDLFILEHELPER_H_INC
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