601 lines
14 KiB
C++
601 lines
14 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2021, 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 following
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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 HL1FileData.h
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* @brief Definition of in-memory structures for the
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* Half-Life 1 MDL file format.
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*/
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#ifndef AI_HL1FILEDATA_INCLUDED
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#define AI_HL1FILEDATA_INCLUDED
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#include "HalfLifeMDLBaseHeader.h"
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#include <assimp/Compiler/pushpack1.h>
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#include <assimp/types.h>
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namespace Assimp {
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namespace MDL {
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namespace HalfLife {
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using vec3_t = float[3];
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/** \struct Header_HL1
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* \brief Data structure for the HL1 MDL file header.
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*/
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struct Header_HL1 : HalfLifeMDLBaseHeader {
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//! The model name.
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char name[64];
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//! The total file size in bytes.
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int32_t length;
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//! Ideal eye position.
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vec3_t eyeposition;
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//! Ideal movement hull size.
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vec3_t min;
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vec3_t max;
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//! Clipping bounding box.
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vec3_t bbmin;
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vec3_t bbmax;
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//! Was "flags".
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int32_t unused;
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//! The number of bones.
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int32_t numbones;
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//! Offset to the first bone chunk.
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int32_t boneindex;
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//! The number of bone controllers.
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int32_t numbonecontrollers;
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//! Offset to the first bone controller chunk.
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int32_t bonecontrollerindex;
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//! The number of hitboxes.
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int32_t numhitboxes;
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//! Offset to the first hitbox chunk.
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int32_t hitboxindex;
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//! The number of sequences.
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int32_t numseq;
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//! Offset to the first sequence description chunk.
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int32_t seqindex;
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//! The number of sequence groups.
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int32_t numseqgroups;
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//! Offset to the first sequence group chunk.
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int32_t seqgroupindex;
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//! The number of textures.
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int32_t numtextures;
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//! Offset to the first texture chunk.
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int32_t textureindex;
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//! Offset to the first texture's image data.
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int32_t texturedataindex;
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//! The number of replaceable textures.
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int32_t numskinref;
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//! The number of skin families.
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int32_t numskinfamilies;
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//! Offset to the first replaceable texture.
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int32_t skinindex;
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//! The number of bodyparts.
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int32_t numbodyparts;
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//! Offset the the first bodypart.
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int32_t bodypartindex;
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//! The number of attachments.
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int32_t numattachments;
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//! Offset the the first attachment chunk.
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int32_t attachmentindex;
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//! Was "soundtable".
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int32_t unused2;
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//! Was "soundindex".
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int32_t unused3;
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//! Was "soundgroups".
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int32_t unused4;
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//! Was "soundgroupindex".
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int32_t unused5;
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//! The number of nodes in the sequence transition graph.
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int32_t numtransitions;
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//! Offset the the first sequence transition.
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int32_t transitionindex;
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} PACK_STRUCT;
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/** \struct SequenceHeader_HL1
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* \brief Data structure for the file header of a demand loaded
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* HL1 MDL sequence group file.
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*/
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struct SequenceHeader_HL1 : HalfLifeMDLBaseHeader {
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//! The sequence group file name.
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char name[64];
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//! The total file size in bytes.
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int32_t length;
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} PACK_STRUCT;
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/** \struct Bone_HL1
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* \brief Data structure for a bone in HL1 MDL files.
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*/
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struct Bone_HL1 {
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//! The bone name.
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char name[32];
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//! The parent bone index. (-1) If it has no parent.
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int32_t parent;
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//! Was "flags".
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int32_t unused;
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//! Available bone controller per motion type.
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//! (-1) if no controller is available.
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int32_t bonecontroller[6];
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/*! Default position and rotation values where
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* scale[0] = position.X
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* scale[1] = position.Y
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* scale[2] = position.Z
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* scale[3] = rotation.X
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* scale[4] = rotation.Y
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* scale[5] = rotation.Z
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*/
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float value[6];
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/*! Compressed scale values where
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* scale[0] = position.X scale
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* scale[1] = position.Y scale
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* scale[2] = position.Z scale
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* scale[3] = rotation.X scale
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* scale[4] = rotation.Y scale
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* scale[5] = rotation.Z scale
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*/
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float scale[6];
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} PACK_STRUCT;
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/** \struct BoneController_HL1
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* \brief Data structure for a bone controller in HL1 MDL files.
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*/
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struct BoneController_HL1 {
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//! Bone affected by this controller.
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int32_t bone;
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//! The motion type.
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int32_t type;
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//! The minimum and maximum values.
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float start;
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float end;
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// Was "rest".
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int32_t unused;
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// The bone controller channel.
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int32_t index;
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} PACK_STRUCT;
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/** \struct Hitbox_HL1
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* \brief Data structure for a hitbox in HL1 MDL files.
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*/
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struct Hitbox_HL1 {
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//! The bone this hitbox follows.
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int32_t bone;
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//! The hit group.
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int32_t group;
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//! The hitbox minimum and maximum extents.
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vec3_t bbmin;
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vec3_t bbmax;
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} PACK_STRUCT;
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/** \struct SequenceGroup_HL1
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* \brief Data structure for a sequence group in HL1 MDL files.
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*/
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struct SequenceGroup_HL1 {
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//! A textual name for this sequence group.
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char label[32];
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//! The file name.
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char name[64];
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//! Was "cache".
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int32_t unused;
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//! Was "data".
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int32_t unused2;
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} PACK_STRUCT;
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//! The type of blending for a sequence.
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enum SequenceBlendMode_HL1 {
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NoBlend = 1,
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TwoWayBlending = 2,
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FourWayBlending = 4,
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};
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/** \struct SequenceDesc_HL1
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* \brief Data structure for a sequence description in HL1 MDL files.
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*/
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struct SequenceDesc_HL1 {
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//! The sequence name.
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char label[32];
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//! Frames per second.
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float fps;
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//! looping/non-looping flags.
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int32_t flags;
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//! The sequence activity.
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int32_t activity;
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//! The sequence activity weight.
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int32_t actweight;
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//! The number of animation events.
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int32_t numevents;
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//! Offset the the first animation event chunk.
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int32_t eventindex;
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//! The number of frames in the sequence.
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int32_t numframes;
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//! Was "numpivots".
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int32_t unused;
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//! Was "pivotindex".
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int32_t unused2;
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//! Linear motion type.
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int32_t motiontype;
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//! Linear motion bone.
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int32_t motionbone;
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//! Linear motion.
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vec3_t linearmovement;
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//! Was "automoveposindex".
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int32_t unused3;
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//! Was "automoveangleindex".
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int32_t unused4;
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//! The sequence minimum and maximum extents.
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vec3_t bbmin;
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vec3_t bbmax;
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//! The number of blend animations.
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int32_t numblends;
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//! Offset to first the AnimValueOffset_HL1 chunk.
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//! This offset is relative to the SequenceHeader_HL1 of the file
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//! that contains the animation data.
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int32_t animindex;
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//! The motion type of each blend controller.
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int32_t blendtype[2];
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//! The starting value of each blend controller.
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float blendstart[2];
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//! The ending value of each blend controller.
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float blendend[2];
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//! Was "blendparent".
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int32_t unused5;
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//! The sequence group.
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int32_t seqgroup;
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//! The node at entry in the sequence transition graph.
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int32_t entrynode;
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//! The node at exit in the sequence transition graph.
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int32_t exitnode;
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//! Transition rules.
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int32_t nodeflags;
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//! Was "nextseq"
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int32_t unused6;
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} PACK_STRUCT;
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/** \struct AnimEvent_HL1
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* \brief Data structure for an animation event in HL1 MDL files.
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*/
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struct AnimEvent_HL1 {
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//! The frame at which this animation event occurs.
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int32_t frame;
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//! The script event type.
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int32_t event;
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//! was "type"
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int32_t unused;
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//! Options. Could be path to sound WAVE files.
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char options[64];
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} PACK_STRUCT;
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/** \struct Attachment_HL1
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* \brief Data structure for an attachment in HL1 MDL files.
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*/
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struct Attachment_HL1 {
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//! Was "name".
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char unused[32];
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//! Was "type".
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int32_t unused2;
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//! The bone this attachment follows.
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int32_t bone;
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//! The attachment origin.
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vec3_t org;
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//! Was "vectors"
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vec3_t unused3[3];
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} PACK_STRUCT;
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/** \struct AnimValueOffset_HL1
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* \brief Data structure to hold offsets (one per motion type)
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* to the first animation frame value for a single bone
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* in HL1 MDL files.
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*/
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struct AnimValueOffset_HL1 {
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unsigned short offset[6];
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} PACK_STRUCT;
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/** \struct AnimValue_HL1
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* \brief Data structure for an animation frame in HL1 MDL files.
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*/
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union AnimValue_HL1 {
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struct {
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uint8_t valid;
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uint8_t total;
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} num;
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short value;
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} PACK_STRUCT;
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/** \struct Bodypart_HL1
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* \brief Data structure for a bodypart in HL1 MDL files.
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*/
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struct Bodypart_HL1 {
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//! The bodypart name.
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char name[64];
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//! The number of available models for this bodypart.
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int32_t nummodels;
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//! Used to convert from a global model index
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//! to a local bodypart model index.
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int32_t base;
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//! The offset to the first model chunk.
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int32_t modelindex;
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} PACK_STRUCT;
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/** \struct Texture_HL1
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* \brief Data structure for a texture in HL1 MDL files.
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*/
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struct Texture_HL1 {
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//! Texture file name.
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char name[64];
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//! Texture flags.
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int32_t flags;
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//! Texture width in pixels.
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int32_t width;
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//! Texture height in pixels.
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int32_t height;
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//! Offset to the image data.
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//! This offset is relative to the texture file header.
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int32_t index;
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} PACK_STRUCT;
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/** \struct Model_HL1
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* \brief Data structure for a model in HL1 MDL files.
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*/
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struct Model_HL1 {
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//! Model name.
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char name[64];
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//! Was "type".
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int32_t unused;
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//! Was "boundingradius".
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float unused2;
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//! The number of meshes in the model.
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int32_t nummesh;
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//! Offset to the first mesh chunk.
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int32_t meshindex;
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//! The number of unique vertices.
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int32_t numverts;
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//! Offset to the vertex bone array.
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int32_t vertinfoindex;
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//! Offset to the vertex array.
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int32_t vertindex;
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//! The number of unique normals.
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int32_t numnorms;
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//! Offset to the normal bone array.
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int32_t norminfoindex;
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//! Offset to the normal array.
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int32_t normindex;
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//! Was "numgroups".
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int32_t unused3;
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//! Was "groupindex".
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int32_t unused4;
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} PACK_STRUCT;
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/** \struct Mesh_HL1
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* \brief Data structure for a mesh in HL1 MDL files.
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*/
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struct Mesh_HL1 {
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//! Can be interpreted as the number of triangles in the mesh.
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int32_t numtris;
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//! Offset to the start of the tris sequence.
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int32_t triindex;
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//! The skin index.
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int32_t skinref;
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//! The number of normals in the mesh.
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int32_t numnorms;
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//! Was "normindex".
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int32_t unused;
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} PACK_STRUCT;
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/** \struct Trivert
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* \brief Data structure for a trivert in HL1 MDL files.
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*/
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struct Trivert {
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//! Index into Model_HL1 vertex array.
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short vertindex;
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//! Index into Model_HL1 normal array.
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short normindex;
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//! Texture coordinates in absolute space (unnormalized).
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short s, t;
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} PACK_STRUCT;
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#include <assimp/Compiler/poppack1.h>
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#if (!defined AI_MDL_HL1_VERSION)
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#define AI_MDL_HL1_VERSION 10
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#endif
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#if (!defined AI_MDL_HL1_MAX_TRIANGLES)
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#define AI_MDL_HL1_MAX_TRIANGLES 20000
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#endif
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#if (!defined AI_MDL_HL1_MAX_VERTICES)
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#define AI_MDL_HL1_MAX_VERTICES 2048
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#endif
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#if (!defined AI_MDL_HL1_MAX_SEQUENCES)
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#define AI_MDL_HL1_MAX_SEQUENCES 2048
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#endif
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#if (!defined AI_MDL_HL1_MAX_SEQUENCE_GROUPS)
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#define AI_MDL_HL1_MAX_SEQUENCE_GROUPS 32
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#endif
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#if (!defined AI_MDL_HL1_MAX_TEXTURES)
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#define AI_MDL_HL1_MAX_TEXTURES 100
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#endif
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#if (!defined AI_MDL_HL1_MAX_SKIN_FAMILIES)
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#define AI_MDL_HL1_MAX_SKIN_FAMILIES 100
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#endif
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#if (!defined AI_MDL_HL1_MAX_BONES)
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#define AI_MDL_HL1_MAX_BONES 128
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#endif
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#if (!defined AI_MDL_HL1_MAX_BODYPARTS)
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#define AI_MDL_HL1_MAX_BODYPARTS 32
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#endif
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#if (!defined AI_MDL_HL1_MAX_MODELS)
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#define AI_MDL_HL1_MAX_MODELS 32
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#endif
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#if (!defined AI_MDL_HL1_MAX_MESHES)
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#define AI_MDL_HL1_MAX_MESHES 256
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#endif
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#if (!defined AI_MDL_HL1_MAX_EVENTS)
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#define AI_MDL_HL1_MAX_EVENTS 1024
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#endif
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#if (!defined AI_MDL_HL1_MAX_BONE_CONTROLLERS)
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#define AI_MDL_HL1_MAX_BONE_CONTROLLERS 8
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#endif
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#if (!defined AI_MDL_HL1_MAX_ATTACHMENTS)
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#define AI_MDL_HL1_MAX_ATTACHMENTS 512
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#endif
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// lighting options
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#if (!defined AI_MDL_HL1_STUDIO_NF_FLATSHADE)
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#define AI_MDL_HL1_STUDIO_NF_FLATSHADE 0x0001
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#endif
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#if (!defined AI_MDL_HL1_STUDIO_NF_CHROME)
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#define AI_MDL_HL1_STUDIO_NF_CHROME 0x0002
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#endif
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#if (!defined AI_MDL_HL1_STUDIO_NF_ADDITIVE)
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#define AI_MDL_HL1_STUDIO_NF_ADDITIVE 0x0020
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#endif
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#if (!defined AI_MDL_HL1_STUDIO_NF_MASKED)
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#define AI_MDL_HL1_STUDIO_NF_MASKED 0x0040
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#endif
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} // namespace HalfLife
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} // namespace MDL
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} // namespace Assimp
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#endif // AI_HL1FILEDATA_INCLUDED
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