318 lines
8.0 KiB
C++
318 lines
8.0 KiB
C++
/*
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Open Asset Import Library (ASSIMP)
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----------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file Md3FileData.h
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*
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* @brief Defines helper data structures for importing MD3 files.
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* http://linux.ucla.edu/~phaethon/q3/formats/md3format.html
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*/
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#ifndef AI_MD3FILEHELPER_H_INC
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#define AI_MD3FILEHELPER_H_INC
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#include <string>
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#include <vector>
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#include <sstream>
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#include "../include/aiTypes.h"
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#include "../include/aiMesh.h"
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#include "../include/aiAnim.h"
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#include "./../include/Compiler/pushpack1.h"
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namespace Assimp {
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namespace MD3 {
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// to make it easier for ourselfes, we test the magic word against both "endianesses"
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#define MD3_MAKE(string) ((uint32_t)((string[0] << 24) + (string[1] << 16) + (string[2] << 8) + string[3]))
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#define AI_MD3_MAGIC_NUMBER_BE MD3_MAKE("IDP3")
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#define AI_MD3_MAGIC_NUMBER_LE MD3_MAKE("3PDI")
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// common limitations
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#define AI_MD3_VERSION 15
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#define AI_MD3_MAXQPATH 64
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#define AI_MD3_MAXFRAME 16
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#define AI_MD3_MAX_FRAMES 1024
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#define AI_MD3_MAX_TAGS 16
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#define AI_MD3_MAX_SURFACES 32
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#define AI_MD3_MAX_SHADERS 256
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#define AI_MD3_MAX_VERTS 4096
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#define AI_MD3_MAX_TRIANGLES 8192
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// master scale factor for all vertices in a MD3 model
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#define AI_MD3_XYZ_SCALE (1.0f/64.0f)
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// -------------------------------------------------------------------------------
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/** @brief Data structure for the MD3 main header
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*/
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struct Header
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{
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//! magic number
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uint32_t IDENT;
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//! file format version
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uint32_t VERSION;
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//! original name in .pak archive
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char NAME[ AI_MD3_MAXQPATH ];
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//! unknown
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int32_t FLAGS;
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//! number of frames in the file
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uint32_t NUM_FRAMES;
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//! number of tags in the file
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uint32_t NUM_TAGS;
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//! number of surfaces in the file
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uint32_t NUM_SURFACES;
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//! number of skins in the file
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uint32_t NUM_SKINS;
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//! offset of the first frame
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uint32_t OFS_FRAMES;
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//! offset of the first tag
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uint32_t OFS_TAGS;
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//! offset of the first surface
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uint32_t OFS_SURFACES;
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//! end of file
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uint32_t OFS_EOF;
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} PACK_STRUCT;
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// -------------------------------------------------------------------------------
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/** @brief Data structure for the frame header
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*/
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struct Frame
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{
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//! minimum bounds
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aiVector3D min;
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//! maximum bounds
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aiVector3D max;
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//! local origin for this frame
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aiVector3D origin;
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//! radius of bounding sphere
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float radius;
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//! name of frame
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char name[ AI_MD3_MAXFRAME ];
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} PACK_STRUCT;
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// -------------------------------------------------------------------------------
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/** @brief Data structure for the tag header
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*/
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struct Tag
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{
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//! name of the tag
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char NAME[ AI_MD3_MAXQPATH ];
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//! Local tag origin and orientation
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aiVector3D origin;
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float orientation[3][3];
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} PACK_STRUCT;
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// -------------------------------------------------------------------------------
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/** @brief Data structure for the surface header
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*/
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struct Surface
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{
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//! magic number
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int32_t IDENT;
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//! original name of the surface
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char NAME[ AI_MD3_MAXQPATH ];
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//! unknown
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int32_t FLAGS;
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//! number of frames in the surface
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uint32_t NUM_FRAMES;
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//! number of shaders in the surface
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uint32_t NUM_SHADER;
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//! number of vertices in the surface
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uint32_t NUM_VERTICES;
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//! number of triangles in the surface
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uint32_t NUM_TRIANGLES;
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//! offset to the triangle data
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uint32_t OFS_TRIANGLES;
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//! offset to the shader data
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uint32_t OFS_SHADERS;
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//! offset to the texture coordinate data
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uint32_t OFS_ST;
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//! offset to the vertex/normal data
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uint32_t OFS_XYZNORMAL;
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//! offset to the end of the Surface object
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int32_t OFS_END;
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} PACK_STRUCT;
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// -------------------------------------------------------------------------------
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/** @brief Data structure for a shader defined in there
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*/
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struct Shader
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{
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//! filename of the shader
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char NAME[ AI_MD3_MAXQPATH ];
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//! index of the shader
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uint32_t SHADER_INDEX;
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} PACK_STRUCT;
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// -------------------------------------------------------------------------------
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/** @brief Data structure for a triangle
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*/
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struct Triangle
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{
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//! triangle indices
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uint32_t INDEXES[3];
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} PACK_STRUCT;
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// -------------------------------------------------------------------------------
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/** @brief Data structure for an UV coord
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*/
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struct TexCoord
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{
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//! UV coordinates
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float U,V;
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} PACK_STRUCT;
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// -------------------------------------------------------------------------------
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/** @brief Data structure for a vertex
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*/
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struct Vertex
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{
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//! X/Y/Z coordinates
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int16_t X,Y,Z;
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//! encoded normal vector
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uint16_t NORMAL;
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} PACK_STRUCT;
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#include "./../include/Compiler/poppack1.h"
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// -------------------------------------------------------------------------------
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/** @brief Unpack a Q3 16 bit vector to its full float3 representation
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*
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* @param p_iNormal Input normal vector in latitude/longitude form
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* @param p_afOut Pointer to an array of three floats to receive the result
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*
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* @note This has been taken from q3 source (misc_model.c)
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*/
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inline void LatLngNormalToVec3(uint16_t p_iNormal, float* p_afOut)
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{
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float lat = (float)(( p_iNormal >> 8u ) & 0xff);
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float lng = (float)(( p_iNormal & 0xff ));
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lat *= 3.141926f/128.0f;
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lng *= 3.141926f/128.0f;
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p_afOut[0] = cosf(lat) * sinf(lng);
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p_afOut[1] = sinf(lat) * sinf(lng);
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p_afOut[2] = cosf(lng);
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return;
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}
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// -------------------------------------------------------------------------------
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/** @brief Pack a Q3 normal into 16bit latitute/longitude representation
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* @param p_vIn Input vector
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* @param p_iOut Output normal
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*
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* @note This has been taken from q3 source (mathlib.c)
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*/
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inline void Vec3NormalToLatLng( const aiVector3D& p_vIn, uint16_t& p_iOut )
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{
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// check for singularities
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if ( 0.0f == p_vIn[0] && 0.0f == p_vIn[1] )
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{
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if ( p_vIn[2] > 0.0f )
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{
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((unsigned char*)&p_iOut)[0] = 0;
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((unsigned char*)&p_iOut)[1] = 0; // lat = 0, long = 0
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}
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else
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{
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((unsigned char*)&p_iOut)[0] = 128;
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((unsigned char*)&p_iOut)[1] = 0; // lat = 0, long = 128
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}
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}
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else
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{
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int a, b;
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a = int(57.2957795f * ( atan2f( p_vIn[1], p_vIn[0] ) ) * (255.0f / 360.0f ));
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a &= 0xff;
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b = int(57.2957795f * ( acosf( p_vIn[2] ) ) * ( 255.0f / 360.0f ));
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b &= 0xff;
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((unsigned char*)&p_iOut)[0] = b; // longitude
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((unsigned char*)&p_iOut)[1] = a; // lattitude
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}
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}
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}
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}
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#endif // !! AI_MD3FILEHELPER_H_INC
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