274 lines
6.7 KiB
C++
274 lines
6.7 KiB
C++
/** @file Defines the helper data structures for importing MD3 files */
|
|
#ifndef AI_MD3FILEHELPER_H_INC
|
|
#define AI_MD3FILEHELPER_H_INC
|
|
|
|
#include <string>
|
|
#include <vector>
|
|
#include <sstream>
|
|
|
|
#include "../include/aiTypes.h"
|
|
#include "../include/aiMesh.h"
|
|
#include "../include/aiAnim.h"
|
|
|
|
#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
|
|
# pragma pack(push,1)
|
|
# define PACK_STRUCT
|
|
#elif defined( __GNUC__ )
|
|
# define PACK_STRUCT __attribute__((packed))
|
|
#else
|
|
# error Compiler not supported
|
|
#endif
|
|
|
|
|
|
namespace Assimp
|
|
{
|
|
// http://linux.ucla.edu/~phaethon/q3/formats/md3format.html
|
|
namespace MD3
|
|
{
|
|
|
|
#define AI_MD3_MAGIC_NUMBER_BE 'IDP3'
|
|
#define AI_MD3_MAGIC_NUMBER_LE '3PDI'
|
|
|
|
// common limitations
|
|
#define AI_MD3_VERSION 15
|
|
#define AI_MD3_MAXQPATH 64
|
|
#define AI_MD3_MAX_FRAMES 1024
|
|
#define AI_MD3_MAX_TAGS 16
|
|
#define AI_MD3_MAX_SURFACES 32
|
|
#define AI_MD3_MAX_SHADERS 256
|
|
#define AI_MD3_MAX_VERTS 4096
|
|
#define AI_MD3_MAX_TRIANGLES 8192
|
|
|
|
// master scale factor for all vertices in a MD3 model
|
|
#define AI_MD3_XYZ_SCALE (1.0f/64.0f)
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** \brief Data structure for the MD3 main header
|
|
*/
|
|
// ---------------------------------------------------------------------------
|
|
struct Header
|
|
{
|
|
// magic number
|
|
int32_t IDENT;
|
|
|
|
// file format version
|
|
int32_t VERSION;
|
|
|
|
// original name in .pak archive
|
|
unsigned char NAME[ AI_MD3_MAXQPATH ];
|
|
|
|
// unknown
|
|
int32_t FLAGS;
|
|
|
|
// number of frames in the file
|
|
int32_t NUM_FRAMES;
|
|
|
|
// number of tags in the file
|
|
int32_t NUM_TAGS;
|
|
|
|
// number of surfaces in the file
|
|
int32_t NUM_SURFACES;
|
|
|
|
// number of skins in the file
|
|
int32_t NUM_SKINS;
|
|
|
|
// offset of the first frame
|
|
int32_t OFS_FRAMES;
|
|
|
|
// offset of the first tag
|
|
int32_t OFS_TAGS;
|
|
|
|
// offset of the first surface
|
|
int32_t OFS_SURFACES;
|
|
|
|
// end of file
|
|
int32_t OFS_EOF;
|
|
} PACK_STRUCT;
|
|
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** \brief Data structure for the frame header
|
|
*/
|
|
// ---------------------------------------------------------------------------
|
|
struct Frame
|
|
{
|
|
// no need to define this, we won't need
|
|
} PACK_STRUCT;
|
|
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** \brief Data structure for the tag header
|
|
*/
|
|
// ---------------------------------------------------------------------------
|
|
struct Tag
|
|
{
|
|
// no need to define this, we won't need
|
|
} PACK_STRUCT;
|
|
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** \brief Data structure for the surface header
|
|
*/
|
|
// ---------------------------------------------------------------------------
|
|
struct Surface
|
|
{
|
|
// magic number
|
|
int32_t IDENT;
|
|
|
|
// original name of the surface
|
|
unsigned char NAME[ AI_MD3_MAXQPATH ];
|
|
|
|
// unknown
|
|
int32_t FLAGS;
|
|
|
|
// number of frames in the surface
|
|
int32_t NUM_FRAMES;
|
|
|
|
// number of shaders in the surface
|
|
int32_t NUM_SHADER;
|
|
|
|
// number of vertices in the surface
|
|
int32_t NUM_VERTICES;
|
|
|
|
// number of triangles in the surface
|
|
int32_t NUM_TRIANGLES;
|
|
|
|
|
|
// offset to the triangle data
|
|
int32_t OFS_TRIANGLES;
|
|
|
|
// offset to the shader data
|
|
int32_t OFS_SHADERS;
|
|
|
|
// offset to the texture coordinate data
|
|
int32_t OFS_ST;
|
|
|
|
// offset to the vertex/normal data
|
|
int32_t OFS_XYZNORMAL;
|
|
|
|
// offset to the end of the Surface object
|
|
int32_t OFS_END;
|
|
} PACK_STRUCT;
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** \brief Data structure for a shader
|
|
*/
|
|
// ---------------------------------------------------------------------------
|
|
struct Shader
|
|
{
|
|
// filename of the shader
|
|
unsigned char NAME[ AI_MD3_MAXQPATH ];
|
|
|
|
// index of the shader
|
|
int32_t SHADER_INDEX;
|
|
} PACK_STRUCT;
|
|
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** \brief Data structure for a triangle
|
|
*/
|
|
// ---------------------------------------------------------------------------
|
|
struct Triangle
|
|
{
|
|
// triangle indices
|
|
int32_t INDEXES[3];
|
|
} PACK_STRUCT;
|
|
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** \brief Data structure for an UV coord
|
|
*/
|
|
// ---------------------------------------------------------------------------
|
|
struct TexCoord
|
|
{
|
|
// UV coordinates
|
|
float U,V;
|
|
} PACK_STRUCT;
|
|
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** \brief Data structure for a vertex
|
|
*/
|
|
// ---------------------------------------------------------------------------
|
|
struct Vertex
|
|
{
|
|
// X/Y/Z coordinates
|
|
int16_t X,Y,Z;
|
|
|
|
// encoded normal vector
|
|
int16_t NORMAL;
|
|
} PACK_STRUCT;
|
|
|
|
// reset packing to the original value
|
|
#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
|
|
# pragma pack( pop )
|
|
#endif
|
|
#undef PACK_STRUCT
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** \brief Unpack a Q3 16 bit vector to its full float3 representation
|
|
*
|
|
* \param p_iNormal Input normal vector in latitude/longitude form
|
|
* \param p_afOut Pointer to an array of three floats to receive the result
|
|
*
|
|
* \note This has been taken from q3 source (misc_model.c)
|
|
*/
|
|
// ---------------------------------------------------------------------------
|
|
inline void LatLngNormalToVec3(uint16_t p_iNormal, float* p_afOut)
|
|
{
|
|
float lat = (float)(( p_iNormal >> 8 ) & 0xff);
|
|
float lng = (float)(( p_iNormal & 0xff ));
|
|
lat *= 3.141926f/128.0f;
|
|
lng *= 3.141926f/128.0f;
|
|
|
|
p_afOut[0] = cosf(lat) * sinf(lng);
|
|
p_afOut[1] = sinf(lat) * sinf(lng);
|
|
p_afOut[2] = cosf(lng);
|
|
return;
|
|
}
|
|
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** \brief Pack a Q3 normal into 16bit latitute/longitude representation
|
|
* \param p_vIn Input vector
|
|
* \param p_iOut Output normal
|
|
*
|
|
* \note This has been taken from q3 source (mathlib.c)
|
|
*/
|
|
// ---------------------------------------------------------------------------
|
|
inline void Vec3NormalToLatLng( const aiVector3D& p_vIn, uint16_t& p_iOut )
|
|
{
|
|
// check for singularities
|
|
if ( 0.0f == p_vIn[0] && 0.0f == p_vIn[1] )
|
|
{
|
|
if ( p_vIn[2] > 0.0f )
|
|
{
|
|
((unsigned char*)&p_iOut)[0] = 0;
|
|
((unsigned char*)&p_iOut)[1] = 0; // lat = 0, long = 0
|
|
}
|
|
else
|
|
{
|
|
((unsigned char*)&p_iOut)[0] = 128;
|
|
((unsigned char*)&p_iOut)[1] = 0; // lat = 0, long = 128
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int a, b;
|
|
|
|
a = int(57.2957795f * ( atan2f( p_vIn[1], p_vIn[0] ) ) * (255.0f / 360.0f ));
|
|
a &= 0xff;
|
|
|
|
b = int(57.2957795f * ( acosf( p_vIn[2] ) ) * ( 255.0f / 360.0f ));
|
|
b &= 0xff;
|
|
|
|
((unsigned char*)&p_iOut)[0] = b; // longitude
|
|
((unsigned char*)&p_iOut)[1] = a; // lattitude
|
|
}
|
|
}
|
|
|
|
};
|
|
};
|
|
|
|
#endif // !! AI_MD3FILEHELPER_H_INC
|