968 lines
25 KiB
C++
968 lines
25 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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// - Conitec's MED SDK
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// - Many quite long HEX-editor sessions
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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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#include "./../include/Compiler/pushpack1.h"
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namespace Assimp {
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namespace MDL {
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// to make it easier for ourselfes, we test the magic word against both "endianesses"
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#define MDL_MAKE(string) ((uint32_t)((string[0] << 24) + (string[1] << 16) + (string[2] << 8) + string[3]))
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// magic bytes used in Quake 1 MDL meshes
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#define AI_MDL_MAGIC_NUMBER_BE MDL_MAKE("IDPO")
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#define AI_MDL_MAGIC_NUMBER_LE MDL_MAKE("OPDI")
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// magic bytes used in GameStudio A<very low> MDL meshes
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#define AI_MDL_MAGIC_NUMBER_BE_GS3 MDL_MAKE("MDL2")
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#define AI_MDL_MAGIC_NUMBER_LE_GS3 MDL_MAKE("2LDM")
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// magic bytes used in GameStudio A4 MDL meshes
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#define AI_MDL_MAGIC_NUMBER_BE_GS4 MDL_MAKE("MDL3")
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#define AI_MDL_MAGIC_NUMBER_LE_GS4 MDL_MAKE("3LDM")
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// magic bytes used in GameStudio A5+ MDL meshes
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#define AI_MDL_MAGIC_NUMBER_BE_GS5a MDL_MAKE("MDL4")
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#define AI_MDL_MAGIC_NUMBER_LE_GS5a MDL_MAKE("4LDM")
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#define AI_MDL_MAGIC_NUMBER_BE_GS5b MDL_MAKE("MDL5")
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#define AI_MDL_MAGIC_NUMBER_LE_GS5b MDL_MAKE("5LDM")
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// magic bytes used in GameStudio A7+ MDL meshes
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#define AI_MDL_MAGIC_NUMBER_BE_GS7 MDL_MAKE("MDL7")
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#define AI_MDL_MAGIC_NUMBER_LE_GS7 MDL_MAKE("7LDM")
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// common limitations for Quake1 meshes. The loader does not check them,
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// (however it warns) 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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// material key that is set for dummy materials that are
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// just referencing another material
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#if (!defined AI_MDL7_REFERRER_MATERIAL)
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# define AI_MDL7_REFERRER_MATERIAL "&&&referrer&&&"
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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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struct Header
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{
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//! magic number: "IDPO"
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uint32_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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//! (MDLn formats: number of texture coordinates)
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int32_t synctype;
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//! State flag
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int32_t flags;
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//! Could be the total size of the file (and not a float)
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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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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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uint32_t bones_num;
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//! Number of groups in file
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uint32_t groups_num;
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//! Size of data in the file
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uint32_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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//! Size of the Bone_MDL7 data structure used in the file
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uint16_t bone_stc_size;
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//! Size of the Skin_MDL 7 data structure used in the file
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uint16_t skin_stc_size;
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//! Size of a single color (e.g. in a material)
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uint16_t colorvalue_stc_size;
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//! Size of the Material_MDL7 data structure used in the file
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uint16_t material_stc_size;
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//! Size of a texture coordinate set in the file
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uint16_t skinpoint_stc_size;
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//! Size of a triangle in the file
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uint16_t triangle_stc_size;
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//! Size of a normal vertex in the file
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uint16_t mainvertex_stc_size;
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//! Size of a per-frame animated vertex in the file
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//! (this is not supported)
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uint16_t framevertex_stc_size;
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//! Size of a bone animation matrix
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uint16_t bonetrans_stc_size;
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//! Size of the Frame_MDL7 data structure used in the file
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uint16_t frame_stc_size;
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \struct Bone_MDL7
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* \brief Data structure for a bone in a MDL7 file
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*/
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struct Bone_MDL7
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{
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//! Index of the parent bone of *this* bone. 0xffff means:
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//! "hey, I have no parent, I'm an orphan"
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uint16_t parent_index;
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uint8_t _unused_[2];
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//! Relative position of the bone (relative to the
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//! parent bone)
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float x,y,z;
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//! Optional name of the bone
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char name[1 /* DUMMY SIZE */];
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} PACK_STRUCT;
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#if (!defined AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_20_CHARS)
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# define AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_20_CHARS (16 + 20)
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#endif
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#if (!defined AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_32_CHARS)
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# define AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_32_CHARS (16 + 32)
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#endif
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#if (!defined AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_NOT_THERE)
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# define AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_NOT_THERE (16)
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#endif
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#if (!defined AI_MDL7_MAX_GROUPNAMESIZE)
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# define AI_MDL7_MAX_GROUPNAMESIZE 16
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#endif // ! AI_MDL7_MAX_GROUPNAMESIZE
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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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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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#if (!defined AI_MDL7_MAX_BONENAMESIZE)
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# define AI_MDL7_MAX_BONENAMESIZE 20
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#endif // !! AI_MDL7_MAX_BONENAMESIZE
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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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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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// ---------------------------------------------------------------------------
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/** \struct DeformerElement_MDL7
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* \brief Deformer element in a MDL7 file
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*/
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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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// ---------------------------------------------------------------------------
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/** \struct DeformerWeight_MDL7
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* \brief Deformer weight in a MDL7 file
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*/
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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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// don't know why this was in the original headers ...
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typedef int32_t MD7_MATERIAL_ASCDEFSIZE;
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// ---------------------------------------------------------------------------
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/** \struct ColorValue_MDL7
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* \brief Data structure for a color value in a MDL7 file
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*/
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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 Data structure for a Material in a MDL7 file
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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 - used by Quake1, MDL2, MDL3 and MDL4
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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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// ---------------------------------------------------------------------------
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/** \struct Skin
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* \brief Skin data structure #2 - used by MDL5, MDL6 and MDL7
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* \see Skin
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*/
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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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// maximum length of texture file name
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#if (!defined AI_MDL7_MAX_TEXNAMESIZE)
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# define AI_MDL7_MAX_TEXNAMESIZE 0x10
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#endif
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// ---------------------------------------------------------------------------
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/** \struct Skin_MDL7
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* \brief Skin data structure #3 - used by MDL7 and HMP7
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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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// ---------------------------------------------------------------------------
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/** \struct RGB565
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* \brief Data structure for a RGB565 pixel in a texture
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*/
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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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// ---------------------------------------------------------------------------
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/** \struct ARGB4
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* \brief Data structure for a ARGB4444 pixel in a texture
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*/
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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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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 used by the Quake1 MDL format
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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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// ---------------------------------------------------------------------------
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/** \struct TexCoord_MDL3
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* \brief Data structure for an UV coordinate in the 3DGS MDL3 format
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*/
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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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// ---------------------------------------------------------------------------
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/** \struct TexCoord_MDL7
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* \brief Data structure for an UV coordinate in the 3DGS MDL7 format
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*/
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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 SkinSet_MDL7
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* \brief Skin set data structure for the 3DGS MDL7 format
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* MDL7 references UV coordinates per face via an index list.
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* This allows the use of multiple skins per face with just one
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* UV coordinate set.
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*/
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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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// ---------------------------------------------------------------------------
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/** \struct Triangle
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* \brief Triangle data structure for the Quake1 MDL format
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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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|
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// ---------------------------------------------------------------------------
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/** \struct Triangle_MDL3
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* \brief Triangle data structure for the 3DGS MDL3 format
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*/
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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
|
|
uint16_t index_uv[3];
|
|
} PACK_STRUCT;
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** \struct Triangle_MDL7
|
|
* \brief Triangle data structure for the 3DGS MDL7 format
|
|
*/
|
|
struct Triangle_MDL7
|
|
{
|
|
//! Vertex indices
|
|
uint16_t v_index[3]; // size 6
|
|
|
|
//! Two skinsets. The second will be used for multi-texturing
|
|
SkinSet_MDL7 skinsets[2];
|
|
} PACK_STRUCT;
|
|
|
|
#if (!defined AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV)
|
|
# define AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV (6+sizeof(SkinSet_MDL7)-sizeof(uint32_t))
|
|
#endif
|
|
#if (!defined AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV_WITH_MATINDEX)
|
|
# define AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV_WITH_MATINDEX (6+sizeof(SkinSet_MDL7))
|
|
#endif
|
|
#if (!defined AI_MDL7_TRIANGLE_STD_SIZE_TWO_UV)
|
|
# define AI_MDL7_TRIANGLE_STD_SIZE_TWO_UV (6+2*sizeof(SkinSet_MDL7))
|
|
#endif
|
|
|
|
// Helper constants for Triangle::facesfront
|
|
#if (!defined AI_MDL_BACKFACE)
|
|
# define AI_MDL_BACKFACE 0x0
|
|
#endif
|
|
#if (!defined AI_MDL_FRONTFACE)
|
|
# define AI_MDL_FRONTFACE 0x1
|
|
#endif
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** \struct Vertex
|
|
* \brief Vertex data structure
|
|
*/
|
|
struct Vertex
|
|
{
|
|
uint8_t v[3];
|
|
uint8_t normalIndex;
|
|
} PACK_STRUCT;
|
|
|
|
|
|
// ---------------------------------------------------------------------------
|
|
struct Vertex_MDL4
|
|
{
|
|
uint16_t v[3];
|
|
uint8_t normalIndex;
|
|
uint8_t unused;
|
|
} PACK_STRUCT;
|
|
|
|
#define AI_MDL7_FRAMEVERTEX120503_STCSIZE 16
|
|
#define AI_MDL7_FRAMEVERTEX030305_STCSIZE 26
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** \struct Vertex_MDL7
|
|
* \brief Vertex data structure used in MDL7 files
|
|
*/
|
|
struct Vertex_MDL7
|
|
{
|
|
float x,y,z;
|
|
uint16_t vertindex; // = bone index
|
|
union {
|
|
uint8_t norm162index;
|
|
float norm[3];
|
|
};
|
|
} PACK_STRUCT;
|
|
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** \struct BoneTransform_MDL7
|
|
* \brief bone transformation matrix structure used in MDL7 files
|
|
*/
|
|
struct BoneTransform_MDL7
|
|
{
|
|
//! 4*3
|
|
float m [4*4];
|
|
|
|
//! the index of this vertex, 0.. header::bones_num - 1
|
|
uint16_t bone_index;
|
|
|
|
//! I HATE 3DGS AND THE SILLY DEVELOPER WHO DESIGNED
|
|
//! THIS STUPID FILE FORMAT!
|
|
int8_t _unused_[2];
|
|
} PACK_STRUCT;
|
|
|
|
|
|
#define AI_MDL7_MAX_FRAMENAMESIZE 16
|
|
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** \struct Frame_MDL7
|
|
* \brief Frame data structure used by MDL7 files
|
|
*/
|
|
struct Frame_MDL7
|
|
{
|
|
char frame_name[AI_MDL7_MAX_FRAMENAMESIZE];
|
|
uint32_t vertices_count;
|
|
uint32_t transmatrix_count;
|
|
};
|
|
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** \struct SimpleFrame
|
|
* \brief Data structure for a simple frame
|
|
*/
|
|
struct SimpleFrame
|
|
{
|
|
//! Minimum vertex of the bounding box
|
|
Vertex bboxmin;
|
|
|
|
//! Maximum vertex of the bounding box
|
|
Vertex bboxmax;
|
|
|
|
//! Name of the frame
|
|
char name[16];
|
|
|
|
//! Vertex list of the frame
|
|
Vertex *verts;
|
|
} PACK_STRUCT;
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** \struct Frame
|
|
* \brief Model frame data structure
|
|
*/
|
|
struct Frame
|
|
{
|
|
//! 0 = simple frame, !0 = group frame
|
|
int32_t type;
|
|
|
|
//! Frame data
|
|
SimpleFrame frame;
|
|
} PACK_STRUCT;
|
|
|
|
|
|
// ---------------------------------------------------------------------------
|
|
struct SimpleFrame_MDLn_SP
|
|
{
|
|
//! Minimum vertex of the bounding box
|
|
Vertex_MDL4 bboxmin;
|
|
|
|
//! Maximum vertex of the bounding box
|
|
Vertex_MDL4 bboxmax;
|
|
|
|
//! Name of the frame
|
|
char name[16];
|
|
|
|
//! Vertex list of the frame
|
|
Vertex_MDL4 *verts;
|
|
} PACK_STRUCT;
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** \struct GroupFrame
|
|
* \brief Data structure for a group of frames
|
|
*/
|
|
struct GroupFrame
|
|
{
|
|
//! 0 = simple frame, !0 = group frame
|
|
int32_t type;
|
|
|
|
//! Minimum vertex for all single frames
|
|
Vertex min;
|
|
|
|
//! Maximum vertex for all single frames
|
|
Vertex max;
|
|
|
|
//! Time for all single frames
|
|
float *time;
|
|
|
|
//! List of single frames
|
|
SimpleFrame *frames;
|
|
} PACK_STRUCT;
|
|
|
|
#include "./../include/Compiler/poppack1.h"
|
|
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** \struct IntFace_MDL7
|
|
* \brief Internal data structure to temporarily represent a face
|
|
*/
|
|
struct IntFace_MDL7
|
|
{
|
|
// provide a constructor for our own convenience
|
|
IntFace_MDL7()
|
|
{
|
|
// set everything to zero
|
|
mIndices[0] = mIndices[1] = mIndices[2] = 0;
|
|
iMatIndex[0] = iMatIndex[1] = 0;
|
|
}
|
|
|
|
//! Vertex indices
|
|
uint32_t mIndices[3];
|
|
|
|
//! Material index (maximally two channels, which are joined later)
|
|
unsigned int iMatIndex[2];
|
|
};
|
|
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** \struct IntMaterial_MDL7
|
|
* \brief Internal data structure to temporarily represent a material
|
|
* which has been created from two single materials along with the
|
|
* original material indices.
|
|
*/
|
|
struct IntMaterial_MDL7
|
|
{
|
|
// provide a constructor for our own convenience
|
|
IntMaterial_MDL7()
|
|
{
|
|
pcMat = NULL;
|
|
iOldMatIndices[0] = iOldMatIndices[1] = 0;
|
|
}
|
|
|
|
//! Material instance
|
|
MaterialHelper* pcMat;
|
|
|
|
//! Old material indices
|
|
unsigned int iOldMatIndices[2];
|
|
};
|
|
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** \struct IntBone_MDL7
|
|
* \brief Internal data structure to represent a bone in a MDL7 file with
|
|
* all of its animation channels assigned to it.
|
|
*/
|
|
struct IntBone_MDL7 : aiBone
|
|
{
|
|
//! Default constructor
|
|
IntBone_MDL7() : iParent (0xffff)
|
|
{
|
|
pkeyPositions.reserve(30);
|
|
pkeyScalings.reserve(30);
|
|
pkeyRotations.reserve(30);
|
|
}
|
|
|
|
//! Parent bone of the bone
|
|
uint64_t iParent;
|
|
|
|
//! Relative position of the bone
|
|
aiVector3D vPosition;
|
|
|
|
//! Array of position keys
|
|
std::vector<aiVectorKey> pkeyPositions;
|
|
|
|
//! Array of scaling keys
|
|
std::vector<aiVectorKey> pkeyScalings;
|
|
|
|
//! Array of rotation keys
|
|
std::vector<aiQuatKey> pkeyRotations;
|
|
};
|
|
|
|
// ---------------------------------------------------------------------------
|
|
//! Describes a MDL7 frame
|
|
struct IntFrameInfo_MDL7
|
|
{
|
|
//! Construction from an existing frame header
|
|
IntFrameInfo_MDL7(const MDL::Frame_MDL7* _pcFrame,unsigned int _iIndex)
|
|
: iIndex(_iIndex)
|
|
, pcFrame(_pcFrame)
|
|
{}
|
|
|
|
//! Index of the frame
|
|
unsigned int iIndex;
|
|
|
|
//! Points to the header of the frame
|
|
const MDL::Frame_MDL7* pcFrame;
|
|
};
|
|
|
|
// ---------------------------------------------------------------------------
|
|
//! Describes a MDL7 mesh group
|
|
struct IntGroupInfo_MDL7
|
|
{
|
|
//! Default constructor
|
|
IntGroupInfo_MDL7()
|
|
: iIndex(0)
|
|
, pcGroup(NULL)
|
|
, pcGroupUVs(NULL)
|
|
, pcGroupTris(NULL)
|
|
, pcGroupVerts(NULL)
|
|
{}
|
|
|
|
//! Construction from an existing group header
|
|
IntGroupInfo_MDL7(const MDL::Group_MDL7* _pcGroup,unsigned int _iIndex)
|
|
: iIndex(_iIndex)
|
|
, pcGroup(_pcGroup)
|
|
{}
|
|
|
|
//! Index of the group
|
|
unsigned int iIndex;
|
|
|
|
//! Points to the header of the group
|
|
const MDL::Group_MDL7* pcGroup;
|
|
|
|
//! Points to the beginning of the uv coordinate section
|
|
const MDL::TexCoord_MDL7* pcGroupUVs;
|
|
|
|
//! Points to the beginning of the triangle section
|
|
const MDL::Triangle_MDL7* pcGroupTris;
|
|
|
|
//! Points to the beginning of the vertex section
|
|
const MDL::Vertex_MDL7* pcGroupVerts;
|
|
};
|
|
|
|
// ---------------------------------------------------------------------------
|
|
//! Holds the data that belongs to a MDL7 mesh group
|
|
struct IntGroupData_MDL7
|
|
{
|
|
IntGroupData_MDL7()
|
|
: pcFaces(NULL), bNeed2UV(false)
|
|
{}
|
|
|
|
//! Array of faces that belong to the group
|
|
MDL::IntFace_MDL7* pcFaces;
|
|
|
|
//! Array of vertex positions
|
|
std::vector<aiVector3D> vPositions;
|
|
|
|
//! Array of vertex normals
|
|
std::vector<aiVector3D> vNormals;
|
|
|
|
//! Array of bones indices
|
|
std::vector<unsigned int> aiBones;
|
|
|
|
//! First UV coordinate set
|
|
std::vector<aiVector3D> vTextureCoords1;
|
|
|
|
//! Optional second UV coordinate set
|
|
std::vector<aiVector3D> vTextureCoords2;
|
|
|
|
//! Specifies whether there are two texture
|
|
//! coordinate sets required
|
|
bool bNeed2UV;
|
|
};
|
|
|
|
// ---------------------------------------------------------------------------
|
|
//! Holds data from an MDL7 file that is shared by all mesh groups
|
|
struct IntSharedData_MDL7
|
|
{
|
|
//! Default constructor
|
|
IntSharedData_MDL7()
|
|
{
|
|
abNeedMaterials.reserve(10);
|
|
}
|
|
|
|
//! Destruction: properly delete all allocated resources
|
|
~IntSharedData_MDL7()
|
|
{
|
|
// kill all bones
|
|
if (this->apcOutBones)
|
|
{
|
|
for (unsigned int m = 0; m < iNum;++m)
|
|
delete this->apcOutBones[m];
|
|
delete[] this->apcOutBones;
|
|
}
|
|
}
|
|
|
|
//! Specifies which materials are used
|
|
std::vector<bool> abNeedMaterials;
|
|
|
|
//! List of all materials
|
|
std::vector<MaterialHelper*> pcMats;
|
|
|
|
//! List of all bones
|
|
IntBone_MDL7** apcOutBones;
|
|
|
|
//! number of bones
|
|
unsigned int iNum;
|
|
};
|
|
|
|
// ---------------------------------------------------------------------------
|
|
//! Contains input data for GenerateOutputMeshes_3DGS_MDL7
|
|
struct IntSplittedGroupData_MDL7
|
|
{
|
|
//! Construction from a given shared data set
|
|
IntSplittedGroupData_MDL7(IntSharedData_MDL7& _shared,
|
|
std::vector<aiMesh*>& _avOutList)
|
|
|
|
: shared(_shared), avOutList(_avOutList)
|
|
{
|
|
}
|
|
|
|
//! Destruction: properly delete all allocated resources
|
|
~IntSplittedGroupData_MDL7()
|
|
{
|
|
// kill all face lists
|
|
if(this->aiSplit)
|
|
{
|
|
for (unsigned int m = 0; m < shared.pcMats.size();++m)
|
|
delete this->aiSplit[m];
|
|
delete[] this->aiSplit;
|
|
}
|
|
}
|
|
|
|
//! Contains a list of all faces per material
|
|
std::vector<unsigned int>** aiSplit;
|
|
|
|
//! Shared data for all groups of the model
|
|
IntSharedData_MDL7& shared;
|
|
|
|
//! List of meshes
|
|
std::vector<aiMesh*>& avOutList;
|
|
};
|
|
|
|
|
|
}
|
|
} // end namespaces
|
|
|
|
#endif // !! AI_MDLFILEHELPER_H_INC
|