150 lines
4.4 KiB
C++
150 lines
4.4 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2022, 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
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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 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 HL2 MDL file format
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// and for the HalfLife text format (SMD)
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//
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// The specification has been taken from various sources on the internet.
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#ifndef AI_MDLFILEHELPER2_H_INC
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#define AI_MDLFILEHELPER2_H_INC
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#include <assimp/Compiler/pushpack1.h>
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namespace Assimp {
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namespace MDL {
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// magic bytes used in Half Life 2 MDL models
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#define AI_MDL_MAGIC_NUMBER_BE_HL2a AI_MAKE_MAGIC("IDST")
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#define AI_MDL_MAGIC_NUMBER_LE_HL2a AI_MAKE_MAGIC("TSDI")
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#define AI_MDL_MAGIC_NUMBER_BE_HL2b AI_MAKE_MAGIC("IDSQ")
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#define AI_MDL_MAGIC_NUMBER_LE_HL2b AI_MAKE_MAGIC("QSDI")
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// ---------------------------------------------------------------------------
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/** \struct Header_HL2
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* \brief Data structure for the HL2 main header
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*/
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// ---------------------------------------------------------------------------
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struct Header_HL2 {
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//! magic number: "IDST"/"IDSQ"
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char ident[4];
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//! Version number
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int32_t version;
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//! Original file name in pak ?
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char name[64];
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//! Length of file name/length of file?
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int32_t length;
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//! For viewer, ignored
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aiVector3D eyeposition;
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aiVector3D min;
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aiVector3D max;
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//! AABB of the model
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aiVector3D bbmin;
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aiVector3D bbmax;
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// File flags
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int32_t flags;
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//! NUmber of bones contained in the file
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int32_t numbones;
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int32_t boneindex;
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//! Number of bone controllers for bone animation
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int32_t numbonecontrollers;
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int32_t bonecontrollerindex;
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//! More bounding boxes ...
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int32_t numhitboxes;
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int32_t hitboxindex;
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//! Animation sequences in the file
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int32_t numseq;
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int32_t seqindex;
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//! Loaded sequences. Ignored
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int32_t numseqgroups;
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int32_t seqgroupindex;
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//! Raw texture data
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int32_t numtextures;
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int32_t textureindex;
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int32_t texturedataindex;
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//! Number of skins (=textures?)
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int32_t numskinref;
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int32_t numskinfamilies;
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int32_t skinindex;
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//! Number of parts
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int32_t numbodyparts;
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int32_t bodypartindex;
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//! attachable points for gameplay and physics
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int32_t numattachments;
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int32_t attachmentindex;
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//! Table of sound effects associated with the model
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int32_t soundtable;
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int32_t soundindex;
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int32_t soundgroups;
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int32_t soundgroupindex;
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//! Number of animation transitions
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int32_t numtransitions;
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int32_t transitionindex;
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} /* PACK_STRUCT */;
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#include <assimp/Compiler/poppack1.h>
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}
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} // end namespaces
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#endif // ! AI_MDLFILEHELPER2_H_INC
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