assimp/code/MDRFileData.h

227 lines
6.7 KiB
C++

/*
Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Defines the helper data structures for importing MDR files */
#ifndef AI_MDRFILEHELPER_H_INC
#define AI_MDRFILEHELPER_H_INC
#include "../include/aiTypes.h"
#include "../include/aiMesh.h"
#include "../include/aiAnim.h"
#include "./../include/Compiler/pushpack1.h"
namespace Assimp {
namespace MDR {
// to make it easier for ourselfes, we test the magic word against both "endianesses"
#define MDR_MAKE(string) ((uint32_t)((string[0] << 24) + (string[1] << 16) + (string[2] << 8) + string[3]))
#define AI_MDR_MAGIC_NUMBER_BE MDR_MAKE("RDM5")
#define AI_MDR_MAGIC_NUMBER_LE MDR_MAKE("5MDR")
// common limitations
#define AI_MDR_VERSION 2
#define AI_MDR_MAXQPATH 64
#define AI_MDR_MAX_BONES 128
// ---------------------------------------------------------------------------
/** \brief Data structure for a vertex weight in a MDR file
*/
struct Weight
{
//! these are indexes into the boneReferences
//! not the global per-frame bone list
uint32_t boneIndex;
//! weight of this bone
float boneWeight;
//! offset of this bone
aiVector3D offset;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \brief Data structure for a vertex in a MDR file
*/
struct Vertex
{
aiVector3D normal;
aiVector2D texCoords;
uint32_t numWeights;
Weight weights; // variable sized
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \brief Data structure for a triangle in a MDR file
*/
struct Triangle
{
uint32_t indexes[3];
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \brief Data structure for a surface in a MDR file
*/
struct Surface
{
uint32_t ident;
char name[AI_MDR_MAXQPATH]; // polyset name
char shader[AI_MDR_MAXQPATH];
uint32_t shaderIndex;
int32_t ofsHeader; // this will be a negative number
uint32_t numVerts;
uint32_t ofsVerts;
uint32_t numTriangles;
uint32_t ofsTriangles;
// Bone references are a set of ints representing all the bones
// present in any vertex weights for this surface. This is
// needed because a model may have surfaces that need to be
// drawn at different sort times, and we don't want to have
// to re-interpolate all the bones for each surface.
uint32_t numBoneReferences;
uint32_t ofsBoneReferences;
uint32_t ofsEnd; // next surface follows
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \brief Data structure for a bone in a MDR file
*/
struct Bone
{
float matrix[3][4];
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \brief Data structure for a frame in a MDR file
*/
struct Frame {
aiVector3D bounds0,bounds1; // bounds of all surfaces of all LOD's for this frame
aiVector3D localOrigin; // midpoint of bounds, used for sphere cull
float radius; // dist from localOrigin to corner
char name[16];
Bone bones[1]; // [numBones]
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \brief Data structure for a compressed bone in a MDR file
*/
struct CompBone
{
unsigned char Comp[24]; // MC_COMP_BYTES is in MatComp.h, but don't want to couple
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \brief Data structure for a compressed frame in a MDR file
*/
struct CompFrame
{
aiVector3D bounds0,bounds1; // bounds of all surfaces of all LOD's for this frame
aiVector3D localOrigin; // midpoint of bounds, used for sphere cull
float radius; // dist from localOrigin to corner
CompBone bones[1]; // [numBones]
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \brief Data structure for a LOD in a MDR file
*/
struct LOD
{
uint32_t numSurfaces;
uint32_t ofsSurfaces; // first surface, others follow
uint32_t ofsEnd; // next lod follows
} ;
// ---------------------------------------------------------------------------
/** \brief Data structure for a tag (= attachment) in a MDR file
*/
struct Tag
{
uint32_t boneIndex;
char name[32];
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \brief Header data structure for a MDR file
*/
struct Header
{
uint32_t ident;
uint32_t version;
char name[AI_MDR_MAXQPATH];
// frames and bones are shared by all levels of detail
uint32_t numFrames;
uint32_t numBones;
uint32_t ofsFrames;
// each level of detail has completely separate sets of surfaces
uint32_t numLODs;
uint32_t ofsLODs;
uint32_t numTags;
uint32_t ofsTags;
uint32_t ofsEnd;
} PACK_STRUCT;
#include "./../include/Compiler/poppack1.h"
}}
#endif // !! AI_MDRFILEHELPER_H_INC