1 /*
2 Open Asset Import Library (assimp)
3 ----------------------------------------------------------------------
4 
5 Copyright (c) 2006-2012, assimp team
6 All rights reserved.
7 
8 Redistribution and use of this software in source and binary forms,
9 with or without modification, are permitted provided that the
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11 
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13   copyright notice, this list of conditions and the
14   following disclaimer.
15 
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17   copyright notice, this list of conditions and the
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20 
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36 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
37 
38 ----------------------------------------------------------------------
39 */
40 
41 
42 /**
43  * @file  MDLFileData.h
44  * @brief Definition of in-memory structures for the MDL file format.
45  *
46  * The specification has been taken from various sources on the internet.
47  * - http://tfc.duke.free.fr/coding/mdl-specs-en.html
48  * - Conitec's MED SDK
49  * - Many quite long HEX-editor sessions
50  */
51 
52 #ifndef AI_MDLFILEHELPER_H_INC
53 #define AI_MDLFILEHELPER_H_INC
54 
55 #include "./../include/assimp/Compiler/pushpack1.h"
56 
57 namespace Assimp	{
58 namespace MDL	{
59 
60 // -------------------------------------------------------------------------------------
61 // to make it easier for us, we test the magic word against both "endianesses"
62 
63 // magic bytes used in Quake 1 MDL meshes
64 #define AI_MDL_MAGIC_NUMBER_BE	AI_MAKE_MAGIC("IDPO")
65 #define AI_MDL_MAGIC_NUMBER_LE	AI_MAKE_MAGIC("OPDI")
66 
67 // magic bytes used in GameStudio A<very  low> MDL meshes
68 #define AI_MDL_MAGIC_NUMBER_BE_GS3	AI_MAKE_MAGIC("MDL2")
69 #define AI_MDL_MAGIC_NUMBER_LE_GS3	AI_MAKE_MAGIC("2LDM")
70 
71 // magic bytes used in GameStudio A4 MDL meshes
72 #define AI_MDL_MAGIC_NUMBER_BE_GS4	AI_MAKE_MAGIC("MDL3")
73 #define AI_MDL_MAGIC_NUMBER_LE_GS4	AI_MAKE_MAGIC("3LDM")
74 
75 // magic bytes used in GameStudio A5+ MDL meshes
76 #define AI_MDL_MAGIC_NUMBER_BE_GS5a	AI_MAKE_MAGIC("MDL4")
77 #define AI_MDL_MAGIC_NUMBER_LE_GS5a	AI_MAKE_MAGIC("4LDM")
78 #define AI_MDL_MAGIC_NUMBER_BE_GS5b	AI_MAKE_MAGIC("MDL5")
79 #define AI_MDL_MAGIC_NUMBER_LE_GS5b	AI_MAKE_MAGIC("5LDM")
80 
81 // magic bytes used in GameStudio A7+ MDL meshes
82 #define AI_MDL_MAGIC_NUMBER_BE_GS7	AI_MAKE_MAGIC("MDL7")
83 #define AI_MDL_MAGIC_NUMBER_LE_GS7	AI_MAKE_MAGIC("7LDM")
84 
85 
86 // common limitations for Quake1 meshes. The loader does not check them,
87 // (however it warns) but models should not exceed these limits.
88 #if (!defined AI_MDL_VERSION)
89 #	define AI_MDL_VERSION				6
90 #endif
91 #if (!defined AI_MDL_MAX_FRAMES)
92 #	define AI_MDL_MAX_FRAMES			256
93 #endif
94 #if (!defined AI_MDL_MAX_UVS)
95 #	define AI_MDL_MAX_UVS				1024
96 #endif
97 #if (!defined AI_MDL_MAX_VERTS)
98 #	define AI_MDL_MAX_VERTS				1024
99 #endif
100 #if (!defined AI_MDL_MAX_TRIANGLES)
101 #	define AI_MDL_MAX_TRIANGLES			2048
102 #endif
103 
104 // material key that is set for dummy materials that are
105 // just referencing another material
106 #if (!defined AI_MDL7_REFERRER_MATERIAL)
107 #	define AI_MDL7_REFERRER_MATERIAL "&&&referrer&&&",0,0
108 #endif
109 
110 // -------------------------------------------------------------------------------------
111 /** \struct Header
112  *  \brief Data structure for the MDL main header
113  */
114 struct Header
115 {
116 	//! magic number: "IDPO"
117 	uint32_t ident;
118 
119 	//! version number: 6
120 	int32_t version;
121 
122 	//! scale factors for each axis
123 	aiVector3D scale;
124 
125 	//! translation factors for each axis
126 	aiVector3D translate;
127 
128 	//! bounding radius of the mesh
129 	float boundingradius;
130 
131 	//! Position of the viewer's exe. Ignored
132 	aiVector3D vEyePos;
133 
134 	//! Number of textures
135 	int32_t num_skins;
136 
137 	//! Texture width in pixels
138 	int32_t skinwidth;
139 
140 	//! Texture height in pixels
141 	int32_t skinheight;
142 
143 	//! Number of vertices contained in the file
144 	int32_t num_verts;
145 
146 	//! Number of triangles contained in the file
147 	int32_t num_tris;
148 
149 	//! Number of frames contained in the file
150 	int32_t num_frames;
151 
152 	//! 0 = synchron, 1 = random . Ignored
153 	//! (MDLn formats: number of texture coordinates)
154 	int32_t synctype;
155 
156 	//! State flag
157 	int32_t flags;
158 
159 	//! Could be the total size of the file (and not a float)
160 	float size;
161 } PACK_STRUCT;
162 
163 
164 // -------------------------------------------------------------------------------------
165 /** \struct Header_MDL7
166  *  \brief Data structure for the MDL 7 main header
167  */
168 struct Header_MDL7
169 {
170 	//! magic number: "MDL7"
171 	char	ident[4];
172 
173 	//! Version number. Ignored
174 	int32_t	version;
175 
176 	//! Number of bones in file
177 	uint32_t	bones_num;
178 
179 	//! Number of groups in file
180 	uint32_t	groups_num;
181 
182 	//! Size of data in the file
183 	uint32_t	data_size;
184 
185 	//! Ignored. Used to store entity specific information
186 	int32_t	entlump_size;
187 
188 	//! Ignored. Used to store MED related data
189 	int32_t	medlump_size;
190 
191 	//! Size of the Bone_MDL7 data structure used in the file
192 	uint16_t bone_stc_size;
193 
194 	//! Size of the Skin_MDL 7 data structure used in the file
195 	uint16_t skin_stc_size;
196 
197 	//! Size of a single color (e.g. in a material)
198 	uint16_t colorvalue_stc_size;
199 
200 	//! Size of the Material_MDL7 data structure used in the file
201 	uint16_t material_stc_size;
202 
203 	//! Size of a texture coordinate set in the file
204 	uint16_t skinpoint_stc_size;
205 
206 	//! Size of a triangle in the file
207 	uint16_t triangle_stc_size;
208 
209 	//! Size of a normal vertex in the file
210 	uint16_t mainvertex_stc_size;
211 
212 	//! Size of a per-frame animated vertex in the file
213 	//! (this is not supported)
214 	uint16_t framevertex_stc_size;
215 
216 	//! Size of a bone animation matrix
217 	uint16_t bonetrans_stc_size;
218 
219 	//! Size of the Frame_MDL7 data structure used in the file
220 	uint16_t frame_stc_size;
221 } PACK_STRUCT;
222 
223 
224 // -------------------------------------------------------------------------------------
225 /** \struct Bone_MDL7
226  *  \brief Data structure for a bone in a MDL7 file
227  */
228 struct Bone_MDL7
229 {
230 	//! Index of the parent bone of *this* bone. 0xffff means:
231 	//! "hey, I have no parent, I'm an orphan"
232 	uint16_t parent_index;
233 	uint8_t _unused_[2];
234 
235 	//! Relative position of the bone (relative to the
236 	//! parent bone)
237 	float x,y,z;
238 
239 	//! Optional name of the bone
240 	char name[1 /* DUMMY SIZE */];
241 } PACK_STRUCT;
242 
243 #if (!defined AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_20_CHARS)
244 #	define AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_20_CHARS (16 + 20)
245 #endif
246 
247 #if (!defined AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_32_CHARS)
248 #	define AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_32_CHARS (16 + 32)
249 #endif
250 
251 #if (!defined AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_NOT_THERE)
252 #	define AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_NOT_THERE (16)
253 #endif
254 
255 #if (!defined AI_MDL7_MAX_GROUPNAMESIZE)
256 #	define AI_MDL7_MAX_GROUPNAMESIZE	16
257 #endif // ! AI_MDL7_MAX_GROUPNAMESIZE
258 
259 // -------------------------------------------------------------------------------------
260 /** \struct Group_MDL7
261  *  \brief Group in a MDL7 file
262  */
263 struct Group_MDL7
264 {
265 	//! = '1' -> triangle based Mesh
266 	unsigned char	typ;
267 
268 	int8_t	deformers;
269 	int8_t	max_weights;
270 	int8_t	_unused_;
271 
272 	//! size of data for this group in bytes ( MD7_GROUP stc. included).
273 	int32_t	groupdata_size;
274 	char	name[AI_MDL7_MAX_GROUPNAMESIZE];
275 
276 	//! Number of skins
277 	int32_t	numskins;
278 
279 	//! Number of texture coordinates
280 	int32_t	num_stpts;
281 
282 	//! Number of triangles
283 	int32_t	numtris;
284 
285 	//! Number of vertices
286 	int32_t	numverts;
287 
288 	//! Number of frames
289 	int32_t	numframes;
290 } PACK_STRUCT;
291 
292 #define	AI_MDL7_SKINTYPE_MIPFLAG				0x08
293 #define	AI_MDL7_SKINTYPE_MATERIAL				0x10
294 #define	AI_MDL7_SKINTYPE_MATERIAL_ASCDEF		0x20
295 #define	AI_MDL7_SKINTYPE_RGBFLAG				0x80
296 
297 #if (!defined AI_MDL7_MAX_BONENAMESIZE)
298 #	define AI_MDL7_MAX_BONENAMESIZE 20
299 #endif // !! AI_MDL7_MAX_BONENAMESIZE
300 
301 // -------------------------------------------------------------------------------------
302 /** \struct Deformer_MDL7
303  *  \brief Deformer in a MDL7 file
304  */
305 struct Deformer_MDL7
306 {
307 	int8_t	deformer_version;		// 0
308 	int8_t	deformer_typ;			// 0 - bones
309 	int8_t	_unused_[2];
310 	int32_t	group_index;
311 	int32_t	elements;
312 	int32_t	deformerdata_size;
313 } PACK_STRUCT;
314 
315 
316 // -------------------------------------------------------------------------------------
317 /** \struct DeformerElement_MDL7
318  *  \brief Deformer element in a MDL7 file
319  */
320 struct DeformerElement_MDL7
321 {
322 	//! bei deformer_typ==0 (==bones) element_index == bone index
323 	int32_t	element_index;
324 	char	element_name[AI_MDL7_MAX_BONENAMESIZE];
325 	int32_t	weights;
326 } PACK_STRUCT;
327 
328 
329 // -------------------------------------------------------------------------------------
330 /** \struct DeformerWeight_MDL7
331  *  \brief Deformer weight in a MDL7 file
332  */
333 struct DeformerWeight_MDL7
334 {
335 	//! for deformer_typ==0 (==bones) index == vertex index
336 	int32_t	index;
337 	float	weight;
338 } PACK_STRUCT;
339 
340 
341 // don't know why this was in the original headers ...
342 typedef int32_t MD7_MATERIAL_ASCDEFSIZE;
343 
344 // -------------------------------------------------------------------------------------
345 /** \struct ColorValue_MDL7
346  *  \brief Data structure for a color value in a MDL7 file
347  */
348 struct ColorValue_MDL7
349 {
350 	float r,g,b,a;
351 } PACK_STRUCT;
352 
353 // -------------------------------------------------------------------------------------
354 /** \struct Material_MDL7
355  *  \brief Data structure for a Material in a MDL7 file
356  */
357 struct Material_MDL7
358 {
359 	//! Diffuse base color of the material
360 	ColorValue_MDL7	Diffuse;
361 
362 	//! Ambient base color of the material
363     ColorValue_MDL7	Ambient;
364 
365 	//! Specular base color of the material
366     ColorValue_MDL7	Specular;
367 
368 	//! Emissive base color of the material
369     ColorValue_MDL7	Emissive;
370 
371 	//! Phong power
372     float			Power;
373 } PACK_STRUCT;
374 
375 
376 // -------------------------------------------------------------------------------------
377 /** \struct Skin
378  *  \brief Skin data structure #1 - used by Quake1, MDL2, MDL3 and MDL4
379  */
380 struct Skin
381 {
382 	//! 0 = single (Skin), 1 = group (GroupSkin)
383 	//! For MDL3-5: Defines the type of the skin and there
384 	//! fore the size of the data to skip:
385 	//-------------------------------------------------------
386 	//! 2 for 565 RGB,
387 	//! 3 for 4444 ARGB,
388 	//! 10 for 565 mipmapped,
389 	//! 11 for 4444 mipmapped (bpp = 2),
390 	//! 12 for 888 RGB mipmapped (bpp = 3),
391 	//! 13 for 8888 ARGB mipmapped (bpp = 4)
392 	//-------------------------------------------------------
393 	int32_t group;
394 
395 	//! Texture data
396 	uint8_t *data;
397 } PACK_STRUCT;
398 
399 
400 // -------------------------------------------------------------------------------------
401 /** \struct Skin
402  *  \brief Skin data structure #2 - used by MDL5, MDL6 and MDL7
403  *  \see Skin
404  */
405 struct Skin_MDL5
406 {
407 	int32_t size, width, height;
408 	uint8_t *data;
409 } PACK_STRUCT;
410 
411 // maximum length of texture file name
412 #if (!defined AI_MDL7_MAX_TEXNAMESIZE)
413 #	define AI_MDL7_MAX_TEXNAMESIZE		0x10
414 #endif
415 
416 // ---------------------------------------------------------------------------
417 /** \struct Skin_MDL7
418  *  \brief Skin data structure #3 - used by MDL7 and HMP7
419  */
420 struct Skin_MDL7
421 {
422 	uint8_t			typ;
423 	int8_t			_unused_[3];
424 	int32_t			width;
425 	int32_t			height;
426 	char			texture_name[AI_MDL7_MAX_TEXNAMESIZE];
427 } PACK_STRUCT;
428 
429 // -------------------------------------------------------------------------------------
430 /** \struct RGB565
431  *  \brief Data structure for a RGB565 pixel in a texture
432  */
433 struct RGB565
434 {
435 	uint16_t r : 5;
436 	uint16_t g : 6;
437 	uint16_t b : 5;
438 } PACK_STRUCT;
439 
440 // -------------------------------------------------------------------------------------
441 /** \struct ARGB4
442  *  \brief Data structure for a ARGB4444 pixel in a texture
443  */
444 struct ARGB4
445 {
446 	uint16_t a : 4;
447 	uint16_t r : 4;
448 	uint16_t g : 4;
449 	uint16_t b : 4;
450 } PACK_STRUCT;
451 
452 // -------------------------------------------------------------------------------------
453 /** \struct GroupSkin
454  *  \brief Skin data structure #2 (group of pictures)
455  */
456 struct GroupSkin
457 {
458 	//! 0 = single (Skin), 1 = group (GroupSkin)
459     int32_t group;
460 
461 	//! Number of images
462 	int32_t nb;
463 
464 	//! Time for each image
465     float *time;
466 
467 	//! Data of each image
468 	uint8_t **data;
469 } PACK_STRUCT;
470 
471 // -------------------------------------------------------------------------------------
472 /** \struct TexCoord
473  *  \brief Texture coordinate data structure used by the Quake1 MDL format
474  */
475 struct TexCoord
476 {
477 	//! Is the vertex on the noundary between front and back piece?
478 	int32_t onseam;
479 
480 	//! Texture coordinate in the tx direction
481 	int32_t s;
482 
483 	//! Texture coordinate in the ty direction
484 	int32_t t;
485 } PACK_STRUCT;
486 
487 // -------------------------------------------------------------------------------------
488 /** \struct TexCoord_MDL3
489  *  \brief Data structure for an UV coordinate in the 3DGS MDL3 format
490  */
491 struct TexCoord_MDL3
492 {
493 	//! position, horizontally in range 0..skinwidth-1
494 	int16_t u;
495 
496 	//! position, vertically in range 0..skinheight-1
497 	int16_t v;
498 } PACK_STRUCT;
499 
500 // -------------------------------------------------------------------------------------
501 /** \struct TexCoord_MDL7
502  *  \brief Data structure for an UV coordinate in the 3DGS MDL7 format
503  */
504 struct TexCoord_MDL7
505 {
506 	//! position, horizontally in range 0..1
507 	float u;
508 
509 	//! position, vertically in range 0..1
510 	float v;
511 } PACK_STRUCT;
512 
513 // -------------------------------------------------------------------------------------
514 /** \struct SkinSet_MDL7
515  *  \brief Skin set data structure for the 3DGS MDL7 format
516  * MDL7 references UV coordinates per face via an index list.
517  * This allows the use of multiple skins per face with just one
518  * UV coordinate set.
519  */
520 struct SkinSet_MDL7
521 {
522 	//! Index into the UV coordinate list
523 	uint16_t	st_index[3]; // size 6
524 
525 	//! Material index
526 	int32_t		material;	 // size 4
527 } PACK_STRUCT;
528 
529 // -------------------------------------------------------------------------------------
530 /** \struct Triangle
531  *  \brief Triangle data structure for the Quake1 MDL format
532  */
533 struct Triangle
534 {
535 	//! 0 = backface, 1 = frontface
536 	int32_t facesfront;
537 
538 	//! Vertex indices
539 	int32_t vertex[3];
540 } PACK_STRUCT;
541 
542 // -------------------------------------------------------------------------------------
543 /** \struct Triangle_MDL3
544  *  \brief Triangle data structure for the 3DGS MDL3 format
545  */
546 struct Triangle_MDL3
547 {
548 	//!  Index of 3 3D vertices in range 0..numverts
549 	uint16_t index_xyz[3];
550 
551 	//! Index of 3 skin vertices in range 0..numskinverts
552 	uint16_t index_uv[3];
553 } PACK_STRUCT;
554 
555 // -------------------------------------------------------------------------------------
556 /** \struct Triangle_MDL7
557  *  \brief Triangle data structure for the 3DGS MDL7 format
558  */
559 struct Triangle_MDL7
560 {
561 	//! Vertex indices
562 	uint16_t   v_index[3]; 	// size 6
563 
564 	//! Two skinsets. The second will be used for multi-texturing
565 	SkinSet_MDL7  skinsets[2];
566 } PACK_STRUCT;
567 
568 #if (!defined AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV)
569 #	define AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV (6+sizeof(SkinSet_MDL7)-sizeof(uint32_t))
570 #endif
571 #if (!defined AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV_WITH_MATINDEX)
572 #	define AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV_WITH_MATINDEX (6+sizeof(SkinSet_MDL7))
573 #endif
574 #if (!defined AI_MDL7_TRIANGLE_STD_SIZE_TWO_UV)
575 #	define AI_MDL7_TRIANGLE_STD_SIZE_TWO_UV (6+2*sizeof(SkinSet_MDL7))
576 #endif
577 
578 // Helper constants for Triangle::facesfront
579 #if (!defined AI_MDL_BACKFACE)
580 #	define AI_MDL_BACKFACE			0x0
581 #endif
582 #if (!defined  AI_MDL_FRONTFACE)
583 #	define AI_MDL_FRONTFACE			0x1
584 #endif
585 
586 // -------------------------------------------------------------------------------------
587 /** \struct Vertex
588  *  \brief Vertex data structure
589  */
590 struct Vertex
591 {
592 	uint8_t v[3];
593 	uint8_t normalIndex;
594 } PACK_STRUCT;
595 
596 
597 // -------------------------------------------------------------------------------------
598 struct Vertex_MDL4
599 {
600 	uint16_t v[3];
601 	uint8_t normalIndex;
602 	uint8_t unused;
603 } PACK_STRUCT;
604 
605 #define AI_MDL7_FRAMEVERTEX120503_STCSIZE		16
606 #define AI_MDL7_FRAMEVERTEX030305_STCSIZE		26
607 
608 // -------------------------------------------------------------------------------------
609 /** \struct Vertex_MDL7
610  *  \brief Vertex data structure used in MDL7 files
611  */
612 struct Vertex_MDL7
613 {
614 	float	x,y,z;
615 	uint16_t vertindex;	// = bone index
616 	union {
617 		uint8_t norm162index;
618 		float norm[3];
619 	};
620 } PACK_STRUCT;
621 
622 
623 // -------------------------------------------------------------------------------------
624 /** \struct BoneTransform_MDL7
625  *  \brief bone transformation matrix structure used in MDL7 files
626  */
627 struct BoneTransform_MDL7
628 {
629 	//! 4*3
630 	float	m [4*4];
631 
632 	//! the index of this vertex, 0.. header::bones_num - 1
633 	uint16_t bone_index;
634 
635 	//! I HATE 3DGS AND THE SILLY DEVELOPER WHO DESIGNED
636 	//! THIS STUPID FILE FORMAT!
637 	int8_t _unused_[2];
638 } PACK_STRUCT;
639 
640 
641 #define AI_MDL7_MAX_FRAMENAMESIZE		16
642 
643 
644 // -------------------------------------------------------------------------------------
645 /** \struct Frame_MDL7
646  *  \brief Frame data structure used by MDL7 files
647  */
648 struct Frame_MDL7
649 {
650 	char	frame_name[AI_MDL7_MAX_FRAMENAMESIZE];
651 	uint32_t	vertices_count;
652 	uint32_t	transmatrix_count;
653 };
654 
655 
656 // -------------------------------------------------------------------------------------
657 /** \struct SimpleFrame
658  *  \brief Data structure for a simple frame
659  */
660 struct SimpleFrame
661 {
662 	//! Minimum vertex of the bounding box
663 	Vertex bboxmin;
664 
665 	//! Maximum vertex of the bounding box
666 	Vertex bboxmax;
667 
668 	//! Name of the frame
669 	char name[16];
670 
671 	//! Vertex list of the frame
672 	Vertex *verts;
673 } PACK_STRUCT;
674 
675 // -------------------------------------------------------------------------------------
676 /** \struct Frame
677  *  \brief Model frame data structure
678  */
679 struct Frame
680 {
681 	//! 0 = simple frame, !0 = group frame
682 	int32_t type;
683 
684 	//! Frame data
685 	SimpleFrame frame;
686 } PACK_STRUCT;
687 
688 
689 // -------------------------------------------------------------------------------------
690 struct SimpleFrame_MDLn_SP
691 {
692 	//! Minimum vertex of the bounding box
693 	Vertex_MDL4 bboxmin;
694 
695 	//! Maximum vertex of the bounding box
696 	Vertex_MDL4 bboxmax;
697 
698 	//! Name of the frame
699 	char name[16];
700 
701 	//! Vertex list of the frame
702 	Vertex_MDL4 *verts;
703 } PACK_STRUCT;
704 
705 // -------------------------------------------------------------------------------------
706 /** \struct GroupFrame
707  *  \brief Data structure for a group of frames
708  */
709 struct GroupFrame
710 {
711 	//! 0 = simple frame, !0 = group frame
712 	int32_t type;
713 
714 	//! Minimum vertex for all single frames
715 	Vertex min;
716 
717 	//! Maximum vertex for all single frames
718 	Vertex max;
719 
720 	//! Time for all single frames
721 	float *time;
722 
723 	//! List of single frames
724 	SimpleFrame *frames;
725 } PACK_STRUCT;
726 
727 #include "./../include/assimp/Compiler/poppack1.h"
728 
729 // -------------------------------------------------------------------------------------
730 /** \struct IntFace_MDL7
731  *  \brief Internal data structure to temporarily represent a face
732  */
733 struct IntFace_MDL7
734 {
735 	// provide a constructor for our own convenience
IntFace_MDL7IntFace_MDL7736 	IntFace_MDL7()
737 	{
738 		// set everything to zero
739 		mIndices[0] = mIndices[1] = mIndices[2] = 0;
740 		iMatIndex[0] = iMatIndex[1] = 0;
741 	}
742 
743 	//! Vertex indices
744 	uint32_t mIndices[3];
745 
746 	//! Material index (maximally two channels, which are joined later)
747 	unsigned int iMatIndex[2];
748 };
749 
750 // -------------------------------------------------------------------------------------
751 /** \struct IntMaterial_MDL7
752  *  \brief Internal data structure to temporarily represent a material
753  *  which has been created from two single materials along with the
754  *  original material indices.
755  */
756 struct IntMaterial_MDL7
757 {
758 	// provide a constructor for our own convenience
IntMaterial_MDL7IntMaterial_MDL7759 	IntMaterial_MDL7()
760 	{
761 		pcMat = NULL;
762 		iOldMatIndices[0] = iOldMatIndices[1] = 0;
763 	}
764 
765 	//! Material instance
766 	aiMaterial* pcMat;
767 
768 	//! Old material indices
769 	unsigned int iOldMatIndices[2];
770 };
771 
772 // -------------------------------------------------------------------------------------
773 /** \struct IntBone_MDL7
774  *  \brief Internal data structure to represent a bone in a MDL7 file with
775  *  all of its animation channels assigned to it.
776  */
777 struct IntBone_MDL7 : aiBone
778 {
779 	//! Default constructor
IntBone_MDL7IntBone_MDL7780 	IntBone_MDL7() : iParent (0xffff)
781 	{
782 		pkeyPositions.reserve(30);
783 		pkeyScalings.reserve(30);
784 		pkeyRotations.reserve(30);
785 	}
786 
787 	//! Parent bone of the bone
788 	uint64_t iParent;
789 
790 	//! Relative position of the bone
791 	aiVector3D vPosition;
792 
793 	//! Array of position keys
794 	std::vector<aiVectorKey> pkeyPositions;
795 
796 	//! Array of scaling keys
797 	std::vector<aiVectorKey> pkeyScalings;
798 
799 	//! Array of rotation keys
800 	std::vector<aiQuatKey> pkeyRotations;
801 };
802 
803 // -------------------------------------------------------------------------------------
804 //! Describes a MDL7 frame
805 struct IntFrameInfo_MDL7
806 {
807 	//! Construction from an existing frame header
IntFrameInfo_MDL7IntFrameInfo_MDL7808 	IntFrameInfo_MDL7(BE_NCONST MDL::Frame_MDL7* _pcFrame,unsigned int _iIndex)
809 		: iIndex(_iIndex)
810 		, pcFrame(_pcFrame)
811 	{}
812 
813 	//! Index of the frame
814 	unsigned int iIndex;
815 
816 	//! Points to the header of the frame
817 	BE_NCONST MDL::Frame_MDL7*	pcFrame;
818 };
819 
820 // -------------------------------------------------------------------------------------
821 //! Describes a MDL7 mesh group
822 struct IntGroupInfo_MDL7
823 {
824 	//! Default constructor
IntGroupInfo_MDL7IntGroupInfo_MDL7825 	IntGroupInfo_MDL7()
826 		:	iIndex(0)
827 		,	pcGroup(NULL)
828 		,	pcGroupUVs(NULL)
829 		,	pcGroupTris(NULL)
830 		,	pcGroupVerts(NULL)
831 		{}
832 
833 	//! Construction from an existing group header
IntGroupInfo_MDL7IntGroupInfo_MDL7834 	IntGroupInfo_MDL7(BE_NCONST MDL::Group_MDL7* _pcGroup, unsigned int _iIndex)
835 		:	iIndex(_iIndex)
836 		,	pcGroup(_pcGroup)
837 	{}
838 
839 	//! Index of the group
840 	unsigned int iIndex;
841 
842 	//! Points to the header of the group
843 	BE_NCONST MDL::Group_MDL7*		pcGroup;
844 
845 	//! Points to the beginning of the uv coordinate section
846 	BE_NCONST MDL::TexCoord_MDL7*	pcGroupUVs;
847 
848 	//! Points to the beginning of the triangle section
849 	MDL::Triangle_MDL7*	pcGroupTris;
850 
851 	//! Points to the beginning of the vertex section
852 	BE_NCONST MDL::Vertex_MDL7*		pcGroupVerts;
853 };
854 
855 // -------------------------------------------------------------------------------------
856 //! Holds the data that belongs to a MDL7 mesh group
857 struct IntGroupData_MDL7
858 {
IntGroupData_MDL7IntGroupData_MDL7859 	IntGroupData_MDL7()
860 		: pcFaces(NULL), bNeed2UV(false)
861 	{}
862 
863 	//! Array of faces that belong to the group
864 	MDL::IntFace_MDL7* pcFaces;
865 
866 	//! Array of vertex positions
867 	std::vector<aiVector3D>		vPositions;
868 
869 	//! Array of vertex normals
870 	std::vector<aiVector3D>		vNormals;
871 
872 	//! Array of bones indices
873 	std::vector<unsigned int>	aiBones;
874 
875 	//! First UV coordinate set
876 	std::vector<aiVector3D>		vTextureCoords1;
877 
878 	//! Optional second UV coordinate set
879 	std::vector<aiVector3D>		vTextureCoords2;
880 
881 	//! Specifies whether there are two texture
882 	//! coordinate sets required
883 	bool bNeed2UV;
884 };
885 
886 // -------------------------------------------------------------------------------------
887 //! Holds data from an MDL7 file that is shared by all mesh groups
888 struct IntSharedData_MDL7
889 {
890 	//! Default constructor
IntSharedData_MDL7IntSharedData_MDL7891 	IntSharedData_MDL7()
892 	{
893 		abNeedMaterials.reserve(10);
894 	}
895 
896 	//! Destruction: properly delete all allocated resources
~IntSharedData_MDL7IntSharedData_MDL7897 	~IntSharedData_MDL7()
898 	{
899 		// kill all bones
900 		if (this->apcOutBones)
901 		{
902 			for (unsigned int m = 0; m < iNum;++m)
903 				delete this->apcOutBones[m];
904 			delete[] this->apcOutBones;
905 		}
906 	}
907 
908 	//! Specifies which materials are used
909 	std::vector<bool> abNeedMaterials;
910 
911 	//! List of all materials
912 	std::vector<aiMaterial*> pcMats;
913 
914 	//! List of all bones
915 	IntBone_MDL7** apcOutBones;
916 
917 	//! number of bones
918 	unsigned int iNum;
919 };
920 
921 // -------------------------------------------------------------------------------------
922 //! Contains input data for GenerateOutputMeshes_3DGS_MDL7
923 struct IntSplitGroupData_MDL7
924 {
925 	//! Construction from a given shared data set
IntSplitGroupData_MDL7IntSplitGroupData_MDL7926 	IntSplitGroupData_MDL7(IntSharedData_MDL7& _shared,
927 		std::vector<aiMesh*>& _avOutList)
928 
929 		: shared(_shared), avOutList(_avOutList)
930 	{
931 	}
932 
933 	//! Destruction: properly delete all allocated resources
~IntSplitGroupData_MDL7IntSplitGroupData_MDL7934 	~IntSplitGroupData_MDL7()
935 	{
936 		// kill all face lists
937 		if(this->aiSplit)
938 		{
939 			for (unsigned int m = 0; m < shared.pcMats.size();++m)
940 				delete this->aiSplit[m];
941 			delete[] this->aiSplit;
942 		}
943 	}
944 
945 	//! Contains a list of all faces per material
946 	std::vector<unsigned int>** aiSplit;
947 
948 	//! Shared data for all groups of the model
949 	IntSharedData_MDL7& shared;
950 
951 	//! List of meshes
952 	std::vector<aiMesh*>& avOutList;
953 };
954 
955 
956 }
957 } // end namespaces
958 
959 #endif // !! AI_MDLFILEHELPER_H_INC
960