1 /*
2 Open Asset Import Library (assimp)
3 ----------------------------------------------------------------------
4 
5 Copyright (c) 2006-2017, assimp team
6 
7 All rights reserved.
8 
9 Redistribution and use of this software in source and binary forms,
10 with or without modification, are permitted provided that the
11 following conditions are met:
12 
13 * Redistributions of source code must retain the above
14   copyright notice, this list of conditions and the
15   following disclaimer.
16 
17 * Redistributions in binary form must reproduce the above
18   copyright notice, this list of conditions and the
19   following disclaimer in the documentation and/or other
20   materials provided with the distribution.
21 
22 * Neither the name of the assimp team, nor the names of its
23   contributors may be used to endorse or promote products
24   derived from this software without specific prior
25   written permission of the assimp team.
26 
27 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
28 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
29 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
30 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
31 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
32 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
33 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
34 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
35 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
36 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
37 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
38 
39 ----------------------------------------------------------------------
40 */
41 
42 
43 /**
44  * @file  MDLFileData.h
45  * @brief Definition of in-memory structures for the MDL file format.
46  *
47  * The specification has been taken from various sources on the internet.
48  * - http://tfc.duke.free.fr/coding/mdl-specs-en.html
49  * - Conitec's MED SDK
50  * - Many quite long HEX-editor sessions
51  */
52 
53 #ifndef AI_MDLFILEHELPER_H_INC
54 #define AI_MDLFILEHELPER_H_INC
55 
56 #include <assimp/anim.h>
57 #include <assimp/mesh.h>
58 #include <assimp/Compiler/pushpack1.h>
59 #include "ByteSwapper.h"
60 #include <stdint.h>
61 #include <vector>
62 
63 struct aiMaterial;
64 
65 namespace Assimp    {
66 namespace MDL   {
67 
68 // -------------------------------------------------------------------------------------
69 // to make it easier for us, we test the magic word against both "endianesses"
70 
71 // magic bytes used in Quake 1 MDL meshes
72 #define AI_MDL_MAGIC_NUMBER_BE  AI_MAKE_MAGIC("IDPO")
73 #define AI_MDL_MAGIC_NUMBER_LE  AI_MAKE_MAGIC("OPDI")
74 
75 // magic bytes used in GameStudio A<very  low> MDL meshes
76 #define AI_MDL_MAGIC_NUMBER_BE_GS3  AI_MAKE_MAGIC("MDL2")
77 #define AI_MDL_MAGIC_NUMBER_LE_GS3  AI_MAKE_MAGIC("2LDM")
78 
79 // magic bytes used in GameStudio A4 MDL meshes
80 #define AI_MDL_MAGIC_NUMBER_BE_GS4  AI_MAKE_MAGIC("MDL3")
81 #define AI_MDL_MAGIC_NUMBER_LE_GS4  AI_MAKE_MAGIC("3LDM")
82 
83 // magic bytes used in GameStudio A5+ MDL meshes
84 #define AI_MDL_MAGIC_NUMBER_BE_GS5a AI_MAKE_MAGIC("MDL4")
85 #define AI_MDL_MAGIC_NUMBER_LE_GS5a AI_MAKE_MAGIC("4LDM")
86 #define AI_MDL_MAGIC_NUMBER_BE_GS5b AI_MAKE_MAGIC("MDL5")
87 #define AI_MDL_MAGIC_NUMBER_LE_GS5b AI_MAKE_MAGIC("5LDM")
88 
89 // magic bytes used in GameStudio A7+ MDL meshes
90 #define AI_MDL_MAGIC_NUMBER_BE_GS7  AI_MAKE_MAGIC("MDL7")
91 #define AI_MDL_MAGIC_NUMBER_LE_GS7  AI_MAKE_MAGIC("7LDM")
92 
93 // common limitations for Quake1 meshes. The loader does not check them,
94 // (however it warns) but models should not exceed these limits.
95 #if (!defined AI_MDL_VERSION)
96 #   define AI_MDL_VERSION               6
97 #endif
98 #if (!defined AI_MDL_MAX_FRAMES)
99 #   define AI_MDL_MAX_FRAMES            256
100 #endif
101 #if (!defined AI_MDL_MAX_UVS)
102 #   define AI_MDL_MAX_UVS               1024
103 #endif
104 #if (!defined AI_MDL_MAX_VERTS)
105 #   define AI_MDL_MAX_VERTS             1024
106 #endif
107 #if (!defined AI_MDL_MAX_TRIANGLES)
108 #   define AI_MDL_MAX_TRIANGLES         2048
109 #endif
110 
111 // material key that is set for dummy materials that are
112 // just referencing another material
113 #if (!defined AI_MDL7_REFERRER_MATERIAL)
114 #   define AI_MDL7_REFERRER_MATERIAL "&&&referrer&&&",0,0
115 #endif
116 
117 // -------------------------------------------------------------------------------------
118 /** \struct Header
119  *  \brief Data structure for the MDL main header
120  */
121 struct Header {
122     //! magic number: "IDPO"
123     uint32_t ident;
124 
125     //! version number: 6
126     int32_t version;
127 
128     //! scale factors for each axis
129     ai_real scale[3];
130 
131     //! translation factors for each axis
132     ai_real translate[3];
133 
134     //! bounding radius of the mesh
135     float boundingradius;
136 
137     //! Position of the viewer's exe. Ignored
138     ai_real vEyePos[3];
139 
140     //! Number of textures
141     int32_t num_skins;
142 
143     //! Texture width in pixels
144     int32_t skinwidth;
145 
146     //! Texture height in pixels
147     int32_t skinheight;
148 
149     //! Number of vertices contained in the file
150     int32_t num_verts;
151 
152     //! Number of triangles contained in the file
153     int32_t num_tris;
154 
155     //! Number of frames contained in the file
156     int32_t num_frames;
157 
158     //! 0 = synchron, 1 = random . Ignored
159     //! (MDLn formats: number of texture coordinates)
160     int32_t synctype;
161 
162     //! State flag
163     int32_t flags;
164 
165     //! Could be the total size of the file (and not a float)
166     float size;
167 } PACK_STRUCT;
168 
169 
170 // -------------------------------------------------------------------------------------
171 /** \struct Header_MDL7
172  *  \brief Data structure for the MDL 7 main header
173  */
174 struct Header_MDL7 {
175     //! magic number: "MDL7"
176     char    ident[4];
177 
178     //! Version number. Ignored
179     int32_t version;
180 
181     //! Number of bones in file
182     uint32_t    bones_num;
183 
184     //! Number of groups in file
185     uint32_t    groups_num;
186 
187     //! Size of data in the file
188     uint32_t    data_size;
189 
190     //! Ignored. Used to store entity specific information
191     int32_t entlump_size;
192 
193     //! Ignored. Used to store MED related data
194     int32_t medlump_size;
195 
196     //! Size of the Bone_MDL7 data structure used in the file
197     uint16_t bone_stc_size;
198 
199     //! Size of the Skin_MDL 7 data structure used in the file
200     uint16_t skin_stc_size;
201 
202     //! Size of a single color (e.g. in a material)
203     uint16_t colorvalue_stc_size;
204 
205     //! Size of the Material_MDL7 data structure used in the file
206     uint16_t material_stc_size;
207 
208     //! Size of a texture coordinate set in the file
209     uint16_t skinpoint_stc_size;
210 
211     //! Size of a triangle in the file
212     uint16_t triangle_stc_size;
213 
214     //! Size of a normal vertex in the file
215     uint16_t mainvertex_stc_size;
216 
217     //! Size of a per-frame animated vertex in the file
218     //! (this is not supported)
219     uint16_t framevertex_stc_size;
220 
221     //! Size of a bone animation matrix
222     uint16_t bonetrans_stc_size;
223 
224     //! Size of the Frame_MDL7 data structure used in the file
225     uint16_t frame_stc_size;
226 } PACK_STRUCT;
227 
228 
229 // -------------------------------------------------------------------------------------
230 /** \struct Bone_MDL7
231  *  \brief Data structure for a bone in a MDL7 file
232  */
233 struct Bone_MDL7 {
234     //! Index of the parent bone of *this* bone. 0xffff means:
235     //! "hey, I have no parent, I'm an orphan"
236     uint16_t parent_index;
237     uint8_t _unused_[2];
238 
239     //! Relative position of the bone (relative to the
240     //! parent bone)
241     float x,y,z;
242 
243     //! Optional name of the bone
244     char name[1 /* DUMMY SIZE */];
245 } PACK_STRUCT;
246 
247 #if (!defined AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_20_CHARS)
248 #   define AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_20_CHARS (16 + 20)
249 #endif
250 
251 #if (!defined AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_32_CHARS)
252 #   define AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_32_CHARS (16 + 32)
253 #endif
254 
255 #if (!defined AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_NOT_THERE)
256 #   define AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_NOT_THERE (16)
257 #endif
258 
259 #if (!defined AI_MDL7_MAX_GROUPNAMESIZE)
260 #   define AI_MDL7_MAX_GROUPNAMESIZE    16
261 #endif // ! AI_MDL7_MAX_GROUPNAMESIZE
262 
263 // -------------------------------------------------------------------------------------
264 /** \struct Group_MDL7
265  *  \brief Group in a MDL7 file
266  */
267 struct Group_MDL7 {
268     //! = '1' -> triangle based Mesh
269     unsigned char   typ;
270 
271     int8_t  deformers;
272     int8_t  max_weights;
273     int8_t  _unused_;
274 
275     //! size of data for this group in bytes ( MD7_GROUP stc. included).
276     int32_t groupdata_size;
277     char    name[AI_MDL7_MAX_GROUPNAMESIZE];
278 
279     //! Number of skins
280     int32_t numskins;
281 
282     //! Number of texture coordinates
283     int32_t num_stpts;
284 
285     //! Number of triangles
286     int32_t numtris;
287 
288     //! Number of vertices
289     int32_t numverts;
290 
291     //! Number of frames
292     int32_t numframes;
293 } PACK_STRUCT;
294 
295 #define AI_MDL7_SKINTYPE_MIPFLAG                0x08
296 #define AI_MDL7_SKINTYPE_MATERIAL               0x10
297 #define AI_MDL7_SKINTYPE_MATERIAL_ASCDEF        0x20
298 #define AI_MDL7_SKINTYPE_RGBFLAG                0x80
299 
300 #if (!defined AI_MDL7_MAX_BONENAMESIZE)
301 #   define AI_MDL7_MAX_BONENAMESIZE 20
302 #endif // !! AI_MDL7_MAX_BONENAMESIZE
303 
304 // -------------------------------------------------------------------------------------
305 /** \struct Deformer_MDL7
306  *  \brief Deformer in a MDL7 file
307  */
308 struct Deformer_MDL7 {
309     int8_t  deformer_version;       // 0
310     int8_t  deformer_typ;           // 0 - bones
311     int8_t  _unused_[2];
312     int32_t group_index;
313     int32_t elements;
314     int32_t deformerdata_size;
315 } PACK_STRUCT;
316 
317 
318 // -------------------------------------------------------------------------------------
319 /** \struct DeformerElement_MDL7
320  *  \brief Deformer element in a MDL7 file
321  */
322 struct DeformerElement_MDL7 {
323     //! bei deformer_typ==0 (==bones) element_index == bone index
324     int32_t element_index;
325     char    element_name[AI_MDL7_MAX_BONENAMESIZE];
326     int32_t weights;
327 } PACK_STRUCT;
328 
329 // -------------------------------------------------------------------------------------
330 /** \struct DeformerWeight_MDL7
331  *  \brief Deformer weight in a MDL7 file
332  */
333 struct DeformerWeight_MDL7 {
334     //! for deformer_typ==0 (==bones) index == vertex index
335     int32_t index;
336     float   weight;
337 } PACK_STRUCT;
338 
339 // don't know why this was in the original headers ...
340 typedef int32_t MD7_MATERIAL_ASCDEFSIZE;
341 
342 // -------------------------------------------------------------------------------------
343 /** \struct ColorValue_MDL7
344  *  \brief Data structure for a color value in a MDL7 file
345  */
346 struct ColorValue_MDL7 {
347     float r,g,b,a;
348 } PACK_STRUCT;
349 
350 // -------------------------------------------------------------------------------------
351 /** \struct Material_MDL7
352  *  \brief Data structure for a Material in a MDL7 file
353  */
354 struct Material_MDL7 {
355     //! Diffuse base color of the material
356     ColorValue_MDL7 Diffuse;
357 
358     //! Ambient base color of the material
359     ColorValue_MDL7 Ambient;
360 
361     //! Specular base color of the material
362     ColorValue_MDL7 Specular;
363 
364     //! Emissive base color of the material
365     ColorValue_MDL7 Emissive;
366 
367     //! Phong power
368     float           Power;
369 } PACK_STRUCT;
370 
371 // -------------------------------------------------------------------------------------
372 /** \struct Skin
373  *  \brief Skin data structure #1 - used by Quake1, MDL2, MDL3 and MDL4
374  */
375 struct Skin {
376     //! 0 = single (Skin), 1 = group (GroupSkin)
377     //! For MDL3-5: Defines the type of the skin and there
378     //! fore the size of the data to skip:
379     //-------------------------------------------------------
380     //! 2 for 565 RGB,
381     //! 3 for 4444 ARGB,
382     //! 10 for 565 mipmapped,
383     //! 11 for 4444 mipmapped (bpp = 2),
384     //! 12 for 888 RGB mipmapped (bpp = 3),
385     //! 13 for 8888 ARGB mipmapped (bpp = 4)
386     //-------------------------------------------------------
387     int32_t group;
388 
389     //! Texture data
390     uint8_t *data;
391 } PACK_STRUCT;
392 
393 
394 // -------------------------------------------------------------------------------------
395 /** \struct Skin
396  *  \brief Skin data structure #2 - used by MDL5, MDL6 and MDL7
397  *  \see Skin
398  */
399 struct Skin_MDL5 {
400     int32_t size, width, height;
401     uint8_t *data;
402 } PACK_STRUCT;
403 
404 // maximum length of texture file name
405 #if (!defined AI_MDL7_MAX_TEXNAMESIZE)
406 #   define AI_MDL7_MAX_TEXNAMESIZE      0x10
407 #endif
408 
409 // ---------------------------------------------------------------------------
410 /** \struct Skin_MDL7
411  *  \brief Skin data structure #3 - used by MDL7 and HMP7
412  */
413 struct Skin_MDL7 {
414     uint8_t         typ;
415     int8_t          _unused_[3];
416     int32_t         width;
417     int32_t         height;
418     char            texture_name[AI_MDL7_MAX_TEXNAMESIZE];
419 } PACK_STRUCT;
420 
421 // -------------------------------------------------------------------------------------
422 /** \struct RGB565
423  *  \brief Data structure for a RGB565 pixel in a texture
424  */
425 struct RGB565 {
426     uint16_t r : 5;
427     uint16_t g : 6;
428     uint16_t b : 5;
429 } PACK_STRUCT;
430 
431 // -------------------------------------------------------------------------------------
432 /** \struct ARGB4
433  *  \brief Data structure for a ARGB4444 pixel in a texture
434  */
435 struct ARGB4 {
436     uint16_t a : 4;
437     uint16_t r : 4;
438     uint16_t g : 4;
439     uint16_t b : 4;
440 } /*PACK_STRUCT*/;
441 
442 // -------------------------------------------------------------------------------------
443 /** \struct GroupSkin
444  *  \brief Skin data structure #2 (group of pictures)
445  */
446 struct GroupSkin {
447     //! 0 = single (Skin), 1 = group (GroupSkin)
448     int32_t group;
449 
450     //! Number of images
451     int32_t nb;
452 
453     //! Time for each image
454     float *time;
455 
456     //! Data of each image
457     uint8_t **data;
458 } PACK_STRUCT;
459 
460 // -------------------------------------------------------------------------------------
461 /** \struct TexCoord
462  *  \brief Texture coordinate data structure used by the Quake1 MDL format
463  */
464 struct TexCoord {
465     //! Is the vertex on the noundary between front and back piece?
466     int32_t onseam;
467 
468     //! Texture coordinate in the tx direction
469     int32_t s;
470 
471     //! Texture coordinate in the ty direction
472     int32_t t;
473 } PACK_STRUCT;
474 
475 // -------------------------------------------------------------------------------------
476 /** \struct TexCoord_MDL3
477  *  \brief Data structure for an UV coordinate in the 3DGS MDL3 format
478  */
479 struct TexCoord_MDL3 {
480     //! position, horizontally in range 0..skinwidth-1
481     int16_t u;
482 
483     //! position, vertically in range 0..skinheight-1
484     int16_t v;
485 } PACK_STRUCT;
486 
487 // -------------------------------------------------------------------------------------
488 /** \struct TexCoord_MDL7
489  *  \brief Data structure for an UV coordinate in the 3DGS MDL7 format
490  */
491 struct TexCoord_MDL7 {
492     //! position, horizontally in range 0..1
493     float u;
494 
495     //! position, vertically in range 0..1
496     float v;
497 } PACK_STRUCT;
498 
499 // -------------------------------------------------------------------------------------
500 /** \struct SkinSet_MDL7
501  *  \brief Skin set data structure for the 3DGS MDL7 format
502  * MDL7 references UV coordinates per face via an index list.
503  * This allows the use of multiple skins per face with just one
504  * UV coordinate set.
505  */
506 struct SkinSet_MDL7
507 {
508     //! Index into the UV coordinate list
509     uint16_t    st_index[3]; // size 6
510 
511     //! Material index
512     int32_t     material;    // size 4
513 } PACK_STRUCT;
514 
515 // -------------------------------------------------------------------------------------
516 /** \struct Triangle
517  *  \brief Triangle data structure for the Quake1 MDL format
518  */
519 struct Triangle
520 {
521     //! 0 = backface, 1 = frontface
522     int32_t facesfront;
523 
524     //! Vertex indices
525     int32_t vertex[3];
526 } PACK_STRUCT;
527 
528 // -------------------------------------------------------------------------------------
529 /** \struct Triangle_MDL3
530  *  \brief Triangle data structure for the 3DGS MDL3 format
531  */
532 struct Triangle_MDL3
533 {
534     //!  Index of 3 3D vertices in range 0..numverts
535     uint16_t index_xyz[3];
536 
537     //! Index of 3 skin vertices in range 0..numskinverts
538     uint16_t index_uv[3];
539 } PACK_STRUCT;
540 
541 // -------------------------------------------------------------------------------------
542 /** \struct Triangle_MDL7
543  *  \brief Triangle data structure for the 3DGS MDL7 format
544  */
545 struct Triangle_MDL7
546 {
547     //! Vertex indices
548     uint16_t   v_index[3];  // size 6
549 
550     //! Two skinsets. The second will be used for multi-texturing
551     SkinSet_MDL7  skinsets[2];
552 } PACK_STRUCT;
553 
554 #if (!defined AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV)
555 #   define AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV (6+sizeof(SkinSet_MDL7)-sizeof(uint32_t))
556 #endif
557 #if (!defined AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV_WITH_MATINDEX)
558 #   define AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV_WITH_MATINDEX (6+sizeof(SkinSet_MDL7))
559 #endif
560 #if (!defined AI_MDL7_TRIANGLE_STD_SIZE_TWO_UV)
561 #   define AI_MDL7_TRIANGLE_STD_SIZE_TWO_UV (6+2*sizeof(SkinSet_MDL7))
562 #endif
563 
564 // Helper constants for Triangle::facesfront
565 #if (!defined AI_MDL_BACKFACE)
566 #   define AI_MDL_BACKFACE          0x0
567 #endif
568 #if (!defined  AI_MDL_FRONTFACE)
569 #   define AI_MDL_FRONTFACE         0x1
570 #endif
571 
572 // -------------------------------------------------------------------------------------
573 /** \struct Vertex
574  *  \brief Vertex data structure
575  */
576 struct Vertex
577 {
578     uint8_t v[3];
579     uint8_t normalIndex;
580 } PACK_STRUCT;
581 
582 
583 // -------------------------------------------------------------------------------------
584 struct Vertex_MDL4
585 {
586     uint16_t v[3];
587     uint8_t normalIndex;
588     uint8_t unused;
589 } PACK_STRUCT;
590 
591 #define AI_MDL7_FRAMEVERTEX120503_STCSIZE       16
592 #define AI_MDL7_FRAMEVERTEX030305_STCSIZE       26
593 
594 // -------------------------------------------------------------------------------------
595 /** \struct Vertex_MDL7
596  *  \brief Vertex data structure used in MDL7 files
597  */
598 struct Vertex_MDL7
599 {
600     float   x,y,z;
601     uint16_t vertindex; // = bone index
602     union {
603         uint8_t norm162index;
604         float norm[3];
605     };
606 } PACK_STRUCT;
607 
608 // -------------------------------------------------------------------------------------
609 /** \struct BoneTransform_MDL7
610  *  \brief bone transformation matrix structure used in MDL7 files
611  */
612 struct BoneTransform_MDL7
613 {
614     //! 4*3
615     float   m [4*4];
616 
617     //! the index of this vertex, 0.. header::bones_num - 1
618     uint16_t bone_index;
619 
620     //! I HATE 3DGS AND THE SILLY DEVELOPER WHO DESIGNED
621     //! THIS STUPID FILE FORMAT!
622     int8_t _unused_[2];
623 } PACK_STRUCT;
624 
625 
626 #define AI_MDL7_MAX_FRAMENAMESIZE       16
627 
628 // -------------------------------------------------------------------------------------
629 /** \struct Frame_MDL7
630  *  \brief Frame data structure used by MDL7 files
631  */
632 struct Frame_MDL7
633 {
634     char    frame_name[AI_MDL7_MAX_FRAMENAMESIZE];
635     uint32_t    vertices_count;
636     uint32_t    transmatrix_count;
637 };
638 
639 
640 // -------------------------------------------------------------------------------------
641 /** \struct SimpleFrame
642  *  \brief Data structure for a simple frame
643  */
644 struct SimpleFrame
645 {
646     //! Minimum vertex of the bounding box
647     Vertex bboxmin;
648 
649     //! Maximum vertex of the bounding box
650     Vertex bboxmax;
651 
652     //! Name of the frame
653     char name[16];
654 
655     //! Vertex list of the frame
656     Vertex *verts;
657 } PACK_STRUCT;
658 
659 // -------------------------------------------------------------------------------------
660 /** \struct Frame
661  *  \brief Model frame data structure
662  */
663 struct Frame
664 {
665     //! 0 = simple frame, !0 = group frame
666     int32_t type;
667 
668     //! Frame data
669     SimpleFrame frame;
670 } PACK_STRUCT;
671 
672 
673 // -------------------------------------------------------------------------------------
674 struct SimpleFrame_MDLn_SP
675 {
676     //! Minimum vertex of the bounding box
677     Vertex_MDL4 bboxmin;
678 
679     //! Maximum vertex of the bounding box
680     Vertex_MDL4 bboxmax;
681 
682     //! Name of the frame
683     char name[16];
684 
685     //! Vertex list of the frame
686     Vertex_MDL4 *verts;
687 } PACK_STRUCT;
688 
689 // -------------------------------------------------------------------------------------
690 /** \struct GroupFrame
691  *  \brief Data structure for a group of frames
692  */
693 struct GroupFrame
694 {
695     //! 0 = simple frame, !0 = group frame
696     int32_t type;
697 
698     //! Minimum vertex for all single frames
699     Vertex min;
700 
701     //! Maximum vertex for all single frames
702     Vertex max;
703 
704     //! Time for all single frames
705     float *time;
706 
707     //! List of single frames
708     SimpleFrame *frames;
709 } PACK_STRUCT;
710 
711 #include "./../include/assimp/Compiler/poppack1.h"
712 
713 // -------------------------------------------------------------------------------------
714 /** \struct IntFace_MDL7
715  *  \brief Internal data structure to temporarily represent a face
716  */
717 struct IntFace_MDL7 {
718     // provide a constructor for our own convenience
IntFace_MDL7IntFace_MDL7719     IntFace_MDL7()
720     {
721         // set everything to zero
722         mIndices[0] = mIndices[1] = mIndices[2] = 0;
723         iMatIndex[0] = iMatIndex[1] = 0;
724     }
725 
726     //! Vertex indices
727     uint32_t mIndices[3];
728 
729     //! Material index (maximally two channels, which are joined later)
730     unsigned int iMatIndex[2];
731 };
732 
733 // -------------------------------------------------------------------------------------
734 /** \struct IntMaterial_MDL7
735  *  \brief Internal data structure to temporarily represent a material
736  *  which has been created from two single materials along with the
737  *  original material indices.
738  */
739 struct IntMaterial_MDL7
740 {
741     // provide a constructor for our own convenience
IntMaterial_MDL7IntMaterial_MDL7742     IntMaterial_MDL7()
743     {
744         pcMat = NULL;
745         iOldMatIndices[0] = iOldMatIndices[1] = 0;
746     }
747 
748     //! Material instance
749     aiMaterial* pcMat;
750 
751     //! Old material indices
752     unsigned int iOldMatIndices[2];
753 };
754 
755 // -------------------------------------------------------------------------------------
756 /** \struct IntBone_MDL7
757  *  \brief Internal data structure to represent a bone in a MDL7 file with
758  *  all of its animation channels assigned to it.
759  */
760 struct IntBone_MDL7 : aiBone
761 {
762     //! Default constructor
IntBone_MDL7IntBone_MDL7763     IntBone_MDL7() : iParent (0xffff)
764     {
765         pkeyPositions.reserve(30);
766         pkeyScalings.reserve(30);
767         pkeyRotations.reserve(30);
768     }
769 
770     //! Parent bone of the bone
771     uint64_t iParent;
772 
773     //! Relative position of the bone
774     aiVector3D vPosition;
775 
776     //! Array of position keys
777     std::vector<aiVectorKey> pkeyPositions;
778 
779     //! Array of scaling keys
780     std::vector<aiVectorKey> pkeyScalings;
781 
782     //! Array of rotation keys
783     std::vector<aiQuatKey> pkeyRotations;
784 };
785 
786 // -------------------------------------------------------------------------------------
787 //! Describes a MDL7 frame
788 struct IntFrameInfo_MDL7
789 {
790     //! Construction from an existing frame header
IntFrameInfo_MDL7IntFrameInfo_MDL7791     IntFrameInfo_MDL7(BE_NCONST MDL::Frame_MDL7* _pcFrame,unsigned int _iIndex)
792         : iIndex(_iIndex)
793         , pcFrame(_pcFrame)
794     {}
795 
796     //! Index of the frame
797     unsigned int iIndex;
798 
799     //! Points to the header of the frame
800     BE_NCONST MDL::Frame_MDL7*  pcFrame;
801 };
802 
803 // -------------------------------------------------------------------------------------
804 //! Describes a MDL7 mesh group
805 struct IntGroupInfo_MDL7
806 {
807     //! Default constructor
IntGroupInfo_MDL7IntGroupInfo_MDL7808     IntGroupInfo_MDL7()
809         :   iIndex(0)
810         ,   pcGroup(NULL)
811         ,   pcGroupUVs(NULL)
812         ,   pcGroupTris(NULL)
813         ,   pcGroupVerts(NULL)
814         {}
815 
816     //! Construction from an existing group header
IntGroupInfo_MDL7IntGroupInfo_MDL7817     IntGroupInfo_MDL7(BE_NCONST MDL::Group_MDL7* _pcGroup, unsigned int _iIndex)
818         :   iIndex(_iIndex)
819         ,   pcGroup(_pcGroup)
820         ,   pcGroupUVs()
821         ,   pcGroupTris()
822         ,   pcGroupVerts()
823     {}
824 
825     //! Index of the group
826     unsigned int iIndex;
827 
828     //! Points to the header of the group
829     BE_NCONST MDL::Group_MDL7*      pcGroup;
830 
831     //! Points to the beginning of the uv coordinate section
832     BE_NCONST MDL::TexCoord_MDL7*   pcGroupUVs;
833 
834     //! Points to the beginning of the triangle section
835     MDL::Triangle_MDL7* pcGroupTris;
836 
837     //! Points to the beginning of the vertex section
838     BE_NCONST MDL::Vertex_MDL7*     pcGroupVerts;
839 };
840 
841 // -------------------------------------------------------------------------------------
842 //! Holds the data that belongs to a MDL7 mesh group
843 struct IntGroupData_MDL7
844 {
IntGroupData_MDL7IntGroupData_MDL7845     IntGroupData_MDL7()
846         : pcFaces(NULL), bNeed2UV(false)
847     {}
848 
849     //! Array of faces that belong to the group
850     MDL::IntFace_MDL7* pcFaces;
851 
852     //! Array of vertex positions
853     std::vector<aiVector3D>     vPositions;
854 
855     //! Array of vertex normals
856     std::vector<aiVector3D>     vNormals;
857 
858     //! Array of bones indices
859     std::vector<unsigned int>   aiBones;
860 
861     //! First UV coordinate set
862     std::vector<aiVector3D>     vTextureCoords1;
863 
864     //! Optional second UV coordinate set
865     std::vector<aiVector3D>     vTextureCoords2;
866 
867     //! Specifies whether there are two texture
868     //! coordinate sets required
869     bool bNeed2UV;
870 };
871 
872 // -------------------------------------------------------------------------------------
873 //! Holds data from an MDL7 file that is shared by all mesh groups
874 struct IntSharedData_MDL7
875 {
876     //! Default constructor
IntSharedData_MDL7IntSharedData_MDL7877     IntSharedData_MDL7()
878         : apcOutBones(),
879         iNum()
880     {
881         abNeedMaterials.reserve(10);
882     }
883 
884     //! Destruction: properly delete all allocated resources
~IntSharedData_MDL7IntSharedData_MDL7885     ~IntSharedData_MDL7()
886     {
887         // kill all bones
888         if (this->apcOutBones)
889         {
890             for (unsigned int m = 0; m < iNum;++m)
891                 delete this->apcOutBones[m];
892             delete[] this->apcOutBones;
893         }
894     }
895 
896     //! Specifies which materials are used
897     std::vector<bool> abNeedMaterials;
898 
899     //! List of all materials
900     std::vector<aiMaterial*> pcMats;
901 
902     //! List of all bones
903     IntBone_MDL7** apcOutBones;
904 
905     //! number of bones
906     unsigned int iNum;
907 };
908 
909 // -------------------------------------------------------------------------------------
910 //! Contains input data for GenerateOutputMeshes_3DGS_MDL7
911 struct IntSplitGroupData_MDL7
912 {
913     //! Construction from a given shared data set
IntSplitGroupData_MDL7IntSplitGroupData_MDL7914     IntSplitGroupData_MDL7(IntSharedData_MDL7& _shared,
915         std::vector<aiMesh*>& _avOutList)
916 
917         : aiSplit(), shared(_shared), avOutList(_avOutList)
918     {
919     }
920 
921     //! Destruction: properly delete all allocated resources
~IntSplitGroupData_MDL7IntSplitGroupData_MDL7922     ~IntSplitGroupData_MDL7()
923     {
924         // kill all face lists
925         if(this->aiSplit)
926         {
927             for (unsigned int m = 0; m < shared.pcMats.size();++m)
928                 delete this->aiSplit[m];
929             delete[] this->aiSplit;
930         }
931     }
932 
933     //! Contains a list of all faces per material
934     std::vector<unsigned int>** aiSplit;
935 
936     //! Shared data for all groups of the model
937     IntSharedData_MDL7& shared;
938 
939     //! List of meshes
940     std::vector<aiMesh*>& avOutList;
941 };
942 
943 
944 }
945 } // end namespaces
946 
947 #endif // !! AI_MDLFILEHELPER_H_INC
948