1 /*
2 Open Asset Import Library (assimp)
3 ----------------------------------------------------------------------
4 
5 Copyright (c) 2006-2021, assimp team
6 
7 
8 All rights reserved.
9 
10 Redistribution and use of this software in source and binary forms,
11 with or without modification, are permitted provided that the
12 following conditions are met:
13 
14 * Redistributions of source code must retain the above
15   copyright notice, this list of conditions and the
16   following disclaimer.
17 
18 * Redistributions in binary form must reproduce the above
19   copyright notice, this list of conditions and the
20   following disclaimer in the documentation and/or other
21   materials provided with the distribution.
22 
23 * Neither the name of the assimp team, nor the names of its
24   contributors may be used to endorse or promote products
25   derived from this software without specific prior
26   written permission of the assimp team.
27 
28 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
29 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
30 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
31 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
32 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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34 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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37 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
38 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
39 
40 ----------------------------------------------------------------------
41 */
42 
43 /** @file  MD2FileData.h
44  *  @brief Defines helper data structures for importing MD2 files
45  *  http://linux.ucla.edu/~phaethon/q3/formats/md2-schoenblum.html
46  */
47 #ifndef AI_MD2FILEHELPER_H_INC
48 #define AI_MD2FILEHELPER_H_INC
49 
50 #include <assimp/types.h>
51 #include <stdint.h>
52 
53 #include <assimp/Compiler/pushpack1.h>
54 
55 namespace Assimp    {
56 namespace MD2   {
57 
58 // to make it easier for us, we test the magic word against both "endianesses"
59 #define AI_MD2_MAGIC_NUMBER_BE  AI_MAKE_MAGIC("IDP2")
60 #define AI_MD2_MAGIC_NUMBER_LE  AI_MAKE_MAGIC("2PDI")
61 
62 // common limitations
63 #define AI_MD2_VERSION          15
64 #define AI_MD2_MAXQPATH         64
65 #define AI_MD2_MAX_FRAMES       512
66 #define AI_MD2_MAX_SKINS        32
67 #define AI_MD2_MAX_VERTS        2048
68 #define AI_MD2_MAX_TRIANGLES    4096
69 
70 // ---------------------------------------------------------------------------
71 /** \brief Data structure for the MD2 main header
72  */
73 struct Header
74 {
75     uint32_t magic;
76     uint32_t version;
77     uint32_t skinWidth;
78     uint32_t skinHeight;
79     uint32_t frameSize;
80     uint32_t numSkins;
81     uint32_t numVertices;
82     uint32_t numTexCoords;
83     uint32_t numTriangles;
84     uint32_t numGlCommands;
85     uint32_t numFrames;
86     uint32_t offsetSkins;
87     uint32_t offsetTexCoords;
88     uint32_t offsetTriangles;
89     uint32_t offsetFrames;
90     uint32_t offsetGlCommands;
91     uint32_t offsetEnd;
92 
93 } PACK_STRUCT;
94 
95 // ---------------------------------------------------------------------------
96 /** \brief Data structure for a MD2 OpenGl draw command
97  */
98 struct GLCommand
99 {
100    float s, t;
101    uint32_t vertexIndex;
102 } PACK_STRUCT;
103 
104 // ---------------------------------------------------------------------------
105 /** \brief Data structure for a MD2 triangle
106  */
107 struct Triangle
108 {
109     uint16_t vertexIndices[3];
110     uint16_t textureIndices[3];
111 } PACK_STRUCT;
112 
113 // ---------------------------------------------------------------------------
114 /** \brief Data structure for a MD2 vertex
115  */
116 struct Vertex
117 {
118     uint8_t vertex[3];
119     uint8_t lightNormalIndex;
120 } PACK_STRUCT;
121 
122 // ---------------------------------------------------------------------------
123 /** \brief Data structure for a MD2 frame
124  */
125 struct Frame
126 {
127     float scale[3];
128     float translate[3];
129     char name[16];
130     Vertex vertices[1];
131 } PACK_STRUCT;
132 
133 // ---------------------------------------------------------------------------
134 /** \brief Data structure for a MD2 texture coordinate
135  */
136 struct TexCoord
137 {
138     uint16_t s;
139     uint16_t t;
140 } PACK_STRUCT;
141 
142 // ---------------------------------------------------------------------------
143 /** \brief Data structure for a MD2 skin
144  */
145 struct Skin
146 {
147     char name[AI_MD2_MAXQPATH];              /* texture file name */
148 } PACK_STRUCT;
149 
150 #include <assimp/Compiler/poppack1.h>
151 
152 
153 // ---------------------------------------------------------------------------
154 //! Lookup a normal vector from Quake's normal lookup table
155 //! \param index Input index (0-161)
156 //! \param vOut Receives the output normal
157 void LookupNormalIndex(uint8_t index,aiVector3D& vOut);
158 
159 
160 }
161 }
162 
163 #endif // !! include guard
164 
165