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 Definition of in-memory structures for the HL2 MDL file format 45 // and for the HalfLife text format (SMD) 46 // 47 // The specification has been taken from various sources on the internet. 48 49 50 #ifndef AI_MDLFILEHELPER2_H_INC 51 #define AI_MDLFILEHELPER2_H_INC 52 53 #include "./../include/assimp/Compiler/pushpack1.h" 54 55 namespace Assimp { 56 namespace MDL { 57 58 // magic bytes used in Half Life 2 MDL models 59 #define AI_MDL_MAGIC_NUMBER_BE_HL2a AI_MAKE_MAGIC("IDST") 60 #define AI_MDL_MAGIC_NUMBER_LE_HL2a AI_MAKE_MAGIC("TSDI") 61 #define AI_MDL_MAGIC_NUMBER_BE_HL2b AI_MAKE_MAGIC("IDSQ") 62 #define AI_MDL_MAGIC_NUMBER_LE_HL2b AI_MAKE_MAGIC("QSDI") 63 64 // --------------------------------------------------------------------------- 65 /** \struct Header_HL2 66 * \brief Data structure for the HL2 main header 67 */ 68 // --------------------------------------------------------------------------- 69 struct Header_HL2 { 70 //! magic number: "IDST"/"IDSQ" 71 char ident[4]; 72 73 //! Version number 74 int32_t version; 75 76 //! Original file name in pak ? 77 char name[64]; 78 79 //! Length of file name/length of file? 80 int32_t length; 81 82 //! For viewer, ignored 83 aiVector3D eyeposition; 84 aiVector3D min; 85 aiVector3D max; 86 87 //! AABB of the model 88 aiVector3D bbmin; 89 aiVector3D bbmax; 90 91 // File flags 92 int32_t flags; 93 94 //! NUmber of bones contained in the file 95 int32_t numbones; 96 int32_t boneindex; 97 98 //! Number of bone controllers for bone animation 99 int32_t numbonecontrollers; 100 int32_t bonecontrollerindex; 101 102 //! More bounding boxes ... 103 int32_t numhitboxes; 104 int32_t hitboxindex; 105 106 //! Animation sequences in the file 107 int32_t numseq; 108 int32_t seqindex; 109 110 //! Loaded sequences. Ignored 111 int32_t numseqgroups; 112 int32_t seqgroupindex; 113 114 //! Raw texture data 115 int32_t numtextures; 116 int32_t textureindex; 117 int32_t texturedataindex; 118 119 //! Number of skins (=textures?) 120 int32_t numskinref; 121 int32_t numskinfamilies; 122 int32_t skinindex; 123 124 //! Number of parts 125 int32_t numbodyparts; 126 int32_t bodypartindex; 127 128 //! attachable points for gameplay and physics 129 int32_t numattachments; 130 int32_t attachmentindex; 131 132 //! Table of sound effects associated with the model 133 int32_t soundtable; 134 int32_t soundindex; 135 int32_t soundgroups; 136 int32_t soundgroupindex; 137 138 //! Number of animation transitions 139 int32_t numtransitions; 140 int32_t transitionindex; 141 } /* PACK_STRUCT */; 142 143 #include "./../include/assimp/Compiler/poppack1.h" 144 145 } 146 } // end namespaces 147 148 #endif // ! AI_MDLFILEHELPER2_H_INC 149