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 /** @file MD2FileData.h 43 * @brief Defines helper data structures for importing MD2 files 44 * http://linux.ucla.edu/~phaethon/q3/formats/md2-schoenblum.html 45 */ 46 #ifndef AI_MD2FILEHELPER_H_INC 47 #define AI_MD2FILEHELPER_H_INC 48 49 #include <assimp/types.h> 50 #include <stdint.h> 51 52 #include <assimp/Compiler/pushpack1.h> 53 54 namespace Assimp { 55 namespace MD2 { 56 57 // to make it easier for us, we test the magic word against both "endianesses" 58 #define AI_MD2_MAGIC_NUMBER_BE AI_MAKE_MAGIC("IDP2") 59 #define AI_MD2_MAGIC_NUMBER_LE AI_MAKE_MAGIC("2PDI") 60 61 // common limitations 62 #define AI_MD2_VERSION 15 63 #define AI_MD2_MAXQPATH 64 64 #define AI_MD2_MAX_FRAMES 512 65 #define AI_MD2_MAX_SKINS 32 66 #define AI_MD2_MAX_VERTS 2048 67 #define AI_MD2_MAX_TRIANGLES 4096 68 69 // --------------------------------------------------------------------------- 70 /** \brief Data structure for the MD2 main header 71 */ 72 struct Header 73 { 74 uint32_t magic; 75 uint32_t version; 76 uint32_t skinWidth; 77 uint32_t skinHeight; 78 uint32_t frameSize; 79 uint32_t numSkins; 80 uint32_t numVertices; 81 uint32_t numTexCoords; 82 uint32_t numTriangles; 83 uint32_t numGlCommands; 84 uint32_t numFrames; 85 uint32_t offsetSkins; 86 uint32_t offsetTexCoords; 87 uint32_t offsetTriangles; 88 uint32_t offsetFrames; 89 uint32_t offsetGlCommands; 90 uint32_t offsetEnd; 91 92 } PACK_STRUCT; 93 94 // --------------------------------------------------------------------------- 95 /** \brief Data structure for a MD2 OpenGl draw command 96 */ 97 struct GLCommand 98 { 99 float s, t; 100 uint32_t vertexIndex; 101 } PACK_STRUCT; 102 103 // --------------------------------------------------------------------------- 104 /** \brief Data structure for a MD2 triangle 105 */ 106 struct Triangle 107 { 108 uint16_t vertexIndices[3]; 109 uint16_t textureIndices[3]; 110 } PACK_STRUCT; 111 112 // --------------------------------------------------------------------------- 113 /** \brief Data structure for a MD2 vertex 114 */ 115 struct Vertex 116 { 117 uint8_t vertex[3]; 118 uint8_t lightNormalIndex; 119 } PACK_STRUCT; 120 121 // --------------------------------------------------------------------------- 122 /** \brief Data structure for a MD2 frame 123 */ 124 struct Frame 125 { 126 float scale[3]; 127 float translate[3]; 128 char name[16]; 129 Vertex vertices[1]; 130 } PACK_STRUCT; 131 132 // --------------------------------------------------------------------------- 133 /** \brief Data structure for a MD2 texture coordinate 134 */ 135 struct TexCoord 136 { 137 uint16_t s; 138 uint16_t t; 139 } PACK_STRUCT; 140 141 // --------------------------------------------------------------------------- 142 /** \brief Data structure for a MD2 skin 143 */ 144 struct Skin 145 { 146 char name[AI_MD2_MAXQPATH]; /* texture file name */ 147 } PACK_STRUCT; 148 149 #include <assimp/Compiler/poppack1.h> 150 151 152 // --------------------------------------------------------------------------- 153 //! Lookup a normal vector from Quake's normal lookup table 154 //! \param index Input index (0-161) 155 //! \param vOut Receives the output normal 156 void LookupNormalIndex(uint8_t index,aiVector3D& vOut); 157 158 159 } 160 } 161 162 #endif // !! include guard 163 164