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- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
-
- Copyright (c) 2006-2012, assimp team
- All rights reserved.
-
- Redistribution and use of this software in source and binary forms,
- with or without modification, are permitted provided that the
- following conditions are met:
-
- * Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
-
- * Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
-
- * Neither the name of the assimp team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the assimp team.
-
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
- A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
- OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
- LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
- DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
- THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-
- ----------------------------------------------------------------------
- */
-
- /** @file Md3FileData.h
- *
- * @brief Defines helper data structures for importing MD3 files.
- * http://linux.ucla.edu/~phaethon/q3/formats/md3format.html
- */
- #ifndef AI_MD3FILEHELPER_H_INC
- #define AI_MD3FILEHELPER_H_INC
-
- #include <string>
- #include <vector>
- #include <sstream>
-
- #include "../include/assimp/types.h"
- #include "../include/assimp/mesh.h"
- #include "../include/assimp/anim.h"
-
- #include "./../include/assimp/Compiler/pushpack1.h"
-
- namespace Assimp {
- namespace MD3 {
-
- // to make it easier for us, we test the magic word against both "endianesses"
- #define AI_MD3_MAGIC_NUMBER_BE AI_MAKE_MAGIC("IDP3")
- #define AI_MD3_MAGIC_NUMBER_LE AI_MAKE_MAGIC("3PDI")
-
- // common limitations
- #define AI_MD3_VERSION 15
- #define AI_MD3_MAXQPATH 64
- #define AI_MD3_MAXFRAME 16
- #define AI_MD3_MAX_FRAMES 1024
- #define AI_MD3_MAX_TAGS 16
- #define AI_MD3_MAX_SURFACES 32
- #define AI_MD3_MAX_SHADERS 256
- #define AI_MD3_MAX_VERTS 4096
- #define AI_MD3_MAX_TRIANGLES 8192
-
- // master scale factor for all vertices in a MD3 model
- #define AI_MD3_XYZ_SCALE (1.0f/64.0f)
-
- // -------------------------------------------------------------------------------
- /** @brief Data structure for the MD3 main header
- */
- struct Header
- {
- //! magic number
- uint32_t IDENT;
-
- //! file format version
- uint32_t VERSION;
-
- //! original name in .pak archive
- char NAME[ AI_MD3_MAXQPATH ];
-
- //! unknown
- int32_t FLAGS;
-
- //! number of frames in the file
- uint32_t NUM_FRAMES;
-
- //! number of tags in the file
- uint32_t NUM_TAGS;
-
- //! number of surfaces in the file
- uint32_t NUM_SURFACES;
-
- //! number of skins in the file
- uint32_t NUM_SKINS;
-
- //! offset of the first frame
- uint32_t OFS_FRAMES;
-
- //! offset of the first tag
- uint32_t OFS_TAGS;
-
- //! offset of the first surface
- uint32_t OFS_SURFACES;
-
- //! end of file
- uint32_t OFS_EOF;
- } PACK_STRUCT;
-
-
- // -------------------------------------------------------------------------------
- /** @brief Data structure for the frame header
- */
- struct Frame
- {
- //! minimum bounds
- aiVector3D min;
-
- //! maximum bounds
- aiVector3D max;
-
- //! local origin for this frame
- aiVector3D origin;
-
- //! radius of bounding sphere
- float radius;
-
- //! name of frame
- char name[ AI_MD3_MAXFRAME ];
-
- } PACK_STRUCT;
-
-
- // -------------------------------------------------------------------------------
- /** @brief Data structure for the tag header
- */
- struct Tag
- {
- //! name of the tag
- char NAME[ AI_MD3_MAXQPATH ];
-
- //! Local tag origin and orientation
- aiVector3D origin;
- float orientation[3][3];
-
- } PACK_STRUCT;
-
-
- // -------------------------------------------------------------------------------
- /** @brief Data structure for the surface header
- */
- struct Surface
- {
- //! magic number
- int32_t IDENT;
-
- //! original name of the surface
- char NAME[ AI_MD3_MAXQPATH ];
-
- //! unknown
- int32_t FLAGS;
-
- //! number of frames in the surface
- uint32_t NUM_FRAMES;
-
- //! number of shaders in the surface
- uint32_t NUM_SHADER;
-
- //! number of vertices in the surface
- uint32_t NUM_VERTICES;
-
- //! number of triangles in the surface
- uint32_t NUM_TRIANGLES;
-
-
- //! offset to the triangle data
- uint32_t OFS_TRIANGLES;
-
- //! offset to the shader data
- uint32_t OFS_SHADERS;
-
- //! offset to the texture coordinate data
- uint32_t OFS_ST;
-
- //! offset to the vertex/normal data
- uint32_t OFS_XYZNORMAL;
-
- //! offset to the end of the Surface object
- int32_t OFS_END;
- } PACK_STRUCT;
-
- // -------------------------------------------------------------------------------
- /** @brief Data structure for a shader defined in there
- */
- struct Shader
- {
- //! filename of the shader
- char NAME[ AI_MD3_MAXQPATH ];
-
- //! index of the shader
- uint32_t SHADER_INDEX;
- } PACK_STRUCT;
-
-
- // -------------------------------------------------------------------------------
- /** @brief Data structure for a triangle
- */
- struct Triangle
- {
- //! triangle indices
- uint32_t INDEXES[3];
- } PACK_STRUCT;
-
-
- // -------------------------------------------------------------------------------
- /** @brief Data structure for an UV coord
- */
- struct TexCoord
- {
- //! UV coordinates
- float U,V;
- } PACK_STRUCT;
-
-
- // -------------------------------------------------------------------------------
- /** @brief Data structure for a vertex
- */
- struct Vertex
- {
- //! X/Y/Z coordinates
- int16_t X,Y,Z;
-
- //! encoded normal vector
- uint16_t NORMAL;
- } PACK_STRUCT;
-
- #include "./../include/assimp/Compiler/poppack1.h"
-
- // -------------------------------------------------------------------------------
- /** @brief Unpack a Q3 16 bit vector to its full float3 representation
- *
- * @param p_iNormal Input normal vector in latitude/longitude form
- * @param p_afOut Pointer to an array of three floats to receive the result
- *
- * @note This has been taken from q3 source (misc_model.c)
- */
- inline void LatLngNormalToVec3(uint16_t p_iNormal, float* p_afOut)
- {
- float lat = (float)(( p_iNormal >> 8u ) & 0xff);
- float lng = (float)(( p_iNormal & 0xff ));
- lat *= 3.141926f/128.0f;
- lng *= 3.141926f/128.0f;
-
- p_afOut[0] = cosf(lat) * sinf(lng);
- p_afOut[1] = sinf(lat) * sinf(lng);
- p_afOut[2] = cosf(lng);
- return;
- }
-
-
- // -------------------------------------------------------------------------------
- /** @brief Pack a Q3 normal into 16bit latitute/longitude representation
- * @param p_vIn Input vector
- * @param p_iOut Output normal
- *
- * @note This has been taken from q3 source (mathlib.c)
- */
- inline void Vec3NormalToLatLng( const aiVector3D& p_vIn, uint16_t& p_iOut )
- {
- // check for singularities
- if ( 0.0f == p_vIn[0] && 0.0f == p_vIn[1] )
- {
- if ( p_vIn[2] > 0.0f )
- {
- ((unsigned char*)&p_iOut)[0] = 0;
- ((unsigned char*)&p_iOut)[1] = 0; // lat = 0, long = 0
- }
- else
- {
- ((unsigned char*)&p_iOut)[0] = 128;
- ((unsigned char*)&p_iOut)[1] = 0; // lat = 0, long = 128
- }
- }
- else
- {
- int a, b;
-
- a = int(57.2957795f * ( atan2f( p_vIn[1], p_vIn[0] ) ) * (255.0f / 360.0f ));
- a &= 0xff;
-
- b = int(57.2957795f * ( acosf( p_vIn[2] ) ) * ( 255.0f / 360.0f ));
- b &= 0xff;
-
- ((unsigned char*)&p_iOut)[0] = b; // longitude
- ((unsigned char*)&p_iOut)[1] = a; // lattitude
- }
- }
-
- }
- }
-
- #endif // !! AI_MD3FILEHELPER_H_INC
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