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@@ -1,726 +0,0 @@
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-/*
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-Open Asset Import Library (assimp)
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-----------------------------------------------------------------------
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-
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-Copyright (c) 2006-2012, assimp team
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-All rights reserved.
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-
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-Redistribution and use of this software in source and binary forms,
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-with or without modification, are permitted provided that the
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-following conditions are met:
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-
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-* Redistributions of source code must retain the above
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- copyright notice, this list of conditions and the
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- following disclaimer.
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-
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-* Redistributions in binary form must reproduce the above
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- copyright notice, this list of conditions and the
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- following disclaimer in the documentation and/or other
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- materials provided with the distribution.
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-
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-* Neither the name of the assimp team, nor the names of its
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- contributors may be used to endorse or promote products
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- derived from this software without specific prior
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- written permission of the assimp team.
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-
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-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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-
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-----------------------------------------------------------------------
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-*/
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-#ifndef AI_M3LOADER_H_INCLUDED
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-#define AI_M3LOADER_H_INCLUDED
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-
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-#include <vector>
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-
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-namespace Assimp {
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-
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-namespace M3 {
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-
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-// ------------------------------------------------------------------------------------------------
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-// The following data definitions are from http://code.google.com/p/libm3/, many thanks for that
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-// help.
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-// ------------------------------------------------------------------------------------------------
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-typedef unsigned char uint8;
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-typedef char int8;
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-typedef unsigned short uint16;
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-typedef short int16;
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-typedef unsigned int uint32;
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-typedef int int32;
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-
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-class Vec3D
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-{
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-public:
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- float x,y,z;
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-
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- Vec3D(float x0 = 0.0f, float y0 = 0.0f, float z0 = 0.0f) : x(x0), y(y0), z(z0) {}
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-
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- Vec3D(const Vec3D& v) : x(v.x), y(v.y), z(v.z) {}
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-
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- void reset()
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- {
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- x = y = z = 0.0f;
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- }
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-
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- Vec3D& operator= (const Vec3D &v)
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- {
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- x = v.x;
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- y = v.y;
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- z = v.z;
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- return *this;
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- }
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-
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- Vec3D operator+ (const Vec3D &v) const
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- {
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- Vec3D r(x+v.x,y+v.y,z+v.z);
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- return r;
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- }
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-
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- Vec3D operator- (const Vec3D &v) const
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- {
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- Vec3D r(x-v.x,y-v.y,z-v.z);
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- return r;
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- }
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-
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- float operator* (const Vec3D &v) const
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- {
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- return x*v.x + y*v.y + z*v.z;
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- }
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-
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- Vec3D operator* (float d) const
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- {
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- Vec3D r(x*d,y*d,z*d);
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- return r;
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- }
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-
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- Vec3D operator/ (float d) const
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- {
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- Vec3D r(x/d,y/d,z/d);
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- return r;
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- }
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-
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- friend Vec3D operator* (float d, const Vec3D& v)
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- {
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- return v * d;
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- }
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-
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- // Cross Product
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- Vec3D operator% (const Vec3D &v) const
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- {
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- Vec3D r(y*v.z-z*v.y, z*v.x-x*v.z, x*v.y-y*v.x);
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- return r;
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- }
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-
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- Vec3D& operator+= (const Vec3D &v)
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- {
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- x += v.x;
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- y += v.y;
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- z += v.z;
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- return *this;
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- }
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-
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- Vec3D& operator-= (const Vec3D &v)
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- {
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- x -= v.x;
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- y -= v.y;
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- z -= v.z;
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- return *this;
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- }
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-
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- Vec3D& operator*= (float d)
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- {
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- x *= d;
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- y *= d;
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- z *= d;
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- return *this;
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- }
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-
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- float lengthSquared() const
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- {
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- return x*x+y*y+z*z;
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- }
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-
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- float length() const
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- {
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- return sqrtf(x*x+y*y+z*z);
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- }
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-
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- Vec3D& normalize()
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- {
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- this->operator*= (1.0f/length());
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- return *this;
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- }
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-
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- Vec3D operator~ () const
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- {
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- Vec3D r(*this);
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- r.normalize();
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- return r;
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- }
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-
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- operator float*()
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- {
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- return (float*)this;
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- }
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-};
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-
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-
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-class Vec2D
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-{
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-public:
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- float x,y;
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-
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- Vec2D(float x0 = 0.0f, float y0 = 0.0f) : x(x0), y(y0) {}
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-
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- Vec2D(const Vec2D& v) : x(v.x), y(v.y) {}
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-
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- Vec2D& operator= (const Vec2D &v)
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- {
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- x = v.x;
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- y = v.y;
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- return *this;
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- }
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-
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- Vec2D operator+ (const Vec2D &v) const
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- {
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- Vec2D r(x+v.x,y+v.y);
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- return r;
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- }
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-
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- Vec2D operator- (const Vec2D &v) const
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- {
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- Vec2D r(x-v.x,y-v.y);
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- return r;
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- }
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-
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- float operator* (const Vec2D &v) const
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- {
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- return x*v.x + y*v.y;
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- }
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-
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- Vec2D operator* (float d) const
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- {
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- Vec2D r(x*d,y*d);
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- return r;
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- }
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-
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- friend Vec2D operator* (float d, const Vec2D& v)
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- {
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- return v * d;
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- }
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-
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- Vec2D& operator+= (const Vec2D &v)
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- {
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- x += v.x;
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- y += v.y;
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- return *this;
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- }
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-
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- Vec2D& operator-= (const Vec2D &v)
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- {
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- x -= v.x;
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- y -= v.y;
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- return *this;
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- }
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-
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- Vec2D& operator*= (float d)
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- {
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- x *= d;
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- y *= d;
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- return *this;
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- }
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-
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- float lengthSquared() const
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- {
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- return x*x+y*y;
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- }
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-
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- float length() const
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- {
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- return sqrtf(x*x+y*y);
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- }
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-
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- Vec2D& normalize()
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- {
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- this->operator*= (1.0f/length());
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- return *this;
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- }
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-
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- Vec2D operator~ () const
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- {
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- Vec2D r(*this);
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- r.normalize();
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- return r;
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- }
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-
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- operator float*()
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- {
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- return (float*)this;
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- }
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-};
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-
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-inline
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-void rotate(float x0, float y0, float *x, float *y, float angle)
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-{
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- float xa = *x - x0, ya = *y - y0;
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- *x = xa*cosf(angle) - ya*sinf(angle) + x0;
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- *y = xa*sinf(angle) + ya*cosf(angle) + y0;
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-}
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-
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-struct Reference
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-{
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- uint32 nEntries; // Code 0x00
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- uint32 ref; // Code 0x04
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-};
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-
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-struct ReferenceEntry
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-{
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- char id[ 4 ]; // Code 0x00
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- uint32 offset; // Code 0x04
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- uint32 nEntries; // Code 0x08
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- uint32 type; // Code 0x0C
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-};
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-
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-struct MD33
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-{
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- char id[4]; // Code 0x00
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- uint32 ofsRefs; // Code 0x04
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- uint32 nRefs; // Code 0x08
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- Reference MODL; // Code 0x0C
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-};
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-
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-enum ModelType
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-{
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- Type1 = 20,
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- Type2 = 23
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-};
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-
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-enum VertexFormat
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-{
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- Vertex_Standard,
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- Vertex_Extended
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-};
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-
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-struct MODL23
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-{
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- Reference name; // Code 0x00
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- uint32 version; // Code 0x08
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- Reference sequenceHeader; // Code 0x0C
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- Reference sequenceData; // Code 0x14
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- Reference sequenceLookup; // Code 0x1C
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- uint32 d2; // Code 0x24
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- uint32 d3; // Code 0x28
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- uint32 d4; // Code 0x2C
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- Reference STS; // Code 0x30
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- Reference bones; // Code 0x38
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- uint32 d5; // Code 0x40
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- uint32 flags; // Code 0x44
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- Reference vertexData; // Code 0x48
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- Reference views; // Code 0x50
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- Reference B; // Code 0x58
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-
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- Vec3D extents[2]; // Code 0x60
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- float radius; // Code 0x78
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-
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- uint32 d7; // Code 0x7C
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- uint32 d8; // Code 0x80
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- uint32 d9; // Code 0x84
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- uint32 d10; // Code 0x88
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- uint32 d11; // Code 0x8C
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- uint32 d12; // Code 0x90
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- uint32 d13; // Code 0x94
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- uint32 d14; // Code 0x98
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- uint32 d15; // Code 0x9C
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- uint32 d16; // Code 0xA0
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- uint32 d17; // Code 0xA4
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- uint32 d18; // Code 0xA8
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- uint32 d19; // Code 0xAC
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-
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- Reference attachments; // Code 0xB0
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- Reference attachmentLookup; // Code 0xB8
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- Reference lights; // Code 0xC0
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- Reference SHBX; // Code 0xC8
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- Reference cameras; // Code 0xD0
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- Reference D; // Code 0xD8
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- Reference materialLookup; // Code 0xE0
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- Reference materials; // Code 0xE8
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- Reference DIS; // Code 0xF0
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- Reference CMP; // Code 0xF8
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-
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- Reference TER; // Code 0x10
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- Reference VOL; // Code 0x10
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- uint32 d21; // Code 0x11
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- uint32 d22; // Code 0x11
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- Reference CREP; // Code 0x11
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- Reference PAR; // Code 0x12
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- Reference PARC; // Code 0x12
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- Reference RIB; // Code 0x13
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- Reference PROJ; // Code 0x13
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- Reference FOR; // Code 0x14
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- Reference WRP; // Code 0x14
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- uint32 d24; // Code 0x15
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- uint32 d25; // Code 0x15
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- Reference PHRB; // Code 0x15
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- uint32 d27; // Code 0x16
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- uint32 d28; // Code 0x16
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- uint32 d29; // Code 0x16
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- uint32 d30; // Code 0x16
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- uint32 d32; // Code 0x17
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- uint32 d33; // Code 0x17
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- Reference IKJT; // Code 0x17
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- uint32 d35; // Code 0x18
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- uint32 d36; // Code 0x18
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- Reference PATU; // Code 0x18
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- Reference TRGD; // Code 0x19
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- Reference IREF; // Code 0x19
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- Reference E; // Code 0x1A
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- float matrix[4][4]; // Code 0x1A
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- Vec3D extent[2]; // Code 0x1E
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- float rad; // Code 0x20
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- Reference SSGS; // Code 0x20
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- Reference ATVL; // Code 0x20
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- uint32 d61; // Code 0x21
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- Reference F; // uint16, Code6 0x21
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- Reference G; // uint16, Code 0x21
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- Reference BBSC; // Code 0x22
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- Reference TMD; // Code 0x22
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- uint32 d62; // Code 0x23
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- uint32 d63; // Code 0x23
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- uint32 d64; // Code 0x23
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-};
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-
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-struct MODL20
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-{
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- Reference name; // Code 0x00
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- uint32 version; // Code 0x08
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- Reference sequenceHeader; // Code 0x0C
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- Reference sequenceData; // Code 0x14
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- Reference sequenceLookup; // Code 0x1C
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- uint32 d2; // Code 0x24
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- uint32 d3; // Code 0x28
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- uint32 d4; // Code 0x2C
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- Reference STS; // Code 0x30
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- Reference bones; // Code 0x38
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- uint32 d5; // Code 0x44
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- uint32 flags; // Code 0x44
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- Reference vertexData; // uint8, Code 0x48
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- Reference views; // Code 0x50
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- Reference B; // uint16, Code 0x58
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-
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- Vec3D extents[2]; // Code 0x60
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- float radius; // Code 0x78
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-
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- uint32 d7; // Code 0x7C
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- uint32 d8; // Code 0x80
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- uint32 d9; // Code 0x84
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- uint32 d10; // Code 0x88
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- uint32 d11; // Code 0x8C
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- uint32 d12; // Code 0x90
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- uint32 d13; // Code 0x94
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- uint32 d14; // Code 0x98
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- uint32 d15; // Code 0x9C
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- uint32 d16; // Code 0xA0
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- uint32 d17; // Code 0xA4
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- uint32 d18; // Code 0xA8
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- uint32 d19; // Code 0xAC
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-
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- Reference attachments; // Code 0xB0
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- Reference attachmentLookup; // uint16, Code 0xB8
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- Reference lights; // Code 0xC0
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- Reference cameras; // Code 0xC8
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- Reference D; // uint16, Code 0xD0
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- Reference materialLookup; // Code 0xD8
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- Reference materials; // Code 0xE0
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- Reference DIS; // Code 0xE8
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- Reference CMP; // Code 0xF0
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|
|
- Reference TER; // Code 0xF8
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|
|
-
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|
|
- uint32 d20; // Code 0x10
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|
- uint32 d21; // Code 0x10
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|
- uint32 d22; // Code 0x10
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|
|
- uint32 d23; // Code 0x10
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|
|
- Reference CREP; // Code 0x11
|
|
|
- Reference PAR; // Code 0x11
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|
- Reference PARC; // Code 0x12
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|
- Reference RIB; // Code 0x12
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|
- Reference PROJ; // Code 0x13
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|
- Reference FOR; // Code 0x13
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|
- uint32 d25; // Code 0x14
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|
- uint32 d26; // Code 0x14
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|
|
- uint32 d27; // Code 0x14
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|
- uint32 d28; // Code 0x14
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|
|
- Reference PHRB; // Code 0x15
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|
|
- uint32 d30; // Code 0x15
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|
- uint32 d31; // Code 0x15
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|
|
- uint32 d32; // Code 0x16
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|
- uint32 d33; // Code 0x16
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|
- uint32 d34; // Code 0x16
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|
|
- uint32 d35; // Code 0x16
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|
|
- Reference IKJT; // Code 0x17
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|
|
- uint32 d36; // Code 0x17
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|
|
- uint32 d37; // Code 0x17
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|
|
- Reference PATU; // Code 0x18
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|
- Reference TRGD; // Code 0x18
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|
- Reference IREF; // Code 0x19
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|
- Reference E; // int32, Code 0x19
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|
|
-
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|
- float matrix[4][4]; // Code 0x1A
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|
- Vec3D extent[2]; // Code 0x1E
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|
|
- float rad; // Code 0x1F
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|
-
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- Reference SSGS; // Code 0x1F
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|
|
- uint32 d38; // Code 0x20
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|
- uint32 d39; // Code 0x20
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|
- Reference BBSC; // Code 0x20
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-
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- uint32 d40; // Code 0x21
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|
- uint32 d41; // Code 0x21
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|
- uint32 d42; // Code 0x21
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|
- uint32 d43; // Code 0x22
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|
- uint32 d44; // Code 0x22
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|
|
-};
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-
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|
|
-struct BONE
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|
|
-{
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|
|
- int32 d1; // Keybone?
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|
- Reference name;
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|
|
- uint32 flags;
|
|
|
- int16 parent;
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|
|
- int16 s1;
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|
-
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|
- float floats[ 34 ];
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|
|
-};
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|
-
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|
|
-struct VertexExt // 36 byte
|
|
|
-{
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|
|
- Vec3D pos;
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|
|
- uint8 boneWeight[ 4 ];
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|
- uint8 boneIndex[ 4 ];
|
|
|
- uint8 normal[ 4 ]; //normal_x = (float)normal[0]/255.0f...
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|
- int16 uv[ 2 ];
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|
- uint32 d1;
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|
- uint8 tangent[ 4 ];
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|
|
-};
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|
-
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|
|
-struct Vertex // 32 byte
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|
|
-{
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|
|
- Vec3D pos;
|
|
|
- uint8 boneWeight[4];
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|
- uint8 boneIndex[4];
|
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|
- uint8 normal[4]; //normal_x = (float)normal[0]/255.0f...
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|
|
- int16 uv[2];
|
|
|
- uint8 tangent[4];
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|
|
-};
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|
|
-
|
|
|
-struct MATM
|
|
|
-{
|
|
|
- uint32 d1;
|
|
|
- uint32 d2; // Index into MAT-table?
|
|
|
-};
|
|
|
-
|
|
|
-struct MAT
|
|
|
-{
|
|
|
- Reference name;
|
|
|
- int ukn1[ 8 ];
|
|
|
- float x, y; //always 1.0f
|
|
|
- Reference layers[13];
|
|
|
- int ukn2[15];
|
|
|
-};
|
|
|
-
|
|
|
-struct LAYR
|
|
|
-{
|
|
|
- int unk;
|
|
|
- Reference name;
|
|
|
- float unk2[85];
|
|
|
-};
|
|
|
-
|
|
|
-struct DIV
|
|
|
-{
|
|
|
- Reference faces; // Code 0x00
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|
|
- Reference regions; // Code 0x08
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|
|
- Reference BAT; // Code 0x10
|
|
|
- Reference MSEC; // Code 0x18
|
|
|
-};
|
|
|
-
|
|
|
-struct Region
|
|
|
-{
|
|
|
- uint32 unk;
|
|
|
- uint16 ofsVertices;
|
|
|
- uint16 nVertices;
|
|
|
- uint32 ofsIndices;
|
|
|
- uint32 nIndices; // reference into DIV.faces
|
|
|
- uint8 unknown[12];
|
|
|
-};
|
|
|
-
|
|
|
-struct CAM
|
|
|
-{
|
|
|
- int32 d1; // Code 0x00
|
|
|
- Reference name; // Code 0x04
|
|
|
- uint16 flags1; // Code 0x0C
|
|
|
- uint16 flags2; // Code 0x0E
|
|
|
-};
|
|
|
-
|
|
|
-struct EVNT
|
|
|
-{
|
|
|
- Reference name; // Code 0x00
|
|
|
- int16 unk1[4]; // Code 0x08
|
|
|
- float matrix[4][4]; // Code 0x10
|
|
|
- int32 unk2[4]; // Code 0x50
|
|
|
-};
|
|
|
-
|
|
|
-struct ATT
|
|
|
-{
|
|
|
- int32 unk; // Code 0x00
|
|
|
- Reference name; // Code 0x04
|
|
|
- int32 bone; // Code 0x0C
|
|
|
-};
|
|
|
-
|
|
|
-struct PHSH
|
|
|
-{
|
|
|
- float m[ 4 ][ 4 ];
|
|
|
- float f1;
|
|
|
- float f2;
|
|
|
- Reference refs[ 5 ];
|
|
|
- float f3;
|
|
|
-};
|
|
|
-
|
|
|
-struct SEQS
|
|
|
-{
|
|
|
- int32 d1; // Code 0x00
|
|
|
- int32 d2; // Code 0x04
|
|
|
- Reference name; // Code 0x08
|
|
|
- int32 d3; // Code 0x10
|
|
|
- uint32 length; // Code 0x14
|
|
|
- int32 d4; // Code 0x18
|
|
|
- uint32 flags; // Code 0x1C
|
|
|
- int32 unk[5]; // Code 0x20
|
|
|
- Vec3D extents[2]; // Code 0x34
|
|
|
- float radius; // Code 0x4C
|
|
|
- int32 d5; // Code 0x50
|
|
|
- int32 d6; // Code 0x54
|
|
|
-};
|
|
|
-
|
|
|
-struct STC
|
|
|
-{
|
|
|
- Reference name; // Code 0x00
|
|
|
- uint16 s1; // Code 0x08
|
|
|
- uint16 s2; // Code 0x0A
|
|
|
- uint16 s3; // Code 0x0C
|
|
|
- uint16 s4; // Code 0x0E
|
|
|
- Reference unk2; // uint32 // Code 0x12
|
|
|
- Reference unk3; // uint32 // Code 0x1A
|
|
|
- uint32 d3; // Code 0x22
|
|
|
- Reference evt; // Code 0x24
|
|
|
- Reference unk4[11]; // Seems to be transformation data // Code 0x2C
|
|
|
- Reference bnds; // Code 0x84
|
|
|
-};
|
|
|
-
|
|
|
-struct STS
|
|
|
-{
|
|
|
- Reference unk1; // uint32 // Code 0x00
|
|
|
- int32 unk[3]; // Code 0x08
|
|
|
- int16 s1; // Code 0x14
|
|
|
- int16 s2; // Code 0x16
|
|
|
-};
|
|
|
-
|
|
|
-struct STG
|
|
|
-{
|
|
|
- Reference name; // Code 0x00
|
|
|
- Reference stcID; // Code 0x08
|
|
|
-};
|
|
|
-
|
|
|
-struct SD
|
|
|
-{
|
|
|
- Reference timeline; // Code 0x00
|
|
|
- uint32 flags; // Code 0x08
|
|
|
- uint32 length; // Code 0x0C
|
|
|
- Reference data; // Code 0x10
|
|
|
-};
|
|
|
-
|
|
|
-struct BNDS
|
|
|
-{
|
|
|
- Vec3D extents1[2]; // Code 0x00
|
|
|
- float radius1; // Code 0x18
|
|
|
- Vec3D extents2[2]; // Code 0x1C
|
|
|
- float radius2; // Code 0x34
|
|
|
-};
|
|
|
-
|
|
|
-struct VEC2
|
|
|
-{
|
|
|
- float x, y;
|
|
|
-};
|
|
|
-
|
|
|
-struct VEC3
|
|
|
-{
|
|
|
- float x, y, z;
|
|
|
-};
|
|
|
-
|
|
|
-struct VEC4
|
|
|
-{
|
|
|
- float x, y, z, w;
|
|
|
-};
|
|
|
-
|
|
|
-struct QUAT
|
|
|
-{
|
|
|
- float x, y, z, w;
|
|
|
-};
|
|
|
-
|
|
|
-// ------------------------------------------------------------------------------------------------
|
|
|
-/** Loader to import M3-models.
|
|
|
- */
|
|
|
-// ------------------------------------------------------------------------------------------------
|
|
|
-class M3Importer : public BaseImporter
|
|
|
-{
|
|
|
- friend class Importer;
|
|
|
-
|
|
|
-public:
|
|
|
- /// @brief The default constructor.
|
|
|
- M3Importer();
|
|
|
-
|
|
|
- /// @brief The destructor.
|
|
|
- ~M3Importer();
|
|
|
-
|
|
|
- /// @brief Returns whether the class can handle the format of the given file.
|
|
|
- /// @remark See BaseImporter::CanRead() for details.
|
|
|
- bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig ) const;
|
|
|
-
|
|
|
-private:
|
|
|
- const aiImporterDesc* GetInfo () const;
|
|
|
- void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler );
|
|
|
- void convertToAssimp( const std::string& pFile, aiScene* pScene, DIV *pViews, Region *pRegions, uint16 *pFaces,
|
|
|
- const std::vector<aiVector3D> &vertices, const std::vector<aiVector3D> &uvCoords, const std::vector<aiVector3D> &normals );
|
|
|
- void createVertexData( aiMesh *pMesh, const std::vector<aiVector3D> &vertices, const std::vector<aiVector3D> &uvCoords,
|
|
|
- const std::vector<aiVector3D> &normals );
|
|
|
- aiNode *createNode( aiNode *pParent );
|
|
|
- template<typename T>
|
|
|
- T* GetEntries( Reference ref );
|
|
|
-
|
|
|
-private:
|
|
|
- MD33 *m_pHead;
|
|
|
- ReferenceEntry *m_pRefs;
|
|
|
- std::vector<unsigned char> m_Buffer;
|
|
|
-};
|
|
|
-
|
|
|
-// ------------------------------------------------------------------------------------------------
|
|
|
-template<typename T>
|
|
|
-inline
|
|
|
-T* M3Importer::GetEntries( Reference ref )
|
|
|
-{
|
|
|
- return (T*) ( &m_Buffer[ 0 ] + m_pRefs[ ref.ref ].offset );
|
|
|
-}
|
|
|
-
|
|
|
-// ------------------------------------------------------------------------------------------------
|
|
|
-
|
|
|
-} // Namespace M3
|
|
|
-} // Namespace Assimp
|
|
|
-
|
|
|
-#endif // AI_M3LOADER_H_INCLUDED
|