MD3FileData.h 8.5 KB

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  1. /*
  2. Open Asset Import Library (ASSIMP)
  3. ----------------------------------------------------------------------
  4. Copyright (c) 2006-2008, ASSIMP Development Team
  5. All rights reserved.
  6. Redistribution and use of this software in source and binary forms,
  7. with or without modification, are permitted provided that the
  8. following conditions are met:
  9. * Redistributions of source code must retain the above
  10. copyright notice, this list of conditions and the
  11. following disclaimer.
  12. * Redistributions in binary form must reproduce the above
  13. copyright notice, this list of conditions and the
  14. following disclaimer in the documentation and/or other
  15. materials provided with the distribution.
  16. * Neither the name of the ASSIMP team, nor the names of its
  17. contributors may be used to endorse or promote products
  18. derived from this software without specific prior
  19. written permission of the ASSIMP Development Team.
  20. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
  21. "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
  22. LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
  23. A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
  24. OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
  25. SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
  26. LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
  27. DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
  28. THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  29. (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
  30. OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  31. ----------------------------------------------------------------------
  32. */
  33. /** @file Defines the helper data structures for importing MD3 files */
  34. #ifndef AI_MD3FILEHELPER_H_INC
  35. #define AI_MD3FILEHELPER_H_INC
  36. #include <string>
  37. #include <vector>
  38. #include <sstream>
  39. #include "../include/aiTypes.h"
  40. #include "../include/aiMesh.h"
  41. #include "../include/aiAnim.h"
  42. #if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
  43. # pragma pack(push,1)
  44. # define PACK_STRUCT
  45. #elif defined( __GNUC__ )
  46. # define PACK_STRUCT __attribute__((packed))
  47. #else
  48. # error Compiler not supported
  49. #endif
  50. namespace Assimp
  51. {
  52. // http://linux.ucla.edu/~phaethon/q3/formats/md3format.html
  53. namespace MD3
  54. {
  55. #define AI_MD3_MAGIC_NUMBER_BE 'IDP3'
  56. #define AI_MD3_MAGIC_NUMBER_LE '3PDI'
  57. // common limitations
  58. #define AI_MD3_VERSION 15
  59. #define AI_MD3_MAXQPATH 64
  60. #define AI_MD3_MAX_FRAMES 1024
  61. #define AI_MD3_MAX_TAGS 16
  62. #define AI_MD3_MAX_SURFACES 32
  63. #define AI_MD3_MAX_SHADERS 256
  64. #define AI_MD3_MAX_VERTS 4096
  65. #define AI_MD3_MAX_TRIANGLES 8192
  66. // master scale factor for all vertices in a MD3 model
  67. #define AI_MD3_XYZ_SCALE (1.0f/64.0f)
  68. // ---------------------------------------------------------------------------
  69. /** \brief Data structure for the MD3 main header
  70. */
  71. // ---------------------------------------------------------------------------
  72. struct Header
  73. {
  74. //! magic number
  75. int32_t IDENT;
  76. //! file format version
  77. int32_t VERSION;
  78. //! original name in .pak archive
  79. unsigned char NAME[ AI_MD3_MAXQPATH ];
  80. //! unknown
  81. int32_t FLAGS;
  82. //! number of frames in the file
  83. int32_t NUM_FRAMES;
  84. //! number of tags in the file
  85. int32_t NUM_TAGS;
  86. //! number of surfaces in the file
  87. int32_t NUM_SURFACES;
  88. //! number of skins in the file
  89. int32_t NUM_SKINS;
  90. //! offset of the first frame
  91. int32_t OFS_FRAMES;
  92. //! offset of the first tag
  93. int32_t OFS_TAGS;
  94. //! offset of the first surface
  95. int32_t OFS_SURFACES;
  96. //! end of file
  97. int32_t OFS_EOF;
  98. } PACK_STRUCT;
  99. // ---------------------------------------------------------------------------
  100. /** \brief Data structure for the frame header
  101. */
  102. // ---------------------------------------------------------------------------
  103. struct Frame
  104. {
  105. // no need to define this, we won't need
  106. } PACK_STRUCT;
  107. // ---------------------------------------------------------------------------
  108. /** \brief Data structure for the tag header
  109. */
  110. // ---------------------------------------------------------------------------
  111. struct Tag
  112. {
  113. // no need to define this, we won't need
  114. } PACK_STRUCT;
  115. // ---------------------------------------------------------------------------
  116. /** \brief Data structure for the surface header
  117. */
  118. // ---------------------------------------------------------------------------
  119. struct Surface
  120. {
  121. //! magic number
  122. int32_t IDENT;
  123. //! original name of the surface
  124. unsigned char NAME[ AI_MD3_MAXQPATH ];
  125. //! unknown
  126. int32_t FLAGS;
  127. //! number of frames in the surface
  128. int32_t NUM_FRAMES;
  129. //! number of shaders in the surface
  130. int32_t NUM_SHADER;
  131. //! number of vertices in the surface
  132. int32_t NUM_VERTICES;
  133. //! number of triangles in the surface
  134. int32_t NUM_TRIANGLES;
  135. //! offset to the triangle data
  136. int32_t OFS_TRIANGLES;
  137. //! offset to the shader data
  138. int32_t OFS_SHADERS;
  139. //! offset to the texture coordinate data
  140. int32_t OFS_ST;
  141. //! offset to the vertex/normal data
  142. int32_t OFS_XYZNORMAL;
  143. //! offset to the end of the Surface object
  144. int32_t OFS_END;
  145. } PACK_STRUCT;
  146. // ---------------------------------------------------------------------------
  147. /** \brief Data structure for a shader
  148. */
  149. // ---------------------------------------------------------------------------
  150. struct Shader
  151. {
  152. //! filename of the shader
  153. unsigned char NAME[ AI_MD3_MAXQPATH ];
  154. //! index of the shader
  155. int32_t SHADER_INDEX;
  156. } PACK_STRUCT;
  157. // ---------------------------------------------------------------------------
  158. /** \brief Data structure for a triangle
  159. */
  160. // ---------------------------------------------------------------------------
  161. struct Triangle
  162. {
  163. //! triangle indices
  164. int32_t INDEXES[3];
  165. } PACK_STRUCT;
  166. // ---------------------------------------------------------------------------
  167. /** \brief Data structure for an UV coord
  168. */
  169. // ---------------------------------------------------------------------------
  170. struct TexCoord
  171. {
  172. //! UV coordinates
  173. float U,V;
  174. } PACK_STRUCT;
  175. // ---------------------------------------------------------------------------
  176. /** \brief Data structure for a vertex
  177. */
  178. // ---------------------------------------------------------------------------
  179. struct Vertex
  180. {
  181. //! X/Y/Z coordinates
  182. int16_t X,Y,Z;
  183. //! encoded normal vector
  184. int16_t NORMAL;
  185. } PACK_STRUCT;
  186. // reset packing to the original value
  187. #if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
  188. # pragma pack( pop )
  189. #endif
  190. #undef PACK_STRUCT
  191. // ---------------------------------------------------------------------------
  192. /** \brief Unpack a Q3 16 bit vector to its full float3 representation
  193. *
  194. * \param p_iNormal Input normal vector in latitude/longitude form
  195. * \param p_afOut Pointer to an array of three floats to receive the result
  196. *
  197. * \note This has been taken from q3 source (misc_model.c)
  198. */
  199. // ---------------------------------------------------------------------------
  200. inline void LatLngNormalToVec3(int16_t p_iNormal, float* p_afOut)
  201. {
  202. float lat = (float)(( p_iNormal >> 8 ) & 0xff);
  203. float lng = (float)(( p_iNormal & 0xff ));
  204. lat *= 3.141926f/128.0f;
  205. lng *= 3.141926f/128.0f;
  206. p_afOut[0] = cosf(lat) * sinf(lng);
  207. p_afOut[1] = sinf(lat) * sinf(lng);
  208. p_afOut[2] = cosf(lng);
  209. return;
  210. }
  211. // ---------------------------------------------------------------------------
  212. /** \brief Pack a Q3 normal into 16bit latitute/longitude representation
  213. * \param p_vIn Input vector
  214. * \param p_iOut Output normal
  215. *
  216. * \note This has been taken from q3 source (mathlib.c)
  217. */
  218. // ---------------------------------------------------------------------------
  219. inline void Vec3NormalToLatLng( const aiVector3D& p_vIn, uint16_t& p_iOut )
  220. {
  221. // check for singularities
  222. if ( 0.0f == p_vIn[0] && 0.0f == p_vIn[1] )
  223. {
  224. if ( p_vIn[2] > 0.0f )
  225. {
  226. ((unsigned char*)&p_iOut)[0] = 0;
  227. ((unsigned char*)&p_iOut)[1] = 0; // lat = 0, long = 0
  228. }
  229. else
  230. {
  231. ((unsigned char*)&p_iOut)[0] = 128;
  232. ((unsigned char*)&p_iOut)[1] = 0; // lat = 0, long = 128
  233. }
  234. }
  235. else
  236. {
  237. int a, b;
  238. a = int(57.2957795f * ( atan2f( p_vIn[1], p_vIn[0] ) ) * (255.0f / 360.0f ));
  239. a &= 0xff;
  240. b = int(57.2957795f * ( acosf( p_vIn[2] ) ) * ( 255.0f / 360.0f ));
  241. b &= 0xff;
  242. ((unsigned char*)&p_iOut)[0] = b; // longitude
  243. ((unsigned char*)&p_iOut)[1] = a; // lattitude
  244. }
  245. }
  246. };
  247. };
  248. #endif // !! AI_MD3FILEHELPER_H_INC