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- /** @file Defines the helper data structures for importing MD3 files */
- #ifndef AI_MD3FILEHELPER_H_INC
- #define AI_MD3FILEHELPER_H_INC
- #include <string>
- #include <vector>
- #include <sstream>
- #include "../include/aiTypes.h"
- #include "../include/aiMesh.h"
- #include "../include/aiAnim.h"
- #if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
- # pragma pack(push,1)
- # define PACK_STRUCT
- #elif defined( __GNUC__ )
- # define PACK_STRUCT __attribute__((packed))
- #else
- # error Compiler not supported
- #endif
- namespace Assimp
- {
- // http://linux.ucla.edu/~phaethon/q3/formats/md3format.html
- namespace MD3
- {
- #define AI_MD3_MAGIC_NUMBER_BE 'IDP3'
- #define AI_MD3_MAGIC_NUMBER_LE '3PDI'
- // common limitations
- #define AI_MD3_VERSION 15
- #define AI_MD3_MAXQPATH 64
- #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
- int32_t IDENT;
- // file format version
- int32_t VERSION;
- // original name in .pak archive
- unsigned char NAME[ AI_MD3_MAXQPATH ];
- // unknown
- int32_t FLAGS;
- // number of frames in the file
- int32_t NUM_FRAMES;
- // number of tags in the file
- int32_t NUM_TAGS;
- // number of surfaces in the file
- int32_t NUM_SURFACES;
- // number of skins in the file
- int32_t NUM_SKINS;
- // offset of the first frame
- int32_t OFS_FRAMES;
- // offset of the first tag
- int32_t OFS_TAGS;
- // offset of the first surface
- int32_t OFS_SURFACES;
- // end of file
- int32_t OFS_EOF;
- } PACK_STRUCT;
- // ---------------------------------------------------------------------------
- /** \brief Data structure for the frame header
- */
- // ---------------------------------------------------------------------------
- struct Frame
- {
- // no need to define this, we won't need
- } PACK_STRUCT;
- // ---------------------------------------------------------------------------
- /** \brief Data structure for the tag header
- */
- // ---------------------------------------------------------------------------
- struct Tag
- {
- // no need to define this, we won't need
- } PACK_STRUCT;
- // ---------------------------------------------------------------------------
- /** \brief Data structure for the surface header
- */
- // ---------------------------------------------------------------------------
- struct Surface
- {
- // magic number
- int32_t IDENT;
- // original name of the surface
- unsigned char NAME[ AI_MD3_MAXQPATH ];
- // unknown
- int32_t FLAGS;
- // number of frames in the surface
- int32_t NUM_FRAMES;
- // number of shaders in the surface
- int32_t NUM_SHADER;
- // number of vertices in the surface
- int32_t NUM_VERTICES;
- // number of triangles in the surface
- int32_t NUM_TRIANGLES;
- // offset to the triangle data
- int32_t OFS_TRIANGLES;
- // offset to the shader data
- int32_t OFS_SHADERS;
- // offset to the texture coordinate data
- int32_t OFS_ST;
- // offset to the vertex/normal data
- int32_t OFS_XYZNORMAL;
- // offset to the end of the Surface object
- int32_t OFS_END;
- } PACK_STRUCT;
- // ---------------------------------------------------------------------------
- /** \brief Data structure for a shader
- */
- // ---------------------------------------------------------------------------
- struct Shader
- {
- // filename of the shader
- unsigned char NAME[ AI_MD3_MAXQPATH ];
- // index of the shader
- int32_t SHADER_INDEX;
- } PACK_STRUCT;
- // ---------------------------------------------------------------------------
- /** \brief Data structure for a triangle
- */
- // ---------------------------------------------------------------------------
- struct Triangle
- {
- // triangle indices
- int32_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
- int16_t NORMAL;
- } PACK_STRUCT;
- // reset packing to the original value
- #if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
- # pragma pack( pop )
- #endif
- #undef PACK_STRUCT
- // ---------------------------------------------------------------------------
- /** \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 >> 8 ) & 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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