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- /*
- Open Asset Import Library (ASSIMP)
- ----------------------------------------------------------------------
- Copyright (c) 2006-2008, ASSIMP Development 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 Development 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 Defines the helper data structures for importing MDR files */
- #ifndef AI_MDRFILEHELPER_H_INC
- #define AI_MDRFILEHELPER_H_INC
- #include "../include/aiTypes.h"
- #include "../include/aiMesh.h"
- #include "../include/aiAnim.h"
- #include "./../include/Compiler/pushpack1.h"
- namespace Assimp {
- namespace MDR {
- // to make it easier for ourselfes, we test the magic word against both "endianesses"
- #define MDR_MAKE(string) ((uint32_t)((string[0] << 24) + (string[1] << 16) + (string[2] << 8) + string[3]))
- #define AI_MDR_MAGIC_NUMBER_BE MDR_MAKE("RDM5")
- #define AI_MDR_MAGIC_NUMBER_LE MDR_MAKE("5MDR")
- // common limitations for MDR - not validated for the moment
- #define AI_MDR_VERSION 2
- #define AI_MDR_MAXQPATH 64
- #define AI_MDR_MAX_BONES 128
- // ---------------------------------------------------------------------------
- /** \brief Data structure for a vertex weight in a MDR file
- */
- struct Weight
- {
- //! these are indexes into the boneReferences
- //! not the global per-frame bone list
- uint32_t boneIndex;
- //! weight of this bone
- float boneWeight;
- //! offset of this bone
- aiVector3D offset;
- } PACK_STRUCT;
- // ---------------------------------------------------------------------------
- /** \brief Data structure for a vertex in a MDR file
- */
- struct Vertex
- {
- aiVector3D normal;
- aiVector2D texCoords;
- uint32_t numWeights;
- } PACK_STRUCT;
- // ---------------------------------------------------------------------------
- /** \brief Data structure for a triangle in a MDR file
- */
- struct Triangle
- {
- uint32_t indexes[3];
- } PACK_STRUCT;
- // ---------------------------------------------------------------------------
- /** \brief Data structure for a surface in a MDR file
- */
- struct Surface
- {
- uint32_t ident;
- char name[AI_MDR_MAXQPATH]; // polyset name
- char shader[AI_MDR_MAXQPATH];
- uint32_t shaderIndex;
- int32_t ofsHeader; // this will be a negative number
- uint32_t numVerts;
- uint32_t ofsVerts;
- uint32_t numTriangles;
- uint32_t ofsTriangles;
- // Bone references are a set of ints representing all the bones
- // present in any vertex weights for this surface. This is
- // needed because a model may have surfaces that need to be
- // drawn at different sort times, and we don't want to have
- // to re-interpolate all the bones for each surface.
- uint32_t numBoneReferences;
- uint32_t ofsBoneReferences;
- uint32_t ofsEnd; // next surface follows
- } PACK_STRUCT;
- // ---------------------------------------------------------------------------
- /** \brief Data structure for a bone in a MDR file
- */
- struct Bone
- {
- float matrix[3][4];
- } PACK_STRUCT;
- // ---------------------------------------------------------------------------
- /** \brief Data structure for a frame in a MDR file
- */
- struct Frame {
- aiVector3D bounds0,bounds1; // bounds of all surfaces of all LOD's for this frame
- aiVector3D localOrigin; // midpoint of bounds, used for sphere cull
- float radius; // dist from localOrigin to corner
- char name[16];
- // bones follow here
- } PACK_STRUCT;
- // ---------------------------------------------------------------------------
- /** \brief Data structure for a compressed bone in a MDR file
- */
- struct CompBone
- {
- unsigned char Comp[24]; // MC_COMP_BYTES is in MatComp.h, but don't want to couple
- } PACK_STRUCT;
- // ---------------------------------------------------------------------------
- /** \brief Data structure for a compressed frame in a MDR file
- */
- struct CompFrame
- {
- aiVector3D bounds0,bounds1; // bounds of all surfaces of all LOD's for this frame
- aiVector3D localOrigin; // midpoint of bounds, used for sphere cull
- float radius; // dist from localOrigin to corner
- } PACK_STRUCT;
- // ---------------------------------------------------------------------------
- /** \brief Data structure for a LOD in a MDR file
- */
- struct LOD
- {
- uint32_t numSurfaces;
- uint32_t ofsSurfaces; // first surface, others follow
- uint32_t ofsEnd; // next lod follows
- } ;
- // ---------------------------------------------------------------------------
- /** \brief Data structure for a tag (= attachment) in a MDR file
- */
- struct Tag
- {
- uint32_t boneIndex;
- char name[32];
- } PACK_STRUCT;
- // ---------------------------------------------------------------------------
- /** \brief Header data structure for a MDR file
- */
- struct Header
- {
- int32_t ident;
- int32_t version;
- char name[AI_MDR_MAXQPATH];
- // frames and bones are shared by all levels of detail
- int32_t numFrames;
- int32_t numBones;
- int32_t ofsFrames;
- // each level of detail has completely separate sets of surfaces
- int32_t numLODs;
- int32_t ofsLODs;
- int32_t numTags;
- int32_t ofsTags;
- int32_t ofsEnd;
- } PACK_STRUCT;
- #include "./../include/Compiler/poppack1.h"
- }}
- #endif // !! AI_MDRFILEHELPER_H_INC
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