diff options
author | sanine <sanine.not@pm.me> | 2022-04-16 11:55:09 -0500 |
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committer | sanine <sanine.not@pm.me> | 2022-04-16 11:55:09 -0500 |
commit | db81b925d776103326128bf629cbdda576a223e7 (patch) | |
tree | 58bea8155c686733310009f6bed7363f91fbeb9d /libs/assimp/code/AssetLib/MD3/MD3FileData.h | |
parent | 55860037b14fb3893ba21cf2654c83d349cc1082 (diff) |
move 3rd-party librarys into libs/ and add built-in honeysuckle
Diffstat (limited to 'libs/assimp/code/AssetLib/MD3/MD3FileData.h')
-rw-r--r-- | libs/assimp/code/AssetLib/MD3/MD3FileData.h | 314 |
1 files changed, 314 insertions, 0 deletions
diff --git a/libs/assimp/code/AssetLib/MD3/MD3FileData.h b/libs/assimp/code/AssetLib/MD3/MD3FileData.h new file mode 100644 index 0000000..01475e6 --- /dev/null +++ b/libs/assimp/code/AssetLib/MD3/MD3FileData.h @@ -0,0 +1,314 @@ +/* +Open Asset Import Library (assimp) +---------------------------------------------------------------------- + +Copyright (c) 2006-2022, 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 <stdint.h> + +#include <assimp/types.h> +#include <assimp/mesh.h> +#include <assimp/anim.h> + +#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 + ai_real 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; + ai_real 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 + ai_real 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 <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, ai_real* p_afOut) +{ + ai_real lat = (ai_real)(( p_iNormal >> 8u ) & 0xff); + ai_real lng = (ai_real)(( p_iNormal & 0xff )); + const ai_real invVal( ai_real( 1.0 ) / ai_real( 128.0 ) ); + lat *= ai_real( 3.141926 ) * invVal; + lng *= ai_real( 3.141926 ) * invVal; + + p_afOut[ 0 ] = std::cos(lat) * std::sin(lng); + p_afOut[ 1 ] = std::sin(lat) * std::sin(lng); + p_afOut[ 2 ] = std::cos(lng); +} + + +// ------------------------------------------------------------------------------- +/** @brief Pack a Q3 normal into 16bit latitude/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 * ( std::atan2( p_vIn[1], p_vIn[0] ) ) * (255.0f / 360.0f )); + a &= 0xff; + + b = int(57.2957795f * ( std::acos( p_vIn[2] ) ) * ( 255.0f / 360.0f )); + b &= 0xff; + + ((unsigned char*)&p_iOut)[0] = (unsigned char) b; // longitude + ((unsigned char*)&p_iOut)[1] = (unsigned char) a; // latitude + } +} + +} // Namespace MD3 +} // Namespace Assimp + +#endif // !! AI_MD3FILEHELPER_H_INC |