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Diffstat (limited to 'libs/assimp/code/AssetLib/MDL/HalfLife/HL1FileData.h')
-rw-r--r-- | libs/assimp/code/AssetLib/MDL/HalfLife/HL1FileData.h | 600 |
1 files changed, 600 insertions, 0 deletions
diff --git a/libs/assimp/code/AssetLib/MDL/HalfLife/HL1FileData.h b/libs/assimp/code/AssetLib/MDL/HalfLife/HL1FileData.h new file mode 100644 index 0000000..28b1b28 --- /dev/null +++ b/libs/assimp/code/AssetLib/MDL/HalfLife/HL1FileData.h @@ -0,0 +1,600 @@ +/* +--------------------------------------------------------------------------- +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 HL1FileData.h + * @brief Definition of in-memory structures for the + * Half-Life 1 MDL file format. + */ + +#ifndef AI_HL1FILEDATA_INCLUDED +#define AI_HL1FILEDATA_INCLUDED + +#include "HalfLifeMDLBaseHeader.h" + +#include <assimp/Compiler/pushpack1.h> +#include <assimp/types.h> + +namespace Assimp { +namespace MDL { +namespace HalfLife { + +using vec3_t = float[3]; + +/** \struct Header_HL1 + * \brief Data structure for the HL1 MDL file header. + */ +struct Header_HL1 : HalfLifeMDLBaseHeader { + //! The model name. + char name[64]; + + //! The total file size in bytes. + int32_t length; + + //! Ideal eye position. + vec3_t eyeposition; + + //! Ideal movement hull size. + vec3_t min; + vec3_t max; + + //! Clipping bounding box. + vec3_t bbmin; + vec3_t bbmax; + + //! Was "flags". + int32_t unused; + + //! The number of bones. + int32_t numbones; + + //! Offset to the first bone chunk. + int32_t boneindex; + + //! The number of bone controllers. + int32_t numbonecontrollers; + + //! Offset to the first bone controller chunk. + int32_t bonecontrollerindex; + + //! The number of hitboxes. + int32_t numhitboxes; + + //! Offset to the first hitbox chunk. + int32_t hitboxindex; + + //! The number of sequences. + int32_t numseq; + + //! Offset to the first sequence description chunk. + int32_t seqindex; + + //! The number of sequence groups. + int32_t numseqgroups; + + //! Offset to the first sequence group chunk. + int32_t seqgroupindex; + + //! The number of textures. + int32_t numtextures; + + //! Offset to the first texture chunk. + int32_t textureindex; + + //! Offset to the first texture's image data. + int32_t texturedataindex; + + //! The number of replaceable textures. + int32_t numskinref; + + //! The number of skin families. + int32_t numskinfamilies; + + //! Offset to the first replaceable texture. + int32_t skinindex; + + //! The number of bodyparts. + int32_t numbodyparts; + + //! Offset the the first bodypart. + int32_t bodypartindex; + + //! The number of attachments. + int32_t numattachments; + + //! Offset the the first attachment chunk. + int32_t attachmentindex; + + //! Was "soundtable". + int32_t unused2; + + //! Was "soundindex". + int32_t unused3; + + //! Was "soundgroups". + int32_t unused4; + + //! Was "soundgroupindex". + int32_t unused5; + + //! The number of nodes in the sequence transition graph. + int32_t numtransitions; + + //! Offset the the first sequence transition. + int32_t transitionindex; +} PACK_STRUCT; + +/** \struct SequenceHeader_HL1 + * \brief Data structure for the file header of a demand loaded + * HL1 MDL sequence group file. + */ +struct SequenceHeader_HL1 : HalfLifeMDLBaseHeader { + //! The sequence group file name. + char name[64]; + + //! The total file size in bytes. + int32_t length; +} PACK_STRUCT; + +/** \struct Bone_HL1 + * \brief Data structure for a bone in HL1 MDL files. + */ +struct Bone_HL1 { + //! The bone name. + char name[32]; + + //! The parent bone index. (-1) If it has no parent. + int32_t parent; + + //! Was "flags". + int32_t unused; + + //! Available bone controller per motion type. + //! (-1) if no controller is available. + int32_t bonecontroller[6]; + + /*! Default position and rotation values where + * scale[0] = position.X + * scale[1] = position.Y + * scale[2] = position.Z + * scale[3] = rotation.X + * scale[4] = rotation.Y + * scale[5] = rotation.Z + */ + float value[6]; + + /*! Compressed scale values where + * scale[0] = position.X scale + * scale[1] = position.Y scale + * scale[2] = position.Z scale + * scale[3] = rotation.X scale + * scale[4] = rotation.Y scale + * scale[5] = rotation.Z scale + */ + float scale[6]; +} PACK_STRUCT; + +/** \struct BoneController_HL1 + * \brief Data structure for a bone controller in HL1 MDL files. + */ +struct BoneController_HL1 { + //! Bone affected by this controller. + int32_t bone; + + //! The motion type. + int32_t type; + + //! The minimum and maximum values. + float start; + float end; + + // Was "rest". + int32_t unused; + + // The bone controller channel. + int32_t index; +} PACK_STRUCT; + +/** \struct Hitbox_HL1 + * \brief Data structure for a hitbox in HL1 MDL files. + */ +struct Hitbox_HL1 { + //! The bone this hitbox follows. + int32_t bone; + + //! The hit group. + int32_t group; + + //! The hitbox minimum and maximum extents. + vec3_t bbmin; + vec3_t bbmax; +} PACK_STRUCT; + +/** \struct SequenceGroup_HL1 + * \brief Data structure for a sequence group in HL1 MDL files. + */ +struct SequenceGroup_HL1 { + //! A textual name for this sequence group. + char label[32]; + + //! The file name. + char name[64]; + + //! Was "cache". + int32_t unused; + + //! Was "data". + int32_t unused2; +} PACK_STRUCT; + +//! The type of blending for a sequence. +enum SequenceBlendMode_HL1 { + NoBlend = 1, + TwoWayBlending = 2, + FourWayBlending = 4, +}; + +/** \struct SequenceDesc_HL1 + * \brief Data structure for a sequence description in HL1 MDL files. + */ +struct SequenceDesc_HL1 { + //! The sequence name. + char label[32]; + + //! Frames per second. + float fps; + + //! looping/non-looping flags. + int32_t flags; + + //! The sequence activity. + int32_t activity; + + //! The sequence activity weight. + int32_t actweight; + + //! The number of animation events. + int32_t numevents; + + //! Offset the the first animation event chunk. + int32_t eventindex; + + //! The number of frames in the sequence. + int32_t numframes; + + //! Was "numpivots". + int32_t unused; + + //! Was "pivotindex". + int32_t unused2; + + //! Linear motion type. + int32_t motiontype; + + //! Linear motion bone. + int32_t motionbone; + + //! Linear motion. + vec3_t linearmovement; + + //! Was "automoveposindex". + int32_t unused3; + + //! Was "automoveangleindex". + int32_t unused4; + + //! The sequence minimum and maximum extents. + vec3_t bbmin; + vec3_t bbmax; + + //! The number of blend animations. + int32_t numblends; + + //! Offset to first the AnimValueOffset_HL1 chunk. + //! This offset is relative to the SequenceHeader_HL1 of the file + //! that contains the animation data. + int32_t animindex; + + //! The motion type of each blend controller. + int32_t blendtype[2]; + + //! The starting value of each blend controller. + float blendstart[2]; + + //! The ending value of each blend controller. + float blendend[2]; + + //! Was "blendparent". + int32_t unused5; + + //! The sequence group. + int32_t seqgroup; + + //! The node at entry in the sequence transition graph. + int32_t entrynode; + + //! The node at exit in the sequence transition graph. + int32_t exitnode; + + //! Transition rules. + int32_t nodeflags; + + //! Was "nextseq" + int32_t unused6; +} PACK_STRUCT; + +/** \struct AnimEvent_HL1 + * \brief Data structure for an animation event in HL1 MDL files. + */ +struct AnimEvent_HL1 { + //! The frame at which this animation event occurs. + int32_t frame; + + //! The script event type. + int32_t event; + + //! was "type" + int32_t unused; + + //! Options. Could be path to sound WAVE files. + char options[64]; +} PACK_STRUCT; + +/** \struct Attachment_HL1 + * \brief Data structure for an attachment in HL1 MDL files. + */ +struct Attachment_HL1 { + //! Was "name". + char unused[32]; + + //! Was "type". + int32_t unused2; + + //! The bone this attachment follows. + int32_t bone; + + //! The attachment origin. + vec3_t org; + + //! Was "vectors" + vec3_t unused3[3]; +} PACK_STRUCT; + +/** \struct AnimValueOffset_HL1 + * \brief Data structure to hold offsets (one per motion type) + * to the first animation frame value for a single bone + * in HL1 MDL files. + */ +struct AnimValueOffset_HL1 { + unsigned short offset[6]; +} PACK_STRUCT; + +/** \struct AnimValue_HL1 + * \brief Data structure for an animation frame in HL1 MDL files. + */ +union AnimValue_HL1 { + struct { + uint8_t valid; + uint8_t total; + } num; + short value; +} PACK_STRUCT; + +/** \struct Bodypart_HL1 + * \brief Data structure for a bodypart in HL1 MDL files. + */ +struct Bodypart_HL1 { + //! The bodypart name. + char name[64]; + + //! The number of available models for this bodypart. + int32_t nummodels; + + //! Used to convert from a global model index + //! to a local bodypart model index. + int32_t base; + + //! The offset to the first model chunk. + int32_t modelindex; +} PACK_STRUCT; + +/** \struct Texture_HL1 + * \brief Data structure for a texture in HL1 MDL files. + */ +struct Texture_HL1 { + //! Texture file name. + char name[64]; + + //! Texture flags. + int32_t flags; + + //! Texture width in pixels. + int32_t width; + + //! Texture height in pixels. + int32_t height; + + //! Offset to the image data. + //! This offset is relative to the texture file header. + int32_t index; +} PACK_STRUCT; + +/** \struct Model_HL1 + * \brief Data structure for a model in HL1 MDL files. + */ +struct Model_HL1 { + //! Model name. + char name[64]; + + //! Was "type". + int32_t unused; + + //! Was "boundingradius". + float unused2; + + //! The number of meshes in the model. + int32_t nummesh; + + //! Offset to the first mesh chunk. + int32_t meshindex; + + //! The number of unique vertices. + int32_t numverts; + + //! Offset to the vertex bone array. + int32_t vertinfoindex; + + //! Offset to the vertex array. + int32_t vertindex; + + //! The number of unique normals. + int32_t numnorms; + + //! Offset to the normal bone array. + int32_t norminfoindex; + + //! Offset to the normal array. + int32_t normindex; + + //! Was "numgroups". + int32_t unused3; + + //! Was "groupindex". + int32_t unused4; +} PACK_STRUCT; + +/** \struct Mesh_HL1 + * \brief Data structure for a mesh in HL1 MDL files. + */ +struct Mesh_HL1 { + //! Can be interpreted as the number of triangles in the mesh. + int32_t numtris; + + //! Offset to the start of the tris sequence. + int32_t triindex; + + //! The skin index. + int32_t skinref; + + //! The number of normals in the mesh. + int32_t numnorms; + + //! Was "normindex". + int32_t unused; +} PACK_STRUCT; + +/** \struct Trivert + * \brief Data structure for a trivert in HL1 MDL files. + */ +struct Trivert { + //! Index into Model_HL1 vertex array. + short vertindex; + + //! Index into Model_HL1 normal array. + short normindex; + + //! Texture coordinates in absolute space (unnormalized). + short s, t; +} PACK_STRUCT; + +#include <assimp/Compiler/poppack1.h> + +#if (!defined AI_MDL_HL1_VERSION) +#define AI_MDL_HL1_VERSION 10 +#endif +#if (!defined AI_MDL_HL1_MAX_TRIANGLES) +#define AI_MDL_HL1_MAX_TRIANGLES 20000 +#endif +#if (!defined AI_MDL_HL1_MAX_VERTICES) +#define AI_MDL_HL1_MAX_VERTICES 2048 +#endif +#if (!defined AI_MDL_HL1_MAX_SEQUENCES) +#define AI_MDL_HL1_MAX_SEQUENCES 2048 +#endif +#if (!defined AI_MDL_HL1_MAX_SEQUENCE_GROUPS) +#define AI_MDL_HL1_MAX_SEQUENCE_GROUPS 32 +#endif +#if (!defined AI_MDL_HL1_MAX_TEXTURES) +#define AI_MDL_HL1_MAX_TEXTURES 100 +#endif +#if (!defined AI_MDL_HL1_MAX_SKIN_FAMILIES) +#define AI_MDL_HL1_MAX_SKIN_FAMILIES 100 +#endif +#if (!defined AI_MDL_HL1_MAX_BONES) +#define AI_MDL_HL1_MAX_BONES 128 +#endif +#if (!defined AI_MDL_HL1_MAX_BODYPARTS) +#define AI_MDL_HL1_MAX_BODYPARTS 32 +#endif +#if (!defined AI_MDL_HL1_MAX_MODELS) +#define AI_MDL_HL1_MAX_MODELS 32 +#endif +#if (!defined AI_MDL_HL1_MAX_MESHES) +#define AI_MDL_HL1_MAX_MESHES 256 +#endif +#if (!defined AI_MDL_HL1_MAX_EVENTS) +#define AI_MDL_HL1_MAX_EVENTS 1024 +#endif +#if (!defined AI_MDL_HL1_MAX_BONE_CONTROLLERS) +#define AI_MDL_HL1_MAX_BONE_CONTROLLERS 8 +#endif +#if (!defined AI_MDL_HL1_MAX_ATTACHMENTS) +#define AI_MDL_HL1_MAX_ATTACHMENTS 512 +#endif + +// lighting options +#if (!defined AI_MDL_HL1_STUDIO_NF_FLATSHADE) +#define AI_MDL_HL1_STUDIO_NF_FLATSHADE 0x0001 +#endif +#if (!defined AI_MDL_HL1_STUDIO_NF_CHROME) +#define AI_MDL_HL1_STUDIO_NF_CHROME 0x0002 +#endif +#if (!defined AI_MDL_HL1_STUDIO_NF_ADDITIVE) +#define AI_MDL_HL1_STUDIO_NF_ADDITIVE 0x0020 +#endif +#if (!defined AI_MDL_HL1_STUDIO_NF_MASKED) +#define AI_MDL_HL1_STUDIO_NF_MASKED 0x0040 +#endif + +} // namespace HalfLife +} // namespace MDL +} // namespace Assimp + +#endif // AI_HL1FILEDATA_INCLUDED |