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+/*
+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