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diff --git a/src/mesh/assimp-master/code/AssetLib/MD3/MD3FileData.h b/src/mesh/assimp-master/code/AssetLib/MD3/MD3FileData.h
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--- a/src/mesh/assimp-master/code/AssetLib/MD3/MD3FileData.h
+++ /dev/null
@@ -1,314 +0,0 @@
-/*
-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