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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 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