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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 MDLFileData.h
+ * @brief Definition of in-memory structures for the MDL file format.
+ *
+ * The specification has been taken from various sources on the internet.
+ * - http://tfc.duke.free.fr/coding/mdl-specs-en.html
+ * - Conitec's MED SDK
+ * - Many quite long HEX-editor sessions
+ */
+
+#ifndef AI_MDLFILEHELPER_H_INC
+#define AI_MDLFILEHELPER_H_INC
+
+#include <assimp/anim.h>
+#include <assimp/mesh.h>
+#include <assimp/Compiler/pushpack1.h>
+#include <assimp/ByteSwapper.h>
+#include <stdint.h>
+#include <vector>
+
+struct aiMaterial;
+
+namespace Assimp {
+namespace MDL {
+
+// -------------------------------------------------------------------------------------
+// to make it easier for us, we test the magic word against both "endianesses"
+
+// magic bytes used in Quake 1 MDL meshes
+#define AI_MDL_MAGIC_NUMBER_BE AI_MAKE_MAGIC("IDPO")
+#define AI_MDL_MAGIC_NUMBER_LE AI_MAKE_MAGIC("OPDI")
+
+// magic bytes used in GameStudio A<very low> MDL meshes
+#define AI_MDL_MAGIC_NUMBER_BE_GS3 AI_MAKE_MAGIC("MDL2")
+#define AI_MDL_MAGIC_NUMBER_LE_GS3 AI_MAKE_MAGIC("2LDM")
+
+// magic bytes used in GameStudio A4 MDL meshes
+#define AI_MDL_MAGIC_NUMBER_BE_GS4 AI_MAKE_MAGIC("MDL3")
+#define AI_MDL_MAGIC_NUMBER_LE_GS4 AI_MAKE_MAGIC("3LDM")
+
+// magic bytes used in GameStudio A5+ MDL meshes
+#define AI_MDL_MAGIC_NUMBER_BE_GS5a AI_MAKE_MAGIC("MDL4")
+#define AI_MDL_MAGIC_NUMBER_LE_GS5a AI_MAKE_MAGIC("4LDM")
+#define AI_MDL_MAGIC_NUMBER_BE_GS5b AI_MAKE_MAGIC("MDL5")
+#define AI_MDL_MAGIC_NUMBER_LE_GS5b AI_MAKE_MAGIC("5LDM")
+
+// magic bytes used in GameStudio A7+ MDL meshes
+#define AI_MDL_MAGIC_NUMBER_BE_GS7 AI_MAKE_MAGIC("MDL7")
+#define AI_MDL_MAGIC_NUMBER_LE_GS7 AI_MAKE_MAGIC("7LDM")
+
+// common limitations for Quake1 meshes. The loader does not check them,
+// (however it warns) but models should not exceed these limits.
+#if (!defined AI_MDL_VERSION)
+# define AI_MDL_VERSION 6
+#endif
+#if (!defined AI_MDL_MAX_FRAMES)
+# define AI_MDL_MAX_FRAMES 256
+#endif
+#if (!defined AI_MDL_MAX_UVS)
+# define AI_MDL_MAX_UVS 1024
+#endif
+#if (!defined AI_MDL_MAX_VERTS)
+# define AI_MDL_MAX_VERTS 1024
+#endif
+#if (!defined AI_MDL_MAX_TRIANGLES)
+# define AI_MDL_MAX_TRIANGLES 2048
+#endif
+
+// material key that is set for dummy materials that are
+// just referencing another material
+#if (!defined AI_MDL7_REFERRER_MATERIAL)
+# define AI_MDL7_REFERRER_MATERIAL "&&&referrer&&&",0,0
+#endif
+
+// -------------------------------------------------------------------------------------
+/** \struct Header
+ * \brief Data structure for the MDL main header
+ */
+struct Header {
+ //! magic number: "IDPO"
+ uint32_t ident;
+
+ //! version number: 6
+ int32_t version;
+
+ //! scale factors for each axis
+ ai_real scale[3];
+
+ //! translation factors for each axis
+ ai_real translate[3];
+
+ //! bounding radius of the mesh
+ float boundingradius;
+
+ //! Position of the viewer's exe. Ignored
+ ai_real vEyePos[3];
+
+ //! Number of textures
+ int32_t num_skins;
+
+ //! Texture width in pixels
+ int32_t skinwidth;
+
+ //! Texture height in pixels
+ int32_t skinheight;
+
+ //! Number of vertices contained in the file
+ int32_t num_verts;
+
+ //! Number of triangles contained in the file
+ int32_t num_tris;
+
+ //! Number of frames contained in the file
+ int32_t num_frames;
+
+ //! 0 = synchron, 1 = random . Ignored
+ //! (MDLn formats: number of texture coordinates)
+ int32_t synctype;
+
+ //! State flag
+ int32_t flags;
+
+ //! Could be the total size of the file (and not a float)
+ float size;
+} PACK_STRUCT;
+
+
+// -------------------------------------------------------------------------------------
+/** \struct Header_MDL7
+ * \brief Data structure for the MDL 7 main header
+ */
+struct Header_MDL7 {
+ //! magic number: "MDL7"
+ char ident[4];
+
+ //! Version number. Ignored
+ int32_t version;
+
+ //! Number of bones in file
+ uint32_t bones_num;
+
+ //! Number of groups in file
+ uint32_t groups_num;
+
+ //! Size of data in the file
+ uint32_t data_size;
+
+ //! Ignored. Used to store entity specific information
+ int32_t entlump_size;
+
+ //! Ignored. Used to store MED related data
+ int32_t medlump_size;
+
+ //! Size of the Bone_MDL7 data structure used in the file
+ uint16_t bone_stc_size;
+
+ //! Size of the Skin_MDL 7 data structure used in the file
+ uint16_t skin_stc_size;
+
+ //! Size of a single color (e.g. in a material)
+ uint16_t colorvalue_stc_size;
+
+ //! Size of the Material_MDL7 data structure used in the file
+ uint16_t material_stc_size;
+
+ //! Size of a texture coordinate set in the file
+ uint16_t skinpoint_stc_size;
+
+ //! Size of a triangle in the file
+ uint16_t triangle_stc_size;
+
+ //! Size of a normal vertex in the file
+ uint16_t mainvertex_stc_size;
+
+ //! Size of a per-frame animated vertex in the file
+ //! (this is not supported)
+ uint16_t framevertex_stc_size;
+
+ //! Size of a bone animation matrix
+ uint16_t bonetrans_stc_size;
+
+ //! Size of the Frame_MDL7 data structure used in the file
+ uint16_t frame_stc_size;
+} PACK_STRUCT;
+
+
+// -------------------------------------------------------------------------------------
+/** \struct Bone_MDL7
+ * \brief Data structure for a bone in a MDL7 file
+ */
+struct Bone_MDL7 {
+ //! Index of the parent bone of *this* bone. 0xffff means:
+ //! "hey, I have no parent, I'm an orphan"
+ uint16_t parent_index;
+ uint8_t _unused_[2];
+
+ //! Relative position of the bone (relative to the
+ //! parent bone)
+ float x,y,z;
+
+ //! Optional name of the bone
+ char name[1 /* DUMMY SIZE */];
+} PACK_STRUCT;
+
+#if (!defined AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_20_CHARS)
+# define AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_20_CHARS (16 + 20)
+#endif
+
+#if (!defined AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_32_CHARS)
+# define AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_32_CHARS (16 + 32)
+#endif
+
+#if (!defined AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_NOT_THERE)
+# define AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_NOT_THERE (16)
+#endif
+
+#if (!defined AI_MDL7_MAX_GROUPNAMESIZE)
+# define AI_MDL7_MAX_GROUPNAMESIZE 16
+#endif // ! AI_MDL7_MAX_GROUPNAMESIZE
+
+// -------------------------------------------------------------------------------------
+/** \struct Group_MDL7
+ * \brief Group in a MDL7 file
+ */
+struct Group_MDL7 {
+ //! = '1' -> triangle based Mesh
+ unsigned char typ;
+
+ int8_t deformers;
+ int8_t max_weights;
+ int8_t _unused_;
+
+ //! size of data for this group in bytes ( MD7_GROUP stc. included).
+ int32_t groupdata_size;
+ char name[AI_MDL7_MAX_GROUPNAMESIZE];
+
+ //! Number of skins
+ int32_t numskins;
+
+ //! Number of texture coordinates
+ int32_t num_stpts;
+
+ //! Number of triangles
+ int32_t numtris;
+
+ //! Number of vertices
+ int32_t numverts;
+
+ //! Number of frames
+ int32_t numframes;
+} PACK_STRUCT;
+
+#define AI_MDL7_SKINTYPE_MIPFLAG 0x08
+#define AI_MDL7_SKINTYPE_MATERIAL 0x10
+#define AI_MDL7_SKINTYPE_MATERIAL_ASCDEF 0x20
+#define AI_MDL7_SKINTYPE_RGBFLAG 0x80
+
+#if (!defined AI_MDL7_MAX_BONENAMESIZE)
+# define AI_MDL7_MAX_BONENAMESIZE 20
+#endif // !! AI_MDL7_MAX_BONENAMESIZE
+
+// -------------------------------------------------------------------------------------
+/** \struct Deformer_MDL7
+ * \brief Deformer in a MDL7 file
+ */
+struct Deformer_MDL7 {
+ int8_t deformer_version; // 0
+ int8_t deformer_typ; // 0 - bones
+ int8_t _unused_[2];
+ int32_t group_index;
+ int32_t elements;
+ int32_t deformerdata_size;
+} PACK_STRUCT;
+
+
+// -------------------------------------------------------------------------------------
+/** \struct DeformerElement_MDL7
+ * \brief Deformer element in a MDL7 file
+ */
+struct DeformerElement_MDL7 {
+ //! bei deformer_typ==0 (==bones) element_index == bone index
+ int32_t element_index;
+ char element_name[AI_MDL7_MAX_BONENAMESIZE];
+ int32_t weights;
+} PACK_STRUCT;
+
+// -------------------------------------------------------------------------------------
+/** \struct DeformerWeight_MDL7
+ * \brief Deformer weight in a MDL7 file
+ */
+struct DeformerWeight_MDL7 {
+ //! for deformer_typ==0 (==bones) index == vertex index
+ int32_t index;
+ float weight;
+} PACK_STRUCT;
+
+// don't know why this was in the original headers ...
+typedef int32_t MD7_MATERIAL_ASCDEFSIZE;
+
+// -------------------------------------------------------------------------------------
+/** \struct ColorValue_MDL7
+ * \brief Data structure for a color value in a MDL7 file
+ */
+struct ColorValue_MDL7 {
+ float r,g,b,a;
+} PACK_STRUCT;
+
+// -------------------------------------------------------------------------------------
+/** \struct Material_MDL7
+ * \brief Data structure for a Material in a MDL7 file
+ */
+struct Material_MDL7 {
+ //! Diffuse base color of the material
+ ColorValue_MDL7 Diffuse;
+
+ //! Ambient base color of the material
+ ColorValue_MDL7 Ambient;
+
+ //! Specular base color of the material
+ ColorValue_MDL7 Specular;
+
+ //! Emissive base color of the material
+ ColorValue_MDL7 Emissive;
+
+ //! Phong power
+ float Power;
+} PACK_STRUCT;
+
+// -------------------------------------------------------------------------------------
+/** \struct Skin
+ * \brief Skin data structure #1 - used by Quake1, MDL2, MDL3 and MDL4
+ */
+struct Skin {
+ //! 0 = single (Skin), 1 = group (GroupSkin)
+ //! For MDL3-5: Defines the type of the skin and there
+ //! fore the size of the data to skip:
+ //-------------------------------------------------------
+ //! 2 for 565 RGB,
+ //! 3 for 4444 ARGB,
+ //! 10 for 565 mipmapped,
+ //! 11 for 4444 mipmapped (bpp = 2),
+ //! 12 for 888 RGB mipmapped (bpp = 3),
+ //! 13 for 8888 ARGB mipmapped (bpp = 4)
+ //-------------------------------------------------------
+ int32_t group;
+
+ //! Texture data
+ uint8_t *data;
+} PACK_STRUCT;
+
+
+// -------------------------------------------------------------------------------------
+/** \struct Skin
+ * \brief Skin data structure #2 - used by MDL5, MDL6 and MDL7
+ * \see Skin
+ */
+struct Skin_MDL5 {
+ int32_t size, width, height;
+ uint8_t *data;
+} PACK_STRUCT;
+
+// maximum length of texture file name
+#if (!defined AI_MDL7_MAX_TEXNAMESIZE)
+# define AI_MDL7_MAX_TEXNAMESIZE 0x10
+#endif
+
+// ---------------------------------------------------------------------------
+/** \struct Skin_MDL7
+ * \brief Skin data structure #3 - used by MDL7 and HMP7
+ */
+struct Skin_MDL7 {
+ uint8_t typ;
+ int8_t _unused_[3];
+ int32_t width;
+ int32_t height;
+ char texture_name[AI_MDL7_MAX_TEXNAMESIZE];
+} PACK_STRUCT;
+
+// -------------------------------------------------------------------------------------
+/** \struct RGB565
+ * \brief Data structure for a RGB565 pixel in a texture
+ */
+struct RGB565 {
+ uint16_t r : 5;
+ uint16_t g : 6;
+ uint16_t b : 5;
+} PACK_STRUCT;
+
+// -------------------------------------------------------------------------------------
+/** \struct ARGB4
+ * \brief Data structure for a ARGB4444 pixel in a texture
+ */
+struct ARGB4 {
+ uint16_t a : 4;
+ uint16_t r : 4;
+ uint16_t g : 4;
+ uint16_t b : 4;
+} /*PACK_STRUCT*/;
+
+// -------------------------------------------------------------------------------------
+/** \struct GroupSkin
+ * \brief Skin data structure #2 (group of pictures)
+ */
+struct GroupSkin {
+ //! 0 = single (Skin), 1 = group (GroupSkin)
+ int32_t group;
+
+ //! Number of images
+ int32_t nb;
+
+ //! Time for each image
+ float *time;
+
+ //! Data of each image
+ uint8_t **data;
+} PACK_STRUCT;
+
+// -------------------------------------------------------------------------------------
+/** \struct TexCoord
+ * \brief Texture coordinate data structure used by the Quake1 MDL format
+ */
+struct TexCoord {
+ //! Is the vertex on the noundary between front and back piece?
+ int32_t onseam;
+
+ //! Texture coordinate in the tx direction
+ int32_t s;
+
+ //! Texture coordinate in the ty direction
+ int32_t t;
+} PACK_STRUCT;
+
+// -------------------------------------------------------------------------------------
+/** \struct TexCoord_MDL3
+ * \brief Data structure for an UV coordinate in the 3DGS MDL3 format
+ */
+struct TexCoord_MDL3 {
+ //! position, horizontally in range 0..skinwidth-1
+ int16_t u;
+
+ //! position, vertically in range 0..skinheight-1
+ int16_t v;
+} PACK_STRUCT;
+
+// -------------------------------------------------------------------------------------
+/** \struct TexCoord_MDL7
+ * \brief Data structure for an UV coordinate in the 3DGS MDL7 format
+ */
+struct TexCoord_MDL7 {
+ //! position, horizontally in range 0..1
+ float u;
+
+ //! position, vertically in range 0..1
+ float v;
+} PACK_STRUCT;
+
+// -------------------------------------------------------------------------------------
+/** \struct SkinSet_MDL7
+ * \brief Skin set data structure for the 3DGS MDL7 format
+ * MDL7 references UV coordinates per face via an index list.
+ * This allows the use of multiple skins per face with just one
+ * UV coordinate set.
+ */
+struct SkinSet_MDL7
+{
+ //! Index into the UV coordinate list
+ uint16_t st_index[3]; // size 6
+
+ //! Material index
+ int32_t material; // size 4
+} PACK_STRUCT;
+
+// -------------------------------------------------------------------------------------
+/** \struct Triangle
+ * \brief Triangle data structure for the Quake1 MDL format
+ */
+struct Triangle
+{
+ //! 0 = backface, 1 = frontface
+ int32_t facesfront;
+
+ //! Vertex indices
+ int32_t vertex[3];
+} PACK_STRUCT;
+
+// -------------------------------------------------------------------------------------
+/** \struct Triangle_MDL3
+ * \brief Triangle data structure for the 3DGS MDL3 format
+ */
+struct Triangle_MDL3
+{
+ //! Index of 3 3D vertices in range 0..numverts
+ uint16_t index_xyz[3];
+
+ //! Index of 3 skin vertices in range 0..numskinverts
+ uint16_t index_uv[3];
+} PACK_STRUCT;
+
+// -------------------------------------------------------------------------------------
+/** \struct Triangle_MDL7
+ * \brief Triangle data structure for the 3DGS MDL7 format
+ */
+struct Triangle_MDL7
+{
+ //! Vertex indices
+ uint16_t v_index[3]; // size 6
+
+ //! Two skinsets. The second will be used for multi-texturing
+ SkinSet_MDL7 skinsets[2];
+} PACK_STRUCT;
+
+#if (!defined AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV)
+# define AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV (6+sizeof(SkinSet_MDL7)-sizeof(uint32_t))
+#endif
+#if (!defined AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV_WITH_MATINDEX)
+# define AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV_WITH_MATINDEX (6+sizeof(SkinSet_MDL7))
+#endif
+#if (!defined AI_MDL7_TRIANGLE_STD_SIZE_TWO_UV)
+# define AI_MDL7_TRIANGLE_STD_SIZE_TWO_UV (6+2*sizeof(SkinSet_MDL7))
+#endif
+
+// Helper constants for Triangle::facesfront
+#if (!defined AI_MDL_BACKFACE)
+# define AI_MDL_BACKFACE 0x0
+#endif
+#if (!defined AI_MDL_FRONTFACE)
+# define AI_MDL_FRONTFACE 0x1
+#endif
+
+// -------------------------------------------------------------------------------------
+/** \struct Vertex
+ * \brief Vertex data structure
+ */
+struct Vertex
+{
+ uint8_t v[3];
+ uint8_t normalIndex;
+} PACK_STRUCT;
+
+
+// -------------------------------------------------------------------------------------
+struct Vertex_MDL4
+{
+ uint16_t v[3];
+ uint8_t normalIndex;
+ uint8_t unused;
+} PACK_STRUCT;
+
+#define AI_MDL7_FRAMEVERTEX120503_STCSIZE 16
+#define AI_MDL7_FRAMEVERTEX030305_STCSIZE 26
+
+// -------------------------------------------------------------------------------------
+/** \struct Vertex_MDL7
+ * \brief Vertex data structure used in MDL7 files
+ */
+struct Vertex_MDL7
+{
+ float x,y,z;
+ uint16_t vertindex; // = bone index
+ union {
+ uint8_t norm162index;
+ float norm[3];
+ };
+} PACK_STRUCT;
+
+// -------------------------------------------------------------------------------------
+/** \struct BoneTransform_MDL7
+ * \brief bone transformation matrix structure used in MDL7 files
+ */
+struct BoneTransform_MDL7
+{
+ //! 4*3
+ float m [4*4];
+
+ //! the index of this vertex, 0.. header::bones_num - 1
+ uint16_t bone_index;
+
+ //! I HATE 3DGS AND THE SILLY DEVELOPER WHO DESIGNED
+ //! THIS STUPID FILE FORMAT!
+ int8_t _unused_[2];
+} PACK_STRUCT;
+
+
+#define AI_MDL7_MAX_FRAMENAMESIZE 16
+
+// -------------------------------------------------------------------------------------
+/** \struct Frame_MDL7
+ * \brief Frame data structure used by MDL7 files
+ */
+struct Frame_MDL7
+{
+ char frame_name[AI_MDL7_MAX_FRAMENAMESIZE];
+ uint32_t vertices_count;
+ uint32_t transmatrix_count;
+};
+
+
+// -------------------------------------------------------------------------------------
+/** \struct SimpleFrame
+ * \brief Data structure for a simple frame
+ */
+struct SimpleFrame
+{
+ //! Minimum vertex of the bounding box
+ Vertex bboxmin;
+
+ //! Maximum vertex of the bounding box
+ Vertex bboxmax;
+
+ //! Name of the frame
+ char name[16];
+
+ //! Vertex list of the frame
+ Vertex *verts;
+} PACK_STRUCT;
+
+// -------------------------------------------------------------------------------------
+/** \struct Frame
+ * \brief Model frame data structure
+ */
+struct Frame
+{
+ //! 0 = simple frame, !0 = group frame
+ int32_t type;
+
+ //! Frame data
+ SimpleFrame frame;
+} PACK_STRUCT;
+
+
+// -------------------------------------------------------------------------------------
+struct SimpleFrame_MDLn_SP
+{
+ //! Minimum vertex of the bounding box
+ Vertex_MDL4 bboxmin;
+
+ //! Maximum vertex of the bounding box
+ Vertex_MDL4 bboxmax;
+
+ //! Name of the frame
+ char name[16];
+
+ //! Vertex list of the frame
+ Vertex_MDL4 *verts;
+} PACK_STRUCT;
+
+// -------------------------------------------------------------------------------------
+/** \struct GroupFrame
+ * \brief Data structure for a group of frames
+ */
+struct GroupFrame
+{
+ //! 0 = simple frame, !0 = group frame
+ int32_t type;
+
+ int32_t numframes;
+
+ //! Minimum vertex for all single frames
+ Vertex min;
+
+ //! Maximum vertex for all single frames
+ Vertex max;
+
+ //! List of times for all single frames
+ float *times;
+
+ //! List of single frames
+ SimpleFrame *frames;
+} PACK_STRUCT;
+
+#include <assimp/Compiler/poppack1.h>
+
+// -------------------------------------------------------------------------------------
+/** \struct IntFace_MDL7
+ * \brief Internal data structure to temporarily represent a face
+ */
+struct IntFace_MDL7 {
+ // provide a constructor for our own convenience
+ IntFace_MDL7() AI_NO_EXCEPT {
+ ::memset( mIndices, 0, sizeof(uint32_t) *3);
+ ::memset( iMatIndex, 0, sizeof( unsigned int) *2);
+ }
+
+ //! Vertex indices
+ uint32_t mIndices[3];
+
+ //! Material index (maximally two channels, which are joined later)
+ unsigned int iMatIndex[2];
+};
+
+// -------------------------------------------------------------------------------------
+/** \struct IntMaterial_MDL7
+ * \brief Internal data structure to temporarily represent a material
+ * which has been created from two single materials along with the
+ * original material indices.
+ */
+struct IntMaterial_MDL7 {
+ // provide a constructor for our own convenience
+ IntMaterial_MDL7() AI_NO_EXCEPT
+ : pcMat( nullptr ) {
+ ::memset( iOldMatIndices, 0, sizeof(unsigned int) *2);
+ }
+
+ //! Material instance
+ aiMaterial* pcMat;
+
+ //! Old material indices
+ unsigned int iOldMatIndices[2];
+};
+
+// -------------------------------------------------------------------------------------
+/** \struct IntBone_MDL7
+ * \brief Internal data structure to represent a bone in a MDL7 file with
+ * all of its animation channels assigned to it.
+ */
+struct IntBone_MDL7 : aiBone
+{
+ //! Default constructor
+ IntBone_MDL7() AI_NO_EXCEPT : iParent (0xffff)
+ {
+ pkeyPositions.reserve(30);
+ pkeyScalings.reserve(30);
+ pkeyRotations.reserve(30);
+ }
+
+ //! Parent bone of the bone
+ uint64_t iParent;
+
+ //! Relative position of the bone
+ aiVector3D vPosition;
+
+ //! Array of position keys
+ std::vector<aiVectorKey> pkeyPositions;
+
+ //! Array of scaling keys
+ std::vector<aiVectorKey> pkeyScalings;
+
+ //! Array of rotation keys
+ std::vector<aiQuatKey> pkeyRotations;
+};
+
+// -------------------------------------------------------------------------------------
+//! Describes a MDL7 frame
+struct IntFrameInfo_MDL7
+{
+ //! Construction from an existing frame header
+ IntFrameInfo_MDL7(BE_NCONST MDL::Frame_MDL7* _pcFrame,unsigned int _iIndex)
+ : iIndex(_iIndex)
+ , pcFrame(_pcFrame)
+ {}
+
+ //! Index of the frame
+ unsigned int iIndex;
+
+ //! Points to the header of the frame
+ BE_NCONST MDL::Frame_MDL7* pcFrame;
+};
+
+// -------------------------------------------------------------------------------------
+//! Describes a MDL7 mesh group
+struct IntGroupInfo_MDL7
+{
+ //! Default constructor
+ IntGroupInfo_MDL7() AI_NO_EXCEPT
+ : iIndex(0)
+ , pcGroup(nullptr)
+ , pcGroupUVs(nullptr)
+ , pcGroupTris(nullptr)
+ , pcGroupVerts(nullptr)
+ {}
+
+ //! Construction from an existing group header
+ IntGroupInfo_MDL7(BE_NCONST MDL::Group_MDL7* _pcGroup, unsigned int _iIndex)
+ : iIndex(_iIndex)
+ , pcGroup(_pcGroup)
+ , pcGroupUVs()
+ , pcGroupTris()
+ , pcGroupVerts()
+ {}
+
+ //! Index of the group
+ unsigned int iIndex;
+
+ //! Points to the header of the group
+ BE_NCONST MDL::Group_MDL7* pcGroup;
+
+ //! Points to the beginning of the uv coordinate section
+ BE_NCONST MDL::TexCoord_MDL7* pcGroupUVs;
+
+ //! Points to the beginning of the triangle section
+ MDL::Triangle_MDL7* pcGroupTris;
+
+ //! Points to the beginning of the vertex section
+ BE_NCONST MDL::Vertex_MDL7* pcGroupVerts;
+};
+
+// -------------------------------------------------------------------------------------
+//! Holds the data that belongs to a MDL7 mesh group
+struct IntGroupData_MDL7
+{
+ IntGroupData_MDL7() AI_NO_EXCEPT
+ : bNeed2UV(false)
+ {}
+
+ //! Array of faces that belong to the group
+ std::vector<MDL::IntFace_MDL7> pcFaces;
+
+ //! Array of vertex positions
+ std::vector<aiVector3D> vPositions;
+
+ //! Array of vertex normals
+ std::vector<aiVector3D> vNormals;
+
+ //! Array of bones indices
+ std::vector<unsigned int> aiBones;
+
+ //! First UV coordinate set
+ std::vector<aiVector3D> vTextureCoords1;
+
+ //! Optional second UV coordinate set
+ std::vector<aiVector3D> vTextureCoords2;
+
+ //! Specifies whether there are two texture
+ //! coordinate sets required
+ bool bNeed2UV;
+};
+
+// -------------------------------------------------------------------------------------
+//! Holds data from an MDL7 file that is shared by all mesh groups
+struct IntSharedData_MDL7 {
+ //! Default constructor
+ IntSharedData_MDL7() AI_NO_EXCEPT
+ : apcOutBones(),
+ iNum()
+ {
+ abNeedMaterials.reserve(10);
+ }
+
+ //! Destruction: properly delete all allocated resources
+ ~IntSharedData_MDL7()
+ {
+ // kill all bones
+ if (this->apcOutBones)
+ {
+ for (unsigned int m = 0; m < iNum;++m)
+ delete this->apcOutBones[m];
+ delete[] this->apcOutBones;
+ }
+ }
+
+ //! Specifies which materials are used
+ std::vector<bool> abNeedMaterials;
+
+ //! List of all materials
+ std::vector<aiMaterial*> pcMats;
+
+ //! List of all bones
+ IntBone_MDL7** apcOutBones;
+
+ //! number of bones
+ unsigned int iNum;
+};
+
+// -------------------------------------------------------------------------------------
+//! Contains input data for GenerateOutputMeshes_3DGS_MDL7
+struct IntSplitGroupData_MDL7
+{
+ //! Construction from a given shared data set
+ IntSplitGroupData_MDL7(IntSharedData_MDL7& _shared,
+ std::vector<aiMesh*>& _avOutList)
+
+ : aiSplit(), shared(_shared), avOutList(_avOutList)
+ {
+ }
+
+ //! Destruction: properly delete all allocated resources
+ ~IntSplitGroupData_MDL7()
+ {
+ // kill all face lists
+ if(this->aiSplit)
+ {
+ for (unsigned int m = 0; m < shared.pcMats.size();++m)
+ delete this->aiSplit[m];
+ delete[] this->aiSplit;
+ }
+ }
+
+ //! Contains a list of all faces per material
+ std::vector<unsigned int>** aiSplit;
+
+ //! Shared data for all groups of the model
+ IntSharedData_MDL7& shared;
+
+ //! List of meshes
+ std::vector<aiMesh*>& avOutList;
+};
+
+
+}
+} // end namespaces
+
+#endif // !! AI_MDLFILEHELPER_H_INC