1/*
2Open Asset Import Library (assimp)
3----------------------------------------------------------------------
4
5Copyright (c) 2006-2017, assimp team
6
7All rights reserved.
8
9Redistribution and use of this software in source and binary forms,
10with or without modification, are permitted provided that the
11following conditions are met:
12
13* Redistributions of source code must retain the above
14 copyright notice, this list of conditions and the
15 following disclaimer.
16
17* Redistributions in binary form must reproduce the above
18 copyright notice, this list of conditions and the
19 following disclaimer in the documentation and/or other
20 materials provided with the distribution.
21
22* Neither the name of the assimp team, nor the names of its
23 contributors may be used to endorse or promote products
24 derived from this software without specific prior
25 written permission of the assimp team.
26
27THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
28"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
29LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
30A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
31OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
32SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
33LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
34DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
35THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
36(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
37OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
38
39----------------------------------------------------------------------
40*/
41
42/** @file MD2FileData.h
43 * @brief Defines helper data structures for importing MD2 files
44 * http://linux.ucla.edu/~phaethon/q3/formats/md2-schoenblum.html
45 */
46#ifndef AI_MD2FILEHELPER_H_INC
47#define AI_MD2FILEHELPER_H_INC
48
49#include <assimp/types.h>
50#include <stdint.h>
51
52#include <assimp/Compiler/pushpack1.h>
53
54namespace Assimp {
55namespace MD2 {
56
57// to make it easier for us, we test the magic word against both "endianesses"
58#define AI_MD2_MAGIC_NUMBER_BE AI_MAKE_MAGIC("IDP2")
59#define AI_MD2_MAGIC_NUMBER_LE AI_MAKE_MAGIC("2PDI")
60
61// common limitations
62#define AI_MD2_VERSION 15
63#define AI_MD2_MAXQPATH 64
64#define AI_MD2_MAX_FRAMES 512
65#define AI_MD2_MAX_SKINS 32
66#define AI_MD2_MAX_VERTS 2048
67#define AI_MD2_MAX_TRIANGLES 4096
68
69// ---------------------------------------------------------------------------
70/** \brief Data structure for the MD2 main header
71 */
72struct Header
73{
74 uint32_t magic;
75 uint32_t version;
76 uint32_t skinWidth;
77 uint32_t skinHeight;
78 uint32_t frameSize;
79 uint32_t numSkins;
80 uint32_t numVertices;
81 uint32_t numTexCoords;
82 uint32_t numTriangles;
83 uint32_t numGlCommands;
84 uint32_t numFrames;
85 uint32_t offsetSkins;
86 uint32_t offsetTexCoords;
87 uint32_t offsetTriangles;
88 uint32_t offsetFrames;
89 uint32_t offsetGlCommands;
90 uint32_t offsetEnd;
91
92} PACK_STRUCT;
93
94// ---------------------------------------------------------------------------
95/** \brief Data structure for a MD2 OpenGl draw command
96 */
97struct GLCommand
98{
99 float s, t;
100 uint32_t vertexIndex;
101} PACK_STRUCT;
102
103// ---------------------------------------------------------------------------
104/** \brief Data structure for a MD2 triangle
105 */
106struct Triangle
107{
108 uint16_t vertexIndices[3];
109 uint16_t textureIndices[3];
110} PACK_STRUCT;
111
112// ---------------------------------------------------------------------------
113/** \brief Data structure for a MD2 vertex
114 */
115struct Vertex
116{
117 uint8_t vertex[3];
118 uint8_t lightNormalIndex;
119} PACK_STRUCT;
120
121// ---------------------------------------------------------------------------
122/** \brief Data structure for a MD2 frame
123 */
124struct Frame
125{
126 float scale[3];
127 float translate[3];
128 char name[16];
129 Vertex vertices[1];
130} PACK_STRUCT;
131
132// ---------------------------------------------------------------------------
133/** \brief Data structure for a MD2 texture coordinate
134 */
135struct TexCoord
136{
137 uint16_t s;
138 uint16_t t;
139} PACK_STRUCT;
140
141// ---------------------------------------------------------------------------
142/** \brief Data structure for a MD2 skin
143 */
144struct Skin
145{
146 char name[AI_MD2_MAXQPATH]; /* texture file name */
147} PACK_STRUCT;
148
149#include <assimp/Compiler/poppack1.h>
150
151
152// ---------------------------------------------------------------------------
153//! Lookup a normal vector from Quake's normal lookup table
154//! \param index Input index (0-161)
155//! \param vOut Receives the output normal
156void LookupNormalIndex(uint8_t index,aiVector3D& vOut);
157
158
159}
160}
161
162#endif // !! include guard
163
164