1 | /* |
2 | Open Asset Import Library (assimp) |
3 | ---------------------------------------------------------------------- |
4 | |
5 | Copyright (c) 2006-2017, assimp team |
6 | |
7 | All rights reserved. |
8 | |
9 | Redistribution and use of this software in source and binary forms, |
10 | with or without modification, are permitted provided that the |
11 | following 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 | |
27 | THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
28 | "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
29 | LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
30 | A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
31 | OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
32 | SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
33 | LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
34 | DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
35 | THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
36 | (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
37 | OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
38 | |
39 | ---------------------------------------------------------------------- |
40 | */ |
41 | |
42 | /** @file Md3FileData.h |
43 | * |
44 | * @brief Defines helper data structures for importing MD3 files. |
45 | * http://linux.ucla.edu/~phaethon/q3/formats/md3format.html |
46 | */ |
47 | #ifndef AI_MD3FILEHELPER_H_INC |
48 | #define AI_MD3FILEHELPER_H_INC |
49 | |
50 | #include <string> |
51 | #include <vector> |
52 | #include <sstream> |
53 | #include <stdint.h> |
54 | |
55 | #include <assimp/types.h> |
56 | #include <assimp/mesh.h> |
57 | #include <assimp/anim.h> |
58 | |
59 | #include <assimp/Compiler/pushpack1.h> |
60 | |
61 | namespace Assimp { |
62 | namespace MD3 { |
63 | |
64 | // to make it easier for us, we test the magic word against both "endianesses" |
65 | #define AI_MD3_MAGIC_NUMBER_BE AI_MAKE_MAGIC("IDP3") |
66 | #define AI_MD3_MAGIC_NUMBER_LE AI_MAKE_MAGIC("3PDI") |
67 | |
68 | // common limitations |
69 | #define AI_MD3_VERSION 15 |
70 | #define AI_MD3_MAXQPATH 64 |
71 | #define AI_MD3_MAXFRAME 16 |
72 | #define AI_MD3_MAX_FRAMES 1024 |
73 | #define AI_MD3_MAX_TAGS 16 |
74 | #define AI_MD3_MAX_SURFACES 32 |
75 | #define AI_MD3_MAX_SHADERS 256 |
76 | #define AI_MD3_MAX_VERTS 4096 |
77 | #define AI_MD3_MAX_TRIANGLES 8192 |
78 | |
79 | // master scale factor for all vertices in a MD3 model |
80 | #define AI_MD3_XYZ_SCALE (1.0f/64.0f) |
81 | |
82 | // ------------------------------------------------------------------------------- |
83 | /** @brief Data structure for the MD3 main header |
84 | */ |
85 | struct |
86 | { |
87 | //! magic number |
88 | uint32_t ; |
89 | |
90 | //! file format version |
91 | uint32_t ; |
92 | |
93 | //! original name in .pak archive |
94 | char [ AI_MD3_MAXQPATH ]; |
95 | |
96 | //! unknown |
97 | int32_t ; |
98 | |
99 | //! number of frames in the file |
100 | uint32_t ; |
101 | |
102 | //! number of tags in the file |
103 | uint32_t ; |
104 | |
105 | //! number of surfaces in the file |
106 | uint32_t ; |
107 | |
108 | //! number of skins in the file |
109 | uint32_t ; |
110 | |
111 | //! offset of the first frame |
112 | uint32_t ; |
113 | |
114 | //! offset of the first tag |
115 | uint32_t ; |
116 | |
117 | //! offset of the first surface |
118 | uint32_t ; |
119 | |
120 | //! end of file |
121 | uint32_t ; |
122 | } PACK_STRUCT; |
123 | |
124 | |
125 | // ------------------------------------------------------------------------------- |
126 | /** @brief Data structure for the frame header |
127 | */ |
128 | struct Frame |
129 | { |
130 | //! minimum bounds |
131 | aiVector3D min; |
132 | |
133 | //! maximum bounds |
134 | aiVector3D max; |
135 | |
136 | //! local origin for this frame |
137 | aiVector3D origin; |
138 | |
139 | //! radius of bounding sphere |
140 | ai_real radius; |
141 | |
142 | //! name of frame |
143 | char name[ AI_MD3_MAXFRAME ]; |
144 | |
145 | } /* PACK_STRUCT */; |
146 | |
147 | |
148 | // ------------------------------------------------------------------------------- |
149 | /** |
150 | * @brief Data structure for the tag header |
151 | */ |
152 | struct Tag { |
153 | //! name of the tag |
154 | char NAME[ AI_MD3_MAXQPATH ]; |
155 | |
156 | //! Local tag origin and orientation |
157 | aiVector3D origin; |
158 | ai_real orientation[3][3]; |
159 | |
160 | } /* PACK_STRUCT */; |
161 | |
162 | |
163 | // ------------------------------------------------------------------------------- |
164 | /** @brief Data structure for the surface header |
165 | */ |
166 | struct Surface { |
167 | //! magic number |
168 | int32_t IDENT; |
169 | |
170 | //! original name of the surface |
171 | char NAME[ AI_MD3_MAXQPATH ]; |
172 | |
173 | //! unknown |
174 | int32_t FLAGS; |
175 | |
176 | //! number of frames in the surface |
177 | uint32_t NUM_FRAMES; |
178 | |
179 | //! number of shaders in the surface |
180 | uint32_t NUM_SHADER; |
181 | |
182 | //! number of vertices in the surface |
183 | uint32_t NUM_VERTICES; |
184 | |
185 | //! number of triangles in the surface |
186 | uint32_t NUM_TRIANGLES; |
187 | |
188 | //! offset to the triangle data |
189 | uint32_t OFS_TRIANGLES; |
190 | |
191 | //! offset to the shader data |
192 | uint32_t OFS_SHADERS; |
193 | |
194 | //! offset to the texture coordinate data |
195 | uint32_t OFS_ST; |
196 | |
197 | //! offset to the vertex/normal data |
198 | uint32_t OFS_XYZNORMAL; |
199 | |
200 | //! offset to the end of the Surface object |
201 | int32_t OFS_END; |
202 | } /*PACK_STRUCT*/; |
203 | |
204 | // ------------------------------------------------------------------------------- |
205 | /** @brief Data structure for a shader defined in there |
206 | */ |
207 | struct Shader { |
208 | //! filename of the shader |
209 | char NAME[ AI_MD3_MAXQPATH ]; |
210 | |
211 | //! index of the shader |
212 | uint32_t SHADER_INDEX; |
213 | } /*PACK_STRUCT*/; |
214 | |
215 | |
216 | // ------------------------------------------------------------------------------- |
217 | /** @brief Data structure for a triangle |
218 | */ |
219 | struct Triangle |
220 | { |
221 | //! triangle indices |
222 | uint32_t INDEXES[3]; |
223 | } /*PACK_STRUCT*/; |
224 | |
225 | |
226 | // ------------------------------------------------------------------------------- |
227 | /** @brief Data structure for an UV coord |
228 | */ |
229 | struct TexCoord |
230 | { |
231 | //! UV coordinates |
232 | ai_real U,V; |
233 | } /*PACK_STRUCT*/; |
234 | |
235 | |
236 | // ------------------------------------------------------------------------------- |
237 | /** @brief Data structure for a vertex |
238 | */ |
239 | struct Vertex |
240 | { |
241 | //! X/Y/Z coordinates |
242 | int16_t X,Y,Z; |
243 | |
244 | //! encoded normal vector |
245 | uint16_t NORMAL; |
246 | } /*PACK_STRUCT*/; |
247 | |
248 | #include "./../include/assimp/Compiler/poppack1.h" |
249 | |
250 | // ------------------------------------------------------------------------------- |
251 | /** @brief Unpack a Q3 16 bit vector to its full float3 representation |
252 | * |
253 | * @param p_iNormal Input normal vector in latitude/longitude form |
254 | * @param p_afOut Pointer to an array of three floats to receive the result |
255 | * |
256 | * @note This has been taken from q3 source (misc_model.c) |
257 | */ |
258 | inline void LatLngNormalToVec3(uint16_t p_iNormal, ai_real* p_afOut) |
259 | { |
260 | ai_real lat = (ai_real)(( p_iNormal >> 8u ) & 0xff); |
261 | ai_real lng = (ai_real)(( p_iNormal & 0xff )); |
262 | const ai_real invVal( ai_real( 1.0 ) / ai_real( 128.0 ) ); |
263 | lat *= ai_real( 3.141926 ) * invVal; |
264 | lng *= ai_real( 3.141926 ) * invVal; |
265 | |
266 | p_afOut[ 0 ] = std::cos(lat) * std::sin(lng); |
267 | p_afOut[ 1 ] = std::sin(lat) * std::sin(lng); |
268 | p_afOut[ 2 ] = std::cos(lng); |
269 | } |
270 | |
271 | |
272 | // ------------------------------------------------------------------------------- |
273 | /** @brief Pack a Q3 normal into 16bit latitute/longitude representation |
274 | * @param p_vIn Input vector |
275 | * @param p_iOut Output normal |
276 | * |
277 | * @note This has been taken from q3 source (mathlib.c) |
278 | */ |
279 | inline void Vec3NormalToLatLng( const aiVector3D& p_vIn, uint16_t& p_iOut ) |
280 | { |
281 | // check for singularities |
282 | if ( 0.0f == p_vIn[0] && 0.0f == p_vIn[1] ) |
283 | { |
284 | if ( p_vIn[2] > 0.0f ) |
285 | { |
286 | ((unsigned char*)&p_iOut)[0] = 0; |
287 | ((unsigned char*)&p_iOut)[1] = 0; // lat = 0, long = 0 |
288 | } |
289 | else |
290 | { |
291 | ((unsigned char*)&p_iOut)[0] = 128; |
292 | ((unsigned char*)&p_iOut)[1] = 0; // lat = 0, long = 128 |
293 | } |
294 | } |
295 | else |
296 | { |
297 | int a, b; |
298 | |
299 | a = int(57.2957795f * ( std::atan2( p_vIn[1], p_vIn[0] ) ) * (255.0f / 360.0f )); |
300 | a &= 0xff; |
301 | |
302 | b = int(57.2957795f * ( std::acos( p_vIn[2] ) ) * ( 255.0f / 360.0f )); |
303 | b &= 0xff; |
304 | |
305 | ((unsigned char*)&p_iOut)[0] = b; // longitude |
306 | ((unsigned char*)&p_iOut)[1] = a; // latitude |
307 | } |
308 | } |
309 | |
310 | } |
311 | } |
312 | |
313 | #endif // !! AI_MD3FILEHELPER_H_INC |
314 | |