| /* |
| Open Asset Import Library (assimp) |
| ---------------------------------------------------------------------- |
| |
| Copyright (c) 2006-2017, assimp team |
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| All rights reserved. |
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| Redistribution and use of this software in source and binary forms, |
| with or without modification, are permitted provided that the |
| following conditions are met: |
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| * Redistributions of source code must retain the above |
| copyright notice, this list of conditions and the |
| following disclaimer. |
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| * 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. |
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| * 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. |
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| 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 |
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| ---------------------------------------------------------------------- |
| */ |
| |
| |
| // |
| //! @file Definition of in-memory structures for the HL2 MDL file format |
| // and for the HalfLife text format (SMD) |
| // |
| // The specification has been taken from various sources on the internet. |
| |
| |
| #ifndef AI_MDLFILEHELPER2_H_INC |
| #define AI_MDLFILEHELPER2_H_INC |
| |
| #include "./../include/assimp/Compiler/pushpack1.h" |
| |
| namespace Assimp { |
| namespace MDL { |
| |
| // magic bytes used in Half Life 2 MDL models |
| #define AI_MDL_MAGIC_NUMBER_BE_HL2a AI_MAKE_MAGIC("IDST") |
| #define AI_MDL_MAGIC_NUMBER_LE_HL2a AI_MAKE_MAGIC("TSDI") |
| #define AI_MDL_MAGIC_NUMBER_BE_HL2b AI_MAKE_MAGIC("IDSQ") |
| #define AI_MDL_MAGIC_NUMBER_LE_HL2b AI_MAKE_MAGIC("QSDI") |
| |
| // --------------------------------------------------------------------------- |
| /** \struct Header_HL2 |
| * \brief Data structure for the HL2 main header |
| */ |
| // --------------------------------------------------------------------------- |
| struct Header_HL2 { |
| //! magic number: "IDST"/"IDSQ" |
| char ident[4]; |
| |
| //! Version number |
| int32_t version; |
| |
| //! Original file name in pak ? |
| char name[64]; |
| |
| //! Length of file name/length of file? |
| int32_t length; |
| |
| //! For viewer, ignored |
| aiVector3D eyeposition; |
| aiVector3D min; |
| aiVector3D max; |
| |
| //! AABB of the model |
| aiVector3D bbmin; |
| aiVector3D bbmax; |
| |
| // File flags |
| int32_t flags; |
| |
| //! NUmber of bones contained in the file |
| int32_t numbones; |
| int32_t boneindex; |
| |
| //! Number of bone controllers for bone animation |
| int32_t numbonecontrollers; |
| int32_t bonecontrollerindex; |
| |
| //! More bounding boxes ... |
| int32_t numhitboxes; |
| int32_t hitboxindex; |
| |
| //! Animation sequences in the file |
| int32_t numseq; |
| int32_t seqindex; |
| |
| //! Loaded sequences. Ignored |
| int32_t numseqgroups; |
| int32_t seqgroupindex; |
| |
| //! Raw texture data |
| int32_t numtextures; |
| int32_t textureindex; |
| int32_t texturedataindex; |
| |
| //! Number of skins (=textures?) |
| int32_t numskinref; |
| int32_t numskinfamilies; |
| int32_t skinindex; |
| |
| //! Number of parts |
| int32_t numbodyparts; |
| int32_t bodypartindex; |
| |
| //! attachable points for gameplay and physics |
| int32_t numattachments; |
| int32_t attachmentindex; |
| |
| //! Table of sound effects associated with the model |
| int32_t soundtable; |
| int32_t soundindex; |
| int32_t soundgroups; |
| int32_t soundgroupindex; |
| |
| //! Number of animation transitions |
| int32_t numtransitions; |
| int32_t transitionindex; |
| } /* PACK_STRUCT */; |
| |
| #include "./../include/assimp/Compiler/poppack1.h" |
| |
| } |
| } // end namespaces |
| |
| #endif // ! AI_MDLFILEHELPER2_H_INC |