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/*
Open Asset Import Library (assimp)
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*/
/**
* @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 "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;
//! Minimum vertex for all single frames
Vertex min;
//! Maximum vertex for all single frames
Vertex max;
//! Time for all single frames
float *time;
//! List of single frames
SimpleFrame *frames;
} PACK_STRUCT;
#include "./../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()
{
// set everything to zero
mIndices[0] = mIndices[1] = mIndices[2] = 0;
iMatIndex[0] = iMatIndex[1] = 0;
}
//! 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()
{
pcMat = NULL;
iOldMatIndices[0] = iOldMatIndices[1] = 0;
}
//! 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() : 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()
: iIndex(0)
, pcGroup(NULL)
, pcGroupUVs(NULL)
, pcGroupTris(NULL)
, pcGroupVerts(NULL)
{}
//! 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()
: pcFaces(NULL), bNeed2UV(false)
{}
//! Array of faces that belong to the group
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()
: 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