Initiual commit: AssetImporter source moved from ZFXCE repository to its own repository. PLease do not use the ZFXCE repo any more.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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137
code/MD2FileData.h
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137
code/MD2FileData.h
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/** @file Defines the helper data structures for importing MD2 files */
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#ifndef AI_MD2FILEHELPER_H_INC
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#define AI_MD2FILEHELPER_H_INC
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#include <string>
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#include <vector>
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#include <sstream>
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#include "../include/aiTypes.h"
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#include "../include/aiMesh.h"
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#include "../include/aiAnim.h"
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#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
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# pragma pack(push,1)
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# define PACK_STRUCT
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#elif defined( __GNUC__ )
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# define PACK_STRUCT __attribute__((packed))
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#else
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# error Compiler not supported
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#endif
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namespace Assimp
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{
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//http://linux.ucla.edu/~phaethon/q3/formats/md2-schoenblum.html
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namespace MD2
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{
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#define AI_MD2_MAGIC_NUMBER_BE 'IDP2'
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#define AI_MD2_MAGIC_NUMBER_LE '2PDI'
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// common limitations
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#define AI_MD2_VERSION 15
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#define AI_MD2_MAXQPATH 64
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#define AI_MD2_MAX_FRAMES 512
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#define AI_MD2_MAX_SKINS 32
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#define AI_MD2_MAX_VERTS 2048
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#define AI_MD2_MAX_TRIANGLES 4096
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// ---------------------------------------------------------------------------
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/** \brief Data structure for the MD2 main header
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*/
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// ---------------------------------------------------------------------------
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struct Header
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{
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int32_t magic;
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int32_t version;
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int32_t skinWidth;
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int32_t skinHeight;
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int32_t frameSize;
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int32_t numSkins;
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int32_t numVertices;
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int32_t numTexCoords;
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int32_t numTriangles;
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int32_t numGlCommands;
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int32_t numFrames;
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int32_t offsetSkins;
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int32_t offsetTexCoords;
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int32_t offsetTriangles;
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int32_t offsetFrames;
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int32_t offsetGlCommands;
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int32_t offsetEnd;
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for a MD2 OpenGl draw command
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*/
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// ---------------------------------------------------------------------------
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struct GLCommand
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{
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float s, t;
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uint32_t vertexIndex;
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for a MD2 triangle
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*/
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// ---------------------------------------------------------------------------
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struct Triangle
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{
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uint16_t vertexIndices[3];
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uint16_t textureIndices[3];
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for a MD2 vertex
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*/
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// ---------------------------------------------------------------------------
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struct Vertex
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{
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uint8_t vertex[3];
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uint8_t lightNormalIndex;
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for a MD2 frame
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*/
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// ---------------------------------------------------------------------------
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struct Frame
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{
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float scale[3];
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float translate[3];
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char name[16];
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Vertex vertices[1];
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for a MD2 texture coordinate
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*/
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// ---------------------------------------------------------------------------
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struct TexCoord
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{
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int16_t s;
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int16_t t;
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for a MD2 skin
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*/
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// ---------------------------------------------------------------------------
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struct Skin
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{
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char name[AI_MD2_MAXQPATH]; /* texture file name */
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} PACK_STRUCT;
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// reset packing to the original value
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#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
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# pragma pack( pop )
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#endif
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#undef PACK_STRUCT
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};
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};
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#endif // !! include guard
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