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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code/MD3FileData.h
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273
code/MD3FileData.h
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/** @file Defines the helper data structures for importing MD3 files */
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#ifndef AI_MD3FILEHELPER_H_INC
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#define AI_MD3FILEHELPER_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/md3format.html
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namespace MD3
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{
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#define AI_MD3_MAGIC_NUMBER_BE 'IDP3'
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#define AI_MD3_MAGIC_NUMBER_LE '3PDI'
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// common limitations
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#define AI_MD3_VERSION 15
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#define AI_MD3_MAXQPATH 64
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#define AI_MD3_MAX_FRAMES 1024
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#define AI_MD3_MAX_TAGS 16
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#define AI_MD3_MAX_SURFACES 32
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#define AI_MD3_MAX_SHADERS 256
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#define AI_MD3_MAX_VERTS 4096
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#define AI_MD3_MAX_TRIANGLES 8192
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// master scale factor for all vertices in a MD3 model
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#define AI_MD3_XYZ_SCALE (1.0f/64.0f)
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// ---------------------------------------------------------------------------
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/** \brief Data structure for the MD3 main header
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*/
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// ---------------------------------------------------------------------------
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struct Header
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{
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// magic number
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int32_t IDENT;
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// file format version
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int32_t VERSION;
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// original name in .pak archive
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unsigned char NAME[ AI_MD3_MAXQPATH ];
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// unknown
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int32_t FLAGS;
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// number of frames in the file
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int32_t NUM_FRAMES;
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// number of tags in the file
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int32_t NUM_TAGS;
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// number of surfaces in the file
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int32_t NUM_SURFACES;
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// number of skins in the file
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int32_t NUM_SKINS;
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// offset of the first frame
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int32_t OFS_FRAMES;
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// offset of the first tag
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int32_t OFS_TAGS;
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// offset of the first surface
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int32_t OFS_SURFACES;
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// end of file
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int32_t OFS_EOF;
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for the frame header
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*/
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// ---------------------------------------------------------------------------
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struct Frame
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{
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// no need to define this, we won't need
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for the tag header
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*/
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// ---------------------------------------------------------------------------
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struct Tag
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{
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// no need to define this, we won't need
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for the surface header
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*/
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// ---------------------------------------------------------------------------
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struct Surface
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{
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// magic number
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int32_t IDENT;
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// original name of the surface
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unsigned char NAME[ AI_MD3_MAXQPATH ];
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// unknown
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int32_t FLAGS;
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// number of frames in the surface
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int32_t NUM_FRAMES;
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// number of shaders in the surface
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int32_t NUM_SHADER;
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// number of vertices in the surface
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int32_t NUM_VERTICES;
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// number of triangles in the surface
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int32_t NUM_TRIANGLES;
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// offset to the triangle data
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int32_t OFS_TRIANGLES;
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// offset to the shader data
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int32_t OFS_SHADERS;
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// offset to the texture coordinate data
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int32_t OFS_ST;
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// offset to the vertex/normal data
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int32_t OFS_XYZNORMAL;
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// offset to the end of the Surface object
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int32_t OFS_END;
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for a shader
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*/
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// ---------------------------------------------------------------------------
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struct Shader
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{
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// filename of the shader
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unsigned char NAME[ AI_MD3_MAXQPATH ];
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// index of the shader
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int32_t SHADER_INDEX;
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for a triangle
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*/
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// ---------------------------------------------------------------------------
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struct Triangle
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{
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// triangle indices
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int32_t INDEXES[3];
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for an UV coord
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*/
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// ---------------------------------------------------------------------------
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struct TexCoord
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{
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// UV coordinates
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float U,V;
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for a vertex
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*/
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// ---------------------------------------------------------------------------
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struct Vertex
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{
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// X/Y/Z coordinates
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int16_t X,Y,Z;
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// encoded normal vector
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int16_t NORMAL;
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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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/** \brief Unpack a Q3 16 bit vector to its full float3 representation
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*
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* \param p_iNormal Input normal vector in latitude/longitude form
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* \param p_afOut Pointer to an array of three floats to receive the result
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*
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* \note This has been taken from q3 source (misc_model.c)
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*/
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// ---------------------------------------------------------------------------
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inline void LatLngNormalToVec3(uint16_t p_iNormal, float* p_afOut)
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{
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float lat = (float)(( p_iNormal >> 8 ) & 0xff);
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float lng = (float)(( p_iNormal & 0xff ));
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lat *= 3.141926f/128.0f;
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lng *= 3.141926f/128.0f;
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p_afOut[0] = cosf(lat) * sinf(lng);
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p_afOut[1] = sinf(lat) * sinf(lng);
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p_afOut[2] = cosf(lng);
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return;
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}
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// ---------------------------------------------------------------------------
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/** \brief Pack a Q3 normal into 16bit latitute/longitude representation
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* \param p_vIn Input vector
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* \param p_iOut Output normal
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*
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* \note This has been taken from q3 source (mathlib.c)
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*/
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// ---------------------------------------------------------------------------
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inline void Vec3NormalToLatLng( const aiVector3D& p_vIn, uint16_t& p_iOut )
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{
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// check for singularities
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if ( 0.0f == p_vIn[0] && 0.0f == p_vIn[1] )
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{
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if ( p_vIn[2] > 0.0f )
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{
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((unsigned char*)&p_iOut)[0] = 0;
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((unsigned char*)&p_iOut)[1] = 0; // lat = 0, long = 0
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}
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else
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{
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((unsigned char*)&p_iOut)[0] = 128;
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((unsigned char*)&p_iOut)[1] = 0; // lat = 0, long = 128
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}
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}
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else
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{
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int a, b;
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a = int(57.2957795f * ( atan2f( p_vIn[1], p_vIn[0] ) ) * (255.0f / 360.0f ));
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a &= 0xff;
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b = int(57.2957795f * ( acosf( p_vIn[2] ) ) * ( 255.0f / 360.0f ));
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b &= 0xff;
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((unsigned char*)&p_iOut)[0] = b; // longitude
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((unsigned char*)&p_iOut)[1] = a; // lattitude
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}
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}
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};
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};
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#endif // !! AI_MD3FILEHELPER_H_INC
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