Definitios for MDC and MDR added; MD2 loader is ready for BigEndian now, MD3 too. MD2 and MD3 keyframe option added, not yet implemented for MD3.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@101 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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code/MDCFileData.h
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208
code/MDCFileData.h
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/*
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Open Asset Import Library (ASSIMP)
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----------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file Defines the helper data structures for importing MDC files
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**********************************************************************
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File format specification:
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http://themdcfile.planetwolfenstein.gamespy.com/MDC_File_Format.pdf
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**********************************************************************
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*/
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#ifndef AI_MDCFILEHELPER_H_INC
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#define AI_MDCFILEHELPER_H_INC
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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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namespace MDC {
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#define AI_MDC_MAGIC_NUMBER_BE 'CPDI'
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#define AI_MDC_MAGIC_NUMBER_LE 'IDPC'
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// common limitations
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#define AI_MDC_VERSION 2
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#define AI_MDC_MAXQPATH 64
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#define AI_MDC_MAX_BONES 128
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#define AI_MDC_CVERT_BIAS 127.0f
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#define AI_MDC_DELTA_SCALING 4.0f
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#define AI_MDC_BASE_SCALING (1.0f / 64.0f)
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// ---------------------------------------------------------------------------
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/** \brief Data structure for a MDC file's main header
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*/
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struct Header
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{
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uint32_t ulIdent ;
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uint32_t ulVersion ;
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char ucName [ AI_MDC_MAXQPATH ] ;
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uint32_t ulFlags ;
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uint32_t ulNumFrames ;
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uint32_t ulNumTags ;
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uint32_t ulNumSurfaces ;
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uint32_t ulNumSkins ;
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uint32_t ulOffsetBorderFrames ;
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uint32_t ulOffsetTagNames ;
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uint32_t ulOffsetTagFrames ;
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uint32_t ulOffsetSurfaces ;
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uint32_t ulOffsetEnd ;
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} PACK_STRUCT ;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for a MDC file's surface header
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*/
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struct Surface
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{
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uint32_t ulIdent ;
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char ucName [ AI_MDC_MAXQPATH ] ;
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uint32_t ulFlags ;
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uint32_t ulNumCompFrames ;
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uint32_t ulNumBaseFrames ;
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uint32_t ulNumShaders ;
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uint32_t ulNumVertices ;
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uint32_t ulNumTriangles ;
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uint32_t ulOffsetTriangles ;
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uint32_t ulOffsetShaders ;
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uint32_t ulOffsetTexCoords ;
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uint32_t ulOffsetBaseVerts ;
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uint32_t ulOffsetCompVerts ;
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uint32_t ulOffsetFrameBaseFrames ;
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uint32_t ulOffsetFrameCompFrames ;
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uint32_t ulOffsetEnd ;
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for a MDC frame
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*/
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struct Frame
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{
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//! bounding box minimum coords
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aiVector3D bboxMin ;
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//! bounding box maximum coords
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aiVector3D bboxMax ;
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//! local origin of the frame
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aiVector3D localOrigin ;
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//! radius of the BB
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float radius ;
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//! Name of the frame
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char name [ 16 ] ;
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for a MDC triangle
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*/
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struct Triangle
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{
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uint32_t aiIndices[3];
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for a MDC texture coordinate
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*/
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struct TexturCoord
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{
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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 MDC base vertex
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*/
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struct BaseVertex
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{
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int16_t x,y,z;
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uint16_t normal;
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for a MDC compressed vertex
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*/
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struct CompressedVertex
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{
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uint8_t xd,yd,zd,nd;
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for a MDC shader
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*/
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struct Shader
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{
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char ucName [ AI_MDC_MAXQPATH ] ;
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uint32_t ulPath;
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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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/** Build a floating point vertex from the compressed data in MDC files
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*/
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void BuildVertex(const Frame& frame,
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const BaseVertex& bvert,
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const CompressedVertex& cvert,
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aiVector3D& vXYZOut,
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aiVector3D& vNorOut);
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}}
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#endif // !! AI_MDCFILEHELPER_H_INC
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