Just the functional assimp lib rather than the entire assimp repository unnecessarily.

This commit is contained in:
Areloch 2019-02-28 16:37:15 -06:00
parent 0f7641a282
commit e9ea38eda3
1747 changed files with 9012 additions and 925008 deletions

View file

@ -2,8 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2017, assimp team
All rights reserved.
@ -61,6 +60,7 @@ http://themdcfile.planetwolfenstein.gamespy.com/MDC_File_Format.pdf
namespace Assimp {
namespace MDC {
// to make it easier for us, we test the magic word against both "endianesses"
#define AI_MDC_MAGIC_NUMBER_BE AI_MAKE_MAGIC("CPDI")
#define AI_MDC_MAGIC_NUMBER_LE AI_MAKE_MAGIC("IDPC")
@ -78,7 +78,8 @@ namespace MDC {
// ---------------------------------------------------------------------------
/** \brief Data structure for a MDC file's main header
*/
struct Header {
struct Header
{
uint32_t ulIdent ;
uint32_t ulVersion ;
char ucName [ AI_MDC_MAXQPATH ] ;
@ -98,7 +99,8 @@ struct Header {
// ---------------------------------------------------------------------------
/** \brief Data structure for a MDC file's surface header
*/
struct Surface {
struct Surface
{
uint32_t ulIdent ;
char ucName [ AI_MDC_MAXQPATH ] ;
uint32_t ulFlags ;
@ -115,22 +117,23 @@ struct Surface {
uint32_t ulOffsetFrameBaseFrames ;
uint32_t ulOffsetFrameCompFrames ;
uint32_t ulOffsetEnd;
Surface() AI_NO_EXCEPT
: ulIdent()
, ulFlags()
, ulNumCompFrames()
, ulNumBaseFrames()
, ulNumShaders()
, ulNumVertices()
, ulNumTriangles()
, ulOffsetTriangles()
, ulOffsetShaders()
, ulOffsetTexCoords()
, ulOffsetBaseVerts()
, ulOffsetCompVerts()
, ulOffsetFrameBaseFrames()
, ulOffsetFrameCompFrames()
, ulOffsetEnd() {
Surface()
: ulIdent(),
ulFlags(),
ulNumCompFrames(),
ulNumBaseFrames(),
ulNumShaders(),
ulNumVertices(),
ulNumTriangles(),
ulOffsetTriangles(),
ulOffsetShaders(),
ulOffsetTexCoords(),
ulOffsetBaseVerts(),
ulOffsetCompVerts(),
ulOffsetFrameBaseFrames(),
ulOffsetFrameCompFrames(),
ulOffsetEnd()
{
ucName[AI_MDC_MAXQPATH-1] = '\0';
}
} PACK_STRUCT;
@ -138,7 +141,8 @@ struct Surface {
// ---------------------------------------------------------------------------
/** \brief Data structure for a MDC frame
*/
struct Frame {
struct Frame
{
//! bounding box minimum coords
aiVector3D bboxMin ;
@ -158,21 +162,24 @@ struct Frame {
// ---------------------------------------------------------------------------
/** \brief Data structure for a MDC triangle
*/
struct Triangle {
struct Triangle
{
uint32_t aiIndices[3];
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \brief Data structure for a MDC texture coordinate
*/
struct TexturCoord {
struct TexturCoord
{
float u,v;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \brief Data structure for a MDC base vertex
*/
struct BaseVertex {
struct BaseVertex
{
int16_t x,y,z;
uint16_t normal;
} PACK_STRUCT;
@ -180,20 +187,25 @@ struct BaseVertex {
// ---------------------------------------------------------------------------
/** \brief Data structure for a MDC compressed vertex
*/
struct CompressedVertex {
struct CompressedVertex
{
uint8_t xd,yd,zd,nd;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \brief Data structure for a MDC shader
*/
struct Shader {
struct Shader
{
char ucName [ AI_MDC_MAXQPATH ] ;
uint32_t ulPath;
} PACK_STRUCT;
#include <assimp/Compiler/poppack1.h>
// ---------------------------------------------------------------------------
/** Build a floating point vertex from the compressed data in MDC files
*/
@ -202,7 +214,6 @@ void BuildVertex(const Frame& frame,
const CompressedVertex& cvert,
aiVector3D& vXYZOut,
aiVector3D& vNorOut);
}
}
}}
#endif // !! AI_MDCFILEHELPER_H_INC