mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-21 13:14:46 +00:00
Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Disabled fields for dynamic and static shadowmap refresh rates Moved noShape model to core/rendering/shapes to place it in a more logical module position Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code Added call to reload probe textures when a reloadTextures call is made Adjusted default directional light shadowmap settings to not be as extreme Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication. Shifted shape loader code to utilize assimp for loader consistency and testing Changed render bin used for SSAO postfx so it runs at the right time Made Core_Rendering module scan for assets Updated loose file references to a number of assets to follow proper formatting Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type. Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI. Added ability to edit module script from RMB context menu if torsion path is set Updated list field code for variable inspector to utilize correct ownerObject field
944 lines
26 KiB
C++
944 lines
26 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2020, assimp 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 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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/**
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* @file MDLFileData.h
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* @brief Definition of in-memory structures for the MDL file format.
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*
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* The specification has been taken from various sources on the internet.
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* - http://tfc.duke.free.fr/coding/mdl-specs-en.html
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* - Conitec's MED SDK
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* - Many quite long HEX-editor sessions
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*/
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#ifndef AI_MDLFILEHELPER_H_INC
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#define AI_MDLFILEHELPER_H_INC
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#include <assimp/anim.h>
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#include <assimp/mesh.h>
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#include <assimp/Compiler/pushpack1.h>
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#include <assimp/ByteSwapper.h>
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#include <stdint.h>
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#include <vector>
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struct aiMaterial;
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namespace Assimp {
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namespace MDL {
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// -------------------------------------------------------------------------------------
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// to make it easier for us, we test the magic word against both "endianesses"
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// magic bytes used in Quake 1 MDL meshes
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#define AI_MDL_MAGIC_NUMBER_BE AI_MAKE_MAGIC("IDPO")
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#define AI_MDL_MAGIC_NUMBER_LE AI_MAKE_MAGIC("OPDI")
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// magic bytes used in GameStudio A<very low> MDL meshes
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#define AI_MDL_MAGIC_NUMBER_BE_GS3 AI_MAKE_MAGIC("MDL2")
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#define AI_MDL_MAGIC_NUMBER_LE_GS3 AI_MAKE_MAGIC("2LDM")
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// magic bytes used in GameStudio A4 MDL meshes
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#define AI_MDL_MAGIC_NUMBER_BE_GS4 AI_MAKE_MAGIC("MDL3")
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#define AI_MDL_MAGIC_NUMBER_LE_GS4 AI_MAKE_MAGIC("3LDM")
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// magic bytes used in GameStudio A5+ MDL meshes
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#define AI_MDL_MAGIC_NUMBER_BE_GS5a AI_MAKE_MAGIC("MDL4")
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#define AI_MDL_MAGIC_NUMBER_LE_GS5a AI_MAKE_MAGIC("4LDM")
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#define AI_MDL_MAGIC_NUMBER_BE_GS5b AI_MAKE_MAGIC("MDL5")
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#define AI_MDL_MAGIC_NUMBER_LE_GS5b AI_MAKE_MAGIC("5LDM")
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// magic bytes used in GameStudio A7+ MDL meshes
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#define AI_MDL_MAGIC_NUMBER_BE_GS7 AI_MAKE_MAGIC("MDL7")
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#define AI_MDL_MAGIC_NUMBER_LE_GS7 AI_MAKE_MAGIC("7LDM")
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// common limitations for Quake1 meshes. The loader does not check them,
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// (however it warns) but models should not exceed these limits.
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#if (!defined AI_MDL_VERSION)
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# define AI_MDL_VERSION 6
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#endif
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#if (!defined AI_MDL_MAX_FRAMES)
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# define AI_MDL_MAX_FRAMES 256
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#endif
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#if (!defined AI_MDL_MAX_UVS)
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# define AI_MDL_MAX_UVS 1024
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#endif
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#if (!defined AI_MDL_MAX_VERTS)
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# define AI_MDL_MAX_VERTS 1024
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#endif
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#if (!defined AI_MDL_MAX_TRIANGLES)
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# define AI_MDL_MAX_TRIANGLES 2048
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#endif
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// material key that is set for dummy materials that are
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// just referencing another material
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#if (!defined AI_MDL7_REFERRER_MATERIAL)
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# define AI_MDL7_REFERRER_MATERIAL "&&&referrer&&&",0,0
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#endif
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// -------------------------------------------------------------------------------------
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/** \struct Header
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* \brief Data structure for the MDL main header
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*/
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struct Header {
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//! magic number: "IDPO"
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uint32_t ident;
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//! version number: 6
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int32_t version;
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//! scale factors for each axis
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ai_real scale[3];
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//! translation factors for each axis
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ai_real translate[3];
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//! bounding radius of the mesh
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float boundingradius;
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//! Position of the viewer's exe. Ignored
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ai_real vEyePos[3];
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//! Number of textures
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int32_t num_skins;
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//! Texture width in pixels
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int32_t skinwidth;
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//! Texture height in pixels
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int32_t skinheight;
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//! Number of vertices contained in the file
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int32_t num_verts;
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//! Number of triangles contained in the file
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int32_t num_tris;
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//! Number of frames contained in the file
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int32_t num_frames;
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//! 0 = synchron, 1 = random . Ignored
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//! (MDLn formats: number of texture coordinates)
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int32_t synctype;
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//! State flag
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int32_t flags;
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//! Could be the total size of the file (and not a float)
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float size;
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} PACK_STRUCT;
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// -------------------------------------------------------------------------------------
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/** \struct Header_MDL7
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* \brief Data structure for the MDL 7 main header
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*/
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struct Header_MDL7 {
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//! magic number: "MDL7"
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char ident[4];
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//! Version number. Ignored
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int32_t version;
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//! Number of bones in file
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uint32_t bones_num;
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//! Number of groups in file
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uint32_t groups_num;
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//! Size of data in the file
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uint32_t data_size;
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//! Ignored. Used to store entity specific information
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int32_t entlump_size;
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//! Ignored. Used to store MED related data
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int32_t medlump_size;
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//! Size of the Bone_MDL7 data structure used in the file
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uint16_t bone_stc_size;
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//! Size of the Skin_MDL 7 data structure used in the file
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uint16_t skin_stc_size;
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//! Size of a single color (e.g. in a material)
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uint16_t colorvalue_stc_size;
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//! Size of the Material_MDL7 data structure used in the file
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uint16_t material_stc_size;
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//! Size of a texture coordinate set in the file
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uint16_t skinpoint_stc_size;
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//! Size of a triangle in the file
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uint16_t triangle_stc_size;
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//! Size of a normal vertex in the file
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uint16_t mainvertex_stc_size;
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//! Size of a per-frame animated vertex in the file
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//! (this is not supported)
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uint16_t framevertex_stc_size;
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//! Size of a bone animation matrix
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uint16_t bonetrans_stc_size;
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//! Size of the Frame_MDL7 data structure used in the file
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uint16_t frame_stc_size;
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} PACK_STRUCT;
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// -------------------------------------------------------------------------------------
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/** \struct Bone_MDL7
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* \brief Data structure for a bone in a MDL7 file
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*/
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struct Bone_MDL7 {
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//! Index of the parent bone of *this* bone. 0xffff means:
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//! "hey, I have no parent, I'm an orphan"
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uint16_t parent_index;
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uint8_t _unused_[2];
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//! Relative position of the bone (relative to the
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//! parent bone)
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float x,y,z;
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//! Optional name of the bone
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char name[1 /* DUMMY SIZE */];
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} PACK_STRUCT;
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#if (!defined AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_20_CHARS)
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# define AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_20_CHARS (16 + 20)
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#endif
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#if (!defined AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_32_CHARS)
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# define AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_32_CHARS (16 + 32)
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#endif
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#if (!defined AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_NOT_THERE)
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# define AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_NOT_THERE (16)
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#endif
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#if (!defined AI_MDL7_MAX_GROUPNAMESIZE)
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# define AI_MDL7_MAX_GROUPNAMESIZE 16
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#endif // ! AI_MDL7_MAX_GROUPNAMESIZE
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// -------------------------------------------------------------------------------------
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/** \struct Group_MDL7
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* \brief Group in a MDL7 file
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*/
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struct Group_MDL7 {
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//! = '1' -> triangle based Mesh
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unsigned char typ;
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int8_t deformers;
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int8_t max_weights;
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int8_t _unused_;
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//! size of data for this group in bytes ( MD7_GROUP stc. included).
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int32_t groupdata_size;
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char name[AI_MDL7_MAX_GROUPNAMESIZE];
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//! Number of skins
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int32_t numskins;
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//! Number of texture coordinates
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int32_t num_stpts;
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//! Number of triangles
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int32_t numtris;
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//! Number of vertices
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int32_t numverts;
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//! Number of frames
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int32_t numframes;
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} PACK_STRUCT;
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#define AI_MDL7_SKINTYPE_MIPFLAG 0x08
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#define AI_MDL7_SKINTYPE_MATERIAL 0x10
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#define AI_MDL7_SKINTYPE_MATERIAL_ASCDEF 0x20
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#define AI_MDL7_SKINTYPE_RGBFLAG 0x80
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#if (!defined AI_MDL7_MAX_BONENAMESIZE)
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# define AI_MDL7_MAX_BONENAMESIZE 20
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#endif // !! AI_MDL7_MAX_BONENAMESIZE
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// -------------------------------------------------------------------------------------
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/** \struct Deformer_MDL7
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* \brief Deformer in a MDL7 file
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*/
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struct Deformer_MDL7 {
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int8_t deformer_version; // 0
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int8_t deformer_typ; // 0 - bones
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int8_t _unused_[2];
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int32_t group_index;
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int32_t elements;
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int32_t deformerdata_size;
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} PACK_STRUCT;
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// -------------------------------------------------------------------------------------
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/** \struct DeformerElement_MDL7
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* \brief Deformer element in a MDL7 file
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*/
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struct DeformerElement_MDL7 {
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//! bei deformer_typ==0 (==bones) element_index == bone index
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int32_t element_index;
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char element_name[AI_MDL7_MAX_BONENAMESIZE];
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int32_t weights;
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} PACK_STRUCT;
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// -------------------------------------------------------------------------------------
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/** \struct DeformerWeight_MDL7
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* \brief Deformer weight in a MDL7 file
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*/
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struct DeformerWeight_MDL7 {
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//! for deformer_typ==0 (==bones) index == vertex index
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int32_t index;
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float weight;
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} PACK_STRUCT;
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// don't know why this was in the original headers ...
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typedef int32_t MD7_MATERIAL_ASCDEFSIZE;
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// -------------------------------------------------------------------------------------
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/** \struct ColorValue_MDL7
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* \brief Data structure for a color value in a MDL7 file
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*/
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struct ColorValue_MDL7 {
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float r,g,b,a;
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} PACK_STRUCT;
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// -------------------------------------------------------------------------------------
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/** \struct Material_MDL7
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* \brief Data structure for a Material in a MDL7 file
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*/
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struct Material_MDL7 {
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//! Diffuse base color of the material
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ColorValue_MDL7 Diffuse;
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//! Ambient base color of the material
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ColorValue_MDL7 Ambient;
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//! Specular base color of the material
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ColorValue_MDL7 Specular;
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//! Emissive base color of the material
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ColorValue_MDL7 Emissive;
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//! Phong power
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float Power;
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} PACK_STRUCT;
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// -------------------------------------------------------------------------------------
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/** \struct Skin
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* \brief Skin data structure #1 - used by Quake1, MDL2, MDL3 and MDL4
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*/
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struct Skin {
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//! 0 = single (Skin), 1 = group (GroupSkin)
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//! For MDL3-5: Defines the type of the skin and there
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//! fore the size of the data to skip:
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//-------------------------------------------------------
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//! 2 for 565 RGB,
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//! 3 for 4444 ARGB,
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//! 10 for 565 mipmapped,
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//! 11 for 4444 mipmapped (bpp = 2),
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//! 12 for 888 RGB mipmapped (bpp = 3),
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//! 13 for 8888 ARGB mipmapped (bpp = 4)
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//-------------------------------------------------------
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int32_t group;
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//! Texture data
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uint8_t *data;
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} PACK_STRUCT;
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// -------------------------------------------------------------------------------------
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/** \struct Skin
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* \brief Skin data structure #2 - used by MDL5, MDL6 and MDL7
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* \see Skin
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*/
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struct Skin_MDL5 {
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int32_t size, width, height;
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uint8_t *data;
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} PACK_STRUCT;
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// maximum length of texture file name
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#if (!defined AI_MDL7_MAX_TEXNAMESIZE)
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# define AI_MDL7_MAX_TEXNAMESIZE 0x10
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#endif
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// ---------------------------------------------------------------------------
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/** \struct Skin_MDL7
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* \brief Skin data structure #3 - used by MDL7 and HMP7
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*/
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struct Skin_MDL7 {
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uint8_t typ;
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int8_t _unused_[3];
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int32_t width;
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int32_t height;
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char texture_name[AI_MDL7_MAX_TEXNAMESIZE];
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} PACK_STRUCT;
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// -------------------------------------------------------------------------------------
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/** \struct RGB565
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* \brief Data structure for a RGB565 pixel in a texture
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*/
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struct RGB565 {
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uint16_t r : 5;
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uint16_t g : 6;
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uint16_t b : 5;
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} PACK_STRUCT;
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// -------------------------------------------------------------------------------------
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/** \struct ARGB4
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* \brief Data structure for a ARGB4444 pixel in a texture
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*/
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struct ARGB4 {
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uint16_t a : 4;
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uint16_t r : 4;
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uint16_t g : 4;
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uint16_t b : 4;
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} /*PACK_STRUCT*/;
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// -------------------------------------------------------------------------------------
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/** \struct GroupSkin
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* \brief Skin data structure #2 (group of pictures)
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*/
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struct GroupSkin {
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//! 0 = single (Skin), 1 = group (GroupSkin)
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int32_t group;
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//! Number of images
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int32_t nb;
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//! Time for each image
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float *time;
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//! Data of each image
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uint8_t **data;
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} PACK_STRUCT;
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// -------------------------------------------------------------------------------------
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/** \struct TexCoord
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* \brief Texture coordinate data structure used by the Quake1 MDL format
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*/
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struct TexCoord {
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//! Is the vertex on the noundary between front and back piece?
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int32_t onseam;
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//! Texture coordinate in the tx direction
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int32_t s;
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//! Texture coordinate in the ty direction
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int32_t t;
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} PACK_STRUCT;
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// -------------------------------------------------------------------------------------
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/** \struct TexCoord_MDL3
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* \brief Data structure for an UV coordinate in the 3DGS MDL3 format
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*/
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struct TexCoord_MDL3 {
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//! position, horizontally in range 0..skinwidth-1
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int16_t u;
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//! position, vertically in range 0..skinheight-1
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int16_t v;
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} PACK_STRUCT;
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// -------------------------------------------------------------------------------------
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/** \struct TexCoord_MDL7
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* \brief Data structure for an UV coordinate in the 3DGS MDL7 format
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*/
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struct TexCoord_MDL7 {
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//! position, horizontally in range 0..1
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float u;
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//! position, vertically in range 0..1
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float v;
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} PACK_STRUCT;
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// -------------------------------------------------------------------------------------
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/** \struct SkinSet_MDL7
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* \brief Skin set data structure for the 3DGS MDL7 format
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* MDL7 references UV coordinates per face via an index list.
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* This allows the use of multiple skins per face with just one
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* UV coordinate set.
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*/
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struct SkinSet_MDL7
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{
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//! Index into the UV coordinate list
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uint16_t st_index[3]; // size 6
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//! Material index
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|
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 <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() AI_NO_EXCEPT {
|
|
::memset( mIndices, 0, sizeof(uint32_t) *3);
|
|
::memset( iMatIndex, 0, sizeof( unsigned int) *2);
|
|
}
|
|
|
|
//! 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() AI_NO_EXCEPT
|
|
: pcMat( nullptr ) {
|
|
::memset( iOldMatIndices, 0, sizeof(unsigned int) *2);
|
|
}
|
|
|
|
//! 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() AI_NO_EXCEPT : 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() AI_NO_EXCEPT
|
|
: iIndex(0)
|
|
, pcGroup(nullptr)
|
|
, pcGroupUVs(nullptr)
|
|
, pcGroupTris(nullptr)
|
|
, pcGroupVerts(nullptr)
|
|
{}
|
|
|
|
//! 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() AI_NO_EXCEPT
|
|
: bNeed2UV(false)
|
|
{}
|
|
|
|
//! Array of faces that belong to the group
|
|
std::vector<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() AI_NO_EXCEPT
|
|
: 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
|