Coverage Report

Created: 2025-11-11 06:59

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/src/assimp/code/AssetLib/MDL/MDLFileData.h
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Source
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2025, 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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/**
44
 * @file  MDLFileData.h
45
 * @brief Definition of in-memory structures for the MDL file format.
46
 *
47
 * The specification has been taken from various sources on the internet.
48
 * - http://tfc.duke.free.fr/coding/mdl-specs-en.html
49
 * - Conitec's MED SDK
50
 * - Many quite long HEX-editor sessions
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 */
52
53
#ifndef AI_MDLFILEHELPER_H_INC
54
#define AI_MDLFILEHELPER_H_INC
55
56
#include <assimp/anim.h>
57
#include <assimp/mesh.h>
58
#include <assimp/Compiler/pushpack1.h>
59
#include <assimp/ByteSwapper.h>
60
#include <stdint.h>
61
#include <vector>
62
63
struct aiMaterial;
64
65
namespace Assimp {
66
namespace MDL {
67
68
// -------------------------------------------------------------------------------------
69
// to make it easier for us, we test the magic word against both "endiannesses"
70
71
// magic bytes used in Quake 1 MDL meshes
72
0
#define AI_MDL_MAGIC_NUMBER_BE  AI_MAKE_MAGIC("IDPO")
73
593
#define AI_MDL_MAGIC_NUMBER_LE  AI_MAKE_MAGIC("OPDI")
74
75
// magic bytes used in GameStudio A<very  low> MDL meshes
76
0
#define AI_MDL_MAGIC_NUMBER_BE_GS3  AI_MAKE_MAGIC("MDL2")
77
593
#define AI_MDL_MAGIC_NUMBER_LE_GS3  AI_MAKE_MAGIC("2LDM")
78
79
// magic bytes used in GameStudio A4 MDL meshes
80
0
#define AI_MDL_MAGIC_NUMBER_BE_GS4  AI_MAKE_MAGIC("MDL3")
81
593
#define AI_MDL_MAGIC_NUMBER_LE_GS4  AI_MAKE_MAGIC("3LDM")
82
83
// magic bytes used in GameStudio A5+ MDL meshes
84
0
#define AI_MDL_MAGIC_NUMBER_BE_GS5a AI_MAKE_MAGIC("MDL4")
85
593
#define AI_MDL_MAGIC_NUMBER_LE_GS5a AI_MAKE_MAGIC("4LDM")
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0
#define AI_MDL_MAGIC_NUMBER_BE_GS5b AI_MAKE_MAGIC("MDL5")
87
593
#define AI_MDL_MAGIC_NUMBER_LE_GS5b AI_MAKE_MAGIC("5LDM")
88
89
// magic bytes used in GameStudio A7+ MDL meshes
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0
#define AI_MDL_MAGIC_NUMBER_BE_GS7  AI_MAKE_MAGIC("MDL7")
91
593
#define AI_MDL_MAGIC_NUMBER_LE_GS7  AI_MAKE_MAGIC("7LDM")
92
93
// common limitations for Quake1 meshes. The loader does not check them,
94
// (however it warns) but models should not exceed these limits.
95
#if (!defined AI_MDL_VERSION)
96
0
#   define AI_MDL_VERSION               6
97
#endif
98
#if (!defined AI_MDL_MAX_FRAMES)
99
0
#   define AI_MDL_MAX_FRAMES            256
100
#endif
101
#if (!defined AI_MDL_MAX_UVS)
102
#   define AI_MDL_MAX_UVS               1024
103
#endif
104
#if (!defined AI_MDL_MAX_VERTS)
105
0
#   define AI_MDL_MAX_VERTS             1024
106
#endif
107
#if (!defined AI_MDL_MAX_TRIANGLES)
108
0
#   define AI_MDL_MAX_TRIANGLES         2048
109
#endif
110
111
// material key that is set for dummy materials that are
112
// just referencing another material
113
#if (!defined AI_MDL7_REFERRER_MATERIAL)
114
0
#   define AI_MDL7_REFERRER_MATERIAL "&&&referrer&&&",0,0
115
#endif
116
117
// -------------------------------------------------------------------------------------
118
/** \struct Header
119
 *  \brief Data structure for the MDL main header
120
 */
121
struct Header {
122
    //! magic number: "IDPO"
123
    uint32_t ident;
124
125
    //! version number: 6
126
    int32_t version;
127
128
    //! scale factors for each axis
129
    ai_real scale[3];
130
131
    //! translation factors for each axis
132
    ai_real translate[3];
133
134
    //! bounding radius of the mesh
135
    float boundingradius;
136
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    //! Position of the viewer's exe. Ignored
138
    ai_real vEyePos[3];
139
140
    //! Number of textures
141
    int32_t num_skins;
142
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    //! Texture width in pixels
144
    int32_t skinwidth;
145
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    //! Texture height in pixels
147
    int32_t skinheight;
148
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    //! Number of vertices contained in the file
150
    int32_t num_verts;
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    //! Number of triangles contained in the file
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    int32_t num_tris;
154
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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
159
    //! (MDLn formats: number of texture coordinates)
160
    int32_t synctype;
161
162
    //! State flag
163
    int32_t flags;
164
165
    //! Could be the total size of the file (and not a float)
166
    float size;
167
} PACK_STRUCT;
168
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// -------------------------------------------------------------------------------------
171
/** \struct Header_MDL7
172
 *  \brief Data structure for the MDL 7 main header
173
 */
174
struct Header_MDL7 {
175
    //! magic number: "MDL7"
176
    char    ident[4];
177
178
    //! Version number. Ignored
179
    int32_t version;
180
181
    //! Number of bones in file
182
    uint32_t    bones_num;
183
184
    //! Number of groups in file
185
    uint32_t    groups_num;
186
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    //! Size of data in the file
188
    uint32_t    data_size;
189
190
    //! Ignored. Used to store entity specific information
191
    int32_t entlump_size;
192
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    //! Ignored. Used to store MED related data
194
    int32_t medlump_size;
195
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    //! Size of the Bone_MDL7 data structure used in the file
197
    uint16_t bone_stc_size;
198
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    //! Size of the Skin_MDL 7 data structure used in the file
200
    uint16_t skin_stc_size;
201
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    //! Size of a single color (e.g. in a material)
203
    uint16_t colorvalue_stc_size;
204
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    //! Size of the Material_MDL7 data structure used in the file
206
    uint16_t material_stc_size;
207
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    //! Size of a texture coordinate set in the file
209
    uint16_t skinpoint_stc_size;
210
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    //! Size of a triangle in the file
212
    uint16_t triangle_stc_size;
213
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    //! Size of a normal vertex in the file
215
    uint16_t mainvertex_stc_size;
216
217
    //! Size of a per-frame animated vertex in the file
218
    //! (this is not supported)
219
    uint16_t framevertex_stc_size;
220
221
    //! Size of a bone animation matrix
222
    uint16_t bonetrans_stc_size;
223
224
    //! Size of the Frame_MDL7 data structure used in the file
225
    uint16_t frame_stc_size;
226
} PACK_STRUCT;
227
228
229
// -------------------------------------------------------------------------------------
230
/** \struct Bone_MDL7
231
 *  \brief Data structure for a bone in a MDL7 file
232
 */
233
struct Bone_MDL7 {
234
    //! Index of the parent bone of *this* bone. 0xffff means:
235
    //! "hey, I have no parent, I'm an orphan"
236
    uint16_t parent_index;
237
    uint8_t _unused_[2];
238
239
    //! Relative position of the bone (relative to the
240
    //! parent bone)
241
    float x,y,z;
242
243
    //! Optional name of the bone
244
    char name[1 /* DUMMY SIZE */];
245
} PACK_STRUCT;
246
247
#if (!defined AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_20_CHARS)
248
0
#   define AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_20_CHARS (16 + 20)
249
#endif
250
251
#if (!defined AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_32_CHARS)
252
0
#   define AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_32_CHARS (16 + 32)
253
#endif
254
255
#if (!defined AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_NOT_THERE)
256
0
#   define AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_NOT_THERE (16)
257
#endif
258
259
#if (!defined AI_MDL7_MAX_GROUPNAMESIZE)
260
0
#   define AI_MDL7_MAX_GROUPNAMESIZE    16
261
#endif // ! AI_MDL7_MAX_GROUPNAMESIZE
262
263
// -------------------------------------------------------------------------------------
264
/** \struct Group_MDL7
265
 *  \brief Group in a MDL7 file
266
 */
267
struct Group_MDL7 {
268
    //! = '1' -> triangle based Mesh
269
    unsigned char   typ;
270
271
    int8_t  deformers;
272
    int8_t  max_weights;
273
    int8_t  _unused_;
274
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    //! size of data for this group in bytes ( MD7_GROUP stc. included).
276
    int32_t groupdata_size;
277
    char    name[AI_MDL7_MAX_GROUPNAMESIZE];
278
279
    //! Number of skins
280
    int32_t numskins;
281
282
    //! Number of texture coordinates
283
    int32_t num_stpts;
284
285
    //! Number of triangles
286
    int32_t numtris;
287
288
    //! Number of vertices
289
    int32_t numverts;
290
291
    //! Number of frames
292
    int32_t numframes;
293
} PACK_STRUCT;
294
295
#define AI_MDL7_SKINTYPE_MIPFLAG                0x08
296
0
#define AI_MDL7_SKINTYPE_MATERIAL               0x10
297
0
#define AI_MDL7_SKINTYPE_MATERIAL_ASCDEF        0x20
298
#define AI_MDL7_SKINTYPE_RGBFLAG                0x80
299
300
#if (!defined AI_MDL7_MAX_BONENAMESIZE)
301
#   define AI_MDL7_MAX_BONENAMESIZE 20
302
#endif // !! AI_MDL7_MAX_BONENAMESIZE
303
304
// -------------------------------------------------------------------------------------
305
/** \struct Deformer_MDL7
306
 *  \brief Deformer in a MDL7 file
307
 */
308
struct Deformer_MDL7 {
309
    int8_t  deformer_version;       // 0
310
    int8_t  deformer_typ;           // 0 - bones
311
    int8_t  _unused_[2];
312
    int32_t group_index;
313
    int32_t elements;
314
    int32_t deformerdata_size;
315
} PACK_STRUCT;
316
317
318
// -------------------------------------------------------------------------------------
319
/** \struct DeformerElement_MDL7
320
 *  \brief Deformer element in a MDL7 file
321
 */
322
struct DeformerElement_MDL7 {
323
    //! bei deformer_typ==0 (==bones) element_index == bone index
324
    int32_t element_index;
325
    char    element_name[AI_MDL7_MAX_BONENAMESIZE];
326
    int32_t weights;
327
} PACK_STRUCT;
328
329
// -------------------------------------------------------------------------------------
330
/** \struct DeformerWeight_MDL7
331
 *  \brief Deformer weight in a MDL7 file
332
 */
333
struct DeformerWeight_MDL7 {
334
    //! for deformer_typ==0 (==bones) index == vertex index
335
    int32_t index;
336
    float   weight;
337
} PACK_STRUCT;
338
339
// don't know why this was in the original headers ...
340
typedef int32_t MD7_MATERIAL_ASCDEFSIZE;
341
342
// -------------------------------------------------------------------------------------
343
/** \struct ColorValue_MDL7
344
 *  \brief Data structure for a color value in a MDL7 file
345
 */
346
struct ColorValue_MDL7 {
347
    float r,g,b,a;
348
} PACK_STRUCT;
349
350
// -------------------------------------------------------------------------------------
351
/** \struct Material_MDL7
352
 *  \brief Data structure for a Material in a MDL7 file
353
 */
354
struct Material_MDL7 {
355
    //! Diffuse base color of the material
356
    ColorValue_MDL7 Diffuse;
357
358
    //! Ambient base color of the material
359
    ColorValue_MDL7 Ambient;
360
361
    //! Specular base color of the material
362
    ColorValue_MDL7 Specular;
363
364
    //! Emissive base color of the material
365
    ColorValue_MDL7 Emissive;
366
367
    //! Phong power
368
    float           Power;
369
} PACK_STRUCT;
370
371
// -------------------------------------------------------------------------------------
372
/** \struct Skin
373
 *  \brief Skin data structure #1 - used by Quake1, MDL2, MDL3 and MDL4
374
 */
375
struct Skin {
376
    //! 0 = single (Skin), 1 = group (GroupSkin)
377
    //! For MDL3-5: Defines the type of the skin and there
378
    //! fore the size of the data to skip:
379
    //-------------------------------------------------------
380
    //! 2 for 565 RGB,
381
    //! 3 for 4444 ARGB,
382
    //! 10 for 565 mipmapped,
383
    //! 11 for 4444 mipmapped (bpp = 2),
384
    //! 12 for 888 RGB mipmapped (bpp = 3),
385
    //! 13 for 8888 ARGB mipmapped (bpp = 4)
386
    //-------------------------------------------------------
387
    int32_t group;
388
389
    //! Texture data
390
    uint8_t *data;
391
} PACK_STRUCT;
392
393
394
// -------------------------------------------------------------------------------------
395
/** \struct Skin
396
 *  \brief Skin data structure #2 - used by MDL5, MDL6 and MDL7
397
 *  \see Skin
398
 */
399
struct Skin_MDL5 {
400
    int32_t size, width, height;
401
    uint8_t *data;
402
} PACK_STRUCT;
403
404
// maximum length of texture file name
405
#if (!defined AI_MDL7_MAX_TEXNAMESIZE)
406
0
#   define AI_MDL7_MAX_TEXNAMESIZE      0x10
407
#endif
408
409
// ---------------------------------------------------------------------------
410
/** \struct Skin_MDL7
411
 *  \brief Skin data structure #3 - used by MDL7 and HMP7
412
 */
413
struct Skin_MDL7 {
414
    uint8_t         typ;
415
    int8_t          _unused_[3];
416
    int32_t         width;
417
    int32_t         height;
418
    char            texture_name[AI_MDL7_MAX_TEXNAMESIZE];
419
} PACK_STRUCT;
420
421
// -------------------------------------------------------------------------------------
422
/** \struct RGB565
423
 *  \brief Data structure for a RGB565 pixel in a texture
424
 */
425
struct RGB565 {
426
    uint16_t r : 5;
427
    uint16_t g : 6;
428
    uint16_t b : 5;
429
} PACK_STRUCT;
430
431
// -------------------------------------------------------------------------------------
432
/** \struct ARGB4
433
 *  \brief Data structure for a ARGB4444 pixel in a texture
434
 */
435
struct ARGB4 {
436
    uint16_t a : 4;
437
    uint16_t r : 4;
438
    uint16_t g : 4;
439
    uint16_t b : 4;
440
} /*PACK_STRUCT*/;
441
442
// -------------------------------------------------------------------------------------
443
/** \struct GroupSkin
444
 *  \brief Skin data structure #2 (group of pictures)
445
 */
446
struct GroupSkin {
447
    //! 0 = single (Skin), 1 = group (GroupSkin)
448
    int32_t group;
449
450
    //! Number of images
451
    int32_t nb;
452
453
    //! Time for each image
454
    float *time;
455
456
    //! Data of each image
457
    uint8_t **data;
458
} PACK_STRUCT;
459
460
// -------------------------------------------------------------------------------------
461
/** \struct TexCoord
462
 *  \brief Texture coordinate data structure used by the Quake1 MDL format
463
 */
464
struct TexCoord {
465
    //! Is the vertex on the noundary between front and back piece?
466
    int32_t onseam;
467
468
    //! Texture coordinate in the tx direction
469
    int32_t s;
470
471
    //! Texture coordinate in the ty direction
472
    int32_t t;
473
} PACK_STRUCT;
474
475
// -------------------------------------------------------------------------------------
476
/** \struct TexCoord_MDL3
477
 *  \brief Data structure for an UV coordinate in the 3DGS MDL3 format
478
 */
479
struct TexCoord_MDL3 {
480
    //! position, horizontally in range 0..skinwidth-1
481
    int16_t u;
482
483
    //! position, vertically in range 0..skinheight-1
484
    int16_t v;
485
} PACK_STRUCT;
486
487
// -------------------------------------------------------------------------------------
488
/** \struct TexCoord_MDL7
489
 *  \brief Data structure for an UV coordinate in the 3DGS MDL7 format
490
 */
491
struct TexCoord_MDL7 {
492
    //! position, horizontally in range 0..1
493
    float u;
494
495
    //! position, vertically in range 0..1
496
    float v;
497
} PACK_STRUCT;
498
499
// -------------------------------------------------------------------------------------
500
/** \struct SkinSet_MDL7
501
 *  \brief Skin set data structure for the 3DGS MDL7 format
502
 * MDL7 references UV coordinates per face via an index list.
503
 * This allows the use of multiple skins per face with just one
504
 * UV coordinate set.
505
 */
506
struct SkinSet_MDL7
507
{
508
    //! Index into the UV coordinate list
509
    uint16_t    st_index[3]; // size 6
510
511
    //! Material index
512
    int32_t     material;    // size 4
513
} PACK_STRUCT;
514
515
// -------------------------------------------------------------------------------------
516
/** \struct Triangle
517
 *  \brief Triangle data structure for the Quake1 MDL format
518
 */
519
struct Triangle
520
{
521
    //! 0 = backface, 1 = frontface
522
    int32_t facesfront;
523
524
    //! Vertex indices
525
    int32_t vertex[3];
526
} PACK_STRUCT;
527
528
// -------------------------------------------------------------------------------------
529
/** \struct Triangle_MDL3
530
 *  \brief Triangle data structure for the 3DGS MDL3 format
531
 */
532
struct Triangle_MDL3
533
{
534
    //!  Index of 3 3D vertices in range 0..numverts
535
    uint16_t index_xyz[3];
536
537
    //! Index of 3 skin vertices in range 0..numskinverts
538
    uint16_t index_uv[3];
539
} PACK_STRUCT;
540
541
// -------------------------------------------------------------------------------------
542
/** \struct Triangle_MDL7
543
 *  \brief Triangle data structure for the 3DGS MDL7 format
544
 */
545
struct Triangle_MDL7
546
{
547
    //! Vertex indices
548
    uint16_t   v_index[3];  // size 6
549
550
    //! Two skinsets. The second will be used for multi-texturing
551
    SkinSet_MDL7  skinsets[2];
552
} PACK_STRUCT;
553
554
#if (!defined AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV)
555
0
#   define AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV (6+sizeof(SkinSet_MDL7)-sizeof(uint32_t))
556
#endif
557
#if (!defined AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV_WITH_MATINDEX)
558
0
#   define AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV_WITH_MATINDEX (6+sizeof(SkinSet_MDL7))
559
#endif
560
#if (!defined AI_MDL7_TRIANGLE_STD_SIZE_TWO_UV)
561
0
#   define AI_MDL7_TRIANGLE_STD_SIZE_TWO_UV (6+2*sizeof(SkinSet_MDL7))
562
#endif
563
564
// Helper constants for Triangle::facesfront
565
#if (!defined AI_MDL_BACKFACE)
566
#   define AI_MDL_BACKFACE          0x0
567
#endif
568
#if (!defined  AI_MDL_FRONTFACE)
569
#   define AI_MDL_FRONTFACE         0x1
570
#endif
571
572
// -------------------------------------------------------------------------------------
573
/** \struct Vertex
574
 *  \brief Vertex data structure
575
 */
576
struct Vertex
577
{
578
    uint8_t v[3];
579
    uint8_t normalIndex;
580
} PACK_STRUCT;
581
582
583
// -------------------------------------------------------------------------------------
584
struct Vertex_MDL4
585
{
586
    uint16_t v[3];
587
    uint8_t normalIndex;
588
    uint8_t unused;
589
} PACK_STRUCT;
590
591
0
#define AI_MDL7_FRAMEVERTEX120503_STCSIZE       16
592
0
#define AI_MDL7_FRAMEVERTEX030305_STCSIZE       26
593
594
// -------------------------------------------------------------------------------------
595
/** \struct Vertex_MDL7
596
 *  \brief Vertex data structure used in MDL7 files
597
 */
598
struct Vertex_MDL7
599
{
600
    float   x,y,z;
601
    uint16_t vertindex; // = bone index
602
    union {
603
        uint8_t norm162index;
604
        float norm[3];
605
    } PACK_STRUCT;
606
} PACK_STRUCT;
607
608
// -------------------------------------------------------------------------------------
609
/** \struct BoneTransform_MDL7
610
 *  \brief bone transformation matrix structure used in MDL7 files
611
 */
612
struct BoneTransform_MDL7
613
{
614
    //! 4*3
615
    float   m [4*4];
616
617
    //! the index of this vertex, 0.. header::bones_num - 1
618
    uint16_t bone_index;
619
620
    //! I HATE 3DGS AND THE SILLY DEVELOPER WHO DESIGNED
621
    //! THIS STUPID FILE FORMAT!
622
    int8_t _unused_[2];
623
} PACK_STRUCT;
624
625
626
#define AI_MDL7_MAX_FRAMENAMESIZE       16
627
628
// -------------------------------------------------------------------------------------
629
/** \struct Frame_MDL7
630
 *  \brief Frame data structure used by MDL7 files
631
 */
632
struct Frame_MDL7
633
{
634
    char    frame_name[AI_MDL7_MAX_FRAMENAMESIZE];
635
    uint32_t    vertices_count;
636
    uint32_t    transmatrix_count;
637
};
638
639
640
// -------------------------------------------------------------------------------------
641
/** \struct SimpleFrame
642
 *  \brief Data structure for a simple frame
643
 */
644
struct SimpleFrame
645
{
646
    //! Minimum vertex of the bounding box
647
    Vertex bboxmin;
648
649
    //! Maximum vertex of the bounding box
650
    Vertex bboxmax;
651
652
    //! Name of the frame
653
    char name[16];
654
655
    //! Vertex list of the frame
656
    Vertex *verts;
657
} PACK_STRUCT;
658
659
// -------------------------------------------------------------------------------------
660
/** \struct Frame
661
 *  \brief Model frame data structure
662
 */
663
struct Frame
664
{
665
    //! 0 = simple frame, !0 = group frame
666
    int32_t type;
667
668
    //! Frame data
669
    SimpleFrame frame;
670
} PACK_STRUCT;
671
672
673
// -------------------------------------------------------------------------------------
674
struct SimpleFrame_MDLn_SP
675
{
676
    //! Minimum vertex of the bounding box
677
    Vertex_MDL4 bboxmin;
678
679
    //! Maximum vertex of the bounding box
680
    Vertex_MDL4 bboxmax;
681
682
    //! Name of the frame
683
    char name[16];
684
685
    //! Vertex list of the frame
686
    Vertex_MDL4 *verts;
687
} PACK_STRUCT;
688
689
// -------------------------------------------------------------------------------------
690
/** \struct GroupFrame
691
 *  \brief Data structure for a group of frames
692
 */
693
struct GroupFrame
694
{
695
    //! 0 = simple frame, !0 = group frame
696
    int32_t type;
697
698
    int32_t numframes;
699
700
    //! Minimum vertex for all single frames
701
    Vertex min;
702
703
    //! Maximum vertex for all single frames
704
    Vertex max;
705
706
    //! List of times for all single frames
707
    float *times;
708
709
    //! List of single frames
710
    SimpleFrame *frames;
711
} PACK_STRUCT;
712
713
#include <assimp/Compiler/poppack1.h>
714
715
// -------------------------------------------------------------------------------------
716
/** \struct IntFace_MDL7
717
 *  \brief Internal data structure to temporarily represent a face
718
 */
719
struct IntFace_MDL7 {
720
    // provide a constructor for our own convenience
721
0
    IntFace_MDL7() AI_NO_EXCEPT {
722
0
        ::memset( mIndices, 0, sizeof(uint32_t) *3);
723
0
        ::memset( iMatIndex, 0, sizeof( unsigned int) *2);
724
0
    }
725
726
    //! Vertex indices
727
    uint32_t mIndices[3];
728
729
    //! Material index (maximally two channels, which are joined later)
730
    unsigned int iMatIndex[2];
731
};
732
733
// -------------------------------------------------------------------------------------
734
/** \struct IntMaterial_MDL7
735
 *  \brief Internal data structure to temporarily represent a material
736
 *  which has been created from two single materials along with the
737
 *  original material indices.
738
 */
739
struct IntMaterial_MDL7 {
740
    // provide a constructor for our own convenience
741
    IntMaterial_MDL7() AI_NO_EXCEPT
742
0
    : pcMat( nullptr ) {
743
0
        ::memset( iOldMatIndices, 0, sizeof(unsigned int) *2);
744
0
    }
745
746
    //! Material instance
747
    aiMaterial* pcMat;
748
749
    //! Old material indices
750
    unsigned int iOldMatIndices[2];
751
};
752
753
// -------------------------------------------------------------------------------------
754
/** \struct IntBone_MDL7
755
 *  \brief Internal data structure to represent a bone in a MDL7 file with
756
 *  all of its animation channels assigned to it.
757
 */
758
struct IntBone_MDL7 : aiBone
759
{
760
    //! Default constructor
761
0
    IntBone_MDL7() AI_NO_EXCEPT : iParent (0xffff)
762
0
    {
763
0
        pkeyPositions.reserve(30);
764
0
        pkeyScalings.reserve(30);
765
0
        pkeyRotations.reserve(30);
766
0
    }
767
768
    //! Parent bone of the bone
769
    uint64_t iParent;
770
771
    //! Relative position of the bone
772
    aiVector3D vPosition;
773
774
    //! Array of position keys
775
    std::vector<aiVectorKey> pkeyPositions;
776
777
    //! Array of scaling keys
778
    std::vector<aiVectorKey> pkeyScalings;
779
780
    //! Array of rotation keys
781
    std::vector<aiQuatKey> pkeyRotations;
782
};
783
784
// -------------------------------------------------------------------------------------
785
//! Describes a MDL7 frame
786
struct IntFrameInfo_MDL7
787
{
788
    //! Construction from an existing frame header
789
    IntFrameInfo_MDL7(BE_NCONST MDL::Frame_MDL7* _pcFrame,unsigned int _iIndex)
790
0
        : iIndex(_iIndex)
791
0
        , pcFrame(_pcFrame)
792
0
    {}
793
794
    //! Index of the frame
795
    unsigned int iIndex;
796
797
    //! Points to the header of the frame
798
    BE_NCONST MDL::Frame_MDL7*  pcFrame;
799
};
800
801
// -------------------------------------------------------------------------------------
802
//! Describes a MDL7 mesh group
803
struct IntGroupInfo_MDL7
804
{
805
    //! Default constructor
806
    IntGroupInfo_MDL7() AI_NO_EXCEPT
807
        :   iIndex(0)
808
        ,   pcGroup(nullptr)
809
        ,   pcGroupUVs(nullptr)
810
        ,   pcGroupTris(nullptr)
811
        ,   pcGroupVerts(nullptr)
812
0
        {}
813
814
    //! Construction from an existing group header
815
    IntGroupInfo_MDL7(BE_NCONST MDL::Group_MDL7* _pcGroup, unsigned int _iIndex)
816
0
        :   iIndex(_iIndex)
817
0
        ,   pcGroup(_pcGroup)
818
        ,   pcGroupUVs()
819
        ,   pcGroupTris()
820
        ,   pcGroupVerts()
821
0
    {}
822
823
    //! Index of the group
824
    unsigned int iIndex;
825
826
    //! Points to the header of the group
827
    BE_NCONST MDL::Group_MDL7*      pcGroup;
828
829
    //! Points to the beginning of the uv coordinate section
830
    BE_NCONST MDL::TexCoord_MDL7*   pcGroupUVs;
831
832
    //! Points to the beginning of the triangle section
833
    MDL::Triangle_MDL7* pcGroupTris;
834
835
    //! Points to the beginning of the vertex section
836
    BE_NCONST MDL::Vertex_MDL7*     pcGroupVerts;
837
};
838
839
// -------------------------------------------------------------------------------------
840
//! Holds the data that belongs to a MDL7 mesh group
841
struct IntGroupData_MDL7
842
{
843
    IntGroupData_MDL7() AI_NO_EXCEPT
844
0
        : bNeed2UV(false)
845
0
    {}
846
847
    //! Array of faces that belong to the group
848
    std::vector<MDL::IntFace_MDL7> pcFaces;
849
850
    //! Array of vertex positions
851
    std::vector<aiVector3D>     vPositions;
852
853
    //! Array of vertex normals
854
    std::vector<aiVector3D>     vNormals;
855
856
    //! Array of bones indices
857
    std::vector<unsigned int>   aiBones;
858
859
    //! First UV coordinate set
860
    std::vector<aiVector3D>     vTextureCoords1;
861
862
    //! Optional second UV coordinate set
863
    std::vector<aiVector3D>     vTextureCoords2;
864
865
    //! Specifies whether there are two texture
866
    //! coordinate sets required
867
    bool bNeed2UV;
868
};
869
870
// -------------------------------------------------------------------------------------
871
//! Holds data from an MDL7 file that is shared by all mesh groups
872
struct IntSharedData_MDL7 {
873
    //! Default constructor
874
    IntSharedData_MDL7() AI_NO_EXCEPT
875
        : apcOutBones(),
876
        iNum()
877
0
    {
878
0
        abNeedMaterials.reserve(12);
879
0
    }
880
881
    //! Destruction: properly delete all allocated resources
882
    ~IntSharedData_MDL7()
883
0
    {
884
        // kill all bones
885
0
        if (this->apcOutBones)
886
0
        {
887
0
            for (unsigned int m = 0; m < iNum;++m)
888
0
                delete this->apcOutBones[m];
889
0
            delete[] this->apcOutBones;
890
0
        }
891
0
    }
892
893
    //! Specifies which materials are used
894
    std::vector<bool> abNeedMaterials;
895
896
    //! List of all materials
897
    std::vector<aiMaterial*> pcMats;
898
899
    //! List of all bones
900
    IntBone_MDL7** apcOutBones;
901
902
    //! number of bones
903
    unsigned int iNum;
904
};
905
906
// -------------------------------------------------------------------------------------
907
//! Contains input data for GenerateOutputMeshes_3DGS_MDL7
908
struct IntSplitGroupData_MDL7
909
{
910
    //! Construction from a given shared data set
911
    IntSplitGroupData_MDL7(IntSharedData_MDL7& _shared,
912
        std::vector<aiMesh*>& _avOutList)
913
914
0
        : aiSplit(), shared(_shared), avOutList(_avOutList)
915
0
    {
916
0
    }
917
918
    //! Destruction: properly delete all allocated resources
919
    ~IntSplitGroupData_MDL7()
920
0
    {
921
        // kill all face lists
922
0
        if(this->aiSplit)
923
0
        {
924
0
            for (unsigned int m = 0; m < shared.pcMats.size();++m)
925
0
                delete this->aiSplit[m];
926
0
            delete[] this->aiSplit;
927
0
        }
928
0
    }
929
930
    //! Contains a list of all faces per material
931
    std::vector<unsigned int>** aiSplit;
932
933
    //! Shared data for all groups of the model
934
    IntSharedData_MDL7& shared;
935
936
    //! List of meshes
937
    std::vector<aiMesh*>& avOutList;
938
};
939
940
941
}
942
} // end namespaces
943
944
#endif // !! AI_MDLFILEHELPER_H_INC