/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2013 Torus Knot Software Ltd Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ----------------------------------------------------------------------------- */ #ifndef __MeshFileFormat_H__ #define __MeshFileFormat_H__ #include "OgrePrerequisites.h" namespace Ogre { /** \addtogroup Core * @{ */ /** \addtogroup Resources * @{ */ /** Definition of the OGRE .mesh file format .mesh files are binary files (for read efficiency at runtime) and are arranged into chunks of data, very like 3D Studio's format. A chunk always consists of: unsigned short CHUNK_ID : one of the following chunk ids identifying the chunk unsigned long LENGTH : length of the chunk in bytes, including this header void* DATA : the data, which may contain other sub-chunks (various data types) A .mesh file can contain both the definition of the Mesh itself, and optionally the definitions of the materials is uses (although these can be omitted, if so the Mesh assumes that at runtime the Materials referred to by name in the Mesh are loaded/created from another source) A .mesh file only contains a single mesh, which can itself have multiple submeshes. */ enum MeshChunkID { M_HEADER = 0x1000, // char* version : Version number check M_MESH = 0x3000, // bool skeletallyAnimated // important flag which affects h/w buffer policies // Optional M_GEOMETRY chunk M_SUBMESH = 0x4000, // char* materialName // bool useSharedVertices // unsigned int indexCount // bool indexes32Bit // unsigned int* faceVertexIndices (indexCount) // OR // unsigned short* faceVertexIndices (indexCount) // M_GEOMETRY chunk (Optional: present only if useSharedVertices = false) M_SUBMESH_OPERATION = 0x4010, // optional, trilist assumed if missing // unsigned short operationType M_SUBMESH_BONE_ASSIGNMENT = 0x4100, // Optional bone weights (repeating section) // unsigned int vertexIndex; // unsigned short boneIndex; // float weight; // Optional chunk that matches a texture name to an alias // a texture alias is sent to the submesh material to use this texture name // instead of the one in the texture unit with a matching alias name M_SUBMESH_TEXTURE_ALIAS = 0x4200, // Repeating section // char* aliasName; // char* textureName; M_GEOMETRY = 0x5000, // NB this chunk is embedded within M_MESH and M_SUBMESH // unsigned int vertexCount M_GEOMETRY_VERTEX_DECLARATION = 0x5100, M_GEOMETRY_VERTEX_ELEMENT = 0x5110, // Repeating section // unsigned short source; // buffer bind source // unsigned short type; // VertexElementType // unsigned short semantic; // VertexElementSemantic // unsigned short offset; // start offset in buffer in bytes // unsigned short index; // index of the semantic (for colours and texture coords) M_GEOMETRY_VERTEX_BUFFER = 0x5200, // Repeating section // unsigned short bindIndex; // Index to bind this buffer to // unsigned short vertexSize; // Per-vertex size, must agree with declaration at this index M_GEOMETRY_VERTEX_BUFFER_DATA = 0x5210, // raw buffer data M_MESH_SKELETON_LINK = 0x6000, // Optional link to skeleton // char* skeletonName : name of .skeleton to use M_MESH_BONE_ASSIGNMENT = 0x7000, // Optional bone weights (repeating section) // unsigned int vertexIndex; // unsigned short boneIndex; // float weight; M_MESH_LOD = 0x8000, // Optional LOD information // string strategyName; // unsigned short numLevels; // bool manual; (true for manual alternate meshes, false for generated) M_MESH_LOD_USAGE = 0x8100, // Repeating section, ordered in increasing depth // NB LOD 0 (full detail from 0 depth) is omitted // LOD value - this is a distance, a pixel count etc, based on strategy // float lodValue; M_MESH_LOD_MANUAL = 0x8110, // Required if M_MESH_LOD section manual = true // String manualMeshName; M_MESH_LOD_GENERATED = 0x8120, // Required if M_MESH_LOD section manual = false // Repeating section (1 per submesh) // unsigned int indexCount; // bool indexes32Bit // unsigned short* faceIndexes; (indexCount) // OR // unsigned int* faceIndexes; (indexCount) M_MESH_BOUNDS = 0x9000, // float minx, miny, minz // float maxx, maxy, maxz // float radius // Added By DrEvil // optional chunk that contains a table of submesh indexes and the names of // the sub-meshes. M_SUBMESH_NAME_TABLE = 0xA000, // Subchunks of the name table. Each chunk contains an index & string M_SUBMESH_NAME_TABLE_ELEMENT = 0xA100, // short index // char* name // Optional chunk which stores precomputed edge data M_EDGE_LISTS = 0xB000, // Each LOD has a separate edge list M_EDGE_LIST_LOD = 0xB100, // unsigned short lodIndex // bool isManual // If manual, no edge data here, loaded from manual mesh // bool isClosed // unsigned long numTriangles // unsigned long numEdgeGroups // Triangle* triangleList // unsigned long indexSet // unsigned long vertexSet // unsigned long vertIndex[3] // unsigned long sharedVertIndex[3] // float normal[4] M_EDGE_GROUP = 0xB110, // unsigned long vertexSet // unsigned long triStart // unsigned long triCount // unsigned long numEdges // Edge* edgeList // unsigned long triIndex[2] // unsigned long vertIndex[2] // unsigned long sharedVertIndex[2] // bool degenerate // Optional poses section, referred to by pose keyframes M_POSES = 0xC000, M_POSE = 0xC100, // char* name (may be blank) // unsigned short target // 0 for shared geometry, // 1+ for submesh index + 1 // bool includesNormals [1.8+] M_POSE_VERTEX = 0xC111, // unsigned long vertexIndex // float xoffset, yoffset, zoffset // float xnormal, ynormal, znormal (optional, 1.8+) // Optional vertex animation chunk M_ANIMATIONS = 0xD000, M_ANIMATION = 0xD100, // char* name // float length M_ANIMATION_BASEINFO = 0xD105, // [Optional] base keyframe information (pose animation only) // char* baseAnimationName (blank for self) // float baseKeyFrameTime M_ANIMATION_TRACK = 0xD110, // unsigned short type // 1 == morph, 2 == pose // unsigned short target // 0 for shared geometry, // 1+ for submesh index + 1 M_ANIMATION_MORPH_KEYFRAME = 0xD111, // float time // bool includesNormals [1.8+] // float x,y,z // repeat by number of vertices in original geometry M_ANIMATION_POSE_KEYFRAME = 0xD112, // float time M_ANIMATION_POSE_REF = 0xD113, // repeat for number of referenced poses // unsigned short poseIndex // float influence // Optional submesh extreme vertex list chink M_TABLE_EXTREMES = 0xE000, // unsigned short submesh_index; // float extremes [n_extremes][3]; /* Version 1.2 of the .mesh format (deprecated) enum MeshChunkID { M_HEADER = 0x1000, // char* version : Version number check M_MESH = 0x3000, // bool skeletallyAnimated // important flag which affects h/w buffer policies // Optional M_GEOMETRY chunk M_SUBMESH = 0x4000, // char* materialName // bool useSharedVertices // unsigned int indexCount // bool indexes32Bit // unsigned int* faceVertexIndices (indexCount) // OR // unsigned short* faceVertexIndices (indexCount) // M_GEOMETRY chunk (Optional: present only if useSharedVertices = false) M_SUBMESH_OPERATION = 0x4010, // optional, trilist assumed if missing // unsigned short operationType M_SUBMESH_BONE_ASSIGNMENT = 0x4100, // Optional bone weights (repeating section) // unsigned int vertexIndex; // unsigned short boneIndex; // float weight; M_GEOMETRY = 0x5000, // NB this chunk is embedded within M_MESH and M_SUBMESH */ // unsigned int vertexCount // float* pVertices (x, y, z order x numVertices) M_GEOMETRY_NORMALS = 0x5100, //(Optional) // float* pNormals (x, y, z order x numVertices) M_GEOMETRY_COLOURS = 0x5200, //(Optional) // unsigned long* pColours (RGBA 8888 format x numVertices) M_GEOMETRY_TEXCOORDS = 0x5300 //(Optional, REPEATABLE, each one adds an extra set) // unsigned short dimensions (1 for 1D, 2 for 2D, 3 for 3D) // float* pTexCoords (u [v] [w] order, dimensions x numVertices) /* M_MESH_SKELETON_LINK = 0x6000, // Optional link to skeleton // char* skeletonName : name of .skeleton to use M_MESH_BONE_ASSIGNMENT = 0x7000, // Optional bone weights (repeating section) // unsigned int vertexIndex; // unsigned short boneIndex; // float weight; M_MESH_LOD = 0x8000, // Optional LOD information // unsigned short numLevels; // bool manual; (true for manual alternate meshes, false for generated) M_MESH_LOD_USAGE = 0x8100, // Repeating section, ordered in increasing depth // NB LOD 0 (full detail from 0 depth) is omitted // float fromSquaredDepth; M_MESH_LOD_MANUAL = 0x8110, // Required if M_MESH_LOD section manual = true // String manualMeshName; M_MESH_LOD_GENERATED = 0x8120, // Required if M_MESH_LOD section manual = false // Repeating section (1 per submesh) // unsigned int indexCount; // bool indexes32Bit // unsigned short* faceIndexes; (indexCount) // OR // unsigned int* faceIndexes; (indexCount) M_MESH_BOUNDS = 0x9000 // float minx, miny, minz // float maxx, maxy, maxz // float radius // Added By DrEvil // optional chunk that contains a table of submesh indexes and the names of // the sub-meshes. M_SUBMESH_NAME_TABLE, // Subchunks of the name table. Each chunk contains an index & string M_SUBMESH_NAME_TABLE_ELEMENT, // short index // char* name */ }; /** @} */ /** @} */ } // namespace #endif