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OgreMeshFileFormat.h
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1 /*
2 -----------------------------------------------------------------------------
3 This source file is part of OGRE
4  (Object-oriented Graphics Rendering Engine)
5 For the latest info, see http://www.ogre3d.org/
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7 Copyright (c) 2000-2013 Torus Knot Software Ltd
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9 Permission is hereby granted, free of charge, to any person obtaining a copy
10 of this software and associated documentation files (the "Software"), to deal
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17 all copies or substantial portions of the Software.
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27 */
28 #ifndef __MeshFileFormat_H__
29 #define __MeshFileFormat_H__
30 
31 #include "OgrePrerequisites.h"
32 
33 namespace Ogre {
34 
58  enum MeshChunkID {
59  M_HEADER = 0x1000,
60  // char* version : Version number check
61  M_MESH = 0x3000,
62  // bool skeletallyAnimated // important flag which affects h/w buffer policies
63  // Optional M_GEOMETRY chunk
64  M_SUBMESH = 0x4000,
65  // char* materialName
66  // bool useSharedVertices
67  // unsigned int indexCount
68  // bool indexes32Bit
69  // unsigned int* faceVertexIndices (indexCount)
70  // OR
71  // unsigned short* faceVertexIndices (indexCount)
72  // M_GEOMETRY chunk (Optional: present only if useSharedVertices = false)
73  M_SUBMESH_OPERATION = 0x4010, // optional, trilist assumed if missing
74  // unsigned short operationType
76  // Optional bone weights (repeating section)
77  // unsigned int vertexIndex;
78  // unsigned short boneIndex;
79  // float weight;
80  // Optional chunk that matches a texture name to an alias
81  // a texture alias is sent to the submesh material to use this texture name
82  // instead of the one in the texture unit with a matching alias name
83  M_SUBMESH_TEXTURE_ALIAS = 0x4200, // Repeating section
84  // char* aliasName;
85  // char* textureName;
86 
87  M_GEOMETRY = 0x5000, // NB this chunk is embedded within M_MESH and M_SUBMESH
88  // unsigned int vertexCount
90  M_GEOMETRY_VERTEX_ELEMENT = 0x5110, // Repeating section
91  // unsigned short source; // buffer bind source
92  // unsigned short type; // VertexElementType
93  // unsigned short semantic; // VertexElementSemantic
94  // unsigned short offset; // start offset in buffer in bytes
95  // unsigned short index; // index of the semantic (for colours and texture coords)
96  M_GEOMETRY_VERTEX_BUFFER = 0x5200, // Repeating section
97  // unsigned short bindIndex; // Index to bind this buffer to
98  // unsigned short vertexSize; // Per-vertex size, must agree with declaration at this index
100  // raw buffer data
102  // Optional link to skeleton
103  // char* skeletonName : name of .skeleton to use
105  // Optional bone weights (repeating section)
106  // unsigned int vertexIndex;
107  // unsigned short boneIndex;
108  // float weight;
109  M_MESH_LOD = 0x8000,
110  // Optional LOD information
111  // string strategyName;
112  // unsigned short numLevels;
113  // bool manual; (true for manual alternate meshes, false for generated)
115  // Repeating section, ordered in increasing depth
116  // NB LOD 0 (full detail from 0 depth) is omitted
117  // LOD value - this is a distance, a pixel count etc, based on strategy
118  // float lodValue;
120  // Required if M_MESH_LOD section manual = true
121  // String manualMeshName;
123  // Required if M_MESH_LOD section manual = false
124  // Repeating section (1 per submesh)
125  // unsigned int indexCount;
126  // bool indexes32Bit
127  // unsigned short* faceIndexes; (indexCount)
128  // OR
129  // unsigned int* faceIndexes; (indexCount)
130  M_MESH_BOUNDS = 0x9000,
131  // float minx, miny, minz
132  // float maxx, maxy, maxz
133  // float radius
134 
135  // Added By DrEvil
136  // optional chunk that contains a table of submesh indexes and the names of
137  // the sub-meshes.
139  // Subchunks of the name table. Each chunk contains an index & string
141  // short index
142  // char* name
143 
144  // Optional chunk which stores precomputed edge data
145  M_EDGE_LISTS = 0xB000,
146  // Each LOD has a separate edge list
147  M_EDGE_LIST_LOD = 0xB100,
148  // unsigned short lodIndex
149  // bool isManual // If manual, no edge data here, loaded from manual mesh
150  // bool isClosed
151  // unsigned long numTriangles
152  // unsigned long numEdgeGroups
153  // Triangle* triangleList
154  // unsigned long indexSet
155  // unsigned long vertexSet
156  // unsigned long vertIndex[3]
157  // unsigned long sharedVertIndex[3]
158  // float normal[4]
159 
160  M_EDGE_GROUP = 0xB110,
161  // unsigned long vertexSet
162  // unsigned long triStart
163  // unsigned long triCount
164  // unsigned long numEdges
165  // Edge* edgeList
166  // unsigned long triIndex[2]
167  // unsigned long vertIndex[2]
168  // unsigned long sharedVertIndex[2]
169  // bool degenerate
170 
171  // Optional poses section, referred to by pose keyframes
172  M_POSES = 0xC000,
173  M_POSE = 0xC100,
174  // char* name (may be blank)
175  // unsigned short target // 0 for shared geometry,
176  // 1+ for submesh index + 1
177  // bool includesNormals [1.8+]
178  M_POSE_VERTEX = 0xC111,
179  // unsigned long vertexIndex
180  // float xoffset, yoffset, zoffset
181  // float xnormal, ynormal, znormal (optional, 1.8+)
182  // Optional vertex animation chunk
183  M_ANIMATIONS = 0xD000,
184  M_ANIMATION = 0xD100,
185  // char* name
186  // float length
188  // [Optional] base keyframe information (pose animation only)
189  // char* baseAnimationName (blank for self)
190  // float baseKeyFrameTime
191 
193  // unsigned short type // 1 == morph, 2 == pose
194  // unsigned short target // 0 for shared geometry,
195  // 1+ for submesh index + 1
197  // float time
198  // bool includesNormals [1.8+]
199  // float x,y,z // repeat by number of vertices in original geometry
201  // float time
202  M_ANIMATION_POSE_REF = 0xD113, // repeat for number of referenced poses
203  // unsigned short poseIndex
204  // float influence
205 
206  // Optional submesh extreme vertex list chink
208  // unsigned short submesh_index;
209  // float extremes [n_extremes][3];
210 
211  /* Version 1.2 of the .mesh format (deprecated)
212  enum MeshChunkID {
213  M_HEADER = 0x1000,
214  // char* version : Version number check
215  M_MESH = 0x3000,
216  // bool skeletallyAnimated // important flag which affects h/w buffer policies
217  // Optional M_GEOMETRY chunk
218  M_SUBMESH = 0x4000,
219  // char* materialName
220  // bool useSharedVertices
221  // unsigned int indexCount
222  // bool indexes32Bit
223  // unsigned int* faceVertexIndices (indexCount)
224  // OR
225  // unsigned short* faceVertexIndices (indexCount)
226  // M_GEOMETRY chunk (Optional: present only if useSharedVertices = false)
227  M_SUBMESH_OPERATION = 0x4010, // optional, trilist assumed if missing
228  // unsigned short operationType
229  M_SUBMESH_BONE_ASSIGNMENT = 0x4100,
230  // Optional bone weights (repeating section)
231  // unsigned int vertexIndex;
232  // unsigned short boneIndex;
233  // float weight;
234  M_GEOMETRY = 0x5000, // NB this chunk is embedded within M_MESH and M_SUBMESH
235  */
236  // unsigned int vertexCount
237  // float* pVertices (x, y, z order x numVertices)
238  M_GEOMETRY_NORMALS = 0x5100, //(Optional)
239  // float* pNormals (x, y, z order x numVertices)
240  M_GEOMETRY_COLOURS = 0x5200, //(Optional)
241  // unsigned long* pColours (RGBA 8888 format x numVertices)
242  M_GEOMETRY_TEXCOORDS = 0x5300 //(Optional, REPEATABLE, each one adds an extra set)
243  // unsigned short dimensions (1 for 1D, 2 for 2D, 3 for 3D)
244  // float* pTexCoords (u [v] [w] order, dimensions x numVertices)
245  /*
246  M_MESH_SKELETON_LINK = 0x6000,
247  // Optional link to skeleton
248  // char* skeletonName : name of .skeleton to use
249  M_MESH_BONE_ASSIGNMENT = 0x7000,
250  // Optional bone weights (repeating section)
251  // unsigned int vertexIndex;
252  // unsigned short boneIndex;
253  // float weight;
254  M_MESH_LOD = 0x8000,
255  // Optional LOD information
256  // unsigned short numLevels;
257  // bool manual; (true for manual alternate meshes, false for generated)
258  M_MESH_LOD_USAGE = 0x8100,
259  // Repeating section, ordered in increasing depth
260  // NB LOD 0 (full detail from 0 depth) is omitted
261  // float fromSquaredDepth;
262  M_MESH_LOD_MANUAL = 0x8110,
263  // Required if M_MESH_LOD section manual = true
264  // String manualMeshName;
265  M_MESH_LOD_GENERATED = 0x8120,
266  // Required if M_MESH_LOD section manual = false
267  // Repeating section (1 per submesh)
268  // unsigned int indexCount;
269  // bool indexes32Bit
270  // unsigned short* faceIndexes; (indexCount)
271  // OR
272  // unsigned int* faceIndexes; (indexCount)
273  M_MESH_BOUNDS = 0x9000
274  // float minx, miny, minz
275  // float maxx, maxy, maxz
276  // float radius
277 
278  // Added By DrEvil
279  // optional chunk that contains a table of submesh indexes and the names of
280  // the sub-meshes.
281  M_SUBMESH_NAME_TABLE,
282  // Subchunks of the name table. Each chunk contains an index & string
283  M_SUBMESH_NAME_TABLE_ELEMENT,
284  // short index
285  // char* name
286 
287  */
288  };
292 } // namespace
293 
294 
295 #endif
MeshChunkID
Definition of the OGRE .mesh file format.