//! Could be the total size of the file (and not a float)
float size;
-} /* PACK_STRUCT */;
+} PACK_STRUCT;
// -------------------------------------------------------------------------------------
//! Size of the Frame_MDL7 data structure used in the file
uint16_t frame_stc_size;
-} /* PACK_STRUCT */;
+} PACK_STRUCT;
// -------------------------------------------------------------------------------------
//! Optional name of the bone
char name[1 /* DUMMY SIZE */];
-} /* PACK_STRUCT */;
+} PACK_STRUCT;
#if (!defined AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_20_CHARS)
# define AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_20_CHARS (16 + 20)
//! Number of frames
int32_t numframes;
-} /* PACK_STRUCT */;
+} PACK_STRUCT;
#define AI_MDL7_SKINTYPE_MIPFLAG 0x08
#define AI_MDL7_SKINTYPE_MATERIAL 0x10
int32_t group_index;
int32_t elements;
int32_t deformerdata_size;
-} /* PACK_STRUCT */;
+} PACK_STRUCT;
// -------------------------------------------------------------------------------------
int32_t element_index;
char element_name[AI_MDL7_MAX_BONENAMESIZE];
int32_t weights;
-} /* PACK_STRUCT */;
+} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct DeformerWeight_MDL7
//! for deformer_typ==0 (==bones) index == vertex index
int32_t index;
float weight;
-} /* PACK_STRUCT */;
+} PACK_STRUCT;
// don't know why this was in the original headers ...
typedef int32_t MD7_MATERIAL_ASCDEFSIZE;
*/
struct ColorValue_MDL7 {
float r,g,b,a;
-} /* PACK_STRUCT */;
+} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct Material_MDL7
//! Phong power
float Power;
-} /* PACK_STRUCT */;
+} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct Skin
//! Texture data
uint8_t *data;
-} /* PACK_STRUCT */;
+} PACK_STRUCT;
// -------------------------------------------------------------------------------------
struct Skin_MDL5 {
int32_t size, width, height;
uint8_t *data;
-} /* PACK_STRUCT */;
+} PACK_STRUCT;
// maximum length of texture file name
#if (!defined AI_MDL7_MAX_TEXNAMESIZE)
int32_t width;
int32_t height;
char texture_name[AI_MDL7_MAX_TEXNAMESIZE];
-} /* PACK_STRUCT */;
+} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct RGB565
uint16_t r : 5;
uint16_t g : 6;
uint16_t b : 5;
-} /* PACK_STRUCT */;
+} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct ARGB4
//! Data of each image
uint8_t **data;
-} /* PACK_STRUCT */;
+} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct TexCoord
//! Texture coordinate in the ty direction
int32_t t;
-} /* PACK_STRUCT */;
+} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct TexCoord_MDL3
//! position, vertically in range 0..skinheight-1
int16_t v;
-} /* PACK_STRUCT */;
+} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct TexCoord_MDL7
//! position, vertically in range 0..1
float v;
-} /* PACK_STRUCT */;
+} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct SkinSet_MDL7
//! Material index
int32_t material; // size 4
-} /* PACK_STRUCT */;
+} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct Triangle
//! Vertex indices
int32_t vertex[3];
-} /* PACK_STRUCT */;
+} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct Triangle_MDL3
//! Index of 3 skin vertices in range 0..numskinverts
uint16_t index_uv[3];
-} /* PACK_STRUCT */;
+} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct Triangle_MDL7
//! Two skinsets. The second will be used for multi-texturing
SkinSet_MDL7 skinsets[2];
-} /* PACK_STRUCT */;
+} 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))
{
uint8_t v[3];
uint8_t normalIndex;
-} /* PACK_STRUCT */;
+} PACK_STRUCT;
// -------------------------------------------------------------------------------------
uint8_t norm162index;
float norm[3];
};
-} /* PACK_STRUCT */;
+} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct BoneTransform_MDL7
//! I HATE 3DGS AND THE SILLY DEVELOPER WHO DESIGNED
//! THIS STUPID FILE FORMAT!
int8_t _unused_[2];
-} /* PACK_STRUCT */;
+} PACK_STRUCT;
#define AI_MDL7_MAX_FRAMENAMESIZE 16
//! Vertex list of the frame
Vertex *verts;
-} /* PACK_STRUCT */;
+} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct Frame
//! Frame data
SimpleFrame frame;
-} /* PACK_STRUCT */;
+} PACK_STRUCT;
// -------------------------------------------------------------------------------------
//! Vertex list of the frame
Vertex_MDL4 *verts;
-} /* PACK_STRUCT */;
+} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct GroupFrame
//! List of single frames
SimpleFrame *frames;
-} /* PACK_STRUCT */;
+} PACK_STRUCT;
#include "./../include/assimp/Compiler/poppack1.h"