//////// MilkShape 3D 1.8.1 File Format Specification////// This specifcation is written in C style.////// The data structures are defined in the order as they appear in the .ms3d file.////////////// max values//#define MAX_VERTICES 65534#define MAX_TRIANGLES 65534#define MAX_GROUPS 255#define MAX_MATERIALS 128#define MAX_JOINTS 128//// flags//#define SELECTED 1#define HIDDEN 2#define SELECTED2 4#define DIRTY 8//// types//#ifndef bytetypedef unsigned char byte;#endif // byte#ifndef wordtypedef unsigned short word;#endif // word// force one byte alignment#include <pshpack1.h>//// First comes the header (sizeof(ms3d_header_t) == 14)//typedef struct{ char id[10]; // always "MS3D000000" int version; // 4} ms3d_header_t;//// Then comes the number of vertices//word nNumVertices; // 2 bytes//// Then come nNumVertices times ms3d_vertex_t structs (sizeof(ms3d_vertex_t) == 15)//typedef struct{ byte flags; // SELECTED | SELECTED2 | HIDDEN float vertex[3]; // char boneId; // -1 = no bone byte referenceCount;} ms3d_vertex_t;//// Then comes the number of triangles//word nNumTriangles; // 2 bytes//// Then come nNumTriangles times ms3d_triangle_t structs (sizeof(ms3d_triangle_t) == 70)//typedef struct{ word flags; // SELECTED | SELECTED2 | HIDDEN word vertexIndices[3]; // float vertexNormals[3][3]; // float s[3]; // float t[3]; // byte smoothingGroup; // 1 - 32 byte groupIndex; //} ms3d_triangle_t;//// Then comes the number of groups//word nNumGroups; // 2 bytes//// Then come nNumGroups times groups (the sizeof a group is dynamic, because of triangleIndices is numtriangles long)//typedef struct{ byte flags; // SELECTED | HIDDEN char name[32]; // word numtriangles; // word triangleIndices[numtriangles]; // the groups group the triangles char materialIndex; // -1 = no material} ms3d_group_t;//// number of materials//word nNumMaterials; // 2 bytes//// Then come nNumMaterials times ms3d_material_t structs (sizeof(ms3d_material_t) == 361)//typedef struct{ char name[32]; // float ambient[4]; // float diffuse[4]; // float specular[4]; // float emissive[4]; // float shininess; // 0.0f - 128.0f float transparency; // 0.0f - 1.0f char mode; // 0, 1, 2 is unused now char texture[128]; // texture.bmp char alphamap[128]; // alpha.bmp} ms3d_material_t;//// save some keyframer data//float fAnimationFPS; // 4 bytesfloat fCurrentTime; // 4 bytesint iTotalFrames; // 4 bytes//// number of joints//word nNumJoints; // 2 bytes//// Then come nNumJoints joints (the size of joints are dynamic, because each joint has a differnt count of keys//typedef struct // 16 bytes{ float time; // time in seconds float rotation[3]; // x, y, z angles} ms3d_keyframe_rot_t;typedef struct // 16 bytes{ float time; // time in seconds float position[3]; // local position} ms3d_keyframe_pos_t;typedef struct{ byte flags; // SELECTED | DIRTY char name[32]; // char parentName[32]; // float rotation[3]; // local reference matrix float position[3]; word numKeyFramesRot; // word numKeyFramesTrans; // ms3d_keyframe_rot_t keyFramesRot[numKeyFramesRot]; // local animation matrices ms3d_keyframe_pos_t keyFramesTrans[numKeyFramesTrans]; // local animation matrices} ms3d_joint_t;//// Then comes the subVersion of the comments part, which is not available in older files//int subVersion; // subVersion is = 1, 4 bytes// Then comes the numer of group commentsunsigned int nNumGroupComments; // 4 bytes//// Then come nNumGroupComments times group comments, which are dynamic, because the comment can be any length//typedef struct{ int index; // index of group, material or joint int commentLength; // length of comment (terminating '\0' is not saved), "MC" has comment length of 2 (not 3) char comment[commentLength]; // comment} ms3d_comment_t;// Then comes the number of material commentsint nNumMaterialComments; // 4 bytes//// Then come nNumMaterialComments times material comments, which are dynamic, because the comment can be any length//// Then comes the number of joint commentsint nNumJointComments; // 4 bytes//// Then come nNumJointComments times joint comments, which are dynamic, because the comment can be any length//// Then comes the number of model comments, which is always 0 or 1int nHasModelComment; // 4 bytes//// Then come nHasModelComment times model comments, which are dynamic, because the comment can be any length//// Then comes the subversion of the vertex extra information like bone weights, extra etc.int subVersion; // subVersion is = 2, 4 bytes// ms3d_vertex_ex_t for subVersion == 1typedef struct{ char boneIds[3]; // index of joint or -1, if -1, then that weight is ignored, since subVersion 1 byte weights[3]; // vertex weight ranging from 0 - 255, last weight is computed by 1.0 - sum(all weights), since subVersion 1 // weight[0] is the weight for boneId in ms3d_vertex_t // weight[1] is the weight for boneIds[0] // weight[2] is the weight for boneIds[1] // 1.0f - weight[0] - weight[1] - weight[2] is the weight for boneIds[2]} ms3d_vertex_ex_t;// ms3d_vertex_ex_t for subVersion == 2typedef struct{ char boneIds[3]; // index of joint or -1, if -1, then that weight is ignored, since subVersion 1 byte weights[3]; // vertex weight ranging from 0 - 100, last weight is computed by 1.0 - sum(all weights), since subVersion 1 // weight[0] is the weight for boneId in ms3d_vertex_t // weight[1] is the weight for boneIds[0] // weight[2] is the weight for boneIds[1] // 1.0f - weight[0] - weight[1] - weight[2] is the weight for boneIds[2] unsigned int extra; // vertex extra, which can be used as color or anything else, since subVersion 2} ms3d_vertex_ex_t;// Then comes nNumVertices times ms3d_vertex_ex_t structs (sizeof(ms3d_vertex_ex_t) == 10)// Then comes the subversion of the joint extra information like color etc.int subVersion; // subVersion is = 2, 4 bytes// ms3d_joint_ex_t for subVersion == 1typedef struct{ float color[3]; // joint color, since subVersion == 1} ms3d_joint_ex_t;// Then comes nNumJoints times ms3d_joint_ex_t structs (sizeof(ms3d_joint_ex_t) == 12)// Then comes the subversion of the model extra informationint subVersion; // subVersion is = 1, 4 bytes// ms3d_model_ex_t for subVersion == 1typedef struct{ float jointSize; // joint size, since subVersion == 1 int transparencyMode; // 0 = simple, 1 = depth buffered with alpha ref, 2 = depth sorted triangles, since subVersion == 1 float alphaRef; // alpha reference value for transparencyMode = 1, since subVersion == 1} ms3d_model_ex_t;#include <poppack.h>//// Mesh Transformation:// // 0. Build the transformation matrices from the rotation and position// 1. Multiply the vertices by the inverse of local reference matrix (lmatrix0)// 2. then translate the result by (lmatrix0 * keyFramesTrans)// 3. then multiply the result by (lmatrix0 * keyFramesRot)//// For normals skip step 2.//////// NOTE: this file format may change in future versions!////// - Mete Ciragan//