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Diffstat (limited to '3rdparty/assimp/code/HMPLoader.cpp')
-rw-r--r-- | 3rdparty/assimp/code/HMPLoader.cpp | 497 |
1 files changed, 0 insertions, 497 deletions
diff --git a/3rdparty/assimp/code/HMPLoader.cpp b/3rdparty/assimp/code/HMPLoader.cpp deleted file mode 100644 index dc4dea15..00000000 --- a/3rdparty/assimp/code/HMPLoader.cpp +++ /dev/null @@ -1,497 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library (ASSIMP) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2010, ASSIMP Development Team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the ASSIMP team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the ASSIMP Development Team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ - -/** @file Implementation of the MDL importer class */ - -#include "AssimpPCH.h" -#ifndef ASSIMP_BUILD_NO_HMP_IMPORTER - -// internal headers -#include "MaterialSystem.h" -#include "HMPLoader.h" -#include "MD2FileData.h" - -using namespace Assimp; - -// ------------------------------------------------------------------------------------------------ -// Constructor to be privately used by Importer -HMPImporter::HMPImporter() -{ - // nothing to do here -} - -// ------------------------------------------------------------------------------------------------ -// Destructor, private as well -HMPImporter::~HMPImporter() -{ - // nothing to do here -} - -// ------------------------------------------------------------------------------------------------ -// Returns whether the class can handle the format of the given file. -bool HMPImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool cs) const -{ - const std::string extension = GetExtension(pFile); - if (extension == "hmp" ) - return true; - - // if check for extension is not enough, check for the magic tokens - if (!extension.length() || cs) { - uint32_t tokens[3]; - tokens[0] = AI_HMP_MAGIC_NUMBER_LE_4; - tokens[1] = AI_HMP_MAGIC_NUMBER_LE_5; - tokens[2] = AI_HMP_MAGIC_NUMBER_LE_7; - return CheckMagicToken(pIOHandler,pFile,tokens,3,0); - } - return false; -} - -// ------------------------------------------------------------------------------------------------ -// Get list of all file extensions that are handled by this loader -void HMPImporter::GetExtensionList(std::set<std::string>& extensions) -{ - extensions.insert("hmp"); -} - -// ------------------------------------------------------------------------------------------------ -// Imports the given file into the given scene structure. -void HMPImporter::InternReadFile( const std::string& pFile, - aiScene* _pScene, IOSystem* _pIOHandler) -{ - pScene = _pScene; - pIOHandler = _pIOHandler; - boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile)); - - // Check whether we can read from the file - if ( file.get() == NULL) - throw DeadlyImportError( "Failed to open HMP file " + pFile + "."); - - // Check whether the HMP file is large enough to contain - // at least the file header - const size_t fileSize = file->FileSize(); - if ( fileSize < 50) - throw DeadlyImportError( "HMP File is too small."); - - // Allocate storage and copy the contents of the file to a memory buffer - std::vector<uint8_t> buffer(fileSize); - mBuffer = &buffer[0]; - file->Read( (void*)mBuffer, 1, fileSize); - iFileSize = (unsigned int)fileSize; - - // Determine the file subtype and call the appropriate member function - const uint32_t iMagic = *((uint32_t*)this->mBuffer); - - // HMP4 format - if (AI_HMP_MAGIC_NUMBER_LE_4 == iMagic || - AI_HMP_MAGIC_NUMBER_BE_4 == iMagic) - { - DefaultLogger::get()->debug("HMP subtype: 3D GameStudio A4, magic word is HMP4"); - InternReadFile_HMP4(); - } - // HMP5 format - else if (AI_HMP_MAGIC_NUMBER_LE_5 == iMagic || - AI_HMP_MAGIC_NUMBER_BE_5 == iMagic) - { - DefaultLogger::get()->debug("HMP subtype: 3D GameStudio A5, magic word is HMP5"); - InternReadFile_HMP5(); - } - // HMP7 format - else if (AI_HMP_MAGIC_NUMBER_LE_7 == iMagic || - AI_HMP_MAGIC_NUMBER_BE_7 == iMagic) - { - DefaultLogger::get()->debug("HMP subtype: 3D GameStudio A7, magic word is HMP7"); - InternReadFile_HMP7(); - } - else - { - // Print the magic word to the logger - char szBuffer[5]; - szBuffer[0] = ((char*)&iMagic)[0]; - szBuffer[1] = ((char*)&iMagic)[1]; - szBuffer[2] = ((char*)&iMagic)[2]; - szBuffer[3] = ((char*)&iMagic)[3]; - szBuffer[4] = '\0'; - - // We're definitely unable to load this file - throw DeadlyImportError( "Unknown HMP subformat " + pFile + - ". Magic word (" + szBuffer + ") is not known"); - } - - // Set the AI_SCENE_FLAGS_TERRAIN bit - pScene->mFlags |= AI_SCENE_FLAGS_TERRAIN; - - // File buffer destructs automatically now -} - -// ------------------------------------------------------------------------------------------------ -void HMPImporter::ValidateHeader_HMP457( ) -{ - const HMP::Header_HMP5* const pcHeader = (const HMP::Header_HMP5*)mBuffer; - - if (120 > iFileSize) - { - throw DeadlyImportError("HMP file is too small (header size is " - "120 bytes, this file is smaller)"); - } - - if (!pcHeader->ftrisize_x || !pcHeader->ftrisize_y) - throw DeadlyImportError("Size of triangles in either x or y direction is zero"); - - if (pcHeader->fnumverts_x < 1.0f || (pcHeader->numverts/pcHeader->fnumverts_x) < 1.0f) - throw DeadlyImportError("Number of triangles in either x or y direction is zero"); - - if (!pcHeader->numframes) - throw DeadlyImportError("There are no frames. At least one should be there"); - -} - -// ------------------------------------------------------------------------------------------------ -void HMPImporter::InternReadFile_HMP4( ) -{ - throw DeadlyImportError("HMP4 is currently not supported"); -} - -// ------------------------------------------------------------------------------------------------ -void HMPImporter::InternReadFile_HMP5( ) -{ - // read the file header and skip everything to byte 84 - const HMP::Header_HMP5* pcHeader = (const HMP::Header_HMP5*)mBuffer; - const unsigned char* szCurrent = (const unsigned char*)(mBuffer+84); - ValidateHeader_HMP457(); - - // generate an output mesh - pScene->mNumMeshes = 1; - pScene->mMeshes = new aiMesh*[1]; - aiMesh* pcMesh = pScene->mMeshes[0] = new aiMesh(); - - pcMesh->mMaterialIndex = 0; - pcMesh->mVertices = new aiVector3D[pcHeader->numverts]; - pcMesh->mNormals = new aiVector3D[pcHeader->numverts]; - - const unsigned int height = (unsigned int)(pcHeader->numverts / pcHeader->fnumverts_x); - const unsigned int width = (unsigned int)pcHeader->fnumverts_x; - - // generate/load a material for the terrain - CreateMaterial(szCurrent,&szCurrent); - - // goto offset 120, I don't know why ... - // (fixme) is this the frame header? I assume yes since it starts with 2. - szCurrent += 36; - SizeCheck(szCurrent + sizeof(const HMP::Vertex_HMP7)*height*width); - - // now load all vertices from the file - aiVector3D* pcVertOut = pcMesh->mVertices; - aiVector3D* pcNorOut = pcMesh->mNormals; - const HMP::Vertex_HMP5* src = (const HMP::Vertex_HMP5*) szCurrent; - for (unsigned int y = 0; y < height;++y) - { - for (unsigned int x = 0; x < width;++x) - { - pcVertOut->x = x * pcHeader->ftrisize_x; - pcVertOut->y = y * pcHeader->ftrisize_y; - pcVertOut->z = (((float)src->z / 0xffff)-0.5f) * pcHeader->ftrisize_x * 8.0f; - MD2::LookupNormalIndex(src->normals162index, *pcNorOut ); - ++pcVertOut;++pcNorOut;++src; - } - } - - // generate texture coordinates if necessary - if (pcHeader->numskins) - GenerateTextureCoords(width,height); - - // now build a list of faces - CreateOutputFaceList(width,height); - - // there is no nodegraph in HMP files. Simply assign the one mesh - // (no, not the one ring) to the root node - pScene->mRootNode = new aiNode(); - pScene->mRootNode->mName.Set("terrain_root"); - pScene->mRootNode->mNumMeshes = 1; - pScene->mRootNode->mMeshes = new unsigned int[1]; - pScene->mRootNode->mMeshes[0] = 0; -} - -// ------------------------------------------------------------------------------------------------ -void HMPImporter::InternReadFile_HMP7( ) -{ - // read the file header and skip everything to byte 84 - const HMP::Header_HMP5* const pcHeader = (const HMP::Header_HMP5*)mBuffer; - const unsigned char* szCurrent = (const unsigned char*)(mBuffer+84); - ValidateHeader_HMP457(); - - // generate an output mesh - pScene->mNumMeshes = 1; - pScene->mMeshes = new aiMesh*[1]; - aiMesh* pcMesh = pScene->mMeshes[0] = new aiMesh(); - - pcMesh->mMaterialIndex = 0; - pcMesh->mVertices = new aiVector3D[pcHeader->numverts]; - pcMesh->mNormals = new aiVector3D[pcHeader->numverts]; - - const unsigned int height = (unsigned int)(pcHeader->numverts / pcHeader->fnumverts_x); - const unsigned int width = (unsigned int)pcHeader->fnumverts_x; - - // generate/load a material for the terrain - CreateMaterial(szCurrent,&szCurrent); - - // goto offset 120, I don't know why ... - // (fixme) is this the frame header? I assume yes since it starts with 2. - szCurrent += 36; - - SizeCheck(szCurrent + sizeof(const HMP::Vertex_HMP7)*height*width); - - // now load all vertices from the file - aiVector3D* pcVertOut = pcMesh->mVertices; - aiVector3D* pcNorOut = pcMesh->mNormals; - const HMP::Vertex_HMP7* src = (const HMP::Vertex_HMP7*) szCurrent; - for (unsigned int y = 0; y < height;++y) - { - for (unsigned int x = 0; x < width;++x) - { - pcVertOut->x = x * pcHeader->ftrisize_x; - pcVertOut->y = y * pcHeader->ftrisize_y; - - // FIXME: What exctly is the correct scaling factor to use? - // possibly pcHeader->scale_origin[2] in combination with a - // signed interpretation of src->z? - pcVertOut->z = (((float)src->z / 0xffff)-0.5f) * pcHeader->ftrisize_x * 8.0f; - - pcNorOut->x = ((float)src->normal_x / 0x80 ); // * pcHeader->scale_origin[0]; - pcNorOut->y = ((float)src->normal_y / 0x80 ); // * pcHeader->scale_origin[1]; - pcNorOut->z = 1.0f; - pcNorOut->Normalize(); - - ++pcVertOut;++pcNorOut;++src; - } - } - - // generate texture coordinates if necessary - if (pcHeader->numskins)GenerateTextureCoords(width,height); - - // now build a list of faces - CreateOutputFaceList(width,height); - - // there is no nodegraph in HMP files. Simply assign the one mesh - // (no, not the One Ring) to the root node - pScene->mRootNode = new aiNode(); - pScene->mRootNode->mName.Set("terrain_root"); - pScene->mRootNode->mNumMeshes = 1; - pScene->mRootNode->mMeshes = new unsigned int[1]; - pScene->mRootNode->mMeshes[0] = 0; -} - -// ------------------------------------------------------------------------------------------------ -void HMPImporter::CreateMaterial(const unsigned char* szCurrent, - const unsigned char** szCurrentOut) -{ - aiMesh* const pcMesh = pScene->mMeshes[0]; - const HMP::Header_HMP5* const pcHeader = (const HMP::Header_HMP5*)mBuffer; - - // we don't need to generate texture coordinates if - // we have no textures in the file ... - if (pcHeader->numskins) - { - pcMesh->mTextureCoords[0] = new aiVector3D[pcHeader->numverts]; - pcMesh->mNumUVComponents[0] = 2; - - // now read the first skin and skip all others - ReadFirstSkin(pcHeader->numskins,szCurrent,&szCurrent); - } - else - { - // generate a default material - const int iMode = (int)aiShadingMode_Gouraud; - MaterialHelper* pcHelper = new MaterialHelper(); - pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL); - - aiColor3D clr; - clr.b = clr.g = clr.r = 0.6f; - pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE); - pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR); - - clr.b = clr.g = clr.r = 0.05f; - pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT); - - aiString szName; - szName.Set(AI_DEFAULT_MATERIAL_NAME); - pcHelper->AddProperty(&szName,AI_MATKEY_NAME); - - // add the material to the scene - pScene->mNumMaterials = 1; - pScene->mMaterials = new aiMaterial*[1]; - pScene->mMaterials[0] = pcHelper; - } - *szCurrentOut = szCurrent; -} - -// ------------------------------------------------------------------------------------------------ -void HMPImporter::CreateOutputFaceList(unsigned int width,unsigned int height) -{ - aiMesh* const pcMesh = this->pScene->mMeshes[0]; - - // Allocate enough storage - pcMesh->mNumFaces = (width-1) * (height-1); - pcMesh->mFaces = new aiFace[pcMesh->mNumFaces]; - - pcMesh->mNumVertices = pcMesh->mNumFaces*4; - aiVector3D* pcVertices = new aiVector3D[pcMesh->mNumVertices]; - aiVector3D* pcNormals = new aiVector3D[pcMesh->mNumVertices]; - - aiFace* pcFaceOut(pcMesh->mFaces); - aiVector3D* pcVertOut = pcVertices; - aiVector3D* pcNorOut = pcNormals; - - aiVector3D* pcUVs = pcMesh->mTextureCoords[0] ? new aiVector3D[pcMesh->mNumVertices] : NULL; - aiVector3D* pcUVOut(pcUVs); - - // Build the terrain square - unsigned int iCurrent = 0; - for (unsigned int y = 0; y < height-1;++y) { - for (unsigned int x = 0; x < width-1;++x,++pcFaceOut) { - pcFaceOut->mNumIndices = 4; - pcFaceOut->mIndices = new unsigned int[4]; - - *pcVertOut++ = pcMesh->mVertices[y*width+x]; - *pcVertOut++ = pcMesh->mVertices[(y+1)*width+x]; - *pcVertOut++ = pcMesh->mVertices[(y+1)*width+x+1]; - *pcVertOut++ = pcMesh->mVertices[y*width+x+1]; - - - *pcNorOut++ = pcMesh->mNormals[y*width+x]; - *pcNorOut++ = pcMesh->mNormals[(y+1)*width+x]; - *pcNorOut++ = pcMesh->mNormals[(y+1)*width+x+1]; - *pcNorOut++ = pcMesh->mNormals[y*width+x+1]; - - if (pcMesh->mTextureCoords[0]) - { - *pcUVOut++ = pcMesh->mTextureCoords[0][y*width+x]; - *pcUVOut++ = pcMesh->mTextureCoords[0][(y+1)*width+x]; - *pcUVOut++ = pcMesh->mTextureCoords[0][(y+1)*width+x+1]; - *pcUVOut++ = pcMesh->mTextureCoords[0][y*width+x+1]; - } - - for (unsigned int i = 0; i < 4;++i) - pcFaceOut->mIndices[i] = iCurrent++; - } - } - delete[] pcMesh->mVertices; - pcMesh->mVertices = pcVertices; - - delete[] pcMesh->mNormals; - pcMesh->mNormals = pcNormals; - - if (pcMesh->mTextureCoords[0]) - { - delete[] pcMesh->mTextureCoords[0]; - pcMesh->mTextureCoords[0] = pcUVs; - } -} - -// ------------------------------------------------------------------------------------------------ -void HMPImporter::ReadFirstSkin(unsigned int iNumSkins, const unsigned char* szCursor, - const unsigned char** szCursorOut) -{ - ai_assert(0 != iNumSkins && NULL != szCursor); - - // read the type of the skin ... - // sometimes we need to skip 12 bytes here, I don't know why ... - uint32_t iType = *((uint32_t*)szCursor);szCursor += sizeof(uint32_t); - if (0 == iType) - { - szCursor += sizeof(uint32_t) * 2; - iType = *((uint32_t*)szCursor);szCursor += sizeof(uint32_t); - if (!iType) - throw DeadlyImportError("Unable to read HMP7 skin chunk"); - - } - // read width and height - uint32_t iWidth = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t); - uint32_t iHeight = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t); - - // allocate an output material - MaterialHelper* pcMat = new MaterialHelper(); - - // read the skin, this works exactly as for MDL7 - ParseSkinLump_3DGS_MDL7(szCursor,&szCursor, - pcMat,iType,iWidth,iHeight); - - // now we need to skip any other skins ... - for (unsigned int i = 1; i< iNumSkins;++i) - { - iType = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t); - iWidth = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t); - iHeight = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t); - - SkipSkinLump_3DGS_MDL7(szCursor,&szCursor,iType,iWidth,iHeight); - SizeCheck(szCursor); - } - - // setup the material ... - pScene->mNumMaterials = 1; - pScene->mMaterials = new aiMaterial*[1]; - pScene->mMaterials[0] = pcMat; - - *szCursorOut = szCursor; -} - -// ------------------------------------------------------------------------------------------------ -// Generate proepr texture coords -void HMPImporter::GenerateTextureCoords( - const unsigned int width, const unsigned int height) -{ - ai_assert(NULL != pScene->mMeshes && NULL != pScene->mMeshes[0] && - NULL != pScene->mMeshes[0]->mTextureCoords[0]); - - aiVector3D* uv = pScene->mMeshes[0]->mTextureCoords[0]; - - const float fY = (1.0f / height) + (1.0f / height) / (height-1); - const float fX = (1.0f / width) + (1.0f / width) / (width-1); - - for (unsigned int y = 0; y < height;++y) { - for (unsigned int x = 0; x < width;++x,++uv) { - uv->y = fY*y; - uv->x = fX*x; - uv->z = 0.0f; - } - } -} - -#endif // !! ASSIMP_BUILD_NO_HMP_IMPORTER |