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-rw-r--r--src/3rdparty/assimp/code/HMPLoader.cpp806
1 files changed, 405 insertions, 401 deletions
diff --git a/src/3rdparty/assimp/code/HMPLoader.cpp b/src/3rdparty/assimp/code/HMPLoader.cpp
index 1e6b19bdc..560852691 100644
--- a/src/3rdparty/assimp/code/HMPLoader.cpp
+++ b/src/3rdparty/assimp/code/HMPLoader.cpp
@@ -3,12 +3,12 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2012, assimp team
+Copyright (c) 2006-2016, assimp 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
+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
@@ -25,485 +25,489 @@ conditions are met:
derived from this software without specific prior
written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+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
+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
+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
+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 "HMPLoader.h"
#include "MD2FileData.h"
+#include <memory>
+#include <assimp/IOSystem.hpp>
+#include <assimp/DefaultLogger.hpp>
+#include <assimp/scene.h>
using namespace Assimp;
static const aiImporterDesc desc = {
- "3D GameStudio Heightmap (HMP) Importer",
- "",
- "",
- "",
- aiImporterFlags_SupportBinaryFlavour,
- 0,
- 0,
- 0,
- 0,
- "hmp"
+ "3D GameStudio Heightmap (HMP) Importer",
+ "",
+ "",
+ "",
+ aiImporterFlags_SupportBinaryFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "hmp"
};
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
HMPImporter::HMPImporter()
{
- // nothing to do here
+ // nothing to do here
}
// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
+// Destructor, private as well
HMPImporter::~HMPImporter()
{
- // nothing to do here
+ // nothing to do here
}
// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file.
+// 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;
+ 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
const aiImporterDesc* HMPImporter::GetInfo () const
{
- return &desc;
+ return &desc;
}
// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure.
-void HMPImporter::InternReadFile( const std::string& pFile,
- aiScene* _pScene, IOSystem* _pIOHandler)
+// 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
+ pScene = _pScene;
+ pIOHandler = _pIOHandler;
+ std::unique_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");
+ 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");
+ 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;
+ // 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;
+ // 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)
+ 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;
- aiMaterial* pcHelper = new aiMaterial();
- 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;
+ 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;
+ aiMaterial* pcHelper = new aiMaterial();
+ 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;
- }
+ 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)
+ 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
- aiMaterial* pcMat = new aiMaterial();
-
- // 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;
+ 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
+ aiMaterial* pcMat = new aiMaterial();
+
+ // 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)
+ const unsigned int width, const unsigned int height)
{
- ai_assert(NULL != pScene->mMeshes && NULL != pScene->mMeshes[0] &&
- NULL != pScene->mMeshes[0]->mTextureCoords[0]);
+ ai_assert(NULL != pScene->mMeshes && NULL != pScene->mMeshes[0] &&
+ NULL != pScene->mMeshes[0]->mTextureCoords[0]);
- aiVector3D* uv = 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);
+ 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;
- }
- }
+ 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