diff options
Diffstat (limited to 'src/3rdparty/assimp/code/HMPLoader.cpp')
-rw-r--r-- | src/3rdparty/assimp/code/HMPLoader.cpp | 806 |
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 |