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-rw-r--r--src/3rdparty/assimp/code/MDCLoader.cpp494
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diff --git a/src/3rdparty/assimp/code/MDCLoader.cpp b/src/3rdparty/assimp/code/MDCLoader.cpp
deleted file mode 100644
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--- a/src/3rdparty/assimp/code/MDCLoader.cpp
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-/*
----------------------------------------------------------------------------
-Open Asset Import Library (assimp)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2017, 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
-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 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 MDC importer class */
-
-
-#ifndef ASSIMP_BUILD_NO_MDC_IMPORTER
-
-// internal headers
-#include "MDCLoader.h"
-#include "MD3FileData.h"
-#include "MDCNormalTable.h" // shouldn't be included by other units
-#include <assimp/DefaultLogger.hpp>
-#include <assimp/Importer.hpp>
-#include <assimp/IOSystem.hpp>
-#include <assimp/scene.h>
-#include <assimp/importerdesc.h>
-#include <memory>
-
-
-using namespace Assimp;
-using namespace Assimp::MDC;
-
-static const aiImporterDesc desc = {
- "Return To Castle Wolfenstein Mesh Importer",
- "",
- "",
- "",
- aiImporterFlags_SupportBinaryFlavour,
- 0,
- 0,
- 0,
- 0,
- "mdc"
-};
-
-// ------------------------------------------------------------------------------------------------
-void MDC::BuildVertex(const Frame& frame,
- const BaseVertex& bvert,
- const CompressedVertex& cvert,
- aiVector3D& vXYZOut,
- aiVector3D& vNorOut)
-{
- // compute the position
- const float xd = (cvert.xd - AI_MDC_CVERT_BIAS) * AI_MDC_DELTA_SCALING;
- const float yd = (cvert.yd - AI_MDC_CVERT_BIAS) * AI_MDC_DELTA_SCALING;
- const float zd = (cvert.zd - AI_MDC_CVERT_BIAS) * AI_MDC_DELTA_SCALING;
- vXYZOut.x = frame.localOrigin.x + AI_MDC_BASE_SCALING * (bvert.x + xd);
- vXYZOut.y = frame.localOrigin.y + AI_MDC_BASE_SCALING * (bvert.y + yd);
- vXYZOut.z = frame.localOrigin.z + AI_MDC_BASE_SCALING * (bvert.z + zd);
-
- // compute the normal vector .. ehm ... lookup it in the table :-)
- vNorOut.x = mdcNormals[cvert.nd][0];
- vNorOut.y = mdcNormals[cvert.nd][1];
- vNorOut.z = mdcNormals[cvert.nd][2];
-}
-
-// ------------------------------------------------------------------------------------------------
-// Constructor to be privately used by Importer
-MDCImporter::MDCImporter()
- : configFrameID(),
- pcHeader(),
- mBuffer(),
- fileSize()
-{
-}
-
-// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
-MDCImporter::~MDCImporter()
-{
-}
-// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file.
-bool MDCImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
-{
- const std::string extension = GetExtension(pFile);
- if (extension == "mdc")
- return true;
-
- // if check for extension is not enough, check for the magic tokens
- if (!extension.length() || checkSig) {
- uint32_t tokens[1];
- tokens[0] = AI_MDC_MAGIC_NUMBER_LE;
- return CheckMagicToken(pIOHandler,pFile,tokens,1);
- }
- return false;
-}
-
-// ------------------------------------------------------------------------------------------------
-const aiImporterDesc* MDCImporter::GetInfo () const
-{
- return &desc;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Validate the header of the given MDC file
-void MDCImporter::ValidateHeader()
-{
- AI_SWAP4( this->pcHeader->ulVersion );
- AI_SWAP4( this->pcHeader->ulFlags );
- AI_SWAP4( this->pcHeader->ulNumFrames );
- AI_SWAP4( this->pcHeader->ulNumTags );
- AI_SWAP4( this->pcHeader->ulNumSurfaces );
- AI_SWAP4( this->pcHeader->ulNumSkins );
- AI_SWAP4( this->pcHeader->ulOffsetBorderFrames );
-
- if (pcHeader->ulIdent != AI_MDC_MAGIC_NUMBER_BE &&
- pcHeader->ulIdent != AI_MDC_MAGIC_NUMBER_LE)
- {
- char szBuffer[5];
- szBuffer[0] = ((char*)&pcHeader->ulIdent)[0];
- szBuffer[1] = ((char*)&pcHeader->ulIdent)[1];
- szBuffer[2] = ((char*)&pcHeader->ulIdent)[2];
- szBuffer[3] = ((char*)&pcHeader->ulIdent)[3];
- szBuffer[4] = '\0';
-
- throw DeadlyImportError("Invalid MDC magic word: should be IDPC, the "
- "magic word found is " + std::string( szBuffer ));
- }
-
- if (pcHeader->ulVersion != AI_MDC_VERSION)
- DefaultLogger::get()->warn("Unsupported MDC file version (2 (AI_MDC_VERSION) was expected)");
-
- if (pcHeader->ulOffsetBorderFrames + pcHeader->ulNumFrames * sizeof(MDC::Frame) > this->fileSize ||
- pcHeader->ulOffsetSurfaces + pcHeader->ulNumSurfaces * sizeof(MDC::Surface) > this->fileSize)
- {
- throw DeadlyImportError("Some of the offset values in the MDC header are invalid "
- "and point to something behind the file.");
- }
-
- if (this->configFrameID >= this->pcHeader->ulNumFrames)
- throw DeadlyImportError("The requested frame is not available");
-}
-
-// ------------------------------------------------------------------------------------------------
-// Validate the header of a given MDC file surface
-void MDCImporter::ValidateSurfaceHeader(BE_NCONST MDC::Surface* pcSurf)
-{
- AI_SWAP4(pcSurf->ulFlags);
- AI_SWAP4(pcSurf->ulNumCompFrames);
- AI_SWAP4(pcSurf->ulNumBaseFrames);
- AI_SWAP4(pcSurf->ulNumShaders);
- AI_SWAP4(pcSurf->ulNumVertices);
- AI_SWAP4(pcSurf->ulNumTriangles);
- AI_SWAP4(pcSurf->ulOffsetTriangles);
- AI_SWAP4(pcSurf->ulOffsetTexCoords);
- AI_SWAP4(pcSurf->ulOffsetBaseVerts);
- AI_SWAP4(pcSurf->ulOffsetCompVerts);
- AI_SWAP4(pcSurf->ulOffsetFrameBaseFrames);
- AI_SWAP4(pcSurf->ulOffsetFrameCompFrames);
- AI_SWAP4(pcSurf->ulOffsetEnd);
-
- const unsigned int iMax = this->fileSize - (unsigned int)((int8_t*)pcSurf-(int8_t*)pcHeader);
-
- if (pcSurf->ulOffsetBaseVerts + pcSurf->ulNumVertices * sizeof(MDC::BaseVertex) > iMax ||
- (pcSurf->ulNumCompFrames && pcSurf->ulOffsetCompVerts + pcSurf->ulNumVertices * sizeof(MDC::CompressedVertex) > iMax) ||
- pcSurf->ulOffsetTriangles + pcSurf->ulNumTriangles * sizeof(MDC::Triangle) > iMax ||
- pcSurf->ulOffsetTexCoords + pcSurf->ulNumVertices * sizeof(MDC::TexturCoord) > iMax ||
- pcSurf->ulOffsetShaders + pcSurf->ulNumShaders * sizeof(MDC::Shader) > iMax ||
- pcSurf->ulOffsetFrameBaseFrames + pcSurf->ulNumBaseFrames * 2 > iMax ||
- (pcSurf->ulNumCompFrames && pcSurf->ulOffsetFrameCompFrames + pcSurf->ulNumCompFrames * 2 > iMax))
- {
- throw DeadlyImportError("Some of the offset values in the MDC surface header "
- "are invalid and point somewhere behind the file.");
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-// Setup configuration properties
-void MDCImporter::SetupProperties(const Importer* pImp)
-{
- // The AI_CONFIG_IMPORT_MDC_KEYFRAME option overrides the
- // AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
- if(static_cast<unsigned int>(-1) == (configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MDC_KEYFRAME,-1))){
- configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure.
-void MDCImporter::InternReadFile(
- const std::string& pFile, aiScene* pScene, IOSystem* 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 MDC file " + pFile + ".");
-
- // check whether the mdc file is large enough to contain the file header
- fileSize = (unsigned int)file->FileSize();
- if( fileSize < sizeof(MDC::Header))
- throw DeadlyImportError( "MDC File is too small.");
-
- std::vector<unsigned char> mBuffer2(fileSize);
- file->Read( &mBuffer2[0], 1, fileSize);
- mBuffer = &mBuffer2[0];
-
- // validate the file header
- this->pcHeader = (BE_NCONST MDC::Header*)this->mBuffer;
- this->ValidateHeader();
-
- std::vector<std::string> aszShaders;
-
- // get a pointer to the frame we want to read
- BE_NCONST MDC::Frame* pcFrame = (BE_NCONST MDC::Frame*)(this->mBuffer+
- this->pcHeader->ulOffsetBorderFrames);
-
- // no need to swap the other members, we won't need them
- pcFrame += configFrameID;
- AI_SWAP4( pcFrame->localOrigin[0] );
- AI_SWAP4( pcFrame->localOrigin[1] );
- AI_SWAP4( pcFrame->localOrigin[2] );
-
- // get the number of valid surfaces
- BE_NCONST MDC::Surface* pcSurface, *pcSurface2;
- pcSurface = pcSurface2 = new (mBuffer + pcHeader->ulOffsetSurfaces) MDC::Surface;
- unsigned int iNumShaders = 0;
- for (unsigned int i = 0; i < pcHeader->ulNumSurfaces;++i)
- {
- // validate the surface header
- this->ValidateSurfaceHeader(pcSurface2);
-
- if (pcSurface2->ulNumVertices && pcSurface2->ulNumTriangles)++pScene->mNumMeshes;
- iNumShaders += pcSurface2->ulNumShaders;
- pcSurface2 = new ((int8_t*)pcSurface2 + pcSurface2->ulOffsetEnd) MDC::Surface;
- }
- aszShaders.reserve(iNumShaders);
- pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
-
- // necessary that we don't crash if an exception occurs
- for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
- pScene->mMeshes[i] = NULL;
-
- // now read all surfaces
- unsigned int iDefaultMatIndex = UINT_MAX;
- for (unsigned int i = 0, iNum = 0; i < pcHeader->ulNumSurfaces;++i)
- {
- if (!pcSurface->ulNumVertices || !pcSurface->ulNumTriangles)continue;
- aiMesh* pcMesh = pScene->mMeshes[iNum++] = new aiMesh();
-
- pcMesh->mNumFaces = pcSurface->ulNumTriangles;
- pcMesh->mNumVertices = pcMesh->mNumFaces * 3;
-
- // store the name of the surface for use as node name.
- // FIX: make sure there is a 0 termination
- const_cast<char&>(pcSurface->ucName[AI_MDC_MAXQPATH-1]) = '\0';
- pcMesh->mTextureCoords[3] = (aiVector3D*)pcSurface->ucName;
-
- // go to the first shader in the file. ignore the others.
- if (pcSurface->ulNumShaders)
- {
- const MDC::Shader* pcShader = (const MDC::Shader*)((int8_t*)pcSurface + pcSurface->ulOffsetShaders);
- pcMesh->mMaterialIndex = (unsigned int)aszShaders.size();
-
- // create a new shader
- aszShaders.push_back(std::string( pcShader->ucName, std::min(
- ::strlen(pcShader->ucName),sizeof(pcShader->ucName)) ));
- }
- // need to create a default material
- else if (UINT_MAX == iDefaultMatIndex)
- {
- pcMesh->mMaterialIndex = iDefaultMatIndex = (unsigned int)aszShaders.size();
- aszShaders.push_back(std::string());
- }
- // otherwise assign a reference to the default material
- else pcMesh->mMaterialIndex = iDefaultMatIndex;
-
- // allocate output storage for the mesh
- aiVector3D* pcVertCur = pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
- aiVector3D* pcNorCur = pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
- aiVector3D* pcUVCur = pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
- aiFace* pcFaceCur = pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
-
- // create all vertices/faces
- BE_NCONST MDC::Triangle* pcTriangle = (BE_NCONST MDC::Triangle*)
- ((int8_t*)pcSurface+pcSurface->ulOffsetTriangles);
-
- BE_NCONST MDC::TexturCoord* const pcUVs = (BE_NCONST MDC::TexturCoord*)
- ((int8_t*)pcSurface+pcSurface->ulOffsetTexCoords);
-
- // get a pointer to the uncompressed vertices
- int16_t iOfs = *((int16_t*) ((int8_t*) pcSurface +
- pcSurface->ulOffsetFrameBaseFrames) + this->configFrameID);
-
- AI_SWAP2(iOfs);
-
- BE_NCONST MDC::BaseVertex* const pcVerts = (BE_NCONST MDC::BaseVertex*)
- ((int8_t*)pcSurface+pcSurface->ulOffsetBaseVerts) +
- ((int)iOfs * pcSurface->ulNumVertices * 4);
-
- // do the main swapping stuff ...
-#if (defined AI_BUILD_BIG_ENDIAN)
-
- // swap all triangles
- for (unsigned int i = 0; i < pcSurface->ulNumTriangles;++i)
- {
- AI_SWAP4( pcTriangle[i].aiIndices[0] );
- AI_SWAP4( pcTriangle[i].aiIndices[1] );
- AI_SWAP4( pcTriangle[i].aiIndices[2] );
- }
-
- // swap all vertices
- for (unsigned int i = 0; i < pcSurface->ulNumVertices*pcSurface->ulNumBaseFrames;++i)
- {
- AI_SWAP2( pcVerts->normal );
- AI_SWAP2( pcVerts->x );
- AI_SWAP2( pcVerts->y );
- AI_SWAP2( pcVerts->z );
- }
-
- // swap all texture coordinates
- for (unsigned int i = 0; i < pcSurface->ulNumVertices;++i)
- {
- AI_SWAP4( pcUVs->v );
- AI_SWAP4( pcUVs->v );
- }
-
-#endif
-
- const MDC::CompressedVertex* pcCVerts = NULL;
- int16_t* mdcCompVert = NULL;
-
- // access compressed frames for large frame numbers, but never for the first
- if( this->configFrameID && pcSurface->ulNumCompFrames > 0 )
- {
- mdcCompVert = (int16_t*) ((int8_t*)pcSurface+pcSurface->ulOffsetFrameCompFrames) + this->configFrameID;
- AI_SWAP2P(mdcCompVert);
- if( *mdcCompVert >= 0 )
- {
- pcCVerts = (const MDC::CompressedVertex*)((int8_t*)pcSurface +
- pcSurface->ulOffsetCompVerts) + *mdcCompVert * pcSurface->ulNumVertices;
- }
- else mdcCompVert = NULL;
- }
-
- // copy all faces
- for (unsigned int iFace = 0; iFace < pcSurface->ulNumTriangles;++iFace,
- ++pcTriangle,++pcFaceCur)
- {
- const unsigned int iOutIndex = iFace*3;
- pcFaceCur->mNumIndices = 3;
- pcFaceCur->mIndices = new unsigned int[3];
-
- for (unsigned int iIndex = 0; iIndex < 3;++iIndex,
- ++pcVertCur,++pcUVCur,++pcNorCur)
- {
- uint32_t quak = pcTriangle->aiIndices[iIndex];
- if (quak >= pcSurface->ulNumVertices)
- {
- DefaultLogger::get()->error("MDC vertex index is out of range");
- quak = pcSurface->ulNumVertices-1;
- }
-
- // compressed vertices?
- if (mdcCompVert)
- {
- MDC::BuildVertex(*pcFrame,pcVerts[quak],pcCVerts[quak],
- *pcVertCur,*pcNorCur);
- }
- else
- {
- // copy position
- pcVertCur->x = pcVerts[quak].x * AI_MDC_BASE_SCALING;
- pcVertCur->y = pcVerts[quak].y * AI_MDC_BASE_SCALING;
- pcVertCur->z = pcVerts[quak].z * AI_MDC_BASE_SCALING;
-
- // copy normals
- MD3::LatLngNormalToVec3( pcVerts[quak].normal, &pcNorCur->x );
-
- // copy texture coordinates
- pcUVCur->x = pcUVs[quak].u;
- pcUVCur->y = ai_real( 1.0 )-pcUVs[quak].v; // DX to OGL
- }
- pcVertCur->x += pcFrame->localOrigin[0] ;
- pcVertCur->y += pcFrame->localOrigin[1] ;
- pcVertCur->z += pcFrame->localOrigin[2] ;
- }
-
- // swap the face order - DX to OGL
- pcFaceCur->mIndices[0] = iOutIndex + 2;
- pcFaceCur->mIndices[1] = iOutIndex + 1;
- pcFaceCur->mIndices[2] = iOutIndex + 0;
- }
-
- pcSurface = new ((int8_t*)pcSurface + pcSurface->ulOffsetEnd) MDC::Surface;
- }
-
- // create a flat node graph with a root node and one child for each surface
- if (!pScene->mNumMeshes)
- throw DeadlyImportError( "Invalid MDC file: File contains no valid mesh");
- else if (1 == pScene->mNumMeshes)
- {
- pScene->mRootNode = new aiNode();
- pScene->mRootNode->mName.Set(std::string((const char*)pScene->mMeshes[0]->mTextureCoords[3]));
- pScene->mRootNode->mNumMeshes = 1;
- pScene->mRootNode->mMeshes = new unsigned int[1];
- pScene->mRootNode->mMeshes[0] = 0;
- }
- else
- {
- pScene->mRootNode = new aiNode();
- pScene->mRootNode->mNumChildren = pScene->mNumMeshes;
- pScene->mRootNode->mChildren = new aiNode*[pScene->mNumMeshes];
- pScene->mRootNode->mName.Set("<root>");
- for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
- {
- aiNode* pcNode = pScene->mRootNode->mChildren[i] = new aiNode();
- pcNode->mParent = pScene->mRootNode;
- pcNode->mName.Set(std::string((const char*)pScene->mMeshes[i]->mTextureCoords[3]));
- pcNode->mNumMeshes = 1;
- pcNode->mMeshes = new unsigned int[1];
- pcNode->mMeshes[0] = i;
- }
- }
-
- // make sure we invalidate the pointer to the mesh name
- for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
- pScene->mMeshes[i]->mTextureCoords[3] = NULL;
-
- // create materials
- pScene->mNumMaterials = (unsigned int)aszShaders.size();
- pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
- for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
- {
- aiMaterial* pcMat = new aiMaterial();
- pScene->mMaterials[i] = pcMat;
-
- const std::string& name = aszShaders[i];
-
- int iMode = (int)aiShadingMode_Gouraud;
- pcMat->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
-
- // add a small ambient color value - RtCW seems to have one
- aiColor3D clr;
- clr.b = clr.g = clr.r = 0.05f;
- pcMat->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
-
- if (name.length())clr.b = clr.g = clr.r = 1.0f;
- else clr.b = clr.g = clr.r = 0.6f;
-
- pcMat->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
- pcMat->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
-
- if (name.length())
- {
- aiString path;
- path.Set(name);
- pcMat->AddProperty(&path,AI_MATKEY_TEXTURE_DIFFUSE(0));
- }
- }
-}
-
-#endif // !! ASSIMP_BUILD_NO_MDC_IMPORTER