Model loading and texturing

This commit is contained in:
Dane Johnson
2021-01-18 18:25:47 -06:00
parent 66bf7776c7
commit 155b572aca
1283 changed files with 533814 additions and 42 deletions

164
thirdparty/assimp/code/MD2/MD2FileData.h vendored Normal file
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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, 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 MD2FileData.h
* @brief Defines helper data structures for importing MD2 files
* http://linux.ucla.edu/~phaethon/q3/formats/md2-schoenblum.html
*/
#ifndef AI_MD2FILEHELPER_H_INC
#define AI_MD2FILEHELPER_H_INC
#include <assimp/types.h>
#include <stdint.h>
#include <assimp/Compiler/pushpack1.h>
namespace Assimp {
namespace MD2 {
// to make it easier for us, we test the magic word against both "endianesses"
#define AI_MD2_MAGIC_NUMBER_BE AI_MAKE_MAGIC("IDP2")
#define AI_MD2_MAGIC_NUMBER_LE AI_MAKE_MAGIC("2PDI")
// common limitations
#define AI_MD2_VERSION 15
#define AI_MD2_MAXQPATH 64
#define AI_MD2_MAX_FRAMES 512
#define AI_MD2_MAX_SKINS 32
#define AI_MD2_MAX_VERTS 2048
#define AI_MD2_MAX_TRIANGLES 4096
// ---------------------------------------------------------------------------
/** \brief Data structure for the MD2 main header
*/
struct Header
{
uint32_t magic;
uint32_t version;
uint32_t skinWidth;
uint32_t skinHeight;
uint32_t frameSize;
uint32_t numSkins;
uint32_t numVertices;
uint32_t numTexCoords;
uint32_t numTriangles;
uint32_t numGlCommands;
uint32_t numFrames;
uint32_t offsetSkins;
uint32_t offsetTexCoords;
uint32_t offsetTriangles;
uint32_t offsetFrames;
uint32_t offsetGlCommands;
uint32_t offsetEnd;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \brief Data structure for a MD2 OpenGl draw command
*/
struct GLCommand
{
float s, t;
uint32_t vertexIndex;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \brief Data structure for a MD2 triangle
*/
struct Triangle
{
uint16_t vertexIndices[3];
uint16_t textureIndices[3];
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \brief Data structure for a MD2 vertex
*/
struct Vertex
{
uint8_t vertex[3];
uint8_t lightNormalIndex;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \brief Data structure for a MD2 frame
*/
struct Frame
{
float scale[3];
float translate[3];
char name[16];
Vertex vertices[1];
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \brief Data structure for a MD2 texture coordinate
*/
struct TexCoord
{
uint16_t s;
uint16_t t;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \brief Data structure for a MD2 skin
*/
struct Skin
{
char name[AI_MD2_MAXQPATH]; /* texture file name */
} PACK_STRUCT;
#include <assimp/Compiler/poppack1.h>
// ---------------------------------------------------------------------------
//! Lookup a normal vector from Quake's normal lookup table
//! \param index Input index (0-161)
//! \param vOut Receives the output normal
void LookupNormalIndex(uint8_t index,aiVector3D& vOut);
}
}
#endif // !! include guard

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thirdparty/assimp/code/MD2/MD2Loader.cpp vendored Normal file
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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, 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.
---------------------------------------------------------------------------
*/
#ifndef ASSIMP_BUILD_NO_MD2_IMPORTER
/** @file Implementation of the MD2 importer class */
#include "MD2Loader.h"
#include <assimp/ByteSwapper.h>
#include "MD2NormalTable.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::MD2;
// helper macro to determine the size of an array
#if (!defined ARRAYSIZE)
# define ARRAYSIZE(_array) (int(sizeof(_array) / sizeof(_array[0])))
#endif
static const aiImporterDesc desc = {
"Quake II Mesh Importer",
"",
"",
"",
aiImporterFlags_SupportBinaryFlavour,
0,
0,
0,
0,
"md2"
};
// ------------------------------------------------------------------------------------------------
// Helper function to lookup a normal in Quake 2's precalculated table
void MD2::LookupNormalIndex(uint8_t iNormalIndex,aiVector3D& vOut)
{
// make sure the normal index has a valid value
if (iNormalIndex >= ARRAYSIZE(g_avNormals)) {
ASSIMP_LOG_WARN("Index overflow in Quake II normal vector list");
iNormalIndex = ARRAYSIZE(g_avNormals) - 1;
}
vOut = *((const aiVector3D*)(&g_avNormals[iNormalIndex]));
}
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
MD2Importer::MD2Importer()
: configFrameID(),
m_pcHeader(),
mBuffer(),
fileSize()
{}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
MD2Importer::~MD2Importer()
{}
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool MD2Importer::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
const std::string extension = GetExtension(pFile);
if (extension == "md2")
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_MD2_MAGIC_NUMBER_LE;
return CheckMagicToken(pIOHandler,pFile,tokens,1);
}
return false;
}
// ------------------------------------------------------------------------------------------------
// Get a list of all extensions supported by this loader
const aiImporterDesc* MD2Importer::GetInfo () const
{
return &desc;
}
// ------------------------------------------------------------------------------------------------
// Setup configuration properties
void MD2Importer::SetupProperties(const Importer* pImp)
{
// The
// AI_CONFIG_IMPORT_MD2_KEYFRAME option overrides the
// AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD2_KEYFRAME,-1);
if(static_cast<unsigned int>(-1) == configFrameID){
configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
}
}
// ------------------------------------------------------------------------------------------------
// Validate the file header
void MD2Importer::ValidateHeader( )
{
// check magic number
if (m_pcHeader->magic != AI_MD2_MAGIC_NUMBER_BE &&
m_pcHeader->magic != AI_MD2_MAGIC_NUMBER_LE)
{
char szBuffer[5];
szBuffer[0] = ((char*)&m_pcHeader->magic)[0];
szBuffer[1] = ((char*)&m_pcHeader->magic)[1];
szBuffer[2] = ((char*)&m_pcHeader->magic)[2];
szBuffer[3] = ((char*)&m_pcHeader->magic)[3];
szBuffer[4] = '\0';
throw DeadlyImportError("Invalid MD2 magic word: should be IDP2, the "
"magic word found is " + std::string(szBuffer));
}
// check file format version
if (m_pcHeader->version != 8)
ASSIMP_LOG_WARN( "Unsupported md2 file version. Continuing happily ...");
// check some values whether they are valid
if (0 == m_pcHeader->numFrames)
throw DeadlyImportError( "Invalid md2 file: NUM_FRAMES is 0");
if (m_pcHeader->offsetEnd > (uint32_t)fileSize)
throw DeadlyImportError( "Invalid md2 file: File is too small");
if (m_pcHeader->numSkins > AI_MAX_ALLOC(MD2::Skin)) {
throw DeadlyImportError("Invalid MD2 header: too many skins, would overflow");
}
if (m_pcHeader->numVertices > AI_MAX_ALLOC(MD2::Vertex)) {
throw DeadlyImportError("Invalid MD2 header: too many vertices, would overflow");
}
if (m_pcHeader->numTexCoords > AI_MAX_ALLOC(MD2::TexCoord)) {
throw DeadlyImportError("Invalid MD2 header: too many texcoords, would overflow");
}
if (m_pcHeader->numTriangles > AI_MAX_ALLOC(MD2::Triangle)) {
throw DeadlyImportError("Invalid MD2 header: too many triangles, would overflow");
}
if (m_pcHeader->numFrames > AI_MAX_ALLOC(MD2::Frame)) {
throw DeadlyImportError("Invalid MD2 header: too many frames, would overflow");
}
// -1 because Frame already contains one
unsigned int frameSize = sizeof (MD2::Frame) + (m_pcHeader->numVertices - 1) * sizeof(MD2::Vertex);
if (m_pcHeader->offsetSkins + m_pcHeader->numSkins * sizeof (MD2::Skin) >= fileSize ||
m_pcHeader->offsetTexCoords + m_pcHeader->numTexCoords * sizeof (MD2::TexCoord) >= fileSize ||
m_pcHeader->offsetTriangles + m_pcHeader->numTriangles * sizeof (MD2::Triangle) >= fileSize ||
m_pcHeader->offsetFrames + m_pcHeader->numFrames * frameSize >= fileSize ||
m_pcHeader->offsetEnd > fileSize)
{
throw DeadlyImportError("Invalid MD2 header: some offsets are outside the file");
}
if (m_pcHeader->numSkins > AI_MD2_MAX_SKINS)
ASSIMP_LOG_WARN("The model contains more skins than Quake 2 supports");
if ( m_pcHeader->numFrames > AI_MD2_MAX_FRAMES)
ASSIMP_LOG_WARN("The model contains more frames than Quake 2 supports");
if (m_pcHeader->numVertices > AI_MD2_MAX_VERTS)
ASSIMP_LOG_WARN("The model contains more vertices than Quake 2 supports");
if (m_pcHeader->numFrames <= configFrameID )
throw DeadlyImportError("The requested frame is not existing the file");
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void MD2Importer::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 MD2 file " + pFile + "");
// check whether the md3 file is large enough to contain
// at least the file header
fileSize = (unsigned int)file->FileSize();
if( fileSize < sizeof(MD2::Header))
throw DeadlyImportError( "MD2 File is too small");
std::vector<uint8_t> mBuffer2(fileSize);
file->Read(&mBuffer2[0], 1, fileSize);
mBuffer = &mBuffer2[0];
m_pcHeader = (BE_NCONST MD2::Header*)mBuffer;
#ifdef AI_BUILD_BIG_ENDIAN
ByteSwap::Swap4(&m_pcHeader->frameSize);
ByteSwap::Swap4(&m_pcHeader->magic);
ByteSwap::Swap4(&m_pcHeader->numFrames);
ByteSwap::Swap4(&m_pcHeader->numGlCommands);
ByteSwap::Swap4(&m_pcHeader->numSkins);
ByteSwap::Swap4(&m_pcHeader->numTexCoords);
ByteSwap::Swap4(&m_pcHeader->numTriangles);
ByteSwap::Swap4(&m_pcHeader->numVertices);
ByteSwap::Swap4(&m_pcHeader->offsetEnd);
ByteSwap::Swap4(&m_pcHeader->offsetFrames);
ByteSwap::Swap4(&m_pcHeader->offsetGlCommands);
ByteSwap::Swap4(&m_pcHeader->offsetSkins);
ByteSwap::Swap4(&m_pcHeader->offsetTexCoords);
ByteSwap::Swap4(&m_pcHeader->offsetTriangles);
ByteSwap::Swap4(&m_pcHeader->skinHeight);
ByteSwap::Swap4(&m_pcHeader->skinWidth);
ByteSwap::Swap4(&m_pcHeader->version);
#endif
ValidateHeader();
// there won't be more than one mesh inside the file
pScene->mNumMaterials = 1;
pScene->mRootNode = new aiNode();
pScene->mRootNode->mNumMeshes = 1;
pScene->mRootNode->mMeshes = new unsigned int[1];
pScene->mRootNode->mMeshes[0] = 0;
pScene->mMaterials = new aiMaterial*[1];
pScene->mMaterials[0] = new aiMaterial();
pScene->mNumMeshes = 1;
pScene->mMeshes = new aiMesh*[1];
aiMesh* pcMesh = pScene->mMeshes[0] = new aiMesh();
pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
// navigate to the begin of the current frame data
BE_NCONST MD2::Frame* pcFrame = (BE_NCONST MD2::Frame*) ((uint8_t*)
m_pcHeader + m_pcHeader->offsetFrames + (m_pcHeader->frameSize * configFrameID));
// navigate to the begin of the triangle data
MD2::Triangle* pcTriangles = (MD2::Triangle*) ((uint8_t*)
m_pcHeader + m_pcHeader->offsetTriangles);
// navigate to the begin of the tex coords data
BE_NCONST MD2::TexCoord* pcTexCoords = (BE_NCONST MD2::TexCoord*) ((uint8_t*)
m_pcHeader + m_pcHeader->offsetTexCoords);
// navigate to the begin of the vertex data
BE_NCONST MD2::Vertex* pcVerts = (BE_NCONST MD2::Vertex*) (pcFrame->vertices);
#ifdef AI_BUILD_BIG_ENDIAN
for (uint32_t i = 0; i< m_pcHeader->numTriangles; ++i)
{
for (unsigned int p = 0; p < 3;++p)
{
ByteSwap::Swap2(& pcTriangles[i].textureIndices[p]);
ByteSwap::Swap2(& pcTriangles[i].vertexIndices[p]);
}
}
for (uint32_t i = 0; i < m_pcHeader->offsetTexCoords;++i)
{
ByteSwap::Swap2(& pcTexCoords[i].s);
ByteSwap::Swap2(& pcTexCoords[i].t);
}
ByteSwap::Swap4( & pcFrame->scale[0] );
ByteSwap::Swap4( & pcFrame->scale[1] );
ByteSwap::Swap4( & pcFrame->scale[2] );
ByteSwap::Swap4( & pcFrame->translate[0] );
ByteSwap::Swap4( & pcFrame->translate[1] );
ByteSwap::Swap4( & pcFrame->translate[2] );
#endif
pcMesh->mNumFaces = m_pcHeader->numTriangles;
pcMesh->mFaces = new aiFace[m_pcHeader->numTriangles];
// allocate output storage
pcMesh->mNumVertices = (unsigned int)pcMesh->mNumFaces*3;
pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
// Not sure whether there are MD2 files without texture coordinates
// NOTE: texture coordinates can be there without a texture,
// but a texture can't be there without a valid UV channel
aiMaterial* pcHelper = (aiMaterial*)pScene->mMaterials[0];
const int iMode = (int)aiShadingMode_Gouraud;
pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
if (m_pcHeader->numTexCoords && m_pcHeader->numSkins)
{
// navigate to the first texture associated with the mesh
const MD2::Skin* pcSkins = (const MD2::Skin*) ((unsigned char*)m_pcHeader +
m_pcHeader->offsetSkins);
aiColor3D clr;
clr.b = clr.g = clr.r = 1.0f;
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);
if (pcSkins->name[0])
{
aiString szString;
const ai_uint32 iLen = (ai_uint32) ::strlen(pcSkins->name);
::memcpy(szString.data,pcSkins->name,iLen);
szString.data[iLen] = '\0';
szString.length = iLen;
pcHelper->AddProperty(&szString,AI_MATKEY_TEXTURE_DIFFUSE(0));
}
else{
ASSIMP_LOG_WARN("Texture file name has zero length. It will be skipped.");
}
}
else {
// apply a default material
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);
aiString sz;
// TODO: Try to guess the name of the texture file from the model file name
sz.Set("$texture_dummy.bmp");
pcHelper->AddProperty(&sz,AI_MATKEY_TEXTURE_DIFFUSE(0));
}
// now read all triangles of the first frame, apply scaling and translation
unsigned int iCurrent = 0;
float fDivisorU = 1.0f,fDivisorV = 1.0f;
if (m_pcHeader->numTexCoords) {
// allocate storage for texture coordinates, too
pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
pcMesh->mNumUVComponents[0] = 2;
// check whether the skin width or height are zero (this would
// cause a division through zero)
if (!m_pcHeader->skinWidth) {
ASSIMP_LOG_ERROR("MD2: No valid skin width given");
}
else fDivisorU = (float)m_pcHeader->skinWidth;
if (!m_pcHeader->skinHeight){
ASSIMP_LOG_ERROR("MD2: No valid skin height given");
}
else fDivisorV = (float)m_pcHeader->skinHeight;
}
for (unsigned int i = 0; i < (unsigned int)m_pcHeader->numTriangles;++i) {
// Allocate the face
pScene->mMeshes[0]->mFaces[i].mIndices = new unsigned int[3];
pScene->mMeshes[0]->mFaces[i].mNumIndices = 3;
// copy texture coordinates
// check whether they are different from the previous value at this index.
// In this case, create a full separate set of vertices/normals/texcoords
for (unsigned int c = 0; c < 3;++c,++iCurrent) {
// validate vertex indices
unsigned int iIndex = (unsigned int)pcTriangles[i].vertexIndices[c];
if (iIndex >= m_pcHeader->numVertices) {
ASSIMP_LOG_ERROR("MD2: Vertex index is outside the allowed range");
iIndex = m_pcHeader->numVertices-1;
}
// read x,y, and z component of the vertex
aiVector3D& vec = pcMesh->mVertices[iCurrent];
vec.x = (float)pcVerts[iIndex].vertex[0] * pcFrame->scale[0];
vec.x += pcFrame->translate[0];
vec.y = (float)pcVerts[iIndex].vertex[1] * pcFrame->scale[1];
vec.y += pcFrame->translate[1];
vec.z = (float)pcVerts[iIndex].vertex[2] * pcFrame->scale[2];
vec.z += pcFrame->translate[2];
// read the normal vector from the precalculated normal table
aiVector3D& vNormal = pcMesh->mNormals[iCurrent];
LookupNormalIndex(pcVerts[iIndex].lightNormalIndex,vNormal);
// flip z and y to become right-handed
std::swap((float&)vNormal.z,(float&)vNormal.y);
std::swap((float&)vec.z,(float&)vec.y);
if (m_pcHeader->numTexCoords) {
// validate texture coordinates
iIndex = pcTriangles[i].textureIndices[c];
if (iIndex >= m_pcHeader->numTexCoords) {
ASSIMP_LOG_ERROR("MD2: UV index is outside the allowed range");
iIndex = m_pcHeader->numTexCoords-1;
}
aiVector3D& pcOut = pcMesh->mTextureCoords[0][iCurrent];
// the texture coordinates are absolute values but we
// need relative values between 0 and 1
pcOut.x = pcTexCoords[iIndex].s / fDivisorU;
pcOut.y = 1.f-pcTexCoords[iIndex].t / fDivisorV;
}
pScene->mMeshes[0]->mFaces[i].mIndices[c] = iCurrent;
}
}
}
#endif // !! ASSIMP_BUILD_NO_MD2_IMPORTER

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, 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 MD2Loader.h
* @brief Declaration of the .MD2 importer class.
*/
#ifndef AI_MD2LOADER_H_INCLUDED
#define AI_MD2LOADER_H_INCLUDED
#include <assimp/BaseImporter.h>
#include <assimp/types.h>
#include <assimp/ByteSwapper.h>
#include "MD2FileData.h"
struct aiNode;
namespace Assimp {
using namespace MD2;
// ---------------------------------------------------------------------------
/** Importer class for MD2
*/
class MD2Importer : public BaseImporter
{
public:
MD2Importer();
~MD2Importer();
public:
// -------------------------------------------------------------------
/** Returns whether the class can handle the format of the given file.
* See BaseImporter::CanRead() for details. */
bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
bool checkSig) const;
// -------------------------------------------------------------------
/** Called prior to ReadFile().
* The function is a request to the importer to update its configuration
* basing on the Importer's configuration property list.
*/
void SetupProperties(const Importer* pImp);
protected:
// -------------------------------------------------------------------
/** Return importer meta information.
* See #BaseImporter::GetInfo for the details
*/
const aiImporterDesc* GetInfo () const;
// -------------------------------------------------------------------
/** Imports the given file into the given scene structure.
* See BaseImporter::InternReadFile() for details
*/
void InternReadFile( const std::string& pFile, aiScene* pScene,
IOSystem* pIOHandler);
// -------------------------------------------------------------------
/** Validate the header of the file
*/
void ValidateHeader();
protected:
/** Configuration option: frame to be loaded */
unsigned int configFrameID;
/** Header of the MD2 file */
BE_NCONST MD2::Header* m_pcHeader;
/** Buffer to hold the loaded file */
BE_NCONST uint8_t* mBuffer;
/** Size of the file, in bytes */
unsigned int fileSize;
};
} // end of namespace Assimp
#endif // AI_3DSIMPORTER_H_INC

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, 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 Slightly modified version of the anorms.h header file
* released by ID software with the Quake 2 source code.
*
* Table of normals used by MD2 models
*/
#ifndef AI_MDL_NORMALTABLE_H_INC
#define AI_MDL_NORMALTABLE_H_INC
float g_avNormals[162][3] = {
{ -0.525731f, 0.000000f, 0.850651f },
{ -0.442863f, 0.238856f, 0.864188f },
{ -0.295242f, 0.000000f, 0.955423f },
{ -0.309017f, 0.500000f, 0.809017f },
{ -0.162460f, 0.262866f, 0.951056f },
{ 0.000000f, 0.000000f, 1.000000f },
{ 0.000000f, 0.850651f, 0.525731f },
{ -0.147621f, 0.716567f, 0.681718f },
{ 0.147621f, 0.716567f, 0.681718f },
{ 0.000000f, 0.525731f, 0.850651f },
{ 0.309017f, 0.500000f, 0.809017f },
{ 0.525731f, 0.000000f, 0.850651f },
{ 0.295242f, 0.000000f, 0.955423f },
{ 0.442863f, 0.238856f, 0.864188f },
{ 0.162460f, 0.262866f, 0.951056f },
{ -0.681718f, 0.147621f, 0.716567f },
{ -0.809017f, 0.309017f, 0.500000f },
{ -0.587785f, 0.425325f, 0.688191f },
{ -0.850651f, 0.525731f, 0.000000f },
{ -0.864188f, 0.442863f, 0.238856f },
{ -0.716567f, 0.681718f, 0.147621f },
{ -0.688191f, 0.587785f, 0.425325f },
{ -0.500000f, 0.809017f, 0.309017f },
{ -0.238856f, 0.864188f, 0.442863f },
{ -0.425325f, 0.688191f, 0.587785f },
{ -0.716567f, 0.681718f, -0.147621f },
{ -0.500000f, 0.809017f, -0.309017f },
{ -0.525731f, 0.850651f, 0.000000f },
{ 0.000000f, 0.850651f, -0.525731f },
{ -0.238856f, 0.864188f, -0.442863f },
{ 0.000000f, 0.955423f, -0.295242f },
{ -0.262866f, 0.951056f, -0.162460f },
{ 0.000000f, 1.000000f, 0.000000f },
{ 0.000000f, 0.955423f, 0.295242f },
{ -0.262866f, 0.951056f, 0.162460f },
{ 0.238856f, 0.864188f, 0.442863f },
{ 0.262866f, 0.951056f, 0.162460f },
{ 0.500000f, 0.809017f, 0.309017f },
{ 0.238856f, 0.864188f, -0.442863f },
{ 0.262866f, 0.951056f, -0.162460f },
{ 0.500000f, 0.809017f, -0.309017f },
{ 0.850651f, 0.525731f, 0.000000f },
{ 0.716567f, 0.681718f, 0.147621f },
{ 0.716567f, 0.681718f, -0.147621f },
{ 0.525731f, 0.850651f, 0.000000f },
{ 0.425325f, 0.688191f, 0.587785f },
{ 0.864188f, 0.442863f, 0.238856f },
{ 0.688191f, 0.587785f, 0.425325f },
{ 0.809017f, 0.309017f, 0.500000f },
{ 0.681718f, 0.147621f, 0.716567f },
{ 0.587785f, 0.425325f, 0.688191f },
{ 0.955423f, 0.295242f, 0.000000f },
{ 1.000000f, 0.000000f, 0.000000f },
{ 0.951056f, 0.162460f, 0.262866f },
{ 0.850651f, -0.525731f, 0.000000f },
{ 0.955423f, -0.295242f, 0.000000f },
{ 0.864188f, -0.442863f, 0.238856f },
{ 0.951056f, -0.162460f, 0.262866f },
{ 0.809017f, -0.309017f, 0.500000f },
{ 0.681718f, -0.147621f, 0.716567f },
{ 0.850651f, 0.000000f, 0.525731f },
{ 0.864188f, 0.442863f, -0.238856f },
{ 0.809017f, 0.309017f, -0.500000f },
{ 0.951056f, 0.162460f, -0.262866f },
{ 0.525731f, 0.000000f, -0.850651f },
{ 0.681718f, 0.147621f, -0.716567f },
{ 0.681718f, -0.147621f, -0.716567f },
{ 0.850651f, 0.000000f, -0.525731f },
{ 0.809017f, -0.309017f, -0.500000f },
{ 0.864188f, -0.442863f, -0.238856f },
{ 0.951056f, -0.162460f, -0.262866f },
{ 0.147621f, 0.716567f, -0.681718f },
{ 0.309017f, 0.500000f, -0.809017f },
{ 0.425325f, 0.688191f, -0.587785f },
{ 0.442863f, 0.238856f, -0.864188f },
{ 0.587785f, 0.425325f, -0.688191f },
{ 0.688191f, 0.587785f, -0.425325f },
{ -0.147621f, 0.716567f, -0.681718f },
{ -0.309017f, 0.500000f, -0.809017f },
{ 0.000000f, 0.525731f, -0.850651f },
{ -0.525731f, 0.000000f, -0.850651f },
{ -0.442863f, 0.238856f, -0.864188f },
{ -0.295242f, 0.000000f, -0.955423f },
{ -0.162460f, 0.262866f, -0.951056f },
{ 0.000000f, 0.000000f, -1.000000f },
{ 0.295242f, 0.000000f, -0.955423f },
{ 0.162460f, 0.262866f, -0.951056f },
{ -0.442863f, -0.238856f, -0.864188f },
{ -0.309017f, -0.500000f, -0.809017f },
{ -0.162460f, -0.262866f, -0.951056f },
{ 0.000000f, -0.850651f, -0.525731f },
{ -0.147621f, -0.716567f, -0.681718f },
{ 0.147621f, -0.716567f, -0.681718f },
{ 0.000000f, -0.525731f, -0.850651f },
{ 0.309017f, -0.500000f, -0.809017f },
{ 0.442863f, -0.238856f, -0.864188f },
{ 0.162460f, -0.262866f, -0.951056f },
{ 0.238856f, -0.864188f, -0.442863f },
{ 0.500000f, -0.809017f, -0.309017f },
{ 0.425325f, -0.688191f, -0.587785f },
{ 0.716567f, -0.681718f, -0.147621f },
{ 0.688191f, -0.587785f, -0.425325f },
{ 0.587785f, -0.425325f, -0.688191f },
{ 0.000000f, -0.955423f, -0.295242f },
{ 0.000000f, -1.000000f, 0.000000f },
{ 0.262866f, -0.951056f, -0.162460f },
{ 0.000000f, -0.850651f, 0.525731f },
{ 0.000000f, -0.955423f, 0.295242f },
{ 0.238856f, -0.864188f, 0.442863f },
{ 0.262866f, -0.951056f, 0.162460f },
{ 0.500000f, -0.809017f, 0.309017f },
{ 0.716567f, -0.681718f, 0.147621f },
{ 0.525731f, -0.850651f, 0.000000f },
{ -0.238856f, -0.864188f, -0.442863f },
{ -0.500000f, -0.809017f, -0.309017f },
{ -0.262866f, -0.951056f, -0.162460f },
{ -0.850651f, -0.525731f, 0.000000f },
{ -0.716567f, -0.681718f, -0.147621f },
{ -0.716567f, -0.681718f, 0.147621f },
{ -0.525731f, -0.850651f, 0.000000f },
{ -0.500000f, -0.809017f, 0.309017f },
{ -0.238856f, -0.864188f, 0.442863f },
{ -0.262866f, -0.951056f, 0.162460f },
{ -0.864188f, -0.442863f, 0.238856f },
{ -0.809017f, -0.309017f, 0.500000f },
{ -0.688191f, -0.587785f, 0.425325f },
{ -0.681718f, -0.147621f, 0.716567f },
{ -0.442863f, -0.238856f, 0.864188f },
{ -0.587785f, -0.425325f, 0.688191f },
{ -0.309017f, -0.500000f, 0.809017f },
{ -0.147621f, -0.716567f, 0.681718f },
{ -0.425325f, -0.688191f, 0.587785f },
{ -0.162460f, -0.262866f, 0.951056f },
{ 0.442863f, -0.238856f, 0.864188f },
{ 0.162460f, -0.262866f, 0.951056f },
{ 0.309017f, -0.500000f, 0.809017f },
{ 0.147621f, -0.716567f, 0.681718f },
{ 0.000000f, -0.525731f, 0.850651f },
{ 0.425325f, -0.688191f, 0.587785f },
{ 0.587785f, -0.425325f, 0.688191f },
{ 0.688191f, -0.587785f, 0.425325f },
{ -0.955423f, 0.295242f, 0.000000f },
{ -0.951056f, 0.162460f, 0.262866f },
{ -1.000000f, 0.000000f, 0.000000f },
{ -0.850651f, 0.000000f, 0.525731f },
{ -0.955423f, -0.295242f, 0.000000f },
{ -0.951056f, -0.162460f, 0.262866f },
{ -0.864188f, 0.442863f, -0.238856f },
{ -0.951056f, 0.162460f, -0.262866f },
{ -0.809017f, 0.309017f, -0.500000f },
{ -0.864188f, -0.442863f, -0.238856f },
{ -0.951056f, -0.162460f, -0.262866f },
{ -0.809017f, -0.309017f, -0.500000f },
{ -0.681718f, 0.147621f, -0.716567f },
{ -0.681718f, -0.147621f, -0.716567f },
{ -0.850651f, 0.000000f, -0.525731f },
{ -0.688191f, 0.587785f, -0.425325f },
{ -0.587785f, 0.425325f, -0.688191f },
{ -0.425325f, 0.688191f, -0.587785f },
{ -0.425325f, -0.688191f, -0.587785f },
{ -0.587785f, -0.425325f, -0.688191f },
{ -0.688191f, -0.587785f, -0.425325f }
};
#endif // !! include guard