Model loading and texturing

This commit is contained in:
Dane Johnson
2021-01-18 18:25:47 -06:00
parent 66bf7776c7
commit 155b572aca
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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 Defines the default color map used for Quake 1 model textures
*
* The lib tries to load colormap.lmp from the model's directory.
* This table is only used when required.
*/
#ifndef AI_MDL_DEFAULTLMP_H_INC
#define AI_MDL_DEFAULTLMP_H_INC
const unsigned char g_aclrDefaultColorMap[256][3] = {
{ 0, 0, 0}, { 15, 15, 15}, { 31, 31, 31}, { 47, 47, 47},
{ 63, 63, 63}, { 75, 75, 75}, { 91, 91, 91}, {107, 107, 107},
{123, 123, 123}, {139, 139, 139}, {155, 155, 155}, {171, 171, 171},
{187, 187, 187}, {203, 203, 203}, {219, 219, 219}, {235, 235, 235},
{ 15, 11, 7}, { 23, 15, 11}, { 31, 23, 11}, { 39, 27, 15},
{ 47, 35, 19}, { 55, 43, 23}, { 63, 47, 23}, { 75, 55, 27},
{ 83, 59, 27}, { 91, 67, 31}, { 99, 75, 31}, {107, 83, 31},
{115, 87, 31}, {123, 95, 35}, {131, 103, 35}, {143, 111, 35},
{ 11, 11, 15}, { 19, 19, 27}, { 27, 27, 39}, { 39, 39, 51},
{ 47, 47, 63}, { 55, 55, 75}, { 63, 63, 87}, { 71, 71, 103},
{ 79, 79, 115}, { 91, 91, 127}, { 99, 99, 139}, {107, 107, 151},
{115, 115, 163}, {123, 123, 175}, {131, 131, 187}, {139, 139, 203},
{ 0, 0, 0}, { 7, 7, 0}, { 11, 11, 0}, { 19, 19, 0},
{ 27, 27, 0}, { 35, 35, 0}, { 43, 43, 7}, { 47, 47, 7},
{ 55, 55, 7}, { 63, 63, 7}, { 71, 71, 7}, { 75, 75, 11},
{ 83, 83, 11}, { 91, 91, 11}, { 99, 99, 11}, {107, 107, 15},
{ 7, 0, 0}, { 15, 0, 0}, { 23, 0, 0}, { 31, 0, 0},
{ 39, 0, 0}, { 47, 0, 0}, { 55, 0, 0}, { 63, 0, 0},
{ 71, 0, 0}, { 79, 0, 0}, { 87, 0, 0}, { 95, 0, 0},
{103, 0, 0}, {111, 0, 0}, {119, 0, 0}, {127, 0, 0},
{ 19, 19, 0}, { 27, 27, 0}, { 35, 35, 0}, { 47, 43, 0},
{ 55, 47, 0}, { 67, 55, 0}, { 75, 59, 7}, { 87, 67, 7},
{ 95, 71, 7}, {107, 75, 11}, {119, 83, 15}, {131, 87, 19},
{139, 91, 19}, {151, 95, 27}, {163, 99, 31}, {175, 103, 35},
{ 35, 19, 7}, { 47, 23, 11}, { 59, 31, 15}, { 75, 35, 19},
{ 87, 43, 23}, { 99, 47, 31}, {115, 55, 35}, {127, 59, 43},
{143, 67, 51}, {159, 79, 51}, {175, 99, 47}, {191, 119, 47},
{207, 143, 43}, {223, 171, 39}, {239, 203, 31}, {255, 243, 27},
{ 11, 7, 0}, { 27, 19, 0}, { 43, 35, 15}, { 55, 43, 19},
{ 71, 51, 27}, { 83, 55, 35}, { 99, 63, 43}, {111, 71, 51},
{127, 83, 63}, {139, 95, 71}, {155, 107, 83}, {167, 123, 95},
{183, 135, 107}, {195, 147, 123}, {211, 163, 139}, {227, 179, 151},
{171, 139, 163}, {159, 127, 151}, {147, 115, 135}, {139, 103, 123},
{127, 91, 111}, {119, 83, 99}, {107, 75, 87}, { 95, 63, 75},
{ 87, 55, 67}, { 75, 47, 55}, { 67, 39, 47}, { 55, 31, 35},
{ 43, 23, 27}, { 35, 19, 19}, { 23, 11, 11}, { 15, 7, 7},
{187, 115, 159}, {175, 107, 143}, {163, 95, 131}, {151, 87, 119},
{139, 79, 107}, {127, 75, 95}, {115, 67, 83}, {107, 59, 75},
{ 95, 51, 63}, { 83, 43, 55}, { 71, 35, 43}, { 59, 31, 35},
{ 47, 23, 27}, { 35, 19, 19}, { 23, 11, 11}, { 15, 7, 7},
{219, 195, 187}, {203, 179, 167}, {191, 163, 155}, {175, 151, 139},
{163, 135, 123}, {151, 123, 111}, {135, 111, 95}, {123, 99, 83},
{107, 87, 71}, { 95, 75, 59}, { 83, 63, 51}, { 67, 51, 39},
{ 55, 43, 31}, { 39, 31, 23}, { 27, 19, 15}, { 15, 11, 7},
{111, 131, 123}, {103, 123, 111}, { 95, 115, 103}, { 87, 107, 95},
{ 79, 99, 87}, { 71, 91, 79}, { 63, 83, 71}, { 55, 75, 63},
{ 47, 67, 55}, { 43, 59, 47}, { 35, 51, 39}, { 31, 43, 31},
{ 23, 35, 23}, { 15, 27, 19}, { 11, 19, 11}, { 7, 11, 7},
{255, 243, 27}, {239, 223, 23}, {219, 203, 19}, {203, 183, 15},
{187, 167, 15}, {171, 151, 11}, {155, 131, 7}, {139, 115, 7},
{123, 99, 7}, {107, 83, 0}, { 91, 71, 0}, { 75, 55, 0},
{ 59, 43, 0}, { 43, 31, 0}, { 27, 15, 0}, { 11, 7, 0},
{ 0, 0, 255}, { 11, 11, 239}, { 19, 19, 223}, { 27, 27, 207},
{ 35, 35, 191}, { 43, 43, 175}, { 47, 47, 159}, { 47, 47, 143},
{ 47, 47, 127}, { 47, 47, 111}, { 47, 47, 95}, { 43, 43, 79},
{ 35, 35, 63}, { 27, 27, 47}, { 19, 19, 31}, { 11, 11, 15},
{ 43, 0, 0}, { 59, 0, 0}, { 75, 7, 0}, { 95, 7, 0},
{111, 15, 0}, {127, 23, 7}, {147, 31, 7}, {163, 39, 11},
{183, 51, 15}, {195, 75, 27}, {207, 99, 43}, {219, 127, 59},
{227, 151, 79}, {231, 171, 95}, {239, 191, 119}, {247, 211, 139},
{167, 123, 59}, {183, 155, 55}, {199, 195, 55}, {231, 227, 87},
{127, 191, 255}, {171, 231, 255}, {215, 255, 255}, {103, 0, 0},
{139, 0, 0}, {179, 0, 0}, {215, 0, 0}, {255, 0, 0},
{255, 243, 147}, {255, 247, 199}, {255, 255, 255}, {159, 91, 83} };
#endif // !! AI_MDL_DEFAULTLMP_H_INC

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thirdparty/assimp/code/MDL/MDLFileData.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 MDLFileData.h
* @brief Definition of in-memory structures for the MDL file format.
*
* The specification has been taken from various sources on the internet.
* - http://tfc.duke.free.fr/coding/mdl-specs-en.html
* - Conitec's MED SDK
* - Many quite long HEX-editor sessions
*/
#ifndef AI_MDLFILEHELPER_H_INC
#define AI_MDLFILEHELPER_H_INC
#include <assimp/anim.h>
#include <assimp/mesh.h>
#include <assimp/Compiler/pushpack1.h>
#include <assimp/ByteSwapper.h>
#include <stdint.h>
#include <vector>
struct aiMaterial;
namespace Assimp {
namespace MDL {
// -------------------------------------------------------------------------------------
// to make it easier for us, we test the magic word against both "endianesses"
// magic bytes used in Quake 1 MDL meshes
#define AI_MDL_MAGIC_NUMBER_BE AI_MAKE_MAGIC("IDPO")
#define AI_MDL_MAGIC_NUMBER_LE AI_MAKE_MAGIC("OPDI")
// magic bytes used in GameStudio A<very low> MDL meshes
#define AI_MDL_MAGIC_NUMBER_BE_GS3 AI_MAKE_MAGIC("MDL2")
#define AI_MDL_MAGIC_NUMBER_LE_GS3 AI_MAKE_MAGIC("2LDM")
// magic bytes used in GameStudio A4 MDL meshes
#define AI_MDL_MAGIC_NUMBER_BE_GS4 AI_MAKE_MAGIC("MDL3")
#define AI_MDL_MAGIC_NUMBER_LE_GS4 AI_MAKE_MAGIC("3LDM")
// magic bytes used in GameStudio A5+ MDL meshes
#define AI_MDL_MAGIC_NUMBER_BE_GS5a AI_MAKE_MAGIC("MDL4")
#define AI_MDL_MAGIC_NUMBER_LE_GS5a AI_MAKE_MAGIC("4LDM")
#define AI_MDL_MAGIC_NUMBER_BE_GS5b AI_MAKE_MAGIC("MDL5")
#define AI_MDL_MAGIC_NUMBER_LE_GS5b AI_MAKE_MAGIC("5LDM")
// magic bytes used in GameStudio A7+ MDL meshes
#define AI_MDL_MAGIC_NUMBER_BE_GS7 AI_MAKE_MAGIC("MDL7")
#define AI_MDL_MAGIC_NUMBER_LE_GS7 AI_MAKE_MAGIC("7LDM")
// common limitations for Quake1 meshes. The loader does not check them,
// (however it warns) but models should not exceed these limits.
#if (!defined AI_MDL_VERSION)
# define AI_MDL_VERSION 6
#endif
#if (!defined AI_MDL_MAX_FRAMES)
# define AI_MDL_MAX_FRAMES 256
#endif
#if (!defined AI_MDL_MAX_UVS)
# define AI_MDL_MAX_UVS 1024
#endif
#if (!defined AI_MDL_MAX_VERTS)
# define AI_MDL_MAX_VERTS 1024
#endif
#if (!defined AI_MDL_MAX_TRIANGLES)
# define AI_MDL_MAX_TRIANGLES 2048
#endif
// material key that is set for dummy materials that are
// just referencing another material
#if (!defined AI_MDL7_REFERRER_MATERIAL)
# define AI_MDL7_REFERRER_MATERIAL "&&&referrer&&&",0,0
#endif
// -------------------------------------------------------------------------------------
/** \struct Header
* \brief Data structure for the MDL main header
*/
struct Header {
//! magic number: "IDPO"
uint32_t ident;
//! version number: 6
int32_t version;
//! scale factors for each axis
ai_real scale[3];
//! translation factors for each axis
ai_real translate[3];
//! bounding radius of the mesh
float boundingradius;
//! Position of the viewer's exe. Ignored
ai_real vEyePos[3];
//! Number of textures
int32_t num_skins;
//! Texture width in pixels
int32_t skinwidth;
//! Texture height in pixels
int32_t skinheight;
//! Number of vertices contained in the file
int32_t num_verts;
//! Number of triangles contained in the file
int32_t num_tris;
//! Number of frames contained in the file
int32_t num_frames;
//! 0 = synchron, 1 = random . Ignored
//! (MDLn formats: number of texture coordinates)
int32_t synctype;
//! State flag
int32_t flags;
//! Could be the total size of the file (and not a float)
float size;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct Header_MDL7
* \brief Data structure for the MDL 7 main header
*/
struct Header_MDL7 {
//! magic number: "MDL7"
char ident[4];
//! Version number. Ignored
int32_t version;
//! Number of bones in file
uint32_t bones_num;
//! Number of groups in file
uint32_t groups_num;
//! Size of data in the file
uint32_t data_size;
//! Ignored. Used to store entity specific information
int32_t entlump_size;
//! Ignored. Used to store MED related data
int32_t medlump_size;
//! Size of the Bone_MDL7 data structure used in the file
uint16_t bone_stc_size;
//! Size of the Skin_MDL 7 data structure used in the file
uint16_t skin_stc_size;
//! Size of a single color (e.g. in a material)
uint16_t colorvalue_stc_size;
//! Size of the Material_MDL7 data structure used in the file
uint16_t material_stc_size;
//! Size of a texture coordinate set in the file
uint16_t skinpoint_stc_size;
//! Size of a triangle in the file
uint16_t triangle_stc_size;
//! Size of a normal vertex in the file
uint16_t mainvertex_stc_size;
//! Size of a per-frame animated vertex in the file
//! (this is not supported)
uint16_t framevertex_stc_size;
//! Size of a bone animation matrix
uint16_t bonetrans_stc_size;
//! Size of the Frame_MDL7 data structure used in the file
uint16_t frame_stc_size;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct Bone_MDL7
* \brief Data structure for a bone in a MDL7 file
*/
struct Bone_MDL7 {
//! Index of the parent bone of *this* bone. 0xffff means:
//! "hey, I have no parent, I'm an orphan"
uint16_t parent_index;
uint8_t _unused_[2];
//! Relative position of the bone (relative to the
//! parent bone)
float x,y,z;
//! Optional name of the bone
char name[1 /* DUMMY SIZE */];
} PACK_STRUCT;
#if (!defined AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_20_CHARS)
# define AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_20_CHARS (16 + 20)
#endif
#if (!defined AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_32_CHARS)
# define AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_32_CHARS (16 + 32)
#endif
#if (!defined AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_NOT_THERE)
# define AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_NOT_THERE (16)
#endif
#if (!defined AI_MDL7_MAX_GROUPNAMESIZE)
# define AI_MDL7_MAX_GROUPNAMESIZE 16
#endif // ! AI_MDL7_MAX_GROUPNAMESIZE
// -------------------------------------------------------------------------------------
/** \struct Group_MDL7
* \brief Group in a MDL7 file
*/
struct Group_MDL7 {
//! = '1' -> triangle based Mesh
unsigned char typ;
int8_t deformers;
int8_t max_weights;
int8_t _unused_;
//! size of data for this group in bytes ( MD7_GROUP stc. included).
int32_t groupdata_size;
char name[AI_MDL7_MAX_GROUPNAMESIZE];
//! Number of skins
int32_t numskins;
//! Number of texture coordinates
int32_t num_stpts;
//! Number of triangles
int32_t numtris;
//! Number of vertices
int32_t numverts;
//! Number of frames
int32_t numframes;
} PACK_STRUCT;
#define AI_MDL7_SKINTYPE_MIPFLAG 0x08
#define AI_MDL7_SKINTYPE_MATERIAL 0x10
#define AI_MDL7_SKINTYPE_MATERIAL_ASCDEF 0x20
#define AI_MDL7_SKINTYPE_RGBFLAG 0x80
#if (!defined AI_MDL7_MAX_BONENAMESIZE)
# define AI_MDL7_MAX_BONENAMESIZE 20
#endif // !! AI_MDL7_MAX_BONENAMESIZE
// -------------------------------------------------------------------------------------
/** \struct Deformer_MDL7
* \brief Deformer in a MDL7 file
*/
struct Deformer_MDL7 {
int8_t deformer_version; // 0
int8_t deformer_typ; // 0 - bones
int8_t _unused_[2];
int32_t group_index;
int32_t elements;
int32_t deformerdata_size;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct DeformerElement_MDL7
* \brief Deformer element in a MDL7 file
*/
struct DeformerElement_MDL7 {
//! bei deformer_typ==0 (==bones) element_index == bone index
int32_t element_index;
char element_name[AI_MDL7_MAX_BONENAMESIZE];
int32_t weights;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct DeformerWeight_MDL7
* \brief Deformer weight in a MDL7 file
*/
struct DeformerWeight_MDL7 {
//! for deformer_typ==0 (==bones) index == vertex index
int32_t index;
float weight;
} PACK_STRUCT;
// don't know why this was in the original headers ...
typedef int32_t MD7_MATERIAL_ASCDEFSIZE;
// -------------------------------------------------------------------------------------
/** \struct ColorValue_MDL7
* \brief Data structure for a color value in a MDL7 file
*/
struct ColorValue_MDL7 {
float r,g,b,a;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct Material_MDL7
* \brief Data structure for a Material in a MDL7 file
*/
struct Material_MDL7 {
//! Diffuse base color of the material
ColorValue_MDL7 Diffuse;
//! Ambient base color of the material
ColorValue_MDL7 Ambient;
//! Specular base color of the material
ColorValue_MDL7 Specular;
//! Emissive base color of the material
ColorValue_MDL7 Emissive;
//! Phong power
float Power;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct Skin
* \brief Skin data structure #1 - used by Quake1, MDL2, MDL3 and MDL4
*/
struct Skin {
//! 0 = single (Skin), 1 = group (GroupSkin)
//! For MDL3-5: Defines the type of the skin and there
//! fore the size of the data to skip:
//-------------------------------------------------------
//! 2 for 565 RGB,
//! 3 for 4444 ARGB,
//! 10 for 565 mipmapped,
//! 11 for 4444 mipmapped (bpp = 2),
//! 12 for 888 RGB mipmapped (bpp = 3),
//! 13 for 8888 ARGB mipmapped (bpp = 4)
//-------------------------------------------------------
int32_t group;
//! Texture data
uint8_t *data;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct Skin
* \brief Skin data structure #2 - used by MDL5, MDL6 and MDL7
* \see Skin
*/
struct Skin_MDL5 {
int32_t size, width, height;
uint8_t *data;
} PACK_STRUCT;
// maximum length of texture file name
#if (!defined AI_MDL7_MAX_TEXNAMESIZE)
# define AI_MDL7_MAX_TEXNAMESIZE 0x10
#endif
// ---------------------------------------------------------------------------
/** \struct Skin_MDL7
* \brief Skin data structure #3 - used by MDL7 and HMP7
*/
struct Skin_MDL7 {
uint8_t typ;
int8_t _unused_[3];
int32_t width;
int32_t height;
char texture_name[AI_MDL7_MAX_TEXNAMESIZE];
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct RGB565
* \brief Data structure for a RGB565 pixel in a texture
*/
struct RGB565 {
uint16_t r : 5;
uint16_t g : 6;
uint16_t b : 5;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct ARGB4
* \brief Data structure for a ARGB4444 pixel in a texture
*/
struct ARGB4 {
uint16_t a : 4;
uint16_t r : 4;
uint16_t g : 4;
uint16_t b : 4;
} /*PACK_STRUCT*/;
// -------------------------------------------------------------------------------------
/** \struct GroupSkin
* \brief Skin data structure #2 (group of pictures)
*/
struct GroupSkin {
//! 0 = single (Skin), 1 = group (GroupSkin)
int32_t group;
//! Number of images
int32_t nb;
//! Time for each image
float *time;
//! Data of each image
uint8_t **data;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct TexCoord
* \brief Texture coordinate data structure used by the Quake1 MDL format
*/
struct TexCoord {
//! Is the vertex on the noundary between front and back piece?
int32_t onseam;
//! Texture coordinate in the tx direction
int32_t s;
//! Texture coordinate in the ty direction
int32_t t;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct TexCoord_MDL3
* \brief Data structure for an UV coordinate in the 3DGS MDL3 format
*/
struct TexCoord_MDL3 {
//! position, horizontally in range 0..skinwidth-1
int16_t u;
//! position, vertically in range 0..skinheight-1
int16_t v;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct TexCoord_MDL7
* \brief Data structure for an UV coordinate in the 3DGS MDL7 format
*/
struct TexCoord_MDL7 {
//! position, horizontally in range 0..1
float u;
//! position, vertically in range 0..1
float v;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct SkinSet_MDL7
* \brief Skin set data structure for the 3DGS MDL7 format
* MDL7 references UV coordinates per face via an index list.
* This allows the use of multiple skins per face with just one
* UV coordinate set.
*/
struct SkinSet_MDL7
{
//! Index into the UV coordinate list
uint16_t st_index[3]; // size 6
//! Material index
int32_t material; // size 4
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct Triangle
* \brief Triangle data structure for the Quake1 MDL format
*/
struct Triangle
{
//! 0 = backface, 1 = frontface
int32_t facesfront;
//! Vertex indices
int32_t vertex[3];
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct Triangle_MDL3
* \brief Triangle data structure for the 3DGS MDL3 format
*/
struct Triangle_MDL3
{
//! Index of 3 3D vertices in range 0..numverts
uint16_t index_xyz[3];
//! Index of 3 skin vertices in range 0..numskinverts
uint16_t index_uv[3];
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct Triangle_MDL7
* \brief Triangle data structure for the 3DGS MDL7 format
*/
struct Triangle_MDL7
{
//! Vertex indices
uint16_t v_index[3]; // size 6
//! Two skinsets. The second will be used for multi-texturing
SkinSet_MDL7 skinsets[2];
} PACK_STRUCT;
#if (!defined AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV)
# define AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV (6+sizeof(SkinSet_MDL7)-sizeof(uint32_t))
#endif
#if (!defined AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV_WITH_MATINDEX)
# define AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV_WITH_MATINDEX (6+sizeof(SkinSet_MDL7))
#endif
#if (!defined AI_MDL7_TRIANGLE_STD_SIZE_TWO_UV)
# define AI_MDL7_TRIANGLE_STD_SIZE_TWO_UV (6+2*sizeof(SkinSet_MDL7))
#endif
// Helper constants for Triangle::facesfront
#if (!defined AI_MDL_BACKFACE)
# define AI_MDL_BACKFACE 0x0
#endif
#if (!defined AI_MDL_FRONTFACE)
# define AI_MDL_FRONTFACE 0x1
#endif
// -------------------------------------------------------------------------------------
/** \struct Vertex
* \brief Vertex data structure
*/
struct Vertex
{
uint8_t v[3];
uint8_t normalIndex;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
struct Vertex_MDL4
{
uint16_t v[3];
uint8_t normalIndex;
uint8_t unused;
} PACK_STRUCT;
#define AI_MDL7_FRAMEVERTEX120503_STCSIZE 16
#define AI_MDL7_FRAMEVERTEX030305_STCSIZE 26
// -------------------------------------------------------------------------------------
/** \struct Vertex_MDL7
* \brief Vertex data structure used in MDL7 files
*/
struct Vertex_MDL7
{
float x,y,z;
uint16_t vertindex; // = bone index
union {
uint8_t norm162index;
float norm[3];
};
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct BoneTransform_MDL7
* \brief bone transformation matrix structure used in MDL7 files
*/
struct BoneTransform_MDL7
{
//! 4*3
float m [4*4];
//! the index of this vertex, 0.. header::bones_num - 1
uint16_t bone_index;
//! I HATE 3DGS AND THE SILLY DEVELOPER WHO DESIGNED
//! THIS STUPID FILE FORMAT!
int8_t _unused_[2];
} PACK_STRUCT;
#define AI_MDL7_MAX_FRAMENAMESIZE 16
// -------------------------------------------------------------------------------------
/** \struct Frame_MDL7
* \brief Frame data structure used by MDL7 files
*/
struct Frame_MDL7
{
char frame_name[AI_MDL7_MAX_FRAMENAMESIZE];
uint32_t vertices_count;
uint32_t transmatrix_count;
};
// -------------------------------------------------------------------------------------
/** \struct SimpleFrame
* \brief Data structure for a simple frame
*/
struct SimpleFrame
{
//! Minimum vertex of the bounding box
Vertex bboxmin;
//! Maximum vertex of the bounding box
Vertex bboxmax;
//! Name of the frame
char name[16];
//! Vertex list of the frame
Vertex *verts;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct Frame
* \brief Model frame data structure
*/
struct Frame
{
//! 0 = simple frame, !0 = group frame
int32_t type;
//! Frame data
SimpleFrame frame;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
struct SimpleFrame_MDLn_SP
{
//! Minimum vertex of the bounding box
Vertex_MDL4 bboxmin;
//! Maximum vertex of the bounding box
Vertex_MDL4 bboxmax;
//! Name of the frame
char name[16];
//! Vertex list of the frame
Vertex_MDL4 *verts;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct GroupFrame
* \brief Data structure for a group of frames
*/
struct GroupFrame
{
//! 0 = simple frame, !0 = group frame
int32_t type;
//! Minimum vertex for all single frames
Vertex min;
//! Maximum vertex for all single frames
Vertex max;
//! Time for all single frames
float *time;
//! List of single frames
SimpleFrame *frames;
} PACK_STRUCT;
#include <assimp/Compiler/poppack1.h>
// -------------------------------------------------------------------------------------
/** \struct IntFace_MDL7
* \brief Internal data structure to temporarily represent a face
*/
struct IntFace_MDL7 {
// provide a constructor for our own convenience
IntFace_MDL7() AI_NO_EXCEPT {
::memset( mIndices, 0, sizeof(uint32_t) *3);
::memset( iMatIndex, 0, sizeof( unsigned int) *2);
}
//! Vertex indices
uint32_t mIndices[3];
//! Material index (maximally two channels, which are joined later)
unsigned int iMatIndex[2];
};
// -------------------------------------------------------------------------------------
/** \struct IntMaterial_MDL7
* \brief Internal data structure to temporarily represent a material
* which has been created from two single materials along with the
* original material indices.
*/
struct IntMaterial_MDL7 {
// provide a constructor for our own convenience
IntMaterial_MDL7() AI_NO_EXCEPT
: pcMat( nullptr ) {
::memset( iOldMatIndices, 0, sizeof(unsigned int) *2);
}
//! Material instance
aiMaterial* pcMat;
//! Old material indices
unsigned int iOldMatIndices[2];
};
// -------------------------------------------------------------------------------------
/** \struct IntBone_MDL7
* \brief Internal data structure to represent a bone in a MDL7 file with
* all of its animation channels assigned to it.
*/
struct IntBone_MDL7 : aiBone
{
//! Default constructor
IntBone_MDL7() AI_NO_EXCEPT : iParent (0xffff)
{
pkeyPositions.reserve(30);
pkeyScalings.reserve(30);
pkeyRotations.reserve(30);
}
//! Parent bone of the bone
uint64_t iParent;
//! Relative position of the bone
aiVector3D vPosition;
//! Array of position keys
std::vector<aiVectorKey> pkeyPositions;
//! Array of scaling keys
std::vector<aiVectorKey> pkeyScalings;
//! Array of rotation keys
std::vector<aiQuatKey> pkeyRotations;
};
// -------------------------------------------------------------------------------------
//! Describes a MDL7 frame
struct IntFrameInfo_MDL7
{
//! Construction from an existing frame header
IntFrameInfo_MDL7(BE_NCONST MDL::Frame_MDL7* _pcFrame,unsigned int _iIndex)
: iIndex(_iIndex)
, pcFrame(_pcFrame)
{}
//! Index of the frame
unsigned int iIndex;
//! Points to the header of the frame
BE_NCONST MDL::Frame_MDL7* pcFrame;
};
// -------------------------------------------------------------------------------------
//! Describes a MDL7 mesh group
struct IntGroupInfo_MDL7
{
//! Default constructor
IntGroupInfo_MDL7() AI_NO_EXCEPT
: iIndex(0)
, pcGroup(nullptr)
, pcGroupUVs(nullptr)
, pcGroupTris(nullptr)
, pcGroupVerts(nullptr)
{}
//! Construction from an existing group header
IntGroupInfo_MDL7(BE_NCONST MDL::Group_MDL7* _pcGroup, unsigned int _iIndex)
: iIndex(_iIndex)
, pcGroup(_pcGroup)
, pcGroupUVs()
, pcGroupTris()
, pcGroupVerts()
{}
//! Index of the group
unsigned int iIndex;
//! Points to the header of the group
BE_NCONST MDL::Group_MDL7* pcGroup;
//! Points to the beginning of the uv coordinate section
BE_NCONST MDL::TexCoord_MDL7* pcGroupUVs;
//! Points to the beginning of the triangle section
MDL::Triangle_MDL7* pcGroupTris;
//! Points to the beginning of the vertex section
BE_NCONST MDL::Vertex_MDL7* pcGroupVerts;
};
// -------------------------------------------------------------------------------------
//! Holds the data that belongs to a MDL7 mesh group
struct IntGroupData_MDL7
{
IntGroupData_MDL7() AI_NO_EXCEPT
: bNeed2UV(false)
{}
//! Array of faces that belong to the group
std::vector<MDL::IntFace_MDL7> pcFaces;
//! Array of vertex positions
std::vector<aiVector3D> vPositions;
//! Array of vertex normals
std::vector<aiVector3D> vNormals;
//! Array of bones indices
std::vector<unsigned int> aiBones;
//! First UV coordinate set
std::vector<aiVector3D> vTextureCoords1;
//! Optional second UV coordinate set
std::vector<aiVector3D> vTextureCoords2;
//! Specifies whether there are two texture
//! coordinate sets required
bool bNeed2UV;
};
// -------------------------------------------------------------------------------------
//! Holds data from an MDL7 file that is shared by all mesh groups
struct IntSharedData_MDL7 {
//! Default constructor
IntSharedData_MDL7() AI_NO_EXCEPT
: apcOutBones(),
iNum()
{
abNeedMaterials.reserve(10);
}
//! Destruction: properly delete all allocated resources
~IntSharedData_MDL7()
{
// kill all bones
if (this->apcOutBones)
{
for (unsigned int m = 0; m < iNum;++m)
delete this->apcOutBones[m];
delete[] this->apcOutBones;
}
}
//! Specifies which materials are used
std::vector<bool> abNeedMaterials;
//! List of all materials
std::vector<aiMaterial*> pcMats;
//! List of all bones
IntBone_MDL7** apcOutBones;
//! number of bones
unsigned int iNum;
};
// -------------------------------------------------------------------------------------
//! Contains input data for GenerateOutputMeshes_3DGS_MDL7
struct IntSplitGroupData_MDL7
{
//! Construction from a given shared data set
IntSplitGroupData_MDL7(IntSharedData_MDL7& _shared,
std::vector<aiMesh*>& _avOutList)
: aiSplit(), shared(_shared), avOutList(_avOutList)
{
}
//! Destruction: properly delete all allocated resources
~IntSplitGroupData_MDL7()
{
// kill all face lists
if(this->aiSplit)
{
for (unsigned int m = 0; m < shared.pcMats.size();++m)
delete this->aiSplit[m];
delete[] this->aiSplit;
}
}
//! Contains a list of all faces per material
std::vector<unsigned int>** aiSplit;
//! Shared data for all groups of the model
IntSharedData_MDL7& shared;
//! List of meshes
std::vector<aiMesh*>& avOutList;
};
}
} // end namespaces
#endif // !! AI_MDLFILEHELPER_H_INC

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thirdparty/assimp/code/MDL/MDLLoader.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.
----------------------------------------------------------------------
*/
/** @file MDLLoader.h
* @brief Declaration of the loader for MDL files
*/
#ifndef AI_MDLLOADER_H_INCLUDED
#define AI_MDLLOADER_H_INCLUDED
#include <assimp/BaseImporter.h>
#include "MDLFileData.h"
#include "HMP/HalfLifeFileData.h"
struct aiNode;
struct aiTexture;
namespace Assimp {
using namespace MDL;
// --------------------------------------------------------------------------------------
// Include file/line information in debug builds
#ifdef ASSIMP_BUILD_DEBUG
# define VALIDATE_FILE_SIZE(msg) SizeCheck(msg,__FILE__,__LINE__)
#else
# define VALIDATE_FILE_SIZE(msg) SizeCheck(msg)
#endif
// --------------------------------------------------------------------------------------
/** @brief Class to load MDL files.
*
* Several subformats exist:
* <ul>
* <li>Quake I</li>
* <li>3D Game Studio MDL3, MDL4</li>
* <li>3D Game Studio MDL5</li>
* <li>3D Game Studio MDL7</li>
* <li>Halflife 2</li>
* </ul>
* These formats are partially identical and it would be possible to load
* them all with a single 1000-line function-beast. However, it has been
* split into several code paths to make the code easier to read and maintain.
*/
class MDLImporter : public BaseImporter
{
public:
MDLImporter();
~MDLImporter();
// -------------------------------------------------------------------
/** 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);
// -------------------------------------------------------------------
/** Import a quake 1 MDL file (IDPO)
*/
void InternReadFile_Quake1( );
// -------------------------------------------------------------------
/** Import a GameStudio A4/A5 file (MDL 3,4,5)
*/
void InternReadFile_3DGS_MDL345( );
// -------------------------------------------------------------------
/** Import a GameStudio A7 file (MDL 7)
*/
void InternReadFile_3DGS_MDL7( );
// -------------------------------------------------------------------
/** Import a CS:S/HL2 MDL file (not fully implemented)
*/
void InternReadFile_HL2( );
// -------------------------------------------------------------------
/** Check whether a given position is inside the valid range
* Throw a DeadlyImportError if it is not
* \param szPos Cursor position
* \param szFile Name of the source file from which the function was called
* \param iLine Source code line from which the function was called
*/
void SizeCheck(const void* szPos);
void SizeCheck(const void* szPos, const char* szFile, unsigned int iLine);
// -------------------------------------------------------------------
/** Validate the header data structure of a game studio MDL7 file
* \param pcHeader Input header to be validated
*/
void ValidateHeader_3DGS_MDL7(const MDL::Header_MDL7* pcHeader);
// -------------------------------------------------------------------
/** Validate the header data structure of a Quake 1 model
* \param pcHeader Input header to be validated
*/
void ValidateHeader_Quake1(const MDL::Header* pcHeader);
// -------------------------------------------------------------------
/** Try to load a palette from the current directory (colormap.lmp)
* If it is not found the default palette of Quake1 is returned
*/
void SearchPalette(const unsigned char** pszColorMap);
// -------------------------------------------------------------------
/** Free a palette created with a previous call to SearchPalette()
*/
void FreePalette(const unsigned char* pszColorMap);
// -------------------------------------------------------------------
/** Load a palletized texture from the file and convert it to 32bpp
*/
void CreateTextureARGB8_3DGS_MDL3(const unsigned char* szData);
// -------------------------------------------------------------------
/** Used to load textures from MDL3/4
* \param szData Input data
* \param iType Color data type
* \param piSkip Receive: Size to skip, in bytes
*/
void CreateTexture_3DGS_MDL4(const unsigned char* szData,
unsigned int iType,
unsigned int* piSkip);
// -------------------------------------------------------------------
/** Used to load textures from MDL5
* \param szData Input data
* \param iType Color data type
* \param piSkip Receive: Size to skip, in bytes
*/
void CreateTexture_3DGS_MDL5(const unsigned char* szData,
unsigned int iType,
unsigned int* piSkip);
// -------------------------------------------------------------------
/** Checks whether a texture can be replaced with a single color
* This is useful for all file formats before MDL7 (all those
* that are not containing material colors separate from textures).
* MED seems to write dummy 8x8 monochrome images instead.
* \param pcTexture Input texture
* \return aiColor.r is set to qnan if the function fails and no
* color can be found.
*/
aiColor4D ReplaceTextureWithColor(const aiTexture* pcTexture);
// -------------------------------------------------------------------
/** Converts the absolute texture coordinates in MDL5 files to
* relative in a range between 0 and 1
*/
void CalculateUVCoordinates_MDL5();
// -------------------------------------------------------------------
/** Read an UV coordinate from the file. If the file format is not
* MDL5, the function calculates relative texture coordinates
* \param vOut Receives the output UV coord
* \param pcSrc UV coordinate buffer
* \param UV coordinate index
*/
void ImportUVCoordinate_3DGS_MDL345( aiVector3D& vOut,
const MDL::TexCoord_MDL3* pcSrc,
unsigned int iIndex);
// -------------------------------------------------------------------
/** Setup the material properties for Quake and MDL<7 models.
* These formats don't support more than one material per mesh,
* therefore the method processes only ONE skin and removes
* all others.
*/
void SetupMaterialProperties_3DGS_MDL5_Quake1( );
// -------------------------------------------------------------------
/** Parse a skin lump in a MDL7/HMP7 file with all of its features
* variant 1: Current cursor position is the beginning of the skin header
* \param szCurrent Current data pointer
* \param szCurrentOut Output data pointer
* \param pcMats Material list for this group. To be filled ...
*/
void ParseSkinLump_3DGS_MDL7(
const unsigned char* szCurrent,
const unsigned char** szCurrentOut,
std::vector<aiMaterial*>& pcMats);
// -------------------------------------------------------------------
/** Parse a skin lump in a MDL7/HMP7 file with all of its features
* variant 2: Current cursor position is the beginning of the skin data
* \param szCurrent Current data pointer
* \param szCurrentOut Output data pointer
* \param pcMatOut Output material
* \param iType header.typ
* \param iWidth header.width
* \param iHeight header.height
*/
void ParseSkinLump_3DGS_MDL7(
const unsigned char* szCurrent,
const unsigned char** szCurrentOut,
aiMaterial* pcMatOut,
unsigned int iType,
unsigned int iWidth,
unsigned int iHeight);
// -------------------------------------------------------------------
/** Skip a skin lump in a MDL7/HMP7 file
* \param szCurrent Current data pointer
* \param szCurrentOut Output data pointer. Points to the byte just
* behind the last byte of the skin.
* \param iType header.typ
* \param iWidth header.width
* \param iHeight header.height
*/
void SkipSkinLump_3DGS_MDL7(const unsigned char* szCurrent,
const unsigned char** szCurrentOut,
unsigned int iType,
unsigned int iWidth,
unsigned int iHeight);
// -------------------------------------------------------------------
/** Parse texture color data for MDL5, MDL6 and MDL7 formats
* \param szData Current data pointer
* \param iType type of the texture data. No DDS or external
* \param piSkip Receive the number of bytes to skip
* \param pcNew Must point to fully initialized data. Width and
* height must be set. If pcNew->pcData is set to UINT_MAX,
* piSkip will receive the size of the texture, in bytes, but no
* color data will be read.
*/
void ParseTextureColorData(const unsigned char* szData,
unsigned int iType,
unsigned int* piSkip,
aiTexture* pcNew);
// -------------------------------------------------------------------
/** Join two materials / skins. Setup UV source ... etc
* \param pcMat1 First input material
* \param pcMat2 Second input material
* \param pcMatOut Output material instance to be filled. Must be empty
*/
void JoinSkins_3DGS_MDL7(aiMaterial* pcMat1,
aiMaterial* pcMat2,
aiMaterial* pcMatOut);
// -------------------------------------------------------------------
/** Add a bone transformation key to an animation
* \param iTrafo Index of the transformation (always==frame index?)
* No need to validate this index, it is always valid.
* \param pcBoneTransforms Bone transformation for this index
* \param apcOutBones Output bones array
*/
void AddAnimationBoneTrafoKey_3DGS_MDL7(unsigned int iTrafo,
const MDL::BoneTransform_MDL7* pcBoneTransforms,
MDL::IntBone_MDL7** apcBonesOut);
// -------------------------------------------------------------------
/** Load the bone list of a MDL7 file
* \return If the bones could be loaded successfully, a valid
* array containing pointers to a temporary bone
* representation. NULL if the bones could not be loaded.
*/
MDL::IntBone_MDL7** LoadBones_3DGS_MDL7();
// -------------------------------------------------------------------
/** Load bone transformation keyframes from a file chunk
* \param groupInfo -> doc of data structure
* \param frame -> doc of data structure
* \param shared -> doc of data structure
*/
void ParseBoneTrafoKeys_3DGS_MDL7(
const MDL::IntGroupInfo_MDL7& groupInfo,
IntFrameInfo_MDL7& frame,
MDL::IntSharedData_MDL7& shared);
// -------------------------------------------------------------------
/** Calculate absolute bone animation matrices for each bone
* \param apcOutBones Output bones array
*/
void CalcAbsBoneMatrices_3DGS_MDL7(MDL::IntBone_MDL7** apcOutBones);
// -------------------------------------------------------------------
/** Add all bones to the nodegraph (as children of the root node)
* \param apcBonesOut List of bones
* \param pcParent Parent node. New nodes will be added to this node
* \param iParentIndex Index of the parent bone
*/
void AddBonesToNodeGraph_3DGS_MDL7(const MDL::IntBone_MDL7** apcBonesOut,
aiNode* pcParent,uint16_t iParentIndex);
// -------------------------------------------------------------------
/** Build output animations
* \param apcBonesOut List of bones
*/
void BuildOutputAnims_3DGS_MDL7(const MDL::IntBone_MDL7** apcBonesOut);
// -------------------------------------------------------------------
/** Handles materials that are just referencing another material
* There is no test file for this feature, but Conitec's doc
* say it is used.
*/
void HandleMaterialReferences_3DGS_MDL7();
// -------------------------------------------------------------------
/** Copies only the material that are referenced by at least one
* mesh to the final output material list. All other materials
* will be discarded.
* \param shared -> doc of data structure
*/
void CopyMaterials_3DGS_MDL7(MDL::IntSharedData_MDL7 &shared);
// -------------------------------------------------------------------
/** Process the frame section at the end of a group
* \param groupInfo -> doc of data structure
* \param shared -> doc of data structure
* \param szCurrent Pointer to the start of the frame section
* \param szCurrentOut Receives a pointer to the first byte of the
* next data section.
* \return false to read no further groups (a small workaround for
* some tiny and unsolved problems ... )
*/
bool ProcessFrames_3DGS_MDL7(const MDL::IntGroupInfo_MDL7& groupInfo,
MDL::IntGroupData_MDL7& groupData,
MDL::IntSharedData_MDL7& shared,
const unsigned char* szCurrent,
const unsigned char** szCurrentOut);
// -------------------------------------------------------------------
/** Sort all faces by their materials. If the mesh is using
* multiple materials per face (that are blended together) the function
* might create new materials.
* \param groupInfo -> doc of data structure
* \param groupData -> doc of data structure
* \param splitGroupData -> doc of data structure
*/
void SortByMaterials_3DGS_MDL7(
const MDL::IntGroupInfo_MDL7& groupInfo,
MDL::IntGroupData_MDL7& groupData,
MDL::IntSplitGroupData_MDL7& splitGroupData);
// -------------------------------------------------------------------
/** Read all faces and vertices from a MDL7 group. The function fills
* preallocated memory buffers.
* \param groupInfo -> doc of data structure
* \param groupData -> doc of data structure
*/
void ReadFaces_3DGS_MDL7(const MDL::IntGroupInfo_MDL7& groupInfo,
MDL::IntGroupData_MDL7& groupData);
// -------------------------------------------------------------------
/** Generate the final output meshes for a7 models
* \param groupData -> doc of data structure
* \param splitGroupData -> doc of data structure
*/
void GenerateOutputMeshes_3DGS_MDL7(
MDL::IntGroupData_MDL7& groupData,
MDL::IntSplitGroupData_MDL7& splitGroupData);
protected:
/** Configuration option: frame to be loaded */
unsigned int configFrameID;
/** Configuration option: palette to be used to decode palletized images*/
std::string configPalette;
/** Buffer to hold the loaded file */
unsigned char* mBuffer;
/** For GameStudio MDL files: The number in the magic word, either 3,4 or 5
* (MDL7 doesn't need this, the format has a separate loader) */
unsigned int iGSFileVersion;
/** Output I/O handler. used to load external lmp files */
IOSystem* pIOHandler;
/** Output scene to be filled */
aiScene* pScene;
/** Size of the input file in bytes */
unsigned int iFileSize;
};
} // end of namespace Assimp
#endif // AI_3DSIMPORTER_H_INC

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@@ -0,0 +1,840 @@
/*
---------------------------------------------------------------------------
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 Implementation of the material part of the MDL importer class */
#ifndef ASSIMP_BUILD_NO_MDL_IMPORTER
// internal headers
#include "MDLLoader.h"
#include "MDLDefaultColorMap.h"
#include <assimp/StringUtils.h>
#include <assimp/texture.h>
#include <assimp/IOSystem.hpp>
#include <assimp/DefaultLogger.hpp>
#include <assimp/scene.h>
#include <assimp/Defines.h>
#include <assimp/qnan.h>
#include <memory>
using namespace Assimp;
static aiTexel* const bad_texel = reinterpret_cast<aiTexel*>(SIZE_MAX);
// ------------------------------------------------------------------------------------------------
// Find a suitable palette file or take the default one
void MDLImporter::SearchPalette(const unsigned char** pszColorMap)
{
// now try to find the color map in the current directory
IOStream* pcStream = pIOHandler->Open(configPalette,"rb");
const unsigned char* szColorMap = (const unsigned char*)::g_aclrDefaultColorMap;
if(pcStream)
{
if (pcStream->FileSize() >= 768)
{
size_t len = 256 * 3;
unsigned char* colorMap = new unsigned char[len];
szColorMap = colorMap;
pcStream->Read(colorMap, len,1);
ASSIMP_LOG_INFO("Found valid colormap.lmp in directory. "
"It will be used to decode embedded textures in palletized formats.");
}
delete pcStream;
pcStream = NULL;
}
*pszColorMap = szColorMap;
}
// ------------------------------------------------------------------------------------------------
// Free the palette again
void MDLImporter::FreePalette(const unsigned char* szColorMap)
{
if (szColorMap != (const unsigned char*)::g_aclrDefaultColorMap)
delete[] szColorMap;
}
// ------------------------------------------------------------------------------------------------
// Check whether we can replace a texture with a single color
aiColor4D MDLImporter::ReplaceTextureWithColor(const aiTexture* pcTexture)
{
ai_assert(NULL != pcTexture);
aiColor4D clrOut;
clrOut.r = get_qnan();
if (!pcTexture->mHeight || !pcTexture->mWidth)
return clrOut;
const unsigned int iNumPixels = pcTexture->mHeight*pcTexture->mWidth;
const aiTexel* pcTexel = pcTexture->pcData+1;
const aiTexel* const pcTexelEnd = &pcTexture->pcData[iNumPixels];
while (pcTexel != pcTexelEnd)
{
if (*pcTexel != *(pcTexel-1))
{
pcTexel = NULL;
break;
}
++pcTexel;
}
if (pcTexel)
{
clrOut.r = pcTexture->pcData->r / 255.0f;
clrOut.g = pcTexture->pcData->g / 255.0f;
clrOut.b = pcTexture->pcData->b / 255.0f;
clrOut.a = pcTexture->pcData->a / 255.0f;
}
return clrOut;
}
// ------------------------------------------------------------------------------------------------
// Read a texture from a MDL3 file
void MDLImporter::CreateTextureARGB8_3DGS_MDL3(const unsigned char* szData)
{
const MDL::Header *pcHeader = (const MDL::Header*)mBuffer; //the endianness is already corrected in the InternReadFile_3DGS_MDL345 function
VALIDATE_FILE_SIZE(szData + pcHeader->skinwidth *
pcHeader->skinheight);
// allocate a new texture object
aiTexture* pcNew = new aiTexture();
pcNew->mWidth = pcHeader->skinwidth;
pcNew->mHeight = pcHeader->skinheight;
pcNew->pcData = new aiTexel[pcNew->mWidth * pcNew->mHeight];
const unsigned char* szColorMap;
this->SearchPalette(&szColorMap);
// copy texture data
for (unsigned int i = 0; i < pcNew->mWidth*pcNew->mHeight;++i)
{
const unsigned char val = szData[i];
const unsigned char* sz = &szColorMap[val*3];
pcNew->pcData[i].a = 0xFF;
pcNew->pcData[i].r = *sz++;
pcNew->pcData[i].g = *sz++;
pcNew->pcData[i].b = *sz;
}
FreePalette(szColorMap);
// store the texture
aiTexture** pc = this->pScene->mTextures;
this->pScene->mTextures = new aiTexture*[pScene->mNumTextures+1];
for (unsigned int i = 0; i <pScene->mNumTextures;++i)
pScene->mTextures[i] = pc[i];
pScene->mTextures[this->pScene->mNumTextures] = pcNew;
pScene->mNumTextures++;
delete[] pc;
return;
}
// ------------------------------------------------------------------------------------------------
// Read a texture from a MDL4 file
void MDLImporter::CreateTexture_3DGS_MDL4(const unsigned char* szData,
unsigned int iType,
unsigned int* piSkip)
{
ai_assert(NULL != piSkip);
const MDL::Header *pcHeader = (const MDL::Header*)mBuffer; //the endianness is already corrected in the InternReadFile_3DGS_MDL345 function
if (iType == 1 || iType > 3)
{
ASSIMP_LOG_ERROR("Unsupported texture file format");
return;
}
const bool bNoRead = *piSkip == UINT_MAX;
// allocate a new texture object
aiTexture* pcNew = new aiTexture();
pcNew->mWidth = pcHeader->skinwidth;
pcNew->mHeight = pcHeader->skinheight;
if (bNoRead)pcNew->pcData = bad_texel;
ParseTextureColorData(szData,iType,piSkip,pcNew);
// store the texture
if (!bNoRead)
{
if (!this->pScene->mNumTextures)
{
pScene->mNumTextures = 1;
pScene->mTextures = new aiTexture*[1];
pScene->mTextures[0] = pcNew;
}
else
{
aiTexture** pc = pScene->mTextures;
pScene->mTextures = new aiTexture*[pScene->mNumTextures+1];
for (unsigned int i = 0; i < this->pScene->mNumTextures;++i)
pScene->mTextures[i] = pc[i];
pScene->mTextures[pScene->mNumTextures] = pcNew;
pScene->mNumTextures++;
delete[] pc;
}
}
else {
pcNew->pcData = NULL;
delete pcNew;
}
return;
}
// ------------------------------------------------------------------------------------------------
// Load color data of a texture and convert it to our output format
void MDLImporter::ParseTextureColorData(const unsigned char* szData,
unsigned int iType,
unsigned int* piSkip,
aiTexture* pcNew)
{
const bool do_read = bad_texel != pcNew->pcData;
// allocate storage for the texture image
if (do_read) {
pcNew->pcData = new aiTexel[pcNew->mWidth * pcNew->mHeight];
}
// R5G6B5 format (with or without MIPs)
// ****************************************************************
if (2 == iType || 10 == iType)
{
VALIDATE_FILE_SIZE(szData + pcNew->mWidth*pcNew->mHeight*2);
// copy texture data
unsigned int i;
if (do_read)
{
for (i = 0; i < pcNew->mWidth*pcNew->mHeight;++i)
{
MDL::RGB565 val = ((MDL::RGB565*)szData)[i];
AI_SWAP2(val);
pcNew->pcData[i].a = 0xFF;
pcNew->pcData[i].r = (unsigned char)val.b << 3;
pcNew->pcData[i].g = (unsigned char)val.g << 2;
pcNew->pcData[i].b = (unsigned char)val.r << 3;
}
}
else i = pcNew->mWidth*pcNew->mHeight;
*piSkip = i * 2;
// apply MIP maps
if (10 == iType)
{
*piSkip += ((i >> 2) + (i >> 4) + (i >> 6)) << 1;
VALIDATE_FILE_SIZE(szData + *piSkip);
}
}
// ARGB4 format (with or without MIPs)
// ****************************************************************
else if (3 == iType || 11 == iType)
{
VALIDATE_FILE_SIZE(szData + pcNew->mWidth*pcNew->mHeight*4);
// copy texture data
unsigned int i;
if (do_read)
{
for (i = 0; i < pcNew->mWidth*pcNew->mHeight;++i)
{
MDL::ARGB4 val = ((MDL::ARGB4*)szData)[i];
AI_SWAP2(val);
pcNew->pcData[i].a = (unsigned char)val.a << 4;
pcNew->pcData[i].r = (unsigned char)val.r << 4;
pcNew->pcData[i].g = (unsigned char)val.g << 4;
pcNew->pcData[i].b = (unsigned char)val.b << 4;
}
}
else i = pcNew->mWidth*pcNew->mHeight;
*piSkip = i * 2;
// apply MIP maps
if (11 == iType)
{
*piSkip += ((i >> 2) + (i >> 4) + (i >> 6)) << 1;
VALIDATE_FILE_SIZE(szData + *piSkip);
}
}
// RGB8 format (with or without MIPs)
// ****************************************************************
else if (4 == iType || 12 == iType)
{
VALIDATE_FILE_SIZE(szData + pcNew->mWidth*pcNew->mHeight*3);
// copy texture data
unsigned int i;
if (do_read)
{
for (i = 0; i < pcNew->mWidth*pcNew->mHeight;++i)
{
const unsigned char* _szData = &szData[i*3];
pcNew->pcData[i].a = 0xFF;
pcNew->pcData[i].b = *_szData++;
pcNew->pcData[i].g = *_szData++;
pcNew->pcData[i].r = *_szData;
}
}
else i = pcNew->mWidth*pcNew->mHeight;
// apply MIP maps
*piSkip = i * 3;
if (12 == iType)
{
*piSkip += ((i >> 2) + (i >> 4) + (i >> 6)) *3;
VALIDATE_FILE_SIZE(szData + *piSkip);
}
}
// ARGB8 format (with ir without MIPs)
// ****************************************************************
else if (5 == iType || 13 == iType)
{
VALIDATE_FILE_SIZE(szData + pcNew->mWidth*pcNew->mHeight*4);
// copy texture data
unsigned int i;
if (do_read)
{
for (i = 0; i < pcNew->mWidth*pcNew->mHeight;++i)
{
const unsigned char* _szData = &szData[i*4];
pcNew->pcData[i].b = *_szData++;
pcNew->pcData[i].g = *_szData++;
pcNew->pcData[i].r = *_szData++;
pcNew->pcData[i].a = *_szData;
}
}
else i = pcNew->mWidth*pcNew->mHeight;
// apply MIP maps
*piSkip = i << 2;
if (13 == iType)
{
*piSkip += ((i >> 2) + (i >> 4) + (i >> 6)) << 2;
}
}
// palletized 8 bit texture. As for Quake 1
// ****************************************************************
else if (0 == iType)
{
VALIDATE_FILE_SIZE(szData + pcNew->mWidth*pcNew->mHeight);
// copy texture data
unsigned int i;
if (do_read)
{
const unsigned char* szColorMap;
SearchPalette(&szColorMap);
for (i = 0; i < pcNew->mWidth*pcNew->mHeight;++i)
{
const unsigned char val = szData[i];
const unsigned char* sz = &szColorMap[val*3];
pcNew->pcData[i].a = 0xFF;
pcNew->pcData[i].r = *sz++;
pcNew->pcData[i].g = *sz++;
pcNew->pcData[i].b = *sz;
}
this->FreePalette(szColorMap);
}
else i = pcNew->mWidth*pcNew->mHeight;
*piSkip = i;
// FIXME: Also support for MIP maps?
}
}
// ------------------------------------------------------------------------------------------------
// Get a texture from a MDL5 file
void MDLImporter::CreateTexture_3DGS_MDL5(const unsigned char* szData,
unsigned int iType,
unsigned int* piSkip)
{
ai_assert(NULL != piSkip);
bool bNoRead = *piSkip == UINT_MAX;
// allocate a new texture object
aiTexture* pcNew = new aiTexture();
VALIDATE_FILE_SIZE(szData+8);
// first read the size of the texture
pcNew->mWidth = *((uint32_t*)szData);
AI_SWAP4(pcNew->mWidth);
szData += sizeof(uint32_t);
pcNew->mHeight = *((uint32_t*)szData);
AI_SWAP4(pcNew->mHeight);
szData += sizeof(uint32_t);
if (bNoRead) {
pcNew->pcData = bad_texel;
}
// this should not occur - at least the docs say it shouldn't.
// however, one can easily try out what MED does if you have
// a model with a DDS texture and export it to MDL5 ...
// yeah, it embedds the DDS file.
if (6 == iType)
{
// this is a compressed texture in DDS format
*piSkip = pcNew->mWidth;
VALIDATE_FILE_SIZE(szData + *piSkip);
if (!bNoRead)
{
// place a hint and let the application know that this is a DDS file
pcNew->mHeight = 0;
pcNew->achFormatHint[0] = 'd';
pcNew->achFormatHint[1] = 'd';
pcNew->achFormatHint[2] = 's';
pcNew->achFormatHint[3] = '\0';
pcNew->pcData = (aiTexel*) new unsigned char[pcNew->mWidth];
::memcpy(pcNew->pcData,szData,pcNew->mWidth);
}
}
else
{
// parse the color data of the texture
ParseTextureColorData(szData,iType,piSkip,pcNew);
}
*piSkip += sizeof(uint32_t) * 2;
if (!bNoRead)
{
// store the texture
if (!this->pScene->mNumTextures)
{
pScene->mNumTextures = 1;
pScene->mTextures = new aiTexture*[1];
pScene->mTextures[0] = pcNew;
}
else
{
aiTexture** pc = pScene->mTextures;
pScene->mTextures = new aiTexture*[pScene->mNumTextures+1];
for (unsigned int i = 0; i < pScene->mNumTextures;++i)
this->pScene->mTextures[i] = pc[i];
pScene->mTextures[pScene->mNumTextures] = pcNew;
pScene->mNumTextures++;
delete[] pc;
}
}
else {
pcNew->pcData = NULL;
delete pcNew;
}
return;
}
// ------------------------------------------------------------------------------------------------
// Get a skin from a MDL7 file - more complex than all other subformats
void MDLImporter::ParseSkinLump_3DGS_MDL7(
const unsigned char* szCurrent,
const unsigned char** szCurrentOut,
aiMaterial* pcMatOut,
unsigned int iType,
unsigned int iWidth,
unsigned int iHeight)
{
std::unique_ptr<aiTexture> pcNew;
// get the type of the skin
unsigned int iMasked = (unsigned int)(iType & 0xF);
if (0x1 == iMasked)
{
// ***** REFERENCE TO ANOTHER SKIN INDEX *****
int referrer = (int)iWidth;
pcMatOut->AddProperty<int>(&referrer,1,AI_MDL7_REFERRER_MATERIAL);
}
else if (0x6 == iMasked)
{
// ***** EMBEDDED DDS FILE *****
if (1 != iHeight)
{
ASSIMP_LOG_WARN("Found a reference to an embedded DDS texture, "
"but texture height is not equal to 1, which is not supported by MED");
}
pcNew.reset(new aiTexture());
pcNew->mHeight = 0;
pcNew->mWidth = iWidth;
// place a proper format hint
pcNew->achFormatHint[0] = 'd';
pcNew->achFormatHint[1] = 'd';
pcNew->achFormatHint[2] = 's';
pcNew->achFormatHint[3] = '\0';
pcNew->pcData = (aiTexel*) new unsigned char[pcNew->mWidth];
memcpy(pcNew->pcData,szCurrent,pcNew->mWidth);
szCurrent += iWidth;
}
else if (0x7 == iMasked)
{
// ***** REFERENCE TO EXTERNAL FILE *****
if (1 != iHeight)
{
ASSIMP_LOG_WARN("Found a reference to an external texture, "
"but texture height is not equal to 1, which is not supported by MED");
}
aiString szFile;
const size_t iLen = strlen((const char*)szCurrent);
size_t iLen2 = iLen+1;
iLen2 = iLen2 > MAXLEN ? MAXLEN : iLen2;
memcpy(szFile.data,(const char*)szCurrent,iLen2);
szFile.length = iLen;
szCurrent += iLen2;
// place this as diffuse texture
pcMatOut->AddProperty(&szFile,AI_MATKEY_TEXTURE_DIFFUSE(0));
}
else if (iMasked || !iType || (iType && iWidth && iHeight))
{
pcNew.reset(new aiTexture());
if (!iHeight || !iWidth)
{
ASSIMP_LOG_WARN("Found embedded texture, but its width "
"an height are both 0. Is this a joke?");
// generate an empty chess pattern
pcNew->mWidth = pcNew->mHeight = 8;
pcNew->pcData = new aiTexel[64];
for (unsigned int x = 0; x < 8;++x)
{
for (unsigned int y = 0; y < 8;++y)
{
const bool bSet = ((0 == x % 2 && 0 != y % 2) ||
(0 != x % 2 && 0 == y % 2));
aiTexel* pc = &pcNew->pcData[y * 8 + x];
pc->r = pc->b = pc->g = (bSet?0xFF:0);
pc->a = 0xFF;
}
}
}
else
{
// it is a standard color texture. Fill in width and height
// and call the same function we used for loading MDL5 files
pcNew->mWidth = iWidth;
pcNew->mHeight = iHeight;
unsigned int iSkip = 0;
ParseTextureColorData(szCurrent,iMasked,&iSkip,pcNew.get());
// skip length of texture data
szCurrent += iSkip;
}
}
// sometimes there are MDL7 files which have a monochrome
// texture instead of material colors ... posssible they have
// been converted to MDL7 from other formats, such as MDL5
aiColor4D clrTexture;
if (pcNew)clrTexture = ReplaceTextureWithColor(pcNew.get());
else clrTexture.r = get_qnan();
// check whether a material definition is contained in the skin
if (iType & AI_MDL7_SKINTYPE_MATERIAL)
{
BE_NCONST MDL::Material_MDL7* pcMatIn = (BE_NCONST MDL::Material_MDL7*)szCurrent;
szCurrent = (unsigned char*)(pcMatIn+1);
VALIDATE_FILE_SIZE(szCurrent);
aiColor3D clrTemp;
#define COLOR_MULTIPLY_RGB() \
if (is_not_qnan(clrTexture.r)) \
{ \
clrTemp.r *= clrTexture.r; \
clrTemp.g *= clrTexture.g; \
clrTemp.b *= clrTexture.b; \
}
// read diffuse color
clrTemp.r = pcMatIn->Diffuse.r;
AI_SWAP4(clrTemp.r);
clrTemp.g = pcMatIn->Diffuse.g;
AI_SWAP4(clrTemp.g);
clrTemp.b = pcMatIn->Diffuse.b;
AI_SWAP4(clrTemp.b);
COLOR_MULTIPLY_RGB();
pcMatOut->AddProperty<aiColor3D>(&clrTemp,1,AI_MATKEY_COLOR_DIFFUSE);
// read specular color
clrTemp.r = pcMatIn->Specular.r;
AI_SWAP4(clrTemp.r);
clrTemp.g = pcMatIn->Specular.g;
AI_SWAP4(clrTemp.g);
clrTemp.b = pcMatIn->Specular.b;
AI_SWAP4(clrTemp.b);
COLOR_MULTIPLY_RGB();
pcMatOut->AddProperty<aiColor3D>(&clrTemp,1,AI_MATKEY_COLOR_SPECULAR);
// read ambient color
clrTemp.r = pcMatIn->Ambient.r;
AI_SWAP4(clrTemp.r);
clrTemp.g = pcMatIn->Ambient.g;
AI_SWAP4(clrTemp.g);
clrTemp.b = pcMatIn->Ambient.b;
AI_SWAP4(clrTemp.b);
COLOR_MULTIPLY_RGB();
pcMatOut->AddProperty<aiColor3D>(&clrTemp,1,AI_MATKEY_COLOR_AMBIENT);
// read emissive color
clrTemp.r = pcMatIn->Emissive.r;
AI_SWAP4(clrTemp.r);
clrTemp.g = pcMatIn->Emissive.g;
AI_SWAP4(clrTemp.g);
clrTemp.b = pcMatIn->Emissive.b;
AI_SWAP4(clrTemp.b);
pcMatOut->AddProperty<aiColor3D>(&clrTemp,1,AI_MATKEY_COLOR_EMISSIVE);
#undef COLOR_MULITPLY_RGB
// FIX: Take the opacity from the ambient color.
// The doc say something else, but it is fact that MED exports the
// opacity like this .... oh well.
clrTemp.r = pcMatIn->Ambient.a;
AI_SWAP4(clrTemp.r);
if (is_not_qnan(clrTexture.r)) {
clrTemp.r *= clrTexture.a;
}
pcMatOut->AddProperty<ai_real>(&clrTemp.r,1,AI_MATKEY_OPACITY);
// read phong power
int iShadingMode = (int)aiShadingMode_Gouraud;
AI_SWAP4(pcMatIn->Power);
if (0.0f != pcMatIn->Power)
{
iShadingMode = (int)aiShadingMode_Phong;
// pcMatIn is packed, we can't form pointers to its members
float power = pcMatIn->Power;
pcMatOut->AddProperty<float>(&power,1,AI_MATKEY_SHININESS);
}
pcMatOut->AddProperty<int>(&iShadingMode,1,AI_MATKEY_SHADING_MODEL);
}
else if (is_not_qnan(clrTexture.r))
{
pcMatOut->AddProperty<aiColor4D>(&clrTexture,1,AI_MATKEY_COLOR_DIFFUSE);
pcMatOut->AddProperty<aiColor4D>(&clrTexture,1,AI_MATKEY_COLOR_SPECULAR);
}
// if the texture could be replaced by a single material color
// we don't need the texture anymore
if (is_not_qnan(clrTexture.r))
{
pcNew.reset();
}
// If an ASCII effect description (HLSL?) is contained in the file,
// we can simply ignore it ...
if (iType & AI_MDL7_SKINTYPE_MATERIAL_ASCDEF)
{
VALIDATE_FILE_SIZE(szCurrent);
int32_t iMe = *((int32_t*)szCurrent);
AI_SWAP4(iMe);
szCurrent += sizeof(char) * iMe + sizeof(int32_t);
VALIDATE_FILE_SIZE(szCurrent);
}
// If an embedded texture has been loaded setup the corresponding
// data structures in the aiScene instance
if (pcNew && pScene->mNumTextures <= 999)
{
// place this as diffuse texture
char szCurrent[5];
ai_snprintf(szCurrent,5,"*%i",this->pScene->mNumTextures);
aiString szFile;
const size_t iLen = strlen((const char*)szCurrent);
::memcpy(szFile.data,(const char*)szCurrent,iLen+1);
szFile.length = iLen;
pcMatOut->AddProperty(&szFile,AI_MATKEY_TEXTURE_DIFFUSE(0));
// store the texture
if (!pScene->mNumTextures)
{
pScene->mNumTextures = 1;
pScene->mTextures = new aiTexture*[1];
pScene->mTextures[0] = pcNew.release();
}
else
{
aiTexture** pc = pScene->mTextures;
pScene->mTextures = new aiTexture*[pScene->mNumTextures+1];
for (unsigned int i = 0; i < pScene->mNumTextures;++i) {
pScene->mTextures[i] = pc[i];
}
pScene->mTextures[pScene->mNumTextures] = pcNew.release();
pScene->mNumTextures++;
delete[] pc;
}
}
VALIDATE_FILE_SIZE(szCurrent);
*szCurrentOut = szCurrent;
}
// ------------------------------------------------------------------------------------------------
// Skip a skin lump
void MDLImporter::SkipSkinLump_3DGS_MDL7(
const unsigned char* szCurrent,
const unsigned char** szCurrentOut,
unsigned int iType,
unsigned int iWidth,
unsigned int iHeight)
{
// get the type of the skin
const unsigned int iMasked = (unsigned int)(iType & 0xF);
if (0x6 == iMasked)
{
szCurrent += iWidth;
}
if (0x7 == iMasked)
{
const size_t iLen = ::strlen((const char*)szCurrent);
szCurrent += iLen+1;
}
else if (iMasked || !iType)
{
if (iMasked || !iType || (iType && iWidth && iHeight))
{
// ParseTextureColorData(..., aiTexture::pcData == bad_texel) will simply
// return the size of the color data in bytes in iSkip
unsigned int iSkip = 0;
aiTexture tex;
tex.pcData = bad_texel;
tex.mHeight = iHeight;
tex.mWidth = iWidth;
ParseTextureColorData(szCurrent,iMasked,&iSkip,&tex);
// FIX: Important, otherwise the destructor will crash
tex.pcData = NULL;
// skip length of texture data
szCurrent += iSkip;
}
}
// check whether a material definition is contained in the skin
if (iType & AI_MDL7_SKINTYPE_MATERIAL)
{
BE_NCONST MDL::Material_MDL7* pcMatIn = (BE_NCONST MDL::Material_MDL7*)szCurrent;
szCurrent = (unsigned char*)(pcMatIn+1);
}
// if an ASCII effect description (HLSL?) is contained in the file,
// we can simply ignore it ...
if (iType & AI_MDL7_SKINTYPE_MATERIAL_ASCDEF)
{
int32_t iMe = *((int32_t*)szCurrent);
AI_SWAP4(iMe);
szCurrent += sizeof(char) * iMe + sizeof(int32_t);
}
*szCurrentOut = szCurrent;
}
// ------------------------------------------------------------------------------------------------
void MDLImporter::ParseSkinLump_3DGS_MDL7(
const unsigned char* szCurrent,
const unsigned char** szCurrentOut,
std::vector<aiMaterial*>& pcMats)
{
ai_assert(NULL != szCurrent);
ai_assert(NULL != szCurrentOut);
*szCurrentOut = szCurrent;
BE_NCONST MDL::Skin_MDL7* pcSkin = (BE_NCONST MDL::Skin_MDL7*)szCurrent;
AI_SWAP4(pcSkin->width);
AI_SWAP4(pcSkin->height);
szCurrent += 12;
// allocate an output material
aiMaterial* pcMatOut = new aiMaterial();
pcMats.push_back(pcMatOut);
// skip length of file name
szCurrent += AI_MDL7_MAX_TEXNAMESIZE;
ParseSkinLump_3DGS_MDL7(szCurrent,szCurrentOut,pcMatOut,
pcSkin->typ,pcSkin->width,pcSkin->height);
// place the name of the skin in the material
if (pcSkin->texture_name[0])
{
// the 0 termination could be there or not - we can't know
aiString szFile;
::memcpy(szFile.data,pcSkin->texture_name,sizeof(pcSkin->texture_name));
szFile.data[sizeof(pcSkin->texture_name)] = '\0';
szFile.length = ::strlen(szFile.data);
pcMatOut->AddProperty(&szFile,AI_MATKEY_NAME);
}
}
#endif // !! ASSIMP_BUILD_NO_MDL_IMPORTER