Externalize Assimp

This commit is contained in:
Dane Johnson
2021-02-05 11:22:37 -06:00
parent d84681c23a
commit 35d18c0f16
1032 changed files with 42 additions and 441932 deletions

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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 Data structures for the 3D Game Studio Heightmap format (HMP)
//!
namespace Assimp {
namespace HMP {
#include <assimp/Compiler/pushpack1.h>
#include <stdint.h>
// to make it easier for us, we test the magic word against both "endianesses"
#define AI_HMP_MAGIC_NUMBER_BE_4 AI_MAKE_MAGIC("HMP4")
#define AI_HMP_MAGIC_NUMBER_LE_4 AI_MAKE_MAGIC("4PMH")
#define AI_HMP_MAGIC_NUMBER_BE_5 AI_MAKE_MAGIC("HMP5")
#define AI_HMP_MAGIC_NUMBER_LE_5 AI_MAKE_MAGIC("5PMH")
#define AI_HMP_MAGIC_NUMBER_BE_7 AI_MAKE_MAGIC("HMP7")
#define AI_HMP_MAGIC_NUMBER_LE_7 AI_MAKE_MAGIC("7PMH")
// ---------------------------------------------------------------------------
/** Data structure for the header of a HMP5 file.
* This is also used by HMP4 and HMP7, but with modifications
*/
struct Header_HMP5
{
int8_t ident[4]; // "HMP5"
int32_t version;
// ignored
float scale[3];
float scale_origin[3];
float boundingradius;
//! Size of one triangle in x direction
float ftrisize_x;
//! Size of one triangle in y direction
float ftrisize_y;
//! Number of vertices in x direction
float fnumverts_x;
//! Number of skins in the file
int32_t numskins;
// can ignore this?
int32_t skinwidth;
int32_t skinheight;
//!Number of vertices in the file
int32_t numverts;
// ignored and zero
int32_t numtris;
//! only one supported ...
int32_t numframes;
//! Always 0 ...
int32_t num_stverts;
int32_t flags;
float size;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** Data structure for a terrain vertex in a HMP4 file
*/
struct Vertex_HMP4
{
uint16_t p_pos[3];
uint8_t normals162index;
uint8_t pad;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** Data structure for a terrain vertex in a HMP5 file
*/
struct Vertex_HMP5
{
uint16_t z;
uint8_t normals162index;
uint8_t pad;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** Data structure for a terrain vertex in a HMP7 file
*/
struct Vertex_HMP7
{
uint16_t z;
int8_t normal_x,normal_y;
} PACK_STRUCT;
#include <assimp/Compiler/poppack1.h>
} //! namespace HMP
} //! namespace Assimp

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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 Implementation of the MDL importer class */
#ifndef ASSIMP_BUILD_NO_HMP_IMPORTER
// internal headers
#include "HMP/HMPLoader.h"
#include "MD2/MD2FileData.h"
#include <assimp/IOSystem.hpp>
#include <assimp/DefaultLogger.hpp>
#include <assimp/scene.h>
#include <assimp/importerdesc.h>
#include <memory>
using namespace Assimp;
static const aiImporterDesc desc = {
"3D GameStudio Heightmap (HMP) Importer",
"",
"",
"",
aiImporterFlags_SupportBinaryFlavour,
0,
0,
0,
0,
"hmp"
};
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
HMPImporter::HMPImporter()
{
// nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
HMPImporter::~HMPImporter()
{
// nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool HMPImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool cs) const
{
const std::string extension = GetExtension(pFile);
if (extension == "hmp" )
return true;
// if check for extension is not enough, check for the magic tokens
if (!extension.length() || cs) {
uint32_t tokens[3];
tokens[0] = AI_HMP_MAGIC_NUMBER_LE_4;
tokens[1] = AI_HMP_MAGIC_NUMBER_LE_5;
tokens[2] = AI_HMP_MAGIC_NUMBER_LE_7;
return CheckMagicToken(pIOHandler,pFile,tokens,3,0);
}
return false;
}
// ------------------------------------------------------------------------------------------------
// Get list of all file extensions that are handled by this loader
const aiImporterDesc* HMPImporter::GetInfo () const
{
return &desc;
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void HMPImporter::InternReadFile( const std::string& pFile,
aiScene* _pScene, IOSystem* _pIOHandler)
{
pScene = _pScene;
pIOHandler = _pIOHandler;
std::unique_ptr<IOStream> file( pIOHandler->Open( pFile));
// Check whether we can read from the file
if( file.get() == NULL)
throw DeadlyImportError( "Failed to open HMP file " + pFile + ".");
// Check whether the HMP file is large enough to contain
// at least the file header
const size_t fileSize = file->FileSize();
if( fileSize < 50)
throw DeadlyImportError( "HMP File is too small.");
// Allocate storage and copy the contents of the file to a memory buffer
mBuffer = new uint8_t[fileSize];
file->Read( (void*)mBuffer, 1, fileSize);
iFileSize = (unsigned int)fileSize;
// Determine the file subtype and call the appropriate member function
const uint32_t iMagic = *((uint32_t*)this->mBuffer);
// HMP4 format
if (AI_HMP_MAGIC_NUMBER_LE_4 == iMagic ||
AI_HMP_MAGIC_NUMBER_BE_4 == iMagic)
{
ASSIMP_LOG_DEBUG("HMP subtype: 3D GameStudio A4, magic word is HMP4");
InternReadFile_HMP4();
}
// HMP5 format
else if (AI_HMP_MAGIC_NUMBER_LE_5 == iMagic ||
AI_HMP_MAGIC_NUMBER_BE_5 == iMagic)
{
ASSIMP_LOG_DEBUG("HMP subtype: 3D GameStudio A5, magic word is HMP5");
InternReadFile_HMP5();
}
// HMP7 format
else if (AI_HMP_MAGIC_NUMBER_LE_7 == iMagic ||
AI_HMP_MAGIC_NUMBER_BE_7 == iMagic)
{
ASSIMP_LOG_DEBUG("HMP subtype: 3D GameStudio A7, magic word is HMP7");
InternReadFile_HMP7();
}
else
{
// Print the magic word to the logger
char szBuffer[5];
szBuffer[0] = ((char*)&iMagic)[0];
szBuffer[1] = ((char*)&iMagic)[1];
szBuffer[2] = ((char*)&iMagic)[2];
szBuffer[3] = ((char*)&iMagic)[3];
szBuffer[4] = '\0';
// We're definitely unable to load this file
throw DeadlyImportError( "Unknown HMP subformat " + pFile +
". Magic word (" + szBuffer + ") is not known");
}
// Set the AI_SCENE_FLAGS_TERRAIN bit
pScene->mFlags |= AI_SCENE_FLAGS_TERRAIN;
delete[] mBuffer;
mBuffer= nullptr;
}
// ------------------------------------------------------------------------------------------------
void HMPImporter::ValidateHeader_HMP457( )
{
const HMP::Header_HMP5* const pcHeader = (const HMP::Header_HMP5*)mBuffer;
if (120 > iFileSize)
{
throw DeadlyImportError("HMP file is too small (header size is "
"120 bytes, this file is smaller)");
}
if (!pcHeader->ftrisize_x || !pcHeader->ftrisize_y)
throw DeadlyImportError("Size of triangles in either x or y direction is zero");
if(pcHeader->fnumverts_x < 1.0f || (pcHeader->numverts/pcHeader->fnumverts_x) < 1.0f)
throw DeadlyImportError("Number of triangles in either x or y direction is zero");
if(!pcHeader->numframes)
throw DeadlyImportError("There are no frames. At least one should be there");
}
// ------------------------------------------------------------------------------------------------
void HMPImporter::InternReadFile_HMP4( )
{
throw DeadlyImportError("HMP4 is currently not supported");
}
// ------------------------------------------------------------------------------------------------
void HMPImporter::InternReadFile_HMP5( )
{
// read the file header and skip everything to byte 84
const HMP::Header_HMP5* pcHeader = (const HMP::Header_HMP5*)mBuffer;
const unsigned char* szCurrent = (const unsigned char*)(mBuffer+84);
ValidateHeader_HMP457();
// generate an output mesh
pScene->mNumMeshes = 1;
pScene->mMeshes = new aiMesh*[1];
aiMesh* pcMesh = pScene->mMeshes[0] = new aiMesh();
pcMesh->mMaterialIndex = 0;
pcMesh->mVertices = new aiVector3D[pcHeader->numverts];
pcMesh->mNormals = new aiVector3D[pcHeader->numverts];
const unsigned int height = (unsigned int)(pcHeader->numverts / pcHeader->fnumverts_x);
const unsigned int width = (unsigned int)pcHeader->fnumverts_x;
// generate/load a material for the terrain
CreateMaterial(szCurrent,&szCurrent);
// goto offset 120, I don't know why ...
// (fixme) is this the frame header? I assume yes since it starts with 2.
szCurrent += 36;
SizeCheck(szCurrent + sizeof(const HMP::Vertex_HMP7)*height*width);
// now load all vertices from the file
aiVector3D* pcVertOut = pcMesh->mVertices;
aiVector3D* pcNorOut = pcMesh->mNormals;
const HMP::Vertex_HMP5* src = (const HMP::Vertex_HMP5*) szCurrent;
for (unsigned int y = 0; y < height;++y)
{
for (unsigned int x = 0; x < width;++x)
{
pcVertOut->x = x * pcHeader->ftrisize_x;
pcVertOut->y = y * pcHeader->ftrisize_y;
pcVertOut->z = (((float)src->z / 0xffff)-0.5f) * pcHeader->ftrisize_x * 8.0f;
MD2::LookupNormalIndex(src->normals162index, *pcNorOut );
++pcVertOut;++pcNorOut;++src;
}
}
// generate texture coordinates if necessary
if (pcHeader->numskins)
GenerateTextureCoords(width,height);
// now build a list of faces
CreateOutputFaceList(width,height);
// there is no nodegraph in HMP files. Simply assign the one mesh
// (no, not the one ring) to the root node
pScene->mRootNode = new aiNode();
pScene->mRootNode->mName.Set("terrain_root");
pScene->mRootNode->mNumMeshes = 1;
pScene->mRootNode->mMeshes = new unsigned int[1];
pScene->mRootNode->mMeshes[0] = 0;
}
// ------------------------------------------------------------------------------------------------
void HMPImporter::InternReadFile_HMP7( )
{
// read the file header and skip everything to byte 84
const HMP::Header_HMP5* const pcHeader = (const HMP::Header_HMP5*)mBuffer;
const unsigned char* szCurrent = (const unsigned char*)(mBuffer+84);
ValidateHeader_HMP457();
// generate an output mesh
pScene->mNumMeshes = 1;
pScene->mMeshes = new aiMesh*[1];
aiMesh* pcMesh = pScene->mMeshes[0] = new aiMesh();
pcMesh->mMaterialIndex = 0;
pcMesh->mVertices = new aiVector3D[pcHeader->numverts];
pcMesh->mNormals = new aiVector3D[pcHeader->numverts];
const unsigned int height = (unsigned int)(pcHeader->numverts / pcHeader->fnumverts_x);
const unsigned int width = (unsigned int)pcHeader->fnumverts_x;
// generate/load a material for the terrain
CreateMaterial(szCurrent,&szCurrent);
// goto offset 120, I don't know why ...
// (fixme) is this the frame header? I assume yes since it starts with 2.
szCurrent += 36;
SizeCheck(szCurrent + sizeof(const HMP::Vertex_HMP7)*height*width);
// now load all vertices from the file
aiVector3D* pcVertOut = pcMesh->mVertices;
aiVector3D* pcNorOut = pcMesh->mNormals;
const HMP::Vertex_HMP7* src = (const HMP::Vertex_HMP7*) szCurrent;
for (unsigned int y = 0; y < height;++y)
{
for (unsigned int x = 0; x < width;++x)
{
pcVertOut->x = x * pcHeader->ftrisize_x;
pcVertOut->y = y * pcHeader->ftrisize_y;
// FIXME: What exctly is the correct scaling factor to use?
// possibly pcHeader->scale_origin[2] in combination with a
// signed interpretation of src->z?
pcVertOut->z = (((float)src->z / 0xffff)-0.5f) * pcHeader->ftrisize_x * 8.0f;
pcNorOut->x = ((float)src->normal_x / 0x80 ); // * pcHeader->scale_origin[0];
pcNorOut->y = ((float)src->normal_y / 0x80 ); // * pcHeader->scale_origin[1];
pcNorOut->z = 1.0f;
pcNorOut->Normalize();
++pcVertOut;++pcNorOut;++src;
}
}
// generate texture coordinates if necessary
if (pcHeader->numskins)GenerateTextureCoords(width,height);
// now build a list of faces
CreateOutputFaceList(width,height);
// there is no nodegraph in HMP files. Simply assign the one mesh
// (no, not the One Ring) to the root node
pScene->mRootNode = new aiNode();
pScene->mRootNode->mName.Set("terrain_root");
pScene->mRootNode->mNumMeshes = 1;
pScene->mRootNode->mMeshes = new unsigned int[1];
pScene->mRootNode->mMeshes[0] = 0;
}
// ------------------------------------------------------------------------------------------------
void HMPImporter::CreateMaterial(const unsigned char* szCurrent,
const unsigned char** szCurrentOut)
{
aiMesh* const pcMesh = pScene->mMeshes[0];
const HMP::Header_HMP5* const pcHeader = (const HMP::Header_HMP5*)mBuffer;
// we don't need to generate texture coordinates if
// we have no textures in the file ...
if (pcHeader->numskins)
{
pcMesh->mTextureCoords[0] = new aiVector3D[pcHeader->numverts];
pcMesh->mNumUVComponents[0] = 2;
// now read the first skin and skip all others
ReadFirstSkin(pcHeader->numskins,szCurrent,&szCurrent);
}
else
{
// generate a default material
const int iMode = (int)aiShadingMode_Gouraud;
aiMaterial* pcHelper = new aiMaterial();
pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
aiColor3D clr;
clr.b = clr.g = clr.r = 0.6f;
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
clr.b = clr.g = clr.r = 0.05f;
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
aiString szName;
szName.Set(AI_DEFAULT_MATERIAL_NAME);
pcHelper->AddProperty(&szName,AI_MATKEY_NAME);
// add the material to the scene
pScene->mNumMaterials = 1;
pScene->mMaterials = new aiMaterial*[1];
pScene->mMaterials[0] = pcHelper;
}
*szCurrentOut = szCurrent;
}
// ------------------------------------------------------------------------------------------------
void HMPImporter::CreateOutputFaceList(unsigned int width,unsigned int height)
{
aiMesh* const pcMesh = this->pScene->mMeshes[0];
// Allocate enough storage
pcMesh->mNumFaces = (width-1) * (height-1);
pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
pcMesh->mNumVertices = pcMesh->mNumFaces*4;
aiVector3D* pcVertices = new aiVector3D[pcMesh->mNumVertices];
aiVector3D* pcNormals = new aiVector3D[pcMesh->mNumVertices];
aiFace* pcFaceOut(pcMesh->mFaces);
aiVector3D* pcVertOut = pcVertices;
aiVector3D* pcNorOut = pcNormals;
aiVector3D* pcUVs = pcMesh->mTextureCoords[0] ? new aiVector3D[pcMesh->mNumVertices] : NULL;
aiVector3D* pcUVOut(pcUVs);
// Build the terrain square
unsigned int iCurrent = 0;
for (unsigned int y = 0; y < height-1;++y) {
for (unsigned int x = 0; x < width-1;++x,++pcFaceOut) {
pcFaceOut->mNumIndices = 4;
pcFaceOut->mIndices = new unsigned int[4];
*pcVertOut++ = pcMesh->mVertices[y*width+x];
*pcVertOut++ = pcMesh->mVertices[(y+1)*width+x];
*pcVertOut++ = pcMesh->mVertices[(y+1)*width+x+1];
*pcVertOut++ = pcMesh->mVertices[y*width+x+1];
*pcNorOut++ = pcMesh->mNormals[y*width+x];
*pcNorOut++ = pcMesh->mNormals[(y+1)*width+x];
*pcNorOut++ = pcMesh->mNormals[(y+1)*width+x+1];
*pcNorOut++ = pcMesh->mNormals[y*width+x+1];
if (pcMesh->mTextureCoords[0])
{
*pcUVOut++ = pcMesh->mTextureCoords[0][y*width+x];
*pcUVOut++ = pcMesh->mTextureCoords[0][(y+1)*width+x];
*pcUVOut++ = pcMesh->mTextureCoords[0][(y+1)*width+x+1];
*pcUVOut++ = pcMesh->mTextureCoords[0][y*width+x+1];
}
for (unsigned int i = 0; i < 4;++i)
pcFaceOut->mIndices[i] = iCurrent++;
}
}
delete[] pcMesh->mVertices;
pcMesh->mVertices = pcVertices;
delete[] pcMesh->mNormals;
pcMesh->mNormals = pcNormals;
if (pcMesh->mTextureCoords[0])
{
delete[] pcMesh->mTextureCoords[0];
pcMesh->mTextureCoords[0] = pcUVs;
}
}
// ------------------------------------------------------------------------------------------------
void HMPImporter::ReadFirstSkin(unsigned int iNumSkins, const unsigned char* szCursor,
const unsigned char** szCursorOut)
{
ai_assert( 0 != iNumSkins );
ai_assert( nullptr != szCursor);
// read the type of the skin ...
// sometimes we need to skip 12 bytes here, I don't know why ...
uint32_t iType = *((uint32_t*)szCursor);
szCursor += sizeof(uint32_t);
if (0 == iType)
{
szCursor += sizeof(uint32_t) * 2;
iType = *((uint32_t*)szCursor);
szCursor += sizeof(uint32_t);
if (!iType)
throw DeadlyImportError("Unable to read HMP7 skin chunk");
}
// read width and height
uint32_t iWidth = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t);
uint32_t iHeight = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t);
// allocate an output material
aiMaterial* pcMat = new aiMaterial();
// read the skin, this works exactly as for MDL7
ParseSkinLump_3DGS_MDL7(szCursor,&szCursor,
pcMat,iType,iWidth,iHeight);
// now we need to skip any other skins ...
for (unsigned int i = 1; i< iNumSkins;++i)
{
iType = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t);
iWidth = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t);
iHeight = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t);
SkipSkinLump_3DGS_MDL7(szCursor,&szCursor,iType,iWidth,iHeight);
SizeCheck(szCursor);
}
// setup the material ...
pScene->mNumMaterials = 1;
pScene->mMaterials = new aiMaterial*[1];
pScene->mMaterials[0] = pcMat;
*szCursorOut = szCursor;
}
// ------------------------------------------------------------------------------------------------
// Generate proepr texture coords
void HMPImporter::GenerateTextureCoords(
const unsigned int width, const unsigned int height)
{
ai_assert(NULL != pScene->mMeshes && NULL != pScene->mMeshes[0] &&
NULL != pScene->mMeshes[0]->mTextureCoords[0]);
aiVector3D* uv = pScene->mMeshes[0]->mTextureCoords[0];
const float fY = (1.0f / height) + (1.0f / height) / (height-1);
const float fX = (1.0f / width) + (1.0f / width) / (width-1);
for (unsigned int y = 0; y < height;++y) {
for (unsigned int x = 0; x < width;++x,++uv) {
uv->y = fY*y;
uv->x = fX*x;
uv->z = 0.0f;
}
}
}
#endif // !! ASSIMP_BUILD_NO_HMP_IMPORTER

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@@ -1,153 +0,0 @@
/*
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 HMPLoader.h
* @brief Declaration of the HMP importer class
*/
#ifndef AI_HMPLOADER_H_INCLUDED
#define AI_HMPLOADER_H_INCLUDED
// internal headers
#include <assimp/BaseImporter.h>
#include "MDL/MDLLoader.h"
#include "HMP/HMPFileData.h"
namespace Assimp {
using namespace HMP;
// ---------------------------------------------------------------------------
/** Used to load 3D GameStudio HMP files (terrains)
*/
class HMPImporter : public MDLImporter
{
public:
HMPImporter();
~HMPImporter();
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;
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);
protected:
// -------------------------------------------------------------------
/** Import a HMP4 file
*/
void InternReadFile_HMP4( );
// -------------------------------------------------------------------
/** Import a HMP5 file
*/
void InternReadFile_HMP5( );
// -------------------------------------------------------------------
/** Import a HMP7 file
*/
void InternReadFile_HMP7( );
// -------------------------------------------------------------------
/** Validate a HMP 5,4,7 file header
*/
void ValidateHeader_HMP457( );
// -------------------------------------------------------------------
/** Try to load one material from the file, if this fails create
* a default material
*/
void CreateMaterial(const unsigned char* szCurrent,
const unsigned char** szCurrentOut);
// -------------------------------------------------------------------
/** Build a list of output faces and vertices. The function
* triangulates the height map read from the file
* \param width Width of the height field
* \param width Height of the height field
*/
void CreateOutputFaceList(unsigned int width,unsigned int height);
// -------------------------------------------------------------------
/** Generate planar texture coordinates for a terrain
* \param width Width of the terrain, in vertices
* \param height Height of the terrain, in vertices
*/
void GenerateTextureCoords(const unsigned int width,
const unsigned int height);
// -------------------------------------------------------------------
/** Read the first skin from the file and skip all others ...
* \param iNumSkins Number of skins in the file
* \param szCursor Position of the first skin (offset 84)
*/
void ReadFirstSkin(unsigned int iNumSkins, const unsigned char* szCursor,
const unsigned char** szCursorOut);
private:
};
} // end of namespace Assimp
#endif // AI_HMPIMPORTER_H_INC

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@@ -1,149 +0,0 @@
/*
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 Definition of in-memory structures for the HL2 MDL file format
// and for the HalfLife text format (SMD)
//
// The specification has been taken from various sources on the internet.
#ifndef AI_MDLFILEHELPER2_H_INC
#define AI_MDLFILEHELPER2_H_INC
#include <assimp/Compiler/pushpack1.h>
namespace Assimp {
namespace MDL {
// magic bytes used in Half Life 2 MDL models
#define AI_MDL_MAGIC_NUMBER_BE_HL2a AI_MAKE_MAGIC("IDST")
#define AI_MDL_MAGIC_NUMBER_LE_HL2a AI_MAKE_MAGIC("TSDI")
#define AI_MDL_MAGIC_NUMBER_BE_HL2b AI_MAKE_MAGIC("IDSQ")
#define AI_MDL_MAGIC_NUMBER_LE_HL2b AI_MAKE_MAGIC("QSDI")
// ---------------------------------------------------------------------------
/** \struct Header_HL2
* \brief Data structure for the HL2 main header
*/
// ---------------------------------------------------------------------------
struct Header_HL2 {
//! magic number: "IDST"/"IDSQ"
char ident[4];
//! Version number
int32_t version;
//! Original file name in pak ?
char name[64];
//! Length of file name/length of file?
int32_t length;
//! For viewer, ignored
aiVector3D eyeposition;
aiVector3D min;
aiVector3D max;
//! AABB of the model
aiVector3D bbmin;
aiVector3D bbmax;
// File flags
int32_t flags;
//! NUmber of bones contained in the file
int32_t numbones;
int32_t boneindex;
//! Number of bone controllers for bone animation
int32_t numbonecontrollers;
int32_t bonecontrollerindex;
//! More bounding boxes ...
int32_t numhitboxes;
int32_t hitboxindex;
//! Animation sequences in the file
int32_t numseq;
int32_t seqindex;
//! Loaded sequences. Ignored
int32_t numseqgroups;
int32_t seqgroupindex;
//! Raw texture data
int32_t numtextures;
int32_t textureindex;
int32_t texturedataindex;
//! Number of skins (=textures?)
int32_t numskinref;
int32_t numskinfamilies;
int32_t skinindex;
//! Number of parts
int32_t numbodyparts;
int32_t bodypartindex;
//! attachable points for gameplay and physics
int32_t numattachments;
int32_t attachmentindex;
//! Table of sound effects associated with the model
int32_t soundtable;
int32_t soundindex;
int32_t soundgroups;
int32_t soundgroupindex;
//! Number of animation transitions
int32_t numtransitions;
int32_t transitionindex;
} /* PACK_STRUCT */;
#include <assimp/Compiler/poppack1.h>
}
} // end namespaces
#endif // ! AI_MDLFILEHELPER2_H_INC