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137
thirdparty/assimp/code/HMP/HMPFileData.h
vendored
Normal file
137
thirdparty/assimp/code/HMP/HMPFileData.h
vendored
Normal file
@@ -0,0 +1,137 @@
|
||||
/*
|
||||
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
|
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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
|
||||
522
thirdparty/assimp/code/HMP/HMPLoader.cpp
vendored
Normal file
522
thirdparty/assimp/code/HMP/HMPLoader.cpp
vendored
Normal file
@@ -0,0 +1,522 @@
|
||||
/*
|
||||
---------------------------------------------------------------------------
|
||||
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
|
||||
153
thirdparty/assimp/code/HMP/HMPLoader.h
vendored
Normal file
153
thirdparty/assimp/code/HMP/HMPLoader.h
vendored
Normal file
@@ -0,0 +1,153 @@
|
||||
/*
|
||||
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
|
||||
|
||||
149
thirdparty/assimp/code/HMP/HalfLifeFileData.h
vendored
Normal file
149
thirdparty/assimp/code/HMP/HalfLifeFileData.h
vendored
Normal file
@@ -0,0 +1,149 @@
|
||||
/*
|
||||
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
|
||||
Reference in New Issue
Block a user