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authorsanine <sanine.not@pm.me>2022-04-16 11:55:09 -0500
committersanine <sanine.not@pm.me>2022-04-16 11:55:09 -0500
commitdb81b925d776103326128bf629cbdda576a223e7 (patch)
tree58bea8155c686733310009f6bed7363f91fbeb9d /libs/assimp/code/AssetLib/MD2/MD2Loader.cpp
parent55860037b14fb3893ba21cf2654c83d349cc1082 (diff)
move 3rd-party librarys into libs/ and add built-in honeysuckle
Diffstat (limited to 'libs/assimp/code/AssetLib/MD2/MD2Loader.cpp')
-rw-r--r--libs/assimp/code/AssetLib/MD2/MD2Loader.cpp449
1 files changed, 449 insertions, 0 deletions
diff --git a/libs/assimp/code/AssetLib/MD2/MD2Loader.cpp b/libs/assimp/code/AssetLib/MD2/MD2Loader.cpp
new file mode 100644
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--- /dev/null
+++ b/libs/assimp/code/AssetLib/MD2/MD2Loader.cpp
@@ -0,0 +1,449 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2022, assimp team
+
+
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
+conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+---------------------------------------------------------------------------
+*/
+
+
+#ifndef ASSIMP_BUILD_NO_MD2_IMPORTER
+
+/** @file Implementation of the MD2 importer class */
+#include "MD2Loader.h"
+#include <assimp/ByteSwapper.h>
+#include "MD2NormalTable.h" // shouldn't be included by other units
+#include <assimp/DefaultLogger.hpp>
+#include <assimp/Importer.hpp>
+#include <assimp/IOSystem.hpp>
+#include <assimp/scene.h>
+#include <assimp/importerdesc.h>
+#include <assimp/StringUtils.h>
+
+#include <memory>
+
+using namespace Assimp;
+using namespace Assimp::MD2;
+
+// helper macro to determine the size of an array
+#if (!defined ARRAYSIZE)
+# define ARRAYSIZE(_array) (int(sizeof(_array) / sizeof(_array[0])))
+#endif
+
+static const aiImporterDesc desc = {
+ "Quake II Mesh Importer",
+ "",
+ "",
+ "",
+ aiImporterFlags_SupportBinaryFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "md2"
+};
+
+// ------------------------------------------------------------------------------------------------
+// Helper function to lookup a normal in Quake 2's precalculated table
+void MD2::LookupNormalIndex(uint8_t iNormalIndex,aiVector3D& vOut)
+{
+ // make sure the normal index has a valid value
+ if (iNormalIndex >= ARRAYSIZE(g_avNormals)) {
+ ASSIMP_LOG_WARN("Index overflow in Quake II normal vector list");
+ iNormalIndex = ARRAYSIZE(g_avNormals) - 1;
+ }
+ vOut = *((const aiVector3D*)(&g_avNormals[iNormalIndex]));
+}
+
+
+// ------------------------------------------------------------------------------------------------
+// Constructor to be privately used by Importer
+MD2Importer::MD2Importer()
+ : configFrameID(),
+ m_pcHeader(),
+ mBuffer(),
+ fileSize()
+{}
+
+// ------------------------------------------------------------------------------------------------
+// Destructor, private as well
+MD2Importer::~MD2Importer()
+{}
+
+// ------------------------------------------------------------------------------------------------
+// Returns whether the class can handle the format of the given file.
+bool MD2Importer::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool /*checkSig*/) const
+{
+ static const uint32_t tokens[] = { AI_MD2_MAGIC_NUMBER_LE };
+ return CheckMagicToken(pIOHandler,pFile,tokens,AI_COUNT_OF(tokens));
+}
+
+// ------------------------------------------------------------------------------------------------
+// Get a list of all extensions supported by this loader
+const aiImporterDesc* MD2Importer::GetInfo () const
+{
+ return &desc;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Setup configuration properties
+void MD2Importer::SetupProperties(const Importer* pImp)
+{
+ // The
+ // AI_CONFIG_IMPORT_MD2_KEYFRAME option overrides the
+ // AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
+ configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD2_KEYFRAME,-1);
+ if(static_cast<unsigned int>(-1) == configFrameID){
+ configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
+ }
+}
+// ------------------------------------------------------------------------------------------------
+// Validate the file header
+void MD2Importer::ValidateHeader( )
+{
+ // check magic number
+ if (m_pcHeader->magic != AI_MD2_MAGIC_NUMBER_BE &&
+ m_pcHeader->magic != AI_MD2_MAGIC_NUMBER_LE)
+ {
+ throw DeadlyImportError("Invalid MD2 magic word: expected IDP2, found ",
+ ai_str_toprintable((char *)&m_pcHeader->magic, 4));
+ }
+
+ // check file format version
+ if (m_pcHeader->version != 8)
+ ASSIMP_LOG_WARN( "Unsupported MD2 file version. Continuing happily ...");
+
+ // check some values whether they are valid
+ if (0 == m_pcHeader->numFrames)
+ throw DeadlyImportError( "Invalid MD2 file: NUM_FRAMES is 0");
+
+ if (m_pcHeader->offsetEnd > (uint32_t)fileSize)
+ throw DeadlyImportError( "Invalid MD2 file: File is too small");
+
+ if (m_pcHeader->numSkins > AI_MAX_ALLOC(MD2::Skin)) {
+ throw DeadlyImportError("Invalid MD2 header: Too many skins, would overflow");
+ }
+
+ if (m_pcHeader->numVertices > AI_MAX_ALLOC(MD2::Vertex)) {
+ throw DeadlyImportError("Invalid MD2 header: Too many vertices, would overflow");
+ }
+
+ if (m_pcHeader->numTexCoords > AI_MAX_ALLOC(MD2::TexCoord)) {
+ throw DeadlyImportError("Invalid MD2 header: Too many texcoords, would overflow");
+ }
+
+ if (m_pcHeader->numTriangles > AI_MAX_ALLOC(MD2::Triangle)) {
+ throw DeadlyImportError("Invalid MD2 header: Too many triangles, would overflow");
+ }
+
+ if (m_pcHeader->numFrames > AI_MAX_ALLOC(MD2::Frame)) {
+ throw DeadlyImportError("Invalid MD2 header: Too many frames, would overflow");
+ }
+
+ // -1 because Frame already contains one
+ unsigned int frameSize = sizeof (MD2::Frame) + (m_pcHeader->numVertices - 1) * sizeof(MD2::Vertex);
+
+ if (m_pcHeader->offsetSkins + m_pcHeader->numSkins * sizeof (MD2::Skin) >= fileSize ||
+ m_pcHeader->offsetTexCoords + m_pcHeader->numTexCoords * sizeof (MD2::TexCoord) >= fileSize ||
+ m_pcHeader->offsetTriangles + m_pcHeader->numTriangles * sizeof (MD2::Triangle) >= fileSize ||
+ m_pcHeader->offsetFrames + m_pcHeader->numFrames * frameSize >= fileSize ||
+ m_pcHeader->offsetEnd > fileSize)
+ {
+ throw DeadlyImportError("Invalid MD2 header: Some offsets are outside the file");
+ }
+
+ if (m_pcHeader->numSkins > AI_MD2_MAX_SKINS)
+ ASSIMP_LOG_WARN("The model contains more skins than Quake 2 supports");
+ if ( m_pcHeader->numFrames > AI_MD2_MAX_FRAMES)
+ ASSIMP_LOG_WARN("The model contains more frames than Quake 2 supports");
+ if (m_pcHeader->numVertices > AI_MD2_MAX_VERTS)
+ ASSIMP_LOG_WARN("The model contains more vertices than Quake 2 supports");
+
+ if (m_pcHeader->numFrames <= configFrameID )
+ throw DeadlyImportError("MD2: The requested frame (", configFrameID, ") does not exist in the file");
+}
+
+// ------------------------------------------------------------------------------------------------
+// Imports the given file into the given scene structure.
+void MD2Importer::InternReadFile( const std::string& pFile,
+ aiScene* pScene, IOSystem* pIOHandler)
+{
+ std::unique_ptr<IOStream> file( pIOHandler->Open( pFile));
+
+ // Check whether we can read from the file
+ if (file.get() == nullptr) {
+ throw DeadlyImportError("Failed to open MD2 file ", pFile, "");
+ }
+
+ // check whether the md3 file is large enough to contain
+ // at least the file header
+ fileSize = (unsigned int)file->FileSize();
+ if (fileSize < sizeof(MD2::Header)) {
+ throw DeadlyImportError("MD2 File is too small");
+ }
+
+ std::vector<uint8_t> mBuffer2(fileSize);
+ file->Read(&mBuffer2[0], 1, fileSize);
+ mBuffer = &mBuffer2[0];
+
+ m_pcHeader = (BE_NCONST MD2::Header*)mBuffer;
+
+#ifdef AI_BUILD_BIG_ENDIAN
+
+ ByteSwap::Swap4(&m_pcHeader->frameSize);
+ ByteSwap::Swap4(&m_pcHeader->magic);
+ ByteSwap::Swap4(&m_pcHeader->numFrames);
+ ByteSwap::Swap4(&m_pcHeader->numGlCommands);
+ ByteSwap::Swap4(&m_pcHeader->numSkins);
+ ByteSwap::Swap4(&m_pcHeader->numTexCoords);
+ ByteSwap::Swap4(&m_pcHeader->numTriangles);
+ ByteSwap::Swap4(&m_pcHeader->numVertices);
+ ByteSwap::Swap4(&m_pcHeader->offsetEnd);
+ ByteSwap::Swap4(&m_pcHeader->offsetFrames);
+ ByteSwap::Swap4(&m_pcHeader->offsetGlCommands);
+ ByteSwap::Swap4(&m_pcHeader->offsetSkins);
+ ByteSwap::Swap4(&m_pcHeader->offsetTexCoords);
+ ByteSwap::Swap4(&m_pcHeader->offsetTriangles);
+ ByteSwap::Swap4(&m_pcHeader->skinHeight);
+ ByteSwap::Swap4(&m_pcHeader->skinWidth);
+ ByteSwap::Swap4(&m_pcHeader->version);
+
+#endif
+
+ ValidateHeader();
+
+ // there won't be more than one mesh inside the file
+ pScene->mNumMaterials = 1;
+ pScene->mRootNode = new aiNode();
+ pScene->mRootNode->mNumMeshes = 1;
+ pScene->mRootNode->mMeshes = new unsigned int[1];
+ pScene->mRootNode->mMeshes[0] = 0;
+ pScene->mMaterials = new aiMaterial*[1];
+ pScene->mMaterials[0] = new aiMaterial();
+ pScene->mNumMeshes = 1;
+ pScene->mMeshes = new aiMesh*[1];
+
+ aiMesh* pcMesh = pScene->mMeshes[0] = new aiMesh();
+ pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
+
+ // navigate to the begin of the current frame data
+ BE_NCONST MD2::Frame* pcFrame = (BE_NCONST MD2::Frame*) ((uint8_t*)
+ m_pcHeader + m_pcHeader->offsetFrames + (m_pcHeader->frameSize * configFrameID));
+
+ // navigate to the begin of the triangle data
+ MD2::Triangle* pcTriangles = (MD2::Triangle*) ((uint8_t*)
+ m_pcHeader + m_pcHeader->offsetTriangles);
+
+ // navigate to the begin of the tex coords data
+ BE_NCONST MD2::TexCoord* pcTexCoords = (BE_NCONST MD2::TexCoord*) ((uint8_t*)
+ m_pcHeader + m_pcHeader->offsetTexCoords);
+
+ // navigate to the begin of the vertex data
+ BE_NCONST MD2::Vertex* pcVerts = (BE_NCONST MD2::Vertex*) (pcFrame->vertices);
+
+#ifdef AI_BUILD_BIG_ENDIAN
+ for (uint32_t i = 0; i< m_pcHeader->numTriangles; ++i)
+ {
+ for (unsigned int p = 0; p < 3;++p)
+ {
+ ByteSwap::Swap2(& pcTriangles[i].textureIndices[p]);
+ ByteSwap::Swap2(& pcTriangles[i].vertexIndices[p]);
+ }
+ }
+ for (uint32_t i = 0; i < m_pcHeader->offsetTexCoords;++i)
+ {
+ ByteSwap::Swap2(& pcTexCoords[i].s);
+ ByteSwap::Swap2(& pcTexCoords[i].t);
+ }
+ ByteSwap::Swap4( & pcFrame->scale[0] );
+ ByteSwap::Swap4( & pcFrame->scale[1] );
+ ByteSwap::Swap4( & pcFrame->scale[2] );
+ ByteSwap::Swap4( & pcFrame->translate[0] );
+ ByteSwap::Swap4( & pcFrame->translate[1] );
+ ByteSwap::Swap4( & pcFrame->translate[2] );
+#endif
+
+ pcMesh->mNumFaces = m_pcHeader->numTriangles;
+ pcMesh->mFaces = new aiFace[m_pcHeader->numTriangles];
+
+ // allocate output storage
+ pcMesh->mNumVertices = (unsigned int)pcMesh->mNumFaces*3;
+ pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
+ pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
+
+ // Not sure whether there are MD2 files without texture coordinates
+ // NOTE: texture coordinates can be there without a texture,
+ // but a texture can't be there without a valid UV channel
+ aiMaterial* pcHelper = (aiMaterial*)pScene->mMaterials[0];
+ const int iMode = (int)aiShadingMode_Gouraud;
+ pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
+
+ if (m_pcHeader->numTexCoords && m_pcHeader->numSkins)
+ {
+ // navigate to the first texture associated with the mesh
+ const MD2::Skin* pcSkins = (const MD2::Skin*) ((unsigned char*)m_pcHeader +
+ m_pcHeader->offsetSkins);
+
+ aiColor3D clr;
+ clr.b = clr.g = clr.r = 1.0f;
+ pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
+ pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
+
+ clr.b = clr.g = clr.r = 0.05f;
+ pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
+
+ if (pcSkins->name[0])
+ {
+ aiString szString;
+ const ai_uint32 iLen = (ai_uint32) ::strlen(pcSkins->name);
+ ::memcpy(szString.data,pcSkins->name,iLen);
+ szString.data[iLen] = '\0';
+ szString.length = iLen;
+
+ pcHelper->AddProperty(&szString,AI_MATKEY_TEXTURE_DIFFUSE(0));
+ }
+ else{
+ ASSIMP_LOG_WARN("Texture file name has zero length. It will be skipped.");
+ }
+ }
+ else {
+ // apply a default material
+ aiColor3D clr;
+ clr.b = clr.g = clr.r = 0.6f;
+ pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
+ pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
+
+ clr.b = clr.g = clr.r = 0.05f;
+ pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
+
+ aiString szName;
+ szName.Set(AI_DEFAULT_MATERIAL_NAME);
+ pcHelper->AddProperty(&szName,AI_MATKEY_NAME);
+
+ aiString sz;
+
+ // TODO: Try to guess the name of the texture file from the model file name
+
+ sz.Set("$texture_dummy.bmp");
+ pcHelper->AddProperty(&sz,AI_MATKEY_TEXTURE_DIFFUSE(0));
+ }
+
+
+ // now read all triangles of the first frame, apply scaling and translation
+ unsigned int iCurrent = 0;
+
+ float fDivisorU = 1.0f,fDivisorV = 1.0f;
+ if (m_pcHeader->numTexCoords) {
+ // allocate storage for texture coordinates, too
+ pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
+ pcMesh->mNumUVComponents[0] = 2;
+
+ // check whether the skin width or height are zero (this would
+ // cause a division through zero)
+ if (!m_pcHeader->skinWidth) {
+ ASSIMP_LOG_ERROR("MD2: No valid skin width given");
+ }
+ else fDivisorU = (float)m_pcHeader->skinWidth;
+ if (!m_pcHeader->skinHeight){
+ ASSIMP_LOG_ERROR("MD2: No valid skin height given");
+ }
+ else fDivisorV = (float)m_pcHeader->skinHeight;
+ }
+
+ for (unsigned int i = 0; i < (unsigned int)m_pcHeader->numTriangles;++i) {
+ // Allocate the face
+ pScene->mMeshes[0]->mFaces[i].mIndices = new unsigned int[3];
+ pScene->mMeshes[0]->mFaces[i].mNumIndices = 3;
+
+ // copy texture coordinates
+ // check whether they are different from the previous value at this index.
+ // In this case, create a full separate set of vertices/normals/texcoords
+ for (unsigned int c = 0; c < 3;++c,++iCurrent) {
+
+ // validate vertex indices
+ unsigned int iIndex = (unsigned int)pcTriangles[i].vertexIndices[c];
+ if (iIndex >= m_pcHeader->numVertices) {
+ ASSIMP_LOG_ERROR("MD2: Vertex index is outside the allowed range");
+ iIndex = m_pcHeader->numVertices-1;
+ }
+
+ // read x,y, and z component of the vertex
+ aiVector3D& vec = pcMesh->mVertices[iCurrent];
+
+ vec.x = (float)pcVerts[iIndex].vertex[0] * pcFrame->scale[0];
+ vec.x += pcFrame->translate[0];
+
+ vec.y = (float)pcVerts[iIndex].vertex[1] * pcFrame->scale[1];
+ vec.y += pcFrame->translate[1];
+
+ vec.z = (float)pcVerts[iIndex].vertex[2] * pcFrame->scale[2];
+ vec.z += pcFrame->translate[2];
+
+ // read the normal vector from the precalculated normal table
+ aiVector3D& vNormal = pcMesh->mNormals[iCurrent];
+ LookupNormalIndex(pcVerts[iIndex].lightNormalIndex,vNormal);
+
+ if (m_pcHeader->numTexCoords) {
+ // validate texture coordinates
+ iIndex = pcTriangles[i].textureIndices[c];
+ if (iIndex >= m_pcHeader->numTexCoords) {
+ ASSIMP_LOG_ERROR("MD2: UV index is outside the allowed range");
+ iIndex = m_pcHeader->numTexCoords-1;
+ }
+
+ aiVector3D& pcOut = pcMesh->mTextureCoords[0][iCurrent];
+
+ // the texture coordinates are absolute values but we
+ // need relative values between 0 and 1
+ pcOut.x = pcTexCoords[iIndex].s / fDivisorU;
+ pcOut.y = 1.f-pcTexCoords[iIndex].t / fDivisorV;
+ }
+ pScene->mMeshes[0]->mFaces[i].mIndices[c] = iCurrent;
+ }
+ // flip the face order
+ std::swap( pScene->mMeshes[0]->mFaces[i].mIndices[0], pScene->mMeshes[0]->mFaces[i].mIndices[2] );
+ }
+ // Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system
+ pScene->mRootNode->mTransformation = aiMatrix4x4(
+ 1.f, 0.f, 0.f, 0.f,
+ 0.f, 0.f, 1.f, 0.f,
+ 0.f, -1.f, 0.f, 0.f,
+ 0.f, 0.f, 0.f, 1.f);
+}
+
+#endif // !! ASSIMP_BUILD_NO_MD2_IMPORTER