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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/MDL/MDLLoader.h
parent55860037b14fb3893ba21cf2654c83d349cc1082 (diff)
move 3rd-party librarys into libs/ and add built-in honeysuckle
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+/*
+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.
+
+----------------------------------------------------------------------
+*/
+
+
+/** @file MDLLoader.h
+ * @brief Declaration of the loader for MDL files
+ */
+#pragma once
+#ifndef AI_MDLLOADER_H_INCLUDED
+#define AI_MDLLOADER_H_INCLUDED
+
+#include <assimp/BaseImporter.h>
+#include "MDLFileData.h"
+#include "AssetLib/HMP/HalfLifeFileData.h"
+#include "AssetLib/MDL/HalfLife/HL1ImportSettings.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 1</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() override;
+
+ // -------------------------------------------------------------------
+ /** 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 override;
+
+ // -------------------------------------------------------------------
+ /** 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) override;
+
+protected:
+ // -------------------------------------------------------------------
+ /** Return importer meta information.
+ * See #BaseImporter::GetInfo for the details
+ */
+ const aiImporterDesc* GetInfo () const override;
+
+ // -------------------------------------------------------------------
+ /** Imports the given file into the given scene structure.
+ * See BaseImporter::InternReadFile() for details
+ */
+ void InternReadFile( const std::string& pFile, aiScene* pScene,
+ IOSystem* pIOHandler) override;
+
+ // -------------------------------------------------------------------
+ /** 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 Half-Life 1 MDL file
+ */
+ void InternReadFile_HL1(const std::string& pFile, const uint32_t iMagicWord);
+
+ // -------------------------------------------------------------------
+ /** 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. nullptr 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* mIOHandler;
+
+ /** Output scene to be filled */
+ aiScene* pScene;
+
+ /** Size of the input file in bytes */
+ unsigned int iFileSize;
+
+ /* Configuration for HL1 MDL */
+ HalfLife::HL1ImportSettings mHL1ImportSettings;
+};
+
+} // end of namespace Assimp
+
+#endif // AI_3DSIMPORTER_H_INC