diff options
author | sanine <sanine.not@pm.me> | 2022-04-16 11:55:54 -0500 |
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committer | sanine <sanine.not@pm.me> | 2022-04-16 11:55:54 -0500 |
commit | 8fb7916a0d0cb007a4c3a4e6a31af58765268ca3 (patch) | |
tree | 52b5524a94a5b04e17a1fd7f8aca988ab6d0c75f /src/mesh/assimp-master/code/AssetLib/MD2/MD2Loader.cpp | |
parent | db81b925d776103326128bf629cbdda576a223e7 (diff) |
delete src/mesh/assimp-master
Diffstat (limited to 'src/mesh/assimp-master/code/AssetLib/MD2/MD2Loader.cpp')
-rw-r--r-- | src/mesh/assimp-master/code/AssetLib/MD2/MD2Loader.cpp | 449 |
1 files changed, 0 insertions, 449 deletions
diff --git a/src/mesh/assimp-master/code/AssetLib/MD2/MD2Loader.cpp b/src/mesh/assimp-master/code/AssetLib/MD2/MD2Loader.cpp deleted file mode 100644 index 99ab3f5..0000000 --- a/src/mesh/assimp-master/code/AssetLib/MD2/MD2Loader.cpp +++ /dev/null @@ -1,449 +0,0 @@ -/* ---------------------------------------------------------------------------- -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 |