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/MDC/MDCLoader.cpp | |
parent | db81b925d776103326128bf629cbdda576a223e7 (diff) |
delete src/mesh/assimp-master
Diffstat (limited to 'src/mesh/assimp-master/code/AssetLib/MDC/MDCLoader.cpp')
-rw-r--r-- | src/mesh/assimp-master/code/AssetLib/MDC/MDCLoader.cpp | 460 |
1 files changed, 0 insertions, 460 deletions
diff --git a/src/mesh/assimp-master/code/AssetLib/MDC/MDCLoader.cpp b/src/mesh/assimp-master/code/AssetLib/MDC/MDCLoader.cpp deleted file mode 100644 index 7810800..0000000 --- a/src/mesh/assimp-master/code/AssetLib/MDC/MDCLoader.cpp +++ /dev/null @@ -1,460 +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. ---------------------------------------------------------------------------- -*/ - -/** @file Implementation of the MDC importer class */ - -#ifndef ASSIMP_BUILD_NO_MDC_IMPORTER - -// internal headers -#include "AssetLib/MDC/MDCLoader.h" -#include "AssetLib/MD3/MD3FileData.h" -#include "AssetLib/MDC/MDCNormalTable.h" // shouldn't be included by other units - -#include <assimp/importerdesc.h> -#include <assimp/scene.h> -#include <assimp/DefaultLogger.hpp> -#include <assimp/IOSystem.hpp> -#include <assimp/Importer.hpp> -#include <assimp/StringUtils.h> - -#include <memory> - -using namespace Assimp; -using namespace Assimp::MDC; - -static const aiImporterDesc desc = { - "Return To Castle Wolfenstein Mesh Importer", - "", - "", - "", - aiImporterFlags_SupportBinaryFlavour, - 0, - 0, - 0, - 0, - "mdc" -}; - -// ------------------------------------------------------------------------------------------------ -void MDC::BuildVertex(const Frame &frame, - const BaseVertex &bvert, - const CompressedVertex &cvert, - aiVector3D &vXYZOut, - aiVector3D &vNorOut) { - // compute the position - const float xd = (cvert.xd - AI_MDC_CVERT_BIAS) * AI_MDC_DELTA_SCALING; - const float yd = (cvert.yd - AI_MDC_CVERT_BIAS) * AI_MDC_DELTA_SCALING; - const float zd = (cvert.zd - AI_MDC_CVERT_BIAS) * AI_MDC_DELTA_SCALING; - vXYZOut.x = frame.localOrigin.x + AI_MDC_BASE_SCALING * (bvert.x + xd); - vXYZOut.y = frame.localOrigin.y + AI_MDC_BASE_SCALING * (bvert.y + yd); - vXYZOut.z = frame.localOrigin.z + AI_MDC_BASE_SCALING * (bvert.z + zd); - - // compute the normal vector .. ehm ... lookup it in the table :-) - vNorOut.x = mdcNormals[cvert.nd][0]; - vNorOut.y = mdcNormals[cvert.nd][1]; - vNorOut.z = mdcNormals[cvert.nd][2]; -} - -// ------------------------------------------------------------------------------------------------ -// Constructor to be privately used by Importer -MDCImporter::MDCImporter() : - configFrameID(), - pcHeader(), - mBuffer(), - fileSize() { - // empty -} - -// ------------------------------------------------------------------------------------------------ -// Destructor, private as well -MDCImporter::~MDCImporter() { - // empty -} - -// ------------------------------------------------------------------------------------------------ -// Returns whether the class can handle the format of the given file. -bool MDCImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const { - static const uint32_t tokens[] = { AI_MDC_MAGIC_NUMBER_LE }; - return CheckMagicToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens)); -} - -// ------------------------------------------------------------------------------------------------ -const aiImporterDesc *MDCImporter::GetInfo() const { - return &desc; -} - -// ------------------------------------------------------------------------------------------------ -// Validate the header of the given MDC file -void MDCImporter::ValidateHeader() { - AI_SWAP4(this->pcHeader->ulVersion); - AI_SWAP4(this->pcHeader->ulFlags); - AI_SWAP4(this->pcHeader->ulNumFrames); - AI_SWAP4(this->pcHeader->ulNumTags); - AI_SWAP4(this->pcHeader->ulNumSurfaces); - AI_SWAP4(this->pcHeader->ulNumSkins); - AI_SWAP4(this->pcHeader->ulOffsetBorderFrames); - - if (pcHeader->ulIdent != AI_MDC_MAGIC_NUMBER_BE && - pcHeader->ulIdent != AI_MDC_MAGIC_NUMBER_LE) { - throw DeadlyImportError("Invalid MDC magic word: expected IDPC, found ", - ai_str_toprintable((char *)&pcHeader->ulIdent, 4)); - } - - if (pcHeader->ulVersion != AI_MDC_VERSION) { - ASSIMP_LOG_WARN("Unsupported MDC file version (2 (AI_MDC_VERSION) was expected)"); - } - - if (pcHeader->ulOffsetBorderFrames + pcHeader->ulNumFrames * sizeof(MDC::Frame) > this->fileSize || - pcHeader->ulOffsetSurfaces + pcHeader->ulNumSurfaces * sizeof(MDC::Surface) > this->fileSize) { - throw DeadlyImportError("Some of the offset values in the MDC header are invalid " - "and point to something behind the file."); - } - - if (this->configFrameID >= this->pcHeader->ulNumFrames) { - throw DeadlyImportError("The requested frame is not available"); - } -} - -// ------------------------------------------------------------------------------------------------ -// Validate the header of a given MDC file surface -void MDCImporter::ValidateSurfaceHeader(BE_NCONST MDC::Surface *pcSurf) { - AI_SWAP4(pcSurf->ulFlags); - AI_SWAP4(pcSurf->ulNumCompFrames); - AI_SWAP4(pcSurf->ulNumBaseFrames); - AI_SWAP4(pcSurf->ulNumShaders); - AI_SWAP4(pcSurf->ulNumVertices); - AI_SWAP4(pcSurf->ulNumTriangles); - AI_SWAP4(pcSurf->ulOffsetTriangles); - AI_SWAP4(pcSurf->ulOffsetTexCoords); - AI_SWAP4(pcSurf->ulOffsetBaseVerts); - AI_SWAP4(pcSurf->ulOffsetCompVerts); - AI_SWAP4(pcSurf->ulOffsetFrameBaseFrames); - AI_SWAP4(pcSurf->ulOffsetFrameCompFrames); - AI_SWAP4(pcSurf->ulOffsetEnd); - - const unsigned int iMax = this->fileSize - (unsigned int)((int8_t *)pcSurf - (int8_t *)pcHeader); - - if (pcSurf->ulOffsetBaseVerts + pcSurf->ulNumVertices * sizeof(MDC::BaseVertex) > iMax || - (pcSurf->ulNumCompFrames && pcSurf->ulOffsetCompVerts + pcSurf->ulNumVertices * sizeof(MDC::CompressedVertex) > iMax) || - pcSurf->ulOffsetTriangles + pcSurf->ulNumTriangles * sizeof(MDC::Triangle) > iMax || - pcSurf->ulOffsetTexCoords + pcSurf->ulNumVertices * sizeof(MDC::TexturCoord) > iMax || - pcSurf->ulOffsetShaders + pcSurf->ulNumShaders * sizeof(MDC::Shader) > iMax || - pcSurf->ulOffsetFrameBaseFrames + pcSurf->ulNumBaseFrames * 2 > iMax || - (pcSurf->ulNumCompFrames && pcSurf->ulOffsetFrameCompFrames + pcSurf->ulNumCompFrames * 2 > iMax)) { - throw DeadlyImportError("Some of the offset values in the MDC surface header " - "are invalid and point somewhere behind the file."); - } -} - -// ------------------------------------------------------------------------------------------------ -// Setup configuration properties -void MDCImporter::SetupProperties(const Importer *pImp) { - // The AI_CONFIG_IMPORT_MDC_KEYFRAME option overrides the - // AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option. - if (static_cast<unsigned int>(-1) == (configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MDC_KEYFRAME, -1))) { - configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME, 0); - } -} - -// ------------------------------------------------------------------------------------------------ -// Imports the given file into the given scene structure. -void MDCImporter::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 MDC file ", pFile, "."); - } - - // check whether the mdc file is large enough to contain the file header - fileSize = static_cast<unsigned int>(file->FileSize()); - if (fileSize < sizeof(MDC::Header)) { - throw DeadlyImportError("MDC File is too small."); - } - - std::vector<unsigned char> mBuffer2(fileSize); - file->Read(&mBuffer2[0], 1, fileSize); - mBuffer = &mBuffer2[0]; - - // validate the file header - this->pcHeader = (BE_NCONST MDC::Header *)this->mBuffer; - this->ValidateHeader(); - - std::vector<std::string> aszShaders; - - // get a pointer to the frame we want to read - BE_NCONST MDC::Frame *pcFrame = (BE_NCONST MDC::Frame *)(this->mBuffer + - this->pcHeader->ulOffsetBorderFrames); - - // no need to swap the other members, we won't need them - pcFrame += configFrameID; - AI_SWAP4(pcFrame->localOrigin[0]); - AI_SWAP4(pcFrame->localOrigin[1]); - AI_SWAP4(pcFrame->localOrigin[2]); - - // get the number of valid surfaces - BE_NCONST MDC::Surface *pcSurface, *pcSurface2; - pcSurface = pcSurface2 = reinterpret_cast<BE_NCONST MDC::Surface *>(mBuffer + pcHeader->ulOffsetSurfaces); - unsigned int iNumShaders = 0; - for (unsigned int i = 0; i < pcHeader->ulNumSurfaces; ++i) { - // validate the surface header - this->ValidateSurfaceHeader(pcSurface2); - - if (pcSurface2->ulNumVertices && pcSurface2->ulNumTriangles) { - ++pScene->mNumMeshes; - } - iNumShaders += pcSurface2->ulNumShaders; - pcSurface2 = reinterpret_cast<BE_NCONST MDC::Surface *>((BE_NCONST int8_t *)pcSurface2 + pcSurface2->ulOffsetEnd); - } - aszShaders.reserve(iNumShaders); - pScene->mMeshes = new aiMesh *[pScene->mNumMeshes]; - - // necessary that we don't crash if an exception occurs - for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) { - pScene->mMeshes[i] = nullptr; - } - - // now read all surfaces - unsigned int iDefaultMatIndex = UINT_MAX; - for (unsigned int i = 0, iNum = 0; i < pcHeader->ulNumSurfaces; ++i) { - if (!pcSurface->ulNumVertices || !pcSurface->ulNumTriangles) continue; - aiMesh *pcMesh = pScene->mMeshes[iNum++] = new aiMesh(); - - pcMesh->mNumFaces = pcSurface->ulNumTriangles; - pcMesh->mNumVertices = pcMesh->mNumFaces * 3; - - // store the name of the surface for use as node name. - pcMesh->mName.Set(std::string(pcSurface->ucName, strnlen(pcSurface->ucName, AI_MDC_MAXQPATH - 1))); - - // go to the first shader in the file. ignore the others. - if (pcSurface->ulNumShaders) { - const MDC::Shader *pcShader = (const MDC::Shader *)((int8_t *)pcSurface + pcSurface->ulOffsetShaders); - pcMesh->mMaterialIndex = (unsigned int)aszShaders.size(); - - // create a new shader - aszShaders.push_back(std::string(pcShader->ucName, - ::strnlen(pcShader->ucName, sizeof(pcShader->ucName)))); - } - // need to create a default material - else if (UINT_MAX == iDefaultMatIndex) { - pcMesh->mMaterialIndex = iDefaultMatIndex = (unsigned int)aszShaders.size(); - aszShaders.push_back(std::string()); - } - // otherwise assign a reference to the default material - else - pcMesh->mMaterialIndex = iDefaultMatIndex; - - // allocate output storage for the mesh - aiVector3D *pcVertCur = pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices]; - aiVector3D *pcNorCur = pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices]; - aiVector3D *pcUVCur = pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices]; - aiFace *pcFaceCur = pcMesh->mFaces = new aiFace[pcMesh->mNumFaces]; - - // create all vertices/faces - BE_NCONST MDC::Triangle *pcTriangle = (BE_NCONST MDC::Triangle *)((int8_t *)pcSurface + pcSurface->ulOffsetTriangles); - - BE_NCONST MDC::TexturCoord *const pcUVs = (BE_NCONST MDC::TexturCoord *)((int8_t *)pcSurface + pcSurface->ulOffsetTexCoords); - - // get a pointer to the uncompressed vertices - int16_t iOfs = *((int16_t *)((int8_t *)pcSurface + - pcSurface->ulOffsetFrameBaseFrames) + - this->configFrameID); - - AI_SWAP2(iOfs); - - BE_NCONST MDC::BaseVertex *const pcVerts = (BE_NCONST MDC::BaseVertex *)((int8_t *)pcSurface + pcSurface->ulOffsetBaseVerts) + - ((int)iOfs * pcSurface->ulNumVertices * 4); - - // do the main swapping stuff ... -#if (defined AI_BUILD_BIG_ENDIAN) - - // swap all triangles - for (unsigned int i = 0; i < pcSurface->ulNumTriangles; ++i) { - AI_SWAP4(pcTriangle[i].aiIndices[0]); - AI_SWAP4(pcTriangle[i].aiIndices[1]); - AI_SWAP4(pcTriangle[i].aiIndices[2]); - } - - // swap all vertices - for (unsigned int i = 0; i < pcSurface->ulNumVertices * pcSurface->ulNumBaseFrames; ++i) { - AI_SWAP2(pcVerts->normal); - AI_SWAP2(pcVerts->x); - AI_SWAP2(pcVerts->y); - AI_SWAP2(pcVerts->z); - } - - // swap all texture coordinates - for (unsigned int i = 0; i < pcSurface->ulNumVertices; ++i) { - AI_SWAP4(pcUVs->u); - AI_SWAP4(pcUVs->v); - } - -#endif - - const MDC::CompressedVertex *pcCVerts = nullptr; - int16_t *mdcCompVert = nullptr; - - // access compressed frames for large frame numbers, but never for the first - if (this->configFrameID && pcSurface->ulNumCompFrames > 0) { - mdcCompVert = (int16_t *)((int8_t *)pcSurface + pcSurface->ulOffsetFrameCompFrames) + this->configFrameID; - AI_SWAP2P(mdcCompVert); - if (*mdcCompVert >= 0) { - pcCVerts = (const MDC::CompressedVertex *)((int8_t *)pcSurface + - pcSurface->ulOffsetCompVerts) + - *mdcCompVert * pcSurface->ulNumVertices; - } else - mdcCompVert = nullptr; - } - - // copy all faces - for (unsigned int iFace = 0; iFace < pcSurface->ulNumTriangles; ++iFace, - ++pcTriangle, ++pcFaceCur) { - const unsigned int iOutIndex = iFace * 3; - pcFaceCur->mNumIndices = 3; - pcFaceCur->mIndices = new unsigned int[3]; - - for (unsigned int iIndex = 0; iIndex < 3; ++iIndex, - ++pcVertCur, ++pcUVCur, ++pcNorCur) { - uint32_t quak = pcTriangle->aiIndices[iIndex]; - if (quak >= pcSurface->ulNumVertices) { - ASSIMP_LOG_ERROR("MDC vertex index is out of range"); - quak = pcSurface->ulNumVertices - 1; - } - - // compressed vertices? - if (mdcCompVert) { - MDC::BuildVertex(*pcFrame, pcVerts[quak], pcCVerts[quak], - *pcVertCur, *pcNorCur); - } else { - // copy position - pcVertCur->x = pcVerts[quak].x * AI_MDC_BASE_SCALING; - pcVertCur->y = pcVerts[quak].y * AI_MDC_BASE_SCALING; - pcVertCur->z = pcVerts[quak].z * AI_MDC_BASE_SCALING; - - // copy normals - MD3::LatLngNormalToVec3(pcVerts[quak].normal, &pcNorCur->x); - - // copy texture coordinates - pcUVCur->x = pcUVs[quak].u; - pcUVCur->y = ai_real(1.0) - pcUVs[quak].v; // DX to OGL - } - pcVertCur->x += pcFrame->localOrigin[0]; - pcVertCur->y += pcFrame->localOrigin[1]; - pcVertCur->z += pcFrame->localOrigin[2]; - } - - // swap the face order - DX to OGL - pcFaceCur->mIndices[0] = iOutIndex + 2; - pcFaceCur->mIndices[1] = iOutIndex + 1; - pcFaceCur->mIndices[2] = iOutIndex + 0; - } - - pcSurface = reinterpret_cast<BE_NCONST MDC::Surface *>((BE_NCONST int8_t *)pcSurface + pcSurface->ulOffsetEnd); - } - - // create a flat node graph with a root node and one child for each surface - if (!pScene->mNumMeshes) - throw DeadlyImportError("Invalid MDC file: File contains no valid mesh"); - else if (1 == pScene->mNumMeshes) { - pScene->mRootNode = new aiNode(); - if (nullptr != pScene->mMeshes[0]) { - pScene->mRootNode->mName = pScene->mMeshes[0]->mName; - pScene->mRootNode->mNumMeshes = 1; - pScene->mRootNode->mMeshes = new unsigned int[1]; - pScene->mRootNode->mMeshes[0] = 0; - } - } else { - pScene->mRootNode = new aiNode(); - pScene->mRootNode->mNumChildren = pScene->mNumMeshes; - pScene->mRootNode->mChildren = new aiNode *[pScene->mNumMeshes]; - pScene->mRootNode->mName.Set("<root>"); - for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) { - aiNode *pcNode = pScene->mRootNode->mChildren[i] = new aiNode(); - pcNode->mParent = pScene->mRootNode; - pcNode->mName = pScene->mMeshes[i]->mName; - pcNode->mNumMeshes = 1; - pcNode->mMeshes = new unsigned int[1]; - pcNode->mMeshes[0] = i; - } - } - - // create materials - pScene->mNumMaterials = (unsigned int)aszShaders.size(); - pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials]; - for (unsigned int i = 0; i < pScene->mNumMaterials; ++i) { - aiMaterial *pcMat = new aiMaterial(); - pScene->mMaterials[i] = pcMat; - - const std::string &name = aszShaders[i]; - - int iMode = (int)aiShadingMode_Gouraud; - pcMat->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL); - - // add a small ambient color value - RtCW seems to have one - aiColor3D clr; - clr.b = clr.g = clr.r = 0.05f; - pcMat->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_AMBIENT); - - if (name.length()) - clr.b = clr.g = clr.r = 1.0f; - else - clr.b = clr.g = clr.r = 0.6f; - - pcMat->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_DIFFUSE); - pcMat->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_SPECULAR); - - if (name.length()) { - aiString path; - path.Set(name); - pcMat->AddProperty(&path, AI_MATKEY_TEXTURE_DIFFUSE(0)); - } - } - - // 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_MDC_IMPORTER |