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authorsanine <sanine.not@pm.me>2022-04-16 11:55:54 -0500
committersanine <sanine.not@pm.me>2022-04-16 11:55:54 -0500
commit8fb7916a0d0cb007a4c3a4e6a31af58765268ca3 (patch)
tree52b5524a94a5b04e17a1fd7f8aca988ab6d0c75f /src/mesh/assimp-master/code/AssetLib/MDL
parentdb81b925d776103326128bf629cbdda576a223e7 (diff)
delete src/mesh/assimp-master
Diffstat (limited to 'src/mesh/assimp-master/code/AssetLib/MDL')
-rw-r--r--src/mesh/assimp-master/code/AssetLib/MDL/HalfLife/HL1FileData.h600
-rw-r--r--src/mesh/assimp-master/code/AssetLib/MDL/HalfLife/HL1ImportDefinitions.h64
-rw-r--r--src/mesh/assimp-master/code/AssetLib/MDL/HalfLife/HL1ImportSettings.h85
-rw-r--r--src/mesh/assimp-master/code/AssetLib/MDL/HalfLife/HL1MDLLoader.cpp1353
-rw-r--r--src/mesh/assimp-master/code/AssetLib/MDL/HalfLife/HL1MDLLoader.h243
-rw-r--r--src/mesh/assimp-master/code/AssetLib/MDL/HalfLife/HL1MeshTrivert.h127
-rw-r--r--src/mesh/assimp-master/code/AssetLib/MDL/HalfLife/HalfLifeMDLBaseHeader.h67
-rw-r--r--src/mesh/assimp-master/code/AssetLib/MDL/HalfLife/LogFunctions.h95
-rw-r--r--src/mesh/assimp-master/code/AssetLib/MDL/HalfLife/UniqueNameGenerator.cpp180
-rw-r--r--src/mesh/assimp-master/code/AssetLib/MDL/HalfLife/UniqueNameGenerator.h81
-rw-r--r--src/mesh/assimp-master/code/AssetLib/MDL/MDLDefaultColorMap.h120
-rw-r--r--src/mesh/assimp-master/code/AssetLib/MDL/MDLFileData.h945
-rw-r--r--src/mesh/assimp-master/code/AssetLib/MDL/MDLLoader.cpp1976
-rw-r--r--src/mesh/assimp-master/code/AssetLib/MDL/MDLLoader.h451
-rw-r--r--src/mesh/assimp-master/code/AssetLib/MDL/MDLMaterialLoader.cpp765
15 files changed, 0 insertions, 7152 deletions
diff --git a/src/mesh/assimp-master/code/AssetLib/MDL/HalfLife/HL1FileData.h b/src/mesh/assimp-master/code/AssetLib/MDL/HalfLife/HL1FileData.h
deleted file mode 100644
index 28b1b28..0000000
--- a/src/mesh/assimp-master/code/AssetLib/MDL/HalfLife/HL1FileData.h
+++ /dev/null
@@ -1,600 +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 HL1FileData.h
- * @brief Definition of in-memory structures for the
- * Half-Life 1 MDL file format.
- */
-
-#ifndef AI_HL1FILEDATA_INCLUDED
-#define AI_HL1FILEDATA_INCLUDED
-
-#include "HalfLifeMDLBaseHeader.h"
-
-#include <assimp/Compiler/pushpack1.h>
-#include <assimp/types.h>
-
-namespace Assimp {
-namespace MDL {
-namespace HalfLife {
-
-using vec3_t = float[3];
-
-/** \struct Header_HL1
- * \brief Data structure for the HL1 MDL file header.
- */
-struct Header_HL1 : HalfLifeMDLBaseHeader {
- //! The model name.
- char name[64];
-
- //! The total file size in bytes.
- int32_t length;
-
- //! Ideal eye position.
- vec3_t eyeposition;
-
- //! Ideal movement hull size.
- vec3_t min;
- vec3_t max;
-
- //! Clipping bounding box.
- vec3_t bbmin;
- vec3_t bbmax;
-
- //! Was "flags".
- int32_t unused;
-
- //! The number of bones.
- int32_t numbones;
-
- //! Offset to the first bone chunk.
- int32_t boneindex;
-
- //! The number of bone controllers.
- int32_t numbonecontrollers;
-
- //! Offset to the first bone controller chunk.
- int32_t bonecontrollerindex;
-
- //! The number of hitboxes.
- int32_t numhitboxes;
-
- //! Offset to the first hitbox chunk.
- int32_t hitboxindex;
-
- //! The number of sequences.
- int32_t numseq;
-
- //! Offset to the first sequence description chunk.
- int32_t seqindex;
-
- //! The number of sequence groups.
- int32_t numseqgroups;
-
- //! Offset to the first sequence group chunk.
- int32_t seqgroupindex;
-
- //! The number of textures.
- int32_t numtextures;
-
- //! Offset to the first texture chunk.
- int32_t textureindex;
-
- //! Offset to the first texture's image data.
- int32_t texturedataindex;
-
- //! The number of replaceable textures.
- int32_t numskinref;
-
- //! The number of skin families.
- int32_t numskinfamilies;
-
- //! Offset to the first replaceable texture.
- int32_t skinindex;
-
- //! The number of bodyparts.
- int32_t numbodyparts;
-
- //! Offset the the first bodypart.
- int32_t bodypartindex;
-
- //! The number of attachments.
- int32_t numattachments;
-
- //! Offset the the first attachment chunk.
- int32_t attachmentindex;
-
- //! Was "soundtable".
- int32_t unused2;
-
- //! Was "soundindex".
- int32_t unused3;
-
- //! Was "soundgroups".
- int32_t unused4;
-
- //! Was "soundgroupindex".
- int32_t unused5;
-
- //! The number of nodes in the sequence transition graph.
- int32_t numtransitions;
-
- //! Offset the the first sequence transition.
- int32_t transitionindex;
-} PACK_STRUCT;
-
-/** \struct SequenceHeader_HL1
- * \brief Data structure for the file header of a demand loaded
- * HL1 MDL sequence group file.
- */
-struct SequenceHeader_HL1 : HalfLifeMDLBaseHeader {
- //! The sequence group file name.
- char name[64];
-
- //! The total file size in bytes.
- int32_t length;
-} PACK_STRUCT;
-
-/** \struct Bone_HL1
- * \brief Data structure for a bone in HL1 MDL files.
- */
-struct Bone_HL1 {
- //! The bone name.
- char name[32];
-
- //! The parent bone index. (-1) If it has no parent.
- int32_t parent;
-
- //! Was "flags".
- int32_t unused;
-
- //! Available bone controller per motion type.
- //! (-1) if no controller is available.
- int32_t bonecontroller[6];
-
- /*! Default position and rotation values where
- * scale[0] = position.X
- * scale[1] = position.Y
- * scale[2] = position.Z
- * scale[3] = rotation.X
- * scale[4] = rotation.Y
- * scale[5] = rotation.Z
- */
- float value[6];
-
- /*! Compressed scale values where
- * scale[0] = position.X scale
- * scale[1] = position.Y scale
- * scale[2] = position.Z scale
- * scale[3] = rotation.X scale
- * scale[4] = rotation.Y scale
- * scale[5] = rotation.Z scale
- */
- float scale[6];
-} PACK_STRUCT;
-
-/** \struct BoneController_HL1
- * \brief Data structure for a bone controller in HL1 MDL files.
- */
-struct BoneController_HL1 {
- //! Bone affected by this controller.
- int32_t bone;
-
- //! The motion type.
- int32_t type;
-
- //! The minimum and maximum values.
- float start;
- float end;
-
- // Was "rest".
- int32_t unused;
-
- // The bone controller channel.
- int32_t index;
-} PACK_STRUCT;
-
-/** \struct Hitbox_HL1
- * \brief Data structure for a hitbox in HL1 MDL files.
- */
-struct Hitbox_HL1 {
- //! The bone this hitbox follows.
- int32_t bone;
-
- //! The hit group.
- int32_t group;
-
- //! The hitbox minimum and maximum extents.
- vec3_t bbmin;
- vec3_t bbmax;
-} PACK_STRUCT;
-
-/** \struct SequenceGroup_HL1
- * \brief Data structure for a sequence group in HL1 MDL files.
- */
-struct SequenceGroup_HL1 {
- //! A textual name for this sequence group.
- char label[32];
-
- //! The file name.
- char name[64];
-
- //! Was "cache".
- int32_t unused;
-
- //! Was "data".
- int32_t unused2;
-} PACK_STRUCT;
-
-//! The type of blending for a sequence.
-enum SequenceBlendMode_HL1 {
- NoBlend = 1,
- TwoWayBlending = 2,
- FourWayBlending = 4,
-};
-
-/** \struct SequenceDesc_HL1
- * \brief Data structure for a sequence description in HL1 MDL files.
- */
-struct SequenceDesc_HL1 {
- //! The sequence name.
- char label[32];
-
- //! Frames per second.
- float fps;
-
- //! looping/non-looping flags.
- int32_t flags;
-
- //! The sequence activity.
- int32_t activity;
-
- //! The sequence activity weight.
- int32_t actweight;
-
- //! The number of animation events.
- int32_t numevents;
-
- //! Offset the the first animation event chunk.
- int32_t eventindex;
-
- //! The number of frames in the sequence.
- int32_t numframes;
-
- //! Was "numpivots".
- int32_t unused;
-
- //! Was "pivotindex".
- int32_t unused2;
-
- //! Linear motion type.
- int32_t motiontype;
-
- //! Linear motion bone.
- int32_t motionbone;
-
- //! Linear motion.
- vec3_t linearmovement;
-
- //! Was "automoveposindex".
- int32_t unused3;
-
- //! Was "automoveangleindex".
- int32_t unused4;
-
- //! The sequence minimum and maximum extents.
- vec3_t bbmin;
- vec3_t bbmax;
-
- //! The number of blend animations.
- int32_t numblends;
-
- //! Offset to first the AnimValueOffset_HL1 chunk.
- //! This offset is relative to the SequenceHeader_HL1 of the file
- //! that contains the animation data.
- int32_t animindex;
-
- //! The motion type of each blend controller.
- int32_t blendtype[2];
-
- //! The starting value of each blend controller.
- float blendstart[2];
-
- //! The ending value of each blend controller.
- float blendend[2];
-
- //! Was "blendparent".
- int32_t unused5;
-
- //! The sequence group.
- int32_t seqgroup;
-
- //! The node at entry in the sequence transition graph.
- int32_t entrynode;
-
- //! The node at exit in the sequence transition graph.
- int32_t exitnode;
-
- //! Transition rules.
- int32_t nodeflags;
-
- //! Was "nextseq"
- int32_t unused6;
-} PACK_STRUCT;
-
-/** \struct AnimEvent_HL1
- * \brief Data structure for an animation event in HL1 MDL files.
- */
-struct AnimEvent_HL1 {
- //! The frame at which this animation event occurs.
- int32_t frame;
-
- //! The script event type.
- int32_t event;
-
- //! was "type"
- int32_t unused;
-
- //! Options. Could be path to sound WAVE files.
- char options[64];
-} PACK_STRUCT;
-
-/** \struct Attachment_HL1
- * \brief Data structure for an attachment in HL1 MDL files.
- */
-struct Attachment_HL1 {
- //! Was "name".
- char unused[32];
-
- //! Was "type".
- int32_t unused2;
-
- //! The bone this attachment follows.
- int32_t bone;
-
- //! The attachment origin.
- vec3_t org;
-
- //! Was "vectors"
- vec3_t unused3[3];
-} PACK_STRUCT;
-
-/** \struct AnimValueOffset_HL1
- * \brief Data structure to hold offsets (one per motion type)
- * to the first animation frame value for a single bone
- * in HL1 MDL files.
- */
-struct AnimValueOffset_HL1 {
- unsigned short offset[6];
-} PACK_STRUCT;
-
-/** \struct AnimValue_HL1
- * \brief Data structure for an animation frame in HL1 MDL files.
- */
-union AnimValue_HL1 {
- struct {
- uint8_t valid;
- uint8_t total;
- } num;
- short value;
-} PACK_STRUCT;
-
-/** \struct Bodypart_HL1
- * \brief Data structure for a bodypart in HL1 MDL files.
- */
-struct Bodypart_HL1 {
- //! The bodypart name.
- char name[64];
-
- //! The number of available models for this bodypart.
- int32_t nummodels;
-
- //! Used to convert from a global model index
- //! to a local bodypart model index.
- int32_t base;
-
- //! The offset to the first model chunk.
- int32_t modelindex;
-} PACK_STRUCT;
-
-/** \struct Texture_HL1
- * \brief Data structure for a texture in HL1 MDL files.
- */
-struct Texture_HL1 {
- //! Texture file name.
- char name[64];
-
- //! Texture flags.
- int32_t flags;
-
- //! Texture width in pixels.
- int32_t width;
-
- //! Texture height in pixels.
- int32_t height;
-
- //! Offset to the image data.
- //! This offset is relative to the texture file header.
- int32_t index;
-} PACK_STRUCT;
-
-/** \struct Model_HL1
- * \brief Data structure for a model in HL1 MDL files.
- */
-struct Model_HL1 {
- //! Model name.
- char name[64];
-
- //! Was "type".
- int32_t unused;
-
- //! Was "boundingradius".
- float unused2;
-
- //! The number of meshes in the model.
- int32_t nummesh;
-
- //! Offset to the first mesh chunk.
- int32_t meshindex;
-
- //! The number of unique vertices.
- int32_t numverts;
-
- //! Offset to the vertex bone array.
- int32_t vertinfoindex;
-
- //! Offset to the vertex array.
- int32_t vertindex;
-
- //! The number of unique normals.
- int32_t numnorms;
-
- //! Offset to the normal bone array.
- int32_t norminfoindex;
-
- //! Offset to the normal array.
- int32_t normindex;
-
- //! Was "numgroups".
- int32_t unused3;
-
- //! Was "groupindex".
- int32_t unused4;
-} PACK_STRUCT;
-
-/** \struct Mesh_HL1
- * \brief Data structure for a mesh in HL1 MDL files.
- */
-struct Mesh_HL1 {
- //! Can be interpreted as the number of triangles in the mesh.
- int32_t numtris;
-
- //! Offset to the start of the tris sequence.
- int32_t triindex;
-
- //! The skin index.
- int32_t skinref;
-
- //! The number of normals in the mesh.
- int32_t numnorms;
-
- //! Was "normindex".
- int32_t unused;
-} PACK_STRUCT;
-
-/** \struct Trivert
- * \brief Data structure for a trivert in HL1 MDL files.
- */
-struct Trivert {
- //! Index into Model_HL1 vertex array.
- short vertindex;
-
- //! Index into Model_HL1 normal array.
- short normindex;
-
- //! Texture coordinates in absolute space (unnormalized).
- short s, t;
-} PACK_STRUCT;
-
-#include <assimp/Compiler/poppack1.h>
-
-#if (!defined AI_MDL_HL1_VERSION)
-#define AI_MDL_HL1_VERSION 10
-#endif
-#if (!defined AI_MDL_HL1_MAX_TRIANGLES)
-#define AI_MDL_HL1_MAX_TRIANGLES 20000
-#endif
-#if (!defined AI_MDL_HL1_MAX_VERTICES)
-#define AI_MDL_HL1_MAX_VERTICES 2048
-#endif
-#if (!defined AI_MDL_HL1_MAX_SEQUENCES)
-#define AI_MDL_HL1_MAX_SEQUENCES 2048
-#endif
-#if (!defined AI_MDL_HL1_MAX_SEQUENCE_GROUPS)
-#define AI_MDL_HL1_MAX_SEQUENCE_GROUPS 32
-#endif
-#if (!defined AI_MDL_HL1_MAX_TEXTURES)
-#define AI_MDL_HL1_MAX_TEXTURES 100
-#endif
-#if (!defined AI_MDL_HL1_MAX_SKIN_FAMILIES)
-#define AI_MDL_HL1_MAX_SKIN_FAMILIES 100
-#endif
-#if (!defined AI_MDL_HL1_MAX_BONES)
-#define AI_MDL_HL1_MAX_BONES 128
-#endif
-#if (!defined AI_MDL_HL1_MAX_BODYPARTS)
-#define AI_MDL_HL1_MAX_BODYPARTS 32
-#endif
-#if (!defined AI_MDL_HL1_MAX_MODELS)
-#define AI_MDL_HL1_MAX_MODELS 32
-#endif
-#if (!defined AI_MDL_HL1_MAX_MESHES)
-#define AI_MDL_HL1_MAX_MESHES 256
-#endif
-#if (!defined AI_MDL_HL1_MAX_EVENTS)
-#define AI_MDL_HL1_MAX_EVENTS 1024
-#endif
-#if (!defined AI_MDL_HL1_MAX_BONE_CONTROLLERS)
-#define AI_MDL_HL1_MAX_BONE_CONTROLLERS 8
-#endif
-#if (!defined AI_MDL_HL1_MAX_ATTACHMENTS)
-#define AI_MDL_HL1_MAX_ATTACHMENTS 512
-#endif
-
-// lighting options
-#if (!defined AI_MDL_HL1_STUDIO_NF_FLATSHADE)
-#define AI_MDL_HL1_STUDIO_NF_FLATSHADE 0x0001
-#endif
-#if (!defined AI_MDL_HL1_STUDIO_NF_CHROME)
-#define AI_MDL_HL1_STUDIO_NF_CHROME 0x0002
-#endif
-#if (!defined AI_MDL_HL1_STUDIO_NF_ADDITIVE)
-#define AI_MDL_HL1_STUDIO_NF_ADDITIVE 0x0020
-#endif
-#if (!defined AI_MDL_HL1_STUDIO_NF_MASKED)
-#define AI_MDL_HL1_STUDIO_NF_MASKED 0x0040
-#endif
-
-} // namespace HalfLife
-} // namespace MDL
-} // namespace Assimp
-
-#endif // AI_HL1FILEDATA_INCLUDED
diff --git a/src/mesh/assimp-master/code/AssetLib/MDL/HalfLife/HL1ImportDefinitions.h b/src/mesh/assimp-master/code/AssetLib/MDL/HalfLife/HL1ImportDefinitions.h
deleted file mode 100644
index d412aee..0000000
--- a/src/mesh/assimp-master/code/AssetLib/MDL/HalfLife/HL1ImportDefinitions.h
+++ /dev/null
@@ -1,64 +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 HL1ImportDefinitions.h
- * @brief HL1 MDL loader specific definitions.
- */
-
-#ifndef AI_MDL_HL1_IMPORT_DEFINITIONS_INCLUDED
-#define AI_MDL_HL1_IMPORT_DEFINITIONS_INCLUDED
-
-#define AI_MDL_HL1_NODE_ROOT "<MDL_root>"
-#define AI_MDL_HL1_NODE_BODYPARTS "<MDL_bodyparts>"
-#define AI_MDL_HL1_NODE_BONES "<MDL_bones>"
-#define AI_MDL_HL1_NODE_BONE_CONTROLLERS "<MDL_bone_controllers>"
-#define AI_MDL_HL1_NODE_SEQUENCE_INFOS "<MDL_sequence_infos>"
-#define AI_MDL_HL1_NODE_SEQUENCE_GROUPS "<MDL_sequence_groups>"
-#define AI_MDL_HL1_NODE_SEQUENCE_TRANSITION_GRAPH "<MDL_sequence_transition_graph>"
-#define AI_MDL_HL1_NODE_ATTACHMENTS "<MDL_attachments>"
-#define AI_MDL_HL1_NODE_HITBOXES "<MDL_hitboxes>"
-#define AI_MDL_HL1_NODE_GLOBAL_INFO "<MDL_global_info>"
-#define AI_MDL_HL1_NODE_ANIMATION_EVENTS "AnimationEvents"
-#define AI_MDL_HL1_NODE_BLEND_CONTROLLERS "BlendControllers"
-
-#define AI_MDL_HL1_MATKEY_CHROME(type, N) "$mat.HL1.chrome", type, N
-
-#endif // AI_MDL_HL1_IMPORT_DEFINITIONS_INCLUDED
diff --git a/src/mesh/assimp-master/code/AssetLib/MDL/HalfLife/HL1ImportSettings.h b/src/mesh/assimp-master/code/AssetLib/MDL/HalfLife/HL1ImportSettings.h
deleted file mode 100644
index 340ba2d..0000000
--- a/src/mesh/assimp-master/code/AssetLib/MDL/HalfLife/HL1ImportSettings.h
+++ /dev/null
@@ -1,85 +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 HL1ImportSettings.h
- * @brief Half-Life 1 MDL loader configuration settings.
- */
-
-#ifndef AI_HL1IMPORTSETTINGS_INCLUDED
-#define AI_HL1IMPORTSETTINGS_INCLUDED
-
-#include <string>
-
-namespace Assimp {
-namespace MDL {
-namespace HalfLife {
-
-struct HL1ImportSettings {
- HL1ImportSettings() :
- read_animations(false),
- read_animation_events(false),
- read_blend_controllers(false),
- read_sequence_groups_info(false),
- read_sequence_transitions(false),
- read_attachments(false),
- read_bone_controllers(false),
- read_hitboxes(false),
- read_textures(false),
- read_misc_global_info(false) {
- }
-
- bool read_animations;
- bool read_animation_events;
- bool read_blend_controllers;
- bool read_sequence_groups_info;
- bool read_sequence_transitions;
- bool read_attachments;
- bool read_bone_controllers;
- bool read_hitboxes;
- bool read_textures;
- bool read_misc_global_info;
-};
-
-} // namespace HalfLife
-} // namespace MDL
-} // namespace Assimp
-
-#endif // AI_HL1IMPORTSETTINGS_INCLUDED
diff --git a/src/mesh/assimp-master/code/AssetLib/MDL/HalfLife/HL1MDLLoader.cpp b/src/mesh/assimp-master/code/AssetLib/MDL/HalfLife/HL1MDLLoader.cpp
deleted file mode 100644
index 93d3753..0000000
--- a/src/mesh/assimp-master/code/AssetLib/MDL/HalfLife/HL1MDLLoader.cpp
+++ /dev/null
@@ -1,1353 +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 HL1MDLLoader.cpp
- * @brief Implementation for the Half-Life 1 MDL loader.
- */
-
-#include "HL1MDLLoader.h"
-#include "HL1ImportDefinitions.h"
-#include "HL1MeshTrivert.h"
-#include "UniqueNameGenerator.h"
-
-#include <assimp/BaseImporter.h>
-#include <assimp/StringUtils.h>
-#include <assimp/ai_assert.h>
-#include <assimp/qnan.h>
-#include <assimp/DefaultLogger.hpp>
-#include <assimp/Importer.hpp>
-
-#include <iomanip>
-#include <sstream>
-#include <map>
-
-#ifdef MDL_HALFLIFE_LOG_WARN_HEADER
-#undef MDL_HALFLIFE_LOG_WARN_HEADER
-#endif
-#define MDL_HALFLIFE_LOG_HEADER "[Half-Life 1 MDL] "
-#include "LogFunctions.h"
-
-namespace Assimp {
-namespace MDL {
-namespace HalfLife {
-
-#ifdef _MSC_VER
-# pragma warning(disable : 4706)
-#endif // _MSC_VER
-
-// ------------------------------------------------------------------------------------------------
-HL1MDLLoader::HL1MDLLoader(
- aiScene *scene,
- IOSystem *io,
- const unsigned char *buffer,
- const std::string &file_path,
- const HL1ImportSettings &import_settings) :
- scene_(scene),
- io_(io),
- buffer_(buffer),
- file_path_(file_path),
- import_settings_(import_settings),
- header_(nullptr),
- texture_header_(nullptr),
- anim_headers_(nullptr),
- texture_buffer_(nullptr),
- anim_buffers_(nullptr),
- num_sequence_groups_(0),
- rootnode_children_(),
- unique_name_generator_(),
- unique_sequence_names_(),
- unique_sequence_groups_names_(),
- temp_bones_(),
- num_blend_controllers_(0),
- total_models_(0) {
- load_file();
-}
-
-// ------------------------------------------------------------------------------------------------
-HL1MDLLoader::~HL1MDLLoader() {
- release_resources();
-}
-
-// ------------------------------------------------------------------------------------------------
-void HL1MDLLoader::release_resources() {
- if (buffer_ != texture_buffer_) {
- delete[] texture_buffer_;
- texture_buffer_ = nullptr;
- }
-
- if (num_sequence_groups_ && anim_buffers_) {
- for (int i = 1; i < num_sequence_groups_; ++i) {
- if (anim_buffers_[i]) {
- delete[] anim_buffers_[i];
- anim_buffers_[i] = nullptr;
- }
- }
-
- delete[] anim_buffers_;
- anim_buffers_ = nullptr;
- }
-
- if (anim_headers_) {
- delete[] anim_headers_;
- anim_headers_ = nullptr;
- }
-
- // Root has some children nodes. so let's proceed them
- if (!rootnode_children_.empty()) {
- // Here, it means that the nodes were not added to the
- // scene root node. We still have to delete them.
- for (auto it = rootnode_children_.begin(); it != rootnode_children_.end(); ++it) {
- if (*it) {
- delete *it;
- }
- }
- // Ensure this happens only once.
- rootnode_children_.clear();
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-void HL1MDLLoader::load_file() {
- try {
- header_ = (const Header_HL1 *)buffer_;
- validate_header(header_, false);
-
- // Create the root scene node.
- scene_->mRootNode = new aiNode(AI_MDL_HL1_NODE_ROOT);
-
- load_texture_file();
-
- if (import_settings_.read_animations) {
- load_sequence_groups_files();
- }
-
- read_textures();
- read_skins();
-
- read_bones();
- read_meshes();
-
- if (import_settings_.read_animations) {
- read_sequence_groups_info();
- read_animations();
- read_sequence_infos();
- if (import_settings_.read_sequence_transitions)
- read_sequence_transitions();
- }
-
- if (import_settings_.read_attachments) {
- read_attachments();
- }
-
- if (import_settings_.read_hitboxes) {
- read_hitboxes();
- }
-
- if (import_settings_.read_bone_controllers) {
- read_bone_controllers();
- }
-
- read_global_info();
-
- if (!header_->numbodyparts) {
- // This could be an MDL external texture file. In this case,
- // add this flag to allow the scene to be loaded even if it
- // has no meshes.
- scene_->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
- }
-
- // Append children to root node.
- if (rootnode_children_.size()) {
- scene_->mRootNode->addChildren(
- static_cast<unsigned int>(rootnode_children_.size()),
- rootnode_children_.data());
-
- // Clear the list of nodes so they will not be destroyed
- // when resources are released.
- rootnode_children_.clear();
- }
-
- release_resources();
-
- } catch (...) {
- release_resources();
- throw;
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-void HL1MDLLoader::validate_header(const Header_HL1 *header, bool is_texture_header) {
- if (is_texture_header) {
- // Every single Half-Life model is assumed to have at least one texture.
- if (!header->numtextures) {
- throw DeadlyImportError(MDL_HALFLIFE_LOG_HEADER "There are no textures in the file");
- }
-
- if (header->numtextures > AI_MDL_HL1_MAX_TEXTURES) {
- log_warning_limit_exceeded<AI_MDL_HL1_MAX_TEXTURES>(header->numtextures, "textures");
- }
-
- if (header->numskinfamilies > AI_MDL_HL1_MAX_SKIN_FAMILIES) {
- log_warning_limit_exceeded<AI_MDL_HL1_MAX_SKIN_FAMILIES>(header->numskinfamilies, "skin families");
- }
-
- } else {
-
- if (header->numbodyparts > AI_MDL_HL1_MAX_BODYPARTS) {
- log_warning_limit_exceeded<AI_MDL_HL1_MAX_BODYPARTS>(header->numbodyparts, "bodyparts");
- }
-
- if (header->numbones > AI_MDL_HL1_MAX_BONES) {
- log_warning_limit_exceeded<AI_MDL_HL1_MAX_BONES>(header->numbones, "bones");
- }
-
- if (header->numbonecontrollers > AI_MDL_HL1_MAX_BONE_CONTROLLERS) {
- log_warning_limit_exceeded<AI_MDL_HL1_MAX_BONE_CONTROLLERS>(header->numbonecontrollers, "bone controllers");
- }
-
- if (header->numseq > AI_MDL_HL1_MAX_SEQUENCES) {
- log_warning_limit_exceeded<AI_MDL_HL1_MAX_SEQUENCES>(header->numseq, "sequences");
- }
-
- if (header->numseqgroups > AI_MDL_HL1_MAX_SEQUENCE_GROUPS) {
- log_warning_limit_exceeded<AI_MDL_HL1_MAX_SEQUENCE_GROUPS>(header->numseqgroups, "sequence groups");
- }
-
- if (header->numattachments > AI_MDL_HL1_MAX_ATTACHMENTS) {
- log_warning_limit_exceeded<AI_MDL_HL1_MAX_ATTACHMENTS>(header->numattachments, "attachments");
- }
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-/*
- Load textures.
-
- There are two ways for textures to be stored in a Half-Life model:
-
- 1. Directly in the MDL file (filePath) or
- 2. In an external MDL file.
-
- Due to the way StudioMDL works (tool used to compile SMDs into MDLs),
- it is assumed that an external texture file follows the naming
- convention: <YourModelName>T.mdl. Note the extra (T) at the end of the
- model name.
-
- .e.g For a given model named MyModel.mdl
-
- The external texture file name would be MyModelT.mdl
-*/
-void HL1MDLLoader::load_texture_file() {
- if (header_->numtextures == 0) {
- // Load an external MDL texture file.
- std::string texture_file_path =
- DefaultIOSystem::absolutePath(file_path_) + io_->getOsSeparator() +
- DefaultIOSystem::completeBaseName(file_path_) + "T." +
- BaseImporter::GetExtension(file_path_);
-
- load_file_into_buffer<Header_HL1>(texture_file_path, texture_buffer_);
- } else {
- // Model has no external texture file. This means the texture is stored inside the main MDL file.
- texture_buffer_ = const_cast<unsigned char *>(buffer_);
- }
-
- texture_header_ = (const Header_HL1 *)texture_buffer_;
-
- // Validate texture header.
- validate_header(texture_header_, true);
-}
-
-// ------------------------------------------------------------------------------------------------
-/*
- Load sequence group files if any.
-
- Due to the way StudioMDL works (tool used to compile SMDs into MDLs),
- it is assumed that a sequence group file follows the naming
- convention: <YourModelName>0X.mdl. Note the extra (0X) at the end of
- the model name, where (X) is the sequence group.
-
- .e.g For a given model named MyModel.mdl
-
- Sequence group 1 => MyModel01.mdl
- Sequence group 2 => MyModel02.mdl
- Sequence group X => MyModel0X.mdl
-
-*/
-void HL1MDLLoader::load_sequence_groups_files() {
- if (header_->numseqgroups <= 1) {
- return;
- }
-
- num_sequence_groups_ = header_->numseqgroups;
-
- anim_buffers_ = new unsigned char *[num_sequence_groups_];
- anim_headers_ = new SequenceHeader_HL1 *[num_sequence_groups_];
- for (int i = 0; i < num_sequence_groups_; ++i) {
- anim_buffers_[i] = nullptr;
- anim_headers_[i] = nullptr;
- }
-
- std::string file_path_without_extension =
- DefaultIOSystem::absolutePath(file_path_) +
- io_->getOsSeparator() +
- DefaultIOSystem::completeBaseName(file_path_);
-
- for (int i = 1; i < num_sequence_groups_; ++i) {
- std::stringstream ss;
- ss << file_path_without_extension;
- ss << std::setw(2) << std::setfill('0') << i;
- ss << '.' << BaseImporter::GetExtension(file_path_);
-
- std::string sequence_file_path = ss.str();
-
- load_file_into_buffer<SequenceHeader_HL1>(sequence_file_path, anim_buffers_[i]);
-
- anim_headers_[i] = (SequenceHeader_HL1 *)anim_buffers_[i];
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-// Read an MDL texture.
-void HL1MDLLoader::read_texture(const Texture_HL1 *ptexture,
- uint8_t *data, uint8_t *pal, aiTexture *pResult,
- aiColor3D &last_palette_color) {
- pResult->mFilename = ptexture->name;
- pResult->mWidth = static_cast<unsigned int>(ptexture->width);
- pResult->mHeight = static_cast<unsigned int>(ptexture->height);
- pResult->achFormatHint[0] = 'r';
- pResult->achFormatHint[1] = 'g';
- pResult->achFormatHint[2] = 'b';
- pResult->achFormatHint[3] = 'a';
- pResult->achFormatHint[4] = '8';
- pResult->achFormatHint[5] = '8';
- pResult->achFormatHint[6] = '8';
- pResult->achFormatHint[7] = '8';
- pResult->achFormatHint[8] = '\0';
-
- const size_t num_pixels = pResult->mWidth * pResult->mHeight;
- aiTexel *out = pResult->pcData = new aiTexel[num_pixels];
-
- // Convert indexed 8 bit to 32 bit RGBA.
- for (size_t i = 0; i < num_pixels; ++i, ++out) {
- out->r = pal[data[i] * 3];
- out->g = pal[data[i] * 3 + 1];
- out->b = pal[data[i] * 3 + 2];
- out->a = 255;
- }
-
- // Get the last palette color.
- last_palette_color.r = pal[255 * 3];
- last_palette_color.g = pal[255 * 3 + 1];
- last_palette_color.b = pal[255 * 3 + 2];
-}
-
-// ------------------------------------------------------------------------------------------------
-void HL1MDLLoader::read_textures() {
- const Texture_HL1 *ptexture = (const Texture_HL1 *)((uint8_t *)texture_header_ + texture_header_->textureindex);
- unsigned char *pin = texture_buffer_;
-
- scene_->mNumTextures = scene_->mNumMaterials = texture_header_->numtextures;
- scene_->mTextures = new aiTexture *[scene_->mNumTextures];
- scene_->mMaterials = new aiMaterial *[scene_->mNumMaterials];
-
- for (int i = 0; i < texture_header_->numtextures; ++i) {
- scene_->mTextures[i] = new aiTexture();
-
- aiColor3D last_palette_color;
- read_texture(&ptexture[i],
- pin + ptexture[i].index,
- pin + ptexture[i].width * ptexture[i].height + ptexture[i].index,
- scene_->mTextures[i],
- last_palette_color);
-
- aiMaterial *scene_material = scene_->mMaterials[i] = new aiMaterial();
-
- const aiTextureType texture_type = aiTextureType_DIFFUSE;
- aiString texture_name(ptexture[i].name);
- scene_material->AddProperty(&texture_name, AI_MATKEY_TEXTURE(texture_type, 0));
-
- // Is this a chrome texture?
- int chrome = ptexture[i].flags & AI_MDL_HL1_STUDIO_NF_CHROME ? 1 : 0;
- scene_material->AddProperty(&chrome, 1, AI_MDL_HL1_MATKEY_CHROME(texture_type, 0));
-
- if (ptexture[i].flags & AI_MDL_HL1_STUDIO_NF_FLATSHADE) {
- // Flat shading.
- const aiShadingMode shading_mode = aiShadingMode_Flat;
- scene_material->AddProperty(&shading_mode, 1, AI_MATKEY_SHADING_MODEL);
- }
-
- if (ptexture[i].flags & AI_MDL_HL1_STUDIO_NF_ADDITIVE) {
- // Additive texture.
- const aiBlendMode blend_mode = aiBlendMode_Additive;
- scene_material->AddProperty(&blend_mode, 1, AI_MATKEY_BLEND_FUNC);
- } else if (ptexture[i].flags & AI_MDL_HL1_STUDIO_NF_MASKED) {
- // Texture with 1 bit alpha test.
- const aiTextureFlags use_alpha = aiTextureFlags_UseAlpha;
- scene_material->AddProperty(&use_alpha, 1, AI_MATKEY_TEXFLAGS(texture_type, 0));
- scene_material->AddProperty(&last_palette_color, 1, AI_MATKEY_COLOR_TRANSPARENT);
- }
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-void HL1MDLLoader::read_skins() {
- // Read skins, if any.
- if (texture_header_->numskinfamilies <= 1) {
- return;
- }
-
- // Pointer to base texture index.
- short *default_skin_ptr = (short *)((uint8_t *)texture_header_ + texture_header_->skinindex);
-
- // Start at first replacement skin.
- short *replacement_skin_ptr = default_skin_ptr + texture_header_->numskinref;
-
- for (int i = 1; i < texture_header_->numskinfamilies; ++i, replacement_skin_ptr += texture_header_->numskinref) {
- for (int j = 0; j < texture_header_->numskinref; ++j) {
- if (default_skin_ptr[j] != replacement_skin_ptr[j]) {
- // Save replacement textures.
- aiString skinMaterialId(scene_->mTextures[replacement_skin_ptr[j]]->mFilename);
- scene_->mMaterials[default_skin_ptr[j]]->AddProperty(&skinMaterialId, AI_MATKEY_TEXTURE_DIFFUSE(i));
- }
- }
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-void HL1MDLLoader::read_bones() {
- if (!header_->numbones) {
- return;
- }
-
- const Bone_HL1 *pbone = (const Bone_HL1 *)((uint8_t *)header_ + header_->boneindex);
-
- std::vector<std::string> unique_bones_names(header_->numbones);
- for (int i = 0; i < header_->numbones; ++i) {
- unique_bones_names[i] = pbone[i].name;
- }
-
- // Ensure bones have unique names.
- unique_name_generator_.set_template_name("Bone");
- unique_name_generator_.make_unique(unique_bones_names);
-
- temp_bones_.resize(header_->numbones);
-
- aiNode *bones_node = new aiNode(AI_MDL_HL1_NODE_BONES);
- rootnode_children_.push_back(bones_node);
- bones_node->mNumChildren = static_cast<unsigned int>(header_->numbones);
- bones_node->mChildren = new aiNode *[bones_node->mNumChildren];
-
- // Create bone matrices in local space.
- for (int i = 0; i < header_->numbones; ++i) {
- aiNode *bone_node = temp_bones_[i].node = bones_node->mChildren[i] = new aiNode(unique_bones_names[i]);
-
- aiVector3D angles(pbone[i].value[3], pbone[i].value[4], pbone[i].value[5]);
- temp_bones_[i].absolute_transform = bone_node->mTransformation =
- aiMatrix4x4(aiVector3D(1), aiQuaternion(angles.y, angles.z, angles.x),
- aiVector3D(pbone[i].value[0], pbone[i].value[1], pbone[i].value[2]));
-
- if (pbone[i].parent == -1) {
- bone_node->mParent = scene_->mRootNode;
- } else {
- bone_node->mParent = bones_node->mChildren[pbone[i].parent];
-
- temp_bones_[i].absolute_transform =
- temp_bones_[pbone[i].parent].absolute_transform * bone_node->mTransformation;
- }
-
- temp_bones_[i].offset_matrix = temp_bones_[i].absolute_transform;
- temp_bones_[i].offset_matrix.Inverse();
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-/*
- Read meshes.
-
- Half-Life MDLs are structured such that each MDL
- contains one or more 'bodypart(s)', which contain one
- or more 'model(s)', which contains one or more mesh(es).
-
- * Bodyparts are used to group models that may be replaced
- in the game .e.g a character could have a 'heads' group,
- 'torso' group, 'shoes' group, with each group containing
- different 'model(s)'.
-
- * Models, also called 'sub models', contain vertices as
- well as a reference to each mesh used by the sub model.
-
- * Meshes contain a list of tris, also known as 'triverts'.
- Each tris contains the following information:
-
- 1. The index of the position to use for the vertex.
- 2. The index of the normal to use for the vertex.
- 3. The S coordinate to use for the vertex UV.
- 4. The T coordinate ^
-
- These tris represent the way to represent the triangles
- for each mesh. Depending on how the tool compiled the MDL,
- those triangles were saved as strips and or fans.
-
- NOTE: Each tris is NOT unique. This means that you
- might encounter the same vertex index but with a different
- normal index, S coordinate, T coordinate.
-
- In addition, each mesh contains the texture's index.
-
- ------------------------------------------------------
- With the details above, there are several things to
- take into consideration.
-
- * The Half-Life models store the vertices by sub model
- rather than by mesh. Due to Assimp's structure, it
- is necessary to remap each model vertex to be used
- per mesh. Unfortunately, this has the consequence
- to duplicate vertices.
-
- * Because the mesh triangles are comprised of strips and
- fans, it is necessary to convert each primitive to
- triangles, respectively (3 indices per face).
-*/
-void HL1MDLLoader::read_meshes() {
- if (!header_->numbodyparts) {
- return;
- }
-
- int total_verts = 0;
- int total_triangles = 0;
- total_models_ = 0;
-
- const Bodypart_HL1 *pbodypart = (const Bodypart_HL1 *)((uint8_t *)header_ + header_->bodypartindex);
- const Model_HL1 *pmodel = nullptr;
- const Mesh_HL1 *pmesh = nullptr;
-
- const Texture_HL1 *ptexture = (const Texture_HL1 *)((uint8_t *)texture_header_ + texture_header_->textureindex);
- short *pskinref = (short *)((uint8_t *)texture_header_ + texture_header_->skinindex);
-
- scene_->mNumMeshes = 0;
-
- std::vector<std::string> unique_bodyparts_names;
- unique_bodyparts_names.resize(header_->numbodyparts);
-
- // Count the number of meshes.
-
- for (int i = 0; i < header_->numbodyparts; ++i, ++pbodypart) {
- unique_bodyparts_names[i] = pbodypart->name;
-
- pmodel = (Model_HL1 *)((uint8_t *)header_ + pbodypart->modelindex);
- for (int j = 0; j < pbodypart->nummodels; ++j, ++pmodel) {
- scene_->mNumMeshes += pmodel->nummesh;
- total_verts += pmodel->numverts;
- }
-
- total_models_ += pbodypart->nummodels;
- }
-
- // Display limit infos.
- if (total_verts > AI_MDL_HL1_MAX_VERTICES) {
- log_warning_limit_exceeded<AI_MDL_HL1_MAX_VERTICES>(total_verts, "vertices");
- }
-
- if (scene_->mNumMeshes > AI_MDL_HL1_MAX_MESHES) {
- log_warning_limit_exceeded<AI_MDL_HL1_MAX_MESHES>(scene_->mNumMeshes, "meshes");
- }
-
- if (total_models_ > AI_MDL_HL1_MAX_MODELS) {
- log_warning_limit_exceeded<AI_MDL_HL1_MAX_MODELS>(total_models_, "models");
- }
-
- // Ensure bodyparts have unique names.
- unique_name_generator_.set_template_name("Bodypart");
- unique_name_generator_.make_unique(unique_bodyparts_names);
-
- // Now do the same for each model.
- pbodypart = (const Bodypart_HL1 *)((uint8_t *)header_ + header_->bodypartindex);
-
- // Prepare template name for bodypart models.
- std::vector<std::string> unique_models_names;
- unique_models_names.resize(total_models_);
-
- unsigned int model_index = 0;
-
- for (int i = 0; i < header_->numbodyparts; ++i, ++pbodypart) {
- pmodel = (Model_HL1 *)((uint8_t *)header_ + pbodypart->modelindex);
- for (int j = 0; j < pbodypart->nummodels; ++j, ++pmodel, ++model_index)
- unique_models_names[model_index] = pmodel->name;
- }
-
- unique_name_generator_.set_template_name("Model");
- unique_name_generator_.make_unique(unique_models_names);
-
- unsigned int mesh_index = 0;
-
- scene_->mMeshes = new aiMesh *[scene_->mNumMeshes];
-
- pbodypart = (const Bodypart_HL1 *)((uint8_t *)header_ + header_->bodypartindex);
-
- /* Create a node that will represent the mesh hierarchy.
-
- <MDL_bodyparts>
- |
- +-- bodypart --+-- model -- [mesh index, mesh index, ...]
- | |
- | +-- model -- [mesh index, mesh index, ...]
- | |
- | ...
- |
- |-- bodypart -- ...
- |
- ...
- */
- aiNode *bodyparts_node = new aiNode(AI_MDL_HL1_NODE_BODYPARTS);
- rootnode_children_.push_back(bodyparts_node);
- bodyparts_node->mNumChildren = static_cast<unsigned int>(header_->numbodyparts);
- bodyparts_node->mChildren = new aiNode *[bodyparts_node->mNumChildren];
- aiNode **bodyparts_node_ptr = bodyparts_node->mChildren;
-
- // The following variables are defined here so they don't have
- // to be recreated every iteration.
-
- // Model_HL1 vertices, in bind pose space.
- std::vector<aiVector3D> bind_pose_vertices;
-
- // Model_HL1 normals, in bind pose space.
- std::vector<aiVector3D> bind_pose_normals;
-
- // Used to contain temporary information for building a mesh.
- std::vector<HL1MeshTrivert> triverts;
-
- std::vector<short> tricmds;
-
- // Which triverts to use for the mesh.
- std::vector<short> mesh_triverts_indices;
-
- std::vector<HL1MeshFace> mesh_faces;
-
- /* triverts that have the same vertindex, but have different normindex,s,t values.
- Similar triverts are mapped from vertindex to a list of similar triverts. */
- std::map<short, std::set<short>> triverts_similars;
-
- // triverts per bone.
- std::map<int, std::set<short>> bone_triverts;
-
- /** This function adds a trivert index to the list of triverts per bone.
- * \param[in] bone The bone that affects the trivert at index \p trivert_index.
- * \param[in] trivert_index The trivert index.
- */
- auto AddTrivertToBone = [&](int bone, short trivert_index) {
- if (bone_triverts.count(bone) == 0)
- bone_triverts.insert({ bone, std::set<short>{ trivert_index }});
- else
- bone_triverts[bone].insert(trivert_index);
- };
-
- /** This function creates and appends a new trivert to the list of triverts.
- * \param[in] trivert The trivert to use as a prototype.
- * \param[in] bone The bone that affects \p trivert.
- */
- auto AddSimilarTrivert = [&](const Trivert &trivert, const int bone) {
- HL1MeshTrivert new_trivert(trivert);
- new_trivert.localindex = static_cast<short>(mesh_triverts_indices.size());
-
- short new_trivert_index = static_cast<short>(triverts.size());
-
- if (triverts_similars.count(trivert.vertindex) == 0)
- triverts_similars.insert({ trivert.vertindex, std::set<short>{ new_trivert_index }});
- else
- triverts_similars[trivert.vertindex].insert(new_trivert_index);
-
- triverts.push_back(new_trivert);
-
- mesh_triverts_indices.push_back(new_trivert_index);
- tricmds.push_back(new_trivert.localindex);
- AddTrivertToBone(bone, new_trivert.localindex);
- };
-
- model_index = 0;
-
- for (int i = 0; i < header_->numbodyparts; ++i, ++pbodypart, ++bodyparts_node_ptr) {
- pmodel = (const Model_HL1 *)((uint8_t *)header_ + pbodypart->modelindex);
-
- // Create bodypart node for the mesh tree hierarchy.
- aiNode *bodypart_node = (*bodyparts_node_ptr) = new aiNode(unique_bodyparts_names[i]);
- bodypart_node->mParent = bodyparts_node;
- bodypart_node->mMetaData = aiMetadata::Alloc(1);
- bodypart_node->mMetaData->Set(0, "Base", pbodypart->base);
-
- bodypart_node->mNumChildren = static_cast<unsigned int>(pbodypart->nummodels);
- bodypart_node->mChildren = new aiNode *[bodypart_node->mNumChildren];
- aiNode **bodypart_models_ptr = bodypart_node->mChildren;
-
- for (int j = 0; j < pbodypart->nummodels;
- ++j, ++pmodel, ++bodypart_models_ptr, ++model_index) {
-
- pmesh = (const Mesh_HL1 *)((uint8_t *)header_ + pmodel->meshindex);
-
- uint8_t *pvertbone = ((uint8_t *)header_ + pmodel->vertinfoindex);
- uint8_t *pnormbone = ((uint8_t *)header_ + pmodel->norminfoindex);
- vec3_t *pstudioverts = (vec3_t *)((uint8_t *)header_ + pmodel->vertindex);
- vec3_t *pstudionorms = (vec3_t *)((uint8_t *)header_ + pmodel->normindex);
-
- // Each vertex and normal is in local space, so transform
- // each of them to bring them in bind pose.
- bind_pose_vertices.resize(pmodel->numverts);
- bind_pose_normals.resize(pmodel->numnorms);
- for (size_t k = 0; k < bind_pose_vertices.size(); ++k) {
- const vec3_t &vert = pstudioverts[k];
- bind_pose_vertices[k] = temp_bones_[pvertbone[k]].absolute_transform * aiVector3D(vert[0], vert[1], vert[2]);
- }
- for (size_t k = 0; k < bind_pose_normals.size(); ++k) {
- const vec3_t &norm = pstudionorms[k];
- // Compute the normal matrix to transform the normal into bind pose,
- // without affecting its length.
- const aiMatrix4x4 normal_matrix = aiMatrix4x4(temp_bones_[pnormbone[k]].absolute_transform).Inverse().Transpose();
- bind_pose_normals[k] = normal_matrix * aiVector3D(norm[0], norm[1], norm[2]);
- }
-
- // Create model node for the mesh tree hierarchy.
- aiNode *model_node = (*bodypart_models_ptr) = new aiNode(unique_models_names[model_index]);
- model_node->mParent = bodypart_node;
- model_node->mNumMeshes = static_cast<unsigned int>(pmodel->nummesh);
- model_node->mMeshes = new unsigned int[model_node->mNumMeshes];
- unsigned int *model_meshes_ptr = model_node->mMeshes;
-
- for (int k = 0; k < pmodel->nummesh; ++k, ++pmesh, ++mesh_index, ++model_meshes_ptr) {
- *model_meshes_ptr = mesh_index;
-
- // Read triverts.
- short *ptricmds = (short *)((uint8_t *)header_ + pmesh->triindex);
- float texcoords_s_scale = 1.0f / (float)ptexture[pskinref[pmesh->skinref]].width;
- float texcoords_t_scale = 1.0f / (float)ptexture[pskinref[pmesh->skinref]].height;
-
- // Reset the data for the upcoming mesh.
- triverts.clear();
- triverts.resize(pmodel->numverts);
- mesh_triverts_indices.clear();
- mesh_faces.clear();
- triverts_similars.clear();
- bone_triverts.clear();
-
- int l;
- while ((l = *(ptricmds++))) {
- bool is_triangle_fan = false;
-
- if (l < 0) {
- l = -l;
- is_triangle_fan = true;
- }
-
- // Clear the list of tris for the upcoming tris.
- tricmds.clear();
-
- for (; l > 0; l--, ptricmds += 4) {
- const Trivert *input_trivert = reinterpret_cast<const Trivert *>(ptricmds);
- const int bone = pvertbone[input_trivert->vertindex];
-
- HL1MeshTrivert *private_trivert = &triverts[input_trivert->vertindex];
- if (private_trivert->localindex == -1) {
- // First time referenced.
- *private_trivert = *input_trivert;
- private_trivert->localindex = static_cast<short>(mesh_triverts_indices.size());
- mesh_triverts_indices.push_back(input_trivert->vertindex);
- tricmds.push_back(private_trivert->localindex);
- AddTrivertToBone(bone, private_trivert->localindex);
- } else if (*private_trivert == *input_trivert) {
- // Exists and is the same.
- tricmds.push_back(private_trivert->localindex);
- } else {
- // No similar trivert associated to the trivert currently processed.
- if (triverts_similars.count(input_trivert->vertindex) == 0)
- AddSimilarTrivert(*input_trivert, bone);
- else {
- // Search in the list of similar triverts to see if the
- // trivert in process is already registered.
- short similar_index = -1;
- for (auto it = triverts_similars[input_trivert->vertindex].cbegin();
- similar_index == -1 && it != triverts_similars[input_trivert->vertindex].cend();
- ++it) {
- if (triverts[*it] == *input_trivert)
- similar_index = *it;
- }
-
- // If a similar trivert has been found, reuse it.
- // Otherwise, add it.
- if (similar_index == -1)
- AddSimilarTrivert(*input_trivert, bone);
- else
- tricmds.push_back(triverts[similar_index].localindex);
- }
- }
- }
-
- // Build mesh faces.
- const int num_faces = static_cast<int>(tricmds.size() - 2);
- mesh_faces.reserve(num_faces);
-
- if (is_triangle_fan) {
- for (int faceIdx = 0; faceIdx < num_faces; ++faceIdx) {
- mesh_faces.push_back(HL1MeshFace{
- tricmds[0],
- tricmds[faceIdx + 1],
- tricmds[faceIdx + 2] });
- }
- } else {
- for (int faceIdx = 0; faceIdx < num_faces; ++faceIdx) {
- if (faceIdx & 1) {
- // Preserve winding order.
- mesh_faces.push_back(HL1MeshFace{
- tricmds[faceIdx + 1],
- tricmds[faceIdx],
- tricmds[faceIdx + 2] });
- } else {
- mesh_faces.push_back(HL1MeshFace{
- tricmds[faceIdx],
- tricmds[faceIdx + 1],
- tricmds[faceIdx + 2] });
- }
- }
- }
-
- total_triangles += num_faces;
- }
-
- // Create the scene mesh.
- aiMesh *scene_mesh = scene_->mMeshes[mesh_index] = new aiMesh();
- scene_mesh->mPrimitiveTypes = aiPrimitiveType::aiPrimitiveType_TRIANGLE;
- scene_mesh->mMaterialIndex = pskinref[pmesh->skinref];
-
- scene_mesh->mNumVertices = static_cast<unsigned int>(mesh_triverts_indices.size());
-
- if (scene_mesh->mNumVertices) {
- scene_mesh->mVertices = new aiVector3D[scene_mesh->mNumVertices];
- scene_mesh->mNormals = new aiVector3D[scene_mesh->mNumVertices];
-
- scene_mesh->mNumUVComponents[0] = 2;
- scene_mesh->mTextureCoords[0] = new aiVector3D[scene_mesh->mNumVertices];
-
- // Add vertices.
- for (unsigned int v = 0; v < scene_mesh->mNumVertices; ++v) {
- const HL1MeshTrivert *pTrivert = &triverts[mesh_triverts_indices[v]];
- scene_mesh->mVertices[v] = bind_pose_vertices[pTrivert->vertindex];
- scene_mesh->mNormals[v] = bind_pose_normals[pTrivert->normindex];
- scene_mesh->mTextureCoords[0][v] = aiVector3D(
- pTrivert->s * texcoords_s_scale,
- pTrivert->t * -texcoords_t_scale, 0);
- }
-
- // Add face and indices.
- scene_mesh->mNumFaces = static_cast<unsigned int>(mesh_faces.size());
- scene_mesh->mFaces = new aiFace[scene_mesh->mNumFaces];
-
- for (unsigned int f = 0; f < scene_mesh->mNumFaces; ++f) {
- aiFace *face = &scene_mesh->mFaces[f];
- face->mNumIndices = 3;
- face->mIndices = new unsigned int[3];
- face->mIndices[0] = mesh_faces[f].v2;
- face->mIndices[1] = mesh_faces[f].v1;
- face->mIndices[2] = mesh_faces[f].v0;
- }
-
- // Add mesh bones.
- scene_mesh->mNumBones = static_cast<unsigned int>(bone_triverts.size());
- scene_mesh->mBones = new aiBone *[scene_mesh->mNumBones];
-
- aiBone **scene_bone_ptr = scene_mesh->mBones;
-
- for (auto bone_it = bone_triverts.cbegin();
- bone_it != bone_triverts.cend();
- ++bone_it, ++scene_bone_ptr) {
- const int bone_index = bone_it->first;
-
- aiBone *scene_bone = (*scene_bone_ptr) = new aiBone();
- scene_bone->mName = temp_bones_[bone_index].node->mName;
-
- scene_bone->mOffsetMatrix = temp_bones_[bone_index].offset_matrix;
-
- auto vertex_ids = bone_triverts.at(bone_index);
-
- // Add vertex weight per bone.
- scene_bone->mNumWeights = static_cast<unsigned int>(vertex_ids.size());
- aiVertexWeight *vertex_weight_ptr = scene_bone->mWeights = new aiVertexWeight[scene_bone->mNumWeights];
-
- for (auto vertex_it = vertex_ids.begin();
- vertex_it != vertex_ids.end();
- ++vertex_it, ++vertex_weight_ptr) {
- vertex_weight_ptr->mVertexId = *vertex_it;
- vertex_weight_ptr->mWeight = 1.0f;
- }
- }
- }
- }
- }
- }
-
- if (total_triangles > AI_MDL_HL1_MAX_TRIANGLES) {
- log_warning_limit_exceeded<AI_MDL_HL1_MAX_TRIANGLES>(total_triangles, "triangles");
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-void HL1MDLLoader::read_animations() {
- if (!header_->numseq) {
- return;
- }
-
- const SequenceDesc_HL1 *pseqdesc = (const SequenceDesc_HL1 *)((uint8_t *)header_ + header_->seqindex);
- const SequenceGroup_HL1 *pseqgroup = nullptr;
- const AnimValueOffset_HL1 *panim = nullptr;
- const AnimValue_HL1 *panimvalue = nullptr;
-
- unique_sequence_names_.resize(header_->numseq);
- for (int i = 0; i < header_->numseq; ++i)
- unique_sequence_names_[i] = pseqdesc[i].label;
-
- // Ensure sequences have unique names.
- unique_name_generator_.set_template_name("Sequence");
- unique_name_generator_.make_unique(unique_sequence_names_);
-
- scene_->mNumAnimations = 0;
-
- int highest_num_blend_animations = SequenceBlendMode_HL1::NoBlend;
-
- // Count the total number of animations.
- for (int i = 0; i < header_->numseq; ++i, ++pseqdesc) {
- scene_->mNumAnimations += pseqdesc->numblends;
- highest_num_blend_animations = std::max(pseqdesc->numblends, highest_num_blend_animations);
- }
-
- // Get the number of available blend controllers for global info.
- get_num_blend_controllers(highest_num_blend_animations, num_blend_controllers_);
-
- pseqdesc = (const SequenceDesc_HL1 *)((uint8_t *)header_ + header_->seqindex);
-
- aiAnimation **scene_animations_ptr = scene_->mAnimations = new aiAnimation *[scene_->mNumAnimations];
-
- for (int sequence = 0; sequence < header_->numseq; ++sequence, ++pseqdesc) {
- pseqgroup = (const SequenceGroup_HL1 *)((uint8_t *)header_ + header_->seqgroupindex) + pseqdesc->seqgroup;
-
- if (pseqdesc->seqgroup == 0) {
- panim = (const AnimValueOffset_HL1 *)((uint8_t *)header_ + pseqgroup->unused2 + pseqdesc->animindex);
- } else {
- panim = (const AnimValueOffset_HL1 *)((uint8_t *)anim_headers_[pseqdesc->seqgroup] + pseqdesc->animindex);
- }
-
- for (int blend = 0; blend < pseqdesc->numblends; ++blend, ++scene_animations_ptr) {
-
- const Bone_HL1 *pbone = (const Bone_HL1 *)((uint8_t *)header_ + header_->boneindex);
-
- aiAnimation *scene_animation = (*scene_animations_ptr) = new aiAnimation();
-
- scene_animation->mName = unique_sequence_names_[sequence];
- scene_animation->mTicksPerSecond = pseqdesc->fps;
- scene_animation->mDuration = static_cast<double>(pseqdesc->fps) * pseqdesc->numframes;
- scene_animation->mNumChannels = static_cast<unsigned int>(header_->numbones);
- scene_animation->mChannels = new aiNodeAnim *[scene_animation->mNumChannels];
-
- for (int bone = 0; bone < header_->numbones; bone++, ++pbone, ++panim) {
- aiNodeAnim *node_anim = scene_animation->mChannels[bone] = new aiNodeAnim();
- node_anim->mNodeName = temp_bones_[bone].node->mName;
-
- node_anim->mNumPositionKeys = pseqdesc->numframes;
- node_anim->mNumRotationKeys = node_anim->mNumPositionKeys;
- node_anim->mNumScalingKeys = 0;
-
- node_anim->mPositionKeys = new aiVectorKey[node_anim->mNumPositionKeys];
- node_anim->mRotationKeys = new aiQuatKey[node_anim->mNumRotationKeys];
-
- for (int frame = 0; frame < pseqdesc->numframes; ++frame) {
- aiVectorKey *position_key = &node_anim->mPositionKeys[frame];
- aiQuatKey *rotation_key = &node_anim->mRotationKeys[frame];
-
- aiVector3D angle1;
- for (int j = 0; j < 3; ++j) {
- if (panim->offset[j + 3] != 0) {
- // Read compressed rotation delta.
- panimvalue = (const AnimValue_HL1 *)((uint8_t *)panim + panim->offset[j + 3]);
- extract_anim_value(panimvalue, frame, pbone->scale[j + 3], angle1[j]);
- }
-
- // Add the default rotation value.
- angle1[j] += pbone->value[j + 3];
-
- if (panim->offset[j] != 0) {
- // Read compressed position delta.
- panimvalue = (const AnimValue_HL1 *)((uint8_t *)panim + panim->offset[j]);
- extract_anim_value(panimvalue, frame, pbone->scale[j], position_key->mValue[j]);
- }
-
- // Add the default position value.
- position_key->mValue[j] += pbone->value[j];
- }
-
- position_key->mTime = rotation_key->mTime = static_cast<double>(frame);
- /* The Half-Life engine uses X as forward, Y as left, Z as up. Therefore,
- pitch,yaw,roll is represented as (YZX). */
- rotation_key->mValue = aiQuaternion(angle1.y, angle1.z, angle1.x);
- rotation_key->mValue.Normalize();
- }
- }
- }
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-void HL1MDLLoader::read_sequence_groups_info() {
- if (!header_->numseqgroups) {
- return;
- }
-
- aiNode *sequence_groups_node = new aiNode(AI_MDL_HL1_NODE_SEQUENCE_GROUPS);
- rootnode_children_.push_back(sequence_groups_node);
-
- sequence_groups_node->mNumChildren = static_cast<unsigned int>(header_->numseqgroups);
- sequence_groups_node->mChildren = new aiNode *[sequence_groups_node->mNumChildren];
-
- const SequenceGroup_HL1 *pseqgroup = (const SequenceGroup_HL1 *)((uint8_t *)header_ + header_->seqgroupindex);
-
- unique_sequence_groups_names_.resize(header_->numseqgroups);
- for (int i = 0; i < header_->numseqgroups; ++i) {
- unique_sequence_groups_names_[i] = pseqgroup[i].label;
- }
-
- // Ensure sequence groups have unique names.
- unique_name_generator_.set_template_name("SequenceGroup");
- unique_name_generator_.make_unique(unique_sequence_groups_names_);
-
- for (int i = 0; i < header_->numseqgroups; ++i, ++pseqgroup) {
- aiNode *sequence_group_node = sequence_groups_node->mChildren[i] = new aiNode(unique_sequence_groups_names_[i]);
- sequence_group_node->mParent = sequence_groups_node;
-
- aiMetadata *md = sequence_group_node->mMetaData = aiMetadata::Alloc(1);
- if (i == 0) {
- /* StudioMDL does not write the file name for the default sequence group,
- so we will write it. */
- md->Set(0, "File", aiString(file_path_));
- } else {
- md->Set(0, "File", aiString(pseqgroup->name));
- }
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-void HL1MDLLoader::read_sequence_infos() {
- if (!header_->numseq) {
- return;
- }
-
- const SequenceDesc_HL1 *pseqdesc = (const SequenceDesc_HL1 *)((uint8_t *)header_ + header_->seqindex);
-
- aiNode *sequence_infos_node = new aiNode(AI_MDL_HL1_NODE_SEQUENCE_INFOS);
- rootnode_children_.push_back(sequence_infos_node);
-
- sequence_infos_node->mNumChildren = static_cast<unsigned int>(header_->numseq);
- sequence_infos_node->mChildren = new aiNode *[sequence_infos_node->mNumChildren];
-
- std::vector<aiNode *> sequence_info_node_children;
-
- int animation_index = 0;
- for (int i = 0; i < header_->numseq; ++i, ++pseqdesc) {
- // Clear the list of children for the upcoming sequence info node.
- sequence_info_node_children.clear();
-
- aiNode *sequence_info_node = sequence_infos_node->mChildren[i] = new aiNode(unique_sequence_names_[i]);
- sequence_info_node->mParent = sequence_infos_node;
-
- // Setup sequence info node Metadata.
- aiMetadata *md = sequence_info_node->mMetaData = aiMetadata::Alloc(16);
- md->Set(0, "AnimationIndex", animation_index);
- animation_index += pseqdesc->numblends;
-
- // Reference the sequence group by name. This allows us to search a particular
- // sequence group by name using aiNode(s).
- md->Set(1, "SequenceGroup", aiString(unique_sequence_groups_names_[pseqdesc->seqgroup]));
- md->Set(2, "FramesPerSecond", pseqdesc->fps);
- md->Set(3, "NumFrames", pseqdesc->numframes);
- md->Set(4, "NumBlends", pseqdesc->numblends);
- md->Set(5, "Activity", pseqdesc->activity);
- md->Set(6, "ActivityWeight", pseqdesc->actweight);
- md->Set(7, "MotionFlags", pseqdesc->motiontype);
- md->Set(8, "MotionBone", temp_bones_[pseqdesc->motionbone].node->mName);
- md->Set(9, "LinearMovement", aiVector3D(pseqdesc->linearmovement[0], pseqdesc->linearmovement[1], pseqdesc->linearmovement[2]));
- md->Set(10, "BBMin", aiVector3D(pseqdesc->bbmin[0], pseqdesc->bbmin[1], pseqdesc->bbmin[2]));
- md->Set(11, "BBMax", aiVector3D(pseqdesc->bbmax[0], pseqdesc->bbmax[1], pseqdesc->bbmax[2]));
- md->Set(12, "EntryNode", pseqdesc->entrynode);
- md->Set(13, "ExitNode", pseqdesc->exitnode);
- md->Set(14, "NodeFlags", pseqdesc->nodeflags);
- md->Set(15, "Flags", pseqdesc->flags);
-
- if (import_settings_.read_blend_controllers) {
- int num_blend_controllers;
- if (get_num_blend_controllers(pseqdesc->numblends, num_blend_controllers) && num_blend_controllers) {
- // Read blend controllers info.
- aiNode *blend_controllers_node = new aiNode(AI_MDL_HL1_NODE_BLEND_CONTROLLERS);
- sequence_info_node_children.push_back(blend_controllers_node);
- blend_controllers_node->mParent = sequence_info_node;
- blend_controllers_node->mNumChildren = static_cast<unsigned int>(num_blend_controllers);
- blend_controllers_node->mChildren = new aiNode *[blend_controllers_node->mNumChildren];
-
- for (unsigned int j = 0; j < blend_controllers_node->mNumChildren; ++j) {
- aiNode *blend_controller_node = blend_controllers_node->mChildren[j] = new aiNode();
- blend_controller_node->mParent = blend_controllers_node;
-
- aiMetadata *metaData = blend_controller_node->mMetaData = aiMetadata::Alloc(3);
- metaData->Set(0, "Start", pseqdesc->blendstart[j]);
- metaData->Set(1, "End", pseqdesc->blendend[j]);
- metaData->Set(2, "MotionFlags", pseqdesc->blendtype[j]);
- }
- }
- }
-
- if (import_settings_.read_animation_events && pseqdesc->numevents) {
- // Read animation events.
-
- if (pseqdesc->numevents > AI_MDL_HL1_MAX_EVENTS) {
- log_warning_limit_exceeded<AI_MDL_HL1_MAX_EVENTS>(
- "Sequence " + std::string(pseqdesc->label),
- pseqdesc->numevents, "animation events");
- }
-
- const AnimEvent_HL1 *pevent = (const AnimEvent_HL1 *)((uint8_t *)header_ + pseqdesc->eventindex);
-
- aiNode *pEventsNode = new aiNode(AI_MDL_HL1_NODE_ANIMATION_EVENTS);
- sequence_info_node_children.push_back(pEventsNode);
- pEventsNode->mParent = sequence_info_node;
- pEventsNode->mNumChildren = static_cast<unsigned int>(pseqdesc->numevents);
- pEventsNode->mChildren = new aiNode *[pEventsNode->mNumChildren];
-
- for (unsigned int j = 0; j < pEventsNode->mNumChildren; ++j, ++pevent) {
- aiNode *pEvent = pEventsNode->mChildren[j] = new aiNode();
- pEvent->mParent = pEventsNode;
-
- aiMetadata *metaData = pEvent->mMetaData = aiMetadata::Alloc(3);
- metaData->Set(0, "Frame", pevent->frame);
- metaData->Set(1, "ScriptEvent", pevent->event);
- metaData->Set(2, "Options", aiString(pevent->options));
- }
- }
-
- if (sequence_info_node_children.size()) {
- sequence_info_node->addChildren(
- static_cast<unsigned int>(sequence_info_node_children.size()),
- sequence_info_node_children.data());
- }
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-void HL1MDLLoader::read_sequence_transitions() {
- if (!header_->numtransitions) {
- return;
- }
-
- // Read sequence transition graph.
- aiNode *transition_graph_node = new aiNode(AI_MDL_HL1_NODE_SEQUENCE_TRANSITION_GRAPH);
- rootnode_children_.push_back(transition_graph_node);
-
- uint8_t *ptransitions = ((uint8_t *)header_ + header_->transitionindex);
- aiMetadata *md = transition_graph_node->mMetaData = aiMetadata::Alloc(header_->numtransitions * header_->numtransitions);
- for (unsigned int i = 0; i < md->mNumProperties; ++i)
- md->Set(i, std::to_string(i), static_cast<int>(ptransitions[i]));
-}
-
-void HL1MDLLoader::read_attachments() {
- if (!header_->numattachments) {
- return;
- }
-
- const Attachment_HL1 *pattach = (const Attachment_HL1 *)((uint8_t *)header_ + header_->attachmentindex);
-
- aiNode *attachments_node = new aiNode(AI_MDL_HL1_NODE_ATTACHMENTS);
- rootnode_children_.push_back(attachments_node);
- attachments_node->mNumChildren = static_cast<unsigned int>(header_->numattachments);
- attachments_node->mChildren = new aiNode *[attachments_node->mNumChildren];
-
- for (int i = 0; i < header_->numattachments; ++i, ++pattach) {
- aiNode *attachment_node = attachments_node->mChildren[i] = new aiNode();
- attachment_node->mParent = attachments_node;
- attachment_node->mMetaData = aiMetadata::Alloc(2);
- attachment_node->mMetaData->Set(0, "Position", aiVector3D(pattach->org[0], pattach->org[1], pattach->org[2]));
- // Reference the bone by name. This allows us to search a particular
- // bone by name using aiNode(s).
- attachment_node->mMetaData->Set(1, "Bone", temp_bones_[pattach->bone].node->mName);
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-void HL1MDLLoader::read_hitboxes() {
- if (!header_->numhitboxes) {
- return;
- }
-
- const Hitbox_HL1 *phitbox = (const Hitbox_HL1 *)((uint8_t *)header_ + header_->hitboxindex);
-
- aiNode *hitboxes_node = new aiNode(AI_MDL_HL1_NODE_HITBOXES);
- rootnode_children_.push_back(hitboxes_node);
- hitboxes_node->mNumChildren = static_cast<unsigned int>(header_->numhitboxes);
- hitboxes_node->mChildren = new aiNode *[hitboxes_node->mNumChildren];
-
- for (int i = 0; i < header_->numhitboxes; ++i, ++phitbox) {
- aiNode *hitbox_node = hitboxes_node->mChildren[i] = new aiNode();
- hitbox_node->mParent = hitboxes_node;
-
- aiMetadata *md = hitbox_node->mMetaData = aiMetadata::Alloc(4);
- // Reference the bone by name. This allows us to search a particular
- // bone by name using aiNode(s).
- md->Set(0, "Bone", temp_bones_[phitbox->bone].node->mName);
- md->Set(1, "HitGroup", phitbox->group);
- md->Set(2, "BBMin", aiVector3D(phitbox->bbmin[0], phitbox->bbmin[1], phitbox->bbmin[2]));
- md->Set(3, "BBMax", aiVector3D(phitbox->bbmax[0], phitbox->bbmax[1], phitbox->bbmax[2]));
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-void HL1MDLLoader::read_bone_controllers() {
- if (!header_->numbonecontrollers) {
- return;
- }
-
- const BoneController_HL1 *pbonecontroller = (const BoneController_HL1 *)((uint8_t *)header_ + header_->bonecontrollerindex);
-
- aiNode *bones_controller_node = new aiNode(AI_MDL_HL1_NODE_BONE_CONTROLLERS);
- rootnode_children_.push_back(bones_controller_node);
- bones_controller_node->mNumChildren = static_cast<unsigned int>(header_->numbonecontrollers);
- bones_controller_node->mChildren = new aiNode *[bones_controller_node->mNumChildren];
-
- for (int i = 0; i < header_->numbonecontrollers; ++i, ++pbonecontroller) {
- aiNode *bone_controller_node = bones_controller_node->mChildren[i] = new aiNode();
- bone_controller_node->mParent = bones_controller_node;
-
- aiMetadata *md = bone_controller_node->mMetaData = aiMetadata::Alloc(5);
- // Reference the bone by name. This allows us to search a particular
- // bone by name using aiNode(s).
- md->Set(0, "Bone", temp_bones_[pbonecontroller->bone].node->mName);
- md->Set(1, "MotionFlags", pbonecontroller->type);
- md->Set(2, "Start", pbonecontroller->start);
- md->Set(3, "End", pbonecontroller->end);
- md->Set(4, "Channel", pbonecontroller->index);
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-void HL1MDLLoader::read_global_info() {
- aiNode *global_info_node = new aiNode(AI_MDL_HL1_NODE_GLOBAL_INFO);
- rootnode_children_.push_back(global_info_node);
-
- aiMetadata *md = global_info_node->mMetaData = aiMetadata::Alloc(import_settings_.read_misc_global_info ? 16 : 11);
- md->Set(0, "Version", AI_MDL_HL1_VERSION);
- md->Set(1, "NumBodyparts", header_->numbodyparts);
- md->Set(2, "NumModels", total_models_);
- md->Set(3, "NumBones", header_->numbones);
- md->Set(4, "NumAttachments", import_settings_.read_attachments ? header_->numattachments : 0);
- md->Set(5, "NumSkinFamilies", texture_header_->numskinfamilies);
- md->Set(6, "NumHitboxes", import_settings_.read_hitboxes ? header_->numhitboxes : 0);
- md->Set(7, "NumBoneControllers", import_settings_.read_bone_controllers ? header_->numbonecontrollers : 0);
- md->Set(8, "NumSequences", import_settings_.read_animations ? header_->numseq : 0);
- md->Set(9, "NumBlendControllers", import_settings_.read_blend_controllers ? num_blend_controllers_ : 0);
- md->Set(10, "NumTransitionNodes", import_settings_.read_sequence_transitions ? header_->numtransitions : 0);
-
- if (import_settings_.read_misc_global_info) {
- md->Set(11, "EyePosition", aiVector3D(header_->eyeposition[0], header_->eyeposition[1], header_->eyeposition[2]));
- md->Set(12, "HullMin", aiVector3D(header_->min[0], header_->min[1], header_->min[2]));
- md->Set(13, "HullMax", aiVector3D(header_->max[0], header_->max[1], header_->max[2]));
- md->Set(14, "CollisionMin", aiVector3D(header_->bbmin[0], header_->bbmin[1], header_->bbmin[2]));
- md->Set(15, "CollisionMax", aiVector3D(header_->bbmax[0], header_->bbmax[1], header_->bbmax[2]));
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-/** @brief This method reads a compressed anim value.
-*
-* @note The structure of this method is taken from HL2 source code.
-* Although this is from HL2, it's implementation is almost identical
-* to code found in HL1 SDK. See HL1 and HL2 SDKs for more info.
-*
-* source:
-* HL1 source code.
-* file: studio_render.cpp
-* function(s): CalcBoneQuaternion and CalcBonePosition
-*
-* HL2 source code.
-* file: bone_setup.cpp
-* function(s): ExtractAnimValue
-*/
-void HL1MDLLoader::extract_anim_value(
- const AnimValue_HL1 *panimvalue,
- int frame, float bone_scale, ai_real &value) {
- int k = frame;
-
- // find span of values that includes the frame we want
- while (panimvalue->num.total <= k) {
- k -= panimvalue->num.total;
- panimvalue += panimvalue->num.valid + 1;
- }
-
- // Bah, missing blend!
- if (panimvalue->num.valid > k) {
- value = panimvalue[k + 1].value * bone_scale;
- } else {
- value = panimvalue[panimvalue->num.valid].value * bone_scale;
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-// Get the number of blend controllers.
-bool HL1MDLLoader::get_num_blend_controllers(const int num_blend_animations, int &num_blend_controllers) {
-
- switch (num_blend_animations) {
- case SequenceBlendMode_HL1::NoBlend:
- num_blend_controllers = 0;
- return true;
- case SequenceBlendMode_HL1::TwoWayBlending:
- num_blend_controllers = 1;
- return true;
- case SequenceBlendMode_HL1::FourWayBlending:
- num_blend_controllers = 2;
- return true;
- default:
- num_blend_controllers = 0;
- ASSIMP_LOG_WARN(MDL_HALFLIFE_LOG_HEADER "Unsupported number of blend animations (", num_blend_animations, ")");
- return false;
- }
-}
-
-} // namespace HalfLife
-} // namespace MDL
-} // namespace Assimp
diff --git a/src/mesh/assimp-master/code/AssetLib/MDL/HalfLife/HL1MDLLoader.h b/src/mesh/assimp-master/code/AssetLib/MDL/HalfLife/HL1MDLLoader.h
deleted file mode 100644
index d87d6d3..0000000
--- a/src/mesh/assimp-master/code/AssetLib/MDL/HalfLife/HL1MDLLoader.h
+++ /dev/null
@@ -1,243 +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 HL1MDLLoader.h
- * @brief Declaration of the Half-Life 1 MDL loader.
- */
-
-#ifndef AI_HL1MDLLOADER_INCLUDED
-#define AI_HL1MDLLOADER_INCLUDED
-
-#include "HL1FileData.h"
-#include "HL1ImportSettings.h"
-#include "UniqueNameGenerator.h"
-
-#include <memory>
-#include <string>
-
-#include <assimp/types.h>
-#include <assimp/scene.h>
-#include <assimp/texture.h>
-#include <assimp/IOSystem.hpp>
-#include <assimp/DefaultIOSystem.h>
-#include <assimp/Exceptional.h>
-
-namespace Assimp {
-namespace MDL {
-namespace HalfLife {
-
-class HL1MDLLoader {
-public:
- HL1MDLLoader() = delete;
- HL1MDLLoader(const HL1MDLLoader &) = delete;
-
- /** See variables descriptions at the end for more details. */
- HL1MDLLoader(
- aiScene *scene,
- IOSystem *io,
- const unsigned char *buffer,
- const std::string &file_path,
- const HL1ImportSettings &import_settings);
-
- ~HL1MDLLoader();
-
- void load_file();
-
-protected:
- /** \brief Validate the header data structure of a Half-Life 1 MDL file.
- * \param[in] header Input header to be validated.
- * \param[in] is_texture_header Whether or not we are reading an MDL
- * texture file.
- */
- void validate_header(const Header_HL1 *header, bool is_texture_header);
-
- void load_texture_file();
- void load_sequence_groups_files();
- void read_textures();
- void read_skins();
- void read_bones();
- void read_meshes();
- void read_animations();
- void read_sequence_groups_info();
- void read_sequence_infos();
- void read_sequence_transitions();
- void read_attachments();
- void read_hitboxes();
- void read_bone_controllers();
- void read_global_info();
-
-private:
- void release_resources();
-
- /** \brief Load a file and copy it's content to a buffer.
- * \param file_path The path to the file to be loaded.
- * \param buffer A pointer to a buffer to receive the data.
- */
- template <typename MDLFileHeader>
- void load_file_into_buffer(const std::string &file_path, unsigned char *&buffer);
-
- /** \brief Read an MDL texture.
- * \param[in] ptexture A pointer to an MDL texture.
- * \param[in] data A pointer to the data from \p ptexture.
- * \param[in] pal A pointer to the texture palette from \p ptexture.
- * \param[in,out] pResult A pointer to the output resulting Assimp texture.
- * \param[in,out] last_palette_color The last color from the image palette.
- */
- void read_texture(const Texture_HL1 *ptexture,
- uint8_t *data, uint8_t *pal, aiTexture *pResult,
- aiColor3D &last_palette_color);
-
- /** \brief This method reads a compressed anim value.
- * \param[in] panimvalue A pointer to the animation data.
- * \param[in] frame The frame to look for.
- * \param[in] bone_scale The current bone scale to apply to the compressed value.
- * \param[in,out] value The decompressed anim value at \p frame.
- */
- void extract_anim_value(const AnimValue_HL1 *panimvalue,
- int frame, float bone_scale, ai_real &value);
-
- /**
- * \brief Given the number of blend animations, determine the number of blend controllers.
- *
- * \param[in] num_blend_animations The number of blend animations.
- * \param[out] num_blend_controllers The number of blend controllers.
- * \return True if the number of blend controllers was determined. False otherwise.
- */
- static bool get_num_blend_controllers(const int num_blend_animations, int &num_blend_controllers);
-
- /** Output scene to be filled */
- aiScene *scene_;
-
- /** Output I/O handler. Required for additional IO operations. */
- IOSystem *io_;
-
- /** Buffer from MDLLoader class. */
- const unsigned char *buffer_;
-
- /** The full file path to the MDL file we are trying to load.
- * Used to locate other MDL files since MDL may store resources
- * in external MDL files. */
- const std::string &file_path_;
-
- /** Configuration for HL1 MDL */
- const HL1ImportSettings &import_settings_;
-
- /** Main MDL header. */
- const Header_HL1 *header_;
-
- /** External MDL texture header. */
- const Header_HL1 *texture_header_;
-
- /** External MDL animation headers.
- * One for each loaded animation file. */
- SequenceHeader_HL1 **anim_headers_;
-
- /** Texture file data. */
- unsigned char *texture_buffer_;
-
- /** Animation files data. */
- unsigned char **anim_buffers_;
-
- /** The number of sequence groups. */
- int num_sequence_groups_;
-
- /** The list of children to be appended to the scene's root node. */
- std::vector<aiNode *> rootnode_children_;
-
- /** A unique name generator. Used to generate names for MDL values
- * that may have empty/duplicate names. */
- UniqueNameGenerator unique_name_generator_;
-
- /** The list of unique sequence names. */
- std::vector<std::string> unique_sequence_names_;
-
- /** The list of unique sequence groups names. */
- std::vector<std::string> unique_sequence_groups_names_;
-
- /** Structure to store temporary bone information. */
- struct TempBone {
-
- TempBone() :
- node(nullptr),
- absolute_transform(),
- offset_matrix() {}
-
- aiNode *node;
- aiMatrix4x4 absolute_transform;
- aiMatrix4x4 offset_matrix;
- };
-
- std::vector<TempBone> temp_bones_;
-
- /** The number of available bone controllers in the model. */
- int num_blend_controllers_;
-
- /** Self explanatory. */
- int total_models_;
-};
-
-// ------------------------------------------------------------------------------------------------
-template <typename MDLFileHeader>
-void HL1MDLLoader::load_file_into_buffer(const std::string &file_path, unsigned char *&buffer) {
- if (!io_->Exists(file_path))
- throw DeadlyImportError("Missing file ", DefaultIOSystem::fileName(file_path), ".");
-
- std::unique_ptr<IOStream> file(io_->Open(file_path));
-
- if (file.get() == nullptr) {
- throw DeadlyImportError("Failed to open MDL file ", DefaultIOSystem::fileName(file_path), ".");
- }
-
- const size_t file_size = file->FileSize();
- if (file_size < sizeof(MDLFileHeader)) {
- throw DeadlyImportError("MDL file is too small.");
- }
-
- buffer = new unsigned char[1 + file_size];
- file->Read((void *)buffer, 1, file_size);
- buffer[file_size] = '\0';
-}
-
-} // namespace HalfLife
-} // namespace MDL
-} // namespace Assimp
-
-#endif // AI_HL1MDLLOADER_INCLUDED
diff --git a/src/mesh/assimp-master/code/AssetLib/MDL/HalfLife/HL1MeshTrivert.h b/src/mesh/assimp-master/code/AssetLib/MDL/HalfLife/HL1MeshTrivert.h
deleted file mode 100644
index 4ef8a13..0000000
--- a/src/mesh/assimp-master/code/AssetLib/MDL/HalfLife/HL1MeshTrivert.h
+++ /dev/null
@@ -1,127 +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 HL1MeshTrivert.h
- * @brief This file contains the class declaration for the
- * HL1 mesh trivert class.
- */
-
-#ifndef AI_HL1MESHTRIVERT_INCLUDED
-#define AI_HL1MESHTRIVERT_INCLUDED
-
-#include "HL1FileData.h"
-
-namespace Assimp {
-namespace MDL {
-namespace HalfLife {
-
-/* A class to help map model triverts to mesh triverts. */
-struct HL1MeshTrivert {
- HL1MeshTrivert() :
- vertindex(-1),
- normindex(-1),
- s(0),
- t(0),
- localindex(-1) {
- }
-
- HL1MeshTrivert(short vertindex, short normindex, short s, short t, short localindex) :
- vertindex(vertindex),
- normindex(normindex),
- s(s),
- t(t),
- localindex(localindex) {
- }
-
- HL1MeshTrivert(const Trivert &a) :
- vertindex(a.vertindex),
- normindex(a.normindex),
- s(a.s),
- t(a.t),
- localindex(-1) {
- }
-
- inline bool operator==(const Trivert &a) const {
- return vertindex == a.vertindex &&
- normindex == a.normindex &&
- s == a.s &&
- t == a.t;
- }
-
- inline bool operator!=(const Trivert &a) const {
- return !(*this == a);
- }
-
- inline bool operator==(const HL1MeshTrivert &a) const {
- return localindex == a.localindex &&
- vertindex == a.vertindex &&
- normindex == a.normindex &&
- s == a.s &&
- t == a.t;
- }
-
- inline bool operator!=(const HL1MeshTrivert &a) const {
- return !(*this == a);
- }
-
- inline HL1MeshTrivert &operator=(const Trivert &other) {
- vertindex = other.vertindex;
- normindex = other.normindex;
- s = other.s;
- t = other.t;
- return *this;
- }
-
- short vertindex;
- short normindex;
- short s, t;
- short localindex;
-};
-
-struct HL1MeshFace {
- short v0, v1, v2;
-};
-
-} // namespace HalfLife
-} // namespace MDL
-} // namespace Assimp
-
-#endif // AI_HL1MESHTRIVERT_INCLUDED
diff --git a/src/mesh/assimp-master/code/AssetLib/MDL/HalfLife/HalfLifeMDLBaseHeader.h b/src/mesh/assimp-master/code/AssetLib/MDL/HalfLife/HalfLifeMDLBaseHeader.h
deleted file mode 100644
index c7808c4..0000000
--- a/src/mesh/assimp-master/code/AssetLib/MDL/HalfLife/HalfLifeMDLBaseHeader.h
+++ /dev/null
@@ -1,67 +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 HalfLifeMDLBaseHeader.h */
-
-#ifndef AI_HALFLIFEMDLBASEHEADER_INCLUDED
-#define AI_HALFLIFEMDLBASEHEADER_INCLUDED
-
-#include <assimp/types.h>
-
-namespace Assimp {
-namespace MDL {
-namespace HalfLife {
-
-/** Used to interface different Valve MDL formats. */
-struct HalfLifeMDLBaseHeader
-{
- //! Magic number: "IDST"/"IDSQ"
- char ident[4];
-
- //! The file format version.
- int32_t version;
-};
-
-}
-}
-}
-
-#endif // AI_HALFLIFEMDLBASEHEADER_INCLUDED
diff --git a/src/mesh/assimp-master/code/AssetLib/MDL/HalfLife/LogFunctions.h b/src/mesh/assimp-master/code/AssetLib/MDL/HalfLife/LogFunctions.h
deleted file mode 100644
index 003774d..0000000
--- a/src/mesh/assimp-master/code/AssetLib/MDL/HalfLife/LogFunctions.h
+++ /dev/null
@@ -1,95 +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 LogFunctions.h */
-
-#ifndef AI_MDL_HALFLIFE_LOGFUNCTIONS_INCLUDED
-#define AI_MDL_HALFLIFE_LOGFUNCTIONS_INCLUDED
-
-#include <assimp/Logger.hpp>
-#include <string>
-
-namespace Assimp {
-namespace MDL {
-namespace HalfLife {
-
-/**
- * \brief A function to log precise messages regarding limits exceeded.
- *
- * \param[in] subject Subject.
- * \param[in] current_amount Current amount.
- * \param[in] direct_object Direct object.
- * LIMIT Limit constant.
- *
- * Example: Model has 100 textures, which exceeds the limit (50)
- *
- * where \p subject is 'Model'
- * \p current_amount is '100'
- * \p direct_object is 'textures'
- * LIMIT is '50'
- */
-template <int LIMIT>
-static inline void log_warning_limit_exceeded(
- const std::string &subject, int current_amount,
- const std::string &direct_object) {
-
- ASSIMP_LOG_WARN(MDL_HALFLIFE_LOG_HEADER
- + subject
- + " has "
- + std::to_string(current_amount) + " "
- + direct_object
- + ", which exceeds the limit ("
- + std::to_string(LIMIT)
- + ")");
-}
-
-/** \brief Same as above, but uses 'Model' as the subject. */
-template <int LIMIT>
-static inline void log_warning_limit_exceeded(int current_amount,
- const std::string &direct_object) {
- log_warning_limit_exceeded<LIMIT>("Model", current_amount, direct_object);
-}
-
-} // namespace HalfLife
-} // namespace MDL
-} // namespace Assimp
-
-#endif // AI_MDL_HALFLIFE_LOGFUNCTIONS_INCLUDED
diff --git a/src/mesh/assimp-master/code/AssetLib/MDL/HalfLife/UniqueNameGenerator.cpp b/src/mesh/assimp-master/code/AssetLib/MDL/HalfLife/UniqueNameGenerator.cpp
deleted file mode 100644
index 6fc8b11..0000000
--- a/src/mesh/assimp-master/code/AssetLib/MDL/HalfLife/UniqueNameGenerator.cpp
+++ /dev/null
@@ -1,180 +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 UniqueNameGenerator.cpp
- * @brief Implementation for the unique name generator.
- */
-
-#include "UniqueNameGenerator.h"
-#include <algorithm>
-#include <list>
-#include <map>
-#include <numeric>
-
-namespace Assimp {
-namespace MDL {
-namespace HalfLife {
-
-UniqueNameGenerator::UniqueNameGenerator() :
- template_name_("unnamed"),
- separator_("_") {
-}
-
-UniqueNameGenerator::UniqueNameGenerator(const char *template_name) :
- template_name_(template_name),
- separator_("_") {
-}
-
-UniqueNameGenerator::UniqueNameGenerator(const char *template_name, const char *separator) :
- template_name_(template_name),
- separator_(separator) {
-}
-
-UniqueNameGenerator::~UniqueNameGenerator() {
-}
-
-void UniqueNameGenerator::make_unique(std::vector<std::string> &names) {
- struct DuplicateInfo {
- DuplicateInfo() :
- indices(),
- next_id(0) {
- }
-
- std::list<size_t> indices;
- size_t next_id;
- };
-
- std::vector<size_t> empty_names_indices;
- std::vector<size_t> template_name_duplicates;
- std::map<std::string, DuplicateInfo> names_to_duplicates;
-
- const std::string template_name_with_separator(template_name_ + separator_);
-
- auto format_name = [&](const std::string &base_name, size_t id) -> std::string {
- return base_name + separator_ + std::to_string(id);
- };
-
- auto generate_unique_name = [&](const std::string &base_name) -> std::string {
- auto *duplicate_info = &names_to_duplicates[base_name];
-
- std::string new_name;
-
- bool found_identical_name;
- bool tried_with_base_name_only = false;
- do {
- // Assume that no identical name exists.
- found_identical_name = false;
-
- if (!tried_with_base_name_only) {
- // First try with only the base name.
- new_name = base_name;
- } else {
- // Create the name expected to be unique.
- new_name = format_name(base_name, duplicate_info->next_id);
- }
-
- // Check in the list of duplicates for an identical name.
- for (size_t i = 0;
- i < names.size() &&
- !found_identical_name;
- ++i) {
- if (new_name == names[i])
- found_identical_name = true;
- }
-
- if (tried_with_base_name_only)
- ++duplicate_info->next_id;
-
- tried_with_base_name_only = true;
-
- } while (found_identical_name);
-
- return new_name;
- };
-
- for (size_t i = 0; i < names.size(); ++i) {
- // Check for empty names.
- if (names[i].find_first_not_of(' ') == std::string::npos) {
- empty_names_indices.push_back(i);
- continue;
- }
-
- /* Check for potential duplicate.
- a) Either if this name is the same as the template name or
- b) <template name><separator> is found at the beginning. */
- if (names[i] == template_name_ ||
- names[i].substr(0, template_name_with_separator.length()) == template_name_with_separator)
- template_name_duplicates.push_back(i);
-
- // Map each unique name to it's duplicate.
- if (names_to_duplicates.count(names[i]) == 0)
- names_to_duplicates.insert({ names[i], DuplicateInfo()});
- else
- names_to_duplicates[names[i]].indices.push_back(i);
- }
-
- // Make every non-empty name unique.
- for (auto it = names_to_duplicates.begin();
- it != names_to_duplicates.end(); ++it) {
- for (auto it2 = it->second.indices.begin();
- it2 != it->second.indices.end();
- ++it2)
- names[*it2] = generate_unique_name(it->first);
- }
-
- // Generate a unique name for every empty string.
- if (template_name_duplicates.size()) {
- // At least one string ressembles to <template name>.
- for (auto it = empty_names_indices.begin();
- it != empty_names_indices.end(); ++it)
- names[*it] = generate_unique_name(template_name_);
- } else {
- // No string alike <template name> exists.
- size_t i = 0;
- for (auto it = empty_names_indices.begin();
- it != empty_names_indices.end(); ++it, ++i)
- names[*it] = format_name(template_name_, i);
- }
-}
-
-} // namespace HalfLife
-} // namespace MDL
-} // namespace Assimp
diff --git a/src/mesh/assimp-master/code/AssetLib/MDL/HalfLife/UniqueNameGenerator.h b/src/mesh/assimp-master/code/AssetLib/MDL/HalfLife/UniqueNameGenerator.h
deleted file mode 100644
index 73b6f9e..0000000
--- a/src/mesh/assimp-master/code/AssetLib/MDL/HalfLife/UniqueNameGenerator.h
+++ /dev/null
@@ -1,81 +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 UniqueNameGenerator.h
- * @brief Declaration of the unique name generator.
- */
-
-#ifndef AI_UNIQUENAMEGENERATOR_INCLUDED
-#define AI_UNIQUENAMEGENERATOR_INCLUDED
-
-#include <string>
-#include <vector>
-
-namespace Assimp {
-namespace MDL {
-namespace HalfLife {
-
-class UniqueNameGenerator {
-public:
- UniqueNameGenerator();
- UniqueNameGenerator(const char *template_name);
- UniqueNameGenerator(const char *template_name, const char *separator);
- ~UniqueNameGenerator();
-
- inline void set_template_name(const char *template_name) {
- template_name_ = template_name;
- }
- inline void set_separator(const char *separator) {
- separator_ = separator;
- }
-
- void make_unique(std::vector<std::string> &names);
-
-private:
- std::string template_name_;
- std::string separator_;
-};
-
-} // namespace HalfLife
-} // namespace MDL
-} // namespace Assimp
-
-#endif // AI_UNIQUENAMEGENERATOR_INCLUDED
diff --git a/src/mesh/assimp-master/code/AssetLib/MDL/MDLDefaultColorMap.h b/src/mesh/assimp-master/code/AssetLib/MDL/MDLDefaultColorMap.h
deleted file mode 100644
index 2eecac2..0000000
--- a/src/mesh/assimp-master/code/AssetLib/MDL/MDLDefaultColorMap.h
+++ /dev/null
@@ -1,120 +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 Defines the default color map used for Quake 1 model textures
- *
- * The lib tries to load colormap.lmp from the model's directory.
- * This table is only used when required.
- */
-
-#ifndef AI_MDL_DEFAULTLMP_H_INC
-#define AI_MDL_DEFAULTLMP_H_INC
-
-const unsigned char g_aclrDefaultColorMap[256][3] = {
-{ 0, 0, 0}, { 15, 15, 15}, { 31, 31, 31}, { 47, 47, 47},
-{ 63, 63, 63}, { 75, 75, 75}, { 91, 91, 91}, {107, 107, 107},
-{123, 123, 123}, {139, 139, 139}, {155, 155, 155}, {171, 171, 171},
-{187, 187, 187}, {203, 203, 203}, {219, 219, 219}, {235, 235, 235},
-{ 15, 11, 7}, { 23, 15, 11}, { 31, 23, 11}, { 39, 27, 15},
-{ 47, 35, 19}, { 55, 43, 23}, { 63, 47, 23}, { 75, 55, 27},
-{ 83, 59, 27}, { 91, 67, 31}, { 99, 75, 31}, {107, 83, 31},
-{115, 87, 31}, {123, 95, 35}, {131, 103, 35}, {143, 111, 35},
-{ 11, 11, 15}, { 19, 19, 27}, { 27, 27, 39}, { 39, 39, 51},
-{ 47, 47, 63}, { 55, 55, 75}, { 63, 63, 87}, { 71, 71, 103},
-{ 79, 79, 115}, { 91, 91, 127}, { 99, 99, 139}, {107, 107, 151},
-{115, 115, 163}, {123, 123, 175}, {131, 131, 187}, {139, 139, 203},
-{ 0, 0, 0}, { 7, 7, 0}, { 11, 11, 0}, { 19, 19, 0},
-{ 27, 27, 0}, { 35, 35, 0}, { 43, 43, 7}, { 47, 47, 7},
-{ 55, 55, 7}, { 63, 63, 7}, { 71, 71, 7}, { 75, 75, 11},
-{ 83, 83, 11}, { 91, 91, 11}, { 99, 99, 11}, {107, 107, 15},
-{ 7, 0, 0}, { 15, 0, 0}, { 23, 0, 0}, { 31, 0, 0},
-{ 39, 0, 0}, { 47, 0, 0}, { 55, 0, 0}, { 63, 0, 0},
-{ 71, 0, 0}, { 79, 0, 0}, { 87, 0, 0}, { 95, 0, 0},
-{103, 0, 0}, {111, 0, 0}, {119, 0, 0}, {127, 0, 0},
-{ 19, 19, 0}, { 27, 27, 0}, { 35, 35, 0}, { 47, 43, 0},
-{ 55, 47, 0}, { 67, 55, 0}, { 75, 59, 7}, { 87, 67, 7},
-{ 95, 71, 7}, {107, 75, 11}, {119, 83, 15}, {131, 87, 19},
-{139, 91, 19}, {151, 95, 27}, {163, 99, 31}, {175, 103, 35},
-{ 35, 19, 7}, { 47, 23, 11}, { 59, 31, 15}, { 75, 35, 19},
-{ 87, 43, 23}, { 99, 47, 31}, {115, 55, 35}, {127, 59, 43},
-{143, 67, 51}, {159, 79, 51}, {175, 99, 47}, {191, 119, 47},
-{207, 143, 43}, {223, 171, 39}, {239, 203, 31}, {255, 243, 27},
-{ 11, 7, 0}, { 27, 19, 0}, { 43, 35, 15}, { 55, 43, 19},
-{ 71, 51, 27}, { 83, 55, 35}, { 99, 63, 43}, {111, 71, 51},
-{127, 83, 63}, {139, 95, 71}, {155, 107, 83}, {167, 123, 95},
-{183, 135, 107}, {195, 147, 123}, {211, 163, 139}, {227, 179, 151},
-{171, 139, 163}, {159, 127, 151}, {147, 115, 135}, {139, 103, 123},
-{127, 91, 111}, {119, 83, 99}, {107, 75, 87}, { 95, 63, 75},
-{ 87, 55, 67}, { 75, 47, 55}, { 67, 39, 47}, { 55, 31, 35},
-{ 43, 23, 27}, { 35, 19, 19}, { 23, 11, 11}, { 15, 7, 7},
-{187, 115, 159}, {175, 107, 143}, {163, 95, 131}, {151, 87, 119},
-{139, 79, 107}, {127, 75, 95}, {115, 67, 83}, {107, 59, 75},
-{ 95, 51, 63}, { 83, 43, 55}, { 71, 35, 43}, { 59, 31, 35},
-{ 47, 23, 27}, { 35, 19, 19}, { 23, 11, 11}, { 15, 7, 7},
-{219, 195, 187}, {203, 179, 167}, {191, 163, 155}, {175, 151, 139},
-{163, 135, 123}, {151, 123, 111}, {135, 111, 95}, {123, 99, 83},
-{107, 87, 71}, { 95, 75, 59}, { 83, 63, 51}, { 67, 51, 39},
-{ 55, 43, 31}, { 39, 31, 23}, { 27, 19, 15}, { 15, 11, 7},
-{111, 131, 123}, {103, 123, 111}, { 95, 115, 103}, { 87, 107, 95},
-{ 79, 99, 87}, { 71, 91, 79}, { 63, 83, 71}, { 55, 75, 63},
-{ 47, 67, 55}, { 43, 59, 47}, { 35, 51, 39}, { 31, 43, 31},
-{ 23, 35, 23}, { 15, 27, 19}, { 11, 19, 11}, { 7, 11, 7},
-{255, 243, 27}, {239, 223, 23}, {219, 203, 19}, {203, 183, 15},
-{187, 167, 15}, {171, 151, 11}, {155, 131, 7}, {139, 115, 7},
-{123, 99, 7}, {107, 83, 0}, { 91, 71, 0}, { 75, 55, 0},
-{ 59, 43, 0}, { 43, 31, 0}, { 27, 15, 0}, { 11, 7, 0},
-{ 0, 0, 255}, { 11, 11, 239}, { 19, 19, 223}, { 27, 27, 207},
-{ 35, 35, 191}, { 43, 43, 175}, { 47, 47, 159}, { 47, 47, 143},
-{ 47, 47, 127}, { 47, 47, 111}, { 47, 47, 95}, { 43, 43, 79},
-{ 35, 35, 63}, { 27, 27, 47}, { 19, 19, 31}, { 11, 11, 15},
-{ 43, 0, 0}, { 59, 0, 0}, { 75, 7, 0}, { 95, 7, 0},
-{111, 15, 0}, {127, 23, 7}, {147, 31, 7}, {163, 39, 11},
-{183, 51, 15}, {195, 75, 27}, {207, 99, 43}, {219, 127, 59},
-{227, 151, 79}, {231, 171, 95}, {239, 191, 119}, {247, 211, 139},
-{167, 123, 59}, {183, 155, 55}, {199, 195, 55}, {231, 227, 87},
-{127, 191, 255}, {171, 231, 255}, {215, 255, 255}, {103, 0, 0},
-{139, 0, 0}, {179, 0, 0}, {215, 0, 0}, {255, 0, 0},
-{255, 243, 147}, {255, 247, 199}, {255, 255, 255}, {159, 91, 83} };
-
-
-#endif // !! AI_MDL_DEFAULTLMP_H_INC
diff --git a/src/mesh/assimp-master/code/AssetLib/MDL/MDLFileData.h b/src/mesh/assimp-master/code/AssetLib/MDL/MDLFileData.h
deleted file mode 100644
index 7ec2afe..0000000
--- a/src/mesh/assimp-master/code/AssetLib/MDL/MDLFileData.h
+++ /dev/null
@@ -1,945 +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 MDLFileData.h
- * @brief Definition of in-memory structures for the MDL file format.
- *
- * The specification has been taken from various sources on the internet.
- * - http://tfc.duke.free.fr/coding/mdl-specs-en.html
- * - Conitec's MED SDK
- * - Many quite long HEX-editor sessions
- */
-
-#ifndef AI_MDLFILEHELPER_H_INC
-#define AI_MDLFILEHELPER_H_INC
-
-#include <assimp/anim.h>
-#include <assimp/mesh.h>
-#include <assimp/Compiler/pushpack1.h>
-#include <assimp/ByteSwapper.h>
-#include <stdint.h>
-#include <vector>
-
-struct aiMaterial;
-
-namespace Assimp {
-namespace MDL {
-
-// -------------------------------------------------------------------------------------
-// to make it easier for us, we test the magic word against both "endianesses"
-
-// magic bytes used in Quake 1 MDL meshes
-#define AI_MDL_MAGIC_NUMBER_BE AI_MAKE_MAGIC("IDPO")
-#define AI_MDL_MAGIC_NUMBER_LE AI_MAKE_MAGIC("OPDI")
-
-// magic bytes used in GameStudio A<very low> MDL meshes
-#define AI_MDL_MAGIC_NUMBER_BE_GS3 AI_MAKE_MAGIC("MDL2")
-#define AI_MDL_MAGIC_NUMBER_LE_GS3 AI_MAKE_MAGIC("2LDM")
-
-// magic bytes used in GameStudio A4 MDL meshes
-#define AI_MDL_MAGIC_NUMBER_BE_GS4 AI_MAKE_MAGIC("MDL3")
-#define AI_MDL_MAGIC_NUMBER_LE_GS4 AI_MAKE_MAGIC("3LDM")
-
-// magic bytes used in GameStudio A5+ MDL meshes
-#define AI_MDL_MAGIC_NUMBER_BE_GS5a AI_MAKE_MAGIC("MDL4")
-#define AI_MDL_MAGIC_NUMBER_LE_GS5a AI_MAKE_MAGIC("4LDM")
-#define AI_MDL_MAGIC_NUMBER_BE_GS5b AI_MAKE_MAGIC("MDL5")
-#define AI_MDL_MAGIC_NUMBER_LE_GS5b AI_MAKE_MAGIC("5LDM")
-
-// magic bytes used in GameStudio A7+ MDL meshes
-#define AI_MDL_MAGIC_NUMBER_BE_GS7 AI_MAKE_MAGIC("MDL7")
-#define AI_MDL_MAGIC_NUMBER_LE_GS7 AI_MAKE_MAGIC("7LDM")
-
-// common limitations for Quake1 meshes. The loader does not check them,
-// (however it warns) but models should not exceed these limits.
-#if (!defined AI_MDL_VERSION)
-# define AI_MDL_VERSION 6
-#endif
-#if (!defined AI_MDL_MAX_FRAMES)
-# define AI_MDL_MAX_FRAMES 256
-#endif
-#if (!defined AI_MDL_MAX_UVS)
-# define AI_MDL_MAX_UVS 1024
-#endif
-#if (!defined AI_MDL_MAX_VERTS)
-# define AI_MDL_MAX_VERTS 1024
-#endif
-#if (!defined AI_MDL_MAX_TRIANGLES)
-# define AI_MDL_MAX_TRIANGLES 2048
-#endif
-
-// material key that is set for dummy materials that are
-// just referencing another material
-#if (!defined AI_MDL7_REFERRER_MATERIAL)
-# define AI_MDL7_REFERRER_MATERIAL "&&&referrer&&&",0,0
-#endif
-
-// -------------------------------------------------------------------------------------
-/** \struct Header
- * \brief Data structure for the MDL main header
- */
-struct Header {
- //! magic number: "IDPO"
- uint32_t ident;
-
- //! version number: 6
- int32_t version;
-
- //! scale factors for each axis
- ai_real scale[3];
-
- //! translation factors for each axis
- ai_real translate[3];
-
- //! bounding radius of the mesh
- float boundingradius;
-
- //! Position of the viewer's exe. Ignored
- ai_real vEyePos[3];
-
- //! Number of textures
- int32_t num_skins;
-
- //! Texture width in pixels
- int32_t skinwidth;
-
- //! Texture height in pixels
- int32_t skinheight;
-
- //! Number of vertices contained in the file
- int32_t num_verts;
-
- //! Number of triangles contained in the file
- int32_t num_tris;
-
- //! Number of frames contained in the file
- int32_t num_frames;
-
- //! 0 = synchron, 1 = random . Ignored
- //! (MDLn formats: number of texture coordinates)
- int32_t synctype;
-
- //! State flag
- int32_t flags;
-
- //! Could be the total size of the file (and not a float)
- float size;
-} PACK_STRUCT;
-
-
-// -------------------------------------------------------------------------------------
-/** \struct Header_MDL7
- * \brief Data structure for the MDL 7 main header
- */
-struct Header_MDL7 {
- //! magic number: "MDL7"
- char ident[4];
-
- //! Version number. Ignored
- int32_t version;
-
- //! Number of bones in file
- uint32_t bones_num;
-
- //! Number of groups in file
- uint32_t groups_num;
-
- //! Size of data in the file
- uint32_t data_size;
-
- //! Ignored. Used to store entity specific information
- int32_t entlump_size;
-
- //! Ignored. Used to store MED related data
- int32_t medlump_size;
-
- //! Size of the Bone_MDL7 data structure used in the file
- uint16_t bone_stc_size;
-
- //! Size of the Skin_MDL 7 data structure used in the file
- uint16_t skin_stc_size;
-
- //! Size of a single color (e.g. in a material)
- uint16_t colorvalue_stc_size;
-
- //! Size of the Material_MDL7 data structure used in the file
- uint16_t material_stc_size;
-
- //! Size of a texture coordinate set in the file
- uint16_t skinpoint_stc_size;
-
- //! Size of a triangle in the file
- uint16_t triangle_stc_size;
-
- //! Size of a normal vertex in the file
- uint16_t mainvertex_stc_size;
-
- //! Size of a per-frame animated vertex in the file
- //! (this is not supported)
- uint16_t framevertex_stc_size;
-
- //! Size of a bone animation matrix
- uint16_t bonetrans_stc_size;
-
- //! Size of the Frame_MDL7 data structure used in the file
- uint16_t frame_stc_size;
-} PACK_STRUCT;
-
-
-// -------------------------------------------------------------------------------------
-/** \struct Bone_MDL7
- * \brief Data structure for a bone in a MDL7 file
- */
-struct Bone_MDL7 {
- //! Index of the parent bone of *this* bone. 0xffff means:
- //! "hey, I have no parent, I'm an orphan"
- uint16_t parent_index;
- uint8_t _unused_[2];
-
- //! Relative position of the bone (relative to the
- //! parent bone)
- float x,y,z;
-
- //! Optional name of the bone
- char name[1 /* DUMMY SIZE */];
-} PACK_STRUCT;
-
-#if (!defined AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_20_CHARS)
-# define AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_20_CHARS (16 + 20)
-#endif
-
-#if (!defined AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_32_CHARS)
-# define AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_32_CHARS (16 + 32)
-#endif
-
-#if (!defined AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_NOT_THERE)
-# define AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_NOT_THERE (16)
-#endif
-
-#if (!defined AI_MDL7_MAX_GROUPNAMESIZE)
-# define AI_MDL7_MAX_GROUPNAMESIZE 16
-#endif // ! AI_MDL7_MAX_GROUPNAMESIZE
-
-// -------------------------------------------------------------------------------------
-/** \struct Group_MDL7
- * \brief Group in a MDL7 file
- */
-struct Group_MDL7 {
- //! = '1' -> triangle based Mesh
- unsigned char typ;
-
- int8_t deformers;
- int8_t max_weights;
- int8_t _unused_;
-
- //! size of data for this group in bytes ( MD7_GROUP stc. included).
- int32_t groupdata_size;
- char name[AI_MDL7_MAX_GROUPNAMESIZE];
-
- //! Number of skins
- int32_t numskins;
-
- //! Number of texture coordinates
- int32_t num_stpts;
-
- //! Number of triangles
- int32_t numtris;
-
- //! Number of vertices
- int32_t numverts;
-
- //! Number of frames
- int32_t numframes;
-} PACK_STRUCT;
-
-#define AI_MDL7_SKINTYPE_MIPFLAG 0x08
-#define AI_MDL7_SKINTYPE_MATERIAL 0x10
-#define AI_MDL7_SKINTYPE_MATERIAL_ASCDEF 0x20
-#define AI_MDL7_SKINTYPE_RGBFLAG 0x80
-
-#if (!defined AI_MDL7_MAX_BONENAMESIZE)
-# define AI_MDL7_MAX_BONENAMESIZE 20
-#endif // !! AI_MDL7_MAX_BONENAMESIZE
-
-// -------------------------------------------------------------------------------------
-/** \struct Deformer_MDL7
- * \brief Deformer in a MDL7 file
- */
-struct Deformer_MDL7 {
- int8_t deformer_version; // 0
- int8_t deformer_typ; // 0 - bones
- int8_t _unused_[2];
- int32_t group_index;
- int32_t elements;
- int32_t deformerdata_size;
-} PACK_STRUCT;
-
-
-// -------------------------------------------------------------------------------------
-/** \struct DeformerElement_MDL7
- * \brief Deformer element in a MDL7 file
- */
-struct DeformerElement_MDL7 {
- //! bei deformer_typ==0 (==bones) element_index == bone index
- int32_t element_index;
- char element_name[AI_MDL7_MAX_BONENAMESIZE];
- int32_t weights;
-} PACK_STRUCT;
-
-// -------------------------------------------------------------------------------------
-/** \struct DeformerWeight_MDL7
- * \brief Deformer weight in a MDL7 file
- */
-struct DeformerWeight_MDL7 {
- //! for deformer_typ==0 (==bones) index == vertex index
- int32_t index;
- float weight;
-} PACK_STRUCT;
-
-// don't know why this was in the original headers ...
-typedef int32_t MD7_MATERIAL_ASCDEFSIZE;
-
-// -------------------------------------------------------------------------------------
-/** \struct ColorValue_MDL7
- * \brief Data structure for a color value in a MDL7 file
- */
-struct ColorValue_MDL7 {
- float r,g,b,a;
-} PACK_STRUCT;
-
-// -------------------------------------------------------------------------------------
-/** \struct Material_MDL7
- * \brief Data structure for a Material in a MDL7 file
- */
-struct Material_MDL7 {
- //! Diffuse base color of the material
- ColorValue_MDL7 Diffuse;
-
- //! Ambient base color of the material
- ColorValue_MDL7 Ambient;
-
- //! Specular base color of the material
- ColorValue_MDL7 Specular;
-
- //! Emissive base color of the material
- ColorValue_MDL7 Emissive;
-
- //! Phong power
- float Power;
-} PACK_STRUCT;
-
-// -------------------------------------------------------------------------------------
-/** \struct Skin
- * \brief Skin data structure #1 - used by Quake1, MDL2, MDL3 and MDL4
- */
-struct Skin {
- //! 0 = single (Skin), 1 = group (GroupSkin)
- //! For MDL3-5: Defines the type of the skin and there
- //! fore the size of the data to skip:
- //-------------------------------------------------------
- //! 2 for 565 RGB,
- //! 3 for 4444 ARGB,
- //! 10 for 565 mipmapped,
- //! 11 for 4444 mipmapped (bpp = 2),
- //! 12 for 888 RGB mipmapped (bpp = 3),
- //! 13 for 8888 ARGB mipmapped (bpp = 4)
- //-------------------------------------------------------
- int32_t group;
-
- //! Texture data
- uint8_t *data;
-} PACK_STRUCT;
-
-
-// -------------------------------------------------------------------------------------
-/** \struct Skin
- * \brief Skin data structure #2 - used by MDL5, MDL6 and MDL7
- * \see Skin
- */
-struct Skin_MDL5 {
- int32_t size, width, height;
- uint8_t *data;
-} PACK_STRUCT;
-
-// maximum length of texture file name
-#if (!defined AI_MDL7_MAX_TEXNAMESIZE)
-# define AI_MDL7_MAX_TEXNAMESIZE 0x10
-#endif
-
-// ---------------------------------------------------------------------------
-/** \struct Skin_MDL7
- * \brief Skin data structure #3 - used by MDL7 and HMP7
- */
-struct Skin_MDL7 {
- uint8_t typ;
- int8_t _unused_[3];
- int32_t width;
- int32_t height;
- char texture_name[AI_MDL7_MAX_TEXNAMESIZE];
-} PACK_STRUCT;
-
-// -------------------------------------------------------------------------------------
-/** \struct RGB565
- * \brief Data structure for a RGB565 pixel in a texture
- */
-struct RGB565 {
- uint16_t r : 5;
- uint16_t g : 6;
- uint16_t b : 5;
-} PACK_STRUCT;
-
-// -------------------------------------------------------------------------------------
-/** \struct ARGB4
- * \brief Data structure for a ARGB4444 pixel in a texture
- */
-struct ARGB4 {
- uint16_t a : 4;
- uint16_t r : 4;
- uint16_t g : 4;
- uint16_t b : 4;
-} /*PACK_STRUCT*/;
-
-// -------------------------------------------------------------------------------------
-/** \struct GroupSkin
- * \brief Skin data structure #2 (group of pictures)
- */
-struct GroupSkin {
- //! 0 = single (Skin), 1 = group (GroupSkin)
- int32_t group;
-
- //! Number of images
- int32_t nb;
-
- //! Time for each image
- float *time;
-
- //! Data of each image
- uint8_t **data;
-} PACK_STRUCT;
-
-// -------------------------------------------------------------------------------------
-/** \struct TexCoord
- * \brief Texture coordinate data structure used by the Quake1 MDL format
- */
-struct TexCoord {
- //! Is the vertex on the noundary between front and back piece?
- int32_t onseam;
-
- //! Texture coordinate in the tx direction
- int32_t s;
-
- //! Texture coordinate in the ty direction
- int32_t t;
-} PACK_STRUCT;
-
-// -------------------------------------------------------------------------------------
-/** \struct TexCoord_MDL3
- * \brief Data structure for an UV coordinate in the 3DGS MDL3 format
- */
-struct TexCoord_MDL3 {
- //! position, horizontally in range 0..skinwidth-1
- int16_t u;
-
- //! position, vertically in range 0..skinheight-1
- int16_t v;
-} PACK_STRUCT;
-
-// -------------------------------------------------------------------------------------
-/** \struct TexCoord_MDL7
- * \brief Data structure for an UV coordinate in the 3DGS MDL7 format
- */
-struct TexCoord_MDL7 {
- //! position, horizontally in range 0..1
- float u;
-
- //! position, vertically in range 0..1
- float v;
-} PACK_STRUCT;
-
-// -------------------------------------------------------------------------------------
-/** \struct SkinSet_MDL7
- * \brief Skin set data structure for the 3DGS MDL7 format
- * MDL7 references UV coordinates per face via an index list.
- * This allows the use of multiple skins per face with just one
- * UV coordinate set.
- */
-struct SkinSet_MDL7
-{
- //! Index into the UV coordinate list
- uint16_t st_index[3]; // size 6
-
- //! Material index
- int32_t material; // size 4
-} PACK_STRUCT;
-
-// -------------------------------------------------------------------------------------
-/** \struct Triangle
- * \brief Triangle data structure for the Quake1 MDL format
- */
-struct Triangle
-{
- //! 0 = backface, 1 = frontface
- int32_t facesfront;
-
- //! Vertex indices
- int32_t vertex[3];
-} PACK_STRUCT;
-
-// -------------------------------------------------------------------------------------
-/** \struct Triangle_MDL3
- * \brief Triangle data structure for the 3DGS MDL3 format
- */
-struct Triangle_MDL3
-{
- //! Index of 3 3D vertices in range 0..numverts
- uint16_t index_xyz[3];
-
- //! Index of 3 skin vertices in range 0..numskinverts
- uint16_t index_uv[3];
-} PACK_STRUCT;
-
-// -------------------------------------------------------------------------------------
-/** \struct Triangle_MDL7
- * \brief Triangle data structure for the 3DGS MDL7 format
- */
-struct Triangle_MDL7
-{
- //! Vertex indices
- uint16_t v_index[3]; // size 6
-
- //! Two skinsets. The second will be used for multi-texturing
- SkinSet_MDL7 skinsets[2];
-} PACK_STRUCT;
-
-#if (!defined AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV)
-# define AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV (6+sizeof(SkinSet_MDL7)-sizeof(uint32_t))
-#endif
-#if (!defined AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV_WITH_MATINDEX)
-# define AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV_WITH_MATINDEX (6+sizeof(SkinSet_MDL7))
-#endif
-#if (!defined AI_MDL7_TRIANGLE_STD_SIZE_TWO_UV)
-# define AI_MDL7_TRIANGLE_STD_SIZE_TWO_UV (6+2*sizeof(SkinSet_MDL7))
-#endif
-
-// Helper constants for Triangle::facesfront
-#if (!defined AI_MDL_BACKFACE)
-# define AI_MDL_BACKFACE 0x0
-#endif
-#if (!defined AI_MDL_FRONTFACE)
-# define AI_MDL_FRONTFACE 0x1
-#endif
-
-// -------------------------------------------------------------------------------------
-/** \struct Vertex
- * \brief Vertex data structure
- */
-struct Vertex
-{
- uint8_t v[3];
- uint8_t normalIndex;
-} PACK_STRUCT;
-
-
-// -------------------------------------------------------------------------------------
-struct Vertex_MDL4
-{
- uint16_t v[3];
- uint8_t normalIndex;
- uint8_t unused;
-} PACK_STRUCT;
-
-#define AI_MDL7_FRAMEVERTEX120503_STCSIZE 16
-#define AI_MDL7_FRAMEVERTEX030305_STCSIZE 26
-
-// -------------------------------------------------------------------------------------
-/** \struct Vertex_MDL7
- * \brief Vertex data structure used in MDL7 files
- */
-struct Vertex_MDL7
-{
- float x,y,z;
- uint16_t vertindex; // = bone index
- union {
- uint8_t norm162index;
- float norm[3];
- };
-} PACK_STRUCT;
-
-// -------------------------------------------------------------------------------------
-/** \struct BoneTransform_MDL7
- * \brief bone transformation matrix structure used in MDL7 files
- */
-struct BoneTransform_MDL7
-{
- //! 4*3
- float m [4*4];
-
- //! the index of this vertex, 0.. header::bones_num - 1
- uint16_t bone_index;
-
- //! I HATE 3DGS AND THE SILLY DEVELOPER WHO DESIGNED
- //! THIS STUPID FILE FORMAT!
- int8_t _unused_[2];
-} PACK_STRUCT;
-
-
-#define AI_MDL7_MAX_FRAMENAMESIZE 16
-
-// -------------------------------------------------------------------------------------
-/** \struct Frame_MDL7
- * \brief Frame data structure used by MDL7 files
- */
-struct Frame_MDL7
-{
- char frame_name[AI_MDL7_MAX_FRAMENAMESIZE];
- uint32_t vertices_count;
- uint32_t transmatrix_count;
-};
-
-
-// -------------------------------------------------------------------------------------
-/** \struct SimpleFrame
- * \brief Data structure for a simple frame
- */
-struct SimpleFrame
-{
- //! Minimum vertex of the bounding box
- Vertex bboxmin;
-
- //! Maximum vertex of the bounding box
- Vertex bboxmax;
-
- //! Name of the frame
- char name[16];
-
- //! Vertex list of the frame
- Vertex *verts;
-} PACK_STRUCT;
-
-// -------------------------------------------------------------------------------------
-/** \struct Frame
- * \brief Model frame data structure
- */
-struct Frame
-{
- //! 0 = simple frame, !0 = group frame
- int32_t type;
-
- //! Frame data
- SimpleFrame frame;
-} PACK_STRUCT;
-
-
-// -------------------------------------------------------------------------------------
-struct SimpleFrame_MDLn_SP
-{
- //! Minimum vertex of the bounding box
- Vertex_MDL4 bboxmin;
-
- //! Maximum vertex of the bounding box
- Vertex_MDL4 bboxmax;
-
- //! Name of the frame
- char name[16];
-
- //! Vertex list of the frame
- Vertex_MDL4 *verts;
-} PACK_STRUCT;
-
-// -------------------------------------------------------------------------------------
-/** \struct GroupFrame
- * \brief Data structure for a group of frames
- */
-struct GroupFrame
-{
- //! 0 = simple frame, !0 = group frame
- int32_t type;
-
- int32_t numframes;
-
- //! Minimum vertex for all single frames
- Vertex min;
-
- //! Maximum vertex for all single frames
- Vertex max;
-
- //! List of times for all single frames
- float *times;
-
- //! List of single frames
- SimpleFrame *frames;
-} PACK_STRUCT;
-
-#include <assimp/Compiler/poppack1.h>
-
-// -------------------------------------------------------------------------------------
-/** \struct IntFace_MDL7
- * \brief Internal data structure to temporarily represent a face
- */
-struct IntFace_MDL7 {
- // provide a constructor for our own convenience
- IntFace_MDL7() AI_NO_EXCEPT {
- ::memset( mIndices, 0, sizeof(uint32_t) *3);
- ::memset( iMatIndex, 0, sizeof( unsigned int) *2);
- }
-
- //! Vertex indices
- uint32_t mIndices[3];
-
- //! Material index (maximally two channels, which are joined later)
- unsigned int iMatIndex[2];
-};
-
-// -------------------------------------------------------------------------------------
-/** \struct IntMaterial_MDL7
- * \brief Internal data structure to temporarily represent a material
- * which has been created from two single materials along with the
- * original material indices.
- */
-struct IntMaterial_MDL7 {
- // provide a constructor for our own convenience
- IntMaterial_MDL7() AI_NO_EXCEPT
- : pcMat( nullptr ) {
- ::memset( iOldMatIndices, 0, sizeof(unsigned int) *2);
- }
-
- //! Material instance
- aiMaterial* pcMat;
-
- //! Old material indices
- unsigned int iOldMatIndices[2];
-};
-
-// -------------------------------------------------------------------------------------
-/** \struct IntBone_MDL7
- * \brief Internal data structure to represent a bone in a MDL7 file with
- * all of its animation channels assigned to it.
- */
-struct IntBone_MDL7 : aiBone
-{
- //! Default constructor
- IntBone_MDL7() AI_NO_EXCEPT : iParent (0xffff)
- {
- pkeyPositions.reserve(30);
- pkeyScalings.reserve(30);
- pkeyRotations.reserve(30);
- }
-
- //! Parent bone of the bone
- uint64_t iParent;
-
- //! Relative position of the bone
- aiVector3D vPosition;
-
- //! Array of position keys
- std::vector<aiVectorKey> pkeyPositions;
-
- //! Array of scaling keys
- std::vector<aiVectorKey> pkeyScalings;
-
- //! Array of rotation keys
- std::vector<aiQuatKey> pkeyRotations;
-};
-
-// -------------------------------------------------------------------------------------
-//! Describes a MDL7 frame
-struct IntFrameInfo_MDL7
-{
- //! Construction from an existing frame header
- IntFrameInfo_MDL7(BE_NCONST MDL::Frame_MDL7* _pcFrame,unsigned int _iIndex)
- : iIndex(_iIndex)
- , pcFrame(_pcFrame)
- {}
-
- //! Index of the frame
- unsigned int iIndex;
-
- //! Points to the header of the frame
- BE_NCONST MDL::Frame_MDL7* pcFrame;
-};
-
-// -------------------------------------------------------------------------------------
-//! Describes a MDL7 mesh group
-struct IntGroupInfo_MDL7
-{
- //! Default constructor
- IntGroupInfo_MDL7() AI_NO_EXCEPT
- : iIndex(0)
- , pcGroup(nullptr)
- , pcGroupUVs(nullptr)
- , pcGroupTris(nullptr)
- , pcGroupVerts(nullptr)
- {}
-
- //! Construction from an existing group header
- IntGroupInfo_MDL7(BE_NCONST MDL::Group_MDL7* _pcGroup, unsigned int _iIndex)
- : iIndex(_iIndex)
- , pcGroup(_pcGroup)
- , pcGroupUVs()
- , pcGroupTris()
- , pcGroupVerts()
- {}
-
- //! Index of the group
- unsigned int iIndex;
-
- //! Points to the header of the group
- BE_NCONST MDL::Group_MDL7* pcGroup;
-
- //! Points to the beginning of the uv coordinate section
- BE_NCONST MDL::TexCoord_MDL7* pcGroupUVs;
-
- //! Points to the beginning of the triangle section
- MDL::Triangle_MDL7* pcGroupTris;
-
- //! Points to the beginning of the vertex section
- BE_NCONST MDL::Vertex_MDL7* pcGroupVerts;
-};
-
-// -------------------------------------------------------------------------------------
-//! Holds the data that belongs to a MDL7 mesh group
-struct IntGroupData_MDL7
-{
- IntGroupData_MDL7() AI_NO_EXCEPT
- : bNeed2UV(false)
- {}
-
- //! Array of faces that belong to the group
- std::vector<MDL::IntFace_MDL7> pcFaces;
-
- //! Array of vertex positions
- std::vector<aiVector3D> vPositions;
-
- //! Array of vertex normals
- std::vector<aiVector3D> vNormals;
-
- //! Array of bones indices
- std::vector<unsigned int> aiBones;
-
- //! First UV coordinate set
- std::vector<aiVector3D> vTextureCoords1;
-
- //! Optional second UV coordinate set
- std::vector<aiVector3D> vTextureCoords2;
-
- //! Specifies whether there are two texture
- //! coordinate sets required
- bool bNeed2UV;
-};
-
-// -------------------------------------------------------------------------------------
-//! Holds data from an MDL7 file that is shared by all mesh groups
-struct IntSharedData_MDL7 {
- //! Default constructor
- IntSharedData_MDL7() AI_NO_EXCEPT
- : apcOutBones(),
- iNum()
- {
- abNeedMaterials.reserve(10);
- }
-
- //! Destruction: properly delete all allocated resources
- ~IntSharedData_MDL7()
- {
- // kill all bones
- if (this->apcOutBones)
- {
- for (unsigned int m = 0; m < iNum;++m)
- delete this->apcOutBones[m];
- delete[] this->apcOutBones;
- }
- }
-
- //! Specifies which materials are used
- std::vector<bool> abNeedMaterials;
-
- //! List of all materials
- std::vector<aiMaterial*> pcMats;
-
- //! List of all bones
- IntBone_MDL7** apcOutBones;
-
- //! number of bones
- unsigned int iNum;
-};
-
-// -------------------------------------------------------------------------------------
-//! Contains input data for GenerateOutputMeshes_3DGS_MDL7
-struct IntSplitGroupData_MDL7
-{
- //! Construction from a given shared data set
- IntSplitGroupData_MDL7(IntSharedData_MDL7& _shared,
- std::vector<aiMesh*>& _avOutList)
-
- : aiSplit(), shared(_shared), avOutList(_avOutList)
- {
- }
-
- //! Destruction: properly delete all allocated resources
- ~IntSplitGroupData_MDL7()
- {
- // kill all face lists
- if(this->aiSplit)
- {
- for (unsigned int m = 0; m < shared.pcMats.size();++m)
- delete this->aiSplit[m];
- delete[] this->aiSplit;
- }
- }
-
- //! Contains a list of all faces per material
- std::vector<unsigned int>** aiSplit;
-
- //! Shared data for all groups of the model
- IntSharedData_MDL7& shared;
-
- //! List of meshes
- std::vector<aiMesh*>& avOutList;
-};
-
-
-}
-} // end namespaces
-
-#endif // !! AI_MDLFILEHELPER_H_INC
diff --git a/src/mesh/assimp-master/code/AssetLib/MDL/MDLLoader.cpp b/src/mesh/assimp-master/code/AssetLib/MDL/MDLLoader.cpp
deleted file mode 100644
index 1e90c8e..0000000
--- a/src/mesh/assimp-master/code/AssetLib/MDL/MDLLoader.cpp
+++ /dev/null
@@ -1,1976 +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 MDLLoader.cpp
- * @brief Implementation of the main parts of the MDL importer class
- * *TODO* Cleanup and further testing of some parts necessary
- */
-
-// internal headers
-
-#ifndef ASSIMP_BUILD_NO_MDL_IMPORTER
-
-#include "AssetLib/MDL/MDLLoader.h"
-#include "AssetLib/MD2/MD2FileData.h"
-#include "AssetLib/MDL/HalfLife/HL1MDLLoader.h"
-#include "AssetLib/MDL/MDLDefaultColorMap.h"
-
-#include <assimp/StringUtils.h>
-#include <assimp/importerdesc.h>
-#include <assimp/qnan.h>
-#include <assimp/scene.h>
-#include <assimp/DefaultLogger.hpp>
-#include <assimp/IOSystem.hpp>
-#include <assimp/Importer.hpp>
-
-#include <memory>
-
-using namespace Assimp;
-
-static const aiImporterDesc desc = {
- "Quake Mesh / 3D GameStudio Mesh Importer",
- "",
- "",
- "",
- aiImporterFlags_SupportBinaryFlavour,
- 0,
- 0,
- 7,
- 0,
- "mdl"
-};
-
-// ------------------------------------------------------------------------------------------------
-// Ugly stuff ... nevermind
-#define _AI_MDL7_ACCESS(_data, _index, _limit, _type) \
- (*((const _type *)(((const char *)_data) + _index * _limit)))
-
-#define _AI_MDL7_ACCESS_PTR(_data, _index, _limit, _type) \
- ((BE_NCONST _type *)(((const char *)_data) + _index * _limit))
-
-#define _AI_MDL7_ACCESS_VERT(_data, _index, _limit) \
- _AI_MDL7_ACCESS(_data, _index, _limit, MDL::Vertex_MDL7)
-
-// ------------------------------------------------------------------------------------------------
-// Constructor to be privately used by Importer
-MDLImporter::MDLImporter() :
- configFrameID(), mBuffer(), iGSFileVersion(), mIOHandler(nullptr), pScene(), iFileSize() {
- // empty
-}
-
-// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
-MDLImporter::~MDLImporter() {
- // empty
-}
-
-// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file.
-bool MDLImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const {
- static const uint32_t tokens[] = {
- AI_MDL_MAGIC_NUMBER_LE_HL2a,
- AI_MDL_MAGIC_NUMBER_LE_HL2b,
- AI_MDL_MAGIC_NUMBER_LE_GS7,
- AI_MDL_MAGIC_NUMBER_LE_GS5b,
- AI_MDL_MAGIC_NUMBER_LE_GS5a,
- AI_MDL_MAGIC_NUMBER_LE_GS4,
- AI_MDL_MAGIC_NUMBER_LE_GS3,
- AI_MDL_MAGIC_NUMBER_LE
- };
- return CheckMagicToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens));
-}
-
-// ------------------------------------------------------------------------------------------------
-// Setup configuration properties
-void MDLImporter::SetupProperties(const Importer *pImp) {
- configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MDL_KEYFRAME, -1);
-
- // The
- // AI_CONFIG_IMPORT_MDL_KEYFRAME option overrides the
- // AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
- if (static_cast<unsigned int>(-1) == configFrameID) {
- configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME, 0);
- }
-
- // AI_CONFIG_IMPORT_MDL_COLORMAP - palette file
- configPalette = pImp->GetPropertyString(AI_CONFIG_IMPORT_MDL_COLORMAP, "colormap.lmp");
-
- // Read configuration specific to MDL (Half-Life 1).
- mHL1ImportSettings.read_animations = pImp->GetPropertyBool(AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS, true);
- if (mHL1ImportSettings.read_animations) {
- mHL1ImportSettings.read_animation_events = pImp->GetPropertyBool(AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATION_EVENTS, true);
- mHL1ImportSettings.read_blend_controllers = pImp->GetPropertyBool(AI_CONFIG_IMPORT_MDL_HL1_READ_BLEND_CONTROLLERS, true);
- mHL1ImportSettings.read_sequence_transitions = pImp->GetPropertyBool(AI_CONFIG_IMPORT_MDL_HL1_READ_SEQUENCE_TRANSITIONS, true);
- }
- mHL1ImportSettings.read_attachments = pImp->GetPropertyBool(AI_CONFIG_IMPORT_MDL_HL1_READ_ATTACHMENTS, true);
- mHL1ImportSettings.read_bone_controllers = pImp->GetPropertyBool(AI_CONFIG_IMPORT_MDL_HL1_READ_BONE_CONTROLLERS, true);
- mHL1ImportSettings.read_hitboxes = pImp->GetPropertyBool(AI_CONFIG_IMPORT_MDL_HL1_READ_HITBOXES, true);
- mHL1ImportSettings.read_misc_global_info = pImp->GetPropertyBool(AI_CONFIG_IMPORT_MDL_HL1_READ_MISC_GLOBAL_INFO, true);
-}
-
-// ------------------------------------------------------------------------------------------------
-// Get a list of all supported extensions
-const aiImporterDesc *MDLImporter::GetInfo() const {
- return &desc;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure.
-void MDLImporter::InternReadFile(const std::string &pFile,
- aiScene *_pScene, IOSystem *pIOHandler) {
- pScene = _pScene;
- mIOHandler = 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 MDL file ", pFile, ".");
- }
-
- // This should work for all other types of MDL files, too ...
- // the HL1 sequence group header is one of the smallest, afaik
- iFileSize = (unsigned int)file->FileSize();
- if (iFileSize < sizeof(MDL::HalfLife::SequenceHeader_HL1)) {
- throw DeadlyImportError("MDL File is too small.");
- }
-
- // delete the file buffer and cleanup.
- auto DeleteBufferAndCleanup = [&]() {
- if (mBuffer) {
- delete[] mBuffer;
- mBuffer = nullptr;
- }
- AI_DEBUG_INVALIDATE_PTR(mIOHandler);
- AI_DEBUG_INVALIDATE_PTR(pScene);
- };
-
- try {
- // Allocate storage and copy the contents of the file to a memory buffer
- mBuffer = new unsigned char[iFileSize + 1];
- file->Read((void *)mBuffer, 1, iFileSize);
-
- // Append a binary zero to the end of the buffer.
- // this is just for safety that string parsing routines
- // find the end of the buffer ...
- mBuffer[iFileSize] = '\0';
- const uint32_t iMagicWord = *((uint32_t *)mBuffer);
-
- // Determine the file subtype and call the appropriate member function
- bool is_half_life = false;
-
- // Original Quake1 format
- if (AI_MDL_MAGIC_NUMBER_BE == iMagicWord || AI_MDL_MAGIC_NUMBER_LE == iMagicWord) {
- ASSIMP_LOG_DEBUG("MDL subtype: Quake 1, magic word is IDPO");
- iGSFileVersion = 0;
- InternReadFile_Quake1();
- }
- // GameStudio A<old> MDL2 format - used by some test models that come with 3DGS
- else if (AI_MDL_MAGIC_NUMBER_BE_GS3 == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_GS3 == iMagicWord) {
- ASSIMP_LOG_DEBUG("MDL subtype: 3D GameStudio A2, magic word is MDL2");
- iGSFileVersion = 2;
- InternReadFile_Quake1();
- }
- // GameStudio A4 MDL3 format
- else if (AI_MDL_MAGIC_NUMBER_BE_GS4 == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_GS4 == iMagicWord) {
- ASSIMP_LOG_DEBUG("MDL subtype: 3D GameStudio A4, magic word is MDL3");
- iGSFileVersion = 3;
- InternReadFile_3DGS_MDL345();
- }
- // GameStudio A5+ MDL4 format
- else if (AI_MDL_MAGIC_NUMBER_BE_GS5a == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_GS5a == iMagicWord) {
- ASSIMP_LOG_DEBUG("MDL subtype: 3D GameStudio A4, magic word is MDL4");
- iGSFileVersion = 4;
- InternReadFile_3DGS_MDL345();
- }
- // GameStudio A5+ MDL5 format
- else if (AI_MDL_MAGIC_NUMBER_BE_GS5b == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_GS5b == iMagicWord) {
- ASSIMP_LOG_DEBUG("MDL subtype: 3D GameStudio A5, magic word is MDL5");
- iGSFileVersion = 5;
- InternReadFile_3DGS_MDL345();
- }
- // GameStudio A7 MDL7 format
- else if (AI_MDL_MAGIC_NUMBER_BE_GS7 == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_GS7 == iMagicWord) {
- ASSIMP_LOG_DEBUG("MDL subtype: 3D GameStudio A7, magic word is MDL7");
- iGSFileVersion = 7;
- InternReadFile_3DGS_MDL7();
- }
- // IDST/IDSQ Format (CS:S/HL^2, etc ...)
- else if (AI_MDL_MAGIC_NUMBER_BE_HL2a == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_HL2a == iMagicWord ||
- AI_MDL_MAGIC_NUMBER_BE_HL2b == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_HL2b == iMagicWord) {
- iGSFileVersion = 0;
- is_half_life = true;
-
- HalfLife::HalfLifeMDLBaseHeader *pHeader = (HalfLife::HalfLifeMDLBaseHeader *)mBuffer;
- if (pHeader->version == AI_MDL_HL1_VERSION) {
- ASSIMP_LOG_DEBUG("MDL subtype: Half-Life 1/Goldsrc Engine, magic word is IDST/IDSQ");
- InternReadFile_HL1(pFile, iMagicWord);
- } else {
- ASSIMP_LOG_DEBUG("MDL subtype: Source(tm) Engine, magic word is IDST/IDSQ");
- InternReadFile_HL2();
- }
- } else {
- // print the magic word to the log file
- throw DeadlyImportError("Unknown MDL subformat ", pFile,
- ". Magic word (", ai_str_toprintable((const char *)&iMagicWord, sizeof(iMagicWord)), ") is not known");
- }
-
- if (is_half_life){
- // Now rotate the whole scene 90 degrees around the z and x axes to convert to internal coordinate system
- pScene->mRootNode->mTransformation = aiMatrix4x4(
- 0.f, -1.f, 0.f, 0.f,
- 0.f, 0.f, 1.f, 0.f,
- -1.f, 0.f, 0.f, 0.f,
- 0.f, 0.f, 0.f, 1.f);
- }
- else {
- // 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);
- }
-
- DeleteBufferAndCleanup();
- } catch (...) {
- DeleteBufferAndCleanup();
- throw;
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-// Check whether we're still inside the valid file range
-void MDLImporter::SizeCheck(const void *szPos) {
- if (!szPos || (const unsigned char *)szPos > this->mBuffer + this->iFileSize) {
- throw DeadlyImportError("Invalid MDL file. The file is too small "
- "or contains invalid data.");
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-// Just for debugging purposes
-void MDLImporter::SizeCheck(const void *szPos, const char *szFile, unsigned int iLine) {
- ai_assert(nullptr != szFile);
- if (!szPos || (const unsigned char *)szPos > mBuffer + iFileSize) {
- // remove a directory if there is one
- const char *szFilePtr = ::strrchr(szFile, '\\');
- if (!szFilePtr) {
- szFilePtr = ::strrchr(szFile, '/');
- if (nullptr == szFilePtr) {
- szFilePtr = szFile;
- }
- }
- if (szFilePtr) {
- ++szFilePtr;
- }
-
- char szBuffer[1024];
- ::sprintf(szBuffer, "Invalid MDL file. The file is too small "
- "or contains invalid data (File: %s Line: %u)",
- szFilePtr, iLine);
-
- throw DeadlyImportError(szBuffer);
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-// Validate a quake file header
-void MDLImporter::ValidateHeader_Quake1(const MDL::Header *pcHeader) {
- // some values may not be nullptr
- if (!pcHeader->num_frames)
- throw DeadlyImportError("[Quake 1 MDL] There are no frames in the file");
-
- if (!pcHeader->num_verts)
- throw DeadlyImportError("[Quake 1 MDL] There are no vertices in the file");
-
- if (!pcHeader->num_tris)
- throw DeadlyImportError("[Quake 1 MDL] There are no triangles in the file");
-
- // check whether the maxima are exceeded ...however, this applies for Quake 1 MDLs only
- if (!this->iGSFileVersion) {
- if (pcHeader->num_verts > AI_MDL_MAX_VERTS)
- ASSIMP_LOG_WARN("Quake 1 MDL model has more than AI_MDL_MAX_VERTS vertices");
-
- if (pcHeader->num_tris > AI_MDL_MAX_TRIANGLES)
- ASSIMP_LOG_WARN("Quake 1 MDL model has more than AI_MDL_MAX_TRIANGLES triangles");
-
- if (pcHeader->num_frames > AI_MDL_MAX_FRAMES)
- ASSIMP_LOG_WARN("Quake 1 MDL model has more than AI_MDL_MAX_FRAMES frames");
-
- // (this does not apply for 3DGS MDLs)
- if (!this->iGSFileVersion && pcHeader->version != AI_MDL_VERSION)
- ASSIMP_LOG_WARN("Quake 1 MDL model has an unknown version: AI_MDL_VERSION (=6) is "
- "the expected file format version");
- if (pcHeader->num_skins && (!pcHeader->skinwidth || !pcHeader->skinheight))
- ASSIMP_LOG_WARN("Skin width or height are 0");
- }
-}
-
-#ifdef AI_BUILD_BIG_ENDIAN
-// ------------------------------------------------------------------------------------------------
-void FlipQuakeHeader(BE_NCONST MDL::Header *pcHeader) {
- AI_SWAP4(pcHeader->ident);
- AI_SWAP4(pcHeader->version);
- AI_SWAP4(pcHeader->boundingradius);
- AI_SWAP4(pcHeader->flags);
- AI_SWAP4(pcHeader->num_frames);
- AI_SWAP4(pcHeader->num_skins);
- AI_SWAP4(pcHeader->num_tris);
- AI_SWAP4(pcHeader->num_verts);
- for (unsigned int i = 0; i < 3; ++i) {
- AI_SWAP4(pcHeader->scale[i]);
- AI_SWAP4(pcHeader->translate[i]);
- }
- AI_SWAP4(pcHeader->size);
- AI_SWAP4(pcHeader->skinheight);
- AI_SWAP4(pcHeader->skinwidth);
- AI_SWAP4(pcHeader->synctype);
-}
-#endif
-
-// ------------------------------------------------------------------------------------------------
-// Read a Quake 1 file
-void MDLImporter::InternReadFile_Quake1() {
- ai_assert(nullptr != pScene);
-
- BE_NCONST MDL::Header *pcHeader = (BE_NCONST MDL::Header *)this->mBuffer;
-
-#ifdef AI_BUILD_BIG_ENDIAN
- FlipQuakeHeader(pcHeader);
-#endif
-
- ValidateHeader_Quake1(pcHeader);
-
- // current cursor position in the file
- const unsigned char *szCurrent = (const unsigned char *)(pcHeader + 1);
-
- // need to read all textures
- for (unsigned int i = 0; i < (unsigned int)pcHeader->num_skins; ++i) {
- union {
- BE_NCONST MDL::Skin *pcSkin;
- BE_NCONST MDL::GroupSkin *pcGroupSkin;
- };
- if (szCurrent + sizeof(MDL::Skin) > this->mBuffer + this->iFileSize) {
- throw DeadlyImportError("[Quake 1 MDL] Unexpected EOF");
- }
- pcSkin = (BE_NCONST MDL::Skin *)szCurrent;
-
- AI_SWAP4(pcSkin->group);
-
- // Quake 1 group-skins
- if (1 == pcSkin->group) {
- AI_SWAP4(pcGroupSkin->nb);
-
- // need to skip multiple images
- const unsigned int iNumImages = (unsigned int)pcGroupSkin->nb;
- szCurrent += sizeof(uint32_t) * 2;
-
- if (0 != iNumImages) {
- if (!i) {
- // however, create only one output image (the first)
- this->CreateTextureARGB8_3DGS_MDL3(szCurrent + iNumImages * sizeof(float));
- }
- // go to the end of the skin section / the beginning of the next skin
- szCurrent += pcHeader->skinheight * pcHeader->skinwidth +
- sizeof(float) * iNumImages;
- }
- } else {
- szCurrent += sizeof(uint32_t);
- unsigned int iSkip = i ? UINT_MAX : 0;
- CreateTexture_3DGS_MDL4(szCurrent, pcSkin->group, &iSkip);
- szCurrent += iSkip;
- }
- }
- // get a pointer to the texture coordinates
- BE_NCONST MDL::TexCoord *pcTexCoords = (BE_NCONST MDL::TexCoord *)szCurrent;
- szCurrent += sizeof(MDL::TexCoord) * pcHeader->num_verts;
-
- // get a pointer to the triangles
- BE_NCONST MDL::Triangle *pcTriangles = (BE_NCONST MDL::Triangle *)szCurrent;
- szCurrent += sizeof(MDL::Triangle) * pcHeader->num_tris;
- VALIDATE_FILE_SIZE(szCurrent);
-
- // now get a pointer to the first frame in the file
- BE_NCONST MDL::Frame *pcFrames = (BE_NCONST MDL::Frame *)szCurrent;
- MDL::SimpleFrame *pcFirstFrame;
-
- if (0 == pcFrames->type) {
- // get address of single frame
- pcFirstFrame = (MDL::SimpleFrame *)&pcFrames->frame;
- } else {
- // get the first frame in the group
- BE_NCONST MDL::GroupFrame *pcFrames2 = (BE_NCONST MDL::GroupFrame *)szCurrent;
- pcFirstFrame = (MDL::SimpleFrame *)( szCurrent + sizeof(MDL::GroupFrame::type) + sizeof(MDL::GroupFrame::numframes)
- + sizeof(MDL::GroupFrame::min) + sizeof(MDL::GroupFrame::max) + sizeof(*MDL::GroupFrame::times) * pcFrames2->numframes );
- }
- BE_NCONST MDL::Vertex *pcVertices = (BE_NCONST MDL::Vertex *)((pcFirstFrame->name) + sizeof(pcFirstFrame->name));
- VALIDATE_FILE_SIZE((const unsigned char *)(pcVertices + pcHeader->num_verts));
-
-#ifdef AI_BUILD_BIG_ENDIAN
- for (int i = 0; i < pcHeader->num_verts; ++i) {
- AI_SWAP4(pcTexCoords[i].onseam);
- AI_SWAP4(pcTexCoords[i].s);
- AI_SWAP4(pcTexCoords[i].t);
- }
-
- for (int i = 0; i < pcHeader->num_tris; ++i) {
- AI_SWAP4(pcTriangles[i].facesfront);
- AI_SWAP4(pcTriangles[i].vertex[0]);
- AI_SWAP4(pcTriangles[i].vertex[1]);
- AI_SWAP4(pcTriangles[i].vertex[2]);
- }
-#endif
-
- // setup materials
- SetupMaterialProperties_3DGS_MDL5_Quake1();
-
- // allocate enough storage to hold all vertices and triangles
- aiMesh *pcMesh = new aiMesh();
-
- pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
- pcMesh->mNumVertices = pcHeader->num_tris * 3;
- pcMesh->mNumFaces = pcHeader->num_tris;
- pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
- pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
- pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
- pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
- pcMesh->mNumUVComponents[0] = 2;
-
- // there won't be more than one mesh inside the file
- pScene->mRootNode = new aiNode();
- pScene->mRootNode->mNumMeshes = 1;
- pScene->mRootNode->mMeshes = new unsigned int[1];
- pScene->mRootNode->mMeshes[0] = 0;
- pScene->mNumMeshes = 1;
- pScene->mMeshes = new aiMesh *[1];
- pScene->mMeshes[0] = pcMesh;
-
- // now iterate through all triangles
- unsigned int iCurrent = 0;
- for (unsigned int i = 0; i < (unsigned int)pcHeader->num_tris; ++i) {
- pcMesh->mFaces[i].mIndices = new unsigned int[3];
- pcMesh->mFaces[i].mNumIndices = 3;
-
- unsigned int iTemp = iCurrent;
- for (unsigned int c = 0; c < 3; ++c, ++iCurrent) {
- pcMesh->mFaces[i].mIndices[c] = iCurrent;
-
- // read vertices
- unsigned int iIndex = pcTriangles->vertex[c];
- if (iIndex >= (unsigned int)pcHeader->num_verts) {
- iIndex = pcHeader->num_verts - 1;
- ASSIMP_LOG_WARN("Index overflow in Q1-MDL vertex list.");
- }
-
- aiVector3D &vec = pcMesh->mVertices[iCurrent];
- vec.x = (float)pcVertices[iIndex].v[0] * pcHeader->scale[0];
- vec.x += pcHeader->translate[0];
-
- vec.y = (float)pcVertices[iIndex].v[1] * pcHeader->scale[1];
- vec.y += pcHeader->translate[1];
- //vec.y *= -1.0f;
-
- vec.z = (float)pcVertices[iIndex].v[2] * pcHeader->scale[2];
- vec.z += pcHeader->translate[2];
-
- // read the normal vector from the precalculated normal table
- MD2::LookupNormalIndex(pcVertices[iIndex].normalIndex, pcMesh->mNormals[iCurrent]);
- //pcMesh->mNormals[iCurrent].y *= -1.0f;
-
- // read texture coordinates
- float s = (float)pcTexCoords[iIndex].s;
- float t = (float)pcTexCoords[iIndex].t;
-
- // translate texture coordinates
- if (0 == pcTriangles->facesfront && 0 != pcTexCoords[iIndex].onseam) {
- s += pcHeader->skinwidth * 0.5f;
- }
-
- // Scale s and t to range from 0.0 to 1.0
- pcMesh->mTextureCoords[0][iCurrent].x = (s + 0.5f) / pcHeader->skinwidth;
- pcMesh->mTextureCoords[0][iCurrent].y = 1.0f - (t + 0.5f) / pcHeader->skinheight;
- }
- pcMesh->mFaces[i].mIndices[0] = iTemp + 2;
- pcMesh->mFaces[i].mIndices[1] = iTemp + 1;
- pcMesh->mFaces[i].mIndices[2] = iTemp + 0;
- pcTriangles++;
- }
- return;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Setup material properties for Quake and older GameStudio files
-void MDLImporter::SetupMaterialProperties_3DGS_MDL5_Quake1() {
- const MDL::Header *const pcHeader = (const MDL::Header *)this->mBuffer;
-
- // allocate ONE material
- pScene->mMaterials = new aiMaterial *[1];
- pScene->mMaterials[0] = new aiMaterial();
- pScene->mNumMaterials = 1;
-
- // setup the material's properties
- const int iMode = (int)aiShadingMode_Gouraud;
- aiMaterial *const pcHelper = (aiMaterial *)pScene->mMaterials[0];
- pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
-
- aiColor4D clr;
- if (0 != pcHeader->num_skins && pScene->mNumTextures) {
- // can we replace the texture with a single color?
- clr = this->ReplaceTextureWithColor(pScene->mTextures[0]);
- if (is_not_qnan(clr.r)) {
- delete pScene->mTextures[0];
- delete[] pScene->mTextures;
-
- pScene->mTextures = nullptr;
- pScene->mNumTextures = 0;
- } else {
- clr.b = clr.a = clr.g = clr.r = 1.0f;
- aiString szString;
- ::memcpy(szString.data, AI_MAKE_EMBEDDED_TEXNAME(0), 3);
- szString.length = 2;
- pcHelper->AddProperty(&szString, AI_MATKEY_TEXTURE_DIFFUSE(0));
- }
- }
-
- pcHelper->AddProperty<aiColor4D>(&clr, 1, AI_MATKEY_COLOR_DIFFUSE);
- pcHelper->AddProperty<aiColor4D>(&clr, 1, AI_MATKEY_COLOR_SPECULAR);
-
- clr.r *= 0.05f;
- clr.g *= 0.05f;
- clr.b *= 0.05f;
- clr.a = 1.0f;
- pcHelper->AddProperty<aiColor4D>(&clr, 1, AI_MATKEY_COLOR_AMBIENT);
-}
-
-// ------------------------------------------------------------------------------------------------
-// Read a MDL 3,4,5 file
-void MDLImporter::InternReadFile_3DGS_MDL345() {
- ai_assert(nullptr != pScene);
-
- // the header of MDL 3/4/5 is nearly identical to the original Quake1 header
- BE_NCONST MDL::Header *pcHeader = (BE_NCONST MDL::Header *)this->mBuffer;
-#ifdef AI_BUILD_BIG_ENDIAN
- FlipQuakeHeader(pcHeader);
-#endif
- ValidateHeader_Quake1(pcHeader);
-
- // current cursor position in the file
- const unsigned char *szCurrent = (const unsigned char *)(pcHeader + 1);
- const unsigned char *szEnd = mBuffer + iFileSize;
-
- // need to read all textures
- for (unsigned int i = 0; i < (unsigned int)pcHeader->num_skins; ++i) {
- if (szCurrent + sizeof(uint32_t) > szEnd) {
- throw DeadlyImportError("Texture data past end of file.");
- }
- BE_NCONST MDL::Skin *pcSkin;
- pcSkin = (BE_NCONST MDL::Skin *)szCurrent;
- AI_SWAP4(pcSkin->group);
- // create one output image
- unsigned int iSkip = i ? UINT_MAX : 0;
- if (5 <= iGSFileVersion) {
- // MDL5 format could contain MIPmaps
- CreateTexture_3DGS_MDL5((unsigned char *)pcSkin + sizeof(uint32_t),
- pcSkin->group, &iSkip);
- } else {
- CreateTexture_3DGS_MDL4((unsigned char *)pcSkin + sizeof(uint32_t),
- pcSkin->group, &iSkip);
- }
- // need to skip one image
- szCurrent += iSkip + sizeof(uint32_t);
- }
- // get a pointer to the texture coordinates
- BE_NCONST MDL::TexCoord_MDL3 *pcTexCoords = (BE_NCONST MDL::TexCoord_MDL3 *)szCurrent;
- szCurrent += sizeof(MDL::TexCoord_MDL3) * pcHeader->synctype;
-
- // NOTE: for MDLn formats "synctype" corresponds to the number of UV coords
-
- // get a pointer to the triangles
- BE_NCONST MDL::Triangle_MDL3 *pcTriangles = (BE_NCONST MDL::Triangle_MDL3 *)szCurrent;
- szCurrent += sizeof(MDL::Triangle_MDL3) * pcHeader->num_tris;
-
-#ifdef AI_BUILD_BIG_ENDIAN
-
- for (int i = 0; i < pcHeader->synctype; ++i) {
- AI_SWAP2(pcTexCoords[i].u);
- AI_SWAP2(pcTexCoords[i].v);
- }
-
- for (int i = 0; i < pcHeader->num_tris; ++i) {
- AI_SWAP2(pcTriangles[i].index_xyz[0]);
- AI_SWAP2(pcTriangles[i].index_xyz[1]);
- AI_SWAP2(pcTriangles[i].index_xyz[2]);
- AI_SWAP2(pcTriangles[i].index_uv[0]);
- AI_SWAP2(pcTriangles[i].index_uv[1]);
- AI_SWAP2(pcTriangles[i].index_uv[2]);
- }
-
-#endif
-
- VALIDATE_FILE_SIZE(szCurrent);
-
- // setup materials
- SetupMaterialProperties_3DGS_MDL5_Quake1();
-
- // allocate enough storage to hold all vertices and triangles
- aiMesh *pcMesh = new aiMesh();
- pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
-
- pcMesh->mNumVertices = pcHeader->num_tris * 3;
- pcMesh->mNumFaces = pcHeader->num_tris;
- pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
-
- // there won't be more than one mesh inside the file
- pScene->mRootNode = new aiNode();
- pScene->mRootNode->mNumMeshes = 1;
- pScene->mRootNode->mMeshes = new unsigned int[1];
- pScene->mRootNode->mMeshes[0] = 0;
- pScene->mNumMeshes = 1;
- pScene->mMeshes = new aiMesh *[1];
- pScene->mMeshes[0] = pcMesh;
-
- // allocate output storage
- pcMesh->mNumVertices = (unsigned int)pcHeader->num_tris * 3;
- pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
- pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
-
- if (pcHeader->synctype) {
- pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
- pcMesh->mNumUVComponents[0] = 2;
- }
-
- // now get a pointer to the first frame in the file
- BE_NCONST MDL::Frame *pcFrames = (BE_NCONST MDL::Frame *)szCurrent;
- AI_SWAP4(pcFrames->type);
-
- // byte packed vertices
- // FIXME: these two snippets below are almost identical ... join them?
- /////////////////////////////////////////////////////////////////////////////////////
- if (0 == pcFrames->type || 3 >= this->iGSFileVersion) {
-
- const MDL::SimpleFrame *pcFirstFrame = (const MDL::SimpleFrame *)(szCurrent + sizeof(uint32_t));
- const MDL::Vertex *pcVertices = (const MDL::Vertex *)((pcFirstFrame->name) + sizeof(pcFirstFrame->name));
-
- VALIDATE_FILE_SIZE(pcVertices + pcHeader->num_verts);
-
- // now iterate through all triangles
- unsigned int iCurrent = 0;
- for (unsigned int i = 0; i < (unsigned int)pcHeader->num_tris; ++i) {
- pcMesh->mFaces[i].mIndices = new unsigned int[3];
- pcMesh->mFaces[i].mNumIndices = 3;
-
- unsigned int iTemp = iCurrent;
- for (unsigned int c = 0; c < 3; ++c, ++iCurrent) {
- // read vertices
- unsigned int iIndex = pcTriangles->index_xyz[c];
- if (iIndex >= (unsigned int)pcHeader->num_verts) {
- iIndex = pcHeader->num_verts - 1;
- ASSIMP_LOG_WARN("Index overflow in MDLn vertex list");
- }
-
- aiVector3D &vec = pcMesh->mVertices[iCurrent];
- vec.x = (float)pcVertices[iIndex].v[0] * pcHeader->scale[0];
- vec.x += pcHeader->translate[0];
-
- vec.y = (float)pcVertices[iIndex].v[1] * pcHeader->scale[1];
- vec.y += pcHeader->translate[1];
- // vec.y *= -1.0f;
-
- vec.z = (float)pcVertices[iIndex].v[2] * pcHeader->scale[2];
- vec.z += pcHeader->translate[2];
-
- // read the normal vector from the precalculated normal table
- MD2::LookupNormalIndex(pcVertices[iIndex].normalIndex, pcMesh->mNormals[iCurrent]);
- // pcMesh->mNormals[iCurrent].y *= -1.0f;
-
- // read texture coordinates
- if (pcHeader->synctype) {
- ImportUVCoordinate_3DGS_MDL345(pcMesh->mTextureCoords[0][iCurrent],
- pcTexCoords, pcTriangles->index_uv[c]);
- }
- }
- pcMesh->mFaces[i].mIndices[0] = iTemp + 2;
- pcMesh->mFaces[i].mIndices[1] = iTemp + 1;
- pcMesh->mFaces[i].mIndices[2] = iTemp + 0;
- pcTriangles++;
- }
-
- }
- // short packed vertices
- /////////////////////////////////////////////////////////////////////////////////////
- else {
- // now get a pointer to the first frame in the file
- const MDL::SimpleFrame_MDLn_SP *pcFirstFrame = (const MDL::SimpleFrame_MDLn_SP *)(szCurrent + sizeof(uint32_t));
-
- // get a pointer to the vertices
- const MDL::Vertex_MDL4 *pcVertices = (const MDL::Vertex_MDL4 *)((pcFirstFrame->name) +
- sizeof(pcFirstFrame->name));
-
- VALIDATE_FILE_SIZE(pcVertices + pcHeader->num_verts);
-
- // now iterate through all triangles
- unsigned int iCurrent = 0;
- for (unsigned int i = 0; i < (unsigned int)pcHeader->num_tris; ++i) {
- pcMesh->mFaces[i].mIndices = new unsigned int[3];
- pcMesh->mFaces[i].mNumIndices = 3;
-
- unsigned int iTemp = iCurrent;
- for (unsigned int c = 0; c < 3; ++c, ++iCurrent) {
- // read vertices
- unsigned int iIndex = pcTriangles->index_xyz[c];
- if (iIndex >= (unsigned int)pcHeader->num_verts) {
- iIndex = pcHeader->num_verts - 1;
- ASSIMP_LOG_WARN("Index overflow in MDLn vertex list");
- }
-
- aiVector3D &vec = pcMesh->mVertices[iCurrent];
- vec.x = (float)pcVertices[iIndex].v[0] * pcHeader->scale[0];
- vec.x += pcHeader->translate[0];
-
- vec.y = (float)pcVertices[iIndex].v[1] * pcHeader->scale[1];
- vec.y += pcHeader->translate[1];
- // vec.y *= -1.0f;
-
- vec.z = (float)pcVertices[iIndex].v[2] * pcHeader->scale[2];
- vec.z += pcHeader->translate[2];
-
- // read the normal vector from the precalculated normal table
- MD2::LookupNormalIndex(pcVertices[iIndex].normalIndex, pcMesh->mNormals[iCurrent]);
- // pcMesh->mNormals[iCurrent].y *= -1.0f;
-
- // read texture coordinates
- if (pcHeader->synctype) {
- ImportUVCoordinate_3DGS_MDL345(pcMesh->mTextureCoords[0][iCurrent],
- pcTexCoords, pcTriangles->index_uv[c]);
- }
- }
- pcMesh->mFaces[i].mIndices[0] = iTemp + 2;
- pcMesh->mFaces[i].mIndices[1] = iTemp + 1;
- pcMesh->mFaces[i].mIndices[2] = iTemp + 0;
- pcTriangles++;
- }
- }
-
- // For MDL5 we will need to build valid texture coordinates
- // basing upon the file loaded (only support one file as skin)
- if (0x5 == iGSFileVersion)
- CalculateUVCoordinates_MDL5();
- return;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Get a single UV coordinate for Quake and older GameStudio files
-void MDLImporter::ImportUVCoordinate_3DGS_MDL345(
- aiVector3D &vOut,
- const MDL::TexCoord_MDL3 *pcSrc,
- unsigned int iIndex) {
- ai_assert(nullptr != pcSrc);
- const MDL::Header *const pcHeader = (const MDL::Header *)this->mBuffer;
-
- // validate UV indices
- if (iIndex >= (unsigned int)pcHeader->synctype) {
- iIndex = pcHeader->synctype - 1;
- ASSIMP_LOG_WARN("Index overflow in MDLn UV coord list");
- }
-
- float s = (float)pcSrc[iIndex].u;
- float t = (float)pcSrc[iIndex].v;
-
- // Scale s and t to range from 0.0 to 1.0
- if (0x5 != iGSFileVersion) {
- s = (s + 0.5f) / pcHeader->skinwidth;
- t = 1.0f - (t + 0.5f) / pcHeader->skinheight;
- }
-
- vOut.x = s;
- vOut.y = t;
- vOut.z = 0.0f;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Compute UV coordinates for a MDL5 file
-void MDLImporter::CalculateUVCoordinates_MDL5() {
- const MDL::Header *const pcHeader = (const MDL::Header *)this->mBuffer;
- if (pcHeader->num_skins && this->pScene->mNumTextures) {
- const aiTexture *pcTex = this->pScene->mTextures[0];
-
- // if the file is loaded in DDS format: get the size of the
- // texture from the header of the DDS file
- // skip three DWORDs and read first height, then the width
- unsigned int iWidth, iHeight;
- if (!pcTex->mHeight) {
- const uint32_t *piPtr = (uint32_t *)pcTex->pcData;
-
- piPtr += 3;
- iHeight = (unsigned int)*piPtr++;
- iWidth = (unsigned int)*piPtr;
- if (!iHeight || !iWidth) {
- ASSIMP_LOG_WARN("Either the width or the height of the "
- "embedded DDS texture is zero. Unable to compute final texture "
- "coordinates. The texture coordinates remain in their original "
- "0-x/0-y (x,y = texture size) range.");
- iWidth = 1;
- iHeight = 1;
- }
- } else {
- iWidth = pcTex->mWidth;
- iHeight = pcTex->mHeight;
- }
-
- if (1 != iWidth || 1 != iHeight) {
- const float fWidth = (float)iWidth;
- const float fHeight = (float)iHeight;
- aiMesh *pcMesh = this->pScene->mMeshes[0];
- for (unsigned int i = 0; i < pcMesh->mNumVertices; ++i) {
- pcMesh->mTextureCoords[0][i].x /= fWidth;
- pcMesh->mTextureCoords[0][i].y /= fHeight;
- pcMesh->mTextureCoords[0][i].y = 1.0f - pcMesh->mTextureCoords[0][i].y; // DX to OGL
- }
- }
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-// Validate the header of a MDL7 file
-void MDLImporter::ValidateHeader_3DGS_MDL7(const MDL::Header_MDL7 *pcHeader) {
- ai_assert(nullptr != pcHeader);
-
- // There are some fixed sizes ...
- if (sizeof(MDL::ColorValue_MDL7) != pcHeader->colorvalue_stc_size) {
- throw DeadlyImportError(
- "[3DGS MDL7] sizeof(MDL::ColorValue_MDL7) != pcHeader->colorvalue_stc_size");
- }
- if (sizeof(MDL::TexCoord_MDL7) != pcHeader->skinpoint_stc_size) {
- throw DeadlyImportError(
- "[3DGS MDL7] sizeof(MDL::TexCoord_MDL7) != pcHeader->skinpoint_stc_size");
- }
- if (sizeof(MDL::Skin_MDL7) != pcHeader->skin_stc_size) {
- throw DeadlyImportError(
- "sizeof(MDL::Skin_MDL7) != pcHeader->skin_stc_size");
- }
-
- // if there are no groups ... how should we load such a file?
- if (!pcHeader->groups_num) {
- throw DeadlyImportError("[3DGS MDL7] No frames found");
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-// resolve bone animation matrices
-void MDLImporter::CalcAbsBoneMatrices_3DGS_MDL7(MDL::IntBone_MDL7 **apcOutBones) {
- const MDL::Header_MDL7 *pcHeader = (const MDL::Header_MDL7 *)this->mBuffer;
- const MDL::Bone_MDL7 *pcBones = (const MDL::Bone_MDL7 *)(pcHeader + 1);
- ai_assert(nullptr != apcOutBones);
-
- // first find the bone that has NO parent, calculate the
- // animation matrix for it, then go on and search for the next parent
- // index (0) and so on until we can't find a new node.
- uint16_t iParent = 0xffff;
- uint32_t iIterations = 0;
- while (iIterations++ < pcHeader->bones_num) {
- for (uint32_t iBone = 0; iBone < pcHeader->bones_num; ++iBone) {
- BE_NCONST MDL::Bone_MDL7 *pcBone = _AI_MDL7_ACCESS_PTR(pcBones, iBone,
- pcHeader->bone_stc_size, MDL::Bone_MDL7);
-
- AI_SWAP2(pcBone->parent_index);
- AI_SWAP4(pcBone->x);
- AI_SWAP4(pcBone->y);
- AI_SWAP4(pcBone->z);
-
- if (iParent == pcBone->parent_index) {
- // MDL7 readme
- ////////////////////////////////////////////////////////////////
- /*
- The animation matrix is then calculated the following way:
-
- vector3 bPos = <absolute bone position>
- matrix44 laM; // local animation matrix
- sphrvector key_rotate = <bone rotation>
-
- matrix44 m1,m2;
- create_trans_matrix(m1, -bPos.x, -bPos.y, -bPos.z);
- create_trans_matrix(m2, -bPos.x, -bPos.y, -bPos.z);
-
- create_rotation_matrix(laM,key_rotate);
-
- laM = sm1 * laM;
- laM = laM * sm2;
- */
- /////////////////////////////////////////////////////////////////
-
- MDL::IntBone_MDL7 *const pcOutBone = apcOutBones[iBone];
-
- // store the parent index of the bone
- pcOutBone->iParent = pcBone->parent_index;
- if (0xffff != iParent) {
- const MDL::IntBone_MDL7 *pcParentBone = apcOutBones[iParent];
- pcOutBone->mOffsetMatrix.a4 = -pcParentBone->vPosition.x;
- pcOutBone->mOffsetMatrix.b4 = -pcParentBone->vPosition.y;
- pcOutBone->mOffsetMatrix.c4 = -pcParentBone->vPosition.z;
- }
- pcOutBone->vPosition.x = pcBone->x;
- pcOutBone->vPosition.y = pcBone->y;
- pcOutBone->vPosition.z = pcBone->z;
- pcOutBone->mOffsetMatrix.a4 -= pcBone->x;
- pcOutBone->mOffsetMatrix.b4 -= pcBone->y;
- pcOutBone->mOffsetMatrix.c4 -= pcBone->z;
-
- if (AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_NOT_THERE == pcHeader->bone_stc_size) {
- // no real name for our poor bone is specified :-(
- pcOutBone->mName.length = ai_snprintf(pcOutBone->mName.data, MAXLEN,
- "UnnamedBone_%i", iBone);
- } else {
- // Make sure we won't run over the buffer's end if there is no
- // terminal 0 character (however the documentation says there
- // should be one)
- uint32_t iMaxLen = pcHeader->bone_stc_size - 16;
- for (uint32_t qq = 0; qq < iMaxLen; ++qq) {
- if (!pcBone->name[qq]) {
- iMaxLen = qq;
- break;
- }
- }
-
- // store the name of the bone
- pcOutBone->mName.length = (size_t)iMaxLen;
- ::memcpy(pcOutBone->mName.data, pcBone->name, pcOutBone->mName.length);
- pcOutBone->mName.data[pcOutBone->mName.length] = '\0';
- }
- }
- }
- ++iParent;
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-// read bones from a MDL7 file
-MDL::IntBone_MDL7 **MDLImporter::LoadBones_3DGS_MDL7() {
- const MDL::Header_MDL7 *pcHeader = (const MDL::Header_MDL7 *)this->mBuffer;
- if (pcHeader->bones_num) {
- // validate the size of the bone data structure in the file
- if (AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_20_CHARS != pcHeader->bone_stc_size &&
- AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_32_CHARS != pcHeader->bone_stc_size &&
- AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_NOT_THERE != pcHeader->bone_stc_size) {
- ASSIMP_LOG_WARN("Unknown size of bone data structure");
- return nullptr;
- }
-
- MDL::IntBone_MDL7 **apcBonesOut = new MDL::IntBone_MDL7 *[pcHeader->bones_num];
- for (uint32_t crank = 0; crank < pcHeader->bones_num; ++crank)
- apcBonesOut[crank] = new MDL::IntBone_MDL7();
-
- // and calculate absolute bone offset matrices ...
- CalcAbsBoneMatrices_3DGS_MDL7(apcBonesOut);
- return apcBonesOut;
- }
- return nullptr;
-}
-
-// ------------------------------------------------------------------------------------------------
-// read faces from a MDL7 file
-void MDLImporter::ReadFaces_3DGS_MDL7(const MDL::IntGroupInfo_MDL7 &groupInfo,
- MDL::IntGroupData_MDL7 &groupData) {
- const MDL::Header_MDL7 *pcHeader = (const MDL::Header_MDL7 *)this->mBuffer;
- MDL::Triangle_MDL7 *pcGroupTris = groupInfo.pcGroupTris;
-
- // iterate through all triangles and build valid display lists
- unsigned int iOutIndex = 0;
- for (unsigned int iTriangle = 0; iTriangle < (unsigned int)groupInfo.pcGroup->numtris; ++iTriangle) {
- AI_SWAP2(pcGroupTris->v_index[0]);
- AI_SWAP2(pcGroupTris->v_index[1]);
- AI_SWAP2(pcGroupTris->v_index[2]);
-
- // iterate through all indices of the current triangle
- for (unsigned int c = 0; c < 3; ++c, ++iOutIndex) {
-
- // validate the vertex index
- unsigned int iIndex = pcGroupTris->v_index[c];
- if (iIndex > (unsigned int)groupInfo.pcGroup->numverts) {
- // (we might need to read this section a second time - to process frame vertices correctly)
- pcGroupTris->v_index[c] = (uint16_t)(iIndex = groupInfo.pcGroup->numverts - 1);
- ASSIMP_LOG_WARN("Index overflow in MDL7 vertex list");
- }
-
- // write the output face index
- groupData.pcFaces[iTriangle].mIndices[2 - c] = iOutIndex;
-
- aiVector3D &vPosition = groupData.vPositions[iOutIndex];
- vPosition.x = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts, iIndex, pcHeader->mainvertex_stc_size).x;
- vPosition.y = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts, iIndex, pcHeader->mainvertex_stc_size).y;
- vPosition.z = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts, iIndex, pcHeader->mainvertex_stc_size).z;
-
- // if we have bones, save the index
- if (!groupData.aiBones.empty()) {
- groupData.aiBones[iOutIndex] = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts,
- iIndex, pcHeader->mainvertex_stc_size)
- .vertindex;
- }
-
- // now read the normal vector
- if (AI_MDL7_FRAMEVERTEX030305_STCSIZE <= pcHeader->mainvertex_stc_size) {
- // read the full normal vector
- aiVector3D &vNormal = groupData.vNormals[iOutIndex];
- vNormal.x = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts, iIndex, pcHeader->mainvertex_stc_size).norm[0];
- AI_SWAP4(vNormal.x);
- vNormal.y = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts, iIndex, pcHeader->mainvertex_stc_size).norm[1];
- AI_SWAP4(vNormal.y);
- vNormal.z = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts, iIndex, pcHeader->mainvertex_stc_size).norm[2];
- AI_SWAP4(vNormal.z);
- } else if (AI_MDL7_FRAMEVERTEX120503_STCSIZE <= pcHeader->mainvertex_stc_size) {
- // read the normal vector from Quake2's smart table
- aiVector3D &vNormal = groupData.vNormals[iOutIndex];
- MD2::LookupNormalIndex(_AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts, iIndex,
- pcHeader->mainvertex_stc_size)
- .norm162index,
- vNormal);
- }
- // validate and process the first uv coordinate set
- if (pcHeader->triangle_stc_size >= AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV) {
-
- if (groupInfo.pcGroup->num_stpts) {
- AI_SWAP2(pcGroupTris->skinsets[0].st_index[0]);
- AI_SWAP2(pcGroupTris->skinsets[0].st_index[1]);
- AI_SWAP2(pcGroupTris->skinsets[0].st_index[2]);
-
- iIndex = pcGroupTris->skinsets[0].st_index[c];
- if (iIndex > (unsigned int)groupInfo.pcGroup->num_stpts) {
- iIndex = groupInfo.pcGroup->num_stpts - 1;
- ASSIMP_LOG_WARN("Index overflow in MDL7 UV coordinate list (#1)");
- }
-
- float u = groupInfo.pcGroupUVs[iIndex].u;
- float v = 1.0f - groupInfo.pcGroupUVs[iIndex].v; // DX to OGL
-
- groupData.vTextureCoords1[iOutIndex].x = u;
- groupData.vTextureCoords1[iOutIndex].y = v;
- }
- // assign the material index, but only if it is existing
- if (pcHeader->triangle_stc_size >= AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV_WITH_MATINDEX) {
- AI_SWAP4(pcGroupTris->skinsets[0].material);
- groupData.pcFaces[iTriangle].iMatIndex[0] = pcGroupTris->skinsets[0].material;
- }
- }
- // validate and process the second uv coordinate set
- if (pcHeader->triangle_stc_size >= AI_MDL7_TRIANGLE_STD_SIZE_TWO_UV) {
-
- if (groupInfo.pcGroup->num_stpts) {
- AI_SWAP2(pcGroupTris->skinsets[1].st_index[0]);
- AI_SWAP2(pcGroupTris->skinsets[1].st_index[1]);
- AI_SWAP2(pcGroupTris->skinsets[1].st_index[2]);
- AI_SWAP4(pcGroupTris->skinsets[1].material);
-
- iIndex = pcGroupTris->skinsets[1].st_index[c];
- if (iIndex > (unsigned int)groupInfo.pcGroup->num_stpts) {
- iIndex = groupInfo.pcGroup->num_stpts - 1;
- ASSIMP_LOG_WARN("Index overflow in MDL7 UV coordinate list (#2)");
- }
-
- float u = groupInfo.pcGroupUVs[iIndex].u;
- float v = 1.0f - groupInfo.pcGroupUVs[iIndex].v;
-
- groupData.vTextureCoords2[iOutIndex].x = u;
- groupData.vTextureCoords2[iOutIndex].y = v; // DX to OGL
-
- // check whether we do really need the second texture
- // coordinate set ... wastes memory and loading time
- if (0 != iIndex && (u != groupData.vTextureCoords1[iOutIndex].x ||
- v != groupData.vTextureCoords1[iOutIndex].y))
- groupData.bNeed2UV = true;
-
- // if the material differs, we need a second skin, too
- if (pcGroupTris->skinsets[1].material != pcGroupTris->skinsets[0].material)
- groupData.bNeed2UV = true;
- }
- // assign the material index
- groupData.pcFaces[iTriangle].iMatIndex[1] = pcGroupTris->skinsets[1].material;
- }
- }
- // get the next triangle in the list
- pcGroupTris = (MDL::Triangle_MDL7 *)((const char *)pcGroupTris + pcHeader->triangle_stc_size);
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-// handle frames in a MDL7 file
-bool MDLImporter::ProcessFrames_3DGS_MDL7(const MDL::IntGroupInfo_MDL7 &groupInfo,
- MDL::IntGroupData_MDL7 &groupData,
- MDL::IntSharedData_MDL7 &shared,
- const unsigned char *szCurrent,
- const unsigned char **szCurrentOut) {
- ai_assert(nullptr != szCurrent);
- ai_assert(nullptr != szCurrentOut);
-
- const MDL::Header_MDL7 *pcHeader = (const MDL::Header_MDL7 *)mBuffer;
-
- // if we have no bones we can simply skip all frames,
- // otherwise we'll need to process them.
- // FIX: If we need another frame than the first we must apply frame vertex replacements ...
- for (unsigned int iFrame = 0; iFrame < (unsigned int)groupInfo.pcGroup->numframes; ++iFrame) {
- MDL::IntFrameInfo_MDL7 frame((BE_NCONST MDL::Frame_MDL7 *)szCurrent, iFrame);
-
- AI_SWAP4(frame.pcFrame->vertices_count);
- AI_SWAP4(frame.pcFrame->transmatrix_count);
-
- const unsigned int iAdd = pcHeader->frame_stc_size +
- frame.pcFrame->vertices_count * pcHeader->framevertex_stc_size +
- frame.pcFrame->transmatrix_count * pcHeader->bonetrans_stc_size;
-
- if (((const char *)szCurrent - (const char *)pcHeader) + iAdd > (unsigned int)pcHeader->data_size) {
- ASSIMP_LOG_WARN("Index overflow in frame area. "
- "Ignoring all frames and all further mesh groups, too.");
-
- // don't parse more groups if we can't even read one
- // FIXME: sometimes this seems to occur even for valid files ...
- *szCurrentOut = szCurrent;
- return false;
- }
- // our output frame?
- if (configFrameID == iFrame) {
- BE_NCONST MDL::Vertex_MDL7 *pcFrameVertices = (BE_NCONST MDL::Vertex_MDL7 *)(szCurrent + pcHeader->frame_stc_size);
-
- for (unsigned int qq = 0; qq < frame.pcFrame->vertices_count; ++qq) {
- // I assume this are simple replacements for normal vertices, the bone index serving
- // as the index of the vertex to be replaced.
- uint16_t iIndex = _AI_MDL7_ACCESS(pcFrameVertices, qq, pcHeader->framevertex_stc_size, MDL::Vertex_MDL7).vertindex;
- AI_SWAP2(iIndex);
- if (iIndex >= groupInfo.pcGroup->numverts) {
- ASSIMP_LOG_WARN("Invalid vertex index in frame vertex section");
- continue;
- }
-
- aiVector3D vPosition, vNormal;
-
- vPosition.x = _AI_MDL7_ACCESS_VERT(pcFrameVertices, qq, pcHeader->framevertex_stc_size).x;
- AI_SWAP4(vPosition.x);
- vPosition.y = _AI_MDL7_ACCESS_VERT(pcFrameVertices, qq, pcHeader->framevertex_stc_size).y;
- AI_SWAP4(vPosition.y);
- vPosition.z = _AI_MDL7_ACCESS_VERT(pcFrameVertices, qq, pcHeader->framevertex_stc_size).z;
- AI_SWAP4(vPosition.z);
-
- // now read the normal vector
- if (AI_MDL7_FRAMEVERTEX030305_STCSIZE <= pcHeader->mainvertex_stc_size) {
- // read the full normal vector
- vNormal.x = _AI_MDL7_ACCESS_VERT(pcFrameVertices, qq, pcHeader->framevertex_stc_size).norm[0];
- AI_SWAP4(vNormal.x);
- vNormal.y = _AI_MDL7_ACCESS_VERT(pcFrameVertices, qq, pcHeader->framevertex_stc_size).norm[1];
- AI_SWAP4(vNormal.y);
- vNormal.z = _AI_MDL7_ACCESS_VERT(pcFrameVertices, qq, pcHeader->framevertex_stc_size).norm[2];
- AI_SWAP4(vNormal.z);
- } else if (AI_MDL7_FRAMEVERTEX120503_STCSIZE <= pcHeader->mainvertex_stc_size) {
- // read the normal vector from Quake2's smart table
- MD2::LookupNormalIndex(_AI_MDL7_ACCESS_VERT(pcFrameVertices, qq,
- pcHeader->framevertex_stc_size)
- .norm162index,
- vNormal);
- }
-
- // FIXME: O(n^2) at the moment ...
- BE_NCONST MDL::Triangle_MDL7 *pcGroupTris = groupInfo.pcGroupTris;
- unsigned int iOutIndex = 0;
- for (unsigned int iTriangle = 0; iTriangle < (unsigned int)groupInfo.pcGroup->numtris; ++iTriangle) {
- // iterate through all indices of the current triangle
- for (unsigned int c = 0; c < 3; ++c, ++iOutIndex) {
- // replace the vertex with the new data
- const unsigned int iCurIndex = pcGroupTris->v_index[c];
- if (iCurIndex == iIndex) {
- groupData.vPositions[iOutIndex] = vPosition;
- groupData.vNormals[iOutIndex] = vNormal;
- }
- }
- // get the next triangle in the list
- pcGroupTris = (BE_NCONST MDL::Triangle_MDL7 *)((const char *)
- pcGroupTris +
- pcHeader->triangle_stc_size);
- }
- }
- }
- // parse bone trafo matrix keys (only if there are bones ...)
- if (shared.apcOutBones) {
- ParseBoneTrafoKeys_3DGS_MDL7(groupInfo, frame, shared);
- }
- szCurrent += iAdd;
- }
- *szCurrentOut = szCurrent;
- return true;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Sort faces by material, handle multiple UVs correctly
-void MDLImporter::SortByMaterials_3DGS_MDL7(
- const MDL::IntGroupInfo_MDL7 &groupInfo,
- MDL::IntGroupData_MDL7 &groupData,
- MDL::IntSplitGroupData_MDL7 &splitGroupData) {
- const unsigned int iNumMaterials = (unsigned int)splitGroupData.shared.pcMats.size();
- if (!groupData.bNeed2UV) {
- // if we don't need a second set of texture coordinates there is no reason to keep it in memory ...
- groupData.vTextureCoords2.clear();
-
- // allocate the array
- splitGroupData.aiSplit = new std::vector<unsigned int> *[iNumMaterials];
-
- for (unsigned int m = 0; m < iNumMaterials; ++m)
- splitGroupData.aiSplit[m] = new std::vector<unsigned int>();
-
- // iterate through all faces and sort by material
- for (unsigned int iFace = 0; iFace < (unsigned int)groupInfo.pcGroup->numtris; ++iFace) {
- // check range
- if (groupData.pcFaces[iFace].iMatIndex[0] >= iNumMaterials) {
- // use the last material instead
- splitGroupData.aiSplit[iNumMaterials - 1]->push_back(iFace);
-
- // sometimes MED writes -1, but normally only if there is only
- // one skin assigned. No warning in this case
- if (0xFFFFFFFF != groupData.pcFaces[iFace].iMatIndex[0])
- ASSIMP_LOG_WARN("Index overflow in MDL7 material list [#0]");
- } else
- splitGroupData.aiSplit[groupData.pcFaces[iFace].iMatIndex[0]]->push_back(iFace);
- }
- } else {
- // we need to build combined materials for each combination of
- std::vector<MDL::IntMaterial_MDL7> avMats;
- avMats.reserve(iNumMaterials * 2);
-
- // fixme: why on the heap?
- std::vector<std::vector<unsigned int> *> aiTempSplit(iNumMaterials * 2);
- for (unsigned int m = 0; m < iNumMaterials; ++m)
- aiTempSplit[m] = new std::vector<unsigned int>();
-
- // iterate through all faces and sort by material
- for (unsigned int iFace = 0; iFace < (unsigned int)groupInfo.pcGroup->numtris; ++iFace) {
- // check range
- unsigned int iMatIndex = groupData.pcFaces[iFace].iMatIndex[0];
- if (iMatIndex >= iNumMaterials) {
- // sometimes MED writes -1, but normally only if there is only
- // one skin assigned. No warning in this case
- if (UINT_MAX != iMatIndex)
- ASSIMP_LOG_WARN("Index overflow in MDL7 material list [#1]");
- iMatIndex = iNumMaterials - 1;
- }
- unsigned int iMatIndex2 = groupData.pcFaces[iFace].iMatIndex[1];
-
- unsigned int iNum = iMatIndex;
- if (UINT_MAX != iMatIndex2 && iMatIndex != iMatIndex2) {
- if (iMatIndex2 >= iNumMaterials) {
- // sometimes MED writes -1, but normally only if there is only
- // one skin assigned. No warning in this case
- ASSIMP_LOG_WARN("Index overflow in MDL7 material list [#2]");
- iMatIndex2 = iNumMaterials - 1;
- }
-
- // do a slow search in the list ...
- iNum = 0;
- bool bFound = false;
- for (std::vector<MDL::IntMaterial_MDL7>::iterator i = avMats.begin(); i != avMats.end(); ++i, ++iNum) {
- if ((*i).iOldMatIndices[0] == iMatIndex && (*i).iOldMatIndices[1] == iMatIndex2) {
- // reuse this material
- bFound = true;
- break;
- }
- }
- if (!bFound) {
- // build a new material ...
- MDL::IntMaterial_MDL7 sHelper;
- sHelper.pcMat = new aiMaterial();
- sHelper.iOldMatIndices[0] = iMatIndex;
- sHelper.iOldMatIndices[1] = iMatIndex2;
- JoinSkins_3DGS_MDL7(splitGroupData.shared.pcMats[iMatIndex],
- splitGroupData.shared.pcMats[iMatIndex2], sHelper.pcMat);
-
- // and add it to the list
- avMats.push_back(sHelper);
- iNum = (unsigned int)avMats.size() - 1;
- }
- // adjust the size of the file array
- if (iNum == aiTempSplit.size()) {
- aiTempSplit.push_back(new std::vector<unsigned int>());
- }
- }
- aiTempSplit[iNum]->push_back(iFace);
- }
-
- // now add the newly created materials to the old list
- if (0 == groupInfo.iIndex) {
- splitGroupData.shared.pcMats.resize(avMats.size());
- for (unsigned int o = 0; o < avMats.size(); ++o)
- splitGroupData.shared.pcMats[o] = avMats[o].pcMat;
- } else {
- // This might result in redundant materials ...
- splitGroupData.shared.pcMats.resize(iNumMaterials + avMats.size());
- for (unsigned int o = iNumMaterials; o < avMats.size(); ++o)
- splitGroupData.shared.pcMats[o] = avMats[o].pcMat;
- }
-
- // and build the final face-to-material array
- splitGroupData.aiSplit = new std::vector<unsigned int> *[aiTempSplit.size()];
- for (unsigned int m = 0; m < iNumMaterials; ++m)
- splitGroupData.aiSplit[m] = aiTempSplit[m];
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-// Read a MDL7 file
-void MDLImporter::InternReadFile_3DGS_MDL7() {
- ai_assert(nullptr != pScene);
-
- MDL::IntSharedData_MDL7 sharedData;
-
- // current cursor position in the file
- BE_NCONST MDL::Header_MDL7 *pcHeader = (BE_NCONST MDL::Header_MDL7 *)this->mBuffer;
- const unsigned char *szCurrent = (const unsigned char *)(pcHeader + 1);
-
- AI_SWAP4(pcHeader->version);
- AI_SWAP4(pcHeader->bones_num);
- AI_SWAP4(pcHeader->groups_num);
- AI_SWAP4(pcHeader->data_size);
- AI_SWAP4(pcHeader->entlump_size);
- AI_SWAP4(pcHeader->medlump_size);
- AI_SWAP2(pcHeader->bone_stc_size);
- AI_SWAP2(pcHeader->skin_stc_size);
- AI_SWAP2(pcHeader->colorvalue_stc_size);
- AI_SWAP2(pcHeader->material_stc_size);
- AI_SWAP2(pcHeader->skinpoint_stc_size);
- AI_SWAP2(pcHeader->triangle_stc_size);
- AI_SWAP2(pcHeader->mainvertex_stc_size);
- AI_SWAP2(pcHeader->framevertex_stc_size);
- AI_SWAP2(pcHeader->bonetrans_stc_size);
- AI_SWAP2(pcHeader->frame_stc_size);
-
- // validate the header of the file. There are some structure
- // sizes that are expected by the loader to be constant
- this->ValidateHeader_3DGS_MDL7(pcHeader);
-
- // load all bones (they are shared by all groups, so
- // we'll need to add them to all groups/meshes later)
- // apcBonesOut is a list of all bones or nullptr if they could not been loaded
- szCurrent += pcHeader->bones_num * pcHeader->bone_stc_size;
- sharedData.apcOutBones = this->LoadBones_3DGS_MDL7();
-
- // vector to held all created meshes
- std::vector<aiMesh *> *avOutList;
-
- // 3 meshes per group - that should be OK for most models
- avOutList = new std::vector<aiMesh *>[pcHeader->groups_num];
- for (uint32_t i = 0; i < pcHeader->groups_num; ++i)
- avOutList[i].reserve(3);
-
- // buffer to held the names of all groups in the file
- const size_t buffersize(AI_MDL7_MAX_GROUPNAMESIZE * pcHeader->groups_num);
- char *aszGroupNameBuffer = new char[buffersize];
-
- // read all groups
- for (unsigned int iGroup = 0; iGroup < (unsigned int)pcHeader->groups_num; ++iGroup) {
- MDL::IntGroupInfo_MDL7 groupInfo((BE_NCONST MDL::Group_MDL7 *)szCurrent, iGroup);
- szCurrent = (const unsigned char *)(groupInfo.pcGroup + 1);
-
- VALIDATE_FILE_SIZE(szCurrent);
-
- AI_SWAP4(groupInfo.pcGroup->groupdata_size);
- AI_SWAP4(groupInfo.pcGroup->numskins);
- AI_SWAP4(groupInfo.pcGroup->num_stpts);
- AI_SWAP4(groupInfo.pcGroup->numtris);
- AI_SWAP4(groupInfo.pcGroup->numverts);
- AI_SWAP4(groupInfo.pcGroup->numframes);
-
- if (1 != groupInfo.pcGroup->typ) {
- // Not a triangle-based mesh
- ASSIMP_LOG_WARN("[3DGS MDL7] Not a triangle mesh group. Continuing happily");
- }
-
- // store the name of the group
- const unsigned int ofs = iGroup * AI_MDL7_MAX_GROUPNAMESIZE;
- ::memcpy(&aszGroupNameBuffer[ofs],
- groupInfo.pcGroup->name, AI_MDL7_MAX_GROUPNAMESIZE);
-
- // make sure '\0' is at the end
- aszGroupNameBuffer[ofs + AI_MDL7_MAX_GROUPNAMESIZE - 1] = '\0';
-
- // read all skins
- sharedData.pcMats.reserve(sharedData.pcMats.size() + groupInfo.pcGroup->numskins);
- sharedData.abNeedMaterials.resize(sharedData.abNeedMaterials.size() +
- groupInfo.pcGroup->numskins,
- false);
-
- for (unsigned int iSkin = 0; iSkin < (unsigned int)groupInfo.pcGroup->numskins; ++iSkin) {
- ParseSkinLump_3DGS_MDL7(szCurrent, &szCurrent, sharedData.pcMats);
- }
- // if we have absolutely no skin loaded we need to generate a default material
- if (sharedData.pcMats.empty()) {
- const int iMode = (int)aiShadingMode_Gouraud;
- sharedData.pcMats.push_back(new aiMaterial());
- aiMaterial *pcHelper = (aiMaterial *)sharedData.pcMats[0];
- 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);
-
- sharedData.abNeedMaterials.resize(1, false);
- }
-
- // now get a pointer to all texture coords in the group
- groupInfo.pcGroupUVs = (BE_NCONST MDL::TexCoord_MDL7 *)szCurrent;
- for (int i = 0; i < groupInfo.pcGroup->num_stpts; ++i) {
- AI_SWAP4(groupInfo.pcGroupUVs[i].u);
- AI_SWAP4(groupInfo.pcGroupUVs[i].v);
- }
- szCurrent += pcHeader->skinpoint_stc_size * groupInfo.pcGroup->num_stpts;
-
- // now get a pointer to all triangle in the group
- groupInfo.pcGroupTris = (Triangle_MDL7 *)szCurrent;
- szCurrent += pcHeader->triangle_stc_size * groupInfo.pcGroup->numtris;
-
- // now get a pointer to all vertices in the group
- groupInfo.pcGroupVerts = (BE_NCONST MDL::Vertex_MDL7 *)szCurrent;
- for (int i = 0; i < groupInfo.pcGroup->numverts; ++i) {
- AI_SWAP4(groupInfo.pcGroupVerts[i].x);
- AI_SWAP4(groupInfo.pcGroupVerts[i].y);
- AI_SWAP4(groupInfo.pcGroupVerts[i].z);
-
- AI_SWAP2(groupInfo.pcGroupVerts[i].vertindex);
- //We can not swap the normal information now as we don't know which of the two kinds it is
- }
- szCurrent += pcHeader->mainvertex_stc_size * groupInfo.pcGroup->numverts;
- VALIDATE_FILE_SIZE(szCurrent);
-
- MDL::IntSplitGroupData_MDL7 splitGroupData(sharedData, avOutList[iGroup]);
- MDL::IntGroupData_MDL7 groupData;
- if (groupInfo.pcGroup->numtris && groupInfo.pcGroup->numverts) {
- // build output vectors
- const unsigned int iNumVertices = groupInfo.pcGroup->numtris * 3;
- groupData.vPositions.resize(iNumVertices);
- groupData.vNormals.resize(iNumVertices);
-
- if (sharedData.apcOutBones) groupData.aiBones.resize(iNumVertices, UINT_MAX);
-
- // it is also possible that there are 0 UV coordinate sets
- if (groupInfo.pcGroup->num_stpts) {
- groupData.vTextureCoords1.resize(iNumVertices, aiVector3D());
-
- // check whether the triangle data structure is large enough
- // to contain a second UV coordinate set
- if (pcHeader->triangle_stc_size >= AI_MDL7_TRIANGLE_STD_SIZE_TWO_UV) {
- groupData.vTextureCoords2.resize(iNumVertices, aiVector3D());
- groupData.bNeed2UV = true;
- }
- }
- groupData.pcFaces.resize(groupInfo.pcGroup->numtris);
-
- // read all faces into the preallocated arrays
- ReadFaces_3DGS_MDL7(groupInfo, groupData);
-
- // sort by materials
- SortByMaterials_3DGS_MDL7(groupInfo, groupData,
- splitGroupData);
-
- for (unsigned int qq = 0; qq < sharedData.pcMats.size(); ++qq) {
- if (!splitGroupData.aiSplit[qq]->empty())
- sharedData.abNeedMaterials[qq] = true;
- }
- } else
- ASSIMP_LOG_WARN("[3DGS MDL7] Mesh group consists of 0 "
- "vertices or faces. It will be skipped.");
-
- // process all frames and generate output meshes
- ProcessFrames_3DGS_MDL7(groupInfo, groupData, sharedData, szCurrent, &szCurrent);
- GenerateOutputMeshes_3DGS_MDL7(groupData, splitGroupData);
- }
-
- // generate a nodegraph and subnodes for each group
- pScene->mRootNode = new aiNode();
-
- // now we need to build a final mesh list
- for (uint32_t i = 0; i < pcHeader->groups_num; ++i)
- pScene->mNumMeshes += (unsigned int)avOutList[i].size();
-
- pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];
- {
- unsigned int p = 0, q = 0;
- for (uint32_t i = 0; i < pcHeader->groups_num; ++i) {
- for (unsigned int a = 0; a < avOutList[i].size(); ++a) {
- pScene->mMeshes[p++] = avOutList[i][a];
- }
- if (!avOutList[i].empty()) ++pScene->mRootNode->mNumChildren;
- }
- // we will later need an extra node to serve as parent for all bones
- if (sharedData.apcOutBones) ++pScene->mRootNode->mNumChildren;
- this->pScene->mRootNode->mChildren = new aiNode *[pScene->mRootNode->mNumChildren];
- p = 0;
- for (uint32_t i = 0; i < pcHeader->groups_num; ++i) {
- if (avOutList[i].empty()) continue;
-
- aiNode *const pcNode = pScene->mRootNode->mChildren[p] = new aiNode();
- pcNode->mNumMeshes = (unsigned int)avOutList[i].size();
- pcNode->mMeshes = new unsigned int[pcNode->mNumMeshes];
- pcNode->mParent = this->pScene->mRootNode;
- for (unsigned int a = 0; a < pcNode->mNumMeshes; ++a)
- pcNode->mMeshes[a] = q + a;
- q += (unsigned int)avOutList[i].size();
-
- // setup the name of the node
- char *const szBuffer = &aszGroupNameBuffer[i * AI_MDL7_MAX_GROUPNAMESIZE];
- if ('\0' == *szBuffer) {
- const size_t maxSize(buffersize - (i * AI_MDL7_MAX_GROUPNAMESIZE));
- pcNode->mName.length = ai_snprintf(szBuffer, maxSize, "Group_%u", p);
- } else {
- pcNode->mName.length = (ai_uint32)::strlen(szBuffer);
- }
- ::strncpy(pcNode->mName.data, szBuffer, MAXLEN - 1);
- ++p;
- }
- }
-
- // if there is only one root node with a single child we can optimize it a bit ...
- if (1 == pScene->mRootNode->mNumChildren && !sharedData.apcOutBones) {
- aiNode *pcOldRoot = this->pScene->mRootNode;
- pScene->mRootNode = pcOldRoot->mChildren[0];
- pcOldRoot->mChildren[0] = nullptr;
- delete pcOldRoot;
- pScene->mRootNode->mParent = nullptr;
- } else
- pScene->mRootNode->mName.Set("<mesh_root>");
-
- delete[] avOutList;
- delete[] aszGroupNameBuffer;
- AI_DEBUG_INVALIDATE_PTR(avOutList);
- AI_DEBUG_INVALIDATE_PTR(aszGroupNameBuffer);
-
- // build a final material list.
- CopyMaterials_3DGS_MDL7(sharedData);
- HandleMaterialReferences_3DGS_MDL7();
-
- // generate output bone animations and add all bones to the scenegraph
- if (sharedData.apcOutBones) {
- // this step adds empty dummy bones to the nodegraph
- // insert another dummy node to avoid name conflicts
- aiNode *const pc = pScene->mRootNode->mChildren[pScene->mRootNode->mNumChildren - 1] = new aiNode();
-
- pc->mName.Set("<skeleton_root>");
-
- // add bones to the nodegraph
- AddBonesToNodeGraph_3DGS_MDL7((const Assimp::MDL::IntBone_MDL7 **)
- sharedData.apcOutBones,
- pc, 0xffff);
-
- // this steps build a valid output animation
- BuildOutputAnims_3DGS_MDL7((const Assimp::MDL::IntBone_MDL7 **)
- sharedData.apcOutBones);
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-// Copy materials
-void MDLImporter::CopyMaterials_3DGS_MDL7(MDL::IntSharedData_MDL7 &shared) {
- pScene->mNumMaterials = (unsigned int)shared.pcMats.size();
- pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials];
- for (unsigned int i = 0; i < pScene->mNumMaterials; ++i)
- pScene->mMaterials[i] = shared.pcMats[i];
-}
-
-// ------------------------------------------------------------------------------------------------
-// Process material references
-void MDLImporter::HandleMaterialReferences_3DGS_MDL7() {
- // search for referrer materials
- for (unsigned int i = 0; i < pScene->mNumMaterials; ++i) {
- int iIndex = 0;
- if (AI_SUCCESS == aiGetMaterialInteger(pScene->mMaterials[i], AI_MDL7_REFERRER_MATERIAL, &iIndex)) {
- for (unsigned int a = 0; a < pScene->mNumMeshes; ++a) {
- aiMesh *const pcMesh = pScene->mMeshes[a];
- if (i == pcMesh->mMaterialIndex) {
- pcMesh->mMaterialIndex = iIndex;
- }
- }
- // collapse the rest of the array
- delete pScene->mMaterials[i];
- for (unsigned int pp = i; pp < pScene->mNumMaterials - 1; ++pp) {
-
- pScene->mMaterials[pp] = pScene->mMaterials[pp + 1];
- for (unsigned int a = 0; a < pScene->mNumMeshes; ++a) {
- aiMesh *const pcMesh = pScene->mMeshes[a];
- if (pcMesh->mMaterialIndex > i) --pcMesh->mMaterialIndex;
- }
- }
- --pScene->mNumMaterials;
- }
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-// Read bone transformation keys
-void MDLImporter::ParseBoneTrafoKeys_3DGS_MDL7(
- const MDL::IntGroupInfo_MDL7 &groupInfo,
- IntFrameInfo_MDL7 &frame,
- MDL::IntSharedData_MDL7 &shared) {
- const MDL::Header_MDL7 *const pcHeader = (const MDL::Header_MDL7 *)this->mBuffer;
-
- // only the first group contains bone animation keys
- if (frame.pcFrame->transmatrix_count) {
- if (!groupInfo.iIndex) {
- // skip all frames vertices. We can't support them
- const MDL::BoneTransform_MDL7 *pcBoneTransforms = (const MDL::BoneTransform_MDL7 *)(((const char *)frame.pcFrame) + pcHeader->frame_stc_size +
- frame.pcFrame->vertices_count * pcHeader->framevertex_stc_size);
-
- // read all transformation matrices
- for (unsigned int iTrafo = 0; iTrafo < frame.pcFrame->transmatrix_count; ++iTrafo) {
- if (pcBoneTransforms->bone_index >= pcHeader->bones_num) {
- ASSIMP_LOG_WARN("Index overflow in frame area. "
- "Unable to parse this bone transformation");
- } else {
- AddAnimationBoneTrafoKey_3DGS_MDL7(frame.iIndex,
- pcBoneTransforms, shared.apcOutBones);
- }
- pcBoneTransforms = (const MDL::BoneTransform_MDL7 *)((const char *)pcBoneTransforms + pcHeader->bonetrans_stc_size);
- }
- } else {
- ASSIMP_LOG_WARN("Ignoring animation keyframes in groups != 0");
- }
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-// Attach bones to the output nodegraph
-void MDLImporter::AddBonesToNodeGraph_3DGS_MDL7(const MDL::IntBone_MDL7 **apcBones,
- aiNode *pcParent, uint16_t iParentIndex) {
- ai_assert(nullptr != apcBones);
- ai_assert(nullptr != pcParent);
-
- // get a pointer to the header ...
- const MDL::Header_MDL7 *const pcHeader = (const MDL::Header_MDL7 *)this->mBuffer;
-
- const MDL::IntBone_MDL7 **apcBones2 = apcBones;
- for (uint32_t i = 0; i < pcHeader->bones_num; ++i) {
-
- const MDL::IntBone_MDL7 *const pcBone = *apcBones2++;
- if (pcBone->iParent == iParentIndex) {
- ++pcParent->mNumChildren;
- }
- }
- pcParent->mChildren = new aiNode *[pcParent->mNumChildren];
- unsigned int qq = 0;
- for (uint32_t i = 0; i < pcHeader->bones_num; ++i) {
-
- const MDL::IntBone_MDL7 *const pcBone = *apcBones++;
- if (pcBone->iParent != iParentIndex) continue;
-
- aiNode *pcNode = pcParent->mChildren[qq++] = new aiNode();
- pcNode->mName = aiString(pcBone->mName);
-
- AddBonesToNodeGraph_3DGS_MDL7(apcBones, pcNode, (uint16_t)i);
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-// Build output animations
-void MDLImporter::BuildOutputAnims_3DGS_MDL7(
- const MDL::IntBone_MDL7 **apcBonesOut) {
- ai_assert(nullptr != apcBonesOut);
- const MDL::Header_MDL7 *const pcHeader = (const MDL::Header_MDL7 *)mBuffer;
-
- // one animation ...
- aiAnimation *pcAnim = new aiAnimation();
- for (uint32_t i = 0; i < pcHeader->bones_num; ++i) {
- if (!apcBonesOut[i]->pkeyPositions.empty()) {
-
- // get the last frame ... (needn't be equal to pcHeader->frames_num)
- for (size_t qq = 0; qq < apcBonesOut[i]->pkeyPositions.size(); ++qq) {
- pcAnim->mDuration = std::max(pcAnim->mDuration, (double)
- apcBonesOut[i]
- ->pkeyPositions[qq]
- .mTime);
- }
- ++pcAnim->mNumChannels;
- }
- }
- if (pcAnim->mDuration) {
- pcAnim->mChannels = new aiNodeAnim *[pcAnim->mNumChannels];
-
- unsigned int iCnt = 0;
- for (uint32_t i = 0; i < pcHeader->bones_num; ++i) {
- if (!apcBonesOut[i]->pkeyPositions.empty()) {
- const MDL::IntBone_MDL7 *const intBone = apcBonesOut[i];
-
- aiNodeAnim *const pcNodeAnim = pcAnim->mChannels[iCnt++] = new aiNodeAnim();
- pcNodeAnim->mNodeName = aiString(intBone->mName);
-
- // allocate enough storage for all keys
- pcNodeAnim->mNumPositionKeys = (unsigned int)intBone->pkeyPositions.size();
- pcNodeAnim->mNumScalingKeys = (unsigned int)intBone->pkeyPositions.size();
- pcNodeAnim->mNumRotationKeys = (unsigned int)intBone->pkeyPositions.size();
-
- pcNodeAnim->mPositionKeys = new aiVectorKey[pcNodeAnim->mNumPositionKeys];
- pcNodeAnim->mScalingKeys = new aiVectorKey[pcNodeAnim->mNumPositionKeys];
- pcNodeAnim->mRotationKeys = new aiQuatKey[pcNodeAnim->mNumPositionKeys];
-
- // copy all keys
- for (unsigned int qq = 0; qq < pcNodeAnim->mNumPositionKeys; ++qq) {
- pcNodeAnim->mPositionKeys[qq] = intBone->pkeyPositions[qq];
- pcNodeAnim->mScalingKeys[qq] = intBone->pkeyScalings[qq];
- pcNodeAnim->mRotationKeys[qq] = intBone->pkeyRotations[qq];
- }
- }
- }
-
- // store the output animation
- pScene->mNumAnimations = 1;
- pScene->mAnimations = new aiAnimation *[1];
- pScene->mAnimations[0] = pcAnim;
- } else
- delete pcAnim;
-}
-
-// ------------------------------------------------------------------------------------------------
-void MDLImporter::AddAnimationBoneTrafoKey_3DGS_MDL7(unsigned int iTrafo,
- const MDL::BoneTransform_MDL7 *pcBoneTransforms,
- MDL::IntBone_MDL7 **apcBonesOut) {
- ai_assert(nullptr != pcBoneTransforms);
- ai_assert(nullptr != apcBonesOut);
-
- // first .. get the transformation matrix
- aiMatrix4x4 mTransform;
- mTransform.a1 = pcBoneTransforms->m[0];
- mTransform.b1 = pcBoneTransforms->m[1];
- mTransform.c1 = pcBoneTransforms->m[2];
- mTransform.d1 = pcBoneTransforms->m[3];
-
- mTransform.a2 = pcBoneTransforms->m[4];
- mTransform.b2 = pcBoneTransforms->m[5];
- mTransform.c2 = pcBoneTransforms->m[6];
- mTransform.d2 = pcBoneTransforms->m[7];
-
- mTransform.a3 = pcBoneTransforms->m[8];
- mTransform.b3 = pcBoneTransforms->m[9];
- mTransform.c3 = pcBoneTransforms->m[10];
- mTransform.d3 = pcBoneTransforms->m[11];
-
- // now decompose the transformation matrix into separate
- // scaling, rotation and translation
- aiVectorKey vScaling, vPosition;
- aiQuatKey qRotation;
-
- // FIXME: Decompose will assert in debug builds if the matrix is invalid ...
- mTransform.Decompose(vScaling.mValue, qRotation.mValue, vPosition.mValue);
-
- // now generate keys
- vScaling.mTime = qRotation.mTime = vPosition.mTime = (double)iTrafo;
-
- // add the keys to the bone
- MDL::IntBone_MDL7 *const pcBoneOut = apcBonesOut[pcBoneTransforms->bone_index];
- pcBoneOut->pkeyPositions.push_back(vPosition);
- pcBoneOut->pkeyScalings.push_back(vScaling);
- pcBoneOut->pkeyRotations.push_back(qRotation);
-}
-
-// ------------------------------------------------------------------------------------------------
-// Construct output meshes
-void MDLImporter::GenerateOutputMeshes_3DGS_MDL7(
- MDL::IntGroupData_MDL7 &groupData,
- MDL::IntSplitGroupData_MDL7 &splitGroupData) {
- const MDL::IntSharedData_MDL7 &shared = splitGroupData.shared;
-
- // get a pointer to the header ...
- const MDL::Header_MDL7 *const pcHeader = (const MDL::Header_MDL7 *)this->mBuffer;
- const unsigned int iNumOutBones = pcHeader->bones_num;
-
- for (std::vector<aiMaterial *>::size_type i = 0; i < shared.pcMats.size(); ++i) {
- if (!splitGroupData.aiSplit[i]->empty()) {
-
- // allocate the output mesh
- aiMesh *pcMesh = new aiMesh();
-
- pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
- pcMesh->mMaterialIndex = (unsigned int)i;
-
- // allocate output storage
- pcMesh->mNumFaces = (unsigned int)splitGroupData.aiSplit[i]->size();
- pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
-
- pcMesh->mNumVertices = pcMesh->mNumFaces * 3;
- pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
- pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
-
- if (!groupData.vTextureCoords1.empty()) {
- pcMesh->mNumUVComponents[0] = 2;
- pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
- if (!groupData.vTextureCoords2.empty()) {
- pcMesh->mNumUVComponents[1] = 2;
- pcMesh->mTextureCoords[1] = new aiVector3D[pcMesh->mNumVertices];
- }
- }
-
- // iterate through all faces and build an unique set of vertices
- unsigned int iCurrent = 0;
- for (unsigned int iFace = 0; iFace < pcMesh->mNumFaces; ++iFace) {
- pcMesh->mFaces[iFace].mNumIndices = 3;
- pcMesh->mFaces[iFace].mIndices = new unsigned int[3];
-
- unsigned int iSrcFace = splitGroupData.aiSplit[i]->operator[](iFace);
- const MDL::IntFace_MDL7 &oldFace = groupData.pcFaces[iSrcFace];
-
- // iterate through all face indices
- for (unsigned int c = 0; c < 3; ++c) {
- const uint32_t iIndex = oldFace.mIndices[c];
- pcMesh->mVertices[iCurrent] = groupData.vPositions[iIndex];
- pcMesh->mNormals[iCurrent] = groupData.vNormals[iIndex];
-
- if (!groupData.vTextureCoords1.empty()) {
-
- pcMesh->mTextureCoords[0][iCurrent] = groupData.vTextureCoords1[iIndex];
- if (!groupData.vTextureCoords2.empty()) {
- pcMesh->mTextureCoords[1][iCurrent] = groupData.vTextureCoords2[iIndex];
- }
- }
- pcMesh->mFaces[iFace].mIndices[c] = iCurrent++;
- }
- }
-
- // if we have bones in the mesh we'll need to generate
- // proper vertex weights for them
- if (!groupData.aiBones.empty()) {
- std::vector<std::vector<unsigned int>> aaiVWeightList;
- aaiVWeightList.resize(iNumOutBones);
-
- int iCurrentWeight = 0;
- for (unsigned int iFace = 0; iFace < pcMesh->mNumFaces; ++iFace) {
- unsigned int iSrcFace = splitGroupData.aiSplit[i]->operator[](iFace);
- const MDL::IntFace_MDL7 &oldFace = groupData.pcFaces[iSrcFace];
-
- // iterate through all face indices
- for (unsigned int c = 0; c < 3; ++c) {
- unsigned int iBone = groupData.aiBones[oldFace.mIndices[c]];
- if (UINT_MAX != iBone) {
- if (iBone >= iNumOutBones) {
- ASSIMP_LOG_ERROR("Bone index overflow. "
- "The bone index of a vertex exceeds the allowed range. ");
- iBone = iNumOutBones - 1;
- }
- aaiVWeightList[iBone].push_back(iCurrentWeight);
- }
- ++iCurrentWeight;
- }
- }
- // now check which bones are required ...
- for (std::vector<std::vector<unsigned int>>::const_iterator k = aaiVWeightList.begin(); k != aaiVWeightList.end(); ++k) {
- if (!(*k).empty()) {
- ++pcMesh->mNumBones;
- }
- }
- pcMesh->mBones = new aiBone *[pcMesh->mNumBones];
- iCurrent = 0;
- for (std::vector<std::vector<unsigned int>>::const_iterator k = aaiVWeightList.begin(); k != aaiVWeightList.end(); ++k, ++iCurrent) {
- if ((*k).empty())
- continue;
-
- // seems we'll need this node
- aiBone *pcBone = pcMesh->mBones[iCurrent] = new aiBone();
- pcBone->mName = aiString(shared.apcOutBones[iCurrent]->mName);
- pcBone->mOffsetMatrix = shared.apcOutBones[iCurrent]->mOffsetMatrix;
-
- // setup vertex weights
- pcBone->mNumWeights = (unsigned int)(*k).size();
- pcBone->mWeights = new aiVertexWeight[pcBone->mNumWeights];
-
- for (unsigned int weight = 0; weight < pcBone->mNumWeights; ++weight) {
- pcBone->mWeights[weight].mVertexId = (*k)[weight];
- pcBone->mWeights[weight].mWeight = 1.0f;
- }
- }
- }
- // add the mesh to the list of output meshes
- splitGroupData.avOutList.push_back(pcMesh);
- }
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-// Join to materials
-void MDLImporter::JoinSkins_3DGS_MDL7(
- aiMaterial *pcMat1,
- aiMaterial *pcMat2,
- aiMaterial *pcMatOut) {
- ai_assert(nullptr != pcMat1);
- ai_assert(nullptr != pcMat2);
- ai_assert(nullptr != pcMatOut);
-
- // first create a full copy of the first skin property set
- // and assign it to the output material
- aiMaterial::CopyPropertyList(pcMatOut, pcMat1);
-
- int iVal = 0;
- pcMatOut->AddProperty<int>(&iVal, 1, AI_MATKEY_UVWSRC_DIFFUSE(0));
-
- // then extract the diffuse texture from the second skin,
- // setup 1 as UV source and we have it
- aiString sString;
- if (AI_SUCCESS == aiGetMaterialString(pcMat2, AI_MATKEY_TEXTURE_DIFFUSE(0), &sString)) {
- iVal = 1;
- pcMatOut->AddProperty<int>(&iVal, 1, AI_MATKEY_UVWSRC_DIFFUSE(1));
- pcMatOut->AddProperty(&sString, AI_MATKEY_TEXTURE_DIFFUSE(1));
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-// Read a Half-life 1 MDL
-void MDLImporter::InternReadFile_HL1(const std::string &pFile, const uint32_t iMagicWord) {
- // We can't correctly load an MDL from a MDL "sequence" file.
- if (iMagicWord == AI_MDL_MAGIC_NUMBER_BE_HL2b || iMagicWord == AI_MDL_MAGIC_NUMBER_LE_HL2b)
- throw DeadlyImportError("Impossible to properly load a model from an MDL sequence file.");
-
- // Read the MDL file.
- HalfLife::HL1MDLLoader loader(
- pScene,
- mIOHandler,
- mBuffer,
- pFile,
- mHL1ImportSettings);
-}
-
-// ------------------------------------------------------------------------------------------------
-// Read a half-life 2 MDL
-void MDLImporter::InternReadFile_HL2() {
- //const MDL::Header_HL2* pcHeader = (const MDL::Header_HL2*)this->mBuffer;
- throw DeadlyImportError("HL2 MDLs are not implemented");
-}
-
-#endif // !! ASSIMP_BUILD_NO_MDL_IMPORTER
diff --git a/src/mesh/assimp-master/code/AssetLib/MDL/MDLLoader.h b/src/mesh/assimp-master/code/AssetLib/MDL/MDLLoader.h
deleted file mode 100644
index b7d87e8..0000000
--- a/src/mesh/assimp-master/code/AssetLib/MDL/MDLLoader.h
+++ /dev/null
@@ -1,451 +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 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
diff --git a/src/mesh/assimp-master/code/AssetLib/MDL/MDLMaterialLoader.cpp b/src/mesh/assimp-master/code/AssetLib/MDL/MDLMaterialLoader.cpp
deleted file mode 100644
index eebb9d1..0000000
--- a/src/mesh/assimp-master/code/AssetLib/MDL/MDLMaterialLoader.cpp
+++ /dev/null
@@ -1,765 +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 material part of the MDL importer class */
-
-#ifndef ASSIMP_BUILD_NO_MDL_IMPORTER
-
-#include "MDLDefaultColorMap.h"
-#include "MDLLoader.h"
-
-#include <assimp/StringUtils.h>
-#include <assimp/qnan.h>
-#include <assimp/scene.h>
-#include <assimp/texture.h>
-#include <assimp/DefaultLogger.hpp>
-#include <assimp/IOSystem.hpp>
-
-#include <memory>
-
-using namespace Assimp;
-
-static aiTexel *const bad_texel = reinterpret_cast<aiTexel *>(SIZE_MAX);
-
-// ------------------------------------------------------------------------------------------------
-// Find a suitable palette file or take the default one
-void MDLImporter::SearchPalette(const unsigned char **pszColorMap) {
- // now try to find the color map in the current directory
- IOStream *pcStream = mIOHandler->Open(configPalette, "rb");
-
- const unsigned char *szColorMap = (const unsigned char *)::g_aclrDefaultColorMap;
- if (pcStream) {
- if (pcStream->FileSize() >= 768) {
- size_t len = 256 * 3;
- unsigned char *colorMap = new unsigned char[len];
- szColorMap = colorMap;
- pcStream->Read(colorMap, len, 1);
- ASSIMP_LOG_INFO("Found valid colormap.lmp in directory. "
- "It will be used to decode embedded textures in palletized formats.");
- }
- delete pcStream;
- pcStream = nullptr;
- }
- *pszColorMap = szColorMap;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Free the palette again
-void MDLImporter::FreePalette(const unsigned char *szColorMap) {
- if (szColorMap != (const unsigned char *)::g_aclrDefaultColorMap) {
- delete[] szColorMap;
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-// Check whether we can replace a texture with a single color
-aiColor4D MDLImporter::ReplaceTextureWithColor(const aiTexture *pcTexture) {
- ai_assert(nullptr != pcTexture);
-
- aiColor4D clrOut;
- clrOut.r = get_qnan();
- if (!pcTexture->mHeight || !pcTexture->mWidth)
- return clrOut;
-
- const unsigned int iNumPixels = pcTexture->mHeight * pcTexture->mWidth;
- const aiTexel *pcTexel = pcTexture->pcData + 1;
- const aiTexel *const pcTexelEnd = &pcTexture->pcData[iNumPixels];
-
- while (pcTexel != pcTexelEnd) {
- if (*pcTexel != *(pcTexel - 1)) {
- pcTexel = nullptr;
- break;
- }
- ++pcTexel;
- }
- if (pcTexel) {
- clrOut.r = pcTexture->pcData->r / 255.0f;
- clrOut.g = pcTexture->pcData->g / 255.0f;
- clrOut.b = pcTexture->pcData->b / 255.0f;
- clrOut.a = pcTexture->pcData->a / 255.0f;
- }
- return clrOut;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Read a texture from a MDL3 file
-void MDLImporter::CreateTextureARGB8_3DGS_MDL3(const unsigned char *szData) {
- const MDL::Header *pcHeader = (const MDL::Header *)mBuffer; //the endianness is already corrected in the InternReadFile_3DGS_MDL345 function
-
- VALIDATE_FILE_SIZE(szData + pcHeader->skinwidth *
- pcHeader->skinheight);
-
- // allocate a new texture object
- aiTexture *pcNew = new aiTexture();
- pcNew->mWidth = pcHeader->skinwidth;
- pcNew->mHeight = pcHeader->skinheight;
-
- if(pcNew->mWidth != 0 && pcNew->mHeight > UINT_MAX/pcNew->mWidth) {
- throw DeadlyImportError("Invalid MDL file. A texture is too big.");
- }
- pcNew->pcData = new aiTexel[pcNew->mWidth * pcNew->mHeight];
-
- const unsigned char *szColorMap;
- this->SearchPalette(&szColorMap);
-
- // copy texture data
- for (unsigned int i = 0; i < pcNew->mWidth * pcNew->mHeight; ++i) {
- const unsigned char val = szData[i];
- const unsigned char *sz = &szColorMap[val * 3];
-
- pcNew->pcData[i].a = 0xFF;
- pcNew->pcData[i].r = *sz++;
- pcNew->pcData[i].g = *sz++;
- pcNew->pcData[i].b = *sz;
- }
-
- FreePalette(szColorMap);
-
- // store the texture
- aiTexture **pc = this->pScene->mTextures;
- this->pScene->mTextures = new aiTexture *[pScene->mNumTextures + 1];
- for (unsigned int i = 0; i < pScene->mNumTextures; ++i)
- pScene->mTextures[i] = pc[i];
-
- pScene->mTextures[this->pScene->mNumTextures] = pcNew;
- pScene->mNumTextures++;
- delete[] pc;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Read a texture from a MDL4 file
-void MDLImporter::CreateTexture_3DGS_MDL4(const unsigned char *szData,
- unsigned int iType,
- unsigned int *piSkip) {
- ai_assert(nullptr != piSkip);
-
- const MDL::Header *pcHeader = (const MDL::Header *)mBuffer; //the endianness is already corrected in the InternReadFile_3DGS_MDL345 function
-
- if (iType == 1 || iType > 3) {
- ASSIMP_LOG_ERROR("Unsupported texture file format");
- return;
- }
-
- const bool bNoRead = *piSkip == UINT_MAX;
-
- // allocate a new texture object
- aiTexture *pcNew = new aiTexture();
- pcNew->mWidth = pcHeader->skinwidth;
- pcNew->mHeight = pcHeader->skinheight;
-
- if (bNoRead) pcNew->pcData = bad_texel;
- ParseTextureColorData(szData, iType, piSkip, pcNew);
-
- // store the texture
- if (!bNoRead) {
- if (!this->pScene->mNumTextures) {
- pScene->mNumTextures = 1;
- pScene->mTextures = new aiTexture *[1];
- pScene->mTextures[0] = pcNew;
- } else {
- aiTexture **pc = pScene->mTextures;
- pScene->mTextures = new aiTexture *[pScene->mNumTextures + 1];
- for (unsigned int i = 0; i < this->pScene->mNumTextures; ++i)
- pScene->mTextures[i] = pc[i];
- pScene->mTextures[pScene->mNumTextures] = pcNew;
- pScene->mNumTextures++;
- delete[] pc;
- }
- } else {
- pcNew->pcData = nullptr;
- delete pcNew;
- }
- return;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Load color data of a texture and convert it to our output format
-void MDLImporter::ParseTextureColorData(const unsigned char *szData,
- unsigned int iType,
- unsigned int *piSkip,
- aiTexture *pcNew) {
- const bool do_read = bad_texel != pcNew->pcData;
-
- // allocate storage for the texture image
- if (do_read) {
- if(pcNew->mWidth != 0 && pcNew->mHeight > UINT_MAX/pcNew->mWidth) {
- throw DeadlyImportError("Invalid MDL file. A texture is too big.");
- }
- pcNew->pcData = new aiTexel[pcNew->mWidth * pcNew->mHeight];
- }
-
- // R5G6B5 format (with or without MIPs)
- // ****************************************************************
- if (2 == iType || 10 == iType) {
- VALIDATE_FILE_SIZE(szData + pcNew->mWidth * pcNew->mHeight * 2);
-
- // copy texture data
- unsigned int i;
- if (do_read) {
- for (i = 0; i < pcNew->mWidth * pcNew->mHeight; ++i) {
- MDL::RGB565 val = ((MDL::RGB565 *)szData)[i];
- AI_SWAP2(val);
-
- pcNew->pcData[i].a = 0xFF;
- pcNew->pcData[i].r = (unsigned char)val.b << 3;
- pcNew->pcData[i].g = (unsigned char)val.g << 2;
- pcNew->pcData[i].b = (unsigned char)val.r << 3;
- }
- } else {
- i = pcNew->mWidth * pcNew->mHeight;
- }
- *piSkip = i * 2;
-
- // apply MIP maps
- if (10 == iType) {
- *piSkip += ((i >> 2) + (i >> 4) + (i >> 6)) << 1;
- VALIDATE_FILE_SIZE(szData + *piSkip);
- }
- }
- // ARGB4 format (with or without MIPs)
- // ****************************************************************
- else if (3 == iType || 11 == iType) {
- VALIDATE_FILE_SIZE(szData + pcNew->mWidth * pcNew->mHeight * 4);
-
- // copy texture data
- unsigned int i;
- if (do_read) {
- for (i = 0; i < pcNew->mWidth * pcNew->mHeight; ++i) {
- MDL::ARGB4 val = ((MDL::ARGB4 *)szData)[i];
- AI_SWAP2(val);
-
- pcNew->pcData[i].a = (unsigned char)val.a << 4;
- pcNew->pcData[i].r = (unsigned char)val.r << 4;
- pcNew->pcData[i].g = (unsigned char)val.g << 4;
- pcNew->pcData[i].b = (unsigned char)val.b << 4;
- }
- } else
- i = pcNew->mWidth * pcNew->mHeight;
- *piSkip = i * 2;
-
- // apply MIP maps
- if (11 == iType) {
- *piSkip += ((i >> 2) + (i >> 4) + (i >> 6)) << 1;
- VALIDATE_FILE_SIZE(szData + *piSkip);
- }
- }
- // RGB8 format (with or without MIPs)
- // ****************************************************************
- else if (4 == iType || 12 == iType) {
- VALIDATE_FILE_SIZE(szData + pcNew->mWidth * pcNew->mHeight * 3);
-
- // copy texture data
- unsigned int i;
- if (do_read) {
- for (i = 0; i < pcNew->mWidth * pcNew->mHeight; ++i) {
- const unsigned char *_szData = &szData[i * 3];
-
- pcNew->pcData[i].a = 0xFF;
- pcNew->pcData[i].b = *_szData++;
- pcNew->pcData[i].g = *_szData++;
- pcNew->pcData[i].r = *_szData;
- }
- } else
- i = pcNew->mWidth * pcNew->mHeight;
-
- // apply MIP maps
- *piSkip = i * 3;
- if (12 == iType) {
- *piSkip += ((i >> 2) + (i >> 4) + (i >> 6)) * 3;
- VALIDATE_FILE_SIZE(szData + *piSkip);
- }
- }
- // ARGB8 format (with ir without MIPs)
- // ****************************************************************
- else if (5 == iType || 13 == iType) {
- VALIDATE_FILE_SIZE(szData + pcNew->mWidth * pcNew->mHeight * 4);
-
- // copy texture data
- unsigned int i;
- if (do_read) {
- for (i = 0; i < pcNew->mWidth * pcNew->mHeight; ++i) {
- const unsigned char *_szData = &szData[i * 4];
-
- pcNew->pcData[i].b = *_szData++;
- pcNew->pcData[i].g = *_szData++;
- pcNew->pcData[i].r = *_szData++;
- pcNew->pcData[i].a = *_szData;
- }
- } else {
- i = pcNew->mWidth * pcNew->mHeight;
- }
-
- // apply MIP maps
- *piSkip = i << 2;
- if (13 == iType) {
- *piSkip += ((i >> 2) + (i >> 4) + (i >> 6)) << 2;
- }
- }
- // palletized 8 bit texture. As for Quake 1
- // ****************************************************************
- else if (0 == iType) {
- VALIDATE_FILE_SIZE(szData + pcNew->mWidth * pcNew->mHeight);
-
- // copy texture data
- unsigned int i;
- if (do_read) {
-
- const unsigned char *szColorMap;
- SearchPalette(&szColorMap);
-
- for (i = 0; i < pcNew->mWidth * pcNew->mHeight; ++i) {
- const unsigned char val = szData[i];
- const unsigned char *sz = &szColorMap[val * 3];
-
- pcNew->pcData[i].a = 0xFF;
- pcNew->pcData[i].r = *sz++;
- pcNew->pcData[i].g = *sz++;
- pcNew->pcData[i].b = *sz;
- }
- this->FreePalette(szColorMap);
-
- } else
- i = pcNew->mWidth * pcNew->mHeight;
- *piSkip = i;
-
- // FIXME: Also support for MIP maps?
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-// Get a texture from a MDL5 file
-void MDLImporter::CreateTexture_3DGS_MDL5(const unsigned char *szData,
- unsigned int iType,
- unsigned int *piSkip) {
- ai_assert(nullptr != piSkip);
- bool bNoRead = *piSkip == UINT_MAX;
-
- // allocate a new texture object
- aiTexture *pcNew = new aiTexture();
-
- VALIDATE_FILE_SIZE(szData + 8);
-
- // first read the size of the texture
- pcNew->mWidth = *((uint32_t *)szData);
- AI_SWAP4(pcNew->mWidth);
- szData += sizeof(uint32_t);
-
- pcNew->mHeight = *((uint32_t *)szData);
- AI_SWAP4(pcNew->mHeight);
- szData += sizeof(uint32_t);
-
- if (bNoRead) {
- pcNew->pcData = bad_texel;
- }
-
- // this should not occur - at least the docs say it shouldn't.
- // however, one can easily try out what MED does if you have
- // a model with a DDS texture and export it to MDL5 ...
- // yeah, it embeds the DDS file.
- if (6 == iType) {
- // this is a compressed texture in DDS format
- *piSkip = pcNew->mWidth;
- VALIDATE_FILE_SIZE(szData + *piSkip);
-
- if (!bNoRead) {
- // place a hint and let the application know that this is a DDS file
- pcNew->mHeight = 0;
- pcNew->achFormatHint[0] = 'd';
- pcNew->achFormatHint[1] = 'd';
- pcNew->achFormatHint[2] = 's';
- pcNew->achFormatHint[3] = '\0';
-
- pcNew->pcData = (aiTexel *)new unsigned char[pcNew->mWidth];
- ::memcpy(pcNew->pcData, szData, pcNew->mWidth);
- }
- } else {
- // parse the color data of the texture
- ParseTextureColorData(szData, iType, piSkip, pcNew);
- }
- *piSkip += sizeof(uint32_t) * 2;
-
- if (!bNoRead) {
- // store the texture
- if (!this->pScene->mNumTextures) {
- pScene->mNumTextures = 1;
- pScene->mTextures = new aiTexture *[1];
- pScene->mTextures[0] = pcNew;
- } else {
- aiTexture **pc = pScene->mTextures;
- pScene->mTextures = new aiTexture *[pScene->mNumTextures + 1];
- for (unsigned int i = 0; i < pScene->mNumTextures; ++i)
- this->pScene->mTextures[i] = pc[i];
-
- pScene->mTextures[pScene->mNumTextures] = pcNew;
- pScene->mNumTextures++;
- delete[] pc;
- }
- } else {
- pcNew->pcData = nullptr;
- delete pcNew;
- }
- return;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Get a skin from a MDL7 file - more complex than all other subformats
-void MDLImporter::ParseSkinLump_3DGS_MDL7(
- const unsigned char *szCurrent,
- const unsigned char **szCurrentOut,
- aiMaterial *pcMatOut,
- unsigned int iType,
- unsigned int iWidth,
- unsigned int iHeight) {
- std::unique_ptr<aiTexture> pcNew;
-
- // get the type of the skin
- unsigned int iMasked = (unsigned int)(iType & 0xF);
-
- if (0x1 == iMasked) {
- // ***** REFERENCE TO ANOTHER SKIN INDEX *****
- int referrer = (int)iWidth;
- pcMatOut->AddProperty<int>(&referrer, 1, AI_MDL7_REFERRER_MATERIAL);
- } else if (0x6 == iMasked) {
- // ***** EMBEDDED DDS FILE *****
- if (1 != iHeight) {
- ASSIMP_LOG_WARN("Found a reference to an embedded DDS texture, "
- "but texture height is not equal to 1, which is not supported by MED");
- }
- if (iWidth == 0) {
- ASSIMP_LOG_ERROR("Found a reference to an embedded DDS texture, but texture width is zero, aborting import.");
- return;
- }
-
- pcNew.reset(new aiTexture);
- pcNew->mHeight = 0;
- pcNew->mWidth = iWidth;
-
- // place a proper format hint
- pcNew->achFormatHint[0] = 'd';
- pcNew->achFormatHint[1] = 'd';
- pcNew->achFormatHint[2] = 's';
- pcNew->achFormatHint[3] = '\0';
-
- pcNew->pcData = (aiTexel *)new unsigned char[pcNew->mWidth];
- memcpy(pcNew->pcData, szCurrent, pcNew->mWidth);
- szCurrent += iWidth;
- } else if (0x7 == iMasked) {
- // ***** REFERENCE TO EXTERNAL FILE *****
- if (1 != iHeight) {
- ASSIMP_LOG_WARN("Found a reference to an external texture, "
- "but texture height is not equal to 1, which is not supported by MED");
- }
-
- aiString szFile;
- const size_t iLen = strlen((const char *)szCurrent);
- size_t iLen2 = iLen + 1;
- iLen2 = iLen2 > MAXLEN ? MAXLEN : iLen2;
- memcpy(szFile.data, (const char *)szCurrent, iLen2);
- szFile.length = (ai_uint32)iLen;
-
- szCurrent += iLen2;
-
- // place this as diffuse texture
- pcMatOut->AddProperty(&szFile, AI_MATKEY_TEXTURE_DIFFUSE(0));
- } else if (iMasked || !iType || (iType && iWidth && iHeight)) {
- pcNew.reset(new aiTexture());
- if (!iHeight || !iWidth) {
- ASSIMP_LOG_WARN("Found embedded texture, but its width "
- "an height are both 0. Is this a joke?");
-
- // generate an empty chess pattern
- pcNew->mWidth = pcNew->mHeight = 8;
- pcNew->pcData = new aiTexel[64];
- for (unsigned int x = 0; x < 8; ++x) {
- for (unsigned int y = 0; y < 8; ++y) {
- const bool bSet = ((0 == x % 2 && 0 != y % 2) ||
- (0 != x % 2 && 0 == y % 2));
-
- aiTexel *pc = &pcNew->pcData[y * 8 + x];
- pc->r = pc->b = pc->g = (bSet ? 0xFF : 0);
- pc->a = 0xFF;
- }
- }
- } else {
- // it is a standard color texture. Fill in width and height
- // and call the same function we used for loading MDL5 files
-
- pcNew->mWidth = iWidth;
- pcNew->mHeight = iHeight;
-
- unsigned int iSkip = 0;
- ParseTextureColorData(szCurrent, iMasked, &iSkip, pcNew.get());
-
- // skip length of texture data
- szCurrent += iSkip;
- }
- }
-
- // sometimes there are MDL7 files which have a monochrome
- // texture instead of material colors ... possible they have
- // been converted to MDL7 from other formats, such as MDL5
- aiColor4D clrTexture;
- if (pcNew)
- clrTexture = ReplaceTextureWithColor(pcNew.get());
- else
- clrTexture.r = get_qnan();
-
- // check whether a material definition is contained in the skin
- if (iType & AI_MDL7_SKINTYPE_MATERIAL) {
- BE_NCONST MDL::Material_MDL7 *pcMatIn = (BE_NCONST MDL::Material_MDL7 *)szCurrent;
- szCurrent = (unsigned char *)(pcMatIn + 1);
- VALIDATE_FILE_SIZE(szCurrent);
-
- aiColor3D clrTemp;
-
-#define COLOR_MULTIPLY_RGB() \
- if (is_not_qnan(clrTexture.r)) { \
- clrTemp.r *= clrTexture.r; \
- clrTemp.g *= clrTexture.g; \
- clrTemp.b *= clrTexture.b; \
- }
-
- // read diffuse color
- clrTemp.r = pcMatIn->Diffuse.r;
- AI_SWAP4(clrTemp.r);
- clrTemp.g = pcMatIn->Diffuse.g;
- AI_SWAP4(clrTemp.g);
- clrTemp.b = pcMatIn->Diffuse.b;
- AI_SWAP4(clrTemp.b);
- COLOR_MULTIPLY_RGB();
- pcMatOut->AddProperty<aiColor3D>(&clrTemp, 1, AI_MATKEY_COLOR_DIFFUSE);
-
- // read specular color
- clrTemp.r = pcMatIn->Specular.r;
- AI_SWAP4(clrTemp.r);
- clrTemp.g = pcMatIn->Specular.g;
- AI_SWAP4(clrTemp.g);
- clrTemp.b = pcMatIn->Specular.b;
- AI_SWAP4(clrTemp.b);
- COLOR_MULTIPLY_RGB();
- pcMatOut->AddProperty<aiColor3D>(&clrTemp, 1, AI_MATKEY_COLOR_SPECULAR);
-
- // read ambient color
- clrTemp.r = pcMatIn->Ambient.r;
- AI_SWAP4(clrTemp.r);
- clrTemp.g = pcMatIn->Ambient.g;
- AI_SWAP4(clrTemp.g);
- clrTemp.b = pcMatIn->Ambient.b;
- AI_SWAP4(clrTemp.b);
- COLOR_MULTIPLY_RGB();
- pcMatOut->AddProperty<aiColor3D>(&clrTemp, 1, AI_MATKEY_COLOR_AMBIENT);
-
- // read emissive color
- clrTemp.r = pcMatIn->Emissive.r;
- AI_SWAP4(clrTemp.r);
- clrTemp.g = pcMatIn->Emissive.g;
- AI_SWAP4(clrTemp.g);
- clrTemp.b = pcMatIn->Emissive.b;
- AI_SWAP4(clrTemp.b);
- pcMatOut->AddProperty<aiColor3D>(&clrTemp, 1, AI_MATKEY_COLOR_EMISSIVE);
-
-#undef COLOR_MULITPLY_RGB
-
- // FIX: Take the opacity from the ambient color.
- // The doc say something else, but it is fact that MED exports the
- // opacity like this .... oh well.
- clrTemp.r = pcMatIn->Ambient.a;
- AI_SWAP4(clrTemp.r);
- if (is_not_qnan(clrTexture.r)) {
- clrTemp.r *= clrTexture.a;
- }
- pcMatOut->AddProperty<ai_real>(&clrTemp.r, 1, AI_MATKEY_OPACITY);
-
- // read phong power
- int iShadingMode = (int)aiShadingMode_Gouraud;
- AI_SWAP4(pcMatIn->Power);
- if (0.0f != pcMatIn->Power) {
- iShadingMode = (int)aiShadingMode_Phong;
- // pcMatIn is packed, we can't form pointers to its members
- float power = pcMatIn->Power;
- pcMatOut->AddProperty<float>(&power, 1, AI_MATKEY_SHININESS);
- }
- pcMatOut->AddProperty<int>(&iShadingMode, 1, AI_MATKEY_SHADING_MODEL);
- } else if (is_not_qnan(clrTexture.r)) {
- pcMatOut->AddProperty<aiColor4D>(&clrTexture, 1, AI_MATKEY_COLOR_DIFFUSE);
- pcMatOut->AddProperty<aiColor4D>(&clrTexture, 1, AI_MATKEY_COLOR_SPECULAR);
- }
- // if the texture could be replaced by a single material color
- // we don't need the texture anymore
- if (is_not_qnan(clrTexture.r)) {
- pcNew.reset();
- }
-
- // If an ASCII effect description (HLSL?) is contained in the file,
- // we can simply ignore it ...
- if (iType & AI_MDL7_SKINTYPE_MATERIAL_ASCDEF) {
- VALIDATE_FILE_SIZE(szCurrent);
- int32_t iMe = *((int32_t *)szCurrent);
- AI_SWAP4(iMe);
- szCurrent += sizeof(char) * iMe + sizeof(int32_t);
- VALIDATE_FILE_SIZE(szCurrent);
- }
-
- // If an embedded texture has been loaded setup the corresponding
- // data structures in the aiScene instance
- if (pcNew && pScene->mNumTextures <= 999) {
- // place this as diffuse texture
- char current[5];
- ai_snprintf(current, 5, "*%i", this->pScene->mNumTextures);
-
- aiString szFile;
- const size_t iLen = strlen((const char *)current);
- ::memcpy(szFile.data, (const char *)current, iLen + 1);
- szFile.length = (ai_uint32)iLen;
-
- pcMatOut->AddProperty(&szFile, AI_MATKEY_TEXTURE_DIFFUSE(0));
-
- // store the texture
- if (!pScene->mNumTextures) {
- pScene->mNumTextures = 1;
- pScene->mTextures = new aiTexture *[1];
- pScene->mTextures[0] = pcNew.release();
- } else {
- aiTexture **pc = pScene->mTextures;
- pScene->mTextures = new aiTexture *[pScene->mNumTextures + 1];
- for (unsigned int i = 0; i < pScene->mNumTextures; ++i) {
- pScene->mTextures[i] = pc[i];
- }
-
- pScene->mTextures[pScene->mNumTextures] = pcNew.release();
- pScene->mNumTextures++;
- delete[] pc;
- }
- }
- VALIDATE_FILE_SIZE(szCurrent);
- *szCurrentOut = szCurrent;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Skip a skin lump
-void MDLImporter::SkipSkinLump_3DGS_MDL7(
- const unsigned char *szCurrent,
- const unsigned char **szCurrentOut,
- unsigned int iType,
- unsigned int iWidth,
- unsigned int iHeight) {
- // get the type of the skin
- const unsigned int iMasked = (unsigned int)(iType & 0xF);
-
- if (0x6 == iMasked) {
- szCurrent += iWidth;
- }
- if (0x7 == iMasked) {
- const size_t iLen = std::strlen((const char *)szCurrent);
- szCurrent += iLen + 1;
- } else if (iMasked || !iType) {
- if (iMasked || !iType || (iType && iWidth && iHeight)) {
- // ParseTextureColorData(..., aiTexture::pcData == bad_texel) will simply
- // return the size of the color data in bytes in iSkip
- unsigned int iSkip = 0;
-
- aiTexture tex;
- tex.pcData = bad_texel;
- tex.mHeight = iHeight;
- tex.mWidth = iWidth;
- ParseTextureColorData(szCurrent, iMasked, &iSkip, &tex);
-
- // FIX: Important, otherwise the destructor will crash
- tex.pcData = nullptr;
-
- // skip length of texture data
- szCurrent += iSkip;
- }
- }
-
- // check whether a material definition is contained in the skin
- if (iType & AI_MDL7_SKINTYPE_MATERIAL) {
- BE_NCONST MDL::Material_MDL7 *pcMatIn = (BE_NCONST MDL::Material_MDL7 *)szCurrent;
- szCurrent = (unsigned char *)(pcMatIn + 1);
- }
-
- // if an ASCII effect description (HLSL?) is contained in the file,
- // we can simply ignore it ...
- if (iType & AI_MDL7_SKINTYPE_MATERIAL_ASCDEF) {
- int32_t iMe = *((int32_t *)szCurrent);
- AI_SWAP4(iMe);
- szCurrent += sizeof(char) * iMe + sizeof(int32_t);
- }
- *szCurrentOut = szCurrent;
-}
-
-// ------------------------------------------------------------------------------------------------
-void MDLImporter::ParseSkinLump_3DGS_MDL7(
- const unsigned char *szCurrent,
- const unsigned char **szCurrentOut,
- std::vector<aiMaterial *> &pcMats) {
- ai_assert(nullptr != szCurrent);
- ai_assert(nullptr != szCurrentOut);
-
- *szCurrentOut = szCurrent;
- BE_NCONST MDL::Skin_MDL7 *pcSkin = (BE_NCONST MDL::Skin_MDL7 *)szCurrent;
- AI_SWAP4(pcSkin->width);
- AI_SWAP4(pcSkin->height);
- szCurrent += 12;
-
- // allocate an output material
- aiMaterial *pcMatOut = new aiMaterial();
- pcMats.push_back(pcMatOut);
-
- // skip length of file name
- szCurrent += AI_MDL7_MAX_TEXNAMESIZE;
-
- ParseSkinLump_3DGS_MDL7(szCurrent, szCurrentOut, pcMatOut,
- pcSkin->typ, pcSkin->width, pcSkin->height);
-
- // place the name of the skin in the material
- if (pcSkin->texture_name[0]) {
- // the 0 termination could be there or not - we can't know
- aiString szFile;
- ::memcpy(szFile.data, pcSkin->texture_name, sizeof(pcSkin->texture_name));
- szFile.data[sizeof(pcSkin->texture_name)] = '\0';
- szFile.length = (ai_uint32)::strlen(szFile.data);
-
- pcMatOut->AddProperty(&szFile, AI_MATKEY_NAME);
- }
-}
-
-#endif // !! ASSIMP_BUILD_NO_MDL_IMPORTER