diff options
Diffstat (limited to 'libs/assimp/code/AssetLib/HMP/HMPLoader.cpp')
-rw-r--r-- | libs/assimp/code/AssetLib/HMP/HMPLoader.cpp | 508 |
1 files changed, 508 insertions, 0 deletions
diff --git a/libs/assimp/code/AssetLib/HMP/HMPLoader.cpp b/libs/assimp/code/AssetLib/HMP/HMPLoader.cpp new file mode 100644 index 0000000..1625cb3 --- /dev/null +++ b/libs/assimp/code/AssetLib/HMP/HMPLoader.cpp @@ -0,0 +1,508 @@ +/* +--------------------------------------------------------------------------- +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 MDL importer class */ + +#ifndef ASSIMP_BUILD_NO_HMP_IMPORTER + +// internal headers +#include "AssetLib/HMP/HMPLoader.h" +#include "AssetLib/MD2/MD2FileData.h" + +#include <assimp/StringUtils.h> +#include <assimp/importerdesc.h> +#include <assimp/scene.h> +#include <assimp/DefaultLogger.hpp> +#include <assimp/IOSystem.hpp> + +#include <memory> + +using namespace Assimp; + +static const aiImporterDesc desc = { + "3D GameStudio Heightmap (HMP) Importer", + "", + "", + "", + aiImporterFlags_SupportBinaryFlavour, + 0, + 0, + 0, + 0, + "hmp" +}; + +// ------------------------------------------------------------------------------------------------ +// Constructor to be privately used by Importer +HMPImporter::HMPImporter() { + // nothing to do here +} + +// ------------------------------------------------------------------------------------------------ +// Destructor, private as well +HMPImporter::~HMPImporter() { + // nothing to do here +} + +// ------------------------------------------------------------------------------------------------ +// Returns whether the class can handle the format of the given file. +bool HMPImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const { + static const uint32_t tokens[] = { + AI_HMP_MAGIC_NUMBER_LE_4, + AI_HMP_MAGIC_NUMBER_LE_5, + AI_HMP_MAGIC_NUMBER_LE_7 + }; + return CheckMagicToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens)); +} + +// ------------------------------------------------------------------------------------------------ +// Get list of all file extensions that are handled by this loader +const aiImporterDesc *HMPImporter::GetInfo() const { + return &desc; +} + +// ------------------------------------------------------------------------------------------------ +// Imports the given file into the given scene structure. +void HMPImporter::InternReadFile(const std::string &pFile, + aiScene *_pScene, IOSystem *_pIOHandler) { + pScene = _pScene; + mIOHandler = _pIOHandler; + std::unique_ptr<IOStream> file(mIOHandler->Open(pFile)); + + // Check whether we can read from the file + if (file.get() == nullptr) { + throw DeadlyImportError("Failed to open HMP file ", pFile, "."); + } + + // Check whether the HMP file is large enough to contain + // at least the file header + const size_t fileSize = file->FileSize(); + if (fileSize < 50) + throw DeadlyImportError("HMP File is too small."); + + // Allocate storage and copy the contents of the file to a memory buffer + mBuffer = new uint8_t[fileSize]; + file->Read((void *)mBuffer, 1, fileSize); + iFileSize = (unsigned int)fileSize; + + // Determine the file subtype and call the appropriate member function + const uint32_t iMagic = *((uint32_t *)this->mBuffer); + + // HMP4 format + if (AI_HMP_MAGIC_NUMBER_LE_4 == iMagic || + AI_HMP_MAGIC_NUMBER_BE_4 == iMagic) { + ASSIMP_LOG_DEBUG("HMP subtype: 3D GameStudio A4, magic word is HMP4"); + InternReadFile_HMP4(); + } + // HMP5 format + else if (AI_HMP_MAGIC_NUMBER_LE_5 == iMagic || + AI_HMP_MAGIC_NUMBER_BE_5 == iMagic) { + ASSIMP_LOG_DEBUG("HMP subtype: 3D GameStudio A5, magic word is HMP5"); + InternReadFile_HMP5(); + } + // HMP7 format + else if (AI_HMP_MAGIC_NUMBER_LE_7 == iMagic || + AI_HMP_MAGIC_NUMBER_BE_7 == iMagic) { + ASSIMP_LOG_DEBUG("HMP subtype: 3D GameStudio A7, magic word is HMP7"); + InternReadFile_HMP7(); + } else { + // Print the magic word to the logger + std::string szBuffer = ai_str_toprintable((const char *)&iMagic, sizeof(iMagic)); + + delete[] mBuffer; + mBuffer = nullptr; + + // We're definitely unable to load this file + throw DeadlyImportError("Unknown HMP subformat ", pFile, + ". Magic word (", szBuffer, ") is not known"); + } + + // Set the AI_SCENE_FLAGS_TERRAIN bit + pScene->mFlags |= AI_SCENE_FLAGS_TERRAIN; + + delete[] mBuffer; + mBuffer = nullptr; +} + +// ------------------------------------------------------------------------------------------------ +void HMPImporter::ValidateHeader_HMP457() { + const HMP::Header_HMP5 *const pcHeader = (const HMP::Header_HMP5 *)mBuffer; + + if (120 > iFileSize) { + throw DeadlyImportError("HMP file is too small (header size is " + "120 bytes, this file is smaller)"); + } + + if (!pcHeader->ftrisize_x || !pcHeader->ftrisize_y) + throw DeadlyImportError("Size of triangles in either x or y direction is zero"); + + if (pcHeader->fnumverts_x < 1.0f || (pcHeader->numverts / pcHeader->fnumverts_x) < 1.0f) + throw DeadlyImportError("Number of triangles in either x or y direction is zero"); + + if (!pcHeader->numframes) + throw DeadlyImportError("There are no frames. At least one should be there"); +} + +// ------------------------------------------------------------------------------------------------ +void HMPImporter::InternReadFile_HMP4() { + throw DeadlyImportError("HMP4 is currently not supported"); +} + +// ------------------------------------------------------------------------------------------------ +void HMPImporter::InternReadFile_HMP5() { + // read the file header and skip everything to byte 84 + const HMP::Header_HMP5 *pcHeader = (const HMP::Header_HMP5 *)mBuffer; + const unsigned char *szCurrent = (const unsigned char *)(mBuffer + 84); + ValidateHeader_HMP457(); + + // generate an output mesh + pScene->mNumMeshes = 1; + pScene->mMeshes = new aiMesh *[1]; + aiMesh *pcMesh = pScene->mMeshes[0] = new aiMesh(); + + pcMesh->mMaterialIndex = 0; + pcMesh->mVertices = new aiVector3D[pcHeader->numverts]; + pcMesh->mNormals = new aiVector3D[pcHeader->numverts]; + + const unsigned int height = (unsigned int)(pcHeader->numverts / pcHeader->fnumverts_x); + const unsigned int width = (unsigned int)pcHeader->fnumverts_x; + + // generate/load a material for the terrain + CreateMaterial(szCurrent, &szCurrent); + + // goto offset 120, I don't know why ... + // (fixme) is this the frame header? I assume yes since it starts with 2. + szCurrent += 36; + SizeCheck(szCurrent + sizeof(const HMP::Vertex_HMP7) * height * width); + + // now load all vertices from the file + aiVector3D *pcVertOut = pcMesh->mVertices; + aiVector3D *pcNorOut = pcMesh->mNormals; + const HMP::Vertex_HMP5 *src = (const HMP::Vertex_HMP5 *)szCurrent; + for (unsigned int y = 0; y < height; ++y) { + for (unsigned int x = 0; x < width; ++x) { + pcVertOut->x = x * pcHeader->ftrisize_x; + pcVertOut->y = y * pcHeader->ftrisize_y; + pcVertOut->z = (((float)src->z / 0xffff) - 0.5f) * pcHeader->ftrisize_x * 8.0f; + MD2::LookupNormalIndex(src->normals162index, *pcNorOut); + ++pcVertOut; + ++pcNorOut; + ++src; + } + } + + // generate texture coordinates if necessary + if (pcHeader->numskins) + GenerateTextureCoords(width, height); + + // now build a list of faces + CreateOutputFaceList(width, height); + + // there is no nodegraph in HMP files. Simply assign the one mesh + // (no, not the one ring) to the root node + pScene->mRootNode = new aiNode(); + pScene->mRootNode->mName.Set("terrain_root"); + pScene->mRootNode->mNumMeshes = 1; + pScene->mRootNode->mMeshes = new unsigned int[1]; + pScene->mRootNode->mMeshes[0] = 0; +} + +// ------------------------------------------------------------------------------------------------ +void HMPImporter::InternReadFile_HMP7() { + // read the file header and skip everything to byte 84 + const HMP::Header_HMP5 *const pcHeader = (const HMP::Header_HMP5 *)mBuffer; + const unsigned char *szCurrent = (const unsigned char *)(mBuffer + 84); + ValidateHeader_HMP457(); + + // generate an output mesh + pScene->mNumMeshes = 1; + pScene->mMeshes = new aiMesh *[1]; + aiMesh *pcMesh = pScene->mMeshes[0] = new aiMesh(); + + pcMesh->mMaterialIndex = 0; + pcMesh->mVertices = new aiVector3D[pcHeader->numverts]; + pcMesh->mNormals = new aiVector3D[pcHeader->numverts]; + + const unsigned int height = (unsigned int)(pcHeader->numverts / pcHeader->fnumverts_x); + const unsigned int width = (unsigned int)pcHeader->fnumverts_x; + + // generate/load a material for the terrain + CreateMaterial(szCurrent, &szCurrent); + + // goto offset 120, I don't know why ... + // (fixme) is this the frame header? I assume yes since it starts with 2. + szCurrent += 36; + + SizeCheck(szCurrent + sizeof(const HMP::Vertex_HMP7) * height * width); + + // now load all vertices from the file + aiVector3D *pcVertOut = pcMesh->mVertices; + ai_assert(pcVertOut != nullptr); + aiVector3D *pcNorOut = pcMesh->mNormals; + ai_assert(pcNorOut != nullptr); + const HMP::Vertex_HMP7 *src = (const HMP::Vertex_HMP7 *)szCurrent; + for (unsigned int y = 0; y < height; ++y) { + for (unsigned int x = 0; x < width; ++x) { + pcVertOut->x = x * pcHeader->ftrisize_x; + pcVertOut->y = y * pcHeader->ftrisize_y; + + // FIXME: What exctly is the correct scaling factor to use? + // possibly pcHeader->scale_origin[2] in combination with a + // signed interpretation of src->z? + pcVertOut->z = (((float)src->z / 0xffff) - 0.5f) * pcHeader->ftrisize_x * 8.0f; + + pcNorOut->x = ((float)src->normal_x / 0x80); // * pcHeader->scale_origin[0]; + pcNorOut->y = ((float)src->normal_y / 0x80); // * pcHeader->scale_origin[1]; + pcNorOut->z = 1.0f; + pcNorOut->Normalize(); + + ++pcVertOut; + ++pcNorOut; + ++src; + } + } + + // generate texture coordinates if necessary + if (pcHeader->numskins) GenerateTextureCoords(width, height); + + // now build a list of faces + CreateOutputFaceList(width, height); + + // there is no nodegraph in HMP files. Simply assign the one mesh + // (no, not the One Ring) to the root node + pScene->mRootNode = new aiNode(); + pScene->mRootNode->mName.Set("terrain_root"); + pScene->mRootNode->mNumMeshes = 1; + pScene->mRootNode->mMeshes = new unsigned int[1]; + pScene->mRootNode->mMeshes[0] = 0; +} + +// ------------------------------------------------------------------------------------------------ +void HMPImporter::CreateMaterial(const unsigned char *szCurrent, + const unsigned char **szCurrentOut) { + aiMesh *const pcMesh = pScene->mMeshes[0]; + const HMP::Header_HMP5 *const pcHeader = (const HMP::Header_HMP5 *)mBuffer; + + // we don't need to generate texture coordinates if + // we have no textures in the file ... + if (pcHeader->numskins) { + pcMesh->mTextureCoords[0] = new aiVector3D[pcHeader->numverts]; + pcMesh->mNumUVComponents[0] = 2; + + // now read the first skin and skip all others + ReadFirstSkin(pcHeader->numskins, szCurrent, &szCurrent); + *szCurrentOut = szCurrent; + return; + } + + // generate a default material + const int iMode = (int)aiShadingMode_Gouraud; + aiMaterial *pcHelper = new aiMaterial(); + 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); + + // add the material to the scene + pScene->mNumMaterials = 1; + pScene->mMaterials = new aiMaterial *[1]; + pScene->mMaterials[0] = pcHelper; + *szCurrentOut = szCurrent; +} + +// ------------------------------------------------------------------------------------------------ +void HMPImporter::CreateOutputFaceList(unsigned int width, unsigned int height) { + aiMesh *const pcMesh = this->pScene->mMeshes[0]; + + // Allocate enough storage + pcMesh->mNumFaces = (width - 1) * (height - 1); + pcMesh->mFaces = new aiFace[pcMesh->mNumFaces]; + + pcMesh->mNumVertices = pcMesh->mNumFaces * 4; + aiVector3D *pcVertices = new aiVector3D[pcMesh->mNumVertices]; + aiVector3D *pcNormals = new aiVector3D[pcMesh->mNumVertices]; + + aiFace *pcFaceOut(pcMesh->mFaces); + aiVector3D *pcVertOut = pcVertices; + aiVector3D *pcNorOut = pcNormals; + + aiVector3D *pcUVs = pcMesh->mTextureCoords[0] ? new aiVector3D[pcMesh->mNumVertices] : nullptr; + aiVector3D *pcUVOut(pcUVs); + + // Build the terrain square + const unsigned int upperBound = pcMesh->mNumVertices; + unsigned int iCurrent = 0; + for (unsigned int y = 0; y < height - 1; ++y) { + const size_t offset0 = y * width; + const size_t offset1 = (y + 1) * width; + for (unsigned int x = 0; x < width - 1; ++x, ++pcFaceOut) { + pcFaceOut->mNumIndices = 4; + pcFaceOut->mIndices = new unsigned int[4]; + if ((offset0 + x + 1) >= upperBound){ + continue; + } + if ((offset1 + x + 1) >= upperBound){ + continue; + } + + *pcVertOut++ = pcMesh->mVertices[offset0 + x]; + *pcVertOut++ = pcMesh->mVertices[offset1 + x]; + *pcVertOut++ = pcMesh->mVertices[offset1 + x + 1]; + *pcVertOut++ = pcMesh->mVertices[offset0 + x + 1]; + + *pcNorOut++ = pcMesh->mNormals[offset0 + x]; + *pcNorOut++ = pcMesh->mNormals[offset1 + x]; + *pcNorOut++ = pcMesh->mNormals[offset1 + x + 1]; + *pcNorOut++ = pcMesh->mNormals[offset0 + x + 1]; + + if (pcMesh->mTextureCoords[0]) { + *pcUVOut++ = pcMesh->mTextureCoords[0][offset0 + x]; + *pcUVOut++ = pcMesh->mTextureCoords[0][offset1 + x]; + *pcUVOut++ = pcMesh->mTextureCoords[0][offset1 + x + 1]; + *pcUVOut++ = pcMesh->mTextureCoords[0][offset0 + x + 1]; + } + + for (unsigned int i = 0; i < 4; ++i) + pcFaceOut->mIndices[i] = iCurrent++; + } + } + delete[] pcMesh->mVertices; + pcMesh->mVertices = pcVertices; + + delete[] pcMesh->mNormals; + pcMesh->mNormals = pcNormals; + + if (pcMesh->mTextureCoords[0]) { + delete[] pcMesh->mTextureCoords[0]; + pcMesh->mTextureCoords[0] = pcUVs; + } +} + +// ------------------------------------------------------------------------------------------------ +void HMPImporter::ReadFirstSkin(unsigned int iNumSkins, const unsigned char *szCursor, + const unsigned char **szCursorOut) { + ai_assert(0 != iNumSkins); + ai_assert(nullptr != szCursor); + + // read the type of the skin ... + // sometimes we need to skip 12 bytes here, I don't know why ... + uint32_t iType = *((uint32_t *)szCursor); + szCursor += sizeof(uint32_t); + if (0 == iType) { + szCursor += sizeof(uint32_t) * 2; + iType = *((uint32_t *)szCursor); + szCursor += sizeof(uint32_t); + if (!iType) + throw DeadlyImportError("Unable to read HMP7 skin chunk"); + } + // read width and height + uint32_t iWidth = *((uint32_t *)szCursor); + szCursor += sizeof(uint32_t); + uint32_t iHeight = *((uint32_t *)szCursor); + szCursor += sizeof(uint32_t); + + // allocate an output material + aiMaterial *pcMat = new aiMaterial(); + + // read the skin, this works exactly as for MDL7 + ParseSkinLump_3DGS_MDL7(szCursor, &szCursor, + pcMat, iType, iWidth, iHeight); + + // now we need to skip any other skins ... + for (unsigned int i = 1; i < iNumSkins; ++i) { + SizeCheck(szCursor + 3 * sizeof(uint32_t)); + iType = *((uint32_t *)szCursor); + szCursor += sizeof(uint32_t); + iWidth = *((uint32_t *)szCursor); + szCursor += sizeof(uint32_t); + iHeight = *((uint32_t *)szCursor); + szCursor += sizeof(uint32_t); + + SkipSkinLump_3DGS_MDL7(szCursor, &szCursor, iType, iWidth, iHeight); + SizeCheck(szCursor); + } + + // setup the material ... + pScene->mNumMaterials = 1; + pScene->mMaterials = new aiMaterial *[1]; + pScene->mMaterials[0] = pcMat; + + *szCursorOut = szCursor; +} + +// ------------------------------------------------------------------------------------------------ +// Generate proepr texture coords +void HMPImporter::GenerateTextureCoords(const unsigned int width, const unsigned int height) { + ai_assert(nullptr != pScene->mMeshes); + ai_assert(nullptr != pScene->mMeshes[0]); + ai_assert(nullptr != pScene->mMeshes[0]->mTextureCoords[0]); + + aiVector3D *uv = pScene->mMeshes[0]->mTextureCoords[0]; + if (uv == nullptr) { + return; + } + + if (height == 0.0f || width == 0.0) { + return; + } + + const float fY = (1.0f / height) + (1.0f / height) / height; + const float fX = (1.0f / width) + (1.0f / width) / width; + + for (unsigned int y = 0; y < height; ++y) { + for (unsigned int x = 0; x < width; ++x, ++uv) { + uv->y = fY * y; + uv->x = fX * x; + uv->z = 0.0f; + } + } +} + +#endif // !! ASSIMP_BUILD_NO_HMP_IMPORTER |