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-rw-r--r--libs/assimp/code/AssetLib/HMP/HMPLoader.cpp508
1 files changed, 0 insertions, 508 deletions
diff --git a/libs/assimp/code/AssetLib/HMP/HMPLoader.cpp b/libs/assimp/code/AssetLib/HMP/HMPLoader.cpp
deleted file mode 100644
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--- a/libs/assimp/code/AssetLib/HMP/HMPLoader.cpp
+++ /dev/null
@@ -1,508 +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 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