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, 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 index 1625cb3..0000000 --- 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 |