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diff --git a/libs/assimp/code/AssetLib/MDL/MDLLoader.cpp b/libs/assimp/code/AssetLib/MDL/MDLLoader.cpp
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+/*
+---------------------------------------------------------------------------
+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