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Diffstat (limited to 'libs/assimp/code/AssetLib/MDL/MDLLoader.cpp')
-rw-r--r-- | libs/assimp/code/AssetLib/MDL/MDLLoader.cpp | 1976 |
1 files changed, 1976 insertions, 0 deletions
diff --git a/libs/assimp/code/AssetLib/MDL/MDLLoader.cpp b/libs/assimp/code/AssetLib/MDL/MDLLoader.cpp new file mode 100644 index 0000000..1e90c8e --- /dev/null +++ b/libs/assimp/code/AssetLib/MDL/MDLLoader.cpp @@ -0,0 +1,1976 @@ +/* +--------------------------------------------------------------------------- +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 |