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Diffstat (limited to 'libs/assimp/code/AssetLib/MDL/MDLLoader.h')
-rw-r--r-- | libs/assimp/code/AssetLib/MDL/MDLLoader.h | 451 |
1 files changed, 0 insertions, 451 deletions
diff --git a/libs/assimp/code/AssetLib/MDL/MDLLoader.h b/libs/assimp/code/AssetLib/MDL/MDLLoader.h deleted file mode 100644 index b7d87e8..0000000 --- a/libs/assimp/code/AssetLib/MDL/MDLLoader.h +++ /dev/null @@ -1,451 +0,0 @@ -/* -Open Asset Import Library (assimp) ----------------------------------------------------------------------- - -Copyright (c) 2006-2022, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the -following conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - ----------------------------------------------------------------------- -*/ - - -/** @file MDLLoader.h - * @brief Declaration of the loader for MDL files - */ -#pragma once -#ifndef AI_MDLLOADER_H_INCLUDED -#define AI_MDLLOADER_H_INCLUDED - -#include <assimp/BaseImporter.h> -#include "MDLFileData.h" -#include "AssetLib/HMP/HalfLifeFileData.h" -#include "AssetLib/MDL/HalfLife/HL1ImportSettings.h" - -struct aiNode; -struct aiTexture; - -namespace Assimp { - -using namespace MDL; - -// -------------------------------------------------------------------------------------- -// Include file/line information in debug builds -#ifdef ASSIMP_BUILD_DEBUG -# define VALIDATE_FILE_SIZE(msg) SizeCheck(msg,__FILE__,__LINE__) -#else -# define VALIDATE_FILE_SIZE(msg) SizeCheck(msg) -#endif - -// -------------------------------------------------------------------------------------- -/** @brief Class to load MDL files. - * - * Several subformats exist: - * <ul> - * <li>Quake I</li> - * <li>3D Game Studio MDL3, MDL4</li> - * <li>3D Game Studio MDL5</li> - * <li>3D Game Studio MDL7</li> - * <li>Halflife 1</li> - * <li>Halflife 2</li> - * </ul> - * These formats are partially identical and it would be possible to load - * them all with a single 1000-line function-beast. However, it has been - * split into several code paths to make the code easier to read and maintain. -*/ -class MDLImporter : public BaseImporter -{ -public: - MDLImporter(); - ~MDLImporter() override; - - // ------------------------------------------------------------------- - /** Returns whether the class can handle the format of the given file. - * See BaseImporter::CanRead() for details. */ - bool CanRead( const std::string& pFile, IOSystem* pIOHandler, - bool checkSig) const override; - - // ------------------------------------------------------------------- - /** Called prior to ReadFile(). - * The function is a request to the importer to update its configuration - * basing on the Importer's configuration property list. - */ - void SetupProperties(const Importer* pImp) override; - -protected: - // ------------------------------------------------------------------- - /** Return importer meta information. - * See #BaseImporter::GetInfo for the details - */ - const aiImporterDesc* GetInfo () const override; - - // ------------------------------------------------------------------- - /** Imports the given file into the given scene structure. - * See BaseImporter::InternReadFile() for details - */ - void InternReadFile( const std::string& pFile, aiScene* pScene, - IOSystem* pIOHandler) override; - - // ------------------------------------------------------------------- - /** Import a quake 1 MDL file (IDPO) - */ - void InternReadFile_Quake1( ); - - // ------------------------------------------------------------------- - /** Import a GameStudio A4/A5 file (MDL 3,4,5) - */ - void InternReadFile_3DGS_MDL345( ); - - // ------------------------------------------------------------------- - /** Import a GameStudio A7 file (MDL 7) - */ - void InternReadFile_3DGS_MDL7( ); - - // ------------------------------------------------------------------- - /** Import a Half-Life 1 MDL file - */ - void InternReadFile_HL1(const std::string& pFile, const uint32_t iMagicWord); - - // ------------------------------------------------------------------- - /** Import a CS:S/HL2 MDL file (not fully implemented) - */ - void InternReadFile_HL2( ); - - // ------------------------------------------------------------------- - /** Check whether a given position is inside the valid range - * Throw a DeadlyImportError if it is not - * \param szPos Cursor position - * \param szFile Name of the source file from which the function was called - * \param iLine Source code line from which the function was called - */ - void SizeCheck(const void* szPos); - void SizeCheck(const void* szPos, const char* szFile, unsigned int iLine); - - // ------------------------------------------------------------------- - /** Validate the header data structure of a game studio MDL7 file - * \param pcHeader Input header to be validated - */ - void ValidateHeader_3DGS_MDL7(const MDL::Header_MDL7* pcHeader); - - // ------------------------------------------------------------------- - /** Validate the header data structure of a Quake 1 model - * \param pcHeader Input header to be validated - */ - void ValidateHeader_Quake1(const MDL::Header* pcHeader); - - // ------------------------------------------------------------------- - /** Try to load a palette from the current directory (colormap.lmp) - * If it is not found the default palette of Quake1 is returned - */ - void SearchPalette(const unsigned char** pszColorMap); - - // ------------------------------------------------------------------- - /** Free a palette created with a previous call to SearchPalette() - */ - void FreePalette(const unsigned char* pszColorMap); - - // ------------------------------------------------------------------- - /** Load a palletized texture from the file and convert it to 32bpp - */ - void CreateTextureARGB8_3DGS_MDL3(const unsigned char* szData); - - // ------------------------------------------------------------------- - /** Used to load textures from MDL3/4 - * \param szData Input data - * \param iType Color data type - * \param piSkip Receive: Size to skip, in bytes - */ - void CreateTexture_3DGS_MDL4(const unsigned char* szData, - unsigned int iType, - unsigned int* piSkip); - - // ------------------------------------------------------------------- - /** Used to load textures from MDL5 - * \param szData Input data - * \param iType Color data type - * \param piSkip Receive: Size to skip, in bytes - */ - void CreateTexture_3DGS_MDL5(const unsigned char* szData, - unsigned int iType, - unsigned int* piSkip); - - // ------------------------------------------------------------------- - /** Checks whether a texture can be replaced with a single color - * This is useful for all file formats before MDL7 (all those - * that are not containing material colors separate from textures). - * MED seems to write dummy 8x8 monochrome images instead. - * \param pcTexture Input texture - * \return aiColor.r is set to qnan if the function fails and no - * color can be found. - */ - aiColor4D ReplaceTextureWithColor(const aiTexture* pcTexture); - - // ------------------------------------------------------------------- - /** Converts the absolute texture coordinates in MDL5 files to - * relative in a range between 0 and 1 - */ - void CalculateUVCoordinates_MDL5(); - - // ------------------------------------------------------------------- - /** Read an UV coordinate from the file. If the file format is not - * MDL5, the function calculates relative texture coordinates - * \param vOut Receives the output UV coord - * \param pcSrc UV coordinate buffer - * \param UV coordinate index - */ - void ImportUVCoordinate_3DGS_MDL345( aiVector3D& vOut, - const MDL::TexCoord_MDL3* pcSrc, - unsigned int iIndex); - - // ------------------------------------------------------------------- - /** Setup the material properties for Quake and MDL<7 models. - * These formats don't support more than one material per mesh, - * therefore the method processes only ONE skin and removes - * all others. - */ - void SetupMaterialProperties_3DGS_MDL5_Quake1( ); - - // ------------------------------------------------------------------- - /** Parse a skin lump in a MDL7/HMP7 file with all of its features - * variant 1: Current cursor position is the beginning of the skin header - * \param szCurrent Current data pointer - * \param szCurrentOut Output data pointer - * \param pcMats Material list for this group. To be filled ... - */ - void ParseSkinLump_3DGS_MDL7( - const unsigned char* szCurrent, - const unsigned char** szCurrentOut, - std::vector<aiMaterial*>& pcMats); - - // ------------------------------------------------------------------- - /** Parse a skin lump in a MDL7/HMP7 file with all of its features - * variant 2: Current cursor position is the beginning of the skin data - * \param szCurrent Current data pointer - * \param szCurrentOut Output data pointer - * \param pcMatOut Output material - * \param iType header.typ - * \param iWidth header.width - * \param iHeight header.height - */ - void ParseSkinLump_3DGS_MDL7( - const unsigned char* szCurrent, - const unsigned char** szCurrentOut, - aiMaterial* pcMatOut, - unsigned int iType, - unsigned int iWidth, - unsigned int iHeight); - - // ------------------------------------------------------------------- - /** Skip a skin lump in a MDL7/HMP7 file - * \param szCurrent Current data pointer - * \param szCurrentOut Output data pointer. Points to the byte just - * behind the last byte of the skin. - * \param iType header.typ - * \param iWidth header.width - * \param iHeight header.height - */ - void SkipSkinLump_3DGS_MDL7(const unsigned char* szCurrent, - const unsigned char** szCurrentOut, - unsigned int iType, - unsigned int iWidth, - unsigned int iHeight); - - // ------------------------------------------------------------------- - /** Parse texture color data for MDL5, MDL6 and MDL7 formats - * \param szData Current data pointer - * \param iType type of the texture data. No DDS or external - * \param piSkip Receive the number of bytes to skip - * \param pcNew Must point to fully initialized data. Width and - * height must be set. If pcNew->pcData is set to UINT_MAX, - * piSkip will receive the size of the texture, in bytes, but no - * color data will be read. - */ - void ParseTextureColorData(const unsigned char* szData, - unsigned int iType, - unsigned int* piSkip, - aiTexture* pcNew); - - // ------------------------------------------------------------------- - /** Join two materials / skins. Setup UV source ... etc - * \param pcMat1 First input material - * \param pcMat2 Second input material - * \param pcMatOut Output material instance to be filled. Must be empty - */ - void JoinSkins_3DGS_MDL7(aiMaterial* pcMat1, - aiMaterial* pcMat2, - aiMaterial* pcMatOut); - - // ------------------------------------------------------------------- - /** Add a bone transformation key to an animation - * \param iTrafo Index of the transformation (always==frame index?) - * No need to validate this index, it is always valid. - * \param pcBoneTransforms Bone transformation for this index - * \param apcOutBones Output bones array - */ - void AddAnimationBoneTrafoKey_3DGS_MDL7(unsigned int iTrafo, - const MDL::BoneTransform_MDL7* pcBoneTransforms, - MDL::IntBone_MDL7** apcBonesOut); - - // ------------------------------------------------------------------- - /** Load the bone list of a MDL7 file - * \return If the bones could be loaded successfully, a valid - * array containing pointers to a temporary bone - * representation. nullptr if the bones could not be loaded. - */ - MDL::IntBone_MDL7** LoadBones_3DGS_MDL7(); - - // ------------------------------------------------------------------- - /** Load bone transformation keyframes from a file chunk - * \param groupInfo -> doc of data structure - * \param frame -> doc of data structure - * \param shared -> doc of data structure - */ - void ParseBoneTrafoKeys_3DGS_MDL7( - const MDL::IntGroupInfo_MDL7& groupInfo, - IntFrameInfo_MDL7& frame, - MDL::IntSharedData_MDL7& shared); - - // ------------------------------------------------------------------- - /** Calculate absolute bone animation matrices for each bone - * \param apcOutBones Output bones array - */ - void CalcAbsBoneMatrices_3DGS_MDL7(MDL::IntBone_MDL7** apcOutBones); - - // ------------------------------------------------------------------- - /** Add all bones to the nodegraph (as children of the root node) - * \param apcBonesOut List of bones - * \param pcParent Parent node. New nodes will be added to this node - * \param iParentIndex Index of the parent bone - */ - void AddBonesToNodeGraph_3DGS_MDL7(const MDL::IntBone_MDL7** apcBonesOut, - aiNode* pcParent,uint16_t iParentIndex); - - // ------------------------------------------------------------------- - /** Build output animations - * \param apcBonesOut List of bones - */ - void BuildOutputAnims_3DGS_MDL7(const MDL::IntBone_MDL7** apcBonesOut); - - // ------------------------------------------------------------------- - /** Handles materials that are just referencing another material - * There is no test file for this feature, but Conitec's doc - * say it is used. - */ - void HandleMaterialReferences_3DGS_MDL7(); - - // ------------------------------------------------------------------- - /** Copies only the material that are referenced by at least one - * mesh to the final output material list. All other materials - * will be discarded. - * \param shared -> doc of data structure - */ - void CopyMaterials_3DGS_MDL7(MDL::IntSharedData_MDL7 &shared); - - // ------------------------------------------------------------------- - /** Process the frame section at the end of a group - * \param groupInfo -> doc of data structure - * \param shared -> doc of data structure - * \param szCurrent Pointer to the start of the frame section - * \param szCurrentOut Receives a pointer to the first byte of the - * next data section. - * \return false to read no further groups (a small workaround for - * some tiny and unsolved problems ... ) - */ - bool ProcessFrames_3DGS_MDL7(const MDL::IntGroupInfo_MDL7& groupInfo, - MDL::IntGroupData_MDL7& groupData, - MDL::IntSharedData_MDL7& shared, - const unsigned char* szCurrent, - const unsigned char** szCurrentOut); - - // ------------------------------------------------------------------- - /** Sort all faces by their materials. If the mesh is using - * multiple materials per face (that are blended together) the function - * might create new materials. - * \param groupInfo -> doc of data structure - * \param groupData -> doc of data structure - * \param splitGroupData -> doc of data structure - */ - void SortByMaterials_3DGS_MDL7( - const MDL::IntGroupInfo_MDL7& groupInfo, - MDL::IntGroupData_MDL7& groupData, - MDL::IntSplitGroupData_MDL7& splitGroupData); - - // ------------------------------------------------------------------- - /** Read all faces and vertices from a MDL7 group. The function fills - * preallocated memory buffers. - * \param groupInfo -> doc of data structure - * \param groupData -> doc of data structure - */ - void ReadFaces_3DGS_MDL7(const MDL::IntGroupInfo_MDL7& groupInfo, - MDL::IntGroupData_MDL7& groupData); - - // ------------------------------------------------------------------- - /** Generate the final output meshes for a7 models - * \param groupData -> doc of data structure - * \param splitGroupData -> doc of data structure - */ - void GenerateOutputMeshes_3DGS_MDL7( - MDL::IntGroupData_MDL7& groupData, - MDL::IntSplitGroupData_MDL7& splitGroupData); - -protected: - - /** Configuration option: frame to be loaded */ - unsigned int configFrameID; - - /** Configuration option: palette to be used to decode palletized images*/ - std::string configPalette; - - /** Buffer to hold the loaded file */ - unsigned char* mBuffer; - - /** For GameStudio MDL files: The number in the magic word, either 3,4 or 5 - * (MDL7 doesn't need this, the format has a separate loader) */ - unsigned int iGSFileVersion; - - /** Output I/O handler. used to load external lmp files */ - IOSystem* mIOHandler; - - /** Output scene to be filled */ - aiScene* pScene; - - /** Size of the input file in bytes */ - unsigned int iFileSize; - - /* Configuration for HL1 MDL */ - HalfLife::HL1ImportSettings mHL1ImportSettings; -}; - -} // end of namespace Assimp - -#endif // AI_3DSIMPORTER_H_INC |