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diff --git a/src/mesh/assimp-master/code/AssetLib/HMP/HMPLoader.cpp b/src/mesh/assimp-master/code/AssetLib/HMP/HMPLoader.cpp
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+++ b/src/mesh/assimp-master/code/AssetLib/HMP/HMPLoader.cpp
@@ -0,0 +1,508 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2022, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
+conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+---------------------------------------------------------------------------
+*/
+
+/** @file Implementation of the MDL importer class */
+
+#ifndef ASSIMP_BUILD_NO_HMP_IMPORTER
+
+// internal headers
+#include "AssetLib/HMP/HMPLoader.h"
+#include "AssetLib/MD2/MD2FileData.h"
+
+#include <assimp/StringUtils.h>
+#include <assimp/importerdesc.h>
+#include <assimp/scene.h>
+#include <assimp/DefaultLogger.hpp>
+#include <assimp/IOSystem.hpp>
+
+#include <memory>
+
+using namespace Assimp;
+
+static const aiImporterDesc desc = {
+ "3D GameStudio Heightmap (HMP) Importer",
+ "",
+ "",
+ "",
+ aiImporterFlags_SupportBinaryFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "hmp"
+};
+
+// ------------------------------------------------------------------------------------------------
+// Constructor to be privately used by Importer
+HMPImporter::HMPImporter() {
+ // nothing to do here
+}
+
+// ------------------------------------------------------------------------------------------------
+// Destructor, private as well
+HMPImporter::~HMPImporter() {
+ // nothing to do here
+}
+
+// ------------------------------------------------------------------------------------------------
+// Returns whether the class can handle the format of the given file.
+bool HMPImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const {
+ static const uint32_t tokens[] = {
+ AI_HMP_MAGIC_NUMBER_LE_4,
+ AI_HMP_MAGIC_NUMBER_LE_5,
+ AI_HMP_MAGIC_NUMBER_LE_7
+ };
+ return CheckMagicToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens));
+}
+
+// ------------------------------------------------------------------------------------------------
+// Get list of all file extensions that are handled by this loader
+const aiImporterDesc *HMPImporter::GetInfo() const {
+ return &desc;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Imports the given file into the given scene structure.
+void HMPImporter::InternReadFile(const std::string &pFile,
+ aiScene *_pScene, IOSystem *_pIOHandler) {
+ pScene = _pScene;
+ mIOHandler = _pIOHandler;
+ std::unique_ptr<IOStream> file(mIOHandler->Open(pFile));
+
+ // Check whether we can read from the file
+ if (file.get() == nullptr) {
+ throw DeadlyImportError("Failed to open HMP file ", pFile, ".");
+ }
+
+ // Check whether the HMP file is large enough to contain
+ // at least the file header
+ const size_t fileSize = file->FileSize();
+ if (fileSize < 50)
+ throw DeadlyImportError("HMP File is too small.");
+
+ // Allocate storage and copy the contents of the file to a memory buffer
+ mBuffer = new uint8_t[fileSize];
+ file->Read((void *)mBuffer, 1, fileSize);
+ iFileSize = (unsigned int)fileSize;
+
+ // Determine the file subtype and call the appropriate member function
+ const uint32_t iMagic = *((uint32_t *)this->mBuffer);
+
+ // HMP4 format
+ if (AI_HMP_MAGIC_NUMBER_LE_4 == iMagic ||
+ AI_HMP_MAGIC_NUMBER_BE_4 == iMagic) {
+ ASSIMP_LOG_DEBUG("HMP subtype: 3D GameStudio A4, magic word is HMP4");
+ InternReadFile_HMP4();
+ }
+ // HMP5 format
+ else if (AI_HMP_MAGIC_NUMBER_LE_5 == iMagic ||
+ AI_HMP_MAGIC_NUMBER_BE_5 == iMagic) {
+ ASSIMP_LOG_DEBUG("HMP subtype: 3D GameStudio A5, magic word is HMP5");
+ InternReadFile_HMP5();
+ }
+ // HMP7 format
+ else if (AI_HMP_MAGIC_NUMBER_LE_7 == iMagic ||
+ AI_HMP_MAGIC_NUMBER_BE_7 == iMagic) {
+ ASSIMP_LOG_DEBUG("HMP subtype: 3D GameStudio A7, magic word is HMP7");
+ InternReadFile_HMP7();
+ } else {
+ // Print the magic word to the logger
+ std::string szBuffer = ai_str_toprintable((const char *)&iMagic, sizeof(iMagic));
+
+ delete[] mBuffer;
+ mBuffer = nullptr;
+
+ // We're definitely unable to load this file
+ throw DeadlyImportError("Unknown HMP subformat ", pFile,
+ ". Magic word (", szBuffer, ") is not known");
+ }
+
+ // Set the AI_SCENE_FLAGS_TERRAIN bit
+ pScene->mFlags |= AI_SCENE_FLAGS_TERRAIN;
+
+ delete[] mBuffer;
+ mBuffer = nullptr;
+}
+
+// ------------------------------------------------------------------------------------------------
+void HMPImporter::ValidateHeader_HMP457() {
+ const HMP::Header_HMP5 *const pcHeader = (const HMP::Header_HMP5 *)mBuffer;
+
+ if (120 > iFileSize) {
+ throw DeadlyImportError("HMP file is too small (header size is "
+ "120 bytes, this file is smaller)");
+ }
+
+ if (!pcHeader->ftrisize_x || !pcHeader->ftrisize_y)
+ throw DeadlyImportError("Size of triangles in either x or y direction is zero");
+
+ if (pcHeader->fnumverts_x < 1.0f || (pcHeader->numverts / pcHeader->fnumverts_x) < 1.0f)
+ throw DeadlyImportError("Number of triangles in either x or y direction is zero");
+
+ if (!pcHeader->numframes)
+ throw DeadlyImportError("There are no frames. At least one should be there");
+}
+
+// ------------------------------------------------------------------------------------------------
+void HMPImporter::InternReadFile_HMP4() {
+ throw DeadlyImportError("HMP4 is currently not supported");
+}
+
+// ------------------------------------------------------------------------------------------------
+void HMPImporter::InternReadFile_HMP5() {
+ // read the file header and skip everything to byte 84
+ const HMP::Header_HMP5 *pcHeader = (const HMP::Header_HMP5 *)mBuffer;
+ const unsigned char *szCurrent = (const unsigned char *)(mBuffer + 84);
+ ValidateHeader_HMP457();
+
+ // generate an output mesh
+ pScene->mNumMeshes = 1;
+ pScene->mMeshes = new aiMesh *[1];
+ aiMesh *pcMesh = pScene->mMeshes[0] = new aiMesh();
+
+ pcMesh->mMaterialIndex = 0;
+ pcMesh->mVertices = new aiVector3D[pcHeader->numverts];
+ pcMesh->mNormals = new aiVector3D[pcHeader->numverts];
+
+ const unsigned int height = (unsigned int)(pcHeader->numverts / pcHeader->fnumverts_x);
+ const unsigned int width = (unsigned int)pcHeader->fnumverts_x;
+
+ // generate/load a material for the terrain
+ CreateMaterial(szCurrent, &szCurrent);
+
+ // goto offset 120, I don't know why ...
+ // (fixme) is this the frame header? I assume yes since it starts with 2.
+ szCurrent += 36;
+ SizeCheck(szCurrent + sizeof(const HMP::Vertex_HMP7) * height * width);
+
+ // now load all vertices from the file
+ aiVector3D *pcVertOut = pcMesh->mVertices;
+ aiVector3D *pcNorOut = pcMesh->mNormals;
+ const HMP::Vertex_HMP5 *src = (const HMP::Vertex_HMP5 *)szCurrent;
+ for (unsigned int y = 0; y < height; ++y) {
+ for (unsigned int x = 0; x < width; ++x) {
+ pcVertOut->x = x * pcHeader->ftrisize_x;
+ pcVertOut->y = y * pcHeader->ftrisize_y;
+ pcVertOut->z = (((float)src->z / 0xffff) - 0.5f) * pcHeader->ftrisize_x * 8.0f;
+ MD2::LookupNormalIndex(src->normals162index, *pcNorOut);
+ ++pcVertOut;
+ ++pcNorOut;
+ ++src;
+ }
+ }
+
+ // generate texture coordinates if necessary
+ if (pcHeader->numskins)
+ GenerateTextureCoords(width, height);
+
+ // now build a list of faces
+ CreateOutputFaceList(width, height);
+
+ // there is no nodegraph in HMP files. Simply assign the one mesh
+ // (no, not the one ring) to the root node
+ pScene->mRootNode = new aiNode();
+ pScene->mRootNode->mName.Set("terrain_root");
+ pScene->mRootNode->mNumMeshes = 1;
+ pScene->mRootNode->mMeshes = new unsigned int[1];
+ pScene->mRootNode->mMeshes[0] = 0;
+}
+
+// ------------------------------------------------------------------------------------------------
+void HMPImporter::InternReadFile_HMP7() {
+ // read the file header and skip everything to byte 84
+ const HMP::Header_HMP5 *const pcHeader = (const HMP::Header_HMP5 *)mBuffer;
+ const unsigned char *szCurrent = (const unsigned char *)(mBuffer + 84);
+ ValidateHeader_HMP457();
+
+ // generate an output mesh
+ pScene->mNumMeshes = 1;
+ pScene->mMeshes = new aiMesh *[1];
+ aiMesh *pcMesh = pScene->mMeshes[0] = new aiMesh();
+
+ pcMesh->mMaterialIndex = 0;
+ pcMesh->mVertices = new aiVector3D[pcHeader->numverts];
+ pcMesh->mNormals = new aiVector3D[pcHeader->numverts];
+
+ const unsigned int height = (unsigned int)(pcHeader->numverts / pcHeader->fnumverts_x);
+ const unsigned int width = (unsigned int)pcHeader->fnumverts_x;
+
+ // generate/load a material for the terrain
+ CreateMaterial(szCurrent, &szCurrent);
+
+ // goto offset 120, I don't know why ...
+ // (fixme) is this the frame header? I assume yes since it starts with 2.
+ szCurrent += 36;
+
+ SizeCheck(szCurrent + sizeof(const HMP::Vertex_HMP7) * height * width);
+
+ // now load all vertices from the file
+ aiVector3D *pcVertOut = pcMesh->mVertices;
+ ai_assert(pcVertOut != nullptr);
+ aiVector3D *pcNorOut = pcMesh->mNormals;
+ ai_assert(pcNorOut != nullptr);
+ const HMP::Vertex_HMP7 *src = (const HMP::Vertex_HMP7 *)szCurrent;
+ for (unsigned int y = 0; y < height; ++y) {
+ for (unsigned int x = 0; x < width; ++x) {
+ pcVertOut->x = x * pcHeader->ftrisize_x;
+ pcVertOut->y = y * pcHeader->ftrisize_y;
+
+ // FIXME: What exctly is the correct scaling factor to use?
+ // possibly pcHeader->scale_origin[2] in combination with a
+ // signed interpretation of src->z?
+ pcVertOut->z = (((float)src->z / 0xffff) - 0.5f) * pcHeader->ftrisize_x * 8.0f;
+
+ pcNorOut->x = ((float)src->normal_x / 0x80); // * pcHeader->scale_origin[0];
+ pcNorOut->y = ((float)src->normal_y / 0x80); // * pcHeader->scale_origin[1];
+ pcNorOut->z = 1.0f;
+ pcNorOut->Normalize();
+
+ ++pcVertOut;
+ ++pcNorOut;
+ ++src;
+ }
+ }
+
+ // generate texture coordinates if necessary
+ if (pcHeader->numskins) GenerateTextureCoords(width, height);
+
+ // now build a list of faces
+ CreateOutputFaceList(width, height);
+
+ // there is no nodegraph in HMP files. Simply assign the one mesh
+ // (no, not the One Ring) to the root node
+ pScene->mRootNode = new aiNode();
+ pScene->mRootNode->mName.Set("terrain_root");
+ pScene->mRootNode->mNumMeshes = 1;
+ pScene->mRootNode->mMeshes = new unsigned int[1];
+ pScene->mRootNode->mMeshes[0] = 0;
+}
+
+// ------------------------------------------------------------------------------------------------
+void HMPImporter::CreateMaterial(const unsigned char *szCurrent,
+ const unsigned char **szCurrentOut) {
+ aiMesh *const pcMesh = pScene->mMeshes[0];
+ const HMP::Header_HMP5 *const pcHeader = (const HMP::Header_HMP5 *)mBuffer;
+
+ // we don't need to generate texture coordinates if
+ // we have no textures in the file ...
+ if (pcHeader->numskins) {
+ pcMesh->mTextureCoords[0] = new aiVector3D[pcHeader->numverts];
+ pcMesh->mNumUVComponents[0] = 2;
+
+ // now read the first skin and skip all others
+ ReadFirstSkin(pcHeader->numskins, szCurrent, &szCurrent);
+ *szCurrentOut = szCurrent;
+ return;
+ }
+
+ // generate a default material
+ const int iMode = (int)aiShadingMode_Gouraud;
+ aiMaterial *pcHelper = new aiMaterial();
+ pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
+
+ aiColor3D clr;
+ clr.b = clr.g = clr.r = 0.6f;
+ pcHelper->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_DIFFUSE);
+ pcHelper->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_SPECULAR);
+
+ clr.b = clr.g = clr.r = 0.05f;
+ pcHelper->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_AMBIENT);
+
+ aiString szName;
+ szName.Set(AI_DEFAULT_MATERIAL_NAME);
+ pcHelper->AddProperty(&szName, AI_MATKEY_NAME);
+
+ // add the material to the scene
+ pScene->mNumMaterials = 1;
+ pScene->mMaterials = new aiMaterial *[1];
+ pScene->mMaterials[0] = pcHelper;
+ *szCurrentOut = szCurrent;
+}
+
+// ------------------------------------------------------------------------------------------------
+void HMPImporter::CreateOutputFaceList(unsigned int width, unsigned int height) {
+ aiMesh *const pcMesh = this->pScene->mMeshes[0];
+
+ // Allocate enough storage
+ pcMesh->mNumFaces = (width - 1) * (height - 1);
+ pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
+
+ pcMesh->mNumVertices = pcMesh->mNumFaces * 4;
+ aiVector3D *pcVertices = new aiVector3D[pcMesh->mNumVertices];
+ aiVector3D *pcNormals = new aiVector3D[pcMesh->mNumVertices];
+
+ aiFace *pcFaceOut(pcMesh->mFaces);
+ aiVector3D *pcVertOut = pcVertices;
+ aiVector3D *pcNorOut = pcNormals;
+
+ aiVector3D *pcUVs = pcMesh->mTextureCoords[0] ? new aiVector3D[pcMesh->mNumVertices] : nullptr;
+ aiVector3D *pcUVOut(pcUVs);
+
+ // Build the terrain square
+ const unsigned int upperBound = pcMesh->mNumVertices;
+ unsigned int iCurrent = 0;
+ for (unsigned int y = 0; y < height - 1; ++y) {
+ const size_t offset0 = y * width;
+ const size_t offset1 = (y + 1) * width;
+ for (unsigned int x = 0; x < width - 1; ++x, ++pcFaceOut) {
+ pcFaceOut->mNumIndices = 4;
+ pcFaceOut->mIndices = new unsigned int[4];
+ if ((offset0 + x + 1) >= upperBound){
+ continue;
+ }
+ if ((offset1 + x + 1) >= upperBound){
+ continue;
+ }
+
+ *pcVertOut++ = pcMesh->mVertices[offset0 + x];
+ *pcVertOut++ = pcMesh->mVertices[offset1 + x];
+ *pcVertOut++ = pcMesh->mVertices[offset1 + x + 1];
+ *pcVertOut++ = pcMesh->mVertices[offset0 + x + 1];
+
+ *pcNorOut++ = pcMesh->mNormals[offset0 + x];
+ *pcNorOut++ = pcMesh->mNormals[offset1 + x];
+ *pcNorOut++ = pcMesh->mNormals[offset1 + x + 1];
+ *pcNorOut++ = pcMesh->mNormals[offset0 + x + 1];
+
+ if (pcMesh->mTextureCoords[0]) {
+ *pcUVOut++ = pcMesh->mTextureCoords[0][offset0 + x];
+ *pcUVOut++ = pcMesh->mTextureCoords[0][offset1 + x];
+ *pcUVOut++ = pcMesh->mTextureCoords[0][offset1 + x + 1];
+ *pcUVOut++ = pcMesh->mTextureCoords[0][offset0 + x + 1];
+ }
+
+ for (unsigned int i = 0; i < 4; ++i)
+ pcFaceOut->mIndices[i] = iCurrent++;
+ }
+ }
+ delete[] pcMesh->mVertices;
+ pcMesh->mVertices = pcVertices;
+
+ delete[] pcMesh->mNormals;
+ pcMesh->mNormals = pcNormals;
+
+ if (pcMesh->mTextureCoords[0]) {
+ delete[] pcMesh->mTextureCoords[0];
+ pcMesh->mTextureCoords[0] = pcUVs;
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void HMPImporter::ReadFirstSkin(unsigned int iNumSkins, const unsigned char *szCursor,
+ const unsigned char **szCursorOut) {
+ ai_assert(0 != iNumSkins);
+ ai_assert(nullptr != szCursor);
+
+ // read the type of the skin ...
+ // sometimes we need to skip 12 bytes here, I don't know why ...
+ uint32_t iType = *((uint32_t *)szCursor);
+ szCursor += sizeof(uint32_t);
+ if (0 == iType) {
+ szCursor += sizeof(uint32_t) * 2;
+ iType = *((uint32_t *)szCursor);
+ szCursor += sizeof(uint32_t);
+ if (!iType)
+ throw DeadlyImportError("Unable to read HMP7 skin chunk");
+ }
+ // read width and height
+ uint32_t iWidth = *((uint32_t *)szCursor);
+ szCursor += sizeof(uint32_t);
+ uint32_t iHeight = *((uint32_t *)szCursor);
+ szCursor += sizeof(uint32_t);
+
+ // allocate an output material
+ aiMaterial *pcMat = new aiMaterial();
+
+ // read the skin, this works exactly as for MDL7
+ ParseSkinLump_3DGS_MDL7(szCursor, &szCursor,
+ pcMat, iType, iWidth, iHeight);
+
+ // now we need to skip any other skins ...
+ for (unsigned int i = 1; i < iNumSkins; ++i) {
+ SizeCheck(szCursor + 3 * sizeof(uint32_t));
+ iType = *((uint32_t *)szCursor);
+ szCursor += sizeof(uint32_t);
+ iWidth = *((uint32_t *)szCursor);
+ szCursor += sizeof(uint32_t);
+ iHeight = *((uint32_t *)szCursor);
+ szCursor += sizeof(uint32_t);
+
+ SkipSkinLump_3DGS_MDL7(szCursor, &szCursor, iType, iWidth, iHeight);
+ SizeCheck(szCursor);
+ }
+
+ // setup the material ...
+ pScene->mNumMaterials = 1;
+ pScene->mMaterials = new aiMaterial *[1];
+ pScene->mMaterials[0] = pcMat;
+
+ *szCursorOut = szCursor;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Generate proepr texture coords
+void HMPImporter::GenerateTextureCoords(const unsigned int width, const unsigned int height) {
+ ai_assert(nullptr != pScene->mMeshes);
+ ai_assert(nullptr != pScene->mMeshes[0]);
+ ai_assert(nullptr != pScene->mMeshes[0]->mTextureCoords[0]);
+
+ aiVector3D *uv = pScene->mMeshes[0]->mTextureCoords[0];
+ if (uv == nullptr) {
+ return;
+ }
+
+ if (height == 0.0f || width == 0.0) {
+ return;
+ }
+
+ const float fY = (1.0f / height) + (1.0f / height) / height;
+ const float fX = (1.0f / width) + (1.0f / width) / width;
+
+ for (unsigned int y = 0; y < height; ++y) {
+ for (unsigned int x = 0; x < width; ++x, ++uv) {
+ uv->y = fY * y;
+ uv->x = fX * x;
+ uv->z = 0.0f;
+ }
+ }
+}
+
+#endif // !! ASSIMP_BUILD_NO_HMP_IMPORTER