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diff --git a/src/mesh/assimp-master/code/AssetLib/MDL/MDLLoader.cpp b/src/mesh/assimp-master/code/AssetLib/MDL/MDLLoader.cpp
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-/*
----------------------------------------------------------------------------
-Open Asset Import Library (assimp)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2022, assimp team
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
-conditions are met:
-
-* Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
-
-* Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
-
-* Neither the name of the assimp team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the assimp team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------------
-*/
-
-/** @file MDLLoader.cpp
- * @brief Implementation of the main parts of the MDL importer class
- * *TODO* Cleanup and further testing of some parts necessary
- */
-
-// internal headers
-
-#ifndef ASSIMP_BUILD_NO_MDL_IMPORTER
-
-#include "AssetLib/MDL/MDLLoader.h"
-#include "AssetLib/MD2/MD2FileData.h"
-#include "AssetLib/MDL/HalfLife/HL1MDLLoader.h"
-#include "AssetLib/MDL/MDLDefaultColorMap.h"
-
-#include <assimp/StringUtils.h>
-#include <assimp/importerdesc.h>
-#include <assimp/qnan.h>
-#include <assimp/scene.h>
-#include <assimp/DefaultLogger.hpp>
-#include <assimp/IOSystem.hpp>
-#include <assimp/Importer.hpp>
-
-#include <memory>
-
-using namespace Assimp;
-
-static const aiImporterDesc desc = {
- "Quake Mesh / 3D GameStudio Mesh Importer",
- "",
- "",
- "",
- aiImporterFlags_SupportBinaryFlavour,
- 0,
- 0,
- 7,
- 0,
- "mdl"
-};
-
-// ------------------------------------------------------------------------------------------------
-// Ugly stuff ... nevermind
-#define _AI_MDL7_ACCESS(_data, _index, _limit, _type) \
- (*((const _type *)(((const char *)_data) + _index * _limit)))
-
-#define _AI_MDL7_ACCESS_PTR(_data, _index, _limit, _type) \
- ((BE_NCONST _type *)(((const char *)_data) + _index * _limit))
-
-#define _AI_MDL7_ACCESS_VERT(_data, _index, _limit) \
- _AI_MDL7_ACCESS(_data, _index, _limit, MDL::Vertex_MDL7)
-
-// ------------------------------------------------------------------------------------------------
-// Constructor to be privately used by Importer
-MDLImporter::MDLImporter() :
- configFrameID(), mBuffer(), iGSFileVersion(), mIOHandler(nullptr), pScene(), iFileSize() {
- // empty
-}
-
-// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
-MDLImporter::~MDLImporter() {
- // empty
-}
-
-// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file.
-bool MDLImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const {
- static const uint32_t tokens[] = {
- AI_MDL_MAGIC_NUMBER_LE_HL2a,
- AI_MDL_MAGIC_NUMBER_LE_HL2b,
- AI_MDL_MAGIC_NUMBER_LE_GS7,
- AI_MDL_MAGIC_NUMBER_LE_GS5b,
- AI_MDL_MAGIC_NUMBER_LE_GS5a,
- AI_MDL_MAGIC_NUMBER_LE_GS4,
- AI_MDL_MAGIC_NUMBER_LE_GS3,
- AI_MDL_MAGIC_NUMBER_LE
- };
- return CheckMagicToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens));
-}
-
-// ------------------------------------------------------------------------------------------------
-// Setup configuration properties
-void MDLImporter::SetupProperties(const Importer *pImp) {
- configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MDL_KEYFRAME, -1);
-
- // The
- // AI_CONFIG_IMPORT_MDL_KEYFRAME option overrides the
- // AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
- if (static_cast<unsigned int>(-1) == configFrameID) {
- configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME, 0);
- }
-
- // AI_CONFIG_IMPORT_MDL_COLORMAP - palette file
- configPalette = pImp->GetPropertyString(AI_CONFIG_IMPORT_MDL_COLORMAP, "colormap.lmp");
-
- // Read configuration specific to MDL (Half-Life 1).
- mHL1ImportSettings.read_animations = pImp->GetPropertyBool(AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS, true);
- if (mHL1ImportSettings.read_animations) {
- mHL1ImportSettings.read_animation_events = pImp->GetPropertyBool(AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATION_EVENTS, true);
- mHL1ImportSettings.read_blend_controllers = pImp->GetPropertyBool(AI_CONFIG_IMPORT_MDL_HL1_READ_BLEND_CONTROLLERS, true);
- mHL1ImportSettings.read_sequence_transitions = pImp->GetPropertyBool(AI_CONFIG_IMPORT_MDL_HL1_READ_SEQUENCE_TRANSITIONS, true);
- }
- mHL1ImportSettings.read_attachments = pImp->GetPropertyBool(AI_CONFIG_IMPORT_MDL_HL1_READ_ATTACHMENTS, true);
- mHL1ImportSettings.read_bone_controllers = pImp->GetPropertyBool(AI_CONFIG_IMPORT_MDL_HL1_READ_BONE_CONTROLLERS, true);
- mHL1ImportSettings.read_hitboxes = pImp->GetPropertyBool(AI_CONFIG_IMPORT_MDL_HL1_READ_HITBOXES, true);
- mHL1ImportSettings.read_misc_global_info = pImp->GetPropertyBool(AI_CONFIG_IMPORT_MDL_HL1_READ_MISC_GLOBAL_INFO, true);
-}
-
-// ------------------------------------------------------------------------------------------------
-// Get a list of all supported extensions
-const aiImporterDesc *MDLImporter::GetInfo() const {
- return &desc;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure.
-void MDLImporter::InternReadFile(const std::string &pFile,
- aiScene *_pScene, IOSystem *pIOHandler) {
- pScene = _pScene;
- mIOHandler = pIOHandler;
- std::unique_ptr<IOStream> file(pIOHandler->Open(pFile));
-
- // Check whether we can read from the file
- if (file.get() == nullptr) {
- throw DeadlyImportError("Failed to open MDL file ", pFile, ".");
- }
-
- // This should work for all other types of MDL files, too ...
- // the HL1 sequence group header is one of the smallest, afaik
- iFileSize = (unsigned int)file->FileSize();
- if (iFileSize < sizeof(MDL::HalfLife::SequenceHeader_HL1)) {
- throw DeadlyImportError("MDL File is too small.");
- }
-
- // delete the file buffer and cleanup.
- auto DeleteBufferAndCleanup = [&]() {
- if (mBuffer) {
- delete[] mBuffer;
- mBuffer = nullptr;
- }
- AI_DEBUG_INVALIDATE_PTR(mIOHandler);
- AI_DEBUG_INVALIDATE_PTR(pScene);
- };
-
- try {
- // Allocate storage and copy the contents of the file to a memory buffer
- mBuffer = new unsigned char[iFileSize + 1];
- file->Read((void *)mBuffer, 1, iFileSize);
-
- // Append a binary zero to the end of the buffer.
- // this is just for safety that string parsing routines
- // find the end of the buffer ...
- mBuffer[iFileSize] = '\0';
- const uint32_t iMagicWord = *((uint32_t *)mBuffer);
-
- // Determine the file subtype and call the appropriate member function
- bool is_half_life = false;
-
- // Original Quake1 format
- if (AI_MDL_MAGIC_NUMBER_BE == iMagicWord || AI_MDL_MAGIC_NUMBER_LE == iMagicWord) {
- ASSIMP_LOG_DEBUG("MDL subtype: Quake 1, magic word is IDPO");
- iGSFileVersion = 0;
- InternReadFile_Quake1();
- }
- // GameStudio A<old> MDL2 format - used by some test models that come with 3DGS
- else if (AI_MDL_MAGIC_NUMBER_BE_GS3 == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_GS3 == iMagicWord) {
- ASSIMP_LOG_DEBUG("MDL subtype: 3D GameStudio A2, magic word is MDL2");
- iGSFileVersion = 2;
- InternReadFile_Quake1();
- }
- // GameStudio A4 MDL3 format
- else if (AI_MDL_MAGIC_NUMBER_BE_GS4 == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_GS4 == iMagicWord) {
- ASSIMP_LOG_DEBUG("MDL subtype: 3D GameStudio A4, magic word is MDL3");
- iGSFileVersion = 3;
- InternReadFile_3DGS_MDL345();
- }
- // GameStudio A5+ MDL4 format
- else if (AI_MDL_MAGIC_NUMBER_BE_GS5a == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_GS5a == iMagicWord) {
- ASSIMP_LOG_DEBUG("MDL subtype: 3D GameStudio A4, magic word is MDL4");
- iGSFileVersion = 4;
- InternReadFile_3DGS_MDL345();
- }
- // GameStudio A5+ MDL5 format
- else if (AI_MDL_MAGIC_NUMBER_BE_GS5b == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_GS5b == iMagicWord) {
- ASSIMP_LOG_DEBUG("MDL subtype: 3D GameStudio A5, magic word is MDL5");
- iGSFileVersion = 5;
- InternReadFile_3DGS_MDL345();
- }
- // GameStudio A7 MDL7 format
- else if (AI_MDL_MAGIC_NUMBER_BE_GS7 == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_GS7 == iMagicWord) {
- ASSIMP_LOG_DEBUG("MDL subtype: 3D GameStudio A7, magic word is MDL7");
- iGSFileVersion = 7;
- InternReadFile_3DGS_MDL7();
- }
- // IDST/IDSQ Format (CS:S/HL^2, etc ...)
- else if (AI_MDL_MAGIC_NUMBER_BE_HL2a == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_HL2a == iMagicWord ||
- AI_MDL_MAGIC_NUMBER_BE_HL2b == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_HL2b == iMagicWord) {
- iGSFileVersion = 0;
- is_half_life = true;
-
- HalfLife::HalfLifeMDLBaseHeader *pHeader = (HalfLife::HalfLifeMDLBaseHeader *)mBuffer;
- if (pHeader->version == AI_MDL_HL1_VERSION) {
- ASSIMP_LOG_DEBUG("MDL subtype: Half-Life 1/Goldsrc Engine, magic word is IDST/IDSQ");
- InternReadFile_HL1(pFile, iMagicWord);
- } else {
- ASSIMP_LOG_DEBUG("MDL subtype: Source(tm) Engine, magic word is IDST/IDSQ");
- InternReadFile_HL2();
- }
- } else {
- // print the magic word to the log file
- throw DeadlyImportError("Unknown MDL subformat ", pFile,
- ". Magic word (", ai_str_toprintable((const char *)&iMagicWord, sizeof(iMagicWord)), ") is not known");
- }
-
- if (is_half_life){
- // Now rotate the whole scene 90 degrees around the z and x axes to convert to internal coordinate system
- pScene->mRootNode->mTransformation = aiMatrix4x4(
- 0.f, -1.f, 0.f, 0.f,
- 0.f, 0.f, 1.f, 0.f,
- -1.f, 0.f, 0.f, 0.f,
- 0.f, 0.f, 0.f, 1.f);
- }
- else {
- // Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system
- pScene->mRootNode->mTransformation = aiMatrix4x4(1.f, 0.f, 0.f, 0.f,
- 0.f, 0.f, 1.f, 0.f, 0.f, -1.f, 0.f, 0.f, 0.f, 0.f, 0.f, 1.f);
- }
-
- DeleteBufferAndCleanup();
- } catch (...) {
- DeleteBufferAndCleanup();
- throw;
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-// Check whether we're still inside the valid file range
-void MDLImporter::SizeCheck(const void *szPos) {
- if (!szPos || (const unsigned char *)szPos > this->mBuffer + this->iFileSize) {
- throw DeadlyImportError("Invalid MDL file. The file is too small "
- "or contains invalid data.");
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-// Just for debugging purposes
-void MDLImporter::SizeCheck(const void *szPos, const char *szFile, unsigned int iLine) {
- ai_assert(nullptr != szFile);
- if (!szPos || (const unsigned char *)szPos > mBuffer + iFileSize) {
- // remove a directory if there is one
- const char *szFilePtr = ::strrchr(szFile, '\\');
- if (!szFilePtr) {
- szFilePtr = ::strrchr(szFile, '/');
- if (nullptr == szFilePtr) {
- szFilePtr = szFile;
- }
- }
- if (szFilePtr) {
- ++szFilePtr;
- }
-
- char szBuffer[1024];
- ::sprintf(szBuffer, "Invalid MDL file. The file is too small "
- "or contains invalid data (File: %s Line: %u)",
- szFilePtr, iLine);
-
- throw DeadlyImportError(szBuffer);
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-// Validate a quake file header
-void MDLImporter::ValidateHeader_Quake1(const MDL::Header *pcHeader) {
- // some values may not be nullptr
- if (!pcHeader->num_frames)
- throw DeadlyImportError("[Quake 1 MDL] There are no frames in the file");
-
- if (!pcHeader->num_verts)
- throw DeadlyImportError("[Quake 1 MDL] There are no vertices in the file");
-
- if (!pcHeader->num_tris)
- throw DeadlyImportError("[Quake 1 MDL] There are no triangles in the file");
-
- // check whether the maxima are exceeded ...however, this applies for Quake 1 MDLs only
- if (!this->iGSFileVersion) {
- if (pcHeader->num_verts > AI_MDL_MAX_VERTS)
- ASSIMP_LOG_WARN("Quake 1 MDL model has more than AI_MDL_MAX_VERTS vertices");
-
- if (pcHeader->num_tris > AI_MDL_MAX_TRIANGLES)
- ASSIMP_LOG_WARN("Quake 1 MDL model has more than AI_MDL_MAX_TRIANGLES triangles");
-
- if (pcHeader->num_frames > AI_MDL_MAX_FRAMES)
- ASSIMP_LOG_WARN("Quake 1 MDL model has more than AI_MDL_MAX_FRAMES frames");
-
- // (this does not apply for 3DGS MDLs)
- if (!this->iGSFileVersion && pcHeader->version != AI_MDL_VERSION)
- ASSIMP_LOG_WARN("Quake 1 MDL model has an unknown version: AI_MDL_VERSION (=6) is "
- "the expected file format version");
- if (pcHeader->num_skins && (!pcHeader->skinwidth || !pcHeader->skinheight))
- ASSIMP_LOG_WARN("Skin width or height are 0");
- }
-}
-
-#ifdef AI_BUILD_BIG_ENDIAN
-// ------------------------------------------------------------------------------------------------
-void FlipQuakeHeader(BE_NCONST MDL::Header *pcHeader) {
- AI_SWAP4(pcHeader->ident);
- AI_SWAP4(pcHeader->version);
- AI_SWAP4(pcHeader->boundingradius);
- AI_SWAP4(pcHeader->flags);
- AI_SWAP4(pcHeader->num_frames);
- AI_SWAP4(pcHeader->num_skins);
- AI_SWAP4(pcHeader->num_tris);
- AI_SWAP4(pcHeader->num_verts);
- for (unsigned int i = 0; i < 3; ++i) {
- AI_SWAP4(pcHeader->scale[i]);
- AI_SWAP4(pcHeader->translate[i]);
- }
- AI_SWAP4(pcHeader->size);
- AI_SWAP4(pcHeader->skinheight);
- AI_SWAP4(pcHeader->skinwidth);
- AI_SWAP4(pcHeader->synctype);
-}
-#endif
-
-// ------------------------------------------------------------------------------------------------
-// Read a Quake 1 file
-void MDLImporter::InternReadFile_Quake1() {
- ai_assert(nullptr != pScene);
-
- BE_NCONST MDL::Header *pcHeader = (BE_NCONST MDL::Header *)this->mBuffer;
-
-#ifdef AI_BUILD_BIG_ENDIAN
- FlipQuakeHeader(pcHeader);
-#endif
-
- ValidateHeader_Quake1(pcHeader);
-
- // current cursor position in the file
- const unsigned char *szCurrent = (const unsigned char *)(pcHeader + 1);
-
- // need to read all textures
- for (unsigned int i = 0; i < (unsigned int)pcHeader->num_skins; ++i) {
- union {
- BE_NCONST MDL::Skin *pcSkin;
- BE_NCONST MDL::GroupSkin *pcGroupSkin;
- };
- if (szCurrent + sizeof(MDL::Skin) > this->mBuffer + this->iFileSize) {
- throw DeadlyImportError("[Quake 1 MDL] Unexpected EOF");
- }
- pcSkin = (BE_NCONST MDL::Skin *)szCurrent;
-
- AI_SWAP4(pcSkin->group);
-
- // Quake 1 group-skins
- if (1 == pcSkin->group) {
- AI_SWAP4(pcGroupSkin->nb);
-
- // need to skip multiple images
- const unsigned int iNumImages = (unsigned int)pcGroupSkin->nb;
- szCurrent += sizeof(uint32_t) * 2;
-
- if (0 != iNumImages) {
- if (!i) {
- // however, create only one output image (the first)
- this->CreateTextureARGB8_3DGS_MDL3(szCurrent + iNumImages * sizeof(float));
- }
- // go to the end of the skin section / the beginning of the next skin
- szCurrent += pcHeader->skinheight * pcHeader->skinwidth +
- sizeof(float) * iNumImages;
- }
- } else {
- szCurrent += sizeof(uint32_t);
- unsigned int iSkip = i ? UINT_MAX : 0;
- CreateTexture_3DGS_MDL4(szCurrent, pcSkin->group, &iSkip);
- szCurrent += iSkip;
- }
- }
- // get a pointer to the texture coordinates
- BE_NCONST MDL::TexCoord *pcTexCoords = (BE_NCONST MDL::TexCoord *)szCurrent;
- szCurrent += sizeof(MDL::TexCoord) * pcHeader->num_verts;
-
- // get a pointer to the triangles
- BE_NCONST MDL::Triangle *pcTriangles = (BE_NCONST MDL::Triangle *)szCurrent;
- szCurrent += sizeof(MDL::Triangle) * pcHeader->num_tris;
- VALIDATE_FILE_SIZE(szCurrent);
-
- // now get a pointer to the first frame in the file
- BE_NCONST MDL::Frame *pcFrames = (BE_NCONST MDL::Frame *)szCurrent;
- MDL::SimpleFrame *pcFirstFrame;
-
- if (0 == pcFrames->type) {
- // get address of single frame
- pcFirstFrame = (MDL::SimpleFrame *)&pcFrames->frame;
- } else {
- // get the first frame in the group
- BE_NCONST MDL::GroupFrame *pcFrames2 = (BE_NCONST MDL::GroupFrame *)szCurrent;
- pcFirstFrame = (MDL::SimpleFrame *)( szCurrent + sizeof(MDL::GroupFrame::type) + sizeof(MDL::GroupFrame::numframes)
- + sizeof(MDL::GroupFrame::min) + sizeof(MDL::GroupFrame::max) + sizeof(*MDL::GroupFrame::times) * pcFrames2->numframes );
- }
- BE_NCONST MDL::Vertex *pcVertices = (BE_NCONST MDL::Vertex *)((pcFirstFrame->name) + sizeof(pcFirstFrame->name));
- VALIDATE_FILE_SIZE((const unsigned char *)(pcVertices + pcHeader->num_verts));
-
-#ifdef AI_BUILD_BIG_ENDIAN
- for (int i = 0; i < pcHeader->num_verts; ++i) {
- AI_SWAP4(pcTexCoords[i].onseam);
- AI_SWAP4(pcTexCoords[i].s);
- AI_SWAP4(pcTexCoords[i].t);
- }
-
- for (int i = 0; i < pcHeader->num_tris; ++i) {
- AI_SWAP4(pcTriangles[i].facesfront);
- AI_SWAP4(pcTriangles[i].vertex[0]);
- AI_SWAP4(pcTriangles[i].vertex[1]);
- AI_SWAP4(pcTriangles[i].vertex[2]);
- }
-#endif
-
- // setup materials
- SetupMaterialProperties_3DGS_MDL5_Quake1();
-
- // allocate enough storage to hold all vertices and triangles
- aiMesh *pcMesh = new aiMesh();
-
- pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
- pcMesh->mNumVertices = pcHeader->num_tris * 3;
- pcMesh->mNumFaces = pcHeader->num_tris;
- pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
- pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
- pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
- pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
- pcMesh->mNumUVComponents[0] = 2;
-
- // there won't be more than one mesh inside the file
- pScene->mRootNode = new aiNode();
- pScene->mRootNode->mNumMeshes = 1;
- pScene->mRootNode->mMeshes = new unsigned int[1];
- pScene->mRootNode->mMeshes[0] = 0;
- pScene->mNumMeshes = 1;
- pScene->mMeshes = new aiMesh *[1];
- pScene->mMeshes[0] = pcMesh;
-
- // now iterate through all triangles
- unsigned int iCurrent = 0;
- for (unsigned int i = 0; i < (unsigned int)pcHeader->num_tris; ++i) {
- pcMesh->mFaces[i].mIndices = new unsigned int[3];
- pcMesh->mFaces[i].mNumIndices = 3;
-
- unsigned int iTemp = iCurrent;
- for (unsigned int c = 0; c < 3; ++c, ++iCurrent) {
- pcMesh->mFaces[i].mIndices[c] = iCurrent;
-
- // read vertices
- unsigned int iIndex = pcTriangles->vertex[c];
- if (iIndex >= (unsigned int)pcHeader->num_verts) {
- iIndex = pcHeader->num_verts - 1;
- ASSIMP_LOG_WARN("Index overflow in Q1-MDL vertex list.");
- }
-
- aiVector3D &vec = pcMesh->mVertices[iCurrent];
- vec.x = (float)pcVertices[iIndex].v[0] * pcHeader->scale[0];
- vec.x += pcHeader->translate[0];
-
- vec.y = (float)pcVertices[iIndex].v[1] * pcHeader->scale[1];
- vec.y += pcHeader->translate[1];
- //vec.y *= -1.0f;
-
- vec.z = (float)pcVertices[iIndex].v[2] * pcHeader->scale[2];
- vec.z += pcHeader->translate[2];
-
- // read the normal vector from the precalculated normal table
- MD2::LookupNormalIndex(pcVertices[iIndex].normalIndex, pcMesh->mNormals[iCurrent]);
- //pcMesh->mNormals[iCurrent].y *= -1.0f;
-
- // read texture coordinates
- float s = (float)pcTexCoords[iIndex].s;
- float t = (float)pcTexCoords[iIndex].t;
-
- // translate texture coordinates
- if (0 == pcTriangles->facesfront && 0 != pcTexCoords[iIndex].onseam) {
- s += pcHeader->skinwidth * 0.5f;
- }
-
- // Scale s and t to range from 0.0 to 1.0
- pcMesh->mTextureCoords[0][iCurrent].x = (s + 0.5f) / pcHeader->skinwidth;
- pcMesh->mTextureCoords[0][iCurrent].y = 1.0f - (t + 0.5f) / pcHeader->skinheight;
- }
- pcMesh->mFaces[i].mIndices[0] = iTemp + 2;
- pcMesh->mFaces[i].mIndices[1] = iTemp + 1;
- pcMesh->mFaces[i].mIndices[2] = iTemp + 0;
- pcTriangles++;
- }
- return;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Setup material properties for Quake and older GameStudio files
-void MDLImporter::SetupMaterialProperties_3DGS_MDL5_Quake1() {
- const MDL::Header *const pcHeader = (const MDL::Header *)this->mBuffer;
-
- // allocate ONE material
- pScene->mMaterials = new aiMaterial *[1];
- pScene->mMaterials[0] = new aiMaterial();
- pScene->mNumMaterials = 1;
-
- // setup the material's properties
- const int iMode = (int)aiShadingMode_Gouraud;
- aiMaterial *const pcHelper = (aiMaterial *)pScene->mMaterials[0];
- pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
-
- aiColor4D clr;
- if (0 != pcHeader->num_skins && pScene->mNumTextures) {
- // can we replace the texture with a single color?
- clr = this->ReplaceTextureWithColor(pScene->mTextures[0]);
- if (is_not_qnan(clr.r)) {
- delete pScene->mTextures[0];
- delete[] pScene->mTextures;
-
- pScene->mTextures = nullptr;
- pScene->mNumTextures = 0;
- } else {
- clr.b = clr.a = clr.g = clr.r = 1.0f;
- aiString szString;
- ::memcpy(szString.data, AI_MAKE_EMBEDDED_TEXNAME(0), 3);
- szString.length = 2;
- pcHelper->AddProperty(&szString, AI_MATKEY_TEXTURE_DIFFUSE(0));
- }
- }
-
- pcHelper->AddProperty<aiColor4D>(&clr, 1, AI_MATKEY_COLOR_DIFFUSE);
- pcHelper->AddProperty<aiColor4D>(&clr, 1, AI_MATKEY_COLOR_SPECULAR);
-
- clr.r *= 0.05f;
- clr.g *= 0.05f;
- clr.b *= 0.05f;
- clr.a = 1.0f;
- pcHelper->AddProperty<aiColor4D>(&clr, 1, AI_MATKEY_COLOR_AMBIENT);
-}
-
-// ------------------------------------------------------------------------------------------------
-// Read a MDL 3,4,5 file
-void MDLImporter::InternReadFile_3DGS_MDL345() {
- ai_assert(nullptr != pScene);
-
- // the header of MDL 3/4/5 is nearly identical to the original Quake1 header
- BE_NCONST MDL::Header *pcHeader = (BE_NCONST MDL::Header *)this->mBuffer;
-#ifdef AI_BUILD_BIG_ENDIAN
- FlipQuakeHeader(pcHeader);
-#endif
- ValidateHeader_Quake1(pcHeader);
-
- // current cursor position in the file
- const unsigned char *szCurrent = (const unsigned char *)(pcHeader + 1);
- const unsigned char *szEnd = mBuffer + iFileSize;
-
- // need to read all textures
- for (unsigned int i = 0; i < (unsigned int)pcHeader->num_skins; ++i) {
- if (szCurrent + sizeof(uint32_t) > szEnd) {
- throw DeadlyImportError("Texture data past end of file.");
- }
- BE_NCONST MDL::Skin *pcSkin;
- pcSkin = (BE_NCONST MDL::Skin *)szCurrent;
- AI_SWAP4(pcSkin->group);
- // create one output image
- unsigned int iSkip = i ? UINT_MAX : 0;
- if (5 <= iGSFileVersion) {
- // MDL5 format could contain MIPmaps
- CreateTexture_3DGS_MDL5((unsigned char *)pcSkin + sizeof(uint32_t),
- pcSkin->group, &iSkip);
- } else {
- CreateTexture_3DGS_MDL4((unsigned char *)pcSkin + sizeof(uint32_t),
- pcSkin->group, &iSkip);
- }
- // need to skip one image
- szCurrent += iSkip + sizeof(uint32_t);
- }
- // get a pointer to the texture coordinates
- BE_NCONST MDL::TexCoord_MDL3 *pcTexCoords = (BE_NCONST MDL::TexCoord_MDL3 *)szCurrent;
- szCurrent += sizeof(MDL::TexCoord_MDL3) * pcHeader->synctype;
-
- // NOTE: for MDLn formats "synctype" corresponds to the number of UV coords
-
- // get a pointer to the triangles
- BE_NCONST MDL::Triangle_MDL3 *pcTriangles = (BE_NCONST MDL::Triangle_MDL3 *)szCurrent;
- szCurrent += sizeof(MDL::Triangle_MDL3) * pcHeader->num_tris;
-
-#ifdef AI_BUILD_BIG_ENDIAN
-
- for (int i = 0; i < pcHeader->synctype; ++i) {
- AI_SWAP2(pcTexCoords[i].u);
- AI_SWAP2(pcTexCoords[i].v);
- }
-
- for (int i = 0; i < pcHeader->num_tris; ++i) {
- AI_SWAP2(pcTriangles[i].index_xyz[0]);
- AI_SWAP2(pcTriangles[i].index_xyz[1]);
- AI_SWAP2(pcTriangles[i].index_xyz[2]);
- AI_SWAP2(pcTriangles[i].index_uv[0]);
- AI_SWAP2(pcTriangles[i].index_uv[1]);
- AI_SWAP2(pcTriangles[i].index_uv[2]);
- }
-
-#endif
-
- VALIDATE_FILE_SIZE(szCurrent);
-
- // setup materials
- SetupMaterialProperties_3DGS_MDL5_Quake1();
-
- // allocate enough storage to hold all vertices and triangles
- aiMesh *pcMesh = new aiMesh();
- pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
-
- pcMesh->mNumVertices = pcHeader->num_tris * 3;
- pcMesh->mNumFaces = pcHeader->num_tris;
- pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
-
- // there won't be more than one mesh inside the file
- pScene->mRootNode = new aiNode();
- pScene->mRootNode->mNumMeshes = 1;
- pScene->mRootNode->mMeshes = new unsigned int[1];
- pScene->mRootNode->mMeshes[0] = 0;
- pScene->mNumMeshes = 1;
- pScene->mMeshes = new aiMesh *[1];
- pScene->mMeshes[0] = pcMesh;
-
- // allocate output storage
- pcMesh->mNumVertices = (unsigned int)pcHeader->num_tris * 3;
- pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
- pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
-
- if (pcHeader->synctype) {
- pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
- pcMesh->mNumUVComponents[0] = 2;
- }
-
- // now get a pointer to the first frame in the file
- BE_NCONST MDL::Frame *pcFrames = (BE_NCONST MDL::Frame *)szCurrent;
- AI_SWAP4(pcFrames->type);
-
- // byte packed vertices
- // FIXME: these two snippets below are almost identical ... join them?
- /////////////////////////////////////////////////////////////////////////////////////
- if (0 == pcFrames->type || 3 >= this->iGSFileVersion) {
-
- const MDL::SimpleFrame *pcFirstFrame = (const MDL::SimpleFrame *)(szCurrent + sizeof(uint32_t));
- const MDL::Vertex *pcVertices = (const MDL::Vertex *)((pcFirstFrame->name) + sizeof(pcFirstFrame->name));
-
- VALIDATE_FILE_SIZE(pcVertices + pcHeader->num_verts);
-
- // now iterate through all triangles
- unsigned int iCurrent = 0;
- for (unsigned int i = 0; i < (unsigned int)pcHeader->num_tris; ++i) {
- pcMesh->mFaces[i].mIndices = new unsigned int[3];
- pcMesh->mFaces[i].mNumIndices = 3;
-
- unsigned int iTemp = iCurrent;
- for (unsigned int c = 0; c < 3; ++c, ++iCurrent) {
- // read vertices
- unsigned int iIndex = pcTriangles->index_xyz[c];
- if (iIndex >= (unsigned int)pcHeader->num_verts) {
- iIndex = pcHeader->num_verts - 1;
- ASSIMP_LOG_WARN("Index overflow in MDLn vertex list");
- }
-
- aiVector3D &vec = pcMesh->mVertices[iCurrent];
- vec.x = (float)pcVertices[iIndex].v[0] * pcHeader->scale[0];
- vec.x += pcHeader->translate[0];
-
- vec.y = (float)pcVertices[iIndex].v[1] * pcHeader->scale[1];
- vec.y += pcHeader->translate[1];
- // vec.y *= -1.0f;
-
- vec.z = (float)pcVertices[iIndex].v[2] * pcHeader->scale[2];
- vec.z += pcHeader->translate[2];
-
- // read the normal vector from the precalculated normal table
- MD2::LookupNormalIndex(pcVertices[iIndex].normalIndex, pcMesh->mNormals[iCurrent]);
- // pcMesh->mNormals[iCurrent].y *= -1.0f;
-
- // read texture coordinates
- if (pcHeader->synctype) {
- ImportUVCoordinate_3DGS_MDL345(pcMesh->mTextureCoords[0][iCurrent],
- pcTexCoords, pcTriangles->index_uv[c]);
- }
- }
- pcMesh->mFaces[i].mIndices[0] = iTemp + 2;
- pcMesh->mFaces[i].mIndices[1] = iTemp + 1;
- pcMesh->mFaces[i].mIndices[2] = iTemp + 0;
- pcTriangles++;
- }
-
- }
- // short packed vertices
- /////////////////////////////////////////////////////////////////////////////////////
- else {
- // now get a pointer to the first frame in the file
- const MDL::SimpleFrame_MDLn_SP *pcFirstFrame = (const MDL::SimpleFrame_MDLn_SP *)(szCurrent + sizeof(uint32_t));
-
- // get a pointer to the vertices
- const MDL::Vertex_MDL4 *pcVertices = (const MDL::Vertex_MDL4 *)((pcFirstFrame->name) +
- sizeof(pcFirstFrame->name));
-
- VALIDATE_FILE_SIZE(pcVertices + pcHeader->num_verts);
-
- // now iterate through all triangles
- unsigned int iCurrent = 0;
- for (unsigned int i = 0; i < (unsigned int)pcHeader->num_tris; ++i) {
- pcMesh->mFaces[i].mIndices = new unsigned int[3];
- pcMesh->mFaces[i].mNumIndices = 3;
-
- unsigned int iTemp = iCurrent;
- for (unsigned int c = 0; c < 3; ++c, ++iCurrent) {
- // read vertices
- unsigned int iIndex = pcTriangles->index_xyz[c];
- if (iIndex >= (unsigned int)pcHeader->num_verts) {
- iIndex = pcHeader->num_verts - 1;
- ASSIMP_LOG_WARN("Index overflow in MDLn vertex list");
- }
-
- aiVector3D &vec = pcMesh->mVertices[iCurrent];
- vec.x = (float)pcVertices[iIndex].v[0] * pcHeader->scale[0];
- vec.x += pcHeader->translate[0];
-
- vec.y = (float)pcVertices[iIndex].v[1] * pcHeader->scale[1];
- vec.y += pcHeader->translate[1];
- // vec.y *= -1.0f;
-
- vec.z = (float)pcVertices[iIndex].v[2] * pcHeader->scale[2];
- vec.z += pcHeader->translate[2];
-
- // read the normal vector from the precalculated normal table
- MD2::LookupNormalIndex(pcVertices[iIndex].normalIndex, pcMesh->mNormals[iCurrent]);
- // pcMesh->mNormals[iCurrent].y *= -1.0f;
-
- // read texture coordinates
- if (pcHeader->synctype) {
- ImportUVCoordinate_3DGS_MDL345(pcMesh->mTextureCoords[0][iCurrent],
- pcTexCoords, pcTriangles->index_uv[c]);
- }
- }
- pcMesh->mFaces[i].mIndices[0] = iTemp + 2;
- pcMesh->mFaces[i].mIndices[1] = iTemp + 1;
- pcMesh->mFaces[i].mIndices[2] = iTemp + 0;
- pcTriangles++;
- }
- }
-
- // For MDL5 we will need to build valid texture coordinates
- // basing upon the file loaded (only support one file as skin)
- if (0x5 == iGSFileVersion)
- CalculateUVCoordinates_MDL5();
- return;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Get a single UV coordinate for Quake and older GameStudio files
-void MDLImporter::ImportUVCoordinate_3DGS_MDL345(
- aiVector3D &vOut,
- const MDL::TexCoord_MDL3 *pcSrc,
- unsigned int iIndex) {
- ai_assert(nullptr != pcSrc);
- const MDL::Header *const pcHeader = (const MDL::Header *)this->mBuffer;
-
- // validate UV indices
- if (iIndex >= (unsigned int)pcHeader->synctype) {
- iIndex = pcHeader->synctype - 1;
- ASSIMP_LOG_WARN("Index overflow in MDLn UV coord list");
- }
-
- float s = (float)pcSrc[iIndex].u;
- float t = (float)pcSrc[iIndex].v;
-
- // Scale s and t to range from 0.0 to 1.0
- if (0x5 != iGSFileVersion) {
- s = (s + 0.5f) / pcHeader->skinwidth;
- t = 1.0f - (t + 0.5f) / pcHeader->skinheight;
- }
-
- vOut.x = s;
- vOut.y = t;
- vOut.z = 0.0f;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Compute UV coordinates for a MDL5 file
-void MDLImporter::CalculateUVCoordinates_MDL5() {
- const MDL::Header *const pcHeader = (const MDL::Header *)this->mBuffer;
- if (pcHeader->num_skins && this->pScene->mNumTextures) {
- const aiTexture *pcTex = this->pScene->mTextures[0];
-
- // if the file is loaded in DDS format: get the size of the
- // texture from the header of the DDS file
- // skip three DWORDs and read first height, then the width
- unsigned int iWidth, iHeight;
- if (!pcTex->mHeight) {
- const uint32_t *piPtr = (uint32_t *)pcTex->pcData;
-
- piPtr += 3;
- iHeight = (unsigned int)*piPtr++;
- iWidth = (unsigned int)*piPtr;
- if (!iHeight || !iWidth) {
- ASSIMP_LOG_WARN("Either the width or the height of the "
- "embedded DDS texture is zero. Unable to compute final texture "
- "coordinates. The texture coordinates remain in their original "
- "0-x/0-y (x,y = texture size) range.");
- iWidth = 1;
- iHeight = 1;
- }
- } else {
- iWidth = pcTex->mWidth;
- iHeight = pcTex->mHeight;
- }
-
- if (1 != iWidth || 1 != iHeight) {
- const float fWidth = (float)iWidth;
- const float fHeight = (float)iHeight;
- aiMesh *pcMesh = this->pScene->mMeshes[0];
- for (unsigned int i = 0; i < pcMesh->mNumVertices; ++i) {
- pcMesh->mTextureCoords[0][i].x /= fWidth;
- pcMesh->mTextureCoords[0][i].y /= fHeight;
- pcMesh->mTextureCoords[0][i].y = 1.0f - pcMesh->mTextureCoords[0][i].y; // DX to OGL
- }
- }
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-// Validate the header of a MDL7 file
-void MDLImporter::ValidateHeader_3DGS_MDL7(const MDL::Header_MDL7 *pcHeader) {
- ai_assert(nullptr != pcHeader);
-
- // There are some fixed sizes ...
- if (sizeof(MDL::ColorValue_MDL7) != pcHeader->colorvalue_stc_size) {
- throw DeadlyImportError(
- "[3DGS MDL7] sizeof(MDL::ColorValue_MDL7) != pcHeader->colorvalue_stc_size");
- }
- if (sizeof(MDL::TexCoord_MDL7) != pcHeader->skinpoint_stc_size) {
- throw DeadlyImportError(
- "[3DGS MDL7] sizeof(MDL::TexCoord_MDL7) != pcHeader->skinpoint_stc_size");
- }
- if (sizeof(MDL::Skin_MDL7) != pcHeader->skin_stc_size) {
- throw DeadlyImportError(
- "sizeof(MDL::Skin_MDL7) != pcHeader->skin_stc_size");
- }
-
- // if there are no groups ... how should we load such a file?
- if (!pcHeader->groups_num) {
- throw DeadlyImportError("[3DGS MDL7] No frames found");
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-// resolve bone animation matrices
-void MDLImporter::CalcAbsBoneMatrices_3DGS_MDL7(MDL::IntBone_MDL7 **apcOutBones) {
- const MDL::Header_MDL7 *pcHeader = (const MDL::Header_MDL7 *)this->mBuffer;
- const MDL::Bone_MDL7 *pcBones = (const MDL::Bone_MDL7 *)(pcHeader + 1);
- ai_assert(nullptr != apcOutBones);
-
- // first find the bone that has NO parent, calculate the
- // animation matrix for it, then go on and search for the next parent
- // index (0) and so on until we can't find a new node.
- uint16_t iParent = 0xffff;
- uint32_t iIterations = 0;
- while (iIterations++ < pcHeader->bones_num) {
- for (uint32_t iBone = 0; iBone < pcHeader->bones_num; ++iBone) {
- BE_NCONST MDL::Bone_MDL7 *pcBone = _AI_MDL7_ACCESS_PTR(pcBones, iBone,
- pcHeader->bone_stc_size, MDL::Bone_MDL7);
-
- AI_SWAP2(pcBone->parent_index);
- AI_SWAP4(pcBone->x);
- AI_SWAP4(pcBone->y);
- AI_SWAP4(pcBone->z);
-
- if (iParent == pcBone->parent_index) {
- // MDL7 readme
- ////////////////////////////////////////////////////////////////
- /*
- The animation matrix is then calculated the following way:
-
- vector3 bPos = <absolute bone position>
- matrix44 laM; // local animation matrix
- sphrvector key_rotate = <bone rotation>
-
- matrix44 m1,m2;
- create_trans_matrix(m1, -bPos.x, -bPos.y, -bPos.z);
- create_trans_matrix(m2, -bPos.x, -bPos.y, -bPos.z);
-
- create_rotation_matrix(laM,key_rotate);
-
- laM = sm1 * laM;
- laM = laM * sm2;
- */
- /////////////////////////////////////////////////////////////////
-
- MDL::IntBone_MDL7 *const pcOutBone = apcOutBones[iBone];
-
- // store the parent index of the bone
- pcOutBone->iParent = pcBone->parent_index;
- if (0xffff != iParent) {
- const MDL::IntBone_MDL7 *pcParentBone = apcOutBones[iParent];
- pcOutBone->mOffsetMatrix.a4 = -pcParentBone->vPosition.x;
- pcOutBone->mOffsetMatrix.b4 = -pcParentBone->vPosition.y;
- pcOutBone->mOffsetMatrix.c4 = -pcParentBone->vPosition.z;
- }
- pcOutBone->vPosition.x = pcBone->x;
- pcOutBone->vPosition.y = pcBone->y;
- pcOutBone->vPosition.z = pcBone->z;
- pcOutBone->mOffsetMatrix.a4 -= pcBone->x;
- pcOutBone->mOffsetMatrix.b4 -= pcBone->y;
- pcOutBone->mOffsetMatrix.c4 -= pcBone->z;
-
- if (AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_NOT_THERE == pcHeader->bone_stc_size) {
- // no real name for our poor bone is specified :-(
- pcOutBone->mName.length = ai_snprintf(pcOutBone->mName.data, MAXLEN,
- "UnnamedBone_%i", iBone);
- } else {
- // Make sure we won't run over the buffer's end if there is no
- // terminal 0 character (however the documentation says there
- // should be one)
- uint32_t iMaxLen = pcHeader->bone_stc_size - 16;
- for (uint32_t qq = 0; qq < iMaxLen; ++qq) {
- if (!pcBone->name[qq]) {
- iMaxLen = qq;
- break;
- }
- }
-
- // store the name of the bone
- pcOutBone->mName.length = (size_t)iMaxLen;
- ::memcpy(pcOutBone->mName.data, pcBone->name, pcOutBone->mName.length);
- pcOutBone->mName.data[pcOutBone->mName.length] = '\0';
- }
- }
- }
- ++iParent;
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-// read bones from a MDL7 file
-MDL::IntBone_MDL7 **MDLImporter::LoadBones_3DGS_MDL7() {
- const MDL::Header_MDL7 *pcHeader = (const MDL::Header_MDL7 *)this->mBuffer;
- if (pcHeader->bones_num) {
- // validate the size of the bone data structure in the file
- if (AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_20_CHARS != pcHeader->bone_stc_size &&
- AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_32_CHARS != pcHeader->bone_stc_size &&
- AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_NOT_THERE != pcHeader->bone_stc_size) {
- ASSIMP_LOG_WARN("Unknown size of bone data structure");
- return nullptr;
- }
-
- MDL::IntBone_MDL7 **apcBonesOut = new MDL::IntBone_MDL7 *[pcHeader->bones_num];
- for (uint32_t crank = 0; crank < pcHeader->bones_num; ++crank)
- apcBonesOut[crank] = new MDL::IntBone_MDL7();
-
- // and calculate absolute bone offset matrices ...
- CalcAbsBoneMatrices_3DGS_MDL7(apcBonesOut);
- return apcBonesOut;
- }
- return nullptr;
-}
-
-// ------------------------------------------------------------------------------------------------
-// read faces from a MDL7 file
-void MDLImporter::ReadFaces_3DGS_MDL7(const MDL::IntGroupInfo_MDL7 &groupInfo,
- MDL::IntGroupData_MDL7 &groupData) {
- const MDL::Header_MDL7 *pcHeader = (const MDL::Header_MDL7 *)this->mBuffer;
- MDL::Triangle_MDL7 *pcGroupTris = groupInfo.pcGroupTris;
-
- // iterate through all triangles and build valid display lists
- unsigned int iOutIndex = 0;
- for (unsigned int iTriangle = 0; iTriangle < (unsigned int)groupInfo.pcGroup->numtris; ++iTriangle) {
- AI_SWAP2(pcGroupTris->v_index[0]);
- AI_SWAP2(pcGroupTris->v_index[1]);
- AI_SWAP2(pcGroupTris->v_index[2]);
-
- // iterate through all indices of the current triangle
- for (unsigned int c = 0; c < 3; ++c, ++iOutIndex) {
-
- // validate the vertex index
- unsigned int iIndex = pcGroupTris->v_index[c];
- if (iIndex > (unsigned int)groupInfo.pcGroup->numverts) {
- // (we might need to read this section a second time - to process frame vertices correctly)
- pcGroupTris->v_index[c] = (uint16_t)(iIndex = groupInfo.pcGroup->numverts - 1);
- ASSIMP_LOG_WARN("Index overflow in MDL7 vertex list");
- }
-
- // write the output face index
- groupData.pcFaces[iTriangle].mIndices[2 - c] = iOutIndex;
-
- aiVector3D &vPosition = groupData.vPositions[iOutIndex];
- vPosition.x = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts, iIndex, pcHeader->mainvertex_stc_size).x;
- vPosition.y = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts, iIndex, pcHeader->mainvertex_stc_size).y;
- vPosition.z = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts, iIndex, pcHeader->mainvertex_stc_size).z;
-
- // if we have bones, save the index
- if (!groupData.aiBones.empty()) {
- groupData.aiBones[iOutIndex] = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts,
- iIndex, pcHeader->mainvertex_stc_size)
- .vertindex;
- }
-
- // now read the normal vector
- if (AI_MDL7_FRAMEVERTEX030305_STCSIZE <= pcHeader->mainvertex_stc_size) {
- // read the full normal vector
- aiVector3D &vNormal = groupData.vNormals[iOutIndex];
- vNormal.x = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts, iIndex, pcHeader->mainvertex_stc_size).norm[0];
- AI_SWAP4(vNormal.x);
- vNormal.y = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts, iIndex, pcHeader->mainvertex_stc_size).norm[1];
- AI_SWAP4(vNormal.y);
- vNormal.z = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts, iIndex, pcHeader->mainvertex_stc_size).norm[2];
- AI_SWAP4(vNormal.z);
- } else if (AI_MDL7_FRAMEVERTEX120503_STCSIZE <= pcHeader->mainvertex_stc_size) {
- // read the normal vector from Quake2's smart table
- aiVector3D &vNormal = groupData.vNormals[iOutIndex];
- MD2::LookupNormalIndex(_AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts, iIndex,
- pcHeader->mainvertex_stc_size)
- .norm162index,
- vNormal);
- }
- // validate and process the first uv coordinate set
- if (pcHeader->triangle_stc_size >= AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV) {
-
- if (groupInfo.pcGroup->num_stpts) {
- AI_SWAP2(pcGroupTris->skinsets[0].st_index[0]);
- AI_SWAP2(pcGroupTris->skinsets[0].st_index[1]);
- AI_SWAP2(pcGroupTris->skinsets[0].st_index[2]);
-
- iIndex = pcGroupTris->skinsets[0].st_index[c];
- if (iIndex > (unsigned int)groupInfo.pcGroup->num_stpts) {
- iIndex = groupInfo.pcGroup->num_stpts - 1;
- ASSIMP_LOG_WARN("Index overflow in MDL7 UV coordinate list (#1)");
- }
-
- float u = groupInfo.pcGroupUVs[iIndex].u;
- float v = 1.0f - groupInfo.pcGroupUVs[iIndex].v; // DX to OGL
-
- groupData.vTextureCoords1[iOutIndex].x = u;
- groupData.vTextureCoords1[iOutIndex].y = v;
- }
- // assign the material index, but only if it is existing
- if (pcHeader->triangle_stc_size >= AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV_WITH_MATINDEX) {
- AI_SWAP4(pcGroupTris->skinsets[0].material);
- groupData.pcFaces[iTriangle].iMatIndex[0] = pcGroupTris->skinsets[0].material;
- }
- }
- // validate and process the second uv coordinate set
- if (pcHeader->triangle_stc_size >= AI_MDL7_TRIANGLE_STD_SIZE_TWO_UV) {
-
- if (groupInfo.pcGroup->num_stpts) {
- AI_SWAP2(pcGroupTris->skinsets[1].st_index[0]);
- AI_SWAP2(pcGroupTris->skinsets[1].st_index[1]);
- AI_SWAP2(pcGroupTris->skinsets[1].st_index[2]);
- AI_SWAP4(pcGroupTris->skinsets[1].material);
-
- iIndex = pcGroupTris->skinsets[1].st_index[c];
- if (iIndex > (unsigned int)groupInfo.pcGroup->num_stpts) {
- iIndex = groupInfo.pcGroup->num_stpts - 1;
- ASSIMP_LOG_WARN("Index overflow in MDL7 UV coordinate list (#2)");
- }
-
- float u = groupInfo.pcGroupUVs[iIndex].u;
- float v = 1.0f - groupInfo.pcGroupUVs[iIndex].v;
-
- groupData.vTextureCoords2[iOutIndex].x = u;
- groupData.vTextureCoords2[iOutIndex].y = v; // DX to OGL
-
- // check whether we do really need the second texture
- // coordinate set ... wastes memory and loading time
- if (0 != iIndex && (u != groupData.vTextureCoords1[iOutIndex].x ||
- v != groupData.vTextureCoords1[iOutIndex].y))
- groupData.bNeed2UV = true;
-
- // if the material differs, we need a second skin, too
- if (pcGroupTris->skinsets[1].material != pcGroupTris->skinsets[0].material)
- groupData.bNeed2UV = true;
- }
- // assign the material index
- groupData.pcFaces[iTriangle].iMatIndex[1] = pcGroupTris->skinsets[1].material;
- }
- }
- // get the next triangle in the list
- pcGroupTris = (MDL::Triangle_MDL7 *)((const char *)pcGroupTris + pcHeader->triangle_stc_size);
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-// handle frames in a MDL7 file
-bool MDLImporter::ProcessFrames_3DGS_MDL7(const MDL::IntGroupInfo_MDL7 &groupInfo,
- MDL::IntGroupData_MDL7 &groupData,
- MDL::IntSharedData_MDL7 &shared,
- const unsigned char *szCurrent,
- const unsigned char **szCurrentOut) {
- ai_assert(nullptr != szCurrent);
- ai_assert(nullptr != szCurrentOut);
-
- const MDL::Header_MDL7 *pcHeader = (const MDL::Header_MDL7 *)mBuffer;
-
- // if we have no bones we can simply skip all frames,
- // otherwise we'll need to process them.
- // FIX: If we need another frame than the first we must apply frame vertex replacements ...
- for (unsigned int iFrame = 0; iFrame < (unsigned int)groupInfo.pcGroup->numframes; ++iFrame) {
- MDL::IntFrameInfo_MDL7 frame((BE_NCONST MDL::Frame_MDL7 *)szCurrent, iFrame);
-
- AI_SWAP4(frame.pcFrame->vertices_count);
- AI_SWAP4(frame.pcFrame->transmatrix_count);
-
- const unsigned int iAdd = pcHeader->frame_stc_size +
- frame.pcFrame->vertices_count * pcHeader->framevertex_stc_size +
- frame.pcFrame->transmatrix_count * pcHeader->bonetrans_stc_size;
-
- if (((const char *)szCurrent - (const char *)pcHeader) + iAdd > (unsigned int)pcHeader->data_size) {
- ASSIMP_LOG_WARN("Index overflow in frame area. "
- "Ignoring all frames and all further mesh groups, too.");
-
- // don't parse more groups if we can't even read one
- // FIXME: sometimes this seems to occur even for valid files ...
- *szCurrentOut = szCurrent;
- return false;
- }
- // our output frame?
- if (configFrameID == iFrame) {
- BE_NCONST MDL::Vertex_MDL7 *pcFrameVertices = (BE_NCONST MDL::Vertex_MDL7 *)(szCurrent + pcHeader->frame_stc_size);
-
- for (unsigned int qq = 0; qq < frame.pcFrame->vertices_count; ++qq) {
- // I assume this are simple replacements for normal vertices, the bone index serving
- // as the index of the vertex to be replaced.
- uint16_t iIndex = _AI_MDL7_ACCESS(pcFrameVertices, qq, pcHeader->framevertex_stc_size, MDL::Vertex_MDL7).vertindex;
- AI_SWAP2(iIndex);
- if (iIndex >= groupInfo.pcGroup->numverts) {
- ASSIMP_LOG_WARN("Invalid vertex index in frame vertex section");
- continue;
- }
-
- aiVector3D vPosition, vNormal;
-
- vPosition.x = _AI_MDL7_ACCESS_VERT(pcFrameVertices, qq, pcHeader->framevertex_stc_size).x;
- AI_SWAP4(vPosition.x);
- vPosition.y = _AI_MDL7_ACCESS_VERT(pcFrameVertices, qq, pcHeader->framevertex_stc_size).y;
- AI_SWAP4(vPosition.y);
- vPosition.z = _AI_MDL7_ACCESS_VERT(pcFrameVertices, qq, pcHeader->framevertex_stc_size).z;
- AI_SWAP4(vPosition.z);
-
- // now read the normal vector
- if (AI_MDL7_FRAMEVERTEX030305_STCSIZE <= pcHeader->mainvertex_stc_size) {
- // read the full normal vector
- vNormal.x = _AI_MDL7_ACCESS_VERT(pcFrameVertices, qq, pcHeader->framevertex_stc_size).norm[0];
- AI_SWAP4(vNormal.x);
- vNormal.y = _AI_MDL7_ACCESS_VERT(pcFrameVertices, qq, pcHeader->framevertex_stc_size).norm[1];
- AI_SWAP4(vNormal.y);
- vNormal.z = _AI_MDL7_ACCESS_VERT(pcFrameVertices, qq, pcHeader->framevertex_stc_size).norm[2];
- AI_SWAP4(vNormal.z);
- } else if (AI_MDL7_FRAMEVERTEX120503_STCSIZE <= pcHeader->mainvertex_stc_size) {
- // read the normal vector from Quake2's smart table
- MD2::LookupNormalIndex(_AI_MDL7_ACCESS_VERT(pcFrameVertices, qq,
- pcHeader->framevertex_stc_size)
- .norm162index,
- vNormal);
- }
-
- // FIXME: O(n^2) at the moment ...
- BE_NCONST MDL::Triangle_MDL7 *pcGroupTris = groupInfo.pcGroupTris;
- unsigned int iOutIndex = 0;
- for (unsigned int iTriangle = 0; iTriangle < (unsigned int)groupInfo.pcGroup->numtris; ++iTriangle) {
- // iterate through all indices of the current triangle
- for (unsigned int c = 0; c < 3; ++c, ++iOutIndex) {
- // replace the vertex with the new data
- const unsigned int iCurIndex = pcGroupTris->v_index[c];
- if (iCurIndex == iIndex) {
- groupData.vPositions[iOutIndex] = vPosition;
- groupData.vNormals[iOutIndex] = vNormal;
- }
- }
- // get the next triangle in the list
- pcGroupTris = (BE_NCONST MDL::Triangle_MDL7 *)((const char *)
- pcGroupTris +
- pcHeader->triangle_stc_size);
- }
- }
- }
- // parse bone trafo matrix keys (only if there are bones ...)
- if (shared.apcOutBones) {
- ParseBoneTrafoKeys_3DGS_MDL7(groupInfo, frame, shared);
- }
- szCurrent += iAdd;
- }
- *szCurrentOut = szCurrent;
- return true;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Sort faces by material, handle multiple UVs correctly
-void MDLImporter::SortByMaterials_3DGS_MDL7(
- const MDL::IntGroupInfo_MDL7 &groupInfo,
- MDL::IntGroupData_MDL7 &groupData,
- MDL::IntSplitGroupData_MDL7 &splitGroupData) {
- const unsigned int iNumMaterials = (unsigned int)splitGroupData.shared.pcMats.size();
- if (!groupData.bNeed2UV) {
- // if we don't need a second set of texture coordinates there is no reason to keep it in memory ...
- groupData.vTextureCoords2.clear();
-
- // allocate the array
- splitGroupData.aiSplit = new std::vector<unsigned int> *[iNumMaterials];
-
- for (unsigned int m = 0; m < iNumMaterials; ++m)
- splitGroupData.aiSplit[m] = new std::vector<unsigned int>();
-
- // iterate through all faces and sort by material
- for (unsigned int iFace = 0; iFace < (unsigned int)groupInfo.pcGroup->numtris; ++iFace) {
- // check range
- if (groupData.pcFaces[iFace].iMatIndex[0] >= iNumMaterials) {
- // use the last material instead
- splitGroupData.aiSplit[iNumMaterials - 1]->push_back(iFace);
-
- // sometimes MED writes -1, but normally only if there is only
- // one skin assigned. No warning in this case
- if (0xFFFFFFFF != groupData.pcFaces[iFace].iMatIndex[0])
- ASSIMP_LOG_WARN("Index overflow in MDL7 material list [#0]");
- } else
- splitGroupData.aiSplit[groupData.pcFaces[iFace].iMatIndex[0]]->push_back(iFace);
- }
- } else {
- // we need to build combined materials for each combination of
- std::vector<MDL::IntMaterial_MDL7> avMats;
- avMats.reserve(iNumMaterials * 2);
-
- // fixme: why on the heap?
- std::vector<std::vector<unsigned int> *> aiTempSplit(iNumMaterials * 2);
- for (unsigned int m = 0; m < iNumMaterials; ++m)
- aiTempSplit[m] = new std::vector<unsigned int>();
-
- // iterate through all faces and sort by material
- for (unsigned int iFace = 0; iFace < (unsigned int)groupInfo.pcGroup->numtris; ++iFace) {
- // check range
- unsigned int iMatIndex = groupData.pcFaces[iFace].iMatIndex[0];
- if (iMatIndex >= iNumMaterials) {
- // sometimes MED writes -1, but normally only if there is only
- // one skin assigned. No warning in this case
- if (UINT_MAX != iMatIndex)
- ASSIMP_LOG_WARN("Index overflow in MDL7 material list [#1]");
- iMatIndex = iNumMaterials - 1;
- }
- unsigned int iMatIndex2 = groupData.pcFaces[iFace].iMatIndex[1];
-
- unsigned int iNum = iMatIndex;
- if (UINT_MAX != iMatIndex2 && iMatIndex != iMatIndex2) {
- if (iMatIndex2 >= iNumMaterials) {
- // sometimes MED writes -1, but normally only if there is only
- // one skin assigned. No warning in this case
- ASSIMP_LOG_WARN("Index overflow in MDL7 material list [#2]");
- iMatIndex2 = iNumMaterials - 1;
- }
-
- // do a slow search in the list ...
- iNum = 0;
- bool bFound = false;
- for (std::vector<MDL::IntMaterial_MDL7>::iterator i = avMats.begin(); i != avMats.end(); ++i, ++iNum) {
- if ((*i).iOldMatIndices[0] == iMatIndex && (*i).iOldMatIndices[1] == iMatIndex2) {
- // reuse this material
- bFound = true;
- break;
- }
- }
- if (!bFound) {
- // build a new material ...
- MDL::IntMaterial_MDL7 sHelper;
- sHelper.pcMat = new aiMaterial();
- sHelper.iOldMatIndices[0] = iMatIndex;
- sHelper.iOldMatIndices[1] = iMatIndex2;
- JoinSkins_3DGS_MDL7(splitGroupData.shared.pcMats[iMatIndex],
- splitGroupData.shared.pcMats[iMatIndex2], sHelper.pcMat);
-
- // and add it to the list
- avMats.push_back(sHelper);
- iNum = (unsigned int)avMats.size() - 1;
- }
- // adjust the size of the file array
- if (iNum == aiTempSplit.size()) {
- aiTempSplit.push_back(new std::vector<unsigned int>());
- }
- }
- aiTempSplit[iNum]->push_back(iFace);
- }
-
- // now add the newly created materials to the old list
- if (0 == groupInfo.iIndex) {
- splitGroupData.shared.pcMats.resize(avMats.size());
- for (unsigned int o = 0; o < avMats.size(); ++o)
- splitGroupData.shared.pcMats[o] = avMats[o].pcMat;
- } else {
- // This might result in redundant materials ...
- splitGroupData.shared.pcMats.resize(iNumMaterials + avMats.size());
- for (unsigned int o = iNumMaterials; o < avMats.size(); ++o)
- splitGroupData.shared.pcMats[o] = avMats[o].pcMat;
- }
-
- // and build the final face-to-material array
- splitGroupData.aiSplit = new std::vector<unsigned int> *[aiTempSplit.size()];
- for (unsigned int m = 0; m < iNumMaterials; ++m)
- splitGroupData.aiSplit[m] = aiTempSplit[m];
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-// Read a MDL7 file
-void MDLImporter::InternReadFile_3DGS_MDL7() {
- ai_assert(nullptr != pScene);
-
- MDL::IntSharedData_MDL7 sharedData;
-
- // current cursor position in the file
- BE_NCONST MDL::Header_MDL7 *pcHeader = (BE_NCONST MDL::Header_MDL7 *)this->mBuffer;
- const unsigned char *szCurrent = (const unsigned char *)(pcHeader + 1);
-
- AI_SWAP4(pcHeader->version);
- AI_SWAP4(pcHeader->bones_num);
- AI_SWAP4(pcHeader->groups_num);
- AI_SWAP4(pcHeader->data_size);
- AI_SWAP4(pcHeader->entlump_size);
- AI_SWAP4(pcHeader->medlump_size);
- AI_SWAP2(pcHeader->bone_stc_size);
- AI_SWAP2(pcHeader->skin_stc_size);
- AI_SWAP2(pcHeader->colorvalue_stc_size);
- AI_SWAP2(pcHeader->material_stc_size);
- AI_SWAP2(pcHeader->skinpoint_stc_size);
- AI_SWAP2(pcHeader->triangle_stc_size);
- AI_SWAP2(pcHeader->mainvertex_stc_size);
- AI_SWAP2(pcHeader->framevertex_stc_size);
- AI_SWAP2(pcHeader->bonetrans_stc_size);
- AI_SWAP2(pcHeader->frame_stc_size);
-
- // validate the header of the file. There are some structure
- // sizes that are expected by the loader to be constant
- this->ValidateHeader_3DGS_MDL7(pcHeader);
-
- // load all bones (they are shared by all groups, so
- // we'll need to add them to all groups/meshes later)
- // apcBonesOut is a list of all bones or nullptr if they could not been loaded
- szCurrent += pcHeader->bones_num * pcHeader->bone_stc_size;
- sharedData.apcOutBones = this->LoadBones_3DGS_MDL7();
-
- // vector to held all created meshes
- std::vector<aiMesh *> *avOutList;
-
- // 3 meshes per group - that should be OK for most models
- avOutList = new std::vector<aiMesh *>[pcHeader->groups_num];
- for (uint32_t i = 0; i < pcHeader->groups_num; ++i)
- avOutList[i].reserve(3);
-
- // buffer to held the names of all groups in the file
- const size_t buffersize(AI_MDL7_MAX_GROUPNAMESIZE * pcHeader->groups_num);
- char *aszGroupNameBuffer = new char[buffersize];
-
- // read all groups
- for (unsigned int iGroup = 0; iGroup < (unsigned int)pcHeader->groups_num; ++iGroup) {
- MDL::IntGroupInfo_MDL7 groupInfo((BE_NCONST MDL::Group_MDL7 *)szCurrent, iGroup);
- szCurrent = (const unsigned char *)(groupInfo.pcGroup + 1);
-
- VALIDATE_FILE_SIZE(szCurrent);
-
- AI_SWAP4(groupInfo.pcGroup->groupdata_size);
- AI_SWAP4(groupInfo.pcGroup->numskins);
- AI_SWAP4(groupInfo.pcGroup->num_stpts);
- AI_SWAP4(groupInfo.pcGroup->numtris);
- AI_SWAP4(groupInfo.pcGroup->numverts);
- AI_SWAP4(groupInfo.pcGroup->numframes);
-
- if (1 != groupInfo.pcGroup->typ) {
- // Not a triangle-based mesh
- ASSIMP_LOG_WARN("[3DGS MDL7] Not a triangle mesh group. Continuing happily");
- }
-
- // store the name of the group
- const unsigned int ofs = iGroup * AI_MDL7_MAX_GROUPNAMESIZE;
- ::memcpy(&aszGroupNameBuffer[ofs],
- groupInfo.pcGroup->name, AI_MDL7_MAX_GROUPNAMESIZE);
-
- // make sure '\0' is at the end
- aszGroupNameBuffer[ofs + AI_MDL7_MAX_GROUPNAMESIZE - 1] = '\0';
-
- // read all skins
- sharedData.pcMats.reserve(sharedData.pcMats.size() + groupInfo.pcGroup->numskins);
- sharedData.abNeedMaterials.resize(sharedData.abNeedMaterials.size() +
- groupInfo.pcGroup->numskins,
- false);
-
- for (unsigned int iSkin = 0; iSkin < (unsigned int)groupInfo.pcGroup->numskins; ++iSkin) {
- ParseSkinLump_3DGS_MDL7(szCurrent, &szCurrent, sharedData.pcMats);
- }
- // if we have absolutely no skin loaded we need to generate a default material
- if (sharedData.pcMats.empty()) {
- const int iMode = (int)aiShadingMode_Gouraud;
- sharedData.pcMats.push_back(new aiMaterial());
- aiMaterial *pcHelper = (aiMaterial *)sharedData.pcMats[0];
- pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
-
- aiColor3D clr;
- clr.b = clr.g = clr.r = 0.6f;
- pcHelper->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_DIFFUSE);
- pcHelper->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_SPECULAR);
-
- clr.b = clr.g = clr.r = 0.05f;
- pcHelper->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_AMBIENT);
-
- aiString szName;
- szName.Set(AI_DEFAULT_MATERIAL_NAME);
- pcHelper->AddProperty(&szName, AI_MATKEY_NAME);
-
- sharedData.abNeedMaterials.resize(1, false);
- }
-
- // now get a pointer to all texture coords in the group
- groupInfo.pcGroupUVs = (BE_NCONST MDL::TexCoord_MDL7 *)szCurrent;
- for (int i = 0; i < groupInfo.pcGroup->num_stpts; ++i) {
- AI_SWAP4(groupInfo.pcGroupUVs[i].u);
- AI_SWAP4(groupInfo.pcGroupUVs[i].v);
- }
- szCurrent += pcHeader->skinpoint_stc_size * groupInfo.pcGroup->num_stpts;
-
- // now get a pointer to all triangle in the group
- groupInfo.pcGroupTris = (Triangle_MDL7 *)szCurrent;
- szCurrent += pcHeader->triangle_stc_size * groupInfo.pcGroup->numtris;
-
- // now get a pointer to all vertices in the group
- groupInfo.pcGroupVerts = (BE_NCONST MDL::Vertex_MDL7 *)szCurrent;
- for (int i = 0; i < groupInfo.pcGroup->numverts; ++i) {
- AI_SWAP4(groupInfo.pcGroupVerts[i].x);
- AI_SWAP4(groupInfo.pcGroupVerts[i].y);
- AI_SWAP4(groupInfo.pcGroupVerts[i].z);
-
- AI_SWAP2(groupInfo.pcGroupVerts[i].vertindex);
- //We can not swap the normal information now as we don't know which of the two kinds it is
- }
- szCurrent += pcHeader->mainvertex_stc_size * groupInfo.pcGroup->numverts;
- VALIDATE_FILE_SIZE(szCurrent);
-
- MDL::IntSplitGroupData_MDL7 splitGroupData(sharedData, avOutList[iGroup]);
- MDL::IntGroupData_MDL7 groupData;
- if (groupInfo.pcGroup->numtris && groupInfo.pcGroup->numverts) {
- // build output vectors
- const unsigned int iNumVertices = groupInfo.pcGroup->numtris * 3;
- groupData.vPositions.resize(iNumVertices);
- groupData.vNormals.resize(iNumVertices);
-
- if (sharedData.apcOutBones) groupData.aiBones.resize(iNumVertices, UINT_MAX);
-
- // it is also possible that there are 0 UV coordinate sets
- if (groupInfo.pcGroup->num_stpts) {
- groupData.vTextureCoords1.resize(iNumVertices, aiVector3D());
-
- // check whether the triangle data structure is large enough
- // to contain a second UV coordinate set
- if (pcHeader->triangle_stc_size >= AI_MDL7_TRIANGLE_STD_SIZE_TWO_UV) {
- groupData.vTextureCoords2.resize(iNumVertices, aiVector3D());
- groupData.bNeed2UV = true;
- }
- }
- groupData.pcFaces.resize(groupInfo.pcGroup->numtris);
-
- // read all faces into the preallocated arrays
- ReadFaces_3DGS_MDL7(groupInfo, groupData);
-
- // sort by materials
- SortByMaterials_3DGS_MDL7(groupInfo, groupData,
- splitGroupData);
-
- for (unsigned int qq = 0; qq < sharedData.pcMats.size(); ++qq) {
- if (!splitGroupData.aiSplit[qq]->empty())
- sharedData.abNeedMaterials[qq] = true;
- }
- } else
- ASSIMP_LOG_WARN("[3DGS MDL7] Mesh group consists of 0 "
- "vertices or faces. It will be skipped.");
-
- // process all frames and generate output meshes
- ProcessFrames_3DGS_MDL7(groupInfo, groupData, sharedData, szCurrent, &szCurrent);
- GenerateOutputMeshes_3DGS_MDL7(groupData, splitGroupData);
- }
-
- // generate a nodegraph and subnodes for each group
- pScene->mRootNode = new aiNode();
-
- // now we need to build a final mesh list
- for (uint32_t i = 0; i < pcHeader->groups_num; ++i)
- pScene->mNumMeshes += (unsigned int)avOutList[i].size();
-
- pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];
- {
- unsigned int p = 0, q = 0;
- for (uint32_t i = 0; i < pcHeader->groups_num; ++i) {
- for (unsigned int a = 0; a < avOutList[i].size(); ++a) {
- pScene->mMeshes[p++] = avOutList[i][a];
- }
- if (!avOutList[i].empty()) ++pScene->mRootNode->mNumChildren;
- }
- // we will later need an extra node to serve as parent for all bones
- if (sharedData.apcOutBones) ++pScene->mRootNode->mNumChildren;
- this->pScene->mRootNode->mChildren = new aiNode *[pScene->mRootNode->mNumChildren];
- p = 0;
- for (uint32_t i = 0; i < pcHeader->groups_num; ++i) {
- if (avOutList[i].empty()) continue;
-
- aiNode *const pcNode = pScene->mRootNode->mChildren[p] = new aiNode();
- pcNode->mNumMeshes = (unsigned int)avOutList[i].size();
- pcNode->mMeshes = new unsigned int[pcNode->mNumMeshes];
- pcNode->mParent = this->pScene->mRootNode;
- for (unsigned int a = 0; a < pcNode->mNumMeshes; ++a)
- pcNode->mMeshes[a] = q + a;
- q += (unsigned int)avOutList[i].size();
-
- // setup the name of the node
- char *const szBuffer = &aszGroupNameBuffer[i * AI_MDL7_MAX_GROUPNAMESIZE];
- if ('\0' == *szBuffer) {
- const size_t maxSize(buffersize - (i * AI_MDL7_MAX_GROUPNAMESIZE));
- pcNode->mName.length = ai_snprintf(szBuffer, maxSize, "Group_%u", p);
- } else {
- pcNode->mName.length = (ai_uint32)::strlen(szBuffer);
- }
- ::strncpy(pcNode->mName.data, szBuffer, MAXLEN - 1);
- ++p;
- }
- }
-
- // if there is only one root node with a single child we can optimize it a bit ...
- if (1 == pScene->mRootNode->mNumChildren && !sharedData.apcOutBones) {
- aiNode *pcOldRoot = this->pScene->mRootNode;
- pScene->mRootNode = pcOldRoot->mChildren[0];
- pcOldRoot->mChildren[0] = nullptr;
- delete pcOldRoot;
- pScene->mRootNode->mParent = nullptr;
- } else
- pScene->mRootNode->mName.Set("<mesh_root>");
-
- delete[] avOutList;
- delete[] aszGroupNameBuffer;
- AI_DEBUG_INVALIDATE_PTR(avOutList);
- AI_DEBUG_INVALIDATE_PTR(aszGroupNameBuffer);
-
- // build a final material list.
- CopyMaterials_3DGS_MDL7(sharedData);
- HandleMaterialReferences_3DGS_MDL7();
-
- // generate output bone animations and add all bones to the scenegraph
- if (sharedData.apcOutBones) {
- // this step adds empty dummy bones to the nodegraph
- // insert another dummy node to avoid name conflicts
- aiNode *const pc = pScene->mRootNode->mChildren[pScene->mRootNode->mNumChildren - 1] = new aiNode();
-
- pc->mName.Set("<skeleton_root>");
-
- // add bones to the nodegraph
- AddBonesToNodeGraph_3DGS_MDL7((const Assimp::MDL::IntBone_MDL7 **)
- sharedData.apcOutBones,
- pc, 0xffff);
-
- // this steps build a valid output animation
- BuildOutputAnims_3DGS_MDL7((const Assimp::MDL::IntBone_MDL7 **)
- sharedData.apcOutBones);
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-// Copy materials
-void MDLImporter::CopyMaterials_3DGS_MDL7(MDL::IntSharedData_MDL7 &shared) {
- pScene->mNumMaterials = (unsigned int)shared.pcMats.size();
- pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials];
- for (unsigned int i = 0; i < pScene->mNumMaterials; ++i)
- pScene->mMaterials[i] = shared.pcMats[i];
-}
-
-// ------------------------------------------------------------------------------------------------
-// Process material references
-void MDLImporter::HandleMaterialReferences_3DGS_MDL7() {
- // search for referrer materials
- for (unsigned int i = 0; i < pScene->mNumMaterials; ++i) {
- int iIndex = 0;
- if (AI_SUCCESS == aiGetMaterialInteger(pScene->mMaterials[i], AI_MDL7_REFERRER_MATERIAL, &iIndex)) {
- for (unsigned int a = 0; a < pScene->mNumMeshes; ++a) {
- aiMesh *const pcMesh = pScene->mMeshes[a];
- if (i == pcMesh->mMaterialIndex) {
- pcMesh->mMaterialIndex = iIndex;
- }
- }
- // collapse the rest of the array
- delete pScene->mMaterials[i];
- for (unsigned int pp = i; pp < pScene->mNumMaterials - 1; ++pp) {
-
- pScene->mMaterials[pp] = pScene->mMaterials[pp + 1];
- for (unsigned int a = 0; a < pScene->mNumMeshes; ++a) {
- aiMesh *const pcMesh = pScene->mMeshes[a];
- if (pcMesh->mMaterialIndex > i) --pcMesh->mMaterialIndex;
- }
- }
- --pScene->mNumMaterials;
- }
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-// Read bone transformation keys
-void MDLImporter::ParseBoneTrafoKeys_3DGS_MDL7(
- const MDL::IntGroupInfo_MDL7 &groupInfo,
- IntFrameInfo_MDL7 &frame,
- MDL::IntSharedData_MDL7 &shared) {
- const MDL::Header_MDL7 *const pcHeader = (const MDL::Header_MDL7 *)this->mBuffer;
-
- // only the first group contains bone animation keys
- if (frame.pcFrame->transmatrix_count) {
- if (!groupInfo.iIndex) {
- // skip all frames vertices. We can't support them
- const MDL::BoneTransform_MDL7 *pcBoneTransforms = (const MDL::BoneTransform_MDL7 *)(((const char *)frame.pcFrame) + pcHeader->frame_stc_size +
- frame.pcFrame->vertices_count * pcHeader->framevertex_stc_size);
-
- // read all transformation matrices
- for (unsigned int iTrafo = 0; iTrafo < frame.pcFrame->transmatrix_count; ++iTrafo) {
- if (pcBoneTransforms->bone_index >= pcHeader->bones_num) {
- ASSIMP_LOG_WARN("Index overflow in frame area. "
- "Unable to parse this bone transformation");
- } else {
- AddAnimationBoneTrafoKey_3DGS_MDL7(frame.iIndex,
- pcBoneTransforms, shared.apcOutBones);
- }
- pcBoneTransforms = (const MDL::BoneTransform_MDL7 *)((const char *)pcBoneTransforms + pcHeader->bonetrans_stc_size);
- }
- } else {
- ASSIMP_LOG_WARN("Ignoring animation keyframes in groups != 0");
- }
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-// Attach bones to the output nodegraph
-void MDLImporter::AddBonesToNodeGraph_3DGS_MDL7(const MDL::IntBone_MDL7 **apcBones,
- aiNode *pcParent, uint16_t iParentIndex) {
- ai_assert(nullptr != apcBones);
- ai_assert(nullptr != pcParent);
-
- // get a pointer to the header ...
- const MDL::Header_MDL7 *const pcHeader = (const MDL::Header_MDL7 *)this->mBuffer;
-
- const MDL::IntBone_MDL7 **apcBones2 = apcBones;
- for (uint32_t i = 0; i < pcHeader->bones_num; ++i) {
-
- const MDL::IntBone_MDL7 *const pcBone = *apcBones2++;
- if (pcBone->iParent == iParentIndex) {
- ++pcParent->mNumChildren;
- }
- }
- pcParent->mChildren = new aiNode *[pcParent->mNumChildren];
- unsigned int qq = 0;
- for (uint32_t i = 0; i < pcHeader->bones_num; ++i) {
-
- const MDL::IntBone_MDL7 *const pcBone = *apcBones++;
- if (pcBone->iParent != iParentIndex) continue;
-
- aiNode *pcNode = pcParent->mChildren[qq++] = new aiNode();
- pcNode->mName = aiString(pcBone->mName);
-
- AddBonesToNodeGraph_3DGS_MDL7(apcBones, pcNode, (uint16_t)i);
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-// Build output animations
-void MDLImporter::BuildOutputAnims_3DGS_MDL7(
- const MDL::IntBone_MDL7 **apcBonesOut) {
- ai_assert(nullptr != apcBonesOut);
- const MDL::Header_MDL7 *const pcHeader = (const MDL::Header_MDL7 *)mBuffer;
-
- // one animation ...
- aiAnimation *pcAnim = new aiAnimation();
- for (uint32_t i = 0; i < pcHeader->bones_num; ++i) {
- if (!apcBonesOut[i]->pkeyPositions.empty()) {
-
- // get the last frame ... (needn't be equal to pcHeader->frames_num)
- for (size_t qq = 0; qq < apcBonesOut[i]->pkeyPositions.size(); ++qq) {
- pcAnim->mDuration = std::max(pcAnim->mDuration, (double)
- apcBonesOut[i]
- ->pkeyPositions[qq]
- .mTime);
- }
- ++pcAnim->mNumChannels;
- }
- }
- if (pcAnim->mDuration) {
- pcAnim->mChannels = new aiNodeAnim *[pcAnim->mNumChannels];
-
- unsigned int iCnt = 0;
- for (uint32_t i = 0; i < pcHeader->bones_num; ++i) {
- if (!apcBonesOut[i]->pkeyPositions.empty()) {
- const MDL::IntBone_MDL7 *const intBone = apcBonesOut[i];
-
- aiNodeAnim *const pcNodeAnim = pcAnim->mChannels[iCnt++] = new aiNodeAnim();
- pcNodeAnim->mNodeName = aiString(intBone->mName);
-
- // allocate enough storage for all keys
- pcNodeAnim->mNumPositionKeys = (unsigned int)intBone->pkeyPositions.size();
- pcNodeAnim->mNumScalingKeys = (unsigned int)intBone->pkeyPositions.size();
- pcNodeAnim->mNumRotationKeys = (unsigned int)intBone->pkeyPositions.size();
-
- pcNodeAnim->mPositionKeys = new aiVectorKey[pcNodeAnim->mNumPositionKeys];
- pcNodeAnim->mScalingKeys = new aiVectorKey[pcNodeAnim->mNumPositionKeys];
- pcNodeAnim->mRotationKeys = new aiQuatKey[pcNodeAnim->mNumPositionKeys];
-
- // copy all keys
- for (unsigned int qq = 0; qq < pcNodeAnim->mNumPositionKeys; ++qq) {
- pcNodeAnim->mPositionKeys[qq] = intBone->pkeyPositions[qq];
- pcNodeAnim->mScalingKeys[qq] = intBone->pkeyScalings[qq];
- pcNodeAnim->mRotationKeys[qq] = intBone->pkeyRotations[qq];
- }
- }
- }
-
- // store the output animation
- pScene->mNumAnimations = 1;
- pScene->mAnimations = new aiAnimation *[1];
- pScene->mAnimations[0] = pcAnim;
- } else
- delete pcAnim;
-}
-
-// ------------------------------------------------------------------------------------------------
-void MDLImporter::AddAnimationBoneTrafoKey_3DGS_MDL7(unsigned int iTrafo,
- const MDL::BoneTransform_MDL7 *pcBoneTransforms,
- MDL::IntBone_MDL7 **apcBonesOut) {
- ai_assert(nullptr != pcBoneTransforms);
- ai_assert(nullptr != apcBonesOut);
-
- // first .. get the transformation matrix
- aiMatrix4x4 mTransform;
- mTransform.a1 = pcBoneTransforms->m[0];
- mTransform.b1 = pcBoneTransforms->m[1];
- mTransform.c1 = pcBoneTransforms->m[2];
- mTransform.d1 = pcBoneTransforms->m[3];
-
- mTransform.a2 = pcBoneTransforms->m[4];
- mTransform.b2 = pcBoneTransforms->m[5];
- mTransform.c2 = pcBoneTransforms->m[6];
- mTransform.d2 = pcBoneTransforms->m[7];
-
- mTransform.a3 = pcBoneTransforms->m[8];
- mTransform.b3 = pcBoneTransforms->m[9];
- mTransform.c3 = pcBoneTransforms->m[10];
- mTransform.d3 = pcBoneTransforms->m[11];
-
- // now decompose the transformation matrix into separate
- // scaling, rotation and translation
- aiVectorKey vScaling, vPosition;
- aiQuatKey qRotation;
-
- // FIXME: Decompose will assert in debug builds if the matrix is invalid ...
- mTransform.Decompose(vScaling.mValue, qRotation.mValue, vPosition.mValue);
-
- // now generate keys
- vScaling.mTime = qRotation.mTime = vPosition.mTime = (double)iTrafo;
-
- // add the keys to the bone
- MDL::IntBone_MDL7 *const pcBoneOut = apcBonesOut[pcBoneTransforms->bone_index];
- pcBoneOut->pkeyPositions.push_back(vPosition);
- pcBoneOut->pkeyScalings.push_back(vScaling);
- pcBoneOut->pkeyRotations.push_back(qRotation);
-}
-
-// ------------------------------------------------------------------------------------------------
-// Construct output meshes
-void MDLImporter::GenerateOutputMeshes_3DGS_MDL7(
- MDL::IntGroupData_MDL7 &groupData,
- MDL::IntSplitGroupData_MDL7 &splitGroupData) {
- const MDL::IntSharedData_MDL7 &shared = splitGroupData.shared;
-
- // get a pointer to the header ...
- const MDL::Header_MDL7 *const pcHeader = (const MDL::Header_MDL7 *)this->mBuffer;
- const unsigned int iNumOutBones = pcHeader->bones_num;
-
- for (std::vector<aiMaterial *>::size_type i = 0; i < shared.pcMats.size(); ++i) {
- if (!splitGroupData.aiSplit[i]->empty()) {
-
- // allocate the output mesh
- aiMesh *pcMesh = new aiMesh();
-
- pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
- pcMesh->mMaterialIndex = (unsigned int)i;
-
- // allocate output storage
- pcMesh->mNumFaces = (unsigned int)splitGroupData.aiSplit[i]->size();
- pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
-
- pcMesh->mNumVertices = pcMesh->mNumFaces * 3;
- pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
- pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
-
- if (!groupData.vTextureCoords1.empty()) {
- pcMesh->mNumUVComponents[0] = 2;
- pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
- if (!groupData.vTextureCoords2.empty()) {
- pcMesh->mNumUVComponents[1] = 2;
- pcMesh->mTextureCoords[1] = new aiVector3D[pcMesh->mNumVertices];
- }
- }
-
- // iterate through all faces and build an unique set of vertices
- unsigned int iCurrent = 0;
- for (unsigned int iFace = 0; iFace < pcMesh->mNumFaces; ++iFace) {
- pcMesh->mFaces[iFace].mNumIndices = 3;
- pcMesh->mFaces[iFace].mIndices = new unsigned int[3];
-
- unsigned int iSrcFace = splitGroupData.aiSplit[i]->operator[](iFace);
- const MDL::IntFace_MDL7 &oldFace = groupData.pcFaces[iSrcFace];
-
- // iterate through all face indices
- for (unsigned int c = 0; c < 3; ++c) {
- const uint32_t iIndex = oldFace.mIndices[c];
- pcMesh->mVertices[iCurrent] = groupData.vPositions[iIndex];
- pcMesh->mNormals[iCurrent] = groupData.vNormals[iIndex];
-
- if (!groupData.vTextureCoords1.empty()) {
-
- pcMesh->mTextureCoords[0][iCurrent] = groupData.vTextureCoords1[iIndex];
- if (!groupData.vTextureCoords2.empty()) {
- pcMesh->mTextureCoords[1][iCurrent] = groupData.vTextureCoords2[iIndex];
- }
- }
- pcMesh->mFaces[iFace].mIndices[c] = iCurrent++;
- }
- }
-
- // if we have bones in the mesh we'll need to generate
- // proper vertex weights for them
- if (!groupData.aiBones.empty()) {
- std::vector<std::vector<unsigned int>> aaiVWeightList;
- aaiVWeightList.resize(iNumOutBones);
-
- int iCurrentWeight = 0;
- for (unsigned int iFace = 0; iFace < pcMesh->mNumFaces; ++iFace) {
- unsigned int iSrcFace = splitGroupData.aiSplit[i]->operator[](iFace);
- const MDL::IntFace_MDL7 &oldFace = groupData.pcFaces[iSrcFace];
-
- // iterate through all face indices
- for (unsigned int c = 0; c < 3; ++c) {
- unsigned int iBone = groupData.aiBones[oldFace.mIndices[c]];
- if (UINT_MAX != iBone) {
- if (iBone >= iNumOutBones) {
- ASSIMP_LOG_ERROR("Bone index overflow. "
- "The bone index of a vertex exceeds the allowed range. ");
- iBone = iNumOutBones - 1;
- }
- aaiVWeightList[iBone].push_back(iCurrentWeight);
- }
- ++iCurrentWeight;
- }
- }
- // now check which bones are required ...
- for (std::vector<std::vector<unsigned int>>::const_iterator k = aaiVWeightList.begin(); k != aaiVWeightList.end(); ++k) {
- if (!(*k).empty()) {
- ++pcMesh->mNumBones;
- }
- }
- pcMesh->mBones = new aiBone *[pcMesh->mNumBones];
- iCurrent = 0;
- for (std::vector<std::vector<unsigned int>>::const_iterator k = aaiVWeightList.begin(); k != aaiVWeightList.end(); ++k, ++iCurrent) {
- if ((*k).empty())
- continue;
-
- // seems we'll need this node
- aiBone *pcBone = pcMesh->mBones[iCurrent] = new aiBone();
- pcBone->mName = aiString(shared.apcOutBones[iCurrent]->mName);
- pcBone->mOffsetMatrix = shared.apcOutBones[iCurrent]->mOffsetMatrix;
-
- // setup vertex weights
- pcBone->mNumWeights = (unsigned int)(*k).size();
- pcBone->mWeights = new aiVertexWeight[pcBone->mNumWeights];
-
- for (unsigned int weight = 0; weight < pcBone->mNumWeights; ++weight) {
- pcBone->mWeights[weight].mVertexId = (*k)[weight];
- pcBone->mWeights[weight].mWeight = 1.0f;
- }
- }
- }
- // add the mesh to the list of output meshes
- splitGroupData.avOutList.push_back(pcMesh);
- }
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-// Join to materials
-void MDLImporter::JoinSkins_3DGS_MDL7(
- aiMaterial *pcMat1,
- aiMaterial *pcMat2,
- aiMaterial *pcMatOut) {
- ai_assert(nullptr != pcMat1);
- ai_assert(nullptr != pcMat2);
- ai_assert(nullptr != pcMatOut);
-
- // first create a full copy of the first skin property set
- // and assign it to the output material
- aiMaterial::CopyPropertyList(pcMatOut, pcMat1);
-
- int iVal = 0;
- pcMatOut->AddProperty<int>(&iVal, 1, AI_MATKEY_UVWSRC_DIFFUSE(0));
-
- // then extract the diffuse texture from the second skin,
- // setup 1 as UV source and we have it
- aiString sString;
- if (AI_SUCCESS == aiGetMaterialString(pcMat2, AI_MATKEY_TEXTURE_DIFFUSE(0), &sString)) {
- iVal = 1;
- pcMatOut->AddProperty<int>(&iVal, 1, AI_MATKEY_UVWSRC_DIFFUSE(1));
- pcMatOut->AddProperty(&sString, AI_MATKEY_TEXTURE_DIFFUSE(1));
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-// Read a Half-life 1 MDL
-void MDLImporter::InternReadFile_HL1(const std::string &pFile, const uint32_t iMagicWord) {
- // We can't correctly load an MDL from a MDL "sequence" file.
- if (iMagicWord == AI_MDL_MAGIC_NUMBER_BE_HL2b || iMagicWord == AI_MDL_MAGIC_NUMBER_LE_HL2b)
- throw DeadlyImportError("Impossible to properly load a model from an MDL sequence file.");
-
- // Read the MDL file.
- HalfLife::HL1MDLLoader loader(
- pScene,
- mIOHandler,
- mBuffer,
- pFile,
- mHL1ImportSettings);
-}
-
-// ------------------------------------------------------------------------------------------------
-// Read a half-life 2 MDL
-void MDLImporter::InternReadFile_HL2() {
- //const MDL::Header_HL2* pcHeader = (const MDL::Header_HL2*)this->mBuffer;
- throw DeadlyImportError("HL2 MDLs are not implemented");
-}
-
-#endif // !! ASSIMP_BUILD_NO_MDL_IMPORTER