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