From 058f98a63658dc1a2579826ba167fd61bed1e21f Mon Sep 17 00:00:00 2001 From: sanine Date: Fri, 4 Mar 2022 10:47:15 -0600 Subject: add assimp submodule --- .../assimp-master/code/AssetLib/HMP/HMPFileData.h | 137 ++++++ .../assimp-master/code/AssetLib/HMP/HMPLoader.cpp | 508 +++++++++++++++++++++ .../assimp-master/code/AssetLib/HMP/HMPLoader.h | 140 ++++++ .../code/AssetLib/HMP/HalfLifeFileData.h | 149 ++++++ 4 files changed, 934 insertions(+) create mode 100644 src/mesh/assimp-master/code/AssetLib/HMP/HMPFileData.h create mode 100644 src/mesh/assimp-master/code/AssetLib/HMP/HMPLoader.cpp create mode 100644 src/mesh/assimp-master/code/AssetLib/HMP/HMPLoader.h create mode 100644 src/mesh/assimp-master/code/AssetLib/HMP/HalfLifeFileData.h (limited to 'src/mesh/assimp-master/code/AssetLib/HMP') diff --git a/src/mesh/assimp-master/code/AssetLib/HMP/HMPFileData.h b/src/mesh/assimp-master/code/AssetLib/HMP/HMPFileData.h new file mode 100644 index 0000000..b297136 --- /dev/null +++ b/src/mesh/assimp-master/code/AssetLib/HMP/HMPFileData.h @@ -0,0 +1,137 @@ +/* +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 Data structures for the 3D Game Studio Heightmap format (HMP) +//! + +namespace Assimp { +namespace HMP { + +#include +#include + +// to make it easier for us, we test the magic word against both "endianesses" +#define AI_HMP_MAGIC_NUMBER_BE_4 AI_MAKE_MAGIC("HMP4") +#define AI_HMP_MAGIC_NUMBER_LE_4 AI_MAKE_MAGIC("4PMH") + +#define AI_HMP_MAGIC_NUMBER_BE_5 AI_MAKE_MAGIC("HMP5") +#define AI_HMP_MAGIC_NUMBER_LE_5 AI_MAKE_MAGIC("5PMH") + +#define AI_HMP_MAGIC_NUMBER_BE_7 AI_MAKE_MAGIC("HMP7") +#define AI_HMP_MAGIC_NUMBER_LE_7 AI_MAKE_MAGIC("7PMH") + +// --------------------------------------------------------------------------- +/** Data structure for the header of a HMP5 file. + * This is also used by HMP4 and HMP7, but with modifications +*/ +struct Header_HMP5 +{ + int8_t ident[4]; // "HMP5" + int32_t version; + + // ignored + float scale[3]; + float scale_origin[3]; + float boundingradius; + + //! Size of one triangle in x direction + float ftrisize_x; + //! Size of one triangle in y direction + float ftrisize_y; + //! Number of vertices in x direction + float fnumverts_x; + + //! Number of skins in the file + int32_t numskins; + + // can ignore this? + int32_t skinwidth; + int32_t skinheight; + + //!Number of vertices in the file + int32_t numverts; + + // ignored and zero + int32_t numtris; + + //! only one supported ... + int32_t numframes; + + //! Always 0 ... + int32_t num_stverts; + int32_t flags; + float size; +} PACK_STRUCT; + +// --------------------------------------------------------------------------- +/** Data structure for a terrain vertex in a HMP4 file +*/ +struct Vertex_HMP4 +{ + uint16_t p_pos[3]; + uint8_t normals162index; + uint8_t pad; +} PACK_STRUCT; + +// --------------------------------------------------------------------------- +/** Data structure for a terrain vertex in a HMP5 file +*/ +struct Vertex_HMP5 +{ + uint16_t z; + uint8_t normals162index; + uint8_t pad; +} PACK_STRUCT; + +// --------------------------------------------------------------------------- +/** Data structure for a terrain vertex in a HMP7 file +*/ +struct Vertex_HMP7 +{ + uint16_t z; + int8_t normal_x,normal_y; +} PACK_STRUCT; + +#include + +} //! namespace HMP +} //! namespace Assimp diff --git a/src/mesh/assimp-master/code/AssetLib/HMP/HMPLoader.cpp b/src/mesh/assimp-master/code/AssetLib/HMP/HMPLoader.cpp new file mode 100644 index 0000000..1625cb3 --- /dev/null +++ b/src/mesh/assimp-master/code/AssetLib/HMP/HMPLoader.cpp @@ -0,0 +1,508 @@ +/* +--------------------------------------------------------------------------- +Open Asset Import Library (assimp) +--------------------------------------------------------------------------- + +Copyright (c) 2006-2022, assimp team + +All rights reserved. + +Redistribution and use of this software in source and binary forms, +with or without modification, are permitted provided that the following +conditions are met: + +* Redistributions of source code must retain the above + copyright notice, this list of conditions and the + following disclaimer. + +* Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the + following disclaimer in the documentation and/or other + materials provided with the distribution. + +* Neither the name of the assimp team, nor the names of its + contributors may be used to endorse or promote products + derived from this software without specific prior + written permission of the assimp team. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +--------------------------------------------------------------------------- +*/ + +/** @file Implementation of the MDL importer class */ + +#ifndef ASSIMP_BUILD_NO_HMP_IMPORTER + +// internal headers +#include "AssetLib/HMP/HMPLoader.h" +#include "AssetLib/MD2/MD2FileData.h" + +#include +#include +#include +#include +#include + +#include + +using namespace Assimp; + +static const aiImporterDesc desc = { + "3D GameStudio Heightmap (HMP) Importer", + "", + "", + "", + aiImporterFlags_SupportBinaryFlavour, + 0, + 0, + 0, + 0, + "hmp" +}; + +// ------------------------------------------------------------------------------------------------ +// Constructor to be privately used by Importer +HMPImporter::HMPImporter() { + // nothing to do here +} + +// ------------------------------------------------------------------------------------------------ +// Destructor, private as well +HMPImporter::~HMPImporter() { + // nothing to do here +} + +// ------------------------------------------------------------------------------------------------ +// Returns whether the class can handle the format of the given file. +bool HMPImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const { + static const uint32_t tokens[] = { + AI_HMP_MAGIC_NUMBER_LE_4, + AI_HMP_MAGIC_NUMBER_LE_5, + AI_HMP_MAGIC_NUMBER_LE_7 + }; + return CheckMagicToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens)); +} + +// ------------------------------------------------------------------------------------------------ +// Get list of all file extensions that are handled by this loader +const aiImporterDesc *HMPImporter::GetInfo() const { + return &desc; +} + +// ------------------------------------------------------------------------------------------------ +// Imports the given file into the given scene structure. +void HMPImporter::InternReadFile(const std::string &pFile, + aiScene *_pScene, IOSystem *_pIOHandler) { + pScene = _pScene; + mIOHandler = _pIOHandler; + std::unique_ptr file(mIOHandler->Open(pFile)); + + // Check whether we can read from the file + if (file.get() == nullptr) { + throw DeadlyImportError("Failed to open HMP file ", pFile, "."); + } + + // Check whether the HMP file is large enough to contain + // at least the file header + const size_t fileSize = file->FileSize(); + if (fileSize < 50) + throw DeadlyImportError("HMP File is too small."); + + // Allocate storage and copy the contents of the file to a memory buffer + mBuffer = new uint8_t[fileSize]; + file->Read((void *)mBuffer, 1, fileSize); + iFileSize = (unsigned int)fileSize; + + // Determine the file subtype and call the appropriate member function + const uint32_t iMagic = *((uint32_t *)this->mBuffer); + + // HMP4 format + if (AI_HMP_MAGIC_NUMBER_LE_4 == iMagic || + AI_HMP_MAGIC_NUMBER_BE_4 == iMagic) { + ASSIMP_LOG_DEBUG("HMP subtype: 3D GameStudio A4, magic word is HMP4"); + InternReadFile_HMP4(); + } + // HMP5 format + else if (AI_HMP_MAGIC_NUMBER_LE_5 == iMagic || + AI_HMP_MAGIC_NUMBER_BE_5 == iMagic) { + ASSIMP_LOG_DEBUG("HMP subtype: 3D GameStudio A5, magic word is HMP5"); + InternReadFile_HMP5(); + } + // HMP7 format + else if (AI_HMP_MAGIC_NUMBER_LE_7 == iMagic || + AI_HMP_MAGIC_NUMBER_BE_7 == iMagic) { + ASSIMP_LOG_DEBUG("HMP subtype: 3D GameStudio A7, magic word is HMP7"); + InternReadFile_HMP7(); + } else { + // Print the magic word to the logger + std::string szBuffer = ai_str_toprintable((const char *)&iMagic, sizeof(iMagic)); + + delete[] mBuffer; + mBuffer = nullptr; + + // We're definitely unable to load this file + throw DeadlyImportError("Unknown HMP subformat ", pFile, + ". Magic word (", szBuffer, ") is not known"); + } + + // Set the AI_SCENE_FLAGS_TERRAIN bit + pScene->mFlags |= AI_SCENE_FLAGS_TERRAIN; + + delete[] mBuffer; + mBuffer = nullptr; +} + +// ------------------------------------------------------------------------------------------------ +void HMPImporter::ValidateHeader_HMP457() { + const HMP::Header_HMP5 *const pcHeader = (const HMP::Header_HMP5 *)mBuffer; + + if (120 > iFileSize) { + throw DeadlyImportError("HMP file is too small (header size is " + "120 bytes, this file is smaller)"); + } + + if (!pcHeader->ftrisize_x || !pcHeader->ftrisize_y) + throw DeadlyImportError("Size of triangles in either x or y direction is zero"); + + if (pcHeader->fnumverts_x < 1.0f || (pcHeader->numverts / pcHeader->fnumverts_x) < 1.0f) + throw DeadlyImportError("Number of triangles in either x or y direction is zero"); + + if (!pcHeader->numframes) + throw DeadlyImportError("There are no frames. At least one should be there"); +} + +// ------------------------------------------------------------------------------------------------ +void HMPImporter::InternReadFile_HMP4() { + throw DeadlyImportError("HMP4 is currently not supported"); +} + +// ------------------------------------------------------------------------------------------------ +void HMPImporter::InternReadFile_HMP5() { + // read the file header and skip everything to byte 84 + const HMP::Header_HMP5 *pcHeader = (const HMP::Header_HMP5 *)mBuffer; + const unsigned char *szCurrent = (const unsigned char *)(mBuffer + 84); + ValidateHeader_HMP457(); + + // generate an output mesh + pScene->mNumMeshes = 1; + pScene->mMeshes = new aiMesh *[1]; + aiMesh *pcMesh = pScene->mMeshes[0] = new aiMesh(); + + pcMesh->mMaterialIndex = 0; + pcMesh->mVertices = new aiVector3D[pcHeader->numverts]; + pcMesh->mNormals = new aiVector3D[pcHeader->numverts]; + + const unsigned int height = (unsigned int)(pcHeader->numverts / pcHeader->fnumverts_x); + const unsigned int width = (unsigned int)pcHeader->fnumverts_x; + + // generate/load a material for the terrain + CreateMaterial(szCurrent, &szCurrent); + + // goto offset 120, I don't know why ... + // (fixme) is this the frame header? I assume yes since it starts with 2. + szCurrent += 36; + SizeCheck(szCurrent + sizeof(const HMP::Vertex_HMP7) * height * width); + + // now load all vertices from the file + aiVector3D *pcVertOut = pcMesh->mVertices; + aiVector3D *pcNorOut = pcMesh->mNormals; + const HMP::Vertex_HMP5 *src = (const HMP::Vertex_HMP5 *)szCurrent; + for (unsigned int y = 0; y < height; ++y) { + for (unsigned int x = 0; x < width; ++x) { + pcVertOut->x = x * pcHeader->ftrisize_x; + pcVertOut->y = y * pcHeader->ftrisize_y; + pcVertOut->z = (((float)src->z / 0xffff) - 0.5f) * pcHeader->ftrisize_x * 8.0f; + MD2::LookupNormalIndex(src->normals162index, *pcNorOut); + ++pcVertOut; + ++pcNorOut; + ++src; + } + } + + // generate texture coordinates if necessary + if (pcHeader->numskins) + GenerateTextureCoords(width, height); + + // now build a list of faces + CreateOutputFaceList(width, height); + + // there is no nodegraph in HMP files. Simply assign the one mesh + // (no, not the one ring) to the root node + pScene->mRootNode = new aiNode(); + pScene->mRootNode->mName.Set("terrain_root"); + pScene->mRootNode->mNumMeshes = 1; + pScene->mRootNode->mMeshes = new unsigned int[1]; + pScene->mRootNode->mMeshes[0] = 0; +} + +// ------------------------------------------------------------------------------------------------ +void HMPImporter::InternReadFile_HMP7() { + // read the file header and skip everything to byte 84 + const HMP::Header_HMP5 *const pcHeader = (const HMP::Header_HMP5 *)mBuffer; + const unsigned char *szCurrent = (const unsigned char *)(mBuffer + 84); + ValidateHeader_HMP457(); + + // generate an output mesh + pScene->mNumMeshes = 1; + pScene->mMeshes = new aiMesh *[1]; + aiMesh *pcMesh = pScene->mMeshes[0] = new aiMesh(); + + pcMesh->mMaterialIndex = 0; + pcMesh->mVertices = new aiVector3D[pcHeader->numverts]; + pcMesh->mNormals = new aiVector3D[pcHeader->numverts]; + + const unsigned int height = (unsigned int)(pcHeader->numverts / pcHeader->fnumverts_x); + const unsigned int width = (unsigned int)pcHeader->fnumverts_x; + + // generate/load a material for the terrain + CreateMaterial(szCurrent, &szCurrent); + + // goto offset 120, I don't know why ... + // (fixme) is this the frame header? I assume yes since it starts with 2. + szCurrent += 36; + + SizeCheck(szCurrent + sizeof(const HMP::Vertex_HMP7) * height * width); + + // now load all vertices from the file + aiVector3D *pcVertOut = pcMesh->mVertices; + ai_assert(pcVertOut != nullptr); + aiVector3D *pcNorOut = pcMesh->mNormals; + ai_assert(pcNorOut != nullptr); + const HMP::Vertex_HMP7 *src = (const HMP::Vertex_HMP7 *)szCurrent; + for (unsigned int y = 0; y < height; ++y) { + for (unsigned int x = 0; x < width; ++x) { + pcVertOut->x = x * pcHeader->ftrisize_x; + pcVertOut->y = y * pcHeader->ftrisize_y; + + // FIXME: What exctly is the correct scaling factor to use? + // possibly pcHeader->scale_origin[2] in combination with a + // signed interpretation of src->z? + pcVertOut->z = (((float)src->z / 0xffff) - 0.5f) * pcHeader->ftrisize_x * 8.0f; + + pcNorOut->x = ((float)src->normal_x / 0x80); // * pcHeader->scale_origin[0]; + pcNorOut->y = ((float)src->normal_y / 0x80); // * pcHeader->scale_origin[1]; + pcNorOut->z = 1.0f; + pcNorOut->Normalize(); + + ++pcVertOut; + ++pcNorOut; + ++src; + } + } + + // generate texture coordinates if necessary + if (pcHeader->numskins) GenerateTextureCoords(width, height); + + // now build a list of faces + CreateOutputFaceList(width, height); + + // there is no nodegraph in HMP files. Simply assign the one mesh + // (no, not the One Ring) to the root node + pScene->mRootNode = new aiNode(); + pScene->mRootNode->mName.Set("terrain_root"); + pScene->mRootNode->mNumMeshes = 1; + pScene->mRootNode->mMeshes = new unsigned int[1]; + pScene->mRootNode->mMeshes[0] = 0; +} + +// ------------------------------------------------------------------------------------------------ +void HMPImporter::CreateMaterial(const unsigned char *szCurrent, + const unsigned char **szCurrentOut) { + aiMesh *const pcMesh = pScene->mMeshes[0]; + const HMP::Header_HMP5 *const pcHeader = (const HMP::Header_HMP5 *)mBuffer; + + // we don't need to generate texture coordinates if + // we have no textures in the file ... + if (pcHeader->numskins) { + pcMesh->mTextureCoords[0] = new aiVector3D[pcHeader->numverts]; + pcMesh->mNumUVComponents[0] = 2; + + // now read the first skin and skip all others + ReadFirstSkin(pcHeader->numskins, szCurrent, &szCurrent); + *szCurrentOut = szCurrent; + return; + } + + // generate a default material + const int iMode = (int)aiShadingMode_Gouraud; + aiMaterial *pcHelper = new aiMaterial(); + pcHelper->AddProperty(&iMode, 1, AI_MATKEY_SHADING_MODEL); + + aiColor3D clr; + clr.b = clr.g = clr.r = 0.6f; + pcHelper->AddProperty(&clr, 1, AI_MATKEY_COLOR_DIFFUSE); + pcHelper->AddProperty(&clr, 1, AI_MATKEY_COLOR_SPECULAR); + + clr.b = clr.g = clr.r = 0.05f; + pcHelper->AddProperty(&clr, 1, AI_MATKEY_COLOR_AMBIENT); + + aiString szName; + szName.Set(AI_DEFAULT_MATERIAL_NAME); + pcHelper->AddProperty(&szName, AI_MATKEY_NAME); + + // add the material to the scene + pScene->mNumMaterials = 1; + pScene->mMaterials = new aiMaterial *[1]; + pScene->mMaterials[0] = pcHelper; + *szCurrentOut = szCurrent; +} + +// ------------------------------------------------------------------------------------------------ +void HMPImporter::CreateOutputFaceList(unsigned int width, unsigned int height) { + aiMesh *const pcMesh = this->pScene->mMeshes[0]; + + // Allocate enough storage + pcMesh->mNumFaces = (width - 1) * (height - 1); + pcMesh->mFaces = new aiFace[pcMesh->mNumFaces]; + + pcMesh->mNumVertices = pcMesh->mNumFaces * 4; + aiVector3D *pcVertices = new aiVector3D[pcMesh->mNumVertices]; + aiVector3D *pcNormals = new aiVector3D[pcMesh->mNumVertices]; + + aiFace *pcFaceOut(pcMesh->mFaces); + aiVector3D *pcVertOut = pcVertices; + aiVector3D *pcNorOut = pcNormals; + + aiVector3D *pcUVs = pcMesh->mTextureCoords[0] ? new aiVector3D[pcMesh->mNumVertices] : nullptr; + aiVector3D *pcUVOut(pcUVs); + + // Build the terrain square + const unsigned int upperBound = pcMesh->mNumVertices; + unsigned int iCurrent = 0; + for (unsigned int y = 0; y < height - 1; ++y) { + const size_t offset0 = y * width; + const size_t offset1 = (y + 1) * width; + for (unsigned int x = 0; x < width - 1; ++x, ++pcFaceOut) { + pcFaceOut->mNumIndices = 4; + pcFaceOut->mIndices = new unsigned int[4]; + if ((offset0 + x + 1) >= upperBound){ + continue; + } + if ((offset1 + x + 1) >= upperBound){ + continue; + } + + *pcVertOut++ = pcMesh->mVertices[offset0 + x]; + *pcVertOut++ = pcMesh->mVertices[offset1 + x]; + *pcVertOut++ = pcMesh->mVertices[offset1 + x + 1]; + *pcVertOut++ = pcMesh->mVertices[offset0 + x + 1]; + + *pcNorOut++ = pcMesh->mNormals[offset0 + x]; + *pcNorOut++ = pcMesh->mNormals[offset1 + x]; + *pcNorOut++ = pcMesh->mNormals[offset1 + x + 1]; + *pcNorOut++ = pcMesh->mNormals[offset0 + x + 1]; + + if (pcMesh->mTextureCoords[0]) { + *pcUVOut++ = pcMesh->mTextureCoords[0][offset0 + x]; + *pcUVOut++ = pcMesh->mTextureCoords[0][offset1 + x]; + *pcUVOut++ = pcMesh->mTextureCoords[0][offset1 + x + 1]; + *pcUVOut++ = pcMesh->mTextureCoords[0][offset0 + x + 1]; + } + + for (unsigned int i = 0; i < 4; ++i) + pcFaceOut->mIndices[i] = iCurrent++; + } + } + delete[] pcMesh->mVertices; + pcMesh->mVertices = pcVertices; + + delete[] pcMesh->mNormals; + pcMesh->mNormals = pcNormals; + + if (pcMesh->mTextureCoords[0]) { + delete[] pcMesh->mTextureCoords[0]; + pcMesh->mTextureCoords[0] = pcUVs; + } +} + +// ------------------------------------------------------------------------------------------------ +void HMPImporter::ReadFirstSkin(unsigned int iNumSkins, const unsigned char *szCursor, + const unsigned char **szCursorOut) { + ai_assert(0 != iNumSkins); + ai_assert(nullptr != szCursor); + + // read the type of the skin ... + // sometimes we need to skip 12 bytes here, I don't know why ... + uint32_t iType = *((uint32_t *)szCursor); + szCursor += sizeof(uint32_t); + if (0 == iType) { + szCursor += sizeof(uint32_t) * 2; + iType = *((uint32_t *)szCursor); + szCursor += sizeof(uint32_t); + if (!iType) + throw DeadlyImportError("Unable to read HMP7 skin chunk"); + } + // read width and height + uint32_t iWidth = *((uint32_t *)szCursor); + szCursor += sizeof(uint32_t); + uint32_t iHeight = *((uint32_t *)szCursor); + szCursor += sizeof(uint32_t); + + // allocate an output material + aiMaterial *pcMat = new aiMaterial(); + + // read the skin, this works exactly as for MDL7 + ParseSkinLump_3DGS_MDL7(szCursor, &szCursor, + pcMat, iType, iWidth, iHeight); + + // now we need to skip any other skins ... + for (unsigned int i = 1; i < iNumSkins; ++i) { + SizeCheck(szCursor + 3 * sizeof(uint32_t)); + iType = *((uint32_t *)szCursor); + szCursor += sizeof(uint32_t); + iWidth = *((uint32_t *)szCursor); + szCursor += sizeof(uint32_t); + iHeight = *((uint32_t *)szCursor); + szCursor += sizeof(uint32_t); + + SkipSkinLump_3DGS_MDL7(szCursor, &szCursor, iType, iWidth, iHeight); + SizeCheck(szCursor); + } + + // setup the material ... + pScene->mNumMaterials = 1; + pScene->mMaterials = new aiMaterial *[1]; + pScene->mMaterials[0] = pcMat; + + *szCursorOut = szCursor; +} + +// ------------------------------------------------------------------------------------------------ +// Generate proepr texture coords +void HMPImporter::GenerateTextureCoords(const unsigned int width, const unsigned int height) { + ai_assert(nullptr != pScene->mMeshes); + ai_assert(nullptr != pScene->mMeshes[0]); + ai_assert(nullptr != pScene->mMeshes[0]->mTextureCoords[0]); + + aiVector3D *uv = pScene->mMeshes[0]->mTextureCoords[0]; + if (uv == nullptr) { + return; + } + + if (height == 0.0f || width == 0.0) { + return; + } + + const float fY = (1.0f / height) + (1.0f / height) / height; + const float fX = (1.0f / width) + (1.0f / width) / width; + + for (unsigned int y = 0; y < height; ++y) { + for (unsigned int x = 0; x < width; ++x, ++uv) { + uv->y = fY * y; + uv->x = fX * x; + uv->z = 0.0f; + } + } +} + +#endif // !! ASSIMP_BUILD_NO_HMP_IMPORTER diff --git a/src/mesh/assimp-master/code/AssetLib/HMP/HMPLoader.h b/src/mesh/assimp-master/code/AssetLib/HMP/HMPLoader.h new file mode 100644 index 0000000..95ce0a9 --- /dev/null +++ b/src/mesh/assimp-master/code/AssetLib/HMP/HMPLoader.h @@ -0,0 +1,140 @@ +/* +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 HMPLoader.h + * @brief Declaration of the HMP importer class + */ +#pragma once +#ifndef AI_HMPLOADER_H_INCLUDED +#define AI_HMPLOADER_H_INCLUDED + +#include + +// internal headers +#include "AssetLib/HMP/HMPFileData.h" +#include "AssetLib/MDL/MDLLoader.h" + +namespace Assimp { +using namespace HMP; + +// --------------------------------------------------------------------------- +/** Used to load 3D GameStudio HMP files (terrains) +*/ +class HMPImporter : public MDLImporter { +public: + HMPImporter(); + ~HMPImporter() 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; + +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 HMP4 file + */ + void InternReadFile_HMP4(); + + // ------------------------------------------------------------------- + /** Import a HMP5 file + */ + void InternReadFile_HMP5(); + + // ------------------------------------------------------------------- + /** Import a HMP7 file + */ + void InternReadFile_HMP7(); + + // ------------------------------------------------------------------- + /** Validate a HMP 5,4,7 file header + */ + void ValidateHeader_HMP457(); + + // ------------------------------------------------------------------- + /** Try to load one material from the file, if this fails create + * a default material + */ + void CreateMaterial(const unsigned char *szCurrent, + const unsigned char **szCurrentOut); + + // ------------------------------------------------------------------- + /** Build a list of output faces and vertices. The function + * triangulates the height map read from the file + * \param width Width of the height field + * \param width Height of the height field + */ + void CreateOutputFaceList(unsigned int width, unsigned int height); + + // ------------------------------------------------------------------- + /** Generate planar texture coordinates for a terrain + * \param width Width of the terrain, in vertices + * \param height Height of the terrain, in vertices + */ + void GenerateTextureCoords(const unsigned int width, + const unsigned int height); + + // ------------------------------------------------------------------- + /** Read the first skin from the file and skip all others ... + * \param iNumSkins Number of skins in the file + * \param szCursor Position of the first skin (offset 84) + */ + void ReadFirstSkin(unsigned int iNumSkins, const unsigned char *szCursor, + const unsigned char **szCursorOut); +}; + +} // end of namespace Assimp + +#endif // AI_HMPIMPORTER_H_INC diff --git a/src/mesh/assimp-master/code/AssetLib/HMP/HalfLifeFileData.h b/src/mesh/assimp-master/code/AssetLib/HMP/HalfLifeFileData.h new file mode 100644 index 0000000..f47862b --- /dev/null +++ b/src/mesh/assimp-master/code/AssetLib/HMP/HalfLifeFileData.h @@ -0,0 +1,149 @@ +/* +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 Definition of in-memory structures for the HL2 MDL file format +// and for the HalfLife text format (SMD) +// +// The specification has been taken from various sources on the internet. + + +#ifndef AI_MDLFILEHELPER2_H_INC +#define AI_MDLFILEHELPER2_H_INC + +#include + +namespace Assimp { +namespace MDL { + +// magic bytes used in Half Life 2 MDL models +#define AI_MDL_MAGIC_NUMBER_BE_HL2a AI_MAKE_MAGIC("IDST") +#define AI_MDL_MAGIC_NUMBER_LE_HL2a AI_MAKE_MAGIC("TSDI") +#define AI_MDL_MAGIC_NUMBER_BE_HL2b AI_MAKE_MAGIC("IDSQ") +#define AI_MDL_MAGIC_NUMBER_LE_HL2b AI_MAKE_MAGIC("QSDI") + +// --------------------------------------------------------------------------- +/** \struct Header_HL2 + * \brief Data structure for the HL2 main header + */ +// --------------------------------------------------------------------------- +struct Header_HL2 { + //! magic number: "IDST"/"IDSQ" + char ident[4]; + + //! Version number + int32_t version; + + //! Original file name in pak ? + char name[64]; + + //! Length of file name/length of file? + int32_t length; + + //! For viewer, ignored + aiVector3D eyeposition; + aiVector3D min; + aiVector3D max; + + //! AABB of the model + aiVector3D bbmin; + aiVector3D bbmax; + + // File flags + int32_t flags; + + //! NUmber of bones contained in the file + int32_t numbones; + int32_t boneindex; + + //! Number of bone controllers for bone animation + int32_t numbonecontrollers; + int32_t bonecontrollerindex; + + //! More bounding boxes ... + int32_t numhitboxes; + int32_t hitboxindex; + + //! Animation sequences in the file + int32_t numseq; + int32_t seqindex; + + //! Loaded sequences. Ignored + int32_t numseqgroups; + int32_t seqgroupindex; + + //! Raw texture data + int32_t numtextures; + int32_t textureindex; + int32_t texturedataindex; + + //! Number of skins (=textures?) + int32_t numskinref; + int32_t numskinfamilies; + int32_t skinindex; + + //! Number of parts + int32_t numbodyparts; + int32_t bodypartindex; + + //! attachable points for gameplay and physics + int32_t numattachments; + int32_t attachmentindex; + + //! Table of sound effects associated with the model + int32_t soundtable; + int32_t soundindex; + int32_t soundgroups; + int32_t soundgroupindex; + + //! Number of animation transitions + int32_t numtransitions; + int32_t transitionindex; +} /* PACK_STRUCT */; + +#include + +} +} // end namespaces + +#endif // ! AI_MDLFILEHELPER2_H_INC -- cgit v1.2.1