update assimp lib

This commit is contained in:
marauder2k7 2024-12-09 20:22:47 +00:00
parent 03a348deb7
commit d3f8fee74e
1725 changed files with 196314 additions and 62009 deletions

View file

@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
Copyright (c) 2006-2024, assimp team
All rights reserved.

View file

@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
Copyright (c) 2006-2024, assimp team
All rights reserved.

View file

@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
Copyright (c) 2006-2024, assimp team
All rights reserved.
@ -63,7 +63,8 @@ struct HL1ImportSettings {
read_bone_controllers(false),
read_hitboxes(false),
read_textures(false),
read_misc_global_info(false) {
read_misc_global_info(false),
transform_coord_system(true) {
}
bool read_animations;
@ -76,6 +77,7 @@ struct HL1ImportSettings {
bool read_hitboxes;
bool read_textures;
bool read_misc_global_info;
bool transform_coord_system;
};
} // namespace HalfLife

View file

@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
Copyright (c) 2006-2024, assimp team
All rights reserved.
@ -470,14 +470,16 @@ void HL1MDLLoader::read_bones() {
temp_bones_.resize(header_->numbones);
// Create the main 'bones' node that will contain all MDL root bones.
aiNode *bones_node = new aiNode(AI_MDL_HL1_NODE_BONES);
rootnode_children_.push_back(bones_node);
bones_node->mNumChildren = static_cast<unsigned int>(header_->numbones);
bones_node->mChildren = new aiNode *[bones_node->mNumChildren];
// Store roots bones IDs temporarily.
std::vector<int> roots;
// Create bone matrices in local space.
for (int i = 0; i < header_->numbones; ++i) {
aiNode *bone_node = temp_bones_[i].node = bones_node->mChildren[i] = new aiNode(unique_bones_names[i]);
aiNode *bone_node = temp_bones_[i].node = new aiNode(unique_bones_names[i]);
aiVector3D angles(pbone[i].value[3], pbone[i].value[4], pbone[i].value[5]);
temp_bones_[i].absolute_transform = bone_node->mTransformation =
@ -485,9 +487,11 @@ void HL1MDLLoader::read_bones() {
aiVector3D(pbone[i].value[0], pbone[i].value[1], pbone[i].value[2]));
if (pbone[i].parent == -1) {
bone_node->mParent = scene_->mRootNode;
bone_node->mParent = bones_node;
roots.push_back(i); // This bone has no parent. Add it to the roots list.
} else {
bone_node->mParent = bones_node->mChildren[pbone[i].parent];
bone_node->mParent = temp_bones_[pbone[i].parent].node;
temp_bones_[pbone[i].parent].children.push_back(i); // Add this bone to the parent bone's children list.
temp_bones_[i].absolute_transform =
temp_bones_[pbone[i].parent].absolute_transform * bone_node->mTransformation;
@ -496,6 +500,36 @@ void HL1MDLLoader::read_bones() {
temp_bones_[i].offset_matrix = temp_bones_[i].absolute_transform;
temp_bones_[i].offset_matrix.Inverse();
}
// Allocate memory for each MDL root bone.
bones_node->mNumChildren = static_cast<unsigned int>(roots.size());
bones_node->mChildren = new aiNode *[bones_node->mNumChildren];
// Build all bones children hierarchy starting from each MDL root bone.
for (size_t i = 0; i < roots.size(); ++i)
{
const TempBone &root_bone = temp_bones_[roots[i]];
bones_node->mChildren[i] = root_bone.node;
build_bone_children_hierarchy(root_bone);
}
}
void HL1MDLLoader::build_bone_children_hierarchy(const TempBone &bone)
{
if (bone.children.empty())
return;
aiNode* bone_node = bone.node;
bone_node->mNumChildren = static_cast<unsigned int>(bone.children.size());
bone_node->mChildren = new aiNode *[bone_node->mNumChildren];
// Build each child bone's hierarchy recursively.
for (size_t i = 0; i < bone.children.size(); ++i)
{
const TempBone &child_bone = temp_bones_[bone.children[i]];
bone_node->mChildren[i] = child_bone.node;
build_bone_children_hierarchy(child_bone);
}
}
// ------------------------------------------------------------------------------------------------

View file

@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
Copyright (c) 2006-2024, assimp team
All rights reserved.
@ -143,6 +143,14 @@ private:
*/
static bool get_num_blend_controllers(const int num_blend_animations, int &num_blend_controllers);
/**
* \brief Build a bone's node children hierarchy.
*
* \param[in] bone The bone for which we must build all children hierarchy.
*/
struct TempBone;
void build_bone_children_hierarchy(const TempBone& bone);
/** Output scene to be filled */
aiScene *scene_;
@ -198,11 +206,13 @@ private:
TempBone() :
node(nullptr),
absolute_transform(),
offset_matrix() {}
offset_matrix(),
children() {}
aiNode *node;
aiMatrix4x4 absolute_transform;
aiMatrix4x4 offset_matrix;
std::vector<int> children; // Bone children
};
std::vector<TempBone> temp_bones_;
@ -222,7 +232,7 @@ void HL1MDLLoader::load_file_into_buffer(const std::string &file_path, unsigned
std::unique_ptr<IOStream> file(io_->Open(file_path));
if (file.get() == nullptr) {
if (file == nullptr) {
throw DeadlyImportError("Failed to open MDL file ", DefaultIOSystem::fileName(file_path), ".");
}

View file

@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
Copyright (c) 2006-2024, assimp team
All rights reserved.

View file

@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
Copyright (c) 2006-2024, assimp team
All rights reserved.

View file

@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
Copyright (c) 2006-2024, assimp team
All rights reserved.

View file

@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
Copyright (c) 2006-2024, assimp team
All rights reserved.

View file

@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
Copyright (c) 2006-2024, assimp team
All rights reserved.

View file

@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
Copyright (c) 2006-2024, assimp team
All rights reserved.

View file

@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
Copyright (c) 2006-2024, assimp team
All rights reserved.
@ -67,7 +67,7 @@ namespace Assimp {
namespace MDL {
// -------------------------------------------------------------------------------------
// to make it easier for us, we test the magic word against both "endianesses"
// to make it easier for us, we test the magic word against both "endiannesses"
// magic bytes used in Quake 1 MDL meshes
#define AI_MDL_MAGIC_NUMBER_BE AI_MAKE_MAGIC("IDPO")

View file

@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
Copyright (c) 2006-2024, assimp team
All rights reserved.
@ -65,7 +65,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
using namespace Assimp;
static const aiImporterDesc desc = {
static constexpr aiImporterDesc desc = {
"Quake Mesh / 3D GameStudio Mesh Importer",
"",
"",
@ -96,14 +96,10 @@ MDLImporter::MDLImporter() :
// empty
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
MDLImporter::~MDLImporter() = default;
// ------------------------------------------------------------------------------------------------
// 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[] = {
static constexpr uint32_t tokens[] = {
AI_MDL_MAGIC_NUMBER_LE_HL2a,
AI_MDL_MAGIC_NUMBER_LE_HL2b,
AI_MDL_MAGIC_NUMBER_LE_GS7,
@ -142,6 +138,7 @@ void MDLImporter::SetupProperties(const Importer *pImp) {
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);
mHL1ImportSettings.transform_coord_system = pImp->GetPropertyBool(AI_CONFIG_IMPORT_MDL_HL1_TRANSFORM_COORD_SYSTEM);
}
// ------------------------------------------------------------------------------------------------
@ -150,6 +147,20 @@ const aiImporterDesc *MDLImporter::GetInfo() const {
return &desc;
}
// ------------------------------------------------------------------------------------------------
static void transformCoordinateSystem(const aiScene *pScene) {
if (pScene == nullptr) {
return;
}
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
);
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void MDLImporter::InternReadFile(const std::string &pFile,
@ -159,7 +170,7 @@ void MDLImporter::InternReadFile(const std::string &pFile,
std::unique_ptr<IOStream> file(pIOHandler->Open(pFile));
// Check whether we can read from the file
if (file.get() == nullptr) {
if (file == nullptr) {
throw DeadlyImportError("Failed to open MDL file ", pFile, ".");
}
@ -250,18 +261,16 @@ void MDLImporter::InternReadFile(const std::string &pFile,
". Magic word (", ai_str_toprintable((const char *)&iMagicWord, sizeof(iMagicWord)), ") is not known");
}
if (is_half_life){
if (is_half_life && mHL1ImportSettings.transform_coord_system) {
// 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 {
transformCoordinateSystem(pScene);
} 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);
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();
@ -271,10 +280,16 @@ void MDLImporter::InternReadFile(const std::string &pFile,
}
}
// ------------------------------------------------------------------------------------------------
// Check whether we're still inside the valid file range
bool MDLImporter::IsPosValid(const void *szPos) const {
return szPos && (const unsigned char *)szPos <= this->mBuffer + this->iFileSize && szPos >= this->mBuffer;
}
// ------------------------------------------------------------------------------------------------
// 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) {
if (!IsPosValid(szPos)) {
throw DeadlyImportError("Invalid MDL file. The file is too small "
"or contains invalid data.");
}
@ -284,7 +299,7 @@ void MDLImporter::SizeCheck(const void *szPos) {
// 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) {
if (!IsPosValid(szPos)) {
// remove a directory if there is one
const char *szFilePtr = ::strrchr(szFile, '\\');
if (!szFilePtr) {
@ -298,7 +313,7 @@ void MDLImporter::SizeCheck(const void *szPos, const char *szFile, unsigned int
}
char szBuffer[1024];
::sprintf(szBuffer, "Invalid MDL file. The file is too small "
::snprintf(szBuffer, sizeof(szBuffer), "Invalid MDL file. The file is too small "
"or contains invalid data (File: %s Line: %u)",
szFilePtr, iLine);
@ -404,8 +419,15 @@ void MDLImporter::InternReadFile_Quake1() {
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;
bool overflow = false;
if (pcHeader->skinwidth != 0 || pcHeader->skinheight != 0) {
if ((pcHeader->skinheight > INT_MAX / pcHeader->skinwidth) || (pcHeader->skinwidth > INT_MAX / pcHeader->skinheight)){
overflow = true;
}
if (!overflow) {
szCurrent += pcHeader->skinheight * pcHeader->skinwidth +sizeof(float) * iNumImages;
}
}
}
} else {
szCurrent += sizeof(uint32_t);
@ -953,7 +975,7 @@ void MDLImporter::CalcAbsBoneMatrices_3DGS_MDL7(MDL::IntBone_MDL7 **apcOutBones)
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,
pcOutBone->mName.length = ai_snprintf(pcOutBone->mName.data, AI_MAXLEN,
"UnnamedBone_%i", iBone);
} else {
// Make sure we won't run over the buffer's end if there is no
@ -968,7 +990,7 @@ void MDLImporter::CalcAbsBoneMatrices_3DGS_MDL7(MDL::IntBone_MDL7 **apcOutBones)
}
// store the name of the bone
pcOutBone->mName.length = (size_t)iMaxLen;
pcOutBone->mName.length = static_cast<ai_uint32>(iMaxLen);
::memcpy(pcOutBone->mName.data, pcBone->name, pcOutBone->mName.length);
pcOutBone->mName.data[pcOutBone->mName.length] = '\0';
}
@ -1558,7 +1580,7 @@ void MDLImporter::InternReadFile_3DGS_MDL7() {
} else {
pcNode->mName.length = (ai_uint32)::strlen(szBuffer);
}
::strncpy(pcNode->mName.data, szBuffer, MAXLEN - 1);
::strncpy(pcNode->mName.data, szBuffer, AI_MAXLEN - 1);
++p;
}
}

View file

@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
Copyright (c) 2006-2024, assimp team
All rights reserved.
@ -39,10 +39,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file MDLLoader.h
* @brief Declaration of the loader for MDL files
*/
/// @file MDLLoader.h
/// @brief Declaration of the loader for MDL files
#pragma once
#ifndef AI_MDLLOADER_H_INCLUDED
#define AI_MDLLOADER_H_INCLUDED
@ -83,11 +81,10 @@ using namespace MDL;
* 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
{
class MDLImporter : public BaseImporter {
public:
MDLImporter();
~MDLImporter() override;
~MDLImporter() override = default;
// -------------------------------------------------------------------
/** Returns whether the class can handle the format of the given file.
@ -139,7 +136,7 @@ protected:
// -------------------------------------------------------------------
/** Import a CS:S/HL2 MDL file (not fully implemented)
*/
void InternReadFile_HL2( );
AI_WONT_RETURN void InternReadFile_HL2( ) AI_WONT_RETURN_SUFFIX;
// -------------------------------------------------------------------
/** Check whether a given position is inside the valid range
@ -150,6 +147,7 @@ protected:
*/
void SizeCheck(const void* szPos);
void SizeCheck(const void* szPos, const char* szFile, unsigned int iLine);
bool IsPosValid(const void* szPos) const;
// -------------------------------------------------------------------
/** Validate the header data structure of a game studio MDL7 file

View file

@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
Copyright (c) 2006-2024, assimp team
All rights reserved.
@ -123,9 +123,8 @@ aiColor4D MDLImporter::ReplaceTextureWithColor(const aiTexture *pcTexture) {
// Read a texture from a MDL3 file
void MDLImporter::CreateTextureARGB8_3DGS_MDL3(const unsigned char *szData) {
const MDL::Header *pcHeader = (const MDL::Header *)mBuffer; //the endianness is already corrected in the InternReadFile_3DGS_MDL345 function
VALIDATE_FILE_SIZE(szData + pcHeader->skinwidth *
pcHeader->skinheight);
const size_t len = pcHeader->skinwidth * pcHeader->skinheight;
VALIDATE_FILE_SIZE(szData + len);
// allocate a new texture object
aiTexture *pcNew = new aiTexture();
@ -470,7 +469,7 @@ void MDLImporter::ParseSkinLump_3DGS_MDL7(
ASSIMP_LOG_ERROR("Found a reference to an embedded DDS texture, but texture width is zero, aborting import.");
return;
}
pcNew.reset(new aiTexture);
pcNew->mHeight = 0;
pcNew->mWidth = iWidth;
@ -481,6 +480,8 @@ void MDLImporter::ParseSkinLump_3DGS_MDL7(
pcNew->achFormatHint[2] = 's';
pcNew->achFormatHint[3] = '\0';
SizeCheck(szCurrent + pcNew->mWidth);
pcNew->pcData = (aiTexel *)new unsigned char[pcNew->mWidth];
memcpy(pcNew->pcData, szCurrent, pcNew->mWidth);
szCurrent += iWidth;
@ -493,12 +494,12 @@ void MDLImporter::ParseSkinLump_3DGS_MDL7(
aiString szFile;
const size_t iLen = strlen((const char *)szCurrent);
size_t iLen2 = iLen + 1;
iLen2 = iLen2 > MAXLEN ? MAXLEN : iLen2;
size_t iLen2 = iLen > (AI_MAXLEN - 1) ? (AI_MAXLEN - 1) : iLen;
memcpy(szFile.data, (const char *)szCurrent, iLen2);
szFile.data[iLen2] = '\0';
szFile.length = static_cast<ai_uint32>(iLen2);
szCurrent += iLen2;
szCurrent += iLen2 + 1;
// place this as diffuse texture
pcMatOut->AddProperty(&szFile, AI_MATKEY_TEXTURE_DIFFUSE(0));
@ -609,7 +610,7 @@ void MDLImporter::ParseSkinLump_3DGS_MDL7(
if (is_not_qnan(clrTexture.r)) {
clrTemp.r *= clrTexture.a;
}
pcMatOut->AddProperty<ai_real>(&clrTemp.r, 1, AI_MATKEY_OPACITY);
pcMatOut->AddProperty<float>(&clrTemp.r, 1, AI_MATKEY_OPACITY);
// read phong power
int iShadingMode = (int)aiShadingMode_Gouraud;
@ -703,7 +704,14 @@ void MDLImporter::SkipSkinLump_3DGS_MDL7(
tex.pcData = bad_texel;
tex.mHeight = iHeight;
tex.mWidth = iWidth;
ParseTextureColorData(szCurrent, iMasked, &iSkip, &tex);
try {
ParseTextureColorData(szCurrent, iMasked, &iSkip, &tex);
} catch (...) {
// FIX: Important, otherwise the destructor will crash
tex.pcData = nullptr;
throw;
}
// FIX: Important, otherwise the destructor will crash
tex.pcData = nullptr;
@ -722,9 +730,12 @@ void MDLImporter::SkipSkinLump_3DGS_MDL7(
// if an ASCII effect description (HLSL?) is contained in the file,
// we can simply ignore it ...
if (iType & AI_MDL7_SKINTYPE_MATERIAL_ASCDEF) {
int32_t iMe = *((int32_t *)szCurrent);
VALIDATE_FILE_SIZE(szCurrent + sizeof(int32_t));
int32_t iMe = 0;
::memcpy(&iMe, szCurrent, sizeof(int32_t));
AI_SWAP4(iMe);
szCurrent += sizeof(char) * iMe + sizeof(int32_t);
VALIDATE_FILE_SIZE(szCurrent);
}
*szCurrentOut = szCurrent;
}