mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-14 08:04:40 +00:00
update assimp to 5.2.3 Bugfix-Release
This commit is contained in:
parent
3f796d2a06
commit
f297476092
1150 changed files with 165834 additions and 112019 deletions
137
Engine/lib/assimp/code/AssetLib/HMP/HMPFileData.h
Normal file
137
Engine/lib/assimp/code/AssetLib/HMP/HMPFileData.h
Normal file
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@ -0,0 +1,137 @@
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2022, assimp team
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All rights reserved.
|
||||
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||||
Redistribution and use of this software in source and binary forms,
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||||
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
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||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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//!
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//! @file Data structures for the 3D Game Studio Heightmap format (HMP)
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//!
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namespace Assimp {
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namespace HMP {
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#include <assimp/Compiler/pushpack1.h>
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#include <stdint.h>
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// to make it easier for us, we test the magic word against both "endianesses"
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#define AI_HMP_MAGIC_NUMBER_BE_4 AI_MAKE_MAGIC("HMP4")
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#define AI_HMP_MAGIC_NUMBER_LE_4 AI_MAKE_MAGIC("4PMH")
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#define AI_HMP_MAGIC_NUMBER_BE_5 AI_MAKE_MAGIC("HMP5")
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#define AI_HMP_MAGIC_NUMBER_LE_5 AI_MAKE_MAGIC("5PMH")
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#define AI_HMP_MAGIC_NUMBER_BE_7 AI_MAKE_MAGIC("HMP7")
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#define AI_HMP_MAGIC_NUMBER_LE_7 AI_MAKE_MAGIC("7PMH")
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// ---------------------------------------------------------------------------
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/** Data structure for the header of a HMP5 file.
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* This is also used by HMP4 and HMP7, but with modifications
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*/
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struct Header_HMP5
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{
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int8_t ident[4]; // "HMP5"
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int32_t version;
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// ignored
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float scale[3];
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float scale_origin[3];
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float boundingradius;
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//! Size of one triangle in x direction
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float ftrisize_x;
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//! Size of one triangle in y direction
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float ftrisize_y;
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//! Number of vertices in x direction
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float fnumverts_x;
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//! Number of skins in the file
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int32_t numskins;
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// can ignore this?
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int32_t skinwidth;
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int32_t skinheight;
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//!Number of vertices in the file
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int32_t numverts;
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// ignored and zero
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int32_t numtris;
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//! only one supported ...
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int32_t numframes;
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//! Always 0 ...
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int32_t num_stverts;
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int32_t flags;
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float size;
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** Data structure for a terrain vertex in a HMP4 file
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*/
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struct Vertex_HMP4
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{
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uint16_t p_pos[3];
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uint8_t normals162index;
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uint8_t pad;
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** Data structure for a terrain vertex in a HMP5 file
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*/
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struct Vertex_HMP5
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{
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uint16_t z;
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uint8_t normals162index;
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uint8_t pad;
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** Data structure for a terrain vertex in a HMP7 file
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*/
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struct Vertex_HMP7
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{
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uint16_t z;
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int8_t normal_x,normal_y;
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} PACK_STRUCT;
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#include <assimp/Compiler/poppack1.h>
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} //! namespace HMP
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} //! namespace Assimp
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508
Engine/lib/assimp/code/AssetLib/HMP/HMPLoader.cpp
Normal file
508
Engine/lib/assimp/code/AssetLib/HMP/HMPLoader.cpp
Normal file
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@ -0,0 +1,508 @@
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2022, assimp team
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|
||||
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.
|
||||
|
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* 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
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file Implementation of the MDL importer class */
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#ifndef ASSIMP_BUILD_NO_HMP_IMPORTER
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// internal headers
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#include "AssetLib/HMP/HMPLoader.h"
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#include "AssetLib/MD2/MD2FileData.h"
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#include <assimp/StringUtils.h>
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#include <assimp/importerdesc.h>
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#include <assimp/scene.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/IOSystem.hpp>
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#include <memory>
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using namespace Assimp;
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static const aiImporterDesc desc = {
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"3D GameStudio Heightmap (HMP) Importer",
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"",
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"",
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"",
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aiImporterFlags_SupportBinaryFlavour,
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0,
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0,
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0,
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0,
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"hmp"
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};
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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HMPImporter::HMPImporter() {
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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HMPImporter::~HMPImporter() {
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool HMPImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const {
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static const uint32_t tokens[] = {
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AI_HMP_MAGIC_NUMBER_LE_4,
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AI_HMP_MAGIC_NUMBER_LE_5,
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AI_HMP_MAGIC_NUMBER_LE_7
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};
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return CheckMagicToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens));
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}
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// ------------------------------------------------------------------------------------------------
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// Get list of all file extensions that are handled by this loader
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const aiImporterDesc *HMPImporter::GetInfo() const {
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return &desc;
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void HMPImporter::InternReadFile(const std::string &pFile,
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aiScene *_pScene, IOSystem *_pIOHandler) {
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pScene = _pScene;
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mIOHandler = _pIOHandler;
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std::unique_ptr<IOStream> file(mIOHandler->Open(pFile));
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// Check whether we can read from the file
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if (file.get() == nullptr) {
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throw DeadlyImportError("Failed to open HMP file ", pFile, ".");
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}
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// Check whether the HMP file is large enough to contain
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// at least the file header
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const size_t fileSize = file->FileSize();
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if (fileSize < 50)
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throw DeadlyImportError("HMP File is too small.");
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// Allocate storage and copy the contents of the file to a memory buffer
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mBuffer = new uint8_t[fileSize];
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file->Read((void *)mBuffer, 1, fileSize);
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iFileSize = (unsigned int)fileSize;
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// Determine the file subtype and call the appropriate member function
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const uint32_t iMagic = *((uint32_t *)this->mBuffer);
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// HMP4 format
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if (AI_HMP_MAGIC_NUMBER_LE_4 == iMagic ||
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AI_HMP_MAGIC_NUMBER_BE_4 == iMagic) {
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ASSIMP_LOG_DEBUG("HMP subtype: 3D GameStudio A4, magic word is HMP4");
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InternReadFile_HMP4();
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}
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// HMP5 format
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else if (AI_HMP_MAGIC_NUMBER_LE_5 == iMagic ||
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AI_HMP_MAGIC_NUMBER_BE_5 == iMagic) {
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ASSIMP_LOG_DEBUG("HMP subtype: 3D GameStudio A5, magic word is HMP5");
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InternReadFile_HMP5();
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}
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// HMP7 format
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else if (AI_HMP_MAGIC_NUMBER_LE_7 == iMagic ||
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AI_HMP_MAGIC_NUMBER_BE_7 == iMagic) {
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ASSIMP_LOG_DEBUG("HMP subtype: 3D GameStudio A7, magic word is HMP7");
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InternReadFile_HMP7();
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} else {
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// Print the magic word to the logger
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std::string szBuffer = ai_str_toprintable((const char *)&iMagic, sizeof(iMagic));
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delete[] mBuffer;
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mBuffer = nullptr;
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// We're definitely unable to load this file
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throw DeadlyImportError("Unknown HMP subformat ", pFile,
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". Magic word (", szBuffer, ") is not known");
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}
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// Set the AI_SCENE_FLAGS_TERRAIN bit
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pScene->mFlags |= AI_SCENE_FLAGS_TERRAIN;
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delete[] mBuffer;
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mBuffer = nullptr;
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}
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// ------------------------------------------------------------------------------------------------
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void HMPImporter::ValidateHeader_HMP457() {
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const HMP::Header_HMP5 *const pcHeader = (const HMP::Header_HMP5 *)mBuffer;
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if (120 > iFileSize) {
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throw DeadlyImportError("HMP file is too small (header size is "
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"120 bytes, this file is smaller)");
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}
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if (!pcHeader->ftrisize_x || !pcHeader->ftrisize_y)
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throw DeadlyImportError("Size of triangles in either x or y direction is zero");
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if (pcHeader->fnumverts_x < 1.0f || (pcHeader->numverts / pcHeader->fnumverts_x) < 1.0f)
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throw DeadlyImportError("Number of triangles in either x or y direction is zero");
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if (!pcHeader->numframes)
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throw DeadlyImportError("There are no frames. At least one should be there");
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}
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// ------------------------------------------------------------------------------------------------
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void HMPImporter::InternReadFile_HMP4() {
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throw DeadlyImportError("HMP4 is currently not supported");
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}
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// ------------------------------------------------------------------------------------------------
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void HMPImporter::InternReadFile_HMP5() {
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// read the file header and skip everything to byte 84
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const HMP::Header_HMP5 *pcHeader = (const HMP::Header_HMP5 *)mBuffer;
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const unsigned char *szCurrent = (const unsigned char *)(mBuffer + 84);
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ValidateHeader_HMP457();
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// generate an output mesh
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pScene->mNumMeshes = 1;
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pScene->mMeshes = new aiMesh *[1];
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aiMesh *pcMesh = pScene->mMeshes[0] = new aiMesh();
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pcMesh->mMaterialIndex = 0;
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pcMesh->mVertices = new aiVector3D[pcHeader->numverts];
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pcMesh->mNormals = new aiVector3D[pcHeader->numverts];
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const unsigned int height = (unsigned int)(pcHeader->numverts / pcHeader->fnumverts_x);
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const unsigned int width = (unsigned int)pcHeader->fnumverts_x;
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// generate/load a material for the terrain
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CreateMaterial(szCurrent, &szCurrent);
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// goto offset 120, I don't know why ...
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// (fixme) is this the frame header? I assume yes since it starts with 2.
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szCurrent += 36;
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SizeCheck(szCurrent + sizeof(const HMP::Vertex_HMP7) * height * width);
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// now load all vertices from the file
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aiVector3D *pcVertOut = pcMesh->mVertices;
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aiVector3D *pcNorOut = pcMesh->mNormals;
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const HMP::Vertex_HMP5 *src = (const HMP::Vertex_HMP5 *)szCurrent;
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for (unsigned int y = 0; y < height; ++y) {
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for (unsigned int x = 0; x < width; ++x) {
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pcVertOut->x = x * pcHeader->ftrisize_x;
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pcVertOut->y = y * pcHeader->ftrisize_y;
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pcVertOut->z = (((float)src->z / 0xffff) - 0.5f) * pcHeader->ftrisize_x * 8.0f;
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MD2::LookupNormalIndex(src->normals162index, *pcNorOut);
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++pcVertOut;
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++pcNorOut;
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++src;
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}
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}
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// generate texture coordinates if necessary
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if (pcHeader->numskins)
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GenerateTextureCoords(width, height);
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// now build a list of faces
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CreateOutputFaceList(width, height);
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// there is no nodegraph in HMP files. Simply assign the one mesh
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// (no, not the one ring) to the root node
|
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pScene->mRootNode = new aiNode();
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pScene->mRootNode->mName.Set("terrain_root");
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pScene->mRootNode->mNumMeshes = 1;
|
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pScene->mRootNode->mMeshes = new unsigned int[1];
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pScene->mRootNode->mMeshes[0] = 0;
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||||
}
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||||
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||||
// ------------------------------------------------------------------------------------------------
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||||
void HMPImporter::InternReadFile_HMP7() {
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// read the file header and skip everything to byte 84
|
||||
const HMP::Header_HMP5 *const pcHeader = (const HMP::Header_HMP5 *)mBuffer;
|
||||
const unsigned char *szCurrent = (const unsigned char *)(mBuffer + 84);
|
||||
ValidateHeader_HMP457();
|
||||
|
||||
// generate an output mesh
|
||||
pScene->mNumMeshes = 1;
|
||||
pScene->mMeshes = new aiMesh *[1];
|
||||
aiMesh *pcMesh = pScene->mMeshes[0] = new aiMesh();
|
||||
|
||||
pcMesh->mMaterialIndex = 0;
|
||||
pcMesh->mVertices = new aiVector3D[pcHeader->numverts];
|
||||
pcMesh->mNormals = new aiVector3D[pcHeader->numverts];
|
||||
|
||||
const unsigned int height = (unsigned int)(pcHeader->numverts / pcHeader->fnumverts_x);
|
||||
const unsigned int width = (unsigned int)pcHeader->fnumverts_x;
|
||||
|
||||
// generate/load a material for the terrain
|
||||
CreateMaterial(szCurrent, &szCurrent);
|
||||
|
||||
// goto offset 120, I don't know why ...
|
||||
// (fixme) is this the frame header? I assume yes since it starts with 2.
|
||||
szCurrent += 36;
|
||||
|
||||
SizeCheck(szCurrent + sizeof(const HMP::Vertex_HMP7) * height * width);
|
||||
|
||||
// now load all vertices from the file
|
||||
aiVector3D *pcVertOut = pcMesh->mVertices;
|
||||
ai_assert(pcVertOut != nullptr);
|
||||
aiVector3D *pcNorOut = pcMesh->mNormals;
|
||||
ai_assert(pcNorOut != nullptr);
|
||||
const HMP::Vertex_HMP7 *src = (const HMP::Vertex_HMP7 *)szCurrent;
|
||||
for (unsigned int y = 0; y < height; ++y) {
|
||||
for (unsigned int x = 0; x < width; ++x) {
|
||||
pcVertOut->x = x * pcHeader->ftrisize_x;
|
||||
pcVertOut->y = y * pcHeader->ftrisize_y;
|
||||
|
||||
// FIXME: What exctly is the correct scaling factor to use?
|
||||
// possibly pcHeader->scale_origin[2] in combination with a
|
||||
// signed interpretation of src->z?
|
||||
pcVertOut->z = (((float)src->z / 0xffff) - 0.5f) * pcHeader->ftrisize_x * 8.0f;
|
||||
|
||||
pcNorOut->x = ((float)src->normal_x / 0x80); // * pcHeader->scale_origin[0];
|
||||
pcNorOut->y = ((float)src->normal_y / 0x80); // * pcHeader->scale_origin[1];
|
||||
pcNorOut->z = 1.0f;
|
||||
pcNorOut->Normalize();
|
||||
|
||||
++pcVertOut;
|
||||
++pcNorOut;
|
||||
++src;
|
||||
}
|
||||
}
|
||||
|
||||
// generate texture coordinates if necessary
|
||||
if (pcHeader->numskins) GenerateTextureCoords(width, height);
|
||||
|
||||
// now build a list of faces
|
||||
CreateOutputFaceList(width, height);
|
||||
|
||||
// there is no nodegraph in HMP files. Simply assign the one mesh
|
||||
// (no, not the One Ring) to the root node
|
||||
pScene->mRootNode = new aiNode();
|
||||
pScene->mRootNode->mName.Set("terrain_root");
|
||||
pScene->mRootNode->mNumMeshes = 1;
|
||||
pScene->mRootNode->mMeshes = new unsigned int[1];
|
||||
pScene->mRootNode->mMeshes[0] = 0;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void HMPImporter::CreateMaterial(const unsigned char *szCurrent,
|
||||
const unsigned char **szCurrentOut) {
|
||||
aiMesh *const pcMesh = pScene->mMeshes[0];
|
||||
const HMP::Header_HMP5 *const pcHeader = (const HMP::Header_HMP5 *)mBuffer;
|
||||
|
||||
// we don't need to generate texture coordinates if
|
||||
// we have no textures in the file ...
|
||||
if (pcHeader->numskins) {
|
||||
pcMesh->mTextureCoords[0] = new aiVector3D[pcHeader->numverts];
|
||||
pcMesh->mNumUVComponents[0] = 2;
|
||||
|
||||
// now read the first skin and skip all others
|
||||
ReadFirstSkin(pcHeader->numskins, szCurrent, &szCurrent);
|
||||
*szCurrentOut = szCurrent;
|
||||
return;
|
||||
}
|
||||
|
||||
// generate a default material
|
||||
const int iMode = (int)aiShadingMode_Gouraud;
|
||||
aiMaterial *pcHelper = new aiMaterial();
|
||||
pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
|
||||
|
||||
aiColor3D clr;
|
||||
clr.b = clr.g = clr.r = 0.6f;
|
||||
pcHelper->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_DIFFUSE);
|
||||
pcHelper->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_SPECULAR);
|
||||
|
||||
clr.b = clr.g = clr.r = 0.05f;
|
||||
pcHelper->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_AMBIENT);
|
||||
|
||||
aiString szName;
|
||||
szName.Set(AI_DEFAULT_MATERIAL_NAME);
|
||||
pcHelper->AddProperty(&szName, AI_MATKEY_NAME);
|
||||
|
||||
// add the material to the scene
|
||||
pScene->mNumMaterials = 1;
|
||||
pScene->mMaterials = new aiMaterial *[1];
|
||||
pScene->mMaterials[0] = pcHelper;
|
||||
*szCurrentOut = szCurrent;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void HMPImporter::CreateOutputFaceList(unsigned int width, unsigned int height) {
|
||||
aiMesh *const pcMesh = this->pScene->mMeshes[0];
|
||||
|
||||
// Allocate enough storage
|
||||
pcMesh->mNumFaces = (width - 1) * (height - 1);
|
||||
pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
|
||||
|
||||
pcMesh->mNumVertices = pcMesh->mNumFaces * 4;
|
||||
aiVector3D *pcVertices = new aiVector3D[pcMesh->mNumVertices];
|
||||
aiVector3D *pcNormals = new aiVector3D[pcMesh->mNumVertices];
|
||||
|
||||
aiFace *pcFaceOut(pcMesh->mFaces);
|
||||
aiVector3D *pcVertOut = pcVertices;
|
||||
aiVector3D *pcNorOut = pcNormals;
|
||||
|
||||
aiVector3D *pcUVs = pcMesh->mTextureCoords[0] ? new aiVector3D[pcMesh->mNumVertices] : nullptr;
|
||||
aiVector3D *pcUVOut(pcUVs);
|
||||
|
||||
// Build the terrain square
|
||||
const unsigned int upperBound = pcMesh->mNumVertices;
|
||||
unsigned int iCurrent = 0;
|
||||
for (unsigned int y = 0; y < height - 1; ++y) {
|
||||
const size_t offset0 = y * width;
|
||||
const size_t offset1 = (y + 1) * width;
|
||||
for (unsigned int x = 0; x < width - 1; ++x, ++pcFaceOut) {
|
||||
pcFaceOut->mNumIndices = 4;
|
||||
pcFaceOut->mIndices = new unsigned int[4];
|
||||
if ((offset0 + x + 1) >= upperBound){
|
||||
continue;
|
||||
}
|
||||
if ((offset1 + x + 1) >= upperBound){
|
||||
continue;
|
||||
}
|
||||
|
||||
*pcVertOut++ = pcMesh->mVertices[offset0 + x];
|
||||
*pcVertOut++ = pcMesh->mVertices[offset1 + x];
|
||||
*pcVertOut++ = pcMesh->mVertices[offset1 + x + 1];
|
||||
*pcVertOut++ = pcMesh->mVertices[offset0 + x + 1];
|
||||
|
||||
*pcNorOut++ = pcMesh->mNormals[offset0 + x];
|
||||
*pcNorOut++ = pcMesh->mNormals[offset1 + x];
|
||||
*pcNorOut++ = pcMesh->mNormals[offset1 + x + 1];
|
||||
*pcNorOut++ = pcMesh->mNormals[offset0 + x + 1];
|
||||
|
||||
if (pcMesh->mTextureCoords[0]) {
|
||||
*pcUVOut++ = pcMesh->mTextureCoords[0][offset0 + x];
|
||||
*pcUVOut++ = pcMesh->mTextureCoords[0][offset1 + x];
|
||||
*pcUVOut++ = pcMesh->mTextureCoords[0][offset1 + x + 1];
|
||||
*pcUVOut++ = pcMesh->mTextureCoords[0][offset0 + x + 1];
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < 4; ++i)
|
||||
pcFaceOut->mIndices[i] = iCurrent++;
|
||||
}
|
||||
}
|
||||
delete[] pcMesh->mVertices;
|
||||
pcMesh->mVertices = pcVertices;
|
||||
|
||||
delete[] pcMesh->mNormals;
|
||||
pcMesh->mNormals = pcNormals;
|
||||
|
||||
if (pcMesh->mTextureCoords[0]) {
|
||||
delete[] pcMesh->mTextureCoords[0];
|
||||
pcMesh->mTextureCoords[0] = pcUVs;
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void HMPImporter::ReadFirstSkin(unsigned int iNumSkins, const unsigned char *szCursor,
|
||||
const unsigned char **szCursorOut) {
|
||||
ai_assert(0 != iNumSkins);
|
||||
ai_assert(nullptr != szCursor);
|
||||
|
||||
// read the type of the skin ...
|
||||
// sometimes we need to skip 12 bytes here, I don't know why ...
|
||||
uint32_t iType = *((uint32_t *)szCursor);
|
||||
szCursor += sizeof(uint32_t);
|
||||
if (0 == iType) {
|
||||
szCursor += sizeof(uint32_t) * 2;
|
||||
iType = *((uint32_t *)szCursor);
|
||||
szCursor += sizeof(uint32_t);
|
||||
if (!iType)
|
||||
throw DeadlyImportError("Unable to read HMP7 skin chunk");
|
||||
}
|
||||
// read width and height
|
||||
uint32_t iWidth = *((uint32_t *)szCursor);
|
||||
szCursor += sizeof(uint32_t);
|
||||
uint32_t iHeight = *((uint32_t *)szCursor);
|
||||
szCursor += sizeof(uint32_t);
|
||||
|
||||
// allocate an output material
|
||||
aiMaterial *pcMat = new aiMaterial();
|
||||
|
||||
// read the skin, this works exactly as for MDL7
|
||||
ParseSkinLump_3DGS_MDL7(szCursor, &szCursor,
|
||||
pcMat, iType, iWidth, iHeight);
|
||||
|
||||
// now we need to skip any other skins ...
|
||||
for (unsigned int i = 1; i < iNumSkins; ++i) {
|
||||
SizeCheck(szCursor + 3 * sizeof(uint32_t));
|
||||
iType = *((uint32_t *)szCursor);
|
||||
szCursor += sizeof(uint32_t);
|
||||
iWidth = *((uint32_t *)szCursor);
|
||||
szCursor += sizeof(uint32_t);
|
||||
iHeight = *((uint32_t *)szCursor);
|
||||
szCursor += sizeof(uint32_t);
|
||||
|
||||
SkipSkinLump_3DGS_MDL7(szCursor, &szCursor, iType, iWidth, iHeight);
|
||||
SizeCheck(szCursor);
|
||||
}
|
||||
|
||||
// setup the material ...
|
||||
pScene->mNumMaterials = 1;
|
||||
pScene->mMaterials = new aiMaterial *[1];
|
||||
pScene->mMaterials[0] = pcMat;
|
||||
|
||||
*szCursorOut = szCursor;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Generate proepr texture coords
|
||||
void HMPImporter::GenerateTextureCoords(const unsigned int width, const unsigned int height) {
|
||||
ai_assert(nullptr != pScene->mMeshes);
|
||||
ai_assert(nullptr != pScene->mMeshes[0]);
|
||||
ai_assert(nullptr != pScene->mMeshes[0]->mTextureCoords[0]);
|
||||
|
||||
aiVector3D *uv = pScene->mMeshes[0]->mTextureCoords[0];
|
||||
if (uv == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (height == 0.0f || width == 0.0) {
|
||||
return;
|
||||
}
|
||||
|
||||
const float fY = (1.0f / height) + (1.0f / height) / height;
|
||||
const float fX = (1.0f / width) + (1.0f / width) / width;
|
||||
|
||||
for (unsigned int y = 0; y < height; ++y) {
|
||||
for (unsigned int x = 0; x < width; ++x, ++uv) {
|
||||
uv->y = fY * y;
|
||||
uv->x = fX * x;
|
||||
uv->z = 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endif // !! ASSIMP_BUILD_NO_HMP_IMPORTER
|
||||
140
Engine/lib/assimp/code/AssetLib/HMP/HMPLoader.h
Normal file
140
Engine/lib/assimp/code/AssetLib/HMP/HMPLoader.h
Normal file
|
|
@ -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 <assimp/BaseImporter.h>
|
||||
|
||||
// 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
|
||||
149
Engine/lib/assimp/code/AssetLib/HMP/HalfLifeFileData.h
Normal file
149
Engine/lib/assimp/code/AssetLib/HMP/HalfLifeFileData.h
Normal file
|
|
@ -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 <assimp/Compiler/pushpack1.h>
|
||||
|
||||
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 <assimp/Compiler/poppack1.h>
|
||||
|
||||
}
|
||||
} // end namespaces
|
||||
|
||||
#endif // ! AI_MDLFILEHELPER2_H_INC
|
||||
Loading…
Add table
Add a link
Reference in a new issue