update assimp to 5.2.3 Bugfix-Release

This commit is contained in:
AzaezelX 2022-04-26 11:56:24 -05:00
parent 3f796d2a06
commit f297476092
1150 changed files with 165834 additions and 112019 deletions

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file HL1FileData.h
* @brief Definition of in-memory structures for the
* Half-Life 1 MDL file format.
*/
#ifndef AI_HL1FILEDATA_INCLUDED
#define AI_HL1FILEDATA_INCLUDED
#include "HalfLifeMDLBaseHeader.h"
#include <assimp/Compiler/pushpack1.h>
#include <assimp/types.h>
namespace Assimp {
namespace MDL {
namespace HalfLife {
using vec3_t = float[3];
/** \struct Header_HL1
* \brief Data structure for the HL1 MDL file header.
*/
struct Header_HL1 : HalfLifeMDLBaseHeader {
//! The model name.
char name[64];
//! The total file size in bytes.
int32_t length;
//! Ideal eye position.
vec3_t eyeposition;
//! Ideal movement hull size.
vec3_t min;
vec3_t max;
//! Clipping bounding box.
vec3_t bbmin;
vec3_t bbmax;
//! Was "flags".
int32_t unused;
//! The number of bones.
int32_t numbones;
//! Offset to the first bone chunk.
int32_t boneindex;
//! The number of bone controllers.
int32_t numbonecontrollers;
//! Offset to the first bone controller chunk.
int32_t bonecontrollerindex;
//! The number of hitboxes.
int32_t numhitboxes;
//! Offset to the first hitbox chunk.
int32_t hitboxindex;
//! The number of sequences.
int32_t numseq;
//! Offset to the first sequence description chunk.
int32_t seqindex;
//! The number of sequence groups.
int32_t numseqgroups;
//! Offset to the first sequence group chunk.
int32_t seqgroupindex;
//! The number of textures.
int32_t numtextures;
//! Offset to the first texture chunk.
int32_t textureindex;
//! Offset to the first texture's image data.
int32_t texturedataindex;
//! The number of replaceable textures.
int32_t numskinref;
//! The number of skin families.
int32_t numskinfamilies;
//! Offset to the first replaceable texture.
int32_t skinindex;
//! The number of bodyparts.
int32_t numbodyparts;
//! Offset the the first bodypart.
int32_t bodypartindex;
//! The number of attachments.
int32_t numattachments;
//! Offset the the first attachment chunk.
int32_t attachmentindex;
//! Was "soundtable".
int32_t unused2;
//! Was "soundindex".
int32_t unused3;
//! Was "soundgroups".
int32_t unused4;
//! Was "soundgroupindex".
int32_t unused5;
//! The number of nodes in the sequence transition graph.
int32_t numtransitions;
//! Offset the the first sequence transition.
int32_t transitionindex;
} PACK_STRUCT;
/** \struct SequenceHeader_HL1
* \brief Data structure for the file header of a demand loaded
* HL1 MDL sequence group file.
*/
struct SequenceHeader_HL1 : HalfLifeMDLBaseHeader {
//! The sequence group file name.
char name[64];
//! The total file size in bytes.
int32_t length;
} PACK_STRUCT;
/** \struct Bone_HL1
* \brief Data structure for a bone in HL1 MDL files.
*/
struct Bone_HL1 {
//! The bone name.
char name[32];
//! The parent bone index. (-1) If it has no parent.
int32_t parent;
//! Was "flags".
int32_t unused;
//! Available bone controller per motion type.
//! (-1) if no controller is available.
int32_t bonecontroller[6];
/*! Default position and rotation values where
* scale[0] = position.X
* scale[1] = position.Y
* scale[2] = position.Z
* scale[3] = rotation.X
* scale[4] = rotation.Y
* scale[5] = rotation.Z
*/
float value[6];
/*! Compressed scale values where
* scale[0] = position.X scale
* scale[1] = position.Y scale
* scale[2] = position.Z scale
* scale[3] = rotation.X scale
* scale[4] = rotation.Y scale
* scale[5] = rotation.Z scale
*/
float scale[6];
} PACK_STRUCT;
/** \struct BoneController_HL1
* \brief Data structure for a bone controller in HL1 MDL files.
*/
struct BoneController_HL1 {
//! Bone affected by this controller.
int32_t bone;
//! The motion type.
int32_t type;
//! The minimum and maximum values.
float start;
float end;
// Was "rest".
int32_t unused;
// The bone controller channel.
int32_t index;
} PACK_STRUCT;
/** \struct Hitbox_HL1
* \brief Data structure for a hitbox in HL1 MDL files.
*/
struct Hitbox_HL1 {
//! The bone this hitbox follows.
int32_t bone;
//! The hit group.
int32_t group;
//! The hitbox minimum and maximum extents.
vec3_t bbmin;
vec3_t bbmax;
} PACK_STRUCT;
/** \struct SequenceGroup_HL1
* \brief Data structure for a sequence group in HL1 MDL files.
*/
struct SequenceGroup_HL1 {
//! A textual name for this sequence group.
char label[32];
//! The file name.
char name[64];
//! Was "cache".
int32_t unused;
//! Was "data".
int32_t unused2;
} PACK_STRUCT;
//! The type of blending for a sequence.
enum SequenceBlendMode_HL1 {
NoBlend = 1,
TwoWayBlending = 2,
FourWayBlending = 4,
};
/** \struct SequenceDesc_HL1
* \brief Data structure for a sequence description in HL1 MDL files.
*/
struct SequenceDesc_HL1 {
//! The sequence name.
char label[32];
//! Frames per second.
float fps;
//! looping/non-looping flags.
int32_t flags;
//! The sequence activity.
int32_t activity;
//! The sequence activity weight.
int32_t actweight;
//! The number of animation events.
int32_t numevents;
//! Offset the the first animation event chunk.
int32_t eventindex;
//! The number of frames in the sequence.
int32_t numframes;
//! Was "numpivots".
int32_t unused;
//! Was "pivotindex".
int32_t unused2;
//! Linear motion type.
int32_t motiontype;
//! Linear motion bone.
int32_t motionbone;
//! Linear motion.
vec3_t linearmovement;
//! Was "automoveposindex".
int32_t unused3;
//! Was "automoveangleindex".
int32_t unused4;
//! The sequence minimum and maximum extents.
vec3_t bbmin;
vec3_t bbmax;
//! The number of blend animations.
int32_t numblends;
//! Offset to first the AnimValueOffset_HL1 chunk.
//! This offset is relative to the SequenceHeader_HL1 of the file
//! that contains the animation data.
int32_t animindex;
//! The motion type of each blend controller.
int32_t blendtype[2];
//! The starting value of each blend controller.
float blendstart[2];
//! The ending value of each blend controller.
float blendend[2];
//! Was "blendparent".
int32_t unused5;
//! The sequence group.
int32_t seqgroup;
//! The node at entry in the sequence transition graph.
int32_t entrynode;
//! The node at exit in the sequence transition graph.
int32_t exitnode;
//! Transition rules.
int32_t nodeflags;
//! Was "nextseq"
int32_t unused6;
} PACK_STRUCT;
/** \struct AnimEvent_HL1
* \brief Data structure for an animation event in HL1 MDL files.
*/
struct AnimEvent_HL1 {
//! The frame at which this animation event occurs.
int32_t frame;
//! The script event type.
int32_t event;
//! was "type"
int32_t unused;
//! Options. Could be path to sound WAVE files.
char options[64];
} PACK_STRUCT;
/** \struct Attachment_HL1
* \brief Data structure for an attachment in HL1 MDL files.
*/
struct Attachment_HL1 {
//! Was "name".
char unused[32];
//! Was "type".
int32_t unused2;
//! The bone this attachment follows.
int32_t bone;
//! The attachment origin.
vec3_t org;
//! Was "vectors"
vec3_t unused3[3];
} PACK_STRUCT;
/** \struct AnimValueOffset_HL1
* \brief Data structure to hold offsets (one per motion type)
* to the first animation frame value for a single bone
* in HL1 MDL files.
*/
struct AnimValueOffset_HL1 {
unsigned short offset[6];
} PACK_STRUCT;
/** \struct AnimValue_HL1
* \brief Data structure for an animation frame in HL1 MDL files.
*/
union AnimValue_HL1 {
struct {
uint8_t valid;
uint8_t total;
} num;
short value;
} PACK_STRUCT;
/** \struct Bodypart_HL1
* \brief Data structure for a bodypart in HL1 MDL files.
*/
struct Bodypart_HL1 {
//! The bodypart name.
char name[64];
//! The number of available models for this bodypart.
int32_t nummodels;
//! Used to convert from a global model index
//! to a local bodypart model index.
int32_t base;
//! The offset to the first model chunk.
int32_t modelindex;
} PACK_STRUCT;
/** \struct Texture_HL1
* \brief Data structure for a texture in HL1 MDL files.
*/
struct Texture_HL1 {
//! Texture file name.
char name[64];
//! Texture flags.
int32_t flags;
//! Texture width in pixels.
int32_t width;
//! Texture height in pixels.
int32_t height;
//! Offset to the image data.
//! This offset is relative to the texture file header.
int32_t index;
} PACK_STRUCT;
/** \struct Model_HL1
* \brief Data structure for a model in HL1 MDL files.
*/
struct Model_HL1 {
//! Model name.
char name[64];
//! Was "type".
int32_t unused;
//! Was "boundingradius".
float unused2;
//! The number of meshes in the model.
int32_t nummesh;
//! Offset to the first mesh chunk.
int32_t meshindex;
//! The number of unique vertices.
int32_t numverts;
//! Offset to the vertex bone array.
int32_t vertinfoindex;
//! Offset to the vertex array.
int32_t vertindex;
//! The number of unique normals.
int32_t numnorms;
//! Offset to the normal bone array.
int32_t norminfoindex;
//! Offset to the normal array.
int32_t normindex;
//! Was "numgroups".
int32_t unused3;
//! Was "groupindex".
int32_t unused4;
} PACK_STRUCT;
/** \struct Mesh_HL1
* \brief Data structure for a mesh in HL1 MDL files.
*/
struct Mesh_HL1 {
//! Can be interpreted as the number of triangles in the mesh.
int32_t numtris;
//! Offset to the start of the tris sequence.
int32_t triindex;
//! The skin index.
int32_t skinref;
//! The number of normals in the mesh.
int32_t numnorms;
//! Was "normindex".
int32_t unused;
} PACK_STRUCT;
/** \struct Trivert
* \brief Data structure for a trivert in HL1 MDL files.
*/
struct Trivert {
//! Index into Model_HL1 vertex array.
short vertindex;
//! Index into Model_HL1 normal array.
short normindex;
//! Texture coordinates in absolute space (unnormalized).
short s, t;
} PACK_STRUCT;
#include <assimp/Compiler/poppack1.h>
#if (!defined AI_MDL_HL1_VERSION)
#define AI_MDL_HL1_VERSION 10
#endif
#if (!defined AI_MDL_HL1_MAX_TRIANGLES)
#define AI_MDL_HL1_MAX_TRIANGLES 20000
#endif
#if (!defined AI_MDL_HL1_MAX_VERTICES)
#define AI_MDL_HL1_MAX_VERTICES 2048
#endif
#if (!defined AI_MDL_HL1_MAX_SEQUENCES)
#define AI_MDL_HL1_MAX_SEQUENCES 2048
#endif
#if (!defined AI_MDL_HL1_MAX_SEQUENCE_GROUPS)
#define AI_MDL_HL1_MAX_SEQUENCE_GROUPS 32
#endif
#if (!defined AI_MDL_HL1_MAX_TEXTURES)
#define AI_MDL_HL1_MAX_TEXTURES 100
#endif
#if (!defined AI_MDL_HL1_MAX_SKIN_FAMILIES)
#define AI_MDL_HL1_MAX_SKIN_FAMILIES 100
#endif
#if (!defined AI_MDL_HL1_MAX_BONES)
#define AI_MDL_HL1_MAX_BONES 128
#endif
#if (!defined AI_MDL_HL1_MAX_BODYPARTS)
#define AI_MDL_HL1_MAX_BODYPARTS 32
#endif
#if (!defined AI_MDL_HL1_MAX_MODELS)
#define AI_MDL_HL1_MAX_MODELS 32
#endif
#if (!defined AI_MDL_HL1_MAX_MESHES)
#define AI_MDL_HL1_MAX_MESHES 256
#endif
#if (!defined AI_MDL_HL1_MAX_EVENTS)
#define AI_MDL_HL1_MAX_EVENTS 1024
#endif
#if (!defined AI_MDL_HL1_MAX_BONE_CONTROLLERS)
#define AI_MDL_HL1_MAX_BONE_CONTROLLERS 8
#endif
#if (!defined AI_MDL_HL1_MAX_ATTACHMENTS)
#define AI_MDL_HL1_MAX_ATTACHMENTS 512
#endif
// lighting options
#if (!defined AI_MDL_HL1_STUDIO_NF_FLATSHADE)
#define AI_MDL_HL1_STUDIO_NF_FLATSHADE 0x0001
#endif
#if (!defined AI_MDL_HL1_STUDIO_NF_CHROME)
#define AI_MDL_HL1_STUDIO_NF_CHROME 0x0002
#endif
#if (!defined AI_MDL_HL1_STUDIO_NF_ADDITIVE)
#define AI_MDL_HL1_STUDIO_NF_ADDITIVE 0x0020
#endif
#if (!defined AI_MDL_HL1_STUDIO_NF_MASKED)
#define AI_MDL_HL1_STUDIO_NF_MASKED 0x0040
#endif
} // namespace HalfLife
} // namespace MDL
} // namespace Assimp
#endif // AI_HL1FILEDATA_INCLUDED

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file HL1ImportDefinitions.h
* @brief HL1 MDL loader specific definitions.
*/
#ifndef AI_MDL_HL1_IMPORT_DEFINITIONS_INCLUDED
#define AI_MDL_HL1_IMPORT_DEFINITIONS_INCLUDED
#define AI_MDL_HL1_NODE_ROOT "<MDL_root>"
#define AI_MDL_HL1_NODE_BODYPARTS "<MDL_bodyparts>"
#define AI_MDL_HL1_NODE_BONES "<MDL_bones>"
#define AI_MDL_HL1_NODE_BONE_CONTROLLERS "<MDL_bone_controllers>"
#define AI_MDL_HL1_NODE_SEQUENCE_INFOS "<MDL_sequence_infos>"
#define AI_MDL_HL1_NODE_SEQUENCE_GROUPS "<MDL_sequence_groups>"
#define AI_MDL_HL1_NODE_SEQUENCE_TRANSITION_GRAPH "<MDL_sequence_transition_graph>"
#define AI_MDL_HL1_NODE_ATTACHMENTS "<MDL_attachments>"
#define AI_MDL_HL1_NODE_HITBOXES "<MDL_hitboxes>"
#define AI_MDL_HL1_NODE_GLOBAL_INFO "<MDL_global_info>"
#define AI_MDL_HL1_NODE_ANIMATION_EVENTS "AnimationEvents"
#define AI_MDL_HL1_NODE_BLEND_CONTROLLERS "BlendControllers"
#define AI_MDL_HL1_MATKEY_CHROME(type, N) "$mat.HL1.chrome", type, N
#endif // AI_MDL_HL1_IMPORT_DEFINITIONS_INCLUDED

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file HL1ImportSettings.h
* @brief Half-Life 1 MDL loader configuration settings.
*/
#ifndef AI_HL1IMPORTSETTINGS_INCLUDED
#define AI_HL1IMPORTSETTINGS_INCLUDED
#include <string>
namespace Assimp {
namespace MDL {
namespace HalfLife {
struct HL1ImportSettings {
HL1ImportSettings() :
read_animations(false),
read_animation_events(false),
read_blend_controllers(false),
read_sequence_groups_info(false),
read_sequence_transitions(false),
read_attachments(false),
read_bone_controllers(false),
read_hitboxes(false),
read_textures(false),
read_misc_global_info(false) {
}
bool read_animations;
bool read_animation_events;
bool read_blend_controllers;
bool read_sequence_groups_info;
bool read_sequence_transitions;
bool read_attachments;
bool read_bone_controllers;
bool read_hitboxes;
bool read_textures;
bool read_misc_global_info;
};
} // namespace HalfLife
} // namespace MDL
} // namespace Assimp
#endif // AI_HL1IMPORTSETTINGS_INCLUDED

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file HL1MDLLoader.h
* @brief Declaration of the Half-Life 1 MDL loader.
*/
#ifndef AI_HL1MDLLOADER_INCLUDED
#define AI_HL1MDLLOADER_INCLUDED
#include "HL1FileData.h"
#include "HL1ImportSettings.h"
#include "UniqueNameGenerator.h"
#include <memory>
#include <string>
#include <assimp/types.h>
#include <assimp/scene.h>
#include <assimp/texture.h>
#include <assimp/IOSystem.hpp>
#include <assimp/DefaultIOSystem.h>
#include <assimp/Exceptional.h>
namespace Assimp {
namespace MDL {
namespace HalfLife {
class HL1MDLLoader {
public:
HL1MDLLoader() = delete;
HL1MDLLoader(const HL1MDLLoader &) = delete;
/** See variables descriptions at the end for more details. */
HL1MDLLoader(
aiScene *scene,
IOSystem *io,
const unsigned char *buffer,
const std::string &file_path,
const HL1ImportSettings &import_settings);
~HL1MDLLoader();
void load_file();
protected:
/** \brief Validate the header data structure of a Half-Life 1 MDL file.
* \param[in] header Input header to be validated.
* \param[in] is_texture_header Whether or not we are reading an MDL
* texture file.
*/
void validate_header(const Header_HL1 *header, bool is_texture_header);
void load_texture_file();
void load_sequence_groups_files();
void read_textures();
void read_skins();
void read_bones();
void read_meshes();
void read_animations();
void read_sequence_groups_info();
void read_sequence_infos();
void read_sequence_transitions();
void read_attachments();
void read_hitboxes();
void read_bone_controllers();
void read_global_info();
private:
void release_resources();
/** \brief Load a file and copy it's content to a buffer.
* \param file_path The path to the file to be loaded.
* \param buffer A pointer to a buffer to receive the data.
*/
template <typename MDLFileHeader>
void load_file_into_buffer(const std::string &file_path, unsigned char *&buffer);
/** \brief Read an MDL texture.
* \param[in] ptexture A pointer to an MDL texture.
* \param[in] data A pointer to the data from \p ptexture.
* \param[in] pal A pointer to the texture palette from \p ptexture.
* \param[in,out] pResult A pointer to the output resulting Assimp texture.
* \param[in,out] last_palette_color The last color from the image palette.
*/
void read_texture(const Texture_HL1 *ptexture,
uint8_t *data, uint8_t *pal, aiTexture *pResult,
aiColor3D &last_palette_color);
/** \brief This method reads a compressed anim value.
* \param[in] panimvalue A pointer to the animation data.
* \param[in] frame The frame to look for.
* \param[in] bone_scale The current bone scale to apply to the compressed value.
* \param[in,out] value The decompressed anim value at \p frame.
*/
void extract_anim_value(const AnimValue_HL1 *panimvalue,
int frame, float bone_scale, ai_real &value);
/**
* \brief Given the number of blend animations, determine the number of blend controllers.
*
* \param[in] num_blend_animations The number of blend animations.
* \param[out] num_blend_controllers The number of blend controllers.
* \return True if the number of blend controllers was determined. False otherwise.
*/
static bool get_num_blend_controllers(const int num_blend_animations, int &num_blend_controllers);
/** Output scene to be filled */
aiScene *scene_;
/** Output I/O handler. Required for additional IO operations. */
IOSystem *io_;
/** Buffer from MDLLoader class. */
const unsigned char *buffer_;
/** The full file path to the MDL file we are trying to load.
* Used to locate other MDL files since MDL may store resources
* in external MDL files. */
const std::string &file_path_;
/** Configuration for HL1 MDL */
const HL1ImportSettings &import_settings_;
/** Main MDL header. */
const Header_HL1 *header_;
/** External MDL texture header. */
const Header_HL1 *texture_header_;
/** External MDL animation headers.
* One for each loaded animation file. */
SequenceHeader_HL1 **anim_headers_;
/** Texture file data. */
unsigned char *texture_buffer_;
/** Animation files data. */
unsigned char **anim_buffers_;
/** The number of sequence groups. */
int num_sequence_groups_;
/** The list of children to be appended to the scene's root node. */
std::vector<aiNode *> rootnode_children_;
/** A unique name generator. Used to generate names for MDL values
* that may have empty/duplicate names. */
UniqueNameGenerator unique_name_generator_;
/** The list of unique sequence names. */
std::vector<std::string> unique_sequence_names_;
/** The list of unique sequence groups names. */
std::vector<std::string> unique_sequence_groups_names_;
/** Structure to store temporary bone information. */
struct TempBone {
TempBone() :
node(nullptr),
absolute_transform(),
offset_matrix() {}
aiNode *node;
aiMatrix4x4 absolute_transform;
aiMatrix4x4 offset_matrix;
};
std::vector<TempBone> temp_bones_;
/** The number of available bone controllers in the model. */
int num_blend_controllers_;
/** Self explanatory. */
int total_models_;
};
// ------------------------------------------------------------------------------------------------
template <typename MDLFileHeader>
void HL1MDLLoader::load_file_into_buffer(const std::string &file_path, unsigned char *&buffer) {
if (!io_->Exists(file_path))
throw DeadlyImportError("Missing file ", DefaultIOSystem::fileName(file_path), ".");
std::unique_ptr<IOStream> file(io_->Open(file_path));
if (file.get() == nullptr) {
throw DeadlyImportError("Failed to open MDL file ", DefaultIOSystem::fileName(file_path), ".");
}
const size_t file_size = file->FileSize();
if (file_size < sizeof(MDLFileHeader)) {
throw DeadlyImportError("MDL file is too small.");
}
buffer = new unsigned char[1 + file_size];
file->Read((void *)buffer, 1, file_size);
buffer[file_size] = '\0';
}
} // namespace HalfLife
} // namespace MDL
} // namespace Assimp
#endif // AI_HL1MDLLOADER_INCLUDED

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file HL1MeshTrivert.h
* @brief This file contains the class declaration for the
* HL1 mesh trivert class.
*/
#ifndef AI_HL1MESHTRIVERT_INCLUDED
#define AI_HL1MESHTRIVERT_INCLUDED
#include "HL1FileData.h"
namespace Assimp {
namespace MDL {
namespace HalfLife {
/* A class to help map model triverts to mesh triverts. */
struct HL1MeshTrivert {
HL1MeshTrivert() :
vertindex(-1),
normindex(-1),
s(0),
t(0),
localindex(-1) {
}
HL1MeshTrivert(short vertindex, short normindex, short s, short t, short localindex) :
vertindex(vertindex),
normindex(normindex),
s(s),
t(t),
localindex(localindex) {
}
HL1MeshTrivert(const Trivert &a) :
vertindex(a.vertindex),
normindex(a.normindex),
s(a.s),
t(a.t),
localindex(-1) {
}
inline bool operator==(const Trivert &a) const {
return vertindex == a.vertindex &&
normindex == a.normindex &&
s == a.s &&
t == a.t;
}
inline bool operator!=(const Trivert &a) const {
return !(*this == a);
}
inline bool operator==(const HL1MeshTrivert &a) const {
return localindex == a.localindex &&
vertindex == a.vertindex &&
normindex == a.normindex &&
s == a.s &&
t == a.t;
}
inline bool operator!=(const HL1MeshTrivert &a) const {
return !(*this == a);
}
inline HL1MeshTrivert &operator=(const Trivert &other) {
vertindex = other.vertindex;
normindex = other.normindex;
s = other.s;
t = other.t;
return *this;
}
short vertindex;
short normindex;
short s, t;
short localindex;
};
struct HL1MeshFace {
short v0, v1, v2;
};
} // namespace HalfLife
} // namespace MDL
} // namespace Assimp
#endif // AI_HL1MESHTRIVERT_INCLUDED

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file HalfLifeMDLBaseHeader.h */
#ifndef AI_HALFLIFEMDLBASEHEADER_INCLUDED
#define AI_HALFLIFEMDLBASEHEADER_INCLUDED
#include <assimp/types.h>
namespace Assimp {
namespace MDL {
namespace HalfLife {
/** Used to interface different Valve MDL formats. */
struct HalfLifeMDLBaseHeader
{
//! Magic number: "IDST"/"IDSQ"
char ident[4];
//! The file format version.
int32_t version;
};
}
}
}
#endif // AI_HALFLIFEMDLBASEHEADER_INCLUDED

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file LogFunctions.h */
#ifndef AI_MDL_HALFLIFE_LOGFUNCTIONS_INCLUDED
#define AI_MDL_HALFLIFE_LOGFUNCTIONS_INCLUDED
#include <assimp/Logger.hpp>
#include <string>
namespace Assimp {
namespace MDL {
namespace HalfLife {
/**
* \brief A function to log precise messages regarding limits exceeded.
*
* \param[in] subject Subject.
* \param[in] current_amount Current amount.
* \param[in] direct_object Direct object.
* LIMIT Limit constant.
*
* Example: Model has 100 textures, which exceeds the limit (50)
*
* where \p subject is 'Model'
* \p current_amount is '100'
* \p direct_object is 'textures'
* LIMIT is '50'
*/
template <int LIMIT>
static inline void log_warning_limit_exceeded(
const std::string &subject, int current_amount,
const std::string &direct_object) {
ASSIMP_LOG_WARN(MDL_HALFLIFE_LOG_HEADER
+ subject
+ " has "
+ std::to_string(current_amount) + " "
+ direct_object
+ ", which exceeds the limit ("
+ std::to_string(LIMIT)
+ ")");
}
/** \brief Same as above, but uses 'Model' as the subject. */
template <int LIMIT>
static inline void log_warning_limit_exceeded(int current_amount,
const std::string &direct_object) {
log_warning_limit_exceeded<LIMIT>("Model", current_amount, direct_object);
}
} // namespace HalfLife
} // namespace MDL
} // namespace Assimp
#endif // AI_MDL_HALFLIFE_LOGFUNCTIONS_INCLUDED

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file UniqueNameGenerator.cpp
* @brief Implementation for the unique name generator.
*/
#include "UniqueNameGenerator.h"
#include <algorithm>
#include <list>
#include <map>
#include <numeric>
namespace Assimp {
namespace MDL {
namespace HalfLife {
UniqueNameGenerator::UniqueNameGenerator() :
template_name_("unnamed"),
separator_("_") {
}
UniqueNameGenerator::UniqueNameGenerator(const char *template_name) :
template_name_(template_name),
separator_("_") {
}
UniqueNameGenerator::UniqueNameGenerator(const char *template_name, const char *separator) :
template_name_(template_name),
separator_(separator) {
}
UniqueNameGenerator::~UniqueNameGenerator() {
}
void UniqueNameGenerator::make_unique(std::vector<std::string> &names) {
struct DuplicateInfo {
DuplicateInfo() :
indices(),
next_id(0) {
}
std::list<size_t> indices;
size_t next_id;
};
std::vector<size_t> empty_names_indices;
std::vector<size_t> template_name_duplicates;
std::map<std::string, DuplicateInfo> names_to_duplicates;
const std::string template_name_with_separator(template_name_ + separator_);
auto format_name = [&](const std::string &base_name, size_t id) -> std::string {
return base_name + separator_ + std::to_string(id);
};
auto generate_unique_name = [&](const std::string &base_name) -> std::string {
auto *duplicate_info = &names_to_duplicates[base_name];
std::string new_name;
bool found_identical_name;
bool tried_with_base_name_only = false;
do {
// Assume that no identical name exists.
found_identical_name = false;
if (!tried_with_base_name_only) {
// First try with only the base name.
new_name = base_name;
} else {
// Create the name expected to be unique.
new_name = format_name(base_name, duplicate_info->next_id);
}
// Check in the list of duplicates for an identical name.
for (size_t i = 0;
i < names.size() &&
!found_identical_name;
++i) {
if (new_name == names[i])
found_identical_name = true;
}
if (tried_with_base_name_only)
++duplicate_info->next_id;
tried_with_base_name_only = true;
} while (found_identical_name);
return new_name;
};
for (size_t i = 0; i < names.size(); ++i) {
// Check for empty names.
if (names[i].find_first_not_of(' ') == std::string::npos) {
empty_names_indices.push_back(i);
continue;
}
/* Check for potential duplicate.
a) Either if this name is the same as the template name or
b) <template name><separator> is found at the beginning. */
if (names[i] == template_name_ ||
names[i].substr(0, template_name_with_separator.length()) == template_name_with_separator)
template_name_duplicates.push_back(i);
// Map each unique name to it's duplicate.
if (names_to_duplicates.count(names[i]) == 0)
names_to_duplicates.insert({ names[i], DuplicateInfo()});
else
names_to_duplicates[names[i]].indices.push_back(i);
}
// Make every non-empty name unique.
for (auto it = names_to_duplicates.begin();
it != names_to_duplicates.end(); ++it) {
for (auto it2 = it->second.indices.begin();
it2 != it->second.indices.end();
++it2)
names[*it2] = generate_unique_name(it->first);
}
// Generate a unique name for every empty string.
if (template_name_duplicates.size()) {
// At least one string ressembles to <template name>.
for (auto it = empty_names_indices.begin();
it != empty_names_indices.end(); ++it)
names[*it] = generate_unique_name(template_name_);
} else {
// No string alike <template name> exists.
size_t i = 0;
for (auto it = empty_names_indices.begin();
it != empty_names_indices.end(); ++it, ++i)
names[*it] = format_name(template_name_, i);
}
}
} // namespace HalfLife
} // namespace MDL
} // namespace Assimp

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file UniqueNameGenerator.h
* @brief Declaration of the unique name generator.
*/
#ifndef AI_UNIQUENAMEGENERATOR_INCLUDED
#define AI_UNIQUENAMEGENERATOR_INCLUDED
#include <string>
#include <vector>
namespace Assimp {
namespace MDL {
namespace HalfLife {
class UniqueNameGenerator {
public:
UniqueNameGenerator();
UniqueNameGenerator(const char *template_name);
UniqueNameGenerator(const char *template_name, const char *separator);
~UniqueNameGenerator();
inline void set_template_name(const char *template_name) {
template_name_ = template_name;
}
inline void set_separator(const char *separator) {
separator_ = separator;
}
void make_unique(std::vector<std::string> &names);
private:
std::string template_name_;
std::string separator_;
};
} // namespace HalfLife
} // namespace MDL
} // namespace Assimp
#endif // AI_UNIQUENAMEGENERATOR_INCLUDED

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Defines the default color map used for Quake 1 model textures
*
* The lib tries to load colormap.lmp from the model's directory.
* This table is only used when required.
*/
#ifndef AI_MDL_DEFAULTLMP_H_INC
#define AI_MDL_DEFAULTLMP_H_INC
const unsigned char g_aclrDefaultColorMap[256][3] = {
{ 0, 0, 0}, { 15, 15, 15}, { 31, 31, 31}, { 47, 47, 47},
{ 63, 63, 63}, { 75, 75, 75}, { 91, 91, 91}, {107, 107, 107},
{123, 123, 123}, {139, 139, 139}, {155, 155, 155}, {171, 171, 171},
{187, 187, 187}, {203, 203, 203}, {219, 219, 219}, {235, 235, 235},
{ 15, 11, 7}, { 23, 15, 11}, { 31, 23, 11}, { 39, 27, 15},
{ 47, 35, 19}, { 55, 43, 23}, { 63, 47, 23}, { 75, 55, 27},
{ 83, 59, 27}, { 91, 67, 31}, { 99, 75, 31}, {107, 83, 31},
{115, 87, 31}, {123, 95, 35}, {131, 103, 35}, {143, 111, 35},
{ 11, 11, 15}, { 19, 19, 27}, { 27, 27, 39}, { 39, 39, 51},
{ 47, 47, 63}, { 55, 55, 75}, { 63, 63, 87}, { 71, 71, 103},
{ 79, 79, 115}, { 91, 91, 127}, { 99, 99, 139}, {107, 107, 151},
{115, 115, 163}, {123, 123, 175}, {131, 131, 187}, {139, 139, 203},
{ 0, 0, 0}, { 7, 7, 0}, { 11, 11, 0}, { 19, 19, 0},
{ 27, 27, 0}, { 35, 35, 0}, { 43, 43, 7}, { 47, 47, 7},
{ 55, 55, 7}, { 63, 63, 7}, { 71, 71, 7}, { 75, 75, 11},
{ 83, 83, 11}, { 91, 91, 11}, { 99, 99, 11}, {107, 107, 15},
{ 7, 0, 0}, { 15, 0, 0}, { 23, 0, 0}, { 31, 0, 0},
{ 39, 0, 0}, { 47, 0, 0}, { 55, 0, 0}, { 63, 0, 0},
{ 71, 0, 0}, { 79, 0, 0}, { 87, 0, 0}, { 95, 0, 0},
{103, 0, 0}, {111, 0, 0}, {119, 0, 0}, {127, 0, 0},
{ 19, 19, 0}, { 27, 27, 0}, { 35, 35, 0}, { 47, 43, 0},
{ 55, 47, 0}, { 67, 55, 0}, { 75, 59, 7}, { 87, 67, 7},
{ 95, 71, 7}, {107, 75, 11}, {119, 83, 15}, {131, 87, 19},
{139, 91, 19}, {151, 95, 27}, {163, 99, 31}, {175, 103, 35},
{ 35, 19, 7}, { 47, 23, 11}, { 59, 31, 15}, { 75, 35, 19},
{ 87, 43, 23}, { 99, 47, 31}, {115, 55, 35}, {127, 59, 43},
{143, 67, 51}, {159, 79, 51}, {175, 99, 47}, {191, 119, 47},
{207, 143, 43}, {223, 171, 39}, {239, 203, 31}, {255, 243, 27},
{ 11, 7, 0}, { 27, 19, 0}, { 43, 35, 15}, { 55, 43, 19},
{ 71, 51, 27}, { 83, 55, 35}, { 99, 63, 43}, {111, 71, 51},
{127, 83, 63}, {139, 95, 71}, {155, 107, 83}, {167, 123, 95},
{183, 135, 107}, {195, 147, 123}, {211, 163, 139}, {227, 179, 151},
{171, 139, 163}, {159, 127, 151}, {147, 115, 135}, {139, 103, 123},
{127, 91, 111}, {119, 83, 99}, {107, 75, 87}, { 95, 63, 75},
{ 87, 55, 67}, { 75, 47, 55}, { 67, 39, 47}, { 55, 31, 35},
{ 43, 23, 27}, { 35, 19, 19}, { 23, 11, 11}, { 15, 7, 7},
{187, 115, 159}, {175, 107, 143}, {163, 95, 131}, {151, 87, 119},
{139, 79, 107}, {127, 75, 95}, {115, 67, 83}, {107, 59, 75},
{ 95, 51, 63}, { 83, 43, 55}, { 71, 35, 43}, { 59, 31, 35},
{ 47, 23, 27}, { 35, 19, 19}, { 23, 11, 11}, { 15, 7, 7},
{219, 195, 187}, {203, 179, 167}, {191, 163, 155}, {175, 151, 139},
{163, 135, 123}, {151, 123, 111}, {135, 111, 95}, {123, 99, 83},
{107, 87, 71}, { 95, 75, 59}, { 83, 63, 51}, { 67, 51, 39},
{ 55, 43, 31}, { 39, 31, 23}, { 27, 19, 15}, { 15, 11, 7},
{111, 131, 123}, {103, 123, 111}, { 95, 115, 103}, { 87, 107, 95},
{ 79, 99, 87}, { 71, 91, 79}, { 63, 83, 71}, { 55, 75, 63},
{ 47, 67, 55}, { 43, 59, 47}, { 35, 51, 39}, { 31, 43, 31},
{ 23, 35, 23}, { 15, 27, 19}, { 11, 19, 11}, { 7, 11, 7},
{255, 243, 27}, {239, 223, 23}, {219, 203, 19}, {203, 183, 15},
{187, 167, 15}, {171, 151, 11}, {155, 131, 7}, {139, 115, 7},
{123, 99, 7}, {107, 83, 0}, { 91, 71, 0}, { 75, 55, 0},
{ 59, 43, 0}, { 43, 31, 0}, { 27, 15, 0}, { 11, 7, 0},
{ 0, 0, 255}, { 11, 11, 239}, { 19, 19, 223}, { 27, 27, 207},
{ 35, 35, 191}, { 43, 43, 175}, { 47, 47, 159}, { 47, 47, 143},
{ 47, 47, 127}, { 47, 47, 111}, { 47, 47, 95}, { 43, 43, 79},
{ 35, 35, 63}, { 27, 27, 47}, { 19, 19, 31}, { 11, 11, 15},
{ 43, 0, 0}, { 59, 0, 0}, { 75, 7, 0}, { 95, 7, 0},
{111, 15, 0}, {127, 23, 7}, {147, 31, 7}, {163, 39, 11},
{183, 51, 15}, {195, 75, 27}, {207, 99, 43}, {219, 127, 59},
{227, 151, 79}, {231, 171, 95}, {239, 191, 119}, {247, 211, 139},
{167, 123, 59}, {183, 155, 55}, {199, 195, 55}, {231, 227, 87},
{127, 191, 255}, {171, 231, 255}, {215, 255, 255}, {103, 0, 0},
{139, 0, 0}, {179, 0, 0}, {215, 0, 0}, {255, 0, 0},
{255, 243, 147}, {255, 247, 199}, {255, 255, 255}, {159, 91, 83} };
#endif // !! AI_MDL_DEFAULTLMP_H_INC

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/**
* @file MDLFileData.h
* @brief Definition of in-memory structures for the MDL file format.
*
* The specification has been taken from various sources on the internet.
* - http://tfc.duke.free.fr/coding/mdl-specs-en.html
* - Conitec's MED SDK
* - Many quite long HEX-editor sessions
*/
#ifndef AI_MDLFILEHELPER_H_INC
#define AI_MDLFILEHELPER_H_INC
#include <assimp/anim.h>
#include <assimp/mesh.h>
#include <assimp/Compiler/pushpack1.h>
#include <assimp/ByteSwapper.h>
#include <stdint.h>
#include <vector>
struct aiMaterial;
namespace Assimp {
namespace MDL {
// -------------------------------------------------------------------------------------
// to make it easier for us, we test the magic word against both "endianesses"
// magic bytes used in Quake 1 MDL meshes
#define AI_MDL_MAGIC_NUMBER_BE AI_MAKE_MAGIC("IDPO")
#define AI_MDL_MAGIC_NUMBER_LE AI_MAKE_MAGIC("OPDI")
// magic bytes used in GameStudio A<very low> MDL meshes
#define AI_MDL_MAGIC_NUMBER_BE_GS3 AI_MAKE_MAGIC("MDL2")
#define AI_MDL_MAGIC_NUMBER_LE_GS3 AI_MAKE_MAGIC("2LDM")
// magic bytes used in GameStudio A4 MDL meshes
#define AI_MDL_MAGIC_NUMBER_BE_GS4 AI_MAKE_MAGIC("MDL3")
#define AI_MDL_MAGIC_NUMBER_LE_GS4 AI_MAKE_MAGIC("3LDM")
// magic bytes used in GameStudio A5+ MDL meshes
#define AI_MDL_MAGIC_NUMBER_BE_GS5a AI_MAKE_MAGIC("MDL4")
#define AI_MDL_MAGIC_NUMBER_LE_GS5a AI_MAKE_MAGIC("4LDM")
#define AI_MDL_MAGIC_NUMBER_BE_GS5b AI_MAKE_MAGIC("MDL5")
#define AI_MDL_MAGIC_NUMBER_LE_GS5b AI_MAKE_MAGIC("5LDM")
// magic bytes used in GameStudio A7+ MDL meshes
#define AI_MDL_MAGIC_NUMBER_BE_GS7 AI_MAKE_MAGIC("MDL7")
#define AI_MDL_MAGIC_NUMBER_LE_GS7 AI_MAKE_MAGIC("7LDM")
// common limitations for Quake1 meshes. The loader does not check them,
// (however it warns) but models should not exceed these limits.
#if (!defined AI_MDL_VERSION)
# define AI_MDL_VERSION 6
#endif
#if (!defined AI_MDL_MAX_FRAMES)
# define AI_MDL_MAX_FRAMES 256
#endif
#if (!defined AI_MDL_MAX_UVS)
# define AI_MDL_MAX_UVS 1024
#endif
#if (!defined AI_MDL_MAX_VERTS)
# define AI_MDL_MAX_VERTS 1024
#endif
#if (!defined AI_MDL_MAX_TRIANGLES)
# define AI_MDL_MAX_TRIANGLES 2048
#endif
// material key that is set for dummy materials that are
// just referencing another material
#if (!defined AI_MDL7_REFERRER_MATERIAL)
# define AI_MDL7_REFERRER_MATERIAL "&&&referrer&&&",0,0
#endif
// -------------------------------------------------------------------------------------
/** \struct Header
* \brief Data structure for the MDL main header
*/
struct Header {
//! magic number: "IDPO"
uint32_t ident;
//! version number: 6
int32_t version;
//! scale factors for each axis
ai_real scale[3];
//! translation factors for each axis
ai_real translate[3];
//! bounding radius of the mesh
float boundingradius;
//! Position of the viewer's exe. Ignored
ai_real vEyePos[3];
//! Number of textures
int32_t num_skins;
//! Texture width in pixels
int32_t skinwidth;
//! Texture height in pixels
int32_t skinheight;
//! Number of vertices contained in the file
int32_t num_verts;
//! Number of triangles contained in the file
int32_t num_tris;
//! Number of frames contained in the file
int32_t num_frames;
//! 0 = synchron, 1 = random . Ignored
//! (MDLn formats: number of texture coordinates)
int32_t synctype;
//! State flag
int32_t flags;
//! Could be the total size of the file (and not a float)
float size;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct Header_MDL7
* \brief Data structure for the MDL 7 main header
*/
struct Header_MDL7 {
//! magic number: "MDL7"
char ident[4];
//! Version number. Ignored
int32_t version;
//! Number of bones in file
uint32_t bones_num;
//! Number of groups in file
uint32_t groups_num;
//! Size of data in the file
uint32_t data_size;
//! Ignored. Used to store entity specific information
int32_t entlump_size;
//! Ignored. Used to store MED related data
int32_t medlump_size;
//! Size of the Bone_MDL7 data structure used in the file
uint16_t bone_stc_size;
//! Size of the Skin_MDL 7 data structure used in the file
uint16_t skin_stc_size;
//! Size of a single color (e.g. in a material)
uint16_t colorvalue_stc_size;
//! Size of the Material_MDL7 data structure used in the file
uint16_t material_stc_size;
//! Size of a texture coordinate set in the file
uint16_t skinpoint_stc_size;
//! Size of a triangle in the file
uint16_t triangle_stc_size;
//! Size of a normal vertex in the file
uint16_t mainvertex_stc_size;
//! Size of a per-frame animated vertex in the file
//! (this is not supported)
uint16_t framevertex_stc_size;
//! Size of a bone animation matrix
uint16_t bonetrans_stc_size;
//! Size of the Frame_MDL7 data structure used in the file
uint16_t frame_stc_size;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct Bone_MDL7
* \brief Data structure for a bone in a MDL7 file
*/
struct Bone_MDL7 {
//! Index of the parent bone of *this* bone. 0xffff means:
//! "hey, I have no parent, I'm an orphan"
uint16_t parent_index;
uint8_t _unused_[2];
//! Relative position of the bone (relative to the
//! parent bone)
float x,y,z;
//! Optional name of the bone
char name[1 /* DUMMY SIZE */];
} PACK_STRUCT;
#if (!defined AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_20_CHARS)
# define AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_20_CHARS (16 + 20)
#endif
#if (!defined AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_32_CHARS)
# define AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_32_CHARS (16 + 32)
#endif
#if (!defined AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_NOT_THERE)
# define AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_NOT_THERE (16)
#endif
#if (!defined AI_MDL7_MAX_GROUPNAMESIZE)
# define AI_MDL7_MAX_GROUPNAMESIZE 16
#endif // ! AI_MDL7_MAX_GROUPNAMESIZE
// -------------------------------------------------------------------------------------
/** \struct Group_MDL7
* \brief Group in a MDL7 file
*/
struct Group_MDL7 {
//! = '1' -> triangle based Mesh
unsigned char typ;
int8_t deformers;
int8_t max_weights;
int8_t _unused_;
//! size of data for this group in bytes ( MD7_GROUP stc. included).
int32_t groupdata_size;
char name[AI_MDL7_MAX_GROUPNAMESIZE];
//! Number of skins
int32_t numskins;
//! Number of texture coordinates
int32_t num_stpts;
//! Number of triangles
int32_t numtris;
//! Number of vertices
int32_t numverts;
//! Number of frames
int32_t numframes;
} PACK_STRUCT;
#define AI_MDL7_SKINTYPE_MIPFLAG 0x08
#define AI_MDL7_SKINTYPE_MATERIAL 0x10
#define AI_MDL7_SKINTYPE_MATERIAL_ASCDEF 0x20
#define AI_MDL7_SKINTYPE_RGBFLAG 0x80
#if (!defined AI_MDL7_MAX_BONENAMESIZE)
# define AI_MDL7_MAX_BONENAMESIZE 20
#endif // !! AI_MDL7_MAX_BONENAMESIZE
// -------------------------------------------------------------------------------------
/** \struct Deformer_MDL7
* \brief Deformer in a MDL7 file
*/
struct Deformer_MDL7 {
int8_t deformer_version; // 0
int8_t deformer_typ; // 0 - bones
int8_t _unused_[2];
int32_t group_index;
int32_t elements;
int32_t deformerdata_size;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct DeformerElement_MDL7
* \brief Deformer element in a MDL7 file
*/
struct DeformerElement_MDL7 {
//! bei deformer_typ==0 (==bones) element_index == bone index
int32_t element_index;
char element_name[AI_MDL7_MAX_BONENAMESIZE];
int32_t weights;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct DeformerWeight_MDL7
* \brief Deformer weight in a MDL7 file
*/
struct DeformerWeight_MDL7 {
//! for deformer_typ==0 (==bones) index == vertex index
int32_t index;
float weight;
} PACK_STRUCT;
// don't know why this was in the original headers ...
typedef int32_t MD7_MATERIAL_ASCDEFSIZE;
// -------------------------------------------------------------------------------------
/** \struct ColorValue_MDL7
* \brief Data structure for a color value in a MDL7 file
*/
struct ColorValue_MDL7 {
float r,g,b,a;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct Material_MDL7
* \brief Data structure for a Material in a MDL7 file
*/
struct Material_MDL7 {
//! Diffuse base color of the material
ColorValue_MDL7 Diffuse;
//! Ambient base color of the material
ColorValue_MDL7 Ambient;
//! Specular base color of the material
ColorValue_MDL7 Specular;
//! Emissive base color of the material
ColorValue_MDL7 Emissive;
//! Phong power
float Power;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct Skin
* \brief Skin data structure #1 - used by Quake1, MDL2, MDL3 and MDL4
*/
struct Skin {
//! 0 = single (Skin), 1 = group (GroupSkin)
//! For MDL3-5: Defines the type of the skin and there
//! fore the size of the data to skip:
//-------------------------------------------------------
//! 2 for 565 RGB,
//! 3 for 4444 ARGB,
//! 10 for 565 mipmapped,
//! 11 for 4444 mipmapped (bpp = 2),
//! 12 for 888 RGB mipmapped (bpp = 3),
//! 13 for 8888 ARGB mipmapped (bpp = 4)
//-------------------------------------------------------
int32_t group;
//! Texture data
uint8_t *data;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct Skin
* \brief Skin data structure #2 - used by MDL5, MDL6 and MDL7
* \see Skin
*/
struct Skin_MDL5 {
int32_t size, width, height;
uint8_t *data;
} PACK_STRUCT;
// maximum length of texture file name
#if (!defined AI_MDL7_MAX_TEXNAMESIZE)
# define AI_MDL7_MAX_TEXNAMESIZE 0x10
#endif
// ---------------------------------------------------------------------------
/** \struct Skin_MDL7
* \brief Skin data structure #3 - used by MDL7 and HMP7
*/
struct Skin_MDL7 {
uint8_t typ;
int8_t _unused_[3];
int32_t width;
int32_t height;
char texture_name[AI_MDL7_MAX_TEXNAMESIZE];
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct RGB565
* \brief Data structure for a RGB565 pixel in a texture
*/
struct RGB565 {
uint16_t r : 5;
uint16_t g : 6;
uint16_t b : 5;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct ARGB4
* \brief Data structure for a ARGB4444 pixel in a texture
*/
struct ARGB4 {
uint16_t a : 4;
uint16_t r : 4;
uint16_t g : 4;
uint16_t b : 4;
} /*PACK_STRUCT*/;
// -------------------------------------------------------------------------------------
/** \struct GroupSkin
* \brief Skin data structure #2 (group of pictures)
*/
struct GroupSkin {
//! 0 = single (Skin), 1 = group (GroupSkin)
int32_t group;
//! Number of images
int32_t nb;
//! Time for each image
float *time;
//! Data of each image
uint8_t **data;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct TexCoord
* \brief Texture coordinate data structure used by the Quake1 MDL format
*/
struct TexCoord {
//! Is the vertex on the noundary between front and back piece?
int32_t onseam;
//! Texture coordinate in the tx direction
int32_t s;
//! Texture coordinate in the ty direction
int32_t t;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct TexCoord_MDL3
* \brief Data structure for an UV coordinate in the 3DGS MDL3 format
*/
struct TexCoord_MDL3 {
//! position, horizontally in range 0..skinwidth-1
int16_t u;
//! position, vertically in range 0..skinheight-1
int16_t v;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct TexCoord_MDL7
* \brief Data structure for an UV coordinate in the 3DGS MDL7 format
*/
struct TexCoord_MDL7 {
//! position, horizontally in range 0..1
float u;
//! position, vertically in range 0..1
float v;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct SkinSet_MDL7
* \brief Skin set data structure for the 3DGS MDL7 format
* MDL7 references UV coordinates per face via an index list.
* This allows the use of multiple skins per face with just one
* UV coordinate set.
*/
struct SkinSet_MDL7
{
//! Index into the UV coordinate list
uint16_t st_index[3]; // size 6
//! Material index
int32_t material; // size 4
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct Triangle
* \brief Triangle data structure for the Quake1 MDL format
*/
struct Triangle
{
//! 0 = backface, 1 = frontface
int32_t facesfront;
//! Vertex indices
int32_t vertex[3];
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct Triangle_MDL3
* \brief Triangle data structure for the 3DGS MDL3 format
*/
struct Triangle_MDL3
{
//! Index of 3 3D vertices in range 0..numverts
uint16_t index_xyz[3];
//! Index of 3 skin vertices in range 0..numskinverts
uint16_t index_uv[3];
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct Triangle_MDL7
* \brief Triangle data structure for the 3DGS MDL7 format
*/
struct Triangle_MDL7
{
//! Vertex indices
uint16_t v_index[3]; // size 6
//! Two skinsets. The second will be used for multi-texturing
SkinSet_MDL7 skinsets[2];
} PACK_STRUCT;
#if (!defined AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV)
# define AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV (6+sizeof(SkinSet_MDL7)-sizeof(uint32_t))
#endif
#if (!defined AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV_WITH_MATINDEX)
# define AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV_WITH_MATINDEX (6+sizeof(SkinSet_MDL7))
#endif
#if (!defined AI_MDL7_TRIANGLE_STD_SIZE_TWO_UV)
# define AI_MDL7_TRIANGLE_STD_SIZE_TWO_UV (6+2*sizeof(SkinSet_MDL7))
#endif
// Helper constants for Triangle::facesfront
#if (!defined AI_MDL_BACKFACE)
# define AI_MDL_BACKFACE 0x0
#endif
#if (!defined AI_MDL_FRONTFACE)
# define AI_MDL_FRONTFACE 0x1
#endif
// -------------------------------------------------------------------------------------
/** \struct Vertex
* \brief Vertex data structure
*/
struct Vertex
{
uint8_t v[3];
uint8_t normalIndex;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
struct Vertex_MDL4
{
uint16_t v[3];
uint8_t normalIndex;
uint8_t unused;
} PACK_STRUCT;
#define AI_MDL7_FRAMEVERTEX120503_STCSIZE 16
#define AI_MDL7_FRAMEVERTEX030305_STCSIZE 26
// -------------------------------------------------------------------------------------
/** \struct Vertex_MDL7
* \brief Vertex data structure used in MDL7 files
*/
struct Vertex_MDL7
{
float x,y,z;
uint16_t vertindex; // = bone index
union {
uint8_t norm162index;
float norm[3];
};
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct BoneTransform_MDL7
* \brief bone transformation matrix structure used in MDL7 files
*/
struct BoneTransform_MDL7
{
//! 4*3
float m [4*4];
//! the index of this vertex, 0.. header::bones_num - 1
uint16_t bone_index;
//! I HATE 3DGS AND THE SILLY DEVELOPER WHO DESIGNED
//! THIS STUPID FILE FORMAT!
int8_t _unused_[2];
} PACK_STRUCT;
#define AI_MDL7_MAX_FRAMENAMESIZE 16
// -------------------------------------------------------------------------------------
/** \struct Frame_MDL7
* \brief Frame data structure used by MDL7 files
*/
struct Frame_MDL7
{
char frame_name[AI_MDL7_MAX_FRAMENAMESIZE];
uint32_t vertices_count;
uint32_t transmatrix_count;
};
// -------------------------------------------------------------------------------------
/** \struct SimpleFrame
* \brief Data structure for a simple frame
*/
struct SimpleFrame
{
//! Minimum vertex of the bounding box
Vertex bboxmin;
//! Maximum vertex of the bounding box
Vertex bboxmax;
//! Name of the frame
char name[16];
//! Vertex list of the frame
Vertex *verts;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct Frame
* \brief Model frame data structure
*/
struct Frame
{
//! 0 = simple frame, !0 = group frame
int32_t type;
//! Frame data
SimpleFrame frame;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
struct SimpleFrame_MDLn_SP
{
//! Minimum vertex of the bounding box
Vertex_MDL4 bboxmin;
//! Maximum vertex of the bounding box
Vertex_MDL4 bboxmax;
//! Name of the frame
char name[16];
//! Vertex list of the frame
Vertex_MDL4 *verts;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
/** \struct GroupFrame
* \brief Data structure for a group of frames
*/
struct GroupFrame
{
//! 0 = simple frame, !0 = group frame
int32_t type;
int32_t numframes;
//! Minimum vertex for all single frames
Vertex min;
//! Maximum vertex for all single frames
Vertex max;
//! List of times for all single frames
float *times;
//! List of single frames
SimpleFrame *frames;
} PACK_STRUCT;
#include <assimp/Compiler/poppack1.h>
// -------------------------------------------------------------------------------------
/** \struct IntFace_MDL7
* \brief Internal data structure to temporarily represent a face
*/
struct IntFace_MDL7 {
// provide a constructor for our own convenience
IntFace_MDL7() AI_NO_EXCEPT {
::memset( mIndices, 0, sizeof(uint32_t) *3);
::memset( iMatIndex, 0, sizeof( unsigned int) *2);
}
//! Vertex indices
uint32_t mIndices[3];
//! Material index (maximally two channels, which are joined later)
unsigned int iMatIndex[2];
};
// -------------------------------------------------------------------------------------
/** \struct IntMaterial_MDL7
* \brief Internal data structure to temporarily represent a material
* which has been created from two single materials along with the
* original material indices.
*/
struct IntMaterial_MDL7 {
// provide a constructor for our own convenience
IntMaterial_MDL7() AI_NO_EXCEPT
: pcMat( nullptr ) {
::memset( iOldMatIndices, 0, sizeof(unsigned int) *2);
}
//! Material instance
aiMaterial* pcMat;
//! Old material indices
unsigned int iOldMatIndices[2];
};
// -------------------------------------------------------------------------------------
/** \struct IntBone_MDL7
* \brief Internal data structure to represent a bone in a MDL7 file with
* all of its animation channels assigned to it.
*/
struct IntBone_MDL7 : aiBone
{
//! Default constructor
IntBone_MDL7() AI_NO_EXCEPT : iParent (0xffff)
{
pkeyPositions.reserve(30);
pkeyScalings.reserve(30);
pkeyRotations.reserve(30);
}
//! Parent bone of the bone
uint64_t iParent;
//! Relative position of the bone
aiVector3D vPosition;
//! Array of position keys
std::vector<aiVectorKey> pkeyPositions;
//! Array of scaling keys
std::vector<aiVectorKey> pkeyScalings;
//! Array of rotation keys
std::vector<aiQuatKey> pkeyRotations;
};
// -------------------------------------------------------------------------------------
//! Describes a MDL7 frame
struct IntFrameInfo_MDL7
{
//! Construction from an existing frame header
IntFrameInfo_MDL7(BE_NCONST MDL::Frame_MDL7* _pcFrame,unsigned int _iIndex)
: iIndex(_iIndex)
, pcFrame(_pcFrame)
{}
//! Index of the frame
unsigned int iIndex;
//! Points to the header of the frame
BE_NCONST MDL::Frame_MDL7* pcFrame;
};
// -------------------------------------------------------------------------------------
//! Describes a MDL7 mesh group
struct IntGroupInfo_MDL7
{
//! Default constructor
IntGroupInfo_MDL7() AI_NO_EXCEPT
: iIndex(0)
, pcGroup(nullptr)
, pcGroupUVs(nullptr)
, pcGroupTris(nullptr)
, pcGroupVerts(nullptr)
{}
//! Construction from an existing group header
IntGroupInfo_MDL7(BE_NCONST MDL::Group_MDL7* _pcGroup, unsigned int _iIndex)
: iIndex(_iIndex)
, pcGroup(_pcGroup)
, pcGroupUVs()
, pcGroupTris()
, pcGroupVerts()
{}
//! Index of the group
unsigned int iIndex;
//! Points to the header of the group
BE_NCONST MDL::Group_MDL7* pcGroup;
//! Points to the beginning of the uv coordinate section
BE_NCONST MDL::TexCoord_MDL7* pcGroupUVs;
//! Points to the beginning of the triangle section
MDL::Triangle_MDL7* pcGroupTris;
//! Points to the beginning of the vertex section
BE_NCONST MDL::Vertex_MDL7* pcGroupVerts;
};
// -------------------------------------------------------------------------------------
//! Holds the data that belongs to a MDL7 mesh group
struct IntGroupData_MDL7
{
IntGroupData_MDL7() AI_NO_EXCEPT
: bNeed2UV(false)
{}
//! Array of faces that belong to the group
std::vector<MDL::IntFace_MDL7> pcFaces;
//! Array of vertex positions
std::vector<aiVector3D> vPositions;
//! Array of vertex normals
std::vector<aiVector3D> vNormals;
//! Array of bones indices
std::vector<unsigned int> aiBones;
//! First UV coordinate set
std::vector<aiVector3D> vTextureCoords1;
//! Optional second UV coordinate set
std::vector<aiVector3D> vTextureCoords2;
//! Specifies whether there are two texture
//! coordinate sets required
bool bNeed2UV;
};
// -------------------------------------------------------------------------------------
//! Holds data from an MDL7 file that is shared by all mesh groups
struct IntSharedData_MDL7 {
//! Default constructor
IntSharedData_MDL7() AI_NO_EXCEPT
: apcOutBones(),
iNum()
{
abNeedMaterials.reserve(10);
}
//! Destruction: properly delete all allocated resources
~IntSharedData_MDL7()
{
// kill all bones
if (this->apcOutBones)
{
for (unsigned int m = 0; m < iNum;++m)
delete this->apcOutBones[m];
delete[] this->apcOutBones;
}
}
//! Specifies which materials are used
std::vector<bool> abNeedMaterials;
//! List of all materials
std::vector<aiMaterial*> pcMats;
//! List of all bones
IntBone_MDL7** apcOutBones;
//! number of bones
unsigned int iNum;
};
// -------------------------------------------------------------------------------------
//! Contains input data for GenerateOutputMeshes_3DGS_MDL7
struct IntSplitGroupData_MDL7
{
//! Construction from a given shared data set
IntSplitGroupData_MDL7(IntSharedData_MDL7& _shared,
std::vector<aiMesh*>& _avOutList)
: aiSplit(), shared(_shared), avOutList(_avOutList)
{
}
//! Destruction: properly delete all allocated resources
~IntSplitGroupData_MDL7()
{
// kill all face lists
if(this->aiSplit)
{
for (unsigned int m = 0; m < shared.pcMats.size();++m)
delete this->aiSplit[m];
delete[] this->aiSplit;
}
}
//! Contains a list of all faces per material
std::vector<unsigned int>** aiSplit;
//! Shared data for all groups of the model
IntSharedData_MDL7& shared;
//! List of meshes
std::vector<aiMesh*>& avOutList;
};
}
} // end namespaces
#endif // !! AI_MDLFILEHELPER_H_INC

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

View file

@ -0,0 +1,765 @@
/*
---------------------------------------------------------------------------
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 material part of the MDL importer class */
#ifndef ASSIMP_BUILD_NO_MDL_IMPORTER
#include "MDLDefaultColorMap.h"
#include "MDLLoader.h"
#include <assimp/StringUtils.h>
#include <assimp/qnan.h>
#include <assimp/scene.h>
#include <assimp/texture.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/IOSystem.hpp>
#include <memory>
using namespace Assimp;
static aiTexel *const bad_texel = reinterpret_cast<aiTexel *>(SIZE_MAX);
// ------------------------------------------------------------------------------------------------
// Find a suitable palette file or take the default one
void MDLImporter::SearchPalette(const unsigned char **pszColorMap) {
// now try to find the color map in the current directory
IOStream *pcStream = mIOHandler->Open(configPalette, "rb");
const unsigned char *szColorMap = (const unsigned char *)::g_aclrDefaultColorMap;
if (pcStream) {
if (pcStream->FileSize() >= 768) {
size_t len = 256 * 3;
unsigned char *colorMap = new unsigned char[len];
szColorMap = colorMap;
pcStream->Read(colorMap, len, 1);
ASSIMP_LOG_INFO("Found valid colormap.lmp in directory. "
"It will be used to decode embedded textures in palletized formats.");
}
delete pcStream;
pcStream = nullptr;
}
*pszColorMap = szColorMap;
}
// ------------------------------------------------------------------------------------------------
// Free the palette again
void MDLImporter::FreePalette(const unsigned char *szColorMap) {
if (szColorMap != (const unsigned char *)::g_aclrDefaultColorMap) {
delete[] szColorMap;
}
}
// ------------------------------------------------------------------------------------------------
// Check whether we can replace a texture with a single color
aiColor4D MDLImporter::ReplaceTextureWithColor(const aiTexture *pcTexture) {
ai_assert(nullptr != pcTexture);
aiColor4D clrOut;
clrOut.r = get_qnan();
if (!pcTexture->mHeight || !pcTexture->mWidth)
return clrOut;
const unsigned int iNumPixels = pcTexture->mHeight * pcTexture->mWidth;
const aiTexel *pcTexel = pcTexture->pcData + 1;
const aiTexel *const pcTexelEnd = &pcTexture->pcData[iNumPixels];
while (pcTexel != pcTexelEnd) {
if (*pcTexel != *(pcTexel - 1)) {
pcTexel = nullptr;
break;
}
++pcTexel;
}
if (pcTexel) {
clrOut.r = pcTexture->pcData->r / 255.0f;
clrOut.g = pcTexture->pcData->g / 255.0f;
clrOut.b = pcTexture->pcData->b / 255.0f;
clrOut.a = pcTexture->pcData->a / 255.0f;
}
return clrOut;
}
// ------------------------------------------------------------------------------------------------
// 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);
// allocate a new texture object
aiTexture *pcNew = new aiTexture();
pcNew->mWidth = pcHeader->skinwidth;
pcNew->mHeight = pcHeader->skinheight;
if(pcNew->mWidth != 0 && pcNew->mHeight > UINT_MAX/pcNew->mWidth) {
throw DeadlyImportError("Invalid MDL file. A texture is too big.");
}
pcNew->pcData = new aiTexel[pcNew->mWidth * pcNew->mHeight];
const unsigned char *szColorMap;
this->SearchPalette(&szColorMap);
// copy texture data
for (unsigned int i = 0; i < pcNew->mWidth * pcNew->mHeight; ++i) {
const unsigned char val = szData[i];
const unsigned char *sz = &szColorMap[val * 3];
pcNew->pcData[i].a = 0xFF;
pcNew->pcData[i].r = *sz++;
pcNew->pcData[i].g = *sz++;
pcNew->pcData[i].b = *sz;
}
FreePalette(szColorMap);
// store the texture
aiTexture **pc = this->pScene->mTextures;
this->pScene->mTextures = new aiTexture *[pScene->mNumTextures + 1];
for (unsigned int i = 0; i < pScene->mNumTextures; ++i)
pScene->mTextures[i] = pc[i];
pScene->mTextures[this->pScene->mNumTextures] = pcNew;
pScene->mNumTextures++;
delete[] pc;
}
// ------------------------------------------------------------------------------------------------
// Read a texture from a MDL4 file
void MDLImporter::CreateTexture_3DGS_MDL4(const unsigned char *szData,
unsigned int iType,
unsigned int *piSkip) {
ai_assert(nullptr != piSkip);
const MDL::Header *pcHeader = (const MDL::Header *)mBuffer; //the endianness is already corrected in the InternReadFile_3DGS_MDL345 function
if (iType == 1 || iType > 3) {
ASSIMP_LOG_ERROR("Unsupported texture file format");
return;
}
const bool bNoRead = *piSkip == UINT_MAX;
// allocate a new texture object
aiTexture *pcNew = new aiTexture();
pcNew->mWidth = pcHeader->skinwidth;
pcNew->mHeight = pcHeader->skinheight;
if (bNoRead) pcNew->pcData = bad_texel;
ParseTextureColorData(szData, iType, piSkip, pcNew);
// store the texture
if (!bNoRead) {
if (!this->pScene->mNumTextures) {
pScene->mNumTextures = 1;
pScene->mTextures = new aiTexture *[1];
pScene->mTextures[0] = pcNew;
} else {
aiTexture **pc = pScene->mTextures;
pScene->mTextures = new aiTexture *[pScene->mNumTextures + 1];
for (unsigned int i = 0; i < this->pScene->mNumTextures; ++i)
pScene->mTextures[i] = pc[i];
pScene->mTextures[pScene->mNumTextures] = pcNew;
pScene->mNumTextures++;
delete[] pc;
}
} else {
pcNew->pcData = nullptr;
delete pcNew;
}
return;
}
// ------------------------------------------------------------------------------------------------
// Load color data of a texture and convert it to our output format
void MDLImporter::ParseTextureColorData(const unsigned char *szData,
unsigned int iType,
unsigned int *piSkip,
aiTexture *pcNew) {
const bool do_read = bad_texel != pcNew->pcData;
// allocate storage for the texture image
if (do_read) {
if(pcNew->mWidth != 0 && pcNew->mHeight > UINT_MAX/pcNew->mWidth) {
throw DeadlyImportError("Invalid MDL file. A texture is too big.");
}
pcNew->pcData = new aiTexel[pcNew->mWidth * pcNew->mHeight];
}
// R5G6B5 format (with or without MIPs)
// ****************************************************************
if (2 == iType || 10 == iType) {
VALIDATE_FILE_SIZE(szData + pcNew->mWidth * pcNew->mHeight * 2);
// copy texture data
unsigned int i;
if (do_read) {
for (i = 0; i < pcNew->mWidth * pcNew->mHeight; ++i) {
MDL::RGB565 val = ((MDL::RGB565 *)szData)[i];
AI_SWAP2(val);
pcNew->pcData[i].a = 0xFF;
pcNew->pcData[i].r = (unsigned char)val.b << 3;
pcNew->pcData[i].g = (unsigned char)val.g << 2;
pcNew->pcData[i].b = (unsigned char)val.r << 3;
}
} else {
i = pcNew->mWidth * pcNew->mHeight;
}
*piSkip = i * 2;
// apply MIP maps
if (10 == iType) {
*piSkip += ((i >> 2) + (i >> 4) + (i >> 6)) << 1;
VALIDATE_FILE_SIZE(szData + *piSkip);
}
}
// ARGB4 format (with or without MIPs)
// ****************************************************************
else if (3 == iType || 11 == iType) {
VALIDATE_FILE_SIZE(szData + pcNew->mWidth * pcNew->mHeight * 4);
// copy texture data
unsigned int i;
if (do_read) {
for (i = 0; i < pcNew->mWidth * pcNew->mHeight; ++i) {
MDL::ARGB4 val = ((MDL::ARGB4 *)szData)[i];
AI_SWAP2(val);
pcNew->pcData[i].a = (unsigned char)val.a << 4;
pcNew->pcData[i].r = (unsigned char)val.r << 4;
pcNew->pcData[i].g = (unsigned char)val.g << 4;
pcNew->pcData[i].b = (unsigned char)val.b << 4;
}
} else
i = pcNew->mWidth * pcNew->mHeight;
*piSkip = i * 2;
// apply MIP maps
if (11 == iType) {
*piSkip += ((i >> 2) + (i >> 4) + (i >> 6)) << 1;
VALIDATE_FILE_SIZE(szData + *piSkip);
}
}
// RGB8 format (with or without MIPs)
// ****************************************************************
else if (4 == iType || 12 == iType) {
VALIDATE_FILE_SIZE(szData + pcNew->mWidth * pcNew->mHeight * 3);
// copy texture data
unsigned int i;
if (do_read) {
for (i = 0; i < pcNew->mWidth * pcNew->mHeight; ++i) {
const unsigned char *_szData = &szData[i * 3];
pcNew->pcData[i].a = 0xFF;
pcNew->pcData[i].b = *_szData++;
pcNew->pcData[i].g = *_szData++;
pcNew->pcData[i].r = *_szData;
}
} else
i = pcNew->mWidth * pcNew->mHeight;
// apply MIP maps
*piSkip = i * 3;
if (12 == iType) {
*piSkip += ((i >> 2) + (i >> 4) + (i >> 6)) * 3;
VALIDATE_FILE_SIZE(szData + *piSkip);
}
}
// ARGB8 format (with ir without MIPs)
// ****************************************************************
else if (5 == iType || 13 == iType) {
VALIDATE_FILE_SIZE(szData + pcNew->mWidth * pcNew->mHeight * 4);
// copy texture data
unsigned int i;
if (do_read) {
for (i = 0; i < pcNew->mWidth * pcNew->mHeight; ++i) {
const unsigned char *_szData = &szData[i * 4];
pcNew->pcData[i].b = *_szData++;
pcNew->pcData[i].g = *_szData++;
pcNew->pcData[i].r = *_szData++;
pcNew->pcData[i].a = *_szData;
}
} else {
i = pcNew->mWidth * pcNew->mHeight;
}
// apply MIP maps
*piSkip = i << 2;
if (13 == iType) {
*piSkip += ((i >> 2) + (i >> 4) + (i >> 6)) << 2;
}
}
// palletized 8 bit texture. As for Quake 1
// ****************************************************************
else if (0 == iType) {
VALIDATE_FILE_SIZE(szData + pcNew->mWidth * pcNew->mHeight);
// copy texture data
unsigned int i;
if (do_read) {
const unsigned char *szColorMap;
SearchPalette(&szColorMap);
for (i = 0; i < pcNew->mWidth * pcNew->mHeight; ++i) {
const unsigned char val = szData[i];
const unsigned char *sz = &szColorMap[val * 3];
pcNew->pcData[i].a = 0xFF;
pcNew->pcData[i].r = *sz++;
pcNew->pcData[i].g = *sz++;
pcNew->pcData[i].b = *sz;
}
this->FreePalette(szColorMap);
} else
i = pcNew->mWidth * pcNew->mHeight;
*piSkip = i;
// FIXME: Also support for MIP maps?
}
}
// ------------------------------------------------------------------------------------------------
// Get a texture from a MDL5 file
void MDLImporter::CreateTexture_3DGS_MDL5(const unsigned char *szData,
unsigned int iType,
unsigned int *piSkip) {
ai_assert(nullptr != piSkip);
bool bNoRead = *piSkip == UINT_MAX;
// allocate a new texture object
aiTexture *pcNew = new aiTexture();
VALIDATE_FILE_SIZE(szData + 8);
// first read the size of the texture
pcNew->mWidth = *((uint32_t *)szData);
AI_SWAP4(pcNew->mWidth);
szData += sizeof(uint32_t);
pcNew->mHeight = *((uint32_t *)szData);
AI_SWAP4(pcNew->mHeight);
szData += sizeof(uint32_t);
if (bNoRead) {
pcNew->pcData = bad_texel;
}
// this should not occur - at least the docs say it shouldn't.
// however, one can easily try out what MED does if you have
// a model with a DDS texture and export it to MDL5 ...
// yeah, it embeds the DDS file.
if (6 == iType) {
// this is a compressed texture in DDS format
*piSkip = pcNew->mWidth;
VALIDATE_FILE_SIZE(szData + *piSkip);
if (!bNoRead) {
// place a hint and let the application know that this is a DDS file
pcNew->mHeight = 0;
pcNew->achFormatHint[0] = 'd';
pcNew->achFormatHint[1] = 'd';
pcNew->achFormatHint[2] = 's';
pcNew->achFormatHint[3] = '\0';
pcNew->pcData = (aiTexel *)new unsigned char[pcNew->mWidth];
::memcpy(pcNew->pcData, szData, pcNew->mWidth);
}
} else {
// parse the color data of the texture
ParseTextureColorData(szData, iType, piSkip, pcNew);
}
*piSkip += sizeof(uint32_t) * 2;
if (!bNoRead) {
// store the texture
if (!this->pScene->mNumTextures) {
pScene->mNumTextures = 1;
pScene->mTextures = new aiTexture *[1];
pScene->mTextures[0] = pcNew;
} else {
aiTexture **pc = pScene->mTextures;
pScene->mTextures = new aiTexture *[pScene->mNumTextures + 1];
for (unsigned int i = 0; i < pScene->mNumTextures; ++i)
this->pScene->mTextures[i] = pc[i];
pScene->mTextures[pScene->mNumTextures] = pcNew;
pScene->mNumTextures++;
delete[] pc;
}
} else {
pcNew->pcData = nullptr;
delete pcNew;
}
return;
}
// ------------------------------------------------------------------------------------------------
// Get a skin from a MDL7 file - more complex than all other subformats
void MDLImporter::ParseSkinLump_3DGS_MDL7(
const unsigned char *szCurrent,
const unsigned char **szCurrentOut,
aiMaterial *pcMatOut,
unsigned int iType,
unsigned int iWidth,
unsigned int iHeight) {
std::unique_ptr<aiTexture> pcNew;
// get the type of the skin
unsigned int iMasked = (unsigned int)(iType & 0xF);
if (0x1 == iMasked) {
// ***** REFERENCE TO ANOTHER SKIN INDEX *****
int referrer = (int)iWidth;
pcMatOut->AddProperty<int>(&referrer, 1, AI_MDL7_REFERRER_MATERIAL);
} else if (0x6 == iMasked) {
// ***** EMBEDDED DDS FILE *****
if (1 != iHeight) {
ASSIMP_LOG_WARN("Found a reference to an embedded DDS texture, "
"but texture height is not equal to 1, which is not supported by MED");
}
if (iWidth == 0) {
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;
// place a proper format hint
pcNew->achFormatHint[0] = 'd';
pcNew->achFormatHint[1] = 'd';
pcNew->achFormatHint[2] = 's';
pcNew->achFormatHint[3] = '\0';
pcNew->pcData = (aiTexel *)new unsigned char[pcNew->mWidth];
memcpy(pcNew->pcData, szCurrent, pcNew->mWidth);
szCurrent += iWidth;
} else if (0x7 == iMasked) {
// ***** REFERENCE TO EXTERNAL FILE *****
if (1 != iHeight) {
ASSIMP_LOG_WARN("Found a reference to an external texture, "
"but texture height is not equal to 1, which is not supported by MED");
}
aiString szFile;
const size_t iLen = strlen((const char *)szCurrent);
size_t iLen2 = iLen + 1;
iLen2 = iLen2 > MAXLEN ? MAXLEN : iLen2;
memcpy(szFile.data, (const char *)szCurrent, iLen2);
szFile.length = static_cast<ai_uint32>(iLen2);
szCurrent += iLen2;
// place this as diffuse texture
pcMatOut->AddProperty(&szFile, AI_MATKEY_TEXTURE_DIFFUSE(0));
} else if (iMasked || !iType || (iType && iWidth && iHeight)) {
pcNew.reset(new aiTexture());
if (!iHeight || !iWidth) {
ASSIMP_LOG_WARN("Found embedded texture, but its width "
"an height are both 0. Is this a joke?");
// generate an empty chess pattern
pcNew->mWidth = pcNew->mHeight = 8;
pcNew->pcData = new aiTexel[64];
for (unsigned int x = 0; x < 8; ++x) {
for (unsigned int y = 0; y < 8; ++y) {
const bool bSet = ((0 == x % 2 && 0 != y % 2) ||
(0 != x % 2 && 0 == y % 2));
aiTexel *pc = &pcNew->pcData[y * 8 + x];
pc->r = pc->b = pc->g = (bSet ? 0xFF : 0);
pc->a = 0xFF;
}
}
} else {
// it is a standard color texture. Fill in width and height
// and call the same function we used for loading MDL5 files
pcNew->mWidth = iWidth;
pcNew->mHeight = iHeight;
unsigned int iSkip = 0;
ParseTextureColorData(szCurrent, iMasked, &iSkip, pcNew.get());
// skip length of texture data
szCurrent += iSkip;
}
}
// sometimes there are MDL7 files which have a monochrome
// texture instead of material colors ... possible they have
// been converted to MDL7 from other formats, such as MDL5
aiColor4D clrTexture;
if (pcNew)
clrTexture = ReplaceTextureWithColor(pcNew.get());
else
clrTexture.r = get_qnan();
// check whether a material definition is contained in the skin
if (iType & AI_MDL7_SKINTYPE_MATERIAL) {
BE_NCONST MDL::Material_MDL7 *pcMatIn = (BE_NCONST MDL::Material_MDL7 *)szCurrent;
szCurrent = (unsigned char *)(pcMatIn + 1);
VALIDATE_FILE_SIZE(szCurrent);
aiColor3D clrTemp;
#define COLOR_MULTIPLY_RGB() \
if (is_not_qnan(clrTexture.r)) { \
clrTemp.r *= clrTexture.r; \
clrTemp.g *= clrTexture.g; \
clrTemp.b *= clrTexture.b; \
}
// read diffuse color
clrTemp.r = pcMatIn->Diffuse.r;
AI_SWAP4(clrTemp.r);
clrTemp.g = pcMatIn->Diffuse.g;
AI_SWAP4(clrTemp.g);
clrTemp.b = pcMatIn->Diffuse.b;
AI_SWAP4(clrTemp.b);
COLOR_MULTIPLY_RGB();
pcMatOut->AddProperty<aiColor3D>(&clrTemp, 1, AI_MATKEY_COLOR_DIFFUSE);
// read specular color
clrTemp.r = pcMatIn->Specular.r;
AI_SWAP4(clrTemp.r);
clrTemp.g = pcMatIn->Specular.g;
AI_SWAP4(clrTemp.g);
clrTemp.b = pcMatIn->Specular.b;
AI_SWAP4(clrTemp.b);
COLOR_MULTIPLY_RGB();
pcMatOut->AddProperty<aiColor3D>(&clrTemp, 1, AI_MATKEY_COLOR_SPECULAR);
// read ambient color
clrTemp.r = pcMatIn->Ambient.r;
AI_SWAP4(clrTemp.r);
clrTemp.g = pcMatIn->Ambient.g;
AI_SWAP4(clrTemp.g);
clrTemp.b = pcMatIn->Ambient.b;
AI_SWAP4(clrTemp.b);
COLOR_MULTIPLY_RGB();
pcMatOut->AddProperty<aiColor3D>(&clrTemp, 1, AI_MATKEY_COLOR_AMBIENT);
// read emissive color
clrTemp.r = pcMatIn->Emissive.r;
AI_SWAP4(clrTemp.r);
clrTemp.g = pcMatIn->Emissive.g;
AI_SWAP4(clrTemp.g);
clrTemp.b = pcMatIn->Emissive.b;
AI_SWAP4(clrTemp.b);
pcMatOut->AddProperty<aiColor3D>(&clrTemp, 1, AI_MATKEY_COLOR_EMISSIVE);
#undef COLOR_MULITPLY_RGB
// FIX: Take the opacity from the ambient color.
// The doc say something else, but it is fact that MED exports the
// opacity like this .... oh well.
clrTemp.r = pcMatIn->Ambient.a;
AI_SWAP4(clrTemp.r);
if (is_not_qnan(clrTexture.r)) {
clrTemp.r *= clrTexture.a;
}
pcMatOut->AddProperty<ai_real>(&clrTemp.r, 1, AI_MATKEY_OPACITY);
// read phong power
int iShadingMode = (int)aiShadingMode_Gouraud;
AI_SWAP4(pcMatIn->Power);
if (0.0f != pcMatIn->Power) {
iShadingMode = (int)aiShadingMode_Phong;
// pcMatIn is packed, we can't form pointers to its members
float power = pcMatIn->Power;
pcMatOut->AddProperty<float>(&power, 1, AI_MATKEY_SHININESS);
}
pcMatOut->AddProperty<int>(&iShadingMode, 1, AI_MATKEY_SHADING_MODEL);
} else if (is_not_qnan(clrTexture.r)) {
pcMatOut->AddProperty<aiColor4D>(&clrTexture, 1, AI_MATKEY_COLOR_DIFFUSE);
pcMatOut->AddProperty<aiColor4D>(&clrTexture, 1, AI_MATKEY_COLOR_SPECULAR);
}
// if the texture could be replaced by a single material color
// we don't need the texture anymore
if (is_not_qnan(clrTexture.r)) {
pcNew.reset();
}
// If an ASCII effect description (HLSL?) is contained in the file,
// we can simply ignore it ...
if (iType & AI_MDL7_SKINTYPE_MATERIAL_ASCDEF) {
VALIDATE_FILE_SIZE(szCurrent);
int32_t iMe = *((int32_t *)szCurrent);
AI_SWAP4(iMe);
szCurrent += sizeof(char) * iMe + sizeof(int32_t);
VALIDATE_FILE_SIZE(szCurrent);
}
// If an embedded texture has been loaded setup the corresponding
// data structures in the aiScene instance
if (pcNew && pScene->mNumTextures <= 999) {
// place this as diffuse texture
char current[5];
ai_snprintf(current, 5, "*%i", this->pScene->mNumTextures);
aiString szFile;
const size_t iLen = strlen((const char *)current);
::memcpy(szFile.data, (const char *)current, iLen + 1);
szFile.length = (ai_uint32)iLen;
pcMatOut->AddProperty(&szFile, AI_MATKEY_TEXTURE_DIFFUSE(0));
// store the texture
if (!pScene->mNumTextures) {
pScene->mNumTextures = 1;
pScene->mTextures = new aiTexture *[1];
pScene->mTextures[0] = pcNew.release();
} else {
aiTexture **pc = pScene->mTextures;
pScene->mTextures = new aiTexture *[pScene->mNumTextures + 1];
for (unsigned int i = 0; i < pScene->mNumTextures; ++i) {
pScene->mTextures[i] = pc[i];
}
pScene->mTextures[pScene->mNumTextures] = pcNew.release();
pScene->mNumTextures++;
delete[] pc;
}
}
VALIDATE_FILE_SIZE(szCurrent);
*szCurrentOut = szCurrent;
}
// ------------------------------------------------------------------------------------------------
// Skip a skin lump
void MDLImporter::SkipSkinLump_3DGS_MDL7(
const unsigned char *szCurrent,
const unsigned char **szCurrentOut,
unsigned int iType,
unsigned int iWidth,
unsigned int iHeight) {
// get the type of the skin
const unsigned int iMasked = (unsigned int)(iType & 0xF);
if (0x6 == iMasked) {
szCurrent += iWidth;
}
if (0x7 == iMasked) {
const size_t iLen = std::strlen((const char *)szCurrent);
szCurrent += iLen + 1;
} else if (iMasked || !iType) {
if (iMasked || !iType || (iType && iWidth && iHeight)) {
// ParseTextureColorData(..., aiTexture::pcData == bad_texel) will simply
// return the size of the color data in bytes in iSkip
unsigned int iSkip = 0;
aiTexture tex;
tex.pcData = bad_texel;
tex.mHeight = iHeight;
tex.mWidth = iWidth;
ParseTextureColorData(szCurrent, iMasked, &iSkip, &tex);
// FIX: Important, otherwise the destructor will crash
tex.pcData = nullptr;
// skip length of texture data
szCurrent += iSkip;
}
}
// check whether a material definition is contained in the skin
if (iType & AI_MDL7_SKINTYPE_MATERIAL) {
BE_NCONST MDL::Material_MDL7 *pcMatIn = (BE_NCONST MDL::Material_MDL7 *)szCurrent;
szCurrent = (unsigned char *)(pcMatIn + 1);
}
// 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);
AI_SWAP4(iMe);
szCurrent += sizeof(char) * iMe + sizeof(int32_t);
}
*szCurrentOut = szCurrent;
}
// ------------------------------------------------------------------------------------------------
void MDLImporter::ParseSkinLump_3DGS_MDL7(
const unsigned char *szCurrent,
const unsigned char **szCurrentOut,
std::vector<aiMaterial *> &pcMats) {
ai_assert(nullptr != szCurrent);
ai_assert(nullptr != szCurrentOut);
*szCurrentOut = szCurrent;
BE_NCONST MDL::Skin_MDL7 *pcSkin = (BE_NCONST MDL::Skin_MDL7 *)szCurrent;
AI_SWAP4(pcSkin->width);
AI_SWAP4(pcSkin->height);
szCurrent += 12;
// allocate an output material
aiMaterial *pcMatOut = new aiMaterial();
pcMats.push_back(pcMatOut);
// skip length of file name
szCurrent += AI_MDL7_MAX_TEXNAMESIZE;
ParseSkinLump_3DGS_MDL7(szCurrent, szCurrentOut, pcMatOut,
pcSkin->typ, pcSkin->width, pcSkin->height);
// place the name of the skin in the material
if (pcSkin->texture_name[0]) {
// the 0 termination could be there or not - we can't know
aiString szFile;
::memcpy(szFile.data, pcSkin->texture_name, sizeof(pcSkin->texture_name));
szFile.data[sizeof(pcSkin->texture_name)] = '\0';
szFile.length = (ai_uint32)::strlen(szFile.data);
pcMatOut->AddProperty(&szFile, AI_MATKEY_NAME);
}
}
#endif // !! ASSIMP_BUILD_NO_MDL_IMPORTER