mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-21 13:14:46 +00:00
Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Disabled fields for dynamic and static shadowmap refresh rates Moved noShape model to core/rendering/shapes to place it in a more logical module position Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code Added call to reload probe textures when a reloadTextures call is made Adjusted default directional light shadowmap settings to not be as extreme Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication. Shifted shape loader code to utilize assimp for loader consistency and testing Changed render bin used for SSAO postfx so it runs at the right time Made Core_Rendering module scan for assets Updated loose file references to a number of assets to follow proper formatting Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type. Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI. Added ability to edit module script from RMB context menu if torsion path is set Updated list field code for variable inspector to utilize correct ownerObject field
523 lines
18 KiB
C++
523 lines
18 KiB
C++
/*
|
|
---------------------------------------------------------------------------
|
|
Open Asset Import Library (assimp)
|
|
---------------------------------------------------------------------------
|
|
|
|
Copyright (c) 2006-2020, assimp team
|
|
|
|
|
|
|
|
All rights reserved.
|
|
|
|
Redistribution and use of this software in source and binary forms,
|
|
with or without modification, are permitted provided that the following
|
|
conditions are met:
|
|
|
|
* Redistributions of source code must retain the above
|
|
copyright notice, this list of conditions and the
|
|
following disclaimer.
|
|
|
|
* Redistributions in binary form must reproduce the above
|
|
copyright notice, this list of conditions and the
|
|
following disclaimer in the documentation and/or other
|
|
materials provided with the distribution.
|
|
|
|
* Neither the name of the assimp team, nor the names of its
|
|
contributors may be used to endorse or promote products
|
|
derived from this software without specific prior
|
|
written permission of the assimp team.
|
|
|
|
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
|
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
|
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
|
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
|
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
|
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
|
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
|
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
---------------------------------------------------------------------------
|
|
*/
|
|
|
|
/** @file Implementation of the MDL importer class */
|
|
|
|
|
|
#ifndef ASSIMP_BUILD_NO_HMP_IMPORTER
|
|
|
|
// internal headers
|
|
#include "HMP/HMPLoader.h"
|
|
#include "MD2/MD2FileData.h"
|
|
|
|
#include <assimp/IOSystem.hpp>
|
|
#include <assimp/DefaultLogger.hpp>
|
|
#include <assimp/scene.h>
|
|
#include <assimp/importerdesc.h>
|
|
|
|
#include <memory>
|
|
|
|
using namespace Assimp;
|
|
|
|
static const aiImporterDesc desc = {
|
|
"3D GameStudio Heightmap (HMP) Importer",
|
|
"",
|
|
"",
|
|
"",
|
|
aiImporterFlags_SupportBinaryFlavour,
|
|
0,
|
|
0,
|
|
0,
|
|
0,
|
|
"hmp"
|
|
};
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Constructor to be privately used by Importer
|
|
HMPImporter::HMPImporter()
|
|
{
|
|
// nothing to do here
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Destructor, private as well
|
|
HMPImporter::~HMPImporter()
|
|
{
|
|
// nothing to do here
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Returns whether the class can handle the format of the given file.
|
|
bool HMPImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool cs) const
|
|
{
|
|
const std::string extension = GetExtension(pFile);
|
|
if (extension == "hmp" )
|
|
return true;
|
|
|
|
// if check for extension is not enough, check for the magic tokens
|
|
if (!extension.length() || cs) {
|
|
uint32_t tokens[3];
|
|
tokens[0] = AI_HMP_MAGIC_NUMBER_LE_4;
|
|
tokens[1] = AI_HMP_MAGIC_NUMBER_LE_5;
|
|
tokens[2] = AI_HMP_MAGIC_NUMBER_LE_7;
|
|
return CheckMagicToken(pIOHandler,pFile,tokens,3,0);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Get list of all file extensions that are handled by this loader
|
|
const aiImporterDesc* HMPImporter::GetInfo () const
|
|
{
|
|
return &desc;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Imports the given file into the given scene structure.
|
|
void HMPImporter::InternReadFile( const std::string& pFile,
|
|
aiScene* _pScene, IOSystem* _pIOHandler)
|
|
{
|
|
pScene = _pScene;
|
|
pIOHandler = _pIOHandler;
|
|
std::unique_ptr<IOStream> file( pIOHandler->Open( pFile));
|
|
|
|
// Check whether we can read from the file
|
|
if( file.get() == NULL)
|
|
throw DeadlyImportError( "Failed to open HMP file " + pFile + ".");
|
|
|
|
// Check whether the HMP file is large enough to contain
|
|
// at least the file header
|
|
const size_t fileSize = file->FileSize();
|
|
if( fileSize < 50)
|
|
throw DeadlyImportError( "HMP File is too small.");
|
|
|
|
// Allocate storage and copy the contents of the file to a memory buffer
|
|
mBuffer = new uint8_t[fileSize];
|
|
file->Read( (void*)mBuffer, 1, fileSize);
|
|
iFileSize = (unsigned int)fileSize;
|
|
|
|
// Determine the file subtype and call the appropriate member function
|
|
const uint32_t iMagic = *((uint32_t*)this->mBuffer);
|
|
|
|
// HMP4 format
|
|
if (AI_HMP_MAGIC_NUMBER_LE_4 == iMagic ||
|
|
AI_HMP_MAGIC_NUMBER_BE_4 == iMagic)
|
|
{
|
|
ASSIMP_LOG_DEBUG("HMP subtype: 3D GameStudio A4, magic word is HMP4");
|
|
InternReadFile_HMP4();
|
|
}
|
|
// HMP5 format
|
|
else if (AI_HMP_MAGIC_NUMBER_LE_5 == iMagic ||
|
|
AI_HMP_MAGIC_NUMBER_BE_5 == iMagic)
|
|
{
|
|
ASSIMP_LOG_DEBUG("HMP subtype: 3D GameStudio A5, magic word is HMP5");
|
|
InternReadFile_HMP5();
|
|
}
|
|
// HMP7 format
|
|
else if (AI_HMP_MAGIC_NUMBER_LE_7 == iMagic ||
|
|
AI_HMP_MAGIC_NUMBER_BE_7 == iMagic)
|
|
{
|
|
ASSIMP_LOG_DEBUG("HMP subtype: 3D GameStudio A7, magic word is HMP7");
|
|
InternReadFile_HMP7();
|
|
}
|
|
else
|
|
{
|
|
// Print the magic word to the logger
|
|
char szBuffer[5];
|
|
szBuffer[0] = ((char*)&iMagic)[0];
|
|
szBuffer[1] = ((char*)&iMagic)[1];
|
|
szBuffer[2] = ((char*)&iMagic)[2];
|
|
szBuffer[3] = ((char*)&iMagic)[3];
|
|
szBuffer[4] = '\0';
|
|
|
|
// We're definitely unable to load this file
|
|
throw DeadlyImportError( "Unknown HMP subformat " + pFile +
|
|
". Magic word (" + szBuffer + ") is not known");
|
|
}
|
|
|
|
// Set the AI_SCENE_FLAGS_TERRAIN bit
|
|
pScene->mFlags |= AI_SCENE_FLAGS_TERRAIN;
|
|
|
|
delete[] mBuffer;
|
|
mBuffer= nullptr;
|
|
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void HMPImporter::ValidateHeader_HMP457( )
|
|
{
|
|
const HMP::Header_HMP5* const pcHeader = (const HMP::Header_HMP5*)mBuffer;
|
|
|
|
if (120 > iFileSize)
|
|
{
|
|
throw DeadlyImportError("HMP file is too small (header size is "
|
|
"120 bytes, this file is smaller)");
|
|
}
|
|
|
|
if (!pcHeader->ftrisize_x || !pcHeader->ftrisize_y)
|
|
throw DeadlyImportError("Size of triangles in either x or y direction is zero");
|
|
|
|
if(pcHeader->fnumverts_x < 1.0f || (pcHeader->numverts/pcHeader->fnumverts_x) < 1.0f)
|
|
throw DeadlyImportError("Number of triangles in either x or y direction is zero");
|
|
|
|
if(!pcHeader->numframes)
|
|
throw DeadlyImportError("There are no frames. At least one should be there");
|
|
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void HMPImporter::InternReadFile_HMP4( )
|
|
{
|
|
throw DeadlyImportError("HMP4 is currently not supported");
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void HMPImporter::InternReadFile_HMP5( )
|
|
{
|
|
// read the file header and skip everything to byte 84
|
|
const HMP::Header_HMP5* pcHeader = (const HMP::Header_HMP5*)mBuffer;
|
|
const unsigned char* szCurrent = (const unsigned char*)(mBuffer+84);
|
|
ValidateHeader_HMP457();
|
|
|
|
// generate an output mesh
|
|
pScene->mNumMeshes = 1;
|
|
pScene->mMeshes = new aiMesh*[1];
|
|
aiMesh* pcMesh = pScene->mMeshes[0] = new aiMesh();
|
|
|
|
pcMesh->mMaterialIndex = 0;
|
|
pcMesh->mVertices = new aiVector3D[pcHeader->numverts];
|
|
pcMesh->mNormals = new aiVector3D[pcHeader->numverts];
|
|
|
|
const unsigned int height = (unsigned int)(pcHeader->numverts / pcHeader->fnumverts_x);
|
|
const unsigned int width = (unsigned int)pcHeader->fnumverts_x;
|
|
|
|
// generate/load a material for the terrain
|
|
CreateMaterial(szCurrent,&szCurrent);
|
|
|
|
// goto offset 120, I don't know why ...
|
|
// (fixme) is this the frame header? I assume yes since it starts with 2.
|
|
szCurrent += 36;
|
|
SizeCheck(szCurrent + sizeof(const HMP::Vertex_HMP7)*height*width);
|
|
|
|
// now load all vertices from the file
|
|
aiVector3D* pcVertOut = pcMesh->mVertices;
|
|
aiVector3D* pcNorOut = pcMesh->mNormals;
|
|
const HMP::Vertex_HMP5* src = (const HMP::Vertex_HMP5*) szCurrent;
|
|
for (unsigned int y = 0; y < height;++y)
|
|
{
|
|
for (unsigned int x = 0; x < width;++x)
|
|
{
|
|
pcVertOut->x = x * pcHeader->ftrisize_x;
|
|
pcVertOut->y = y * pcHeader->ftrisize_y;
|
|
pcVertOut->z = (((float)src->z / 0xffff)-0.5f) * pcHeader->ftrisize_x * 8.0f;
|
|
MD2::LookupNormalIndex(src->normals162index, *pcNorOut );
|
|
++pcVertOut;++pcNorOut;++src;
|
|
}
|
|
}
|
|
|
|
// generate texture coordinates if necessary
|
|
if (pcHeader->numskins)
|
|
GenerateTextureCoords(width,height);
|
|
|
|
// now build a list of faces
|
|
CreateOutputFaceList(width,height);
|
|
|
|
// there is no nodegraph in HMP files. Simply assign the one mesh
|
|
// (no, not the one ring) to the root node
|
|
pScene->mRootNode = new aiNode();
|
|
pScene->mRootNode->mName.Set("terrain_root");
|
|
pScene->mRootNode->mNumMeshes = 1;
|
|
pScene->mRootNode->mMeshes = new unsigned int[1];
|
|
pScene->mRootNode->mMeshes[0] = 0;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void HMPImporter::InternReadFile_HMP7( )
|
|
{
|
|
// read the file header and skip everything to byte 84
|
|
const HMP::Header_HMP5* const pcHeader = (const HMP::Header_HMP5*)mBuffer;
|
|
const unsigned char* szCurrent = (const unsigned char*)(mBuffer+84);
|
|
ValidateHeader_HMP457();
|
|
|
|
// generate an output mesh
|
|
pScene->mNumMeshes = 1;
|
|
pScene->mMeshes = new aiMesh*[1];
|
|
aiMesh* pcMesh = pScene->mMeshes[0] = new aiMesh();
|
|
|
|
pcMesh->mMaterialIndex = 0;
|
|
pcMesh->mVertices = new aiVector3D[pcHeader->numverts];
|
|
pcMesh->mNormals = new aiVector3D[pcHeader->numverts];
|
|
|
|
const unsigned int height = (unsigned int)(pcHeader->numverts / pcHeader->fnumverts_x);
|
|
const unsigned int width = (unsigned int)pcHeader->fnumverts_x;
|
|
|
|
// generate/load a material for the terrain
|
|
CreateMaterial(szCurrent,&szCurrent);
|
|
|
|
// goto offset 120, I don't know why ...
|
|
// (fixme) is this the frame header? I assume yes since it starts with 2.
|
|
szCurrent += 36;
|
|
|
|
SizeCheck(szCurrent + sizeof(const HMP::Vertex_HMP7)*height*width);
|
|
|
|
// now load all vertices from the file
|
|
aiVector3D* pcVertOut = pcMesh->mVertices;
|
|
aiVector3D* pcNorOut = pcMesh->mNormals;
|
|
const HMP::Vertex_HMP7* src = (const HMP::Vertex_HMP7*) szCurrent;
|
|
for (unsigned int y = 0; y < height;++y)
|
|
{
|
|
for (unsigned int x = 0; x < width;++x)
|
|
{
|
|
pcVertOut->x = x * pcHeader->ftrisize_x;
|
|
pcVertOut->y = y * pcHeader->ftrisize_y;
|
|
|
|
// FIXME: What exctly is the correct scaling factor to use?
|
|
// possibly pcHeader->scale_origin[2] in combination with a
|
|
// signed interpretation of src->z?
|
|
pcVertOut->z = (((float)src->z / 0xffff)-0.5f) * pcHeader->ftrisize_x * 8.0f;
|
|
|
|
pcNorOut->x = ((float)src->normal_x / 0x80 ); // * pcHeader->scale_origin[0];
|
|
pcNorOut->y = ((float)src->normal_y / 0x80 ); // * pcHeader->scale_origin[1];
|
|
pcNorOut->z = 1.0f;
|
|
pcNorOut->Normalize();
|
|
|
|
++pcVertOut;++pcNorOut;++src;
|
|
}
|
|
}
|
|
|
|
// generate texture coordinates if necessary
|
|
if (pcHeader->numskins)GenerateTextureCoords(width,height);
|
|
|
|
// now build a list of faces
|
|
CreateOutputFaceList(width,height);
|
|
|
|
// there is no nodegraph in HMP files. Simply assign the one mesh
|
|
// (no, not the One Ring) to the root node
|
|
pScene->mRootNode = new aiNode();
|
|
pScene->mRootNode->mName.Set("terrain_root");
|
|
pScene->mRootNode->mNumMeshes = 1;
|
|
pScene->mRootNode->mMeshes = new unsigned int[1];
|
|
pScene->mRootNode->mMeshes[0] = 0;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void HMPImporter::CreateMaterial(const unsigned char* szCurrent,
|
|
const unsigned char** szCurrentOut)
|
|
{
|
|
aiMesh* const pcMesh = pScene->mMeshes[0];
|
|
const HMP::Header_HMP5* const pcHeader = (const HMP::Header_HMP5*)mBuffer;
|
|
|
|
// we don't need to generate texture coordinates if
|
|
// we have no textures in the file ...
|
|
if (pcHeader->numskins)
|
|
{
|
|
pcMesh->mTextureCoords[0] = new aiVector3D[pcHeader->numverts];
|
|
pcMesh->mNumUVComponents[0] = 2;
|
|
|
|
// now read the first skin and skip all others
|
|
ReadFirstSkin(pcHeader->numskins,szCurrent,&szCurrent);
|
|
}
|
|
else
|
|
{
|
|
// generate a default material
|
|
const int iMode = (int)aiShadingMode_Gouraud;
|
|
aiMaterial* pcHelper = new aiMaterial();
|
|
pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
|
|
|
|
aiColor3D clr;
|
|
clr.b = clr.g = clr.r = 0.6f;
|
|
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
|
|
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
|
|
|
|
clr.b = clr.g = clr.r = 0.05f;
|
|
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
|
|
|
|
aiString szName;
|
|
szName.Set(AI_DEFAULT_MATERIAL_NAME);
|
|
pcHelper->AddProperty(&szName,AI_MATKEY_NAME);
|
|
|
|
// add the material to the scene
|
|
pScene->mNumMaterials = 1;
|
|
pScene->mMaterials = new aiMaterial*[1];
|
|
pScene->mMaterials[0] = pcHelper;
|
|
}
|
|
*szCurrentOut = szCurrent;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void HMPImporter::CreateOutputFaceList(unsigned int width,unsigned int height)
|
|
{
|
|
aiMesh* const pcMesh = this->pScene->mMeshes[0];
|
|
|
|
// Allocate enough storage
|
|
pcMesh->mNumFaces = (width-1) * (height-1);
|
|
pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
|
|
|
|
pcMesh->mNumVertices = pcMesh->mNumFaces*4;
|
|
aiVector3D* pcVertices = new aiVector3D[pcMesh->mNumVertices];
|
|
aiVector3D* pcNormals = new aiVector3D[pcMesh->mNumVertices];
|
|
|
|
aiFace* pcFaceOut(pcMesh->mFaces);
|
|
aiVector3D* pcVertOut = pcVertices;
|
|
aiVector3D* pcNorOut = pcNormals;
|
|
|
|
aiVector3D* pcUVs = pcMesh->mTextureCoords[0] ? new aiVector3D[pcMesh->mNumVertices] : NULL;
|
|
aiVector3D* pcUVOut(pcUVs);
|
|
|
|
// Build the terrain square
|
|
unsigned int iCurrent = 0;
|
|
for (unsigned int y = 0; y < height-1;++y) {
|
|
for (unsigned int x = 0; x < width-1;++x,++pcFaceOut) {
|
|
pcFaceOut->mNumIndices = 4;
|
|
pcFaceOut->mIndices = new unsigned int[4];
|
|
|
|
*pcVertOut++ = pcMesh->mVertices[y*width+x];
|
|
*pcVertOut++ = pcMesh->mVertices[(y+1)*width+x];
|
|
*pcVertOut++ = pcMesh->mVertices[(y+1)*width+x+1];
|
|
*pcVertOut++ = pcMesh->mVertices[y*width+x+1];
|
|
|
|
|
|
*pcNorOut++ = pcMesh->mNormals[y*width+x];
|
|
*pcNorOut++ = pcMesh->mNormals[(y+1)*width+x];
|
|
*pcNorOut++ = pcMesh->mNormals[(y+1)*width+x+1];
|
|
*pcNorOut++ = pcMesh->mNormals[y*width+x+1];
|
|
|
|
if (pcMesh->mTextureCoords[0])
|
|
{
|
|
*pcUVOut++ = pcMesh->mTextureCoords[0][y*width+x];
|
|
*pcUVOut++ = pcMesh->mTextureCoords[0][(y+1)*width+x];
|
|
*pcUVOut++ = pcMesh->mTextureCoords[0][(y+1)*width+x+1];
|
|
*pcUVOut++ = pcMesh->mTextureCoords[0][y*width+x+1];
|
|
}
|
|
|
|
for (unsigned int i = 0; i < 4;++i)
|
|
pcFaceOut->mIndices[i] = iCurrent++;
|
|
}
|
|
}
|
|
delete[] pcMesh->mVertices;
|
|
pcMesh->mVertices = pcVertices;
|
|
|
|
delete[] pcMesh->mNormals;
|
|
pcMesh->mNormals = pcNormals;
|
|
|
|
if (pcMesh->mTextureCoords[0])
|
|
{
|
|
delete[] pcMesh->mTextureCoords[0];
|
|
pcMesh->mTextureCoords[0] = pcUVs;
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void HMPImporter::ReadFirstSkin(unsigned int iNumSkins, const unsigned char* szCursor,
|
|
const unsigned char** szCursorOut)
|
|
{
|
|
ai_assert( 0 != iNumSkins );
|
|
ai_assert( nullptr != szCursor);
|
|
|
|
// read the type of the skin ...
|
|
// sometimes we need to skip 12 bytes here, I don't know why ...
|
|
uint32_t iType = *((uint32_t*)szCursor);
|
|
szCursor += sizeof(uint32_t);
|
|
if (0 == iType)
|
|
{
|
|
szCursor += sizeof(uint32_t) * 2;
|
|
iType = *((uint32_t*)szCursor);
|
|
szCursor += sizeof(uint32_t);
|
|
if (!iType)
|
|
throw DeadlyImportError("Unable to read HMP7 skin chunk");
|
|
|
|
}
|
|
// read width and height
|
|
uint32_t iWidth = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t);
|
|
uint32_t iHeight = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t);
|
|
|
|
// allocate an output material
|
|
aiMaterial* pcMat = new aiMaterial();
|
|
|
|
// read the skin, this works exactly as for MDL7
|
|
ParseSkinLump_3DGS_MDL7(szCursor,&szCursor,
|
|
pcMat,iType,iWidth,iHeight);
|
|
|
|
// now we need to skip any other skins ...
|
|
for (unsigned int i = 1; i< iNumSkins;++i)
|
|
{
|
|
iType = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t);
|
|
iWidth = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t);
|
|
iHeight = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t);
|
|
|
|
SkipSkinLump_3DGS_MDL7(szCursor,&szCursor,iType,iWidth,iHeight);
|
|
SizeCheck(szCursor);
|
|
}
|
|
|
|
// setup the material ...
|
|
pScene->mNumMaterials = 1;
|
|
pScene->mMaterials = new aiMaterial*[1];
|
|
pScene->mMaterials[0] = pcMat;
|
|
|
|
*szCursorOut = szCursor;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Generate proepr texture coords
|
|
void HMPImporter::GenerateTextureCoords(
|
|
const unsigned int width, const unsigned int height)
|
|
{
|
|
ai_assert(NULL != pScene->mMeshes && NULL != pScene->mMeshes[0] &&
|
|
NULL != pScene->mMeshes[0]->mTextureCoords[0]);
|
|
|
|
aiVector3D* uv = pScene->mMeshes[0]->mTextureCoords[0];
|
|
|
|
const float fY = (1.0f / height) + (1.0f / height) / (height-1);
|
|
const float fX = (1.0f / width) + (1.0f / width) / (width-1);
|
|
|
|
for (unsigned int y = 0; y < height;++y) {
|
|
for (unsigned int x = 0; x < width;++x,++uv) {
|
|
uv->y = fY*y;
|
|
uv->x = fX*x;
|
|
uv->z = 0.0f;
|
|
}
|
|
}
|
|
}
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_HMP_IMPORTER
|