| /* |
| --------------------------------------------------------------------------- |
| Open Asset Import Library (assimp) |
| --------------------------------------------------------------------------- |
| |
| Copyright (c) 2006-2017, 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. |
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| 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 |
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| --------------------------------------------------------------------------- |
| */ |
| |
| /** @file Implementation of the MDL importer class */ |
| |
| |
| #ifndef ASSIMP_BUILD_NO_HMP_IMPORTER |
| |
| // internal headers |
| #include "HMPLoader.h" |
| #include "MD2FileData.h" |
| #include <memory> |
| #include <assimp/IOSystem.hpp> |
| #include <assimp/DefaultLogger.hpp> |
| #include <assimp/scene.h> |
| #include <assimp/importerdesc.h> |
| |
| 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) |
| { |
| DefaultLogger::get()->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) |
| { |
| DefaultLogger::get()->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) |
| { |
| DefaultLogger::get()->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 |