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/*
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Open Asset Import Library (assimp)
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/** @file Implementation of the Terragen importer class */
#ifndef ASSIMP_BUILD_NO_TERRAGEN_IMPORTER
#include "TerragenLoader.h"
#include "StreamReader.h"
#include <assimp/Importer.hpp>
#include <assimp/IOSystem.hpp>
#include <assimp/scene.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/importerdesc.h>
using namespace Assimp;
static const aiImporterDesc desc = {
"Terragen Heightmap Importer",
"",
"",
"http://www.planetside.co.uk/",
aiImporterFlags_SupportBinaryFlavour,
0,
0,
0,
0,
"ter"
};
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
TerragenImporter::TerragenImporter()
: configComputeUVs (false)
{}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
TerragenImporter::~TerragenImporter()
{}
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool TerragenImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
// check file extension
std::string extension = GetExtension(pFile);
if( extension == "ter")
return true;
if( !extension.length() || checkSig) {
/* If CanRead() is called in order to check whether we
* support a specific file extension in general pIOHandler
* might be NULL and it's our duty to return true here.
*/
if (!pIOHandler)return true;
const char* tokens[] = {"terragen"};
return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
}
return false;
}
// ------------------------------------------------------------------------------------------------
// Build a string of all file extensions supported
const aiImporterDesc* TerragenImporter::GetInfo () const
{
return &desc;
}
// ------------------------------------------------------------------------------------------------
// Setup import properties
void TerragenImporter::SetupProperties(const Importer* pImp)
{
// AI_CONFIG_IMPORT_TER_MAKE_UVS
configComputeUVs = ( 0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_TER_MAKE_UVS,0) );
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void TerragenImporter::InternReadFile( const std::string& pFile,
aiScene* pScene, IOSystem* pIOHandler)
{
IOStream* file = pIOHandler->Open( pFile, "rb");
// Check whether we can read from the file
if( file == NULL)
throw DeadlyImportError( "Failed to open TERRAGEN TERRAIN file " + pFile + ".");
// Construct a stream reader to read all data in the correct endianness
StreamReaderLE reader(file);
if(reader.GetRemainingSize() < 16)
throw DeadlyImportError( "TER: file is too small" );
// Check for the existence of the two magic strings 'TERRAGEN' and 'TERRAIN '
if (::strncmp((const char*)reader.GetPtr(),AI_TERR_BASE_STRING,8))
throw DeadlyImportError( "TER: Magic string \'TERRAGEN\' not found" );
if (::strncmp((const char*)reader.GetPtr()+8,AI_TERR_TERRAIN_STRING,8))
throw DeadlyImportError( "TER: Magic string \'TERRAIN\' not found" );
unsigned int x = 0,y = 0,mode = 0;
aiNode* root = pScene->mRootNode = new aiNode();
root->mName.Set("<TERRAGEN.TERRAIN>");
// Default scaling is 30
root->mTransformation.a1 = root->mTransformation.b2 = root->mTransformation.c3 = 30.f;
// Now read all chunks until we're finished or an EOF marker is encountered
reader.IncPtr(16);
while (reader.GetRemainingSize() >= 4)
{
const char* head = (const char*)reader.GetPtr();
reader.IncPtr(4);
// EOF, break in every case
if (!::strncmp(head,AI_TERR_EOF_STRING,4))
break;
// Number of x-data points
if (!::strncmp(head,AI_TERR_CHUNK_XPTS,4))
{
x = (uint16_t)reader.GetI2();
}
// Number of y-data points
else if (!::strncmp(head,AI_TERR_CHUNK_YPTS,4))
{
y = (uint16_t)reader.GetI2();
}
// Squared terrains width-1.
else if (!::strncmp(head,AI_TERR_CHUNK_SIZE,4))
{
x = y = (uint16_t)reader.GetI2()+1;
}
// terrain scaling
else if (!::strncmp(head,AI_TERR_CHUNK_SCAL,4))
{
root->mTransformation.a1 = reader.GetF4();
root->mTransformation.b2 = reader.GetF4();
root->mTransformation.c3 = reader.GetF4();
}
// mapping == 1: earth radius
else if (!::strncmp(head,AI_TERR_CHUNK_CRAD,4))
{
reader.GetF4();
}
// mapping mode
else if (!::strncmp(head,AI_TERR_CHUNK_CRVM,4))
{
mode = reader.GetI1();
if (0 != mode)
DefaultLogger::get()->error("TER: Unsupported mapping mode, a flat terrain is returned");
}
// actual terrain data
else if (!::strncmp(head,AI_TERR_CHUNK_ALTW,4))
{
float hscale = (float)reader.GetI2() / 65536;
float bheight = (float)reader.GetI2();
if (!hscale)hscale = 1;
// Ensure we have enough data
if (reader.GetRemainingSize() < x*y*2)
throw DeadlyImportError("TER: ALTW chunk is too small");
if (x <= 1 || y <= 1)
throw DeadlyImportError("TER: Invalid terrain size");
// Allocate the output mesh
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes = 1];
aiMesh* m = pScene->mMeshes[0] = new aiMesh();
// We return quads
aiFace* f = m->mFaces = new aiFace[m->mNumFaces = (x-1)*(y-1)];
aiVector3D* pv = m->mVertices = new aiVector3D[m->mNumVertices = m->mNumFaces*4];
aiVector3D *uv( NULL );
float step_y( 0.0f ), step_x( 0.0f );
if (configComputeUVs) {
uv = m->mTextureCoords[0] = new aiVector3D[m->mNumVertices];
step_y = 1.f/y;
step_x = 1.f/x;
}
const int16_t* data = (const int16_t*)reader.GetPtr();
for (unsigned int yy = 0, t = 0; yy < y-1;++yy) {
for (unsigned int xx = 0; xx < x-1;++xx,++f) {
// make verts
const float fy = (float)yy, fx = (float)xx;
unsigned tmp,tmp2;
*pv++ = aiVector3D(fx,fy, (float)data[(tmp2=x*yy) + xx] * hscale + bheight);
*pv++ = aiVector3D(fx,fy+1, (float)data[(tmp=x*(yy+1)) + xx] * hscale + bheight);
*pv++ = aiVector3D(fx+1,fy+1,(float)data[tmp + xx+1] * hscale + bheight);
*pv++ = aiVector3D(fx+1,fy, (float)data[tmp2 + xx+1] * hscale + bheight);
// also make texture coordinates, if necessary
if (configComputeUVs) {
*uv++ = aiVector3D( step_x*xx, step_y*yy, 0.f );
*uv++ = aiVector3D( step_x*xx, step_y*(yy+1), 0.f );
*uv++ = aiVector3D( step_x*(xx+1), step_y*(yy+1), 0.f );
*uv++ = aiVector3D( step_x*(xx+1), step_y*yy, 0.f );
}
// make indices
f->mIndices = new unsigned int[f->mNumIndices = 4];
for (unsigned int i = 0; i < 4;++i)
f->mIndices[i] = t++;
}
}
// Add the mesh to the root node
root->mMeshes = new unsigned int[root->mNumMeshes = 1];
root->mMeshes[0] = 0;
}
// Get to the next chunk (4 byte aligned)
unsigned dtt;
if ((dtt = reader.GetCurrentPos() & 0x3))
reader.IncPtr(4-dtt);
}
// Check whether we have a mesh now
if (pScene->mNumMeshes != 1)
throw DeadlyImportError("TER: Unable to load terrain");
// Set the AI_SCENE_FLAGS_TERRAIN bit
pScene->mFlags |= AI_SCENE_FLAGS_TERRAIN;
}
#endif // !! ASSIMP_BUILD_NO_TERRAGEN_IMPORTER