242 lines
8.0 KiB
C
242 lines
8.0 KiB
C
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2020, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file HL1MDLLoader.h
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* @brief Declaration of the Half-Life 1 MDL loader.
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*/
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#ifndef AI_HL1MDLLOADER_INCLUDED
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#define AI_HL1MDLLOADER_INCLUDED
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#include "HL1FileData.h"
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#include "HL1ImportSettings.h"
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#include "UniqueNameGenerator.h"
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#include <memory>
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#include <string>
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#include <assimp/types.h>
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#include <assimp/scene.h>
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#include <assimp/texture.h>
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#include <assimp/IOSystem.hpp>
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#include <assimp/DefaultIOSystem.h>
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#include <assimp/Exceptional.h>
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namespace Assimp {
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namespace MDL {
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namespace HalfLife {
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class HL1MDLLoader {
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public:
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HL1MDLLoader() = delete;
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HL1MDLLoader(const HL1MDLLoader &) = delete;
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/** See variables descriptions at the end for more details. */
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HL1MDLLoader(
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aiScene *scene,
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IOSystem *io,
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const unsigned char *buffer,
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const std::string &file_path,
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const HL1ImportSettings &import_settings);
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~HL1MDLLoader();
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void load_file();
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protected:
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/** \brief Validate the header data structure of a Half-Life 1 MDL file.
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* \param[in] header Input header to be validated.
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* \param[in] is_texture_header Whether or not we are reading an MDL
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* texture file.
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*/
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void validate_header(const Header_HL1 *header, bool is_texture_header);
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void load_texture_file();
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void load_sequence_groups_files();
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void read_textures();
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void read_skins();
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void read_bones();
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void read_meshes();
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void read_animations();
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void read_sequence_groups_info();
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void read_sequence_infos();
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void read_sequence_transitions();
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void read_attachments();
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void read_hitboxes();
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void read_bone_controllers();
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void read_global_info();
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private:
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void release_resources();
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/** \brief Load a file and copy it's content to a buffer.
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* \param file_path The path to the file to be loaded.
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* \param buffer A pointer to a buffer to receive the data.
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*/
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template <typename MDLFileHeader>
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void load_file_into_buffer(const std::string &file_path, unsigned char *&buffer);
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/** \brief Read an MDL texture.
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* \param[in] ptexture A pointer to an MDL texture.
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* \param[in] data A pointer to the data from \p ptexture.
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* \param[in] pal A pointer to the texture palette from \p ptexture.
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* \param[in,out] pResult A pointer to the output resulting Assimp texture.
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* \param[in,out] last_palette_color The last color from the image palette.
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*/
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void read_texture(const Texture_HL1 *ptexture,
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uint8_t *data, uint8_t *pal, aiTexture *pResult,
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aiColor3D &last_palette_color);
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/** \brief This method reads a compressed anim value.
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* \param[in] panimvalue A pointer to the animation data.
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* \param[in] frame The frame to look for.
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* \param[in] bone_scale The current bone scale to apply to the compressed value.
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* \param[in,out] value The decompressed anim value at \p frame.
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*/
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void extract_anim_value(const AnimValue_HL1 *panimvalue,
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int frame, float bone_scale, float &value);
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/**
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* \brief Given the number of blend animations, determine the number of blend controllers.
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*
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* \param[in] num_blend_animations The number of blend animations.
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* \param[out] num_blend_controllers The number of blend controllers.
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* \return True if the number of blend controllers was determined. False otherwise.
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*/
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static bool get_num_blend_controllers(const int num_blend_animations, int &num_blend_controllers);
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/** Output scene to be filled */
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aiScene *scene_;
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/** Output I/O handler. Required for additional IO operations. */
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IOSystem *io_;
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/** Buffer from MDLLoader class. */
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const unsigned char *buffer_;
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/** The full file path to the MDL file we are trying to load.
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* Used to locate other MDL files since MDL may store resources
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* in external MDL files. */
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const std::string &file_path_;
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/** Configuration for HL1 MDL */
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const HL1ImportSettings &import_settings_;
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/** Main MDL header. */
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const Header_HL1 *header_;
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/** External MDL texture header. */
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const Header_HL1 *texture_header_;
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/** External MDL animation headers.
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* One for each loaded animation file. */
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SequenceHeader_HL1 **anim_headers_;
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/** Texture file data. */
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unsigned char *texture_buffer_;
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/** Animation files data. */
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unsigned char **anim_buffers_;
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/** The number of sequence groups. */
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int num_sequence_groups_;
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/** The list of children to be appended to the scene's root node. */
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std::vector<aiNode *> rootnode_children_;
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/** A unique name generator. Used to generate names for MDL values
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* that may have empty/duplicate names. */
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UniqueNameGenerator unique_name_generator_;
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/** The list of unique sequence names. */
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std::vector<std::string> unique_sequence_names_;
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/** The list of unique sequence groups names. */
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std::vector<std::string> unique_sequence_groups_names_;
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/** Structure to store temporary bone information. */
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struct TempBone {
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TempBone() :
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node(nullptr),
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absolute_transform(),
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offset_matrix() {}
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aiNode *node;
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aiMatrix4x4 absolute_transform;
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aiMatrix4x4 offset_matrix;
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};
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std::vector<TempBone> temp_bones_;
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/** The number of available bone controllers in the model. */
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int num_blend_controllers_;
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/** Self explanatory. */
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int total_models_;
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};
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// ------------------------------------------------------------------------------------------------
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template <typename MDLFileHeader>
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void HL1MDLLoader::load_file_into_buffer(const std::string &file_path, unsigned char *&buffer) {
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if (!io_->Exists(file_path))
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throw DeadlyImportError("Missing file " + DefaultIOSystem::fileName(file_path) + ".");
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std::unique_ptr<IOStream> file(io_->Open(file_path));
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if (file.get() == NULL)
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throw DeadlyImportError("Failed to open MDL file " + DefaultIOSystem::fileName(file_path) + ".");
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const size_t file_size = file->FileSize();
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if (file_size < sizeof(MDLFileHeader))
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throw DeadlyImportError("MDL file is too small.");
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buffer = new unsigned char[1 + file_size];
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file->Read((void *)buffer, 1, file_size);
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buffer[file_size] = '\0';
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}
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} // namespace HalfLife
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} // namespace MDL
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} // namespace Assimp
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#endif // AI_HL1MDLLOADER_INCLUDED
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