assimp/code/TerragenLoader.cpp

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/*
---------------------------------------------------------------------------
Open Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development 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 Development 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 Terragen importer class */
#include "AssimpPCH.h"
#ifndef AI_BUILD_NO_TERRAGEN_IMPORTER
#include "TerragenLoader.h"
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
TerragenImporter::TerragenImporter()
{}
// ------------------------------------------------------------------------------------------------
// 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) const
{
// simple check of file extension is enough for the moment
std::string::size_type pos = pFile.find_last_of('.');
// no file extension - can't read
if( pos == std::string::npos)return false;
std::string extension = pFile.substr( pos);
for( std::string::iterator it = extension.begin(); it != extension.end(); ++it)
*it = tolower( *it);
return extension == ".ter";
}
// ------------------------------------------------------------------------------------------------
// Build a string of all file extensions supported
void TerragenImporter::GetExtensionList(std::string& append)
{
append.append("*.ter;");
}
// ------------------------------------------------------------------------------------------------
// 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 new ImportErrorException( "Failed to open TERRAGEN TERRAIN file " + pFile + ".");
// Construct a stream reader to read all data in the correct endianess
StreamReaderLE reader(file);
if(reader.GetRemainingSize() < 16)
throw new ImportErrorException( "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 new ImportErrorException( "TER: Magic string \'TERRAGEN\' not found" );
if (::strncmp((const char*)reader.GetPtr()+8,AI_TERR_TERRAIN_STRING,8))
throw new ImportErrorException( "TER: Magic string \'TERRAIN\' not found" );
unsigned int x = 0,y = 0,mode = 0;
float rad = 6370.f;
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))
{
rad = 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 new ImportErrorException("TER: ALTW chunk is too small");
if (x <= 1 || y <= 1)
throw new ImportErrorException("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];
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;
register 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);
// 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 new ImportErrorException("TER: Unable to load terrain");
// Set the AI_SCENE_FLAGS_TERRAIN bit
pScene->mFlags |= AI_SCENE_FLAGS_TERRAIN;
}
#endif // !! AI_BUILD_NO_TERRAGEN_IMPORTER