Merge branch 'master' into jc3-dnase

pull/3891/head
Kim Kulling 2021-05-13 11:51:42 +02:00 committed by GitHub
commit 22340469f4
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10 changed files with 80 additions and 136 deletions

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@ -527,12 +527,12 @@ ENDIF()
MARK_AS_ADVANCED ( ASSIMP_BUILD_ARCHITECTURE ASSIMP_BUILD_COMPILER )
SET ( ASSIMP_BUILD_NONFREE_C4D_IMPORTER OFF CACHE BOOL
"Build the C4D importer, which relies on the non-free Melange SDK."
"Build the C4D importer, which relies on the non-free Cineware SDK."
)
IF (ASSIMP_BUILD_NONFREE_C4D_IMPORTER)
IF ( MSVC )
SET(C4D_INCLUDES "${CMAKE_CURRENT_SOURCE_DIR}/contrib/Melange/includes")
SET(C4D_INCLUDES "${CMAKE_CURRENT_SOURCE_DIR}/contrib/Cineware/includes")
# pick the correct prebuilt library
IF(MSVC15)
@ -551,22 +551,23 @@ IF (ASSIMP_BUILD_NONFREE_C4D_IMPORTER)
)
ENDIF()
SET(C4D_LIB_BASE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/contrib/Melange/libraries/win")
SET(C4D_LIB_BASE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/contrib/Cineware/libraries/win")
SET(C4D_DEBUG_LIBRARIES
"${C4D_LIB_BASE_PATH}/melangelib${C4D_LIB_POSTFIX}/melangelib_debug.lib"
"${C4D_LIB_BASE_PATH}/cinewarelib${C4D_LIB_POSTFIX}/cinewarelib_debug.lib"
"${C4D_LIB_BASE_PATH}/jpeglib${C4D_LIB_POSTFIX}/jpeglib_debug.lib"
)
SET(C4D_RELEASE_LIBRARIES
"${C4D_LIB_BASE_PATH}/melangelib${C4D_LIB_POSTFIX}/melangelib_release.lib"
"${C4D_LIB_BASE_PATH}/cinewarelib${C4D_LIB_POSTFIX}/cinewarelib_release.lib"
"${C4D_LIB_BASE_PATH}/jpeglib${C4D_LIB_POSTFIX}/jpeglib_release.lib"
)
# winsock and winmm are necessary dependencies of melange (this is undocumented, but true.)
# winsock and winmm are necessary (and undocumented) dependencies of Cineware SDK because
# it can be used to communicate with a running Cinema 4D instance
SET(C4D_EXTRA_LIBRARIES WSock32.lib Winmm.lib)
ELSE ()
MESSAGE( FATAL_ERROR
"C4D is currently only available on Windows with melange SDK installed in contrib/Melange"
"C4D is currently only available on Windows with Cineware SDK installed in contrib/Cineware"
)
ENDIF ()
ELSE ()

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
@ -51,7 +51,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#endif
#include "C4DImporter.h"
#include <assimp/TinyFormatter.h>
#include <memory>
#include <assimp/IOSystem.hpp>
#include <assimp/scene.h>
@ -65,7 +64,19 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "c4d_file.h"
#include "default_alien_overloads.h"
using namespace melange;
namespace {
aiString aiStringFrom(cineware::String const & cinestring) {
aiString result;
cinestring.GetCString(result.data, MAXLEN-1);
result.length = static_cast<ai_uint32>(cinestring.GetLength());
return result;
}
}
using namespace Assimp;
using namespace cineware;
// overload this function and fill in your own unique data
void GetWriterInfo(int &id, String &appname) {
@ -73,9 +84,6 @@ void GetWriterInfo(int &id, String &appname) {
appname = "Open Asset Import Library";
}
using namespace Assimp;
using namespace Assimp::Formatter;
namespace Assimp {
template<> const char* LogFunctions<C4DImporter>::Prefix() {
static auto prefix = "C4D: ";
@ -97,17 +105,6 @@ static const aiImporterDesc desc = {
};
// ------------------------------------------------------------------------------------------------
C4DImporter::C4DImporter()
: BaseImporter() {
// empty
}
// ------------------------------------------------------------------------------------------------
C4DImporter::~C4DImporter() {
// empty
}
// ------------------------------------------------------------------------------------------------
bool C4DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const {
const std::string& extension = GetExtension(pFile);
@ -125,11 +122,6 @@ const aiImporterDesc* C4DImporter::GetInfo () const {
return &desc;
}
// ------------------------------------------------------------------------------------------------
void C4DImporter::SetupProperties(const Importer* /*pImp*/) {
// nothing to be done for the moment
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
@ -199,8 +191,8 @@ void C4DImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOS
// ------------------------------------------------------------------------------------------------
bool C4DImporter::ReadShader(aiMaterial* out, melange::BaseShader* shader) {
// based on Melange sample code (C4DImportExport.cpp)
bool C4DImporter::ReadShader(aiMaterial* out, BaseShader* shader) {
// based on Cineware sample code (C4DImportExport.cpp)
while(shader) {
if(shader->GetType() == Xlayer) {
BaseContainer* container = shader->GetDataInstance();
@ -242,9 +234,7 @@ bool C4DImporter::ReadShader(aiMaterial* out, melange::BaseShader* shader) {
lsl = lsl->GetNext();
}
} else if ( shader->GetType() == Xbitmap ) {
aiString path;
shader->GetFileName().GetString().GetCString(path.data, MAXLEN-1);
path.length = ::strlen(path.data);
auto const path = aiStringFrom(shader->GetFileName().GetString());
out->AddProperty(&path, AI_MATKEY_TEXTURE_DIFFUSE(0));
return true;
} else {
@ -257,18 +247,15 @@ bool C4DImporter::ReadShader(aiMaterial* out, melange::BaseShader* shader) {
}
// ------------------------------------------------------------------------------------------------
void C4DImporter::ReadMaterials(melange::BaseMaterial* mat) {
// based on Melange sample code
void C4DImporter::ReadMaterials(BaseMaterial* mat) {
// based on Cineware sample code
while (mat) {
const String& name = mat->GetName();
if (mat->GetType() == Mmaterial) {
aiMaterial* out = new aiMaterial();
material_mapping[mat] = static_cast<unsigned int>(materials.size());
materials.push_back(out);
aiString ai_name;
name.GetCString(ai_name.data, MAXLEN-1);
ai_name.length = ::strlen(ai_name.data);
auto const ai_name = aiStringFrom(mat->GetName());
out->AddProperty(&ai_name, AI_MATKEY_NAME);
Material& m = dynamic_cast<Material&>(*mat);
@ -305,19 +292,15 @@ void C4DImporter::RecurseHierarchy(BaseObject* object, aiNode* parent) {
ai_assert(parent != nullptr );
std::vector<aiNode*> nodes;
// based on Melange sample code
// based on Cineware sample code
while (object) {
const String& name = object->GetName();
const LONG type = object->GetType();
const Matrix& ml = object->GetMl();
aiString string;
name.GetCString(string.data, MAXLEN-1);
string.length = ::strlen(string.data);
aiNode* const nd = new aiNode();
nd->mParent = parent;
nd->mName = string;
nd->mName = aiStringFrom(object->GetName());
nd->mTransformation.a1 = ml.v1.x;
nd->mTransformation.b1 = ml.v1.y;
@ -370,7 +353,7 @@ aiMesh* C4DImporter::ReadMesh(BaseObject* object) {
ai_assert(object != nullptr);
ai_assert( object->GetType() == Opolygon );
// based on Melange sample code
// based on Cineware sample code
PolygonObject* const polyObject = dynamic_cast<PolygonObject*>(object);
ai_assert(polyObject != nullptr);
@ -618,4 +601,3 @@ unsigned int C4DImporter::ResolveMaterial(PolygonObject* obj) {
}
#endif // ASSIMP_BUILD_NO_C4D_IMPORTER

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
@ -56,8 +56,8 @@ struct aiMaterial;
struct aiImporterDesc;
namespace melange {
class BaseObject; // c4d_file.h
namespace cineware {
class BaseObject;
class PolygonObject;
class BaseMaterial;
class BaseShader;
@ -71,43 +71,34 @@ namespace Assimp {
}
// -------------------------------------------------------------------------------------------
/** Importer class to load Cinema4D files using the Melange library to be obtained from
* www.plugincafe.com
/** Importer class to load Cinema4D files using the Cineware library to be obtained from
* https://developers.maxon.net
*
* Note that Melange is not free software. */
* Note that Cineware is not free software. */
// -------------------------------------------------------------------------------------------
class C4DImporter : public BaseImporter, public LogFunctions<C4DImporter> {
public:
C4DImporter();
~C4DImporter();
bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
bool checkSig) const;
bool CanRead( const std::string& pFile, IOSystem*, bool checkSig) const override;
protected:
// --------------------
const aiImporterDesc* GetInfo () const;
const aiImporterDesc* GetInfo () const override;
// --------------------
void SetupProperties(const Importer* pImp);
// --------------------
void InternReadFile( const std::string& pFile, aiScene* pScene,
IOSystem* pIOHandler);
void InternReadFile( const std::string& pFile, aiScene*, IOSystem* ) override;
private:
void ReadMaterials(melange::BaseMaterial* mat);
void RecurseHierarchy(melange::BaseObject* object, aiNode* parent);
aiMesh* ReadMesh(melange::BaseObject* object);
unsigned int ResolveMaterial(melange::PolygonObject* obj);
void ReadMaterials(cineware::BaseMaterial* mat);
void RecurseHierarchy(cineware::BaseObject* object, aiNode* parent);
aiMesh* ReadMesh(cineware::BaseObject* object);
unsigned int ResolveMaterial(cineware::PolygonObject* obj);
bool ReadShader(aiMaterial* out, melange::BaseShader* shader);
bool ReadShader(aiMaterial* out, cineware::BaseShader* shader);
std::vector<aiMesh*> meshes;
std::vector<aiMaterial*> materials;
typedef std::map<melange::BaseMaterial*, unsigned int> MaterialMap;
typedef std::map<cineware::BaseMaterial*, unsigned int> MaterialMap;
MaterialMap material_mapping;
}; // !class C4DImporter

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@ -294,21 +294,17 @@ void ExportSceneM3D(
// Worker function for exporting a scene to ASCII A3D.
// Prototyped and registered in Exporter.cpp
void ExportSceneM3DA(
const char *,
IOSystem *,
const aiScene *,
const ExportProperties *
const char *pFile,
IOSystem *pIOSystem,
const aiScene *pScene,
const ExportProperties *pProperties
) {
#ifdef M3D_ASCII
// initialize the exporter
M3DExporter exporter(pScene, pProperties);
// perform ascii export
exporter.doExport(pFile, pIOSystem, true);
#else
throw DeadlyExportError("Assimp configured without M3D_ASCII support");
#endif
}
// ------------------------------------------------------------------------------------------------

View File

@ -95,10 +95,7 @@ static const aiImporterDesc desc = {
0,
0,
0,
"m3d"
#ifdef M3D_ASCII
" a3d"
#endif
"m3d a3d"
};
namespace Assimp {
@ -118,9 +115,7 @@ bool M3DImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool c
const std::string extension = GetExtension(pFile);
if (extension == "m3d"
#ifdef M3D_ASCII
|| extension == "a3d"
#endif
)
return true;
else if (!extension.length() || checkSig) {
@ -140,9 +135,7 @@ bool M3DImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool c
return false;
}
return !memcmp(data, "3DMO", 4) /* bin */
#ifdef M3D_ASCII
|| !memcmp(data, "3dmo", 4) /* ASCII */
#endif
;
}
return false;
@ -175,12 +168,10 @@ void M3DImporter::InternReadFile(const std::string &file, aiScene *pScene, IOSys
if (!memcmp(buffer.data(), "3DMO", 4) && memcmp(buffer.data() + 4, &fileSize, 4)) {
throw DeadlyImportError("Bad binary header in file ", file, ".");
}
#ifdef M3D_ASCII
// make sure there's a terminator zero character, as input must be ASCIIZ
if (!memcmp(buffer.data(), "3dmo", 4)) {
buffer.push_back(0);
}
#endif
// Get the path for external assets
std::string folderName("./");

View File

@ -54,7 +54,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// Assimp specific M3D configuration. Comment out these defines to remove functionality
//#define ASSIMP_USE_M3D_READFILECB
//#define M3D_ASCII
#include "m3d.h"

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@ -231,14 +231,9 @@ enum {
typedef struct {
uint8_t format;
uint8_t id;
#ifdef M3D_ASCII
#define M3D_PROPERTYDEF(f, i, n) \
{ (f), (i), (char *)(n) }
char *key;
#else
#define M3D_PROPERTYDEF(f, i, n) \
{ (f), (i) }
#endif
} m3dpd_t;
/* material property types */
@ -376,18 +371,11 @@ enum {
#define M3D_CMDMAXARG 8 /* if you increase this, add more arguments to the macro below */
typedef struct {
#ifdef M3D_ASCII
#define M3D_CMDDEF(t, n, p, a, b, c, d, e, f, g, h) \
{ \
(char *)(n), (p), { (a), (b), (c), (d), (e), (f), (g), (h) } \
}
char *key;
#else
#define M3D_CMDDEF(t, n, p, a, b, c, d, e, f, g, h) \
{ \
(p), { (a), (b), (c), (d), (e), (f), (g), (h) } \
}
#endif
uint8_t p;
uint8_t a[M3D_CMDMAXARG];
} m3dcd_t;
@ -2059,15 +2047,13 @@ unsigned char *_m3dstbi_zlib_compress(unsigned char *data, int data_len, int *ou
#define M3D_CHUNKMAGIC(m, a, b, c, d) ((m)[0] == (a) && (m)[1] == (b) && (m)[2] == (c) && (m)[3] == (d))
#ifdef M3D_ASCII
#include <locale.h> /* sprintf and strtod cares about number locale */
#include <stdio.h> /* get sprintf */
#endif
#ifdef M3D_PROFILING
#include <sys/time.h>
#endif
#if !defined(M3D_NOIMPORTER) && defined(M3D_ASCII)
#if !defined(M3D_NOIMPORTER)
/* helper functions for the ASCII parser */
static char *_m3d_findarg(char *s) {
while (s && *s && *s != ' ' && *s != '\t' && *s != '\r' && *s != '\n')
@ -2118,7 +2104,7 @@ static char *_m3d_getfloat(char *s, M3D_FLOAT *ret) {
return _m3d_findarg(e);
}
#endif
#if !defined(M3D_NODUP) && (!defined(M3D_NOIMPORTER) || defined(M3D_ASCII) || defined(M3D_EXPORTER))
#if !defined(M3D_NODUP) && (!defined(M3D_NOIMPORTER) || defined(M3D_EXPORTER))
/* helper function to create safe strings */
char *_m3d_safestr(char *in, int morelines) {
char *out, *o, *i = in;
@ -2426,21 +2412,17 @@ m3d_t *m3d_load(unsigned char *data, m3dread_t readfilecb, m3dfree_t freecb, m3d
#ifndef M3D_NOWEIGHTS
m3ds_t *sk;
#endif
#ifdef M3D_ASCII
m3ds_t s;
M3D_INDEX bi[M3D_BONEMAXLEVEL + 1], level;
const char *ol;
char *ptr, *pe, *fn;
#endif
#ifdef M3D_PROFILING
struct timeval tv0, tv1, tvd;
gettimeofday(&tv0, NULL);
#endif
if (!data || (!M3D_CHUNKMAGIC(data, '3', 'D', 'M', 'O')
#ifdef M3D_ASCII
&& !M3D_CHUNKMAGIC(data, '3', 'd', 'm', 'o')
#endif
))
return NULL;
model = (m3d_t *)M3D_MALLOC(sizeof(m3d_t));
@ -2457,7 +2439,6 @@ m3d_t *m3d_load(unsigned char *data, m3dread_t readfilecb, m3dfree_t freecb, m3d
model->texture = mtllib->texture;
model->flags |= M3D_FLG_MTLLIB;
}
#ifdef M3D_ASCII
/* ASCII variant? */
if (M3D_CHUNKMAGIC(data, '3', 'd', 'm', 'o')) {
model->errcode = M3D_ERR_BADFILE;
@ -3034,7 +3015,6 @@ m3d_t *m3d_load(unsigned char *data, m3dread_t readfilecb, m3dfree_t freecb, m3d
setlocale(LC_NUMERIC, ol);
goto postprocess;
}
#endif
/* Binary variant */
if (!M3D_CHUNKMAGIC(data + 8, 'H', 'E', 'A', 'D')) {
buff = (unsigned char *)stbi_zlib_decode_malloc_guesssize_headerflag((const char *)data + 8, ((m3dchunk_t *)data)->length - 8,
@ -3698,9 +3678,7 @@ m3d_t *m3d_load(unsigned char *data, m3dread_t readfilecb, m3dfree_t freecb, m3d
}
}
/* calculate normals, normalize skin weights, create bone/vertex cross-references and calculate transform matrices */
#ifdef M3D_ASCII
postprocess:
#endif
if (model) {
M3D_LOG("Post-process");
#ifdef M3D_PROFILING
@ -3989,7 +3967,6 @@ void m3d_free(m3d_t *model) {
unsigned int i, j;
if (!model) return;
#ifdef M3D_ASCII
/* if model imported from ASCII, we have to free all strings as well */
if (model->flags & M3D_FLG_FREESTR) {
if (model->name) M3D_FREE(model->name);
@ -4047,7 +4024,6 @@ void m3d_free(m3d_t *model) {
if (model->preview.data)
M3D_FREE(model->preview.data);
}
#endif
if (model->flags & M3D_FLG_FREERAW) M3D_FREE(model->raw);
if (model->tmap) M3D_FREE(model->tmap);
@ -4315,7 +4291,6 @@ static void _m3d_round(int quality, m3dv_t *src, m3dv_t *dst) {
if (dst->w == (M3D_FLOAT)-0.0) dst->w = (M3D_FLOAT)0.0;
}
#ifdef M3D_ASCII
/* add a bone to ascii output */
static char *_m3d_prtbone(char *ptr, m3db_t *bone, M3D_INDEX numbone, M3D_INDEX parent, uint32_t level, M3D_INDEX *vrtxidx) {
uint32_t i, j;
@ -4334,16 +4309,13 @@ static char *_m3d_prtbone(char *ptr, m3db_t *bone, M3D_INDEX numbone, M3D_INDEX
}
return ptr;
}
#endif
/**
* Function to encode an in-memory model into on storage Model 3D format
*/
unsigned char *m3d_save(m3d_t *model, int quality, int flags, unsigned int *size) {
#ifdef M3D_ASCII
const char *ol;
char *ptr;
#endif
char vc_s, vi_s, si_s, ci_s, ti_s, bi_s, nb_s, sk_s, fc_s, hi_s, fi_s;
char *sn = NULL, *sl = NULL, *sa = NULL, *sd = NULL;
unsigned char *out = NULL, *z = NULL, weights[M3D_NUMBONE], *norm = NULL;
@ -4369,9 +4341,7 @@ unsigned char *m3d_save(m3d_t *model, int quality, int flags, unsigned int *size
return NULL;
}
model->errcode = M3D_SUCCESS;
#ifdef M3D_ASCII
if (flags & M3D_EXP_ASCII) quality = M3D_EXP_DOUBLE;
#endif
vrtxidx = (M3D_INDEX *)M3D_MALLOC(model->numvertex * sizeof(M3D_INDEX));
if (!vrtxidx) goto memerr;
memset(vrtxidx, 255, model->numvertex * sizeof(M3D_INDEX));
@ -4800,7 +4770,6 @@ unsigned char *m3d_save(m3d_t *model, int quality, int flags, unsigned int *size
}
M3D_LOG("Serializing model");
#ifdef M3D_ASCII
if (flags & M3D_EXP_ASCII) {
/* use CRLF to make model creators on Win happy... */
sd = _m3d_safestr(model->desc, 1);
@ -5073,7 +5042,7 @@ unsigned char *m3d_save(m3d_t *model, int quality, int flags, unsigned int *size
ptr += sprintf(ptr, "\r\n");
}
/* mathematical shapes face */
if (model->numshape !(flags & M3D_EXP_NOFACE)) {
if (model->numshape && (!(flags & M3D_EXP_NOFACE))) {
for (j = 0; j < model->numshape; j++) {
sn = _m3d_safestr(model->shape[j].name, 0);
if (!sn) {
@ -5287,7 +5256,6 @@ unsigned char *m3d_save(m3d_t *model, int quality, int flags, unsigned int *size
if (!out) goto memerr;
out[len] = 0;
} else
#endif
{
/* stricly only use LF (newline) in binary */
sd = _m3d_safestr(model->desc, 3);

View File

@ -427,10 +427,6 @@ void MD2Importer::InternReadFile( const std::string& pFile,
aiVector3D& vNormal = pcMesh->mNormals[iCurrent];
LookupNormalIndex(pcVerts[iIndex].lightNormalIndex,vNormal);
// flip z and y to become right-handed
std::swap((float&)vNormal.z,(float&)vNormal.y);
std::swap((float&)vec.z,(float&)vec.y);
if (m_pcHeader->numTexCoords) {
// validate texture coordinates
iIndex = pcTriangles[i].textureIndices[c];
@ -448,7 +444,15 @@ void MD2Importer::InternReadFile( const std::string& pFile,
}
pScene->mMeshes[0]->mFaces[i].mIndices[c] = iCurrent;
}
// flip the face order
std::swap( pScene->mMeshes[0]->mFaces[i].mIndices[0], pScene->mMeshes[0]->mFaces[i].mIndices[2] );
}
// Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system
pScene->mRootNode->mTransformation = aiMatrix4x4(
1.f, 0.f, 0.f, 0.f,
0.f, 0.f, 1.f, 0.f,
0.f, -1.f, 0.f, 0.f,
0.f, 0.f, 0.f, 1.f);
}
#endif // !! ASSIMP_BUILD_NO_MD2_IMPORTER

View File

@ -869,7 +869,7 @@ void HL1MDLLoader::read_meshes() {
scene_mesh->mNormals[v] = bind_pose_normals[pTrivert->normindex];
scene_mesh->mTextureCoords[0][v] = aiVector3D(
pTrivert->s * texcoords_s_scale,
pTrivert->t * texcoords_t_scale, 0);
pTrivert->t * -texcoords_t_scale, 0);
}
// Add face and indices.
@ -880,9 +880,9 @@ void HL1MDLLoader::read_meshes() {
aiFace *face = &scene_mesh->mFaces[f];
face->mNumIndices = 3;
face->mIndices = new unsigned int[3];
face->mIndices[0] = mesh_faces[f].v0;
face->mIndices[0] = mesh_faces[f].v2;
face->mIndices[1] = mesh_faces[f].v1;
face->mIndices[2] = mesh_faces[f].v2;
face->mIndices[2] = mesh_faces[f].v0;
}
// Add mesh bones.

View File

@ -199,6 +199,7 @@ void MDLImporter::InternReadFile(const std::string &pFile,
const uint32_t iMagicWord = *((uint32_t *)mBuffer);
// Determine the file subtype and call the appropriate member function
bool is_half_life = false;
// Original Quake1 format
if (AI_MDL_MAGIC_NUMBER_BE == iMagicWord || AI_MDL_MAGIC_NUMBER_LE == iMagicWord) {
@ -240,6 +241,7 @@ void MDLImporter::InternReadFile(const std::string &pFile,
else if (AI_MDL_MAGIC_NUMBER_BE_HL2a == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_HL2a == iMagicWord ||
AI_MDL_MAGIC_NUMBER_BE_HL2b == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_HL2b == iMagicWord) {
iGSFileVersion = 0;
is_half_life = true;
HalfLife::HalfLifeMDLBaseHeader *pHeader = (HalfLife::HalfLifeMDLBaseHeader *)mBuffer;
if (pHeader->version == AI_MDL_HL1_VERSION) {
@ -255,9 +257,19 @@ void MDLImporter::InternReadFile(const std::string &pFile,
". Magic word (", ai_str_toprintable((const char *)&iMagicWord, sizeof(iMagicWord)), ") is not known");
}
if (is_half_life){
// Now rotate the whole scene 90 degrees around the z and x axes to convert to internal coordinate system
pScene->mRootNode->mTransformation = aiMatrix4x4(
0.f, -1.f, 0.f, 0.f,
0.f, 0.f, 1.f, 0.f,
-1.f, 0.f, 0.f, 0.f,
0.f, 0.f, 0.f, 1.f);
}
else {
// Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system
pScene->mRootNode->mTransformation = aiMatrix4x4(1.f, 0.f, 0.f, 0.f,
0.f, 0.f, 1.f, 0.f, 0.f, -1.f, 0.f, 0.f, 0.f, 0.f, 0.f, 1.f);
}
DeleteBufferAndCleanup();
} catch (...) {