Merge branch 'master' into hl1-mdl-remove-texture-256-clamping-2
commit
5d5a4faf47
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@ -182,6 +182,13 @@ void HL1MDLLoader::load_file() {
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read_global_info();
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if (!header_->numbodyparts) {
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// This could be an MDL external texture file. In this case,
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// add this flag to allow the scene to be loaded even if it
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// has no meshes.
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scene_->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
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}
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// Append children to root node.
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if (rootnode_children_.size()) {
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scene_->mRootNode->addChildren(
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@ -218,21 +225,6 @@ void HL1MDLLoader::validate_header(const Header_HL1 *header, bool is_texture_hea
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}
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} else {
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// Every single Half-Life model is assumed to have at least one bodypart.
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if (!header->numbodyparts) {
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throw DeadlyImportError(MDL_HALFLIFE_LOG_HEADER "Model has no bodyparts");
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}
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// Every single Half-Life model is assumed to have at least one bone.
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if (!header->numbones) {
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throw DeadlyImportError(MDL_HALFLIFE_LOG_HEADER "Model has no bones");
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}
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// Every single Half-Life model is assumed to have at least one sequence group,
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// which is the "default" sequence group.
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if (!header->numseqgroups) {
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throw DeadlyImportError(MDL_HALFLIFE_LOG_HEADER "Model has no sequence groups");
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}
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if (header->numbodyparts > AI_MDL_HL1_MAX_BODYPARTS) {
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log_warning_limit_exceeded<AI_MDL_HL1_MAX_BODYPARTS>(header->numbodyparts, "bodyparts");
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@ -456,6 +448,10 @@ void HL1MDLLoader::read_skins() {
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// ------------------------------------------------------------------------------------------------
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void HL1MDLLoader::read_bones() {
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if (!header_->numbones) {
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return;
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}
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const Bone_HL1 *pbone = (const Bone_HL1 *)((uint8_t *)header_ + header_->boneindex);
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std::vector<std::string> unique_bones_names(header_->numbones);
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@ -546,6 +542,9 @@ void HL1MDLLoader::read_bones() {
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triangles, respectively (3 indices per face).
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*/
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void HL1MDLLoader::read_meshes() {
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if (!header_->numbodyparts) {
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return;
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}
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int total_verts = 0;
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int total_triangles = 0;
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@ -922,8 +921,9 @@ void HL1MDLLoader::read_meshes() {
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// ------------------------------------------------------------------------------------------------
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void HL1MDLLoader::read_animations() {
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if (!header_->numseq)
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if (!header_->numseq) {
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return;
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}
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const SequenceDesc_HL1 *pseqdesc = (const SequenceDesc_HL1 *)((uint8_t *)header_ + header_->seqindex);
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const SequenceGroup_HL1 *pseqgroup = nullptr;
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@ -1025,6 +1025,9 @@ void HL1MDLLoader::read_animations() {
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// ------------------------------------------------------------------------------------------------
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void HL1MDLLoader::read_sequence_groups_info() {
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if (!header_->numseqgroups) {
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return;
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}
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aiNode *sequence_groups_node = new aiNode(AI_MDL_HL1_NODE_SEQUENCE_GROUPS);
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rootnode_children_.push_back(sequence_groups_node);
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@ -57,13 +57,24 @@ public:
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virtual bool importerTest() {
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Assimp::Importer importer;
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const aiScene *scene = importer.ReadFile(MDL_HL1_FILE_MAN, 0);
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EXPECT_NE(nullptr, scene);
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importerTest_HL1(&importer);
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// Add further MDL tests...
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return true;
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}
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private:
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void importerTest_HL1(Assimp::Importer* const importer) {
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const aiScene *scene = importer->ReadFile(MDL_HL1_FILE_MAN, 0);
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EXPECT_NE(nullptr, scene);
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// Test that the importer can directly load an HL1 MDL external texture file.
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scene = importer->ReadFile(ASSIMP_TEST_MDL_HL1_MODELS_DIR "manT.mdl", aiProcess_ValidateDataStructure);
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EXPECT_NE(nullptr, scene);
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EXPECT_NE(0u, scene->mNumTextures);
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EXPECT_NE(0u, scene->mNumMaterials);
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}
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};
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TEST_F(utMDLImporter, importMDLFromFileTest) {
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