Merge pull request #2952 from malortie/hl1-mdl-load-external-textures
Added support to load HL1 MDL external texture files directly.pull/2962/head
commit
a1fbe74e87
|
@ -182,6 +182,13 @@ void HL1MDLLoader::load_file() {
|
|||
|
||||
read_global_info();
|
||||
|
||||
if (!header_->numbodyparts) {
|
||||
// This could be an MDL external texture file. In this case,
|
||||
// add this flag to allow the scene to be loaded even if it
|
||||
// has no meshes.
|
||||
scene_->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
|
||||
}
|
||||
|
||||
// Append children to root node.
|
||||
if (rootnode_children_.size()) {
|
||||
scene_->mRootNode->addChildren(
|
||||
|
@ -218,21 +225,6 @@ void HL1MDLLoader::validate_header(const Header_HL1 *header, bool is_texture_hea
|
|||
}
|
||||
|
||||
} else {
|
||||
// Every single Half-Life model is assumed to have at least one bodypart.
|
||||
if (!header->numbodyparts) {
|
||||
throw DeadlyImportError(MDL_HALFLIFE_LOG_HEADER "Model has no bodyparts");
|
||||
}
|
||||
|
||||
// Every single Half-Life model is assumed to have at least one bone.
|
||||
if (!header->numbones) {
|
||||
throw DeadlyImportError(MDL_HALFLIFE_LOG_HEADER "Model has no bones");
|
||||
}
|
||||
|
||||
// Every single Half-Life model is assumed to have at least one sequence group,
|
||||
// which is the "default" sequence group.
|
||||
if (!header->numseqgroups) {
|
||||
throw DeadlyImportError(MDL_HALFLIFE_LOG_HEADER "Model has no sequence groups");
|
||||
}
|
||||
|
||||
if (header->numbodyparts > AI_MDL_HL1_MAX_BODYPARTS) {
|
||||
log_warning_limit_exceeded<AI_MDL_HL1_MAX_BODYPARTS>(header->numbodyparts, "bodyparts");
|
||||
|
@ -498,6 +490,10 @@ void HL1MDLLoader::read_skins() {
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void HL1MDLLoader::read_bones() {
|
||||
if (!header_->numbones) {
|
||||
return;
|
||||
}
|
||||
|
||||
const Bone_HL1 *pbone = (const Bone_HL1 *)((uint8_t *)header_ + header_->boneindex);
|
||||
|
||||
std::vector<std::string> unique_bones_names(header_->numbones);
|
||||
|
@ -588,6 +584,9 @@ void HL1MDLLoader::read_bones() {
|
|||
triangles, respectively (3 indices per face).
|
||||
*/
|
||||
void HL1MDLLoader::read_meshes() {
|
||||
if (!header_->numbodyparts) {
|
||||
return;
|
||||
}
|
||||
|
||||
int total_verts = 0;
|
||||
int total_triangles = 0;
|
||||
|
@ -964,8 +963,9 @@ void HL1MDLLoader::read_meshes() {
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void HL1MDLLoader::read_animations() {
|
||||
if (!header_->numseq)
|
||||
if (!header_->numseq) {
|
||||
return;
|
||||
}
|
||||
|
||||
const SequenceDesc_HL1 *pseqdesc = (const SequenceDesc_HL1 *)((uint8_t *)header_ + header_->seqindex);
|
||||
const SequenceGroup_HL1 *pseqgroup = nullptr;
|
||||
|
@ -1067,6 +1067,9 @@ void HL1MDLLoader::read_animations() {
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void HL1MDLLoader::read_sequence_groups_info() {
|
||||
if (!header_->numseqgroups) {
|
||||
return;
|
||||
}
|
||||
|
||||
aiNode *sequence_groups_node = new aiNode(AI_MDL_HL1_NODE_SEQUENCE_GROUPS);
|
||||
rootnode_children_.push_back(sequence_groups_node);
|
||||
|
|
|
@ -57,13 +57,24 @@ public:
|
|||
virtual bool importerTest() {
|
||||
|
||||
Assimp::Importer importer;
|
||||
const aiScene *scene = importer.ReadFile(MDL_HL1_FILE_MAN, 0);
|
||||
EXPECT_NE(nullptr, scene);
|
||||
importerTest_HL1(&importer);
|
||||
|
||||
// Add further MDL tests...
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private:
|
||||
void importerTest_HL1(Assimp::Importer* const importer) {
|
||||
const aiScene *scene = importer->ReadFile(MDL_HL1_FILE_MAN, 0);
|
||||
EXPECT_NE(nullptr, scene);
|
||||
|
||||
// Test that the importer can directly load an HL1 MDL external texture file.
|
||||
scene = importer->ReadFile(ASSIMP_TEST_MDL_HL1_MODELS_DIR "manT.mdl", aiProcess_ValidateDataStructure);
|
||||
EXPECT_NE(nullptr, scene);
|
||||
EXPECT_NE(0u, scene->mNumTextures);
|
||||
EXPECT_NE(0u, scene->mNumMaterials);
|
||||
}
|
||||
};
|
||||
|
||||
TEST_F(utMDLImporter, importMDLFromFileTest) {
|
||||
|
|
Loading…
Reference in New Issue