Merge branch 'master' into collada_modeller_metadata

pull/2820/head
RichardTea 2020-01-02 13:25:04 +00:00 committed by GitHub
commit ae7a0aa6ef
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70 changed files with 4446 additions and 393 deletions

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@ -77,6 +77,7 @@ The cmake-build-environment provides options to configure the build. The followi
- **ASSIMP_BUILD_SAMPLES ( default OFF )**: If the official samples are built as well (needs Glut).
- **ASSIMP_BUILD_TESTS ( default ON )**: If the test suite for Assimp is built in addition to the library.
- **ASSIMP_COVERALLS ( default OFF )**: Enable this to measure test coverage.
- **ASSIMP_ERROR_MAX( default OFF)**: Enable all warnings.
- **ASSIMP_WERROR( default OFF )**: Treat warnings as errors.
- **ASSIMP_ASAN ( default OFF )**: Enable AddressSanitizer.
- **ASSIMP_UBSAN ( default OFF )**: Enable Undefined Behavior sanitizer.

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@ -100,6 +100,10 @@ OPTION ( ASSIMP_COVERALLS
"Enable this to measure test coverage."
OFF
)
OPTION ( ASSIMP_ERROR_MAX
"Enable all warnings."
OFF
)
OPTION ( ASSIMP_WERROR
"Treat warnings as errors."
OFF
@ -253,7 +257,7 @@ ELSEIF(MSVC)
IF(MSVC12)
ADD_COMPILE_OPTIONS(/wd4351)
ENDIF()
SET(CMAKE_CXX_FLAGS_DEBUG "/D_DEBUG /MDd /Zi /Od")
SET(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} /D_DEBUG /Zi /Od")
ELSEIF ( "${CMAKE_CXX_COMPILER_ID}" MATCHES "Clang" )
IF(NOT HUNTER_ENABLED)
SET(CMAKE_CXX_FLAGS "-fPIC -std=c++11 ${CMAKE_CXX_FLAGS}")
@ -294,6 +298,16 @@ IF (ASSIMP_COVERALLS)
SET(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -g -O0 -fprofile-arcs -ftest-coverage")
ENDIF()
IF (ASSIMP_ERROR_MAX)
MESSAGE(STATUS "Turning on all warnings")
IF (MSVC)
ADD_COMPILE_OPTIONS(/W4) # NB: there is a /Wall option, pedantic mode
ELSE()
SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall")
SET(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Wall")
ENDIF()
ENDIF()
IF (ASSIMP_WERROR)
MESSAGE(STATUS "Treating warnings as errors")
IF (MSVC)

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@ -456,6 +456,16 @@ ADD_ASSIMP_IMPORTER( MDL
MDL/MDLLoader.cpp
MDL/MDLLoader.h
MDL/MDLMaterialLoader.cpp
MDL/HalfLife/HalfLifeMDLBaseHeader.h
MDL/HalfLife/HL1FileData.h
MDL/HalfLife/HL1MDLLoader.cpp
MDL/HalfLife/HL1MDLLoader.h
MDL/HalfLife/HL1ImportDefinitions.h
MDL/HalfLife/HL1ImportSettings.h
MDL/HalfLife/HL1MeshTrivert.h
MDL/HalfLife/LogFunctions.h
MDL/HalfLife/UniqueNameGenerator.cpp
MDL/HalfLife/UniqueNameGenerator.h
)
SET( MaterialSystem_SRCS

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@ -103,7 +103,7 @@ void ExportSceneFBX(const char*, IOSystem*, const aiScene*, const ExportProperti
void ExportSceneFBXA(const char*, IOSystem*, const aiScene*, const ExportProperties*);
void ExportScene3MF( const char*, IOSystem*, const aiScene*, const ExportProperties* );
void ExportSceneM3D(const char*, IOSystem*, const aiScene*, const ExportProperties*);
void ExportSceneA3D(const char*, IOSystem*, const aiScene*, const ExportProperties*);
void ExportSceneM3DA(const char*, IOSystem*, const aiScene*, const ExportProperties*);
void ExportAssimp2Json(const char* , IOSystem*, const aiScene* , const Assimp::ExportProperties*);
@ -177,7 +177,7 @@ static void setupExporterArray(std::vector<Exporter::ExportFormatEntry> &exporte
#ifndef ASSIMP_BUILD_NO_M3D_EXPORTER
exporters.push_back(Exporter::ExportFormatEntry("m3d", "Model 3D (binary)", "m3d", &ExportSceneM3D, 0));
exporters.push_back(Exporter::ExportFormatEntry("a3d", "Model 3D (ascii)", "m3d", &ExportSceneA3D, 0));
exporters.push_back(Exporter::ExportFormatEntry("m3da", "Model 3D (ascii)", "a3d", &ExportSceneM3DA, 0));
#endif
#ifndef ASSIMP_BUILD_NO_3MF_EXPORTER

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@ -45,7 +45,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define M3D_IMPLEMENTATION
#define M3D_NOIMPORTER
#define M3D_EXPORTER
#define M3D_ASCII
#ifndef ASSIMP_BUILD_NO_M3D_IMPORTER
#define M3D_NODUP
#endif
@ -65,9 +64,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/Exporter.hpp>
#include <assimp/IOSystem.hpp>
#include "M3DWrapper.h"
#include "M3DExporter.h"
#include "M3DMaterials.h"
#include "M3DWrapper.h"
// RESOURCES:
// https://gitlab.com/bztsrc/model3d/blob/master/docs/m3d_format.md
@ -131,10 +130,32 @@ void addProp(m3dm_t *m, uint8_t type, uint32_t value) {
m->prop[i].value.num = value;
}
// ------------------------------------------------------------------------------------------------
// convert aiString to identifier safe C string. This is a duplication of _m3d_safestr
char *SafeStr(aiString str, bool isStrict)
{
char *s = (char *)&str.data;
char *d, *ret;
int i, len;
for(len = str.length + 1; *s && (*s == ' ' || *s == '\t'); s++, len--);
if(len > 255) len = 255;
ret = (char *)M3D_MALLOC(len + 1);
if (!ret) {
throw DeadlyExportError("memory allocation error");
}
for(i = 0, d = ret; i < len && *s && *s != '\r' && *s != '\n'; s++, d++, i++) {
*d = isStrict && (*s == ' ' || *s == '\t' || *s == '/' || *s == '\\') ? '_' : (*s == '\t' ? ' ' : *s);
}
for(; d > ret && (*(d-1) == ' ' || *(d-1) == '\t'); d--);
*d = 0;
return ret;
}
// ------------------------------------------------------------------------------------------------
// add a material to the output
M3D_INDEX addMaterial(const Assimp::M3DWrapper &m3d, const aiMaterial *mat) {
unsigned int mi = -1U;
unsigned int mi = M3D_NOTDEFINED;
aiColor4D c;
aiString name;
ai_real f;
@ -150,14 +171,14 @@ M3D_INDEX addMaterial(const Assimp::M3DWrapper &m3d, const aiMaterial *mat) {
break;
}
// if not found, add the material to the output
if (mi == -1U) {
if (mi == M3D_NOTDEFINED) {
unsigned int k;
mi = m3d->nummaterial++;
m3d->material = (m3dm_t *)M3D_REALLOC(m3d->material, m3d->nummaterial * sizeof(m3dm_t));
if (!m3d->material) {
throw DeadlyExportError("memory allocation error");
}
m3d->material[mi].name = _m3d_safestr((char *)&name.data, 0);
m3d->material[mi].name = SafeStr(name, true);
m3d->material[mi].numprop = 0;
m3d->material[mi].prop = NULL;
// iterate through the material property table and see what we got
@ -218,14 +239,14 @@ M3D_INDEX addMaterial(const Assimp::M3DWrapper &m3d, const aiMaterial *mat) {
(name.data[j + 1] == 'g' || name.data[j + 1] == 'G'))
name.data[j] = 0;
// do we have this texture saved already?
fn = _m3d_safestr((char *)&name.data, 0);
for (j = 0, i = -1U; j < m3d->numtexture; j++)
fn = SafeStr(name, true);
for (j = 0, i = M3D_NOTDEFINED; j < m3d->numtexture; j++)
if (!strcmp(fn, m3d->texture[j].name)) {
i = j;
free(fn);
break;
}
if (i == -1U) {
if (i == M3D_NOTDEFINED) {
i = m3d->numtexture++;
m3d->texture = (m3dtx_t *)M3D_REALLOC(
m3d->texture,
@ -268,18 +289,22 @@ void ExportSceneM3D(
// ---------------------------------------------------------------------
// Worker function for exporting a scene to ASCII A3D.
// Prototyped and registered in Exporter.cpp
void ExportSceneA3D(
void ExportSceneM3DA(
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
}
// ------------------------------------------------------------------------------------------------
@ -306,7 +331,7 @@ void M3DExporter::doExport(
if (!m3d) {
throw DeadlyExportError("memory allocation error");
}
m3d->name = _m3d_safestr((char *)&mScene->mRootNode->mName.data, 2);
m3d->name = SafeStr(mScene->mRootNode->mName, false);
// Create a model from assimp structures
aiMatrix4x4 m;
@ -335,7 +360,7 @@ void M3DExporter::NodeWalk(const M3DWrapper &m3d, const aiNode *pNode, aiMatrix4
for (unsigned int i = 0; i < pNode->mNumMeshes; i++) {
const aiMesh *mesh = mScene->mMeshes[pNode->mMeshes[i]];
unsigned int mi = (M3D_INDEX)-1U;
unsigned int mi = M3D_NOTDEFINED;
if (mScene->mMaterials) {
// get the material for this mesh
mi = addMaterial(m3d, mScene->mMaterials[mesh->mMaterialIndex]);
@ -358,7 +383,7 @@ void M3DExporter::NodeWalk(const M3DWrapper &m3d, const aiNode *pNode, aiMatrix4
/* set all index to -1 by default */
m3d->face[n].vertex[0] = m3d->face[n].vertex[1] = m3d->face[n].vertex[2] =
m3d->face[n].normal[0] = m3d->face[n].normal[1] = m3d->face[n].normal[2] =
m3d->face[n].texcoord[0] = m3d->face[n].texcoord[1] = m3d->face[n].texcoord[2] = -1U;
m3d->face[n].texcoord[0] = m3d->face[n].texcoord[1] = m3d->face[n].texcoord[2] = M3D_UNDEF;
m3d->face[n].materialid = mi;
for (unsigned int k = 0; k < face->mNumIndices; k++) {
// get the vertex's index
@ -374,7 +399,7 @@ void M3DExporter::NodeWalk(const M3DWrapper &m3d, const aiNode *pNode, aiMatrix4
vertex.z = v.z;
vertex.w = 1.0;
vertex.color = 0;
vertex.skinid = -1U;
vertex.skinid = M3D_UNDEF;
// add color if defined
if (mesh->HasVertexColors(0))
vertex.color = mkColor(&mesh->mColors[0][l]);

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@ -43,7 +43,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef ASSIMP_BUILD_NO_M3D_IMPORTER
#define M3D_IMPLEMENTATION
#define M3D_ASCII
#define M3D_NONORMALS /* leave the post-processing to Assimp */
#define M3D_NOWEIGHTS
#define M3D_NOANIMATION
@ -57,9 +56,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/Importer.hpp>
#include <memory>
#include "M3DWrapper.h"
#include "M3DImporter.h"
#include "M3DMaterials.h"
#include "M3DWrapper.h"
// RESOURCES:
// https://gitlab.com/bztsrc/model3d/blob/master/docs/m3d_format.md
@ -96,7 +95,11 @@ static const aiImporterDesc desc = {
0,
0,
0,
#ifdef M3D_ASCII
"m3d a3d"
#else
"m3d"
#endif
};
namespace Assimp {
@ -113,7 +116,11 @@ M3DImporter::M3DImporter() :
bool M3DImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool checkSig) const {
const std::string extension = GetExtension(pFile);
if (extension == "m3d" || extension == "a3d")
if (extension == "m3d"
#ifdef M3D_ASCII
|| extension == "a3d"
#endif
)
return true;
else if (!extension.length() || checkSig) {
if (!pIOHandler) {
@ -131,7 +138,11 @@ bool M3DImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool c
if (4 != pStream->Read(data, 1, 4)) {
return false;
}
return !memcmp(data, "3DMO", 4) /* bin */ || !memcmp(data, "3dmo", 4) /* ASCII */;
return !memcmp(data, "3DMO", 4) /* bin */
#ifdef M3D_ASCII
|| !memcmp(data, "3dmo", 4) /* ASCII */
#endif
;
}
return false;
}
@ -159,6 +170,16 @@ void M3DImporter::InternReadFile(const std::string &file, aiScene *pScene, IOSys
if (fileSize != pStream->Read(buffer.data(), 1, fileSize)) {
throw DeadlyImportError("Failed to read the file " + file + ".");
}
// extra check for binary format's first 8 bytes. Not done for the ASCII variant
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("./");
@ -176,7 +197,6 @@ void M3DImporter::InternReadFile(const std::string &file, aiScene *pScene, IOSys
// let the C SDK do the hard work for us
M3DWrapper m3d(pIOHandler, buffer);
if (!m3d) {
throw DeadlyImportError("Unable to parse " + file + " as M3D.");
}
@ -193,7 +213,7 @@ void M3DImporter::InternReadFile(const std::string &file, aiScene *pScene, IOSys
// now we just have to fill up the Assimp structures in pScene
importMaterials(m3d);
importTextures(m3d);
importBones(m3d, -1U, pScene->mRootNode);
importBones(m3d, M3D_NOTDEFINED, pScene->mRootNode);
importMeshes(m3d);
importAnimations(m3d);
@ -306,32 +326,40 @@ void M3DImporter::importTextures(const M3DWrapper &m3d) {
for (i = 0; i < m3d->numtexture; i++) {
unsigned int j, k;
t = &m3d->texture[i];
if (!t->w || !t->h || !t->f || !t->d) continue;
aiTexture *tx = new aiTexture;
strcpy(tx->achFormatHint, formatHint[t->f - 1]);
tx->mFilename = aiString(std::string(t->name) + ".png");
tx->mWidth = t->w;
tx->mHeight = t->h;
tx->pcData = new aiTexel[tx->mWidth * tx->mHeight];
for (j = k = 0; j < tx->mWidth * tx->mHeight; j++) {
switch (t->f) {
case 1: tx->pcData[j].g = t->d[k++]; break;
case 2:
tx->pcData[j].g = t->d[k++];
tx->pcData[j].a = t->d[k++];
break;
case 3:
tx->pcData[j].r = t->d[k++];
tx->pcData[j].g = t->d[k++];
tx->pcData[j].b = t->d[k++];
tx->pcData[j].a = 255;
break;
case 4:
tx->pcData[j].r = t->d[k++];
tx->pcData[j].g = t->d[k++];
tx->pcData[j].b = t->d[k++];
tx->pcData[j].a = t->d[k++];
break;
if (!t->w || !t->h || !t->f || !t->d) {
/* without ASSIMP_USE_M3D_READFILECB, we only have the filename, but no texture data ever */
tx->mWidth = 0;
tx->mHeight = 0;
memcpy(tx->achFormatHint, "png\000", 4);
tx->pcData = nullptr;
} else {
/* if we have the texture loaded, set format hint and pcData too */
tx->mWidth = t->w;
tx->mHeight = t->h;
strcpy(tx->achFormatHint, formatHint[t->f - 1]);
tx->pcData = new aiTexel[tx->mWidth * tx->mHeight];
for (j = k = 0; j < tx->mWidth * tx->mHeight; j++) {
switch (t->f) {
case 1: tx->pcData[j].g = t->d[k++]; break;
case 2:
tx->pcData[j].g = t->d[k++];
tx->pcData[j].a = t->d[k++];
break;
case 3:
tx->pcData[j].r = t->d[k++];
tx->pcData[j].g = t->d[k++];
tx->pcData[j].b = t->d[k++];
tx->pcData[j].a = 255;
break;
case 4:
tx->pcData[j].r = t->d[k++];
tx->pcData[j].g = t->d[k++];
tx->pcData[j].b = t->d[k++];
tx->pcData[j].a = t->d[k++];
break;
}
}
}
mScene->mTextures[i] = tx;
@ -343,7 +371,7 @@ void M3DImporter::importTextures(const M3DWrapper &m3d) {
// individually. In assimp there're per mesh vertex and UV lists, and they must be
// indexed simultaneously.
void M3DImporter::importMeshes(const M3DWrapper &m3d) {
unsigned int i, j, k, l, numpoly = 3, lastMat = -2U;
unsigned int i, j, k, l, numpoly = 3, lastMat = M3D_INDEXMAX;
std::vector<aiMesh *> *meshes = new std::vector<aiMesh *>();
std::vector<aiFace> *faces = nullptr;
std::vector<aiVector3D> *vertices = nullptr;
@ -398,20 +426,20 @@ void M3DImporter::importMeshes(const M3DWrapper &m3d) {
vertices->push_back(pos);
colors->push_back(mkColor(m3d->vertex[l].color));
// add a bone to temporary vector
if (m3d->vertex[l].skinid != -1U && m3d->vertex[l].skinid != -2U && m3d->skin && m3d->bone) {
if (m3d->vertex[l].skinid != M3D_UNDEF && m3d->vertex[l].skinid != M3D_INDEXMAX && m3d->skin && m3d->bone) {
// this is complicated, because M3D stores a list of bone id / weight pairs per
// vertex but assimp uses lists of local vertex id/weight pairs per local bone list
vertexids->push_back(l);
}
l = m3d->face[i].texcoord[j];
if (l != -1U) {
if (l != M3D_UNDEF) {
uv.x = m3d->tmap[l].u;
uv.y = m3d->tmap[l].v;
uv.z = 0.0;
texcoords->push_back(uv);
}
l = m3d->face[i].normal[j];
if (l != -1U) {
if (l != M3D_UNDEF) {
norm.x = m3d->vertex[l].x;
norm.y = m3d->vertex[l].y;
norm.z = m3d->vertex[l].z;
@ -557,8 +585,8 @@ aiColor4D M3DImporter::mkColor(uint32_t c) {
void M3DImporter::convertPose(const M3DWrapper &m3d, aiMatrix4x4 *m, unsigned int posid, unsigned int orientid) {
ai_assert(m != nullptr);
ai_assert(m3d);
ai_assert(posid != -1U && posid < m3d->numvertex);
ai_assert(orientid != -1U && orientid < m3d->numvertex);
ai_assert(posid != M3D_UNDEF && posid < m3d->numvertex);
ai_assert(orientid != M3D_UNDEF && orientid < m3d->numvertex);
m3dv_t *p = &m3d->vertex[posid];
m3dv_t *q = &m3d->vertex[orientid];
@ -692,7 +720,7 @@ void M3DImporter::populateMesh(const M3DWrapper &m3d, aiMesh *pMesh, std::vector
// first count how many vertices we have per bone
for (i = 0; i < vertexids->size(); i++) {
unsigned int s = m3d->vertex[vertexids->at(i)].skinid;
if (s != -1U && s != -2U) {
if (s != M3D_UNDEF && s != M3D_INDEXMAX) {
for (unsigned int k = 0; k < M3D_NUMBONE && m3d->skin[s].weight[k] > 0.0; k++) {
aiString name = aiString(std::string(m3d->bone[m3d->skin[s].boneid[k]].name));
for (j = 0; j < pMesh->mNumBones; j++) {
@ -715,7 +743,7 @@ void M3DImporter::populateMesh(const M3DWrapper &m3d, aiMesh *pMesh, std::vector
// fill up with data
for (i = 0; i < vertexids->size(); i++) {
unsigned int s = m3d->vertex[vertexids->at(i)].skinid;
if (s != -1U && s != -2U) {
if (s != M3D_UNDEF && s != M3D_INDEXMAX) {
for (unsigned int k = 0; k < M3D_NUMBONE && m3d->skin[s].weight[k] > 0.0; k++) {
aiString name = aiString(std::string(m3d->bone[m3d->skin[s].boneid[k]].name));
for (j = 0; j < pMesh->mNumBones; j++) {

View File

@ -84,19 +84,19 @@ static const aiMatProp aiProps[] = {
/* --- Texture Map Properties --- !!!!! must match m3d_propertytypes !!!!! */
static const aiMatProp aiTxProps[] = {
{ AI_MATKEY_TEXTURE_DIFFUSE(0) }, /* m3dp_map_Kd */
{ AI_MATKEY_TEXTURE_AMBIENT(0) }, /* m3dp_map_Ka */
{ AI_MATKEY_TEXTURE(aiTextureType_AMBIENT_OCCLUSION,0) },/* m3dp_map_Ka */
{ AI_MATKEY_TEXTURE_SPECULAR(0) }, /* m3dp_map_Ks */
{ AI_MATKEY_TEXTURE_SHININESS(0) }, /* m3dp_map_Ns */
{ AI_MATKEY_TEXTURE_EMISSIVE(0) }, /* m3dp_map_Ke */
{ NULL, 0, 0 }, /* m3dp_map_Tf */
{ AI_MATKEY_TEXTURE_HEIGHT(0) }, /* m3dp_bump */
{ AI_MATKEY_TEXTURE_OPACITY(0) }, /* m3dp_map_d */
{ AI_MATKEY_TEXTURE_REFLECTION(0) }, /* m3dp_refl */
{ AI_MATKEY_TEXTURE_NORMALS(0) }, /* m3dp_map_N */
{ AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE_ROUGHNESS,0) },/* m3dp_map_Pr */
{ AI_MATKEY_TEXTURE(aiTextureType_METALNESS,0) }, /* m3dp_map_Pm */
{ NULL, 0, 0 }, /* m3dp_map_Ps */
{ AI_MATKEY_TEXTURE(aiTextureType_AMBIENT_OCCLUSION,0) },/* m3dp_map_Ni */
{ AI_MATKEY_TEXTURE(aiTextureType_REFLECTION,0) }, /* m3dp_map_Ni */
{ NULL, 0, 0 }, /* m3dp_map_Nt */
{ NULL, 0, 0 },
{ NULL, 0, 0 },

View File

@ -48,24 +48,22 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/IOStreamBuffer.h>
#include <assimp/ai_assert.h>
#ifndef AI_M3D_USE_STDMUTEX
#if (__cplusplus >= 201103L) || (_MSC_VER >= 1900) // C++11 and MSVC 2015 onwards
#define AI_M3D_USE_STDMUTEX 1
#else
#define AI_M3D_USE_STDMUTEX 0
#endif
#endif
#ifdef ASSIMP_USE_M3D_READFILECB
#if AI_M3D_USE_STDMUTEX
#include <mutex>
std::mutex file_mutex;
#endif
// workaround: the M3D SDK expects a C callback, but we want to use Assimp::IOSystem to implement that
// This makes it non-rentrant so lock a mutex (requires C++11)
# if (__cplusplus >= 201103L) || !defined(_MSC_VER) || (_MSC_VER >= 1900) // C++11 and MSVC 2015 onwards
# define threadlocal thread_local
# else
# if defined(_MSC_VER) && (_MSC_VER >= 1800) // there's an alternative for MSVC 2013
# define threadlocal __declspec(thread)
# else
# define threadlocal
# endif
# endif
extern "C" {
void *m3dimporter_pIOHandler;
// workaround: the M3D SDK expects a C callback, but we want to use Assimp::IOSystem to implement that
threadlocal void *m3dimporter_pIOHandler;
unsigned char *m3dimporter_readfile(char *fn, unsigned int *size) {
ai_assert(nullptr != fn);
@ -75,7 +73,8 @@ unsigned char *m3dimporter_readfile(char *fn, unsigned int *size) {
(reinterpret_cast<Assimp::IOSystem *>(m3dimporter_pIOHandler))->Open(file, "rb"));
size_t fileSize = 0;
unsigned char *data = NULL;
// sometimes pStream is nullptr for some reason (should be an empty object returning nothing I guess)
// sometimes pStream is nullptr in a single-threaded scenario too for some reason
// (should be an empty object returning nothing I guess)
if (pStream) {
fileSize = pStream->FileSize();
// should be allocated with malloc(), because the library will call free() to deallocate
@ -92,6 +91,7 @@ unsigned char *m3dimporter_readfile(char *fn, unsigned int *size) {
return data;
}
}
#endif
namespace Assimp {
M3DWrapper::M3DWrapper() {
@ -100,15 +100,15 @@ M3DWrapper::M3DWrapper() {
}
M3DWrapper::M3DWrapper(IOSystem *pIOHandler, const std::vector<unsigned char> &buffer) {
#if AI_M3D_USE_STDMUTEX
// M3D is NOT thread-safe, so lock the global mutex
const std::lock_guard<std::mutex> lock(file_mutex);
#endif
// pass this IOHandler to the C callback
#ifdef ASSIMP_USE_M3D_READFILECB
// pass this IOHandler to the C callback in a thread-local pointer
m3dimporter_pIOHandler = pIOHandler;
m3d_ = m3d_load(const_cast<unsigned char *>(buffer.data()), m3dimporter_readfile, free, nullptr);
// Clear the C callback
m3dimporter_pIOHandler = nullptr;
#else
m3d_ = m3d_load(const_cast<unsigned char *>(buffer.data()), nullptr, nullptr, nullptr);
#endif
}
M3DWrapper::~M3DWrapper() {

View File

@ -52,6 +52,10 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <vector>
#include <string>
// Assimp specific M3D configuration. Comment out these defines to remove functionality
//#define ASSIMP_USE_M3D_READFILECB
//#define M3D_ASCII
#include "m3d.h"
namespace Assimp {

View File

@ -70,11 +70,14 @@ typedef double M3D_FLOAT;
#endif
#if !defined(M3D_SMALLINDEX)
typedef uint32_t M3D_INDEX;
#define M3D_UNDEF 0xffffffff
#define M3D_INDEXMAX 0xfffffffe
#else
typedef uint16_t M3D_INDEX;
#define M3D_UNDEF 0xffff
#define M3D_INDEXMAX 0xfffe
#endif
#define M3D_NOTDEFINED 0xffffffff
#ifndef M3D_NUMBONE
#define M3D_NUMBONE 4
#endif
@ -88,7 +91,7 @@ typedef uint16_t M3D_INDEX;
#else
#define _inline
#define _pack
#define _unused
#define _unused __pragma(warning(suppress:4100))
#endif
#ifndef __cplusplus
#define _register register
@ -253,7 +256,7 @@ enum {
m3dp_map_Tf,
m3dp_map_Km, /* bump map */
m3dp_map_D,
m3dp_map_il, /* reflection map */
m3dp_map_N, /* normal map */
m3dp_map_Pr = 192, /* textured physical map properties */
m3dp_map_Pm,
@ -263,6 +266,7 @@ enum {
};
enum { /* aliases */
m3dp_bump = m3dp_map_Km,
m3dp_map_il = m3dp_map_N,
m3dp_refl = m3dp_map_Pm
};
@ -557,6 +561,7 @@ static m3dpd_t m3d_propertytypes[] = {
/* aliases, note that "map_*" aliases are handled automatically */
M3D_PROPERTYDEF(m3dpf_map, m3dp_map_Km, "bump"),
M3D_PROPERTYDEF(m3dpf_map, m3dp_map_N, "map_N"),/* as normal map has no scalar version, it's counterpart is 'il' */
M3D_PROPERTYDEF(m3dpf_map, m3dp_map_Pm, "refl")
};
/* shape command definitions. if more commands start with the same string, the longer must come first */
@ -2057,7 +2062,7 @@ static char *_m3d_getfloat(char *s, M3D_FLOAT *ret)
return _m3d_findarg(e);
}
#endif
#if !defined(M3D_NODUP) && (defined(M3D_ASCII) || defined(M3D_EXPORTER))
#if !defined(M3D_NODUP) && (!defined(M3D_NOIMPORTER) || defined(M3D_ASCII) || defined(M3D_EXPORTER))
/* helper function to create safe strings */
char *_m3d_safestr(char *in, int morelines)
{
@ -2123,54 +2128,57 @@ M3D_INDEX _m3d_gettx(m3d_t *model, m3dread_t readfilecb, m3dfree_t freecb, char
}
/* try to load from external source */
if(!buff && readfilecb) {
i = strlen(fn);
i = (unsigned int)strlen(fn);
if(i < 5 || fn[i - 4] != '.') {
fn2 = (char*)M3D_MALLOC(i + 5);
if(!fn2) { model->errcode = M3D_ERR_ALLOC; return (M3D_INDEX)-1U; }
if(!fn2) { model->errcode = M3D_ERR_ALLOC; return M3D_UNDEF; }
memcpy(fn2, fn, i);
memcpy(fn2+i, ".png", 5);
buff = (*readfilecb)(fn2, &len);
M3D_FREE(fn2);
}
if(!buff)
if(!buff) {
buff = (*readfilecb)(fn, &len);
if(!buff) return M3D_UNDEF;
}
}
if(!buff) return (M3D_INDEX)-1U;
/* add to textures array */
i = model->numtexture++;
model->texture = (m3dtx_t*)M3D_REALLOC(model->texture, model->numtexture * sizeof(m3dtx_t));
if(!model->texture) {
if(freecb) (*freecb)(buff);
if(buff && freecb) (*freecb)(buff);
model->errcode = M3D_ERR_ALLOC;
return (M3D_INDEX)-1U;
return M3D_UNDEF;
}
model->texture[i].name = fn;
model->texture[i].w = model->texture[i].h = 0; model->texture[i].d = NULL;
if(buff[0] == 0x89 && buff[1] == 'P' && buff[2] == 'N' && buff[3] == 'G') {
if(buff) {
if(buff[0] == 0x89 && buff[1] == 'P' && buff[2] == 'N' && buff[3] == 'G') {
#ifdef STBI__PNG_TYPE
s.read_from_callbacks = 0;
s.img_buffer = s.img_buffer_original = (unsigned char *) buff;
s.img_buffer_end = s.img_buffer_original_end = (unsigned char *) buff+len;
/* don't use model->texture[i].w directly, it's a uint16_t */
w = h = len = 0;
ri.bits_per_channel = 8;
model->texture[i].d = (uint8_t*)stbi__png_load(&s, (int*)&w, (int*)&h, (int*)&len, 0, &ri);
model->texture[i].w = w;
model->texture[i].h = h;
model->texture[i].f = (uint8_t)len;
s.read_from_callbacks = 0;
s.img_buffer = s.img_buffer_original = (unsigned char *) buff;
s.img_buffer_end = s.img_buffer_original_end = (unsigned char *) buff+len;
/* don't use model->texture[i].w directly, it's a uint16_t */
w = h = len = 0;
ri.bits_per_channel = 8;
model->texture[i].d = (uint8_t*)stbi__png_load(&s, (int*)&w, (int*)&h, (int*)&len, 0, &ri);
model->texture[i].w = w;
model->texture[i].h = h;
model->texture[i].f = (uint8_t)len;
#endif
} else {
} else {
#ifdef M3D_TX_INTERP
if((model->errcode = M3D_TX_INTERP(fn, buff, len, &model->texture[i])) != M3D_SUCCESS) {
M3D_LOG("Unable to generate texture");
M3D_LOG(fn);
}
if((model->errcode = M3D_TX_INTERP(fn, buff, len, &model->texture[i])) != M3D_SUCCESS) {
M3D_LOG("Unable to generate texture");
M3D_LOG(fn);
}
#else
M3D_LOG("Unimplemented interpreter");
M3D_LOG(fn);
M3D_LOG("Unimplemented interpreter");
M3D_LOG(fn);
#endif
}
if(freecb) (*freecb)(buff);
}
if(freecb) (*freecb)(buff);
if(!model->texture[i].d)
model->errcode = M3D_ERR_UNKIMG;
return i;
@ -2199,6 +2207,9 @@ void _m3d_getpr(m3d_t *model, _unused m3dread_t readfilecb, _unused m3dfree_t f
}
if(freecb && buff) (*freecb)(buff);
#else
(void)readfilecb;
(void)freecb;
(void)fn;
M3D_LOG("Unimplemented interpreter");
M3D_LOG(fn);
model->errcode = M3D_ERR_UNIMPL;
@ -2291,7 +2302,7 @@ void _m3d_mat(M3D_FLOAT *r, m3dv_t *p, m3dv_t *q)
}
#endif
#if !defined(M3D_NOANIMATION) || !defined(M3D_NONORMALS)
/* fast inverse square root calculation. returns 1/sqrt(x) */
/* portable fast inverse square root calculation. returns 1/sqrt(x) */
static M3D_FLOAT _m3d_rsq(M3D_FLOAT x)
{
#ifdef M3D_DOUBLE
@ -2434,7 +2445,7 @@ m3d_t *m3d_load(unsigned char *data, m3dread_t readfilecb, m3dfree_t freecb, m3d
model->vertex = (m3dv_t*)M3D_REALLOC(model->vertex, model->numvertex * sizeof(m3dv_t));
if(!model->vertex) goto memerr;
memset(&model->vertex[i], 0, sizeof(m3dv_t));
model->vertex[i].skinid = (M3D_INDEX)-1U;
model->vertex[i].skinid = M3D_UNDEF;
model->vertex[i].color = 0;
model->vertex[i].w = (M3D_FLOAT)1.0;
ptr = _m3d_getfloat(ptr, &model->vertex[i].x);
@ -2464,16 +2475,16 @@ m3d_t *m3d_load(unsigned char *data, m3dread_t readfilecb, m3dfree_t freecb, m3d
s.weight[j] = (M3D_FLOAT)1.0;
if(!*ptr) goto asciiend;
}
if(s.boneid[0] != (M3D_INDEX)-1U && s.weight[0] > (M3D_FLOAT)0.0) {
if(s.boneid[0] != M3D_UNDEF && s.weight[0] > (M3D_FLOAT)0.0) {
if(w != (M3D_FLOAT)1.0 && w != (M3D_FLOAT)0.0)
for(j = 0; j < M3D_NUMBONE && s.weight[j] > (M3D_FLOAT)0.0; j++)
s.weight[j] /= w;
k = -1U;
k = M3D_NOTDEFINED;
if(model->skin) {
for(j = 0; j < model->numskin; j++)
if(!memcmp(&model->skin[j], &s, sizeof(m3ds_t))) { k = j; break; }
}
if(k == -1U) {
if(k == M3D_NOTDEFINED) {
k = model->numskin++;
model->skin = (m3ds_t*)M3D_REALLOC(model->skin, model->numskin * sizeof(m3ds_t));
memcpy(&model->skin[k], &s, sizeof(m3ds_t));
@ -2486,7 +2497,7 @@ m3d_t *m3d_load(unsigned char *data, m3dread_t readfilecb, m3dfree_t freecb, m3d
/* Skeleton, bone hierarchy */
if(!memcmp(pe, "Bones", 5)) {
if(model->bone) { M3D_LOG("More bones chunks, should be unique"); goto asciiend; }
bi[0] = (M3D_INDEX)-1U;
bi[0] = M3D_UNDEF;
while(*ptr && *ptr != '\r' && *ptr != '\n') {
i = model->numbone++;
model->bone = (m3db_t*)M3D_REALLOC(model->bone, model->numbone * sizeof(m3db_t));
@ -2505,7 +2516,7 @@ m3d_t *m3d_load(unsigned char *data, m3dread_t readfilecb, m3dfree_t freecb, m3d
ptr = _m3d_findarg(ptr);
if(!*ptr || *ptr == '\r' || *ptr == '\n') goto asciiend;
model->bone[i].ori = (M3D_INDEX)k;
model->vertex[k].skinid = (M3D_INDEX)-2U;
model->vertex[k].skinid = M3D_INDEXMAX;
pe = _m3d_safestr(ptr, 0);
if(!pe || !*pe) goto asciiend;
model->bone[i].name = pe;
@ -2579,7 +2590,8 @@ m3d_t *m3d_load(unsigned char *data, m3dread_t readfilecb, m3dfree_t freecb, m3d
if(!pe || !*pe) goto asciiend;
m->prop[j].value.textureid = _m3d_gettx(model, readfilecb, freecb, pe);
if(model->errcode == M3D_ERR_ALLOC) { M3D_FREE(pe); goto memerr; }
if(m->prop[j].value.textureid == (M3D_INDEX)-1U) {
/* this error code only returned if readfilecb was specified */
if(m->prop[j].value.textureid == M3D_UNDEF) {
M3D_LOG("Texture not found");
M3D_LOG(pe);
m->numprop--;
@ -2605,18 +2617,18 @@ m3d_t *m3d_load(unsigned char *data, m3dread_t readfilecb, m3dfree_t freecb, m3d
} else
/* mesh */
if(!memcmp(pe, "Mesh", 4)) {
mi = (M3D_INDEX)-1U;
mi = M3D_UNDEF;
while(*ptr && *ptr != '\r' && *ptr != '\n') {
if(*ptr == 'u') {
ptr = _m3d_findarg(ptr);
if(!*ptr) goto asciiend;
mi = (M3D_INDEX)-1U;
mi = M3D_UNDEF;
if(*ptr != '\r' && *ptr != '\n') {
pe = _m3d_safestr(ptr, 0);
if(!pe || !*pe) goto asciiend;
for(j = 0; j < model->nummaterial; j++)
if(!strcmp(pe, model->material[j].name)) { mi = (M3D_INDEX)j; break; }
if(mi == (M3D_INDEX)-1U && !(model->flags & M3D_FLG_MTLLIB)) {
if(mi == M3D_UNDEF && !(model->flags & M3D_FLG_MTLLIB)) {
mi = model->nummaterial++;
model->material = (m3dm_t*)M3D_REALLOC(model->material, model->nummaterial * sizeof(m3dm_t));
if(!model->material) goto memerr;
@ -2655,7 +2667,7 @@ m3d_t *m3d_load(unsigned char *data, m3dread_t readfilecb, m3dfree_t freecb, m3d
}
}
#ifndef M3D_NONORMALS
if(model->face[i].normal[j] == (M3D_INDEX)-1U) neednorm = 1;
if(model->face[i].normal[j] == M3D_UNDEF) neednorm = 1;
#endif
ptr = _m3d_findarg(ptr);
}
@ -2674,7 +2686,7 @@ m3d_t *m3d_load(unsigned char *data, m3dread_t readfilecb, m3dfree_t freecb, m3d
if(!model->shape) goto memerr;
h = &model->shape[i];
h->name = pe;
h->group = (M3D_INDEX)-1U;
h->group = M3D_UNDEF;
h->numcmd = 0;
h->cmd = NULL;
while(*ptr && *ptr != '\r' && *ptr != '\n') {
@ -2682,16 +2694,16 @@ m3d_t *m3d_load(unsigned char *data, m3dread_t readfilecb, m3dfree_t freecb, m3d
ptr = _m3d_findarg(ptr);
ptr = _m3d_getint(ptr, &h->group);
ptr = _m3d_findnl(ptr);
if(h->group != (M3D_INDEX)-1U && h->group >= model->numbone) {
if(h->group != M3D_UNDEF && h->group >= model->numbone) {
M3D_LOG("Unknown bone id as shape group in shape");
M3D_LOG(pe);
h->group = (M3D_INDEX)-1U;
h->group = M3D_UNDEF;
model->errcode = M3D_ERR_SHPE;
}
continue;
}
for(cd = NULL, k = 0; k < (unsigned int)(sizeof(m3d_commandtypes)/sizeof(m3d_commandtypes[0])); k++) {
j = strlen(m3d_commandtypes[k].key);
j = (unsigned int)strlen(m3d_commandtypes[k].key);
if(!memcmp(ptr, m3d_commandtypes[k].key, j) && (ptr[j] == ' ' || ptr[j] == '\r' || ptr[j] == '\n'))
{ cd = &m3d_commandtypes[k]; break; }
}
@ -2713,13 +2725,13 @@ m3d_t *m3d_load(unsigned char *data, m3dread_t readfilecb, m3dfree_t freecb, m3d
if(*ptr == ']' || *ptr == '\r' || *ptr == '\n') break;
switch(cd->a[((k - n) % (cd->p - n)) + n]) {
case m3dcp_mi_t:
mi = (M3D_INDEX)-1U;
mi = M3D_UNDEF;
if(*ptr != '\r' && *ptr != '\n') {
pe = _m3d_safestr(ptr, 0);
if(!pe || !*pe) goto asciiend;
for(n = 0; n < model->nummaterial; n++)
if(!strcmp(pe, model->material[n].name)) { mi = (M3D_INDEX)n; break; }
if(mi == (M3D_INDEX)-1U && !(model->flags & M3D_FLG_MTLLIB)) {
if(mi == M3D_UNDEF && !(model->flags & M3D_FLG_MTLLIB)) {
mi = model->nummaterial++;
model->material = (m3dm_t*)M3D_REALLOC(model->material,
model->nummaterial * sizeof(m3dm_t));
@ -2745,7 +2757,7 @@ m3d_t *m3d_load(unsigned char *data, m3dread_t readfilecb, m3dfree_t freecb, m3d
break;
case m3dcp_qi_t:
ptr = _m3d_getint(ptr, &h->cmd[j].arg[k]);
model->vertex[h->cmd[i].arg[k]].skinid = (M3D_INDEX)-2U;
model->vertex[h->cmd[i].arg[k]].skinid = M3D_INDEXMAX;
break;
default:
ptr = _m3d_getint(ptr, &h->cmd[j].arg[k]);
@ -2844,7 +2856,7 @@ m3d_t *m3d_load(unsigned char *data, m3dread_t readfilecb, m3dfree_t freecb, m3d
ptr = _m3d_getint(ptr, &k);
if(!*ptr || *ptr == '\r' || *ptr == '\n') goto asciiend;
a->frame[i].transform[j].ori = (M3D_INDEX)k;
model->vertex[k].skinid = (M3D_INDEX)-2U;
model->vertex[k].skinid = M3D_INDEXMAX;
}
ptr = _m3d_findnl(ptr);
}
@ -2988,11 +3000,11 @@ asciiend:
while(buff < end && !M3D_CHUNKMAGIC(buff, 'O','M','D','3')) {
data = buff;
len = ((m3dchunk_t*)data)->length;
if(len < sizeof(m3dchunk_t)) {
buff += len;
if(len < sizeof(m3dchunk_t) || buff >= end) {
M3D_LOG("Invalid chunk size");
break;
}
buff += len;
len -= sizeof(m3dchunk_t) + model->si_s;
/* inlined assets */
@ -3018,11 +3030,11 @@ memerr: M3D_LOG("Out of memory");
while(chunk < end && !M3D_CHUNKMAGIC(chunk, 'O','M','D','3')) {
data = chunk;
len = ((m3dchunk_t*)chunk)->length;
if(len < sizeof(m3dchunk_t)) {
chunk += len;
if(len < sizeof(m3dchunk_t) || chunk >= end) {
M3D_LOG("Invalid chunk size");
break;
}
chunk += len;
len -= sizeof(m3dchunk_t);
/* preview chunk */
@ -3050,12 +3062,12 @@ memerr: M3D_LOG("Out of memory");
for(i = 0, data += sizeof(m3dchunk_t); data < chunk; i++) {
switch(model->vc_s) {
case 1:
model->tmap[i].u = (M3D_FLOAT)(data[0]) / 255;
model->tmap[i].v = (M3D_FLOAT)(data[1]) / 255;
model->tmap[i].u = (M3D_FLOAT)(data[0]) / (M3D_FLOAT)255.0;
model->tmap[i].v = (M3D_FLOAT)(data[1]) / (M3D_FLOAT)255.0;
break;
case 2:
model->tmap[i].u = (M3D_FLOAT)(*((int16_t*)(data+0))) / 65535;
model->tmap[i].v = (M3D_FLOAT)(*((int16_t*)(data+2))) / 65535;
model->tmap[i].u = (M3D_FLOAT)(*((int16_t*)(data+0))) / (M3D_FLOAT)65535.0;
model->tmap[i].v = (M3D_FLOAT)(*((int16_t*)(data+2))) / (M3D_FLOAT)65535.0;
break;
case 4:
model->tmap[i].u = (M3D_FLOAT)(*((float*)(data+0)));
@ -3082,17 +3094,17 @@ memerr: M3D_LOG("Out of memory");
for(i = 0, data += sizeof(m3dchunk_t); data < chunk && i < model->numvertex; i++) {
switch(model->vc_s) {
case 1:
model->vertex[i].x = (M3D_FLOAT)((int8_t)data[0]) / 127;
model->vertex[i].y = (M3D_FLOAT)((int8_t)data[1]) / 127;
model->vertex[i].z = (M3D_FLOAT)((int8_t)data[2]) / 127;
model->vertex[i].w = (M3D_FLOAT)((int8_t)data[3]) / 127;
model->vertex[i].x = (M3D_FLOAT)((int8_t)data[0]) / (M3D_FLOAT)127.0;
model->vertex[i].y = (M3D_FLOAT)((int8_t)data[1]) / (M3D_FLOAT)127.0;
model->vertex[i].z = (M3D_FLOAT)((int8_t)data[2]) / (M3D_FLOAT)127.0;
model->vertex[i].w = (M3D_FLOAT)((int8_t)data[3]) / (M3D_FLOAT)127.0;
data += 4;
break;
case 2:
model->vertex[i].x = (M3D_FLOAT)(*((int16_t*)(data+0))) / 32767;
model->vertex[i].y = (M3D_FLOAT)(*((int16_t*)(data+2))) / 32767;
model->vertex[i].z = (M3D_FLOAT)(*((int16_t*)(data+4))) / 32767;
model->vertex[i].w = (M3D_FLOAT)(*((int16_t*)(data+6))) / 32767;
model->vertex[i].x = (M3D_FLOAT)(*((int16_t*)(data+0))) / (M3D_FLOAT)32767.0;
model->vertex[i].y = (M3D_FLOAT)(*((int16_t*)(data+2))) / (M3D_FLOAT)32767.0;
model->vertex[i].z = (M3D_FLOAT)(*((int16_t*)(data+4))) / (M3D_FLOAT)32767.0;
model->vertex[i].w = (M3D_FLOAT)(*((int16_t*)(data+6))) / (M3D_FLOAT)32767.0;
data += 8;
break;
case 4:
@ -3116,7 +3128,7 @@ memerr: M3D_LOG("Out of memory");
case 4: model->vertex[i].color = *((uint32_t*)data); data += 4; break;
/* case 8: break; */
}
model->vertex[i].skinid = (M3D_INDEX)-1U;
model->vertex[i].skinid = M3D_UNDEF;
data = _m3d_getidx(data, model->sk_s, &model->vertex[i].skinid);
}
} else
@ -3150,7 +3162,7 @@ memerr: M3D_LOG("Out of memory");
if(!model->skin) goto memerr;
for(i = 0; data < chunk && i < model->numskin; i++) {
for(j = 0; j < M3D_NUMBONE; j++) {
model->skin[i].boneid[j] = (M3D_INDEX)-1U;
model->skin[i].boneid[j] = M3D_UNDEF;
model->skin[i].weight[j] = (M3D_FLOAT)0.0;
}
memset(&weights, 0, sizeof(weights));
@ -3164,7 +3176,7 @@ memerr: M3D_LOG("Out of memory");
if(j >= M3D_NUMBONE)
data += model->bi_s;
else {
model->skin[i].weight[j] = (M3D_FLOAT)(weights[j]) / 255;
model->skin[i].weight[j] = (M3D_FLOAT)(weights[j]) / (M3D_FLOAT)255.0;
w += model->skin[i].weight[j];
data = _m3d_getidx(data, model->bi_s, &model->skin[i].boneid[j]);
}
@ -3244,7 +3256,8 @@ memerr: M3D_LOG("Out of memory");
M3D_GETSTR(name);
m->prop[i].value.textureid = _m3d_gettx(model, readfilecb, freecb, name);
if(model->errcode == M3D_ERR_ALLOC) goto memerr;
if(m->prop[i].value.textureid == (M3D_INDEX)-1U) {
/* this error code only returned if readfilecb was specified */
if(m->prop[i].value.textureid == M3D_UNDEF) {
M3D_LOG("Texture not found");
M3D_LOG(m->name);
m->numprop--;
@ -3275,7 +3288,7 @@ memerr: M3D_LOG("Out of memory");
M3D_LOG("Mesh data");
/* mesh */
data += sizeof(m3dchunk_t);
mi = (M3D_INDEX)-1U;
mi = M3D_UNDEF;
am = model->numface;
while(data < chunk) {
k = *data++;
@ -3283,7 +3296,7 @@ memerr: M3D_LOG("Out of memory");
k &= 15;
if(!n) {
/* use material */
mi = (M3D_INDEX)-1U;
mi = M3D_UNDEF;
M3D_GETSTR(name);
if(name) {
for(j = 0; j < model->nummaterial; j++)
@ -3291,7 +3304,7 @@ memerr: M3D_LOG("Out of memory");
mi = (M3D_INDEX)j;
break;
}
if(mi == (M3D_INDEX)-1U) model->errcode = M3D_ERR_MTRL;
if(mi == M3D_UNDEF) model->errcode = M3D_ERR_MTRL;
}
continue;
}
@ -3314,7 +3327,7 @@ memerr: M3D_LOG("Out of memory");
if(k & 2)
data = _m3d_getidx(data, model->vi_s, &model->face[i].normal[j]);
#ifndef M3D_NONORMALS
if(model->face[i].normal[j] == (M3D_INDEX)-1U) neednorm = 1;
if(model->face[i].normal[j] == M3D_UNDEF) neednorm = 1;
#endif
}
}
@ -3333,12 +3346,12 @@ memerr: M3D_LOG("Out of memory");
h->numcmd = 0;
h->cmd = NULL;
h->name = name;
h->group = (M3D_INDEX)-1U;
h->group = M3D_UNDEF;
data = _m3d_getidx(data, model->bi_s, &h->group);
if(h->group != (M3D_INDEX)-1U && h->group >= model->numbone) {
if(h->group != M3D_UNDEF && h->group >= model->numbone) {
M3D_LOG("Unknown bone id as shape group in shape");
M3D_LOG(name);
h->group = (M3D_INDEX)-1U;
h->group = M3D_UNDEF;
model->errcode = M3D_ERR_SHPE;
}
while(data < chunk) {
@ -3363,7 +3376,7 @@ memerr: M3D_LOG("Out of memory");
for(k = n = 0, l = cd->p; k < l; k++)
switch(cd->a[((k - n) % (cd->p - n)) + n]) {
case m3dcp_mi_t:
h->cmd[i].arg[k] = -1U;
h->cmd[i].arg[k] = M3D_NOTDEFINED;
M3D_GETSTR(name);
if(name) {
for(n = 0; n < model->nummaterial; n++)
@ -3371,7 +3384,7 @@ memerr: M3D_LOG("Out of memory");
h->cmd[i].arg[k] = n;
break;
}
if(h->cmd[i].arg[k] == -1U) model->errcode = M3D_ERR_MTRL;
if(h->cmd[i].arg[k] == M3D_NOTDEFINED) model->errcode = M3D_ERR_MTRL;
}
break;
case m3dcp_vc_t:
@ -3488,7 +3501,7 @@ postprocess:
norm = (m3dv_t*)M3D_MALLOC(model->numface * sizeof(m3dv_t));
if(!norm) goto memerr;
for(i = 0, n = model->numvertex; i < model->numface; i++)
if(model->face[i].normal[0] == -1U) {
if(model->face[i].normal[0] == M3D_UNDEF) {
v0 = &model->vertex[model->face[i].vertex[0]];
v1 = &model->vertex[model->face[i].vertex[1]];
v2 = &model->vertex[model->face[i].vertex[2]];
@ -3522,7 +3535,7 @@ postprocess:
for(i = 0, v0 = &model->vertex[n]; i < n; i++, v0++) {
w = _m3d_rsq((v0->x * v0->x) + (v0->y * v0->y) + (v0->z * v0->z));
v0->x *= w; v0->y *= w; v0->z *= w;
v0->skinid = -1U;
v0->skinid = M3D_UNDEF;
}
M3D_FREE(norm);
}
@ -3534,9 +3547,9 @@ postprocess:
if(model->vertex[i].skinid < model->numskin) {
sk = &model->skin[model->vertex[i].skinid];
w = (M3D_FLOAT)0.0;
for(j = 0; j < M3D_NUMBONE && sk->boneid[j] != (M3D_INDEX)-1U && sk->weight[j] > (M3D_FLOAT)0.0; j++)
for(j = 0; j < M3D_NUMBONE && sk->boneid[j] != M3D_UNDEF && sk->weight[j] > (M3D_FLOAT)0.0; j++)
w += sk->weight[j];
for(j = 0; j < M3D_NUMBONE && sk->boneid[j] != (M3D_INDEX)-1U && sk->weight[j] > (M3D_FLOAT)0.0; j++) {
for(j = 0; j < M3D_NUMBONE && sk->boneid[j] != M3D_UNDEF && sk->weight[j] > (M3D_FLOAT)0.0; j++) {
sk->weight[j] /= w;
b = &model->bone[sk->boneid[j]];
k = b->numweight++;
@ -3552,7 +3565,7 @@ postprocess:
M3D_LOG("Calculating bone transformation matrices");
for(i = 0; i < model->numbone; i++) {
b = &model->bone[i];
if(model->bone[i].parent == (M3D_INDEX)-1U) {
if(model->bone[i].parent == M3D_UNDEF) {
_m3d_mat((M3D_FLOAT*)&b->mat4, &model->vertex[b->pos], &model->vertex[b->ori]);
} else {
_m3d_mat((M3D_FLOAT*)&r, &model->vertex[b->pos], &model->vertex[b->ori]);
@ -3583,7 +3596,7 @@ m3dtr_t *m3d_frame(m3d_t *model, M3D_INDEX actionid, M3D_INDEX frameid, m3dtr_t
M3D_INDEX s = frameid;
m3dfr_t *fr;
if(!model || !model->numbone || !model->bone || (actionid != (M3D_INDEX)-1U && (!model->action ||
if(!model || !model->numbone || !model->bone || (actionid != M3D_UNDEF && (!model->action ||
actionid >= model->numaction || frameid >= model->action[actionid].numframe))) {
model->errcode = M3D_ERR_UNKFRAME;
return skeleton;
@ -3597,7 +3610,7 @@ m3dtr_t *m3d_frame(m3d_t *model, M3D_INDEX actionid, M3D_INDEX frameid, m3dtr_t
}
goto gen;
}
if(actionid == (M3D_INDEX)-1U || !frameid) {
if(actionid == M3D_UNDEF || !frameid) {
gen: s = 0;
for(i = 0; i < model->numbone; i++) {
skeleton[i].boneid = i;
@ -3721,7 +3734,7 @@ m3db_t *m3d_pose(m3d_t *model, M3D_INDEX actionid, uint32_t msec)
}
}
for(i = 0; i < model->numbone; i++) {
if(ret[i].parent == (M3D_INDEX)-1U) {
if(ret[i].parent == M3D_UNDEF) {
_m3d_mat((M3D_FLOAT*)&ret[i].mat4, &model->vertex[ret[i].pos], &model->vertex[ret[i].ori]);
} else {
_m3d_mat((M3D_FLOAT*)&r, &model->vertex[ret[i].pos], &model->vertex[ret[i].ori]);
@ -3904,7 +3917,7 @@ m3dhdr_t *_m3d_addhdr(m3dhdr_t *h, m3dstr_t *s)
{
int i;
char *safe = _m3d_safestr(s->str, 0);
i = strlen(safe);
i = (int)strlen(safe);
h = (m3dhdr_t*)M3D_REALLOC(h, h->length + i+1);
if(!h) { M3D_FREE(safe); return NULL; }
memcpy((uint8_t*)h + h->length, safe, i+1);
@ -4033,16 +4046,16 @@ static void _m3d_round(int quality, m3dv_t *src, m3dv_t *dst)
/* round according to quality */
switch(quality) {
case M3D_EXP_INT8:
t = src->x * 127 + (src->x >= 0 ? (M3D_FLOAT)0.5 : (M3D_FLOAT)-0.5); dst->x = (M3D_FLOAT)t / 127;
t = src->y * 127 + (src->y >= 0 ? (M3D_FLOAT)0.5 : (M3D_FLOAT)-0.5); dst->y = (M3D_FLOAT)t / 127;
t = src->z * 127 + (src->z >= 0 ? (M3D_FLOAT)0.5 : (M3D_FLOAT)-0.5); dst->z = (M3D_FLOAT)t / 127;
t = src->w * 127 + (src->w >= 0 ? (M3D_FLOAT)0.5 : (M3D_FLOAT)-0.5); dst->w = (M3D_FLOAT)t / 127;
t = (int)(src->x * 127 + (src->x >= 0 ? (M3D_FLOAT)0.5 : (M3D_FLOAT)-0.5)); dst->x = (M3D_FLOAT)t / (M3D_FLOAT)127.0;
t = (int)(src->y * 127 + (src->y >= 0 ? (M3D_FLOAT)0.5 : (M3D_FLOAT)-0.5)); dst->y = (M3D_FLOAT)t / (M3D_FLOAT)127.0;
t = (int)(src->z * 127 + (src->z >= 0 ? (M3D_FLOAT)0.5 : (M3D_FLOAT)-0.5)); dst->z = (M3D_FLOAT)t / (M3D_FLOAT)127.0;
t = (int)(src->w * 127 + (src->w >= 0 ? (M3D_FLOAT)0.5 : (M3D_FLOAT)-0.5)); dst->w = (M3D_FLOAT)t / (M3D_FLOAT)127.0;
break;
case M3D_EXP_INT16:
t = src->x * 32767 + (src->x >= 0 ? (M3D_FLOAT)0.5 : (M3D_FLOAT)-0.5); dst->x = (M3D_FLOAT)t / 32767;
t = src->y * 32767 + (src->y >= 0 ? (M3D_FLOAT)0.5 : (M3D_FLOAT)-0.5); dst->y = (M3D_FLOAT)t / 32767;
t = src->z * 32767 + (src->z >= 0 ? (M3D_FLOAT)0.5 : (M3D_FLOAT)-0.5); dst->z = (M3D_FLOAT)t / 32767;
t = src->w * 32767 + (src->w >= 0 ? (M3D_FLOAT)0.5 : (M3D_FLOAT)-0.5); dst->w = (M3D_FLOAT)t / 32767;
t = (int)(src->x * 32767 + (src->x >= 0 ? (M3D_FLOAT)0.5 : (M3D_FLOAT)-0.5)); dst->x = (M3D_FLOAT)t / (M3D_FLOAT)32767.0;
t = (int)(src->y * 32767 + (src->y >= 0 ? (M3D_FLOAT)0.5 : (M3D_FLOAT)-0.5)); dst->y = (M3D_FLOAT)t / (M3D_FLOAT)32767.0;
t = (int)(src->z * 32767 + (src->z >= 0 ? (M3D_FLOAT)0.5 : (M3D_FLOAT)-0.5)); dst->z = (M3D_FLOAT)t / (M3D_FLOAT)32767.0;
t = (int)(src->w * 32767 + (src->w >= 0 ? (M3D_FLOAT)0.5 : (M3D_FLOAT)-0.5)); dst->w = (M3D_FLOAT)t / (M3D_FLOAT)32767.0;
break;
}
if(dst->x == (M3D_FLOAT)-0.0) dst->x = (M3D_FLOAT)0.0;
@ -4160,7 +4173,7 @@ unsigned char *m3d_save(m3d_t *model, int quality, int flags, unsigned int *size
}
face[i].opacity = opa[model->face[i].materialid * 2 + 1];
} else
face[i].data.materialid = (M3D_INDEX)-1U;
face[i].data.materialid = M3D_UNDEF;
}
for(j = 0; j < 3; j++) {
k = model->face[i].vertex[j];
@ -4311,7 +4324,7 @@ unsigned char *m3d_save(m3d_t *model, int quality, int flags, unsigned int *size
if(!(flags & M3D_EXP_NOMATERIAL)) {
M3D_LOG("Processing materials");
for(i = k = 0; i < model->nummaterial; i++) {
if(mtrlidx[i] == (M3D_INDEX)-1U || !model->material[i].numprop) continue;
if(mtrlidx[i] == M3D_UNDEF || !model->material[i].numprop) continue;
mtrlidx[i] = k++;
m = &model->material[i];
str = _m3d_addstr(str, &numstr, m->name);
@ -4345,15 +4358,15 @@ unsigned char *m3d_save(m3d_t *model, int quality, int flags, unsigned int *size
tmap = (m3dtisave_t*)M3D_MALLOC(model->numtmap * sizeof(m3dtisave_t));
if(!tmap) goto memerr;
for(i = 0; i < model->numtmap; i++) {
if(tmapidx[i] == (M3D_INDEX)-1U) continue;
if(tmapidx[i] == M3D_UNDEF) continue;
switch(quality) {
case M3D_EXP_INT8:
l = model->tmap[i].u * 255; tcoord.data.u = (M3D_FLOAT)l / 255;
l = model->tmap[i].v * 255; tcoord.data.v = (M3D_FLOAT)l / 255;
l = (unsigned int)(model->tmap[i].u * 255); tcoord.data.u = (M3D_FLOAT)l / (M3D_FLOAT)255.0;
l = (unsigned int)(model->tmap[i].v * 255); tcoord.data.v = (M3D_FLOAT)l / (M3D_FLOAT)255.0;
break;
case M3D_EXP_INT16:
l = model->tmap[i].u * 65535; tcoord.data.u = (M3D_FLOAT)l / 65535;
l = model->tmap[i].v * 65535; tcoord.data.v = (M3D_FLOAT)l / 65535;
l = (unsigned int)(model->tmap[i].u * 65535); tcoord.data.u = (M3D_FLOAT)l / (M3D_FLOAT)65535.0;
l = (unsigned int)(model->tmap[i].v * 65535); tcoord.data.v = (M3D_FLOAT)l / (M3D_FLOAT)65535.0;
break;
default:
tcoord.data.u = model->tmap[i].u;
@ -4387,13 +4400,13 @@ unsigned char *m3d_save(m3d_t *model, int quality, int flags, unsigned int *size
if(!skin) goto memerr;
memset(skinidx, 255, model->numskin * sizeof(M3D_INDEX));
for(i = 0; i < model->numvertex; i++) {
if(vrtxidx[i] != (M3D_INDEX)-1U && model->vertex[i].skinid < model->numskin)
if(vrtxidx[i] != M3D_UNDEF && model->vertex[i].skinid < model->numskin)
skinidx[model->vertex[i].skinid] = 0;
}
for(i = 0; i < model->numskin; i++) {
if(skinidx[i] == (M3D_INDEX)-1U) continue;
if(skinidx[i] == M3D_UNDEF) continue;
memset(&sk, 0, sizeof(m3dssave_t));
for(j = 0, min_x = (M3D_FLOAT)0.0; j < M3D_NUMBONE && model->skin[i].boneid[j] != (M3D_INDEX)-1U &&
for(j = 0, min_x = (M3D_FLOAT)0.0; j < M3D_NUMBONE && model->skin[i].boneid[j] != M3D_UNDEF &&
model->skin[i].weight[j] > (M3D_FLOAT)0.0; j++) {
sk.data.boneid[j] = model->skin[i].boneid[j];
sk.data.weight[j] = model->skin[i].weight[j];
@ -4428,11 +4441,11 @@ unsigned char *m3d_save(m3d_t *model, int quality, int flags, unsigned int *size
vrtx = (m3dvsave_t*)M3D_MALLOC(model->numvertex * sizeof(m3dvsave_t));
if(!vrtx) goto memerr;
for(i = numvrtx = 0; i < model->numvertex; i++) {
if(vrtxidx[i] == (M3D_INDEX)-1U) continue;
if(vrtxidx[i] == M3D_UNDEF) continue;
_m3d_round(quality, &model->vertex[i], &vertex.data);
vertex.norm = norm ? norm[i] : 0;
if(vertex.data.skinid != (M3D_INDEX)-2U && !vertex.norm) {
vertex.data.skinid = vertex.data.skinid != (M3D_INDEX)-1U && skinidx ? skinidx[vertex.data.skinid] : (M3D_INDEX)-1U;
if(vertex.data.skinid != M3D_INDEXMAX && !vertex.norm) {
vertex.data.skinid = vertex.data.skinid != M3D_UNDEF && skinidx ? skinidx[vertex.data.skinid] : M3D_UNDEF;
if(vertex.data.x > max_x) max_x = vertex.data.x;
if(vertex.data.x < min_x) min_x = vertex.data.x;
if(vertex.data.y > max_y) max_y = vertex.data.y;
@ -4481,7 +4494,7 @@ unsigned char *m3d_save(m3d_t *model, int quality, int flags, unsigned int *size
if(scale == (M3D_FLOAT)0.0) scale = (M3D_FLOAT)1.0;
if(scale != (M3D_FLOAT)1.0) {
for(i = 0; i < numvrtx; i++) {
if(vrtx[i].data.skinid == (M3D_INDEX)-2U) continue;
if(vrtx[i].data.skinid == M3D_INDEXMAX) continue;
vrtx[i].data.x /= scale;
vrtx[i].data.y /= scale;
vrtx[i].data.z /= scale;
@ -4528,7 +4541,7 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx);
ol = setlocale(LC_NUMERIC, NULL);
setlocale(LC_NUMERIC, "C");
/* header */
len = 64 + strlen(sn) + strlen(sl) + strlen(sa) + strlen(sd);
len = 64 + (unsigned int)(strlen(sn) + strlen(sl) + strlen(sa) + strlen(sd));
out = (unsigned char*)M3D_MALLOC(len);
if(!out) { setlocale(LC_NUMERIC, ol); goto memerr; }
ptr = (char*)out;
@ -4540,7 +4553,7 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx);
if(model->preview.data && model->preview.length) {
sl = _m3d_safestr(sn, 0);
if(sl) {
ptr -= (uintptr_t)out; len = (uintptr_t)ptr + 20;
ptr -= (uintptr_t)out; len = (unsigned int)((uintptr_t)ptr + (uintptr_t)20);
out = (unsigned char*)M3D_REALLOC(out, len); ptr += (uintptr_t)out;
if(!out) { setlocale(LC_NUMERIC, ol); goto memerr; }
ptr += sprintf(ptr, "Preview\r\n%s.png\r\n\r\n", sl);
@ -4550,11 +4563,11 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx);
M3D_FREE(sn); sn = NULL;
/* texture map */
if(numtmap && tmap && !(flags & M3D_EXP_NOTXTCRD) && !(flags & M3D_EXP_NOFACE)) {
ptr -= (uintptr_t)out; len = (uintptr_t)ptr + maxtmap * 32 + 12;
ptr -= (uintptr_t)out; len = (unsigned int)((uintptr_t)ptr + (uintptr_t)(maxtmap * 32) + (uintptr_t)12);
out = (unsigned char*)M3D_REALLOC(out, len); ptr += (uintptr_t)out;
if(!out) { setlocale(LC_NUMERIC, ol); goto memerr; }
ptr += sprintf(ptr, "Textmap\r\n");
last = (M3D_INDEX)-1U;
last = M3D_UNDEF;
for(i = 0; i < numtmap; i++) {
if(tmap[i].newidx == last) continue;
last = tmap[i].newidx;
@ -4564,11 +4577,11 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx);
}
/* vertex chunk */
if(numvrtx && vrtx && !(flags & M3D_EXP_NOFACE)) {
ptr -= (uintptr_t)out; len = (uintptr_t)ptr + maxvrtx * 128 + 10;
ptr -= (uintptr_t)out; len = (unsigned int)((uintptr_t)ptr + (uintptr_t)(maxvrtx * 128) + (uintptr_t)10);
out = (unsigned char*)M3D_REALLOC(out, len); ptr += (uintptr_t)out;
if(!out) { setlocale(LC_NUMERIC, ol); goto memerr; }
ptr += sprintf(ptr, "Vertex\r\n");
last = (M3D_INDEX)-1U;
last = M3D_UNDEF;
for(i = 0; i < numvrtx; i++) {
if(vrtx[i].newidx == last) continue;
last = vrtx[i].newidx;
@ -4579,7 +4592,7 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx);
if(skin[vrtx[i].data.skinid].data.weight[0] == (M3D_FLOAT)1.0)
ptr += sprintf(ptr, " %d", skin[vrtx[i].data.skinid].data.boneid[0]);
else
for(j = 0; j < M3D_NUMBONE && skin[vrtx[i].data.skinid].data.boneid[j] != (M3D_INDEX)-1U &&
for(j = 0; j < M3D_NUMBONE && skin[vrtx[i].data.skinid].data.boneid[j] != M3D_UNDEF &&
skin[vrtx[i].data.skinid].data.weight[j] > (M3D_FLOAT)0.0; j++)
ptr += sprintf(ptr, " %d:%g", skin[vrtx[i].data.skinid].data.boneid[j],
skin[vrtx[i].data.skinid].data.weight[j]);
@ -4590,29 +4603,29 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx);
}
/* bones chunk */
if(model->numbone && model->bone && !(flags & M3D_EXP_NOBONE)) {
ptr -= (uintptr_t)out; len = (uintptr_t)ptr + 9;
ptr -= (uintptr_t)out; len = (unsigned int)((uintptr_t)ptr + (uintptr_t)9);
for(i = 0; i < model->numbone; i++) {
len += strlen(model->bone[i].name) + 128;
len += (unsigned int)strlen(model->bone[i].name) + 128;
}
out = (unsigned char*)M3D_REALLOC(out, len); ptr += (uintptr_t)out;
if(!out) { setlocale(LC_NUMERIC, ol); goto memerr; }
ptr += sprintf(ptr, "Bones\r\n");
ptr = _m3d_prtbone(ptr, model->bone, model->numbone, (M3D_INDEX)-1U, 0, vrtxidx);
ptr = _m3d_prtbone(ptr, model->bone, model->numbone, M3D_UNDEF, 0, vrtxidx);
ptr += sprintf(ptr, "\r\n");
}
/* materials */
if(model->nummaterial && !(flags & M3D_EXP_NOMATERIAL)) {
for(j = 0; j < model->nummaterial; j++) {
if(mtrlidx[j] == (M3D_INDEX)-1U || !model->material[j].numprop || !model->material[j].prop) continue;
if(mtrlidx[j] == M3D_UNDEF || !model->material[j].numprop || !model->material[j].prop) continue;
m = &model->material[j];
sn = _m3d_safestr(m->name, 0);
if(!sn) { setlocale(LC_NUMERIC, ol); goto memerr; }
ptr -= (uintptr_t)out; len = (uintptr_t)ptr + strlen(sn) + 12;
ptr -= (uintptr_t)out; len = (unsigned int)((uintptr_t)ptr + (uintptr_t)strlen(sn) + (uintptr_t)12);
for(i = 0; i < m->numprop; i++) {
if(m->prop[i].type < 128)
len += 32;
else if(m->prop[i].value.textureid < model->numtexture && model->texture[m->prop[i].value.textureid].name)
len += strlen(model->texture[m->prop[i].value.textureid].name) + 16;
len += (unsigned int)strlen(model->texture[m->prop[i].value.textureid].name) + 16;
}
out = (unsigned char*)M3D_REALLOC(out, len); ptr += (uintptr_t)out;
if(!out) { setlocale(LC_NUMERIC, ol); goto memerr; }
@ -4676,7 +4689,7 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx);
if(k) continue;
sn = _m3d_safestr(model->inlined[j].name, 0);
if(!sn) { setlocale(LC_NUMERIC, ol); goto memerr; }
ptr -= (uintptr_t)out; len = (uintptr_t)ptr + strlen(sn) + 18;
ptr -= (uintptr_t)out; len = (unsigned int)((uintptr_t)ptr + (uintptr_t)strlen(sn) + (uintptr_t)18);
out = (unsigned char*)M3D_REALLOC(out, len); ptr += (uintptr_t)out;
if(!out) { setlocale(LC_NUMERIC, ol); goto memerr; }
ptr += sprintf(ptr, "Procedural\r\n%s\r\n\r\n", sn);
@ -4685,24 +4698,24 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx);
}
/* mesh face */
if(model->numface && face && !(flags & M3D_EXP_NOFACE)) {
ptr -= (uintptr_t)out; len = (uintptr_t)ptr + model->numface * 128 + 6;
last = (M3D_INDEX)-1U;
ptr -= (uintptr_t)out; len = (unsigned int)((uintptr_t)ptr + (uintptr_t)(model->numface * 128) + (uintptr_t)6);
last = M3D_UNDEF;
if(!(flags & M3D_EXP_NOMATERIAL))
for(i = 0; i < model->numface; i++) {
j = face[i].data.materialid < model->nummaterial ? face[i].data.materialid : (M3D_INDEX)-1U;
j = face[i].data.materialid < model->nummaterial ? face[i].data.materialid : M3D_UNDEF;
if(j != last) {
last = j;
if(last < model->nummaterial)
len += strlen(model->material[last].name);
len += (unsigned int)strlen(model->material[last].name);
len += 6;
}
}
out = (unsigned char*)M3D_REALLOC(out, len); ptr += (uintptr_t)out;
if(!out) { setlocale(LC_NUMERIC, ol); goto memerr; }
ptr += sprintf(ptr, "Mesh\r\n");
last = (M3D_INDEX)-1U;
last = M3D_UNDEF;
for(i = 0; i < model->numface; i++) {
j = face[i].data.materialid < model->nummaterial ? face[i].data.materialid : (M3D_INDEX)-1U;
j = face[i].data.materialid < model->nummaterial ? face[i].data.materialid : M3D_UNDEF;
if(!(flags & M3D_EXP_NOMATERIAL) && j != last) {
last = j;
if(last < model->nummaterial) {
@ -4716,14 +4729,14 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx);
/* hardcoded triangles. Should be repeated as many times as the number of edges in polygon */
for(j = 0; j < 3; j++) {
ptr += sprintf(ptr, "%s%d", j?" ":"", vrtxidx[face[i].data.vertex[j]]);
k = -1U;
if(!(flags & M3D_EXP_NOTXTCRD) && (face[i].data.texcoord[j] != (M3D_INDEX)-1U) &&
(tmapidx[face[i].data.texcoord[j]] != (M3D_INDEX)-1U)) {
k = M3D_NOTDEFINED;
if(!(flags & M3D_EXP_NOTXTCRD) && (face[i].data.texcoord[j] != M3D_UNDEF) &&
(tmapidx[face[i].data.texcoord[j]] != M3D_UNDEF)) {
k = tmapidx[face[i].data.texcoord[j]];
ptr += sprintf(ptr, "/%d", k);
}
if(!(flags & M3D_EXP_NONORMAL) && (face[i].data.normal[j] != (M3D_INDEX)-1U))
ptr += sprintf(ptr, "%s/%d", k == -1U? "/" : "", vrtxidx[face[i].data.normal[j]]);
if(!(flags & M3D_EXP_NONORMAL) && (face[i].data.normal[j] != M3D_UNDEF))
ptr += sprintf(ptr, "%s/%d", k == M3D_NOTDEFINED? "/" : "", vrtxidx[face[i].data.normal[j]]);
}
ptr += sprintf(ptr, "\r\n");
}
@ -4734,22 +4747,22 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx);
for(j = 0; j < model->numshape; j++) {
sn = _m3d_safestr(model->shape[j].name, 0);
if(!sn) { setlocale(LC_NUMERIC, ol); goto memerr; }
ptr -= (uintptr_t)out; len = (uintptr_t)ptr + strlen(sn) + 33;
ptr -= (uintptr_t)out; len = (unsigned int)((uintptr_t)ptr + (uintptr_t)strlen(sn) + (uintptr_t)33);
out = (unsigned char*)M3D_REALLOC(out, len); ptr += (uintptr_t)out;
if(!out) { setlocale(LC_NUMERIC, ol); goto memerr; }
ptr += sprintf(ptr, "Shape %s\r\n", sn);
M3D_FREE(sn); sn = NULL;
if(model->shape[j].group != (M3D_INDEX)-1U && !(flags & M3D_EXP_NOBONE))
if(model->shape[j].group != M3D_UNDEF && !(flags & M3D_EXP_NOBONE))
ptr += sprintf(ptr, "group %d\r\n", model->shape[j].group);
for(i = 0; i < model->shape[j].numcmd; i++) {
cmd = &model->shape[j].cmd[i];
if(cmd->type >= (unsigned int)(sizeof(m3d_commandtypes)/sizeof(m3d_commandtypes[0])) || !cmd->arg)
continue;
cd = &m3d_commandtypes[cmd->type];
ptr -= (uintptr_t)out; len = (uintptr_t)ptr + strlen(cd->key) + 3;
ptr -= (uintptr_t)out; len = (unsigned int)((uintptr_t)ptr + (uintptr_t)strlen(cd->key) + (uintptr_t)3);
for(k = 0; k < cd->p; k++)
switch(cd->a[k]) {
case m3dcp_mi_t: if(cmd->arg[k] != -1U) { len += strlen(model->material[cmd->arg[k]].name) + 1; } break;
case m3dcp_mi_t: if(cmd->arg[k] != M3D_NOTDEFINED) { len += (unsigned int)strlen(model->material[cmd->arg[k]].name) + 1; } break;
case m3dcp_va_t: len += cmd->arg[k] * (cd->p - k - 1) * 16; k = cd->p; break;
default: len += 16; break;
}
@ -4759,7 +4772,7 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx);
for(k = n = 0, l = cd->p; k < l; k++) {
switch(cd->a[((k - n) % (cd->p - n)) + n]) {
case m3dcp_mi_t:
if(cmd->arg[k] != -1U) {
if(cmd->arg[k] != M3D_NOTDEFINED) {
sn = _m3d_safestr(model->material[cmd->arg[k]].name, 0);
if(!sn) { setlocale(LC_NUMERIC, ol); goto memerr; }
ptr += sprintf(ptr, " %s", sn);
@ -4781,12 +4794,12 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx);
/* annotation labels */
if(model->numlabel && model->label && !(flags & M3D_EXP_NOFACE)) {
for(i = 0, j = 3, length = NULL; i < model->numlabel; i++) {
if(model->label[i].name) j += strlen(model->label[i].name);
if(model->label[i].lang) j += strlen(model->label[i].lang);
if(model->label[i].text) j += strlen(model->label[i].text);
if(model->label[i].name) j += (unsigned int)strlen(model->label[i].name);
if(model->label[i].lang) j += (unsigned int)strlen(model->label[i].lang);
if(model->label[i].text) j += (unsigned int)strlen(model->label[i].text);
j += 40;
}
ptr -= (uintptr_t)out; len = (uintptr_t)ptr + j;
ptr -= (uintptr_t)out; len = (unsigned int)((uintptr_t)ptr + (uintptr_t)j);
out = (unsigned char*)M3D_REALLOC(out, len); ptr += (uintptr_t)out;
if(!out) { setlocale(LC_NUMERIC, ol); goto memerr; }
for(i = 0; i < model->numlabel; i++) {
@ -4821,7 +4834,7 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx);
a = &model->action[j];
sn = _m3d_safestr(a->name, 0);
if(!sn) { setlocale(LC_NUMERIC, ol); goto memerr; }
ptr -= (uintptr_t)out; len = (uintptr_t)ptr + strlen(sn) + 48;
ptr -= (uintptr_t)out; len = (unsigned int)((uintptr_t)ptr + (uintptr_t)strlen(sn) + (uintptr_t)48);
for(i = 0; i < a->numframe; i++)
len += a->frame[i].numtransform * 128 + 8;
out = (unsigned char*)M3D_REALLOC(out, len); ptr += (uintptr_t)out;
@ -4842,9 +4855,9 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx);
if(model->numinlined && model->inlined) {
for(i = j = 0; i < model->numinlined; i++)
if(model->inlined[i].name)
j += strlen(model->inlined[i].name) + 6;
j += (unsigned int)strlen(model->inlined[i].name) + 6;
if(j > 0) {
ptr -= (uintptr_t)out; len = (uintptr_t)ptr + j + 16;
ptr -= (uintptr_t)out; len = (unsigned int)((uintptr_t)ptr + (uintptr_t)j + (uintptr_t)16);
out = (unsigned char*)M3D_REALLOC(out, len); ptr += (uintptr_t)out;
if(!out) { setlocale(LC_NUMERIC, ol); goto memerr; }
ptr += sprintf(ptr, "Assets\r\n");
@ -4858,7 +4871,7 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx);
if(model->numextra && (flags & M3D_EXP_EXTRA)) {
for(i = 0; i < model->numextra; i++) {
if(model->extra[i]->length < 9) continue;
ptr -= (uintptr_t)out; len = (uintptr_t)ptr + 17 + model->extra[i]->length * 3;
ptr -= (uintptr_t)out; len = (unsigned int)((uintptr_t)ptr + (uintptr_t)17 + (uintptr_t)(model->extra[i]->length * 3));
out = (unsigned char*)M3D_REALLOC(out, len); ptr += (uintptr_t)out;
if(!out) { setlocale(LC_NUMERIC, ol); goto memerr; }
ptr += sprintf(ptr, "Extra %c%c%c%c\r\n",
@ -4873,7 +4886,7 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx);
}
}
setlocale(LC_NUMERIC, ol);
len = (uintptr_t)ptr - (uintptr_t)out;
len = (unsigned int)((uintptr_t)ptr - (uintptr_t)out);
out = (unsigned char*)M3D_REALLOC(out, len + 1);
if(!out) goto memerr;
out[len] = 0;
@ -4889,10 +4902,10 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx);
memcpy((uint8_t*)h, "HEAD", 4);
h->length = sizeof(m3dhdr_t);
h->scale = scale;
i = strlen(sn); memcpy((uint8_t*)h + h->length, sn, i+1); h->length += i+1; M3D_FREE(sn);
i = strlen(sl); memcpy((uint8_t*)h + h->length, sl, i+1); h->length += i+1; M3D_FREE(sl);
i = strlen(sa); memcpy((uint8_t*)h + h->length, sa, i+1); h->length += i+1; M3D_FREE(sa);
i = strlen(sd); memcpy((uint8_t*)h + h->length, sd, i+1); h->length += i+1; M3D_FREE(sd);
i = (unsigned int)strlen(sn); memcpy((uint8_t*)h + h->length, sn, i+1); h->length += i+1; M3D_FREE(sn);
i = (unsigned int)strlen(sl); memcpy((uint8_t*)h + h->length, sl, i+1); h->length += i+1; M3D_FREE(sl);
i = (unsigned int)strlen(sa); memcpy((uint8_t*)h + h->length, sa, i+1); h->length += i+1; M3D_FREE(sa);
i = (unsigned int)strlen(sd); memcpy((uint8_t*)h + h->length, sd, i+1); h->length += i+1; M3D_FREE(sd);
sn = sl = sa = sd = NULL;
if(model->inlined)
for(i = 0; i < model->numinlined; i++) {
@ -4960,7 +4973,7 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx);
memcpy((uint8_t*)h + len, "TMAP", 4);
length = (uint32_t*)((uint8_t*)h + len + 4);
out = (uint8_t*)h + len + 8;
last = (M3D_INDEX)-1U;
last = M3D_UNDEF;
for(i = 0; i < numtmap; i++) {
if(tmap[i].newidx == last) continue;
last = tmap[i].newidx;
@ -4974,7 +4987,7 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx);
case 8: *((double*)out) = tmap[i].data.u; out += 8; *((double*)out) = tmap[i].data.v; out += 8; break;
}
}
*length = (uintptr_t)out - (uintptr_t)((uint8_t*)h + len);
*length = (uint32_t)((uintptr_t)out - (uintptr_t)((uint8_t*)h + len));
out = NULL;
len += *length;
}
@ -4986,7 +4999,7 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx);
memcpy((uint8_t*)h + len, "VRTS", 4);
length = (uint32_t*)((uint8_t*)h + len + 4);
out = (uint8_t*)h + len + 8;
last = (M3D_INDEX)-1U;
last = M3D_UNDEF;
for(i = 0; i < numvrtx; i++) {
if(vrtx[i].newidx == last) continue;
last = vrtx[i].newidx;
@ -5024,7 +5037,7 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx);
}
out = _m3d_addidx(out, sk_s, vrtx[i].data.skinid);
}
*length = (uintptr_t)out - (uintptr_t)((uint8_t*)h + len);
*length = (uint32_t)((uintptr_t)out - (uintptr_t)((uint8_t*)h + len));
out = NULL;
len += *length;
}
@ -5046,12 +5059,12 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx);
out = _m3d_addidx(out, vi_s, vrtxidx[model->bone[i].ori]);
}
if(numskin && skin && sk_s) {
last = (M3D_INDEX)-1U;
last = M3D_UNDEF;
for(i = 0; i < numskin; i++) {
if(skin[i].newidx == last) continue;
last = skin[i].newidx;
memset(&weights, 0, nb_s);
for(j = 0; j < (uint32_t)nb_s && skin[i].data.boneid[j] != (M3D_INDEX)-1U &&
for(j = 0; j < (uint32_t)nb_s && skin[i].data.boneid[j] != M3D_UNDEF &&
skin[i].data.weight[j] > (M3D_FLOAT)0.0; j++)
weights[j] = (uint8_t)(skin[i].data.weight[j] * 255);
switch(nb_s) {
@ -5060,20 +5073,20 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx);
case 4: *((uint32_t*)out) = *((uint32_t*)&weights[0]); out += 4; break;
case 8: *((uint64_t*)out) = *((uint64_t*)&weights[0]); out += 8; break;
}
for(j = 0; j < (uint32_t)nb_s && skin[i].data.boneid[j] != (M3D_INDEX)-1U && weights[j]; j++) {
for(j = 0; j < (uint32_t)nb_s && skin[i].data.boneid[j] != M3D_UNDEF && weights[j]; j++) {
out = _m3d_addidx(out, bi_s, skin[i].data.boneid[j]);
*length += bi_s;
}
}
}
*length = (uintptr_t)out - (uintptr_t)((uint8_t*)h + len);
*length = (uint32_t)((uintptr_t)out - (uintptr_t)((uint8_t*)h + len));
out = NULL;
len += *length;
}
/* materials */
if(model->nummaterial && !(flags & M3D_EXP_NOMATERIAL)) {
for(j = 0; j < model->nummaterial; j++) {
if(mtrlidx[j] == (M3D_INDEX)-1U || !model->material[j].numprop || !model->material[j].prop) continue;
if(mtrlidx[j] == M3D_UNDEF || !model->material[j].numprop || !model->material[j].prop) continue;
m = &model->material[j];
chunklen = 12 + si_s + m->numprop * 5;
h = (m3dhdr_t*)M3D_REALLOC(h, len + chunklen);
@ -5115,7 +5128,7 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx);
break;
}
}
*length = (uintptr_t)out - (uintptr_t)((uint8_t*)h + len);
*length = (uint32_t)((uintptr_t)out - (uintptr_t)((uint8_t*)h + len));
len += *length;
out = NULL;
}
@ -5152,7 +5165,7 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx);
memcpy((uint8_t*)h + len, "MESH", 4);
length = (uint32_t*)((uint8_t*)h + len + 4);
out = (uint8_t*)h + len + 8;
last = (M3D_INDEX)-1U;
last = M3D_UNDEF;
for(i = 0; i < model->numface; i++) {
if(!(flags & M3D_EXP_NOMATERIAL) && face[i].data.materialid != last) {
last = face[i].data.materialid;
@ -5162,10 +5175,10 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx);
}
/* hardcoded triangles. */
k = (3 << 4) |
(((flags & M3D_EXP_NOTXTCRD) || !ti_s || face[i].data.texcoord[0] == (M3D_INDEX)-1U ||
face[i].data.texcoord[1] == (M3D_INDEX)-1U || face[i].data.texcoord[2] == (M3D_INDEX)-1U) ? 0 : 1) |
(((flags & M3D_EXP_NONORMAL) || face[i].data.normal[0] == (M3D_INDEX)-1U ||
face[i].data.normal[1] == (M3D_INDEX)-1U || face[i].data.normal[2] == (M3D_INDEX)-1U) ? 0 : 2);
(((flags & M3D_EXP_NOTXTCRD) || !ti_s || face[i].data.texcoord[0] == M3D_UNDEF ||
face[i].data.texcoord[1] == M3D_UNDEF || face[i].data.texcoord[2] == M3D_UNDEF) ? 0 : 1) |
(((flags & M3D_EXP_NONORMAL) || face[i].data.normal[0] == M3D_UNDEF ||
face[i].data.normal[1] == M3D_UNDEF || face[i].data.normal[2] == M3D_UNDEF) ? 0 : 2);
*out++ = k;
for(j = 0; j < 3; j++) {
out = _m3d_addidx(out, vi_s, vrtxidx[face[i].data.vertex[j]]);
@ -5175,7 +5188,7 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx);
out = _m3d_addidx(out, vi_s, vrtxidx[face[i].data.normal[j]]);
}
}
*length = (uintptr_t)out - (uintptr_t)((uint8_t*)h + len);
*length = (uint32_t)((uintptr_t)out - (uintptr_t)((uint8_t*)h + len));
len += *length;
out = NULL;
}
@ -5226,7 +5239,7 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx);
}
}
}
*length = (uintptr_t)out - (uintptr_t)((uint8_t*)h + len);
*length = (uint32_t)((uintptr_t)out - (uintptr_t)((uint8_t*)h + len));
len += *length;
out = NULL;
}
@ -5238,7 +5251,7 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx);
sl = model->label[i].lang;
sn = model->label[i].name;
if(length) {
*length = (uintptr_t)out - (uintptr_t)((uint8_t*)h + len);
*length = (uint32_t)((uintptr_t)out - (uintptr_t)((uint8_t*)h + len));
len += *length;
}
chunklen = 8 + 2 * si_s + ci_s + model->numlabel * (vi_s + si_s);
@ -5260,7 +5273,7 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx);
out = _m3d_addidx(out, si_s, _m3d_stridx(str, numstr, model->label[l].text));
}
if(length) {
*length = (uintptr_t)out - (uintptr_t)((uint8_t*)h + len);
*length = (uint32_t)((uintptr_t)out - (uintptr_t)((uint8_t*)h + len));
len += *length;
}
out = NULL;
@ -5288,7 +5301,7 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx);
out = _m3d_addidx(out, vi_s, vrtxidx[a->frame[i].transform[k].ori]);
}
}
*length = (uintptr_t)out - (uintptr_t)((uint8_t*)h + len);
*length = (uint32_t)((uintptr_t)out - (uintptr_t)((uint8_t*)h + len));
len += *length;
out = NULL;
}

View File

@ -973,7 +973,7 @@ void MD3Importer::InternReadFile( const std::string& pFile, aiScene* pScene, IOS
AI_SWAP2( pcVertices[i].Z );
AI_SWAP4( pcUVs[i].U );
AI_SWAP4( pcUVs[i].U );
AI_SWAP4( pcUVs[i].V );
}
for (uint32_t i = 0; i < pcSurfaces->NUM_TRIANGLES;++i) {
AI_SWAP4(pcTriangles[i].INDEXES[0]);

View File

@ -355,7 +355,7 @@ void MDCImporter::InternReadFile(
// swap all texture coordinates
for (unsigned int i = 0; i < pcSurface->ulNumVertices;++i)
{
AI_SWAP4( pcUVs->v );
AI_SWAP4( pcUVs->u );
AI_SWAP4( pcUVs->v );
}

View File

@ -0,0 +1,600 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp 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 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 HL1FileData.h
* @brief Definition of in-memory structures for the
* Half-Life 1 MDL file format.
*/
#ifndef AI_HL1FILEDATA_INCLUDED
#define AI_HL1FILEDATA_INCLUDED
#include "HalfLifeMDLBaseHeader.h"
#include <assimp/Compiler/pushpack1.h>
#include <assimp/types.h>
namespace Assimp {
namespace MDL {
namespace HalfLife {
using vec3_t = float[3];
/** \struct Header_HL1
* \brief Data structure for the HL1 MDL file header.
*/
struct Header_HL1 : HalfLifeMDLBaseHeader {
//! The model name.
char name[64];
//! The total file size in bytes.
int32_t length;
//! Ideal eye position.
vec3_t eyeposition;
//! Ideal movement hull size.
vec3_t min;
vec3_t max;
//! Clipping bounding box.
vec3_t bbmin;
vec3_t bbmax;
//! Was "flags".
int32_t unused;
//! The number of bones.
int32_t numbones;
//! Offset to the first bone chunk.
int32_t boneindex;
//! The number of bone controllers.
int32_t numbonecontrollers;
//! Offset to the first bone controller chunk.
int32_t bonecontrollerindex;
//! The number of hitboxes.
int32_t numhitboxes;
//! Offset to the first hitbox chunk.
int32_t hitboxindex;
//! The number of sequences.
int32_t numseq;
//! Offset to the first sequence description chunk.
int32_t seqindex;
//! The number of sequence groups.
int32_t numseqgroups;
//! Offset to the first sequence group chunk.
int32_t seqgroupindex;
//! The number of textures.
int32_t numtextures;
//! Offset to the first texture chunk.
int32_t textureindex;
//! Offset to the first texture's image data.
int32_t texturedataindex;
//! The number of replaceable textures.
int32_t numskinref;
//! The number of skin families.
int32_t numskinfamilies;
//! Offset to the first replaceable texture.
int32_t skinindex;
//! The number of bodyparts.
int32_t numbodyparts;
//! Offset the the first bodypart.
int32_t bodypartindex;
//! The number of attachments.
int32_t numattachments;
//! Offset the the first attachment chunk.
int32_t attachmentindex;
//! Was "soundtable".
int32_t unused2;
//! Was "soundindex".
int32_t unused3;
//! Was "soundgroups".
int32_t unused4;
//! Was "soundgroupindex".
int32_t unused5;
//! The number of nodes in the sequence transition graph.
int32_t numtransitions;
//! Offset the the first sequence transition.
int32_t transitionindex;
} PACK_STRUCT;
/** \struct SequenceHeader_HL1
* \brief Data structure for the file header of a demand loaded
* HL1 MDL sequence group file.
*/
struct SequenceHeader_HL1 : HalfLifeMDLBaseHeader {
//! The sequence group file name.
char name[64];
//! The total file size in bytes.
int32_t length;
} PACK_STRUCT;
/** \struct Bone_HL1
* \brief Data structure for a bone in HL1 MDL files.
*/
struct Bone_HL1 {
//! The bone name.
char name[32];
//! The parent bone index. (-1) If it has no parent.
int32_t parent;
//! Was "flags".
int32_t unused;
//! Available bone controller per motion type.
//! (-1) if no controller is available.
int32_t bonecontroller[6];
/*! Default position and rotation values where
* scale[0] = position.X
* scale[1] = position.Y
* scale[2] = position.Z
* scale[3] = rotation.X
* scale[4] = rotation.Y
* scale[5] = rotation.Z
*/
float value[6];
/*! Compressed scale values where
* scale[0] = position.X scale
* scale[1] = position.Y scale
* scale[2] = position.Z scale
* scale[3] = rotation.X scale
* scale[4] = rotation.Y scale
* scale[5] = rotation.Z scale
*/
float scale[6];
} PACK_STRUCT;
/** \struct BoneController_HL1
* \brief Data structure for a bone controller in HL1 MDL files.
*/
struct BoneController_HL1 {
//! Bone affected by this controller.
int32_t bone;
//! The motion type.
int32_t type;
//! The minimum and maximum values.
float start;
float end;
// Was "rest".
int32_t unused;
// The bone controller channel.
int32_t index;
} PACK_STRUCT;
/** \struct Hitbox_HL1
* \brief Data structure for a hitbox in HL1 MDL files.
*/
struct Hitbox_HL1 {
//! The bone this hitbox follows.
int32_t bone;
//! The hit group.
int32_t group;
//! The hitbox minimum and maximum extents.
vec3_t bbmin;
vec3_t bbmax;
} PACK_STRUCT;
/** \struct SequenceGroup_HL1
* \brief Data structure for a sequence group in HL1 MDL files.
*/
struct SequenceGroup_HL1 {
//! A textual name for this sequence group.
char label[32];
//! The file name.
char name[64];
//! Was "cache".
int32_t unused;
//! Was "data".
int32_t unused2;
} PACK_STRUCT;
//! The type of blending for a sequence.
enum SequenceBlendMode_HL1 {
NoBlend = 1,
TwoWayBlending = 2,
FourWayBlending = 4,
};
/** \struct SequenceDesc_HL1
* \brief Data structure for a sequence description in HL1 MDL files.
*/
struct SequenceDesc_HL1 {
//! The sequence name.
char label[32];
//! Frames per second.
float fps;
//! looping/non-looping flags.
int32_t flags;
//! The sequence activity.
int32_t activity;
//! The sequence activity weight.
int32_t actweight;
//! The number of animation events.
int32_t numevents;
//! Offset the the first animation event chunk.
int32_t eventindex;
//! The number of frames in the sequence.
int32_t numframes;
//! Was "numpivots".
int32_t unused;
//! Was "pivotindex".
int32_t unused2;
//! Linear motion type.
int32_t motiontype;
//! Linear motion bone.
int32_t motionbone;
//! Linear motion.
vec3_t linearmovement;
//! Was "automoveposindex".
int32_t unused3;
//! Was "automoveangleindex".
int32_t unused4;
//! The sequence minimum and maximum extents.
vec3_t bbmin;
vec3_t bbmax;
//! The number of blend animations.
int32_t numblends;
//! Offset to first the AnimValueOffset_HL1 chunk.
//! This offset is relative to the SequenceHeader_HL1 of the file
//! that contains the animation data.
int32_t animindex;
//! The motion type of each blend controller.
int32_t blendtype[2];
//! The starting value of each blend controller.
float blendstart[2];
//! The ending value of each blend controller.
float blendend[2];
//! Was "blendparent".
int32_t unused5;
//! The sequence group.
int32_t seqgroup;
//! The node at entry in the sequence transition graph.
int32_t entrynode;
//! The node at exit in the sequence transition graph.
int32_t exitnode;
//! Transition rules.
int32_t nodeflags;
//! Was "nextseq"
int32_t unused6;
} PACK_STRUCT;
/** \struct AnimEvent_HL1
* \brief Data structure for an animation event in HL1 MDL files.
*/
struct AnimEvent_HL1 {
//! The frame at which this animation event occurs.
int32_t frame;
//! The script event type.
int32_t event;
//! was "type"
int32_t unused;
//! Options. Could be path to sound WAVE files.
char options[64];
} PACK_STRUCT;
/** \struct Attachment_HL1
* \brief Data structure for an attachment in HL1 MDL files.
*/
struct Attachment_HL1 {
//! Was "name".
char unused[32];
//! Was "type".
int32_t unused2;
//! The bone this attachment follows.
int32_t bone;
//! The attachment origin.
vec3_t org;
//! Was "vectors"
vec3_t unused3[3];
} PACK_STRUCT;
/** \struct AnimValueOffset_HL1
* \brief Data structure to hold offsets (one per motion type)
* to the first animation frame value for a single bone
* in HL1 MDL files.
*/
struct AnimValueOffset_HL1 {
unsigned short offset[6];
} PACK_STRUCT;
/** \struct AnimValue_HL1
* \brief Data structure for an animation frame in HL1 MDL files.
*/
union AnimValue_HL1 {
struct {
uint8_t valid;
uint8_t total;
} num;
short value;
} PACK_STRUCT;
/** \struct Bodypart_HL1
* \brief Data structure for a bodypart in HL1 MDL files.
*/
struct Bodypart_HL1 {
//! The bodypart name.
char name[64];
//! The number of available models for this bodypart.
int32_t nummodels;
//! Used to convert from a global model index
//! to a local bodypart model index.
int32_t base;
//! The offset to the first model chunk.
int32_t modelindex;
} PACK_STRUCT;
/** \struct Texture_HL1
* \brief Data structure for a texture in HL1 MDL files.
*/
struct Texture_HL1 {
//! Texture file name.
char name[64];
//! Texture flags.
int32_t flags;
//! Texture width in pixels.
int32_t width;
//! Texture height in pixels.
int32_t height;
//! Offset to the image data.
//! This offset is relative to the texture file header.
int32_t index;
} PACK_STRUCT;
/** \struct Model_HL1
* \brief Data structure for a model in HL1 MDL files.
*/
struct Model_HL1 {
//! Model name.
char name[64];
//! Was "type".
int32_t unused;
//! Was "boundingradius".
float unused2;
//! The number of meshes in the model.
int32_t nummesh;
//! Offset to the first mesh chunk.
int32_t meshindex;
//! The number of unique vertices.
int32_t numverts;
//! Offset to the vertex bone array.
int32_t vertinfoindex;
//! Offset to the vertex array.
int32_t vertindex;
//! The number of unique normals.
int32_t numnorms;
//! Offset to the normal bone array.
int32_t norminfoindex;
//! Offset to the normal array.
int32_t normindex;
//! Was "numgroups".
int32_t unused3;
//! Was "groupindex".
int32_t unused4;
} PACK_STRUCT;
/** \struct Mesh_HL1
* \brief Data structure for a mesh in HL1 MDL files.
*/
struct Mesh_HL1 {
//! Can be interpreted as the number of triangles in the mesh.
int32_t numtris;
//! Offset to the start of the tris sequence.
int32_t triindex;
//! The skin index.
int32_t skinref;
//! The number of normals in the mesh.
int32_t numnorms;
//! Was "normindex".
int32_t unused;
} PACK_STRUCT;
/** \struct Trivert
* \brief Data structure for a trivert in HL1 MDL files.
*/
struct Trivert {
//! Index into Model_HL1 vertex array.
short vertindex;
//! Index into Model_HL1 normal array.
short normindex;
//! Texture coordinates in absolute space (unnormalized).
short s, t;
} PACK_STRUCT;
#include <assimp/Compiler/poppack1.h>
#if (!defined AI_MDL_HL1_VERSION)
#define AI_MDL_HL1_VERSION 10
#endif
#if (!defined AI_MDL_HL1_MAX_TRIANGLES)
#define AI_MDL_HL1_MAX_TRIANGLES 20000
#endif
#if (!defined AI_MDL_HL1_MAX_VERTICES)
#define AI_MDL_HL1_MAX_VERTICES 2048
#endif
#if (!defined AI_MDL_HL1_MAX_SEQUENCES)
#define AI_MDL_HL1_MAX_SEQUENCES 2048
#endif
#if (!defined AI_MDL_HL1_MAX_SEQUENCE_GROUPS)
#define AI_MDL_HL1_MAX_SEQUENCE_GROUPS 32
#endif
#if (!defined AI_MDL_HL1_MAX_TEXTURES)
#define AI_MDL_HL1_MAX_TEXTURES 100
#endif
#if (!defined AI_MDL_HL1_MAX_SKIN_FAMILIES)
#define AI_MDL_HL1_MAX_SKIN_FAMILIES 100
#endif
#if (!defined AI_MDL_HL1_MAX_BONES)
#define AI_MDL_HL1_MAX_BONES 128
#endif
#if (!defined AI_MDL_HL1_MAX_BODYPARTS)
#define AI_MDL_HL1_MAX_BODYPARTS 32
#endif
#if (!defined AI_MDL_HL1_MAX_MODELS)
#define AI_MDL_HL1_MAX_MODELS 32
#endif
#if (!defined AI_MDL_HL1_MAX_MESHES)
#define AI_MDL_HL1_MAX_MESHES 256
#endif
#if (!defined AI_MDL_HL1_MAX_EVENTS)
#define AI_MDL_HL1_MAX_EVENTS 1024
#endif
#if (!defined AI_MDL_HL1_MAX_BONE_CONTROLLERS)
#define AI_MDL_HL1_MAX_BONE_CONTROLLERS 8
#endif
#if (!defined AI_MDL_HL1_MAX_ATTACHMENTS)
#define AI_MDL_HL1_MAX_ATTACHMENTS 512
#endif
// lighting options
#if (!defined AI_MDL_HL1_STUDIO_NF_FLATSHADE)
#define AI_MDL_HL1_STUDIO_NF_FLATSHADE 0x0001
#endif
#if (!defined AI_MDL_HL1_STUDIO_NF_CHROME)
#define AI_MDL_HL1_STUDIO_NF_CHROME 0x0002
#endif
#if (!defined AI_MDL_HL1_STUDIO_NF_ADDITIVE)
#define AI_MDL_HL1_STUDIO_NF_ADDITIVE 0x0020
#endif
#if (!defined AI_MDL_HL1_STUDIO_NF_MASKED)
#define AI_MDL_HL1_STUDIO_NF_MASKED 0x0040
#endif
} // namespace HalfLife
} // namespace MDL
} // namespace Assimp
#endif // AI_HL1FILEDATA_INCLUDED

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp 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 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 HL1ImportDefinitions.h
* @brief HL1 MDL loader specific definitions.
*/
#ifndef AI_MDL_HL1_IMPORT_DEFINITIONS_INCLUDED
#define AI_MDL_HL1_IMPORT_DEFINITIONS_INCLUDED
#define AI_MDL_HL1_NODE_ROOT "<MDL_root>"
#define AI_MDL_HL1_NODE_BODYPARTS "<MDL_bodyparts>"
#define AI_MDL_HL1_NODE_BONES "<MDL_bones>"
#define AI_MDL_HL1_NODE_BONE_CONTROLLERS "<MDL_bone_controllers>"
#define AI_MDL_HL1_NODE_SEQUENCE_INFOS "<MDL_sequence_infos>"
#define AI_MDL_HL1_NODE_SEQUENCE_GROUPS "<MDL_sequence_groups>"
#define AI_MDL_HL1_NODE_SEQUENCE_TRANSITION_GRAPH "<MDL_sequence_transition_graph>"
#define AI_MDL_HL1_NODE_ATTACHMENTS "<MDL_attachments>"
#define AI_MDL_HL1_NODE_HITBOXES "<MDL_hitboxes>"
#define AI_MDL_HL1_NODE_GLOBAL_INFO "<MDL_global_info>"
#define AI_MDL_HL1_NODE_ANIMATION_EVENTS "AnimationEvents"
#define AI_MDL_HL1_NODE_BLEND_CONTROLLERS "BlendControllers"
#define AI_MDL_HL1_MATKEY_CHROME(type, N) "$mat.HL1.chrome", type, N
#endif // AI_MDL_HL1_IMPORT_DEFINITIONS_INCLUDED

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp 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 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 HL1ImportSettings.h
* @brief Half-Life 1 MDL loader configuration settings.
*/
#ifndef AI_HL1IMPORTSETTINGS_INCLUDED
#define AI_HL1IMPORTSETTINGS_INCLUDED
#include <string>
namespace Assimp {
namespace MDL {
namespace HalfLife {
struct HL1ImportSettings {
HL1ImportSettings() :
read_animations(false),
read_animation_events(false),
read_blend_controllers(false),
read_sequence_groups_info(false),
read_sequence_transitions(false),
read_attachments(false),
read_bone_controllers(false),
read_hitboxes(false),
read_textures(false),
read_misc_global_info(false) {
}
bool read_animations;
bool read_animation_events;
bool read_blend_controllers;
bool read_sequence_groups_info;
bool read_sequence_transitions;
bool read_attachments;
bool read_bone_controllers;
bool read_hitboxes;
bool read_textures;
bool read_misc_global_info;
};
} // namespace HalfLife
} // namespace MDL
} // namespace Assimp
#endif // AI_HL1IMPORTSETTINGS_INCLUDED

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp 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 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 HL1MDLLoader.h
* @brief Declaration of the Half-Life 1 MDL loader.
*/
#ifndef AI_HL1MDLLOADER_INCLUDED
#define AI_HL1MDLLOADER_INCLUDED
#include "HL1FileData.h"
#include "HL1ImportSettings.h"
#include "UniqueNameGenerator.h"
#include <memory>
#include <string>
#include <assimp/types.h>
#include <assimp/scene.h>
#include <assimp/texture.h>
#include <assimp/IOSystem.hpp>
#include <assimp/DefaultIOSystem.h>
#include <assimp/Exceptional.h>
namespace Assimp {
namespace MDL {
namespace HalfLife {
class HL1MDLLoader {
public:
HL1MDLLoader() = delete;
HL1MDLLoader(const HL1MDLLoader &) = delete;
/** See variables descriptions at the end for more details. */
HL1MDLLoader(
aiScene *scene,
IOSystem *io,
const unsigned char *buffer,
const std::string &file_path,
const HL1ImportSettings &import_settings);
~HL1MDLLoader();
void load_file();
protected:
/** \brief Validate the header data structure of a Half-Life 1 MDL file.
* \param[in] header Input header to be validated.
* \param[in] is_texture_header Whether or not we are reading an MDL
* texture file.
*/
void validate_header(const Header_HL1 *header, bool is_texture_header);
void load_texture_file();
void load_sequence_groups_files();
void read_textures();
void read_skins();
void read_bones();
void read_meshes();
void read_animations();
void read_sequence_groups_info();
void read_sequence_infos();
void read_sequence_transitions();
void read_attachments();
void read_hitboxes();
void read_bone_controllers();
void read_global_info();
private:
void release_resources();
/** \brief Load a file and copy it's content to a buffer.
* \param file_path The path to the file to be loaded.
* \param buffer A pointer to a buffer to receive the data.
*/
template <typename MDLFileHeader>
void load_file_into_buffer(const std::string &file_path, unsigned char *&buffer);
/** \brief Read an MDL texture.
* \param[in] ptexture A pointer to an MDL texture.
* \param[in] data A pointer to the data from \p ptexture.
* \param[in] pal A pointer to the texture palette from \p ptexture.
* \param[in,out] pResult A pointer to the output resulting Assimp texture.
* \param[in,out] last_palette_color The last color from the image palette.
*/
void read_texture(const Texture_HL1 *ptexture,
uint8_t *data, uint8_t *pal, aiTexture *pResult,
aiColor3D &last_palette_color);
/** \brief This method reads a compressed anim value.
* \param[in] panimvalue A pointer to the animation data.
* \param[in] frame The frame to look for.
* \param[in] bone_scale The current bone scale to apply to the compressed value.
* \param[in,out] value The decompressed anim value at \p frame.
*/
void extract_anim_value(const AnimValue_HL1 *panimvalue,
int frame, float bone_scale, float &value);
/**
* \brief Given the number of blend animations, determine the number of blend controllers.
*
* \param[in] num_blend_animations The number of blend animations.
* \param[out] num_blend_controllers The number of blend controllers.
* \return True if the number of blend controllers was determined. False otherwise.
*/
static bool get_num_blend_controllers(const int num_blend_animations, int &num_blend_controllers);
/** Output scene to be filled */
aiScene *scene_;
/** Output I/O handler. Required for additional IO operations. */
IOSystem *io_;
/** Buffer from MDLLoader class. */
const unsigned char *buffer_;
/** The full file path to the MDL file we are trying to load.
* Used to locate other MDL files since MDL may store resources
* in external MDL files. */
const std::string &file_path_;
/** Configuration for HL1 MDL */
const HL1ImportSettings &import_settings_;
/** Main MDL header. */
const Header_HL1 *header_;
/** External MDL texture header. */
const Header_HL1 *texture_header_;
/** External MDL animation headers.
* One for each loaded animation file. */
SequenceHeader_HL1 **anim_headers_;
/** Texture file data. */
unsigned char *texture_buffer_;
/** Animation files data. */
unsigned char **anim_buffers_;
/** The number of sequence groups. */
int num_sequence_groups_;
/** The list of children to be appended to the scene's root node. */
std::vector<aiNode *> rootnode_children_;
/** A unique name generator. Used to generate names for MDL values
* that may have empty/duplicate names. */
UniqueNameGenerator unique_name_generator_;
/** The list of unique sequence names. */
std::vector<std::string> unique_sequence_names_;
/** The list of unique sequence groups names. */
std::vector<std::string> unique_sequence_groups_names_;
/** Structure to store temporary bone information. */
struct TempBone {
TempBone() :
node(nullptr),
absolute_transform(),
offset_matrix() {}
aiNode *node;
aiMatrix4x4 absolute_transform;
aiMatrix4x4 offset_matrix;
};
std::vector<TempBone> temp_bones_;
/** The number of available bone controllers in the model. */
int num_blend_controllers_;
/** Self explanatory. */
int total_models_;
};
// ------------------------------------------------------------------------------------------------
template <typename MDLFileHeader>
void HL1MDLLoader::load_file_into_buffer(const std::string &file_path, unsigned char *&buffer) {
if (!io_->Exists(file_path))
throw DeadlyImportError("Missing file " + DefaultIOSystem::fileName(file_path) + ".");
std::unique_ptr<IOStream> file(io_->Open(file_path));
if (file.get() == NULL)
throw DeadlyImportError("Failed to open MDL file " + DefaultIOSystem::fileName(file_path) + ".");
const size_t file_size = file->FileSize();
if (file_size < sizeof(MDLFileHeader))
throw DeadlyImportError("MDL file is too small.");
buffer = new unsigned char[1 + file_size];
file->Read((void *)buffer, 1, file_size);
buffer[file_size] = '\0';
}
} // namespace HalfLife
} // namespace MDL
} // namespace Assimp
#endif // AI_HL1MDLLOADER_INCLUDED

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp 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 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 HL1MeshTrivert.h
* @brief This file contains the class declaration for the
* HL1 mesh trivert class.
*/
#ifndef AI_HL1MESHTRIVERT_INCLUDED
#define AI_HL1MESHTRIVERT_INCLUDED
#include "HL1FileData.h"
namespace Assimp {
namespace MDL {
namespace HalfLife {
/* A class to help map model triverts to mesh triverts. */
struct HL1MeshTrivert {
HL1MeshTrivert() :
vertindex(-1),
normindex(-1),
s(0),
t(0),
localindex(-1) {
}
HL1MeshTrivert(short vertindex, short normindex, short s, short t, short localindex) :
vertindex(vertindex),
normindex(normindex),
s(s),
t(t),
localindex() {
}
HL1MeshTrivert(const Trivert &a) :
vertindex(a.vertindex),
normindex(a.normindex),
s(a.s),
t(a.t),
localindex(-1) {
}
inline bool operator==(const Trivert &a) const {
return vertindex == a.vertindex &&
normindex == a.normindex &&
s == a.s &&
t == a.t;
}
inline bool operator!=(const Trivert &a) const {
return !(*this == a);
}
inline bool operator==(const HL1MeshTrivert &a) const {
return localindex == a.localindex &&
vertindex == a.vertindex &&
normindex == a.normindex &&
s == a.s &&
t == a.t;
}
inline bool operator!=(const HL1MeshTrivert &a) const {
return !(*this == a);
}
inline HL1MeshTrivert &operator=(const Trivert &other) {
vertindex = other.vertindex;
normindex = other.normindex;
s = other.s;
t = other.t;
return *this;
}
short vertindex;
short normindex;
short s, t;
short localindex;
};
struct HL1MeshFace {
short v0, v1, v2;
};
} // namespace HalfLife
} // namespace MDL
} // namespace Assimp
#endif // AI_HL1MESHTRIVERT_INCLUDED

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp 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 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 HalfLifeMDLBaseHeader.h */
#ifndef AI_HALFLIFEMDLBASEHEADER_INCLUDED
#define AI_HALFLIFEMDLBASEHEADER_INCLUDED
#include <assimp/types.h>
namespace Assimp {
namespace MDL {
namespace HalfLife {
/** Used to interface different Valve MDL formats. */
struct HalfLifeMDLBaseHeader
{
//! Magic number: "IDST"/"IDSQ"
char ident[4];
//! The file format version.
int32_t version;
};
}
}
}
#endif // AI_HALFLIFEMDLBASEHEADER_INCLUDED

View File

@ -0,0 +1,95 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp 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 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 LogFunctions.h */
#ifndef AI_MDL_HALFLIFE_LOGFUNCTIONS_INCLUDED
#define AI_MDL_HALFLIFE_LOGFUNCTIONS_INCLUDED
#include <assimp/Logger.hpp>
#include <string>
namespace Assimp {
namespace MDL {
namespace HalfLife {
/**
* \brief A function to log precise messages regarding limits exceeded.
*
* \param[in] subject Subject.
* \param[in] current_amount Current amount.
* \param[in] direct_object Direct object.
* LIMIT Limit constant.
*
* Example: Model has 100 textures, which exceeds the limit (50)
*
* where \p subject is 'Model'
* \p current_amount is '100'
* \p direct_object is 'textures'
* LIMIT is '50'
*/
template <int LIMIT>
static inline void log_warning_limit_exceeded(
const std::string &subject, int current_amount,
const std::string &direct_object) {
ASSIMP_LOG_WARN(MDL_HALFLIFE_LOG_HEADER
+ subject
+ " has "
+ std::to_string(current_amount) + " "
+ direct_object
+ ", which exceeds the limit ("
+ std::to_string(LIMIT)
+ ")");
}
/** \brief Same as above, but uses 'Model' as the subject. */
template <int LIMIT>
static inline void log_warning_limit_exceeded(int current_amount,
const std::string &direct_object) {
log_warning_limit_exceeded<LIMIT>("Model", current_amount, direct_object);
}
} // namespace HalfLife
} // namespace MDL
} // namespace Assimp
#endif // AI_MDL_HALFLIFE_LOGFUNCTIONS_INCLUDED

View File

@ -0,0 +1,180 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp 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 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 UniqueNameGenerator.cpp
* @brief Implementation for the unique name generator.
*/
#include "UniqueNameGenerator.h"
#include <algorithm>
#include <list>
#include <map>
#include <numeric>
namespace Assimp {
namespace MDL {
namespace HalfLife {
UniqueNameGenerator::UniqueNameGenerator() :
template_name_("unnamed"),
separator_("_") {
}
UniqueNameGenerator::UniqueNameGenerator(const char *template_name) :
template_name_(template_name),
separator_("_") {
}
UniqueNameGenerator::UniqueNameGenerator(const char *template_name, const char *separator) :
template_name_(template_name),
separator_(separator) {
}
UniqueNameGenerator::~UniqueNameGenerator() {
}
void UniqueNameGenerator::make_unique(std::vector<std::string> &names) {
struct DuplicateInfo {
DuplicateInfo() :
indices(),
next_id(0) {
}
std::list<size_t> indices;
size_t next_id;
};
std::vector<size_t> empty_names_indices;
std::vector<size_t> template_name_duplicates;
std::map<std::string, DuplicateInfo> names_to_duplicates;
const std::string template_name_with_separator(template_name_ + separator_);
auto format_name = [&](const std::string &base_name, size_t id) -> std::string {
return base_name + separator_ + std::to_string(id);
};
auto generate_unique_name = [&](const std::string &base_name) -> std::string {
auto *duplicate_info = &names_to_duplicates[base_name];
std::string new_name = "";
bool found_identical_name;
bool tried_with_base_name_only = false;
do {
// Assume that no identical name exists.
found_identical_name = false;
if (!tried_with_base_name_only) {
// First try with only the base name.
new_name = base_name;
} else {
// Create the name expected to be unique.
new_name = format_name(base_name, duplicate_info->next_id);
}
// Check in the list of duplicates for an identical name.
for (size_t i = 0;
i < names.size() &&
!found_identical_name;
++i) {
if (new_name == names[i])
found_identical_name = true;
}
if (tried_with_base_name_only)
++duplicate_info->next_id;
tried_with_base_name_only = true;
} while (found_identical_name);
return new_name;
};
for (size_t i = 0; i < names.size(); ++i) {
// Check for empty names.
if (names[i].find_first_not_of(' ') == std::string::npos) {
empty_names_indices.push_back(i);
continue;
}
/* Check for potential duplicate.
a) Either if this name is the same as the template name or
b) <template name><separator> is found at the beginning. */
if (names[i] == template_name_ ||
names[i].substr(0, template_name_with_separator.length()) == template_name_with_separator)
template_name_duplicates.push_back(i);
// Map each unique name to it's duplicate.
if (names_to_duplicates.count(names[i]) == 0)
names_to_duplicates.insert({ names[i], DuplicateInfo()});
else
names_to_duplicates[names[i]].indices.push_back(i);
}
// Make every non-empty name unique.
for (auto it = names_to_duplicates.begin();
it != names_to_duplicates.end(); ++it) {
for (auto it2 = it->second.indices.begin();
it2 != it->second.indices.end();
++it2)
names[*it2] = generate_unique_name(it->first);
}
// Generate a unique name for every empty string.
if (template_name_duplicates.size()) {
// At least one string ressembles to <template name>.
for (auto it = empty_names_indices.begin();
it != empty_names_indices.end(); ++it)
names[*it] = generate_unique_name(template_name_);
} else {
// No string alike <template name> exists.
size_t i = 0;
for (auto it = empty_names_indices.begin();
it != empty_names_indices.end(); ++it, ++i)
names[*it] = format_name(template_name_, i);
}
}
} // namespace HalfLife
} // namespace MDL
} // namespace Assimp

View File

@ -0,0 +1,81 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp 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 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 UniqueNameGenerator.h
* @brief Declaration of the unique name generator.
*/
#ifndef AI_UNIQUENAMEGENERATOR_INCLUDED
#define AI_UNIQUENAMEGENERATOR_INCLUDED
#include <string>
#include <vector>
namespace Assimp {
namespace MDL {
namespace HalfLife {
class UniqueNameGenerator {
public:
UniqueNameGenerator();
UniqueNameGenerator(const char *template_name);
UniqueNameGenerator(const char *template_name, const char *separator);
~UniqueNameGenerator();
inline void set_template_name(const char *template_name) {
template_name_ = template_name;
}
inline void set_separator(const char *separator) {
separator_ = separator;
}
void make_unique(std::vector<std::string> &names);
private:
std::string template_name_;
std::string separator_;
};
} // namespace HalfLife
} // namespace MDL
} // namespace Assimp
#endif // AI_UNIQUENAMEGENERATOR_INCLUDED

View File

@ -51,6 +51,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "MDL/MDLLoader.h"
#include "MDL/MDLDefaultColorMap.h"
#include "MD2/MD2FileData.h"
#include "MDL/HalfLife/HL1MDLLoader.h"
#include <assimp/qnan.h>
#include <assimp/StringUtils.h>
@ -142,6 +143,18 @@ void MDLImporter::SetupProperties(const Importer* pImp)
// AI_CONFIG_IMPORT_MDL_COLORMAP - palette file
configPalette = pImp->GetPropertyString(AI_CONFIG_IMPORT_MDL_COLORMAP,"colormap.lmp");
// Read configuration specific to MDL (Half-Life 1).
mHL1ImportSettings.read_animations = pImp->GetPropertyBool(AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS, true);
if (mHL1ImportSettings.read_animations) {
mHL1ImportSettings.read_animation_events = pImp->GetPropertyBool(AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATION_EVENTS, true);
mHL1ImportSettings.read_blend_controllers = pImp->GetPropertyBool(AI_CONFIG_IMPORT_MDL_HL1_READ_BLEND_CONTROLLERS, true);
mHL1ImportSettings.read_sequence_transitions = pImp->GetPropertyBool(AI_CONFIG_IMPORT_MDL_HL1_READ_SEQUENCE_TRANSITIONS, true);
}
mHL1ImportSettings.read_attachments = pImp->GetPropertyBool(AI_CONFIG_IMPORT_MDL_HL1_READ_ATTACHMENTS, true);
mHL1ImportSettings.read_bone_controllers = pImp->GetPropertyBool(AI_CONFIG_IMPORT_MDL_HL1_READ_BONE_CONTROLLERS, true);
mHL1ImportSettings.read_hitboxes = pImp->GetPropertyBool(AI_CONFIG_IMPORT_MDL_HL1_READ_HITBOXES, true);
mHL1ImportSettings.read_misc_global_info = pImp->GetPropertyBool(AI_CONFIG_IMPORT_MDL_HL1_READ_MISC_GLOBAL_INFO, true);
}
// ------------------------------------------------------------------------------------------------
@ -224,9 +237,19 @@ 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)
{
ASSIMP_LOG_DEBUG("MDL subtype: Source(tm) Engine, magic word is IDST/IDSQ");
iGSFileVersion = 0;
InternReadFile_HL2();
HalfLife::HalfLifeMDLBaseHeader *pHeader = (HalfLife::HalfLifeMDLBaseHeader *)mBuffer;
if (pHeader->version == AI_MDL_HL1_VERSION)
{
ASSIMP_LOG_DEBUG("MDL subtype: Half-Life 1/Goldsrc Engine, magic word is IDST/IDSQ");
InternReadFile_HL1(pFile, iMagicWord);
}
else
{
ASSIMP_LOG_DEBUG("MDL subtype: Source(tm) Engine, magic word is IDST/IDSQ");
InternReadFile_HL2();
}
}
else {
// print the magic word to the log file
@ -1955,6 +1978,23 @@ void MDLImporter::JoinSkins_3DGS_MDL7(
}
}
// ------------------------------------------------------------------------------------------------
// Read a Half-life 1 MDL
void MDLImporter::InternReadFile_HL1(const std::string& pFile, const uint32_t iMagicWord)
{
// We can't correctly load an MDL from a MDL "sequence" file.
if (iMagicWord == AI_MDL_MAGIC_NUMBER_BE_HL2b || iMagicWord == AI_MDL_MAGIC_NUMBER_LE_HL2b)
throw DeadlyImportError("Impossible to properly load a model from an MDL sequence file.");
// Read the MDL file.
HalfLife::HL1MDLLoader loader(
pScene,
pIOHandler,
mBuffer,
pFile,
mHL1ImportSettings);
}
// ------------------------------------------------------------------------------------------------
// Read a half-life 2 MDL
void MDLImporter::InternReadFile_HL2( )

View File

@ -51,6 +51,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/BaseImporter.h>
#include "MDLFileData.h"
#include "HMP/HalfLifeFileData.h"
#include "HalfLife/HL1ImportSettings.h"
struct aiNode;
struct aiTexture;
@ -77,6 +78,7 @@ using namespace MDL;
* <li>3D Game Studio MDL3, MDL4</li>
* <li>3D Game Studio MDL5</li>
* <li>3D Game Studio MDL7</li>
* <li>Halflife 1</li>
* <li>Halflife 2</li>
* </ul>
* These formats are partially identical and it would be possible to load
@ -131,6 +133,11 @@ protected:
*/
void InternReadFile_3DGS_MDL7( );
// -------------------------------------------------------------------
/** Import a Half-Life 1 MDL file
*/
void InternReadFile_HL1(const std::string& pFile, const uint32_t iMagicWord);
// -------------------------------------------------------------------
/** Import a CS:S/HL2 MDL file (not fully implemented)
*/
@ -436,6 +443,9 @@ protected:
/** Size of the input file in bytes */
unsigned int iFileSize;
/* Configuration for HL1 MDL */
HalfLife::HL1ImportSettings mHL1ImportSettings;
};
} // end of namespace Assimp

View File

@ -60,7 +60,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// internal headers
#include "SMDLoader.h"
#ifndef _WIN32
#ifndef _MSC_VER
#define strtok_s strtok_r
#endif

View File

@ -749,7 +749,7 @@ namespace glTF
/// \fn void Read(Value& pJSON_Object, Asset& pAsset_Root)
/// Get mesh data from JSON-object and place them to root asset.
/// \param [in] pJSON_Object - reference to pJSON-object from which data are read.
/// \param [out] pAsset_Root - reference to root assed where data will be stored.
/// \param [out] pAsset_Root - reference to root asset where data will be stored.
void Read(Value& pJSON_Object, Asset& pAsset_Root);
#ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC

View File

@ -325,7 +325,7 @@ inline void Buffer::Read(Value& obj, Asset& r)
}
else { // Local file
if (byteLength > 0) {
std::string dir = !r.mCurrentAssetDir.empty() ? (r.mCurrentAssetDir + "/") : "";
std::string dir = !r.mCurrentAssetDir.empty() ? (r.mCurrentAssetDir) : "";
IOStream* file = r.OpenFile(dir + uri, "rb");
if (file) {

View File

@ -783,7 +783,7 @@ namespace glTF2
/// \fn void Read(Value& pJSON_Object, Asset& pAsset_Root)
/// Get mesh data from JSON-object and place them to root asset.
/// \param [in] pJSON_Object - reference to pJSON-object from which data are read.
/// \param [out] pAsset_Root - reference to root assed where data will be stored.
/// \param [out] pAsset_Root - reference to root asset where data will be stored.
void Read(Value& pJSON_Object, Asset& pAsset_Root);
};

View File

@ -384,7 +384,7 @@ inline void Buffer::Read(Value& obj, Asset& r)
}
else { // Local file
if (byteLength > 0) {
std::string dir = !r.mCurrentAssetDir.empty() ? (r.mCurrentAssetDir + "/") : "";
std::string dir = !r.mCurrentAssetDir.empty() ? (r.mCurrentAssetDir) : "";
IOStream* file = r.OpenFile(dir + uri, "rb");
if (file) {

View File

@ -695,6 +695,73 @@ enum aiComponent
#define AI_CONFIG_IMPORT_SMD_KEYFRAME "IMPORT_SMD_KEYFRAME"
#define AI_CONFIG_IMPORT_UNREAL_KEYFRAME "IMPORT_UNREAL_KEYFRAME"
// ---------------------------------------------------------------------------
/** @brief Set whether the MDL (HL1) importer will read animations.
*
* The default value is true (1)
* Property type: bool
*/
#define AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS "IMPORT_MDL_HL1_READ_ANIMATIONS"
// ---------------------------------------------------------------------------
/** @brief Set whether the MDL (HL1) importer will read animation events.
* \note This property requires AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS to be set to true.
*
* The default value is true (1)
* Property type: bool
*/
#define AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATION_EVENTS "IMPORT_MDL_HL1_READ_ANIMATION_EVENTS"
// ---------------------------------------------------------------------------
/** @brief Set whether the MDL (HL1) importer will read blend controllers.
* \note This property requires AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS to be set to true.
*
* The default value is true (1)
* Property type: bool
*/
#define AI_CONFIG_IMPORT_MDL_HL1_READ_BLEND_CONTROLLERS "IMPORT_MDL_HL1_READ_BLEND_CONTROLLERS"
// ---------------------------------------------------------------------------
/** @brief Set whether the MDL (HL1) importer will read sequence transition graph.
* \note This property requires AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS to be set to true.
*
* The default value is true (1)
* Property type: bool
*/
#define AI_CONFIG_IMPORT_MDL_HL1_READ_SEQUENCE_TRANSITIONS "IMPORT_MDL_HL1_READ_SEQUENCE_TRANSITIONS"
// ---------------------------------------------------------------------------
/** @brief Set whether the MDL (HL1) importer will read attachments info.
*
* The default value is true (1)
* Property type: bool
*/
#define AI_CONFIG_IMPORT_MDL_HL1_READ_ATTACHMENTS "IMPORT_MDL_HL1_READ_ATTACHMENTS"
// ---------------------------------------------------------------------------
/** @brief Set whether the MDL (HL1) importer will read bone controllers info.
*
* The default value is true (1)
* Property type: bool
*/
#define AI_CONFIG_IMPORT_MDL_HL1_READ_BONE_CONTROLLERS "IMPORT_MDL_HL1_READ_BONE_CONTROLLERS"
// ---------------------------------------------------------------------------
/** @brief Set whether the MDL (HL1) importer will read hitboxes info.
*
* The default value is true (1)
* Property type: bool
*/
#define AI_CONFIG_IMPORT_MDL_HL1_READ_HITBOXES "IMPORT_MDL_HL1_READ_HITBOXES"
// ---------------------------------------------------------------------------
/** @brief Set whether the MDL (HL1) importer will read miscellaneous global model info.
*
* The default value is true (1)
* Property type: bool
*/
#define AI_CONFIG_IMPORT_MDL_HL1_READ_MISC_GLOBAL_INFO "IMPORT_MDL_HL1_READ_MISC_GLOBAL_INFO"
// ---------------------------------------------------------------------------
/** Smd load multiple animations
*

View File

@ -1,4 +1,4 @@
#-*- coding: UTF-8 -*-
#-*- coding: utf-8 -*-
from ctypes import POINTER, c_void_p, c_uint, c_char, c_float, Structure, c_char_p, c_double, c_ubyte, c_size_t, c_uint32
@ -6,7 +6,7 @@ from ctypes import POINTER, c_void_p, c_uint, c_char, c_float, Structure, c_char
class Vector2D(Structure):
"""
See 'vector2.h' for details.
"""
"""
_fields_ = [
@ -16,7 +16,7 @@ class Vector2D(Structure):
class Matrix3x3(Structure):
"""
See 'matrix3x3.h' for details.
"""
"""
_fields_ = [
@ -28,7 +28,7 @@ class Matrix3x3(Structure):
class Texel(Structure):
"""
See 'texture.h' for details.
"""
"""
_fields_ = [
("b", c_ubyte),("g", c_ubyte),("r", c_ubyte),("a", c_ubyte),
@ -37,7 +37,7 @@ class Texel(Structure):
class Color4D(Structure):
"""
See 'color4.h' for details.
"""
"""
_fields_ = [
@ -48,7 +48,7 @@ class Color4D(Structure):
class Plane(Structure):
"""
See 'types.h' for details.
"""
"""
_fields_ = [
# Plane equation
@ -58,7 +58,7 @@ class Plane(Structure):
class Color3D(Structure):
"""
See 'types.h' for details.
"""
"""
_fields_ = [
# Red, green and blue color values
@ -68,7 +68,7 @@ class Color3D(Structure):
class String(Structure):
"""
See 'types.h' for details.
"""
"""
MAXLEN = 1024
@ -76,8 +76,8 @@ class String(Structure):
# Binary length of the string excluding the terminal 0. This is NOT the
# logical length of strings containing UTF-8 multibyte sequences! It's
# the number of bytes from the beginning of the string to its end.
("length", c_size_t),
("length", c_uint32),
# String buffer. Size limit is MAXLEN
("data", c_char*MAXLEN),
]
@ -85,7 +85,7 @@ class String(Structure):
class MaterialPropertyString(Structure):
"""
See 'MaterialSystem.cpp' for details.
The size of length is truncated to 4 bytes on 64-bit platforms when used as a
material property (see MaterialSystem.cpp aiMaterial::AddProperty() for details).
"""
@ -97,7 +97,7 @@ class MaterialPropertyString(Structure):
# logical length of strings containing UTF-8 multibyte sequences! It's
# the number of bytes from the beginning of the string to its end.
("length", c_uint32),
# String buffer. Size limit is MAXLEN
("data", c_char*MAXLEN),
]
@ -105,30 +105,30 @@ class MaterialPropertyString(Structure):
class MemoryInfo(Structure):
"""
See 'types.h' for details.
"""
"""
_fields_ = [
# Storage allocated for texture data
("textures", c_uint),
# Storage allocated for material data
("materials", c_uint),
# Storage allocated for mesh data
("meshes", c_uint),
# Storage allocated for node data
("nodes", c_uint),
# Storage allocated for animation data
("animations", c_uint),
# Storage allocated for camera data
("cameras", c_uint),
# Storage allocated for light data
("lights", c_uint),
# Total storage allocated for the full import.
("total", c_uint),
]
@ -136,7 +136,7 @@ class MemoryInfo(Structure):
class Quaternion(Structure):
"""
See 'quaternion.h' for details.
"""
"""
_fields_ = [
@ -147,14 +147,14 @@ class Quaternion(Structure):
class Face(Structure):
"""
See 'mesh.h' for details.
"""
"""
_fields_ = [
# Number of indices defining this face.
# The maximum value for this member is
#AI_MAX_FACE_INDICES.
("mNumIndices", c_uint),
# Pointer to the indices array. Size of the array is given in numIndices.
("mIndices", POINTER(c_uint)),
]
@ -162,12 +162,12 @@ class Face(Structure):
class VertexWeight(Structure):
"""
See 'mesh.h' for details.
"""
"""
_fields_ = [
# Index of the vertex which is influenced by the bone.
("mVertexId", c_uint),
# The strength of the influence in the range (0...1).
# The influence from all bones at one vertex amounts to 1.
("mWeight", c_float),
@ -176,7 +176,7 @@ class VertexWeight(Structure):
class Matrix4x4(Structure):
"""
See 'matrix4x4.h' for details.
"""
"""
_fields_ = [
@ -189,7 +189,7 @@ class Matrix4x4(Structure):
class Vector3D(Structure):
"""
See 'vector3.h' for details.
"""
"""
_fields_ = [
@ -199,12 +199,12 @@ class Vector3D(Structure):
class MeshKey(Structure):
"""
See 'anim.h' for details.
"""
"""
_fields_ = [
# The time of this key
("mTime", c_double),
# Index into the aiMesh::mAnimMeshes array of the
# mesh corresponding to the
#aiMeshAnim hosting this
@ -252,7 +252,7 @@ class Metadata(Structure):
class Node(Structure):
"""
See 'scene.h' for details.
"""
"""
Node._fields_ = [
@ -270,22 +270,22 @@ Node._fields_ = [
# this text. You should be able to handle stuff like whitespace, tabs,
# linefeeds, quotation marks, ampersands, ... .
("mName", String),
# The transformation relative to the node's parent.
("mTransformation", Matrix4x4),
# Parent node. NULL if this node is the root node.
("mParent", POINTER(Node)),
# The number of child nodes of this node.
("mNumChildren", c_uint),
# The child nodes of this node. NULL if mNumChildren is 0.
("mChildren", POINTER(POINTER(Node))),
# The number of meshes of this node.
("mNumMeshes", c_uint),
# The meshes of this node. Each entry is an index into the mesh
("mMeshes", POINTER(c_uint)),
@ -297,7 +297,7 @@ Node._fields_ = [
class Light(Structure):
"""
See 'light.h' for details.
"""
"""
_fields_ = [
@ -306,22 +306,22 @@ class Light(Structure):
# This node specifies the position of the light in the scene
# hierarchy and can be animated.
("mName", String),
# The type of the light source.
# aiLightSource_UNDEFINED is not a valid value for this member.
("mType", c_uint),
# Position of the light source in space. Relative to the
# transformation of the node corresponding to the light.
# The position is undefined for directional lights.
("mPosition", Vector3D),
# Direction of the light source in space. Relative to the
# transformation of the node corresponding to the light.
# The direction is undefined for point lights. The vector
# may be normalized, but it needn't.
("mDirection", Vector3D),
# Up direction of the light source in space. Relative to the
# transformation of the node corresponding to the light.
#
@ -340,7 +340,7 @@ class Light(Structure):
# This member corresponds to the att0 variable in the equation.
# Naturally undefined for directional lights.
("mAttenuationConstant", c_float),
# Linear light attenuation factor.
# The intensity of the light source at a given distance 'd' from
# the light's position is
@ -352,7 +352,7 @@ class Light(Structure):
# This member corresponds to the att1 variable in the equation.
# Naturally undefined for directional lights.
("mAttenuationLinear", c_float),
# Quadratic light attenuation factor.
# The intensity of the light source at a given distance 'd' from
# the light's position is
@ -364,19 +364,19 @@ class Light(Structure):
# This member corresponds to the att2 variable in the equation.
# Naturally undefined for directional lights.
("mAttenuationQuadratic", c_float),
# Diffuse color of the light source
# The diffuse light color is multiplied with the diffuse
# material color to obtain the final color that contributes
# to the diffuse shading term.
("mColorDiffuse", Color3D),
# Specular color of the light source
# The specular light color is multiplied with the specular
# material color to obtain the final color that contributes
# to the specular shading term.
("mColorSpecular", Color3D),
# Ambient color of the light source
# The ambient light color is multiplied with the ambient
# material color to obtain the final color that contributes
@ -384,13 +384,13 @@ class Light(Structure):
# this value it, is just a remaining of the fixed-function pipeline
# that is still supported by quite many file formats.
("mColorAmbient", Color3D),
# Inner angle of a spot light's light cone.
# The spot light has maximum influence on objects inside this
# angle. The angle is given in radians. It is 2PI for point
# lights and undefined for directional lights.
("mAngleInnerCone", c_float),
# Outer angle of a spot light's light cone.
# The spot light does not affect objects outside this angle.
# The angle is given in radians. It is 2PI for point lights and
@ -408,7 +408,7 @@ class Light(Structure):
class Texture(Structure):
"""
See 'texture.h' for details.
"""
"""
_fields_ = [
@ -417,15 +417,15 @@ class Texture(Structure):
# like JPEG. In this case mWidth specifies the size of the
# memory area pcData is pointing to, in bytes.
("mWidth", c_uint),
# Height of the texture, in pixels
# If this value is zero, pcData points to an compressed texture
# in any format (e.g. JPEG).
("mHeight", c_uint),
# A hint from the loader to make it easier for applications
# to determine the type of embedded textures.
#
#
# If mHeight != 0 this member is show how data is packed. Hint will consist of
# two parts: channel order and channel bitness (count of the bits for every
# color channel). For simple parsing by the viewer it's better to not omit
@ -443,7 +443,7 @@ class Texture(Structure):
# E.g. 'dds\\0', 'pcx\\0', 'jpg\\0'. All characters are lower-case.
# The fourth character will always be '\\0'.
("achFormatHint", c_char*9),
# Data of the texture.
# Points to an array of mWidth
# mHeight aiTexel's.
@ -462,7 +462,7 @@ class Texture(Structure):
class Ray(Structure):
"""
See 'types.h' for details.
"""
"""
_fields_ = [
# Position and direction of the ray
@ -472,17 +472,17 @@ class Ray(Structure):
class UVTransform(Structure):
"""
See 'material.h' for details.
"""
"""
_fields_ = [
# Translation on the u and v axes.
# The default value is (0|0).
("mTranslation", Vector2D),
# Scaling on the u and v axes.
# The default value is (1|1).
("mScaling", Vector2D),
# Rotation - in counter-clockwise direction.
# The rotation angle is specified in radians. The
# rotation center is 0.5f|0.5f. The default value
@ -493,34 +493,34 @@ class UVTransform(Structure):
class MaterialProperty(Structure):
"""
See 'material.h' for details.
"""
"""
_fields_ = [
# Specifies the name of the property (key)
# Keys are generally case insensitive.
("mKey", String),
# Textures: Specifies their exact usage semantic.
# For non-texture properties, this member is always 0
# (or, better-said,
#aiTextureType_NONE).
("mSemantic", c_uint),
# Textures: Specifies the index of the texture.
# For non-texture properties, this member is always 0.
("mIndex", c_uint),
# Size of the buffer mData is pointing to, in bytes.
# This value may not be 0.
("mDataLength", c_uint),
# Type information for the property.
# Defines the data layout inside the data buffer. This is used
# by the library internally to perform debug checks and to
# utilize proper type conversions.
# (It's probably a hacky solution, but it works.)
("mType", c_uint),
# Binary buffer to hold the property's value.
# The size of the buffer is always mDataLength.
("mData", POINTER(c_char)),
@ -529,15 +529,15 @@ class MaterialProperty(Structure):
class Material(Structure):
"""
See 'material.h' for details.
"""
"""
_fields_ = [
# List of all material properties loaded.
("mProperties", POINTER(POINTER(MaterialProperty))),
# Number of properties in the data base
("mNumProperties", c_uint),
# Storage allocated
("mNumAllocated", c_uint),
]
@ -545,20 +545,20 @@ class Material(Structure):
class Bone(Structure):
"""
See 'mesh.h' for details.
"""
"""
_fields_ = [
# The name of the bone.
("mName", String),
# The number of vertices affected by this bone
# The maximum value for this member is
#AI_MAX_BONE_WEIGHTS.
("mNumWeights", c_uint),
# The vertices affected by this bone
("mWeights", POINTER(VertexWeight)),
# Matrix that transforms from mesh space to bone space in bind pose
("mOffsetMatrix", Matrix4x4),
]
@ -567,12 +567,15 @@ class Bone(Structure):
class AnimMesh(Structure):
"""
See 'mesh.h' for details.
"""
"""
AI_MAX_NUMBER_OF_TEXTURECOORDS = 0x8
AI_MAX_NUMBER_OF_COLOR_SETS = 0x8
_fields_ = [
# Anim Mesh name
("mName", String),
# Replacement for aiMesh::mVertices. If this array is non-NULL,
# it *must* contain mNumVertices entries. The corresponding
# array in the host mesh must be non-NULL as well - animation
@ -613,7 +616,7 @@ class AnimMesh(Structure):
class Mesh(Structure):
"""
See 'mesh.h' for details.
"""
"""
AI_MAX_FACE_INDICES = 0x7fff
AI_MAX_BONE_WEIGHTS = 0x7fffffff
@ -628,24 +631,24 @@ class Mesh(Structure):
# The "SortByPrimitiveType"-Step can be used to make sure the
# output meshes consist of one primitive type each.
("mPrimitiveTypes", c_uint),
# The number of vertices in this mesh.
# This is also the size of all of the per-vertex data arrays.
# The maximum value for this member is
#AI_MAX_VERTICES.
("mNumVertices", c_uint),
# The number of primitives (triangles, polygons, lines) in this mesh.
# This is also the size of the mFaces array.
# The maximum value for this member is
#AI_MAX_FACES.
("mNumFaces", c_uint),
# Vertex positions.
# This array is always present in a mesh. The array is
# mNumVertices in size.
("mVertices", POINTER(Vector3D)),
# Vertex normals.
# The array contains normalized vectors, NULL if not present.
# The array is mNumVertices in size. Normals are undefined for
@ -666,7 +669,7 @@ class Mesh(Structure):
# However, this needn't apply for normals that have been taken
# directly from the model file.
("mNormals", POINTER(Vector3D)),
# Vertex tangents.
# The tangent of a vertex points in the direction of the positive
# X texture axis. The array contains normalized vectors, NULL if
@ -681,7 +684,7 @@ class Mesh(Structure):
# contains bitangents (the bitangent is just the cross product of
# tangent and normal vectors).
("mTangents", POINTER(Vector3D)),
# Vertex bitangents.
# The bitangent of a vertex points in the direction of the positive
# Y texture axis. The array contains normalized vectors, NULL if not
@ -689,19 +692,19 @@ class Mesh(Structure):
# @note If the mesh contains tangents, it automatically also contains
# bitangents.
("mBitangents", POINTER(Vector3D)),
# Vertex color sets.
# A mesh may contain 0 to
#AI_MAX_NUMBER_OF_COLOR_SETS vertex
# colors per vertex. NULL if not present. Each array is
# mNumVertices in size if present.
("mColors", POINTER(Color4D)*AI_MAX_NUMBER_OF_COLOR_SETS),
# Vertex texture coords, also known as UV channels.
# A mesh may contain 0 to AI_MAX_NUMBER_OF_TEXTURECOORDS per
# vertex. NULL if not present. The array is mNumVertices in size.
("mTextureCoords", POINTER(Vector3D)*AI_MAX_NUMBER_OF_TEXTURECOORDS),
# Specifies the number of components for a given UV channel.
# Up to three channels are supported (UVW, for accessing volume
# or cube maps). If the value is 2 for a given channel n, the
@ -709,7 +712,7 @@ class Mesh(Structure):
# If the value is 1 for a given channel, p.y is set to 0.0f, too.
# @note 4D coords are not supported
("mNumUVComponents", c_uint*AI_MAX_NUMBER_OF_TEXTURECOORDS),
# The faces the mesh is constructed from.
# Each face refers to a number of vertices by their indices.
# This array is always present in a mesh, its size is given
@ -717,22 +720,22 @@ class Mesh(Structure):
#AI_SCENE_FLAGS_NON_VERBOSE_FORMAT
# is NOT set each face references an unique set of vertices.
("mFaces", POINTER(Face)),
# The number of bones this mesh contains.
# Can be 0, in which case the mBones array is NULL.
("mNumBones", c_uint),
# The bones of this mesh.
# A bone consists of a name by which it can be found in the
# frame hierarchy and a set of vertex weights.
("mBones", POINTER(POINTER(Bone))),
# The material used by this mesh.
# A mesh does use only a single material. If an imported model uses
# multiple materials, the import splits up the mesh. Use this value
# as index into the scene's material list.
("mMaterialIndex", c_uint),
# Name of the mesh. Meshes can be named, but this is not a
# requirement and leaving this field empty is totally fine.
# There are mainly three uses for mesh names:
@ -744,15 +747,15 @@ class Mesh(Structure):
# partitioning.
# - Vertex animations refer to meshes by their names.
("mName", String),
# The number of attachment meshes. Note! Currently only works with Collada loader.
("mNumAnimMeshes", c_uint),
# Attachment meshes for this mesh, for vertex-based animation.
# Attachment meshes carry replacement data for some of the
# mesh'es vertex components (usually positions, normals).
# Note! Currently only works with Collada loader.
("mAnimMesh", POINTER(POINTER(AnimMesh))),
("mAnimMeshes", POINTER(POINTER(AnimMesh))),
# Method of morphing when animeshes are specified.
("mMethod", c_uint),
@ -762,7 +765,7 @@ class Mesh(Structure):
class Camera(Structure):
"""
See 'camera.h' for details.
"""
"""
_fields_ = [
@ -771,12 +774,12 @@ class Camera(Structure):
# This node specifies the position of the camera in the scene
# hierarchy and can be animated.
("mName", String),
# Position of the camera relative to the coordinate space
# defined by the corresponding node.
# The default value is 0|0|0.
("mPosition", Vector3D),
# 'Up' - vector of the camera coordinate system relative to
# the coordinate space defined by the corresponding node.
# The 'right' vector of the camera coordinate system is
@ -784,25 +787,25 @@ class Camera(Structure):
# The default value is 0|1|0. The vector
# may be normalized, but it needn't.
("mUp", Vector3D),
# 'LookAt' - vector of the camera coordinate system relative to
# the coordinate space defined by the corresponding node.
# This is the viewing direction of the user.
# The default value is 0|0|1. The vector
# may be normalized, but it needn't.
("mLookAt", Vector3D),
# Half horizontal field of view angle, in radians.
# The field of view angle is the angle between the center
# line of the screen and the left or right border.
# The default value is 1/4PI.
("mHorizontalFOV", c_float),
# Distance of the near clipping plane from the camera.
# The value may not be 0.f (for arithmetic reasons to prevent
# a division through zero). The default value is 0.1f.
("mClipPlaneNear", c_float),
# Distance of the far clipping plane from the camera.
# The far clipping plane must, of course, be further away than the
# near clipping plane. The default value is 1000.f. The ratio
@ -810,7 +813,7 @@ class Camera(Structure):
# large (between 1000-10000 should be ok) to avoid floating-point
# inaccuracies which could lead to z-fighting.
("mClipPlaneFar", c_float),
# Screen aspect ratio.
# This is the ration between the width and the height of the
# screen. Typical values are 4/3, 1/2 or 1/1. This value is
@ -822,12 +825,12 @@ class Camera(Structure):
class VectorKey(Structure):
"""
See 'anim.h' for details.
"""
"""
_fields_ = [
# The time of this key
("mTime", c_double),
# The value of this key
("mValue", Vector3D),
]
@ -835,12 +838,12 @@ class VectorKey(Structure):
class QuatKey(Structure):
"""
See 'anim.h' for details.
"""
"""
_fields_ = [
# The time of this key
("mTime", c_double),
# The value of this key
("mValue", Quaternion),
]
@ -848,7 +851,7 @@ class QuatKey(Structure):
class MeshMorphKey(Structure):
"""
See 'anim.h' for details.
"""
"""
_fields_ = [
# The time of this key
@ -866,47 +869,47 @@ class MeshMorphKey(Structure):
class NodeAnim(Structure):
"""
See 'anim.h' for details.
"""
"""
_fields_ = [
# The name of the node affected by this animation. The node
# must exist and it must be unique.
("mNodeName", String),
# The number of position keys
("mNumPositionKeys", c_uint),
# The position keys of this animation channel. Positions are
# specified as 3D vector. The array is mNumPositionKeys in size.
# If there are position keys, there will also be at least one
# scaling and one rotation key.
("mPositionKeys", POINTER(VectorKey)),
# The number of rotation keys
("mNumRotationKeys", c_uint),
# The rotation keys of this animation channel. Rotations are
# given as quaternions, which are 4D vectors. The array is
# mNumRotationKeys in size.
# If there are rotation keys, there will also be at least one
# scaling and one position key.
("mRotationKeys", POINTER(QuatKey)),
# The number of scaling keys
("mNumScalingKeys", c_uint),
# The scaling keys of this animation channel. Scalings are
# specified as 3D vector. The array is mNumScalingKeys in size.
# If there are scaling keys, there will also be at least one
# position and one rotation key.
("mScalingKeys", POINTER(VectorKey)),
# Defines how the animation behaves before the first
# key is encountered.
# The default value is aiAnimBehaviour_DEFAULT (the original
# transformation matrix of the affected node is used).
("mPreState", c_uint),
# Defines how the animation behaves after the last
# key was processed.
# The default value is aiAnimBehaviour_DEFAULT (the original
@ -917,7 +920,7 @@ class NodeAnim(Structure):
class MeshAnim(Structure):
"""
See 'anim.h' for details.
"""
"""
_fields_ = [
# Name of the mesh to be animated. An empty string is not allowed,
@ -936,7 +939,7 @@ class MeshAnim(Structure):
class MeshMorphAnim(Structure):
"""
See 'anim.h' for details.
"""
"""
_fields_ = [
# Name of the mesh to be animated. An empty string is not allowed,
@ -956,32 +959,32 @@ class MeshMorphAnim(Structure):
class Animation(Structure):
"""
See 'anim.h' for details.
"""
"""
_fields_ = [
# The name of the animation. If the modeling package this data was
# exported from does support only a single animation channel, this
# name is usually empty (length is zero).
("mName", String),
# Duration of the animation in ticks.
("mDuration", c_double),
# Ticks per second. 0 if not specified in the imported file
("mTicksPerSecond", c_double),
# The number of bone animation channels. Each channel affects
# a single node.
("mNumChannels", c_uint),
# The node animation channels. Each channel affects a single node.
# The array is mNumChannels in size.
("mChannels", POINTER(POINTER(NodeAnim))),
# The number of mesh animation channels. Each channel affects
# a single mesh and defines vertex-based animation.
("mNumMeshChannels", c_uint),
# The mesh animation channels. Each channel affects a single mesh.
# The array is mNumMeshChannels in size.
("mMeshChannels", POINTER(POINTER(MeshAnim))),
@ -991,7 +994,7 @@ class Animation(Structure):
("mNumMorphMeshChannels", c_uint),
# The morph mesh animation channels. Each channel affects a single mesh.
# The array is mNumMorphMeshChannels in size.
# The array is mNumMorphMeshChannels in size.
("mMorphMeshChannels", POINTER(POINTER(MeshMorphAnim))),
]
@ -1032,7 +1035,7 @@ ExportDataBlob._fields_ = [
class Scene(Structure):
"""
See 'aiScene.h' for details.
"""
"""
AI_SCENE_FLAGS_INCOMPLETE = 0x1
AI_SCENE_FLAGS_VALIDATED = 0x2
@ -1047,64 +1050,64 @@ class Scene(Structure):
# want to reject all scenes with the AI_SCENE_FLAGS_INCOMPLETE
# bit set.
("mFlags", c_uint),
# The root node of the hierarchy.
# There will always be at least the root node if the import
# was successful (and no special flags have been set).
# Presence of further nodes depends on the format and content
# of the imported file.
("mRootNode", POINTER(Node)),
# The number of meshes in the scene.
("mNumMeshes", c_uint),
# The array of meshes.
# Use the indices given in the aiNode structure to access
# this array. The array is mNumMeshes in size. If the
# AI_SCENE_FLAGS_INCOMPLETE flag is not set there will always
# be at least ONE material.
("mMeshes", POINTER(POINTER(Mesh))),
# The number of materials in the scene.
("mNumMaterials", c_uint),
# The array of materials.
# Use the index given in each aiMesh structure to access this
# array. The array is mNumMaterials in size. If the
# AI_SCENE_FLAGS_INCOMPLETE flag is not set there will always
# be at least ONE material.
("mMaterials", POINTER(POINTER(Material))),
# The number of animations in the scene.
("mNumAnimations", c_uint),
# The array of animations.
# All animations imported from the given file are listed here.
# The array is mNumAnimations in size.
("mAnimations", POINTER(POINTER(Animation))),
# The number of textures embedded into the file
("mNumTextures", c_uint),
# The array of embedded textures.
# Not many file formats embed their textures into the file.
# An example is Quake's MDL format (which is also used by
# some GameStudio versions)
("mTextures", POINTER(POINTER(Texture))),
# The number of light sources in the scene. Light sources
# are fully optional, in most cases this attribute will be 0
("mNumLights", c_uint),
# The array of light sources.
# All light sources imported from the given file are
# listed here. The array is mNumLights in size.
("mLights", POINTER(POINTER(Light))),
# The number of cameras in the scene. Cameras
# are fully optional, in most cases this attribute will be 0
("mNumCameras", c_uint),
# The array of cameras.
# All cameras imported from the given file are listed here.
# The array is mNumCameras in size. The first camera in the

View File

@ -128,6 +128,11 @@ SET( IMPORTERS
unit/ImportExport/utOFFImportExport.cpp
unit/ImportExport/utNFFImportExport.cpp
unit/ImportExport/utXGLImportExport.cpp
unit/ImportExport/utMDLImporter.cpp
unit/ImportExport/MDL/MDLHL1TestFiles.h
unit/ImportExport/MDL/utMDLImporter_HL1_ImportSettings.cpp
unit/ImportExport/MDL/utMDLImporter_HL1_Materials.cpp
unit/ImportExport/MDL/utMDLImporter_HL1_Nodes.cpp
)
SET( MATERIAL

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@ -0,0 +1,59 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp 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 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 MDLHL1TestFiles.h
* @brief Definitions for Half-Life 1 MDL loader tests.
*/
#ifndef AI_MDLHL1TESTFILES_INCLUDED
#define AI_MDLHL1TESTFILES_INCLUDED
#ifndef ASSIMP_TEST_MDL_HL1_MODELS_DIR
#define ASSIMP_TEST_MDL_HL1_MODELS_DIR ASSIMP_TEST_MODELS_DIR"/MDL/MDL (HL1)/"
#endif
#ifndef MDL_HL1_FILE_MAN
#define MDL_HL1_FILE_MAN ASSIMP_TEST_MDL_HL1_MODELS_DIR "man.mdl"
#endif
#endif // AI_MDLHL1TESTFILES_INCLUDED

View File

@ -0,0 +1,232 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp 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 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 utMDLImporter_HL1_ImportSettings.cpp
* @brief Half-Life 1 MDL loader import settings tests.
*/
#include "AbstractImportExportBase.h"
#include "MDL/HalfLife/HL1ImportDefinitions.h"
#include "MDLHL1TestFiles.h"
#include "UnitTestPCH.h"
#include <assimp/postprocess.h>
#include <assimp/scene.h>
#include <assimp/Importer.hpp>
#include <functional>
#include <initializer_list>
using namespace Assimp;
class utMDLImporter_HL1_ImportSettings : public ::testing::Test {
public:
// Test various import settings scenarios.
void importSettings() {
/* Verify that animations are *NOT* imported when
'Read animations' is disabled. */
load_with_import_setting_bool(
MDL_HL1_FILE_MAN,
AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS,
false, // Set config value to false.
[&](const aiScene *scene) {
EXPECT_EQ(0u, scene->mNumAnimations);
EXPECT_EQ(nullptr, scene->mRootNode->FindNode(AI_MDL_HL1_NODE_SEQUENCE_INFOS));
EXPECT_EQ(nullptr, scene->mRootNode->FindNode(AI_MDL_HL1_NODE_SEQUENCE_GROUPS));
EXPECT_EQ(nullptr, scene->mRootNode->FindNode(AI_MDL_HL1_NODE_SEQUENCE_TRANSITION_GRAPH));
expect_global_info_eq<int>(scene, {
{ 0, "NumSequences" },
{ 0, "NumTransitionNodes" }
});
});
/* Verify that blend controllers info is *NOT* imported when
'Read blend controllers' is disabled. */
load_with_import_setting_bool(
MDL_HL1_FILE_MAN,
AI_CONFIG_IMPORT_MDL_HL1_READ_BLEND_CONTROLLERS,
false, // Set config value to false.
[&](const aiScene *scene) {
EXPECT_NE(0u, scene->mNumAnimations);
const aiNode *sequence_infos = scene->mRootNode->FindNode(AI_MDL_HL1_NODE_SEQUENCE_INFOS);
EXPECT_NE(nullptr, sequence_infos);
for (unsigned int i = 0; i < sequence_infos->mNumChildren; ++i)
EXPECT_EQ(nullptr, sequence_infos->mChildren[i]->FindNode(AI_MDL_HL1_NODE_BLEND_CONTROLLERS));
expect_global_info_eq(scene, 0, "NumBlendControllers");
});
/* Verify that animation events are *NOT* imported when
'Read animation events' is disabled. */
load_with_import_setting_bool(
MDL_HL1_FILE_MAN,
AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATION_EVENTS,
false, // Set config value to false.
[&](const aiScene *scene) {
EXPECT_NE(0u, scene->mNumAnimations);
const aiNode *sequence_infos = scene->mRootNode->FindNode(AI_MDL_HL1_NODE_SEQUENCE_INFOS);
EXPECT_NE(nullptr, sequence_infos);
for (unsigned int i = 0; i < sequence_infos->mNumChildren; ++i)
EXPECT_EQ(nullptr, sequence_infos->mChildren[i]->FindNode(AI_MDL_HL1_NODE_ANIMATION_EVENTS));
});
/* Verify that sequence transitions info is read when
'Read sequence transitions' is enabled. */
load_with_import_setting_bool(
ASSIMP_TEST_MDL_HL1_MODELS_DIR "sequence_transitions.mdl",
AI_CONFIG_IMPORT_MDL_HL1_READ_SEQUENCE_TRANSITIONS,
true, // Set config value to true.
[&](const aiScene *scene) {
EXPECT_NE(nullptr, scene->mRootNode->FindNode(AI_MDL_HL1_NODE_SEQUENCE_TRANSITION_GRAPH));
expect_global_info_eq(scene, 4, "NumTransitionNodes");
});
/* Verify that sequence transitions info is *NOT* read when
'Read sequence transitions' is disabled. */
load_with_import_setting_bool(
ASSIMP_TEST_MDL_HL1_MODELS_DIR "sequence_transitions.mdl",
AI_CONFIG_IMPORT_MDL_HL1_READ_SEQUENCE_TRANSITIONS,
false, // Set config value to false.
[&](const aiScene *scene) {
EXPECT_EQ(nullptr, scene->mRootNode->FindNode(AI_MDL_HL1_NODE_SEQUENCE_TRANSITION_GRAPH));
expect_global_info_eq(scene, 0, "NumTransitionNodes");
});
/* Verify that bone controllers info is *NOT* read when
'Read bone controllers' is disabled. */
load_with_import_setting_bool(
MDL_HL1_FILE_MAN,
AI_CONFIG_IMPORT_MDL_HL1_READ_BONE_CONTROLLERS,
false, // Set config value to false.
[&](const aiScene *scene) {
EXPECT_EQ(nullptr, scene->mRootNode->FindNode(AI_MDL_HL1_NODE_BONE_CONTROLLERS));
expect_global_info_eq(scene, 0, "NumBoneControllers");
});
/* Verify that attachments info is *NOT* read when
'Read attachments' is disabled. */
load_with_import_setting_bool(
MDL_HL1_FILE_MAN,
AI_CONFIG_IMPORT_MDL_HL1_READ_ATTACHMENTS,
false, // Set config value to false.
[&](const aiScene *scene) {
EXPECT_EQ(nullptr, scene->mRootNode->FindNode(AI_MDL_HL1_NODE_ATTACHMENTS));
expect_global_info_eq(scene, 0, "NumAttachments");
});
/* Verify that hitboxes info is *NOT* read when
'Read hitboxes' is disabled. */
load_with_import_setting_bool(
MDL_HL1_FILE_MAN,
AI_CONFIG_IMPORT_MDL_HL1_READ_HITBOXES,
false, // Set config value to false.
[&](const aiScene *scene) {
EXPECT_EQ(nullptr, scene->mRootNode->FindNode(AI_MDL_HL1_NODE_HITBOXES));
expect_global_info_eq(scene, 0, "NumHitboxes");
});
/* Verify that misc global info is *NOT* read when
'Read misc global info' is disabled. */
load_with_import_setting_bool(
MDL_HL1_FILE_MAN,
AI_CONFIG_IMPORT_MDL_HL1_READ_MISC_GLOBAL_INFO,
false, // Set config value to false.
[&](const aiScene *scene) {
aiNode *global_info = get_global_info(scene);
EXPECT_NE(nullptr, global_info);
aiVector3D temp;
EXPECT_FALSE(global_info->mMetaData->Get("EyePosition", temp));
});
}
private:
void load_with_import_setting_bool(
const char *file_path,
const char *setting_key,
bool setting_value,
std::function<void(const aiScene *)> &&func) {
Assimp::Importer importer;
importer.SetPropertyBool(setting_key, setting_value);
const aiScene *scene = importer.ReadFile(file_path, aiProcess_ValidateDataStructure);
EXPECT_NE(nullptr, scene);
func(scene);
}
inline static aiNode *get_global_info(const aiScene *scene) {
return scene->mRootNode->FindNode(AI_MDL_HL1_NODE_GLOBAL_INFO);
}
template <typename T>
static void expect_global_info_eq(
const aiScene *scene,
T expected_value,
const char *key_name) {
aiNode *global_info = get_global_info(scene);
EXPECT_NE(nullptr, global_info);
T temp;
EXPECT_TRUE(global_info->mMetaData->Get(key_name, temp));
EXPECT_EQ(expected_value, temp);
}
template <typename T>
static void expect_global_info_eq(const aiScene *scene,
std::initializer_list<std::pair<T, const char *>> p_kv) {
aiNode *global_info = get_global_info(scene);
EXPECT_NE(nullptr, global_info);
for (auto it = p_kv.begin(); it != p_kv.end(); ++it) {
T temp;
EXPECT_TRUE(global_info->mMetaData->Get(it->second, temp));
EXPECT_EQ(it->first, temp);
}
}
};
TEST_F(utMDLImporter_HL1_ImportSettings, importSettings) {
importSettings();
}

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp 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 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 utMDLImporter_HL1_Materials.cpp
* @brief Half-Life 1 MDL loader materials tests.
*/
#include "UnitTestPCH.h"
#include "AbstractImportExportBase.h"
#include <assimp/postprocess.h>
#include <assimp/scene.h>
#include <assimp/Importer.hpp>
#include "MDLHL1TestFiles.h"
#include "MDL/HalfLife/HL1ImportDefinitions.h"
using namespace Assimp;
class utMDLImporter_HL1_Materials : public ::testing::Test {
public:
/* Given an MDL model with a texture flagged as flatshade,
verify that the imported model has a flat shading model. */
void flatShadeTexture() {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MDL_HL1_MODELS_DIR "chrome_sphere.mdl", aiProcess_ValidateDataStructure);
EXPECT_NE(nullptr, scene);
EXPECT_NE(nullptr, scene->mMaterials);
aiShadingMode shading_mode;
scene->mMaterials[0]->Get(AI_MATKEY_SHADING_MODEL, shading_mode);
EXPECT_EQ(aiShadingMode_Flat, shading_mode);
}
/* Given an MDL model with a chrome texture, verify that
the imported model has a chrome material. */
void chromeTexture() {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MDL_HL1_MODELS_DIR "chrome_sphere.mdl", aiProcess_ValidateDataStructure);
EXPECT_NE(nullptr, scene);
EXPECT_NE(nullptr, scene->mMaterials);
int chrome;
scene->mMaterials[0]->Get(AI_MDL_HL1_MATKEY_CHROME(aiTextureType_DIFFUSE, 0), chrome);
EXPECT_EQ(1, chrome);
}
/* Given an MDL model with an additive texture, verify that
the imported model has an additive material. */
void additiveBlendTexture() {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MDL_HL1_MODELS_DIR "blend_additive.mdl", aiProcess_ValidateDataStructure);
EXPECT_NE(nullptr, scene);
EXPECT_NE(nullptr, scene->mMaterials);
aiBlendMode blend_mode;
scene->mMaterials[0]->Get(AI_MATKEY_BLEND_FUNC, blend_mode);
EXPECT_EQ(aiBlendMode_Additive, blend_mode);
}
/* Given an MDL model with a color masked texture, verify that
the imported model has a color masked material. Ensure too
that the transparency color is the correct one. */
void textureWithColorMask() {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MDL_HL1_MODELS_DIR "alpha_test.mdl", aiProcess_ValidateDataStructure);
EXPECT_NE(nullptr, scene);
EXPECT_NE(nullptr, scene->mMaterials);
int texture_flags;
scene->mMaterials[0]->Get(AI_MATKEY_TEXFLAGS_DIFFUSE(0), texture_flags);
EXPECT_EQ(aiTextureFlags_UseAlpha, texture_flags);
// The model has only one texture, a 256 color bitmap with
// a palette. Pure blue is the last color in the palette,
// and should be the transparency color.
aiColor3D transparency_color;
scene->mMaterials[0]->Get(AI_MATKEY_COLOR_TRANSPARENT, transparency_color);
EXPECT_EQ(aiColor3D(0, 0, 255), transparency_color);
}
};
TEST_F(utMDLImporter_HL1_Materials, flatShadeTexture) {
flatShadeTexture();
}
TEST_F(utMDLImporter_HL1_Materials, chromeTexture) {
chromeTexture();
}
TEST_F(utMDLImporter_HL1_Materials, additiveBlendTexture) {
additiveBlendTexture();
}
TEST_F(utMDLImporter_HL1_Materials, textureWithColorMask) {
textureWithColorMask();
}

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp 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 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 utMDLImporter_HL1_Nodes.cpp
* @brief Half-Life 1 MDL loader nodes tests.
*/
#include "UnitTestPCH.h"
#include "AbstractImportExportBase.h"
#include <assimp/postprocess.h>
#include <assimp/scene.h>
#include <assimp/Importer.hpp>
#include "MDLHL1TestFiles.h"
#include "MDL/HalfLife/HL1ImportDefinitions.h"
using namespace Assimp;
class utMDLImporter_HL1_Nodes : public ::testing::Test {
public:
/**
* @note The following tests require a basic understanding
* of the SMD format. For more information about SMD format,
* please refer to the SMD importer or go to VDC
* (Valve Developer Community).
*/
/* Given a model with bones that have empty names,
verify that all the bones of the imported model
have unique and no empty names.
"" <----+---- empty names
"" <----+
"" <----+
"Bone_3" |
"" <----+
"Bone_2" |
"Bone_5" |
"" <----+
"" <----+
*/
void emptyBonesNames() {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MDL_HL1_MODELS_DIR "unnamed_bones.mdl", aiProcess_ValidateDataStructure);
EXPECT_NE(nullptr, scene);
const std::vector<std::string> expected_bones_names = {
"Bone",
"Bone_0",
"Bone_1",
"Bone_3",
"Bone_4",
"Bone_2",
"Bone_5",
"Bone_6",
"Bone_7"
};
expect_named_children(scene, AI_MDL_HL1_NODE_BONES, expected_bones_names);
}
/* Given a model with bodyparts that have empty names,
verify that the imported model contains bodyparts with
unique and no empty names.
$body "" <----+---- empty names
$body "Bodypart_1" |
$body "Bodypart_5" |
$body "Bodypart_6" |
$body "" <----+
$body "Bodypart_2" |
$body "" <----+
$body "Bodypart_3" |
$body "" <----+
*/
void emptyBodypartsNames() {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MDL_HL1_MODELS_DIR "unnamed_bodyparts.mdl", aiProcess_ValidateDataStructure);
EXPECT_NE(nullptr, scene);
const std::vector<std::string> expected_bodyparts_names = {
"Bodypart",
"Bodypart_1",
"Bodypart_5",
"Bodypart_6",
"Bodypart_0",
"Bodypart_2",
"Bodypart_4",
"Bodypart_3",
"Bodypart_7"
};
expect_named_children(scene, AI_MDL_HL1_NODE_BODYPARTS, expected_bodyparts_names);
}
/* Given a model with bodyparts that have duplicate names,
verify that the imported model contains bodyparts with
unique and no duplicate names.
$body "Bodypart" <-----+
$body "Bodypart_1" <--+ |
$body "Bodypart_2" | |
$body "Bodypart1" | |
$body "Bodypart" ---|--+
$body "Bodypart_1" ---+ |
$body "Bodypart2" |
$body "Bodypart" ------+
$body "Bodypart_4"
*/
void duplicateBodypartsNames() {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MDL_HL1_MODELS_DIR "duplicate_bodyparts.mdl", aiProcess_ValidateDataStructure);
EXPECT_NE(nullptr, scene);
const std::vector<std::string> expected_bodyparts_names = {
"Bodypart",
"Bodypart_1",
"Bodypart_2",
"Bodypart1",
"Bodypart_0",
"Bodypart_1_0",
"Bodypart2",
"Bodypart_3",
"Bodypart_4"
};
expect_named_children(scene, AI_MDL_HL1_NODE_BODYPARTS, expected_bodyparts_names);
}
/* Given a model with several bodyparts that contains multiple
sub models with the same file name, verify for each bodypart
sub model of the imported model that they have a unique name.
$bodygroup "first_bodypart"
{
studio "triangle" <------+ duplicate file names.
studio "triangle" -------+
} |
|
$bodygroup "second_bodypart" |
{ |
studio "triangle" -------+ same as first bodypart, but with same file.
studio "triangle" -------+
}
$bodygroup "last_bodypart"
{
studio "triangle2" <------+ duplicate names.
studio "triangle2" -------+
}
*/
void duplicateSubModelsNames() {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MDL_HL1_MODELS_DIR "duplicate_submodels.mdl", aiProcess_ValidateDataStructure);
EXPECT_NE(nullptr, scene);
const std::vector<std::vector<std::string>> expected_bodypart_sub_models_names = {
{
"triangle",
"triangle_0",
},
{
"triangle_1",
"triangle_2",
},
{
"triangle2",
"triangle2_0",
}
};
const aiNode *bodyparts_node = scene->mRootNode->FindNode(AI_MDL_HL1_NODE_BODYPARTS);
EXPECT_NE(nullptr, bodyparts_node);
EXPECT_EQ(3u, bodyparts_node->mNumChildren);
for (unsigned int i = 0; i < bodyparts_node->mNumChildren; ++i) {
expect_named_children(bodyparts_node->mChildren[i],
expected_bodypart_sub_models_names[i]);
}
}
/* Given a model with sequences that have duplicate names, verify
that each sequence from the imported model has a unique
name.
$sequence "idle_1" <-------+
$sequence "idle" <----+ |
$sequence "idle_2" | |
$sequence "idle" -----+ |
$sequence "idle_0" | |
$sequence "idle_1" -----|--+
$sequence "idle_3" |
$sequence "idle" -----+
$sequence "idle_7"
*/
void duplicateSequenceNames() {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MDL_HL1_MODELS_DIR "duplicate_sequences.mdl", aiProcess_ValidateDataStructure);
EXPECT_NE(nullptr, scene);
const std::vector<std::string> expected_sequence_names = {
"idle_1",
"idle",
"idle_2",
"idle_4",
"idle_0",
"idle_1_0",
"idle_3",
"idle_5",
"idle_7"
};
expect_named_children(scene, AI_MDL_HL1_NODE_SEQUENCE_INFOS, expected_sequence_names);
}
/* Given a model with sequences that have empty names, verify
that each sequence from the imported model has a unique
name.
$sequence "" <----+---- empty names
$sequence "Sequence_1" |
$sequence "" <----+
$sequence "Sequence_4" |
$sequence "" <----+
$sequence "Sequence_8" |
$sequence "" <----+
$sequence "Sequence_2" |
$sequence "" <----+
*/
void emptySequenceNames() {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MDL_HL1_MODELS_DIR "unnamed_sequences.mdl", aiProcess_ValidateDataStructure);
EXPECT_NE(nullptr, scene);
const std::vector<std::string> expected_sequence_names = {
"Sequence",
"Sequence_1",
"Sequence_0",
"Sequence_4",
"Sequence_3",
"Sequence_8",
"Sequence_5",
"Sequence_2",
"Sequence_6"
};
expect_named_children(scene, AI_MDL_HL1_NODE_SEQUENCE_INFOS, expected_sequence_names);
}
/* Given a model with sequence groups that have duplicate names,
verify that each sequence group from the imported model has
a unique name.
"default"
$sequencegroup "SequenceGroup" <----+
$sequencegroup "SequenceGroup_1" |
$sequencegroup "SequenceGroup_5" <----|--+
$sequencegroup "SequenceGroup" -----+ |
$sequencegroup "SequenceGroup_0" | |
$sequencegroup "SequenceGroup" -----+ |
$sequencegroup "SequenceGroup_5" --------+
$sequencegroup "SequenceGroup_6"
$sequencegroup "SequenceGroup_2"
*/
void duplicateSequenceGroupNames() {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MDL_HL1_MODELS_DIR "duplicate_sequence_groups/duplicate_sequence_groups.mdl", aiProcess_ValidateDataStructure);
EXPECT_NE(nullptr, scene);
const std::vector<std::string> expected_sequence_names = {
"default",
"SequenceGroup",
"SequenceGroup_1",
"SequenceGroup_5",
"SequenceGroup_3",
"SequenceGroup_0",
"SequenceGroup_4",
"SequenceGroup_5_0",
"SequenceGroup_6",
"SequenceGroup_2"
};
expect_named_children(scene, AI_MDL_HL1_NODE_SEQUENCE_GROUPS, expected_sequence_names);
}
/* Given a model with sequence groups that have empty names,
verify that each sequence group from the imported model has
a unique name.
"default"
$sequencegroup "" <----+---- empty names
$sequencegroup "SequenceGroup_2" |
$sequencegroup "SequenceGroup_6" |
$sequencegroup "" <----+
$sequencegroup "" <----+
$sequencegroup "SequenceGroup_1" |
$sequencegroup "SequenceGroup_5" |
$sequencegroup "" <----+
$sequencegroup "SequenceGroup_4"
*/
void emptySequenceGroupNames() {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MDL_HL1_MODELS_DIR "unnamed_sequence_groups/unnamed_sequence_groups.mdl", aiProcess_ValidateDataStructure);
EXPECT_NE(nullptr, scene);
const std::vector<std::string> expected_sequence_names = {
"default",
"SequenceGroup",
"SequenceGroup_2",
"SequenceGroup_6",
"SequenceGroup_0",
"SequenceGroup_3",
"SequenceGroup_1",
"SequenceGroup_5",
"SequenceGroup_7",
"SequenceGroup_4"
};
expect_named_children(scene, AI_MDL_HL1_NODE_SEQUENCE_GROUPS, expected_sequence_names);
}
/* Verify that mOffsetMatrix applies the correct
inverse bind pose transform. */
void offsetMatrixUnappliesTransformations() {
const float TOLERANCE = 0.01f;
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(MDL_HL1_FILE_MAN, aiProcess_ValidateDataStructure);
EXPECT_NE(nullptr, scene);
aiNode *scene_bones_node = scene->mRootNode->FindNode(AI_MDL_HL1_NODE_BONES);
const aiMatrix4x4 identity_matrix;
for (unsigned int i = 0; i < scene->mNumMeshes; ++i) {
aiMesh *scene_mesh = scene->mMeshes[i];
for (unsigned int j = 0; j < scene_mesh->mNumBones; ++j) {
aiBone *scene_mesh_bone = scene_mesh->mBones[j];
// Store local node transforms.
aiNode *n = scene_bones_node->FindNode(scene_mesh_bone->mName);
std::vector<aiMatrix4x4> bone_matrices = { n->mTransformation };
while (n->mParent != scene->mRootNode) {
n = n->mParent;
bone_matrices.push_back(n->mTransformation);
}
// Compute absolute node transform.
aiMatrix4x4 transform;
for (auto it = bone_matrices.rbegin(); it != bone_matrices.rend(); ++it)
transform *= *it;
// Unapply the transformation using the offset matrix.
aiMatrix4x4 unapplied_transform = scene_mesh_bone->mOffsetMatrix * transform;
// Ensure that we have, approximatively, the identity matrix.
expect_equal_matrices(identity_matrix, unapplied_transform, TOLERANCE);
}
}
}
private:
void expect_named_children(const aiNode *parent_node, const std::vector<std::string> &expected_names) {
EXPECT_NE(nullptr, parent_node);
EXPECT_EQ(expected_names.size(), parent_node->mNumChildren);
for (unsigned int i = 0; i < parent_node->mNumChildren; ++i)
EXPECT_EQ(expected_names[i], parent_node->mChildren[i]->mName.C_Str());
}
void expect_named_children(const aiScene *scene, const char *node_name, const std::vector<std::string> &expected_names) {
expect_named_children(scene->mRootNode->FindNode(node_name), expected_names);
}
void expect_equal_matrices(const aiMatrix4x4 &expected, const aiMatrix4x4 &actual, float abs_error) {
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j)
EXPECT_NEAR(expected[i][j], actual[i][j], abs_error);
}
}
};
TEST_F(utMDLImporter_HL1_Nodes, emptyBonesNames) {
emptyBonesNames();
}
TEST_F(utMDLImporter_HL1_Nodes, emptyBodypartsNames) {
emptyBodypartsNames();
}
TEST_F(utMDLImporter_HL1_Nodes, duplicateBodypartsNames) {
duplicateBodypartsNames();
}
TEST_F(utMDLImporter_HL1_Nodes, duplicateSubModelsNames) {
duplicateSubModelsNames();
}
TEST_F(utMDLImporter_HL1_Nodes, emptySequenceNames) {
emptySequenceNames();
}
TEST_F(utMDLImporter_HL1_Nodes, duplicateSequenceNames) {
duplicateSequenceNames();
}
TEST_F(utMDLImporter_HL1_Nodes, emptySequenceGroupNames) {
emptySequenceGroupNames();
}
TEST_F(utMDLImporter_HL1_Nodes, duplicateSequenceGroupNames) {
duplicateSequenceGroupNames();
}
TEST_F(utMDLImporter_HL1_Nodes, offsetMatrixUnappliesTransformations) {
offsetMatrixUnappliesTransformations();
}

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp 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 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.
---------------------------------------------------------------------------
*/
#include "UnitTestPCH.h"
#include "AbstractImportExportBase.h"
#include <assimp/postprocess.h>
#include <assimp/scene.h>
#include <assimp/Importer.hpp>
#include "MDL/MDLHL1TestFiles.h"
using namespace Assimp;
class utMDLImporter : public AbstractImportExportBase {
public:
virtual bool importerTest() {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(MDL_HL1_FILE_MAN, 0);
EXPECT_NE(nullptr, scene);
// Add further MDL tests...
return true;
}
};
TEST_F(utMDLImporter, importMDLFromFileTest) {
EXPECT_TRUE(importerTest());
}