Merge branch 'master' into gltf-import-bug-fix

pull/2853/head
Kim Kulling 2019-12-27 16:35:09 +01:00 committed by GitHub
commit c9d9f2077d
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GPG Key ID: 4AEE18F83AFDEB23
53 changed files with 3967 additions and 2 deletions

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@ -454,6 +454,16 @@ 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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@ -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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@ -0,0 +1,85 @@
/*
---------------------------------------------------------------------------
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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@ -0,0 +1,127 @@
/*
---------------------------------------------------------------------------
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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@ -0,0 +1,67 @@
/*
---------------------------------------------------------------------------
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

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@ -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

@ -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

@ -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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/*
---------------------------------------------------------------------------
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

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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_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());
}