diff --git a/code/CMakeLists.txt b/code/CMakeLists.txt index 85aa620d9..342433e46 100644 --- a/code/CMakeLists.txt +++ b/code/CMakeLists.txt @@ -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 diff --git a/code/MDL/HalfLife/HL1FileData.h b/code/MDL/HalfLife/HL1FileData.h new file mode 100644 index 000000000..4248b1237 --- /dev/null +++ b/code/MDL/HalfLife/HL1FileData.h @@ -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 +#include + +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 + +#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 diff --git a/code/MDL/HalfLife/HL1ImportDefinitions.h b/code/MDL/HalfLife/HL1ImportDefinitions.h new file mode 100644 index 000000000..f70f40699 --- /dev/null +++ b/code/MDL/HalfLife/HL1ImportDefinitions.h @@ -0,0 +1,64 @@ +/* +--------------------------------------------------------------------------- +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 "" +#define AI_MDL_HL1_NODE_BODYPARTS "" +#define AI_MDL_HL1_NODE_BONES "" +#define AI_MDL_HL1_NODE_BONE_CONTROLLERS "" +#define AI_MDL_HL1_NODE_SEQUENCE_INFOS "" +#define AI_MDL_HL1_NODE_SEQUENCE_GROUPS "" +#define AI_MDL_HL1_NODE_SEQUENCE_TRANSITION_GRAPH "" +#define AI_MDL_HL1_NODE_ATTACHMENTS "" +#define AI_MDL_HL1_NODE_HITBOXES "" +#define AI_MDL_HL1_NODE_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 diff --git a/code/MDL/HalfLife/HL1ImportSettings.h b/code/MDL/HalfLife/HL1ImportSettings.h new file mode 100644 index 000000000..229303e2c --- /dev/null +++ b/code/MDL/HalfLife/HL1ImportSettings.h @@ -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 + +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 diff --git a/code/MDL/HalfLife/HL1MDLLoader.cpp b/code/MDL/HalfLife/HL1MDLLoader.cpp new file mode 100644 index 000000000..785183950 --- /dev/null +++ b/code/MDL/HalfLife/HL1MDLLoader.cpp @@ -0,0 +1,1338 @@ +/* +--------------------------------------------------------------------------- +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.cpp + * @brief Implementation for the Half-Life 1 MDL loader. + */ + +#include "HL1MDLLoader.h" +#include "HL1ImportDefinitions.h" +#include "HL1MeshTrivert.h" +#include "UniqueNameGenerator.h" + +#include +#include +#include +#include +#include +#include + +#include +#include + +#ifdef MDL_HALFLIFE_LOG_WARN_HEADER +#undef MDL_HALFLIFE_LOG_WARN_HEADER +#endif +#define MDL_HALFLIFE_LOG_HEADER "[Half-Life 1 MDL] " +#include "LogFunctions.h" + +namespace Assimp { +namespace MDL { +namespace HalfLife { + +// ------------------------------------------------------------------------------------------------ +HL1MDLLoader::HL1MDLLoader( + aiScene *scene, + IOSystem *io, + const unsigned char *buffer, + const std::string &file_path, + const HL1ImportSettings &import_settings) : + scene_(scene), + io_(io), + buffer_(buffer), + file_path_(file_path), + import_settings_(import_settings), + header_(nullptr), + texture_header_(nullptr), + anim_headers_(nullptr), + texture_buffer_(nullptr), + anim_buffers_(nullptr), + num_sequence_groups_(0), + rootnode_children_(), + unique_name_generator_(), + unique_sequence_names_(), + unique_sequence_groups_names_(), + temp_bones_(), + num_blend_controllers_(0), + total_models_(0) { + load_file(); +} + +// ------------------------------------------------------------------------------------------------ +HL1MDLLoader::~HL1MDLLoader() { + release_resources(); +} + +// ------------------------------------------------------------------------------------------------ +void HL1MDLLoader::release_resources() { + if (buffer_ != texture_buffer_) { + delete[] texture_buffer_; + texture_buffer_ = nullptr; + } + + if (num_sequence_groups_ && anim_buffers_) { + for (int i = 1; i < num_sequence_groups_; ++i) { + if (anim_buffers_[i]) { + delete[] anim_buffers_[i]; + anim_buffers_[i] = nullptr; + } + } + + delete[] anim_buffers_; + anim_buffers_ = nullptr; + } + + if (anim_headers_) { + delete[] anim_headers_; + anim_headers_ = nullptr; + } +} + +// ------------------------------------------------------------------------------------------------ +void HL1MDLLoader::load_file() { + + try { + header_ = (const Header_HL1 *)buffer_; + validate_header(header_, false); + + // Create the root scene node. + scene_->mRootNode = new aiNode(AI_MDL_HL1_NODE_ROOT); + + load_texture_file(); + + if (import_settings_.read_animations) + load_sequence_groups_files(); + + read_textures(); + read_skins(); + + read_bones(); + read_meshes(); + + if (import_settings_.read_animations) { + read_sequence_groups_info(); + read_animations(); + read_sequence_infos(); + if (import_settings_.read_sequence_transitions) + read_sequence_transitions(); + } + + if (import_settings_.read_attachments) + read_attachments(); + + if (import_settings_.read_hitboxes) + read_hitboxes(); + + if (import_settings_.read_bone_controllers) + read_bone_controllers(); + + read_global_info(); + + // Append children to root node. + if (rootnode_children_.size()) { + scene_->mRootNode->addChildren( + static_cast(rootnode_children_.size()), + rootnode_children_.data()); + } + + release_resources(); + + } catch (const std::exception &e) { + release_resources(); + throw e; + } +} + +// ------------------------------------------------------------------------------------------------ +void HL1MDLLoader::validate_header(const Header_HL1 *header, bool is_texture_header) { + if (is_texture_header) { + // Every single Half-Life model is assumed to have at least one texture. + if (!header->numtextures) + throw DeadlyImportError(MDL_HALFLIFE_LOG_HEADER "There are no textures in the file"); + + if (header->numtextures > AI_MDL_HL1_MAX_TEXTURES) + log_warning_limit_exceeded(header->numtextures, "textures"); + + if (header->numskinfamilies > AI_MDL_HL1_MAX_SKIN_FAMILIES) + log_warning_limit_exceeded(header->numskinfamilies, "skin families"); + + } else { + // Every single Half-Life model is assumed to have at least one bodypart. + if (!header->numbodyparts) + throw DeadlyImportError(MDL_HALFLIFE_LOG_HEADER "Model has no bodyparts"); + + // Every single Half-Life model is assumed to have at least one bone. + if (!header->numbones) + throw DeadlyImportError(MDL_HALFLIFE_LOG_HEADER "Model has no bones"); + + // Every single Half-Life model is assumed to have at least one sequence group, + // which is the "default" sequence group. + if (!header->numseqgroups) + throw DeadlyImportError(MDL_HALFLIFE_LOG_HEADER "Model has no sequence groups"); + + if (header->numbodyparts > AI_MDL_HL1_MAX_BODYPARTS) + log_warning_limit_exceeded(header->numbodyparts, "bodyparts"); + + if (header->numbones > AI_MDL_HL1_MAX_BONES) + log_warning_limit_exceeded(header->numbones, "bones"); + + if (header->numbonecontrollers > AI_MDL_HL1_MAX_BONE_CONTROLLERS) + log_warning_limit_exceeded(header->numbonecontrollers, "bone controllers"); + + if (header->numseq > AI_MDL_HL1_MAX_SEQUENCES) + log_warning_limit_exceeded(header->numseq, "sequences"); + + if (header->numseqgroups > AI_MDL_HL1_MAX_SEQUENCE_GROUPS) + log_warning_limit_exceeded(header->numseqgroups, "sequence groups"); + + if (header->numattachments > AI_MDL_HL1_MAX_ATTACHMENTS) + log_warning_limit_exceeded(header->numattachments, "attachments"); + } +} + +// ------------------------------------------------------------------------------------------------ +/* + Load textures. + + There are two ways for textures to be stored in a Half-Life model: + + 1. Directly in the MDL file (filePath) or + 2. In an external MDL file. + + Due to the way StudioMDL works (tool used to compile SMDs into MDLs), + it is assumed that an external texture file follows the naming + convention: T.mdl. Note the extra (T) at the end of the + model name. + + .e.g For a given model named MyModel.mdl + + The external texture file name would be MyModelT.mdl +*/ +void HL1MDLLoader::load_texture_file() { + if (header_->numtextures == 0) { + // Load an external MDL texture file. + std::string texture_file_path = + DefaultIOSystem::absolutePath(file_path_) + io_->getOsSeparator() + + DefaultIOSystem::completeBaseName(file_path_) + "T." + + BaseImporter::GetExtension(file_path_); + + load_file_into_buffer(texture_file_path, texture_buffer_); + } else { + /* Model has no external texture file. This means the texture + is stored inside the main MDL file. */ + texture_buffer_ = const_cast(buffer_); + } + + texture_header_ = (const Header_HL1 *)texture_buffer_; + + // Validate texture header. + validate_header(texture_header_, true); +} + +// ------------------------------------------------------------------------------------------------ +/* + Load sequence group files if any. + + Due to the way StudioMDL works (tool used to compile SMDs into MDLs), + it is assumed that a sequence group file follows the naming + convention: 0X.mdl. Note the extra (0X) at the end of + the model name, where (X) is the sequence group. + + .e.g For a given model named MyModel.mdl + + Sequence group 1 => MyModel01.mdl + Sequence group 2 => MyModel02.mdl + Sequence group X => MyModel0X.mdl + +*/ +void HL1MDLLoader::load_sequence_groups_files() { + if (header_->numseqgroups <= 1) + return; + + num_sequence_groups_ = header_->numseqgroups; + + anim_buffers_ = new unsigned char *[num_sequence_groups_]; + anim_headers_ = new SequenceHeader_HL1 *[num_sequence_groups_]; + for (int i = 0; i < num_sequence_groups_; ++i) { + anim_buffers_[i] = NULL; + anim_headers_[i] = NULL; + } + + std::string file_path_without_extension = + DefaultIOSystem::absolutePath(file_path_) + + io_->getOsSeparator() + + DefaultIOSystem::completeBaseName(file_path_); + + for (int i = 1; i < num_sequence_groups_; ++i) { + std::stringstream ss; + ss << file_path_without_extension; + ss << std::setw(2) << std::setfill('0') << i; + ss << '.' << BaseImporter::GetExtension(file_path_); + + std::string sequence_file_path = ss.str(); + + load_file_into_buffer(sequence_file_path, anim_buffers_[i]); + + anim_headers_[i] = (SequenceHeader_HL1 *)anim_buffers_[i]; + } +} + +// ------------------------------------------------------------------------------------------------ +/** @brief Read an MDL texture. +* +* @note This method is taken from HL1 source code. +* source: file: studio_utils.c +* function(s): UploadTexture +*/ +void HL1MDLLoader::read_texture(const Texture_HL1 *ptexture, + uint8_t *data, uint8_t *pal, aiTexture *pResult, + aiColor3D &last_palette_color) { + int outwidth, outheight; + int i, j; + int row1[256], row2[256], col1[256], col2[256]; + unsigned char *pix1, *pix2, *pix3, *pix4; + + // convert texture to power of 2 + for (outwidth = 1; outwidth < ptexture->width; outwidth <<= 1) + ; + + if (outwidth > 256) + outwidth = 256; + + for (outheight = 1; outheight < ptexture->height; outheight <<= 1) + ; + + if (outheight > 256) + outheight = 256; + + pResult->mFilename = ptexture->name; + pResult->mWidth = outwidth; + pResult->mHeight = outheight; + pResult->achFormatHint[0] = 'b'; + pResult->achFormatHint[1] = 'g'; + pResult->achFormatHint[2] = 'r'; + pResult->achFormatHint[3] = 'a'; + pResult->achFormatHint[4] = '8'; + pResult->achFormatHint[5] = '8'; + pResult->achFormatHint[6] = '8'; + pResult->achFormatHint[7] = '8'; + pResult->achFormatHint[8] = '\0'; + + aiTexel *out = pResult->pcData = new aiTexel[outwidth * outheight]; + + for (i = 0; i < outwidth; i++) { + col1[i] = (int)((i + 0.25) * (ptexture->width / (float)outwidth)); + col2[i] = (int)((i + 0.75) * (ptexture->width / (float)outwidth)); + } + + for (i = 0; i < outheight; i++) { + row1[i] = (int)((i + 0.25) * (ptexture->height / (float)outheight)) * ptexture->width; + row2[i] = (int)((i + 0.75) * (ptexture->height / (float)outheight)) * ptexture->width; + } + + // scale down and convert to 32bit RGB + for (i = 0; i < outheight; i++) { + for (j = 0; j < outwidth; j++, out++) { + pix1 = &pal[data[row1[i] + col1[j]] * 3]; + pix2 = &pal[data[row1[i] + col2[j]] * 3]; + pix3 = &pal[data[row2[i] + col1[j]] * 3]; + pix4 = &pal[data[row2[i] + col2[j]] * 3]; + + out->r = (pix1[0] + pix2[0] + pix3[0] + pix4[0]) >> 2; + out->g = (pix1[1] + pix2[1] + pix3[1] + pix4[1]) >> 2; + out->b = (pix1[2] + pix2[2] + pix3[2] + pix4[2]) >> 2; + out->a = 0xFF; + } + } + + // Get the last palette color. + last_palette_color.r = pal[255 * 3]; + last_palette_color.g = pal[255 * 3 + 1]; + last_palette_color.b = pal[255 * 3 + 2]; +} + +// ------------------------------------------------------------------------------------------------ +void HL1MDLLoader::read_textures() { + const Texture_HL1 *ptexture = (const Texture_HL1 *)((uint8_t *)texture_header_ + texture_header_->textureindex); + unsigned char *pin = texture_buffer_; + + scene_->mNumTextures = scene_->mNumMaterials = texture_header_->numtextures; + scene_->mTextures = new aiTexture *[scene_->mNumTextures]; + scene_->mMaterials = new aiMaterial *[scene_->mNumMaterials]; + + for (int i = 0; i < texture_header_->numtextures; ++i) { + scene_->mTextures[i] = new aiTexture(); + + aiColor3D last_palette_color; + read_texture(&ptexture[i], + pin + ptexture[i].index, + pin + ptexture[i].width * ptexture[i].height + ptexture[i].index, + scene_->mTextures[i], + last_palette_color); + + aiMaterial *scene_material = scene_->mMaterials[i] = new aiMaterial(); + + const aiTextureType texture_type = aiTextureType_DIFFUSE; + aiString texture_name(ptexture[i].name); + scene_material->AddProperty(&texture_name, AI_MATKEY_TEXTURE(texture_type, 0)); + + // Is this a chrome texture? + int chrome = ptexture[i].flags & AI_MDL_HL1_STUDIO_NF_CHROME ? 1 : 0; + scene_material->AddProperty(&chrome, 1, AI_MDL_HL1_MATKEY_CHROME(texture_type, 0)); + + if (ptexture[i].flags & AI_MDL_HL1_STUDIO_NF_FLATSHADE) { + // Flat shading. + const aiShadingMode shading_mode = aiShadingMode_Flat; + scene_material->AddProperty(&shading_mode, 1, AI_MATKEY_SHADING_MODEL); + } + + if (ptexture[i].flags & AI_MDL_HL1_STUDIO_NF_ADDITIVE) { + // Additive texture. + const aiBlendMode blend_mode = aiBlendMode_Additive; + scene_material->AddProperty(&blend_mode, 1, AI_MATKEY_BLEND_FUNC); + } else if (ptexture[i].flags & AI_MDL_HL1_STUDIO_NF_MASKED) { + // Texture with 1 bit alpha test. + const aiTextureFlags use_alpha = aiTextureFlags_UseAlpha; + scene_material->AddProperty(&use_alpha, 1, AI_MATKEY_TEXFLAGS(texture_type, 0)); + scene_material->AddProperty(&last_palette_color, 1, AI_MATKEY_COLOR_TRANSPARENT); + } + } +} + +// ------------------------------------------------------------------------------------------------ +void HL1MDLLoader::read_skins() { + // Read skins, if any. + if (texture_header_->numskinfamilies <= 1) + return; + + // Pointer to base texture index. + short *default_skin_ptr = (short *)((uint8_t *)texture_header_ + texture_header_->skinindex); + + // Start at first replacement skin. + short *replacement_skin_ptr = default_skin_ptr + texture_header_->numskinref; + + for (int i = 1; i < texture_header_->numskinfamilies; ++i, replacement_skin_ptr += texture_header_->numskinref) { + for (int j = 0; j < texture_header_->numskinref; ++j) { + if (default_skin_ptr[j] != replacement_skin_ptr[j]) { + // Save replacement textures. + aiString skinMaterialId(scene_->mTextures[replacement_skin_ptr[j]]->mFilename); + scene_->mMaterials[default_skin_ptr[j]]->AddProperty(&skinMaterialId, AI_MATKEY_TEXTURE_DIFFUSE(i)); + } + } + } +} + +// ------------------------------------------------------------------------------------------------ +void HL1MDLLoader::read_bones() { + const Bone_HL1 *pbone = (const Bone_HL1 *)((uint8_t *)header_ + header_->boneindex); + + std::vector unique_bones_names(header_->numbones); + for (int i = 0; i < header_->numbones; ++i) + unique_bones_names[i] = pbone[i].name; + + // Ensure bones have unique names. + unique_name_generator_.set_template_name("Bone"); + unique_name_generator_.make_unique(unique_bones_names); + + temp_bones_.resize(header_->numbones); + + aiNode *bones_node = new aiNode(AI_MDL_HL1_NODE_BONES); + rootnode_children_.push_back(bones_node); + bones_node->mNumChildren = static_cast(header_->numbones); + bones_node->mChildren = new aiNode *[bones_node->mNumChildren]; + + // Create bone matrices in local space. + for (int i = 0; i < header_->numbones; ++i) { + aiNode *bone_node = temp_bones_[i].node = bones_node->mChildren[i] = new aiNode(unique_bones_names[i]); + + aiVector3D angles(pbone[i].value[3], pbone[i].value[4], pbone[i].value[5]); + temp_bones_[i].absolute_transform = bone_node->mTransformation = + aiMatrix4x4(aiVector3D(1), aiQuaternion(angles.y, angles.z, angles.x), + aiVector3D(pbone[i].value[0], pbone[i].value[1], pbone[i].value[2])); + + if (pbone[i].parent == -1) { + bone_node->mParent = scene_->mRootNode; + } else { + bone_node->mParent = bones_node->mChildren[pbone[i].parent]; + + temp_bones_[i].absolute_transform = + temp_bones_[pbone[i].parent].absolute_transform * bone_node->mTransformation; + } + + temp_bones_[i].offset_matrix = temp_bones_[i].absolute_transform; + temp_bones_[i].offset_matrix.Inverse(); + } +} + +// ------------------------------------------------------------------------------------------------ +/* + Read meshes. + + Half-Life MDLs are structured such that each MDL + contains one or more 'bodypart(s)', which contain one + or more 'model(s)', which contains one or more mesh(es). + + * Bodyparts are used to group models that may be replaced + in the game .e.g a character could have a 'heads' group, + 'torso' group, 'shoes' group, with each group containing + different 'model(s)'. + + * Models, also called 'sub models', contain vertices as + well as a reference to each mesh used by the sub model. + + * Meshes contain a list of tris, also known as 'triverts'. + Each tris contains the following information: + + 1. The index of the position to use for the vertex. + 2. The index of the normal to use for the vertex. + 3. The S coordinate to use for the vertex UV. + 4. The T coordinate ^ + + These tris represent the way to represent the triangles + for each mesh. Depending on how the tool compiled the MDL, + those triangles were saved as strips and or fans. + + NOTE: Each tris is NOT unique. This means that you + might encounter the same vertex index but with a different + normal index, S coordinate, T coordinate. + + In addition, each mesh contains the texture's index. + + ------------------------------------------------------ + With the details above, there are several things to + take into consideration. + + * The Half-Life models store the vertices by sub model + rather than by mesh. Due to Assimp's structure, it + is necessary to remap each model vertex to be used + per mesh. Unfortunately, this has the consequence + to duplicate vertices. + + * Because the mesh triangles are comprised of strips and + fans, it is necessary to convert each primitive to + triangles, respectively (3 indices per face). +*/ +void HL1MDLLoader::read_meshes() { + + int total_verts = 0; + int total_triangles = 0; + total_models_ = 0; + + const Bodypart_HL1 *pbodypart = (const Bodypart_HL1 *)((uint8_t *)header_ + header_->bodypartindex); + const Model_HL1 *pmodel = nullptr; + const Mesh_HL1 *pmesh = nullptr; + + const Texture_HL1 *ptexture = (const Texture_HL1 *)((uint8_t *)texture_header_ + texture_header_->textureindex); + short *pskinref = (short *)((uint8_t *)texture_header_ + texture_header_->skinindex); + + scene_->mNumMeshes = 0; + + std::vector unique_bodyparts_names; + unique_bodyparts_names.resize(header_->numbodyparts); + + // Count the number of meshes. + + for (int i = 0; i < header_->numbodyparts; ++i, ++pbodypart) { + unique_bodyparts_names[i] = pbodypart->name; + + pmodel = (Model_HL1 *)((uint8_t *)header_ + pbodypart->modelindex); + for (int j = 0; j < pbodypart->nummodels; ++j, ++pmodel) { + scene_->mNumMeshes += pmodel->nummesh; + total_verts += pmodel->numverts; + } + + total_models_ += pbodypart->nummodels; + } + + // Display limit infos. + if (total_verts > AI_MDL_HL1_MAX_VERTICES) + log_warning_limit_exceeded(total_verts, "vertices"); + + if (scene_->mNumMeshes > AI_MDL_HL1_MAX_MESHES) + log_warning_limit_exceeded(scene_->mNumMeshes, "meshes"); + + if (total_models_ > AI_MDL_HL1_MAX_MODELS) + log_warning_limit_exceeded(total_models_, "models"); + + // Ensure bodyparts have unique names. + unique_name_generator_.set_template_name("Bodypart"); + unique_name_generator_.make_unique(unique_bodyparts_names); + + // Now do the same for each model. + pbodypart = (const Bodypart_HL1 *)((uint8_t *)header_ + header_->bodypartindex); + + // Prepare template name for bodypart models. + std::vector unique_models_names; + unique_models_names.resize(total_models_); + + unsigned int model_index = 0; + + for (int i = 0; i < header_->numbodyparts; ++i, ++pbodypart) { + pmodel = (Model_HL1 *)((uint8_t *)header_ + pbodypart->modelindex); + for (int j = 0; j < pbodypart->nummodels; ++j, ++pmodel, ++model_index) + unique_models_names[model_index] = pmodel->name; + } + + unique_name_generator_.set_template_name("Model"); + unique_name_generator_.make_unique(unique_models_names); + + unsigned int mesh_index = 0; + + scene_->mMeshes = new aiMesh *[scene_->mNumMeshes]; + + pbodypart = (const Bodypart_HL1 *)((uint8_t *)header_ + header_->bodypartindex); + + /* Create a node that will represent the mesh hierarchy. + + + | + +-- bodypart --+-- model -- [mesh index, mesh index, ...] + | | + | +-- model -- [mesh index, mesh index, ...] + | | + | ... + | + |-- bodypart -- ... + | + ... + */ + aiNode *bodyparts_node = new aiNode(AI_MDL_HL1_NODE_BODYPARTS); + rootnode_children_.push_back(bodyparts_node); + bodyparts_node->mNumChildren = static_cast(header_->numbodyparts); + bodyparts_node->mChildren = new aiNode *[bodyparts_node->mNumChildren]; + aiNode **bodyparts_node_ptr = bodyparts_node->mChildren; + + // The following variables are defined here so they don't have + // to be recreated every iteration. + + // Model_HL1 vertices, in bind pose space. + std::vector bind_pose_vertices; + + // Model_HL1 normals, in bind pose space. + std::vector bind_pose_normals; + + // Used to contain temporary information for building a mesh. + std::vector triverts; + + std::vector tricmds; + + // Which triverts to use for the mesh. + std::vector mesh_triverts_indices; + + std::vector mesh_faces; + + /* triverts that have the same vertindex, but have different normindex,s,t values. + Similar triverts are mapped from vertindex to a list of similar triverts. */ + std::map> triverts_similars; + + // triverts per bone. + std::map> bone_triverts; + + /** This function adds a trivert index to the list of triverts per bone. + * \param[in] bone The bone that affects the trivert at index \p trivert_index. + * \param[in] trivert_index The trivert index. + */ + auto AddTrivertToBone = [&](int bone, short trivert_index) { + if (bone_triverts.count(bone) == 0) + bone_triverts.insert({ bone, std::set{ trivert_index }}); + else + bone_triverts[bone].insert(trivert_index); + }; + + /** This function creates and appends a new trivert to the list of triverts. + * \param[in] trivert The trivert to use as a prototype. + * \param[in] bone The bone that affects \p trivert. + */ + auto AddSimilarTrivert = [&](const Trivert &trivert, const int bone) { + HL1MeshTrivert new_trivert(trivert); + new_trivert.localindex = static_cast(mesh_triverts_indices.size()); + + short new_trivert_index = static_cast(triverts.size()); + + if (triverts_similars.count(trivert.vertindex) == 0) + triverts_similars.insert({ trivert.vertindex, std::set{ new_trivert_index }}); + else + triverts_similars[trivert.vertindex].insert(new_trivert_index); + + triverts.push_back(new_trivert); + + mesh_triverts_indices.push_back(new_trivert_index); + tricmds.push_back(new_trivert.localindex); + AddTrivertToBone(bone, new_trivert.localindex); + }; + + model_index = 0; + + for (int i = 0; i < header_->numbodyparts; ++i, ++pbodypart, ++bodyparts_node_ptr) { + pmodel = (const Model_HL1 *)((uint8_t *)header_ + pbodypart->modelindex); + + // Create bodypart node for the mesh tree hierarchy. + aiNode *bodypart_node = (*bodyparts_node_ptr) = new aiNode(unique_bodyparts_names[i]); + bodypart_node->mParent = bodyparts_node; + bodypart_node->mMetaData = aiMetadata::Alloc(1); + bodypart_node->mMetaData->Set(0, "Base", pbodypart->base); + + bodypart_node->mNumChildren = static_cast(pbodypart->nummodels); + bodypart_node->mChildren = new aiNode *[bodypart_node->mNumChildren]; + aiNode **bodypart_models_ptr = bodypart_node->mChildren; + + for (int j = 0; j < pbodypart->nummodels; + ++j, ++pmodel, ++bodypart_models_ptr, ++model_index) { + + pmesh = (const Mesh_HL1 *)((uint8_t *)header_ + pmodel->meshindex); + + uint8_t *pvertbone = ((uint8_t *)header_ + pmodel->vertinfoindex); + uint8_t *pnormbone = ((uint8_t *)header_ + pmodel->norminfoindex); + vec3_t *pstudioverts = (vec3_t *)((uint8_t *)header_ + pmodel->vertindex); + vec3_t *pstudionorms = (vec3_t *)((uint8_t *)header_ + pmodel->normindex); + + // Each vertex and normal is in local space, so transform + // each of them to bring them in bind pose. + bind_pose_vertices.resize(pmodel->numverts); + bind_pose_normals.resize(pmodel->numnorms); + for (size_t k = 0; k < bind_pose_vertices.size(); ++k) { + const vec3_t &vert = pstudioverts[k]; + bind_pose_vertices[k] = temp_bones_[pvertbone[k]].absolute_transform * aiVector3D(vert[0], vert[1], vert[2]); + } + for (size_t k = 0; k < bind_pose_normals.size(); ++k) { + const vec3_t &norm = pstudionorms[k]; + // Compute the normal matrix to transform the normal into bind pose, + // without affecting its length. + const aiMatrix4x4 normal_matrix = aiMatrix4x4(temp_bones_[pnormbone[k]].absolute_transform).Inverse().Transpose(); + bind_pose_normals[k] = normal_matrix * aiVector3D(norm[0], norm[1], norm[2]); + } + + // Create model node for the mesh tree hierarchy. + aiNode *model_node = (*bodypart_models_ptr) = new aiNode(unique_models_names[model_index]); + model_node->mParent = bodypart_node; + model_node->mNumMeshes = static_cast(pmodel->nummesh); + model_node->mMeshes = new unsigned int[model_node->mNumMeshes]; + unsigned int *model_meshes_ptr = model_node->mMeshes; + + for (int k = 0; k < pmodel->nummesh; ++k, ++pmesh, ++mesh_index, ++model_meshes_ptr) { + *model_meshes_ptr = mesh_index; + + // Read triverts. + short *ptricmds = (short *)((uint8_t *)header_ + pmesh->triindex); + float texcoords_s_scale = 1.0f / (float)ptexture[pskinref[pmesh->skinref]].width; + float texcoords_t_scale = 1.0f / (float)ptexture[pskinref[pmesh->skinref]].height; + + // Reset the data for the upcoming mesh. + triverts.clear(); + triverts.resize(pmodel->numverts); + mesh_triverts_indices.clear(); + mesh_faces.clear(); + triverts_similars.clear(); + bone_triverts.clear(); + + int l; + while ((l = *(ptricmds++))) { + bool is_triangle_fan = false; + + if (l < 0) { + l = -l; + is_triangle_fan = true; + } + + // Clear the list of tris for the upcoming tris. + tricmds.clear(); + + for (; l > 0; l--, ptricmds += 4) { + const Trivert *input_trivert = reinterpret_cast(ptricmds); + const int bone = pvertbone[input_trivert->vertindex]; + + HL1MeshTrivert *private_trivert = &triverts[input_trivert->vertindex]; + if (private_trivert->localindex == -1) { + // First time referenced. + *private_trivert = *input_trivert; + private_trivert->localindex = static_cast(mesh_triverts_indices.size()); + mesh_triverts_indices.push_back(input_trivert->vertindex); + tricmds.push_back(private_trivert->localindex); + AddTrivertToBone(bone, private_trivert->localindex); + } else if (*private_trivert == *input_trivert) { + // Exists and is the same. + tricmds.push_back(private_trivert->localindex); + } else { + // No similar trivert associated to the trivert currently processed. + if (triverts_similars.count(input_trivert->vertindex) == 0) + AddSimilarTrivert(*input_trivert, bone); + else { + // Search in the list of similar triverts to see if the + // trivert in process is already registered. + short similar_index = -1; + for (auto it = triverts_similars[input_trivert->vertindex].cbegin(); + similar_index == -1 && it != triverts_similars[input_trivert->vertindex].cend(); + ++it) { + if (triverts[*it] == *input_trivert) + similar_index = *it; + } + + // If a similar trivert has been found, reuse it. + // Otherwise, add it. + if (similar_index == -1) + AddSimilarTrivert(*input_trivert, bone); + else + tricmds.push_back(triverts[similar_index].localindex); + } + } + } + + // Build mesh faces. + const int num_faces = static_cast(tricmds.size() - 2); + mesh_faces.reserve(num_faces); + + if (is_triangle_fan) { + for (int i = 0; i < num_faces; ++i) { + mesh_faces.push_back(HL1MeshFace{ + tricmds[0], + tricmds[i + 1], + tricmds[i + 2] }); + } + } else { + for (int i = 0; i < num_faces; ++i) { + if (i & 1) { + // Preserve winding order. + mesh_faces.push_back(HL1MeshFace{ + tricmds[i + 1], + tricmds[i], + tricmds[i + 2] }); + } else { + mesh_faces.push_back(HL1MeshFace{ + tricmds[i], + tricmds[i + 1], + tricmds[i + 2] }); + } + } + } + + total_triangles += num_faces; + } + + // Create the scene mesh. + aiMesh *scene_mesh = scene_->mMeshes[mesh_index] = new aiMesh(); + scene_mesh->mPrimitiveTypes = aiPrimitiveType::aiPrimitiveType_TRIANGLE; + scene_mesh->mMaterialIndex = pskinref[pmesh->skinref]; + + scene_mesh->mNumVertices = static_cast(mesh_triverts_indices.size()); + + if (scene_mesh->mNumVertices) { + scene_mesh->mVertices = new aiVector3D[scene_mesh->mNumVertices]; + scene_mesh->mNormals = new aiVector3D[scene_mesh->mNumVertices]; + + scene_mesh->mNumUVComponents[0] = 2; + scene_mesh->mTextureCoords[0] = new aiVector3D[scene_mesh->mNumVertices]; + + // Add vertices. + for (unsigned int v = 0; v < scene_mesh->mNumVertices; ++v) { + const HL1MeshTrivert *pTrivert = &triverts[mesh_triverts_indices[v]]; + scene_mesh->mVertices[v] = bind_pose_vertices[pTrivert->vertindex]; + scene_mesh->mNormals[v] = bind_pose_normals[pTrivert->normindex]; + scene_mesh->mTextureCoords[0][v] = aiVector3D( + pTrivert->s * texcoords_s_scale, + pTrivert->t * texcoords_t_scale, 0); + } + + // Add face and indices. + scene_mesh->mNumFaces = static_cast(mesh_faces.size()); + scene_mesh->mFaces = new aiFace[scene_mesh->mNumFaces]; + + for (unsigned int f = 0; f < scene_mesh->mNumFaces; ++f) { + aiFace *face = &scene_mesh->mFaces[f]; + face->mNumIndices = 3; + face->mIndices = new unsigned int[3]; + face->mIndices[0] = mesh_faces[f].v0; + face->mIndices[1] = mesh_faces[f].v1; + face->mIndices[2] = mesh_faces[f].v2; + } + + // Add mesh bones. + scene_mesh->mNumBones = static_cast(bone_triverts.size()); + scene_mesh->mBones = new aiBone *[scene_mesh->mNumBones]; + + aiBone **scene_bone_ptr = scene_mesh->mBones; + + for (auto bone_it = bone_triverts.cbegin(); + bone_it != bone_triverts.cend(); + ++bone_it, ++scene_bone_ptr) { + const int bone_index = bone_it->first; + + aiBone *scene_bone = (*scene_bone_ptr) = new aiBone(); + scene_bone->mName = temp_bones_[bone_index].node->mName; + + scene_bone->mOffsetMatrix = temp_bones_[bone_index].offset_matrix; + + auto vertex_ids = bone_triverts.at(bone_index); + + // Add vertex weight per bone. + scene_bone->mNumWeights = static_cast(vertex_ids.size()); + aiVertexWeight *vertex_weight_ptr = scene_bone->mWeights = new aiVertexWeight[scene_bone->mNumWeights]; + + for (auto vertex_it = vertex_ids.begin(); + vertex_it != vertex_ids.end(); + ++vertex_it, ++vertex_weight_ptr) { + vertex_weight_ptr->mVertexId = *vertex_it; + vertex_weight_ptr->mWeight = 1.0f; + } + } + } + } + } + } + + if (total_triangles > AI_MDL_HL1_MAX_TRIANGLES) + log_warning_limit_exceeded(total_triangles, "triangles"); +} + +// ------------------------------------------------------------------------------------------------ +void HL1MDLLoader::read_animations() { + if (!header_->numseq) + return; + + const SequenceDesc_HL1 *pseqdesc = (const SequenceDesc_HL1 *)((uint8_t *)header_ + header_->seqindex); + const SequenceGroup_HL1 *pseqgroup = nullptr; + const AnimValueOffset_HL1 *panim = nullptr; + const AnimValue_HL1 *panimvalue = nullptr; + + unique_sequence_names_.resize(header_->numseq); + for (int i = 0; i < header_->numseq; ++i) + unique_sequence_names_[i] = pseqdesc[i].label; + + // Ensure sequences have unique names. + unique_name_generator_.set_template_name("Sequence"); + unique_name_generator_.make_unique(unique_sequence_names_); + + scene_->mNumAnimations = 0; + + int highest_num_blend_animations = SequenceBlendMode_HL1::NoBlend; + + // Count the total number of animations. + for (int i = 0; i < header_->numseq; ++i, ++pseqdesc) { + scene_->mNumAnimations += pseqdesc->numblends; + highest_num_blend_animations = std::max(pseqdesc->numblends, highest_num_blend_animations); + } + + // Get the number of available blend controllers for global info. + get_num_blend_controllers(highest_num_blend_animations, num_blend_controllers_); + + pseqdesc = (const SequenceDesc_HL1 *)((uint8_t *)header_ + header_->seqindex); + + aiAnimation **scene_animations_ptr = scene_->mAnimations = new aiAnimation *[scene_->mNumAnimations]; + + for (int sequence = 0; sequence < header_->numseq; ++sequence, ++pseqdesc) { + pseqgroup = (const SequenceGroup_HL1 *)((uint8_t *)header_ + header_->seqgroupindex) + pseqdesc->seqgroup; + + if (pseqdesc->seqgroup == 0) + panim = (const AnimValueOffset_HL1 *)((uint8_t *)header_ + pseqgroup->unused2 + pseqdesc->animindex); + else + panim = (const AnimValueOffset_HL1 *)((uint8_t *)anim_headers_[pseqdesc->seqgroup] + pseqdesc->animindex); + + for (int blend = 0; blend < pseqdesc->numblends; ++blend, ++scene_animations_ptr) { + + const Bone_HL1 *pbone = (const Bone_HL1 *)((uint8_t *)header_ + header_->boneindex); + + aiAnimation *scene_animation = (*scene_animations_ptr) = new aiAnimation(); + + scene_animation->mName = unique_sequence_names_[sequence]; + scene_animation->mTicksPerSecond = pseqdesc->fps; + scene_animation->mDuration = static_cast(pseqdesc->fps) * pseqdesc->numframes; + scene_animation->mNumChannels = static_cast(header_->numbones); + scene_animation->mChannels = new aiNodeAnim *[scene_animation->mNumChannels]; + + for (int bone = 0; bone < header_->numbones; bone++, ++pbone, ++panim) { + aiNodeAnim *node_anim = scene_animation->mChannels[bone] = new aiNodeAnim(); + node_anim->mNodeName = temp_bones_[bone].node->mName; + + node_anim->mNumPositionKeys = pseqdesc->numframes; + node_anim->mNumRotationKeys = node_anim->mNumPositionKeys; + node_anim->mNumScalingKeys = 0; + + node_anim->mPositionKeys = new aiVectorKey[node_anim->mNumPositionKeys]; + node_anim->mRotationKeys = new aiQuatKey[node_anim->mNumRotationKeys]; + + for (int frame = 0; frame < pseqdesc->numframes; ++frame) { + aiVectorKey *position_key = &node_anim->mPositionKeys[frame]; + aiQuatKey *rotation_key = &node_anim->mRotationKeys[frame]; + + aiVector3D angle1; + for (int j = 0; j < 3; ++j) { + if (panim->offset[j + 3] != 0) { + // Read compressed rotation delta. + panimvalue = (const AnimValue_HL1 *)((uint8_t *)panim + panim->offset[j + 3]); + extract_anim_value(panimvalue, frame, pbone->scale[j + 3], angle1[j]); + } + + // Add the default rotation value. + angle1[j] += pbone->value[j + 3]; + + if (panim->offset[j] != 0) { + // Read compressed position delta. + panimvalue = (const AnimValue_HL1 *)((uint8_t *)panim + panim->offset[j]); + extract_anim_value(panimvalue, frame, pbone->scale[j], position_key->mValue[j]); + } + + // Add the default position value. + position_key->mValue[j] += pbone->value[j]; + } + + position_key->mTime = rotation_key->mTime = static_cast(frame); + /* The Half-Life engine uses X as forward, Y as left, Z as up. Therefore, + pitch,yaw,roll is represented as (YZX). */ + rotation_key->mValue = aiQuaternion(angle1.y, angle1.z, angle1.x); + rotation_key->mValue.Normalize(); + } + } + } + } +} + +// ------------------------------------------------------------------------------------------------ +void HL1MDLLoader::read_sequence_groups_info() { + + aiNode *sequence_groups_node = new aiNode(AI_MDL_HL1_NODE_SEQUENCE_GROUPS); + rootnode_children_.push_back(sequence_groups_node); + + sequence_groups_node->mNumChildren = static_cast(header_->numseqgroups); + sequence_groups_node->mChildren = new aiNode *[sequence_groups_node->mNumChildren]; + + const SequenceGroup_HL1 *pseqgroup = (const SequenceGroup_HL1 *)((uint8_t *)header_ + header_->seqgroupindex); + + unique_sequence_groups_names_.resize(header_->numseqgroups); + for (int i = 0; i < header_->numseqgroups; ++i) + unique_sequence_groups_names_[i] = pseqgroup[i].label; + + // Ensure sequence groups have unique names. + unique_name_generator_.set_template_name("SequenceGroup"); + unique_name_generator_.make_unique(unique_sequence_groups_names_); + + for (int i = 0; i < header_->numseqgroups; ++i, ++pseqgroup) { + aiNode *sequence_group_node = sequence_groups_node->mChildren[i] = new aiNode(unique_sequence_groups_names_[i]); + sequence_group_node->mParent = sequence_groups_node; + + aiMetadata *md = sequence_group_node->mMetaData = aiMetadata::Alloc(1); + if (i == 0) { + /* StudioMDL does not write the file name for the default sequence group, + so we will write it. */ + md->Set(0, "File", aiString(file_path_)); + } else { + md->Set(0, "File", aiString(pseqgroup->name)); + } + } +} + +// ------------------------------------------------------------------------------------------------ +void HL1MDLLoader::read_sequence_infos() { + if (!header_->numseq) + return; + + const SequenceDesc_HL1 *pseqdesc = (const SequenceDesc_HL1 *)((uint8_t *)header_ + header_->seqindex); + + aiNode *sequence_infos_node = new aiNode(AI_MDL_HL1_NODE_SEQUENCE_INFOS); + rootnode_children_.push_back(sequence_infos_node); + + sequence_infos_node->mNumChildren = static_cast(header_->numseq); + sequence_infos_node->mChildren = new aiNode *[sequence_infos_node->mNumChildren]; + + std::vector sequence_info_node_children; + + int animation_index = 0; + for (int i = 0; i < header_->numseq; ++i, ++pseqdesc) { + // Clear the list of children for the upcoming sequence info node. + sequence_info_node_children.clear(); + + aiNode *sequence_info_node = sequence_infos_node->mChildren[i] = new aiNode(unique_sequence_names_[i]); + sequence_info_node->mParent = sequence_infos_node; + + // Setup sequence info node Metadata. + aiMetadata *md = sequence_info_node->mMetaData = aiMetadata::Alloc(16); + md->Set(0, "AnimationIndex", animation_index); + animation_index += pseqdesc->numblends; + + // Reference the sequence group by name. This allows us to search a particular + // sequence group by name using aiNode(s). + md->Set(1, "SequenceGroup", aiString(unique_sequence_groups_names_[pseqdesc->seqgroup])); + md->Set(2, "FramesPerSecond", pseqdesc->fps); + md->Set(3, "NumFrames", pseqdesc->numframes); + md->Set(4, "NumBlends", pseqdesc->numblends); + md->Set(5, "Activity", pseqdesc->activity); + md->Set(6, "ActivityWeight", pseqdesc->actweight); + md->Set(7, "MotionFlags", pseqdesc->motiontype); + md->Set(8, "MotionBone", temp_bones_[pseqdesc->motionbone].node->mName); + md->Set(9, "LinearMovement", aiVector3D(pseqdesc->linearmovement[0], pseqdesc->linearmovement[1], pseqdesc->linearmovement[2])); + md->Set(10, "BBMin", aiVector3D(pseqdesc->bbmin[0], pseqdesc->bbmin[1], pseqdesc->bbmin[2])); + md->Set(11, "BBMax", aiVector3D(pseqdesc->bbmax[0], pseqdesc->bbmax[1], pseqdesc->bbmax[2])); + md->Set(12, "EntryNode", pseqdesc->entrynode); + md->Set(13, "ExitNode", pseqdesc->exitnode); + md->Set(14, "NodeFlags", pseqdesc->nodeflags); + md->Set(15, "Flags", pseqdesc->flags); + + if (import_settings_.read_blend_controllers) { + int num_blend_controllers; + if (get_num_blend_controllers(pseqdesc->numblends, num_blend_controllers) && num_blend_controllers) { + // Read blend controllers info. + aiNode *blend_controllers_node = new aiNode(AI_MDL_HL1_NODE_BLEND_CONTROLLERS); + sequence_info_node_children.push_back(blend_controllers_node); + blend_controllers_node->mParent = sequence_info_node; + blend_controllers_node->mNumChildren = static_cast(num_blend_controllers); + blend_controllers_node->mChildren = new aiNode *[blend_controllers_node->mNumChildren]; + + for (unsigned int j = 0; j < blend_controllers_node->mNumChildren; ++j) { + aiNode *blend_controller_node = blend_controllers_node->mChildren[j] = new aiNode(); + blend_controller_node->mParent = blend_controllers_node; + + aiMetadata *md = blend_controller_node->mMetaData = aiMetadata::Alloc(3); + md->Set(0, "Start", pseqdesc->blendstart[j]); + md->Set(1, "End", pseqdesc->blendend[j]); + md->Set(2, "MotionFlags", pseqdesc->blendtype[j]); + } + } + } + + if (import_settings_.read_animation_events && pseqdesc->numevents) { + // Read animation events. + + if (pseqdesc->numevents > AI_MDL_HL1_MAX_EVENTS) { + log_warning_limit_exceeded( + "Sequence " + std::string(pseqdesc->label), + pseqdesc->numevents, "animation events"); + } + + const AnimEvent_HL1 *pevent = (const AnimEvent_HL1 *)((uint8_t *)header_ + pseqdesc->eventindex); + + aiNode *pEventsNode = new aiNode(AI_MDL_HL1_NODE_ANIMATION_EVENTS); + sequence_info_node_children.push_back(pEventsNode); + pEventsNode->mParent = sequence_info_node; + pEventsNode->mNumChildren = static_cast(pseqdesc->numevents); + pEventsNode->mChildren = new aiNode *[pEventsNode->mNumChildren]; + + for (unsigned int j = 0; j < pEventsNode->mNumChildren; ++j, ++pevent) { + aiNode *pEvent = pEventsNode->mChildren[j] = new aiNode(); + pEvent->mParent = pEventsNode; + + aiMetadata *md = pEvent->mMetaData = aiMetadata::Alloc(3); + md->Set(0, "Frame", pevent->frame); + md->Set(1, "ScriptEvent", pevent->event); + md->Set(2, "Options", aiString(pevent->options)); + } + } + + if (sequence_info_node_children.size()) { + sequence_info_node->addChildren( + static_cast(sequence_info_node_children.size()), + sequence_info_node_children.data()); + } + } +} + +// ------------------------------------------------------------------------------------------------ +void HL1MDLLoader::read_sequence_transitions() { + if (!header_->numtransitions) + return; + + // Read sequence transition graph. + aiNode *transition_graph_node = new aiNode(AI_MDL_HL1_NODE_SEQUENCE_TRANSITION_GRAPH); + rootnode_children_.push_back(transition_graph_node); + + uint8_t *ptransitions = ((uint8_t *)header_ + header_->transitionindex); + aiMetadata *md = transition_graph_node->mMetaData = aiMetadata::Alloc(header_->numtransitions * header_->numtransitions); + for (unsigned int i = 0; i < md->mNumProperties; ++i) + md->Set(i, std::to_string(i), static_cast(ptransitions[i])); +} + +void HL1MDLLoader::read_attachments() { + if (!header_->numattachments) + return; + + const Attachment_HL1 *pattach = (const Attachment_HL1 *)((uint8_t *)header_ + header_->attachmentindex); + + aiNode *attachments_node = new aiNode(AI_MDL_HL1_NODE_ATTACHMENTS); + rootnode_children_.push_back(attachments_node); + attachments_node->mNumChildren = static_cast(header_->numattachments); + attachments_node->mChildren = new aiNode *[attachments_node->mNumChildren]; + + for (int i = 0; i < header_->numattachments; ++i, ++pattach) { + aiNode *attachment_node = attachments_node->mChildren[i] = new aiNode(); + attachment_node->mParent = attachments_node; + attachment_node->mMetaData = aiMetadata::Alloc(2); + attachment_node->mMetaData->Set(0, "Position", aiVector3D(pattach->org[0], pattach->org[1], pattach->org[2])); + // Reference the bone by name. This allows us to search a particular + // bone by name using aiNode(s). + attachment_node->mMetaData->Set(1, "Bone", temp_bones_[pattach->bone].node->mName); + } +} + +// ------------------------------------------------------------------------------------------------ +void HL1MDLLoader::read_hitboxes() { + if (!header_->numhitboxes) + return; + + const Hitbox_HL1 *phitbox = (const Hitbox_HL1 *)((uint8_t *)header_ + header_->hitboxindex); + + aiNode *hitboxes_node = new aiNode(AI_MDL_HL1_NODE_HITBOXES); + rootnode_children_.push_back(hitboxes_node); + hitboxes_node->mNumChildren = static_cast(header_->numhitboxes); + hitboxes_node->mChildren = new aiNode *[hitboxes_node->mNumChildren]; + + for (int i = 0; i < header_->numhitboxes; ++i, ++phitbox) { + aiNode *hitbox_node = hitboxes_node->mChildren[i] = new aiNode(); + hitbox_node->mParent = hitboxes_node; + + aiMetadata *md = hitbox_node->mMetaData = aiMetadata::Alloc(4); + // Reference the bone by name. This allows us to search a particular + // bone by name using aiNode(s). + md->Set(0, "Bone", temp_bones_[phitbox->bone].node->mName); + md->Set(1, "HitGroup", phitbox->group); + md->Set(2, "BBMin", aiVector3D(phitbox->bbmin[0], phitbox->bbmin[1], phitbox->bbmin[2])); + md->Set(3, "BBMax", aiVector3D(phitbox->bbmax[0], phitbox->bbmax[1], phitbox->bbmax[2])); + } +} + +// ------------------------------------------------------------------------------------------------ +void HL1MDLLoader::read_bone_controllers() { + if (!header_->numbonecontrollers) + return; + + const BoneController_HL1 *pbonecontroller = (const BoneController_HL1 *)((uint8_t *)header_ + header_->bonecontrollerindex); + + aiNode *bones_controller_node = new aiNode(AI_MDL_HL1_NODE_BONE_CONTROLLERS); + rootnode_children_.push_back(bones_controller_node); + bones_controller_node->mNumChildren = static_cast(header_->numbonecontrollers); + bones_controller_node->mChildren = new aiNode *[bones_controller_node->mNumChildren]; + + for (int i = 0; i < header_->numbonecontrollers; ++i, ++pbonecontroller) { + aiNode *bone_controller_node = bones_controller_node->mChildren[i] = new aiNode(); + bone_controller_node->mParent = bones_controller_node; + + aiMetadata *md = bone_controller_node->mMetaData = aiMetadata::Alloc(5); + // Reference the bone by name. This allows us to search a particular + // bone by name using aiNode(s). + md->Set(0, "Bone", temp_bones_[pbonecontroller->bone].node->mName); + md->Set(1, "MotionFlags", pbonecontroller->type); + md->Set(2, "Start", pbonecontroller->start); + md->Set(3, "End", pbonecontroller->end); + md->Set(4, "Channel", pbonecontroller->index); + } +} + +// ------------------------------------------------------------------------------------------------ +void HL1MDLLoader::read_global_info() { + aiNode *global_info_node = new aiNode(AI_MDL_HL1_NODE_GLOBAL_INFO); + rootnode_children_.push_back(global_info_node); + + aiMetadata *md = global_info_node->mMetaData = aiMetadata::Alloc(import_settings_.read_misc_global_info ? 16 : 11); + md->Set(0, "Version", AI_MDL_HL1_VERSION); + md->Set(1, "NumBodyparts", header_->numbodyparts); + md->Set(2, "NumModels", total_models_); + md->Set(3, "NumBones", header_->numbones); + md->Set(4, "NumAttachments", import_settings_.read_attachments ? header_->numattachments : 0); + md->Set(5, "NumSkinFamilies", texture_header_->numskinfamilies); + md->Set(6, "NumHitboxes", import_settings_.read_hitboxes ? header_->numhitboxes : 0); + md->Set(7, "NumBoneControllers", import_settings_.read_bone_controllers ? header_->numbonecontrollers : 0); + md->Set(8, "NumSequences", import_settings_.read_animations ? header_->numseq : 0); + md->Set(9, "NumBlendControllers", import_settings_.read_blend_controllers ? num_blend_controllers_ : 0); + md->Set(10, "NumTransitionNodes", import_settings_.read_sequence_transitions ? header_->numtransitions : 0); + + if (import_settings_.read_misc_global_info) { + md->Set(11, "EyePosition", aiVector3D(header_->eyeposition[0], header_->eyeposition[1], header_->eyeposition[2])); + md->Set(12, "HullMin", aiVector3D(header_->min[0], header_->min[1], header_->min[2])); + md->Set(13, "HullMax", aiVector3D(header_->max[0], header_->max[1], header_->max[2])); + md->Set(14, "CollisionMin", aiVector3D(header_->bbmin[0], header_->bbmin[1], header_->bbmin[2])); + md->Set(15, "CollisionMax", aiVector3D(header_->bbmax[0], header_->bbmax[1], header_->bbmax[2])); + } +} + +// ------------------------------------------------------------------------------------------------ +/** @brief This method reads a compressed anim value. +* +* @note The structure of this method is taken from HL2 source code. +* Although this is from HL2, it's implementation is almost identical +* to code found in HL1 SDK. See HL1 and HL2 SDKs for more info. +* +* source: +* HL1 source code. +* file: studio_render.cpp +* function(s): CalcBoneQuaternion and CalcBonePosition +* +* HL2 source code. +* file: bone_setup.cpp +* function(s): ExtractAnimValue +*/ +void HL1MDLLoader::extract_anim_value( + const AnimValue_HL1 *panimvalue, + int frame, float bone_scale, float &value) { + int k = frame; + + // find span of values that includes the frame we want + while (panimvalue->num.total <= k) { + k -= panimvalue->num.total; + panimvalue += panimvalue->num.valid + 1; + } + + // Bah, missing blend! + if (panimvalue->num.valid > k) + value = panimvalue[k + 1].value * bone_scale; + else + value = panimvalue[panimvalue->num.valid].value * bone_scale; +} + +// ------------------------------------------------------------------------------------------------ +// Get the number of blend controllers. +bool HL1MDLLoader::get_num_blend_controllers(const int num_blend_animations, int &num_blend_controllers) { + + switch (num_blend_animations) { + case SequenceBlendMode_HL1::NoBlend: + num_blend_controllers = 0; + return true; + case SequenceBlendMode_HL1::TwoWayBlending: + num_blend_controllers = 1; + return true; + case SequenceBlendMode_HL1::FourWayBlending: + num_blend_controllers = 2; + return true; + default: + num_blend_controllers = 0; + ASSIMP_LOG_WARN(MDL_HALFLIFE_LOG_HEADER "Unsupported number of blend animations (" + std::to_string(num_blend_animations) + ")"); + return false; + } +} + +} // namespace HalfLife +} // namespace MDL +} // namespace Assimp diff --git a/code/MDL/HalfLife/HL1MDLLoader.h b/code/MDL/HalfLife/HL1MDLLoader.h new file mode 100644 index 000000000..8e356235f --- /dev/null +++ b/code/MDL/HalfLife/HL1MDLLoader.h @@ -0,0 +1,241 @@ +/* +--------------------------------------------------------------------------- +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 +#include + +#include +#include +#include +#include +#include +#include + +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 + 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 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 unique_sequence_names_; + + /** The list of unique sequence groups names. */ + std::vector 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 temp_bones_; + + /** The number of available bone controllers in the model. */ + int num_blend_controllers_; + + /** Self explanatory. */ + int total_models_; +}; + +// ------------------------------------------------------------------------------------------------ +template +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 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 diff --git a/code/MDL/HalfLife/HL1MeshTrivert.h b/code/MDL/HalfLife/HL1MeshTrivert.h new file mode 100644 index 000000000..38bd371a0 --- /dev/null +++ b/code/MDL/HalfLife/HL1MeshTrivert.h @@ -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 diff --git a/code/MDL/HalfLife/HalfLifeMDLBaseHeader.h b/code/MDL/HalfLife/HalfLifeMDLBaseHeader.h new file mode 100644 index 000000000..964ade4ae --- /dev/null +++ b/code/MDL/HalfLife/HalfLifeMDLBaseHeader.h @@ -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 + +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 diff --git a/code/MDL/HalfLife/LogFunctions.h b/code/MDL/HalfLife/LogFunctions.h new file mode 100644 index 000000000..db82a2604 --- /dev/null +++ b/code/MDL/HalfLife/LogFunctions.h @@ -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 +#include + +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 +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 +static inline void log_warning_limit_exceeded(int current_amount, + const std::string &direct_object) { + log_warning_limit_exceeded("Model", current_amount, direct_object); +} + +} // namespace HalfLife +} // namespace MDL +} // namespace Assimp + +#endif // AI_MDL_HALFLIFE_LOGFUNCTIONS_INCLUDED diff --git a/code/MDL/HalfLife/UniqueNameGenerator.cpp b/code/MDL/HalfLife/UniqueNameGenerator.cpp new file mode 100644 index 000000000..1efc3238c --- /dev/null +++ b/code/MDL/HalfLife/UniqueNameGenerator.cpp @@ -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 +#include +#include +#include + +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 &names) { + struct DuplicateInfo { + DuplicateInfo() : + indices(), + next_id(0) { + } + + std::list indices; + size_t next_id; + }; + + std::vector empty_names_indices; + std::vector template_name_duplicates; + std::map 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)