/* --------------------------------------------------------------------------- Open Asset Import Library (ASSIMP) --------------------------------------------------------------------------- Copyright (c) 2006-2008, ASSIMP Development 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 Development 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 Implementation of the material part of the MDL importer class */ #include "AssimpPCH.h" #ifndef ASSIMP_BUILD_NO_MDL_IMPORTER // internal headers #include "MDLLoader.h" #include "MDLDefaultColorMap.h" using namespace Assimp; // ------------------------------------------------------------------------------------------------ // Find a suitable pallette file or take teh default one void MDLImporter::SearchPalette(const unsigned char** pszColorMap) { // now try to find the color map in the current directory IOStream* pcStream = pIOHandler->Open(configPalette,"rb"); const unsigned char* szColorMap = (const unsigned char*)::g_aclrDefaultColorMap; if(pcStream) { if (pcStream->FileSize() >= 768) { szColorMap = new unsigned char[256*3]; pcStream->Read(const_cast(szColorMap),256*3,1); DefaultLogger::get()->info("Found valid colormap.lmp in directory. " "It will be used to decode embedded textures in palletized formats."); } delete pcStream; pcStream = NULL; } *pszColorMap = szColorMap; } // ------------------------------------------------------------------------------------------------ // Free the palette again void MDLImporter::FreePalette(const unsigned char* szColorMap) { if (szColorMap != (const unsigned char*)::g_aclrDefaultColorMap) delete[] szColorMap; } // ------------------------------------------------------------------------------------------------ // Check whether we can replace a texture with a single color aiColor4D MDLImporter::ReplaceTextureWithColor(const aiTexture* pcTexture) { ai_assert(NULL != pcTexture); aiColor4D clrOut; clrOut.r = std::numeric_limits::quiet_NaN(); if (!pcTexture->mHeight || !pcTexture->mWidth) return clrOut; const unsigned int iNumPixels = pcTexture->mHeight*pcTexture->mWidth; const aiTexel* pcTexel = pcTexture->pcData+1; const aiTexel* const pcTexelEnd = &pcTexture->pcData[iNumPixels]; while (pcTexel != pcTexelEnd) { if (*pcTexel != *(pcTexel-1)) { pcTexel = NULL;break; } ++pcTexel; } if (pcTexel) { clrOut.r = pcTexture->pcData->r / 255.0f; clrOut.g = pcTexture->pcData->g / 255.0f; clrOut.b = pcTexture->pcData->b / 255.0f; clrOut.a = pcTexture->pcData->a / 255.0f; } return clrOut; } // ------------------------------------------------------------------------------------------------ // Read a texture from a MDL3 file void MDLImporter::CreateTextureARGB8_3DGS_MDL3(const unsigned char* szData) { const MDL::Header *pcHeader = (const MDL::Header*)mBuffer; //the endianess is allready corrected in the InternReadFile_3DGS_MDL345 function VALIDATE_FILE_SIZE(szData + pcHeader->skinwidth * pcHeader->skinheight); // allocate a new texture object aiTexture* pcNew = new aiTexture(); pcNew->mWidth = pcHeader->skinwidth; pcNew->mHeight = pcHeader->skinheight; pcNew->pcData = new aiTexel[pcNew->mWidth * pcNew->mHeight]; const unsigned char* szColorMap; this->SearchPalette(&szColorMap); // copy texture data for (unsigned int i = 0; i < pcNew->mWidth*pcNew->mHeight;++i) { const unsigned char val = szData[i]; const unsigned char* sz = &szColorMap[val*3]; pcNew->pcData[i].a = 0xFF; pcNew->pcData[i].r = *sz++; pcNew->pcData[i].g = *sz++; pcNew->pcData[i].b = *sz; } FreePalette(szColorMap); // store the texture aiTexture** pc = this->pScene->mTextures; this->pScene->mTextures = new aiTexture*[pScene->mNumTextures+1]; for (unsigned int i = 0; i mNumTextures;++i) pScene->mTextures[i] = pc[i]; pScene->mTextures[this->pScene->mNumTextures] = pcNew; pScene->mNumTextures++; delete[] pc; return; } // ------------------------------------------------------------------------------------------------ // Read a texture from a MDL4 file void MDLImporter::CreateTexture_3DGS_MDL4(const unsigned char* szData, unsigned int iType, unsigned int* piSkip) { ai_assert(NULL != piSkip); const MDL::Header *pcHeader = (const MDL::Header*)this->mBuffer; //the endianess is allready corrected in the InternReadFile_3DGS_MDL345 function if (iType == 1 || iType > 3) { DefaultLogger::get()->error("Unsupported texture file format"); return; } bool bNoRead = *piSkip == 0xffffffff; // allocate a new texture object aiTexture* pcNew = new aiTexture(); pcNew->mWidth = pcHeader->skinwidth; pcNew->mHeight = pcHeader->skinheight; if (bNoRead)pcNew->pcData = (aiTexel*)0xffffffff; this->ParseTextureColorData(szData,iType,piSkip,pcNew); // store the texture if (!bNoRead) { if (!this->pScene->mNumTextures) { pScene->mNumTextures = 1; pScene->mTextures = new aiTexture*[1]; pScene->mTextures[0] = pcNew; } else { aiTexture** pc = pScene->mTextures; pScene->mTextures = new aiTexture*[pScene->mNumTextures+1]; for (unsigned int i = 0; i < this->pScene->mNumTextures;++i) pScene->mTextures[i] = pc[i]; pScene->mTextures[pScene->mNumTextures] = pcNew; pScene->mNumTextures++; delete[] pc; } } else delete pcNew; return; } // ------------------------------------------------------------------------------------------------ // Load color data of a texture and convert it to our output format void MDLImporter::ParseTextureColorData(const unsigned char* szData, unsigned int iType, unsigned int* piSkip, aiTexture* pcNew) { // allocate storage for the texture image if ((aiTexel*)0xffffffff != pcNew->pcData) pcNew->pcData = new aiTexel[pcNew->mWidth * pcNew->mHeight]; // R5G6B5 format (with or without MIPs) // **************************************************************** if (2 == iType || 10 == iType) { VALIDATE_FILE_SIZE(szData + pcNew->mWidth*pcNew->mHeight*2); // copy texture data unsigned int i; if ((aiTexel*)0xffffffff != pcNew->pcData) { for (i = 0; i < pcNew->mWidth*pcNew->mHeight;++i) { MDL::RGB565 val = ((MDL::RGB565*)szData)[i]; AI_SWAP2(val); pcNew->pcData[i].a = 0xFF; pcNew->pcData[i].r = (unsigned char)val.b << 3; pcNew->pcData[i].g = (unsigned char)val.g << 2; pcNew->pcData[i].b = (unsigned char)val.r << 3; } } else i = pcNew->mWidth*pcNew->mHeight; *piSkip = i * 2; // apply MIP maps if (10 == iType) { *piSkip += ((i >> 2) + (i >> 4) + (i >> 6)) << 1; VALIDATE_FILE_SIZE(szData + *piSkip); } } // ARGB4 format (with or without MIPs) // **************************************************************** else if (3 == iType || 11 == iType) { VALIDATE_FILE_SIZE(szData + pcNew->mWidth*pcNew->mHeight*4); // copy texture data unsigned int i; if ((aiTexel*)0xffffffff != pcNew->pcData) { for (i = 0; i < pcNew->mWidth*pcNew->mHeight;++i) { MDL::ARGB4 val = ((MDL::ARGB4*)szData)[i]; AI_SWAP2(val); pcNew->pcData[i].a = (unsigned char)val.a << 4; pcNew->pcData[i].r = (unsigned char)val.r << 4; pcNew->pcData[i].g = (unsigned char)val.g << 4; pcNew->pcData[i].b = (unsigned char)val.b << 4; } } else i = pcNew->mWidth*pcNew->mHeight; *piSkip = i * 2; // apply MIP maps if (11 == iType) { *piSkip += ((i >> 2) + (i >> 4) + (i >> 6)) << 1; VALIDATE_FILE_SIZE(szData + *piSkip); } } // RGB8 format (with or without MIPs) // **************************************************************** else if (4 == iType || 12 == iType) { VALIDATE_FILE_SIZE(szData + pcNew->mWidth*pcNew->mHeight*3); // copy texture data unsigned int i; if ((aiTexel*)0xffffffff != pcNew->pcData) { for (i = 0; i < pcNew->mWidth*pcNew->mHeight;++i) { const unsigned char* _szData = &szData[i*3]; pcNew->pcData[i].a = 0xFF; pcNew->pcData[i].b = *_szData++; pcNew->pcData[i].g = *_szData++; pcNew->pcData[i].r = *_szData; } } else i = pcNew->mWidth*pcNew->mHeight; // apply MIP maps *piSkip = i * 3; if (12 == iType) { *piSkip += ((i >> 2) + (i >> 4) + (i >> 6)) *3; VALIDATE_FILE_SIZE(szData + *piSkip); } } // ARGB8 format (with ir without MIPs) // **************************************************************** else if (5 == iType || 13 == iType) { VALIDATE_FILE_SIZE(szData + pcNew->mWidth*pcNew->mHeight*4); // copy texture data unsigned int i; if ((aiTexel*)0xffffffff != pcNew->pcData) { for (i = 0; i < pcNew->mWidth*pcNew->mHeight;++i) { const unsigned char* _szData = &szData[i*4]; pcNew->pcData[i].b = *_szData++; pcNew->pcData[i].g = *_szData++; pcNew->pcData[i].r = *_szData++; pcNew->pcData[i].a = *_szData; } } else i = pcNew->mWidth*pcNew->mHeight; // apply MIP maps *piSkip = i << 2; if (13 == iType) { *piSkip += ((i >> 2) + (i >> 4) + (i >> 6)) << 2; } } // palletized 8 bit texture. As for Quake 1 // **************************************************************** else if (0 == iType) { VALIDATE_FILE_SIZE(szData + pcNew->mWidth*pcNew->mHeight); // copy texture data unsigned int i; if ((aiTexel*)0xffffffff != pcNew->pcData) { const unsigned char* szColorMap; this->SearchPalette(&szColorMap); for (i = 0; i < pcNew->mWidth*pcNew->mHeight;++i) { const unsigned char val = szData[i]; const unsigned char* sz = &szColorMap[val*3]; pcNew->pcData[i].a = 0xFF; pcNew->pcData[i].r = *sz++; pcNew->pcData[i].g = *sz++; pcNew->pcData[i].b = *sz; } this->FreePalette(szColorMap); } else i = pcNew->mWidth*pcNew->mHeight; *piSkip = i; // FIXME: Also support for MIP maps? } } // ------------------------------------------------------------------------------------------------ // Get a texture from a MDL5 file void MDLImporter::CreateTexture_3DGS_MDL5(const unsigned char* szData, unsigned int iType, unsigned int* piSkip) { ai_assert(NULL != piSkip); bool bNoRead = *piSkip == 0xffffffff; // allocate a new texture object aiTexture* pcNew = new aiTexture(); VALIDATE_FILE_SIZE(szData+8); // first read the size of the texture pcNew->mWidth = *((uint32_t*)szData); AI_SWAP4(pcNew->mWidth); szData += sizeof(uint32_t); pcNew->mHeight = *((uint32_t*)szData); AI_SWAP4(pcNew->mHeight); szData += sizeof(uint32_t); if (bNoRead)pcNew->pcData = (aiTexel*)0xffffffff; // this should not occur - at least the docs say it shouldn't // however, you can easily try out what MED does if you have // a model with a DDS texture and export it to MDL5 ... // yes, you're right. It embedds the DDS texture ... :cry: if (6 == iType) { // this is a compressed texture in DDS format *piSkip = pcNew->mWidth; VALIDATE_FILE_SIZE(szData + *piSkip); if (!bNoRead) { // place a hint and let the application know that it's // a DDS file pcNew->mHeight = 0; pcNew->achFormatHint[0] = 'd'; pcNew->achFormatHint[1] = 'd'; pcNew->achFormatHint[2] = 's'; pcNew->achFormatHint[3] = '\0'; pcNew->pcData = (aiTexel*) new unsigned char[pcNew->mWidth]; ::memcpy(pcNew->pcData,szData,pcNew->mWidth); } } else { // parse the color data of the texture ParseTextureColorData(szData,iType, piSkip,pcNew); } *piSkip += sizeof(uint32_t) * 2; if (!bNoRead) { // store the texture if (!this->pScene->mNumTextures) { pScene->mNumTextures = 1; pScene->mTextures = new aiTexture*[1]; pScene->mTextures[0] = pcNew; } else { aiTexture** pc = pScene->mTextures; pScene->mTextures = new aiTexture*[pScene->mNumTextures+1]; for (unsigned int i = 0; i < pScene->mNumTextures;++i) this->pScene->mTextures[i] = pc[i]; pScene->mTextures[pScene->mNumTextures] = pcNew; pScene->mNumTextures++; delete[] pc; } } else delete pcNew; return; } // ------------------------------------------------------------------------------------------------ // Get a skin from a MDL7 file - more complex than all other subformats void MDLImporter::ParseSkinLump_3DGS_MDL7( const unsigned char* szCurrent, const unsigned char** szCurrentOut, MaterialHelper* pcMatOut, unsigned int iType, unsigned int iWidth, unsigned int iHeight) { aiTexture* pcNew = NULL; // get the type of the skin unsigned int iMasked = (unsigned int)(iType & 0xF); if (0x1 == iMasked) { // ***** REFERENCE TO ANOTHER SKIN INDEX ***** int referrer = (int)iWidth; pcMatOut->AddProperty(&referrer,1,AI_MDL7_REFERRER_MATERIAL); } else if (0x6 == iMasked) { // ***** EMBEDDED DDS FILE ***** if (1 != iHeight) { DefaultLogger::get()->warn("Found a reference to an embedded DDS texture, " "but texture height is not equal to 1, which is not supported by MED"); } pcNew = new aiTexture(); pcNew->mHeight = 0; pcNew->mWidth = iWidth; // place a proper format hint pcNew->achFormatHint[0] = 'd'; pcNew->achFormatHint[1] = 'd'; pcNew->achFormatHint[2] = 's'; pcNew->achFormatHint[3] = '\0'; pcNew->pcData = (aiTexel*) new unsigned char[pcNew->mWidth]; memcpy(pcNew->pcData,szCurrent,pcNew->mWidth); szCurrent += iWidth; } if (0x7 == iMasked) { // ***** REFERENCE TO EXTERNAL FILE ***** if (1 != iHeight) { DefaultLogger::get()->warn("Found a reference to an external texture, " "but texture height is not equal to 1, which is not supported by MED"); } aiString szFile; const size_t iLen = strlen((const char*)szCurrent); size_t iLen2 = iLen+1; iLen2 = iLen2 > MAXLEN ? MAXLEN : iLen2; memcpy(szFile.data,(const char*)szCurrent,iLen2); szFile.length = iLen; szCurrent += iLen2; // place this as diffuse texture pcMatOut->AddProperty(&szFile,AI_MATKEY_TEXTURE_DIFFUSE(0)); } else if (iMasked || !iType || (iType && iWidth && iHeight)) { // ***** STANDARD COLOR TEXTURE ***** pcNew = new aiTexture(); if (!iHeight || !iWidth) { DefaultLogger::get()->warn("Found embedded texture, but its width " "an height are both 0. Is this a joke?"); // generate an empty chess pattern pcNew->mWidth = pcNew->mHeight = 8; pcNew->pcData = new aiTexel[64]; for (unsigned int x = 0; x < 8;++x) { for (unsigned int y = 0; y < 8;++y) { bool bSet = false; if (0 == x % 2 && 0 != y % 2 || 0 != x % 2 && 0 == y % 2)bSet = true; aiTexel* pc = &pcNew->pcData[y * 8 + x]; if (bSet)pc->r = pc->b = pc->g = 0xFF; else pc->r = pc->b = pc->g = 0; pc->a = 0xFF; } } } else { // it is a standard color texture. Fill in width and height // and call the same function we used for loading MDL5 files pcNew->mWidth = iWidth; pcNew->mHeight = iHeight; unsigned int iSkip = 0; this->ParseTextureColorData(szCurrent,iMasked,&iSkip,pcNew); // skip length of texture data szCurrent += iSkip; } } // sometimes there are MDL7 files which have a monochrome // texture instead of material colors ... posssible they have // been converted to MDL7 from other formats, such as MDL5 aiColor4D clrTexture; if (pcNew)clrTexture = this->ReplaceTextureWithColor(pcNew); else clrTexture.r = std::numeric_limits::quiet_NaN(); // check whether a material definition is contained in the skin if (iType & AI_MDL7_SKINTYPE_MATERIAL) { BE_NCONST MDL::Material_MDL7* pcMatIn = (BE_NCONST MDL::Material_MDL7*)szCurrent; szCurrent = (unsigned char*)(pcMatIn+1); VALIDATE_FILE_SIZE(szCurrent); aiColor3D clrTemp; #define COLOR_MULTIPLY_RGB() \ if (is_not_qnan(clrTexture.r)) \ { \ clrTemp.r *= clrTexture.r; \ clrTemp.g *= clrTexture.g; \ clrTemp.b *= clrTexture.b; \ } // read diffuse color clrTemp.r = pcMatIn->Diffuse.r; AI_SWAP4(clrTemp.r); clrTemp.g = pcMatIn->Diffuse.g; AI_SWAP4(clrTemp.g); clrTemp.b = pcMatIn->Diffuse.b; AI_SWAP4(clrTemp.b); COLOR_MULTIPLY_RGB(); pcMatOut->AddProperty(&clrTemp,1,AI_MATKEY_COLOR_DIFFUSE); // read specular color clrTemp.r = pcMatIn->Specular.r; AI_SWAP4(clrTemp.r); clrTemp.g = pcMatIn->Specular.g; AI_SWAP4(clrTemp.g); clrTemp.b = pcMatIn->Specular.b; AI_SWAP4(clrTemp.b); COLOR_MULTIPLY_RGB(); pcMatOut->AddProperty(&clrTemp,1,AI_MATKEY_COLOR_SPECULAR); // read ambient color clrTemp.r = pcMatIn->Ambient.r; AI_SWAP4(clrTemp.r); clrTemp.g = pcMatIn->Ambient.g; AI_SWAP4(clrTemp.g); clrTemp.b = pcMatIn->Ambient.b; AI_SWAP4(clrTemp.b); COLOR_MULTIPLY_RGB(); pcMatOut->AddProperty(&clrTemp,1,AI_MATKEY_COLOR_AMBIENT); // read emissive color clrTemp.r = pcMatIn->Emissive.r; AI_SWAP4(clrTemp.r); clrTemp.g = pcMatIn->Emissive.g; AI_SWAP4(clrTemp.g); clrTemp.b = pcMatIn->Emissive.b; AI_SWAP4(clrTemp.b); pcMatOut->AddProperty(&clrTemp,1,AI_MATKEY_COLOR_EMISSIVE); #undef COLOR_MULITPLY_RGB // FIX: Take the opacity from the ambient color // the doc says something else, but it is fact that MED exports the // opacity like this .... ARRRGGHH! clrTemp.r = pcMatIn->Ambient.a; AI_SWAP4(clrTemp.r); if (is_not_qnan(clrTexture.r))clrTemp.r *= clrTexture.a; pcMatOut->AddProperty(&clrTemp.r,1,AI_MATKEY_OPACITY); // read phong power int iShadingMode = (int)aiShadingMode_Gouraud; AI_SWAP4(pcMatIn->Power); if (0.0f != pcMatIn->Power) { iShadingMode = (int)aiShadingMode_Phong; pcMatOut->AddProperty(&pcMatIn->Power,1,AI_MATKEY_SHININESS); } pcMatOut->AddProperty(&iShadingMode,1,AI_MATKEY_SHADING_MODEL); } else if (is_not_qnan(clrTexture.r)) { pcMatOut->AddProperty(&clrTexture,1,AI_MATKEY_COLOR_DIFFUSE); pcMatOut->AddProperty(&clrTexture,1,AI_MATKEY_COLOR_SPECULAR); } // if the texture could be replaced by a single material color // we don't need the texture anymore if (is_not_qnan(clrTexture.r)) { delete pcNew; pcNew = NULL; } // if an ASCII effect description (HLSL?) is contained in the file, // we can simply ignore it ... if (iType & AI_MDL7_SKINTYPE_MATERIAL_ASCDEF) { VALIDATE_FILE_SIZE(szCurrent); int32_t iMe = *((int32_t*)szCurrent); AI_SWAP4(iMe); szCurrent += sizeof(char) * iMe + sizeof(int32_t); VALIDATE_FILE_SIZE(szCurrent); } // If an embedded texture has been loaded setup the corresponding // data structures in the aiScene instance if (pcNew && this->pScene->mNumTextures <= 999) { // place this as diffuse texture char szCurrent[5]; ::sprintf(szCurrent,"*%i",this->pScene->mNumTextures); aiString szFile; const size_t iLen = strlen((const char*)szCurrent); ::memcpy(szFile.data,(const char*)szCurrent,iLen+1); szFile.length = iLen; pcMatOut->AddProperty(&szFile,AI_MATKEY_TEXTURE_DIFFUSE(0)); // store the texture if (!this->pScene->mNumTextures) { this->pScene->mNumTextures = 1; this->pScene->mTextures = new aiTexture*[1]; this->pScene->mTextures[0] = pcNew; } else { aiTexture** pc = this->pScene->mTextures; this->pScene->mTextures = new aiTexture*[this->pScene->mNumTextures+1]; for (unsigned int i = 0; i < this->pScene->mNumTextures;++i) this->pScene->mTextures[i] = pc[i]; this->pScene->mTextures[this->pScene->mNumTextures] = pcNew; this->pScene->mNumTextures++; delete[] pc; } } VALIDATE_FILE_SIZE(szCurrent); *szCurrentOut = szCurrent; } // ------------------------------------------------------------------------------------------------ // Skip a skin lump void MDLImporter::SkipSkinLump_3DGS_MDL7( const unsigned char* szCurrent, const unsigned char** szCurrentOut, unsigned int iType, unsigned int iWidth, unsigned int iHeight) { // get the type of the skin unsigned int iMasked = (unsigned int)(iType & 0xF); if (0x6 == iMasked) { szCurrent += iWidth; } if (0x7 == iMasked) { const size_t iLen = ::strlen((const char*)szCurrent); szCurrent += iLen+1; } else if (iMasked || !iType) { if (iMasked || !iType || (iType && iWidth && iHeight)) { // ParseTextureColorData(..., aiTexture::pcData == 0xffffffff) will simply // return the size of the color data in bytes in iSkip unsigned int iSkip = 0; aiTexture tex; tex.pcData = reinterpret_cast(0xffffffff); tex.mHeight = iHeight; tex.mWidth = iWidth; this->ParseTextureColorData(szCurrent,iMasked,&iSkip,&tex); // FIX: Important, otherwise the destructor will crash tex.pcData = NULL; // skip length of texture data szCurrent += iSkip; } } // check whether a material definition is contained in the skin if (iType & AI_MDL7_SKINTYPE_MATERIAL) { BE_NCONST MDL::Material_MDL7* pcMatIn = (BE_NCONST MDL::Material_MDL7*)szCurrent; szCurrent = (unsigned char*)(pcMatIn+1); } // if an ASCII effect description (HLSL?) is contained in the file, // we can simply ignore it ... if (iType & AI_MDL7_SKINTYPE_MATERIAL_ASCDEF) { int32_t iMe = *((int32_t*)szCurrent); AI_SWAP4(iMe); szCurrent += sizeof(char) * iMe + sizeof(int32_t); } *szCurrentOut = szCurrent; } // ------------------------------------------------------------------------------------------------ // What the fuck does this function do? Can't remember void MDLImporter::ParseSkinLump_3DGS_MDL7( const unsigned char* szCurrent, const unsigned char** szCurrentOut, std::vector& pcMats) { ai_assert(NULL != szCurrent); ai_assert(NULL != szCurrentOut); *szCurrentOut = szCurrent; BE_NCONST MDL::Skin_MDL7* pcSkin = (BE_NCONST MDL::Skin_MDL7*)szCurrent; AI_SWAP4(pcSkin->width); AI_SWAP4(pcSkin->height); szCurrent += 12; // allocate an output material MaterialHelper* pcMatOut = new MaterialHelper(); pcMats.push_back(pcMatOut); // skip length of file name szCurrent += AI_MDL7_MAX_TEXNAMESIZE; ParseSkinLump_3DGS_MDL7(szCurrent,szCurrentOut,pcMatOut, pcSkin->typ,pcSkin->width,pcSkin->height); // place the name of the skin in the material if (pcSkin->texture_name[0]) { // the 0 termination could be there or not - we can't know aiString szFile; ::memcpy(szFile.data,pcSkin->texture_name,sizeof(pcSkin->texture_name)); szFile.data[sizeof(pcSkin->texture_name)] = '\0'; szFile.length = ::strlen(szFile.data); pcMatOut->AddProperty(&szFile,AI_MATKEY_NAME); } } #endif // !! ASSIMP_BUILD_NO_MDL_IMPORTER