/*
Open Asset Import Library (assimp)
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*/
/** @file MDLLoader.h
* @brief Declaration of the loader for MDL files
*/
#ifndef AI_MDLLOADER_H_INCLUDED
#define AI_MDLLOADER_H_INCLUDED
#include "BaseImporter.h"
#include "MDLFileData.h"
#include "HalfLifeFileData.h"
struct aiNode;
struct aiTexture;
namespace Assimp {
using namespace MDL;
// --------------------------------------------------------------------------------------
// Include file/line information in debug builds
#ifdef ASSIMP_BUILD_DEBUG
# define VALIDATE_FILE_SIZE(msg) SizeCheck(msg,__FILE__,__LINE__)
#else
# define VALIDATE_FILE_SIZE(msg) SizeCheck(msg)
#endif
// --------------------------------------------------------------------------------------
/** @brief Class to load MDL files.
*
* Several subformats exist:
*
* - Quake I
* - 3D Game Studio MDL3, MDL4
* - 3D Game Studio MDL5
* - 3D Game Studio MDL7
* - Halflife 2
*
* These formats are partially identical and it would be possible to load
* them all with a single 1000-line function-beast. However, it has been
* split into several code paths to make the code easier to read and maintain.
*/
class MDLImporter : public BaseImporter
{
public:
MDLImporter();
~MDLImporter();
public:
// -------------------------------------------------------------------
/** Returns whether the class can handle the format of the given file.
* See BaseImporter::CanRead() for details. */
bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
bool checkSig) const;
// -------------------------------------------------------------------
/** Called prior to ReadFile().
* The function is a request to the importer to update its configuration
* basing on the Importer's configuration property list.
*/
void SetupProperties(const Importer* pImp);
protected:
// -------------------------------------------------------------------
/** Return importer meta information.
* See #BaseImporter::GetInfo for the details
*/
const aiImporterDesc* GetInfo () const;
// -------------------------------------------------------------------
/** Imports the given file into the given scene structure.
* See BaseImporter::InternReadFile() for details
*/
void InternReadFile( const std::string& pFile, aiScene* pScene,
IOSystem* pIOHandler);
protected:
// -------------------------------------------------------------------
/** Import a quake 1 MDL file (IDPO)
*/
void InternReadFile_Quake1( );
// -------------------------------------------------------------------
/** Import a GameStudio A4/A5 file (MDL 3,4,5)
*/
void InternReadFile_3DGS_MDL345( );
// -------------------------------------------------------------------
/** Import a GameStudio A7 file (MDL 7)
*/
void InternReadFile_3DGS_MDL7( );
// -------------------------------------------------------------------
/** Import a CS:S/HL2 MDL file (not fully implemented)
*/
void InternReadFile_HL2( );
// -------------------------------------------------------------------
/** Check whether a given position is inside the valid range
* Throw a DeadlyImportError if it is not
* \param szPos Cursor position
* \param szFile Name of the source file from which the function was called
* \param iLine Source code line from which the function was called
*/
void SizeCheck(const void* szPos);
void SizeCheck(const void* szPos, const char* szFile, unsigned int iLine);
// -------------------------------------------------------------------
/** Validate the header data structure of a game studio MDL7 file
* \param pcHeader Input header to be validated
*/
void ValidateHeader_3DGS_MDL7(const MDL::Header_MDL7* pcHeader);
// -------------------------------------------------------------------
/** Validate the header data structure of a Quake 1 model
* \param pcHeader Input header to be validated
*/
void ValidateHeader_Quake1(const MDL::Header* pcHeader);
// -------------------------------------------------------------------
/** Try to load a palette from the current directory (colormap.lmp)
* If it is not found the default palette of Quake1 is returned
*/
void SearchPalette(const unsigned char** pszColorMap);
// -------------------------------------------------------------------
/** Free a palette created with a previous call to SearchPalette()
*/
void FreePalette(const unsigned char* pszColorMap);
// -------------------------------------------------------------------
/** Load a paletized texture from the file and convert it to 32bpp
*/
void CreateTextureARGB8_3DGS_MDL3(const unsigned char* szData);
// -------------------------------------------------------------------
/** Used to load textures from MDL3/4
* \param szData Input data
* \param iType Color data type
* \param piSkip Receive: Size to skip, in bytes
*/
void CreateTexture_3DGS_MDL4(const unsigned char* szData,
unsigned int iType,
unsigned int* piSkip);
// -------------------------------------------------------------------
/** Used to load textures from MDL5
* \param szData Input data
* \param iType Color data type
* \param piSkip Receive: Size to skip, in bytes
*/
void CreateTexture_3DGS_MDL5(const unsigned char* szData,
unsigned int iType,
unsigned int* piSkip);
// -------------------------------------------------------------------
/** Checks whether a texture can be replaced with a single color
* This is useful for all file formats before MDL7 (all those
* that are not containing material colors separate from textures).
* MED seems to write dummy 8x8 monochrome images instead.
* \param pcTexture Input texture
* \return aiColor.r is set to qnan if the function fails and no
* color can be found.
*/
aiColor4D ReplaceTextureWithColor(const aiTexture* pcTexture);
// -------------------------------------------------------------------
/** Converts the absolute texture coordinates in MDL5 files to
* relative in a range between 0 and 1
*/
void CalculateUVCoordinates_MDL5();
// -------------------------------------------------------------------
/** Read an UV coordinate from the file. If the file format is not
* MDL5, the function calculates relative texture coordinates
* \param vOut Receives the output UV coord
* \param pcSrc UV coordinate buffer
* \param UV coordinate index
*/
void ImportUVCoordinate_3DGS_MDL345( aiVector3D& vOut,
const MDL::TexCoord_MDL3* pcSrc,
unsigned int iIndex);
// -------------------------------------------------------------------
/** Setup the material properties for Quake and MDL<7 models.
* These formats don't support more than one material per mesh,
* therefore the method processes only ONE skin and removes
* all others.
*/
void SetupMaterialProperties_3DGS_MDL5_Quake1( );
// -------------------------------------------------------------------
/** Parse a skin lump in a MDL7/HMP7 file with all of its features
* variant 1: Current cursor position is the beginning of the skin header
* \param szCurrent Current data pointer
* \param szCurrentOut Output data pointer
* \param pcMats Material list for this group. To be filled ...
*/
void ParseSkinLump_3DGS_MDL7(
const unsigned char* szCurrent,
const unsigned char** szCurrentOut,
std::vector& pcMats);
// -------------------------------------------------------------------
/** Parse a skin lump in a MDL7/HMP7 file with all of its features
* variant 2: Current cursor position is the beginning of the skin data
* \param szCurrent Current data pointer
* \param szCurrentOut Output data pointer
* \param pcMatOut Output material
* \param iType header.typ
* \param iWidth header.width
* \param iHeight header.height
*/
void ParseSkinLump_3DGS_MDL7(
const unsigned char* szCurrent,
const unsigned char** szCurrentOut,
aiMaterial* pcMatOut,
unsigned int iType,
unsigned int iWidth,
unsigned int iHeight);
// -------------------------------------------------------------------
/** Skip a skin lump in a MDL7/HMP7 file
* \param szCurrent Current data pointer
* \param szCurrentOut Output data pointer. Points to the byte just
* behind the last byte of the skin.
* \param iType header.typ
* \param iWidth header.width
* \param iHeight header.height
*/
void SkipSkinLump_3DGS_MDL7(const unsigned char* szCurrent,
const unsigned char** szCurrentOut,
unsigned int iType,
unsigned int iWidth,
unsigned int iHeight);
// -------------------------------------------------------------------
/** Parse texture color data for MDL5, MDL6 and MDL7 formats
* \param szData Current data pointer
* \param iType type of the texture data. No DDS or external
* \param piSkip Receive the number of bytes to skip
* \param pcNew Must point to fully initialized data. Width and
* height must be set. If pcNew->pcData is set to UINT_MAX,
* piSkip will receive the size of the texture, in bytes, but no
* color data will be read.
*/
void ParseTextureColorData(const unsigned char* szData,
unsigned int iType,
unsigned int* piSkip,
aiTexture* pcNew);
// -------------------------------------------------------------------
/** Join two materials / skins. Setup UV source ... etc
* \param pcMat1 First input material
* \param pcMat2 Second input material
* \param pcMatOut Output material instance to be filled. Must be empty
*/
void JoinSkins_3DGS_MDL7(aiMaterial* pcMat1,
aiMaterial* pcMat2,
aiMaterial* pcMatOut);
// -------------------------------------------------------------------
/** Add a bone transformation key to an animation
* \param iTrafo Index of the transformation (always==frame index?)
* No need to validate this index, it is always valid.
* \param pcBoneTransforms Bone transformation for this index
* \param apcOutBones Output bones array
*/
void AddAnimationBoneTrafoKey_3DGS_MDL7(unsigned int iTrafo,
const MDL::BoneTransform_MDL7* pcBoneTransforms,
MDL::IntBone_MDL7** apcBonesOut);
// -------------------------------------------------------------------
/** Load the bone list of a MDL7 file
* \return If the bones could be loaded successfully, a valid
* array containing pointers to a temporary bone
* representation. NULL if the bones could not be loaded.
*/
MDL::IntBone_MDL7** LoadBones_3DGS_MDL7();
// -------------------------------------------------------------------
/** Load bone transformation keyframes from a file chunk
* \param groupInfo -> doc of data structure
* \param frame -> doc of data structure
* \param shared -> doc of data structure
*/
void ParseBoneTrafoKeys_3DGS_MDL7(
const MDL::IntGroupInfo_MDL7& groupInfo,
IntFrameInfo_MDL7& frame,
MDL::IntSharedData_MDL7& shared);
// -------------------------------------------------------------------
/** Calculate absolute bone animation matrices for each bone
* \param apcOutBones Output bones array
*/
void CalcAbsBoneMatrices_3DGS_MDL7(MDL::IntBone_MDL7** apcOutBones);
// -------------------------------------------------------------------
/** Add all bones to the nodegraph (as children of the root node)
* \param apcBonesOut List of bones
* \param pcParent Parent node. New nodes will be added to this node
* \param iParentIndex Index of the parent bone
*/
void AddBonesToNodeGraph_3DGS_MDL7(const MDL::IntBone_MDL7** apcBonesOut,
aiNode* pcParent,uint16_t iParentIndex);
// -------------------------------------------------------------------
/** Build output animations
* \param apcBonesOut List of bones
*/
void BuildOutputAnims_3DGS_MDL7(const MDL::IntBone_MDL7** apcBonesOut);
// -------------------------------------------------------------------
/** Handles materials that are just referencing another material
* There is no test file for this feature, but Conitec's doc
* say it is used.
*/
void HandleMaterialReferences_3DGS_MDL7();
// -------------------------------------------------------------------
/** Copies only the material that are referenced by at least one
* mesh to the final output material list. All other materials
* will be discarded.
* \param shared -> doc of data structure
*/
void CopyMaterials_3DGS_MDL7(MDL::IntSharedData_MDL7 &shared);
// -------------------------------------------------------------------
/** Process the frame section at the end of a group
* \param groupInfo -> doc of data structure
* \param shared -> doc of data structure
* \param szCurrent Pointer to the start of the frame section
* \param szCurrentOut Receives a pointer to the first byte of the
* next data section.
* \return false to read no further groups (a small workaround for
* some tiny and unsolved problems ... )
*/
bool ProcessFrames_3DGS_MDL7(const MDL::IntGroupInfo_MDL7& groupInfo,
MDL::IntGroupData_MDL7& groupData,
MDL::IntSharedData_MDL7& shared,
const unsigned char* szCurrent,
const unsigned char** szCurrentOut);
// -------------------------------------------------------------------
/** Sort all faces by their materials. If the mesh is using
* multiple materials per face (that are blended together) the function
* might create new materials.
* \param groupInfo -> doc of data structure
* \param groupData -> doc of data structure
* \param splitGroupData -> doc of data structure
*/
void SortByMaterials_3DGS_MDL7(
const MDL::IntGroupInfo_MDL7& groupInfo,
MDL::IntGroupData_MDL7& groupData,
MDL::IntSplitGroupData_MDL7& splitGroupData);
// -------------------------------------------------------------------
/** Read all faces and vertices from a MDL7 group. The function fills
* preallocated memory buffers.
* \param groupInfo -> doc of data structure
* \param groupData -> doc of data structure
*/
void ReadFaces_3DGS_MDL7(const MDL::IntGroupInfo_MDL7& groupInfo,
MDL::IntGroupData_MDL7& groupData);
// -------------------------------------------------------------------
/** Generate the final output meshes for a7 models
* \param groupData -> doc of data structure
* \param splitGroupData -> doc of data structure
*/
void GenerateOutputMeshes_3DGS_MDL7(
MDL::IntGroupData_MDL7& groupData,
MDL::IntSplitGroupData_MDL7& splitGroupData);
protected:
/** Configuration option: frame to be loaded */
unsigned int configFrameID;
/** Configuration option: palette to be used to decode palletized images*/
std::string configPalette;
/** Buffer to hold the loaded file */
unsigned char* mBuffer;
/** For GameStudio MDL files: The number in the magic word, either 3,4 or 5
* (MDL7 doesn't need this, the format has a separate loader) */
unsigned int iGSFileVersion;
/** Output I/O handler. used to load external lmp files */
IOSystem* pIOHandler;
/** Output scene to be filled */
aiScene* pScene;
/** Size of the input file in bytes */
unsigned int iFileSize;
};
} // end of namespace Assimp
#endif // AI_3DSIMPORTER_H_INC