/* --------------------------------------------------------------------------- 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 MDL importer class */ #include "AssimpPCH.h" // internal headers #include "MaterialSystem.h" #include "HMPLoader.h" #include "MD2FileData.h" using namespace Assimp; // ------------------------------------------------------------------------------------------------ // Constructor to be privately used by Importer HMPImporter::HMPImporter() { // nothing to do here } // ------------------------------------------------------------------------------------------------ // Destructor, private as well HMPImporter::~HMPImporter() { // nothing to do here } // ------------------------------------------------------------------------------------------------ // Returns whether the class can handle the format of the given file. bool HMPImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const { // simple check of file extension is enough for the moment std::string::size_type pos = pFile.find_last_of('.'); // no file extension - can't read if( pos == std::string::npos)return false; std::string extension = pFile.substr( pos); for( std::string::iterator it = extension.begin(); it != extension.end(); ++it) *it = tolower( *it); return extension == ".hmp"; } // ------------------------------------------------------------------------------------------------ // Imports the given file into the given scene structure. void HMPImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) { boost::scoped_ptr file( pIOHandler->Open( pFile)); // Check whether we can read from the file if( file.get() == NULL) throw new ImportErrorException( "Failed to open HMP file " + pFile + "."); // Check whether the HMP file is large enough to contain // at least the file header const size_t fileSize = file->FileSize(); if( fileSize < 50) throw new ImportErrorException( "HMP File is too small."); // Allocate storage and copy the contents of the file to a memory buffer this->pScene = pScene; this->pIOHandler = pIOHandler; std::vector buffer(fileSize+1); mBuffer = &buffer[0]; file->Read( (void*)mBuffer, 1, fileSize); iFileSize = (unsigned int)fileSize; // Determine the file subtype and call the appropriate member function uint32_t iMagic = *((uint32_t*)this->mBuffer); // HMP4 format if (AI_HMP_MAGIC_NUMBER_LE_4 == iMagic || AI_HMP_MAGIC_NUMBER_BE_4 == iMagic) { DefaultLogger::get()->debug("HMP subtype: 3D GameStudio A4, magic word is HMP4"); InternReadFile_HMP4(); } // HMP5 format else if (AI_HMP_MAGIC_NUMBER_LE_5 == iMagic || AI_HMP_MAGIC_NUMBER_BE_5 == iMagic) { DefaultLogger::get()->debug("HMP subtype: 3D GameStudio A5, magic word is HMP5"); InternReadFile_HMP5(); } // HMP7 format else if (AI_HMP_MAGIC_NUMBER_LE_7 == iMagic || AI_HMP_MAGIC_NUMBER_BE_7 == iMagic) { DefaultLogger::get()->debug("HMP subtype: 3D GameStudio A7, magic word is HMP7"); InternReadFile_HMP7(); } else { // Print the magic word to the logger char szBuffer[5]; szBuffer[0] = ((char*)&iMagic)[0]; szBuffer[1] = ((char*)&iMagic)[1]; szBuffer[2] = ((char*)&iMagic)[2]; szBuffer[3] = ((char*)&iMagic)[3]; szBuffer[4] = '\0'; // We're definitely unable to load this file throw new ImportErrorException( "Unknown HMP subformat " + pFile + ". Magic word (" + szBuffer + ") is not known"); } // Set the AI_SCENE_FLAGS_TERRAIN bit pScene->mFlags |= AI_SCENE_FLAGS_TERRAIN; // File buffer destructs automatically now } // ------------------------------------------------------------------------------------------------ void HMPImporter::ValidateHeader_HMP457( ) { const HMP::Header_HMP5* const pcHeader = (const HMP::Header_HMP5*)this->mBuffer; if (120 > this->iFileSize) { throw new ImportErrorException("HMP file is too small (header size is " "120 bytes, this file is smaller)"); } if (!pcHeader->ftrisize_x || !pcHeader->ftrisize_y) throw new ImportErrorException("Size of triangles in either x or y direction is zero"); if(pcHeader->fnumverts_x < 1.0f || (pcHeader->numverts/pcHeader->fnumverts_x) < 1.0f) throw new ImportErrorException("Number of triangles in either x or y direction is zero"); if(!pcHeader->numframes) throw new ImportErrorException("There are no frames. At least one should be there"); } // ------------------------------------------------------------------------------------------------ void HMPImporter::InternReadFile_HMP4( ) { throw new ImportErrorException("HMP4 is currently not supported"); } // ------------------------------------------------------------------------------------------------ void HMPImporter::InternReadFile_HMP5( ) { // read the file header and skip everything to byte 84 const HMP::Header_HMP5* pcHeader = (const HMP::Header_HMP5*)mBuffer; const unsigned char* szCurrent = (const unsigned char*)(mBuffer+84); ValidateHeader_HMP457(); // generate an output mesh pScene->mNumMeshes = 1; pScene->mMeshes = new aiMesh*[1]; aiMesh* pcMesh = pScene->mMeshes[0] = new aiMesh(); pcMesh->mMaterialIndex = 0; pcMesh->mVertices = new aiVector3D[pcHeader->numverts]; pcMesh->mNormals = new aiVector3D[pcHeader->numverts]; const unsigned int height = (unsigned int)(pcHeader->numverts / pcHeader->fnumverts_x); const unsigned int width = (unsigned int)pcHeader->fnumverts_x; // generate/load a material for the terrain CreateMaterial(szCurrent,&szCurrent); // goto offset 120, I don't know why ... // (fixme) is this the frame header? I assume yes since it starts with 2. szCurrent += 36; SizeCheck(szCurrent + sizeof(const HMP::Vertex_HMP7)*height*width); // now load all vertices from the file aiVector3D* pcVertOut = pcMesh->mVertices; aiVector3D* pcNorOut = pcMesh->mNormals; const HMP::Vertex_HMP5* src = (const HMP::Vertex_HMP5*) szCurrent; for (unsigned int y = 0; y < height;++y) { for (unsigned int x = 0; x < width;++x) { pcVertOut->x = x * pcHeader->ftrisize_x; pcVertOut->y = y * pcHeader->ftrisize_y; pcVertOut->z = (((float)src->z / 0xffff)-0.5f) * pcHeader->ftrisize_x * 8.0f; MD2::LookupNormalIndex(src->normals162index, *pcNorOut ); ++pcVertOut;++pcNorOut;++src; } } // generate texture coordinates if necessary if (pcHeader->numskins)GenerateTextureCoords(width,height); // now build a list of faces CreateOutputFaceList(width,height); // there is no nodegraph in HMP files. Simply assign the one mesh // (no, not the one ring) to the root node pScene->mRootNode = new aiNode(); pScene->mRootNode->mName.Set("terrain_root"); pScene->mRootNode->mNumMeshes = 1; pScene->mRootNode->mMeshes = new unsigned int[1]; pScene->mRootNode->mMeshes[0] = 0; } // ------------------------------------------------------------------------------------------------ void HMPImporter::InternReadFile_HMP7( ) { // read the file header and skip everything to byte 84 const HMP::Header_HMP5* const pcHeader = (const HMP::Header_HMP5*)mBuffer; const unsigned char* szCurrent = (const unsigned char*)(mBuffer+84); ValidateHeader_HMP457(); // generate an output mesh pScene->mNumMeshes = 1; pScene->mMeshes = new aiMesh*[1]; aiMesh* pcMesh = pScene->mMeshes[0] = new aiMesh(); pcMesh->mMaterialIndex = 0; pcMesh->mVertices = new aiVector3D[pcHeader->numverts]; pcMesh->mNormals = new aiVector3D[pcHeader->numverts]; const unsigned int height = (unsigned int)(pcHeader->numverts / pcHeader->fnumverts_x); const unsigned int width = (unsigned int)pcHeader->fnumverts_x; // generate/load a material for the terrain CreateMaterial(szCurrent,&szCurrent); // goto offset 120, I don't know why ... // (fixme) is this the frame header? I assume yes since it starts with 2. szCurrent += 36; SizeCheck(szCurrent + sizeof(const HMP::Vertex_HMP7)*height*width); // now load all vertices from the file aiVector3D* pcVertOut = pcMesh->mVertices; aiVector3D* pcNorOut = pcMesh->mNormals; const HMP::Vertex_HMP7* src = (const HMP::Vertex_HMP7*) szCurrent; for (unsigned int y = 0; y < height;++y) { for (unsigned int x = 0; x < width;++x) { pcVertOut->x = x * pcHeader->ftrisize_x; pcVertOut->y = y * pcHeader->ftrisize_y; // FIXME: What exctly is the correct scaling factor to use? // possibly pcHeader->scale_origin[2] in combination with a // signed interpretation of src->z? pcVertOut->z = (((float)src->z / 0xffff)-0.5f) * pcHeader->ftrisize_x * 8.0f; pcNorOut->x = ((float)src->normal_x / 0x80 ); // * pcHeader->scale_origin[0]; pcNorOut->y = ((float)src->normal_y / 0x80 ); // * pcHeader->scale_origin[1]; pcNorOut->z = 1.0f; pcNorOut->Normalize(); ++pcVertOut;++pcNorOut;++src; } } // generate texture coordinates if necessary if (pcHeader->numskins)GenerateTextureCoords(width,height); // now build a list of faces CreateOutputFaceList(width,height); // there is no nodegraph in HMP files. Simply assign the one mesh // (no, not the One Ring) to the root node pScene->mRootNode = new aiNode(); pScene->mRootNode->mName.Set("terrain_root"); pScene->mRootNode->mNumMeshes = 1; pScene->mRootNode->mMeshes = new unsigned int[1]; pScene->mRootNode->mMeshes[0] = 0; } // ------------------------------------------------------------------------------------------------ void HMPImporter::CreateMaterial(const unsigned char* szCurrent, const unsigned char** szCurrentOut) { aiMesh* const pcMesh = pScene->mMeshes[0]; const HMP::Header_HMP5* const pcHeader = (const HMP::Header_HMP5*)mBuffer; // we don't need to generate texture coordinates if // we have no textures in the file ... if (pcHeader->numskins) { pcMesh->mTextureCoords[0] = new aiVector3D[pcHeader->numverts]; pcMesh->mNumUVComponents[0] = 2; // now read the first skin and skip all others ReadFirstSkin(pcHeader->numskins,szCurrent,&szCurrent); } else { // generate a default material const int iMode = (int)aiShadingMode_Gouraud; MaterialHelper* pcHelper = new MaterialHelper(); pcHelper->AddProperty(&iMode, 1, AI_MATKEY_SHADING_MODEL); aiColor3D clr; clr.b = clr.g = clr.r = 0.6f; pcHelper->AddProperty(&clr, 1,AI_MATKEY_COLOR_DIFFUSE); pcHelper->AddProperty(&clr, 1,AI_MATKEY_COLOR_SPECULAR); clr.b = clr.g = clr.r = 0.05f; pcHelper->AddProperty(&clr, 1,AI_MATKEY_COLOR_AMBIENT); aiString szName; szName.Set(AI_DEFAULT_MATERIAL_NAME); pcHelper->AddProperty(&szName,AI_MATKEY_NAME); // add the material to the scene pScene->mNumMaterials = 1; pScene->mMaterials = new aiMaterial*[1]; pScene->mMaterials[0] = pcHelper; } *szCurrentOut = szCurrent; } // ------------------------------------------------------------------------------------------------ void HMPImporter::CreateOutputFaceList(unsigned int width,unsigned int height) { aiMesh* const pcMesh = this->pScene->mMeshes[0]; // Allocate enough storage pcMesh->mNumFaces = (width-1) * (height-1); pcMesh->mFaces = new aiFace[pcMesh->mNumFaces]; pcMesh->mNumVertices = pcMesh->mNumFaces*4; aiVector3D* pcVertices = new aiVector3D[pcMesh->mNumVertices]; aiVector3D* pcNormals = new aiVector3D[pcMesh->mNumVertices]; aiFace* pcFaceOut(pcMesh->mFaces); aiVector3D* pcVertOut = pcVertices; aiVector3D* pcNorOut = pcNormals; aiVector3D* pcUVs = pcMesh->mTextureCoords[0] ? new aiVector3D[pcMesh->mNumVertices] : NULL; aiVector3D* pcUVOut(pcUVs); // Build the terrain square unsigned int iCurrent = 0; for (unsigned int y = 0; y < height-1;++y) { for (unsigned int x = 0; x < width-1;++x,++pcFaceOut) { pcFaceOut->mNumIndices = 4; pcFaceOut->mIndices = new unsigned int[4]; *pcVertOut++ = pcMesh->mVertices[y*width+x]; *pcVertOut++ = pcMesh->mVertices[(y+1)*width+x]; *pcVertOut++ = pcMesh->mVertices[(y+1)*width+x+1]; *pcVertOut++ = pcMesh->mVertices[y*width+x+1]; *pcNorOut++ = pcMesh->mNormals[y*width+x]; *pcNorOut++ = pcMesh->mNormals[(y+1)*width+x]; *pcNorOut++ = pcMesh->mNormals[(y+1)*width+x+1]; *pcNorOut++ = pcMesh->mNormals[y*width+x+1]; if (pcMesh->mTextureCoords[0]) { *pcUVOut++ = pcMesh->mTextureCoords[0][y*width+x]; *pcUVOut++ = pcMesh->mTextureCoords[0][(y+1)*width+x]; *pcUVOut++ = pcMesh->mTextureCoords[0][(y+1)*width+x+1]; *pcUVOut++ = pcMesh->mTextureCoords[0][y*width+x+1]; } for (unsigned int i = 0; i < 4;++i) pcFaceOut->mIndices[i] = iCurrent++; } } delete[] pcMesh->mVertices; pcMesh->mVertices = pcVertices; delete[] pcMesh->mNormals; pcMesh->mNormals = pcNormals; if (pcMesh->mTextureCoords[0]) { delete[] pcMesh->mTextureCoords[0]; pcMesh->mTextureCoords[0] = pcUVs; } } // ------------------------------------------------------------------------------------------------ void HMPImporter::ReadFirstSkin(unsigned int iNumSkins, const unsigned char* szCursor, const unsigned char** szCursorOut) { ai_assert(0 != iNumSkins && NULL != szCursor); // read the type of the skin ... // sometimes we need to skip 12 bytes here, I don't know why ... uint32_t iType = *((uint32_t*)szCursor);szCursor += sizeof(uint32_t); if (0 == iType) { szCursor += sizeof(uint32_t) * 2; iType = *((uint32_t*)szCursor);szCursor += sizeof(uint32_t); if (!iType) throw new ImportErrorException("Unable to read HMP7 skin chunk"); } // read width and height uint32_t iWidth = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t); uint32_t iHeight = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t); // allocate an output material MaterialHelper* pcMat = new MaterialHelper(); // read the skin, this works exactly as for MDL7 ParseSkinLump_3DGS_MDL7(szCursor,&szCursor, pcMat,iType,iWidth,iHeight); // now we need to skip any other skins ... for (unsigned int i = 1; i< iNumSkins;++i) { iType = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t); iWidth = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t); iHeight = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t); SkipSkinLump_3DGS_MDL7(szCursor,&szCursor,iType,iWidth,iHeight); SizeCheck(szCursor); } // setup the material ... pScene->mNumMaterials = 1; pScene->mMaterials = new aiMaterial*[1]; pScene->mMaterials[0] = pcMat; *szCursorOut = szCursor; } // ------------------------------------------------------------------------------------------------ void HMPImporter::GenerateTextureCoords( const unsigned int width, const unsigned int height) { ai_assert(NULL != pScene->mMeshes && NULL != pScene->mMeshes[0] && NULL != pScene->mMeshes[0]->mTextureCoords[0]); aiVector3D* uv = pScene->mMeshes[0]->mTextureCoords[0]; const float fY = (1.0f / height) + (1.0f / height) / (height-1); const float fX = (1.0f / width) + (1.0f / width) / (width-1); for (unsigned int y = 0; y < height;++y) { for (unsigned int x = 0; x < width;++x,++uv) { uv->y = 1.0f-fY*y; uv->x = fX*x; uv->z = 0.0f; } } }