/* --------------------------------------------------------------------------- Open Asset Import Library (assimp) --------------------------------------------------------------------------- Copyright (c) 2006-2024, 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 Implementation of the MDC importer class */ #ifndef ASSIMP_BUILD_NO_MDC_IMPORTER // internal headers #include "AssetLib/MDC/MDCLoader.h" #include "AssetLib/MD3/MD3FileData.h" #include "AssetLib/MDC/MDCNormalTable.h" // shouldn't be included by other units #include #include #include #include #include #include #include using namespace Assimp; using namespace Assimp::MDC; static constexpr aiImporterDesc desc = { "Return To Castle Wolfenstein Mesh Importer", "", "", "", aiImporterFlags_SupportBinaryFlavour, 0, 0, 0, 0, "mdc" }; // ------------------------------------------------------------------------------------------------ void MDC::BuildVertex(const Frame &frame, const BaseVertex &bvert, const CompressedVertex &cvert, aiVector3D &vXYZOut, aiVector3D &vNorOut) { // compute the position const float xd = (cvert.xd - AI_MDC_CVERT_BIAS) * AI_MDC_DELTA_SCALING; const float yd = (cvert.yd - AI_MDC_CVERT_BIAS) * AI_MDC_DELTA_SCALING; const float zd = (cvert.zd - AI_MDC_CVERT_BIAS) * AI_MDC_DELTA_SCALING; vXYZOut.x = frame.localOrigin.x + AI_MDC_BASE_SCALING * (bvert.x + xd); vXYZOut.y = frame.localOrigin.y + AI_MDC_BASE_SCALING * (bvert.y + yd); vXYZOut.z = frame.localOrigin.z + AI_MDC_BASE_SCALING * (bvert.z + zd); // compute the normal vector .. ehm ... lookup it in the table :-) vNorOut.x = mdcNormals[cvert.nd][0]; vNorOut.y = mdcNormals[cvert.nd][1]; vNorOut.z = mdcNormals[cvert.nd][2]; } // ------------------------------------------------------------------------------------------------ // Constructor to be privately used by Importer MDCImporter::MDCImporter() : configFrameID(), pcHeader(), mBuffer(), fileSize() { // empty } // ------------------------------------------------------------------------------------------------ // Returns whether the class can handle the format of the given file. bool MDCImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const { static const uint32_t tokens[] = { AI_MDC_MAGIC_NUMBER_LE }; return CheckMagicToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens)); } // ------------------------------------------------------------------------------------------------ const aiImporterDesc *MDCImporter::GetInfo() const { return &desc; } // ------------------------------------------------------------------------------------------------ // Validate the header of the given MDC file void MDCImporter::ValidateHeader() { AI_SWAP4(this->pcHeader->ulVersion); AI_SWAP4(this->pcHeader->ulFlags); AI_SWAP4(this->pcHeader->ulNumFrames); AI_SWAP4(this->pcHeader->ulNumTags); AI_SWAP4(this->pcHeader->ulNumSurfaces); AI_SWAP4(this->pcHeader->ulNumSkins); AI_SWAP4(this->pcHeader->ulOffsetBorderFrames); if (pcHeader->ulIdent != AI_MDC_MAGIC_NUMBER_BE && pcHeader->ulIdent != AI_MDC_MAGIC_NUMBER_LE) { throw DeadlyImportError("Invalid MDC magic word: expected IDPC, found ", ai_str_toprintable((char *)&pcHeader->ulIdent, 4)); } if (pcHeader->ulVersion != AI_MDC_VERSION) { ASSIMP_LOG_WARN("Unsupported MDC file version (2 (AI_MDC_VERSION) was expected)"); } if (pcHeader->ulOffsetBorderFrames + pcHeader->ulNumFrames * sizeof(MDC::Frame) > this->fileSize || pcHeader->ulOffsetSurfaces + pcHeader->ulNumSurfaces * sizeof(MDC::Surface) > this->fileSize) { throw DeadlyImportError("Some of the offset values in the MDC header are invalid " "and point to something behind the file."); } if (this->configFrameID >= this->pcHeader->ulNumFrames) { throw DeadlyImportError("The requested frame is not available"); } } // ------------------------------------------------------------------------------------------------ // Validate the header of a given MDC file surface void MDCImporter::ValidateSurfaceHeader(BE_NCONST MDC::Surface *pcSurf) { AI_SWAP4(pcSurf->ulFlags); AI_SWAP4(pcSurf->ulNumCompFrames); AI_SWAP4(pcSurf->ulNumBaseFrames); AI_SWAP4(pcSurf->ulNumShaders); AI_SWAP4(pcSurf->ulNumVertices); AI_SWAP4(pcSurf->ulNumTriangles); AI_SWAP4(pcSurf->ulOffsetTriangles); AI_SWAP4(pcSurf->ulOffsetTexCoords); AI_SWAP4(pcSurf->ulOffsetBaseVerts); AI_SWAP4(pcSurf->ulOffsetCompVerts); AI_SWAP4(pcSurf->ulOffsetFrameBaseFrames); AI_SWAP4(pcSurf->ulOffsetFrameCompFrames); AI_SWAP4(pcSurf->ulOffsetEnd); const unsigned int iMax = this->fileSize - (unsigned int)((int8_t *)pcSurf - (int8_t *)pcHeader); if (pcSurf->ulOffsetBaseVerts + pcSurf->ulNumVertices * sizeof(MDC::BaseVertex) > iMax || (pcSurf->ulNumCompFrames && pcSurf->ulOffsetCompVerts + pcSurf->ulNumVertices * sizeof(MDC::CompressedVertex) > iMax) || pcSurf->ulOffsetTriangles + pcSurf->ulNumTriangles * sizeof(MDC::Triangle) > iMax || pcSurf->ulOffsetTexCoords + pcSurf->ulNumVertices * sizeof(MDC::TexturCoord) > iMax || pcSurf->ulOffsetShaders + pcSurf->ulNumShaders * sizeof(MDC::Shader) > iMax || pcSurf->ulOffsetFrameBaseFrames + pcSurf->ulNumBaseFrames * 2 > iMax || (pcSurf->ulNumCompFrames && pcSurf->ulOffsetFrameCompFrames + pcSurf->ulNumCompFrames * 2 > iMax)) { throw DeadlyImportError("Some of the offset values in the MDC surface header " "are invalid and point somewhere behind the file."); } } // ------------------------------------------------------------------------------------------------ // Setup configuration properties void MDCImporter::SetupProperties(const Importer *pImp) { // The AI_CONFIG_IMPORT_MDC_KEYFRAME option overrides the // AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option. if (static_cast(-1) == (configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MDC_KEYFRAME, -1))) { configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME, 0); } } // ------------------------------------------------------------------------------------------------ // Imports the given file into the given scene structure. void MDCImporter::InternReadFile( const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) { std::unique_ptr file(pIOHandler->Open(pFile)); // Check whether we can read from the file if (file == nullptr) { throw DeadlyImportError("Failed to open MDC file ", pFile, "."); } // check whether the mdc file is large enough to contain the file header fileSize = static_cast(file->FileSize()); if (fileSize < sizeof(MDC::Header)) { throw DeadlyImportError("MDC File is too small."); } std::vector mBuffer2(fileSize); file->Read(&mBuffer2[0], 1, fileSize); mBuffer = &mBuffer2[0]; // validate the file header this->pcHeader = (BE_NCONST MDC::Header *)this->mBuffer; this->ValidateHeader(); std::vector aszShaders; // get a pointer to the frame we want to read BE_NCONST MDC::Frame *pcFrame = (BE_NCONST MDC::Frame *)(this->mBuffer + this->pcHeader->ulOffsetBorderFrames); // no need to swap the other members, we won't need them pcFrame += configFrameID; AI_SWAP4(pcFrame->localOrigin[0]); AI_SWAP4(pcFrame->localOrigin[1]); AI_SWAP4(pcFrame->localOrigin[2]); // get the number of valid surfaces BE_NCONST MDC::Surface *pcSurface, *pcSurface2; pcSurface = pcSurface2 = reinterpret_cast(mBuffer + pcHeader->ulOffsetSurfaces); unsigned int iNumShaders = 0; for (unsigned int i = 0; i < pcHeader->ulNumSurfaces; ++i) { // validate the surface header this->ValidateSurfaceHeader(pcSurface2); if (pcSurface2->ulNumVertices && pcSurface2->ulNumTriangles) { ++pScene->mNumMeshes; } iNumShaders += pcSurface2->ulNumShaders; pcSurface2 = reinterpret_cast((BE_NCONST int8_t *)pcSurface2 + pcSurface2->ulOffsetEnd); } aszShaders.reserve(iNumShaders); pScene->mMeshes = new aiMesh *[pScene->mNumMeshes]; // necessary that we don't crash if an exception occurs for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) { pScene->mMeshes[i] = nullptr; } // now read all surfaces unsigned int iDefaultMatIndex = UINT_MAX; for (unsigned int i = 0, iNum = 0; i < pcHeader->ulNumSurfaces; ++i) { if (!pcSurface->ulNumVertices || !pcSurface->ulNumTriangles) continue; aiMesh *pcMesh = pScene->mMeshes[iNum++] = new aiMesh(); pcMesh->mNumFaces = pcSurface->ulNumTriangles; pcMesh->mNumVertices = pcMesh->mNumFaces * 3; // store the name of the surface for use as node name. pcMesh->mName.Set(std::string(pcSurface->ucName, strnlen(pcSurface->ucName, AI_MDC_MAXQPATH - 1))); // go to the first shader in the file. ignore the others. if (pcSurface->ulNumShaders) { const MDC::Shader *pcShader = (const MDC::Shader *)((int8_t *)pcSurface + pcSurface->ulOffsetShaders); pcMesh->mMaterialIndex = (unsigned int)aszShaders.size(); // create a new shader aszShaders.emplace_back(pcShader->ucName, ::strnlen(pcShader->ucName, sizeof(pcShader->ucName))); } // need to create a default material else if (UINT_MAX == iDefaultMatIndex) { pcMesh->mMaterialIndex = iDefaultMatIndex = (unsigned int)aszShaders.size(); aszShaders.emplace_back(); } // otherwise assign a reference to the default material else pcMesh->mMaterialIndex = iDefaultMatIndex; // allocate output storage for the mesh aiVector3D *pcVertCur = pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices]; aiVector3D *pcNorCur = pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices]; aiVector3D *pcUVCur = pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices]; aiFace *pcFaceCur = pcMesh->mFaces = new aiFace[pcMesh->mNumFaces]; // create all vertices/faces BE_NCONST MDC::Triangle *pcTriangle = (BE_NCONST MDC::Triangle *)((int8_t *)pcSurface + pcSurface->ulOffsetTriangles); BE_NCONST MDC::TexturCoord *const pcUVs = (BE_NCONST MDC::TexturCoord *)((int8_t *)pcSurface + pcSurface->ulOffsetTexCoords); // get a pointer to the uncompressed vertices int16_t iOfs = *((int16_t *)((int8_t *)pcSurface + pcSurface->ulOffsetFrameBaseFrames) + this->configFrameID); AI_SWAP2(iOfs); BE_NCONST MDC::BaseVertex *const pcVerts = (BE_NCONST MDC::BaseVertex *)((int8_t *)pcSurface + pcSurface->ulOffsetBaseVerts) + ((int)iOfs * pcSurface->ulNumVertices * 4); // do the main swapping stuff ... #if (defined AI_BUILD_BIG_ENDIAN) // swap all triangles for (unsigned int i = 0; i < pcSurface->ulNumTriangles; ++i) { AI_SWAP4(pcTriangle[i].aiIndices[0]); AI_SWAP4(pcTriangle[i].aiIndices[1]); AI_SWAP4(pcTriangle[i].aiIndices[2]); } // swap all vertices for (unsigned int i = 0; i < pcSurface->ulNumVertices * pcSurface->ulNumBaseFrames; ++i) { AI_SWAP2(pcVerts->normal); AI_SWAP2(pcVerts->x); AI_SWAP2(pcVerts->y); AI_SWAP2(pcVerts->z); } // swap all texture coordinates for (unsigned int i = 0; i < pcSurface->ulNumVertices; ++i) { AI_SWAP4(pcUVs->u); AI_SWAP4(pcUVs->v); } #endif const MDC::CompressedVertex *pcCVerts = nullptr; int16_t *mdcCompVert = nullptr; // access compressed frames for large frame numbers, but never for the first if (this->configFrameID && pcSurface->ulNumCompFrames > 0) { mdcCompVert = (int16_t *)((int8_t *)pcSurface + pcSurface->ulOffsetFrameCompFrames) + this->configFrameID; AI_SWAP2P(mdcCompVert); if (*mdcCompVert >= 0) { pcCVerts = (const MDC::CompressedVertex *)((int8_t *)pcSurface + pcSurface->ulOffsetCompVerts) + *mdcCompVert * pcSurface->ulNumVertices; } else mdcCompVert = nullptr; } // copy all faces for (unsigned int iFace = 0; iFace < pcSurface->ulNumTriangles; ++iFace, ++pcTriangle, ++pcFaceCur) { const unsigned int iOutIndex = iFace * 3; pcFaceCur->mNumIndices = 3; pcFaceCur->mIndices = new unsigned int[3]; for (unsigned int iIndex = 0; iIndex < 3; ++iIndex, ++pcVertCur, ++pcUVCur, ++pcNorCur) { uint32_t quak = pcTriangle->aiIndices[iIndex]; if (quak >= pcSurface->ulNumVertices) { ASSIMP_LOG_ERROR("MDC vertex index is out of range"); quak = pcSurface->ulNumVertices - 1; } // compressed vertices? if (mdcCompVert) { MDC::BuildVertex(*pcFrame, pcVerts[quak], pcCVerts[quak], *pcVertCur, *pcNorCur); } else { // copy position pcVertCur->x = pcVerts[quak].x * AI_MDC_BASE_SCALING; pcVertCur->y = pcVerts[quak].y * AI_MDC_BASE_SCALING; pcVertCur->z = pcVerts[quak].z * AI_MDC_BASE_SCALING; // copy normals MD3::LatLngNormalToVec3(pcVerts[quak].normal, &pcNorCur->x); // copy texture coordinates pcUVCur->x = pcUVs[quak].u; pcUVCur->y = ai_real(1.0) - pcUVs[quak].v; // DX to OGL } pcVertCur->x += pcFrame->localOrigin[0]; pcVertCur->y += pcFrame->localOrigin[1]; pcVertCur->z += pcFrame->localOrigin[2]; } // swap the face order - DX to OGL pcFaceCur->mIndices[0] = iOutIndex + 2; pcFaceCur->mIndices[1] = iOutIndex + 1; pcFaceCur->mIndices[2] = iOutIndex + 0; } pcSurface = reinterpret_cast((BE_NCONST int8_t *)pcSurface + pcSurface->ulOffsetEnd); } // create a flat node graph with a root node and one child for each surface if (!pScene->mNumMeshes) throw DeadlyImportError("Invalid MDC file: File contains no valid mesh"); else if (1 == pScene->mNumMeshes) { pScene->mRootNode = new aiNode(); if (nullptr != pScene->mMeshes[0]) { pScene->mRootNode->mName = pScene->mMeshes[0]->mName; pScene->mRootNode->mNumMeshes = 1; pScene->mRootNode->mMeshes = new unsigned int[1]; pScene->mRootNode->mMeshes[0] = 0; } } else { pScene->mRootNode = new aiNode(); pScene->mRootNode->mNumChildren = pScene->mNumMeshes; pScene->mRootNode->mChildren = new aiNode *[pScene->mNumMeshes]; pScene->mRootNode->mName.Set(""); for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) { aiNode *pcNode = pScene->mRootNode->mChildren[i] = new aiNode(); pcNode->mParent = pScene->mRootNode; pcNode->mName = pScene->mMeshes[i]->mName; pcNode->mNumMeshes = 1; pcNode->mMeshes = new unsigned int[1]; pcNode->mMeshes[0] = i; } } // create materials pScene->mNumMaterials = (unsigned int)aszShaders.size(); pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials]; for (unsigned int i = 0; i < pScene->mNumMaterials; ++i) { aiMaterial *pcMat = new aiMaterial(); pScene->mMaterials[i] = pcMat; const std::string &name = aszShaders[i]; int iMode = (int)aiShadingMode_Gouraud; pcMat->AddProperty(&iMode, 1, AI_MATKEY_SHADING_MODEL); // add a small ambient color value - RtCW seems to have one aiColor3D clr; clr.b = clr.g = clr.r = 0.05f; pcMat->AddProperty(&clr, 1, AI_MATKEY_COLOR_AMBIENT); if (name.length()) clr.b = clr.g = clr.r = 1.0f; else clr.b = clr.g = clr.r = 0.6f; pcMat->AddProperty(&clr, 1, AI_MATKEY_COLOR_DIFFUSE); pcMat->AddProperty(&clr, 1, AI_MATKEY_COLOR_SPECULAR); if (name.length()) { aiString path; path.Set(name); pcMat->AddProperty(&path, AI_MATKEY_TEXTURE_DIFFUSE(0)); } } // Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system pScene->mRootNode->mTransformation = aiMatrix4x4( 1.f, 0.f, 0.f, 0.f, 0.f, 0.f, 1.f, 0.f, 0.f, -1.f, 0.f, 0.f, 0.f, 0.f, 0.f, 1.f); } #endif // !! ASSIMP_BUILD_NO_MDC_IMPORTER