505 lines
19 KiB
C++
505 lines
19 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2022, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file Implementation of the MDL importer class */
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#ifndef ASSIMP_BUILD_NO_HMP_IMPORTER
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// internal headers
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#include "AssetLib/HMP/HMPLoader.h"
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#include "AssetLib/MD2/MD2FileData.h"
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#include <assimp/StringUtils.h>
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#include <assimp/importerdesc.h>
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#include <assimp/scene.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/IOSystem.hpp>
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#include <memory>
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using namespace Assimp;
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static const aiImporterDesc desc = {
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"3D GameStudio Heightmap (HMP) Importer",
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"",
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"",
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"",
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aiImporterFlags_SupportBinaryFlavour,
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0,
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0,
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0,
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0,
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"hmp"
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};
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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HMPImporter::HMPImporter() = default;
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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HMPImporter::~HMPImporter() = default;
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool HMPImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const {
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static const uint32_t tokens[] = {
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AI_HMP_MAGIC_NUMBER_LE_4,
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AI_HMP_MAGIC_NUMBER_LE_5,
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AI_HMP_MAGIC_NUMBER_LE_7
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};
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return CheckMagicToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens));
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}
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// ------------------------------------------------------------------------------------------------
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// Get list of all file extensions that are handled by this loader
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const aiImporterDesc *HMPImporter::GetInfo() const {
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return &desc;
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void HMPImporter::InternReadFile(const std::string &pFile,
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aiScene *_pScene, IOSystem *_pIOHandler) {
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pScene = _pScene;
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mIOHandler = _pIOHandler;
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std::unique_ptr<IOStream> file(mIOHandler->Open(pFile));
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// Check whether we can read from the file
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if (file == nullptr) {
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throw DeadlyImportError("Failed to open HMP file ", pFile, ".");
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}
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// Check whether the HMP file is large enough to contain
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// at least the file header
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const size_t fileSize = file->FileSize();
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if (fileSize < 50)
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throw DeadlyImportError("HMP File is too small.");
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// Allocate storage and copy the contents of the file to a memory buffer
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mBuffer = new uint8_t[fileSize];
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file->Read((void *)mBuffer, 1, fileSize);
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iFileSize = (unsigned int)fileSize;
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// Determine the file subtype and call the appropriate member function
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const uint32_t iMagic = *((uint32_t *)this->mBuffer);
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// HMP4 format
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if (AI_HMP_MAGIC_NUMBER_LE_4 == iMagic ||
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AI_HMP_MAGIC_NUMBER_BE_4 == iMagic) {
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ASSIMP_LOG_DEBUG("HMP subtype: 3D GameStudio A4, magic word is HMP4");
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InternReadFile_HMP4();
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}
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// HMP5 format
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else if (AI_HMP_MAGIC_NUMBER_LE_5 == iMagic ||
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AI_HMP_MAGIC_NUMBER_BE_5 == iMagic) {
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ASSIMP_LOG_DEBUG("HMP subtype: 3D GameStudio A5, magic word is HMP5");
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InternReadFile_HMP5();
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}
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// HMP7 format
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else if (AI_HMP_MAGIC_NUMBER_LE_7 == iMagic ||
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AI_HMP_MAGIC_NUMBER_BE_7 == iMagic) {
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ASSIMP_LOG_DEBUG("HMP subtype: 3D GameStudio A7, magic word is HMP7");
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InternReadFile_HMP7();
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} else {
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// Print the magic word to the logger
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std::string szBuffer = ai_str_toprintable((const char *)&iMagic, sizeof(iMagic));
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delete[] mBuffer;
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mBuffer = nullptr;
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// We're definitely unable to load this file
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throw DeadlyImportError("Unknown HMP subformat ", pFile,
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". Magic word (", szBuffer, ") is not known");
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}
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// Set the AI_SCENE_FLAGS_TERRAIN bit
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pScene->mFlags |= AI_SCENE_FLAGS_TERRAIN;
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delete[] mBuffer;
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mBuffer = nullptr;
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}
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// ------------------------------------------------------------------------------------------------
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void HMPImporter::ValidateHeader_HMP457() {
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const HMP::Header_HMP5 *const pcHeader = (const HMP::Header_HMP5 *)mBuffer;
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if (120 > iFileSize) {
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throw DeadlyImportError("HMP file is too small (header size is "
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"120 bytes, this file is smaller)");
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}
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if (!pcHeader->ftrisize_x || !pcHeader->ftrisize_y)
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throw DeadlyImportError("Size of triangles in either x or y direction is zero");
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if (pcHeader->fnumverts_x < 1.0f || (pcHeader->numverts / pcHeader->fnumverts_x) < 1.0f)
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throw DeadlyImportError("Number of triangles in either x or y direction is zero");
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if (!pcHeader->numframes)
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throw DeadlyImportError("There are no frames. At least one should be there");
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}
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// ------------------------------------------------------------------------------------------------
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void HMPImporter::InternReadFile_HMP4() {
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throw DeadlyImportError("HMP4 is currently not supported");
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}
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// ------------------------------------------------------------------------------------------------
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void HMPImporter::InternReadFile_HMP5() {
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// read the file header and skip everything to byte 84
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const HMP::Header_HMP5 *pcHeader = (const HMP::Header_HMP5 *)mBuffer;
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const unsigned char *szCurrent = (const unsigned char *)(mBuffer + 84);
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ValidateHeader_HMP457();
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// generate an output mesh
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pScene->mNumMeshes = 1;
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pScene->mMeshes = new aiMesh *[1];
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aiMesh *pcMesh = pScene->mMeshes[0] = new aiMesh();
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pcMesh->mMaterialIndex = 0;
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pcMesh->mVertices = new aiVector3D[pcHeader->numverts];
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pcMesh->mNormals = new aiVector3D[pcHeader->numverts];
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const unsigned int height = (unsigned int)(pcHeader->numverts / pcHeader->fnumverts_x);
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const unsigned int width = (unsigned int)pcHeader->fnumverts_x;
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// generate/load a material for the terrain
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CreateMaterial(szCurrent, &szCurrent);
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// goto offset 120, I don't know why ...
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// (fixme) is this the frame header? I assume yes since it starts with 2.
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szCurrent += 36;
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SizeCheck(szCurrent + sizeof(const HMP::Vertex_HMP7) * height * width);
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// now load all vertices from the file
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aiVector3D *pcVertOut = pcMesh->mVertices;
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aiVector3D *pcNorOut = pcMesh->mNormals;
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const HMP::Vertex_HMP5 *src = (const HMP::Vertex_HMP5 *)szCurrent;
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for (unsigned int y = 0; y < height; ++y) {
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for (unsigned int x = 0; x < width; ++x) {
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pcVertOut->x = x * pcHeader->ftrisize_x;
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pcVertOut->y = y * pcHeader->ftrisize_y;
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pcVertOut->z = (((float)src->z / 0xffff) - 0.5f) * pcHeader->ftrisize_x * 8.0f;
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MD2::LookupNormalIndex(src->normals162index, *pcNorOut);
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++pcVertOut;
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++pcNorOut;
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++src;
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}
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}
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// generate texture coordinates if necessary
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if (pcHeader->numskins)
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GenerateTextureCoords(width, height);
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// now build a list of faces
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CreateOutputFaceList(width, height);
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// there is no nodegraph in HMP files. Simply assign the one mesh
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// (no, not the one ring) to the root node
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pScene->mRootNode = new aiNode();
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pScene->mRootNode->mName.Set("terrain_root");
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pScene->mRootNode->mNumMeshes = 1;
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pScene->mRootNode->mMeshes = new unsigned int[1];
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pScene->mRootNode->mMeshes[0] = 0;
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}
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// ------------------------------------------------------------------------------------------------
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void HMPImporter::InternReadFile_HMP7() {
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// read the file header and skip everything to byte 84
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const HMP::Header_HMP5 *const pcHeader = (const HMP::Header_HMP5 *)mBuffer;
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const unsigned char *szCurrent = (const unsigned char *)(mBuffer + 84);
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ValidateHeader_HMP457();
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// generate an output mesh
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pScene->mNumMeshes = 1;
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pScene->mMeshes = new aiMesh *[1];
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aiMesh *pcMesh = pScene->mMeshes[0] = new aiMesh();
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pcMesh->mMaterialIndex = 0;
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pcMesh->mVertices = new aiVector3D[pcHeader->numverts];
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pcMesh->mNormals = new aiVector3D[pcHeader->numverts];
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const unsigned int height = (unsigned int)(pcHeader->numverts / pcHeader->fnumverts_x);
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const unsigned int width = (unsigned int)pcHeader->fnumverts_x;
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// generate/load a material for the terrain
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CreateMaterial(szCurrent, &szCurrent);
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// goto offset 120, I don't know why ...
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// (fixme) is this the frame header? I assume yes since it starts with 2.
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szCurrent += 36;
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SizeCheck(szCurrent + sizeof(const HMP::Vertex_HMP7) * height * width);
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// now load all vertices from the file
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aiVector3D *pcVertOut = pcMesh->mVertices;
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ai_assert(pcVertOut != nullptr);
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aiVector3D *pcNorOut = pcMesh->mNormals;
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ai_assert(pcNorOut != nullptr);
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const HMP::Vertex_HMP7 *src = (const HMP::Vertex_HMP7 *)szCurrent;
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for (unsigned int y = 0; y < height; ++y) {
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for (unsigned int x = 0; x < width; ++x) {
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pcVertOut->x = x * pcHeader->ftrisize_x;
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pcVertOut->y = y * pcHeader->ftrisize_y;
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// FIXME: What exctly is the correct scaling factor to use?
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// possibly pcHeader->scale_origin[2] in combination with a
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// signed interpretation of src->z?
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pcVertOut->z = (((float)src->z / 0xffff) - 0.5f) * pcHeader->ftrisize_x * 8.0f;
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pcNorOut->x = ((float)src->normal_x / 0x80); // * pcHeader->scale_origin[0];
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pcNorOut->y = ((float)src->normal_y / 0x80); // * pcHeader->scale_origin[1];
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pcNorOut->z = 1.0f;
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pcNorOut->Normalize();
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++pcVertOut;
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++pcNorOut;
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++src;
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}
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}
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// generate texture coordinates if necessary
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if (pcHeader->numskins) GenerateTextureCoords(width, height);
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// now build a list of faces
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CreateOutputFaceList(width, height);
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// there is no nodegraph in HMP files. Simply assign the one mesh
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// (no, not the One Ring) to the root node
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pScene->mRootNode = new aiNode();
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pScene->mRootNode->mName.Set("terrain_root");
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pScene->mRootNode->mNumMeshes = 1;
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pScene->mRootNode->mMeshes = new unsigned int[1];
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pScene->mRootNode->mMeshes[0] = 0;
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}
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// ------------------------------------------------------------------------------------------------
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void HMPImporter::CreateMaterial(const unsigned char *szCurrent,
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const unsigned char **szCurrentOut) {
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aiMesh *const pcMesh = pScene->mMeshes[0];
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const HMP::Header_HMP5 *const pcHeader = (const HMP::Header_HMP5 *)mBuffer;
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// we don't need to generate texture coordinates if
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// we have no textures in the file ...
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if (pcHeader->numskins) {
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pcMesh->mTextureCoords[0] = new aiVector3D[pcHeader->numverts];
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pcMesh->mNumUVComponents[0] = 2;
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// now read the first skin and skip all others
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ReadFirstSkin(pcHeader->numskins, szCurrent, &szCurrent);
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*szCurrentOut = szCurrent;
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return;
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}
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// generate a default material
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const int iMode = (int)aiShadingMode_Gouraud;
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aiMaterial *pcHelper = new aiMaterial();
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pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
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aiColor3D clr;
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clr.b = clr.g = clr.r = 0.6f;
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pcHelper->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_DIFFUSE);
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pcHelper->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_SPECULAR);
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clr.b = clr.g = clr.r = 0.05f;
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pcHelper->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_AMBIENT);
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aiString szName;
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szName.Set(AI_DEFAULT_MATERIAL_NAME);
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pcHelper->AddProperty(&szName, AI_MATKEY_NAME);
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// add the material to the scene
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pScene->mNumMaterials = 1;
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pScene->mMaterials = new aiMaterial *[1];
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pScene->mMaterials[0] = pcHelper;
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*szCurrentOut = szCurrent;
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}
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// ------------------------------------------------------------------------------------------------
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void HMPImporter::CreateOutputFaceList(unsigned int width, unsigned int height) {
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aiMesh *const pcMesh = this->pScene->mMeshes[0];
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// Allocate enough storage
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pcMesh->mNumFaces = (width - 1) * (height - 1);
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pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
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pcMesh->mNumVertices = pcMesh->mNumFaces * 4;
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aiVector3D *pcVertices = new aiVector3D[pcMesh->mNumVertices];
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aiVector3D *pcNormals = new aiVector3D[pcMesh->mNumVertices];
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aiFace *pcFaceOut(pcMesh->mFaces);
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aiVector3D *pcVertOut = pcVertices;
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aiVector3D *pcNorOut = pcNormals;
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aiVector3D *pcUVs = pcMesh->mTextureCoords[0] ? new aiVector3D[pcMesh->mNumVertices] : nullptr;
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aiVector3D *pcUVOut(pcUVs);
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// Build the terrain square
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const unsigned int upperBound = pcMesh->mNumVertices;
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unsigned int iCurrent = 0;
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for (unsigned int y = 0; y < height - 1; ++y) {
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const size_t offset0 = y * width;
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const size_t offset1 = (y + 1) * width;
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for (unsigned int x = 0; x < width - 1; ++x, ++pcFaceOut) {
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pcFaceOut->mNumIndices = 4;
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pcFaceOut->mIndices = new unsigned int[4];
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if ((offset0 + x + 1) >= upperBound){
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continue;
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}
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if ((offset1 + x + 1) >= upperBound){
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continue;
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}
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*pcVertOut++ = pcMesh->mVertices[offset0 + x];
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*pcVertOut++ = pcMesh->mVertices[offset1 + x];
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*pcVertOut++ = pcMesh->mVertices[offset1 + x + 1];
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*pcVertOut++ = pcMesh->mVertices[offset0 + x + 1];
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*pcNorOut++ = pcMesh->mNormals[offset0 + x];
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*pcNorOut++ = pcMesh->mNormals[offset1 + x];
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*pcNorOut++ = pcMesh->mNormals[offset1 + x + 1];
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*pcNorOut++ = pcMesh->mNormals[offset0 + x + 1];
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if (pcMesh->mTextureCoords[0]) {
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*pcUVOut++ = pcMesh->mTextureCoords[0][offset0 + x];
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*pcUVOut++ = pcMesh->mTextureCoords[0][offset1 + x];
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*pcUVOut++ = pcMesh->mTextureCoords[0][offset1 + x + 1];
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*pcUVOut++ = pcMesh->mTextureCoords[0][offset0 + x + 1];
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}
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for (unsigned int i = 0; i < 4; ++i)
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pcFaceOut->mIndices[i] = iCurrent++;
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}
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}
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delete[] pcMesh->mVertices;
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pcMesh->mVertices = pcVertices;
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delete[] pcMesh->mNormals;
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pcMesh->mNormals = pcNormals;
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if (pcMesh->mTextureCoords[0]) {
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delete[] pcMesh->mTextureCoords[0];
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pcMesh->mTextureCoords[0] = pcUVs;
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}
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}
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// ------------------------------------------------------------------------------------------------
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void HMPImporter::ReadFirstSkin(unsigned int iNumSkins, const unsigned char *szCursor,
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const unsigned char **szCursorOut) {
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ai_assert(0 != iNumSkins);
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ai_assert(nullptr != szCursor);
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// read the type of the skin ...
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// sometimes we need to skip 12 bytes here, I don't know why ...
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uint32_t iType = *((uint32_t *)szCursor);
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szCursor += sizeof(uint32_t);
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if (0 == iType) {
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szCursor += sizeof(uint32_t) * 2;
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iType = *((uint32_t *)szCursor);
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szCursor += sizeof(uint32_t);
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if (!iType)
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throw DeadlyImportError("Unable to read HMP7 skin chunk");
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}
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// read width and height
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uint32_t iWidth = *((uint32_t *)szCursor);
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szCursor += sizeof(uint32_t);
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uint32_t iHeight = *((uint32_t *)szCursor);
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szCursor += sizeof(uint32_t);
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// allocate an output material
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aiMaterial *pcMat = new aiMaterial();
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// read the skin, this works exactly as for MDL7
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ParseSkinLump_3DGS_MDL7(szCursor, &szCursor,
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pcMat, iType, iWidth, iHeight);
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// now we need to skip any other skins ...
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for (unsigned int i = 1; i < iNumSkins; ++i) {
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SizeCheck(szCursor + 3 * sizeof(uint32_t));
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iType = *((uint32_t *)szCursor);
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szCursor += sizeof(uint32_t);
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iWidth = *((uint32_t *)szCursor);
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szCursor += sizeof(uint32_t);
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iHeight = *((uint32_t *)szCursor);
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szCursor += sizeof(uint32_t);
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SkipSkinLump_3DGS_MDL7(szCursor, &szCursor, iType, iWidth, iHeight);
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SizeCheck(szCursor);
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}
|
|
|
|
// setup the material ...
|
|
pScene->mNumMaterials = 1;
|
|
pScene->mMaterials = new aiMaterial *[1];
|
|
pScene->mMaterials[0] = pcMat;
|
|
|
|
*szCursorOut = szCursor;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Generate proepr texture coords
|
|
void HMPImporter::GenerateTextureCoords(const unsigned int width, const unsigned int height) {
|
|
ai_assert(nullptr != pScene->mMeshes);
|
|
ai_assert(nullptr != pScene->mMeshes[0]);
|
|
ai_assert(nullptr != pScene->mMeshes[0]->mTextureCoords[0]);
|
|
|
|
aiVector3D *uv = pScene->mMeshes[0]->mTextureCoords[0];
|
|
if (uv == nullptr) {
|
|
return;
|
|
}
|
|
|
|
if (height == 0.0f || width == 0.0) {
|
|
return;
|
|
}
|
|
|
|
const float fY = (1.0f / height) + (1.0f / height) / height;
|
|
const float fX = (1.0f / width) + (1.0f / width) / width;
|
|
|
|
for (unsigned int y = 0; y < height; ++y) {
|
|
for (unsigned int x = 0; x < width; ++x, ++uv) {
|
|
uv->y = fY * y;
|
|
uv->x = fX * x;
|
|
uv->z = 0.0f;
|
|
}
|
|
}
|
|
}
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_HMP_IMPORTER
|