assimp/code/MDL/MDLLoader.cpp

1968 lines
82 KiB
C++

/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
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* Redistributions of source code must retain the above
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* Redistributions in binary form must reproduce the above
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* Neither the name of the assimp team, nor the names of its
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*/
/** @file MDLLoader.cpp
* @brief Implementation of the main parts of the MDL importer class
* *TODO* Cleanup and further testing of some parts necessary
*/
// internal headers
#ifndef ASSIMP_BUILD_NO_MDL_IMPORTER
#include "MDL/MDLLoader.h"
#include "MDL/MDLDefaultColorMap.h"
#include "MD2/MD2FileData.h"
#include <assimp/Macros.h>
#include <assimp/qnan.h>
#include <assimp/StringUtils.h>
#include <assimp/Importer.hpp>
#include <assimp/IOSystem.hpp>
#include <assimp/scene.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/importerdesc.h>
#include <memory>
using namespace Assimp;
static const aiImporterDesc desc = {
"Quake Mesh / 3D GameStudio Mesh Importer",
"",
"",
"",
aiImporterFlags_SupportBinaryFlavour,
0,
0,
7,
0,
"mdl"
};
// ------------------------------------------------------------------------------------------------
// Ugly stuff ... nevermind
#define _AI_MDL7_ACCESS(_data, _index, _limit, _type) \
(*((const _type*)(((const char*)_data) + _index * _limit)))
#define _AI_MDL7_ACCESS_PTR(_data, _index, _limit, _type) \
((BE_NCONST _type*)(((const char*)_data) + _index * _limit))
#define _AI_MDL7_ACCESS_VERT(_data, _index, _limit) \
_AI_MDL7_ACCESS(_data,_index,_limit,MDL::Vertex_MDL7)
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
MDLImporter::MDLImporter()
: configFrameID()
, mBuffer()
, iGSFileVersion()
, pIOHandler()
, pScene()
, iFileSize() {
// empty
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
MDLImporter::~MDLImporter() {
// empty
}
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool MDLImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const {
const std::string extension = GetExtension(pFile);
// if check for extension is not enough, check for the magic tokens
if (extension == "mdl" || !extension.length() || checkSig) {
uint32_t tokens[8];
tokens[0] = AI_MDL_MAGIC_NUMBER_LE_HL2a;
tokens[1] = AI_MDL_MAGIC_NUMBER_LE_HL2b;
tokens[2] = AI_MDL_MAGIC_NUMBER_LE_GS7;
tokens[3] = AI_MDL_MAGIC_NUMBER_LE_GS5b;
tokens[4] = AI_MDL_MAGIC_NUMBER_LE_GS5a;
tokens[5] = AI_MDL_MAGIC_NUMBER_LE_GS4;
tokens[6] = AI_MDL_MAGIC_NUMBER_LE_GS3;
tokens[7] = AI_MDL_MAGIC_NUMBER_LE;
return CheckMagicToken(pIOHandler,pFile,tokens,8,0);
}
return false;
}
// ------------------------------------------------------------------------------------------------
// Setup configuration properties
void MDLImporter::SetupProperties(const Importer* pImp)
{
configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MDL_KEYFRAME,-1);
// The
// AI_CONFIG_IMPORT_MDL_KEYFRAME option overrides the
// AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
if(static_cast<unsigned int>(-1) == configFrameID) {
configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
}
// AI_CONFIG_IMPORT_MDL_COLORMAP - palette file
configPalette = pImp->GetPropertyString(AI_CONFIG_IMPORT_MDL_COLORMAP,"colormap.lmp");
}
// ------------------------------------------------------------------------------------------------
// Get a list of all supported extensions
const aiImporterDesc* MDLImporter::GetInfo () const
{
return &desc;
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void MDLImporter::InternReadFile( const std::string& pFile,
aiScene* _pScene, IOSystem* _pIOHandler)
{
pScene = _pScene;
pIOHandler = _pIOHandler;
std::unique_ptr<IOStream> file( pIOHandler->Open( pFile));
// Check whether we can read from the file
if( file.get() == NULL) {
throw DeadlyImportError( "Failed to open MDL file " + pFile + ".");
}
// This should work for all other types of MDL files, too ...
// the quake header is one of the smallest, afaik
iFileSize = (unsigned int)file->FileSize();
if( iFileSize < sizeof(MDL::Header)) {
throw DeadlyImportError( "MDL File is too small.");
}
// Allocate storage and copy the contents of the file to a memory buffer
mBuffer =new unsigned char[iFileSize+1];
file->Read( (void*)mBuffer, 1, iFileSize);
// Append a binary zero to the end of the buffer.
// this is just for safety that string parsing routines
// find the end of the buffer ...
mBuffer[iFileSize] = '\0';
const uint32_t iMagicWord = *((uint32_t*)mBuffer);
// Determine the file subtype and call the appropriate member function
// Original Quake1 format
if (AI_MDL_MAGIC_NUMBER_BE == iMagicWord || AI_MDL_MAGIC_NUMBER_LE == iMagicWord) {
ASSIMP_LOG_DEBUG("MDL subtype: Quake 1, magic word is IDPO");
iGSFileVersion = 0;
InternReadFile_Quake1();
}
// GameStudio A<old> MDL2 format - used by some test models that come with 3DGS
else if (AI_MDL_MAGIC_NUMBER_BE_GS3 == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_GS3 == iMagicWord) {
ASSIMP_LOG_DEBUG("MDL subtype: 3D GameStudio A2, magic word is MDL2");
iGSFileVersion = 2;
InternReadFile_Quake1();
}
// GameStudio A4 MDL3 format
else if (AI_MDL_MAGIC_NUMBER_BE_GS4 == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_GS4 == iMagicWord) {
ASSIMP_LOG_DEBUG("MDL subtype: 3D GameStudio A4, magic word is MDL3");
iGSFileVersion = 3;
InternReadFile_3DGS_MDL345();
}
// GameStudio A5+ MDL4 format
else if (AI_MDL_MAGIC_NUMBER_BE_GS5a == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_GS5a == iMagicWord) {
ASSIMP_LOG_DEBUG("MDL subtype: 3D GameStudio A4, magic word is MDL4");
iGSFileVersion = 4;
InternReadFile_3DGS_MDL345();
}
// GameStudio A5+ MDL5 format
else if (AI_MDL_MAGIC_NUMBER_BE_GS5b == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_GS5b == iMagicWord) {
ASSIMP_LOG_DEBUG("MDL subtype: 3D GameStudio A5, magic word is MDL5");
iGSFileVersion = 5;
InternReadFile_3DGS_MDL345();
}
// GameStudio A7 MDL7 format
else if (AI_MDL_MAGIC_NUMBER_BE_GS7 == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_GS7 == iMagicWord) {
ASSIMP_LOG_DEBUG("MDL subtype: 3D GameStudio A7, magic word is MDL7");
iGSFileVersion = 7;
InternReadFile_3DGS_MDL7();
}
// IDST/IDSQ Format (CS:S/HL^2, etc ...)
else if (AI_MDL_MAGIC_NUMBER_BE_HL2a == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_HL2a == iMagicWord ||
AI_MDL_MAGIC_NUMBER_BE_HL2b == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_HL2b == iMagicWord)
{
ASSIMP_LOG_DEBUG("MDL subtype: Source(tm) Engine, magic word is IDST/IDSQ");
iGSFileVersion = 0;
InternReadFile_HL2();
}
else {
// print the magic word to the log file
throw DeadlyImportError( "Unknown MDL subformat " + pFile +
". Magic word (" + std::string((char*)&iMagicWord,4) + ") is not known");
}
// 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);
// delete the file buffer and cleanup
delete [] mBuffer;
mBuffer= nullptr;
AI_DEBUG_INVALIDATE_PTR(pIOHandler);
AI_DEBUG_INVALIDATE_PTR(pScene);
}
// ------------------------------------------------------------------------------------------------
// Check whether we're still inside the valid file range
void MDLImporter::SizeCheck(const void* szPos)
{
if (!szPos || (const unsigned char*)szPos > this->mBuffer + this->iFileSize)
{
throw DeadlyImportError("Invalid MDL file. The file is too small "
"or contains invalid data.");
}
}
// ------------------------------------------------------------------------------------------------
// Just for debugging purposes
void MDLImporter::SizeCheck(const void* szPos, const char* szFile, unsigned int iLine)
{
ai_assert(NULL != szFile);
if (!szPos || (const unsigned char*)szPos > mBuffer + iFileSize)
{
// remove a directory if there is one
const char* szFilePtr = ::strrchr(szFile,'\\');
if (!szFilePtr) {
if(!(szFilePtr = ::strrchr(szFile,'/')))
szFilePtr = szFile;
}
if (szFilePtr)++szFilePtr;
char szBuffer[1024];
::sprintf(szBuffer,"Invalid MDL file. The file is too small "
"or contains invalid data (File: %s Line: %u)",szFilePtr,iLine);
throw DeadlyImportError(szBuffer);
}
}
// ------------------------------------------------------------------------------------------------
// Validate a quake file header
void MDLImporter::ValidateHeader_Quake1(const MDL::Header* pcHeader)
{
// some values may not be NULL
if (!pcHeader->num_frames)
throw DeadlyImportError( "[Quake 1 MDL] There are no frames in the file");
if (!pcHeader->num_verts)
throw DeadlyImportError( "[Quake 1 MDL] There are no vertices in the file");
if (!pcHeader->num_tris)
throw DeadlyImportError( "[Quake 1 MDL] There are no triangles in the file");
// check whether the maxima are exceeded ...however, this applies for Quake 1 MDLs only
if (!this->iGSFileVersion)
{
if (pcHeader->num_verts > AI_MDL_MAX_VERTS)
ASSIMP_LOG_WARN("Quake 1 MDL model has more than AI_MDL_MAX_VERTS vertices");
if (pcHeader->num_tris > AI_MDL_MAX_TRIANGLES)
ASSIMP_LOG_WARN("Quake 1 MDL model has more than AI_MDL_MAX_TRIANGLES triangles");
if (pcHeader->num_frames > AI_MDL_MAX_FRAMES)
ASSIMP_LOG_WARN("Quake 1 MDL model has more than AI_MDL_MAX_FRAMES frames");
// (this does not apply for 3DGS MDLs)
if (!this->iGSFileVersion && pcHeader->version != AI_MDL_VERSION)
ASSIMP_LOG_WARN("Quake 1 MDL model has an unknown version: AI_MDL_VERSION (=6) is "
"the expected file format version");
if(pcHeader->num_skins && (!pcHeader->skinwidth || !pcHeader->skinheight))
ASSIMP_LOG_WARN("Skin width or height are 0");
}
}
#ifdef AI_BUILD_BIG_ENDIAN
// ------------------------------------------------------------------------------------------------
void FlipQuakeHeader(BE_NCONST MDL::Header* pcHeader)
{
AI_SWAP4( pcHeader->ident);
AI_SWAP4( pcHeader->version);
AI_SWAP4( pcHeader->boundingradius);
AI_SWAP4( pcHeader->flags);
AI_SWAP4( pcHeader->num_frames);
AI_SWAP4( pcHeader->num_skins);
AI_SWAP4( pcHeader->num_tris);
AI_SWAP4( pcHeader->num_verts);
for (unsigned int i = 0; i < 3;++i)
{
AI_SWAP4( pcHeader->scale[i]);
AI_SWAP4( pcHeader->translate[i]);
}
AI_SWAP4( pcHeader->size);
AI_SWAP4( pcHeader->skinheight);
AI_SWAP4( pcHeader->skinwidth);
AI_SWAP4( pcHeader->synctype);
}
#endif
// ------------------------------------------------------------------------------------------------
// Read a Quake 1 file
void MDLImporter::InternReadFile_Quake1() {
ai_assert(NULL != pScene);
BE_NCONST MDL::Header *pcHeader = (BE_NCONST MDL::Header*)this->mBuffer;
#ifdef AI_BUILD_BIG_ENDIAN
FlipQuakeHeader(pcHeader);
#endif
ValidateHeader_Quake1(pcHeader);
// current cursor position in the file
const unsigned char* szCurrent = (const unsigned char*)(pcHeader+1);
// need to read all textures
for ( unsigned int i = 0; i < (unsigned int)pcHeader->num_skins; ++i) {
union {
BE_NCONST MDL::Skin* pcSkin;
BE_NCONST MDL::GroupSkin* pcGroupSkin;
};
if (szCurrent + sizeof(MDL::Skin) > this->mBuffer + this->iFileSize) {
throw DeadlyImportError("[Quake 1 MDL] Unexpected EOF");
}
pcSkin = (BE_NCONST MDL::Skin*)szCurrent;
AI_SWAP4( pcSkin->group );
// Quake 1 group-skins
if (1 == pcSkin->group) {
AI_SWAP4( pcGroupSkin->nb );
// need to skip multiple images
const unsigned int iNumImages = (unsigned int)pcGroupSkin->nb;
szCurrent += sizeof(uint32_t) * 2;
if (0 != iNumImages) {
if (!i) {
// however, create only one output image (the first)
this->CreateTextureARGB8_3DGS_MDL3(szCurrent + iNumImages * sizeof(float));
}
// go to the end of the skin section / the beginning of the next skin
szCurrent += pcHeader->skinheight * pcHeader->skinwidth +
sizeof(float) * iNumImages;
}
} else {
szCurrent += sizeof(uint32_t);
unsigned int iSkip = i ? UINT_MAX : 0;
CreateTexture_3DGS_MDL4(szCurrent,pcSkin->group,&iSkip);
szCurrent += iSkip;
}
}
// get a pointer to the texture coordinates
BE_NCONST MDL::TexCoord* pcTexCoords = (BE_NCONST MDL::TexCoord*)szCurrent;
szCurrent += sizeof(MDL::TexCoord) * pcHeader->num_verts;
// get a pointer to the triangles
BE_NCONST MDL::Triangle* pcTriangles = (BE_NCONST MDL::Triangle*)szCurrent;
szCurrent += sizeof(MDL::Triangle) * pcHeader->num_tris;
VALIDATE_FILE_SIZE(szCurrent);
// now get a pointer to the first frame in the file
BE_NCONST MDL::Frame* pcFrames = (BE_NCONST MDL::Frame*)szCurrent;
MDL::SimpleFrame* pcFirstFrame;
if (0 == pcFrames->type) {
// get address of single frame
pcFirstFrame =( MDL::SimpleFrame*) &pcFrames->frame;
} else {
// get the first frame in the group
BE_NCONST MDL::GroupFrame* pcFrames2 = (BE_NCONST MDL::GroupFrame*) pcFrames;
pcFirstFrame = &(pcFrames2->frames[0]);
}
BE_NCONST MDL::Vertex* pcVertices = (BE_NCONST MDL::Vertex*) ((pcFirstFrame->name) + sizeof(pcFirstFrame->name));
VALIDATE_FILE_SIZE((const unsigned char*)(pcVertices + pcHeader->num_verts));
#ifdef AI_BUILD_BIG_ENDIAN
for (int i = 0; i<pcHeader->num_verts;++i)
{
AI_SWAP4( pcTexCoords[i].onseam );
AI_SWAP4( pcTexCoords[i].s );
AI_SWAP4( pcTexCoords[i].t );
}
for (int i = 0; i<pcHeader->num_tris;++i)
{
AI_SWAP4( pcTriangles[i].facesfront);
AI_SWAP4( pcTriangles[i].vertex[0]);
AI_SWAP4( pcTriangles[i].vertex[1]);
AI_SWAP4( pcTriangles[i].vertex[2]);
}
#endif
// setup materials
SetupMaterialProperties_3DGS_MDL5_Quake1();
// allocate enough storage to hold all vertices and triangles
aiMesh* pcMesh = new aiMesh();
pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
pcMesh->mNumVertices = pcHeader->num_tris * 3;
pcMesh->mNumFaces = pcHeader->num_tris;
pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
pcMesh->mNumUVComponents[0] = 2;
// there won't be more than one mesh inside the file
pScene->mRootNode = new aiNode();
pScene->mRootNode->mNumMeshes = 1;
pScene->mRootNode->mMeshes = new unsigned int[1];
pScene->mRootNode->mMeshes[0] = 0;
pScene->mNumMeshes = 1;
pScene->mMeshes = new aiMesh*[1];
pScene->mMeshes[0] = pcMesh;
// now iterate through all triangles
unsigned int iCurrent = 0;
for (unsigned int i = 0; i < (unsigned int) pcHeader->num_tris;++i)
{
pcMesh->mFaces[i].mIndices = new unsigned int[3];
pcMesh->mFaces[i].mNumIndices = 3;
unsigned int iTemp = iCurrent;
for (unsigned int c = 0; c < 3;++c,++iCurrent)
{
pcMesh->mFaces[i].mIndices[c] = iCurrent;
// read vertices
unsigned int iIndex = pcTriangles->vertex[c];
if (iIndex >= (unsigned int)pcHeader->num_verts)
{
iIndex = pcHeader->num_verts-1;
ASSIMP_LOG_WARN("Index overflow in Q1-MDL vertex list.");
}
aiVector3D& vec = pcMesh->mVertices[iCurrent];
vec.x = (float)pcVertices[iIndex].v[0] * pcHeader->scale[0];
vec.x += pcHeader->translate[0];
vec.y = (float)pcVertices[iIndex].v[1] * pcHeader->scale[1];
vec.y += pcHeader->translate[1];
//vec.y *= -1.0f;
vec.z = (float)pcVertices[iIndex].v[2] * pcHeader->scale[2];
vec.z += pcHeader->translate[2];
// read the normal vector from the precalculated normal table
MD2::LookupNormalIndex(pcVertices[iIndex].normalIndex,pcMesh->mNormals[iCurrent]);
//pcMesh->mNormals[iCurrent].y *= -1.0f;
// read texture coordinates
float s = (float)pcTexCoords[iIndex].s;
float t = (float)pcTexCoords[iIndex].t;
// translate texture coordinates
if (0 == pcTriangles->facesfront && 0 != pcTexCoords[iIndex].onseam) {
s += pcHeader->skinwidth * 0.5f;
}
// Scale s and t to range from 0.0 to 1.0
pcMesh->mTextureCoords[0][iCurrent].x = (s + 0.5f) / pcHeader->skinwidth;
pcMesh->mTextureCoords[0][iCurrent].y = 1.0f-(t + 0.5f) / pcHeader->skinheight;
}
pcMesh->mFaces[i].mIndices[0] = iTemp+2;
pcMesh->mFaces[i].mIndices[1] = iTemp+1;
pcMesh->mFaces[i].mIndices[2] = iTemp+0;
pcTriangles++;
}
return;
}
// ------------------------------------------------------------------------------------------------
// Setup material properties for Quake and older GameStudio files
void MDLImporter::SetupMaterialProperties_3DGS_MDL5_Quake1( )
{
const MDL::Header* const pcHeader = (const MDL::Header*)this->mBuffer;
// allocate ONE material
pScene->mMaterials = new aiMaterial*[1];
pScene->mMaterials[0] = new aiMaterial();
pScene->mNumMaterials = 1;
// setup the material's properties
const int iMode = (int)aiShadingMode_Gouraud;
aiMaterial* const pcHelper = (aiMaterial*)pScene->mMaterials[0];
pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
aiColor4D clr;
if (0 != pcHeader->num_skins && pScene->mNumTextures) {
// can we replace the texture with a single color?
clr = this->ReplaceTextureWithColor(pScene->mTextures[0]);
if (is_not_qnan(clr.r)) {
delete pScene->mTextures[0];
delete[] pScene->mTextures;
pScene->mTextures = NULL;
pScene->mNumTextures = 0;
}
else {
clr.b = clr.a = clr.g = clr.r = 1.0f;
aiString szString;
::memcpy(szString.data,AI_MAKE_EMBEDDED_TEXNAME(0),3);
szString.length = 2;
pcHelper->AddProperty(&szString,AI_MATKEY_TEXTURE_DIFFUSE(0));
}
}
pcHelper->AddProperty<aiColor4D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
pcHelper->AddProperty<aiColor4D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
clr.r *= 0.05f;clr.g *= 0.05f;
clr.b *= 0.05f;clr.a = 1.0f;
pcHelper->AddProperty<aiColor4D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
}
// ------------------------------------------------------------------------------------------------
// Read a MDL 3,4,5 file
void MDLImporter::InternReadFile_3DGS_MDL345( )
{
ai_assert(NULL != pScene);
// the header of MDL 3/4/5 is nearly identical to the original Quake1 header
BE_NCONST MDL::Header *pcHeader = (BE_NCONST MDL::Header*)this->mBuffer;
#ifdef AI_BUILD_BIG_ENDIAN
FlipQuakeHeader(pcHeader);
#endif
ValidateHeader_Quake1(pcHeader);
// current cursor position in the file
const unsigned char* szCurrent = (const unsigned char*)(pcHeader+1);
const unsigned char* szEnd = mBuffer + iFileSize;
// need to read all textures
for (unsigned int i = 0; i < (unsigned int)pcHeader->num_skins;++i) {
if (szCurrent >= szEnd) {
throw DeadlyImportError( "Texture data past end of file.");
}
BE_NCONST MDL::Skin* pcSkin;
pcSkin = (BE_NCONST MDL::Skin*)szCurrent;
AI_SWAP4( pcSkin->group);
// create one output image
unsigned int iSkip = i ? UINT_MAX : 0;
if (5 <= iGSFileVersion)
{
// MDL5 format could contain MIPmaps
CreateTexture_3DGS_MDL5((unsigned char*)pcSkin + sizeof(uint32_t),
pcSkin->group,&iSkip);
}
else {
CreateTexture_3DGS_MDL4((unsigned char*)pcSkin + sizeof(uint32_t),
pcSkin->group,&iSkip);
}
// need to skip one image
szCurrent += iSkip + sizeof(uint32_t);
}
// get a pointer to the texture coordinates
BE_NCONST MDL::TexCoord_MDL3* pcTexCoords = (BE_NCONST MDL::TexCoord_MDL3*)szCurrent;
szCurrent += sizeof(MDL::TexCoord_MDL3) * pcHeader->synctype;
// NOTE: for MDLn formats "synctype" corresponds to the number of UV coords
// get a pointer to the triangles
BE_NCONST MDL::Triangle_MDL3* pcTriangles = (BE_NCONST MDL::Triangle_MDL3*)szCurrent;
szCurrent += sizeof(MDL::Triangle_MDL3) * pcHeader->num_tris;
#ifdef AI_BUILD_BIG_ENDIAN
for (int i = 0; i<pcHeader->synctype;++i) {
AI_SWAP2( pcTexCoords[i].u );
AI_SWAP2( pcTexCoords[i].v );
}
for (int i = 0; i<pcHeader->num_tris;++i) {
AI_SWAP2( pcTriangles[i].index_xyz[0]);
AI_SWAP2( pcTriangles[i].index_xyz[1]);
AI_SWAP2( pcTriangles[i].index_xyz[2]);
AI_SWAP2( pcTriangles[i].index_uv[0]);
AI_SWAP2( pcTriangles[i].index_uv[1]);
AI_SWAP2( pcTriangles[i].index_uv[2]);
}
#endif
VALIDATE_FILE_SIZE(szCurrent);
// setup materials
SetupMaterialProperties_3DGS_MDL5_Quake1();
// allocate enough storage to hold all vertices and triangles
aiMesh* pcMesh = new aiMesh();
pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
pcMesh->mNumVertices = pcHeader->num_tris * 3;
pcMesh->mNumFaces = pcHeader->num_tris;
pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
// there won't be more than one mesh inside the file
pScene->mRootNode = new aiNode();
pScene->mRootNode->mNumMeshes = 1;
pScene->mRootNode->mMeshes = new unsigned int[1];
pScene->mRootNode->mMeshes[0] = 0;
pScene->mNumMeshes = 1;
pScene->mMeshes = new aiMesh*[1];
pScene->mMeshes[0] = pcMesh;
// allocate output storage
pcMesh->mNumVertices = (unsigned int)pcHeader->num_tris*3;
pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
if (pcHeader->synctype) {
pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
pcMesh->mNumUVComponents[0] = 2;
}
// now get a pointer to the first frame in the file
BE_NCONST MDL::Frame* pcFrames = (BE_NCONST MDL::Frame*)szCurrent;
AI_SWAP4(pcFrames->type);
// byte packed vertices
// FIXME: these two snippets below are almost identical ... join them?
/////////////////////////////////////////////////////////////////////////////////////
if (0 == pcFrames->type || 3 >= this->iGSFileVersion) {
const MDL::SimpleFrame* pcFirstFrame = (const MDL::SimpleFrame*)(szCurrent + sizeof(uint32_t));
const MDL::Vertex* pcVertices = (const MDL::Vertex*) ((pcFirstFrame->name) + sizeof(pcFirstFrame->name));
VALIDATE_FILE_SIZE(pcVertices + pcHeader->num_verts);
// now iterate through all triangles
unsigned int iCurrent = 0;
for (unsigned int i = 0; i < (unsigned int) pcHeader->num_tris;++i) {
pcMesh->mFaces[i].mIndices = new unsigned int[3];
pcMesh->mFaces[i].mNumIndices = 3;
unsigned int iTemp = iCurrent;
for (unsigned int c = 0; c < 3;++c,++iCurrent) {
// read vertices
unsigned int iIndex = pcTriangles->index_xyz[c];
if (iIndex >= (unsigned int)pcHeader->num_verts) {
iIndex = pcHeader->num_verts-1;
ASSIMP_LOG_WARN("Index overflow in MDLn vertex list");
}
aiVector3D& vec = pcMesh->mVertices[iCurrent];
vec.x = (float)pcVertices[iIndex].v[0] * pcHeader->scale[0];
vec.x += pcHeader->translate[0];
vec.y = (float)pcVertices[iIndex].v[1] * pcHeader->scale[1];
vec.y += pcHeader->translate[1];
// vec.y *= -1.0f;
vec.z = (float)pcVertices[iIndex].v[2] * pcHeader->scale[2];
vec.z += pcHeader->translate[2];
// read the normal vector from the precalculated normal table
MD2::LookupNormalIndex(pcVertices[iIndex].normalIndex,pcMesh->mNormals[iCurrent]);
// pcMesh->mNormals[iCurrent].y *= -1.0f;
// read texture coordinates
if (pcHeader->synctype) {
ImportUVCoordinate_3DGS_MDL345(pcMesh->mTextureCoords[0][iCurrent],
pcTexCoords,pcTriangles->index_uv[c]);
}
}
pcMesh->mFaces[i].mIndices[0] = iTemp+2;
pcMesh->mFaces[i].mIndices[1] = iTemp+1;
pcMesh->mFaces[i].mIndices[2] = iTemp+0;
pcTriangles++;
}
}
// short packed vertices
/////////////////////////////////////////////////////////////////////////////////////
else {
// now get a pointer to the first frame in the file
const MDL::SimpleFrame_MDLn_SP* pcFirstFrame = (const MDL::SimpleFrame_MDLn_SP*) (szCurrent + sizeof(uint32_t));
// get a pointer to the vertices
const MDL::Vertex_MDL4* pcVertices = (const MDL::Vertex_MDL4*) ((pcFirstFrame->name) +
sizeof(pcFirstFrame->name));
VALIDATE_FILE_SIZE(pcVertices + pcHeader->num_verts);
// now iterate through all triangles
unsigned int iCurrent = 0;
for (unsigned int i = 0; i < (unsigned int) pcHeader->num_tris;++i) {
pcMesh->mFaces[i].mIndices = new unsigned int[3];
pcMesh->mFaces[i].mNumIndices = 3;
unsigned int iTemp = iCurrent;
for (unsigned int c = 0; c < 3;++c,++iCurrent) {
// read vertices
unsigned int iIndex = pcTriangles->index_xyz[c];
if (iIndex >= (unsigned int)pcHeader->num_verts) {
iIndex = pcHeader->num_verts-1;
ASSIMP_LOG_WARN("Index overflow in MDLn vertex list");
}
aiVector3D& vec = pcMesh->mVertices[iCurrent];
vec.x = (float)pcVertices[iIndex].v[0] * pcHeader->scale[0];
vec.x += pcHeader->translate[0];
vec.y = (float)pcVertices[iIndex].v[1] * pcHeader->scale[1];
vec.y += pcHeader->translate[1];
// vec.y *= -1.0f;
vec.z = (float)pcVertices[iIndex].v[2] * pcHeader->scale[2];
vec.z += pcHeader->translate[2];
// read the normal vector from the precalculated normal table
MD2::LookupNormalIndex(pcVertices[iIndex].normalIndex,pcMesh->mNormals[iCurrent]);
// pcMesh->mNormals[iCurrent].y *= -1.0f;
// read texture coordinates
if (pcHeader->synctype) {
ImportUVCoordinate_3DGS_MDL345(pcMesh->mTextureCoords[0][iCurrent],
pcTexCoords,pcTriangles->index_uv[c]);
}
}
pcMesh->mFaces[i].mIndices[0] = iTemp+2;
pcMesh->mFaces[i].mIndices[1] = iTemp+1;
pcMesh->mFaces[i].mIndices[2] = iTemp+0;
pcTriangles++;
}
}
// For MDL5 we will need to build valid texture coordinates
// basing upon the file loaded (only support one file as skin)
if (0x5 == iGSFileVersion)
CalculateUVCoordinates_MDL5();
return;
}
// ------------------------------------------------------------------------------------------------
// Get a single UV coordinate for Quake and older GameStudio files
void MDLImporter::ImportUVCoordinate_3DGS_MDL345(
aiVector3D& vOut,
const MDL::TexCoord_MDL3* pcSrc,
unsigned int iIndex)
{
ai_assert(NULL != pcSrc);
const MDL::Header* const pcHeader = (const MDL::Header*)this->mBuffer;
// validate UV indices
if (iIndex >= (unsigned int) pcHeader->synctype) {
iIndex = pcHeader->synctype-1;
ASSIMP_LOG_WARN("Index overflow in MDLn UV coord list");
}
float s = (float)pcSrc[iIndex].u;
float t = (float)pcSrc[iIndex].v;
// Scale s and t to range from 0.0 to 1.0
if (0x5 != iGSFileVersion) {
s = (s + 0.5f) / pcHeader->skinwidth;
t = 1.0f-(t + 0.5f) / pcHeader->skinheight;
}
vOut.x = s;
vOut.y = t;
vOut.z = 0.0f;
}
// ------------------------------------------------------------------------------------------------
// Compute UV coordinates for a MDL5 file
void MDLImporter::CalculateUVCoordinates_MDL5()
{
const MDL::Header* const pcHeader = (const MDL::Header*)this->mBuffer;
if (pcHeader->num_skins && this->pScene->mNumTextures) {
const aiTexture* pcTex = this->pScene->mTextures[0];
// if the file is loaded in DDS format: get the size of the
// texture from the header of the DDS file
// skip three DWORDs and read first height, then the width
unsigned int iWidth, iHeight;
if (!pcTex->mHeight) {
const uint32_t* piPtr = (uint32_t*)pcTex->pcData;
piPtr += 3;
iHeight = (unsigned int)*piPtr++;
iWidth = (unsigned int)*piPtr;
if (!iHeight || !iWidth)
{
ASSIMP_LOG_WARN("Either the width or the height of the "
"embedded DDS texture is zero. Unable to compute final texture "
"coordinates. The texture coordinates remain in their original "
"0-x/0-y (x,y = texture size) range.");
iWidth = 1;
iHeight = 1;
}
}
else {
iWidth = pcTex->mWidth;
iHeight = pcTex->mHeight;
}
if (1 != iWidth || 1 != iHeight) {
const float fWidth = (float)iWidth;
const float fHeight = (float)iHeight;
aiMesh* pcMesh = this->pScene->mMeshes[0];
for (unsigned int i = 0; i < pcMesh->mNumVertices;++i)
{
pcMesh->mTextureCoords[0][i].x /= fWidth;
pcMesh->mTextureCoords[0][i].y /= fHeight;
pcMesh->mTextureCoords[0][i].y = 1.0f - pcMesh->mTextureCoords[0][i].y; // DX to OGL
}
}
}
}
// ------------------------------------------------------------------------------------------------
// Validate the header of a MDL7 file
void MDLImporter::ValidateHeader_3DGS_MDL7(const MDL::Header_MDL7* pcHeader)
{
ai_assert(NULL != pcHeader);
// There are some fixed sizes ...
if (sizeof(MDL::ColorValue_MDL7) != pcHeader->colorvalue_stc_size) {
throw DeadlyImportError(
"[3DGS MDL7] sizeof(MDL::ColorValue_MDL7) != pcHeader->colorvalue_stc_size");
}
if (sizeof(MDL::TexCoord_MDL7) != pcHeader->skinpoint_stc_size) {
throw DeadlyImportError(
"[3DGS MDL7] sizeof(MDL::TexCoord_MDL7) != pcHeader->skinpoint_stc_size");
}
if (sizeof(MDL::Skin_MDL7) != pcHeader->skin_stc_size) {
throw DeadlyImportError(
"sizeof(MDL::Skin_MDL7) != pcHeader->skin_stc_size");
}
// if there are no groups ... how should we load such a file?
if(!pcHeader->groups_num) {
throw DeadlyImportError( "[3DGS MDL7] No frames found");
}
}
// ------------------------------------------------------------------------------------------------
// resolve bone animation matrices
void MDLImporter::CalcAbsBoneMatrices_3DGS_MDL7(MDL::IntBone_MDL7** apcOutBones)
{
const MDL::Header_MDL7 *pcHeader = (const MDL::Header_MDL7*)this->mBuffer;
const MDL::Bone_MDL7* pcBones = (const MDL::Bone_MDL7*)(pcHeader+1);
ai_assert(NULL != apcOutBones);
// first find the bone that has NO parent, calculate the
// animation matrix for it, then go on and search for the next parent
// index (0) and so on until we can't find a new node.
uint16_t iParent = 0xffff;
uint32_t iIterations = 0;
while (iIterations++ < pcHeader->bones_num) {
for (uint32_t iBone = 0; iBone < pcHeader->bones_num;++iBone) {
BE_NCONST MDL::Bone_MDL7* pcBone = _AI_MDL7_ACCESS_PTR(pcBones,iBone,
pcHeader->bone_stc_size,MDL::Bone_MDL7);
AI_SWAP2(pcBone->parent_index);
AI_SWAP4(pcBone->x);
AI_SWAP4(pcBone->y);
AI_SWAP4(pcBone->z);
if (iParent == pcBone->parent_index) {
// MDL7 readme
////////////////////////////////////////////////////////////////
/*
The animation matrix is then calculated the following way:
vector3 bPos = <absolute bone position>
matrix44 laM; // local animation matrix
sphrvector key_rotate = <bone rotation>
matrix44 m1,m2;
create_trans_matrix(m1, -bPos.x, -bPos.y, -bPos.z);
create_trans_matrix(m2, -bPos.x, -bPos.y, -bPos.z);
create_rotation_matrix(laM,key_rotate);
laM = sm1 * laM;
laM = laM * sm2;
*/
/////////////////////////////////////////////////////////////////
MDL::IntBone_MDL7* const pcOutBone = apcOutBones[iBone];
// store the parent index of the bone
pcOutBone->iParent = pcBone->parent_index;
if (0xffff != iParent) {
const MDL::IntBone_MDL7* pcParentBone = apcOutBones[iParent];
pcOutBone->mOffsetMatrix.a4 = -pcParentBone->vPosition.x;
pcOutBone->mOffsetMatrix.b4 = -pcParentBone->vPosition.y;
pcOutBone->mOffsetMatrix.c4 = -pcParentBone->vPosition.z;
}
pcOutBone->vPosition.x = pcBone->x;
pcOutBone->vPosition.y = pcBone->y;
pcOutBone->vPosition.z = pcBone->z;
pcOutBone->mOffsetMatrix.a4 -= pcBone->x;
pcOutBone->mOffsetMatrix.b4 -= pcBone->y;
pcOutBone->mOffsetMatrix.c4 -= pcBone->z;
if (AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_NOT_THERE == pcHeader->bone_stc_size) {
// no real name for our poor bone is specified :-(
pcOutBone->mName.length = ai_snprintf(pcOutBone->mName.data, MAXLEN,
"UnnamedBone_%i",iBone);
}
else {
// Make sure we won't run over the buffer's end if there is no
// terminal 0 character (however the documentation says there
// should be one)
uint32_t iMaxLen = pcHeader->bone_stc_size-16;
for (uint32_t qq = 0; qq < iMaxLen;++qq) {
if (!pcBone->name[qq]) {
iMaxLen = qq;
break;
}
}
// store the name of the bone
pcOutBone->mName.length = (size_t)iMaxLen;
::memcpy(pcOutBone->mName.data,pcBone->name,pcOutBone->mName.length);
pcOutBone->mName.data[pcOutBone->mName.length] = '\0';
}
}
}
++iParent;
}
}
// ------------------------------------------------------------------------------------------------
// read bones from a MDL7 file
MDL::IntBone_MDL7** MDLImporter::LoadBones_3DGS_MDL7()
{
const MDL::Header_MDL7 *pcHeader = (const MDL::Header_MDL7*)this->mBuffer;
if (pcHeader->bones_num) {
// validate the size of the bone data structure in the file
if (AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_20_CHARS != pcHeader->bone_stc_size &&
AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_32_CHARS != pcHeader->bone_stc_size &&
AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_NOT_THERE != pcHeader->bone_stc_size)
{
ASSIMP_LOG_WARN("Unknown size of bone data structure");
return NULL;
}
MDL::IntBone_MDL7** apcBonesOut = new MDL::IntBone_MDL7*[pcHeader->bones_num];
for (uint32_t crank = 0; crank < pcHeader->bones_num;++crank)
apcBonesOut[crank] = new MDL::IntBone_MDL7();
// and calculate absolute bone offset matrices ...
CalcAbsBoneMatrices_3DGS_MDL7(apcBonesOut);
return apcBonesOut;
}
return NULL;
}
// ------------------------------------------------------------------------------------------------
// read faces from a MDL7 file
void MDLImporter::ReadFaces_3DGS_MDL7(const MDL::IntGroupInfo_MDL7& groupInfo,
MDL::IntGroupData_MDL7& groupData)
{
const MDL::Header_MDL7 *pcHeader = (const MDL::Header_MDL7*)this->mBuffer;
MDL::Triangle_MDL7* pcGroupTris = groupInfo.pcGroupTris;
// iterate through all triangles and build valid display lists
unsigned int iOutIndex = 0;
for (unsigned int iTriangle = 0; iTriangle < (unsigned int)groupInfo.pcGroup->numtris; ++iTriangle) {
AI_SWAP2(pcGroupTris->v_index[0]);
AI_SWAP2(pcGroupTris->v_index[1]);
AI_SWAP2(pcGroupTris->v_index[2]);
// iterate through all indices of the current triangle
for (unsigned int c = 0; c < 3;++c,++iOutIndex) {
// validate the vertex index
unsigned int iIndex = pcGroupTris->v_index[c];
if(iIndex > (unsigned int)groupInfo.pcGroup->numverts) {
// (we might need to read this section a second time - to process frame vertices correctly)
pcGroupTris->v_index[c] = iIndex = groupInfo.pcGroup->numverts-1;
ASSIMP_LOG_WARN("Index overflow in MDL7 vertex list");
}
// write the output face index
groupData.pcFaces[iTriangle].mIndices[2-c] = iOutIndex;
aiVector3D& vPosition = groupData.vPositions[ iOutIndex ];
vPosition.x = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts,iIndex, pcHeader->mainvertex_stc_size) .x;
vPosition.y = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts,iIndex,pcHeader->mainvertex_stc_size) .y;
vPosition.z = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts,iIndex,pcHeader->mainvertex_stc_size) .z;
// if we have bones, save the index
if (!groupData.aiBones.empty()) {
groupData.aiBones[iOutIndex] = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts,
iIndex,pcHeader->mainvertex_stc_size).vertindex;
}
// now read the normal vector
if (AI_MDL7_FRAMEVERTEX030305_STCSIZE <= pcHeader->mainvertex_stc_size) {
// read the full normal vector
aiVector3D& vNormal = groupData.vNormals[ iOutIndex ];
vNormal.x = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts,iIndex,pcHeader->mainvertex_stc_size) .norm[0];
AI_SWAP4(vNormal.x);
vNormal.y = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts,iIndex,pcHeader->mainvertex_stc_size) .norm[1];
AI_SWAP4(vNormal.y);
vNormal.z = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts,iIndex,pcHeader->mainvertex_stc_size) .norm[2];
AI_SWAP4(vNormal.z);
}
else if (AI_MDL7_FRAMEVERTEX120503_STCSIZE <= pcHeader->mainvertex_stc_size) {
// read the normal vector from Quake2's smart table
aiVector3D& vNormal = groupData.vNormals[ iOutIndex ];
MD2::LookupNormalIndex(_AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts,iIndex,
pcHeader->mainvertex_stc_size) .norm162index,vNormal);
}
// validate and process the first uv coordinate set
if (pcHeader->triangle_stc_size >= AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV) {
if (groupInfo.pcGroup->num_stpts) {
AI_SWAP2(pcGroupTris->skinsets[0].st_index[0]);
AI_SWAP2(pcGroupTris->skinsets[0].st_index[1]);
AI_SWAP2(pcGroupTris->skinsets[0].st_index[2]);
iIndex = pcGroupTris->skinsets[0].st_index[c];
if(iIndex > (unsigned int)groupInfo.pcGroup->num_stpts) {
iIndex = groupInfo.pcGroup->num_stpts-1;
ASSIMP_LOG_WARN("Index overflow in MDL7 UV coordinate list (#1)");
}
float u = groupInfo.pcGroupUVs[iIndex].u;
float v = 1.0f-groupInfo.pcGroupUVs[iIndex].v; // DX to OGL
groupData.vTextureCoords1[iOutIndex].x = u;
groupData.vTextureCoords1[iOutIndex].y = v;
}
// assign the material index, but only if it is existing
if (pcHeader->triangle_stc_size >= AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV_WITH_MATINDEX){
AI_SWAP4(pcGroupTris->skinsets[0].material);
groupData.pcFaces[iTriangle].iMatIndex[0] = pcGroupTris->skinsets[0].material;
}
}
// validate and process the second uv coordinate set
if (pcHeader->triangle_stc_size >= AI_MDL7_TRIANGLE_STD_SIZE_TWO_UV) {
if (groupInfo.pcGroup->num_stpts) {
AI_SWAP2(pcGroupTris->skinsets[1].st_index[0]);
AI_SWAP2(pcGroupTris->skinsets[1].st_index[1]);
AI_SWAP2(pcGroupTris->skinsets[1].st_index[2]);
AI_SWAP4(pcGroupTris->skinsets[1].material);
iIndex = pcGroupTris->skinsets[1].st_index[c];
if(iIndex > (unsigned int)groupInfo.pcGroup->num_stpts) {
iIndex = groupInfo.pcGroup->num_stpts-1;
ASSIMP_LOG_WARN("Index overflow in MDL7 UV coordinate list (#2)");
}
float u = groupInfo.pcGroupUVs[ iIndex ].u;
float v = 1.0f-groupInfo.pcGroupUVs[ iIndex ].v;
groupData.vTextureCoords2[ iOutIndex ].x = u;
groupData.vTextureCoords2[ iOutIndex ].y = v; // DX to OGL
// check whether we do really need the second texture
// coordinate set ... wastes memory and loading time
if (0 != iIndex && (u != groupData.vTextureCoords1[ iOutIndex ].x ||
v != groupData.vTextureCoords1[ iOutIndex ].y ) )
groupData.bNeed2UV = true;
// if the material differs, we need a second skin, too
if (pcGroupTris->skinsets[ 1 ].material != pcGroupTris->skinsets[ 0 ].material)
groupData.bNeed2UV = true;
}
// assign the material index
groupData.pcFaces[ iTriangle ].iMatIndex[ 1 ] = pcGroupTris->skinsets[ 1 ].material;
}
}
// get the next triangle in the list
pcGroupTris = (MDL::Triangle_MDL7*)((const char*)pcGroupTris + pcHeader->triangle_stc_size);
}
}
// ------------------------------------------------------------------------------------------------
// handle frames in a MDL7 file
bool MDLImporter::ProcessFrames_3DGS_MDL7(const MDL::IntGroupInfo_MDL7& groupInfo,
MDL::IntGroupData_MDL7& groupData,
MDL::IntSharedData_MDL7& shared,
const unsigned char* szCurrent,
const unsigned char** szCurrentOut)
{
ai_assert( nullptr != szCurrent );
ai_assert( nullptr != szCurrentOut);
const MDL::Header_MDL7 *pcHeader = (const MDL::Header_MDL7*)mBuffer;
// if we have no bones we can simply skip all frames,
// otherwise we'll need to process them.
// FIX: If we need another frame than the first we must apply frame vertex replacements ...
for(unsigned int iFrame = 0; iFrame < (unsigned int)groupInfo.pcGroup->numframes;++iFrame) {
MDL::IntFrameInfo_MDL7 frame ((BE_NCONST MDL::Frame_MDL7*)szCurrent,iFrame);
AI_SWAP4(frame.pcFrame->vertices_count);
AI_SWAP4(frame.pcFrame->transmatrix_count);
const unsigned int iAdd = pcHeader->frame_stc_size +
frame.pcFrame->vertices_count * pcHeader->framevertex_stc_size +
frame.pcFrame->transmatrix_count * pcHeader->bonetrans_stc_size;
if (((const char*)szCurrent - (const char*)pcHeader) + iAdd > (unsigned int)pcHeader->data_size) {
ASSIMP_LOG_WARN("Index overflow in frame area. "
"Ignoring all frames and all further mesh groups, too.");
// don't parse more groups if we can't even read one
// FIXME: sometimes this seems to occur even for valid files ...
*szCurrentOut = szCurrent;
return false;
}
// our output frame?
if (configFrameID == iFrame) {
BE_NCONST MDL::Vertex_MDL7* pcFrameVertices = (BE_NCONST MDL::Vertex_MDL7*)(szCurrent+pcHeader->frame_stc_size);
for (unsigned int qq = 0; qq < frame.pcFrame->vertices_count;++qq) {
// I assume this are simple replacements for normal vertices, the bone index serving
// as the index of the vertex to be replaced.
uint16_t iIndex = _AI_MDL7_ACCESS(pcFrameVertices,qq,pcHeader->framevertex_stc_size,MDL::Vertex_MDL7).vertindex;
AI_SWAP2(iIndex);
if (iIndex >= groupInfo.pcGroup->numverts) {
ASSIMP_LOG_WARN("Invalid vertex index in frame vertex section");
continue;
}
aiVector3D vPosition,vNormal;
vPosition.x = _AI_MDL7_ACCESS_VERT(pcFrameVertices,qq,pcHeader->framevertex_stc_size) .x;
AI_SWAP4(vPosition.x);
vPosition.y = _AI_MDL7_ACCESS_VERT(pcFrameVertices,qq,pcHeader->framevertex_stc_size) .y;
AI_SWAP4(vPosition.y);
vPosition.z = _AI_MDL7_ACCESS_VERT(pcFrameVertices,qq,pcHeader->framevertex_stc_size) .z;
AI_SWAP4(vPosition.z);
// now read the normal vector
if (AI_MDL7_FRAMEVERTEX030305_STCSIZE <= pcHeader->mainvertex_stc_size) {
// read the full normal vector
vNormal.x = _AI_MDL7_ACCESS_VERT(pcFrameVertices,qq,pcHeader->framevertex_stc_size) .norm[0];
AI_SWAP4(vNormal.x);
vNormal.y = _AI_MDL7_ACCESS_VERT(pcFrameVertices,qq,pcHeader->framevertex_stc_size) .norm[1];
AI_SWAP4(vNormal.y);
vNormal.z = _AI_MDL7_ACCESS_VERT(pcFrameVertices,qq,pcHeader->framevertex_stc_size) .norm[2];
AI_SWAP4(vNormal.z);
}
else if (AI_MDL7_FRAMEVERTEX120503_STCSIZE <= pcHeader->mainvertex_stc_size) {
// read the normal vector from Quake2's smart table
MD2::LookupNormalIndex(_AI_MDL7_ACCESS_VERT(pcFrameVertices,qq,
pcHeader->framevertex_stc_size) .norm162index,vNormal);
}
// FIXME: O(n^2) at the moment ...
BE_NCONST MDL::Triangle_MDL7* pcGroupTris = groupInfo.pcGroupTris;
unsigned int iOutIndex = 0;
for (unsigned int iTriangle = 0; iTriangle < (unsigned int)groupInfo.pcGroup->numtris; ++iTriangle) {
// iterate through all indices of the current triangle
for (unsigned int c = 0; c < 3;++c,++iOutIndex) {
// replace the vertex with the new data
const unsigned int iCurIndex = pcGroupTris->v_index[c];
if (iCurIndex == iIndex) {
groupData.vPositions[iOutIndex] = vPosition;
groupData.vNormals[iOutIndex] = vNormal;
}
}
// get the next triangle in the list
pcGroupTris = (BE_NCONST MDL::Triangle_MDL7*)((const char*)
pcGroupTris + pcHeader->triangle_stc_size);
}
}
}
// parse bone trafo matrix keys (only if there are bones ...)
if (shared.apcOutBones) {
ParseBoneTrafoKeys_3DGS_MDL7(groupInfo,frame,shared);
}
szCurrent += iAdd;
}
*szCurrentOut = szCurrent;
return true;
}
// ------------------------------------------------------------------------------------------------
// Sort faces by material, handle multiple UVs correctly
void MDLImporter::SortByMaterials_3DGS_MDL7(
const MDL::IntGroupInfo_MDL7& groupInfo,
MDL::IntGroupData_MDL7& groupData,
MDL::IntSplitGroupData_MDL7& splitGroupData)
{
const unsigned int iNumMaterials = (unsigned int)splitGroupData.shared.pcMats.size();
if (!groupData.bNeed2UV) {
// if we don't need a second set of texture coordinates there is no reason to keep it in memory ...
groupData.vTextureCoords2.clear();
// allocate the array
splitGroupData.aiSplit = new std::vector<unsigned int>*[iNumMaterials];
for (unsigned int m = 0; m < iNumMaterials;++m)
splitGroupData.aiSplit[m] = new std::vector<unsigned int>();
// iterate through all faces and sort by material
for (unsigned int iFace = 0; iFace < (unsigned int)groupInfo.pcGroup->numtris;++iFace) {
// check range
if (groupData.pcFaces[iFace].iMatIndex[0] >= iNumMaterials) {
// use the last material instead
splitGroupData.aiSplit[iNumMaterials-1]->push_back(iFace);
// sometimes MED writes -1, but normally only if there is only
// one skin assigned. No warning in this case
if(0xFFFFFFFF != groupData.pcFaces[iFace].iMatIndex[0])
ASSIMP_LOG_WARN("Index overflow in MDL7 material list [#0]");
}
else splitGroupData.aiSplit[groupData.pcFaces[iFace].
iMatIndex[0]]->push_back(iFace);
}
}
else
{
// we need to build combined materials for each combination of
std::vector<MDL::IntMaterial_MDL7> avMats;
avMats.reserve(iNumMaterials*2);
// fixme: why on the heap?
std::vector<std::vector<unsigned int>* > aiTempSplit(iNumMaterials*2);
for (unsigned int m = 0; m < iNumMaterials;++m)
aiTempSplit[m] = new std::vector<unsigned int>();
// iterate through all faces and sort by material
for (unsigned int iFace = 0; iFace < (unsigned int)groupInfo.pcGroup->numtris;++iFace) {
// check range
unsigned int iMatIndex = groupData.pcFaces[iFace].iMatIndex[0];
if (iMatIndex >= iNumMaterials) {
// sometimes MED writes -1, but normally only if there is only
// one skin assigned. No warning in this case
if(UINT_MAX != iMatIndex)
ASSIMP_LOG_WARN("Index overflow in MDL7 material list [#1]");
iMatIndex = iNumMaterials-1;
}
unsigned int iMatIndex2 = groupData.pcFaces[iFace].iMatIndex[1];
unsigned int iNum = iMatIndex;
if (UINT_MAX != iMatIndex2 && iMatIndex != iMatIndex2) {
if (iMatIndex2 >= iNumMaterials) {
// sometimes MED writes -1, but normally only if there is only
// one skin assigned. No warning in this case
ASSIMP_LOG_WARN("Index overflow in MDL7 material list [#2]");
iMatIndex2 = iNumMaterials-1;
}
// do a slow search in the list ...
iNum = 0;
bool bFound = false;
for (std::vector<MDL::IntMaterial_MDL7>::iterator i = avMats.begin();i != avMats.end();++i,++iNum){
if ((*i).iOldMatIndices[0] == iMatIndex && (*i).iOldMatIndices[1] == iMatIndex2) {
// reuse this material
bFound = true;
break;
}
}
if (!bFound) {
// build a new material ...
MDL::IntMaterial_MDL7 sHelper;
sHelper.pcMat = new aiMaterial();
sHelper.iOldMatIndices[0] = iMatIndex;
sHelper.iOldMatIndices[1] = iMatIndex2;
JoinSkins_3DGS_MDL7(splitGroupData.shared.pcMats[iMatIndex],
splitGroupData.shared.pcMats[iMatIndex2],sHelper.pcMat);
// and add it to the list
avMats.push_back(sHelper);
iNum = (unsigned int)avMats.size()-1;
}
// adjust the size of the file array
if (iNum == aiTempSplit.size()) {
aiTempSplit.push_back(new std::vector<unsigned int>());
}
}
aiTempSplit[iNum]->push_back(iFace);
}
// now add the newly created materials to the old list
if (0 == groupInfo.iIndex) {
splitGroupData.shared.pcMats.resize(avMats.size());
for (unsigned int o = 0; o < avMats.size();++o)
splitGroupData.shared.pcMats[o] = avMats[o].pcMat;
}
else {
// This might result in redundant materials ...
splitGroupData.shared.pcMats.resize(iNumMaterials + avMats.size());
for (unsigned int o = iNumMaterials; o < avMats.size();++o)
splitGroupData.shared.pcMats[o] = avMats[o].pcMat;
}
// and build the final face-to-material array
splitGroupData.aiSplit = new std::vector<unsigned int>*[aiTempSplit.size()];
for (unsigned int m = 0; m < iNumMaterials;++m)
splitGroupData.aiSplit[m] = aiTempSplit[m];
}
}
// ------------------------------------------------------------------------------------------------
// Read a MDL7 file
void MDLImporter::InternReadFile_3DGS_MDL7( )
{
ai_assert(NULL != pScene);
MDL::IntSharedData_MDL7 sharedData;
// current cursor position in the file
BE_NCONST MDL::Header_MDL7 *pcHeader = (BE_NCONST MDL::Header_MDL7*)this->mBuffer;
const unsigned char* szCurrent = (const unsigned char*)(pcHeader+1);
AI_SWAP4(pcHeader->version);
AI_SWAP4(pcHeader->bones_num);
AI_SWAP4(pcHeader->groups_num);
AI_SWAP4(pcHeader->data_size);
AI_SWAP4(pcHeader->entlump_size);
AI_SWAP4(pcHeader->medlump_size);
AI_SWAP2(pcHeader->bone_stc_size);
AI_SWAP2(pcHeader->skin_stc_size);
AI_SWAP2(pcHeader->colorvalue_stc_size);
AI_SWAP2(pcHeader->material_stc_size);
AI_SWAP2(pcHeader->skinpoint_stc_size);
AI_SWAP2(pcHeader->triangle_stc_size);
AI_SWAP2(pcHeader->mainvertex_stc_size);
AI_SWAP2(pcHeader->framevertex_stc_size);
AI_SWAP2(pcHeader->bonetrans_stc_size);
AI_SWAP2(pcHeader->frame_stc_size);
// validate the header of the file. There are some structure
// sizes that are expected by the loader to be constant
this->ValidateHeader_3DGS_MDL7(pcHeader);
// load all bones (they are shared by all groups, so
// we'll need to add them to all groups/meshes later)
// apcBonesOut is a list of all bones or NULL if they could not been loaded
szCurrent += pcHeader->bones_num * pcHeader->bone_stc_size;
sharedData.apcOutBones = this->LoadBones_3DGS_MDL7();
// vector to held all created meshes
std::vector<aiMesh*>* avOutList;
// 3 meshes per group - that should be OK for most models
avOutList = new std::vector<aiMesh*>[pcHeader->groups_num];
for (uint32_t i = 0; i < pcHeader->groups_num;++i)
avOutList[i].reserve(3);
// buffer to held the names of all groups in the file
const size_t buffersize( AI_MDL7_MAX_GROUPNAMESIZE*pcHeader->groups_num );
char* aszGroupNameBuffer = new char[ buffersize ];
// read all groups
for (unsigned int iGroup = 0; iGroup < (unsigned int)pcHeader->groups_num;++iGroup) {
MDL::IntGroupInfo_MDL7 groupInfo((BE_NCONST MDL::Group_MDL7*)szCurrent,iGroup);
szCurrent = (const unsigned char*)(groupInfo.pcGroup+1);
VALIDATE_FILE_SIZE(szCurrent);
AI_SWAP4(groupInfo.pcGroup->groupdata_size);
AI_SWAP4(groupInfo.pcGroup->numskins);
AI_SWAP4(groupInfo.pcGroup->num_stpts);
AI_SWAP4(groupInfo.pcGroup->numtris);
AI_SWAP4(groupInfo.pcGroup->numverts);
AI_SWAP4(groupInfo.pcGroup->numframes);
if (1 != groupInfo.pcGroup->typ) {
// Not a triangle-based mesh
ASSIMP_LOG_WARN("[3DGS MDL7] Not a triangle mesh group. Continuing happily");
}
// store the name of the group
const unsigned int ofs = iGroup*AI_MDL7_MAX_GROUPNAMESIZE;
::memcpy(&aszGroupNameBuffer[ofs],
groupInfo.pcGroup->name,AI_MDL7_MAX_GROUPNAMESIZE);
// make sure '\0' is at the end
aszGroupNameBuffer[ofs+AI_MDL7_MAX_GROUPNAMESIZE-1] = '\0';
// read all skins
sharedData.pcMats.reserve(sharedData.pcMats.size() + groupInfo.pcGroup->numskins);
sharedData.abNeedMaterials.resize(sharedData.abNeedMaterials.size() +
groupInfo.pcGroup->numskins,false);
for (unsigned int iSkin = 0; iSkin < (unsigned int)groupInfo.pcGroup->numskins;++iSkin) {
ParseSkinLump_3DGS_MDL7(szCurrent,&szCurrent,sharedData.pcMats);
}
// if we have absolutely no skin loaded we need to generate a default material
if (sharedData.pcMats.empty()) {
const int iMode = (int)aiShadingMode_Gouraud;
sharedData.pcMats.push_back(new aiMaterial());
aiMaterial* pcHelper = (aiMaterial*)sharedData.pcMats[0];
pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
aiColor3D clr;
clr.b = clr.g = clr.r = 0.6f;
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
clr.b = clr.g = clr.r = 0.05f;
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
aiString szName;
szName.Set(AI_DEFAULT_MATERIAL_NAME);
pcHelper->AddProperty(&szName,AI_MATKEY_NAME);
sharedData.abNeedMaterials.resize(1,false);
}
// now get a pointer to all texture coords in the group
groupInfo.pcGroupUVs = (BE_NCONST MDL::TexCoord_MDL7*)szCurrent;
for(int i = 0; i < groupInfo.pcGroup->num_stpts; ++i){
AI_SWAP4(groupInfo.pcGroupUVs[i].u);
AI_SWAP4(groupInfo.pcGroupUVs[i].v);
}
szCurrent += pcHeader->skinpoint_stc_size * groupInfo.pcGroup->num_stpts;
// now get a pointer to all triangle in the group
groupInfo.pcGroupTris = (Triangle_MDL7*)szCurrent;
szCurrent += pcHeader->triangle_stc_size * groupInfo.pcGroup->numtris;
// now get a pointer to all vertices in the group
groupInfo.pcGroupVerts = (BE_NCONST MDL::Vertex_MDL7*)szCurrent;
for(int i = 0; i < groupInfo.pcGroup->numverts; ++i){
AI_SWAP4(groupInfo.pcGroupVerts[i].x);
AI_SWAP4(groupInfo.pcGroupVerts[i].y);
AI_SWAP4(groupInfo.pcGroupVerts[i].z);
AI_SWAP2(groupInfo.pcGroupVerts[i].vertindex);
//We can not swap the normal information now as we don't know which of the two kinds it is
}
szCurrent += pcHeader->mainvertex_stc_size * groupInfo.pcGroup->numverts;
VALIDATE_FILE_SIZE(szCurrent);
MDL::IntSplitGroupData_MDL7 splitGroupData(sharedData,avOutList[iGroup]);
MDL::IntGroupData_MDL7 groupData;
if (groupInfo.pcGroup->numtris && groupInfo.pcGroup->numverts)
{
// build output vectors
const unsigned int iNumVertices = groupInfo.pcGroup->numtris*3;
groupData.vPositions.resize(iNumVertices);
groupData.vNormals.resize(iNumVertices);
if (sharedData.apcOutBones)groupData.aiBones.resize(iNumVertices,UINT_MAX);
// it is also possible that there are 0 UV coordinate sets
if (groupInfo.pcGroup->num_stpts){
groupData.vTextureCoords1.resize(iNumVertices,aiVector3D());
// check whether the triangle data structure is large enough
// to contain a second UV coordinate set
if (pcHeader->triangle_stc_size >= AI_MDL7_TRIANGLE_STD_SIZE_TWO_UV) {
groupData.vTextureCoords2.resize(iNumVertices,aiVector3D());
groupData.bNeed2UV = true;
}
}
groupData.pcFaces.resize(groupInfo.pcGroup->numtris);
// read all faces into the preallocated arrays
ReadFaces_3DGS_MDL7(groupInfo, groupData);
// sort by materials
SortByMaterials_3DGS_MDL7(groupInfo, groupData,
splitGroupData);
for (unsigned int qq = 0; qq < sharedData.pcMats.size();++qq) {
if (!splitGroupData.aiSplit[qq]->empty())
sharedData.abNeedMaterials[qq] = true;
}
}
else ASSIMP_LOG_WARN("[3DGS MDL7] Mesh group consists of 0 "
"vertices or faces. It will be skipped.");
// process all frames and generate output meshes
ProcessFrames_3DGS_MDL7(groupInfo,groupData, sharedData,szCurrent,&szCurrent);
GenerateOutputMeshes_3DGS_MDL7(groupData,splitGroupData);
}
// generate a nodegraph and subnodes for each group
pScene->mRootNode = new aiNode();
// now we need to build a final mesh list
for (uint32_t i = 0; i < pcHeader->groups_num;++i)
pScene->mNumMeshes += (unsigned int)avOutList[i].size();
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes]; {
unsigned int p = 0,q = 0;
for (uint32_t i = 0; i < pcHeader->groups_num;++i) {
for (unsigned int a = 0; a < avOutList[i].size();++a) {
pScene->mMeshes[p++] = avOutList[i][a];
}
if (!avOutList[i].empty())++pScene->mRootNode->mNumChildren;
}
// we will later need an extra node to serve as parent for all bones
if (sharedData.apcOutBones)++pScene->mRootNode->mNumChildren;
this->pScene->mRootNode->mChildren = new aiNode*[pScene->mRootNode->mNumChildren];
p = 0;
for (uint32_t i = 0; i < pcHeader->groups_num;++i) {
if (avOutList[i].empty())continue;
aiNode* const pcNode = pScene->mRootNode->mChildren[p] = new aiNode();
pcNode->mNumMeshes = (unsigned int)avOutList[i].size();
pcNode->mMeshes = new unsigned int[pcNode->mNumMeshes];
pcNode->mParent = this->pScene->mRootNode;
for (unsigned int a = 0; a < pcNode->mNumMeshes;++a)
pcNode->mMeshes[a] = q + a;
q += (unsigned int)avOutList[i].size();
// setup the name of the node
char* const szBuffer = &aszGroupNameBuffer[i*AI_MDL7_MAX_GROUPNAMESIZE];
if ('\0' == *szBuffer) {
const size_t maxSize(buffersize - (i*AI_MDL7_MAX_GROUPNAMESIZE));
pcNode->mName.length = ai_snprintf(szBuffer, maxSize, "Group_%u", p);
} else {
pcNode->mName.length = ::strlen(szBuffer);
}
::strncpy(pcNode->mName.data,szBuffer,MAXLEN-1);
++p;
}
}
// if there is only one root node with a single child we can optimize it a bit ...
if (1 == pScene->mRootNode->mNumChildren && !sharedData.apcOutBones) {
aiNode* pcOldRoot = this->pScene->mRootNode;
pScene->mRootNode = pcOldRoot->mChildren[0];
pcOldRoot->mChildren[0] = NULL;
delete pcOldRoot;
pScene->mRootNode->mParent = NULL;
}
else pScene->mRootNode->mName.Set("<mesh_root>");
delete[] avOutList;
delete[] aszGroupNameBuffer;
AI_DEBUG_INVALIDATE_PTR(avOutList);
AI_DEBUG_INVALIDATE_PTR(aszGroupNameBuffer);
// build a final material list.
CopyMaterials_3DGS_MDL7(sharedData);
HandleMaterialReferences_3DGS_MDL7();
// generate output bone animations and add all bones to the scenegraph
if (sharedData.apcOutBones) {
// this step adds empty dummy bones to the nodegraph
// insert another dummy node to avoid name conflicts
aiNode* const pc = pScene->mRootNode->mChildren[pScene->mRootNode->mNumChildren-1] = new aiNode();
pc->mName.Set("<skeleton_root>");
// add bones to the nodegraph
AddBonesToNodeGraph_3DGS_MDL7((const Assimp::MDL::IntBone_MDL7 **)
sharedData.apcOutBones,pc,0xffff);
// this steps build a valid output animation
BuildOutputAnims_3DGS_MDL7((const Assimp::MDL::IntBone_MDL7 **)
sharedData.apcOutBones);
}
}
// ------------------------------------------------------------------------------------------------
// Copy materials
void MDLImporter::CopyMaterials_3DGS_MDL7(MDL::IntSharedData_MDL7 &shared)
{
pScene->mNumMaterials = (unsigned int)shared.pcMats.size();
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
pScene->mMaterials[i] = shared.pcMats[i];
}
// ------------------------------------------------------------------------------------------------
// Process material references
void MDLImporter::HandleMaterialReferences_3DGS_MDL7()
{
// search for referrer materials
for (unsigned int i = 0; i < pScene->mNumMaterials;++i) {
int iIndex = 0;
if (AI_SUCCESS == aiGetMaterialInteger(pScene->mMaterials[i],AI_MDL7_REFERRER_MATERIAL, &iIndex) ) {
for (unsigned int a = 0; a < pScene->mNumMeshes;++a) {
aiMesh* const pcMesh = pScene->mMeshes[a];
if (i == pcMesh->mMaterialIndex) {
pcMesh->mMaterialIndex = iIndex;
}
}
// collapse the rest of the array
delete pScene->mMaterials[i];
for (unsigned int pp = i; pp < pScene->mNumMaterials-1;++pp) {
pScene->mMaterials[pp] = pScene->mMaterials[pp+1];
for (unsigned int a = 0; a < pScene->mNumMeshes;++a) {
aiMesh* const pcMesh = pScene->mMeshes[a];
if (pcMesh->mMaterialIndex > i)--pcMesh->mMaterialIndex;
}
}
--pScene->mNumMaterials;
}
}
}
// ------------------------------------------------------------------------------------------------
// Read bone transformation keys
void MDLImporter::ParseBoneTrafoKeys_3DGS_MDL7(
const MDL::IntGroupInfo_MDL7& groupInfo,
IntFrameInfo_MDL7& frame,
MDL::IntSharedData_MDL7& shared)
{
const MDL::Header_MDL7* const pcHeader = (const MDL::Header_MDL7*)this->mBuffer;
// only the first group contains bone animation keys
if (frame.pcFrame->transmatrix_count) {
if (!groupInfo.iIndex) {
// skip all frames vertices. We can't support them
const MDL::BoneTransform_MDL7* pcBoneTransforms = (const MDL::BoneTransform_MDL7*)
(((const char*)frame.pcFrame) + pcHeader->frame_stc_size +
frame.pcFrame->vertices_count * pcHeader->framevertex_stc_size);
// read all transformation matrices
for (unsigned int iTrafo = 0; iTrafo < frame.pcFrame->transmatrix_count;++iTrafo) {
if(pcBoneTransforms->bone_index >= pcHeader->bones_num) {
ASSIMP_LOG_WARN("Index overflow in frame area. "
"Unable to parse this bone transformation");
}
else {
AddAnimationBoneTrafoKey_3DGS_MDL7(frame.iIndex,
pcBoneTransforms,shared.apcOutBones);
}
pcBoneTransforms = (const MDL::BoneTransform_MDL7*)(
(const char*)pcBoneTransforms + pcHeader->bonetrans_stc_size);
}
}
else {
ASSIMP_LOG_WARN("Ignoring animation keyframes in groups != 0");
}
}
}
// ------------------------------------------------------------------------------------------------
// Attach bones to the output nodegraph
void MDLImporter::AddBonesToNodeGraph_3DGS_MDL7(const MDL::IntBone_MDL7** apcBones,
aiNode* pcParent,uint16_t iParentIndex)
{
ai_assert(NULL != apcBones && NULL != pcParent);
// get a pointer to the header ...
const MDL::Header_MDL7* const pcHeader = (const MDL::Header_MDL7*)this->mBuffer;
const MDL::IntBone_MDL7** apcBones2 = apcBones;
for (uint32_t i = 0; i < pcHeader->bones_num;++i) {
const MDL::IntBone_MDL7* const pcBone = *apcBones2++;
if (pcBone->iParent == iParentIndex) {
++pcParent->mNumChildren;
}
}
pcParent->mChildren = new aiNode*[pcParent->mNumChildren];
unsigned int qq = 0;
for (uint32_t i = 0; i < pcHeader->bones_num;++i) {
const MDL::IntBone_MDL7* const pcBone = *apcBones++;
if (pcBone->iParent != iParentIndex)continue;
aiNode* pcNode = pcParent->mChildren[qq++] = new aiNode();
pcNode->mName = aiString( pcBone->mName );
AddBonesToNodeGraph_3DGS_MDL7(apcBones,pcNode,(uint16_t)i);
}
}
// ------------------------------------------------------------------------------------------------
// Build output animations
void MDLImporter::BuildOutputAnims_3DGS_MDL7(
const MDL::IntBone_MDL7** apcBonesOut)
{
ai_assert(NULL != apcBonesOut);
const MDL::Header_MDL7* const pcHeader = (const MDL::Header_MDL7*)mBuffer;
// one animation ...
aiAnimation* pcAnim = new aiAnimation();
for (uint32_t i = 0; i < pcHeader->bones_num;++i) {
if (!apcBonesOut[i]->pkeyPositions.empty()) {
// get the last frame ... (needn't be equal to pcHeader->frames_num)
for (size_t qq = 0; qq < apcBonesOut[i]->pkeyPositions.size();++qq) {
pcAnim->mDuration = std::max(pcAnim->mDuration, (double)
apcBonesOut[i]->pkeyPositions[qq].mTime);
}
++pcAnim->mNumChannels;
}
}
if (pcAnim->mDuration) {
pcAnim->mChannels = new aiNodeAnim*[pcAnim->mNumChannels];
unsigned int iCnt = 0;
for (uint32_t i = 0; i < pcHeader->bones_num;++i) {
if (!apcBonesOut[i]->pkeyPositions.empty()) {
const MDL::IntBone_MDL7* const intBone = apcBonesOut[i];
aiNodeAnim* const pcNodeAnim = pcAnim->mChannels[iCnt++] = new aiNodeAnim();
pcNodeAnim->mNodeName = aiString( intBone->mName );
// allocate enough storage for all keys
pcNodeAnim->mNumPositionKeys = (unsigned int)intBone->pkeyPositions.size();
pcNodeAnim->mNumScalingKeys = (unsigned int)intBone->pkeyPositions.size();
pcNodeAnim->mNumRotationKeys = (unsigned int)intBone->pkeyPositions.size();
pcNodeAnim->mPositionKeys = new aiVectorKey[pcNodeAnim->mNumPositionKeys];
pcNodeAnim->mScalingKeys = new aiVectorKey[pcNodeAnim->mNumPositionKeys];
pcNodeAnim->mRotationKeys = new aiQuatKey[pcNodeAnim->mNumPositionKeys];
// copy all keys
for (unsigned int qq = 0; qq < pcNodeAnim->mNumPositionKeys;++qq) {
pcNodeAnim->mPositionKeys[qq] = intBone->pkeyPositions[qq];
pcNodeAnim->mScalingKeys[qq] = intBone->pkeyScalings[qq];
pcNodeAnim->mRotationKeys[qq] = intBone->pkeyRotations[qq];
}
}
}
// store the output animation
pScene->mNumAnimations = 1;
pScene->mAnimations = new aiAnimation*[1];
pScene->mAnimations[0] = pcAnim;
}
else delete pcAnim;
}
// ------------------------------------------------------------------------------------------------
void MDLImporter::AddAnimationBoneTrafoKey_3DGS_MDL7(unsigned int iTrafo,
const MDL::BoneTransform_MDL7* pcBoneTransforms,
MDL::IntBone_MDL7** apcBonesOut)
{
ai_assert(NULL != pcBoneTransforms);
ai_assert(NULL != apcBonesOut);
// first .. get the transformation matrix
aiMatrix4x4 mTransform;
mTransform.a1 = pcBoneTransforms->m[0];
mTransform.b1 = pcBoneTransforms->m[1];
mTransform.c1 = pcBoneTransforms->m[2];
mTransform.d1 = pcBoneTransforms->m[3];
mTransform.a2 = pcBoneTransforms->m[4];
mTransform.b2 = pcBoneTransforms->m[5];
mTransform.c2 = pcBoneTransforms->m[6];
mTransform.d2 = pcBoneTransforms->m[7];
mTransform.a3 = pcBoneTransforms->m[8];
mTransform.b3 = pcBoneTransforms->m[9];
mTransform.c3 = pcBoneTransforms->m[10];
mTransform.d3 = pcBoneTransforms->m[11];
// now decompose the transformation matrix into separate
// scaling, rotation and translation
aiVectorKey vScaling,vPosition;
aiQuatKey qRotation;
// FIXME: Decompose will assert in debug builds if the matrix is invalid ...
mTransform.Decompose(vScaling.mValue,qRotation.mValue,vPosition.mValue);
// now generate keys
vScaling.mTime = qRotation.mTime = vPosition.mTime = (double)iTrafo;
// add the keys to the bone
MDL::IntBone_MDL7* const pcBoneOut = apcBonesOut[pcBoneTransforms->bone_index];
pcBoneOut->pkeyPositions.push_back ( vPosition );
pcBoneOut->pkeyScalings.push_back ( vScaling );
pcBoneOut->pkeyRotations.push_back ( qRotation );
}
// ------------------------------------------------------------------------------------------------
// Construct output meshes
void MDLImporter::GenerateOutputMeshes_3DGS_MDL7(
MDL::IntGroupData_MDL7& groupData,
MDL::IntSplitGroupData_MDL7& splitGroupData)
{
const MDL::IntSharedData_MDL7& shared = splitGroupData.shared;
// get a pointer to the header ...
const MDL::Header_MDL7* const pcHeader = (const MDL::Header_MDL7*)this->mBuffer;
const unsigned int iNumOutBones = pcHeader->bones_num;
for (std::vector<aiMaterial*>::size_type i = 0; i < shared.pcMats.size();++i) {
if (!splitGroupData.aiSplit[i]->empty()) {
// allocate the output mesh
aiMesh* pcMesh = new aiMesh();
pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
pcMesh->mMaterialIndex = (unsigned int)i;
// allocate output storage
pcMesh->mNumFaces = (unsigned int)splitGroupData.aiSplit[i]->size();
pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
pcMesh->mNumVertices = pcMesh->mNumFaces*3;
pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
if (!groupData.vTextureCoords1.empty()) {
pcMesh->mNumUVComponents[0] = 2;
pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
if (!groupData.vTextureCoords2.empty()) {
pcMesh->mNumUVComponents[1] = 2;
pcMesh->mTextureCoords[1] = new aiVector3D[pcMesh->mNumVertices];
}
}
// iterate through all faces and build an unique set of vertices
unsigned int iCurrent = 0;
for (unsigned int iFace = 0; iFace < pcMesh->mNumFaces;++iFace) {
pcMesh->mFaces[iFace].mNumIndices = 3;
pcMesh->mFaces[iFace].mIndices = new unsigned int[3];
unsigned int iSrcFace = splitGroupData.aiSplit[i]->operator[](iFace);
const MDL::IntFace_MDL7& oldFace = groupData.pcFaces[iSrcFace];
// iterate through all face indices
for (unsigned int c = 0; c < 3;++c) {
const uint32_t iIndex = oldFace.mIndices[c];
pcMesh->mVertices[iCurrent] = groupData.vPositions[iIndex];
pcMesh->mNormals[iCurrent] = groupData.vNormals[iIndex];
if (!groupData.vTextureCoords1.empty()) {
pcMesh->mTextureCoords[0][iCurrent] = groupData.vTextureCoords1[iIndex];
if (!groupData.vTextureCoords2.empty()) {
pcMesh->mTextureCoords[1][iCurrent] = groupData.vTextureCoords2[iIndex];
}
}
pcMesh->mFaces[iFace].mIndices[c] = iCurrent++;
}
}
// if we have bones in the mesh we'll need to generate
// proper vertex weights for them
if (!groupData.aiBones.empty()) {
std::vector<std::vector<unsigned int> > aaiVWeightList;
aaiVWeightList.resize(iNumOutBones);
int iCurrent = 0;
for (unsigned int iFace = 0; iFace < pcMesh->mNumFaces;++iFace) {
unsigned int iSrcFace = splitGroupData.aiSplit[i]->operator[](iFace);
const MDL::IntFace_MDL7& oldFace = groupData.pcFaces[iSrcFace];
// iterate through all face indices
for (unsigned int c = 0; c < 3;++c) {
unsigned int iBone = groupData.aiBones[ oldFace.mIndices[c] ];
if (UINT_MAX != iBone) {
if (iBone >= iNumOutBones) {
ASSIMP_LOG_ERROR("Bone index overflow. "
"The bone index of a vertex exceeds the allowed range. ");
iBone = iNumOutBones-1;
}
aaiVWeightList[ iBone ].push_back ( iCurrent );
}
++iCurrent;
}
}
// now check which bones are required ...
for (std::vector<std::vector<unsigned int> >::const_iterator k = aaiVWeightList.begin();k != aaiVWeightList.end();++k) {
if (!(*k).empty()) {
++pcMesh->mNumBones;
}
}
pcMesh->mBones = new aiBone*[pcMesh->mNumBones];
iCurrent = 0;
for (std::vector<std::vector<unsigned int> >::const_iterator k = aaiVWeightList.begin();k!= aaiVWeightList.end();++k,++iCurrent)
{
if ((*k).empty())
continue;
// seems we'll need this node
aiBone* pcBone = pcMesh->mBones[ iCurrent ] = new aiBone();
pcBone->mName = aiString(shared.apcOutBones[ iCurrent ]->mName);
pcBone->mOffsetMatrix = shared.apcOutBones[ iCurrent ]->mOffsetMatrix;
// setup vertex weights
pcBone->mNumWeights = (unsigned int)(*k).size();
pcBone->mWeights = new aiVertexWeight[pcBone->mNumWeights];
for (unsigned int weight = 0; weight < pcBone->mNumWeights;++weight) {
pcBone->mWeights[weight].mVertexId = (*k)[weight];
pcBone->mWeights[weight].mWeight = 1.0f;
}
}
}
// add the mesh to the list of output meshes
splitGroupData.avOutList.push_back(pcMesh);
}
}
}
// ------------------------------------------------------------------------------------------------
// Join to materials
void MDLImporter::JoinSkins_3DGS_MDL7(
aiMaterial* pcMat1,
aiMaterial* pcMat2,
aiMaterial* pcMatOut)
{
ai_assert(NULL != pcMat1 && NULL != pcMat2 && NULL != pcMatOut);
// first create a full copy of the first skin property set
// and assign it to the output material
aiMaterial::CopyPropertyList(pcMatOut,pcMat1);
int iVal = 0;
pcMatOut->AddProperty<int>(&iVal,1,AI_MATKEY_UVWSRC_DIFFUSE(0));
// then extract the diffuse texture from the second skin,
// setup 1 as UV source and we have it
aiString sString;
if(AI_SUCCESS == aiGetMaterialString ( pcMat2, AI_MATKEY_TEXTURE_DIFFUSE(0),&sString )) {
iVal = 1;
pcMatOut->AddProperty<int>(&iVal,1,AI_MATKEY_UVWSRC_DIFFUSE(1));
pcMatOut->AddProperty(&sString,AI_MATKEY_TEXTURE_DIFFUSE(1));
}
}
// ------------------------------------------------------------------------------------------------
// Read a half-life 2 MDL
void MDLImporter::InternReadFile_HL2( )
{
//const MDL::Header_HL2* pcHeader = (const MDL::Header_HL2*)this->mBuffer;
throw DeadlyImportError("HL2 MDLs are not implemented");
}
#endif // !! ASSIMP_BUILD_NO_MDL_IMPORTER