1349 lines
56 KiB
C++
1349 lines
56 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) 2006-2020, 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 HL1MDLLoader.cpp
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* @brief Implementation for the Half-Life 1 MDL loader.
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*/
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#include "HL1MDLLoader.h"
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#include "HL1ImportDefinitions.h"
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#include "HL1MeshTrivert.h"
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#include "UniqueNameGenerator.h"
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#include <assimp/BaseImporter.h>
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#include <assimp/StringUtils.h>
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#include <assimp/ai_assert.h>
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#include <assimp/qnan.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/Importer.hpp>
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#include <iomanip>
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#include <sstream>
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#ifdef MDL_HALFLIFE_LOG_WARN_HEADER
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#undef MDL_HALFLIFE_LOG_WARN_HEADER
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#endif
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#define MDL_HALFLIFE_LOG_HEADER "[Half-Life 1 MDL] "
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#include "LogFunctions.h"
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namespace Assimp {
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namespace MDL {
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namespace HalfLife {
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// ------------------------------------------------------------------------------------------------
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HL1MDLLoader::HL1MDLLoader(
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aiScene *scene,
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IOSystem *io,
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const unsigned char *buffer,
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const std::string &file_path,
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const HL1ImportSettings &import_settings) :
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scene_(scene),
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io_(io),
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buffer_(buffer),
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file_path_(file_path),
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import_settings_(import_settings),
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header_(nullptr),
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texture_header_(nullptr),
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anim_headers_(nullptr),
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texture_buffer_(nullptr),
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anim_buffers_(nullptr),
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num_sequence_groups_(0),
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rootnode_children_(),
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unique_name_generator_(),
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unique_sequence_names_(),
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unique_sequence_groups_names_(),
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temp_bones_(),
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num_blend_controllers_(0),
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total_models_(0) {
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load_file();
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}
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// ------------------------------------------------------------------------------------------------
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HL1MDLLoader::~HL1MDLLoader() {
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release_resources();
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}
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// ------------------------------------------------------------------------------------------------
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void HL1MDLLoader::release_resources() {
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if (buffer_ != texture_buffer_) {
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delete[] texture_buffer_;
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texture_buffer_ = nullptr;
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}
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if (num_sequence_groups_ && anim_buffers_) {
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for (int i = 1; i < num_sequence_groups_; ++i) {
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if (anim_buffers_[i]) {
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delete[] anim_buffers_[i];
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anim_buffers_[i] = nullptr;
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}
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}
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delete[] anim_buffers_;
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anim_buffers_ = nullptr;
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}
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if (anim_headers_) {
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delete[] anim_headers_;
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anim_headers_ = nullptr;
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}
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// Root has some children nodes. so let's proceed them
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if (!rootnode_children_.empty()) {
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// Here, it means that the nodes were not added to the
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// scene root node. We still have to delete them.
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for (auto it = rootnode_children_.begin(); it != rootnode_children_.end(); ++it) {
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if (*it) {
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delete *it;
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}
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}
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// Ensure this happens only once.
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rootnode_children_.clear();
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}
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}
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// ------------------------------------------------------------------------------------------------
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void HL1MDLLoader::load_file() {
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try {
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header_ = (const Header_HL1 *)buffer_;
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validate_header(header_, false);
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// Create the root scene node.
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scene_->mRootNode = new aiNode(AI_MDL_HL1_NODE_ROOT);
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load_texture_file();
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if (import_settings_.read_animations) {
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load_sequence_groups_files();
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}
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read_textures();
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read_skins();
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read_bones();
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read_meshes();
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if (import_settings_.read_animations) {
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read_sequence_groups_info();
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read_animations();
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read_sequence_infos();
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if (import_settings_.read_sequence_transitions)
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read_sequence_transitions();
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}
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if (import_settings_.read_attachments) {
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read_attachments();
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}
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if (import_settings_.read_hitboxes) {
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read_hitboxes();
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}
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if (import_settings_.read_bone_controllers) {
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read_bone_controllers();
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}
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read_global_info();
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if (!header_->numbodyparts) {
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// This could be an MDL external texture file. In this case,
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// add this flag to allow the scene to be loaded even if it
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// has no meshes.
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scene_->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
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}
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// Append children to root node.
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if (rootnode_children_.size()) {
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scene_->mRootNode->addChildren(
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static_cast<unsigned int>(rootnode_children_.size()),
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rootnode_children_.data());
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// Clear the list of nodes so they will not be destroyed
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// when resources are released.
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rootnode_children_.clear();
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}
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release_resources();
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} catch (...) {
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release_resources();
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throw;
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}
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}
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// ------------------------------------------------------------------------------------------------
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void HL1MDLLoader::validate_header(const Header_HL1 *header, bool is_texture_header) {
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if (is_texture_header) {
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// Every single Half-Life model is assumed to have at least one texture.
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if (!header->numtextures) {
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throw DeadlyImportError(MDL_HALFLIFE_LOG_HEADER "There are no textures in the file");
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}
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if (header->numtextures > AI_MDL_HL1_MAX_TEXTURES) {
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log_warning_limit_exceeded<AI_MDL_HL1_MAX_TEXTURES>(header->numtextures, "textures");
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}
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if (header->numskinfamilies > AI_MDL_HL1_MAX_SKIN_FAMILIES) {
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log_warning_limit_exceeded<AI_MDL_HL1_MAX_SKIN_FAMILIES>(header->numskinfamilies, "skin families");
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}
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} else {
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if (header->numbodyparts > AI_MDL_HL1_MAX_BODYPARTS) {
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log_warning_limit_exceeded<AI_MDL_HL1_MAX_BODYPARTS>(header->numbodyparts, "bodyparts");
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}
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if (header->numbones > AI_MDL_HL1_MAX_BONES) {
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log_warning_limit_exceeded<AI_MDL_HL1_MAX_BONES>(header->numbones, "bones");
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}
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if (header->numbonecontrollers > AI_MDL_HL1_MAX_BONE_CONTROLLERS) {
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log_warning_limit_exceeded<AI_MDL_HL1_MAX_BONE_CONTROLLERS>(header->numbonecontrollers, "bone controllers");
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}
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if (header->numseq > AI_MDL_HL1_MAX_SEQUENCES) {
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log_warning_limit_exceeded<AI_MDL_HL1_MAX_SEQUENCES>(header->numseq, "sequences");
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}
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if (header->numseqgroups > AI_MDL_HL1_MAX_SEQUENCE_GROUPS) {
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log_warning_limit_exceeded<AI_MDL_HL1_MAX_SEQUENCE_GROUPS>(header->numseqgroups, "sequence groups");
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}
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if (header->numattachments > AI_MDL_HL1_MAX_ATTACHMENTS) {
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log_warning_limit_exceeded<AI_MDL_HL1_MAX_ATTACHMENTS>(header->numattachments, "attachments");
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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/*
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Load textures.
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There are two ways for textures to be stored in a Half-Life model:
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1. Directly in the MDL file (filePath) or
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2. In an external MDL file.
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Due to the way StudioMDL works (tool used to compile SMDs into MDLs),
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it is assumed that an external texture file follows the naming
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convention: <YourModelName>T.mdl. Note the extra (T) at the end of the
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model name.
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.e.g For a given model named MyModel.mdl
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The external texture file name would be MyModelT.mdl
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*/
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void HL1MDLLoader::load_texture_file() {
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if (header_->numtextures == 0) {
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// Load an external MDL texture file.
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std::string texture_file_path =
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DefaultIOSystem::absolutePath(file_path_) + io_->getOsSeparator() +
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DefaultIOSystem::completeBaseName(file_path_) + "T." +
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BaseImporter::GetExtension(file_path_);
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load_file_into_buffer<Header_HL1>(texture_file_path, texture_buffer_);
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} else {
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// Model has no external texture file. This means the texture is stored inside the main MDL file.
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texture_buffer_ = const_cast<unsigned char *>(buffer_);
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}
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texture_header_ = (const Header_HL1 *)texture_buffer_;
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// Validate texture header.
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validate_header(texture_header_, true);
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}
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// ------------------------------------------------------------------------------------------------
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/*
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Load sequence group files if any.
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Due to the way StudioMDL works (tool used to compile SMDs into MDLs),
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it is assumed that a sequence group file follows the naming
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convention: <YourModelName>0X.mdl. Note the extra (0X) at the end of
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the model name, where (X) is the sequence group.
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.e.g For a given model named MyModel.mdl
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Sequence group 1 => MyModel01.mdl
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Sequence group 2 => MyModel02.mdl
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Sequence group X => MyModel0X.mdl
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*/
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void HL1MDLLoader::load_sequence_groups_files() {
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if (header_->numseqgroups <= 1) {
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return;
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}
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num_sequence_groups_ = header_->numseqgroups;
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anim_buffers_ = new unsigned char *[num_sequence_groups_];
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anim_headers_ = new SequenceHeader_HL1 *[num_sequence_groups_];
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for (int i = 0; i < num_sequence_groups_; ++i) {
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anim_buffers_[i] = nullptr;
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anim_headers_[i] = nullptr;
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}
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std::string file_path_without_extension =
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DefaultIOSystem::absolutePath(file_path_) +
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io_->getOsSeparator() +
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DefaultIOSystem::completeBaseName(file_path_);
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for (int i = 1; i < num_sequence_groups_; ++i) {
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std::stringstream ss;
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ss << file_path_without_extension;
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ss << std::setw(2) << std::setfill('0') << i;
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ss << '.' << BaseImporter::GetExtension(file_path_);
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std::string sequence_file_path = ss.str();
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load_file_into_buffer<SequenceHeader_HL1>(sequence_file_path, anim_buffers_[i]);
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anim_headers_[i] = (SequenceHeader_HL1 *)anim_buffers_[i];
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Read an MDL texture.
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void HL1MDLLoader::read_texture(const Texture_HL1 *ptexture,
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uint8_t *data, uint8_t *pal, aiTexture *pResult,
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aiColor3D &last_palette_color) {
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pResult->mFilename = ptexture->name;
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pResult->mWidth = static_cast<unsigned int>(ptexture->width);
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pResult->mHeight = static_cast<unsigned int>(ptexture->height);
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pResult->achFormatHint[0] = 'r';
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pResult->achFormatHint[1] = 'g';
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pResult->achFormatHint[2] = 'b';
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pResult->achFormatHint[3] = 'a';
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pResult->achFormatHint[4] = '8';
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pResult->achFormatHint[5] = '8';
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pResult->achFormatHint[6] = '8';
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pResult->achFormatHint[7] = '8';
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pResult->achFormatHint[8] = '\0';
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const size_t num_pixels = pResult->mWidth * pResult->mHeight;
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aiTexel *out = pResult->pcData = new aiTexel[num_pixels];
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// Convert indexed 8 bit to 32 bit RGBA.
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for (size_t i = 0; i < num_pixels; ++i, ++out) {
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out->r = pal[data[i] * 3];
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out->g = pal[data[i] * 3 + 1];
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out->b = pal[data[i] * 3 + 2];
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out->a = 255;
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}
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// Get the last palette color.
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last_palette_color.r = pal[255 * 3];
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last_palette_color.g = pal[255 * 3 + 1];
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last_palette_color.b = pal[255 * 3 + 2];
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}
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// ------------------------------------------------------------------------------------------------
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void HL1MDLLoader::read_textures() {
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const Texture_HL1 *ptexture = (const Texture_HL1 *)((uint8_t *)texture_header_ + texture_header_->textureindex);
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unsigned char *pin = texture_buffer_;
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scene_->mNumTextures = scene_->mNumMaterials = texture_header_->numtextures;
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scene_->mTextures = new aiTexture *[scene_->mNumTextures];
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scene_->mMaterials = new aiMaterial *[scene_->mNumMaterials];
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for (int i = 0; i < texture_header_->numtextures; ++i) {
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scene_->mTextures[i] = new aiTexture();
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aiColor3D last_palette_color;
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read_texture(&ptexture[i],
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pin + ptexture[i].index,
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pin + ptexture[i].width * ptexture[i].height + ptexture[i].index,
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scene_->mTextures[i],
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last_palette_color);
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aiMaterial *scene_material = scene_->mMaterials[i] = new aiMaterial();
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const aiTextureType texture_type = aiTextureType_DIFFUSE;
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aiString texture_name(ptexture[i].name);
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scene_material->AddProperty(&texture_name, AI_MATKEY_TEXTURE(texture_type, 0));
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// Is this a chrome texture?
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int chrome = ptexture[i].flags & AI_MDL_HL1_STUDIO_NF_CHROME ? 1 : 0;
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scene_material->AddProperty(&chrome, 1, AI_MDL_HL1_MATKEY_CHROME(texture_type, 0));
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if (ptexture[i].flags & AI_MDL_HL1_STUDIO_NF_FLATSHADE) {
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// Flat shading.
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const aiShadingMode shading_mode = aiShadingMode_Flat;
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scene_material->AddProperty(&shading_mode, 1, AI_MATKEY_SHADING_MODEL);
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}
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if (ptexture[i].flags & AI_MDL_HL1_STUDIO_NF_ADDITIVE) {
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// Additive texture.
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const aiBlendMode blend_mode = aiBlendMode_Additive;
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scene_material->AddProperty(&blend_mode, 1, AI_MATKEY_BLEND_FUNC);
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} else if (ptexture[i].flags & AI_MDL_HL1_STUDIO_NF_MASKED) {
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// Texture with 1 bit alpha test.
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const aiTextureFlags use_alpha = aiTextureFlags_UseAlpha;
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scene_material->AddProperty(&use_alpha, 1, AI_MATKEY_TEXFLAGS(texture_type, 0));
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scene_material->AddProperty(&last_palette_color, 1, AI_MATKEY_COLOR_TRANSPARENT);
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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void HL1MDLLoader::read_skins() {
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// Read skins, if any.
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if (texture_header_->numskinfamilies <= 1) {
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return;
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}
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// Pointer to base texture index.
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short *default_skin_ptr = (short *)((uint8_t *)texture_header_ + texture_header_->skinindex);
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// Start at first replacement skin.
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short *replacement_skin_ptr = default_skin_ptr + texture_header_->numskinref;
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for (int i = 1; i < texture_header_->numskinfamilies; ++i, replacement_skin_ptr += texture_header_->numskinref) {
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for (int j = 0; j < texture_header_->numskinref; ++j) {
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if (default_skin_ptr[j] != replacement_skin_ptr[j]) {
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// Save replacement textures.
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aiString skinMaterialId(scene_->mTextures[replacement_skin_ptr[j]]->mFilename);
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scene_->mMaterials[default_skin_ptr[j]]->AddProperty(&skinMaterialId, AI_MATKEY_TEXTURE_DIFFUSE(i));
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}
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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void HL1MDLLoader::read_bones() {
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if (!header_->numbones) {
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return;
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}
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const Bone_HL1 *pbone = (const Bone_HL1 *)((uint8_t *)header_ + header_->boneindex);
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std::vector<std::string> unique_bones_names(header_->numbones);
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for (int i = 0; i < header_->numbones; ++i) {
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unique_bones_names[i] = pbone[i].name;
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}
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// Ensure bones have unique names.
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unique_name_generator_.set_template_name("Bone");
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unique_name_generator_.make_unique(unique_bones_names);
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temp_bones_.resize(header_->numbones);
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aiNode *bones_node = new aiNode(AI_MDL_HL1_NODE_BONES);
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rootnode_children_.push_back(bones_node);
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bones_node->mNumChildren = static_cast<unsigned int>(header_->numbones);
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bones_node->mChildren = new aiNode *[bones_node->mNumChildren];
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// Create bone matrices in local space.
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for (int i = 0; i < header_->numbones; ++i) {
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aiNode *bone_node = temp_bones_[i].node = bones_node->mChildren[i] = new aiNode(unique_bones_names[i]);
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aiVector3D angles(pbone[i].value[3], pbone[i].value[4], pbone[i].value[5]);
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temp_bones_[i].absolute_transform = bone_node->mTransformation =
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aiMatrix4x4(aiVector3D(1), aiQuaternion(angles.y, angles.z, angles.x),
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aiVector3D(pbone[i].value[0], pbone[i].value[1], pbone[i].value[2]));
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if (pbone[i].parent == -1) {
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bone_node->mParent = scene_->mRootNode;
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} else {
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bone_node->mParent = bones_node->mChildren[pbone[i].parent];
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|
|
temp_bones_[i].absolute_transform =
|
|
temp_bones_[pbone[i].parent].absolute_transform * bone_node->mTransformation;
|
|
}
|
|
|
|
temp_bones_[i].offset_matrix = temp_bones_[i].absolute_transform;
|
|
temp_bones_[i].offset_matrix.Inverse();
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
/*
|
|
Read meshes.
|
|
|
|
Half-Life MDLs are structured such that each MDL
|
|
contains one or more 'bodypart(s)', which contain one
|
|
or more 'model(s)', which contains one or more mesh(es).
|
|
|
|
* Bodyparts are used to group models that may be replaced
|
|
in the game .e.g a character could have a 'heads' group,
|
|
'torso' group, 'shoes' group, with each group containing
|
|
different 'model(s)'.
|
|
|
|
* Models, also called 'sub models', contain vertices as
|
|
well as a reference to each mesh used by the sub model.
|
|
|
|
* Meshes contain a list of tris, also known as 'triverts'.
|
|
Each tris contains the following information:
|
|
|
|
1. The index of the position to use for the vertex.
|
|
2. The index of the normal to use for the vertex.
|
|
3. The S coordinate to use for the vertex UV.
|
|
4. The T coordinate ^
|
|
|
|
These tris represent the way to represent the triangles
|
|
for each mesh. Depending on how the tool compiled the MDL,
|
|
those triangles were saved as strips and or fans.
|
|
|
|
NOTE: Each tris is NOT unique. This means that you
|
|
might encounter the same vertex index but with a different
|
|
normal index, S coordinate, T coordinate.
|
|
|
|
In addition, each mesh contains the texture's index.
|
|
|
|
------------------------------------------------------
|
|
With the details above, there are several things to
|
|
take into consideration.
|
|
|
|
* The Half-Life models store the vertices by sub model
|
|
rather than by mesh. Due to Assimp's structure, it
|
|
is necessary to remap each model vertex to be used
|
|
per mesh. Unfortunately, this has the consequence
|
|
to duplicate vertices.
|
|
|
|
* Because the mesh triangles are comprised of strips and
|
|
fans, it is necessary to convert each primitive to
|
|
triangles, respectively (3 indices per face).
|
|
*/
|
|
void HL1MDLLoader::read_meshes() {
|
|
if (!header_->numbodyparts) {
|
|
return;
|
|
}
|
|
|
|
int total_verts = 0;
|
|
int total_triangles = 0;
|
|
total_models_ = 0;
|
|
|
|
const Bodypart_HL1 *pbodypart = (const Bodypart_HL1 *)((uint8_t *)header_ + header_->bodypartindex);
|
|
const Model_HL1 *pmodel = nullptr;
|
|
const Mesh_HL1 *pmesh = nullptr;
|
|
|
|
const Texture_HL1 *ptexture = (const Texture_HL1 *)((uint8_t *)texture_header_ + texture_header_->textureindex);
|
|
short *pskinref = (short *)((uint8_t *)texture_header_ + texture_header_->skinindex);
|
|
|
|
scene_->mNumMeshes = 0;
|
|
|
|
std::vector<std::string> unique_bodyparts_names;
|
|
unique_bodyparts_names.resize(header_->numbodyparts);
|
|
|
|
// Count the number of meshes.
|
|
|
|
for (int i = 0; i < header_->numbodyparts; ++i, ++pbodypart) {
|
|
unique_bodyparts_names[i] = pbodypart->name;
|
|
|
|
pmodel = (Model_HL1 *)((uint8_t *)header_ + pbodypart->modelindex);
|
|
for (int j = 0; j < pbodypart->nummodels; ++j, ++pmodel) {
|
|
scene_->mNumMeshes += pmodel->nummesh;
|
|
total_verts += pmodel->numverts;
|
|
}
|
|
|
|
total_models_ += pbodypart->nummodels;
|
|
}
|
|
|
|
// Display limit infos.
|
|
if (total_verts > AI_MDL_HL1_MAX_VERTICES) {
|
|
log_warning_limit_exceeded<AI_MDL_HL1_MAX_VERTICES>(total_verts, "vertices");
|
|
}
|
|
|
|
if (scene_->mNumMeshes > AI_MDL_HL1_MAX_MESHES) {
|
|
log_warning_limit_exceeded<AI_MDL_HL1_MAX_MESHES>(scene_->mNumMeshes, "meshes");
|
|
}
|
|
|
|
if (total_models_ > AI_MDL_HL1_MAX_MODELS) {
|
|
log_warning_limit_exceeded<AI_MDL_HL1_MAX_MODELS>(total_models_, "models");
|
|
}
|
|
|
|
// Ensure bodyparts have unique names.
|
|
unique_name_generator_.set_template_name("Bodypart");
|
|
unique_name_generator_.make_unique(unique_bodyparts_names);
|
|
|
|
// Now do the same for each model.
|
|
pbodypart = (const Bodypart_HL1 *)((uint8_t *)header_ + header_->bodypartindex);
|
|
|
|
// Prepare template name for bodypart models.
|
|
std::vector<std::string> unique_models_names;
|
|
unique_models_names.resize(total_models_);
|
|
|
|
unsigned int model_index = 0;
|
|
|
|
for (int i = 0; i < header_->numbodyparts; ++i, ++pbodypart) {
|
|
pmodel = (Model_HL1 *)((uint8_t *)header_ + pbodypart->modelindex);
|
|
for (int j = 0; j < pbodypart->nummodels; ++j, ++pmodel, ++model_index)
|
|
unique_models_names[model_index] = pmodel->name;
|
|
}
|
|
|
|
unique_name_generator_.set_template_name("Model");
|
|
unique_name_generator_.make_unique(unique_models_names);
|
|
|
|
unsigned int mesh_index = 0;
|
|
|
|
scene_->mMeshes = new aiMesh *[scene_->mNumMeshes];
|
|
|
|
pbodypart = (const Bodypart_HL1 *)((uint8_t *)header_ + header_->bodypartindex);
|
|
|
|
/* Create a node that will represent the mesh hierarchy.
|
|
|
|
<MDL_bodyparts>
|
|
|
|
|
+-- bodypart --+-- model -- [mesh index, mesh index, ...]
|
|
| |
|
|
| +-- model -- [mesh index, mesh index, ...]
|
|
| |
|
|
| ...
|
|
|
|
|
|-- bodypart -- ...
|
|
|
|
|
...
|
|
*/
|
|
aiNode *bodyparts_node = new aiNode(AI_MDL_HL1_NODE_BODYPARTS);
|
|
rootnode_children_.push_back(bodyparts_node);
|
|
bodyparts_node->mNumChildren = static_cast<unsigned int>(header_->numbodyparts);
|
|
bodyparts_node->mChildren = new aiNode *[bodyparts_node->mNumChildren];
|
|
aiNode **bodyparts_node_ptr = bodyparts_node->mChildren;
|
|
|
|
// The following variables are defined here so they don't have
|
|
// to be recreated every iteration.
|
|
|
|
// Model_HL1 vertices, in bind pose space.
|
|
std::vector<aiVector3D> bind_pose_vertices;
|
|
|
|
// Model_HL1 normals, in bind pose space.
|
|
std::vector<aiVector3D> bind_pose_normals;
|
|
|
|
// Used to contain temporary information for building a mesh.
|
|
std::vector<HL1MeshTrivert> triverts;
|
|
|
|
std::vector<short> tricmds;
|
|
|
|
// Which triverts to use for the mesh.
|
|
std::vector<short> mesh_triverts_indices;
|
|
|
|
std::vector<HL1MeshFace> mesh_faces;
|
|
|
|
/* triverts that have the same vertindex, but have different normindex,s,t values.
|
|
Similar triverts are mapped from vertindex to a list of similar triverts. */
|
|
std::map<short, std::set<short>> triverts_similars;
|
|
|
|
// triverts per bone.
|
|
std::map<int, std::set<short>> bone_triverts;
|
|
|
|
/** This function adds a trivert index to the list of triverts per bone.
|
|
* \param[in] bone The bone that affects the trivert at index \p trivert_index.
|
|
* \param[in] trivert_index The trivert index.
|
|
*/
|
|
auto AddTrivertToBone = [&](int bone, short trivert_index) {
|
|
if (bone_triverts.count(bone) == 0)
|
|
bone_triverts.insert({ bone, std::set<short>{ trivert_index }});
|
|
else
|
|
bone_triverts[bone].insert(trivert_index);
|
|
};
|
|
|
|
/** This function creates and appends a new trivert to the list of triverts.
|
|
* \param[in] trivert The trivert to use as a prototype.
|
|
* \param[in] bone The bone that affects \p trivert.
|
|
*/
|
|
auto AddSimilarTrivert = [&](const Trivert &trivert, const int bone) {
|
|
HL1MeshTrivert new_trivert(trivert);
|
|
new_trivert.localindex = static_cast<short>(mesh_triverts_indices.size());
|
|
|
|
short new_trivert_index = static_cast<short>(triverts.size());
|
|
|
|
if (triverts_similars.count(trivert.vertindex) == 0)
|
|
triverts_similars.insert({ trivert.vertindex, std::set<short>{ new_trivert_index }});
|
|
else
|
|
triverts_similars[trivert.vertindex].insert(new_trivert_index);
|
|
|
|
triverts.push_back(new_trivert);
|
|
|
|
mesh_triverts_indices.push_back(new_trivert_index);
|
|
tricmds.push_back(new_trivert.localindex);
|
|
AddTrivertToBone(bone, new_trivert.localindex);
|
|
};
|
|
|
|
model_index = 0;
|
|
|
|
for (int i = 0; i < header_->numbodyparts; ++i, ++pbodypart, ++bodyparts_node_ptr) {
|
|
pmodel = (const Model_HL1 *)((uint8_t *)header_ + pbodypart->modelindex);
|
|
|
|
// Create bodypart node for the mesh tree hierarchy.
|
|
aiNode *bodypart_node = (*bodyparts_node_ptr) = new aiNode(unique_bodyparts_names[i]);
|
|
bodypart_node->mParent = bodyparts_node;
|
|
bodypart_node->mMetaData = aiMetadata::Alloc(1);
|
|
bodypart_node->mMetaData->Set(0, "Base", pbodypart->base);
|
|
|
|
bodypart_node->mNumChildren = static_cast<unsigned int>(pbodypart->nummodels);
|
|
bodypart_node->mChildren = new aiNode *[bodypart_node->mNumChildren];
|
|
aiNode **bodypart_models_ptr = bodypart_node->mChildren;
|
|
|
|
for (int j = 0; j < pbodypart->nummodels;
|
|
++j, ++pmodel, ++bodypart_models_ptr, ++model_index) {
|
|
|
|
pmesh = (const Mesh_HL1 *)((uint8_t *)header_ + pmodel->meshindex);
|
|
|
|
uint8_t *pvertbone = ((uint8_t *)header_ + pmodel->vertinfoindex);
|
|
uint8_t *pnormbone = ((uint8_t *)header_ + pmodel->norminfoindex);
|
|
vec3_t *pstudioverts = (vec3_t *)((uint8_t *)header_ + pmodel->vertindex);
|
|
vec3_t *pstudionorms = (vec3_t *)((uint8_t *)header_ + pmodel->normindex);
|
|
|
|
// Each vertex and normal is in local space, so transform
|
|
// each of them to bring them in bind pose.
|
|
bind_pose_vertices.resize(pmodel->numverts);
|
|
bind_pose_normals.resize(pmodel->numnorms);
|
|
for (size_t k = 0; k < bind_pose_vertices.size(); ++k) {
|
|
const vec3_t &vert = pstudioverts[k];
|
|
bind_pose_vertices[k] = temp_bones_[pvertbone[k]].absolute_transform * aiVector3D(vert[0], vert[1], vert[2]);
|
|
}
|
|
for (size_t k = 0; k < bind_pose_normals.size(); ++k) {
|
|
const vec3_t &norm = pstudionorms[k];
|
|
// Compute the normal matrix to transform the normal into bind pose,
|
|
// without affecting its length.
|
|
const aiMatrix4x4 normal_matrix = aiMatrix4x4(temp_bones_[pnormbone[k]].absolute_transform).Inverse().Transpose();
|
|
bind_pose_normals[k] = normal_matrix * aiVector3D(norm[0], norm[1], norm[2]);
|
|
}
|
|
|
|
// Create model node for the mesh tree hierarchy.
|
|
aiNode *model_node = (*bodypart_models_ptr) = new aiNode(unique_models_names[model_index]);
|
|
model_node->mParent = bodypart_node;
|
|
model_node->mNumMeshes = static_cast<unsigned int>(pmodel->nummesh);
|
|
model_node->mMeshes = new unsigned int[model_node->mNumMeshes];
|
|
unsigned int *model_meshes_ptr = model_node->mMeshes;
|
|
|
|
for (int k = 0; k < pmodel->nummesh; ++k, ++pmesh, ++mesh_index, ++model_meshes_ptr) {
|
|
*model_meshes_ptr = mesh_index;
|
|
|
|
// Read triverts.
|
|
short *ptricmds = (short *)((uint8_t *)header_ + pmesh->triindex);
|
|
float texcoords_s_scale = 1.0f / (float)ptexture[pskinref[pmesh->skinref]].width;
|
|
float texcoords_t_scale = 1.0f / (float)ptexture[pskinref[pmesh->skinref]].height;
|
|
|
|
// Reset the data for the upcoming mesh.
|
|
triverts.clear();
|
|
triverts.resize(pmodel->numverts);
|
|
mesh_triverts_indices.clear();
|
|
mesh_faces.clear();
|
|
triverts_similars.clear();
|
|
bone_triverts.clear();
|
|
|
|
int l;
|
|
while ((l = *(ptricmds++))) {
|
|
bool is_triangle_fan = false;
|
|
|
|
if (l < 0) {
|
|
l = -l;
|
|
is_triangle_fan = true;
|
|
}
|
|
|
|
// Clear the list of tris for the upcoming tris.
|
|
tricmds.clear();
|
|
|
|
for (; l > 0; l--, ptricmds += 4) {
|
|
const Trivert *input_trivert = reinterpret_cast<const Trivert *>(ptricmds);
|
|
const int bone = pvertbone[input_trivert->vertindex];
|
|
|
|
HL1MeshTrivert *private_trivert = &triverts[input_trivert->vertindex];
|
|
if (private_trivert->localindex == -1) {
|
|
// First time referenced.
|
|
*private_trivert = *input_trivert;
|
|
private_trivert->localindex = static_cast<short>(mesh_triverts_indices.size());
|
|
mesh_triverts_indices.push_back(input_trivert->vertindex);
|
|
tricmds.push_back(private_trivert->localindex);
|
|
AddTrivertToBone(bone, private_trivert->localindex);
|
|
} else if (*private_trivert == *input_trivert) {
|
|
// Exists and is the same.
|
|
tricmds.push_back(private_trivert->localindex);
|
|
} else {
|
|
// No similar trivert associated to the trivert currently processed.
|
|
if (triverts_similars.count(input_trivert->vertindex) == 0)
|
|
AddSimilarTrivert(*input_trivert, bone);
|
|
else {
|
|
// Search in the list of similar triverts to see if the
|
|
// trivert in process is already registered.
|
|
short similar_index = -1;
|
|
for (auto it = triverts_similars[input_trivert->vertindex].cbegin();
|
|
similar_index == -1 && it != triverts_similars[input_trivert->vertindex].cend();
|
|
++it) {
|
|
if (triverts[*it] == *input_trivert)
|
|
similar_index = *it;
|
|
}
|
|
|
|
// If a similar trivert has been found, reuse it.
|
|
// Otherwise, add it.
|
|
if (similar_index == -1)
|
|
AddSimilarTrivert(*input_trivert, bone);
|
|
else
|
|
tricmds.push_back(triverts[similar_index].localindex);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Build mesh faces.
|
|
const int num_faces = static_cast<int>(tricmds.size() - 2);
|
|
mesh_faces.reserve(num_faces);
|
|
|
|
if (is_triangle_fan) {
|
|
for (int i = 0; i < num_faces; ++i) {
|
|
mesh_faces.push_back(HL1MeshFace{
|
|
tricmds[0],
|
|
tricmds[i + 1],
|
|
tricmds[i + 2] });
|
|
}
|
|
} else {
|
|
for (int i = 0; i < num_faces; ++i) {
|
|
if (i & 1) {
|
|
// Preserve winding order.
|
|
mesh_faces.push_back(HL1MeshFace{
|
|
tricmds[i + 1],
|
|
tricmds[i],
|
|
tricmds[i + 2] });
|
|
} else {
|
|
mesh_faces.push_back(HL1MeshFace{
|
|
tricmds[i],
|
|
tricmds[i + 1],
|
|
tricmds[i + 2] });
|
|
}
|
|
}
|
|
}
|
|
|
|
total_triangles += num_faces;
|
|
}
|
|
|
|
// Create the scene mesh.
|
|
aiMesh *scene_mesh = scene_->mMeshes[mesh_index] = new aiMesh();
|
|
scene_mesh->mPrimitiveTypes = aiPrimitiveType::aiPrimitiveType_TRIANGLE;
|
|
scene_mesh->mMaterialIndex = pskinref[pmesh->skinref];
|
|
|
|
scene_mesh->mNumVertices = static_cast<unsigned int>(mesh_triverts_indices.size());
|
|
|
|
if (scene_mesh->mNumVertices) {
|
|
scene_mesh->mVertices = new aiVector3D[scene_mesh->mNumVertices];
|
|
scene_mesh->mNormals = new aiVector3D[scene_mesh->mNumVertices];
|
|
|
|
scene_mesh->mNumUVComponents[0] = 2;
|
|
scene_mesh->mTextureCoords[0] = new aiVector3D[scene_mesh->mNumVertices];
|
|
|
|
// Add vertices.
|
|
for (unsigned int v = 0; v < scene_mesh->mNumVertices; ++v) {
|
|
const HL1MeshTrivert *pTrivert = &triverts[mesh_triverts_indices[v]];
|
|
scene_mesh->mVertices[v] = bind_pose_vertices[pTrivert->vertindex];
|
|
scene_mesh->mNormals[v] = bind_pose_normals[pTrivert->normindex];
|
|
scene_mesh->mTextureCoords[0][v] = aiVector3D(
|
|
pTrivert->s * texcoords_s_scale,
|
|
pTrivert->t * texcoords_t_scale, 0);
|
|
}
|
|
|
|
// Add face and indices.
|
|
scene_mesh->mNumFaces = static_cast<unsigned int>(mesh_faces.size());
|
|
scene_mesh->mFaces = new aiFace[scene_mesh->mNumFaces];
|
|
|
|
for (unsigned int f = 0; f < scene_mesh->mNumFaces; ++f) {
|
|
aiFace *face = &scene_mesh->mFaces[f];
|
|
face->mNumIndices = 3;
|
|
face->mIndices = new unsigned int[3];
|
|
face->mIndices[0] = mesh_faces[f].v0;
|
|
face->mIndices[1] = mesh_faces[f].v1;
|
|
face->mIndices[2] = mesh_faces[f].v2;
|
|
}
|
|
|
|
// Add mesh bones.
|
|
scene_mesh->mNumBones = static_cast<unsigned int>(bone_triverts.size());
|
|
scene_mesh->mBones = new aiBone *[scene_mesh->mNumBones];
|
|
|
|
aiBone **scene_bone_ptr = scene_mesh->mBones;
|
|
|
|
for (auto bone_it = bone_triverts.cbegin();
|
|
bone_it != bone_triverts.cend();
|
|
++bone_it, ++scene_bone_ptr) {
|
|
const int bone_index = bone_it->first;
|
|
|
|
aiBone *scene_bone = (*scene_bone_ptr) = new aiBone();
|
|
scene_bone->mName = temp_bones_[bone_index].node->mName;
|
|
|
|
scene_bone->mOffsetMatrix = temp_bones_[bone_index].offset_matrix;
|
|
|
|
auto vertex_ids = bone_triverts.at(bone_index);
|
|
|
|
// Add vertex weight per bone.
|
|
scene_bone->mNumWeights = static_cast<unsigned int>(vertex_ids.size());
|
|
aiVertexWeight *vertex_weight_ptr = scene_bone->mWeights = new aiVertexWeight[scene_bone->mNumWeights];
|
|
|
|
for (auto vertex_it = vertex_ids.begin();
|
|
vertex_it != vertex_ids.end();
|
|
++vertex_it, ++vertex_weight_ptr) {
|
|
vertex_weight_ptr->mVertexId = *vertex_it;
|
|
vertex_weight_ptr->mWeight = 1.0f;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (total_triangles > AI_MDL_HL1_MAX_TRIANGLES) {
|
|
log_warning_limit_exceeded<AI_MDL_HL1_MAX_TRIANGLES>(total_triangles, "triangles");
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void HL1MDLLoader::read_animations() {
|
|
if (!header_->numseq) {
|
|
return;
|
|
}
|
|
|
|
const SequenceDesc_HL1 *pseqdesc = (const SequenceDesc_HL1 *)((uint8_t *)header_ + header_->seqindex);
|
|
const SequenceGroup_HL1 *pseqgroup = nullptr;
|
|
const AnimValueOffset_HL1 *panim = nullptr;
|
|
const AnimValue_HL1 *panimvalue = nullptr;
|
|
|
|
unique_sequence_names_.resize(header_->numseq);
|
|
for (int i = 0; i < header_->numseq; ++i)
|
|
unique_sequence_names_[i] = pseqdesc[i].label;
|
|
|
|
// Ensure sequences have unique names.
|
|
unique_name_generator_.set_template_name("Sequence");
|
|
unique_name_generator_.make_unique(unique_sequence_names_);
|
|
|
|
scene_->mNumAnimations = 0;
|
|
|
|
int highest_num_blend_animations = SequenceBlendMode_HL1::NoBlend;
|
|
|
|
// Count the total number of animations.
|
|
for (int i = 0; i < header_->numseq; ++i, ++pseqdesc) {
|
|
scene_->mNumAnimations += pseqdesc->numblends;
|
|
highest_num_blend_animations = std::max(pseqdesc->numblends, highest_num_blend_animations);
|
|
}
|
|
|
|
// Get the number of available blend controllers for global info.
|
|
get_num_blend_controllers(highest_num_blend_animations, num_blend_controllers_);
|
|
|
|
pseqdesc = (const SequenceDesc_HL1 *)((uint8_t *)header_ + header_->seqindex);
|
|
|
|
aiAnimation **scene_animations_ptr = scene_->mAnimations = new aiAnimation *[scene_->mNumAnimations];
|
|
|
|
for (int sequence = 0; sequence < header_->numseq; ++sequence, ++pseqdesc) {
|
|
pseqgroup = (const SequenceGroup_HL1 *)((uint8_t *)header_ + header_->seqgroupindex) + pseqdesc->seqgroup;
|
|
|
|
if (pseqdesc->seqgroup == 0) {
|
|
panim = (const AnimValueOffset_HL1 *)((uint8_t *)header_ + pseqgroup->unused2 + pseqdesc->animindex);
|
|
} else {
|
|
panim = (const AnimValueOffset_HL1 *)((uint8_t *)anim_headers_[pseqdesc->seqgroup] + pseqdesc->animindex);
|
|
}
|
|
|
|
for (int blend = 0; blend < pseqdesc->numblends; ++blend, ++scene_animations_ptr) {
|
|
|
|
const Bone_HL1 *pbone = (const Bone_HL1 *)((uint8_t *)header_ + header_->boneindex);
|
|
|
|
aiAnimation *scene_animation = (*scene_animations_ptr) = new aiAnimation();
|
|
|
|
scene_animation->mName = unique_sequence_names_[sequence];
|
|
scene_animation->mTicksPerSecond = pseqdesc->fps;
|
|
scene_animation->mDuration = static_cast<double>(pseqdesc->fps) * pseqdesc->numframes;
|
|
scene_animation->mNumChannels = static_cast<unsigned int>(header_->numbones);
|
|
scene_animation->mChannels = new aiNodeAnim *[scene_animation->mNumChannels];
|
|
|
|
for (int bone = 0; bone < header_->numbones; bone++, ++pbone, ++panim) {
|
|
aiNodeAnim *node_anim = scene_animation->mChannels[bone] = new aiNodeAnim();
|
|
node_anim->mNodeName = temp_bones_[bone].node->mName;
|
|
|
|
node_anim->mNumPositionKeys = pseqdesc->numframes;
|
|
node_anim->mNumRotationKeys = node_anim->mNumPositionKeys;
|
|
node_anim->mNumScalingKeys = 0;
|
|
|
|
node_anim->mPositionKeys = new aiVectorKey[node_anim->mNumPositionKeys];
|
|
node_anim->mRotationKeys = new aiQuatKey[node_anim->mNumRotationKeys];
|
|
|
|
for (int frame = 0; frame < pseqdesc->numframes; ++frame) {
|
|
aiVectorKey *position_key = &node_anim->mPositionKeys[frame];
|
|
aiQuatKey *rotation_key = &node_anim->mRotationKeys[frame];
|
|
|
|
aiVector3D angle1;
|
|
for (int j = 0; j < 3; ++j) {
|
|
if (panim->offset[j + 3] != 0) {
|
|
// Read compressed rotation delta.
|
|
panimvalue = (const AnimValue_HL1 *)((uint8_t *)panim + panim->offset[j + 3]);
|
|
extract_anim_value(panimvalue, frame, pbone->scale[j + 3], angle1[j]);
|
|
}
|
|
|
|
// Add the default rotation value.
|
|
angle1[j] += pbone->value[j + 3];
|
|
|
|
if (panim->offset[j] != 0) {
|
|
// Read compressed position delta.
|
|
panimvalue = (const AnimValue_HL1 *)((uint8_t *)panim + panim->offset[j]);
|
|
extract_anim_value(panimvalue, frame, pbone->scale[j], position_key->mValue[j]);
|
|
}
|
|
|
|
// Add the default position value.
|
|
position_key->mValue[j] += pbone->value[j];
|
|
}
|
|
|
|
position_key->mTime = rotation_key->mTime = static_cast<double>(frame);
|
|
/* The Half-Life engine uses X as forward, Y as left, Z as up. Therefore,
|
|
pitch,yaw,roll is represented as (YZX). */
|
|
rotation_key->mValue = aiQuaternion(angle1.y, angle1.z, angle1.x);
|
|
rotation_key->mValue.Normalize();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void HL1MDLLoader::read_sequence_groups_info() {
|
|
if (!header_->numseqgroups) {
|
|
return;
|
|
}
|
|
|
|
aiNode *sequence_groups_node = new aiNode(AI_MDL_HL1_NODE_SEQUENCE_GROUPS);
|
|
rootnode_children_.push_back(sequence_groups_node);
|
|
|
|
sequence_groups_node->mNumChildren = static_cast<unsigned int>(header_->numseqgroups);
|
|
sequence_groups_node->mChildren = new aiNode *[sequence_groups_node->mNumChildren];
|
|
|
|
const SequenceGroup_HL1 *pseqgroup = (const SequenceGroup_HL1 *)((uint8_t *)header_ + header_->seqgroupindex);
|
|
|
|
unique_sequence_groups_names_.resize(header_->numseqgroups);
|
|
for (int i = 0; i < header_->numseqgroups; ++i) {
|
|
unique_sequence_groups_names_[i] = pseqgroup[i].label;
|
|
}
|
|
|
|
// Ensure sequence groups have unique names.
|
|
unique_name_generator_.set_template_name("SequenceGroup");
|
|
unique_name_generator_.make_unique(unique_sequence_groups_names_);
|
|
|
|
for (int i = 0; i < header_->numseqgroups; ++i, ++pseqgroup) {
|
|
aiNode *sequence_group_node = sequence_groups_node->mChildren[i] = new aiNode(unique_sequence_groups_names_[i]);
|
|
sequence_group_node->mParent = sequence_groups_node;
|
|
|
|
aiMetadata *md = sequence_group_node->mMetaData = aiMetadata::Alloc(1);
|
|
if (i == 0) {
|
|
/* StudioMDL does not write the file name for the default sequence group,
|
|
so we will write it. */
|
|
md->Set(0, "File", aiString(file_path_));
|
|
} else {
|
|
md->Set(0, "File", aiString(pseqgroup->name));
|
|
}
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void HL1MDLLoader::read_sequence_infos() {
|
|
if (!header_->numseq) {
|
|
return;
|
|
}
|
|
|
|
const SequenceDesc_HL1 *pseqdesc = (const SequenceDesc_HL1 *)((uint8_t *)header_ + header_->seqindex);
|
|
|
|
aiNode *sequence_infos_node = new aiNode(AI_MDL_HL1_NODE_SEQUENCE_INFOS);
|
|
rootnode_children_.push_back(sequence_infos_node);
|
|
|
|
sequence_infos_node->mNumChildren = static_cast<unsigned int>(header_->numseq);
|
|
sequence_infos_node->mChildren = new aiNode *[sequence_infos_node->mNumChildren];
|
|
|
|
std::vector<aiNode *> sequence_info_node_children;
|
|
|
|
int animation_index = 0;
|
|
for (int i = 0; i < header_->numseq; ++i, ++pseqdesc) {
|
|
// Clear the list of children for the upcoming sequence info node.
|
|
sequence_info_node_children.clear();
|
|
|
|
aiNode *sequence_info_node = sequence_infos_node->mChildren[i] = new aiNode(unique_sequence_names_[i]);
|
|
sequence_info_node->mParent = sequence_infos_node;
|
|
|
|
// Setup sequence info node Metadata.
|
|
aiMetadata *md = sequence_info_node->mMetaData = aiMetadata::Alloc(16);
|
|
md->Set(0, "AnimationIndex", animation_index);
|
|
animation_index += pseqdesc->numblends;
|
|
|
|
// Reference the sequence group by name. This allows us to search a particular
|
|
// sequence group by name using aiNode(s).
|
|
md->Set(1, "SequenceGroup", aiString(unique_sequence_groups_names_[pseqdesc->seqgroup]));
|
|
md->Set(2, "FramesPerSecond", pseqdesc->fps);
|
|
md->Set(3, "NumFrames", pseqdesc->numframes);
|
|
md->Set(4, "NumBlends", pseqdesc->numblends);
|
|
md->Set(5, "Activity", pseqdesc->activity);
|
|
md->Set(6, "ActivityWeight", pseqdesc->actweight);
|
|
md->Set(7, "MotionFlags", pseqdesc->motiontype);
|
|
md->Set(8, "MotionBone", temp_bones_[pseqdesc->motionbone].node->mName);
|
|
md->Set(9, "LinearMovement", aiVector3D(pseqdesc->linearmovement[0], pseqdesc->linearmovement[1], pseqdesc->linearmovement[2]));
|
|
md->Set(10, "BBMin", aiVector3D(pseqdesc->bbmin[0], pseqdesc->bbmin[1], pseqdesc->bbmin[2]));
|
|
md->Set(11, "BBMax", aiVector3D(pseqdesc->bbmax[0], pseqdesc->bbmax[1], pseqdesc->bbmax[2]));
|
|
md->Set(12, "EntryNode", pseqdesc->entrynode);
|
|
md->Set(13, "ExitNode", pseqdesc->exitnode);
|
|
md->Set(14, "NodeFlags", pseqdesc->nodeflags);
|
|
md->Set(15, "Flags", pseqdesc->flags);
|
|
|
|
if (import_settings_.read_blend_controllers) {
|
|
int num_blend_controllers;
|
|
if (get_num_blend_controllers(pseqdesc->numblends, num_blend_controllers) && num_blend_controllers) {
|
|
// Read blend controllers info.
|
|
aiNode *blend_controllers_node = new aiNode(AI_MDL_HL1_NODE_BLEND_CONTROLLERS);
|
|
sequence_info_node_children.push_back(blend_controllers_node);
|
|
blend_controllers_node->mParent = sequence_info_node;
|
|
blend_controllers_node->mNumChildren = static_cast<unsigned int>(num_blend_controllers);
|
|
blend_controllers_node->mChildren = new aiNode *[blend_controllers_node->mNumChildren];
|
|
|
|
for (unsigned int j = 0; j < blend_controllers_node->mNumChildren; ++j) {
|
|
aiNode *blend_controller_node = blend_controllers_node->mChildren[j] = new aiNode();
|
|
blend_controller_node->mParent = blend_controllers_node;
|
|
|
|
aiMetadata *md = blend_controller_node->mMetaData = aiMetadata::Alloc(3);
|
|
md->Set(0, "Start", pseqdesc->blendstart[j]);
|
|
md->Set(1, "End", pseqdesc->blendend[j]);
|
|
md->Set(2, "MotionFlags", pseqdesc->blendtype[j]);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (import_settings_.read_animation_events && pseqdesc->numevents) {
|
|
// Read animation events.
|
|
|
|
if (pseqdesc->numevents > AI_MDL_HL1_MAX_EVENTS) {
|
|
log_warning_limit_exceeded<AI_MDL_HL1_MAX_EVENTS>(
|
|
"Sequence " + std::string(pseqdesc->label),
|
|
pseqdesc->numevents, "animation events");
|
|
}
|
|
|
|
const AnimEvent_HL1 *pevent = (const AnimEvent_HL1 *)((uint8_t *)header_ + pseqdesc->eventindex);
|
|
|
|
aiNode *pEventsNode = new aiNode(AI_MDL_HL1_NODE_ANIMATION_EVENTS);
|
|
sequence_info_node_children.push_back(pEventsNode);
|
|
pEventsNode->mParent = sequence_info_node;
|
|
pEventsNode->mNumChildren = static_cast<unsigned int>(pseqdesc->numevents);
|
|
pEventsNode->mChildren = new aiNode *[pEventsNode->mNumChildren];
|
|
|
|
for (unsigned int j = 0; j < pEventsNode->mNumChildren; ++j, ++pevent) {
|
|
aiNode *pEvent = pEventsNode->mChildren[j] = new aiNode();
|
|
pEvent->mParent = pEventsNode;
|
|
|
|
aiMetadata *md = pEvent->mMetaData = aiMetadata::Alloc(3);
|
|
md->Set(0, "Frame", pevent->frame);
|
|
md->Set(1, "ScriptEvent", pevent->event);
|
|
md->Set(2, "Options", aiString(pevent->options));
|
|
}
|
|
}
|
|
|
|
if (sequence_info_node_children.size()) {
|
|
sequence_info_node->addChildren(
|
|
static_cast<unsigned int>(sequence_info_node_children.size()),
|
|
sequence_info_node_children.data());
|
|
}
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void HL1MDLLoader::read_sequence_transitions() {
|
|
if (!header_->numtransitions) {
|
|
return;
|
|
}
|
|
|
|
// Read sequence transition graph.
|
|
aiNode *transition_graph_node = new aiNode(AI_MDL_HL1_NODE_SEQUENCE_TRANSITION_GRAPH);
|
|
rootnode_children_.push_back(transition_graph_node);
|
|
|
|
uint8_t *ptransitions = ((uint8_t *)header_ + header_->transitionindex);
|
|
aiMetadata *md = transition_graph_node->mMetaData = aiMetadata::Alloc(header_->numtransitions * header_->numtransitions);
|
|
for (unsigned int i = 0; i < md->mNumProperties; ++i)
|
|
md->Set(i, std::to_string(i), static_cast<int>(ptransitions[i]));
|
|
}
|
|
|
|
void HL1MDLLoader::read_attachments() {
|
|
if (!header_->numattachments) {
|
|
return;
|
|
}
|
|
|
|
const Attachment_HL1 *pattach = (const Attachment_HL1 *)((uint8_t *)header_ + header_->attachmentindex);
|
|
|
|
aiNode *attachments_node = new aiNode(AI_MDL_HL1_NODE_ATTACHMENTS);
|
|
rootnode_children_.push_back(attachments_node);
|
|
attachments_node->mNumChildren = static_cast<unsigned int>(header_->numattachments);
|
|
attachments_node->mChildren = new aiNode *[attachments_node->mNumChildren];
|
|
|
|
for (int i = 0; i < header_->numattachments; ++i, ++pattach) {
|
|
aiNode *attachment_node = attachments_node->mChildren[i] = new aiNode();
|
|
attachment_node->mParent = attachments_node;
|
|
attachment_node->mMetaData = aiMetadata::Alloc(2);
|
|
attachment_node->mMetaData->Set(0, "Position", aiVector3D(pattach->org[0], pattach->org[1], pattach->org[2]));
|
|
// Reference the bone by name. This allows us to search a particular
|
|
// bone by name using aiNode(s).
|
|
attachment_node->mMetaData->Set(1, "Bone", temp_bones_[pattach->bone].node->mName);
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void HL1MDLLoader::read_hitboxes() {
|
|
if (!header_->numhitboxes) {
|
|
return;
|
|
}
|
|
|
|
const Hitbox_HL1 *phitbox = (const Hitbox_HL1 *)((uint8_t *)header_ + header_->hitboxindex);
|
|
|
|
aiNode *hitboxes_node = new aiNode(AI_MDL_HL1_NODE_HITBOXES);
|
|
rootnode_children_.push_back(hitboxes_node);
|
|
hitboxes_node->mNumChildren = static_cast<unsigned int>(header_->numhitboxes);
|
|
hitboxes_node->mChildren = new aiNode *[hitboxes_node->mNumChildren];
|
|
|
|
for (int i = 0; i < header_->numhitboxes; ++i, ++phitbox) {
|
|
aiNode *hitbox_node = hitboxes_node->mChildren[i] = new aiNode();
|
|
hitbox_node->mParent = hitboxes_node;
|
|
|
|
aiMetadata *md = hitbox_node->mMetaData = aiMetadata::Alloc(4);
|
|
// Reference the bone by name. This allows us to search a particular
|
|
// bone by name using aiNode(s).
|
|
md->Set(0, "Bone", temp_bones_[phitbox->bone].node->mName);
|
|
md->Set(1, "HitGroup", phitbox->group);
|
|
md->Set(2, "BBMin", aiVector3D(phitbox->bbmin[0], phitbox->bbmin[1], phitbox->bbmin[2]));
|
|
md->Set(3, "BBMax", aiVector3D(phitbox->bbmax[0], phitbox->bbmax[1], phitbox->bbmax[2]));
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void HL1MDLLoader::read_bone_controllers() {
|
|
if (!header_->numbonecontrollers) {
|
|
return;
|
|
}
|
|
|
|
const BoneController_HL1 *pbonecontroller = (const BoneController_HL1 *)((uint8_t *)header_ + header_->bonecontrollerindex);
|
|
|
|
aiNode *bones_controller_node = new aiNode(AI_MDL_HL1_NODE_BONE_CONTROLLERS);
|
|
rootnode_children_.push_back(bones_controller_node);
|
|
bones_controller_node->mNumChildren = static_cast<unsigned int>(header_->numbonecontrollers);
|
|
bones_controller_node->mChildren = new aiNode *[bones_controller_node->mNumChildren];
|
|
|
|
for (int i = 0; i < header_->numbonecontrollers; ++i, ++pbonecontroller) {
|
|
aiNode *bone_controller_node = bones_controller_node->mChildren[i] = new aiNode();
|
|
bone_controller_node->mParent = bones_controller_node;
|
|
|
|
aiMetadata *md = bone_controller_node->mMetaData = aiMetadata::Alloc(5);
|
|
// Reference the bone by name. This allows us to search a particular
|
|
// bone by name using aiNode(s).
|
|
md->Set(0, "Bone", temp_bones_[pbonecontroller->bone].node->mName);
|
|
md->Set(1, "MotionFlags", pbonecontroller->type);
|
|
md->Set(2, "Start", pbonecontroller->start);
|
|
md->Set(3, "End", pbonecontroller->end);
|
|
md->Set(4, "Channel", pbonecontroller->index);
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void HL1MDLLoader::read_global_info() {
|
|
aiNode *global_info_node = new aiNode(AI_MDL_HL1_NODE_GLOBAL_INFO);
|
|
rootnode_children_.push_back(global_info_node);
|
|
|
|
aiMetadata *md = global_info_node->mMetaData = aiMetadata::Alloc(import_settings_.read_misc_global_info ? 16 : 11);
|
|
md->Set(0, "Version", AI_MDL_HL1_VERSION);
|
|
md->Set(1, "NumBodyparts", header_->numbodyparts);
|
|
md->Set(2, "NumModels", total_models_);
|
|
md->Set(3, "NumBones", header_->numbones);
|
|
md->Set(4, "NumAttachments", import_settings_.read_attachments ? header_->numattachments : 0);
|
|
md->Set(5, "NumSkinFamilies", texture_header_->numskinfamilies);
|
|
md->Set(6, "NumHitboxes", import_settings_.read_hitboxes ? header_->numhitboxes : 0);
|
|
md->Set(7, "NumBoneControllers", import_settings_.read_bone_controllers ? header_->numbonecontrollers : 0);
|
|
md->Set(8, "NumSequences", import_settings_.read_animations ? header_->numseq : 0);
|
|
md->Set(9, "NumBlendControllers", import_settings_.read_blend_controllers ? num_blend_controllers_ : 0);
|
|
md->Set(10, "NumTransitionNodes", import_settings_.read_sequence_transitions ? header_->numtransitions : 0);
|
|
|
|
if (import_settings_.read_misc_global_info) {
|
|
md->Set(11, "EyePosition", aiVector3D(header_->eyeposition[0], header_->eyeposition[1], header_->eyeposition[2]));
|
|
md->Set(12, "HullMin", aiVector3D(header_->min[0], header_->min[1], header_->min[2]));
|
|
md->Set(13, "HullMax", aiVector3D(header_->max[0], header_->max[1], header_->max[2]));
|
|
md->Set(14, "CollisionMin", aiVector3D(header_->bbmin[0], header_->bbmin[1], header_->bbmin[2]));
|
|
md->Set(15, "CollisionMax", aiVector3D(header_->bbmax[0], header_->bbmax[1], header_->bbmax[2]));
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
/** @brief This method reads a compressed anim value.
|
|
*
|
|
* @note The structure of this method is taken from HL2 source code.
|
|
* Although this is from HL2, it's implementation is almost identical
|
|
* to code found in HL1 SDK. See HL1 and HL2 SDKs for more info.
|
|
*
|
|
* source:
|
|
* HL1 source code.
|
|
* file: studio_render.cpp
|
|
* function(s): CalcBoneQuaternion and CalcBonePosition
|
|
*
|
|
* HL2 source code.
|
|
* file: bone_setup.cpp
|
|
* function(s): ExtractAnimValue
|
|
*/
|
|
void HL1MDLLoader::extract_anim_value(
|
|
const AnimValue_HL1 *panimvalue,
|
|
int frame, float bone_scale, float &value) {
|
|
int k = frame;
|
|
|
|
// find span of values that includes the frame we want
|
|
while (panimvalue->num.total <= k) {
|
|
k -= panimvalue->num.total;
|
|
panimvalue += panimvalue->num.valid + 1;
|
|
}
|
|
|
|
// Bah, missing blend!
|
|
if (panimvalue->num.valid > k) {
|
|
value = panimvalue[k + 1].value * bone_scale;
|
|
} else {
|
|
value = panimvalue[panimvalue->num.valid].value * bone_scale;
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Get the number of blend controllers.
|
|
bool HL1MDLLoader::get_num_blend_controllers(const int num_blend_animations, int &num_blend_controllers) {
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|
|
|
switch (num_blend_animations) {
|
|
case SequenceBlendMode_HL1::NoBlend:
|
|
num_blend_controllers = 0;
|
|
return true;
|
|
case SequenceBlendMode_HL1::TwoWayBlending:
|
|
num_blend_controllers = 1;
|
|
return true;
|
|
case SequenceBlendMode_HL1::FourWayBlending:
|
|
num_blend_controllers = 2;
|
|
return true;
|
|
default:
|
|
num_blend_controllers = 0;
|
|
ASSIMP_LOG_WARN(MDL_HALFLIFE_LOG_HEADER "Unsupported number of blend animations (" + std::to_string(num_blend_animations) + ")");
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|
return false;
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}
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}
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} // namespace HalfLife
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} // namespace MDL
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} // namespace Assimp
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