assimp/code/HMPLoader.h

262 lines
7.6 KiB
C++

/*
Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
//!
//! @file Definition of HMP importer class
//!
#ifndef AI_HMPLOADER_H_INCLUDED
#define AI_HMPLOADER_H_INCLUDED
#include "BaseImporter.h"
#include "../include/aiTypes.h"
#include "../include/aiTexture.h"
#include "../include/aiMaterial.h"
struct aiNode;
#include "MDLLoader.h"
namespace Assimp
{
class MaterialHelper;
#define AI_HMP_MAGIC_NUMBER_BE_4 'HMP4'
#define AI_HMP_MAGIC_NUMBER_LE_4 '4PMH'
#define AI_HMP_MAGIC_NUMBER_BE_5 'HMP5'
#define AI_HMP_MAGIC_NUMBER_LE_5 '5PMH'
#define AI_HMP_MAGIC_NUMBER_BE_7 'HMP7'
#define AI_HMP_MAGIC_NUMBER_LE_7 '7PMH'
namespace HMP
{
// ugly compiler dependent packing stuff
#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
# pragma pack(push,1)
# define PACK_STRUCT
#elif defined( __GNUC__ )
# define PACK_STRUCT __attribute__((packed))
#else
# error Compiler not supported. Never do this again.
#endif
// ---------------------------------------------------------------------------
/** Data structure for the header of a HMP5 file.
* This is also used by HMP4 and HMP7, but with modifications
*/
struct Header_HMP5
{
int8_t ident[4]; // "HMP5"
int32_t version;
// ignored
float scale[3];
float scale_origin[3];
float boundingradius;
//! Size of one triangle in x direction
float ftrisize_x;
//! Size of one triangle in y direction
float ftrisize_y;
//! Number of vertices in x direction
float fnumverts_x;
//! Number of skins in the file
int32_t numskins;
// can ignore this?
int32_t skinwidth;
int32_t skinheight;
//!Number of vertices in the file
int32_t numverts;
// ignored and zero
int32_t numtris;
//! only one supported ...
int32_t numframes;
//! Always 0 ...
int32_t num_stverts;
int32_t flags;
float size;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** Data structure for a terrain vertex in a HMP4 file
*/
struct Vertex_HMP4
{
uint16_t p_pos[3];
uint8_t normals162index;
uint8_t pad;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** Data structure for a terrain vertex in a HMP5 file
*/
struct Vertex_HMP5
{
uint16_t z;
uint8_t normals162index;
uint8_t pad;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** Data structure for a terrain vertex in a HMP7 file
*/
struct Vertex_HMP7
{
uint16_t z;
int8_t normal_x,normal_y;
} PACK_STRUCT;
// reset packing to the original value
#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
# pragma pack( pop )
#endif
#undef PACK_STRUCT
}; //! namespace HMP
// ---------------------------------------------------------------------------
/** Used to load 3D GameStudio HMP files (terrains)
*/
class HMPImporter : public MDLImporter
{
friend class Importer;
protected:
/** Constructor to be privately used by Importer */
HMPImporter();
/** Destructor, private as well */
~HMPImporter();
public:
// -------------------------------------------------------------------
/** Returns whether the class can handle the format of the given file.
* See BaseImporter::CanRead() for details. */
bool CanRead( const std::string& pFile, IOSystem* pIOHandler) const;
protected:
// -------------------------------------------------------------------
/** Called by Importer::GetExtensionList() for each loaded importer.
* See BaseImporter::GetExtensionList() for details
*/
void GetExtensionList(std::string& append)
{
append.append("*.hmp");
}
// -------------------------------------------------------------------
/** Imports the given file into the given scene structure.
* See BaseImporter::InternReadFile() for details
*/
void InternReadFile( const std::string& pFile, aiScene* pScene,
IOSystem* pIOHandler);
protected:
// -------------------------------------------------------------------
/** Import a HMP4 file
*/
void InternReadFile_HMP4( );
// -------------------------------------------------------------------
/** Import a HMP5 file
*/
void InternReadFile_HMP5( );
// -------------------------------------------------------------------
/** Import a HMP7 file
*/
void InternReadFile_HMP7( );
// -------------------------------------------------------------------
/** Validate a HMP 5,4,7 file header
*/
void ValidateHeader_HMP457( );
// -------------------------------------------------------------------
/** Try to load one material from the file, if this fails create
* a default material
*/
void CreateMaterial(const unsigned char* szCurrent,
const unsigned char** szCurrentOut);
// -------------------------------------------------------------------
/** Build a list of output faces and vertices. The function
* triangulates the height map read from the file
* \param width Width of the height field
* \param width Height of the height field
*/
void CreateOutputFaceList(unsigned int width,unsigned int height);
// -------------------------------------------------------------------
/** Generate planar texture coordinates for a terrain
* \param width Width of the terrain, in vertices
* \param height Height of the terrain, in vertices
*/
void GenerateTextureCoords(const unsigned int width,
const unsigned int height);
// -------------------------------------------------------------------
/** Read the first skin from the file and skip all others ...
* \param iNumSkins Number of skins in the file
* \param szCursor Position of the first skin (offset 84)
*/
void ReadFirstSkin(unsigned int iNumSkins, const unsigned char* szCursor,
const unsigned char** szCursorOut);
private:
};
}; // end of namespace Assimp
#endif // AI_HMPIMPORTER_H_INC