255 lines
8.9 KiB
C++
255 lines
8.9 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) 2006-2008, ASSIMP Development 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 Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file Implementation of the Terragen importer class */
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#include "AssimpPCH.h"
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#ifndef AI_BUILD_NO_TERRAGEN_IMPORTER
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#include "TerragenLoader.h"
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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TerragenImporter::TerragenImporter()
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: configComputeUVs (false)
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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TerragenImporter::~TerragenImporter()
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{}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool TerragenImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
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{
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// check file extension
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std::string extension = GetExtension(pFile);
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if( extension == "ter")
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return true;
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if( !extension.length() || checkSig) {
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/* If CanRead() is called in order to check whether we
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* support a specific file extension in general pIOHandler
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* might be NULL and it's our duty to return true here.
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*/
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if (!pIOHandler)return true;
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const char* tokens[] = {"terragen"};
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return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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// Build a string of all file extensions supported
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void TerragenImporter::GetExtensionList(std::set<std::string>& extensions)
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{
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extensions.insert("ter");
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}
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// ------------------------------------------------------------------------------------------------
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// Setup import properties
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void TerragenImporter::SetupProperties(const Importer* pImp)
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{
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// AI_CONFIG_IMPORT_TER_MAKE_UVS
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configComputeUVs = ( 0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_TER_MAKE_UVS,0) );
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void TerragenImporter::InternReadFile( const std::string& pFile,
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aiScene* pScene, IOSystem* pIOHandler)
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{
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IOStream* file = pIOHandler->Open( pFile, "rb");
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// Check whether we can read from the file
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if( file == NULL)
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throw new ImportErrorException( "Failed to open TERRAGEN TERRAIN file " + pFile + ".");
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// Construct a stream reader to read all data in the correct endianess
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StreamReaderLE reader(file);
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if(reader.GetRemainingSize() < 16)
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throw new ImportErrorException( "TER: file is too small" );
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// Check for the existence of the two magic strings 'TERRAGEN' and 'TERRAIN '
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if (::strncmp((const char*)reader.GetPtr(),AI_TERR_BASE_STRING,8))
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throw new ImportErrorException( "TER: Magic string \'TERRAGEN\' not found" );
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if (::strncmp((const char*)reader.GetPtr()+8,AI_TERR_TERRAIN_STRING,8))
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throw new ImportErrorException( "TER: Magic string \'TERRAIN\' not found" );
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unsigned int x = 0,y = 0,mode = 0;
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float rad = 6370.f;
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aiNode* root = pScene->mRootNode = new aiNode();
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root->mName.Set("<TERRAGEN.TERRAIN>");
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// Default scaling is 30
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root->mTransformation.a1 = root->mTransformation.b2 = root->mTransformation.c3 = 30.f;
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// Now read all chunks until we're finished or an EOF marker is encountered
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reader.IncPtr(16);
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while (reader.GetRemainingSize() >= 4)
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{
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const char* head = (const char*)reader.GetPtr();
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reader.IncPtr(4);
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// EOF, break in every case
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if (!::strncmp(head,AI_TERR_EOF_STRING,4))
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break;
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// Number of x-data points
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if (!::strncmp(head,AI_TERR_CHUNK_XPTS,4))
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{
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x = (uint16_t)reader.GetI2();
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}
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// Number of y-data points
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else if (!::strncmp(head,AI_TERR_CHUNK_YPTS,4))
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{
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y = (uint16_t)reader.GetI2();
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}
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// Squared terrains width-1.
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else if (!::strncmp(head,AI_TERR_CHUNK_SIZE,4))
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{
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x = y = (uint16_t)reader.GetI2()+1;
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}
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// terrain scaling
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else if (!::strncmp(head,AI_TERR_CHUNK_SCAL,4))
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{
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root->mTransformation.a1 = reader.GetF4();
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root->mTransformation.b2 = reader.GetF4();
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root->mTransformation.c3 = reader.GetF4();
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}
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// mapping == 1: earth radius
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else if (!::strncmp(head,AI_TERR_CHUNK_CRAD,4))
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{
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rad = reader.GetF4();
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}
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// mapping mode
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else if (!::strncmp(head,AI_TERR_CHUNK_CRVM,4))
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{
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mode = reader.GetI1();
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if (0 != mode)
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DefaultLogger::get()->error("TER: Unsupported mapping mode, a flat terrain is returned");
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}
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// actual terrain data
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else if (!::strncmp(head,AI_TERR_CHUNK_ALTW,4))
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{
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float hscale = (float)reader.GetI2() / 65536;
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float bheight = (float)reader.GetI2();
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if (!hscale)hscale = 1;
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// Ensure we have enough data
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if (reader.GetRemainingSize() < x*y*2)
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throw new ImportErrorException("TER: ALTW chunk is too small");
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if (x <= 1 || y <= 1)
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throw new ImportErrorException("TER: Invalid terrain size");
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// Allocate the output mesh
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pScene->mMeshes = new aiMesh*[pScene->mNumMeshes = 1];
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aiMesh* m = pScene->mMeshes[0] = new aiMesh();
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// We return quads
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aiFace* f = m->mFaces = new aiFace[m->mNumFaces = (x-1)*(y-1)];
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aiVector3D* pv = m->mVertices = new aiVector3D[m->mNumVertices = m->mNumFaces*4];
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aiVector3D *uv( NULL );
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float step_y( 0.0f ), step_x( 0.0f );
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if (configComputeUVs) {
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uv = m->mTextureCoords[0] = new aiVector3D[m->mNumVertices];
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step_y = 1.f/y;
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step_x = 1.f/x;
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}
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const int16_t* data = (const int16_t*)reader.GetPtr();
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for (unsigned int yy = 0, t = 0; yy < y-1;++yy) {
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for (unsigned int xx = 0; xx < x-1;++xx,++f) {
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// make verts
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const float fy = (float)yy, fx = (float)xx;
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register unsigned tmp,tmp2;
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*pv++ = aiVector3D(fx,fy, (float)data[(tmp2=x*yy) + xx] * hscale + bheight);
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*pv++ = aiVector3D(fx,fy+1, (float)data[(tmp=x*(yy+1)) + xx] * hscale + bheight);
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*pv++ = aiVector3D(fx+1,fy+1,(float)data[tmp + xx+1] * hscale + bheight);
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*pv++ = aiVector3D(fx+1,fy, (float)data[tmp2 + xx+1] * hscale + bheight);
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// also make texture coordinates, if necessary
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if (configComputeUVs) {
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*uv++ = aiVector3D( step_x*xx, step_y*yy, 0.f );
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*uv++ = aiVector3D( step_x*xx, step_y*(yy+1), 0.f );
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*uv++ = aiVector3D( step_x*(xx+1), step_y*(yy+1), 0.f );
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*uv++ = aiVector3D( step_x*(xx+1), step_y*yy, 0.f );
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}
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// make indices
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f->mIndices = new unsigned int[f->mNumIndices = 4];
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for (unsigned int i = 0; i < 4;++i)
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f->mIndices[i] = t++;
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}
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}
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// Add the mesh to the root node
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root->mMeshes = new unsigned int[root->mNumMeshes = 1];
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root->mMeshes[0] = 0;
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}
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// Get to the next chunk (4 byte aligned)
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unsigned dtt;
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if ((dtt = reader.GetCurrentPos() & 0x3))
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reader.IncPtr(4-dtt);
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}
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// Check whether we have a mesh now
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if (pScene->mNumMeshes != 1)
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throw new ImportErrorException("TER: Unable to load terrain");
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// Set the AI_SCENE_FLAGS_TERRAIN bit
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pScene->mFlags |= AI_SCENE_FLAGS_TERRAIN;
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}
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#endif // !! AI_BUILD_NO_TERRAGEN_IMPORTER
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