255 lines
8.6 KiB
C++
255 lines
8.6 KiB
C++
/*
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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
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following 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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//!
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//! @file Definition of MDL importer class
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//!
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#ifndef AI_MDLLOADER_H_INCLUDED
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#define AI_MDLLOADER_H_INCLUDED
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#include "BaseImporter.h"
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#include "../include/aiTypes.h"
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#include "../include/aiTexture.h"
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#include "../include/aiMaterial.h"
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struct aiNode;
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#include "MDLFileData.h"
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namespace Assimp
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{
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class MaterialHelper;
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using namespace MDL;
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// ---------------------------------------------------------------------------
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/** Used to load MDL files
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*/
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class MDLImporter : public BaseImporter
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{
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friend class Importer;
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protected:
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/** Constructor to be privately used by Importer */
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MDLImporter();
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/** Destructor, private as well */
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~MDLImporter();
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public:
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// -------------------------------------------------------------------
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/** Returns whether the class can handle the format of the given file.
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* See BaseImporter::CanRead() for details. */
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bool CanRead( const std::string& pFile, IOSystem* pIOHandler) const;
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protected:
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// -------------------------------------------------------------------
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/** Called by Importer::GetExtensionList() for each loaded importer.
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* See BaseImporter::GetExtensionList() for details
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*/
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void GetExtensionList(std::string& append)
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{
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append.append("*.mdl");
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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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* See BaseImporter::InternReadFile() for details
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*/
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void InternReadFile( const std::string& pFile, aiScene* pScene,
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IOSystem* pIOHandler);
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protected:
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// -------------------------------------------------------------------
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/** Import a quake 1 MDL file
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*/
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void InternReadFile_Quake1( );
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// -------------------------------------------------------------------
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/** Import a GameStudio A4/A5 file
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*/
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void InternReadFile_GameStudio( );
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// -------------------------------------------------------------------
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/** Import a GameStudio A7 file
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*/
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void InternReadFile_GameStudioA7( );
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// -------------------------------------------------------------------
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/** Import a CS:S/HL2 MDL file
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*/
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void InternReadFile_HL2( );
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// -------------------------------------------------------------------
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/** Load a paletized texture from the file and convert it to 32bpp
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*/
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void CreateTextureARGB8(const unsigned char* szData);
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// -------------------------------------------------------------------
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/** Used to load textures from MDL3/4
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* \param szData Input data
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* \param iType Color data type
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* \param piSkip Receive: Size to skip
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*/
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void CreateTextureARGB8_GS4(const unsigned char* szData,
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unsigned int iType,
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unsigned int* piSkip);
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// -------------------------------------------------------------------
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/** Used to load textures from MDL5
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* \param szData Input data
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* \param iType Color data type
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* \param piSkip Receive: Size to skip
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*/
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void CreateTextureARGB8_GS5(const unsigned char* szData,
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unsigned int iType,
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unsigned int* piSkip);
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// -------------------------------------------------------------------
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/** Parse a skin lump in a MDL7 file with all of its features
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* \param szCurrent Current data pointer
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* \param szCurrentOut Output data pointer
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* \param pcMats Material list for this group. To be filled ...
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*/
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void ParseSkinLump_GameStudioA7(
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const unsigned char* szCurrent,
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const unsigned char** szCurrentOut,
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std::vector<MaterialHelper*>& pcMats);
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// -------------------------------------------------------------------
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/** Parse texture color data for MDL5, MDL6 and MDL7 formats
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* \param szData Current data pointer
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* \param iType type of the texture data. No DDS or external
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* \param piSkip Receive the number of bytes to skip
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* \param pcNew Must point to fully initialized data. Width and
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* height must be set.
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*/
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void ParseTextureColorData(const unsigned char* szData,
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unsigned int iType,
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unsigned int* piSkip,
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aiTexture* pcNew);
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// -------------------------------------------------------------------
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/** Validate the header data structure of a game studio MDL7 file
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* \param pcHeader Input header to be validated
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*/
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void ValidateHeader_GameStudioA7(const MDL::Header_MDL7* pcHeader);
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// -------------------------------------------------------------------
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/** Join two materials / skins. Setup UV source ... etc
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* \param pcMat1 First input material
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* \param pcMat2 Second input material
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* \param pcMatOut Output material instance to be filled. Must be empty
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*/
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void JoinSkins_GameStudioA7(MaterialHelper* pcMat1,
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MaterialHelper* pcMat2,
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MaterialHelper* pcMatOut);
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// -------------------------------------------------------------------
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/** Generate the final output meshes for a7 models
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* \param aiSplit Face-per-material list
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* \param pcMats List of all materials
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* \param avOutList Output: List of all meshes
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* \param pcFaces List of all input faces
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* \param vPositions List of all input vectors
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* \param vNormals List of all input normal vectors
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* \param vTextureCoords1 List of all input UV coords #1
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* \param vTextureCoords2 List of all input UV coords #2
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*/
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void GenerateOutputMeshes_GameStudioA7(
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const std::vector<unsigned int>** aiSplit,
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const std::vector<MaterialHelper*>& pcMats,
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std::vector<aiMesh*>& avOutList,
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const MDL::IntFace_MDL7* pcFaces,
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const std::vector<aiVector3D>& vPositions,
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const std::vector<aiVector3D>& vNormals,
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const std::vector<aiVector3D>& vTextureCoords1,
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const std::vector<aiVector3D>& vTextureCoords2);
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// -------------------------------------------------------------------
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/** Try to load a palette from the current directory (colormap.lmp)
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* If it is not found the default palette of Quake1 is returned
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*/
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void SearchPalette(const unsigned char** pszColorMap);
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// -------------------------------------------------------------------
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/** Free a palette created with a previous call to SearchPalette()
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*/
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void FreePalette(const unsigned char* pszColorMap);
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// -------------------------------------------------------------------
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/** Try to determine whether the normals of the model are flipped
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* Some MDL7 models seem to have flipped normals (and there is also
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* an option "flip normals" in MED). However, I don't see a proper
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* way to read from the file whether all normals are correctly
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* facing outwards ...
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*/
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void FlipNormals(aiMesh* pcMesh);
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private:
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/** Header of the MDL file */
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const MDL::Header* m_pcHeader;
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/** Buffer to hold the loaded file */
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unsigned char* mBuffer;
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/** For GameStudio MDL files: The number in the magic
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word, either 3,4 or 5*/
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unsigned int iGSFileVersion;
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/** Output I/O handler. used to load external lmp files
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*/
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IOSystem* pIOHandler;
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/** Output scene to be filled
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*/
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aiScene* pScene;
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};
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}; // end of namespace Assimp
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#endif // AI_3DSIMPORTER_H_INC
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