530 lines
18 KiB
C++
530 lines
18 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 MDL importer class */
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#include "AssimpPCH.h"
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// internal headers
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#include "MaterialSystem.h"
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#include "HMPLoader.h"
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#include "MD2FileData.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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HMPImporter::HMPImporter()
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{
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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HMPImporter::~HMPImporter()
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{
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// nothing to do here
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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 HMPImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
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{
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// simple check of file extension is enough for the moment
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std::string::size_type pos = pFile.find_last_of('.');
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// no file extension - can't read
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if( pos == std::string::npos)
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return false;
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std::string extension = pFile.substr( pos);
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if (extension.length() < 4)return false;
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if (extension[0] != '.')return false;
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if (extension[1] != 'h' && extension[1] != 'H')return false;
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if (extension[2] != 'm' && extension[2] != 'M')return false;
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if (extension[3] != 'p' && extension[3] != 'P')return false;
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return true;
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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 HMPImporter::InternReadFile(
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const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
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{
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boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
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// Check whether we can read from the file
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if( file.get() == NULL)
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{
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throw new ImportErrorException( "Failed to open HMP file " + pFile + ".");
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}
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// check whether the HMP file is large enough to contain
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// at least the file header
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size_t fileSize = file->FileSize();
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if( fileSize < 50)
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{
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throw new ImportErrorException( "HMP File is too small.");
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}
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// allocate storage and copy the contents of the file to a memory buffer
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this->pScene = pScene;
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this->pIOHandler = pIOHandler;
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this->mBuffer = new unsigned char[fileSize+1];
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file->Read( (void*)mBuffer, 1, fileSize);
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this->iFileSize = (unsigned int)fileSize;
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// determine the file subtype and call the appropriate member function
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uint32_t iMagic = *((uint32_t*)this->mBuffer);
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try {
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// HMP4 format
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if (AI_HMP_MAGIC_NUMBER_LE_4 == iMagic ||
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AI_HMP_MAGIC_NUMBER_BE_4 == iMagic)
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{
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DefaultLogger::get()->debug("HMP subtype: 3D GameStudio A4, magic word is HMP4");
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this->InternReadFile_HMP4();
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}
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// HMP5 format
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else if (AI_HMP_MAGIC_NUMBER_LE_5 == iMagic ||
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AI_HMP_MAGIC_NUMBER_BE_5 == iMagic)
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{
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DefaultLogger::get()->debug("HMP subtype: 3D GameStudio A5, magic word is HMP5");
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this->InternReadFile_HMP5();
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}
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// HMP7 format
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else if (AI_HMP_MAGIC_NUMBER_LE_7 == iMagic ||
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AI_HMP_MAGIC_NUMBER_BE_7 == iMagic)
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{
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DefaultLogger::get()->debug("HMP subtype: 3D GameStudio A7, magic word is HMP7");
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this->InternReadFile_HMP7();
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}
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else
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{
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// print the magic word to the logger
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char szBuffer[5];
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szBuffer[0] = ((char*)&iMagic)[0];
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szBuffer[1] = ((char*)&iMagic)[1];
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szBuffer[2] = ((char*)&iMagic)[2];
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szBuffer[3] = ((char*)&iMagic)[3];
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szBuffer[4] = '\0';
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// we're definitely unable to load this file
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throw new ImportErrorException( "Unknown HMP subformat " + pFile +
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". Magic word (" + szBuffer + ") is not known");
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}
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} catch (ImportErrorException* ex) {
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delete[] this->mBuffer;
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throw ex;
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}
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// delete the file buffer
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delete[] this->mBuffer;
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return;
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}
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// ------------------------------------------------------------------------------------------------
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void HMPImporter::ValidateHeader_HMP457( )
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{
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const HMP::Header_HMP5* const pcHeader = (const HMP::Header_HMP5*)this->mBuffer;
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if (120 > this->iFileSize)
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{
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throw new ImportErrorException("HMP file is too small (header size is "
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"120 bytes, this file is smaller)");
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}
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if (!pcHeader->ftrisize_x || !pcHeader->ftrisize_y)
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{
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throw new ImportErrorException("Size of triangles in either x or y direction is zero");
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}
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if(pcHeader->fnumverts_x < 1.0f || (pcHeader->numverts/pcHeader->fnumverts_x) < 1.0f)
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{
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throw new ImportErrorException("Number of triangles in either x or y direction is zero");
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}
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if(!pcHeader->numframes)
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{
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throw new ImportErrorException("There are no frames. At least one should be there");
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}
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}
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// ------------------------------------------------------------------------------------------------
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void HMPImporter::InternReadFile_HMP4( )
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{
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throw new ImportErrorException("HMP4 is currently not supported");
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}
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// ------------------------------------------------------------------------------------------------
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void HMPImporter::InternReadFile_HMP5( )
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{
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// read the file header and skip everything to byte 84
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const HMP::Header_HMP5* pcHeader = (const HMP::Header_HMP5*)this->mBuffer;
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const unsigned char* szCurrent = (const unsigned char*)(this->mBuffer+84);
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this->ValidateHeader_HMP457();
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// generate an output mesh
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this->pScene->mNumMeshes = 1;
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this->pScene->mMeshes = new aiMesh*[1];
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aiMesh* pcMesh = this->pScene->mMeshes[0] = new aiMesh();
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pcMesh->mMaterialIndex = 0;
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pcMesh->mVertices = new aiVector3D[pcHeader->numverts];
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pcMesh->mNormals = new aiVector3D[pcHeader->numverts];
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const unsigned int height = (unsigned int)(pcHeader->numverts / pcHeader->fnumverts_x);
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const unsigned int width = (unsigned int)pcHeader->fnumverts_x;
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// generate/load a material for the terrain
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this->CreateMaterial(szCurrent,&szCurrent);
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// goto offset 120, I don't know why ...
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// (fixme) is this the frame header? I assume yes since it starts with 2.
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szCurrent += 36;
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this->SizeCheck(szCurrent + sizeof(const HMP::Vertex_HMP7)*height*width);
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// now load all vertices from the file
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aiVector3D* pcVertOut = pcMesh->mVertices;
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aiVector3D* pcNorOut = pcMesh->mNormals;
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const HMP::Vertex_HMP5* src = (const HMP::Vertex_HMP5*) szCurrent;
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for (unsigned int y = 0; y < height;++y)
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{
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for (unsigned int x = 0; x < width;++x)
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{
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pcVertOut->x = x * pcHeader->ftrisize_x;
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pcVertOut->y = y * pcHeader->ftrisize_y;
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pcVertOut->z = (((float)src->z / 0xffff)-0.5f) * pcHeader->ftrisize_x * 8.0f;
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MD2::LookupNormalIndex(src->normals162index, *pcNorOut );
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++pcVertOut;++pcNorOut;++src;
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}
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}
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// generate texture coordinates if necessary
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if (pcHeader->numskins)this->GenerateTextureCoords(width,height);
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// now build a list of faces
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this->CreateOutputFaceList(width,height);
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// there is no nodegraph in HMP files. Simply assign the one mesh
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// (no, not the one ring) to the root node
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this->pScene->mRootNode = new aiNode();
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this->pScene->mRootNode->mName.Set("terrain_root");
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this->pScene->mRootNode->mNumMeshes = 1;
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this->pScene->mRootNode->mMeshes = new unsigned int[1];
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this->pScene->mRootNode->mMeshes[0] = 0;
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}
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// ------------------------------------------------------------------------------------------------
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void HMPImporter::InternReadFile_HMP7( )
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{
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// read the file header and skip everything to byte 84
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const HMP::Header_HMP5* const pcHeader = (const HMP::Header_HMP5*)this->mBuffer;
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const unsigned char* szCurrent = (const unsigned char*)(this->mBuffer+84);
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this->ValidateHeader_HMP457();
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// generate an output mesh
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this->pScene->mNumMeshes = 1;
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this->pScene->mMeshes = new aiMesh*[1];
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aiMesh* pcMesh = this->pScene->mMeshes[0] = new aiMesh();
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pcMesh->mMaterialIndex = 0;
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pcMesh->mVertices = new aiVector3D[pcHeader->numverts];
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pcMesh->mNormals = new aiVector3D[pcHeader->numverts];
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const unsigned int height = (unsigned int)(pcHeader->numverts / pcHeader->fnumverts_x);
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const unsigned int width = (unsigned int)pcHeader->fnumverts_x;
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// generate/load a material for the terrain
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this->CreateMaterial(szCurrent,&szCurrent);
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// goto offset 120, I don't know why ...
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// (fixme) is this the frame header? I assume yes since it starts with 2.
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szCurrent += 36;
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this->SizeCheck(szCurrent + sizeof(const HMP::Vertex_HMP7)*height*width);
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// now load all vertices from the file
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aiVector3D* pcVertOut = pcMesh->mVertices;
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aiVector3D* pcNorOut = pcMesh->mNormals;
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const HMP::Vertex_HMP7* src = (const HMP::Vertex_HMP7*) szCurrent;
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for (unsigned int y = 0; y < height;++y)
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{
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for (unsigned int x = 0; x < width;++x)
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{
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pcVertOut->x = x * pcHeader->ftrisize_x;
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pcVertOut->y = y * pcHeader->ftrisize_y;
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// FIXME: What exctly is the correct scaling factor to use?
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// possibly pcHeader->scale_origin[2] in combination with a
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// signed interpretation of src->z?
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pcVertOut->z = (((float)src->z / 0xffff)-0.5f) * pcHeader->ftrisize_x * 8.0f;
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pcNorOut->x = ((float)src->normal_x / 0x80 ); // * pcHeader->scale_origin[0];
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pcNorOut->y = ((float)src->normal_y / 0x80 ); // * pcHeader->scale_origin[1];
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pcNorOut->z = 1.0f;
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pcNorOut->Normalize();
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++pcVertOut;++pcNorOut;++src;
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}
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}
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// generate texture coordinates if necessary
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if (pcHeader->numskins)this->GenerateTextureCoords(width,height);
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// now build a list of faces
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this->CreateOutputFaceList(width,height);
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// there is no nodegraph in HMP files. Simply assign the one mesh
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// (no, not the One Ring) to the root node
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this->pScene->mRootNode = new aiNode();
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this->pScene->mRootNode->mName.Set("terrain_root");
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this->pScene->mRootNode->mNumMeshes = 1;
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this->pScene->mRootNode->mMeshes = new unsigned int[1];
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this->pScene->mRootNode->mMeshes[0] = 0;
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}
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// ------------------------------------------------------------------------------------------------
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void HMPImporter::CreateMaterial(const unsigned char* szCurrent,
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const unsigned char** szCurrentOut)
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{
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aiMesh* const pcMesh = this->pScene->mMeshes[0];
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const HMP::Header_HMP5* const pcHeader = (const HMP::Header_HMP5*)this->mBuffer;
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// we don't need to generate texture coordinates if
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// we have no textures in the file ...
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if (pcHeader->numskins)
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{
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pcMesh->mTextureCoords[0] = new aiVector3D[pcHeader->numverts];
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pcMesh->mNumUVComponents[0] = 2;
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// now read the first skin and skip all others
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this->ReadFirstSkin(pcHeader->numskins,szCurrent,&szCurrent);
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}
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else
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{
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// generate a default material
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const int iMode = (int)aiShadingMode_Gouraud;
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MaterialHelper* pcHelper = new MaterialHelper();
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pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
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aiColor3D clr;
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clr.b = clr.g = clr.r = 0.6f;
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pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
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pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
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clr.b = clr.g = clr.r = 0.05f;
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pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
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aiString szName;
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szName.Set(AI_DEFAULT_MATERIAL_NAME);
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pcHelper->AddProperty(&szName,AI_MATKEY_NAME);
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// add the material to the scene
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this->pScene->mNumMaterials = 1;
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this->pScene->mMaterials = new aiMaterial*[1];
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this->pScene->mMaterials[0] = pcHelper;
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}
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*szCurrentOut = szCurrent;
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}
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// ------------------------------------------------------------------------------------------------
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void HMPImporter::CreateOutputFaceList(unsigned int width,unsigned int height)
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{
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aiMesh* const pcMesh = this->pScene->mMeshes[0];
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// allocate enough storage
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const unsigned int iNumSquares = (width-1) * (height-1);
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pcMesh->mNumFaces = iNumSquares << 1;
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pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
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pcMesh->mNumVertices = pcMesh->mNumFaces*3;
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aiVector3D* pcVertices = new aiVector3D[pcMesh->mNumVertices];
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aiVector3D* pcNormals = new aiVector3D[pcMesh->mNumVertices];
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aiFace* pcFaceOut(pcMesh->mFaces);
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aiVector3D* pcVertOut = pcVertices;
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aiVector3D* pcNorOut = pcNormals;
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aiVector3D* pcUVs = pcMesh->mTextureCoords[0] ? new aiVector3D[pcMesh->mNumVertices] : NULL;
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aiVector3D* pcUVOut(pcUVs);
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// build the terrain square
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unsigned int iCurrent = 0;
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for (unsigned int y = 0; y < height-1;++y)
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{
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for (unsigned int x = 0; x < width-1;++x)
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{
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// first triangle of the square
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pcFaceOut->mNumIndices = 3;
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pcFaceOut->mIndices = new unsigned int[3];
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*pcVertOut++ = pcMesh->mVertices[y*width+x];
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*pcVertOut++ = pcMesh->mVertices[y*width+x+1];
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*pcVertOut++ = pcMesh->mVertices[(y+1)*width+x];
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*pcNorOut++ = pcMesh->mNormals[y*width+x];
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*pcNorOut++ = pcMesh->mNormals[y*width+x+1];
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*pcNorOut++ = pcMesh->mNormals[(y+1)*width+x];
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if (pcMesh->mTextureCoords[0])
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{
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*pcUVOut++ = pcMesh->mTextureCoords[0][y*width+x];
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*pcUVOut++ = pcMesh->mTextureCoords[0][y*width+x+1];
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*pcUVOut++ = pcMesh->mTextureCoords[0][(y+1)*width+x];
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}
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pcFaceOut->mIndices[2] = iCurrent++;
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pcFaceOut->mIndices[1] = iCurrent++;
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pcFaceOut->mIndices[0] = iCurrent++;
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++pcFaceOut;
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// second triangle of the square
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pcFaceOut->mNumIndices = 3;
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pcFaceOut->mIndices = new unsigned int[3];
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*pcVertOut++ = pcMesh->mVertices[(y+1)*width+x];
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*pcVertOut++ = pcMesh->mVertices[y*width+x+1];
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*pcVertOut++ = pcMesh->mVertices[(y+1)*width+x+1];
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*pcNorOut++ = pcMesh->mNormals[(y+1)*width+x];
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*pcNorOut++ = pcMesh->mNormals[y*width+x+1];
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*pcNorOut++ = pcMesh->mNormals[(y+1)*width+x+1];
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if (pcMesh->mTextureCoords[0])
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{
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*pcUVOut++ = pcMesh->mTextureCoords[0][(y+1)*width+x];
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*pcUVOut++ = pcMesh->mTextureCoords[0][y*width+x+1];
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*pcUVOut++ = pcMesh->mTextureCoords[0][(y+1)*width+x+1];
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}
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pcFaceOut->mIndices[2] = iCurrent++;
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pcFaceOut->mIndices[1] = iCurrent++;
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pcFaceOut->mIndices[0] = iCurrent++;
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++pcFaceOut;
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}
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}
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delete[] pcMesh->mVertices;
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pcMesh->mVertices = pcVertices;
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delete[] pcMesh->mNormals;
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pcMesh->mNormals = pcNormals;
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if (pcMesh->mTextureCoords[0])
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{
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delete[] pcMesh->mTextureCoords[0];
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pcMesh->mTextureCoords[0] = pcUVs;
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}
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}
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// ------------------------------------------------------------------------------------------------
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void HMPImporter::ReadFirstSkin(unsigned int iNumSkins, const unsigned char* szCursor,
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const unsigned char** szCursorOut)
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{
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ai_assert(0 != iNumSkins && NULL != szCursor);
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// read the type of the skin ...
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// sometimes we need to skip 12 bytes here, I don't know why ...
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uint32_t iType = *((uint32_t*)szCursor);szCursor += sizeof(uint32_t);
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if (0 == iType)
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{
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DefaultLogger::get()->warn("Skin type is 0. Skipping 12 bytes to "
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"the next valid value, which seems to be the real skin type. "
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"However, it is not known whether or not this is correct.");
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szCursor += sizeof(uint32_t) * 2;
|
|
iType = *((uint32_t*)szCursor);szCursor += sizeof(uint32_t);
|
|
if (0 == iType)
|
|
{
|
|
throw new ImportErrorException("Unable to read HMP7 skin chunk");
|
|
}
|
|
}
|
|
// read width and height
|
|
uint32_t iWidth = *((uint32_t*)szCursor);szCursor += sizeof(uint32_t);
|
|
uint32_t iHeight = *((uint32_t*)szCursor);szCursor += sizeof(uint32_t);
|
|
|
|
// allocate an output material
|
|
MaterialHelper* pcMat = new MaterialHelper();
|
|
|
|
// read the skin, this works exactly as for MDL7
|
|
this->ParseSkinLump_3DGS_MDL7(szCursor,&szCursor,
|
|
pcMat,iType,iWidth,iHeight);
|
|
|
|
// now we need to skip any other skins ...
|
|
for (unsigned int i = 1; i< iNumSkins;++i)
|
|
{
|
|
iType = *((uint32_t*)szCursor);szCursor += sizeof(uint32_t);
|
|
iWidth = *((uint32_t*)szCursor);szCursor += sizeof(uint32_t);
|
|
iHeight = *((uint32_t*)szCursor);szCursor += sizeof(uint32_t);
|
|
|
|
this->SkipSkinLump_3DGS_MDL7(szCursor,&szCursor,
|
|
iType,iWidth,iHeight);
|
|
|
|
this->SizeCheck(szCursor);
|
|
}
|
|
|
|
// setup the material ...
|
|
this->pScene->mNumMaterials = 1;
|
|
this->pScene->mMaterials = new aiMaterial*[1];
|
|
this->pScene->mMaterials[0] = pcMat;
|
|
|
|
*szCursorOut = szCursor;
|
|
return;
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void HMPImporter::GenerateTextureCoords(
|
|
const unsigned int width, const unsigned int height)
|
|
{
|
|
ai_assert(NULL != this->pScene->mMeshes && NULL != this->pScene->mMeshes[0] &&
|
|
NULL != this->pScene->mMeshes[0]->mTextureCoords[0]);
|
|
|
|
aiVector3D* uv = this->pScene->mMeshes[0]->mTextureCoords[0];
|
|
|
|
const float fY = (1.0f / height) + (1.0f / height) / (height-1);
|
|
const float fX = (1.0f / width) + (1.0f / width) / (width-1);
|
|
|
|
for (unsigned int y = 0; y < height;++y)
|
|
{
|
|
for (unsigned int x = 0; x < width;++x)
|
|
{
|
|
uv->y = 1.0f-fY*y;
|
|
uv->x = fX*x;
|
|
uv->z = 0.0f;
|
|
++uv;
|
|
}
|
|
}
|
|
return;
|
|
}
|