262 lines
7.6 KiB
C++
262 lines
7.6 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 HMP importer class
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//!
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#ifndef AI_HMPLOADER_H_INCLUDED
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#define AI_HMPLOADER_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 "MDLLoader.h"
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namespace Assimp
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{
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class MaterialHelper;
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#define AI_HMP_MAGIC_NUMBER_BE_4 'HMP4'
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#define AI_HMP_MAGIC_NUMBER_LE_4 '4PMH'
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#define AI_HMP_MAGIC_NUMBER_BE_5 'HMP5'
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#define AI_HMP_MAGIC_NUMBER_LE_5 '5PMH'
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#define AI_HMP_MAGIC_NUMBER_BE_7 'HMP7'
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#define AI_HMP_MAGIC_NUMBER_LE_7 '7PMH'
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namespace HMP
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{
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// ugly compiler dependent packing stuff
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#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
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# pragma pack(push,1)
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# define PACK_STRUCT
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#elif defined( __GNUC__ )
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# define PACK_STRUCT __attribute__((packed))
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#else
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# error Compiler not supported. Never do this again.
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#endif
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// ---------------------------------------------------------------------------
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/** Data structure for the header of a HMP5 file.
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* This is also used by HMP4 and HMP7, but with modifications
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*/
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struct Header_HMP5
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{
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int8_t ident[4]; // "HMP5"
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int32_t version;
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// ignored
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float scale[3];
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float scale_origin[3];
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float boundingradius;
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//! Size of one triangle in x direction
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float ftrisize_x;
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//! Size of one triangle in y direction
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float ftrisize_y;
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//! Number of vertices in x direction
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float fnumverts_x;
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//! Number of skins in the file
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int32_t numskins;
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// can ignore this?
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int32_t skinwidth;
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int32_t skinheight;
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//!Number of vertices in the file
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int32_t numverts;
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// ignored and zero
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int32_t numtris;
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//! only one supported ...
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int32_t numframes;
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//! Always 0 ...
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int32_t num_stverts;
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int32_t flags;
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float size;
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** Data structure for a terrain vertex in a HMP4 file
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*/
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struct Vertex_HMP4
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{
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uint16_t p_pos[3];
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uint8_t normals162index;
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uint8_t pad;
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** Data structure for a terrain vertex in a HMP5 file
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*/
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struct Vertex_HMP5
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{
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uint16_t z;
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uint8_t normals162index;
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uint8_t pad;
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** Data structure for a terrain vertex in a HMP7 file
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*/
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struct Vertex_HMP7
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{
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uint16_t z;
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int8_t normal_x,normal_y;
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} PACK_STRUCT;
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// reset packing to the original value
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#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
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# pragma pack( pop )
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#endif
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#undef PACK_STRUCT
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}; //! namespace HMP
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// ---------------------------------------------------------------------------
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/** Used to load 3D GameStudio HMP files (terrains)
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*/
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class HMPImporter : public MDLImporter
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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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HMPImporter();
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/** Destructor, private as well */
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~HMPImporter();
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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("*.hmp");
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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 HMP4 file
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*/
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void InternReadFile_HMP4( );
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// -------------------------------------------------------------------
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/** Import a HMP5 file
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*/
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void InternReadFile_HMP5( );
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// -------------------------------------------------------------------
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/** Import a HMP7 file
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*/
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void InternReadFile_HMP7( );
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// -------------------------------------------------------------------
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/** Validate a HMP 5,4,7 file header
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*/
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void ValidateHeader_HMP457( );
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// -------------------------------------------------------------------
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/** Try to load one material from the file, if this fails create
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* a default material
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*/
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void CreateMaterial(const unsigned char* szCurrent,
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const unsigned char** szCurrentOut);
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// -------------------------------------------------------------------
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/** Build a list of output faces and vertices. The function
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* triangulates the height map read from the file
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* \param width Width of the height field
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* \param width Height of the height field
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*/
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void CreateOutputFaceList(unsigned int width,unsigned int height);
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// -------------------------------------------------------------------
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/** Generate planar texture coordinates for a terrain
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* \param width Width of the terrain, in vertices
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* \param height Height of the terrain, in vertices
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*/
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void GenerateTextureCoords(const unsigned int width,
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const unsigned int height);
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// -------------------------------------------------------------------
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/** Read the first skin from the file and skip all others ...
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* \param iNumSkins Number of skins in the file
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* \param szCursor Position of the first skin (offset 84)
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*/
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void ReadFirstSkin(unsigned int iNumSkins, const unsigned char* szCursor,
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const unsigned char** szCursorOut);
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private:
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};
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}; // end of namespace Assimp
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#endif // AI_HMPIMPORTER_H_INC
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