460 lines
17 KiB
C++
460 lines
17 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2019, assimp 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 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 MDLLoader.h
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* @brief Declaration of the loader for MDL files
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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 <assimp/BaseImporter.h>
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#include "MDLFileData.h"
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#include "HalfLifeFileData.h"
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struct aiNode;
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struct aiTexture;
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namespace Assimp {
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using namespace MDL;
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// --------------------------------------------------------------------------------------
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// Include file/line information in debug builds
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#ifdef ASSIMP_BUILD_DEBUG
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# define VALIDATE_FILE_SIZE(msg) SizeCheck(msg,__FILE__,__LINE__)
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#else
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# define VALIDATE_FILE_SIZE(msg) SizeCheck(msg)
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#endif
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// --------------------------------------------------------------------------------------
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/** @brief Class to load MDL files.
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*
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* Several subformats exist:
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* <ul>
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* <li>Quake I</li>
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* <li>3D Game Studio MDL3, MDL4</li>
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* <li>3D Game Studio MDL5</li>
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* <li>3D Game Studio MDL7</li>
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* <li>Halflife 2</li>
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* </ul>
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* These formats are partially identical and it would be possible to load
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* them all with a single 1000-line function-beast. However, it has been
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* split into several code paths to make the code easier to read and maintain.
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*/
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class MDLImporter : public BaseImporter
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{
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public:
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MDLImporter();
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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,
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bool checkSig) const;
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// -------------------------------------------------------------------
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/** Called prior to ReadFile().
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* The function is a request to the importer to update its configuration
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* basing on the Importer's configuration property list.
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*/
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void SetupProperties(const Importer* pImp);
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protected:
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// -------------------------------------------------------------------
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/** Return importer meta information.
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* See #BaseImporter::GetInfo for the details
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*/
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const aiImporterDesc* GetInfo () const;
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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 (IDPO)
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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 (MDL 3,4,5)
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*/
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void InternReadFile_3DGS_MDL345( );
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// -------------------------------------------------------------------
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/** Import a GameStudio A7 file (MDL 7)
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*/
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void InternReadFile_3DGS_MDL7( );
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// -------------------------------------------------------------------
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/** Import a CS:S/HL2 MDL file (not fully implemented)
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*/
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void InternReadFile_HL2( );
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// -------------------------------------------------------------------
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/** Check whether a given position is inside the valid range
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* Throw a DeadlyImportError if it is not
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* \param szPos Cursor position
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* \param szFile Name of the source file from which the function was called
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* \param iLine Source code line from which the function was called
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*/
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void SizeCheck(const void* szPos);
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void SizeCheck(const void* szPos, const char* szFile, unsigned int iLine);
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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_3DGS_MDL7(const MDL::Header_MDL7* pcHeader);
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// -------------------------------------------------------------------
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/** Validate the header data structure of a Quake 1 model
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* \param pcHeader Input header to be validated
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*/
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void ValidateHeader_Quake1(const MDL::Header* pcHeader);
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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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/** Load a paletized texture from the file and convert it to 32bpp
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*/
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void CreateTextureARGB8_3DGS_MDL3(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, in bytes
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*/
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void CreateTexture_3DGS_MDL4(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, in bytes
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*/
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void CreateTexture_3DGS_MDL5(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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/** Checks whether a texture can be replaced with a single color
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* This is useful for all file formats before MDL7 (all those
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* that are not containing material colors separate from textures).
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* MED seems to write dummy 8x8 monochrome images instead.
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* \param pcTexture Input texture
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* \return aiColor.r is set to qnan if the function fails and no
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* color can be found.
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*/
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aiColor4D ReplaceTextureWithColor(const aiTexture* pcTexture);
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// -------------------------------------------------------------------
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/** Converts the absolute texture coordinates in MDL5 files to
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* relative in a range between 0 and 1
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*/
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void CalculateUVCoordinates_MDL5();
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// -------------------------------------------------------------------
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/** Read an UV coordinate from the file. If the file format is not
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* MDL5, the function calculates relative texture coordinates
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* \param vOut Receives the output UV coord
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* \param pcSrc UV coordinate buffer
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* \param UV coordinate index
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*/
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void ImportUVCoordinate_3DGS_MDL345( aiVector3D& vOut,
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const MDL::TexCoord_MDL3* pcSrc,
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unsigned int iIndex);
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// -------------------------------------------------------------------
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/** Setup the material properties for Quake and MDL<7 models.
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* These formats don't support more than one material per mesh,
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* therefore the method processes only ONE skin and removes
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* all others.
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*/
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void SetupMaterialProperties_3DGS_MDL5_Quake1( );
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// -------------------------------------------------------------------
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/** Parse a skin lump in a MDL7/HMP7 file with all of its features
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* variant 1: Current cursor position is the beginning of the skin header
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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_3DGS_MDL7(
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const unsigned char* szCurrent,
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const unsigned char** szCurrentOut,
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std::vector<aiMaterial*>& pcMats);
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// -------------------------------------------------------------------
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/** Parse a skin lump in a MDL7/HMP7 file with all of its features
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* variant 2: Current cursor position is the beginning of the skin data
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* \param szCurrent Current data pointer
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* \param szCurrentOut Output data pointer
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* \param pcMatOut Output material
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* \param iType header.typ
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* \param iWidth header.width
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* \param iHeight header.height
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*/
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void ParseSkinLump_3DGS_MDL7(
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const unsigned char* szCurrent,
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const unsigned char** szCurrentOut,
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aiMaterial* pcMatOut,
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unsigned int iType,
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unsigned int iWidth,
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unsigned int iHeight);
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// -------------------------------------------------------------------
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/** Skip a skin lump in a MDL7/HMP7 file
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* \param szCurrent Current data pointer
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* \param szCurrentOut Output data pointer. Points to the byte just
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* behind the last byte of the skin.
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* \param iType header.typ
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* \param iWidth header.width
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* \param iHeight header.height
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*/
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void SkipSkinLump_3DGS_MDL7(const unsigned char* szCurrent,
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const unsigned char** szCurrentOut,
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unsigned int iType,
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unsigned int iWidth,
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unsigned int iHeight);
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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. If pcNew->pcData is set to UINT_MAX,
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* piSkip will receive the size of the texture, in bytes, but no
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* color data will be read.
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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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/** 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_3DGS_MDL7(aiMaterial* pcMat1,
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aiMaterial* pcMat2,
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aiMaterial* pcMatOut);
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// -------------------------------------------------------------------
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/** Add a bone transformation key to an animation
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* \param iTrafo Index of the transformation (always==frame index?)
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* No need to validate this index, it is always valid.
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* \param pcBoneTransforms Bone transformation for this index
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* \param apcOutBones Output bones array
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*/
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void AddAnimationBoneTrafoKey_3DGS_MDL7(unsigned int iTrafo,
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const MDL::BoneTransform_MDL7* pcBoneTransforms,
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MDL::IntBone_MDL7** apcBonesOut);
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// -------------------------------------------------------------------
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/** Load the bone list of a MDL7 file
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* \return If the bones could be loaded successfully, a valid
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* array containing pointers to a temporary bone
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* representation. NULL if the bones could not be loaded.
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*/
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MDL::IntBone_MDL7** LoadBones_3DGS_MDL7();
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// -------------------------------------------------------------------
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/** Load bone transformation keyframes from a file chunk
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* \param groupInfo -> doc of data structure
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* \param frame -> doc of data structure
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* \param shared -> doc of data structure
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*/
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void ParseBoneTrafoKeys_3DGS_MDL7(
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const MDL::IntGroupInfo_MDL7& groupInfo,
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IntFrameInfo_MDL7& frame,
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MDL::IntSharedData_MDL7& shared);
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// -------------------------------------------------------------------
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/** Calculate absolute bone animation matrices for each bone
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* \param apcOutBones Output bones array
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*/
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void CalcAbsBoneMatrices_3DGS_MDL7(MDL::IntBone_MDL7** apcOutBones);
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// -------------------------------------------------------------------
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/** Add all bones to the nodegraph (as children of the root node)
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* \param apcBonesOut List of bones
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* \param pcParent Parent node. New nodes will be added to this node
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* \param iParentIndex Index of the parent bone
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*/
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void AddBonesToNodeGraph_3DGS_MDL7(const MDL::IntBone_MDL7** apcBonesOut,
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aiNode* pcParent,uint16_t iParentIndex);
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// -------------------------------------------------------------------
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/** Build output animations
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* \param apcBonesOut List of bones
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*/
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void BuildOutputAnims_3DGS_MDL7(const MDL::IntBone_MDL7** apcBonesOut);
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// -------------------------------------------------------------------
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/** Handles materials that are just referencing another material
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* There is no test file for this feature, but Conitec's doc
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* say it is used.
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*/
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void HandleMaterialReferences_3DGS_MDL7();
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// -------------------------------------------------------------------
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/** Copies only the material that are referenced by at least one
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* mesh to the final output material list. All other materials
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* will be discarded.
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* \param shared -> doc of data structure
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*/
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void CopyMaterials_3DGS_MDL7(MDL::IntSharedData_MDL7 &shared);
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// -------------------------------------------------------------------
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/** Process the frame section at the end of a group
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* \param groupInfo -> doc of data structure
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* \param shared -> doc of data structure
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* \param szCurrent Pointer to the start of the frame section
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* \param szCurrentOut Receives a pointer to the first byte of the
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* next data section.
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* \return false to read no further groups (a small workaround for
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* some tiny and unsolved problems ... )
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*/
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bool ProcessFrames_3DGS_MDL7(const MDL::IntGroupInfo_MDL7& groupInfo,
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MDL::IntGroupData_MDL7& groupData,
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MDL::IntSharedData_MDL7& shared,
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const unsigned char* szCurrent,
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const unsigned char** szCurrentOut);
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// -------------------------------------------------------------------
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/** Sort all faces by their materials. If the mesh is using
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* multiple materials per face (that are blended together) the function
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* might create new materials.
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* \param groupInfo -> doc of data structure
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* \param groupData -> doc of data structure
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* \param splitGroupData -> doc of data structure
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*/
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void SortByMaterials_3DGS_MDL7(
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const MDL::IntGroupInfo_MDL7& groupInfo,
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MDL::IntGroupData_MDL7& groupData,
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MDL::IntSplitGroupData_MDL7& splitGroupData);
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// -------------------------------------------------------------------
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/** Read all faces and vertices from a MDL7 group. The function fills
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* preallocated memory buffers.
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* \param groupInfo -> doc of data structure
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* \param groupData -> doc of data structure
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*/
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void ReadFaces_3DGS_MDL7(const MDL::IntGroupInfo_MDL7& groupInfo,
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MDL::IntGroupData_MDL7& groupData);
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// -------------------------------------------------------------------
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/** Generate the final output meshes for a7 models
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* \param groupData -> doc of data structure
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* \param splitGroupData -> doc of data structure
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*/
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void GenerateOutputMeshes_3DGS_MDL7(
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MDL::IntGroupData_MDL7& groupData,
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MDL::IntSplitGroupData_MDL7& splitGroupData);
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protected:
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/** Configuration option: frame to be loaded */
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unsigned int configFrameID;
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/** Configuration option: palette to be used to decode palletized images*/
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std::string configPalette;
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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 word, either 3,4 or 5
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* (MDL7 doesn't need this, the format has a separate loader) */
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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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IOSystem* pIOHandler;
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/** Output scene to be filled */
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aiScene* pScene;
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/** Size of the input file in bytes */
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unsigned int iFileSize;
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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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