assimp/code/AssetLib/MDL/HalfLife/HL1MDLLoader.h

254 lines
8.3 KiB
C++

/*
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/** @file HL1MDLLoader.h
* @brief Declaration of the Half-Life 1 MDL loader.
*/
#ifndef AI_HL1MDLLOADER_INCLUDED
#define AI_HL1MDLLOADER_INCLUDED
#include "HL1FileData.h"
#include "HL1ImportSettings.h"
#include "UniqueNameGenerator.h"
#include <memory>
#include <string>
#include <assimp/types.h>
#include <assimp/scene.h>
#include <assimp/texture.h>
#include <assimp/IOSystem.hpp>
#include <assimp/DefaultIOSystem.h>
#include <assimp/Exceptional.h>
namespace Assimp {
namespace MDL {
namespace HalfLife {
class HL1MDLLoader {
public:
HL1MDLLoader() = delete;
HL1MDLLoader(const HL1MDLLoader &) = delete;
/** See variables descriptions at the end for more details. */
HL1MDLLoader(
aiScene *scene,
IOSystem *io,
const unsigned char *buffer,
const std::string &file_path,
const HL1ImportSettings &import_settings);
~HL1MDLLoader();
void load_file();
protected:
/** \brief Validate the header data structure of a Half-Life 1 MDL file.
* \param[in] header Input header to be validated.
* \param[in] is_texture_header Whether or not we are reading an MDL
* texture file.
*/
void validate_header(const Header_HL1 *header, bool is_texture_header);
void load_texture_file();
void load_sequence_groups_files();
void read_textures();
void read_skins();
void read_bones();
void read_meshes();
void read_animations();
void read_sequence_groups_info();
void read_sequence_infos();
void read_sequence_transitions();
void read_attachments();
void read_hitboxes();
void read_bone_controllers();
void read_global_info();
private:
void release_resources();
/** \brief Load a file and copy it's content to a buffer.
* \param file_path The path to the file to be loaded.
* \param buffer A pointer to a buffer to receive the data.
*/
template <typename MDLFileHeader>
void load_file_into_buffer(const std::string &file_path, unsigned char *&buffer);
/** \brief Read an MDL texture.
* \param[in] ptexture A pointer to an MDL texture.
* \param[in] data A pointer to the data from \p ptexture.
* \param[in] pal A pointer to the texture palette from \p ptexture.
* \param[in,out] pResult A pointer to the output resulting Assimp texture.
* \param[in,out] last_palette_color The last color from the image palette.
*/
void read_texture(const Texture_HL1 *ptexture,
uint8_t *data, uint8_t *pal, aiTexture *pResult,
aiColor3D &last_palette_color);
/** \brief This method reads a compressed anim value.
* \param[in] panimvalue A pointer to the animation data.
* \param[in] frame The frame to look for.
* \param[in] bone_scale The current bone scale to apply to the compressed value.
* \param[in,out] value The decompressed anim value at \p frame.
*/
void extract_anim_value(const AnimValue_HL1 *panimvalue,
int frame, float bone_scale, ai_real &value);
/**
* \brief Given the number of blend animations, determine the number of blend controllers.
*
* \param[in] num_blend_animations The number of blend animations.
* \param[out] num_blend_controllers The number of blend controllers.
* \return True if the number of blend controllers was determined. False otherwise.
*/
static bool get_num_blend_controllers(const int num_blend_animations, int &num_blend_controllers);
/**
* \brief Build a bone's node children hierarchy.
*
* \param[in] bone The bone for which we must build all children hierarchy.
*/
struct TempBone;
void build_bone_children_hierarchy(const TempBone& bone);
/** Output scene to be filled */
aiScene *scene_;
/** Output I/O handler. Required for additional IO operations. */
IOSystem *io_;
/** Buffer from MDLLoader class. */
const unsigned char *buffer_;
/** The full file path to the MDL file we are trying to load.
* Used to locate other MDL files since MDL may store resources
* in external MDL files. */
const std::string &file_path_;
/** Configuration for HL1 MDL */
const HL1ImportSettings &import_settings_;
/** Main MDL header. */
const Header_HL1 *header_;
/** External MDL texture header. */
const Header_HL1 *texture_header_;
/** External MDL animation headers.
* One for each loaded animation file. */
SequenceHeader_HL1 **anim_headers_;
/** Texture file data. */
unsigned char *texture_buffer_;
/** Animation files data. */
unsigned char **anim_buffers_;
/** The number of sequence groups. */
int num_sequence_groups_;
/** The list of children to be appended to the scene's root node. */
std::vector<aiNode *> rootnode_children_;
/** A unique name generator. Used to generate names for MDL values
* that may have empty/duplicate names. */
UniqueNameGenerator unique_name_generator_;
/** The list of unique sequence names. */
std::vector<std::string> unique_sequence_names_;
/** The list of unique sequence groups names. */
std::vector<std::string> unique_sequence_groups_names_;
/** Structure to store temporary bone information. */
struct TempBone {
TempBone() :
node(nullptr),
absolute_transform(),
offset_matrix(),
children() {}
aiNode *node;
aiMatrix4x4 absolute_transform;
aiMatrix4x4 offset_matrix;
std::vector<int> children; // Bone children
};
std::vector<TempBone> temp_bones_;
/** The number of available bone controllers in the model. */
int num_blend_controllers_;
/** Self explanatory. */
int total_models_;
};
// ------------------------------------------------------------------------------------------------
template <typename MDLFileHeader>
void HL1MDLLoader::load_file_into_buffer(const std::string &file_path, unsigned char *&buffer) {
if (!io_->Exists(file_path))
throw DeadlyImportError("Missing file ", DefaultIOSystem::fileName(file_path), ".");
std::unique_ptr<IOStream> file(io_->Open(file_path));
if (file == nullptr) {
throw DeadlyImportError("Failed to open MDL file ", DefaultIOSystem::fileName(file_path), ".");
}
const size_t file_size = file->FileSize();
if (file_size < sizeof(MDLFileHeader)) {
throw DeadlyImportError("MDL file is too small.");
}
buffer = new unsigned char[1 + file_size];
file->Read((void *)buffer, 1, file_size);
buffer[file_size] = '\0';
}
} // namespace HalfLife
} // namespace MDL
} // namespace Assimp
#endif // AI_HL1MDLLOADER_INCLUDED