248 lines
9.6 KiB
C++
248 lines
9.6 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) 2006-2022, 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 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 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 Terragen importer class */
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#ifndef ASSIMP_BUILD_NO_TERRAGEN_IMPORTER
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#include "TerragenLoader.h"
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#include <assimp/StreamReader.h>
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#include <assimp/importerdesc.h>
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#include <assimp/scene.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/IOSystem.hpp>
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#include <assimp/Importer.hpp>
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using namespace Assimp;
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static const aiImporterDesc desc = {
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"Terragen Heightmap Importer",
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"",
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"",
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"http://www.planetside.co.uk/",
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aiImporterFlags_SupportBinaryFlavour,
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0,
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0,
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0,
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0,
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"ter"
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};
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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TerragenImporter::TerragenImporter() :
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configComputeUVs(false) {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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TerragenImporter::~TerragenImporter() = default;
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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 TerragenImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const {
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static const char *tokens[] = { "terragen" };
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return SearchFileHeaderForToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens));
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}
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// ------------------------------------------------------------------------------------------------
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// Build a string of all file extensions supported
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const aiImporterDesc *TerragenImporter::GetInfo() const {
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return &desc;
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}
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// ------------------------------------------------------------------------------------------------
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// Setup import properties
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void TerragenImporter::SetupProperties(const Importer *pImp) {
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// AI_CONFIG_IMPORT_TER_MAKE_UVS
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configComputeUVs = (0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_TER_MAKE_UVS, 0));
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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 TerragenImporter::InternReadFile(const std::string &pFile,
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aiScene *pScene, IOSystem *pIOHandler) {
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IOStream *file = pIOHandler->Open(pFile, "rb");
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// Check whether we can read from the file
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if (file == nullptr)
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throw DeadlyImportError("Failed to open TERRAGEN TERRAIN file ", pFile, ".");
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// Construct a stream reader to read all data in the correct endianness
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StreamReaderLE reader(file);
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if (reader.GetRemainingSize() < 16)
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throw DeadlyImportError("TER: file is too small");
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// Check for the existence of the two magic strings 'TERRAGEN' and 'TERRAIN '
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if (::strncmp((const char *)reader.GetPtr(), AI_TERR_BASE_STRING, 8))
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throw DeadlyImportError("TER: Magic string \'TERRAGEN\' not found");
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if (::strncmp((const char *)reader.GetPtr() + 8, AI_TERR_TERRAIN_STRING, 8))
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throw DeadlyImportError("TER: Magic string \'TERRAIN\' not found");
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unsigned int x = 0, y = 0, mode = 0;
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aiNode *root = pScene->mRootNode = new aiNode();
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root->mName.Set("<TERRAGEN.TERRAIN>");
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// Default scaling is 30
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root->mTransformation.a1 = root->mTransformation.b2 = root->mTransformation.c3 = 30.f;
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// Now read all chunks until we're finished or an EOF marker is encountered
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reader.IncPtr(16);
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while (reader.GetRemainingSize() >= 4) {
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const char *head = (const char *)reader.GetPtr();
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reader.IncPtr(4);
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// EOF, break in every case
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if (!::strncmp(head, AI_TERR_EOF_STRING, 4))
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break;
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// Number of x-data points
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if (!::strncmp(head, AI_TERR_CHUNK_XPTS, 4)) {
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x = (uint16_t)reader.GetI2();
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}
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// Number of y-data points
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else if (!::strncmp(head, AI_TERR_CHUNK_YPTS, 4)) {
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y = (uint16_t)reader.GetI2();
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}
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// Squared terrains width-1.
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else if (!::strncmp(head, AI_TERR_CHUNK_SIZE, 4)) {
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x = y = (uint16_t)reader.GetI2() + 1;
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}
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// terrain scaling
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else if (!::strncmp(head, AI_TERR_CHUNK_SCAL, 4)) {
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root->mTransformation.a1 = reader.GetF4();
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root->mTransformation.b2 = reader.GetF4();
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root->mTransformation.c3 = reader.GetF4();
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}
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// mapping == 1: earth radius
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else if (!::strncmp(head, AI_TERR_CHUNK_CRAD, 4)) {
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reader.GetF4();
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}
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// mapping mode
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else if (!::strncmp(head, AI_TERR_CHUNK_CRVM, 4)) {
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mode = reader.GetI1();
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if (0 != mode)
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ASSIMP_LOG_ERROR("TER: Unsupported mapping mode, a flat terrain is returned");
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}
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// actual terrain data
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else if (!::strncmp(head, AI_TERR_CHUNK_ALTW, 4)) {
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float hscale = (float)reader.GetI2() / 65536;
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float bheight = (float)reader.GetI2();
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if (!hscale) hscale = 1;
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// Ensure we have enough data
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if (reader.GetRemainingSize() < x * y * 2)
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throw DeadlyImportError("TER: ALTW chunk is too small");
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if (x <= 1 || y <= 1)
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throw DeadlyImportError("TER: Invalid terrain size");
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// Allocate the output mesh
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pScene->mMeshes = new aiMesh *[pScene->mNumMeshes = 1];
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aiMesh *m = pScene->mMeshes[0] = new aiMesh();
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// We return quads
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aiFace *f = m->mFaces = new aiFace[m->mNumFaces = (x - 1) * (y - 1)];
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aiVector3D *pv = m->mVertices = new aiVector3D[m->mNumVertices = m->mNumFaces * 4];
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aiVector3D *uv(nullptr);
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float step_y(0.0f), step_x(0.0f);
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if (configComputeUVs) {
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uv = m->mTextureCoords[0] = new aiVector3D[m->mNumVertices];
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step_y = 1.f / y;
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step_x = 1.f / x;
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}
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const int16_t *data = (const int16_t *)reader.GetPtr();
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for (unsigned int yy = 0, t = 0; yy < y - 1; ++yy) {
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for (unsigned int xx = 0; xx < x - 1; ++xx, ++f) {
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// make verts
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const float fy = (float)yy, fx = (float)xx;
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unsigned tmp, tmp2;
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*pv++ = aiVector3D(fx, fy, (float)data[(tmp2 = x * yy) + xx] * hscale + bheight);
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*pv++ = aiVector3D(fx, fy + 1, (float)data[(tmp = x * (yy + 1)) + xx] * hscale + bheight);
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*pv++ = aiVector3D(fx + 1, fy + 1, (float)data[tmp + xx + 1] * hscale + bheight);
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*pv++ = aiVector3D(fx + 1, fy, (float)data[tmp2 + xx + 1] * hscale + bheight);
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// also make texture coordinates, if necessary
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if (configComputeUVs) {
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*uv++ = aiVector3D(step_x * xx, step_y * yy, 0.f);
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*uv++ = aiVector3D(step_x * xx, step_y * (yy + 1), 0.f);
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*uv++ = aiVector3D(step_x * (xx + 1), step_y * (yy + 1), 0.f);
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*uv++ = aiVector3D(step_x * (xx + 1), step_y * yy, 0.f);
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}
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// make indices
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f->mIndices = new unsigned int[f->mNumIndices = 4];
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for (unsigned int i = 0; i < 4; ++i) {
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f->mIndices[i] = t;
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t++;
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}
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}
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}
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// Add the mesh to the root node
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root->mMeshes = new unsigned int[root->mNumMeshes = 1];
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root->mMeshes[0] = 0;
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}
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// Get to the next chunk (4 byte aligned)
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unsigned dtt = reader.GetCurrentPos() & 0x3;
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if (dtt) {
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reader.IncPtr(4 - dtt);
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}
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}
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// Check whether we have a mesh now
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if (pScene->mNumMeshes != 1)
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throw DeadlyImportError("TER: Unable to load terrain");
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// Set the AI_SCENE_FLAGS_TERRAIN bit
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pScene->mFlags |= AI_SCENE_FLAGS_TERRAIN;
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}
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#endif // !! ASSIMP_BUILD_NO_TERRAGEN_IMPORTER
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