vrshoot

annotate libs/assimp/HMPLoader.cpp @ 3:c179c72369be

rename candy->vr
author John Tsiombikas <nuclear@member.fsf.org>
date Mon, 03 Feb 2014 08:52:13 +0200
parents
children
rev   line source
nuclear@0 1 /*
nuclear@0 2 ---------------------------------------------------------------------------
nuclear@0 3 Open Asset Import Library (assimp)
nuclear@0 4 ---------------------------------------------------------------------------
nuclear@0 5
nuclear@0 6 Copyright (c) 2006-2012, assimp team
nuclear@0 7
nuclear@0 8 All rights reserved.
nuclear@0 9
nuclear@0 10 Redistribution and use of this software in source and binary forms,
nuclear@0 11 with or without modification, are permitted provided that the following
nuclear@0 12 conditions are met:
nuclear@0 13
nuclear@0 14 * Redistributions of source code must retain the above
nuclear@0 15 copyright notice, this list of conditions and the
nuclear@0 16 following disclaimer.
nuclear@0 17
nuclear@0 18 * Redistributions in binary form must reproduce the above
nuclear@0 19 copyright notice, this list of conditions and the
nuclear@0 20 following disclaimer in the documentation and/or other
nuclear@0 21 materials provided with the distribution.
nuclear@0 22
nuclear@0 23 * Neither the name of the assimp team, nor the names of its
nuclear@0 24 contributors may be used to endorse or promote products
nuclear@0 25 derived from this software without specific prior
nuclear@0 26 written permission of the assimp team.
nuclear@0 27
nuclear@0 28 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
nuclear@0 29 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
nuclear@0 30 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
nuclear@0 31 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
nuclear@0 32 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
nuclear@0 33 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
nuclear@0 34 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
nuclear@0 35 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
nuclear@0 36 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
nuclear@0 37 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
nuclear@0 38 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
nuclear@0 39 ---------------------------------------------------------------------------
nuclear@0 40 */
nuclear@0 41
nuclear@0 42 /** @file Implementation of the MDL importer class */
nuclear@0 43
nuclear@0 44 #include "AssimpPCH.h"
nuclear@0 45 #ifndef ASSIMP_BUILD_NO_HMP_IMPORTER
nuclear@0 46
nuclear@0 47 // internal headers
nuclear@0 48 #include "HMPLoader.h"
nuclear@0 49 #include "MD2FileData.h"
nuclear@0 50
nuclear@0 51 using namespace Assimp;
nuclear@0 52
nuclear@0 53 static const aiImporterDesc desc = {
nuclear@0 54 "3D GameStudio Heightmap (HMP) Importer",
nuclear@0 55 "",
nuclear@0 56 "",
nuclear@0 57 "",
nuclear@0 58 aiImporterFlags_SupportBinaryFlavour,
nuclear@0 59 0,
nuclear@0 60 0,
nuclear@0 61 0,
nuclear@0 62 0,
nuclear@0 63 "hmp"
nuclear@0 64 };
nuclear@0 65
nuclear@0 66 // ------------------------------------------------------------------------------------------------
nuclear@0 67 // Constructor to be privately used by Importer
nuclear@0 68 HMPImporter::HMPImporter()
nuclear@0 69 {
nuclear@0 70 // nothing to do here
nuclear@0 71 }
nuclear@0 72
nuclear@0 73 // ------------------------------------------------------------------------------------------------
nuclear@0 74 // Destructor, private as well
nuclear@0 75 HMPImporter::~HMPImporter()
nuclear@0 76 {
nuclear@0 77 // nothing to do here
nuclear@0 78 }
nuclear@0 79
nuclear@0 80 // ------------------------------------------------------------------------------------------------
nuclear@0 81 // Returns whether the class can handle the format of the given file.
nuclear@0 82 bool HMPImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool cs) const
nuclear@0 83 {
nuclear@0 84 const std::string extension = GetExtension(pFile);
nuclear@0 85 if (extension == "hmp" )
nuclear@0 86 return true;
nuclear@0 87
nuclear@0 88 // if check for extension is not enough, check for the magic tokens
nuclear@0 89 if (!extension.length() || cs) {
nuclear@0 90 uint32_t tokens[3];
nuclear@0 91 tokens[0] = AI_HMP_MAGIC_NUMBER_LE_4;
nuclear@0 92 tokens[1] = AI_HMP_MAGIC_NUMBER_LE_5;
nuclear@0 93 tokens[2] = AI_HMP_MAGIC_NUMBER_LE_7;
nuclear@0 94 return CheckMagicToken(pIOHandler,pFile,tokens,3,0);
nuclear@0 95 }
nuclear@0 96 return false;
nuclear@0 97 }
nuclear@0 98
nuclear@0 99 // ------------------------------------------------------------------------------------------------
nuclear@0 100 // Get list of all file extensions that are handled by this loader
nuclear@0 101 const aiImporterDesc* HMPImporter::GetInfo () const
nuclear@0 102 {
nuclear@0 103 return &desc;
nuclear@0 104 }
nuclear@0 105
nuclear@0 106 // ------------------------------------------------------------------------------------------------
nuclear@0 107 // Imports the given file into the given scene structure.
nuclear@0 108 void HMPImporter::InternReadFile( const std::string& pFile,
nuclear@0 109 aiScene* _pScene, IOSystem* _pIOHandler)
nuclear@0 110 {
nuclear@0 111 pScene = _pScene;
nuclear@0 112 pIOHandler = _pIOHandler;
nuclear@0 113 boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
nuclear@0 114
nuclear@0 115 // Check whether we can read from the file
nuclear@0 116 if( file.get() == NULL)
nuclear@0 117 throw DeadlyImportError( "Failed to open HMP file " + pFile + ".");
nuclear@0 118
nuclear@0 119 // Check whether the HMP file is large enough to contain
nuclear@0 120 // at least the file header
nuclear@0 121 const size_t fileSize = file->FileSize();
nuclear@0 122 if( fileSize < 50)
nuclear@0 123 throw DeadlyImportError( "HMP File is too small.");
nuclear@0 124
nuclear@0 125 // Allocate storage and copy the contents of the file to a memory buffer
nuclear@0 126 std::vector<uint8_t> buffer(fileSize);
nuclear@0 127 mBuffer = &buffer[0];
nuclear@0 128 file->Read( (void*)mBuffer, 1, fileSize);
nuclear@0 129 iFileSize = (unsigned int)fileSize;
nuclear@0 130
nuclear@0 131 // Determine the file subtype and call the appropriate member function
nuclear@0 132 const uint32_t iMagic = *((uint32_t*)this->mBuffer);
nuclear@0 133
nuclear@0 134 // HMP4 format
nuclear@0 135 if (AI_HMP_MAGIC_NUMBER_LE_4 == iMagic ||
nuclear@0 136 AI_HMP_MAGIC_NUMBER_BE_4 == iMagic)
nuclear@0 137 {
nuclear@0 138 DefaultLogger::get()->debug("HMP subtype: 3D GameStudio A4, magic word is HMP4");
nuclear@0 139 InternReadFile_HMP4();
nuclear@0 140 }
nuclear@0 141 // HMP5 format
nuclear@0 142 else if (AI_HMP_MAGIC_NUMBER_LE_5 == iMagic ||
nuclear@0 143 AI_HMP_MAGIC_NUMBER_BE_5 == iMagic)
nuclear@0 144 {
nuclear@0 145 DefaultLogger::get()->debug("HMP subtype: 3D GameStudio A5, magic word is HMP5");
nuclear@0 146 InternReadFile_HMP5();
nuclear@0 147 }
nuclear@0 148 // HMP7 format
nuclear@0 149 else if (AI_HMP_MAGIC_NUMBER_LE_7 == iMagic ||
nuclear@0 150 AI_HMP_MAGIC_NUMBER_BE_7 == iMagic)
nuclear@0 151 {
nuclear@0 152 DefaultLogger::get()->debug("HMP subtype: 3D GameStudio A7, magic word is HMP7");
nuclear@0 153 InternReadFile_HMP7();
nuclear@0 154 }
nuclear@0 155 else
nuclear@0 156 {
nuclear@0 157 // Print the magic word to the logger
nuclear@0 158 char szBuffer[5];
nuclear@0 159 szBuffer[0] = ((char*)&iMagic)[0];
nuclear@0 160 szBuffer[1] = ((char*)&iMagic)[1];
nuclear@0 161 szBuffer[2] = ((char*)&iMagic)[2];
nuclear@0 162 szBuffer[3] = ((char*)&iMagic)[3];
nuclear@0 163 szBuffer[4] = '\0';
nuclear@0 164
nuclear@0 165 // We're definitely unable to load this file
nuclear@0 166 throw DeadlyImportError( "Unknown HMP subformat " + pFile +
nuclear@0 167 ". Magic word (" + szBuffer + ") is not known");
nuclear@0 168 }
nuclear@0 169
nuclear@0 170 // Set the AI_SCENE_FLAGS_TERRAIN bit
nuclear@0 171 pScene->mFlags |= AI_SCENE_FLAGS_TERRAIN;
nuclear@0 172
nuclear@0 173 // File buffer destructs automatically now
nuclear@0 174 }
nuclear@0 175
nuclear@0 176 // ------------------------------------------------------------------------------------------------
nuclear@0 177 void HMPImporter::ValidateHeader_HMP457( )
nuclear@0 178 {
nuclear@0 179 const HMP::Header_HMP5* const pcHeader = (const HMP::Header_HMP5*)mBuffer;
nuclear@0 180
nuclear@0 181 if (120 > iFileSize)
nuclear@0 182 {
nuclear@0 183 throw DeadlyImportError("HMP file is too small (header size is "
nuclear@0 184 "120 bytes, this file is smaller)");
nuclear@0 185 }
nuclear@0 186
nuclear@0 187 if (!pcHeader->ftrisize_x || !pcHeader->ftrisize_y)
nuclear@0 188 throw DeadlyImportError("Size of triangles in either x or y direction is zero");
nuclear@0 189
nuclear@0 190 if(pcHeader->fnumverts_x < 1.0f || (pcHeader->numverts/pcHeader->fnumverts_x) < 1.0f)
nuclear@0 191 throw DeadlyImportError("Number of triangles in either x or y direction is zero");
nuclear@0 192
nuclear@0 193 if(!pcHeader->numframes)
nuclear@0 194 throw DeadlyImportError("There are no frames. At least one should be there");
nuclear@0 195
nuclear@0 196 }
nuclear@0 197
nuclear@0 198 // ------------------------------------------------------------------------------------------------
nuclear@0 199 void HMPImporter::InternReadFile_HMP4( )
nuclear@0 200 {
nuclear@0 201 throw DeadlyImportError("HMP4 is currently not supported");
nuclear@0 202 }
nuclear@0 203
nuclear@0 204 // ------------------------------------------------------------------------------------------------
nuclear@0 205 void HMPImporter::InternReadFile_HMP5( )
nuclear@0 206 {
nuclear@0 207 // read the file header and skip everything to byte 84
nuclear@0 208 const HMP::Header_HMP5* pcHeader = (const HMP::Header_HMP5*)mBuffer;
nuclear@0 209 const unsigned char* szCurrent = (const unsigned char*)(mBuffer+84);
nuclear@0 210 ValidateHeader_HMP457();
nuclear@0 211
nuclear@0 212 // generate an output mesh
nuclear@0 213 pScene->mNumMeshes = 1;
nuclear@0 214 pScene->mMeshes = new aiMesh*[1];
nuclear@0 215 aiMesh* pcMesh = pScene->mMeshes[0] = new aiMesh();
nuclear@0 216
nuclear@0 217 pcMesh->mMaterialIndex = 0;
nuclear@0 218 pcMesh->mVertices = new aiVector3D[pcHeader->numverts];
nuclear@0 219 pcMesh->mNormals = new aiVector3D[pcHeader->numverts];
nuclear@0 220
nuclear@0 221 const unsigned int height = (unsigned int)(pcHeader->numverts / pcHeader->fnumverts_x);
nuclear@0 222 const unsigned int width = (unsigned int)pcHeader->fnumverts_x;
nuclear@0 223
nuclear@0 224 // generate/load a material for the terrain
nuclear@0 225 CreateMaterial(szCurrent,&szCurrent);
nuclear@0 226
nuclear@0 227 // goto offset 120, I don't know why ...
nuclear@0 228 // (fixme) is this the frame header? I assume yes since it starts with 2.
nuclear@0 229 szCurrent += 36;
nuclear@0 230 SizeCheck(szCurrent + sizeof(const HMP::Vertex_HMP7)*height*width);
nuclear@0 231
nuclear@0 232 // now load all vertices from the file
nuclear@0 233 aiVector3D* pcVertOut = pcMesh->mVertices;
nuclear@0 234 aiVector3D* pcNorOut = pcMesh->mNormals;
nuclear@0 235 const HMP::Vertex_HMP5* src = (const HMP::Vertex_HMP5*) szCurrent;
nuclear@0 236 for (unsigned int y = 0; y < height;++y)
nuclear@0 237 {
nuclear@0 238 for (unsigned int x = 0; x < width;++x)
nuclear@0 239 {
nuclear@0 240 pcVertOut->x = x * pcHeader->ftrisize_x;
nuclear@0 241 pcVertOut->y = y * pcHeader->ftrisize_y;
nuclear@0 242 pcVertOut->z = (((float)src->z / 0xffff)-0.5f) * pcHeader->ftrisize_x * 8.0f;
nuclear@0 243 MD2::LookupNormalIndex(src->normals162index, *pcNorOut );
nuclear@0 244 ++pcVertOut;++pcNorOut;++src;
nuclear@0 245 }
nuclear@0 246 }
nuclear@0 247
nuclear@0 248 // generate texture coordinates if necessary
nuclear@0 249 if (pcHeader->numskins)
nuclear@0 250 GenerateTextureCoords(width,height);
nuclear@0 251
nuclear@0 252 // now build a list of faces
nuclear@0 253 CreateOutputFaceList(width,height);
nuclear@0 254
nuclear@0 255 // there is no nodegraph in HMP files. Simply assign the one mesh
nuclear@0 256 // (no, not the one ring) to the root node
nuclear@0 257 pScene->mRootNode = new aiNode();
nuclear@0 258 pScene->mRootNode->mName.Set("terrain_root");
nuclear@0 259 pScene->mRootNode->mNumMeshes = 1;
nuclear@0 260 pScene->mRootNode->mMeshes = new unsigned int[1];
nuclear@0 261 pScene->mRootNode->mMeshes[0] = 0;
nuclear@0 262 }
nuclear@0 263
nuclear@0 264 // ------------------------------------------------------------------------------------------------
nuclear@0 265 void HMPImporter::InternReadFile_HMP7( )
nuclear@0 266 {
nuclear@0 267 // read the file header and skip everything to byte 84
nuclear@0 268 const HMP::Header_HMP5* const pcHeader = (const HMP::Header_HMP5*)mBuffer;
nuclear@0 269 const unsigned char* szCurrent = (const unsigned char*)(mBuffer+84);
nuclear@0 270 ValidateHeader_HMP457();
nuclear@0 271
nuclear@0 272 // generate an output mesh
nuclear@0 273 pScene->mNumMeshes = 1;
nuclear@0 274 pScene->mMeshes = new aiMesh*[1];
nuclear@0 275 aiMesh* pcMesh = pScene->mMeshes[0] = new aiMesh();
nuclear@0 276
nuclear@0 277 pcMesh->mMaterialIndex = 0;
nuclear@0 278 pcMesh->mVertices = new aiVector3D[pcHeader->numverts];
nuclear@0 279 pcMesh->mNormals = new aiVector3D[pcHeader->numverts];
nuclear@0 280
nuclear@0 281 const unsigned int height = (unsigned int)(pcHeader->numverts / pcHeader->fnumverts_x);
nuclear@0 282 const unsigned int width = (unsigned int)pcHeader->fnumverts_x;
nuclear@0 283
nuclear@0 284 // generate/load a material for the terrain
nuclear@0 285 CreateMaterial(szCurrent,&szCurrent);
nuclear@0 286
nuclear@0 287 // goto offset 120, I don't know why ...
nuclear@0 288 // (fixme) is this the frame header? I assume yes since it starts with 2.
nuclear@0 289 szCurrent += 36;
nuclear@0 290
nuclear@0 291 SizeCheck(szCurrent + sizeof(const HMP::Vertex_HMP7)*height*width);
nuclear@0 292
nuclear@0 293 // now load all vertices from the file
nuclear@0 294 aiVector3D* pcVertOut = pcMesh->mVertices;
nuclear@0 295 aiVector3D* pcNorOut = pcMesh->mNormals;
nuclear@0 296 const HMP::Vertex_HMP7* src = (const HMP::Vertex_HMP7*) szCurrent;
nuclear@0 297 for (unsigned int y = 0; y < height;++y)
nuclear@0 298 {
nuclear@0 299 for (unsigned int x = 0; x < width;++x)
nuclear@0 300 {
nuclear@0 301 pcVertOut->x = x * pcHeader->ftrisize_x;
nuclear@0 302 pcVertOut->y = y * pcHeader->ftrisize_y;
nuclear@0 303
nuclear@0 304 // FIXME: What exctly is the correct scaling factor to use?
nuclear@0 305 // possibly pcHeader->scale_origin[2] in combination with a
nuclear@0 306 // signed interpretation of src->z?
nuclear@0 307 pcVertOut->z = (((float)src->z / 0xffff)-0.5f) * pcHeader->ftrisize_x * 8.0f;
nuclear@0 308
nuclear@0 309 pcNorOut->x = ((float)src->normal_x / 0x80 ); // * pcHeader->scale_origin[0];
nuclear@0 310 pcNorOut->y = ((float)src->normal_y / 0x80 ); // * pcHeader->scale_origin[1];
nuclear@0 311 pcNorOut->z = 1.0f;
nuclear@0 312 pcNorOut->Normalize();
nuclear@0 313
nuclear@0 314 ++pcVertOut;++pcNorOut;++src;
nuclear@0 315 }
nuclear@0 316 }
nuclear@0 317
nuclear@0 318 // generate texture coordinates if necessary
nuclear@0 319 if (pcHeader->numskins)GenerateTextureCoords(width,height);
nuclear@0 320
nuclear@0 321 // now build a list of faces
nuclear@0 322 CreateOutputFaceList(width,height);
nuclear@0 323
nuclear@0 324 // there is no nodegraph in HMP files. Simply assign the one mesh
nuclear@0 325 // (no, not the One Ring) to the root node
nuclear@0 326 pScene->mRootNode = new aiNode();
nuclear@0 327 pScene->mRootNode->mName.Set("terrain_root");
nuclear@0 328 pScene->mRootNode->mNumMeshes = 1;
nuclear@0 329 pScene->mRootNode->mMeshes = new unsigned int[1];
nuclear@0 330 pScene->mRootNode->mMeshes[0] = 0;
nuclear@0 331 }
nuclear@0 332
nuclear@0 333 // ------------------------------------------------------------------------------------------------
nuclear@0 334 void HMPImporter::CreateMaterial(const unsigned char* szCurrent,
nuclear@0 335 const unsigned char** szCurrentOut)
nuclear@0 336 {
nuclear@0 337 aiMesh* const pcMesh = pScene->mMeshes[0];
nuclear@0 338 const HMP::Header_HMP5* const pcHeader = (const HMP::Header_HMP5*)mBuffer;
nuclear@0 339
nuclear@0 340 // we don't need to generate texture coordinates if
nuclear@0 341 // we have no textures in the file ...
nuclear@0 342 if (pcHeader->numskins)
nuclear@0 343 {
nuclear@0 344 pcMesh->mTextureCoords[0] = new aiVector3D[pcHeader->numverts];
nuclear@0 345 pcMesh->mNumUVComponents[0] = 2;
nuclear@0 346
nuclear@0 347 // now read the first skin and skip all others
nuclear@0 348 ReadFirstSkin(pcHeader->numskins,szCurrent,&szCurrent);
nuclear@0 349 }
nuclear@0 350 else
nuclear@0 351 {
nuclear@0 352 // generate a default material
nuclear@0 353 const int iMode = (int)aiShadingMode_Gouraud;
nuclear@0 354 aiMaterial* pcHelper = new aiMaterial();
nuclear@0 355 pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
nuclear@0 356
nuclear@0 357 aiColor3D clr;
nuclear@0 358 clr.b = clr.g = clr.r = 0.6f;
nuclear@0 359 pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
nuclear@0 360 pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
nuclear@0 361
nuclear@0 362 clr.b = clr.g = clr.r = 0.05f;
nuclear@0 363 pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
nuclear@0 364
nuclear@0 365 aiString szName;
nuclear@0 366 szName.Set(AI_DEFAULT_MATERIAL_NAME);
nuclear@0 367 pcHelper->AddProperty(&szName,AI_MATKEY_NAME);
nuclear@0 368
nuclear@0 369 // add the material to the scene
nuclear@0 370 pScene->mNumMaterials = 1;
nuclear@0 371 pScene->mMaterials = new aiMaterial*[1];
nuclear@0 372 pScene->mMaterials[0] = pcHelper;
nuclear@0 373 }
nuclear@0 374 *szCurrentOut = szCurrent;
nuclear@0 375 }
nuclear@0 376
nuclear@0 377 // ------------------------------------------------------------------------------------------------
nuclear@0 378 void HMPImporter::CreateOutputFaceList(unsigned int width,unsigned int height)
nuclear@0 379 {
nuclear@0 380 aiMesh* const pcMesh = this->pScene->mMeshes[0];
nuclear@0 381
nuclear@0 382 // Allocate enough storage
nuclear@0 383 pcMesh->mNumFaces = (width-1) * (height-1);
nuclear@0 384 pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
nuclear@0 385
nuclear@0 386 pcMesh->mNumVertices = pcMesh->mNumFaces*4;
nuclear@0 387 aiVector3D* pcVertices = new aiVector3D[pcMesh->mNumVertices];
nuclear@0 388 aiVector3D* pcNormals = new aiVector3D[pcMesh->mNumVertices];
nuclear@0 389
nuclear@0 390 aiFace* pcFaceOut(pcMesh->mFaces);
nuclear@0 391 aiVector3D* pcVertOut = pcVertices;
nuclear@0 392 aiVector3D* pcNorOut = pcNormals;
nuclear@0 393
nuclear@0 394 aiVector3D* pcUVs = pcMesh->mTextureCoords[0] ? new aiVector3D[pcMesh->mNumVertices] : NULL;
nuclear@0 395 aiVector3D* pcUVOut(pcUVs);
nuclear@0 396
nuclear@0 397 // Build the terrain square
nuclear@0 398 unsigned int iCurrent = 0;
nuclear@0 399 for (unsigned int y = 0; y < height-1;++y) {
nuclear@0 400 for (unsigned int x = 0; x < width-1;++x,++pcFaceOut) {
nuclear@0 401 pcFaceOut->mNumIndices = 4;
nuclear@0 402 pcFaceOut->mIndices = new unsigned int[4];
nuclear@0 403
nuclear@0 404 *pcVertOut++ = pcMesh->mVertices[y*width+x];
nuclear@0 405 *pcVertOut++ = pcMesh->mVertices[(y+1)*width+x];
nuclear@0 406 *pcVertOut++ = pcMesh->mVertices[(y+1)*width+x+1];
nuclear@0 407 *pcVertOut++ = pcMesh->mVertices[y*width+x+1];
nuclear@0 408
nuclear@0 409
nuclear@0 410 *pcNorOut++ = pcMesh->mNormals[y*width+x];
nuclear@0 411 *pcNorOut++ = pcMesh->mNormals[(y+1)*width+x];
nuclear@0 412 *pcNorOut++ = pcMesh->mNormals[(y+1)*width+x+1];
nuclear@0 413 *pcNorOut++ = pcMesh->mNormals[y*width+x+1];
nuclear@0 414
nuclear@0 415 if (pcMesh->mTextureCoords[0])
nuclear@0 416 {
nuclear@0 417 *pcUVOut++ = pcMesh->mTextureCoords[0][y*width+x];
nuclear@0 418 *pcUVOut++ = pcMesh->mTextureCoords[0][(y+1)*width+x];
nuclear@0 419 *pcUVOut++ = pcMesh->mTextureCoords[0][(y+1)*width+x+1];
nuclear@0 420 *pcUVOut++ = pcMesh->mTextureCoords[0][y*width+x+1];
nuclear@0 421 }
nuclear@0 422
nuclear@0 423 for (unsigned int i = 0; i < 4;++i)
nuclear@0 424 pcFaceOut->mIndices[i] = iCurrent++;
nuclear@0 425 }
nuclear@0 426 }
nuclear@0 427 delete[] pcMesh->mVertices;
nuclear@0 428 pcMesh->mVertices = pcVertices;
nuclear@0 429
nuclear@0 430 delete[] pcMesh->mNormals;
nuclear@0 431 pcMesh->mNormals = pcNormals;
nuclear@0 432
nuclear@0 433 if (pcMesh->mTextureCoords[0])
nuclear@0 434 {
nuclear@0 435 delete[] pcMesh->mTextureCoords[0];
nuclear@0 436 pcMesh->mTextureCoords[0] = pcUVs;
nuclear@0 437 }
nuclear@0 438 }
nuclear@0 439
nuclear@0 440 // ------------------------------------------------------------------------------------------------
nuclear@0 441 void HMPImporter::ReadFirstSkin(unsigned int iNumSkins, const unsigned char* szCursor,
nuclear@0 442 const unsigned char** szCursorOut)
nuclear@0 443 {
nuclear@0 444 ai_assert(0 != iNumSkins && NULL != szCursor);
nuclear@0 445
nuclear@0 446 // read the type of the skin ...
nuclear@0 447 // sometimes we need to skip 12 bytes here, I don't know why ...
nuclear@0 448 uint32_t iType = *((uint32_t*)szCursor);szCursor += sizeof(uint32_t);
nuclear@0 449 if (0 == iType)
nuclear@0 450 {
nuclear@0 451 szCursor += sizeof(uint32_t) * 2;
nuclear@0 452 iType = *((uint32_t*)szCursor);szCursor += sizeof(uint32_t);
nuclear@0 453 if (!iType)
nuclear@0 454 throw DeadlyImportError("Unable to read HMP7 skin chunk");
nuclear@0 455
nuclear@0 456 }
nuclear@0 457 // read width and height
nuclear@0 458 uint32_t iWidth = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t);
nuclear@0 459 uint32_t iHeight = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t);
nuclear@0 460
nuclear@0 461 // allocate an output material
nuclear@0 462 aiMaterial* pcMat = new aiMaterial();
nuclear@0 463
nuclear@0 464 // read the skin, this works exactly as for MDL7
nuclear@0 465 ParseSkinLump_3DGS_MDL7(szCursor,&szCursor,
nuclear@0 466 pcMat,iType,iWidth,iHeight);
nuclear@0 467
nuclear@0 468 // now we need to skip any other skins ...
nuclear@0 469 for (unsigned int i = 1; i< iNumSkins;++i)
nuclear@0 470 {
nuclear@0 471 iType = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t);
nuclear@0 472 iWidth = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t);
nuclear@0 473 iHeight = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t);
nuclear@0 474
nuclear@0 475 SkipSkinLump_3DGS_MDL7(szCursor,&szCursor,iType,iWidth,iHeight);
nuclear@0 476 SizeCheck(szCursor);
nuclear@0 477 }
nuclear@0 478
nuclear@0 479 // setup the material ...
nuclear@0 480 pScene->mNumMaterials = 1;
nuclear@0 481 pScene->mMaterials = new aiMaterial*[1];
nuclear@0 482 pScene->mMaterials[0] = pcMat;
nuclear@0 483
nuclear@0 484 *szCursorOut = szCursor;
nuclear@0 485 }
nuclear@0 486
nuclear@0 487 // ------------------------------------------------------------------------------------------------
nuclear@0 488 // Generate proepr texture coords
nuclear@0 489 void HMPImporter::GenerateTextureCoords(
nuclear@0 490 const unsigned int width, const unsigned int height)
nuclear@0 491 {
nuclear@0 492 ai_assert(NULL != pScene->mMeshes && NULL != pScene->mMeshes[0] &&
nuclear@0 493 NULL != pScene->mMeshes[0]->mTextureCoords[0]);
nuclear@0 494
nuclear@0 495 aiVector3D* uv = pScene->mMeshes[0]->mTextureCoords[0];
nuclear@0 496
nuclear@0 497 const float fY = (1.0f / height) + (1.0f / height) / (height-1);
nuclear@0 498 const float fX = (1.0f / width) + (1.0f / width) / (width-1);
nuclear@0 499
nuclear@0 500 for (unsigned int y = 0; y < height;++y) {
nuclear@0 501 for (unsigned int x = 0; x < width;++x,++uv) {
nuclear@0 502 uv->y = fY*y;
nuclear@0 503 uv->x = fX*x;
nuclear@0 504 uv->z = 0.0f;
nuclear@0 505 }
nuclear@0 506 }
nuclear@0 507 }
nuclear@0 508
nuclear@0 509 #endif // !! ASSIMP_BUILD_NO_HMP_IMPORTER