vrshoot

annotate libs/assimp/MD2Loader.cpp @ 1:e7ca128b8713

looks nice :)
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 02 Feb 2014 00:35:22 +0200
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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 #include "AssimpPCH.h"
nuclear@0 43 #ifndef ASSIMP_BUILD_NO_MD2_IMPORTER
nuclear@0 44
nuclear@0 45 /** @file Implementation of the MD2 importer class */
nuclear@0 46 #include "MD2Loader.h"
nuclear@0 47 #include "ByteSwap.h"
nuclear@0 48 #include "MD2NormalTable.h" // shouldn't be included by other units
nuclear@0 49
nuclear@0 50 using namespace Assimp;
nuclear@0 51 using namespace Assimp::MD2;
nuclear@0 52
nuclear@0 53
nuclear@0 54 // helper macro to determine the size of an array
nuclear@0 55 #if (!defined ARRAYSIZE)
nuclear@0 56 # define ARRAYSIZE(_array) (int(sizeof(_array) / sizeof(_array[0])))
nuclear@0 57 #endif
nuclear@0 58
nuclear@0 59 static const aiImporterDesc desc = {
nuclear@0 60 "Quake II Mesh Importer",
nuclear@0 61 "",
nuclear@0 62 "",
nuclear@0 63 "",
nuclear@0 64 aiImporterFlags_SupportBinaryFlavour,
nuclear@0 65 0,
nuclear@0 66 0,
nuclear@0 67 0,
nuclear@0 68 0,
nuclear@0 69 "md2"
nuclear@0 70 };
nuclear@0 71
nuclear@0 72 // ------------------------------------------------------------------------------------------------
nuclear@0 73 // Helper function to lookup a normal in Quake 2's precalculated table
nuclear@0 74 void MD2::LookupNormalIndex(uint8_t iNormalIndex,aiVector3D& vOut)
nuclear@0 75 {
nuclear@0 76 // make sure the normal index has a valid value
nuclear@0 77 if (iNormalIndex >= ARRAYSIZE(g_avNormals)) {
nuclear@0 78 DefaultLogger::get()->warn("Index overflow in Quake II normal vector list");
nuclear@0 79 iNormalIndex = ARRAYSIZE(g_avNormals) - 1;
nuclear@0 80 }
nuclear@0 81 vOut = *((const aiVector3D*)(&g_avNormals[iNormalIndex]));
nuclear@0 82 }
nuclear@0 83
nuclear@0 84
nuclear@0 85 // ------------------------------------------------------------------------------------------------
nuclear@0 86 // Constructor to be privately used by Importer
nuclear@0 87 MD2Importer::MD2Importer()
nuclear@0 88 {}
nuclear@0 89
nuclear@0 90 // ------------------------------------------------------------------------------------------------
nuclear@0 91 // Destructor, private as well
nuclear@0 92 MD2Importer::~MD2Importer()
nuclear@0 93 {}
nuclear@0 94
nuclear@0 95 // ------------------------------------------------------------------------------------------------
nuclear@0 96 // Returns whether the class can handle the format of the given file.
nuclear@0 97 bool MD2Importer::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
nuclear@0 98 {
nuclear@0 99 const std::string extension = GetExtension(pFile);
nuclear@0 100 if (extension == "md2")
nuclear@0 101 return true;
nuclear@0 102
nuclear@0 103 // if check for extension is not enough, check for the magic tokens
nuclear@0 104 if (!extension.length() || checkSig) {
nuclear@0 105 uint32_t tokens[1];
nuclear@0 106 tokens[0] = AI_MD2_MAGIC_NUMBER_LE;
nuclear@0 107 return CheckMagicToken(pIOHandler,pFile,tokens,1);
nuclear@0 108 }
nuclear@0 109 return false;
nuclear@0 110 }
nuclear@0 111
nuclear@0 112 // ------------------------------------------------------------------------------------------------
nuclear@0 113 // Get a list of all extensions supported by this loader
nuclear@0 114 const aiImporterDesc* MD2Importer::GetInfo () const
nuclear@0 115 {
nuclear@0 116 return &desc;
nuclear@0 117 }
nuclear@0 118
nuclear@0 119 // ------------------------------------------------------------------------------------------------
nuclear@0 120 // Setup configuration properties
nuclear@0 121 void MD2Importer::SetupProperties(const Importer* pImp)
nuclear@0 122 {
nuclear@0 123 // The
nuclear@0 124 // AI_CONFIG_IMPORT_MD2_KEYFRAME option overrides the
nuclear@0 125 // AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
nuclear@0 126 configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD2_KEYFRAME,-1);
nuclear@0 127 if(static_cast<unsigned int>(-1) == configFrameID){
nuclear@0 128 configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
nuclear@0 129 }
nuclear@0 130 }
nuclear@0 131 // ------------------------------------------------------------------------------------------------
nuclear@0 132 // Validate the file header
nuclear@0 133 void MD2Importer::ValidateHeader( )
nuclear@0 134 {
nuclear@0 135 // check magic number
nuclear@0 136 if (m_pcHeader->magic != AI_MD2_MAGIC_NUMBER_BE &&
nuclear@0 137 m_pcHeader->magic != AI_MD2_MAGIC_NUMBER_LE)
nuclear@0 138 {
nuclear@0 139 char szBuffer[5];
nuclear@0 140 szBuffer[0] = ((char*)&m_pcHeader->magic)[0];
nuclear@0 141 szBuffer[1] = ((char*)&m_pcHeader->magic)[1];
nuclear@0 142 szBuffer[2] = ((char*)&m_pcHeader->magic)[2];
nuclear@0 143 szBuffer[3] = ((char*)&m_pcHeader->magic)[3];
nuclear@0 144 szBuffer[4] = '\0';
nuclear@0 145
nuclear@0 146 throw DeadlyImportError("Invalid MD2 magic word: should be IDP2, the "
nuclear@0 147 "magic word found is " + std::string(szBuffer));
nuclear@0 148 }
nuclear@0 149
nuclear@0 150 // check file format version
nuclear@0 151 if (m_pcHeader->version != 8)
nuclear@0 152 DefaultLogger::get()->warn( "Unsupported md2 file version. Continuing happily ...");
nuclear@0 153
nuclear@0 154 // check some values whether they are valid
nuclear@0 155 if (0 == m_pcHeader->numFrames)
nuclear@0 156 throw DeadlyImportError( "Invalid md2 file: NUM_FRAMES is 0");
nuclear@0 157
nuclear@0 158 if (m_pcHeader->offsetEnd > (uint32_t)fileSize)
nuclear@0 159 throw DeadlyImportError( "Invalid md2 file: File is too small");
nuclear@0 160
nuclear@0 161 if (m_pcHeader->offsetSkins + m_pcHeader->numSkins * sizeof (MD2::Skin) >= fileSize ||
nuclear@0 162 m_pcHeader->offsetTexCoords + m_pcHeader->numTexCoords * sizeof (MD2::TexCoord) >= fileSize ||
nuclear@0 163 m_pcHeader->offsetTriangles + m_pcHeader->numTriangles * sizeof (MD2::Triangle) >= fileSize ||
nuclear@0 164 m_pcHeader->offsetFrames + m_pcHeader->numFrames * sizeof (MD2::Frame) >= fileSize ||
nuclear@0 165 m_pcHeader->offsetEnd > fileSize)
nuclear@0 166 {
nuclear@0 167 throw DeadlyImportError("Invalid MD2 header: some offsets are outside the file");
nuclear@0 168 }
nuclear@0 169
nuclear@0 170 if (m_pcHeader->numSkins > AI_MD2_MAX_SKINS)
nuclear@0 171 DefaultLogger::get()->warn("The model contains more skins than Quake 2 supports");
nuclear@0 172 if ( m_pcHeader->numFrames > AI_MD2_MAX_FRAMES)
nuclear@0 173 DefaultLogger::get()->warn("The model contains more frames than Quake 2 supports");
nuclear@0 174 if (m_pcHeader->numVertices > AI_MD2_MAX_VERTS)
nuclear@0 175 DefaultLogger::get()->warn("The model contains more vertices than Quake 2 supports");
nuclear@0 176
nuclear@0 177 if (m_pcHeader->numFrames <= configFrameID )
nuclear@0 178 throw DeadlyImportError("The requested frame is not existing the file");
nuclear@0 179 }
nuclear@0 180
nuclear@0 181 // ------------------------------------------------------------------------------------------------
nuclear@0 182 // Imports the given file into the given scene structure.
nuclear@0 183 void MD2Importer::InternReadFile( const std::string& pFile,
nuclear@0 184 aiScene* pScene, IOSystem* pIOHandler)
nuclear@0 185 {
nuclear@0 186 boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
nuclear@0 187
nuclear@0 188 // Check whether we can read from the file
nuclear@0 189 if( file.get() == NULL)
nuclear@0 190 throw DeadlyImportError( "Failed to open MD2 file " + pFile + "");
nuclear@0 191
nuclear@0 192 // check whether the md3 file is large enough to contain
nuclear@0 193 // at least the file header
nuclear@0 194 fileSize = (unsigned int)file->FileSize();
nuclear@0 195 if( fileSize < sizeof(MD2::Header))
nuclear@0 196 throw DeadlyImportError( "MD2 File is too small");
nuclear@0 197
nuclear@0 198 std::vector<uint8_t> mBuffer2(fileSize);
nuclear@0 199 file->Read(&mBuffer2[0], 1, fileSize);
nuclear@0 200 mBuffer = &mBuffer2[0];
nuclear@0 201
nuclear@0 202
nuclear@0 203 m_pcHeader = (BE_NCONST MD2::Header*)mBuffer;
nuclear@0 204
nuclear@0 205 #ifdef AI_BUILD_BIG_ENDIAN
nuclear@0 206
nuclear@0 207 ByteSwap::Swap4(&m_pcHeader->frameSize);
nuclear@0 208 ByteSwap::Swap4(&m_pcHeader->magic);
nuclear@0 209 ByteSwap::Swap4(&m_pcHeader->numFrames);
nuclear@0 210 ByteSwap::Swap4(&m_pcHeader->numGlCommands);
nuclear@0 211 ByteSwap::Swap4(&m_pcHeader->numSkins);
nuclear@0 212 ByteSwap::Swap4(&m_pcHeader->numTexCoords);
nuclear@0 213 ByteSwap::Swap4(&m_pcHeader->numTriangles);
nuclear@0 214 ByteSwap::Swap4(&m_pcHeader->numVertices);
nuclear@0 215 ByteSwap::Swap4(&m_pcHeader->offsetEnd);
nuclear@0 216 ByteSwap::Swap4(&m_pcHeader->offsetFrames);
nuclear@0 217 ByteSwap::Swap4(&m_pcHeader->offsetGlCommands);
nuclear@0 218 ByteSwap::Swap4(&m_pcHeader->offsetSkins);
nuclear@0 219 ByteSwap::Swap4(&m_pcHeader->offsetTexCoords);
nuclear@0 220 ByteSwap::Swap4(&m_pcHeader->offsetTriangles);
nuclear@0 221 ByteSwap::Swap4(&m_pcHeader->skinHeight);
nuclear@0 222 ByteSwap::Swap4(&m_pcHeader->skinWidth);
nuclear@0 223 ByteSwap::Swap4(&m_pcHeader->version);
nuclear@0 224
nuclear@0 225 #endif
nuclear@0 226
nuclear@0 227 ValidateHeader();
nuclear@0 228
nuclear@0 229 // there won't be more than one mesh inside the file
nuclear@0 230 pScene->mNumMaterials = 1;
nuclear@0 231 pScene->mRootNode = new aiNode();
nuclear@0 232 pScene->mRootNode->mNumMeshes = 1;
nuclear@0 233 pScene->mRootNode->mMeshes = new unsigned int[1];
nuclear@0 234 pScene->mRootNode->mMeshes[0] = 0;
nuclear@0 235 pScene->mMaterials = new aiMaterial*[1];
nuclear@0 236 pScene->mMaterials[0] = new aiMaterial();
nuclear@0 237 pScene->mNumMeshes = 1;
nuclear@0 238 pScene->mMeshes = new aiMesh*[1];
nuclear@0 239
nuclear@0 240 aiMesh* pcMesh = pScene->mMeshes[0] = new aiMesh();
nuclear@0 241 pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
nuclear@0 242
nuclear@0 243 // navigate to the begin of the frame data
nuclear@0 244 BE_NCONST MD2::Frame* pcFrame = (BE_NCONST MD2::Frame*) ((uint8_t*)
nuclear@0 245 m_pcHeader + m_pcHeader->offsetFrames);
nuclear@0 246
nuclear@0 247 pcFrame += configFrameID;
nuclear@0 248
nuclear@0 249 // navigate to the begin of the triangle data
nuclear@0 250 MD2::Triangle* pcTriangles = (MD2::Triangle*) ((uint8_t*)
nuclear@0 251 m_pcHeader + m_pcHeader->offsetTriangles);
nuclear@0 252
nuclear@0 253 // navigate to the begin of the tex coords data
nuclear@0 254 BE_NCONST MD2::TexCoord* pcTexCoords = (BE_NCONST MD2::TexCoord*) ((uint8_t*)
nuclear@0 255 m_pcHeader + m_pcHeader->offsetTexCoords);
nuclear@0 256
nuclear@0 257 // navigate to the begin of the vertex data
nuclear@0 258 BE_NCONST MD2::Vertex* pcVerts = (BE_NCONST MD2::Vertex*) (pcFrame->vertices);
nuclear@0 259
nuclear@0 260 #ifdef AI_BUILD_BIG_ENDIAN
nuclear@0 261 for (uint32_t i = 0; i< m_pcHeader->numTriangles; ++i)
nuclear@0 262 {
nuclear@0 263 for (unsigned int p = 0; p < 3;++p)
nuclear@0 264 {
nuclear@0 265 ByteSwap::Swap2(& pcTriangles[i].textureIndices[p]);
nuclear@0 266 ByteSwap::Swap2(& pcTriangles[i].vertexIndices[p]);
nuclear@0 267 }
nuclear@0 268 }
nuclear@0 269 for (uint32_t i = 0; i < m_pcHeader->offsetTexCoords;++i)
nuclear@0 270 {
nuclear@0 271 ByteSwap::Swap2(& pcTexCoords[i].s);
nuclear@0 272 ByteSwap::Swap2(& pcTexCoords[i].t);
nuclear@0 273 }
nuclear@0 274 ByteSwap::Swap4( & pcFrame->scale[0] );
nuclear@0 275 ByteSwap::Swap4( & pcFrame->scale[1] );
nuclear@0 276 ByteSwap::Swap4( & pcFrame->scale[2] );
nuclear@0 277 ByteSwap::Swap4( & pcFrame->translate[0] );
nuclear@0 278 ByteSwap::Swap4( & pcFrame->translate[1] );
nuclear@0 279 ByteSwap::Swap4( & pcFrame->translate[2] );
nuclear@0 280 #endif
nuclear@0 281
nuclear@0 282 pcMesh->mNumFaces = m_pcHeader->numTriangles;
nuclear@0 283 pcMesh->mFaces = new aiFace[m_pcHeader->numTriangles];
nuclear@0 284
nuclear@0 285 // allocate output storage
nuclear@0 286 pcMesh->mNumVertices = (unsigned int)pcMesh->mNumFaces*3;
nuclear@0 287 pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
nuclear@0 288 pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
nuclear@0 289
nuclear@0 290 // Not sure whether there are MD2 files without texture coordinates
nuclear@0 291 // NOTE: texture coordinates can be there without a texture,
nuclear@0 292 // but a texture can't be there without a valid UV channel
nuclear@0 293 aiMaterial* pcHelper = (aiMaterial*)pScene->mMaterials[0];
nuclear@0 294 const int iMode = (int)aiShadingMode_Gouraud;
nuclear@0 295 pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
nuclear@0 296
nuclear@0 297 if (m_pcHeader->numTexCoords && m_pcHeader->numSkins)
nuclear@0 298 {
nuclear@0 299 // navigate to the first texture associated with the mesh
nuclear@0 300 const MD2::Skin* pcSkins = (const MD2::Skin*) ((unsigned char*)m_pcHeader +
nuclear@0 301 m_pcHeader->offsetSkins);
nuclear@0 302
nuclear@0 303 aiColor3D clr;
nuclear@0 304 clr.b = clr.g = clr.r = 1.0f;
nuclear@0 305 pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
nuclear@0 306 pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
nuclear@0 307
nuclear@0 308 clr.b = clr.g = clr.r = 0.05f;
nuclear@0 309 pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
nuclear@0 310
nuclear@0 311 if (pcSkins->name[0])
nuclear@0 312 {
nuclear@0 313 aiString szString;
nuclear@0 314 const size_t iLen = ::strlen(pcSkins->name);
nuclear@0 315 ::memcpy(szString.data,pcSkins->name,iLen);
nuclear@0 316 szString.data[iLen] = '\0';
nuclear@0 317 szString.length = iLen;
nuclear@0 318
nuclear@0 319 pcHelper->AddProperty(&szString,AI_MATKEY_TEXTURE_DIFFUSE(0));
nuclear@0 320 }
nuclear@0 321 else{
nuclear@0 322 DefaultLogger::get()->warn("Texture file name has zero length. It will be skipped.");
nuclear@0 323 }
nuclear@0 324 }
nuclear@0 325 else {
nuclear@0 326 // apply a default material
nuclear@0 327 aiColor3D clr;
nuclear@0 328 clr.b = clr.g = clr.r = 0.6f;
nuclear@0 329 pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
nuclear@0 330 pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
nuclear@0 331
nuclear@0 332 clr.b = clr.g = clr.r = 0.05f;
nuclear@0 333 pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
nuclear@0 334
nuclear@0 335 aiString szName;
nuclear@0 336 szName.Set(AI_DEFAULT_MATERIAL_NAME);
nuclear@0 337 pcHelper->AddProperty(&szName,AI_MATKEY_NAME);
nuclear@0 338
nuclear@0 339 aiString sz;
nuclear@0 340
nuclear@0 341 // TODO: Try to guess the name of the texture file from the model file name
nuclear@0 342
nuclear@0 343 sz.Set("$texture_dummy.bmp");
nuclear@0 344 pcHelper->AddProperty(&sz,AI_MATKEY_TEXTURE_DIFFUSE(0));
nuclear@0 345 }
nuclear@0 346
nuclear@0 347
nuclear@0 348 // now read all triangles of the first frame, apply scaling and translation
nuclear@0 349 unsigned int iCurrent = 0;
nuclear@0 350
nuclear@0 351 float fDivisorU = 1.0f,fDivisorV = 1.0f;
nuclear@0 352 if (m_pcHeader->numTexCoords) {
nuclear@0 353 // allocate storage for texture coordinates, too
nuclear@0 354 pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
nuclear@0 355 pcMesh->mNumUVComponents[0] = 2;
nuclear@0 356
nuclear@0 357 // check whether the skin width or height are zero (this would
nuclear@0 358 // cause a division through zero)
nuclear@0 359 if (!m_pcHeader->skinWidth) {
nuclear@0 360 DefaultLogger::get()->error("MD2: No valid skin width given");
nuclear@0 361 }
nuclear@0 362 else fDivisorU = (float)m_pcHeader->skinWidth;
nuclear@0 363 if (!m_pcHeader->skinHeight){
nuclear@0 364 DefaultLogger::get()->error("MD2: No valid skin height given");
nuclear@0 365 }
nuclear@0 366 else fDivisorV = (float)m_pcHeader->skinHeight;
nuclear@0 367 }
nuclear@0 368
nuclear@0 369 for (unsigned int i = 0; i < (unsigned int)m_pcHeader->numTriangles;++i) {
nuclear@0 370 // Allocate the face
nuclear@0 371 pScene->mMeshes[0]->mFaces[i].mIndices = new unsigned int[3];
nuclear@0 372 pScene->mMeshes[0]->mFaces[i].mNumIndices = 3;
nuclear@0 373
nuclear@0 374 // copy texture coordinates
nuclear@0 375 // check whether they are different from the previous value at this index.
nuclear@0 376 // In this case, create a full separate set of vertices/normals/texcoords
nuclear@0 377 for (unsigned int c = 0; c < 3;++c,++iCurrent) {
nuclear@0 378
nuclear@0 379 // validate vertex indices
nuclear@0 380 register unsigned int iIndex = (unsigned int)pcTriangles[i].vertexIndices[c];
nuclear@0 381 if (iIndex >= m_pcHeader->numVertices) {
nuclear@0 382 DefaultLogger::get()->error("MD2: Vertex index is outside the allowed range");
nuclear@0 383 iIndex = m_pcHeader->numVertices-1;
nuclear@0 384 }
nuclear@0 385
nuclear@0 386 // read x,y, and z component of the vertex
nuclear@0 387 aiVector3D& vec = pcMesh->mVertices[iCurrent];
nuclear@0 388
nuclear@0 389 vec.x = (float)pcVerts[iIndex].vertex[0] * pcFrame->scale[0];
nuclear@0 390 vec.x += pcFrame->translate[0];
nuclear@0 391
nuclear@0 392 vec.y = (float)pcVerts[iIndex].vertex[1] * pcFrame->scale[1];
nuclear@0 393 vec.y += pcFrame->translate[1];
nuclear@0 394
nuclear@0 395 vec.z = (float)pcVerts[iIndex].vertex[2] * pcFrame->scale[2];
nuclear@0 396 vec.z += pcFrame->translate[2];
nuclear@0 397
nuclear@0 398 // read the normal vector from the precalculated normal table
nuclear@0 399 aiVector3D& vNormal = pcMesh->mNormals[iCurrent];
nuclear@0 400 LookupNormalIndex(pcVerts[iIndex].lightNormalIndex,vNormal);
nuclear@0 401
nuclear@0 402 // flip z and y to become right-handed
nuclear@0 403 std::swap((float&)vNormal.z,(float&)vNormal.y);
nuclear@0 404 std::swap((float&)vec.z,(float&)vec.y);
nuclear@0 405
nuclear@0 406 if (m_pcHeader->numTexCoords) {
nuclear@0 407 // validate texture coordinates
nuclear@0 408 iIndex = pcTriangles[i].textureIndices[c];
nuclear@0 409 if (iIndex >= m_pcHeader->numTexCoords) {
nuclear@0 410 DefaultLogger::get()->error("MD2: UV index is outside the allowed range");
nuclear@0 411 iIndex = m_pcHeader->numTexCoords-1;
nuclear@0 412 }
nuclear@0 413
nuclear@0 414 aiVector3D& pcOut = pcMesh->mTextureCoords[0][iCurrent];
nuclear@0 415
nuclear@0 416 // the texture coordinates are absolute values but we
nuclear@0 417 // need relative values between 0 and 1
nuclear@0 418 pcOut.x = pcTexCoords[iIndex].s / fDivisorU;
nuclear@0 419 pcOut.y = 1.f-pcTexCoords[iIndex].t / fDivisorV;
nuclear@0 420 }
nuclear@0 421 pScene->mMeshes[0]->mFaces[i].mIndices[c] = iCurrent;
nuclear@0 422 }
nuclear@0 423 }
nuclear@0 424 }
nuclear@0 425
nuclear@0 426 #endif // !! ASSIMP_BUILD_NO_MD2_IMPORTER