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1 /*
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2 ---------------------------------------------------------------------------
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3 Open Asset Import Library (assimp)
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4 ---------------------------------------------------------------------------
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5
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6 Copyright (c) 2006-2012, assimp team
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7
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8 All rights reserved.
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9
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10 Redistribution and use of this software in source and binary forms,
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11 with or without modification, are permitted provided that the following
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12 conditions are met:
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13
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14 * Redistributions of source code must retain the above
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15 copyright notice, this list of conditions and the
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16 following disclaimer.
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17
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18 * Redistributions in binary form must reproduce the above
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19 copyright notice, this list of conditions and the
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20 following disclaimer in the documentation and/or other
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21 materials provided with the distribution.
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22
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23 * Neither the name of the assimp team, nor the names of its
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24 contributors may be used to endorse or promote products
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25 derived from this software without specific prior
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26 written permission of the assimp team.
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27
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28 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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29 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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30 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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31 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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32 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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33 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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34 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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35 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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36 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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37 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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38 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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39 ---------------------------------------------------------------------------
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40 */
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41
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42 /** @file MDLLoader.cpp
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43 * @brief Implementation of the main parts of the MDL importer class
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44 * *TODO* Cleanup and further testing of some parts necessary
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45 */
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46
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47 // internal headers
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48 #include "AssimpPCH.h"
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49 #ifndef ASSIMP_BUILD_NO_MDL_IMPORTER
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50
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51 #include "MDLLoader.h"
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52 #include "MDLDefaultColorMap.h"
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53 #include "MD2FileData.h"
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54
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55 using namespace Assimp;
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56
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57 static const aiImporterDesc desc = {
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58 "Quake Mesh / 3D GameStudio Mesh Importer",
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59 "",
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60 "",
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61 "",
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62 aiImporterFlags_SupportBinaryFlavour,
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63 0,
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64 0,
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65 7,
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66 0,
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67 "mdl"
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68 };
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69
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70 // ------------------------------------------------------------------------------------------------
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71 // Ugly stuff ... nevermind
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72 #define _AI_MDL7_ACCESS(_data, _index, _limit, _type) \
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73 (*((const _type*)(((const char*)_data) + _index * _limit)))
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74
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75 #define _AI_MDL7_ACCESS_PTR(_data, _index, _limit, _type) \
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76 ((BE_NCONST _type*)(((const char*)_data) + _index * _limit))
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77
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78 #define _AI_MDL7_ACCESS_VERT(_data, _index, _limit) \
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79 _AI_MDL7_ACCESS(_data,_index,_limit,MDL::Vertex_MDL7)
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80
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81 // ------------------------------------------------------------------------------------------------
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82 // Constructor to be privately used by Importer
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83 MDLImporter::MDLImporter()
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84 {}
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85
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86 // ------------------------------------------------------------------------------------------------
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87 // Destructor, private as well
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88 MDLImporter::~MDLImporter()
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89 {}
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90
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91 // ------------------------------------------------------------------------------------------------
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92 // Returns whether the class can handle the format of the given file.
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93 bool MDLImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
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94 {
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95 const std::string extension = GetExtension(pFile);
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96
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97 // if check for extension is not enough, check for the magic tokens
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98 if (extension == "mdl" || !extension.length() || checkSig) {
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99 uint32_t tokens[8];
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100 tokens[0] = AI_MDL_MAGIC_NUMBER_LE_HL2a;
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101 tokens[1] = AI_MDL_MAGIC_NUMBER_LE_HL2b;
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102 tokens[2] = AI_MDL_MAGIC_NUMBER_LE_GS7;
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103 tokens[3] = AI_MDL_MAGIC_NUMBER_LE_GS5b;
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104 tokens[4] = AI_MDL_MAGIC_NUMBER_LE_GS5a;
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105 tokens[5] = AI_MDL_MAGIC_NUMBER_LE_GS4;
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106 tokens[6] = AI_MDL_MAGIC_NUMBER_LE_GS3;
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107 tokens[7] = AI_MDL_MAGIC_NUMBER_LE;
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108 return CheckMagicToken(pIOHandler,pFile,tokens,8,0);
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109 }
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110 return false;
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111 }
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112
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113 // ------------------------------------------------------------------------------------------------
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114 // Setup configuration properties
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115 void MDLImporter::SetupProperties(const Importer* pImp)
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116 {
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117 configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MDL_KEYFRAME,-1);
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118
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119 // The
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120 // AI_CONFIG_IMPORT_MDL_KEYFRAME option overrides the
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121 // AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
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122 if(static_cast<unsigned int>(-1) == configFrameID) {
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123 configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
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124 }
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125
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126 // AI_CONFIG_IMPORT_MDL_COLORMAP - pallette file
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127 configPalette = pImp->GetPropertyString(AI_CONFIG_IMPORT_MDL_COLORMAP,"colormap.lmp");
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128 }
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129
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130 // ------------------------------------------------------------------------------------------------
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131 // Get a list of all supported extensions
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132 const aiImporterDesc* MDLImporter::GetInfo () const
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133 {
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134 return &desc;
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135 }
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136
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137 // ------------------------------------------------------------------------------------------------
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138 // Imports the given file into the given scene structure.
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139 void MDLImporter::InternReadFile( const std::string& pFile,
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140 aiScene* _pScene, IOSystem* _pIOHandler)
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141 {
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142 pScene = _pScene;
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143 pIOHandler = _pIOHandler;
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144 boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
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145
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146 // Check whether we can read from the file
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147 if( file.get() == NULL) {
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148 throw DeadlyImportError( "Failed to open MDL file " + pFile + ".");
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149 }
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150
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151 // This should work for all other types of MDL files, too ...
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152 // the quake header is one of the smallest, afaik
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153 iFileSize = (unsigned int)file->FileSize();
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154 if( iFileSize < sizeof(MDL::Header)) {
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155 throw DeadlyImportError( "MDL File is too small.");
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156 }
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157
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158 // Allocate storage and copy the contents of the file to a memory buffer
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159 std::vector<unsigned char> buffer(iFileSize+1);
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160 mBuffer = &buffer[0];
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161 file->Read( (void*)mBuffer, 1, iFileSize);
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162
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163 // Append a binary zero to the end of the buffer.
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164 // this is just for safety that string parsing routines
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165 // find the end of the buffer ...
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166 mBuffer[iFileSize] = '\0';
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167 const uint32_t iMagicWord = *((uint32_t*)mBuffer);
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168
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169 // Determine the file subtype and call the appropriate member function
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170
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171 // Original Quake1 format
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172 if (AI_MDL_MAGIC_NUMBER_BE == iMagicWord || AI_MDL_MAGIC_NUMBER_LE == iMagicWord) {
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173 DefaultLogger::get()->debug("MDL subtype: Quake 1, magic word is IDPO");
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174 iGSFileVersion = 0;
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175 InternReadFile_Quake1();
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176 }
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177 // GameStudio A<old> MDL2 format - used by some test models that come with 3DGS
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178 else if (AI_MDL_MAGIC_NUMBER_BE_GS3 == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_GS3 == iMagicWord) {
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179 DefaultLogger::get()->debug("MDL subtype: 3D GameStudio A2, magic word is MDL2");
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180 iGSFileVersion = 2;
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181 InternReadFile_Quake1();
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182 }
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183 // GameStudio A4 MDL3 format
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184 else if (AI_MDL_MAGIC_NUMBER_BE_GS4 == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_GS4 == iMagicWord) {
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185 DefaultLogger::get()->debug("MDL subtype: 3D GameStudio A4, magic word is MDL3");
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186 iGSFileVersion = 3;
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187 InternReadFile_3DGS_MDL345();
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188 }
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189 // GameStudio A5+ MDL4 format
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190 else if (AI_MDL_MAGIC_NUMBER_BE_GS5a == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_GS5a == iMagicWord) {
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191 DefaultLogger::get()->debug("MDL subtype: 3D GameStudio A4, magic word is MDL4");
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192 iGSFileVersion = 4;
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193 InternReadFile_3DGS_MDL345();
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194 }
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195 // GameStudio A5+ MDL5 format
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196 else if (AI_MDL_MAGIC_NUMBER_BE_GS5b == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_GS5b == iMagicWord) {
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197 DefaultLogger::get()->debug("MDL subtype: 3D GameStudio A5, magic word is MDL5");
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198 iGSFileVersion = 5;
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199 InternReadFile_3DGS_MDL345();
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200 }
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201 // GameStudio A7 MDL7 format
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202 else if (AI_MDL_MAGIC_NUMBER_BE_GS7 == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_GS7 == iMagicWord) {
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203 DefaultLogger::get()->debug("MDL subtype: 3D GameStudio A7, magic word is MDL7");
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204 iGSFileVersion = 7;
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205 InternReadFile_3DGS_MDL7();
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206 }
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207 // IDST/IDSQ Format (CS:S/HL^2, etc ...)
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208 else if (AI_MDL_MAGIC_NUMBER_BE_HL2a == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_HL2a == iMagicWord ||
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209 AI_MDL_MAGIC_NUMBER_BE_HL2b == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_HL2b == iMagicWord)
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210 {
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211 DefaultLogger::get()->debug("MDL subtype: Source(tm) Engine, magic word is IDST/IDSQ");
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212 iGSFileVersion = 0;
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213 InternReadFile_HL2();
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214 }
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215 else {
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216 // print the magic word to the log file
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217 throw DeadlyImportError( "Unknown MDL subformat " + pFile +
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218 ". Magic word (" + std::string((char*)&iMagicWord,4) + ") is not known");
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219 }
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220
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221 // Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system
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222 pScene->mRootNode->mTransformation = aiMatrix4x4(1.f,0.f,0.f,0.f,
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223 0.f,0.f,1.f,0.f,0.f,-1.f,0.f,0.f,0.f,0.f,0.f,1.f);
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224
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225 // delete the file buffer and cleanup
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226 AI_DEBUG_INVALIDATE_PTR(mBuffer);
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227 AI_DEBUG_INVALIDATE_PTR(pIOHandler);
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228 AI_DEBUG_INVALIDATE_PTR(pScene);
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229 }
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230
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231 // ------------------------------------------------------------------------------------------------
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232 // Check whether we're still inside the valid file range
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233 void MDLImporter::SizeCheck(const void* szPos)
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234 {
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235 if (!szPos || (const unsigned char*)szPos > this->mBuffer + this->iFileSize)
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236 {
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237 throw DeadlyImportError("Invalid MDL file. The file is too small "
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238 "or contains invalid data.");
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239 }
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240 }
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241
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242 // ------------------------------------------------------------------------------------------------
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243 // Just for debgging purposes
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244 void MDLImporter::SizeCheck(const void* szPos, const char* szFile, unsigned int iLine)
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245 {
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246 ai_assert(NULL != szFile);
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247 if (!szPos || (const unsigned char*)szPos > mBuffer + iFileSize)
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248 {
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249 // remove a directory if there is one
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250 const char* szFilePtr = ::strrchr(szFile,'\\');
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251 if (!szFilePtr) {
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252 if(!(szFilePtr = ::strrchr(szFile,'/')))
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253 szFilePtr = szFile;
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254 }
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255 if (szFilePtr)++szFilePtr;
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256
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257 char szBuffer[1024];
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258 ::sprintf(szBuffer,"Invalid MDL file. The file is too small "
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259 "or contains invalid data (File: %s Line: %i)",szFilePtr,iLine);
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260
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261 throw DeadlyImportError(szBuffer);
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262 }
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263 }
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264
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265 // ------------------------------------------------------------------------------------------------
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266 // Validate a quake file header
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267 void MDLImporter::ValidateHeader_Quake1(const MDL::Header* pcHeader)
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268 {
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269 // some values may not be NULL
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270 if (!pcHeader->num_frames)
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271 throw DeadlyImportError( "[Quake 1 MDL] There are no frames in the file");
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272
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273 if (!pcHeader->num_verts)
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274 throw DeadlyImportError( "[Quake 1 MDL] There are no vertices in the file");
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275
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276 if (!pcHeader->num_tris)
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277 throw DeadlyImportError( "[Quake 1 MDL] There are no triangles in the file");
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278
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279 // check whether the maxima are exceeded ...however, this applies for Quake 1 MDLs only
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280 if (!this->iGSFileVersion)
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281 {
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282 if (pcHeader->num_verts > AI_MDL_MAX_VERTS)
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283 DefaultLogger::get()->warn("Quake 1 MDL model has more than AI_MDL_MAX_VERTS vertices");
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284
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285 if (pcHeader->num_tris > AI_MDL_MAX_TRIANGLES)
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286 DefaultLogger::get()->warn("Quake 1 MDL model has more than AI_MDL_MAX_TRIANGLES triangles");
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287
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288 if (pcHeader->num_frames > AI_MDL_MAX_FRAMES)
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289 DefaultLogger::get()->warn("Quake 1 MDL model has more than AI_MDL_MAX_FRAMES frames");
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290
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291 // (this does not apply for 3DGS MDLs)
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292 if (!this->iGSFileVersion && pcHeader->version != AI_MDL_VERSION)
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293 DefaultLogger::get()->warn("Quake 1 MDL model has an unknown version: AI_MDL_VERSION (=6) is "
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294 "the expected file format version");
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295 if(pcHeader->num_skins && (!pcHeader->skinwidth || !pcHeader->skinheight))
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296 DefaultLogger::get()->warn("Skin width or height are 0");
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297 }
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298 }
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299
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300 #ifdef AI_BUILD_BIG_ENDIAN
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301 // ------------------------------------------------------------------------------------------------
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302 void FlipQuakeHeader(BE_NCONST MDL::Header* pcHeader)
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303 {
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304 AI_SWAP4( pcHeader->ident);
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305 AI_SWAP4( pcHeader->version);
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306 AI_SWAP4( pcHeader->boundingradius);
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307 AI_SWAP4( pcHeader->flags);
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308 AI_SWAP4( pcHeader->num_frames);
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309 AI_SWAP4( pcHeader->num_skins);
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310 AI_SWAP4( pcHeader->num_tris);
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311 AI_SWAP4( pcHeader->num_verts);
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312 for (unsigned int i = 0; i < 3;++i)
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313 {
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314 AI_SWAP4( pcHeader->scale[i]);
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315 AI_SWAP4( pcHeader->translate[i]);
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316 }
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317 AI_SWAP4( pcHeader->size);
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318 AI_SWAP4( pcHeader->skinheight);
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319 AI_SWAP4( pcHeader->skinwidth);
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320 AI_SWAP4( pcHeader->synctype);
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321 }
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322 #endif
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323
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324 // ------------------------------------------------------------------------------------------------
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325 // Read a Quake 1 file
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326 void MDLImporter::InternReadFile_Quake1( )
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327 {
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328 ai_assert(NULL != pScene);
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329 BE_NCONST MDL::Header *pcHeader = (BE_NCONST MDL::Header*)this->mBuffer;
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330
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331 #ifdef AI_BUILD_BIG_ENDIAN
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332 FlipQuakeHeader(pcHeader);
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333 #endif
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334
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335 ValidateHeader_Quake1(pcHeader);
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336
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337 // current cursor position in the file
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338 const unsigned char* szCurrent = (const unsigned char*)(pcHeader+1);
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339
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nuclear@0
|
340 // need to read all textures
|
nuclear@0
|
341 for (unsigned int i = 0; i < (unsigned int)pcHeader->num_skins;++i)
|
nuclear@0
|
342 {
|
nuclear@0
|
343 union{BE_NCONST MDL::Skin* pcSkin;BE_NCONST MDL::GroupSkin* pcGroupSkin;};
|
nuclear@0
|
344 pcSkin = (BE_NCONST MDL::Skin*)szCurrent;
|
nuclear@0
|
345
|
nuclear@0
|
346 AI_SWAP4( pcSkin->group );
|
nuclear@0
|
347
|
nuclear@0
|
348 // Quake 1 groupskins
|
nuclear@0
|
349 if (1 == pcSkin->group)
|
nuclear@0
|
350 {
|
nuclear@0
|
351 AI_SWAP4( pcGroupSkin->nb );
|
nuclear@0
|
352
|
nuclear@0
|
353 // need to skip multiple images
|
nuclear@0
|
354 const unsigned int iNumImages = (unsigned int)pcGroupSkin->nb;
|
nuclear@0
|
355 szCurrent += sizeof(uint32_t) * 2;
|
nuclear@0
|
356
|
nuclear@0
|
357 if (0 != iNumImages)
|
nuclear@0
|
358 {
|
nuclear@0
|
359 if (!i) {
|
nuclear@0
|
360 // however, create only one output image (the first)
|
nuclear@0
|
361 this->CreateTextureARGB8_3DGS_MDL3(szCurrent + iNumImages * sizeof(float));
|
nuclear@0
|
362 }
|
nuclear@0
|
363 // go to the end of the skin section / the beginning of the next skin
|
nuclear@0
|
364 szCurrent += pcHeader->skinheight * pcHeader->skinwidth +
|
nuclear@0
|
365 sizeof(float) * iNumImages;
|
nuclear@0
|
366 }
|
nuclear@0
|
367 }
|
nuclear@0
|
368 // 3DGS has a few files that are using other 3DGS like texture formats here
|
nuclear@0
|
369 else
|
nuclear@0
|
370 {
|
nuclear@0
|
371 szCurrent += sizeof(uint32_t);
|
nuclear@0
|
372 unsigned int iSkip = i ? UINT_MAX : 0;
|
nuclear@0
|
373 CreateTexture_3DGS_MDL4(szCurrent,pcSkin->group,&iSkip);
|
nuclear@0
|
374 szCurrent += iSkip;
|
nuclear@0
|
375 }
|
nuclear@0
|
376 }
|
nuclear@0
|
377 // get a pointer to the texture coordinates
|
nuclear@0
|
378 BE_NCONST MDL::TexCoord* pcTexCoords = (BE_NCONST MDL::TexCoord*)szCurrent;
|
nuclear@0
|
379 szCurrent += sizeof(MDL::TexCoord) * pcHeader->num_verts;
|
nuclear@0
|
380
|
nuclear@0
|
381 // get a pointer to the triangles
|
nuclear@0
|
382 BE_NCONST MDL::Triangle* pcTriangles = (BE_NCONST MDL::Triangle*)szCurrent;
|
nuclear@0
|
383 szCurrent += sizeof(MDL::Triangle) * pcHeader->num_tris;
|
nuclear@0
|
384 VALIDATE_FILE_SIZE(szCurrent);
|
nuclear@0
|
385
|
nuclear@0
|
386 // now get a pointer to the first frame in the file
|
nuclear@0
|
387 BE_NCONST MDL::Frame* pcFrames = (BE_NCONST MDL::Frame*)szCurrent;
|
nuclear@0
|
388 BE_NCONST MDL::SimpleFrame* pcFirstFrame;
|
nuclear@0
|
389
|
nuclear@0
|
390 if (0 == pcFrames->type)
|
nuclear@0
|
391 {
|
nuclear@0
|
392 // get address of single frame
|
nuclear@0
|
393 pcFirstFrame = &pcFrames->frame;
|
nuclear@0
|
394 }
|
nuclear@0
|
395 else
|
nuclear@0
|
396 {
|
nuclear@0
|
397 // get the first frame in the group
|
nuclear@0
|
398 BE_NCONST MDL::GroupFrame* pcFrames2 = (BE_NCONST MDL::GroupFrame*)pcFrames;
|
nuclear@0
|
399 pcFirstFrame = (BE_NCONST MDL::SimpleFrame*)(&pcFrames2->time + pcFrames->type);
|
nuclear@0
|
400 }
|
nuclear@0
|
401 BE_NCONST MDL::Vertex* pcVertices = (BE_NCONST MDL::Vertex*) ((pcFirstFrame->name) + sizeof(pcFirstFrame->name));
|
nuclear@0
|
402 VALIDATE_FILE_SIZE((const unsigned char*)(pcVertices + pcHeader->num_verts));
|
nuclear@0
|
403
|
nuclear@0
|
404 #ifdef AI_BUILD_BIG_ENDIAN
|
nuclear@0
|
405 for (int i = 0; i<pcHeader->num_verts;++i)
|
nuclear@0
|
406 {
|
nuclear@0
|
407 AI_SWAP4( pcTexCoords[i].onseam );
|
nuclear@0
|
408 AI_SWAP4( pcTexCoords[i].s );
|
nuclear@0
|
409 AI_SWAP4( pcTexCoords[i].t );
|
nuclear@0
|
410 }
|
nuclear@0
|
411
|
nuclear@0
|
412 for (int i = 0; i<pcHeader->num_tris;++i)
|
nuclear@0
|
413 {
|
nuclear@0
|
414 AI_SWAP4( pcTriangles[i].facesfront);
|
nuclear@0
|
415 AI_SWAP4( pcTriangles[i].vertex[0]);
|
nuclear@0
|
416 AI_SWAP4( pcTriangles[i].vertex[1]);
|
nuclear@0
|
417 AI_SWAP4( pcTriangles[i].vertex[2]);
|
nuclear@0
|
418 }
|
nuclear@0
|
419 #endif
|
nuclear@0
|
420
|
nuclear@0
|
421 // setup materials
|
nuclear@0
|
422 SetupMaterialProperties_3DGS_MDL5_Quake1();
|
nuclear@0
|
423
|
nuclear@0
|
424 // allocate enough storage to hold all vertices and triangles
|
nuclear@0
|
425 aiMesh* pcMesh = new aiMesh();
|
nuclear@0
|
426
|
nuclear@0
|
427 pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
|
nuclear@0
|
428 pcMesh->mNumVertices = pcHeader->num_tris * 3;
|
nuclear@0
|
429 pcMesh->mNumFaces = pcHeader->num_tris;
|
nuclear@0
|
430 pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
|
nuclear@0
|
431 pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
|
nuclear@0
|
432 pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
|
nuclear@0
|
433 pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
|
nuclear@0
|
434 pcMesh->mNumUVComponents[0] = 2;
|
nuclear@0
|
435
|
nuclear@0
|
436 // there won't be more than one mesh inside the file
|
nuclear@0
|
437 pScene->mRootNode = new aiNode();
|
nuclear@0
|
438 pScene->mRootNode->mNumMeshes = 1;
|
nuclear@0
|
439 pScene->mRootNode->mMeshes = new unsigned int[1];
|
nuclear@0
|
440 pScene->mRootNode->mMeshes[0] = 0;
|
nuclear@0
|
441 pScene->mNumMeshes = 1;
|
nuclear@0
|
442 pScene->mMeshes = new aiMesh*[1];
|
nuclear@0
|
443 pScene->mMeshes[0] = pcMesh;
|
nuclear@0
|
444
|
nuclear@0
|
445 // now iterate through all triangles
|
nuclear@0
|
446 unsigned int iCurrent = 0;
|
nuclear@0
|
447 for (unsigned int i = 0; i < (unsigned int) pcHeader->num_tris;++i)
|
nuclear@0
|
448 {
|
nuclear@0
|
449 pcMesh->mFaces[i].mIndices = new unsigned int[3];
|
nuclear@0
|
450 pcMesh->mFaces[i].mNumIndices = 3;
|
nuclear@0
|
451
|
nuclear@0
|
452 unsigned int iTemp = iCurrent;
|
nuclear@0
|
453 for (unsigned int c = 0; c < 3;++c,++iCurrent)
|
nuclear@0
|
454 {
|
nuclear@0
|
455 pcMesh->mFaces[i].mIndices[c] = iCurrent;
|
nuclear@0
|
456
|
nuclear@0
|
457 // read vertices
|
nuclear@0
|
458 unsigned int iIndex = pcTriangles->vertex[c];
|
nuclear@0
|
459 if (iIndex >= (unsigned int)pcHeader->num_verts)
|
nuclear@0
|
460 {
|
nuclear@0
|
461 iIndex = pcHeader->num_verts-1;
|
nuclear@0
|
462 DefaultLogger::get()->warn("Index overflow in Q1-MDL vertex list.");
|
nuclear@0
|
463 }
|
nuclear@0
|
464
|
nuclear@0
|
465 aiVector3D& vec = pcMesh->mVertices[iCurrent];
|
nuclear@0
|
466 vec.x = (float)pcVertices[iIndex].v[0] * pcHeader->scale[0];
|
nuclear@0
|
467 vec.x += pcHeader->translate[0];
|
nuclear@0
|
468
|
nuclear@0
|
469 vec.y = (float)pcVertices[iIndex].v[1] * pcHeader->scale[1];
|
nuclear@0
|
470 vec.y += pcHeader->translate[1];
|
nuclear@0
|
471 //vec.y *= -1.0f;
|
nuclear@0
|
472
|
nuclear@0
|
473 vec.z = (float)pcVertices[iIndex].v[2] * pcHeader->scale[2];
|
nuclear@0
|
474 vec.z += pcHeader->translate[2];
|
nuclear@0
|
475
|
nuclear@0
|
476 // read the normal vector from the precalculated normal table
|
nuclear@0
|
477 MD2::LookupNormalIndex(pcVertices[iIndex].normalIndex,pcMesh->mNormals[iCurrent]);
|
nuclear@0
|
478 //pcMesh->mNormals[iCurrent].y *= -1.0f;
|
nuclear@0
|
479
|
nuclear@0
|
480 // read texture coordinates
|
nuclear@0
|
481 float s = (float)pcTexCoords[iIndex].s;
|
nuclear@0
|
482 float t = (float)pcTexCoords[iIndex].t;
|
nuclear@0
|
483
|
nuclear@0
|
484 // translate texture coordinates
|
nuclear@0
|
485 if (0 == pcTriangles->facesfront && 0 != pcTexCoords[iIndex].onseam) {
|
nuclear@0
|
486 s += pcHeader->skinwidth * 0.5f;
|
nuclear@0
|
487 }
|
nuclear@0
|
488
|
nuclear@0
|
489 // Scale s and t to range from 0.0 to 1.0
|
nuclear@0
|
490 pcMesh->mTextureCoords[0][iCurrent].x = (s + 0.5f) / pcHeader->skinwidth;
|
nuclear@0
|
491 pcMesh->mTextureCoords[0][iCurrent].y = 1.0f-(t + 0.5f) / pcHeader->skinheight;
|
nuclear@0
|
492
|
nuclear@0
|
493 }
|
nuclear@0
|
494 pcMesh->mFaces[i].mIndices[0] = iTemp+2;
|
nuclear@0
|
495 pcMesh->mFaces[i].mIndices[1] = iTemp+1;
|
nuclear@0
|
496 pcMesh->mFaces[i].mIndices[2] = iTemp+0;
|
nuclear@0
|
497 pcTriangles++;
|
nuclear@0
|
498 }
|
nuclear@0
|
499 return;
|
nuclear@0
|
500 }
|
nuclear@0
|
501
|
nuclear@0
|
502 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
503 // Setup material properties for Quake and older GameStudio files
|
nuclear@0
|
504 void MDLImporter::SetupMaterialProperties_3DGS_MDL5_Quake1( )
|
nuclear@0
|
505 {
|
nuclear@0
|
506 const MDL::Header* const pcHeader = (const MDL::Header*)this->mBuffer;
|
nuclear@0
|
507
|
nuclear@0
|
508 // allocate ONE material
|
nuclear@0
|
509 pScene->mMaterials = new aiMaterial*[1];
|
nuclear@0
|
510 pScene->mMaterials[0] = new aiMaterial();
|
nuclear@0
|
511 pScene->mNumMaterials = 1;
|
nuclear@0
|
512
|
nuclear@0
|
513 // setup the material's properties
|
nuclear@0
|
514 const int iMode = (int)aiShadingMode_Gouraud;
|
nuclear@0
|
515 aiMaterial* const pcHelper = (aiMaterial*)pScene->mMaterials[0];
|
nuclear@0
|
516 pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
|
nuclear@0
|
517
|
nuclear@0
|
518 aiColor4D clr;
|
nuclear@0
|
519 if (0 != pcHeader->num_skins && pScene->mNumTextures) {
|
nuclear@0
|
520 // can we replace the texture with a single color?
|
nuclear@0
|
521 clr = this->ReplaceTextureWithColor(pScene->mTextures[0]);
|
nuclear@0
|
522 if (is_not_qnan(clr.r)) {
|
nuclear@0
|
523 delete pScene->mTextures[0];
|
nuclear@0
|
524 delete[] pScene->mTextures;
|
nuclear@0
|
525
|
nuclear@0
|
526 pScene->mTextures = NULL;
|
nuclear@0
|
527 pScene->mNumTextures = 0;
|
nuclear@0
|
528 }
|
nuclear@0
|
529 else {
|
nuclear@0
|
530 clr.b = clr.a = clr.g = clr.r = 1.0f;
|
nuclear@0
|
531 aiString szString;
|
nuclear@0
|
532 ::memcpy(szString.data,AI_MAKE_EMBEDDED_TEXNAME(0),3);
|
nuclear@0
|
533 szString.length = 2;
|
nuclear@0
|
534 pcHelper->AddProperty(&szString,AI_MATKEY_TEXTURE_DIFFUSE(0));
|
nuclear@0
|
535 }
|
nuclear@0
|
536 }
|
nuclear@0
|
537
|
nuclear@0
|
538 pcHelper->AddProperty<aiColor4D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
|
nuclear@0
|
539 pcHelper->AddProperty<aiColor4D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
|
nuclear@0
|
540
|
nuclear@0
|
541 clr.r *= 0.05f;clr.g *= 0.05f;
|
nuclear@0
|
542 clr.b *= 0.05f;clr.a = 1.0f;
|
nuclear@0
|
543 pcHelper->AddProperty<aiColor4D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
|
nuclear@0
|
544 }
|
nuclear@0
|
545
|
nuclear@0
|
546 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
547 // Read a MDL 3,4,5 file
|
nuclear@0
|
548 void MDLImporter::InternReadFile_3DGS_MDL345( )
|
nuclear@0
|
549 {
|
nuclear@0
|
550 ai_assert(NULL != pScene);
|
nuclear@0
|
551
|
nuclear@0
|
552 // the header of MDL 3/4/5 is nearly identical to the original Quake1 header
|
nuclear@0
|
553 BE_NCONST MDL::Header *pcHeader = (BE_NCONST MDL::Header*)this->mBuffer;
|
nuclear@0
|
554 #ifdef AI_BUILD_BIG_ENDIAN
|
nuclear@0
|
555 FlipQuakeHeader(pcHeader);
|
nuclear@0
|
556 #endif
|
nuclear@0
|
557 ValidateHeader_Quake1(pcHeader);
|
nuclear@0
|
558
|
nuclear@0
|
559 // current cursor position in the file
|
nuclear@0
|
560 const unsigned char* szCurrent = (const unsigned char*)(pcHeader+1);
|
nuclear@0
|
561
|
nuclear@0
|
562 // need to read all textures
|
nuclear@0
|
563 for (unsigned int i = 0; i < (unsigned int)pcHeader->num_skins;++i) {
|
nuclear@0
|
564 BE_NCONST MDL::Skin* pcSkin;
|
nuclear@0
|
565 pcSkin = (BE_NCONST MDL::Skin*)szCurrent;
|
nuclear@0
|
566 AI_SWAP4( pcSkin->group);
|
nuclear@0
|
567 // create one output image
|
nuclear@0
|
568 unsigned int iSkip = i ? UINT_MAX : 0;
|
nuclear@0
|
569 if (5 <= iGSFileVersion)
|
nuclear@0
|
570 {
|
nuclear@0
|
571 // MDL5 format could contain MIPmaps
|
nuclear@0
|
572 CreateTexture_3DGS_MDL5((unsigned char*)pcSkin + sizeof(uint32_t),
|
nuclear@0
|
573 pcSkin->group,&iSkip);
|
nuclear@0
|
574 }
|
nuclear@0
|
575 else {
|
nuclear@0
|
576 CreateTexture_3DGS_MDL4((unsigned char*)pcSkin + sizeof(uint32_t),
|
nuclear@0
|
577 pcSkin->group,&iSkip);
|
nuclear@0
|
578 }
|
nuclear@0
|
579 // need to skip one image
|
nuclear@0
|
580 szCurrent += iSkip + sizeof(uint32_t);
|
nuclear@0
|
581
|
nuclear@0
|
582 }
|
nuclear@0
|
583 // get a pointer to the texture coordinates
|
nuclear@0
|
584 BE_NCONST MDL::TexCoord_MDL3* pcTexCoords = (BE_NCONST MDL::TexCoord_MDL3*)szCurrent;
|
nuclear@0
|
585 szCurrent += sizeof(MDL::TexCoord_MDL3) * pcHeader->synctype;
|
nuclear@0
|
586
|
nuclear@0
|
587 // NOTE: for MDLn formats "synctype" corresponds to the number of UV coords
|
nuclear@0
|
588
|
nuclear@0
|
589 // get a pointer to the triangles
|
nuclear@0
|
590 BE_NCONST MDL::Triangle_MDL3* pcTriangles = (BE_NCONST MDL::Triangle_MDL3*)szCurrent;
|
nuclear@0
|
591 szCurrent += sizeof(MDL::Triangle_MDL3) * pcHeader->num_tris;
|
nuclear@0
|
592
|
nuclear@0
|
593 #ifdef AI_BUILD_BIG_ENDIAN
|
nuclear@0
|
594
|
nuclear@0
|
595 for (int i = 0; i<pcHeader->synctype;++i) {
|
nuclear@0
|
596 AI_SWAP2( pcTexCoords[i].u );
|
nuclear@0
|
597 AI_SWAP2( pcTexCoords[i].v );
|
nuclear@0
|
598 }
|
nuclear@0
|
599
|
nuclear@0
|
600 for (int i = 0; i<pcHeader->num_tris;++i) {
|
nuclear@0
|
601 AI_SWAP2( pcTriangles[i].index_xyz[0]);
|
nuclear@0
|
602 AI_SWAP2( pcTriangles[i].index_xyz[1]);
|
nuclear@0
|
603 AI_SWAP2( pcTriangles[i].index_xyz[2]);
|
nuclear@0
|
604 AI_SWAP2( pcTriangles[i].index_uv[0]);
|
nuclear@0
|
605 AI_SWAP2( pcTriangles[i].index_uv[1]);
|
nuclear@0
|
606 AI_SWAP2( pcTriangles[i].index_uv[2]);
|
nuclear@0
|
607 }
|
nuclear@0
|
608
|
nuclear@0
|
609 #endif
|
nuclear@0
|
610
|
nuclear@0
|
611 VALIDATE_FILE_SIZE(szCurrent);
|
nuclear@0
|
612
|
nuclear@0
|
613 // setup materials
|
nuclear@0
|
614 SetupMaterialProperties_3DGS_MDL5_Quake1();
|
nuclear@0
|
615
|
nuclear@0
|
616 // allocate enough storage to hold all vertices and triangles
|
nuclear@0
|
617 aiMesh* pcMesh = new aiMesh();
|
nuclear@0
|
618 pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
|
nuclear@0
|
619
|
nuclear@0
|
620 pcMesh->mNumVertices = pcHeader->num_tris * 3;
|
nuclear@0
|
621 pcMesh->mNumFaces = pcHeader->num_tris;
|
nuclear@0
|
622 pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
|
nuclear@0
|
623
|
nuclear@0
|
624 // there won't be more than one mesh inside the file
|
nuclear@0
|
625 pScene->mRootNode = new aiNode();
|
nuclear@0
|
626 pScene->mRootNode->mNumMeshes = 1;
|
nuclear@0
|
627 pScene->mRootNode->mMeshes = new unsigned int[1];
|
nuclear@0
|
628 pScene->mRootNode->mMeshes[0] = 0;
|
nuclear@0
|
629 pScene->mNumMeshes = 1;
|
nuclear@0
|
630 pScene->mMeshes = new aiMesh*[1];
|
nuclear@0
|
631 pScene->mMeshes[0] = pcMesh;
|
nuclear@0
|
632
|
nuclear@0
|
633 // allocate output storage
|
nuclear@0
|
634 pcMesh->mNumVertices = (unsigned int)pcHeader->num_tris*3;
|
nuclear@0
|
635 pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
|
nuclear@0
|
636 pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
|
nuclear@0
|
637
|
nuclear@0
|
638 if (pcHeader->synctype) {
|
nuclear@0
|
639 pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
|
nuclear@0
|
640 pcMesh->mNumUVComponents[0] = 2;
|
nuclear@0
|
641 }
|
nuclear@0
|
642
|
nuclear@0
|
643 // now get a pointer to the first frame in the file
|
nuclear@0
|
644 BE_NCONST MDL::Frame* pcFrames = (BE_NCONST MDL::Frame*)szCurrent;
|
nuclear@0
|
645 AI_SWAP4(pcFrames->type);
|
nuclear@0
|
646
|
nuclear@0
|
647 // byte packed vertices
|
nuclear@0
|
648 // FIXME: these two snippets below are almost identical ... join them?
|
nuclear@0
|
649 /////////////////////////////////////////////////////////////////////////////////////
|
nuclear@0
|
650 if (0 == pcFrames->type || 3 >= this->iGSFileVersion) {
|
nuclear@0
|
651
|
nuclear@0
|
652 const MDL::SimpleFrame* pcFirstFrame = (const MDL::SimpleFrame*)(szCurrent + sizeof(uint32_t));
|
nuclear@0
|
653 const MDL::Vertex* pcVertices = (const MDL::Vertex*) ((pcFirstFrame->name) + sizeof(pcFirstFrame->name));
|
nuclear@0
|
654
|
nuclear@0
|
655 VALIDATE_FILE_SIZE(pcVertices + pcHeader->num_verts);
|
nuclear@0
|
656
|
nuclear@0
|
657 // now iterate through all triangles
|
nuclear@0
|
658 unsigned int iCurrent = 0;
|
nuclear@0
|
659 for (unsigned int i = 0; i < (unsigned int) pcHeader->num_tris;++i) {
|
nuclear@0
|
660 pcMesh->mFaces[i].mIndices = new unsigned int[3];
|
nuclear@0
|
661 pcMesh->mFaces[i].mNumIndices = 3;
|
nuclear@0
|
662
|
nuclear@0
|
663 unsigned int iTemp = iCurrent;
|
nuclear@0
|
664 for (unsigned int c = 0; c < 3;++c,++iCurrent) {
|
nuclear@0
|
665 // read vertices
|
nuclear@0
|
666 unsigned int iIndex = pcTriangles->index_xyz[c];
|
nuclear@0
|
667 if (iIndex >= (unsigned int)pcHeader->num_verts) {
|
nuclear@0
|
668 iIndex = pcHeader->num_verts-1;
|
nuclear@0
|
669 DefaultLogger::get()->warn("Index overflow in MDLn vertex list");
|
nuclear@0
|
670 }
|
nuclear@0
|
671
|
nuclear@0
|
672 aiVector3D& vec = pcMesh->mVertices[iCurrent];
|
nuclear@0
|
673 vec.x = (float)pcVertices[iIndex].v[0] * pcHeader->scale[0];
|
nuclear@0
|
674 vec.x += pcHeader->translate[0];
|
nuclear@0
|
675
|
nuclear@0
|
676 vec.y = (float)pcVertices[iIndex].v[1] * pcHeader->scale[1];
|
nuclear@0
|
677 vec.y += pcHeader->translate[1];
|
nuclear@0
|
678 // vec.y *= -1.0f;
|
nuclear@0
|
679
|
nuclear@0
|
680 vec.z = (float)pcVertices[iIndex].v[2] * pcHeader->scale[2];
|
nuclear@0
|
681 vec.z += pcHeader->translate[2];
|
nuclear@0
|
682
|
nuclear@0
|
683 // read the normal vector from the precalculated normal table
|
nuclear@0
|
684 MD2::LookupNormalIndex(pcVertices[iIndex].normalIndex,pcMesh->mNormals[iCurrent]);
|
nuclear@0
|
685 // pcMesh->mNormals[iCurrent].y *= -1.0f;
|
nuclear@0
|
686
|
nuclear@0
|
687 // read texture coordinates
|
nuclear@0
|
688 if (pcHeader->synctype) {
|
nuclear@0
|
689 ImportUVCoordinate_3DGS_MDL345(pcMesh->mTextureCoords[0][iCurrent],
|
nuclear@0
|
690 pcTexCoords,pcTriangles->index_uv[c]);
|
nuclear@0
|
691 }
|
nuclear@0
|
692 }
|
nuclear@0
|
693 pcMesh->mFaces[i].mIndices[0] = iTemp+2;
|
nuclear@0
|
694 pcMesh->mFaces[i].mIndices[1] = iTemp+1;
|
nuclear@0
|
695 pcMesh->mFaces[i].mIndices[2] = iTemp+0;
|
nuclear@0
|
696 pcTriangles++;
|
nuclear@0
|
697 }
|
nuclear@0
|
698
|
nuclear@0
|
699 }
|
nuclear@0
|
700 // short packed vertices
|
nuclear@0
|
701 /////////////////////////////////////////////////////////////////////////////////////
|
nuclear@0
|
702 else {
|
nuclear@0
|
703 // now get a pointer to the first frame in the file
|
nuclear@0
|
704 const MDL::SimpleFrame_MDLn_SP* pcFirstFrame = (const MDL::SimpleFrame_MDLn_SP*) (szCurrent + sizeof(uint32_t));
|
nuclear@0
|
705
|
nuclear@0
|
706 // get a pointer to the vertices
|
nuclear@0
|
707 const MDL::Vertex_MDL4* pcVertices = (const MDL::Vertex_MDL4*) ((pcFirstFrame->name) +
|
nuclear@0
|
708 sizeof(pcFirstFrame->name));
|
nuclear@0
|
709
|
nuclear@0
|
710 VALIDATE_FILE_SIZE(pcVertices + pcHeader->num_verts);
|
nuclear@0
|
711
|
nuclear@0
|
712 // now iterate through all triangles
|
nuclear@0
|
713 unsigned int iCurrent = 0;
|
nuclear@0
|
714 for (unsigned int i = 0; i < (unsigned int) pcHeader->num_tris;++i) {
|
nuclear@0
|
715 pcMesh->mFaces[i].mIndices = new unsigned int[3];
|
nuclear@0
|
716 pcMesh->mFaces[i].mNumIndices = 3;
|
nuclear@0
|
717
|
nuclear@0
|
718 unsigned int iTemp = iCurrent;
|
nuclear@0
|
719 for (unsigned int c = 0; c < 3;++c,++iCurrent) {
|
nuclear@0
|
720 // read vertices
|
nuclear@0
|
721 unsigned int iIndex = pcTriangles->index_xyz[c];
|
nuclear@0
|
722 if (iIndex >= (unsigned int)pcHeader->num_verts) {
|
nuclear@0
|
723 iIndex = pcHeader->num_verts-1;
|
nuclear@0
|
724 DefaultLogger::get()->warn("Index overflow in MDLn vertex list");
|
nuclear@0
|
725 }
|
nuclear@0
|
726
|
nuclear@0
|
727 aiVector3D& vec = pcMesh->mVertices[iCurrent];
|
nuclear@0
|
728 vec.x = (float)pcVertices[iIndex].v[0] * pcHeader->scale[0];
|
nuclear@0
|
729 vec.x += pcHeader->translate[0];
|
nuclear@0
|
730
|
nuclear@0
|
731 vec.y = (float)pcVertices[iIndex].v[1] * pcHeader->scale[1];
|
nuclear@0
|
732 vec.y += pcHeader->translate[1];
|
nuclear@0
|
733 // vec.y *= -1.0f;
|
nuclear@0
|
734
|
nuclear@0
|
735 vec.z = (float)pcVertices[iIndex].v[2] * pcHeader->scale[2];
|
nuclear@0
|
736 vec.z += pcHeader->translate[2];
|
nuclear@0
|
737
|
nuclear@0
|
738 // read the normal vector from the precalculated normal table
|
nuclear@0
|
739 MD2::LookupNormalIndex(pcVertices[iIndex].normalIndex,pcMesh->mNormals[iCurrent]);
|
nuclear@0
|
740 // pcMesh->mNormals[iCurrent].y *= -1.0f;
|
nuclear@0
|
741
|
nuclear@0
|
742 // read texture coordinates
|
nuclear@0
|
743 if (pcHeader->synctype) {
|
nuclear@0
|
744 ImportUVCoordinate_3DGS_MDL345(pcMesh->mTextureCoords[0][iCurrent],
|
nuclear@0
|
745 pcTexCoords,pcTriangles->index_uv[c]);
|
nuclear@0
|
746 }
|
nuclear@0
|
747 }
|
nuclear@0
|
748 pcMesh->mFaces[i].mIndices[0] = iTemp+2;
|
nuclear@0
|
749 pcMesh->mFaces[i].mIndices[1] = iTemp+1;
|
nuclear@0
|
750 pcMesh->mFaces[i].mIndices[2] = iTemp+0;
|
nuclear@0
|
751 pcTriangles++;
|
nuclear@0
|
752 }
|
nuclear@0
|
753 }
|
nuclear@0
|
754
|
nuclear@0
|
755 // For MDL5 we will need to build valid texture coordinates
|
nuclear@0
|
756 // basing upon the file loaded (only support one file as skin)
|
nuclear@0
|
757 if (0x5 == iGSFileVersion)
|
nuclear@0
|
758 CalculateUVCoordinates_MDL5();
|
nuclear@0
|
759 return;
|
nuclear@0
|
760 }
|
nuclear@0
|
761
|
nuclear@0
|
762 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
763 // Get a single UV coordinate for Quake and older GameStudio files
|
nuclear@0
|
764 void MDLImporter::ImportUVCoordinate_3DGS_MDL345(
|
nuclear@0
|
765 aiVector3D& vOut,
|
nuclear@0
|
766 const MDL::TexCoord_MDL3* pcSrc,
|
nuclear@0
|
767 unsigned int iIndex)
|
nuclear@0
|
768 {
|
nuclear@0
|
769 ai_assert(NULL != pcSrc);
|
nuclear@0
|
770 const MDL::Header* const pcHeader = (const MDL::Header*)this->mBuffer;
|
nuclear@0
|
771
|
nuclear@0
|
772 // validate UV indices
|
nuclear@0
|
773 if (iIndex >= (unsigned int) pcHeader->synctype) {
|
nuclear@0
|
774 iIndex = pcHeader->synctype-1;
|
nuclear@0
|
775 DefaultLogger::get()->warn("Index overflow in MDLn UV coord list");
|
nuclear@0
|
776 }
|
nuclear@0
|
777
|
nuclear@0
|
778 float s = (float)pcSrc[iIndex].u;
|
nuclear@0
|
779 float t = (float)pcSrc[iIndex].v;
|
nuclear@0
|
780
|
nuclear@0
|
781 // Scale s and t to range from 0.0 to 1.0
|
nuclear@0
|
782 if (0x5 != iGSFileVersion) {
|
nuclear@0
|
783 s = (s + 0.5f) / pcHeader->skinwidth;
|
nuclear@0
|
784 t = 1.0f-(t + 0.5f) / pcHeader->skinheight;
|
nuclear@0
|
785 }
|
nuclear@0
|
786
|
nuclear@0
|
787 vOut.x = s;
|
nuclear@0
|
788 vOut.y = t;
|
nuclear@0
|
789 vOut.z = 0.0f;
|
nuclear@0
|
790 }
|
nuclear@0
|
791
|
nuclear@0
|
792 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
793 // Compute UV coordinates for a MDL5 file
|
nuclear@0
|
794 void MDLImporter::CalculateUVCoordinates_MDL5()
|
nuclear@0
|
795 {
|
nuclear@0
|
796 const MDL::Header* const pcHeader = (const MDL::Header*)this->mBuffer;
|
nuclear@0
|
797 if (pcHeader->num_skins && this->pScene->mNumTextures) {
|
nuclear@0
|
798 const aiTexture* pcTex = this->pScene->mTextures[0];
|
nuclear@0
|
799
|
nuclear@0
|
800 // if the file is loaded in DDS format: get the size of the
|
nuclear@0
|
801 // texture from the header of the DDS file
|
nuclear@0
|
802 // skip three DWORDs and read first height, then the width
|
nuclear@0
|
803 unsigned int iWidth, iHeight;
|
nuclear@0
|
804 if (!pcTex->mHeight) {
|
nuclear@0
|
805 const uint32_t* piPtr = (uint32_t*)pcTex->pcData;
|
nuclear@0
|
806
|
nuclear@0
|
807 piPtr += 3;
|
nuclear@0
|
808 iHeight = (unsigned int)*piPtr++;
|
nuclear@0
|
809 iWidth = (unsigned int)*piPtr;
|
nuclear@0
|
810 if (!iHeight || !iWidth)
|
nuclear@0
|
811 {
|
nuclear@0
|
812 DefaultLogger::get()->warn("Either the width or the height of the "
|
nuclear@0
|
813 "embedded DDS texture is zero. Unable to compute final texture "
|
nuclear@0
|
814 "coordinates. The texture coordinates remain in their original "
|
nuclear@0
|
815 "0-x/0-y (x,y = texture size) range.");
|
nuclear@0
|
816 iWidth = 1;
|
nuclear@0
|
817 iHeight = 1;
|
nuclear@0
|
818 }
|
nuclear@0
|
819 }
|
nuclear@0
|
820 else {
|
nuclear@0
|
821 iWidth = pcTex->mWidth;
|
nuclear@0
|
822 iHeight = pcTex->mHeight;
|
nuclear@0
|
823 }
|
nuclear@0
|
824
|
nuclear@0
|
825 if (1 != iWidth || 1 != iHeight) {
|
nuclear@0
|
826 const float fWidth = (float)iWidth;
|
nuclear@0
|
827 const float fHeight = (float)iHeight;
|
nuclear@0
|
828 aiMesh* pcMesh = this->pScene->mMeshes[0];
|
nuclear@0
|
829 for (unsigned int i = 0; i < pcMesh->mNumVertices;++i)
|
nuclear@0
|
830 {
|
nuclear@0
|
831 pcMesh->mTextureCoords[0][i].x /= fWidth;
|
nuclear@0
|
832 pcMesh->mTextureCoords[0][i].y /= fHeight;
|
nuclear@0
|
833 pcMesh->mTextureCoords[0][i].y = 1.0f - pcMesh->mTextureCoords[0][i].y; // DX to OGL
|
nuclear@0
|
834 }
|
nuclear@0
|
835 }
|
nuclear@0
|
836 }
|
nuclear@0
|
837 }
|
nuclear@0
|
838
|
nuclear@0
|
839 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
840 // Validate the header of a MDL7 file
|
nuclear@0
|
841 void MDLImporter::ValidateHeader_3DGS_MDL7(const MDL::Header_MDL7* pcHeader)
|
nuclear@0
|
842 {
|
nuclear@0
|
843 ai_assert(NULL != pcHeader);
|
nuclear@0
|
844
|
nuclear@0
|
845 // There are some fixed sizes ...
|
nuclear@0
|
846 if (sizeof(MDL::ColorValue_MDL7) != pcHeader->colorvalue_stc_size) {
|
nuclear@0
|
847 throw DeadlyImportError(
|
nuclear@0
|
848 "[3DGS MDL7] sizeof(MDL::ColorValue_MDL7) != pcHeader->colorvalue_stc_size");
|
nuclear@0
|
849 }
|
nuclear@0
|
850 if (sizeof(MDL::TexCoord_MDL7) != pcHeader->skinpoint_stc_size) {
|
nuclear@0
|
851 throw DeadlyImportError(
|
nuclear@0
|
852 "[3DGS MDL7] sizeof(MDL::TexCoord_MDL7) != pcHeader->skinpoint_stc_size");
|
nuclear@0
|
853 }
|
nuclear@0
|
854 if (sizeof(MDL::Skin_MDL7) != pcHeader->skin_stc_size) {
|
nuclear@0
|
855 throw DeadlyImportError(
|
nuclear@0
|
856 "sizeof(MDL::Skin_MDL7) != pcHeader->skin_stc_size");
|
nuclear@0
|
857 }
|
nuclear@0
|
858
|
nuclear@0
|
859 // if there are no groups ... how should we load such a file?
|
nuclear@0
|
860 if(!pcHeader->groups_num) {
|
nuclear@0
|
861 throw DeadlyImportError( "[3DGS MDL7] No frames found");
|
nuclear@0
|
862 }
|
nuclear@0
|
863 }
|
nuclear@0
|
864
|
nuclear@0
|
865 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
866 // resolve bone animation matrices
|
nuclear@0
|
867 void MDLImporter::CalcAbsBoneMatrices_3DGS_MDL7(MDL::IntBone_MDL7** apcOutBones)
|
nuclear@0
|
868 {
|
nuclear@0
|
869 const MDL::Header_MDL7 *pcHeader = (const MDL::Header_MDL7*)this->mBuffer;
|
nuclear@0
|
870 const MDL::Bone_MDL7* pcBones = (const MDL::Bone_MDL7*)(pcHeader+1);
|
nuclear@0
|
871 ai_assert(NULL != apcOutBones);
|
nuclear@0
|
872
|
nuclear@0
|
873 // first find the bone that has NO parent, calculate the
|
nuclear@0
|
874 // animation matrix for it, then go on and search for the next parent
|
nuclear@0
|
875 // index (0) and so on until we can't find a new node.
|
nuclear@0
|
876 uint16_t iParent = 0xffff;
|
nuclear@0
|
877 uint32_t iIterations = 0;
|
nuclear@0
|
878 while (iIterations++ < pcHeader->bones_num) {
|
nuclear@0
|
879 for (uint32_t iBone = 0; iBone < pcHeader->bones_num;++iBone) {
|
nuclear@0
|
880 BE_NCONST MDL::Bone_MDL7* pcBone = _AI_MDL7_ACCESS_PTR(pcBones,iBone,
|
nuclear@0
|
881 pcHeader->bone_stc_size,MDL::Bone_MDL7);
|
nuclear@0
|
882
|
nuclear@0
|
883 AI_SWAP2(pcBone->parent_index);
|
nuclear@0
|
884 AI_SWAP4(pcBone->x);
|
nuclear@0
|
885 AI_SWAP4(pcBone->y);
|
nuclear@0
|
886 AI_SWAP4(pcBone->z);
|
nuclear@0
|
887
|
nuclear@0
|
888 if (iParent == pcBone->parent_index) {
|
nuclear@0
|
889 // MDL7 readme
|
nuclear@0
|
890 ////////////////////////////////////////////////////////////////
|
nuclear@0
|
891 /*
|
nuclear@0
|
892 The animation matrix is then calculated the following way:
|
nuclear@0
|
893
|
nuclear@0
|
894 vector3 bPos = <absolute bone position>
|
nuclear@0
|
895 matrix44 laM; // local animation matrix
|
nuclear@0
|
896 sphrvector key_rotate = <bone rotation>
|
nuclear@0
|
897
|
nuclear@0
|
898 matrix44 m1,m2;
|
nuclear@0
|
899 create_trans_matrix(m1, -bPos.x, -bPos.y, -bPos.z);
|
nuclear@0
|
900 create_trans_matrix(m2, -bPos.x, -bPos.y, -bPos.z);
|
nuclear@0
|
901
|
nuclear@0
|
902 create_rotation_matrix(laM,key_rotate);
|
nuclear@0
|
903
|
nuclear@0
|
904 laM = sm1 * laM;
|
nuclear@0
|
905 laM = laM * sm2;
|
nuclear@0
|
906 */
|
nuclear@0
|
907 /////////////////////////////////////////////////////////////////
|
nuclear@0
|
908
|
nuclear@0
|
909 MDL::IntBone_MDL7* const pcOutBone = apcOutBones[iBone];
|
nuclear@0
|
910
|
nuclear@0
|
911 // store the parent index of the bone
|
nuclear@0
|
912 pcOutBone->iParent = pcBone->parent_index;
|
nuclear@0
|
913 if (0xffff != iParent) {
|
nuclear@0
|
914 const MDL::IntBone_MDL7* pcParentBone = apcOutBones[iParent];
|
nuclear@0
|
915 pcOutBone->mOffsetMatrix.a4 = -pcParentBone->vPosition.x;
|
nuclear@0
|
916 pcOutBone->mOffsetMatrix.b4 = -pcParentBone->vPosition.y;
|
nuclear@0
|
917 pcOutBone->mOffsetMatrix.c4 = -pcParentBone->vPosition.z;
|
nuclear@0
|
918 }
|
nuclear@0
|
919 pcOutBone->vPosition.x = pcBone->x;
|
nuclear@0
|
920 pcOutBone->vPosition.y = pcBone->y;
|
nuclear@0
|
921 pcOutBone->vPosition.z = pcBone->z;
|
nuclear@0
|
922 pcOutBone->mOffsetMatrix.a4 -= pcBone->x;
|
nuclear@0
|
923 pcOutBone->mOffsetMatrix.b4 -= pcBone->y;
|
nuclear@0
|
924 pcOutBone->mOffsetMatrix.c4 -= pcBone->z;
|
nuclear@0
|
925
|
nuclear@0
|
926 if (AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_NOT_THERE == pcHeader->bone_stc_size) {
|
nuclear@0
|
927 // no real name for our poor bone is specified :-(
|
nuclear@0
|
928 pcOutBone->mName.length = ::sprintf(pcOutBone->mName.data,
|
nuclear@0
|
929 "UnnamedBone_%i",iBone);
|
nuclear@0
|
930 }
|
nuclear@0
|
931 else {
|
nuclear@0
|
932 // Make sure we won't run over the buffer's end if there is no
|
nuclear@0
|
933 // terminal 0 character (however the documentation says there
|
nuclear@0
|
934 // should be one)
|
nuclear@0
|
935 uint32_t iMaxLen = pcHeader->bone_stc_size-16;
|
nuclear@0
|
936 for (uint32_t qq = 0; qq < iMaxLen;++qq) {
|
nuclear@0
|
937 if (!pcBone->name[qq]) {
|
nuclear@0
|
938 iMaxLen = qq;
|
nuclear@0
|
939 break;
|
nuclear@0
|
940 }
|
nuclear@0
|
941 }
|
nuclear@0
|
942
|
nuclear@0
|
943 // store the name of the bone
|
nuclear@0
|
944 pcOutBone->mName.length = (size_t)iMaxLen;
|
nuclear@0
|
945 ::memcpy(pcOutBone->mName.data,pcBone->name,pcOutBone->mName.length);
|
nuclear@0
|
946 pcOutBone->mName.data[pcOutBone->mName.length] = '\0';
|
nuclear@0
|
947 }
|
nuclear@0
|
948 }
|
nuclear@0
|
949 }
|
nuclear@0
|
950 ++iParent;
|
nuclear@0
|
951 }
|
nuclear@0
|
952 }
|
nuclear@0
|
953
|
nuclear@0
|
954 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
955 // read bones from a MDL7 file
|
nuclear@0
|
956 MDL::IntBone_MDL7** MDLImporter::LoadBones_3DGS_MDL7()
|
nuclear@0
|
957 {
|
nuclear@0
|
958 const MDL::Header_MDL7 *pcHeader = (const MDL::Header_MDL7*)this->mBuffer;
|
nuclear@0
|
959 if (pcHeader->bones_num) {
|
nuclear@0
|
960 // validate the size of the bone data structure in the file
|
nuclear@0
|
961 if (AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_20_CHARS != pcHeader->bone_stc_size &&
|
nuclear@0
|
962 AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_32_CHARS != pcHeader->bone_stc_size &&
|
nuclear@0
|
963 AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_NOT_THERE != pcHeader->bone_stc_size)
|
nuclear@0
|
964 {
|
nuclear@0
|
965 DefaultLogger::get()->warn("Unknown size of bone data structure");
|
nuclear@0
|
966 return NULL;
|
nuclear@0
|
967 }
|
nuclear@0
|
968
|
nuclear@0
|
969 MDL::IntBone_MDL7** apcBonesOut = new MDL::IntBone_MDL7*[pcHeader->bones_num];
|
nuclear@0
|
970 for (uint32_t crank = 0; crank < pcHeader->bones_num;++crank)
|
nuclear@0
|
971 apcBonesOut[crank] = new MDL::IntBone_MDL7();
|
nuclear@0
|
972
|
nuclear@0
|
973 // and calculate absolute bone offset matrices ...
|
nuclear@0
|
974 CalcAbsBoneMatrices_3DGS_MDL7(apcBonesOut);
|
nuclear@0
|
975 return apcBonesOut;
|
nuclear@0
|
976 }
|
nuclear@0
|
977 return NULL;
|
nuclear@0
|
978 }
|
nuclear@0
|
979
|
nuclear@0
|
980 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
981 // read faces from a MDL7 file
|
nuclear@0
|
982 void MDLImporter::ReadFaces_3DGS_MDL7(const MDL::IntGroupInfo_MDL7& groupInfo,
|
nuclear@0
|
983 MDL::IntGroupData_MDL7& groupData)
|
nuclear@0
|
984 {
|
nuclear@0
|
985 const MDL::Header_MDL7 *pcHeader = (const MDL::Header_MDL7*)this->mBuffer;
|
nuclear@0
|
986 MDL::Triangle_MDL7* pcGroupTris = groupInfo.pcGroupTris;
|
nuclear@0
|
987
|
nuclear@0
|
988 // iterate through all triangles and build valid display lists
|
nuclear@0
|
989 unsigned int iOutIndex = 0;
|
nuclear@0
|
990 for (unsigned int iTriangle = 0; iTriangle < (unsigned int)groupInfo.pcGroup->numtris; ++iTriangle) {
|
nuclear@0
|
991 AI_SWAP2(pcGroupTris->v_index[0]);
|
nuclear@0
|
992 AI_SWAP2(pcGroupTris->v_index[1]);
|
nuclear@0
|
993 AI_SWAP2(pcGroupTris->v_index[2]);
|
nuclear@0
|
994
|
nuclear@0
|
995 // iterate through all indices of the current triangle
|
nuclear@0
|
996 for (unsigned int c = 0; c < 3;++c,++iOutIndex) {
|
nuclear@0
|
997
|
nuclear@0
|
998 // validate the vertex index
|
nuclear@0
|
999 unsigned int iIndex = pcGroupTris->v_index[c];
|
nuclear@0
|
1000 if(iIndex > (unsigned int)groupInfo.pcGroup->numverts) {
|
nuclear@0
|
1001 // (we might need to read this section a second time - to process frame vertices correctly)
|
nuclear@0
|
1002 pcGroupTris->v_index[c] = iIndex = groupInfo.pcGroup->numverts-1;
|
nuclear@0
|
1003 DefaultLogger::get()->warn("Index overflow in MDL7 vertex list");
|
nuclear@0
|
1004 }
|
nuclear@0
|
1005
|
nuclear@0
|
1006 // write the output face index
|
nuclear@0
|
1007 groupData.pcFaces[iTriangle].mIndices[2-c] = iOutIndex;
|
nuclear@0
|
1008
|
nuclear@0
|
1009 aiVector3D& vPosition = groupData.vPositions[ iOutIndex ];
|
nuclear@0
|
1010 vPosition.x = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts,iIndex, pcHeader->mainvertex_stc_size) .x;
|
nuclear@0
|
1011 vPosition.y = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts,iIndex,pcHeader->mainvertex_stc_size) .y;
|
nuclear@0
|
1012 vPosition.z = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts,iIndex,pcHeader->mainvertex_stc_size) .z;
|
nuclear@0
|
1013
|
nuclear@0
|
1014 // if we have bones, save the index
|
nuclear@0
|
1015 if (!groupData.aiBones.empty()) {
|
nuclear@0
|
1016 groupData.aiBones[iOutIndex] = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts,
|
nuclear@0
|
1017 iIndex,pcHeader->mainvertex_stc_size).vertindex;
|
nuclear@0
|
1018 }
|
nuclear@0
|
1019
|
nuclear@0
|
1020 // now read the normal vector
|
nuclear@0
|
1021 if (AI_MDL7_FRAMEVERTEX030305_STCSIZE <= pcHeader->mainvertex_stc_size) {
|
nuclear@0
|
1022 // read the full normal vector
|
nuclear@0
|
1023 aiVector3D& vNormal = groupData.vNormals[ iOutIndex ];
|
nuclear@0
|
1024 vNormal.x = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts,iIndex,pcHeader->mainvertex_stc_size) .norm[0];
|
nuclear@0
|
1025 AI_SWAP4(vNormal.x);
|
nuclear@0
|
1026 vNormal.y = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts,iIndex,pcHeader->mainvertex_stc_size) .norm[1];
|
nuclear@0
|
1027 AI_SWAP4(vNormal.y);
|
nuclear@0
|
1028 vNormal.z = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts,iIndex,pcHeader->mainvertex_stc_size) .norm[2];
|
nuclear@0
|
1029 AI_SWAP4(vNormal.z);
|
nuclear@0
|
1030 }
|
nuclear@0
|
1031 else if (AI_MDL7_FRAMEVERTEX120503_STCSIZE <= pcHeader->mainvertex_stc_size) {
|
nuclear@0
|
1032 // read the normal vector from Quake2's smart table
|
nuclear@0
|
1033 aiVector3D& vNormal = groupData.vNormals[ iOutIndex ];
|
nuclear@0
|
1034 MD2::LookupNormalIndex(_AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts,iIndex,
|
nuclear@0
|
1035 pcHeader->mainvertex_stc_size) .norm162index,vNormal);
|
nuclear@0
|
1036 }
|
nuclear@0
|
1037 // validate and process the first uv coordinate set
|
nuclear@0
|
1038 if (pcHeader->triangle_stc_size >= AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV) {
|
nuclear@0
|
1039
|
nuclear@0
|
1040 if (groupInfo.pcGroup->num_stpts) {
|
nuclear@0
|
1041 AI_SWAP2(pcGroupTris->skinsets[0].st_index[0]);
|
nuclear@0
|
1042 AI_SWAP2(pcGroupTris->skinsets[0].st_index[1]);
|
nuclear@0
|
1043 AI_SWAP2(pcGroupTris->skinsets[0].st_index[2]);
|
nuclear@0
|
1044
|
nuclear@0
|
1045 iIndex = pcGroupTris->skinsets[0].st_index[c];
|
nuclear@0
|
1046 if(iIndex > (unsigned int)groupInfo.pcGroup->num_stpts) {
|
nuclear@0
|
1047 iIndex = groupInfo.pcGroup->num_stpts-1;
|
nuclear@0
|
1048 DefaultLogger::get()->warn("Index overflow in MDL7 UV coordinate list (#1)");
|
nuclear@0
|
1049 }
|
nuclear@0
|
1050
|
nuclear@0
|
1051 float u = groupInfo.pcGroupUVs[iIndex].u;
|
nuclear@0
|
1052 float v = 1.0f-groupInfo.pcGroupUVs[iIndex].v; // DX to OGL
|
nuclear@0
|
1053
|
nuclear@0
|
1054 groupData.vTextureCoords1[iOutIndex].x = u;
|
nuclear@0
|
1055 groupData.vTextureCoords1[iOutIndex].y = v;
|
nuclear@0
|
1056 }
|
nuclear@0
|
1057 // assign the material index, but only if it is existing
|
nuclear@0
|
1058 if (pcHeader->triangle_stc_size >= AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV_WITH_MATINDEX){
|
nuclear@0
|
1059 AI_SWAP4(pcGroupTris->skinsets[0].material);
|
nuclear@0
|
1060 groupData.pcFaces[iTriangle].iMatIndex[0] = pcGroupTris->skinsets[0].material;
|
nuclear@0
|
1061 }
|
nuclear@0
|
1062 }
|
nuclear@0
|
1063 // validate and process the second uv coordinate set
|
nuclear@0
|
1064 if (pcHeader->triangle_stc_size >= AI_MDL7_TRIANGLE_STD_SIZE_TWO_UV) {
|
nuclear@0
|
1065
|
nuclear@0
|
1066 if (groupInfo.pcGroup->num_stpts) {
|
nuclear@0
|
1067 AI_SWAP2(pcGroupTris->skinsets[1].st_index[0]);
|
nuclear@0
|
1068 AI_SWAP2(pcGroupTris->skinsets[1].st_index[1]);
|
nuclear@0
|
1069 AI_SWAP2(pcGroupTris->skinsets[1].st_index[2]);
|
nuclear@0
|
1070 AI_SWAP4(pcGroupTris->skinsets[1].material);
|
nuclear@0
|
1071
|
nuclear@0
|
1072 iIndex = pcGroupTris->skinsets[1].st_index[c];
|
nuclear@0
|
1073 if(iIndex > (unsigned int)groupInfo.pcGroup->num_stpts) {
|
nuclear@0
|
1074 iIndex = groupInfo.pcGroup->num_stpts-1;
|
nuclear@0
|
1075 DefaultLogger::get()->warn("Index overflow in MDL7 UV coordinate list (#2)");
|
nuclear@0
|
1076 }
|
nuclear@0
|
1077
|
nuclear@0
|
1078 float u = groupInfo.pcGroupUVs[ iIndex ].u;
|
nuclear@0
|
1079 float v = 1.0f-groupInfo.pcGroupUVs[ iIndex ].v;
|
nuclear@0
|
1080
|
nuclear@0
|
1081 groupData.vTextureCoords2[ iOutIndex ].x = u;
|
nuclear@0
|
1082 groupData.vTextureCoords2[ iOutIndex ].y = v; // DX to OGL
|
nuclear@0
|
1083
|
nuclear@0
|
1084 // check whether we do really need the second texture
|
nuclear@0
|
1085 // coordinate set ... wastes memory and loading time
|
nuclear@0
|
1086 if (0 != iIndex && (u != groupData.vTextureCoords1[ iOutIndex ].x ||
|
nuclear@0
|
1087 v != groupData.vTextureCoords1[ iOutIndex ].y ) )
|
nuclear@0
|
1088 groupData.bNeed2UV = true;
|
nuclear@0
|
1089
|
nuclear@0
|
1090 // if the material differs, we need a second skin, too
|
nuclear@0
|
1091 if (pcGroupTris->skinsets[ 1 ].material != pcGroupTris->skinsets[ 0 ].material)
|
nuclear@0
|
1092 groupData.bNeed2UV = true;
|
nuclear@0
|
1093 }
|
nuclear@0
|
1094 // assign the material index
|
nuclear@0
|
1095 groupData.pcFaces[ iTriangle ].iMatIndex[ 1 ] = pcGroupTris->skinsets[ 1 ].material;
|
nuclear@0
|
1096 }
|
nuclear@0
|
1097 }
|
nuclear@0
|
1098 // get the next triangle in the list
|
nuclear@0
|
1099 pcGroupTris = (MDL::Triangle_MDL7*)((const char*)pcGroupTris + pcHeader->triangle_stc_size);
|
nuclear@0
|
1100 }
|
nuclear@0
|
1101 }
|
nuclear@0
|
1102
|
nuclear@0
|
1103 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
1104 // handle frames in a MDL7 file
|
nuclear@0
|
1105 bool MDLImporter::ProcessFrames_3DGS_MDL7(const MDL::IntGroupInfo_MDL7& groupInfo,
|
nuclear@0
|
1106 MDL::IntGroupData_MDL7& groupData,
|
nuclear@0
|
1107 MDL::IntSharedData_MDL7& shared,
|
nuclear@0
|
1108 const unsigned char* szCurrent,
|
nuclear@0
|
1109 const unsigned char** szCurrentOut)
|
nuclear@0
|
1110 {
|
nuclear@0
|
1111 ai_assert(NULL != szCurrent && NULL != szCurrentOut);
|
nuclear@0
|
1112 const MDL::Header_MDL7 *pcHeader = (const MDL::Header_MDL7*)mBuffer;
|
nuclear@0
|
1113
|
nuclear@0
|
1114 // if we have no bones we can simply skip all frames,
|
nuclear@0
|
1115 // otherwise we'll need to process them.
|
nuclear@0
|
1116 // FIX: If we need another frame than the first we must apply frame vertex replacements ...
|
nuclear@0
|
1117 for(unsigned int iFrame = 0; iFrame < (unsigned int)groupInfo.pcGroup->numframes;++iFrame) {
|
nuclear@0
|
1118 MDL::IntFrameInfo_MDL7 frame ((BE_NCONST MDL::Frame_MDL7*)szCurrent,iFrame);
|
nuclear@0
|
1119
|
nuclear@0
|
1120 AI_SWAP4(frame.pcFrame->vertices_count);
|
nuclear@0
|
1121 AI_SWAP4(frame.pcFrame->transmatrix_count);
|
nuclear@0
|
1122
|
nuclear@0
|
1123 const unsigned int iAdd = pcHeader->frame_stc_size +
|
nuclear@0
|
1124 frame.pcFrame->vertices_count * pcHeader->framevertex_stc_size +
|
nuclear@0
|
1125 frame.pcFrame->transmatrix_count * pcHeader->bonetrans_stc_size;
|
nuclear@0
|
1126
|
nuclear@0
|
1127 if (((const char*)szCurrent - (const char*)pcHeader) + iAdd > (unsigned int)pcHeader->data_size) {
|
nuclear@0
|
1128 DefaultLogger::get()->warn("Index overflow in frame area. "
|
nuclear@0
|
1129 "Ignoring all frames and all further mesh groups, too.");
|
nuclear@0
|
1130
|
nuclear@0
|
1131 // don't parse more groups if we can't even read one
|
nuclear@0
|
1132 // FIXME: sometimes this seems to occur even for valid files ...
|
nuclear@0
|
1133 *szCurrentOut = szCurrent;
|
nuclear@0
|
1134 return false;
|
nuclear@0
|
1135 }
|
nuclear@0
|
1136 // our output frame?
|
nuclear@0
|
1137 if (configFrameID == iFrame) {
|
nuclear@0
|
1138 BE_NCONST MDL::Vertex_MDL7* pcFrameVertices = (BE_NCONST MDL::Vertex_MDL7*)(szCurrent+pcHeader->frame_stc_size);
|
nuclear@0
|
1139
|
nuclear@0
|
1140 for (unsigned int qq = 0; qq < frame.pcFrame->vertices_count;++qq) {
|
nuclear@0
|
1141 // I assume this are simple replacements for normal vertices, the bone index serving
|
nuclear@0
|
1142 // as the index of the vertex to be replaced.
|
nuclear@0
|
1143 uint16_t iIndex = _AI_MDL7_ACCESS(pcFrameVertices,qq,pcHeader->framevertex_stc_size,MDL::Vertex_MDL7).vertindex;
|
nuclear@0
|
1144 AI_SWAP2(iIndex);
|
nuclear@0
|
1145 if (iIndex >= groupInfo.pcGroup->numverts) {
|
nuclear@0
|
1146 DefaultLogger::get()->warn("Invalid vertex index in frame vertex section");
|
nuclear@0
|
1147 continue;
|
nuclear@0
|
1148 }
|
nuclear@0
|
1149
|
nuclear@0
|
1150 aiVector3D vPosition,vNormal;
|
nuclear@0
|
1151
|
nuclear@0
|
1152 vPosition.x = _AI_MDL7_ACCESS_VERT(pcFrameVertices,qq,pcHeader->framevertex_stc_size) .x;
|
nuclear@0
|
1153 AI_SWAP4(vPosition.x);
|
nuclear@0
|
1154 vPosition.y = _AI_MDL7_ACCESS_VERT(pcFrameVertices,qq,pcHeader->framevertex_stc_size) .y;
|
nuclear@0
|
1155 AI_SWAP4(vPosition.y);
|
nuclear@0
|
1156 vPosition.z = _AI_MDL7_ACCESS_VERT(pcFrameVertices,qq,pcHeader->framevertex_stc_size) .z;
|
nuclear@0
|
1157 AI_SWAP4(vPosition.z);
|
nuclear@0
|
1158
|
nuclear@0
|
1159 // now read the normal vector
|
nuclear@0
|
1160 if (AI_MDL7_FRAMEVERTEX030305_STCSIZE <= pcHeader->mainvertex_stc_size) {
|
nuclear@0
|
1161 // read the full normal vector
|
nuclear@0
|
1162 vNormal.x = _AI_MDL7_ACCESS_VERT(pcFrameVertices,qq,pcHeader->framevertex_stc_size) .norm[0];
|
nuclear@0
|
1163 AI_SWAP4(vNormal.x);
|
nuclear@0
|
1164 vNormal.y = _AI_MDL7_ACCESS_VERT(pcFrameVertices,qq,pcHeader->framevertex_stc_size) .norm[1];
|
nuclear@0
|
1165 AI_SWAP4(vNormal.y);
|
nuclear@0
|
1166 vNormal.z = _AI_MDL7_ACCESS_VERT(pcFrameVertices,qq,pcHeader->framevertex_stc_size) .norm[2];
|
nuclear@0
|
1167 AI_SWAP4(vNormal.z);
|
nuclear@0
|
1168 }
|
nuclear@0
|
1169 else if (AI_MDL7_FRAMEVERTEX120503_STCSIZE <= pcHeader->mainvertex_stc_size) {
|
nuclear@0
|
1170 // read the normal vector from Quake2's smart table
|
nuclear@0
|
1171 MD2::LookupNormalIndex(_AI_MDL7_ACCESS_VERT(pcFrameVertices,qq,
|
nuclear@0
|
1172 pcHeader->framevertex_stc_size) .norm162index,vNormal);
|
nuclear@0
|
1173 }
|
nuclear@0
|
1174
|
nuclear@0
|
1175 // FIXME: O(n^2) at the moment ...
|
nuclear@0
|
1176 BE_NCONST MDL::Triangle_MDL7* pcGroupTris = groupInfo.pcGroupTris;
|
nuclear@0
|
1177 unsigned int iOutIndex = 0;
|
nuclear@0
|
1178 for (unsigned int iTriangle = 0; iTriangle < (unsigned int)groupInfo.pcGroup->numtris; ++iTriangle) {
|
nuclear@0
|
1179 // iterate through all indices of the current triangle
|
nuclear@0
|
1180 for (unsigned int c = 0; c < 3;++c,++iOutIndex) {
|
nuclear@0
|
1181 // replace the vertex with the new data
|
nuclear@0
|
1182 const unsigned int iCurIndex = pcGroupTris->v_index[c];
|
nuclear@0
|
1183 if (iCurIndex == iIndex) {
|
nuclear@0
|
1184 groupData.vPositions[iOutIndex] = vPosition;
|
nuclear@0
|
1185 groupData.vNormals[iOutIndex] = vNormal;
|
nuclear@0
|
1186 }
|
nuclear@0
|
1187 }
|
nuclear@0
|
1188 // get the next triangle in the list
|
nuclear@0
|
1189 pcGroupTris = (BE_NCONST MDL::Triangle_MDL7*)((const char*)
|
nuclear@0
|
1190 pcGroupTris + pcHeader->triangle_stc_size);
|
nuclear@0
|
1191 }
|
nuclear@0
|
1192 }
|
nuclear@0
|
1193 }
|
nuclear@0
|
1194 // parse bone trafo matrix keys (only if there are bones ...)
|
nuclear@0
|
1195 if (shared.apcOutBones) {
|
nuclear@0
|
1196 ParseBoneTrafoKeys_3DGS_MDL7(groupInfo,frame,shared);
|
nuclear@0
|
1197 }
|
nuclear@0
|
1198 szCurrent += iAdd;
|
nuclear@0
|
1199 }
|
nuclear@0
|
1200 *szCurrentOut = szCurrent;
|
nuclear@0
|
1201 return true;
|
nuclear@0
|
1202 }
|
nuclear@0
|
1203
|
nuclear@0
|
1204 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
1205 // Sort faces by material, handle multiple UVs correctly
|
nuclear@0
|
1206 void MDLImporter::SortByMaterials_3DGS_MDL7(
|
nuclear@0
|
1207 const MDL::IntGroupInfo_MDL7& groupInfo,
|
nuclear@0
|
1208 MDL::IntGroupData_MDL7& groupData,
|
nuclear@0
|
1209 MDL::IntSplitGroupData_MDL7& splitGroupData)
|
nuclear@0
|
1210 {
|
nuclear@0
|
1211 const unsigned int iNumMaterials = (unsigned int)splitGroupData.shared.pcMats.size();
|
nuclear@0
|
1212 if (!groupData.bNeed2UV) {
|
nuclear@0
|
1213 // if we don't need a second set of texture coordinates there is no reason to keep it in memory ...
|
nuclear@0
|
1214 groupData.vTextureCoords2.clear();
|
nuclear@0
|
1215
|
nuclear@0
|
1216 // allocate the array
|
nuclear@0
|
1217 splitGroupData.aiSplit = new std::vector<unsigned int>*[iNumMaterials];
|
nuclear@0
|
1218
|
nuclear@0
|
1219 for (unsigned int m = 0; m < iNumMaterials;++m)
|
nuclear@0
|
1220 splitGroupData.aiSplit[m] = new std::vector<unsigned int>();
|
nuclear@0
|
1221
|
nuclear@0
|
1222 // iterate through all faces and sort by material
|
nuclear@0
|
1223 for (unsigned int iFace = 0; iFace < (unsigned int)groupInfo.pcGroup->numtris;++iFace) {
|
nuclear@0
|
1224 // check range
|
nuclear@0
|
1225 if (groupData.pcFaces[iFace].iMatIndex[0] >= iNumMaterials) {
|
nuclear@0
|
1226 // use the last material instead
|
nuclear@0
|
1227 splitGroupData.aiSplit[iNumMaterials-1]->push_back(iFace);
|
nuclear@0
|
1228
|
nuclear@0
|
1229 // sometimes MED writes -1, but normally only if there is only
|
nuclear@0
|
1230 // one skin assigned. No warning in this case
|
nuclear@0
|
1231 if(0xFFFFFFFF != groupData.pcFaces[iFace].iMatIndex[0])
|
nuclear@0
|
1232 DefaultLogger::get()->warn("Index overflow in MDL7 material list [#0]");
|
nuclear@0
|
1233 }
|
nuclear@0
|
1234 else splitGroupData.aiSplit[groupData.pcFaces[iFace].
|
nuclear@0
|
1235 iMatIndex[0]]->push_back(iFace);
|
nuclear@0
|
1236 }
|
nuclear@0
|
1237 }
|
nuclear@0
|
1238 else
|
nuclear@0
|
1239 {
|
nuclear@0
|
1240 // we need to build combined materials for each combination of
|
nuclear@0
|
1241 std::vector<MDL::IntMaterial_MDL7> avMats;
|
nuclear@0
|
1242 avMats.reserve(iNumMaterials*2);
|
nuclear@0
|
1243
|
nuclear@0
|
1244 // fixme: why on the heap?
|
nuclear@0
|
1245 std::vector<std::vector<unsigned int>* > aiTempSplit(iNumMaterials*2);
|
nuclear@0
|
1246 for (unsigned int m = 0; m < iNumMaterials;++m)
|
nuclear@0
|
1247 aiTempSplit[m] = new std::vector<unsigned int>();
|
nuclear@0
|
1248
|
nuclear@0
|
1249 // iterate through all faces and sort by material
|
nuclear@0
|
1250 for (unsigned int iFace = 0; iFace < (unsigned int)groupInfo.pcGroup->numtris;++iFace) {
|
nuclear@0
|
1251 // check range
|
nuclear@0
|
1252 unsigned int iMatIndex = groupData.pcFaces[iFace].iMatIndex[0];
|
nuclear@0
|
1253 if (iMatIndex >= iNumMaterials) {
|
nuclear@0
|
1254 // sometimes MED writes -1, but normally only if there is only
|
nuclear@0
|
1255 // one skin assigned. No warning in this case
|
nuclear@0
|
1256 if(UINT_MAX != iMatIndex)
|
nuclear@0
|
1257 DefaultLogger::get()->warn("Index overflow in MDL7 material list [#1]");
|
nuclear@0
|
1258 iMatIndex = iNumMaterials-1;
|
nuclear@0
|
1259 }
|
nuclear@0
|
1260 unsigned int iMatIndex2 = groupData.pcFaces[iFace].iMatIndex[1];
|
nuclear@0
|
1261
|
nuclear@0
|
1262 unsigned int iNum = iMatIndex;
|
nuclear@0
|
1263 if (UINT_MAX != iMatIndex2 && iMatIndex != iMatIndex2) {
|
nuclear@0
|
1264 if (iMatIndex2 >= iNumMaterials) {
|
nuclear@0
|
1265 // sometimes MED writes -1, but normally only if there is only
|
nuclear@0
|
1266 // one skin assigned. No warning in this case
|
nuclear@0
|
1267 DefaultLogger::get()->warn("Index overflow in MDL7 material list [#2]");
|
nuclear@0
|
1268 iMatIndex2 = iNumMaterials-1;
|
nuclear@0
|
1269 }
|
nuclear@0
|
1270
|
nuclear@0
|
1271 // do a slow seach in the list ...
|
nuclear@0
|
1272 iNum = 0;
|
nuclear@0
|
1273 bool bFound = false;
|
nuclear@0
|
1274 for (std::vector<MDL::IntMaterial_MDL7>::iterator i = avMats.begin();i != avMats.end();++i,++iNum){
|
nuclear@0
|
1275 if ((*i).iOldMatIndices[0] == iMatIndex && (*i).iOldMatIndices[1] == iMatIndex2) {
|
nuclear@0
|
1276 // reuse this material
|
nuclear@0
|
1277 bFound = true;
|
nuclear@0
|
1278 break;
|
nuclear@0
|
1279 }
|
nuclear@0
|
1280 }
|
nuclear@0
|
1281 if (!bFound) {
|
nuclear@0
|
1282 // build a new material ...
|
nuclear@0
|
1283 MDL::IntMaterial_MDL7 sHelper;
|
nuclear@0
|
1284 sHelper.pcMat = new aiMaterial();
|
nuclear@0
|
1285 sHelper.iOldMatIndices[0] = iMatIndex;
|
nuclear@0
|
1286 sHelper.iOldMatIndices[1] = iMatIndex2;
|
nuclear@0
|
1287 JoinSkins_3DGS_MDL7(splitGroupData.shared.pcMats[iMatIndex],
|
nuclear@0
|
1288 splitGroupData.shared.pcMats[iMatIndex2],sHelper.pcMat);
|
nuclear@0
|
1289
|
nuclear@0
|
1290 // and add it to the list
|
nuclear@0
|
1291 avMats.push_back(sHelper);
|
nuclear@0
|
1292 iNum = (unsigned int)avMats.size()-1;
|
nuclear@0
|
1293 }
|
nuclear@0
|
1294 // adjust the size of the file array
|
nuclear@0
|
1295 if (iNum == aiTempSplit.size()) {
|
nuclear@0
|
1296 aiTempSplit.push_back(new std::vector<unsigned int>());
|
nuclear@0
|
1297 }
|
nuclear@0
|
1298 }
|
nuclear@0
|
1299 aiTempSplit[iNum]->push_back(iFace);
|
nuclear@0
|
1300 }
|
nuclear@0
|
1301
|
nuclear@0
|
1302 // now add the newly created materials to the old list
|
nuclear@0
|
1303 if (0 == groupInfo.iIndex) {
|
nuclear@0
|
1304 splitGroupData.shared.pcMats.resize(avMats.size());
|
nuclear@0
|
1305 for (unsigned int o = 0; o < avMats.size();++o)
|
nuclear@0
|
1306 splitGroupData.shared.pcMats[o] = avMats[o].pcMat;
|
nuclear@0
|
1307 }
|
nuclear@0
|
1308 else {
|
nuclear@0
|
1309 // This might result in redundant materials ...
|
nuclear@0
|
1310 splitGroupData.shared.pcMats.resize(iNumMaterials + avMats.size());
|
nuclear@0
|
1311 for (unsigned int o = iNumMaterials; o < avMats.size();++o)
|
nuclear@0
|
1312 splitGroupData.shared.pcMats[o] = avMats[o].pcMat;
|
nuclear@0
|
1313 }
|
nuclear@0
|
1314
|
nuclear@0
|
1315 // and build the final face-to-material array
|
nuclear@0
|
1316 splitGroupData.aiSplit = new std::vector<unsigned int>*[aiTempSplit.size()];
|
nuclear@0
|
1317 for (unsigned int m = 0; m < iNumMaterials;++m)
|
nuclear@0
|
1318 splitGroupData.aiSplit[m] = aiTempSplit[m];
|
nuclear@0
|
1319 }
|
nuclear@0
|
1320 }
|
nuclear@0
|
1321
|
nuclear@0
|
1322 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
1323 // Read a MDL7 file
|
nuclear@0
|
1324 void MDLImporter::InternReadFile_3DGS_MDL7( )
|
nuclear@0
|
1325 {
|
nuclear@0
|
1326 ai_assert(NULL != pScene);
|
nuclear@0
|
1327
|
nuclear@0
|
1328 MDL::IntSharedData_MDL7 sharedData;
|
nuclear@0
|
1329
|
nuclear@0
|
1330 // current cursor position in the file
|
nuclear@0
|
1331 BE_NCONST MDL::Header_MDL7 *pcHeader = (BE_NCONST MDL::Header_MDL7*)this->mBuffer;
|
nuclear@0
|
1332 const unsigned char* szCurrent = (const unsigned char*)(pcHeader+1);
|
nuclear@0
|
1333
|
nuclear@0
|
1334 AI_SWAP4(pcHeader->version);
|
nuclear@0
|
1335 AI_SWAP4(pcHeader->bones_num);
|
nuclear@0
|
1336 AI_SWAP4(pcHeader->groups_num);
|
nuclear@0
|
1337 AI_SWAP4(pcHeader->data_size);
|
nuclear@0
|
1338 AI_SWAP4(pcHeader->entlump_size);
|
nuclear@0
|
1339 AI_SWAP4(pcHeader->medlump_size);
|
nuclear@0
|
1340 AI_SWAP2(pcHeader->bone_stc_size);
|
nuclear@0
|
1341 AI_SWAP2(pcHeader->skin_stc_size);
|
nuclear@0
|
1342 AI_SWAP2(pcHeader->colorvalue_stc_size);
|
nuclear@0
|
1343 AI_SWAP2(pcHeader->material_stc_size);
|
nuclear@0
|
1344 AI_SWAP2(pcHeader->skinpoint_stc_size);
|
nuclear@0
|
1345 AI_SWAP2(pcHeader->triangle_stc_size);
|
nuclear@0
|
1346 AI_SWAP2(pcHeader->mainvertex_stc_size);
|
nuclear@0
|
1347 AI_SWAP2(pcHeader->framevertex_stc_size);
|
nuclear@0
|
1348 AI_SWAP2(pcHeader->bonetrans_stc_size);
|
nuclear@0
|
1349 AI_SWAP2(pcHeader->frame_stc_size);
|
nuclear@0
|
1350
|
nuclear@0
|
1351 // validate the header of the file. There are some structure
|
nuclear@0
|
1352 // sizes that are expected by the loader to be constant
|
nuclear@0
|
1353 this->ValidateHeader_3DGS_MDL7(pcHeader);
|
nuclear@0
|
1354
|
nuclear@0
|
1355 // load all bones (they are shared by all groups, so
|
nuclear@0
|
1356 // we'll need to add them to all groups/meshes later)
|
nuclear@0
|
1357 // apcBonesOut is a list of all bones or NULL if they could not been loaded
|
nuclear@0
|
1358 szCurrent += pcHeader->bones_num * pcHeader->bone_stc_size;
|
nuclear@0
|
1359 sharedData.apcOutBones = this->LoadBones_3DGS_MDL7();
|
nuclear@0
|
1360
|
nuclear@0
|
1361 // vector to held all created meshes
|
nuclear@0
|
1362 std::vector<aiMesh*>* avOutList;
|
nuclear@0
|
1363
|
nuclear@0
|
1364 // 3 meshes per group - that should be OK for most models
|
nuclear@0
|
1365 avOutList = new std::vector<aiMesh*>[pcHeader->groups_num];
|
nuclear@0
|
1366 for (uint32_t i = 0; i < pcHeader->groups_num;++i)
|
nuclear@0
|
1367 avOutList[i].reserve(3);
|
nuclear@0
|
1368
|
nuclear@0
|
1369 // buffer to held the names of all groups in the file
|
nuclear@0
|
1370 char* aszGroupNameBuffer = new char[AI_MDL7_MAX_GROUPNAMESIZE*pcHeader->groups_num];
|
nuclear@0
|
1371
|
nuclear@0
|
1372 // read all groups
|
nuclear@0
|
1373 for (unsigned int iGroup = 0; iGroup < (unsigned int)pcHeader->groups_num;++iGroup) {
|
nuclear@0
|
1374 MDL::IntGroupInfo_MDL7 groupInfo((BE_NCONST MDL::Group_MDL7*)szCurrent,iGroup);
|
nuclear@0
|
1375 szCurrent = (const unsigned char*)(groupInfo.pcGroup+1);
|
nuclear@0
|
1376
|
nuclear@0
|
1377 VALIDATE_FILE_SIZE(szCurrent);
|
nuclear@0
|
1378
|
nuclear@0
|
1379 AI_SWAP4(groupInfo.pcGroup->groupdata_size);
|
nuclear@0
|
1380 AI_SWAP4(groupInfo.pcGroup->numskins);
|
nuclear@0
|
1381 AI_SWAP4(groupInfo.pcGroup->num_stpts);
|
nuclear@0
|
1382 AI_SWAP4(groupInfo.pcGroup->numtris);
|
nuclear@0
|
1383 AI_SWAP4(groupInfo.pcGroup->numverts);
|
nuclear@0
|
1384 AI_SWAP4(groupInfo.pcGroup->numframes);
|
nuclear@0
|
1385
|
nuclear@0
|
1386 if (1 != groupInfo.pcGroup->typ) {
|
nuclear@0
|
1387 // Not a triangle-based mesh
|
nuclear@0
|
1388 DefaultLogger::get()->warn("[3DGS MDL7] Not a triangle mesh group. Continuing happily");
|
nuclear@0
|
1389 }
|
nuclear@0
|
1390
|
nuclear@0
|
1391 // store the name of the group
|
nuclear@0
|
1392 const unsigned int ofs = iGroup*AI_MDL7_MAX_GROUPNAMESIZE;
|
nuclear@0
|
1393 ::memcpy(&aszGroupNameBuffer[ofs],
|
nuclear@0
|
1394 groupInfo.pcGroup->name,AI_MDL7_MAX_GROUPNAMESIZE);
|
nuclear@0
|
1395
|
nuclear@0
|
1396 // make sure '\0' is at the end
|
nuclear@0
|
1397 aszGroupNameBuffer[ofs+AI_MDL7_MAX_GROUPNAMESIZE-1] = '\0';
|
nuclear@0
|
1398
|
nuclear@0
|
1399 // read all skins
|
nuclear@0
|
1400 sharedData.pcMats.reserve(sharedData.pcMats.size() + groupInfo.pcGroup->numskins);
|
nuclear@0
|
1401 sharedData.abNeedMaterials.resize(sharedData.abNeedMaterials.size() +
|
nuclear@0
|
1402 groupInfo.pcGroup->numskins,false);
|
nuclear@0
|
1403
|
nuclear@0
|
1404 for (unsigned int iSkin = 0; iSkin < (unsigned int)groupInfo.pcGroup->numskins;++iSkin) {
|
nuclear@0
|
1405 ParseSkinLump_3DGS_MDL7(szCurrent,&szCurrent,sharedData.pcMats);
|
nuclear@0
|
1406 }
|
nuclear@0
|
1407 // if we have absolutely no skin loaded we need to generate a default material
|
nuclear@0
|
1408 if (sharedData.pcMats.empty()) {
|
nuclear@0
|
1409 const int iMode = (int)aiShadingMode_Gouraud;
|
nuclear@0
|
1410 sharedData.pcMats.push_back(new aiMaterial());
|
nuclear@0
|
1411 aiMaterial* pcHelper = (aiMaterial*)sharedData.pcMats[0];
|
nuclear@0
|
1412 pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
|
nuclear@0
|
1413
|
nuclear@0
|
1414 aiColor3D clr;
|
nuclear@0
|
1415 clr.b = clr.g = clr.r = 0.6f;
|
nuclear@0
|
1416 pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
|
nuclear@0
|
1417 pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
|
nuclear@0
|
1418
|
nuclear@0
|
1419 clr.b = clr.g = clr.r = 0.05f;
|
nuclear@0
|
1420 pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
|
nuclear@0
|
1421
|
nuclear@0
|
1422 aiString szName;
|
nuclear@0
|
1423 szName.Set(AI_DEFAULT_MATERIAL_NAME);
|
nuclear@0
|
1424 pcHelper->AddProperty(&szName,AI_MATKEY_NAME);
|
nuclear@0
|
1425
|
nuclear@0
|
1426 sharedData.abNeedMaterials.resize(1,false);
|
nuclear@0
|
1427 }
|
nuclear@0
|
1428
|
nuclear@0
|
1429 // now get a pointer to all texture coords in the group
|
nuclear@0
|
1430 groupInfo.pcGroupUVs = (BE_NCONST MDL::TexCoord_MDL7*)szCurrent;
|
nuclear@0
|
1431 for(int i = 0; i < groupInfo.pcGroup->num_stpts; ++i){
|
nuclear@0
|
1432 AI_SWAP4(groupInfo.pcGroupUVs[i].u);
|
nuclear@0
|
1433 AI_SWAP4(groupInfo.pcGroupUVs[i].v);
|
nuclear@0
|
1434 }
|
nuclear@0
|
1435 szCurrent += pcHeader->skinpoint_stc_size * groupInfo.pcGroup->num_stpts;
|
nuclear@0
|
1436
|
nuclear@0
|
1437 // now get a pointer to all triangle in the group
|
nuclear@0
|
1438 groupInfo.pcGroupTris = (Triangle_MDL7*)szCurrent;
|
nuclear@0
|
1439 szCurrent += pcHeader->triangle_stc_size * groupInfo.pcGroup->numtris;
|
nuclear@0
|
1440
|
nuclear@0
|
1441 // now get a pointer to all vertices in the group
|
nuclear@0
|
1442 groupInfo.pcGroupVerts = (BE_NCONST MDL::Vertex_MDL7*)szCurrent;
|
nuclear@0
|
1443 for(int i = 0; i < groupInfo.pcGroup->numverts; ++i){
|
nuclear@0
|
1444 AI_SWAP4(groupInfo.pcGroupVerts[i].x);
|
nuclear@0
|
1445 AI_SWAP4(groupInfo.pcGroupVerts[i].y);
|
nuclear@0
|
1446 AI_SWAP4(groupInfo.pcGroupVerts[i].z);
|
nuclear@0
|
1447
|
nuclear@0
|
1448 AI_SWAP2(groupInfo.pcGroupVerts[i].vertindex);
|
nuclear@0
|
1449 //We can not swap the normal information now as we don't know which of the two kinds it is
|
nuclear@0
|
1450 }
|
nuclear@0
|
1451 szCurrent += pcHeader->mainvertex_stc_size * groupInfo.pcGroup->numverts;
|
nuclear@0
|
1452 VALIDATE_FILE_SIZE(szCurrent);
|
nuclear@0
|
1453
|
nuclear@0
|
1454 MDL::IntSplitGroupData_MDL7 splitGroupData(sharedData,avOutList[iGroup]);
|
nuclear@0
|
1455 MDL::IntGroupData_MDL7 groupData;
|
nuclear@0
|
1456 if (groupInfo.pcGroup->numtris && groupInfo.pcGroup->numverts)
|
nuclear@0
|
1457 {
|
nuclear@0
|
1458 // build output vectors
|
nuclear@0
|
1459 const unsigned int iNumVertices = groupInfo.pcGroup->numtris*3;
|
nuclear@0
|
1460 groupData.vPositions.resize(iNumVertices);
|
nuclear@0
|
1461 groupData.vNormals.resize(iNumVertices);
|
nuclear@0
|
1462
|
nuclear@0
|
1463 if (sharedData.apcOutBones)groupData.aiBones.resize(iNumVertices,UINT_MAX);
|
nuclear@0
|
1464
|
nuclear@0
|
1465 // it is also possible that there are 0 UV coordinate sets
|
nuclear@0
|
1466 if (groupInfo.pcGroup->num_stpts){
|
nuclear@0
|
1467 groupData.vTextureCoords1.resize(iNumVertices,aiVector3D());
|
nuclear@0
|
1468
|
nuclear@0
|
1469 // check whether the triangle data structure is large enough
|
nuclear@0
|
1470 // to contain a second UV coodinate set
|
nuclear@0
|
1471 if (pcHeader->triangle_stc_size >= AI_MDL7_TRIANGLE_STD_SIZE_TWO_UV) {
|
nuclear@0
|
1472 groupData.vTextureCoords2.resize(iNumVertices,aiVector3D());
|
nuclear@0
|
1473 groupData.bNeed2UV = true;
|
nuclear@0
|
1474 }
|
nuclear@0
|
1475 }
|
nuclear@0
|
1476 groupData.pcFaces = new MDL::IntFace_MDL7[groupInfo.pcGroup->numtris];
|
nuclear@0
|
1477
|
nuclear@0
|
1478 // read all faces into the preallocated arrays
|
nuclear@0
|
1479 ReadFaces_3DGS_MDL7(groupInfo, groupData);
|
nuclear@0
|
1480
|
nuclear@0
|
1481 // sort by materials
|
nuclear@0
|
1482 SortByMaterials_3DGS_MDL7(groupInfo, groupData,
|
nuclear@0
|
1483 splitGroupData);
|
nuclear@0
|
1484
|
nuclear@0
|
1485 for (unsigned int qq = 0; qq < sharedData.pcMats.size();++qq) {
|
nuclear@0
|
1486 if (!splitGroupData.aiSplit[qq]->empty())
|
nuclear@0
|
1487 sharedData.abNeedMaterials[qq] = true;
|
nuclear@0
|
1488 }
|
nuclear@0
|
1489 }
|
nuclear@0
|
1490 else DefaultLogger::get()->warn("[3DGS MDL7] Mesh group consists of 0 "
|
nuclear@0
|
1491 "vertices or faces. It will be skipped.");
|
nuclear@0
|
1492
|
nuclear@0
|
1493 // process all frames and generate output meshes
|
nuclear@0
|
1494 ProcessFrames_3DGS_MDL7(groupInfo,groupData, sharedData,szCurrent,&szCurrent);
|
nuclear@0
|
1495 GenerateOutputMeshes_3DGS_MDL7(groupData,splitGroupData);
|
nuclear@0
|
1496 }
|
nuclear@0
|
1497
|
nuclear@0
|
1498 // generate a nodegraph and subnodes for each group
|
nuclear@0
|
1499 pScene->mRootNode = new aiNode();
|
nuclear@0
|
1500
|
nuclear@0
|
1501 // now we need to build a final mesh list
|
nuclear@0
|
1502 for (uint32_t i = 0; i < pcHeader->groups_num;++i)
|
nuclear@0
|
1503 pScene->mNumMeshes += (unsigned int)avOutList[i].size();
|
nuclear@0
|
1504
|
nuclear@0
|
1505 pScene->mMeshes = new aiMesh*[pScene->mNumMeshes]; {
|
nuclear@0
|
1506 unsigned int p = 0,q = 0;
|
nuclear@0
|
1507 for (uint32_t i = 0; i < pcHeader->groups_num;++i) {
|
nuclear@0
|
1508 for (unsigned int a = 0; a < avOutList[i].size();++a) {
|
nuclear@0
|
1509 pScene->mMeshes[p++] = avOutList[i][a];
|
nuclear@0
|
1510 }
|
nuclear@0
|
1511 if (!avOutList[i].empty())++pScene->mRootNode->mNumChildren;
|
nuclear@0
|
1512 }
|
nuclear@0
|
1513 // we will later need an extra node to serve as parent for all bones
|
nuclear@0
|
1514 if (sharedData.apcOutBones)++pScene->mRootNode->mNumChildren;
|
nuclear@0
|
1515 this->pScene->mRootNode->mChildren = new aiNode*[pScene->mRootNode->mNumChildren];
|
nuclear@0
|
1516 p = 0;
|
nuclear@0
|
1517 for (uint32_t i = 0; i < pcHeader->groups_num;++i) {
|
nuclear@0
|
1518 if (avOutList[i].empty())continue;
|
nuclear@0
|
1519
|
nuclear@0
|
1520 aiNode* const pcNode = pScene->mRootNode->mChildren[p] = new aiNode();
|
nuclear@0
|
1521 pcNode->mNumMeshes = (unsigned int)avOutList[i].size();
|
nuclear@0
|
1522 pcNode->mMeshes = new unsigned int[pcNode->mNumMeshes];
|
nuclear@0
|
1523 pcNode->mParent = this->pScene->mRootNode;
|
nuclear@0
|
1524 for (unsigned int a = 0; a < pcNode->mNumMeshes;++a)
|
nuclear@0
|
1525 pcNode->mMeshes[a] = q + a;
|
nuclear@0
|
1526 q += (unsigned int)avOutList[i].size();
|
nuclear@0
|
1527
|
nuclear@0
|
1528 // setup the name of the node
|
nuclear@0
|
1529 char* const szBuffer = &aszGroupNameBuffer[i*AI_MDL7_MAX_GROUPNAMESIZE];
|
nuclear@0
|
1530 if ('\0' == *szBuffer)
|
nuclear@0
|
1531 pcNode->mName.length = ::sprintf(szBuffer,"Group_%i",p);
|
nuclear@0
|
1532 else pcNode->mName.length = ::strlen(szBuffer);
|
nuclear@0
|
1533 ::strcpy(pcNode->mName.data,szBuffer);
|
nuclear@0
|
1534 ++p;
|
nuclear@0
|
1535 }
|
nuclear@0
|
1536 }
|
nuclear@0
|
1537
|
nuclear@0
|
1538 // if there is only one root node with a single child we can optimize it a bit ...
|
nuclear@0
|
1539 if (1 == pScene->mRootNode->mNumChildren && !sharedData.apcOutBones) {
|
nuclear@0
|
1540 aiNode* pcOldRoot = this->pScene->mRootNode;
|
nuclear@0
|
1541 pScene->mRootNode = pcOldRoot->mChildren[0];
|
nuclear@0
|
1542 pcOldRoot->mChildren[0] = NULL;
|
nuclear@0
|
1543 delete pcOldRoot;
|
nuclear@0
|
1544 pScene->mRootNode->mParent = NULL;
|
nuclear@0
|
1545 }
|
nuclear@0
|
1546 else pScene->mRootNode->mName.Set("<mesh_root>");
|
nuclear@0
|
1547
|
nuclear@0
|
1548 delete[] avOutList;
|
nuclear@0
|
1549 delete[] aszGroupNameBuffer;
|
nuclear@0
|
1550 AI_DEBUG_INVALIDATE_PTR(avOutList);
|
nuclear@0
|
1551 AI_DEBUG_INVALIDATE_PTR(aszGroupNameBuffer);
|
nuclear@0
|
1552
|
nuclear@0
|
1553 // build a final material list.
|
nuclear@0
|
1554 CopyMaterials_3DGS_MDL7(sharedData);
|
nuclear@0
|
1555 HandleMaterialReferences_3DGS_MDL7();
|
nuclear@0
|
1556
|
nuclear@0
|
1557 // generate output bone animations and add all bones to the scenegraph
|
nuclear@0
|
1558 if (sharedData.apcOutBones) {
|
nuclear@0
|
1559 // this step adds empty dummy bones to the nodegraph
|
nuclear@0
|
1560 // insert another dummy node to avoid name conflicts
|
nuclear@0
|
1561 aiNode* const pc = pScene->mRootNode->mChildren[pScene->mRootNode->mNumChildren-1] = new aiNode();
|
nuclear@0
|
1562
|
nuclear@0
|
1563 pc->mName.Set("<skeleton_root>");
|
nuclear@0
|
1564
|
nuclear@0
|
1565 // add bones to the nodegraph
|
nuclear@0
|
1566 AddBonesToNodeGraph_3DGS_MDL7((const Assimp::MDL::IntBone_MDL7 **)
|
nuclear@0
|
1567 sharedData.apcOutBones,pc,0xffff);
|
nuclear@0
|
1568
|
nuclear@0
|
1569 // this steps build a valid output animation
|
nuclear@0
|
1570 BuildOutputAnims_3DGS_MDL7((const Assimp::MDL::IntBone_MDL7 **)
|
nuclear@0
|
1571 sharedData.apcOutBones);
|
nuclear@0
|
1572 }
|
nuclear@0
|
1573 }
|
nuclear@0
|
1574
|
nuclear@0
|
1575 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
1576 // Copy materials
|
nuclear@0
|
1577 void MDLImporter::CopyMaterials_3DGS_MDL7(MDL::IntSharedData_MDL7 &shared)
|
nuclear@0
|
1578 {
|
nuclear@0
|
1579 pScene->mNumMaterials = (unsigned int)shared.pcMats.size();
|
nuclear@0
|
1580 pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
|
nuclear@0
|
1581 for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
|
nuclear@0
|
1582 pScene->mMaterials[i] = shared.pcMats[i];
|
nuclear@0
|
1583 }
|
nuclear@0
|
1584
|
nuclear@0
|
1585
|
nuclear@0
|
1586 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
1587 // Process material references
|
nuclear@0
|
1588 void MDLImporter::HandleMaterialReferences_3DGS_MDL7()
|
nuclear@0
|
1589 {
|
nuclear@0
|
1590 // search for referrer materials
|
nuclear@0
|
1591 for (unsigned int i = 0; i < pScene->mNumMaterials;++i) {
|
nuclear@0
|
1592 int iIndex = 0;
|
nuclear@0
|
1593 if (AI_SUCCESS == aiGetMaterialInteger(pScene->mMaterials[i],AI_MDL7_REFERRER_MATERIAL, &iIndex) ) {
|
nuclear@0
|
1594 for (unsigned int a = 0; a < pScene->mNumMeshes;++a) {
|
nuclear@0
|
1595 aiMesh* const pcMesh = pScene->mMeshes[a];
|
nuclear@0
|
1596 if (i == pcMesh->mMaterialIndex) {
|
nuclear@0
|
1597 pcMesh->mMaterialIndex = iIndex;
|
nuclear@0
|
1598 }
|
nuclear@0
|
1599 }
|
nuclear@0
|
1600 // collapse the rest of the array
|
nuclear@0
|
1601 delete pScene->mMaterials[i];
|
nuclear@0
|
1602 for (unsigned int pp = i; pp < pScene->mNumMaterials-1;++pp) {
|
nuclear@0
|
1603
|
nuclear@0
|
1604 pScene->mMaterials[pp] = pScene->mMaterials[pp+1];
|
nuclear@0
|
1605 for (unsigned int a = 0; a < pScene->mNumMeshes;++a) {
|
nuclear@0
|
1606 aiMesh* const pcMesh = pScene->mMeshes[a];
|
nuclear@0
|
1607 if (pcMesh->mMaterialIndex > i)--pcMesh->mMaterialIndex;
|
nuclear@0
|
1608 }
|
nuclear@0
|
1609 }
|
nuclear@0
|
1610 --pScene->mNumMaterials;
|
nuclear@0
|
1611 }
|
nuclear@0
|
1612 }
|
nuclear@0
|
1613 }
|
nuclear@0
|
1614
|
nuclear@0
|
1615 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
1616 // Read bone transformation keys
|
nuclear@0
|
1617 void MDLImporter::ParseBoneTrafoKeys_3DGS_MDL7(
|
nuclear@0
|
1618 const MDL::IntGroupInfo_MDL7& groupInfo,
|
nuclear@0
|
1619 IntFrameInfo_MDL7& frame,
|
nuclear@0
|
1620 MDL::IntSharedData_MDL7& shared)
|
nuclear@0
|
1621 {
|
nuclear@0
|
1622 const MDL::Header_MDL7* const pcHeader = (const MDL::Header_MDL7*)this->mBuffer;
|
nuclear@0
|
1623
|
nuclear@0
|
1624 // only the first group contains bone animation keys
|
nuclear@0
|
1625 if (frame.pcFrame->transmatrix_count) {
|
nuclear@0
|
1626 if (!groupInfo.iIndex) {
|
nuclear@0
|
1627 // skip all frames vertices. We can't support them
|
nuclear@0
|
1628 const MDL::BoneTransform_MDL7* pcBoneTransforms = (const MDL::BoneTransform_MDL7*)
|
nuclear@0
|
1629 (((const char*)frame.pcFrame) + pcHeader->frame_stc_size +
|
nuclear@0
|
1630 frame.pcFrame->vertices_count * pcHeader->framevertex_stc_size);
|
nuclear@0
|
1631
|
nuclear@0
|
1632 // read all transformation matrices
|
nuclear@0
|
1633 for (unsigned int iTrafo = 0; iTrafo < frame.pcFrame->transmatrix_count;++iTrafo) {
|
nuclear@0
|
1634 if(pcBoneTransforms->bone_index >= pcHeader->bones_num) {
|
nuclear@0
|
1635 DefaultLogger::get()->warn("Index overflow in frame area. "
|
nuclear@0
|
1636 "Unable to parse this bone transformation");
|
nuclear@0
|
1637 }
|
nuclear@0
|
1638 else {
|
nuclear@0
|
1639 AddAnimationBoneTrafoKey_3DGS_MDL7(frame.iIndex,
|
nuclear@0
|
1640 pcBoneTransforms,shared.apcOutBones);
|
nuclear@0
|
1641 }
|
nuclear@0
|
1642 pcBoneTransforms = (const MDL::BoneTransform_MDL7*)(
|
nuclear@0
|
1643 (const char*)pcBoneTransforms + pcHeader->bonetrans_stc_size);
|
nuclear@0
|
1644 }
|
nuclear@0
|
1645 }
|
nuclear@0
|
1646 else {
|
nuclear@0
|
1647 DefaultLogger::get()->warn("Ignoring animation keyframes in groups != 0");
|
nuclear@0
|
1648 }
|
nuclear@0
|
1649 }
|
nuclear@0
|
1650 }
|
nuclear@0
|
1651
|
nuclear@0
|
1652 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
1653 // Attach bones to the output nodegraph
|
nuclear@0
|
1654 void MDLImporter::AddBonesToNodeGraph_3DGS_MDL7(const MDL::IntBone_MDL7** apcBones,
|
nuclear@0
|
1655 aiNode* pcParent,uint16_t iParentIndex)
|
nuclear@0
|
1656 {
|
nuclear@0
|
1657 ai_assert(NULL != apcBones && NULL != pcParent);
|
nuclear@0
|
1658
|
nuclear@0
|
1659 // get a pointer to the header ...
|
nuclear@0
|
1660 const MDL::Header_MDL7* const pcHeader = (const MDL::Header_MDL7*)this->mBuffer;
|
nuclear@0
|
1661
|
nuclear@0
|
1662 const MDL::IntBone_MDL7** apcBones2 = apcBones;
|
nuclear@0
|
1663 for (uint32_t i = 0; i < pcHeader->bones_num;++i) {
|
nuclear@0
|
1664
|
nuclear@0
|
1665 const MDL::IntBone_MDL7* const pcBone = *apcBones2++;
|
nuclear@0
|
1666 if (pcBone->iParent == iParentIndex) {
|
nuclear@0
|
1667 ++pcParent->mNumChildren;
|
nuclear@0
|
1668 }
|
nuclear@0
|
1669 }
|
nuclear@0
|
1670 pcParent->mChildren = new aiNode*[pcParent->mNumChildren];
|
nuclear@0
|
1671 unsigned int qq = 0;
|
nuclear@0
|
1672 for (uint32_t i = 0; i < pcHeader->bones_num;++i) {
|
nuclear@0
|
1673
|
nuclear@0
|
1674 const MDL::IntBone_MDL7* const pcBone = *apcBones++;
|
nuclear@0
|
1675 if (pcBone->iParent != iParentIndex)continue;
|
nuclear@0
|
1676
|
nuclear@0
|
1677 aiNode* pcNode = pcParent->mChildren[qq++] = new aiNode();
|
nuclear@0
|
1678 pcNode->mName = aiString( pcBone->mName );
|
nuclear@0
|
1679
|
nuclear@0
|
1680 AddBonesToNodeGraph_3DGS_MDL7(apcBones,pcNode,(uint16_t)i);
|
nuclear@0
|
1681 }
|
nuclear@0
|
1682 }
|
nuclear@0
|
1683
|
nuclear@0
|
1684 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
1685 // Build output animations
|
nuclear@0
|
1686 void MDLImporter::BuildOutputAnims_3DGS_MDL7(
|
nuclear@0
|
1687 const MDL::IntBone_MDL7** apcBonesOut)
|
nuclear@0
|
1688 {
|
nuclear@0
|
1689 ai_assert(NULL != apcBonesOut);
|
nuclear@0
|
1690 const MDL::Header_MDL7* const pcHeader = (const MDL::Header_MDL7*)mBuffer;
|
nuclear@0
|
1691
|
nuclear@0
|
1692 // one animation ...
|
nuclear@0
|
1693 aiAnimation* pcAnim = new aiAnimation();
|
nuclear@0
|
1694 for (uint32_t i = 0; i < pcHeader->bones_num;++i) {
|
nuclear@0
|
1695 if (!apcBonesOut[i]->pkeyPositions.empty()) {
|
nuclear@0
|
1696
|
nuclear@0
|
1697 // get the last frame ... (needn't be equal to pcHeader->frames_num)
|
nuclear@0
|
1698 for (size_t qq = 0; qq < apcBonesOut[i]->pkeyPositions.size();++qq) {
|
nuclear@0
|
1699 pcAnim->mDuration = std::max(pcAnim->mDuration, (double)
|
nuclear@0
|
1700 apcBonesOut[i]->pkeyPositions[qq].mTime);
|
nuclear@0
|
1701 }
|
nuclear@0
|
1702 ++pcAnim->mNumChannels;
|
nuclear@0
|
1703 }
|
nuclear@0
|
1704 }
|
nuclear@0
|
1705 if (pcAnim->mDuration) {
|
nuclear@0
|
1706 pcAnim->mChannels = new aiNodeAnim*[pcAnim->mNumChannels];
|
nuclear@0
|
1707
|
nuclear@0
|
1708 unsigned int iCnt = 0;
|
nuclear@0
|
1709 for (uint32_t i = 0; i < pcHeader->bones_num;++i) {
|
nuclear@0
|
1710 if (!apcBonesOut[i]->pkeyPositions.empty()) {
|
nuclear@0
|
1711 const MDL::IntBone_MDL7* const intBone = apcBonesOut[i];
|
nuclear@0
|
1712
|
nuclear@0
|
1713 aiNodeAnim* const pcNodeAnim = pcAnim->mChannels[iCnt++] = new aiNodeAnim();
|
nuclear@0
|
1714 pcNodeAnim->mNodeName = aiString( intBone->mName );
|
nuclear@0
|
1715
|
nuclear@0
|
1716 // allocate enough storage for all keys
|
nuclear@0
|
1717 pcNodeAnim->mNumPositionKeys = (unsigned int)intBone->pkeyPositions.size();
|
nuclear@0
|
1718 pcNodeAnim->mNumScalingKeys = (unsigned int)intBone->pkeyPositions.size();
|
nuclear@0
|
1719 pcNodeAnim->mNumRotationKeys = (unsigned int)intBone->pkeyPositions.size();
|
nuclear@0
|
1720
|
nuclear@0
|
1721 pcNodeAnim->mPositionKeys = new aiVectorKey[pcNodeAnim->mNumPositionKeys];
|
nuclear@0
|
1722 pcNodeAnim->mScalingKeys = new aiVectorKey[pcNodeAnim->mNumPositionKeys];
|
nuclear@0
|
1723 pcNodeAnim->mRotationKeys = new aiQuatKey[pcNodeAnim->mNumPositionKeys];
|
nuclear@0
|
1724
|
nuclear@0
|
1725 // copy all keys
|
nuclear@0
|
1726 for (unsigned int qq = 0; qq < pcNodeAnim->mNumPositionKeys;++qq) {
|
nuclear@0
|
1727 pcNodeAnim->mPositionKeys[qq] = intBone->pkeyPositions[qq];
|
nuclear@0
|
1728 pcNodeAnim->mScalingKeys[qq] = intBone->pkeyScalings[qq];
|
nuclear@0
|
1729 pcNodeAnim->mRotationKeys[qq] = intBone->pkeyRotations[qq];
|
nuclear@0
|
1730 }
|
nuclear@0
|
1731 }
|
nuclear@0
|
1732 }
|
nuclear@0
|
1733
|
nuclear@0
|
1734 // store the output animation
|
nuclear@0
|
1735 pScene->mNumAnimations = 1;
|
nuclear@0
|
1736 pScene->mAnimations = new aiAnimation*[1];
|
nuclear@0
|
1737 pScene->mAnimations[0] = pcAnim;
|
nuclear@0
|
1738 }
|
nuclear@0
|
1739 else delete pcAnim;
|
nuclear@0
|
1740 }
|
nuclear@0
|
1741
|
nuclear@0
|
1742 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
1743 void MDLImporter::AddAnimationBoneTrafoKey_3DGS_MDL7(unsigned int iTrafo,
|
nuclear@0
|
1744 const MDL::BoneTransform_MDL7* pcBoneTransforms,
|
nuclear@0
|
1745 MDL::IntBone_MDL7** apcBonesOut)
|
nuclear@0
|
1746 {
|
nuclear@0
|
1747 ai_assert(NULL != pcBoneTransforms);
|
nuclear@0
|
1748 ai_assert(NULL != apcBonesOut);
|
nuclear@0
|
1749
|
nuclear@0
|
1750 // first .. get the transformation matrix
|
nuclear@0
|
1751 aiMatrix4x4 mTransform;
|
nuclear@0
|
1752 mTransform.a1 = pcBoneTransforms->m[0];
|
nuclear@0
|
1753 mTransform.b1 = pcBoneTransforms->m[1];
|
nuclear@0
|
1754 mTransform.c1 = pcBoneTransforms->m[2];
|
nuclear@0
|
1755 mTransform.d1 = pcBoneTransforms->m[3];
|
nuclear@0
|
1756
|
nuclear@0
|
1757 mTransform.a2 = pcBoneTransforms->m[4];
|
nuclear@0
|
1758 mTransform.b2 = pcBoneTransforms->m[5];
|
nuclear@0
|
1759 mTransform.c2 = pcBoneTransforms->m[6];
|
nuclear@0
|
1760 mTransform.d2 = pcBoneTransforms->m[7];
|
nuclear@0
|
1761
|
nuclear@0
|
1762 mTransform.a3 = pcBoneTransforms->m[8];
|
nuclear@0
|
1763 mTransform.b3 = pcBoneTransforms->m[9];
|
nuclear@0
|
1764 mTransform.c3 = pcBoneTransforms->m[10];
|
nuclear@0
|
1765 mTransform.d3 = pcBoneTransforms->m[11];
|
nuclear@0
|
1766
|
nuclear@0
|
1767 // now decompose the transformation matrix into separate
|
nuclear@0
|
1768 // scaling, rotation and translation
|
nuclear@0
|
1769 aiVectorKey vScaling,vPosition;
|
nuclear@0
|
1770 aiQuatKey qRotation;
|
nuclear@0
|
1771
|
nuclear@0
|
1772 // FIXME: Decompose will assert in debug builds if the matrix is invalid ...
|
nuclear@0
|
1773 mTransform.Decompose(vScaling.mValue,qRotation.mValue,vPosition.mValue);
|
nuclear@0
|
1774
|
nuclear@0
|
1775 // now generate keys
|
nuclear@0
|
1776 vScaling.mTime = qRotation.mTime = vPosition.mTime = (double)iTrafo;
|
nuclear@0
|
1777
|
nuclear@0
|
1778 // add the keys to the bone
|
nuclear@0
|
1779 MDL::IntBone_MDL7* const pcBoneOut = apcBonesOut[pcBoneTransforms->bone_index];
|
nuclear@0
|
1780 pcBoneOut->pkeyPositions.push_back ( vPosition );
|
nuclear@0
|
1781 pcBoneOut->pkeyScalings.push_back ( vScaling );
|
nuclear@0
|
1782 pcBoneOut->pkeyRotations.push_back ( qRotation );
|
nuclear@0
|
1783 }
|
nuclear@0
|
1784
|
nuclear@0
|
1785 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
1786 // Construct output meshes
|
nuclear@0
|
1787 void MDLImporter::GenerateOutputMeshes_3DGS_MDL7(
|
nuclear@0
|
1788 MDL::IntGroupData_MDL7& groupData,
|
nuclear@0
|
1789 MDL::IntSplitGroupData_MDL7& splitGroupData)
|
nuclear@0
|
1790 {
|
nuclear@0
|
1791 const MDL::IntSharedData_MDL7& shared = splitGroupData.shared;
|
nuclear@0
|
1792
|
nuclear@0
|
1793 // get a pointer to the header ...
|
nuclear@0
|
1794 const MDL::Header_MDL7* const pcHeader = (const MDL::Header_MDL7*)this->mBuffer;
|
nuclear@0
|
1795 const unsigned int iNumOutBones = pcHeader->bones_num;
|
nuclear@0
|
1796
|
nuclear@0
|
1797 for (std::vector<aiMaterial*>::size_type i = 0; i < shared.pcMats.size();++i) {
|
nuclear@0
|
1798 if (!splitGroupData.aiSplit[i]->empty()) {
|
nuclear@0
|
1799
|
nuclear@0
|
1800 // allocate the output mesh
|
nuclear@0
|
1801 aiMesh* pcMesh = new aiMesh();
|
nuclear@0
|
1802
|
nuclear@0
|
1803 pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
|
nuclear@0
|
1804 pcMesh->mMaterialIndex = (unsigned int)i;
|
nuclear@0
|
1805
|
nuclear@0
|
1806 // allocate output storage
|
nuclear@0
|
1807 pcMesh->mNumFaces = (unsigned int)splitGroupData.aiSplit[i]->size();
|
nuclear@0
|
1808 pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
|
nuclear@0
|
1809
|
nuclear@0
|
1810 pcMesh->mNumVertices = pcMesh->mNumFaces*3;
|
nuclear@0
|
1811 pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
|
nuclear@0
|
1812 pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
|
nuclear@0
|
1813
|
nuclear@0
|
1814 if (!groupData.vTextureCoords1.empty()) {
|
nuclear@0
|
1815 pcMesh->mNumUVComponents[0] = 2;
|
nuclear@0
|
1816 pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
|
nuclear@0
|
1817 if (!groupData.vTextureCoords2.empty()) {
|
nuclear@0
|
1818 pcMesh->mNumUVComponents[1] = 2;
|
nuclear@0
|
1819 pcMesh->mTextureCoords[1] = new aiVector3D[pcMesh->mNumVertices];
|
nuclear@0
|
1820 }
|
nuclear@0
|
1821 }
|
nuclear@0
|
1822
|
nuclear@0
|
1823 // iterate through all faces and build an unique set of vertices
|
nuclear@0
|
1824 unsigned int iCurrent = 0;
|
nuclear@0
|
1825 for (unsigned int iFace = 0; iFace < pcMesh->mNumFaces;++iFace) {
|
nuclear@0
|
1826 pcMesh->mFaces[iFace].mNumIndices = 3;
|
nuclear@0
|
1827 pcMesh->mFaces[iFace].mIndices = new unsigned int[3];
|
nuclear@0
|
1828
|
nuclear@0
|
1829 unsigned int iSrcFace = splitGroupData.aiSplit[i]->operator[](iFace);
|
nuclear@0
|
1830 const MDL::IntFace_MDL7& oldFace = groupData.pcFaces[iSrcFace];
|
nuclear@0
|
1831
|
nuclear@0
|
1832 // iterate through all face indices
|
nuclear@0
|
1833 for (unsigned int c = 0; c < 3;++c) {
|
nuclear@0
|
1834 const uint32_t iIndex = oldFace.mIndices[c];
|
nuclear@0
|
1835 pcMesh->mVertices[iCurrent] = groupData.vPositions[iIndex];
|
nuclear@0
|
1836 pcMesh->mNormals[iCurrent] = groupData.vNormals[iIndex];
|
nuclear@0
|
1837
|
nuclear@0
|
1838 if (!groupData.vTextureCoords1.empty()) {
|
nuclear@0
|
1839
|
nuclear@0
|
1840 pcMesh->mTextureCoords[0][iCurrent] = groupData.vTextureCoords1[iIndex];
|
nuclear@0
|
1841 if (!groupData.vTextureCoords2.empty()) {
|
nuclear@0
|
1842 pcMesh->mTextureCoords[1][iCurrent] = groupData.vTextureCoords2[iIndex];
|
nuclear@0
|
1843 }
|
nuclear@0
|
1844 }
|
nuclear@0
|
1845 pcMesh->mFaces[iFace].mIndices[c] = iCurrent++;
|
nuclear@0
|
1846 }
|
nuclear@0
|
1847 }
|
nuclear@0
|
1848
|
nuclear@0
|
1849 // if we have bones in the mesh we'll need to generate
|
nuclear@0
|
1850 // proper vertex weights for them
|
nuclear@0
|
1851 if (!groupData.aiBones.empty()) {
|
nuclear@0
|
1852 std::vector<std::vector<unsigned int> > aaiVWeightList;
|
nuclear@0
|
1853 aaiVWeightList.resize(iNumOutBones);
|
nuclear@0
|
1854
|
nuclear@0
|
1855 int iCurrent = 0;
|
nuclear@0
|
1856 for (unsigned int iFace = 0; iFace < pcMesh->mNumFaces;++iFace) {
|
nuclear@0
|
1857 unsigned int iSrcFace = splitGroupData.aiSplit[i]->operator[](iFace);
|
nuclear@0
|
1858 const MDL::IntFace_MDL7& oldFace = groupData.pcFaces[iSrcFace];
|
nuclear@0
|
1859
|
nuclear@0
|
1860 // iterate through all face indices
|
nuclear@0
|
1861 for (unsigned int c = 0; c < 3;++c) {
|
nuclear@0
|
1862 unsigned int iBone = groupData.aiBones[ oldFace.mIndices[c] ];
|
nuclear@0
|
1863 if (UINT_MAX != iBone) {
|
nuclear@0
|
1864 if (iBone >= iNumOutBones) {
|
nuclear@0
|
1865 DefaultLogger::get()->error("Bone index overflow. "
|
nuclear@0
|
1866 "The bone index of a vertex exceeds the allowed range. ");
|
nuclear@0
|
1867 iBone = iNumOutBones-1;
|
nuclear@0
|
1868 }
|
nuclear@0
|
1869 aaiVWeightList[ iBone ].push_back ( iCurrent );
|
nuclear@0
|
1870 }
|
nuclear@0
|
1871 ++iCurrent;
|
nuclear@0
|
1872 }
|
nuclear@0
|
1873 }
|
nuclear@0
|
1874 // now check which bones are required ...
|
nuclear@0
|
1875 for (std::vector<std::vector<unsigned int> >::const_iterator k = aaiVWeightList.begin();k != aaiVWeightList.end();++k) {
|
nuclear@0
|
1876 if (!(*k).empty()) {
|
nuclear@0
|
1877 ++pcMesh->mNumBones;
|
nuclear@0
|
1878 }
|
nuclear@0
|
1879 }
|
nuclear@0
|
1880 pcMesh->mBones = new aiBone*[pcMesh->mNumBones];
|
nuclear@0
|
1881 iCurrent = 0;
|
nuclear@0
|
1882 for (std::vector<std::vector<unsigned int> >::const_iterator k = aaiVWeightList.begin();k!= aaiVWeightList.end();++k,++iCurrent)
|
nuclear@0
|
1883 {
|
nuclear@0
|
1884 if ((*k).empty())
|
nuclear@0
|
1885 continue;
|
nuclear@0
|
1886
|
nuclear@0
|
1887 // seems we'll need this node
|
nuclear@0
|
1888 aiBone* pcBone = pcMesh->mBones[ iCurrent ] = new aiBone();
|
nuclear@0
|
1889 pcBone->mName = aiString(shared.apcOutBones[ iCurrent ]->mName);
|
nuclear@0
|
1890 pcBone->mOffsetMatrix = shared.apcOutBones[ iCurrent ]->mOffsetMatrix;
|
nuclear@0
|
1891
|
nuclear@0
|
1892 // setup vertex weights
|
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|
1893 pcBone->mNumWeights = (unsigned int)(*k).size();
|
nuclear@0
|
1894 pcBone->mWeights = new aiVertexWeight[pcBone->mNumWeights];
|
nuclear@0
|
1895
|
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|
1896 for (unsigned int weight = 0; weight < pcBone->mNumWeights;++weight) {
|
nuclear@0
|
1897 pcBone->mWeights[weight].mVertexId = (*k)[weight];
|
nuclear@0
|
1898 pcBone->mWeights[weight].mWeight = 1.0f;
|
nuclear@0
|
1899 }
|
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|
1900 }
|
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|
1901 }
|
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|
1902 // add the mesh to the list of output meshes
|
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|
1903 splitGroupData.avOutList.push_back(pcMesh);
|
nuclear@0
|
1904 }
|
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|
1905 }
|
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|
1906 }
|
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|
1907
|
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|
1908 // ------------------------------------------------------------------------------------------------
|
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|
1909 // Join to materials
|
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|
1910 void MDLImporter::JoinSkins_3DGS_MDL7(
|
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|
1911 aiMaterial* pcMat1,
|
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|
1912 aiMaterial* pcMat2,
|
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|
1913 aiMaterial* pcMatOut)
|
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|
1914 {
|
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|
1915 ai_assert(NULL != pcMat1 && NULL != pcMat2 && NULL != pcMatOut);
|
nuclear@0
|
1916
|
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|
1917 // first create a full copy of the first skin property set
|
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|
1918 // and assign it to the output material
|
nuclear@0
|
1919 aiMaterial::CopyPropertyList(pcMatOut,pcMat1);
|
nuclear@0
|
1920
|
nuclear@0
|
1921 int iVal = 0;
|
nuclear@0
|
1922 pcMatOut->AddProperty<int>(&iVal,1,AI_MATKEY_UVWSRC_DIFFUSE(0));
|
nuclear@0
|
1923
|
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|
1924 // then extract the diffuse texture from the second skin,
|
nuclear@0
|
1925 // setup 1 as UV source and we have it
|
nuclear@0
|
1926 aiString sString;
|
nuclear@0
|
1927 if(AI_SUCCESS == aiGetMaterialString ( pcMat2, AI_MATKEY_TEXTURE_DIFFUSE(0),&sString )) {
|
nuclear@0
|
1928 iVal = 1;
|
nuclear@0
|
1929 pcMatOut->AddProperty<int>(&iVal,1,AI_MATKEY_UVWSRC_DIFFUSE(1));
|
nuclear@0
|
1930 pcMatOut->AddProperty(&sString,AI_MATKEY_TEXTURE_DIFFUSE(1));
|
nuclear@0
|
1931 }
|
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|
1932 }
|
nuclear@0
|
1933
|
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|
1934 // ------------------------------------------------------------------------------------------------
|
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|
1935 // Read a half-life 2 MDL
|
nuclear@0
|
1936 void MDLImporter::InternReadFile_HL2( )
|
nuclear@0
|
1937 {
|
nuclear@0
|
1938 //const MDL::Header_HL2* pcHeader = (const MDL::Header_HL2*)this->mBuffer;
|
nuclear@0
|
1939 throw DeadlyImportError("HL2 MDLs are not implemented");
|
nuclear@0
|
1940 }
|
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|
1941
|
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|
1942 #endif // !! ASSIMP_BUILD_NO_MDL_IMPORTER
|