vrshoot

diff libs/assimp/HMPLoader.cpp @ 0:b2f14e535253

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 01 Feb 2014 19:58:19 +0200
parents
children
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/libs/assimp/HMPLoader.cpp	Sat Feb 01 19:58:19 2014 +0200
     1.3 @@ -0,0 +1,509 @@
     1.4 +/*
     1.5 +---------------------------------------------------------------------------
     1.6 +Open Asset Import Library (assimp)
     1.7 +---------------------------------------------------------------------------
     1.8 +
     1.9 +Copyright (c) 2006-2012, assimp team
    1.10 +
    1.11 +All rights reserved.
    1.12 +
    1.13 +Redistribution and use of this software in source and binary forms, 
    1.14 +with or without modification, are permitted provided that the following 
    1.15 +conditions are met:
    1.16 +
    1.17 +* Redistributions of source code must retain the above
    1.18 +  copyright notice, this list of conditions and the
    1.19 +  following disclaimer.
    1.20 +
    1.21 +* Redistributions in binary form must reproduce the above
    1.22 +  copyright notice, this list of conditions and the
    1.23 +  following disclaimer in the documentation and/or other
    1.24 +  materials provided with the distribution.
    1.25 +
    1.26 +* Neither the name of the assimp team, nor the names of its
    1.27 +  contributors may be used to endorse or promote products
    1.28 +  derived from this software without specific prior
    1.29 +  written permission of the assimp team.
    1.30 +
    1.31 +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 
    1.32 +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 
    1.33 +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
    1.34 +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 
    1.35 +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
    1.36 +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 
    1.37 +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
    1.38 +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 
    1.39 +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 
    1.40 +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 
    1.41 +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
    1.42 +---------------------------------------------------------------------------
    1.43 +*/
    1.44 +
    1.45 +/** @file Implementation of the MDL importer class */
    1.46 +
    1.47 +#include "AssimpPCH.h"
    1.48 +#ifndef ASSIMP_BUILD_NO_HMP_IMPORTER
    1.49 +
    1.50 +// internal headers
    1.51 +#include "HMPLoader.h"
    1.52 +#include "MD2FileData.h"
    1.53 +
    1.54 +using namespace Assimp;
    1.55 +
    1.56 +static const aiImporterDesc desc = {
    1.57 +	"3D GameStudio Heightmap (HMP) Importer",
    1.58 +	"",
    1.59 +	"",
    1.60 +	"",
    1.61 +	aiImporterFlags_SupportBinaryFlavour,
    1.62 +	0,
    1.63 +	0,
    1.64 +	0,
    1.65 +	0,
    1.66 +	"hmp" 
    1.67 +};
    1.68 +
    1.69 +// ------------------------------------------------------------------------------------------------
    1.70 +// Constructor to be privately used by Importer
    1.71 +HMPImporter::HMPImporter()
    1.72 +{
    1.73 +	// nothing to do here
    1.74 +}
    1.75 +
    1.76 +// ------------------------------------------------------------------------------------------------
    1.77 +// Destructor, private as well 
    1.78 +HMPImporter::~HMPImporter()
    1.79 +{
    1.80 +	// nothing to do here
    1.81 +}
    1.82 +
    1.83 +// ------------------------------------------------------------------------------------------------
    1.84 +// Returns whether the class can handle the format of the given file. 
    1.85 +bool HMPImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool cs) const
    1.86 +{
    1.87 +	const std::string extension = GetExtension(pFile);
    1.88 +	if (extension == "hmp" )
    1.89 +		return true;
    1.90 +
    1.91 +	// if check for extension is not enough, check for the magic tokens 
    1.92 +	if (!extension.length() || cs) {
    1.93 +		uint32_t tokens[3]; 
    1.94 +		tokens[0] = AI_HMP_MAGIC_NUMBER_LE_4;
    1.95 +		tokens[1] = AI_HMP_MAGIC_NUMBER_LE_5;
    1.96 +		tokens[2] = AI_HMP_MAGIC_NUMBER_LE_7;
    1.97 +		return CheckMagicToken(pIOHandler,pFile,tokens,3,0);
    1.98 +	}
    1.99 +	return false;
   1.100 +}
   1.101 +
   1.102 +// ------------------------------------------------------------------------------------------------
   1.103 +// Get list of all file extensions that are handled by this loader
   1.104 +const aiImporterDesc* HMPImporter::GetInfo () const
   1.105 +{
   1.106 +	return &desc;
   1.107 +}
   1.108 +
   1.109 +// ------------------------------------------------------------------------------------------------
   1.110 +// Imports the given file into the given scene structure. 
   1.111 +void HMPImporter::InternReadFile( const std::string& pFile, 
   1.112 +								 aiScene* _pScene, IOSystem* _pIOHandler)
   1.113 +{
   1.114 +	pScene     = _pScene;
   1.115 +	pIOHandler = _pIOHandler;
   1.116 +	boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
   1.117 +
   1.118 +	// Check whether we can read from the file
   1.119 +	if( file.get() == NULL)
   1.120 +		throw DeadlyImportError( "Failed to open HMP file " + pFile + ".");
   1.121 +
   1.122 +	// Check whether the HMP file is large enough to contain
   1.123 +	// at least the file header
   1.124 +	const size_t fileSize = file->FileSize();
   1.125 +	if( fileSize < 50)
   1.126 +		throw DeadlyImportError( "HMP File is too small.");
   1.127 +
   1.128 +	// Allocate storage and copy the contents of the file to a memory buffer
   1.129 +	std::vector<uint8_t> buffer(fileSize);
   1.130 +	mBuffer = &buffer[0];
   1.131 +	file->Read( (void*)mBuffer, 1, fileSize);
   1.132 +	iFileSize = (unsigned int)fileSize;
   1.133 +
   1.134 +	// Determine the file subtype and call the appropriate member function
   1.135 +	const uint32_t iMagic = *((uint32_t*)this->mBuffer);
   1.136 +
   1.137 +	// HMP4 format
   1.138 +	if (AI_HMP_MAGIC_NUMBER_LE_4 == iMagic ||
   1.139 +		AI_HMP_MAGIC_NUMBER_BE_4 == iMagic)
   1.140 +	{
   1.141 +		DefaultLogger::get()->debug("HMP subtype: 3D GameStudio A4, magic word is HMP4");
   1.142 +		InternReadFile_HMP4();
   1.143 +	}
   1.144 +	// HMP5 format
   1.145 +	else if (AI_HMP_MAGIC_NUMBER_LE_5 == iMagic ||
   1.146 +			 AI_HMP_MAGIC_NUMBER_BE_5 == iMagic)
   1.147 +	{
   1.148 +		DefaultLogger::get()->debug("HMP subtype: 3D GameStudio A5, magic word is HMP5");
   1.149 +		InternReadFile_HMP5();
   1.150 +	}
   1.151 +	// HMP7 format
   1.152 +	else if (AI_HMP_MAGIC_NUMBER_LE_7 == iMagic ||
   1.153 +			 AI_HMP_MAGIC_NUMBER_BE_7 == iMagic)
   1.154 +	{
   1.155 +		DefaultLogger::get()->debug("HMP subtype: 3D GameStudio A7, magic word is HMP7");
   1.156 +		InternReadFile_HMP7();
   1.157 +	}
   1.158 +	else
   1.159 +	{
   1.160 +		// Print the magic word to the logger
   1.161 +		char szBuffer[5];
   1.162 +		szBuffer[0] = ((char*)&iMagic)[0];
   1.163 +		szBuffer[1] = ((char*)&iMagic)[1];
   1.164 +		szBuffer[2] = ((char*)&iMagic)[2];
   1.165 +		szBuffer[3] = ((char*)&iMagic)[3];
   1.166 +		szBuffer[4] = '\0';
   1.167 +
   1.168 +		// We're definitely unable to load this file
   1.169 +		throw DeadlyImportError( "Unknown HMP subformat " + pFile +
   1.170 +			". Magic word (" + szBuffer + ") is not known");
   1.171 +	}
   1.172 +
   1.173 +	// Set the AI_SCENE_FLAGS_TERRAIN bit
   1.174 +	pScene->mFlags |= AI_SCENE_FLAGS_TERRAIN;
   1.175 +
   1.176 +	// File buffer destructs automatically now
   1.177 +}
   1.178 +
   1.179 +// ------------------------------------------------------------------------------------------------ 
   1.180 +void HMPImporter::ValidateHeader_HMP457( )
   1.181 +{
   1.182 +	const HMP::Header_HMP5* const pcHeader = (const HMP::Header_HMP5*)mBuffer;
   1.183 +
   1.184 +	if (120 > iFileSize)
   1.185 +	{
   1.186 +		throw DeadlyImportError("HMP file is too small (header size is "
   1.187 +			"120 bytes, this file is smaller)");
   1.188 +	}
   1.189 +
   1.190 +	if (!pcHeader->ftrisize_x || !pcHeader->ftrisize_y)
   1.191 +		throw DeadlyImportError("Size of triangles in either  x or y direction is zero");
   1.192 +	
   1.193 +	if(pcHeader->fnumverts_x < 1.0f || (pcHeader->numverts/pcHeader->fnumverts_x) < 1.0f)
   1.194 +		throw DeadlyImportError("Number of triangles in either x or y direction is zero");
   1.195 +	
   1.196 +	if(!pcHeader->numframes)
   1.197 +		throw DeadlyImportError("There are no frames. At least one should be there");
   1.198 +
   1.199 +}
   1.200 +
   1.201 +// ------------------------------------------------------------------------------------------------ 
   1.202 +void HMPImporter::InternReadFile_HMP4( )
   1.203 +{
   1.204 +	throw DeadlyImportError("HMP4 is currently not supported");
   1.205 +}
   1.206 +
   1.207 +// ------------------------------------------------------------------------------------------------ 
   1.208 +void HMPImporter::InternReadFile_HMP5( )
   1.209 +{
   1.210 +	// read the file header and skip everything to byte 84
   1.211 +	const HMP::Header_HMP5* pcHeader = (const HMP::Header_HMP5*)mBuffer;
   1.212 +	const unsigned char* szCurrent = (const unsigned char*)(mBuffer+84);
   1.213 +	ValidateHeader_HMP457();
   1.214 +
   1.215 +	// generate an output mesh
   1.216 +	pScene->mNumMeshes = 1;
   1.217 +	pScene->mMeshes = new aiMesh*[1];
   1.218 +	aiMesh* pcMesh = pScene->mMeshes[0] = new aiMesh();
   1.219 +
   1.220 +	pcMesh->mMaterialIndex = 0;
   1.221 +	pcMesh->mVertices = new aiVector3D[pcHeader->numverts];
   1.222 +	pcMesh->mNormals = new aiVector3D[pcHeader->numverts];
   1.223 +
   1.224 +	const unsigned int height = (unsigned int)(pcHeader->numverts / pcHeader->fnumverts_x);
   1.225 +	const unsigned int width =  (unsigned int)pcHeader->fnumverts_x;
   1.226 +
   1.227 +	// generate/load a material for the terrain
   1.228 +	CreateMaterial(szCurrent,&szCurrent);
   1.229 +
   1.230 +	// goto offset 120, I don't know why ...
   1.231 +	// (fixme) is this the frame header? I assume yes since it starts with 2. 
   1.232 +	szCurrent += 36;
   1.233 +	SizeCheck(szCurrent + sizeof(const HMP::Vertex_HMP7)*height*width);
   1.234 +
   1.235 +	// now load all vertices from the file
   1.236 +	aiVector3D* pcVertOut = pcMesh->mVertices;
   1.237 +	aiVector3D* pcNorOut = pcMesh->mNormals;
   1.238 +	const HMP::Vertex_HMP5* src = (const HMP::Vertex_HMP5*) szCurrent;
   1.239 +	for (unsigned int y = 0; y < height;++y)
   1.240 +	{
   1.241 +		for (unsigned int x = 0; x < width;++x)
   1.242 +		{
   1.243 +			pcVertOut->x = x * pcHeader->ftrisize_x;
   1.244 +			pcVertOut->y = y * pcHeader->ftrisize_y;
   1.245 +			pcVertOut->z = (((float)src->z / 0xffff)-0.5f) * pcHeader->ftrisize_x * 8.0f; 
   1.246 +			MD2::LookupNormalIndex(src->normals162index, *pcNorOut );
   1.247 +			++pcVertOut;++pcNorOut;++src;
   1.248 +		}
   1.249 +	}
   1.250 +
   1.251 +	// generate texture coordinates if necessary
   1.252 +	if (pcHeader->numskins)
   1.253 +		GenerateTextureCoords(width,height);
   1.254 +
   1.255 +	// now build a list of faces
   1.256 +	CreateOutputFaceList(width,height);	
   1.257 +
   1.258 +	// there is no nodegraph in HMP files. Simply assign the one mesh
   1.259 +	// (no, not the one ring) to the root node
   1.260 +	pScene->mRootNode = new aiNode();
   1.261 +	pScene->mRootNode->mName.Set("terrain_root");
   1.262 +	pScene->mRootNode->mNumMeshes = 1;
   1.263 +	pScene->mRootNode->mMeshes = new unsigned int[1];
   1.264 +	pScene->mRootNode->mMeshes[0] = 0;
   1.265 +}
   1.266 +
   1.267 +// ------------------------------------------------------------------------------------------------ 
   1.268 +void HMPImporter::InternReadFile_HMP7( )
   1.269 +{
   1.270 +	// read the file header and skip everything to byte 84
   1.271 +	const HMP::Header_HMP5* const pcHeader = (const HMP::Header_HMP5*)mBuffer;
   1.272 +	const unsigned char* szCurrent = (const unsigned char*)(mBuffer+84);
   1.273 +	ValidateHeader_HMP457();
   1.274 +
   1.275 +	// generate an output mesh
   1.276 +	pScene->mNumMeshes = 1;
   1.277 +	pScene->mMeshes = new aiMesh*[1];
   1.278 +	aiMesh* pcMesh = pScene->mMeshes[0] = new aiMesh();
   1.279 +
   1.280 +	pcMesh->mMaterialIndex = 0;
   1.281 +	pcMesh->mVertices = new aiVector3D[pcHeader->numverts];
   1.282 +	pcMesh->mNormals = new aiVector3D[pcHeader->numverts];
   1.283 +
   1.284 +	const unsigned int height = (unsigned int)(pcHeader->numverts / pcHeader->fnumverts_x);
   1.285 +	const unsigned int width = (unsigned int)pcHeader->fnumverts_x;
   1.286 +
   1.287 +	// generate/load a material for the terrain
   1.288 +	CreateMaterial(szCurrent,&szCurrent);
   1.289 +
   1.290 +	// goto offset 120, I don't know why ...
   1.291 +	// (fixme) is this the frame header? I assume yes since it starts with 2. 
   1.292 +	szCurrent += 36;
   1.293 +
   1.294 +	SizeCheck(szCurrent + sizeof(const HMP::Vertex_HMP7)*height*width);
   1.295 +
   1.296 +	// now load all vertices from the file
   1.297 +	aiVector3D* pcVertOut = pcMesh->mVertices;
   1.298 +	aiVector3D* pcNorOut = pcMesh->mNormals;
   1.299 +	const HMP::Vertex_HMP7* src = (const HMP::Vertex_HMP7*) szCurrent;
   1.300 +	for (unsigned int y = 0; y < height;++y)
   1.301 +	{
   1.302 +		for (unsigned int x = 0; x < width;++x)
   1.303 +		{
   1.304 +			pcVertOut->x = x * pcHeader->ftrisize_x;
   1.305 +			pcVertOut->y = y * pcHeader->ftrisize_y;
   1.306 +
   1.307 +			// FIXME: What exctly is the correct scaling factor to use?
   1.308 +			// possibly pcHeader->scale_origin[2] in combination with a
   1.309 +			// signed interpretation of src->z?
   1.310 +			pcVertOut->z = (((float)src->z / 0xffff)-0.5f) * pcHeader->ftrisize_x * 8.0f; 
   1.311 +
   1.312 +			pcNorOut->x = ((float)src->normal_x / 0x80 ); // * pcHeader->scale_origin[0];
   1.313 +			pcNorOut->y = ((float)src->normal_y / 0x80 ); // * pcHeader->scale_origin[1];
   1.314 +			pcNorOut->z = 1.0f;
   1.315 +			pcNorOut->Normalize();
   1.316 +			
   1.317 +			++pcVertOut;++pcNorOut;++src;
   1.318 +		}
   1.319 +	}
   1.320 +
   1.321 +	// generate texture coordinates if necessary
   1.322 +	if (pcHeader->numskins)GenerateTextureCoords(width,height);
   1.323 +
   1.324 +	// now build a list of faces
   1.325 +	CreateOutputFaceList(width,height);	
   1.326 +
   1.327 +	// there is no nodegraph in HMP files. Simply assign the one mesh
   1.328 +	// (no, not the One Ring) to the root node
   1.329 +	pScene->mRootNode = new aiNode();
   1.330 +	pScene->mRootNode->mName.Set("terrain_root");
   1.331 +	pScene->mRootNode->mNumMeshes = 1;
   1.332 +	pScene->mRootNode->mMeshes = new unsigned int[1];
   1.333 +	pScene->mRootNode->mMeshes[0] = 0;
   1.334 +}
   1.335 +
   1.336 +// ------------------------------------------------------------------------------------------------ 
   1.337 +void HMPImporter::CreateMaterial(const unsigned char* szCurrent,
   1.338 +	const unsigned char** szCurrentOut)
   1.339 +{
   1.340 +	aiMesh* const pcMesh = pScene->mMeshes[0];
   1.341 +	const HMP::Header_HMP5* const pcHeader = (const HMP::Header_HMP5*)mBuffer;
   1.342 +
   1.343 +	// we don't need to generate texture coordinates if
   1.344 +	// we have no textures in the file ...
   1.345 +	if (pcHeader->numskins)
   1.346 +	{
   1.347 +		pcMesh->mTextureCoords[0] = new aiVector3D[pcHeader->numverts];
   1.348 +		pcMesh->mNumUVComponents[0] = 2;
   1.349 +
   1.350 +		// now read the first skin and skip all others
   1.351 +		ReadFirstSkin(pcHeader->numskins,szCurrent,&szCurrent);
   1.352 +	}
   1.353 +	else
   1.354 +	{
   1.355 +		// generate a default material
   1.356 +		const int iMode = (int)aiShadingMode_Gouraud;
   1.357 +		aiMaterial* pcHelper = new aiMaterial();
   1.358 +		pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
   1.359 +
   1.360 +		aiColor3D clr;
   1.361 +		clr.b = clr.g = clr.r = 0.6f;
   1.362 +		pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
   1.363 +		pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
   1.364 +
   1.365 +		clr.b = clr.g = clr.r = 0.05f;
   1.366 +		pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
   1.367 +
   1.368 +		aiString szName;
   1.369 +		szName.Set(AI_DEFAULT_MATERIAL_NAME);
   1.370 +		pcHelper->AddProperty(&szName,AI_MATKEY_NAME);
   1.371 +
   1.372 +		// add the material to the scene
   1.373 +		pScene->mNumMaterials = 1;
   1.374 +		pScene->mMaterials = new aiMaterial*[1];
   1.375 +		pScene->mMaterials[0] = pcHelper;
   1.376 +	}
   1.377 +	*szCurrentOut = szCurrent;
   1.378 +}
   1.379 +
   1.380 +// ------------------------------------------------------------------------------------------------ 
   1.381 +void HMPImporter::CreateOutputFaceList(unsigned int width,unsigned int height)
   1.382 +{
   1.383 +	aiMesh* const pcMesh = this->pScene->mMeshes[0];
   1.384 +
   1.385 +	// Allocate enough storage
   1.386 +	pcMesh->mNumFaces = (width-1) * (height-1);
   1.387 +	pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
   1.388 +
   1.389 +	pcMesh->mNumVertices   = pcMesh->mNumFaces*4;
   1.390 +	aiVector3D* pcVertices = new aiVector3D[pcMesh->mNumVertices];
   1.391 +	aiVector3D* pcNormals  = new aiVector3D[pcMesh->mNumVertices];
   1.392 +
   1.393 +	aiFace* pcFaceOut(pcMesh->mFaces);
   1.394 +	aiVector3D* pcVertOut = pcVertices;
   1.395 +	aiVector3D* pcNorOut = pcNormals;
   1.396 +
   1.397 +	aiVector3D* pcUVs = pcMesh->mTextureCoords[0] ? new aiVector3D[pcMesh->mNumVertices] : NULL;
   1.398 +	aiVector3D* pcUVOut(pcUVs);
   1.399 +
   1.400 +	// Build the terrain square
   1.401 +	unsigned int iCurrent = 0;
   1.402 +	for (unsigned int y = 0; y < height-1;++y)	{
   1.403 +		for (unsigned int x = 0; x < width-1;++x,++pcFaceOut)	{
   1.404 +			pcFaceOut->mNumIndices = 4;
   1.405 +			pcFaceOut->mIndices = new unsigned int[4];
   1.406 +
   1.407 +			*pcVertOut++ = pcMesh->mVertices[y*width+x];
   1.408 +			*pcVertOut++ = pcMesh->mVertices[(y+1)*width+x];
   1.409 +			*pcVertOut++ = pcMesh->mVertices[(y+1)*width+x+1];
   1.410 +			*pcVertOut++ = pcMesh->mVertices[y*width+x+1];
   1.411 +			
   1.412 +
   1.413 +			*pcNorOut++ = pcMesh->mNormals[y*width+x];
   1.414 +			*pcNorOut++ = pcMesh->mNormals[(y+1)*width+x];
   1.415 +			*pcNorOut++ = pcMesh->mNormals[(y+1)*width+x+1];
   1.416 +			*pcNorOut++ = pcMesh->mNormals[y*width+x+1];
   1.417 +
   1.418 +			if (pcMesh->mTextureCoords[0])
   1.419 +			{
   1.420 +				*pcUVOut++ = pcMesh->mTextureCoords[0][y*width+x];
   1.421 +				*pcUVOut++ = pcMesh->mTextureCoords[0][(y+1)*width+x];
   1.422 +				*pcUVOut++ = pcMesh->mTextureCoords[0][(y+1)*width+x+1];
   1.423 +				*pcUVOut++ = pcMesh->mTextureCoords[0][y*width+x+1];
   1.424 +			}
   1.425 +			
   1.426 +			for (unsigned int i = 0; i < 4;++i)
   1.427 +				pcFaceOut->mIndices[i] = iCurrent++;
   1.428 +		}
   1.429 +	}
   1.430 +	delete[] pcMesh->mVertices;
   1.431 +	pcMesh->mVertices = pcVertices;
   1.432 +
   1.433 +	delete[] pcMesh->mNormals;
   1.434 +	pcMesh->mNormals = pcNormals;
   1.435 +
   1.436 +	if (pcMesh->mTextureCoords[0])
   1.437 +	{
   1.438 +		delete[] pcMesh->mTextureCoords[0];
   1.439 +		pcMesh->mTextureCoords[0] = pcUVs;
   1.440 +	}
   1.441 +}
   1.442 +
   1.443 +// ------------------------------------------------------------------------------------------------ 
   1.444 +void HMPImporter::ReadFirstSkin(unsigned int iNumSkins, const unsigned char* szCursor,
   1.445 +	const unsigned char** szCursorOut)
   1.446 +{
   1.447 +	ai_assert(0 != iNumSkins && NULL != szCursor);
   1.448 +
   1.449 +	// read the type of the skin ...
   1.450 +	// sometimes we need to skip 12 bytes here, I don't know why ...
   1.451 +	uint32_t iType = *((uint32_t*)szCursor);szCursor += sizeof(uint32_t);
   1.452 +	if (0 == iType)
   1.453 +	{
   1.454 +		szCursor += sizeof(uint32_t) * 2;
   1.455 +		iType = *((uint32_t*)szCursor);szCursor += sizeof(uint32_t);
   1.456 +		if (!iType)
   1.457 +			throw DeadlyImportError("Unable to read HMP7 skin chunk");
   1.458 +		
   1.459 +	}
   1.460 +	// read width and height
   1.461 +	uint32_t iWidth  = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t);
   1.462 +	uint32_t iHeight = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t);
   1.463 +
   1.464 +	// allocate an output material
   1.465 +	aiMaterial* pcMat = new aiMaterial();
   1.466 +
   1.467 +	// read the skin, this works exactly as for MDL7
   1.468 +	ParseSkinLump_3DGS_MDL7(szCursor,&szCursor,
   1.469 +		pcMat,iType,iWidth,iHeight);
   1.470 +
   1.471 +	// now we need to skip any other skins ... 
   1.472 +	for (unsigned int i = 1; i< iNumSkins;++i)
   1.473 +	{
   1.474 +		iType   = *((uint32_t*)szCursor);   szCursor += sizeof(uint32_t);
   1.475 +		iWidth  = *((uint32_t*)szCursor);   szCursor += sizeof(uint32_t);
   1.476 +		iHeight = *((uint32_t*)szCursor);   szCursor += sizeof(uint32_t);
   1.477 +
   1.478 +		SkipSkinLump_3DGS_MDL7(szCursor,&szCursor,iType,iWidth,iHeight);
   1.479 +		SizeCheck(szCursor);
   1.480 +	}
   1.481 +
   1.482 +	// setup the material ...
   1.483 +	pScene->mNumMaterials = 1;
   1.484 +	pScene->mMaterials = new aiMaterial*[1];
   1.485 +	pScene->mMaterials[0] = pcMat;
   1.486 +
   1.487 +	*szCursorOut = szCursor;
   1.488 +}
   1.489 +
   1.490 +// ------------------------------------------------------------------------------------------------ 
   1.491 +// Generate proepr texture coords
   1.492 +void HMPImporter::GenerateTextureCoords(
   1.493 +	const unsigned int width, const unsigned int height)
   1.494 +{
   1.495 +	ai_assert(NULL != pScene->mMeshes && NULL != pScene->mMeshes[0] &&
   1.496 +		      NULL != pScene->mMeshes[0]->mTextureCoords[0]);
   1.497 +
   1.498 +	aiVector3D* uv = pScene->mMeshes[0]->mTextureCoords[0];
   1.499 +
   1.500 +	const float fY = (1.0f / height) + (1.0f / height) / (height-1);
   1.501 +	const float fX = (1.0f / width) + (1.0f / width) / (width-1);
   1.502 +
   1.503 +	for (unsigned int y = 0; y < height;++y)	{
   1.504 +		for (unsigned int x = 0; x < width;++x,++uv)	{
   1.505 +			uv->y = fY*y;
   1.506 +			uv->x = fX*x;
   1.507 +			uv->z = 0.0f;
   1.508 +		}
   1.509 +	}
   1.510 +}
   1.511 +
   1.512 +#endif // !! ASSIMP_BUILD_NO_HMP_IMPORTER