nuclear@0: /* nuclear@0: --------------------------------------------------------------------------- nuclear@0: Open Asset Import Library (assimp) nuclear@0: --------------------------------------------------------------------------- nuclear@0: nuclear@0: Copyright (c) 2006-2012, assimp team nuclear@0: nuclear@0: All rights reserved. nuclear@0: nuclear@0: Redistribution and use of this software in source and binary forms, nuclear@0: with or without modification, are permitted provided that the following nuclear@0: conditions are met: nuclear@0: nuclear@0: * Redistributions of source code must retain the above nuclear@0: copyright notice, this list of conditions and the nuclear@0: following disclaimer. nuclear@0: nuclear@0: * Redistributions in binary form must reproduce the above nuclear@0: copyright notice, this list of conditions and the nuclear@0: following disclaimer in the documentation and/or other nuclear@0: materials provided with the distribution. nuclear@0: nuclear@0: * Neither the name of the assimp team, nor the names of its nuclear@0: contributors may be used to endorse or promote products nuclear@0: derived from this software without specific prior nuclear@0: written permission of the assimp team. nuclear@0: nuclear@0: THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS nuclear@0: "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT nuclear@0: LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR nuclear@0: A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT nuclear@0: OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, nuclear@0: SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT nuclear@0: LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, nuclear@0: DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY nuclear@0: THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT nuclear@0: (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE nuclear@0: OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. nuclear@0: --------------------------------------------------------------------------- nuclear@0: */ nuclear@0: nuclear@0: /** @file Implementation of the MDL importer class */ nuclear@0: nuclear@0: #include "AssimpPCH.h" nuclear@0: #ifndef ASSIMP_BUILD_NO_HMP_IMPORTER nuclear@0: nuclear@0: // internal headers nuclear@0: #include "HMPLoader.h" nuclear@0: #include "MD2FileData.h" nuclear@0: nuclear@0: using namespace Assimp; nuclear@0: nuclear@0: static const aiImporterDesc desc = { nuclear@0: "3D GameStudio Heightmap (HMP) Importer", nuclear@0: "", nuclear@0: "", nuclear@0: "", nuclear@0: aiImporterFlags_SupportBinaryFlavour, nuclear@0: 0, nuclear@0: 0, nuclear@0: 0, nuclear@0: 0, nuclear@0: "hmp" nuclear@0: }; nuclear@0: nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: // Constructor to be privately used by Importer nuclear@0: HMPImporter::HMPImporter() nuclear@0: { nuclear@0: // nothing to do here nuclear@0: } nuclear@0: nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: // Destructor, private as well nuclear@0: HMPImporter::~HMPImporter() nuclear@0: { nuclear@0: // nothing to do here nuclear@0: } nuclear@0: nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: // Returns whether the class can handle the format of the given file. nuclear@0: bool HMPImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool cs) const nuclear@0: { nuclear@0: const std::string extension = GetExtension(pFile); nuclear@0: if (extension == "hmp" ) nuclear@0: return true; nuclear@0: nuclear@0: // if check for extension is not enough, check for the magic tokens nuclear@0: if (!extension.length() || cs) { nuclear@0: uint32_t tokens[3]; nuclear@0: tokens[0] = AI_HMP_MAGIC_NUMBER_LE_4; nuclear@0: tokens[1] = AI_HMP_MAGIC_NUMBER_LE_5; nuclear@0: tokens[2] = AI_HMP_MAGIC_NUMBER_LE_7; nuclear@0: return CheckMagicToken(pIOHandler,pFile,tokens,3,0); nuclear@0: } nuclear@0: return false; nuclear@0: } nuclear@0: nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: // Get list of all file extensions that are handled by this loader nuclear@0: const aiImporterDesc* HMPImporter::GetInfo () const nuclear@0: { nuclear@0: return &desc; nuclear@0: } nuclear@0: nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: // Imports the given file into the given scene structure. nuclear@0: void HMPImporter::InternReadFile( const std::string& pFile, nuclear@0: aiScene* _pScene, IOSystem* _pIOHandler) nuclear@0: { nuclear@0: pScene = _pScene; nuclear@0: pIOHandler = _pIOHandler; nuclear@0: boost::scoped_ptr file( pIOHandler->Open( pFile)); nuclear@0: nuclear@0: // Check whether we can read from the file nuclear@0: if( file.get() == NULL) nuclear@0: throw DeadlyImportError( "Failed to open HMP file " + pFile + "."); nuclear@0: nuclear@0: // Check whether the HMP file is large enough to contain nuclear@0: // at least the file header nuclear@0: const size_t fileSize = file->FileSize(); nuclear@0: if( fileSize < 50) nuclear@0: throw DeadlyImportError( "HMP File is too small."); nuclear@0: nuclear@0: // Allocate storage and copy the contents of the file to a memory buffer nuclear@0: std::vector buffer(fileSize); nuclear@0: mBuffer = &buffer[0]; nuclear@0: file->Read( (void*)mBuffer, 1, fileSize); nuclear@0: iFileSize = (unsigned int)fileSize; nuclear@0: nuclear@0: // Determine the file subtype and call the appropriate member function nuclear@0: const uint32_t iMagic = *((uint32_t*)this->mBuffer); nuclear@0: nuclear@0: // HMP4 format nuclear@0: if (AI_HMP_MAGIC_NUMBER_LE_4 == iMagic || nuclear@0: AI_HMP_MAGIC_NUMBER_BE_4 == iMagic) nuclear@0: { nuclear@0: DefaultLogger::get()->debug("HMP subtype: 3D GameStudio A4, magic word is HMP4"); nuclear@0: InternReadFile_HMP4(); nuclear@0: } nuclear@0: // HMP5 format nuclear@0: else if (AI_HMP_MAGIC_NUMBER_LE_5 == iMagic || nuclear@0: AI_HMP_MAGIC_NUMBER_BE_5 == iMagic) nuclear@0: { nuclear@0: DefaultLogger::get()->debug("HMP subtype: 3D GameStudio A5, magic word is HMP5"); nuclear@0: InternReadFile_HMP5(); nuclear@0: } nuclear@0: // HMP7 format nuclear@0: else if (AI_HMP_MAGIC_NUMBER_LE_7 == iMagic || nuclear@0: AI_HMP_MAGIC_NUMBER_BE_7 == iMagic) nuclear@0: { nuclear@0: DefaultLogger::get()->debug("HMP subtype: 3D GameStudio A7, magic word is HMP7"); nuclear@0: InternReadFile_HMP7(); nuclear@0: } nuclear@0: else nuclear@0: { nuclear@0: // Print the magic word to the logger nuclear@0: char szBuffer[5]; nuclear@0: szBuffer[0] = ((char*)&iMagic)[0]; nuclear@0: szBuffer[1] = ((char*)&iMagic)[1]; nuclear@0: szBuffer[2] = ((char*)&iMagic)[2]; nuclear@0: szBuffer[3] = ((char*)&iMagic)[3]; nuclear@0: szBuffer[4] = '\0'; nuclear@0: nuclear@0: // We're definitely unable to load this file nuclear@0: throw DeadlyImportError( "Unknown HMP subformat " + pFile + nuclear@0: ". Magic word (" + szBuffer + ") is not known"); nuclear@0: } nuclear@0: nuclear@0: // Set the AI_SCENE_FLAGS_TERRAIN bit nuclear@0: pScene->mFlags |= AI_SCENE_FLAGS_TERRAIN; nuclear@0: nuclear@0: // File buffer destructs automatically now nuclear@0: } nuclear@0: nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: void HMPImporter::ValidateHeader_HMP457( ) nuclear@0: { nuclear@0: const HMP::Header_HMP5* const pcHeader = (const HMP::Header_HMP5*)mBuffer; nuclear@0: nuclear@0: if (120 > iFileSize) nuclear@0: { nuclear@0: throw DeadlyImportError("HMP file is too small (header size is " nuclear@0: "120 bytes, this file is smaller)"); nuclear@0: } nuclear@0: nuclear@0: if (!pcHeader->ftrisize_x || !pcHeader->ftrisize_y) nuclear@0: throw DeadlyImportError("Size of triangles in either x or y direction is zero"); nuclear@0: nuclear@0: if(pcHeader->fnumverts_x < 1.0f || (pcHeader->numverts/pcHeader->fnumverts_x) < 1.0f) nuclear@0: throw DeadlyImportError("Number of triangles in either x or y direction is zero"); nuclear@0: nuclear@0: if(!pcHeader->numframes) nuclear@0: throw DeadlyImportError("There are no frames. At least one should be there"); nuclear@0: nuclear@0: } nuclear@0: nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: void HMPImporter::InternReadFile_HMP4( ) nuclear@0: { nuclear@0: throw DeadlyImportError("HMP4 is currently not supported"); nuclear@0: } nuclear@0: nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: void HMPImporter::InternReadFile_HMP5( ) nuclear@0: { nuclear@0: // read the file header and skip everything to byte 84 nuclear@0: const HMP::Header_HMP5* pcHeader = (const HMP::Header_HMP5*)mBuffer; nuclear@0: const unsigned char* szCurrent = (const unsigned char*)(mBuffer+84); nuclear@0: ValidateHeader_HMP457(); nuclear@0: nuclear@0: // generate an output mesh nuclear@0: pScene->mNumMeshes = 1; nuclear@0: pScene->mMeshes = new aiMesh*[1]; nuclear@0: aiMesh* pcMesh = pScene->mMeshes[0] = new aiMesh(); nuclear@0: nuclear@0: pcMesh->mMaterialIndex = 0; nuclear@0: pcMesh->mVertices = new aiVector3D[pcHeader->numverts]; nuclear@0: pcMesh->mNormals = new aiVector3D[pcHeader->numverts]; nuclear@0: nuclear@0: const unsigned int height = (unsigned int)(pcHeader->numverts / pcHeader->fnumverts_x); nuclear@0: const unsigned int width = (unsigned int)pcHeader->fnumverts_x; nuclear@0: nuclear@0: // generate/load a material for the terrain nuclear@0: CreateMaterial(szCurrent,&szCurrent); nuclear@0: nuclear@0: // goto offset 120, I don't know why ... nuclear@0: // (fixme) is this the frame header? I assume yes since it starts with 2. nuclear@0: szCurrent += 36; nuclear@0: SizeCheck(szCurrent + sizeof(const HMP::Vertex_HMP7)*height*width); nuclear@0: nuclear@0: // now load all vertices from the file nuclear@0: aiVector3D* pcVertOut = pcMesh->mVertices; nuclear@0: aiVector3D* pcNorOut = pcMesh->mNormals; nuclear@0: const HMP::Vertex_HMP5* src = (const HMP::Vertex_HMP5*) szCurrent; nuclear@0: for (unsigned int y = 0; y < height;++y) nuclear@0: { nuclear@0: for (unsigned int x = 0; x < width;++x) nuclear@0: { nuclear@0: pcVertOut->x = x * pcHeader->ftrisize_x; nuclear@0: pcVertOut->y = y * pcHeader->ftrisize_y; nuclear@0: pcVertOut->z = (((float)src->z / 0xffff)-0.5f) * pcHeader->ftrisize_x * 8.0f; nuclear@0: MD2::LookupNormalIndex(src->normals162index, *pcNorOut ); nuclear@0: ++pcVertOut;++pcNorOut;++src; nuclear@0: } nuclear@0: } nuclear@0: nuclear@0: // generate texture coordinates if necessary nuclear@0: if (pcHeader->numskins) nuclear@0: GenerateTextureCoords(width,height); nuclear@0: nuclear@0: // now build a list of faces nuclear@0: CreateOutputFaceList(width,height); nuclear@0: nuclear@0: // there is no nodegraph in HMP files. Simply assign the one mesh nuclear@0: // (no, not the one ring) to the root node nuclear@0: pScene->mRootNode = new aiNode(); nuclear@0: pScene->mRootNode->mName.Set("terrain_root"); nuclear@0: pScene->mRootNode->mNumMeshes = 1; nuclear@0: pScene->mRootNode->mMeshes = new unsigned int[1]; nuclear@0: pScene->mRootNode->mMeshes[0] = 0; nuclear@0: } nuclear@0: nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: void HMPImporter::InternReadFile_HMP7( ) nuclear@0: { nuclear@0: // read the file header and skip everything to byte 84 nuclear@0: const HMP::Header_HMP5* const pcHeader = (const HMP::Header_HMP5*)mBuffer; nuclear@0: const unsigned char* szCurrent = (const unsigned char*)(mBuffer+84); nuclear@0: ValidateHeader_HMP457(); nuclear@0: nuclear@0: // generate an output mesh nuclear@0: pScene->mNumMeshes = 1; nuclear@0: pScene->mMeshes = new aiMesh*[1]; nuclear@0: aiMesh* pcMesh = pScene->mMeshes[0] = new aiMesh(); nuclear@0: nuclear@0: pcMesh->mMaterialIndex = 0; nuclear@0: pcMesh->mVertices = new aiVector3D[pcHeader->numverts]; nuclear@0: pcMesh->mNormals = new aiVector3D[pcHeader->numverts]; nuclear@0: nuclear@0: const unsigned int height = (unsigned int)(pcHeader->numverts / pcHeader->fnumverts_x); nuclear@0: const unsigned int width = (unsigned int)pcHeader->fnumverts_x; nuclear@0: nuclear@0: // generate/load a material for the terrain nuclear@0: CreateMaterial(szCurrent,&szCurrent); nuclear@0: nuclear@0: // goto offset 120, I don't know why ... nuclear@0: // (fixme) is this the frame header? I assume yes since it starts with 2. nuclear@0: szCurrent += 36; nuclear@0: nuclear@0: SizeCheck(szCurrent + sizeof(const HMP::Vertex_HMP7)*height*width); nuclear@0: nuclear@0: // now load all vertices from the file nuclear@0: aiVector3D* pcVertOut = pcMesh->mVertices; nuclear@0: aiVector3D* pcNorOut = pcMesh->mNormals; nuclear@0: const HMP::Vertex_HMP7* src = (const HMP::Vertex_HMP7*) szCurrent; nuclear@0: for (unsigned int y = 0; y < height;++y) nuclear@0: { nuclear@0: for (unsigned int x = 0; x < width;++x) nuclear@0: { nuclear@0: pcVertOut->x = x * pcHeader->ftrisize_x; nuclear@0: pcVertOut->y = y * pcHeader->ftrisize_y; nuclear@0: nuclear@0: // FIXME: What exctly is the correct scaling factor to use? nuclear@0: // possibly pcHeader->scale_origin[2] in combination with a nuclear@0: // signed interpretation of src->z? nuclear@0: pcVertOut->z = (((float)src->z / 0xffff)-0.5f) * pcHeader->ftrisize_x * 8.0f; nuclear@0: nuclear@0: pcNorOut->x = ((float)src->normal_x / 0x80 ); // * pcHeader->scale_origin[0]; nuclear@0: pcNorOut->y = ((float)src->normal_y / 0x80 ); // * pcHeader->scale_origin[1]; nuclear@0: pcNorOut->z = 1.0f; nuclear@0: pcNorOut->Normalize(); nuclear@0: nuclear@0: ++pcVertOut;++pcNorOut;++src; nuclear@0: } nuclear@0: } nuclear@0: nuclear@0: // generate texture coordinates if necessary nuclear@0: if (pcHeader->numskins)GenerateTextureCoords(width,height); nuclear@0: nuclear@0: // now build a list of faces nuclear@0: CreateOutputFaceList(width,height); nuclear@0: nuclear@0: // there is no nodegraph in HMP files. Simply assign the one mesh nuclear@0: // (no, not the One Ring) to the root node nuclear@0: pScene->mRootNode = new aiNode(); nuclear@0: pScene->mRootNode->mName.Set("terrain_root"); nuclear@0: pScene->mRootNode->mNumMeshes = 1; nuclear@0: pScene->mRootNode->mMeshes = new unsigned int[1]; nuclear@0: pScene->mRootNode->mMeshes[0] = 0; nuclear@0: } nuclear@0: nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: void HMPImporter::CreateMaterial(const unsigned char* szCurrent, nuclear@0: const unsigned char** szCurrentOut) nuclear@0: { nuclear@0: aiMesh* const pcMesh = pScene->mMeshes[0]; nuclear@0: const HMP::Header_HMP5* const pcHeader = (const HMP::Header_HMP5*)mBuffer; nuclear@0: nuclear@0: // we don't need to generate texture coordinates if nuclear@0: // we have no textures in the file ... nuclear@0: if (pcHeader->numskins) nuclear@0: { nuclear@0: pcMesh->mTextureCoords[0] = new aiVector3D[pcHeader->numverts]; nuclear@0: pcMesh->mNumUVComponents[0] = 2; nuclear@0: nuclear@0: // now read the first skin and skip all others nuclear@0: ReadFirstSkin(pcHeader->numskins,szCurrent,&szCurrent); nuclear@0: } nuclear@0: else nuclear@0: { nuclear@0: // generate a default material nuclear@0: const int iMode = (int)aiShadingMode_Gouraud; nuclear@0: aiMaterial* pcHelper = new aiMaterial(); nuclear@0: pcHelper->AddProperty(&iMode, 1, AI_MATKEY_SHADING_MODEL); nuclear@0: nuclear@0: aiColor3D clr; nuclear@0: clr.b = clr.g = clr.r = 0.6f; nuclear@0: pcHelper->AddProperty(&clr, 1,AI_MATKEY_COLOR_DIFFUSE); nuclear@0: pcHelper->AddProperty(&clr, 1,AI_MATKEY_COLOR_SPECULAR); nuclear@0: nuclear@0: clr.b = clr.g = clr.r = 0.05f; nuclear@0: pcHelper->AddProperty(&clr, 1,AI_MATKEY_COLOR_AMBIENT); nuclear@0: nuclear@0: aiString szName; nuclear@0: szName.Set(AI_DEFAULT_MATERIAL_NAME); nuclear@0: pcHelper->AddProperty(&szName,AI_MATKEY_NAME); nuclear@0: nuclear@0: // add the material to the scene nuclear@0: pScene->mNumMaterials = 1; nuclear@0: pScene->mMaterials = new aiMaterial*[1]; nuclear@0: pScene->mMaterials[0] = pcHelper; nuclear@0: } nuclear@0: *szCurrentOut = szCurrent; nuclear@0: } nuclear@0: nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: void HMPImporter::CreateOutputFaceList(unsigned int width,unsigned int height) nuclear@0: { nuclear@0: aiMesh* const pcMesh = this->pScene->mMeshes[0]; nuclear@0: nuclear@0: // Allocate enough storage nuclear@0: pcMesh->mNumFaces = (width-1) * (height-1); nuclear@0: pcMesh->mFaces = new aiFace[pcMesh->mNumFaces]; nuclear@0: nuclear@0: pcMesh->mNumVertices = pcMesh->mNumFaces*4; nuclear@0: aiVector3D* pcVertices = new aiVector3D[pcMesh->mNumVertices]; nuclear@0: aiVector3D* pcNormals = new aiVector3D[pcMesh->mNumVertices]; nuclear@0: nuclear@0: aiFace* pcFaceOut(pcMesh->mFaces); nuclear@0: aiVector3D* pcVertOut = pcVertices; nuclear@0: aiVector3D* pcNorOut = pcNormals; nuclear@0: nuclear@0: aiVector3D* pcUVs = pcMesh->mTextureCoords[0] ? new aiVector3D[pcMesh->mNumVertices] : NULL; nuclear@0: aiVector3D* pcUVOut(pcUVs); nuclear@0: nuclear@0: // Build the terrain square nuclear@0: unsigned int iCurrent = 0; nuclear@0: for (unsigned int y = 0; y < height-1;++y) { nuclear@0: for (unsigned int x = 0; x < width-1;++x,++pcFaceOut) { nuclear@0: pcFaceOut->mNumIndices = 4; nuclear@0: pcFaceOut->mIndices = new unsigned int[4]; nuclear@0: nuclear@0: *pcVertOut++ = pcMesh->mVertices[y*width+x]; nuclear@0: *pcVertOut++ = pcMesh->mVertices[(y+1)*width+x]; nuclear@0: *pcVertOut++ = pcMesh->mVertices[(y+1)*width+x+1]; nuclear@0: *pcVertOut++ = pcMesh->mVertices[y*width+x+1]; nuclear@0: nuclear@0: nuclear@0: *pcNorOut++ = pcMesh->mNormals[y*width+x]; nuclear@0: *pcNorOut++ = pcMesh->mNormals[(y+1)*width+x]; nuclear@0: *pcNorOut++ = pcMesh->mNormals[(y+1)*width+x+1]; nuclear@0: *pcNorOut++ = pcMesh->mNormals[y*width+x+1]; nuclear@0: nuclear@0: if (pcMesh->mTextureCoords[0]) nuclear@0: { nuclear@0: *pcUVOut++ = pcMesh->mTextureCoords[0][y*width+x]; nuclear@0: *pcUVOut++ = pcMesh->mTextureCoords[0][(y+1)*width+x]; nuclear@0: *pcUVOut++ = pcMesh->mTextureCoords[0][(y+1)*width+x+1]; nuclear@0: *pcUVOut++ = pcMesh->mTextureCoords[0][y*width+x+1]; nuclear@0: } nuclear@0: nuclear@0: for (unsigned int i = 0; i < 4;++i) nuclear@0: pcFaceOut->mIndices[i] = iCurrent++; nuclear@0: } nuclear@0: } nuclear@0: delete[] pcMesh->mVertices; nuclear@0: pcMesh->mVertices = pcVertices; nuclear@0: nuclear@0: delete[] pcMesh->mNormals; nuclear@0: pcMesh->mNormals = pcNormals; nuclear@0: nuclear@0: if (pcMesh->mTextureCoords[0]) nuclear@0: { nuclear@0: delete[] pcMesh->mTextureCoords[0]; nuclear@0: pcMesh->mTextureCoords[0] = pcUVs; nuclear@0: } nuclear@0: } nuclear@0: nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: void HMPImporter::ReadFirstSkin(unsigned int iNumSkins, const unsigned char* szCursor, nuclear@0: const unsigned char** szCursorOut) nuclear@0: { nuclear@0: ai_assert(0 != iNumSkins && NULL != szCursor); nuclear@0: nuclear@0: // read the type of the skin ... nuclear@0: // sometimes we need to skip 12 bytes here, I don't know why ... nuclear@0: uint32_t iType = *((uint32_t*)szCursor);szCursor += sizeof(uint32_t); nuclear@0: if (0 == iType) nuclear@0: { nuclear@0: szCursor += sizeof(uint32_t) * 2; nuclear@0: iType = *((uint32_t*)szCursor);szCursor += sizeof(uint32_t); nuclear@0: if (!iType) nuclear@0: throw DeadlyImportError("Unable to read HMP7 skin chunk"); nuclear@0: nuclear@0: } nuclear@0: // read width and height nuclear@0: uint32_t iWidth = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t); nuclear@0: uint32_t iHeight = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t); nuclear@0: nuclear@0: // allocate an output material nuclear@0: aiMaterial* pcMat = new aiMaterial(); nuclear@0: nuclear@0: // read the skin, this works exactly as for MDL7 nuclear@0: ParseSkinLump_3DGS_MDL7(szCursor,&szCursor, nuclear@0: pcMat,iType,iWidth,iHeight); nuclear@0: nuclear@0: // now we need to skip any other skins ... nuclear@0: for (unsigned int i = 1; i< iNumSkins;++i) nuclear@0: { nuclear@0: iType = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t); nuclear@0: iWidth = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t); nuclear@0: iHeight = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t); nuclear@0: nuclear@0: SkipSkinLump_3DGS_MDL7(szCursor,&szCursor,iType,iWidth,iHeight); nuclear@0: SizeCheck(szCursor); nuclear@0: } nuclear@0: nuclear@0: // setup the material ... nuclear@0: pScene->mNumMaterials = 1; nuclear@0: pScene->mMaterials = new aiMaterial*[1]; nuclear@0: pScene->mMaterials[0] = pcMat; nuclear@0: nuclear@0: *szCursorOut = szCursor; nuclear@0: } nuclear@0: nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: // Generate proepr texture coords nuclear@0: void HMPImporter::GenerateTextureCoords( nuclear@0: const unsigned int width, const unsigned int height) nuclear@0: { nuclear@0: ai_assert(NULL != pScene->mMeshes && NULL != pScene->mMeshes[0] && nuclear@0: NULL != pScene->mMeshes[0]->mTextureCoords[0]); nuclear@0: nuclear@0: aiVector3D* uv = pScene->mMeshes[0]->mTextureCoords[0]; nuclear@0: nuclear@0: const float fY = (1.0f / height) + (1.0f / height) / (height-1); nuclear@0: const float fX = (1.0f / width) + (1.0f / width) / (width-1); nuclear@0: nuclear@0: for (unsigned int y = 0; y < height;++y) { nuclear@0: for (unsigned int x = 0; x < width;++x,++uv) { nuclear@0: uv->y = fY*y; nuclear@0: uv->x = fX*x; nuclear@0: uv->z = 0.0f; nuclear@0: } nuclear@0: } nuclear@0: } nuclear@0: nuclear@0: #endif // !! ASSIMP_BUILD_NO_HMP_IMPORTER