HMP loader returns quads now, cleaned up the code a bit. Still longer than necessary.
BVH loader supports arbitrary rotation/translation orders now. Fixed a crash issue, added test models with ZYX and ZXY rotation order. Updated CREDITS. 'Beautified' pushpack/poppack. Collada loader does now also load XML files if 'COLLADA' is found in the header. Fixed path issues in several IRR test files. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@282 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
@@ -51,14 +51,12 @@ using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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BVHLoader::BVHLoader()
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{
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}
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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BVHLoader::~BVHLoader()
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{
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}
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{}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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@@ -73,10 +71,7 @@ bool BVHLoader::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
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for( std::string::iterator it = extension.begin(); it != extension.end(); ++it)
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*it = tolower( *it);
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if( extension == ".bvh")
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return true;
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return false;
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return ( extension == ".bvh");
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}
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// ------------------------------------------------------------------------------------------------
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@@ -410,31 +405,54 @@ void BVHLoader::CreateAnimation( aiScene* pScene)
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// now generate the tracks for all nodes
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anim->mNumChannels = mNodes.size();
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anim->mChannels = new aiNodeAnim*[anim->mNumChannels];
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// FIX: set the array elements to NULL to ensure proper deletion if an exception is thrown
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for (unsigned int i = 0; i < anim->mNumChannels;++i)
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anim->mChannels[i] = NULL;
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for( unsigned int a = 0; a < anim->mNumChannels; a++)
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{
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const Node& node = mNodes[a];
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const char* nodeName = node.mNode->mName.data;
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const std::string nodeName = std::string( node.mNode->mName.data );
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aiNodeAnim* nodeAnim = new aiNodeAnim;
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anim->mChannels[a] = nodeAnim;
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nodeAnim->mNodeName.Set( std::string( nodeName));
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nodeAnim->mNodeName.Set( nodeName);
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// translational part, if given
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if( node.mChannels.size() == 6)
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{
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if( node.mChannels[0] != Channel_PositionX || node.mChannels[1] != Channel_PositionY
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|| node.mChannels[2] != Channel_PositionZ)
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{
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throw new ImportErrorException( boost::str( boost::format( "Unexpected animation "
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"channel setup at node \"%s\".") % nodeName));
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}
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nodeAnim->mNumPositionKeys = mAnimNumFrames;
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nodeAnim->mPositionKeys = new aiVectorKey[mAnimNumFrames];
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aiVectorKey* poskey = nodeAnim->mPositionKeys;
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for( unsigned int fr = 0; fr < mAnimNumFrames; ++fr)
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{
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poskey->mTime = double( fr);
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poskey->mValue.x = node.mChannelValues[fr * node.mChannels.size() + 0];
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// Now compute all translations in the right order
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switch (node.mChannels[0])
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{
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case Channel_PositionX: poskey->mValue.x = node.mChannelValues[fr * node.mChannels.size() + 0];break;
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case Channel_PositionY: poskey->mValue.y = node.mChannelValues[fr * node.mChannels.size() + 0];break;
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case Channel_PositionZ: poskey->mValue.z = node.mChannelValues[fr * node.mChannels.size() + 0];break;
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default: throw new ImportErrorException( "Unexpected animation channel setup at node " + nodeName );
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}
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switch (node.mChannels[1])
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{
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case Channel_PositionX: poskey->mValue.x = node.mChannelValues[fr * node.mChannels.size() + 1];break;
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case Channel_PositionY: poskey->mValue.y = node.mChannelValues[fr * node.mChannels.size() + 1];break;
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case Channel_PositionZ: poskey->mValue.z = node.mChannelValues[fr * node.mChannels.size() + 1];break;
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default: throw new ImportErrorException( "Unexpected animation channel setup at node " + nodeName );
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}
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switch (node.mChannels[2])
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{
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case Channel_PositionX: poskey->mValue.x = node.mChannelValues[fr * node.mChannels.size() + 2];break;
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case Channel_PositionY: poskey->mValue.y = node.mChannelValues[fr * node.mChannels.size() + 2];break;
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case Channel_PositionZ: poskey->mValue.z = node.mChannelValues[fr * node.mChannels.size() + 2];break;
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default: throw new ImportErrorException( "Unexpected animation channel setup at node " + nodeName );
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}
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poskey->mValue.z = node.mChannelValues[fr * node.mChannels.size() + 1];
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poskey->mValue.y = node.mChannelValues[fr * node.mChannels.size() + 2];
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++poskey;
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@@ -451,25 +469,12 @@ void BVHLoader::CreateAnimation( aiScene* pScene)
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// rotation part. Always present. First find value offsets
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{
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unsigned int rotOffset = 0;
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unsigned int rotOffset = 0;
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if( node.mChannels.size() == 6)
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{
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if( node.mChannels[3] != Channel_RotationZ || node.mChannels[4] != Channel_RotationX
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|| node.mChannels[5] != Channel_RotationY)
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{
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throw new ImportErrorException( boost::str( boost::format( "Unexpected animation "
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"channel setup at node \"%s\".") % nodeName));
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}
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// Offset all further calculations
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rotOffset = 3;
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} else
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{
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if( node.mChannels[0] != Channel_RotationZ || node.mChannels[1] != Channel_RotationX
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|| node.mChannels[2] != Channel_RotationY || node.mChannels.size() != 3)
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{
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throw new ImportErrorException( boost::str( boost::format( "Unexpected animation "
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"channel setup at node \"%s\".") % nodeName));
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}
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}
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}
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// Then create the number of rotation keys
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nodeAnim->mNumRotationKeys = mAnimNumFrames;
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@@ -478,14 +483,35 @@ void BVHLoader::CreateAnimation( aiScene* pScene)
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for( unsigned int fr = 0; fr < mAnimNumFrames; ++fr)
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{
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// translate ZXY euler angels into a quaternion
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float angleZ = node.mChannelValues[fr * node.mChannels.size() + rotOffset + 0] * float( AI_MATH_PI) / 180.0f;
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float angleX = node.mChannelValues[fr * node.mChannels.size() + rotOffset + 1] * float( AI_MATH_PI) / 180.0f;
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float angleY = node.mChannelValues[fr * node.mChannels.size() + rotOffset + 2] * float( AI_MATH_PI) / 180.0f;
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const float angle0 = node.mChannelValues[fr * node.mChannels.size() + rotOffset ] * float( AI_MATH_PI) / 180.0f;
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const float angle1 = node.mChannelValues[fr * node.mChannels.size() + rotOffset+1] * float( AI_MATH_PI) / 180.0f;
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const float angle2 = node.mChannelValues[fr * node.mChannels.size() + rotOffset+2] * float( AI_MATH_PI) / 180.0f;
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aiMatrix4x4 temp;
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aiMatrix3x3 rotMatrix;
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aiMatrix4x4::RotationZ( angleZ, temp); rotMatrix *= aiMatrix3x3( temp);
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aiMatrix4x4::RotationX( angleX, temp); rotMatrix *= aiMatrix3x3( temp);
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aiMatrix4x4::RotationY( angleY, temp); rotMatrix *= aiMatrix3x3( temp);
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// Compute rotation transformations in the right order
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switch (node.mChannels[rotOffset])
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{
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case Channel_RotationX: aiMatrix4x4::RotationX( angle0, temp); rotMatrix *= aiMatrix3x3( temp); break;
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case Channel_RotationY: aiMatrix4x4::RotationY( angle0, temp); rotMatrix *= aiMatrix3x3( temp); break;
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case Channel_RotationZ: aiMatrix4x4::RotationZ( angle0, temp); rotMatrix *= aiMatrix3x3( temp); break;
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default: throw new ImportErrorException( "Unexpected animation channel setup at node " + nodeName );
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}
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switch (node.mChannels[rotOffset+1])
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{
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case Channel_RotationX: aiMatrix4x4::RotationX( angle1, temp); rotMatrix *= aiMatrix3x3( temp); break;
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case Channel_RotationY: aiMatrix4x4::RotationY( angle1, temp); rotMatrix *= aiMatrix3x3( temp); break;
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case Channel_RotationZ: aiMatrix4x4::RotationZ( angle1, temp); rotMatrix *= aiMatrix3x3( temp); break;
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default: throw new ImportErrorException( "Unexpected animation channel setup at node " + nodeName );
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}
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switch (node.mChannels[rotOffset+2])
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{
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case Channel_RotationX: aiMatrix4x4::RotationX( angle2, temp); rotMatrix *= aiMatrix3x3( temp); break;
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case Channel_RotationY: aiMatrix4x4::RotationY( angle2, temp); rotMatrix *= aiMatrix3x3( temp); break;
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case Channel_RotationZ: aiMatrix4x4::RotationZ( angle2, temp); rotMatrix *= aiMatrix3x3( temp); break;
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default: throw new ImportErrorException( "Unexpected animation channel setup at node " + nodeName );
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}
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rotkey->mTime = double( fr);
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rotkey->mValue = aiQuaternion( rotMatrix);
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@@ -132,7 +132,11 @@ bool BaseImporter::SearchFileHeaderForToken(IOSystem* pIOHandler,
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for (unsigned int i = 0; i < numTokens;++i)
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{
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ai_assert(NULL != tokens[i]);
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if (::strstr(buffer,tokens[i]))return true;
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if (::strstr(buffer,tokens[i]))
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{
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DefaultLogger::get()->debug(std::string("Found positive match for header keyword: ") + tokens[i]);
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return true;
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}
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}
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}
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return false;
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@@ -1,4 +1,3 @@
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/** Implementation of the Collada loader */
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (ASSIMP)
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@@ -40,6 +39,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file Implementation of the Collada loader */
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#include "AssimpPCH.h"
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#include "../include/aiAnim.h"
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#include "ColladaLoader.h"
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@@ -50,14 +51,12 @@ using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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ColladaLoader::ColladaLoader()
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{
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}
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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ColladaLoader::~ColladaLoader()
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{
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}
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{}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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@@ -75,6 +74,16 @@ bool ColladaLoader::CanRead( const std::string& pFile, IOSystem* pIOHandler) con
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if( extension == ".dae")
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return true;
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// XML - too generic, we need to open the file and search for typical keywords
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if( extension == ".xml") {
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/* If CanRead() is called in order to check whether we
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* support a specific file extension in general pIOHandler
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* might be NULL and it's our duty to return true here.
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*/
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if (!pIOHandler)return true;
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const char* tokens[] = {"collada"};
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return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
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}
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return false;
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}
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@@ -88,7 +97,7 @@ void ColladaLoader::InternReadFile( const std::string& pFile, aiScene* pScene, I
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ColladaParser parser( pFile);
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if( !parser.mRootNode)
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throw new ImportErrorException( "File came out empty. Somethings wrong here.");
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throw new ImportErrorException( "File came out empty. Something is wrong here.");
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// create the materials first, for the meshes to find
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BuildMaterials( parser, pScene);
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@@ -110,7 +119,6 @@ void ColladaLoader::InternReadFile( const std::string& pFile, aiScene* pScene, I
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0, 1, 0, 0,
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0, 0, 0, 1);
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// store all meshes
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StoreSceneMeshes( pScene);
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}
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@@ -48,7 +48,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "HMPLoader.h"
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#include "MD2FileData.h"
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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@@ -72,76 +71,69 @@ bool HMPImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
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// simple check of file extension is enough for the moment
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std::string::size_type pos = pFile.find_last_of('.');
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// no file extension - can't read
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if( pos == std::string::npos)
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return false;
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if( pos == std::string::npos)return false;
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std::string extension = pFile.substr( pos);
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if (extension.length() < 4)return false;
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if (extension[0] != '.')return false;
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if (extension[1] != 'h' && extension[1] != 'H')return false;
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if (extension[2] != 'm' && extension[2] != 'M')return false;
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if (extension[3] != 'p' && extension[3] != 'P')return false;
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for( std::string::iterator it = extension.begin(); it != extension.end(); ++it)
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*it = tolower( *it);
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return true;
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return extension == ".hmp";
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void HMPImporter::InternReadFile(
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const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
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void HMPImporter::InternReadFile( const std::string& pFile,
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aiScene* pScene, IOSystem* pIOHandler)
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{
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boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
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// Check whether we can read from the file
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if( file.get() == NULL)
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{
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throw new ImportErrorException( "Failed to open HMP file " + pFile + ".");
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}
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// check whether the HMP file is large enough to contain
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// Check whether the HMP file is large enough to contain
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// at least the file header
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size_t fileSize = file->FileSize();
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const size_t fileSize = file->FileSize();
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if( fileSize < 50)
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{
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throw new ImportErrorException( "HMP File is too small.");
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}
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// allocate storage and copy the contents of the file to a memory buffer
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// Allocate storage and copy the contents of the file to a memory buffer
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this->pScene = pScene;
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this->pIOHandler = pIOHandler;
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this->mBuffer = new unsigned char[fileSize+1];
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std::vector<uint8_t> buffer(fileSize+1);
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mBuffer = &buffer[0];
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file->Read( (void*)mBuffer, 1, fileSize);
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iFileSize = (unsigned int)fileSize;
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this->iFileSize = (unsigned int)fileSize;
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// determine the file subtype and call the appropriate member function
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||||
// Determine the file subtype and call the appropriate member function
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||||
uint32_t iMagic = *((uint32_t*)this->mBuffer);
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||||
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||||
try {
|
||||
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// HMP4 format
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if (AI_HMP_MAGIC_NUMBER_LE_4 == iMagic ||
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AI_HMP_MAGIC_NUMBER_BE_4 == iMagic)
|
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{
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||||
DefaultLogger::get()->debug("HMP subtype: 3D GameStudio A4, magic word is HMP4");
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||||
this->InternReadFile_HMP4();
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||||
InternReadFile_HMP4();
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||||
}
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||||
// HMP5 format
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||||
else if (AI_HMP_MAGIC_NUMBER_LE_5 == iMagic ||
|
||||
AI_HMP_MAGIC_NUMBER_BE_5 == iMagic)
|
||||
{
|
||||
DefaultLogger::get()->debug("HMP subtype: 3D GameStudio A5, magic word is HMP5");
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||||
this->InternReadFile_HMP5();
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||||
InternReadFile_HMP5();
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||||
}
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||||
// HMP7 format
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||||
else if (AI_HMP_MAGIC_NUMBER_LE_7 == iMagic ||
|
||||
AI_HMP_MAGIC_NUMBER_BE_7 == iMagic)
|
||||
{
|
||||
DefaultLogger::get()->debug("HMP subtype: 3D GameStudio A7, magic word is HMP7");
|
||||
this->InternReadFile_HMP7();
|
||||
InternReadFile_HMP7();
|
||||
}
|
||||
else
|
||||
{
|
||||
// print the magic word to the logger
|
||||
// Print the magic word to the logger
|
||||
char szBuffer[5];
|
||||
szBuffer[0] = ((char*)&iMagic)[0];
|
||||
szBuffer[1] = ((char*)&iMagic)[1];
|
||||
@@ -149,20 +141,17 @@ void HMPImporter::InternReadFile(
|
||||
szBuffer[3] = ((char*)&iMagic)[3];
|
||||
szBuffer[4] = '\0';
|
||||
|
||||
// we're definitely unable to load this file
|
||||
// We're definitely unable to load this file
|
||||
throw new ImportErrorException( "Unknown HMP subformat " + pFile +
|
||||
". Magic word (" + szBuffer + ") is not known");
|
||||
}
|
||||
|
||||
} catch (ImportErrorException* ex) {
|
||||
delete[] this->mBuffer;
|
||||
throw ex;
|
||||
}
|
||||
// Set the AI_SCENE_FLAGS_TERRAIN bit
|
||||
pScene->mFlags |= AI_SCENE_FLAGS_TERRAIN;
|
||||
|
||||
// delete the file buffer
|
||||
delete[] this->mBuffer;
|
||||
return;
|
||||
// File buffer destructs automatically now
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void HMPImporter::ValidateHeader_HMP457( )
|
||||
{
|
||||
@@ -175,51 +164,49 @@ void HMPImporter::ValidateHeader_HMP457( )
|
||||
}
|
||||
|
||||
if (!pcHeader->ftrisize_x || !pcHeader->ftrisize_y)
|
||||
{
|
||||
throw new ImportErrorException("Size of triangles in either x or y direction is zero");
|
||||
}
|
||||
|
||||
if(pcHeader->fnumverts_x < 1.0f || (pcHeader->numverts/pcHeader->fnumverts_x) < 1.0f)
|
||||
{
|
||||
throw new ImportErrorException("Number of triangles in either x or y direction is zero");
|
||||
}
|
||||
|
||||
if(!pcHeader->numframes)
|
||||
{
|
||||
throw new ImportErrorException("There are no frames. At least one should be there");
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void HMPImporter::InternReadFile_HMP4( )
|
||||
{
|
||||
throw new ImportErrorException("HMP4 is currently not supported");
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void HMPImporter::InternReadFile_HMP5( )
|
||||
{
|
||||
// read the file header and skip everything to byte 84
|
||||
const HMP::Header_HMP5* pcHeader = (const HMP::Header_HMP5*)this->mBuffer;
|
||||
const unsigned char* szCurrent = (const unsigned char*)(this->mBuffer+84);
|
||||
this->ValidateHeader_HMP457();
|
||||
const HMP::Header_HMP5* pcHeader = (const HMP::Header_HMP5*)mBuffer;
|
||||
const unsigned char* szCurrent = (const unsigned char*)(mBuffer+84);
|
||||
ValidateHeader_HMP457();
|
||||
|
||||
// generate an output mesh
|
||||
this->pScene->mNumMeshes = 1;
|
||||
this->pScene->mMeshes = new aiMesh*[1];
|
||||
aiMesh* pcMesh = this->pScene->mMeshes[0] = new aiMesh();
|
||||
pScene->mNumMeshes = 1;
|
||||
pScene->mMeshes = new aiMesh*[1];
|
||||
aiMesh* pcMesh = pScene->mMeshes[0] = new aiMesh();
|
||||
|
||||
pcMesh->mMaterialIndex = 0;
|
||||
pcMesh->mVertices = new aiVector3D[pcHeader->numverts];
|
||||
pcMesh->mNormals = new aiVector3D[pcHeader->numverts];
|
||||
|
||||
const unsigned int height = (unsigned int)(pcHeader->numverts / pcHeader->fnumverts_x);
|
||||
const unsigned int width = (unsigned int)pcHeader->fnumverts_x;
|
||||
const unsigned int width = (unsigned int)pcHeader->fnumverts_x;
|
||||
|
||||
// generate/load a material for the terrain
|
||||
this->CreateMaterial(szCurrent,&szCurrent);
|
||||
CreateMaterial(szCurrent,&szCurrent);
|
||||
|
||||
// goto offset 120, I don't know why ...
|
||||
// (fixme) is this the frame header? I assume yes since it starts with 2.
|
||||
szCurrent += 36;
|
||||
|
||||
this->SizeCheck(szCurrent + sizeof(const HMP::Vertex_HMP7)*height*width);
|
||||
SizeCheck(szCurrent + sizeof(const HMP::Vertex_HMP7)*height*width);
|
||||
|
||||
// now load all vertices from the file
|
||||
aiVector3D* pcVertOut = pcMesh->mVertices;
|
||||
@@ -238,31 +225,31 @@ void HMPImporter::InternReadFile_HMP5( )
|
||||
}
|
||||
|
||||
// generate texture coordinates if necessary
|
||||
if (pcHeader->numskins)this->GenerateTextureCoords(width,height);
|
||||
if (pcHeader->numskins)GenerateTextureCoords(width,height);
|
||||
|
||||
// now build a list of faces
|
||||
this->CreateOutputFaceList(width,height);
|
||||
CreateOutputFaceList(width,height);
|
||||
|
||||
// there is no nodegraph in HMP files. Simply assign the one mesh
|
||||
// (no, not the one ring) to the root node
|
||||
this->pScene->mRootNode = new aiNode();
|
||||
this->pScene->mRootNode->mName.Set("terrain_root");
|
||||
this->pScene->mRootNode->mNumMeshes = 1;
|
||||
this->pScene->mRootNode->mMeshes = new unsigned int[1];
|
||||
this->pScene->mRootNode->mMeshes[0] = 0;
|
||||
pScene->mRootNode = new aiNode();
|
||||
pScene->mRootNode->mName.Set("terrain_root");
|
||||
pScene->mRootNode->mNumMeshes = 1;
|
||||
pScene->mRootNode->mMeshes = new unsigned int[1];
|
||||
pScene->mRootNode->mMeshes[0] = 0;
|
||||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void HMPImporter::InternReadFile_HMP7( )
|
||||
{
|
||||
// read the file header and skip everything to byte 84
|
||||
const HMP::Header_HMP5* const pcHeader = (const HMP::Header_HMP5*)this->mBuffer;
|
||||
const unsigned char* szCurrent = (const unsigned char*)(this->mBuffer+84);
|
||||
this->ValidateHeader_HMP457();
|
||||
const HMP::Header_HMP5* const pcHeader = (const HMP::Header_HMP5*)mBuffer;
|
||||
const unsigned char* szCurrent = (const unsigned char*)(mBuffer+84);
|
||||
ValidateHeader_HMP457();
|
||||
|
||||
// generate an output mesh
|
||||
this->pScene->mNumMeshes = 1;
|
||||
this->pScene->mMeshes = new aiMesh*[1];
|
||||
aiMesh* pcMesh = this->pScene->mMeshes[0] = new aiMesh();
|
||||
pScene->mNumMeshes = 1;
|
||||
pScene->mMeshes = new aiMesh*[1];
|
||||
aiMesh* pcMesh = pScene->mMeshes[0] = new aiMesh();
|
||||
|
||||
pcMesh->mMaterialIndex = 0;
|
||||
pcMesh->mVertices = new aiVector3D[pcHeader->numverts];
|
||||
@@ -272,13 +259,13 @@ void HMPImporter::InternReadFile_HMP7( )
|
||||
const unsigned int width = (unsigned int)pcHeader->fnumverts_x;
|
||||
|
||||
// generate/load a material for the terrain
|
||||
this->CreateMaterial(szCurrent,&szCurrent);
|
||||
CreateMaterial(szCurrent,&szCurrent);
|
||||
|
||||
// goto offset 120, I don't know why ...
|
||||
// (fixme) is this the frame header? I assume yes since it starts with 2.
|
||||
szCurrent += 36;
|
||||
|
||||
this->SizeCheck(szCurrent + sizeof(const HMP::Vertex_HMP7)*height*width);
|
||||
SizeCheck(szCurrent + sizeof(const HMP::Vertex_HMP7)*height*width);
|
||||
|
||||
// now load all vertices from the file
|
||||
aiVector3D* pcVertOut = pcMesh->mVertices;
|
||||
@@ -306,25 +293,26 @@ void HMPImporter::InternReadFile_HMP7( )
|
||||
}
|
||||
|
||||
// generate texture coordinates if necessary
|
||||
if (pcHeader->numskins)this->GenerateTextureCoords(width,height);
|
||||
if (pcHeader->numskins)GenerateTextureCoords(width,height);
|
||||
|
||||
// now build a list of faces
|
||||
this->CreateOutputFaceList(width,height);
|
||||
CreateOutputFaceList(width,height);
|
||||
|
||||
// there is no nodegraph in HMP files. Simply assign the one mesh
|
||||
// (no, not the One Ring) to the root node
|
||||
this->pScene->mRootNode = new aiNode();
|
||||
this->pScene->mRootNode->mName.Set("terrain_root");
|
||||
this->pScene->mRootNode->mNumMeshes = 1;
|
||||
this->pScene->mRootNode->mMeshes = new unsigned int[1];
|
||||
this->pScene->mRootNode->mMeshes[0] = 0;
|
||||
pScene->mRootNode = new aiNode();
|
||||
pScene->mRootNode->mName.Set("terrain_root");
|
||||
pScene->mRootNode->mNumMeshes = 1;
|
||||
pScene->mRootNode->mMeshes = new unsigned int[1];
|
||||
pScene->mRootNode->mMeshes[0] = 0;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void HMPImporter::CreateMaterial(const unsigned char* szCurrent,
|
||||
const unsigned char** szCurrentOut)
|
||||
{
|
||||
aiMesh* const pcMesh = this->pScene->mMeshes[0];
|
||||
const HMP::Header_HMP5* const pcHeader = (const HMP::Header_HMP5*)this->mBuffer;
|
||||
aiMesh* const pcMesh = pScene->mMeshes[0];
|
||||
const HMP::Header_HMP5* const pcHeader = (const HMP::Header_HMP5*)mBuffer;
|
||||
|
||||
// we don't need to generate texture coordinates if
|
||||
// we have no textures in the file ...
|
||||
@@ -334,7 +322,7 @@ void HMPImporter::CreateMaterial(const unsigned char* szCurrent,
|
||||
pcMesh->mNumUVComponents[0] = 2;
|
||||
|
||||
// now read the first skin and skip all others
|
||||
this->ReadFirstSkin(pcHeader->numskins,szCurrent,&szCurrent);
|
||||
ReadFirstSkin(pcHeader->numskins,szCurrent,&szCurrent);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -356,25 +344,25 @@ void HMPImporter::CreateMaterial(const unsigned char* szCurrent,
|
||||
pcHelper->AddProperty(&szName,AI_MATKEY_NAME);
|
||||
|
||||
// add the material to the scene
|
||||
this->pScene->mNumMaterials = 1;
|
||||
this->pScene->mMaterials = new aiMaterial*[1];
|
||||
this->pScene->mMaterials[0] = pcHelper;
|
||||
pScene->mNumMaterials = 1;
|
||||
pScene->mMaterials = new aiMaterial*[1];
|
||||
pScene->mMaterials[0] = pcHelper;
|
||||
}
|
||||
*szCurrentOut = szCurrent;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void HMPImporter::CreateOutputFaceList(unsigned int width,unsigned int height)
|
||||
{
|
||||
aiMesh* const pcMesh = this->pScene->mMeshes[0];
|
||||
|
||||
// allocate enough storage
|
||||
const unsigned int iNumSquares = (width-1) * (height-1);
|
||||
pcMesh->mNumFaces = iNumSquares << 1;
|
||||
// Allocate enough storage
|
||||
pcMesh->mNumFaces = (width-1) * (height-1);
|
||||
pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
|
||||
|
||||
pcMesh->mNumVertices = pcMesh->mNumFaces*3;
|
||||
pcMesh->mNumVertices = pcMesh->mNumFaces*4;
|
||||
aiVector3D* pcVertices = new aiVector3D[pcMesh->mNumVertices];
|
||||
aiVector3D* pcNormals = new aiVector3D[pcMesh->mNumVertices];
|
||||
aiVector3D* pcNormals = new aiVector3D[pcMesh->mNumVertices];
|
||||
|
||||
aiFace* pcFaceOut(pcMesh->mFaces);
|
||||
aiVector3D* pcVertOut = pcVertices;
|
||||
@@ -383,59 +371,34 @@ void HMPImporter::CreateOutputFaceList(unsigned int width,unsigned int height)
|
||||
aiVector3D* pcUVs = pcMesh->mTextureCoords[0] ? new aiVector3D[pcMesh->mNumVertices] : NULL;
|
||||
aiVector3D* pcUVOut(pcUVs);
|
||||
|
||||
// build the terrain square
|
||||
// Build the terrain square
|
||||
unsigned int iCurrent = 0;
|
||||
for (unsigned int y = 0; y < height-1;++y)
|
||||
{
|
||||
for (unsigned int x = 0; x < width-1;++x)
|
||||
{
|
||||
// first triangle of the square
|
||||
pcFaceOut->mNumIndices = 3;
|
||||
pcFaceOut->mIndices = new unsigned int[3];
|
||||
for (unsigned int y = 0; y < height-1;++y) {
|
||||
for (unsigned int x = 0; x < width-1;++x,++pcFaceOut) {
|
||||
pcFaceOut->mNumIndices = 4;
|
||||
pcFaceOut->mIndices = new unsigned int[4];
|
||||
|
||||
*pcVertOut++ = pcMesh->mVertices[y*width+x];
|
||||
*pcVertOut++ = pcMesh->mVertices[y*width+x+1];
|
||||
*pcVertOut++ = pcMesh->mVertices[(y+1)*width+x];
|
||||
*pcVertOut++ = pcMesh->mVertices[(y+1)*width+x+1];
|
||||
*pcVertOut++ = pcMesh->mVertices[y*width+x+1];
|
||||
|
||||
|
||||
*pcNorOut++ = pcMesh->mNormals[y*width+x];
|
||||
*pcNorOut++ = pcMesh->mNormals[y*width+x+1];
|
||||
*pcNorOut++ = pcMesh->mNormals[(y+1)*width+x];
|
||||
*pcNorOut++ = pcMesh->mNormals[(y+1)*width+x+1];
|
||||
*pcNorOut++ = pcMesh->mNormals[y*width+x+1];
|
||||
|
||||
if (pcMesh->mTextureCoords[0])
|
||||
{
|
||||
*pcUVOut++ = pcMesh->mTextureCoords[0][y*width+x];
|
||||
*pcUVOut++ = pcMesh->mTextureCoords[0][y*width+x+1];
|
||||
*pcUVOut++ = pcMesh->mTextureCoords[0][(y+1)*width+x];
|
||||
}
|
||||
|
||||
pcFaceOut->mIndices[2] = iCurrent++;
|
||||
pcFaceOut->mIndices[1] = iCurrent++;
|
||||
pcFaceOut->mIndices[0] = iCurrent++;
|
||||
++pcFaceOut;
|
||||
|
||||
// second triangle of the square
|
||||
pcFaceOut->mNumIndices = 3;
|
||||
pcFaceOut->mIndices = new unsigned int[3];
|
||||
|
||||
*pcVertOut++ = pcMesh->mVertices[(y+1)*width+x];
|
||||
*pcVertOut++ = pcMesh->mVertices[y*width+x+1];
|
||||
*pcVertOut++ = pcMesh->mVertices[(y+1)*width+x+1];
|
||||
|
||||
*pcNorOut++ = pcMesh->mNormals[(y+1)*width+x];
|
||||
*pcNorOut++ = pcMesh->mNormals[y*width+x+1];
|
||||
*pcNorOut++ = pcMesh->mNormals[(y+1)*width+x+1];
|
||||
|
||||
if (pcMesh->mTextureCoords[0])
|
||||
{
|
||||
*pcUVOut++ = pcMesh->mTextureCoords[0][(y+1)*width+x];
|
||||
*pcUVOut++ = pcMesh->mTextureCoords[0][y*width+x+1];
|
||||
*pcUVOut++ = pcMesh->mTextureCoords[0][(y+1)*width+x+1];
|
||||
*pcUVOut++ = pcMesh->mTextureCoords[0][y*width+x+1];
|
||||
}
|
||||
|
||||
pcFaceOut->mIndices[2] = iCurrent++;
|
||||
pcFaceOut->mIndices[1] = iCurrent++;
|
||||
pcFaceOut->mIndices[0] = iCurrent++;
|
||||
++pcFaceOut;
|
||||
for (unsigned int i = 0; i < 4;++i)
|
||||
pcFaceOut->mIndices[i] = iCurrent++;
|
||||
}
|
||||
}
|
||||
delete[] pcMesh->mVertices;
|
||||
@@ -450,6 +413,7 @@ void HMPImporter::CreateOutputFaceList(unsigned int width,unsigned int height)
|
||||
pcMesh->mTextureCoords[0] = pcUVs;
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void HMPImporter::ReadFirstSkin(unsigned int iNumSkins, const unsigned char* szCursor,
|
||||
const unsigned char** szCursorOut)
|
||||
@@ -461,69 +425,58 @@ void HMPImporter::ReadFirstSkin(unsigned int iNumSkins, const unsigned char* szC
|
||||
uint32_t iType = *((uint32_t*)szCursor);szCursor += sizeof(uint32_t);
|
||||
if (0 == iType)
|
||||
{
|
||||
DefaultLogger::get()->warn("Skin type is 0. Skipping 12 bytes to "
|
||||
"the next valid value, which seems to be the real skin type. "
|
||||
"However, it is not known whether or not this is correct.");
|
||||
szCursor += sizeof(uint32_t) * 2;
|
||||
iType = *((uint32_t*)szCursor);szCursor += sizeof(uint32_t);
|
||||
if (0 == iType)
|
||||
{
|
||||
if (!iType)
|
||||
throw new ImportErrorException("Unable to read HMP7 skin chunk");
|
||||
}
|
||||
|
||||
}
|
||||
// read width and height
|
||||
uint32_t iWidth = *((uint32_t*)szCursor);szCursor += sizeof(uint32_t);
|
||||
uint32_t iHeight = *((uint32_t*)szCursor);szCursor += sizeof(uint32_t);
|
||||
uint32_t iWidth = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t);
|
||||
uint32_t iHeight = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t);
|
||||
|
||||
// allocate an output material
|
||||
MaterialHelper* pcMat = new MaterialHelper();
|
||||
|
||||
// read the skin, this works exactly as for MDL7
|
||||
this->ParseSkinLump_3DGS_MDL7(szCursor,&szCursor,
|
||||
ParseSkinLump_3DGS_MDL7(szCursor,&szCursor,
|
||||
pcMat,iType,iWidth,iHeight);
|
||||
|
||||
// now we need to skip any other skins ...
|
||||
for (unsigned int i = 1; i< iNumSkins;++i)
|
||||
{
|
||||
iType = *((uint32_t*)szCursor);szCursor += sizeof(uint32_t);
|
||||
iWidth = *((uint32_t*)szCursor);szCursor += sizeof(uint32_t);
|
||||
iHeight = *((uint32_t*)szCursor);szCursor += sizeof(uint32_t);
|
||||
iType = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t);
|
||||
iWidth = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t);
|
||||
iHeight = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t);
|
||||
|
||||
this->SkipSkinLump_3DGS_MDL7(szCursor,&szCursor,
|
||||
iType,iWidth,iHeight);
|
||||
|
||||
this->SizeCheck(szCursor);
|
||||
SkipSkinLump_3DGS_MDL7(szCursor,&szCursor,iType,iWidth,iHeight);
|
||||
SizeCheck(szCursor);
|
||||
}
|
||||
|
||||
// setup the material ...
|
||||
this->pScene->mNumMaterials = 1;
|
||||
this->pScene->mMaterials = new aiMaterial*[1];
|
||||
this->pScene->mMaterials[0] = pcMat;
|
||||
pScene->mNumMaterials = 1;
|
||||
pScene->mMaterials = new aiMaterial*[1];
|
||||
pScene->mMaterials[0] = pcMat;
|
||||
|
||||
*szCursorOut = szCursor;
|
||||
return;
|
||||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void HMPImporter::GenerateTextureCoords(
|
||||
const unsigned int width, const unsigned int height)
|
||||
{
|
||||
ai_assert(NULL != this->pScene->mMeshes && NULL != this->pScene->mMeshes[0] &&
|
||||
NULL != this->pScene->mMeshes[0]->mTextureCoords[0]);
|
||||
ai_assert(NULL != pScene->mMeshes && NULL != pScene->mMeshes[0] &&
|
||||
NULL != pScene->mMeshes[0]->mTextureCoords[0]);
|
||||
|
||||
aiVector3D* uv = this->pScene->mMeshes[0]->mTextureCoords[0];
|
||||
aiVector3D* uv = pScene->mMeshes[0]->mTextureCoords[0];
|
||||
|
||||
const float fY = (1.0f / height) + (1.0f / height) / (height-1);
|
||||
const float fX = (1.0f / width) + (1.0f / width) / (width-1);
|
||||
|
||||
for (unsigned int y = 0; y < height;++y)
|
||||
{
|
||||
for (unsigned int x = 0; x < width;++x)
|
||||
{
|
||||
for (unsigned int y = 0; y < height;++y) {
|
||||
for (unsigned int x = 0; x < width;++x,++uv) {
|
||||
uv->y = 1.0f-fY*y;
|
||||
uv->x = fX*x;
|
||||
uv->z = 0.0f;
|
||||
++uv;
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -102,9 +102,9 @@ bool IRRImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
|
||||
if (extension == ".irr")return true;
|
||||
else if (extension == ".xml")
|
||||
{
|
||||
/* If CanRead() is called to check whether the loader
|
||||
* supports a specific file extension in general we
|
||||
* must return true here.
|
||||
/* If CanRead() is called in order to check whether we
|
||||
* support a specific file extension in general pIOHandler
|
||||
* might be NULL and it's our duty to return true here.
|
||||
*/
|
||||
if (!pIOHandler)return true;
|
||||
const char* tokens[] = {"irr_scene"};
|
||||
|
||||
@@ -217,6 +217,9 @@ void TerragenImporter::InternReadFile( const std::string& pFile,
|
||||
// Check whether we have a mesh now
|
||||
if (pScene->mNumMeshes != 1)
|
||||
throw new ImportErrorException("TER: Unable to load terrain");
|
||||
|
||||
// Set the AI_SCENE_FLAGS_TERRAIN bit
|
||||
pScene->mFlags |= AI_SCENE_FLAGS_TERRAIN;
|
||||
}
|
||||
|
||||
#endif // !! AI_BUILD_NO_TERRAGEN_IMPORTER
|
||||
|
||||
Reference in New Issue
Block a user