1 /*
2 ---------------------------------------------------------------------------
3 Open Asset Import Library (assimp)
4 ---------------------------------------------------------------------------
5 
6 Copyright (c) 2006-2019, assimp team
7 
8 
9 
10 All rights reserved.
11 
12 Redistribution and use of this software in source and binary forms,
13 with or without modification, are permitted provided that the following
14 conditions are met:
15 
16 * Redistributions of source code must retain the above
17   copyright notice, this list of conditions and the
18   following disclaimer.
19 
20 * Redistributions in binary form must reproduce the above
21   copyright notice, this list of conditions and the
22   following disclaimer in the documentation and/or other
23   materials provided with the distribution.
24 
25 * Neither the name of the assimp team, nor the names of its
26   contributors may be used to endorse or promote products
27   derived from this software without specific prior
28   written permission of the assimp team.
29 
30 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
31 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
32 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
33 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
34 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
35 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
36 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
37 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
38 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
39 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
40 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
41 ---------------------------------------------------------------------------
42 */
43 
44 /** @file Implementation of the MDL importer class */
45 
46 
47 #ifndef ASSIMP_BUILD_NO_HMP_IMPORTER
48 
49 // internal headers
50 #include "HMP/HMPLoader.h"
51 #include "MD2/MD2FileData.h"
52 
53 #include <assimp/IOSystem.hpp>
54 #include <assimp/DefaultLogger.hpp>
55 #include <assimp/scene.h>
56 #include <assimp/importerdesc.h>
57 
58 #include <memory>
59 
60 using namespace Assimp;
61 
62 static const aiImporterDesc desc = {
63     "3D GameStudio Heightmap (HMP) Importer",
64     "",
65     "",
66     "",
67     aiImporterFlags_SupportBinaryFlavour,
68     0,
69     0,
70     0,
71     0,
72     "hmp"
73 };
74 
75 // ------------------------------------------------------------------------------------------------
76 // Constructor to be privately used by Importer
HMPImporter()77 HMPImporter::HMPImporter()
78 {
79     // nothing to do here
80 }
81 
82 // ------------------------------------------------------------------------------------------------
83 // Destructor, private as well
~HMPImporter()84 HMPImporter::~HMPImporter()
85 {
86     // nothing to do here
87 }
88 
89 // ------------------------------------------------------------------------------------------------
90 // Returns whether the class can handle the format of the given file.
CanRead(const std::string & pFile,IOSystem * pIOHandler,bool cs) const91 bool HMPImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool cs) const
92 {
93     const std::string extension = GetExtension(pFile);
94     if (extension == "hmp" )
95         return true;
96 
97     // if check for extension is not enough, check for the magic tokens
98     if (!extension.length() || cs) {
99         uint32_t tokens[3];
100         tokens[0] = AI_HMP_MAGIC_NUMBER_LE_4;
101         tokens[1] = AI_HMP_MAGIC_NUMBER_LE_5;
102         tokens[2] = AI_HMP_MAGIC_NUMBER_LE_7;
103         return CheckMagicToken(pIOHandler,pFile,tokens,3,0);
104     }
105     return false;
106 }
107 
108 // ------------------------------------------------------------------------------------------------
109 // Get list of all file extensions that are handled by this loader
GetInfo() const110 const aiImporterDesc* HMPImporter::GetInfo () const
111 {
112     return &desc;
113 }
114 
115 // ------------------------------------------------------------------------------------------------
116 // Imports the given file into the given scene structure.
InternReadFile(const std::string & pFile,aiScene * _pScene,IOSystem * _pIOHandler)117 void HMPImporter::InternReadFile( const std::string& pFile,
118                                  aiScene* _pScene, IOSystem* _pIOHandler)
119 {
120     pScene     = _pScene;
121     pIOHandler = _pIOHandler;
122     std::unique_ptr<IOStream> file( pIOHandler->Open( pFile));
123 
124     // Check whether we can read from the file
125     if( file.get() == NULL)
126         throw DeadlyImportError( "Failed to open HMP file " + pFile + ".");
127 
128     // Check whether the HMP file is large enough to contain
129     // at least the file header
130     const size_t fileSize = file->FileSize();
131     if( fileSize < 50)
132         throw DeadlyImportError( "HMP File is too small.");
133 
134     // Allocate storage and copy the contents of the file to a memory buffer
135     mBuffer = new uint8_t[fileSize];
136     file->Read( (void*)mBuffer, 1, fileSize);
137     iFileSize = (unsigned int)fileSize;
138 
139     // Determine the file subtype and call the appropriate member function
140     const uint32_t iMagic = *((uint32_t*)this->mBuffer);
141 
142     // HMP4 format
143     if (AI_HMP_MAGIC_NUMBER_LE_4 == iMagic ||
144         AI_HMP_MAGIC_NUMBER_BE_4 == iMagic)
145     {
146         ASSIMP_LOG_DEBUG("HMP subtype: 3D GameStudio A4, magic word is HMP4");
147         InternReadFile_HMP4();
148     }
149     // HMP5 format
150     else if (AI_HMP_MAGIC_NUMBER_LE_5 == iMagic ||
151              AI_HMP_MAGIC_NUMBER_BE_5 == iMagic)
152     {
153         ASSIMP_LOG_DEBUG("HMP subtype: 3D GameStudio A5, magic word is HMP5");
154         InternReadFile_HMP5();
155     }
156     // HMP7 format
157     else if (AI_HMP_MAGIC_NUMBER_LE_7 == iMagic ||
158              AI_HMP_MAGIC_NUMBER_BE_7 == iMagic)
159     {
160         ASSIMP_LOG_DEBUG("HMP subtype: 3D GameStudio A7, magic word is HMP7");
161         InternReadFile_HMP7();
162     }
163     else
164     {
165         // Print the magic word to the logger
166         char szBuffer[5];
167         szBuffer[0] = ((char*)&iMagic)[0];
168         szBuffer[1] = ((char*)&iMagic)[1];
169         szBuffer[2] = ((char*)&iMagic)[2];
170         szBuffer[3] = ((char*)&iMagic)[3];
171         szBuffer[4] = '\0';
172 
173         // We're definitely unable to load this file
174         throw DeadlyImportError( "Unknown HMP subformat " + pFile +
175             ". Magic word (" + szBuffer + ") is not known");
176     }
177 
178     // Set the AI_SCENE_FLAGS_TERRAIN bit
179     pScene->mFlags |= AI_SCENE_FLAGS_TERRAIN;
180 
181     delete[] mBuffer;
182     mBuffer= nullptr;
183 
184 }
185 
186 // ------------------------------------------------------------------------------------------------
ValidateHeader_HMP457()187 void HMPImporter::ValidateHeader_HMP457( )
188 {
189     const HMP::Header_HMP5* const pcHeader = (const HMP::Header_HMP5*)mBuffer;
190 
191     if (120 > iFileSize)
192     {
193         throw DeadlyImportError("HMP file is too small (header size is "
194             "120 bytes, this file is smaller)");
195     }
196 
197     if (!pcHeader->ftrisize_x || !pcHeader->ftrisize_y)
198         throw DeadlyImportError("Size of triangles in either  x or y direction is zero");
199 
200     if(pcHeader->fnumverts_x < 1.0f || (pcHeader->numverts/pcHeader->fnumverts_x) < 1.0f)
201         throw DeadlyImportError("Number of triangles in either x or y direction is zero");
202 
203     if(!pcHeader->numframes)
204         throw DeadlyImportError("There are no frames. At least one should be there");
205 
206 }
207 
208 // ------------------------------------------------------------------------------------------------
InternReadFile_HMP4()209 void HMPImporter::InternReadFile_HMP4( )
210 {
211     throw DeadlyImportError("HMP4 is currently not supported");
212 }
213 
214 // ------------------------------------------------------------------------------------------------
InternReadFile_HMP5()215 void HMPImporter::InternReadFile_HMP5( )
216 {
217     // read the file header and skip everything to byte 84
218     const HMP::Header_HMP5* pcHeader = (const HMP::Header_HMP5*)mBuffer;
219     const unsigned char* szCurrent = (const unsigned char*)(mBuffer+84);
220     ValidateHeader_HMP457();
221 
222     // generate an output mesh
223     pScene->mNumMeshes = 1;
224     pScene->mMeshes = new aiMesh*[1];
225     aiMesh* pcMesh = pScene->mMeshes[0] = new aiMesh();
226 
227     pcMesh->mMaterialIndex = 0;
228     pcMesh->mVertices = new aiVector3D[pcHeader->numverts];
229     pcMesh->mNormals = new aiVector3D[pcHeader->numverts];
230 
231     const unsigned int height = (unsigned int)(pcHeader->numverts / pcHeader->fnumverts_x);
232     const unsigned int width =  (unsigned int)pcHeader->fnumverts_x;
233 
234     // generate/load a material for the terrain
235     CreateMaterial(szCurrent,&szCurrent);
236 
237     // goto offset 120, I don't know why ...
238     // (fixme) is this the frame header? I assume yes since it starts with 2.
239     szCurrent += 36;
240     SizeCheck(szCurrent + sizeof(const HMP::Vertex_HMP7)*height*width);
241 
242     // now load all vertices from the file
243     aiVector3D* pcVertOut = pcMesh->mVertices;
244     aiVector3D* pcNorOut = pcMesh->mNormals;
245     const HMP::Vertex_HMP5* src = (const HMP::Vertex_HMP5*) szCurrent;
246     for (unsigned int y = 0; y < height;++y)
247     {
248         for (unsigned int x = 0; x < width;++x)
249         {
250             pcVertOut->x = x * pcHeader->ftrisize_x;
251             pcVertOut->y = y * pcHeader->ftrisize_y;
252             pcVertOut->z = (((float)src->z / 0xffff)-0.5f) * pcHeader->ftrisize_x * 8.0f;
253             MD2::LookupNormalIndex(src->normals162index, *pcNorOut );
254             ++pcVertOut;++pcNorOut;++src;
255         }
256     }
257 
258     // generate texture coordinates if necessary
259     if (pcHeader->numskins)
260         GenerateTextureCoords(width,height);
261 
262     // now build a list of faces
263     CreateOutputFaceList(width,height);
264 
265     // there is no nodegraph in HMP files. Simply assign the one mesh
266     // (no, not the one ring) to the root node
267     pScene->mRootNode = new aiNode();
268     pScene->mRootNode->mName.Set("terrain_root");
269     pScene->mRootNode->mNumMeshes = 1;
270     pScene->mRootNode->mMeshes = new unsigned int[1];
271     pScene->mRootNode->mMeshes[0] = 0;
272 }
273 
274 // ------------------------------------------------------------------------------------------------
InternReadFile_HMP7()275 void HMPImporter::InternReadFile_HMP7( )
276 {
277     // read the file header and skip everything to byte 84
278     const HMP::Header_HMP5* const pcHeader = (const HMP::Header_HMP5*)mBuffer;
279     const unsigned char* szCurrent = (const unsigned char*)(mBuffer+84);
280     ValidateHeader_HMP457();
281 
282     // generate an output mesh
283     pScene->mNumMeshes = 1;
284     pScene->mMeshes = new aiMesh*[1];
285     aiMesh* pcMesh = pScene->mMeshes[0] = new aiMesh();
286 
287     pcMesh->mMaterialIndex = 0;
288     pcMesh->mVertices = new aiVector3D[pcHeader->numverts];
289     pcMesh->mNormals = new aiVector3D[pcHeader->numverts];
290 
291     const unsigned int height = (unsigned int)(pcHeader->numverts / pcHeader->fnumverts_x);
292     const unsigned int width = (unsigned int)pcHeader->fnumverts_x;
293 
294     // generate/load a material for the terrain
295     CreateMaterial(szCurrent,&szCurrent);
296 
297     // goto offset 120, I don't know why ...
298     // (fixme) is this the frame header? I assume yes since it starts with 2.
299     szCurrent += 36;
300 
301     SizeCheck(szCurrent + sizeof(const HMP::Vertex_HMP7)*height*width);
302 
303     // now load all vertices from the file
304     aiVector3D* pcVertOut = pcMesh->mVertices;
305     aiVector3D* pcNorOut = pcMesh->mNormals;
306     const HMP::Vertex_HMP7* src = (const HMP::Vertex_HMP7*) szCurrent;
307     for (unsigned int y = 0; y < height;++y)
308     {
309         for (unsigned int x = 0; x < width;++x)
310         {
311             pcVertOut->x = x * pcHeader->ftrisize_x;
312             pcVertOut->y = y * pcHeader->ftrisize_y;
313 
314             // FIXME: What exctly is the correct scaling factor to use?
315             // possibly pcHeader->scale_origin[2] in combination with a
316             // signed interpretation of src->z?
317             pcVertOut->z = (((float)src->z / 0xffff)-0.5f) * pcHeader->ftrisize_x * 8.0f;
318 
319             pcNorOut->x = ((float)src->normal_x / 0x80 ); // * pcHeader->scale_origin[0];
320             pcNorOut->y = ((float)src->normal_y / 0x80 ); // * pcHeader->scale_origin[1];
321             pcNorOut->z = 1.0f;
322             pcNorOut->Normalize();
323 
324             ++pcVertOut;++pcNorOut;++src;
325         }
326     }
327 
328     // generate texture coordinates if necessary
329     if (pcHeader->numskins)GenerateTextureCoords(width,height);
330 
331     // now build a list of faces
332     CreateOutputFaceList(width,height);
333 
334     // there is no nodegraph in HMP files. Simply assign the one mesh
335     // (no, not the One Ring) to the root node
336     pScene->mRootNode = new aiNode();
337     pScene->mRootNode->mName.Set("terrain_root");
338     pScene->mRootNode->mNumMeshes = 1;
339     pScene->mRootNode->mMeshes = new unsigned int[1];
340     pScene->mRootNode->mMeshes[0] = 0;
341 }
342 
343 // ------------------------------------------------------------------------------------------------
CreateMaterial(const unsigned char * szCurrent,const unsigned char ** szCurrentOut)344 void HMPImporter::CreateMaterial(const unsigned char* szCurrent,
345     const unsigned char** szCurrentOut)
346 {
347     aiMesh* const pcMesh = pScene->mMeshes[0];
348     const HMP::Header_HMP5* const pcHeader = (const HMP::Header_HMP5*)mBuffer;
349 
350     // we don't need to generate texture coordinates if
351     // we have no textures in the file ...
352     if (pcHeader->numskins)
353     {
354         pcMesh->mTextureCoords[0] = new aiVector3D[pcHeader->numverts];
355         pcMesh->mNumUVComponents[0] = 2;
356 
357         // now read the first skin and skip all others
358         ReadFirstSkin(pcHeader->numskins,szCurrent,&szCurrent);
359     }
360     else
361     {
362         // generate a default material
363         const int iMode = (int)aiShadingMode_Gouraud;
364         aiMaterial* pcHelper = new aiMaterial();
365         pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
366 
367         aiColor3D clr;
368         clr.b = clr.g = clr.r = 0.6f;
369         pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
370         pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
371 
372         clr.b = clr.g = clr.r = 0.05f;
373         pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
374 
375         aiString szName;
376         szName.Set(AI_DEFAULT_MATERIAL_NAME);
377         pcHelper->AddProperty(&szName,AI_MATKEY_NAME);
378 
379         // add the material to the scene
380         pScene->mNumMaterials = 1;
381         pScene->mMaterials = new aiMaterial*[1];
382         pScene->mMaterials[0] = pcHelper;
383     }
384     *szCurrentOut = szCurrent;
385 }
386 
387 // ------------------------------------------------------------------------------------------------
CreateOutputFaceList(unsigned int width,unsigned int height)388 void HMPImporter::CreateOutputFaceList(unsigned int width,unsigned int height)
389 {
390     aiMesh* const pcMesh = this->pScene->mMeshes[0];
391 
392     // Allocate enough storage
393     pcMesh->mNumFaces = (width-1) * (height-1);
394     pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
395 
396     pcMesh->mNumVertices   = pcMesh->mNumFaces*4;
397     aiVector3D* pcVertices = new aiVector3D[pcMesh->mNumVertices];
398     aiVector3D* pcNormals  = new aiVector3D[pcMesh->mNumVertices];
399 
400     aiFace* pcFaceOut(pcMesh->mFaces);
401     aiVector3D* pcVertOut = pcVertices;
402     aiVector3D* pcNorOut = pcNormals;
403 
404     aiVector3D* pcUVs = pcMesh->mTextureCoords[0] ? new aiVector3D[pcMesh->mNumVertices] : NULL;
405     aiVector3D* pcUVOut(pcUVs);
406 
407     // Build the terrain square
408     unsigned int iCurrent = 0;
409     for (unsigned int y = 0; y < height-1;++y)  {
410         for (unsigned int x = 0; x < width-1;++x,++pcFaceOut)   {
411             pcFaceOut->mNumIndices = 4;
412             pcFaceOut->mIndices = new unsigned int[4];
413 
414             *pcVertOut++ = pcMesh->mVertices[y*width+x];
415             *pcVertOut++ = pcMesh->mVertices[(y+1)*width+x];
416             *pcVertOut++ = pcMesh->mVertices[(y+1)*width+x+1];
417             *pcVertOut++ = pcMesh->mVertices[y*width+x+1];
418 
419 
420             *pcNorOut++ = pcMesh->mNormals[y*width+x];
421             *pcNorOut++ = pcMesh->mNormals[(y+1)*width+x];
422             *pcNorOut++ = pcMesh->mNormals[(y+1)*width+x+1];
423             *pcNorOut++ = pcMesh->mNormals[y*width+x+1];
424 
425             if (pcMesh->mTextureCoords[0])
426             {
427                 *pcUVOut++ = pcMesh->mTextureCoords[0][y*width+x];
428                 *pcUVOut++ = pcMesh->mTextureCoords[0][(y+1)*width+x];
429                 *pcUVOut++ = pcMesh->mTextureCoords[0][(y+1)*width+x+1];
430                 *pcUVOut++ = pcMesh->mTextureCoords[0][y*width+x+1];
431             }
432 
433             for (unsigned int i = 0; i < 4;++i)
434                 pcFaceOut->mIndices[i] = iCurrent++;
435         }
436     }
437     delete[] pcMesh->mVertices;
438     pcMesh->mVertices = pcVertices;
439 
440     delete[] pcMesh->mNormals;
441     pcMesh->mNormals = pcNormals;
442 
443     if (pcMesh->mTextureCoords[0])
444     {
445         delete[] pcMesh->mTextureCoords[0];
446         pcMesh->mTextureCoords[0] = pcUVs;
447     }
448 }
449 
450 // ------------------------------------------------------------------------------------------------
ReadFirstSkin(unsigned int iNumSkins,const unsigned char * szCursor,const unsigned char ** szCursorOut)451 void HMPImporter::ReadFirstSkin(unsigned int iNumSkins, const unsigned char* szCursor,
452     const unsigned char** szCursorOut)
453 {
454     ai_assert( 0 != iNumSkins );
455     ai_assert( nullptr != szCursor);
456 
457     // read the type of the skin ...
458     // sometimes we need to skip 12 bytes here, I don't know why ...
459     uint32_t iType = *((uint32_t*)szCursor);
460     szCursor += sizeof(uint32_t);
461     if (0 == iType)
462     {
463         szCursor += sizeof(uint32_t) * 2;
464         iType = *((uint32_t*)szCursor);
465         szCursor += sizeof(uint32_t);
466         if (!iType)
467             throw DeadlyImportError("Unable to read HMP7 skin chunk");
468 
469     }
470     // read width and height
471     uint32_t iWidth  = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t);
472     uint32_t iHeight = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t);
473 
474     // allocate an output material
475     aiMaterial* pcMat = new aiMaterial();
476 
477     // read the skin, this works exactly as for MDL7
478     ParseSkinLump_3DGS_MDL7(szCursor,&szCursor,
479         pcMat,iType,iWidth,iHeight);
480 
481     // now we need to skip any other skins ...
482     for (unsigned int i = 1; i< iNumSkins;++i)
483     {
484         iType   = *((uint32_t*)szCursor);   szCursor += sizeof(uint32_t);
485         iWidth  = *((uint32_t*)szCursor);   szCursor += sizeof(uint32_t);
486         iHeight = *((uint32_t*)szCursor);   szCursor += sizeof(uint32_t);
487 
488         SkipSkinLump_3DGS_MDL7(szCursor,&szCursor,iType,iWidth,iHeight);
489         SizeCheck(szCursor);
490     }
491 
492     // setup the material ...
493     pScene->mNumMaterials = 1;
494     pScene->mMaterials = new aiMaterial*[1];
495     pScene->mMaterials[0] = pcMat;
496 
497     *szCursorOut = szCursor;
498 }
499 
500 // ------------------------------------------------------------------------------------------------
501 // Generate proepr texture coords
GenerateTextureCoords(const unsigned int width,const unsigned int height)502 void HMPImporter::GenerateTextureCoords(
503     const unsigned int width, const unsigned int height)
504 {
505     ai_assert(NULL != pScene->mMeshes && NULL != pScene->mMeshes[0] &&
506               NULL != pScene->mMeshes[0]->mTextureCoords[0]);
507 
508     aiVector3D* uv = pScene->mMeshes[0]->mTextureCoords[0];
509 
510     const float fY = (1.0f / height) + (1.0f / height) / (height-1);
511     const float fX = (1.0f / width) + (1.0f / width) / (width-1);
512 
513     for (unsigned int y = 0; y < height;++y)    {
514         for (unsigned int x = 0; x < width;++x,++uv)    {
515             uv->y = fY*y;
516             uv->x = fX*x;
517             uv->z = 0.0f;
518         }
519     }
520 }
521 
522 #endif // !! ASSIMP_BUILD_NO_HMP_IMPORTER
523