1 /*
2 ---------------------------------------------------------------------------
3 Open Asset Import Library (assimp)
4 ---------------------------------------------------------------------------
5 
6 Copyright (c) 2006-2012, assimp team
7 
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11 with or without modification, are permitted provided that the following
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13 
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15   copyright notice, this list of conditions and the
16   following disclaimer.
17 
18 * Redistributions in binary form must reproduce the above
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39 ---------------------------------------------------------------------------
40 */
41 
42 /** @file Implementation of the Terragen importer class */
43 
44 #include "AssimpPCH.h"
45 
46 #ifndef ASSIMP_BUILD_NO_TERRAGEN_IMPORTER
47 #include "TerragenLoader.h"
48 
49 using namespace Assimp;
50 
51 // ------------------------------------------------------------------------------------------------
52 // Constructor to be privately used by Importer
TerragenImporter()53 TerragenImporter::TerragenImporter()
54 : configComputeUVs (false)
55 {}
56 
57 // ------------------------------------------------------------------------------------------------
58 // Destructor, private as well
~TerragenImporter()59 TerragenImporter::~TerragenImporter()
60 {}
61 
62 // ------------------------------------------------------------------------------------------------
63 // Returns whether the class can handle the format of the given file.
CanRead(const std::string & pFile,IOSystem * pIOHandler,bool checkSig) const64 bool TerragenImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
65 {
66 	// check file extension
67 	std::string extension = GetExtension(pFile);
68 
69 	if( extension == "ter")
70 		return true;
71 
72 	if(  !extension.length() || checkSig)	{
73 		/*  If CanRead() is called in order to check whether we
74 		 *  support a specific file extension in general pIOHandler
75 		 *  might be NULL and it's our duty to return true here.
76 		 */
77 		if (!pIOHandler)return true;
78 		const char* tokens[] = {"terragen"};
79 		return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
80 	}
81 	return false;
82 }
83 
84 // ------------------------------------------------------------------------------------------------
85 // Build a string of all file extensions supported
GetExtensionList(std::set<std::string> & extensions)86 void TerragenImporter::GetExtensionList(std::set<std::string>& extensions)
87 {
88 	extensions.insert("ter");
89 }
90 
91 // ------------------------------------------------------------------------------------------------
92 // Setup import properties
SetupProperties(const Importer * pImp)93 void TerragenImporter::SetupProperties(const Importer* pImp)
94 {
95 	// AI_CONFIG_IMPORT_TER_MAKE_UVS
96 	configComputeUVs = ( 0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_TER_MAKE_UVS,0) );
97 }
98 
99 // ------------------------------------------------------------------------------------------------
100 // Imports the given file into the given scene structure.
InternReadFile(const std::string & pFile,aiScene * pScene,IOSystem * pIOHandler)101 void TerragenImporter::InternReadFile( const std::string& pFile,
102 	aiScene* pScene, IOSystem* pIOHandler)
103 {
104 	IOStream* file = pIOHandler->Open( pFile, "rb");
105 
106 	// Check whether we can read from the file
107 	if( file == NULL)
108 		throw DeadlyImportError( "Failed to open TERRAGEN TERRAIN file " + pFile + ".");
109 
110 	// Construct a stream reader to read all data in the correct endianess
111 	StreamReaderLE reader(file);
112 	if(reader.GetRemainingSize() < 16)
113 		throw DeadlyImportError( "TER: file is too small" );
114 
115 	// Check for the existence of the two magic strings 'TERRAGEN' and 'TERRAIN '
116 	if (::strncmp((const char*)reader.GetPtr(),AI_TERR_BASE_STRING,8))
117 		throw DeadlyImportError( "TER: Magic string \'TERRAGEN\' not found" );
118 
119 	if (::strncmp((const char*)reader.GetPtr()+8,AI_TERR_TERRAIN_STRING,8))
120 		throw DeadlyImportError( "TER: Magic string \'TERRAIN\' not found" );
121 
122 	unsigned int x = 0,y = 0,mode = 0;
123 	float rad  = 6370.f;
124 	(void)rad;
125 
126 
127 	aiNode* root = pScene->mRootNode = new aiNode();
128 	root->mName.Set("<TERRAGEN.TERRAIN>");
129 
130 	// Default scaling is 30
131 	root->mTransformation.a1 = root->mTransformation.b2 = root->mTransformation.c3 = 30.f;
132 
133 	// Now read all chunks until we're finished or an EOF marker is encountered
134 	reader.IncPtr(16);
135 	while (reader.GetRemainingSize() >= 4)
136 	{
137 		const char* head = (const char*)reader.GetPtr();
138 		reader.IncPtr(4);
139 
140 		// EOF, break in every case
141 		if (!::strncmp(head,AI_TERR_EOF_STRING,4))
142 			break;
143 
144 		// Number of x-data points
145 		if (!::strncmp(head,AI_TERR_CHUNK_XPTS,4))
146 		{
147 			x = (uint16_t)reader.GetI2();
148 		}
149 		// Number of y-data points
150 		else if (!::strncmp(head,AI_TERR_CHUNK_YPTS,4))
151 		{
152 			y = (uint16_t)reader.GetI2();
153 		}
154 		// Squared terrains width-1.
155 		else if (!::strncmp(head,AI_TERR_CHUNK_SIZE,4))
156 		{
157 			x = y = (uint16_t)reader.GetI2()+1;
158 		}
159 		// terrain scaling
160 		else if (!::strncmp(head,AI_TERR_CHUNK_SCAL,4))
161 		{
162 			root->mTransformation.a1 = reader.GetF4();
163 			root->mTransformation.b2 = reader.GetF4();
164 			root->mTransformation.c3 = reader.GetF4();
165 		}
166 		// mapping == 1: earth radius
167 		else if (!::strncmp(head,AI_TERR_CHUNK_CRAD,4))
168 		{
169 			rad = reader.GetF4();
170 		}
171 		// mapping mode
172 		else if (!::strncmp(head,AI_TERR_CHUNK_CRVM,4))
173 		{
174 			mode = reader.GetI1();
175 			if (0 != mode)
176 				DefaultLogger::get()->error("TER: Unsupported mapping mode, a flat terrain is returned");
177 		}
178 		// actual terrain data
179 		else if (!::strncmp(head,AI_TERR_CHUNK_ALTW,4))
180 		{
181 			float hscale  = (float)reader.GetI2()  / 65536;
182 			float bheight = (float)reader.GetI2();
183 
184 			if (!hscale)hscale = 1;
185 
186 			// Ensure we have enough data
187 			if (reader.GetRemainingSize() < x*y*2)
188 				throw DeadlyImportError("TER: ALTW chunk is too small");
189 
190 			if (x <= 1 || y <= 1)
191 				throw DeadlyImportError("TER: Invalid terrain size");
192 
193 			// Allocate the output mesh
194 			pScene->mMeshes = new aiMesh*[pScene->mNumMeshes = 1];
195 			aiMesh* m = pScene->mMeshes[0] = new aiMesh();
196 
197 			// We return quads
198 			aiFace* f = m->mFaces = new aiFace[m->mNumFaces = (x-1)*(y-1)];
199 			aiVector3D* pv = m->mVertices = new aiVector3D[m->mNumVertices = m->mNumFaces*4];
200 
201 			aiVector3D *uv( NULL );
202 			float step_y( 0.0f ), step_x( 0.0f );
203 			if (configComputeUVs) {
204 				uv = m->mTextureCoords[0] = new aiVector3D[m->mNumVertices];
205 				step_y = 1.f/y;
206 				step_x = 1.f/x;
207 			}
208 			const int16_t* data = (const int16_t*)reader.GetPtr();
209 
210 			for (unsigned int yy = 0, t = 0; yy < y-1;++yy)	{
211 				for (unsigned int xx = 0; xx < x-1;++xx,++f)	{
212 
213 					// make verts
214 					const float fy = (float)yy, fx = (float)xx;
215 					register unsigned tmp,tmp2;
216 					*pv++ = aiVector3D(fx,fy,    (float)data[(tmp2=x*yy)    + xx] * hscale + bheight);
217 					*pv++ = aiVector3D(fx,fy+1,  (float)data[(tmp=x*(yy+1)) + xx] * hscale + bheight);
218 					*pv++ = aiVector3D(fx+1,fy+1,(float)data[tmp  + xx+1]         * hscale + bheight);
219 					*pv++ = aiVector3D(fx+1,fy,  (float)data[tmp2 + xx+1]         * hscale + bheight);
220 
221 					// also make texture coordinates, if necessary
222 					if (configComputeUVs) {
223 						*uv++ = aiVector3D( step_x*xx,     step_y*yy,     0.f );
224 						*uv++ = aiVector3D( step_x*xx,     step_y*(yy+1), 0.f );
225 						*uv++ = aiVector3D( step_x*(xx+1), step_y*(yy+1), 0.f );
226 						*uv++ = aiVector3D( step_x*(xx+1), step_y*yy,     0.f );
227 					}
228 
229 					// make indices
230 					f->mIndices = new unsigned int[f->mNumIndices = 4];
231 					for (unsigned int i = 0; i < 4;++i)
232 						f->mIndices[i] = t++;
233 				}
234 			}
235 
236 			// Add the mesh to the root node
237 			root->mMeshes = new unsigned int[root->mNumMeshes = 1];
238 			root->mMeshes[0] = 0;
239 		}
240 
241 		// Get to the next chunk (4 byte aligned)
242 		unsigned dtt;
243 		if ((dtt = reader.GetCurrentPos() & 0x3))
244 			reader.IncPtr(4-dtt);
245 	}
246 
247 	// Check whether we have a mesh now
248 	if (pScene->mNumMeshes != 1)
249 		throw DeadlyImportError("TER: Unable to load terrain");
250 
251 	// Set the AI_SCENE_FLAGS_TERRAIN bit
252 	pScene->mFlags |= AI_SCENE_FLAGS_TERRAIN;
253 }
254 
255 #endif // !! ASSIMP_BUILD_NO_TERRAGEN_IMPORTER
256