/src/assimp/code/AssetLib/MD2/MD2Loader.cpp
Line | Count | Source |
1 | | /* |
2 | | --------------------------------------------------------------------------- |
3 | | Open Asset Import Library (assimp) |
4 | | --------------------------------------------------------------------------- |
5 | | |
6 | | Copyright (c) 2006-2025, assimp team |
7 | | |
8 | | All rights reserved. |
9 | | |
10 | | Redistribution and use of this software in source and binary forms, |
11 | | with or without modification, are permitted provided that the following |
12 | | conditions are met: |
13 | | |
14 | | * Redistributions of source code must retain the above |
15 | | copyright notice, this list of conditions and the |
16 | | following disclaimer. |
17 | | |
18 | | * Redistributions in binary form must reproduce the above |
19 | | copyright notice, this list of conditions and the |
20 | | following disclaimer in the documentation and/or other |
21 | | materials provided with the distribution. |
22 | | |
23 | | * Neither the name of the assimp team, nor the names of its |
24 | | contributors may be used to endorse or promote products |
25 | | derived from this software without specific prior |
26 | | written permission of the assimp team. |
27 | | |
28 | | THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
29 | | "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
30 | | LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
31 | | A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
32 | | OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
33 | | SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
34 | | LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
35 | | DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
36 | | THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
37 | | (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
38 | | OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
39 | | --------------------------------------------------------------------------- |
40 | | */ |
41 | | |
42 | | #ifndef ASSIMP_BUILD_NO_MD2_IMPORTER |
43 | | |
44 | | /** @file Implementation of the MD2 importer class */ |
45 | | #include "MD2Loader.h" |
46 | | #include <assimp/ByteSwapper.h> |
47 | | #include "MD2NormalTable.h" // shouldn't be included by other units |
48 | | #include <assimp/DefaultLogger.hpp> |
49 | | #include <assimp/Importer.hpp> |
50 | | #include <assimp/IOSystem.hpp> |
51 | | #include <assimp/scene.h> |
52 | | #include <assimp/importerdesc.h> |
53 | | #include <assimp/StringUtils.h> |
54 | | |
55 | | #include <memory> |
56 | | |
57 | | using namespace Assimp; |
58 | | using namespace Assimp::MD2; |
59 | | |
60 | | // helper macro to determine the size of an array |
61 | | #if (!defined ARRAYSIZE) |
62 | 0 | # define ARRAYSIZE(_array) (int(sizeof(_array) / sizeof(_array[0]))) |
63 | | #endif |
64 | | |
65 | | static constexpr aiImporterDesc desc = { |
66 | | "Quake II Mesh Importer", |
67 | | "", |
68 | | "", |
69 | | "", |
70 | | aiImporterFlags_SupportBinaryFlavour, |
71 | | 0, |
72 | | 0, |
73 | | 0, |
74 | | 0, |
75 | | "md2" |
76 | | }; |
77 | | |
78 | | // ------------------------------------------------------------------------------------------------ |
79 | | // Helper function to lookup a normal in Quake 2's pre-calculated table |
80 | | void MD2::LookupNormalIndex(uint8_t iNormalIndex,aiVector3D& vOut) |
81 | 0 | { |
82 | | // make sure the normal index has a valid value |
83 | 0 | if (iNormalIndex >= ARRAYSIZE(g_avNormals)) { |
84 | 0 | ASSIMP_LOG_WARN("Index overflow in Quake II normal vector list"); |
85 | 0 | iNormalIndex = ARRAYSIZE(g_avNormals) - 1; |
86 | 0 | } |
87 | 0 | vOut = *((const aiVector3D*)(&g_avNormals[iNormalIndex])); |
88 | 0 | } |
89 | | |
90 | | |
91 | | // ------------------------------------------------------------------------------------------------ |
92 | | // Constructor to be privately used by Importer |
93 | | MD2Importer::MD2Importer() |
94 | | : configFrameID(), |
95 | | m_pcHeader(), |
96 | | mBuffer(), |
97 | | fileSize() |
98 | 1.19k | {} |
99 | | |
100 | | // ------------------------------------------------------------------------------------------------ |
101 | | // Returns whether the class can handle the format of the given file. |
102 | | bool MD2Importer::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool /*checkSig*/) const |
103 | 828 | { |
104 | 828 | static constexpr uint32_t tokens[] = { AI_MD2_MAGIC_NUMBER_LE }; |
105 | 828 | return CheckMagicToken(pIOHandler,pFile,tokens,AI_COUNT_OF(tokens)); |
106 | 828 | } |
107 | | |
108 | | // ------------------------------------------------------------------------------------------------ |
109 | | // Get a list of all extensions supported by this loader |
110 | | const aiImporterDesc* MD2Importer::GetInfo () const |
111 | 1.20k | { |
112 | 1.20k | return &desc; |
113 | 1.20k | } |
114 | | |
115 | | // ------------------------------------------------------------------------------------------------ |
116 | | // Setup configuration properties |
117 | | void MD2Importer::SetupProperties(const Importer* pImp) |
118 | 1 | { |
119 | | // The |
120 | | // AI_CONFIG_IMPORT_MD2_KEYFRAME option overrides the |
121 | | // AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option. |
122 | 1 | configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD2_KEYFRAME,-1); |
123 | 1 | if(static_cast<unsigned int>(-1) == configFrameID){ |
124 | 1 | configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0); |
125 | 1 | } |
126 | 1 | } |
127 | | // ------------------------------------------------------------------------------------------------ |
128 | | // Validate the file header |
129 | | void MD2Importer::ValidateHeader( ) |
130 | 1 | { |
131 | | // check magic number |
132 | 1 | if (m_pcHeader->magic != AI_MD2_MAGIC_NUMBER_BE && |
133 | 0 | m_pcHeader->magic != AI_MD2_MAGIC_NUMBER_LE) |
134 | 0 | { |
135 | 0 | throw DeadlyImportError("Invalid MD2 magic word: expected IDP2, found ", |
136 | 0 | ai_str_toprintable((char *)&m_pcHeader->magic, 4)); |
137 | 0 | } |
138 | | |
139 | | // check file format version |
140 | 1 | if (m_pcHeader->version != 8) |
141 | 1 | ASSIMP_LOG_WARN( "Unsupported MD2 file version. Continuing happily ..."); |
142 | | |
143 | | // check some values whether they are valid |
144 | 1 | if (0 == m_pcHeader->numFrames) |
145 | 0 | throw DeadlyImportError( "Invalid MD2 file: NUM_FRAMES is 0"); |
146 | | |
147 | 1 | if (m_pcHeader->offsetEnd > (uint32_t)fileSize) |
148 | 1 | throw DeadlyImportError( "Invalid MD2 file: File is too small"); |
149 | | |
150 | 0 | if (m_pcHeader->numSkins > AI_MAX_ALLOC(MD2::Skin)) { |
151 | 0 | throw DeadlyImportError("Invalid MD2 header: Too many skins, would overflow"); |
152 | 0 | } |
153 | | |
154 | 0 | if (m_pcHeader->numVertices > AI_MAX_ALLOC(MD2::Vertex)) { |
155 | 0 | throw DeadlyImportError("Invalid MD2 header: Too many vertices, would overflow"); |
156 | 0 | } |
157 | | |
158 | 0 | if (m_pcHeader->numTexCoords > AI_MAX_ALLOC(MD2::TexCoord)) { |
159 | 0 | throw DeadlyImportError("Invalid MD2 header: Too many texcoords, would overflow"); |
160 | 0 | } |
161 | | |
162 | 0 | if (m_pcHeader->numTriangles > AI_MAX_ALLOC(MD2::Triangle)) { |
163 | 0 | throw DeadlyImportError("Invalid MD2 header: Too many triangles, would overflow"); |
164 | 0 | } |
165 | | |
166 | 0 | if (m_pcHeader->numFrames > AI_MAX_ALLOC(MD2::Frame)) { |
167 | 0 | throw DeadlyImportError("Invalid MD2 header: Too many frames, would overflow"); |
168 | 0 | } |
169 | | |
170 | | // -1 because Frame already contains one |
171 | 0 | unsigned int frameSize = sizeof (MD2::Frame) + (m_pcHeader->numVertices - 1) * sizeof(MD2::Vertex); |
172 | |
|
173 | 0 | if (m_pcHeader->offsetSkins + m_pcHeader->numSkins * sizeof (MD2::Skin) >= fileSize || |
174 | 0 | m_pcHeader->offsetTexCoords + m_pcHeader->numTexCoords * sizeof (MD2::TexCoord) >= fileSize || |
175 | 0 | m_pcHeader->offsetTriangles + m_pcHeader->numTriangles * sizeof (MD2::Triangle) >= fileSize || |
176 | 0 | m_pcHeader->offsetFrames + m_pcHeader->numFrames * frameSize >= fileSize || |
177 | 0 | m_pcHeader->offsetEnd > fileSize) |
178 | 0 | { |
179 | 0 | throw DeadlyImportError("Invalid MD2 header: Some offsets are outside the file"); |
180 | 0 | } |
181 | | |
182 | 0 | if (m_pcHeader->numSkins > AI_MD2_MAX_SKINS) |
183 | 0 | ASSIMP_LOG_WARN("The model contains more skins than Quake 2 supports"); |
184 | 0 | if ( m_pcHeader->numFrames > AI_MD2_MAX_FRAMES) |
185 | 0 | ASSIMP_LOG_WARN("The model contains more frames than Quake 2 supports"); |
186 | 0 | if (m_pcHeader->numVertices > AI_MD2_MAX_VERTS) |
187 | 0 | ASSIMP_LOG_WARN("The model contains more vertices than Quake 2 supports"); |
188 | |
|
189 | 0 | if (m_pcHeader->numFrames <= configFrameID ) |
190 | 0 | throw DeadlyImportError("MD2: The requested frame (", configFrameID, ") does not exist in the file"); |
191 | 0 | } |
192 | | |
193 | | // ------------------------------------------------------------------------------------------------ |
194 | | // Imports the given file into the given scene structure. |
195 | | void MD2Importer::InternReadFile( const std::string& pFile, |
196 | | aiScene* pScene, IOSystem* pIOHandler) |
197 | 1 | { |
198 | 1 | std::unique_ptr<IOStream> file( pIOHandler->Open( pFile)); |
199 | | |
200 | | // Check whether we can read from the file |
201 | 1 | if (file == nullptr) { |
202 | 0 | throw DeadlyImportError("Failed to open MD2 file ", pFile, ""); |
203 | 0 | } |
204 | | |
205 | | // check whether the md3 file is large enough to contain |
206 | | // at least the file header |
207 | 1 | fileSize = (unsigned int)file->FileSize(); |
208 | 1 | if (fileSize < sizeof(MD2::Header)) { |
209 | 0 | throw DeadlyImportError("MD2 File is too small"); |
210 | 0 | } |
211 | | |
212 | 1 | std::vector<uint8_t> mBuffer2(fileSize); |
213 | 1 | file->Read(&mBuffer2[0], 1, fileSize); |
214 | 1 | mBuffer = &mBuffer2[0]; |
215 | | |
216 | 1 | m_pcHeader = (BE_NCONST MD2::Header*)mBuffer; |
217 | | |
218 | | #ifdef AI_BUILD_BIG_ENDIAN |
219 | | |
220 | | ByteSwap::Swap4(&m_pcHeader->frameSize); |
221 | | ByteSwap::Swap4(&m_pcHeader->magic); |
222 | | ByteSwap::Swap4(&m_pcHeader->numFrames); |
223 | | ByteSwap::Swap4(&m_pcHeader->numGlCommands); |
224 | | ByteSwap::Swap4(&m_pcHeader->numSkins); |
225 | | ByteSwap::Swap4(&m_pcHeader->numTexCoords); |
226 | | ByteSwap::Swap4(&m_pcHeader->numTriangles); |
227 | | ByteSwap::Swap4(&m_pcHeader->numVertices); |
228 | | ByteSwap::Swap4(&m_pcHeader->offsetEnd); |
229 | | ByteSwap::Swap4(&m_pcHeader->offsetFrames); |
230 | | ByteSwap::Swap4(&m_pcHeader->offsetGlCommands); |
231 | | ByteSwap::Swap4(&m_pcHeader->offsetSkins); |
232 | | ByteSwap::Swap4(&m_pcHeader->offsetTexCoords); |
233 | | ByteSwap::Swap4(&m_pcHeader->offsetTriangles); |
234 | | ByteSwap::Swap4(&m_pcHeader->skinHeight); |
235 | | ByteSwap::Swap4(&m_pcHeader->skinWidth); |
236 | | ByteSwap::Swap4(&m_pcHeader->version); |
237 | | |
238 | | #endif |
239 | | |
240 | 1 | ValidateHeader(); |
241 | | |
242 | | // there won't be more than one mesh inside the file |
243 | 1 | pScene->mNumMaterials = 1; |
244 | 1 | pScene->mRootNode = new aiNode(); |
245 | 1 | pScene->mRootNode->mNumMeshes = 1; |
246 | 1 | pScene->mRootNode->mMeshes = new unsigned int[1]; |
247 | 1 | pScene->mRootNode->mMeshes[0] = 0; |
248 | 1 | pScene->mMaterials = new aiMaterial*[1]; |
249 | 1 | pScene->mMaterials[0] = new aiMaterial(); |
250 | 1 | pScene->mNumMeshes = 1; |
251 | 1 | pScene->mMeshes = new aiMesh*[1]; |
252 | | |
253 | 1 | aiMesh* pcMesh = pScene->mMeshes[0] = new aiMesh(); |
254 | 1 | pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE; |
255 | | |
256 | | // navigate to the begin of the current frame data |
257 | 1 | BE_NCONST MD2::Frame* pcFrame = (BE_NCONST MD2::Frame*) ((uint8_t*) |
258 | 1 | m_pcHeader + m_pcHeader->offsetFrames + (m_pcHeader->frameSize * configFrameID)); |
259 | | |
260 | | // navigate to the begin of the triangle data |
261 | 1 | MD2::Triangle* pcTriangles = (MD2::Triangle*) ((uint8_t*) |
262 | 1 | m_pcHeader + m_pcHeader->offsetTriangles); |
263 | | |
264 | | // navigate to the begin of the tex coords data |
265 | 1 | BE_NCONST MD2::TexCoord* pcTexCoords = (BE_NCONST MD2::TexCoord*) ((uint8_t*) |
266 | 1 | m_pcHeader + m_pcHeader->offsetTexCoords); |
267 | | |
268 | | // navigate to the begin of the vertex data |
269 | 1 | BE_NCONST MD2::Vertex* pcVerts = (BE_NCONST MD2::Vertex*) (pcFrame->vertices); |
270 | | |
271 | | #ifdef AI_BUILD_BIG_ENDIAN |
272 | | for (uint32_t i = 0; i< m_pcHeader->numTriangles; ++i) |
273 | | { |
274 | | for (unsigned int p = 0; p < 3;++p) |
275 | | { |
276 | | ByteSwap::Swap2(& pcTriangles[i].textureIndices[p]); |
277 | | ByteSwap::Swap2(& pcTriangles[i].vertexIndices[p]); |
278 | | } |
279 | | } |
280 | | for (uint32_t i = 0; i < m_pcHeader->offsetTexCoords;++i) |
281 | | { |
282 | | ByteSwap::Swap2(& pcTexCoords[i].s); |
283 | | ByteSwap::Swap2(& pcTexCoords[i].t); |
284 | | } |
285 | | ByteSwap::Swap4( & pcFrame->scale[0] ); |
286 | | ByteSwap::Swap4( & pcFrame->scale[1] ); |
287 | | ByteSwap::Swap4( & pcFrame->scale[2] ); |
288 | | ByteSwap::Swap4( & pcFrame->translate[0] ); |
289 | | ByteSwap::Swap4( & pcFrame->translate[1] ); |
290 | | ByteSwap::Swap4( & pcFrame->translate[2] ); |
291 | | #endif |
292 | | |
293 | 1 | pcMesh->mNumFaces = m_pcHeader->numTriangles; |
294 | 1 | pcMesh->mFaces = new aiFace[m_pcHeader->numTriangles]; |
295 | | |
296 | | // allocate output storage |
297 | 1 | pcMesh->mNumVertices = (unsigned int)pcMesh->mNumFaces*3; |
298 | 1 | pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices]; |
299 | 1 | pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices]; |
300 | | |
301 | | // Not sure whether there are MD2 files without texture coordinates |
302 | | // NOTE: texture coordinates can be there without a texture, |
303 | | // but a texture can't be there without a valid UV channel |
304 | 1 | aiMaterial* pcHelper = (aiMaterial*)pScene->mMaterials[0]; |
305 | 1 | const int iMode = (int)aiShadingMode_Gouraud; |
306 | 1 | pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL); |
307 | | |
308 | 1 | if (m_pcHeader->numTexCoords && m_pcHeader->numSkins) |
309 | 0 | { |
310 | | // navigate to the first texture associated with the mesh |
311 | 0 | const MD2::Skin* pcSkins = (const MD2::Skin*) ((unsigned char*)m_pcHeader + |
312 | 0 | m_pcHeader->offsetSkins); |
313 | |
|
314 | 0 | aiColor3D clr; |
315 | 0 | clr.b = clr.g = clr.r = 1.0f; |
316 | 0 | pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE); |
317 | 0 | pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR); |
318 | |
|
319 | 0 | clr.b = clr.g = clr.r = 0.05f; |
320 | 0 | pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT); |
321 | |
|
322 | 0 | const ai_uint32 MaxNameLength = AI_MAXLEN - 1; // one byte reserved for \0 |
323 | 0 | ai_uint32 iLen = static_cast<ai_uint32>(::strlen(pcSkins->name)); |
324 | 0 | bool nameTooLong = iLen > MaxNameLength; |
325 | |
|
326 | 0 | if (pcSkins->name[0] && !nameTooLong) |
327 | 0 | { |
328 | 0 | aiString szString; |
329 | 0 | ::memcpy(szString.data, pcSkins->name, iLen); |
330 | 0 | szString.data[iLen] = '\0'; |
331 | 0 | szString.length = iLen; |
332 | |
|
333 | 0 | pcHelper->AddProperty(&szString,AI_MATKEY_TEXTURE_DIFFUSE(0)); |
334 | 0 | } |
335 | 0 | else if (nameTooLong) { |
336 | 0 | ASSIMP_LOG_WARN("Texture file name is too long. It will be skipped."); |
337 | 0 | } |
338 | 0 | else{ |
339 | 0 | ASSIMP_LOG_WARN("Texture file name has zero length. It will be skipped."); |
340 | 0 | } |
341 | 0 | } |
342 | 1 | else { |
343 | | // apply a default material |
344 | 1 | aiColor3D clr; |
345 | 1 | clr.b = clr.g = clr.r = 0.6f; |
346 | 1 | pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE); |
347 | 1 | pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR); |
348 | | |
349 | 1 | clr.b = clr.g = clr.r = 0.05f; |
350 | 1 | pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT); |
351 | | |
352 | 1 | aiString szName; |
353 | 1 | szName.Set(AI_DEFAULT_MATERIAL_NAME); |
354 | 1 | pcHelper->AddProperty(&szName,AI_MATKEY_NAME); |
355 | | |
356 | 1 | aiString sz; |
357 | | |
358 | | // TODO: Try to guess the name of the texture file from the model file name |
359 | | |
360 | 1 | sz.Set("$texture_dummy.bmp"); |
361 | 1 | pcHelper->AddProperty(&sz,AI_MATKEY_TEXTURE_DIFFUSE(0)); |
362 | 1 | } |
363 | | |
364 | | |
365 | | // now read all triangles of the first frame, apply scaling and translation |
366 | 1 | unsigned int iCurrent = 0; |
367 | | |
368 | 1 | float fDivisorU = 1.0f,fDivisorV = 1.0f; |
369 | 1 | if (m_pcHeader->numTexCoords) { |
370 | | // allocate storage for texture coordinates, too |
371 | 0 | pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices]; |
372 | 0 | pcMesh->mNumUVComponents[0] = 2; |
373 | | |
374 | | // check whether the skin width or height are zero (this would |
375 | | // cause a division through zero) |
376 | 0 | if (!m_pcHeader->skinWidth) { |
377 | 0 | ASSIMP_LOG_ERROR("MD2: No valid skin width given"); |
378 | 0 | } |
379 | 0 | else fDivisorU = (float)m_pcHeader->skinWidth; |
380 | 0 | if (!m_pcHeader->skinHeight){ |
381 | 0 | ASSIMP_LOG_ERROR("MD2: No valid skin height given"); |
382 | 0 | } |
383 | 0 | else fDivisorV = (float)m_pcHeader->skinHeight; |
384 | 0 | } |
385 | | |
386 | 1 | for (unsigned int i = 0; i < (unsigned int)m_pcHeader->numTriangles;++i) { |
387 | | // Allocate the face |
388 | 0 | pScene->mMeshes[0]->mFaces[i].mIndices = new unsigned int[3]; |
389 | 0 | pScene->mMeshes[0]->mFaces[i].mNumIndices = 3; |
390 | | |
391 | | // copy texture coordinates |
392 | | // check whether they are different from the previous value at this index. |
393 | | // In this case, create a full separate set of vertices/normals/texcoords |
394 | 0 | for (unsigned int c = 0; c < 3;++c,++iCurrent) { |
395 | | |
396 | | // validate vertex indices |
397 | 0 | unsigned int iIndex = (unsigned int)pcTriangles[i].vertexIndices[c]; |
398 | 0 | if (iIndex >= m_pcHeader->numVertices) { |
399 | 0 | ASSIMP_LOG_ERROR("MD2: Vertex index is outside the allowed range"); |
400 | 0 | iIndex = m_pcHeader->numVertices-1; |
401 | 0 | } |
402 | | |
403 | | // read x,y, and z component of the vertex |
404 | 0 | aiVector3D& vec = pcMesh->mVertices[iCurrent]; |
405 | |
|
406 | 0 | vec.x = (float)pcVerts[iIndex].vertex[0] * pcFrame->scale[0]; |
407 | 0 | vec.x += pcFrame->translate[0]; |
408 | |
|
409 | 0 | vec.y = (float)pcVerts[iIndex].vertex[1] * pcFrame->scale[1]; |
410 | 0 | vec.y += pcFrame->translate[1]; |
411 | |
|
412 | 0 | vec.z = (float)pcVerts[iIndex].vertex[2] * pcFrame->scale[2]; |
413 | 0 | vec.z += pcFrame->translate[2]; |
414 | | |
415 | | // read the normal vector from the precalculated normal table |
416 | 0 | aiVector3D& vNormal = pcMesh->mNormals[iCurrent]; |
417 | 0 | LookupNormalIndex(pcVerts[iIndex].lightNormalIndex,vNormal); |
418 | |
|
419 | 0 | if (m_pcHeader->numTexCoords) { |
420 | | // validate texture coordinates |
421 | 0 | iIndex = pcTriangles[i].textureIndices[c]; |
422 | 0 | if (iIndex >= m_pcHeader->numTexCoords) { |
423 | 0 | ASSIMP_LOG_ERROR("MD2: UV index is outside the allowed range"); |
424 | 0 | iIndex = m_pcHeader->numTexCoords-1; |
425 | 0 | } |
426 | |
|
427 | 0 | aiVector3D& pcOut = pcMesh->mTextureCoords[0][iCurrent]; |
428 | | |
429 | | // the texture coordinates are absolute values but we |
430 | | // need relative values between 0 and 1 |
431 | 0 | pcOut.x = pcTexCoords[iIndex].s / fDivisorU; |
432 | 0 | pcOut.y = 1.f-pcTexCoords[iIndex].t / fDivisorV; |
433 | 0 | } |
434 | 0 | pScene->mMeshes[0]->mFaces[i].mIndices[c] = iCurrent; |
435 | 0 | } |
436 | | // flip the face order |
437 | 0 | std::swap( pScene->mMeshes[0]->mFaces[i].mIndices[0], pScene->mMeshes[0]->mFaces[i].mIndices[2] ); |
438 | 0 | } |
439 | | // Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system |
440 | 1 | pScene->mRootNode->mTransformation = aiMatrix4x4( |
441 | 1 | 1.f, 0.f, 0.f, 0.f, |
442 | 1 | 0.f, 0.f, 1.f, 0.f, |
443 | 1 | 0.f, -1.f, 0.f, 0.f, |
444 | 1 | 0.f, 0.f, 0.f, 1.f); |
445 | 1 | } |
446 | | |
447 | | #endif // !! ASSIMP_BUILD_NO_MD2_IMPORTER |