/src/assimp/code/AssetLib/MDL/HalfLife/HL1MDLLoader.cpp
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1 | | /* |
2 | | --------------------------------------------------------------------------- |
3 | | Open Asset Import Library (assimp) |
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41 | | |
42 | | /** @file HL1MDLLoader.cpp |
43 | | * @brief Implementation for the Half-Life 1 MDL loader. |
44 | | */ |
45 | | |
46 | | #include "HL1MDLLoader.h" |
47 | | #include "HL1ImportDefinitions.h" |
48 | | #include "HL1MeshTrivert.h" |
49 | | #include "UniqueNameGenerator.h" |
50 | | |
51 | | #include <assimp/BaseImporter.h> |
52 | | #include <assimp/StringUtils.h> |
53 | | #include <assimp/ai_assert.h> |
54 | | #include <assimp/qnan.h> |
55 | | #include <assimp/DefaultLogger.hpp> |
56 | | #include <assimp/Importer.hpp> |
57 | | |
58 | | #include <iomanip> |
59 | | #include <sstream> |
60 | | #include <map> |
61 | | |
62 | | #ifdef MDL_HALFLIFE_LOG_WARN_HEADER |
63 | | #undef MDL_HALFLIFE_LOG_WARN_HEADER |
64 | | #endif |
65 | 0 | #define MDL_HALFLIFE_LOG_HEADER "[Half-Life 1 MDL] " |
66 | | #include "LogFunctions.h" |
67 | | |
68 | | namespace Assimp { |
69 | | namespace MDL { |
70 | | namespace HalfLife { |
71 | | |
72 | | #ifdef _MSC_VER |
73 | | # pragma warning(disable : 4706) |
74 | | #endif // _MSC_VER |
75 | | |
76 | | // ------------------------------------------------------------------------------------------------ |
77 | | HL1MDLLoader::HL1MDLLoader( |
78 | | aiScene *scene, |
79 | | IOSystem *io, |
80 | | const unsigned char *buffer, |
81 | | size_t buffer_length, |
82 | | const std::string &file_path, |
83 | | const HL1ImportSettings &import_settings) : |
84 | 0 | scene_(scene), |
85 | 0 | io_(io), |
86 | 0 | buffer_(HL1DataBuffer::view(buffer, buffer_length)), |
87 | 0 | file_path_(file_path), |
88 | 0 | import_settings_(import_settings), |
89 | 0 | header_(nullptr), |
90 | 0 | texture_header_(nullptr), |
91 | 0 | anim_headers_(), |
92 | 0 | texture_buffer_(), |
93 | 0 | anim_buffers_(), |
94 | 0 | num_sequence_groups_(0), |
95 | 0 | rootnode_children_(), |
96 | 0 | unique_name_generator_(), |
97 | 0 | unique_sequence_names_(), |
98 | 0 | unique_sequence_groups_names_(), |
99 | 0 | temp_bones_(), |
100 | 0 | num_blend_controllers_(0), |
101 | 0 | total_models_(0) { |
102 | 0 | load_file(); |
103 | 0 | } |
104 | | |
105 | | // ------------------------------------------------------------------------------------------------ |
106 | 0 | HL1MDLLoader::~HL1MDLLoader() { |
107 | 0 | release_resources(); |
108 | 0 | } |
109 | | |
110 | | // ------------------------------------------------------------------------------------------------ |
111 | 0 | void HL1MDLLoader::release_resources() { |
112 | | // Root has some children nodes. so let's proceed them |
113 | 0 | if (!rootnode_children_.empty()) { |
114 | | // Here, it means that the nodes were not added to the |
115 | | // scene root node. We still have to delete them. |
116 | 0 | for (auto it = rootnode_children_.begin(); it != rootnode_children_.end(); ++it) { |
117 | 0 | if (*it) { |
118 | 0 | delete *it; |
119 | 0 | } |
120 | 0 | } |
121 | | // Ensure this happens only once. |
122 | 0 | rootnode_children_.clear(); |
123 | 0 | } |
124 | 0 | } |
125 | | |
126 | | // ------------------------------------------------------------------------------------------------ |
127 | 0 | void HL1MDLLoader::load_file() { |
128 | 0 | try { |
129 | 0 | header_ = get_buffer_data<Header_HL1>(0, 1); |
130 | 0 | validate_header(header_, false); |
131 | | |
132 | | // Create the root scene node. |
133 | 0 | scene_->mRootNode = new aiNode(AI_MDL_HL1_NODE_ROOT); |
134 | |
|
135 | 0 | load_texture_file(); |
136 | |
|
137 | 0 | if (import_settings_.read_animations) { |
138 | 0 | load_sequence_groups_files(); |
139 | 0 | } |
140 | |
|
141 | 0 | read_textures(); |
142 | 0 | read_skins(); |
143 | |
|
144 | 0 | read_bones(); |
145 | 0 | read_meshes(); |
146 | |
|
147 | 0 | if (import_settings_.read_animations) { |
148 | 0 | read_sequence_groups_info(); |
149 | 0 | read_animations(); |
150 | 0 | read_sequence_infos(); |
151 | 0 | if (import_settings_.read_sequence_transitions) |
152 | 0 | read_sequence_transitions(); |
153 | 0 | } |
154 | |
|
155 | 0 | if (import_settings_.read_attachments) { |
156 | 0 | read_attachments(); |
157 | 0 | } |
158 | |
|
159 | 0 | if (import_settings_.read_hitboxes) { |
160 | 0 | read_hitboxes(); |
161 | 0 | } |
162 | |
|
163 | 0 | if (import_settings_.read_bone_controllers) { |
164 | 0 | read_bone_controllers(); |
165 | 0 | } |
166 | |
|
167 | 0 | read_global_info(); |
168 | |
|
169 | 0 | if (!header_->numbodyparts) { |
170 | | // This could be an MDL external texture file. In this case, |
171 | | // add this flag to allow the scene to be loaded even if it |
172 | | // has no meshes. |
173 | 0 | scene_->mFlags |= AI_SCENE_FLAGS_INCOMPLETE; |
174 | 0 | } |
175 | | |
176 | | // Append children to root node. |
177 | 0 | if (rootnode_children_.size()) { |
178 | 0 | scene_->mRootNode->addChildren( |
179 | 0 | static_cast<unsigned int>(rootnode_children_.size()), |
180 | 0 | rootnode_children_.data()); |
181 | | |
182 | | // Clear the list of nodes so they will not be destroyed |
183 | | // when resources are released. |
184 | 0 | rootnode_children_.clear(); |
185 | 0 | } |
186 | |
|
187 | 0 | release_resources(); |
188 | |
|
189 | 0 | } catch (...) { |
190 | 0 | release_resources(); |
191 | 0 | throw; |
192 | 0 | } |
193 | 0 | } |
194 | | |
195 | | // ------------------------------------------------------------------------------------------------ |
196 | 0 | void HL1MDLLoader::validate_header(const Header_HL1 *header, bool is_texture_header) { |
197 | 0 | if (is_texture_header) { |
198 | | // Every single Half-Life model is assumed to have at least one texture. |
199 | 0 | if (!header->numtextures) { |
200 | 0 | throw DeadlyImportError(MDL_HALFLIFE_LOG_HEADER "There are no textures in the file"); |
201 | 0 | } |
202 | | |
203 | 0 | if (header->numtextures > AI_MDL_HL1_MAX_TEXTURES) { |
204 | 0 | log_warning_limit_exceeded<AI_MDL_HL1_MAX_TEXTURES>(header->numtextures, "textures"); |
205 | 0 | } |
206 | |
|
207 | 0 | if (header->numskinfamilies > AI_MDL_HL1_MAX_SKIN_FAMILIES) { |
208 | 0 | log_warning_limit_exceeded<AI_MDL_HL1_MAX_SKIN_FAMILIES>(header->numskinfamilies, "skin families"); |
209 | 0 | } |
210 | |
|
211 | 0 | } else { |
212 | |
|
213 | 0 | if (header->numbodyparts > AI_MDL_HL1_MAX_BODYPARTS) { |
214 | 0 | log_warning_limit_exceeded<AI_MDL_HL1_MAX_BODYPARTS>(header->numbodyparts, "bodyparts"); |
215 | 0 | } |
216 | |
|
217 | 0 | if (header->numbones > AI_MDL_HL1_MAX_BONES) { |
218 | 0 | log_warning_limit_exceeded<AI_MDL_HL1_MAX_BONES>(header->numbones, "bones"); |
219 | 0 | } |
220 | |
|
221 | 0 | if (header->numbonecontrollers > AI_MDL_HL1_MAX_BONE_CONTROLLERS) { |
222 | 0 | log_warning_limit_exceeded<AI_MDL_HL1_MAX_BONE_CONTROLLERS>(header->numbonecontrollers, "bone controllers"); |
223 | 0 | } |
224 | |
|
225 | 0 | if (header->numseq > AI_MDL_HL1_MAX_SEQUENCES) { |
226 | 0 | log_warning_limit_exceeded<AI_MDL_HL1_MAX_SEQUENCES>(header->numseq, "sequences"); |
227 | 0 | } |
228 | |
|
229 | 0 | if (header->numseqgroups > AI_MDL_HL1_MAX_SEQUENCE_GROUPS) { |
230 | 0 | log_warning_limit_exceeded<AI_MDL_HL1_MAX_SEQUENCE_GROUPS>(header->numseqgroups, "sequence groups"); |
231 | 0 | } |
232 | |
|
233 | 0 | if (header->numattachments > AI_MDL_HL1_MAX_ATTACHMENTS) { |
234 | 0 | log_warning_limit_exceeded<AI_MDL_HL1_MAX_ATTACHMENTS>(header->numattachments, "attachments"); |
235 | 0 | } |
236 | 0 | } |
237 | 0 | } |
238 | | |
239 | | // ------------------------------------------------------------------------------------------------ |
240 | | /* |
241 | | Load textures. |
242 | | |
243 | | There are two ways for textures to be stored in a Half-Life model: |
244 | | |
245 | | 1. Directly in the MDL file (filePath) or |
246 | | 2. In an external MDL file. |
247 | | |
248 | | Due to the way StudioMDL works (tool used to compile SMDs into MDLs), |
249 | | it is assumed that an external texture file follows the naming |
250 | | convention: <YourModelName>T.mdl. Note the extra (T) at the end of the |
251 | | model name. |
252 | | |
253 | | .e.g For a given model named MyModel.mdl |
254 | | |
255 | | The external texture file name would be MyModelT.mdl |
256 | | */ |
257 | 0 | void HL1MDLLoader::load_texture_file() { |
258 | 0 | if (header_->numtextures == 0) { |
259 | | // Load an external MDL texture file. |
260 | 0 | std::string texture_file_path = |
261 | 0 | DefaultIOSystem::absolutePath(file_path_) + io_->getOsSeparator() + |
262 | 0 | DefaultIOSystem::completeBaseName(file_path_) + "T." + |
263 | 0 | BaseImporter::GetExtension(file_path_); |
264 | |
|
265 | 0 | load_file_into_buffer<Header_HL1>(texture_file_path, texture_buffer_); |
266 | 0 | } else { |
267 | | // Model has no external texture file. This means the texture is stored inside the main MDL file. |
268 | 0 | texture_buffer_ = HL1DataBuffer::view(buffer_); |
269 | 0 | } |
270 | |
|
271 | 0 | texture_header_ = get_texture_buffer_data<Header_HL1>(0, 1); |
272 | | |
273 | | // Validate texture header. |
274 | 0 | validate_header(texture_header_, true); |
275 | 0 | } |
276 | | |
277 | | // ------------------------------------------------------------------------------------------------ |
278 | | /* |
279 | | Load sequence group files if any. |
280 | | |
281 | | Due to the way StudioMDL works (tool used to compile SMDs into MDLs), |
282 | | it is assumed that a sequence group file follows the naming |
283 | | convention: <YourModelName>0X.mdl. Note the extra (0X) at the end of |
284 | | the model name, where (X) is the sequence group. |
285 | | |
286 | | .e.g For a given model named MyModel.mdl |
287 | | |
288 | | Sequence group 1 => MyModel01.mdl |
289 | | Sequence group 2 => MyModel02.mdl |
290 | | Sequence group X => MyModel0X.mdl |
291 | | |
292 | | */ |
293 | 0 | void HL1MDLLoader::load_sequence_groups_files() { |
294 | 0 | if (header_->numseqgroups <= 1) { |
295 | 0 | return; |
296 | 0 | } |
297 | | |
298 | 0 | num_sequence_groups_ = header_->numseqgroups; |
299 | |
|
300 | 0 | anim_buffers_.resize(num_sequence_groups_); |
301 | 0 | anim_headers_.resize(num_sequence_groups_, nullptr); |
302 | |
|
303 | 0 | std::string file_path_without_extension = |
304 | 0 | DefaultIOSystem::absolutePath(file_path_) + |
305 | 0 | io_->getOsSeparator() + |
306 | 0 | DefaultIOSystem::completeBaseName(file_path_); |
307 | |
|
308 | 0 | for (int i = 1; i < num_sequence_groups_; ++i) { |
309 | 0 | std::stringstream ss; |
310 | 0 | ss << file_path_without_extension; |
311 | 0 | ss << std::setw(2) << std::setfill('0') << i; |
312 | 0 | ss << '.' << BaseImporter::GetExtension(file_path_); |
313 | |
|
314 | 0 | std::string sequence_file_path = ss.str(); |
315 | |
|
316 | 0 | load_file_into_buffer<SequenceHeader_HL1>(sequence_file_path, anim_buffers_[i]); |
317 | |
|
318 | 0 | anim_headers_[i] = get_anim_buffer_data<SequenceHeader_HL1>(i, 0, 1); |
319 | 0 | } |
320 | 0 | } |
321 | | |
322 | | // ------------------------------------------------------------------------------------------------ |
323 | | // Read an MDL texture. |
324 | | void HL1MDLLoader::read_texture(const Texture_HL1 *ptexture, |
325 | | const uint8_t *data, const uint8_t *pal, aiTexture *pResult, |
326 | 0 | aiColor3D &last_palette_color) { |
327 | 0 | pResult->mFilename = ptexture->name; |
328 | 0 | pResult->mWidth = static_cast<unsigned int>(ptexture->width); |
329 | 0 | pResult->mHeight = static_cast<unsigned int>(ptexture->height); |
330 | 0 | pResult->achFormatHint[0] = 'r'; |
331 | 0 | pResult->achFormatHint[1] = 'g'; |
332 | 0 | pResult->achFormatHint[2] = 'b'; |
333 | 0 | pResult->achFormatHint[3] = 'a'; |
334 | 0 | pResult->achFormatHint[4] = '8'; |
335 | 0 | pResult->achFormatHint[5] = '8'; |
336 | 0 | pResult->achFormatHint[6] = '8'; |
337 | 0 | pResult->achFormatHint[7] = '8'; |
338 | 0 | pResult->achFormatHint[8] = '\0'; |
339 | |
|
340 | 0 | const size_t num_pixels = pResult->mWidth * pResult->mHeight; |
341 | 0 | aiTexel *out = pResult->pcData = new aiTexel[num_pixels]; |
342 | | |
343 | | // Convert indexed 8 bit to 32 bit RGBA. |
344 | 0 | for (size_t i = 0; i < num_pixels; ++i, ++out) { |
345 | 0 | out->r = pal[data[i] * 3]; |
346 | 0 | out->g = pal[data[i] * 3 + 1]; |
347 | 0 | out->b = pal[data[i] * 3 + 2]; |
348 | 0 | out->a = 255; |
349 | 0 | } |
350 | | |
351 | | // Get the last palette color. |
352 | 0 | last_palette_color.r = pal[255 * 3]; |
353 | 0 | last_palette_color.g = pal[255 * 3 + 1]; |
354 | 0 | last_palette_color.b = pal[255 * 3 + 2]; |
355 | 0 | } |
356 | | |
357 | | // ------------------------------------------------------------------------------------------------ |
358 | 0 | void HL1MDLLoader::read_textures() { |
359 | 0 | scene_->mTextures = new aiTexture *[texture_header_->numtextures]; |
360 | 0 | scene_->mMaterials = new aiMaterial *[texture_header_->numtextures]; |
361 | |
|
362 | 0 | const Texture_HL1 *ptexture = get_texture_buffer_data<Texture_HL1>(texture_header_->textureindex, texture_header_->numtextures); |
363 | |
|
364 | 0 | for (int i = 0; i < texture_header_->numtextures; ++i) { |
365 | 0 | scene_->mTextures[i] = new aiTexture(); |
366 | 0 | ++scene_->mNumTextures; |
367 | |
|
368 | 0 | const uint8_t *data = get_texture_buffer_data<uint8_t>(ptexture[i].index, ptexture[i].width * ptexture[i].height); |
369 | 0 | const uint8_t *pal = get_texture_buffer_data<uint8_t>(ptexture[i].index + ptexture[i].width * ptexture[i].height, 256 * 3); |
370 | |
|
371 | 0 | aiColor3D last_palette_color; |
372 | 0 | read_texture(&ptexture[i], data, pal, scene_->mTextures[i], last_palette_color); |
373 | |
|
374 | 0 | aiMaterial *scene_material = new aiMaterial(); |
375 | 0 | scene_->mMaterials[i] = scene_material; |
376 | 0 | ++scene_->mNumMaterials; |
377 | |
|
378 | 0 | const aiTextureType texture_type = aiTextureType_DIFFUSE; |
379 | 0 | aiString texture_name(ptexture[i].name); |
380 | 0 | scene_material->AddProperty(&texture_name, AI_MATKEY_TEXTURE(texture_type, 0)); |
381 | | |
382 | | // Is this a chrome texture? |
383 | 0 | int chrome = ptexture[i].flags & AI_MDL_HL1_STUDIO_NF_CHROME ? 1 : 0; |
384 | 0 | scene_material->AddProperty(&chrome, 1, AI_MDL_HL1_MATKEY_CHROME(texture_type, 0)); |
385 | |
|
386 | 0 | if (ptexture[i].flags & AI_MDL_HL1_STUDIO_NF_FLATSHADE) { |
387 | | // Flat shading. |
388 | 0 | const aiShadingMode shading_mode = aiShadingMode_Flat; |
389 | 0 | scene_material->AddProperty(&shading_mode, 1, AI_MATKEY_SHADING_MODEL); |
390 | 0 | } |
391 | |
|
392 | 0 | if (ptexture[i].flags & AI_MDL_HL1_STUDIO_NF_ADDITIVE) { |
393 | | // Additive texture. |
394 | 0 | const aiBlendMode blend_mode = aiBlendMode_Additive; |
395 | 0 | scene_material->AddProperty(&blend_mode, 1, AI_MATKEY_BLEND_FUNC); |
396 | 0 | } else if (ptexture[i].flags & AI_MDL_HL1_STUDIO_NF_MASKED) { |
397 | | // Texture with 1 bit alpha test. |
398 | 0 | const aiTextureFlags use_alpha = aiTextureFlags_UseAlpha; |
399 | 0 | scene_material->AddProperty(&use_alpha, 1, AI_MATKEY_TEXFLAGS(texture_type, 0)); |
400 | 0 | scene_material->AddProperty(&last_palette_color, 1, AI_MATKEY_COLOR_TRANSPARENT); |
401 | 0 | } |
402 | 0 | } |
403 | 0 | } |
404 | | |
405 | | // ------------------------------------------------------------------------------------------------ |
406 | 0 | void HL1MDLLoader::read_skins() { |
407 | | // Read skins, if any. |
408 | 0 | if (texture_header_->numskinfamilies <= 1) { |
409 | 0 | return; |
410 | 0 | } |
411 | | |
412 | | // Pointer to base texture index. |
413 | 0 | const short *default_skin_ptr = get_texture_buffer_data<short>( |
414 | 0 | texture_header_->skinindex, |
415 | 0 | texture_header_->numskinref); |
416 | | |
417 | | // Start at first replacement skin. |
418 | 0 | const short *replacement_skin_ptr = get_texture_buffer_data<short>( |
419 | 0 | texture_header_->skinindex + texture_header_->numskinref * sizeof(short), |
420 | 0 | (texture_header_->numskinfamilies - 1) * texture_header_->numskinref); |
421 | |
|
422 | 0 | for (int i = 1; i < texture_header_->numskinfamilies; ++i, replacement_skin_ptr += texture_header_->numskinref) { |
423 | 0 | for (int j = 0; j < texture_header_->numskinref; ++j) { |
424 | 0 | if (default_skin_ptr[j] != replacement_skin_ptr[j]) { |
425 | | // Save replacement textures. |
426 | 0 | aiString skinMaterialId(scene_->mTextures[replacement_skin_ptr[j]]->mFilename); |
427 | 0 | scene_->mMaterials[default_skin_ptr[j]]->AddProperty(&skinMaterialId, AI_MATKEY_TEXTURE_DIFFUSE(i)); |
428 | 0 | } |
429 | 0 | } |
430 | 0 | } |
431 | 0 | } |
432 | | |
433 | | // ------------------------------------------------------------------------------------------------ |
434 | 0 | void HL1MDLLoader::read_bones() { |
435 | 0 | if (!header_->numbones) { |
436 | 0 | return; |
437 | 0 | } |
438 | | |
439 | 0 | const Bone_HL1 *pbone = get_buffer_data<Bone_HL1>(header_->boneindex, header_->numbones); |
440 | |
|
441 | 0 | std::vector<std::string> unique_bones_names(header_->numbones); |
442 | 0 | for (int i = 0; i < header_->numbones; ++i) { |
443 | 0 | unique_bones_names[i] = pbone[i].name; |
444 | 0 | } |
445 | | |
446 | | // Ensure bones have unique names. |
447 | 0 | unique_name_generator_.set_template_name("Bone"); |
448 | 0 | unique_name_generator_.make_unique(unique_bones_names); |
449 | |
|
450 | 0 | temp_bones_.resize(header_->numbones); |
451 | | |
452 | | // Create the main 'bones' node that will contain all MDL root bones. |
453 | 0 | aiNode *bones_node = new aiNode(AI_MDL_HL1_NODE_BONES); |
454 | 0 | rootnode_children_.push_back(bones_node); |
455 | | |
456 | | // Store roots bones IDs temporarily. |
457 | 0 | std::vector<int> roots; |
458 | | |
459 | | // Create bone matrices in local space. |
460 | 0 | for (int i = 0; i < header_->numbones; ++i) { |
461 | 0 | aiNode *bone_node = temp_bones_[i].node = new aiNode(unique_bones_names[i]); |
462 | |
|
463 | 0 | aiVector3D angles(pbone[i].value[3], pbone[i].value[4], pbone[i].value[5]); |
464 | 0 | temp_bones_[i].absolute_transform = bone_node->mTransformation = |
465 | 0 | aiMatrix4x4(aiVector3D(1), aiQuaternion(angles.y, angles.z, angles.x), |
466 | 0 | aiVector3D(pbone[i].value[0], pbone[i].value[1], pbone[i].value[2])); |
467 | |
|
468 | 0 | if (pbone[i].parent == -1) { |
469 | 0 | bone_node->mParent = bones_node; |
470 | 0 | roots.push_back(i); // This bone has no parent. Add it to the roots list. |
471 | 0 | } else { |
472 | 0 | bone_node->mParent = temp_bones_[pbone[i].parent].node; |
473 | 0 | temp_bones_[pbone[i].parent].children.push_back(i); // Add this bone to the parent bone's children list. |
474 | |
|
475 | 0 | temp_bones_[i].absolute_transform = |
476 | 0 | temp_bones_[pbone[i].parent].absolute_transform * bone_node->mTransformation; |
477 | 0 | } |
478 | |
|
479 | 0 | temp_bones_[i].offset_matrix = temp_bones_[i].absolute_transform; |
480 | 0 | temp_bones_[i].offset_matrix.Inverse(); |
481 | 0 | } |
482 | | |
483 | | // Allocate memory for each MDL root bone. |
484 | 0 | bones_node->mNumChildren = static_cast<unsigned int>(roots.size()); |
485 | 0 | bones_node->mChildren = new aiNode *[bones_node->mNumChildren]; |
486 | | |
487 | | // Build all bones children hierarchy starting from each MDL root bone. |
488 | 0 | for (size_t i = 0; i < roots.size(); ++i) |
489 | 0 | { |
490 | 0 | const TempBone &root_bone = temp_bones_[roots[i]]; |
491 | 0 | bones_node->mChildren[i] = root_bone.node; |
492 | 0 | build_bone_children_hierarchy(root_bone); |
493 | 0 | } |
494 | 0 | } |
495 | | |
496 | | void HL1MDLLoader::build_bone_children_hierarchy(const TempBone &bone) |
497 | 0 | { |
498 | 0 | if (bone.children.empty()) |
499 | 0 | return; |
500 | | |
501 | 0 | aiNode* bone_node = bone.node; |
502 | 0 | bone_node->mNumChildren = static_cast<unsigned int>(bone.children.size()); |
503 | 0 | bone_node->mChildren = new aiNode *[bone_node->mNumChildren]; |
504 | | |
505 | | // Build each child bone's hierarchy recursively. |
506 | 0 | for (size_t i = 0; i < bone.children.size(); ++i) |
507 | 0 | { |
508 | 0 | const TempBone &child_bone = temp_bones_[bone.children[i]]; |
509 | 0 | bone_node->mChildren[i] = child_bone.node; |
510 | 0 | build_bone_children_hierarchy(child_bone); |
511 | 0 | } |
512 | 0 | } |
513 | | |
514 | | // ------------------------------------------------------------------------------------------------ |
515 | | /* |
516 | | Read meshes. |
517 | | |
518 | | Half-Life MDLs are structured such that each MDL |
519 | | contains one or more 'bodypart(s)', which contain one |
520 | | or more 'model(s)', which contains one or more mesh(es). |
521 | | |
522 | | * Bodyparts are used to group models that may be replaced |
523 | | in the game .e.g a character could have a 'heads' group, |
524 | | 'torso' group, 'shoes' group, with each group containing |
525 | | different 'model(s)'. |
526 | | |
527 | | * Models, also called 'sub models', contain vertices as |
528 | | well as a reference to each mesh used by the sub model. |
529 | | |
530 | | * Meshes contain a list of tris, also known as 'triverts'. |
531 | | Each tris contains the following information: |
532 | | |
533 | | 1. The index of the position to use for the vertex. |
534 | | 2. The index of the normal to use for the vertex. |
535 | | 3. The S coordinate to use for the vertex UV. |
536 | | 4. The T coordinate ^ |
537 | | |
538 | | These tris represent the way to represent the triangles |
539 | | for each mesh. Depending on how the tool compiled the MDL, |
540 | | those triangles were saved as strips and or fans. |
541 | | |
542 | | NOTE: Each tris is NOT unique. This means that you |
543 | | might encounter the same vertex index but with a different |
544 | | normal index, S coordinate, T coordinate. |
545 | | |
546 | | In addition, each mesh contains the texture's index. |
547 | | |
548 | | ------------------------------------------------------ |
549 | | With the details above, there are several things to |
550 | | take into consideration. |
551 | | |
552 | | * The Half-Life models store the vertices by sub model |
553 | | rather than by mesh. Due to Assimp's structure, it |
554 | | is necessary to remap each model vertex to be used |
555 | | per mesh. Unfortunately, this has the consequence |
556 | | to duplicate vertices. |
557 | | |
558 | | * Because the mesh triangles are comprised of strips and |
559 | | fans, it is necessary to convert each primitive to |
560 | | triangles, respectively (3 indices per face). |
561 | | */ |
562 | 0 | void HL1MDLLoader::read_meshes() { |
563 | 0 | if (!header_->numbodyparts) { |
564 | 0 | return; |
565 | 0 | } |
566 | | |
567 | 0 | int total_verts = 0; |
568 | 0 | int total_triangles = 0; |
569 | 0 | total_models_ = 0; |
570 | |
|
571 | 0 | const Bodypart_HL1 *pbodypart = get_buffer_data<Bodypart_HL1>(header_->bodypartindex, header_->numbodyparts); |
572 | 0 | const Model_HL1 *pmodel = nullptr; |
573 | 0 | const Mesh_HL1 *pmesh = nullptr; |
574 | |
|
575 | 0 | const Texture_HL1 *ptexture = get_texture_buffer_data<Texture_HL1>(texture_header_->textureindex, texture_header_->numtextures); |
576 | 0 | const short *pskinref = get_texture_buffer_data<short>(texture_header_->skinindex, texture_header_->numskinref); |
577 | |
|
578 | 0 | scene_->mNumMeshes = 0; |
579 | |
|
580 | 0 | std::vector<std::string> unique_bodyparts_names; |
581 | 0 | unique_bodyparts_names.resize(header_->numbodyparts); |
582 | | |
583 | | // Count the number of meshes. |
584 | |
|
585 | 0 | for (int i = 0; i < header_->numbodyparts; ++i, ++pbodypart) { |
586 | 0 | unique_bodyparts_names[i] = pbodypart->name; |
587 | |
|
588 | 0 | pmodel = get_buffer_data<Model_HL1>(pbodypart->modelindex, pbodypart->nummodels); |
589 | 0 | for (int j = 0; j < pbodypart->nummodels; ++j, ++pmodel) { |
590 | 0 | scene_->mNumMeshes += pmodel->nummesh; |
591 | 0 | total_verts += pmodel->numverts; |
592 | 0 | } |
593 | |
|
594 | 0 | total_models_ += pbodypart->nummodels; |
595 | 0 | } |
596 | | |
597 | | // Display limit infos. |
598 | 0 | if (total_verts > AI_MDL_HL1_MAX_VERTICES) { |
599 | 0 | log_warning_limit_exceeded<AI_MDL_HL1_MAX_VERTICES>(total_verts, "vertices"); |
600 | 0 | } |
601 | |
|
602 | 0 | if (scene_->mNumMeshes > AI_MDL_HL1_MAX_MESHES) { |
603 | 0 | log_warning_limit_exceeded<AI_MDL_HL1_MAX_MESHES>(scene_->mNumMeshes, "meshes"); |
604 | 0 | } |
605 | |
|
606 | 0 | if (total_models_ > AI_MDL_HL1_MAX_MODELS) { |
607 | 0 | log_warning_limit_exceeded<AI_MDL_HL1_MAX_MODELS>(total_models_, "models"); |
608 | 0 | } |
609 | | |
610 | | // Ensure bodyparts have unique names. |
611 | 0 | unique_name_generator_.set_template_name("Bodypart"); |
612 | 0 | unique_name_generator_.make_unique(unique_bodyparts_names); |
613 | | |
614 | | // Now do the same for each model. |
615 | 0 | pbodypart = get_buffer_data<Bodypart_HL1>(header_->bodypartindex, header_->numbodyparts); |
616 | | |
617 | | // Prepare template name for bodypart models. |
618 | 0 | std::vector<std::string> unique_models_names; |
619 | 0 | unique_models_names.resize(total_models_); |
620 | |
|
621 | 0 | unsigned int model_index = 0; |
622 | |
|
623 | 0 | for (int i = 0; i < header_->numbodyparts; ++i, ++pbodypart) { |
624 | 0 | pmodel = get_buffer_data<Model_HL1>(pbodypart->modelindex, pbodypart->nummodels); |
625 | 0 | for (int j = 0; j < pbodypart->nummodels; ++j, ++pmodel, ++model_index) |
626 | 0 | unique_models_names[model_index] = pmodel->name; |
627 | 0 | } |
628 | |
|
629 | 0 | unique_name_generator_.set_template_name("Model"); |
630 | 0 | unique_name_generator_.make_unique(unique_models_names); |
631 | |
|
632 | 0 | unsigned int mesh_index = 0; |
633 | |
|
634 | 0 | scene_->mMeshes = new aiMesh *[scene_->mNumMeshes]; |
635 | |
|
636 | 0 | pbodypart = get_buffer_data<Bodypart_HL1>(header_->bodypartindex, header_->numbodyparts); |
637 | | |
638 | | /* Create a node that will represent the mesh hierarchy. |
639 | | |
640 | | <MDL_bodyparts> |
641 | | | |
642 | | +-- bodypart --+-- model -- [mesh index, mesh index, ...] |
643 | | | | |
644 | | | +-- model -- [mesh index, mesh index, ...] |
645 | | | | |
646 | | | ... |
647 | | | |
648 | | |-- bodypart -- ... |
649 | | | |
650 | | ... |
651 | | */ |
652 | 0 | aiNode *bodyparts_node = new aiNode(AI_MDL_HL1_NODE_BODYPARTS); |
653 | 0 | rootnode_children_.push_back(bodyparts_node); |
654 | 0 | bodyparts_node->mNumChildren = static_cast<unsigned int>(header_->numbodyparts); |
655 | 0 | bodyparts_node->mChildren = new aiNode *[bodyparts_node->mNumChildren]; |
656 | 0 | aiNode **bodyparts_node_ptr = bodyparts_node->mChildren; |
657 | | |
658 | | // The following variables are defined here so they don't have |
659 | | // to be recreated every iteration. |
660 | | |
661 | | // Model_HL1 vertices, in bind pose space. |
662 | 0 | std::vector<aiVector3D> bind_pose_vertices; |
663 | | |
664 | | // Model_HL1 normals, in bind pose space. |
665 | 0 | std::vector<aiVector3D> bind_pose_normals; |
666 | | |
667 | | // Used to contain temporary information for building a mesh. |
668 | 0 | std::vector<HL1MeshTrivert> triverts; |
669 | |
|
670 | 0 | std::vector<short> tricmds; |
671 | | |
672 | | // Which triverts to use for the mesh. |
673 | 0 | std::vector<short> mesh_triverts_indices; |
674 | |
|
675 | 0 | std::vector<HL1MeshFace> mesh_faces; |
676 | | |
677 | | /* triverts that have the same vertindex, but have different normindex,s,t values. |
678 | | Similar triverts are mapped from vertindex to a list of similar triverts. */ |
679 | 0 | std::map<short, std::set<short>> triverts_similars; |
680 | | |
681 | | // triverts per bone. |
682 | 0 | std::map<int, std::set<short>> bone_triverts; |
683 | | |
684 | | /** This function adds a trivert index to the list of triverts per bone. |
685 | | * \param[in] bone The bone that affects the trivert at index \p trivert_index. |
686 | | * \param[in] trivert_index The trivert index. |
687 | | */ |
688 | 0 | auto AddTrivertToBone = [&](int bone, short trivert_index) { |
689 | 0 | if (bone_triverts.count(bone) == 0) |
690 | 0 | bone_triverts.insert({ bone, std::set<short>{ trivert_index }}); |
691 | 0 | else |
692 | 0 | bone_triverts[bone].insert(trivert_index); |
693 | 0 | }; |
694 | | |
695 | | /** This function creates and appends a new trivert to the list of triverts. |
696 | | * \param[in] trivert The trivert to use as a prototype. |
697 | | * \param[in] bone The bone that affects \p trivert. |
698 | | */ |
699 | 0 | auto AddSimilarTrivert = [&](const Trivert &trivert, const int bone) { |
700 | 0 | HL1MeshTrivert new_trivert(trivert); |
701 | 0 | new_trivert.localindex = static_cast<short>(mesh_triverts_indices.size()); |
702 | |
|
703 | 0 | short new_trivert_index = static_cast<short>(triverts.size()); |
704 | |
|
705 | 0 | if (triverts_similars.count(trivert.vertindex) == 0) |
706 | 0 | triverts_similars.insert({ trivert.vertindex, std::set<short>{ new_trivert_index }}); |
707 | 0 | else |
708 | 0 | triverts_similars[trivert.vertindex].insert(new_trivert_index); |
709 | |
|
710 | 0 | triverts.push_back(new_trivert); |
711 | |
|
712 | 0 | mesh_triverts_indices.push_back(new_trivert_index); |
713 | 0 | tricmds.push_back(new_trivert.localindex); |
714 | 0 | AddTrivertToBone(bone, new_trivert.localindex); |
715 | 0 | }; |
716 | |
|
717 | 0 | model_index = 0; |
718 | |
|
719 | 0 | for (int i = 0; i < header_->numbodyparts; ++i, ++pbodypart, ++bodyparts_node_ptr) { |
720 | 0 | pmodel = get_buffer_data<Model_HL1>(pbodypart->modelindex, pbodypart->nummodels); |
721 | | |
722 | | // Create bodypart node for the mesh tree hierarchy. |
723 | 0 | aiNode *bodypart_node = (*bodyparts_node_ptr) = new aiNode(unique_bodyparts_names[i]); |
724 | 0 | bodypart_node->mParent = bodyparts_node; |
725 | 0 | bodypart_node->mMetaData = aiMetadata::Alloc(1); |
726 | 0 | bodypart_node->mMetaData->Set(0, "Base", pbodypart->base); |
727 | |
|
728 | 0 | bodypart_node->mNumChildren = static_cast<unsigned int>(pbodypart->nummodels); |
729 | 0 | bodypart_node->mChildren = new aiNode *[bodypart_node->mNumChildren]; |
730 | 0 | aiNode **bodypart_models_ptr = bodypart_node->mChildren; |
731 | |
|
732 | 0 | for (int j = 0; j < pbodypart->nummodels; |
733 | 0 | ++j, ++pmodel, ++bodypart_models_ptr, ++model_index) { |
734 | |
|
735 | 0 | pmesh = get_buffer_data<Mesh_HL1>(pmodel->meshindex, pmodel->nummesh); |
736 | |
|
737 | 0 | const uint8_t *pvertbone = get_buffer_data<uint8_t>(pmodel->vertinfoindex, pmodel->numverts); |
738 | 0 | const uint8_t *pnormbone = get_buffer_data<uint8_t>(pmodel->norminfoindex, pmodel->numnorms); |
739 | 0 | const vec3_t *pstudioverts = get_buffer_data<vec3_t>(pmodel->vertindex, pmodel->numverts); |
740 | 0 | const vec3_t *pstudionorms = get_buffer_data<vec3_t>(pmodel->normindex, pmodel->numnorms); |
741 | | |
742 | | // Each vertex and normal is in local space, so transform |
743 | | // each of them to bring them in bind pose. |
744 | 0 | bind_pose_vertices.resize(pmodel->numverts); |
745 | 0 | bind_pose_normals.resize(pmodel->numnorms); |
746 | 0 | for (size_t k = 0; k < bind_pose_vertices.size(); ++k) { |
747 | 0 | const vec3_t &vert = pstudioverts[k]; |
748 | 0 | bind_pose_vertices[k] = temp_bones_[pvertbone[k]].absolute_transform * aiVector3D(vert[0], vert[1], vert[2]); |
749 | 0 | } |
750 | 0 | for (size_t k = 0; k < bind_pose_normals.size(); ++k) { |
751 | 0 | const vec3_t &norm = pstudionorms[k]; |
752 | | // Compute the normal matrix to transform the normal into bind pose, |
753 | | // without affecting its length. |
754 | 0 | const aiMatrix4x4 normal_matrix = aiMatrix4x4(temp_bones_[pnormbone[k]].absolute_transform).Inverse().Transpose(); |
755 | 0 | bind_pose_normals[k] = normal_matrix * aiVector3D(norm[0], norm[1], norm[2]); |
756 | 0 | } |
757 | | |
758 | | // Create model node for the mesh tree hierarchy. |
759 | 0 | aiNode *model_node = (*bodypart_models_ptr) = new aiNode(unique_models_names[model_index]); |
760 | 0 | model_node->mParent = bodypart_node; |
761 | 0 | model_node->mNumMeshes = static_cast<unsigned int>(pmodel->nummesh); |
762 | 0 | model_node->mMeshes = new unsigned int[model_node->mNumMeshes]; |
763 | 0 | unsigned int *model_meshes_ptr = model_node->mMeshes; |
764 | |
|
765 | 0 | for (int k = 0; k < pmodel->nummesh; ++k, ++pmesh, ++mesh_index, ++model_meshes_ptr) { |
766 | 0 | *model_meshes_ptr = mesh_index; |
767 | | |
768 | | // Read triverts. |
769 | 0 | short *ptricmds = (short *)((uint8_t *)header_ + pmesh->triindex); |
770 | 0 | float texcoords_s_scale = 1.0f / (float)ptexture[pskinref[pmesh->skinref]].width; |
771 | 0 | float texcoords_t_scale = 1.0f / (float)ptexture[pskinref[pmesh->skinref]].height; |
772 | | |
773 | | // Reset the data for the upcoming mesh. |
774 | 0 | triverts.clear(); |
775 | 0 | triverts.resize(pmodel->numverts); |
776 | 0 | mesh_triverts_indices.clear(); |
777 | 0 | mesh_faces.clear(); |
778 | 0 | triverts_similars.clear(); |
779 | 0 | bone_triverts.clear(); |
780 | |
|
781 | 0 | int l; |
782 | 0 | while ((l = *(ptricmds++))) { |
783 | 0 | bool is_triangle_fan = false; |
784 | |
|
785 | 0 | if (l < 0) { |
786 | 0 | l = -l; |
787 | 0 | is_triangle_fan = true; |
788 | 0 | } |
789 | | |
790 | | // Clear the list of tris for the upcoming tris. |
791 | 0 | tricmds.clear(); |
792 | |
|
793 | 0 | for (; l > 0; l--, ptricmds += 4) { |
794 | 0 | const Trivert *input_trivert = reinterpret_cast<const Trivert *>(ptricmds); |
795 | 0 | const int bone = pvertbone[input_trivert->vertindex]; |
796 | |
|
797 | 0 | HL1MeshTrivert *private_trivert = &triverts[input_trivert->vertindex]; |
798 | 0 | if (private_trivert->localindex == -1) { |
799 | | // First time referenced. |
800 | 0 | *private_trivert = *input_trivert; |
801 | 0 | private_trivert->localindex = static_cast<short>(mesh_triverts_indices.size()); |
802 | 0 | mesh_triverts_indices.push_back(input_trivert->vertindex); |
803 | 0 | tricmds.push_back(private_trivert->localindex); |
804 | 0 | AddTrivertToBone(bone, private_trivert->localindex); |
805 | 0 | } else if (*private_trivert == *input_trivert) { |
806 | | // Exists and is the same. |
807 | 0 | tricmds.push_back(private_trivert->localindex); |
808 | 0 | } else { |
809 | | // No similar trivert associated to the trivert currently processed. |
810 | 0 | if (triverts_similars.count(input_trivert->vertindex) == 0) |
811 | 0 | AddSimilarTrivert(*input_trivert, bone); |
812 | 0 | else { |
813 | | // Search in the list of similar triverts to see if the |
814 | | // trivert in process is already registered. |
815 | 0 | short similar_index = -1; |
816 | 0 | for (auto it = triverts_similars[input_trivert->vertindex].cbegin(); |
817 | 0 | similar_index == -1 && it != triverts_similars[input_trivert->vertindex].cend(); |
818 | 0 | ++it) { |
819 | 0 | if (triverts[*it] == *input_trivert) |
820 | 0 | similar_index = *it; |
821 | 0 | } |
822 | | |
823 | | // If a similar trivert has been found, reuse it. |
824 | | // Otherwise, add it. |
825 | 0 | if (similar_index == -1) |
826 | 0 | AddSimilarTrivert(*input_trivert, bone); |
827 | 0 | else |
828 | 0 | tricmds.push_back(triverts[similar_index].localindex); |
829 | 0 | } |
830 | 0 | } |
831 | 0 | } |
832 | | |
833 | | // Build mesh faces. |
834 | 0 | const int num_faces = static_cast<int>(tricmds.size() - 2); |
835 | 0 | mesh_faces.reserve(num_faces); |
836 | |
|
837 | 0 | if (is_triangle_fan) { |
838 | 0 | for (int faceIdx = 0; faceIdx < num_faces; ++faceIdx) { |
839 | 0 | mesh_faces.push_back(HL1MeshFace{ |
840 | 0 | tricmds[0], |
841 | 0 | tricmds[faceIdx + 1], |
842 | 0 | tricmds[faceIdx + 2] }); |
843 | 0 | } |
844 | 0 | } else { |
845 | 0 | for (int faceIdx = 0; faceIdx < num_faces; ++faceIdx) { |
846 | 0 | if (faceIdx & 1) { |
847 | | // Preserve winding order. |
848 | 0 | mesh_faces.push_back(HL1MeshFace{ |
849 | 0 | tricmds[faceIdx + 1], |
850 | 0 | tricmds[faceIdx], |
851 | 0 | tricmds[faceIdx + 2] }); |
852 | 0 | } else { |
853 | 0 | mesh_faces.push_back(HL1MeshFace{ |
854 | 0 | tricmds[faceIdx], |
855 | 0 | tricmds[faceIdx + 1], |
856 | 0 | tricmds[faceIdx + 2] }); |
857 | 0 | } |
858 | 0 | } |
859 | 0 | } |
860 | |
|
861 | 0 | total_triangles += num_faces; |
862 | 0 | } |
863 | | |
864 | | // Create the scene mesh. |
865 | 0 | aiMesh *scene_mesh = scene_->mMeshes[mesh_index] = new aiMesh(); |
866 | 0 | scene_mesh->mPrimitiveTypes = aiPrimitiveType::aiPrimitiveType_TRIANGLE; |
867 | 0 | scene_mesh->mMaterialIndex = pskinref[pmesh->skinref]; |
868 | |
|
869 | 0 | scene_mesh->mNumVertices = static_cast<unsigned int>(mesh_triverts_indices.size()); |
870 | |
|
871 | 0 | if (scene_mesh->mNumVertices) { |
872 | 0 | scene_mesh->mVertices = new aiVector3D[scene_mesh->mNumVertices]; |
873 | 0 | scene_mesh->mNormals = new aiVector3D[scene_mesh->mNumVertices]; |
874 | |
|
875 | 0 | scene_mesh->mNumUVComponents[0] = 2; |
876 | 0 | scene_mesh->mTextureCoords[0] = new aiVector3D[scene_mesh->mNumVertices]; |
877 | | |
878 | | // Add vertices. |
879 | 0 | for (unsigned int v = 0; v < scene_mesh->mNumVertices; ++v) { |
880 | 0 | const HL1MeshTrivert *pTrivert = &triverts[mesh_triverts_indices[v]]; |
881 | 0 | scene_mesh->mVertices[v] = bind_pose_vertices[pTrivert->vertindex]; |
882 | 0 | scene_mesh->mNormals[v] = bind_pose_normals[pTrivert->normindex]; |
883 | 0 | scene_mesh->mTextureCoords[0][v] = aiVector3D( |
884 | 0 | pTrivert->s * texcoords_s_scale, |
885 | 0 | pTrivert->t * -texcoords_t_scale, 0); |
886 | 0 | } |
887 | | |
888 | | // Add face and indices. |
889 | 0 | scene_mesh->mNumFaces = static_cast<unsigned int>(mesh_faces.size()); |
890 | 0 | scene_mesh->mFaces = new aiFace[scene_mesh->mNumFaces]; |
891 | |
|
892 | 0 | for (unsigned int f = 0; f < scene_mesh->mNumFaces; ++f) { |
893 | 0 | aiFace *face = &scene_mesh->mFaces[f]; |
894 | 0 | face->mNumIndices = 3; |
895 | 0 | face->mIndices = new unsigned int[3]; |
896 | 0 | face->mIndices[0] = mesh_faces[f].v2; |
897 | 0 | face->mIndices[1] = mesh_faces[f].v1; |
898 | 0 | face->mIndices[2] = mesh_faces[f].v0; |
899 | 0 | } |
900 | | |
901 | | // Add mesh bones. |
902 | 0 | scene_mesh->mNumBones = static_cast<unsigned int>(bone_triverts.size()); |
903 | 0 | scene_mesh->mBones = new aiBone *[scene_mesh->mNumBones]; |
904 | |
|
905 | 0 | aiBone **scene_bone_ptr = scene_mesh->mBones; |
906 | |
|
907 | 0 | for (auto bone_it = bone_triverts.cbegin(); |
908 | 0 | bone_it != bone_triverts.cend(); |
909 | 0 | ++bone_it, ++scene_bone_ptr) { |
910 | 0 | const int bone_index = bone_it->first; |
911 | |
|
912 | 0 | aiBone *scene_bone = (*scene_bone_ptr) = new aiBone(); |
913 | 0 | scene_bone->mName = temp_bones_[bone_index].node->mName; |
914 | |
|
915 | 0 | scene_bone->mOffsetMatrix = temp_bones_[bone_index].offset_matrix; |
916 | |
|
917 | 0 | auto vertex_ids = bone_triverts.at(bone_index); |
918 | | |
919 | | // Add vertex weight per bone. |
920 | 0 | scene_bone->mNumWeights = static_cast<unsigned int>(vertex_ids.size()); |
921 | 0 | aiVertexWeight *vertex_weight_ptr = scene_bone->mWeights = new aiVertexWeight[scene_bone->mNumWeights]; |
922 | |
|
923 | 0 | for (auto vertex_it = vertex_ids.begin(); |
924 | 0 | vertex_it != vertex_ids.end(); |
925 | 0 | ++vertex_it, ++vertex_weight_ptr) { |
926 | 0 | vertex_weight_ptr->mVertexId = *vertex_it; |
927 | 0 | vertex_weight_ptr->mWeight = 1.0f; |
928 | 0 | } |
929 | 0 | } |
930 | 0 | } |
931 | 0 | } |
932 | 0 | } |
933 | 0 | } |
934 | |
|
935 | 0 | if (total_triangles > AI_MDL_HL1_MAX_TRIANGLES) { |
936 | 0 | log_warning_limit_exceeded<AI_MDL_HL1_MAX_TRIANGLES>(total_triangles, "triangles"); |
937 | 0 | } |
938 | 0 | } |
939 | | |
940 | | // ------------------------------------------------------------------------------------------------ |
941 | 0 | void HL1MDLLoader::read_animations() { |
942 | 0 | if (!header_->numseq) { |
943 | 0 | return; |
944 | 0 | } |
945 | | |
946 | 0 | const SequenceDesc_HL1 *pseqdesc = get_buffer_data<SequenceDesc_HL1>(header_->seqindex, header_->numseq); |
947 | 0 | const SequenceGroup_HL1 *pseqgroup = nullptr; |
948 | 0 | const AnimValueOffset_HL1 *panim = nullptr; |
949 | 0 | const AnimValue_HL1 *panimvalue = nullptr; |
950 | |
|
951 | 0 | unique_sequence_names_.resize(header_->numseq); |
952 | 0 | for (int i = 0; i < header_->numseq; ++i) |
953 | 0 | unique_sequence_names_[i] = pseqdesc[i].label; |
954 | | |
955 | | // Ensure sequences have unique names. |
956 | 0 | unique_name_generator_.set_template_name("Sequence"); |
957 | 0 | unique_name_generator_.make_unique(unique_sequence_names_); |
958 | |
|
959 | 0 | scene_->mNumAnimations = 0; |
960 | |
|
961 | 0 | int highest_num_blend_animations = SequenceBlendMode_HL1::NoBlend; |
962 | | |
963 | | // Count the total number of animations. |
964 | 0 | for (int i = 0; i < header_->numseq; ++i, ++pseqdesc) { |
965 | 0 | scene_->mNumAnimations += pseqdesc->numblends; |
966 | 0 | highest_num_blend_animations = std::max(pseqdesc->numblends, highest_num_blend_animations); |
967 | 0 | } |
968 | | |
969 | | // Get the number of available blend controllers for global info. |
970 | 0 | get_num_blend_controllers(highest_num_blend_animations, num_blend_controllers_); |
971 | |
|
972 | 0 | pseqdesc = get_buffer_data<SequenceDesc_HL1>(header_->seqindex, header_->numseq); |
973 | |
|
974 | 0 | aiAnimation **scene_animations_ptr = scene_->mAnimations = new aiAnimation *[scene_->mNumAnimations](); |
975 | |
|
976 | 0 | for (int sequence = 0; sequence < header_->numseq; ++sequence, ++pseqdesc) { |
977 | 0 | pseqgroup = get_buffer_data<SequenceGroup_HL1>(header_->seqgroupindex + pseqdesc->seqgroup * sizeof(SequenceGroup_HL1), 1); |
978 | |
|
979 | 0 | if (pseqdesc->seqgroup == 0) { |
980 | 0 | panim = get_buffer_data<AnimValueOffset_HL1>(pseqgroup->unused2 + pseqdesc->animindex, pseqdesc->numblends * header_->numbones); |
981 | 0 | } else { |
982 | 0 | panim = get_anim_buffer_data<AnimValueOffset_HL1>(pseqdesc->seqgroup, pseqdesc->animindex, pseqdesc->numblends * header_->numbones); |
983 | 0 | } |
984 | |
|
985 | 0 | for (int blend = 0; blend < pseqdesc->numblends; ++blend, ++scene_animations_ptr) { |
986 | |
|
987 | 0 | const Bone_HL1 *pbone = get_buffer_data<Bone_HL1>(header_->boneindex, header_->numbones); |
988 | |
|
989 | 0 | aiAnimation *scene_animation = (*scene_animations_ptr) = new aiAnimation(); |
990 | |
|
991 | 0 | scene_animation->mName = unique_sequence_names_[sequence]; |
992 | 0 | scene_animation->mTicksPerSecond = pseqdesc->fps; |
993 | 0 | scene_animation->mDuration = static_cast<double>(pseqdesc->fps) * pseqdesc->numframes; |
994 | 0 | scene_animation->mNumChannels = static_cast<unsigned int>(header_->numbones); |
995 | 0 | scene_animation->mChannels = new aiNodeAnim *[scene_animation->mNumChannels](); |
996 | |
|
997 | 0 | for (int bone = 0; bone < header_->numbones; bone++, ++pbone, ++panim) { |
998 | 0 | aiNodeAnim *node_anim = scene_animation->mChannels[bone] = new aiNodeAnim(); |
999 | 0 | node_anim->mNodeName = temp_bones_[bone].node->mName; |
1000 | |
|
1001 | 0 | node_anim->mNumPositionKeys = pseqdesc->numframes; |
1002 | 0 | node_anim->mNumRotationKeys = node_anim->mNumPositionKeys; |
1003 | 0 | node_anim->mNumScalingKeys = 0; |
1004 | |
|
1005 | 0 | node_anim->mPositionKeys = new aiVectorKey[node_anim->mNumPositionKeys]; |
1006 | 0 | node_anim->mRotationKeys = new aiQuatKey[node_anim->mNumRotationKeys]; |
1007 | |
|
1008 | 0 | for (int frame = 0; frame < pseqdesc->numframes; ++frame) { |
1009 | 0 | aiVectorKey *position_key = &node_anim->mPositionKeys[frame]; |
1010 | 0 | aiQuatKey *rotation_key = &node_anim->mRotationKeys[frame]; |
1011 | |
|
1012 | 0 | aiVector3D angle1; |
1013 | 0 | for (int j = 0; j < 3; ++j) { |
1014 | 0 | if (panim->offset[j + 3] != 0) { |
1015 | | // Read compressed rotation delta. |
1016 | 0 | panimvalue = (const AnimValue_HL1 *)((uint8_t *)panim + panim->offset[j + 3]); |
1017 | 0 | extract_anim_value(panimvalue, frame, pbone->scale[j + 3], angle1[j]); |
1018 | 0 | } |
1019 | | |
1020 | | // Add the default rotation value. |
1021 | 0 | angle1[j] += pbone->value[j + 3]; |
1022 | |
|
1023 | 0 | if (panim->offset[j] != 0) { |
1024 | | // Read compressed position delta. |
1025 | 0 | panimvalue = (const AnimValue_HL1 *)((uint8_t *)panim + panim->offset[j]); |
1026 | 0 | extract_anim_value(panimvalue, frame, pbone->scale[j], position_key->mValue[j]); |
1027 | 0 | } |
1028 | | |
1029 | | // Add the default position value. |
1030 | 0 | position_key->mValue[j] += pbone->value[j]; |
1031 | 0 | } |
1032 | |
|
1033 | 0 | position_key->mTime = rotation_key->mTime = static_cast<double>(frame); |
1034 | | /* The Half-Life engine uses X as forward, Y as left, Z as up. Therefore, |
1035 | | pitch,yaw,roll is represented as (YZX). */ |
1036 | 0 | rotation_key->mValue = aiQuaternion(angle1.y, angle1.z, angle1.x); |
1037 | 0 | rotation_key->mValue.Normalize(); |
1038 | 0 | } |
1039 | 0 | } |
1040 | 0 | } |
1041 | 0 | } |
1042 | 0 | } |
1043 | | |
1044 | | // ------------------------------------------------------------------------------------------------ |
1045 | 0 | void HL1MDLLoader::read_sequence_groups_info() { |
1046 | 0 | if (!header_->numseqgroups) { |
1047 | 0 | return; |
1048 | 0 | } |
1049 | | |
1050 | 0 | aiNode *sequence_groups_node = new aiNode(AI_MDL_HL1_NODE_SEQUENCE_GROUPS); |
1051 | 0 | rootnode_children_.push_back(sequence_groups_node); |
1052 | |
|
1053 | 0 | sequence_groups_node->mNumChildren = static_cast<unsigned int>(header_->numseqgroups); |
1054 | 0 | sequence_groups_node->mChildren = new aiNode *[sequence_groups_node->mNumChildren]; |
1055 | |
|
1056 | 0 | const SequenceGroup_HL1 *pseqgroup = get_buffer_data<SequenceGroup_HL1>(header_->seqgroupindex, header_->numseqgroups); |
1057 | |
|
1058 | 0 | unique_sequence_groups_names_.resize(header_->numseqgroups); |
1059 | 0 | for (int i = 0; i < header_->numseqgroups; ++i) { |
1060 | 0 | unique_sequence_groups_names_[i] = pseqgroup[i].label; |
1061 | 0 | } |
1062 | | |
1063 | | // Ensure sequence groups have unique names. |
1064 | 0 | unique_name_generator_.set_template_name("SequenceGroup"); |
1065 | 0 | unique_name_generator_.make_unique(unique_sequence_groups_names_); |
1066 | |
|
1067 | 0 | for (int i = 0; i < header_->numseqgroups; ++i, ++pseqgroup) { |
1068 | 0 | aiNode *sequence_group_node = sequence_groups_node->mChildren[i] = new aiNode(unique_sequence_groups_names_[i]); |
1069 | 0 | sequence_group_node->mParent = sequence_groups_node; |
1070 | |
|
1071 | 0 | aiMetadata *md = sequence_group_node->mMetaData = aiMetadata::Alloc(1); |
1072 | 0 | if (i == 0) { |
1073 | | /* StudioMDL does not write the file name for the default sequence group, |
1074 | | so we will write it. */ |
1075 | 0 | md->Set(0, "File", aiString(file_path_)); |
1076 | 0 | } else { |
1077 | 0 | md->Set(0, "File", aiString(pseqgroup->name)); |
1078 | 0 | } |
1079 | 0 | } |
1080 | 0 | } |
1081 | | |
1082 | | // ------------------------------------------------------------------------------------------------ |
1083 | 0 | void HL1MDLLoader::read_sequence_infos() { |
1084 | 0 | if (!header_->numseq) { |
1085 | 0 | return; |
1086 | 0 | } |
1087 | | |
1088 | 0 | const SequenceDesc_HL1 *pseqdesc = get_buffer_data<SequenceDesc_HL1>(header_->seqindex, header_->numseq); |
1089 | |
|
1090 | 0 | aiNode *sequence_infos_node = new aiNode(AI_MDL_HL1_NODE_SEQUENCE_INFOS); |
1091 | 0 | rootnode_children_.push_back(sequence_infos_node); |
1092 | |
|
1093 | 0 | sequence_infos_node->mNumChildren = static_cast<unsigned int>(header_->numseq); |
1094 | 0 | sequence_infos_node->mChildren = new aiNode *[sequence_infos_node->mNumChildren]; |
1095 | |
|
1096 | 0 | std::vector<aiNode *> sequence_info_node_children; |
1097 | |
|
1098 | 0 | int animation_index = 0; |
1099 | 0 | for (int i = 0; i < header_->numseq; ++i, ++pseqdesc) { |
1100 | | // Clear the list of children for the upcoming sequence info node. |
1101 | 0 | sequence_info_node_children.clear(); |
1102 | |
|
1103 | 0 | aiNode *sequence_info_node = sequence_infos_node->mChildren[i] = new aiNode(unique_sequence_names_[i]); |
1104 | 0 | sequence_info_node->mParent = sequence_infos_node; |
1105 | | |
1106 | | // Setup sequence info node Metadata. |
1107 | 0 | aiMetadata *md = sequence_info_node->mMetaData = aiMetadata::Alloc(16); |
1108 | 0 | md->Set(0, "AnimationIndex", animation_index); |
1109 | 0 | animation_index += pseqdesc->numblends; |
1110 | | |
1111 | | // Reference the sequence group by name. This allows us to search a particular |
1112 | | // sequence group by name using aiNode(s). |
1113 | 0 | md->Set(1, "SequenceGroup", aiString(unique_sequence_groups_names_[pseqdesc->seqgroup])); |
1114 | 0 | md->Set(2, "FramesPerSecond", pseqdesc->fps); |
1115 | 0 | md->Set(3, "NumFrames", pseqdesc->numframes); |
1116 | 0 | md->Set(4, "NumBlends", pseqdesc->numblends); |
1117 | 0 | md->Set(5, "Activity", pseqdesc->activity); |
1118 | 0 | md->Set(6, "ActivityWeight", pseqdesc->actweight); |
1119 | 0 | md->Set(7, "MotionFlags", pseqdesc->motiontype); |
1120 | 0 | md->Set(8, "MotionBone", temp_bones_[pseqdesc->motionbone].node->mName); |
1121 | 0 | md->Set(9, "LinearMovement", aiVector3D(pseqdesc->linearmovement[0], pseqdesc->linearmovement[1], pseqdesc->linearmovement[2])); |
1122 | 0 | md->Set(10, "BBMin", aiVector3D(pseqdesc->bbmin[0], pseqdesc->bbmin[1], pseqdesc->bbmin[2])); |
1123 | 0 | md->Set(11, "BBMax", aiVector3D(pseqdesc->bbmax[0], pseqdesc->bbmax[1], pseqdesc->bbmax[2])); |
1124 | 0 | md->Set(12, "EntryNode", pseqdesc->entrynode); |
1125 | 0 | md->Set(13, "ExitNode", pseqdesc->exitnode); |
1126 | 0 | md->Set(14, "NodeFlags", pseqdesc->nodeflags); |
1127 | 0 | md->Set(15, "Flags", pseqdesc->flags); |
1128 | |
|
1129 | 0 | if (import_settings_.read_blend_controllers) { |
1130 | 0 | int num_blend_controllers; |
1131 | 0 | if (get_num_blend_controllers(pseqdesc->numblends, num_blend_controllers) && num_blend_controllers) { |
1132 | | // Read blend controllers info. |
1133 | 0 | aiNode *blend_controllers_node = new aiNode(AI_MDL_HL1_NODE_BLEND_CONTROLLERS); |
1134 | 0 | sequence_info_node_children.push_back(blend_controllers_node); |
1135 | 0 | blend_controllers_node->mParent = sequence_info_node; |
1136 | 0 | blend_controllers_node->mNumChildren = static_cast<unsigned int>(num_blend_controllers); |
1137 | 0 | blend_controllers_node->mChildren = new aiNode *[blend_controllers_node->mNumChildren]; |
1138 | |
|
1139 | 0 | for (unsigned int j = 0; j < blend_controllers_node->mNumChildren; ++j) { |
1140 | 0 | aiNode *blend_controller_node = blend_controllers_node->mChildren[j] = new aiNode(); |
1141 | 0 | blend_controller_node->mParent = blend_controllers_node; |
1142 | |
|
1143 | 0 | aiMetadata *metaData = blend_controller_node->mMetaData = aiMetadata::Alloc(3); |
1144 | 0 | metaData->Set(0, "Start", pseqdesc->blendstart[j]); |
1145 | 0 | metaData->Set(1, "End", pseqdesc->blendend[j]); |
1146 | 0 | metaData->Set(2, "MotionFlags", pseqdesc->blendtype[j]); |
1147 | 0 | } |
1148 | 0 | } |
1149 | 0 | } |
1150 | |
|
1151 | 0 | if (import_settings_.read_animation_events && pseqdesc->numevents) { |
1152 | | // Read animation events. |
1153 | |
|
1154 | 0 | if (pseqdesc->numevents > AI_MDL_HL1_MAX_EVENTS) { |
1155 | 0 | log_warning_limit_exceeded<AI_MDL_HL1_MAX_EVENTS>( |
1156 | 0 | "Sequence " + std::string(pseqdesc->label), |
1157 | 0 | pseqdesc->numevents, "animation events"); |
1158 | 0 | } |
1159 | |
|
1160 | 0 | const AnimEvent_HL1 *pevent = get_buffer_data<AnimEvent_HL1>(pseqdesc->eventindex, pseqdesc->numevents); |
1161 | |
|
1162 | 0 | aiNode *pEventsNode = new aiNode(AI_MDL_HL1_NODE_ANIMATION_EVENTS); |
1163 | 0 | sequence_info_node_children.push_back(pEventsNode); |
1164 | 0 | pEventsNode->mParent = sequence_info_node; |
1165 | 0 | pEventsNode->mNumChildren = static_cast<unsigned int>(pseqdesc->numevents); |
1166 | 0 | pEventsNode->mChildren = new aiNode *[pEventsNode->mNumChildren]; |
1167 | |
|
1168 | 0 | for (unsigned int j = 0; j < pEventsNode->mNumChildren; ++j, ++pevent) { |
1169 | 0 | aiNode *pEvent = pEventsNode->mChildren[j] = new aiNode(); |
1170 | 0 | pEvent->mParent = pEventsNode; |
1171 | |
|
1172 | 0 | aiMetadata *metaData = pEvent->mMetaData = aiMetadata::Alloc(3); |
1173 | 0 | metaData->Set(0, "Frame", pevent->frame); |
1174 | 0 | metaData->Set(1, "ScriptEvent", pevent->event); |
1175 | 0 | metaData->Set(2, "Options", aiString(pevent->options)); |
1176 | 0 | } |
1177 | 0 | } |
1178 | |
|
1179 | 0 | if (sequence_info_node_children.size()) { |
1180 | 0 | sequence_info_node->addChildren( |
1181 | 0 | static_cast<unsigned int>(sequence_info_node_children.size()), |
1182 | 0 | sequence_info_node_children.data()); |
1183 | 0 | } |
1184 | 0 | } |
1185 | 0 | } |
1186 | | |
1187 | | // ------------------------------------------------------------------------------------------------ |
1188 | 0 | void HL1MDLLoader::read_sequence_transitions() { |
1189 | 0 | if (!header_->numtransitions) { |
1190 | 0 | return; |
1191 | 0 | } |
1192 | | |
1193 | | // Read sequence transition graph. |
1194 | 0 | aiNode *transition_graph_node = new aiNode(AI_MDL_HL1_NODE_SEQUENCE_TRANSITION_GRAPH); |
1195 | 0 | rootnode_children_.push_back(transition_graph_node); |
1196 | |
|
1197 | 0 | const uint8_t *ptransitions = get_buffer_data<uint8_t>(header_->transitionindex, header_->numtransitions * header_->numtransitions); |
1198 | 0 | aiMetadata *md = transition_graph_node->mMetaData = aiMetadata::Alloc(header_->numtransitions * header_->numtransitions); |
1199 | 0 | for (unsigned int i = 0; i < md->mNumProperties; ++i) |
1200 | 0 | md->Set(i, std::to_string(i), static_cast<int>(ptransitions[i])); |
1201 | 0 | } |
1202 | | |
1203 | 0 | void HL1MDLLoader::read_attachments() { |
1204 | 0 | if (!header_->numattachments) { |
1205 | 0 | return; |
1206 | 0 | } |
1207 | | |
1208 | 0 | const Attachment_HL1 *pattach = get_buffer_data<Attachment_HL1>(header_->attachmentindex, header_->numattachments); |
1209 | |
|
1210 | 0 | aiNode *attachments_node = new aiNode(AI_MDL_HL1_NODE_ATTACHMENTS); |
1211 | 0 | rootnode_children_.push_back(attachments_node); |
1212 | 0 | attachments_node->mNumChildren = static_cast<unsigned int>(header_->numattachments); |
1213 | 0 | attachments_node->mChildren = new aiNode *[attachments_node->mNumChildren]; |
1214 | |
|
1215 | 0 | for (int i = 0; i < header_->numattachments; ++i, ++pattach) { |
1216 | 0 | aiNode *attachment_node = attachments_node->mChildren[i] = new aiNode(); |
1217 | 0 | attachment_node->mParent = attachments_node; |
1218 | 0 | attachment_node->mMetaData = aiMetadata::Alloc(2); |
1219 | 0 | attachment_node->mMetaData->Set(0, "Position", aiVector3D(pattach->org[0], pattach->org[1], pattach->org[2])); |
1220 | | // Reference the bone by name. This allows us to search a particular |
1221 | | // bone by name using aiNode(s). |
1222 | 0 | attachment_node->mMetaData->Set(1, "Bone", temp_bones_[pattach->bone].node->mName); |
1223 | 0 | } |
1224 | 0 | } |
1225 | | |
1226 | | // ------------------------------------------------------------------------------------------------ |
1227 | 0 | void HL1MDLLoader::read_hitboxes() { |
1228 | 0 | if (!header_->numhitboxes) { |
1229 | 0 | return; |
1230 | 0 | } |
1231 | | |
1232 | 0 | const Hitbox_HL1 *phitbox = get_buffer_data<Hitbox_HL1>(header_->hitboxindex, header_->numhitboxes); |
1233 | |
|
1234 | 0 | aiNode *hitboxes_node = new aiNode(AI_MDL_HL1_NODE_HITBOXES); |
1235 | 0 | rootnode_children_.push_back(hitboxes_node); |
1236 | 0 | hitboxes_node->mNumChildren = static_cast<unsigned int>(header_->numhitboxes); |
1237 | 0 | hitboxes_node->mChildren = new aiNode *[hitboxes_node->mNumChildren]; |
1238 | |
|
1239 | 0 | for (int i = 0; i < header_->numhitboxes; ++i, ++phitbox) { |
1240 | 0 | aiNode *hitbox_node = hitboxes_node->mChildren[i] = new aiNode(); |
1241 | 0 | hitbox_node->mParent = hitboxes_node; |
1242 | |
|
1243 | 0 | aiMetadata *md = hitbox_node->mMetaData = aiMetadata::Alloc(4); |
1244 | | // Reference the bone by name. This allows us to search a particular |
1245 | | // bone by name using aiNode(s). |
1246 | 0 | md->Set(0, "Bone", temp_bones_[phitbox->bone].node->mName); |
1247 | 0 | md->Set(1, "HitGroup", phitbox->group); |
1248 | 0 | md->Set(2, "BBMin", aiVector3D(phitbox->bbmin[0], phitbox->bbmin[1], phitbox->bbmin[2])); |
1249 | 0 | md->Set(3, "BBMax", aiVector3D(phitbox->bbmax[0], phitbox->bbmax[1], phitbox->bbmax[2])); |
1250 | 0 | } |
1251 | 0 | } |
1252 | | |
1253 | | // ------------------------------------------------------------------------------------------------ |
1254 | 0 | void HL1MDLLoader::read_bone_controllers() { |
1255 | 0 | if (!header_->numbonecontrollers) { |
1256 | 0 | return; |
1257 | 0 | } |
1258 | | |
1259 | 0 | const BoneController_HL1 *pbonecontroller = get_buffer_data<BoneController_HL1>( |
1260 | 0 | header_->bonecontrollerindex, |
1261 | 0 | header_->numbonecontrollers); |
1262 | |
|
1263 | 0 | aiNode *bones_controller_node = new aiNode(AI_MDL_HL1_NODE_BONE_CONTROLLERS); |
1264 | 0 | rootnode_children_.push_back(bones_controller_node); |
1265 | 0 | bones_controller_node->mNumChildren = static_cast<unsigned int>(header_->numbonecontrollers); |
1266 | 0 | bones_controller_node->mChildren = new aiNode *[bones_controller_node->mNumChildren]; |
1267 | |
|
1268 | 0 | for (int i = 0; i < header_->numbonecontrollers; ++i, ++pbonecontroller) { |
1269 | 0 | aiNode *bone_controller_node = bones_controller_node->mChildren[i] = new aiNode(); |
1270 | 0 | bone_controller_node->mParent = bones_controller_node; |
1271 | |
|
1272 | 0 | aiMetadata *md = bone_controller_node->mMetaData = aiMetadata::Alloc(5); |
1273 | | // Reference the bone by name. This allows us to search a particular |
1274 | | // bone by name using aiNode(s). |
1275 | 0 | md->Set(0, "Bone", temp_bones_[pbonecontroller->bone].node->mName); |
1276 | 0 | md->Set(1, "MotionFlags", pbonecontroller->type); |
1277 | 0 | md->Set(2, "Start", pbonecontroller->start); |
1278 | 0 | md->Set(3, "End", pbonecontroller->end); |
1279 | 0 | md->Set(4, "Channel", pbonecontroller->index); |
1280 | 0 | } |
1281 | 0 | } |
1282 | | |
1283 | | // ------------------------------------------------------------------------------------------------ |
1284 | 0 | void HL1MDLLoader::read_global_info() { |
1285 | 0 | aiNode *global_info_node = new aiNode(AI_MDL_HL1_NODE_GLOBAL_INFO); |
1286 | 0 | rootnode_children_.push_back(global_info_node); |
1287 | |
|
1288 | 0 | aiMetadata *md = global_info_node->mMetaData = aiMetadata::Alloc(import_settings_.read_misc_global_info ? 16 : 11); |
1289 | 0 | md->Set(0, "Version", AI_MDL_HL1_VERSION); |
1290 | 0 | md->Set(1, "NumBodyparts", header_->numbodyparts); |
1291 | 0 | md->Set(2, "NumModels", total_models_); |
1292 | 0 | md->Set(3, "NumBones", header_->numbones); |
1293 | 0 | md->Set(4, "NumAttachments", import_settings_.read_attachments ? header_->numattachments : 0); |
1294 | 0 | md->Set(5, "NumSkinFamilies", texture_header_->numskinfamilies); |
1295 | 0 | md->Set(6, "NumHitboxes", import_settings_.read_hitboxes ? header_->numhitboxes : 0); |
1296 | 0 | md->Set(7, "NumBoneControllers", import_settings_.read_bone_controllers ? header_->numbonecontrollers : 0); |
1297 | 0 | md->Set(8, "NumSequences", import_settings_.read_animations ? header_->numseq : 0); |
1298 | 0 | md->Set(9, "NumBlendControllers", import_settings_.read_blend_controllers ? num_blend_controllers_ : 0); |
1299 | 0 | md->Set(10, "NumTransitionNodes", import_settings_.read_sequence_transitions ? header_->numtransitions : 0); |
1300 | |
|
1301 | 0 | if (import_settings_.read_misc_global_info) { |
1302 | 0 | md->Set(11, "EyePosition", aiVector3D(header_->eyeposition[0], header_->eyeposition[1], header_->eyeposition[2])); |
1303 | 0 | md->Set(12, "HullMin", aiVector3D(header_->min[0], header_->min[1], header_->min[2])); |
1304 | 0 | md->Set(13, "HullMax", aiVector3D(header_->max[0], header_->max[1], header_->max[2])); |
1305 | 0 | md->Set(14, "CollisionMin", aiVector3D(header_->bbmin[0], header_->bbmin[1], header_->bbmin[2])); |
1306 | 0 | md->Set(15, "CollisionMax", aiVector3D(header_->bbmax[0], header_->bbmax[1], header_->bbmax[2])); |
1307 | 0 | } |
1308 | 0 | } |
1309 | | |
1310 | | // ------------------------------------------------------------------------------------------------ |
1311 | | /** @brief This method reads a compressed anim value. |
1312 | | * |
1313 | | * @note The structure of this method is taken from HL2 source code. |
1314 | | * Although this is from HL2, it's implementation is almost identical |
1315 | | * to code found in HL1 SDK. See HL1 and HL2 SDKs for more info. |
1316 | | * |
1317 | | * source: |
1318 | | * HL1 source code. |
1319 | | * file: studio_render.cpp |
1320 | | * function(s): CalcBoneQuaternion and CalcBonePosition |
1321 | | * |
1322 | | * HL2 source code. |
1323 | | * file: bone_setup.cpp |
1324 | | * function(s): ExtractAnimValue |
1325 | | */ |
1326 | | void HL1MDLLoader::extract_anim_value( |
1327 | | const AnimValue_HL1 *panimvalue, |
1328 | 0 | int frame, float bone_scale, ai_real &value) { |
1329 | 0 | int k = frame; |
1330 | | |
1331 | | // find span of values that includes the frame we want |
1332 | 0 | while (panimvalue->num.total <= k) { |
1333 | 0 | k -= panimvalue->num.total; |
1334 | 0 | panimvalue += panimvalue->num.valid + 1; |
1335 | 0 | } |
1336 | | |
1337 | | // Bah, missing blend! |
1338 | 0 | if (panimvalue->num.valid > k) { |
1339 | 0 | value = panimvalue[k + 1].value * bone_scale; |
1340 | 0 | } else { |
1341 | 0 | value = panimvalue[panimvalue->num.valid].value * bone_scale; |
1342 | 0 | } |
1343 | 0 | } |
1344 | | |
1345 | | // ------------------------------------------------------------------------------------------------ |
1346 | | // Get the number of blend controllers. |
1347 | 0 | bool HL1MDLLoader::get_num_blend_controllers(const int num_blend_animations, int &num_blend_controllers) { |
1348 | |
|
1349 | 0 | switch (num_blend_animations) { |
1350 | 0 | case SequenceBlendMode_HL1::NoBlend: |
1351 | 0 | num_blend_controllers = 0; |
1352 | 0 | return true; |
1353 | 0 | case SequenceBlendMode_HL1::TwoWayBlending: |
1354 | 0 | num_blend_controllers = 1; |
1355 | 0 | return true; |
1356 | 0 | case SequenceBlendMode_HL1::FourWayBlending: |
1357 | 0 | num_blend_controllers = 2; |
1358 | 0 | return true; |
1359 | 0 | default: |
1360 | 0 | num_blend_controllers = 0; |
1361 | | ASSIMP_LOG_WARN(MDL_HALFLIFE_LOG_HEADER "Unsupported number of blend animations (", num_blend_animations, ")"); |
1362 | 0 | return false; |
1363 | 0 | } |
1364 | 0 | } |
1365 | | |
1366 | | } // namespace HalfLife |
1367 | | } // namespace MDL |
1368 | | } // namespace Assimp |