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- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (assimp)
- ---------------------------------------------------------------------------
- Copyright (c) 2006-2025, assimp team
- All rights reserved.
- Redistribution and use of this software in source and binary forms,
- with or without modification, are permitted provided that the following
- conditions are met:
- * Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
- * Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
- * Neither the name of the assimp team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the assimp team.
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
- A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
- OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
- LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
- DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
- THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- ---------------------------------------------------------------------------
- */
- /** @file Implementation of the Terragen importer class */
- #ifndef ASSIMP_BUILD_NO_TERRAGEN_IMPORTER
- #include "TerragenLoader.h"
- #include <assimp/StreamReader.h>
- #include <assimp/importerdesc.h>
- #include <assimp/scene.h>
- #include <assimp/DefaultLogger.hpp>
- #include <assimp/IOSystem.hpp>
- #include <assimp/Importer.hpp>
- namespace Assimp {
- static constexpr aiImporterDesc desc = {
- "Terragen Heightmap Importer",
- "",
- "",
- "http://www.planetside.co.uk/",
- aiImporterFlags_SupportBinaryFlavour,
- 0,
- 0,
- 0,
- 0,
- "ter"
- };
- // ------------------------------------------------------------------------------------------------
- // Constructor to be privately used by Importer
- TerragenImporter::TerragenImporter() :
- configComputeUVs(false) {
- // empty
- }
- // ------------------------------------------------------------------------------------------------
- // Returns whether the class can handle the format of the given file.
- bool TerragenImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const {
- static const char *tokens[] = { "terragen" };
- return SearchFileHeaderForToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens));
- }
- // ------------------------------------------------------------------------------------------------
- // Build a string of all file extensions supported
- const aiImporterDesc *TerragenImporter::GetInfo() const {
- return &desc;
- }
- // ------------------------------------------------------------------------------------------------
- // Setup import properties
- void TerragenImporter::SetupProperties(const Importer *pImp) {
- // AI_CONFIG_IMPORT_TER_MAKE_UVS
- configComputeUVs = (0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_TER_MAKE_UVS, 0));
- }
- // ------------------------------------------------------------------------------------------------
- // Imports the given file into the given scene structure.
- void TerragenImporter::InternReadFile(const std::string &pFile,
- aiScene *pScene, IOSystem *pIOHandler) {
- IOStream *file = pIOHandler->Open(pFile, "rb");
- // Check whether we can read from the file
- if (file == nullptr)
- throw DeadlyImportError("Failed to open TERRAGEN TERRAIN file ", pFile, ".");
- // Construct a stream reader to read all data in the correct endianness
- StreamReaderLE reader(file);
- if (reader.GetRemainingSize() < 16)
- throw DeadlyImportError("TER: file is too small");
- // Check for the existence of the two magic strings 'TERRAGEN' and 'TERRAIN '
- if (::strncmp((const char *)reader.GetPtr(), AI_TERR_BASE_STRING, 8))
- throw DeadlyImportError("TER: Magic string \'TERRAGEN\' not found");
- if (::strncmp((const char *)reader.GetPtr() + 8, AI_TERR_TERRAIN_STRING, 8))
- throw DeadlyImportError("TER: Magic string \'TERRAIN\' not found");
- unsigned int x = 0, y = 0, mode = 0;
- aiNode *root = pScene->mRootNode = new aiNode();
- root->mName.Set("<TERRAGEN.TERRAIN>");
- // Default scaling is 30
- root->mTransformation.a1 = root->mTransformation.b2 = root->mTransformation.c3 = 30.f;
- // Now read all chunks until we're finished or an EOF marker is encountered
- reader.IncPtr(16);
- while (reader.GetRemainingSize() >= 4) {
- const char *head = (const char *)reader.GetPtr();
- reader.IncPtr(4);
- // EOF, break in every case
- if (!::strncmp(head, AI_TERR_EOF_STRING, 4))
- break;
- // Number of x-data points
- if (!::strncmp(head, AI_TERR_CHUNK_XPTS, 4)) {
- x = (uint16_t)reader.GetI2();
- }
- // Number of y-data points
- else if (!::strncmp(head, AI_TERR_CHUNK_YPTS, 4)) {
- y = (uint16_t)reader.GetI2();
- }
- // Squared terrains width-1.
- else if (!::strncmp(head, AI_TERR_CHUNK_SIZE, 4)) {
- x = y = (uint16_t)reader.GetI2() + 1;
- }
- // terrain scaling
- else if (!::strncmp(head, AI_TERR_CHUNK_SCAL, 4)) {
- root->mTransformation.a1 = reader.GetF4();
- root->mTransformation.b2 = reader.GetF4();
- root->mTransformation.c3 = reader.GetF4();
- }
- // mapping == 1: earth radius
- else if (!::strncmp(head, AI_TERR_CHUNK_CRAD, 4)) {
- reader.GetF4();
- }
- // mapping mode
- else if (!::strncmp(head, AI_TERR_CHUNK_CRVM, 4)) {
- mode = reader.GetI1();
- if (0 != mode)
- ASSIMP_LOG_ERROR("TER: Unsupported mapping mode, a flat terrain is returned");
- }
- // actual terrain data
- else if (!::strncmp(head, AI_TERR_CHUNK_ALTW, 4)) {
- float hscale = (float)reader.GetI2() / 65536;
- float bheight = (float)reader.GetI2();
- if (!hscale) hscale = 1;
- // Ensure we have enough data
- if (reader.GetRemainingSize() < x * y * 2)
- throw DeadlyImportError("TER: ALTW chunk is too small");
- if (x <= 1 || y <= 1)
- throw DeadlyImportError("TER: Invalid terrain size");
- // Allocate the output mesh
- pScene->mMeshes = new aiMesh *[pScene->mNumMeshes = 1];
- aiMesh *m = pScene->mMeshes[0] = new aiMesh();
- // We return quads
- aiFace *f = m->mFaces = new aiFace[m->mNumFaces = (x - 1) * (y - 1)];
- aiVector3D *pv = m->mVertices = new aiVector3D[m->mNumVertices = m->mNumFaces * 4];
- aiVector3D *uv(nullptr);
- float step_y(0.0f), step_x(0.0f);
- if (configComputeUVs) {
- uv = m->mTextureCoords[0] = new aiVector3D[m->mNumVertices];
- step_y = 1.f / y;
- step_x = 1.f / x;
- }
- const int16_t *data = (const int16_t *)reader.GetPtr();
- for (unsigned int yy = 0, t = 0; yy < y - 1; ++yy) {
- for (unsigned int xx = 0; xx < x - 1; ++xx, ++f) {
- // make verts
- const float fy = (float)yy, fx = (float)xx;
- unsigned tmp, tmp2;
- *pv++ = aiVector3D(fx, fy, (float)data[(tmp2 = x * yy) + xx] * hscale + bheight);
- *pv++ = aiVector3D(fx, fy + 1, (float)data[(tmp = x * (yy + 1)) + xx] * hscale + bheight);
- *pv++ = aiVector3D(fx + 1, fy + 1, (float)data[tmp + xx + 1] * hscale + bheight);
- *pv++ = aiVector3D(fx + 1, fy, (float)data[tmp2 + xx + 1] * hscale + bheight);
- // also make texture coordinates, if necessary
- if (configComputeUVs) {
- *uv++ = aiVector3D(step_x * xx, step_y * yy, 0.f);
- *uv++ = aiVector3D(step_x * xx, step_y * (yy + 1), 0.f);
- *uv++ = aiVector3D(step_x * (xx + 1), step_y * (yy + 1), 0.f);
- *uv++ = aiVector3D(step_x * (xx + 1), step_y * yy, 0.f);
- }
- // make indices
- f->mIndices = new unsigned int[f->mNumIndices = 4];
- for (unsigned int i = 0; i < 4; ++i) {
- f->mIndices[i] = t;
- t++;
- }
- }
- }
- // Add the mesh to the root node
- root->mMeshes = new unsigned int[root->mNumMeshes = 1];
- root->mMeshes[0] = 0;
- }
- // Get to the next chunk (4 byte aligned)
- unsigned dtt = reader.GetCurrentPos() & 0x3;
- if (dtt) {
- reader.IncPtr(4 - dtt);
- }
- }
- // Check whether we have a mesh now
- if (pScene->mNumMeshes != 1)
- throw DeadlyImportError("TER: Unable to load terrain");
- // Set the AI_SCENE_FLAGS_TERRAIN bit
- pScene->mFlags |= AI_SCENE_FLAGS_TERRAIN;
- }
- } // namespace Assimp
- #endif // !! ASSIMP_BUILD_NO_TERRAGEN_IMPORTER
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