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/** @file Implementation of the MDL importer class */

#ifndef ASSIMP_BUILD_NO_HMP_IMPORTER

// internal headers
#include "AssetLib/HMP/HMPLoader.h"
#include "AssetLib/MD2/MD2FileData.h"

#include <assimp/importerdesc.h>
#include <assimp/scene.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/IOSystem.hpp>

#include <memory>

using namespace Assimp;

static const aiImporterDesc desc = {
    "3D GameStudio Heightmap (HMP) Importer",
    "",
    "",
    "",
    aiImporterFlags_SupportBinaryFlavour,
    0,
    0,
    0,
    0,
    "hmp"
};

// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
HMPImporter::HMPImporter() {
    // nothing to do here
}

// ------------------------------------------------------------------------------------------------
// Destructor, private as well
HMPImporter::~HMPImporter() {
    // nothing to do here
}

// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool HMPImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool cs) const {
    const std::string extension = GetExtension(pFile);
    if (extension == "hmp")
        return true;

    // if check for extension is not enough, check for the magic tokens
    if (!extension.length() || cs) {
        uint32_t tokens[3];
        tokens[0] = AI_HMP_MAGIC_NUMBER_LE_4;
        tokens[1] = AI_HMP_MAGIC_NUMBER_LE_5;
        tokens[2] = AI_HMP_MAGIC_NUMBER_LE_7;
        return CheckMagicToken(pIOHandler, pFile, tokens, 3, 0);
    }
    return false;
}

// ------------------------------------------------------------------------------------------------
// Get list of all file extensions that are handled by this loader
const aiImporterDesc *HMPImporter::GetInfo() const {
    return &desc;
}

// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void HMPImporter::InternReadFile(const std::string &pFile,
        aiScene *_pScene, IOSystem *_pIOHandler) {
    pScene = _pScene;
    mIOHandler = _pIOHandler;
    std::unique_ptr<IOStream> file(mIOHandler->Open(pFile));

    // Check whether we can read from the file
    if (file.get() == nullptr) {
        throw DeadlyImportError("Failed to open HMP file ", pFile, ".");
    }

    // Check whether the HMP file is large enough to contain
    // at least the file header
    const size_t fileSize = file->FileSize();
    if (fileSize < 50)
        throw DeadlyImportError("HMP File is too small.");

    // Allocate storage and copy the contents of the file to a memory buffer
    mBuffer = new uint8_t[fileSize];
    file->Read((void *)mBuffer, 1, fileSize);
    iFileSize = (unsigned int)fileSize;

    // Determine the file subtype and call the appropriate member function
    const uint32_t iMagic = *((uint32_t *)this->mBuffer);

    // HMP4 format
    if (AI_HMP_MAGIC_NUMBER_LE_4 == iMagic ||
            AI_HMP_MAGIC_NUMBER_BE_4 == iMagic) {
        ASSIMP_LOG_DEBUG("HMP subtype: 3D GameStudio A4, magic word is HMP4");
        InternReadFile_HMP4();
    }
    // HMP5 format
    else if (AI_HMP_MAGIC_NUMBER_LE_5 == iMagic ||
             AI_HMP_MAGIC_NUMBER_BE_5 == iMagic) {
        ASSIMP_LOG_DEBUG("HMP subtype: 3D GameStudio A5, magic word is HMP5");
        InternReadFile_HMP5();
    }
    // HMP7 format
    else if (AI_HMP_MAGIC_NUMBER_LE_7 == iMagic ||
             AI_HMP_MAGIC_NUMBER_BE_7 == iMagic) {
        ASSIMP_LOG_DEBUG("HMP subtype: 3D GameStudio A7, magic word is HMP7");
        InternReadFile_HMP7();
    } else {
        // Print the magic word to the logger
        char szBuffer[5];
        szBuffer[0] = ((char *)&iMagic)[0];
        szBuffer[1] = ((char *)&iMagic)[1];
        szBuffer[2] = ((char *)&iMagic)[2];
        szBuffer[3] = ((char *)&iMagic)[3];
        szBuffer[4] = '\0';

        // We're definitely unable to load this file
        throw DeadlyImportError("Unknown HMP subformat ", pFile,
                                ". Magic word (", szBuffer, ") is not known");
    }

    // Set the AI_SCENE_FLAGS_TERRAIN bit
    pScene->mFlags |= AI_SCENE_FLAGS_TERRAIN;

    delete[] mBuffer;
    mBuffer = nullptr;
}

// ------------------------------------------------------------------------------------------------
void HMPImporter::ValidateHeader_HMP457() {
    const HMP::Header_HMP5 *const pcHeader = (const HMP::Header_HMP5 *)mBuffer;

    if (120 > iFileSize) {
        throw DeadlyImportError("HMP file is too small (header size is "
                                "120 bytes, this file is smaller)");
    }

    if (!pcHeader->ftrisize_x || !pcHeader->ftrisize_y)
        throw DeadlyImportError("Size of triangles in either  x or y direction is zero");

    if (pcHeader->fnumverts_x < 1.0f || (pcHeader->numverts / pcHeader->fnumverts_x) < 1.0f)
        throw DeadlyImportError("Number of triangles in either x or y direction is zero");

    if (!pcHeader->numframes)
        throw DeadlyImportError("There are no frames. At least one should be there");
}

// ------------------------------------------------------------------------------------------------
void HMPImporter::InternReadFile_HMP4() {
    throw DeadlyImportError("HMP4 is currently not supported");
}

// ------------------------------------------------------------------------------------------------
void HMPImporter::InternReadFile_HMP5() {
    // read the file header and skip everything to byte 84
    const HMP::Header_HMP5 *pcHeader = (const HMP::Header_HMP5 *)mBuffer;
    const unsigned char *szCurrent = (const unsigned char *)(mBuffer + 84);
    ValidateHeader_HMP457();

    // generate an output mesh
    pScene->mNumMeshes = 1;
    pScene->mMeshes = new aiMesh *[1];
    aiMesh *pcMesh = pScene->mMeshes[0] = new aiMesh();

    pcMesh->mMaterialIndex = 0;
    pcMesh->mVertices = new aiVector3D[pcHeader->numverts];
    pcMesh->mNormals = new aiVector3D[pcHeader->numverts];

    const unsigned int height = (unsigned int)(pcHeader->numverts / pcHeader->fnumverts_x);
    const unsigned int width = (unsigned int)pcHeader->fnumverts_x;

    // generate/load a material for the terrain
    CreateMaterial(szCurrent, &szCurrent);

    // goto offset 120, I don't know why ...
    // (fixme) is this the frame header? I assume yes since it starts with 2.
    szCurrent += 36;
    SizeCheck(szCurrent + sizeof(const HMP::Vertex_HMP7) * height * width);

    // now load all vertices from the file
    aiVector3D *pcVertOut = pcMesh->mVertices;
    aiVector3D *pcNorOut = pcMesh->mNormals;
    const HMP::Vertex_HMP5 *src = (const HMP::Vertex_HMP5 *)szCurrent;
    for (unsigned int y = 0; y < height; ++y) {
        for (unsigned int x = 0; x < width; ++x) {
            pcVertOut->x = x * pcHeader->ftrisize_x;
            pcVertOut->y = y * pcHeader->ftrisize_y;
            pcVertOut->z = (((float)src->z / 0xffff) - 0.5f) * pcHeader->ftrisize_x * 8.0f;
            MD2::LookupNormalIndex(src->normals162index, *pcNorOut);
            ++pcVertOut;
            ++pcNorOut;
            ++src;
        }
    }

    // generate texture coordinates if necessary
    if (pcHeader->numskins)
        GenerateTextureCoords(width, height);

    // now build a list of faces
    CreateOutputFaceList(width, height);

    // there is no nodegraph in HMP files. Simply assign the one mesh
    // (no, not the one ring) to the root node
    pScene->mRootNode = new aiNode();
    pScene->mRootNode->mName.Set("terrain_root");
    pScene->mRootNode->mNumMeshes = 1;
    pScene->mRootNode->mMeshes = new unsigned int[1];
    pScene->mRootNode->mMeshes[0] = 0;
}

// ------------------------------------------------------------------------------------------------
void HMPImporter::InternReadFile_HMP7() {
    // read the file header and skip everything to byte 84
    const HMP::Header_HMP5 *const pcHeader = (const HMP::Header_HMP5 *)mBuffer;
    const unsigned char *szCurrent = (const unsigned char *)(mBuffer + 84);
    ValidateHeader_HMP457();

    // generate an output mesh
    pScene->mNumMeshes = 1;
    pScene->mMeshes = new aiMesh *[1];
    aiMesh *pcMesh = pScene->mMeshes[0] = new aiMesh();

    pcMesh->mMaterialIndex = 0;
    pcMesh->mVertices = new aiVector3D[pcHeader->numverts];
    pcMesh->mNormals = new aiVector3D[pcHeader->numverts];

    const unsigned int height = (unsigned int)(pcHeader->numverts / pcHeader->fnumverts_x);
    const unsigned int width = (unsigned int)pcHeader->fnumverts_x;

    // generate/load a material for the terrain
    CreateMaterial(szCurrent, &szCurrent);

    // goto offset 120, I don't know why ...
    // (fixme) is this the frame header? I assume yes since it starts with 2.
    szCurrent += 36;

    SizeCheck(szCurrent + sizeof(const HMP::Vertex_HMP7) * height * width);

    // now load all vertices from the file
    aiVector3D *pcVertOut = pcMesh->mVertices;
    aiVector3D *pcNorOut = pcMesh->mNormals;
    const HMP::Vertex_HMP7 *src = (const HMP::Vertex_HMP7 *)szCurrent;
    for (unsigned int y = 0; y < height; ++y) {
        for (unsigned int x = 0; x < width; ++x) {
            pcVertOut->x = x * pcHeader->ftrisize_x;
            pcVertOut->y = y * pcHeader->ftrisize_y;

            // FIXME: What exctly is the correct scaling factor to use?
            // possibly pcHeader->scale_origin[2] in combination with a
            // signed interpretation of src->z?
            pcVertOut->z = (((float)src->z / 0xffff) - 0.5f) * pcHeader->ftrisize_x * 8.0f;

            pcNorOut->x = ((float)src->normal_x / 0x80); // * pcHeader->scale_origin[0];
            pcNorOut->y = ((float)src->normal_y / 0x80); // * pcHeader->scale_origin[1];
            pcNorOut->z = 1.0f;
            pcNorOut->Normalize();

            ++pcVertOut;
            ++pcNorOut;
            ++src;
        }
    }

    // generate texture coordinates if necessary
    if (pcHeader->numskins) GenerateTextureCoords(width, height);

    // now build a list of faces
    CreateOutputFaceList(width, height);

    // there is no nodegraph in HMP files. Simply assign the one mesh
    // (no, not the One Ring) to the root node
    pScene->mRootNode = new aiNode();
    pScene->mRootNode->mName.Set("terrain_root");
    pScene->mRootNode->mNumMeshes = 1;
    pScene->mRootNode->mMeshes = new unsigned int[1];
    pScene->mRootNode->mMeshes[0] = 0;
}

// ------------------------------------------------------------------------------------------------
void HMPImporter::CreateMaterial(const unsigned char *szCurrent,
        const unsigned char **szCurrentOut) {
    aiMesh *const pcMesh = pScene->mMeshes[0];
    const HMP::Header_HMP5 *const pcHeader = (const HMP::Header_HMP5 *)mBuffer;

    // we don't need to generate texture coordinates if
    // we have no textures in the file ...
    if (pcHeader->numskins) {
        pcMesh->mTextureCoords[0] = new aiVector3D[pcHeader->numverts];
        pcMesh->mNumUVComponents[0] = 2;

        // now read the first skin and skip all others
        ReadFirstSkin(pcHeader->numskins, szCurrent, &szCurrent);
    } else {
        // generate a default material
        const int iMode = (int)aiShadingMode_Gouraud;
        aiMaterial *pcHelper = new aiMaterial();
        pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);

        aiColor3D clr;
        clr.b = clr.g = clr.r = 0.6f;
        pcHelper->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_DIFFUSE);
        pcHelper->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_SPECULAR);

        clr.b = clr.g = clr.r = 0.05f;
        pcHelper->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_AMBIENT);

        aiString szName;
        szName.Set(AI_DEFAULT_MATERIAL_NAME);
        pcHelper->AddProperty(&szName, AI_MATKEY_NAME);

        // add the material to the scene
        pScene->mNumMaterials = 1;
        pScene->mMaterials = new aiMaterial *[1];
        pScene->mMaterials[0] = pcHelper;
    }
    *szCurrentOut = szCurrent;
}

// ------------------------------------------------------------------------------------------------
void HMPImporter::CreateOutputFaceList(unsigned int width, unsigned int height) {
    aiMesh *const pcMesh = this->pScene->mMeshes[0];

    // Allocate enough storage
    pcMesh->mNumFaces = (width - 1) * (height - 1);
    pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];

    pcMesh->mNumVertices = pcMesh->mNumFaces * 4;
    aiVector3D *pcVertices = new aiVector3D[pcMesh->mNumVertices];
    aiVector3D *pcNormals = new aiVector3D[pcMesh->mNumVertices];

    aiFace *pcFaceOut(pcMesh->mFaces);
    aiVector3D *pcVertOut = pcVertices;
    aiVector3D *pcNorOut = pcNormals;

    aiVector3D *pcUVs = pcMesh->mTextureCoords[0] ? new aiVector3D[pcMesh->mNumVertices] : nullptr;
    aiVector3D *pcUVOut(pcUVs);

    // Build the terrain square
    unsigned int iCurrent = 0;
    for (unsigned int y = 0; y < height - 1; ++y) {
        for (unsigned int x = 0; x < width - 1; ++x, ++pcFaceOut) {
            pcFaceOut->mNumIndices = 4;
            pcFaceOut->mIndices = new unsigned int[4];

            *pcVertOut++ = pcMesh->mVertices[y * width + x];
            *pcVertOut++ = pcMesh->mVertices[(y + 1) * width + x];
            *pcVertOut++ = pcMesh->mVertices[(y + 1) * width + x + 1];
            *pcVertOut++ = pcMesh->mVertices[y * width + x + 1];

            *pcNorOut++ = pcMesh->mNormals[y * width + x];
            *pcNorOut++ = pcMesh->mNormals[(y + 1) * width + x];
            *pcNorOut++ = pcMesh->mNormals[(y + 1) * width + x + 1];
            *pcNorOut++ = pcMesh->mNormals[y * width + x + 1];

            if (pcMesh->mTextureCoords[0]) {
                *pcUVOut++ = pcMesh->mTextureCoords[0][y * width + x];
                *pcUVOut++ = pcMesh->mTextureCoords[0][(y + 1) * width + x];
                *pcUVOut++ = pcMesh->mTextureCoords[0][(y + 1) * width + x + 1];
                *pcUVOut++ = pcMesh->mTextureCoords[0][y * width + x + 1];
            }

            for (unsigned int i = 0; i < 4; ++i)
                pcFaceOut->mIndices[i] = iCurrent++;
        }
    }
    delete[] pcMesh->mVertices;
    pcMesh->mVertices = pcVertices;

    delete[] pcMesh->mNormals;
    pcMesh->mNormals = pcNormals;

    if (pcMesh->mTextureCoords[0]) {
        delete[] pcMesh->mTextureCoords[0];
        pcMesh->mTextureCoords[0] = pcUVs;
    }
}

// ------------------------------------------------------------------------------------------------
void HMPImporter::ReadFirstSkin(unsigned int iNumSkins, const unsigned char *szCursor,
        const unsigned char **szCursorOut) {
    ai_assert(0 != iNumSkins);
    ai_assert(nullptr != szCursor);

    // read the type of the skin ...
    // sometimes we need to skip 12 bytes here, I don't know why ...
    uint32_t iType = *((uint32_t *)szCursor);
    szCursor += sizeof(uint32_t);
    if (0 == iType) {
        szCursor += sizeof(uint32_t) * 2;
        iType = *((uint32_t *)szCursor);
        szCursor += sizeof(uint32_t);
        if (!iType)
            throw DeadlyImportError("Unable to read HMP7 skin chunk");
    }
    // read width and height
    uint32_t iWidth = *((uint32_t *)szCursor);
    szCursor += sizeof(uint32_t);
    uint32_t iHeight = *((uint32_t *)szCursor);
    szCursor += sizeof(uint32_t);

    // allocate an output material
    aiMaterial *pcMat = new aiMaterial();

    // read the skin, this works exactly as for MDL7
    ParseSkinLump_3DGS_MDL7(szCursor, &szCursor,
            pcMat, iType, iWidth, iHeight);

    // now we need to skip any other skins ...
    for (unsigned int i = 1; i < iNumSkins; ++i) {
        iType = *((uint32_t *)szCursor);
        szCursor += sizeof(uint32_t);
        iWidth = *((uint32_t *)szCursor);
        szCursor += sizeof(uint32_t);
        iHeight = *((uint32_t *)szCursor);
        szCursor += sizeof(uint32_t);

        SkipSkinLump_3DGS_MDL7(szCursor, &szCursor, iType, iWidth, iHeight);
        SizeCheck(szCursor);
    }

    // setup the material ...
    pScene->mNumMaterials = 1;
    pScene->mMaterials = new aiMaterial *[1];
    pScene->mMaterials[0] = pcMat;

    *szCursorOut = szCursor;
}

// ------------------------------------------------------------------------------------------------
// Generate proepr texture coords
void HMPImporter::GenerateTextureCoords(
        const unsigned int width, const unsigned int height) {
    ai_assert(nullptr != pScene->mMeshes);
    ai_assert(nullptr != pScene->mMeshes[0]);
    ai_assert(nullptr != pScene->mMeshes[0]->mTextureCoords[0]);

    aiVector3D *uv = pScene->mMeshes[0]->mTextureCoords[0];

    const float fY = (1.0f / height) + (1.0f / height) / (height - 1);
    const float fX = (1.0f / width) + (1.0f / width) / (width - 1);

    for (unsigned int y = 0; y < height; ++y) {
        for (unsigned int x = 0; x < width; ++x, ++uv) {
            uv->y = fY * y;
            uv->x = fX * x;
            uv->z = 0.0f;
        }
    }
}

#endif // !! ASSIMP_BUILD_NO_HMP_IMPORTER
