|
| void | CreateMaterial (const unsigned char *szCurrent, const unsigned char **szCurrentOut) |
| | Try to load one material from the file, if this fails create a default material. More...
|
| |
| void | CreateOutputFaceList (unsigned int width, unsigned int height) |
| | Build a list of output faces and vertices. More...
|
| |
| void | GenerateTextureCoords (const unsigned int width, const unsigned int height) |
| | Generate planar texture coordinates for a terrain. More...
|
| |
| const aiImporterDesc * | GetInfo () const |
| | Return importer meta information. More...
|
| |
| void | InternReadFile (const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) |
| | Imports the given file into the given scene structure. More...
|
| |
| void | InternReadFile_HMP4 () |
| | Import a HMP4 file. More...
|
| |
| void | InternReadFile_HMP5 () |
| | Import a HMP5 file. More...
|
| |
| void | InternReadFile_HMP7 () |
| | Import a HMP7 file. More...
|
| |
| void | ReadFirstSkin (unsigned int iNumSkins, const unsigned char *szCursor, const unsigned char **szCursorOut) |
| | Read the first skin from the file and skip all others ... More...
|
| |
| void | ValidateHeader_HMP457 () |
| | Validate a HMP 5,4,7 file header. More...
|
| |
| void | AddAnimationBoneTrafoKey_3DGS_MDL7 (unsigned int iTrafo, const MDL::BoneTransform_MDL7 *pcBoneTransforms, MDL::IntBone_MDL7 **apcBonesOut) |
| | Add a bone transformation key to an animation. More...
|
| |
| void | AddBonesToNodeGraph_3DGS_MDL7 (const MDL::IntBone_MDL7 **apcBonesOut, aiNode *pcParent, uint16_t iParentIndex) |
| | Add all bones to the nodegraph (as children of the root node) More...
|
| |
| void | BuildOutputAnims_3DGS_MDL7 (const MDL::IntBone_MDL7 **apcBonesOut) |
| | Build output animations. More...
|
| |
| void | CalcAbsBoneMatrices_3DGS_MDL7 (MDL::IntBone_MDL7 **apcOutBones) |
| | Calculate absolute bone animation matrices for each bone. More...
|
| |
| void | CalculateUVCoordinates_MDL5 () |
| | Converts the absolute texture coordinates in MDL5 files to relative in a range between 0 and 1. More...
|
| |
| void | CopyMaterials_3DGS_MDL7 (MDL::IntSharedData_MDL7 &shared) |
| | Copies only the material that are referenced by at least one mesh to the final output material list. More...
|
| |
| void | CreateTexture_3DGS_MDL4 (const unsigned char *szData, unsigned int iType, unsigned int *piSkip) |
| | Used to load textures from MDL3/4. More...
|
| |
| void | CreateTexture_3DGS_MDL5 (const unsigned char *szData, unsigned int iType, unsigned int *piSkip) |
| | Used to load textures from MDL5. More...
|
| |
| void | CreateTextureARGB8_3DGS_MDL3 (const unsigned char *szData) |
| | Load a palletized texture from the file and convert it to 32bpp. More...
|
| |
| void | FreePalette (const unsigned char *pszColorMap) |
| | Free a palette created with a previous call to SearchPalette() More...
|
| |
| void | GenerateOutputMeshes_3DGS_MDL7 (MDL::IntGroupData_MDL7 &groupData, MDL::IntSplitGroupData_MDL7 &splitGroupData) |
| | Generate the final output meshes for a7 models. More...
|
| |
| const aiImporterDesc * | GetInfo () const |
| | Return importer meta information. More...
|
| |
| void | HandleMaterialReferences_3DGS_MDL7 () |
| | Handles materials that are just referencing another material There is no test file for this feature, but Conitec's doc say it is used. More...
|
| |
| void | ImportUVCoordinate_3DGS_MDL345 (aiVector3D &vOut, const MDL::TexCoord_MDL3 *pcSrc, unsigned int iIndex) |
| | Read an UV coordinate from the file. More...
|
| |
| void | InternReadFile (const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) |
| | Imports the given file into the given scene structure. More...
|
| |
| void | InternReadFile_3DGS_MDL345 () |
| | Import a GameStudio A4/A5 file (MDL 3,4,5) More...
|
| |
| void | InternReadFile_3DGS_MDL7 () |
| | Import a GameStudio A7 file (MDL 7) More...
|
| |
| void | InternReadFile_HL2 () |
| | Import a CS:S/HL2 MDL file (not fully implemented) More...
|
| |
| void | InternReadFile_Quake1 () |
| | Import a quake 1 MDL file (IDPO) More...
|
| |
| void | JoinSkins_3DGS_MDL7 (aiMaterial *pcMat1, aiMaterial *pcMat2, aiMaterial *pcMatOut) |
| | Join two materials / skins. More...
|
| |
| MDL::IntBone_MDL7 ** | LoadBones_3DGS_MDL7 () |
| | Load the bone list of a MDL7 file. More...
|
| |
| void | ParseBoneTrafoKeys_3DGS_MDL7 (const MDL::IntGroupInfo_MDL7 &groupInfo, IntFrameInfo_MDL7 &frame, MDL::IntSharedData_MDL7 &shared) |
| | Load bone transformation keyframes from a file chunk. More...
|
| |
| void | ParseSkinLump_3DGS_MDL7 (const unsigned char *szCurrent, const unsigned char **szCurrentOut, aiMaterial *pcMatOut, unsigned int iType, unsigned int iWidth, unsigned int iHeight) |
| | Parse a skin lump in a MDL7/HMP7 file with all of its features variant 2: Current cursor position is the beginning of the skin data. More...
|
| |
| void | ParseSkinLump_3DGS_MDL7 (const unsigned char *szCurrent, const unsigned char **szCurrentOut, std::vector< aiMaterial * > &pcMats) |
| | Parse a skin lump in a MDL7/HMP7 file with all of its features variant 1: Current cursor position is the beginning of the skin header. More...
|
| |
| void | ParseTextureColorData (const unsigned char *szData, unsigned int iType, unsigned int *piSkip, aiTexture *pcNew) |
| | Parse texture color data for MDL5, MDL6 and MDL7 formats. More...
|
| |
| bool | ProcessFrames_3DGS_MDL7 (const MDL::IntGroupInfo_MDL7 &groupInfo, MDL::IntGroupData_MDL7 &groupData, MDL::IntSharedData_MDL7 &shared, const unsigned char *szCurrent, const unsigned char **szCurrentOut) |
| | Process the frame section at the end of a group. More...
|
| |
| void | ReadFaces_3DGS_MDL7 (const MDL::IntGroupInfo_MDL7 &groupInfo, MDL::IntGroupData_MDL7 &groupData) |
| | Read all faces and vertices from a MDL7 group. More...
|
| |
| aiColor4D | ReplaceTextureWithColor (const aiTexture *pcTexture) |
| | Checks whether a texture can be replaced with a single color This is useful for all file formats before MDL7 (all those that are not containing material colors separate from textures). More...
|
| |
| void | SearchPalette (const unsigned char **pszColorMap) |
| | Try to load a palette from the current directory (colormap.lmp) If it is not found the default palette of Quake1 is returned. More...
|
| |
| void | SetupMaterialProperties_3DGS_MDL5_Quake1 () |
| | Setup the material properties for Quake and MDL<7 models. More...
|
| |
| void | SizeCheck (const void *szPos) |
| | Check whether a given position is inside the valid range Throw a DeadlyImportError if it is not. More...
|
| |
| void | SizeCheck (const void *szPos, const char *szFile, unsigned int iLine) |
| |
| void | SkipSkinLump_3DGS_MDL7 (const unsigned char *szCurrent, const unsigned char **szCurrentOut, unsigned int iType, unsigned int iWidth, unsigned int iHeight) |
| | Skip a skin lump in a MDL7/HMP7 file. More...
|
| |
| void | SortByMaterials_3DGS_MDL7 (const MDL::IntGroupInfo_MDL7 &groupInfo, MDL::IntGroupData_MDL7 &groupData, MDL::IntSplitGroupData_MDL7 &splitGroupData) |
| | Sort all faces by their materials. More...
|
| |
| void | ValidateHeader_3DGS_MDL7 (const MDL::Header_MDL7 *pcHeader) |
| | Validate the header data structure of a game studio MDL7 file. More...
|
| |
| void | ValidateHeader_Quake1 (const MDL::Header *pcHeader) |
| | Validate the header data structure of a Quake 1 model. More...
|
| |
|
| enum | ImporterUnits {
M,
MM,
CM,
INCHES,
FEET
} |
| |
| enum | TextFileMode { ALLOW_EMPTY,
FORBID_EMPTY
} |
| | Enum to define, if empty files are ok or not. More...
|
| |
| static bool | CheckMagicToken (IOSystem *pIOHandler, const std::string &pFile, const void *magic, unsigned int num, unsigned int offset=0, unsigned int size=4) |
| | Check whether a file starts with one or more magic tokens. More...
|
| |
| static void | ConvertToUTF8 (std::vector< char > &data) |
| | An utility for all text file loaders. More...
|
| |
| static void | ConvertUTF8toISO8859_1 (std::string &data) |
| | An utility for all text file loaders. More...
|
| |
| template<typename T > |
| static AI_FORCE_INLINE void | CopyVector (std::vector< T > &vec, T *&out, unsigned int &outLength) |
| | Utility function to move a std::vector into a aiScene array. More...
|
| |
| static std::string | GetExtension (const std::string &pFile) |
| | Extract file extension from a string. More...
|
| |
| static bool | SearchFileHeaderForToken (IOSystem *pIOSystem, const std::string &file, const char **tokens, unsigned int numTokens, unsigned int searchBytes=200, bool tokensSol=false, bool noAlphaBeforeTokens=false) |
| | A utility for CanRead(). More...
|
| |
| static bool | SimpleExtensionCheck (const std::string &pFile, const char *ext0, const char *ext1=NULL, const char *ext2=NULL) |
| | Check whether a file has a specific file extension. More...
|
| |
| static void | TextFileToBuffer (IOStream *stream, std::vector< char > &data, TextFileMode mode=FORBID_EMPTY) |
| | Utility for text file loaders which copies the contents of the file into a memory buffer and converts it to our UTF8 representation. More...
|
| |
| std::map< ImporterUnits, double > | importerUnits |
| | Assimp Importer unit conversions available if you need another measurment unit add it below. More...
|
| |
| unsigned int | configFrameID |
| | Configuration option: frame to be loaded. More...
|
| |
| std::string | configPalette |
| | Configuration option: palette to be used to decode palletized images. More...
|
| |
| unsigned int | iFileSize |
| | Size of the input file in bytes. More...
|
| |
| unsigned int | iGSFileVersion |
| | For GameStudio MDL files: The number in the magic word, either 3,4 or 5 (MDL7 doesn't need this, the format has a separate loader) More...
|
| |
| unsigned char * | mBuffer |
| | Buffer to hold the loaded file. More...
|
| |
| IOSystem * | pIOHandler |
| | Output I/O handler. More...
|
| |
| aiScene * | pScene |
| | Output scene to be filled. More...
|
| |
| ImporterUnits | applicationUnits = ImporterUnits::M |
| |
| double | fileScale = 1.0 |
| |
| double | importerScale = 1.0 |
| |
| std::string | m_ErrorText |
| | Error description in case there was one. More...
|
| |
| ProgressHandler * | m_progress |
| | Currently set progress handler. More...
|
| |
Used to load 3D GameStudio HMP files (terrains)