assimp/code/M3Importer.cpp

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2012, 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.
----------------------------------------------------------------------
*/
#include "AssimpPCH.h"
#ifndef ASSIMP_BUILD_NO_M3_IMPORTER
#include "M3Importer.h"
#include <sstream>
namespace Assimp {
namespace M3 {
static const aiImporterDesc desc = {
"StarCraft M3 Importer",
"",
"",
"",
aiImporterFlags_SupportBinaryFlavour,
0,
0,
0,
0,
"m3"
};
// ------------------------------------------------------------------------------------------------
// Constructor.
M3Importer::M3Importer() :
m_pHead( NULL ),
m_pRefs( NULL ),
m_Buffer()
{
// empty
}
// ------------------------------------------------------------------------------------------------
// Destructor.
M3Importer::~M3Importer()
{
m_pHead = NULL;
m_pRefs = NULL;
}
// ------------------------------------------------------------------------------------------------
// Check for readable file format.
bool M3Importer::CanRead( const std::string &rFile, IOSystem* /*pIOHandler*/, bool checkSig ) const
{
if ( !checkSig ) {
return SimpleExtensionCheck( rFile, "m3" );
}
return false;
}
// ------------------------------------------------------------------------------------------------
const aiImporterDesc* M3Importer::GetInfo () const
{
return &desc;
}
// ------------------------------------------------------------------------------------------------
void M3Importer::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler )
{
ai_assert( !pFile.empty() );
const std::string mode = "rb";
boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, mode ) );
if ( NULL == file.get() ) {
throw DeadlyImportError( "Failed to open file " + pFile + ".");
}
// Get the file-size and validate it, throwing an exception when it fails
const size_t filesize = file->FileSize();
if( filesize < 1 ) {
throw DeadlyImportError( "M3-file is too small.");
}
m_Buffer.resize( filesize );
2012-07-08 01:28:14 +00:00
file->Read( &m_Buffer[ 0 ], sizeof( unsigned char ), filesize );
m_pHead = reinterpret_cast<MD33*>( &m_Buffer[ 0 ] );
m_pRefs = reinterpret_cast<ReferenceEntry*>( &m_Buffer[ 0 ] + m_pHead->ofsRefs );
MODL20* pMODL20( NULL );
MODL23* pMODL23( NULL );
VertexExt* pVerts1( NULL );
Vertex* pVerts2( NULL );
DIV *pViews( NULL );
Region* regions( NULL );
uint16* faces( NULL );
uint32 nVertices = 0;
bool ok = true;
switch( m_pRefs[ m_pHead->MODL.ref ].type ) {
case 20:
pMODL20 = GetEntries<MODL20>( m_pHead->MODL );
if ( ( pMODL20->flags & 0x20000) != 0 ) { // Has vertices
if( (pMODL20->flags & 0x40000) != 0 ) { // Has extra 4 byte
pVerts1 = GetEntries<VertexExt>( pMODL20->vertexData );
nVertices = pMODL20->vertexData.nEntries/sizeof(VertexExt);
}
else {
pVerts2 = GetEntries<Vertex>( pMODL20->vertexData );
nVertices = pMODL20->vertexData.nEntries / sizeof( Vertex );
}
}
pViews = GetEntries<DIV>( pMODL20->views );
break;
case 23:
pMODL23 = GetEntries<MODL23>(m_pHead->MODL );
if( (pMODL23->flags & 0x20000) != 0 ) { // Has vertices
if( (pMODL23->flags & 0x40000) != 0 ) { // Has extra 4 byte
pVerts1 = GetEntries<VertexExt>( pMODL23->vertexData );
nVertices = pMODL23->vertexData.nEntries/sizeof( VertexExt );
}
else {
pVerts2 = GetEntries<Vertex>( pMODL23->vertexData );
nVertices = pMODL23->vertexData.nEntries/sizeof( Vertex );
}
}
pViews = GetEntries<DIV>( pMODL23->views );
break;
default:
ok = false;
break;
}
// Everything ok, if not throw an exception
if ( !ok ) {
throw DeadlyImportError( "Failed to open file " + pFile + ".");
}
// Get all region data
regions = GetEntries<Region>( pViews->regions );
// Get the face data
faces = GetEntries<uint16>( pViews->faces );
// Convert the vertices
std::vector<aiVector3D> vertices;
vertices.resize( nVertices );
unsigned int offset = 0;
for ( unsigned int i = 0; i < nVertices; i++ ) {
if ( pVerts1 ) {
vertices[ offset ].Set( pVerts1[ i ].pos.x, pVerts1[ i ].pos.y, pVerts1[ i ].pos.z );
++offset;
}
if ( pVerts2 ) {
vertices[ offset ].Set( pVerts2[ i ].pos.x, pVerts2[ i ].pos.y, pVerts2[ i ].pos.z );
++offset;
}
}
// Write the UV coordinates
offset = 0;
std::vector<aiVector3D> uvCoords;
uvCoords.resize( nVertices );
for( unsigned int i = 0; i < nVertices; ++i ) {
if( pVerts1 ) {
float u = (float) pVerts1[ i ].uv[ 0 ] / 2048;
float v = (float) pVerts1[ i ].uv[ 1 ] / 2048;
uvCoords[ offset ].Set( u, v, 0.0f );
++offset;
}
if( pVerts2 ) {
float u = (float) pVerts2[ i ].uv[ 0 ] / 2048;
float v = (float) pVerts2[ i ].uv[ 1 ] / 2048;
uvCoords[ offset ].Set( u, v, 0.0f );
++offset;
}
}
// Compute the normals
std::vector<aiVector3D> normals;
normals.resize( nVertices );
float w = 0.0f;
Vec3D norm;
offset = 0;
for( unsigned int i = 0; i < nVertices; i++ ) {
w = 0.0f;
if( pVerts1 ) {
norm.x = (float) 2*pVerts1[ i ].normal[ 0 ]/255.0f - 1;
norm.y = (float) 2*pVerts1[ i ].normal[ 1 ]/255.0f - 1;
norm.z = (float) 2*pVerts1[ i ].normal[ 2 ]/255.0f - 1;
w = (float) pVerts1[ i ].normal[ 3 ]/255.0f;
}
if( pVerts2 ) {
norm.x = (float) 2*pVerts2[ i ].normal[ 0 ]/255.0f - 1;
norm.y = (float) 2*pVerts2[ i ].normal[ 1 ]/255.0f - 1;
norm.z = (float) 2*pVerts2[ i ].normal[ 2 ]/255.0f - 1;
w = (float) pVerts2[ i ].normal[ 3 ] / 255.0f;
}
if ( w ) {
const float invW = 1.0f / w;
norm.x = norm.x * invW;
norm.y = norm.y * invW;
norm.z = norm.z * invW;
normals[ offset ].Set( norm.x, norm.y, norm.z );
++offset;
}
}
// Convert the data into the assimp specific data structures
convertToAssimp( pFile, pScene, pViews, regions, faces, vertices, uvCoords, normals );
}
// ------------------------------------------------------------------------------------------------
//
void M3Importer::convertToAssimp( const std::string& pFile, aiScene* pScene, DIV *pViews,
Region *pRegions, uint16 *pFaces,
const std::vector<aiVector3D> &vertices,
const std::vector<aiVector3D> &uvCoords,
const std::vector<aiVector3D> &normals )
{
std::vector<aiMesh*> MeshArray;
// Create the root node
pScene->mRootNode = createNode( NULL );
// Set the name of the scene
pScene->mRootNode->mName.Set( pFile );
aiNode *pRootNode = pScene->mRootNode;
aiNode *pCurrentNode = NULL;
// Lets create the nodes
pRootNode->mNumChildren = pViews->regions.nEntries;
if ( pRootNode->mNumChildren > 0 ) {
pRootNode->mChildren = new aiNode*[ pRootNode->mNumChildren ];
}
for ( unsigned int i=0; i<pRootNode->mNumChildren; ++i ) {
//pRegions[ i ].
// Create a new node
pCurrentNode = createNode( pRootNode );
std::stringstream stream;
stream << "Node_" << i;
pCurrentNode->mName.Set( stream.str().c_str() );
pRootNode->mChildren[ i ] = pCurrentNode;
// Loop over the faces of the nodes
unsigned int numFaces = ( ( pRegions[ i ].ofsIndices + pRegions[ i ].nIndices ) - pRegions[ i ].ofsIndices ) / 3;
aiMesh *pMesh = new aiMesh;
MeshArray.push_back( pMesh );
pMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
pMesh->mNumFaces = numFaces;
pMesh->mFaces = new aiFace[ pMesh->mNumFaces ];
aiFace *pCurrentFace = NULL;
unsigned int faceIdx = 0;
for ( unsigned int j = pRegions[ i ].ofsIndices; j < ( pRegions[ i ].ofsIndices + pRegions[ i ].nIndices ); j += 3 ) {
pCurrentFace = &( pMesh->mFaces[ faceIdx ] );
faceIdx++;
pCurrentFace->mNumIndices = 3;
pCurrentFace->mIndices = new unsigned int[ 3 ];
pCurrentFace->mIndices[ 0 ] = pFaces[ j ];
pCurrentFace->mIndices[ 1 ] = pFaces[ j+1 ];
pCurrentFace->mIndices[ 2 ] = pFaces[ j+2 ];
}
// Now we can create the vertex data itself
pCurrentNode->mNumMeshes = 1;
pCurrentNode->mMeshes = new unsigned int[ 1 ];
const unsigned int meshIdx = MeshArray.size() - 1;
pCurrentNode->mMeshes[ 0 ] = meshIdx;
createVertexData( pMesh, vertices, uvCoords, normals );
}
// Copy the meshes into the scene
pScene->mNumMeshes = MeshArray.size();
pScene->mMeshes = new aiMesh*[ MeshArray.size() ];
unsigned int pos = 0;
for ( std::vector<aiMesh*>::iterator it = MeshArray.begin(); it != MeshArray.end(); ++it ) {
pScene->mMeshes[ pos ] = *it;
++pos;
}
}
// ------------------------------------------------------------------------------------------------
//
void M3Importer::createVertexData( aiMesh *pMesh, const std::vector<aiVector3D> &vertices,
const std::vector<aiVector3D> &uvCoords,
const std::vector<aiVector3D> &normals )
{
pMesh->mNumVertices = pMesh->mNumFaces * 3;
pMesh->mVertices = new aiVector3D[ pMesh->mNumVertices ];
pMesh->mNumUVComponents[ 0 ] = 2;
pMesh->mTextureCoords[ 0 ] = new aiVector3D[ pMesh->mNumVertices ];
pMesh->mNormals = new aiVector3D[ pMesh->mNumVertices ];
unsigned int pos = 0;
for ( unsigned int currentFace = 0; currentFace < pMesh->mNumFaces; currentFace++ ) {
aiFace *pFace = &( pMesh->mFaces[ currentFace ] );
for ( unsigned int currentIdx=0; currentIdx<pFace->mNumIndices; currentIdx++ ) {
const unsigned int idx = pFace->mIndices[ currentIdx ];
if ( vertices.size() > idx ) {
pMesh->mVertices[ pos ] = vertices[ idx ];
pMesh->mNormals[ pos ] = normals[ idx ];
pMesh->mTextureCoords[ 0 ]->x = uvCoords[ idx ].x;
pMesh->mTextureCoords[ 0 ]->y = uvCoords[ idx ].y;
pFace->mIndices[ currentIdx ] = pos;
pos++;
}
}
}
}
// ------------------------------------------------------------------------------------------------
//
aiNode *M3Importer::createNode( aiNode *pParent )
{
aiNode *pNode = new aiNode;
if ( pParent )
pNode->mParent = pParent;
else
pNode->mParent = NULL;
return pNode;
}
// ------------------------------------------------------------------------------------------------
} // Namespace M3
} // Namespace Assimp
#endif // ASSIMP_BUILD_NO_M3_IMPORTER