assimp/code/MD3Loader.cpp

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/*
---------------------------------------------------------------------------
Open Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development 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 Development 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 MD3 importer class */
#include "AssimpPCH.h"
#ifndef ASSIMP_BUILD_NO_MD3_IMPORTER
#include "MD3Loader.h"
#include "MaterialSystem.h"
#include "StringComparison.h"
#include "ByteSwap.h"
#include "SceneCombiner.h"
#include "GenericProperty.h"
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
MD3Importer::MD3Importer()
: configFrameID (0)
, configHandleMP (true)
{}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
MD3Importer::~MD3Importer()
{}
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool MD3Importer::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
{
// simple check of file extension is enough for the moment
std::string::size_type pos = pFile.find_last_of('.');
// no file extension - can't read
if( pos == std::string::npos)
return false;
std::string extension = pFile.substr( pos);
for( std::string::iterator it = extension.begin(); it != extension.end(); ++it)
*it = tolower( *it);
return ( extension == ".md3");
}
// ------------------------------------------------------------------------------------------------
void MD3Importer::ValidateHeaderOffsets()
{
// check magic number
if (pcHeader->IDENT != AI_MD3_MAGIC_NUMBER_BE &&
pcHeader->IDENT != AI_MD3_MAGIC_NUMBER_LE)
throw new ImportErrorException( "Invalid MD3 file: Magic bytes not found");
// check file format version
if (pcHeader->VERSION > 15)
DefaultLogger::get()->warn( "Unsupported MD3 file version. Continuing happily ...");
// check some values whether they are valid
if (!pcHeader->NUM_SURFACES)
throw new ImportErrorException( "Invalid md3 file: NUM_SURFACES is 0");
if (pcHeader->OFS_FRAMES >= fileSize || pcHeader->OFS_SURFACES >= fileSize ||
pcHeader->OFS_EOF > fileSize) {
throw new ImportErrorException("Invalid MD3 header: some offsets are outside the file");
}
if (pcHeader->NUM_FRAMES <= configFrameID )
throw new ImportErrorException("The requested frame is not existing the file");
}
// ------------------------------------------------------------------------------------------------
void MD3Importer::ValidateSurfaceHeaderOffsets(const MD3::Surface* pcSurf)
{
// calculate the relative offset of the surface
const int32_t ofs = int32_t((const unsigned char*)pcSurf-this->mBuffer);
if (pcSurf->OFS_TRIANGLES + ofs + pcSurf->NUM_TRIANGLES * sizeof(MD3::Triangle) > fileSize ||
pcSurf->OFS_SHADERS + ofs + pcSurf->NUM_SHADER * sizeof(MD3::Shader) > fileSize ||
pcSurf->OFS_ST + ofs + pcSurf->NUM_VERTICES * sizeof(MD3::TexCoord) > fileSize ||
pcSurf->OFS_XYZNORMAL + ofs + pcSurf->NUM_VERTICES * sizeof(MD3::Vertex) > fileSize) {
throw new ImportErrorException("Invalid MD3 surface header: some offsets are outside the file");
}
if (pcSurf->NUM_TRIANGLES > AI_MD3_MAX_TRIANGLES)
DefaultLogger::get()->warn("The model contains more triangles than Quake 3 supports");
if (pcSurf->NUM_SHADER > AI_MD3_MAX_SHADERS)
DefaultLogger::get()->warn("The model contains more shaders than Quake 3 supports");
if (pcSurf->NUM_VERTICES > AI_MD3_MAX_VERTS)
DefaultLogger::get()->warn("The model contains more vertices than Quake 3 supports");
if (pcSurf->NUM_FRAMES > AI_MD3_MAX_FRAMES)
DefaultLogger::get()->warn("The model contains more frames than Quake 3 supports");
}
// ------------------------------------------------------------------------------------------------
void MD3Importer::GetExtensionList(std::string& append)
{
append.append("*.md3");
}
// ------------------------------------------------------------------------------------------------
// Setup configuration properties
void MD3Importer::SetupProperties(const Importer* pImp)
{
// The
// AI_CONFIG_IMPORT_MD3_KEYFRAME option overrides the
// AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD3_KEYFRAME,0xffffffff);
if(0xffffffff == configFrameID) {
configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
}
// AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART
configHandleMP = (0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART,1));
}
// ------------------------------------------------------------------------------------------------
// Read a multi-part Q3 player model
bool MD3Importer::ReadMultipartFile()
{
std::string::size_type s = mFile.find_last_of('/');
if (s == std::string::npos) {
s = mFile.find_last_of('\\');
}
if (s == std::string::npos) {
s = 0;
}
else ++s;
std::string filename = mFile.substr(s), path = mFile.substr(0,s);
for( std::string::iterator it = filename .begin(); it != filename.end(); ++it)
*it = tolower( *it);
if (filename == "lower.md3" || filename == "upper.md3" || filename == "head.md3"){
std::string lower = path + "lower.md3";
std::string upper = path + "upper.md3";
std::string head = path + "head.md3";
// ensure we won't try to load ourselves recursively
BatchLoader::PropertyMap props;
SetGenericProperty( props.ints, AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART, 0, NULL);
// now read these three files
BatchLoader batch(mIOHandler);
batch.AddLoadRequest(lower,0,&props);
batch.AddLoadRequest(upper,0,&props);
batch.AddLoadRequest(head,0,&props);
batch.LoadAll();
// now construct a dummy scene to place these three parts in
aiScene* master = new aiScene();
aiNode* nd = master->mRootNode = new aiNode();
nd->mName.Set("<M3D_Player>");
// ... and get them. We need all of them.
aiScene* scene_lower = batch.GetImport(lower);
if (!scene_lower)
throw new ImportErrorException("M3D: Failed to read multipart model, lower.md3 fails to load");
aiScene* scene_upper = batch.GetImport(upper);
if (!scene_upper)
throw new ImportErrorException("M3D: Failed to read multipart model, upper.md3 fails to load");
aiScene* scene_head = batch.GetImport(head);
if (!scene_head)
throw new ImportErrorException("M3D: Failed to read multipart model, head.md3 fails to load");
// build attachment infos. search for typical Q3 tags
std::vector<AttachmentInfo> attach;
// original root
attach.push_back(AttachmentInfo(scene_lower, nd));
// tag_torso
aiNode* tag_torso = scene_lower->mRootNode->FindNode("tag_torso");
if (!tag_torso) {
throw new ImportErrorException("M3D: Unable to find attachment tag: tag_torso expected");
}
attach.push_back(AttachmentInfo(scene_upper,tag_torso));
// tag_head
aiNode* tag_head = scene_upper->mRootNode->FindNode("tag_head");
if (!tag_head) {
throw new ImportErrorException("M3D: Unable to find attachment tag: tag_head expected");
}
attach.push_back(AttachmentInfo(scene_head,tag_head));
// and merge the scenes
SceneCombiner::MergeScenes(&mScene,master, attach,
AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES |
AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES |
AI_INT_MERGE_SCENE_RESOLVE_CROSS_ATTACHMENTS);
return true;
}
return false;
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void MD3Importer::InternReadFile( const std::string& pFile,
aiScene* pScene, IOSystem* pIOHandler)
{
mFile = pFile;
mScene = pScene;
mIOHandler = pIOHandler;
// Load multi-part model file, if necessary
if (configHandleMP) {
if (ReadMultipartFile())
return;
}
boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
// Check whether we can read from the file
if( file.get() == NULL)
throw new ImportErrorException( "Failed to open MD3 file " + pFile + ".");
// check whether the md3 file is large enough to contain
// at least the file header
fileSize = (unsigned int)file->FileSize();
if( fileSize < sizeof(MD3::Header))
throw new ImportErrorException( "MD3 File is too small.");
// allocate storage and copy the contents of the file to a memory buffer
std::vector<unsigned char> mBuffer2 (fileSize);
file->Read( &mBuffer2[0], 1, fileSize);
mBuffer = &mBuffer2[0];
pcHeader = (BE_NCONST MD3::Header*)mBuffer;
#ifdef AI_BUILD_BIG_ENDIAN
AI_SWAP4(pcHeader->VERSION);
AI_SWAP4(pcHeader->FLAGS);
AI_SWAP4(pcHeader->IDENT);
AI_SWAP4(pcHeader->NUM_FRAMES);
AI_SWAP4(pcHeader->NUM_SKINS);
AI_SWAP4(pcHeader->NUM_SURFACES);
AI_SWAP4(pcHeader->NUM_TAGS);
AI_SWAP4(pcHeader->OFS_EOF);
AI_SWAP4(pcHeader->OFS_FRAMES);
AI_SWAP4(pcHeader->OFS_SURFACES);
AI_SWAP4(pcHeader->OFS_TAGS);
#endif
// validate the header
ValidateHeaderOffsets();
// navigate to the list of surfaces
BE_NCONST MD3::Surface* pcSurfaces = (BE_NCONST MD3::Surface*)(mBuffer + pcHeader->OFS_SURFACES);
// navigate to the list of tags
BE_NCONST MD3::Tag* pcTags = (BE_NCONST MD3::Tag*)(mBuffer + pcHeader->OFS_TAGS);
// allocate output storage
pScene->mNumMeshes = pcHeader->NUM_SURFACES;
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
pScene->mNumMaterials = pcHeader->NUM_SURFACES;
pScene->mMaterials = new aiMaterial*[pScene->mNumMeshes];
// if an exception is thrown before the meshes are allocated ->
// otherwise the pointer value would be invalid and delete would crash
::memset(pScene->mMeshes,0,pScene->mNumMeshes*sizeof(aiMesh*));
::memset(pScene->mMaterials,0,pScene->mNumMaterials*sizeof(aiMaterial*));
unsigned int iNum = pcHeader->NUM_SURFACES;
unsigned int iNumMaterials = 0;
unsigned int iDefaultMatIndex = 0xFFFFFFFF;
while (iNum-- > 0)
{
#ifdef AI_BUILD_BIG_ENDIAN
AI_SWAP4(pcSurfaces->FLAGS);
AI_SWAP4(pcSurfaces->IDENT);
AI_SWAP4(pcSurfaces->NUM_FRAMES);
AI_SWAP4(pcSurfaces->NUM_SHADER);
AI_SWAP4(pcSurfaces->NUM_TRIANGLES);
AI_SWAP4(pcSurfaces->NUM_VERTICES);
AI_SWAP4(pcSurfaces->OFS_END);
AI_SWAP4(pcSurfaces->OFS_SHADERS);
AI_SWAP4(pcSurfaces->OFS_ST);
AI_SWAP4(pcSurfaces->OFS_TRIANGLES);
AI_SWAP4(pcSurfaces->OFS_XYZNORMAL);
#endif
// validate the surface
ValidateSurfaceHeaderOffsets(pcSurfaces);
// navigate to the vertex list of the surface
BE_NCONST MD3::Vertex* pcVertices = (BE_NCONST MD3::Vertex*)
(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_XYZNORMAL);
// navigate to the triangle list of the surface
BE_NCONST MD3::Triangle* pcTriangles = (BE_NCONST MD3::Triangle*)
(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_TRIANGLES);
// navigate to the texture coordinate list of the surface
BE_NCONST MD3::TexCoord* pcUVs = (BE_NCONST MD3::TexCoord*)
(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_ST);
// navigate to the shader list of the surface
BE_NCONST MD3::Shader* pcShaders = (BE_NCONST MD3::Shader*)
(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_SHADERS);
// if the submesh is empty ignore it
if (0 == pcSurfaces->NUM_VERTICES || 0 == pcSurfaces->NUM_TRIANGLES)
{
pcSurfaces = (BE_NCONST MD3::Surface*)(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_END);
pScene->mNumMeshes--;
continue;
}
#ifdef AI_BUILD_BIG_ENDIAN
for (uint32_t i = 0; i < pcSurfaces->NUM_VERTICES;++i)
{
AI_SWAP2( pcVertices[i].NORMAL );
AI_SWAP2( pcVertices[i].X );
AI_SWAP2( pcVertices[i].Y );
AI_SWAP2( pcVertices[i].Z );
AI_SWAP4( pcUVs[i].U );
AI_SWAP4( pcUVs[i].U );
}
for (uint32_t i = 0; i < pcSurfaces->NUM_TRIANGLES;++i)
{
AI_SWAP4(pcTriangles[i].INDEXES[0]);
AI_SWAP4(pcTriangles[i].INDEXES[1]);
AI_SWAP4(pcTriangles[i].INDEXES[2]);
}
#endif
// allocate the output mesh
pScene->mMeshes[iNum] = new aiMesh();
aiMesh* pcMesh = pScene->mMeshes[iNum];
pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
pcMesh->mNumVertices = pcSurfaces->NUM_TRIANGLES*3;
pcMesh->mNumFaces = pcSurfaces->NUM_TRIANGLES;
pcMesh->mFaces = new aiFace[pcSurfaces->NUM_TRIANGLES];
pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
pcMesh->mNumUVComponents[0] = 2;
// fill in all triangles
unsigned int iCurrent = 0;
for (unsigned int i = 0; i < (unsigned int)pcSurfaces->NUM_TRIANGLES;++i)
{
pcMesh->mFaces[i].mIndices = new unsigned int[3];
pcMesh->mFaces[i].mNumIndices = 3;
unsigned int iTemp = iCurrent;
for (unsigned int c = 0; c < 3;++c,++iCurrent)
{
// read vertices
pcMesh->mVertices[iCurrent].x = pcVertices[ pcTriangles->INDEXES[c]].X*AI_MD3_XYZ_SCALE;
pcMesh->mVertices[iCurrent].y = pcVertices[ pcTriangles->INDEXES[c]].Y*AI_MD3_XYZ_SCALE;
pcMesh->mVertices[iCurrent].z = pcVertices[ pcTriangles->INDEXES[c]].Z*AI_MD3_XYZ_SCALE;
// convert the normal vector to uncompressed float3 format
LatLngNormalToVec3(pcVertices[pcTriangles->INDEXES[c]].NORMAL,
(float*)&pcMesh->mNormals[iCurrent]);
// read texture coordinates
pcMesh->mTextureCoords[0][iCurrent].x = pcUVs[ pcTriangles->INDEXES[c]].U;
pcMesh->mTextureCoords[0][iCurrent].y = 1.0f-pcUVs[ pcTriangles->INDEXES[c]].V;
}
// FIX: flip the face ordering for use with OpenGL
pcMesh->mFaces[i].mIndices[0] = iTemp+2;
pcMesh->mFaces[i].mIndices[1] = iTemp+1;
pcMesh->mFaces[i].mIndices[2] = iTemp+0;
pcTriangles++;
}
// get the first shader (= texture?) assigned to the surface
if (pcSurfaces->NUM_SHADER)
{
// make a relative path.
// if the MD3's internal path itself and the given path are using
// the same directory remove it
const char* szEndDir1 = ::strrchr((const char*)pcHeader->NAME,'\\');
if (!szEndDir1)szEndDir1 = ::strrchr((const char*)pcHeader->NAME,'/');
const char* szEndDir2 = ::strrchr((const char*)pcShaders->NAME,'\\');
if (!szEndDir2)szEndDir2 = ::strrchr((const char*)pcShaders->NAME,'/');
if (szEndDir1 && szEndDir2)
{
// both of them are valid
const unsigned int iLen1 = (unsigned int)(szEndDir1 - (const char*)pcHeader->NAME);
const unsigned int iLen2 = std::min (iLen1, (unsigned int)(szEndDir2 - (const char*)pcShaders->NAME) );
bool bSuccess = true;
for (unsigned int a = 0; a < iLen2;++a)
{
char sz = ::tolower ( pcShaders->NAME[a] );
char sz2 = ::tolower ( pcHeader->NAME[a] );
if (sz != sz2)
{
bSuccess = false;
break;
}
}
if (bSuccess) {
// use the file name only
szEndDir2++;
}
else {
// use the full path
szEndDir2 = (const char*)pcShaders->NAME;
}
}
MaterialHelper* pcHelper = new MaterialHelper();
if (szEndDir2) {
aiString szString;
if (szEndDir2[0]) {
const size_t iLen = ::strlen(szEndDir2);
::memcpy(szString.data,szEndDir2,iLen);
szString.data[iLen] = '\0';
szString.length = iLen;
}
else {
DefaultLogger::get()->warn("Texture file name has zero length. Using default name");
szString.Set("dummy_texture.bmp");
}
pcHelper->AddProperty(&szString,AI_MATKEY_TEXTURE_DIFFUSE(0));
}
int iMode = (int)aiShadingMode_Gouraud;
pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
// add a small ambient color value - Quake 3 seems to have one
aiColor3D clr;
clr.b = clr.g = clr.r = 0.05f;
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
clr.b = clr.g = clr.r = 1.0f;
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
aiString szName;
szName.Set(AI_DEFAULT_MATERIAL_NAME);
pcHelper->AddProperty(&szName,AI_MATKEY_NAME);
pScene->mMaterials[iNumMaterials] = (aiMaterial*)pcHelper;
pcMesh->mMaterialIndex = iNumMaterials++;
}
else
{
if (0xFFFFFFFF != iDefaultMatIndex) {
pcMesh->mMaterialIndex = iDefaultMatIndex;
}
else
{
MaterialHelper* pcHelper = new MaterialHelper();
// fill in a default material
int iMode = (int)aiShadingMode_Gouraud;
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);
pScene->mMaterials[iNumMaterials] = (aiMaterial*)pcHelper;
iDefaultMatIndex = pcMesh->mMaterialIndex = iNumMaterials++;
}
}
// go to the next surface
pcSurfaces = (BE_NCONST MD3::Surface*)(((unsigned char*)pcSurfaces) + pcSurfaces->OFS_END);
}
if (!pScene->mNumMeshes)
throw new ImportErrorException( "Invalid MD3 file: File contains no valid mesh");
pScene->mNumMaterials = iNumMaterials;
// Now we need to generate an empty node graph
pScene->mRootNode = new aiNode("<MD3Root>");
pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
// Attach tiny children for all tags
if (pcHeader->NUM_TAGS) {
pScene->mRootNode->mNumChildren = pcHeader->NUM_TAGS;
pScene->mRootNode->mChildren = new aiNode*[pcHeader->NUM_TAGS];
for (unsigned int i = 0; i < pcHeader->NUM_TAGS; ++i, ++pcTags) {
aiNode* nd = pScene->mRootNode->mChildren[i] = new aiNode();
nd->mName.Set((const char*)pcTags->NAME);
nd->mParent = pScene->mRootNode;
AI_SWAP4(pcTags->origin.x);
AI_SWAP4(pcTags->origin.y);
AI_SWAP4(pcTags->origin.z);
// copy local origin
nd->mTransformation.a4 = pcTags->origin.x;
nd->mTransformation.b4 = pcTags->origin.y;
nd->mTransformation.c4 = pcTags->origin.z;
// copy rest of transformation
for (unsigned int a = 0; a < 3;++a) {
for (unsigned int m = 0; m < 3;++m) {
nd->mTransformation[m][a] = pcTags->orientation[a][m];
AI_SWAP4(nd->mTransformation[m][a]);
}
}
}
}
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
pScene->mRootNode->mMeshes[i] = i;
}
#endif // !! ASSIMP_BUILD_NO_MD3_IMPORTER