assimp/code/B3DImporter.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.
---------------------------------------------------------------------------
*/
General - Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
/** @file B3DImporter.cpp
* @brief Implementation of the b3d importer class
*/
#include "AssimpPCH.h"
#ifndef ASSIMP_BUILD_NO_B3D_IMPORTER
// internal headers
#include "B3DImporter.h"
#include "TextureTransform.h"
using namespace Assimp;
using namespace std;
// ------------------------------------------------------------------------------------------------
General - Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
bool B3DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const{
int pos=pFile.find_last_of( '.' );
if( pos==string::npos ) return false;
string ext=pFile.substr( pos+1 );
if( ext.size()!=3 ) return false;
return (ext[0]=='b' || ext[0]=='B') && (ext[1]=='3') && (ext[2]=='d' || ext[2]=='D');
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::GetExtensionList( std::string& append ){
append.append("*.b3d");
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler){
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 B3D file " + pFile + ".");
// check whether the .b3d file is large enough to contain
// at least one chunk.
size_t fileSize = file->FileSize();
if( fileSize<8 ) throw new ImportErrorException( "B3D File is too small.");
_pos=0;
_buf.resize( fileSize );
file->Read( &_buf[0],1,fileSize );
_stack.clear();
_textures.clear();
_materials.size();
_vertices.clear();
_meshes.clear();
ReadBB3D();
//materials
if( _materials.size() ){
aiMaterial **mats=new aiMaterial*[_materials.size()];
for( unsigned i=0;i<_materials.size();++i ){
mats[i]=_materials[i];
}
pScene->mNumMaterials=_materials.size();
pScene->mMaterials=mats;
}
//meshes
if( _meshes.size() ){
aiMesh **meshes=new aiMesh*[_meshes.size()];
for( unsigned i=0;i<_meshes.size();++i ){
meshes[i]=_meshes[i];
}
pScene->mNumMeshes=_meshes.size();
pScene->mMeshes=meshes;
}else{
throw new ImportErrorException( "B3D: No meshes loaded" );
}
//create root node
aiNode *node=new aiNode( "root" );
node->mTransformation=aiMatrix4x4(
1,0,0,0,
0,0,1,0,
0,1,0,0,
0,0,0,1 );
node->mNumMeshes=_meshes.size();
node->mMeshes=new unsigned[_meshes.size()];
for( unsigned i=0;i<_meshes.size();++i ){
node->mMeshes[i]=i;
}
pScene->mRootNode=node;
}
// ------------------------------------------------------------------------------------------------
int B3DImporter::ReadByte(){
if( _pos<_buf.size() ) return _buf[_pos++];
throw new ImportErrorException( "B3D EOF Error" );
}
// ------------------------------------------------------------------------------------------------
int B3DImporter::ReadInt(){
if( _pos+4<=_buf.size() ){
int n=*(int*)&_buf[_pos];
_pos+=4;
return n;
}
throw new ImportErrorException( "B3D EOF Error" );
}
// ------------------------------------------------------------------------------------------------
float B3DImporter::ReadFloat(){
if( _pos+4<=_buf.size() ){
float n=*(float*)&_buf[_pos];
_pos+=4;
return n;
}
throw new ImportErrorException( "B3D EOF Error" );
}
// ------------------------------------------------------------------------------------------------
B3DImporter::Vec2 B3DImporter::ReadVec2(){
Vec2 t;
t.x=ReadFloat();
t.y=ReadFloat();
return t;
}
// ------------------------------------------------------------------------------------------------
B3DImporter::Vec3 B3DImporter::ReadVec3(){
Vec3 t;
t.x=ReadFloat();
t.y=ReadFloat();
t.z=ReadFloat();
return t;
}
// ------------------------------------------------------------------------------------------------
B3DImporter::Vec4 B3DImporter::ReadVec4(){
Vec4 t;
t.x=ReadFloat();
t.y=ReadFloat();
t.z=ReadFloat();
t.w=ReadFloat();
return t;
}
// ------------------------------------------------------------------------------------------------
string B3DImporter::ReadString(){
string str;
while( _pos<_buf.size() ){
char c=(char)ReadByte();
if( !c ) return str;
str+=c;
}
throw new ImportErrorException( "B3D EOF Error" );
}
// ------------------------------------------------------------------------------------------------
string B3DImporter::ReadChunk(){
string tag;
for( int i=0;i<4;++i ){
tag+=char( ReadByte() );
}
// cout<<"ReadChunk:"<<tag<<endl;
unsigned sz=(unsigned)ReadInt();
_stack.push_back( _pos+sz );
return tag;
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ExitChunk(){
_pos=_stack.back();
_stack.pop_back();
}
// ------------------------------------------------------------------------------------------------
unsigned B3DImporter::ChunkSize(){
return _stack.back()-_pos;
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadTEXS(){
while( ChunkSize() ){
string name=ReadString();
int flags=ReadInt();
int blend=ReadInt();
Vec2 pos=ReadVec2();
Vec2 scale=ReadVec2();
float rot=ReadFloat();
Texture tex;
tex.name=name;
_textures.push_back( tex );
}
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadBRUS(){
int n_texs=ReadInt();
while( ChunkSize() ){
string name=ReadString();
Vec4 color=ReadVec4();
float shiny=ReadFloat();
int blend=ReadInt();
int fx=ReadInt();
MaterialHelper *mat=new MaterialHelper;
_materials.push_back( mat );
// Name
aiString ainame( name );
mat->AddProperty( &ainame,AI_MATKEY_NAME );
// Diffuse color
aiColor3D diffcolor( color.x,color.y,color.z );
mat->AddProperty( &diffcolor,1,AI_MATKEY_COLOR_DIFFUSE );
// Opacity
mat->AddProperty( &color.w,1,AI_MATKEY_OPACITY );
// Specular color
aiColor3D speccolor( shiny,shiny,shiny );
mat->AddProperty( &speccolor,1,AI_MATKEY_COLOR_SPECULAR );
// Specular power
float specpow=shiny*128;
mat->AddProperty( &specpow,1,AI_MATKEY_SHININESS );
// Double sided
if( fx & 0x10 ){
int i=1;
mat->AddProperty( &i,1,AI_MATKEY_TWOSIDED );
}
//Textures
for( int i=0;i<n_texs;++i ){
int texid=ReadInt();
if( !i && texid>=0 && texid<(int)_textures.size() ){
//just use tex 0 for now
const Texture &tex=_textures[texid];
aiString texname( tex.name );
mat->AddProperty( &texname,AI_MATKEY_TEXTURE_DIFFUSE(0) );
}
}
}
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadVRTS(){
_vertFlags=ReadInt();
_tcSets=ReadInt();
_tcSize=ReadInt();
if( _tcSets<0 || _tcSets>4 || _tcSize<0 || _tcSize>4 ) throw new ImportErrorException( "B3D Param Error" );
while( ChunkSize() ){
Vertex vert;
vert.position=ReadVec3();
if( _vertFlags & 1 ){
vert.normal=ReadVec3();
}
if( _vertFlags & 2 ){
Vec4 color=ReadVec4();
}
for( int i=0;i<_tcSets;++i ){
float texcoords[4]={0,0,0,0};
for( int j=0;j<_tcSize;++j ){
texcoords[j]=ReadFloat();
}
texcoords[1]=1-texcoords[1];
if( !i ) memcpy( &vert.texcoords.x,texcoords,12 );
}
_vertices.push_back( vert );
}
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadTRIS(){
int matid=ReadInt();
unsigned n_tris=ChunkSize()/12;
unsigned n_verts=n_tris*3;
aiMesh *mesh=new aiMesh;
_meshes.push_back( mesh );
mesh->mMaterialIndex=matid;
mesh->mNumVertices=n_verts;
mesh->mNumFaces=n_tris;
mesh->mPrimitiveTypes=aiPrimitiveType_TRIANGLE;
aiVector3D *mv,*mn=0,*mc=0;
mv=mesh->mVertices=new aiVector3D[n_verts];
if( _vertFlags & 1 ) mn=mesh->mNormals=new aiVector3D[n_verts];
if( _tcSets ) mc=mesh->mTextureCoords[0]=new aiVector3D[n_verts];
aiFace *face=mesh->mFaces=new aiFace[n_tris];
for( unsigned i=0;i<n_verts;i+=3 ){
face->mNumIndices=3;
unsigned *ip=face->mIndices=new unsigned[3];
int v[3];
v[0]=ReadInt();
v[2]=ReadInt();
v[1]=ReadInt();
for( unsigned j=0;j<3;++j ){
int k=v[j];
const Vertex &v=_vertices[k];
memcpy( mv++,&v.position.x,12 );
if( mn ) memcpy( mn++,&v.normal.x,12 );
if( mc ) memcpy( mc++,&v.texcoords.x,12 );
*ip++=i+j;
}
++face;
}
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadMESH(){
int matid=ReadInt();
_vertices.clear();
while( ChunkSize() ){
string t=ReadChunk();
if( t=="VRTS" ){
ReadVRTS();
}else if( t=="TRIS" ){
ReadTRIS();
}
ExitChunk();
}
_vertices.clear();
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadNODE(){
string name=ReadString();
Vec3 trans=ReadVec3();
Vec3 scale=ReadVec3();
Vec4 rot=ReadVec4();
while( ChunkSize() ){
string t=ReadChunk();
if( t=="MESH" ){
ReadMESH();
}
ExitChunk();
}
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadBB3D(){
string t=ReadChunk();
if( t=="BB3D" ){
int version=ReadInt();
while( ChunkSize() ){
string t=ReadChunk();
if( t=="TEXS" ){
ReadTEXS();
}else if( t=="BRUS" ){
ReadBRUS();
}else if( t=="NODE" ){
ReadNODE();
}
ExitChunk();
}
}
ExitChunk();
}
#endif // !! ASSIMP_BUILD_NO_B3D_IMPORTER