assimp/code/Q3BSPFileImporter.cpp

604 lines
18 KiB
C++
Raw Normal View History

/*
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.
---------------------------------------------------------------------------------------------------
*/
#include "AssimpPCH.h"
#ifndef ASSIMP_BUILD_NO_Q3BSP_IMPORTER
#include "DefaultIOSystem.h"
#include "Q3BSPFileImporter.h"
#include "Q3BSPZipArchive.h"
#include "Q3BSPFileParser.h"
#include "Q3BSPFileData.h"
#ifdef ASSIMP_BUILD_NO_OWN_ZLIB
# include <zlib.h>
#else
# include "../contrib/zlib/zlib.h"
#endif
#include "../include/aiTypes.h"
#include "../include/aiMesh.h"
#include <vector>
namespace Assimp
{
using namespace Q3BSP;
static const std::string Q3BSPExtention = "pk3";
// ------------------------------------------------------------------------------------------------
// Local fnction to create a material keyname.
static void createKey( int id1, int id2, std::string &rKey )
{
std::stringstream str;
str << id1 << "." << id2;
rKey = str.str();
}
// ------------------------------------------------------------------------------------------------
// Local function to extract the texture ids from a material keyname.
static void extractIds( const std::string &rKey, int &rId1, int &rId2 )
{
rId1 = -1;
rId2 = -1;
if ( rKey.empty() )
return;
std::string::size_type pos = rKey.find( "." );
if ( std::string::npos == pos )
return;
std::string tmp1 = rKey.substr( 0, pos - 1 );
std::string tmp2 = rKey.substr( pos + 1, rKey.size() - pos - 1 );
rId1 = atoi( tmp1.c_str() );
rId2 = atoi( tmp2.c_str() );
}
// ------------------------------------------------------------------------------------------------
static void normalizePathName( const std::string &rPath, std::string &rNormalizedPath )
{
rNormalizedPath = "";
if ( rPath.empty() )
return;
#ifdef _WIN32
std::string sep = "\\";
#else
std::string sep = "/";
#endif
static const unsigned int numDelimiters = 2;
const char delimiters[ numDelimiters ] = { '/', '\\' };
rNormalizedPath = rPath;
for ( unsigned int i=0; i<numDelimiters; i++ )
{
for ( size_t j=0; j<rNormalizedPath.size(); j++ )
{
if ( rNormalizedPath[j] == delimiters[ i ] )
{
rNormalizedPath[ j ] = sep[0];
}
}
}
}
// ------------------------------------------------------------------------------------------------
// Constructor.
Q3BSPFileImporter::Q3BSPFileImporter() :
m_pCurrentMesh( NULL ),
m_pCurrentFace( NULL ),
m_MaterialLookupMap()
{
// empty
}
// ------------------------------------------------------------------------------------------------
// Destructor.
Q3BSPFileImporter::~Q3BSPFileImporter()
{
// For lint
m_pCurrentMesh = NULL;
m_pCurrentFace = NULL;
// Clear face-to-material map
for ( FaceMap::iterator it = m_MaterialLookupMap.begin(); it != m_MaterialLookupMap.end();
++it )
{
std::vector<Q3BSP::sQ3BSPFace*> *pCurFaceArray = (*it).second;
if ( NULL != pCurFaceArray )
{
delete pCurFaceArray;
}
}
m_MaterialLookupMap.clear();
}
// ------------------------------------------------------------------------------------------------
// Returns true, if the loader can read this.
bool Q3BSPFileImporter::CanRead( const std::string& rFile, IOSystem* pIOHandler, bool checkSig ) const
{
bool isBSPData = false;
if ( checkSig )
isBSPData = SimpleExtensionCheck( rFile, Q3BSPExtention.c_str() );
return isBSPData;
}
// ------------------------------------------------------------------------------------------------
// Adds extensions.
void Q3BSPFileImporter::GetExtensionList( std::set<std::string>& extensions )
{
extensions.insert( Q3BSPExtention );
}
// ------------------------------------------------------------------------------------------------
// Import method.
void Q3BSPFileImporter::InternReadFile(const std::string &rFile, aiScene* pScene, IOSystem* pIOHandler)
{
Q3BSPZipArchive Archive( rFile );
if ( !Archive.isOpen() )
{
throw new DeadlyImportError( "Failed to open file " + rFile + "." );
}
std::string archiveName( "" ), mapName( "" );
separateMapName( rFile, archiveName, mapName );
if ( mapName.empty() )
{
if ( !findFirstMapInArchive( Archive, mapName ) )
{
return;
}
}
Q3BSPFileParser fileParser( mapName, &Archive );
Q3BSPModel *pBSPModel = fileParser.getModel();
if ( NULL != pBSPModel )
{
CreateDataFromImport( pBSPModel, pScene );
}
}
// ------------------------------------------------------------------------------------------------
// Separates the map name from the import name.
void Q3BSPFileImporter::separateMapName( const std::string &rImportName, std::string &rArchiveName,
std::string &rMapName )
{
rArchiveName = "";
rMapName = "";
if ( rImportName.empty() )
return;
std::string::size_type pos = rImportName.rfind( "," );
if ( std::string::npos == pos )
{
rArchiveName = rImportName;
return;
}
rArchiveName = rImportName.substr( 0, pos );
rMapName = rImportName.substr( pos, rImportName.size() - pos - 1 );
}
// ------------------------------------------------------------------------------------------------
// Returns the first map in the map archive.
bool Q3BSPFileImporter::findFirstMapInArchive( Q3BSPZipArchive &rArchive, std::string &rMapName )
{
rMapName = "";
std::vector<std::string> fileList;
rArchive.getFileList( fileList );
if ( fileList.empty() )
return false;
for ( std::vector<std::string>::iterator it = fileList.begin(); it != fileList.end();
++it )
{
std::string::size_type pos = (*it).find( "maps/" );
if ( std::string::npos != pos )
{
std::string::size_type extPos = (*it).find( ".bsp" );
if ( std::string::npos != extPos )
{
rMapName = *it;
return true;
}
}
}
return false;
}
// ------------------------------------------------------------------------------------------------
// Creates the assimp specific data.
void Q3BSPFileImporter::CreateDataFromImport( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene )
{
if ( NULL == pModel || NULL == pScene )
return;
pScene->mRootNode = new aiNode;
if ( !pModel->m_ModelName.empty() )
{
pScene->mRootNode->mName.Set( pModel->m_ModelName );
}
// Create the face to material relation map
createMaterialMap( pModel );
// Create all nodes
CreateNodes( pModel, pScene, pScene->mRootNode );
// Create the assigned materials
createMaterials( pModel, pScene );
}
// ------------------------------------------------------------------------------------------------
// Creates all assimp nodes.
void Q3BSPFileImporter::CreateNodes( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene,
aiNode *pParent )
{
ai_assert( NULL != pModel );
if ( NULL == pModel )
return;
unsigned int matIdx = 0;
std::vector<aiMesh*> MeshArray;
std::vector<aiNode*> NodeArray;
for ( FaceMapIt it = m_MaterialLookupMap.begin(); it != m_MaterialLookupMap.end(); ++it )
{
std::vector<Q3BSP::sQ3BSPFace*> *pArray = (*it).second;
size_t numVerts = countData( *pArray );
if ( 0 != numVerts )
{
aiMesh* pMesh = new aiMesh;
aiNode *pNode = CreateTopology( pModel, matIdx, *pArray, pMesh );
if ( NULL != pNode )
{
NodeArray.push_back( pNode );
MeshArray.push_back( pMesh );
}
else
{
delete pMesh;
}
matIdx++;
}
}
pScene->mNumMeshes = MeshArray.size();
if ( pScene->mNumMeshes > 0 )
{
pScene->mMeshes = new aiMesh*[ pScene->mNumMeshes ];
for ( size_t i = 0; i < MeshArray.size(); i++ )
{
aiMesh *pMesh = MeshArray[ i ];
if ( NULL != pMesh )
{
pScene->mMeshes[ i ] = pMesh;
}
}
}
pParent->mNumChildren = MeshArray.size();
pParent->mChildren = new aiNode*[ pScene->mRootNode->mNumChildren ];
for ( size_t i=0; i<NodeArray.size(); i++ )
{
aiNode *pNode = NodeArray[ i ];
pNode->mParent = pParent;
pParent->mChildren[ i ] = pNode;
pParent->mChildren[ i ]->mMeshes[ 0 ] = i;
}
}
// ------------------------------------------------------------------------------------------------
// Creates the topology.
aiNode *Q3BSPFileImporter::CreateTopology( const Q3BSP::Q3BSPModel *pModel,
unsigned int materialIdx,
std::vector<sQ3BSPFace*> &rArray,
aiMesh* pMesh )
{
size_t numVerts = countData( rArray );
if ( 0 == numVerts )
return NULL;
size_t numFaces = countFaces( rArray );
if ( 0 == numFaces )
return NULL;
size_t numTriangles = countTriangles( rArray );
//pMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
pMesh->mFaces = new aiFace[ numTriangles ];
pMesh->mNumFaces = numTriangles;
pMesh->mNumVertices = numVerts;
pMesh->mVertices = new aiVector3D[ numVerts ];
pMesh->mNormals = new aiVector3D[ numVerts ];
pMesh->mTextureCoords[ 0 ] = new aiVector3D[ numVerts ];
pMesh->mTextureCoords[ 1 ] = new aiVector3D[ numVerts ];
pMesh->mMaterialIndex = materialIdx;
unsigned int faceIdx = 0;
unsigned int vertIdx = 0;
pMesh->mNumUVComponents[ 0 ] = 2;
pMesh->mNumUVComponents[ 1 ] = 2;
for ( std::vector<sQ3BSPFace*>::const_iterator it = rArray.begin(); it != rArray.end(); ++it )
{
Q3BSP::sQ3BSPFace *pQ3BSPFace = *it;
ai_assert( NULL != pQ3BSPFace );
if ( NULL == pQ3BSPFace )
{
continue;
}
if ( pQ3BSPFace->iNumOfFaceVerts > 0 )
{
if ( pQ3BSPFace->iType == Polygon || pQ3BSPFace->iType == TriangleMesh )
{
createTriangleTopology( pModel, pQ3BSPFace, pMesh, faceIdx, vertIdx );
}
}
}
aiNode *pNode = new aiNode;
pNode->mNumMeshes = 1;
pNode->mMeshes = new unsigned int[ 1 ];
return pNode;
}
// ------------------------------------------------------------------------------------------------
// Creates the triangle topology from a face array.
void Q3BSPFileImporter::createTriangleTopology( const Q3BSP::Q3BSPModel *pModel,
Q3BSP::sQ3BSPFace *pQ3BSPFace,
aiMesh* pMesh,
unsigned int &rFaceIdx,
unsigned int &rVertIdx )
{
ai_assert( rFaceIdx < pMesh->mNumFaces );
m_pCurrentFace = getNextFace( pMesh, rFaceIdx );
ai_assert( NULL != m_pCurrentFace );
if ( NULL == m_pCurrentFace )
return;
m_pCurrentFace->mNumIndices = 3;
m_pCurrentFace->mIndices = new unsigned int[ m_pCurrentFace->mNumIndices ];
size_t idx = 0;
for ( size_t i = 0; i < (size_t) pQ3BSPFace->iNumOfFaceVerts; i++ )
{
const size_t index = pQ3BSPFace->iVertexIndex + pModel->m_Indices[ pQ3BSPFace->iFaceVertexIndex + i ];
ai_assert( index < pModel->m_Vertices.size() );
if ( index >= pModel->m_Vertices.size() )
{
continue;
}
sQ3BSPVertex *pVertex = pModel->m_Vertices[ index ];
ai_assert( NULL != pVertex );
if ( NULL == pVertex )
{
continue;
}
pMesh->mVertices[ rVertIdx ].Set( pVertex->vPosition.x, pVertex->vPosition.y, pVertex->vPosition.z );
pMesh->mNormals[ rVertIdx ].Set( pVertex->vNormal.x, pVertex->vNormal.y, pVertex->vNormal.z );
pMesh->mTextureCoords[ 0 ][ rVertIdx ].Set( pVertex->vTexCoord.x, pVertex->vTexCoord.y, 0.0f );
pMesh->mTextureCoords[ 1 ][ rVertIdx ].Set( pVertex->vLightmap.x, pVertex->vLightmap.y, 0.0f );
m_pCurrentFace->mIndices[ idx ] = rVertIdx;
rVertIdx++;
idx++;
if ( idx > 2 )
{
idx = 0;
m_pCurrentFace = getNextFace( pMesh, rFaceIdx );
if ( NULL != m_pCurrentFace )
{
m_pCurrentFace->mNumIndices = 3;
m_pCurrentFace->mIndices = new unsigned int[ 3 ];
}
}
}
rFaceIdx--;
}
// ------------------------------------------------------------------------------------------------
// Creates all referenced materials.
void Q3BSPFileImporter::createMaterials( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene )
{
if ( m_MaterialLookupMap.empty() )
return;
pScene->mMaterials = new aiMaterial*[ m_MaterialLookupMap.size() ];
for ( FaceMapIt it = m_MaterialLookupMap.begin(); it != m_MaterialLookupMap.end();
++it )
{
const std::string matName = (*it).first;
if ( matName.empty() )
{
continue;
}
aiString aiMatName;
aiMatName.Set( matName );
Assimp::MaterialHelper *pMatHelper = new Assimp::MaterialHelper;
pMatHelper->AddProperty( &aiMatName, AI_MATKEY_NAME );
int textureId, lightmapId;
extractIds( matName, textureId, lightmapId );
// Adding the texture
if ( -1 != textureId )
{
sQ3BSPTexture *pTexture = pModel->m_Textures[ textureId ];
if ( NULL != pTexture )
{
std::string tmp( pTexture->strName ), texName( "" );
tmp += ".jpg";
normalizePathName( tmp, texName );
aiString textureName( texName.c_str() );
pMatHelper->AddProperty( &textureName, AI_MATKEY_TEXTURE_DIFFUSE( 0 ) );
}
/*if ( 0 != pCurrentMaterial->textureSpecular.length )
mat->AddProperty( &pCurrentMaterial->textureSpecular, AI_MATKEY_TEXTURE_SPECULAR(0));*/
}
pScene->mMaterials[ pScene->mNumMaterials ] = pMatHelper;
pScene->mNumMaterials++;
}
}
// ------------------------------------------------------------------------------------------------
// Counts the number of referenced verices
size_t Q3BSPFileImporter::countData( const std::vector<sQ3BSPFace*> &rArray ) const
{
size_t numVerts = 0;
for ( std::vector<sQ3BSPFace*>::const_iterator it = rArray.begin(); it != rArray.end();
++it )
{
sQ3BSPFace *pQ3BSPFace = *it;
if ( pQ3BSPFace->iType == Polygon || pQ3BSPFace->iType == TriangleMesh )
{
Q3BSP::sQ3BSPFace *pQ3BSPFace = *it;
ai_assert( NULL != pQ3BSPFace );
numVerts += pQ3BSPFace->iNumOfFaceVerts;
}
}
return numVerts;
}
// ------------------------------------------------------------------------------------------------
// Counts the faces with vertices.
size_t Q3BSPFileImporter::countFaces( const std::vector<Q3BSP::sQ3BSPFace*> &rArray ) const
{
size_t numFaces = 0;
for ( std::vector<sQ3BSPFace*>::const_iterator it = rArray.begin(); it != rArray.end();
++it )
{
Q3BSP::sQ3BSPFace *pQ3BSPFace = *it;
if ( pQ3BSPFace->iNumOfFaceVerts > 0 )
{
numFaces++;
}
}
return numFaces;
}
// ------------------------------------------------------------------------------------------------
// Counts the number of triangles in a Q3-facearray.
size_t Q3BSPFileImporter::countTriangles( const std::vector<Q3BSP::sQ3BSPFace*> &rArray ) const
{
size_t numTriangles = 0;
for ( std::vector<Q3BSP::sQ3BSPFace*>::const_iterator it = rArray.begin(); it != rArray.end();
++it )
{
const Q3BSP::sQ3BSPFace *pQ3BSPFace = *it;
if ( NULL != pQ3BSPFace )
{
numTriangles += pQ3BSPFace->iNumOfFaceVerts / 3;
}
}
return numTriangles;
}
// ------------------------------------------------------------------------------------------------
// Creates the faces-to-material map.
void Q3BSPFileImporter::createMaterialMap( const Q3BSP::Q3BSPModel *pModel )
{
std::string key( "" );
std::vector<sQ3BSPFace*> *pCurFaceArray = NULL;
for ( size_t idx = 0; idx < pModel->m_Faces.size(); idx++ )
{
Q3BSP::sQ3BSPFace *pQ3BSPFace = pModel->m_Faces[ idx ];
const int texId = pQ3BSPFace->iTextureID;
const int lightMapId = pQ3BSPFace->iLightmapID;
createKey( texId, lightMapId, key );
FaceMapIt it = m_MaterialLookupMap.find( key );
if ( m_MaterialLookupMap.end() == it )
{
pCurFaceArray = new std::vector<Q3BSP::sQ3BSPFace*>;
m_MaterialLookupMap[ key ] = pCurFaceArray;
}
else
{
pCurFaceArray = (*it).second;
}
ai_assert( NULL != pCurFaceArray );
if ( NULL != pCurFaceArray )
{
pCurFaceArray->push_back( pQ3BSPFace );
}
}
}
// ------------------------------------------------------------------------------------------------
// Returns the next face.
aiFace *Q3BSPFileImporter::getNextFace( aiMesh *pMesh, unsigned int &rFaceIdx )
{
aiFace *pFace = NULL;
if ( rFaceIdx < pMesh->mNumFaces )
{
pFace = &pMesh->mFaces[ rFaceIdx ];
rFaceIdx++;
}
else
{
pFace = NULL;
}
return pFace;
}
// ------------------------------------------------------------------------------------------------
} // Namespace Assimp
#endif // ASSIMP_BUILD_NO_Q3BSP_IMPORTER