Merge pull request #2766 from bztsrc/master

Updated M3D SDK and some fixes
pull/2727/head^2
Kim Kulling 2019-11-21 22:09:21 +01:00 committed by GitHub
commit 0934c6e277
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7 changed files with 2143 additions and 1084 deletions

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@ -72,7 +72,7 @@ __Importers__:
- [LWO](https://en.wikipedia.org/wiki/LightWave_3D)
- LWS
- LXO
- [M3D](https://gitlab.com/bztsrc/model3d)
- [M3D](https://bztsrc.gitlab.io/model3d)
- MD2
- MD3
- MD5

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@ -169,6 +169,33 @@ void M3DExporter::doExport (
outfile.reset();
}
// ------------------------------------------------------------------------------------------------
// helper to add a vertex (private to NodeWalk)
m3dv_t *M3DExporter::AddVrtx(m3dv_t *vrtx, uint32_t *numvrtx, m3dv_t *v, uint32_t *idx)
{
if(v->x == (M3D_FLOAT)-0.0) v->x = (M3D_FLOAT)0.0;
if(v->y == (M3D_FLOAT)-0.0) v->y = (M3D_FLOAT)0.0;
if(v->z == (M3D_FLOAT)-0.0) v->z = (M3D_FLOAT)0.0;
if(v->w == (M3D_FLOAT)-0.0) v->w = (M3D_FLOAT)0.0;
vrtx = (m3dv_t*)M3D_REALLOC(vrtx, ((*numvrtx) + 1) * sizeof(m3dv_t));
memcpy(&vrtx[*numvrtx], v, sizeof(m3dv_t));
*idx = *numvrtx;
(*numvrtx)++;
return vrtx;
}
// ------------------------------------------------------------------------------------------------
// helper to add a tmap (private to NodeWalk)
m3dti_t *M3DExporter::AddTmap(m3dti_t *tmap, uint32_t *numtmap, m3dti_t *ti, uint32_t *idx)
{
tmap = (m3dti_t*)M3D_REALLOC(tmap, ((*numtmap) + 1) * sizeof(m3dti_t));
memcpy(&tmap[*numtmap], ti, sizeof(m3dti_t));
*idx = *numtmap;
(*numtmap)++;
return tmap;
}
// ------------------------------------------------------------------------------------------------
// recursive node walker
void M3DExporter::NodeWalk(const aiNode* pNode, aiMatrix4x4 m)
@ -221,25 +248,23 @@ void M3DExporter::NodeWalk(const aiNode* pNode, aiMatrix4x4 m)
if(mesh->HasVertexColors(0))
vertex.color = mkColor(&mesh->mColors[0][l]);
// save the vertex to the output
m3d->vertex = _m3d_addvrtx(m3d->vertex, &m3d->numvertex,
m3d->vertex = AddVrtx(m3d->vertex, &m3d->numvertex,
&vertex, &idx);
m3d->face[n].vertex[k] = (M3D_INDEX)idx;
// do we have texture coordinates?
if(mesh->HasTextureCoords(0)) {
ti.u = mesh->mTextureCoords[0][l].x;
ti.v = mesh->mTextureCoords[0][l].y;
m3d->tmap = _m3d_addtmap(m3d->tmap, &m3d->numtmap, &ti,
&idx);
m3d->tmap = AddTmap(m3d->tmap, &m3d->numtmap, &ti, &idx);
m3d->face[n].texcoord[k] = (M3D_INDEX)idx;
}
// do we have normal vectors?
if(mesh->HasNormals()) {
vertex.color = 0;
vertex.x = mesh->mNormals[l].x;
vertex.y = mesh->mNormals[l].y;
vertex.z = mesh->mNormals[l].z;
m3d->vertex = _m3d_addnorm(m3d->vertex, &m3d->numvertex,
&vertex, &idx);
vertex.color = 0;
m3d->vertex = AddVrtx(m3d->vertex, &m3d->numvertex, &vertex, &idx);
m3d->face[n].normal[k] = (M3D_INDEX)idx;
}
}

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@ -87,6 +87,8 @@ namespace Assimp
// helper to do the recursive walking
void NodeWalk(const aiNode* pNode, aiMatrix4x4 m);
m3dv_t *AddVrtx(m3dv_t *vrtx, uint32_t *numvrtx, m3dv_t *v, uint32_t *idx);
m3dti_t *AddTmap(m3dti_t *tmap, uint32_t *numtmap, m3dti_t *ti, uint32_t *idx);
uint32_t mkColor(aiColor4D* c);
M3D_INDEX addMaterial(const aiMaterial *mat);
void addProp(m3dm_t *m, uint8_t type, uint32_t value);

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@ -44,6 +44,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define M3D_IMPLEMENTATION
#define M3D_ASCII
#define M3D_NONORMALS /* leave the post-processing to Assimp */
#define M3D_NOWEIGHTS
#define M3D_NOANIMATION
#include <assimp/IOStreamBuffer.h>
#include <memory>
@ -104,16 +107,21 @@ extern "C" {
std::string file(fn);
std::unique_ptr<Assimp::IOStream> pStream(
(reinterpret_cast<Assimp::IOSystem*>(m3dimporter_pIOHandler))->Open( file, "rb"));
size_t fileSize = pStream->FileSize();
// should be allocated with malloc(), because the library will call free() to deallocate
unsigned char *data = (unsigned char*)malloc(fileSize);
if( !data || !pStream.get() || !fileSize || fileSize != pStream->Read(data,1,fileSize)) {
size_t fileSize = 0;
unsigned char *data = NULL;
// sometimes pStream is nullptr for some reason (should be an empty object returning nothing I guess)
if(pStream) {
fileSize = pStream->FileSize();
// should be allocated with malloc(), because the library will call free() to deallocate
data = (unsigned char*)malloc(fileSize);
if( !data || !pStream.get() || !fileSize || fileSize != pStream->Read(data,1,fileSize)) {
pStream.reset();
*size = 0;
// don't throw a deadly exception, it's not fatal if we can't read an external asset
return nullptr;
}
pStream.reset();
*size = 0;
// don't throw a deadly exception, it's not fatal if we can't read an external asset
return nullptr;
}
pStream.reset();
*size = (int)fileSize;
return data;
}
@ -307,7 +315,7 @@ void M3DImporter::importMaterials()
m->prop[j].value.textureid < m3d->numtexture &&
m3d->texture[m->prop[j].value.textureid].name) {
name.Set(std::string(std::string(m3d->texture[m->prop[j].value.textureid].name) + ".png"));
mat->AddProperty(&name, aiProps[k].pKey, aiProps[k].type, aiProps[k].index);
mat->AddProperty(&name, aiTxProps[k].pKey, aiTxProps[k].type, aiTxProps[k].index);
n = 0;
mat->AddProperty(&n, 1, _AI_MATKEY_UVWSRC_BASE, aiProps[k].type, aiProps[k].index);
}
@ -321,6 +329,7 @@ void M3DImporter::importMaterials()
void M3DImporter::importTextures()
{
unsigned int i;
const char *formatHint[] = { "rgba0800", "rgba0808", "rgba8880", "rgba8888" };
m3dtx_t *t;
ai_assert(mScene != nullptr);
@ -334,14 +343,29 @@ void M3DImporter::importTextures()
mScene->mTextures = new aiTexture*[m3d->numtexture];
for(i = 0; i < m3d->numtexture; i++) {
unsigned int j, k;
t = &m3d->texture[i];
if(!t->w || !t->h || !t->f || !t->d) continue;
aiTexture *tx = new aiTexture;
strcpy(tx->achFormatHint, "rgba8888");
strcpy(tx->achFormatHint, formatHint[t->f - 1]);
tx->mFilename = aiString(std::string(t->name) + ".png");
tx->mWidth = t->w;
tx->mHeight = t->h;
tx->pcData = new aiTexel[ tx->mWidth*tx->mHeight ];
memcpy(tx->pcData, t->d, tx->mWidth*tx->mHeight*4);
for(j = k = 0; j < tx->mWidth*tx->mHeight; j++) {
switch(t->f) {
case 1: tx->pcData[j].g = t->d[k++]; break;
case 2: tx->pcData[j].g = t->d[k++]; tx->pcData[j].a = t->d[k++]; break;
case 3:
tx->pcData[j].r = t->d[k++]; tx->pcData[j].g = t->d[k++];
tx->pcData[j].b = t->d[k++]; tx->pcData[j].a = 255;
break;
case 4:
tx->pcData[j].r = t->d[k++]; tx->pcData[j].g = t->d[k++];
tx->pcData[j].b = t->d[k++]; tx->pcData[j].a = t->d[k++];
break;
}
}
mScene->mTextures[i] = tx;
}
}
@ -372,9 +396,14 @@ void M3DImporter::importMeshes()
// we must switch mesh if material changes
if(lastMat != m3d->face[i].materialid) {
lastMat = m3d->face[i].materialid;
if(pMesh && vertices->size() && faces->size()) {
if(pMesh && vertices && vertices->size() && faces && faces->size()) {
populateMesh(pMesh, faces, vertices, normals, texcoords, colors, vertexids);
meshes->push_back(pMesh);
delete faces;
delete vertices;
delete normals;
delete texcoords;
delete colors;
delete vertexids; // this is not stored in pMesh, just to collect bone vertices
}
pMesh = new aiMesh;
@ -574,15 +603,15 @@ void M3DImporter::convertPose(aiMatrix4x4 *m, unsigned int posid, unsigned int o
m->a2 = m->a3 = m->b1 = m->b3 = m->c1 = m->c2 = 0.0;
m->a1 = m->b2 = m->c3 = -1.0;
} else {
m->a1 = 1 - 2 * (q->y * q->y + q->z * q->z); if(m->a1 > -1e-7 && m->a1 < 1e-7) m->a1 = 0.0;
m->a2 = 2 * (q->x * q->y - q->z * q->w); if(m->a2 > -1e-7 && m->a2 < 1e-7) m->a2 = 0.0;
m->a3 = 2 * (q->x * q->z + q->y * q->w); if(m->a3 > -1e-7 && m->a3 < 1e-7) m->a3 = 0.0;
m->b1 = 2 * (q->x * q->y + q->z * q->w); if(m->b1 > -1e-7 && m->b1 < 1e-7) m->b1 = 0.0;
m->b2 = 1 - 2 * (q->x * q->x + q->z * q->z); if(m->b2 > -1e-7 && m->b2 < 1e-7) m->b2 = 0.0;
m->b3 = 2 * (q->y * q->z - q->x * q->w); if(m->b3 > -1e-7 && m->b3 < 1e-7) m->b3 = 0.0;
m->c1 = 2 * (q->x * q->z - q->y * q->w); if(m->c1 > -1e-7 && m->c1 < 1e-7) m->c1 = 0.0;
m->c2 = 2 * (q->y * q->z + q->x * q->w); if(m->c2 > -1e-7 && m->c2 < 1e-7) m->c2 = 0.0;
m->c3 = 1 - 2 * (q->x * q->x + q->y * q->y); if(m->c3 > -1e-7 && m->c3 < 1e-7) m->c3 = 0.0;
m->a1 = 1 - 2 * (q->y * q->y + q->z * q->z); if(m->a1 > -M3D_EPSILON && m->a1 < M3D_EPSILON) m->a1 = 0.0;
m->a2 = 2 * (q->x * q->y - q->z * q->w); if(m->a2 > -M3D_EPSILON && m->a2 < M3D_EPSILON) m->a2 = 0.0;
m->a3 = 2 * (q->x * q->z + q->y * q->w); if(m->a3 > -M3D_EPSILON && m->a3 < M3D_EPSILON) m->a3 = 0.0;
m->b1 = 2 * (q->x * q->y + q->z * q->w); if(m->b1 > -M3D_EPSILON && m->b1 < M3D_EPSILON) m->b1 = 0.0;
m->b2 = 1 - 2 * (q->x * q->x + q->z * q->z); if(m->b2 > -M3D_EPSILON && m->b2 < M3D_EPSILON) m->b2 = 0.0;
m->b3 = 2 * (q->y * q->z - q->x * q->w); if(m->b3 > -M3D_EPSILON && m->b3 < M3D_EPSILON) m->b3 = 0.0;
m->c1 = 2 * (q->x * q->z - q->y * q->w); if(m->c1 > -M3D_EPSILON && m->c1 < M3D_EPSILON) m->c1 = 0.0;
m->c2 = 2 * (q->y * q->z + q->x * q->w); if(m->c2 > -M3D_EPSILON && m->c2 < M3D_EPSILON) m->c2 = 0.0;
m->c3 = 1 - 2 * (q->x * q->x + q->y * q->y); if(m->c3 > -M3D_EPSILON && m->c3 < M3D_EPSILON) m->c3 = 0.0;
}
/* set translation */

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@ -75,7 +75,7 @@ static const aiMatProp aiProps[] = {
{ AI_MATKEY_REFLECTIVITY }, /* m3dp_Pm */
{ NULL, 0, 0 }, /* m3dp_Ps */
{ AI_MATKEY_REFRACTI }, /* m3dp_Ni */
{ NULL, 0, 0 },
{ NULL, 0, 0 }, /* m3dp_Nt */
{ NULL, 0, 0 },
{ NULL, 0, 0 },
{ NULL, 0, 0 }
@ -97,7 +97,7 @@ static const aiMatProp aiTxProps[] = {
{ AI_MATKEY_TEXTURE(aiTextureType_METALNESS,0) }, /* m3dp_map_Pm */
{ NULL, 0, 0 }, /* m3dp_map_Ps */
{ AI_MATKEY_TEXTURE(aiTextureType_AMBIENT_OCCLUSION,0) },/* m3dp_map_Ni */
{ NULL, 0, 0 },
{ NULL, 0, 0 }, /* m3dp_map_Nt */
{ NULL, 0, 0 },
{ NULL, 0, 0 },
{ NULL, 0, 0 }

File diff suppressed because it is too large Load Diff

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@ -54,7 +54,7 @@ class utM3DImportExport : public AbstractImportExportBase {
public:
virtual bool importerTest() {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/M3D/WusonBlitz0.m3d", aiProcess_ValidateDataStructure );
const aiScene *scene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/M3D/cube_normals.m3d", aiProcess_ValidateDataStructure );
#ifndef ASSIMP_BUILD_NO_M3D_IMPORTER
return nullptr != scene;
#else