diff --git a/Readme.md b/Readme.md index f749993fd..f02a3b617 100644 --- a/Readme.md +++ b/Readme.md @@ -67,6 +67,7 @@ __Importers__: - [LWO](https://en.wikipedia.org/wiki/LightWave_3D) - LWS - LXO +- [M3D](https://gitlab.com/bztsrc/model3d) - MD2 - MD3 - MD5 diff --git a/code/CMakeLists.txt b/code/CMakeLists.txt index eec805b54..910a43562 100644 --- a/code/CMakeLists.txt +++ b/code/CMakeLists.txt @@ -407,6 +407,18 @@ ADD_ASSIMP_IMPORTER( LWS LWS/LWSLoader.h ) +ADD_ASSIMP_IMPORTER( M3D + M3D/M3DMaterials.h + M3D/M3DImporter.h + M3D/M3DImporter.cpp + M3D/m3d.h +) + +ADD_ASSIMP_EXPORTER( M3D + M3D/M3DExporter.h + M3D/M3DExporter.cpp +) + ADD_ASSIMP_IMPORTER( MD2 MD2/MD2FileData.h MD2/MD2Loader.cpp diff --git a/code/Common/Exporter.cpp b/code/Common/Exporter.cpp index 34d49c472..4ce1a2bd8 100644 --- a/code/Common/Exporter.cpp +++ b/code/Common/Exporter.cpp @@ -102,6 +102,8 @@ void ExportSceneX3D(const char*, IOSystem*, const aiScene*, const ExportProperti void ExportSceneFBX(const char*, IOSystem*, const aiScene*, const ExportProperties*); void ExportSceneFBXA(const char*, IOSystem*, const aiScene*, const ExportProperties*); void ExportScene3MF( const char*, IOSystem*, const aiScene*, const ExportProperties* ); +void ExportSceneM3D(const char*, IOSystem*, const aiScene*, const ExportProperties*); +void ExportSceneA3D(const char*, IOSystem*, const aiScene*, const ExportProperties*); void ExportAssimp2Json(const char* , IOSystem*, const aiScene* , const Assimp::ExportProperties*); // ------------------------------------------------------------------------------------------------ @@ -179,6 +181,11 @@ Exporter::ExportFormatEntry gExporters[] = Exporter::ExportFormatEntry( "fbxa", "Autodesk FBX (ascii)", "fbx", &ExportSceneFBXA, 0 ), #endif +#ifndef ASSIMP_BUILD_NO_M3D_EXPORTER + Exporter::ExportFormatEntry( "m3d", "Model 3D (binary)", "m3d", &ExportSceneM3D, 0 ), + Exporter::ExportFormatEntry( "a3d", "Model 3D (ascii)", "m3d", &ExportSceneA3D, 0 ), +#endif + #ifndef ASSIMP_BUILD_NO_3MF_EXPORTER Exporter::ExportFormatEntry( "3mf", "The 3MF-File-Format", "3mf", &ExportScene3MF, 0 ), #endif diff --git a/code/Common/ImporterRegistry.cpp b/code/Common/ImporterRegistry.cpp index 32ac3b416..b9f28f035 100644 --- a/code/Common/ImporterRegistry.cpp +++ b/code/Common/ImporterRegistry.cpp @@ -197,6 +197,9 @@ corresponding preprocessor flag to selectively disable formats. #ifndef ASSIMP_BUILD_NO_MMD_IMPORTER # include "MMD/MMDImporter.h" #endif +#ifndef ASSIMP_BUILD_NO_M3D_IMPORTER +# include "M3D/M3DImporter.h" +#endif #ifndef ASSIMP_BUILD_NO_STEP_IMPORTER # include "Importer/StepFile/StepFileImporter.h" #endif @@ -223,6 +226,9 @@ void GetImporterInstanceList(std::vector< BaseImporter* >& out) #if (!defined ASSIMP_BUILD_NO_3DS_IMPORTER) out.push_back( new Discreet3DSImporter()); #endif +#if (!defined ASSIMP_BUILD_NO_M3D_IMPORTER) + out.push_back( new M3DImporter()); +#endif #if (!defined ASSIMP_BUILD_NO_MD3_IMPORTER) out.push_back( new MD3Importer()); #endif diff --git a/code/M3D/M3DExporter.cpp b/code/M3D/M3DExporter.cpp new file mode 100644 index 000000000..35cae078a --- /dev/null +++ b/code/M3D/M3DExporter.cpp @@ -0,0 +1,392 @@ +/* +Open Asset Import Library (assimp) +---------------------------------------------------------------------- + +Copyright (c) 2006-2019, assimp team +Copyright (c) 2019 bzt + +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. + +---------------------------------------------------------------------- +*/ +#ifndef ASSIMP_BUILD_NO_EXPORT +#ifndef ASSIMP_BUILD_NO_M3D_EXPORTER + +#define M3D_IMPLEMENTATION +#define M3D_NOIMPORTER +#define M3D_EXPORTER +#define M3D_ASCII +#ifndef ASSIMP_BUILD_NO_M3D_IMPORTER +#define M3D_NODUP +#endif + +// Header files, standard library. +#include // shared_ptr +#include +#include + +#include // aiGetVersion +#include +#include +#include +#include // StreamWriterLE +#include // DeadlyExportError +#include // aiTextureType +#include +#include +#include "M3DExporter.h" +#include "M3DMaterials.h" + +// RESOURCES: +// https://gitlab.com/bztsrc/model3d/blob/master/docs/m3d_format.md +// https://gitlab.com/bztsrc/model3d/blob/master/docs/a3d_format.md + +/* + * Currently supports static meshes, vertex colors, materials, textures + * + * For animation, it would require the following conversions: + * - aiNode (bones) -> m3d_t.bone (with parent id, position vector and oriantation quaternion) + * - aiMesh.aiBone -> m3d_t.skin (per vertex, with bone id, weight pairs) + * - aiAnimation -> m3d_action (frame with timestamp and list of bone id, position, orientation + * triplets, instead of per bone timestamp + lists) + */ +using namespace Assimp; + +namespace Assimp { + + // --------------------------------------------------------------------- + // Worker function for exporting a scene to binary M3D. + // Prototyped and registered in Exporter.cpp + void ExportSceneM3D ( + const char* pFile, + IOSystem* pIOSystem, + const aiScene* pScene, + const ExportProperties* pProperties + ){ + // initialize the exporter + M3DExporter exporter(pScene, pProperties); + + // perform binary export + exporter.doExport(pFile, pIOSystem, false); + } + + // --------------------------------------------------------------------- + // Worker function for exporting a scene to ASCII A3D. + // Prototyped and registered in Exporter.cpp + void ExportSceneA3D ( + const char* pFile, + IOSystem* pIOSystem, + const aiScene* pScene, + const ExportProperties* pProperties + + ){ + // initialize the exporter + M3DExporter exporter(pScene, pProperties); + + // perform ascii export + exporter.doExport(pFile, pIOSystem, true); + } + +} // end of namespace Assimp + +// ------------------------------------------------------------------------------------------------ +M3DExporter::M3DExporter ( const aiScene* pScene, const ExportProperties* pProperties ) +: mScene(pScene) +, mProperties(pProperties) +, outfile() +, m3d(nullptr) { } + +// ------------------------------------------------------------------------------------------------ +void M3DExporter::doExport ( + const char* pFile, + IOSystem* pIOSystem, + bool toAscii +){ + // TODO: convert mProperties into M3D_EXP_* flags + (void)mProperties; + + // open the indicated file for writing (in binary / ASCII mode) + outfile.reset(pIOSystem->Open(pFile, toAscii ? "wt" : "wb")); + if (!outfile) { + throw DeadlyExportError( "could not open output .m3d file: " + std::string(pFile) ); + } + + // use malloc() here because m3d_free() will call free() + m3d = (m3d_t*)malloc(sizeof(m3d_t)); + if(!m3d) { + throw DeadlyExportError( "memory allocation error" ); + } + memset(m3d, 0, sizeof(m3d_t)); + m3d->name = _m3d_safestr((char*)&mScene->mRootNode->mName.data, 2); + + // Create a model from assimp structures + aiMatrix4x4 m; + NodeWalk(mScene->mRootNode, m); + + // serialize the structures + unsigned int size; + unsigned char *output = m3d_save(m3d, M3D_EXP_FLOAT, + M3D_EXP_EXTRA | (toAscii ? M3D_EXP_ASCII : 0), &size); + m3d_free(m3d); + if(!output || size < 8) { + throw DeadlyExportError( "unable to serialize into Model 3D" ); + } + + // Write out serialized model + outfile->Write(output, size, 1); + + // explicitly release file pointer, + // so we don't have to rely on class destruction. + outfile.reset(); +} + +// ------------------------------------------------------------------------------------------------ +// recursive node walker +void M3DExporter::NodeWalk(const aiNode* pNode, aiMatrix4x4 m) +{ + unsigned int i, j, k, l, n, mi, idx; + aiMatrix4x4 nm = m * pNode->mTransformation; + m3dv_t vertex; + m3dti_t ti; + + for(i = 0; i < pNode->mNumMeshes; i++) { + const aiMesh *mesh = mScene->mMeshes[pNode->mMeshes[i]]; + + mi = (M3D_INDEX)-1U; + if(mScene->mMaterials) { + // get the material for this mesh + mi = addMaterial(mScene->mMaterials[mesh->mMaterialIndex]); + } + // iterate through the mesh faces + for(j = 0; j < mesh->mNumFaces; j++) { + const aiFace* face = &(mesh->mFaces[j]); + // only triangle meshes supported for now + if(face->mNumIndices != 3) { + throw DeadlyExportError( "use aiProcess_Triangulate before export" ); + } + // add triangle to the output + n = m3d->numface++; + m3d->face = (m3df_t*)M3D_REALLOC(m3d->face, + m3d->numface * sizeof(m3df_t)); + if(!m3d->face) { + throw DeadlyExportError( "memory allocation error" ); + } + /* set all index to -1 by default */ + memset(&m3d->face[n], 255, sizeof(m3df_t)); + m3d->face[n].materialid = mi; + for(k = 0; k < face->mNumIndices; k++) { + // get the vertex's index + l = face->mIndices[k]; + // multiply the position vector by the transformation matrix + aiVector3D v = mesh->mVertices[l]; + v *= nm; + memset(&vertex, 0, sizeof(m3dv_t)); + vertex.x = v.x; + vertex.y = v.y; + vertex.z = v.z; + vertex.w = 1.0; + // add color if defined + 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, + &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->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); + m3d->face[n].normal[k] = (M3D_INDEX)idx; + } + } + } + } + // repeat for the children nodes + for (i = 0; i < pNode->mNumChildren; i++) { + NodeWalk(pNode->mChildren[i], nm); + } +} + +// ------------------------------------------------------------------------------------------------ +// convert aiColor4D into uint32_t +uint32_t M3DExporter::mkColor(aiColor4D* c) +{ + return ((uint8_t)(c->a*255) << 24L) | + ((uint8_t)(c->b*255) << 16L) | + ((uint8_t)(c->g*255) << 8L) | + ((uint8_t)(c->r*255) << 0L); +} + +// ------------------------------------------------------------------------------------------------ +// add a material to the output +M3D_INDEX M3DExporter::addMaterial(const aiMaterial *mat) +{ + unsigned int i, j, k, mi = -1U; + aiColor4D c; + aiString name; + ai_real f; + char *fn; + + if(mat && mat->Get(AI_MATKEY_NAME, name) == AI_SUCCESS && name.length && + strcmp((char*)&name.data, AI_DEFAULT_MATERIAL_NAME)) { + // check if we have saved a material by this name. This has to be done + // because only the referenced materials should be added to the output + for(i = 0; i < m3d->nummaterial; i++) + if(!strcmp((char*)&name.data, m3d->material[i].name)) { + mi = i; + break; + } + // if not found, add the material to the output + if(mi == -1U) { + mi = m3d->nummaterial++; + m3d->material = (m3dm_t*)M3D_REALLOC(m3d->material, m3d->nummaterial + * sizeof(m3dm_t)); + if(!m3d->material) { + throw DeadlyExportError( "memory allocation error" ); + } + m3d->material[mi].name = _m3d_safestr((char*)&name.data, 0); + m3d->material[mi].numprop = 0; + m3d->material[mi].prop = NULL; + // iterate through the material property table and see what we got + for(k = 0; + k < sizeof(m3d_propertytypes)/sizeof(m3d_propertytypes[0]); + k++) { + if(m3d_propertytypes[k].format == m3dpf_map) + continue; + if(aiProps[k].pKey) { + switch(m3d_propertytypes[k].format) { + case m3dpf_color: + if(mat->Get(aiProps[k].pKey, aiProps[k].type, + aiProps[k].index, c) == AI_SUCCESS) + addProp(&m3d->material[mi], + m3d_propertytypes[k].id, mkColor(&c)); + break; + case m3dpf_float: + if(mat->Get(aiProps[k].pKey, aiProps[k].type, + aiProps[k].index, f) == AI_SUCCESS) + addProp(&m3d->material[mi], + m3d_propertytypes[k].id, + /* not (uint32_t)f, because we don't want to convert + * it, we want to see it as 32 bits of memory */ + *((uint32_t*)&f)); + break; + case m3dpf_uint8: + if(mat->Get(aiProps[k].pKey, aiProps[k].type, + aiProps[k].index, j) == AI_SUCCESS) { + // special conversion for illumination model property + if(m3d_propertytypes[k].id == m3dp_il) { + switch(j) { + case aiShadingMode_NoShading: j = 0; break; + case aiShadingMode_Phong: j = 2; break; + default: j = 1; break; + } + } + addProp(&m3d->material[mi], + m3d_propertytypes[k].id, j); + } + break; + default: + if(mat->Get(aiProps[k].pKey, aiProps[k].type, + aiProps[k].index, j) == AI_SUCCESS) + addProp(&m3d->material[mi], + m3d_propertytypes[k].id, j); + break; + } + } + if(aiTxProps[k].pKey && + mat->GetTexture((aiTextureType)aiTxProps[k].type, + aiTxProps[k].index, &name, NULL, NULL, NULL, + NULL, NULL) == AI_SUCCESS) { + for(j = name.length-1; j > 0 && name.data[j]!='.'; j++); + if(j && name.data[j]=='.' && + (name.data[j+1]=='p' || name.data[j+1]=='P') && + (name.data[j+1]=='n' || name.data[j+1]=='N') && + (name.data[j+1]=='g' || name.data[j+1]=='G')) + name.data[j]=0; + // do we have this texture saved already? + fn = _m3d_safestr((char*)&name.data, 0); + for(j = 0, i = -1U; j < m3d->numtexture; j++) + if(!strcmp(fn, m3d->texture[j].name)) { + i = j; + free(fn); + break; + } + if(i == -1U) { + i = m3d->numtexture++; + m3d->texture = (m3dtx_t*)M3D_REALLOC( + m3d->texture, + m3d->numtexture * sizeof(m3dtx_t)); + if(!m3d->texture) { + throw DeadlyExportError( "memory allocation error" ); + } + // we don't need the texture itself, only its name + m3d->texture[i].name = fn; + m3d->texture[i].w = 0; + m3d->texture[i].h = 0; + m3d->texture[i].d = NULL; + } + addProp(&m3d->material[mi], + m3d_propertytypes[k].id + 128, i); + } + } + } + } + return mi; +} + +// ------------------------------------------------------------------------------------------------ +// add a material property to the output +void M3DExporter::addProp(m3dm_t *m, uint8_t type, uint32_t value) +{ + unsigned int i; + i = m->numprop++; + m->prop = (m3dp_t*)M3D_REALLOC(m->prop, m->numprop * sizeof(m3dp_t)); + if(!m->prop) { throw DeadlyExportError( "memory allocation error" ); } + m->prop[i].type = type; + m->prop[i].value.num = value; +} + +#endif // ASSIMP_BUILD_NO_M3D_EXPORTER +#endif // ASSIMP_BUILD_NO_EXPORT diff --git a/code/M3D/M3DExporter.h b/code/M3D/M3DExporter.h new file mode 100644 index 000000000..dfcff8bc9 --- /dev/null +++ b/code/M3D/M3DExporter.h @@ -0,0 +1,98 @@ +/* +Open Asset Import Library (assimp) +---------------------------------------------------------------------- + +Copyright (c) 2006-2019, assimp team +Copyright (c) 2019 bzt + +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. + +---------------------------------------------------------------------- +*/ + +/** @file M3DExporter.h +* @brief Declares the exporter class to write a scene to a Model 3D file +*/ +#ifndef AI_M3DEXPORTER_H_INC +#define AI_M3DEXPORTER_H_INC + +#ifndef ASSIMP_BUILD_NO_M3D_EXPORTER + +#include "m3d.h" + +#include +//#include +#include // StreamWriterLE +#include // DeadlyExportError + +#include // shared_ptr + +struct aiScene; +struct aiNode; +struct aiMaterial; +struct aiFace; + +namespace Assimp +{ + class IOSystem; + class IOStream; + class ExportProperties; + + // --------------------------------------------------------------------- + /** Helper class to export a given scene to an M3D file. */ + // --------------------------------------------------------------------- + class M3DExporter + { + public: + /// Constructor for a specific scene to export + M3DExporter(const aiScene* pScene, const ExportProperties* pProperties); + // call this to do the actual export + void doExport(const char* pFile, IOSystem* pIOSystem, bool toAscii); + + private: + const aiScene* mScene; // the scene to export + const ExportProperties* mProperties; // currently unused + std::shared_ptr outfile; // file to write to + m3d_t *m3d; // model for the C library to convert to + + // helper to do the recursive walking + void NodeWalk(const aiNode* pNode, aiMatrix4x4 m); + uint32_t mkColor(aiColor4D* c); + M3D_INDEX addMaterial(const aiMaterial *mat); + void addProp(m3dm_t *m, uint8_t type, uint32_t value); + }; +} + +#endif // ASSIMP_BUILD_NO_M3D_EXPORTER + +#endif // AI_M3DEXPORTER_H_INC diff --git a/code/M3D/M3DImporter.cpp b/code/M3D/M3DImporter.cpp new file mode 100644 index 000000000..76ba51364 --- /dev/null +++ b/code/M3D/M3DImporter.cpp @@ -0,0 +1,734 @@ +/* +Open Asset Import Library (assimp) +---------------------------------------------------------------------- + +Copyright (c) 2006-2019, assimp team +Copyright (c) 2019 bzt + +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. + +---------------------------------------------------------------------- +*/ + +#ifndef ASSIMP_BUILD_NO_M3D_IMPORTER + +#define M3D_IMPLEMENTATION +#define M3D_ASCII + +#include +#include +#include +#include +#include +#include +#include +#include +#include "M3DImporter.h" +#include "M3DMaterials.h" + +// RESOURCES: +// https://gitlab.com/bztsrc/model3d/blob/master/docs/m3d_format.md +// https://gitlab.com/bztsrc/model3d/blob/master/docs/a3d_format.md + +/* + Unfortunately aiNode has bone structures and meshes too, yet we can't assign + the mesh to a bone aiNode as a skin may refer to several aiNodes. Therefore + I've decided to import into this structure: + + aiScene->mRootNode + | |->mMeshes (all the meshes) + | \->children (empty if there's no skeleton imported, no meshes) + | \->skeleton root aiNode* + | |->bone aiNode + | | \->subbone aiNode + | |->bone aiNode + | | ... + | \->bone aiNode + \->mMeshes[] + \->aiBone, referencing mesh-less aiNodes from above + + * - normally one, but if a model has several skeleton roots, then all of them + are listed in aiScene->mRootNode->children, but all without meshes +*/ + +static const aiImporterDesc desc = { + "Model 3D Importer", + "", + "", + "", + aiImporterFlags_SupportBinaryFlavour, + 0, + 0, + 0, + 0, + "m3d a3d" +}; + +// workaround: the SDK expects a C callback, but we want to use Assimp::IOSystem to implement that +extern "C" { + struct Assimp::IOSystem* m3dimporter_pIOHandler; + + unsigned char *m3dimporter_readfile(char *fn, unsigned int *size) { + ai_assert( nullptr != fn ); + ai_assert( nullptr != size ); + std::string file(fn); + std::unique_ptr pStream( 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)) { + 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; + } +} + +namespace Assimp { + +using namespace std; + +// ------------------------------------------------------------------------------------------------ +// Default constructor +M3DImporter::M3DImporter() +: mScene(nullptr) +, m3d(nullptr) { } + +// ------------------------------------------------------------------------------------------------ +// Destructor. +M3DImporter::~M3DImporter() {} + +// ------------------------------------------------------------------------------------------------ +// Returns true, if file is a binary or ASCII Model 3D file. +bool M3DImporter::CanRead(const std::string& pFile, IOSystem* pIOHandler , bool checkSig) const { + const std::string extension = GetExtension(pFile); + + if (extension == "m3d" || extension == "a3d") + return true; + else if (!extension.length() || checkSig) { + if (!pIOHandler) { + return true; + } + /* + * don't use CheckMagicToken because that checks with swapped bytes too, leading to false + * positives. This magic is not uint32_t, but char[4], so memcmp is the best way + + const char* tokens[] = {"3DMO", "3dmo"}; + return CheckMagicToken(pIOHandler,pFile,tokens,2,0,4); + */ + std::unique_ptr pStream (pIOHandler->Open(pFile, "rb")); + unsigned char data[4]; + if(4 != pStream->Read(data,1,4)) { + return false; + } + return !memcmp(data, "3DMO", 4) /* bin */ || !memcmp(data, "3dmo", 4) /* ASCII */; + } + return false; +} + +// ------------------------------------------------------------------------------------------------ +const aiImporterDesc* M3DImporter::GetInfo() const { + return &desc; +} + +// ------------------------------------------------------------------------------------------------ +// Model 3D import implementation +void M3DImporter::InternReadFile( const std::string &file, aiScene* pScene, IOSystem* pIOHandler) { + // Read file into memory + std::unique_ptr pStream( pIOHandler->Open( file, "rb")); + if( !pStream.get() ) { + throw DeadlyImportError( "Failed to open file " + file + "." ); + } + + // Get the file-size and validate it, throwing an exception when fails + size_t fileSize = pStream->FileSize(); + if( fileSize < 8 ) { + throw DeadlyImportError( "M3D-file " + file + " is too small." ); + } + unsigned char data[fileSize]; + if(fileSize != pStream->Read(data,1,fileSize)) { + throw DeadlyImportError( "Failed to read the file " + file + "." ); + } + + // Get the path for external assets + std::string folderName( "./" ); + std::string::size_type pos = file.find_last_of( "\\/" ); + if ( pos != std::string::npos ) { + folderName = file.substr( 0, pos ); + if ( !folderName.empty() ) { + pIOHandler->PushDirectory( folderName ); + } + } + // pass this IOHandler to the C callback + m3dimporter_pIOHandler = pIOHandler; + + //DefaultLogger::create("/dev/stderr", Logger::VERBOSE); + ASSIMP_LOG_DEBUG_F("M3D: loading ", file); + + // let the C SDK do the hard work for us + m3d = m3d_load(&data[0], m3dimporter_readfile, free, nullptr); + m3dimporter_pIOHandler = nullptr; + if( !m3d ) { + throw DeadlyImportError( "Unable to parse " + file + " as M3D." ); + } + + // create the root node + pScene->mRootNode = new aiNode; + pScene->mRootNode->mName = aiString(std::string(std::string(m3d->name))); + pScene->mRootNode->mTransformation = aiMatrix4x4(); + pScene->mRootNode->mNumChildren = 0; + mScene = pScene; + + ASSIMP_LOG_DEBUG("M3D: root node " + std::string(m3d->name)); + + // now we just have to fill up the Assimp structures in pScene + importMaterials(); + importTextures(); + importBones(-1U, pScene->mRootNode); + importMeshes(); + importAnimations(); + + // we don't need the SDK's version any more + m3d_free(m3d); + + // Pop directory stack + if ( pIOHandler->StackSize() > 0 ) { + pIOHandler->PopDirectory(); + } +} + +// ------------------------------------------------------------------------------------------------ +// convert materials. properties are converted using a static table in M3DMaterials.h +void M3DImporter::importMaterials() +{ + unsigned int i, j, k, l, n; + m3dm_t *m; + aiString name = aiString(AI_DEFAULT_MATERIAL_NAME); + aiColor4D c; + ai_real f; + + ai_assert(mScene != nullptr); + ai_assert(m3d != nullptr); + + mScene->mNumMaterials = m3d->nummaterial + 1; + mScene->mMaterials = new aiMaterial*[ m3d->nummaterial + 1 ]; + + ASSIMP_LOG_DEBUG_F("M3D: importMaterials ", mScene->mNumMaterials); + + // add a default material as first + aiMaterial* mat = new aiMaterial; + mat->AddProperty( &name, AI_MATKEY_NAME ); + c.a = 1.0; c.b = c.g = c.r = 0.6; + mat->AddProperty( &c, 1, AI_MATKEY_COLOR_DIFFUSE); + mScene->mMaterials[0] = mat; + + for(i = 0; i < m3d->nummaterial; i++) { + m = &m3d->material[i]; + aiMaterial* mat = new aiMaterial; + name.Set(std::string(m->name)); + mat->AddProperty( &name, AI_MATKEY_NAME ); + for(j = 0; j < m->numprop; j++) { + // look up property type + // 0 - 127 scalar values, + // 128 - 255 the same properties but for texture maps + k = 256; + for(l = 0; l < sizeof(m3d_propertytypes)/sizeof(m3d_propertytypes[0]); l++) + if(m->prop[j].type == m3d_propertytypes[l].id || + m->prop[j].type == m3d_propertytypes[l].id + 128) { + k = l; + break; + } + // should never happen, but be safe than sorry + if(k == 256) continue; + + // scalar properties + if(m->prop[j].type < 128 && aiProps[k].pKey) { + switch(m3d_propertytypes[k].format) { + case m3dpf_color: + c = mkColor(m->prop[j].value.color); + mat->AddProperty(&c, 1, aiProps[k].pKey, aiProps[k].type, aiProps[k].index); + break; + case m3dpf_float: + f = m->prop[j].value.fnum; + mat->AddProperty(&f, 1, aiProps[k].pKey, aiProps[k].type, aiProps[k].index); + break; + default: + n = m->prop[j].value.num; + if(m->prop[j].type == m3dp_il) { + switch(n) { + case 0: n = aiShadingMode_NoShading; break; + case 2: n = aiShadingMode_Phong; break; + default: n = aiShadingMode_Gouraud; break; + } + } + mat->AddProperty(&n, 1, aiProps[k].pKey, aiProps[k].type, aiProps[k].index); + break; + } + } + // texture map properties + if(m->prop[j].type >= 128 && aiTxProps[k].pKey && + // extra check, should never happen, do we have the refered texture? + 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); + n = 0; + mat->AddProperty(&n, 1, _AI_MATKEY_UVWSRC_BASE, aiProps[k].type, aiProps[k].index); + } + } + mScene->mMaterials[i + 1] = mat; + } +} + +// ------------------------------------------------------------------------------------------------ +// import textures, this is the simplest of all +void M3DImporter::importTextures() +{ + unsigned int i; + m3dtx_t *t; + + ai_assert(mScene != nullptr); + ai_assert(m3d != nullptr); + + mScene->mNumTextures = m3d->numtexture; + ASSIMP_LOG_DEBUG_F("M3D: importTextures ", mScene->mNumTextures); + + if(!m3d->numtexture) + return; + + mScene->mTextures = new aiTexture*[m3d->numtexture]; + for(i = 0; i < m3d->numtexture; i++) { + t = &m3d->texture[i]; + aiTexture *tx = new aiTexture; + strcpy(tx->achFormatHint, "rgba8888"); + 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); + mScene->mTextures[i] = tx; + } +} + +// ------------------------------------------------------------------------------------------------ +// this is tricky. M3D has a global vertex and UV list, and faces are indexing them +// individually. In assimp there're per mesh vertex and UV lists, and they must be +// indexed simultaneously. +void M3DImporter::importMeshes() +{ + unsigned int i, j, k, l, numpoly = 3, lastMat = -2U; + std::vector *meshes = new std::vector(); + std::vector *faces = nullptr; + std::vector *vertices = nullptr; + std::vector *normals = nullptr; + std::vector *texcoords = nullptr; + std::vector *colors = nullptr; + std::vector *vertexids = nullptr; + aiMesh *pMesh = nullptr; + + ai_assert(mScene != nullptr); + ai_assert(m3d != nullptr); + ai_assert(mScene->mRootNode != nullptr); + + ASSIMP_LOG_DEBUG_F("M3D: importMeshes ", m3d->numface); + + for(i = 0; i < m3d->numface; i++) { + // we must switch mesh if material changes + if(lastMat != m3d->face[i].materialid) { + lastMat = m3d->face[i].materialid; + if(pMesh && vertices->size() && faces->size()) { + populateMesh(pMesh, faces, vertices, normals, texcoords, colors, vertexids); + meshes->push_back(pMesh); + delete vertexids; // this is not stored in pMesh, just to collect bone vertices + } + pMesh = new aiMesh; + pMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE; + pMesh->mMaterialIndex = lastMat + 1; + faces = new std::vector(); + vertices = new std::vector(); + normals = new std::vector(); + texcoords = new std::vector(); + colors = new std::vector(); + vertexids = new std::vector(); + } + // add a face to temporary vector + aiFace *pFace = new aiFace; + pFace->mNumIndices = numpoly; + pFace->mIndices = new unsigned int[numpoly]; + for(j = 0; j < numpoly; j++) { + aiVector3D pos, uv, norm; + k = vertices->size(); + pFace->mIndices[j] = k; + l = m3d->face[i].vertex[j]; + pos.x = m3d->vertex[l].x; + pos.y = m3d->vertex[l].y; + pos.z = m3d->vertex[l].z; + vertices->push_back(pos); + colors->push_back(mkColor(m3d->vertex[l].color)); + // add a bone to temporary vector + if(m3d->vertex[l].skinid != -1U &&m3d->vertex[l].skinid != -2U && m3d->skin && m3d->bone) { + // this is complicated, because M3D stores a list of bone id / weight pairs per + // vertex but assimp uses lists of local vertex id/weight pairs per local bone list + vertexids->push_back(l); + } + l = m3d->face[i].texcoord[j]; + if(l != -1U) { + uv.x = m3d->tmap[l].u; + uv.y = m3d->tmap[l].v; + uv.z = 0.0; + texcoords->push_back(uv); + } + l = m3d->face[i].normal[j]; + if(l != -1U) { + norm.x = m3d->vertex[l].x; + norm.y = m3d->vertex[l].y; + norm.z = m3d->vertex[l].z; + normals->push_back(norm); + } + } + faces->push_back(*pFace); + delete pFace; + } + // if there's data left in the temporary vectors, flush them + if(pMesh && vertices->size() && faces->size()) { + populateMesh(pMesh, faces, vertices, normals, texcoords, colors, vertexids); + meshes->push_back(pMesh); + } + + // create global mesh list in scene + mScene->mNumMeshes = meshes->size(); + mScene->mMeshes = new aiMesh*[mScene->mNumMeshes]; + std::copy(meshes->begin(), meshes->end(), mScene->mMeshes); + + // create mesh indeces in root node + mScene->mRootNode->mNumMeshes = meshes->size(); + mScene->mRootNode->mMeshes = new unsigned int[meshes->size()]; + for(i = 0; i < meshes->size(); i++) { + mScene->mRootNode->mMeshes[i] = i; + } + + delete meshes; + if(faces) delete faces; + if(vertices) delete vertices; + if(normals) delete normals; + if(texcoords) delete texcoords; + if(colors) delete colors; + if(vertexids) delete vertexids; +} + +// ------------------------------------------------------------------------------------------------ +// a reentrant node parser. Otherwise this is simple +void M3DImporter::importBones(unsigned int parentid, aiNode *pParent) +{ + unsigned int i, n; + + ai_assert(pParent != nullptr); + ai_assert(mScene != nullptr); + ai_assert(m3d != nullptr); + + ASSIMP_LOG_DEBUG_F("M3D: importBones ", m3d->numbone, " parentid ", (int)parentid); + + for(n = 0, i = parentid + 1; i < m3d->numbone; i++) + if(m3d->bone[i].parent == parentid) n++; + pParent->mChildren = new aiNode*[n]; + + for(i = parentid + 1; i < m3d->numbone; i++) { + if(m3d->bone[i].parent == parentid) { + aiNode *pChild = new aiNode; + pChild->mParent = pParent; + pChild->mName = aiString(std::string(m3d->bone[i].name)); + convertPose(&pChild->mTransformation, m3d->bone[i].pos, m3d->bone[i].ori); + pChild->mNumChildren = 0; + pParent->mChildren[pParent->mNumChildren] = pChild; + pParent->mNumChildren++; + importBones(i, pChild); + } + } +} + +// ------------------------------------------------------------------------------------------------ +// this is another headache. M3D stores list of changed bone id/position/orientation triplets and +// a timestamp per frame, but assimp needs timestamp and lists of position, orientation lists per +// bone, so we have to convert between the two conceptually different representation forms +void M3DImporter::importAnimations() +{ + unsigned int i, j, k, l, n, pos, ori; + double t; + m3da_t *a; + + ai_assert(mScene != nullptr); + ai_assert(m3d != nullptr); + + mScene->mNumAnimations = m3d->numaction; + + ASSIMP_LOG_DEBUG_F("M3D: importAnimations ", mScene->mNumAnimations); + + if(!m3d->numaction || !m3d->numbone) + return; + + mScene->mAnimations = new aiAnimation*[m3d->numaction]; + for(i = 0; i < m3d->numaction; i++) { + a = &m3d->action[i]; + aiAnimation *pAnim = new aiAnimation; + pAnim->mName = aiString(std::string(a->name)); + pAnim->mDuration = ((double)a->durationmsec) / 10; + pAnim->mTicksPerSecond = 100; + // now we know how many bones are referenced in this animation + pAnim->mNumChannels = m3d->numbone; + pAnim->mChannels = new aiNodeAnim*[pAnim->mNumChannels]; + for(l = 0; l < m3d->numbone; l++) { + pAnim->mChannels[l] = new aiNodeAnim; + pAnim->mChannels[l]->mNodeName = aiString(std::string(m3d->bone[l].name)); + // now n is the size of positions / orientations arrays + pAnim->mChannels[l]->mNumPositionKeys = pAnim->mChannels[l]->mNumRotationKeys = a->numframe; + pAnim->mChannels[l]->mPositionKeys = new aiVectorKey[a->numframe]; + pAnim->mChannels[l]->mRotationKeys = new aiQuatKey[a->numframe]; + pos = m3d->bone[l].pos; + ori = m3d->bone[l].ori; + for(j = n = 0; j < a->numframe; j++) { + t = ((double)a->frame[j].msec) / 10; + for(k = 0; k < a->frame[j].numtransform; k++) { + if(a->frame[j].transform[k].boneid == l) { + pos = a->frame[j].transform[k].pos; + ori = a->frame[j].transform[k].ori; + } + } + m3dv_t *v = &m3d->vertex[pos]; + m3dv_t *q = &m3d->vertex[ori]; + pAnim->mChannels[l]->mPositionKeys[j].mTime = t; + pAnim->mChannels[l]->mPositionKeys[j].mValue.x = v->x; + pAnim->mChannels[l]->mPositionKeys[j].mValue.y = v->y; + pAnim->mChannels[l]->mPositionKeys[j].mValue.z = v->z; + pAnim->mChannels[l]->mRotationKeys[j].mTime = t; + pAnim->mChannels[l]->mRotationKeys[j].mValue.w = q->w; + pAnim->mChannels[l]->mRotationKeys[j].mValue.x = q->x; + pAnim->mChannels[l]->mRotationKeys[j].mValue.y = q->y; + pAnim->mChannels[l]->mRotationKeys[j].mValue.z = q->z; + }// foreach frame + }// foreach bones + mScene->mAnimations[i] = pAnim; + } +} + +// ------------------------------------------------------------------------------------------------ +// convert uint32_t into aiColor4D +aiColor4D M3DImporter::mkColor(uint32_t c) { + aiColor4D color; + color.a = ((float)((c >> 24)&0xff)) / 255; + color.b = ((float)((c >> 16)&0xff)) / 255; + color.g = ((float)((c >> 8)&0xff)) / 255; + color.r = ((float)((c >> 0)&0xff)) / 255; + return color; +} + +// ------------------------------------------------------------------------------------------------ +// convert a position id and orientation id into a 4 x 4 transformation matrix +void M3DImporter::convertPose(aiMatrix4x4 *m, unsigned int posid, unsigned int orientid) +{ + ai_assert(m != nullptr); + ai_assert(m3d != nullptr); + ai_assert(posid != -1U && posid < m3d->numvertex); + ai_assert(orientid != -1U && orientid < m3d->numvertex); + m3dv_t *p = &m3d->vertex[posid]; + m3dv_t *q = &m3d->vertex[orientid]; + + /* quaternion to matrix. Do NOT use aiQuaternion to aiMatrix3x3, gives bad results */ + if(q->x == 0.0 && q->y == 0.0 && q->z >= 0.7071065 && q->z <= 0.7071075 && q->w == 0.0) { + 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; + } + + /* set translation */ + m->a4 = p->x; m->b4 = p->y; m->c4 = p->z; + + m->d1 = 0; m->d2 = 0; m->d3 = 0; m->d4 = 1; +} + +// ------------------------------------------------------------------------------------------------ +// find a node by name +aiNode *M3DImporter::findNode(aiNode *pNode, aiString name) +{ + unsigned int i; + + ai_assert(pNode != nullptr); + ai_assert(mScene != nullptr); + + if(pNode->mName == name) + return pNode; + for(i = 0; i < pNode->mNumChildren; i++) { + aiNode *pChild = findNode(pNode->mChildren[i], name); + if(pChild) return pChild; + } + return nullptr; +} + +// ------------------------------------------------------------------------------------------------ +// fills up offsetmatrix in mBones +void M3DImporter::calculateOffsetMatrix(aiNode *pNode, aiMatrix4x4 *m) +{ + ai_assert(pNode != nullptr); + ai_assert(mScene != nullptr); + + if(pNode->mParent) { + calculateOffsetMatrix(pNode->mParent, m); + *m *= pNode->mTransformation; + } else { + *m = pNode->mTransformation; + } +} + +// ------------------------------------------------------------------------------------------------ +// because M3D has a global mesh, global vertex ids and stores materialid on the face, we need +// temporary lists to collect data for an aiMesh, which requires local arrays and local indeces +// this function fills up an aiMesh with those temporary lists +void M3DImporter::populateMesh(aiMesh *pMesh, std::vector *faces, std::vector *vertices, + std::vector *normals, std::vector *texcoords, std::vector *colors, + std::vector *vertexids) { + unsigned int i, j, k, s; + aiNode *pNode; + + ai_assert(pMesh != nullptr); + ai_assert(faces != nullptr); + ai_assert(vertices != nullptr); + ai_assert(normals != nullptr); + ai_assert(texcoords != nullptr); + ai_assert(colors != nullptr); + ai_assert(vertexids != nullptr); + ai_assert(m3d != nullptr); + + ASSIMP_LOG_DEBUG_F("M3D: populateMesh numvertices ", vertices->size(), " numfaces ", faces->size(), + " numnormals ", normals->size(), " numtexcoord ", texcoords->size(), " numbones ", m3d->numbone); + + if(vertices->size() && faces->size()) { + pMesh->mNumFaces = faces->size(); + pMesh->mFaces = new aiFace[pMesh->mNumFaces]; + std::copy(faces->begin(), faces->end(), pMesh->mFaces); + pMesh->mNumVertices = vertices->size(); + pMesh->mVertices = new aiVector3D[pMesh->mNumVertices]; + std::copy(vertices->begin(), vertices->end(), pMesh->mVertices); + if(normals->size() == vertices->size()) { + pMesh->mNormals = new aiVector3D[pMesh->mNumVertices]; + std::copy(normals->begin(), normals->end(), pMesh->mNormals); + } + if(texcoords->size() == vertices->size()) { + pMesh->mTextureCoords[0] = new aiVector3D[pMesh->mNumVertices]; + std::copy(texcoords->begin(), texcoords->end(), pMesh->mTextureCoords[0]); + pMesh->mNumUVComponents[0] = 2; + } + if(colors->size() == vertices->size()) { + pMesh->mColors[0] = new aiColor4D[pMesh->mNumVertices]; + std::copy(colors->begin(), colors->end(), pMesh->mColors[0]); + } + // this is complicated, because M3D stores a list of bone id / weight pairs per + // vertex but assimp uses lists of local vertex id/weight pairs per local bone list + pMesh->mNumBones = m3d->numbone; + /* we need aiBone with mOffsetMatrix for bones without weights as well */ + if(pMesh->mNumBones) { + pMesh->mBones = new aiBone*[pMesh->mNumBones]; + for(i = 0; i < m3d->numbone; i++) { + pMesh->mBones[i] = new aiBone; + pMesh->mBones[i]->mName = aiString(std::string(m3d->bone[i].name)); + pMesh->mBones[i]->mNumWeights = 0; + pNode = findNode(mScene->mRootNode, pMesh->mBones[i]->mName); + if(pNode) { + calculateOffsetMatrix(pNode, &pMesh->mBones[i]->mOffsetMatrix); + pMesh->mBones[i]->mOffsetMatrix.Inverse(); + } else + pMesh->mBones[i]->mOffsetMatrix = aiMatrix4x4(); + } + if(vertexids->size()) { + // first count how many vertices we have per bone + for(i = 0; i < vertexids->size(); i++) { + s = m3d->vertex[vertexids->at(i)].skinid; + if(s != -1U && s!= -2U) { + for(k = 0; k < M3D_NUMBONE && m3d->skin[s].weight[k] > 0.0; k++) { + aiString name = aiString(std::string(m3d->bone[m3d->skin[s].boneid[k]].name)); + for(j = 0; j < pMesh->mNumBones; j++) { + if(pMesh->mBones[j]->mName == name) { + pMesh->mBones[j]->mNumWeights++; + break; + } + } + } + } + } + // allocate mWeights + for(j = 0; j < pMesh->mNumBones; j++) { + aiBone *pBone = pMesh->mBones[j]; + if(pBone->mNumWeights) { + pBone->mWeights = new aiVertexWeight[pBone->mNumWeights]; + pBone->mNumWeights = 0; + } + } + // fill up with data + for(i = 0; i < vertexids->size(); i++) { + s = m3d->vertex[vertexids->at(i)].skinid; + if(s != -1U && s!= -2U) { + for(k = 0; k < M3D_NUMBONE && m3d->skin[s].weight[k] > 0.0; k++) { + aiString name = aiString(std::string(m3d->bone[m3d->skin[s].boneid[k]].name)); + for(j = 0; j < pMesh->mNumBones; j++) { + if(pMesh->mBones[j]->mName == name) { + aiBone *pBone = pMesh->mBones[j]; + pBone->mWeights[pBone->mNumWeights].mVertexId = i; + pBone->mWeights[pBone->mNumWeights].mWeight = m3d->skin[s].weight[k]; + pBone->mNumWeights++; + break; + } + } + } // foreach skin + } + } // foreach vertexids + } + } + } +} + +// ------------------------------------------------------------------------------------------------ + +} // Namespace Assimp + +#endif // !! ASSIMP_BUILD_NO_M3D_IMPORTER diff --git a/code/M3D/M3DImporter.h b/code/M3D/M3DImporter.h new file mode 100644 index 000000000..06cc757b6 --- /dev/null +++ b/code/M3D/M3DImporter.h @@ -0,0 +1,106 @@ +/* +Open Asset Import Library (assimp) +---------------------------------------------------------------------- + +Copyright (c) 2006-2019, assimp team +Copyright (c) 2019 bzt + +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. + +---------------------------------------------------------------------- +*/ + +/** @file M3DImporter.h +* @brief Declares the importer class to read a scene from a Model 3D file +*/ +#ifndef AI_M3DIMPORTER_H_INC +#define AI_M3DIMPORTER_H_INC + +#ifndef ASSIMP_BUILD_NO_M3D_IMPORTER + +#include "m3d.h" +#include +#include +#include + +struct aiMesh; +struct aiNode; +struct aiMaterial; +struct aiFace; + +namespace Assimp { + +class M3DImporter : public BaseImporter { +public: + /// \brief Default constructor + M3DImporter(); + + /// \brief Destructor + ~M3DImporter(); + +public: + /// \brief Returns whether the class can handle the format of the given file. + /// \remark See BaseImporter::CanRead() for details. + bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const; + +private: + aiScene* mScene; // the scene to import to + m3d_t *m3d; // model for the C library to convert from + + //! \brief Appends the supported extension. + const aiImporterDesc* GetInfo () const; + + //! \brief File import implementation. + void InternReadFile(const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler); + + void importMaterials(); + void importTextures(); + void importMeshes(); + void importBones(unsigned int parentid, aiNode *pParent); + void importAnimations(); + + // helper functions + aiColor4D mkColor(uint32_t c); + void convertPose(aiMatrix4x4 *m, unsigned int posid, unsigned int orientid); + aiNode *findNode(aiNode *pNode, aiString name); + void calculateOffsetMatrix(aiNode *pNode, aiMatrix4x4 *m); + void populateMesh(aiMesh *pMesh, std::vector *faces, std::vector *verteces, + std::vector *normals, std::vector *texcoords, std::vector *colors, + std::vector *vertexids); +}; + +} // Namespace Assimp + +#endif // ASSIMP_BUILD_NO_M3D_IMPORTER + +#endif // AI_M3DIMPORTER_H_INC diff --git a/code/M3D/M3DMaterials.h b/code/M3D/M3DMaterials.h new file mode 100644 index 000000000..86a802021 --- /dev/null +++ b/code/M3D/M3DMaterials.h @@ -0,0 +1,106 @@ +/* +Open Asset Import Library (assimp) +---------------------------------------------------------------------- + +Copyright (c) 2006-2019, assimp team +Copyright (c) 2019 bzt + +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. + +---------------------------------------------------------------------- +*/ + +/** @file M3DMaterials.h +* @brief Declares the Assimp and Model 3D file material type relations +*/ +#ifndef AI_M3DMATERIALS_H_INC +#define AI_M3DMATERIALS_H_INC + +/* + * In the m3d.h header, there's a static array which defines the material + * properties, called m3d_propertytypes. These must have the same size, and + * list the matching Assimp materials for those properties. Used by both the + * M3DImporter and the M3DExporter, so you have to define these relations + * only once. D.R.Y. and K.I.S.S. + */ +typedef struct { + char *pKey; + unsigned int type; + unsigned int index; +} aiMatProp; + +/* --- Scalar Properties --- !!!!! must match m3d_propertytypes !!!!! */ +static aiMatProp aiProps[] = { + { AI_MATKEY_COLOR_DIFFUSE }, /* m3dp_Kd */ + { AI_MATKEY_COLOR_AMBIENT }, /* m3dp_Ka */ + { AI_MATKEY_COLOR_SPECULAR }, /* m3dp_Ks */ + { AI_MATKEY_SHININESS }, /* m3dp_Ns */ + { AI_MATKEY_COLOR_EMISSIVE }, /* m3dp_Ke */ + { AI_MATKEY_COLOR_REFLECTIVE }, /* m3dp_Tf */ + { AI_MATKEY_BUMPSCALING }, /* m3dp_Km */ + { AI_MATKEY_OPACITY }, /* m3dp_d */ + { AI_MATKEY_SHADING_MODEL }, /* m3dp_il */ + + { NULL, 0, 0 }, /* m3dp_Pr */ + { AI_MATKEY_REFLECTIVITY }, /* m3dp_Pm */ + { NULL, 0, 0 }, /* m3dp_Ps */ + { AI_MATKEY_REFRACTI }, /* m3dp_Ni */ + { NULL, 0, 0 }, + { NULL, 0, 0 }, + { NULL, 0, 0 }, + { NULL, 0, 0 } +}; + +/* --- Texture Map Properties --- !!!!! must match m3d_propertytypes !!!!! */ +static aiMatProp aiTxProps[] = { + { AI_MATKEY_TEXTURE_DIFFUSE(0) }, /* m3dp_map_Kd */ + { AI_MATKEY_TEXTURE_AMBIENT(0) }, /* m3dp_map_Ka */ + { AI_MATKEY_TEXTURE_SPECULAR(0) }, /* m3dp_map_Ks */ + { AI_MATKEY_TEXTURE_SHININESS(0) }, /* m3dp_map_Ns */ + { AI_MATKEY_TEXTURE_EMISSIVE(0) }, /* m3dp_map_Ke */ + { NULL, 0, 0 }, /* m3dp_map_Tf */ + { AI_MATKEY_TEXTURE_HEIGHT(0) }, /* m3dp_bump */ + { AI_MATKEY_TEXTURE_OPACITY(0) }, /* m3dp_map_d */ + { AI_MATKEY_TEXTURE_REFLECTION(0) }, /* m3dp_refl */ + + { AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE_ROUGHNESS,0) },/* m3dp_map_Pr */ + { 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 }, + { NULL, 0, 0 }, + { NULL, 0, 0 } +}; + +#endif // AI_M3DMATERIALS_H_INC diff --git a/code/M3D/m3d.h b/code/M3D/m3d.h new file mode 120000 index 000000000..bb58a6d64 --- /dev/null +++ b/code/M3D/m3d.h @@ -0,0 +1 @@ +../../../m3d.h \ No newline at end of file diff --git a/test/models/M3D/README.md b/test/models/M3D/README.md new file mode 100644 index 000000000..144d1ec64 --- /dev/null +++ b/test/models/M3D/README.md @@ -0,0 +1,14 @@ +Model 3D Samples +================ + + aliveai_character.m3d - from Minetest aliveai mod (textures, animations, original 47k, m3d 2.5k) + cube.m3d - smallest possible example, 119 bytes only + cube_normals.m3d - cube with normal vectors, 159 bytes + cube_usemtl.m3d - converted from Assimp sample OBJ by the same name, cube with materials + cube_with_vertexcolors.m3d - converted from Assimp sample OBJ by the same name, cube with vertex colors + cube_with_vertexcolors.a3d - same, but saved in ASCII variant with Windows line endings (\r\n) + mobs_dwarves_character.m3d - from Minetest mobs_dwarves mod (with Assimp artifacts converted perfectly too...) + suzanne.m3d - exported from Blender (monkey face, with normals and texture UVs and materials) + WusonBlitz0.m3d - from Assimp sample by the same name (was 87k, triangle mesh) with int8 coordinates, minor quality degradation + WusonBlitz1.m3d - same, but uses int16 coordinates (no noticable difference to the original, but just 35k) + WusonBlitz2.m3d - same, but with 32 bit floating point numbers (same precision as the original, half the file size, 42k) diff --git a/test/models/M3D/WusonBlitz0.m3d b/test/models/M3D/WusonBlitz0.m3d new file mode 100644 index 000000000..29a397b79 Binary files /dev/null and b/test/models/M3D/WusonBlitz0.m3d differ diff --git a/test/models/M3D/WusonBlitz1.m3d b/test/models/M3D/WusonBlitz1.m3d new file mode 100644 index 000000000..366125257 Binary files /dev/null and b/test/models/M3D/WusonBlitz1.m3d differ diff --git a/test/models/M3D/WusonBlitz2.m3d b/test/models/M3D/WusonBlitz2.m3d new file mode 100644 index 000000000..682876816 Binary files /dev/null and b/test/models/M3D/WusonBlitz2.m3d differ diff --git a/test/models/M3D/aliveai_character.m3d b/test/models/M3D/aliveai_character.m3d new file mode 100644 index 000000000..f4c170300 Binary files /dev/null and b/test/models/M3D/aliveai_character.m3d differ diff --git a/test/models/M3D/cube_normals.m3d b/test/models/M3D/cube_normals.m3d new file mode 100644 index 000000000..ec4e4ae99 Binary files /dev/null and b/test/models/M3D/cube_normals.m3d differ diff --git a/test/models/M3D/cube_usemtl.m3d b/test/models/M3D/cube_usemtl.m3d new file mode 100644 index 000000000..e3f0b79e5 Binary files /dev/null and b/test/models/M3D/cube_usemtl.m3d differ diff --git a/test/models/M3D/cube_with_vertexcolors.a3d b/test/models/M3D/cube_with_vertexcolors.a3d new file mode 100644 index 000000000..55fe5a353 --- /dev/null +++ b/test/models/M3D/cube_with_vertexcolors.a3d @@ -0,0 +1,33 @@ +3dmodel 1 +cube_with_vertexcolors.obj +MIT +bzt +comment + +Vertex +0 0 0 1 #ff786d7b +0 0 -1 1 +1 1 0 1 #ff320a4d +1 0 0 1 #ff19c718 +0 1 0 1 #ff2c0004 +-1 0 0 1 +0 1 1 1 #ff0a00df +0 0 1 1 #ff790018 +1 1 1 1 #ffc70017 +1 0 1 1 #ff380a7b +0 -1 0 1 + +Mesh +0//1 2//1 3//1 +0//1 4//1 2//1 +0//5 6//5 4//5 +0//5 7//5 6//5 +4//4 8//4 2//4 +4//4 6//4 8//4 +3//3 2//3 8//3 +3//3 8//3 9//3 +0//10 3//10 9//10 +0//10 9//10 7//10 +7//7 9//7 8//7 +7//7 8//7 6//7 + diff --git a/test/models/M3D/cube_with_vertexcolors.m3d b/test/models/M3D/cube_with_vertexcolors.m3d new file mode 100644 index 000000000..598de4ee9 Binary files /dev/null and b/test/models/M3D/cube_with_vertexcolors.m3d differ diff --git a/test/models/M3D/mobs_dwarves_character.m3d b/test/models/M3D/mobs_dwarves_character.m3d new file mode 100644 index 000000000..7e8752071 Binary files /dev/null and b/test/models/M3D/mobs_dwarves_character.m3d differ diff --git a/test/models/M3D/suzanne.m3d b/test/models/M3D/suzanne.m3d new file mode 100644 index 000000000..9bc64d7d7 Binary files /dev/null and b/test/models/M3D/suzanne.m3d differ