Add experimental MS3D loader, static meshes only at the moment.

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@542 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
pull/1/head
aramis_acg 2010-02-07 00:54:48 +00:00
parent 17326515d4
commit 707b06a7fe
9 changed files with 511 additions and 0 deletions

View File

@ -207,6 +207,11 @@ SOURCE_GROUP( Ply FILES
PlyParser.h
)
SOURCE_GROUP(MS3D FILES
MS3DLoader.cpp
MS3DLoader.h
)
SOURCE_GROUP( PostProcessing FILES
CalcTangentsProcess.cpp
CalcTangentsProcess.h
@ -586,6 +591,8 @@ ADD_LIBRARY( assimp SHARED
Subdivision.cpp
Subdivision.h
Vertex.h
MS3DLoader.h
MS3DLoader.cpp
)
ADD_DEFINITIONS(-DASSIMP_BUILD_DLL_EXPORT)

View File

@ -161,6 +161,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_BUILD_NO_OGRE_IMPORTER
# include "OgreImporter.h"
#endif
#ifndef AI_BUILD_NO_MS3D_IMPORTER
# include "MS3DLoader.h"
#endif
// .......................................................................................
// PostProcess-Steps
@ -366,6 +369,9 @@ Importer::Importer()
#if (!defined AI_BUILD_NO_OGRE_IMPORTER)
pimpl->mImporter.push_back( new Ogre::OgreImporter());
#endif
#if (!defined AI_BUILD_NO_MS3D_IMPORTER)
pimpl->mImporter.push_back( new MS3DImporter());
#endif
// ----------------------------------------------------------------------------

352
code/MS3DLoader.cpp 100644
View File

@ -0,0 +1,352 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file MS3DLoader.cpp
* @brief Implementation of the Ms3D importer class.
* Written against http://chumbalum.swissquake.ch/ms3d/ms3dspec.txt
*/
#include "AssimpPCH.h"
#ifndef ASSIMP_BUILD_NO_MS3D_IMPORTER
// internal headers
#include "MS3DLoader.h"
#include "StreamReader.h"
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
MS3DImporter::MS3DImporter()
{}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
MS3DImporter::~MS3DImporter()
{}
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool MS3DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
// first call - simple extension check
const std::string extension = GetExtension(pFile);
if (extension == "ms3d") {
return true;
}
// second call - check for magic identifiers
else if (!extension.length() || checkSig) {
if (!pIOHandler) {
return true;
}
const char* tokens[] = {"MS3D000000"};
return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
}
return false;
}
// ------------------------------------------------------------------------------------------------
void MS3DImporter::GetExtensionList(std::string& append)
{
append.append("*.ms3d");
}
// ------------------------------------------------------------------------------------------------
void ReadColor(StreamReaderLE& stream, aiColor4D& ambient)
{
// aiColor4D is packed on gcc, implicit binding to float& fails therefore.
// But I guess casting is fine (it could cause alignment faults on some
// architectures in general, but we're not touched because aiColor4D
// should be properly aligned & packed due to its uniform structure)
stream >> (float&)ambient.r >> (float&)ambient.g >> (float&)ambient.b >> (float&)ambient.a;
}
// ------------------------------------------------------------------------------------------------
void ReadVector(StreamReaderLE& stream, aiVector3D& pos)
{
// See note in ReadColor()
stream >> (float&)pos.x >> (float&)pos.y >> (float&)pos.z;
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void MS3DImporter::InternReadFile( const std::string& pFile,
aiScene* pScene, IOSystem* pIOHandler)
{
StreamReaderLE stream(pIOHandler->Open(pFile,"rb"));
// CanRead() should have done this already
char head[10];
int32_t version;
// 1 ------------ read into temporary data structures mirroring the original file
stream.CopyAndAdvance(head,10);
stream >> version;
if (strncmp(head,"MS3D000000",10)) {
throw new ImportErrorException("Not a MS3D file, magic string MS3D000000 not found: "+pFile);
}
if (version != 4) {
throw new ImportErrorException("MS3D: Unsupported file format version, 4 was expected");
}
uint16_t verts;
stream >> verts;
std::vector<TempVertex> vertices(verts);
for (unsigned int i = 0; i < verts; ++i) {
TempVertex& v = vertices[i];
stream.IncPtr(1);
ReadVector(stream,v.pos);
v.bone_id = static_cast<unsigned int>(stream.GetI1()); // signed in original spec !! intentional bit hack.
v.ref_cnt = static_cast<unsigned int>(stream.GetI1());
}
uint16_t tris;
stream >> tris;
std::vector<TempTriangle> triangles(tris);
for (unsigned int i = 0;i < tris; ++i) {
TempTriangle& t = triangles[i];
stream.IncPtr(2);
for (unsigned int i = 0; i < 3; ++i) {
t.indices[i] = static_cast<unsigned int>(stream.GetI2());
}
for (unsigned int i = 0; i < 3; ++i) {
ReadVector(stream,t.normals[i]);
}
for (unsigned int i = 0; i < 3; ++i) {
stream >> (float&)(t.uv[i].x); // see note in ReadColor()
}
for (unsigned int i = 0; i < 3; ++i) {
stream >> (float&)(t.uv[i].y);
}
t.sg = static_cast<unsigned int>(stream.GetI1());
t.group = static_cast<unsigned int>(stream.GetI1());
}
uint16_t grp;
stream >> grp;
bool need_default = false;
std::vector<TempGroup> groups(grp);
for (unsigned int i = 0;i < grp; ++i) {
TempGroup& t = groups[i];
stream.IncPtr(1);
stream.CopyAndAdvance(t.name,32);
t.name[32] = '\0';
uint16_t num;
stream >> num;
t.triangles.resize(num);
for (unsigned int i = 0; i < num; ++i) {
t.triangles[i] = static_cast<unsigned int>(stream.GetI2());
}
t.mat = static_cast<unsigned int>(stream.GetI1());
if (t.mat == 0xff) {
need_default = true;
}
}
uint16_t mat;
stream >> mat;
std::vector<TempMaterial> materials(mat);
for (unsigned int i = 0;i < mat; ++i) {
TempMaterial& t = materials[i];
stream.CopyAndAdvance(t.name,32);
t.name[32] = '\0';
ReadColor(stream,t.ambient);
ReadColor(stream,t.diffuse);
ReadColor(stream,t.specular);
ReadColor(stream,t.emissive);
stream >> t.shininess >> t.transparency;
stream.IncPtr(1);
stream.CopyAndAdvance(t.texture,128);
t.texture[128] = '\0';
stream.CopyAndAdvance(t.alphamap,128);
t.alphamap[128] = '\0';
}
// 2 ------------ convert to proper aiXX data structures
if (need_default && materials.size()) {
DefaultLogger::get()->warn("MS3D: Found group with no material assigned, spawning default material");
// if one of the groups has no material assigned, but there are other
// groups with materials, a default material needs to be added (
// scenepreprocessor adds a default material only if nummat==0).
materials.push_back(TempMaterial());
TempMaterial& m = materials.back();
strcpy(m.name,"<MS3D_DefaultMat>");
m.diffuse = aiColor4D(0.6f,0.6f,0.6f,1.0);
m.transparency = 1.f;
m.shininess = 0.f;
for (unsigned int i = 0; i < groups.size(); ++i) {
TempGroup& g = groups[i];
if (g.mat == 0xff) {
g.mat = materials.size()-1;
}
}
}
// convert materials to our generic key-value dict-alike
if (materials.size()) {
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials=static_cast<unsigned int>(materials.size())];
for (unsigned int i = 0; i < pScene->mNumMaterials; ++i) {
MaterialHelper* mo = new MaterialHelper();
pScene->mMaterials[i] = mo;
const TempMaterial& mi = materials[i];
aiString tmp;
if (0[mi.alphamap]) {
tmp = aiString(mi.alphamap);
mo->AddProperty(&tmp,AI_MATKEY_TEXTURE_OPACITY(0));
}
if (0[mi.texture]) {
tmp = aiString(mi.texture);
mo->AddProperty(&tmp,AI_MATKEY_TEXTURE_DIFFUSE(0));
}
if (0[mi.name]) {
tmp = aiString(mi.name);
mo->AddProperty(&tmp,AI_MATKEY_NAME);
}
mo->AddProperty(&mi.ambient,1,AI_MATKEY_COLOR_AMBIENT);
mo->AddProperty(&mi.diffuse,1,AI_MATKEY_COLOR_DIFFUSE);
mo->AddProperty(&mi.specular,1,AI_MATKEY_COLOR_SPECULAR);
mo->AddProperty(&mi.emissive,1,AI_MATKEY_COLOR_EMISSIVE);
mo->AddProperty(&mi.shininess,1,AI_MATKEY_SHININESS);
mo->AddProperty(&mi.transparency,1,AI_MATKEY_OPACITY);
const int sm = mi.shininess>0.f?aiShadingMode_Phong:aiShadingMode_Gouraud;
mo->AddProperty(&sm,1,AI_MATKEY_SHADING_MODEL);
}
}
// convert groups to meshes
if (groups.empty()) {
throw new ImportErrorException("MS3D: Didn't get any group records, file is malformed");
}
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes=static_cast<unsigned int>(groups.size())];
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
aiMesh* m = pScene->mMeshes[i] = new aiMesh();
const TempGroup& g = groups[i];
if (pScene->mNumMaterials && g.mat > pScene->mNumMaterials) {
throw new ImportErrorException("MS3D: Encountered invalid material index, file is malformed");
} // no error if no materials at all - scenepreprocessor adds one then
m->mMaterialIndex = g.mat;
m->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
m->mFaces = new aiFace[m->mNumFaces = g.triangles.size()];
m->mNumVertices = m->mNumFaces*3;
// storage for vertices - verbose format, as requested by the postprocessing pipeline
m->mVertices = new aiVector3D[m->mNumVertices];
m->mNormals = new aiVector3D[m->mNumVertices];
m->mTextureCoords[0] = new aiVector3D[m->mNumVertices];
m->mNumUVComponents[0] = 2;
for (unsigned int i = 0,n = 0; i < m->mNumFaces; ++i) {
aiFace& f = m->mFaces[i];
if (g.triangles[i]>triangles.size()) {
throw new ImportErrorException("MS3D: Encountered invalid triangle index, file is malformed");
}
TempTriangle& t = triangles[g.triangles[i]];
f.mIndices = new unsigned int[f.mNumIndices=3];
for (unsigned int i = 0; i < 3; ++i,++n) {
if (t.indices[i]>vertices.size()) {
throw new ImportErrorException("MS3D: Encountered invalid vertex index, file is malformed");
}
// collect vertex components
m->mVertices[n] = vertices[t.indices[i]].pos;
m->mNormals[n] = t.normals[i];
m->mTextureCoords[0][n] = aiVector3D(t.uv[i].x,t.uv[i].y,0.0);
f.mIndices[i] = n;
}
}
}
// ... add dummy nodes under a single root, each holding a reference to one
// mesh. If we didn't do this, we'd loose the group name.
aiNode* rt = pScene->mRootNode = new aiNode("<MS3DRoot>");
rt->mChildren = new aiNode*[rt->mNumChildren=pScene->mNumMeshes];
for (unsigned int i = 0; i < rt->mNumChildren; ++i) {
aiNode* nd = rt->mChildren[i] = new aiNode();
const TempGroup& g = groups[i];
nd->mName = aiString(g.name);
nd->mParent = rt;
nd->mMeshes = new unsigned int[nd->mNumMeshes = 1];
nd->mMeshes[0] = i;
}
}
#endif

122
code/MS3DLoader.h 100644
View File

@ -0,0 +1,122 @@
/*
Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file MS3DLoader.h
* @brief Declaration of the MS3D importer class.
*/
#ifndef AI_MS3DLOADER_H_INCLUDED
#define AI_MS3DLOADER_H_INCLUDED
#include "BaseImporter.h"
namespace Assimp {
// ----------------------------------------------------------------------------------------------
/** Milkshape 3D importer implementation */
// ----------------------------------------------------------------------------------------------
class MS3DImporter
: public BaseImporter
{
friend class Importer;
protected:
MS3DImporter();
~MS3DImporter();
public:
// -------------------------------------------------------------------
/** Returns whether the class can handle the format of the given file.
* See BaseImporter::CanRead() for details. */
bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
bool checkSig) const;
protected:
// -------------------------------------------------------------------
/** Called by Importer::GetExtensionList() for each loaded importer.
* See BaseImporter::GetExtensionList() for details */
void GetExtensionList(std::string& append);
// -------------------------------------------------------------------
/** Imports the given file into the given scene structure.
* See BaseImporter::InternReadFile() for details */
void InternReadFile( const std::string& pFile, aiScene* pScene,
IOSystem* pIOHandler);
private:
struct TempVertex
{
aiVector3D pos;
unsigned int bone_id, ref_cnt;
};
struct TempTriangle
{
unsigned int indices[3];
aiVector3D normals[3];
aiVector2D uv[3];
unsigned int sg, group;
};
struct TempGroup
{
char name[33]; // +0
std::vector<unsigned int> triangles;
unsigned int mat; // 0xff is no material
};
struct TempMaterial
{
// again, add an extra 0 character to all strings -
char name[33];
char texture[129];
char alphamap[129];
aiColor4D diffuse,specular,ambient,emissive;
float shininess,transparency;
};
};
}
#endif

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

@ -1996,6 +1996,18 @@
>
</File>
</Filter>
<Filter
Name="ms3d"
>
<File
RelativePath="..\..\code\MS3DLoader.cpp"
>
</File>
<File
RelativePath="..\..\code\MS3DLoader.h"
>
</File>
</Filter>
</Filter>
<Filter
Name="process"

View File

@ -1967,6 +1967,18 @@
>
</File>
</Filter>
<Filter
Name="ms3d"
>
<File
RelativePath="..\..\code\MS3DLoader.cpp"
>
</File>
<File
RelativePath="..\..\code\MS3DLoader.h"
>
</File>
</Filter>
</Filter>
<Filter
Name="process"