diff --git a/.clang-format b/.clang-format index eba6d586f..c8b8ab856 100644 --- a/.clang-format +++ b/.clang-format @@ -71,7 +71,7 @@ IncludeCategories: Priority: 3 # IncludeIsMainRegex: '(Test)?$' IndentCaseLabels: true -# IndentPPDirectives: None +IndentPPDirectives: AfterHash IndentWidth: 4 # IndentWrappedFunctionNames: false # JavaScriptQuotes: Leave @@ -108,7 +108,7 @@ IndentWidth: 4 # SpacesInParentheses: false # SpacesInSquareBrackets: false TabWidth: 4 -UseTab: Always +UseTab: Never --- ### C++ specific config ### Language: Cpp diff --git a/.github/FUNDING.yml b/.github/FUNDING.yml index e750822ab..a932e5377 100644 --- a/.github/FUNDING.yml +++ b/.github/FUNDING.yml @@ -1,2 +1,2 @@ patreon: assimp -ko_fi: kimkulling +Paypal: https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=4JRJVPXC4QJM4 diff --git a/.travis.sh b/.travis.sh index f0f0f5d70..3be5d26b4 100755 --- a/.travis.sh +++ b/.travis.sh @@ -1,7 +1,7 @@ #--------------------------------------------------------------------------- #Open Asset Import Library (assimp) #--------------------------------------------------------------------------- -# Copyright (c) 2006-2017, assimp team +# Copyright (c) 2006-2020, assimp team # # License see LICENSE file # diff --git a/.travis.yml b/.travis.yml index 8fe39d59c..79ccf5b1a 100644 --- a/.travis.yml +++ b/.travis.yml @@ -30,6 +30,9 @@ env: - secure: "lZ7pHQvl5dpZWzBQAaIMf0wqrvtcZ4wiZKeIZjf83TEsflW8+z0uTpIuN30ZV6Glth/Sq1OhLnTP5+N57fZU/1ebA5twHdvP4bS5CIUUg71/CXQZNl36xeaqvxsG/xRrdpKOsPdjAOsQ9KPTQulsX43XDLS7CasMiLvYOpqKcPc=" - PV=r8e PLATF=linux-x86_64 NDK_HOME=${TRAVIS_BUILD_DIR}/android-ndk-${PV} PATH=${PATH}:${NDK_HOME} +git: + depth: 1 + matrix: include: - os: linux diff --git a/Build.md b/Build.md index 2db47798d..4b7513313 100644 --- a/Build.md +++ b/Build.md @@ -77,6 +77,7 @@ The cmake-build-environment provides options to configure the build. The followi - **ASSIMP_BUILD_SAMPLES ( default OFF )**: If the official samples are built as well (needs Glut). - **ASSIMP_BUILD_TESTS ( default ON )**: If the test suite for Assimp is built in addition to the library. - **ASSIMP_COVERALLS ( default OFF )**: Enable this to measure test coverage. +- **ASSIMP_ERROR_MAX( default OFF)**: Enable all warnings. - **ASSIMP_WERROR( default OFF )**: Treat warnings as errors. - **ASSIMP_ASAN ( default OFF )**: Enable AddressSanitizer. - **ASSIMP_UBSAN ( default OFF )**: Enable Undefined Behavior sanitizer. diff --git a/CMakeLists.txt b/CMakeLists.txt index 693d6f16a..b98d1f78a 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -1,6 +1,6 @@ # Open Asset Import Library (assimp) # ---------------------------------------------------------------------- -# Copyright (c) 2006-2019, assimp team +# Copyright (c) 2006-2020, assimp team # # All rights reserved. # @@ -41,17 +41,17 @@ CMAKE_MINIMUM_REQUIRED( VERSION 3.0 ) # Toggles the use of the hunter package manager option(HUNTER_ENABLED "Enable Hunter package manager support" OFF) -include("cmake/HunterGate.cmake") -HunterGate( +IF(HUNTER_ENABLED) + include("cmake/HunterGate.cmake") + HunterGate( URL "https://github.com/ruslo/hunter/archive/v0.23.176.tar.gz" SHA1 "2e9ae973d028660b735ac4c6142725ca36a0048a" -) + ) -IF(HUNTER_ENABLED) add_definitions(-DASSIMP_USE_HUNTER) ENDIF(HUNTER_ENABLED) -PROJECT( Assimp VERSION 5.0.0 ) +PROJECT( Assimp VERSION 5.0.1 ) # All supported options ############################################### @@ -100,6 +100,14 @@ OPTION ( ASSIMP_COVERALLS "Enable this to measure test coverage." OFF ) +OPTION( ASSIMP_INSTALL + "DIsable this if you want to use assimp as a submodule." + ON +) +OPTION ( ASSIMP_ERROR_MAX + "Enable all warnings." + OFF +) OPTION ( ASSIMP_WERROR "Treat warnings as errors." OFF @@ -253,7 +261,7 @@ ELSEIF(MSVC) IF(MSVC12) ADD_COMPILE_OPTIONS(/wd4351) ENDIF() - SET(CMAKE_CXX_FLAGS_DEBUG "/D_DEBUG /MDd /Ob2 /Zi") + SET(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} /D_DEBUG /Zi /Od") ELSEIF ( "${CMAKE_CXX_COMPILER_ID}" MATCHES "Clang" ) IF(NOT HUNTER_ENABLED) SET(CMAKE_CXX_FLAGS "-fPIC -std=c++11 ${CMAKE_CXX_FLAGS}") @@ -294,6 +302,16 @@ IF (ASSIMP_COVERALLS) SET(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -g -O0 -fprofile-arcs -ftest-coverage") ENDIF() +IF (ASSIMP_ERROR_MAX) + MESSAGE(STATUS "Turning on all warnings") + IF (MSVC) + ADD_COMPILE_OPTIONS(/W4) # NB: there is a /Wall option, pedantic mode + ELSE() + SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall") + SET(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Wall") + ENDIF() +ENDIF() + IF (ASSIMP_WERROR) MESSAGE(STATUS "Treating warnings as errors") IF (MSVC) @@ -324,9 +342,13 @@ INCLUDE (PrecompiledHeader) # source tree. During an out-of-source build, however, do not litter this # directory, since that is probably what the user wanted to avoid. IF ( CMAKE_SOURCE_DIR STREQUAL CMAKE_BINARY_DIR ) - SET( CMAKE_LIBRARY_OUTPUT_DIRECTORY "${CMAKE_HOME_DIRECTORY}/lib" ) + SET( CMAKE_LIBRARY_OUTPUT_DIRECTORY "${CMAKE_HOME_DIRECTORY}/bin" ) SET( CMAKE_ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_HOME_DIRECTORY}/lib" ) SET( CMAKE_RUNTIME_OUTPUT_DIRECTORY "${CMAKE_HOME_DIRECTORY}/bin" ) +ELSE() + SET(CMAKE_ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/lib") + SET(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin") + SET(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin") ENDIF ( CMAKE_SOURCE_DIR STREQUAL CMAKE_BINARY_DIR ) # Cache these to allow the user to override them manually. @@ -419,8 +441,6 @@ ELSE(HUNTER_ENABLED) DESTINATION "${ASSIMP_LIB_INSTALL_DIR}/cmake/assimp-${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}" COMPONENT ${LIBASSIMP-DEV_COMPONENT}) ENDIF(HUNTER_ENABLED) -FIND_PACKAGE( DirectX ) - IF( BUILD_DOCS ) ADD_SUBDIRECTORY(doc) ENDIF( BUILD_DOCS ) @@ -587,55 +607,59 @@ ENDIF ( ASSIMP_BUILD_TESTS ) # Generate a pkg-config .pc for the Assimp library. CONFIGURE_FILE( "${PROJECT_SOURCE_DIR}/assimp.pc.in" "${PROJECT_BINARY_DIR}/assimp.pc" @ONLY ) -INSTALL( FILES "${PROJECT_BINARY_DIR}/assimp.pc" DESTINATION ${ASSIMP_LIB_INSTALL_DIR}/pkgconfig/ COMPONENT ${LIBASSIMP-DEV_COMPONENT}) +IF ( ASSIMP_INSTALL ) + INSTALL( FILES "${PROJECT_BINARY_DIR}/assimp.pc" DESTINATION ${ASSIMP_LIB_INSTALL_DIR}/pkgconfig/ COMPONENT ${LIBASSIMP-DEV_COMPONENT}) +ENDIF( ASSIMP_INSTALL ) -IF(CMAKE_CPACK_COMMAND AND UNIX AND ASSIMP_OPT_BUILD_PACKAGES) - # Packing information - SET(CPACK_PACKAGE_NAME "assimp{ASSIMP_VERSION_MAJOR}.{ASSIMP_VERSION_MINOR}") - SET(CPACK_PACKAGE_CONTACT "" CACHE STRING "Package maintainer and PGP signer.") - SET(CPACK_PACKAGE_VENDOR "https://github.com/assimp") - SET(CPACK_PACKAGE_DISPLAY_NAME "Assimp ${ASSIMP_VERSION}") - SET(CPACK_PACKAGE_DESCRIPTION_SUMMARY " - Open Asset Import Library ${ASSIMP_VERSION}") - SET(CPACK_PACKAGE_VERSION "${ASSIMP_VERSION}.${ASSIMP_PACKAGE_VERSION}" ) - SET(CPACK_PACKAGE_VERSION_MAJOR "${ASSIMP_VERSION_MAJOR}") - SET(CPACK_PACKAGE_VERSION_MINOR "${ASSIMP_VERSION_MINOR}") - SET(CPACK_PACKAGE_VERSION_PATCH "${ASSIMP_VERSION_PATCH}") - SET(CPACK_PACKAGE_INSTALL_DIRECTORY "assimp${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}") - SET(CPACK_RESOURCE_FILE_LICENSE "${CMAKE_CURRENT_SOURCE_DIR}/LICENSE") +IF ( ASSIMP_INSTALL ) + IF(CMAKE_CPACK_COMMAND AND UNIX AND ASSIMP_OPT_BUILD_PACKAGES) + # Packing information + SET(CPACK_PACKAGE_NAME "assimp{ASSIMP_VERSION_MAJOR}.{ASSIMP_VERSION_MINOR}") + SET(CPACK_PACKAGE_CONTACT "" CACHE STRING "Package maintainer and PGP signer.") + SET(CPACK_PACKAGE_VENDOR "https://github.com/assimp") + SET(CPACK_PACKAGE_DISPLAY_NAME "Assimp ${ASSIMP_VERSION}") + SET(CPACK_PACKAGE_DESCRIPTION_SUMMARY " - Open Asset Import Library ${ASSIMP_VERSION}") + SET(CPACK_PACKAGE_VERSION "${ASSIMP_VERSION}.${ASSIMP_PACKAGE_VERSION}" ) + SET(CPACK_PACKAGE_VERSION_MAJOR "${ASSIMP_VERSION_MAJOR}") + SET(CPACK_PACKAGE_VERSION_MINOR "${ASSIMP_VERSION_MINOR}") + SET(CPACK_PACKAGE_VERSION_PATCH "${ASSIMP_VERSION_PATCH}") + SET(CPACK_PACKAGE_INSTALL_DIRECTORY "assimp${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}") + SET(CPACK_RESOURCE_FILE_LICENSE "${CMAKE_CURRENT_SOURCE_DIR}/LICENSE") - STRING(TOUPPER ${LIBASSIMP_COMPONENT} "LIBASSIMP_COMPONENT_UPPER") - STRING(TOUPPER ${LIBASSIMP-DEV_COMPONENT} "LIBASSIMP-DEV_COMPONENT_UPPER") + STRING(TOUPPER ${LIBASSIMP_COMPONENT} "LIBASSIMP_COMPONENT_UPPER") + STRING(TOUPPER ${LIBASSIMP-DEV_COMPONENT} "LIBASSIMP-DEV_COMPONENT_UPPER") - SET(CPACK_COMPONENT_ASSIMP-BIN_DISPLAY_NAME "tools") - SET(CPACK_COMPONENT_ASSIMP-BIN_DEPENDS "${LIBASSIMP_COMPONENT}" ) - SET(CPACK_COMPONENT_${LIBASSIMP_COMPONENT_UPPER}_DISPLAY_NAME "libraries") - SET(CPACK_COMPONENT_${LIBASSIMP-DEV_COMPONENT_UPPER}_DISPLAY_NAME "common headers and installs") - SET(CPACK_COMPONENT_${LIBASSIMP-DEV_COMPONENT_UPPER}_DEPENDS $ "{LIBASSIMP_COMPONENT}" ) - SET(CPACK_COMPONENT_ASSIMP-DEV_DISPLAY_NAME "${CPACK_COMPONENT_${LIBASSIMP-DEV_COMPONENT}_DISPLAY_NAME}" ) - SET(CPACK_COMPONENT_ASSIMP-DEV_DEPENDS "${LIBASSIMP-DEV_COMPONENT}" ) - SET(CPACK_DEBIAN_BUILD_DEPENDS debhelper cmake zlib1g-dev pkg-config) + SET(CPACK_COMPONENT_ASSIMP-BIN_DISPLAY_NAME "tools") + SET(CPACK_COMPONENT_ASSIMP-BIN_DEPENDS "${LIBASSIMP_COMPONENT}" ) + SET(CPACK_COMPONENT_${LIBASSIMP_COMPONENT_UPPER}_DISPLAY_NAME "libraries") + SET(CPACK_COMPONENT_${LIBASSIMP-DEV_COMPONENT_UPPER}_DISPLAY_NAME "common headers and installs") + SET(CPACK_COMPONENT_${LIBASSIMP-DEV_COMPONENT_UPPER}_DEPENDS $ "{LIBASSIMP_COMPONENT}" ) + SET(CPACK_COMPONENT_ASSIMP-DEV_DISPLAY_NAME "${CPACK_COMPONENT_${LIBASSIMP-DEV_COMPONENT}_DISPLAY_NAME}" ) + SET(CPACK_COMPONENT_ASSIMP-DEV_DEPENDS "${LIBASSIMP-DEV_COMPONENT}" ) + SET(CPACK_DEBIAN_BUILD_DEPENDS debhelper cmake zlib1g-dev pkg-config) - # debian - SET(CPACK_DEBIAN_PACKAGE_PRIORITY "optional") - SET(CPACK_DEBIAN_CMAKE_OPTIONS "-DBUILD_ASSIMP_SAMPLES:BOOL=${ASSIMP_BUILD_SAMPLES}") - SET(CPACK_DEBIAN_PACKAGE_SECTION "libs" ) - SET(CPACK_DEBIAN_PACKAGE_DEPENDS "${CPACK_COMPONENTS_ALL}") - SET(CPACK_DEBIAN_PACKAGE_SUGGESTS) - set(cPACK_DEBIAN_PACKAGE_NAME "assimp") - SET(CPACK_DEBIAN_PACKAGE_REMOVE_SOURCE_FILES contrib/gtest contrib/zlib workspaces test doc obj samples packaging) - SET(CPACK_DEBIAN_PACKAGE_SOURCE_COPY svn export --force) - SET(CPACK_DEBIAN_CHANGELOG) - execute_process(COMMAND lsb_release -is - OUTPUT_VARIABLE _lsb_distribution OUTPUT_STRIP_TRAILING_WHITESPACE - RESULT_VARIABLE _lsb_release_failed) - SET(CPACK_DEBIAN_DISTRIBUTION_NAME ${_lsb_distribution} CACHE STRING "Name of the distrubiton") - STRING(TOLOWER ${CPACK_DEBIAN_DISTRIBUTION_NAME} CPACK_DEBIAN_DISTRIBUTION_NAME) - IF( ${CPACK_DEBIAN_DISTRIBUTION_NAME} STREQUAL "ubuntu" ) - SET(CPACK_DEBIAN_DISTRIBUTION_RELEASES lucid maverick natty oneiric precise CACHE STRING "Release code-names of the distrubiton release") + # debian + SET(CPACK_DEBIAN_PACKAGE_PRIORITY "optional") + SET(CPACK_DEBIAN_CMAKE_OPTIONS "-DBUILD_ASSIMP_SAMPLES:BOOL=${ASSIMP_BUILD_SAMPLES}") + SET(CPACK_DEBIAN_PACKAGE_SECTION "libs" ) + SET(CPACK_DEBIAN_PACKAGE_DEPENDS "${CPACK_COMPONENTS_ALL}") + SET(CPACK_DEBIAN_PACKAGE_SUGGESTS) + SET(cPACK_DEBIAN_PACKAGE_NAME "assimp") + SET(CPACK_DEBIAN_PACKAGE_REMOVE_SOURCE_FILES contrib/gtest contrib/zlib workspaces test doc obj samples packaging) + SET(CPACK_DEBIAN_PACKAGE_SOURCE_COPY svn export --force) + SET(CPACK_DEBIAN_CHANGELOG) + execute_process(COMMAND lsb_release -is + OUTPUT_VARIABLE _lsb_distribution OUTPUT_STRIP_TRAILING_WHITESPACE + RESULT_VARIABLE _lsb_release_failed) + SET(CPACK_DEBIAN_DISTRIBUTION_NAME ${_lsb_distribution} CACHE STRING "Name of the distrubiton") + STRING(TOLOWER ${CPACK_DEBIAN_DISTRIBUTION_NAME} CPACK_DEBIAN_DISTRIBUTION_NAME) + IF( ${CPACK_DEBIAN_DISTRIBUTION_NAME} STREQUAL "ubuntu" ) + SET(CPACK_DEBIAN_DISTRIBUTION_RELEASES lucid maverick natty oneiric precise CACHE STRING "Release code-names of the distrubiton release") + ENDIF() + SET(DPUT_HOST "" CACHE STRING "PPA repository to upload the debian sources") + INCLUDE(CPack) + INCLUDE(DebSourcePPA) ENDIF() - SET(DPUT_HOST "" CACHE STRING "PPA repository to upload the debian sources") - INCLUDE(CPack) - INCLUDE(DebSourcePPA) ENDIF() if(WIN32) diff --git a/LICENSE b/LICENSE index 262606aff..dc8e24706 100644 --- a/LICENSE +++ b/LICENSE @@ -1,6 +1,6 @@ Open Asset Import Library (assimp) -Copyright (c) 2006-2016, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. Redistribution and use of this software in source and binary forms, diff --git a/Readme.md b/Readme.md index 863e64f08..7e0a8cccc 100644 --- a/Readme.md +++ b/Readme.md @@ -131,7 +131,7 @@ Take a look into the https://github.com/assimp/assimp/blob/master/Build.md file. ### Ports ### * [Android](port/AndroidJNI/README.md) * [Python](port/PyAssimp/README.md) -* [.NET](https://github.com/kebby/assimp-net) +* [.NET](https://github.com/assimp/assimp-net) * [Pascal](port/AssimpPascal/Readme.md) * [Javascript (Alpha)](https://github.com/makc/assimp2json) * [Unity 3d Plugin](https://www.assetstore.unity3d.com/en/#!/content/91777) diff --git a/appveyor.yml b/appveyor.yml index fa0a125f0..4fb79dd69 100644 --- a/appveyor.yml +++ b/appveyor.yml @@ -4,6 +4,8 @@ # clone directory clone_folder: c:\projects\assimp +clone_depth: 1 + # branches to build branches: # whitelist @@ -15,10 +17,10 @@ matrix: image: - Visual Studio 2013 - - Visual Studio 2015 - - Visual Studio 2017 + #- Visual Studio 2015 + #- Visual Studio 2017 - Visual Studio 2019 - - MinGW + #- MinGW platform: - Win32 @@ -52,11 +54,11 @@ cache: - bin\.mtime_cache before_build: + - echo NUMBER_OF_PROCESSORS=%NUMBER_OF_PROCESSORS% - ruby scripts\AppVeyor\mtime_cache -g scripts\AppVeyor\cacheglobs.txt -c bin\.mtime_cache\cache.json -build: - parallel: true - project: Assimp.sln +build_script: + cmake --build . --config Release -- /maxcpucount:2 after_build: - if "%APPVEYOR_BUILD_WORKER_IMAGE%"=="Visual Studio 2017" ( diff --git a/assimp-config-version.cmake.in b/assimp-config-version.cmake.in index 923a38798..68366820a 100644 --- a/assimp-config-version.cmake.in +++ b/assimp-config-version.cmake.in @@ -1,6 +1,6 @@ # Open Asset Import Library (assimp) # ---------------------------------------------------------------------- -# Copyright (c) 2006-2017, assimp team +# Copyright (c) 2006-2020, assimp team # All rights reserved. # # Redistribution and use of this software in source and binary forms, diff --git a/code/3DS/3DSConverter.cpp b/code/3DS/3DSConverter.cpp index 3c3da36a3..3f0e20bb0 100644 --- a/code/3DS/3DSConverter.cpp +++ b/code/3DS/3DSConverter.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team diff --git a/code/3DS/3DSExporter.cpp b/code/3DS/3DSExporter.cpp index 1117a52ef..14810cbff 100644 --- a/code/3DS/3DSExporter.cpp +++ b/code/3DS/3DSExporter.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/3DS/3DSExporter.h b/code/3DS/3DSExporter.h index 035b562cf..9dcd92d58 100644 --- a/code/3DS/3DSExporter.h +++ b/code/3DS/3DSExporter.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/3DS/3DSHelper.h b/code/3DS/3DSHelper.h index 8eb4cd97c..e483f1a25 100644 --- a/code/3DS/3DSHelper.h +++ b/code/3DS/3DSHelper.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/3DS/3DSLoader.cpp b/code/3DS/3DSLoader.cpp index 3c659d0b0..3e8e08967 100644 --- a/code/3DS/3DSLoader.cpp +++ b/code/3DS/3DSLoader.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team diff --git a/code/3DS/3DSLoader.h b/code/3DS/3DSLoader.h index f57e6a8e3..9181294b3 100644 --- a/code/3DS/3DSLoader.h +++ b/code/3DS/3DSLoader.h @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/3MF/3MFXmlTags.h b/code/3MF/3MFXmlTags.h index ea6aeede0..3f1fc01ed 100644 --- a/code/3MF/3MFXmlTags.h +++ b/code/3MF/3MFXmlTags.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/3MF/D3MFExporter.cpp b/code/3MF/D3MFExporter.cpp index 1f388ad3e..9d71a54f2 100644 --- a/code/3MF/D3MFExporter.cpp +++ b/code/3MF/D3MFExporter.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/3MF/D3MFExporter.h b/code/3MF/D3MFExporter.h index e82120247..6a447236b 100644 --- a/code/3MF/D3MFExporter.h +++ b/code/3MF/D3MFExporter.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/3MF/D3MFImporter.cpp b/code/3MF/D3MFImporter.cpp index 682de684a..2f30c4fc0 100644 --- a/code/3MF/D3MFImporter.cpp +++ b/code/3MF/D3MFImporter.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/3MF/D3MFImporter.h b/code/3MF/D3MFImporter.h index 3dbdf07bf..638971247 100644 --- a/code/3MF/D3MFImporter.h +++ b/code/3MF/D3MFImporter.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/3MF/D3MFOpcPackage.cpp b/code/3MF/D3MFOpcPackage.cpp index 873ba8ee8..565790656 100644 --- a/code/3MF/D3MFOpcPackage.cpp +++ b/code/3MF/D3MFOpcPackage.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/3MF/D3MFOpcPackage.h b/code/3MF/D3MFOpcPackage.h index 87d172116..291f8ad53 100644 --- a/code/3MF/D3MFOpcPackage.h +++ b/code/3MF/D3MFOpcPackage.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/AC/ACLoader.cpp b/code/AC/ACLoader.cpp index d4c4bd1a6..ea533743f 100644 --- a/code/AC/ACLoader.cpp +++ b/code/AC/ACLoader.cpp @@ -4,7 +4,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team diff --git a/code/AC/ACLoader.h b/code/AC/ACLoader.h index cab2c3ae5..1fc654f3c 100644 --- a/code/AC/ACLoader.h +++ b/code/AC/ACLoader.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/AMF/AMFImporter.cpp b/code/AMF/AMFImporter.cpp index dedb6dcdd..df4324d4d 100644 --- a/code/AMF/AMFImporter.cpp +++ b/code/AMF/AMFImporter.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team diff --git a/code/AMF/AMFImporter.hpp b/code/AMF/AMFImporter.hpp index 2b8086a06..5994717b8 100644 --- a/code/AMF/AMFImporter.hpp +++ b/code/AMF/AMFImporter.hpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team diff --git a/code/AMF/AMFImporter_Geometry.cpp b/code/AMF/AMFImporter_Geometry.cpp index f1538e3fb..e9a50b656 100644 --- a/code/AMF/AMFImporter_Geometry.cpp +++ b/code/AMF/AMFImporter_Geometry.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team diff --git a/code/AMF/AMFImporter_Macro.hpp b/code/AMF/AMFImporter_Macro.hpp index f60c5fbbb..ec06cb999 100644 --- a/code/AMF/AMFImporter_Macro.hpp +++ b/code/AMF/AMFImporter_Macro.hpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team diff --git a/code/AMF/AMFImporter_Material.cpp b/code/AMF/AMFImporter_Material.cpp index 2f36df061..64da12dda 100644 --- a/code/AMF/AMFImporter_Material.cpp +++ b/code/AMF/AMFImporter_Material.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team diff --git a/code/AMF/AMFImporter_Node.hpp b/code/AMF/AMFImporter_Node.hpp index a1bf9f008..b7b7836f3 100644 --- a/code/AMF/AMFImporter_Node.hpp +++ b/code/AMF/AMFImporter_Node.hpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team diff --git a/code/AMF/AMFImporter_Postprocess.cpp b/code/AMF/AMFImporter_Postprocess.cpp index 79b5e15e2..8496d8ded 100644 --- a/code/AMF/AMFImporter_Postprocess.cpp +++ b/code/AMF/AMFImporter_Postprocess.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team diff --git a/code/ASE/ASELoader.cpp b/code/ASE/ASELoader.cpp index 8e99214a8..b2155d5e5 100644 --- a/code/ASE/ASELoader.cpp +++ b/code/ASE/ASELoader.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team diff --git a/code/ASE/ASELoader.h b/code/ASE/ASELoader.h index b497aa48b..bb7707bb6 100644 --- a/code/ASE/ASELoader.h +++ b/code/ASE/ASELoader.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/ASE/ASEParser.cpp b/code/ASE/ASEParser.cpp index 913e7b118..efc6ecd0d 100644 --- a/code/ASE/ASEParser.cpp +++ b/code/ASE/ASEParser.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team diff --git a/code/ASE/ASEParser.h b/code/ASE/ASEParser.h index 988cbda8d..e55949f99 100644 --- a/code/ASE/ASEParser.h +++ b/code/ASE/ASEParser.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Assbin/AssbinExporter.cpp b/code/Assbin/AssbinExporter.cpp index 76c823f82..496b39d49 100644 --- a/code/Assbin/AssbinExporter.cpp +++ b/code/Assbin/AssbinExporter.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. @@ -46,799 +46,22 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #ifndef ASSIMP_BUILD_NO_EXPORT #ifndef ASSIMP_BUILD_NO_ASSBIN_EXPORTER -#include "Common/assbin_chunks.h" -#include "PostProcessing/ProcessHelper.h" +#include "AssbinFileWriter.h" -#include -#include +#include #include #include -#include - -#ifdef ASSIMP_BUILD_NO_OWN_ZLIB -# include -#else -# include "../contrib/zlib/zlib.h" -#endif - -#include namespace Assimp { -template -size_t Write(IOStream * stream, const T& v) { - return stream->Write( &v, sizeof(T), 1 ); -} - -// ----------------------------------------------------------------------------------- -// Serialize an aiString -template <> -inline -size_t Write(IOStream * stream, const aiString& s) { - const size_t s2 = (uint32_t)s.length; - stream->Write(&s,4,1); - stream->Write(s.data,s2,1); - - return s2+4; -} - -// ----------------------------------------------------------------------------------- -// Serialize an unsigned int as uint32_t -template <> -inline -size_t Write(IOStream * stream, const unsigned int& w) { - const uint32_t t = (uint32_t)w; - if (w > t) { - // this shouldn't happen, integers in Assimp data structures never exceed 2^32 - throw DeadlyExportError("loss of data due to 64 -> 32 bit integer conversion"); - } - - stream->Write(&t,4,1); - - return 4; -} - -// ----------------------------------------------------------------------------------- -// Serialize an unsigned int as uint16_t -template <> -inline -size_t Write(IOStream * stream, const uint16_t& w) { - static_assert(sizeof(uint16_t)==2, "sizeof(uint16_t)==2"); - stream->Write(&w,2,1); - - return 2; -} - -// ----------------------------------------------------------------------------------- -// Serialize a float -template <> -inline -size_t Write(IOStream * stream, const float& f) { - static_assert(sizeof(float)==4, "sizeof(float)==4"); - stream->Write(&f,4,1); - - return 4; -} - -// ----------------------------------------------------------------------------------- -// Serialize a double -template <> -inline -size_t Write(IOStream * stream, const double& f) { - static_assert(sizeof(double)==8, "sizeof(double)==8"); - stream->Write(&f,8,1); - - return 8; -} - -// ----------------------------------------------------------------------------------- -// Serialize a vec3 -template <> -inline -size_t Write(IOStream * stream, const aiVector3D& v) { - size_t t = Write(stream,v.x); - t += Write(stream,v.y); - t += Write(stream,v.z); - - return t; -} - -// ----------------------------------------------------------------------------------- -// Serialize a color value -template <> -inline -size_t Write(IOStream * stream, const aiColor3D& v) { - size_t t = Write(stream,v.r); - t += Write(stream,v.g); - t += Write(stream,v.b); - - return t; -} - -// ----------------------------------------------------------------------------------- -// Serialize a color value -template <> -inline -size_t Write(IOStream * stream, const aiColor4D& v) { - size_t t = Write(stream,v.r); - t += Write(stream,v.g); - t += Write(stream,v.b); - t += Write(stream,v.a); - - return t; -} - -// ----------------------------------------------------------------------------------- -// Serialize a quaternion -template <> -inline -size_t Write(IOStream * stream, const aiQuaternion& v) { - size_t t = Write(stream,v.w); - t += Write(stream,v.x); - t += Write(stream,v.y); - t += Write(stream,v.z); - ai_assert(t == 16); - - return 16; -} - -// ----------------------------------------------------------------------------------- -// Serialize a vertex weight -template <> -inline -size_t Write(IOStream * stream, const aiVertexWeight& v) { - size_t t = Write(stream,v.mVertexId); - - return t+Write(stream,v.mWeight); -} - -// ----------------------------------------------------------------------------------- -// Serialize a mat4x4 -template <> -inline -size_t Write(IOStream * stream, const aiMatrix4x4& m) { - for (unsigned int i = 0; i < 4;++i) { - for (unsigned int i2 = 0; i2 < 4;++i2) { - Write(stream,m[i][i2]); - } - } - - return 64; -} - -// ----------------------------------------------------------------------------------- -// Serialize an aiVectorKey -template <> -inline -size_t Write(IOStream * stream, const aiVectorKey& v) { - const size_t t = Write(stream,v.mTime); - return t + Write(stream,v.mValue); -} - -// ----------------------------------------------------------------------------------- -// Serialize an aiQuatKey -template <> -inline -size_t Write(IOStream * stream, const aiQuatKey& v) { - const size_t t = Write(stream,v.mTime); - return t + Write(stream,v.mValue); -} - -template -inline -size_t WriteBounds(IOStream * stream, const T* in, unsigned int size) { - T minc, maxc; - ArrayBounds(in,size,minc,maxc); - - const size_t t = Write(stream,minc); - return t + Write(stream,maxc); -} - -// We use this to write out non-byte arrays so that we write using the specializations. -// This way we avoid writing out extra bytes that potentially come from struct alignment. -template -inline -size_t WriteArray(IOStream * stream, const T* in, unsigned int size) { - size_t n = 0; - for (unsigned int i=0; i(stream,in[i]); - - return n; -} - -// ---------------------------------------------------------------------------------- -/** @class AssbinChunkWriter - * @brief Chunk writer mechanism for the .assbin file structure - * - * This is a standard in-memory IOStream (most of the code is based on BlobIOStream), - * the difference being that this takes another IOStream as a "container" in the - * constructor, and when it is destroyed, it appends the magic number, the chunk size, - * and the chunk contents to the container stream. This allows relatively easy chunk - * chunk construction, even recursively. - */ -class AssbinChunkWriter : public IOStream -{ -private: - - uint8_t* buffer; - uint32_t magic; - IOStream * container; - size_t cur_size, cursor, initial; - -private: - // ------------------------------------------------------------------- - void Grow(size_t need = 0) - { - size_t new_size = std::max(initial, std::max( need, cur_size+(cur_size>>1) )); - - const uint8_t* const old = buffer; - buffer = new uint8_t[new_size]; - - if (old) { - memcpy(buffer,old,cur_size); - delete[] old; - } - - cur_size = new_size; - } - -public: - - AssbinChunkWriter( IOStream * container, uint32_t magic, size_t initial = 4096) - : buffer(NULL), magic(magic), container(container), cur_size(0), cursor(0), initial(initial) - { - } - - virtual ~AssbinChunkWriter() - { - if (container) { - container->Write( &magic, sizeof(uint32_t), 1 ); - container->Write( &cursor, sizeof(uint32_t), 1 ); - container->Write( buffer, 1, cursor ); - } - if (buffer) delete[] buffer; - } - - void * GetBufferPointer() { return buffer; } - - // ------------------------------------------------------------------- - virtual size_t Read(void* /*pvBuffer*/, size_t /*pSize*/, size_t /*pCount*/) { - return 0; - } - virtual aiReturn Seek(size_t /*pOffset*/, aiOrigin /*pOrigin*/) { - return aiReturn_FAILURE; - } - virtual size_t Tell() const { - return cursor; - } - virtual void Flush() { - // not implemented - } - - virtual size_t FileSize() const { - return cursor; - } - - // ------------------------------------------------------------------- - virtual size_t Write(const void* pvBuffer, size_t pSize, size_t pCount) { - pSize *= pCount; - if (cursor + pSize > cur_size) { - Grow(cursor + pSize); - } - - memcpy(buffer+cursor, pvBuffer, pSize); - cursor += pSize; - - return pCount; - } - -}; - -// ---------------------------------------------------------------------------------- -/** @class AssbinExport - * @brief Assbin exporter class - * - * This class performs the .assbin exporting, and is responsible for the file layout. - */ -class AssbinExport -{ -private: - bool shortened; - bool compressed; - -protected: - // ----------------------------------------------------------------------------------- - void WriteBinaryNode( IOStream * container, const aiNode* node) - { - AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AINODE ); - - unsigned int nb_metadata = (node->mMetaData != NULL ? node->mMetaData->mNumProperties : 0); - - Write(&chunk,node->mName); - Write(&chunk,node->mTransformation); - Write(&chunk,node->mNumChildren); - Write(&chunk,node->mNumMeshes); - Write(&chunk,nb_metadata); - - for (unsigned int i = 0; i < node->mNumMeshes;++i) { - Write(&chunk,node->mMeshes[i]); - } - - for (unsigned int i = 0; i < node->mNumChildren;++i) { - WriteBinaryNode( &chunk, node->mChildren[i] ); - } - - for (unsigned int i = 0; i < nb_metadata; ++i) { - const aiString& key = node->mMetaData->mKeys[i]; - aiMetadataType type = node->mMetaData->mValues[i].mType; - void* value = node->mMetaData->mValues[i].mData; - - Write(&chunk, key); - Write(&chunk, type); - - switch (type) { - case AI_BOOL: - Write(&chunk, *((bool*) value)); - break; - case AI_INT32: - Write(&chunk, *((int32_t*) value)); - break; - case AI_UINT64: - Write(&chunk, *((uint64_t*) value)); - break; - case AI_FLOAT: - Write(&chunk, *((float*) value)); - break; - case AI_DOUBLE: - Write(&chunk, *((double*) value)); - break; - case AI_AISTRING: - Write(&chunk, *((aiString*) value)); - break; - case AI_AIVECTOR3D: - Write(&chunk, *((aiVector3D*) value)); - break; -#ifdef SWIG - case FORCE_32BIT: -#endif // SWIG - default: - break; - } - } - } - - // ----------------------------------------------------------------------------------- - void WriteBinaryTexture(IOStream * container, const aiTexture* tex) - { - AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AITEXTURE ); - - Write(&chunk,tex->mWidth); - Write(&chunk,tex->mHeight); - chunk.Write( tex->achFormatHint, sizeof(char), 4 ); - - if(!shortened) { - if (!tex->mHeight) { - chunk.Write(tex->pcData,1,tex->mWidth); - } - else { - chunk.Write(tex->pcData,1,tex->mWidth*tex->mHeight*4); - } - } - - } - - // ----------------------------------------------------------------------------------- - void WriteBinaryBone(IOStream * container, const aiBone* b) - { - AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIBONE ); - - Write(&chunk,b->mName); - Write(&chunk,b->mNumWeights); - Write(&chunk,b->mOffsetMatrix); - - // for the moment we write dumb min/max values for the bones, too. - // maybe I'll add a better, hash-like solution later - if (shortened) { - WriteBounds(&chunk,b->mWeights,b->mNumWeights); - } // else write as usual - else WriteArray(&chunk,b->mWeights,b->mNumWeights); - } - - // ----------------------------------------------------------------------------------- - void WriteBinaryMesh(IOStream * container, const aiMesh* mesh) - { - AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMESH ); - - Write(&chunk,mesh->mPrimitiveTypes); - Write(&chunk,mesh->mNumVertices); - Write(&chunk,mesh->mNumFaces); - Write(&chunk,mesh->mNumBones); - Write(&chunk,mesh->mMaterialIndex); - - // first of all, write bits for all existent vertex components - unsigned int c = 0; - if (mesh->mVertices) { - c |= ASSBIN_MESH_HAS_POSITIONS; - } - if (mesh->mNormals) { - c |= ASSBIN_MESH_HAS_NORMALS; - } - if (mesh->mTangents && mesh->mBitangents) { - c |= ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS; - } - for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) { - if (!mesh->mTextureCoords[n]) { - break; - } - c |= ASSBIN_MESH_HAS_TEXCOORD(n); - } - for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) { - if (!mesh->mColors[n]) { - break; - } - c |= ASSBIN_MESH_HAS_COLOR(n); - } - Write(&chunk,c); - - aiVector3D minVec, maxVec; - if (mesh->mVertices) { - if (shortened) { - WriteBounds(&chunk,mesh->mVertices,mesh->mNumVertices); - } // else write as usual - else WriteArray(&chunk,mesh->mVertices,mesh->mNumVertices); - } - if (mesh->mNormals) { - if (shortened) { - WriteBounds(&chunk,mesh->mNormals,mesh->mNumVertices); - } // else write as usual - else WriteArray(&chunk,mesh->mNormals,mesh->mNumVertices); - } - if (mesh->mTangents && mesh->mBitangents) { - if (shortened) { - WriteBounds(&chunk,mesh->mTangents,mesh->mNumVertices); - WriteBounds(&chunk,mesh->mBitangents,mesh->mNumVertices); - } // else write as usual - else { - WriteArray(&chunk,mesh->mTangents,mesh->mNumVertices); - WriteArray(&chunk,mesh->mBitangents,mesh->mNumVertices); - } - } - for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) { - if (!mesh->mColors[n]) - break; - - if (shortened) { - WriteBounds(&chunk,mesh->mColors[n],mesh->mNumVertices); - } // else write as usual - else WriteArray(&chunk,mesh->mColors[n],mesh->mNumVertices); - } - for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) { - if (!mesh->mTextureCoords[n]) - break; - - // write number of UV components - Write(&chunk,mesh->mNumUVComponents[n]); - - if (shortened) { - WriteBounds(&chunk,mesh->mTextureCoords[n],mesh->mNumVertices); - } // else write as usual - else WriteArray(&chunk,mesh->mTextureCoords[n],mesh->mNumVertices); - } - - // write faces. There are no floating-point calculations involved - // in these, so we can write a simple hash over the face data - // to the dump file. We generate a single 32 Bit hash for 512 faces - // using Assimp's standard hashing function. - if (shortened) { - unsigned int processed = 0; - for (unsigned int job;(job = std::min(mesh->mNumFaces-processed,512u));processed += job) { - - uint32_t hash = 0; - for (unsigned int a = 0; a < job;++a) { - - const aiFace& f = mesh->mFaces[processed+a]; - uint32_t tmp = f.mNumIndices; - hash = SuperFastHash(reinterpret_cast(&tmp),sizeof tmp,hash); - for (unsigned int i = 0; i < f.mNumIndices; ++i) { - static_assert(AI_MAX_VERTICES <= 0xffffffff, "AI_MAX_VERTICES <= 0xffffffff"); - tmp = static_cast( f.mIndices[i] ); - hash = SuperFastHash(reinterpret_cast(&tmp),sizeof tmp,hash); - } - } - Write(&chunk,hash); - } - } - else // else write as usual - { - // if there are less than 2^16 vertices, we can simply use 16 bit integers ... - for (unsigned int i = 0; i < mesh->mNumFaces;++i) { - const aiFace& f = mesh->mFaces[i]; - - static_assert(AI_MAX_FACE_INDICES <= 0xffff, "AI_MAX_FACE_INDICES <= 0xffff"); - Write(&chunk,f.mNumIndices); - - for (unsigned int a = 0; a < f.mNumIndices;++a) { - if (mesh->mNumVertices < (1u<<16)) { - Write(&chunk,f.mIndices[a]); - } - else Write(&chunk,f.mIndices[a]); - } - } - } - - // write bones - if (mesh->mNumBones) { - for (unsigned int a = 0; a < mesh->mNumBones;++a) { - const aiBone* b = mesh->mBones[a]; - WriteBinaryBone(&chunk,b); - } - } - } - - // ----------------------------------------------------------------------------------- - void WriteBinaryMaterialProperty(IOStream * container, const aiMaterialProperty* prop) - { - AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMATERIALPROPERTY ); - - Write(&chunk,prop->mKey); - Write(&chunk,prop->mSemantic); - Write(&chunk,prop->mIndex); - - Write(&chunk,prop->mDataLength); - Write(&chunk,(unsigned int)prop->mType); - chunk.Write(prop->mData,1,prop->mDataLength); - } - - // ----------------------------------------------------------------------------------- - void WriteBinaryMaterial(IOStream * container, const aiMaterial* mat) - { - AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMATERIAL); - - Write(&chunk,mat->mNumProperties); - for (unsigned int i = 0; i < mat->mNumProperties;++i) { - WriteBinaryMaterialProperty( &chunk, mat->mProperties[i]); - } - } - - // ----------------------------------------------------------------------------------- - void WriteBinaryNodeAnim(IOStream * container, const aiNodeAnim* nd) - { - AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AINODEANIM ); - - Write(&chunk,nd->mNodeName); - Write(&chunk,nd->mNumPositionKeys); - Write(&chunk,nd->mNumRotationKeys); - Write(&chunk,nd->mNumScalingKeys); - Write(&chunk,nd->mPreState); - Write(&chunk,nd->mPostState); - - if (nd->mPositionKeys) { - if (shortened) { - WriteBounds(&chunk,nd->mPositionKeys,nd->mNumPositionKeys); - - } // else write as usual - else WriteArray(&chunk,nd->mPositionKeys,nd->mNumPositionKeys); - } - if (nd->mRotationKeys) { - if (shortened) { - WriteBounds(&chunk,nd->mRotationKeys,nd->mNumRotationKeys); - - } // else write as usual - else WriteArray(&chunk,nd->mRotationKeys,nd->mNumRotationKeys); - } - if (nd->mScalingKeys) { - if (shortened) { - WriteBounds(&chunk,nd->mScalingKeys,nd->mNumScalingKeys); - - } // else write as usual - else WriteArray(&chunk,nd->mScalingKeys,nd->mNumScalingKeys); - } - } - - - // ----------------------------------------------------------------------------------- - void WriteBinaryAnim( IOStream * container, const aiAnimation* anim ) - { - AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIANIMATION ); - - Write(&chunk,anim->mName); - Write(&chunk,anim->mDuration); - Write(&chunk,anim->mTicksPerSecond); - Write(&chunk,anim->mNumChannels); - - for (unsigned int a = 0; a < anim->mNumChannels;++a) { - const aiNodeAnim* nd = anim->mChannels[a]; - WriteBinaryNodeAnim(&chunk,nd); - } - } - - // ----------------------------------------------------------------------------------- - void WriteBinaryLight( IOStream * container, const aiLight* l ) - { - AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AILIGHT ); - - Write(&chunk,l->mName); - Write(&chunk,l->mType); - - if (l->mType != aiLightSource_DIRECTIONAL) { - Write(&chunk,l->mAttenuationConstant); - Write(&chunk,l->mAttenuationLinear); - Write(&chunk,l->mAttenuationQuadratic); - } - - Write(&chunk,l->mColorDiffuse); - Write(&chunk,l->mColorSpecular); - Write(&chunk,l->mColorAmbient); - - if (l->mType == aiLightSource_SPOT) { - Write(&chunk,l->mAngleInnerCone); - Write(&chunk,l->mAngleOuterCone); - } - - } - - // ----------------------------------------------------------------------------------- - void WriteBinaryCamera( IOStream * container, const aiCamera* cam ) - { - AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AICAMERA ); - - Write(&chunk,cam->mName); - Write(&chunk,cam->mPosition); - Write(&chunk,cam->mLookAt); - Write(&chunk,cam->mUp); - Write(&chunk,cam->mHorizontalFOV); - Write(&chunk,cam->mClipPlaneNear); - Write(&chunk,cam->mClipPlaneFar); - Write(&chunk,cam->mAspect); - } - - // ----------------------------------------------------------------------------------- - void WriteBinaryScene( IOStream * container, const aiScene* scene) - { - AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AISCENE ); - - // basic scene information - Write(&chunk,scene->mFlags); - Write(&chunk,scene->mNumMeshes); - Write(&chunk,scene->mNumMaterials); - Write(&chunk,scene->mNumAnimations); - Write(&chunk,scene->mNumTextures); - Write(&chunk,scene->mNumLights); - Write(&chunk,scene->mNumCameras); - - // write node graph - WriteBinaryNode( &chunk, scene->mRootNode ); - - // write all meshes - for (unsigned int i = 0; i < scene->mNumMeshes;++i) { - const aiMesh* mesh = scene->mMeshes[i]; - WriteBinaryMesh( &chunk,mesh); - } - - // write materials - for (unsigned int i = 0; i< scene->mNumMaterials; ++i) { - const aiMaterial* mat = scene->mMaterials[i]; - WriteBinaryMaterial(&chunk,mat); - } - - // write all animations - for (unsigned int i = 0; i < scene->mNumAnimations;++i) { - const aiAnimation* anim = scene->mAnimations[i]; - WriteBinaryAnim(&chunk,anim); - } - - - // write all textures - for (unsigned int i = 0; i < scene->mNumTextures;++i) { - const aiTexture* mesh = scene->mTextures[i]; - WriteBinaryTexture(&chunk,mesh); - } - - // write lights - for (unsigned int i = 0; i < scene->mNumLights;++i) { - const aiLight* l = scene->mLights[i]; - WriteBinaryLight(&chunk,l); - } - - // write cameras - for (unsigned int i = 0; i < scene->mNumCameras;++i) { - const aiCamera* cam = scene->mCameras[i]; - WriteBinaryCamera(&chunk,cam); - } - - } - -public: - AssbinExport() - : shortened(false), compressed(false) // temporary settings until properties are introduced for exporters - { - } - - // ----------------------------------------------------------------------------------- - // Write a binary model dump - void WriteBinaryDump(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene) - { - IOStream * out = pIOSystem->Open( pFile, "wb" ); - if (!out) return; - - time_t tt = time(NULL); -#if _WIN32 - tm* p = gmtime(&tt); -#else - struct tm now; - tm* p = gmtime_r(&tt, &now); -#endif - - // header - char s[64]; - memset( s, 0, 64 ); -#if _MSC_VER >= 1400 - sprintf_s(s,"ASSIMP.binary-dump.%s",asctime(p)); -#else - ai_snprintf(s,64,"ASSIMP.binary-dump.%s",asctime(p)); -#endif - out->Write( s, 44, 1 ); - // == 44 bytes - - Write( out, ASSBIN_VERSION_MAJOR ); - Write( out, ASSBIN_VERSION_MINOR ); - Write( out, aiGetVersionRevision() ); - Write( out, aiGetCompileFlags() ); - Write( out, shortened ); - Write( out, compressed ); - // == 20 bytes - - char buff[256]; - strncpy(buff,pFile,256); - out->Write(buff,sizeof(char),256); - - char cmd[] = "\0"; - strncpy(buff,cmd,128); - out->Write(buff,sizeof(char),128); - - // leave 64 bytes free for future extensions - memset(buff,0xcd,64); - out->Write(buff,sizeof(char),64); - // == 435 bytes - - // ==== total header size: 512 bytes - ai_assert( out->Tell() == ASSBIN_HEADER_LENGTH ); - - // Up to here the data is uncompressed. For compressed files, the rest - // is compressed using standard DEFLATE from zlib. - if (compressed) - { - AssbinChunkWriter uncompressedStream( NULL, 0 ); - WriteBinaryScene( &uncompressedStream, pScene ); - - uLongf uncompressedSize = static_cast(uncompressedStream.Tell()); - uLongf compressedSize = (uLongf)compressBound(uncompressedSize); - uint8_t* compressedBuffer = new uint8_t[ compressedSize ]; - - int res = compress2( compressedBuffer, &compressedSize, (const Bytef*)uncompressedStream.GetBufferPointer(), uncompressedSize, 9 ); - if(res != Z_OK) - { - delete [] compressedBuffer; - pIOSystem->Close(out); - throw DeadlyExportError("Compression failed."); - } - - out->Write( &uncompressedSize, sizeof(uint32_t), 1 ); - out->Write( compressedBuffer, sizeof(char), compressedSize ); - - delete[] compressedBuffer; - } - else - { - WriteBinaryScene( out, pScene ); - } - - pIOSystem->Close( out ); - } -}; - void ExportSceneAssbin(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/) { - AssbinExport exporter; - exporter.WriteBinaryDump( pFile, pIOSystem, pScene ); + DumpSceneToAssbin( + pFile, + "\0", // no command(s). + pIOSystem, + pScene, + false, // shortened? + false); // compressed? } } // end of namespace Assimp diff --git a/code/Assbin/AssbinExporter.h b/code/Assbin/AssbinExporter.h index 3e13639bb..350ed85e3 100644 --- a/code/Assbin/AssbinExporter.h +++ b/code/Assbin/AssbinExporter.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Assbin/AssbinFileWriter.cpp b/code/Assbin/AssbinFileWriter.cpp new file mode 100644 index 000000000..4bc8f7cac --- /dev/null +++ b/code/Assbin/AssbinFileWriter.cpp @@ -0,0 +1,858 @@ +/* +Open Asset Import Library (assimp) +---------------------------------------------------------------------- + +Copyright (c) 2006-2020, assimp 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 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 AssbinFileWriter.cpp + * @brief Implementation of Assbin file writer. + */ + +#include "AssbinFileWriter.h" + +#include "Common/assbin_chunks.h" +#include "PostProcessing/ProcessHelper.h" + +#include +#include +#include +#include + +#ifdef ASSIMP_BUILD_NO_OWN_ZLIB +# include +#else +# include "../contrib/zlib/zlib.h" +#endif + +#include + +namespace Assimp { + +template +size_t Write(IOStream * stream, const T& v) { + return stream->Write( &v, sizeof(T), 1 ); +} + +// ----------------------------------------------------------------------------------- +// Serialize an aiString +template <> +inline +size_t Write(IOStream * stream, const aiString& s) { + const size_t s2 = (uint32_t)s.length; + stream->Write(&s,4,1); + stream->Write(s.data,s2,1); + + return s2+4; +} + +// ----------------------------------------------------------------------------------- +// Serialize an unsigned int as uint32_t +template <> +inline +size_t Write(IOStream * stream, const unsigned int& w) { + const uint32_t t = (uint32_t)w; + if (w > t) { + // this shouldn't happen, integers in Assimp data structures never exceed 2^32 + throw DeadlyExportError("loss of data due to 64 -> 32 bit integer conversion"); + } + + stream->Write(&t,4,1); + + return 4; +} + +// ----------------------------------------------------------------------------------- +// Serialize an unsigned int as uint16_t +template <> +inline +size_t Write(IOStream * stream, const uint16_t& w) { + static_assert(sizeof(uint16_t)==2, "sizeof(uint16_t)==2"); + stream->Write(&w,2,1); + + return 2; +} + +// ----------------------------------------------------------------------------------- +// Serialize a float +template <> +inline +size_t Write(IOStream * stream, const float& f) { + static_assert(sizeof(float)==4, "sizeof(float)==4"); + stream->Write(&f,4,1); + + return 4; +} + +// ----------------------------------------------------------------------------------- +// Serialize a double +template <> +inline +size_t Write(IOStream * stream, const double& f) { + static_assert(sizeof(double)==8, "sizeof(double)==8"); + stream->Write(&f,8,1); + + return 8; +} + +// ----------------------------------------------------------------------------------- +// Serialize a vec3 +template <> +inline +size_t Write(IOStream * stream, const aiVector3D& v) { + size_t t = Write(stream,v.x); + t += Write(stream,v.y); + t += Write(stream,v.z); + + return t; +} + +// ----------------------------------------------------------------------------------- +// Serialize a color value +template <> +inline +size_t Write(IOStream * stream, const aiColor3D& v) { + size_t t = Write(stream,v.r); + t += Write(stream,v.g); + t += Write(stream,v.b); + + return t; +} + +// ----------------------------------------------------------------------------------- +// Serialize a color value +template <> +inline +size_t Write(IOStream * stream, const aiColor4D& v) { + size_t t = Write(stream,v.r); + t += Write(stream,v.g); + t += Write(stream,v.b); + t += Write(stream,v.a); + + return t; +} + +// ----------------------------------------------------------------------------------- +// Serialize a quaternion +template <> +inline +size_t Write(IOStream * stream, const aiQuaternion& v) { + size_t t = Write(stream,v.w); + t += Write(stream,v.x); + t += Write(stream,v.y); + t += Write(stream,v.z); + ai_assert(t == 16); + + return 16; +} + +// ----------------------------------------------------------------------------------- +// Serialize a vertex weight +template <> +inline +size_t Write(IOStream * stream, const aiVertexWeight& v) { + size_t t = Write(stream,v.mVertexId); + + return t+Write(stream,v.mWeight); +} + +// ----------------------------------------------------------------------------------- +// Serialize a mat4x4 +template <> +inline +size_t Write(IOStream * stream, const aiMatrix4x4& m) { + for (unsigned int i = 0; i < 4;++i) { + for (unsigned int i2 = 0; i2 < 4;++i2) { + Write(stream,m[i][i2]); + } + } + + return 64; +} + +// ----------------------------------------------------------------------------------- +// Serialize an aiVectorKey +template <> +inline +size_t Write(IOStream * stream, const aiVectorKey& v) { + const size_t t = Write(stream,v.mTime); + return t + Write(stream,v.mValue); +} + +// ----------------------------------------------------------------------------------- +// Serialize an aiQuatKey +template <> +inline +size_t Write(IOStream * stream, const aiQuatKey& v) { + const size_t t = Write(stream,v.mTime); + return t + Write(stream,v.mValue); +} + +template +inline +size_t WriteBounds(IOStream * stream, const T* in, unsigned int size) { + T minc, maxc; + ArrayBounds(in,size,minc,maxc); + + const size_t t = Write(stream,minc); + return t + Write(stream,maxc); +} + +// We use this to write out non-byte arrays so that we write using the specializations. +// This way we avoid writing out extra bytes that potentially come from struct alignment. +template +inline +size_t WriteArray(IOStream * stream, const T* in, unsigned int size) { + size_t n = 0; + for (unsigned int i=0; i(stream,in[i]); + + return n; +} + +// ---------------------------------------------------------------------------------- +/** @class AssbinChunkWriter + * @brief Chunk writer mechanism for the .assbin file structure + * + * This is a standard in-memory IOStream (most of the code is based on BlobIOStream), + * the difference being that this takes another IOStream as a "container" in the + * constructor, and when it is destroyed, it appends the magic number, the chunk size, + * and the chunk contents to the container stream. This allows relatively easy chunk + * chunk construction, even recursively. + */ +class AssbinChunkWriter : public IOStream +{ +private: + + uint8_t* buffer; + uint32_t magic; + IOStream * container; + size_t cur_size, cursor, initial; + +private: + // ------------------------------------------------------------------- + void Grow(size_t need = 0) + { + size_t new_size = std::max(initial, std::max( need, cur_size+(cur_size>>1) )); + + const uint8_t* const old = buffer; + buffer = new uint8_t[new_size]; + + if (old) { + memcpy(buffer,old,cur_size); + delete[] old; + } + + cur_size = new_size; + } + +public: + + AssbinChunkWriter( IOStream * container, uint32_t magic, size_t initial = 4096) + : buffer(NULL), magic(magic), container(container), cur_size(0), cursor(0), initial(initial) + { + } + + virtual ~AssbinChunkWriter() + { + if (container) { + container->Write( &magic, sizeof(uint32_t), 1 ); + container->Write( &cursor, sizeof(uint32_t), 1 ); + container->Write( buffer, 1, cursor ); + } + if (buffer) delete[] buffer; + } + + void * GetBufferPointer() { return buffer; } + + // ------------------------------------------------------------------- + virtual size_t Read(void* /*pvBuffer*/, size_t /*pSize*/, size_t /*pCount*/) { + return 0; + } + virtual aiReturn Seek(size_t /*pOffset*/, aiOrigin /*pOrigin*/) { + return aiReturn_FAILURE; + } + virtual size_t Tell() const { + return cursor; + } + virtual void Flush() { + // not implemented + } + + virtual size_t FileSize() const { + return cursor; + } + + // ------------------------------------------------------------------- + virtual size_t Write(const void* pvBuffer, size_t pSize, size_t pCount) { + pSize *= pCount; + if (cursor + pSize > cur_size) { + Grow(cursor + pSize); + } + + memcpy(buffer+cursor, pvBuffer, pSize); + cursor += pSize; + + return pCount; + } + +}; + +// ---------------------------------------------------------------------------------- +/** @class AssbinFileWriter + * @brief Assbin file writer class + * + * This class writes an .assbin file, and is responsible for the file layout. + */ +class AssbinFileWriter +{ +private: + bool shortened; + bool compressed; + +protected: + // ----------------------------------------------------------------------------------- + void WriteBinaryNode( IOStream * container, const aiNode* node) + { + AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AINODE ); + + unsigned int nb_metadata = (node->mMetaData != NULL ? node->mMetaData->mNumProperties : 0); + + Write(&chunk,node->mName); + Write(&chunk,node->mTransformation); + Write(&chunk,node->mNumChildren); + Write(&chunk,node->mNumMeshes); + Write(&chunk,nb_metadata); + + for (unsigned int i = 0; i < node->mNumMeshes;++i) { + Write(&chunk,node->mMeshes[i]); + } + + for (unsigned int i = 0; i < node->mNumChildren;++i) { + WriteBinaryNode( &chunk, node->mChildren[i] ); + } + + for (unsigned int i = 0; i < nb_metadata; ++i) { + const aiString& key = node->mMetaData->mKeys[i]; + aiMetadataType type = node->mMetaData->mValues[i].mType; + void* value = node->mMetaData->mValues[i].mData; + + Write(&chunk, key); + Write(&chunk, type); + + switch (type) { + case AI_BOOL: + Write(&chunk, *((bool*) value)); + break; + case AI_INT32: + Write(&chunk, *((int32_t*) value)); + break; + case AI_UINT64: + Write(&chunk, *((uint64_t*) value)); + break; + case AI_FLOAT: + Write(&chunk, *((float*) value)); + break; + case AI_DOUBLE: + Write(&chunk, *((double*) value)); + break; + case AI_AISTRING: + Write(&chunk, *((aiString*) value)); + break; + case AI_AIVECTOR3D: + Write(&chunk, *((aiVector3D*) value)); + break; +#ifdef SWIG + case FORCE_32BIT: +#endif // SWIG + default: + break; + } + } + } + + // ----------------------------------------------------------------------------------- + void WriteBinaryTexture(IOStream * container, const aiTexture* tex) + { + AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AITEXTURE ); + + Write(&chunk,tex->mWidth); + Write(&chunk,tex->mHeight); + // Write the texture format, but don't include the null terminator. + chunk.Write( tex->achFormatHint, sizeof(char), HINTMAXTEXTURELEN - 1 ); + + if(!shortened) { + if (!tex->mHeight) { + chunk.Write(tex->pcData,1,tex->mWidth); + } + else { + chunk.Write(tex->pcData,1,tex->mWidth*tex->mHeight*4); + } + } + + } + + // ----------------------------------------------------------------------------------- + void WriteBinaryBone(IOStream * container, const aiBone* b) + { + AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIBONE ); + + Write(&chunk,b->mName); + Write(&chunk,b->mNumWeights); + Write(&chunk,b->mOffsetMatrix); + + // for the moment we write dumb min/max values for the bones, too. + // maybe I'll add a better, hash-like solution later + if (shortened) { + WriteBounds(&chunk,b->mWeights,b->mNumWeights); + } // else write as usual + else WriteArray(&chunk,b->mWeights,b->mNumWeights); + } + + // ----------------------------------------------------------------------------------- + void WriteBinaryMesh(IOStream * container, const aiMesh* mesh) + { + AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMESH ); + + Write(&chunk,mesh->mPrimitiveTypes); + Write(&chunk,mesh->mNumVertices); + Write(&chunk,mesh->mNumFaces); + Write(&chunk,mesh->mNumBones); + Write(&chunk,mesh->mMaterialIndex); + + // first of all, write bits for all existent vertex components + unsigned int c = 0; + if (mesh->mVertices) { + c |= ASSBIN_MESH_HAS_POSITIONS; + } + if (mesh->mNormals) { + c |= ASSBIN_MESH_HAS_NORMALS; + } + if (mesh->mTangents && mesh->mBitangents) { + c |= ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS; + } + for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) { + if (!mesh->mTextureCoords[n]) { + break; + } + c |= ASSBIN_MESH_HAS_TEXCOORD(n); + } + for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) { + if (!mesh->mColors[n]) { + break; + } + c |= ASSBIN_MESH_HAS_COLOR(n); + } + Write(&chunk,c); + + aiVector3D minVec, maxVec; + if (mesh->mVertices) { + if (shortened) { + WriteBounds(&chunk,mesh->mVertices,mesh->mNumVertices); + } // else write as usual + else WriteArray(&chunk,mesh->mVertices,mesh->mNumVertices); + } + if (mesh->mNormals) { + if (shortened) { + WriteBounds(&chunk,mesh->mNormals,mesh->mNumVertices); + } // else write as usual + else WriteArray(&chunk,mesh->mNormals,mesh->mNumVertices); + } + if (mesh->mTangents && mesh->mBitangents) { + if (shortened) { + WriteBounds(&chunk,mesh->mTangents,mesh->mNumVertices); + WriteBounds(&chunk,mesh->mBitangents,mesh->mNumVertices); + } // else write as usual + else { + WriteArray(&chunk,mesh->mTangents,mesh->mNumVertices); + WriteArray(&chunk,mesh->mBitangents,mesh->mNumVertices); + } + } + for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) { + if (!mesh->mColors[n]) + break; + + if (shortened) { + WriteBounds(&chunk,mesh->mColors[n],mesh->mNumVertices); + } // else write as usual + else WriteArray(&chunk,mesh->mColors[n],mesh->mNumVertices); + } + for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) { + if (!mesh->mTextureCoords[n]) + break; + + // write number of UV components + Write(&chunk,mesh->mNumUVComponents[n]); + + if (shortened) { + WriteBounds(&chunk,mesh->mTextureCoords[n],mesh->mNumVertices); + } // else write as usual + else WriteArray(&chunk,mesh->mTextureCoords[n],mesh->mNumVertices); + } + + // write faces. There are no floating-point calculations involved + // in these, so we can write a simple hash over the face data + // to the dump file. We generate a single 32 Bit hash for 512 faces + // using Assimp's standard hashing function. + if (shortened) { + unsigned int processed = 0; + for (unsigned int job;(job = std::min(mesh->mNumFaces-processed,512u));processed += job) { + + uint32_t hash = 0; + for (unsigned int a = 0; a < job;++a) { + + const aiFace& f = mesh->mFaces[processed+a]; + uint32_t tmp = f.mNumIndices; + hash = SuperFastHash(reinterpret_cast(&tmp),sizeof tmp,hash); + for (unsigned int i = 0; i < f.mNumIndices; ++i) { + static_assert(AI_MAX_VERTICES <= 0xffffffff, "AI_MAX_VERTICES <= 0xffffffff"); + tmp = static_cast( f.mIndices[i] ); + hash = SuperFastHash(reinterpret_cast(&tmp),sizeof tmp,hash); + } + } + Write(&chunk,hash); + } + } + else // else write as usual + { + // if there are less than 2^16 vertices, we can simply use 16 bit integers ... + for (unsigned int i = 0; i < mesh->mNumFaces;++i) { + const aiFace& f = mesh->mFaces[i]; + + static_assert(AI_MAX_FACE_INDICES <= 0xffff, "AI_MAX_FACE_INDICES <= 0xffff"); + Write(&chunk,f.mNumIndices); + + for (unsigned int a = 0; a < f.mNumIndices;++a) { + if (mesh->mNumVertices < (1u<<16)) { + Write(&chunk,f.mIndices[a]); + } + else Write(&chunk,f.mIndices[a]); + } + } + } + + // write bones + if (mesh->mNumBones) { + for (unsigned int a = 0; a < mesh->mNumBones;++a) { + const aiBone* b = mesh->mBones[a]; + WriteBinaryBone(&chunk,b); + } + } + } + + // ----------------------------------------------------------------------------------- + void WriteBinaryMaterialProperty(IOStream * container, const aiMaterialProperty* prop) + { + AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMATERIALPROPERTY ); + + Write(&chunk,prop->mKey); + Write(&chunk,prop->mSemantic); + Write(&chunk,prop->mIndex); + + Write(&chunk,prop->mDataLength); + Write(&chunk,(unsigned int)prop->mType); + chunk.Write(prop->mData,1,prop->mDataLength); + } + + // ----------------------------------------------------------------------------------- + void WriteBinaryMaterial(IOStream * container, const aiMaterial* mat) + { + AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMATERIAL); + + Write(&chunk,mat->mNumProperties); + for (unsigned int i = 0; i < mat->mNumProperties;++i) { + WriteBinaryMaterialProperty( &chunk, mat->mProperties[i]); + } + } + + // ----------------------------------------------------------------------------------- + void WriteBinaryNodeAnim(IOStream * container, const aiNodeAnim* nd) + { + AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AINODEANIM ); + + Write(&chunk,nd->mNodeName); + Write(&chunk,nd->mNumPositionKeys); + Write(&chunk,nd->mNumRotationKeys); + Write(&chunk,nd->mNumScalingKeys); + Write(&chunk,nd->mPreState); + Write(&chunk,nd->mPostState); + + if (nd->mPositionKeys) { + if (shortened) { + WriteBounds(&chunk,nd->mPositionKeys,nd->mNumPositionKeys); + + } // else write as usual + else WriteArray(&chunk,nd->mPositionKeys,nd->mNumPositionKeys); + } + if (nd->mRotationKeys) { + if (shortened) { + WriteBounds(&chunk,nd->mRotationKeys,nd->mNumRotationKeys); + + } // else write as usual + else WriteArray(&chunk,nd->mRotationKeys,nd->mNumRotationKeys); + } + if (nd->mScalingKeys) { + if (shortened) { + WriteBounds(&chunk,nd->mScalingKeys,nd->mNumScalingKeys); + + } // else write as usual + else WriteArray(&chunk,nd->mScalingKeys,nd->mNumScalingKeys); + } + } + + + // ----------------------------------------------------------------------------------- + void WriteBinaryAnim( IOStream * container, const aiAnimation* anim ) + { + AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIANIMATION ); + + Write(&chunk,anim->mName); + Write(&chunk,anim->mDuration); + Write(&chunk,anim->mTicksPerSecond); + Write(&chunk,anim->mNumChannels); + + for (unsigned int a = 0; a < anim->mNumChannels;++a) { + const aiNodeAnim* nd = anim->mChannels[a]; + WriteBinaryNodeAnim(&chunk,nd); + } + } + + // ----------------------------------------------------------------------------------- + void WriteBinaryLight( IOStream * container, const aiLight* l ) + { + AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AILIGHT ); + + Write(&chunk,l->mName); + Write(&chunk,l->mType); + + if (l->mType != aiLightSource_DIRECTIONAL) { + Write(&chunk,l->mAttenuationConstant); + Write(&chunk,l->mAttenuationLinear); + Write(&chunk,l->mAttenuationQuadratic); + } + + Write(&chunk,l->mColorDiffuse); + Write(&chunk,l->mColorSpecular); + Write(&chunk,l->mColorAmbient); + + if (l->mType == aiLightSource_SPOT) { + Write(&chunk,l->mAngleInnerCone); + Write(&chunk,l->mAngleOuterCone); + } + + } + + // ----------------------------------------------------------------------------------- + void WriteBinaryCamera( IOStream * container, const aiCamera* cam ) + { + AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AICAMERA ); + + Write(&chunk,cam->mName); + Write(&chunk,cam->mPosition); + Write(&chunk,cam->mLookAt); + Write(&chunk,cam->mUp); + Write(&chunk,cam->mHorizontalFOV); + Write(&chunk,cam->mClipPlaneNear); + Write(&chunk,cam->mClipPlaneFar); + Write(&chunk,cam->mAspect); + } + + // ----------------------------------------------------------------------------------- + void WriteBinaryScene( IOStream * container, const aiScene* scene) + { + AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AISCENE ); + + // basic scene information + Write(&chunk,scene->mFlags); + Write(&chunk,scene->mNumMeshes); + Write(&chunk,scene->mNumMaterials); + Write(&chunk,scene->mNumAnimations); + Write(&chunk,scene->mNumTextures); + Write(&chunk,scene->mNumLights); + Write(&chunk,scene->mNumCameras); + + // write node graph + WriteBinaryNode( &chunk, scene->mRootNode ); + + // write all meshes + for (unsigned int i = 0; i < scene->mNumMeshes;++i) { + const aiMesh* mesh = scene->mMeshes[i]; + WriteBinaryMesh( &chunk,mesh); + } + + // write materials + for (unsigned int i = 0; i< scene->mNumMaterials; ++i) { + const aiMaterial* mat = scene->mMaterials[i]; + WriteBinaryMaterial(&chunk,mat); + } + + // write all animations + for (unsigned int i = 0; i < scene->mNumAnimations;++i) { + const aiAnimation* anim = scene->mAnimations[i]; + WriteBinaryAnim(&chunk,anim); + } + + + // write all textures + for (unsigned int i = 0; i < scene->mNumTextures;++i) { + const aiTexture* mesh = scene->mTextures[i]; + WriteBinaryTexture(&chunk,mesh); + } + + // write lights + for (unsigned int i = 0; i < scene->mNumLights;++i) { + const aiLight* l = scene->mLights[i]; + WriteBinaryLight(&chunk,l); + } + + // write cameras + for (unsigned int i = 0; i < scene->mNumCameras;++i) { + const aiCamera* cam = scene->mCameras[i]; + WriteBinaryCamera(&chunk,cam); + } + + } + +public: + AssbinFileWriter(bool shortened, bool compressed) + : shortened(shortened), compressed(compressed) + { + } + + // ----------------------------------------------------------------------------------- + // Write a binary model dump + void WriteBinaryDump(const char* pFile, const char* cmd, IOSystem* pIOSystem, const aiScene* pScene) + { + IOStream * out = pIOSystem->Open( pFile, "wb" ); + if (!out) + throw std::runtime_error("Unable to open output file " + std::string(pFile) + '\n'); + + auto CloseIOStream = [&]() { + if (out) { + pIOSystem->Close(out); + out = nullptr; // Ensure this is only done once. + } + }; + + try { + time_t tt = time(NULL); +#if _WIN32 + tm* p = gmtime(&tt); +#else + struct tm now; + tm* p = gmtime_r(&tt, &now); +#endif + + // header + char s[64]; + memset(s, 0, 64); +#if _MSC_VER >= 1400 + sprintf_s(s, "ASSIMP.binary-dump.%s", asctime(p)); +#else + ai_snprintf(s, 64, "ASSIMP.binary-dump.%s", asctime(p)); +#endif + out->Write(s, 44, 1); + // == 44 bytes + + Write(out, ASSBIN_VERSION_MAJOR); + Write(out, ASSBIN_VERSION_MINOR); + Write(out, aiGetVersionRevision()); + Write(out, aiGetCompileFlags()); + Write(out, shortened); + Write(out, compressed); + // == 20 bytes + + char buff[256] = {0}; + ai_snprintf(buff, 256, "%s", pFile); + out->Write(buff, sizeof(char), 256); + + memset(buff, 0, sizeof(buff)); + ai_snprintf(buff, 128, "%s", cmd); + out->Write(buff, sizeof(char), 128); + + // leave 64 bytes free for future extensions + memset(buff, 0xcd, 64); + out->Write(buff, sizeof(char), 64); + // == 435 bytes + + // ==== total header size: 512 bytes + ai_assert(out->Tell() == ASSBIN_HEADER_LENGTH); + + // Up to here the data is uncompressed. For compressed files, the rest + // is compressed using standard DEFLATE from zlib. + if (compressed) + { + AssbinChunkWriter uncompressedStream(NULL, 0); + WriteBinaryScene(&uncompressedStream, pScene); + + uLongf uncompressedSize = static_cast(uncompressedStream.Tell()); + uLongf compressedSize = (uLongf)compressBound(uncompressedSize); + uint8_t* compressedBuffer = new uint8_t[compressedSize]; + + int res = compress2(compressedBuffer, &compressedSize, (const Bytef*)uncompressedStream.GetBufferPointer(), uncompressedSize, 9); + if (res != Z_OK) + { + delete[] compressedBuffer; + throw DeadlyExportError("Compression failed."); + } + + out->Write(&uncompressedSize, sizeof(uint32_t), 1); + out->Write(compressedBuffer, sizeof(char), compressedSize); + + delete[] compressedBuffer; + } + else + { + WriteBinaryScene(out, pScene); + } + + CloseIOStream(); + } + catch (...) { + CloseIOStream(); + throw; + } + } +}; + +void DumpSceneToAssbin( + const char* pFile, const char* cmd, IOSystem* pIOSystem, + const aiScene* pScene, bool shortened, bool compressed) { + AssbinFileWriter fileWriter(shortened, compressed); + fileWriter.WriteBinaryDump(pFile, cmd, pIOSystem, pScene); +} + +} // end of namespace Assimp diff --git a/code/Assbin/AssbinFileWriter.h b/code/Assbin/AssbinFileWriter.h new file mode 100644 index 000000000..25db6db2d --- /dev/null +++ b/code/Assbin/AssbinFileWriter.h @@ -0,0 +1,66 @@ +/* +Open Asset Import Library (assimp) +---------------------------------------------------------------------- + +Copyright (c) 2006-2020, assimp 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 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 AssbinFileWriter.h + * @brief Declaration of Assbin file writer. + */ + +#ifndef AI_ASSBINFILEWRITER_H_INC +#define AI_ASSBINFILEWRITER_H_INC + +#include +#include +#include + +namespace Assimp { + +void ASSIMP_API DumpSceneToAssbin( + const char* pFile, + const char* cmd, + IOSystem* pIOSystem, + const aiScene* pScene, + bool shortened, + bool compressed); + +} + +#endif // AI_ASSBINFILEWRITER_H_INC diff --git a/code/Assbin/AssbinLoader.cpp b/code/Assbin/AssbinLoader.cpp index becc3f8fc..71e35cb6a 100644 --- a/code/Assbin/AssbinLoader.cpp +++ b/code/Assbin/AssbinLoader.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team @@ -535,7 +535,7 @@ void AssbinImporter::ReadBinaryTexture(IOStream * stream, aiTexture* tex) { tex->mWidth = Read(stream); tex->mHeight = Read(stream); - stream->Read( tex->achFormatHint, sizeof(char), 4 ); + stream->Read( tex->achFormatHint, sizeof(char), HINTMAXTEXTURELEN - 1 ); if(!shortened) { if (!tex->mHeight) { diff --git a/code/Assbin/AssbinLoader.h b/code/Assbin/AssbinLoader.h index 9f2dde125..e6e99f26e 100644 --- a/code/Assbin/AssbinLoader.h +++ b/code/Assbin/AssbinLoader.h @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Assjson/cencode.c b/code/Assjson/cencode.c index db99e7efa..bd302100b 100644 --- a/code/Assjson/cencode.c +++ b/code/Assjson/cencode.c @@ -42,7 +42,7 @@ int base64_encode_block(const char* plaintext_in, int length_in, char* code_out, { state_in->result = result; state_in->step = step_A; - return codechar - code_out; + return (int)(codechar - code_out); } fragment = *plainchar++; result = (fragment & 0x0fc) >> 2; @@ -53,7 +53,7 @@ int base64_encode_block(const char* plaintext_in, int length_in, char* code_out, { state_in->result = result; state_in->step = step_B; - return codechar - code_out; + return (int)(codechar - code_out); } fragment = *plainchar++; result |= (fragment & 0x0f0) >> 4; @@ -64,7 +64,7 @@ int base64_encode_block(const char* plaintext_in, int length_in, char* code_out, { state_in->result = result; state_in->step = step_C; - return codechar - code_out; + return (int)(codechar - code_out); } fragment = *plainchar++; result |= (fragment & 0x0c0) >> 6; @@ -81,7 +81,7 @@ int base64_encode_block(const char* plaintext_in, int length_in, char* code_out, } } /* control should not reach here */ - return codechar - code_out; + return (int)(codechar - code_out); } int base64_encode_blockend(char* code_out, base64_encodestate* state_in) @@ -104,6 +104,6 @@ int base64_encode_blockend(char* code_out, base64_encodestate* state_in) } *codechar++ = '\n'; - return codechar - code_out; + return (int)(codechar - code_out); } diff --git a/code/Assxml/AssxmlExporter.cpp b/code/Assxml/AssxmlExporter.cpp index afdecbaf6..720fd5b40 100644 --- a/code/Assxml/AssxmlExporter.cpp +++ b/code/Assxml/AssxmlExporter.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. @@ -46,607 +46,20 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #ifndef ASSIMP_BUILD_NO_EXPORT #ifndef ASSIMP_BUILD_NO_ASSXML_EXPORTER -#include "PostProcessing/ProcessHelper.h" - -#include -#include +#include "AssxmlFileWriter.h" #include #include -#include - -#ifdef ASSIMP_BUILD_NO_OWN_ZLIB -# include -#else -# include -#endif - -#include -#include - -using namespace Assimp; - namespace Assimp { -namespace AssxmlExport { - -// ----------------------------------------------------------------------------------- -static int ioprintf( IOStream * io, const char *format, ... ) { - using namespace std; - if ( nullptr == io ) { - return -1; - } - - static const int Size = 4096; - char sz[ Size ]; - ::memset( sz, '\0', Size ); - va_list va; - va_start( va, format ); - const unsigned int nSize = vsnprintf( sz, Size-1, format, va ); - ai_assert( nSize < Size ); - va_end( va ); - - io->Write( sz, sizeof(char), nSize ); - - return nSize; -} - -// ----------------------------------------------------------------------------------- -// Convert a name to standard XML format -static void ConvertName(aiString& out, const aiString& in) { - out.length = 0; - for (unsigned int i = 0; i < in.length; ++i) { - switch (in.data[i]) { - case '<': - out.Append("<");break; - case '>': - out.Append(">");break; - case '&': - out.Append("&");break; - case '\"': - out.Append(""");break; - case '\'': - out.Append("'");break; - default: - out.data[out.length++] = in.data[i]; - } - } - out.data[out.length] = 0; -} - -// ----------------------------------------------------------------------------------- -// Write a single node as text dump -static void WriteNode(const aiNode* node, IOStream * io, unsigned int depth) { - char prefix[512]; - for (unsigned int i = 0; i < depth;++i) - prefix[i] = '\t'; - prefix[depth] = '\0'; - - const aiMatrix4x4& m = node->mTransformation; - - aiString name; - ConvertName(name,node->mName); - ioprintf(io,"%s \n" - "%s\t \n" - "%s\t\t%0 6f %0 6f %0 6f %0 6f\n" - "%s\t\t%0 6f %0 6f %0 6f %0 6f\n" - "%s\t\t%0 6f %0 6f %0 6f %0 6f\n" - "%s\t\t%0 6f %0 6f %0 6f %0 6f\n" - "%s\t \n", - prefix,name.data,prefix, - prefix,m.a1,m.a2,m.a3,m.a4, - prefix,m.b1,m.b2,m.b3,m.b4, - prefix,m.c1,m.c2,m.c3,m.c4, - prefix,m.d1,m.d2,m.d3,m.d4,prefix); - - if (node->mNumMeshes) { - ioprintf(io, "%s\t\n%s\t", - prefix,node->mNumMeshes,prefix); - - for (unsigned int i = 0; i < node->mNumMeshes;++i) { - ioprintf(io,"%i ",node->mMeshes[i]); - } - ioprintf(io,"\n%s\t\n",prefix); - } - - if (node->mNumChildren) { - ioprintf(io,"%s\t\n", - prefix,node->mNumChildren); - - for (unsigned int i = 0; i < node->mNumChildren;++i) { - WriteNode(node->mChildren[i],io,depth+2); - } - ioprintf(io,"%s\t\n",prefix); - } - ioprintf(io,"%s\n",prefix); -} - - -// ----------------------------------------------------------------------------------- -// Some chuncks of text will need to be encoded for XML -// http://stackoverflow.com/questions/5665231/most-efficient-way-to-escape-xml-html-in-c-string#5665377 -static std::string encodeXML(const std::string& data) { - std::string buffer; - buffer.reserve(data.size()); - for(size_t pos = 0; pos != data.size(); ++pos) { - switch(data[pos]) { - case '&': buffer.append("&"); break; - case '\"': buffer.append("""); break; - case '\'': buffer.append("'"); break; - case '<': buffer.append("<"); break; - case '>': buffer.append(">"); break; - default: buffer.append(&data[pos], 1); break; - } - } - return buffer; -} - -// ----------------------------------------------------------------------------------- -// Write a text model dump -static -void WriteDump(const aiScene* scene, IOStream* io, bool shortened) { - time_t tt = ::time( NULL ); -#if _WIN32 - tm* p = gmtime(&tt); -#else - struct tm now; - tm* p = gmtime_r(&tt, &now); -#endif - ai_assert(nullptr != p); - - // write header - std::string header( - "\n" - "\n\n" - "" - " \n\n" - "\n" - ); - - const unsigned int majorVersion( aiGetVersionMajor() ); - const unsigned int minorVersion( aiGetVersionMinor() ); - const unsigned int rev( aiGetVersionRevision() ); - const char *curtime( asctime( p ) ); - ioprintf( io, header.c_str(), majorVersion, minorVersion, rev, curtime, scene->mFlags, 0 ); - - // write the node graph - WriteNode(scene->mRootNode, io, 0); - -#if 0 - // write cameras - for (unsigned int i = 0; i < scene->mNumCameras;++i) { - aiCamera* cam = scene->mCameras[i]; - ConvertName(name,cam->mName); - - // camera header - ioprintf(io,"\t\n" - "\t\t %0 8f %0 8f %0 8f \n" - "\t\t %0 8f %0 8f %0 8f \n" - "\t\t %0 8f %0 8f %0 8f \n" - "\t\t %f \n" - "\t\t %f \n" - "\t\t %f \n" - "\t\t %f \n" - "\t\n", - name.data, - cam->mUp.x,cam->mUp.y,cam->mUp.z, - cam->mLookAt.x,cam->mLookAt.y,cam->mLookAt.z, - cam->mPosition.x,cam->mPosition.y,cam->mPosition.z, - cam->mHorizontalFOV,cam->mAspect,cam->mClipPlaneNear,cam->mClipPlaneFar,i); - } - - // write lights - for (unsigned int i = 0; i < scene->mNumLights;++i) { - aiLight* l = scene->mLights[i]; - ConvertName(name,l->mName); - - // light header - ioprintf(io,"\t type=\"%s\"\n" - "\t\t %0 8f %0 8f %0 8f \n" - "\t\t %0 8f %0 8f %0 8f \n" - "\t\t %0 8f %0 8f %0 8f \n", - name.data, - (l->mType == aiLightSource_DIRECTIONAL ? "directional" : - (l->mType == aiLightSource_POINT ? "point" : "spot" )), - l->mColorDiffuse.r, l->mColorDiffuse.g, l->mColorDiffuse.b, - l->mColorSpecular.r,l->mColorSpecular.g,l->mColorSpecular.b, - l->mColorAmbient.r, l->mColorAmbient.g, l->mColorAmbient.b); - - if (l->mType != aiLightSource_DIRECTIONAL) { - ioprintf(io, - "\t\t %0 8f %0 8f %0 8f \n" - "\t\t %f \n" - "\t\t %f \n" - "\t\t %f \n", - l->mPosition.x,l->mPosition.y,l->mPosition.z, - l->mAttenuationConstant,l->mAttenuationLinear,l->mAttenuationQuadratic); - } - - if (l->mType != aiLightSource_POINT) { - ioprintf(io, - "\t\t %0 8f %0 8f %0 8f \n", - l->mDirection.x,l->mDirection.y,l->mDirection.z); - } - - if (l->mType == aiLightSource_SPOT) { - ioprintf(io, - "\t\t %f \n" - "\t\t %f \n", - l->mAngleOuterCone,l->mAngleInnerCone); - } - ioprintf(io,"\t\n"); - } -#endif - aiString name; - - // write textures - if (scene->mNumTextures) { - ioprintf(io,"\n",scene->mNumTextures); - for (unsigned int i = 0; i < scene->mNumTextures;++i) { - aiTexture* tex = scene->mTextures[i]; - bool compressed = (tex->mHeight == 0); - - // mesh header - ioprintf(io,"\t \n", - (compressed ? -1 : tex->mWidth),(compressed ? -1 : tex->mHeight), - (compressed ? "true" : "false")); - - if (compressed) { - ioprintf(io,"\t\t \n",tex->mWidth); - - if (!shortened) { - for (unsigned int n = 0; n < tex->mWidth;++n) { - ioprintf(io,"\t\t\t%2x",reinterpret_cast(tex->pcData)[n]); - if (n && !(n % 50)) { - ioprintf(io,"\n"); - } - } - } - } - else if (!shortened){ - ioprintf(io,"\t\t \n",tex->mWidth*tex->mHeight*4); - - // const unsigned int width = (unsigned int)std::log10((double)std::max(tex->mHeight,tex->mWidth))+1; - for (unsigned int y = 0; y < tex->mHeight;++y) { - for (unsigned int x = 0; x < tex->mWidth;++x) { - aiTexel* tx = tex->pcData + y*tex->mWidth+x; - unsigned int r = tx->r,g=tx->g,b=tx->b,a=tx->a; - ioprintf(io,"\t\t\t%2x %2x %2x %2x",r,g,b,a); - - // group by four for readability - if ( 0 == ( x + y*tex->mWidth ) % 4 ) { - ioprintf( io, "\n" ); - } - } - } - } - ioprintf(io,"\t\t\n\t\n"); - } - ioprintf(io,"\n"); - } - - // write materials - if (scene->mNumMaterials) { - ioprintf(io,"\n",scene->mNumMaterials); - for (unsigned int i = 0; i< scene->mNumMaterials; ++i) { - const aiMaterial* mat = scene->mMaterials[i]; - - ioprintf(io,"\t\n"); - ioprintf(io,"\t\t\n",mat->mNumProperties); - for (unsigned int n = 0; n < mat->mNumProperties;++n) { - - const aiMaterialProperty* prop = mat->mProperties[n]; - const char* sz = ""; - if (prop->mType == aiPTI_Float) { - sz = "float"; - } - else if (prop->mType == aiPTI_Integer) { - sz = "integer"; - } - else if (prop->mType == aiPTI_String) { - sz = "string"; - } - else if (prop->mType == aiPTI_Buffer) { - sz = "binary_buffer"; - } - - ioprintf(io,"\t\t\tmKey.data, sz, - ::TextureTypeToString((aiTextureType)prop->mSemantic),prop->mIndex); - - if (prop->mType == aiPTI_Float) { - ioprintf(io," size=\"%i\">\n\t\t\t\t", - static_cast(prop->mDataLength/sizeof(float))); - - for (unsigned int p = 0; p < prop->mDataLength/sizeof(float);++p) { - ioprintf(io,"%f ",*((float*)(prop->mData+p*sizeof(float)))); - } - } - else if (prop->mType == aiPTI_Integer) { - ioprintf(io," size=\"%i\">\n\t\t\t\t", - static_cast(prop->mDataLength/sizeof(int))); - - for (unsigned int p = 0; p < prop->mDataLength/sizeof(int);++p) { - ioprintf(io,"%i ",*((int*)(prop->mData+p*sizeof(int)))); - } - } - else if (prop->mType == aiPTI_Buffer) { - ioprintf(io," size=\"%i\">\n\t\t\t\t", - static_cast(prop->mDataLength)); - - for (unsigned int p = 0; p < prop->mDataLength;++p) { - ioprintf(io,"%2x ",prop->mData[p]); - if (p && 0 == p%30) { - ioprintf(io,"\n\t\t\t\t"); - } - } - } - else if (prop->mType == aiPTI_String) { - ioprintf(io,">\n\t\t\t\t\"%s\"",encodeXML(prop->mData+4).c_str() /* skip length */); - } - ioprintf(io,"\n\t\t\t\n"); - } - ioprintf(io,"\t\t\n"); - ioprintf(io,"\t\n"); - } - ioprintf(io,"\n"); - } - - // write animations - if (scene->mNumAnimations) { - ioprintf(io,"\n",scene->mNumAnimations); - for (unsigned int i = 0; i < scene->mNumAnimations;++i) { - aiAnimation* anim = scene->mAnimations[i]; - - // anim header - ConvertName(name,anim->mName); - ioprintf(io,"\t\n", - name.data, anim->mDuration, anim->mTicksPerSecond); - - // write bone animation channels - if (anim->mNumChannels) { - ioprintf(io,"\t\t\n",anim->mNumChannels); - for (unsigned int n = 0; n < anim->mNumChannels;++n) { - aiNodeAnim* nd = anim->mChannels[n]; - - // node anim header - ConvertName(name,nd->mNodeName); - ioprintf(io,"\t\t\t\n",name.data); - - if (!shortened) { - // write position keys - if (nd->mNumPositionKeys) { - ioprintf(io,"\t\t\t\t\n",nd->mNumPositionKeys); - for (unsigned int a = 0; a < nd->mNumPositionKeys;++a) { - aiVectorKey* vc = nd->mPositionKeys+a; - ioprintf(io,"\t\t\t\t\t\n" - "\t\t\t\t\t\t%0 8f %0 8f %0 8f\n\t\t\t\t\t\n", - vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z); - } - ioprintf(io,"\t\t\t\t\n"); - } - - // write scaling keys - if (nd->mNumScalingKeys) { - ioprintf(io,"\t\t\t\t\n",nd->mNumScalingKeys); - for (unsigned int a = 0; a < nd->mNumScalingKeys;++a) { - aiVectorKey* vc = nd->mScalingKeys+a; - ioprintf(io,"\t\t\t\t\t\n" - "\t\t\t\t\t\t%0 8f %0 8f %0 8f\n\t\t\t\t\t\n", - vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z); - } - ioprintf(io,"\t\t\t\t\n"); - } - - // write rotation keys - if (nd->mNumRotationKeys) { - ioprintf(io,"\t\t\t\t\n",nd->mNumRotationKeys); - for (unsigned int a = 0; a < nd->mNumRotationKeys;++a) { - aiQuatKey* vc = nd->mRotationKeys+a; - ioprintf(io,"\t\t\t\t\t\n" - "\t\t\t\t\t\t%0 8f %0 8f %0 8f %0 8f\n\t\t\t\t\t\n", - vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z,vc->mValue.w); - } - ioprintf(io,"\t\t\t\t\n"); - } - } - ioprintf(io,"\t\t\t\n"); - } - ioprintf(io,"\t\t\n"); - } - ioprintf(io,"\t\n"); - } - ioprintf(io,"\n"); - } - - // write meshes - if (scene->mNumMeshes) { - ioprintf(io,"\n",scene->mNumMeshes); - for (unsigned int i = 0; i < scene->mNumMeshes;++i) { - aiMesh* mesh = scene->mMeshes[i]; - // const unsigned int width = (unsigned int)std::log10((double)mesh->mNumVertices)+1; - - // mesh header - ioprintf(io,"\t\n", - (mesh->mPrimitiveTypes & aiPrimitiveType_POINT ? "points" : ""), - (mesh->mPrimitiveTypes & aiPrimitiveType_LINE ? "lines" : ""), - (mesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE ? "triangles" : ""), - (mesh->mPrimitiveTypes & aiPrimitiveType_POLYGON ? "polygons" : ""), - mesh->mMaterialIndex); - - // bones - if (mesh->mNumBones) { - ioprintf(io,"\t\t\n",mesh->mNumBones); - - for (unsigned int n = 0; n < mesh->mNumBones;++n) { - aiBone* bone = mesh->mBones[n]; - - ConvertName(name,bone->mName); - // bone header - ioprintf(io,"\t\t\t\n" - "\t\t\t\t \n" - "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n" - "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n" - "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n" - "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n" - "\t\t\t\t \n", - name.data, - bone->mOffsetMatrix.a1,bone->mOffsetMatrix.a2,bone->mOffsetMatrix.a3,bone->mOffsetMatrix.a4, - bone->mOffsetMatrix.b1,bone->mOffsetMatrix.b2,bone->mOffsetMatrix.b3,bone->mOffsetMatrix.b4, - bone->mOffsetMatrix.c1,bone->mOffsetMatrix.c2,bone->mOffsetMatrix.c3,bone->mOffsetMatrix.c4, - bone->mOffsetMatrix.d1,bone->mOffsetMatrix.d2,bone->mOffsetMatrix.d3,bone->mOffsetMatrix.d4); - - if (!shortened && bone->mNumWeights) { - ioprintf(io,"\t\t\t\t\n",bone->mNumWeights); - - // bone weights - for (unsigned int a = 0; a < bone->mNumWeights;++a) { - aiVertexWeight* wght = bone->mWeights+a; - - ioprintf(io,"\t\t\t\t\t\n\t\t\t\t\t\t%f\n\t\t\t\t\t\n", - wght->mVertexId,wght->mWeight); - } - ioprintf(io,"\t\t\t\t\n"); - } - ioprintf(io,"\t\t\t\n"); - } - ioprintf(io,"\t\t\n"); - } - - // faces - if (!shortened && mesh->mNumFaces) { - ioprintf(io,"\t\t\n",mesh->mNumFaces); - for (unsigned int n = 0; n < mesh->mNumFaces; ++n) { - aiFace& f = mesh->mFaces[n]; - ioprintf(io,"\t\t\t\n" - "\t\t\t\t",f.mNumIndices); - - for (unsigned int j = 0; j < f.mNumIndices;++j) - ioprintf(io,"%i ",f.mIndices[j]); - - ioprintf(io,"\n\t\t\t\n"); - } - ioprintf(io,"\t\t\n"); - } - - // vertex positions - if (mesh->HasPositions()) { - ioprintf(io,"\t\t \n",mesh->mNumVertices); - if (!shortened) { - for (unsigned int n = 0; n < mesh->mNumVertices; ++n) { - ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n", - mesh->mVertices[n].x, - mesh->mVertices[n].y, - mesh->mVertices[n].z); - } - } - ioprintf(io,"\t\t\n"); - } - - // vertex normals - if (mesh->HasNormals()) { - ioprintf(io,"\t\t \n",mesh->mNumVertices); - if (!shortened) { - for (unsigned int n = 0; n < mesh->mNumVertices; ++n) { - ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n", - mesh->mNormals[n].x, - mesh->mNormals[n].y, - mesh->mNormals[n].z); - } - } - ioprintf(io,"\t\t\n"); - } - - // vertex tangents and bitangents - if (mesh->HasTangentsAndBitangents()) { - ioprintf(io,"\t\t \n",mesh->mNumVertices); - if (!shortened) { - for (unsigned int n = 0; n < mesh->mNumVertices; ++n) { - ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n", - mesh->mTangents[n].x, - mesh->mTangents[n].y, - mesh->mTangents[n].z); - } - } - ioprintf(io,"\t\t\n"); - - ioprintf(io,"\t\t \n",mesh->mNumVertices); - if (!shortened) { - for (unsigned int n = 0; n < mesh->mNumVertices; ++n) { - ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n", - mesh->mBitangents[n].x, - mesh->mBitangents[n].y, - mesh->mBitangents[n].z); - } - } - ioprintf(io,"\t\t\n"); - } - - // texture coordinates - for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) { - if (!mesh->mTextureCoords[a]) - break; - - ioprintf(io,"\t\t \n",mesh->mNumVertices, - a,mesh->mNumUVComponents[a]); - - if (!shortened) { - if (mesh->mNumUVComponents[a] == 3) { - for (unsigned int n = 0; n < mesh->mNumVertices; ++n) { - ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n", - mesh->mTextureCoords[a][n].x, - mesh->mTextureCoords[a][n].y, - mesh->mTextureCoords[a][n].z); - } - } - else { - for (unsigned int n = 0; n < mesh->mNumVertices; ++n) { - ioprintf(io,"\t\t%0 8f %0 8f\n", - mesh->mTextureCoords[a][n].x, - mesh->mTextureCoords[a][n].y); - } - } - } - ioprintf(io,"\t\t\n"); - } - - // vertex colors - for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a) { - if (!mesh->mColors[a]) - break; - ioprintf(io,"\t\t \n",mesh->mNumVertices,a); - if (!shortened) { - for (unsigned int n = 0; n < mesh->mNumVertices; ++n) { - ioprintf(io,"\t\t%0 8f %0 8f %0 8f %0 8f\n", - mesh->mColors[a][n].r, - mesh->mColors[a][n].g, - mesh->mColors[a][n].b, - mesh->mColors[a][n].a); - } - } - ioprintf(io,"\t\t\n"); - } - ioprintf(io,"\t\n"); - } - ioprintf(io,"\n"); - } - ioprintf(io,"\n"); -} - -} // end of namespace AssxmlExport - void ExportSceneAssxml(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/) { - IOStream * out = pIOSystem->Open( pFile, "wt" ); - if (!out) return; - - bool shortened = false; - AssxmlExport::WriteDump( pScene, out, shortened ); - - pIOSystem->Close( out ); + DumpSceneToAssxml( + pFile, + "\0", // command(s) + pIOSystem, + pScene, + false); // shortened? } } // end of namespace Assimp diff --git a/code/Assxml/AssxmlExporter.h b/code/Assxml/AssxmlExporter.h index 8ca887eea..a2b40ada1 100644 --- a/code/Assxml/AssxmlExporter.h +++ b/code/Assxml/AssxmlExporter.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Assxml/AssxmlFileWriter.cpp b/code/Assxml/AssxmlFileWriter.cpp new file mode 100644 index 000000000..0ed59e509 --- /dev/null +++ b/code/Assxml/AssxmlFileWriter.cpp @@ -0,0 +1,664 @@ +/* +Open Asset Import Library (assimp) +---------------------------------------------------------------------- + +Copyright (c) 2006-2020, assimp 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 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 AssxmlFileWriter.cpp + * @brief Implementation of Assxml file writer. + */ + +#include "AssxmlFileWriter.h" + +#include "PostProcessing/ProcessHelper.h" + +#include +#include +#include +#include + +#include + +#ifdef ASSIMP_BUILD_NO_OWN_ZLIB +# include +#else +# include +#endif + +#include +#include +#include + +using namespace Assimp; + +namespace Assimp { + +namespace AssxmlFileWriter { + +// ----------------------------------------------------------------------------------- +static int ioprintf( IOStream * io, const char *format, ... ) { + using namespace std; + if ( nullptr == io ) { + return -1; + } + + static const int Size = 4096; + char sz[ Size ]; + ::memset( sz, '\0', Size ); + va_list va; + va_start( va, format ); + const unsigned int nSize = vsnprintf( sz, Size-1, format, va ); + ai_assert( nSize < Size ); + va_end( va ); + + io->Write( sz, sizeof(char), nSize ); + + return nSize; +} + +// ----------------------------------------------------------------------------------- +// Convert a name to standard XML format +static void ConvertName(aiString& out, const aiString& in) { + out.length = 0; + for (unsigned int i = 0; i < in.length; ++i) { + switch (in.data[i]) { + case '<': + out.Append("<");break; + case '>': + out.Append(">");break; + case '&': + out.Append("&");break; + case '\"': + out.Append(""");break; + case '\'': + out.Append("'");break; + default: + out.data[out.length++] = in.data[i]; + } + } + out.data[out.length] = 0; +} + +// ----------------------------------------------------------------------------------- +// Write a single node as text dump +static void WriteNode(const aiNode* node, IOStream * io, unsigned int depth) { + char prefix[512]; + for (unsigned int i = 0; i < depth;++i) + prefix[i] = '\t'; + prefix[depth] = '\0'; + + const aiMatrix4x4& m = node->mTransformation; + + aiString name; + ConvertName(name,node->mName); + ioprintf(io,"%s \n" + "%s\t \n" + "%s\t\t%0 6f %0 6f %0 6f %0 6f\n" + "%s\t\t%0 6f %0 6f %0 6f %0 6f\n" + "%s\t\t%0 6f %0 6f %0 6f %0 6f\n" + "%s\t\t%0 6f %0 6f %0 6f %0 6f\n" + "%s\t \n", + prefix,name.data,prefix, + prefix,m.a1,m.a2,m.a3,m.a4, + prefix,m.b1,m.b2,m.b3,m.b4, + prefix,m.c1,m.c2,m.c3,m.c4, + prefix,m.d1,m.d2,m.d3,m.d4,prefix); + + if (node->mNumMeshes) { + ioprintf(io, "%s\t\n%s\t", + prefix,node->mNumMeshes,prefix); + + for (unsigned int i = 0; i < node->mNumMeshes;++i) { + ioprintf(io,"%u ",node->mMeshes[i]); + } + ioprintf(io,"\n%s\t\n",prefix); + } + + if (node->mNumChildren) { + ioprintf(io,"%s\t\n", + prefix,node->mNumChildren); + + for (unsigned int i = 0; i < node->mNumChildren;++i) { + WriteNode(node->mChildren[i],io,depth+2); + } + ioprintf(io,"%s\t\n",prefix); + } + ioprintf(io,"%s\n",prefix); +} + + +// ----------------------------------------------------------------------------------- +// Some chuncks of text will need to be encoded for XML +// http://stackoverflow.com/questions/5665231/most-efficient-way-to-escape-xml-html-in-c-string#5665377 +static std::string encodeXML(const std::string& data) { + std::string buffer; + buffer.reserve(data.size()); + for(size_t pos = 0; pos != data.size(); ++pos) { + switch(data[pos]) { + case '&': buffer.append("&"); break; + case '\"': buffer.append("""); break; + case '\'': buffer.append("'"); break; + case '<': buffer.append("<"); break; + case '>': buffer.append(">"); break; + default: buffer.append(&data[pos], 1); break; + } + } + return buffer; +} + +// ----------------------------------------------------------------------------------- +// Write a text model dump +static +void WriteDump(const char* pFile, const char* cmd, const aiScene* scene, IOStream* io, bool shortened) { + time_t tt = ::time( NULL ); +#if _WIN32 + tm* p = gmtime(&tt); +#else + struct tm now; + tm* p = gmtime_r(&tt, &now); +#endif + ai_assert(nullptr != p); + + std::string c = cmd; + std::string::size_type s; + + // https://sourceforge.net/tracker/?func=detail&aid=3167364&group_id=226462&atid=1067632 + // -- not allowed in XML comments + while((s = c.find("--")) != std::string::npos) { + c[s] = '?'; + } + + // write header + std::string header( + "\n" + "\n\n" + "" + " \n\n" + "\n" + ); + + const unsigned int majorVersion( aiGetVersionMajor() ); + const unsigned int minorVersion( aiGetVersionMinor() ); + const unsigned int rev( aiGetVersionRevision() ); + const char *curtime( asctime( p ) ); + ioprintf( io, header.c_str(), majorVersion, minorVersion, rev, pFile, c.c_str(), curtime, scene->mFlags, 0u ); + + // write the node graph + WriteNode(scene->mRootNode, io, 0); + +#if 0 + // write cameras + for (unsigned int i = 0; i < scene->mNumCameras;++i) { + aiCamera* cam = scene->mCameras[i]; + ConvertName(name,cam->mName); + + // camera header + ioprintf(io,"\t\n" + "\t\t %0 8f %0 8f %0 8f \n" + "\t\t %0 8f %0 8f %0 8f \n" + "\t\t %0 8f %0 8f %0 8f \n" + "\t\t %f \n" + "\t\t %f \n" + "\t\t %f \n" + "\t\t %f \n" + "\t\n", + name.data, + cam->mUp.x,cam->mUp.y,cam->mUp.z, + cam->mLookAt.x,cam->mLookAt.y,cam->mLookAt.z, + cam->mPosition.x,cam->mPosition.y,cam->mPosition.z, + cam->mHorizontalFOV,cam->mAspect,cam->mClipPlaneNear,cam->mClipPlaneFar,i); + } + + // write lights + for (unsigned int i = 0; i < scene->mNumLights;++i) { + aiLight* l = scene->mLights[i]; + ConvertName(name,l->mName); + + // light header + ioprintf(io,"\t type=\"%s\"\n" + "\t\t %0 8f %0 8f %0 8f \n" + "\t\t %0 8f %0 8f %0 8f \n" + "\t\t %0 8f %0 8f %0 8f \n", + name.data, + (l->mType == aiLightSource_DIRECTIONAL ? "directional" : + (l->mType == aiLightSource_POINT ? "point" : "spot" )), + l->mColorDiffuse.r, l->mColorDiffuse.g, l->mColorDiffuse.b, + l->mColorSpecular.r,l->mColorSpecular.g,l->mColorSpecular.b, + l->mColorAmbient.r, l->mColorAmbient.g, l->mColorAmbient.b); + + if (l->mType != aiLightSource_DIRECTIONAL) { + ioprintf(io, + "\t\t %0 8f %0 8f %0 8f \n" + "\t\t %f \n" + "\t\t %f \n" + "\t\t %f \n", + l->mPosition.x,l->mPosition.y,l->mPosition.z, + l->mAttenuationConstant,l->mAttenuationLinear,l->mAttenuationQuadratic); + } + + if (l->mType != aiLightSource_POINT) { + ioprintf(io, + "\t\t %0 8f %0 8f %0 8f \n", + l->mDirection.x,l->mDirection.y,l->mDirection.z); + } + + if (l->mType == aiLightSource_SPOT) { + ioprintf(io, + "\t\t %f \n" + "\t\t %f \n", + l->mAngleOuterCone,l->mAngleInnerCone); + } + ioprintf(io,"\t\n"); + } +#endif + aiString name; + + // write textures + if (scene->mNumTextures) { + ioprintf(io,"\n",scene->mNumTextures); + for (unsigned int i = 0; i < scene->mNumTextures;++i) { + aiTexture* tex = scene->mTextures[i]; + bool compressed = (tex->mHeight == 0); + + // mesh header + ioprintf(io,"\t \n", + (compressed ? -1 : tex->mWidth),(compressed ? -1 : tex->mHeight), + (compressed ? "true" : "false")); + + if (compressed) { + ioprintf(io,"\t\t \n",tex->mWidth); + + if (!shortened) { + for (unsigned int n = 0; n < tex->mWidth;++n) { + ioprintf(io,"\t\t\t%2x",reinterpret_cast(tex->pcData)[n]); + if (n && !(n % 50)) { + ioprintf(io,"\n"); + } + } + } + } + else if (!shortened){ + ioprintf(io,"\t\t \n",tex->mWidth*tex->mHeight*4); + + // const unsigned int width = (unsigned int)std::log10((double)std::max(tex->mHeight,tex->mWidth))+1; + for (unsigned int y = 0; y < tex->mHeight;++y) { + for (unsigned int x = 0; x < tex->mWidth;++x) { + aiTexel* tx = tex->pcData + y*tex->mWidth+x; + unsigned int r = tx->r,g=tx->g,b=tx->b,a=tx->a; + ioprintf(io,"\t\t\t%2x %2x %2x %2x",r,g,b,a); + + // group by four for readability + if ( 0 == ( x + y*tex->mWidth ) % 4 ) { + ioprintf( io, "\n" ); + } + } + } + } + ioprintf(io,"\t\t\n\t\n"); + } + ioprintf(io,"\n"); + } + + // write materials + if (scene->mNumMaterials) { + ioprintf(io,"\n",scene->mNumMaterials); + for (unsigned int i = 0; i< scene->mNumMaterials; ++i) { + const aiMaterial* mat = scene->mMaterials[i]; + + ioprintf(io,"\t\n"); + ioprintf(io,"\t\t\n",mat->mNumProperties); + for (unsigned int n = 0; n < mat->mNumProperties;++n) { + + const aiMaterialProperty* prop = mat->mProperties[n]; + const char* sz = ""; + if (prop->mType == aiPTI_Float) { + sz = "float"; + } + else if (prop->mType == aiPTI_Integer) { + sz = "integer"; + } + else if (prop->mType == aiPTI_String) { + sz = "string"; + } + else if (prop->mType == aiPTI_Buffer) { + sz = "binary_buffer"; + } + + ioprintf(io,"\t\t\tmKey.data, sz, + ::TextureTypeToString((aiTextureType)prop->mSemantic),prop->mIndex); + + if (prop->mType == aiPTI_Float) { + ioprintf(io," size=\"%i\">\n\t\t\t\t", + static_cast(prop->mDataLength/sizeof(float))); + + for (unsigned int p = 0; p < prop->mDataLength/sizeof(float);++p) { + ioprintf(io,"%f ",*((float*)(prop->mData+p*sizeof(float)))); + } + } + else if (prop->mType == aiPTI_Integer) { + ioprintf(io," size=\"%i\">\n\t\t\t\t", + static_cast(prop->mDataLength/sizeof(int))); + + for (unsigned int p = 0; p < prop->mDataLength/sizeof(int);++p) { + ioprintf(io,"%i ",*((int*)(prop->mData+p*sizeof(int)))); + } + } + else if (prop->mType == aiPTI_Buffer) { + ioprintf(io," size=\"%i\">\n\t\t\t\t", + static_cast(prop->mDataLength)); + + for (unsigned int p = 0; p < prop->mDataLength;++p) { + ioprintf(io,"%2x ",prop->mData[p]); + if (p && 0 == p%30) { + ioprintf(io,"\n\t\t\t\t"); + } + } + } + else if (prop->mType == aiPTI_String) { + ioprintf(io,">\n\t\t\t\t\"%s\"",encodeXML(prop->mData+4).c_str() /* skip length */); + } + ioprintf(io,"\n\t\t\t\n"); + } + ioprintf(io,"\t\t\n"); + ioprintf(io,"\t\n"); + } + ioprintf(io,"\n"); + } + + // write animations + if (scene->mNumAnimations) { + ioprintf(io,"\n",scene->mNumAnimations); + for (unsigned int i = 0; i < scene->mNumAnimations;++i) { + aiAnimation* anim = scene->mAnimations[i]; + + // anim header + ConvertName(name,anim->mName); + ioprintf(io,"\t\n", + name.data, anim->mDuration, anim->mTicksPerSecond); + + // write bone animation channels + if (anim->mNumChannels) { + ioprintf(io,"\t\t\n",anim->mNumChannels); + for (unsigned int n = 0; n < anim->mNumChannels;++n) { + aiNodeAnim* nd = anim->mChannels[n]; + + // node anim header + ConvertName(name,nd->mNodeName); + ioprintf(io,"\t\t\t\n",name.data); + + if (!shortened) { + // write position keys + if (nd->mNumPositionKeys) { + ioprintf(io,"\t\t\t\t\n",nd->mNumPositionKeys); + for (unsigned int a = 0; a < nd->mNumPositionKeys;++a) { + aiVectorKey* vc = nd->mPositionKeys+a; + ioprintf(io,"\t\t\t\t\t\n" + "\t\t\t\t\t\t%0 8f %0 8f %0 8f\n\t\t\t\t\t\n", + vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z); + } + ioprintf(io,"\t\t\t\t\n"); + } + + // write scaling keys + if (nd->mNumScalingKeys) { + ioprintf(io,"\t\t\t\t\n",nd->mNumScalingKeys); + for (unsigned int a = 0; a < nd->mNumScalingKeys;++a) { + aiVectorKey* vc = nd->mScalingKeys+a; + ioprintf(io,"\t\t\t\t\t\n" + "\t\t\t\t\t\t%0 8f %0 8f %0 8f\n\t\t\t\t\t\n", + vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z); + } + ioprintf(io,"\t\t\t\t\n"); + } + + // write rotation keys + if (nd->mNumRotationKeys) { + ioprintf(io,"\t\t\t\t\n",nd->mNumRotationKeys); + for (unsigned int a = 0; a < nd->mNumRotationKeys;++a) { + aiQuatKey* vc = nd->mRotationKeys+a; + ioprintf(io,"\t\t\t\t\t\n" + "\t\t\t\t\t\t%0 8f %0 8f %0 8f %0 8f\n\t\t\t\t\t\n", + vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z,vc->mValue.w); + } + ioprintf(io,"\t\t\t\t\n"); + } + } + ioprintf(io,"\t\t\t\n"); + } + ioprintf(io,"\t\t\n"); + } + ioprintf(io,"\t\n"); + } + ioprintf(io,"\n"); + } + + // write meshes + if (scene->mNumMeshes) { + ioprintf(io,"\n",scene->mNumMeshes); + for (unsigned int i = 0; i < scene->mNumMeshes;++i) { + aiMesh* mesh = scene->mMeshes[i]; + // const unsigned int width = (unsigned int)std::log10((double)mesh->mNumVertices)+1; + + // mesh header + ioprintf(io,"\t\n", + (mesh->mPrimitiveTypes & aiPrimitiveType_POINT ? "points" : ""), + (mesh->mPrimitiveTypes & aiPrimitiveType_LINE ? "lines" : ""), + (mesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE ? "triangles" : ""), + (mesh->mPrimitiveTypes & aiPrimitiveType_POLYGON ? "polygons" : ""), + mesh->mMaterialIndex); + + // bones + if (mesh->mNumBones) { + ioprintf(io,"\t\t\n",mesh->mNumBones); + + for (unsigned int n = 0; n < mesh->mNumBones;++n) { + aiBone* bone = mesh->mBones[n]; + + ConvertName(name,bone->mName); + // bone header + ioprintf(io,"\t\t\t\n" + "\t\t\t\t \n" + "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n" + "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n" + "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n" + "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n" + "\t\t\t\t \n", + name.data, + bone->mOffsetMatrix.a1,bone->mOffsetMatrix.a2,bone->mOffsetMatrix.a3,bone->mOffsetMatrix.a4, + bone->mOffsetMatrix.b1,bone->mOffsetMatrix.b2,bone->mOffsetMatrix.b3,bone->mOffsetMatrix.b4, + bone->mOffsetMatrix.c1,bone->mOffsetMatrix.c2,bone->mOffsetMatrix.c3,bone->mOffsetMatrix.c4, + bone->mOffsetMatrix.d1,bone->mOffsetMatrix.d2,bone->mOffsetMatrix.d3,bone->mOffsetMatrix.d4); + + if (!shortened && bone->mNumWeights) { + ioprintf(io,"\t\t\t\t\n",bone->mNumWeights); + + // bone weights + for (unsigned int a = 0; a < bone->mNumWeights;++a) { + aiVertexWeight* wght = bone->mWeights+a; + + ioprintf(io,"\t\t\t\t\t\n\t\t\t\t\t\t%f\n\t\t\t\t\t\n", + wght->mVertexId,wght->mWeight); + } + ioprintf(io,"\t\t\t\t\n"); + } + ioprintf(io,"\t\t\t\n"); + } + ioprintf(io,"\t\t\n"); + } + + // faces + if (!shortened && mesh->mNumFaces) { + ioprintf(io,"\t\t\n",mesh->mNumFaces); + for (unsigned int n = 0; n < mesh->mNumFaces; ++n) { + aiFace& f = mesh->mFaces[n]; + ioprintf(io,"\t\t\t\n" + "\t\t\t\t",f.mNumIndices); + + for (unsigned int j = 0; j < f.mNumIndices;++j) + ioprintf(io,"%u ",f.mIndices[j]); + + ioprintf(io,"\n\t\t\t\n"); + } + ioprintf(io,"\t\t\n"); + } + + // vertex positions + if (mesh->HasPositions()) { + ioprintf(io,"\t\t \n",mesh->mNumVertices); + if (!shortened) { + for (unsigned int n = 0; n < mesh->mNumVertices; ++n) { + ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n", + mesh->mVertices[n].x, + mesh->mVertices[n].y, + mesh->mVertices[n].z); + } + } + ioprintf(io,"\t\t\n"); + } + + // vertex normals + if (mesh->HasNormals()) { + ioprintf(io,"\t\t \n",mesh->mNumVertices); + if (!shortened) { + for (unsigned int n = 0; n < mesh->mNumVertices; ++n) { + ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n", + mesh->mNormals[n].x, + mesh->mNormals[n].y, + mesh->mNormals[n].z); + } + } + ioprintf(io,"\t\t\n"); + } + + // vertex tangents and bitangents + if (mesh->HasTangentsAndBitangents()) { + ioprintf(io,"\t\t \n",mesh->mNumVertices); + if (!shortened) { + for (unsigned int n = 0; n < mesh->mNumVertices; ++n) { + ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n", + mesh->mTangents[n].x, + mesh->mTangents[n].y, + mesh->mTangents[n].z); + } + } + ioprintf(io,"\t\t\n"); + + ioprintf(io,"\t\t \n",mesh->mNumVertices); + if (!shortened) { + for (unsigned int n = 0; n < mesh->mNumVertices; ++n) { + ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n", + mesh->mBitangents[n].x, + mesh->mBitangents[n].y, + mesh->mBitangents[n].z); + } + } + ioprintf(io,"\t\t\n"); + } + + // texture coordinates + for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) { + if (!mesh->mTextureCoords[a]) + break; + + ioprintf(io,"\t\t \n",mesh->mNumVertices, + a,mesh->mNumUVComponents[a]); + + if (!shortened) { + if (mesh->mNumUVComponents[a] == 3) { + for (unsigned int n = 0; n < mesh->mNumVertices; ++n) { + ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n", + mesh->mTextureCoords[a][n].x, + mesh->mTextureCoords[a][n].y, + mesh->mTextureCoords[a][n].z); + } + } + else { + for (unsigned int n = 0; n < mesh->mNumVertices; ++n) { + ioprintf(io,"\t\t%0 8f %0 8f\n", + mesh->mTextureCoords[a][n].x, + mesh->mTextureCoords[a][n].y); + } + } + } + ioprintf(io,"\t\t\n"); + } + + // vertex colors + for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a) { + if (!mesh->mColors[a]) + break; + ioprintf(io,"\t\t \n",mesh->mNumVertices,a); + if (!shortened) { + for (unsigned int n = 0; n < mesh->mNumVertices; ++n) { + ioprintf(io,"\t\t%0 8f %0 8f %0 8f %0 8f\n", + mesh->mColors[a][n].r, + mesh->mColors[a][n].g, + mesh->mColors[a][n].b, + mesh->mColors[a][n].a); + } + } + ioprintf(io,"\t\t\n"); + } + ioprintf(io,"\t\n"); + } + ioprintf(io,"\n"); + } + ioprintf(io,"\n"); +} + +} // end of namespace AssxmlFileWriter + +void DumpSceneToAssxml( + const char* pFile, const char* cmd, IOSystem* pIOSystem, + const aiScene* pScene, bool shortened) { + std::unique_ptr file(pIOSystem->Open(pFile, "wt")); + if (!file.get()) { + throw std::runtime_error("Unable to open output file " + std::string(pFile) + '\n'); + } + + AssxmlFileWriter::WriteDump(pFile, cmd, pScene, file.get(), shortened); +} + +} // end of namespace Assimp diff --git a/code/Assxml/AssxmlFileWriter.h b/code/Assxml/AssxmlFileWriter.h new file mode 100644 index 000000000..c10a8a5aa --- /dev/null +++ b/code/Assxml/AssxmlFileWriter.h @@ -0,0 +1,65 @@ +/* +Open Asset Import Library (assimp) +---------------------------------------------------------------------- + +Copyright (c) 2006-2020, assimp 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 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 AssxmlFileWriter.h + * @brief Declaration of Assxml file writer. + */ + +#ifndef AI_ASSXMLFILEWRITER_H_INC +#define AI_ASSXMLFILEWRITER_H_INC + +#include +#include +#include + +namespace Assimp { + +void ASSIMP_API DumpSceneToAssxml( + const char* pFile, + const char* cmd, + IOSystem* pIOSystem, + const aiScene* pScene, + bool shortened); + +} + +#endif // AI_ASSXMLFILEWRITER_H_INC diff --git a/code/B3D/B3DImporter.cpp b/code/B3D/B3DImporter.cpp index ba484ca00..07336df65 100644 --- a/code/B3D/B3DImporter.cpp +++ b/code/B3D/B3DImporter.cpp @@ -3,9 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team - - +Copyright (c) 2006-2020, assimp team All rights reserved. @@ -78,7 +76,6 @@ static const aiImporterDesc desc = { "b3d" }; -// (fixme, Aramis) quick workaround to get rid of all those signed to unsigned warnings #ifdef _MSC_VER # pragma warning (disable: 4018) #endif @@ -86,10 +83,8 @@ static const aiImporterDesc desc = { //#define DEBUG_B3D template -void DeleteAllBarePointers(std::vector& x) -{ - for(auto p : x) - { +void DeleteAllBarePointers(std::vector& x) { + for(auto p : x) { delete p; } } @@ -102,10 +97,14 @@ B3DImporter::~B3DImporter() bool B3DImporter::CanRead( const std::string& pFile, IOSystem* /*pIOHandler*/, bool /*checkSig*/) const{ size_t pos=pFile.find_last_of( '.' ); - if( pos==string::npos ) return false; + if( pos==string::npos ) { + return false; + } string ext=pFile.substr( pos+1 ); - if( ext.size()!=3 ) return false; + if( ext.size()!=3 ) { + return false; + } return (ext[0]=='b' || ext[0]=='B') && (ext[1]=='3') && (ext[2]=='d' || ext[2]=='D'); } @@ -117,30 +116,21 @@ const aiImporterDesc* B3DImporter::GetInfo () const return &desc; } -#ifdef DEBUG_B3D - extern "C"{ void _stdcall AllocConsole(); } -#endif // ------------------------------------------------------------------------------------------------ void B3DImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler){ - -#ifdef DEBUG_B3D - AllocConsole(); - freopen( "conin$","r",stdin ); - freopen( "conout$","w",stdout ); - freopen( "conout$","w",stderr ); - cout<<"Hello world from the B3DImporter!"< file( pIOHandler->Open( pFile)); // Check whether we can read from the file - if( file.get() == NULL) + if( file.get() == nullptr) { throw DeadlyImportError( "Failed to open B3D file " + pFile + "."); + } // check whether the .b3d file is large enough to contain // at least one chunk. size_t fileSize = file->FileSize(); - if( fileSize<8 ) throw DeadlyImportError( "B3D File is too small."); + if( fileSize<8 ) { + throw DeadlyImportError( "B3D File is too small."); + } _pos=0; _buf.resize( fileSize ); @@ -158,14 +148,17 @@ AI_WONT_RETURN void B3DImporter::Oops(){ // ------------------------------------------------------------------------------------------------ AI_WONT_RETURN void B3DImporter::Fail( string str ){ #ifdef DEBUG_B3D - cout<<"Error in B3D file data: "< &v ){ return p; } - // ------------------------------------------------------------------------------------------------ template T **unique_to_array( vector > &v ){ @@ -283,7 +277,6 @@ T **unique_to_array( vector > &v ){ return p; } - // ------------------------------------------------------------------------------------------------ void B3DImporter::ReadTEXS(){ while( ChunkSize() ){ @@ -376,9 +369,13 @@ void B3DImporter::ReadVRTS(){ v.vertex=ReadVec3(); - if( _vflags & 1 ) v.normal=ReadVec3(); + if( _vflags & 1 ) { + v.normal=ReadVec3(); + } - if( _vflags & 2 ) ReadQuat(); //skip v 4bytes... + if( _vflags & 2 ) { + ReadQuat(); //skip v 4bytes... + } for( int i=0;i<_tcsets;++i ){ float t[4]={0,0,0,0}; @@ -386,53 +383,55 @@ void B3DImporter::ReadVRTS(){ t[j]=ReadFloat(); } t[1]=1-t[1]; - if( !i ) v.texcoords=aiVector3D( t[0],t[1],t[2] ); + if( !i ) { + v.texcoords=aiVector3D( t[0],t[1],t[2] ); + } } } } // ------------------------------------------------------------------------------------------------ -void B3DImporter::ReadTRIS( int v0 ){ - int matid=ReadInt(); - if( matid==-1 ){ - matid=0; - }else if( matid<0 || matid>=(int)_materials.size() ){ +void B3DImporter::ReadTRIS(int v0) { + int matid = ReadInt(); + if (matid == -1) { + matid = 0; + } else if (matid < 0 || matid >= (int)_materials.size()) { #ifdef DEBUG_B3D - cout<<"material id="< mesh(new aiMesh); + std::unique_ptr mesh(new aiMesh); - mesh->mMaterialIndex=matid; - mesh->mNumFaces=0; - mesh->mPrimitiveTypes=aiPrimitiveType_TRIANGLE; + mesh->mMaterialIndex = matid; + mesh->mNumFaces = 0; + mesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE; - int n_tris=ChunkSize()/12; - aiFace *face=mesh->mFaces=new aiFace[n_tris]; + int n_tris = ChunkSize() / 12; + aiFace *face = mesh->mFaces = new aiFace[n_tris]; - for( int i=0;i=(int)_vertices.size() || i1<0 || i1>=(int)_vertices.size() || i2<0 || i2>=(int)_vertices.size() ){ + for (int i = 0; i < n_tris; ++i) { + int i0 = ReadInt() + v0; + int i1 = ReadInt() + v0; + int i2 = ReadInt() + v0; + if (i0 < 0 || i0 >= (int)_vertices.size() || i1 < 0 || i1 >= (int)_vertices.size() || i2 < 0 || i2 >= (int)_vertices.size()) { #ifdef DEBUG_B3D - cout<<"Bad triangle index: i0="<mNumIndices=3; - face->mIndices=new unsigned[3]; - face->mIndices[0]=i0; - face->mIndices[1]=i1; - face->mIndices[2]=i2; - ++mesh->mNumFaces; - ++face; - } + Fail("Bad triangle index"); + continue; + } + face->mNumIndices = 3; + face->mIndices = new unsigned[3]; + face->mIndices[0] = i0; + face->mIndices[1] = i1; + face->mIndices[2] = i2; + ++mesh->mNumFaces; + ++face; + } - _meshes.emplace_back( std::move(mesh) ); + _meshes.emplace_back(std::move(mesh)); } // ------------------------------------------------------------------------------------------------ @@ -453,29 +452,23 @@ void B3DImporter::ReadMESH(){ } // ------------------------------------------------------------------------------------------------ -void B3DImporter::ReadBONE( int id ){ - while( ChunkSize() ){ - int vertex=ReadInt(); - float weight=ReadFloat(); - if( vertex<0 || vertex>=(int)_vertices.size() ){ - Fail( "Bad vertex index" ); - } +void B3DImporter::ReadBONE(int id) { + while (ChunkSize()) { + int vertex = ReadInt(); + float weight = ReadFloat(); + if (vertex < 0 || vertex >= (int)_vertices.size()) { + Fail("Bad vertex index"); + } - Vertex &v=_vertices[vertex]; - int i; - for( i=0;i<4;++i ){ - if( !v.weights[i] ){ - v.bones[i]=id; - v.weights[i]=weight; - break; - } - } -#ifdef DEBUG_B3D - if( i==4 ){ - cout<<"Too many bone weights"<mNumVertices=n_tris * 3; aiVector3D *mv=mesh->mVertices=new aiVector3D[ n_verts ],*mn=0,*mc=0; - if( _vflags & 1 ) mn=mesh->mNormals=new aiVector3D[ n_verts ]; - if( _tcsets ) mc=mesh->mTextureCoords[0]=new aiVector3D[ n_verts ]; + if( _vflags & 1 ) { + mn=mesh->mNormals=new aiVector3D[ n_verts ]; + } + if( _tcsets ) { + mc=mesh->mTextureCoords[0]=new aiVector3D[ n_verts ]; + } aiFace *face=mesh->mFaces; diff --git a/code/B3D/B3DImporter.h b/code/B3D/B3DImporter.h index d52dac34a..f0568dd16 100644 --- a/code/B3D/B3DImporter.h +++ b/code/B3D/B3DImporter.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/BVH/BVHLoader.cpp b/code/BVH/BVHLoader.cpp index cd9ab0843..1110754c2 100644 --- a/code/BVH/BVHLoader.cpp +++ b/code/BVH/BVHLoader.cpp @@ -4,7 +4,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team diff --git a/code/BVH/BVHLoader.h b/code/BVH/BVHLoader.h index 33b4e2453..93a3e5e83 100644 --- a/code/BVH/BVHLoader.h +++ b/code/BVH/BVHLoader.h @@ -4,7 +4,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Blender/BlenderBMesh.cpp b/code/Blender/BlenderBMesh.cpp index 8a13819a6..039302e12 100644 --- a/code/Blender/BlenderBMesh.cpp +++ b/code/Blender/BlenderBMesh.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2013, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. Redistribution and use of this software in source and binary forms, diff --git a/code/Blender/BlenderBMesh.h b/code/Blender/BlenderBMesh.h index 5b65fb503..893128606 100644 --- a/code/Blender/BlenderBMesh.h +++ b/code/Blender/BlenderBMesh.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2013, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. Redistribution and use of this software in source and binary forms, diff --git a/code/Blender/BlenderDNA.cpp b/code/Blender/BlenderDNA.cpp index f274e02f9..53fb84824 100644 --- a/code/Blender/BlenderDNA.cpp +++ b/code/Blender/BlenderDNA.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Blender/BlenderDNA.h b/code/Blender/BlenderDNA.h index 375d0c4bf..16ce960e2 100644 --- a/code/Blender/BlenderDNA.h +++ b/code/Blender/BlenderDNA.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Blender/BlenderDNA.inl b/code/Blender/BlenderDNA.inl index 65bc1374c..fd9993008 100644 --- a/code/Blender/BlenderDNA.inl +++ b/code/Blender/BlenderDNA.inl @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Blender/BlenderIntermediate.h b/code/Blender/BlenderIntermediate.h index 95fdf0f03..2c480b848 100644 --- a/code/Blender/BlenderIntermediate.h +++ b/code/Blender/BlenderIntermediate.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Blender/BlenderLoader.cpp b/code/Blender/BlenderLoader.cpp index d39cb9699..93e6d1589 100644 --- a/code/Blender/BlenderLoader.cpp +++ b/code/Blender/BlenderLoader.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Blender/BlenderLoader.h b/code/Blender/BlenderLoader.h index d85a82842..8110ac946 100644 --- a/code/Blender/BlenderLoader.h +++ b/code/Blender/BlenderLoader.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Blender/BlenderModifier.cpp b/code/Blender/BlenderModifier.cpp index cc7acc929..6f8a5d7ee 100644 --- a/code/Blender/BlenderModifier.cpp +++ b/code/Blender/BlenderModifier.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Blender/BlenderModifier.h b/code/Blender/BlenderModifier.h index c260ba1f6..ad6fad68d 100644 --- a/code/Blender/BlenderModifier.h +++ b/code/Blender/BlenderModifier.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Blender/BlenderScene.cpp b/code/Blender/BlenderScene.cpp index 39c2793d5..1391a2833 100644 --- a/code/Blender/BlenderScene.cpp +++ b/code/Blender/BlenderScene.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (ASSIMP) ---------------------------------------------------------------------- -Copyright (c) 2006-2016, ASSIMP Development Team +Copyright (c) 2006-2020, ASSIMP Development Team All rights reserved. Redistribution and use of this software in source and binary forms, diff --git a/code/Blender/BlenderScene.h b/code/Blender/BlenderScene.h index dd3f1444c..afa168d49 100644 --- a/code/Blender/BlenderScene.h +++ b/code/Blender/BlenderScene.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Blender/BlenderSceneGen.h b/code/Blender/BlenderSceneGen.h index ce94d0dc2..0c93d17a3 100644 --- a/code/Blender/BlenderSceneGen.h +++ b/code/Blender/BlenderSceneGen.h @@ -2,7 +2,7 @@ Open Asset Import Library (ASSIMP) ---------------------------------------------------------------------- -Copyright (c) 2006-2016, ASSIMP Development Team +Copyright (c) 2006-2020, ASSIMP Development Team All rights reserved. Redistribution and use of this software in source and binary forms, diff --git a/code/Blender/BlenderTessellator.cpp b/code/Blender/BlenderTessellator.cpp index d98c2e865..3c1cd6ea8 100644 --- a/code/Blender/BlenderTessellator.cpp +++ b/code/Blender/BlenderTessellator.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Blender/BlenderTessellator.h b/code/Blender/BlenderTessellator.h index 518e56c72..63ea1f828 100644 --- a/code/Blender/BlenderTessellator.h +++ b/code/Blender/BlenderTessellator.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/C4D/C4DImporter.cpp b/code/C4D/C4DImporter.cpp index 6e5b7d39b..24fd6f622 100644 --- a/code/C4D/C4DImporter.cpp +++ b/code/C4D/C4DImporter.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. Redistribution and use of this software in source and binary forms, diff --git a/code/C4D/C4DImporter.h b/code/C4D/C4DImporter.h index f3b1351f6..f9406c3e0 100644 --- a/code/C4D/C4DImporter.h +++ b/code/C4D/C4DImporter.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. Redistribution and use of this software in source and binary forms, diff --git a/code/CApi/AssimpCExport.cpp b/code/CApi/AssimpCExport.cpp index 7557edcfc..137cc2894 100644 --- a/code/CApi/AssimpCExport.cpp +++ b/code/CApi/AssimpCExport.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team diff --git a/code/CApi/CInterfaceIOWrapper.cpp b/code/CApi/CInterfaceIOWrapper.cpp index 5a3a49565..91dd07f37 100644 --- a/code/CApi/CInterfaceIOWrapper.cpp +++ b/code/CApi/CInterfaceIOWrapper.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team diff --git a/code/CApi/CInterfaceIOWrapper.h b/code/CApi/CInterfaceIOWrapper.h index 216232030..298847494 100644 --- a/code/CApi/CInterfaceIOWrapper.h +++ b/code/CApi/CInterfaceIOWrapper.h @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team diff --git a/code/CMakeLists.txt b/code/CMakeLists.txt index 827f43333..91f099c02 100644 --- a/code/CMakeLists.txt +++ b/code/CMakeLists.txt @@ -1,7 +1,7 @@ # Open Asset Import Library (assimp) # ---------------------------------------------------------------------- # -# Copyright (c) 2006-2019, assimp team +# Copyright (c) 2006-2020, assimp team # # All rights reserved. # @@ -66,6 +66,7 @@ SET( PUBLIC_HEADERS ${HEADER_PATH}/color4.h ${HEADER_PATH}/color4.inl ${CMAKE_CURRENT_BINARY_DIR}/../include/assimp/config.h + ${HEADER_PATH}/commonMetaData.h ${HEADER_PATH}/defs.h ${HEADER_PATH}/Defines.h ${HEADER_PATH}/cfileio.h @@ -197,6 +198,7 @@ SET( Common_SRCS Common/CreateAnimMesh.cpp Common/simd.h Common/simd.cpp + Common/material.cpp ) SOURCE_GROUP(Common FILES ${Common_SRCS}) @@ -330,11 +332,15 @@ ADD_ASSIMP_IMPORTER( ASSBIN ADD_ASSIMP_EXPORTER( ASSBIN Assbin/AssbinExporter.h Assbin/AssbinExporter.cpp + Assbin/AssbinFileWriter.h + Assbin/AssbinFileWriter.cpp ) ADD_ASSIMP_EXPORTER( ASSXML Assxml/AssxmlExporter.h Assxml/AssxmlExporter.cpp + Assxml/AssxmlFileWriter.h + Assxml/AssxmlFileWriter.cpp ) ADD_ASSIMP_IMPORTER( B3D @@ -348,6 +354,7 @@ ADD_ASSIMP_IMPORTER( BVH ) ADD_ASSIMP_IMPORTER( COLLADA + Collada/ColladaHelper.cpp Collada/ColladaHelper.h Collada/ColladaLoader.cpp Collada/ColladaLoader.h @@ -411,6 +418,8 @@ ADD_ASSIMP_IMPORTER( M3D M3D/M3DMaterials.h M3D/M3DImporter.h M3D/M3DImporter.cpp + M3D/M3DWrapper.h + M3D/M3DWrapper.cpp M3D/m3d.h ) @@ -452,6 +461,16 @@ ADD_ASSIMP_IMPORTER( MDL MDL/MDLLoader.cpp MDL/MDLLoader.h MDL/MDLMaterialLoader.cpp + MDL/HalfLife/HalfLifeMDLBaseHeader.h + MDL/HalfLife/HL1FileData.h + MDL/HalfLife/HL1MDLLoader.cpp + MDL/HalfLife/HL1MDLLoader.h + MDL/HalfLife/HL1ImportDefinitions.h + MDL/HalfLife/HL1ImportSettings.h + MDL/HalfLife/HL1MeshTrivert.h + MDL/HalfLife/LogFunctions.h + MDL/HalfLife/UniqueNameGenerator.cpp + MDL/HalfLife/UniqueNameGenerator.h ) SET( MaterialSystem_SRCS @@ -1199,10 +1218,6 @@ SET_TARGET_PROPERTIES( assimp PROPERTIES ) if (APPLE) - SET_TARGET_PROPERTIES( assimp PROPERTIES - INSTALL_NAME_DIR "${CMAKE_INSTALL_PREFIX}/${ASSIMP_LIB_INSTALL_DIR}" - ) - if (BUILD_FRAMEWORK) SET_TARGET_PROPERTIES( assimp PROPERTIES FRAMEWORK TRUE diff --git a/code/COB/COBLoader.cpp b/code/COB/COBLoader.cpp index 19e3cd59e..8e7c81192 100644 --- a/code/COB/COBLoader.cpp +++ b/code/COB/COBLoader.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. @@ -250,7 +250,7 @@ aiNode* COBImporter::BuildNodes(const Node& root,const Scene& scin,aiScene* fill const Mesh& ndmesh = (const Mesh&)(root); if (ndmesh.vertex_positions.size() && ndmesh.texture_coords.size()) { - typedef std::pair Entry; + typedef std::pair Entry; for(const Entry& reflist : ndmesh.temp_map) { { // create mesh size_t n = 0; diff --git a/code/COB/COBLoader.h b/code/COB/COBLoader.h index 40fed324b..8b3110a32 100644 --- a/code/COB/COBLoader.h +++ b/code/COB/COBLoader.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/COB/COBScene.h b/code/COB/COBScene.h index 90349be70..87f4f4570 100644 --- a/code/COB/COBScene.h +++ b/code/COB/COBScene.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/CSM/CSMLoader.cpp b/code/CSM/CSMLoader.cpp index 9dbb38467..fbabea12e 100644 --- a/code/CSM/CSMLoader.cpp +++ b/code/CSM/CSMLoader.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team @@ -178,7 +178,7 @@ void CSMImporter::InternReadFile( const std::string& pFile, *ot++ = *buffer++; *ot = '\0'; - nda->mNodeName.length = (size_t)(ot-nda->mNodeName.data); + nda->mNodeName.length = (ai_uint32)(ot-nda->mNodeName.data); } anim->mNumChannels = static_cast(anims_temp.size()); diff --git a/code/CSM/CSMLoader.h b/code/CSM/CSMLoader.h index 31a814b52..907c7aa43 100644 --- a/code/CSM/CSMLoader.h +++ b/code/CSM/CSMLoader.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Collada/ColladaExporter.cpp b/code/Collada/ColladaExporter.cpp index a93dfa59a..99cdc097b 100644 --- a/code/Collada/ColladaExporter.cpp +++ b/code/Collada/ColladaExporter.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. @@ -45,6 +45,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #include "ColladaExporter.h" #include +#include #include #include #include @@ -277,7 +278,7 @@ void ColladaExporter::WriteHeader() { mOutput << startstr << "" << XMLEscape(value.C_Str()) << "" << endstr; } - if (nullptr == meta || !meta->Get("AuthoringTool", value)) { + if (nullptr == meta || !meta->Get(AI_METADATA_SOURCE_GENERATOR, value)) { mOutput << startstr << "" << "Assimp Exporter" << "" << endstr; } else { mOutput << startstr << "" << XMLEscape(value.C_Str()) << "" << endstr; @@ -287,7 +288,7 @@ void ColladaExporter::WriteHeader() { if (meta->Get("Comments", value)) { mOutput << startstr << "" << XMLEscape(value.C_Str()) << "" << endstr; } - if (meta->Get("Copyright", value)) { + if (meta->Get(AI_METADATA_SOURCE_COPYRIGHT, value)) { mOutput << startstr << "" << XMLEscape(value.C_Str()) << "" << endstr; } if (meta->Get("SourceData", value)) { diff --git a/code/Collada/ColladaExporter.h b/code/Collada/ColladaExporter.h index 0b4fa59a3..f6c66e279 100644 --- a/code/Collada/ColladaExporter.h +++ b/code/Collada/ColladaExporter.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Collada/ColladaHelper.cpp b/code/Collada/ColladaHelper.cpp new file mode 100644 index 000000000..6f1fed366 --- /dev/null +++ b/code/Collada/ColladaHelper.cpp @@ -0,0 +1,107 @@ +/** Helper structures for the Collada loader */ + +/* +Open Asset Import Library (assimp) +---------------------------------------------------------------------- + +Copyright (c) 2006-2020, assimp 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 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 "ColladaHelper.h" + +#include +#include + +namespace Assimp { +namespace Collada { + +const MetaKeyPairVector MakeColladaAssimpMetaKeys() { + MetaKeyPairVector result; + result.emplace_back("authoring_tool", AI_METADATA_SOURCE_GENERATOR); + result.emplace_back("copyright", AI_METADATA_SOURCE_COPYRIGHT); + return result; +}; + +const MetaKeyPairVector &GetColladaAssimpMetaKeys() { + static const MetaKeyPairVector result = MakeColladaAssimpMetaKeys(); + return result; +} + +const MetaKeyPairVector MakeColladaAssimpMetaKeysCamelCase() { + MetaKeyPairVector result = MakeColladaAssimpMetaKeys(); + for (auto &val : result) + { + ToCamelCase(val.first); + } + return result; +}; + +const MetaKeyPairVector &GetColladaAssimpMetaKeysCamelCase() +{ + static const MetaKeyPairVector result = MakeColladaAssimpMetaKeysCamelCase(); + return result; +} + +// ------------------------------------------------------------------------------------------------ +// Convert underscore_separated to CamelCase: "authoring_tool" becomes "AuthoringTool" +void ToCamelCase(std::string &text) +{ + if (text.empty()) + return; + // Capitalise first character + auto it = text.begin(); + (*it) = ToUpper(*it); + ++it; + for (/*started above*/ ; it != text.end(); /*iterated below*/) + { + if ((*it) == '_') + { + it = text.erase(it); + if (it != text.end()) + (*it) = ToUpper(*it); + } + else + { + // Make lower case + (*it) = ToLower(*it); + ++it; + } + } +} + +} // namespace Collada +} // namespace Assimp diff --git a/code/Collada/ColladaHelper.h b/code/Collada/ColladaHelper.h index b7d47da15..c6e2e7ddd 100644 --- a/code/Collada/ColladaHelper.h +++ b/code/Collada/ColladaHelper.h @@ -4,7 +4,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. @@ -47,6 +47,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #include #include +#include #include #include #include @@ -104,6 +105,17 @@ enum MorphMethod Relative }; +/** Common metadata keys as */ +typedef std::pair MetaKeyPair; +typedef std::vector MetaKeyPairVector; + +// Collada as lower_case (native) +const MetaKeyPairVector &GetColladaAssimpMetaKeys(); +// Collada as CamelCase (used by Assimp for consistency) +const MetaKeyPairVector &GetColladaAssimpMetaKeysCamelCase(); + +/** Convert underscore_separated to CamelCase "authoring_tool" becomes "AuthoringTool" */ +void ToCamelCase(std::string &text); /** Contains all data for one of the different transformation types */ struct Transform @@ -647,23 +659,37 @@ struct Animation void CombineSingleChannelAnimationsRecursively(Animation *pParent) { + std::set childrenTargets; + bool childrenAnimationsHaveDifferentChannels = true; + for (std::vector::iterator it = pParent->mSubAnims.begin(); it != pParent->mSubAnims.end();) { Animation *anim = *it; - CombineSingleChannelAnimationsRecursively(anim); - if (anim->mChannels.size() == 1) + if (childrenAnimationsHaveDifferentChannels && anim->mChannels.size() == 1 && + childrenTargets.find(anim->mChannels[0].mTarget) == childrenTargets.end()) { + childrenTargets.insert(anim->mChannels[0].mTarget); + } else { + childrenAnimationsHaveDifferentChannels = false; + } + + ++it; + } + + // We only want to combine animations if they have different channels + if (childrenAnimationsHaveDifferentChannels) + { + for (std::vector::iterator it = pParent->mSubAnims.begin(); it != pParent->mSubAnims.end();) { + Animation *anim = *it; + pParent->mChannels.push_back(anim->mChannels[0]); it = pParent->mSubAnims.erase(it); delete anim; - } - else - { - ++it; + continue; } } } diff --git a/code/Collada/ColladaLoader.cpp b/code/Collada/ColladaLoader.cpp index 37529bc98..b78fc0e3b 100644 --- a/code/Collada/ColladaLoader.cpp +++ b/code/Collada/ColladaLoader.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. @@ -963,18 +963,38 @@ void ColladaLoader::StoreAnimations( aiScene* pScene, const ColladaParser& pPars // catch special case: many animations with the same length, each affecting only a single node. // we need to unite all those single-node-anims to a proper combined animation - for( size_t a = 0; a < mAnims.size(); ++a) { + for(size_t a = 0; a < mAnims.size(); ++a) { aiAnimation* templateAnim = mAnims[a]; - if( templateAnim->mNumChannels == 1) { + + if (templateAnim->mNumChannels == 1) { // search for other single-channel-anims with the same duration std::vector collectedAnimIndices; for( size_t b = a+1; b < mAnims.size(); ++b) { aiAnimation* other = mAnims[b]; if (other->mNumChannels == 1 && other->mDuration == templateAnim->mDuration && other->mTicksPerSecond == templateAnim->mTicksPerSecond) - collectedAnimIndices.push_back(b); + collectedAnimIndices.push_back(b); } + // We only want to combine the animations if they have different channels + std::set animTargets; + animTargets.insert(templateAnim->mChannels[0]->mNodeName.C_Str()); + bool collectedAnimationsHaveDifferentChannels = true; + for (size_t b = 0; b < collectedAnimIndices.size(); ++b) + { + aiAnimation* srcAnimation = mAnims[collectedAnimIndices[b]]; + std::string channelName = std::string(srcAnimation->mChannels[0]->mNodeName.C_Str()); + if (animTargets.find(channelName) == animTargets.end()) { + animTargets.insert(channelName); + } else { + collectedAnimationsHaveDifferentChannels = false; + break; + } + } + + if (!collectedAnimationsHaveDifferentChannels) + continue; + // if there are other animations which fit the template anim, combine all channels into a single anim if (!collectedAnimIndices.empty()) { diff --git a/code/Collada/ColladaLoader.h b/code/Collada/ColladaLoader.h index d8d3f4f52..198b7a215 100644 --- a/code/Collada/ColladaLoader.h +++ b/code/Collada/ColladaLoader.h @@ -4,7 +4,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Collada/ColladaParser.cpp b/code/Collada/ColladaParser.cpp index e2e6626c3..d0f71d95a 100644 --- a/code/Collada/ColladaParser.cpp +++ b/code/Collada/ColladaParser.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team @@ -50,6 +50,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #include #include #include "ColladaParser.h" +#include #include #include #include @@ -249,6 +250,9 @@ void ColladaParser::UriDecodePath(aiString& ss) bool ColladaParser::ReadBoolFromTextContent() { const char* cur = GetTextContent(); + if ( nullptr == cur) { + return false; + } return (!ASSIMP_strincmp(cur, "true", 4) || '0' != *cur); } @@ -257,6 +261,9 @@ bool ColladaParser::ReadBoolFromTextContent() ai_real ColladaParser::ReadFloatFromTextContent() { const char* cur = GetTextContent(); + if ( nullptr == cur ) { + return 0.0; + } return fast_atof(cur); } @@ -276,6 +283,11 @@ void ColladaParser::ReadContents() if (attrib != -1) { const char* version = mReader->getAttributeValue(attrib); + // Store declared format version string + aiString v; + v.Set(version); + mAssetMetaData.emplace(AI_METADATA_SOURCE_FORMAT_VERSION, v ); + if (!::strncmp(version, "1.5", 3)) { mFormat = FV_1_5_n; ASSIMP_LOG_DEBUG("Collada schema version is 1.5.n"); @@ -434,23 +446,39 @@ void ColladaParser::ReadContributorInfo() } } +static bool FindCommonKey(const std::string &collada_key, const MetaKeyPairVector &key_renaming, size_t &found_index) { + for (size_t i = 0; i < key_renaming.size(); ++i) { + if (key_renaming[i].first == collada_key) { + found_index = i; + return true; + } + } + found_index = std::numeric_limits::max(); + return false; +} + // ------------------------------------------------------------------------------------------------ // Reads a single string metadata item -void ColladaParser::ReadMetaDataItem(StringMetaData &metadata) -{ - // Metadata such as created, keywords, subject etc - const char* key_char = mReader->getNodeName(); - if (key_char != nullptr) - { +void ColladaParser::ReadMetaDataItem(StringMetaData &metadata) { + const Collada::MetaKeyPairVector &key_renaming = GetColladaAssimpMetaKeysCamelCase(); + // Metadata such as created, keywords, subject etc + const char *key_char = mReader->getNodeName(); + if (key_char != nullptr) { const std::string key_str(key_char); - const char* value_char = TestTextContent(); - if (value_char != nullptr) - { - std::string camel_key_str = key_str; - ToCamelCase(camel_key_str); + const char *value_char = TestTextContent(); + if (value_char != nullptr) { aiString aistr; - aistr.Set(value_char); - metadata.emplace(camel_key_str, aistr); + aistr.Set(value_char); + + std::string camel_key_str(key_str); + ToCamelCase(camel_key_str); + + size_t found_index; + if (FindCommonKey(camel_key_str, key_renaming, found_index)) { + metadata.emplace(key_renaming[found_index].second, aistr); + } else { + metadata.emplace(camel_key_str, aistr); + } } TestClosing(key_str.c_str()); } @@ -458,27 +486,6 @@ void ColladaParser::ReadMetaDataItem(StringMetaData &metadata) SkipElement(); } -// ------------------------------------------------------------------------------------------------ -// Convert underscore_seperated to CamelCase: "authoring_tool" becomes "AuthoringTool" -void ColladaParser::ToCamelCase(std::string &text) -{ - if (text.empty()) - return; - // Capitalise first character - text[0] = ToUpper(text[0]); - for (auto it = text.begin(); it != text.end(); /*iterated below*/) - { - if ((*it) == '_') - { - it = text.erase(it); - if (it != text.end()) - (*it) = ToUpper(*it); - } - else - ++it; - } -} - // ------------------------------------------------------------------------------------------------ // Reads the animation clips void ColladaParser::ReadAnimationClipLibrary() diff --git a/code/Collada/ColladaParser.h b/code/Collada/ColladaParser.h index 4e8c8fccf..d1e812bd2 100644 --- a/code/Collada/ColladaParser.h +++ b/code/Collada/ColladaParser.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- - Copyright (c) 2006-2019, assimp team + Copyright (c) 2006-2020, assimp team All rights reserved. @@ -94,12 +94,9 @@ namespace Assimp /** Reads contributor information such as author and legal blah */ void ReadContributorInfo(); - /** Reads generic metadata into provided map */ + /** Reads generic metadata into provided map and renames keys for Assimp */ void ReadMetaDataItem(StringMetaData &metadata); - /** Convert underscore_seperated to CamelCase "authoring_tool" becomes "AuthoringTool" */ - static void ToCamelCase(std::string &text); - /** Reads the animation library */ void ReadAnimationLibrary(); diff --git a/code/Common/Assimp.cpp b/code/Common/Assimp.cpp index 178b2c01d..66588f0bc 100644 --- a/code/Common/Assimp.cpp +++ b/code/Common/Assimp.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team diff --git a/code/Common/BaseImporter.cpp b/code/Common/BaseImporter.cpp index 5c1e60554..8d7b029ba 100644 --- a/code/Common/BaseImporter.cpp +++ b/code/Common/BaseImporter.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team @@ -191,7 +191,7 @@ void BaseImporter::GetExtensionList(std::set& extensions) { } std::unique_ptr pStream (pIOHandler->Open(pFile)); - if (pStream.get() ) { + if (pStream) { // read 200 characters from the file std::unique_ptr _buffer (new char[searchBytes+1 /* for the '\0' */]); char *buffer( _buffer.get() ); @@ -283,7 +283,6 @@ std::string BaseImporter::GetExtension( const std::string& file ) { return ""; } - // thanks to Andy Maloney for the hint std::string ret = file.substr( pos + 1 ); std::transform( ret.begin(), ret.end(), ret.begin(), ToLower); @@ -309,7 +308,7 @@ std::string BaseImporter::GetExtension( const std::string& file ) { }; magic = reinterpret_cast(_magic); std::unique_ptr pStream (pIOHandler->Open(pFile)); - if (pStream.get() ) { + if (pStream) { // skip to offset pStream->Seek(offset,aiOrigin_SET); @@ -603,7 +602,7 @@ unsigned int BatchLoader::AddLoadRequest(const std::string& file, } // no, we don't have it. So add it to the queue ... - m_data->requests.push_back(LoadRequest(file,steps,map, m_data->next_id)); + m_data->requests.emplace_back(file, steps, map, m_data->next_id); return m_data->next_id++; } diff --git a/code/Common/BaseProcess.cpp b/code/Common/BaseProcess.cpp index e247be418..974af68db 100644 --- a/code/Common/BaseProcess.cpp +++ b/code/Common/BaseProcess.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team diff --git a/code/Common/BaseProcess.h b/code/Common/BaseProcess.h index 4d5c7a76b..a7e48bba3 100644 --- a/code/Common/BaseProcess.h +++ b/code/Common/BaseProcess.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Common/Bitmap.cpp b/code/Common/Bitmap.cpp index b22b71ea9..7d8225704 100644 --- a/code/Common/Bitmap.cpp +++ b/code/Common/Bitmap.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team diff --git a/code/Common/CreateAnimMesh.cpp b/code/Common/CreateAnimMesh.cpp index 98b60e531..7317dc45b 100644 --- a/code/Common/CreateAnimMesh.cpp +++ b/code/Common/CreateAnimMesh.cpp @@ -4,7 +4,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- Copyright (C) 2016 The Qt Company Ltd. -Copyright (c) 2006-2012, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Common/DefaultIOStream.cpp b/code/Common/DefaultIOStream.cpp index 829b44731..205f19e37 100644 --- a/code/Common/DefaultIOStream.cpp +++ b/code/Common/DefaultIOStream.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team diff --git a/code/Common/DefaultIOSystem.cpp b/code/Common/DefaultIOSystem.cpp index 6fdc24dd8..0343cb289 100644 --- a/code/Common/DefaultIOSystem.cpp +++ b/code/Common/DefaultIOSystem.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team diff --git a/code/Common/DefaultLogger.cpp b/code/Common/DefaultLogger.cpp index eee53bd7c..adb9ba160 100644 --- a/code/Common/DefaultLogger.cpp +++ b/code/Common/DefaultLogger.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team diff --git a/code/Common/DefaultProgressHandler.h b/code/Common/DefaultProgressHandler.h index bd2cce00b..ebf7f118c 100644 --- a/code/Common/DefaultProgressHandler.h +++ b/code/Common/DefaultProgressHandler.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Common/Exporter.cpp b/code/Common/Exporter.cpp index b9bd0409b..9f9a33b58 100644 --- a/code/Common/Exporter.cpp +++ b/code/Common/Exporter.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team @@ -103,7 +103,7 @@ void ExportSceneFBX(const char*, IOSystem*, const aiScene*, const ExportProperti 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 ExportSceneM3DA(const char*, IOSystem*, const aiScene*, const ExportProperties*); void ExportAssimp2Json(const char* , IOSystem*, const aiScene* , const Assimp::ExportProperties*); @@ -177,7 +177,7 @@ static void setupExporterArray(std::vector &exporte #ifndef ASSIMP_BUILD_NO_M3D_EXPORTER exporters.push_back(Exporter::ExportFormatEntry("m3d", "Model 3D (binary)", "m3d", &ExportSceneM3D, 0)); - exporters.push_back(Exporter::ExportFormatEntry("a3d", "Model 3D (ascii)", "m3d", &ExportSceneA3D, 0)); + exporters.push_back(Exporter::ExportFormatEntry("m3da", "Model 3D (ascii)", "a3d", &ExportSceneM3DA, 0)); #endif #ifndef ASSIMP_BUILD_NO_3MF_EXPORTER @@ -445,7 +445,7 @@ aiReturn Exporter::Export( const aiScene* pScene, const char* pFormatId, const c ExportProperties emptyProperties; // Never pass NULL ExportProperties so Exporters don't have to worry. ExportProperties* pProp = pProperties ? (ExportProperties*)pProperties : &emptyProperties; - pProp->SetPropertyBool("bJoinIdenticalVertices", must_join_again); + pProp->SetPropertyBool("bJoinIdenticalVertices", pp & aiProcess_JoinIdenticalVertices); exp.mExportFunction(pPath,pimpl->mIOSystem.get(),scenecopy.get(), pProp); pimpl->mProgressHandler->UpdateFileWrite(4, 4); diff --git a/code/Common/FileLogStream.h b/code/Common/FileLogStream.h index 740c50319..ecff03a7e 100644 --- a/code/Common/FileLogStream.h +++ b/code/Common/FileLogStream.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Common/FileSystemFilter.h b/code/Common/FileSystemFilter.h index 9923cdbdd..1440cf97d 100644 --- a/code/Common/FileSystemFilter.h +++ b/code/Common/FileSystemFilter.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2008, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. Redistribution and use of this software in source and binary forms, diff --git a/code/Common/Importer.cpp b/code/Common/Importer.cpp index 91b50859a..a59ec9812 100644 --- a/code/Common/Importer.cpp +++ b/code/Common/Importer.cpp @@ -3,9 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team - - +Copyright (c) 2006-2020, assimp team All rights reserved. @@ -78,6 +76,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #include #include #include +#include + #include #include #include @@ -119,7 +119,7 @@ void* AllocateFromAssimpHeap::operator new ( size_t num_bytes, const std::nothro return AllocateFromAssimpHeap::operator new( num_bytes ); } catch( ... ) { - return NULL; + return nullptr; } } @@ -134,9 +134,8 @@ void* AllocateFromAssimpHeap::operator new[] ( size_t num_bytes) { void* AllocateFromAssimpHeap::operator new[] ( size_t num_bytes, const std::nothrow_t& ) throw() { try { return AllocateFromAssimpHeap::operator new[]( num_bytes ); - } - catch( ... ) { - return NULL; + } catch( ... ) { + return nullptr; } } @@ -148,7 +147,7 @@ void AllocateFromAssimpHeap::operator delete[] ( void* data) { // Importer constructor. Importer::Importer() : pimpl( new ImporterPimpl ) { - pimpl->mScene = NULL; + pimpl->mScene = nullptr; pimpl->mErrorString = ""; // Allocate a default IO handler @@ -174,14 +173,14 @@ Importer::Importer() // ------------------------------------------------------------------------------------------------ // Destructor of Importer -Importer::~Importer() -{ +Importer::~Importer() { // Delete all import plugins DeleteImporterInstanceList(pimpl->mImporter); // Delete all post-processing plug-ins - for( unsigned int a = 0; a < pimpl->mPostProcessingSteps.size(); a++) + for( unsigned int a = 0; a < pimpl->mPostProcessingSteps.size(); ++a ) { delete pimpl->mPostProcessingSteps[a]; + } // Delete the assigned IO and progress handler delete pimpl->mIOHandler; @@ -199,9 +198,9 @@ Importer::~Importer() // ------------------------------------------------------------------------------------------------ // Register a custom post-processing step -aiReturn Importer::RegisterPPStep(BaseProcess* pImp) -{ - ai_assert(NULL != pImp); +aiReturn Importer::RegisterPPStep(BaseProcess* pImp) { + ai_assert( nullptr != pImp ); + ASSIMP_BEGIN_EXCEPTION_REGION(); pimpl->mPostProcessingSteps.push_back(pImp); @@ -213,9 +212,9 @@ aiReturn Importer::RegisterPPStep(BaseProcess* pImp) // ------------------------------------------------------------------------------------------------ // Register a custom loader plugin -aiReturn Importer::RegisterLoader(BaseImporter* pImp) -{ - ai_assert(NULL != pImp); +aiReturn Importer::RegisterLoader(BaseImporter* pImp) { + ai_assert(nullptr != pImp); + ASSIMP_BEGIN_EXCEPTION_REGION(); // -------------------------------------------------------------------- @@ -242,13 +241,13 @@ aiReturn Importer::RegisterLoader(BaseImporter* pImp) pimpl->mImporter.push_back(pImp); ASSIMP_LOG_INFO_F("Registering custom importer for these file extensions: ", baked); ASSIMP_END_EXCEPTION_REGION(aiReturn); + return AI_SUCCESS; } // ------------------------------------------------------------------------------------------------ // Unregister a custom loader plugin -aiReturn Importer::UnregisterLoader(BaseImporter* pImp) -{ +aiReturn Importer::UnregisterLoader(BaseImporter* pImp) { if(!pImp) { // unregistering a NULL importer is no problem for us ... really! return AI_SUCCESS; @@ -265,13 +264,13 @@ aiReturn Importer::UnregisterLoader(BaseImporter* pImp) } ASSIMP_LOG_WARN("Unable to remove custom importer: I can't find you ..."); ASSIMP_END_EXCEPTION_REGION(aiReturn); + return AI_FAILURE; } // ------------------------------------------------------------------------------------------------ // Unregister a custom loader plugin -aiReturn Importer::UnregisterPPStep(BaseProcess* pImp) -{ +aiReturn Importer::UnregisterPPStep(BaseProcess* pImp) { if(!pImp) { // unregistering a NULL ppstep is no problem for us ... really! return AI_SUCCESS; @@ -288,24 +287,22 @@ aiReturn Importer::UnregisterPPStep(BaseProcess* pImp) } ASSIMP_LOG_WARN("Unable to remove custom post-processing step: I can't find you .."); ASSIMP_END_EXCEPTION_REGION(aiReturn); + return AI_FAILURE; } // ------------------------------------------------------------------------------------------------ // Supplies a custom IO handler to the importer to open and access files. -void Importer::SetIOHandler( IOSystem* pIOHandler) -{ +void Importer::SetIOHandler( IOSystem* pIOHandler) { + ai_assert(nullptr != pimpl); + ASSIMP_BEGIN_EXCEPTION_REGION(); // If the new handler is zero, allocate a default IO implementation. - if (!pIOHandler) - { + if (!pIOHandler) { // Release pointer in the possession of the caller pimpl->mIOHandler = new DefaultIOSystem(); pimpl->mIsDefaultHandler = true; - } - // Otherwise register the custom handler - else if (pimpl->mIOHandler != pIOHandler) - { + } else if (pimpl->mIOHandler != pIOHandler) { // Otherwise register the custom handler delete pimpl->mIOHandler; pimpl->mIOHandler = pIOHandler; pimpl->mIsDefaultHandler = false; @@ -316,29 +313,32 @@ void Importer::SetIOHandler( IOSystem* pIOHandler) // ------------------------------------------------------------------------------------------------ // Get the currently set IO handler IOSystem* Importer::GetIOHandler() const { + ai_assert(nullptr != pimpl); + return pimpl->mIOHandler; } // ------------------------------------------------------------------------------------------------ // Check whether a custom IO handler is currently set bool Importer::IsDefaultIOHandler() const { + ai_assert(nullptr != pimpl); + return pimpl->mIsDefaultHandler; } // ------------------------------------------------------------------------------------------------ // Supplies a custom progress handler to get regular callbacks during importing void Importer::SetProgressHandler ( ProgressHandler* pHandler ) { + ai_assert(nullptr != pimpl); + ASSIMP_BEGIN_EXCEPTION_REGION(); + // If the new handler is zero, allocate a default implementation. - if (!pHandler) - { + if (!pHandler) { // Release pointer in the possession of the caller pimpl->mProgressHandler = new DefaultProgressHandler(); pimpl->mIsDefaultProgressHandler = true; - } - // Otherwise register the custom handler - else if (pimpl->mProgressHandler != pHandler) - { + } else if (pimpl->mProgressHandler != pHandler) { // Otherwise register the custom handler delete pimpl->mProgressHandler; pimpl->mProgressHandler = pHandler; pimpl->mIsDefaultProgressHandler = false; @@ -349,19 +349,22 @@ void Importer::SetProgressHandler ( ProgressHandler* pHandler ) { // ------------------------------------------------------------------------------------------------ // Get the currently set progress handler ProgressHandler* Importer::GetProgressHandler() const { + ai_assert(nullptr != pimpl); + return pimpl->mProgressHandler; } // ------------------------------------------------------------------------------------------------ // Check whether a custom progress handler is currently set bool Importer::IsDefaultProgressHandler() const { + ai_assert(nullptr != pimpl); + return pimpl->mIsDefaultProgressHandler; } // ------------------------------------------------------------------------------------------------ // Validate post process step flags -bool _ValidateFlags(unsigned int pFlags) -{ +bool _ValidateFlags(unsigned int pFlags) { if (pFlags & aiProcess_GenSmoothNormals && pFlags & aiProcess_GenNormals) { ASSIMP_LOG_ERROR("#aiProcess_GenSmoothNormals and #aiProcess_GenNormals are incompatible"); return false; @@ -375,12 +378,13 @@ bool _ValidateFlags(unsigned int pFlags) // ------------------------------------------------------------------------------------------------ // Free the current scene -void Importer::FreeScene( ) -{ +void Importer::FreeScene( ) { + ai_assert(nullptr != pimpl); + ASSIMP_BEGIN_EXCEPTION_REGION(); delete pimpl->mScene; - pimpl->mScene = NULL; + pimpl->mScene = nullptr; pimpl->mErrorString = ""; ASSIMP_END_EXCEPTION_REGION(void); @@ -388,44 +392,48 @@ void Importer::FreeScene( ) // ------------------------------------------------------------------------------------------------ // Get the current error string, if any -const char* Importer::GetErrorString() const -{ - /* Must remain valid as long as ReadFile() or FreeFile() are not called */ +const char* Importer::GetErrorString() const { + ai_assert(nullptr != pimpl); + + // Must remain valid as long as ReadFile() or FreeFile() are not called return pimpl->mErrorString.c_str(); } // ------------------------------------------------------------------------------------------------ // Enable extra-verbose mode -void Importer::SetExtraVerbose(bool bDo) -{ +void Importer::SetExtraVerbose(bool bDo) { + ai_assert(nullptr != pimpl); + pimpl->bExtraVerbose = bDo; } // ------------------------------------------------------------------------------------------------ // Get the current scene -const aiScene* Importer::GetScene() const -{ +const aiScene* Importer::GetScene() const { + ai_assert(nullptr != pimpl); + return pimpl->mScene; } // ------------------------------------------------------------------------------------------------ // Orphan the current scene and return it. -aiScene* Importer::GetOrphanedScene() -{ +aiScene* Importer::GetOrphanedScene() { + ai_assert(nullptr != pimpl); + aiScene* s = pimpl->mScene; ASSIMP_BEGIN_EXCEPTION_REGION(); - pimpl->mScene = NULL; + pimpl->mScene = nullptr; - pimpl->mErrorString = ""; /* reset error string */ + pimpl->mErrorString = ""; // reset error string ASSIMP_END_EXCEPTION_REGION(aiScene*); + return s; } // ------------------------------------------------------------------------------------------------ // Validate post-processing flags -bool Importer::ValidateFlags(unsigned int pFlags) const -{ +bool Importer::ValidateFlags(unsigned int pFlags) const { ASSIMP_BEGIN_EXCEPTION_REGION(); // run basic checks for mutually exclusive flags if(!_ValidateFlags(pFlags)) { @@ -467,8 +475,9 @@ bool Importer::ValidateFlags(unsigned int pFlags) const const aiScene* Importer::ReadFileFromMemory( const void* pBuffer, size_t pLength, unsigned int pFlags, - const char* pHint /*= ""*/) -{ + const char* pHint /*= ""*/) { + ai_assert(nullptr != pimpl); + ASSIMP_BEGIN_EXCEPTION_REGION(); if (!pHint) { pHint = ""; @@ -476,12 +485,12 @@ const aiScene* Importer::ReadFileFromMemory( const void* pBuffer, if (!pBuffer || !pLength || strlen(pHint) > MaxLenHint ) { pimpl->mErrorString = "Invalid parameters passed to ReadFileFromMemory()"; - return NULL; + return nullptr; } // prevent deletion of the previous IOHandler IOSystem* io = pimpl->mIOHandler; - pimpl->mIOHandler = NULL; + pimpl->mIOHandler = nullptr; SetIOHandler(new MemoryIOSystem((const uint8_t*)pBuffer,pLength,io)); @@ -493,13 +502,13 @@ const aiScene* Importer::ReadFileFromMemory( const void* pBuffer, ReadFile(fbuff,pFlags); SetIOHandler(io); - ASSIMP_END_EXCEPTION_REGION(const aiScene*); + ASSIMP_END_EXCEPTION_REGION_WITH_ERROR_STRING(const aiScene*, pimpl->mErrorString); return pimpl->mScene; } // ------------------------------------------------------------------------------------------------ -void WriteLogOpening(const std::string& file) -{ +void WriteLogOpening(const std::string& file) { + ASSIMP_LOG_INFO_F("Load ", file); // print a full version dump. This is nice because we don't @@ -550,8 +559,9 @@ void WriteLogOpening(const std::string& file) // ------------------------------------------------------------------------------------------------ // Reads the given file and returns its contents if successful. -const aiScene* Importer::ReadFile( const char* _pFile, unsigned int pFlags) -{ +const aiScene* Importer::ReadFile( const char* _pFile, unsigned int pFlags) { + ai_assert(nullptr != pimpl); + ASSIMP_BEGIN_EXCEPTION_REGION(); const std::string pFile(_pFile); @@ -580,7 +590,7 @@ const aiScene* Importer::ReadFile( const char* _pFile, unsigned int pFlags) pimpl->mErrorString = "Unable to open file \"" + pFile + "\"."; ASSIMP_LOG_ERROR(pimpl->mErrorString); - return NULL; + return nullptr; } std::unique_ptr profiler(GetPropertyInteger(AI_CONFIG_GLOB_MEASURE_TIME,0)?new Profiler():NULL); @@ -589,7 +599,7 @@ const aiScene* Importer::ReadFile( const char* _pFile, unsigned int pFlags) } // Find an worker class which can handle the file - BaseImporter* imp = NULL; + BaseImporter* imp = nullptr; SetPropertyInteger("importerIndex", -1); for( unsigned int a = 0; a < pimpl->mImporter.size(); a++) { @@ -617,7 +627,7 @@ const aiScene* Importer::ReadFile( const char* _pFile, unsigned int pFlags) if( !imp) { pimpl->mErrorString = "No suitable reader found for the file format of file \"" + pFile + "\"."; ASSIMP_LOG_ERROR(pimpl->mErrorString); - return NULL; + return nullptr; } } @@ -633,7 +643,7 @@ const aiScene* Importer::ReadFile( const char* _pFile, unsigned int pFlags) // Dispatch the reading to the worker class for this format const aiImporterDesc *desc( imp->GetInfo() ); std::string ext( "unknown" ); - if ( NULL != desc ) { + if ( nullptr != desc ) { ext = desc->mName; } ASSIMP_LOG_INFO("Found a matching importer for this file format: " + ext + "." ); @@ -654,15 +664,20 @@ const aiScene* Importer::ReadFile( const char* _pFile, unsigned int pFlags) // If successful, apply all active post processing steps to the imported data if( pimpl->mScene) { + if (!pimpl->mScene->mMetaData || !pimpl->mScene->mMetaData->HasKey(AI_METADATA_SOURCE_FORMAT)) { + if (!pimpl->mScene->mMetaData) { + pimpl->mScene->mMetaData = new aiMetadata; + } + pimpl->mScene->mMetaData->Add(AI_METADATA_SOURCE_FORMAT, aiString(ext)); + } #ifndef ASSIMP_BUILD_NO_VALIDATEDS_PROCESS // The ValidateDS process is an exception. It is executed first, even before ScenePreprocessor is called. - if (pFlags & aiProcess_ValidateDataStructure) - { + if (pFlags & aiProcess_ValidateDataStructure) { ValidateDSProcess ds; ds.ExecuteOnScene (this); if (!pimpl->mScene) { - return NULL; + return nullptr; } } #endif // no validation @@ -695,8 +710,7 @@ const aiScene* Importer::ReadFile( const char* _pFile, unsigned int pFlags) } } #ifdef ASSIMP_CATCH_GLOBAL_EXCEPTIONS - catch (std::exception &e) - { + catch (std::exception &e) { #if (defined _MSC_VER) && (defined _CPPRTTI) // if we have RTTI get the full name of the exception that occurred pimpl->mErrorString = std::string(typeid( e ).name()) + ": " + e.what(); @@ -705,24 +719,26 @@ const aiScene* Importer::ReadFile( const char* _pFile, unsigned int pFlags) #endif ASSIMP_LOG_ERROR(pimpl->mErrorString); - delete pimpl->mScene; pimpl->mScene = NULL; + delete pimpl->mScene; pimpl->mScene = nullptr; } #endif // ! ASSIMP_CATCH_GLOBAL_EXCEPTIONS // either successful or failure - the pointer expresses it anyways - ASSIMP_END_EXCEPTION_REGION(const aiScene*); + ASSIMP_END_EXCEPTION_REGION_WITH_ERROR_STRING(const aiScene*, pimpl->mErrorString); + return pimpl->mScene; } // ------------------------------------------------------------------------------------------------ // Apply post-processing to the currently bound scene -const aiScene* Importer::ApplyPostProcessing(unsigned int pFlags) -{ +const aiScene* Importer::ApplyPostProcessing(unsigned int pFlags) { + ai_assert(nullptr != pimpl); + ASSIMP_BEGIN_EXCEPTION_REGION(); // Return immediately if no scene is active if (!pimpl->mScene) { - return NULL; + return nullptr; } // If no flags are given, return the current scene with no further action @@ -737,12 +753,11 @@ const aiScene* Importer::ApplyPostProcessing(unsigned int pFlags) #ifndef ASSIMP_BUILD_NO_VALIDATEDS_PROCESS // The ValidateDS process plays an exceptional role. It isn't contained in the global // list of post-processing steps, so we need to call it manually. - if (pFlags & aiProcess_ValidateDataStructure) - { + if (pFlags & aiProcess_ValidateDataStructure) { ValidateDSProcess ds; ds.ExecuteOnScene (this); if (!pimpl->mScene) { - return NULL; + return nullptr; } } #endif // no validation @@ -762,11 +777,9 @@ const aiScene* Importer::ApplyPostProcessing(unsigned int pFlags) std::unique_ptr profiler(GetPropertyInteger(AI_CONFIG_GLOB_MEASURE_TIME,0)?new Profiler():NULL); for( unsigned int a = 0; a < pimpl->mPostProcessingSteps.size(); a++) { - BaseProcess* process = pimpl->mPostProcessingSteps[a]; pimpl->mProgressHandler->UpdatePostProcess(static_cast(a), static_cast(pimpl->mPostProcessingSteps.size()) ); if( process->IsActive( pFlags)) { - if (profiler) { profiler->BeginRegion("postprocess"); } @@ -803,24 +816,28 @@ const aiScene* Importer::ApplyPostProcessing(unsigned int pFlags) static_cast(pimpl->mPostProcessingSteps.size()) ); // update private scene flags - if( pimpl->mScene ) + if( pimpl->mScene ) { ScenePriv(pimpl->mScene)->mPPStepsApplied |= pFlags; + } // clear any data allocated by post-process steps pimpl->mPPShared->Clean(); ASSIMP_LOG_INFO("Leaving post processing pipeline"); ASSIMP_END_EXCEPTION_REGION(const aiScene*); + return pimpl->mScene; } // ------------------------------------------------------------------------------------------------ const aiScene* Importer::ApplyCustomizedPostProcessing( BaseProcess *rootProcess, bool requestValidation ) { + ai_assert(nullptr != pimpl); + ASSIMP_BEGIN_EXCEPTION_REGION(); // Return immediately if no scene is active - if ( NULL == pimpl->mScene ) { - return NULL; + if ( nullptr == pimpl->mScene ) { + return nullptr; } // If no flags are given, return the current scene with no further action @@ -839,7 +856,7 @@ const aiScene* Importer::ApplyCustomizedPostProcessing( BaseProcess *rootProcess ValidateDSProcess ds; ds.ExecuteOnScene( this ); if ( !pimpl->mScene ) { - return NULL; + return nullptr; } } #endif // no validation @@ -890,46 +907,50 @@ const aiScene* Importer::ApplyCustomizedPostProcessing( BaseProcess *rootProcess // ------------------------------------------------------------------------------------------------ // Helper function to check whether an extension is supported by ASSIMP -bool Importer::IsExtensionSupported(const char* szExtension) const -{ +bool Importer::IsExtensionSupported(const char* szExtension) const { return nullptr != GetImporter(szExtension); } // ------------------------------------------------------------------------------------------------ -size_t Importer::GetImporterCount() const -{ +size_t Importer::GetImporterCount() const { + ai_assert(nullptr != pimpl); + return pimpl->mImporter.size(); } // ------------------------------------------------------------------------------------------------ -const aiImporterDesc* Importer::GetImporterInfo(size_t index) const -{ +const aiImporterDesc* Importer::GetImporterInfo(size_t index) const { + ai_assert(nullptr != pimpl); + if (index >= pimpl->mImporter.size()) { - return NULL; + return nullptr; } return pimpl->mImporter[index]->GetInfo(); } // ------------------------------------------------------------------------------------------------ -BaseImporter* Importer::GetImporter (size_t index) const -{ +BaseImporter* Importer::GetImporter (size_t index) const { + ai_assert(nullptr != pimpl); + if (index >= pimpl->mImporter.size()) { - return NULL; + return nullptr; } return pimpl->mImporter[index]; } // ------------------------------------------------------------------------------------------------ // Find a loader plugin for a given file extension -BaseImporter* Importer::GetImporter (const char* szExtension) const -{ +BaseImporter* Importer::GetImporter (const char* szExtension) const { + ai_assert(nullptr != pimpl); + return GetImporter(GetImporterIndex(szExtension)); } // ------------------------------------------------------------------------------------------------ // Find a loader plugin for a given file extension size_t Importer::GetImporterIndex (const char* szExtension) const { + ai_assert(nullptr != pimpl); ai_assert(nullptr != szExtension); ASSIMP_BEGIN_EXCEPTION_REGION(); @@ -960,8 +981,9 @@ size_t Importer::GetImporterIndex (const char* szExtension) const { // ------------------------------------------------------------------------------------------------ // Helper function to build a list of all file extensions supported by ASSIMP -void Importer::GetExtensionList(aiString& szOut) const -{ +void Importer::GetExtensionList(aiString& szOut) const { + ai_assert(nullptr != pimpl); + ASSIMP_BEGIN_EXCEPTION_REGION(); std::set str; for (std::vector::const_iterator i = pimpl->mImporter.begin();i != pimpl->mImporter.end();++i) { @@ -985,8 +1007,9 @@ void Importer::GetExtensionList(aiString& szOut) const // ------------------------------------------------------------------------------------------------ // Set a configuration property -bool Importer::SetPropertyInteger(const char* szName, int iValue) -{ +bool Importer::SetPropertyInteger(const char* szName, int iValue) { + ai_assert(nullptr != pimpl); + bool existing; ASSIMP_BEGIN_EXCEPTION_REGION(); existing = SetGenericProperty(pimpl->mIntProperties, szName,iValue); @@ -996,8 +1019,9 @@ bool Importer::SetPropertyInteger(const char* szName, int iValue) // ------------------------------------------------------------------------------------------------ // Set a configuration property -bool Importer::SetPropertyFloat(const char* szName, ai_real iValue) -{ +bool Importer::SetPropertyFloat(const char* szName, ai_real iValue) { + ai_assert(nullptr != pimpl); + bool existing; ASSIMP_BEGIN_EXCEPTION_REGION(); existing = SetGenericProperty(pimpl->mFloatProperties, szName,iValue); @@ -1007,8 +1031,9 @@ bool Importer::SetPropertyFloat(const char* szName, ai_real iValue) // ------------------------------------------------------------------------------------------------ // Set a configuration property -bool Importer::SetPropertyString(const char* szName, const std::string& value) -{ +bool Importer::SetPropertyString(const char* szName, const std::string& value) { + ai_assert(nullptr != pimpl); + bool existing; ASSIMP_BEGIN_EXCEPTION_REGION(); existing = SetGenericProperty(pimpl->mStringProperties, szName,value); @@ -1018,8 +1043,9 @@ bool Importer::SetPropertyString(const char* szName, const std::string& value) // ------------------------------------------------------------------------------------------------ // Set a configuration property -bool Importer::SetPropertyMatrix(const char* szName, const aiMatrix4x4& value) -{ +bool Importer::SetPropertyMatrix(const char* szName, const aiMatrix4x4& value) { + ai_assert(nullptr != pimpl); + bool existing; ASSIMP_BEGIN_EXCEPTION_REGION(); existing = SetGenericProperty(pimpl->mMatrixProperties, szName,value); @@ -1029,40 +1055,43 @@ bool Importer::SetPropertyMatrix(const char* szName, const aiMatrix4x4& value) // ------------------------------------------------------------------------------------------------ // Get a configuration property -int Importer::GetPropertyInteger(const char* szName, - int iErrorReturn /*= 0xffffffff*/) const -{ +int Importer::GetPropertyInteger(const char* szName, int iErrorReturn /*= 0xffffffff*/) const { + ai_assert(nullptr != pimpl); + return GetGenericProperty(pimpl->mIntProperties,szName,iErrorReturn); } // ------------------------------------------------------------------------------------------------ // Get a configuration property -ai_real Importer::GetPropertyFloat(const char* szName, - ai_real iErrorReturn /*= 10e10*/) const -{ +ai_real Importer::GetPropertyFloat(const char* szName, ai_real iErrorReturn /*= 10e10*/) const { + ai_assert(nullptr != pimpl); + return GetGenericProperty(pimpl->mFloatProperties,szName,iErrorReturn); } // ------------------------------------------------------------------------------------------------ // Get a configuration property -const std::string Importer::GetPropertyString(const char* szName, - const std::string& iErrorReturn /*= ""*/) const -{ +std::string Importer::GetPropertyString(const char* szName, const std::string& iErrorReturn /*= ""*/) const { + ai_assert(nullptr != pimpl); + return GetGenericProperty(pimpl->mStringProperties,szName,iErrorReturn); } // ------------------------------------------------------------------------------------------------ // Get a configuration property -const aiMatrix4x4 Importer::GetPropertyMatrix(const char* szName, - const aiMatrix4x4& iErrorReturn /*= aiMatrix4x4()*/) const -{ +aiMatrix4x4 Importer::GetPropertyMatrix(const char* szName, const aiMatrix4x4& iErrorReturn /*= aiMatrix4x4()*/) const { + ai_assert(nullptr != pimpl); + return GetGenericProperty(pimpl->mMatrixProperties,szName,iErrorReturn); } // ------------------------------------------------------------------------------------------------ // Get the memory requirements of a single node -inline void AddNodeWeight(unsigned int& iScene,const aiNode* pcNode) -{ +inline +void AddNodeWeight(unsigned int& iScene,const aiNode* pcNode) { + if ( nullptr == pcNode ) { + return; + } iScene += sizeof(aiNode); iScene += sizeof(unsigned int) * pcNode->mNumMeshes; iScene += sizeof(void*) * pcNode->mNumChildren; @@ -1074,21 +1103,20 @@ inline void AddNodeWeight(unsigned int& iScene,const aiNode* pcNode) // ------------------------------------------------------------------------------------------------ // Get the memory requirements of the scene -void Importer::GetMemoryRequirements(aiMemoryInfo& in) const -{ +void Importer::GetMemoryRequirements(aiMemoryInfo& in) const { + ai_assert(nullptr != pimpl); + in = aiMemoryInfo(); aiScene* mScene = pimpl->mScene; // return if we have no scene loaded - if (!pimpl->mScene) + if (!mScene) return; - in.total = sizeof(aiScene); // add all meshes - for (unsigned int i = 0; i < mScene->mNumMeshes;++i) - { + for (unsigned int i = 0; i < mScene->mNumMeshes;++i) { in.meshes += sizeof(aiMesh); if (mScene->mMeshes[i]->HasPositions()) { in.meshes += sizeof(aiVector3D) * mScene->mMeshes[i]->mNumVertices; @@ -1105,14 +1133,16 @@ void Importer::GetMemoryRequirements(aiMemoryInfo& in) const for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS;++a) { if (mScene->mMeshes[i]->HasVertexColors(a)) { in.meshes += sizeof(aiColor4D) * mScene->mMeshes[i]->mNumVertices; + } else { + break; } - else break; } for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS;++a) { if (mScene->mMeshes[i]->HasTextureCoords(a)) { in.meshes += sizeof(aiVector3D) * mScene->mMeshes[i]->mNumVertices; + } else { + break; } - else break; } if (mScene->mMeshes[i]->HasBones()) { in.meshes += sizeof(void*) * mScene->mMeshes[i]->mNumBones; @@ -1131,8 +1161,9 @@ void Importer::GetMemoryRequirements(aiMemoryInfo& in) const in.textures += sizeof(aiTexture); if (pc->mHeight) { in.textures += 4 * pc->mHeight * pc->mWidth; + } else { + in.textures += pc->mWidth; } - else in.textures += pc->mWidth; } in.total += in.textures; @@ -1170,5 +1201,6 @@ void Importer::GetMemoryRequirements(aiMemoryInfo& in) const in.materials += pc->mProperties[a]->mDataLength; } } + in.total += in.materials; } diff --git a/code/Common/Importer.h b/code/Common/Importer.h index a439d99c2..c31f67caa 100644 --- a/code/Common/Importer.h +++ b/code/Common/Importer.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Common/ImporterRegistry.cpp b/code/Common/ImporterRegistry.cpp index b9f28f035..41aa21979 100644 --- a/code/Common/ImporterRegistry.cpp +++ b/code/Common/ImporterRegistry.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team diff --git a/code/Common/PolyTools.h b/code/Common/PolyTools.h index fbbda0e7d..1b8972877 100644 --- a/code/Common/PolyTools.h +++ b/code/Common/PolyTools.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Common/PostStepRegistry.cpp b/code/Common/PostStepRegistry.cpp index 8ff4af040..21bd2af95 100644 --- a/code/Common/PostStepRegistry.cpp +++ b/code/Common/PostStepRegistry.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team diff --git a/code/Common/RemoveComments.cpp b/code/Common/RemoveComments.cpp index 91700a769..f7e735c16 100644 --- a/code/Common/RemoveComments.cpp +++ b/code/Common/RemoveComments.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Common/SGSpatialSort.cpp b/code/Common/SGSpatialSort.cpp index 120070b0a..35ffaae58 100644 --- a/code/Common/SGSpatialSort.cpp +++ b/code/Common/SGSpatialSort.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team diff --git a/code/Common/SceneCombiner.cpp b/code/Common/SceneCombiner.cpp index f7b13cc95..29b6082a8 100644 --- a/code/Common/SceneCombiner.cpp +++ b/code/Common/SceneCombiner.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. @@ -1312,7 +1312,6 @@ void SceneCombiner::Copy(aiMetadata** _dest, const aiMetadata* src) { aiMetadata* dest = *_dest = aiMetadata::Alloc( src->mNumProperties ); std::copy(src->mKeys, src->mKeys + src->mNumProperties, dest->mKeys); - dest->mValues = new aiMetadataEntry[src->mNumProperties]; for (unsigned int i = 0; i < src->mNumProperties; ++i) { aiMetadataEntry& in = src->mValues[i]; aiMetadataEntry& out = dest->mValues[i]; diff --git a/code/Common/ScenePreprocessor.cpp b/code/Common/ScenePreprocessor.cpp index 432a3d766..606590519 100644 --- a/code/Common/ScenePreprocessor.cpp +++ b/code/Common/ScenePreprocessor.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. @@ -217,6 +217,7 @@ void ScenePreprocessor::ProcessAnimation (aiAnimation* anim) // No rotation keys? Generate a dummy track if (!channel->mNumRotationKeys) { + ai_assert(!channel->mRotationKeys); channel->mNumRotationKeys = 1; channel->mRotationKeys = new aiQuatKey[1]; aiQuatKey& q = channel->mRotationKeys[0]; @@ -225,10 +226,13 @@ void ScenePreprocessor::ProcessAnimation (aiAnimation* anim) q.mValue = rotation; ASSIMP_LOG_DEBUG("ScenePreprocessor: Dummy rotation track has been generated"); + } else { + ai_assert(channel->mRotationKeys); } // No scaling keys? Generate a dummy track if (!channel->mNumScalingKeys) { + ai_assert(!channel->mScalingKeys); channel->mNumScalingKeys = 1; channel->mScalingKeys = new aiVectorKey[1]; aiVectorKey& q = channel->mScalingKeys[0]; @@ -237,10 +241,13 @@ void ScenePreprocessor::ProcessAnimation (aiAnimation* anim) q.mValue = scaling; ASSIMP_LOG_DEBUG("ScenePreprocessor: Dummy scaling track has been generated"); + } else { + ai_assert(channel->mScalingKeys); } // No position keys? Generate a dummy track if (!channel->mNumPositionKeys) { + ai_assert(!channel->mPositionKeys); channel->mNumPositionKeys = 1; channel->mPositionKeys = new aiVectorKey[1]; aiVectorKey& q = channel->mPositionKeys[0]; @@ -249,6 +256,8 @@ void ScenePreprocessor::ProcessAnimation (aiAnimation* anim) q.mValue = position; ASSIMP_LOG_DEBUG("ScenePreprocessor: Dummy position track has been generated"); + } else { + ai_assert(channel->mPositionKeys); } } } diff --git a/code/Common/ScenePreprocessor.h b/code/Common/ScenePreprocessor.h index 3f4c8d7c3..e059d1c95 100644 --- a/code/Common/ScenePreprocessor.h +++ b/code/Common/ScenePreprocessor.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Common/ScenePrivate.h b/code/Common/ScenePrivate.h index f336aafc9..f66f48856 100644 --- a/code/Common/ScenePrivate.h +++ b/code/Common/ScenePrivate.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Common/SkeletonMeshBuilder.cpp b/code/Common/SkeletonMeshBuilder.cpp index 06cfe034e..724359f99 100644 --- a/code/Common/SkeletonMeshBuilder.cpp +++ b/code/Common/SkeletonMeshBuilder.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Common/SpatialSort.cpp b/code/Common/SpatialSort.cpp index a4f3a4e4b..604b086b7 100644 --- a/code/Common/SpatialSort.cpp +++ b/code/Common/SpatialSort.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team diff --git a/code/Common/SplitByBoneCountProcess.cpp b/code/Common/SplitByBoneCountProcess.cpp index 2ef66a9af..b472cb359 100644 --- a/code/Common/SplitByBoneCountProcess.cpp +++ b/code/Common/SplitByBoneCountProcess.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Common/SplitByBoneCountProcess.h b/code/Common/SplitByBoneCountProcess.h index 6c904a9df..7185d0330 100644 --- a/code/Common/SplitByBoneCountProcess.h +++ b/code/Common/SplitByBoneCountProcess.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Common/StandardShapes.cpp b/code/Common/StandardShapes.cpp index 2e5100130..d474c6129 100644 --- a/code/Common/StandardShapes.cpp +++ b/code/Common/StandardShapes.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Common/StdOStreamLogStream.h b/code/Common/StdOStreamLogStream.h index 893e261a2..4f5999775 100644 --- a/code/Common/StdOStreamLogStream.h +++ b/code/Common/StdOStreamLogStream.h @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team diff --git a/code/Common/Subdivision.cpp b/code/Common/Subdivision.cpp index 60c54939f..08408f867 100644 --- a/code/Common/Subdivision.cpp +++ b/code/Common/Subdivision.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Common/TargetAnimation.cpp b/code/Common/TargetAnimation.cpp index b8062499f..3c61d2176 100644 --- a/code/Common/TargetAnimation.cpp +++ b/code/Common/TargetAnimation.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Common/TargetAnimation.h b/code/Common/TargetAnimation.h index 91634ab5a..5b9c1881d 100644 --- a/code/Common/TargetAnimation.h +++ b/code/Common/TargetAnimation.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Common/Version.cpp b/code/Common/Version.cpp index ea4c996f0..f04d12233 100644 --- a/code/Common/Version.cpp +++ b/code/Common/Version.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. @@ -55,7 +55,7 @@ static const char* LEGAL_INFORMATION = "Open Asset Import Library (Assimp).\n" "A free C/C++ library to import various 3D file formats into applications\n\n" -"(c) 2006-2019, assimp team\n" +"(c) 2006-2020, assimp team\n" "License under the terms and conditions of the 3-clause BSD license\n" "http://assimp.org\n" ; diff --git a/code/Common/VertexTriangleAdjacency.cpp b/code/Common/VertexTriangleAdjacency.cpp index 7cfd1a350..e588dc2a4 100644 --- a/code/Common/VertexTriangleAdjacency.cpp +++ b/code/Common/VertexTriangleAdjacency.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team @@ -58,7 +58,7 @@ VertexTriangleAdjacency::VertexTriangleAdjacency(aiFace *pcFaces, { // compute the number of referenced vertices if it wasn't specified by the caller const aiFace* const pcFaceEnd = pcFaces + iNumFaces; - if (!iNumVertices) { + if (0 == iNumVertices) { for (aiFace* pcFace = pcFaces; pcFace != pcFaceEnd; ++pcFace) { ai_assert( nullptr != pcFace ); ai_assert(3 == pcFace->mNumIndices); @@ -68,7 +68,7 @@ VertexTriangleAdjacency::VertexTriangleAdjacency(aiFace *pcFaces, } } - mNumVertices = iNumVertices; + mNumVertices = iNumVertices + 1; unsigned int* pi; diff --git a/code/Common/VertexTriangleAdjacency.h b/code/Common/VertexTriangleAdjacency.h index f3be47612..2226fc1c4 100644 --- a/code/Common/VertexTriangleAdjacency.h +++ b/code/Common/VertexTriangleAdjacency.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Common/Win32DebugLogStream.h b/code/Common/Win32DebugLogStream.h index a6063a261..3a9d89c73 100644 --- a/code/Common/Win32DebugLogStream.h +++ b/code/Common/Win32DebugLogStream.h @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team diff --git a/code/Common/ZipArchiveIOSystem.cpp b/code/Common/ZipArchiveIOSystem.cpp index 7c37a05f9..8d00da912 100644 --- a/code/Common/ZipArchiveIOSystem.cpp +++ b/code/Common/ZipArchiveIOSystem.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. @@ -343,8 +343,6 @@ namespace Assimp { } ZipArchiveIOSystem::Implement::~Implement() { - m_ArchiveMap.clear(); - if (m_ZipFileHandle != nullptr) { unzClose(m_ZipFileHandle); m_ZipFileHandle = nullptr; diff --git a/code/Common/assbin_chunks.h b/code/Common/assbin_chunks.h index 15e4af5e7..822df5198 100644 --- a/code/Common/assbin_chunks.h +++ b/code/Common/assbin_chunks.h @@ -37,7 +37,7 @@ The ASSBIN file format is composed of chunks to represent the hierarchical aiSce This makes the format extensible and allows backward-compatibility with future data structure versions. The <root>/code/assbin_chunks.h header contains some magic constants for use by stand-alone ASSBIN loaders. Also, Assimp's own file writer can be found -in <root>/tools/assimp_cmd/WriteDumb.cpp (yes, the 'b' is no typo ...). +in <root>/tools/assimp_cmd/WriteDump.cpp (yes, the 'b' is no typo ...). @verbatim diff --git a/code/Common/material.cpp b/code/Common/material.cpp new file mode 100644 index 000000000..f4a29dacf --- /dev/null +++ b/code/Common/material.cpp @@ -0,0 +1,97 @@ +/* +Open Asset Import Library (assimp) +---------------------------------------------------------------------- + +Copyright (c) 2006-2020, assimp 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 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 material.cpp +/** Implement common material related functions. */ + +#include +#include + +// ------------------------------------------------------------------------------- +const char* TextureTypeToString(aiTextureType in) +{ + switch (in) + { + case aiTextureType_NONE: + return "n/a"; + case aiTextureType_DIFFUSE: + return "Diffuse"; + case aiTextureType_SPECULAR: + return "Specular"; + case aiTextureType_AMBIENT: + return "Ambient"; + case aiTextureType_EMISSIVE: + return "Emissive"; + case aiTextureType_OPACITY: + return "Opacity"; + case aiTextureType_NORMALS: + return "Normals"; + case aiTextureType_HEIGHT: + return "Height"; + case aiTextureType_SHININESS: + return "Shininess"; + case aiTextureType_DISPLACEMENT: + return "Displacement"; + case aiTextureType_LIGHTMAP: + return "Lightmap"; + case aiTextureType_REFLECTION: + return "Reflection"; + case aiTextureType_BASE_COLOR: + return "BaseColor"; + case aiTextureType_NORMAL_CAMERA: + return "NormalCamera"; + case aiTextureType_EMISSION_COLOR: + return "EmissionColor"; + case aiTextureType_METALNESS: + return "Metalness"; + case aiTextureType_DIFFUSE_ROUGHNESS: + return "DiffuseRoughness"; + case aiTextureType_AMBIENT_OCCLUSION: + return "AmbientOcclusion"; + case aiTextureType_UNKNOWN: + return "Unknown"; + default: + break; + } + ai_assert(false); + return "BUG"; +} diff --git a/code/Common/scene.cpp b/code/Common/scene.cpp index d15619acf..f56562b1c 100644 --- a/code/Common/scene.cpp +++ b/code/Common/scene.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team diff --git a/code/Common/simd.cpp b/code/Common/simd.cpp index 04615f408..305445970 100644 --- a/code/Common/simd.cpp +++ b/code/Common/simd.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team diff --git a/code/Common/simd.h b/code/Common/simd.h index 3eecdd458..17856fe72 100644 --- a/code/Common/simd.h +++ b/code/Common/simd.h @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team diff --git a/code/DXF/DXFHelper.h b/code/DXF/DXFHelper.h index 0ec8e130b..8140d00c6 100644 --- a/code/DXF/DXFHelper.h +++ b/code/DXF/DXFHelper.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/DXF/DXFLoader.cpp b/code/DXF/DXFLoader.cpp index baf315485..ea877a484 100644 --- a/code/DXF/DXFLoader.cpp +++ b/code/DXF/DXFLoader.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team diff --git a/code/DXF/DXFLoader.h b/code/DXF/DXFLoader.h index 044cf6bcb..5c4f1787e 100644 --- a/code/DXF/DXFLoader.h +++ b/code/DXF/DXFLoader.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/FBX/FBXAnimation.cpp b/code/FBX/FBXAnimation.cpp index 874914431..9a54f61a0 100644 --- a/code/FBX/FBXAnimation.cpp +++ b/code/FBX/FBXAnimation.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/FBX/FBXBinaryTokenizer.cpp b/code/FBX/FBXBinaryTokenizer.cpp index a4a2bc8e7..7faa0518b 100644 --- a/code/FBX/FBXBinaryTokenizer.cpp +++ b/code/FBX/FBXBinaryTokenizer.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/FBX/FBXCommon.h b/code/FBX/FBXCommon.h index b28601c74..7f70eb784 100644 --- a/code/FBX/FBXCommon.h +++ b/code/FBX/FBXCommon.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/FBX/FBXCompileConfig.h b/code/FBX/FBXCompileConfig.h index 03536a182..5cdaa6960 100644 --- a/code/FBX/FBXCompileConfig.h +++ b/code/FBX/FBXCompileConfig.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/FBX/FBXConverter.cpp b/code/FBX/FBXConverter.cpp index d8a22d9f7..22616a480 100644 --- a/code/FBX/FBXConverter.cpp +++ b/code/FBX/FBXConverter.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. @@ -60,6 +60,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #include #include +#include +#include #include #include @@ -1562,7 +1564,7 @@ namespace Assimp { bone_map.clear(); } - catch (std::exception&e) { + catch (std::exception&) { std::for_each(bones.begin(), bones.end(), Util::delete_fun()); throw; } @@ -1597,12 +1599,11 @@ namespace Assimp { aiBone *bone = nullptr; if (bone_map.count(deformer_name)) { - std::cout << "retrieved bone from lookup " << bone_name.C_Str() << ". Deformer: " << deformer_name - << std::endl; - bone = bone_map[deformer_name]; - } else { - std::cout << "created new bone " << bone_name.C_Str() << ". Deformer: " << deformer_name << std::endl; - bone = new aiBone(); + ASSIMP_LOG_DEBUG_F("retrieved bone from lookup ", bone_name.C_Str(), ". Deformer:", deformer_name); + bone = bone_map[deformer_name]; + } else { + ASSIMP_LOG_DEBUG_F("created new bone ", bone_name.C_Str(), ". Deformer: ", deformer_name); + bone = new aiBone(); bone->mName = bone_name; // store local transform link for post processing @@ -1648,7 +1649,7 @@ namespace Assimp { bone_map.insert(std::pair(deformer_name, bone)); } - std::cout << "bone research: Indicies size: " << out_indices.size() << std::endl; + ASSIMP_LOG_DEBUG_F("bone research: Indicies size: ", out_indices.size()); // lookup must be populated in case something goes wrong // this also allocates bones to mesh instance outside @@ -2087,7 +2088,14 @@ namespace Assimp { TrySetTextureProperties(out_mat, textures, "Maya|TEX_emissive_map|file", aiTextureType_EMISSION_COLOR, mesh); TrySetTextureProperties(out_mat, textures, "Maya|TEX_metallic_map|file", aiTextureType_METALNESS, mesh); TrySetTextureProperties(out_mat, textures, "Maya|TEX_roughness_map|file", aiTextureType_DIFFUSE_ROUGHNESS, mesh); - TrySetTextureProperties(out_mat, textures, "Maya|TEX_ao_map|file", aiTextureType_AMBIENT_OCCLUSION, mesh); + TrySetTextureProperties(out_mat, textures, "Maya|TEX_ao_map|file", aiTextureType_AMBIENT_OCCLUSION, mesh); + + // 3DSMax PBR + TrySetTextureProperties(out_mat, textures, "3dsMax|Parameters|base_color_map", aiTextureType_BASE_COLOR, mesh); + TrySetTextureProperties(out_mat, textures, "3dsMax|Parameters|bump_map", aiTextureType_NORMAL_CAMERA, mesh); + TrySetTextureProperties(out_mat, textures, "3dsMax|Parameters|emission_map", aiTextureType_EMISSION_COLOR, mesh); + TrySetTextureProperties(out_mat, textures, "3dsMax|Parameters|metalness_map", aiTextureType_METALNESS, mesh); + TrySetTextureProperties(out_mat, textures, "3dsMax|Parameters|roughness_map", aiTextureType_DIFFUSE_ROUGHNESS, mesh); } void FBXConverter::SetTextureProperties(aiMaterial* out_mat, const LayeredTextureMap& layeredTextures, const MeshGeometry* const mesh) @@ -3604,7 +3612,9 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa return; } - out->mMetaData = aiMetadata::Alloc(15); + const bool hasGenerator = !doc.Creator().empty(); + + out->mMetaData = aiMetadata::Alloc(16 + (hasGenerator ? 1 : 0)); out->mMetaData->Set(0, "UpAxis", doc.GlobalSettings().UpAxis()); out->mMetaData->Set(1, "UpAxisSign", doc.GlobalSettings().UpAxisSign()); out->mMetaData->Set(2, "FrontAxis", doc.GlobalSettings().FrontAxis()); @@ -3620,6 +3630,11 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa out->mMetaData->Set(12, "TimeSpanStart", doc.GlobalSettings().TimeSpanStart()); out->mMetaData->Set(13, "TimeSpanStop", doc.GlobalSettings().TimeSpanStop()); out->mMetaData->Set(14, "CustomFrameRate", doc.GlobalSettings().CustomFrameRate()); + out->mMetaData->Set(15, AI_METADATA_SOURCE_FORMAT_VERSION, aiString(to_string(doc.FBXVersion()))); + if (hasGenerator) + { + out->mMetaData->Set(16, AI_METADATA_SOURCE_GENERATOR, aiString(doc.Creator())); + } } void FBXConverter::TransferDataToScene() diff --git a/code/FBX/FBXConverter.h b/code/FBX/FBXConverter.h index 46693bdca..c5ad47059 100644 --- a/code/FBX/FBXConverter.h +++ b/code/FBX/FBXConverter.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. @@ -421,6 +421,8 @@ private: double& minTime, Model::RotOrder order); + // ------------------------------------------------------------------------------------------------ + // Copy global geometric data and some information about the source asset into scene metadata. void ConvertGlobalSettings(); // ------------------------------------------------------------------------------------------------ diff --git a/code/FBX/FBXDeformer.cpp b/code/FBX/FBXDeformer.cpp index 692755345..4b76cd0fa 100644 --- a/code/FBX/FBXDeformer.cpp +++ b/code/FBX/FBXDeformer.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/FBX/FBXDocument.cpp b/code/FBX/FBXDocument.cpp index 506fd978d..ddb971b3f 100644 --- a/code/FBX/FBXDocument.cpp +++ b/code/FBX/FBXDocument.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/FBX/FBXDocument.h b/code/FBX/FBXDocument.h index a60d7d9ef..8984b3df7 100644 --- a/code/FBX/FBXDocument.h +++ b/code/FBX/FBXDocument.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/FBX/FBXDocumentUtil.cpp b/code/FBX/FBXDocumentUtil.cpp index f84691479..7178e9f26 100644 --- a/code/FBX/FBXDocumentUtil.cpp +++ b/code/FBX/FBXDocumentUtil.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/FBX/FBXDocumentUtil.h b/code/FBX/FBXDocumentUtil.h index 2450109e5..2d76ee031 100644 --- a/code/FBX/FBXDocumentUtil.h +++ b/code/FBX/FBXDocumentUtil.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2012, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. Redistribution and use of this software in source and binary forms, diff --git a/code/FBX/FBXExportNode.cpp b/code/FBX/FBXExportNode.cpp index 9b29995cc..53aa719f4 100644 --- a/code/FBX/FBXExportNode.cpp +++ b/code/FBX/FBXExportNode.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/FBX/FBXExportNode.h b/code/FBX/FBXExportNode.h index ef3bc781a..2e8f491a1 100644 --- a/code/FBX/FBXExportNode.h +++ b/code/FBX/FBXExportNode.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/FBX/FBXExportProperty.cpp b/code/FBX/FBXExportProperty.cpp index f2a63b72b..11ee35003 100644 --- a/code/FBX/FBXExportProperty.cpp +++ b/code/FBX/FBXExportProperty.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/FBX/FBXExportProperty.h b/code/FBX/FBXExportProperty.h index d692fe6ee..6baae8b69 100644 --- a/code/FBX/FBXExportProperty.h +++ b/code/FBX/FBXExportProperty.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/FBX/FBXExporter.cpp b/code/FBX/FBXExporter.cpp index 9767f9a0a..594951e78 100644 --- a/code/FBX/FBXExporter.cpp +++ b/code/FBX/FBXExporter.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. @@ -1860,6 +1860,7 @@ void FBXExporter::WriteObjects () sdnode.AddChild("Version", int32_t(100)); sdnode.AddChild("UserData", "", ""); + std::set setWeightedVertex; // add indices and weights, if any if (b) { std::vector subdef_indices; @@ -1867,7 +1868,8 @@ void FBXExporter::WriteObjects () int32_t last_index = -1; for (size_t wi = 0; wi < b->mNumWeights; ++wi) { int32_t vi = vertex_indices[b->mWeights[wi].mVertexId]; - if (vi == last_index) { + bool bIsWeightedAlready = (setWeightedVertex.find(vi) != setWeightedVertex.end()); + if (vi == last_index || bIsWeightedAlready) { // only for vertices we exported to fbx // TODO, FIXME: this assumes identically-located vertices // will always deform in the same way. @@ -1877,6 +1879,7 @@ void FBXExporter::WriteObjects () // identical vertex. continue; } + setWeightedVertex.insert(vi); subdef_indices.push_back(vi); subdef_weights.push_back(b->mWeights[wi].mWeight); last_index = vi; diff --git a/code/FBX/FBXExporter.h b/code/FBX/FBXExporter.h index 1ae727eda..eb8bfaf3b 100644 --- a/code/FBX/FBXExporter.h +++ b/code/FBX/FBXExporter.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/FBX/FBXImportSettings.h b/code/FBX/FBXImportSettings.h index 1a4c80f8b..974931b4c 100644 --- a/code/FBX/FBXImportSettings.h +++ b/code/FBX/FBXImportSettings.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/FBX/FBXImporter.cpp b/code/FBX/FBXImporter.cpp index afcc1ddc7..571f60883 100644 --- a/code/FBX/FBXImporter.cpp +++ b/code/FBX/FBXImporter.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/FBX/FBXImporter.h b/code/FBX/FBXImporter.h index c365b2cdd..63375e40d 100644 --- a/code/FBX/FBXImporter.h +++ b/code/FBX/FBXImporter.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/FBX/FBXMaterial.cpp b/code/FBX/FBXMaterial.cpp index f43a8b84b..88ac9db16 100644 --- a/code/FBX/FBXMaterial.cpp +++ b/code/FBX/FBXMaterial.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/FBX/FBXMeshGeometry.cpp b/code/FBX/FBXMeshGeometry.cpp index 1386e2383..4a3de9f99 100644 --- a/code/FBX/FBXMeshGeometry.cpp +++ b/code/FBX/FBXMeshGeometry.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. @@ -446,14 +446,19 @@ void ResolveVertexDataArray(std::vector& data_out, const Scope& source, return; } std::vector tempData; - ParseVectorDataArray(tempData, GetRequiredElement(source, dataElementName)); + ParseVectorDataArray(tempData, GetRequiredElement(source, dataElementName)); + + if (tempData.size() != mapping_offsets.size()) { + FBXImporter::LogError(Formatter::format("length of input data unexpected for ByVertice mapping: ") + << tempData.size() << ", expected " << mapping_offsets.size()); + return; + } data_out.resize(vertex_count); - for (size_t i = 0, e = tempData.size(); i < e; ++i) { - + for (size_t i = 0, e = tempData.size(); i < e; ++i) { const unsigned int istart = mapping_offsets[i], iend = istart + mapping_counts[i]; for (unsigned int j = istart; j < iend; ++j) { - data_out[mappings[j]] = tempData[i]; + data_out[mappings[j]] = tempData[i]; } } } @@ -461,10 +466,17 @@ void ResolveVertexDataArray(std::vector& data_out, const Scope& source, std::vector tempData; ParseVectorDataArray(tempData, GetRequiredElement(source, dataElementName)); - data_out.resize(vertex_count); - std::vector uvIndices; ParseVectorDataArray(uvIndices,GetRequiredElement(source,indexDataElementName)); + + if (uvIndices.size() != vertex_count) { + FBXImporter::LogError(Formatter::format("length of input data unexpected for ByVertice mapping: ") + << uvIndices.size() << ", expected " << vertex_count); + return; + } + + data_out.resize(vertex_count); + for (size_t i = 0, e = uvIndices.size(); i < e; ++i) { const unsigned int istart = mapping_offsets[i], iend = istart + mapping_counts[i]; @@ -493,16 +505,17 @@ void ResolveVertexDataArray(std::vector& data_out, const Scope& source, std::vector tempData; ParseVectorDataArray(tempData, GetRequiredElement(source, dataElementName)); - data_out.resize(vertex_count); - std::vector uvIndices; ParseVectorDataArray(uvIndices,GetRequiredElement(source,indexDataElementName)); if (uvIndices.size() != vertex_count) { - FBXImporter::LogError("length of input data unexpected for ByPolygonVertex mapping"); + FBXImporter::LogError(Formatter::format("length of input data unexpected for ByPolygonVertex mapping: ") + << uvIndices.size() << ", expected " << vertex_count); return; } + data_out.resize(vertex_count); + const T empty; unsigned int next = 0; for(int i : uvIndices) { diff --git a/code/FBX/FBXMeshGeometry.h b/code/FBX/FBXMeshGeometry.h index d6d451217..97265e4b2 100644 --- a/code/FBX/FBXMeshGeometry.h +++ b/code/FBX/FBXMeshGeometry.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/FBX/FBXModel.cpp b/code/FBX/FBXModel.cpp index 589af36ac..e34f3a610 100644 --- a/code/FBX/FBXModel.cpp +++ b/code/FBX/FBXModel.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/FBX/FBXNodeAttribute.cpp b/code/FBX/FBXNodeAttribute.cpp index b72e5637e..2ebf917e3 100644 --- a/code/FBX/FBXNodeAttribute.cpp +++ b/code/FBX/FBXNodeAttribute.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/FBX/FBXParser.cpp b/code/FBX/FBXParser.cpp index 4a9346040..aef59d60c 100644 --- a/code/FBX/FBXParser.cpp +++ b/code/FBX/FBXParser.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. @@ -367,9 +367,13 @@ float ParseTokenAsFloat(const Token& t, const char*& err_out) // first - next in the fbx token stream comes ',', // which fast_atof could interpret as decimal point. #define MAX_FLOAT_LENGTH 31 - char temp[MAX_FLOAT_LENGTH + 1]; const size_t length = static_cast(t.end()-t.begin()); - std::copy(t.begin(),t.end(),temp); + if (length > MAX_FLOAT_LENGTH) { + return 0.f; + } + + char temp[MAX_FLOAT_LENGTH + 1]; + std::copy(t.begin(), t.end(), temp); temp[std::min(static_cast(MAX_FLOAT_LENGTH),length)] = '\0'; return fast_atof(temp); diff --git a/code/FBX/FBXParser.h b/code/FBX/FBXParser.h index 7b0cf7203..5d8d00307 100644 --- a/code/FBX/FBXParser.h +++ b/code/FBX/FBXParser.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/FBX/FBXProperties.cpp b/code/FBX/FBXProperties.cpp index 8d7036b6a..f6b804894 100644 --- a/code/FBX/FBXProperties.cpp +++ b/code/FBX/FBXProperties.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/FBX/FBXProperties.h b/code/FBX/FBXProperties.h index 58755542f..209d5e940 100644 --- a/code/FBX/FBXProperties.h +++ b/code/FBX/FBXProperties.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/FBX/FBXTokenizer.cpp b/code/FBX/FBXTokenizer.cpp index 252cce355..831c40061 100644 --- a/code/FBX/FBXTokenizer.cpp +++ b/code/FBX/FBXTokenizer.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/FBX/FBXTokenizer.h b/code/FBX/FBXTokenizer.h index afa588a47..cadc82770 100644 --- a/code/FBX/FBXTokenizer.h +++ b/code/FBX/FBXTokenizer.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/FBX/FBXUtil.cpp b/code/FBX/FBXUtil.cpp index c10e057c8..50dd78a4c 100644 --- a/code/FBX/FBXUtil.cpp +++ b/code/FBX/FBXUtil.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/FBX/FBXUtil.h b/code/FBX/FBXUtil.h index b63441885..77bb0ad30 100644 --- a/code/FBX/FBXUtil.h +++ b/code/FBX/FBXUtil.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/HMP/HMPFileData.h b/code/HMP/HMPFileData.h index ab4100174..bad8dde5c 100644 --- a/code/HMP/HMPFileData.h +++ b/code/HMP/HMPFileData.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/HMP/HMPLoader.cpp b/code/HMP/HMPLoader.cpp index d5469181e..0d1334fdd 100644 --- a/code/HMP/HMPLoader.cpp +++ b/code/HMP/HMPLoader.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team diff --git a/code/HMP/HMPLoader.h b/code/HMP/HMPLoader.h index 421826c91..0371a608b 100644 --- a/code/HMP/HMPLoader.h +++ b/code/HMP/HMPLoader.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/HMP/HalfLifeFileData.h b/code/HMP/HalfLifeFileData.h index ef328edf8..d7db1476c 100644 --- a/code/HMP/HalfLifeFileData.h +++ b/code/HMP/HalfLifeFileData.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Importer/IFC/IFCBoolean.cpp b/code/Importer/IFC/IFCBoolean.cpp index 10e7bf3af..01fd43cd2 100644 --- a/code/Importer/IFC/IFCBoolean.cpp +++ b/code/Importer/IFC/IFCBoolean.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2010, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. Redistribution and use of this software in source and binary forms, diff --git a/code/Importer/IFC/IFCCurve.cpp b/code/Importer/IFC/IFCCurve.cpp index a817b4f9f..b16df9c5c 100644 --- a/code/Importer/IFC/IFCCurve.cpp +++ b/code/Importer/IFC/IFCCurve.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. @@ -323,7 +323,7 @@ public: // oh well. bool have_param = false, have_point = false; IfcVector3 point; - for(const Entry sel :entity.Trim1) { + for(const Entry& sel :entity.Trim1) { if (const ::Assimp::STEP::EXPRESS::REAL* const r = sel->ToPtr<::Assimp::STEP::EXPRESS::REAL>()) { range.first = *r; have_param = true; @@ -340,7 +340,7 @@ public: } } have_param = false, have_point = false; - for(const Entry sel :entity.Trim2) { + for(const Entry& sel :entity.Trim2) { if (const ::Assimp::STEP::EXPRESS::REAL* const r = sel->ToPtr<::Assimp::STEP::EXPRESS::REAL>()) { range.second = *r; have_param = true; diff --git a/code/Importer/IFC/IFCGeometry.cpp b/code/Importer/IFC/IFCGeometry.cpp index d1c7aee19..bb4d74758 100644 --- a/code/Importer/IFC/IFCGeometry.cpp +++ b/code/Importer/IFC/IFCGeometry.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2010, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. Redistribution and use of this software in source and binary forms, @@ -138,8 +138,9 @@ void ProcessPolygonBoundaries(TempMesh& result, const TempMesh& inmesh, size_t m } } } - - ai_assert(outer_polygon_it != end); + if (outer_polygon_it == end) { + return; + } const size_t outer_polygon_size = *outer_polygon_it; const IfcVector3& master_normal = normals[std::distance(begin, outer_polygon_it)]; diff --git a/code/Importer/IFC/IFCLoader.cpp b/code/Importer/IFC/IFCLoader.cpp index 5c705c256..5dd19f320 100644 --- a/code/Importer/IFC/IFCLoader.cpp +++ b/code/Importer/IFC/IFCLoader.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Importer/IFC/IFCLoader.h b/code/Importer/IFC/IFCLoader.h index 678c60343..4abfe00f1 100644 --- a/code/Importer/IFC/IFCLoader.h +++ b/code/Importer/IFC/IFCLoader.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Importer/IFC/IFCMaterial.cpp b/code/Importer/IFC/IFCMaterial.cpp index 5fda0a1de..832712cd4 100644 --- a/code/Importer/IFC/IFCMaterial.cpp +++ b/code/Importer/IFC/IFCMaterial.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Importer/IFC/IFCOpenings.cpp b/code/Importer/IFC/IFCOpenings.cpp index d6c40b383..2c6754287 100644 --- a/code/Importer/IFC/IFCOpenings.cpp +++ b/code/Importer/IFC/IFCOpenings.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2010, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. Redistribution and use of this software in source and binary forms, diff --git a/code/Importer/IFC/IFCProfile.cpp b/code/Importer/IFC/IFCProfile.cpp index daafc9afe..a1a1b3967 100644 --- a/code/Importer/IFC/IFCProfile.cpp +++ b/code/Importer/IFC/IFCProfile.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Importer/IFC/IFCReaderGen1_2x3.cpp b/code/Importer/IFC/IFCReaderGen1_2x3.cpp index f4dbed1d1..58ff47113 100644 --- a/code/Importer/IFC/IFCReaderGen1_2x3.cpp +++ b/code/Importer/IFC/IFCReaderGen1_2x3.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (ASSIMP) ---------------------------------------------------------------------- -Copyright (c) 2006-2010, ASSIMP Development Team +Copyright (c) 2006-2020, ASSIMP Development Team All rights reserved. Redistribution and use of this software in source and binary forms, diff --git a/code/Importer/IFC/IFCReaderGen2_2x3.cpp b/code/Importer/IFC/IFCReaderGen2_2x3.cpp index 7dabe278e..e6687014d 100644 --- a/code/Importer/IFC/IFCReaderGen2_2x3.cpp +++ b/code/Importer/IFC/IFCReaderGen2_2x3.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (ASSIMP) ---------------------------------------------------------------------- -Copyright (c) 2006-2010, ASSIMP Development Team +Copyright (c) 2006-2020, ASSIMP Development Team All rights reserved. Redistribution and use of this software in source and binary forms, diff --git a/code/Importer/IFC/IFCReaderGen_2x3.h b/code/Importer/IFC/IFCReaderGen_2x3.h index 8b39ccdc2..4605b94cf 100644 --- a/code/Importer/IFC/IFCReaderGen_2x3.h +++ b/code/Importer/IFC/IFCReaderGen_2x3.h @@ -2,7 +2,7 @@ Open Asset Import Library (ASSIMP) ---------------------------------------------------------------------- -Copyright (c) 2006-2010, ASSIMP Development Team +Copyright (c) 2006-2020, ASSIMP Development Team All rights reserved. Redistribution and use of this software in source and binary forms, diff --git a/code/Importer/IFC/IFCReaderGen_4.cpp b/code/Importer/IFC/IFCReaderGen_4.cpp index fdefedb18..9eb3e2446 100644 --- a/code/Importer/IFC/IFCReaderGen_4.cpp +++ b/code/Importer/IFC/IFCReaderGen_4.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (ASSIMP) ---------------------------------------------------------------------- -Copyright (c) 2006-2010, ASSIMP Development Team +Copyright (c) 2006-2020, ASSIMP Development Team All rights reserved. Redistribution and use of this software in source and binary forms, diff --git a/code/Importer/IFC/IFCReaderGen_4.h b/code/Importer/IFC/IFCReaderGen_4.h index ccfcb6ea0..0f184cd02 100644 --- a/code/Importer/IFC/IFCReaderGen_4.h +++ b/code/Importer/IFC/IFCReaderGen_4.h @@ -2,7 +2,7 @@ Open Asset Import Library (ASSIMP) ---------------------------------------------------------------------- -Copyright (c) 2006-2010, ASSIMP Development Team +Copyright (c) 2006-2020, ASSIMP Development Team All rights reserved. Redistribution and use of this software in source and binary forms, diff --git a/code/Importer/IFC/IFCUtil.cpp b/code/Importer/IFC/IFCUtil.cpp index f6bca91f5..3557b4baa 100644 --- a/code/Importer/IFC/IFCUtil.cpp +++ b/code/Importer/IFC/IFCUtil.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Importer/IFC/IFCUtil.h b/code/Importer/IFC/IFCUtil.h index 32ae1e07f..cf8c94293 100644 --- a/code/Importer/IFC/IFCUtil.h +++ b/code/Importer/IFC/IFCUtil.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Importer/STEPParser/STEPFileEncoding.cpp b/code/Importer/STEPParser/STEPFileEncoding.cpp index 101dcdfd7..d917c28f3 100644 --- a/code/Importer/STEPParser/STEPFileEncoding.cpp +++ b/code/Importer/STEPParser/STEPFileEncoding.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Importer/STEPParser/STEPFileEncoding.h b/code/Importer/STEPParser/STEPFileEncoding.h index 09f16ba33..a076d1ce9 100644 --- a/code/Importer/STEPParser/STEPFileEncoding.h +++ b/code/Importer/STEPParser/STEPFileEncoding.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Importer/STEPParser/STEPFileReader.cpp b/code/Importer/STEPParser/STEPFileReader.cpp index f099d2be7..72f882d6e 100644 --- a/code/Importer/STEPParser/STEPFileReader.cpp +++ b/code/Importer/STEPParser/STEPFileReader.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Importer/STEPParser/STEPFileReader.h b/code/Importer/STEPParser/STEPFileReader.h index 9c4b77241..62292792a 100644 --- a/code/Importer/STEPParser/STEPFileReader.h +++ b/code/Importer/STEPParser/STEPFileReader.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Importer/StepFile/StepFileGen1.cpp b/code/Importer/StepFile/StepFileGen1.cpp index 50c54818e..234300700 100644 --- a/code/Importer/StepFile/StepFileGen1.cpp +++ b/code/Importer/StepFile/StepFileGen1.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (ASSIMP) ---------------------------------------------------------------------- -Copyright (c) 2006-2018, ASSIMP Development Team +Copyright (c) 2006-2020, ASSIMP Development Team All rights reserved. Redistribution and use of this software in source and binary forms, diff --git a/code/Importer/StepFile/StepFileGen2.cpp b/code/Importer/StepFile/StepFileGen2.cpp index eca09e4e1..a80bb69ef 100644 --- a/code/Importer/StepFile/StepFileGen2.cpp +++ b/code/Importer/StepFile/StepFileGen2.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (ASSIMP) ---------------------------------------------------------------------- -Copyright (c) 2006-2010, ASSIMP Development Team +Copyright (c) 2006-2020, ASSIMP Development Team All rights reserved. Redistribution and use of this software in source and binary forms, diff --git a/code/Importer/StepFile/StepFileGen3.cpp b/code/Importer/StepFile/StepFileGen3.cpp index d8d81141f..2f25683a8 100644 --- a/code/Importer/StepFile/StepFileGen3.cpp +++ b/code/Importer/StepFile/StepFileGen3.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (ASSIMP) ---------------------------------------------------------------------- -Copyright (c) 2006-2010, ASSIMP Development Team +Copyright (c) 2006-2020, ASSIMP Development Team All rights reserved. Redistribution and use of this software in source and binary forms, diff --git a/code/Importer/StepFile/StepFileImporter.cpp b/code/Importer/StepFile/StepFileImporter.cpp index 26c456ac9..28744c785 100644 --- a/code/Importer/StepFile/StepFileImporter.cpp +++ b/code/Importer/StepFile/StepFileImporter.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team diff --git a/code/Importer/StepFile/StepFileImporter.h b/code/Importer/StepFile/StepFileImporter.h index 70f65fdcf..c6ac08bb6 100644 --- a/code/Importer/StepFile/StepFileImporter.h +++ b/code/Importer/StepFile/StepFileImporter.h @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team diff --git a/code/Importer/StepFile/StepReaderGen.h b/code/Importer/StepFile/StepReaderGen.h index 9eb86c332..cb1034e2b 100644 --- a/code/Importer/StepFile/StepReaderGen.h +++ b/code/Importer/StepFile/StepReaderGen.h @@ -2,7 +2,7 @@ Open Asset Import Library (ASSIMP) ---------------------------------------------------------------------- -Copyright (c) 2006-2018, ASSIMP Development Team +Copyright (c) 2006-2020, ASSIMP Development Team All rights reserved. Redistribution and use of this software in source and binary forms, diff --git a/code/Irr/IRRLoader.cpp b/code/Irr/IRRLoader.cpp index e94fd85a4..4361d578a 100644 --- a/code/Irr/IRRLoader.cpp +++ b/code/Irr/IRRLoader.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team diff --git a/code/Irr/IRRLoader.h b/code/Irr/IRRLoader.h index b3ad81a7d..fc6f77031 100644 --- a/code/Irr/IRRLoader.h +++ b/code/Irr/IRRLoader.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Irr/IRRMeshLoader.cpp b/code/Irr/IRRMeshLoader.cpp index 057218464..13db70e91 100644 --- a/code/Irr/IRRMeshLoader.cpp +++ b/code/Irr/IRRMeshLoader.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team diff --git a/code/Irr/IRRMeshLoader.h b/code/Irr/IRRMeshLoader.h index d8b42d78d..f0d249f71 100644 --- a/code/Irr/IRRMeshLoader.h +++ b/code/Irr/IRRMeshLoader.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/Irr/IRRShared.cpp b/code/Irr/IRRShared.cpp index ecac031ab..5dacc2ae1 100644 --- a/code/Irr/IRRShared.cpp +++ b/code/Irr/IRRShared.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team diff --git a/code/LWO/LWOAnimation.cpp b/code/LWO/LWOAnimation.cpp index 3a0d2c392..ae9c4c13b 100644 --- a/code/LWO/LWOAnimation.cpp +++ b/code/LWO/LWOAnimation.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/LWO/LWOAnimation.h b/code/LWO/LWOAnimation.h index dd29695cc..a46787965 100644 --- a/code/LWO/LWOAnimation.h +++ b/code/LWO/LWOAnimation.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/LWO/LWOBLoader.cpp b/code/LWO/LWOBLoader.cpp index b24957072..fe542df1b 100644 --- a/code/LWO/LWOBLoader.cpp +++ b/code/LWO/LWOBLoader.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team diff --git a/code/LWO/LWOFileData.h b/code/LWO/LWOFileData.h index 7d1f6b1df..33fac8c39 100644 --- a/code/LWO/LWOFileData.h +++ b/code/LWO/LWOFileData.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/LWO/LWOLoader.cpp b/code/LWO/LWOLoader.cpp index 1e5b92c32..cb581f7f5 100644 --- a/code/LWO/LWOLoader.cpp +++ b/code/LWO/LWOLoader.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team @@ -586,7 +586,6 @@ void LWOImporter::GenerateNodeGraph(std::map& apcNodes) root->mName.Set(""); //Set parent of all children, inserting pivots - //std::cout << "Set parent of all children" << std::endl; std::map mapPivot; for (auto itapcNodes = apcNodes.begin(); itapcNodes != apcNodes.end(); ++itapcNodes) { @@ -618,7 +617,6 @@ void LWOImporter::GenerateNodeGraph(std::map& apcNodes) } //Merge pivot map into node map - //std::cout << "Merge pivot map into node map" << std::endl; for (auto itMapPivot = mapPivot.begin(); itMapPivot != mapPivot.end(); ++itMapPivot) { apcNodes[itMapPivot->first] = itMapPivot->second; } diff --git a/code/LWO/LWOLoader.h b/code/LWO/LWOLoader.h index 05b958fd2..680f82923 100644 --- a/code/LWO/LWOLoader.h +++ b/code/LWO/LWOLoader.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/LWO/LWOMaterial.cpp b/code/LWO/LWOMaterial.cpp index b54c21c26..b2304a6be 100644 --- a/code/LWO/LWOMaterial.cpp +++ b/code/LWO/LWOMaterial.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team diff --git a/code/LWS/LWSLoader.cpp b/code/LWS/LWSLoader.cpp index b52cafa6d..4a9cec4ec 100644 --- a/code/LWS/LWSLoader.cpp +++ b/code/LWS/LWSLoader.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team diff --git a/code/LWS/LWSLoader.h b/code/LWS/LWSLoader.h index eed0491f3..c1321af37 100644 --- a/code/LWS/LWSLoader.h +++ b/code/LWS/LWSLoader.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/M3D/M3DExporter.cpp b/code/M3D/M3DExporter.cpp index b1c7ebdba..08a0e4ad8 100644 --- a/code/M3D/M3DExporter.cpp +++ b/code/M3D/M3DExporter.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team Copyright (c) 2019 bzt All rights reserved. @@ -45,7 +45,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #define M3D_IMPLEMENTATION #define M3D_NOIMPORTER #define M3D_EXPORTER -#define M3D_ASCII #ifndef ASSIMP_BUILD_NO_M3D_IMPORTER #define M3D_NODUP #endif @@ -55,15 +54,17 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #include #include -#include // aiGetVersion -#include -#include -#include -#include // StreamWriterLE #include // DeadlyExportError +#include // StreamWriterLE #include // aiTextureType -#include #include +#include +#include // aiGetVersion +#include +#include +#include + +#include "M3DWrapper.h" #include "M3DExporter.h" #include "M3DMaterials.h" @@ -80,341 +81,357 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * - 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*)calloc(1, sizeof(m3d_t)); - if(!m3d) { - throw DeadlyExportError( "memory allocation error" ); - } - 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(); -} - - +// Conversion functions // ------------------------------------------------------------------------------------------------ // 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; +m3dv_t *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) -{ - aiMatrix4x4 nm = m * pNode->mTransformation; - - for(unsigned int i = 0; i < pNode->mNumMeshes; i++) { - const aiMesh *mesh = mScene->mMeshes[pNode->mMeshes[i]]; - unsigned int 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(unsigned int j = 0; j < mesh->mNumFaces; j++) { - unsigned int n; - 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 */ - m3d->face[n].vertex[0] = m3d->face[n].vertex[1] = m3d->face[n].vertex[2] = - m3d->face[n].normal[0] = m3d->face[n].normal[1] = m3d->face[n].normal[2] = - m3d->face[n].texcoord[0] = m3d->face[n].texcoord[1] = m3d->face[n].texcoord[2] = -1U; - m3d->face[n].materialid = mi; - for(unsigned int k = 0; k < face->mNumIndices; k++) { - // get the vertex's index - unsigned int l = face->mIndices[k]; - unsigned int idx; - m3dv_t vertex; - m3dti_t ti; - // multiply the position vector by the transformation matrix - aiVector3D v = mesh->mVertices[l]; - v *= nm; - vertex.x = v.x; - vertex.y = v.y; - vertex.z = v.z; - vertex.w = 1.0; - vertex.color = 0; - vertex.skinid = -1U; - // add color if defined - if(mesh->HasVertexColors(0)) - vertex.color = mkColor(&mesh->mColors[0][l]); - // save the vertex to the output - 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 = AddTmap(m3d->tmap, &m3d->numtmap, &ti, &idx); - m3d->face[n].texcoord[k] = (M3D_INDEX)idx; - } - // do we have normal vectors? - if(mesh->HasNormals()) { - vertex.x = mesh->mNormals[l].x; - vertex.y = mesh->mNormals[l].y; - vertex.z = mesh->mNormals[l].z; - vertex.color = 0; - m3d->vertex = AddVrtx(m3d->vertex, &m3d->numvertex, &vertex, &idx); - m3d->face[n].normal[k] = (M3D_INDEX)idx; - } - } - } - } - // repeat for the children nodes - for (unsigned int i = 0; i < pNode->mNumChildren; i++) { - NodeWalk(pNode->mChildren[i], nm); - } +m3dti_t *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; } // ------------------------------------------------------------------------------------------------ // 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 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(unsigned int 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) { - unsigned int k; - 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 < 15; k++) { - unsigned int j; - 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) { - unsigned int i; - 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; +uint32_t 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 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; +void 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; } +// ------------------------------------------------------------------------------------------------ +// convert aiString to identifier safe C string. This is a duplication of _m3d_safestr +char *SafeStr(aiString str, bool isStrict) +{ + char *s = (char *)&str.data; + char *d, *ret; + int i, len; + + for(len = str.length + 1; *s && (*s == ' ' || *s == '\t'); s++, len--); + if(len > 255) len = 255; + ret = (char *)M3D_MALLOC(len + 1); + if (!ret) { + throw DeadlyExportError("memory allocation error"); + } + for(i = 0, d = ret; i < len && *s && *s != '\r' && *s != '\n'; s++, d++, i++) { + *d = isStrict && (*s == ' ' || *s == '\t' || *s == '/' || *s == '\\') ? '_' : (*s == '\t' ? ' ' : *s); + } + for(; d > ret && (*(d-1) == ' ' || *(d-1) == '\t'); d--); + *d = 0; + return ret; +} + +// ------------------------------------------------------------------------------------------------ +// add a material to the output +M3D_INDEX addMaterial(const Assimp::M3DWrapper &m3d, const aiMaterial *mat) { + unsigned int mi = M3D_NOTDEFINED; + 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 (unsigned int 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 == M3D_NOTDEFINED) { + unsigned int k; + 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 = SafeStr(name, true); + 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 < 15; k++) { + unsigned int j; + 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) { + unsigned int i; + 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 = SafeStr(name, true); + for (j = 0, i = M3D_NOTDEFINED; j < m3d->numtexture; j++) + if (!strcmp(fn, m3d->texture[j].name)) { + i = j; + free(fn); + break; + } + if (i == M3D_NOTDEFINED) { + 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; +} + +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 ExportSceneM3DA( + const char *pFile, + IOSystem *pIOSystem, + const aiScene *pScene, + const ExportProperties *pProperties + +) { +#ifdef M3D_ASCII + // initialize the exporter + M3DExporter exporter(pScene, pProperties); + + // perform ascii export + exporter.doExport(pFile, pIOSystem, true); +#else + throw DeadlyExportError("Assimp configured without M3D_ASCII support"); +#endif +} + +// ------------------------------------------------------------------------------------------------ +M3DExporter::M3DExporter(const aiScene *pScene, const ExportProperties *pProperties) : + mScene(pScene), + mProperties(pProperties), + outfile() {} + +// ------------------------------------------------------------------------------------------------ +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)); + } + + M3DWrapper m3d; + if (!m3d) { + throw DeadlyExportError("memory allocation error"); + } + m3d->name = SafeStr(mScene->mRootNode->mName, false); + + // Create a model from assimp structures + aiMatrix4x4 m; + NodeWalk(m3d, mScene->mRootNode, m); + + // serialize the structures + unsigned int size; + unsigned char *output = m3d.Save(M3D_EXP_FLOAT, M3D_EXP_EXTRA | (toAscii ? M3D_EXP_ASCII : 0), size); + + 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 M3DWrapper &m3d, const aiNode *pNode, aiMatrix4x4 m) { + aiMatrix4x4 nm = m * pNode->mTransformation; + + for (unsigned int i = 0; i < pNode->mNumMeshes; i++) { + const aiMesh *mesh = mScene->mMeshes[pNode->mMeshes[i]]; + unsigned int mi = M3D_NOTDEFINED; + if (mScene->mMaterials) { + // get the material for this mesh + mi = addMaterial(m3d, mScene->mMaterials[mesh->mMaterialIndex]); + } + // iterate through the mesh faces + for (unsigned int j = 0; j < mesh->mNumFaces; j++) { + unsigned int n; + 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 */ + m3d->face[n].vertex[0] = m3d->face[n].vertex[1] = m3d->face[n].vertex[2] = + m3d->face[n].normal[0] = m3d->face[n].normal[1] = m3d->face[n].normal[2] = + m3d->face[n].texcoord[0] = m3d->face[n].texcoord[1] = m3d->face[n].texcoord[2] = M3D_UNDEF; + m3d->face[n].materialid = mi; + for (unsigned int k = 0; k < face->mNumIndices; k++) { + // get the vertex's index + unsigned int l = face->mIndices[k]; + unsigned int idx; + m3dv_t vertex; + m3dti_t ti; + // multiply the position vector by the transformation matrix + aiVector3D v = mesh->mVertices[l]; + v *= nm; + vertex.x = v.x; + vertex.y = v.y; + vertex.z = v.z; + vertex.w = 1.0; + vertex.color = 0; + vertex.skinid = M3D_UNDEF; + // add color if defined + if (mesh->HasVertexColors(0)) + vertex.color = mkColor(&mesh->mColors[0][l]); + // save the vertex to the output + 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 = AddTmap(m3d->tmap, &m3d->numtmap, &ti, &idx); + m3d->face[n].texcoord[k] = (M3D_INDEX)idx; + } + // do we have normal vectors? + if (mesh->HasNormals()) { + vertex.x = mesh->mNormals[l].x; + vertex.y = mesh->mNormals[l].y; + vertex.z = mesh->mNormals[l].z; + vertex.color = 0; + m3d->vertex = AddVrtx(m3d->vertex, &m3d->numvertex, &vertex, &idx); + m3d->face[n].normal[k] = (M3D_INDEX)idx; + } + } + } + } + // repeat for the children nodes + for (unsigned int i = 0; i < pNode->mNumChildren; i++) { + NodeWalk(m3d, pNode->mChildren[i], nm); + } +} +} // namespace Assimp + #endif // ASSIMP_BUILD_NO_M3D_EXPORTER #endif // ASSIMP_BUILD_NO_EXPORT diff --git a/code/M3D/M3DExporter.h b/code/M3D/M3DExporter.h index 58d8d597e..40fce44d0 100644 --- a/code/M3D/M3DExporter.h +++ b/code/M3D/M3DExporter.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team Copyright (c) 2019 bzt All rights reserved. @@ -48,8 +48,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #ifndef ASSIMP_BUILD_NO_M3D_EXPORTER -#include "m3d.h" - #include //#include #include // StreamWriterLE @@ -68,6 +66,8 @@ namespace Assimp class IOStream; class ExportProperties; + class M3DWrapper; + // --------------------------------------------------------------------- /** Helper class to export a given scene to an M3D file. */ // --------------------------------------------------------------------- @@ -83,15 +83,9 @@ namespace Assimp 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); - 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); + void NodeWalk(const M3DWrapper &m3d, const aiNode* pNode, aiMatrix4x4 m); }; } diff --git a/code/M3D/M3DImporter.cpp b/code/M3D/M3DImporter.cpp index 9371e2228..9aee14f75 100644 --- a/code/M3D/M3DImporter.cpp +++ b/code/M3D/M3DImporter.cpp @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team Copyright (c) 2019 bzt All rights reserved. @@ -43,19 +43,20 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #ifndef ASSIMP_BUILD_NO_M3D_IMPORTER #define M3D_IMPLEMENTATION -#define M3D_ASCII -#define M3D_NONORMALS /* leave the post-processing to Assimp */ +#define M3D_NONORMALS /* leave the post-processing to Assimp */ #define M3D_NOWEIGHTS #define M3D_NOANIMATION -#include -#include #include -#include -#include +#include #include -#include #include +#include +#include +#include +#include + +#include "M3DWrapper.h" #include "M3DImporter.h" #include "M3DMaterials.h" @@ -85,682 +86,721 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ static const aiImporterDesc desc = { - "Model 3D Importer", - "", - "", - "", - aiImporterFlags_SupportBinaryFlavour, - 0, - 0, - 0, - 0, - "m3d a3d" + "Model 3D Importer", + "", + "", + "", + aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportBinaryFlavour, + 0, + 0, + 0, + 0, +#ifdef M3D_ASCII + "m3d a3d" +#else + "m3d" +#endif }; -// workaround: the SDK expects a C callback, but we want to use Assimp::IOSystem to implement that -extern "C" { - void* 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( - (reinterpret_cast(m3dimporter_pIOHandler))->Open( file, "rb")); - 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 = (int)fileSize; - return data; - } -} - namespace Assimp { using namespace std; // ------------------------------------------------------------------------------------------------ // Default constructor -M3DImporter::M3DImporter() -: mScene(nullptr) -, m3d(nullptr) { } - -// ------------------------------------------------------------------------------------------------ -// Destructor. -M3DImporter::~M3DImporter() {} +M3DImporter::M3DImporter() : + mScene(nullptr) { + // empty + } // ------------------------------------------------------------------------------------------------ // 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); +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; - } - /* + if (extension == "m3d" +#ifdef M3D_ASCII + || extension == "a3d" +#endif + ) + 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; + 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 */ +#ifdef M3D_ASCII + || !memcmp(data, "3dmo", 4) /* ASCII */ +#endif + ; + } + return false; } // ------------------------------------------------------------------------------------------------ -const aiImporterDesc* M3DImporter::GetInfo() const { - return &desc; +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 + "." ); - } +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." ); - } - std::unique_ptr _buffer (new unsigned char[fileSize]); - unsigned char *data( _buffer.get() ); - if(fileSize != pStream->Read(data,1,fileSize)) { - throw DeadlyImportError( "Failed to read the 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."); + } + std::vector buffer(fileSize); + if (fileSize != pStream->Read(buffer.data(), 1, fileSize)) { + throw DeadlyImportError("Failed to read the file " + file + "."); + } + // extra check for binary format's first 8 bytes. Not done for the ASCII variant + if(!memcmp(buffer.data(), "3DMO", 4) && memcmp(buffer.data() + 4, &fileSize, 4)) { + throw DeadlyImportError("Bad binary header in file " + file + "."); + } +#ifdef M3D_ASCII + // make sure there's a terminator zero character, as input must be ASCIIZ + if(!memcmp(buffer.data(), "3dmo", 4)) { + buffer.push_back(0); + } +#endif - // 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; + // 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); + } + } //DefaultLogger::create("/dev/stderr", Logger::VERBOSE); - ASSIMP_LOG_DEBUG_F("M3D: loading ", file); + 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." ); - } + // let the C SDK do the hard work for us + M3DWrapper m3d(pIOHandler, buffer); - // 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; + if (!m3d) { + throw DeadlyImportError("Unable to parse " + file + " as M3D."); + } - ASSIMP_LOG_DEBUG("M3D: root node " + std::string(m3d->name)); + // create the root node + pScene->mRootNode = new aiNode; + pScene->mRootNode->mName = aiString(m3d.Name()); + pScene->mRootNode->mTransformation = aiMatrix4x4(); + pScene->mRootNode->mNumChildren = 0; + mScene = pScene; - // now we just have to fill up the Assimp structures in pScene - importMaterials(); - importTextures(); - importBones(-1U, pScene->mRootNode); - importMeshes(); - importAnimations(); + ASSIMP_LOG_DEBUG("M3D: root node " + m3d.Name()); - // we don't need the SDK's version any more - m3d_free(m3d); + // now we just have to fill up the Assimp structures in pScene + importMaterials(m3d); + importTextures(m3d); + importBones(m3d, M3D_NOTDEFINED, pScene->mRootNode); + importMeshes(m3d); + importAnimations(m3d); - // Pop directory stack - if ( pIOHandler->StackSize() > 0 ) { - pIOHandler->PopDirectory(); - } + // 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; +void M3DImporter::importMaterials(const M3DWrapper &m3d) { + 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); + ai_assert(mScene != nullptr); + ai_assert(m3d); - mScene->mNumMaterials = m3d->nummaterial + 1; - mScene->mMaterials = new aiMaterial*[ m3d->nummaterial + 1 ]; + mScene->mNumMaterials = m3d->nummaterial + 1; + mScene->mMaterials = new aiMaterial *[mScene->mNumMaterials]; - ASSIMP_LOG_DEBUG_F("M3D: importMaterials ", mScene->mNumMaterials); + 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; + // add a default material as first + aiMaterial *mat = new aiMaterial; + mat->AddProperty(&name, AI_MATKEY_NAME); + c.a = 1.0f; + c.b = c.g = c.r = 0.6f; + 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; + if (!m3d->nummaterial || !m3d->material) { + return; + } - // 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, 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); - } - } - mScene->mMaterials[i + 1] = 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, 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); + } + } + mScene->mMaterials[i + 1] = mat; + } } // ------------------------------------------------------------------------------------------------ // import textures, this is the simplest of all -void M3DImporter::importTextures() -{ - unsigned int i; - const char *formatHint[] = { "rgba0800", "rgba0808", "rgba8880", "rgba8888" }; - m3dtx_t *t; +void M3DImporter::importTextures(const M3DWrapper &m3d) { + unsigned int i; + const char *formatHint[] = { + "rgba0800", + "rgba0808", + "rgba8880", + "rgba8888" + }; + m3dtx_t *t; - ai_assert(mScene != nullptr); - ai_assert(m3d != nullptr); + ai_assert(mScene != nullptr); + ai_assert(m3d); - mScene->mNumTextures = m3d->numtexture; - ASSIMP_LOG_DEBUG_F("M3D: importTextures ", mScene->mNumTextures); + mScene->mNumTextures = m3d->numtexture; + ASSIMP_LOG_DEBUG_F("M3D: importTextures ", mScene->mNumTextures); - if(!m3d->numtexture) - return; + if (!m3d->numtexture || !m3d->texture) { + return; + } - 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, 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 ]; - 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; - } + mScene->mTextures = new aiTexture *[m3d->numtexture]; + for (i = 0; i < m3d->numtexture; i++) { + unsigned int j, k; + t = &m3d->texture[i]; + aiTexture *tx = new aiTexture; + tx->mFilename = aiString(std::string(t->name) + ".png"); + if (!t->w || !t->h || !t->f || !t->d) { + /* without ASSIMP_USE_M3D_READFILECB, we only have the filename, but no texture data ever */ + tx->mWidth = 0; + tx->mHeight = 0; + memcpy(tx->achFormatHint, "png\000", 4); + tx->pcData = nullptr; + } else { + /* if we have the texture loaded, set format hint and pcData too */ + tx->mWidth = t->w; + tx->mHeight = t->h; + strcpy(tx->achFormatHint, formatHint[t->f - 1]); + tx->pcData = new aiTexel[tx->mWidth * tx->mHeight]; + 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; + } } // ------------------------------------------------------------------------------------------------ // 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; +void M3DImporter::importMeshes(const M3DWrapper &m3d) { + ASSIMP_LOG_DEBUG_F("M3D: importMeshes ", m3d->numface); - ai_assert(mScene != nullptr); - ai_assert(m3d != nullptr); - ai_assert(mScene->mRootNode != nullptr); + if (!m3d->numface || !m3d->face || !m3d->numvertex || !m3d->vertex) { + return; + } - ASSIMP_LOG_DEBUG_F("M3D: importMeshes ", m3d->numface); + unsigned int i, j, k, l, numpoly = 3, lastMat = M3D_INDEXMAX; + 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; - 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 && 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; - 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); - } + ai_assert(mScene != nullptr); + ai_assert(m3d); + ai_assert(mScene->mRootNode != nullptr); - // 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; - } + 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 && vertices->size() && faces && faces->size()) { + populateMesh(m3d, 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; + 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 = static_cast(vertices->size()); + pFace->mIndices[j] = k; + l = m3d->face[i].vertex[j]; + if(l >= m3d->numvertex) continue; + 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 != M3D_UNDEF && m3d->vertex[l].skinid != M3D_INDEXMAX && 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 != M3D_UNDEF && l < m3d->numtmap) { + 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 != M3D_UNDEF && l < m3d->numvertex) { + 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(m3d, pMesh, faces, vertices, normals, texcoords, colors, vertexids); + meshes->push_back(pMesh); + } - 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; + // create global mesh list in scene + mScene->mNumMeshes = static_cast(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 = static_cast(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; +void M3DImporter::importBones(const M3DWrapper &m3d, unsigned int parentid, aiNode *pParent) { + unsigned int i, n; - ai_assert(pParent != nullptr); - ai_assert(mScene != nullptr); - ai_assert(m3d != nullptr); + ai_assert(pParent != nullptr); + ai_assert(mScene != nullptr); + ai_assert(m3d); - ASSIMP_LOG_DEBUG_F("M3D: importBones ", m3d->numbone, " parentid ", (int)parentid); + 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]; + if (!m3d->numbone || !m3d->bone) { + return; + } - 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); - } - } + 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(m3d, &pChild->mTransformation, m3d->bone[i].pos, m3d->bone[i].ori); + pChild->mNumChildren = 0; + pParent->mChildren[pParent->mNumChildren] = pChild; + pParent->mNumChildren++; + importBones(m3d, 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, pos, ori; - double t; - m3da_t *a; +void M3DImporter::importAnimations(const M3DWrapper &m3d) { + unsigned int i, j, k, l, pos, ori; + double t; + m3da_t *a; - ai_assert(mScene != nullptr); - ai_assert(m3d != nullptr); + ai_assert(mScene != nullptr); + ai_assert(m3d); - mScene->mNumAnimations = m3d->numaction; + mScene->mNumAnimations = m3d->numaction; - ASSIMP_LOG_DEBUG_F("M3D: importAnimations ", mScene->mNumAnimations); + ASSIMP_LOG_DEBUG_F("M3D: importAnimations ", mScene->mNumAnimations); - if(!m3d->numaction || !m3d->numbone) - return; + if (!m3d->numaction || !m3d->action || !m3d->numbone || !m3d->bone || !m3d->vertex) { + 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++) { - unsigned int n; - 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; - } + 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++) { + unsigned int n; + 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; + } + } + if(pos >= m3d->numvertex || ori >= m3d->numvertex) continue; + 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; + 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]; +void M3DImporter::convertPose(const M3DWrapper &m3d, aiMatrix4x4 *m, unsigned int posid, unsigned int orientid) { + ai_assert(m != nullptr); + ai_assert(m3d); + ai_assert(posid != M3D_UNDEF && posid < m3d->numvertex); + ai_assert(orientid != M3D_UNDEF && orientid < m3d->numvertex); + if (!m3d->numvertex || !m3d->vertex) + return; + 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 > -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; - } + /* 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 > -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 */ - m->a4 = p->x; m->b4 = p->y; m->c4 = p->z; + /* 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; + 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; +aiNode *M3DImporter::findNode(aiNode *pNode, aiString name) { + ai_assert(pNode != nullptr); + ai_assert(mScene != nullptr); - ai_assert(pNode != nullptr); - ai_assert(mScene != nullptr); + if (pNode->mName == name) { + return pNode; + } - 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; + for (unsigned int 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); +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; - } + 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) { +void M3DImporter::populateMesh(const M3DWrapper &m3d, aiMesh *pMesh, std::vector *faces, std::vector *vertices, + std::vector *normals, std::vector *texcoords, std::vector *colors, + std::vector *vertexids) { - 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); + 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); - ASSIMP_LOG_DEBUG_F("M3D: populateMesh numvertices ", vertices->size(), " numfaces ", faces->size(), - " numnormals ", normals->size(), " numtexcoord ", texcoords->size(), " numbones ", m3d->numbone); + 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(unsigned int i = 0; i < m3d->numbone; i++) { - aiNode *pNode; - 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()) { - unsigned int i, j; - // first count how many vertices we have per bone - for(i = 0; i < vertexids->size(); i++) { - unsigned int s = m3d->vertex[vertexids->at(i)].skinid; - if(s != -1U && s!= -2U) { - for(unsigned int 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++) { - unsigned int s = m3d->vertex[vertexids->at(i)].skinid; - if(s != -1U && s!= -2U) { - for(unsigned int 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 - } - } - } + if (vertices->size() && faces->size()) { + pMesh->mNumFaces = static_cast(faces->size()); + pMesh->mFaces = new aiFace[pMesh->mNumFaces]; + std::copy(faces->begin(), faces->end(), pMesh->mFaces); + pMesh->mNumVertices = static_cast(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 && m3d->numbone && m3d->bone) { + pMesh->mBones = new aiBone *[pMesh->mNumBones]; + for (unsigned int i = 0; i < m3d->numbone; i++) { + aiNode *pNode; + 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() && m3d->numvertex && m3d->vertex && m3d->numskin && m3d->skin) { + unsigned int i, j; + // first count how many vertices we have per bone + for (i = 0; i < vertexids->size(); i++) { + if(vertexids->at(i) >= m3d->numvertex) { + continue; + } + unsigned int s = m3d->vertex[vertexids->at(i)].skinid; + if (s != M3D_UNDEF && s != M3D_INDEXMAX) { + for (unsigned int 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++) { + if(vertexids->at(i) >= m3d->numvertex) continue; + unsigned int s = m3d->vertex[vertexids->at(i)].skinid; + if (s != M3D_UNDEF && s != M3D_INDEXMAX && s < m3d->numskin) { + for (unsigned int k = 0; k < M3D_NUMBONE && m3d->skin[s].weight[k] > 0.0; k++) { + if(m3d->skin[s].boneid[k] >= m3d->numbone) continue; + 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 +} // Namespace Assimp #endif // !! ASSIMP_BUILD_NO_M3D_IMPORTER diff --git a/code/M3D/M3DImporter.h b/code/M3D/M3DImporter.h index 06cc757b6..5c9d4fad8 100644 --- a/code/M3D/M3DImporter.h +++ b/code/M3D/M3DImporter.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team Copyright (c) 2019 bzt All rights reserved. @@ -48,7 +48,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #ifndef ASSIMP_BUILD_NO_M3D_IMPORTER -#include "m3d.h" #include #include #include @@ -60,43 +59,41 @@ struct aiFace; namespace Assimp { +class M3DWrapper; + class M3DImporter : public BaseImporter { public: - /// \brief Default constructor - M3DImporter(); - - /// \brief Destructor - ~M3DImporter(); + /// \brief Default constructor + 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; + /// \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 + aiScene *mScene = nullptr; // the scene to import to - //! \brief Appends the supported extension. - const aiImporterDesc* GetInfo () const; + //! \brief Appends the supported extension. + const aiImporterDesc *GetInfo() const; - //! \brief File import implementation. - void InternReadFile(const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler); + //! \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(); + void importMaterials(const M3DWrapper &m3d); + void importTextures(const M3DWrapper &m3d); + void importMeshes(const M3DWrapper &m3d); + void importBones(const M3DWrapper &m3d, unsigned int parentid, aiNode *pParent); + void importAnimations(const M3DWrapper &m3d); - // 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); + // helper functions + aiColor4D mkColor(uint32_t c); + void convertPose(const M3DWrapper &m3d, aiMatrix4x4 *m, unsigned int posid, unsigned int orientid); + aiNode *findNode(aiNode *pNode, aiString name); + void calculateOffsetMatrix(aiNode *pNode, aiMatrix4x4 *m); + void populateMesh(const M3DWrapper &m3d, aiMesh *pMesh, std::vector *faces, std::vector *verteces, + std::vector *normals, std::vector *texcoords, std::vector *colors, + std::vector *vertexids); }; } // Namespace Assimp diff --git a/code/M3D/M3DMaterials.h b/code/M3D/M3DMaterials.h index 3d6fe246d..469ddf52b 100644 --- a/code/M3D/M3DMaterials.h +++ b/code/M3D/M3DMaterials.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team Copyright (c) 2019 bzt All rights reserved. @@ -84,19 +84,19 @@ static const aiMatProp aiProps[] = { /* --- Texture Map Properties --- !!!!! must match m3d_propertytypes !!!!! */ static const aiMatProp aiTxProps[] = { { AI_MATKEY_TEXTURE_DIFFUSE(0) }, /* m3dp_map_Kd */ - { AI_MATKEY_TEXTURE_AMBIENT(0) }, /* m3dp_map_Ka */ + { AI_MATKEY_TEXTURE(aiTextureType_AMBIENT_OCCLUSION,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_NORMALS(0) }, /* m3dp_map_N */ { 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 */ + { AI_MATKEY_TEXTURE(aiTextureType_REFLECTION,0) }, /* m3dp_map_Ni */ { NULL, 0, 0 }, /* m3dp_map_Nt */ { NULL, 0, 0 }, { NULL, 0, 0 }, diff --git a/code/M3D/M3DWrapper.cpp b/code/M3D/M3DWrapper.cpp new file mode 100644 index 000000000..6ab59b2f0 --- /dev/null +++ b/code/M3D/M3DWrapper.cpp @@ -0,0 +1,142 @@ +/* +Open Asset Import Library (assimp) +---------------------------------------------------------------------- + +Copyright (c) 2006-2020, 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. + +---------------------------------------------------------------------- +*/ + +#if !(ASSIMP_BUILD_NO_EXPORT || ASSIMP_BUILD_NO_M3D_EXPORTER) || !ASSIMP_BUILD_NO_M3D_IMPORTER + +#include "M3DWrapper.h" + +#include +#include +#include + +#ifdef ASSIMP_USE_M3D_READFILECB + +# if (__cplusplus >= 201103L) || !defined(_MSC_VER) || (_MSC_VER >= 1900) // C++11 and MSVC 2015 onwards +# define threadlocal thread_local +# else +# if defined(_MSC_VER) && (_MSC_VER >= 1800) // there's an alternative for MSVC 2013 +# define threadlocal __declspec(thread) +# else +# define threadlocal +# endif +# endif + +extern "C" { + +// workaround: the M3D SDK expects a C callback, but we want to use Assimp::IOSystem to implement that +threadlocal void *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( + (reinterpret_cast(m3dimporter_pIOHandler))->Open(file, "rb")); + size_t fileSize = 0; + unsigned char *data = NULL; + // sometimes pStream is nullptr in a single-threaded scenario too 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 = (int)fileSize; + return data; +} +} +#endif + +namespace Assimp { +M3DWrapper::M3DWrapper() { + // use malloc() here because m3d_free() will call free() + m3d_ = (m3d_t *)calloc(1, sizeof(m3d_t)); +} + +M3DWrapper::M3DWrapper(IOSystem *pIOHandler, const std::vector &buffer) { +#ifdef ASSIMP_USE_M3D_READFILECB + // pass this IOHandler to the C callback in a thread-local pointer + m3dimporter_pIOHandler = pIOHandler; + m3d_ = m3d_load(const_cast(buffer.data()), m3dimporter_readfile, free, nullptr); + // Clear the C callback + m3dimporter_pIOHandler = nullptr; +#else + m3d_ = m3d_load(const_cast(buffer.data()), nullptr, nullptr, nullptr); +#endif +} + +M3DWrapper::~M3DWrapper() { + reset(); +} + +void M3DWrapper::reset() { + ClearSave(); + if (m3d_) + m3d_free(m3d_); + m3d_ = nullptr; +} + +unsigned char *M3DWrapper::Save(int quality, int flags, unsigned int &size) { +#if (!(ASSIMP_BUILD_NO_EXPORT || ASSIMP_BUILD_NO_M3D_EXPORTER)) + ClearSave(); + saved_output_ = m3d_save(m3d_, quality, flags, &size); + return saved_output_; +#else + return nullptr; +#endif +} + +void M3DWrapper::ClearSave() { + if (saved_output_) + M3D_FREE(saved_output_); + saved_output_ = nullptr; +} +} // namespace Assimp + +#endif diff --git a/code/M3D/M3DWrapper.h b/code/M3D/M3DWrapper.h new file mode 100644 index 000000000..bf3ab7bc9 --- /dev/null +++ b/code/M3D/M3DWrapper.h @@ -0,0 +1,101 @@ +#pragma once +/* +Open Asset Import Library (assimp) +---------------------------------------------------------------------- + +Copyright (c) 2006-2020, 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 M3DWrapper.h +* @brief Declares a class to wrap the C m3d SDK +*/ +#ifndef AI_M3DWRAPPER_H_INC +#define AI_M3DWRAPPER_H_INC +#if !(ASSIMP_BUILD_NO_EXPORT || ASSIMP_BUILD_NO_M3D_EXPORTER) || !ASSIMP_BUILD_NO_M3D_IMPORTER + +#include +#include +#include + +// Assimp specific M3D configuration. Comment out these defines to remove functionality +//#define ASSIMP_USE_M3D_READFILECB +//#define M3D_ASCII + +#include "m3d.h" + +namespace Assimp { +class IOSystem; + +class M3DWrapper { + m3d_t *m3d_ = nullptr; + unsigned char *saved_output_ = nullptr; + +public: + // Construct an empty M3D model + explicit M3DWrapper(); + + // Construct an M3D model from provided buffer + // NOTE: The m3d.h SDK function does not mark the data as const. Have assumed it does not write. + // BUG: SECURITY: The m3d.h SDK cannot be informed of the buffer size. BUFFER OVERFLOW IS CERTAIN + explicit M3DWrapper(IOSystem *pIOHandler, const std::vector &buffer); + + ~M3DWrapper(); + + void reset(); + + // Name + inline std::string Name() const { + if (m3d_) return std::string(m3d_->name); + return std::string(); + } + + // Execute a save + unsigned char *Save(int quality, int flags, unsigned int &size); + void ClearSave(); + + inline explicit operator bool() const { return m3d_ != nullptr; } + + // Allow direct access to M3D API + inline m3d_t *operator->() const { return m3d_; } + inline m3d_t *M3D() const { return m3d_; } +}; +} // namespace Assimp + +#endif + +#endif // AI_M3DWRAPPER_H_INC diff --git a/code/M3D/m3d.h b/code/M3D/m3d.h index c1d690bcc..d09348497 100644 --- a/code/M3D/m3d.h +++ b/code/M3D/m3d.h @@ -70,11 +70,14 @@ typedef double M3D_FLOAT; #endif #if !defined(M3D_SMALLINDEX) typedef uint32_t M3D_INDEX; +#define M3D_UNDEF 0xffffffff #define M3D_INDEXMAX 0xfffffffe #else typedef uint16_t M3D_INDEX; +#define M3D_UNDEF 0xffff #define M3D_INDEXMAX 0xfffe #endif +#define M3D_NOTDEFINED 0xffffffff #ifndef M3D_NUMBONE #define M3D_NUMBONE 4 #endif @@ -88,7 +91,7 @@ typedef uint16_t M3D_INDEX; #else #define _inline #define _pack -#define _unused +#define _unused __pragma(warning(suppress:4100)) #endif #ifndef __cplusplus #define _register register @@ -253,7 +256,7 @@ enum { m3dp_map_Tf, m3dp_map_Km, /* bump map */ m3dp_map_D, - m3dp_map_il, /* reflection map */ + m3dp_map_N, /* normal map */ m3dp_map_Pr = 192, /* textured physical map properties */ m3dp_map_Pm, @@ -263,6 +266,7 @@ enum { }; enum { /* aliases */ m3dp_bump = m3dp_map_Km, + m3dp_map_il = m3dp_map_N, m3dp_refl = m3dp_map_Pm }; @@ -557,6 +561,7 @@ static m3dpd_t m3d_propertytypes[] = { /* aliases, note that "map_*" aliases are handled automatically */ M3D_PROPERTYDEF(m3dpf_map, m3dp_map_Km, "bump"), + M3D_PROPERTYDEF(m3dpf_map, m3dp_map_N, "map_N"),/* as normal map has no scalar version, it's counterpart is 'il' */ M3D_PROPERTYDEF(m3dpf_map, m3dp_map_Pm, "refl") }; /* shape command definitions. if more commands start with the same string, the longer must come first */ @@ -2057,7 +2062,7 @@ static char *_m3d_getfloat(char *s, M3D_FLOAT *ret) return _m3d_findarg(e); } #endif -#if !defined(M3D_NODUP) && (defined(M3D_ASCII) || defined(M3D_EXPORTER)) +#if !defined(M3D_NODUP) && (!defined(M3D_NOIMPORTER) || defined(M3D_ASCII) || defined(M3D_EXPORTER)) /* helper function to create safe strings */ char *_m3d_safestr(char *in, int morelines) { @@ -2123,54 +2128,57 @@ M3D_INDEX _m3d_gettx(m3d_t *model, m3dread_t readfilecb, m3dfree_t freecb, char } /* try to load from external source */ if(!buff && readfilecb) { - i = strlen(fn); + i = (unsigned int)strlen(fn); if(i < 5 || fn[i - 4] != '.') { fn2 = (char*)M3D_MALLOC(i + 5); - if(!fn2) { model->errcode = M3D_ERR_ALLOC; return (M3D_INDEX)-1U; } + if(!fn2) { model->errcode = M3D_ERR_ALLOC; return M3D_UNDEF; } memcpy(fn2, fn, i); memcpy(fn2+i, ".png", 5); buff = (*readfilecb)(fn2, &len); M3D_FREE(fn2); } - if(!buff) + if(!buff) { buff = (*readfilecb)(fn, &len); + if(!buff) return M3D_UNDEF; + } } - if(!buff) return (M3D_INDEX)-1U; /* add to textures array */ i = model->numtexture++; model->texture = (m3dtx_t*)M3D_REALLOC(model->texture, model->numtexture * sizeof(m3dtx_t)); if(!model->texture) { - if(freecb) (*freecb)(buff); + if(buff && freecb) (*freecb)(buff); model->errcode = M3D_ERR_ALLOC; - return (M3D_INDEX)-1U; + return M3D_UNDEF; } model->texture[i].name = fn; model->texture[i].w = model->texture[i].h = 0; model->texture[i].d = NULL; - if(buff[0] == 0x89 && buff[1] == 'P' && buff[2] == 'N' && buff[3] == 'G') { + if(buff) { + if(buff[0] == 0x89 && buff[1] == 'P' && buff[2] == 'N' && buff[3] == 'G') { #ifdef STBI__PNG_TYPE - s.read_from_callbacks = 0; - s.img_buffer = s.img_buffer_original = (unsigned char *) buff; - s.img_buffer_end = s.img_buffer_original_end = (unsigned char *) buff+len; - /* don't use model->texture[i].w directly, it's a uint16_t */ - w = h = len = 0; - ri.bits_per_channel = 8; - model->texture[i].d = (uint8_t*)stbi__png_load(&s, (int*)&w, (int*)&h, (int*)&len, 0, &ri); - model->texture[i].w = w; - model->texture[i].h = h; - model->texture[i].f = (uint8_t)len; + s.read_from_callbacks = 0; + s.img_buffer = s.img_buffer_original = (unsigned char *) buff; + s.img_buffer_end = s.img_buffer_original_end = (unsigned char *) buff+len; + /* don't use model->texture[i].w directly, it's a uint16_t */ + w = h = len = 0; + ri.bits_per_channel = 8; + model->texture[i].d = (uint8_t*)stbi__png_load(&s, (int*)&w, (int*)&h, (int*)&len, 0, &ri); + model->texture[i].w = w; + model->texture[i].h = h; + model->texture[i].f = (uint8_t)len; #endif - } else { + } else { #ifdef M3D_TX_INTERP - if((model->errcode = M3D_TX_INTERP(fn, buff, len, &model->texture[i])) != M3D_SUCCESS) { - M3D_LOG("Unable to generate texture"); - M3D_LOG(fn); - } + if((model->errcode = M3D_TX_INTERP(fn, buff, len, &model->texture[i])) != M3D_SUCCESS) { + M3D_LOG("Unable to generate texture"); + M3D_LOG(fn); + } #else - M3D_LOG("Unimplemented interpreter"); - M3D_LOG(fn); + M3D_LOG("Unimplemented interpreter"); + M3D_LOG(fn); #endif + } + if(freecb) (*freecb)(buff); } - if(freecb) (*freecb)(buff); if(!model->texture[i].d) model->errcode = M3D_ERR_UNKIMG; return i; @@ -2199,6 +2207,9 @@ void _m3d_getpr(m3d_t *model, _unused m3dread_t readfilecb, _unused m3dfree_t f } if(freecb && buff) (*freecb)(buff); #else + (void)readfilecb; + (void)freecb; + (void)fn; M3D_LOG("Unimplemented interpreter"); M3D_LOG(fn); model->errcode = M3D_ERR_UNIMPL; @@ -2291,7 +2302,7 @@ void _m3d_mat(M3D_FLOAT *r, m3dv_t *p, m3dv_t *q) } #endif #if !defined(M3D_NOANIMATION) || !defined(M3D_NONORMALS) -/* fast inverse square root calculation. returns 1/sqrt(x) */ +/* portable fast inverse square root calculation. returns 1/sqrt(x) */ static M3D_FLOAT _m3d_rsq(M3D_FLOAT x) { #ifdef M3D_DOUBLE @@ -2434,7 +2445,7 @@ m3d_t *m3d_load(unsigned char *data, m3dread_t readfilecb, m3dfree_t freecb, m3d model->vertex = (m3dv_t*)M3D_REALLOC(model->vertex, model->numvertex * sizeof(m3dv_t)); if(!model->vertex) goto memerr; memset(&model->vertex[i], 0, sizeof(m3dv_t)); - model->vertex[i].skinid = (M3D_INDEX)-1U; + model->vertex[i].skinid = M3D_UNDEF; model->vertex[i].color = 0; model->vertex[i].w = (M3D_FLOAT)1.0; ptr = _m3d_getfloat(ptr, &model->vertex[i].x); @@ -2464,16 +2475,16 @@ m3d_t *m3d_load(unsigned char *data, m3dread_t readfilecb, m3dfree_t freecb, m3d s.weight[j] = (M3D_FLOAT)1.0; if(!*ptr) goto asciiend; } - if(s.boneid[0] != (M3D_INDEX)-1U && s.weight[0] > (M3D_FLOAT)0.0) { + if(s.boneid[0] != M3D_UNDEF && s.weight[0] > (M3D_FLOAT)0.0) { if(w != (M3D_FLOAT)1.0 && w != (M3D_FLOAT)0.0) for(j = 0; j < M3D_NUMBONE && s.weight[j] > (M3D_FLOAT)0.0; j++) s.weight[j] /= w; - k = -1U; + k = M3D_NOTDEFINED; if(model->skin) { for(j = 0; j < model->numskin; j++) if(!memcmp(&model->skin[j], &s, sizeof(m3ds_t))) { k = j; break; } } - if(k == -1U) { + if(k == M3D_NOTDEFINED) { k = model->numskin++; model->skin = (m3ds_t*)M3D_REALLOC(model->skin, model->numskin * sizeof(m3ds_t)); memcpy(&model->skin[k], &s, sizeof(m3ds_t)); @@ -2486,7 +2497,7 @@ m3d_t *m3d_load(unsigned char *data, m3dread_t readfilecb, m3dfree_t freecb, m3d /* Skeleton, bone hierarchy */ if(!memcmp(pe, "Bones", 5)) { if(model->bone) { M3D_LOG("More bones chunks, should be unique"); goto asciiend; } - bi[0] = (M3D_INDEX)-1U; + bi[0] = M3D_UNDEF; while(*ptr && *ptr != '\r' && *ptr != '\n') { i = model->numbone++; model->bone = (m3db_t*)M3D_REALLOC(model->bone, model->numbone * sizeof(m3db_t)); @@ -2505,7 +2516,7 @@ m3d_t *m3d_load(unsigned char *data, m3dread_t readfilecb, m3dfree_t freecb, m3d ptr = _m3d_findarg(ptr); if(!*ptr || *ptr == '\r' || *ptr == '\n') goto asciiend; model->bone[i].ori = (M3D_INDEX)k; - model->vertex[k].skinid = (M3D_INDEX)-2U; + model->vertex[k].skinid = M3D_INDEXMAX; pe = _m3d_safestr(ptr, 0); if(!pe || !*pe) goto asciiend; model->bone[i].name = pe; @@ -2579,7 +2590,8 @@ m3d_t *m3d_load(unsigned char *data, m3dread_t readfilecb, m3dfree_t freecb, m3d if(!pe || !*pe) goto asciiend; m->prop[j].value.textureid = _m3d_gettx(model, readfilecb, freecb, pe); if(model->errcode == M3D_ERR_ALLOC) { M3D_FREE(pe); goto memerr; } - if(m->prop[j].value.textureid == (M3D_INDEX)-1U) { + /* this error code only returned if readfilecb was specified */ + if(m->prop[j].value.textureid == M3D_UNDEF) { M3D_LOG("Texture not found"); M3D_LOG(pe); m->numprop--; @@ -2605,18 +2617,18 @@ m3d_t *m3d_load(unsigned char *data, m3dread_t readfilecb, m3dfree_t freecb, m3d } else /* mesh */ if(!memcmp(pe, "Mesh", 4)) { - mi = (M3D_INDEX)-1U; + mi = M3D_UNDEF; while(*ptr && *ptr != '\r' && *ptr != '\n') { if(*ptr == 'u') { ptr = _m3d_findarg(ptr); if(!*ptr) goto asciiend; - mi = (M3D_INDEX)-1U; + mi = M3D_UNDEF; if(*ptr != '\r' && *ptr != '\n') { pe = _m3d_safestr(ptr, 0); if(!pe || !*pe) goto asciiend; for(j = 0; j < model->nummaterial; j++) if(!strcmp(pe, model->material[j].name)) { mi = (M3D_INDEX)j; break; } - if(mi == (M3D_INDEX)-1U && !(model->flags & M3D_FLG_MTLLIB)) { + if(mi == M3D_UNDEF && !(model->flags & M3D_FLG_MTLLIB)) { mi = model->nummaterial++; model->material = (m3dm_t*)M3D_REALLOC(model->material, model->nummaterial * sizeof(m3dm_t)); if(!model->material) goto memerr; @@ -2655,7 +2667,7 @@ m3d_t *m3d_load(unsigned char *data, m3dread_t readfilecb, m3dfree_t freecb, m3d } } #ifndef M3D_NONORMALS - if(model->face[i].normal[j] == (M3D_INDEX)-1U) neednorm = 1; + if(model->face[i].normal[j] == M3D_UNDEF) neednorm = 1; #endif ptr = _m3d_findarg(ptr); } @@ -2674,7 +2686,7 @@ m3d_t *m3d_load(unsigned char *data, m3dread_t readfilecb, m3dfree_t freecb, m3d if(!model->shape) goto memerr; h = &model->shape[i]; h->name = pe; - h->group = (M3D_INDEX)-1U; + h->group = M3D_UNDEF; h->numcmd = 0; h->cmd = NULL; while(*ptr && *ptr != '\r' && *ptr != '\n') { @@ -2682,16 +2694,16 @@ m3d_t *m3d_load(unsigned char *data, m3dread_t readfilecb, m3dfree_t freecb, m3d ptr = _m3d_findarg(ptr); ptr = _m3d_getint(ptr, &h->group); ptr = _m3d_findnl(ptr); - if(h->group != (M3D_INDEX)-1U && h->group >= model->numbone) { + if(h->group != M3D_UNDEF && h->group >= model->numbone) { M3D_LOG("Unknown bone id as shape group in shape"); M3D_LOG(pe); - h->group = (M3D_INDEX)-1U; + h->group = M3D_UNDEF; model->errcode = M3D_ERR_SHPE; } continue; } for(cd = NULL, k = 0; k < (unsigned int)(sizeof(m3d_commandtypes)/sizeof(m3d_commandtypes[0])); k++) { - j = strlen(m3d_commandtypes[k].key); + j = (unsigned int)strlen(m3d_commandtypes[k].key); if(!memcmp(ptr, m3d_commandtypes[k].key, j) && (ptr[j] == ' ' || ptr[j] == '\r' || ptr[j] == '\n')) { cd = &m3d_commandtypes[k]; break; } } @@ -2713,13 +2725,13 @@ m3d_t *m3d_load(unsigned char *data, m3dread_t readfilecb, m3dfree_t freecb, m3d if(*ptr == ']' || *ptr == '\r' || *ptr == '\n') break; switch(cd->a[((k - n) % (cd->p - n)) + n]) { case m3dcp_mi_t: - mi = (M3D_INDEX)-1U; + mi = M3D_UNDEF; if(*ptr != '\r' && *ptr != '\n') { pe = _m3d_safestr(ptr, 0); if(!pe || !*pe) goto asciiend; for(n = 0; n < model->nummaterial; n++) if(!strcmp(pe, model->material[n].name)) { mi = (M3D_INDEX)n; break; } - if(mi == (M3D_INDEX)-1U && !(model->flags & M3D_FLG_MTLLIB)) { + if(mi == M3D_UNDEF && !(model->flags & M3D_FLG_MTLLIB)) { mi = model->nummaterial++; model->material = (m3dm_t*)M3D_REALLOC(model->material, model->nummaterial * sizeof(m3dm_t)); @@ -2745,7 +2757,7 @@ m3d_t *m3d_load(unsigned char *data, m3dread_t readfilecb, m3dfree_t freecb, m3d break; case m3dcp_qi_t: ptr = _m3d_getint(ptr, &h->cmd[j].arg[k]); - model->vertex[h->cmd[i].arg[k]].skinid = (M3D_INDEX)-2U; + model->vertex[h->cmd[i].arg[k]].skinid = M3D_INDEXMAX; break; default: ptr = _m3d_getint(ptr, &h->cmd[j].arg[k]); @@ -2844,7 +2856,7 @@ m3d_t *m3d_load(unsigned char *data, m3dread_t readfilecb, m3dfree_t freecb, m3d ptr = _m3d_getint(ptr, &k); if(!*ptr || *ptr == '\r' || *ptr == '\n') goto asciiend; a->frame[i].transform[j].ori = (M3D_INDEX)k; - model->vertex[k].skinid = (M3D_INDEX)-2U; + model->vertex[k].skinid = M3D_INDEXMAX; } ptr = _m3d_findnl(ptr); } @@ -2988,11 +3000,11 @@ asciiend: while(buff < end && !M3D_CHUNKMAGIC(buff, 'O','M','D','3')) { data = buff; len = ((m3dchunk_t*)data)->length; - if(len < sizeof(m3dchunk_t)) { + buff += len; + if(len < sizeof(m3dchunk_t) || buff >= end) { M3D_LOG("Invalid chunk size"); break; } - buff += len; len -= sizeof(m3dchunk_t) + model->si_s; /* inlined assets */ @@ -3018,11 +3030,11 @@ memerr: M3D_LOG("Out of memory"); while(chunk < end && !M3D_CHUNKMAGIC(chunk, 'O','M','D','3')) { data = chunk; len = ((m3dchunk_t*)chunk)->length; - if(len < sizeof(m3dchunk_t)) { + chunk += len; + if(len < sizeof(m3dchunk_t) || chunk >= end) { M3D_LOG("Invalid chunk size"); break; } - chunk += len; len -= sizeof(m3dchunk_t); /* preview chunk */ @@ -3050,12 +3062,12 @@ memerr: M3D_LOG("Out of memory"); for(i = 0, data += sizeof(m3dchunk_t); data < chunk; i++) { switch(model->vc_s) { case 1: - model->tmap[i].u = (M3D_FLOAT)(data[0]) / 255; - model->tmap[i].v = (M3D_FLOAT)(data[1]) / 255; + model->tmap[i].u = (M3D_FLOAT)(data[0]) / (M3D_FLOAT)255.0; + model->tmap[i].v = (M3D_FLOAT)(data[1]) / (M3D_FLOAT)255.0; break; case 2: - model->tmap[i].u = (M3D_FLOAT)(*((int16_t*)(data+0))) / 65535; - model->tmap[i].v = (M3D_FLOAT)(*((int16_t*)(data+2))) / 65535; + model->tmap[i].u = (M3D_FLOAT)(*((int16_t*)(data+0))) / (M3D_FLOAT)65535.0; + model->tmap[i].v = (M3D_FLOAT)(*((int16_t*)(data+2))) / (M3D_FLOAT)65535.0; break; case 4: model->tmap[i].u = (M3D_FLOAT)(*((float*)(data+0))); @@ -3082,17 +3094,17 @@ memerr: M3D_LOG("Out of memory"); for(i = 0, data += sizeof(m3dchunk_t); data < chunk && i < model->numvertex; i++) { switch(model->vc_s) { case 1: - model->vertex[i].x = (M3D_FLOAT)((int8_t)data[0]) / 127; - model->vertex[i].y = (M3D_FLOAT)((int8_t)data[1]) / 127; - model->vertex[i].z = (M3D_FLOAT)((int8_t)data[2]) / 127; - model->vertex[i].w = (M3D_FLOAT)((int8_t)data[3]) / 127; + model->vertex[i].x = (M3D_FLOAT)((int8_t)data[0]) / (M3D_FLOAT)127.0; + model->vertex[i].y = (M3D_FLOAT)((int8_t)data[1]) / (M3D_FLOAT)127.0; + model->vertex[i].z = (M3D_FLOAT)((int8_t)data[2]) / (M3D_FLOAT)127.0; + model->vertex[i].w = (M3D_FLOAT)((int8_t)data[3]) / (M3D_FLOAT)127.0; data += 4; break; case 2: - model->vertex[i].x = (M3D_FLOAT)(*((int16_t*)(data+0))) / 32767; - model->vertex[i].y = (M3D_FLOAT)(*((int16_t*)(data+2))) / 32767; - model->vertex[i].z = (M3D_FLOAT)(*((int16_t*)(data+4))) / 32767; - model->vertex[i].w = (M3D_FLOAT)(*((int16_t*)(data+6))) / 32767; + model->vertex[i].x = (M3D_FLOAT)(*((int16_t*)(data+0))) / (M3D_FLOAT)32767.0; + model->vertex[i].y = (M3D_FLOAT)(*((int16_t*)(data+2))) / (M3D_FLOAT)32767.0; + model->vertex[i].z = (M3D_FLOAT)(*((int16_t*)(data+4))) / (M3D_FLOAT)32767.0; + model->vertex[i].w = (M3D_FLOAT)(*((int16_t*)(data+6))) / (M3D_FLOAT)32767.0; data += 8; break; case 4: @@ -3116,7 +3128,7 @@ memerr: M3D_LOG("Out of memory"); case 4: model->vertex[i].color = *((uint32_t*)data); data += 4; break; /* case 8: break; */ } - model->vertex[i].skinid = (M3D_INDEX)-1U; + model->vertex[i].skinid = M3D_UNDEF; data = _m3d_getidx(data, model->sk_s, &model->vertex[i].skinid); } } else @@ -3150,7 +3162,7 @@ memerr: M3D_LOG("Out of memory"); if(!model->skin) goto memerr; for(i = 0; data < chunk && i < model->numskin; i++) { for(j = 0; j < M3D_NUMBONE; j++) { - model->skin[i].boneid[j] = (M3D_INDEX)-1U; + model->skin[i].boneid[j] = M3D_UNDEF; model->skin[i].weight[j] = (M3D_FLOAT)0.0; } memset(&weights, 0, sizeof(weights)); @@ -3164,7 +3176,7 @@ memerr: M3D_LOG("Out of memory"); if(j >= M3D_NUMBONE) data += model->bi_s; else { - model->skin[i].weight[j] = (M3D_FLOAT)(weights[j]) / 255; + model->skin[i].weight[j] = (M3D_FLOAT)(weights[j]) / (M3D_FLOAT)255.0; w += model->skin[i].weight[j]; data = _m3d_getidx(data, model->bi_s, &model->skin[i].boneid[j]); } @@ -3244,7 +3256,8 @@ memerr: M3D_LOG("Out of memory"); M3D_GETSTR(name); m->prop[i].value.textureid = _m3d_gettx(model, readfilecb, freecb, name); if(model->errcode == M3D_ERR_ALLOC) goto memerr; - if(m->prop[i].value.textureid == (M3D_INDEX)-1U) { + /* this error code only returned if readfilecb was specified */ + if(m->prop[i].value.textureid == M3D_UNDEF) { M3D_LOG("Texture not found"); M3D_LOG(m->name); m->numprop--; @@ -3275,7 +3288,7 @@ memerr: M3D_LOG("Out of memory"); M3D_LOG("Mesh data"); /* mesh */ data += sizeof(m3dchunk_t); - mi = (M3D_INDEX)-1U; + mi = M3D_UNDEF; am = model->numface; while(data < chunk) { k = *data++; @@ -3283,7 +3296,7 @@ memerr: M3D_LOG("Out of memory"); k &= 15; if(!n) { /* use material */ - mi = (M3D_INDEX)-1U; + mi = M3D_UNDEF; M3D_GETSTR(name); if(name) { for(j = 0; j < model->nummaterial; j++) @@ -3291,7 +3304,7 @@ memerr: M3D_LOG("Out of memory"); mi = (M3D_INDEX)j; break; } - if(mi == (M3D_INDEX)-1U) model->errcode = M3D_ERR_MTRL; + if(mi == M3D_UNDEF) model->errcode = M3D_ERR_MTRL; } continue; } @@ -3314,7 +3327,7 @@ memerr: M3D_LOG("Out of memory"); if(k & 2) data = _m3d_getidx(data, model->vi_s, &model->face[i].normal[j]); #ifndef M3D_NONORMALS - if(model->face[i].normal[j] == (M3D_INDEX)-1U) neednorm = 1; + if(model->face[i].normal[j] == M3D_UNDEF) neednorm = 1; #endif } } @@ -3333,12 +3346,12 @@ memerr: M3D_LOG("Out of memory"); h->numcmd = 0; h->cmd = NULL; h->name = name; - h->group = (M3D_INDEX)-1U; + h->group = M3D_UNDEF; data = _m3d_getidx(data, model->bi_s, &h->group); - if(h->group != (M3D_INDEX)-1U && h->group >= model->numbone) { + if(h->group != M3D_UNDEF && h->group >= model->numbone) { M3D_LOG("Unknown bone id as shape group in shape"); M3D_LOG(name); - h->group = (M3D_INDEX)-1U; + h->group = M3D_UNDEF; model->errcode = M3D_ERR_SHPE; } while(data < chunk) { @@ -3363,7 +3376,7 @@ memerr: M3D_LOG("Out of memory"); for(k = n = 0, l = cd->p; k < l; k++) switch(cd->a[((k - n) % (cd->p - n)) + n]) { case m3dcp_mi_t: - h->cmd[i].arg[k] = -1U; + h->cmd[i].arg[k] = M3D_NOTDEFINED; M3D_GETSTR(name); if(name) { for(n = 0; n < model->nummaterial; n++) @@ -3371,7 +3384,7 @@ memerr: M3D_LOG("Out of memory"); h->cmd[i].arg[k] = n; break; } - if(h->cmd[i].arg[k] == -1U) model->errcode = M3D_ERR_MTRL; + if(h->cmd[i].arg[k] == M3D_NOTDEFINED) model->errcode = M3D_ERR_MTRL; } break; case m3dcp_vc_t: @@ -3488,7 +3501,7 @@ postprocess: norm = (m3dv_t*)M3D_MALLOC(model->numface * sizeof(m3dv_t)); if(!norm) goto memerr; for(i = 0, n = model->numvertex; i < model->numface; i++) - if(model->face[i].normal[0] == -1U) { + if(model->face[i].normal[0] == M3D_UNDEF) { v0 = &model->vertex[model->face[i].vertex[0]]; v1 = &model->vertex[model->face[i].vertex[1]]; v2 = &model->vertex[model->face[i].vertex[2]]; @@ -3522,7 +3535,7 @@ postprocess: for(i = 0, v0 = &model->vertex[n]; i < n; i++, v0++) { w = _m3d_rsq((v0->x * v0->x) + (v0->y * v0->y) + (v0->z * v0->z)); v0->x *= w; v0->y *= w; v0->z *= w; - v0->skinid = -1U; + v0->skinid = M3D_UNDEF; } M3D_FREE(norm); } @@ -3534,9 +3547,9 @@ postprocess: if(model->vertex[i].skinid < model->numskin) { sk = &model->skin[model->vertex[i].skinid]; w = (M3D_FLOAT)0.0; - for(j = 0; j < M3D_NUMBONE && sk->boneid[j] != (M3D_INDEX)-1U && sk->weight[j] > (M3D_FLOAT)0.0; j++) + for(j = 0; j < M3D_NUMBONE && sk->boneid[j] != M3D_UNDEF && sk->weight[j] > (M3D_FLOAT)0.0; j++) w += sk->weight[j]; - for(j = 0; j < M3D_NUMBONE && sk->boneid[j] != (M3D_INDEX)-1U && sk->weight[j] > (M3D_FLOAT)0.0; j++) { + for(j = 0; j < M3D_NUMBONE && sk->boneid[j] != M3D_UNDEF && sk->weight[j] > (M3D_FLOAT)0.0; j++) { sk->weight[j] /= w; b = &model->bone[sk->boneid[j]]; k = b->numweight++; @@ -3552,7 +3565,7 @@ postprocess: M3D_LOG("Calculating bone transformation matrices"); for(i = 0; i < model->numbone; i++) { b = &model->bone[i]; - if(model->bone[i].parent == (M3D_INDEX)-1U) { + if(model->bone[i].parent == M3D_UNDEF) { _m3d_mat((M3D_FLOAT*)&b->mat4, &model->vertex[b->pos], &model->vertex[b->ori]); } else { _m3d_mat((M3D_FLOAT*)&r, &model->vertex[b->pos], &model->vertex[b->ori]); @@ -3583,7 +3596,7 @@ m3dtr_t *m3d_frame(m3d_t *model, M3D_INDEX actionid, M3D_INDEX frameid, m3dtr_t M3D_INDEX s = frameid; m3dfr_t *fr; - if(!model || !model->numbone || !model->bone || (actionid != (M3D_INDEX)-1U && (!model->action || + if(!model || !model->numbone || !model->bone || (actionid != M3D_UNDEF && (!model->action || actionid >= model->numaction || frameid >= model->action[actionid].numframe))) { model->errcode = M3D_ERR_UNKFRAME; return skeleton; @@ -3597,7 +3610,7 @@ m3dtr_t *m3d_frame(m3d_t *model, M3D_INDEX actionid, M3D_INDEX frameid, m3dtr_t } goto gen; } - if(actionid == (M3D_INDEX)-1U || !frameid) { + if(actionid == M3D_UNDEF || !frameid) { gen: s = 0; for(i = 0; i < model->numbone; i++) { skeleton[i].boneid = i; @@ -3721,7 +3734,7 @@ m3db_t *m3d_pose(m3d_t *model, M3D_INDEX actionid, uint32_t msec) } } for(i = 0; i < model->numbone; i++) { - if(ret[i].parent == (M3D_INDEX)-1U) { + if(ret[i].parent == M3D_UNDEF) { _m3d_mat((M3D_FLOAT*)&ret[i].mat4, &model->vertex[ret[i].pos], &model->vertex[ret[i].ori]); } else { _m3d_mat((M3D_FLOAT*)&r, &model->vertex[ret[i].pos], &model->vertex[ret[i].ori]); @@ -3904,7 +3917,7 @@ m3dhdr_t *_m3d_addhdr(m3dhdr_t *h, m3dstr_t *s) { int i; char *safe = _m3d_safestr(s->str, 0); - i = strlen(safe); + i = (int)strlen(safe); h = (m3dhdr_t*)M3D_REALLOC(h, h->length + i+1); if(!h) { M3D_FREE(safe); return NULL; } memcpy((uint8_t*)h + h->length, safe, i+1); @@ -4033,16 +4046,16 @@ static void _m3d_round(int quality, m3dv_t *src, m3dv_t *dst) /* round according to quality */ switch(quality) { case M3D_EXP_INT8: - t = src->x * 127 + (src->x >= 0 ? (M3D_FLOAT)0.5 : (M3D_FLOAT)-0.5); dst->x = (M3D_FLOAT)t / 127; - t = src->y * 127 + (src->y >= 0 ? (M3D_FLOAT)0.5 : (M3D_FLOAT)-0.5); dst->y = (M3D_FLOAT)t / 127; - t = src->z * 127 + (src->z >= 0 ? (M3D_FLOAT)0.5 : (M3D_FLOAT)-0.5); dst->z = (M3D_FLOAT)t / 127; - t = src->w * 127 + (src->w >= 0 ? (M3D_FLOAT)0.5 : (M3D_FLOAT)-0.5); dst->w = (M3D_FLOAT)t / 127; + t = (int)(src->x * 127 + (src->x >= 0 ? (M3D_FLOAT)0.5 : (M3D_FLOAT)-0.5)); dst->x = (M3D_FLOAT)t / (M3D_FLOAT)127.0; + t = (int)(src->y * 127 + (src->y >= 0 ? (M3D_FLOAT)0.5 : (M3D_FLOAT)-0.5)); dst->y = (M3D_FLOAT)t / (M3D_FLOAT)127.0; + t = (int)(src->z * 127 + (src->z >= 0 ? (M3D_FLOAT)0.5 : (M3D_FLOAT)-0.5)); dst->z = (M3D_FLOAT)t / (M3D_FLOAT)127.0; + t = (int)(src->w * 127 + (src->w >= 0 ? (M3D_FLOAT)0.5 : (M3D_FLOAT)-0.5)); dst->w = (M3D_FLOAT)t / (M3D_FLOAT)127.0; break; case M3D_EXP_INT16: - t = src->x * 32767 + (src->x >= 0 ? (M3D_FLOAT)0.5 : (M3D_FLOAT)-0.5); dst->x = (M3D_FLOAT)t / 32767; - t = src->y * 32767 + (src->y >= 0 ? (M3D_FLOAT)0.5 : (M3D_FLOAT)-0.5); dst->y = (M3D_FLOAT)t / 32767; - t = src->z * 32767 + (src->z >= 0 ? (M3D_FLOAT)0.5 : (M3D_FLOAT)-0.5); dst->z = (M3D_FLOAT)t / 32767; - t = src->w * 32767 + (src->w >= 0 ? (M3D_FLOAT)0.5 : (M3D_FLOAT)-0.5); dst->w = (M3D_FLOAT)t / 32767; + t = (int)(src->x * 32767 + (src->x >= 0 ? (M3D_FLOAT)0.5 : (M3D_FLOAT)-0.5)); dst->x = (M3D_FLOAT)t / (M3D_FLOAT)32767.0; + t = (int)(src->y * 32767 + (src->y >= 0 ? (M3D_FLOAT)0.5 : (M3D_FLOAT)-0.5)); dst->y = (M3D_FLOAT)t / (M3D_FLOAT)32767.0; + t = (int)(src->z * 32767 + (src->z >= 0 ? (M3D_FLOAT)0.5 : (M3D_FLOAT)-0.5)); dst->z = (M3D_FLOAT)t / (M3D_FLOAT)32767.0; + t = (int)(src->w * 32767 + (src->w >= 0 ? (M3D_FLOAT)0.5 : (M3D_FLOAT)-0.5)); dst->w = (M3D_FLOAT)t / (M3D_FLOAT)32767.0; break; } if(dst->x == (M3D_FLOAT)-0.0) dst->x = (M3D_FLOAT)0.0; @@ -4160,7 +4173,7 @@ unsigned char *m3d_save(m3d_t *model, int quality, int flags, unsigned int *size } face[i].opacity = opa[model->face[i].materialid * 2 + 1]; } else - face[i].data.materialid = (M3D_INDEX)-1U; + face[i].data.materialid = M3D_UNDEF; } for(j = 0; j < 3; j++) { k = model->face[i].vertex[j]; @@ -4311,7 +4324,7 @@ unsigned char *m3d_save(m3d_t *model, int quality, int flags, unsigned int *size if(!(flags & M3D_EXP_NOMATERIAL)) { M3D_LOG("Processing materials"); for(i = k = 0; i < model->nummaterial; i++) { - if(mtrlidx[i] == (M3D_INDEX)-1U || !model->material[i].numprop) continue; + if(mtrlidx[i] == M3D_UNDEF || !model->material[i].numprop) continue; mtrlidx[i] = k++; m = &model->material[i]; str = _m3d_addstr(str, &numstr, m->name); @@ -4345,15 +4358,15 @@ unsigned char *m3d_save(m3d_t *model, int quality, int flags, unsigned int *size tmap = (m3dtisave_t*)M3D_MALLOC(model->numtmap * sizeof(m3dtisave_t)); if(!tmap) goto memerr; for(i = 0; i < model->numtmap; i++) { - if(tmapidx[i] == (M3D_INDEX)-1U) continue; + if(tmapidx[i] == M3D_UNDEF) continue; switch(quality) { case M3D_EXP_INT8: - l = model->tmap[i].u * 255; tcoord.data.u = (M3D_FLOAT)l / 255; - l = model->tmap[i].v * 255; tcoord.data.v = (M3D_FLOAT)l / 255; + l = (unsigned int)(model->tmap[i].u * 255); tcoord.data.u = (M3D_FLOAT)l / (M3D_FLOAT)255.0; + l = (unsigned int)(model->tmap[i].v * 255); tcoord.data.v = (M3D_FLOAT)l / (M3D_FLOAT)255.0; break; case M3D_EXP_INT16: - l = model->tmap[i].u * 65535; tcoord.data.u = (M3D_FLOAT)l / 65535; - l = model->tmap[i].v * 65535; tcoord.data.v = (M3D_FLOAT)l / 65535; + l = (unsigned int)(model->tmap[i].u * 65535); tcoord.data.u = (M3D_FLOAT)l / (M3D_FLOAT)65535.0; + l = (unsigned int)(model->tmap[i].v * 65535); tcoord.data.v = (M3D_FLOAT)l / (M3D_FLOAT)65535.0; break; default: tcoord.data.u = model->tmap[i].u; @@ -4387,13 +4400,13 @@ unsigned char *m3d_save(m3d_t *model, int quality, int flags, unsigned int *size if(!skin) goto memerr; memset(skinidx, 255, model->numskin * sizeof(M3D_INDEX)); for(i = 0; i < model->numvertex; i++) { - if(vrtxidx[i] != (M3D_INDEX)-1U && model->vertex[i].skinid < model->numskin) + if(vrtxidx[i] != M3D_UNDEF && model->vertex[i].skinid < model->numskin) skinidx[model->vertex[i].skinid] = 0; } for(i = 0; i < model->numskin; i++) { - if(skinidx[i] == (M3D_INDEX)-1U) continue; + if(skinidx[i] == M3D_UNDEF) continue; memset(&sk, 0, sizeof(m3dssave_t)); - for(j = 0, min_x = (M3D_FLOAT)0.0; j < M3D_NUMBONE && model->skin[i].boneid[j] != (M3D_INDEX)-1U && + for(j = 0, min_x = (M3D_FLOAT)0.0; j < M3D_NUMBONE && model->skin[i].boneid[j] != M3D_UNDEF && model->skin[i].weight[j] > (M3D_FLOAT)0.0; j++) { sk.data.boneid[j] = model->skin[i].boneid[j]; sk.data.weight[j] = model->skin[i].weight[j]; @@ -4428,11 +4441,11 @@ unsigned char *m3d_save(m3d_t *model, int quality, int flags, unsigned int *size vrtx = (m3dvsave_t*)M3D_MALLOC(model->numvertex * sizeof(m3dvsave_t)); if(!vrtx) goto memerr; for(i = numvrtx = 0; i < model->numvertex; i++) { - if(vrtxidx[i] == (M3D_INDEX)-1U) continue; + if(vrtxidx[i] == M3D_UNDEF) continue; _m3d_round(quality, &model->vertex[i], &vertex.data); vertex.norm = norm ? norm[i] : 0; - if(vertex.data.skinid != (M3D_INDEX)-2U && !vertex.norm) { - vertex.data.skinid = vertex.data.skinid != (M3D_INDEX)-1U && skinidx ? skinidx[vertex.data.skinid] : (M3D_INDEX)-1U; + if(vertex.data.skinid != M3D_INDEXMAX && !vertex.norm) { + vertex.data.skinid = vertex.data.skinid != M3D_UNDEF && skinidx ? skinidx[vertex.data.skinid] : M3D_UNDEF; if(vertex.data.x > max_x) max_x = vertex.data.x; if(vertex.data.x < min_x) min_x = vertex.data.x; if(vertex.data.y > max_y) max_y = vertex.data.y; @@ -4481,7 +4494,7 @@ unsigned char *m3d_save(m3d_t *model, int quality, int flags, unsigned int *size if(scale == (M3D_FLOAT)0.0) scale = (M3D_FLOAT)1.0; if(scale != (M3D_FLOAT)1.0) { for(i = 0; i < numvrtx; i++) { - if(vrtx[i].data.skinid == (M3D_INDEX)-2U) continue; + if(vrtx[i].data.skinid == M3D_INDEXMAX) continue; vrtx[i].data.x /= scale; vrtx[i].data.y /= scale; vrtx[i].data.z /= scale; @@ -4528,7 +4541,7 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx); ol = setlocale(LC_NUMERIC, NULL); setlocale(LC_NUMERIC, "C"); /* header */ - len = 64 + strlen(sn) + strlen(sl) + strlen(sa) + strlen(sd); + len = 64 + (unsigned int)(strlen(sn) + strlen(sl) + strlen(sa) + strlen(sd)); out = (unsigned char*)M3D_MALLOC(len); if(!out) { setlocale(LC_NUMERIC, ol); goto memerr; } ptr = (char*)out; @@ -4540,7 +4553,7 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx); if(model->preview.data && model->preview.length) { sl = _m3d_safestr(sn, 0); if(sl) { - ptr -= (uintptr_t)out; len = (uintptr_t)ptr + 20; + ptr -= (uintptr_t)out; len = (unsigned int)((uintptr_t)ptr + (uintptr_t)20); out = (unsigned char*)M3D_REALLOC(out, len); ptr += (uintptr_t)out; if(!out) { setlocale(LC_NUMERIC, ol); goto memerr; } ptr += sprintf(ptr, "Preview\r\n%s.png\r\n\r\n", sl); @@ -4550,11 +4563,11 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx); M3D_FREE(sn); sn = NULL; /* texture map */ if(numtmap && tmap && !(flags & M3D_EXP_NOTXTCRD) && !(flags & M3D_EXP_NOFACE)) { - ptr -= (uintptr_t)out; len = (uintptr_t)ptr + maxtmap * 32 + 12; + ptr -= (uintptr_t)out; len = (unsigned int)((uintptr_t)ptr + (uintptr_t)(maxtmap * 32) + (uintptr_t)12); out = (unsigned char*)M3D_REALLOC(out, len); ptr += (uintptr_t)out; if(!out) { setlocale(LC_NUMERIC, ol); goto memerr; } ptr += sprintf(ptr, "Textmap\r\n"); - last = (M3D_INDEX)-1U; + last = M3D_UNDEF; for(i = 0; i < numtmap; i++) { if(tmap[i].newidx == last) continue; last = tmap[i].newidx; @@ -4564,11 +4577,11 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx); } /* vertex chunk */ if(numvrtx && vrtx && !(flags & M3D_EXP_NOFACE)) { - ptr -= (uintptr_t)out; len = (uintptr_t)ptr + maxvrtx * 128 + 10; + ptr -= (uintptr_t)out; len = (unsigned int)((uintptr_t)ptr + (uintptr_t)(maxvrtx * 128) + (uintptr_t)10); out = (unsigned char*)M3D_REALLOC(out, len); ptr += (uintptr_t)out; if(!out) { setlocale(LC_NUMERIC, ol); goto memerr; } ptr += sprintf(ptr, "Vertex\r\n"); - last = (M3D_INDEX)-1U; + last = M3D_UNDEF; for(i = 0; i < numvrtx; i++) { if(vrtx[i].newidx == last) continue; last = vrtx[i].newidx; @@ -4579,7 +4592,7 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx); if(skin[vrtx[i].data.skinid].data.weight[0] == (M3D_FLOAT)1.0) ptr += sprintf(ptr, " %d", skin[vrtx[i].data.skinid].data.boneid[0]); else - for(j = 0; j < M3D_NUMBONE && skin[vrtx[i].data.skinid].data.boneid[j] != (M3D_INDEX)-1U && + for(j = 0; j < M3D_NUMBONE && skin[vrtx[i].data.skinid].data.boneid[j] != M3D_UNDEF && skin[vrtx[i].data.skinid].data.weight[j] > (M3D_FLOAT)0.0; j++) ptr += sprintf(ptr, " %d:%g", skin[vrtx[i].data.skinid].data.boneid[j], skin[vrtx[i].data.skinid].data.weight[j]); @@ -4590,29 +4603,29 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx); } /* bones chunk */ if(model->numbone && model->bone && !(flags & M3D_EXP_NOBONE)) { - ptr -= (uintptr_t)out; len = (uintptr_t)ptr + 9; + ptr -= (uintptr_t)out; len = (unsigned int)((uintptr_t)ptr + (uintptr_t)9); for(i = 0; i < model->numbone; i++) { - len += strlen(model->bone[i].name) + 128; + len += (unsigned int)strlen(model->bone[i].name) + 128; } out = (unsigned char*)M3D_REALLOC(out, len); ptr += (uintptr_t)out; if(!out) { setlocale(LC_NUMERIC, ol); goto memerr; } ptr += sprintf(ptr, "Bones\r\n"); - ptr = _m3d_prtbone(ptr, model->bone, model->numbone, (M3D_INDEX)-1U, 0, vrtxidx); + ptr = _m3d_prtbone(ptr, model->bone, model->numbone, M3D_UNDEF, 0, vrtxidx); ptr += sprintf(ptr, "\r\n"); } /* materials */ if(model->nummaterial && !(flags & M3D_EXP_NOMATERIAL)) { for(j = 0; j < model->nummaterial; j++) { - if(mtrlidx[j] == (M3D_INDEX)-1U || !model->material[j].numprop || !model->material[j].prop) continue; + if(mtrlidx[j] == M3D_UNDEF || !model->material[j].numprop || !model->material[j].prop) continue; m = &model->material[j]; sn = _m3d_safestr(m->name, 0); if(!sn) { setlocale(LC_NUMERIC, ol); goto memerr; } - ptr -= (uintptr_t)out; len = (uintptr_t)ptr + strlen(sn) + 12; + ptr -= (uintptr_t)out; len = (unsigned int)((uintptr_t)ptr + (uintptr_t)strlen(sn) + (uintptr_t)12); for(i = 0; i < m->numprop; i++) { if(m->prop[i].type < 128) len += 32; else if(m->prop[i].value.textureid < model->numtexture && model->texture[m->prop[i].value.textureid].name) - len += strlen(model->texture[m->prop[i].value.textureid].name) + 16; + len += (unsigned int)strlen(model->texture[m->prop[i].value.textureid].name) + 16; } out = (unsigned char*)M3D_REALLOC(out, len); ptr += (uintptr_t)out; if(!out) { setlocale(LC_NUMERIC, ol); goto memerr; } @@ -4676,7 +4689,7 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx); if(k) continue; sn = _m3d_safestr(model->inlined[j].name, 0); if(!sn) { setlocale(LC_NUMERIC, ol); goto memerr; } - ptr -= (uintptr_t)out; len = (uintptr_t)ptr + strlen(sn) + 18; + ptr -= (uintptr_t)out; len = (unsigned int)((uintptr_t)ptr + (uintptr_t)strlen(sn) + (uintptr_t)18); out = (unsigned char*)M3D_REALLOC(out, len); ptr += (uintptr_t)out; if(!out) { setlocale(LC_NUMERIC, ol); goto memerr; } ptr += sprintf(ptr, "Procedural\r\n%s\r\n\r\n", sn); @@ -4685,24 +4698,24 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx); } /* mesh face */ if(model->numface && face && !(flags & M3D_EXP_NOFACE)) { - ptr -= (uintptr_t)out; len = (uintptr_t)ptr + model->numface * 128 + 6; - last = (M3D_INDEX)-1U; + ptr -= (uintptr_t)out; len = (unsigned int)((uintptr_t)ptr + (uintptr_t)(model->numface * 128) + (uintptr_t)6); + last = M3D_UNDEF; if(!(flags & M3D_EXP_NOMATERIAL)) for(i = 0; i < model->numface; i++) { - j = face[i].data.materialid < model->nummaterial ? face[i].data.materialid : (M3D_INDEX)-1U; + j = face[i].data.materialid < model->nummaterial ? face[i].data.materialid : M3D_UNDEF; if(j != last) { last = j; if(last < model->nummaterial) - len += strlen(model->material[last].name); + len += (unsigned int)strlen(model->material[last].name); len += 6; } } out = (unsigned char*)M3D_REALLOC(out, len); ptr += (uintptr_t)out; if(!out) { setlocale(LC_NUMERIC, ol); goto memerr; } ptr += sprintf(ptr, "Mesh\r\n"); - last = (M3D_INDEX)-1U; + last = M3D_UNDEF; for(i = 0; i < model->numface; i++) { - j = face[i].data.materialid < model->nummaterial ? face[i].data.materialid : (M3D_INDEX)-1U; + j = face[i].data.materialid < model->nummaterial ? face[i].data.materialid : M3D_UNDEF; if(!(flags & M3D_EXP_NOMATERIAL) && j != last) { last = j; if(last < model->nummaterial) { @@ -4716,14 +4729,14 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx); /* hardcoded triangles. Should be repeated as many times as the number of edges in polygon */ for(j = 0; j < 3; j++) { ptr += sprintf(ptr, "%s%d", j?" ":"", vrtxidx[face[i].data.vertex[j]]); - k = -1U; - if(!(flags & M3D_EXP_NOTXTCRD) && (face[i].data.texcoord[j] != (M3D_INDEX)-1U) && - (tmapidx[face[i].data.texcoord[j]] != (M3D_INDEX)-1U)) { + k = M3D_NOTDEFINED; + if(!(flags & M3D_EXP_NOTXTCRD) && (face[i].data.texcoord[j] != M3D_UNDEF) && + (tmapidx[face[i].data.texcoord[j]] != M3D_UNDEF)) { k = tmapidx[face[i].data.texcoord[j]]; ptr += sprintf(ptr, "/%d", k); } - if(!(flags & M3D_EXP_NONORMAL) && (face[i].data.normal[j] != (M3D_INDEX)-1U)) - ptr += sprintf(ptr, "%s/%d", k == -1U? "/" : "", vrtxidx[face[i].data.normal[j]]); + if(!(flags & M3D_EXP_NONORMAL) && (face[i].data.normal[j] != M3D_UNDEF)) + ptr += sprintf(ptr, "%s/%d", k == M3D_NOTDEFINED? "/" : "", vrtxidx[face[i].data.normal[j]]); } ptr += sprintf(ptr, "\r\n"); } @@ -4734,22 +4747,22 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx); for(j = 0; j < model->numshape; j++) { sn = _m3d_safestr(model->shape[j].name, 0); if(!sn) { setlocale(LC_NUMERIC, ol); goto memerr; } - ptr -= (uintptr_t)out; len = (uintptr_t)ptr + strlen(sn) + 33; + ptr -= (uintptr_t)out; len = (unsigned int)((uintptr_t)ptr + (uintptr_t)strlen(sn) + (uintptr_t)33); out = (unsigned char*)M3D_REALLOC(out, len); ptr += (uintptr_t)out; if(!out) { setlocale(LC_NUMERIC, ol); goto memerr; } ptr += sprintf(ptr, "Shape %s\r\n", sn); M3D_FREE(sn); sn = NULL; - if(model->shape[j].group != (M3D_INDEX)-1U && !(flags & M3D_EXP_NOBONE)) + if(model->shape[j].group != M3D_UNDEF && !(flags & M3D_EXP_NOBONE)) ptr += sprintf(ptr, "group %d\r\n", model->shape[j].group); for(i = 0; i < model->shape[j].numcmd; i++) { cmd = &model->shape[j].cmd[i]; if(cmd->type >= (unsigned int)(sizeof(m3d_commandtypes)/sizeof(m3d_commandtypes[0])) || !cmd->arg) continue; cd = &m3d_commandtypes[cmd->type]; - ptr -= (uintptr_t)out; len = (uintptr_t)ptr + strlen(cd->key) + 3; + ptr -= (uintptr_t)out; len = (unsigned int)((uintptr_t)ptr + (uintptr_t)strlen(cd->key) + (uintptr_t)3); for(k = 0; k < cd->p; k++) switch(cd->a[k]) { - case m3dcp_mi_t: if(cmd->arg[k] != -1U) { len += strlen(model->material[cmd->arg[k]].name) + 1; } break; + case m3dcp_mi_t: if(cmd->arg[k] != M3D_NOTDEFINED) { len += (unsigned int)strlen(model->material[cmd->arg[k]].name) + 1; } break; case m3dcp_va_t: len += cmd->arg[k] * (cd->p - k - 1) * 16; k = cd->p; break; default: len += 16; break; } @@ -4759,7 +4772,7 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx); for(k = n = 0, l = cd->p; k < l; k++) { switch(cd->a[((k - n) % (cd->p - n)) + n]) { case m3dcp_mi_t: - if(cmd->arg[k] != -1U) { + if(cmd->arg[k] != M3D_NOTDEFINED) { sn = _m3d_safestr(model->material[cmd->arg[k]].name, 0); if(!sn) { setlocale(LC_NUMERIC, ol); goto memerr; } ptr += sprintf(ptr, " %s", sn); @@ -4781,12 +4794,12 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx); /* annotation labels */ if(model->numlabel && model->label && !(flags & M3D_EXP_NOFACE)) { for(i = 0, j = 3, length = NULL; i < model->numlabel; i++) { - if(model->label[i].name) j += strlen(model->label[i].name); - if(model->label[i].lang) j += strlen(model->label[i].lang); - if(model->label[i].text) j += strlen(model->label[i].text); + if(model->label[i].name) j += (unsigned int)strlen(model->label[i].name); + if(model->label[i].lang) j += (unsigned int)strlen(model->label[i].lang); + if(model->label[i].text) j += (unsigned int)strlen(model->label[i].text); j += 40; } - ptr -= (uintptr_t)out; len = (uintptr_t)ptr + j; + ptr -= (uintptr_t)out; len = (unsigned int)((uintptr_t)ptr + (uintptr_t)j); out = (unsigned char*)M3D_REALLOC(out, len); ptr += (uintptr_t)out; if(!out) { setlocale(LC_NUMERIC, ol); goto memerr; } for(i = 0; i < model->numlabel; i++) { @@ -4821,7 +4834,7 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx); a = &model->action[j]; sn = _m3d_safestr(a->name, 0); if(!sn) { setlocale(LC_NUMERIC, ol); goto memerr; } - ptr -= (uintptr_t)out; len = (uintptr_t)ptr + strlen(sn) + 48; + ptr -= (uintptr_t)out; len = (unsigned int)((uintptr_t)ptr + (uintptr_t)strlen(sn) + (uintptr_t)48); for(i = 0; i < a->numframe; i++) len += a->frame[i].numtransform * 128 + 8; out = (unsigned char*)M3D_REALLOC(out, len); ptr += (uintptr_t)out; @@ -4842,9 +4855,9 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx); if(model->numinlined && model->inlined) { for(i = j = 0; i < model->numinlined; i++) if(model->inlined[i].name) - j += strlen(model->inlined[i].name) + 6; + j += (unsigned int)strlen(model->inlined[i].name) + 6; if(j > 0) { - ptr -= (uintptr_t)out; len = (uintptr_t)ptr + j + 16; + ptr -= (uintptr_t)out; len = (unsigned int)((uintptr_t)ptr + (uintptr_t)j + (uintptr_t)16); out = (unsigned char*)M3D_REALLOC(out, len); ptr += (uintptr_t)out; if(!out) { setlocale(LC_NUMERIC, ol); goto memerr; } ptr += sprintf(ptr, "Assets\r\n"); @@ -4858,7 +4871,7 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx); if(model->numextra && (flags & M3D_EXP_EXTRA)) { for(i = 0; i < model->numextra; i++) { if(model->extra[i]->length < 9) continue; - ptr -= (uintptr_t)out; len = (uintptr_t)ptr + 17 + model->extra[i]->length * 3; + ptr -= (uintptr_t)out; len = (unsigned int)((uintptr_t)ptr + (uintptr_t)17 + (uintptr_t)(model->extra[i]->length * 3)); out = (unsigned char*)M3D_REALLOC(out, len); ptr += (uintptr_t)out; if(!out) { setlocale(LC_NUMERIC, ol); goto memerr; } ptr += sprintf(ptr, "Extra %c%c%c%c\r\n", @@ -4873,7 +4886,7 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx); } } setlocale(LC_NUMERIC, ol); - len = (uintptr_t)ptr - (uintptr_t)out; + len = (unsigned int)((uintptr_t)ptr - (uintptr_t)out); out = (unsigned char*)M3D_REALLOC(out, len + 1); if(!out) goto memerr; out[len] = 0; @@ -4889,10 +4902,10 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx); memcpy((uint8_t*)h, "HEAD", 4); h->length = sizeof(m3dhdr_t); h->scale = scale; - i = strlen(sn); memcpy((uint8_t*)h + h->length, sn, i+1); h->length += i+1; M3D_FREE(sn); - i = strlen(sl); memcpy((uint8_t*)h + h->length, sl, i+1); h->length += i+1; M3D_FREE(sl); - i = strlen(sa); memcpy((uint8_t*)h + h->length, sa, i+1); h->length += i+1; M3D_FREE(sa); - i = strlen(sd); memcpy((uint8_t*)h + h->length, sd, i+1); h->length += i+1; M3D_FREE(sd); + i = (unsigned int)strlen(sn); memcpy((uint8_t*)h + h->length, sn, i+1); h->length += i+1; M3D_FREE(sn); + i = (unsigned int)strlen(sl); memcpy((uint8_t*)h + h->length, sl, i+1); h->length += i+1; M3D_FREE(sl); + i = (unsigned int)strlen(sa); memcpy((uint8_t*)h + h->length, sa, i+1); h->length += i+1; M3D_FREE(sa); + i = (unsigned int)strlen(sd); memcpy((uint8_t*)h + h->length, sd, i+1); h->length += i+1; M3D_FREE(sd); sn = sl = sa = sd = NULL; if(model->inlined) for(i = 0; i < model->numinlined; i++) { @@ -4960,7 +4973,7 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx); memcpy((uint8_t*)h + len, "TMAP", 4); length = (uint32_t*)((uint8_t*)h + len + 4); out = (uint8_t*)h + len + 8; - last = (M3D_INDEX)-1U; + last = M3D_UNDEF; for(i = 0; i < numtmap; i++) { if(tmap[i].newidx == last) continue; last = tmap[i].newidx; @@ -4974,7 +4987,7 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx); case 8: *((double*)out) = tmap[i].data.u; out += 8; *((double*)out) = tmap[i].data.v; out += 8; break; } } - *length = (uintptr_t)out - (uintptr_t)((uint8_t*)h + len); + *length = (uint32_t)((uintptr_t)out - (uintptr_t)((uint8_t*)h + len)); out = NULL; len += *length; } @@ -4986,7 +4999,7 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx); memcpy((uint8_t*)h + len, "VRTS", 4); length = (uint32_t*)((uint8_t*)h + len + 4); out = (uint8_t*)h + len + 8; - last = (M3D_INDEX)-1U; + last = M3D_UNDEF; for(i = 0; i < numvrtx; i++) { if(vrtx[i].newidx == last) continue; last = vrtx[i].newidx; @@ -5024,7 +5037,7 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx); } out = _m3d_addidx(out, sk_s, vrtx[i].data.skinid); } - *length = (uintptr_t)out - (uintptr_t)((uint8_t*)h + len); + *length = (uint32_t)((uintptr_t)out - (uintptr_t)((uint8_t*)h + len)); out = NULL; len += *length; } @@ -5046,12 +5059,12 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx); out = _m3d_addidx(out, vi_s, vrtxidx[model->bone[i].ori]); } if(numskin && skin && sk_s) { - last = (M3D_INDEX)-1U; + last = M3D_UNDEF; for(i = 0; i < numskin; i++) { if(skin[i].newidx == last) continue; last = skin[i].newidx; memset(&weights, 0, nb_s); - for(j = 0; j < (uint32_t)nb_s && skin[i].data.boneid[j] != (M3D_INDEX)-1U && + for(j = 0; j < (uint32_t)nb_s && skin[i].data.boneid[j] != M3D_UNDEF && skin[i].data.weight[j] > (M3D_FLOAT)0.0; j++) weights[j] = (uint8_t)(skin[i].data.weight[j] * 255); switch(nb_s) { @@ -5060,20 +5073,20 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx); case 4: *((uint32_t*)out) = *((uint32_t*)&weights[0]); out += 4; break; case 8: *((uint64_t*)out) = *((uint64_t*)&weights[0]); out += 8; break; } - for(j = 0; j < (uint32_t)nb_s && skin[i].data.boneid[j] != (M3D_INDEX)-1U && weights[j]; j++) { + for(j = 0; j < (uint32_t)nb_s && skin[i].data.boneid[j] != M3D_UNDEF && weights[j]; j++) { out = _m3d_addidx(out, bi_s, skin[i].data.boneid[j]); *length += bi_s; } } } - *length = (uintptr_t)out - (uintptr_t)((uint8_t*)h + len); + *length = (uint32_t)((uintptr_t)out - (uintptr_t)((uint8_t*)h + len)); out = NULL; len += *length; } /* materials */ if(model->nummaterial && !(flags & M3D_EXP_NOMATERIAL)) { for(j = 0; j < model->nummaterial; j++) { - if(mtrlidx[j] == (M3D_INDEX)-1U || !model->material[j].numprop || !model->material[j].prop) continue; + if(mtrlidx[j] == M3D_UNDEF || !model->material[j].numprop || !model->material[j].prop) continue; m = &model->material[j]; chunklen = 12 + si_s + m->numprop * 5; h = (m3dhdr_t*)M3D_REALLOC(h, len + chunklen); @@ -5115,7 +5128,7 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx); break; } } - *length = (uintptr_t)out - (uintptr_t)((uint8_t*)h + len); + *length = (uint32_t)((uintptr_t)out - (uintptr_t)((uint8_t*)h + len)); len += *length; out = NULL; } @@ -5152,7 +5165,7 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx); memcpy((uint8_t*)h + len, "MESH", 4); length = (uint32_t*)((uint8_t*)h + len + 4); out = (uint8_t*)h + len + 8; - last = (M3D_INDEX)-1U; + last = M3D_UNDEF; for(i = 0; i < model->numface; i++) { if(!(flags & M3D_EXP_NOMATERIAL) && face[i].data.materialid != last) { last = face[i].data.materialid; @@ -5162,10 +5175,10 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx); } /* hardcoded triangles. */ k = (3 << 4) | - (((flags & M3D_EXP_NOTXTCRD) || !ti_s || face[i].data.texcoord[0] == (M3D_INDEX)-1U || - face[i].data.texcoord[1] == (M3D_INDEX)-1U || face[i].data.texcoord[2] == (M3D_INDEX)-1U) ? 0 : 1) | - (((flags & M3D_EXP_NONORMAL) || face[i].data.normal[0] == (M3D_INDEX)-1U || - face[i].data.normal[1] == (M3D_INDEX)-1U || face[i].data.normal[2] == (M3D_INDEX)-1U) ? 0 : 2); + (((flags & M3D_EXP_NOTXTCRD) || !ti_s || face[i].data.texcoord[0] == M3D_UNDEF || + face[i].data.texcoord[1] == M3D_UNDEF || face[i].data.texcoord[2] == M3D_UNDEF) ? 0 : 1) | + (((flags & M3D_EXP_NONORMAL) || face[i].data.normal[0] == M3D_UNDEF || + face[i].data.normal[1] == M3D_UNDEF || face[i].data.normal[2] == M3D_UNDEF) ? 0 : 2); *out++ = k; for(j = 0; j < 3; j++) { out = _m3d_addidx(out, vi_s, vrtxidx[face[i].data.vertex[j]]); @@ -5175,7 +5188,7 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx); out = _m3d_addidx(out, vi_s, vrtxidx[face[i].data.normal[j]]); } } - *length = (uintptr_t)out - (uintptr_t)((uint8_t*)h + len); + *length = (uint32_t)((uintptr_t)out - (uintptr_t)((uint8_t*)h + len)); len += *length; out = NULL; } @@ -5226,7 +5239,7 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx); } } } - *length = (uintptr_t)out - (uintptr_t)((uint8_t*)h + len); + *length = (uint32_t)((uintptr_t)out - (uintptr_t)((uint8_t*)h + len)); len += *length; out = NULL; } @@ -5238,7 +5251,7 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx); sl = model->label[i].lang; sn = model->label[i].name; if(length) { - *length = (uintptr_t)out - (uintptr_t)((uint8_t*)h + len); + *length = (uint32_t)((uintptr_t)out - (uintptr_t)((uint8_t*)h + len)); len += *length; } chunklen = 8 + 2 * si_s + ci_s + model->numlabel * (vi_s + si_s); @@ -5260,7 +5273,7 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx); out = _m3d_addidx(out, si_s, _m3d_stridx(str, numstr, model->label[l].text)); } if(length) { - *length = (uintptr_t)out - (uintptr_t)((uint8_t*)h + len); + *length = (uint32_t)((uintptr_t)out - (uintptr_t)((uint8_t*)h + len)); len += *length; } out = NULL; @@ -5288,7 +5301,7 @@ memerr: if(vrtxidx) M3D_FREE(vrtxidx); out = _m3d_addidx(out, vi_s, vrtxidx[a->frame[i].transform[k].ori]); } } - *length = (uintptr_t)out - (uintptr_t)((uint8_t*)h + len); + *length = (uint32_t)((uintptr_t)out - (uintptr_t)((uint8_t*)h + len)); len += *length; out = NULL; } diff --git a/code/MD2/MD2FileData.h b/code/MD2/MD2FileData.h index 9fcb8b0e2..911cd4b98 100644 --- a/code/MD2/MD2FileData.h +++ b/code/MD2/MD2FileData.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/MD2/MD2Loader.cpp b/code/MD2/MD2Loader.cpp index 7023c0fa3..473ab99bc 100644 --- a/code/MD2/MD2Loader.cpp +++ b/code/MD2/MD2Loader.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team diff --git a/code/MD2/MD2Loader.h b/code/MD2/MD2Loader.h index a3863f366..cbebc90a4 100644 --- a/code/MD2/MD2Loader.h +++ b/code/MD2/MD2Loader.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/MD2/MD2NormalTable.h b/code/MD2/MD2NormalTable.h index f82b57683..c5c790872 100644 --- a/code/MD2/MD2NormalTable.h +++ b/code/MD2/MD2NormalTable.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/MD3/MD3FileData.h b/code/MD3/MD3FileData.h index 2acd6631f..a98af199c 100644 --- a/code/MD3/MD3FileData.h +++ b/code/MD3/MD3FileData.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/MD3/MD3Loader.cpp b/code/MD3/MD3Loader.cpp index 1e78b6e05..2051ecdda 100644 --- a/code/MD3/MD3Loader.cpp +++ b/code/MD3/MD3Loader.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team @@ -973,7 +973,7 @@ void MD3Importer::InternReadFile( const std::string& pFile, aiScene* pScene, IOS AI_SWAP2( pcVertices[i].Z ); AI_SWAP4( pcUVs[i].U ); - AI_SWAP4( pcUVs[i].U ); + AI_SWAP4( pcUVs[i].V ); } for (uint32_t i = 0; i < pcSurfaces->NUM_TRIANGLES;++i) { AI_SWAP4(pcTriangles[i].INDEXES[0]); diff --git a/code/MD3/MD3Loader.h b/code/MD3/MD3Loader.h index 01b840228..8d8304345 100644 --- a/code/MD3/MD3Loader.h +++ b/code/MD3/MD3Loader.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/MD4/MD4FileData.h b/code/MD4/MD4FileData.h index ed3dc65e7..880df3230 100644 --- a/code/MD4/MD4FileData.h +++ b/code/MD4/MD4FileData.h @@ -2,7 +2,7 @@ Open Asset Import Library (ASSIMP) ---------------------------------------------------------------------- -Copyright (c) 2006-2010, ASSIMP Development Team +Copyright (c) 2006-2020, ASSIMP Development Team All rights reserved. Redistribution and use of this software in source and binary forms, diff --git a/code/MD5/MD5Loader.cpp b/code/MD5/MD5Loader.cpp index a4aed8d70..8c41794e7 100644 --- a/code/MD5/MD5Loader.cpp +++ b/code/MD5/MD5Loader.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team diff --git a/code/MD5/MD5Loader.h b/code/MD5/MD5Loader.h index e15cc3fb9..196ffb69a 100644 --- a/code/MD5/MD5Loader.h +++ b/code/MD5/MD5Loader.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/MD5/MD5Parser.cpp b/code/MD5/MD5Parser.cpp index 37490212f..0d3b9c74a 100644 --- a/code/MD5/MD5Parser.cpp +++ b/code/MD5/MD5Parser.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team diff --git a/code/MD5/MD5Parser.h b/code/MD5/MD5Parser.h index f7ff5303f..692cb72ba 100644 --- a/code/MD5/MD5Parser.h +++ b/code/MD5/MD5Parser.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/MDC/MDCFileData.h b/code/MDC/MDCFileData.h index 052473158..9ec73c170 100644 --- a/code/MDC/MDCFileData.h +++ b/code/MDC/MDCFileData.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/MDC/MDCLoader.cpp b/code/MDC/MDCLoader.cpp index 084ec6024..db4cdef54 100644 --- a/code/MDC/MDCLoader.cpp +++ b/code/MDC/MDCLoader.cpp @@ -3,7 +3,7 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team @@ -355,7 +355,7 @@ void MDCImporter::InternReadFile( // swap all texture coordinates for (unsigned int i = 0; i < pcSurface->ulNumVertices;++i) { - AI_SWAP4( pcUVs->v ); + AI_SWAP4( pcUVs->u ); AI_SWAP4( pcUVs->v ); } diff --git a/code/MDC/MDCLoader.h b/code/MDC/MDCLoader.h index a21b8a55a..abd23bb19 100644 --- a/code/MDC/MDCLoader.h +++ b/code/MDC/MDCLoader.h @@ -2,7 +2,7 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2019, assimp team +Copyright (c) 2006-2020, assimp team All rights reserved. diff --git a/code/MDL/HalfLife/HL1FileData.h b/code/MDL/HalfLife/HL1FileData.h new file mode 100644 index 000000000..a3cbb3439 --- /dev/null +++ b/code/MDL/HalfLife/HL1FileData.h @@ -0,0 +1,600 @@ +/* +--------------------------------------------------------------------------- +Open Asset Import Library (assimp) +--------------------------------------------------------------------------- + +Copyright (c) 2006-2020, assimp 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 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 HL1FileData.h + * @brief Definition of in-memory structures for the + * Half-Life 1 MDL file format. + */ + +#ifndef AI_HL1FILEDATA_INCLUDED +#define AI_HL1FILEDATA_INCLUDED + +#include "HalfLifeMDLBaseHeader.h" + +#include +#include + +namespace Assimp { +namespace MDL { +namespace HalfLife { + +using vec3_t = float[3]; + +/** \struct Header_HL1 + * \brief Data structure for the HL1 MDL file header. + */ +struct Header_HL1 : HalfLifeMDLBaseHeader { + //! The model name. + char name[64]; + + //! The total file size in bytes. + int32_t length; + + //! Ideal eye position. + vec3_t eyeposition; + + //! Ideal movement hull size. + vec3_t min; + vec3_t max; + + //! Clipping bounding box. + vec3_t bbmin; + vec3_t bbmax; + + //! Was "flags". + int32_t unused; + + //! The number of bones. + int32_t numbones; + + //! Offset to the first bone chunk. + int32_t boneindex; + + //! The number of bone controllers. + int32_t numbonecontrollers; + + //! Offset to the first bone controller chunk. + int32_t bonecontrollerindex; + + //! The number of hitboxes. + int32_t numhitboxes; + + //! Offset to the first hitbox chunk. + int32_t hitboxindex; + + //! The number of sequences. + int32_t numseq; + + //! Offset to the first sequence description chunk. + int32_t seqindex; + + //! The number of sequence groups. + int32_t numseqgroups; + + //! Offset to the first sequence group chunk. + int32_t seqgroupindex; + + //! The number of textures. + int32_t numtextures; + + //! Offset to the first texture chunk. + int32_t textureindex; + + //! Offset to the first texture's image data. + int32_t texturedataindex; + + //! The number of replaceable textures. + int32_t numskinref; + + //! The number of skin families. + int32_t numskinfamilies; + + //! Offset to the first replaceable texture. + int32_t skinindex; + + //! The number of bodyparts. + int32_t numbodyparts; + + //! Offset the the first bodypart. + int32_t bodypartindex; + + //! The number of attachments. + int32_t numattachments; + + //! Offset the the first attachment chunk. + int32_t attachmentindex; + + //! Was "soundtable". + int32_t unused2; + + //! Was "soundindex". + int32_t unused3; + + //! Was "soundgroups". + int32_t unused4; + + //! Was "soundgroupindex". + int32_t unused5; + + //! The number of nodes in the sequence transition graph. + int32_t numtransitions; + + //! Offset the the first sequence transition. + int32_t transitionindex; +} PACK_STRUCT; + +/** \struct SequenceHeader_HL1 + * \brief Data structure for the file header of a demand loaded + * HL1 MDL sequence group file. + */ +struct SequenceHeader_HL1 : HalfLifeMDLBaseHeader { + //! The sequence group file name. + char name[64]; + + //! The total file size in bytes. + int32_t length; +} PACK_STRUCT; + +/** \struct Bone_HL1 + * \brief Data structure for a bone in HL1 MDL files. + */ +struct Bone_HL1 { + //! The bone name. + char name[32]; + + //! The parent bone index. (-1) If it has no parent. + int32_t parent; + + //! Was "flags". + int32_t unused; + + //! Available bone controller per motion type. + //! (-1) if no controller is available. + int32_t bonecontroller[6]; + + /*! Default position and rotation values where + * scale[0] = position.X + * scale[1] = position.Y + * scale[2] = position.Z + * scale[3] = rotation.X + * scale[4] = rotation.Y + * scale[5] = rotation.Z + */ + float value[6]; + + /*! Compressed scale values where + * scale[0] = position.X scale + * scale[1] = position.Y scale + * scale[2] = position.Z scale + * scale[3] = rotation.X scale + * scale[4] = rotation.Y scale + * scale[5] = rotation.Z scale + */ + float scale[6]; +} PACK_STRUCT; + +/** \struct BoneController_HL1 + * \brief Data structure for a bone controller in HL1 MDL files. + */ +struct BoneController_HL1 { + //! Bone affected by this controller. + int32_t bone; + + //! The motion type. + int32_t type; + + //! The minimum and maximum values. + float start; + float end; + + // Was "rest". + int32_t unused; + + // The bone controller channel. + int32_t index; +} PACK_STRUCT; + +/** \struct Hitbox_HL1 + * \brief Data structure for a hitbox in HL1 MDL files. + */ +struct Hitbox_HL1 { + //! The bone this hitbox follows. + int32_t bone; + + //! The hit group. + int32_t group; + + //! The hitbox minimum and maximum extents. + vec3_t bbmin; + vec3_t bbmax; +} PACK_STRUCT; + +/** \struct SequenceGroup_HL1 + * \brief Data structure for a sequence group in HL1 MDL files. + */ +struct SequenceGroup_HL1 { + //! A textual name for this sequence group. + char label[32]; + + //! The file name. + char name[64]; + + //! Was "cache". + int32_t unused; + + //! Was "data". + int32_t unused2; +} PACK_STRUCT; + +//! The type of blending for a sequence. +enum SequenceBlendMode_HL1 { + NoBlend = 1, + TwoWayBlending = 2, + FourWayBlending = 4, +}; + +/** \struct SequenceDesc_HL1 + * \brief Data structure for a sequence description in HL1 MDL files. + */ +struct SequenceDesc_HL1 { + //! The sequence name. + char label[32]; + + //! Frames per second. + float fps; + + //! looping/non-looping flags. + int32_t flags; + + //! The sequence activity. + int32_t activity; + + //! The sequence activity weight. + int32_t actweight; + + //! The number of animation events. + int32_t numevents; + + //! Offset the the first animation event chunk. + int32_t eventindex; + + //! The number of frames in the sequence. + int32_t numframes; + + //! Was "numpivots". + int32_t unused; + + //! Was "pivotindex". + int32_t unused2; + + //! Linear motion type. + int32_t motiontype; + + //! Linear motion bone. + int32_t motionbone; + + //! Linear motion. + vec3_t linearmovement; + + //! Was "automoveposindex". + int32_t unused3; + + //! Was "automoveangleindex". + int32_t unused4; + + //! The sequence minimum and maximum extents. + vec3_t bbmin; + vec3_t bbmax; + + //! The number of blend animations. + int32_t numblends; + + //! Offset to first the AnimValueOffset_HL1 chunk. + //! This offset is relative to the SequenceHeader_HL1 of the file + //! that contains the animation data. + int32_t animindex; + + //! The motion type of each blend controller. + int32_t blendtype[2]; + + //! The starting value of each blend controller. + float blendstart[2]; + + //! The ending value of each blend controller. + float blendend[2]; + + //! Was "blendparent". + int32_t unused5; + + //! The sequence group. + int32_t seqgroup; + + //! The node at entry in the sequence transition graph. + int32_t entrynode; + + //! The node at exit in the sequence transition graph. + int32_t exitnode; + + //! Transition rules. + int32_t nodeflags; + + //! Was "nextseq" + int32_t unused6; +} PACK_STRUCT; + +/** \struct AnimEvent_HL1 + * \brief Data structure for an animation event in HL1 MDL files. + */ +struct AnimEvent_HL1 { + //! The frame at which this animation event occurs. + int32_t frame; + + //! The script event type. + int32_t event; + + //! was "type" + int32_t unused; + + //! Options. Could be path to sound WAVE files. + char options[64]; +} PACK_STRUCT; + +/** \struct Attachment_HL1 + * \brief Data structure for an attachment in HL1 MDL files. + */ +struct Attachment_HL1 { + //! Was "name". + char unused[32]; + + //! Was "type". + int32_t unused2; + + //! The bone this attachment follows. + int32_t bone; + + //! The attachment origin. + vec3_t org; + + //! Was "vectors" + vec3_t unused3[3]; +} PACK_STRUCT; + +/** \struct AnimValueOffset_HL1 + * \brief Data structure to hold offsets (one per motion type) + * to the first animation frame value for a single bone + * in HL1 MDL files. + */ +struct AnimValueOffset_HL1 { + unsigned short offset[6]; +} PACK_STRUCT; + +/** \struct AnimValue_HL1 + * \brief Data structure for an animation frame in HL1 MDL files. + */ +union AnimValue_HL1 { + struct { + uint8_t valid; + uint8_t total; + } num; + short value; +} PACK_STRUCT; + +/** \struct Bodypart_HL1 + * \brief Data structure for a bodypart in HL1 MDL files. + */ +struct Bodypart_HL1 { + //! The bodypart name. + char name[64]; + + //! The number of available models for this bodypart. + int32_t nummodels; + + //! Used to convert from a global model index + //! to a local bodypart model index. + int32_t base; + + //! The offset to the first model chunk. + int32_t modelindex; +} PACK_STRUCT; + +/** \struct Texture_HL1 + * \brief Data structure for a texture in HL1 MDL files. + */ +struct Texture_HL1 { + //! Texture file name. + char name[64]; + + //! Texture flags. + int32_t flags; + + //! Texture width in pixels. + int32_t width; + + //! Texture height in pixels. + int32_t height; + + //! Offset to the image data. + //! This offset is relative to the texture file header. + int32_t index; +} PACK_STRUCT; + +/** \struct Model_HL1 + * \brief Data structure for a model in HL1 MDL files. + */ +struct Model_HL1 { + //! Model name. + char name[64]; + + //! Was "type". + int32_t unused; + + //! Was "boundingradius". + float unused2; + + //! The number of meshes in the model. + int32_t nummesh; + + //! Offset to the first mesh chunk. + int32_t meshindex; + + //! The number of unique vertices. + int32_t numverts; + + //! Offset to the vertex bone array. + int32_t vertinfoindex; + + //! Offset to the vertex array. + int32_t vertindex; + + //! The number of unique normals. + int32_t numnorms; + + //! Offset to the normal bone array. + int32_t norminfoindex; + + //! Offset to the normal array. + int32_t normindex; + + //! Was "numgroups". + int32_t unused3; + + //! Was "groupindex". + int32_t unused4; +} PACK_STRUCT; + +/** \struct Mesh_HL1 + * \brief Data structure for a mesh in HL1 MDL files. + */ +struct Mesh_HL1 { + //! Can be interpreted as the number of triangles in the mesh. + int32_t numtris; + + //! Offset to the start of the tris sequence. + int32_t triindex; + + //! The skin index. + int32_t skinref; + + //! The number of normals in the mesh. + int32_t numnorms; + + //! Was "normindex". + int32_t unused; +} PACK_STRUCT; + +/** \struct Trivert + * \brief Data structure for a trivert in HL1 MDL files. + */ +struct Trivert { + //! Index into Model_HL1 vertex array. + short vertindex; + + //! Index into Model_HL1 normal array. + short normindex; + + //! Texture coordinates in absolute space (unnormalized). + short s, t; +} PACK_STRUCT; + +#include + +#if (!defined AI_MDL_HL1_VERSION) +#define AI_MDL_HL1_VERSION 10 +#endif +#if (!defined AI_MDL_HL1_MAX_TRIANGLES) +#define AI_MDL_HL1_MAX_TRIANGLES 20000 +#endif +#if (!defined AI_MDL_HL1_MAX_VERTICES) +#define AI_MDL_HL1_MAX_VERTICES 2048 +#endif +#if (!defined AI_MDL_HL1_MAX_SEQUENCES) +#define AI_MDL_HL1_MAX_SEQUENCES 2048 +#endif +#if (!defined AI_MDL_HL1_MAX_SEQUENCE_GROUPS) +#define AI_MDL_HL1_MAX_SEQUENCE_GROUPS 32 +#endif +#if (!defined AI_MDL_HL1_MAX_TEXTURES) +#define AI_MDL_HL1_MAX_TEXTURES 100 +#endif +#if (!defined AI_MDL_HL1_MAX_SKIN_FAMILIES) +#define AI_MDL_HL1_MAX_SKIN_FAMILIES 100 +#endif +#if (!defined AI_MDL_HL1_MAX_BONES) +#define AI_MDL_HL1_MAX_BONES 128 +#endif +#if (!defined AI_MDL_HL1_MAX_BODYPARTS) +#define AI_MDL_HL1_MAX_BODYPARTS 32 +#endif +#if (!defined AI_MDL_HL1_MAX_MODELS) +#define AI_MDL_HL1_MAX_MODELS 32 +#endif +#if (!defined AI_MDL_HL1_MAX_MESHES) +#define AI_MDL_HL1_MAX_MESHES 256 +#endif +#if (!defined AI_MDL_HL1_MAX_EVENTS) +#define AI_MDL_HL1_MAX_EVENTS 1024 +#endif +#if (!defined AI_MDL_HL1_MAX_BONE_CONTROLLERS) +#define AI_MDL_HL1_MAX_BONE_CONTROLLERS 8 +#endif +#if (!defined AI_MDL_HL1_MAX_ATTACHMENTS) +#define AI_MDL_HL1_MAX_ATTACHMENTS 512 +#endif + +// lighting options +#if (!defined AI_MDL_HL1_STUDIO_NF_FLATSHADE) +#define AI_MDL_HL1_STUDIO_NF_FLATSHADE 0x0001 +#endif +#if (!defined AI_MDL_HL1_STUDIO_NF_CHROME) +#define AI_MDL_HL1_STUDIO_NF_CHROME 0x0002 +#endif +#if (!defined AI_MDL_HL1_STUDIO_NF_ADDITIVE) +#define AI_MDL_HL1_STUDIO_NF_ADDITIVE 0x0020 +#endif +#if (!defined AI_MDL_HL1_STUDIO_NF_MASKED) +#define AI_MDL_HL1_STUDIO_NF_MASKED 0x0040 +#endif + +} // namespace HalfLife +} // namespace MDL +} // namespace Assimp + +#endif // AI_HL1FILEDATA_INCLUDED diff --git a/code/MDL/HalfLife/HL1ImportDefinitions.h b/code/MDL/HalfLife/HL1ImportDefinitions.h new file mode 100644 index 000000000..29b1cdceb --- /dev/null +++ b/code/MDL/HalfLife/HL1ImportDefinitions.h @@ -0,0 +1,64 @@ +/* +--------------------------------------------------------------------------- +Open Asset Import Library (assimp) +--------------------------------------------------------------------------- + +Copyright (c) 2006-2020, assimp 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 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 HL1ImportDefinitions.h + * @brief HL1 MDL loader specific definitions. + */ + +#ifndef AI_MDL_HL1_IMPORT_DEFINITIONS_INCLUDED +#define AI_MDL_HL1_IMPORT_DEFINITIONS_INCLUDED + +#define AI_MDL_HL1_NODE_ROOT "" +#define AI_MDL_HL1_NODE_BODYPARTS "" +#define AI_MDL_HL1_NODE_BONES "" +#define AI_MDL_HL1_NODE_BONE_CONTROLLERS "" +#define AI_MDL_HL1_NODE_SEQUENCE_INFOS "" +#define AI_MDL_HL1_NODE_SEQUENCE_GROUPS "" +#define AI_MDL_HL1_NODE_SEQUENCE_TRANSITION_GRAPH "" +#define AI_MDL_HL1_NODE_ATTACHMENTS "" +#define AI_MDL_HL1_NODE_HITBOXES "" +#define AI_MDL_HL1_NODE_GLOBAL_INFO "" +#define AI_MDL_HL1_NODE_ANIMATION_EVENTS "AnimationEvents" +#define AI_MDL_HL1_NODE_BLEND_CONTROLLERS "BlendControllers" + +#define AI_MDL_HL1_MATKEY_CHROME(type, N) "$mat.HL1.chrome", type, N + +#endif // AI_MDL_HL1_IMPORT_DEFINITIONS_INCLUDED diff --git a/code/MDL/HalfLife/HL1ImportSettings.h b/code/MDL/HalfLife/HL1ImportSettings.h new file mode 100644 index 000000000..50be1f366 --- /dev/null +++ b/code/MDL/HalfLife/HL1ImportSettings.h @@ -0,0 +1,85 @@ +/* +--------------------------------------------------------------------------- +Open Asset Import Library (assimp) +--------------------------------------------------------------------------- + +Copyright (c) 2006-2020, assimp 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 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 HL1ImportSettings.h + * @brief Half-Life 1 MDL loader configuration settings. + */ + +#ifndef AI_HL1IMPORTSETTINGS_INCLUDED +#define AI_HL1IMPORTSETTINGS_INCLUDED + +#include + +namespace Assimp { +namespace MDL { +namespace HalfLife { + +struct HL1ImportSettings { + HL1ImportSettings() : + read_animations(false), + read_animation_events(false), + read_blend_controllers(false), + read_sequence_groups_info(false), + read_sequence_transitions(false), + read_attachments(false), + read_bone_controllers(false), + read_hitboxes(false), + read_textures(false), + read_misc_global_info(false) { + } + + bool read_animations; + bool read_animation_events; + bool read_blend_controllers; + bool read_sequence_groups_info; + bool read_sequence_transitions; + bool read_attachments; + bool read_bone_controllers; + bool read_hitboxes; + bool read_textures; + bool read_misc_global_info; +}; + +} // namespace HalfLife +} // namespace MDL +} // namespace Assimp + +#endif // AI_HL1IMPORTSETTINGS_INCLUDED diff --git a/code/MDL/HalfLife/HL1MDLLoader.cpp b/code/MDL/HalfLife/HL1MDLLoader.cpp new file mode 100644 index 000000000..c18528e59 --- /dev/null +++ b/code/MDL/HalfLife/HL1MDLLoader.cpp @@ -0,0 +1,1348 @@ +/* +--------------------------------------------------------------------------- +Open Asset Import Library (assimp) +--------------------------------------------------------------------------- + +Copyright (c) 2006-2020, assimp 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 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 HL1MDLLoader.cpp + * @brief Implementation for the Half-Life 1 MDL loader. + */ + +#include "HL1MDLLoader.h" +#include "HL1ImportDefinitions.h" +#include "HL1MeshTrivert.h" +#include "UniqueNameGenerator.h" + +#include +#include +#include +#include +#include +#include + +#include +#include + +#ifdef MDL_HALFLIFE_LOG_WARN_HEADER +#undef MDL_HALFLIFE_LOG_WARN_HEADER +#endif +#define MDL_HALFLIFE_LOG_HEADER "[Half-Life 1 MDL] " +#include "LogFunctions.h" + +namespace Assimp { +namespace MDL { +namespace HalfLife { + +// ------------------------------------------------------------------------------------------------ +HL1MDLLoader::HL1MDLLoader( + aiScene *scene, + IOSystem *io, + const unsigned char *buffer, + const std::string &file_path, + const HL1ImportSettings &import_settings) : + scene_(scene), + io_(io), + buffer_(buffer), + file_path_(file_path), + import_settings_(import_settings), + header_(nullptr), + texture_header_(nullptr), + anim_headers_(nullptr), + texture_buffer_(nullptr), + anim_buffers_(nullptr), + num_sequence_groups_(0), + rootnode_children_(), + unique_name_generator_(), + unique_sequence_names_(), + unique_sequence_groups_names_(), + temp_bones_(), + num_blend_controllers_(0), + total_models_(0) { + load_file(); +} + +// ------------------------------------------------------------------------------------------------ +HL1MDLLoader::~HL1MDLLoader() { + release_resources(); +} + +// ------------------------------------------------------------------------------------------------ +void HL1MDLLoader::release_resources() { + if (buffer_ != texture_buffer_) { + delete[] texture_buffer_; + texture_buffer_ = nullptr; + } + + if (num_sequence_groups_ && anim_buffers_) { + for (int i = 1; i < num_sequence_groups_; ++i) { + if (anim_buffers_[i]) { + delete[] anim_buffers_[i]; + anim_buffers_[i] = nullptr; + } + } + + delete[] anim_buffers_; + anim_buffers_ = nullptr; + } + + if (anim_headers_) { + delete[] anim_headers_; + anim_headers_ = nullptr; + } + + // Root has some children nodes. so let's proceed them + if (!rootnode_children_.empty()) { + // Here, it means that the nodes were not added to the + // scene root node. We still have to delete them. + for (auto it = rootnode_children_.begin(); it != rootnode_children_.end(); ++it) { + if (*it) { + delete *it; + } + } + // Ensure this happens only once. + rootnode_children_.clear(); + } +} + +// ------------------------------------------------------------------------------------------------ +void HL1MDLLoader::load_file() { + try { + header_ = (const Header_HL1 *)buffer_; + validate_header(header_, false); + + // Create the root scene node. + scene_->mRootNode = new aiNode(AI_MDL_HL1_NODE_ROOT); + + load_texture_file(); + + if (import_settings_.read_animations) { + load_sequence_groups_files(); + } + + read_textures(); + read_skins(); + + read_bones(); + read_meshes(); + + if (import_settings_.read_animations) { + read_sequence_groups_info(); + read_animations(); + read_sequence_infos(); + if (import_settings_.read_sequence_transitions) + read_sequence_transitions(); + } + + if (import_settings_.read_attachments) { + read_attachments(); + } + + if (import_settings_.read_hitboxes) { + read_hitboxes(); + } + + if (import_settings_.read_bone_controllers) { + read_bone_controllers(); + } + + read_global_info(); + + if (!header_->numbodyparts) { + // This could be an MDL external texture file. In this case, + // add this flag to allow the scene to be loaded even if it + // has no meshes. + scene_->mFlags |= AI_SCENE_FLAGS_INCOMPLETE; + } + + // Append children to root node. + if (rootnode_children_.size()) { + scene_->mRootNode->addChildren( + static_cast(rootnode_children_.size()), + rootnode_children_.data()); + + // Clear the list of nodes so they will not be destroyed + // when resources are released. + rootnode_children_.clear(); + } + + release_resources(); + + } catch (...) { + release_resources(); + throw; + } +} + +// ------------------------------------------------------------------------------------------------ +void HL1MDLLoader::validate_header(const Header_HL1 *header, bool is_texture_header) { + if (is_texture_header) { + // Every single Half-Life model is assumed to have at least one texture. + if (!header->numtextures) { + throw DeadlyImportError(MDL_HALFLIFE_LOG_HEADER "There are no textures in the file"); + } + + if (header->numtextures > AI_MDL_HL1_MAX_TEXTURES) { + log_warning_limit_exceeded(header->numtextures, "textures"); + } + + if (header->numskinfamilies > AI_MDL_HL1_MAX_SKIN_FAMILIES) { + log_warning_limit_exceeded(header->numskinfamilies, "skin families"); + } + + } else { + + if (header->numbodyparts > AI_MDL_HL1_MAX_BODYPARTS) { + log_warning_limit_exceeded(header->numbodyparts, "bodyparts"); + } + + if (header->numbones > AI_MDL_HL1_MAX_BONES) { + log_warning_limit_exceeded(header->numbones, "bones"); + } + + if (header->numbonecontrollers > AI_MDL_HL1_MAX_BONE_CONTROLLERS) { + log_warning_limit_exceeded(header->numbonecontrollers, "bone controllers"); + } + + if (header->numseq > AI_MDL_HL1_MAX_SEQUENCES) { + log_warning_limit_exceeded(header->numseq, "sequences"); + } + + if (header->numseqgroups > AI_MDL_HL1_MAX_SEQUENCE_GROUPS) { + log_warning_limit_exceeded(header->numseqgroups, "sequence groups"); + } + + if (header->numattachments > AI_MDL_HL1_MAX_ATTACHMENTS) { + log_warning_limit_exceeded(header->numattachments, "attachments"); + } + } +} + +// ------------------------------------------------------------------------------------------------ +/* + Load textures. + + There are two ways for textures to be stored in a Half-Life model: + + 1. Directly in the MDL file (filePath) or + 2. In an external MDL file. + + Due to the way StudioMDL works (tool used to compile SMDs into MDLs), + it is assumed that an external texture file follows the naming + convention: T.mdl. Note the extra (T) at the end of the + model name. + + .e.g For a given model named MyModel.mdl + + The external texture file name would be MyModelT.mdl +*/ +void HL1MDLLoader::load_texture_file() { + if (header_->numtextures == 0) { + // Load an external MDL texture file. + std::string texture_file_path = + DefaultIOSystem::absolutePath(file_path_) + io_->getOsSeparator() + + DefaultIOSystem::completeBaseName(file_path_) + "T." + + BaseImporter::GetExtension(file_path_); + + load_file_into_buffer(texture_file_path, texture_buffer_); + } else { + // Model has no external texture file. This means the texture is stored inside the main MDL file. + texture_buffer_ = const_cast(buffer_); + } + + texture_header_ = (const Header_HL1 *)texture_buffer_; + + // Validate texture header. + validate_header(texture_header_, true); +} + +// ------------------------------------------------------------------------------------------------ +/* + Load sequence group files if any. + + Due to the way StudioMDL works (tool used to compile SMDs into MDLs), + it is assumed that a sequence group file follows the naming + convention: 0X.mdl. Note the extra (0X) at the end of + the model name, where (X) is the sequence group. + + .e.g For a given model named MyModel.mdl + + Sequence group 1 => MyModel01.mdl + Sequence group 2 => MyModel02.mdl + Sequence group X => MyModel0X.mdl + +*/ +void HL1MDLLoader::load_sequence_groups_files() { + if (header_->numseqgroups <= 1) { + return; + } + + num_sequence_groups_ = header_->numseqgroups; + + anim_buffers_ = new unsigned char *[num_sequence_groups_]; + anim_headers_ = new SequenceHeader_HL1 *[num_sequence_groups_]; + for (int i = 0; i < num_sequence_groups_; ++i) { + anim_buffers_[i] = nullptr; + anim_headers_[i] = nullptr; + } + + std::string file_path_without_extension = + DefaultIOSystem::absolutePath(file_path_) + + io_->getOsSeparator() + + DefaultIOSystem::completeBaseName(file_path_); + + for (int i = 1; i < num_sequence_groups_; ++i) { + std::stringstream ss; + ss << file_path_without_extension; + ss << std::setw(2) << std::setfill('0') << i; + ss << '.' << BaseImporter::GetExtension(file_path_); + + std::string sequence_file_path = ss.str(); + + load_file_into_buffer(sequence_file_path, anim_buffers_[i]); + + anim_headers_[i] = (SequenceHeader_HL1 *)anim_buffers_[i]; + } +} + +// ------------------------------------------------------------------------------------------------ +// Read an MDL texture. +void HL1MDLLoader::read_texture(const Texture_HL1 *ptexture, + uint8_t *data, uint8_t *pal, aiTexture *pResult, + aiColor3D &last_palette_color) { + pResult->mFilename = ptexture->name; + pResult->mWidth = static_cast(ptexture->width); + pResult->mHeight = static_cast(ptexture->height); + pResult->achFormatHint[0] = 'r'; + pResult->achFormatHint[1] = 'g'; + pResult->achFormatHint[2] = 'b'; + pResult->achFormatHint[3] = 'a'; + pResult->achFormatHint[4] = '8'; + pResult->achFormatHint[5] = '8'; + pResult->achFormatHint[6] = '8'; + pResult->achFormatHint[7] = '8'; + pResult->achFormatHint[8] = '\0'; + + const size_t num_pixels = pResult->mWidth * pResult->mHeight; + aiTexel *out = pResult->pcData = new aiTexel[num_pixels]; + + // Convert indexed 8 bit to 32 bit RGBA. + for (size_t i = 0; i < num_pixels; ++i, ++out) { + out->r = pal[data[i] * 3]; + out->g = pal[data[i] * 3 + 1]; + out->b = pal[data[i] * 3 + 2]; + out->a = 255; + } + + // Get the last palette color. + last_palette_color.r = pal[255 * 3]; + last_palette_color.g = pal[255 * 3 + 1]; + last_palette_color.b = pal[255 * 3 + 2]; +} + +// ------------------------------------------------------------------------------------------------ +void HL1MDLLoader::read_textures() { + const Texture_HL1 *ptexture = (const Texture_HL1 *)((uint8_t *)texture_header_ + texture_header_->textureindex); + unsigned char *pin = texture_buffer_; + + scene_->mNumTextures = scene_->mNumMaterials = texture_header_->numtextures; + scene_->mTextures = new aiTexture *[scene_->mNumTextures]; + scene_->mMaterials = new aiMaterial *[scene_->mNumMaterials]; + + for (int i = 0; i < texture_header_->numtextures; ++i) { + scene_->mTextures[i] = new aiTexture(); + + aiColor3D last_palette_color; + read_texture(&ptexture[i], + pin + ptexture[i].index, + pin + ptexture[i].width * ptexture[i].height + ptexture[i].index, + scene_->mTextures[i], + last_palette_color); + + aiMaterial *scene_material = scene_->mMaterials[i] = new aiMaterial(); + + const aiTextureType texture_type = aiTextureType_DIFFUSE; + aiString texture_name(ptexture[i].name); + scene_material->AddProperty(&texture_name, AI_MATKEY_TEXTURE(texture_type, 0)); + + // Is this a chrome texture? + int chrome = ptexture[i].flags & AI_MDL_HL1_STUDIO_NF_CHROME ? 1 : 0; + scene_material->AddProperty(&chrome, 1, AI_MDL_HL1_MATKEY_CHROME(texture_type, 0)); + + if (ptexture[i].flags & AI_MDL_HL1_STUDIO_NF_FLATSHADE) { + // Flat shading. + const aiShadingMode shading_mode = aiShadingMode_Flat; + scene_material->AddProperty(&shading_mode, 1, AI_MATKEY_SHADING_MODEL); + } + + if (ptexture[i].flags & AI_MDL_HL1_STUDIO_NF_ADDITIVE) { + // Additive texture. + const aiBlendMode blend_mode = aiBlendMode_Additive; + scene_material->AddProperty(&blend_mode, 1, AI_MATKEY_BLEND_FUNC); + } else if (ptexture[i].flags & AI_MDL_HL1_STUDIO_NF_MASKED) { + // Texture with 1 bit alpha test. + const aiTextureFlags use_alpha = aiTextureFlags_UseAlpha; + scene_material->AddProperty(&use_alpha, 1, AI_MATKEY_TEXFLAGS(texture_type, 0)); + scene_material->AddProperty(&last_palette_color, 1, AI_MATKEY_COLOR_TRANSPARENT); + } + } +} + +// ------------------------------------------------------------------------------------------------ +void HL1MDLLoader::read_skins() { + // Read skins, if any. + if (texture_header_->numskinfamilies <= 1) { + return; + } + + // Pointer to base texture index. + short *default_skin_ptr = (short *)((uint8_t *)texture_header_ + texture_header_->skinindex); + + // Start at first replacement skin. + short *replacement_skin_ptr = default_skin_ptr + texture_header_->numskinref; + + for (int i = 1; i < texture_header_->numskinfamilies; ++i, replacement_skin_ptr += texture_header_->numskinref) { + for (int j = 0; j < texture_header_->numskinref; ++j) { + if (default_skin_ptr[j] != replacement_skin_ptr[j]) { + // Save replacement textures. + aiString skinMaterialId(scene_->mTextures[replacement_skin_ptr[j]]->mFilename); + scene_->mMaterials[default_skin_ptr[j]]->AddProperty(&skinMaterialId, AI_MATKEY_TEXTURE_DIFFUSE(i)); + } + } + } +} + +// ------------------------------------------------------------------------------------------------ +void HL1MDLLoader::read_bones() { + if (!header_->numbones) { + return; + } + + const Bone_HL1 *pbone = (const Bone_HL1 *)((uint8_t *)header_ + header_->boneindex); + + std::vector unique_bones_names(header_->numbones); + for (int i = 0; i < header_->numbones; ++i) { + unique_bones_names[i] = pbone[i].name; + } + + // Ensure bones have unique names. + unique_name_generator_.set_template_name("Bone"); + unique_name_generator_.make_unique(unique_bones_names); + + temp_bones_.resize(header_->numbones); + + aiNode *bones_node = new aiNode(AI_MDL_HL1_NODE_BONES); + rootnode_children_.push_back(bones_node); + bones_node->mNumChildren = static_cast(header_->numbones); + bones_node->mChildren = new aiNode *[bones_node->mNumChildren]; + + // Create bone matrices in local space. + for (int i = 0; i < header_->numbones; ++i) { + aiNode *bone_node = temp_bones_[i].node = bones_node->mChildren[i] = new aiNode(unique_bones_names[i]); + + aiVector3D angles(pbone[i].value[3], pbone[i].value[4], pbone[i].value[5]); + temp_bones_[i].absolute_transform = bone_node->mTransformation = + aiMatrix4x4(aiVector3D(1), aiQuaternion(angles.y, angles.z, angles.x), + aiVector3D(pbone[i].value[0], pbone[i].value[1], pbone[i].value[2])); + + if (pbone[i].parent == -1) { + bone_node->mParent = scene_->mRootNode; + } else { + bone_node->mParent = bones_node->mChildren[pbone[i].parent]; + + temp_bones_[i].absolute_transform = + temp_bones_[pbone[i].parent].absolute_transform * bone_node->mTransformation; + } + + temp_bones_[i].offset_matrix = temp_bones_[i].absolute_transform; + temp_bones_[i].offset_matrix.Inverse(); + } +} + +// ------------------------------------------------------------------------------------------------ +/* + Read meshes. + + Half-Life MDLs are structured such that each MDL + contains one or more 'bodypart(s)', which contain one + or more 'model(s)', which contains one or more mesh(es). + + * Bodyparts are used to group models that may be replaced + in the game .e.g a character could have a 'heads' group, + 'torso' group, 'shoes' group, with each group containing + different 'model(s)'. + + * Models, also called 'sub models', contain vertices as + well as a reference to each mesh used by the sub model. + + * Meshes contain a list of tris, also known as 'triverts'. + Each tris contains the following information: + + 1. The index of the position to use for the vertex. + 2. The index of the normal to use for the vertex. + 3. The S coordinate to use for the vertex UV. + 4. The T coordinate ^ + + These tris represent the way to represent the triangles + for each mesh. Depending on how the tool compiled the MDL, + those triangles were saved as strips and or fans. + + NOTE: Each tris is NOT unique. This means that you + might encounter the same vertex index but with a different + normal index, S coordinate, T coordinate. + + In addition, each mesh contains the texture's index. + + ------------------------------------------------------ + With the details above, there are several things to + take into consideration. + + * The Half-Life models store the vertices by sub model + rather than by mesh. Due to Assimp's structure, it + is necessary to remap each model vertex to be used + per mesh. Unfortunately, this has the consequence + to duplicate vertices. + + * Because the mesh triangles are comprised of strips and + fans, it is necessary to convert each primitive to + triangles, respectively (3 indices per face). +*/ +void HL1MDLLoader::read_meshes() { + if (!header_->numbodyparts) { + return; + } + + int total_verts = 0; + int total_triangles = 0; + total_models_ = 0; + + const Bodypart_HL1 *pbodypart = (const Bodypart_HL1 *)((uint8_t *)header_ + header_->bodypartindex); + const Model_HL1 *pmodel = nullptr; + const Mesh_HL1 *pmesh = nullptr; + + const Texture_HL1 *ptexture = (const Texture_HL1 *)((uint8_t *)texture_header_ + texture_header_->textureindex); + short *pskinref = (short *)((uint8_t *)texture_header_ + texture_header_->skinindex); + + scene_->mNumMeshes = 0; + + std::vector unique_bodyparts_names; + unique_bodyparts_names.resize(header_->numbodyparts); + + // Count the number of meshes. + + for (int i = 0; i < header_->numbodyparts; ++i, ++pbodypart) { + unique_bodyparts_names[i] = pbodypart->name; + + pmodel = (Model_HL1 *)((uint8_t *)header_ + pbodypart->modelindex); + for (int j = 0; j < pbodypart->nummodels; ++j, ++pmodel) { + scene_->mNumMeshes += pmodel->nummesh; + total_verts += pmodel->numverts; + } + + total_models_ += pbodypart->nummodels; + } + + // Display limit infos. + if (total_verts > AI_MDL_HL1_MAX_VERTICES) { + log_warning_limit_exceeded(total_verts, "vertices"); + } + + if (scene_->mNumMeshes > AI_MDL_HL1_MAX_MESHES) { + log_warning_limit_exceeded(scene_->mNumMeshes, "meshes"); + } + + if (total_models_ > AI_MDL_HL1_MAX_MODELS) { + log_warning_limit_exceeded(total_models_, "models"); + } + + // Ensure bodyparts have unique names. + unique_name_generator_.set_template_name("Bodypart"); + unique_name_generator_.make_unique(unique_bodyparts_names); + + // Now do the same for each model. + pbodypart = (const Bodypart_HL1 *)((uint8_t *)header_ + header_->bodypartindex); + + // Prepare template name for bodypart models. + std::vector unique_models_names; + unique_models_names.resize(total_models_); + + unsigned int model_index = 0; + + for (int i = 0; i < header_->numbodyparts; ++i, ++pbodypart) { + pmodel = (Model_HL1 *)((uint8_t *)header_ + pbodypart->modelindex); + for (int j = 0; j < pbodypart->nummodels; ++j, ++pmodel, ++model_index) + unique_models_names[model_index] = pmodel->name; + } + + unique_name_generator_.set_template_name("Model"); + unique_name_generator_.make_unique(unique_models_names); + + unsigned int mesh_index = 0; + + scene_->mMeshes = new aiMesh *[scene_->mNumMeshes]; + + pbodypart = (const Bodypart_HL1 *)((uint8_t *)header_ + header_->bodypartindex); + + /* Create a node that will represent the mesh hierarchy. + + + | + +-- bodypart --+-- model -- [mesh index, mesh index, ...] + | | + | +-- model -- [mesh index, mesh index, ...] + | | + | ... + | + |-- bodypart -- ... + | + ... + */ + aiNode *bodyparts_node = new aiNode(AI_MDL_HL1_NODE_BODYPARTS); + rootnode_children_.push_back(bodyparts_node); + bodyparts_node->mNumChildren = static_cast(header_->numbodyparts); + bodyparts_node->mChildren = new aiNode *[bodyparts_node->mNumChildren]; + aiNode **bodyparts_node_ptr = bodyparts_node->mChildren; + + // The following variables are defined here so they don't have + // to be recreated every iteration. + + // Model_HL1 vertices, in bind pose space. + std::vector bind_pose_vertices; + + // Model_HL1 normals, in bind pose space. + std::vector bind_pose_normals; + + // Used to contain temporary information for building a mesh. + std::vector triverts; + + std::vector tricmds; + + // Which triverts to use for the mesh. + std::vector mesh_triverts_indices; + + std::vector mesh_faces; + + /* triverts that have the same vertindex, but have different normindex,s,t values. + Similar triverts are mapped from vertindex to a list of similar triverts. */ + std::map> triverts_similars; + + // triverts per bone. + std::map> bone_triverts; + + /** This function adds a trivert index to the list of triverts per bone. + * \param[in] bone The bone that affects the trivert at index \p trivert_index. + * \param[in] trivert_index The trivert index. + */ + auto AddTrivertToBone = [&](int bone, short trivert_index) { + if (bone_triverts.count(bone) == 0) + bone_triverts.insert({ bone, std::set{ trivert_index }}); + else + bone_triverts[bone].insert(trivert_index); + }; + + /** This function creates and appends a new trivert to the list of triverts. + * \param[in] trivert The trivert to use as a prototype. + * \param[in] bone The bone that affects \p trivert. + */ + auto AddSimilarTrivert = [&](const Trivert &trivert, const int bone) { + HL1MeshTrivert new_trivert(trivert); + new_trivert.localindex = static_cast(mesh_triverts_indices.size()); + + short new_trivert_index = static_cast(triverts.size()); + + if (triverts_similars.count(trivert.vertindex) == 0) + triverts_similars.insert({ trivert.vertindex, std::set{ new_trivert_index }}); + else + triverts_similars[trivert.vertindex].insert(new_trivert_index); + + triverts.push_back(new_trivert); + + mesh_triverts_indices.push_back(new_trivert_index); + tricmds.push_back(new_trivert.localindex); + AddTrivertToBone(bone, new_trivert.localindex); + }; + + model_index = 0; + + for (int i = 0; i < header_->numbodyparts; ++i, ++pbodypart, ++bodyparts_node_ptr) { + pmodel = (const Model_HL1 *)((uint8_t *)header_ + pbodypart->modelindex); + + // Create bodypart node for the mesh tree hierarchy. + aiNode *bodypart_node = (*bodyparts_node_ptr) = new aiNode(unique_bodyparts_names[i]); + bodypart_node->mParent = bodyparts_node; + bodypart_node->mMetaData = aiMetadata::Alloc(1); + bodypart_node->mMetaData->Set(0, "Base", pbodypart->base); + + bodypart_node->mNumChildren = static_cast(pbodypart->nummodels); + bodypart_node->mChildren = new aiNode *[bodypart_node->mNumChildren]; + aiNode **bodypart_models_ptr = bodypart_node->mChildren; + + for (int j = 0; j < pbodypart->nummodels; + ++j, ++pmodel, ++bodypart_models_ptr, ++model_index) { + + pmesh = (const Mesh_HL1 *)((uint8_t *)header_ + pmodel->meshindex); + + uint8_t *pvertbone = ((uint8_t *)header_ + pmodel->vertinfoindex); + uint8_t *pnormbone = ((uint8_t *)header_ + pmodel->norminfoindex); + vec3_t *pstudioverts = (vec3_t *)((uint8_t *)header_ + pmodel->vertindex); + vec3_t *pstudionorms = (vec3_t *)((uint8_t *)header_ + pmodel->normindex); + + // Each vertex and normal is in local space, so transform + // each of them to bring them in bind pose. + bind_pose_vertices.resize(pmodel->numverts); + bind_pose_normals.resize(pmodel->numnorms); + for (size_t k = 0; k < bind_pose_vertices.size(); ++k) { + const vec3_t &vert = pstudioverts[k]; + bind_pose_vertices[k] = temp_bones_[pvertbone[k]].absolute_transform * aiVector3D(vert[0], vert[1], vert[2]); + } + for (size_t k = 0; k < bind_pose_normals.size(); ++k) { + const vec3_t &norm = pstudionorms[k]; + // Compute the normal matrix to transform the normal into bind pose, + // without affecting its length. + const aiMatrix4x4 normal_matrix = aiMatrix4x4(temp_bones_[pnormbone[k]].absolute_transform).Inverse().Transpose(); + bind_pose_normals[k] = normal_matrix * aiVector3D(norm[0], norm[1], norm[2]); + } + + // Create model node for the mesh tree hierarchy. + aiNode *model_node = (*bodypart_models_ptr) = new aiNode(unique_models_names[model_index]); + model_node->mParent = bodypart_node; + model_node->mNumMeshes = static_cast(pmodel->nummesh); + model_node->mMeshes = new unsigned int[model_node->mNumMeshes]; + unsigned int *model_meshes_ptr = model_node->mMeshes; + + for (int k = 0; k < pmodel->nummesh; ++k, ++pmesh, ++mesh_index, ++model_meshes_ptr) { + *model_meshes_ptr = mesh_index; + + // Read triverts. + short *ptricmds = (short *)((uint8_t *)header_ + pmesh->triindex); + float texcoords_s_scale = 1.0f / (float)ptexture[pskinref[pmesh->skinref]].width; + float texcoords_t_scale = 1.0f / (float)ptexture[pskinref[pmesh->skinref]].height; + + // Reset the data for the upcoming mesh. + triverts.clear(); + triverts.resize(pmodel->numverts); + mesh_triverts_indices.clear(); + mesh_faces.clear(); + triverts_similars.clear(); + bone_triverts.clear(); + + int l; + while ((l = *(ptricmds++))) { + bool is_triangle_fan = false; + + if (l < 0) { + l = -l; + is_triangle_fan = true; + } + + // Clear the list of tris for the upcoming tris. + tricmds.clear(); + + for (; l > 0; l--, ptricmds += 4) { + const Trivert *input_trivert = reinterpret_cast(ptricmds); + const int bone = pvertbone[input_trivert->vertindex]; + + HL1MeshTrivert *private_trivert = &triverts[input_trivert->vertindex]; + if (private_trivert->localindex == -1) { + // First time referenced. + *private_trivert = *input_trivert; + private_trivert->localindex = static_cast(mesh_triverts_indices.size()); + mesh_triverts_indices.push_back(input_trivert->vertindex); + tricmds.push_back(private_trivert->localindex); + AddTrivertToBone(bone, private_trivert->localindex); + } else if (*private_trivert == *input_trivert) { + // Exists and is the same. + tricmds.push_back(private_trivert->localindex); + } else { + // No similar trivert associated to the trivert currently processed. + if (triverts_similars.count(input_trivert->vertindex) == 0) + AddSimilarTrivert(*input_trivert, bone); + else { + // Search in the list of similar triverts to see if the + // trivert in process is already registered. + short similar_index = -1; + for (auto it = triverts_similars[input_trivert->vertindex].cbegin(); + similar_index == -1 && it != triverts_similars[input_trivert->vertindex].cend(); + ++it) { + if (triverts[*it] == *input_trivert) + similar_index = *it; + } + + // If a similar trivert has been found, reuse it. + // Otherwise, add it. + if (similar_index == -1) + AddSimilarTrivert(*input_trivert, bone); + else + tricmds.push_back(triverts[similar_index].localindex); + } + } + } + + // Build mesh faces. + const int num_faces = static_cast(tricmds.size() - 2); + mesh_faces.reserve(num_faces); + + if (is_triangle_fan) { + for (int i = 0; i < num_faces; ++i) { + mesh_faces.push_back(HL1MeshFace{ + tricmds[0], + tricmds[i + 1], + tricmds[i + 2] }); + } + } else { + for (int i = 0; i < num_faces; ++i) { + if (i & 1) { + // Preserve winding order. + mesh_faces.push_back(HL1MeshFace{ + tricmds[i + 1], + tricmds[i], + tricmds[i + 2] }); + } else { + mesh_faces.push_back(HL1MeshFace{ + tricmds[i], + tricmds[i + 1], + tricmds[i + 2] }); + } + } + } + + total_triangles += num_faces; + } + + // Create the scene mesh. + aiMesh *scene_mesh = scene_->mMeshes[mesh_index] = new aiMesh(); + scene_mesh->mPrimitiveTypes = aiPrimitiveType::aiPrimitiveType_TRIANGLE; + scene_mesh->mMaterialIndex = pskinref[pmesh->skinref]; + + scene_mesh->mNumVertices = static_cast(mesh_triverts_indices.size()); + + if (scene_mesh->mNumVertices) { + scene_mesh->mVertices = new aiVector3D[scene_mesh->mNumVertices]; + scene_mesh->mNormals = new aiVector3D[scene_mesh->mNumVertices]; + + scene_mesh->mNumUVComponents[0] = 2; + scene_mesh->mTextureCoords[0] = new aiVector3D[scene_mesh->mNumVertices]; + + // Add vertices. + for (unsigned int v = 0; v < scene_mesh->mNumVertices; ++v) { + const HL1MeshTrivert *pTrivert = &triverts[mesh_triverts_indices[v]]; + scene_mesh->mVertices[v] = bind_pose_vertices[pTrivert->vertindex]; + scene_mesh->mNormals[v] = bind_pose_normals[pTrivert->normindex]; + scene_mesh->mTextureCoords[0][v] = aiVector3D( + pTrivert->s * texcoords_s_scale, + pTrivert->t * texcoords_t_scale, 0); + } + + // Add face and indices. + scene_mesh->mNumFaces = static_cast(mesh_faces.size()); + scene_mesh->mFaces = new aiFace[scene_mesh->mNumFaces]; + + for (unsigned int f = 0; f < scene_mesh->mNumFaces; ++f) { + aiFace *face = &scene_mesh->mFaces[f]; + face->mNumIndices = 3; + face->mIndices = new unsigned int[3]; + face->mIndices[0] = mesh_faces[f].v0; + face->mIndices[1] = mesh_faces[f].v1; + face->mIndices[2] = mesh_faces[f].v2; + } + + // Add mesh bones. + scene_mesh->mNumBones = static_cast(bone_triverts.size()); + scene_mesh->mBones = new aiBone *[scene_mesh->mNumBones]; + + aiBone **scene_bone_ptr = scene_mesh->mBones; + + for (auto bone_it = bone_triverts.cbegin(); + bone_it != bone_triverts.cend(); + ++bone_it, ++scene_bone_ptr) { + const int bone_index = bone_it->first; + + aiBone *scene_bone = (*scene_bone_ptr) = new aiBone(); + scene_bone->mName = temp_bones_[bone_index].node->mName; + + scene_bone->mOffsetMatrix = temp_bones_[bone_index].offset_matrix; + + auto vertex_ids = bone_triverts.at(bone_index); + + // Add vertex weight per bone. + scene_bone->mNumWeights = static_cast(vertex_ids.size()); + aiVertexWeight *vertex_weight_ptr = scene_bone->mWeights = new aiVertexWeight[scene_bone->mNumWeights]; + + for (auto vertex_it = vertex_ids.begin(); + vertex_it != vertex_ids.end(); + ++vertex_it, ++vertex_weight_ptr) { + vertex_weight_ptr->mVertexId = *vertex_it; + vertex_weight_ptr->mWeight = 1.0f; + } + } + } + } + } + } + + if (total_triangles > AI_MDL_HL1_MAX_TRIANGLES) { + log_warning_limit_exceeded(total_triangles, "triangles"); + } +} + +// ------------------------------------------------------------------------------------------------ +void HL1MDLLoader::read_animations() { + if (!header_->numseq) { + return; + } + + const SequenceDesc_HL1 *pseqdesc = (const SequenceDesc_HL1 *)((uint8_t *)header_ + header_->seqindex); + const SequenceGroup_HL1 *pseqgroup = nullptr; + const AnimValueOffset_HL1 *panim = nullptr; + const AnimValue_HL1 *panimvalue = nullptr; + + unique_sequence_names_.resize(header_->numseq); + for (int i = 0; i < header_->numseq; ++i) + unique_sequence_names_[i] = pseqdesc[i].label; + + // Ensure sequences have unique names. + unique_name_generator_.set_template_name("Sequence"); + unique_name_generator_.make_unique(unique_sequence_names_); + + scene_->mNumAnimations = 0; + + int highest_num_blend_animations = SequenceBlendMode_HL1::NoBlend; + + // Count the total number of animations. + for (int i = 0; i < header_->numseq; ++i, ++pseqdesc) { + scene_->mNumAnimations += pseqdesc->numblends; + highest_num_blend_animations = std::max(pseqdesc->numblends, highest_num_blend_animations); + } + + // Get the number of available blend controllers for global info. + get_num_blend_controllers(highest_num_blend_animations, num_blend_controllers_); + + pseqdesc = (const SequenceDesc_HL1 *)((uint8_t *)header_ + header_->seqindex); + + aiAnimation **scene_animations_ptr = scene_->mAnimations = new aiAnimation *[scene_->mNumAnimations]; + + for (int sequence = 0; sequence < header_->numseq; ++sequence, ++pseqdesc) { + pseqgroup = (const SequenceGroup_HL1 *)((uint8_t *)header_ + header_->seqgroupindex) + pseqdesc->seqgroup; + + if (pseqdesc->seqgroup == 0) { + panim = (const AnimValueOffset_HL1 *)((uint8_t *)header_ + pseqgroup->unused2 + pseqdesc->animindex); + } else { + panim = (const AnimValueOffset_HL1 *)((uint8_t *)anim_headers_[pseqdesc->seqgroup] + pseqdesc->animindex); + } + + for (int blend = 0; blend < pseqdesc->numblends; ++blend, ++scene_animations_ptr) { + + const Bone_HL1 *pbone = (const Bone_HL1 *)((uint8_t *)header_ + header_->boneindex); + + aiAnimation *scene_animation = (*scene_animations_ptr) = new aiAnimation(); + + scene_animation->mName = unique_sequence_names_[sequence]; + scene_animation->mTicksPerSecond = pseqdesc->fps; + scene_animation->mDuration = static_cast(pseqdesc->fps) * pseqdesc->numframes; + scene_animation->mNumChannels = static_cast(header_->numbones); + scene_animation->mChannels = new aiNodeAnim *[scene_animation->mNumChannels]; + + for (int bone = 0; bone < header_->numbones; bone++, ++pbone, ++panim) { + aiNodeAnim *node_anim = scene_animation->mChannels[bone] = new aiNodeAnim(); + node_anim->mNodeName = temp_bones_[bone].node->mName; + + node_anim->mNumPositionKeys = pseqdesc->numframes; + node_anim->mNumRotationKeys = node_anim->mNumPositionKeys; + node_anim->mNumScalingKeys = 0; + + node_anim->mPositionKeys = new aiVectorKey[node_anim->mNumPositionKeys]; + node_anim->mRotationKeys = new aiQuatKey[node_anim->mNumRotationKeys]; + + for (int frame = 0; frame < pseqdesc->numframes; ++frame) { + aiVectorKey *position_key = &node_anim->mPositionKeys[frame]; + aiQuatKey *rotation_key = &node_anim->mRotationKeys[frame]; + + aiVector3D angle1; + for (int j = 0; j < 3; ++j) { + if (panim->offset[j + 3] != 0) { + // Read compressed rotation delta. + panimvalue = (const AnimValue_HL1 *)((uint8_t *)panim + panim->offset[j + 3]); + extract_anim_value(panimvalue, frame, pbone->scale[j + 3], angle1[j]); + } + + // Add the default rotation value. + angle1[j] += pbone->value[j + 3]; + + if (panim->offset[j] != 0) { + // Read compressed position delta. + panimvalue = (const AnimValue_HL1 *)((uint8_t *)panim + panim->offset[j]); + extract_anim_value(panimvalue, frame, pbone->scale[j], position_key->mValue[j]); + } + + // Add the default position value. + position_key->mValue[j] += pbone->value[j]; + } + + position_key->mTime = rotation_key->mTime = static_cast(frame); + /* The Half-Life engine uses X as forward, Y as left, Z as up. Therefore, + pitch,yaw,roll is represented as (YZX). */ + rotation_key->mValue = aiQuaternion(angle1.y, angle1.z, angle1.x); + rotation_key->mValue.Normalize(); + } + } + } + } +} + +// ------------------------------------------------------------------------------------------------ +void HL1MDLLoader::read_sequence_groups_info() { + if (!header_->numseqgroups) { + return; + } + + aiNode *sequence_groups_node = new aiNode(AI_MDL_HL1_NODE_SEQUENCE_GROUPS); + rootnode_children_.push_back(sequence_groups_node); + + sequence_groups_node->mNumChildren = static_cast(header_->numseqgroups); + sequence_groups_node->mChildren = new aiNode *[sequence_groups_node->mNumChildren]; + + const SequenceGroup_HL1 *pseqgroup = (const SequenceGroup_HL1 *)((uint8_t *)header_ + header_->seqgroupindex); + + unique_sequence_groups_names_.resize(header_->numseqgroups); + for (int i = 0; i < header_->numseqgroups; ++i) { + unique_sequence_groups_names_[i] = pseqgroup[i].label; + } + + // Ensure sequence groups have unique names. + unique_name_generator_.set_template_name("SequenceGroup"); + unique_name_generator_.make_unique(unique_sequence_groups_names_); + + for (int i = 0; i < header_->numseqgroups; ++i, ++pseqgroup) { + aiNode *sequence_group_node = sequence_groups_node->mChildren[i] = new aiNode(unique_sequence_groups_names_[i]); + sequence_group_node->mParent = sequence_groups_node; + + aiMetadata *md = sequence_group_node->mMetaData = aiMetadata::Alloc(1); + if (i == 0) { + /* StudioMDL does not write the file name for the default sequence group, + so we will write it. */ + md->Set(0, "File", aiString(file_path_)); + } else { + md->Set(0, "File", aiString(pseqgroup->name)); + } + } +} + +// ------------------------------------------------------------------------------------------------ +void HL1MDLLoader::read_sequence_infos() { + if (!header_->numseq) { + return; + } + + const SequenceDesc_HL1 *pseqdesc = (const SequenceDesc_HL1 *)((uint8_t *)header_ + header_->seqindex); + + aiNode *sequence_infos_node = new aiNode(AI_MDL_HL1_NODE_SEQUENCE_INFOS); + rootnode_children_.push_back(sequence_infos_node); + + sequence_infos_node->mNumChildren = static_cast(header_->numseq); + sequence_infos_node->mChildren = new aiNode *[sequence_infos_node->mNumChildren]; + + std::vector sequence_info_node_children; + + int animation_index = 0; + for (int i = 0; i < header_->numseq; ++i, ++pseqdesc) { + // Clear the list of children for the upcoming sequence info node. + sequence_info_node_children.clear(); + + aiNode *sequence_info_node = sequence_infos_node->mChildren[i] = new aiNode(unique_sequence_names_[i]); + sequence_info_node->mParent = sequence_infos_node; + + // Setup sequence info node Metadata. + aiMetadata *md = sequence_info_node->mMetaData = aiMetadata::Alloc(16); + md->Set(0, "AnimationIndex", animation_index); + animation_index += pseqdesc->numblends; + + // Reference the sequence group by name. This allows us to search a particular + // sequence group by name using aiNode(s). + md->Set(1, "SequenceGroup", aiString(unique_sequence_groups_names_[pseqdesc->seqgroup])); + md->Set(2, "FramesPerSecond", pseqdesc->fps); + md->Set(3, "NumFrames", pseqdesc->numframes); + md->Set(4, "NumBlends", pseqdesc->numblends); + md->Set(5, "Activity", pseqdesc->activity); + md->Set(6, "ActivityWeight", pseqdesc->actweight); + md->Set(7, "MotionFlags", pseqdesc->motiontype); + md->Set(8, "MotionBone", temp_bones_[pseqdesc->motionbone].node->mName); + md->Set(9, "LinearMovement", aiVector3D(pseqdesc->linearmovement[0], pseqdesc->linearmovement[1], pseqdesc->linearmovement[2])); + md->Set(10, "BBMin", aiVector3D(pseqdesc->bbmin[0], pseqdesc->bbmin[1], pseqdesc->bbmin[2])); + md->Set(11, "BBMax", aiVector3D(pseqdesc->bbmax[0], pseqdesc->bbmax[1], pseqdesc->bbmax[2])); + md->Set(12, "EntryNode", pseqdesc->entrynode); + md->Set(13, "ExitNode", pseqdesc->exitnode); + md->Set(14, "NodeFlags", pseqdesc->nodeflags); + md->Set(15, "Flags", pseqdesc->flags); + + if (import_settings_.read_blend_controllers) { + int num_blend_controllers; + if (get_num_blend_controllers(pseqdesc->numblends, num_blend_controllers) && num_blend_controllers) { + // Read blend controllers info. + aiNode *blend_controllers_node = new aiNode(AI_MDL_HL1_NODE_BLEND_CONTROLLERS); + sequence_info_node_children.push_back(blend_controllers_node); + blend_controllers_node->mParent = sequence_info_node; + blend_controllers_node->mNumChildren = static_cast(num_blend_controllers); + blend_controllers_node->mChildren = new aiNode *[blend_controllers_node->mNumChildren]; + + for (unsigned int j = 0; j < blend_controllers_node->mNumChildren; ++j) { + aiNode *blend_controller_node = blend_controllers_node->mChildren[j] = new aiNode(); + blend_controller_node->mParent = blend_controllers_node; + + aiMetadata *md = blend_controller_node->mMetaData = aiMetadata::Alloc(3); + md->Set(0, "Start", pseqdesc->blendstart[j]); + md->Set(1, "End", pseqdesc->blendend[j]); + md->Set(2, "MotionFlags", pseqdesc->blendtype[j]); + } + } + } + + if (import_settings_.read_animation_events && pseqdesc->numevents) { + // Read animation events. + + if (pseqdesc->numevents > AI_MDL_HL1_MAX_EVENTS) { + log_warning_limit_exceeded( + "Sequence " + std::string(pseqdesc->label), + pseqdesc->numevents, "animation events"); + } + + const AnimEvent_HL1 *pevent = (const AnimEvent_HL1 *)((uint8_t *)header_ + pseqdesc->eventindex); + + aiNode *pEventsNode = new aiNode(AI_MDL_HL1_NODE_ANIMATION_EVENTS); + sequence_info_node_children.push_back(pEventsNode); + pEventsNode->mParent = sequence_info_node; + pEventsNode->mNumChildren = static_cast(pseqdesc->numevents); + pEventsNode->mChildren = new aiNode *[pEventsNode->mNumChildren]; + + for (unsigned int j = 0; j < pEventsNode->mNumChildren; ++j, ++pevent) { + aiNode *pEvent = pEventsNode->mChildren[j] = new aiNode(); + pEvent->mParent = pEventsNode; + + aiMetadata *md = pEvent->mMetaData = aiMetadata::Alloc(3); + md->Set(0, "Frame", pevent->frame); + md->Set(1, "ScriptEvent", pevent->event); + md->Set(2, "Options", aiString(pevent->options)); + } + } + + if (sequence_info_node_children.size()) { + sequence_info_node->addChildren( + static_cast(sequence_info_node_children.size()), + sequence_info_node_children.data()); + } + } +} + +// ------------------------------------------------------------------------------------------------ +void HL1MDLLoader::read_sequence_transitions() { + if (!header_->numtransitions) { + return; + } + + // Read sequence transition graph. + aiNode *transition_graph_node = new aiNode(AI_MDL_HL1_NODE_SEQUENCE_TRANSITION_GRAPH); + rootnode_children_.push_back(transition_graph_node); + + uint8_t *ptransitions = ((uint8_t *)header_ + header_->transitionindex); + aiMetadata *md = transition_graph_node->mMetaData = aiMetadata::Alloc(header_->numtransitions * header_->numtransitions); + for (unsigned int i = 0; i < md->mNumProperties; ++i) + md->Set(i, std::to_string(i), static_cast(ptransitions[i])); +} + +void HL1MDLLoader::read_attachments() { + if (!header_->numattachments) { + return; + } + + const Attachment_HL1 *pattach = (const Attachment_HL1 *)((uint8_t *)header_ + header_->attachmentindex); + + aiNode *attachments_node = new aiNode(AI_MDL_HL1_NODE_ATTACHMENTS); + rootnode_children_.push_back(attachments_node); + attachments_node->mNumChildren = static_cast(header_->numattachments); + attachments_node->mChildren = new aiNode *[attachments_node->mNumChildren]; + + for (int i = 0; i < header_->numattachments; ++i, ++pattach) { + aiNode *attachment_node = attachments_node->mChildren[i] = new aiNode(); + attachment_node->mParent = attachments_node; + attachment_node->mMetaData = aiMetadata::Alloc(2); + attachment_node->mMetaData->Set(0, "Position", aiVector3D(pattach->org[0], pattach->org[1], pattach->org[2])); + // Reference the bone by name. This allows us to search a particular + // bone by name using aiNode(s). + attachment_node->mMetaData->Set(1, "Bone", temp_bones_[pattach->bone].node->mName); + } +} + +// ------------------------------------------------------------------------------------------------ +void HL1MDLLoader::read_hitboxes() { + if (!header_->numhitboxes) { + return; + } + + const Hitbox_HL1 *phitbox = (const Hitbox_HL1 *)((uint8_t *)header_ + header_->hitboxindex); + + aiNode *hitboxes_node = new aiNode(AI_MDL_HL1_NODE_HITBOXES); + rootnode_children_.push_back(hitboxes_node); + hitboxes_node->mNumChildren = static_cast(header_->numhitboxes); + hitboxes_node->mChildren = new aiNode *[hitboxes_node->mNumChildren]; + + for (int i = 0; i < header_->numhitboxes; ++i, ++phitbox) { + aiNode *hitbox_node = hitboxes_node->mChildren[i] = new aiNode(); + hitbox_node->mParent = hitboxes_node; + + aiMetadata *md = hitbox_node->mMetaData = aiMetadata::Alloc(4); + // Reference the bone by name. This allows us to search a particular + // bone by name using aiNode(s). + md->Set(0, "Bone", temp_bones_[phitbox->bone].node->mName); + md->Set(1, "HitGroup", phitbox->group); + md->Set(2, "BBMin", aiVector3D(phitbox->bbmin[0], phitbox->bbmin[1], phitbox->bbmin[2])); + md->Set(3, "BBMax", aiVector3D(phitbox->bbmax[0], phitbox->bbmax[1], phitbox->bbmax[2])); + } +} + +// ------------------------------------------------------------------------------------------------ +void HL1MDLLoader::read_bone_controllers() { + if (!header_->numbonecontrollers) { + return; + } + + const BoneController_HL1 *pbonecontroller = (const BoneController_HL1 *)((uint8_t *)header_ + header_->bonecontrollerindex); + + aiNode *bones_controller_node = new aiNode(AI_MDL_HL1_NODE_BONE_CONTROLLERS); + rootnode_children_.push_back(bones_controller_node); + bones_controller_node->mNumChildren = static_cast(header_->numbonecontrollers); + bones_controller_node->mChildren = new aiNode *[bones_controller_node->mNumChildren]; + + for (int i = 0; i < header_->numbonecontrollers; ++i, ++pbonecontroller) { + aiNode *bone_controller_node = bones_controller_node->mChildren[i] = new aiNode(); + bone_controller_node->mParent = bones_controller_node; + + aiMetadata *md = bone_controller_node->mMetaData = aiMetadata::Alloc(5); + // Reference the bone by name. This allows us to search a particular + // bone by name using aiNode(s). + md->Set(0, "Bone", temp_bones_[pbonecontroller->bone].node->mName); + md->Set(1, "MotionFlags", pbonecontroller->type); + md->Set(2, "Start", pbonecontroller->start); + md->Set(3, "End", pbonecontroller->end); + md->Set(4, "Channel", pbonecontroller->index); + } +} + +// ------------------------------------------------------------------------------------------------ +void HL1MDLLoader::read_global_info() { + aiNode *global_info_node = new aiNode(AI_MDL_HL1_NODE_GLOBAL_INFO); + rootnode_children_.push_back(global_info_node); + + aiMetadata *md = global_info_node->mMetaData = aiMetadata::Alloc(import_settings_.read_misc_global_info ? 16 : 11); + md->Set(0, "Version", AI_MDL_HL1_VERSION); + md->Set(1, "NumBodyparts", header_->numbodyparts); + md->Set(2, "NumModels", total_models_); + md->Set(3, "NumBones", header_->numbones); + md->Set(4, "NumAttachments", import_settings_.read_attachments ? header_->numattachments : 0); + md->Set(5, "NumSkinFamilies", texture_header_->numskinfamilies); + md->Set(6, "NumHitboxes", import_settings_.read_hitboxes ? header_->numhitboxes : 0); + md->Set(7, "NumBoneControllers", import_settings_.read_bone_controllers ? header_->numbonecontrollers : 0); + md->Set(8, "NumSequences", import_settings_.read_animations ? header_->numseq : 0); + md->Set(9, "NumBlendControllers", import_settings_.read_blend_controllers ? num_blend_controllers_ : 0); + md->Set(10, "NumTransitionNodes", import_settings_.read_sequence_transitions ? header_->numtransitions : 0); + + if (import_settings_.read_misc_global_info) { + md->Set(11, "EyePosition", aiVector3D(header_->eyeposition[0], header_->eyeposition[1], header_->eyeposition[2])); + md->Set(12, "HullMin", aiVector3D(header_->min[0], header_->min[1], header_->min[2])); + md->Set(13, "HullMax", aiVector3D(header_->max[0], header_->max[1], header_->max[2])); + md->Set(14, "CollisionMin", aiVector3D(header_->bbmin[0], header_->bbmin[1], header_->bbmin[2])); + md->Set(15, "CollisionMax", aiVector3D(header_->bbmax[0], header_->bbmax[1], header_->bbmax[2])); + } +} + +// ------------------------------------------------------------------------------------------------ +/** @brief This method reads a compressed anim value. +* +* @note The structure of this method is taken from HL2 source code. +* Although this is from HL2, it's implementation is almost identical +* to code found in HL1 SDK. See HL1 and HL2 SDKs for more info. +* +* source: +* HL1 source code. +* file: studio_render.cpp +* function(s): CalcBoneQuaternion and CalcBonePosition +* +* HL2 source code. +* file: bone_setup.cpp +* function(s): ExtractAnimValue +*/ +void HL1MDLLoader::extract_anim_value( + const AnimValue_HL1 *panimvalue, + int frame, float bone_scale, float &value) { + int k = frame; + + // find span of values that includes the frame we want + while (panimvalue->num.total <= k) { + k -= panimvalue->num.total; + panimvalue += panimvalue->num.valid + 1; + } + + // Bah, missing blend! + if (panimvalue->num.valid > k) { + value = panimvalue[k + 1].value * bone_scale; + } else { + value = panimvalue[panimvalue->num.valid].value * bone_scale; + } +} + +// ------------------------------------------------------------------------------------------------ +// Get the number of blend controllers. +bool HL1MDLLoader::get_num_blend_controllers(const int num_blend_animations, int &num_blend_controllers) { + + switch (num_blend_animations) { + case SequenceBlendMode_HL1::NoBlend: + num_blend_controllers = 0; + return true; + case SequenceBlendMode_HL1::TwoWayBlending: + num_blend_controllers = 1; + return true; + case SequenceBlendMode_HL1::FourWayBlending: + num_blend_controllers = 2; + return true; + default: + num_blend_controllers = 0; + ASSIMP_LOG_WARN(MDL_HALFLIFE_LOG_HEADER "Unsupported number of blend animations (" + std::to_string(num_blend_animations) + ")"); + return false; + } +} + +} // namespace HalfLife +} // namespace MDL +} // namespace Assimp diff --git a/code/MDL/HalfLife/HL1MDLLoader.h b/code/MDL/HalfLife/HL1MDLLoader.h new file mode 100644 index 000000000..c4293259c --- /dev/null +++ b/code/MDL/HalfLife/HL1MDLLoader.h @@ -0,0 +1,241 @@ +/* +--------------------------------------------------------------------------- +Open Asset Import Library (assimp) +--------------------------------------------------------------------------- + +Copyright (c) 2006-2020, assimp 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 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 HL1MDLLoader.h + * @brief Declaration of the Half-Life 1 MDL loader. + */ + +#ifndef AI_HL1MDLLOADER_INCLUDED +#define AI_HL1MDLLOADER_INCLUDED + +#include "HL1FileData.h" +#include "HL1ImportSettings.h" +#include "UniqueNameGenerator.h" + +#include +#include + +#include +#include +#include +#include +#include +#include + +namespace Assimp { +namespace MDL { +namespace HalfLife { + +class HL1MDLLoader { +public: + HL1MDLLoader() = delete; + HL1MDLLoader(const HL1MDLLoader &) = delete; + + /** See variables descriptions at the end for more details. */ + HL1MDLLoader( + aiScene *scene, + IOSystem *io, + const unsigned char *buffer, + const std::string &file_path, + const HL1ImportSettings &import_settings); + + ~HL1MDLLoader(); + + void load_file(); + +protected: + /** \brief Validate the header data structure of a Half-Life 1 MDL file. + * \param[in] header Input header to be validated. + * \param[in] is_texture_header Whether or not we are reading an MDL + * texture file. + */ + void validate_header(const Header_HL1 *header, bool is_texture_header); + + void load_texture_file(); + void load_sequence_groups_files(); + void read_textures(); + void read_skins(); + void read_bones(); + void read_meshes(); + void read_animations(); + void read_sequence_groups_info(); + void read_sequence_infos(); + void read_sequence_transitions(); + void read_attachments(); + void read_hitboxes(); + void read_bone_controllers(); + void read_global_info(); + +private: + void release_resources(); + + /** \brief Load a file and copy it's content to a buffer. + * \param file_path The path to the file to be loaded. + * \param buffer A pointer to a buffer to receive the data. + */ + template + void load_file_into_buffer(const std::string &file_path, unsigned char *&buffer); + + /** \brief Read an MDL texture. + * \param[in] ptexture A pointer to an MDL texture. + * \param[in] data A pointer to the data from \p ptexture. + * \param[in] pal A pointer to the texture palette from \p ptexture. + * \param[in,out] pResult A pointer to the output resulting Assimp texture. + * \param[in,out] last_palette_color The last color from the image palette. + */ + void read_texture(const Texture_HL1 *ptexture, + uint8_t *data, uint8_t *pal, aiTexture *pResult, + aiColor3D &last_palette_color); + + /** \brief This method reads a compressed anim value. + * \param[in] panimvalue A pointer to the animation data. + * \param[in] frame The frame to look for. + * \param[in] bone_scale The current bone scale to apply to the compressed value. + * \param[in,out] value The decompressed anim value at \p frame. + */ + void extract_anim_value(const AnimValue_HL1 *panimvalue, + int frame, float bone_scale, float &value); + + /** + * \brief Given the number of blend animations, determine the number of blend controllers. + * + * \param[in] num_blend_animations The number of blend animations. + * \param[out] num_blend_controllers The number of blend controllers. + * \return True if the number of blend controllers was determined. False otherwise. + */ + static bool get_num_blend_controllers(const int num_blend_animations, int &num_blend_controllers); + + /** Output scene to be filled */ + aiScene *scene_; + + /** Output I/O handler. Required for additional IO operations. */ + IOSystem *io_; + + /** Buffer from MDLLoader class. */ + const unsigned char *buffer_; + + /** The full file path to the MDL file we are trying to load. + * Used to locate other MDL files since MDL may store resources + * in external MDL files. */ + const std::string &file_path_; + + /** Configuration for HL1 MDL */ + const HL1ImportSettings &import_settings_; + + /** Main MDL header. */ + const Header_HL1 *header_; + + /** External MDL texture header. */ + const Header_HL1 *texture_header_; + + /** External MDL animation headers. + * One for each loaded animation file. */ + SequenceHeader_HL1 **anim_headers_; + + /** Texture file data. */ + unsigned char *texture_buffer_; + + /** Animation files data. */ + unsigned char **anim_buffers_; + + /** The number of sequence groups. */ + int num_sequence_groups_; + + /** The list of children to be appended to the scene's root node. */ + std::vector rootnode_children_; + + /** A unique name generator. Used to generate names for MDL values + * that may have empty/duplicate names. */ + UniqueNameGenerator unique_name_generator_; + + /** The list of unique sequence names. */ + std::vector unique_sequence_names_; + + /** The list of unique sequence groups names. */ + std::vector unique_sequence_groups_names_; + + /** Structure to store temporary bone information. */ + struct TempBone { + + TempBone() : + node(nullptr), + absolute_transform(), + offset_matrix() {} + + aiNode *node; + aiMatrix4x4 absolute_transform; + aiMatrix4x4 offset_matrix; + }; + + std::vector temp_bones_; + + /** The number of available bone controllers in the model. */ + int num_blend_controllers_; + + /** Self explanatory. */ + int total_models_; +}; + +// ------------------------------------------------------------------------------------------------ +template +void HL1MDLLoader::load_file_into_buffer(const std::string &file_path, unsigned char *&buffer) { + if (!io_->Exists(file_path)) + throw DeadlyImportError("Missing file " + DefaultIOSystem::fileName(file_path) + "."); + + std::unique_ptr file(io_->Open(file_path)); + + if (file.get() == NULL) + throw DeadlyImportError("Failed to open MDL file " + DefaultIOSystem::fileName(file_path) + "."); + + const size_t file_size = file->FileSize(); + if (file_size < sizeof(MDLFileHeader)) + throw DeadlyImportError("MDL file is too small."); + + buffer = new unsigned char[1 + file_size]; + file->Read((void *)buffer, 1, file_size); + buffer[file_size] = '\0'; +} + +} // namespace HalfLife +} // namespace MDL +} // namespace Assimp + +#endif // AI_HL1MDLLOADER_INCLUDED diff --git a/code/MDL/HalfLife/HL1MeshTrivert.h b/code/MDL/HalfLife/HL1MeshTrivert.h new file mode 100644 index 000000000..b61765663 --- /dev/null +++ b/code/MDL/HalfLife/HL1MeshTrivert.h @@ -0,0 +1,127 @@ +/* +--------------------------------------------------------------------------- +Open Asset Import Library (assimp) +--------------------------------------------------------------------------- + +Copyright (c) 2006-2020, assimp 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 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 HL1MeshTrivert.h + * @brief This file contains the class declaration for the + * HL1 mesh trivert class. + */ + +#ifndef AI_HL1MESHTRIVERT_INCLUDED +#define AI_HL1MESHTRIVERT_INCLUDED + +#include "HL1FileData.h" + +namespace Assimp { +namespace MDL { +namespace HalfLife { + +/* A class to help map model triverts to mesh triverts. */ +struct HL1MeshTrivert { + HL1MeshTrivert() : + vertindex(-1), + normindex(-1), + s(0), + t(0), + localindex(-1) { + } + + HL1MeshTrivert(short vertindex, short normindex, short s, short t, short localindex) : + vertindex(vertindex), + normindex(normindex), + s(s), + t(t), + localindex() { + } + + HL1MeshTrivert(const Trivert &a) : + vertindex(a.vertindex), + normindex(a.normindex), + s(a.s), + t(a.t), + localindex(-1) { + } + + inline bool operator==(const Trivert &a) const { + return vertindex == a.vertindex && + normindex == a.normindex && + s == a.s && + t == a.t; + } + + inline bool operator!=(const Trivert &a) const { + return !(*this == a); + } + + inline bool operator==(const HL1MeshTrivert &a) const { + return localindex == a.localindex && + vertindex == a.vertindex && + normindex == a.normindex && + s == a.s && + t == a.t; + } + + inline bool operator!=(const HL1MeshTrivert &a) const { + return !(*this == a); + } + + inline HL1MeshTrivert &operator=(const Trivert &other) { + vertindex = other.vertindex; + normindex = other.normindex; + s = other.s; + t = other.t; + return *this; + } + + short vertindex; + short normindex; + short s, t; + short localindex; +}; + +struct HL1MeshFace { + short v0, v1, v2; +}; + +} // namespace HalfLife +} // namespace MDL +} // namespace Assimp + +#endif // AI_HL1MESHTRIVERT_INCLUDED diff --git a/code/MDL/HalfLife/HalfLifeMDLBaseHeader.h b/code/MDL/HalfLife/HalfLifeMDLBaseHeader.h new file mode 100644 index 000000000..f26f8735d --- /dev/null +++ b/code/MDL/HalfLife/HalfLifeMDLBaseHeader.h @@ -0,0 +1,67 @@ +/* +--------------------------------------------------------------------------- +Open Asset Import Library (assimp) +--------------------------------------------------------------------------- + +Copyright (c) 2006-2020, assimp 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 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 HalfLifeMDLBaseHeader.h */ + +#ifndef AI_HALFLIFEMDLBASEHEADER_INCLUDED +#define AI_HALFLIFEMDLBASEHEADER_INCLUDED + +#include + +namespace Assimp { +namespace MDL { +namespace HalfLife { + +/** Used to interface different Valve MDL formats. */ +struct HalfLifeMDLBaseHeader +{ + //! Magic number: "IDST"/"IDSQ" + char ident[4]; + + //! The file format version. + int32_t version; +}; + +} +} +} + +#endif // AI_HALFLIFEMDLBASEHEADER_INCLUDED diff --git a/code/MDL/HalfLife/LogFunctions.h b/code/MDL/HalfLife/LogFunctions.h new file mode 100644 index 000000000..5e18a8df7 --- /dev/null +++ b/code/MDL/HalfLife/LogFunctions.h @@ -0,0 +1,95 @@ +/* +--------------------------------------------------------------------------- +Open Asset Import Library (assimp) +--------------------------------------------------------------------------- + +Copyright (c) 2006-2020, assimp 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 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 LogFunctions.h */ + +#ifndef AI_MDL_HALFLIFE_LOGFUNCTIONS_INCLUDED +#define AI_MDL_HALFLIFE_LOGFUNCTIONS_INCLUDED + +#include +#include + +namespace Assimp { +namespace MDL { +namespace HalfLife { + +/** + * \brief A function to log precise messages regarding limits exceeded. + * + * \param[in] subject Subject. + * \param[in] current_amount Current amount. + * \param[in] direct_object Direct object. + * LIMIT Limit constant. + * + * Example: Model has 100 textures, which exceeds the limit (50) + * + * where \p subject is 'Model' + * \p current_amount is '100' + * \p direct_object is 'textures' + * LIMIT is '50' + */ +template +static inline void log_warning_limit_exceeded( + const std::string &subject, int current_amount, + const std::string &direct_object) { + + ASSIMP_LOG_WARN(MDL_HALFLIFE_LOG_HEADER + + subject + + " has " + + std::to_string(current_amount) + " " + + direct_object + + ", which exceeds the limit (" + + std::to_string(LIMIT) + + ")"); +} + +/** \brief Same as above, but uses 'Model' as the subject. */ +template +static inline void log_warning_limit_exceeded(int current_amount, + const std::string &direct_object) { + log_warning_limit_exceeded("Model", current_amount, direct_object); +} + +} // namespace HalfLife +} // namespace MDL +} // namespace Assimp + +#endif // AI_MDL_HALFLIFE_LOGFUNCTIONS_INCLUDED diff --git a/code/MDL/HalfLife/UniqueNameGenerator.cpp b/code/MDL/HalfLife/UniqueNameGenerator.cpp new file mode 100644 index 000000000..417a6baef --- /dev/null +++ b/code/MDL/HalfLife/UniqueNameGenerator.cpp @@ -0,0 +1,180 @@ +/* +--------------------------------------------------------------------------- +Open Asset Import Library (assimp) +--------------------------------------------------------------------------- + +Copyright (c) 2006-2020, assimp 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 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 UniqueNameGenerator.cpp + * @brief Implementation for the unique name generator. + */ + +#include "UniqueNameGenerator.h" +#include +#include +#include +#include + +namespace Assimp { +namespace MDL { +namespace HalfLife { + +UniqueNameGenerator::UniqueNameGenerator() : + template_name_("unnamed"), + separator_("_") { +} + +UniqueNameGenerator::UniqueNameGenerator(const char *template_name) : + template_name_(template_name), + separator_("_") { +} + +UniqueNameGenerator::UniqueNameGenerator(const char *template_name, const char *separator) : + template_name_(template_name), + separator_(separator) { +} + +UniqueNameGenerator::~UniqueNameGenerator() { +} + +void UniqueNameGenerator::make_unique(std::vector &names) { + struct DuplicateInfo { + DuplicateInfo() : + indices(), + next_id(0) { + } + + std::list indices; + size_t next_id; + }; + + std::vector empty_names_indices; + std::vector template_name_duplicates; + std::map names_to_duplicates; + + const std::string template_name_with_separator(template_name_ + separator_); + + auto format_name = [&](const std::string &base_name, size_t id) -> std::string { + return base_name + separator_ + std::to_string(id); + }; + + auto generate_unique_name = [&](const std::string &base_name) -> std::string { + auto *duplicate_info = &names_to_duplicates[base_name]; + + std::string new_name = ""; + + bool found_identical_name; + bool tried_with_base_name_only = false; + do { + // Assume that no identical name exists. + found_identical_name = false; + + if (!tried_with_base_name_only) { + // First try with only the base name. + new_name = base_name; + } else { + // Create the name expected to be unique. + new_name = format_name(base_name, duplicate_info->next_id); + } + + // Check in the list of duplicates for an identical name. + for (size_t i = 0; + i < names.size() && + !found_identical_name; + ++i) { + if (new_name == names[i]) + found_identical_name = true; + } + + if (tried_with_base_name_only) + ++duplicate_info->next_id; + + tried_with_base_name_only = true; + + } while (found_identical_name); + + return new_name; + }; + + for (size_t i = 0; i < names.size(); ++i) { + // Check for empty names. + if (names[i].find_first_not_of(' ') == std::string::npos) { + empty_names_indices.push_back(i); + continue; + } + + /* Check for potential duplicate. + a) Either if this name is the same as the template name or + b)