Removed MDR loader - too unimportant and would need much more work to work properly.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@259 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
9b53b2aa1a
commit
d320a4bc64
|
@ -180,16 +180,11 @@ void AC3DImporter::LoadObjectSection(std::vector<Object>& objects)
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{
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obj.type = Object::Group;
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}
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else if (!ASSIMP_strincmp(buffer,"poly",4))
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{
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obj.type = Object::Poly;
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}
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else if (!ASSIMP_strincmp(buffer,"world",5))
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{
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obj.type = Object::World;
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}
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else obj.type = Object::Poly;
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while (GetNextLine())
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{
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if (TokenMatch(buffer,"kids",4))
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@ -227,6 +222,8 @@ void AC3DImporter::LoadObjectSection(std::vector<Object>& objects)
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{
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SkipSpaces(&buffer);
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AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,2,&obj.texRepeat);
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if (!obj.texRepeat.x || !obj.texRepeat.y)
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obj.texRepeat = aiVector2D (1.f,1.f);
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}
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else if (TokenMatch(buffer,"texoff",6))
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{
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@ -685,9 +682,12 @@ aiNode* AC3DImporter::ConvertObjectSection(Object& object,
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// compute the transformation offset to the parent node
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node->mTransformation = aiMatrix4x4 ( object.rotation );
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if (object.type == Object::Group || !object.numRefs)
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{
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node->mTransformation.a4 = object.translation.x;
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node->mTransformation.b4 = object.translation.y;
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node->mTransformation.c4 = object.translation.z;
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}
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// add children to the object
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if (object.children.size())
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@ -84,9 +84,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#ifndef AI_BUILD_NO_SMD_IMPORTER
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# include "SMDLoader.h"
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#endif
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#ifndef AI_BUILD_NO_MDR_IMPORTER
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# include "MDRLoader.h"
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#endif
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#ifndef AI_BUILD_NO_MDC_IMPORTER
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# include "MDCLoader.h"
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#endif
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@ -248,9 +245,6 @@ Importer::Importer() :
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#if (!defined AI_BUILD_NO_SMD_IMPORTER)
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mImporter.push_back( new SMDImporter());
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#endif
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#if (!defined AI_BUILD_NO_MDR_IMPORTER)
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mImporter.push_back( new MDRImporter());
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#endif
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#if (!defined AI_BUILD_NO_MDC_IMPORTER)
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mImporter.push_back( new MDCImporter());
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#endif
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@ -1,227 +0,0 @@
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/*
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Open Asset Import Library (ASSIMP)
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----------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file Defines the helper data structures for importing MDR files */
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#ifndef AI_MDRFILEHELPER_H_INC
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#define AI_MDRFILEHELPER_H_INC
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#include "../include/aiTypes.h"
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#include "../include/aiMesh.h"
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#include "../include/aiAnim.h"
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#include "./../include/Compiler/pushpack1.h"
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namespace Assimp {
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namespace MDR {
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// to make it easier for ourselfes, we test the magic word against both "endianesses"
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#define MDR_MAKE(string) ((uint32_t)((string[0] << 24) + (string[1] << 16) + (string[2] << 8) + string[3]))
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#define AI_MDR_MAGIC_NUMBER_BE MDR_MAKE("RDM5")
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#define AI_MDR_MAGIC_NUMBER_LE MDR_MAKE("5MDR")
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// common limitations for MDR - not validated for the moment
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#define AI_MDR_VERSION 2
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#define AI_MDR_MAXQPATH 64
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#define AI_MDR_MAX_BONES 128
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// ---------------------------------------------------------------------------
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/** \brief Data structure for a vertex weight in a MDR file
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*/
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struct Weight
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{
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//! these are indexes into the boneReferences
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//! not the global per-frame bone list
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uint32_t boneIndex;
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//! weight of this bone
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float boneWeight;
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//! offset of this bone
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aiVector3D offset;
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for a vertex in a MDR file
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*/
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struct Vertex
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{
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aiVector3D normal;
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aiVector2D texCoords;
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uint32_t numWeights;
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for a triangle in a MDR file
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*/
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struct Triangle
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{
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uint32_t indexes[3];
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for a surface in a MDR file
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*/
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struct Surface
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{
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uint32_t ident;
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char name[AI_MDR_MAXQPATH]; // polyset name
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char shader[AI_MDR_MAXQPATH];
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uint32_t shaderIndex;
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int32_t ofsHeader; // this will be a negative number
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uint32_t numVerts;
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uint32_t ofsVerts;
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uint32_t numTriangles;
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uint32_t ofsTriangles;
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// Bone references are a set of ints representing all the bones
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// present in any vertex weights for this surface. This is
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// needed because a model may have surfaces that need to be
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// drawn at different sort times, and we don't want to have
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// to re-interpolate all the bones for each surface.
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uint32_t numBoneReferences;
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uint32_t ofsBoneReferences;
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uint32_t ofsEnd; // next surface follows
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for a bone in a MDR file
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*/
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struct Bone
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{
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float matrix[3][4];
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for a frame in a MDR file
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*/
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struct Frame {
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aiVector3D bounds0,bounds1; // bounds of all surfaces of all LOD's for this frame
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aiVector3D localOrigin; // midpoint of bounds, used for sphere cull
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float radius; // dist from localOrigin to corner
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char name[16];
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// bones follow here
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for a compressed bone in a MDR file
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*/
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struct CompBone
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{
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unsigned char Comp[24]; // MC_COMP_BYTES is in MatComp.h, but don't want to couple
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for a compressed frame in a MDR file
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*/
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struct CompFrame
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{
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aiVector3D bounds0,bounds1; // bounds of all surfaces of all LOD's for this frame
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aiVector3D localOrigin; // midpoint of bounds, used for sphere cull
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float radius; // dist from localOrigin to corner
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for a LOD in a MDR file
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*/
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struct LOD
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{
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uint32_t numSurfaces;
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uint32_t ofsSurfaces; // first surface, others follow
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uint32_t ofsEnd; // next lod follows
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} ;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for a tag (= attachment) in a MDR file
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*/
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struct Tag
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{
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uint32_t boneIndex;
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char name[32];
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \brief Header data structure for a MDR file
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*/
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struct Header
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{
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int32_t ident;
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int32_t version;
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char name[AI_MDR_MAXQPATH];
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// frames and bones are shared by all levels of detail
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int32_t numFrames;
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int32_t numBones;
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int32_t ofsFrames;
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// each level of detail has completely separate sets of surfaces
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int32_t numLODs;
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int32_t ofsLODs;
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int32_t numTags;
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int32_t ofsTags;
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int32_t ofsEnd;
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} PACK_STRUCT;
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#include "./../include/Compiler/poppack1.h"
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}}
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#endif // !! AI_MDRFILEHELPER_H_INC
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@ -1,371 +0,0 @@
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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||||
with or without modification, are permitted provided that the following
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||||
conditions are met:
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||||
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||||
* Redistributions of source code must retain the above
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||||
copyright notice, this list of conditions and the
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||||
following disclaimer.
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||||
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* Redistributions in binary form must reproduce the above
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||||
copyright notice, this list of conditions and the
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||||
following disclaimer in the documentation and/or other
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||||
materials provided with the distribution.
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||||
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* Neither the name of the ASSIMP team, nor the names of its
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||||
contributors may be used to endorse or promote products
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||||
derived from this software without specific prior
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||||
written permission of the ASSIMP Development Team.
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||||
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||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file Implementation of the MDR importer class */
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#include "AssimpPCH.h"
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#include "MDRLoader.h"
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using namespace Assimp;
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using namespace Assimp::MDR;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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MDRImporter::MDRImporter()
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{
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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MDRImporter::~MDRImporter()
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{
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool MDRImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
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{
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// simple check of file extension is enough for the moment
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std::string::size_type pos = pFile.find_last_of('.');
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// no file extension - can't read
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if( pos == std::string::npos)
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return false;
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std::string extension = pFile.substr( pos);
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return !(extension.length() != 4 || extension[0] != '.' ||
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extension[1] != 'm' && extension[1] != 'M' ||
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extension[2] != 'd' && extension[2] != 'D' ||
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extension[3] != 'r' && extension[3] != 'R');
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}
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// ------------------------------------------------------------------------------------------------
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// Uncompress a matrix
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void MDRImporter::MatrixUncompress(aiMatrix4x4& mat,const uint8_t * compressed)
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{
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int value;
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// First decompress the translation part
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for (unsigned int n = 0; n < 3;++n)
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{
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value = (int)((uint16_t *)(compressed))[n];
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mat[0][n] = ((float)(value-(1<<15)))/64.f;
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}
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// Then decompress the rotation matrix
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for (unsigned int n = 0, p = 3; n < 3;++n)
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{
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for (unsigned int m = 0; m < 3;++m,++p)
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{
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value = (int)((uint16_t *)(compressed))[p];
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mat[n][m]=((float)(value-(1<<15)))*(1.0f/(float)((1<<(15))-2));
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}
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}
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// now zero the final row of the matrix
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mat[3][0] = mat[3][1] = mat[3][2] = 0.f;
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mat[3][3] = 1.f;
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}
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// ------------------------------------------------------------------------------------------------
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// Validate the header of the given MDR file
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void MDRImporter::ValidateHeader()
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{
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// Check the magic word - '5MDR'
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if (pcHeader->ident != AI_MDR_MAGIC_NUMBER_BE &&
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pcHeader->ident != AI_MDR_MAGIC_NUMBER_LE)
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{
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char szBuffer[5];
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szBuffer[0] = ((char*)&pcHeader->ident)[0];
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szBuffer[1] = ((char*)&pcHeader->ident)[1];
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szBuffer[2] = ((char*)&pcHeader->ident)[2];
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szBuffer[3] = ((char*)&pcHeader->ident)[3];
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szBuffer[4] = '\0';
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throw new ImportErrorException("Invalid MDR magic word: should be 5MDR, the "
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"magic word found is " + std::string( szBuffer ));
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}
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// Big endian - swap the fields in the header
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AI_SWAP4(pcHeader->numBones);
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AI_SWAP4(pcHeader->numFrames);
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AI_SWAP4(pcHeader->ofsFrames);
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AI_SWAP4(pcHeader->ofsLODs);
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AI_SWAP4(pcHeader->ofsTags);
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AI_SWAP4(pcHeader->version);
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AI_SWAP4(pcHeader->numTags);
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AI_SWAP4(pcHeader->numLODs);
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// MDR file version should always be 2
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if (pcHeader->version != AI_MDR_VERSION)
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DefaultLogger::get()->warn("Unsupported MDR file version (2 was expected)");
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// We compute the vertex positions from the bones,
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// so we need at least one bone.
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if (!pcHeader->numBones)
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DefaultLogger::get()->warn("MDR: At least one bone must be there");
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// We should have at least the first LOD in the valid range
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if (pcHeader->ofsLODs > (int)fileSize)
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throw new ImportErrorException("MDR: header is invalid - LOD out of range");
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// header::ofsFrames is negative if the frames are compressed
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if (pcHeader->ofsFrames < 0)
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{
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// Ugly, but it will be our only change to make further
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// reading easier
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int32_t* p = const_cast<int32_t*>(&pcHeader->ofsFrames);
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*p = -pcHeader->ofsFrames;
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compressed = true;
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DefaultLogger::get()->info("MDR: Compressed frames");
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}
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else compressed = false;
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// validate all frames
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if ( pcHeader->ofsFrames + sizeof(MDR::Frame) *
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(pcHeader->numBones -1) * sizeof(MDR::Bone) *
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pcHeader->numFrames > fileSize)
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{
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throw new ImportErrorException("MDR: header is invalid - frame out of range");
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}
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// Check whether the requested frame is existing
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if (configFrameID >= (unsigned int) pcHeader->numFrames)
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throw new ImportErrorException("The requested frame is not available");
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}
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// ------------------------------------------------------------------------------------------------
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// Validate the surface header of a given MDR file LOD
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void MDRImporter::ValidateLODHeader(BE_NCONST MDR::LOD* pcLOD)
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{
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AI_SWAP4(pcLOD->ofsSurfaces);
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AI_SWAP4(pcLOD->numSurfaces);
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AI_SWAP4(pcLOD->ofsEnd);
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const unsigned int iMax = fileSize - (unsigned int)((int8_t*)pcLOD-(int8_t*)pcHeader);
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// We should have at least one surface here
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if (!pcLOD->numSurfaces)
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throw new ImportErrorException("MDR: LOD has zero surfaces assigned");
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if (pcLOD->ofsSurfaces > iMax)
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throw new ImportErrorException("MDR: LOD header is invalid - surface out of range");
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}
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// ------------------------------------------------------------------------------------------------
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// Validate the header of a given MDR file surface
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void MDRImporter::ValidateSurfaceHeader(BE_NCONST MDR::Surface* pcSurf)
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{
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AI_SWAP4(pcSurf->ident);
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AI_SWAP4(pcSurf->numBoneReferences);
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AI_SWAP4(pcSurf->numTriangles);
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AI_SWAP4(pcSurf->numVerts);
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AI_SWAP4(pcSurf->ofsBoneReferences);
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AI_SWAP4(pcSurf->ofsEnd);
|
||||
AI_SWAP4(pcSurf->ofsTriangles);
|
||||
AI_SWAP4(pcSurf->ofsVerts);
|
||||
AI_SWAP4(pcSurf->shaderIndex);
|
||||
|
||||
// Find out how many bytes
|
||||
const unsigned int iMax = fileSize - (unsigned int)((int8_t*)pcSurf-(int8_t*)pcHeader);
|
||||
|
||||
// Not exact - there could be extra data in the vertices.
|
||||
if (pcSurf->ofsTriangles + pcSurf->numTriangles*sizeof(MDR::Triangle) > iMax ||
|
||||
pcSurf->ofsVerts + pcSurf->numVerts*sizeof(MDR::Vertex) > iMax)
|
||||
{
|
||||
throw new ImportErrorException("MDR: Surface header is invalid");
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Setup configuration properties
|
||||
void MDRImporter::SetupProperties(const Importer* pImp)
|
||||
{
|
||||
// **************************************************************
|
||||
// The AI_CONFIG_IMPORT_MDR_KEYFRAME option overrides the
|
||||
// AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
|
||||
// **************************************************************
|
||||
configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MDR_KEYFRAME,0xffffffff);
|
||||
|
||||
if(0xffffffff == configFrameID)
|
||||
configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Imports the given file into the given scene structure.
|
||||
void MDRImporter::InternReadFile( const std::string& pFile,
|
||||
aiScene* pScene, IOSystem* pIOHandler)
|
||||
{
|
||||
boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
|
||||
|
||||
// Check whether we can read from the file
|
||||
if( file.get() == NULL)
|
||||
throw new ImportErrorException( "Failed to open MDR file " + pFile + ".");
|
||||
|
||||
// Check whether the mdr file is large enough to contain the file header
|
||||
fileSize = (unsigned int)file->FileSize();
|
||||
if( fileSize < sizeof(MDR::Header))
|
||||
throw new ImportErrorException( "MDR File is too small.");
|
||||
|
||||
// Copy the contents of the file to a buffer
|
||||
std::vector<unsigned char> mBuffer2(fileSize);
|
||||
file->Read( &mBuffer2[0], 1, fileSize);
|
||||
mBuffer = &mBuffer2[0];
|
||||
|
||||
// Validate the file header and do BigEndian byte swapping for all sub headers
|
||||
pcHeader = (BE_NCONST MDR::Header*)mBuffer;
|
||||
ValidateHeader();
|
||||
|
||||
// Go to the first LOD
|
||||
LE_NCONST MDR::LOD* lod = (LE_NCONST MDR::LOD*)((uint8_t*)pcHeader+pcHeader->ofsLODs);
|
||||
std::vector<aiMesh*> outMeshes;
|
||||
outMeshes.reserve(lod->numSurfaces);
|
||||
|
||||
// Get a pointer to the first surface and continue processing them all
|
||||
LE_NCONST MDR::Surface* surf = (LE_NCONST MDR::Surface*)((uint8_t*)lod+lod->ofsSurfaces);
|
||||
for (uint32_t i = 0; i < lod->numSurfaces; ++i)
|
||||
{
|
||||
// The surface must have a) faces b) vertices and c) bone references
|
||||
if (surf->numTriangles && surf->numVerts && surf->numBoneReferences)
|
||||
{
|
||||
outMeshes.push_back(new aiMesh());
|
||||
aiMesh* mesh = outMeshes.back();
|
||||
|
||||
mesh->mNumFaces = surf->numTriangles;
|
||||
mesh->mNumVertices = mesh->mNumFaces*3;
|
||||
mesh->mNumBones = surf->numBoneReferences;
|
||||
|
||||
mesh->mFaces = new aiFace[mesh->mNumFaces];
|
||||
mesh->mVertices = new aiVector3D[mesh->mNumVertices];
|
||||
mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
|
||||
mesh->mBones = new aiBone*[mesh->mNumBones];
|
||||
|
||||
// Allocate output bones and generate proper names for them
|
||||
for (unsigned int p = 0; p < mesh->mNumBones;++p)
|
||||
{
|
||||
aiBone* bone = mesh->mBones[p] = new aiBone();
|
||||
bone->mName.length = ::sprintf( bone->mName.data, "B_%i",p);
|
||||
}
|
||||
|
||||
std::vector<BoneWeightInfo> mWeights;
|
||||
mWeights.reserve(surf->numVerts << 1);
|
||||
|
||||
std::vector<VertexInfo> mVertices(surf->numVerts);
|
||||
|
||||
// get a pointer to the first vertex
|
||||
LE_NCONST MDR::Vertex* v = (LE_NCONST MDR::Vertex*)((uint8_t*)surf+surf->ofsVerts);
|
||||
for (unsigned int m = 0; m < surf->numVerts; ++m)
|
||||
{
|
||||
// get a pointer to the next vertex
|
||||
v = (LE_NCONST MDR::Vertex*)((uint8_t*)(v+1) + v->numWeights*sizeof(MDR::Weight));
|
||||
|
||||
// Big Endian - swap the vertex data structure
|
||||
#ifndef AI_BUILD_BIG_ENDIAN
|
||||
AI_SWAP4(v->numWeights);
|
||||
AI_SWAP4(v->normal.x);
|
||||
AI_SWAP4(v->normal.y);
|
||||
AI_SWAP4(v->normal.z);
|
||||
AI_SWAP4(v->texCoords.x);
|
||||
AI_SWAP4(v->texCoords.y);
|
||||
#endif
|
||||
|
||||
// Fill out output structure
|
||||
VertexInfo& vert = mVertices[m];
|
||||
|
||||
vert.uv.x = v->texCoords.x; vert.uv.y = v->texCoords.y;
|
||||
vert.normal = v->normal;
|
||||
vert.start = (unsigned int)mWeights.size();
|
||||
vert.num = v->numWeights;
|
||||
|
||||
// Now compute the final vertex position by averaging
|
||||
// the positions affecting this vertex, weighting by
|
||||
// the given vertex weights.
|
||||
for (unsigned int l = 0; l < vert.num; ++l)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
// Find out how large the output weight buffers must be
|
||||
LE_NCONST MDR::Triangle* tri = (LE_NCONST MDR::Triangle*)((uint8_t*)surf+surf->ofsTriangles);
|
||||
LE_NCONST MDR::Triangle* const triEnd = tri + surf->numTriangles;
|
||||
for (; tri != triEnd; ++tri)
|
||||
{
|
||||
for (unsigned int o = 0; o < 3;++o)
|
||||
{
|
||||
// Big endian: swap the 32 Bit index
|
||||
#ifndef AI_BUILD_BIG_ENDIAN
|
||||
AI_SWAP4(tri->indexes[o]);
|
||||
#endif
|
||||
register unsigned int temp = tri->indexes[o];
|
||||
if (temp >= surf->numVerts)
|
||||
throw new ImportErrorException("MDR: Vertex index is out of range");
|
||||
|
||||
VertexInfo& vert = mVertices[temp];
|
||||
for (unsigned int l = vert.start; l < vert.start + vert.num; ++l)
|
||||
{
|
||||
if (mWeights[l].first >= surf->numBoneReferences)
|
||||
throw new ImportErrorException("MDR: Bone index is out of range");
|
||||
|
||||
++mesh->mBones[mWeights[l].first]->mNumWeights;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Allocate storage for output bone weights
|
||||
for (unsigned int p = 0; p < mesh->mNumBones;++p)
|
||||
{
|
||||
aiBone* bone = mesh->mBones[p];
|
||||
ai_assert(0 != bone->mNumWeights);
|
||||
bone->mWeights = new aiVertexWeight[bone->mNumWeights];
|
||||
}
|
||||
|
||||
// and build the final output buffers
|
||||
}
|
||||
|
||||
// Get a pointer to the next surface and continue
|
||||
surf = (LE_NCONST MDR::Surface*)((uint8_t*)surf + surf->ofsEnd);
|
||||
}
|
||||
|
||||
// Copy the vector to the C-style output array
|
||||
pScene->mNumMeshes = (unsigned int) outMeshes.size();
|
||||
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
|
||||
::memcpy(pScene->mMeshes,&outMeshes[0],sizeof(void*)*pScene->mNumMeshes);
|
||||
}
|
160
code/MDRLoader.h
160
code/MDRLoader.h
|
@ -1,160 +0,0 @@
|
|||
/*
|
||||
Open Asset Import Library (ASSIMP)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2008, ASSIMP Development Team
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the
|
||||
following conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the ASSIMP team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the ASSIMP Development Team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
----------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/** @file Definition of the MDR importer class. */
|
||||
#ifndef AI_MDRLOADER_H_INCLUDED
|
||||
#define AI_MDRLOADER_H_INCLUDED
|
||||
|
||||
#include "../include/aiTypes.h"
|
||||
|
||||
#include "BaseImporter.h"
|
||||
#include "MDRFileData.h"
|
||||
#include "ByteSwap.h"
|
||||
|
||||
namespace Assimp {
|
||||
using namespace MDR;
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Importer class for the MDR file format (Ravensoft)
|
||||
*/
|
||||
class MDRImporter : public BaseImporter
|
||||
{
|
||||
friend class Importer;
|
||||
|
||||
protected:
|
||||
/** Constructor to be privately used by Importer */
|
||||
MDRImporter();
|
||||
|
||||
/** Destructor, private as well */
|
||||
~MDRImporter();
|
||||
|
||||
public:
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Returns whether the class can handle the format of the given file.
|
||||
* See BaseImporter::CanRead() for details. */
|
||||
bool CanRead( const std::string& pFile, IOSystem* pIOHandler) const;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Called prior to ReadFile().
|
||||
* The function is a request to the importer to update its configuration
|
||||
* basing on the Importer's configuration property list.
|
||||
*/
|
||||
void SetupProperties(const Importer* pImp);
|
||||
|
||||
protected:
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Called by Importer::GetExtensionList() for each loaded importer.
|
||||
* See BaseImporter::GetExtensionList() for details
|
||||
*/
|
||||
void GetExtensionList(std::string& append)
|
||||
{
|
||||
append.append("*.mdr");
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Imports the given file into the given scene structure.
|
||||
* See BaseImporter::InternReadFile() for details
|
||||
*/
|
||||
void InternReadFile( const std::string& pFile, aiScene* pScene,
|
||||
IOSystem* pIOHandler);
|
||||
|
||||
protected:
|
||||
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Validate the header of the file
|
||||
*/
|
||||
void ValidateHeader();
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Validate the header of a MDR surface
|
||||
* @param pcSurf Surface to be validated
|
||||
*/
|
||||
void ValidateSurfaceHeader(BE_NCONST MDR::Surface* pcSurf);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Validate the header of a MDR LOD
|
||||
* @param pcLOD LOD to be validated
|
||||
*/
|
||||
void ValidateLODHeader(BE_NCONST MDR::LOD* pcLOD);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Uncompress a matrix
|
||||
*
|
||||
* @param mat Destination matrix
|
||||
* @param compressed Pointer to 24 bytesof compressed data
|
||||
*/
|
||||
void MatrixUncompress(aiMatrix4x4& mat,const uint8_t * compressed);
|
||||
|
||||
protected:
|
||||
|
||||
|
||||
struct VertexInfo
|
||||
{
|
||||
aiVector3D xyz;
|
||||
aiVector3D normal;
|
||||
aiVector3D uv;
|
||||
unsigned int start,num;
|
||||
};
|
||||
typedef std::pair<uint32_t,float> BoneWeightInfo;
|
||||
|
||||
|
||||
/** Configuration option: frame to be loaded */
|
||||
unsigned int configFrameID;
|
||||
|
||||
/** Header of the MDR file */
|
||||
BE_NCONST MDR::Header* pcHeader;
|
||||
|
||||
/** Buffer to hold the loaded file */
|
||||
unsigned char* mBuffer;
|
||||
|
||||
/** size of the file, in bytes */
|
||||
unsigned int fileSize;
|
||||
|
||||
/** compressed frames? */
|
||||
bool compressed;
|
||||
};
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
||||
#endif // AI_MDRIMPORTER_H_INC
|
||||
|
|
@ -56,7 +56,6 @@ SOURCES = AssimpPCH.cpp \
|
|||
ValidateDataStructure.cpp \
|
||||
VertexTriangleAdjacency.cpp \
|
||||
XFileImporter.cpp \
|
||||
MDRLoader.cpp \
|
||||
RawLoader.cpp \
|
||||
OFFLoader.cpp \
|
||||
SortByPTypeProcess.cpp \
|
||||
|
|
|
@ -56,7 +56,6 @@ SOURCES = AssimpPCH.cpp \
|
|||
ValidateDataStructure.cpp \
|
||||
VertexTriangleAdjacency.cpp \
|
||||
XFileImporter.cpp \
|
||||
MDRLoader.cpp \
|
||||
RawLoader.cpp \
|
||||
OFFLoader.cpp \
|
||||
SortByPTypeProcess.cpp \
|
||||
|
|
|
@ -0,0 +1,30 @@
|
|||
# Vertices: 8
|
||||
# Points: 0
|
||||
# Lines: 0
|
||||
# Faces: 6
|
||||
# Materials: 1
|
||||
|
||||
o 1
|
||||
|
||||
# Vertex list
|
||||
|
||||
v -0.5 -0.5 0.5
|
||||
v -0.5 -0.5 -0.5
|
||||
v -0.5 0.5 -0.5
|
||||
v -0.5 0.5 0.5
|
||||
v 0.5 -0.5 0.5
|
||||
v 0.5 -0.5 -0.5
|
||||
v 0.5 0.5 -0.5
|
||||
v 0.5 0.5 0.5
|
||||
|
||||
# Point/Line/Face list
|
||||
|
||||
usemtl Default
|
||||
f 4 3 2 1
|
||||
f 2 6 5 1
|
||||
f 3 7 6 2
|
||||
f 8 7 3 4
|
||||
f 5 8 4 1
|
||||
f 6 7 8 5
|
||||
|
||||
# End of file
|
|
@ -141,7 +141,7 @@ DWORD WINAPI LoadThreadProc(LPVOID lpParameter)
|
|||
aiProcess_ValidateDataStructure | aiProcess_ImproveCacheLocality
|
||||
| aiProcess_RemoveRedundantMaterials | aiProcess_SortByPType |
|
||||
aiProcess_FindDegenerates | aiProcess_FindInvalidData |
|
||||
aiProcess_GenUVCoords | aiProcess_TransformUVCoords ); // validate the output data structure
|
||||
aiProcess_GenUVCoords | aiProcess_TransformUVCoords); // validate the output data structure
|
||||
|
||||
// get the end time of zje operation, calculate delta t
|
||||
double fEnd = (double)timeGetTime();
|
||||
|
|
|
@ -1611,22 +1611,6 @@
|
|||
>
|
||||
</File>
|
||||
</Filter>
|
||||
<Filter
|
||||
Name="MDR"
|
||||
>
|
||||
<File
|
||||
RelativePath="..\..\code\MDRFileData.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\code\MDRLoader.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\code\MDRLoader.h"
|
||||
>
|
||||
</File>
|
||||
</Filter>
|
||||
<Filter
|
||||
Name="VRML97"
|
||||
>
|
||||
|
|
Loading…
Reference in New Issue