- UPDATE : Add bugfixes for the correct topology import from a bsp-level.

- UPDATE : Add the first pk3-archive for the bsp-loader.
- UPDATE : Add missing license info to aiAssert-file.

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@818 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
pull/1/head
kimmi 2010-09-26 15:56:52 +00:00
parent bbca6ce865
commit d4f563c795
8 changed files with 209 additions and 82 deletions

View File

@ -351,7 +351,7 @@ void ObjFileImporter::createVertexArray(const ObjFile::Model* pModel,
{
const unsigned int tex = pSourceFace->m_pTexturCoords->at( vertexIndex );
ai_assert( tex < pModel->m_TextureCoord.size() );
for ( size_t i=0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; i++)
for ( size_t i=0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; i++ )
{
if ( pMesh->mNumUVComponents[ i ] > 0 )
{

View File

@ -54,7 +54,7 @@ enum Q3BSPGeoType
{
Polygon = 1,
Patch,
Mesh,
TriangleMesh,
Billboard
};
@ -137,17 +137,8 @@ struct sQ3BSPLightmap
}
};
struct sRenderVertex
{
vec3f vPosition;
vec2f vTC;
vec2f vTCLightmap;
};
struct SubPatch
{
std::vector<sRenderVertex> controlPoints;
std::vector<sRenderVertex> vertices;
std::vector<size_t> indices;
int lightmapID;
};

View File

@ -40,18 +40,18 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "AssimpPCH.h"
#ifndef ASSIMP_BUILD_NO_Q3BSP_IMPORTER
#include <windows.h>
#include "DefaultIOSystem.h"
#include "Q3BSPFileImporter.h"
#include "Q3BSPZipArchive.h"
#include "Q3BSPFileParser.h"
#include "Q3BSPFileData.h"
# ifdef ASSIMP_BUILD_NO_OWN_ZLIB
# include <zlib.h>
# else
# include "../contrib/zlib/zlib.h"
# endif
#ifdef ASSIMP_BUILD_NO_OWN_ZLIB
# include <zlib.h>
#else
# include "../contrib/zlib/zlib.h"
#endif
#include "../include/aiTypes.h"
#include "../include/aiMesh.h"
@ -65,6 +65,7 @@ using namespace Q3BSP;
static const std::string Q3BSPExtention = "pk3";
// ------------------------------------------------------------------------------------------------
// Local fnction to create a material keyname.
static void createKey( int id1, int id2, std::string &rKey )
{
std::stringstream str;
@ -73,6 +74,7 @@ static void createKey( int id1, int id2, std::string &rKey )
}
// ------------------------------------------------------------------------------------------------
// Local function to extract the texture ids from a material keyname.
static void extractIds( const std::string &rKey, int &rId1, int &rId2 )
{
rId1 = -1;
@ -91,19 +93,38 @@ static void extractIds( const std::string &rKey, int &rId1, int &rId2 )
}
// ------------------------------------------------------------------------------------------------
// Constructor.
Q3BSPFileImporter::Q3BSPFileImporter() :
m_pCurrentMesh( NULL )
m_pCurrentMesh( NULL ),
m_pCurrentFace( NULL ),
m_MaterialLookupMap()
{
// empty
}
// ------------------------------------------------------------------------------------------------
// Destructor.
Q3BSPFileImporter::~Q3BSPFileImporter()
{
// empty
// For lint
m_pCurrentMesh = NULL;
m_pCurrentFace = NULL;
// Clear face-to-material map
for ( FaceMap::iterator it = m_MaterialLookupMap.begin(); it != m_MaterialLookupMap.end();
++it )
{
std::vector<Q3BSP::sQ3BSPFace*> *pCurFaceArray = (*it).second;
if ( NULL != pCurFaceArray )
{
delete pCurFaceArray;
}
}
m_MaterialLookupMap.clear();
}
// ------------------------------------------------------------------------------------------------
// Returns true, if the loader can read this.
bool Q3BSPFileImporter::CanRead( const std::string& rFile, IOSystem* pIOHandler, bool checkSig ) const
{
bool isBSPData = false;
@ -114,7 +135,8 @@ bool Q3BSPFileImporter::CanRead( const std::string& rFile, IOSystem* pIOHandler,
}
// ------------------------------------------------------------------------------------------------
void Q3BSPFileImporter::GetExtensionList(std::set<std::string>& extensions)
// Adds extensions.
void Q3BSPFileImporter::GetExtensionList( std::set<std::string>& extensions )
{
extensions.insert( Q3BSPExtention );
}
@ -148,6 +170,7 @@ void Q3BSPFileImporter::InternReadFile(const std::string &rFile, aiScene* pScene
}
// ------------------------------------------------------------------------------------------------
// Separates the map name from the import name.
void Q3BSPFileImporter::separateMapName( const std::string &rImportName, std::string &rArchiveName,
std::string &rMapName )
{
@ -168,6 +191,7 @@ void Q3BSPFileImporter::separateMapName( const std::string &rImportName, std::st
}
// ------------------------------------------------------------------------------------------------
// Returns the first map in the map archive.
bool Q3BSPFileImporter::findFirstMapInArchive( Q3BSPZipArchive &rArchive, std::string &rMapName )
{
rMapName = "";
@ -190,10 +214,12 @@ bool Q3BSPFileImporter::findFirstMapInArchive( Q3BSPZipArchive &rArchive, std::s
}
}
}
return false;
}
// ------------------------------------------------------------------------------------------------
// Creates the assimp specific data.
void Q3BSPFileImporter::CreateDataFromImport( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene )
{
if ( NULL == pModel || NULL == pScene )
@ -205,15 +231,20 @@ void Q3BSPFileImporter::CreateDataFromImport( const Q3BSP::Q3BSPModel *pModel, a
pScene->mRootNode->mName.Set( pModel->m_ModelName );
}
// Create the face to material relation map
createMaterialMap( pModel );
// Create all nodes
CreateNodes( pModel, pScene, pScene->mRootNode );
// Create the assigned materials
createMaterials( pModel, pScene );
}
// ------------------------------------------------------------------------------------------------
void Q3BSPFileImporter::CreateNodes( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene, aiNode *pParent )
// Creates all assimp nodes.
void Q3BSPFileImporter::CreateNodes( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene,
aiNode *pParent )
{
ai_assert( NULL != pModel );
if ( NULL == pModel )
@ -244,20 +275,17 @@ void Q3BSPFileImporter::CreateNodes( const Q3BSP::Q3BSPModel *pModel, aiScene* p
}
pScene->mNumMeshes = MeshArray.size();
pScene->mMeshes = new aiMesh*[ pScene->mNumMeshes ];
for ( size_t i=0; i<MeshArray.size(); ++i )
if ( pScene->mNumMeshes > 0 )
{
aiMesh *pMesh = MeshArray[ i ];
for ( size_t j=0; j<pMesh->mNumFaces; j++ )
pScene->mMeshes = new aiMesh*[ pScene->mNumMeshes ];
for ( size_t i = 0; i < MeshArray.size(); i++ )
{
aiFace *face = &pMesh->mFaces[j];
if ( NULL == face->mIndices )
aiMesh *pMesh = MeshArray[ i ];
if ( NULL != pMesh )
{
printf("error\n");
pScene->mMeshes[ i ] = pMesh;
}
ai_assert( NULL != face->mIndices );
}
pScene->mMeshes[ i ] = pMesh;
}
pParent->mNumChildren = MeshArray.size();
@ -272,7 +300,7 @@ void Q3BSPFileImporter::CreateNodes( const Q3BSP::Q3BSPModel *pModel, aiScene* p
}
// ------------------------------------------------------------------------------------------------
//
// Creates the topology.
aiNode *Q3BSPFileImporter::CreateTopology( const Q3BSP::Q3BSPModel *pModel,
unsigned int materialIdx,
std::vector<sQ3BSPFace*> &rArray,
@ -286,8 +314,12 @@ aiNode *Q3BSPFileImporter::CreateTopology( const Q3BSP::Q3BSPModel *pModel,
if ( 0 == numFaces )
return NULL;
pMesh->mFaces = new aiFace[ numFaces ];
pMesh->mNumFaces = numFaces;
size_t numTriangles = countTriangles( rArray );
//pMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
pMesh->mFaces = new aiFace[ numTriangles ];
pMesh->mNumFaces = numTriangles;
pMesh->mNumVertices = numVerts;
pMesh->mVertices = new aiVector3D[ numVerts ];
pMesh->mNormals = new aiVector3D[ numVerts ];
@ -297,22 +329,24 @@ aiNode *Q3BSPFileImporter::CreateTopology( const Q3BSP::Q3BSPModel *pModel,
unsigned int faceIdx = 0;
unsigned int vertIdx = 0;
aiVector3D *pVec3( NULL );
aiVector3D normal;
for ( std::vector<sQ3BSPFace*>::const_iterator it = rArray.begin(); it != rArray.end();
++it )
pMesh->mNumUVComponents[ 0 ] = 2;
pMesh->mNumUVComponents[ 1 ] = 2;
for ( std::vector<sQ3BSPFace*>::const_iterator it = rArray.begin(); it != rArray.end(); ++it )
{
Q3BSP::sQ3BSPFace *pQ3BSPFace = *it;
ai_assert( NULL != pQ3BSPFace );
if ( NULL == pQ3BSPFace )
continue;
if ( pQ3BSPFace->iNumOfFaceVerts == 0 )
continue;
if ( pQ3BSPFace->iType == 1 || pQ3BSPFace->iType == 3 )
{
createTriangleTopology( pModel, pQ3BSPFace, pMesh, faceIdx, vertIdx );
}
continue;
}
if ( pQ3BSPFace->iNumOfFaceVerts > 0 )
{
if ( pQ3BSPFace->iType == Polygon || pQ3BSPFace->iType == TriangleMesh )
{
createTriangleTopology( pModel, pQ3BSPFace, pMesh, faceIdx, vertIdx );
}
}
}
aiNode *pNode = new aiNode;
@ -323,6 +357,7 @@ aiNode *Q3BSPFileImporter::CreateTopology( const Q3BSP::Q3BSPModel *pModel,
}
// ------------------------------------------------------------------------------------------------
// Creates the triangle topology from a face array.
void Q3BSPFileImporter::createTriangleTopology( const Q3BSP::Q3BSPModel *pModel,
Q3BSP::sQ3BSPFace *pQ3BSPFace,
aiMesh* pMesh,
@ -330,39 +365,58 @@ void Q3BSPFileImporter::createTriangleTopology( const Q3BSP::Q3BSPModel *pModel,
unsigned int &rVertIdx )
{
ai_assert( rFaceIdx < pMesh->mNumFaces );
aiFace *pFace = &pMesh->mFaces[ rFaceIdx ];
ai_assert( NULL != pFace );
rFaceIdx++;
pFace->mNumIndices = pQ3BSPFace->iNumOfFaceVerts;
pFace->mIndices = new unsigned int[ pFace->mNumIndices ];
aiVector3D normal;
normal.Set( pQ3BSPFace->vNormal.x, pQ3BSPFace->vNormal.y, pQ3BSPFace->vNormal.z );
for ( size_t i = 0; i < pFace->mNumIndices; ++i )
m_pCurrentFace = getNextFace( pMesh, rFaceIdx );
ai_assert( NULL != m_pCurrentFace );
if ( NULL == m_pCurrentFace )
return;
m_pCurrentFace->mNumIndices = 3;
m_pCurrentFace->mIndices = new unsigned int[ m_pCurrentFace->mNumIndices ];
size_t idx = 0;
for ( size_t i = 0; i < pQ3BSPFace->iNumOfFaceVerts; i++ )
{
const size_t index = pQ3BSPFace->iVertexIndex + pModel->m_Indices[ pQ3BSPFace->iFaceVertexIndex + i ];
ai_assert( index < pModel->m_Vertices.size() );
if ( index >= pModel->m_Vertices.size() )
{
continue;
}
sQ3BSPVertex *pVertex = pModel->m_Vertices[ index ];
ai_assert( NULL != pVertex );
if ( NULL == pVertex )
{
continue;
}
pMesh->mVertices[ rVertIdx ].Set( pVertex->vPosition.x, pVertex->vPosition.y, pVertex->vPosition.z );
pMesh->mNormals[ rVertIdx ].Set( normal.x, normal.y, normal.z );
pMesh->mNormals[ rVertIdx ].Set( pVertex->vNormal.x, pVertex->vNormal.y, pVertex->vNormal.z );
pMesh->mNumUVComponents[ 0 ] = 2;
pMesh->mTextureCoords[ 0 ][ rVertIdx ].Set( pVertex->vTexCoord.x, pVertex->vTexCoord.y, 0.0f );
pMesh->mNumUVComponents[ 1 ] = 2;
pMesh->mTextureCoords[ 1 ][ rVertIdx ].Set( pVertex->vLightmap.x, pVertex->vLightmap.y, 0.0f );
pFace->mIndices[ i ] = rVertIdx;
m_pCurrentFace->mIndices[ idx ] = rVertIdx;
rVertIdx++;
idx++;
if ( idx > 2 )
{
idx = 0;
m_pCurrentFace = getNextFace( pMesh, rFaceIdx );
if ( NULL != m_pCurrentFace )
{
m_pCurrentFace->mNumIndices = 3;
m_pCurrentFace->mIndices = new unsigned int[ 3 ];
}
}
}
rFaceIdx--;
}
// ------------------------------------------------------------------------------------------------
// Creates all referenced materials.
void Q3BSPFileImporter::createMaterials( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene )
{
if ( m_MaterialLookupMap.empty() )
@ -391,12 +445,14 @@ void Q3BSPFileImporter::createMaterials( const Q3BSP::Q3BSPModel *pModel, aiScen
sQ3BSPTexture *pTexture = pModel->m_Textures[ textureId ];
if ( NULL != pTexture )
{
aiString textureName( pTexture->strName );
std::string texName( pTexture->strName );
texName += ".jpg";
aiString textureName( texName.c_str() );
pMatHelper->AddProperty( &textureName, AI_MATKEY_TEXTURE_DIFFUSE( 0 ) );
}
/* if ( 0 != pCurrentMaterial->textureSpecular.length )
mat->AddProperty( &pCurrentMaterial->textureSpecular, AI_MATKEY_TEXTURE_SPECULAR(0));*/
/*if ( 0 != pCurrentMaterial->textureSpecular.length )
mat->AddProperty( &pCurrentMaterial->textureSpecular, AI_MATKEY_TEXTURE_SPECULAR(0));*/
}
@ -406,6 +462,7 @@ void Q3BSPFileImporter::createMaterials( const Q3BSP::Q3BSPModel *pModel, aiScen
}
// ------------------------------------------------------------------------------------------------
// Counts the number of referenced verices
size_t Q3BSPFileImporter::countData( const std::vector<sQ3BSPFace*> &rArray ) const
{
size_t numVerts = 0;
@ -413,7 +470,7 @@ size_t Q3BSPFileImporter::countData( const std::vector<sQ3BSPFace*> &rArray ) co
++it )
{
sQ3BSPFace *pQ3BSPFace = *it;
if ( pQ3BSPFace->iType == Polygon || pQ3BSPFace->iType == Mesh )
if ( pQ3BSPFace->iType == Polygon || pQ3BSPFace->iType == TriangleMesh )
{
Q3BSP::sQ3BSPFace *pQ3BSPFace = *it;
ai_assert( NULL != pQ3BSPFace );
@ -425,6 +482,7 @@ size_t Q3BSPFileImporter::countData( const std::vector<sQ3BSPFace*> &rArray ) co
}
// ------------------------------------------------------------------------------------------------
// Counts the faces with vertices.
size_t Q3BSPFileImporter::countFaces( const std::vector<Q3BSP::sQ3BSPFace*> &rArray ) const
{
size_t numFaces = 0;
@ -432,7 +490,7 @@ size_t Q3BSPFileImporter::countFaces( const std::vector<Q3BSP::sQ3BSPFace*> &rAr
++it )
{
Q3BSP::sQ3BSPFace *pQ3BSPFace = *it;
if ( pQ3BSPFace->iNumOfFaceVerts > 0)
if ( pQ3BSPFace->iNumOfFaceVerts > 0 )
{
numFaces++;
}
@ -442,35 +500,71 @@ size_t Q3BSPFileImporter::countFaces( const std::vector<Q3BSP::sQ3BSPFace*> &rAr
}
// ------------------------------------------------------------------------------------------------
void Q3BSPFileImporter::createMaterialMap( const Q3BSP::Q3BSPModel *pModel)
// Counts the number of triangles in a Q3-facearray.
size_t Q3BSPFileImporter::countTriangles( const std::vector<Q3BSP::sQ3BSPFace*> &rArray ) const
{
size_t numTriangles = 0;
for ( std::vector<Q3BSP::sQ3BSPFace*>::const_iterator it = rArray.begin(); it != rArray.end();
++it )
{
const Q3BSP::sQ3BSPFace *pQ3BSPFace = *it;
if ( NULL != pQ3BSPFace )
{
numTriangles += pQ3BSPFace->iNumOfFaceVerts / 3;
}
}
return numTriangles;
}
// ------------------------------------------------------------------------------------------------
// Creates the faces-to-material map.
void Q3BSPFileImporter::createMaterialMap( const Q3BSP::Q3BSPModel *pModel )
{
std::string key( "" );
std::vector<sQ3BSPFace*> *pCurFaceArray = NULL;
for ( size_t idx=0; idx < pModel->m_Faces.size(); idx++ )
for ( size_t idx = 0; idx < pModel->m_Faces.size(); idx++ )
{
Q3BSP::sQ3BSPFace *pQ3BSPFace = pModel->m_Faces[ idx ];
int texId = pQ3BSPFace->iTextureID;
int lightMapId = pQ3BSPFace->iLightmapID;
const int texId = pQ3BSPFace->iTextureID;
const int lightMapId = pQ3BSPFace->iLightmapID;
createKey( texId, lightMapId, key );
FaceMapIt it = m_MaterialLookupMap.find( key );
if ( m_MaterialLookupMap.end() == it )
{
std::vector<Q3BSP::sQ3BSPFace*> *pArray = new std::vector<Q3BSP::sQ3BSPFace*>;
pArray->push_back( pQ3BSPFace );
m_MaterialLookupMap[ key ] = pArray;
pCurFaceArray = new std::vector<Q3BSP::sQ3BSPFace*>;
m_MaterialLookupMap[ key ] = pCurFaceArray;
}
else
{
std::vector<Q3BSP::sQ3BSPFace*> *pArray = (*it).second;
ai_assert( NULL != pArray );
if ( NULL != pArray )
{
pArray->push_back( pQ3BSPFace );
}
pCurFaceArray = (*it).second;
}
ai_assert( NULL != pCurFaceArray );
if ( NULL != pCurFaceArray )
{
pCurFaceArray->push_back( pQ3BSPFace );
}
}
}
// ------------------------------------------------------------------------------------------------
// Returns the next face.
aiFace *Q3BSPFileImporter::getNextFace( aiMesh *pMesh, unsigned int &rFaceIdx )
{
aiFace *pFace = NULL;
if ( rFaceIdx < pMesh->mNumFaces )
{
pFace = &pMesh->mFaces[ rFaceIdx ];
rFaceIdx++;
}
else
{
pFace = NULL;
}
return pFace;
}
// ------------------------------------------------------------------------------------------------
} // Namespace Assimp

View File

@ -89,10 +89,13 @@ private:
void createMaterials( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene );
size_t countData( const std::vector<Q3BSP::sQ3BSPFace*> &rArray ) const;
size_t countFaces( const std::vector<Q3BSP::sQ3BSPFace*> &rArray ) const;
size_t countTriangles( const std::vector<Q3BSP::sQ3BSPFace*> &rArray ) const;
void createMaterialMap( const Q3BSP::Q3BSPModel *pModel);
aiFace *getNextFace( aiMesh *pMesh, unsigned int &rFaceIdx );
private:
aiMesh *m_pCurrentMesh;
aiFace *m_pCurrentFace;
FaceMap m_MaterialLookupMap;
};

View File

@ -250,7 +250,6 @@ void Q3BSPFileParser::getLightMaps()
sQ3BSPLightmap *pLightmap = new sQ3BSPLightmap;
memcpy( pLightmap, &m_Data[ Offset ], sizeof( sQ3BSPLightmap ) );
Offset += sizeof( sQ3BSPLightmap );
//ChangeGamma( (unsigned char*) &pLightmap->bLMapData[ 0 ], sizeof( sQ3BSPLightmap ), 3.0f);
m_pModel->m_Lightmaps[ idx ] = pLightmap;
}
}

View File

@ -1,12 +1,49 @@
/*
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.
----------------------------------------------------------------------
*/
#include "AssimpPCH.h"
#include "../include/aiAssert.h"
#ifdef _WIN32
#ifndef __GNUC__
# include "crtdbg.h"
#endif //ndef gcc
#endif
#endif // ndef gcc
#endif // _WIN32
// Set a breakpoint using win32, else line, file and message will be returned and progam ends with
// errrocode = 1

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@ -76,6 +76,7 @@ void get_bounding_box_for_node (const struct aiNode* nd,
}
// ----------------------------------------------------------------------------
void get_bounding_box (struct aiVector3D* min, struct aiVector3D* max)
{
struct aiMatrix4x4 trafo;
@ -96,6 +97,8 @@ void color4_to_float4(const struct aiColor4D *c, float f[4])
f[3] = c->a;
}
// ----------------------------------------------------------------------------
void set_float4(float f[4], float a, float b, float c, float d)
{
f[0] = a;

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