MD3
- tags are now imported as nodes in the hierarchy git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@344 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
fd9769eae6
commit
e6758ce923
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@ -94,25 +94,22 @@ bool MD2Importer::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
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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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for( std::string::iterator it = extension.begin(); it != extension.end(); ++it)
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*it = tolower( *it);
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if (extension.length() < 4)return false;
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if (extension[0] != '.')return false;
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if (extension[1] != 'm' && extension[1] != 'M')return false;
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if (extension[2] != 'd' && extension[2] != 'D')return false;
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if (extension[3] != '2')return false;
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return true;
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return ( extension == ".md2");
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}
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// ------------------------------------------------------------------------------------------------
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// Setup configuration properties
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void MD2Importer::SetupProperties(const Importer* pImp)
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{
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// The AI_CONFIG_IMPORT_MD2_KEYFRAME option overrides the
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// The
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// AI_CONFIG_IMPORT_MD2_KEYFRAME option overrides the
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// AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
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if(0xffffffff == (configFrameID = pImp->GetPropertyInteger(
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AI_CONFIG_IMPORT_MD2_KEYFRAME,0xffffffff)))
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{
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configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD2_KEYFRAME,0xffffffff);
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if(0xffffffff == configFrameID){
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configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
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}
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}
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@ -66,6 +66,7 @@ namespace MD3 {
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// common limitations
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#define AI_MD3_VERSION 15
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#define AI_MD3_MAXQPATH 64
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#define AI_MD3_MAXFRAME 16
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#define AI_MD3_MAX_FRAMES 1024
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#define AI_MD3_MAX_TAGS 16
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#define AI_MD3_MAX_SURFACES 32
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@ -126,7 +127,21 @@ struct Header
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// ---------------------------------------------------------------------------
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struct Frame
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{
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// no need to define this, we won't need
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//! minimum bounds
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aiVector3D min;
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//! maximum bounds
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aiVector3D max;
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//! local origin for this frame
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aiVector3D origin;
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//! radius of bounding sphere
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float radius;
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//! name of frame
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char name[ AI_MD3_MAXFRAME ];
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} PACK_STRUCT;
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@ -136,7 +151,13 @@ struct Frame
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// ---------------------------------------------------------------------------
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struct Tag
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{
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// no need to define this, we won't need
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//! name of the tag
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unsigned char NAME[ AI_MD3_MAXQPATH ];
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//! Local tag origin and orientation
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aiVector3D origin;
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float orientation[3][3];
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} PACK_STRUCT;
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@ -72,15 +72,12 @@ bool MD3Importer::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
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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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for( std::string::iterator it = extension.begin(); it != extension.end(); ++it)
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*it = tolower( *it);
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if (extension.length() < 4)return false;
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if (extension[0] != '.')return false;
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if (extension[1] != 'm' && extension[1] != 'M')return false;
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if (extension[2] != 'd' && extension[2] != 'D')return false;
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if (extension[3] != '3')return false;
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return true;
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return ( extension == ".md3");
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}
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// ------------------------------------------------------------------------------------------------
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void MD3Importer::ValidateHeaderOffsets()
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{
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@ -97,16 +94,15 @@ void MD3Importer::ValidateHeaderOffsets()
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if (!pcHeader->NUM_SURFACES)
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throw new ImportErrorException( "Invalid md3 file: NUM_SURFACES is 0");
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if (pcHeader->OFS_FRAMES >= fileSize ||
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pcHeader->OFS_SURFACES >= fileSize ||
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pcHeader->OFS_EOF > fileSize)
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{
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if (pcHeader->OFS_FRAMES >= fileSize || pcHeader->OFS_SURFACES >= fileSize ||
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pcHeader->OFS_EOF > fileSize) {
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throw new ImportErrorException("Invalid MD3 header: some offsets are outside the file");
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}
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if (pcHeader->NUM_FRAMES <= this->configFrameID )
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if (pcHeader->NUM_FRAMES <= configFrameID )
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throw new ImportErrorException("The requested frame is not existing the file");
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}
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// ------------------------------------------------------------------------------------------------
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void MD3Importer::ValidateSurfaceHeaderOffsets(const MD3::Surface* pcSurf)
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{
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@ -114,10 +110,9 @@ void MD3Importer::ValidateSurfaceHeaderOffsets(const MD3::Surface* pcSurf)
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int32_t ofs = int32_t((const unsigned char*)pcSurf-this->mBuffer);
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if (pcSurf->OFS_TRIANGLES + ofs + pcSurf->NUM_TRIANGLES * sizeof(MD3::Triangle) > fileSize ||
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pcSurf->OFS_SHADERS + ofs + pcSurf->NUM_SHADER * sizeof(MD3::Shader) > fileSize ||
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pcSurf->OFS_ST + ofs + pcSurf->NUM_VERTICES * sizeof(MD3::TexCoord) > fileSize ||
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pcSurf->OFS_XYZNORMAL + ofs + pcSurf->NUM_VERTICES * sizeof(MD3::Vertex) > fileSize)
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{
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pcSurf->OFS_SHADERS + ofs + pcSurf->NUM_SHADER * sizeof(MD3::Shader) > fileSize ||
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pcSurf->OFS_ST + ofs + pcSurf->NUM_VERTICES * sizeof(MD3::TexCoord) > fileSize ||
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pcSurf->OFS_XYZNORMAL + ofs + pcSurf->NUM_VERTICES * sizeof(MD3::Vertex) > fileSize) {
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throw new ImportErrorException("Invalid MD3 surface header: some offsets are outside the file");
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}
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@ -134,14 +129,15 @@ void MD3Importer::ValidateSurfaceHeaderOffsets(const MD3::Surface* pcSurf)
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// Setup configuration properties
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void MD3Importer::SetupProperties(const Importer* pImp)
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{
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// The AI_CONFIG_IMPORT_MD3_KEYFRAME option overrides the
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// The
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// AI_CONFIG_IMPORT_MD3_KEYFRAME option overrides the
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// AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
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if(0xffffffff == (this->configFrameID = pImp->GetPropertyInteger(
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AI_CONFIG_IMPORT_MD3_KEYFRAME,0xffffffff)))
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{
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this->configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
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configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD3_KEYFRAME,0xffffffff);
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if(0xffffffff == configFrameID) {
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configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void MD3Importer::InternReadFile(
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@ -183,11 +179,14 @@ void MD3Importer::InternReadFile(
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#endif
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// validate the header
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this->ValidateHeaderOffsets();
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ValidateHeaderOffsets();
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// now navigate to the list of surfaces
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// navigate to the list of surfaces
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BE_NCONST MD3::Surface* pcSurfaces = (BE_NCONST MD3::Surface*)(mBuffer + pcHeader->OFS_SURFACES);
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// navigate to the list of tags
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BE_NCONST MD3::Tag* pcTags = (BE_NCONST MD3::Tag*)(mBuffer + pcHeader->OFS_TAGS);
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// allocate output storage
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pScene->mNumMeshes = pcHeader->NUM_SURFACES;
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pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
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@ -223,7 +222,7 @@ void MD3Importer::InternReadFile(
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#endif
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// validate the surface
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this->ValidateSurfaceHeaderOffsets(pcSurfaces);
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ValidateSurfaceHeaderOffsets(pcSurfaces);
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// navigate to the vertex list of the surface
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BE_NCONST MD3::Vertex* pcVertices = (BE_NCONST MD3::Vertex*)
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@ -336,7 +335,7 @@ void MD3Importer::InternReadFile(
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bool bSuccess = true;
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for (unsigned int a = 0; a < iLen2;++a)
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{
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char sz = ::tolower ( pcShaders->NAME[a] );
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char sz = ::tolower ( pcShaders->NAME[a] );
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char sz2 = ::tolower ( pcHeader->NAME[a] );
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if (sz != sz2)
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{
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@ -344,23 +343,19 @@ void MD3Importer::InternReadFile(
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break;
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}
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}
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if (bSuccess)
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{
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if (bSuccess) {
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// use the file name only
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szEndDir2++;
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}
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else
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{
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else {
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// use the full path
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szEndDir2 = (const char*)pcShaders->NAME;
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}
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}
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MaterialHelper* pcHelper = new MaterialHelper();
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if (szEndDir2)
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{
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if (szEndDir2[0])
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{
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if (szEndDir2) {
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if (szEndDir2[0]) {
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aiString szString;
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const size_t iLen = ::strlen(szEndDir2);
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::memcpy(szString.data,szEndDir2,iLen);
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@ -369,10 +364,8 @@ void MD3Importer::InternReadFile(
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pcHelper->AddProperty(&szString,AI_MATKEY_TEXTURE_DIFFUSE(0));
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}
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else
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{
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DefaultLogger::get()->warn("Texture file name has zero length. "
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"It will be skipped.");
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else {
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DefaultLogger::get()->warn("Texture file name has zero length. Skipping");
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}
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}
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@ -397,8 +390,7 @@ void MD3Importer::InternReadFile(
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}
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else
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{
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if (0xFFFFFFFF != iDefaultMatIndex)
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{
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if (0xFFFFFFFF != iDefaultMatIndex) {
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pcMesh->mMaterialIndex = iDefaultMatIndex;
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}
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else
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@ -429,11 +421,41 @@ void MD3Importer::InternReadFile(
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throw new ImportErrorException( "Invalid MD3 file: File contains no valid mesh");
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pScene->mNumMaterials = iNumMaterials;
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// now we need to generate an empty node graph
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pScene->mRootNode = new aiNode();
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// Now we need to generate an empty node graph
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pScene->mRootNode = new aiNode("<MD3Root>");
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pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
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pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
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// Attach tiny children for all tags
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if (pcHeader->NUM_TAGS) {
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pScene->mRootNode->mNumChildren = pcHeader->NUM_TAGS;
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pScene->mRootNode->mChildren = new aiNode*[pcHeader->NUM_TAGS];
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for (unsigned int i = 0; i < pcHeader->NUM_TAGS; ++i, ++pcTags) {
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aiNode* nd = pScene->mRootNode->mChildren[i] = new aiNode();
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nd->mName.Set((const char*)pcTags->NAME);
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nd->mParent = pScene->mRootNode;
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AI_SWAP4(pcTags->origin.x);
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AI_SWAP4(pcTags->origin.y);
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AI_SWAP4(pcTags->origin.z);
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// copy local origin
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nd->mTransformation.a4 = pcTags->origin.x;
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nd->mTransformation.b4 = pcTags->origin.y;
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nd->mTransformation.c4 = pcTags->origin.z;
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// copy rest of transformation
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for (unsigned int a = 0; a < 3;++a) {
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for (unsigned int m = 0; m < 3;++m) {
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nd->mTransformation[a][m] = pcTags->orientation[a][m];
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AI_SWAP4(nd->mTransformation[a][m]);
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}
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}
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}
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}
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for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
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pScene->mRootNode->mMeshes[i] = i;
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}
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