/* --------------------------------------------------------------------------- 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 Implementation of the MDR importer class */ #include "AssimpPCH.h" #include "MDRLoader.h" using namespace Assimp; using namespace Assimp::MDR; // ------------------------------------------------------------------------------------------------ // Constructor to be privately used by Importer MDRImporter::MDRImporter() { } // ------------------------------------------------------------------------------------------------ // Destructor, private as well MDRImporter::~MDRImporter() { } // ------------------------------------------------------------------------------------------------ // Returns whether the class can handle the format of the given file. bool MDRImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const { // simple check of file extension is enough for the moment std::string::size_type pos = pFile.find_last_of('.'); // no file extension - can't read if( pos == std::string::npos) return false; std::string extension = pFile.substr( pos); return !(extension.length() != 4 || extension[0] != '.' || extension[1] != 'm' && extension[1] != 'M' || extension[2] != 'd' && extension[2] != 'D' || extension[3] != 'r' && extension[3] != 'R'); } // ------------------------------------------------------------------------------------------------ // Uncompress a matrix void MDRImporter::MatrixUncompress(aiMatrix4x4& mat,const uint8_t * compressed) { int value; // First decompress the translation part for (unsigned int n = 0; n < 3;++n) { value = (int)((uint16_t *)(compressed))[n]; mat[0][n] = ((float)(value-(1<<15)))/64.f; } // Then decompress the rotation matrix for (unsigned int n = 0, p = 3; n < 3;++n) { for (unsigned int m = 0; m < 3;++m,++p) { value = (int)((uint16_t *)(compressed))[p]; mat[n][m]=((float)(value-(1<<15)))*(1.0f/(float)((1<<(15))-2)); } } // now zero the final row of the matrix mat[3][0] = mat[3][1] = mat[3][2] = 0.f; mat[3][3] = 1.f; } // ------------------------------------------------------------------------------------------------ // Validate the header of the given MDR file void MDRImporter::ValidateHeader() { // Check the magic word - '5MDR' if (pcHeader->ident != AI_MDR_MAGIC_NUMBER_BE && pcHeader->ident != AI_MDR_MAGIC_NUMBER_LE) { char szBuffer[5]; szBuffer[0] = ((char*)&pcHeader->ident)[0]; szBuffer[1] = ((char*)&pcHeader->ident)[1]; szBuffer[2] = ((char*)&pcHeader->ident)[2]; szBuffer[3] = ((char*)&pcHeader->ident)[3]; szBuffer[4] = '\0'; throw new ImportErrorException("Invalid MDR magic word: should be 5MDR, the " "magic word found is " + std::string( szBuffer )); } // Big endian - swap the fields in the header AI_SWAP4(pcHeader->numBones); AI_SWAP4(pcHeader->numFrames); AI_SWAP4(pcHeader->ofsFrames); AI_SWAP4(pcHeader->ofsLODs); AI_SWAP4(pcHeader->ofsTags); AI_SWAP4(pcHeader->version); AI_SWAP4(pcHeader->numTags); AI_SWAP4(pcHeader->numLODs); // MDR file version should always be 2 if (pcHeader->version != AI_MDR_VERSION) DefaultLogger::get()->warn("Unsupported MDR file version (2 was expected)"); // We compute the vertex positions from the bones, // so we need at least one bone. if (!pcHeader->numBones) DefaultLogger::get()->warn("MDR: At least one bone must be there"); // We should have at least the first LOD in the valid range if (pcHeader->ofsLODs > (int)fileSize) throw new ImportErrorException("MDR: header is invalid - LOD out of range"); // header::ofsFrames is negative if the frames are compressed if (pcHeader->ofsFrames < 0) { // Ugly, but it will be our only change to make further // reading easier int32_t* p = const_cast(&pcHeader->ofsFrames); *p = -pcHeader->ofsFrames; compressed = true; DefaultLogger::get()->info("MDR: Compressed frames"); } else compressed = false; // validate all frames if ( pcHeader->ofsFrames + sizeof(MDR::Frame) * (pcHeader->numBones -1) * sizeof(MDR::Bone) * pcHeader->numFrames > fileSize) { throw new ImportErrorException("MDR: header is invalid - frame out of range"); } // Check whether the requested frame is existing if (configFrameID >= (unsigned int) pcHeader->numFrames) throw new ImportErrorException("The requested frame is not available"); } // ------------------------------------------------------------------------------------------------ // Validate the surface header of a given MDR file LOD void MDRImporter::ValidateLODHeader(BE_NCONST MDR::LOD* pcLOD) { AI_SWAP4(pcLOD->ofsSurfaces); AI_SWAP4(pcLOD->numSurfaces); AI_SWAP4(pcLOD->ofsEnd); const unsigned int iMax = fileSize - (unsigned int)((int8_t*)pcLOD-(int8_t*)pcHeader); // We should have at least one surface here if (!pcLOD->numSurfaces) throw new ImportErrorException("MDR: LOD has zero surfaces assigned"); if (pcLOD->ofsSurfaces > iMax) throw new ImportErrorException("MDR: LOD header is invalid - surface out of range"); } // ------------------------------------------------------------------------------------------------ // Validate the header of a given MDR file surface void MDRImporter::ValidateSurfaceHeader(BE_NCONST MDR::Surface* pcSurf) { AI_SWAP4(pcSurf->ident); AI_SWAP4(pcSurf->numBoneReferences); AI_SWAP4(pcSurf->numTriangles); AI_SWAP4(pcSurf->numVerts); AI_SWAP4(pcSurf->ofsBoneReferences); 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 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 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 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 mWeights; mWeights.reserve(surf->numVerts << 1); std::vector 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); }