/* --------------------------------------------------------------------------- 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 MS3DLoader.cpp * @brief Implementation of the Ms3D importer class. * Written against http://chumbalum.swissquake.ch/ms3d/ms3dspec.txt */ #include "AssimpPCH.h" #ifndef ASSIMP_BUILD_NO_MS3D_IMPORTER // internal headers #include "MS3DLoader.h" #include "StreamReader.h" using namespace Assimp; // ------------------------------------------------------------------------------------------------ // Constructor to be privately used by Importer MS3DImporter::MS3DImporter() {} // ------------------------------------------------------------------------------------------------ // Destructor, private as well MS3DImporter::~MS3DImporter() {} // ------------------------------------------------------------------------------------------------ // Returns whether the class can handle the format of the given file. bool MS3DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const { // first call - simple extension check const std::string extension = GetExtension(pFile); if (extension == "ms3d") { return true; } // second call - check for magic identifiers else if (!extension.length() || checkSig) { if (!pIOHandler) { return true; } const char* tokens[] = {"MS3D000000"}; return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1); } return false; } // ------------------------------------------------------------------------------------------------ void MS3DImporter::GetExtensionList(std::set& extensions) { extensions.insert("ms3d"); } // ------------------------------------------------------------------------------------------------ void ReadColor(StreamReaderLE& stream, aiColor4D& ambient) { // aiColor4D is packed on gcc, implicit binding to float& fails therefore. // But I guess casting is fine (it could cause alignment faults on some // architectures in general, but we're not touched because aiColor4D // should be properly aligned & packed due to its uniform structure) stream >> (float&)ambient.r >> (float&)ambient.g >> (float&)ambient.b >> (float&)ambient.a; } // ------------------------------------------------------------------------------------------------ void ReadVector(StreamReaderLE& stream, aiVector3D& pos) { // See note in ReadColor() stream >> (float&)pos.x >> (float&)pos.y >> (float&)pos.z; } // ------------------------------------------------------------------------------------------------ // Imports the given file into the given scene structure. void MS3DImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) { StreamReaderLE stream(pIOHandler->Open(pFile,"rb")); // CanRead() should have done this already char head[10]; int32_t version; // 1 ------------ read into temporary data structures mirroring the original file stream.CopyAndAdvance(head,10); stream >> version; if (strncmp(head,"MS3D000000",10)) { throw new ImportErrorException("Not a MS3D file, magic string MS3D000000 not found: "+pFile); } if (version != 4) { throw new ImportErrorException("MS3D: Unsupported file format version, 4 was expected"); } uint16_t verts; stream >> verts; std::vector vertices(verts); for (unsigned int i = 0; i < verts; ++i) { TempVertex& v = vertices[i]; stream.IncPtr(1); ReadVector(stream,v.pos); v.bone_id = static_cast(stream.GetI1()); // signed in original spec !! intentional bit hack. v.ref_cnt = static_cast(stream.GetI1()); } uint16_t tris; stream >> tris; std::vector triangles(tris); for (unsigned int i = 0;i < tris; ++i) { TempTriangle& t = triangles[i]; stream.IncPtr(2); for (unsigned int i = 0; i < 3; ++i) { t.indices[i] = static_cast(stream.GetI2()); } for (unsigned int i = 0; i < 3; ++i) { ReadVector(stream,t.normals[i]); } for (unsigned int i = 0; i < 3; ++i) { stream >> (float&)(t.uv[i].x); // see note in ReadColor() } for (unsigned int i = 0; i < 3; ++i) { stream >> (float&)(t.uv[i].y); } t.sg = static_cast(stream.GetI1()); t.group = static_cast(stream.GetI1()); } uint16_t grp; stream >> grp; bool need_default = false; std::vector groups(grp); for (unsigned int i = 0;i < grp; ++i) { TempGroup& t = groups[i]; stream.IncPtr(1); stream.CopyAndAdvance(t.name,32); t.name[32] = '\0'; uint16_t num; stream >> num; t.triangles.resize(num); for (unsigned int i = 0; i < num; ++i) { t.triangles[i] = static_cast(stream.GetI2()); } t.mat = static_cast(stream.GetI1()); if (t.mat == 0xff) { need_default = true; } } uint16_t mat; stream >> mat; std::vector materials(mat); for (unsigned int i = 0;i < mat; ++i) { TempMaterial& t = materials[i]; stream.CopyAndAdvance(t.name,32); t.name[32] = '\0'; ReadColor(stream,t.ambient); ReadColor(stream,t.diffuse); ReadColor(stream,t.specular); ReadColor(stream,t.emissive); stream >> t.shininess >> t.transparency; stream.IncPtr(1); stream.CopyAndAdvance(t.texture,128); t.texture[128] = '\0'; stream.CopyAndAdvance(t.alphamap,128); t.alphamap[128] = '\0'; } // 2 ------------ convert to proper aiXX data structures if (need_default && materials.size()) { DefaultLogger::get()->warn("MS3D: Found group with no material assigned, spawning default material"); // if one of the groups has no material assigned, but there are other // groups with materials, a default material needs to be added ( // scenepreprocessor adds a default material only if nummat==0). materials.push_back(TempMaterial()); TempMaterial& m = materials.back(); strcpy(m.name,""); m.diffuse = aiColor4D(0.6f,0.6f,0.6f,1.0); m.transparency = 1.f; m.shininess = 0.f; for (unsigned int i = 0; i < groups.size(); ++i) { TempGroup& g = groups[i]; if (g.mat == 0xff) { g.mat = materials.size()-1; } } } // convert materials to our generic key-value dict-alike if (materials.size()) { pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials=static_cast(materials.size())]; for (unsigned int i = 0; i < pScene->mNumMaterials; ++i) { MaterialHelper* mo = new MaterialHelper(); pScene->mMaterials[i] = mo; const TempMaterial& mi = materials[i]; aiString tmp; if (0[mi.alphamap]) { tmp = aiString(mi.alphamap); mo->AddProperty(&tmp,AI_MATKEY_TEXTURE_OPACITY(0)); } if (0[mi.texture]) { tmp = aiString(mi.texture); mo->AddProperty(&tmp,AI_MATKEY_TEXTURE_DIFFUSE(0)); } if (0[mi.name]) { tmp = aiString(mi.name); mo->AddProperty(&tmp,AI_MATKEY_NAME); } mo->AddProperty(&mi.ambient,1,AI_MATKEY_COLOR_AMBIENT); mo->AddProperty(&mi.diffuse,1,AI_MATKEY_COLOR_DIFFUSE); mo->AddProperty(&mi.specular,1,AI_MATKEY_COLOR_SPECULAR); mo->AddProperty(&mi.emissive,1,AI_MATKEY_COLOR_EMISSIVE); mo->AddProperty(&mi.shininess,1,AI_MATKEY_SHININESS); mo->AddProperty(&mi.transparency,1,AI_MATKEY_OPACITY); const int sm = mi.shininess>0.f?aiShadingMode_Phong:aiShadingMode_Gouraud; mo->AddProperty(&sm,1,AI_MATKEY_SHADING_MODEL); } } // convert groups to meshes if (groups.empty()) { throw new ImportErrorException("MS3D: Didn't get any group records, file is malformed"); } pScene->mMeshes = new aiMesh*[pScene->mNumMeshes=static_cast(groups.size())]; for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) { aiMesh* m = pScene->mMeshes[i] = new aiMesh(); const TempGroup& g = groups[i]; if (pScene->mNumMaterials && g.mat > pScene->mNumMaterials) { throw new ImportErrorException("MS3D: Encountered invalid material index, file is malformed"); } // no error if no materials at all - scenepreprocessor adds one then m->mMaterialIndex = g.mat; m->mPrimitiveTypes = aiPrimitiveType_TRIANGLE; m->mFaces = new aiFace[m->mNumFaces = g.triangles.size()]; m->mNumVertices = m->mNumFaces*3; // storage for vertices - verbose format, as requested by the postprocessing pipeline m->mVertices = new aiVector3D[m->mNumVertices]; m->mNormals = new aiVector3D[m->mNumVertices]; m->mTextureCoords[0] = new aiVector3D[m->mNumVertices]; m->mNumUVComponents[0] = 2; for (unsigned int i = 0,n = 0; i < m->mNumFaces; ++i) { aiFace& f = m->mFaces[i]; if (g.triangles[i]>triangles.size()) { throw new ImportErrorException("MS3D: Encountered invalid triangle index, file is malformed"); } TempTriangle& t = triangles[g.triangles[i]]; f.mIndices = new unsigned int[f.mNumIndices=3]; for (unsigned int i = 0; i < 3; ++i,++n) { if (t.indices[i]>vertices.size()) { throw new ImportErrorException("MS3D: Encountered invalid vertex index, file is malformed"); } // collect vertex components m->mVertices[n] = vertices[t.indices[i]].pos; m->mNormals[n] = t.normals[i]; m->mTextureCoords[0][n] = aiVector3D(t.uv[i].x,t.uv[i].y,0.0); f.mIndices[i] = n; } } } // ... add dummy nodes under a single root, each holding a reference to one // mesh. If we didn't do this, we'd loose the group name. aiNode* rt = pScene->mRootNode = new aiNode(""); rt->mChildren = new aiNode*[rt->mNumChildren=pScene->mNumMeshes]; for (unsigned int i = 0; i < rt->mNumChildren; ++i) { aiNode* nd = rt->mChildren[i] = new aiNode(); const TempGroup& g = groups[i]; nd->mName = aiString(g.name); nd->mParent = rt; nd->mMeshes = new unsigned int[nd->mNumMeshes = 1]; nd->mMeshes[0] = i; } } #endif