/* Open Asset Import Library (assimp) ---------------------------------------------------------------------- Copyright (c) 2006-2012, assimp 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 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" #ifndef ASSIMP_BUILD_NO_M3_IMPORTER #include "M3Importer.h" #include namespace Assimp { namespace M3 { static const std::string M3Extension = "m3"; // ------------------------------------------------------------------------------------------------ // Constructor. M3Importer::M3Importer() : m_pHead( NULL ), m_pRefs( NULL ), m_Buffer() { // empty } // ------------------------------------------------------------------------------------------------ // Destructor. M3Importer::~M3Importer() { m_pHead = NULL; m_pRefs = NULL; } // ------------------------------------------------------------------------------------------------ // Check for readable file format. bool M3Importer::CanRead( const std::string &rFile, IOSystem* /*pIOHandler*/, bool checkSig ) const { if ( !checkSig ) { return SimpleExtensionCheck( rFile, M3Extension.c_str() ); } return false; } // ------------------------------------------------------------------------------------------------ void M3Importer::GetExtensionList(std::set& extensions) { extensions.insert( M3Extension ); } // ------------------------------------------------------------------------------------------------ void M3Importer::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler ) { ai_assert( !pFile.empty() ); const std::string mode = "rb"; boost::scoped_ptr file( pIOHandler->Open( pFile, mode ) ); if ( NULL == file.get() ) { throw DeadlyImportError( "Failed to open file " + pFile + "."); } // Get the file-size and validate it, throwing an exception when it fails const size_t filesize = file->FileSize(); if( filesize < 1 ) { throw DeadlyImportError( "M3-file is too small."); } m_Buffer.resize( filesize ); size_t readsize = file->Read( &m_Buffer[ 0 ], sizeof( unsigned char ), filesize ); ai_assert( readsize == filesize ); m_pHead = reinterpret_cast( &m_Buffer[ 0 ] ); m_pRefs = reinterpret_cast( &m_Buffer[ 0 ] + m_pHead->ofsRefs ); MODL20* pMODL20( NULL ); MODL23* pMODL23( NULL ); VertexExt* pVerts1( NULL ); Vertex* pVerts2( NULL ); DIV *pViews( NULL ); Region* regions( NULL ); uint16* faces( NULL ); uint32 nVertices = 0; bool ok = true; switch( m_pRefs[ m_pHead->MODL.ref ].type ) { case 20: pMODL20 = GetEntries( m_pHead->MODL ); if ( ( pMODL20->flags & 0x20000) != 0 ) { // Has vertices if( (pMODL20->flags & 0x40000) != 0 ) { // Has extra 4 byte pVerts1 = GetEntries( pMODL20->vertexData ); nVertices = pMODL20->vertexData.nEntries/sizeof(VertexExt); } else { pVerts2 = GetEntries( pMODL20->vertexData ); nVertices = pMODL20->vertexData.nEntries / sizeof( Vertex ); } } pViews = GetEntries
( pMODL20->views ); break; case 23: pMODL23 = GetEntries(m_pHead->MODL ); if( (pMODL23->flags & 0x20000) != 0 ) { // Has vertices if( (pMODL23->flags & 0x40000) != 0 ) { // Has extra 4 byte pVerts1 = GetEntries( pMODL23->vertexData ); nVertices = pMODL23->vertexData.nEntries/sizeof( VertexExt ); } else { pVerts2 = GetEntries( pMODL23->vertexData ); nVertices = pMODL23->vertexData.nEntries/sizeof( Vertex ); } } pViews = GetEntries
( pMODL23->views ); break; default: ok = false; break; } // Everything ok, if not throw an exception if ( !ok ) { throw DeadlyImportError( "Failed to open file " + pFile + "."); } // Get all region data regions = GetEntries( pViews->regions ); // Get the face data faces = GetEntries( pViews->faces ); // Convert the vertices std::vector vertices; vertices.resize( nVertices ); unsigned int offset = 0; for ( unsigned int i = 0; i < nVertices; i++ ) { if ( pVerts1 ) { vertices[ offset ].Set( pVerts1[ i ].pos.x, pVerts1[ i ].pos.y, pVerts1[ i ].pos.z ); ++offset; } if ( pVerts2 ) { vertices[ offset ].Set( pVerts2[ i ].pos.x, pVerts2[ i ].pos.y, pVerts2[ i ].pos.z ); ++offset; } } // Write the UV coordinates offset = 0; std::vector uvCoords; uvCoords.resize( nVertices ); for( unsigned int i = 0; i < nVertices; ++i ) { if( pVerts1 ) { float u = (float) pVerts1[ i ].uv[ 0 ] / 2048; float v = (float) pVerts1[ i ].uv[ 1 ] / 2048; uvCoords[ offset ].Set( u, v, 0.0f ); ++offset; } if( pVerts2 ) { float u = (float) pVerts2[ i ].uv[ 0 ] / 2048; float v = (float) pVerts2[ i ].uv[ 1 ] / 2048; uvCoords[ offset ].Set( u, v, 0.0f ); ++offset; } } // Compute the normals std::vector normals; normals.resize( nVertices ); float w = 0.0f; Vec3D norm; offset = 0; for( unsigned int i = 0; i < nVertices; i++ ) { w = 0.0f; if( pVerts1 ) { norm.x = (float) 2*pVerts1[ i ].normal[ 0 ]/255.0f - 1; norm.y = (float) 2*pVerts1[ i ].normal[ 1 ]/255.0f - 1; norm.z = (float) 2*pVerts1[ i ].normal[ 2 ]/255.0f - 1; w = (float) pVerts1[ i ].normal[ 3 ]/255.0f; } if( pVerts2 ) { norm.x = (float) 2*pVerts2[ i ].normal[ 0 ]/255.0f - 1; norm.y = (float) 2*pVerts2[ i ].normal[ 1 ]/255.0f - 1; norm.z = (float) 2*pVerts2[ i ].normal[ 2 ]/255.0f - 1; w = (float) pVerts2[ i ].normal[ 3 ] / 255.0f; } if ( w ) { const float invW = 1.0f / w; norm.x = norm.x * invW; norm.y = norm.y * invW; norm.z = norm.z * invW; normals[ offset ].Set( norm.x, norm.y, norm.z ); ++offset; } } // Convert the data into the assimp specific data structures convertToAssimp( pFile, pScene, pViews, regions, faces, vertices, uvCoords, normals ); } // ------------------------------------------------------------------------------------------------ // void M3Importer::convertToAssimp( const std::string& pFile, aiScene* pScene, DIV *pViews, Region *pRegions, uint16 *pFaces, const std::vector &vertices, const std::vector &uvCoords, const std::vector &normals ) { std::vector MeshArray; // Create the root node pScene->mRootNode = createNode( NULL ); // Set the name of the scene pScene->mRootNode->mName.Set( pFile ); aiNode *pRootNode = pScene->mRootNode; aiNode *pCurrentNode = NULL; // Lets create the nodes pRootNode->mNumChildren = pViews->regions.nEntries; if ( pRootNode->mNumChildren > 0 ) { pRootNode->mChildren = new aiNode*[ pRootNode->mNumChildren ]; } for ( unsigned int i=0; imNumChildren; ++i ) { //pRegions[ i ]. // Create a new node pCurrentNode = createNode( pRootNode ); std::stringstream stream; stream << "Node_" << i; pCurrentNode->mName.Set( stream.str().c_str() ); pRootNode->mChildren[ i ] = pCurrentNode; // Loop over the faces of the nodes unsigned int numFaces = ( ( pRegions[ i ].ofsIndices + pRegions[ i ].nIndices ) - pRegions[ i ].ofsIndices ) / 3; aiMesh *pMesh = new aiMesh; MeshArray.push_back( pMesh ); pMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE; pMesh->mNumFaces = numFaces; pMesh->mFaces = new aiFace[ pMesh->mNumFaces ]; aiFace *pCurrentFace = NULL; unsigned int faceIdx = 0; for ( unsigned int j = pRegions[ i ].ofsIndices; j < ( pRegions[ i ].ofsIndices + pRegions[ i ].nIndices ); j += 3 ) { pCurrentFace = &( pMesh->mFaces[ faceIdx ] ); faceIdx++; pCurrentFace->mNumIndices = 3; pCurrentFace->mIndices = new unsigned int[ 3 ]; pCurrentFace->mIndices[ 0 ] = pFaces[ j ]; pCurrentFace->mIndices[ 1 ] = pFaces[ j+1 ]; pCurrentFace->mIndices[ 2 ] = pFaces[ j+2 ]; } // Now we can create the vertex data itself pCurrentNode->mNumMeshes = 1; pCurrentNode->mMeshes = new unsigned int[ 1 ]; const unsigned int meshIdx = MeshArray.size() - 1; pCurrentNode->mMeshes[ 0 ] = meshIdx; createVertexData( pMesh, vertices, uvCoords, normals ); } // Copy the meshes into the scene pScene->mNumMeshes = MeshArray.size(); pScene->mMeshes = new aiMesh*[ MeshArray.size() ]; unsigned int pos = 0; for ( std::vector::iterator it = MeshArray.begin(); it != MeshArray.end(); ++it ) { pScene->mMeshes[ pos ] = *it; ++pos; } } // ------------------------------------------------------------------------------------------------ // void M3Importer::createVertexData( aiMesh *pMesh, const std::vector &vertices, const std::vector &uvCoords, const std::vector &normals ) { pMesh->mNumVertices = pMesh->mNumFaces * 3; pMesh->mVertices = new aiVector3D[ pMesh->mNumVertices ]; pMesh->mNumUVComponents[ 0 ] = 2; pMesh->mTextureCoords[ 0 ] = new aiVector3D[ pMesh->mNumVertices ]; pMesh->mNormals = new aiVector3D[ pMesh->mNumVertices ]; unsigned int pos = 0; for ( unsigned int currentFace = 0; currentFace < pMesh->mNumFaces; currentFace++ ) { aiFace *pFace = &( pMesh->mFaces[ currentFace ] ); for ( unsigned int currentIdx=0; currentIdxmNumIndices; currentIdx++ ) { const unsigned int idx = pFace->mIndices[ currentIdx ]; if ( vertices.size() > idx ) { pMesh->mVertices[ pos ] = vertices[ idx ]; pMesh->mNormals[ pos ] = normals[ idx ]; pMesh->mTextureCoords[ 0 ]->x = uvCoords[ idx ].x; pMesh->mTextureCoords[ 0 ]->y = uvCoords[ idx ].y; pFace->mIndices[ currentIdx ] = pos; pos++; } } } } // ------------------------------------------------------------------------------------------------ // aiNode *M3Importer::createNode( aiNode *pParent ) { aiNode *pNode = new aiNode; if ( pParent ) pNode->mParent = pParent; else pNode->mParent = NULL; return pNode; } // ------------------------------------------------------------------------------------------------ } // Namespace M3 } // Namespace Assimp #endif // ASSIMP_BUILD_NO_M3_IMPORTER