/* --------------------------------------------------------------------------- Open Asset Import Library (assimp) --------------------------------------------------------------------------- Copyright (c) 2006-2019, 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. --------------------------------------------------------------------------- */ /** @file B3DImporter.cpp * @brief Implementation of the b3d importer class */ #ifndef ASSIMP_BUILD_NO_B3D_IMPORTER // internal headers #include "B3D/B3DImporter.h" #include "PostProcessing/TextureTransform.h" #include "PostProcessing/ConvertToLHProcess.h" #include #include #include #include #include #include #include using namespace Assimp; using namespace std; static const aiImporterDesc desc = { "BlitzBasic 3D Importer", "", "", "http://www.blitzbasic.com/", aiImporterFlags_SupportBinaryFlavour, 0, 0, 0, 0, "b3d" }; #ifdef _MSC_VER # pragma warning (disable: 4018) #endif //#define DEBUG_B3D template void DeleteAllBarePointers(std::vector& x) { for(auto p : x) { delete p; } } B3DImporter::~B3DImporter() { } // ------------------------------------------------------------------------------------------------ bool B3DImporter::CanRead( const std::string& pFile, IOSystem* /*pIOHandler*/, bool /*checkSig*/) const{ size_t pos=pFile.find_last_of( '.' ); if( pos==string::npos ) { return false; } string ext=pFile.substr( pos+1 ); if( ext.size()!=3 ) { return false; } return (ext[0]=='b' || ext[0]=='B') && (ext[1]=='3') && (ext[2]=='d' || ext[2]=='D'); } // ------------------------------------------------------------------------------------------------ // Loader meta information const aiImporterDesc* B3DImporter::GetInfo () const { return &desc; } // ------------------------------------------------------------------------------------------------ void B3DImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler){ std::unique_ptr file( pIOHandler->Open( pFile)); // Check whether we can read from the file if( file.get() == nullptr) { throw DeadlyImportError( "Failed to open B3D file " + pFile + "."); } // check whether the .b3d file is large enough to contain // at least one chunk. size_t fileSize = file->FileSize(); if( fileSize<8 ) { throw DeadlyImportError( "B3D File is too small."); } _pos=0; _buf.resize( fileSize ); file->Read( &_buf[0],1,fileSize ); _stack.clear(); ReadBB3D( pScene ); } // ------------------------------------------------------------------------------------------------ AI_WONT_RETURN void B3DImporter::Oops(){ throw DeadlyImportError( "B3D Importer - INTERNAL ERROR" ); } // ------------------------------------------------------------------------------------------------ AI_WONT_RETURN void B3DImporter::Fail( string str ){ #ifdef DEBUG_B3D ASSIMP_LOG_ERROR_F("Error in B3D file data: ", str); #endif throw DeadlyImportError( "B3D Importer - error in B3D file data: "+str ); } // ------------------------------------------------------------------------------------------------ int B3DImporter::ReadByte(){ if( _pos<_buf.size() ) { return _buf[_pos++]; } Fail( "EOF" ); return 0; } // ------------------------------------------------------------------------------------------------ int B3DImporter::ReadInt(){ if( _pos+4<=_buf.size() ){ int n; memcpy(&n, &_buf[_pos], 4); _pos+=4; return n; } Fail( "EOF" ); return 0; } // ------------------------------------------------------------------------------------------------ float B3DImporter::ReadFloat(){ if( _pos+4<=_buf.size() ){ float n; memcpy(&n, &_buf[_pos], 4); _pos+=4; return n; } Fail( "EOF" ); return 0.0f; } // ------------------------------------------------------------------------------------------------ aiVector2D B3DImporter::ReadVec2(){ float x=ReadFloat(); float y=ReadFloat(); return aiVector2D( x,y ); } // ------------------------------------------------------------------------------------------------ aiVector3D B3DImporter::ReadVec3(){ float x=ReadFloat(); float y=ReadFloat(); float z=ReadFloat(); return aiVector3D( x,y,z ); } // ------------------------------------------------------------------------------------------------ aiQuaternion B3DImporter::ReadQuat(){ // (aramis_acg) Fix to adapt the loader to changed quat orientation float w=-ReadFloat(); float x=ReadFloat(); float y=ReadFloat(); float z=ReadFloat(); return aiQuaternion( w,x,y,z ); } // ------------------------------------------------------------------------------------------------ string B3DImporter::ReadString(){ string str; while( _pos<_buf.size() ){ char c=(char)ReadByte(); if( !c ) { return str; } str+=c; } Fail( "EOF" ); return string(); } // ------------------------------------------------------------------------------------------------ string B3DImporter::ReadChunk(){ string tag; for( int i=0;i<4;++i ){ tag+=char( ReadByte() ); } #ifdef DEBUG_B3D ASSIMP_LOG_DEBUG_F("ReadChunk: ", tag); #endif unsigned sz=(unsigned)ReadInt(); _stack.push_back( _pos+sz ); return tag; } // ------------------------------------------------------------------------------------------------ void B3DImporter::ExitChunk(){ _pos=_stack.back(); _stack.pop_back(); } // ------------------------------------------------------------------------------------------------ unsigned B3DImporter::ChunkSize(){ return _stack.back()-_pos; } // ------------------------------------------------------------------------------------------------ template T *B3DImporter::to_array( const vector &v ){ if( v.empty() ) { return 0; } T *p=new T[ v.size() ]; for( size_t i=0;i T **unique_to_array( vector > &v ){ if( v.empty() ) { return 0; } T **p = new T*[ v.size() ]; for( size_t i = 0; i < v.size(); ++i ){ p[i] = v[i].release(); } return p; } // ------------------------------------------------------------------------------------------------ void B3DImporter::ReadTEXS(){ while( ChunkSize() ){ string name=ReadString(); /*int flags=*/ReadInt(); /*int blend=*/ReadInt(); /*aiVector2D pos=*/ReadVec2(); /*aiVector2D scale=*/ReadVec2(); /*float rot=*/ReadFloat(); _textures.push_back( name ); } } // ------------------------------------------------------------------------------------------------ void B3DImporter::ReadBRUS(){ int n_texs=ReadInt(); if( n_texs<0 || n_texs>8 ){ Fail( "Bad texture count" ); } while( ChunkSize() ){ string name=ReadString(); aiVector3D color=ReadVec3(); float alpha=ReadFloat(); float shiny=ReadFloat(); /*int blend=**/ReadInt(); int fx=ReadInt(); std::unique_ptr mat(new aiMaterial); // Name aiString ainame( name ); mat->AddProperty( &ainame,AI_MATKEY_NAME ); // Diffuse color mat->AddProperty( &color,1,AI_MATKEY_COLOR_DIFFUSE ); // Opacity mat->AddProperty( &alpha,1,AI_MATKEY_OPACITY ); // Specular color aiColor3D speccolor( shiny,shiny,shiny ); mat->AddProperty( &speccolor,1,AI_MATKEY_COLOR_SPECULAR ); // Specular power float specpow=shiny*128; mat->AddProperty( &specpow,1,AI_MATKEY_SHININESS ); // Double sided if( fx & 0x10 ){ int i=1; mat->AddProperty( &i,1,AI_MATKEY_TWOSIDED ); } //Textures for( int i=0;i=0 && texid>=static_cast(_textures.size())) ){ Fail( "Bad texture id" ); } if( i==0 && texid>=0 ){ aiString texname( _textures[texid] ); mat->AddProperty( &texname,AI_MATKEY_TEXTURE_DIFFUSE(0) ); } } _materials.emplace_back( std::move(mat) ); } } // ------------------------------------------------------------------------------------------------ void B3DImporter::ReadVRTS(){ _vflags=ReadInt(); _tcsets=ReadInt(); _tcsize=ReadInt(); if( _tcsets<0 || _tcsets>4 || _tcsize<0 || _tcsize>4 ){ Fail( "Bad texcoord data" ); } int sz=12+(_vflags&1?12:0)+(_vflags&2?16:0)+(_tcsets*_tcsize*4); int n_verts=ChunkSize()/sz; int v0=static_cast(_vertices.size()); _vertices.resize( v0+n_verts ); for( int i=0;i= (int)_materials.size()) { #ifdef DEBUG_B3D ASSIMP_LOG_ERROR_F("material id=", matid); #endif Fail("Bad material id"); } std::unique_ptr mesh(new aiMesh); mesh->mMaterialIndex = matid; mesh->mNumFaces = 0; mesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE; int n_tris = ChunkSize() / 12; aiFace *face = mesh->mFaces = new aiFace[n_tris]; for (int i = 0; i < n_tris; ++i) { int i0 = ReadInt() + v0; int i1 = ReadInt() + v0; int i2 = ReadInt() + v0; if (i0 < 0 || i0 >= (int)_vertices.size() || i1 < 0 || i1 >= (int)_vertices.size() || i2 < 0 || i2 >= (int)_vertices.size()) { #ifdef DEBUG_B3D ASSIMP_LOG_ERROR_F("Bad triangle index: i0=", i0, ", i1=", i1, ", i2=", i2); #endif Fail("Bad triangle index"); continue; } face->mNumIndices = 3; face->mIndices = new unsigned[3]; face->mIndices[0] = i0; face->mIndices[1] = i1; face->mIndices[2] = i2; ++mesh->mNumFaces; ++face; } _meshes.emplace_back(std::move(mesh)); } // ------------------------------------------------------------------------------------------------ void B3DImporter::ReadMESH(){ /*int matid=*/ReadInt(); int v0= static_cast(_vertices.size()); while( ChunkSize() ){ string t=ReadChunk(); if( t=="VRTS" ){ ReadVRTS(); }else if( t=="TRIS" ){ ReadTRIS( v0 ); } ExitChunk(); } } // ------------------------------------------------------------------------------------------------ void B3DImporter::ReadBONE(int id) { while (ChunkSize()) { int vertex = ReadInt(); float weight = ReadFloat(); if (vertex < 0 || vertex >= (int)_vertices.size()) { Fail("Bad vertex index"); } Vertex &v = _vertices[vertex]; for (int i = 0; i < 4; ++i) { if (!v.weights[i]) { v.bones[i] = id; v.weights[i] = weight; break; } } } } // ------------------------------------------------------------------------------------------------ void B3DImporter::ReadKEYS( aiNodeAnim *nodeAnim ){ vector trans,scale; vector rot; int flags=ReadInt(); while( ChunkSize() ){ int frame=ReadInt(); if( flags & 1 ){ trans.push_back( aiVectorKey( frame,ReadVec3() ) ); } if( flags & 2 ){ scale.push_back( aiVectorKey( frame,ReadVec3() ) ); } if( flags & 4 ){ rot.push_back( aiQuatKey( frame,ReadQuat() ) ); } } if( flags & 1 ){ nodeAnim->mNumPositionKeys=static_cast(trans.size()); nodeAnim->mPositionKeys=to_array( trans ); } if( flags & 2 ){ nodeAnim->mNumScalingKeys=static_cast(scale.size()); nodeAnim->mScalingKeys=to_array( scale ); } if( flags & 4 ){ nodeAnim->mNumRotationKeys=static_cast(rot.size()); nodeAnim->mRotationKeys=to_array( rot ); } } // ------------------------------------------------------------------------------------------------ void B3DImporter::ReadANIM(){ /*int flags=*/ReadInt(); int frames=ReadInt(); float fps=ReadFloat(); std::unique_ptr anim(new aiAnimation); anim->mDuration=frames; anim->mTicksPerSecond=fps; _animations.emplace_back( std::move(anim) ); } // ------------------------------------------------------------------------------------------------ aiNode *B3DImporter::ReadNODE( aiNode *parent ){ string name=ReadString(); aiVector3D t=ReadVec3(); aiVector3D s=ReadVec3(); aiQuaternion r=ReadQuat(); aiMatrix4x4 trans,scale,rot; aiMatrix4x4::Translation( t,trans ); aiMatrix4x4::Scaling( s,scale ); rot=aiMatrix4x4( r.GetMatrix() ); aiMatrix4x4 tform=trans * rot * scale; int nodeid=static_cast(_nodes.size()); aiNode *node=new aiNode( name ); _nodes.push_back( node ); node->mParent=parent; node->mTransformation=tform; std::unique_ptr nodeAnim; vector meshes; vector children; while( ChunkSize() ){ string t=ReadChunk(); if( t=="MESH" ){ unsigned int n= static_cast(_meshes.size()); ReadMESH(); for( unsigned int i=n;i(_meshes.size());++i ){ meshes.push_back( i ); } }else if( t=="BONE" ){ ReadBONE( nodeid ); }else if( t=="ANIM" ){ ReadANIM(); }else if( t=="KEYS" ){ if( !nodeAnim ){ nodeAnim.reset(new aiNodeAnim); nodeAnim->mNodeName=node->mName; } ReadKEYS( nodeAnim.get() ); }else if( t=="NODE" ){ aiNode *child=ReadNODE( node ); children.push_back( child ); } ExitChunk(); } if (nodeAnim) { _nodeAnims.emplace_back( std::move(nodeAnim) ); } node->mNumMeshes= static_cast(meshes.size()); node->mMeshes=to_array( meshes ); node->mNumChildren=static_cast(children.size()); node->mChildren=to_array( children ); return node; } // ------------------------------------------------------------------------------------------------ void B3DImporter::ReadBB3D( aiScene *scene ){ _textures.clear(); _materials.clear(); _vertices.clear(); _meshes.clear(); DeleteAllBarePointers(_nodes); _nodes.clear(); _nodeAnims.clear(); _animations.clear(); string t=ReadChunk(); if( t=="BB3D" ){ int version=ReadInt(); if (!DefaultLogger::isNullLogger()) { char dmp[128]; ai_snprintf(dmp, 128, "B3D file format version: %i",version); ASSIMP_LOG_INFO(dmp); } while( ChunkSize() ){ string t=ReadChunk(); if( t=="TEXS" ){ ReadTEXS(); }else if( t=="BRUS" ){ ReadBRUS(); }else if( t=="NODE" ){ ReadNODE( 0 ); } ExitChunk(); } } ExitChunk(); if( !_nodes.size() ) { Fail( "No nodes" ); } if( !_meshes.size() ) { Fail( "No meshes" ); } // Fix nodes/meshes/bones for(size_t i=0;i<_nodes.size();++i ){ aiNode *node=_nodes[i]; for( size_t j=0;jmNumMeshes;++j ){ aiMesh *mesh = _meshes[node->mMeshes[j]].get(); int n_tris=mesh->mNumFaces; int n_verts=mesh->mNumVertices=n_tris * 3; aiVector3D *mv=mesh->mVertices=new aiVector3D[ n_verts ],*mn=0,*mc=0; if( _vflags & 1 ) { mn=mesh->mNormals=new aiVector3D[ n_verts ]; } if( _tcsets ) { mc=mesh->mTextureCoords[0]=new aiVector3D[ n_verts ]; } aiFace *face=mesh->mFaces; vector< vector > vweights( _nodes.size() ); for( int i=0;imIndices[j]]; *mv++=v.vertex; if( mn ) *mn++=v.normal; if( mc ) *mc++=v.texcoords; face->mIndices[j]=i+j; for( int k=0;k<4;++k ){ if( !v.weights[k] ) break; int bone=v.bones[k]; float weight=v.weights[k]; vweights[bone].push_back( aiVertexWeight(i+j,weight) ); } } ++face; } vector bones; for(size_t i=0;i &weights=vweights[i]; if( !weights.size() ) continue; aiBone *bone=new aiBone; bones.push_back( bone ); aiNode *bnode=_nodes[i]; bone->mName=bnode->mName; bone->mNumWeights= static_cast(weights.size()); bone->mWeights=to_array( weights ); aiMatrix4x4 mat=bnode->mTransformation; while( bnode->mParent ){ bnode=bnode->mParent; mat=bnode->mTransformation * mat; } bone->mOffsetMatrix=mat.Inverse(); } mesh->mNumBones= static_cast(bones.size()); mesh->mBones=to_array( bones ); } } //nodes scene->mRootNode=_nodes[0]; _nodes.clear(); // node ownership now belongs to scene //material if( !_materials.size() ){ _materials.emplace_back( std::unique_ptr(new aiMaterial) ); } scene->mNumMaterials= static_cast(_materials.size()); scene->mMaterials = unique_to_array( _materials ); //meshes scene->mNumMeshes= static_cast(_meshes.size()); scene->mMeshes = unique_to_array( _meshes ); //animations if( _animations.size()==1 && _nodeAnims.size() ){ aiAnimation *anim = _animations.back().get(); anim->mNumChannels=static_cast(_nodeAnims.size()); anim->mChannels = unique_to_array( _nodeAnims ); scene->mNumAnimations=static_cast(_animations.size()); scene->mAnimations=unique_to_array( _animations ); } // convert to RH MakeLeftHandedProcess makeleft; makeleft.Execute( scene ); FlipWindingOrderProcess flip; flip.Execute( scene ); } #endif // !! ASSIMP_BUILD_NO_B3D_IMPORTER