assimp/code/Unreal/UnrealLoader.cpp

518 lines
18 KiB
C++

/*
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/** @file UnrealLoader.cpp
* @brief Implementation of the UNREAL (*.3D) importer class
*
* Sources:
* http://local.wasp.uwa.edu.au/~pbourke/dataformats/unreal/
*/
#ifndef ASSIMP_BUILD_NO_3D_IMPORTER
#include "Unreal/UnrealLoader.h"
#include "PostProcessing/ConvertToLHProcess.h"
#include <assimp/ParsingUtils.h>
#include <assimp/StreamReader.h>
#include <assimp/fast_atof.h>
#include <assimp/importerdesc.h>
#include <assimp/scene.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/IOSystem.hpp>
#include <assimp/Importer.hpp>
#include <stdint.h>
#include <memory>
using namespace Assimp;
namespace Unreal {
/*
0 = Normal one-sided
1 = Normal two-sided
2 = Translucent two-sided
3 = Masked two-sided
4 = Modulation blended two-sided
8 = Placeholder triangle for weapon positioning (invisible)
*/
enum MeshFlags {
MF_NORMAL_OS = 0,
MF_NORMAL_TS = 1,
MF_NORMAL_TRANS_TS = 2,
MF_NORMAL_MASKED_TS = 3,
MF_NORMAL_MOD_TS = 4,
MF_WEAPON_PLACEHOLDER = 8
};
// a single triangle
struct Triangle {
uint16_t mVertex[3]; // Vertex indices
char mType; // James' Mesh Type
char mColor; // Color for flat and Gourand Shaded
unsigned char mTex[3][2]; // Texture UV coordinates
unsigned char mTextureNum; // Source texture offset
char mFlags; // Unreal Mesh Flags (unused)
unsigned int matIndex;
};
// temporary representation for a material
struct TempMat {
TempMat() :
type(MF_NORMAL_OS), tex(), numFaces(0) {}
explicit TempMat(const Triangle &in) :
type((Unreal::MeshFlags)in.mType), tex(in.mTextureNum), numFaces(0) {}
// type of mesh
Unreal::MeshFlags type;
// index of texture
unsigned int tex;
// number of faces using us
unsigned int numFaces;
// for std::find
bool operator==(const TempMat &o) {
return (tex == o.tex && type == o.type);
}
};
struct Vertex {
int32_t X : 11;
int32_t Y : 11;
int32_t Z : 10;
};
// UNREAL vertex compression
inline void CompressVertex(const aiVector3D &v, uint32_t &out) {
union {
Vertex n;
int32_t t;
};
t = 0;
n.X = (int32_t)v.x;
n.Y = (int32_t)v.y;
n.Z = (int32_t)v.z;
::memcpy(&out, &t, sizeof(int32_t));
}
// UNREAL vertex decompression
inline void DecompressVertex(aiVector3D &v, int32_t in) {
union {
Vertex n;
int32_t i;
};
i = in;
v.x = (float)n.X;
v.y = (float)n.Y;
v.z = (float)n.Z;
}
} // end namespace Unreal
static const aiImporterDesc desc = {
"Unreal Mesh Importer",
"",
"",
"",
aiImporterFlags_SupportTextFlavour,
0,
0,
0,
0,
"3d uc"
};
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
UnrealImporter::UnrealImporter() :
mConfigFrameID(0), mConfigHandleFlags(true) {}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
UnrealImporter::~UnrealImporter() {}
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool UnrealImporter::CanRead(const std::string &pFile, IOSystem * /*pIOHandler*/, bool /*checkSig*/) const {
return SimpleExtensionCheck(pFile, "3d", "uc");
}
// ------------------------------------------------------------------------------------------------
// Build a string of all file extensions supported
const aiImporterDesc *UnrealImporter::GetInfo() const {
return &desc;
}
// ------------------------------------------------------------------------------------------------
// Setup configuration properties for the loader
void UnrealImporter::SetupProperties(const Importer *pImp) {
// The
// AI_CONFIG_IMPORT_UNREAL_KEYFRAME option overrides the
// AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
mConfigFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_UNREAL_KEYFRAME, -1);
if (static_cast<unsigned int>(-1) == mConfigFrameID) {
mConfigFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME, 0);
}
// AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS, default is true
mConfigHandleFlags = (0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS, 1));
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void UnrealImporter::InternReadFile(const std::string &pFile,
aiScene *pScene, IOSystem *pIOHandler) {
// For any of the 3 files being passed get the three correct paths
// First of all, determine file extension
std::string::size_type pos = pFile.find_last_of('.');
std::string extension = GetExtension(pFile);
std::string d_path, a_path, uc_path;
if (extension == "3d") {
// jjjj_d.3d
// jjjj_a.3d
pos = pFile.find_last_of('_');
if (std::string::npos == pos) {
throw DeadlyImportError("UNREAL: Unexpected naming scheme");
}
extension = pFile.substr(0, pos);
} else {
extension = pFile.substr(0, pos);
}
// build proper paths
d_path = extension + "_d.3d";
a_path = extension + "_a.3d";
uc_path = extension + ".uc";
ASSIMP_LOG_DEBUG_F("UNREAL: data file is ", d_path);
ASSIMP_LOG_DEBUG_F("UNREAL: aniv file is ", a_path);
ASSIMP_LOG_DEBUG_F("UNREAL: uc file is ", uc_path);
// and open the files ... we can't live without them
std::unique_ptr<IOStream> p(pIOHandler->Open(d_path));
if (!p)
throw DeadlyImportError("UNREAL: Unable to open _d file");
StreamReaderLE d_reader(pIOHandler->Open(d_path));
const uint16_t numTris = d_reader.GetI2();
const uint16_t numVert = d_reader.GetI2();
d_reader.IncPtr(44);
if (!numTris || numVert < 3)
throw DeadlyImportError("UNREAL: Invalid number of vertices/triangles");
// maximum texture index
unsigned int maxTexIdx = 0;
// collect triangles
std::vector<Unreal::Triangle> triangles(numTris);
for (auto &tri : triangles) {
for (unsigned int i = 0; i < 3; ++i) {
tri.mVertex[i] = d_reader.GetI2();
if (tri.mVertex[i] >= numTris) {
ASSIMP_LOG_WARN("UNREAL: vertex index out of range");
tri.mVertex[i] = 0;
}
}
tri.mType = d_reader.GetI1();
// handle mesh flagss?
if (mConfigHandleFlags)
tri.mType = Unreal::MF_NORMAL_OS;
else {
// ignore MOD and MASKED for the moment, treat them as two-sided
if (tri.mType == Unreal::MF_NORMAL_MOD_TS || tri.mType == Unreal::MF_NORMAL_MASKED_TS)
tri.mType = Unreal::MF_NORMAL_TS;
}
d_reader.IncPtr(1);
for (unsigned int i = 0; i < 3; ++i)
for (unsigned int i2 = 0; i2 < 2; ++i2)
tri.mTex[i][i2] = d_reader.GetI1();
tri.mTextureNum = d_reader.GetI1();
maxTexIdx = std::max(maxTexIdx, (unsigned int)tri.mTextureNum);
d_reader.IncPtr(1);
}
p.reset(pIOHandler->Open(a_path));
if (!p)
throw DeadlyImportError("UNREAL: Unable to open _a file");
StreamReaderLE a_reader(pIOHandler->Open(a_path));
// read number of frames
const uint32_t numFrames = a_reader.GetI2();
if (mConfigFrameID >= numFrames) {
throw DeadlyImportError("UNREAL: The requested frame does not exist");
}
uint32_t st = a_reader.GetI2();
if (st != numVert * 4u)
throw DeadlyImportError("UNREAL: Unexpected aniv file length");
// skip to our frame
a_reader.IncPtr(mConfigFrameID * numVert * 4);
// collect vertices
std::vector<aiVector3D> vertices(numVert);
for (auto &vertex : vertices) {
int32_t val = a_reader.GetI4();
Unreal::DecompressVertex(vertex, val);
}
// list of textures.
std::vector<std::pair<unsigned int, std::string>> textures;
// allocate the output scene
aiNode *nd = pScene->mRootNode = new aiNode();
nd->mName.Set("<UnrealRoot>");
// we can live without the uc file if necessary
std::unique_ptr<IOStream> pb(pIOHandler->Open(uc_path));
if (pb.get()) {
std::vector<char> _data;
TextFileToBuffer(pb.get(), _data);
const char *data = &_data[0];
std::vector<std::pair<std::string, std::string>> tempTextures;
// do a quick search in the UC file for some known, usually texture-related, tags
for (; *data; ++data) {
if (TokenMatchI(data, "#exec", 5)) {
SkipSpacesAndLineEnd(&data);
// #exec TEXTURE IMPORT [...] NAME=jjjjj [...] FILE=jjjj.pcx [...]
if (TokenMatchI(data, "TEXTURE", 7)) {
SkipSpacesAndLineEnd(&data);
if (TokenMatchI(data, "IMPORT", 6)) {
tempTextures.push_back(std::pair<std::string, std::string>());
std::pair<std::string, std::string> &me = tempTextures.back();
for (; !IsLineEnd(*data); ++data) {
if (!::ASSIMP_strincmp(data, "NAME=", 5)) {
const char *d = data += 5;
for (; !IsSpaceOrNewLine(*data); ++data)
;
me.first = std::string(d, (size_t)(data - d));
} else if (!::ASSIMP_strincmp(data, "FILE=", 5)) {
const char *d = data += 5;
for (; !IsSpaceOrNewLine(*data); ++data)
;
me.second = std::string(d, (size_t)(data - d));
}
}
if (!me.first.length() || !me.second.length())
tempTextures.pop_back();
}
}
// #exec MESHMAP SETTEXTURE MESHMAP=box NUM=1 TEXTURE=Jtex1
// #exec MESHMAP SCALE MESHMAP=box X=0.1 Y=0.1 Z=0.2
else if (TokenMatchI(data, "MESHMAP", 7)) {
SkipSpacesAndLineEnd(&data);
if (TokenMatchI(data, "SETTEXTURE", 10)) {
textures.push_back(std::pair<unsigned int, std::string>());
std::pair<unsigned int, std::string> &me = textures.back();
for (; !IsLineEnd(*data); ++data) {
if (!::ASSIMP_strincmp(data, "NUM=", 4)) {
data += 4;
me.first = strtoul10(data, &data);
} else if (!::ASSIMP_strincmp(data, "TEXTURE=", 8)) {
data += 8;
const char *d = data;
for (; !IsSpaceOrNewLine(*data); ++data)
;
me.second = std::string(d, (size_t)(data - d));
// try to find matching path names, doesn't care if we don't find them
for (std::vector<std::pair<std::string, std::string>>::const_iterator it = tempTextures.begin();
it != tempTextures.end(); ++it) {
if ((*it).first == me.second) {
me.second = (*it).second;
break;
}
}
}
}
} else if (TokenMatchI(data, "SCALE", 5)) {
for (; !IsLineEnd(*data); ++data) {
if (data[0] == 'X' && data[1] == '=') {
data = fast_atoreal_move<float>(data + 2, (float &)nd->mTransformation.a1);
} else if (data[0] == 'Y' && data[1] == '=') {
data = fast_atoreal_move<float>(data + 2, (float &)nd->mTransformation.b2);
} else if (data[0] == 'Z' && data[1] == '=') {
data = fast_atoreal_move<float>(data + 2, (float &)nd->mTransformation.c3);
}
}
}
}
}
}
} else {
ASSIMP_LOG_ERROR("Unable to open .uc file");
}
std::vector<Unreal::TempMat> materials;
materials.reserve(textures.size() * 2 + 5);
// find out how many output meshes and materials we'll have and build material indices
for (Unreal::Triangle &tri : triangles) {
Unreal::TempMat mat(tri);
std::vector<Unreal::TempMat>::iterator nt = std::find(materials.begin(), materials.end(), mat);
if (nt == materials.end()) {
// add material
tri.matIndex = static_cast<unsigned int>(materials.size());
mat.numFaces = 1;
materials.push_back(mat);
++pScene->mNumMeshes;
} else {
tri.matIndex = static_cast<unsigned int>(nt - materials.begin());
++nt->numFaces;
}
}
if (!pScene->mNumMeshes) {
throw DeadlyImportError("UNREAL: Unable to find valid mesh data");
}
// allocate meshes and bind them to the node graph
pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];
pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials = pScene->mNumMeshes];
nd->mNumMeshes = pScene->mNumMeshes;
nd->mMeshes = new unsigned int[nd->mNumMeshes];
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
aiMesh *m = pScene->mMeshes[i] = new aiMesh();
m->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
const unsigned int num = materials[i].numFaces;
m->mFaces = new aiFace[num];
m->mVertices = new aiVector3D[num * 3];
m->mTextureCoords[0] = new aiVector3D[num * 3];
nd->mMeshes[i] = i;
// create materials, too
aiMaterial *mat = new aiMaterial();
pScene->mMaterials[i] = mat;
// all white by default - texture rulez
aiColor3D color(1.f, 1.f, 1.f);
aiString s;
::ai_snprintf(s.data, MAXLEN, "mat%u_tx%u_", i, materials[i].tex);
// set the two-sided flag
if (materials[i].type == Unreal::MF_NORMAL_TS) {
const int twosided = 1;
mat->AddProperty(&twosided, 1, AI_MATKEY_TWOSIDED);
::strcat(s.data, "ts_");
} else
::strcat(s.data, "os_");
// make TRANS faces 90% opaque that RemRedundantMaterials won't catch us
if (materials[i].type == Unreal::MF_NORMAL_TRANS_TS) {
const float opac = 0.9f;
mat->AddProperty(&opac, 1, AI_MATKEY_OPACITY);
::strcat(s.data, "tran_");
} else
::strcat(s.data, "opaq_");
// a special name for the weapon attachment point
if (materials[i].type == Unreal::MF_WEAPON_PLACEHOLDER) {
s.length = ::ai_snprintf(s.data, MAXLEN, "$WeaponTag$");
color = aiColor3D(0.f, 0.f, 0.f);
}
// set color and name
mat->AddProperty(&color, 1, AI_MATKEY_COLOR_DIFFUSE);
s.length = static_cast<ai_uint32>(::strlen(s.data));
mat->AddProperty(&s, AI_MATKEY_NAME);
// set texture, if any
const unsigned int tex = materials[i].tex;
for (std::vector<std::pair<unsigned int, std::string>>::const_iterator it = textures.begin(); it != textures.end(); ++it) {
if ((*it).first == tex) {
s.Set((*it).second);
mat->AddProperty(&s, AI_MATKEY_TEXTURE_DIFFUSE(0));
break;
}
}
}
// fill them.
for (const Unreal::Triangle &tri : triangles) {
Unreal::TempMat mat(tri);
std::vector<Unreal::TempMat>::iterator nt = std::find(materials.begin(), materials.end(), mat);
aiMesh *mesh = pScene->mMeshes[nt - materials.begin()];
aiFace &f = mesh->mFaces[mesh->mNumFaces++];
f.mIndices = new unsigned int[f.mNumIndices = 3];
for (unsigned int i = 0; i < 3; ++i, mesh->mNumVertices++) {
f.mIndices[i] = mesh->mNumVertices;
mesh->mVertices[mesh->mNumVertices] = vertices[tri.mVertex[i]];
mesh->mTextureCoords[0][mesh->mNumVertices] = aiVector3D(tri.mTex[i][0] / 255.f, 1.f - tri.mTex[i][1] / 255.f, 0.f);
}
}
// convert to RH
MakeLeftHandedProcess hero;
hero.Execute(pScene);
FlipWindingOrderProcess flipper;
flipper.Execute(pScene);
}
#endif // !! ASSIMP_BUILD_NO_3D_IMPORTER