312 lines
10 KiB
C++
312 lines
10 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2018, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file NDOLoader.cpp
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* Implementation of the NDO importer class.
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*/
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#ifndef ASSIMP_BUILD_NO_NDO_IMPORTER
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#include "NDOLoader.h"
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/IOSystem.hpp>
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#include <assimp/scene.h>
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#include <assimp/importerdesc.h>
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#include <assimp/StreamReader.h>
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#include <map>
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using namespace Assimp;
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static const aiImporterDesc desc = {
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"Nendo Mesh Importer",
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"",
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"",
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"http://www.izware.com/nendo/index.htm",
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aiImporterFlags_SupportBinaryFlavour,
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0,
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0,
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0,
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0,
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"ndo"
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};
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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NDOImporter::NDOImporter()
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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NDOImporter::~NDOImporter()
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{}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool NDOImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
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{
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// check file extension
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const std::string extension = GetExtension(pFile);
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if( extension == "ndo")
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return true;
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if ((checkSig || !extension.length()) && pIOHandler) {
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const char* tokens[] = {"nendo"};
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return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1,5);
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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// Build a string of all file extensions supported
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const aiImporterDesc* NDOImporter::GetInfo () const
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{
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return &desc;
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}
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// ------------------------------------------------------------------------------------------------
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// Setup configuration properties for the loader
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void NDOImporter::SetupProperties(const Importer* /*pImp*/)
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{
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// nothing to be done for the moment
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void NDOImporter::InternReadFile( const std::string& pFile,
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aiScene* pScene, IOSystem* pIOHandler)
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{
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StreamReaderBE reader(pIOHandler->Open( pFile, "rb"));
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// first 9 bytes are nendo file format ("nendo 1.n")
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const char* head = (const char*)reader.GetPtr();
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reader.IncPtr(9);
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if (strncmp("nendo ",head,6)) {
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throw DeadlyImportError("Not a Nendo file; magic signature missing");
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}
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// check if this is a supported version. if not, continue, too -- users,
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// please don't complain if it doesn't work then ...
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unsigned int file_format = 12;
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if (!strncmp("1.0",head+6,3)) {
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file_format = 10;
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ASSIMP_LOG_INFO("NDO file format is 1.0");
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}
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else if (!strncmp("1.1",head+6,3)) {
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file_format = 11;
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ASSIMP_LOG_INFO("NDO file format is 1.1");
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}
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else if (!strncmp("1.2",head+6,3)) {
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file_format = 12;
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ASSIMP_LOG_INFO("NDO file format is 1.2");
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}
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else {
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ASSIMP_LOG_WARN_F( "Unrecognized nendo file format version, continuing happily ... :", (head+6));
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}
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reader.IncPtr(2); /* skip flags */
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if (file_format >= 12) {
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reader.IncPtr(2);
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}
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unsigned int temp = reader.GetU1();
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std::vector<Object> objects(temp); /* buffer to store all the loaded objects in */
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// read all objects
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for (unsigned int o = 0; o < objects.size(); ++o) {
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// if (file_format < 12) {
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if (!reader.GetI1()) {
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continue; /* skip over empty object */
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}
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// reader.GetI2();
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// }
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Object& obj = objects[o];
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temp = file_format >= 12 ? reader.GetU4() : reader.GetU2();
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head = (const char*)reader.GetPtr();
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reader.IncPtr(temp + 76); /* skip unknown stuff */
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obj.name = std::string(head, temp);
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// read edge table
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temp = file_format >= 12 ? reader.GetU4() : reader.GetU2();
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obj.edges.reserve(temp);
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for (unsigned int e = 0; e < temp; ++e) {
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obj.edges.push_back(Edge());
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Edge& edge = obj.edges.back();
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for (unsigned int i = 0; i< 8; ++i) {
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edge.edge[i] = file_format >= 12 ? reader.GetU4() : reader.GetU2();
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}
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edge.hard = file_format >= 11 ? reader.GetU1() : 0;
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for (unsigned int i = 0; i< 8; ++i) {
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edge.color[i] = reader.GetU1();
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}
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}
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// read face table
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temp = file_format >= 12 ? reader.GetU4() : reader.GetU2();
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obj.faces.reserve(temp);
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for (unsigned int e = 0; e < temp; ++e) {
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obj.faces.push_back(Face());
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Face& face = obj.faces.back();
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face.elem = file_format >= 12 ? reader.GetU4() : reader.GetU2();
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}
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// read vertex table
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temp = file_format >= 12 ? reader.GetU4() : reader.GetU2();
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obj.vertices.reserve(temp);
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for (unsigned int e = 0; e < temp; ++e) {
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obj.vertices.push_back(Vertex());
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Vertex& v = obj.vertices.back();
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v.num = file_format >= 12 ? reader.GetU4() : reader.GetU2();
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v.val.x = reader.GetF4();
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v.val.y = reader.GetF4();
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v.val.z = reader.GetF4();
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}
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// read UVs
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temp = file_format >= 12 ? reader.GetU4() : reader.GetU2();
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for (unsigned int e = 0; e < temp; ++e) {
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file_format >= 12 ? reader.GetU4() : reader.GetU2();
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}
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temp = file_format >= 12 ? reader.GetU4() : reader.GetU2();
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for (unsigned int e = 0; e < temp; ++e) {
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file_format >= 12 ? reader.GetU4() : reader.GetU2();
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}
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if (reader.GetU1()) {
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const unsigned int x = reader.GetU2(), y = reader.GetU2();
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temp = 0;
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while (temp < x*y) {
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unsigned int repeat = reader.GetU1();
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reader.GetU1();
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reader.GetU1();
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reader.GetU1();
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temp += repeat;
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}
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}
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}
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// construct a dummy node graph and add all named objects as child nodes
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aiNode* root = pScene->mRootNode = new aiNode("$NDODummyRoot");
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aiNode** cc = root->mChildren = new aiNode* [ root->mNumChildren = static_cast<unsigned int>( objects.size()) ] ();
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pScene->mMeshes = new aiMesh* [ root->mNumChildren] ();
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std::vector<aiVector3D> vertices;
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std::vector<unsigned int> indices;
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for(const Object& obj : objects) {
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aiNode* nd = *cc++ = new aiNode(obj.name);
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nd->mParent = root;
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// translated from a python dict() - a vector might be sufficient as well
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typedef std::map<unsigned int, unsigned int> FaceTable;
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FaceTable face_table;
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unsigned int n = 0;
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for(const Edge& edge : obj.edges) {
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face_table[edge.edge[2]] = n;
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face_table[edge.edge[3]] = n;
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++n;
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}
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aiMesh* mesh = new aiMesh();
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mesh->mNumFaces=static_cast<unsigned int>(face_table.size());
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aiFace* faces = mesh->mFaces = new aiFace[mesh->mNumFaces];
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vertices.clear();
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vertices.reserve(4 * face_table.size()); // arbitrarily chosen
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for(FaceTable::value_type& v : face_table) {
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indices.clear();
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aiFace& f = *faces++;
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const unsigned int key = v.first;
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unsigned int cur_edge = v.second;
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while (1) {
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unsigned int next_edge, next_vert;
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if (key == obj.edges[cur_edge].edge[3]) {
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next_edge = obj.edges[cur_edge].edge[5];
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next_vert = obj.edges[cur_edge].edge[1];
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}
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else {
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next_edge = obj.edges[cur_edge].edge[4];
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next_vert = obj.edges[cur_edge].edge[0];
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}
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indices.push_back( static_cast<unsigned int>(vertices.size()) );
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vertices.push_back(obj.vertices[ next_vert ].val);
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cur_edge = next_edge;
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if (cur_edge == v.second) {
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break;
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}
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}
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f.mIndices = new unsigned int[f.mNumIndices = static_cast<unsigned int>(indices.size())];
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std::copy(indices.begin(),indices.end(),f.mIndices);
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}
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mesh->mVertices = new aiVector3D[mesh->mNumVertices = static_cast<unsigned int>(vertices.size())];
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std::copy(vertices.begin(),vertices.end(),mesh->mVertices);
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if (mesh->mNumVertices) {
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pScene->mMeshes[pScene->mNumMeshes] = mesh;
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(nd->mMeshes = new unsigned int[nd->mNumMeshes=1])[0]=pScene->mNumMeshes++;
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}else
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delete mesh;
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}
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}
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#endif
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