373 lines
14 KiB
C++
373 lines
14 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) 2006-2008, ASSIMP Development 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 Development 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 Implementation of the MD2 importer class */
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#include "MD2Loader.h"
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#include "MaterialSystem.h"
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#include "MD2NormalTable.h"
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#include "../include/IOStream.h"
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#include "../include/IOSystem.h"
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#include "../include/aiMesh.h"
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#include "../include/aiScene.h"
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#include "../include/aiAssert.h"
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#include <boost/scoped_ptr.hpp>
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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inline bool is_qnan(float p_fIn)
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{
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// NOTE: Comparison against qnan is generally problematic
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// because qnan == qnan is false AFAIK
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union FTOINT
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{
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float fFloat;
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int32_t iInt;
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} one, two;
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one.fFloat = std::numeric_limits<float>::quiet_NaN();
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two.fFloat = p_fIn;
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return (one.iInt == two.iInt);
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}
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// ------------------------------------------------------------------------------------------------
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inline bool is_not_qnan(float p_fIn)
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{
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return !is_qnan(p_fIn);
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}
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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MD2Importer::MD2Importer()
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{
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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MD2Importer::~MD2Importer()
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{
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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 MD2Importer::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
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{
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// simple check of file extension is enough for the moment
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std::string::size_type pos = pFile.find_last_of('.');
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// no file extension - can't read
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if( pos == std::string::npos)
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return false;
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std::string extension = pFile.substr( pos);
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// not brilliant but working ;-)
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if( extension == ".md2" || extension == ".MD2" ||
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extension == ".mD2" || extension == ".Md2")
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return true;
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return false;
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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 MD2Importer::InternReadFile(
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const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
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{
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boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
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// Check whether we can read from the file
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if( file.get() == NULL)
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{
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throw new ImportErrorException( "Failed to open md2 file " + pFile + ".");
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}
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// check whether the md3 file is large enough to contain
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// at least the file header
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size_t fileSize = file->FileSize();
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if( fileSize < sizeof(MD2::Header))
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{
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throw new ImportErrorException( ".md2 File is too small.");
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}
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// allocate storage and copy the contents of the file to a memory buffer
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this->mBuffer = new unsigned char[fileSize];
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file->Read( (void*)mBuffer, 1, fileSize);
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this->m_pcHeader = (const MD2::Header*)this->mBuffer;
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// check magic number
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if (this->m_pcHeader->magic != AI_MD2_MAGIC_NUMBER_BE &&
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this->m_pcHeader->magic != AI_MD2_MAGIC_NUMBER_LE)
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{
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throw new ImportErrorException( "Invalid md2 file: Magic bytes not found");
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}
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// check file format version
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if (this->m_pcHeader->version != 8)
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{
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throw new ImportErrorException( "Unsupported md3 file version");
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}
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// check some values whether they are valid
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if (0 == this->m_pcHeader->numFrames)
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{
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throw new ImportErrorException( "Invalid md2 file: NUM_FRAMES is 0");
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}
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if (this->m_pcHeader->offsetEnd > (int32_t)fileSize)
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{
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throw new ImportErrorException( "Invalid md2 file: File is too small");
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}
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// there won't be more than one mesh inside the file
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pScene->mNumMaterials = 1;
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pScene->mRootNode = new aiNode();
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pScene->mRootNode->mNumMeshes = 1;
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pScene->mRootNode->mMeshes = new unsigned int[1];
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pScene->mRootNode->mMeshes[0] = 0;
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pScene->mMaterials = new aiMaterial*[1];
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pScene->mMaterials[0] = new MaterialHelper();
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pScene->mNumMeshes = 1;
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pScene->mMeshes = new aiMesh*[1];
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pScene->mMeshes[0] = new aiMesh();
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// navigate to the begin of the frame data
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const MD2::Frame* pcFrame = (const MD2::Frame*) ((unsigned char*)this->m_pcHeader +
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this->m_pcHeader->offsetFrames);
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// navigate to the begin of the triangle data
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MD2::Triangle* pcTriangles = (MD2::Triangle*) ((unsigned char*)this->m_pcHeader +
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this->m_pcHeader->offsetTriangles);
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// navigate to the begin of the tex coords data
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const MD2::TexCoord* pcTexCoords = (const MD2::TexCoord*) ((unsigned char*)this->m_pcHeader +
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this->m_pcHeader->offsetTexCoords);
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// navigate to the begin of the vertex data
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const MD2::Vertex* pcVerts = (const MD2::Vertex*) (pcFrame->vertices);
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pScene->mMeshes[0]->mNumFaces = this->m_pcHeader->numTriangles;
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pScene->mMeshes[0]->mFaces = new aiFace[this->m_pcHeader->numTriangles];
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// temporary vectors for position/texture coordinates/normals
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std::vector<aiVector3D> vPositions;
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std::vector<aiVector3D> vTexCoords;
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std::vector<aiVector3D> vNormals;
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vPositions.resize(pScene->mMeshes[0]->mNumFaces*3,aiVector3D());
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vTexCoords.resize(pScene->mMeshes[0]->mNumFaces*3,aiVector3D(
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std::numeric_limits<float>::quiet_NaN(),
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std::numeric_limits<float>::quiet_NaN(),0.0f));
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vNormals.resize(pScene->mMeshes[0]->mNumFaces*3,aiVector3D());
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// not sure whether there are MD2 files without texture coordinates
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if (0 != this->m_pcHeader->numTexCoords && 0 != this->m_pcHeader->numSkins)
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{
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// navigate to the first texture associated with the mesh
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const MD2::Skin* pcSkins = (const MD2::Skin*) ((unsigned char*)this->m_pcHeader +
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this->m_pcHeader->offsetSkins);
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const int iMode = (int)aiShadingMode_Gouraud;
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MaterialHelper* pcHelper = (MaterialHelper*)pScene->mMaterials[0];
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pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
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aiColor3D clr;
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clr.b = clr.g = clr.r = 1.0f;
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pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
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pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
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clr.b = clr.g = clr.r = 0.05f;
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pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
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aiString szString;
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const size_t iLen = strlen(pcSkins->name);
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memcpy(szString.data,pcSkins->name,iLen+1);
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szString.length = iLen-1;
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pcHelper->AddProperty(&szString,AI_MATKEY_TEXTURE_DIFFUSE(0));
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}
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else
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{
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// apply a default material
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const int iMode = (int)aiShadingMode_Gouraud;
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MaterialHelper* pcHelper = (MaterialHelper*)pScene->mMaterials[0];
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pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
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aiColor3D clr;
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clr.b = clr.g = clr.r = 0.6f;
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pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
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pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
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clr.b = clr.g = clr.r = 0.05f;
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pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
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}
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// now read all triangles of the first frame, apply scaling and translation
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unsigned int iCurrent = 0;
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if (0 != this->m_pcHeader->numTexCoords)
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{
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for (unsigned int i = 0; i < (unsigned int)this->m_pcHeader->numTriangles;++i)
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{
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// allocate the face
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pScene->mMeshes[0]->mFaces[i].mIndices = new unsigned int[3];
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pScene->mMeshes[0]->mFaces[i].mNumIndices = 3;
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// copy texture coordinates
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// check whether they are different from the previous value at this index.
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// In this case, create a full separate set of vertices/normals/texcoords
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unsigned int iTemp = iCurrent;
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for (unsigned int c = 0; c < 3;++c,++iCurrent)
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{
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// validate vertex indices
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if (pcTriangles[i].vertexIndices[c] >= this->m_pcHeader->numVertices)
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pcTriangles[i].vertexIndices[c] = this->m_pcHeader->numVertices-1;
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// copy face indices
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unsigned int iIndex = (unsigned int)pcTriangles[i].vertexIndices[c];
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// read x,y, and z component of the vertex
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aiVector3D& vec = vPositions[iCurrent];
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vec.x = (float)pcVerts[iIndex].vertex[0] * pcFrame->scale[0];
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vec.x += pcFrame->translate[0];
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// (flip z and y component)
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vec.z = (float)pcVerts[iIndex].vertex[1] * pcFrame->scale[1];
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vec.z += pcFrame->translate[1];
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vec.y = (float)pcVerts[iIndex].vertex[2] * pcFrame->scale[2];
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vec.y += pcFrame->translate[2];
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// read the normal vector from the precalculated normal table
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vNormals[iCurrent] = *((const aiVector3D*)(&g_avNormals[std::min(
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int(pcVerts[iIndex].lightNormalIndex),
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int(sizeof(g_avNormals) / sizeof(g_avNormals[0]))-1)]));
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std::swap ( vNormals[iCurrent].y,vNormals[iCurrent].z );
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// validate texture coordinates
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if (pcTriangles[iIndex].textureIndices[c] >= this->m_pcHeader->numTexCoords)
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pcTriangles[iIndex].textureIndices[c] = this->m_pcHeader->numTexCoords-1;
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aiVector3D* pcOut = &vTexCoords[iCurrent];
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float u,v;
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u = (float)pcTexCoords[pcTriangles[i].textureIndices[c]].s / this->m_pcHeader->skinWidth;
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v = (float)pcTexCoords[pcTriangles[i].textureIndices[c]].t / this->m_pcHeader->skinHeight;
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pcOut->x = u;
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pcOut->y = v;
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}
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pScene->mMeshes[0]->mFaces[i].mIndices[0] = iTemp+2;
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pScene->mMeshes[0]->mFaces[i].mIndices[1] = iTemp+1;
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pScene->mMeshes[0]->mFaces[i].mIndices[2] = iTemp+0;
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}
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}
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else
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{
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for (unsigned int i = 0; i < (unsigned int)this->m_pcHeader->numTriangles;++i)
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{
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// allocate the face
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pScene->mMeshes[0]->mFaces[i].mIndices = new unsigned int[3];
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pScene->mMeshes[0]->mFaces[i].mNumIndices = 3;
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// copy texture coordinates
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// check whether they are different from the previous value at this index.
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// In this case, create a full separate set of vertices/normals/texcoords
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unsigned int iTemp = iCurrent;
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for (unsigned int c = 0; c < 3;++c,++iCurrent)
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{
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// validate vertex indices
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if (pcTriangles[i].vertexIndices[c] >= this->m_pcHeader->numVertices)
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pcTriangles[i].vertexIndices[c] = this->m_pcHeader->numVertices-1;
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// copy face indices
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unsigned int iIndex = (unsigned int)pcTriangles[i].vertexIndices[c];
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// read x,y, and z component of the vertex
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aiVector3D& vec = vPositions[iCurrent];
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vec.x = (float)pcVerts[iIndex].vertex[0] * pcFrame->scale[0];
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vec.x += pcFrame->translate[0];
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// (flip z and y component)
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vec.z = (float)pcVerts[iIndex].vertex[1] * pcFrame->scale[1];
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vec.z += pcFrame->translate[1];
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vec.y = (float)pcVerts[iIndex].vertex[2] * pcFrame->scale[2];
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vec.y += pcFrame->translate[2];
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// read the normal vector from the precalculated normal table
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vNormals[iCurrent] = *((const aiVector3D*)(&g_avNormals[std::min(
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int(pcVerts[iIndex].lightNormalIndex),
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int(sizeof(g_avNormals) / sizeof(g_avNormals[0]))-1)]));
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std::swap ( vNormals[iCurrent].y,vNormals[iCurrent].z );
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aiVector3D* pcOut = &vTexCoords[iCurrent];
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pcOut->x = (float)pcTexCoords[pcTriangles[i].textureIndices[c]].s / this->m_pcHeader->skinWidth;
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pcOut->y = (float)pcTexCoords[pcTriangles[i].textureIndices[c]].t / this->m_pcHeader->skinHeight;
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}
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pScene->mMeshes[0]->mFaces[i].mIndices[0] = iTemp+2;
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pScene->mMeshes[0]->mFaces[i].mIndices[1] = iTemp+1;
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pScene->mMeshes[0]->mFaces[i].mIndices[2] = iTemp+0;
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}
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}
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// allocate output storage
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pScene->mMeshes[0]->mNumVertices = vPositions.size();
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pScene->mMeshes[0]->mVertices = new aiVector3D[vPositions.size()];
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pScene->mMeshes[0]->mNormals = new aiVector3D[vPositions.size()];
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pScene->mMeshes[0]->mTextureCoords[0] = new aiVector3D[vPositions.size()];
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// memcpy() the data to the c-syle arrays
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memcpy(pScene->mMeshes[0]->mVertices, &vPositions[0],
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vPositions.size() * sizeof(aiVector3D));
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memcpy(pScene->mMeshes[0]->mNormals, &vNormals[0],
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vPositions.size() * sizeof(aiVector3D));
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if (0 != this->m_pcHeader->numTexCoords)
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{
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memcpy(pScene->mMeshes[0]->mTextureCoords[0], &vTexCoords[0],
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vPositions.size() * sizeof(aiVector3D));
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}
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return;
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} |