518 lines
18 KiB
C++
518 lines
18 KiB
C++
/*
|
|
---------------------------------------------------------------------------
|
|
Open Asset Import Library (assimp)
|
|
---------------------------------------------------------------------------
|
|
|
|
Copyright (c) 2006-2020, 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 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
|