assimp/code/MD5Loader.cpp

563 lines
20 KiB
C++

/*
---------------------------------------------------------------------------
Open Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development 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 Development 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 Implementation of the MD5 importer class */
#include "AssimpPCH.h"
// internal headers
#include "MaterialSystem.h"
#include "RemoveComments.h"
#include "MD5Loader.h"
#include "StringComparison.h"
#include "fast_atof.h"
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
MD5Importer::MD5Importer()
{
// nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
MD5Importer::~MD5Importer()
{
// nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool MD5Importer::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
{
// simple check of file extension is enough for the moment
std::string::size_type pos = pFile.find_last_of('.');
// no file extension - can't read
if( pos == std::string::npos)
return false;
std::string extension = pFile.substr( pos);
if (extension.length() < 4)return false;
if (extension[0] != '.')return false;
if (extension[1] != 'm' && extension[1] != 'M')return false;
if (extension[2] != 'd' && extension[2] != 'D')return false;
if (extension[3] != '5')return false;
return true;
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void MD5Importer::InternReadFile(
const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
{
// remove the file extension
std::string::size_type pos = pFile.find_last_of('.');
this->mFile = pFile.substr(0,pos+1);
this->pIOHandler = pIOHandler;
this->pScene = pScene;
bHadMD5Mesh = bHadMD5Anim = false;
// load the animation keyframes
this->LoadMD5AnimFile();
// load the mesh vertices and bones
this->LoadMD5MeshFile();
// make sure we return no incomplete data
if (!bHadMD5Mesh && !bHadMD5Anim)
throw new ImportErrorException("Failed to read valid data from this MD5");
if (!bHadMD5Mesh)pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
}
// ------------------------------------------------------------------------------------------------
void MD5Importer::LoadFileIntoMemory (IOStream* file)
{
ai_assert(NULL != file);
this->fileSize = (unsigned int)file->FileSize();
// allocate storage and copy the contents of the file to a memory buffer
this->pScene = pScene;
this->mBuffer = new char[this->fileSize+1];
file->Read( (void*)mBuffer, 1, this->fileSize);
this->iLineNumber = 1;
// append a terminal 0
this->mBuffer[this->fileSize] = '\0';
// now remove all line comments from the file
CommentRemover::RemoveLineComments("//",this->mBuffer,' ');
}
// ------------------------------------------------------------------------------------------------
void MD5Importer::UnloadFileFromMemory ()
{
// delete the file buffer
delete[] this->mBuffer;
this->mBuffer = NULL;
this->fileSize = 0;
}
// ------------------------------------------------------------------------------------------------
void MakeDataUnique (MD5::MeshDesc& meshSrc)
{
std::vector<bool> abHad(meshSrc.mVertices.size(),false);
// allocate enough storage to keep the output structures
const unsigned int iNewNum = (unsigned int)meshSrc.mFaces.size()*3;
unsigned int iNewIndex = (unsigned int)meshSrc.mVertices.size();
meshSrc.mVertices.resize(iNewNum);
// try to guess how much storage we'll need for new weights
const float fWeightsPerVert = meshSrc.mWeights.size() / (float)iNewIndex;
const unsigned int guess = (unsigned int)(fWeightsPerVert*iNewNum);
meshSrc.mWeights.reserve(guess + (guess >> 3)); // + 12.5% as buffer
for (FaceList::const_iterator iter = meshSrc.mFaces.begin(),iterEnd = meshSrc.mFaces.end();
iter != iterEnd;++iter)
{
const aiFace& face = *iter;
for (unsigned int i = 0; i < 3;++i)
{
if (abHad[face.mIndices[i]])
{
// generate a new vertex
meshSrc.mVertices[iNewIndex] = meshSrc.mVertices[face.mIndices[i]];
face.mIndices[i] = iNewIndex++;
// FIX: removed this ...
#if 0
// the algorithm in MD5Importer::LoadMD5MeshFile() doesn't work if
// a weight is referenced by more than one vertex. This shouldn't
// occur in MD5 files, but we must take care that we generate new
// weights now, too.
vertNew.mFirstWeight = (unsigned int)meshSrc.mWeights.size();
meshSrc.mWeights.resize(vertNew.mFirstWeight+vertNew.mNumWeights);
for (unsigned int q = 0; q < vertNew.mNumWeights;++q)
{
meshSrc.mWeights[vertNew.mFirstWeight+q] = meshSrc.mWeights[vertOld.mFirstWeight+q];
}
#endif
}
else abHad[face.mIndices[i]] = true;
}
}
}
// ------------------------------------------------------------------------------------------------
void AttachChilds(int iParentID,aiNode* piParent,BoneList& bones)
{
ai_assert(NULL != piParent && !piParent->mNumChildren);
for (int i = 0; i < (int)bones.size();++i)
{
// (avoid infinite recursion)
if (iParentID != i && bones[i].mParentIndex == iParentID)
{
// have it ...
++piParent->mNumChildren;
}
}
if (piParent->mNumChildren)
{
piParent->mChildren = new aiNode*[piParent->mNumChildren];
for (int i = 0; i < (int)bones.size();++i)
{
// (avoid infinite recursion)
if (iParentID != i && bones[i].mParentIndex == iParentID)
{
aiNode* pc;
*piParent->mChildren++ = pc = new aiNode();
pc->mName = aiString(bones[i].mName);
pc->mParent = piParent;
// get the transformation matrix from rotation and translational components
aiQuaternion quat = aiQuaternion ( bones[i].mRotationQuat );
//quat.w *= -1.0f; // DX to OGL
pc->mTransformation = aiMatrix4x4 ( quat.GetMatrix());
aiMatrix4x4 mTranslate;
mTranslate.a4 = bones[i].mPositionXYZ.x;
mTranslate.b4 = bones[i].mPositionXYZ.y;
mTranslate.c4 = bones[i].mPositionXYZ.z;
pc->mTransformation = pc->mTransformation*mTranslate;
// store it for later use
bones[i].mTransform = bones[i].mInvTransform = pc->mTransformation;
bones[i].mInvTransform.Inverse();
// the transformations for each bone are absolute,
// so we need to multiply them with the inverse
// of the absolut matrix of the parent
if (-1 != iParentID)
{
pc->mTransformation = bones[iParentID].mInvTransform*pc->mTransformation;
}
// add children to this node, too
AttachChilds( i, pc, bones);
}
}
// undo our nice shift
piParent->mChildren -= piParent->mNumChildren;
}
}
// ------------------------------------------------------------------------------------------------
void MD5Importer::LoadMD5MeshFile ()
{
std::string pFile = this->mFile + "MD5MESH";
boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
// Check whether we can read from the file
if( file.get() == NULL)
{
DefaultLogger::get()->warn("Failed to read MD5 mesh file: " + pFile);
return;
}
bHadMD5Mesh = true;
// now load the file into memory
this->LoadFileIntoMemory(file.get());
// now construct a parser and parse the file
MD5::MD5Parser parser(mBuffer,fileSize);
// load the mesh information from it
MD5::MD5MeshParser meshParser(parser.mSections);
// create the bone hierarchy - first the root node
// and dummy nodes for all meshes
pScene->mRootNode = new aiNode();
pScene->mRootNode->mNumChildren = 2;
pScene->mRootNode->mChildren = new aiNode*[2];
// now create the hierarchy of animated bones
aiNode* pcNode = pScene->mRootNode->mChildren[1] = new aiNode();
pcNode->mName.Set("MD5Anim");
pcNode->mParent = pScene->mRootNode;
AttachChilds(-1,pcNode,meshParser.mJoints);
pcNode = pScene->mRootNode->mChildren[0] = new aiNode();
pcNode->mName.Set("MD5Mesh");
pcNode->mParent = pScene->mRootNode;
std::vector<MD5::MeshDesc>::const_iterator end = meshParser.mMeshes.end();
// FIX: MD5 files exported from Blender can have empty meshes
for (std::vector<MD5::MeshDesc>::const_iterator
it = meshParser.mMeshes.begin(),
end = meshParser.mMeshes.end(); it != end;++it)
{
if (!(*it).mFaces.empty() && !(*it).mVertices.empty())
++pScene->mNumMaterials;
}
// generate all meshes
pScene->mNumMeshes = pScene->mNumMaterials;
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
pScene->mMaterials = new aiMaterial*[pScene->mNumMeshes];
// storage for node mesh indices
pcNode->mNumMeshes = pScene->mNumMeshes;
pcNode->mMeshes = new unsigned int[pcNode->mNumMeshes];
for (unsigned int m = 0; m < pcNode->mNumMeshes;++m)
pcNode->mMeshes[m] = m;
unsigned int n = 0;
for (std::vector<MD5::MeshDesc>::iterator
it = meshParser.mMeshes.begin(),
end = meshParser.mMeshes.end(); it != end;++it)
{
MD5::MeshDesc& meshSrc = *it;
if (meshSrc.mFaces.empty() || meshSrc.mVertices.empty())
continue;
aiMesh* mesh = pScene->mMeshes[n] = new aiMesh();
mesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
// generate unique vertices in our internal verbose format
MakeDataUnique(meshSrc);
mesh->mNumVertices = (unsigned int) meshSrc.mVertices.size();
mesh->mVertices = new aiVector3D[mesh->mNumVertices];
mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
mesh->mNumUVComponents[0] = 2;
// copy texture coordinates
aiVector3D* pv = mesh->mTextureCoords[0];
for (MD5::VertexList::const_iterator
iter = meshSrc.mVertices.begin();
iter != meshSrc.mVertices.end();++iter,++pv)
{
pv->x = (*iter).mUV.x;
pv->y = 1.0f-(*iter).mUV.y; // D3D to OpenGL
pv->z = 0.0f;
}
// sort all bone weights - per bone
unsigned int* piCount = new unsigned int[meshParser.mJoints.size()];
::memset(piCount,0,sizeof(unsigned int)*meshParser.mJoints.size());
for (MD5::VertexList::const_iterator
iter = meshSrc.mVertices.begin();
iter != meshSrc.mVertices.end();++iter,++pv)
{
for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights;++w)
{
MD5::WeightDesc& desc = meshSrc.mWeights[w];
++piCount[desc.mBone];
}
}
// check how many we will need
for (unsigned int p = 0; p < meshParser.mJoints.size();++p)
if (piCount[p])mesh->mNumBones++;
if (mesh->mNumBones) // just for safety
{
mesh->mBones = new aiBone*[mesh->mNumBones];
for (unsigned int q = 0,h = 0; q < meshParser.mJoints.size();++q)
{
if (!piCount[q])continue;
aiBone* p = mesh->mBones[h] = new aiBone();
p->mNumWeights = piCount[q];
p->mWeights = new aiVertexWeight[p->mNumWeights];
p->mName = aiString(meshParser.mJoints[q].mName);
// store the index for later use
meshParser.mJoints[q].mMap = h++;
}
//unsigned int g = 0;
pv = mesh->mVertices;
for (MD5::VertexList::const_iterator
iter = meshSrc.mVertices.begin();
iter != meshSrc.mVertices.end();++iter,++pv)
{
// compute the final vertex position from all single weights
*pv = aiVector3D();
// there are models which have weights which don't sum to 1 ...
// granite.md5mesh for example
float fSum = 0.0f;
for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights;++w)
fSum += meshSrc.mWeights[w].mWeight;
if (!fSum)throw new ImportErrorException("The sum of all vertex bone weights is 0");
// process bone weights
for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights;++w)
{
MD5::WeightDesc& desc = meshSrc.mWeights[w];
float fNewWeight = desc.mWeight / fSum;
// transform the local position into worldspace
MD5::BoneDesc& boneSrc = meshParser.mJoints[desc.mBone];
aiVector3D v = desc.vOffsetPosition;
aiQuaternion quat = aiQuaternion( boneSrc.mRotationQuat );
//quat.w *= -1.0f;
v = quat.GetMatrix() * v;
v += boneSrc.mPositionXYZ;
// use the original weight to compute the vertex position
// (some MD5s seem to depend on the invalid weight values ...)
pv->operator +=(v * desc.mWeight);
aiBone* bone = mesh->mBones[boneSrc.mMap];
*bone->mWeights++ = aiVertexWeight((unsigned int)(pv-mesh->mVertices),fNewWeight);
}
// convert from DOOM coordinate system to OGL
std::swap((float&)pv->z,(float&)pv->y);
}
// undo our nice offset tricks ...
for (unsigned int p = 0; p < mesh->mNumBones;++p)
mesh->mBones[p]->mWeights -= mesh->mBones[p]->mNumWeights;
}
delete[] piCount;
// now setup all faces - we can directly copy the list
// (however, take care that the aiFace destructor doesn't delete the mIndices array)
mesh->mNumFaces = (unsigned int)meshSrc.mFaces.size();
mesh->mFaces = new aiFace[mesh->mNumFaces];
for (unsigned int c = 0; c < mesh->mNumFaces;++c)
{
mesh->mFaces[c].mNumIndices = 3;
mesh->mFaces[c].mIndices = meshSrc.mFaces[c].mIndices;
meshSrc.mFaces[c].mIndices = NULL;
}
// generate a material for the mesh
MaterialHelper* mat = new MaterialHelper();
pScene->mMaterials[n] = mat;
mat->AddProperty(&meshSrc.mShader,AI_MATKEY_TEXTURE_DIFFUSE(0));
mesh->mMaterialIndex = n++;
}
// delete the file again
this->UnloadFileFromMemory();
}
// ------------------------------------------------------------------------------------------------
void MD5Importer::LoadMD5AnimFile ()
{
std::string pFile = this->mFile + "MD5ANIM";
boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
// Check whether we can read from the file
if( file.get() == NULL)
{
DefaultLogger::get()->warn("Failed to read MD5 anim file: " + pFile);
return;
}
bHadMD5Anim = true;
// now load the file into memory
this->LoadFileIntoMemory(file.get());
// now construct a parser and parse the file
MD5::MD5Parser parser(mBuffer,fileSize);
// load the animation information from it
MD5::MD5AnimParser animParser(parser.mSections);
// generate and fill the output animation
if (!animParser.mAnimatedBones.empty())
{
pScene->mNumAnimations = 1;
pScene->mAnimations = new aiAnimation*[1];
aiAnimation* anim = pScene->mAnimations[0] = new aiAnimation();
anim->mNumChannels = (unsigned int)animParser.mAnimatedBones.size();
anim->mChannels = new aiNodeAnim*[anim->mNumChannels];
for (unsigned int i = 0; i < anim->mNumChannels;++i)
{
aiNodeAnim* node = anim->mChannels[i] = new aiNodeAnim();
node->mNodeName = aiString( animParser.mAnimatedBones[i].mName );
// allocate storage for the keyframes
node->mNumPositionKeys = node->mNumRotationKeys = (unsigned int)animParser.mFrames.size();
node->mPositionKeys = new aiVectorKey[node->mNumPositionKeys];
node->mRotationKeys = new aiQuatKey[node->mNumPositionKeys];
}
// 1 tick == 1 frame
anim->mTicksPerSecond = animParser.fFrameRate;
for (FrameList::const_iterator iter = animParser.mFrames.begin(),
iterEnd = animParser.mFrames.end();iter != iterEnd;++iter)
{
double dTime = (double)(*iter).iIndex;
if (!(*iter).mValues.empty())
{
// now process all values in there ... read all joints
aiNodeAnim** pcAnimNode = anim->mChannels;
MD5::BaseFrameDesc* pcBaseFrame = &animParser.mBaseFrames[0];
for (AnimBoneList::const_iterator
iter2 = animParser.mAnimatedBones.begin(),
iterEnd2 = animParser.mAnimatedBones.end();
iter2 != iterEnd2;++iter2,++pcAnimNode,++pcBaseFrame)
{
if((*iter2).iFirstKeyIndex >= (*iter).mValues.size())
{
// TODO: add proper array checks for all cases here ...
DefaultLogger::get()->error("Keyframe index is out of range. ");
continue;
}
const float* fpCur = &(*iter).mValues[(*iter2).iFirstKeyIndex];
aiNodeAnim* pcCurAnimBone = *pcAnimNode;
aiVectorKey* vKey = pcCurAnimBone->mPositionKeys++;
// translation on the x axis
if ((*iter2).iFlags & AI_MD5_ANIMATION_FLAG_TRANSLATE_X)
vKey->mValue.x = *fpCur++;
else vKey->mValue.x = pcBaseFrame->vPositionXYZ.x;
// translation on the y axis
if ((*iter2).iFlags & AI_MD5_ANIMATION_FLAG_TRANSLATE_Y)
vKey->mValue.y = *fpCur++;
else vKey->mValue.y = pcBaseFrame->vPositionXYZ.y;
// translation on the z axis
if ((*iter2).iFlags & AI_MD5_ANIMATION_FLAG_TRANSLATE_Z)
vKey->mValue.z = *fpCur++;
else vKey->mValue.z = pcBaseFrame->vPositionXYZ.z;
// rotation quaternion, x component
aiQuatKey* qKey = pcCurAnimBone->mRotationKeys++;
aiVector3D vTemp;
if ((*iter2).iFlags & AI_MD5_ANIMATION_FLAG_ROTQUAT_X)
vTemp.x = *fpCur++;
else vTemp.x = pcBaseFrame->vRotationQuat.x;
// rotation quaternion, y component
if ((*iter2).iFlags & AI_MD5_ANIMATION_FLAG_ROTQUAT_Y)
vTemp.y = *fpCur++;
else vTemp.y = pcBaseFrame->vRotationQuat.y;
// rotation quaternion, z component
if ((*iter2).iFlags & AI_MD5_ANIMATION_FLAG_ROTQUAT_Z)
vTemp.z = *fpCur++;
else vTemp.z = pcBaseFrame->vRotationQuat.z;
// compute the w component of the quaternion - invert it (DX to OGL)
qKey->mValue = aiQuaternion(vTemp);
//qKey->mValue.w *= -1.0f;
qKey->mTime = dTime;
vKey->mTime = dTime;
}
}
// compute the duration of the animation
anim->mDuration = std::max(dTime,anim->mDuration);
}
// undo our offset computations
for (unsigned int i = 0; i < anim->mNumChannels;++i)
{
aiNodeAnim* node = anim->mChannels[i];
node->mPositionKeys -= node->mNumPositionKeys;
node->mRotationKeys -= node->mNumPositionKeys;
}
}
// delete the file again
this->UnloadFileFromMemory();
}