assimp/code/MS3DLoader.cpp

669 lines
21 KiB
C++

/*
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/** @file MS3DLoader.cpp
* @brief Implementation of the Ms3D importer class.
* Written against http://chumbalum.swissquake.ch/ms3d/ms3dspec.txt
*/
#ifndef ASSIMP_BUILD_NO_MS3D_IMPORTER
// internal headers
#include "MS3DLoader.h"
#include "StreamReader.h"
#include "../include/assimp/DefaultLogger.hpp"
#include "../include/assimp/scene.h"
#include "../include/assimp/IOSystem.hpp"
using namespace Assimp;
static const aiImporterDesc desc = {
"Milkshape 3D Importer",
"",
"",
"http://chumbalum.swissquake.ch/",
aiImporterFlags_SupportBinaryFlavour,
0,
0,
0,
0,
"ms3d"
};
// ASSIMP_BUILD_MS3D_ONE_NODE_PER_MESH
// (enable old code path, which generates extra nodes per mesh while
// the newer code uses aiMesh::mName to express the name of the
// meshes (a.k.a. groups in MS3D))
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
MS3DImporter::MS3DImporter()
{}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
MS3DImporter::~MS3DImporter()
{}
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool MS3DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
// first call - simple extension check
const std::string extension = GetExtension(pFile);
if (extension == "ms3d") {
return true;
}
// second call - check for magic identifiers
else if (!extension.length() || checkSig) {
if (!pIOHandler) {
return true;
}
const char* tokens[] = {"MS3D000000"};
return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
}
return false;
}
// ------------------------------------------------------------------------------------------------
const aiImporterDesc* MS3DImporter::GetInfo () const
{
return &desc;
}
// ------------------------------------------------------------------------------------------------
void ReadColor(StreamReaderLE& stream, aiColor4D& ambient)
{
// aiColor4D is packed on gcc, implicit binding to float& fails therefore.
stream >> (float&)ambient.r >> (float&)ambient.g >> (float&)ambient.b >> (float&)ambient.a;
}
// ------------------------------------------------------------------------------------------------
void ReadVector(StreamReaderLE& stream, aiVector3D& pos)
{
// See note in ReadColor()
stream >> (float&)pos.x >> (float&)pos.y >> (float&)pos.z;
}
// ------------------------------------------------------------------------------------------------
template<typename T>
void MS3DImporter :: ReadComments(StreamReaderLE& stream, std::vector<T>& outp)
{
uint16_t cnt;
stream >> cnt;
for(unsigned int i = 0; i < cnt; ++i) {
uint32_t index, clength;
stream >> index >> clength;
if(index >= outp.size()) {
DefaultLogger::get()->warn("MS3D: Invalid index in comment section");
}
else if (clength > stream.GetRemainingSize()) {
throw DeadlyImportError("MS3D: Failure reading comment, length field is out of range");
}
else {
outp[index].comment = std::string(reinterpret_cast<char*>(stream.GetPtr()),clength);
}
stream.IncPtr(clength);
}
}
// ------------------------------------------------------------------------------------------------
template <typename T, typename T2, typename T3> bool inrange(const T& in, const T2& lower, const T3& higher)
{
return in > lower && in <= higher;
}
// ------------------------------------------------------------------------------------------------
void MS3DImporter :: CollectChildJoints(const std::vector<TempJoint>& joints,
std::vector<bool>& hadit,
aiNode* nd,
const aiMatrix4x4& absTrafo)
{
unsigned int cnt = 0;
for(size_t i = 0; i < joints.size(); ++i) {
if (!hadit[i] && !strcmp(joints[i].parentName,nd->mName.data)) {
++cnt;
}
}
nd->mChildren = new aiNode*[nd->mNumChildren = cnt];
cnt = 0;
for(size_t i = 0; i < joints.size(); ++i) {
if (!hadit[i] && !strcmp(joints[i].parentName,nd->mName.data)) {
aiNode* ch = nd->mChildren[cnt++] = new aiNode(joints[i].name);
ch->mParent = nd;
ch->mTransformation = aiMatrix4x4::Translation(joints[i].position,aiMatrix4x4()=aiMatrix4x4())*
// XXX actually, I don't *know* why we need the inverse here. Probably column vs. row order?
aiMatrix4x4().FromEulerAnglesXYZ(joints[i].rotation).Transpose();
const aiMatrix4x4 abs = absTrafo*ch->mTransformation;
for(unsigned int a = 0; a < mScene->mNumMeshes; ++a) {
aiMesh* const msh = mScene->mMeshes[a];
for(unsigned int n = 0; n < msh->mNumBones; ++n) {
aiBone* const bone = msh->mBones[n];
if(bone->mName == ch->mName) {
bone->mOffsetMatrix = aiMatrix4x4(abs).Inverse();
}
}
}
hadit[i] = true;
CollectChildJoints(joints,hadit,ch,abs);
}
}
}
// ------------------------------------------------------------------------------------------------
void MS3DImporter :: CollectChildJoints(const std::vector<TempJoint>& joints, aiNode* nd)
{
std::vector<bool> hadit(joints.size(),false);
aiMatrix4x4 trafo;
CollectChildJoints(joints,hadit,nd,trafo);
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void MS3DImporter::InternReadFile( const std::string& pFile,
aiScene* pScene, IOSystem* pIOHandler)
{
StreamReaderLE stream(pIOHandler->Open(pFile,"rb"));
// CanRead() should have done this already
char head[10];
int32_t version;
mScene = pScene;
// 1 ------------ read into temporary data structures mirroring the original file
stream.CopyAndAdvance(head,10);
stream >> version;
if (strncmp(head,"MS3D000000",10)) {
throw DeadlyImportError("Not a MS3D file, magic string MS3D000000 not found: "+pFile);
}
if (version != 4) {
throw DeadlyImportError("MS3D: Unsupported file format version, 4 was expected");
}
uint16_t verts;
stream >> verts;
std::vector<TempVertex> vertices(verts);
for (unsigned int i = 0; i < verts; ++i) {
TempVertex& v = vertices[i];
stream.IncPtr(1);
ReadVector(stream,v.pos);
v.bone_id[0] = stream.GetI1();
v.ref_cnt = stream.GetI1();
v.bone_id[1] = v.bone_id[2] = v.bone_id[3] = UINT_MAX;
v.weights[1] = v.weights[2] = v.weights[3] = 0.f;
v.weights[0] = 1.f;
}
uint16_t tris;
stream >> tris;
std::vector<TempTriangle> triangles(tris);
for (unsigned int i = 0;i < tris; ++i) {
TempTriangle& t = triangles[i];
stream.IncPtr(2);
for (unsigned int i = 0; i < 3; ++i) {
t.indices[i] = stream.GetI2();
}
for (unsigned int i = 0; i < 3; ++i) {
ReadVector(stream,t.normals[i]);
}
for (unsigned int i = 0; i < 3; ++i) {
stream >> (float&)(t.uv[i].x); // see note in ReadColor()
}
for (unsigned int i = 0; i < 3; ++i) {
stream >> (float&)(t.uv[i].y);
}
t.sg = stream.GetI1();
t.group = stream.GetI1();
}
uint16_t grp;
stream >> grp;
bool need_default = false;
std::vector<TempGroup> groups(grp);
for (unsigned int i = 0;i < grp; ++i) {
TempGroup& t = groups[i];
stream.IncPtr(1);
stream.CopyAndAdvance(t.name,32);
t.name[32] = '\0';
uint16_t num;
stream >> num;
t.triangles.resize(num);
for (unsigned int i = 0; i < num; ++i) {
t.triangles[i] = stream.GetI2();
}
t.mat = stream.GetI1();
if (t.mat == UINT_MAX) {
need_default = true;
}
}
uint16_t mat;
stream >> mat;
std::vector<TempMaterial> materials(mat);
for (unsigned int i = 0;i < mat; ++i) {
TempMaterial& t = materials[i];
stream.CopyAndAdvance(t.name,32);
t.name[32] = '\0';
ReadColor(stream,t.ambient);
ReadColor(stream,t.diffuse);
ReadColor(stream,t.specular);
ReadColor(stream,t.emissive);
stream >> t.shininess >> t.transparency;
stream.IncPtr(1);
stream.CopyAndAdvance(t.texture,128);
t.texture[128] = '\0';
stream.CopyAndAdvance(t.alphamap,128);
t.alphamap[128] = '\0';
}
float animfps, currenttime;
uint32_t totalframes;
stream >> animfps >> currenttime >> totalframes;
uint16_t joint;
stream >> joint;
std::vector<TempJoint> joints(joint);
for(unsigned int i = 0; i < joint; ++i) {
TempJoint& j = joints[i];
stream.IncPtr(1);
stream.CopyAndAdvance(j.name,32);
j.name[32] = '\0';
stream.CopyAndAdvance(j.parentName,32);
j.parentName[32] = '\0';
// DefaultLogger::get()->debug(j.name);
// DefaultLogger::get()->debug(j.parentName);
ReadVector(stream,j.rotation);
ReadVector(stream,j.position);
j.rotFrames.resize(stream.GetI2());
j.posFrames.resize(stream.GetI2());
for(unsigned int a = 0; a < j.rotFrames.size(); ++a) {
TempKeyFrame& kf = j.rotFrames[a];
stream >> kf.time;
ReadVector(stream,kf.value);
}
for(unsigned int a = 0; a < j.posFrames.size(); ++a) {
TempKeyFrame& kf = j.posFrames[a];
stream >> kf.time;
ReadVector(stream,kf.value);
}
}
if(stream.GetRemainingSize() > 4) {
uint32_t subversion;
stream >> subversion;
if (subversion == 1) {
ReadComments<TempGroup>(stream,groups);
ReadComments<TempMaterial>(stream,materials);
ReadComments<TempJoint>(stream,joints);
// model comment - print it for we have such a nice log.
if (stream.GetI4()) {
const size_t len = static_cast<size_t>(stream.GetI4());
if (len > stream.GetRemainingSize()) {
throw DeadlyImportError("MS3D: Model comment is too long");
}
const std::string& s = std::string(reinterpret_cast<char*>(stream.GetPtr()),len);
DefaultLogger::get()->debug("MS3D: Model comment: " + s);
}
if(stream.GetRemainingSize() > 4 && inrange((stream >> subversion,subversion),1u,3u)) {
for(unsigned int i = 0; i < verts; ++i) {
TempVertex& v = vertices[i];
v.weights[3]=1.f;
for(unsigned int n = 0; n < 3; v.weights[3]-=v.weights[n++]) {
v.bone_id[n+1] = stream.GetI1();
v.weights[n] = static_cast<float>(static_cast<unsigned int>(stream.GetI1()))/255.f;
}
stream.IncPtr((subversion-1)<<2u);
}
// even further extra data is not of interest for us, at least now now.
}
}
}
// 2 ------------ convert to proper aiXX data structures -----------------------------------
if (need_default && materials.size()) {
DefaultLogger::get()->warn("MS3D: Found group with no material assigned, spawning default material");
// if one of the groups has no material assigned, but there are other
// groups with materials, a default material needs to be added (
// scenepreprocessor adds a default material only if nummat==0).
materials.push_back(TempMaterial());
TempMaterial& m = materials.back();
strcpy(m.name,"<MS3D_DefaultMat>");
m.diffuse = aiColor4D(0.6f,0.6f,0.6f,1.0);
m.transparency = 1.f;
m.shininess = 0.f;
// this is because these TempXXX struct's have no c'tors.
m.texture[0] = m.alphamap[0] = '\0';
for (unsigned int i = 0; i < groups.size(); ++i) {
TempGroup& g = groups[i];
if (g.mat == UINT_MAX) {
g.mat = materials.size()-1;
}
}
}
// convert materials to our generic key-value dict-alike
if (materials.size()) {
pScene->mMaterials = new aiMaterial*[materials.size()];
for (size_t i = 0; i < materials.size(); ++i) {
aiMaterial* mo = new aiMaterial();
pScene->mMaterials[pScene->mNumMaterials++] = mo;
const TempMaterial& mi = materials[i];
aiString tmp;
if (0[mi.alphamap]) {
tmp = aiString(mi.alphamap);
mo->AddProperty(&tmp,AI_MATKEY_TEXTURE_OPACITY(0));
}
if (0[mi.texture]) {
tmp = aiString(mi.texture);
mo->AddProperty(&tmp,AI_MATKEY_TEXTURE_DIFFUSE(0));
}
if (0[mi.name]) {
tmp = aiString(mi.name);
mo->AddProperty(&tmp,AI_MATKEY_NAME);
}
mo->AddProperty(&mi.ambient,1,AI_MATKEY_COLOR_AMBIENT);
mo->AddProperty(&mi.diffuse,1,AI_MATKEY_COLOR_DIFFUSE);
mo->AddProperty(&mi.specular,1,AI_MATKEY_COLOR_SPECULAR);
mo->AddProperty(&mi.emissive,1,AI_MATKEY_COLOR_EMISSIVE);
mo->AddProperty(&mi.shininess,1,AI_MATKEY_SHININESS);
mo->AddProperty(&mi.transparency,1,AI_MATKEY_OPACITY);
const int sm = mi.shininess>0.f?aiShadingMode_Phong:aiShadingMode_Gouraud;
mo->AddProperty(&sm,1,AI_MATKEY_SHADING_MODEL);
}
}
// convert groups to meshes
if (groups.empty()) {
throw DeadlyImportError("MS3D: Didn't get any group records, file is malformed");
}
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes=static_cast<unsigned int>(groups.size())]();
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
aiMesh* m = pScene->mMeshes[i] = new aiMesh();
const TempGroup& g = groups[i];
if (pScene->mNumMaterials && g.mat > pScene->mNumMaterials) {
throw DeadlyImportError("MS3D: Encountered invalid material index, file is malformed");
} // no error if no materials at all - scenepreprocessor adds one then
m->mMaterialIndex = g.mat;
m->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
m->mFaces = new aiFace[m->mNumFaces = g.triangles.size()];
m->mNumVertices = m->mNumFaces*3;
// storage for vertices - verbose format, as requested by the postprocessing pipeline
m->mVertices = new aiVector3D[m->mNumVertices];
m->mNormals = new aiVector3D[m->mNumVertices];
m->mTextureCoords[0] = new aiVector3D[m->mNumVertices];
m->mNumUVComponents[0] = 2;
typedef std::map<unsigned int,unsigned int> BoneSet;
BoneSet mybones;
for (unsigned int i = 0,n = 0; i < m->mNumFaces; ++i) {
aiFace& f = m->mFaces[i];
if (g.triangles[i]>triangles.size()) {
throw DeadlyImportError("MS3D: Encountered invalid triangle index, file is malformed");
}
TempTriangle& t = triangles[g.triangles[i]];
f.mIndices = new unsigned int[f.mNumIndices=3];
for (unsigned int i = 0; i < 3; ++i,++n) {
if (t.indices[i]>vertices.size()) {
throw DeadlyImportError("MS3D: Encountered invalid vertex index, file is malformed");
}
const TempVertex& v = vertices[t.indices[i]];
for(unsigned int a = 0; a < 4; ++a) {
if (v.bone_id[a] != UINT_MAX) {
if (v.bone_id[a] >= joints.size()) {
throw DeadlyImportError("MS3D: Encountered invalid bone index, file is malformed");
}
if (mybones.find(v.bone_id[a]) == mybones.end()) {
mybones[v.bone_id[a]] = 1;
}
else ++mybones[v.bone_id[a]];
}
}
// collect vertex components
m->mVertices[n] = v.pos;
m->mNormals[n] = t.normals[i];
m->mTextureCoords[0][n] = aiVector3D(t.uv[i].x,1.f-t.uv[i].y,0.0);
f.mIndices[i] = n;
}
}
// allocate storage for bones
if(!mybones.empty()) {
std::vector<unsigned int> bmap(joints.size());
m->mBones = new aiBone*[mybones.size()]();
for(BoneSet::const_iterator it = mybones.begin(); it != mybones.end(); ++it) {
aiBone* const bn = m->mBones[m->mNumBones] = new aiBone();
const TempJoint& jnt = joints[(*it).first];
bn->mName.Set(jnt.name);
bn->mWeights = new aiVertexWeight[(*it).second];
bmap[(*it).first] = m->mNumBones++;
}
// .. and collect bone weights
for (unsigned int i = 0,n = 0; i < m->mNumFaces; ++i) {
TempTriangle& t = triangles[g.triangles[i]];
for (unsigned int i = 0; i < 3; ++i,++n) {
const TempVertex& v = vertices[t.indices[i]];
for(unsigned int a = 0; a < 4; ++a) {
const unsigned int bone = v.bone_id[a];
if(bone==UINT_MAX){
continue;
}
aiBone* const outbone = m->mBones[bmap[bone]];
aiVertexWeight& outwght = outbone->mWeights[outbone->mNumWeights++];
outwght.mVertexId = n;
outwght.mWeight = v.weights[a];
}
}
}
}
}
// ... add dummy nodes under a single root, each holding a reference to one
// mesh. If we didn't do this, we'd lose the group name.
aiNode* rt = pScene->mRootNode = new aiNode("<MS3DRoot>");
#ifdef ASSIMP_BUILD_MS3D_ONE_NODE_PER_MESH
rt->mChildren = new aiNode*[rt->mNumChildren=pScene->mNumMeshes+(joints.size()?1:0)]();
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
aiNode* nd = rt->mChildren[i] = new aiNode();
const TempGroup& g = groups[i];
// we need to generate an unique name for all mesh nodes.
// since we want to keep the group name, a prefix is
// prepended.
nd->mName = aiString("<MS3DMesh>_");
nd->mName.Append(g.name);
nd->mParent = rt;
nd->mMeshes = new unsigned int[nd->mNumMeshes = 1];
nd->mMeshes[0] = i;
}
#else
rt->mMeshes = new unsigned int[pScene->mNumMeshes];
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
rt->mMeshes[rt->mNumMeshes++] = i;
}
#endif
// convert animations as well
if(joints.size()) {
#ifndef ASSIMP_BUILD_MS3D_ONE_NODE_PER_MESH
rt->mChildren = new aiNode*[1]();
rt->mNumChildren = 1;
aiNode* jt = rt->mChildren[0] = new aiNode();
#else
aiNode* jt = rt->mChildren[pScene->mNumMeshes] = new aiNode();
#endif
jt->mParent = rt;
CollectChildJoints(joints,jt);
jt->mName.Set("<MS3DJointRoot>");
pScene->mAnimations = new aiAnimation*[ pScene->mNumAnimations = 1 ];
aiAnimation* const anim = pScene->mAnimations[0] = new aiAnimation();
anim->mName.Set("<MS3DMasterAnim>");
// carry the fps info to the user by scaling all times with it
anim->mTicksPerSecond = animfps;
// leave duration at its default, so ScenePreprocessor will fill an appropriate
// value (the values taken from some MS3D files seem to be too unreliable
// to pass the validation)
// anim->mDuration = totalframes/animfps;
anim->mChannels = new aiNodeAnim*[joints.size()]();
for(std::vector<TempJoint>::const_iterator it = joints.begin(); it != joints.end(); ++it) {
if ((*it).rotFrames.empty() && (*it).posFrames.empty()) {
continue;
}
aiNodeAnim* nd = anim->mChannels[anim->mNumChannels++] = new aiNodeAnim();
nd->mNodeName.Set((*it).name);
if ((*it).rotFrames.size()) {
nd->mRotationKeys = new aiQuatKey[(*it).rotFrames.size()];
for(std::vector<TempKeyFrame>::const_iterator rot = (*it).rotFrames.begin(); rot != (*it).rotFrames.end(); ++rot) {
aiQuatKey& q = nd->mRotationKeys[nd->mNumRotationKeys++];
q.mTime = (*rot).time*animfps;
// XXX it seems our matrix&quaternion code has faults in its conversion routines --
// aiQuaternion(x,y,z) seems to besomething different as quat(matrix.fromeuler(x,y,z)).
q.mValue = aiQuaternion(aiMatrix3x3(aiMatrix4x4().FromEulerAnglesXYZ((*rot).value)*
aiMatrix4x4().FromEulerAnglesXYZ((*it).rotation)).Transpose());
}
}
if ((*it).posFrames.size()) {
nd->mPositionKeys = new aiVectorKey[(*it).posFrames.size()];
aiQuatKey* qu = nd->mRotationKeys;
for(std::vector<TempKeyFrame>::const_iterator pos = (*it).posFrames.begin(); pos != (*it).posFrames.end(); ++pos,++qu) {
aiVectorKey& v = nd->mPositionKeys[nd->mNumPositionKeys++];
v.mTime = (*pos).time*animfps;
v.mValue = (*it).position + (*pos).value;
}
}
}
// fixup to pass the validation if not a single animation channel is non-trivial
if (!anim->mNumChannels) {
anim->mChannels = NULL;
}
}
}
#endif