assimp/code/AssetLib/Q3D/Q3DLoader.cpp

624 lines
22 KiB
C++

/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
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All rights reserved.
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* Redistributions in binary form must reproduce the above
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*/
/** @file Q3DLoader.cpp
* @brief Implementation of the Q3D importer class
*/
#ifndef ASSIMP_BUILD_NO_Q3D_IMPORTER
// internal headers
#include "Q3DLoader.h"
#include <assimp/StreamReader.h>
#include <assimp/fast_atof.h>
#include <assimp/IOSystem.hpp>
#include <assimp/DefaultLogger.hpp>
#include <assimp/scene.h>
#include <assimp/importerdesc.h>
using namespace Assimp;
static const aiImporterDesc desc = {
"Quick3D Importer",
"",
"",
"http://www.quick3d.com/",
aiImporterFlags_SupportBinaryFlavour,
0,
0,
0,
0,
"q3o q3s"
};
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
Q3DImporter::Q3DImporter()
{}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
Q3DImporter::~Q3DImporter()
{}
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool Q3DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
const std::string extension = GetExtension(pFile);
if (extension == "q3s" || extension == "q3o")
return true;
else if (!extension.length() || checkSig) {
if (!pIOHandler)
return true;
const char* tokens[] = {"quick3Do","quick3Ds"};
return SearchFileHeaderForToken(pIOHandler,pFile,tokens,2);
}
return false;
}
// ------------------------------------------------------------------------------------------------
const aiImporterDesc* Q3DImporter::GetInfo () const
{
return &desc;
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void Q3DImporter::InternReadFile( const std::string& pFile,
aiScene* pScene, IOSystem* pIOHandler)
{
StreamReaderLE stream(pIOHandler->Open(pFile,"rb"));
// The header is 22 bytes large
if (stream.GetRemainingSize() < 22)
throw DeadlyImportError("File is either empty or corrupt: " + pFile);
// Check the file's signature
if (ASSIMP_strincmp( (const char*)stream.GetPtr(), "quick3Do", 8 ) &&
ASSIMP_strincmp( (const char*)stream.GetPtr(), "quick3Ds", 8 ))
{
throw DeadlyImportError("Not a Quick3D file. Signature string is: " +
std::string((const char*)stream.GetPtr(),8));
}
// Print the file format version
ASSIMP_LOG_INFO_F("Quick3D File format version: ",
std::string(&((const char*)stream.GetPtr())[8],2));
// ... an store it
char major = ((const char*)stream.GetPtr())[8];
char minor = ((const char*)stream.GetPtr())[9];
stream.IncPtr(10);
unsigned int numMeshes = (unsigned int)stream.GetI4();
unsigned int numMats = (unsigned int)stream.GetI4();
unsigned int numTextures = (unsigned int)stream.GetI4();
std::vector<Material> materials;
materials.reserve(numMats);
std::vector<Mesh> meshes;
meshes.reserve(numMeshes);
// Allocate the scene root node
pScene->mRootNode = new aiNode();
aiColor3D fgColor (0.6f,0.6f,0.6f);
// Now read all file chunks
while (true)
{
if (stream.GetRemainingSize() < 1)break;
char c = stream.GetI1();
switch (c)
{
// Meshes chunk
case 'm':
{
for (unsigned int quak = 0; quak < numMeshes; ++quak)
{
meshes.push_back(Mesh());
Mesh& mesh = meshes.back();
// read all vertices
unsigned int numVerts = (unsigned int)stream.GetI4();
if (!numVerts)
throw DeadlyImportError("Quick3D: Found mesh with zero vertices");
std::vector<aiVector3D>& verts = mesh.verts;
verts.resize(numVerts);
for (unsigned int i = 0; i < numVerts;++i)
{
verts[i].x = stream.GetF4();
verts[i].y = stream.GetF4();
verts[i].z = stream.GetF4();
}
// read all faces
numVerts = (unsigned int)stream.GetI4();
if (!numVerts)
throw DeadlyImportError("Quick3D: Found mesh with zero faces");
std::vector<Face >& faces = mesh.faces;
faces.reserve(numVerts);
// number of indices
for (unsigned int i = 0; i < numVerts;++i)
{
faces.push_back(Face(stream.GetI2()) );
if (faces.back().indices.empty())
throw DeadlyImportError("Quick3D: Found face with zero indices");
}
// indices
for (unsigned int i = 0; i < numVerts;++i)
{
Face& vec = faces[i];
for (unsigned int a = 0; a < (unsigned int)vec.indices.size();++a)
vec.indices[a] = stream.GetI4();
}
// material indices
for (unsigned int i = 0; i < numVerts;++i)
{
faces[i].mat = (unsigned int)stream.GetI4();
}
// read all normals
numVerts = (unsigned int)stream.GetI4();
std::vector<aiVector3D>& normals = mesh.normals;
normals.resize(numVerts);
for (unsigned int i = 0; i < numVerts;++i)
{
normals[i].x = stream.GetF4();
normals[i].y = stream.GetF4();
normals[i].z = stream.GetF4();
}
numVerts = (unsigned int)stream.GetI4();
if (numTextures && numVerts)
{
// read all texture coordinates
std::vector<aiVector3D>& uv = mesh.uv;
uv.resize(numVerts);
for (unsigned int i = 0; i < numVerts;++i)
{
uv[i].x = stream.GetF4();
uv[i].y = stream.GetF4();
}
// UV indices
for (unsigned int i = 0; i < (unsigned int)faces.size();++i)
{
Face& vec = faces[i];
for (unsigned int a = 0; a < (unsigned int)vec.indices.size();++a)
{
vec.uvindices[a] = stream.GetI4();
if (!i && !a)
mesh.prevUVIdx = vec.uvindices[a];
else if (vec.uvindices[a] != mesh.prevUVIdx)
mesh.prevUVIdx = UINT_MAX;
}
}
}
// we don't need the rest, but we need to get to the next chunk
stream.IncPtr(36);
if (minor > '0' && major == '3')
stream.IncPtr(mesh.faces.size());
}
// stream.IncPtr(4); // unknown value here
}
break;
// materials chunk
case 'c':
for (unsigned int i = 0; i < numMats; ++i)
{
materials.push_back(Material());
Material& mat = materials.back();
// read the material name
c = stream.GetI1();
while (c) {
mat.name.data[mat.name.length++] = c;
c = stream.GetI1();
}
// add the terminal character
mat.name.data[mat.name.length] = '\0';
// read the ambient color
mat.ambient.r = stream.GetF4();
mat.ambient.g = stream.GetF4();
mat.ambient.b = stream.GetF4();
// read the diffuse color
mat.diffuse.r = stream.GetF4();
mat.diffuse.g = stream.GetF4();
mat.diffuse.b = stream.GetF4();
// read the ambient color
mat.specular.r = stream.GetF4();
mat.specular.g = stream.GetF4();
mat.specular.b = stream.GetF4();
// read the transparency
mat.transparency = stream.GetF4();
// unknown value here
// stream.IncPtr(4);
// FIX: it could be the texture index ...
mat.texIdx = (unsigned int)stream.GetI4();
}
break;
// texture chunk
case 't':
pScene->mNumTextures = numTextures;
if (!numTextures) {
break;
}
pScene->mTextures = new aiTexture*[pScene->mNumTextures];
// to make sure we won't crash if we leave through an exception
::memset(pScene->mTextures,0,sizeof(void*)*pScene->mNumTextures);
for (unsigned int i = 0; i < pScene->mNumTextures; ++i) {
aiTexture* tex = pScene->mTextures[i] = new aiTexture;
// skip the texture name
while (stream.GetI1());
// read texture width and height
tex->mWidth = (unsigned int)stream.GetI4();
tex->mHeight = (unsigned int)stream.GetI4();
if (!tex->mWidth || !tex->mHeight) {
throw DeadlyImportError("Quick3D: Invalid texture. Width or height is zero");
}
unsigned int mul = tex->mWidth * tex->mHeight;
aiTexel* begin = tex->pcData = new aiTexel[mul];
aiTexel* const end = & begin[mul-1] +1;
for (;begin != end; ++begin) {
begin->r = stream.GetI1();
begin->g = stream.GetI1();
begin->b = stream.GetI1();
begin->a = 0xff;
}
}
break;
// scene chunk
case 's':
{
// skip position and rotation
stream.IncPtr(12);
for (unsigned int i = 0; i < 4;++i)
for (unsigned int a = 0; a < 4;++a)
pScene->mRootNode->mTransformation[i][a] = stream.GetF4();
stream.IncPtr(16);
// now setup a single camera
pScene->mNumCameras = 1;
pScene->mCameras = new aiCamera*[1];
aiCamera* cam = pScene->mCameras[0] = new aiCamera();
cam->mPosition.x = stream.GetF4();
cam->mPosition.y = stream.GetF4();
cam->mPosition.z = stream.GetF4();
cam->mName.Set("Q3DCamera");
// skip eye rotation for the moment
stream.IncPtr(12);
// read the default material color
fgColor .r = stream.GetF4();
fgColor .g = stream.GetF4();
fgColor .b = stream.GetF4();
// skip some unimportant properties
stream.IncPtr(29);
// setup a single point light with no attenuation
pScene->mNumLights = 1;
pScene->mLights = new aiLight*[1];
aiLight* light = pScene->mLights[0] = new aiLight();
light->mName.Set("Q3DLight");
light->mType = aiLightSource_POINT;
light->mAttenuationConstant = 1;
light->mAttenuationLinear = 0;
light->mAttenuationQuadratic = 0;
light->mColorDiffuse.r = stream.GetF4();
light->mColorDiffuse.g = stream.GetF4();
light->mColorDiffuse.b = stream.GetF4();
light->mColorSpecular = light->mColorDiffuse;
// We don't need the rest, but we need to know where this chunk ends.
unsigned int temp = (unsigned int)(stream.GetI4() * stream.GetI4());
// skip the background file name
while (stream.GetI1());
// skip background texture data + the remaining fields
stream.IncPtr(temp*3 + 20); // 4 bytes of unknown data here
// TODO
goto outer;
}
break;
default:
throw DeadlyImportError("Quick3D: Unknown chunk");
break;
};
}
outer:
// If we have no mesh loaded - break here
if (meshes.empty())
throw DeadlyImportError("Quick3D: No meshes loaded");
// If we have no materials loaded - generate a default mat
if (materials.empty())
{
ASSIMP_LOG_INFO("Quick3D: No material found, generating one");
materials.push_back(Material());
materials.back().diffuse = fgColor ;
}
// find out which materials we'll need
typedef std::pair<unsigned int, unsigned int> FaceIdx;
typedef std::vector< FaceIdx > FaceIdxArray;
FaceIdxArray* fidx = new FaceIdxArray[materials.size()];
unsigned int p = 0;
for (std::vector<Mesh>::iterator it = meshes.begin(), end = meshes.end();
it != end; ++it,++p)
{
unsigned int q = 0;
for (std::vector<Face>::iterator fit = (*it).faces.begin(), fend = (*it).faces.end();
fit != fend; ++fit,++q)
{
if ((*fit).mat >= materials.size())
{
ASSIMP_LOG_WARN("Quick3D: Material index overflow");
(*fit).mat = 0;
}
if (fidx[(*fit).mat].empty())++pScene->mNumMeshes;
fidx[(*fit).mat].push_back( FaceIdx(p,q) );
}
}
pScene->mNumMaterials = pScene->mNumMeshes;
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
pScene->mMeshes = new aiMesh*[pScene->mNumMaterials];
for (unsigned int i = 0, real = 0; i < (unsigned int)materials.size(); ++i)
{
if (fidx[i].empty())continue;
// Allocate a mesh and a material
aiMesh* mesh = pScene->mMeshes[real] = new aiMesh();
aiMaterial* mat = new aiMaterial();
pScene->mMaterials[real] = mat;
mesh->mMaterialIndex = real;
// Build the output material
Material& srcMat = materials[i];
mat->AddProperty(&srcMat.diffuse, 1,AI_MATKEY_COLOR_DIFFUSE);
mat->AddProperty(&srcMat.specular, 1,AI_MATKEY_COLOR_SPECULAR);
mat->AddProperty(&srcMat.ambient, 1,AI_MATKEY_COLOR_AMBIENT);
// NOTE: Ignore transparency for the moment - it seems
// unclear how to interpret the data
#if 0
if (!(minor > '0' && major == '3'))
srcMat.transparency = 1.0f - srcMat.transparency;
mat->AddProperty(&srcMat.transparency, 1, AI_MATKEY_OPACITY);
#endif
// add shininess - Quick3D seems to use it ins its viewer
srcMat.transparency = 16.f;
mat->AddProperty(&srcMat.transparency, 1, AI_MATKEY_SHININESS);
int m = (int)aiShadingMode_Phong;
mat->AddProperty(&m, 1, AI_MATKEY_SHADING_MODEL);
if (srcMat.name.length)
mat->AddProperty(&srcMat.name,AI_MATKEY_NAME);
// Add a texture
if (srcMat.texIdx < pScene->mNumTextures || real < pScene->mNumTextures)
{
srcMat.name.data[0] = '*';
srcMat.name.length = ASSIMP_itoa10(&srcMat.name.data[1],1000,
(srcMat.texIdx < pScene->mNumTextures ? srcMat.texIdx : real));
mat->AddProperty(&srcMat.name,AI_MATKEY_TEXTURE_DIFFUSE(0));
}
mesh->mNumFaces = (unsigned int)fidx[i].size();
aiFace* faces = mesh->mFaces = new aiFace[mesh->mNumFaces];
// Now build the output mesh. First find out how many
// vertices we'll need
for (FaceIdxArray::const_iterator it = fidx[i].begin(),end = fidx[i].end();
it != end; ++it)
{
mesh->mNumVertices += (unsigned int)meshes[(*it).first].faces[
(*it).second].indices.size();
}
aiVector3D* verts = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
aiVector3D* norms = mesh->mNormals = new aiVector3D[mesh->mNumVertices];
aiVector3D* uv;
if (real < pScene->mNumTextures)
{
uv = mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
mesh->mNumUVComponents[0] = 2;
}
else uv = NULL;
// Build the final array
unsigned int cnt = 0;
for (FaceIdxArray::const_iterator it = fidx[i].begin(),end = fidx[i].end();
it != end; ++it, ++faces)
{
Mesh& curMesh = meshes[(*it).first];
Face &face = curMesh.faces[(*it).second];
faces->mNumIndices = (unsigned int)face.indices.size();
faces->mIndices = new unsigned int [faces->mNumIndices];
aiVector3D faceNormal;
bool fnOK = false;
for (unsigned int n = 0; n < faces->mNumIndices;++n, ++cnt, ++norms, ++verts)
{
if (face.indices[n] >= curMesh.verts.size())
{
ASSIMP_LOG_WARN("Quick3D: Vertex index overflow");
face.indices[n] = 0;
}
// copy vertices
*verts = curMesh.verts[face.indices[n]];
if (face.indices[n] >= curMesh.normals.size() && faces->mNumIndices >= 3)
{
// we have no normal here - assign the face normal
if (!fnOK)
{
const aiVector3D &pV1 = curMesh.verts[face.indices[0]];
const aiVector3D &pV2 = curMesh.verts[face.indices[1]];
const aiVector3D &pV3 = curMesh.verts[face.indices.size() - 1];
faceNormal = (pV2 - pV1) ^ (pV3 - pV1).Normalize();
fnOK = true;
}
*norms = faceNormal;
} else {
*norms = curMesh.normals[face.indices[n]];
}
// copy texture coordinates
if (uv && curMesh.uv.size())
{
if (curMesh.prevUVIdx != 0xffffffff && curMesh.uv.size() >= curMesh.verts.size()) // workaround
{
*uv = curMesh.uv[face.indices[n]];
}
else
{
if (face.uvindices[n] >= curMesh.uv.size())
{
ASSIMP_LOG_WARN("Quick3D: Texture coordinate index overflow");
face.uvindices[n] = 0;
}
*uv = curMesh.uv[face.uvindices[n]];
}
uv->y = 1.f - uv->y;
++uv;
}
// setup the new vertex index
faces->mIndices[n] = cnt;
}
}
++real;
}
// Delete our nice helper array
delete[] fidx;
// Now we need to attach the meshes to the root node of the scene
pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
pScene->mRootNode->mMeshes = new unsigned int [pScene->mNumMeshes];
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
pScene->mRootNode->mMeshes[i] = i;
/*pScene->mRootNode->mTransformation *= aiMatrix4x4(
1.f, 0.f, 0.f, 0.f,
0.f, -1.f,0.f, 0.f,
0.f, 0.f, 1.f, 0.f,
0.f, 0.f, 0.f, 1.f);*/
// Add cameras and light sources to the scene root node
pScene->mRootNode->mNumChildren = pScene->mNumLights+pScene->mNumCameras;
if (pScene->mRootNode->mNumChildren)
{
pScene->mRootNode->mChildren = new aiNode* [ pScene->mRootNode->mNumChildren ];
// the light source
aiNode* nd = pScene->mRootNode->mChildren[0] = new aiNode();
nd->mParent = pScene->mRootNode;
nd->mName.Set("Q3DLight");
nd->mTransformation = pScene->mRootNode->mTransformation;
nd->mTransformation.Inverse();
// camera
nd = pScene->mRootNode->mChildren[1] = new aiNode();
nd->mParent = pScene->mRootNode;
nd->mName.Set("Q3DCamera");
nd->mTransformation = pScene->mRootNode->mChildren[0]->mTransformation;
}
}
#endif // !! ASSIMP_BUILD_NO_Q3D_IMPORTER