425 lines
12 KiB
C++
425 lines
12 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 B3DImporter.cpp
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* @brief Implementation of the b3d importer class
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*/
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#include "AssimpPCH.h"
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#ifndef ASSIMP_BUILD_NO_B3D_IMPORTER
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// internal headers
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#include "B3DImporter.h"
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#include "TextureTransform.h"
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#include "ConvertToLHProcess.h"
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using namespace Assimp;
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using namespace std;
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// ------------------------------------------------------------------------------------------------
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bool B3DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const{
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int pos=pFile.find_last_of( '.' );
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if( pos==string::npos ) return false;
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string ext=pFile.substr( pos+1 );
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if( ext.size()!=3 ) return false;
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return (ext[0]=='b' || ext[0]=='B') && (ext[1]=='3') && (ext[2]=='d' || ext[2]=='D');
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}
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::GetExtensionList( std::string& append ){
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append.append("*.b3d");
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}
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler){
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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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throw new ImportErrorException( "Failed to open B3D file " + pFile + ".");
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// check whether the .b3d file is large enough to contain
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// at least one chunk.
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size_t fileSize = file->FileSize();
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if( fileSize<8 ) throw new ImportErrorException( "B3D File is too small.");
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_pos=0;
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_buf.resize( fileSize );
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file->Read( &_buf[0],1,fileSize );
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_stack.clear();
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_textures.clear();
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_materials.size();
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_vertices.clear();
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_meshes.clear();
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ReadBB3D();
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//materials
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if( _materials.size() ){
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aiMaterial **mats=new aiMaterial*[_materials.size()];
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for( unsigned i=0;i<_materials.size();++i ){
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mats[i]=_materials[i];
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}
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pScene->mNumMaterials=_materials.size();
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pScene->mMaterials=mats;
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}
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//meshes
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if( _meshes.size() ){
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aiMesh **meshes=new aiMesh*[_meshes.size()];
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for( unsigned i=0;i<_meshes.size();++i ){
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meshes[i]=_meshes[i];
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}
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pScene->mNumMeshes=_meshes.size();
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pScene->mMeshes=meshes;
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}else{
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throw new ImportErrorException( "B3D: No meshes loaded" );
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}
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//create root node
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aiNode *node=new aiNode( "root" );
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node->mNumMeshes=_meshes.size();
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node->mMeshes=new unsigned[_meshes.size()];
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for( unsigned i=0;i<_meshes.size();++i ){
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node->mMeshes[i]=i;
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}
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pScene->mRootNode=node;
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// convert to RH
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MakeLeftHandedProcess monster_maker;
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monster_maker.Execute(pScene);
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FlipWindingOrderProcess flipper;
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flipper.Execute(pScene);
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}
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// ------------------------------------------------------------------------------------------------
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int B3DImporter::ReadByte(){
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if( _pos<_buf.size() ) return _buf[_pos++];
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throw new ImportErrorException( "B3D EOF Error" );
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}
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// ------------------------------------------------------------------------------------------------
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int B3DImporter::ReadInt(){
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if( _pos+4<=_buf.size() ){
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int n=*(int*)&_buf[_pos];
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_pos+=4;
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return n;
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}
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throw new ImportErrorException( "B3D EOF Error" );
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}
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// ------------------------------------------------------------------------------------------------
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float B3DImporter::ReadFloat(){
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if( _pos+4<=_buf.size() ){
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float n=*(float*)&_buf[_pos];
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_pos+=4;
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return n;
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}
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throw new ImportErrorException( "B3D EOF Error" );
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}
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// ------------------------------------------------------------------------------------------------
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B3DImporter::Vec2 B3DImporter::ReadVec2(){
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Vec2 t;
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t.x=ReadFloat();
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t.y=ReadFloat();
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return t;
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}
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// ------------------------------------------------------------------------------------------------
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B3DImporter::Vec3 B3DImporter::ReadVec3(){
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Vec3 t;
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t.x=ReadFloat();
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t.y=ReadFloat();
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t.z=ReadFloat();
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return t;
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}
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// ------------------------------------------------------------------------------------------------
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B3DImporter::Vec4 B3DImporter::ReadVec4(){
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Vec4 t;
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t.x=ReadFloat();
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t.y=ReadFloat();
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t.z=ReadFloat();
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t.w=ReadFloat();
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return t;
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}
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// ------------------------------------------------------------------------------------------------
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string B3DImporter::ReadString(){
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string str;
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while( _pos<_buf.size() ){
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char c=(char)ReadByte();
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if( !c ) return str;
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str+=c;
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}
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throw new ImportErrorException( "B3D EOF Error" );
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}
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// ------------------------------------------------------------------------------------------------
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string B3DImporter::ReadChunk(){
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string tag;
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for( int i=0;i<4;++i ){
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tag+=char( ReadByte() );
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}
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// cout<<"ReadChunk:"<<tag<<endl;
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unsigned sz=(unsigned)ReadInt();
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_stack.push_back( _pos+sz );
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return tag;
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}
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::ExitChunk(){
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_pos=_stack.back();
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_stack.pop_back();
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}
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// ------------------------------------------------------------------------------------------------
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unsigned B3DImporter::ChunkSize(){
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return _stack.back()-_pos;
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}
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::ReadTEXS(){
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while( ChunkSize() ){
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string name=ReadString();
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int flags=ReadInt();
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int blend=ReadInt();
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Vec2 pos=ReadVec2();
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Vec2 scale=ReadVec2();
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float rot=ReadFloat();
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Texture tex;
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tex.name=name;
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_textures.push_back( tex );
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}
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}
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::ReadBRUS(){
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int n_texs=ReadInt();
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while( ChunkSize() ){
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string name=ReadString();
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Vec4 color=ReadVec4();
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float shiny=ReadFloat();
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int blend=ReadInt();
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int fx=ReadInt();
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MaterialHelper *mat=new MaterialHelper;
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_materials.push_back( mat );
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// Name
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aiString ainame( name );
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mat->AddProperty( &ainame,AI_MATKEY_NAME );
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// Diffuse color
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aiColor3D diffcolor( color.x,color.y,color.z );
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mat->AddProperty( &diffcolor,1,AI_MATKEY_COLOR_DIFFUSE );
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// Opacity
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mat->AddProperty( &color.w,1,AI_MATKEY_OPACITY );
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// Specular color
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aiColor3D speccolor( shiny,shiny,shiny );
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mat->AddProperty( &speccolor,1,AI_MATKEY_COLOR_SPECULAR );
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// Specular power
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float specpow=shiny*128;
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mat->AddProperty( &specpow,1,AI_MATKEY_SHININESS );
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// Double sided
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if( fx & 0x10 ){
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int i=1;
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mat->AddProperty( &i,1,AI_MATKEY_TWOSIDED );
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}
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//Textures
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for( int i=0;i<n_texs;++i ){
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int texid=ReadInt();
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if( !i && texid>=0 && texid<(int)_textures.size() ){
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//just use tex 0 for now
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const Texture &tex=_textures[texid];
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aiString texname( tex.name );
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mat->AddProperty( &texname,AI_MATKEY_TEXTURE_DIFFUSE(0) );
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}
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::ReadVRTS(){
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_vertFlags=ReadInt();
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_tcSets=ReadInt();
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_tcSize=ReadInt();
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if( _tcSets<0 || _tcSets>4 || _tcSize<0 || _tcSize>4 ) throw new ImportErrorException( "B3D Param Error" );
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while( ChunkSize() ){
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Vertex vert;
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vert.position=ReadVec3();
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if( _vertFlags & 1 ){
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vert.normal=ReadVec3();
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}
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if( _vertFlags & 2 ){
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Vec4 color=ReadVec4();
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}
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for( int i=0;i<_tcSets;++i ){
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float texcoords[4]={0,0,0,0};
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for( int j=0;j<_tcSize;++j ){
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texcoords[j]=ReadFloat();
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}
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texcoords[1]=1-texcoords[1];
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if( !i ) memcpy( &vert.texcoords.x,texcoords,12 );
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}
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_vertices.push_back( vert );
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}
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}
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::ReadTRIS(){
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int matid=ReadInt();
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unsigned n_tris=ChunkSize()/12;
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unsigned n_verts=n_tris*3;
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aiMesh *mesh=new aiMesh;
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_meshes.push_back( mesh );
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mesh->mMaterialIndex=matid;
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mesh->mNumVertices=n_verts;
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mesh->mNumFaces=n_tris;
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mesh->mPrimitiveTypes=aiPrimitiveType_TRIANGLE;
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aiVector3D *mv,*mn=0,*mc=0;
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mv=mesh->mVertices=new aiVector3D[n_verts];
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if( _vertFlags & 1 ) mn=mesh->mNormals=new aiVector3D[n_verts];
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if( _tcSets ) mc=mesh->mTextureCoords[0]=new aiVector3D[n_verts];
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aiFace *face=mesh->mFaces=new aiFace[n_tris];
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for( unsigned i=0;i<n_verts;i+=3 ){
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face->mNumIndices=3;
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unsigned *ip=face->mIndices=new unsigned[3];
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int v[3];
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v[0]=ReadInt();
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v[1]=ReadInt();
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v[2]=ReadInt();
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for( unsigned j=0;j<3;++j ){
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int k=v[j];
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const Vertex &v=_vertices[k];
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memcpy( mv++,&v.position.x,12 );
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if( mn ) memcpy( mn++,&v.normal.x,12 );
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if( mc ) memcpy( mc++,&v.texcoords.x,12 );
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*ip++=i+j;
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}
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++face;
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}
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}
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::ReadMESH(){
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int matid=ReadInt();
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_vertices.clear();
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while( ChunkSize() ){
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string t=ReadChunk();
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if( t=="VRTS" ){
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ReadVRTS();
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}else if( t=="TRIS" ){
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ReadTRIS();
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}
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ExitChunk();
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}
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_vertices.clear();
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}
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::ReadNODE(){
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string name=ReadString();
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Vec3 trans=ReadVec3();
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Vec3 scale=ReadVec3();
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Vec4 rot=ReadVec4();
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while( ChunkSize() ){
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string t=ReadChunk();
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if( t=="MESH" ){
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ReadMESH();
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}
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ExitChunk();
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}
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}
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::ReadBB3D(){
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string t=ReadChunk();
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if( t=="BB3D" ){
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int version=ReadInt();
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while( ChunkSize() ){
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string t=ReadChunk();
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if( t=="TEXS" ){
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ReadTEXS();
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}else if( t=="BRUS" ){
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ReadBRUS();
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}else if( t=="NODE" ){
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ReadNODE();
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}
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ExitChunk();
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}
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}
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ExitChunk();
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}
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#endif // !! ASSIMP_BUILD_NO_B3D_IMPORTER
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