315 lines
12 KiB
C++
315 lines
12 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2021, assimp 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
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following 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 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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#ifndef ASSIMP_BUILD_NO_IQM_IMPORTER
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#include <assimp/DefaultIOSystem.h>
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#include <assimp/IOStreamBuffer.h>
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#include <assimp/ai_assert.h>
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#include <assimp/importerdesc.h>
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#include <assimp/scene.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/Importer.hpp>
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#include <assimp/ByteSwapper.h>
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#include <memory>
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#include <numeric>
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#include "IQMImporter.h"
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#include "iqm.h"
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// RESOURCES:
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// http://sauerbraten.org/iqm/
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// https://github.com/lsalzman/iqm
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inline void swap_block( uint32_t *block, size_t size ){
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(void)block; // suppress 'unreferenced formal parameter' MSVC warning
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size >>= 2;
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for ( size_t i = 0; i < size; ++i )
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AI_SWAP4( block[ i ] );
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}
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static constexpr aiImporterDesc desc = {
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"Inter-Quake Model Importer",
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"",
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"",
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"",
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aiImporterFlags_SupportBinaryFlavour,
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0,
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0,
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0,
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0,
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"iqm"
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};
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namespace Assimp {
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// ------------------------------------------------------------------------------------------------
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// Default constructor
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IQMImporter::IQMImporter() :
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mScene(nullptr) {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Returns true, if file is a binary Inter-Quake Model file.
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bool IQMImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool checkSig) const {
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const std::string extension = GetExtension(pFile);
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if (extension == "iqm")
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return true;
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else if (!extension.length() || checkSig) {
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if (!pIOHandler) {
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return true;
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}
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std::unique_ptr<IOStream> pStream(pIOHandler->Open(pFile, "rb"));
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unsigned char data[15];
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if (!pStream || 15 != pStream->Read(data, 1, 15)) {
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return false;
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}
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return !memcmp(data, "INTERQUAKEMODEL", 15);
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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const aiImporterDesc *IQMImporter::GetInfo() const {
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return &desc;
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}
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// ------------------------------------------------------------------------------------------------
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// Model 3D import implementation
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void IQMImporter::InternReadFile(const std::string &file, aiScene *pScene, IOSystem *pIOHandler) {
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// Read file into memory
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std::unique_ptr<IOStream> pStream(pIOHandler->Open(file, "rb"));
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if (!pStream) {
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throw DeadlyImportError("Failed to open file ", file, ".");
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}
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// Get the file-size and validate it, throwing an exception when fails
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const size_t fileSize = pStream->FileSize();
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if (fileSize < sizeof( iqmheader )) {
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throw DeadlyImportError("IQM-file ", file, " is too small.");
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}
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std::vector<unsigned char> buffer(fileSize);
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unsigned char *data = buffer.data();
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if (fileSize != pStream->Read(data, 1, fileSize)) {
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throw DeadlyImportError("Failed to read the file ", file, ".");
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}
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// get header
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iqmheader &hdr = reinterpret_cast<iqmheader&>( *data );
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swap_block( &hdr.version, sizeof( iqmheader ) - sizeof( iqmheader::magic ) );
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// extra check for header
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if (memcmp(data, IQM_MAGIC, sizeof( IQM_MAGIC ) )
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|| hdr.version != IQM_VERSION
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|| hdr.filesize != fileSize) {
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throw DeadlyImportError("Bad binary header in file ", file, ".");
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}
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ASSIMP_LOG_DEBUG("IQM: loading ", file);
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// create the root node
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pScene->mRootNode = new aiNode( "<IQMRoot>" );
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// Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system
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pScene->mRootNode->mTransformation = aiMatrix4x4(
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1.f, 0.f, 0.f, 0.f,
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0.f, 0.f, 1.f, 0.f,
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0.f, -1.f, 0.f, 0.f,
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0.f, 0.f, 0.f, 1.f);
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pScene->mRootNode->mNumMeshes = hdr.num_meshes;
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pScene->mRootNode->mMeshes = new unsigned int[hdr.num_meshes];
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std::iota( pScene->mRootNode->mMeshes, pScene->mRootNode->mMeshes + pScene->mRootNode->mNumMeshes, 0 );
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mScene = pScene;
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// Allocate output storage
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pScene->mNumMeshes = 0;
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pScene->mMeshes = new aiMesh *[hdr.num_meshes](); // Set arrays to zero to ensue proper destruction if an exception is raised
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pScene->mNumMaterials = 0;
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pScene->mMaterials = new aiMaterial *[hdr.num_meshes]();
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// swap vertex arrays beforehand...
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for( auto array = reinterpret_cast<iqmvertexarray*>( data + hdr.ofs_vertexarrays ), end = array + hdr.num_vertexarrays; array != end; ++array )
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{
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swap_block( &array->type, sizeof( iqmvertexarray ) );
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}
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// Read all surfaces from the file
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for( auto imesh = reinterpret_cast<iqmmesh*>( data + hdr.ofs_meshes ), end_ = imesh + hdr.num_meshes; imesh != end_; ++imesh )
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{
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swap_block( &imesh->name, sizeof( iqmmesh ) );
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// Allocate output mesh & material
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auto mesh = pScene->mMeshes[pScene->mNumMeshes++] = new aiMesh();
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mesh->mMaterialIndex = pScene->mNumMaterials;
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auto mat = pScene->mMaterials[pScene->mNumMaterials++] = new aiMaterial();
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{
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auto text = reinterpret_cast<char*>( data + hdr.ofs_text );
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aiString name( text + imesh->material );
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mat->AddProperty( &name, AI_MATKEY_NAME );
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mat->AddProperty( &name, AI_MATKEY_TEXTURE_DIFFUSE(0) );
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}
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// Fill mesh information
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mesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
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mesh->mNumFaces = 0;
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mesh->mFaces = new aiFace[imesh->num_triangles];
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// Fill in all triangles
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for( auto tri = reinterpret_cast<iqmtriangle*>( data + hdr.ofs_triangles ) + imesh->first_triangle, end = tri + imesh->num_triangles; tri != end; ++tri )
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{
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swap_block( tri->vertex, sizeof( tri->vertex ) );
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auto& face = mesh->mFaces[mesh->mNumFaces++];
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face.mNumIndices = 3;
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face.mIndices = new unsigned int[3]{ tri->vertex[0] - imesh->first_vertex,
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tri->vertex[2] - imesh->first_vertex,
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tri->vertex[1] - imesh->first_vertex };
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}
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// Fill in all vertices
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for( auto array = reinterpret_cast<const iqmvertexarray*>( data + hdr.ofs_vertexarrays ), end__ = array + hdr.num_vertexarrays; array != end__; ++array )
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{
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const unsigned int nVerts = imesh->num_vertexes;
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const unsigned int step = array->size;
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switch ( array->type )
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{
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case IQM_POSITION:
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if( array->format == IQM_FLOAT && step >= 3 ){
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mesh->mNumVertices = nVerts;
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auto v = mesh->mVertices = new aiVector3D[nVerts];
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for( auto f = reinterpret_cast<const float*>( data + array->offset ) + imesh->first_vertex * step,
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end = f + nVerts * step; f != end; f += step, ++v )
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{
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*v = { AI_BE( f[0] ),
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AI_BE( f[1] ),
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AI_BE( f[2] ) };
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}
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}
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break;
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case IQM_TEXCOORD:
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if( array->format == IQM_FLOAT && step >= 2)
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{
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auto v = mesh->mTextureCoords[0] = new aiVector3D[nVerts];
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mesh->mNumUVComponents[0] = 2;
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for( auto f = reinterpret_cast<const float*>( data + array->offset ) + imesh->first_vertex * step,
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end = f + nVerts * step; f != end; f += step, ++v )
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{
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*v = { AI_BE( f[0] ),
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1 - AI_BE( f[1] ), 0 };
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}
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}
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break;
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case IQM_NORMAL:
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if (array->format == IQM_FLOAT && step >= 3)
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{
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auto v = mesh->mNormals = new aiVector3D[nVerts];
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for( auto f = reinterpret_cast<const float*>( data + array->offset ) + imesh->first_vertex * step,
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end = f + nVerts * step; f != end; f += step, ++v )
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{
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*v = { AI_BE( f[0] ),
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AI_BE( f[1] ),
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AI_BE( f[2] ) };
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}
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}
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break;
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case IQM_COLOR:
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if (array->format == IQM_UBYTE && step >= 3)
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{
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auto v = mesh->mColors[0] = new aiColor4D[nVerts];
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for( auto f = ( data + array->offset ) + imesh->first_vertex * step,
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end = f + nVerts * step; f != end; f += step, ++v )
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{
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*v = { ( f[0] ) / 255.f,
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( f[1] ) / 255.f,
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( f[2] ) / 255.f,
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step == 3? 1 : ( f[3] ) / 255.f };
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}
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}
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else if (array->format == IQM_FLOAT && step >= 3)
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{
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auto v = mesh->mColors[0] = new aiColor4D[nVerts];
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for( auto f = reinterpret_cast<const float*>( data + array->offset ) + imesh->first_vertex * step,
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end = f + nVerts * step; f != end; f += step, ++v )
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{
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*v = { AI_BE( f[0] ),
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AI_BE( f[1] ),
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AI_BE( f[2] ),
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step == 3? 1 : AI_BE( f[3] ) };
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}
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}
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break;
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case IQM_TANGENT:
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#if 0
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if (array->format == IQM_FLOAT && step >= 3)
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{
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auto v = mesh->mTangents = new aiVector3D[nVerts];
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for( auto f = reinterpret_cast<const float*>( data + array->offset ) + imesh->first_vertex * step,
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end = f + nVerts * step; f != end; f += step, ++v )
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{
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*v = { AI_BE( f[0] ),
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AI_BE( f[1] ),
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AI_BE( f[2] ) };
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}
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}
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#endif
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break;
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case IQM_BLENDINDEXES:
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case IQM_BLENDWEIGHTS:
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case IQM_CUSTOM:
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break; // these attributes are not relevant.
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default:
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break;
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}
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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} // Namespace Assimp
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#endif // !! ASSIMP_BUILD_NO_IQM_IMPORTER
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