353 lines
12 KiB
C++
353 lines
12 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 MS3DLoader.cpp
|
|
* @brief Implementation of the Ms3D importer class.
|
|
* Written against http://chumbalum.swissquake.ch/ms3d/ms3dspec.txt
|
|
*/
|
|
|
|
#include "AssimpPCH.h"
|
|
#ifndef ASSIMP_BUILD_NO_MS3D_IMPORTER
|
|
|
|
// internal headers
|
|
#include "MS3DLoader.h"
|
|
#include "StreamReader.h"
|
|
using namespace Assimp;
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// 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;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void MS3DImporter::GetExtensionList(std::set<std::string>& extensions)
|
|
{
|
|
extensions.insert("ms3d");
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void ReadColor(StreamReaderLE& stream, aiColor4D& ambient)
|
|
{
|
|
// aiColor4D is packed on gcc, implicit binding to float& fails therefore.
|
|
// But I guess casting is fine (it could cause alignment faults on some
|
|
// architectures in general, but we're not touched because aiColor4D
|
|
// should be properly aligned & packed due to its uniform structure)
|
|
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;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// 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;
|
|
|
|
|
|
// 1 ------------ read into temporary data structures mirroring the original file
|
|
|
|
stream.CopyAndAdvance(head,10);
|
|
stream >> version;
|
|
if (strncmp(head,"MS3D000000",10)) {
|
|
throw new ImportErrorException("Not a MS3D file, magic string MS3D000000 not found: "+pFile);
|
|
}
|
|
|
|
if (version != 4) {
|
|
throw new ImportErrorException("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 = static_cast<unsigned int>(stream.GetI1()); // signed in original spec !! intentional bit hack.
|
|
v.ref_cnt = static_cast<unsigned int>(stream.GetI1());
|
|
}
|
|
|
|
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] = static_cast<unsigned int>(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 = static_cast<unsigned int>(stream.GetI1());
|
|
t.group = static_cast<unsigned int>(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] = static_cast<unsigned int>(stream.GetI2());
|
|
}
|
|
t.mat = static_cast<unsigned int>(stream.GetI1());
|
|
if (t.mat == 0xff) {
|
|
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';
|
|
}
|
|
|
|
|
|
// 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;
|
|
|
|
for (unsigned int i = 0; i < groups.size(); ++i) {
|
|
TempGroup& g = groups[i];
|
|
if (g.mat == 0xff) {
|
|
g.mat = materials.size()-1;
|
|
}
|
|
}
|
|
}
|
|
|
|
// convert materials to our generic key-value dict-alike
|
|
if (materials.size()) {
|
|
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials=static_cast<unsigned int>(materials.size())];
|
|
for (unsigned int i = 0; i < pScene->mNumMaterials; ++i) {
|
|
|
|
MaterialHelper* mo = new MaterialHelper();
|
|
pScene->mMaterials[i] = 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 new ImportErrorException("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 new ImportErrorException("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;
|
|
|
|
for (unsigned int i = 0,n = 0; i < m->mNumFaces; ++i) {
|
|
aiFace& f = m->mFaces[i];
|
|
if (g.triangles[i]>triangles.size()) {
|
|
throw new ImportErrorException("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 new ImportErrorException("MS3D: Encountered invalid vertex index, file is malformed");
|
|
}
|
|
|
|
// collect vertex components
|
|
m->mVertices[n] = vertices[t.indices[i]].pos;
|
|
|
|
m->mNormals[n] = t.normals[i];
|
|
m->mTextureCoords[0][n] = aiVector3D(t.uv[i].x,t.uv[i].y,0.0);
|
|
f.mIndices[i] = n;
|
|
}
|
|
}
|
|
}
|
|
|
|
// ... add dummy nodes under a single root, each holding a reference to one
|
|
// mesh. If we didn't do this, we'd loose the group name.
|
|
aiNode* rt = pScene->mRootNode = new aiNode("<MS3DRoot>");
|
|
rt->mChildren = new aiNode*[rt->mNumChildren=pScene->mNumMeshes];
|
|
|
|
for (unsigned int i = 0; i < rt->mNumChildren; ++i) {
|
|
aiNode* nd = rt->mChildren[i] = new aiNode();
|
|
|
|
const TempGroup& g = groups[i];
|
|
nd->mName = aiString(g.name);
|
|
nd->mParent = rt;
|
|
|
|
nd->mMeshes = new unsigned int[nd->mNumMeshes = 1];
|
|
nd->mMeshes[0] = i;
|
|
}
|
|
}
|
|
|
|
#endif
|