371 lines
12 KiB
C++
371 lines
12 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2012, 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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#include "AssimpPCH.h"
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#ifndef ASSIMP_BUILD_NO_M3_IMPORTER
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#include "M3Importer.h"
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#include <sstream>
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namespace Assimp {
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namespace M3 {
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static const aiImporterDesc desc = {
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"StarCraft M3 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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"m3"
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};
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// ------------------------------------------------------------------------------------------------
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// Constructor.
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M3Importer::M3Importer() :
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m_pHead( NULL ),
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m_pRefs( NULL ),
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m_Buffer()
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{
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor.
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M3Importer::~M3Importer()
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{
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m_pHead = NULL;
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m_pRefs = NULL;
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}
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// ------------------------------------------------------------------------------------------------
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// Check for readable file format.
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bool M3Importer::CanRead( const std::string &rFile, IOSystem* /*pIOHandler*/, bool checkSig ) const
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{
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if ( !checkSig ) {
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return SimpleExtensionCheck( rFile, "m3" );
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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const aiImporterDesc* M3Importer::GetInfo () const
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{
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return &desc;
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}
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// ------------------------------------------------------------------------------------------------
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void M3Importer::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler )
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{
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ai_assert( !pFile.empty() );
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const std::string mode = "rb";
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boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, mode ) );
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if ( NULL == file.get() ) {
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throw DeadlyImportError( "Failed to open file " + pFile + ".");
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}
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// Get the file-size and validate it, throwing an exception when it fails
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const size_t filesize = file->FileSize();
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if( filesize < 1 ) {
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throw DeadlyImportError( "M3-file is too small.");
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}
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m_Buffer.resize( filesize );
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file->Read( &m_Buffer[ 0 ], sizeof( unsigned char ), filesize );
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m_pHead = reinterpret_cast<MD33*>( &m_Buffer[ 0 ] );
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m_pRefs = reinterpret_cast<ReferenceEntry*>( &m_Buffer[ 0 ] + m_pHead->ofsRefs );
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MODL20* pMODL20( NULL );
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MODL23* pMODL23( NULL );
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VertexExt* pVerts1( NULL );
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Vertex* pVerts2( NULL );
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DIV *pViews( NULL );
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Region* regions( NULL );
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uint16* faces( NULL );
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uint32 nVertices = 0;
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bool ok = true;
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switch( m_pRefs[ m_pHead->MODL.ref ].type ) {
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case 20:
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pMODL20 = GetEntries<MODL20>( m_pHead->MODL );
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if ( ( pMODL20->flags & 0x20000) != 0 ) { // Has vertices
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if( (pMODL20->flags & 0x40000) != 0 ) { // Has extra 4 byte
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pVerts1 = GetEntries<VertexExt>( pMODL20->vertexData );
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nVertices = pMODL20->vertexData.nEntries/sizeof(VertexExt);
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}
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else {
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pVerts2 = GetEntries<Vertex>( pMODL20->vertexData );
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nVertices = pMODL20->vertexData.nEntries / sizeof( Vertex );
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}
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}
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pViews = GetEntries<DIV>( pMODL20->views );
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break;
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case 23:
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pMODL23 = GetEntries<MODL23>(m_pHead->MODL );
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if( (pMODL23->flags & 0x20000) != 0 ) { // Has vertices
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if( (pMODL23->flags & 0x40000) != 0 ) { // Has extra 4 byte
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pVerts1 = GetEntries<VertexExt>( pMODL23->vertexData );
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nVertices = pMODL23->vertexData.nEntries/sizeof( VertexExt );
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}
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else {
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pVerts2 = GetEntries<Vertex>( pMODL23->vertexData );
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nVertices = pMODL23->vertexData.nEntries/sizeof( Vertex );
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}
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}
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pViews = GetEntries<DIV>( pMODL23->views );
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break;
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default:
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ok = false;
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break;
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}
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// Everything ok, if not throw an exception
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if ( !ok ) {
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throw DeadlyImportError( "Failed to open file " + pFile + ".");
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}
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// Get all region data
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regions = GetEntries<Region>( pViews->regions );
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// Get the face data
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faces = GetEntries<uint16>( pViews->faces );
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// Convert the vertices
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std::vector<aiVector3D> vertices;
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vertices.resize( nVertices );
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unsigned int offset = 0;
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for ( unsigned int i = 0; i < nVertices; i++ ) {
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if ( pVerts1 ) {
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vertices[ offset ].Set( pVerts1[ i ].pos.x, pVerts1[ i ].pos.y, pVerts1[ i ].pos.z );
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++offset;
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}
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if ( pVerts2 ) {
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vertices[ offset ].Set( pVerts2[ i ].pos.x, pVerts2[ i ].pos.y, pVerts2[ i ].pos.z );
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++offset;
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}
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}
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// Write the UV coordinates
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offset = 0;
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std::vector<aiVector3D> uvCoords;
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uvCoords.resize( nVertices );
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for( unsigned int i = 0; i < nVertices; ++i ) {
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if( pVerts1 ) {
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float u = (float) pVerts1[ i ].uv[ 0 ] / 2048;
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float v = (float) pVerts1[ i ].uv[ 1 ] / 2048;
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uvCoords[ offset ].Set( u, v, 0.0f );
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++offset;
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}
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if( pVerts2 ) {
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float u = (float) pVerts2[ i ].uv[ 0 ] / 2048;
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float v = (float) pVerts2[ i ].uv[ 1 ] / 2048;
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uvCoords[ offset ].Set( u, v, 0.0f );
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++offset;
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}
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}
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// Compute the normals
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std::vector<aiVector3D> normals;
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normals.resize( nVertices );
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float w = 0.0f;
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Vec3D norm;
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offset = 0;
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for( unsigned int i = 0; i < nVertices; i++ ) {
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w = 0.0f;
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if( pVerts1 ) {
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norm.x = (float) 2*pVerts1[ i ].normal[ 0 ]/255.0f - 1;
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norm.y = (float) 2*pVerts1[ i ].normal[ 1 ]/255.0f - 1;
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norm.z = (float) 2*pVerts1[ i ].normal[ 2 ]/255.0f - 1;
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w = (float) pVerts1[ i ].normal[ 3 ]/255.0f;
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}
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if( pVerts2 ) {
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norm.x = (float) 2*pVerts2[ i ].normal[ 0 ]/255.0f - 1;
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norm.y = (float) 2*pVerts2[ i ].normal[ 1 ]/255.0f - 1;
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norm.z = (float) 2*pVerts2[ i ].normal[ 2 ]/255.0f - 1;
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w = (float) pVerts2[ i ].normal[ 3 ] / 255.0f;
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}
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if ( w ) {
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const float invW = 1.0f / w;
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norm.x = norm.x * invW;
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norm.y = norm.y * invW;
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norm.z = norm.z * invW;
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normals[ offset ].Set( norm.x, norm.y, norm.z );
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++offset;
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}
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}
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// Convert the data into the assimp specific data structures
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convertToAssimp( pFile, pScene, pViews, regions, faces, vertices, uvCoords, normals );
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}
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// ------------------------------------------------------------------------------------------------
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//
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void M3Importer::convertToAssimp( const std::string& pFile, aiScene* pScene, DIV *pViews,
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Region *pRegions, uint16 *pFaces,
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const std::vector<aiVector3D> &vertices,
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const std::vector<aiVector3D> &uvCoords,
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const std::vector<aiVector3D> &normals )
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{
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std::vector<aiMesh*> MeshArray;
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// Create the root node
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pScene->mRootNode = createNode( NULL );
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// Set the name of the scene
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pScene->mRootNode->mName.Set( pFile );
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aiNode *pRootNode = pScene->mRootNode;
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aiNode *pCurrentNode = NULL;
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// Lets create the nodes
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pRootNode->mNumChildren = pViews->regions.nEntries;
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if ( pRootNode->mNumChildren > 0 ) {
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pRootNode->mChildren = new aiNode*[ pRootNode->mNumChildren ];
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}
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for ( unsigned int i=0; i<pRootNode->mNumChildren; ++i ) {
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//pRegions[ i ].
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// Create a new node
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pCurrentNode = createNode( pRootNode );
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std::stringstream stream;
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stream << "Node_" << i;
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pCurrentNode->mName.Set( stream.str().c_str() );
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pRootNode->mChildren[ i ] = pCurrentNode;
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// Loop over the faces of the nodes
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unsigned int numFaces = ( ( pRegions[ i ].ofsIndices + pRegions[ i ].nIndices ) - pRegions[ i ].ofsIndices ) / 3;
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aiMesh *pMesh = new aiMesh;
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MeshArray.push_back( pMesh );
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pMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
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pMesh->mNumFaces = numFaces;
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pMesh->mFaces = new aiFace[ pMesh->mNumFaces ];
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aiFace *pCurrentFace = NULL;
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unsigned int faceIdx = 0;
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for ( unsigned int j = pRegions[ i ].ofsIndices; j < ( pRegions[ i ].ofsIndices + pRegions[ i ].nIndices ); j += 3 ) {
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pCurrentFace = &( pMesh->mFaces[ faceIdx ] );
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faceIdx++;
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pCurrentFace->mNumIndices = 3;
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pCurrentFace->mIndices = new unsigned int[ 3 ];
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pCurrentFace->mIndices[ 0 ] = pFaces[ j ];
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pCurrentFace->mIndices[ 1 ] = pFaces[ j+1 ];
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pCurrentFace->mIndices[ 2 ] = pFaces[ j+2 ];
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}
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// Now we can create the vertex data itself
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pCurrentNode->mNumMeshes = 1;
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pCurrentNode->mMeshes = new unsigned int[ 1 ];
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const unsigned int meshIdx = MeshArray.size() - 1;
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pCurrentNode->mMeshes[ 0 ] = meshIdx;
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createVertexData( pMesh, vertices, uvCoords, normals );
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}
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// Copy the meshes into the scene
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pScene->mNumMeshes = MeshArray.size();
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pScene->mMeshes = new aiMesh*[ MeshArray.size() ];
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unsigned int pos = 0;
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for ( std::vector<aiMesh*>::iterator it = MeshArray.begin(); it != MeshArray.end(); ++it ) {
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pScene->mMeshes[ pos ] = *it;
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++pos;
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}
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}
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// ------------------------------------------------------------------------------------------------
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//
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void M3Importer::createVertexData( aiMesh *pMesh, const std::vector<aiVector3D> &vertices,
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const std::vector<aiVector3D> &uvCoords,
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const std::vector<aiVector3D> &normals )
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{
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pMesh->mNumVertices = pMesh->mNumFaces * 3;
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pMesh->mVertices = new aiVector3D[ pMesh->mNumVertices ];
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pMesh->mNumUVComponents[ 0 ] = 2;
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pMesh->mTextureCoords[ 0 ] = new aiVector3D[ pMesh->mNumVertices ];
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pMesh->mNormals = new aiVector3D[ pMesh->mNumVertices ];
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unsigned int pos = 0;
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for ( unsigned int currentFace = 0; currentFace < pMesh->mNumFaces; currentFace++ ) {
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aiFace *pFace = &( pMesh->mFaces[ currentFace ] );
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for ( unsigned int currentIdx=0; currentIdx<pFace->mNumIndices; currentIdx++ ) {
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const unsigned int idx = pFace->mIndices[ currentIdx ];
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if ( vertices.size() > idx ) {
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pMesh->mVertices[ pos ] = vertices[ idx ];
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pMesh->mNormals[ pos ] = normals[ idx ];
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pMesh->mTextureCoords[ 0 ]->x = uvCoords[ idx ].x;
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pMesh->mTextureCoords[ 0 ]->y = uvCoords[ idx ].y;
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pFace->mIndices[ currentIdx ] = pos;
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pos++;
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}
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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//
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aiNode *M3Importer::createNode( aiNode *pParent )
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{
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aiNode *pNode = new aiNode;
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if ( pParent )
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pNode->mParent = pParent;
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else
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pNode->mParent = NULL;
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return pNode;
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}
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// ------------------------------------------------------------------------------------------------
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} // Namespace M3
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} // Namespace Assimp
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#endif // ASSIMP_BUILD_NO_M3_IMPORTER
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