Added temporary boost workaround - some assimp features work with reduced functionality in this case.

Added AC-loader, WIP version.
PLY loader is now able to load models from blender, test model added. Refactoring.
Added FindInvalidData step.
Added support for precompiled headers, the release builds in VC8 are configued to use PCH now.
Added separate makefile for mingw, no -FPic warning anymore, -clear works now.

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@176 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
aramis_acg
2008-10-13 16:45:48 +00:00
parent f204ff0d45
commit 1db46c242f
127 changed files with 19977 additions and 2105 deletions

View File

@@ -39,22 +39,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#include "AssimpPCH.h"
/** @file Implementation of the MD2 importer class */
#include "MD2Loader.h"
#include "MaterialSystem.h"
#include "ByteSwap.h"
#include "MD2NormalTable.h" // shouldn't be included by other units
// public ASSIMP headers
#include "../include/assimp.hpp"
#include "../include/aiScene.h"
#include "../include/aiAssert.h"
#include "../include/IOStream.h"
#include "../include/IOSystem.h"
#include "../include/DefaultLogger.h"
// boost headers
#include <boost/scoped_ptr.hpp>
using namespace Assimp;
using namespace Assimp::MD2;
@@ -118,10 +110,10 @@ void MD2Importer::SetupProperties(const Importer* pImp)
{
// The AI_CONFIG_IMPORT_MD2_KEYFRAME option overrides the
// AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
if(0xffffffff == (this->configFrameID = pImp->GetPropertyInteger(
if(0xffffffff == (configFrameID = pImp->GetPropertyInteger(
AI_CONFIG_IMPORT_MD2_KEYFRAME,0xffffffff)))
{
this->configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
}
}
// ------------------------------------------------------------------------------------------------
@@ -129,14 +121,14 @@ void MD2Importer::SetupProperties(const Importer* pImp)
void MD2Importer::ValidateHeader( )
{
// check magic number
if (this->m_pcHeader->magic != AI_MD2_MAGIC_NUMBER_BE &&
this->m_pcHeader->magic != AI_MD2_MAGIC_NUMBER_LE)
if (m_pcHeader->magic != AI_MD2_MAGIC_NUMBER_BE &&
m_pcHeader->magic != AI_MD2_MAGIC_NUMBER_LE)
{
char szBuffer[5];
szBuffer[0] = ((char*)&this->m_pcHeader->magic)[0];
szBuffer[1] = ((char*)&this->m_pcHeader->magic)[1];
szBuffer[2] = ((char*)&this->m_pcHeader->magic)[2];
szBuffer[3] = ((char*)&this->m_pcHeader->magic)[3];
szBuffer[0] = ((char*)&m_pcHeader->magic)[0];
szBuffer[1] = ((char*)&m_pcHeader->magic)[1];
szBuffer[2] = ((char*)&m_pcHeader->magic)[2];
szBuffer[3] = ((char*)&m_pcHeader->magic)[3];
szBuffer[4] = '\0';
throw new ImportErrorException("Invalid MD2 magic word: should be IDP2, the "
@@ -144,33 +136,33 @@ void MD2Importer::ValidateHeader( )
}
// check file format version
if (this->m_pcHeader->version != 8)
if (m_pcHeader->version != 8)
DefaultLogger::get()->warn( "Unsupported md2 file version. Continuing happily ...");
// check some values whether they are valid
if (0 == this->m_pcHeader->numFrames)
if (0 == m_pcHeader->numFrames)
throw new ImportErrorException( "Invalid md2 file: NUM_FRAMES is 0");
if (this->m_pcHeader->offsetEnd > (uint32_t)fileSize)
if (m_pcHeader->offsetEnd > (uint32_t)fileSize)
throw new ImportErrorException( "Invalid md2 file: File is too small");
if (this->m_pcHeader->offsetSkins + this->m_pcHeader->numSkins * sizeof (MD2::Skin) >= this->fileSize ||
this->m_pcHeader->offsetTexCoords + this->m_pcHeader->numTexCoords * sizeof (MD2::TexCoord) >= this->fileSize ||
this->m_pcHeader->offsetTriangles + this->m_pcHeader->numTriangles * sizeof (MD2::Triangle) >= this->fileSize ||
this->m_pcHeader->offsetFrames + this->m_pcHeader->numFrames * sizeof (MD2::Frame) >= this->fileSize ||
this->m_pcHeader->offsetEnd > this->fileSize)
if (m_pcHeader->offsetSkins + m_pcHeader->numSkins * sizeof (MD2::Skin) >= fileSize ||
m_pcHeader->offsetTexCoords + m_pcHeader->numTexCoords * sizeof (MD2::TexCoord) >= fileSize ||
m_pcHeader->offsetTriangles + m_pcHeader->numTriangles * sizeof (MD2::Triangle) >= fileSize ||
m_pcHeader->offsetFrames + m_pcHeader->numFrames * sizeof (MD2::Frame) >= fileSize ||
m_pcHeader->offsetEnd > fileSize)
{
throw new ImportErrorException("Invalid MD2 header: some offsets are outside the file");
}
if (this->m_pcHeader->numSkins > AI_MD2_MAX_SKINS)
if (m_pcHeader->numSkins > AI_MD2_MAX_SKINS)
DefaultLogger::get()->warn("The model contains more skins than Quake 2 supports");
if ( this->m_pcHeader->numFrames > AI_MD2_MAX_FRAMES)
if ( m_pcHeader->numFrames > AI_MD2_MAX_FRAMES)
DefaultLogger::get()->warn("The model contains more frames than Quake 2 supports");
if (this->m_pcHeader->numVertices > AI_MD2_MAX_VERTS)
if (m_pcHeader->numVertices > AI_MD2_MAX_VERTS)
DefaultLogger::get()->warn("The model contains more vertices than Quake 2 supports");
if (this->m_pcHeader->numFrames <= this->configFrameID )
if (m_pcHeader->numFrames <= configFrameID )
throw new ImportErrorException("The requested frame is not existing the file");
}
@@ -193,10 +185,10 @@ void MD2Importer::InternReadFile( const std::string& pFile,
std::vector<unsigned char> mBuffer2(fileSize);
file->Read(&mBuffer2[0], 1, fileSize);
this->mBuffer = &mBuffer2[0];
mBuffer = &mBuffer2[0];
this->m_pcHeader = (const MD2::Header*)this->mBuffer;
m_pcHeader = (const MD2::Header*)mBuffer;
#ifdef AI_BUILD_BIG_ENDIAN
@@ -220,7 +212,7 @@ void MD2Importer::InternReadFile( const std::string& pFile,
#endif
this->ValidateHeader();
ValidateHeader();
// there won't be more than one mesh inside the file
pScene->mNumMaterials = 1;
@@ -238,17 +230,17 @@ void MD2Importer::InternReadFile( const std::string& pFile,
// navigate to the begin of the frame data
const MD2::Frame* pcFrame = (const MD2::Frame*) ((uint8_t*)
this->m_pcHeader + this->m_pcHeader->offsetFrames);
m_pcHeader + m_pcHeader->offsetFrames);
pcFrame += this->configFrameID;
pcFrame += configFrameID;
// navigate to the begin of the triangle data
MD2::Triangle* pcTriangles = (MD2::Triangle*) ((uint8_t*)
this->m_pcHeader + this->m_pcHeader->offsetTriangles);
m_pcHeader + m_pcHeader->offsetTriangles);
// navigate to the begin of the tex coords data
const MD2::TexCoord* pcTexCoords = (const MD2::TexCoord*) ((uint8_t*)
this->m_pcHeader + this->m_pcHeader->offsetTexCoords);
m_pcHeader + m_pcHeader->offsetTexCoords);
// navigate to the begin of the vertex data
const MD2::Vertex* pcVerts = (const MD2::Vertex*) (pcFrame->vertices);
@@ -275,8 +267,8 @@ void MD2Importer::InternReadFile( const std::string& pFile,
ByteSwap::Swap4( & pcFrame->translate[2] );
#endif
pcMesh->mNumFaces = this->m_pcHeader->numTriangles;
pcMesh->mFaces = new aiFace[this->m_pcHeader->numTriangles];
pcMesh->mNumFaces = m_pcHeader->numTriangles;
pcMesh->mFaces = new aiFace[m_pcHeader->numTriangles];
// allocate output storage
pcMesh->mNumVertices = (unsigned int)pcMesh->mNumFaces*3;
@@ -286,11 +278,11 @@ void MD2Importer::InternReadFile( const std::string& pFile,
// not sure whether there are MD2 files without texture coordinates
// NOTE: texture coordinates can be there without a texture,
// but a texture can't be there without a valid UV channel
if (this->m_pcHeader->numTexCoords && this->m_pcHeader->numSkins)
if (m_pcHeader->numTexCoords && m_pcHeader->numSkins)
{
// navigate to the first texture associated with the mesh
const MD2::Skin* pcSkins = (const MD2::Skin*) ((unsigned char*)this->m_pcHeader +
this->m_pcHeader->offsetSkins);
const MD2::Skin* pcSkins = (const MD2::Skin*) ((unsigned char*)m_pcHeader +
m_pcHeader->offsetSkins);
const int iMode = (int)aiShadingMode_Gouraud;
MaterialHelper* pcHelper = (MaterialHelper*)pScene->mMaterials[0];
@@ -344,7 +336,7 @@ void MD2Importer::InternReadFile( const std::string& pFile,
unsigned int iCurrent = 0;
float fDivisorU,fDivisorV;
if (this->m_pcHeader->numTexCoords)
if (m_pcHeader->numTexCoords)
{
// allocate storage for texture coordinates, too
pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
@@ -352,23 +344,23 @@ void MD2Importer::InternReadFile( const std::string& pFile,
// check whether the skin width or height are zero (this would
// cause a division through zero)
if (!this->m_pcHeader->skinWidth)
if (!m_pcHeader->skinWidth)
{
DefaultLogger::get()->error("Skin width is zero but there are "
"valid absolute texture coordinates");
fDivisorU = 1.0f;
}
else fDivisorU = (float)this->m_pcHeader->skinWidth;
if (!this->m_pcHeader->skinHeight)
else fDivisorU = (float)m_pcHeader->skinWidth;
if (!m_pcHeader->skinHeight)
{
DefaultLogger::get()->error("Skin height is zero but there are "
"valid absolute texture coordinates ");
fDivisorV = 1.0f;
}
else fDivisorV = (float)this->m_pcHeader->skinHeight;
else fDivisorV = (float)m_pcHeader->skinHeight;
}
for (unsigned int i = 0; i < (unsigned int)this->m_pcHeader->numTriangles;++i)
for (unsigned int i = 0; i < (unsigned int)m_pcHeader->numTriangles;++i)
{
// allocate the face
pScene->mMeshes[0]->mFaces[i].mIndices = new unsigned int[3];
@@ -381,23 +373,20 @@ void MD2Importer::InternReadFile( const std::string& pFile,
for (unsigned int c = 0; c < 3;++c,++iCurrent)
{
// validate vertex indices
if (pcTriangles[i].vertexIndices[c] >= this->m_pcHeader->numVertices)
register unsigned int iIndex = (unsigned int)pcTriangles[i].vertexIndices[c];
if (iIndex >= m_pcHeader->numVertices)
{
DefaultLogger::get()->error("Vertex index is outside the allowed range");
pcTriangles[i].vertexIndices[c] = this->m_pcHeader->numVertices-1;
DefaultLogger::get()->error("MD2: Vertex index is outside the allowed range");
iIndex = m_pcHeader->numVertices-1;
}
// copy face indices
unsigned int iIndex = (unsigned int)pcTriangles[i].vertexIndices[c];
// read x,y, and z component of the vertex
aiVector3D& vec = pcMesh->mVertices[iCurrent];
vec.x = (float)pcVerts[iIndex].vertex[0] * pcFrame->scale[0];
vec.x += pcFrame->translate[0];
// (flip z and y component)
// FIX: no .... invert y instead
// invert y
vec.y = (float)pcVerts[iIndex].vertex[1] * pcFrame->scale[1];
vec.y += pcFrame->translate[1];
vec.y *= -1.0f;
@@ -410,13 +399,14 @@ void MD2Importer::InternReadFile( const std::string& pFile,
LookupNormalIndex(pcVerts[iIndex].lightNormalIndex,vNormal);
vNormal.y *= -1.0f;
if (this->m_pcHeader->numTexCoords)
if (m_pcHeader->numTexCoords)
{
// validate texture coordinates
if (pcTriangles[iIndex].textureIndices[c] >= this->m_pcHeader->numTexCoords)
iIndex = pcTriangles[iIndex].textureIndices[c];
if (iIndex >= m_pcHeader->numTexCoords)
{
DefaultLogger::get()->error("UV index is outside the allowed range");
pcTriangles[iIndex].textureIndices[c] = this->m_pcHeader->numTexCoords-1;
DefaultLogger::get()->error("MD2: UV index is outside the allowed range");
iIndex = m_pcHeader->numTexCoords-1;
}
aiVector3D& pcOut = pcMesh->mTextureCoords[0][iCurrent];
@@ -424,8 +414,8 @@ void MD2Importer::InternReadFile( const std::string& pFile,
// the texture coordinates are absolute values but we
// need relative values between 0 and 1
u = (float)pcTexCoords[pcTriangles[i].textureIndices[c]].s / fDivisorU;
v = (float)pcTexCoords[pcTriangles[i].textureIndices[c]].t / fDivisorV;
u = pcTexCoords[iIndex].s / fDivisorU;
v = pcTexCoords[iIndex].t / fDivisorV;
pcOut.x = u;
pcOut.y = 1.0f - v; // FIXME: Is this correct for MD2?
}