MD3
- finished support for multi-part player models - skin files are now read - shaders are parsed, but not yet processed yet DefaultIOSystem - file size is now cached over multiple calls to FileSize() MaterialSystem - added AI_MATKEY_BLEND_FUNC property and the aiBlendMode enum to allow MD3 and Collada to pass transparency information correctly. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@346 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
@@ -39,20 +39,155 @@ 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 Implementation of the MD3 importer class */
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/** @file MD3Loader.cpp
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* @brief Implementation of the MD3 importer class
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*
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* Sources:
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* http://www.gamers.org/dEngine/quake3/UQ3S
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* http://linux.ucla.edu/~phaethon/q3/formats/md3format.html
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* http://www.heppler.com/shader/shader/
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*/
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#include "AssimpPCH.h"
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#ifndef ASSIMP_BUILD_NO_MD3_IMPORTER
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#include "MD3Loader.h"
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#include "MaterialSystem.h"
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#include "StringComparison.h"
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#include "ByteSwap.h"
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#include "SceneCombiner.h"
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#include "GenericProperty.h"
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#include "RemoveComments.h"
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#include "ParsingUtils.h"
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Load a Quake 3 shader
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void Q3Shader::LoadShader(ShaderData& fill, const std::string& pFile,IOSystem* io)
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{
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boost::scoped_ptr<IOStream> file( io->Open( pFile, "rt"));
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if (!file.get())
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return; // if we can't access the file, don't worry and return
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DefaultLogger::get()->info("Loading Quake3 shader file " + pFile);
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// read file in memory
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const size_t s = file->FileSize();
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std::vector<char> _buff(s+1);
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file->Read(&_buff[0],s,1);
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_buff[s] = 0;
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// remove comments from it (C++ style)
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CommentRemover::RemoveLineComments("//",&_buff[0]);
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const char* buff = &_buff[0];
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Q3Shader::ShaderDataBlock* curData = NULL;
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Q3Shader::ShaderMapBlock* curMap = NULL;
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// read line per line
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for (;;SkipLine(&buff)) {
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if(!SkipSpacesAndLineEnd(&buff))
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break;
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if (*buff == '{') {
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// append to last section, if any
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if (!curData) {
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DefaultLogger::get()->error("Q3Shader: Unexpected shader section token \'{\'");
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return;
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}
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// read this map section
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for (;;SkipLine(&buff)) {
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if(!SkipSpacesAndLineEnd(&buff))
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break;
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if (*buff == '{') {
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// add new map section
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curData->maps.push_back(Q3Shader::ShaderMapBlock());
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curMap = &curData->maps.back();
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}
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else if (*buff == '}') {
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// close this map section
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if (curMap)
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curMap = NULL;
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else {
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curData = NULL;
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break;
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}
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}
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// 'map' - Specifies texture file name
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else if (TokenMatchI(buff,"map",3) || TokenMatchI(buff,"clampmap",8)) {
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curMap->name = GetNextToken(buff);
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}
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// 'blendfunc' - Alpha blending mode
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else if (TokenMatchI(buff,"blendfunc",9)) {
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// fixme
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}
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}
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}
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// 'cull' specifies culling behaviour for the model
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else if (TokenMatch(buff,"cull",4)) {
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SkipSpaces(&buff);
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if (!ASSIMP_strincmp(buff,"back",4)) {
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curData->cull = Q3Shader::CULL_CCW;
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}
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else if (!ASSIMP_strincmp(buff,"front",5)) {
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curData->cull = Q3Shader::CULL_CW;
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}
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//else curData->cull = Q3Shader::CULL_NONE;
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}
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else {
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// add new section
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fill.blocks.push_back(Q3Shader::ShaderDataBlock());
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curData = &fill.blocks.back();
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// get the name of this section
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curData->name = GetNextToken(buff);
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Load a Quake 3 skin
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void Q3Shader::LoadSkin(SkinData& fill, const std::string& pFile,IOSystem* io)
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{
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boost::scoped_ptr<IOStream> file( io->Open( pFile, "rt"));
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if (!file.get())
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return; // if we can't access the file, don't worry and return
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DefaultLogger::get()->info("Loading Quake3 skin file " + pFile);
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// read file in memory
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const size_t s = file->FileSize();
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std::vector<char> _buff(s+1);const char* buff = &_buff[0];
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file->Read(&_buff[0],s,1);
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_buff[s] = 0;
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// remove commas
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std::replace(_buff.begin(),_buff.end(),',',' ');
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// read token by token and fill output table
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for (;*buff;) {
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SkipSpacesAndLineEnd(&buff);
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// get first identifier
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std::string ss = GetNextToken(buff);
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// ignore tokens starting with tag_
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if (!::strncmp(&ss[0],"_tag",std::min((size_t)4, ss.length())))
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continue;
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fill.textures.push_back(SkinData::TextureEntry());
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SkinData::TextureEntry& s = fill.textures.back();
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s.first = ss;
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s.second = GetNextToken(buff);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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MD3Importer::MD3Importer()
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@@ -84,16 +219,16 @@ bool MD3Importer::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
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// ------------------------------------------------------------------------------------------------
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void MD3Importer::ValidateHeaderOffsets()
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{
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// check magic number
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// Check magic number
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if (pcHeader->IDENT != AI_MD3_MAGIC_NUMBER_BE &&
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pcHeader->IDENT != AI_MD3_MAGIC_NUMBER_LE)
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throw new ImportErrorException( "Invalid MD3 file: Magic bytes not found");
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// check file format version
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// Check file format version
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if (pcHeader->VERSION > 15)
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DefaultLogger::get()->warn( "Unsupported MD3 file version. Continuing happily ...");
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// check some values whether they are valid
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// Check some offset values whether they are valid
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if (!pcHeader->NUM_SURFACES)
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throw new ImportErrorException( "Invalid md3 file: NUM_SURFACES is 0");
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@@ -109,24 +244,28 @@ void MD3Importer::ValidateHeaderOffsets()
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// ------------------------------------------------------------------------------------------------
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void MD3Importer::ValidateSurfaceHeaderOffsets(const MD3::Surface* pcSurf)
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{
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// calculate the relative offset of the surface
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// Calculate the relative offset of the surface
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const int32_t ofs = int32_t((const unsigned char*)pcSurf-this->mBuffer);
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if (pcSurf->OFS_TRIANGLES + ofs + pcSurf->NUM_TRIANGLES * sizeof(MD3::Triangle) > fileSize ||
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pcSurf->OFS_SHADERS + ofs + pcSurf->NUM_SHADER * sizeof(MD3::Shader) > fileSize ||
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pcSurf->OFS_ST + ofs + pcSurf->NUM_VERTICES * sizeof(MD3::TexCoord) > fileSize ||
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pcSurf->OFS_XYZNORMAL + ofs + pcSurf->NUM_VERTICES * sizeof(MD3::Vertex) > fileSize) {
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// Check whether all data chunks are inside the valid range
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if (pcSurf->OFS_TRIANGLES + ofs + pcSurf->NUM_TRIANGLES * sizeof(MD3::Triangle) > fileSize ||
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pcSurf->OFS_SHADERS + ofs + pcSurf->NUM_SHADER * sizeof(MD3::Shader) > fileSize ||
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pcSurf->OFS_ST + ofs + pcSurf->NUM_VERTICES * sizeof(MD3::TexCoord) > fileSize ||
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pcSurf->OFS_XYZNORMAL + ofs + pcSurf->NUM_VERTICES * sizeof(MD3::Vertex) > fileSize) {
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throw new ImportErrorException("Invalid MD3 surface header: some offsets are outside the file");
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}
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// Check whether all requirements for Q3 files are met. We don't
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// care, but probably someone does.
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if (pcSurf->NUM_TRIANGLES > AI_MD3_MAX_TRIANGLES)
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DefaultLogger::get()->warn("The model contains more triangles than Quake 3 supports");
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DefaultLogger::get()->warn("MD3: Quake III triangle limit exceeded");
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if (pcSurf->NUM_SHADER > AI_MD3_MAX_SHADERS)
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DefaultLogger::get()->warn("The model contains more shaders than Quake 3 supports");
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DefaultLogger::get()->warn("MD3: Quake III shader limit exceeded");
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if (pcSurf->NUM_VERTICES > AI_MD3_MAX_VERTS)
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DefaultLogger::get()->warn("The model contains more vertices than Quake 3 supports");
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DefaultLogger::get()->warn("MD3: Quake III vertex limit exceeded");
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if (pcSurf->NUM_FRAMES > AI_MD3_MAX_FRAMES)
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DefaultLogger::get()->warn("The model contains more frames than Quake 3 supports");
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DefaultLogger::get()->warn("MD3: Quake III frame limit exceeded");
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}
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// ------------------------------------------------------------------------------------------------
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@@ -149,28 +288,53 @@ void MD3Importer::SetupProperties(const Importer* pImp)
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// AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART
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configHandleMP = (0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART,1));
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// AI_CONFIG_IMPORT_MD3_SKIN_NAME
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configSkinFile = (pImp->GetPropertyString(AI_CONFIG_IMPORT_MD3_SKIN_NAME,"default"));
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}
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// ------------------------------------------------------------------------------------------------
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// Try to read the skin for a MD3 file
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void MD3Importer::ReadSkin(Q3Shader::SkinData& fill)
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{
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// skip any postfixes (e.g. lower_1.md3)
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std::string::size_type s = filename.find_last_of('_');
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if (s == std::string::npos) {
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s = filename.find_last_of('.');
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}
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ai_assert(s != std::string::npos);
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const std::string skin_file = path + filename.substr(0,s) + "_" + configSkinFile + ".skin";
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Q3Shader::LoadSkin(fill,skin_file,mIOHandler);
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}
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// ------------------------------------------------------------------------------------------------
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// Read a multi-part Q3 player model
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bool MD3Importer::ReadMultipartFile()
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{
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std::string::size_type s = mFile.find_last_of('/');
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if (s == std::string::npos) {
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s = mFile.find_last_of('\\');
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}
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if (s == std::string::npos) {
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s = 0;
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}
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else ++s;
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std::string filename = mFile.substr(s), path = mFile.substr(0,s);
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for( std::string::iterator it = filename .begin(); it != filename.end(); ++it)
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*it = tolower( *it);
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// check whether the file name contains a common postfix, e.g lower_2.md3
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std::string::size_type s = filename.find_last_of('_'), t = filename.find_last_of('.');
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ai_assert(t != std::string::npos);
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if (s == std::string::npos)
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s = t;
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if (filename == "lower.md3" || filename == "upper.md3" || filename == "head.md3"){
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std::string lower = path + "lower.md3";
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std::string upper = path + "upper.md3";
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std::string head = path + "head.md3";
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const std::string mod_filename = filename.substr(0,s);
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const std::string suffix = filename.substr(s,t-s);
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if (mod_filename == "lower" || mod_filename == "upper" || mod_filename == "head"){
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const std::string lower = path + "lower" + suffix + ".md3";
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const std::string upper = path + "upper" + suffix + ".md3";
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const std::string head = path + "head" + suffix + ".md3";
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aiScene* scene_upper = NULL;
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aiScene* scene_lower = NULL;
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aiScene* scene_head = NULL;
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std::string failure;
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aiNode* tag_torso, *tag_head;
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std::vector<AttachmentInfo> attach;
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DefaultLogger::get()->info("Multi-part MD3 player model: lower, upper and head parts are joined");
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// ensure we won't try to load ourselves recursively
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BatchLoader::PropertyMap props;
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@@ -189,35 +353,45 @@ bool MD3Importer::ReadMultipartFile()
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nd->mName.Set("<M3D_Player>");
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// ... and get them. We need all of them.
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aiScene* scene_lower = batch.GetImport(lower);
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if (!scene_lower)
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throw new ImportErrorException("M3D: Failed to read multipart model, lower.md3 fails to load");
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scene_lower = batch.GetImport(lower);
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if (!scene_lower) {
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DefaultLogger::get()->error("M3D: Failed to read multipart model, lower.md3 fails to load");
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failure = "lower";
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goto error_cleanup;
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}
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aiScene* scene_upper = batch.GetImport(upper);
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if (!scene_upper)
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throw new ImportErrorException("M3D: Failed to read multipart model, upper.md3 fails to load");
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scene_upper = batch.GetImport(upper);
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if (!scene_upper) {
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DefaultLogger::get()->error("M3D: Failed to read multipart model, upper.md3 fails to load");
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failure = "upper";
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goto error_cleanup;
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}
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aiScene* scene_head = batch.GetImport(head);
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if (!scene_head)
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throw new ImportErrorException("M3D: Failed to read multipart model, head.md3 fails to load");
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scene_head = batch.GetImport(head);
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if (!scene_head) {
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DefaultLogger::get()->error("M3D: Failed to read multipart model, head.md3 fails to load");
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failure = "head";
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goto error_cleanup;
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}
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// build attachment infos. search for typical Q3 tags
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std::vector<AttachmentInfo> attach;
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// original root
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attach.push_back(AttachmentInfo(scene_lower, nd));
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// tag_torso
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aiNode* tag_torso = scene_lower->mRootNode->FindNode("tag_torso");
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tag_torso = scene_lower->mRootNode->FindNode("tag_torso");
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if (!tag_torso) {
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throw new ImportErrorException("M3D: Unable to find attachment tag: tag_torso expected");
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DefaultLogger::get()->error("M3D: Failed to find attachment tag for multipart model: tag_torso expected");
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goto error_cleanup;
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}
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attach.push_back(AttachmentInfo(scene_upper,tag_torso));
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// tag_head
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aiNode* tag_head = scene_upper->mRootNode->FindNode("tag_head");
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tag_head = scene_upper->mRootNode->FindNode("tag_head");
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if (!tag_head) {
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throw new ImportErrorException("M3D: Unable to find attachment tag: tag_head expected");
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DefaultLogger::get()->error("M3D: Failed to find attachment tag for multipart model: tag_head expected");
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goto error_cleanup;
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}
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attach.push_back(AttachmentInfo(scene_head,tag_head));
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@@ -228,6 +402,16 @@ bool MD3Importer::ReadMultipartFile()
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AI_INT_MERGE_SCENE_RESOLVE_CROSS_ATTACHMENTS);
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return true;
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error_cleanup:
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delete scene_upper;
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delete scene_lower;
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delete scene_head;
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delete master;
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if (failure == mod_filename) {
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throw new ImportErrorException("MD3: failure to read multipart host file");
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}
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}
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return false;
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}
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@@ -241,6 +425,20 @@ void MD3Importer::InternReadFile( const std::string& pFile,
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mScene = pScene;
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mIOHandler = pIOHandler;
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// get base path and file name
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// todo ... move to PathConverter
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std::string::size_type s = mFile.find_last_of('/');
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if (s == std::string::npos) {
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s = mFile.find_last_of('\\');
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}
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if (s == std::string::npos) {
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s = 0;
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||||
}
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else ++s;
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||||
filename = mFile.substr(s), path = mFile.substr(0,s);
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for( std::string::iterator it = filename .begin(); it != filename.end(); ++it)
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*it = tolower( *it);
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// Load multi-part model file, if necessary
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if (configHandleMP) {
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if (ReadMultipartFile())
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@@ -253,19 +451,19 @@ void MD3Importer::InternReadFile( const std::string& pFile,
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if( file.get() == NULL)
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throw new ImportErrorException( "Failed to open MD3 file " + pFile + ".");
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||||
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||||
// check whether the md3 file is large enough to contain
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||||
// at least the file header
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||||
// Check whether the md3 file is large enough to contain the header
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||||
fileSize = (unsigned int)file->FileSize();
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||||
if( fileSize < sizeof(MD3::Header))
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||||
throw new ImportErrorException( "MD3 File is too small.");
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||||
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||||
// allocate storage and copy the contents of the file to a memory buffer
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||||
// Allocate storage and copy the contents of the file to a memory buffer
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||||
std::vector<unsigned char> mBuffer2 (fileSize);
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||||
file->Read( &mBuffer2[0], 1, fileSize);
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||||
mBuffer = &mBuffer2[0];
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||||
|
||||
pcHeader = (BE_NCONST MD3::Header*)mBuffer;
|
||||
|
||||
// Ensure correct endianess
|
||||
#ifdef AI_BUILD_BIG_ENDIAN
|
||||
|
||||
AI_SWAP4(pcHeader->VERSION);
|
||||
@@ -282,33 +480,38 @@ void MD3Importer::InternReadFile( const std::string& pFile,
|
||||
|
||||
#endif
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||||
|
||||
// validate the header
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||||
// Validate the file header
|
||||
ValidateHeaderOffsets();
|
||||
|
||||
// navigate to the list of surfaces
|
||||
// Navigate to the list of surfaces
|
||||
BE_NCONST MD3::Surface* pcSurfaces = (BE_NCONST MD3::Surface*)(mBuffer + pcHeader->OFS_SURFACES);
|
||||
|
||||
// navigate to the list of tags
|
||||
// Navigate to the list of tags
|
||||
BE_NCONST MD3::Tag* pcTags = (BE_NCONST MD3::Tag*)(mBuffer + pcHeader->OFS_TAGS);
|
||||
|
||||
// allocate output storage
|
||||
// Allocate output storage
|
||||
pScene->mNumMeshes = pcHeader->NUM_SURFACES;
|
||||
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
|
||||
|
||||
pScene->mNumMaterials = pcHeader->NUM_SURFACES;
|
||||
pScene->mMaterials = new aiMaterial*[pScene->mNumMeshes];
|
||||
|
||||
// if an exception is thrown before the meshes are allocated ->
|
||||
// otherwise the pointer value would be invalid and delete would crash
|
||||
// Set arrays to zero to ensue proper destruction if an exception is raised
|
||||
::memset(pScene->mMeshes,0,pScene->mNumMeshes*sizeof(aiMesh*));
|
||||
::memset(pScene->mMaterials,0,pScene->mNumMaterials*sizeof(aiMaterial*));
|
||||
|
||||
// Now read possible skins from .skin file
|
||||
Q3Shader::SkinData skins;
|
||||
ReadSkin(skins);
|
||||
|
||||
// Read all surfaces from the file
|
||||
unsigned int iNum = pcHeader->NUM_SURFACES;
|
||||
unsigned int iNumMaterials = 0;
|
||||
unsigned int iDefaultMatIndex = 0xFFFFFFFF;
|
||||
while (iNum-- > 0)
|
||||
{
|
||||
|
||||
// Ensure correct endianess
|
||||
#ifdef AI_BUILD_BIG_ENDIAN
|
||||
|
||||
AI_SWAP4(pcSurfaces->FLAGS);
|
||||
@@ -325,26 +528,26 @@ void MD3Importer::InternReadFile( const std::string& pFile,
|
||||
|
||||
#endif
|
||||
|
||||
// validate the surface
|
||||
// Validate the surface header
|
||||
ValidateSurfaceHeaderOffsets(pcSurfaces);
|
||||
|
||||
// navigate to the vertex list of the surface
|
||||
// Navigate to the vertex list of the surface
|
||||
BE_NCONST MD3::Vertex* pcVertices = (BE_NCONST MD3::Vertex*)
|
||||
(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_XYZNORMAL);
|
||||
|
||||
// navigate to the triangle list of the surface
|
||||
// Navigate to the triangle list of the surface
|
||||
BE_NCONST MD3::Triangle* pcTriangles = (BE_NCONST MD3::Triangle*)
|
||||
(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_TRIANGLES);
|
||||
|
||||
// navigate to the texture coordinate list of the surface
|
||||
// Navigate to the texture coordinate list of the surface
|
||||
BE_NCONST MD3::TexCoord* pcUVs = (BE_NCONST MD3::TexCoord*)
|
||||
(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_ST);
|
||||
|
||||
// navigate to the shader list of the surface
|
||||
// Navigate to the shader list of the surface
|
||||
BE_NCONST MD3::Shader* pcShaders = (BE_NCONST MD3::Shader*)
|
||||
(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_SHADERS);
|
||||
|
||||
// if the submesh is empty ignore it
|
||||
// If the submesh is empty ignore it
|
||||
if (0 == pcSurfaces->NUM_VERTICES || 0 == pcSurfaces->NUM_TRIANGLES)
|
||||
{
|
||||
pcSurfaces = (BE_NCONST MD3::Surface*)(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_END);
|
||||
@@ -352,6 +555,7 @@ void MD3Importer::InternReadFile( const std::string& pFile,
|
||||
continue;
|
||||
}
|
||||
|
||||
// Ensure correct endianess
|
||||
#ifdef AI_BUILD_BIG_ENDIAN
|
||||
|
||||
for (uint32_t i = 0; i < pcSurfaces->NUM_VERTICES;++i)
|
||||
@@ -373,7 +577,7 @@ void MD3Importer::InternReadFile( const std::string& pFile,
|
||||
|
||||
#endif
|
||||
|
||||
// allocate the output mesh
|
||||
// Allocate the output mesh
|
||||
pScene->mMeshes[iNum] = new aiMesh();
|
||||
aiMesh* pcMesh = pScene->mMeshes[iNum];
|
||||
pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
|
||||
@@ -386,7 +590,7 @@ void MD3Importer::InternReadFile( const std::string& pFile,
|
||||
pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
|
||||
pcMesh->mNumUVComponents[0] = 2;
|
||||
|
||||
// fill in all triangles
|
||||
// Fill in all triangles
|
||||
unsigned int iCurrent = 0;
|
||||
for (unsigned int i = 0; i < (unsigned int)pcSurfaces->NUM_TRIANGLES;++i)
|
||||
{
|
||||
@@ -396,16 +600,16 @@ void MD3Importer::InternReadFile( const std::string& pFile,
|
||||
unsigned int iTemp = iCurrent;
|
||||
for (unsigned int c = 0; c < 3;++c,++iCurrent)
|
||||
{
|
||||
// read vertices
|
||||
// Read vertices
|
||||
pcMesh->mVertices[iCurrent].x = pcVertices[ pcTriangles->INDEXES[c]].X*AI_MD3_XYZ_SCALE;
|
||||
pcMesh->mVertices[iCurrent].y = pcVertices[ pcTriangles->INDEXES[c]].Y*AI_MD3_XYZ_SCALE;
|
||||
pcMesh->mVertices[iCurrent].z = pcVertices[ pcTriangles->INDEXES[c]].Z*AI_MD3_XYZ_SCALE;
|
||||
|
||||
// convert the normal vector to uncompressed float3 format
|
||||
// Convert the normal vector to uncompressed float3 format
|
||||
LatLngNormalToVec3(pcVertices[pcTriangles->INDEXES[c]].NORMAL,
|
||||
(float*)&pcMesh->mNormals[iCurrent]);
|
||||
|
||||
// read texture coordinates
|
||||
// Read texture coordinates
|
||||
pcMesh->mTextureCoords[0][iCurrent].x = pcUVs[ pcTriangles->INDEXES[c]].U;
|
||||
pcMesh->mTextureCoords[0][iCurrent].y = 1.0f-pcUVs[ pcTriangles->INDEXES[c]].V;
|
||||
}
|
||||
@@ -416,111 +620,109 @@ void MD3Importer::InternReadFile( const std::string& pFile,
|
||||
pcTriangles++;
|
||||
}
|
||||
|
||||
// get the first shader (= texture?) assigned to the surface
|
||||
if (pcSurfaces->NUM_SHADER)
|
||||
{
|
||||
// make a relative path.
|
||||
// if the MD3's internal path itself and the given path are using
|
||||
// the same directory remove it
|
||||
const char* szEndDir1 = ::strrchr((const char*)pcHeader->NAME,'\\');
|
||||
if (!szEndDir1)szEndDir1 = ::strrchr((const char*)pcHeader->NAME,'/');
|
||||
std::string _texture_name;
|
||||
const char* texture_name = NULL, *header_name = pcHeader->NAME;
|
||||
|
||||
const char* szEndDir2 = ::strrchr((const char*)pcShaders->NAME,'\\');
|
||||
if (!szEndDir2)szEndDir2 = ::strrchr((const char*)pcShaders->NAME,'/');
|
||||
// Check whether we have a texture record for this surface in the .skin file
|
||||
std::list< Q3Shader::SkinData::TextureEntry >::iterator it = std::find(
|
||||
skins.textures.begin(), skins.textures.end(), pcSurfaces->NAME );
|
||||
|
||||
if (szEndDir1 && szEndDir2)
|
||||
{
|
||||
// both of them are valid
|
||||
const unsigned int iLen1 = (unsigned int)(szEndDir1 - (const char*)pcHeader->NAME);
|
||||
const unsigned int iLen2 = std::min (iLen1, (unsigned int)(szEndDir2 - (const char*)pcShaders->NAME) );
|
||||
|
||||
bool bSuccess = true;
|
||||
for (unsigned int a = 0; a < iLen2;++a)
|
||||
{
|
||||
char sz = ::tolower ( pcShaders->NAME[a] );
|
||||
char sz2 = ::tolower ( pcHeader->NAME[a] );
|
||||
if (sz != sz2)
|
||||
{
|
||||
bSuccess = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (bSuccess) {
|
||||
// use the file name only
|
||||
szEndDir2++;
|
||||
}
|
||||
else {
|
||||
// use the full path
|
||||
szEndDir2 = (const char*)pcShaders->NAME;
|
||||
}
|
||||
}
|
||||
MaterialHelper* pcHelper = new MaterialHelper();
|
||||
|
||||
if (szEndDir2) {
|
||||
aiString szString;
|
||||
if (szEndDir2[0]) {
|
||||
const size_t iLen = ::strlen(szEndDir2);
|
||||
::memcpy(szString.data,szEndDir2,iLen);
|
||||
szString.data[iLen] = '\0';
|
||||
szString.length = iLen;
|
||||
}
|
||||
else {
|
||||
DefaultLogger::get()->warn("Texture file name has zero length. Using default name");
|
||||
szString.Set("dummy_texture.bmp");
|
||||
}
|
||||
pcHelper->AddProperty(&szString,AI_MATKEY_TEXTURE_DIFFUSE(0));
|
||||
}
|
||||
|
||||
int iMode = (int)aiShadingMode_Gouraud;
|
||||
pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
|
||||
|
||||
// add a small ambient color value - Quake 3 seems to have one
|
||||
aiColor3D clr;
|
||||
clr.b = clr.g = clr.r = 0.05f;
|
||||
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
|
||||
|
||||
clr.b = clr.g = clr.r = 1.0f;
|
||||
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
|
||||
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
|
||||
|
||||
aiString szName;
|
||||
szName.Set(AI_DEFAULT_MATERIAL_NAME);
|
||||
pcHelper->AddProperty(&szName,AI_MATKEY_NAME);
|
||||
|
||||
pScene->mMaterials[iNumMaterials] = (aiMaterial*)pcHelper;
|
||||
pcMesh->mMaterialIndex = iNumMaterials++;
|
||||
if (it != skins.textures.end()) {
|
||||
texture_name = &*( _texture_name = (*it).second).begin();
|
||||
DefaultLogger::get()->debug("MD3: Assigning skin texture " + (*it).second + " to surface " + pcSurfaces->NAME);
|
||||
(*it).resolved = true; // mark entry as resolved
|
||||
}
|
||||
else
|
||||
{
|
||||
if (0xFFFFFFFF != iDefaultMatIndex) {
|
||||
pcMesh->mMaterialIndex = iDefaultMatIndex;
|
||||
}
|
||||
else
|
||||
{
|
||||
MaterialHelper* pcHelper = new MaterialHelper();
|
||||
|
||||
// fill in a default material
|
||||
int iMode = (int)aiShadingMode_Gouraud;
|
||||
pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
|
||||
// Get the first shader (= texture?) assigned to the surface
|
||||
if (!texture_name && pcSurfaces->NUM_SHADER) {
|
||||
texture_name = pcShaders->NAME;
|
||||
}
|
||||
|
||||
aiColor3D clr;
|
||||
clr.b = clr.g = clr.r = 0.6f;
|
||||
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
|
||||
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
|
||||
const char* end2 = NULL;
|
||||
if (texture_name) {
|
||||
|
||||
clr.b = clr.g = clr.r = 0.05f;
|
||||
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
|
||||
// If the MD3's internal path itself and the given path are using
|
||||
// the same directory, remove it completely to get right output paths.
|
||||
const char* end1 = ::strrchr(header_name,'\\');
|
||||
if (!end1)end1 = ::strrchr(header_name,'/');
|
||||
|
||||
pScene->mMaterials[iNumMaterials] = (aiMaterial*)pcHelper;
|
||||
iDefaultMatIndex = pcMesh->mMaterialIndex = iNumMaterials++;
|
||||
end2 = ::strrchr(texture_name,'\\');
|
||||
if (!end2)end2 = ::strrchr(texture_name,'/');
|
||||
|
||||
// HACK: If the paths starts with "models/players", ignore the
|
||||
// next hierarchy level, it specifies just the model name.
|
||||
// Ignored by Q3, it might be not equal to the real model location.
|
||||
if (end1 && end2) {
|
||||
|
||||
size_t len2;
|
||||
const size_t len1 = (size_t)(end1 - header_name);
|
||||
if (!ASSIMP_strincmp(header_name,"models/players/",15)) {
|
||||
len2 = 15;
|
||||
}
|
||||
else len2 = std::min (len1, (size_t)(end2 - texture_name ));
|
||||
|
||||
if (!ASSIMP_strincmp(texture_name,header_name,len2)) {
|
||||
// Use the file name only
|
||||
end2++;
|
||||
}
|
||||
else {
|
||||
// Use the full path
|
||||
end2 = (const char*)texture_name;
|
||||
}
|
||||
}
|
||||
}
|
||||
// go to the next surface
|
||||
|
||||
MaterialHelper* pcHelper = new MaterialHelper();
|
||||
|
||||
// Setup dummy texture file name to ensure UV coordinates are kept during postprocessing
|
||||
aiString szString;
|
||||
if (end2 && end2[0]) {
|
||||
const size_t iLen = ::strlen(end2);
|
||||
::memcpy(szString.data,end2,iLen);
|
||||
szString.data[iLen] = '\0';
|
||||
szString.length = iLen;
|
||||
}
|
||||
else {
|
||||
DefaultLogger::get()->warn("Texture file name has zero length. Using default name");
|
||||
szString.Set("dummy_texture.bmp");
|
||||
}
|
||||
pcHelper->AddProperty(&szString,AI_MATKEY_TEXTURE_DIFFUSE(0));
|
||||
|
||||
const int iMode = (int)aiShadingMode_Gouraud;
|
||||
pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
|
||||
|
||||
// Add a small ambient color value - Quake 3 seems to have one
|
||||
aiColor3D clr;
|
||||
clr.b = clr.g = clr.r = 0.05f;
|
||||
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
|
||||
|
||||
clr.b = clr.g = clr.r = 1.0f;
|
||||
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
|
||||
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
|
||||
|
||||
// use surface name + skin_name as material name
|
||||
aiString name;
|
||||
name.Set("MD3_[" + configSkinFile + "][" + pcSurfaces->NAME + "]");
|
||||
pcHelper->AddProperty(&name,AI_MATKEY_NAME);
|
||||
|
||||
pScene->mMaterials[iNumMaterials] = (aiMaterial*)pcHelper;
|
||||
pcMesh->mMaterialIndex = iNumMaterials++;
|
||||
|
||||
// Go to the next surface
|
||||
pcSurfaces = (BE_NCONST MD3::Surface*)(((unsigned char*)pcSurfaces) + pcSurfaces->OFS_END);
|
||||
}
|
||||
|
||||
// For debugging purposes: check whether we found matches for all entries in the skins file
|
||||
if (!DefaultLogger::isNullLogger()) {
|
||||
for (std::list< Q3Shader::SkinData::TextureEntry>::const_iterator it = skins.textures.begin();it != skins.textures.end(); ++it) {
|
||||
if (!(*it).resolved) {
|
||||
DefaultLogger::get()->error("MD3: Failed to match skin " + (*it).first + " to surface " + (*it).second);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!pScene->mNumMeshes)
|
||||
throw new ImportErrorException( "Invalid MD3 file: File contains no valid mesh");
|
||||
throw new ImportErrorException( "MD3: File contains no valid mesh");
|
||||
pScene->mNumMaterials = iNumMaterials;
|
||||
|
||||
// Now we need to generate an empty node graph
|
||||
@@ -543,12 +745,12 @@ void MD3Importer::InternReadFile( const std::string& pFile,
|
||||
AI_SWAP4(pcTags->origin.y);
|
||||
AI_SWAP4(pcTags->origin.z);
|
||||
|
||||
// copy local origin
|
||||
// Copy local origin
|
||||
nd->mTransformation.a4 = pcTags->origin.x;
|
||||
nd->mTransformation.b4 = pcTags->origin.y;
|
||||
nd->mTransformation.c4 = pcTags->origin.z;
|
||||
|
||||
// copy rest of transformation
|
||||
// Copy rest of transformation (need to transpose to match row-order matrix)
|
||||
for (unsigned int a = 0; a < 3;++a) {
|
||||
for (unsigned int m = 0; m < 3;++m) {
|
||||
nd->mTransformation[m][a] = pcTags->orientation[a][m];
|
||||
|
||||
Reference in New Issue
Block a user