- Feature : First buggy prototype of the M3-loader for starcraft models.

- Bugfix  : Fix some typo's in the obj-loader.

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1085 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
kimmi
2011-10-31 08:34:55 +00:00
parent 255ed412d5
commit ab71ca60c3
4 changed files with 297 additions and 28 deletions

View File

@@ -39,7 +39,10 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "AssimpPCH.h"
#ifndef ASSIMP_BUILD_NO_M3_IMPORTER
#include "M3Importer.h"
#include <sstream>
namespace Assimp {
namespace M3 {
@@ -76,16 +79,272 @@ bool M3Importer::CanRead( const std::string &rFile, IOSystem* /*pIOHandler*/, bo
// ------------------------------------------------------------------------------------------------
void M3Importer::GetExtensionList(std::set<std::string>& extensions)
{
extensions.insert("m3");
}
// ------------------------------------------------------------------------------------------------
void M3Importer::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler )
{
const std::string mode = "rb";
boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, mode ) );
if ( NULL == file.get() )
throw DeadlyImportError( "Failed to open file " + pFile + ".");
// Get the file-size and validate it, throwing an exception when it fails
size_t filesize = file->FileSize();
if( filesize < 1 )
throw DeadlyImportError( "M3-file is too small.");
m_Buffer.resize( filesize );
size_t readsize = file->Read( &m_Buffer[ 0 ], sizeof( unsigned char ), filesize );
ai_assert( readsize == filesize );
m_pHead = (MD33*)( &m_Buffer[ 0 ] );
m_pRefs = (ReferenceEntry*)( &m_Buffer[ 0 ] + m_pHead->ofsRefs );
MODL20* pMODL20( NULL );
MODL23* pMODL23( NULL );
VertexExt* pVerts1( NULL );
Vertex* pVerts2( NULL );
DIV *pViews( NULL );
Region* regions( NULL );
uint16* faces( NULL );
uint32 nVertices = 0;
uint32 nFaces = 0;
bool ok = true;
switch( m_pRefs[ m_pHead->MODL.ref ].type )
{
case 20:
pMODL20 = GetEntries<MODL20>( m_pHead->MODL );
if ( ( pMODL20->flags & 0x20000) != 0 ) // Has vertices
{
if( (pMODL20->flags & 0x40000) != 0 ) // Has extra 4 byte
{
pVerts1 = GetEntries<VertexExt>( pMODL20->vertexData );
nVertices = pMODL20->vertexData.nEntries/sizeof(VertexExt);
}
else
{
pVerts2 = GetEntries<Vertex>(pMODL20->vertexData);
nVertices = pMODL20->vertexData.nEntries/sizeof(Vertex);
}
}
pViews = GetEntries<DIV>( pMODL20->views );
break;
case 23:
pMODL23 = GetEntries<MODL23>(m_pHead->MODL );
if( (pMODL23->flags & 0x20000) != 0 ) // Has vertices
{
if( (pMODL23->flags & 0x40000) != 0 ) // Has extra 4 byte
{
pVerts1 = GetEntries<VertexExt>(pMODL23->vertexData);
nVertices = pMODL23->vertexData.nEntries/sizeof(VertexExt);
}
else
{
pVerts2 = GetEntries<Vertex>(pMODL23->vertexData);
nVertices = pMODL23->vertexData.nEntries/sizeof(Vertex);
}
}
pViews = GetEntries<DIV>( pMODL23->views );
break;
default:
ok = false;
return;
}
// Get all region data
regions = GetEntries<Region>( pViews->regions );
// Get the face data
faces = GetEntries<uint16>( pViews->faces );
nFaces = pViews->faces.nEntries;
// Everything ok, if not throw an exception
if ( !ok )
throw DeadlyImportError( "Failed to open file " + pFile + ".");
// Convert the vertices
std::vector<aiVector3D> vertices;
vertices.resize( nVertices );
unsigned int offset = 0;
for ( unsigned int i = 0; i < nVertices; i++ )
{
if ( pVerts1 )
{
vertices[ offset ].Set( pVerts1[i].pos.x, pVerts1[i].pos.y, pVerts1[i].pos.z );
offset++;
}
if ( pVerts2 )
{
vertices[ offset ].Set( pVerts2[ i ].pos.x, pVerts2[ i ].pos.y, pVerts2[ i ].pos.z );
offset++;
}
}
// Compute the normals
std::vector<aiVector3D> normals;
normals.resize( nVertices );
float w = 0.0f;
Vec3D norm;
for( unsigned int i = 0; i < nVertices; i++ )
{
w = 0.0f;
if( pVerts1 )
{
norm.x = (float) 2*pVerts1[ i ].normal[ 0 ]/255.0f - 1;
norm.y = (float) 2*pVerts1[ i ].normal[ 1 ]/255.0f - 1;
norm.z = (float) 2*pVerts1[ i ].normal[ 2 ]/255.0f - 1;
w = (float) pVerts1[ i ].normal[ 3 ]/255.0f;
}
if( pVerts2 )
{
norm.x = (float) 2*pVerts2[ i ].normal[ 0 ]/255.0f - 1;
norm.y = (float) 2*pVerts2[ i ].normal[ 1 ]/255.0f - 1;
norm.z = (float) 2*pVerts2[ i ].normal[ 2 ]/255.0f - 1;
w = (float) pVerts2[ i ].normal[ 3 ] / 255.0f;
}
if ( w )
{
const float invW = 1.0f / w;
norm.x = norm.x * invW;
norm.y = norm.y * invW;
norm.z = norm.z * invW;
}
normals[ i ].Set( norm.x, norm.y, norm.z );
}
// Convert the data into the assimp specific data structures
convertToAssimp( pFile, pScene, pViews, regions, faces, vertices, normals );
}
// ------------------------------------------------------------------------------------------------
//
void M3Importer::convertToAssimp( const std::string& pFile, aiScene* pScene, DIV *pViews,
Region *pRegions, uint16 *pFaces,
const std::vector<aiVector3D> &vertices,
const std::vector<aiVector3D> &normals )
{
std::vector<aiMesh*> MeshArray;
// Create the root node
pScene->mRootNode = createNode( NULL );
// Set the name of the scene
ai_assert( !pFile.empty() );
pScene->mRootNode->mName.Set( pFile );
aiNode *pRootNode = pScene->mRootNode;
aiNode *pCurrentNode = NULL;
// Lets create the nodes
pRootNode->mNumChildren = pViews->regions.nEntries;
if ( pRootNode->mNumChildren > 0 )
pRootNode->mChildren = new aiNode*[ pRootNode->mNumChildren ];
for ( unsigned int i=0; i<pViews->regions.nEntries; ++i )
{
// Create a new node
pCurrentNode = createNode( pRootNode );
std::stringstream stream;
stream << "Node_" << i;
pCurrentNode->mName.Set( stream.str().c_str() );
pRootNode->mChildren[ i ] = pCurrentNode;
// Loop over the faces of the nodes
unsigned int numFaces = ( pRegions[ i ].ofsIndices + pRegions[ i ].nIndices ) - pRegions[ i ].ofsIndices;
aiMesh *pMesh = new aiMesh;
MeshArray.push_back( pMesh );
pMesh->mNumFaces = numFaces;
pMesh->mFaces = new aiFace[ pMesh->mNumFaces ];
aiFace *pCurrentFace = NULL;
unsigned int faceIdx = 0;
for ( unsigned int j = pRegions[ i ].ofsIndices; j < ( pRegions[ i ].ofsIndices + pRegions[ i ].nIndices ); j += 3 )
{
pCurrentFace = &( pMesh->mFaces[ faceIdx ] );
faceIdx++;
pCurrentFace->mNumIndices = 3;
pCurrentFace->mIndices = new unsigned int[ 3 ];
pCurrentFace->mIndices[ 0 ] = pFaces[ j ]+1;
pCurrentFace->mIndices[ 1 ] = pFaces[ j+1 ] + 1;
pCurrentFace->mIndices[ 2 ] = pFaces[ j+2 ] + 1;
}
// Now we can create the vertex data itself
pCurrentNode->mNumMeshes = 1;
pCurrentNode->mMeshes = new unsigned int[ 1 ];
pCurrentNode->mMeshes[ 0 ] = MeshArray.size() - 1;
createVertexData( pMesh, vertices, normals );
}
// Copy the meshes into the scene
pScene->mNumMeshes = MeshArray.size();
pScene->mMeshes = new aiMesh*[ MeshArray.size() ];
unsigned int pos = 0;
for ( std::vector<aiMesh*>::iterator it = MeshArray.begin(); it != MeshArray.end(); ++it )
{
pScene->mMeshes[ pos ] = *it;
pos++;
}
}
// ------------------------------------------------------------------------------------------------
//
void M3Importer::createVertexData( aiMesh *pMesh, const std::vector<aiVector3D> &vertices,
const std::vector<aiVector3D> &normals )
{
unsigned int numIndices = 0;
pMesh->mNumVertices = pMesh->mNumFaces * 3;
pMesh->mVertices = new aiVector3D[ pMesh->mNumVertices ];
pMesh->mNormals = new aiVector3D[ pMesh->mNumVertices ];
unsigned int pos = 0;
for ( unsigned int currentFace = 0; currentFace < pMesh->mNumFaces; currentFace++ )
{
aiFace *pFace = &( pMesh->mFaces[ currentFace ] );
for ( unsigned int currentIdx=0; currentIdx<pFace->mNumIndices; currentIdx++ )
{
unsigned int idx = pFace->mIndices[ currentIdx ];
if ( vertices.size() > idx )
{
pMesh->mVertices[ pos ] = vertices[ idx ];
pMesh->mNormals[ pos ] = normals[ idx ];
pFace->mIndices[ currentIdx ] = pos;
pos++;
}
}
}
}
// ------------------------------------------------------------------------------------------------
//
aiNode *M3Importer::createNode( aiNode *pParent )
{
aiNode *pNode = new aiNode;
if ( pParent )
pNode->mParent = pParent;
else
pNode->mParent = NULL;
return pNode;
}
// ------------------------------------------------------------------------------------------------
} // Namespace M3
} // Namespace Assimp
#endif // ASSIMP_BUILD_NO_M3_IMPORTER