Initiual commit: AssetImporter source moved from ZFXCE repository to its own repository. PLease do not use the ZFXCE repo any more.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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328
code/MD3Loader.cpp
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328
code/MD3Loader.cpp
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/** @file Implementation of the MD3 importer class */
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#include "MD3Loader.h"
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#include "MaterialSystem.h"
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#include "../include/IOStream.h"
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#include "../include/IOSystem.h"
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#include "../include/aiMesh.h"
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#include "../include/aiScene.h"
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#include "../include/aiAssert.h"
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#include <boost/scoped_ptr.hpp>
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using namespace Assimp;
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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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{
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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MD3Importer::~MD3Importer()
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{
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool MD3Importer::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
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{
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// simple check of file extension is enough for the moment
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std::string::size_type pos = pFile.find_last_of('.');
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// no file extension - can't read
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if( pos == std::string::npos)
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return false;
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std::string extension = pFile.substr( pos);
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// not brilliant but working ;-)
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if( extension == ".md3" || extension == ".MD3" ||
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extension == ".mD3" || extension == ".Md3")
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return true;
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void MD3Importer::InternReadFile(
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const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
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{
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boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
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// Check whether we can read from the file
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if( file.get() == NULL)
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{
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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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size_t fileSize = file->FileSize();
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if( fileSize < sizeof(MD3::Header))
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{
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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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this->mBuffer = new unsigned char[fileSize];
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file->Read( (void*)mBuffer, 1, fileSize);
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this->m_pcHeader = (const MD3::Header*)this->mBuffer;
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// check magic number
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if (this->m_pcHeader->IDENT != AI_MD3_MAGIC_NUMBER_BE &&
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this->m_pcHeader->IDENT != AI_MD3_MAGIC_NUMBER_LE)
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{
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throw new ImportErrorException( "Invalid md3 file: Magic bytes not found");
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}
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// check file format version
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if (this->m_pcHeader->VERSION > 15)
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{
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throw new ImportErrorException( "Unsupported md3 file version");
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}
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// check some values whether they are valid
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if (0 == this->m_pcHeader->NUM_FRAMES)
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{
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throw new ImportErrorException( "Invalid md3 file: NUM_FRAMES is 0");
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}
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if (0 == this->m_pcHeader->NUM_SURFACES)
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{
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throw new ImportErrorException( "Invalid md3 file: NUM_SURFACES is 0");
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}
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if (this->m_pcHeader->OFS_EOF > (int32_t)fileSize)
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{
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throw new ImportErrorException( "Invalid md3 file: File is too small");
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}
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// now navigate to the list of surfaces
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const MD3::Surface* pcSurfaces = (const MD3::Surface*)
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(this->mBuffer + this->m_pcHeader->OFS_SURFACES);
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// allocate output storage
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pScene->mNumMeshes = this->m_pcHeader->NUM_SURFACES;
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pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
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pScene->mNumMaterials = this->m_pcHeader->NUM_SURFACES;
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pScene->mMaterials = new aiMaterial*[pScene->mNumMeshes];
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unsigned int iNum = this->m_pcHeader->NUM_SURFACES;
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unsigned int iNumMaterials = 0;
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unsigned int iDefaultMatIndex = 0xFFFFFFFF;
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while (iNum-- > 0)
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{
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// navigate to the vertex list of the surface
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const MD3::Vertex* pcVertices = (const MD3::Vertex*)
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(((unsigned char*)pcSurfaces) + pcSurfaces->OFS_XYZNORMAL);
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// navigate to the triangle list of the surface
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const MD3::Triangle* pcTriangles = (const MD3::Triangle*)
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(((unsigned char*)pcSurfaces) + pcSurfaces->OFS_TRIANGLES);
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// navigate to the texture coordinate list of the surface
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const MD3::TexCoord* pcUVs = (const MD3::TexCoord*)
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(((unsigned char*)pcSurfaces) + pcSurfaces->OFS_ST);
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// navigate to the shader list of the surface
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const MD3::Shader* pcShaders = (const MD3::Shader*)
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(((unsigned char*)pcSurfaces) + pcSurfaces->OFS_SHADERS);
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// if the submesh is empty ignore it
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if (0 == pcSurfaces->NUM_VERTICES || 0 == pcSurfaces->NUM_TRIANGLES)
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{
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pcSurfaces = (const MD3::Surface*)(((unsigned char*)pcSurfaces) + pcSurfaces->OFS_END);
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pScene->mNumMeshes--;
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continue;
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}
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// allocate the output mesh
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pScene->mMeshes[iNum] = new aiMesh();
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aiMesh* pcMesh = pScene->mMeshes[iNum];
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pcMesh->mNumVertices = pcSurfaces->NUM_VERTICES;
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pcMesh->mNumBones = 0;
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pcMesh->mColors[0] = pcMesh->mColors[1] = pcMesh->mColors[2] = pcMesh->mColors[3] = NULL;
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pcMesh->mNumFaces = pcSurfaces->NUM_TRIANGLES;
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pcMesh->mFaces = new aiFace[pcSurfaces->NUM_TRIANGLES];
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pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
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pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
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pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
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pcMesh->mTextureCoords[1] = pcMesh->mTextureCoords[2] = pcMesh->mTextureCoords[3] = NULL;
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pcMesh->mNumUVComponents[0] = 2;
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// fill in all vertices and normals
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// fill in all texture coordinates
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for (unsigned int i = 0; i < (unsigned int)pcSurfaces->NUM_VERTICES;++i)
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{
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pcMesh->mVertices[i].x = pcVertices->X;
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pcMesh->mVertices[i].y = pcVertices->Y;
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pcMesh->mVertices[i].z = -1.0f*pcVertices->Z;
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// convert the normal vector to uncompressed float3 format
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LatLngNormalToVec3(pcVertices->NORMAL,(float*)&pcMesh->mNormals[i]);
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// read texture coordinates
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pcMesh->mTextureCoords[0][i].x = pcUVs->U;
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pcMesh->mTextureCoords[0][i].y = 1.0f - pcUVs->V;
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pcVertices++;
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pcUVs++;
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}
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// fill in all triangles
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for (unsigned int i = 0; i < (unsigned int)pcSurfaces->NUM_TRIANGLES;++i)
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{
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pcMesh->mFaces[i].mIndices = new unsigned int[3];
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pcMesh->mFaces[i].mNumIndices = 3;
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pcMesh->mFaces[i].mIndices[0] = pcTriangles->INDEXES[0];
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pcMesh->mFaces[i].mIndices[1] = pcTriangles->INDEXES[1];
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pcMesh->mFaces[i].mIndices[2] = pcTriangles->INDEXES[2];
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pcTriangles++;
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}
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// get the first shader (= texture?) assigned to the surface
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if (0 != pcSurfaces->NUM_SHADER)
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{
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// make a relative path.
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// if the MD3's internal path itself and the given path are using
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// the same directory remove it
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const char* szEndDir1 = strrchr((const char*)this->m_pcHeader->NAME,'\\');
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if (!szEndDir1)szEndDir1 = strrchr((const char*)this->m_pcHeader->NAME,'/');
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const char* szEndDir2 = strrchr((const char*)pcShaders->NAME,'\\');
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if (!szEndDir2)szEndDir2 = strrchr((const char*)pcShaders->NAME,'/');
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if (szEndDir1 && szEndDir2)
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{
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// both of them are valid
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const unsigned int iLen1 = (unsigned int)(szEndDir1 - (const char*)this->m_pcHeader->NAME);
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const unsigned int iLen2 = std::min (iLen1, (unsigned int)(szEndDir2 - (const char*)pcShaders->NAME) );
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bool bSuccess = true;
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for (unsigned int a = 0; a < iLen2;++a)
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{
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char sz = tolower ( pcShaders->NAME[a] );
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char sz2 = tolower ( this->m_pcHeader->NAME[a] );
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if (sz != sz2)
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{
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bSuccess = false;
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break;
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}
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}
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if (bSuccess)
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{
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// use the file name only
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szEndDir2++;
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}
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else
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{
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// use the full path
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szEndDir2 = (const char*)pcShaders->NAME;
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}
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}
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// now try to find out whether we have this shader already
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bool bHave = false;
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for (unsigned int p = 0; p < iNumMaterials;++p)
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{
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if (iDefaultMatIndex == p)continue;
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aiString szOut;
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if(AI_SUCCESS == aiGetMaterialString ( (aiMaterial*)pScene->mMaterials[p],
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AI_MATKEY_TEXBLEND_DIFFUSE(0),&szOut))
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{
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if (0 == ASSIMP_stricmp(szOut.data,szEndDir2))
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{
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// equal. reuse this material (texture)
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bHave = true;
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pcMesh->mMaterialIndex = p;
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break;
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}
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}
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}
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if (!bHave)
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{
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MaterialHelper* pcHelper = new MaterialHelper();
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aiString szString;
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const size_t iLen = strlen(szEndDir2);
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memcpy(szString.data,szEndDir2,iLen+1);
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szString.length = iLen-1;
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pcHelper->AddProperty(&szString,AI_MATKEY_TEXTURE_DIFFUSE(0));
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int iMode = (int)aiShadingMode_Gouraud;
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pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
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aiColor3D clr;
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clr.b = clr.g = clr.r = 1.0f;
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pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
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pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
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clr.b = clr.g = clr.r = 0.05f;
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pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
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pScene->mMaterials[iNumMaterials] = (aiMaterial*)pcHelper;
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pcMesh->mMaterialIndex = iNumMaterials++;
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}
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}
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else
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{
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if (0xFFFFFFFF != iDefaultMatIndex)
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{
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pcMesh->mMaterialIndex = iDefaultMatIndex;
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}
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else
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{
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MaterialHelper* pcHelper = new MaterialHelper();
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// fill in a default material
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int iMode = (int)aiShadingMode_Gouraud;
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pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
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aiColor3D clr;
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clr.b = clr.g = clr.r = 0.6f;
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pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
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pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
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clr.b = clr.g = clr.r = 0.05f;
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pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
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pScene->mMaterials[iNumMaterials] = (aiMaterial*)pcHelper;
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pcMesh->mMaterialIndex = iNumMaterials++;
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}
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}
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pcSurfaces = (const MD3::Surface*)(((unsigned char*)pcSurfaces) + pcSurfaces->OFS_END);
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}
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if (0 == pScene->mNumMeshes)
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{
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// cleanup before returning
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delete pScene;
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throw new ImportErrorException( "Invalid md3 file: File contains no valid mesh");
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}
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pScene->mNumMaterials = iNumMaterials;
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// now we need to generate an empty node graph
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pScene->mRootNode = new aiNode();
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pScene->mRootNode->mNumChildren = pScene->mNumMeshes;
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pScene->mRootNode->mChildren = new aiNode*[pScene->mNumMeshes];
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for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
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{
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pScene->mRootNode->mChildren[i] = new aiNode();
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pScene->mRootNode->mChildren[i]->mParent = pScene->mRootNode;
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pScene->mRootNode->mChildren[i]->mNumMeshes = 1;
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pScene->mRootNode->mChildren[i]->mMeshes = new unsigned int[1];
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pScene->mRootNode->mChildren[i]->mMeshes[0] = i;
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}
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delete[] this->mBuffer;
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return;
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}
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