Definitios for MDC and MDR added; MD2 loader is ready for BigEndian now, MD3 too. MD2 and MD3 keyframe option added, not yet implemented for MD3.

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@101 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
aramis_acg
2008-08-08 23:58:40 +00:00
parent 6fe8c867e8
commit c88ae2a0be
7 changed files with 645 additions and 84 deletions

View File

@@ -43,6 +43,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "MD3Loader.h"
#include "MaterialSystem.h"
#include "StringComparison.h"
#include "ByteSwap.h"
#include "../include/IOStream.h"
#include "../include/IOSystem.h"
@@ -50,6 +51,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "../include/aiScene.h"
#include "../include/aiAssert.h"
#include "../include/DefaultLogger.h"
#include "../include/assimp.hpp"
#include <boost/scoped_ptr.hpp>
@@ -90,14 +92,19 @@ bool MD3Importer::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
// ------------------------------------------------------------------------------------------------
void MD3Importer::ValidateHeaderOffsets()
{
// check magic number
if (this->m_pcHeader->IDENT != AI_MD3_MAGIC_NUMBER_BE &&
this->m_pcHeader->IDENT != AI_MD3_MAGIC_NUMBER_LE)
throw new ImportErrorException( "Invalid MD3 file: Magic bytes not found");
// check file format version
if (this->m_pcHeader->VERSION > 15)
DefaultLogger::get()->warn( "Unsupported md3 file version. Continuing happily ...");
DefaultLogger::get()->warn( "Unsupported MD3 file version. Continuing happily ...");
// check some values whether they are valid
if (0 == this->m_pcHeader->NUM_FRAMES)
throw new ImportErrorException( "Invalid md3 file: NUM_FRAMES is 0");
if (0 == this->m_pcHeader->NUM_SURFACES)
if (!this->m_pcHeader->NUM_FRAMES)
throw new ImportErrorException( "Invalid MD3 file: NUM_FRAMES is 0");
if (!this->m_pcHeader->NUM_SURFACES)
throw new ImportErrorException( "Invalid md3 file: NUM_SURFACES is 0");
if (this->m_pcHeader->OFS_FRAMES >= this->fileSize ||
@@ -106,6 +113,9 @@ void MD3Importer::ValidateHeaderOffsets()
{
throw new ImportErrorException("Invalid MD3 header: some offsets are outside the file");
}
if (this->m_pcHeader->NUM_FRAMES >= this->configFrameID )
throw new ImportErrorException("The requested frame is not existing the file");
}
// ------------------------------------------------------------------------------------------------
void MD3Importer::ValidateSurfaceHeaderOffsets(const MD3::Surface* pcSurf)
@@ -131,6 +141,18 @@ void MD3Importer::ValidateSurfaceHeaderOffsets(const MD3::Surface* pcSurf)
DefaultLogger::get()->warn("The model contains more frames than Quake 3 supports");
}
// ------------------------------------------------------------------------------------------------
// Setup configuration properties
void MD3Importer::SetupProperties(const Importer* pImp)
{
// The AI_CONFIG_IMPORT_MD3_KEYFRAME option overrides the
// AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
if(0xffffffff == (this->configFrameID = pImp->GetProperty(
AI_CONFIG_IMPORT_MD3_KEYFRAME,0xffffffff)))
{
this->configFrameID = pImp->GetProperty(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
}
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void MD3Importer::InternReadFile(
const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
@@ -139,17 +161,13 @@ void MD3Importer::InternReadFile(
// Check whether we can read from the file
if( file.get() == NULL)
{
throw new ImportErrorException( "Failed to open md3 file " + pFile + ".");
}
throw new ImportErrorException( "Failed to open MD3 file " + pFile + ".");
// check whether the md3 file is large enough to contain
// at least the file header
fileSize = (unsigned int)file->FileSize();
if( fileSize < sizeof(MD3::Header))
{
throw new ImportErrorException( ".md3 File is too small.");
}
throw new ImportErrorException( "MD3 File is too small.");
// allocate storage and copy the contents of the file to a memory buffer
this->mBuffer = new unsigned char[fileSize];
@@ -160,12 +178,22 @@ void MD3Importer::InternReadFile(
this->m_pcHeader = (const MD3::Header*)this->mBuffer;
// check magic number
if (this->m_pcHeader->IDENT != AI_MD3_MAGIC_NUMBER_BE &&
this->m_pcHeader->IDENT != AI_MD3_MAGIC_NUMBER_LE)
{
throw new ImportErrorException( "Invalid md3 file: Magic bytes not found");
}
#ifdef AI_BUILD_BIG_ENDIAN
ByteSwap::Swap4(&m_pcHeader->VERSION);
ByteSwap::Swap4(&m_pcHeader->FLAGS);
ByteSwap::Swap4(&m_pcHeader->IDENT);
ByteSwap::Swap4(&m_pcHeader->NUM_FRAMES);
ByteSwap::Swap4(&m_pcHeader->NUM_SKINS);
ByteSwap::Swap4(&m_pcHeader->NUM_SURFACES);
ByteSwap::Swap4(&m_pcHeader->NUM_TAGS);
ByteSwap::Swap4(&m_pcHeader->OFS_EOF);
ByteSwap::Swap4(&m_pcHeader->OFS_FRAMES);
ByteSwap::Swap4(&m_pcHeader->OFS_SURFACES);
ByteSwap::Swap4(&m_pcHeader->OFS_TAGS);
#endif
// validate the header
this->ValidateHeaderOffsets();
@@ -190,33 +218,71 @@ void MD3Importer::InternReadFile(
unsigned int iDefaultMatIndex = 0xFFFFFFFF;
while (iNum-- > 0)
{
#ifdef AI_BUILD_BIG_ENDIAN
ByteSwap::Swap4(pcSurfaces->FLAGS);
ByteSwap::Swap4(pcSurfaces->IDENT);
ByteSwap::Swap4(pcSurfaces->NUM_FRAMES);
ByteSwap::Swap4(pcSurfaces->NUM_SHADER);
ByteSwap::Swap4(pcSurfaces->NUM_TRIANGLES);
ByteSwap::Swap4(pcSurfaces->NUM_VERTICES);
ByteSwap::Swap4(pcSurfaces->OFS_END);
ByteSwap::Swap4(pcSurfaces->OFS_SHADERS);
ByteSwap::Swap4(pcSurfaces->OFS_ST);
ByteSwap::Swap4(pcSurfaces->OFS_TRIANGLES);
ByteSwap::Swap4(pcSurfaces->OFS_XYZNORMAL);
#endif
// validate the surface
this->ValidateSurfaceHeaderOffsets(pcSurfaces);
// navigate to the vertex list of the surface
const MD3::Vertex* pcVertices = (const MD3::Vertex*)
(((unsigned char*)pcSurfaces) + pcSurfaces->OFS_XYZNORMAL);
(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_XYZNORMAL);
// navigate to the triangle list of the surface
const MD3::Triangle* pcTriangles = (const MD3::Triangle*)
(((unsigned char*)pcSurfaces) + pcSurfaces->OFS_TRIANGLES);
(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_TRIANGLES);
// navigate to the texture coordinate list of the surface
const MD3::TexCoord* pcUVs = (const MD3::TexCoord*)
(((unsigned char*)pcSurfaces) + pcSurfaces->OFS_ST);
(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_ST);
// navigate to the shader list of the surface
const MD3::Shader* pcShaders = (const MD3::Shader*)
(((unsigned char*)pcSurfaces) + pcSurfaces->OFS_SHADERS);
(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_SHADERS);
// if the submesh is empty ignore it
if (0 == pcSurfaces->NUM_VERTICES || 0 == pcSurfaces->NUM_TRIANGLES)
{
pcSurfaces = (const MD3::Surface*)(((unsigned char*)pcSurfaces) + pcSurfaces->OFS_END);
pcSurfaces = (const MD3::Surface*)(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_END);
pScene->mNumMeshes--;
continue;
}
#ifdef AI_BUILD_BIG_ENDIAN
for (uint32_t i = 0; i < pcSurfaces->NUM_VERTICES;++i)
{
ByteSwap::Swap2( & pcVertices[i].NORMAL );
ByteSwap::Swap2( & pcVertices[i].X );
ByteSwap::Swap2( & pcVertices[i].Y );
ByteSwap::Swap2( & pcVertices[i].Z );
ByteSwap::Swap4( & pcUVs[i].U );
ByteSwap::Swap4( & pcUVs[i].U );
}
for (uint32_t i = 0; i < pcSurfaces->NUM_TRIANGLES;++i)
{
ByteSwap::Swap4(pcTriangles[i].INDEXES[0]);
ByteSwap::Swap4(pcTriangles[i].INDEXES[1]);
ByteSwap::Swap4(pcTriangles[i].INDEXES[2]);
}
#endif
// allocate the output mesh
pScene->mMeshes[iNum] = new aiMesh();
aiMesh* pcMesh = pScene->mMeshes[iNum];
@@ -358,7 +424,7 @@ void MD3Importer::InternReadFile(
pcHelper->AddProperty(&szName,AI_MATKEY_NAME);
pScene->mMaterials[iNumMaterials] = (aiMaterial*)pcHelper;
pcMesh->mMaterialIndex = iNumMaterials++;
iDefaultMatIndex = pcMesh->mMaterialIndex = iNumMaterials++;
}
}
else
@@ -384,7 +450,7 @@ void MD3Importer::InternReadFile(
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
pScene->mMaterials[iNumMaterials] = (aiMaterial*)pcHelper;
pcMesh->mMaterialIndex = iNumMaterials++;
iDefaultMatIndex = pcMesh->mMaterialIndex = iNumMaterials++;
}
}
// go to the next surface