- rough support for multi-part player models.

SceneCombiner
 - added support for cross-attachments of nodes in the whole graph

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@345 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
aramis_acg
2009-02-12 22:14:35 +00:00
parent e6758ce923
commit d70c092b71
6 changed files with 232 additions and 74 deletions

View File

@@ -48,13 +48,16 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "MaterialSystem.h"
#include "StringComparison.h"
#include "ByteSwap.h"
#include "SceneCombiner.h"
#include "GenericProperty.h"
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
MD3Importer::MD3Importer()
: configFrameID (0)
, configHandleMP (true)
{}
// ------------------------------------------------------------------------------------------------
@@ -107,7 +110,7 @@ void MD3Importer::ValidateHeaderOffsets()
void MD3Importer::ValidateSurfaceHeaderOffsets(const MD3::Surface* pcSurf)
{
// calculate the relative offset of the surface
int32_t ofs = int32_t((const unsigned char*)pcSurf-this->mBuffer);
const int32_t ofs = int32_t((const unsigned char*)pcSurf-this->mBuffer);
if (pcSurf->OFS_TRIANGLES + ofs + pcSurf->NUM_TRIANGLES * sizeof(MD3::Triangle) > fileSize ||
pcSurf->OFS_SHADERS + ofs + pcSurf->NUM_SHADER * sizeof(MD3::Shader) > fileSize ||
@@ -125,6 +128,13 @@ void MD3Importer::ValidateSurfaceHeaderOffsets(const MD3::Surface* pcSurf)
if (pcSurf->NUM_FRAMES > AI_MD3_MAX_FRAMES)
DefaultLogger::get()->warn("The model contains more frames than Quake 3 supports");
}
// ------------------------------------------------------------------------------------------------
void MD3Importer::GetExtensionList(std::string& append)
{
append.append("*.md3");
}
// ------------------------------------------------------------------------------------------------
// Setup configuration properties
void MD3Importer::SetupProperties(const Importer* pImp)
@@ -136,13 +146,107 @@ void MD3Importer::SetupProperties(const Importer* pImp)
if(0xffffffff == configFrameID) {
configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
}
// AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART
configHandleMP = (0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART,1));
}
// ------------------------------------------------------------------------------------------------
// Read a multi-part Q3 player model
bool MD3Importer::ReadMultipartFile()
{
std::string::size_type s = mFile.find_last_of('/');
if (s == std::string::npos) {
s = mFile.find_last_of('\\');
}
if (s == std::string::npos) {
s = 0;
}
else ++s;
std::string filename = mFile.substr(s), path = mFile.substr(0,s);
for( std::string::iterator it = filename .begin(); it != filename.end(); ++it)
*it = tolower( *it);
if (filename == "lower.md3" || filename == "upper.md3" || filename == "head.md3"){
std::string lower = path + "lower.md3";
std::string upper = path + "upper.md3";
std::string head = path + "head.md3";
// ensure we won't try to load ourselves recursively
BatchLoader::PropertyMap props;
SetGenericProperty( props.ints, AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART, 0, NULL);
// now read these three files
BatchLoader batch(mIOHandler);
batch.AddLoadRequest(lower,0,&props);
batch.AddLoadRequest(upper,0,&props);
batch.AddLoadRequest(head,0,&props);
batch.LoadAll();
// now construct a dummy scene to place these three parts in
aiScene* master = new aiScene();
aiNode* nd = master->mRootNode = new aiNode();
nd->mName.Set("<M3D_Player>");
// ... and get them. We need all of them.
aiScene* scene_lower = batch.GetImport(lower);
if (!scene_lower)
throw new ImportErrorException("M3D: Failed to read multipart model, lower.md3 fails to load");
aiScene* scene_upper = batch.GetImport(upper);
if (!scene_upper)
throw new ImportErrorException("M3D: Failed to read multipart model, upper.md3 fails to load");
aiScene* scene_head = batch.GetImport(head);
if (!scene_head)
throw new ImportErrorException("M3D: Failed to read multipart model, head.md3 fails to load");
// build attachment infos. search for typical Q3 tags
std::vector<AttachmentInfo> attach;
// original root
attach.push_back(AttachmentInfo(scene_lower, nd));
// tag_torso
aiNode* tag_torso = scene_lower->mRootNode->FindNode("tag_torso");
if (!tag_torso) {
throw new ImportErrorException("M3D: Unable to find attachment tag: tag_torso expected");
}
attach.push_back(AttachmentInfo(scene_upper,tag_torso));
// tag_head
aiNode* tag_head = scene_upper->mRootNode->FindNode("tag_head");
if (!tag_head) {
throw new ImportErrorException("M3D: Unable to find attachment tag: tag_head expected");
}
attach.push_back(AttachmentInfo(scene_head,tag_head));
// and merge the scenes
SceneCombiner::MergeScenes(&mScene,master, attach,
AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES |
AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES |
AI_INT_MERGE_SCENE_RESOLVE_CROSS_ATTACHMENTS);
return true;
}
return false;
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void MD3Importer::InternReadFile(
const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
void MD3Importer::InternReadFile( const std::string& pFile,
aiScene* pScene, IOSystem* pIOHandler)
{
mFile = pFile;
mScene = pScene;
mIOHandler = pIOHandler;
// Load multi-part model file, if necessary
if (configHandleMP) {
if (ReadMultipartFile())
return;
}
boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
// Check whether we can read from the file
@@ -301,8 +405,6 @@ void MD3Importer::InternReadFile(
LatLngNormalToVec3(pcVertices[pcTriangles->INDEXES[c]].NORMAL,
(float*)&pcMesh->mNormals[iCurrent]);
//pcMesh->mNormals[iCurrent].y *= -1.0f;
// 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;
@@ -355,18 +457,18 @@ void MD3Importer::InternReadFile(
MaterialHelper* pcHelper = new MaterialHelper();
if (szEndDir2) {
aiString szString;
if (szEndDir2[0]) {
aiString szString;
const size_t iLen = ::strlen(szEndDir2);
::memcpy(szString.data,szEndDir2,iLen);
szString.data[iLen] = '\0';
szString.length = iLen;
pcHelper->AddProperty(&szString,AI_MATKEY_TEXTURE_DIFFUSE(0));
}
else {
DefaultLogger::get()->warn("Texture file name has zero length. Skipping");
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;
@@ -449,8 +551,8 @@ void MD3Importer::InternReadFile(
// copy rest of transformation
for (unsigned int a = 0; a < 3;++a) {
for (unsigned int m = 0; m < 3;++m) {
nd->mTransformation[a][m] = pcTags->orientation[a][m];
AI_SWAP4(nd->mTransformation[a][m]);
nd->mTransformation[m][a] = pcTags->orientation[a][m];
AI_SWAP4(nd->mTransformation[m][a]);
}
}
}