Added AC-loader, WIP version. PLY loader is now able to load models from blender, test model added. Refactoring. Added FindInvalidData step. Added support for precompiled headers, the release builds in VC8 are configued to use PCH now. Added separate makefile for mingw, no -FPic warning anymore, -clear works now. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@176 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
442 lines
16 KiB
C++
442 lines
16 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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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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#include "AssimpPCH.h"
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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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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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if (extension.length() < 4)return false;
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if (extension[0] != '.')return false;
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if (extension[1] != 'm' && extension[1] != 'M')return false;
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if (extension[2] != 'd' && extension[2] != 'D')return false;
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if (extension[3] != '3')return false;
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return true;
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}
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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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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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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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if (!pcHeader->NUM_SURFACES)
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throw new ImportErrorException( "Invalid md3 file: NUM_SURFACES is 0");
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if (pcHeader->OFS_FRAMES >= fileSize ||
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pcHeader->OFS_SURFACES >= fileSize ||
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pcHeader->OFS_EOF > fileSize)
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{
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throw new ImportErrorException("Invalid MD3 header: some offsets are outside the file");
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}
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if (pcHeader->NUM_FRAMES <= this->configFrameID )
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throw new ImportErrorException("The requested frame is not existing the file");
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}
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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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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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{
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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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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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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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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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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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}
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// ------------------------------------------------------------------------------------------------
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// Setup configuration properties
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void MD3Importer::SetupProperties(const Importer* pImp)
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{
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// The AI_CONFIG_IMPORT_MD3_KEYFRAME option overrides the
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// AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
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if(0xffffffff == (this->configFrameID = pImp->GetPropertyInteger(
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AI_CONFIG_IMPORT_MD3_KEYFRAME,0xffffffff)))
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{
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this->configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
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}
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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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throw new ImportErrorException( "Failed to open MD3 file " + pFile + ".");
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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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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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// 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;
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#ifdef AI_BUILD_BIG_ENDIAN
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ByteSwap::Swap4(&pcHeader->VERSION);
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ByteSwap::Swap4(&pcHeader->FLAGS);
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ByteSwap::Swap4(&pcHeader->IDENT);
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ByteSwap::Swap4(&pcHeader->NUM_FRAMES);
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ByteSwap::Swap4(&pcHeader->NUM_SKINS);
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ByteSwap::Swap4(&pcHeader->NUM_SURFACES);
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ByteSwap::Swap4(&pcHeader->NUM_TAGS);
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ByteSwap::Swap4(&pcHeader->OFS_EOF);
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ByteSwap::Swap4(&pcHeader->OFS_FRAMES);
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ByteSwap::Swap4(&pcHeader->OFS_SURFACES);
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ByteSwap::Swap4(&pcHeader->OFS_TAGS);
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#endif
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// validate the header
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this->ValidateHeaderOffsets();
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// now navigate to the list of surfaces
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const MD3::Surface* pcSurfaces = (const MD3::Surface*)(mBuffer + pcHeader->OFS_SURFACES);
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// allocate output storage
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pScene->mNumMeshes = pcHeader->NUM_SURFACES;
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pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
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pScene->mNumMaterials = pcHeader->NUM_SURFACES;
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pScene->mMaterials = new aiMaterial*[pScene->mNumMeshes];
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// if an exception is thrown before the meshes are allocated ->
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// otherwise the pointer value would be invalid and delete would crash
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::memset(pScene->mMeshes,0,pScene->mNumMeshes*sizeof(aiMesh*));
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::memset(pScene->mMaterials,0,pScene->mNumMaterials*sizeof(aiMaterial*));
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unsigned int iNum = 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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#ifdef AI_BUILD_BIG_ENDIAN
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ByteSwap::Swap4(pcSurfaces->FLAGS);
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ByteSwap::Swap4(pcSurfaces->IDENT);
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ByteSwap::Swap4(pcSurfaces->NUM_FRAMES);
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ByteSwap::Swap4(pcSurfaces->NUM_SHADER);
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ByteSwap::Swap4(pcSurfaces->NUM_TRIANGLES);
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ByteSwap::Swap4(pcSurfaces->NUM_VERTICES);
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ByteSwap::Swap4(pcSurfaces->OFS_END);
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ByteSwap::Swap4(pcSurfaces->OFS_SHADERS);
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ByteSwap::Swap4(pcSurfaces->OFS_ST);
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ByteSwap::Swap4(pcSurfaces->OFS_TRIANGLES);
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ByteSwap::Swap4(pcSurfaces->OFS_XYZNORMAL);
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#endif
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// validate the surface
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this->ValidateSurfaceHeaderOffsets(pcSurfaces);
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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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(((uint8_t*)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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(((uint8_t*)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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(((uint8_t*)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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(((uint8_t*)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*)(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_END);
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pScene->mNumMeshes--;
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continue;
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}
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#ifdef AI_BUILD_BIG_ENDIAN
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for (uint32_t i = 0; i < pcSurfaces->NUM_VERTICES;++i)
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{
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ByteSwap::Swap2( & pcVertices[i].NORMAL );
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ByteSwap::Swap2( & pcVertices[i].X );
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ByteSwap::Swap2( & pcVertices[i].Y );
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ByteSwap::Swap2( & pcVertices[i].Z );
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ByteSwap::Swap4( & pcUVs[i].U );
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ByteSwap::Swap4( & pcUVs[i].U );
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}
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for (uint32_t i = 0; i < pcSurfaces->NUM_TRIANGLES;++i)
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{
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ByteSwap::Swap4(pcTriangles[i].INDEXES[0]);
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ByteSwap::Swap4(pcTriangles[i].INDEXES[1]);
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ByteSwap::Swap4(pcTriangles[i].INDEXES[2]);
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}
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#endif
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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->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
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pcMesh->mNumVertices = pcSurfaces->NUM_TRIANGLES*3;
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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->mNumUVComponents[0] = 2;
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// fill in all triangles
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unsigned int iCurrent = 0;
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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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unsigned int iTemp = iCurrent;
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for (unsigned int c = 0; c < 3;++c,++iCurrent)
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{
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// read vertices
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pcMesh->mVertices[iCurrent].x = pcVertices[ pcTriangles->INDEXES[c]].X*AI_MD3_XYZ_SCALE;
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pcMesh->mVertices[iCurrent].y = pcVertices[ pcTriangles->INDEXES[c]].Y*-1.0f*AI_MD3_XYZ_SCALE;
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pcMesh->mVertices[iCurrent].z = pcVertices[ pcTriangles->INDEXES[c]].Z*AI_MD3_XYZ_SCALE;
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// convert the normal vector to uncompressed float3 format
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LatLngNormalToVec3(pcVertices[pcTriangles->INDEXES[c]].NORMAL,
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(float*)&pcMesh->mNormals[iCurrent]);
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pcMesh->mNormals[iCurrent].y *= -1.0f;
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// read texture coordinates
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pcMesh->mTextureCoords[0][iCurrent].x = pcUVs[ pcTriangles->INDEXES[c]].U;
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pcMesh->mTextureCoords[0][iCurrent].y = 1.0f-pcUVs[ pcTriangles->INDEXES[c]].V;
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}
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// FIX: flip the face ordering for use with OpenGL
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pcMesh->mFaces[i].mIndices[0] = iTemp+2;
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pcMesh->mFaces[i].mIndices[1] = iTemp+1;
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pcMesh->mFaces[i].mIndices[2] = iTemp+0;
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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 (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*)pcHeader->NAME,'\\');
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if (!szEndDir1)szEndDir1 = ::strrchr((const char*)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*)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 ( 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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MaterialHelper* pcHelper = new MaterialHelper();
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if (szEndDir2)
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{
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if (szEndDir2[0])
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{
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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);
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szString.data[iLen] = '\0';
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szString.length = iLen;
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pcHelper->AddProperty(&szString,AI_MATKEY_TEXTURE_DIFFUSE(0));
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}
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else
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{
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DefaultLogger::get()->warn("Texture file name has zero length. "
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"It will be skipped.");
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}
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}
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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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// add a small ambient color value - Quake 3 seems to have one
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aiColor3D clr;
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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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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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aiString szName;
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szName.Set(AI_DEFAULT_MATERIAL_NAME);
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pcHelper->AddProperty(&szName,AI_MATKEY_NAME);
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pScene->mMaterials[iNumMaterials] = (aiMaterial*)pcHelper;
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pcMesh->mMaterialIndex = iNumMaterials++;
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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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iDefaultMatIndex = pcMesh->mMaterialIndex = iNumMaterials++;
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}
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}
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// go to the next surface
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pcSurfaces = (const MD3::Surface*)(((unsigned char*)pcSurfaces) + pcSurfaces->OFS_END);
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}
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if (!pScene->mNumMeshes)
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throw new ImportErrorException( "Invalid MD3 file: File contains no valid mesh");
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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->mNumMeshes = pScene->mNumMeshes;
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pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
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for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
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pScene->mRootNode->mMeshes[i] = i;
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}
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