- finished support for multi-part player models - skin files are now read - shaders are parsed, but not yet processed yet DefaultIOSystem - file size is now cached over multiple calls to FileSize() MaterialSystem - added AI_MATKEY_BLEND_FUNC property and the aiBlendMode enum to allow MD3 and Collada to pass transparency information correctly. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@346 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
768 lines
26 KiB
C++
768 lines
26 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 MD3Loader.cpp
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* @brief Implementation of the MD3 importer class
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*
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* Sources:
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* http://www.gamers.org/dEngine/quake3/UQ3S
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* http://linux.ucla.edu/~phaethon/q3/formats/md3format.html
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* http://www.heppler.com/shader/shader/
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*/
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#include "AssimpPCH.h"
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#ifndef ASSIMP_BUILD_NO_MD3_IMPORTER
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#include "MD3Loader.h"
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#include "ByteSwap.h"
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#include "SceneCombiner.h"
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#include "GenericProperty.h"
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#include "RemoveComments.h"
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#include "ParsingUtils.h"
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Load a Quake 3 shader
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void Q3Shader::LoadShader(ShaderData& fill, const std::string& pFile,IOSystem* io)
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{
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boost::scoped_ptr<IOStream> file( io->Open( pFile, "rt"));
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if (!file.get())
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return; // if we can't access the file, don't worry and return
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DefaultLogger::get()->info("Loading Quake3 shader file " + pFile);
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// read file in memory
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const size_t s = file->FileSize();
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std::vector<char> _buff(s+1);
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file->Read(&_buff[0],s,1);
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_buff[s] = 0;
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// remove comments from it (C++ style)
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CommentRemover::RemoveLineComments("//",&_buff[0]);
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const char* buff = &_buff[0];
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Q3Shader::ShaderDataBlock* curData = NULL;
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Q3Shader::ShaderMapBlock* curMap = NULL;
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// read line per line
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for (;;SkipLine(&buff)) {
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if(!SkipSpacesAndLineEnd(&buff))
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break;
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if (*buff == '{') {
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// append to last section, if any
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if (!curData) {
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DefaultLogger::get()->error("Q3Shader: Unexpected shader section token \'{\'");
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return;
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}
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// read this map section
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for (;;SkipLine(&buff)) {
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if(!SkipSpacesAndLineEnd(&buff))
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break;
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if (*buff == '{') {
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// add new map section
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curData->maps.push_back(Q3Shader::ShaderMapBlock());
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curMap = &curData->maps.back();
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}
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else if (*buff == '}') {
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// close this map section
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if (curMap)
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curMap = NULL;
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else {
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curData = NULL;
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break;
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}
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}
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// 'map' - Specifies texture file name
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else if (TokenMatchI(buff,"map",3) || TokenMatchI(buff,"clampmap",8)) {
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curMap->name = GetNextToken(buff);
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}
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// 'blendfunc' - Alpha blending mode
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else if (TokenMatchI(buff,"blendfunc",9)) {
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// fixme
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}
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}
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}
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// 'cull' specifies culling behaviour for the model
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else if (TokenMatch(buff,"cull",4)) {
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SkipSpaces(&buff);
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if (!ASSIMP_strincmp(buff,"back",4)) {
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curData->cull = Q3Shader::CULL_CCW;
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}
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else if (!ASSIMP_strincmp(buff,"front",5)) {
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curData->cull = Q3Shader::CULL_CW;
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}
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//else curData->cull = Q3Shader::CULL_NONE;
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}
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else {
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// add new section
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fill.blocks.push_back(Q3Shader::ShaderDataBlock());
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curData = &fill.blocks.back();
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// get the name of this section
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curData->name = GetNextToken(buff);
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Load a Quake 3 skin
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void Q3Shader::LoadSkin(SkinData& fill, const std::string& pFile,IOSystem* io)
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{
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boost::scoped_ptr<IOStream> file( io->Open( pFile, "rt"));
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if (!file.get())
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return; // if we can't access the file, don't worry and return
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DefaultLogger::get()->info("Loading Quake3 skin file " + pFile);
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// read file in memory
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const size_t s = file->FileSize();
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std::vector<char> _buff(s+1);const char* buff = &_buff[0];
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file->Read(&_buff[0],s,1);
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_buff[s] = 0;
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// remove commas
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std::replace(_buff.begin(),_buff.end(),',',' ');
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// read token by token and fill output table
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for (;*buff;) {
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SkipSpacesAndLineEnd(&buff);
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// get first identifier
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std::string ss = GetNextToken(buff);
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// ignore tokens starting with tag_
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if (!::strncmp(&ss[0],"_tag",std::min((size_t)4, ss.length())))
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continue;
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fill.textures.push_back(SkinData::TextureEntry());
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SkinData::TextureEntry& s = fill.textures.back();
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s.first = ss;
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s.second = GetNextToken(buff);
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}
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}
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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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: configFrameID (0)
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, configHandleMP (true)
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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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// 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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for( std::string::iterator it = extension.begin(); it != extension.end(); ++it)
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*it = tolower( *it);
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return ( extension == ".md3");
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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 offset 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 || pcHeader->OFS_SURFACES >= fileSize ||
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pcHeader->OFS_EOF > fileSize) {
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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 <= 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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const int32_t ofs = int32_t((const unsigned char*)pcSurf-this->mBuffer);
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// Check whether all data chunks are inside the valid range
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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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throw new ImportErrorException("Invalid MD3 surface header: some offsets are outside the file");
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}
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// Check whether all requirements for Q3 files are met. We don't
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// care, but probably someone does.
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if (pcSurf->NUM_TRIANGLES > AI_MD3_MAX_TRIANGLES)
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DefaultLogger::get()->warn("MD3: Quake III triangle limit exceeded");
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if (pcSurf->NUM_SHADER > AI_MD3_MAX_SHADERS)
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DefaultLogger::get()->warn("MD3: Quake III shader limit exceeded");
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if (pcSurf->NUM_VERTICES > AI_MD3_MAX_VERTS)
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DefaultLogger::get()->warn("MD3: Quake III vertex limit exceeded");
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if (pcSurf->NUM_FRAMES > AI_MD3_MAX_FRAMES)
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DefaultLogger::get()->warn("MD3: Quake III frame limit exceeded");
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}
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// ------------------------------------------------------------------------------------------------
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void MD3Importer::GetExtensionList(std::string& append)
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{
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append.append("*.md3");
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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
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// AI_CONFIG_IMPORT_MD3_KEYFRAME option overrides the
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// AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
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configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD3_KEYFRAME,0xffffffff);
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if(0xffffffff == configFrameID) {
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configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
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}
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// AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART
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configHandleMP = (0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART,1));
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// AI_CONFIG_IMPORT_MD3_SKIN_NAME
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configSkinFile = (pImp->GetPropertyString(AI_CONFIG_IMPORT_MD3_SKIN_NAME,"default"));
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}
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// ------------------------------------------------------------------------------------------------
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// Try to read the skin for a MD3 file
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void MD3Importer::ReadSkin(Q3Shader::SkinData& fill)
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{
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// skip any postfixes (e.g. lower_1.md3)
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std::string::size_type s = filename.find_last_of('_');
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if (s == std::string::npos) {
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s = filename.find_last_of('.');
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}
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ai_assert(s != std::string::npos);
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const std::string skin_file = path + filename.substr(0,s) + "_" + configSkinFile + ".skin";
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Q3Shader::LoadSkin(fill,skin_file,mIOHandler);
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}
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// ------------------------------------------------------------------------------------------------
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// Read a multi-part Q3 player model
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bool MD3Importer::ReadMultipartFile()
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{
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// check whether the file name contains a common postfix, e.g lower_2.md3
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std::string::size_type s = filename.find_last_of('_'), t = filename.find_last_of('.');
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ai_assert(t != std::string::npos);
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if (s == std::string::npos)
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s = t;
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const std::string mod_filename = filename.substr(0,s);
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const std::string suffix = filename.substr(s,t-s);
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if (mod_filename == "lower" || mod_filename == "upper" || mod_filename == "head"){
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const std::string lower = path + "lower" + suffix + ".md3";
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const std::string upper = path + "upper" + suffix + ".md3";
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const std::string head = path + "head" + suffix + ".md3";
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aiScene* scene_upper = NULL;
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aiScene* scene_lower = NULL;
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aiScene* scene_head = NULL;
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std::string failure;
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aiNode* tag_torso, *tag_head;
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std::vector<AttachmentInfo> attach;
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DefaultLogger::get()->info("Multi-part MD3 player model: lower, upper and head parts are joined");
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// ensure we won't try to load ourselves recursively
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BatchLoader::PropertyMap props;
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SetGenericProperty( props.ints, AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART, 0, NULL);
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// now read these three files
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BatchLoader batch(mIOHandler);
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batch.AddLoadRequest(lower,0,&props);
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batch.AddLoadRequest(upper,0,&props);
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batch.AddLoadRequest(head,0,&props);
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batch.LoadAll();
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// now construct a dummy scene to place these three parts in
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aiScene* master = new aiScene();
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aiNode* nd = master->mRootNode = new aiNode();
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nd->mName.Set("<M3D_Player>");
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// ... and get them. We need all of them.
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scene_lower = batch.GetImport(lower);
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if (!scene_lower) {
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DefaultLogger::get()->error("M3D: Failed to read multipart model, lower.md3 fails to load");
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failure = "lower";
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goto error_cleanup;
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}
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scene_upper = batch.GetImport(upper);
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if (!scene_upper) {
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DefaultLogger::get()->error("M3D: Failed to read multipart model, upper.md3 fails to load");
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failure = "upper";
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goto error_cleanup;
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}
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scene_head = batch.GetImport(head);
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if (!scene_head) {
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DefaultLogger::get()->error("M3D: Failed to read multipart model, head.md3 fails to load");
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failure = "head";
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goto error_cleanup;
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}
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// build attachment infos. search for typical Q3 tags
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// original root
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attach.push_back(AttachmentInfo(scene_lower, nd));
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// tag_torso
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tag_torso = scene_lower->mRootNode->FindNode("tag_torso");
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if (!tag_torso) {
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DefaultLogger::get()->error("M3D: Failed to find attachment tag for multipart model: tag_torso expected");
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goto error_cleanup;
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}
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attach.push_back(AttachmentInfo(scene_upper,tag_torso));
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// tag_head
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tag_head = scene_upper->mRootNode->FindNode("tag_head");
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if (!tag_head) {
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DefaultLogger::get()->error("M3D: Failed to find attachment tag for multipart model: tag_head expected");
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goto error_cleanup;
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}
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attach.push_back(AttachmentInfo(scene_head,tag_head));
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// and merge the scenes
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SceneCombiner::MergeScenes(&mScene,master, attach,
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AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES |
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AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES |
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AI_INT_MERGE_SCENE_RESOLVE_CROSS_ATTACHMENTS);
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return true;
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error_cleanup:
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delete scene_upper;
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delete scene_lower;
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delete scene_head;
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delete master;
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if (failure == mod_filename) {
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throw new ImportErrorException("MD3: failure to read multipart host file");
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}
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}
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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( const std::string& pFile,
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aiScene* pScene, IOSystem* pIOHandler)
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{
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mFile = pFile;
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mScene = pScene;
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mIOHandler = pIOHandler;
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// get base path and file name
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// todo ... move to PathConverter
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std::string::size_type s = mFile.find_last_of('/');
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if (s == std::string::npos) {
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s = mFile.find_last_of('\\');
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}
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if (s == std::string::npos) {
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s = 0;
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}
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else ++s;
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filename = mFile.substr(s), path = mFile.substr(0,s);
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for( std::string::iterator it = filename .begin(); it != filename.end(); ++it)
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*it = tolower( *it);
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// Load multi-part model file, if necessary
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if (configHandleMP) {
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if (ReadMultipartFile())
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return;
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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 the 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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// Ensure correct endianess
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#ifdef AI_BUILD_BIG_ENDIAN
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AI_SWAP4(pcHeader->VERSION);
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AI_SWAP4(pcHeader->FLAGS);
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AI_SWAP4(pcHeader->IDENT);
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AI_SWAP4(pcHeader->NUM_FRAMES);
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AI_SWAP4(pcHeader->NUM_SKINS);
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AI_SWAP4(pcHeader->NUM_SURFACES);
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AI_SWAP4(pcHeader->NUM_TAGS);
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AI_SWAP4(pcHeader->OFS_EOF);
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AI_SWAP4(pcHeader->OFS_FRAMES);
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AI_SWAP4(pcHeader->OFS_SURFACES);
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AI_SWAP4(pcHeader->OFS_TAGS);
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#endif
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// Validate the file header
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ValidateHeaderOffsets();
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// Navigate to the list of surfaces
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BE_NCONST MD3::Surface* pcSurfaces = (BE_NCONST MD3::Surface*)(mBuffer + pcHeader->OFS_SURFACES);
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|
|
|
// Navigate to the list of tags
|
|
BE_NCONST MD3::Tag* pcTags = (BE_NCONST MD3::Tag*)(mBuffer + pcHeader->OFS_TAGS);
|
|
|
|
// Allocate output storage
|
|
pScene->mNumMeshes = pcHeader->NUM_SURFACES;
|
|
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
|
|
|
|
pScene->mNumMaterials = pcHeader->NUM_SURFACES;
|
|
pScene->mMaterials = new aiMaterial*[pScene->mNumMeshes];
|
|
|
|
// Set arrays to zero to ensue proper destruction if an exception is raised
|
|
::memset(pScene->mMeshes,0,pScene->mNumMeshes*sizeof(aiMesh*));
|
|
::memset(pScene->mMaterials,0,pScene->mNumMaterials*sizeof(aiMaterial*));
|
|
|
|
// Now read possible skins from .skin file
|
|
Q3Shader::SkinData skins;
|
|
ReadSkin(skins);
|
|
|
|
// Read all surfaces from the file
|
|
unsigned int iNum = pcHeader->NUM_SURFACES;
|
|
unsigned int iNumMaterials = 0;
|
|
unsigned int iDefaultMatIndex = 0xFFFFFFFF;
|
|
while (iNum-- > 0)
|
|
{
|
|
|
|
// Ensure correct endianess
|
|
#ifdef AI_BUILD_BIG_ENDIAN
|
|
|
|
AI_SWAP4(pcSurfaces->FLAGS);
|
|
AI_SWAP4(pcSurfaces->IDENT);
|
|
AI_SWAP4(pcSurfaces->NUM_FRAMES);
|
|
AI_SWAP4(pcSurfaces->NUM_SHADER);
|
|
AI_SWAP4(pcSurfaces->NUM_TRIANGLES);
|
|
AI_SWAP4(pcSurfaces->NUM_VERTICES);
|
|
AI_SWAP4(pcSurfaces->OFS_END);
|
|
AI_SWAP4(pcSurfaces->OFS_SHADERS);
|
|
AI_SWAP4(pcSurfaces->OFS_ST);
|
|
AI_SWAP4(pcSurfaces->OFS_TRIANGLES);
|
|
AI_SWAP4(pcSurfaces->OFS_XYZNORMAL);
|
|
|
|
#endif
|
|
|
|
// Validate the surface header
|
|
ValidateSurfaceHeaderOffsets(pcSurfaces);
|
|
|
|
// Navigate to the vertex list of the surface
|
|
BE_NCONST MD3::Vertex* pcVertices = (BE_NCONST MD3::Vertex*)
|
|
(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_XYZNORMAL);
|
|
|
|
// Navigate to the triangle list of the surface
|
|
BE_NCONST MD3::Triangle* pcTriangles = (BE_NCONST MD3::Triangle*)
|
|
(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_TRIANGLES);
|
|
|
|
// Navigate to the texture coordinate list of the surface
|
|
BE_NCONST MD3::TexCoord* pcUVs = (BE_NCONST MD3::TexCoord*)
|
|
(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_ST);
|
|
|
|
// Navigate to the shader list of the surface
|
|
BE_NCONST MD3::Shader* pcShaders = (BE_NCONST MD3::Shader*)
|
|
(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_SHADERS);
|
|
|
|
// If the submesh is empty ignore it
|
|
if (0 == pcSurfaces->NUM_VERTICES || 0 == pcSurfaces->NUM_TRIANGLES)
|
|
{
|
|
pcSurfaces = (BE_NCONST MD3::Surface*)(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_END);
|
|
pScene->mNumMeshes--;
|
|
continue;
|
|
}
|
|
|
|
// Ensure correct endianess
|
|
#ifdef AI_BUILD_BIG_ENDIAN
|
|
|
|
for (uint32_t i = 0; i < pcSurfaces->NUM_VERTICES;++i)
|
|
{
|
|
AI_SWAP2( pcVertices[i].NORMAL );
|
|
AI_SWAP2( pcVertices[i].X );
|
|
AI_SWAP2( pcVertices[i].Y );
|
|
AI_SWAP2( pcVertices[i].Z );
|
|
|
|
AI_SWAP4( pcUVs[i].U );
|
|
AI_SWAP4( pcUVs[i].U );
|
|
}
|
|
for (uint32_t i = 0; i < pcSurfaces->NUM_TRIANGLES;++i)
|
|
{
|
|
AI_SWAP4(pcTriangles[i].INDEXES[0]);
|
|
AI_SWAP4(pcTriangles[i].INDEXES[1]);
|
|
AI_SWAP4(pcTriangles[i].INDEXES[2]);
|
|
}
|
|
|
|
#endif
|
|
|
|
// Allocate the output mesh
|
|
pScene->mMeshes[iNum] = new aiMesh();
|
|
aiMesh* pcMesh = pScene->mMeshes[iNum];
|
|
pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
|
|
|
|
pcMesh->mNumVertices = pcSurfaces->NUM_TRIANGLES*3;
|
|
pcMesh->mNumFaces = pcSurfaces->NUM_TRIANGLES;
|
|
pcMesh->mFaces = new aiFace[pcSurfaces->NUM_TRIANGLES];
|
|
pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
|
|
pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
|
|
pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
|
|
pcMesh->mNumUVComponents[0] = 2;
|
|
|
|
// Fill in all triangles
|
|
unsigned int iCurrent = 0;
|
|
for (unsigned int i = 0; i < (unsigned int)pcSurfaces->NUM_TRIANGLES;++i)
|
|
{
|
|
pcMesh->mFaces[i].mIndices = new unsigned int[3];
|
|
pcMesh->mFaces[i].mNumIndices = 3;
|
|
|
|
unsigned int iTemp = iCurrent;
|
|
for (unsigned int c = 0; c < 3;++c,++iCurrent)
|
|
{
|
|
// Read vertices
|
|
pcMesh->mVertices[iCurrent].x = pcVertices[ pcTriangles->INDEXES[c]].X*AI_MD3_XYZ_SCALE;
|
|
pcMesh->mVertices[iCurrent].y = pcVertices[ pcTriangles->INDEXES[c]].Y*AI_MD3_XYZ_SCALE;
|
|
pcMesh->mVertices[iCurrent].z = pcVertices[ pcTriangles->INDEXES[c]].Z*AI_MD3_XYZ_SCALE;
|
|
|
|
// Convert the normal vector to uncompressed float3 format
|
|
LatLngNormalToVec3(pcVertices[pcTriangles->INDEXES[c]].NORMAL,
|
|
(float*)&pcMesh->mNormals[iCurrent]);
|
|
|
|
// 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;
|
|
}
|
|
// FIX: flip the face ordering for use with OpenGL
|
|
pcMesh->mFaces[i].mIndices[0] = iTemp+2;
|
|
pcMesh->mFaces[i].mIndices[1] = iTemp+1;
|
|
pcMesh->mFaces[i].mIndices[2] = iTemp+0;
|
|
pcTriangles++;
|
|
}
|
|
|
|
std::string _texture_name;
|
|
const char* texture_name = NULL, *header_name = pcHeader->NAME;
|
|
|
|
// Check whether we have a texture record for this surface in the .skin file
|
|
std::list< Q3Shader::SkinData::TextureEntry >::iterator it = std::find(
|
|
skins.textures.begin(), skins.textures.end(), pcSurfaces->NAME );
|
|
|
|
if (it != skins.textures.end()) {
|
|
texture_name = &*( _texture_name = (*it).second).begin();
|
|
DefaultLogger::get()->debug("MD3: Assigning skin texture " + (*it).second + " to surface " + pcSurfaces->NAME);
|
|
(*it).resolved = true; // mark entry as resolved
|
|
}
|
|
|
|
// Get the first shader (= texture?) assigned to the surface
|
|
if (!texture_name && pcSurfaces->NUM_SHADER) {
|
|
texture_name = pcShaders->NAME;
|
|
}
|
|
|
|
const char* end2 = NULL;
|
|
if (texture_name) {
|
|
|
|
// If the MD3's internal path itself and the given path are using
|
|
// the same directory, remove it completely to get right output paths.
|
|
const char* end1 = ::strrchr(header_name,'\\');
|
|
if (!end1)end1 = ::strrchr(header_name,'/');
|
|
|
|
end2 = ::strrchr(texture_name,'\\');
|
|
if (!end2)end2 = ::strrchr(texture_name,'/');
|
|
|
|
// HACK: If the paths starts with "models/players", ignore the
|
|
// next hierarchy level, it specifies just the model name.
|
|
// Ignored by Q3, it might be not equal to the real model location.
|
|
if (end1 && end2) {
|
|
|
|
size_t len2;
|
|
const size_t len1 = (size_t)(end1 - header_name);
|
|
if (!ASSIMP_strincmp(header_name,"models/players/",15)) {
|
|
len2 = 15;
|
|
}
|
|
else len2 = std::min (len1, (size_t)(end2 - texture_name ));
|
|
|
|
if (!ASSIMP_strincmp(texture_name,header_name,len2)) {
|
|
// Use the file name only
|
|
end2++;
|
|
}
|
|
else {
|
|
// Use the full path
|
|
end2 = (const char*)texture_name;
|
|
}
|
|
}
|
|
}
|
|
|
|
MaterialHelper* pcHelper = new MaterialHelper();
|
|
|
|
// Setup dummy texture file name to ensure UV coordinates are kept during postprocessing
|
|
aiString szString;
|
|
if (end2 && end2[0]) {
|
|
const size_t iLen = ::strlen(end2);
|
|
::memcpy(szString.data,end2,iLen);
|
|
szString.data[iLen] = '\0';
|
|
szString.length = iLen;
|
|
}
|
|
else {
|
|
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));
|
|
|
|
const int iMode = (int)aiShadingMode_Gouraud;
|
|
pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
|
|
|
|
// Add a small ambient color value - Quake 3 seems to have one
|
|
aiColor3D clr;
|
|
clr.b = clr.g = clr.r = 0.05f;
|
|
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
|
|
|
|
clr.b = clr.g = clr.r = 1.0f;
|
|
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
|
|
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
|
|
|
|
// use surface name + skin_name as material name
|
|
aiString name;
|
|
name.Set("MD3_[" + configSkinFile + "][" + pcSurfaces->NAME + "]");
|
|
pcHelper->AddProperty(&name,AI_MATKEY_NAME);
|
|
|
|
pScene->mMaterials[iNumMaterials] = (aiMaterial*)pcHelper;
|
|
pcMesh->mMaterialIndex = iNumMaterials++;
|
|
|
|
// Go to the next surface
|
|
pcSurfaces = (BE_NCONST MD3::Surface*)(((unsigned char*)pcSurfaces) + pcSurfaces->OFS_END);
|
|
}
|
|
|
|
// For debugging purposes: check whether we found matches for all entries in the skins file
|
|
if (!DefaultLogger::isNullLogger()) {
|
|
for (std::list< Q3Shader::SkinData::TextureEntry>::const_iterator it = skins.textures.begin();it != skins.textures.end(); ++it) {
|
|
if (!(*it).resolved) {
|
|
DefaultLogger::get()->error("MD3: Failed to match skin " + (*it).first + " to surface " + (*it).second);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!pScene->mNumMeshes)
|
|
throw new ImportErrorException( "MD3: File contains no valid mesh");
|
|
pScene->mNumMaterials = iNumMaterials;
|
|
|
|
// Now we need to generate an empty node graph
|
|
pScene->mRootNode = new aiNode("<MD3Root>");
|
|
pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
|
|
pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
|
|
|
|
// Attach tiny children for all tags
|
|
if (pcHeader->NUM_TAGS) {
|
|
pScene->mRootNode->mNumChildren = pcHeader->NUM_TAGS;
|
|
pScene->mRootNode->mChildren = new aiNode*[pcHeader->NUM_TAGS];
|
|
|
|
for (unsigned int i = 0; i < pcHeader->NUM_TAGS; ++i, ++pcTags) {
|
|
|
|
aiNode* nd = pScene->mRootNode->mChildren[i] = new aiNode();
|
|
nd->mName.Set((const char*)pcTags->NAME);
|
|
nd->mParent = pScene->mRootNode;
|
|
|
|
AI_SWAP4(pcTags->origin.x);
|
|
AI_SWAP4(pcTags->origin.y);
|
|
AI_SWAP4(pcTags->origin.z);
|
|
|
|
// Copy local origin
|
|
nd->mTransformation.a4 = pcTags->origin.x;
|
|
nd->mTransformation.b4 = pcTags->origin.y;
|
|
nd->mTransformation.c4 = pcTags->origin.z;
|
|
|
|
// Copy rest of transformation (need to transpose to match row-order matrix)
|
|
for (unsigned int a = 0; a < 3;++a) {
|
|
for (unsigned int m = 0; m < 3;++m) {
|
|
nd->mTransformation[m][a] = pcTags->orientation[a][m];
|
|
AI_SWAP4(nd->mTransformation[m][a]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
|
|
pScene->mRootNode->mMeshes[i] = i;
|
|
}
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_MD3_IMPORTER
|