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Diffstat (limited to '3rdparty/assimp/code/MS3DLoader.cpp')
-rw-r--r-- | 3rdparty/assimp/code/MS3DLoader.cpp | 645 |
1 files changed, 0 insertions, 645 deletions
diff --git a/3rdparty/assimp/code/MS3DLoader.cpp b/3rdparty/assimp/code/MS3DLoader.cpp deleted file mode 100644 index be34db68..00000000 --- a/3rdparty/assimp/code/MS3DLoader.cpp +++ /dev/null @@ -1,645 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library (ASSIMP) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2010, ASSIMP Development Team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the ASSIMP team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the ASSIMP Development Team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ - -/** @file MS3DLoader.cpp - * @brief Implementation of the Ms3D importer class. - * Written against http://chumbalum.swissquake.ch/ms3d/ms3dspec.txt - */ - -#include "AssimpPCH.h" -#ifndef ASSIMP_BUILD_NO_MS3D_IMPORTER - -// internal headers -#include "MS3DLoader.h" -#include "StreamReader.h" -using namespace Assimp; - -// ASSIMP_BUILD_MS3D_ONE_NODE_PER_MESH -// (enable old code path, which generates extra nodes per mesh while -// the newer code uses aiMesh::mName to express the name of the -// meshes (a.k.a. groups in MS3D)) - -// ------------------------------------------------------------------------------------------------ -// Constructor to be privately used by Importer -MS3DImporter::MS3DImporter() -{} - -// ------------------------------------------------------------------------------------------------ -// Destructor, private as well -MS3DImporter::~MS3DImporter() -{} - -// ------------------------------------------------------------------------------------------------ -// Returns whether the class can handle the format of the given file. -bool MS3DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const -{ - // first call - simple extension check - const std::string extension = GetExtension(pFile); - if (extension == "ms3d") { - return true; - } - - // second call - check for magic identifiers - else if (!extension.length() || checkSig) { - if (!pIOHandler) { - return true; - } - const char* tokens[] = {"MS3D000000"}; - return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1); - } - return false; -} - -// ------------------------------------------------------------------------------------------------ -void MS3DImporter::GetExtensionList(std::set<std::string>& extensions) -{ - extensions.insert("ms3d"); -} - -// ------------------------------------------------------------------------------------------------ -void ReadColor(StreamReaderLE& stream, aiColor4D& ambient) -{ - // aiColor4D is packed on gcc, implicit binding to float& fails therefore. - stream >> (float&)ambient.r >> (float&)ambient.g >> (float&)ambient.b >> (float&)ambient.a; -} - -// ------------------------------------------------------------------------------------------------ -void ReadVector(StreamReaderLE& stream, aiVector3D& pos) -{ - // See note in ReadColor() - stream >> (float&)pos.x >> (float&)pos.y >> (float&)pos.z; -} - -// ------------------------------------------------------------------------------------------------ -template<typename T> -void MS3DImporter :: ReadComments(StreamReaderLE& stream, std::vector<T>& outp) -{ - uint16_t cnt; - stream >> cnt; - - for (unsigned int i = 0; i < cnt; ++i) { - uint32_t index, clength; - stream >> index >> clength; - - if (index >= outp.size()) { - DefaultLogger::get()->warn("MS3D: Invalid index in comment section"); - } - else if (clength > stream.GetRemainingSize()) { - throw DeadlyImportError("MS3D: Failure reading comment, length field is out of range"); - } - else { - outp[index].comment = std::string(reinterpret_cast<char*>(stream.GetPtr()),clength); - } - stream.IncPtr(clength); - } -} - -// ------------------------------------------------------------------------------------------------ -template <typename T, typename T2, typename T3> bool inrange(const T& in, const T2& lower, const T3& higher) -{ - return in > lower && in <= higher; -} - -// ------------------------------------------------------------------------------------------------ -void MS3DImporter :: CollectChildJoints(const std::vector<TempJoint>& joints, - std::vector<bool>& hadit, - aiNode* nd, - const aiMatrix4x4& absTrafo) -{ - unsigned int cnt = 0; - for (size_t i = 0; i < joints.size(); ++i) { - if (!hadit[i] && !strcmp(joints[i].parentName,nd->mName.data)) { - ++cnt; - } - } - - nd->mChildren = new aiNode*[nd->mNumChildren = cnt]; - cnt = 0; - for (size_t i = 0; i < joints.size(); ++i) { - if (!hadit[i] && !strcmp(joints[i].parentName,nd->mName.data)) { - aiNode* ch = nd->mChildren[cnt++] = new aiNode(joints[i].name); - ch->mParent = nd; - - ch->mTransformation = aiMatrix4x4::Translation(joints[i].position,aiMatrix4x4()=aiMatrix4x4())* - // XXX actually, I don't *know* why we need the inverse here. Probably column vs. row order? - aiMatrix4x4().FromEulerAnglesXYZ(joints[i].rotation).Transpose(); - - const aiMatrix4x4 abs = absTrafo*ch->mTransformation; - for (unsigned int a = 0; a < mScene->mNumMeshes; ++a) { - aiMesh* const msh = mScene->mMeshes[a]; - for (unsigned int n = 0; n < msh->mNumBones; ++n) { - aiBone* const bone = msh->mBones[n]; - - if (bone->mName == ch->mName) { - bone->mOffsetMatrix = aiMatrix4x4(abs).Inverse(); - } - } - } - - hadit[i] = true; - CollectChildJoints(joints,hadit,ch,abs); - } - } -} - -// ------------------------------------------------------------------------------------------------ -void MS3DImporter :: CollectChildJoints(const std::vector<TempJoint>& joints, aiNode* nd) -{ - std::vector<bool> hadit(joints.size(),false); - aiMatrix4x4 trafo; - - CollectChildJoints(joints,hadit,nd,trafo); -} - -// ------------------------------------------------------------------------------------------------ -// Imports the given file into the given scene structure. -void MS3DImporter::InternReadFile( const std::string& pFile, - aiScene* pScene, IOSystem* pIOHandler) -{ - StreamReaderLE stream(pIOHandler->Open(pFile,"rb")); - - // CanRead() should have done this already - char head[10]; - int32_t version; - - mScene = pScene; - - - // 1 ------------ read into temporary data structures mirroring the original file - - stream.CopyAndAdvance(head,10); - stream >> version; - if (strncmp(head,"MS3D000000",10)) { - throw DeadlyImportError("Not a MS3D file, magic string MS3D000000 not found: "+pFile); - } - - if (version != 4) { - throw DeadlyImportError("MS3D: Unsupported file format version, 4 was expected"); - } - - uint16_t verts; - stream >> verts; - - std::vector<TempVertex> vertices(verts); - for (unsigned int i = 0; i < verts; ++i) { - TempVertex& v = vertices[i]; - - stream.IncPtr(1); - ReadVector(stream,v.pos); - v.bone_id[0] = stream.GetI1(); - v.ref_cnt = stream.GetI1(); - - v.bone_id[1] = v.bone_id[2] = v.bone_id[3] = 0xffffffff; - v.weights[1] = v.weights[2] = v.weights[3] = 0.f; - v.weights[0] = 1.f; - } - - uint16_t tris; - stream >> tris; - - std::vector<TempTriangle> triangles(tris); - for (unsigned int i = 0;i < tris; ++i) { - TempTriangle& t = triangles[i]; - - stream.IncPtr(2); - for (unsigned int i = 0; i < 3; ++i) { - t.indices[i] = stream.GetI2(); - } - - for (unsigned int i = 0; i < 3; ++i) { - ReadVector(stream,t.normals[i]); - } - - for (unsigned int i = 0; i < 3; ++i) { - stream >> (float&)(t.uv[i].x); // see note in ReadColor() - } - for (unsigned int i = 0; i < 3; ++i) { - stream >> (float&)(t.uv[i].y); - } - - t.sg = stream.GetI1(); - t.group = stream.GetI1(); - } - - uint16_t grp; - stream >> grp; - - bool need_default = false; - std::vector<TempGroup> groups(grp); - for (unsigned int i = 0;i < grp; ++i) { - TempGroup& t = groups[i]; - - stream.IncPtr(1); - stream.CopyAndAdvance(t.name,32); - - t.name[32] = '\0'; - uint16_t num; - stream >> num; - - t.triangles.resize(num); - for (unsigned int i = 0; i < num; ++i) { - t.triangles[i] = stream.GetI2(); - } - t.mat = stream.GetI1(); - if (t.mat == 0xffffffff) { - need_default = true; - } - } - - uint16_t mat; - stream >> mat; - - std::vector<TempMaterial> materials(mat); - for (unsigned int i = 0;i < mat; ++i) { - TempMaterial& t = materials[i]; - - stream.CopyAndAdvance(t.name,32); - t.name[32] = '\0'; - - ReadColor(stream,t.ambient); - ReadColor(stream,t.diffuse); - ReadColor(stream,t.specular); - ReadColor(stream,t.emissive); - stream >> t.shininess >> t.transparency; - - stream.IncPtr(1); - - stream.CopyAndAdvance(t.texture,128); - t.texture[128] = '\0'; - - stream.CopyAndAdvance(t.alphamap,128); - t.alphamap[128] = '\0'; - } - - float animfps, currenttime; - uint32_t totalframes; - stream >> animfps >> currenttime >> totalframes; - - uint16_t joint; - stream >> joint; - - std::vector<TempJoint> joints(joint); - for (unsigned int i = 0; i < joint; ++i) { - TempJoint& j = joints[i]; - - stream.IncPtr(1); - stream.CopyAndAdvance(j.name,32); - j.name[32] = '\0'; - - stream.CopyAndAdvance(j.parentName,32); - j.parentName[32] = '\0'; - - // DefaultLogger::get()->debug(j.name); - // DefaultLogger::get()->debug(j.parentName); - - ReadVector(stream,j.rotation); - ReadVector(stream,j.position); - - j.rotFrames.resize(stream.GetI2()); - j.posFrames.resize(stream.GetI2()); - - for (unsigned int a = 0; a < j.rotFrames.size(); ++a) { - TempKeyFrame& kf = j.rotFrames[a]; - stream >> kf.time; - ReadVector(stream,kf.value); - } - for (unsigned int a = 0; a < j.posFrames.size(); ++a) { - TempKeyFrame& kf = j.posFrames[a]; - stream >> kf.time; - ReadVector(stream,kf.value); - } - } - - if (stream.GetRemainingSize() > 4) { - uint32_t subversion; - stream >> subversion; - if (subversion == 1) { - ReadComments<TempGroup>(stream,groups); - ReadComments<TempMaterial>(stream,materials); - ReadComments<TempJoint>(stream,joints); - - // model comment - print it for we have such a nice log. - if (stream.GetI4()) { - const size_t len = static_cast<size_t>(stream.GetI4()); - if (len > stream.GetRemainingSize()) { - throw DeadlyImportError("MS3D: Model comment is too long"); - } - - const std::string& s = std::string(reinterpret_cast<char*>(stream.GetPtr()),len); - } - - if (stream.GetRemainingSize() > 4 && inrange((stream >> subversion,subversion),1u,3u)) { - for (unsigned int i = 0; i < verts; ++i) { - TempVertex& v = vertices[i]; - v.weights[3]=1.f; - for (unsigned int n = 0; n < 3; v.weights[3]-=v.weights[n++]) { - v.bone_id[n+1] = stream.GetI1(); - v.weights[n] = static_cast<float>(static_cast<unsigned int>(stream.GetI1()))/255.f; - } - stream.IncPtr((subversion-1)<<2u); - } - - // even further extra data is not of interest for us, at least now now. - } - } - } - - // 2 ------------ convert to proper aiXX data structures ----------------------------------- - - if (need_default && materials.size()) { - DefaultLogger::get()->warn("MS3D: Found group with no material assigned, spawning default material"); - // if one of the groups has no material assigned, but there are other - // groups with materials, a default material needs to be added ( - // scenepreprocessor adds a default material only if nummat==0). - materials.push_back(TempMaterial()); - TempMaterial& m = materials.back(); - - strcpy(m.name,"<MS3D_DefaultMat>"); - m.diffuse = aiColor4D(0.6f,0.6f,0.6f,1.0); - m.transparency = 1.f; - m.shininess = 0.f; - - // this is because these TempXXX struct's have no c'tors. - m.texture[0] = m.alphamap[0] = '\0'; - - for (unsigned int i = 0; i < groups.size(); ++i) { - TempGroup& g = groups[i]; - if (g.mat == 0xffffffff) { - g.mat = materials.size()-1; - } - } - } - - // convert materials to our generic key-value dict-alike - if (materials.size()) { - pScene->mMaterials = new aiMaterial*[materials.size()]; - for (size_t i = 0; i < materials.size(); ++i) { - - MaterialHelper* mo = new MaterialHelper(); - pScene->mMaterials[pScene->mNumMaterials++] = mo; - - const TempMaterial& mi = materials[i]; - - aiString tmp; - if (0[mi.alphamap]) { - tmp = aiString(mi.alphamap); - mo->AddProperty(&tmp,AI_MATKEY_TEXTURE_OPACITY(0)); - } - if (0[mi.texture]) { - tmp = aiString(mi.texture); - mo->AddProperty(&tmp,AI_MATKEY_TEXTURE_DIFFUSE(0)); - } - if (0[mi.name]) { - tmp = aiString(mi.name); - mo->AddProperty(&tmp,AI_MATKEY_NAME); - } - - mo->AddProperty(&mi.ambient,1,AI_MATKEY_COLOR_AMBIENT); - mo->AddProperty(&mi.diffuse,1,AI_MATKEY_COLOR_DIFFUSE); - mo->AddProperty(&mi.specular,1,AI_MATKEY_COLOR_SPECULAR); - mo->AddProperty(&mi.emissive,1,AI_MATKEY_COLOR_EMISSIVE); - - mo->AddProperty(&mi.shininess,1,AI_MATKEY_SHININESS); - mo->AddProperty(&mi.transparency,1,AI_MATKEY_OPACITY); - - const int sm = mi.shininess>0.f?aiShadingMode_Phong:aiShadingMode_Gouraud; - mo->AddProperty(&sm,1,AI_MATKEY_SHADING_MODEL); - } - } - - // convert groups to meshes - if (groups.empty()) { - throw DeadlyImportError("MS3D: Didn't get any group records, file is malformed"); - } - - pScene->mMeshes = new aiMesh*[pScene->mNumMeshes=static_cast<unsigned int>(groups.size())](); - for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) { - - aiMesh* m = pScene->mMeshes[i] = new aiMesh(); - const TempGroup& g = groups[i]; - - if (pScene->mNumMaterials && g.mat > pScene->mNumMaterials) { - throw DeadlyImportError("MS3D: Encountered invalid material index, file is malformed"); - } // no error if no materials at all - scenepreprocessor adds one then - - m->mMaterialIndex = g.mat; - m->mPrimitiveTypes = aiPrimitiveType_TRIANGLE; - - m->mFaces = new aiFace[m->mNumFaces = g.triangles.size()]; - m->mNumVertices = m->mNumFaces*3; - - // storage for vertices - verbose format, as requested by the postprocessing pipeline - m->mVertices = new aiVector3D[m->mNumVertices]; - m->mNormals = new aiVector3D[m->mNumVertices]; - m->mTextureCoords[0] = new aiVector3D[m->mNumVertices]; - m->mNumUVComponents[0] = 2; - - typedef std::map<unsigned int,unsigned int> BoneSet; - BoneSet mybones; - - for (unsigned int i = 0,n = 0; i < m->mNumFaces; ++i) { - aiFace& f = m->mFaces[i]; - if (g.triangles[i]>triangles.size()) { - throw DeadlyImportError("MS3D: Encountered invalid triangle index, file is malformed"); - } - - TempTriangle& t = triangles[g.triangles[i]]; - f.mIndices = new unsigned int[f.mNumIndices=3]; - - for (unsigned int i = 0; i < 3; ++i,++n) { - if (t.indices[i]>vertices.size()) { - throw DeadlyImportError("MS3D: Encountered invalid vertex index, file is malformed"); - } - - const TempVertex& v = vertices[t.indices[i]]; - for (unsigned int a = 0; a < 4; ++a) { - if (v.bone_id[a] != 0xffffffff) { - if (v.bone_id[a] >= joints.size()) { - throw DeadlyImportError("MS3D: Encountered invalid bone index, file is malformed"); - } - if (mybones.find(v.bone_id[a]) == mybones.end()) { - mybones[v.bone_id[a]] = 1; - } - else ++mybones[v.bone_id[a]]; - } - } - - // collect vertex components - m->mVertices[n] = v.pos; - - m->mNormals[n] = t.normals[i]; - m->mTextureCoords[0][n] = aiVector3D(t.uv[i].x,1.f-t.uv[i].y,0.0); - f.mIndices[i] = n; - } - } - - // allocate storage for bones - if (mybones.size()) { - std::vector<unsigned int> bmap(joints.size()); - m->mBones = new aiBone*[mybones.size()](); - for (BoneSet::const_iterator it = mybones.begin(); it != mybones.end(); ++it) { - aiBone* const bn = m->mBones[m->mNumBones] = new aiBone(); - const TempJoint& jnt = joints[(*it).first]; - - bn->mName.Set(jnt.name); - bn->mWeights = new aiVertexWeight[(*it).second]; - - bmap[(*it).first] = m->mNumBones++; - } - - // .. and collect bone weights - for (unsigned int i = 0,n = 0; i < m->mNumFaces; ++i) { - TempTriangle& t = triangles[g.triangles[i]]; - - for (unsigned int i = 0; i < 3; ++i,++n) { - const TempVertex& v = vertices[t.indices[i]]; - for (unsigned int a = 0; a < 4; ++a) { - const unsigned int bone = v.bone_id[a]; - if (bone==0xffffffff){ - continue; - } - - aiBone* const outbone = m->mBones[bmap[bone]]; - aiVertexWeight& outwght = outbone->mWeights[outbone->mNumWeights++]; - - outwght.mVertexId = n; - outwght.mWeight = v.weights[a]; - } - } - } - } - } - - // ... add dummy nodes under a single root, each holding a reference to one - // mesh. If we didn't do this, we'd loose the group name. - aiNode* rt = pScene->mRootNode = new aiNode("<MS3DRoot>"); - -#ifdef ASSIMP_BUILD_MS3D_ONE_NODE_PER_MESH - rt->mChildren = new aiNode*[rt->mNumChildren=pScene->mNumMeshes+(joints.size()?1:0)](); - - for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) { - aiNode* nd = rt->mChildren[i] = new aiNode(); - - const TempGroup& g = groups[i]; - - // we need to generate an unique name for all mesh nodes. - // since we want to keep the group name, a prefix is - // prepended. - nd->mName = aiString("<MS3DMesh>_"); - nd->mName.Append(g.name); - nd->mParent = rt; - - nd->mMeshes = new unsigned int[nd->mNumMeshes = 1]; - nd->mMeshes[0] = i; - } -#else - rt->mMeshes = new unsigned int[pScene->mNumMeshes]; - for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) { - rt->mMeshes[rt->mNumMeshes++] = i; - } -#endif - - // convert animations as well - if (joints.size()) { -#ifndef ASSIMP_BUILD_MS3D_ONE_NODE_PER_MESH - rt->mChildren = new aiNode*[1](); -#endif - aiNode* jt = rt->mChildren[pScene->mNumMeshes] = new aiNode(); - jt->mParent = rt; - CollectChildJoints(joints,jt); - jt->mName.Set("<MS3DJointRoot>"); - - pScene->mAnimations = new aiAnimation*[ pScene->mNumAnimations = 1 ]; - aiAnimation* const anim = pScene->mAnimations[0] = new aiAnimation(); - - anim->mName.Set("<MS3DMasterAnim>"); - - // carry the fps info to the user by scaling all times with it - anim->mTicksPerSecond = animfps; - - // leave duration at its default, so ScenePreprocessor will fill an appropriate - // value (the values taken from some MS3D files seem to be too unreliable - // to pass the validation) - // anim->mDuration = totalframes/animfps; - - anim->mChannels = new aiNodeAnim*[joints.size()](); - for (std::vector<TempJoint>::const_iterator it = joints.begin(); it != joints.end(); ++it) { - if ((*it).rotFrames.empty() && (*it).posFrames.empty()) { - continue; - } - - aiNodeAnim* nd = anim->mChannels[anim->mNumChannels++] = new aiNodeAnim(); - nd->mNodeName.Set((*it).name); - - if ((*it).rotFrames.size()) { - nd->mRotationKeys = new aiQuatKey[(*it).rotFrames.size()]; - for (std::vector<TempKeyFrame>::const_iterator rot = (*it).rotFrames.begin(); rot != (*it).rotFrames.end(); ++rot) { - aiQuatKey& q = nd->mRotationKeys[nd->mNumRotationKeys++]; - - q.mTime = (*rot).time*animfps; - - // XXX it seems our matrix&quaternion code has faults in its conversion routines -- - // aiQuaternion(x,y,z) seems to besomething different as quat(matrix.fromeuler(x,y,z)). - q.mValue = aiQuaternion(aiMatrix3x3(aiMatrix4x4().FromEulerAnglesXYZ((*rot).value)* - aiMatrix4x4().FromEulerAnglesXYZ((*it).rotation)).Transpose()); - } - } - - if ((*it).posFrames.size()) { - nd->mPositionKeys = new aiVectorKey[(*it).posFrames.size()]; - - aiQuatKey* qu = nd->mRotationKeys; - for (std::vector<TempKeyFrame>::const_iterator pos = (*it).posFrames.begin(); pos != (*it).posFrames.end(); ++pos,++qu) { - aiVectorKey& v = nd->mPositionKeys[nd->mNumPositionKeys++]; - - v.mTime = (*pos).time*animfps; - v.mValue = (*it).position + (*pos).value; - } - } - } - // fixup to pass the validation if not a single animation channel is non-trivial - if (!anim->mNumChannels) { - anim->mChannels = NULL; - } - } -} - -#endif |