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-/*
----------------------------------------------------------------------------
-Open Asset Import Library (assimp)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2017, assimp 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 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 UnrealLoader.cpp
- * @brief Implementation of the UNREAL (*.3D) importer class
- *
- * Sources:
- * http://local.wasp.uwa.edu.au/~pbourke/dataformats/unreal/
- */
-
-
-
-#ifndef ASSIMP_BUILD_NO_3D_IMPORTER
-
-#include "UnrealLoader.h"
-#include "StreamReader.h"
-#include "ParsingUtils.h"
-#include "fast_atof.h"
-#include "ConvertToLHProcess.h"
-
-#include <assimp/Importer.hpp>
-#include <assimp/DefaultLogger.hpp>
-#include <assimp/IOSystem.hpp>
-#include <assimp/scene.h>
-#include <assimp/importerdesc.h>
-
-#include <memory>
-
-using namespace Assimp;
-
-static const aiImporterDesc desc = {
- "Unreal Mesh Importer",
- "",
- "",
- "",
- aiImporterFlags_SupportTextFlavour,
- 0,
- 0,
- 0,
- 0,
- "3d uc"
-};
-
-
-// ------------------------------------------------------------------------------------------------
-// Constructor to be privately used by Importer
-UnrealImporter::UnrealImporter()
-: configFrameID (0)
-, configHandleFlags (true)
-{}
-
-// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
-UnrealImporter::~UnrealImporter()
-{}
-
-// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file.
-bool UnrealImporter::CanRead( const std::string& pFile, IOSystem* /*pIOHandler*/, bool /*checkSig*/) const
-{
- return SimpleExtensionCheck(pFile,"3d","uc");
-}
-
-// ------------------------------------------------------------------------------------------------
-// Build a string of all file extensions supported
-const aiImporterDesc* UnrealImporter::GetInfo () const
-{
- return &desc;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Setup configuration properties for the loader
-void UnrealImporter::SetupProperties(const Importer* pImp)
-{
- // The
- // AI_CONFIG_IMPORT_UNREAL_KEYFRAME option overrides the
- // AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
- configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_UNREAL_KEYFRAME,-1);
- if(static_cast<unsigned int>(-1) == configFrameID) {
- configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
- }
-
- // AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS, default is true
- configHandleFlags = (0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS,1));
-}
-
-// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure.
-void UnrealImporter::InternReadFile( const std::string& pFile,
- aiScene* pScene, IOSystem* pIOHandler)
-{
- // For any of the 3 files being passed get the three correct paths
- // First of all, determine file extension
- std::string::size_type pos = pFile.find_last_of('.');
- std::string extension = GetExtension(pFile);
-
- std::string d_path,a_path,uc_path;
- if (extension == "3d") {
- // jjjj_d.3d
- // jjjj_a.3d
- pos = pFile.find_last_of('_');
- if (std::string::npos == pos) {
- throw DeadlyImportError("UNREAL: Unexpected naming scheme");
- }
- extension = pFile.substr(0,pos);
- }
- else {
- extension = pFile.substr(0,pos);
- }
-
- // build proper paths
- d_path = extension+"_d.3d";
- a_path = extension+"_a.3d";
- uc_path = extension+".uc";
-
- DefaultLogger::get()->debug("UNREAL: data file is " + d_path);
- DefaultLogger::get()->debug("UNREAL: aniv file is " + a_path);
- DefaultLogger::get()->debug("UNREAL: uc file is " + uc_path);
-
- // and open the files ... we can't live without them
- std::unique_ptr<IOStream> p(pIOHandler->Open(d_path));
- if (!p)
- throw DeadlyImportError("UNREAL: Unable to open _d file");
- StreamReaderLE d_reader(pIOHandler->Open(d_path));
-
- const uint16_t numTris = d_reader.GetI2();
- const uint16_t numVert = d_reader.GetI2();
- d_reader.IncPtr(44);
- if (!numTris || numVert < 3)
- throw DeadlyImportError("UNREAL: Invalid number of vertices/triangles");
-
- // maximum texture index
- unsigned int maxTexIdx = 0;
-
- // collect triangles
- std::vector<Unreal::Triangle> triangles(numTris);
- for (auto & tri : triangles) {
- for (unsigned int i = 0; i < 3;++i) {
-
- tri.mVertex[i] = d_reader.GetI2();
- if (tri.mVertex[i] >= numTris) {
- DefaultLogger::get()->warn("UNREAL: vertex index out of range");
- tri.mVertex[i] = 0;
- }
- }
- tri.mType = d_reader.GetI1();
-
- // handle mesh flagss?
- if (configHandleFlags)
- tri.mType = Unreal::MF_NORMAL_OS;
- else {
- // ignore MOD and MASKED for the moment, treat them as two-sided
- if (tri.mType == Unreal::MF_NORMAL_MOD_TS || tri.mType == Unreal::MF_NORMAL_MASKED_TS)
- tri.mType = Unreal::MF_NORMAL_TS;
- }
- d_reader.IncPtr(1);
-
- for (unsigned int i = 0; i < 3;++i)
- for (unsigned int i2 = 0; i2 < 2;++i2)
- tri.mTex[i][i2] = d_reader.GetI1();
-
- tri.mTextureNum = d_reader.GetI1();
- maxTexIdx = std::max(maxTexIdx,(unsigned int)tri.mTextureNum);
- d_reader.IncPtr(1);
- }
-
- p.reset(pIOHandler->Open(a_path));
- if (!p)
- throw DeadlyImportError("UNREAL: Unable to open _a file");
- StreamReaderLE a_reader(pIOHandler->Open(a_path));
-
- // read number of frames
- const uint32_t numFrames = a_reader.GetI2();
- if (configFrameID >= numFrames)
- throw DeadlyImportError("UNREAL: The requested frame does not exist");
-
- uint32_t st = a_reader.GetI2();
- if (st != numVert*4)
- throw DeadlyImportError("UNREAL: Unexpected aniv file length");
-
- // skip to our frame
- a_reader.IncPtr(configFrameID *numVert*4);
-
- // collect vertices
- std::vector<aiVector3D> vertices(numVert);
- for (auto &vertex : vertices) {
- int32_t val = a_reader.GetI4();
- Unreal::DecompressVertex(vertex ,val);
- }
-
- // list of textures.
- std::vector< std::pair<unsigned int, std::string> > textures;
-
- // allocate the output scene
- aiNode* nd = pScene->mRootNode = new aiNode();
- nd->mName.Set("<UnrealRoot>");
-
- // we can live without the uc file if necessary
- std::unique_ptr<IOStream> pb (pIOHandler->Open(uc_path));
- if (pb.get()) {
-
- std::vector<char> _data;
- TextFileToBuffer(pb.get(),_data);
- const char* data = &_data[0];
-
- std::vector< std::pair< std::string,std::string > > tempTextures;
-
- // do a quick search in the UC file for some known, usually texture-related, tags
- for (;*data;++data) {
- if (TokenMatchI(data,"#exec",5)) {
- SkipSpacesAndLineEnd(&data);
-
- // #exec TEXTURE IMPORT [...] NAME=jjjjj [...] FILE=jjjj.pcx [...]
- if (TokenMatchI(data,"TEXTURE",7)) {
- SkipSpacesAndLineEnd(&data);
-
- if (TokenMatchI(data,"IMPORT",6)) {
- tempTextures.push_back(std::pair< std::string,std::string >());
- std::pair< std::string,std::string >& me = tempTextures.back();
- for (;!IsLineEnd(*data);++data) {
- if (!::ASSIMP_strincmp(data,"NAME=",5)) {
- const char *d = data+=5;
- for (;!IsSpaceOrNewLine(*data);++data);
- me.first = std::string(d,(size_t)(data-d));
- }
- else if (!::ASSIMP_strincmp(data,"FILE=",5)) {
- const char *d = data+=5;
- for (;!IsSpaceOrNewLine(*data);++data);
- me.second = std::string(d,(size_t)(data-d));
- }
- }
- if (!me.first.length() || !me.second.length())
- tempTextures.pop_back();
- }
- }
- // #exec MESHMAP SETTEXTURE MESHMAP=box NUM=1 TEXTURE=Jtex1
- // #exec MESHMAP SCALE MESHMAP=box X=0.1 Y=0.1 Z=0.2
- else if (TokenMatchI(data,"MESHMAP",7)) {
- SkipSpacesAndLineEnd(&data);
-
- if (TokenMatchI(data,"SETTEXTURE",10)) {
-
- textures.push_back(std::pair<unsigned int, std::string>());
- std::pair<unsigned int, std::string>& me = textures.back();
-
- for (;!IsLineEnd(*data);++data) {
- if (!::ASSIMP_strincmp(data,"NUM=",4)) {
- data += 4;
- me.first = strtoul10(data,&data);
- }
- else if (!::ASSIMP_strincmp(data,"TEXTURE=",8)) {
- data += 8;
- const char *d = data;
- for (;!IsSpaceOrNewLine(*data);++data);
- me.second = std::string(d,(size_t)(data-d));
-
- // try to find matching path names, doesn't care if we don't find them
- for (std::vector< std::pair< std::string,std::string > >::const_iterator it = tempTextures.begin();
- it != tempTextures.end(); ++it) {
- if ((*it).first == me.second) {
- me.second = (*it).second;
- break;
- }
- }
- }
- }
- }
- else if (TokenMatchI(data,"SCALE",5)) {
-
- for (;!IsLineEnd(*data);++data) {
- if (data[0] == 'X' && data[1] == '=') {
- data = fast_atoreal_move<float>(data+2,(float&)nd->mTransformation.a1);
- }
- else if (data[0] == 'Y' && data[1] == '=') {
- data = fast_atoreal_move<float>(data+2,(float&)nd->mTransformation.b2);
- }
- else if (data[0] == 'Z' && data[1] == '=') {
- data = fast_atoreal_move<float>(data+2,(float&)nd->mTransformation.c3);
- }
- }
- }
- }
- }
- }
- }
- else {
- DefaultLogger::get()->error("Unable to open .uc file");
- }
-
- std::vector<Unreal::TempMat> materials;
- materials.reserve(textures.size()*2+5);
-
- // find out how many output meshes and materials we'll have and build material indices
- for (Unreal::Triangle &tri : triangles) {
- Unreal::TempMat mat(tri);
- std::vector<Unreal::TempMat>::iterator nt = std::find(materials.begin(),materials.end(),mat);
- if (nt == materials.end()) {
- // add material
- tri.matIndex = static_cast<unsigned int>(materials.size());
- mat.numFaces = 1;
- materials.push_back(mat);
-
- ++pScene->mNumMeshes;
- }
- else {
- tri.matIndex = static_cast<unsigned int>(nt-materials.begin());
- ++nt->numFaces;
- }
- }
-
- if (!pScene->mNumMeshes) {
- throw DeadlyImportError("UNREAL: Unable to find valid mesh data");
- }
-
- // allocate meshes and bind them to the node graph
- pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
- pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials = pScene->mNumMeshes];
-
- nd->mNumMeshes = pScene->mNumMeshes;
- nd->mMeshes = new unsigned int[nd->mNumMeshes];
- for (unsigned int i = 0; i < pScene->mNumMeshes;++i) {
- aiMesh* m = pScene->mMeshes[i] = new aiMesh();
- m->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
-
- const unsigned int num = materials[i].numFaces;
- m->mFaces = new aiFace [num];
- m->mVertices = new aiVector3D [num*3];
- m->mTextureCoords[0] = new aiVector3D [num*3];
-
- nd->mMeshes[i] = i;
-
- // create materials, too
- aiMaterial* mat = new aiMaterial();
- pScene->mMaterials[i] = mat;
-
- // all white by default - texture rulez
- aiColor3D color(1.f,1.f,1.f);
-
- aiString s;
- ::ai_snprintf( s.data, MAXLEN, "mat%u_tx%u_",i,materials[i].tex );
-
- // set the two-sided flag
- if (materials[i].type == Unreal::MF_NORMAL_TS) {
- const int twosided = 1;
- mat->AddProperty(&twosided,1,AI_MATKEY_TWOSIDED);
- ::strcat(s.data,"ts_");
- }
- else ::strcat(s.data,"os_");
-
- // make TRANS faces 90% opaque that RemRedundantMaterials won't catch us
- if (materials[i].type == Unreal::MF_NORMAL_TRANS_TS) {
- const float opac = 0.9f;
- mat->AddProperty(&opac,1,AI_MATKEY_OPACITY);
- ::strcat(s.data,"tran_");
- }
- else ::strcat(s.data,"opaq_");
-
- // a special name for the weapon attachment point
- if (materials[i].type == Unreal::MF_WEAPON_PLACEHOLDER) {
- s.length = ::ai_snprintf( s.data, MAXLEN, "$WeaponTag$" );
- color = aiColor3D(0.f,0.f,0.f);
- }
-
- // set color and name
- mat->AddProperty(&color,1,AI_MATKEY_COLOR_DIFFUSE);
- s.length = ::strlen(s.data);
- mat->AddProperty(&s,AI_MATKEY_NAME);
-
- // set texture, if any
- const unsigned int tex = materials[i].tex;
- for (std::vector< std::pair< unsigned int, std::string > >::const_iterator it = textures.begin();it != textures.end();++it) {
- if ((*it).first == tex) {
- s.Set((*it).second);
- mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0));
- break;
- }
- }
- }
-
- // fill them.
- for (const Unreal::Triangle &tri : triangles) {
- Unreal::TempMat mat(tri);
- std::vector<Unreal::TempMat>::iterator nt = std::find(materials.begin(),materials.end(),mat);
-
- aiMesh* mesh = pScene->mMeshes[nt-materials.begin()];
- aiFace& f = mesh->mFaces[mesh->mNumFaces++];
- f.mIndices = new unsigned int[f.mNumIndices = 3];
-
- for (unsigned int i = 0; i < 3;++i,mesh->mNumVertices++) {
- f.mIndices[i] = mesh->mNumVertices;
-
- mesh->mVertices[mesh->mNumVertices] = vertices[ tri.mVertex[i] ];
- mesh->mTextureCoords[0][mesh->mNumVertices] = aiVector3D( tri.mTex[i][0] / 255.f, 1.f - tri.mTex[i][1] / 255.f, 0.f);
- }
- }
-
- // convert to RH
- MakeLeftHandedProcess hero;
- hero.Execute(pScene);
-
- FlipWindingOrderProcess flipper;
- flipper.Execute(pScene);
-}
-
-#endif // !! ASSIMP_BUILD_NO_3D_IMPORTER