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@@ -67,32 +67,26 @@ namespace Assimp {
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namespace Unreal {
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-/*
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- 0 = Normal one-sided
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- 1 = Normal two-sided
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- 2 = Translucent two-sided
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- 3 = Masked two-sided
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- 4 = Modulation blended two-sided
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- 8 = Placeholder triangle for weapon positioning (invisible)
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-*/
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+// Mesh-specific fags.
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enum MeshFlags {
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- MF_NORMAL_OS = 0,
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- MF_NORMAL_TS = 1,
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- MF_NORMAL_TRANS_TS = 2,
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- MF_NORMAL_MASKED_TS = 3,
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- MF_NORMAL_MOD_TS = 4,
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- MF_WEAPON_PLACEHOLDER = 8
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+ MF_INVALID = -1, // Not set
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+ MF_NORMAL_OS = 0, // Normal one-sided
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+ MF_NORMAL_TS = 1, // Normal two-sided
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+ MF_NORMAL_TRANS_TS = 2, // Translucent two-sided
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+ MF_NORMAL_MASKED_TS = 3, // Masked two-sided
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+ MF_NORMAL_MOD_TS = 4, // Modulation blended two-sided
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+ MF_WEAPON_PLACEHOLDER = 8 // Placeholder triangle for weapon positioning (invisible)
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};
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// a single triangle
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struct Triangle {
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- uint16_t mVertex[3]; // Vertex indices
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- char mType; // James' Mesh Type
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- char mColor; // Color for flat and Gourand Shaded
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- unsigned char mTex[3][2]; // Texture UV coordinates
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- unsigned char mTextureNum; // Source texture offset
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- char mFlags; // Unreal Mesh Flags (unused)
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- unsigned int matIndex;
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+ uint16_t mVertex[3]; // Vertex indices
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+ char mType; // James' Mesh Type
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+ char mColor; // Color for flat and Gourand Shaded
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+ unsigned char mTex[3][2]; // Texture UV coordinates
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+ unsigned char mTextureNum; // Source texture offset
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+ char mFlags; // Unreal Mesh Flags (unused)
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+ unsigned int matIndex; // Material index
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};
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// temporary representation for a material
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@@ -118,6 +112,7 @@ struct TempMat {
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}
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};
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+// A single vertex in an unsigned int 32 bit
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struct Vertex {
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int32_t X : 11;
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int32_t Y : 11;
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@@ -172,10 +167,6 @@ UnrealImporter::UnrealImporter() :
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// empty
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}
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-// ------------------------------------------------------------------------------------------------
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-// Destructor, private as well
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-UnrealImporter::~UnrealImporter() = default;
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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 UnrealImporter::CanRead(const std::string &filename, IOSystem * /*pIOHandler*/, bool /*checkSig*/) const {
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@@ -243,8 +234,9 @@ void UnrealImporter::InternReadFile(const std::string &pFile,
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const uint16_t numTris = d_reader.GetI2();
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const uint16_t numVert = d_reader.GetI2();
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d_reader.IncPtr(44);
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- if (!numTris || numVert < 3)
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+ if (!numTris || numVert < 3) {
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throw DeadlyImportError("UNREAL: Invalid number of vertices/triangles");
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+ }
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// maximum texture index
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unsigned int maxTexIdx = 0;
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@@ -253,7 +245,6 @@ void UnrealImporter::InternReadFile(const std::string &pFile,
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std::vector<Unreal::Triangle> triangles(numTris);
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for (auto &tri : triangles) {
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for (unsigned int i = 0; i < 3; ++i) {
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-
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tri.mVertex[i] = d_reader.GetI2();
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if (tri.mVertex[i] >= numTris) {
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ASSIMP_LOG_WARN("UNREAL: vertex index out of range");
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@@ -263,18 +254,20 @@ void UnrealImporter::InternReadFile(const std::string &pFile,
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tri.mType = d_reader.GetI1();
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// handle mesh flagss?
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- if (mConfigHandleFlags)
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+ if (mConfigHandleFlags) {
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tri.mType = Unreal::MF_NORMAL_OS;
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- else {
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+ } else {
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// ignore MOD and MASKED for the moment, treat them as two-sided
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if (tri.mType == Unreal::MF_NORMAL_MOD_TS || tri.mType == Unreal::MF_NORMAL_MASKED_TS)
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tri.mType = Unreal::MF_NORMAL_TS;
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}
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d_reader.IncPtr(1);
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- for (unsigned int i = 0; i < 3; ++i)
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- for (unsigned int i2 = 0; i2 < 2; ++i2)
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+ for (unsigned int i = 0; i < 3; ++i) {
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+ for (unsigned int i2 = 0; i2 < 2; ++i2) {
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tri.mTex[i][i2] = d_reader.GetI1();
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+ }
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+ }
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tri.mTextureNum = d_reader.GetI1();
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maxTexIdx = std::max(maxTexIdx, (unsigned int)tri.mTextureNum);
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@@ -282,8 +275,9 @@ void UnrealImporter::InternReadFile(const std::string &pFile,
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}
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p.reset(pIOHandler->Open(a_path));
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- if (!p)
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+ if (!p) {
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throw DeadlyImportError("UNREAL: Unable to open _a file");
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+ }
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StreamReaderLE a_reader(pIOHandler->Open(a_path));
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// read number of frames
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@@ -292,9 +286,10 @@ void UnrealImporter::InternReadFile(const std::string &pFile,
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throw DeadlyImportError("UNREAL: The requested frame does not exist");
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}
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- uint32_t st = a_reader.GetI2();
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- if (st != numVert * 4u)
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+ // read aniv file length
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+ if (uint32_t st = a_reader.GetI2(); st != numVert * 4u) {
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throw DeadlyImportError("UNREAL: Unexpected aniv file length");
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+ }
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// skip to our frame
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a_reader.IncPtr(mConfigFrameID * numVert * 4);
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@@ -407,7 +402,7 @@ void UnrealImporter::InternReadFile(const std::string &pFile,
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materials.reserve(textures.size() * 2 + 5);
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// find out how many output meshes and materials we'll have and build material indices
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- for (Unreal::Triangle &tri : triangles) {
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+ for (auto &tri : triangles) {
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Unreal::TempMat mat(tri);
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auto nt = std::find(materials.begin(), materials.end(), mat);
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if (nt == materials.end()) {
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@@ -483,7 +478,7 @@ void UnrealImporter::InternReadFile(const std::string &pFile,
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// set texture, if any
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const unsigned int tex = materials[i].tex;
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- for (std::vector<std::pair<unsigned int, std::string>>::const_iterator it = textures.begin(); it != textures.end(); ++it) {
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+ for (auto it = textures.begin(); it != textures.end(); ++it) {
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if ((*it).first == tex) {
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s.Set((*it).second);
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mat->AddProperty(&s, AI_MATKEY_TEXTURE_DIFFUSE(0));
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@@ -495,7 +490,7 @@ void UnrealImporter::InternReadFile(const std::string &pFile,
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// fill them.
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for (const Unreal::Triangle &tri : triangles) {
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Unreal::TempMat mat(tri);
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- std::vector<Unreal::TempMat>::iterator nt = std::find(materials.begin(), materials.end(), mat);
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+ auto nt = std::find(materials.begin(), materials.end(), mat);
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aiMesh *mesh = pScene->mMeshes[nt - materials.begin()];
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aiFace &f = mesh->mFaces[mesh->mNumFaces++];
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