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- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (assimp)
- ---------------------------------------------------------------------------
- Copyright (c) 2006-2022, 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 Q3DLoader.cpp
- * @brief Implementation of the Q3D importer class
- */
- #ifndef ASSIMP_BUILD_NO_Q3D_IMPORTER
- // internal headers
- #include "Q3DLoader.h"
- #include <assimp/StringUtils.h>
- #include <assimp/StreamReader.h>
- #include <assimp/fast_atof.h>
- #include <assimp/importerdesc.h>
- #include <assimp/scene.h>
- #include <assimp/DefaultLogger.hpp>
- #include <assimp/IOSystem.hpp>
- namespace Assimp {
- static constexpr aiImporterDesc desc = {
- "Quick3D Importer",
- "",
- "",
- "http://www.quick3d.com/",
- aiImporterFlags_SupportBinaryFlavour,
- 0,
- 0,
- 0,
- 0,
- "q3o q3s"
- };
- // ------------------------------------------------------------------------------------------------
- // Constructor to be privately used by Importer
- Q3DImporter::Q3DImporter() = default;
- // ------------------------------------------------------------------------------------------------
- // Destructor, private as well
- Q3DImporter::~Q3DImporter() = default;
- // ------------------------------------------------------------------------------------------------
- // Returns whether the class can handle the format of the given file.
- bool Q3DImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const {
- static const char *tokens[] = { "quick3Do", "quick3Ds" };
- return SearchFileHeaderForToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens));
- }
- // ------------------------------------------------------------------------------------------------
- const aiImporterDesc *Q3DImporter::GetInfo() const {
- return &desc;
- }
- // ------------------------------------------------------------------------------------------------
- // Imports the given file into the given scene structure.
- void Q3DImporter::InternReadFile(const std::string &pFile,
- aiScene *pScene, IOSystem *pIOHandler) {
- auto file = pIOHandler->Open(pFile, "rb");
- if (!file)
- throw DeadlyImportError("Quick3D: Could not open ", pFile);
- StreamReaderLE stream(file);
- // The header is 22 bytes large
- if (stream.GetRemainingSize() < 22)
- throw DeadlyImportError("File is either empty or corrupt: ", pFile);
- // Check the file's signature
- if (ASSIMP_strincmp((const char *)stream.GetPtr(), "quick3Do", 8) &&
- ASSIMP_strincmp((const char *)stream.GetPtr(), "quick3Ds", 8)) {
- throw DeadlyImportError("Not a Quick3D file. Signature string is: ", ai_str_toprintable((const char *)stream.GetPtr(), 8));
- }
- // Print the file format version
- ASSIMP_LOG_INFO("Quick3D File format version: ",
- std::string(&((const char *)stream.GetPtr())[8], 2));
- // ... an store it
- char major = ((const char *)stream.GetPtr())[8];
- char minor = ((const char *)stream.GetPtr())[9];
- stream.IncPtr(10);
- unsigned int numMeshes = (unsigned int)stream.GetI4();
- unsigned int numMats = (unsigned int)stream.GetI4();
- unsigned int numTextures = (unsigned int)stream.GetI4();
- std::vector<Material> materials;
- try {
- materials.reserve(numMats);
- } catch (const std::bad_alloc &) {
- ASSIMP_LOG_ERROR("Invalid alloc for materials.");
- throw DeadlyImportError("Invalid Quick3D-file, material allocation failed.");
- }
- std::vector<Mesh> meshes;
- try {
- meshes.reserve(numMeshes);
- } catch (const std::bad_alloc &) {
- ASSIMP_LOG_ERROR("Invalid alloc for meshes.");
- throw DeadlyImportError("Invalid Quick3D-file, mesh allocation failed.");
- }
- // Allocate the scene root node
- pScene->mRootNode = new aiNode();
- aiColor3D fgColor(0.6f, 0.6f, 0.6f);
- // Now read all file chunks
- while (true) {
- if (stream.GetRemainingSize() < 1) break;
- char c = stream.GetI1();
- switch (c) {
- // Meshes chunk
- case 'm': {
- for (unsigned int quak = 0; quak < numMeshes; ++quak) {
- meshes.emplace_back();
- Mesh &mesh = meshes.back();
- // read all vertices
- unsigned int numVerts = (unsigned int)stream.GetI4();
- if (!numVerts)
- throw DeadlyImportError("Quick3D: Found mesh with zero vertices");
- std::vector<aiVector3D> &verts = mesh.verts;
- verts.resize(numVerts);
- for (unsigned int i = 0; i < numVerts; ++i) {
- verts[i].x = stream.GetF4();
- verts[i].y = stream.GetF4();
- verts[i].z = stream.GetF4();
- }
- // read all faces
- numVerts = (unsigned int)stream.GetI4();
- if (!numVerts)
- throw DeadlyImportError("Quick3D: Found mesh with zero faces");
- std::vector<Face> &faces = mesh.faces;
- faces.reserve(numVerts);
- // number of indices
- for (unsigned int i = 0; i < numVerts; ++i) {
- faces.emplace_back(stream.GetI2());
- if (faces.back().indices.empty())
- throw DeadlyImportError("Quick3D: Found face with zero indices");
- }
- // indices
- for (unsigned int i = 0; i < numVerts; ++i) {
- Face &vec = faces[i];
- for (unsigned int a = 0; a < (unsigned int)vec.indices.size(); ++a)
- vec.indices[a] = stream.GetI4();
- }
- // material indices
- for (unsigned int i = 0; i < numVerts; ++i) {
- faces[i].mat = (unsigned int)stream.GetI4();
- }
- // read all normals
- numVerts = (unsigned int)stream.GetI4();
- std::vector<aiVector3D> &normals = mesh.normals;
- normals.resize(numVerts);
- for (unsigned int i = 0; i < numVerts; ++i) {
- normals[i].x = stream.GetF4();
- normals[i].y = stream.GetF4();
- normals[i].z = stream.GetF4();
- }
- numVerts = (unsigned int)stream.GetI4();
- if (numTextures && numVerts) {
- // read all texture coordinates
- std::vector<aiVector3D> &uv = mesh.uv;
- uv.resize(numVerts);
- for (unsigned int i = 0; i < numVerts; ++i) {
- uv[i].x = stream.GetF4();
- uv[i].y = stream.GetF4();
- }
- // UV indices
- for (unsigned int i = 0; i < (unsigned int)faces.size(); ++i) {
- Face &vec = faces[i];
- for (unsigned int a = 0; a < (unsigned int)vec.indices.size(); ++a) {
- vec.uvindices[a] = stream.GetI4();
- if (!i && !a)
- mesh.prevUVIdx = vec.uvindices[a];
- else if (vec.uvindices[a] != mesh.prevUVIdx)
- mesh.prevUVIdx = UINT_MAX;
- }
- }
- }
- // we don't need the rest, but we need to get to the next chunk
- stream.IncPtr(36);
- if (minor > '0' && major == '3')
- stream.IncPtr(mesh.faces.size());
- }
- } break;
- // materials chunk
- case 'c':
- for (unsigned int i = 0; i < numMats; ++i) {
- materials.emplace_back();
- Material &mat = materials.back();
- // read the material name
- c = stream.GetI1();
- while (c) {
- mat.name.data[mat.name.length++] = c;
- c = stream.GetI1();
- }
- // add the terminal character
- mat.name.data[mat.name.length] = '\0';
- // read the ambient color
- mat.ambient.r = stream.GetF4();
- mat.ambient.g = stream.GetF4();
- mat.ambient.b = stream.GetF4();
- // read the diffuse color
- mat.diffuse.r = stream.GetF4();
- mat.diffuse.g = stream.GetF4();
- mat.diffuse.b = stream.GetF4();
- // read the ambient color
- mat.specular.r = stream.GetF4();
- mat.specular.g = stream.GetF4();
- mat.specular.b = stream.GetF4();
- // read the transparency
- mat.transparency = stream.GetF4();
- // FIX: it could be the texture index ...
- mat.texIdx = (unsigned int)stream.GetI4();
- }
- break;
- // texture chunk
- case 't':
- pScene->mNumTextures = numTextures;
- if (!numTextures) {
- break;
- }
- pScene->mTextures = new aiTexture *[pScene->mNumTextures];
- // to make sure we won't crash if we leave through an exception
- ::memset(pScene->mTextures, 0, sizeof(void *) * pScene->mNumTextures);
- for (unsigned int i = 0; i < pScene->mNumTextures; ++i) {
- aiTexture *tex = pScene->mTextures[i] = new aiTexture;
- // skip the texture name
- while (stream.GetI1())
- ;
- // read texture width and height
- tex->mWidth = (unsigned int)stream.GetI4();
- tex->mHeight = (unsigned int)stream.GetI4();
- if (!tex->mWidth || !tex->mHeight) {
- throw DeadlyImportError("Quick3D: Invalid texture. Width or height is zero");
- }
- unsigned int mul = tex->mWidth * tex->mHeight;
- aiTexel *begin = tex->pcData = new aiTexel[mul];
- aiTexel *const end = &begin[mul - 1] + 1;
- for (; begin != end; ++begin) {
- begin->r = stream.GetI1();
- begin->g = stream.GetI1();
- begin->b = stream.GetI1();
- begin->a = 0xff;
- }
- }
- break;
- // scene chunk
- case 's': {
- // skip position and rotation
- stream.IncPtr(12);
- for (unsigned int i = 0; i < 4; ++i)
- for (unsigned int a = 0; a < 4; ++a)
- pScene->mRootNode->mTransformation[i][a] = stream.GetF4();
- stream.IncPtr(16);
- // now setup a single camera
- pScene->mNumCameras = 1;
- pScene->mCameras = new aiCamera *[1];
- aiCamera *cam = pScene->mCameras[0] = new aiCamera();
- cam->mPosition.x = stream.GetF4();
- cam->mPosition.y = stream.GetF4();
- cam->mPosition.z = stream.GetF4();
- cam->mName.Set("Q3DCamera");
- // skip eye rotation for the moment
- stream.IncPtr(12);
- // read the default material color
- fgColor.r = stream.GetF4();
- fgColor.g = stream.GetF4();
- fgColor.b = stream.GetF4();
- // skip some unimportant properties
- stream.IncPtr(29);
- // setup a single point light with no attenuation
- pScene->mNumLights = 1;
- pScene->mLights = new aiLight *[1];
- aiLight *light = pScene->mLights[0] = new aiLight();
- light->mName.Set("Q3DLight");
- light->mType = aiLightSource_POINT;
- light->mAttenuationConstant = 1;
- light->mAttenuationLinear = 0;
- light->mAttenuationQuadratic = 0;
- light->mColorDiffuse.r = stream.GetF4();
- light->mColorDiffuse.g = stream.GetF4();
- light->mColorDiffuse.b = stream.GetF4();
- light->mColorSpecular = light->mColorDiffuse;
- // We don't need the rest, but we need to know where this chunk ends.
- unsigned int temp = (unsigned int)(stream.GetI4() * stream.GetI4());
- // skip the background file name
- while (stream.GetI1())
- ;
- // skip background texture data + the remaining fields
- stream.IncPtr(temp * 3 + 20); // 4 bytes of unknown data here
- // TODO
- goto outer;
- }
- default:
- throw DeadlyImportError("Quick3D: Unknown chunk");
- };
- }
- outer:
- // If we have no mesh loaded - break here
- if (meshes.empty())
- throw DeadlyImportError("Quick3D: No meshes loaded");
- // If we have no materials loaded - generate a default mat
- if (materials.empty()) {
- ASSIMP_LOG_INFO("Quick3D: No material found, generating one");
- materials.emplace_back();
- materials.back().diffuse = fgColor;
- }
- // find out which materials we'll need
- typedef std::pair<unsigned int, unsigned int> FaceIdx;
- typedef std::vector<FaceIdx> FaceIdxArray;
- FaceIdxArray *fidx = new FaceIdxArray[materials.size()];
- unsigned int p = 0;
- for (std::vector<Mesh>::iterator it = meshes.begin(), end = meshes.end();
- it != end; ++it, ++p) {
- unsigned int q = 0;
- for (std::vector<Face>::iterator fit = (*it).faces.begin(), fend = (*it).faces.end();
- fit != fend; ++fit, ++q) {
- if ((*fit).mat >= materials.size()) {
- ASSIMP_LOG_WARN("Quick3D: Material index overflow");
- (*fit).mat = 0;
- }
- if (fidx[(*fit).mat].empty()) ++pScene->mNumMeshes;
- fidx[(*fit).mat].emplace_back(p, q);
- }
- }
- pScene->mNumMaterials = pScene->mNumMeshes;
- pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials];
- pScene->mMeshes = new aiMesh *[pScene->mNumMaterials];
- for (unsigned int i = 0, real = 0; i < (unsigned int)materials.size(); ++i) {
- if (fidx[i].empty())
- continue;
- // Allocate a mesh and a material
- aiMesh *mesh = pScene->mMeshes[real] = new aiMesh();
- aiMaterial *mat = new aiMaterial();
- pScene->mMaterials[real] = mat;
- mesh->mMaterialIndex = real;
- // Build the output material
- Material &srcMat = materials[i];
- mat->AddProperty(&srcMat.diffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
- mat->AddProperty(&srcMat.specular, 1, AI_MATKEY_COLOR_SPECULAR);
- mat->AddProperty(&srcMat.ambient, 1, AI_MATKEY_COLOR_AMBIENT);
- // NOTE: Ignore transparency for the moment - it seems
- // unclear how to interpret the data
- #if 0
- if (!(minor > '0' && major == '3'))
- srcMat.transparency = 1.0f - srcMat.transparency;
- mat->AddProperty(&srcMat.transparency, 1, AI_MATKEY_OPACITY);
- #endif
- // add shininess - Quick3D seems to use it ins its viewer
- srcMat.transparency = 16.f;
- mat->AddProperty(&srcMat.transparency, 1, AI_MATKEY_SHININESS);
- int m = (int)aiShadingMode_Phong;
- mat->AddProperty(&m, 1, AI_MATKEY_SHADING_MODEL);
- if (srcMat.name.length)
- mat->AddProperty(&srcMat.name, AI_MATKEY_NAME);
- // Add a texture
- if (srcMat.texIdx < pScene->mNumTextures || real < pScene->mNumTextures) {
- srcMat.name.data[0] = '*';
- srcMat.name.length = ASSIMP_itoa10(&srcMat.name.data[1], 1000,
- (srcMat.texIdx < pScene->mNumTextures ? srcMat.texIdx : real));
- mat->AddProperty(&srcMat.name, AI_MATKEY_TEXTURE_DIFFUSE(0));
- }
- mesh->mNumFaces = (unsigned int)fidx[i].size();
- aiFace *faces = mesh->mFaces = new aiFace[mesh->mNumFaces];
- // Now build the output mesh. First find out how many
- // vertices we'll need
- for (FaceIdxArray::const_iterator it = fidx[i].begin(), end = fidx[i].end();
- it != end; ++it) {
- mesh->mNumVertices += (unsigned int)meshes[(*it).first].faces[(*it).second].indices.size();
- }
- aiVector3D *verts = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
- aiVector3D *norms = mesh->mNormals = new aiVector3D[mesh->mNumVertices];
- aiVector3D *uv = nullptr;
- if (real < pScene->mNumTextures) {
- uv = mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
- mesh->mNumUVComponents[0] = 2;
- }
- // Build the final array
- unsigned int cnt = 0;
- for (FaceIdxArray::const_iterator it = fidx[i].begin(), end = fidx[i].end();
- it != end; ++it, ++faces) {
- Mesh &curMesh = meshes[(*it).first];
- Face &face = curMesh.faces[(*it).second];
- faces->mNumIndices = (unsigned int)face.indices.size();
- faces->mIndices = new unsigned int[faces->mNumIndices];
- aiVector3D faceNormal;
- bool fnOK = false;
- for (unsigned int n = 0; n < faces->mNumIndices; ++n, ++cnt, ++norms, ++verts) {
- if (face.indices[n] >= curMesh.verts.size()) {
- ASSIMP_LOG_WARN("Quick3D: Vertex index overflow");
- face.indices[n] = 0;
- }
- // copy vertices
- *verts = curMesh.verts[face.indices[n]];
- if (face.indices[n] >= curMesh.normals.size() && faces->mNumIndices >= 3) {
- // we have no normal here - assign the face normal
- if (!fnOK) {
- const aiVector3D &pV1 = curMesh.verts[face.indices[0]];
- const aiVector3D &pV2 = curMesh.verts[face.indices[1]];
- const aiVector3D &pV3 = curMesh.verts[face.indices.size() - 1];
- faceNormal = (pV2 - pV1) ^ (pV3 - pV1).Normalize();
- fnOK = true;
- }
- *norms = faceNormal;
- } else {
- *norms = curMesh.normals[face.indices[n]];
- }
- // copy texture coordinates
- if (uv && curMesh.uv.size()) {
- if (curMesh.prevUVIdx != 0xffffffff && curMesh.uv.size() >= curMesh.verts.size()) // workaround
- {
- *uv = curMesh.uv[face.indices[n]];
- } else {
- if (face.uvindices[n] >= curMesh.uv.size()) {
- ASSIMP_LOG_WARN("Quick3D: Texture coordinate index overflow");
- face.uvindices[n] = 0;
- }
- *uv = curMesh.uv[face.uvindices[n]];
- }
- uv->y = 1.f - uv->y;
- ++uv;
- }
- // setup the new vertex index
- faces->mIndices[n] = cnt;
- }
- }
- ++real;
- }
- // Delete our nice helper array
- delete[] fidx;
- // Now we need to attach the meshes to the root node of the scene
- pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
- pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
- for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
- pScene->mRootNode->mMeshes[i] = i;
- }
- // Add cameras and light sources to the scene root node
- pScene->mRootNode->mNumChildren = pScene->mNumLights + pScene->mNumCameras;
- if (pScene->mRootNode->mNumChildren) {
- pScene->mRootNode->mChildren = new aiNode *[pScene->mRootNode->mNumChildren];
- // the light source
- aiNode *nd = pScene->mRootNode->mChildren[0] = new aiNode();
- nd->mParent = pScene->mRootNode;
- nd->mName.Set("Q3DLight");
- nd->mTransformation = pScene->mRootNode->mTransformation;
- nd->mTransformation.Inverse();
- // camera
- nd = pScene->mRootNode->mChildren[1] = new aiNode();
- nd->mParent = pScene->mRootNode;
- nd->mName.Set("Q3DCamera");
- nd->mTransformation = pScene->mRootNode->mChildren[0]->mTransformation;
- }
- }
- } // namespace Assimp
- #endif // !! ASSIMP_BUILD_NO_Q3D_IMPORTER
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