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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 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 "AssetLib/Unreal/UnrealLoader.h"
- #include "PostProcessing/ConvertToLHProcess.h"
- #include <assimp/ParsingUtils.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>
- #include <assimp/Importer.hpp>
- #include <cstdint>
- #include <memory>
- namespace Assimp {
- namespace Unreal {
- /*
- 0 = Normal one-sided
- 1 = Normal two-sided
- 2 = Translucent two-sided
- 3 = Masked two-sided
- 4 = Modulation blended two-sided
- 8 = Placeholder triangle for weapon positioning (invisible)
- */
- enum MeshFlags {
- MF_NORMAL_OS = 0,
- MF_NORMAL_TS = 1,
- MF_NORMAL_TRANS_TS = 2,
- MF_NORMAL_MASKED_TS = 3,
- MF_NORMAL_MOD_TS = 4,
- MF_WEAPON_PLACEHOLDER = 8
- };
- // a single triangle
- struct Triangle {
- uint16_t mVertex[3]; // Vertex indices
- char mType; // James' Mesh Type
- char mColor; // Color for flat and Gourand Shaded
- unsigned char mTex[3][2]; // Texture UV coordinates
- unsigned char mTextureNum; // Source texture offset
- char mFlags; // Unreal Mesh Flags (unused)
- unsigned int matIndex;
- };
- // temporary representation for a material
- struct TempMat {
- TempMat() :
- type(MF_NORMAL_OS), tex(), numFaces(0) {}
- explicit TempMat(const Triangle &in) :
- type((Unreal::MeshFlags)in.mType), tex(in.mTextureNum), numFaces(0) {}
- // type of mesh
- Unreal::MeshFlags type;
- // index of texture
- unsigned int tex;
- // number of faces using us
- unsigned int numFaces;
- // for std::find
- bool operator==(const TempMat &o) {
- return (tex == o.tex && type == o.type);
- }
- };
- struct Vertex {
- int32_t X : 11;
- int32_t Y : 11;
- int32_t Z : 10;
- };
- // UNREAL vertex compression
- inline void CompressVertex(const aiVector3D &v, uint32_t &out) {
- union {
- Vertex n;
- int32_t t;
- };
- t = 0;
- n.X = (int32_t)v.x;
- n.Y = (int32_t)v.y;
- n.Z = (int32_t)v.z;
- ::memcpy(&out, &t, sizeof(int32_t));
- }
- // UNREAL vertex decompression
- inline void DecompressVertex(aiVector3D &v, int32_t in) {
- union {
- Vertex n;
- int32_t i;
- };
- i = in;
- v.x = (float)n.X;
- v.y = (float)n.Y;
- v.z = (float)n.Z;
- }
- } // end namespace Unreal
- static constexpr aiImporterDesc desc = {
- "Unreal Mesh Importer",
- "",
- "",
- "",
- aiImporterFlags_SupportTextFlavour,
- 0,
- 0,
- 0,
- 0,
- "3d uc"
- };
- // ------------------------------------------------------------------------------------------------
- // Constructor to be privately used by Importer
- UnrealImporter::UnrealImporter() :
- mConfigFrameID(0), mConfigHandleFlags(true) {
- // empty
- }
- // ------------------------------------------------------------------------------------------------
- // Destructor, private as well
- UnrealImporter::~UnrealImporter() = default;
- // ------------------------------------------------------------------------------------------------
- // Returns whether the class can handle the format of the given file.
- bool UnrealImporter::CanRead(const std::string &filename, IOSystem * /*pIOHandler*/, bool /*checkSig*/) const {
- return SimpleExtensionCheck(filename, "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.
- mConfigFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_UNREAL_KEYFRAME, -1);
- if (static_cast<unsigned int>(-1) == mConfigFrameID) {
- mConfigFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME, 0);
- }
- // AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS, default is true
- mConfigHandleFlags = (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";
- ASSIMP_LOG_DEBUG("UNREAL: data file is ", d_path);
- ASSIMP_LOG_DEBUG("UNREAL: aniv file is ", a_path);
- ASSIMP_LOG_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) {
- ASSIMP_LOG_WARN("UNREAL: vertex index out of range");
- tri.mVertex[i] = 0;
- }
- }
- tri.mType = d_reader.GetI1();
- // handle mesh flagss?
- if (mConfigHandleFlags)
- 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 (mConfigFrameID >= numFrames) {
- throw DeadlyImportError("UNREAL: The requested frame does not exist");
- }
- uint32_t st = a_reader.GetI2();
- if (st != numVert * 4u)
- throw DeadlyImportError("UNREAL: Unexpected aniv file length");
- // skip to our frame
- a_reader.IncPtr(mConfigFrameID * 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) {
- 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.emplace_back();
- 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.emplace_back();
- 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 {
- ASSIMP_LOG_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 = static_cast<ai_uint32>(::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);
- }
- } // namespace Assimp
- #endif // !! ASSIMP_BUILD_NO_3D_IMPORTER
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