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- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
- Copyright (c) 2006-2012, 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.
- ----------------------------------------------------------------------
- */
- #include "AssimpPCH.h"
- #ifndef ASSIMP_BUILD_NO_M3_IMPORTER
- #include "M3Importer.h"
- #include <sstream>
- namespace Assimp {
- namespace M3 {
- static const aiImporterDesc desc = {
- "StarCraft M3 Importer",
- "",
- "",
- "",
- aiImporterFlags_SupportBinaryFlavour,
- 0,
- 0,
- 0,
- 0,
- "m3"
- };
- // ------------------------------------------------------------------------------------------------
- // Constructor.
- M3Importer::M3Importer() :
- m_pHead( NULL ),
- m_pRefs( NULL ),
- m_Buffer()
- {
- // empty
- }
- // ------------------------------------------------------------------------------------------------
- // Destructor.
- M3Importer::~M3Importer()
- {
- m_pHead = NULL;
- m_pRefs = NULL;
- }
- // ------------------------------------------------------------------------------------------------
- // Check for readable file format.
- bool M3Importer::CanRead( const std::string &rFile, IOSystem* /*pIOHandler*/, bool checkSig ) const
- {
- if ( !checkSig ) {
- return SimpleExtensionCheck( rFile, "m3" );
- }
- return false;
- }
- // ------------------------------------------------------------------------------------------------
- const aiImporterDesc* M3Importer::GetInfo () const
- {
- return &desc;
- }
- // ------------------------------------------------------------------------------------------------
- void M3Importer::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler )
- {
- ai_assert( !pFile.empty() );
- const std::string mode = "rb";
- boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, mode ) );
- if ( NULL == file.get() ) {
- throw DeadlyImportError( "Failed to open file " + pFile + ".");
- }
- // Get the file-size and validate it, throwing an exception when it fails
- const size_t filesize = file->FileSize();
- if( filesize < 1 ) {
- throw DeadlyImportError( "M3-file is too small.");
- }
- m_Buffer.resize( filesize );
- file->Read( &m_Buffer[ 0 ], sizeof( unsigned char ), filesize );
- m_pHead = reinterpret_cast<MD33*>( &m_Buffer[ 0 ] );
- m_pRefs = reinterpret_cast<ReferenceEntry*>( &m_Buffer[ 0 ] + m_pHead->ofsRefs );
- MODL20* pMODL20( NULL );
- MODL23* pMODL23( NULL );
- VertexExt* pVerts1( NULL );
- Vertex* pVerts2( NULL );
- DIV *pViews( NULL );
- Region* regions( NULL );
- uint16* faces( NULL );
- uint32 nVertices = 0;
- bool ok = true;
- switch( m_pRefs[ m_pHead->MODL.ref ].type ) {
- case 20:
- pMODL20 = GetEntries<MODL20>( m_pHead->MODL );
- if ( ( pMODL20->flags & 0x20000) != 0 ) { // Has vertices
- if( (pMODL20->flags & 0x40000) != 0 ) { // Has extra 4 byte
- pVerts1 = GetEntries<VertexExt>( pMODL20->vertexData );
- nVertices = pMODL20->vertexData.nEntries/sizeof(VertexExt);
- }
- else {
- pVerts2 = GetEntries<Vertex>( pMODL20->vertexData );
- nVertices = pMODL20->vertexData.nEntries / sizeof( Vertex );
- }
- }
- pViews = GetEntries<DIV>( pMODL20->views );
- break;
- case 23:
- pMODL23 = GetEntries<MODL23>(m_pHead->MODL );
- if( (pMODL23->flags & 0x20000) != 0 ) { // Has vertices
- if( (pMODL23->flags & 0x40000) != 0 ) { // Has extra 4 byte
- pVerts1 = GetEntries<VertexExt>( pMODL23->vertexData );
- nVertices = pMODL23->vertexData.nEntries/sizeof( VertexExt );
- }
- else {
- pVerts2 = GetEntries<Vertex>( pMODL23->vertexData );
- nVertices = pMODL23->vertexData.nEntries/sizeof( Vertex );
- }
- }
- pViews = GetEntries<DIV>( pMODL23->views );
- break;
- default:
- ok = false;
- break;
- }
-
- // Everything ok, if not throw an exception
- if ( !ok ) {
- throw DeadlyImportError( "Failed to open file " + pFile + ".");
- }
- // Get all region data
- regions = GetEntries<Region>( pViews->regions );
-
- // Get the face data
- faces = GetEntries<uint16>( pViews->faces );
- // Convert the vertices
- std::vector<aiVector3D> vertices;
- vertices.resize( nVertices );
- unsigned int offset = 0;
- for ( unsigned int i = 0; i < nVertices; i++ ) {
- if ( pVerts1 ) {
- vertices[ offset ].Set( pVerts1[ i ].pos.x, pVerts1[ i ].pos.y, pVerts1[ i ].pos.z );
- ++offset;
- }
- if ( pVerts2 ) {
- vertices[ offset ].Set( pVerts2[ i ].pos.x, pVerts2[ i ].pos.y, pVerts2[ i ].pos.z );
- ++offset;
- }
- }
- // Write the UV coordinates
- offset = 0;
- std::vector<aiVector3D> uvCoords;
- uvCoords.resize( nVertices );
- for( unsigned int i = 0; i < nVertices; ++i ) {
- if( pVerts1 ) {
- float u = (float) pVerts1[ i ].uv[ 0 ] / 2048;
- float v = (float) pVerts1[ i ].uv[ 1 ] / 2048;
- uvCoords[ offset ].Set( u, v, 0.0f );
- ++offset;
- }
- if( pVerts2 ) {
- float u = (float) pVerts2[ i ].uv[ 0 ] / 2048;
- float v = (float) pVerts2[ i ].uv[ 1 ] / 2048;
- uvCoords[ offset ].Set( u, v, 0.0f );
- ++offset;
- }
- }
- // Compute the normals
- std::vector<aiVector3D> normals;
- normals.resize( nVertices );
- float w = 0.0f;
- Vec3D norm;
- offset = 0;
- for( unsigned int i = 0; i < nVertices; i++ ) {
- w = 0.0f;
- if( pVerts1 ) {
- norm.x = (float) 2*pVerts1[ i ].normal[ 0 ]/255.0f - 1;
- norm.y = (float) 2*pVerts1[ i ].normal[ 1 ]/255.0f - 1;
- norm.z = (float) 2*pVerts1[ i ].normal[ 2 ]/255.0f - 1;
- w = (float) pVerts1[ i ].normal[ 3 ]/255.0f;
- }
- if( pVerts2 ) {
- norm.x = (float) 2*pVerts2[ i ].normal[ 0 ]/255.0f - 1;
- norm.y = (float) 2*pVerts2[ i ].normal[ 1 ]/255.0f - 1;
- norm.z = (float) 2*pVerts2[ i ].normal[ 2 ]/255.0f - 1;
- w = (float) pVerts2[ i ].normal[ 3 ] / 255.0f;
- }
- if ( w ) {
- const float invW = 1.0f / w;
- norm.x = norm.x * invW;
- norm.y = norm.y * invW;
- norm.z = norm.z * invW;
- normals[ offset ].Set( norm.x, norm.y, norm.z );
- ++offset;
- }
- }
- // Convert the data into the assimp specific data structures
- convertToAssimp( pFile, pScene, pViews, regions, faces, vertices, uvCoords, normals );
- }
- // ------------------------------------------------------------------------------------------------
- //
- void M3Importer::convertToAssimp( const std::string& pFile, aiScene* pScene, DIV *pViews,
- Region *pRegions, uint16 *pFaces,
- const std::vector<aiVector3D> &vertices,
- const std::vector<aiVector3D> &uvCoords,
- const std::vector<aiVector3D> &normals )
- {
- std::vector<aiMesh*> MeshArray;
- // Create the root node
- pScene->mRootNode = createNode( NULL );
-
- // Set the name of the scene
- pScene->mRootNode->mName.Set( pFile );
- aiNode *pRootNode = pScene->mRootNode;
- aiNode *pCurrentNode = NULL;
- // Lets create the nodes
- pRootNode->mNumChildren = pViews->regions.nEntries;
- if ( pRootNode->mNumChildren > 0 ) {
- pRootNode->mChildren = new aiNode*[ pRootNode->mNumChildren ];
- }
- for ( unsigned int i=0; i<pRootNode->mNumChildren; ++i ) {
- //pRegions[ i ].
- // Create a new node
- pCurrentNode = createNode( pRootNode );
- std::stringstream stream;
- stream << "Node_" << i;
- pCurrentNode->mName.Set( stream.str().c_str() );
- pRootNode->mChildren[ i ] = pCurrentNode;
-
- // Loop over the faces of the nodes
- unsigned int numFaces = ( ( pRegions[ i ].ofsIndices + pRegions[ i ].nIndices ) - pRegions[ i ].ofsIndices ) / 3;
- aiMesh *pMesh = new aiMesh;
- MeshArray.push_back( pMesh );
- pMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
- pMesh->mNumFaces = numFaces;
- pMesh->mFaces = new aiFace[ pMesh->mNumFaces ];
- aiFace *pCurrentFace = NULL;
- unsigned int faceIdx = 0;
- for ( unsigned int j = pRegions[ i ].ofsIndices; j < ( pRegions[ i ].ofsIndices + pRegions[ i ].nIndices ); j += 3 ) {
- pCurrentFace = &( pMesh->mFaces[ faceIdx ] );
- faceIdx++;
- pCurrentFace->mNumIndices = 3;
- pCurrentFace->mIndices = new unsigned int[ 3 ];
- pCurrentFace->mIndices[ 0 ] = pFaces[ j ];
- pCurrentFace->mIndices[ 1 ] = pFaces[ j+1 ];
- pCurrentFace->mIndices[ 2 ] = pFaces[ j+2 ];
- }
- // Now we can create the vertex data itself
- pCurrentNode->mNumMeshes = 1;
- pCurrentNode->mMeshes = new unsigned int[ 1 ];
- const unsigned int meshIdx = MeshArray.size() - 1;
- pCurrentNode->mMeshes[ 0 ] = meshIdx;
- createVertexData( pMesh, vertices, uvCoords, normals );
- }
- // Copy the meshes into the scene
- pScene->mNumMeshes = MeshArray.size();
- pScene->mMeshes = new aiMesh*[ MeshArray.size() ];
- unsigned int pos = 0;
- for ( std::vector<aiMesh*>::iterator it = MeshArray.begin(); it != MeshArray.end(); ++it ) {
- pScene->mMeshes[ pos ] = *it;
- ++pos;
- }
- }
- // ------------------------------------------------------------------------------------------------
- //
- void M3Importer::createVertexData( aiMesh *pMesh, const std::vector<aiVector3D> &vertices,
- const std::vector<aiVector3D> &uvCoords,
- const std::vector<aiVector3D> &normals )
- {
- pMesh->mNumVertices = pMesh->mNumFaces * 3;
- pMesh->mVertices = new aiVector3D[ pMesh->mNumVertices ];
- pMesh->mNumUVComponents[ 0 ] = 2;
- pMesh->mTextureCoords[ 0 ] = new aiVector3D[ pMesh->mNumVertices ];
- pMesh->mNormals = new aiVector3D[ pMesh->mNumVertices ];
- unsigned int pos = 0;
- for ( unsigned int currentFace = 0; currentFace < pMesh->mNumFaces; currentFace++ ) {
- aiFace *pFace = &( pMesh->mFaces[ currentFace ] );
- for ( unsigned int currentIdx=0; currentIdx<pFace->mNumIndices; currentIdx++ ) {
- const unsigned int idx = pFace->mIndices[ currentIdx ];
- if ( vertices.size() > idx ) {
- pMesh->mVertices[ pos ] = vertices[ idx ];
- pMesh->mNormals[ pos ] = normals[ idx ];
- pMesh->mTextureCoords[ 0 ]->x = uvCoords[ idx ].x;
- pMesh->mTextureCoords[ 0 ]->y = uvCoords[ idx ].y;
- pFace->mIndices[ currentIdx ] = pos;
- pos++;
- }
- }
- }
- }
- // ------------------------------------------------------------------------------------------------
- //
- aiNode *M3Importer::createNode( aiNode *pParent )
- {
- aiNode *pNode = new aiNode;
- if ( pParent )
- pNode->mParent = pParent;
- else
- pNode->mParent = NULL;
- return pNode;
- }
- // ------------------------------------------------------------------------------------------------
- } // Namespace M3
- } // Namespace Assimp
- #endif // ASSIMP_BUILD_NO_M3_IMPORTER
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