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- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (ASSIMP)
- ---------------------------------------------------------------------------
- Copyright (c) 2006-2008, ASSIMP Development 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 Development 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 Implementation of the MD2 importer class */
- #include "MD2Loader.h"
- #include "MaterialSystem.h"
- #include "MD2NormalTable.h"
- #include "../include/IOStream.h"
- #include "../include/IOSystem.h"
- #include "../include/aiMesh.h"
- #include "../include/aiScene.h"
- #include "../include/aiAssert.h"
- #include <boost/scoped_ptr.hpp>
- using namespace Assimp;
- // ------------------------------------------------------------------------------------------------
- inline bool is_qnan(float p_fIn)
- {
- // NOTE: Comparison against qnan is generally problematic
- // because qnan == qnan is false AFAIK
- union FTOINT
- {
- float fFloat;
- int32_t iInt;
- } one, two;
- one.fFloat = std::numeric_limits<float>::quiet_NaN();
- two.fFloat = p_fIn;
- return (one.iInt == two.iInt);
- }
- // ------------------------------------------------------------------------------------------------
- inline bool is_not_qnan(float p_fIn)
- {
- return !is_qnan(p_fIn);
- }
- // ------------------------------------------------------------------------------------------------
- // Constructor to be privately used by Importer
- MD2Importer::MD2Importer()
- {
- }
- // ------------------------------------------------------------------------------------------------
- // Destructor, private as well
- MD2Importer::~MD2Importer()
- {
- }
- // ------------------------------------------------------------------------------------------------
- // Returns whether the class can handle the format of the given file.
- bool MD2Importer::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
- {
- // simple check of file extension is enough for the moment
- std::string::size_type pos = pFile.find_last_of('.');
- // no file extension - can't read
- if( pos == std::string::npos)
- return false;
- std::string extension = pFile.substr( pos);
- // not brilliant but working ;-)
- if( extension == ".md2" || extension == ".MD2" ||
- extension == ".mD2" || extension == ".Md2")
- return true;
- return false;
- }
- // ------------------------------------------------------------------------------------------------
- // Imports the given file into the given scene structure.
- void MD2Importer::InternReadFile(
- const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
- {
- boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
- // Check whether we can read from the file
- if( file.get() == NULL)
- {
- throw new ImportErrorException( "Failed to open md2 file " + pFile + ".");
- }
- // check whether the md3 file is large enough to contain
- // at least the file header
- size_t fileSize = file->FileSize();
- if( fileSize < sizeof(MD2::Header))
- {
- throw new ImportErrorException( ".md2 File is too small.");
- }
- // allocate storage and copy the contents of the file to a memory buffer
- this->mBuffer = new unsigned char[fileSize];
- file->Read( (void*)mBuffer, 1, fileSize);
- this->m_pcHeader = (const MD2::Header*)this->mBuffer;
- // check magic number
- if (this->m_pcHeader->magic != AI_MD2_MAGIC_NUMBER_BE &&
- this->m_pcHeader->magic != AI_MD2_MAGIC_NUMBER_LE)
- {
- throw new ImportErrorException( "Invalid md2 file: Magic bytes not found");
- }
- // check file format version
- if (this->m_pcHeader->version != 8)
- {
- throw new ImportErrorException( "Unsupported md3 file version");
- }
- // check some values whether they are valid
- if (0 == this->m_pcHeader->numFrames)
- {
- throw new ImportErrorException( "Invalid md2 file: NUM_FRAMES is 0");
- }
- if (this->m_pcHeader->offsetEnd > (int32_t)fileSize)
- {
- throw new ImportErrorException( "Invalid md2 file: File is too small");
- }
- // there won't be more than one mesh inside the file
- pScene->mNumMaterials = 1;
- pScene->mRootNode = new aiNode();
- pScene->mRootNode->mNumMeshes = 1;
- pScene->mRootNode->mMeshes = new unsigned int[1];
- pScene->mRootNode->mMeshes[0] = 0;
- pScene->mMaterials = new aiMaterial*[1];
- pScene->mMaterials[0] = new MaterialHelper();
- pScene->mNumMeshes = 1;
- pScene->mMeshes = new aiMesh*[1];
- pScene->mMeshes[0] = new aiMesh();
- // navigate to the begin of the frame data
- const MD2::Frame* pcFrame = (const MD2::Frame*) ((unsigned char*)this->m_pcHeader +
- this->m_pcHeader->offsetFrames);
- // navigate to the begin of the triangle data
- MD2::Triangle* pcTriangles = (MD2::Triangle*) ((unsigned char*)this->m_pcHeader +
- this->m_pcHeader->offsetTriangles);
- // navigate to the begin of the tex coords data
- const MD2::TexCoord* pcTexCoords = (const MD2::TexCoord*) ((unsigned char*)this->m_pcHeader +
- this->m_pcHeader->offsetTexCoords);
- // navigate to the begin of the vertex data
- const MD2::Vertex* pcVerts = (const MD2::Vertex*) (pcFrame->vertices);
- pScene->mMeshes[0]->mNumFaces = this->m_pcHeader->numTriangles;
- pScene->mMeshes[0]->mFaces = new aiFace[this->m_pcHeader->numTriangles];
- // temporary vectors for position/texture coordinates/normals
- std::vector<aiVector3D> vPositions;
- std::vector<aiVector3D> vTexCoords;
- std::vector<aiVector3D> vNormals;
- vPositions.resize(pScene->mMeshes[0]->mNumFaces*3,aiVector3D());
- vTexCoords.resize(pScene->mMeshes[0]->mNumFaces*3,aiVector3D(
- std::numeric_limits<float>::quiet_NaN(),
- std::numeric_limits<float>::quiet_NaN(),0.0f));
- vNormals.resize(pScene->mMeshes[0]->mNumFaces*3,aiVector3D());
- // not sure whether there are MD2 files without texture coordinates
- if (0 != this->m_pcHeader->numTexCoords && 0 != this->m_pcHeader->numSkins)
- {
- // navigate to the first texture associated with the mesh
- const MD2::Skin* pcSkins = (const MD2::Skin*) ((unsigned char*)this->m_pcHeader +
- this->m_pcHeader->offsetSkins);
- const int iMode = (int)aiShadingMode_Gouraud;
- MaterialHelper* pcHelper = (MaterialHelper*)pScene->mMaterials[0];
- pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
- aiColor3D clr;
- clr.b = clr.g = clr.r = 1.0f;
- pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
- pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
- clr.b = clr.g = clr.r = 0.05f;
- pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
- aiString szString;
- const size_t iLen = strlen(pcSkins->name);
- memcpy(szString.data,pcSkins->name,iLen+1);
- szString.length = iLen-1;
- pcHelper->AddProperty(&szString,AI_MATKEY_TEXTURE_DIFFUSE(0));
- }
- else
- {
- // apply a default material
- const int iMode = (int)aiShadingMode_Gouraud;
- MaterialHelper* pcHelper = (MaterialHelper*)pScene->mMaterials[0];
- pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
- aiColor3D clr;
- clr.b = clr.g = clr.r = 0.6f;
- pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
- pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
- clr.b = clr.g = clr.r = 0.05f;
- pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
- }
- // now read all triangles of the first frame, apply scaling and translation
- unsigned int iCurrent = 0;
- if (0 != this->m_pcHeader->numTexCoords)
- {
- for (unsigned int i = 0; i < (unsigned int)this->m_pcHeader->numTriangles;++i)
- {
- // allocate the face
- pScene->mMeshes[0]->mFaces[i].mIndices = new unsigned int[3];
- pScene->mMeshes[0]->mFaces[i].mNumIndices = 3;
- // copy texture coordinates
- // check whether they are different from the previous value at this index.
- // In this case, create a full separate set of vertices/normals/texcoords
- unsigned int iTemp = iCurrent;
- for (unsigned int c = 0; c < 3;++c,++iCurrent)
- {
- // validate vertex indices
- if (pcTriangles[i].vertexIndices[c] >= this->m_pcHeader->numVertices)
- pcTriangles[i].vertexIndices[c] = this->m_pcHeader->numVertices-1;
- // copy face indices
- unsigned int iIndex = (unsigned int)pcTriangles[i].vertexIndices[c];
- // read x,y, and z component of the vertex
- aiVector3D& vec = vPositions[iCurrent];
- vec.x = (float)pcVerts[iIndex].vertex[0] * pcFrame->scale[0];
- vec.x += pcFrame->translate[0];
- // (flip z and y component)
- vec.z = (float)pcVerts[iIndex].vertex[1] * pcFrame->scale[1];
- vec.z += pcFrame->translate[1];
- vec.y = (float)pcVerts[iIndex].vertex[2] * pcFrame->scale[2];
- vec.y += pcFrame->translate[2];
- // read the normal vector from the precalculated normal table
- vNormals[iCurrent] = *((const aiVector3D*)(&g_avNormals[std::min(
- int(pcVerts[iIndex].lightNormalIndex),
- int(sizeof(g_avNormals) / sizeof(g_avNormals[0]))-1)]));
- std::swap ( vNormals[iCurrent].y,vNormals[iCurrent].z );
- // validate texture coordinates
- if (pcTriangles[iIndex].textureIndices[c] >= this->m_pcHeader->numTexCoords)
- pcTriangles[iIndex].textureIndices[c] = this->m_pcHeader->numTexCoords-1;
- aiVector3D* pcOut = &vTexCoords[iCurrent];
- float u,v;
- u = (float)pcTexCoords[pcTriangles[i].textureIndices[c]].s / this->m_pcHeader->skinWidth;
- v = (float)pcTexCoords[pcTriangles[i].textureIndices[c]].t / this->m_pcHeader->skinHeight;
- pcOut->x = u;
- pcOut->y = v;
- }
- pScene->mMeshes[0]->mFaces[i].mIndices[0] = iTemp+2;
- pScene->mMeshes[0]->mFaces[i].mIndices[1] = iTemp+1;
- pScene->mMeshes[0]->mFaces[i].mIndices[2] = iTemp+0;
- }
- }
- else
- {
- for (unsigned int i = 0; i < (unsigned int)this->m_pcHeader->numTriangles;++i)
- {
- // allocate the face
- pScene->mMeshes[0]->mFaces[i].mIndices = new unsigned int[3];
- pScene->mMeshes[0]->mFaces[i].mNumIndices = 3;
- // copy texture coordinates
- // check whether they are different from the previous value at this index.
- // In this case, create a full separate set of vertices/normals/texcoords
- unsigned int iTemp = iCurrent;
- for (unsigned int c = 0; c < 3;++c,++iCurrent)
- {
- // validate vertex indices
- if (pcTriangles[i].vertexIndices[c] >= this->m_pcHeader->numVertices)
- pcTriangles[i].vertexIndices[c] = this->m_pcHeader->numVertices-1;
- // copy face indices
- unsigned int iIndex = (unsigned int)pcTriangles[i].vertexIndices[c];
- // read x,y, and z component of the vertex
- aiVector3D& vec = vPositions[iCurrent];
- vec.x = (float)pcVerts[iIndex].vertex[0] * pcFrame->scale[0];
- vec.x += pcFrame->translate[0];
- // (flip z and y component)
- vec.z = (float)pcVerts[iIndex].vertex[1] * pcFrame->scale[1];
- vec.z += pcFrame->translate[1];
- vec.y = (float)pcVerts[iIndex].vertex[2] * pcFrame->scale[2];
- vec.y += pcFrame->translate[2];
- // read the normal vector from the precalculated normal table
- vNormals[iCurrent] = *((const aiVector3D*)(&g_avNormals[std::min(
- int(pcVerts[iIndex].lightNormalIndex),
- int(sizeof(g_avNormals) / sizeof(g_avNormals[0]))-1)]));
- std::swap ( vNormals[iCurrent].y,vNormals[iCurrent].z );
-
- aiVector3D* pcOut = &vTexCoords[iCurrent];
- pcOut->x = (float)pcTexCoords[pcTriangles[i].textureIndices[c]].s / this->m_pcHeader->skinWidth;
- pcOut->y = (float)pcTexCoords[pcTriangles[i].textureIndices[c]].t / this->m_pcHeader->skinHeight;
- }
- pScene->mMeshes[0]->mFaces[i].mIndices[0] = iTemp+2;
- pScene->mMeshes[0]->mFaces[i].mIndices[1] = iTemp+1;
- pScene->mMeshes[0]->mFaces[i].mIndices[2] = iTemp+0;
- }
- }
- // allocate output storage
- pScene->mMeshes[0]->mNumVertices = vPositions.size();
- pScene->mMeshes[0]->mVertices = new aiVector3D[vPositions.size()];
- pScene->mMeshes[0]->mNormals = new aiVector3D[vPositions.size()];
- pScene->mMeshes[0]->mTextureCoords[0] = new aiVector3D[vPositions.size()];
- // memcpy() the data to the c-syle arrays
- memcpy(pScene->mMeshes[0]->mVertices, &vPositions[0],
- vPositions.size() * sizeof(aiVector3D));
- memcpy(pScene->mMeshes[0]->mNormals, &vNormals[0],
- vPositions.size() * sizeof(aiVector3D));
-
- if (0 != this->m_pcHeader->numTexCoords)
- {
- memcpy(pScene->mMeshes[0]->mTextureCoords[0], &vTexCoords[0],
- vPositions.size() * sizeof(aiVector3D));
- }
- return;
- }
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