Q3DLoader.cpp 18 KB

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  1. /*
  2. ---------------------------------------------------------------------------
  3. Open Asset Import Library (ASSIMP)
  4. ---------------------------------------------------------------------------
  5. Copyright (c) 2006-2008, ASSIMP Development Team
  6. All rights reserved.
  7. Redistribution and use of this software in source and binary forms,
  8. with or without modification, are permitted provided that the following
  9. conditions are met:
  10. * Redistributions of source code must retain the above
  11. copyright notice, this list of conditions and the
  12. following disclaimer.
  13. * Redistributions in binary form must reproduce the above
  14. copyright notice, this list of conditions and the
  15. following disclaimer in the documentation and/or other
  16. materials provided with the distribution.
  17. * Neither the name of the ASSIMP team, nor the names of its
  18. contributors may be used to endorse or promote products
  19. derived from this software without specific prior
  20. written permission of the ASSIMP Development Team.
  21. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
  22. "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
  23. LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
  24. A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
  25. OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
  26. SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
  27. LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
  28. DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
  29. THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  30. (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
  31. OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  32. ---------------------------------------------------------------------------
  33. */
  34. /** @file Implementation of the Q3D importer class */
  35. #include "AssimpPCH.h"
  36. #ifndef ASSIMP_BUILD_NO_Q3D_IMPORTER
  37. // internal headers
  38. #include "Q3DLoader.h"
  39. #include "StreamReader.h"
  40. #include "fast_atof.h"
  41. using namespace Assimp;
  42. // ------------------------------------------------------------------------------------------------
  43. // Constructor to be privately used by Importer
  44. Q3DImporter::Q3DImporter()
  45. {
  46. }
  47. // ------------------------------------------------------------------------------------------------
  48. // Destructor, private as well
  49. Q3DImporter::~Q3DImporter()
  50. {
  51. }
  52. // ------------------------------------------------------------------------------------------------
  53. // Returns whether the class can handle the format of the given file.
  54. bool Q3DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
  55. {
  56. // simple check of file extension is enough for the moment
  57. std::string::size_type pos = pFile.find_last_of('.');
  58. // no file extension - can't read
  59. if( pos == std::string::npos)return false;
  60. std::string extension = pFile.substr( pos);
  61. for (std::string::iterator it = extension.begin();
  62. it != extension.end(); ++it)
  63. *it = ::tolower(*it);
  64. return (extension == ".q3o" || extension == ".q3s");
  65. }
  66. // ------------------------------------------------------------------------------------------------
  67. // Imports the given file into the given scene structure.
  68. void Q3DImporter::InternReadFile( const std::string& pFile,
  69. aiScene* pScene, IOSystem* pIOHandler)
  70. {
  71. StreamReaderLE stream(pIOHandler->Open(pFile,"rb"));
  72. // The header is 22 bytes large
  73. if (stream.GetRemainingSize() < 22)
  74. throw new ImportErrorException("File is either empty or corrupt: " + pFile);
  75. // Check the file signature
  76. if (ASSIMP_strincmp( (const char*)stream.GetPtr(), "quick3Do", 8 ) &&
  77. ASSIMP_strincmp( (const char*)stream.GetPtr(), "quick3Ds", 8 ))
  78. {
  79. throw new ImportErrorException("No Quick3D file. Signature is: " +
  80. std::string((const char*)stream.GetPtr(),8));
  81. }
  82. // Print the file format version
  83. DefaultLogger::get()->info("Quick3D File format version: " +
  84. std::string(&((const char*)stream.GetPtr())[8],2));
  85. // ... an store it
  86. char major = ((const char*)stream.GetPtr())[8];
  87. char minor = ((const char*)stream.GetPtr())[9];
  88. stream.IncPtr(10);
  89. unsigned int numMeshes = (unsigned int)stream.GetI4();
  90. unsigned int numMats = (unsigned int)stream.GetI4();
  91. unsigned int numTextures = (unsigned int)stream.GetI4();
  92. std::vector<Material> materials;
  93. materials.reserve(numMats);
  94. std::vector<Mesh> meshes;
  95. meshes.reserve(numMeshes);
  96. // Allocate the scene root node
  97. pScene->mRootNode = new aiNode();
  98. aiColor3D fgColor (0.6f,0.6f,0.6f);
  99. // Now read all file chunks
  100. while (true)
  101. {
  102. if (stream.GetRemainingSize() < 1)break;
  103. char c = stream.GetI1();
  104. switch (c)
  105. {
  106. // Meshes chunk
  107. case 'm':
  108. {
  109. for (unsigned int quak = 0; quak < numMeshes; ++quak)
  110. {
  111. meshes.push_back(Mesh());
  112. Mesh& mesh = meshes.back();
  113. // read all vertices
  114. unsigned int numVerts = (unsigned int)stream.GetI4();
  115. if (!numVerts)
  116. throw new ImportErrorException("Quick3D: Found mesh with zero vertices");
  117. std::vector<aiVector3D>& verts = mesh.verts;
  118. verts.resize(numVerts);
  119. for (unsigned int i = 0; i < numVerts;++i)
  120. {
  121. verts[i].x = stream.GetF4();
  122. verts[i].y = stream.GetF4();
  123. verts[i].z = stream.GetF4();
  124. }
  125. // read all faces
  126. numVerts = (unsigned int)stream.GetI4();
  127. if (!numVerts)
  128. throw new ImportErrorException("Quick3D: Found mesh with zero faces");
  129. std::vector<Face >& faces = mesh.faces;
  130. faces.reserve(numVerts);
  131. // number of indices
  132. for (unsigned int i = 0; i < numVerts;++i)
  133. {
  134. faces.push_back(Face(stream.GetI2()) );
  135. if (faces.back().indices.empty())
  136. throw new ImportErrorException("Quick3D: Found face with zero indices");
  137. }
  138. // indices
  139. for (unsigned int i = 0; i < numVerts;++i)
  140. {
  141. Face& vec = faces[i];
  142. for (unsigned int a = 0; a < (unsigned int)vec.indices.size();++a)
  143. vec.indices[a] = stream.GetI4();
  144. }
  145. // material indices
  146. for (unsigned int i = 0; i < numVerts;++i)
  147. {
  148. faces[i].mat = (unsigned int)stream.GetI4();
  149. }
  150. // read all normals
  151. numVerts = (unsigned int)stream.GetI4();
  152. std::vector<aiVector3D>& normals = mesh.normals;
  153. normals.resize(numVerts);
  154. for (unsigned int i = 0; i < numVerts;++i)
  155. {
  156. normals[i].x = stream.GetF4();
  157. normals[i].y = stream.GetF4();
  158. normals[i].z = stream.GetF4();
  159. }
  160. numVerts = (unsigned int)stream.GetI4();
  161. if (numTextures && numVerts)
  162. {
  163. // read all texture coordinates
  164. std::vector<aiVector3D>& uv = mesh.uv;
  165. uv.resize(numVerts);
  166. for (unsigned int i = 0; i < numVerts;++i)
  167. {
  168. uv[i].x = stream.GetF4();
  169. uv[i].y = stream.GetF4();
  170. }
  171. // UV indices
  172. for (unsigned int i = 0; i < (unsigned int)faces.size();++i)
  173. {
  174. Face& vec = faces[i];
  175. for (unsigned int a = 0; a < (unsigned int)vec.indices.size();++a)
  176. {
  177. vec.uvindices[a] = stream.GetI4();
  178. if (!i && !a)
  179. mesh.prevUVIdx = vec.uvindices[a];
  180. else if (vec.uvindices[a] != mesh.prevUVIdx)
  181. mesh.prevUVIdx = 0xffffffff;
  182. }
  183. }
  184. }
  185. // we don't need the rest, but we need to get to the next chunk
  186. stream.IncPtr(36);
  187. if (minor > '0' && major == '3')
  188. stream.IncPtr(mesh.faces.size());
  189. }
  190. // stream.IncPtr(4); // unknown value here
  191. }
  192. break;
  193. // materials chunk
  194. case 'c':
  195. for (unsigned int i = 0; i < numMats; ++i)
  196. {
  197. materials.push_back(Material());
  198. Material& mat = materials.back();
  199. // read the material name
  200. while (( c = stream.GetI1()))
  201. mat.name.data[mat.name.length++] = c;
  202. // add the terminal character
  203. mat.name.data[mat.name.length] = '\0';
  204. // read the ambient color
  205. mat.ambient.r = stream.GetF4();
  206. mat.ambient.g = stream.GetF4();
  207. mat.ambient.b = stream.GetF4();
  208. // read the diffuse color
  209. mat.diffuse.r = stream.GetF4();
  210. mat.diffuse.g = stream.GetF4();
  211. mat.diffuse.b = stream.GetF4();
  212. // read the ambient color
  213. mat.specular.r = stream.GetF4();
  214. mat.specular.g = stream.GetF4();
  215. mat.specular.b = stream.GetF4();
  216. // read the transparency
  217. mat.transparency = stream.GetF4();
  218. // unknown value here
  219. // stream.IncPtr(4);
  220. // FIX: it could be the texture index ...
  221. mat.texIdx = (unsigned int)stream.GetI4();
  222. }
  223. break;
  224. // texture chunk
  225. case 't':
  226. pScene->mNumTextures = numTextures;
  227. if (!numTextures)break;
  228. pScene->mTextures = new aiTexture*[pScene->mNumTextures];
  229. // to make sure we won't crash if we leave through an exception
  230. ::memset(pScene->mTextures,0,sizeof(void*)*pScene->mNumTextures);
  231. for (unsigned int i = 0; i < pScene->mNumTextures; ++i)
  232. {
  233. aiTexture* tex = pScene->mTextures[i] = new aiTexture();
  234. // skip the texture name
  235. while (stream.GetI1());
  236. // read texture width and height
  237. tex->mWidth = (unsigned int)stream.GetI4();
  238. tex->mHeight = (unsigned int)stream.GetI4();
  239. if (!tex->mWidth || !tex->mHeight)
  240. throw new ImportErrorException("Quick3D: Invalid texture. Width or height is zero");
  241. register unsigned int mul = tex->mWidth * tex->mHeight;
  242. aiTexel* begin = tex->pcData = new aiTexel[mul];
  243. aiTexel* const end = & begin [mul];
  244. for (;begin != end; ++begin)
  245. {
  246. begin->r = stream.GetI1();
  247. begin->g = stream.GetI1();
  248. begin->b = stream.GetI1();
  249. begin->a = 0xff;
  250. }
  251. }
  252. break;
  253. // scene chunk
  254. case 's':
  255. {
  256. // skip position and rotation
  257. stream.IncPtr(12);
  258. for (unsigned int i = 0; i < 4;++i)
  259. for (unsigned int a = 0; a < 4;++a)
  260. pScene->mRootNode->mTransformation[i][a] = stream.GetF4();
  261. stream.IncPtr(16);
  262. // now setup a single camera
  263. pScene->mNumCameras = 1;
  264. pScene->mCameras = new aiCamera*[1];
  265. aiCamera* cam = pScene->mCameras[0] = new aiCamera();
  266. cam->mPosition.x = stream.GetF4();
  267. cam->mPosition.y = stream.GetF4();
  268. cam->mPosition.z = stream.GetF4();
  269. cam->mName.Set("Q3DCamera");
  270. // skip eye rotation for the moment
  271. stream.IncPtr(12);
  272. // read the default material color
  273. fgColor .r = stream.GetF4();
  274. fgColor .g = stream.GetF4();
  275. fgColor .b = stream.GetF4();
  276. // skip some unimportant properties
  277. stream.IncPtr(29);
  278. // setup a single point light with no attenuation
  279. pScene->mNumLights = 1;
  280. pScene->mLights = new aiLight*[1];
  281. aiLight* light = pScene->mLights[0] = new aiLight();
  282. light->mName.Set("Q3DLight");
  283. light->mType = aiLightSource_POINT;
  284. light->mAttenuationConstant = 1;
  285. light->mAttenuationLinear = 0;
  286. light->mAttenuationQuadratic = 0;
  287. light->mColorDiffuse.r = stream.GetF4();
  288. light->mColorDiffuse.g = stream.GetF4();
  289. light->mColorDiffuse.b = stream.GetF4();
  290. light->mColorSpecular = light->mColorDiffuse;
  291. // We don't need the rest, but we need to know where
  292. // this fucking chunk ends.
  293. unsigned int temp = (unsigned int)(stream.GetI4() * stream.GetI4());
  294. // skip the background file name
  295. while (stream.GetI1());
  296. // skip background texture data + the remaining fields
  297. stream.IncPtr(temp*3 + 20); // 4 bytes of unknown data here
  298. // TODO
  299. goto outer;
  300. }
  301. break;
  302. default:
  303. throw new ImportErrorException("Quick3D: Unknown chunk");
  304. break;
  305. };
  306. }
  307. outer:
  308. // If we have no mesh loaded - break here
  309. if (meshes.empty())
  310. throw new ImportErrorException("Quick3D: No meshes loaded");
  311. // If we have no materials loaded - generate a default mat
  312. if (materials.empty())
  313. {
  314. DefaultLogger::get()->info("Quick3D: No material found, generating one");
  315. materials.push_back(Material());
  316. materials.back().diffuse = fgColor ;
  317. }
  318. // find out which materials we'll need
  319. typedef std::pair<unsigned int, unsigned int> FaceIdx;
  320. typedef std::vector< FaceIdx > FaceIdxArray;
  321. FaceIdxArray* fidx = new FaceIdxArray[materials.size()];
  322. unsigned int p = 0;
  323. for (std::vector<Mesh>::iterator it = meshes.begin(), end = meshes.end();
  324. it != end; ++it,++p)
  325. {
  326. unsigned int q = 0;
  327. for (std::vector<Face>::iterator fit = (*it).faces.begin(), fend = (*it).faces.end();
  328. fit != fend; ++fit,++q)
  329. {
  330. if ((*fit).mat >= materials.size())
  331. {
  332. DefaultLogger::get()->warn("Quick3D: Material index overflow");
  333. (*fit).mat = 0;
  334. }
  335. if (fidx[(*fit).mat].empty())++pScene->mNumMeshes;
  336. fidx[(*fit).mat].push_back( FaceIdx(p,q) );
  337. }
  338. }
  339. pScene->mNumMaterials = pScene->mNumMeshes;
  340. pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
  341. pScene->mMeshes = new aiMesh*[pScene->mNumMaterials];
  342. for (unsigned int i = 0, real = 0; i < (unsigned int)materials.size(); ++i)
  343. {
  344. if (fidx[i].empty())continue;
  345. // Allocate a mesh and a material
  346. aiMesh* mesh = pScene->mMeshes[real] = new aiMesh();
  347. MaterialHelper* mat = new MaterialHelper();
  348. pScene->mMaterials[real] = mat;
  349. mesh->mMaterialIndex = real;
  350. // Build the output material
  351. Material& srcMat = materials[i];
  352. mat->AddProperty(&srcMat.diffuse, 1,AI_MATKEY_COLOR_DIFFUSE);
  353. mat->AddProperty(&srcMat.specular, 1,AI_MATKEY_COLOR_SPECULAR);
  354. mat->AddProperty(&srcMat.ambient, 1,AI_MATKEY_COLOR_AMBIENT);
  355. // NOTE: Ignore transparency for the moment - it seems
  356. // unclear how to interpret the data
  357. #if 0
  358. if (!(minor > '0' && major == '3'))
  359. srcMat.transparency = 1.0f - srcMat.transparency;
  360. mat->AddProperty(&srcMat.transparency, 1, AI_MATKEY_OPACITY);
  361. #endif
  362. // add shininess - Quick3D seems to use it ins its viewer
  363. srcMat.transparency = 16.f;
  364. mat->AddProperty(&srcMat.transparency, 1, AI_MATKEY_SHININESS);
  365. int m = (int)aiShadingMode_Phong;
  366. mat->AddProperty(&m, 1, AI_MATKEY_SHADING_MODEL);
  367. if (srcMat.name.length)
  368. mat->AddProperty(&srcMat.name,AI_MATKEY_NAME);
  369. // Add a texture
  370. if (srcMat.texIdx < pScene->mNumTextures || real < pScene->mNumTextures)
  371. {
  372. srcMat.name.data[0] = '*';
  373. srcMat.name.length = ASSIMP_itoa10(&srcMat.name.data[1],1000,
  374. (srcMat.texIdx < pScene->mNumTextures ? srcMat.texIdx : real));
  375. mat->AddProperty(&srcMat.name,AI_MATKEY_TEXTURE_DIFFUSE(0));
  376. }
  377. mesh->mNumFaces = (unsigned int)fidx[i].size();
  378. aiFace* faces = mesh->mFaces = new aiFace[mesh->mNumFaces];
  379. // Now build the output mesh. First find out how many
  380. // vertices we'll need
  381. for (FaceIdxArray::const_iterator it = fidx[i].begin(),end = fidx[i].end();
  382. it != end; ++it)
  383. {
  384. mesh->mNumVertices += (unsigned int)meshes[(*it).first].faces[
  385. (*it).second].indices.size();
  386. }
  387. aiVector3D* verts = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
  388. aiVector3D* norms = mesh->mNormals = new aiVector3D[mesh->mNumVertices];
  389. aiVector3D* uv;
  390. if (real < pScene->mNumTextures)
  391. {
  392. uv = mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
  393. mesh->mNumUVComponents[0] = 2;
  394. }
  395. else uv = NULL;
  396. // Build the final array
  397. unsigned int cnt = 0;
  398. for (FaceIdxArray::const_iterator it = fidx[i].begin(),end = fidx[i].end();
  399. it != end; ++it, ++faces)
  400. {
  401. Mesh& m = meshes[(*it).first];
  402. Face& face = m.faces[(*it).second];
  403. faces->mNumIndices = (unsigned int)face.indices.size();
  404. faces->mIndices = new unsigned int [faces->mNumIndices];
  405. aiVector3D faceNormal;
  406. bool fnOK = false;
  407. for (unsigned int n = 0; n < faces->mNumIndices;++n, ++cnt, ++norms, ++verts)
  408. {
  409. if (face.indices[n] >= m.verts.size())
  410. {
  411. DefaultLogger::get()->warn("Quick3D: Vertex index overflow");
  412. face.indices[n] = 0;
  413. }
  414. // copy vertices
  415. *verts = m.verts[ face.indices[n] ];
  416. if (face.indices[n] >= m.normals.size() && faces->mNumIndices >= 3)
  417. {
  418. // we have no normal here - assign the face normal
  419. if (!fnOK)
  420. {
  421. const aiVector3D& pV1 = m.verts[ face.indices[0] ];
  422. const aiVector3D& pV2 = m.verts[ face.indices[1] ];
  423. const aiVector3D& pV3 = m.verts[ face.indices.size() - 1 ];
  424. faceNormal = (pV2 - pV1) ^ (pV3 - pV1).Normalize();
  425. fnOK = true;
  426. }
  427. *norms = faceNormal;
  428. }
  429. else *norms = m.normals[ face.indices[n] ];
  430. // copy texture coordinates
  431. if (uv && m.uv.size())
  432. {
  433. if (m.prevUVIdx != 0xffffffff && m.uv.size() >= m.verts.size()) // workaround
  434. {
  435. *uv = m.uv[face.indices[n]];
  436. }
  437. else
  438. {
  439. if (face.uvindices[n] >= m.uv.size())
  440. {
  441. DefaultLogger::get()->warn("Quick3D: Texture coordinate index overflow");
  442. face.uvindices[n] = 0;
  443. }
  444. *uv = m.uv[face.uvindices[n]];
  445. }
  446. uv->y = 1.f - uv->y;
  447. ++uv;
  448. }
  449. // setup the new vertex index
  450. faces->mIndices[n] = cnt;
  451. }
  452. }
  453. ++real;
  454. }
  455. // Delete our nice helper array
  456. delete[] fidx;
  457. // Now we need to attach the meshes to the root node of the scene
  458. pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
  459. pScene->mRootNode->mMeshes = new unsigned int [pScene->mNumMeshes];
  460. for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
  461. pScene->mRootNode->mMeshes[i] = i;
  462. /*pScene->mRootNode->mTransformation *= aiMatrix4x4(
  463. 1.f, 0.f, 0.f, 0.f,
  464. 0.f, -1.f,0.f, 0.f,
  465. 0.f, 0.f, 1.f, 0.f,
  466. 0.f, 0.f, 0.f, 1.f);*/
  467. // Add cameras and light sources to the scene root node
  468. pScene->mRootNode->mNumChildren = pScene->mNumLights+pScene->mNumCameras;
  469. if (pScene->mRootNode->mNumChildren)
  470. {
  471. pScene->mRootNode->mChildren = new aiNode* [ pScene->mRootNode->mNumChildren ];
  472. // the light source
  473. aiNode* nd = pScene->mRootNode->mChildren[0] = new aiNode();
  474. nd->mParent = pScene->mRootNode;
  475. nd->mName.Set("Q3DLight");
  476. nd->mTransformation = pScene->mRootNode->mTransformation;
  477. nd->mTransformation.Inverse();
  478. // camera
  479. nd = pScene->mRootNode->mChildren[1] = new aiNode();
  480. nd->mParent = pScene->mRootNode;
  481. nd->mName.Set("Q3DCamera");
  482. nd->mTransformation = pScene->mRootNode->mChildren[0]->mTransformation;
  483. }
  484. }
  485. #endif // !! ASSIMP_BUILD_NO_Q3D_IMPORTER