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- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (assimp)
- ---------------------------------------------------------------------------
- Copyright (c) 2006-2024, 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.
- ---------------------------------------------------------------------------
- */
- #ifndef ASSIMP_BUILD_NO_MD2_IMPORTER
- /** @file Implementation of the MD2 importer class */
- #include "MD2Loader.h"
- #include <assimp/ByteSwapper.h>
- #include "MD2NormalTable.h" // shouldn't be included by other units
- #include <assimp/DefaultLogger.hpp>
- #include <assimp/Importer.hpp>
- #include <assimp/IOSystem.hpp>
- #include <assimp/scene.h>
- #include <assimp/importerdesc.h>
- #include <assimp/StringUtils.h>
- #include <memory>
- using namespace Assimp;
- using namespace Assimp::MD2;
- // helper macro to determine the size of an array
- #if (!defined ARRAYSIZE)
- # define ARRAYSIZE(_array) (int(sizeof(_array) / sizeof(_array[0])))
- #endif
- static constexpr aiImporterDesc desc = {
- "Quake II Mesh Importer",
- "",
- "",
- "",
- aiImporterFlags_SupportBinaryFlavour,
- 0,
- 0,
- 0,
- 0,
- "md2"
- };
- // ------------------------------------------------------------------------------------------------
- // Helper function to lookup a normal in Quake 2's pre-calculated table
- void MD2::LookupNormalIndex(uint8_t iNormalIndex,aiVector3D& vOut)
- {
- // make sure the normal index has a valid value
- if (iNormalIndex >= ARRAYSIZE(g_avNormals)) {
- ASSIMP_LOG_WARN("Index overflow in Quake II normal vector list");
- iNormalIndex = ARRAYSIZE(g_avNormals) - 1;
- }
- vOut = *((const aiVector3D*)(&g_avNormals[iNormalIndex]));
- }
- // ------------------------------------------------------------------------------------------------
- // Constructor to be privately used by Importer
- MD2Importer::MD2Importer()
- : configFrameID(),
- m_pcHeader(),
- mBuffer(),
- fileSize()
- {}
- // ------------------------------------------------------------------------------------------------
- // Returns whether the class can handle the format of the given file.
- bool MD2Importer::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool /*checkSig*/) const
- {
- static const uint32_t tokens[] = { AI_MD2_MAGIC_NUMBER_LE };
- return CheckMagicToken(pIOHandler,pFile,tokens,AI_COUNT_OF(tokens));
- }
- // ------------------------------------------------------------------------------------------------
- // Get a list of all extensions supported by this loader
- const aiImporterDesc* MD2Importer::GetInfo () const
- {
- return &desc;
- }
- // ------------------------------------------------------------------------------------------------
- // Setup configuration properties
- void MD2Importer::SetupProperties(const Importer* pImp)
- {
- // The
- // AI_CONFIG_IMPORT_MD2_KEYFRAME option overrides the
- // AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
- configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD2_KEYFRAME,-1);
- if(static_cast<unsigned int>(-1) == configFrameID){
- configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
- }
- }
- // ------------------------------------------------------------------------------------------------
- // Validate the file header
- void MD2Importer::ValidateHeader( )
- {
- // check magic number
- if (m_pcHeader->magic != AI_MD2_MAGIC_NUMBER_BE &&
- m_pcHeader->magic != AI_MD2_MAGIC_NUMBER_LE)
- {
- throw DeadlyImportError("Invalid MD2 magic word: expected IDP2, found ",
- ai_str_toprintable((char *)&m_pcHeader->magic, 4));
- }
- // check file format version
- if (m_pcHeader->version != 8)
- ASSIMP_LOG_WARN( "Unsupported MD2 file version. Continuing happily ...");
- // check some values whether they are valid
- if (0 == m_pcHeader->numFrames)
- throw DeadlyImportError( "Invalid MD2 file: NUM_FRAMES is 0");
- if (m_pcHeader->offsetEnd > (uint32_t)fileSize)
- throw DeadlyImportError( "Invalid MD2 file: File is too small");
- if (m_pcHeader->numSkins > AI_MAX_ALLOC(MD2::Skin)) {
- throw DeadlyImportError("Invalid MD2 header: Too many skins, would overflow");
- }
- if (m_pcHeader->numVertices > AI_MAX_ALLOC(MD2::Vertex)) {
- throw DeadlyImportError("Invalid MD2 header: Too many vertices, would overflow");
- }
- if (m_pcHeader->numTexCoords > AI_MAX_ALLOC(MD2::TexCoord)) {
- throw DeadlyImportError("Invalid MD2 header: Too many texcoords, would overflow");
- }
- if (m_pcHeader->numTriangles > AI_MAX_ALLOC(MD2::Triangle)) {
- throw DeadlyImportError("Invalid MD2 header: Too many triangles, would overflow");
- }
- if (m_pcHeader->numFrames > AI_MAX_ALLOC(MD2::Frame)) {
- throw DeadlyImportError("Invalid MD2 header: Too many frames, would overflow");
- }
- // -1 because Frame already contains one
- unsigned int frameSize = sizeof (MD2::Frame) + (m_pcHeader->numVertices - 1) * sizeof(MD2::Vertex);
- if (m_pcHeader->offsetSkins + m_pcHeader->numSkins * sizeof (MD2::Skin) >= fileSize ||
- m_pcHeader->offsetTexCoords + m_pcHeader->numTexCoords * sizeof (MD2::TexCoord) >= fileSize ||
- m_pcHeader->offsetTriangles + m_pcHeader->numTriangles * sizeof (MD2::Triangle) >= fileSize ||
- m_pcHeader->offsetFrames + m_pcHeader->numFrames * frameSize >= fileSize ||
- m_pcHeader->offsetEnd > fileSize)
- {
- throw DeadlyImportError("Invalid MD2 header: Some offsets are outside the file");
- }
- if (m_pcHeader->numSkins > AI_MD2_MAX_SKINS)
- ASSIMP_LOG_WARN("The model contains more skins than Quake 2 supports");
- if ( m_pcHeader->numFrames > AI_MD2_MAX_FRAMES)
- ASSIMP_LOG_WARN("The model contains more frames than Quake 2 supports");
- if (m_pcHeader->numVertices > AI_MD2_MAX_VERTS)
- ASSIMP_LOG_WARN("The model contains more vertices than Quake 2 supports");
- if (m_pcHeader->numFrames <= configFrameID )
- throw DeadlyImportError("MD2: The requested frame (", configFrameID, ") does not exist in the file");
- }
- // ------------------------------------------------------------------------------------------------
- // Imports the given file into the given scene structure.
- void MD2Importer::InternReadFile( const std::string& pFile,
- aiScene* pScene, IOSystem* pIOHandler)
- {
- std::unique_ptr<IOStream> file( pIOHandler->Open( pFile));
- // Check whether we can read from the file
- if (file == nullptr) {
- throw DeadlyImportError("Failed to open MD2 file ", pFile, "");
- }
- // check whether the md3 file is large enough to contain
- // at least the file header
- fileSize = (unsigned int)file->FileSize();
- if (fileSize < sizeof(MD2::Header)) {
- throw DeadlyImportError("MD2 File is too small");
- }
- std::vector<uint8_t> mBuffer2(fileSize);
- file->Read(&mBuffer2[0], 1, fileSize);
- mBuffer = &mBuffer2[0];
- m_pcHeader = (BE_NCONST MD2::Header*)mBuffer;
- #ifdef AI_BUILD_BIG_ENDIAN
- ByteSwap::Swap4(&m_pcHeader->frameSize);
- ByteSwap::Swap4(&m_pcHeader->magic);
- ByteSwap::Swap4(&m_pcHeader->numFrames);
- ByteSwap::Swap4(&m_pcHeader->numGlCommands);
- ByteSwap::Swap4(&m_pcHeader->numSkins);
- ByteSwap::Swap4(&m_pcHeader->numTexCoords);
- ByteSwap::Swap4(&m_pcHeader->numTriangles);
- ByteSwap::Swap4(&m_pcHeader->numVertices);
- ByteSwap::Swap4(&m_pcHeader->offsetEnd);
- ByteSwap::Swap4(&m_pcHeader->offsetFrames);
- ByteSwap::Swap4(&m_pcHeader->offsetGlCommands);
- ByteSwap::Swap4(&m_pcHeader->offsetSkins);
- ByteSwap::Swap4(&m_pcHeader->offsetTexCoords);
- ByteSwap::Swap4(&m_pcHeader->offsetTriangles);
- ByteSwap::Swap4(&m_pcHeader->skinHeight);
- ByteSwap::Swap4(&m_pcHeader->skinWidth);
- ByteSwap::Swap4(&m_pcHeader->version);
- #endif
- ValidateHeader();
- // 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 aiMaterial();
- pScene->mNumMeshes = 1;
- pScene->mMeshes = new aiMesh*[1];
- aiMesh* pcMesh = pScene->mMeshes[0] = new aiMesh();
- pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
- // navigate to the begin of the current frame data
- BE_NCONST MD2::Frame* pcFrame = (BE_NCONST MD2::Frame*) ((uint8_t*)
- m_pcHeader + m_pcHeader->offsetFrames + (m_pcHeader->frameSize * configFrameID));
- // navigate to the begin of the triangle data
- MD2::Triangle* pcTriangles = (MD2::Triangle*) ((uint8_t*)
- m_pcHeader + m_pcHeader->offsetTriangles);
- // navigate to the begin of the tex coords data
- BE_NCONST MD2::TexCoord* pcTexCoords = (BE_NCONST MD2::TexCoord*) ((uint8_t*)
- m_pcHeader + m_pcHeader->offsetTexCoords);
- // navigate to the begin of the vertex data
- BE_NCONST MD2::Vertex* pcVerts = (BE_NCONST MD2::Vertex*) (pcFrame->vertices);
- #ifdef AI_BUILD_BIG_ENDIAN
- for (uint32_t i = 0; i< m_pcHeader->numTriangles; ++i)
- {
- for (unsigned int p = 0; p < 3;++p)
- {
- ByteSwap::Swap2(& pcTriangles[i].textureIndices[p]);
- ByteSwap::Swap2(& pcTriangles[i].vertexIndices[p]);
- }
- }
- for (uint32_t i = 0; i < m_pcHeader->offsetTexCoords;++i)
- {
- ByteSwap::Swap2(& pcTexCoords[i].s);
- ByteSwap::Swap2(& pcTexCoords[i].t);
- }
- ByteSwap::Swap4( & pcFrame->scale[0] );
- ByteSwap::Swap4( & pcFrame->scale[1] );
- ByteSwap::Swap4( & pcFrame->scale[2] );
- ByteSwap::Swap4( & pcFrame->translate[0] );
- ByteSwap::Swap4( & pcFrame->translate[1] );
- ByteSwap::Swap4( & pcFrame->translate[2] );
- #endif
- pcMesh->mNumFaces = m_pcHeader->numTriangles;
- pcMesh->mFaces = new aiFace[m_pcHeader->numTriangles];
- // allocate output storage
- pcMesh->mNumVertices = (unsigned int)pcMesh->mNumFaces*3;
- pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
- pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
- // Not sure whether there are MD2 files without texture coordinates
- // NOTE: texture coordinates can be there without a texture,
- // but a texture can't be there without a valid UV channel
- aiMaterial* pcHelper = (aiMaterial*)pScene->mMaterials[0];
- const int iMode = (int)aiShadingMode_Gouraud;
- pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
- if (m_pcHeader->numTexCoords && m_pcHeader->numSkins)
- {
- // navigate to the first texture associated with the mesh
- const MD2::Skin* pcSkins = (const MD2::Skin*) ((unsigned char*)m_pcHeader +
- m_pcHeader->offsetSkins);
- 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);
- if (pcSkins->name[0])
- {
- aiString szString;
- const ai_uint32 iLen = (ai_uint32) ::strlen(pcSkins->name);
- ::memcpy(szString.data,pcSkins->name,iLen);
- szString.data[iLen] = '\0';
- szString.length = iLen;
- pcHelper->AddProperty(&szString,AI_MATKEY_TEXTURE_DIFFUSE(0));
- }
- else{
- ASSIMP_LOG_WARN("Texture file name has zero length. It will be skipped.");
- }
- }
- else {
- // apply a default material
- 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);
- aiString szName;
- szName.Set(AI_DEFAULT_MATERIAL_NAME);
- pcHelper->AddProperty(&szName,AI_MATKEY_NAME);
- aiString sz;
- // TODO: Try to guess the name of the texture file from the model file name
- sz.Set("$texture_dummy.bmp");
- pcHelper->AddProperty(&sz,AI_MATKEY_TEXTURE_DIFFUSE(0));
- }
- // now read all triangles of the first frame, apply scaling and translation
- unsigned int iCurrent = 0;
- float fDivisorU = 1.0f,fDivisorV = 1.0f;
- if (m_pcHeader->numTexCoords) {
- // allocate storage for texture coordinates, too
- pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
- pcMesh->mNumUVComponents[0] = 2;
- // check whether the skin width or height are zero (this would
- // cause a division through zero)
- if (!m_pcHeader->skinWidth) {
- ASSIMP_LOG_ERROR("MD2: No valid skin width given");
- }
- else fDivisorU = (float)m_pcHeader->skinWidth;
- if (!m_pcHeader->skinHeight){
- ASSIMP_LOG_ERROR("MD2: No valid skin height given");
- }
- else fDivisorV = (float)m_pcHeader->skinHeight;
- }
- for (unsigned int i = 0; i < (unsigned int)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
- for (unsigned int c = 0; c < 3;++c,++iCurrent) {
- // validate vertex indices
- unsigned int iIndex = (unsigned int)pcTriangles[i].vertexIndices[c];
- if (iIndex >= m_pcHeader->numVertices) {
- ASSIMP_LOG_ERROR("MD2: Vertex index is outside the allowed range");
- iIndex = m_pcHeader->numVertices-1;
- }
- // read x,y, and z component of the vertex
- aiVector3D& vec = pcMesh->mVertices[iCurrent];
- vec.x = (float)pcVerts[iIndex].vertex[0] * pcFrame->scale[0];
- vec.x += pcFrame->translate[0];
- vec.y = (float)pcVerts[iIndex].vertex[1] * pcFrame->scale[1];
- vec.y += pcFrame->translate[1];
- vec.z = (float)pcVerts[iIndex].vertex[2] * pcFrame->scale[2];
- vec.z += pcFrame->translate[2];
- // read the normal vector from the precalculated normal table
- aiVector3D& vNormal = pcMesh->mNormals[iCurrent];
- LookupNormalIndex(pcVerts[iIndex].lightNormalIndex,vNormal);
- if (m_pcHeader->numTexCoords) {
- // validate texture coordinates
- iIndex = pcTriangles[i].textureIndices[c];
- if (iIndex >= m_pcHeader->numTexCoords) {
- ASSIMP_LOG_ERROR("MD2: UV index is outside the allowed range");
- iIndex = m_pcHeader->numTexCoords-1;
- }
- aiVector3D& pcOut = pcMesh->mTextureCoords[0][iCurrent];
- // the texture coordinates are absolute values but we
- // need relative values between 0 and 1
- pcOut.x = pcTexCoords[iIndex].s / fDivisorU;
- pcOut.y = 1.f-pcTexCoords[iIndex].t / fDivisorV;
- }
- pScene->mMeshes[0]->mFaces[i].mIndices[c] = iCurrent;
- }
- // flip the face order
- std::swap( pScene->mMeshes[0]->mFaces[i].mIndices[0], pScene->mMeshes[0]->mFaces[i].mIndices[2] );
- }
- // Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system
- pScene->mRootNode->mTransformation = aiMatrix4x4(
- 1.f, 0.f, 0.f, 0.f,
- 0.f, 0.f, 1.f, 0.f,
- 0.f, -1.f, 0.f, 0.f,
- 0.f, 0.f, 0.f, 1.f);
- }
- #endif // !! ASSIMP_BUILD_NO_MD2_IMPORTER
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