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- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (assimp)
- ---------------------------------------------------------------------------
- Copyright (c) 2006-2020, 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 Implementation of the MDC importer class */
- #ifndef ASSIMP_BUILD_NO_MDC_IMPORTER
- // internal headers
- #include "AssetLib/MDC/MDCLoader.h"
- #include "AssetLib/MD3/MD3FileData.h"
- #include "AssetLib/MDC/MDCNormalTable.h" // shouldn't be included by other units
- #include <assimp/importerdesc.h>
- #include <assimp/scene.h>
- #include <assimp/DefaultLogger.hpp>
- #include <assimp/IOSystem.hpp>
- #include <assimp/Importer.hpp>
- #include <memory>
- using namespace Assimp;
- using namespace Assimp::MDC;
- static const aiImporterDesc desc = {
- "Return To Castle Wolfenstein Mesh Importer",
- "",
- "",
- "",
- aiImporterFlags_SupportBinaryFlavour,
- 0,
- 0,
- 0,
- 0,
- "mdc"
- };
- // ------------------------------------------------------------------------------------------------
- void MDC::BuildVertex(const Frame &frame,
- const BaseVertex &bvert,
- const CompressedVertex &cvert,
- aiVector3D &vXYZOut,
- aiVector3D &vNorOut) {
- // compute the position
- const float xd = (cvert.xd - AI_MDC_CVERT_BIAS) * AI_MDC_DELTA_SCALING;
- const float yd = (cvert.yd - AI_MDC_CVERT_BIAS) * AI_MDC_DELTA_SCALING;
- const float zd = (cvert.zd - AI_MDC_CVERT_BIAS) * AI_MDC_DELTA_SCALING;
- vXYZOut.x = frame.localOrigin.x + AI_MDC_BASE_SCALING * (bvert.x + xd);
- vXYZOut.y = frame.localOrigin.y + AI_MDC_BASE_SCALING * (bvert.y + yd);
- vXYZOut.z = frame.localOrigin.z + AI_MDC_BASE_SCALING * (bvert.z + zd);
- // compute the normal vector .. ehm ... lookup it in the table :-)
- vNorOut.x = mdcNormals[cvert.nd][0];
- vNorOut.y = mdcNormals[cvert.nd][1];
- vNorOut.z = mdcNormals[cvert.nd][2];
- }
- // ------------------------------------------------------------------------------------------------
- // Constructor to be privately used by Importer
- MDCImporter::MDCImporter() :
- configFrameID(),
- pcHeader(),
- mBuffer(),
- fileSize() {
- // empty
- }
- // ------------------------------------------------------------------------------------------------
- // Destructor, private as well
- MDCImporter::~MDCImporter() {
- // empty
- }
- // ------------------------------------------------------------------------------------------------
- // Returns whether the class can handle the format of the given file.
- bool MDCImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool checkSig) const {
- const std::string extension = GetExtension(pFile);
- if (extension == "mdc") {
- return true;
- }
- // if check for extension is not enough, check for the magic tokens
- if (!extension.length() || checkSig) {
- uint32_t tokens[1];
- tokens[0] = AI_MDC_MAGIC_NUMBER_LE;
- return CheckMagicToken(pIOHandler, pFile, tokens, 1);
- }
- return false;
- }
- // ------------------------------------------------------------------------------------------------
- const aiImporterDesc *MDCImporter::GetInfo() const {
- return &desc;
- }
- // ------------------------------------------------------------------------------------------------
- // Validate the header of the given MDC file
- void MDCImporter::ValidateHeader() {
- AI_SWAP4(this->pcHeader->ulVersion);
- AI_SWAP4(this->pcHeader->ulFlags);
- AI_SWAP4(this->pcHeader->ulNumFrames);
- AI_SWAP4(this->pcHeader->ulNumTags);
- AI_SWAP4(this->pcHeader->ulNumSurfaces);
- AI_SWAP4(this->pcHeader->ulNumSkins);
- AI_SWAP4(this->pcHeader->ulOffsetBorderFrames);
- if (pcHeader->ulIdent != AI_MDC_MAGIC_NUMBER_BE &&
- pcHeader->ulIdent != AI_MDC_MAGIC_NUMBER_LE) {
- char szBuffer[5];
- szBuffer[0] = ((char *)&pcHeader->ulIdent)[0];
- szBuffer[1] = ((char *)&pcHeader->ulIdent)[1];
- szBuffer[2] = ((char *)&pcHeader->ulIdent)[2];
- szBuffer[3] = ((char *)&pcHeader->ulIdent)[3];
- szBuffer[4] = '\0';
- throw DeadlyImportError("Invalid MDC magic word: should be IDPC, the "
- "magic word found is " +
- std::string(szBuffer));
- }
- if (pcHeader->ulVersion != AI_MDC_VERSION) {
- ASSIMP_LOG_WARN("Unsupported MDC file version (2 (AI_MDC_VERSION) was expected)");
- }
- if (pcHeader->ulOffsetBorderFrames + pcHeader->ulNumFrames * sizeof(MDC::Frame) > this->fileSize ||
- pcHeader->ulOffsetSurfaces + pcHeader->ulNumSurfaces * sizeof(MDC::Surface) > this->fileSize) {
- throw DeadlyImportError("Some of the offset values in the MDC header are invalid "
- "and point to something behind the file.");
- }
- if (this->configFrameID >= this->pcHeader->ulNumFrames) {
- throw DeadlyImportError("The requested frame is not available");
- }
- }
- // ------------------------------------------------------------------------------------------------
- // Validate the header of a given MDC file surface
- void MDCImporter::ValidateSurfaceHeader(BE_NCONST MDC::Surface *pcSurf) {
- AI_SWAP4(pcSurf->ulFlags);
- AI_SWAP4(pcSurf->ulNumCompFrames);
- AI_SWAP4(pcSurf->ulNumBaseFrames);
- AI_SWAP4(pcSurf->ulNumShaders);
- AI_SWAP4(pcSurf->ulNumVertices);
- AI_SWAP4(pcSurf->ulNumTriangles);
- AI_SWAP4(pcSurf->ulOffsetTriangles);
- AI_SWAP4(pcSurf->ulOffsetTexCoords);
- AI_SWAP4(pcSurf->ulOffsetBaseVerts);
- AI_SWAP4(pcSurf->ulOffsetCompVerts);
- AI_SWAP4(pcSurf->ulOffsetFrameBaseFrames);
- AI_SWAP4(pcSurf->ulOffsetFrameCompFrames);
- AI_SWAP4(pcSurf->ulOffsetEnd);
- const unsigned int iMax = this->fileSize - (unsigned int)((int8_t *)pcSurf - (int8_t *)pcHeader);
- if (pcSurf->ulOffsetBaseVerts + pcSurf->ulNumVertices * sizeof(MDC::BaseVertex) > iMax ||
- (pcSurf->ulNumCompFrames && pcSurf->ulOffsetCompVerts + pcSurf->ulNumVertices * sizeof(MDC::CompressedVertex) > iMax) ||
- pcSurf->ulOffsetTriangles + pcSurf->ulNumTriangles * sizeof(MDC::Triangle) > iMax ||
- pcSurf->ulOffsetTexCoords + pcSurf->ulNumVertices * sizeof(MDC::TexturCoord) > iMax ||
- pcSurf->ulOffsetShaders + pcSurf->ulNumShaders * sizeof(MDC::Shader) > iMax ||
- pcSurf->ulOffsetFrameBaseFrames + pcSurf->ulNumBaseFrames * 2 > iMax ||
- (pcSurf->ulNumCompFrames && pcSurf->ulOffsetFrameCompFrames + pcSurf->ulNumCompFrames * 2 > iMax)) {
- throw DeadlyImportError("Some of the offset values in the MDC surface header "
- "are invalid and point somewhere behind the file.");
- }
- }
- // ------------------------------------------------------------------------------------------------
- // Setup configuration properties
- void MDCImporter::SetupProperties(const Importer *pImp) {
- // The AI_CONFIG_IMPORT_MDC_KEYFRAME option overrides the
- // AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
- if (static_cast<unsigned int>(-1) == (configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MDC_KEYFRAME, -1))) {
- configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME, 0);
- }
- }
- // ------------------------------------------------------------------------------------------------
- // Imports the given file into the given scene structure.
- void MDCImporter::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.get() == nullptr) {
- throw DeadlyImportError("Failed to open MDC file " + pFile + ".");
- }
- // check whether the mdc file is large enough to contain the file header
- fileSize = static_cast<unsigned int>(file->FileSize());
- if (fileSize < sizeof(MDC::Header)) {
- throw DeadlyImportError("MDC File is too small.");
- }
- std::vector<unsigned char> mBuffer2(fileSize);
- file->Read(&mBuffer2[0], 1, fileSize);
- mBuffer = &mBuffer2[0];
- // validate the file header
- this->pcHeader = (BE_NCONST MDC::Header *)this->mBuffer;
- this->ValidateHeader();
- std::vector<std::string> aszShaders;
- // get a pointer to the frame we want to read
- BE_NCONST MDC::Frame *pcFrame = (BE_NCONST MDC::Frame *)(this->mBuffer +
- this->pcHeader->ulOffsetBorderFrames);
- // no need to swap the other members, we won't need them
- pcFrame += configFrameID;
- AI_SWAP4(pcFrame->localOrigin[0]);
- AI_SWAP4(pcFrame->localOrigin[1]);
- AI_SWAP4(pcFrame->localOrigin[2]);
- // get the number of valid surfaces
- BE_NCONST MDC::Surface *pcSurface, *pcSurface2;
- pcSurface = pcSurface2 = new (mBuffer + pcHeader->ulOffsetSurfaces) MDC::Surface;
- unsigned int iNumShaders = 0;
- for (unsigned int i = 0; i < pcHeader->ulNumSurfaces; ++i) {
- // validate the surface header
- this->ValidateSurfaceHeader(pcSurface2);
- if (pcSurface2->ulNumVertices && pcSurface2->ulNumTriangles) {
- ++pScene->mNumMeshes;
- }
- iNumShaders += pcSurface2->ulNumShaders;
- pcSurface2 = new ((int8_t *)pcSurface2 + pcSurface2->ulOffsetEnd) MDC::Surface;
- }
- aszShaders.reserve(iNumShaders);
- pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];
- // necessary that we don't crash if an exception occurs
- for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
- pScene->mMeshes[i] = nullptr;
- }
- // now read all surfaces
- unsigned int iDefaultMatIndex = UINT_MAX;
- for (unsigned int i = 0, iNum = 0; i < pcHeader->ulNumSurfaces; ++i) {
- if (!pcSurface->ulNumVertices || !pcSurface->ulNumTriangles) continue;
- aiMesh *pcMesh = pScene->mMeshes[iNum++] = new aiMesh();
- pcMesh->mNumFaces = pcSurface->ulNumTriangles;
- pcMesh->mNumVertices = pcMesh->mNumFaces * 3;
- // store the name of the surface for use as node name.
- pcMesh->mName.Set(std::string(pcSurface->ucName, strnlen(pcSurface->ucName, AI_MDC_MAXQPATH - 1)));
- // go to the first shader in the file. ignore the others.
- if (pcSurface->ulNumShaders) {
- const MDC::Shader *pcShader = (const MDC::Shader *)((int8_t *)pcSurface + pcSurface->ulOffsetShaders);
- pcMesh->mMaterialIndex = (unsigned int)aszShaders.size();
- // create a new shader
- aszShaders.push_back(std::string(pcShader->ucName,
- ::strnlen(pcShader->ucName, sizeof(pcShader->ucName))));
- }
- // need to create a default material
- else if (UINT_MAX == iDefaultMatIndex) {
- pcMesh->mMaterialIndex = iDefaultMatIndex = (unsigned int)aszShaders.size();
- aszShaders.push_back(std::string());
- }
- // otherwise assign a reference to the default material
- else
- pcMesh->mMaterialIndex = iDefaultMatIndex;
- // allocate output storage for the mesh
- aiVector3D *pcVertCur = pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
- aiVector3D *pcNorCur = pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
- aiVector3D *pcUVCur = pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
- aiFace *pcFaceCur = pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
- // create all vertices/faces
- BE_NCONST MDC::Triangle *pcTriangle = (BE_NCONST MDC::Triangle *)((int8_t *)pcSurface + pcSurface->ulOffsetTriangles);
- BE_NCONST MDC::TexturCoord *const pcUVs = (BE_NCONST MDC::TexturCoord *)((int8_t *)pcSurface + pcSurface->ulOffsetTexCoords);
- // get a pointer to the uncompressed vertices
- int16_t iOfs = *((int16_t *)((int8_t *)pcSurface +
- pcSurface->ulOffsetFrameBaseFrames) +
- this->configFrameID);
- AI_SWAP2(iOfs);
- BE_NCONST MDC::BaseVertex *const pcVerts = (BE_NCONST MDC::BaseVertex *)((int8_t *)pcSurface + pcSurface->ulOffsetBaseVerts) +
- ((int)iOfs * pcSurface->ulNumVertices * 4);
- // do the main swapping stuff ...
- #if (defined AI_BUILD_BIG_ENDIAN)
- // swap all triangles
- for (unsigned int i = 0; i < pcSurface->ulNumTriangles; ++i) {
- AI_SWAP4(pcTriangle[i].aiIndices[0]);
- AI_SWAP4(pcTriangle[i].aiIndices[1]);
- AI_SWAP4(pcTriangle[i].aiIndices[2]);
- }
- // swap all vertices
- for (unsigned int i = 0; i < pcSurface->ulNumVertices * pcSurface->ulNumBaseFrames; ++i) {
- AI_SWAP2(pcVerts->normal);
- AI_SWAP2(pcVerts->x);
- AI_SWAP2(pcVerts->y);
- AI_SWAP2(pcVerts->z);
- }
- // swap all texture coordinates
- for (unsigned int i = 0; i < pcSurface->ulNumVertices; ++i) {
- AI_SWAP4(pcUVs->u);
- AI_SWAP4(pcUVs->v);
- }
- #endif
- const MDC::CompressedVertex *pcCVerts = nullptr;
- int16_t *mdcCompVert = nullptr;
- // access compressed frames for large frame numbers, but never for the first
- if (this->configFrameID && pcSurface->ulNumCompFrames > 0) {
- mdcCompVert = (int16_t *)((int8_t *)pcSurface + pcSurface->ulOffsetFrameCompFrames) + this->configFrameID;
- AI_SWAP2P(mdcCompVert);
- if (*mdcCompVert >= 0) {
- pcCVerts = (const MDC::CompressedVertex *)((int8_t *)pcSurface +
- pcSurface->ulOffsetCompVerts) +
- *mdcCompVert * pcSurface->ulNumVertices;
- } else
- mdcCompVert = nullptr;
- }
- // copy all faces
- for (unsigned int iFace = 0; iFace < pcSurface->ulNumTriangles; ++iFace,
- ++pcTriangle, ++pcFaceCur) {
- const unsigned int iOutIndex = iFace * 3;
- pcFaceCur->mNumIndices = 3;
- pcFaceCur->mIndices = new unsigned int[3];
- for (unsigned int iIndex = 0; iIndex < 3; ++iIndex,
- ++pcVertCur, ++pcUVCur, ++pcNorCur) {
- uint32_t quak = pcTriangle->aiIndices[iIndex];
- if (quak >= pcSurface->ulNumVertices) {
- ASSIMP_LOG_ERROR("MDC vertex index is out of range");
- quak = pcSurface->ulNumVertices - 1;
- }
- // compressed vertices?
- if (mdcCompVert) {
- MDC::BuildVertex(*pcFrame, pcVerts[quak], pcCVerts[quak],
- *pcVertCur, *pcNorCur);
- } else {
- // copy position
- pcVertCur->x = pcVerts[quak].x * AI_MDC_BASE_SCALING;
- pcVertCur->y = pcVerts[quak].y * AI_MDC_BASE_SCALING;
- pcVertCur->z = pcVerts[quak].z * AI_MDC_BASE_SCALING;
- // copy normals
- MD3::LatLngNormalToVec3(pcVerts[quak].normal, &pcNorCur->x);
- // copy texture coordinates
- pcUVCur->x = pcUVs[quak].u;
- pcUVCur->y = ai_real(1.0) - pcUVs[quak].v; // DX to OGL
- }
- pcVertCur->x += pcFrame->localOrigin[0];
- pcVertCur->y += pcFrame->localOrigin[1];
- pcVertCur->z += pcFrame->localOrigin[2];
- }
- // swap the face order - DX to OGL
- pcFaceCur->mIndices[0] = iOutIndex + 2;
- pcFaceCur->mIndices[1] = iOutIndex + 1;
- pcFaceCur->mIndices[2] = iOutIndex + 0;
- }
- pcSurface = new ((int8_t *)pcSurface + pcSurface->ulOffsetEnd) MDC::Surface;
- }
- // create a flat node graph with a root node and one child for each surface
- if (!pScene->mNumMeshes)
- throw DeadlyImportError("Invalid MDC file: File contains no valid mesh");
- else if (1 == pScene->mNumMeshes) {
- pScene->mRootNode = new aiNode();
- if (nullptr != pScene->mMeshes[0]) {
- pScene->mRootNode->mName = pScene->mMeshes[0]->mName;
- pScene->mRootNode->mNumMeshes = 1;
- pScene->mRootNode->mMeshes = new unsigned int[1];
- pScene->mRootNode->mMeshes[0] = 0;
- }
- } else {
- pScene->mRootNode = new aiNode();
- pScene->mRootNode->mNumChildren = pScene->mNumMeshes;
- pScene->mRootNode->mChildren = new aiNode *[pScene->mNumMeshes];
- pScene->mRootNode->mName.Set("<root>");
- for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
- aiNode *pcNode = pScene->mRootNode->mChildren[i] = new aiNode();
- pcNode->mParent = pScene->mRootNode;
- pcNode->mName = pScene->mMeshes[i]->mName;
- pcNode->mNumMeshes = 1;
- pcNode->mMeshes = new unsigned int[1];
- pcNode->mMeshes[0] = i;
- }
- }
- // create materials
- pScene->mNumMaterials = (unsigned int)aszShaders.size();
- pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials];
- for (unsigned int i = 0; i < pScene->mNumMaterials; ++i) {
- aiMaterial *pcMat = new aiMaterial();
- pScene->mMaterials[i] = pcMat;
- const std::string &name = aszShaders[i];
- int iMode = (int)aiShadingMode_Gouraud;
- pcMat->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
- // add a small ambient color value - RtCW seems to have one
- aiColor3D clr;
- clr.b = clr.g = clr.r = 0.05f;
- pcMat->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_AMBIENT);
- if (name.length())
- clr.b = clr.g = clr.r = 1.0f;
- else
- clr.b = clr.g = clr.r = 0.6f;
- pcMat->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_DIFFUSE);
- pcMat->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_SPECULAR);
- if (name.length()) {
- aiString path;
- path.Set(name);
- pcMat->AddProperty(&path, AI_MATKEY_TEXTURE_DIFFUSE(0));
- }
- }
- }
- #endif // !! ASSIMP_BUILD_NO_MDC_IMPORTER
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