vrshoot

annotate libs/assimp/MDCLoader.cpp @ 3:c179c72369be

rename candy->vr
author John Tsiombikas <nuclear@member.fsf.org>
date Mon, 03 Feb 2014 08:52:13 +0200
parents
children
rev   line source
nuclear@0 1 /*
nuclear@0 2 ---------------------------------------------------------------------------
nuclear@0 3 Open Asset Import Library (assimp)
nuclear@0 4 ---------------------------------------------------------------------------
nuclear@0 5
nuclear@0 6 Copyright (c) 2006-2012, assimp team
nuclear@0 7
nuclear@0 8 All rights reserved.
nuclear@0 9
nuclear@0 10 Redistribution and use of this software in source and binary forms,
nuclear@0 11 with or without modification, are permitted provided that the following
nuclear@0 12 conditions are met:
nuclear@0 13
nuclear@0 14 * Redistributions of source code must retain the above
nuclear@0 15 copyright notice, this list of conditions and the
nuclear@0 16 following disclaimer.
nuclear@0 17
nuclear@0 18 * Redistributions in binary form must reproduce the above
nuclear@0 19 copyright notice, this list of conditions and the
nuclear@0 20 following disclaimer in the documentation and/or other
nuclear@0 21 materials provided with the distribution.
nuclear@0 22
nuclear@0 23 * Neither the name of the assimp team, nor the names of its
nuclear@0 24 contributors may be used to endorse or promote products
nuclear@0 25 derived from this software without specific prior
nuclear@0 26 written permission of the assimp team.
nuclear@0 27
nuclear@0 28 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
nuclear@0 29 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
nuclear@0 30 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
nuclear@0 31 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
nuclear@0 32 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
nuclear@0 33 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
nuclear@0 34 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
nuclear@0 35 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
nuclear@0 36 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
nuclear@0 37 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
nuclear@0 38 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
nuclear@0 39 ---------------------------------------------------------------------------
nuclear@0 40 */
nuclear@0 41
nuclear@0 42 /** @file Implementation of the MDC importer class */
nuclear@0 43
nuclear@0 44 #include "AssimpPCH.h"
nuclear@0 45 #ifndef ASSIMP_BUILD_NO_MDC_IMPORTER
nuclear@0 46
nuclear@0 47 // internal headers
nuclear@0 48 #include "MDCLoader.h"
nuclear@0 49 #include "MD3FileData.h"
nuclear@0 50 #include "MDCNormalTable.h" // shouldn't be included by other units
nuclear@0 51
nuclear@0 52 using namespace Assimp;
nuclear@0 53 using namespace Assimp::MDC;
nuclear@0 54
nuclear@0 55 static const aiImporterDesc desc = {
nuclear@0 56 "Return To Castle Wolfenstein Mesh Importer",
nuclear@0 57 "",
nuclear@0 58 "",
nuclear@0 59 "",
nuclear@0 60 aiImporterFlags_SupportBinaryFlavour,
nuclear@0 61 0,
nuclear@0 62 0,
nuclear@0 63 0,
nuclear@0 64 0,
nuclear@0 65 "mdc"
nuclear@0 66 };
nuclear@0 67
nuclear@0 68 // ------------------------------------------------------------------------------------------------
nuclear@0 69 void MDC::BuildVertex(const Frame& frame,
nuclear@0 70 const BaseVertex& bvert,
nuclear@0 71 const CompressedVertex& cvert,
nuclear@0 72 aiVector3D& vXYZOut,
nuclear@0 73 aiVector3D& vNorOut)
nuclear@0 74 {
nuclear@0 75 // compute the position
nuclear@0 76 const float xd = (cvert.xd - AI_MDC_CVERT_BIAS) * AI_MDC_DELTA_SCALING;
nuclear@0 77 const float yd = (cvert.yd - AI_MDC_CVERT_BIAS) * AI_MDC_DELTA_SCALING;
nuclear@0 78 const float zd = (cvert.zd - AI_MDC_CVERT_BIAS) * AI_MDC_DELTA_SCALING;
nuclear@0 79 vXYZOut.x = frame.localOrigin.x + AI_MDC_BASE_SCALING * (bvert.x + xd);
nuclear@0 80 vXYZOut.y = frame.localOrigin.y + AI_MDC_BASE_SCALING * (bvert.y + yd);
nuclear@0 81 vXYZOut.z = frame.localOrigin.z + AI_MDC_BASE_SCALING * (bvert.z + zd);
nuclear@0 82
nuclear@0 83 // compute the normal vector .. ehm ... lookup it in the table :-)
nuclear@0 84 vNorOut.x = mdcNormals[cvert.nd][0];
nuclear@0 85 vNorOut.y = mdcNormals[cvert.nd][1];
nuclear@0 86 vNorOut.z = mdcNormals[cvert.nd][2];
nuclear@0 87 }
nuclear@0 88
nuclear@0 89 // ------------------------------------------------------------------------------------------------
nuclear@0 90 // Constructor to be privately used by Importer
nuclear@0 91 MDCImporter::MDCImporter()
nuclear@0 92 {
nuclear@0 93 }
nuclear@0 94
nuclear@0 95 // ------------------------------------------------------------------------------------------------
nuclear@0 96 // Destructor, private as well
nuclear@0 97 MDCImporter::~MDCImporter()
nuclear@0 98 {
nuclear@0 99 }
nuclear@0 100 // ------------------------------------------------------------------------------------------------
nuclear@0 101 // Returns whether the class can handle the format of the given file.
nuclear@0 102 bool MDCImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
nuclear@0 103 {
nuclear@0 104 const std::string extension = GetExtension(pFile);
nuclear@0 105 if (extension == "mdc")
nuclear@0 106 return true;
nuclear@0 107
nuclear@0 108 // if check for extension is not enough, check for the magic tokens
nuclear@0 109 if (!extension.length() || checkSig) {
nuclear@0 110 uint32_t tokens[1];
nuclear@0 111 tokens[0] = AI_MDC_MAGIC_NUMBER_LE;
nuclear@0 112 return CheckMagicToken(pIOHandler,pFile,tokens,1);
nuclear@0 113 }
nuclear@0 114 return false;
nuclear@0 115 }
nuclear@0 116
nuclear@0 117 // ------------------------------------------------------------------------------------------------
nuclear@0 118 const aiImporterDesc* MDCImporter::GetInfo () const
nuclear@0 119 {
nuclear@0 120 return &desc;
nuclear@0 121 }
nuclear@0 122
nuclear@0 123 // ------------------------------------------------------------------------------------------------
nuclear@0 124 // Validate the header of the given MDC file
nuclear@0 125 void MDCImporter::ValidateHeader()
nuclear@0 126 {
nuclear@0 127 AI_SWAP4( this->pcHeader->ulVersion );
nuclear@0 128 AI_SWAP4( this->pcHeader->ulFlags );
nuclear@0 129 AI_SWAP4( this->pcHeader->ulNumFrames );
nuclear@0 130 AI_SWAP4( this->pcHeader->ulNumTags );
nuclear@0 131 AI_SWAP4( this->pcHeader->ulNumSurfaces );
nuclear@0 132 AI_SWAP4( this->pcHeader->ulNumSkins );
nuclear@0 133 AI_SWAP4( this->pcHeader->ulOffsetBorderFrames );
nuclear@0 134
nuclear@0 135 if (pcHeader->ulIdent != AI_MDC_MAGIC_NUMBER_BE &&
nuclear@0 136 pcHeader->ulIdent != AI_MDC_MAGIC_NUMBER_LE)
nuclear@0 137 {
nuclear@0 138 char szBuffer[5];
nuclear@0 139 szBuffer[0] = ((char*)&pcHeader->ulIdent)[0];
nuclear@0 140 szBuffer[1] = ((char*)&pcHeader->ulIdent)[1];
nuclear@0 141 szBuffer[2] = ((char*)&pcHeader->ulIdent)[2];
nuclear@0 142 szBuffer[3] = ((char*)&pcHeader->ulIdent)[3];
nuclear@0 143 szBuffer[4] = '\0';
nuclear@0 144
nuclear@0 145 throw DeadlyImportError("Invalid MDC magic word: should be IDPC, the "
nuclear@0 146 "magic word found is " + std::string( szBuffer ));
nuclear@0 147 }
nuclear@0 148
nuclear@0 149 if (pcHeader->ulVersion != AI_MDC_VERSION)
nuclear@0 150 DefaultLogger::get()->warn("Unsupported MDC file version (2 (AI_MDC_VERSION) was expected)");
nuclear@0 151
nuclear@0 152 if (pcHeader->ulOffsetBorderFrames + pcHeader->ulNumFrames * sizeof(MDC::Frame) > this->fileSize ||
nuclear@0 153 pcHeader->ulOffsetSurfaces + pcHeader->ulNumSurfaces * sizeof(MDC::Surface) > this->fileSize)
nuclear@0 154 {
nuclear@0 155 throw DeadlyImportError("Some of the offset values in the MDC header are invalid "
nuclear@0 156 "and point to something behind the file.");
nuclear@0 157 }
nuclear@0 158
nuclear@0 159 if (this->configFrameID >= this->pcHeader->ulNumFrames)
nuclear@0 160 throw DeadlyImportError("The requested frame is not available");
nuclear@0 161 }
nuclear@0 162
nuclear@0 163 // ------------------------------------------------------------------------------------------------
nuclear@0 164 // Validate the header of a given MDC file surface
nuclear@0 165 void MDCImporter::ValidateSurfaceHeader(BE_NCONST MDC::Surface* pcSurf)
nuclear@0 166 {
nuclear@0 167 AI_SWAP4(pcSurf->ulFlags);
nuclear@0 168 AI_SWAP4(pcSurf->ulNumCompFrames);
nuclear@0 169 AI_SWAP4(pcSurf->ulNumBaseFrames);
nuclear@0 170 AI_SWAP4(pcSurf->ulNumShaders);
nuclear@0 171 AI_SWAP4(pcSurf->ulNumVertices);
nuclear@0 172 AI_SWAP4(pcSurf->ulNumTriangles);
nuclear@0 173 AI_SWAP4(pcSurf->ulOffsetTriangles);
nuclear@0 174 AI_SWAP4(pcSurf->ulOffsetTexCoords);
nuclear@0 175 AI_SWAP4(pcSurf->ulOffsetBaseVerts);
nuclear@0 176 AI_SWAP4(pcSurf->ulOffsetCompVerts);
nuclear@0 177 AI_SWAP4(pcSurf->ulOffsetFrameBaseFrames);
nuclear@0 178 AI_SWAP4(pcSurf->ulOffsetFrameCompFrames);
nuclear@0 179 AI_SWAP4(pcSurf->ulOffsetEnd);
nuclear@0 180
nuclear@0 181 const unsigned int iMax = this->fileSize - (unsigned int)((int8_t*)pcSurf-(int8_t*)pcHeader);
nuclear@0 182
nuclear@0 183 if (pcSurf->ulOffsetBaseVerts + pcSurf->ulNumVertices * sizeof(MDC::BaseVertex) > iMax ||
nuclear@0 184 (pcSurf->ulNumCompFrames && pcSurf->ulOffsetCompVerts + pcSurf->ulNumVertices * sizeof(MDC::CompressedVertex) > iMax) ||
nuclear@0 185 pcSurf->ulOffsetTriangles + pcSurf->ulNumTriangles * sizeof(MDC::Triangle) > iMax ||
nuclear@0 186 pcSurf->ulOffsetTexCoords + pcSurf->ulNumVertices * sizeof(MDC::TexturCoord) > iMax ||
nuclear@0 187 pcSurf->ulOffsetShaders + pcSurf->ulNumShaders * sizeof(MDC::Shader) > iMax ||
nuclear@0 188 pcSurf->ulOffsetFrameBaseFrames + pcSurf->ulNumBaseFrames * 2 > iMax ||
nuclear@0 189 (pcSurf->ulNumCompFrames && pcSurf->ulOffsetFrameCompFrames + pcSurf->ulNumCompFrames * 2 > iMax))
nuclear@0 190 {
nuclear@0 191 throw DeadlyImportError("Some of the offset values in the MDC surface header "
nuclear@0 192 "are invalid and point somewhere behind the file.");
nuclear@0 193 }
nuclear@0 194 }
nuclear@0 195
nuclear@0 196 // ------------------------------------------------------------------------------------------------
nuclear@0 197 // Setup configuration properties
nuclear@0 198 void MDCImporter::SetupProperties(const Importer* pImp)
nuclear@0 199 {
nuclear@0 200 // The AI_CONFIG_IMPORT_MDC_KEYFRAME option overrides the
nuclear@0 201 // AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
nuclear@0 202 if(static_cast<unsigned int>(-1) == (configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MDC_KEYFRAME,-1))){
nuclear@0 203 configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
nuclear@0 204 }
nuclear@0 205 }
nuclear@0 206
nuclear@0 207 // ------------------------------------------------------------------------------------------------
nuclear@0 208 // Imports the given file into the given scene structure.
nuclear@0 209 void MDCImporter::InternReadFile(
nuclear@0 210 const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
nuclear@0 211 {
nuclear@0 212 boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
nuclear@0 213
nuclear@0 214 // Check whether we can read from the file
nuclear@0 215 if( file.get() == NULL)
nuclear@0 216 throw DeadlyImportError( "Failed to open MDC file " + pFile + ".");
nuclear@0 217
nuclear@0 218 // check whether the mdc file is large enough to contain the file header
nuclear@0 219 fileSize = (unsigned int)file->FileSize();
nuclear@0 220 if( fileSize < sizeof(MDC::Header))
nuclear@0 221 throw DeadlyImportError( "MDC File is too small.");
nuclear@0 222
nuclear@0 223 std::vector<unsigned char> mBuffer2(fileSize);
nuclear@0 224 file->Read( &mBuffer2[0], 1, fileSize);
nuclear@0 225 mBuffer = &mBuffer2[0];
nuclear@0 226
nuclear@0 227 // validate the file header
nuclear@0 228 this->pcHeader = (BE_NCONST MDC::Header*)this->mBuffer;
nuclear@0 229 this->ValidateHeader();
nuclear@0 230
nuclear@0 231 std::vector<std::string> aszShaders;
nuclear@0 232
nuclear@0 233 // get a pointer to the frame we want to read
nuclear@0 234 BE_NCONST MDC::Frame* pcFrame = (BE_NCONST MDC::Frame*)(this->mBuffer+
nuclear@0 235 this->pcHeader->ulOffsetBorderFrames);
nuclear@0 236
nuclear@0 237 // no need to swap the other members, we won't need them
nuclear@0 238 pcFrame += configFrameID;
nuclear@0 239 AI_SWAP4( pcFrame->localOrigin[0] );
nuclear@0 240 AI_SWAP4( pcFrame->localOrigin[1] );
nuclear@0 241 AI_SWAP4( pcFrame->localOrigin[2] );
nuclear@0 242
nuclear@0 243 // get the number of valid surfaces
nuclear@0 244 BE_NCONST MDC::Surface* pcSurface, *pcSurface2;
nuclear@0 245 pcSurface = pcSurface2 = new (mBuffer + pcHeader->ulOffsetSurfaces) MDC::Surface;
nuclear@0 246 unsigned int iNumShaders = 0;
nuclear@0 247 for (unsigned int i = 0; i < pcHeader->ulNumSurfaces;++i)
nuclear@0 248 {
nuclear@0 249 // validate the surface header
nuclear@0 250 this->ValidateSurfaceHeader(pcSurface2);
nuclear@0 251
nuclear@0 252 if (pcSurface2->ulNumVertices && pcSurface2->ulNumTriangles)++pScene->mNumMeshes;
nuclear@0 253 iNumShaders += pcSurface2->ulNumShaders;
nuclear@0 254 pcSurface2 = new ((int8_t*)pcSurface2 + pcSurface2->ulOffsetEnd) MDC::Surface;
nuclear@0 255 }
nuclear@0 256 aszShaders.reserve(iNumShaders);
nuclear@0 257 pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
nuclear@0 258
nuclear@0 259 // necessary that we don't crash if an exception occurs
nuclear@0 260 for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
nuclear@0 261 pScene->mMeshes[i] = NULL;
nuclear@0 262
nuclear@0 263 // now read all surfaces
nuclear@0 264 unsigned int iDefaultMatIndex = UINT_MAX;
nuclear@0 265 for (unsigned int i = 0, iNum = 0; i < pcHeader->ulNumSurfaces;++i)
nuclear@0 266 {
nuclear@0 267 if (!pcSurface->ulNumVertices || !pcSurface->ulNumTriangles)continue;
nuclear@0 268 aiMesh* pcMesh = pScene->mMeshes[iNum++] = new aiMesh();
nuclear@0 269
nuclear@0 270 pcMesh->mNumFaces = pcSurface->ulNumTriangles;
nuclear@0 271 pcMesh->mNumVertices = pcMesh->mNumFaces * 3;
nuclear@0 272
nuclear@0 273 // store the name of the surface for use as node name.
nuclear@0 274 // FIX: make sure there is a 0 termination
nuclear@0 275 const_cast<char&>(pcSurface->ucName[AI_MDC_MAXQPATH-1]) = '\0';
nuclear@0 276 pcMesh->mTextureCoords[3] = (aiVector3D*)pcSurface->ucName;
nuclear@0 277
nuclear@0 278 // go to the first shader in the file. ignore the others.
nuclear@0 279 if (pcSurface->ulNumShaders)
nuclear@0 280 {
nuclear@0 281 const MDC::Shader* pcShader = (const MDC::Shader*)((int8_t*)pcSurface + pcSurface->ulOffsetShaders);
nuclear@0 282 pcMesh->mMaterialIndex = (unsigned int)aszShaders.size();
nuclear@0 283
nuclear@0 284 // create a new shader
nuclear@0 285 aszShaders.push_back(std::string( pcShader->ucName, std::min(
nuclear@0 286 ::strlen(pcShader->ucName),sizeof(pcShader->ucName)) ));
nuclear@0 287 }
nuclear@0 288 // need to create a default material
nuclear@0 289 else if (UINT_MAX == iDefaultMatIndex)
nuclear@0 290 {
nuclear@0 291 pcMesh->mMaterialIndex = iDefaultMatIndex = (unsigned int)aszShaders.size();
nuclear@0 292 aszShaders.push_back(std::string());
nuclear@0 293 }
nuclear@0 294 // otherwise assign a reference to the default material
nuclear@0 295 else pcMesh->mMaterialIndex = iDefaultMatIndex;
nuclear@0 296
nuclear@0 297 // allocate output storage for the mesh
nuclear@0 298 aiVector3D* pcVertCur = pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
nuclear@0 299 aiVector3D* pcNorCur = pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
nuclear@0 300 aiVector3D* pcUVCur = pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
nuclear@0 301 aiFace* pcFaceCur = pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
nuclear@0 302
nuclear@0 303 // create all vertices/faces
nuclear@0 304 BE_NCONST MDC::Triangle* pcTriangle = (BE_NCONST MDC::Triangle*)
nuclear@0 305 ((int8_t*)pcSurface+pcSurface->ulOffsetTriangles);
nuclear@0 306
nuclear@0 307 BE_NCONST MDC::TexturCoord* const pcUVs = (BE_NCONST MDC::TexturCoord*)
nuclear@0 308 ((int8_t*)pcSurface+pcSurface->ulOffsetTexCoords);
nuclear@0 309
nuclear@0 310 // get a pointer to the uncompressed vertices
nuclear@0 311 int16_t iOfs = *((int16_t*) ((int8_t*) pcSurface +
nuclear@0 312 pcSurface->ulOffsetFrameBaseFrames) + this->configFrameID);
nuclear@0 313
nuclear@0 314 AI_SWAP2(iOfs);
nuclear@0 315
nuclear@0 316 BE_NCONST MDC::BaseVertex* const pcVerts = (BE_NCONST MDC::BaseVertex*)
nuclear@0 317 ((int8_t*)pcSurface+pcSurface->ulOffsetBaseVerts) +
nuclear@0 318 ((int)iOfs * pcSurface->ulNumVertices * 4);
nuclear@0 319
nuclear@0 320 // do the main swapping stuff ...
nuclear@0 321 #if (defined AI_BUILD_BIG_ENDIAN)
nuclear@0 322
nuclear@0 323 // swap all triangles
nuclear@0 324 for (unsigned int i = 0; i < pcSurface->ulNumTriangles;++i)
nuclear@0 325 {
nuclear@0 326 AI_SWAP4( pcTriangle[i].aiIndices[0] );
nuclear@0 327 AI_SWAP4( pcTriangle[i].aiIndices[1] );
nuclear@0 328 AI_SWAP4( pcTriangle[i].aiIndices[2] );
nuclear@0 329 }
nuclear@0 330
nuclear@0 331 // swap all vertices
nuclear@0 332 for (unsigned int i = 0; i < pcSurface->ulNumVertices*pcSurface->ulNumBaseFrames;++i)
nuclear@0 333 {
nuclear@0 334 AI_SWAP2( pcVerts->normal );
nuclear@0 335 AI_SWAP2( pcVerts->x );
nuclear@0 336 AI_SWAP2( pcVerts->y );
nuclear@0 337 AI_SWAP2( pcVerts->z );
nuclear@0 338 }
nuclear@0 339
nuclear@0 340 // swap all texture coordinates
nuclear@0 341 for (unsigned int i = 0; i < pcSurface->ulNumVertices;++i)
nuclear@0 342 {
nuclear@0 343 AI_SWAP4( pcUVs->v );
nuclear@0 344 AI_SWAP4( pcUVs->v );
nuclear@0 345 }
nuclear@0 346
nuclear@0 347 #endif
nuclear@0 348
nuclear@0 349 const MDC::CompressedVertex* pcCVerts = NULL;
nuclear@0 350 int16_t* mdcCompVert = NULL;
nuclear@0 351
nuclear@0 352 // access compressed frames for large frame numbers, but never for the first
nuclear@0 353 if( this->configFrameID && pcSurface->ulNumCompFrames > 0 )
nuclear@0 354 {
nuclear@0 355 mdcCompVert = (int16_t*) ((int8_t*)pcSurface+pcSurface->ulOffsetFrameCompFrames) + this->configFrameID;
nuclear@0 356 AI_SWAP2P(mdcCompVert);
nuclear@0 357 if( *mdcCompVert >= 0 )
nuclear@0 358 {
nuclear@0 359 pcCVerts = (const MDC::CompressedVertex*)((int8_t*)pcSurface +
nuclear@0 360 pcSurface->ulOffsetCompVerts) + *mdcCompVert * pcSurface->ulNumVertices;
nuclear@0 361 }
nuclear@0 362 else mdcCompVert = NULL;
nuclear@0 363 }
nuclear@0 364
nuclear@0 365 // copy all faces
nuclear@0 366 for (unsigned int iFace = 0; iFace < pcSurface->ulNumTriangles;++iFace,
nuclear@0 367 ++pcTriangle,++pcFaceCur)
nuclear@0 368 {
nuclear@0 369 const unsigned int iOutIndex = iFace*3;
nuclear@0 370 pcFaceCur->mNumIndices = 3;
nuclear@0 371 pcFaceCur->mIndices = new unsigned int[3];
nuclear@0 372
nuclear@0 373 for (unsigned int iIndex = 0; iIndex < 3;++iIndex,
nuclear@0 374 ++pcVertCur,++pcUVCur,++pcNorCur)
nuclear@0 375 {
nuclear@0 376 uint32_t quak = pcTriangle->aiIndices[iIndex];
nuclear@0 377 if (quak >= pcSurface->ulNumVertices)
nuclear@0 378 {
nuclear@0 379 DefaultLogger::get()->error("MDC vertex index is out of range");
nuclear@0 380 quak = pcSurface->ulNumVertices-1;
nuclear@0 381 }
nuclear@0 382
nuclear@0 383 // compressed vertices?
nuclear@0 384 if (mdcCompVert)
nuclear@0 385 {
nuclear@0 386 MDC::BuildVertex(*pcFrame,pcVerts[quak],pcCVerts[quak],
nuclear@0 387 *pcVertCur,*pcNorCur);
nuclear@0 388 }
nuclear@0 389 else
nuclear@0 390 {
nuclear@0 391 // copy position
nuclear@0 392 pcVertCur->x = pcVerts[quak].x * AI_MDC_BASE_SCALING;
nuclear@0 393 pcVertCur->y = pcVerts[quak].y * AI_MDC_BASE_SCALING;
nuclear@0 394 pcVertCur->z = pcVerts[quak].z * AI_MDC_BASE_SCALING;
nuclear@0 395
nuclear@0 396 // copy normals
nuclear@0 397 MD3::LatLngNormalToVec3( pcVerts[quak].normal, &pcNorCur->x );
nuclear@0 398
nuclear@0 399 // copy texture coordinates
nuclear@0 400 pcUVCur->x = pcUVs[quak].u;
nuclear@0 401 pcUVCur->y = 1.0f-pcUVs[quak].v; // DX to OGL
nuclear@0 402 }
nuclear@0 403 pcVertCur->x += pcFrame->localOrigin[0] ;
nuclear@0 404 pcVertCur->y += pcFrame->localOrigin[1] ;
nuclear@0 405 pcVertCur->z += pcFrame->localOrigin[2] ;
nuclear@0 406 }
nuclear@0 407
nuclear@0 408 // swap the face order - DX to OGL
nuclear@0 409 pcFaceCur->mIndices[0] = iOutIndex + 2;
nuclear@0 410 pcFaceCur->mIndices[1] = iOutIndex + 1;
nuclear@0 411 pcFaceCur->mIndices[2] = iOutIndex + 0;
nuclear@0 412 }
nuclear@0 413
nuclear@0 414 pcSurface = new ((int8_t*)pcSurface + pcSurface->ulOffsetEnd) MDC::Surface;
nuclear@0 415 }
nuclear@0 416
nuclear@0 417 // create a flat node graph with a root node and one child for each surface
nuclear@0 418 if (!pScene->mNumMeshes)
nuclear@0 419 throw DeadlyImportError( "Invalid MDC file: File contains no valid mesh");
nuclear@0 420 else if (1 == pScene->mNumMeshes)
nuclear@0 421 {
nuclear@0 422 pScene->mRootNode = new aiNode();
nuclear@0 423 pScene->mRootNode->mName.Set(std::string((const char*)pScene->mMeshes[0]->mTextureCoords[3]));
nuclear@0 424 pScene->mRootNode->mNumMeshes = 1;
nuclear@0 425 pScene->mRootNode->mMeshes = new unsigned int[1];
nuclear@0 426 pScene->mRootNode->mMeshes[0] = 0;
nuclear@0 427 }
nuclear@0 428 else
nuclear@0 429 {
nuclear@0 430 pScene->mRootNode = new aiNode();
nuclear@0 431 pScene->mRootNode->mNumChildren = pScene->mNumMeshes;
nuclear@0 432 pScene->mRootNode->mChildren = new aiNode*[pScene->mNumMeshes];
nuclear@0 433 pScene->mRootNode->mName.Set("<root>");
nuclear@0 434 for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
nuclear@0 435 {
nuclear@0 436 aiNode* pcNode = pScene->mRootNode->mChildren[i] = new aiNode();
nuclear@0 437 pcNode->mParent = pScene->mRootNode;
nuclear@0 438 pcNode->mName.Set(std::string((const char*)pScene->mMeshes[i]->mTextureCoords[3]));
nuclear@0 439 pcNode->mNumMeshes = 1;
nuclear@0 440 pcNode->mMeshes = new unsigned int[1];
nuclear@0 441 pcNode->mMeshes[0] = i;
nuclear@0 442 }
nuclear@0 443 }
nuclear@0 444
nuclear@0 445 // make sure we invalidate the pointer to the mesh name
nuclear@0 446 for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
nuclear@0 447 pScene->mMeshes[i]->mTextureCoords[3] = NULL;
nuclear@0 448
nuclear@0 449 // create materials
nuclear@0 450 pScene->mNumMaterials = (unsigned int)aszShaders.size();
nuclear@0 451 pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
nuclear@0 452 for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
nuclear@0 453 {
nuclear@0 454 aiMaterial* pcMat = new aiMaterial();
nuclear@0 455 pScene->mMaterials[i] = pcMat;
nuclear@0 456
nuclear@0 457 const std::string& name = aszShaders[i];
nuclear@0 458
nuclear@0 459 int iMode = (int)aiShadingMode_Gouraud;
nuclear@0 460 pcMat->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
nuclear@0 461
nuclear@0 462 // add a small ambient color value - RtCW seems to have one
nuclear@0 463 aiColor3D clr;
nuclear@0 464 clr.b = clr.g = clr.r = 0.05f;
nuclear@0 465 pcMat->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
nuclear@0 466
nuclear@0 467 if (name.length())clr.b = clr.g = clr.r = 1.0f;
nuclear@0 468 else clr.b = clr.g = clr.r = 0.6f;
nuclear@0 469
nuclear@0 470 pcMat->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
nuclear@0 471 pcMat->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
nuclear@0 472
nuclear@0 473 if (name.length())
nuclear@0 474 {
nuclear@0 475 aiString path;
nuclear@0 476 path.Set(name);
nuclear@0 477 pcMat->AddProperty(&path,AI_MATKEY_TEXTURE_DIFFUSE(0));
nuclear@0 478 }
nuclear@0 479 }
nuclear@0 480 }
nuclear@0 481
nuclear@0 482 #endif // !! ASSIMP_BUILD_NO_MDC_IMPORTER