vrshoot

diff libs/assimp/UnrealLoader.cpp @ 0:b2f14e535253

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 01 Feb 2014 19:58:19 +0200
parents
children
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/libs/assimp/UnrealLoader.cpp	Sat Feb 01 19:58:19 2014 +0200
     1.3 @@ -0,0 +1,439 @@
     1.4 +/*
     1.5 +---------------------------------------------------------------------------
     1.6 +Open Asset Import Library (assimp)
     1.7 +---------------------------------------------------------------------------
     1.8 +
     1.9 +Copyright (c) 2006-2012, assimp team
    1.10 +
    1.11 +All rights reserved.
    1.12 +
    1.13 +Redistribution and use of this software in source and binary forms, 
    1.14 +with or without modification, are permitted provided that the following 
    1.15 +conditions are met:
    1.16 +
    1.17 +* Redistributions of source code must retain the above
    1.18 +  copyright notice, this list of conditions and the
    1.19 +  following disclaimer.
    1.20 +
    1.21 +* Redistributions in binary form must reproduce the above
    1.22 +  copyright notice, this list of conditions and the
    1.23 +  following disclaimer in the documentation and/or other
    1.24 +  materials provided with the distribution.
    1.25 +
    1.26 +* Neither the name of the assimp team, nor the names of its
    1.27 +  contributors may be used to endorse or promote products
    1.28 +  derived from this software without specific prior
    1.29 +  written permission of the assimp team.
    1.30 +
    1.31 +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 
    1.32 +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 
    1.33 +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
    1.34 +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 
    1.35 +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
    1.36 +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 
    1.37 +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
    1.38 +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 
    1.39 +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 
    1.40 +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 
    1.41 +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
    1.42 +---------------------------------------------------------------------------
    1.43 +*/
    1.44 +
    1.45 +/** @file  UnrealLoader.cpp
    1.46 + *  @brief Implementation of the UNREAL (*.3D) importer class
    1.47 + *
    1.48 + *  Sources:
    1.49 + *    http://local.wasp.uwa.edu.au/~pbourke/dataformats/unreal/
    1.50 + */
    1.51 +
    1.52 +#include "AssimpPCH.h"
    1.53 +
    1.54 +#ifndef ASSIMP_BUILD_NO_3D_IMPORTER
    1.55 +
    1.56 +#include "UnrealLoader.h"
    1.57 +#include "StreamReader.h"
    1.58 +#include "ParsingUtils.h"
    1.59 +#include "fast_atof.h"
    1.60 +#include "ConvertToLHProcess.h"
    1.61 +
    1.62 +using namespace Assimp;
    1.63 +
    1.64 +static const aiImporterDesc desc = {
    1.65 +	"Unreal Mesh Importer",
    1.66 +	"",
    1.67 +	"",
    1.68 +	"",
    1.69 +	aiImporterFlags_SupportTextFlavour,
    1.70 +	0,
    1.71 +	0,
    1.72 +	0,
    1.73 +	0,
    1.74 +	"3d uc" 
    1.75 +};
    1.76 +
    1.77 +
    1.78 +// ------------------------------------------------------------------------------------------------
    1.79 +// Constructor to be privately used by Importer
    1.80 +UnrealImporter::UnrealImporter()
    1.81 +:	configFrameID	(0)
    1.82 +,	configHandleFlags (true)
    1.83 +{}
    1.84 +
    1.85 +// ------------------------------------------------------------------------------------------------
    1.86 +// Destructor, private as well 
    1.87 +UnrealImporter::~UnrealImporter()
    1.88 +{}
    1.89 +
    1.90 +// ------------------------------------------------------------------------------------------------
    1.91 +// Returns whether the class can handle the format of the given file. 
    1.92 +bool UnrealImporter::CanRead( const std::string& pFile, IOSystem* /*pIOHandler*/, bool /*checkSig*/) const
    1.93 +{
    1.94 +	return  SimpleExtensionCheck(pFile,"3d","uc");
    1.95 +}
    1.96 +
    1.97 +// ------------------------------------------------------------------------------------------------
    1.98 +// Build a string of all file extensions supported
    1.99 +const aiImporterDesc* UnrealImporter::GetInfo () const
   1.100 +{
   1.101 +	return &desc;
   1.102 +}
   1.103 +
   1.104 +// ------------------------------------------------------------------------------------------------
   1.105 +// Setup configuration properties for the loader
   1.106 +void UnrealImporter::SetupProperties(const Importer* pImp)
   1.107 +{
   1.108 +	// The 
   1.109 +	// AI_CONFIG_IMPORT_UNREAL_KEYFRAME option overrides the
   1.110 +	// AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
   1.111 +	configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_UNREAL_KEYFRAME,-1);
   1.112 +	if(static_cast<unsigned int>(-1) == configFrameID)	{
   1.113 +		configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
   1.114 +	}
   1.115 +
   1.116 +	// AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS, default is true
   1.117 +	configHandleFlags = (0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS,1));
   1.118 +}
   1.119 +
   1.120 +// ------------------------------------------------------------------------------------------------
   1.121 +// Imports the given file into the given scene structure. 
   1.122 +void UnrealImporter::InternReadFile( const std::string& pFile, 
   1.123 +	aiScene* pScene, IOSystem* pIOHandler)
   1.124 +{
   1.125 +	// For any of the 3 files being passed get the three correct paths
   1.126 +	// First of all, determine file extension
   1.127 +	std::string::size_type pos = pFile.find_last_of('.');
   1.128 +	std::string extension = GetExtension(pFile);
   1.129 +
   1.130 +	std::string d_path,a_path,uc_path;
   1.131 +	if (extension == "3d")		{
   1.132 +		// jjjj_d.3d
   1.133 +		// jjjj_a.3d
   1.134 +		pos = pFile.find_last_of('_');
   1.135 +		if (std::string::npos == pos) {
   1.136 +			throw DeadlyImportError("UNREAL: Unexpected naming scheme");
   1.137 +		}
   1.138 +		extension = pFile.substr(0,pos);
   1.139 +	}
   1.140 +	else {
   1.141 +		extension = pFile.substr(0,pos);
   1.142 +	}
   1.143 +
   1.144 +	// build proper paths
   1.145 +	d_path  = extension+"_d.3d";
   1.146 +	a_path  = extension+"_a.3d";
   1.147 +	uc_path = extension+".uc";
   1.148 +
   1.149 +	DefaultLogger::get()->debug("UNREAL: data file is " + d_path);
   1.150 +	DefaultLogger::get()->debug("UNREAL: aniv file is " + a_path);
   1.151 +	DefaultLogger::get()->debug("UNREAL: uc file is "   + uc_path);
   1.152 +
   1.153 +	// and open the files ... we can't live without them
   1.154 +	IOStream* p = pIOHandler->Open(d_path);
   1.155 +	if (!p)
   1.156 +		throw DeadlyImportError("UNREAL: Unable to open _d file");
   1.157 +	StreamReaderLE d_reader(pIOHandler->Open(d_path));
   1.158 +
   1.159 +	const uint16_t numTris = d_reader.GetI2();
   1.160 +	const uint16_t numVert = d_reader.GetI2();
   1.161 +	d_reader.IncPtr(44);
   1.162 +	if (!numTris || numVert < 3)
   1.163 +		throw DeadlyImportError("UNREAL: Invalid number of vertices/triangles");
   1.164 +
   1.165 +	// maximum texture index
   1.166 +	unsigned int maxTexIdx = 0;
   1.167 +
   1.168 +	// collect triangles
   1.169 +	std::vector<Unreal::Triangle> triangles(numTris);
   1.170 +	for (std::vector<Unreal::Triangle>::iterator it = triangles.begin(), end = triangles.end();it != end; ++it)	{
   1.171 +		Unreal::Triangle& tri = *it;
   1.172 +
   1.173 +		for (unsigned int i = 0; i < 3;++i)	{
   1.174 +
   1.175 +			tri.mVertex[i] = d_reader.GetI2();
   1.176 +			if (tri.mVertex[i] >= numTris)	{
   1.177 +				DefaultLogger::get()->warn("UNREAL: vertex index out of range");
   1.178 +				tri.mVertex[i] = 0;
   1.179 +			}
   1.180 +		}
   1.181 +		tri.mType = d_reader.GetI1();
   1.182 +
   1.183 +		// handle mesh flagss?
   1.184 +		if (configHandleFlags)
   1.185 +			tri.mType = Unreal::MF_NORMAL_OS;
   1.186 +		else {
   1.187 +			// ignore MOD and MASKED for the moment, treat them as two-sided
   1.188 +			if (tri.mType == Unreal::MF_NORMAL_MOD_TS || tri.mType == Unreal::MF_NORMAL_MASKED_TS)
   1.189 +				tri.mType = Unreal::MF_NORMAL_TS;
   1.190 +		}
   1.191 +		d_reader.IncPtr(1);
   1.192 +
   1.193 +		for (unsigned int i = 0; i < 3;++i)
   1.194 +			for (unsigned int i2 = 0; i2 < 2;++i2)
   1.195 +				tri.mTex[i][i2] = d_reader.GetI1();
   1.196 +
   1.197 +		tri.mTextureNum = d_reader.GetI1();
   1.198 +		maxTexIdx = std::max(maxTexIdx,(unsigned int)tri.mTextureNum);
   1.199 +		d_reader.IncPtr(1);
   1.200 +	}
   1.201 +
   1.202 +	p = pIOHandler->Open(a_path);
   1.203 +	if (!p)
   1.204 +		throw DeadlyImportError("UNREAL: Unable to open _a file");
   1.205 +	StreamReaderLE a_reader(pIOHandler->Open(a_path));
   1.206 +
   1.207 +	// read number of frames
   1.208 +	const uint32_t numFrames = a_reader.GetI2();
   1.209 +	if (configFrameID >= numFrames)
   1.210 +		throw DeadlyImportError("UNREAL: The requested frame does not exist");
   1.211 +
   1.212 +	uint32_t st = a_reader.GetI2(); 
   1.213 +	if (st != numVert*4)
   1.214 +		throw DeadlyImportError("UNREAL: Unexpected aniv file length");
   1.215 +
   1.216 +	// skip to our frame
   1.217 +	a_reader.IncPtr(configFrameID *numVert*4);
   1.218 +
   1.219 +	// collect vertices
   1.220 +	std::vector<aiVector3D> vertices(numVert);
   1.221 +	for (std::vector<aiVector3D>::iterator it = vertices.begin(), end = vertices.end(); it != end; ++it)	{
   1.222 +		int32_t val = a_reader.GetI4();
   1.223 +		Unreal::DecompressVertex(*it,val);
   1.224 +	}
   1.225 +
   1.226 +	// list of textures. 
   1.227 +	std::vector< std::pair<unsigned int, std::string> > textures; 
   1.228 +
   1.229 +	// allocate the output scene
   1.230 +	aiNode* nd = pScene->mRootNode = new aiNode();
   1.231 +	nd->mName.Set("<UnrealRoot>");
   1.232 +
   1.233 +	// we can live without the uc file if necessary
   1.234 +	boost::scoped_ptr<IOStream> pb (pIOHandler->Open(uc_path));
   1.235 +	if (pb.get())	{
   1.236 +
   1.237 +		std::vector<char> _data;
   1.238 +		TextFileToBuffer(pb.get(),_data);
   1.239 +		const char* data = &_data[0];
   1.240 +
   1.241 +		std::vector< std::pair< std::string,std::string > > tempTextures;
   1.242 +
   1.243 +		// do a quick search in the UC file for some known, usually texture-related, tags
   1.244 +		for (;*data;++data)	{
   1.245 +			if (TokenMatchI(data,"#exec",5))	{
   1.246 +				SkipSpacesAndLineEnd(&data);
   1.247 +
   1.248 +				// #exec TEXTURE IMPORT [...] NAME=jjjjj [...] FILE=jjjj.pcx [...] 
   1.249 +				if (TokenMatchI(data,"TEXTURE",7))	{
   1.250 +					SkipSpacesAndLineEnd(&data);
   1.251 +
   1.252 +					if (TokenMatchI(data,"IMPORT",6))	{
   1.253 +						tempTextures.push_back(std::pair< std::string,std::string >());
   1.254 +						std::pair< std::string,std::string >& me = tempTextures.back();
   1.255 +						for (;!IsLineEnd(*data);++data)	{
   1.256 +							if (!::ASSIMP_strincmp(data,"NAME=",5))	{
   1.257 +								const char *d = data+=5;
   1.258 +								for (;!IsSpaceOrNewLine(*data);++data);
   1.259 +								me.first = std::string(d,(size_t)(data-d)); 
   1.260 +							}
   1.261 +							else if (!::ASSIMP_strincmp(data,"FILE=",5))	{
   1.262 +								const char *d = data+=5;
   1.263 +								for (;!IsSpaceOrNewLine(*data);++data);
   1.264 +								me.second = std::string(d,(size_t)(data-d)); 
   1.265 +							}
   1.266 +						}
   1.267 +						if (!me.first.length() || !me.second.length())
   1.268 +							tempTextures.pop_back();
   1.269 +					}
   1.270 +				}
   1.271 +				// #exec MESHMAP SETTEXTURE MESHMAP=box NUM=1 TEXTURE=Jtex1
   1.272 +				// #exec MESHMAP SCALE MESHMAP=box X=0.1 Y=0.1 Z=0.2
   1.273 +				else if (TokenMatchI(data,"MESHMAP",7)) {
   1.274 +					SkipSpacesAndLineEnd(&data);
   1.275 +
   1.276 +					if (TokenMatchI(data,"SETTEXTURE",10)) {
   1.277 +					
   1.278 +						textures.push_back(std::pair<unsigned int, std::string>());
   1.279 +						std::pair<unsigned int, std::string>& me = textures.back();
   1.280 +
   1.281 +						for (;!IsLineEnd(*data);++data)	{
   1.282 +							if (!::ASSIMP_strincmp(data,"NUM=",4))	{
   1.283 +								data += 4;
   1.284 +								me.first = strtoul10(data,&data);
   1.285 +							}
   1.286 +							else if (!::ASSIMP_strincmp(data,"TEXTURE=",8))	{
   1.287 +								data += 8;
   1.288 +								const char *d = data;
   1.289 +								for (;!IsSpaceOrNewLine(*data);++data);
   1.290 +								me.second = std::string(d,(size_t)(data-d)); 
   1.291 +					
   1.292 +								// try to find matching path names, doesn't care if we don't find them
   1.293 +								for (std::vector< std::pair< std::string,std::string > >::const_iterator it = tempTextures.begin();
   1.294 +									 it != tempTextures.end(); ++it)	{
   1.295 +									if ((*it).first == me.second)	{
   1.296 +										me.second = (*it).second;
   1.297 +										break;
   1.298 +									}
   1.299 +								}
   1.300 +							}	
   1.301 +						}
   1.302 +					}
   1.303 +					else if (TokenMatchI(data,"SCALE",5)) {
   1.304 +
   1.305 +						for (;!IsLineEnd(*data);++data)	{
   1.306 +							if (data[0] == 'X' && data[1] == '=')	{
   1.307 +								data = fast_atoreal_move<float>(data+2,(float&)nd->mTransformation.a1);
   1.308 +							}
   1.309 +							else if (data[0] == 'Y' && data[1] == '=')	{
   1.310 +								data = fast_atoreal_move<float>(data+2,(float&)nd->mTransformation.b2);
   1.311 +							}
   1.312 +							else if (data[0] == 'Z' && data[1] == '=')	{
   1.313 +								data = fast_atoreal_move<float>(data+2,(float&)nd->mTransformation.c3);
   1.314 +							}
   1.315 +						}
   1.316 +					}
   1.317 +				}
   1.318 +			}
   1.319 +		}
   1.320 +	}
   1.321 +	else	{
   1.322 +		DefaultLogger::get()->error("Unable to open .uc file");
   1.323 +	}
   1.324 +
   1.325 +	std::vector<Unreal::TempMat> materials;
   1.326 +	materials.reserve(textures.size()*2+5);
   1.327 +
   1.328 +	// find out how many output meshes and materials we'll have and build material indices
   1.329 +	for (std::vector<Unreal::Triangle>::iterator it = triangles.begin(), end = triangles.end();it != end; ++it)	{
   1.330 +		Unreal::Triangle& tri = *it;
   1.331 +		Unreal::TempMat mat(tri);
   1.332 +		std::vector<Unreal::TempMat>::iterator nt = std::find(materials.begin(),materials.end(),mat);
   1.333 +		if (nt == materials.end()) {
   1.334 +			// add material
   1.335 +			tri.matIndex = materials.size();
   1.336 +			mat.numFaces = 1;
   1.337 +			materials.push_back(mat);
   1.338 +
   1.339 +			++pScene->mNumMeshes;
   1.340 +		}
   1.341 +		else {
   1.342 +			tri.matIndex = static_cast<unsigned int>(nt-materials.begin());
   1.343 +			++nt->numFaces;
   1.344 +		}
   1.345 +	}
   1.346 +
   1.347 +	if (!pScene->mNumMeshes) {
   1.348 +		throw DeadlyImportError("UNREAL: Unable to find valid mesh data");
   1.349 +	}
   1.350 +
   1.351 +	// allocate meshes and bind them to the node graph
   1.352 +	pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
   1.353 +	pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials = pScene->mNumMeshes];
   1.354 +
   1.355 +	nd->mNumMeshes  = pScene->mNumMeshes;
   1.356 +	nd->mMeshes = new unsigned int[nd->mNumMeshes];
   1.357 +	for (unsigned int i = 0; i < pScene->mNumMeshes;++i) {
   1.358 +		aiMesh* m = pScene->mMeshes[i] =  new aiMesh();
   1.359 +		m->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
   1.360 +
   1.361 +		const unsigned int num = materials[i].numFaces;
   1.362 +		m->mFaces            = new aiFace     [num];
   1.363 +		m->mVertices         = new aiVector3D [num*3];
   1.364 +		m->mTextureCoords[0] = new aiVector3D [num*3];
   1.365 +
   1.366 +		nd->mMeshes[i] = i;
   1.367 +
   1.368 +		// create materials, too
   1.369 +		aiMaterial* mat = new aiMaterial();
   1.370 +		pScene->mMaterials[i] = mat;
   1.371 +
   1.372 +		// all white by default - texture rulez
   1.373 +		aiColor3D color(1.f,1.f,1.f);
   1.374 +
   1.375 +		aiString s;
   1.376 +		::sprintf(s.data,"mat%i_tx%i_",i,materials[i].tex);
   1.377 +
   1.378 +		// set the two-sided flag
   1.379 +		if (materials[i].type == Unreal::MF_NORMAL_TS) {
   1.380 +			const int twosided = 1;
   1.381 +			mat->AddProperty(&twosided,1,AI_MATKEY_TWOSIDED);
   1.382 +			::strcat(s.data,"ts_");
   1.383 +		}
   1.384 +		else ::strcat(s.data,"os_");
   1.385 +
   1.386 +		// make TRANS faces 90% opaque that RemRedundantMaterials won't catch us
   1.387 +		if (materials[i].type == Unreal::MF_NORMAL_TRANS_TS)	{
   1.388 +			const float opac = 0.9f;
   1.389 +			mat->AddProperty(&opac,1,AI_MATKEY_OPACITY);
   1.390 +			::strcat(s.data,"tran_");
   1.391 +		}
   1.392 +		else ::strcat(s.data,"opaq_");
   1.393 +
   1.394 +		// a special name for the weapon attachment point
   1.395 +		if (materials[i].type == Unreal::MF_WEAPON_PLACEHOLDER)	{
   1.396 +			s.length = ::sprintf(s.data,"$WeaponTag$");
   1.397 +			color = aiColor3D(0.f,0.f,0.f);
   1.398 +		}
   1.399 +
   1.400 +		// set color and name
   1.401 +		mat->AddProperty(&color,1,AI_MATKEY_COLOR_DIFFUSE);
   1.402 +		s.length = ::strlen(s.data);
   1.403 +		mat->AddProperty(&s,AI_MATKEY_NAME);
   1.404 +
   1.405 +		// set texture, if any
   1.406 +		const unsigned int tex = materials[i].tex;
   1.407 +		for (std::vector< std::pair< unsigned int, std::string > >::const_iterator it = textures.begin();it != textures.end();++it)	{
   1.408 +			if ((*it).first == tex)	{
   1.409 +				s.Set((*it).second);
   1.410 +				mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0));
   1.411 +				break;
   1.412 +			}
   1.413 +		}
   1.414 +	}
   1.415 +
   1.416 +	// fill them.
   1.417 +	for (std::vector<Unreal::Triangle>::iterator it = triangles.begin(), end = triangles.end();it != end; ++it)	{
   1.418 +		Unreal::Triangle& tri = *it;
   1.419 +		Unreal::TempMat mat(tri);
   1.420 +		std::vector<Unreal::TempMat>::iterator nt = std::find(materials.begin(),materials.end(),mat);
   1.421 +
   1.422 +		aiMesh* mesh = pScene->mMeshes[nt-materials.begin()];
   1.423 +		aiFace& f    = mesh->mFaces[mesh->mNumFaces++];
   1.424 +		f.mIndices   = new unsigned int[f.mNumIndices = 3];
   1.425 +		
   1.426 +		for (unsigned int i = 0; i < 3;++i,mesh->mNumVertices++) {
   1.427 +			f.mIndices[i] = mesh->mNumVertices;
   1.428 +
   1.429 +			mesh->mVertices[mesh->mNumVertices] = vertices[ tri.mVertex[i] ];
   1.430 +			mesh->mTextureCoords[0][mesh->mNumVertices] = aiVector3D( tri.mTex[i][0] / 255.f, 1.f - tri.mTex[i][1] / 255.f, 0.f);
   1.431 +		}
   1.432 +	}
   1.433 +
   1.434 +	// convert to RH
   1.435 +	MakeLeftHandedProcess hero;
   1.436 +	hero.Execute(pScene);
   1.437 +
   1.438 +	FlipWindingOrderProcess flipper;
   1.439 +	flipper.Execute(pScene);
   1.440 +}
   1.441 +
   1.442 +#endif // !! ASSIMP_BUILD_NO_3D_IMPORTER